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 Post subject: Chouchingyouretsu
PostPosted: Fri Oct 06, 2017 4:33 am 
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提灯持ち流 || Chōchinmochi-ryū || Way of the Lantern-Bearer



起きる | Okiru | Rouse
Name: 起きる | Okiru | Rouse
Rank: S (for activation; B-Rank upkeep)
Range: Self
Type: Chakra flow, Ninjutsu
Sub-type: Offensive, Defensive, Supplementary
Elemental Affinity: Katon
Notation: Secret Technique, Chōchinmochi-ryū, Kinjutsu
Parent Technique: N/A
Handsigns: N/A
Description: Okiru is a technique whose roots are bound deep in the elemental ties that the fox spirits share with Katon chakra. The eldest among the kitsune, whose wisdom and foresight transcend simple description, devised a means of exuding Katon chakra from the surface of their body, effectively coating themselves in flame. Combined with an incredibly high threshold for the control of their own chakra, as well as practically transcendent anticipatory capacity, the kitsune were able to use their expulsion of chakra as a repulsive force.

The modern form of this technique has undergone aeons of refinement; all current users of the technique, now well-versed in its uses and its detriments, have refined the usage of the technique so as to be both an offensive, protective, and preventive force. Often times, the impact of the visual provided by the user, who (often without warning) will burst into flame, is enough to prevent an all-out fight from occurring in the first place.

The user, who must master the control of the expulsion of chakra from across the entire surface of their body to both the extent that the heat from their own flames does not hurt them, as well as to the extent that they are able to effectively and quickly able to manipulate the amount and concentration of chakra that they vent in any given direction, need also be able to mould an enormous amount of chakra to initiate the technique. With a burst, the first split-second of Okiru does not look unlike the first split-second of the ignition of a blowtorch from every square inch of the user's body; an almost-uncontrolled flash of flame, red-on-white, flares outward for nearly a meter in every direction, scorching the user's immediate surroundings before the blaze cools, refining to a much more regulated burn.

The engulfing flame, untouched, burns a steady orange-red about the user, with the aura of flame extending a full five inches from the user's body in every direction. When the user throws a punch, makes to run, or braces to take a blow however, the flame, rushing out to meet any impacting surface, increases in both volume and temperature, licking outwards in what often becomes a flash of white flame.

As the techniques requirements and penalties are high, its benefits present the ability to be likewise:
  • The outward force of any blows issued by the user can be increased in intensity by up to a full tier to Strength, with the user manipulating the repelling force of the flame as their blow connects.
  • The speed at which the user propels themselves forward across, upward from, or away from any surface can be increased by up to a tier of Reflex, with the user manipulating the repelling force of their flame to augment the force of their movements.
  • The precision with which the user's movements can be made can be increased by up to a tier of Coordination, with the user compensating for any imprecision that they might otherwise have physically, instead finely manipulating the repelling force exerted by their chakra to more accurately control their actions.
  • The force of any blows directed at the user that connect with the flame can be reduced by up to a tier to of Strength, with the user manipulating the repelling force of their flames to meet the impacts of the attacks of their opponents.

The user can, if they are able to benefit from the technique by more than one advantage in any Attribute, able to opt to instead only increase it by as many advantages fewer as they so choose.

Note both that coming into contact with the flame that surrounds the user will yield the same effect as coming into contact with the flame produced by most other S-Rank Katon ninjutsu, and that, should the flames produced by the technique meet a Fūton technique, the user is as like as not to be temporarily rendered a great ball of walking flame, whose effects are again very similar to that of most other augmented S-Rank Katon ninjutsu.



Drawbacks: The very premise of Okiru is contingent upon one thing: the user being able to anticipate the exact force, speed, and location of impact of each and every blow or movement made. This requirement completely inhibits a user who, even with an absolute ability to manipulate their chakra, lacks the precognitive ability to control their chakra so as to supplement their actions. In this manner, the user's active precognition in any circumstance functions as the cap to which their Strength, Reflex, and Ccordination can be increased. For example, if a user's Strength is Masterful when the technique is activated, and their precognition is equivalent to the Epic tier, their Strength can be increased by up to Epic, but their already-Epic Reflex cannot be increased at all. Note here that any Fighting Styles, bloodlines, or other techniques that increase the user's precognition will also increase the cap issued by this technique. Should any effect or technique increase their precognitive levels by intervals lesser than a tier (for example, natural advantages in the user's Wisdom), the cap will reflect this.

Similarly, the user's precognitive abilities are also the determining factor for the degree of debuff applied to the Strength of incoming blows: for each advantage the user's precognitive level is above an attacker's Reflex or Coordination (whichever is higher), the user is able to reduce the Strength of incoming blows by an equivalent amount, up to the maximum of a tier.

Okiru is, by its very nature, a technique built for those who are inhuman. The tolls it takes on the bodies of spirits are completely unlike those it has on the shinobi who have learnt it. For this reason, kitsune who know Okiru do not suffer from the following: the technique can only be active for two posts active before beginning to not only exhaust but wear away the ability of the user's tenketsu to release chakra. This damage expresses itself as a disadvantage to both the Constitution and the Stamina of the user for each post of use beginning at the third. This penalty lasts for an amount of time equivalent to the duration over which the technique has been active. Every post after the second adds to this; after four posts of use, the penalty of two disadvantages lasts for four posts, and after five posts the penalty of a full tier in disadvantages lasts for five posts, et cetera. Should the amount of penalties ever reduce the Stamina or Constitution of the user below Poor, the user dies to the exhaustion.

The penalties applied by the technique cannot be circumvented by repeatedly activating and deactivating the technique rather than keeping it active, therefore, if the user should deactivate it after two posts of use only to reactivate it after a third, they will receive the penalties that they would have received had they kept it active for three posts consecutively, et cetera.

Suiton techniques of rank A or higher can douse the coating of flames just as Fūton techniques of the same rank can disrupt Raiton Chakura Mōdo. Fūton techniques of A-Rank or higher can so significantly increase the propelling force of the flames that the user is no longer able to maintain control over their movement or the technique. If Okiru is broken in this way, the technique is disrupted and the user is propelled violently (at a rate equivalent to the maximum to which the technique could boost them plus an additional tier if the technique was an A-Rank, or an additional two tiers if the technique was an S-Rank) in the opposite direction. This propulsion is caused by the explosion that occurs at the point of impact of the Fūton technique.

Lastly, the technique requires an uncommon amount of control over chakra and an intimate relationship with the Katon nature. Okiru can only be trained by those who have both Ninjutsu Specialist and who have trained at least twenty other Katon ninjutsu, and the word count/CP requirement to train it may never be reduced.
狐霊の舞 | Korei no Mai | Dance of the Fox Spirits
Name: 狐霊の舞 | Korei no Mai | Dance of the Fox Spirits
Rank: B (cost varies; see below)
Range: N/A
Type: Ninjutsu, Space–Time Ninjutsu
Sub-type: Supplementary
Elemental Affinity: N/A
Notation: Bunshinjutsu, Secret Technique, Chōchinmochi-ryū
Parent Technique: Kuchiyose no Jutsu
Handsigns: Dragon → Ram → Dragon
Description: A bunshinjutsu not unlike Karasu Bunshin no Jutsu, Korei no Mai creates clones of the user out of summoned creatures. The primary distinction to be made between the functions of the two techniques is that Korei no Mai is a summoning technique in its own right, allowing it to be applied in very different circumstances. The user, who must have signed Hyakki Yagyō, must offer their blood as sacrifice as with Kuchiyose no Jutsu, but need not touch a surface to conduct the summoning. Instead, their blood must be on their hand as they perform the seals for the technique. When they complete the hand seals for the technique, a number of balls of light equivalent to the number of clones that the user is attempting to create manifest around the user, orbiting them quickly in a clockwise direction.

The lights themselves manifest shimmering bodies of light as they orbit, appearing to melt outward from themselves, much like kitsune do when summoned through Kuchiyose no Jutsu. Once the lights have manifested bodies, those bodies begin to take the form of the user by developing distinct arms and hands, features of clothing, and so on, until the lights dim and take on the face of the user. Once the clones have developed faces, the force behind their orbiting stops, but they keep the momentum that they possessed as they formed, and must skid to a stop in order to begin moving in other directions, unless their momentum is conducive to some action for which they have been created.

The clones, having formed from the summoned spirits of kitsune, break apart into the kitsune from which they are made once they are destroyed. In a manner similar to Karasu Bunshin no Jutsu, the destruction of the clone is rarely harmful to the summoned kitsune, unless the cause of their destruction takes the form of some ongoing destruction (such as being encompassed by fire). The kitsune that make up the clone can vary in number and strength.

Each clone can be composed of:
  • A D-Rank summon, for the cost of one D-Rank amount of chakra.
  • Two D-Rank summons, for the cost of one B-Rank amount of chakra.
  • One C-Rank summon, for the cost of one C-Rank amount of chakra.
  • Two C-Rank summons, for the cost of one A-Rank amount of chakra.
  • One B-Rank summon, for the cost of one B-Rank amount of chakra.
  • Two B-Rank summons, for the cost of one S-Rank amount of chakra.
  • One A-Rank summon, for the cost of one A-Rank amount of chakra.
  • Two A-Rank summons, for the cost of two S-Rank amounts of chakra.
  • One S-rank summon, for the cost of two S-Rank amounts of chakra.

In the case of summons that are composed of a group of individual kitsune, two clones can be created where one clone would otherwise be created for each respective cost. If the user chooses to create additional clones in this manner, the number of individuals that compose each clone are divided evenly between the clones created. For example, if a D-Rank summon would create a group of four individual kitsune, the user may create two clones for a D-Rank amount of chakra, with this process dividing the number of kitsune between each clone at two each.

Image

Interestingly, as the clones are forming, each formative body casts a long shadow outwards from the direction of the user.

Each clone has chakra distributed to it in the same manner as chakra is distributed with Kage Bunshin no Jutsu.



Drawbacks: The weaknesses shared by all corporeal bunshinjutsu apply to Korei no Mai. The number of clones that can be created by Korei no Mai tends to be much more restrictive than the number that can be created by other bunshinjutsu.

This technique must be purchased on a summon for it to be used with that summon (for 300 SP). This technique can only be learned by those who have signed Hyakki Yagyō, and can only be purchased by summons from Hyakki Yagyō.

The summons used as a medium for this technique must also pay the cost of the technique as they are summoned. For example, an S-Rank summon that is used as a medium for this technique must pay two S-Ranks of chakra (and must, obviously, be able to pay as much in the first place). Note again here that the Stamina of a summon used as a medium for this technique is not that of the clone created by this technique, and only becomes substantive when the technique is dispelled or when the clone becomes forcefully disappated.
狐法・黒ずむ | Kohō: Kurozumu | Fox Art: Blacken
Name: 狐法・黒ずむ | Kohō: Kurozumu | Fox Art: Blacken
Rank: E
Range: Varies
Type: Genjutsu, Training Method
Sub-type: Supplementary
Elemental Affinity: N/A
Notation: Secret Technique, Kohō
Parent Technique: N/A
Handsigns: N/A
Description: Not properly a technique in its own right, Kohō: Kurozumu is the name given to the particular manner in which kitsune of the Yoru family mould chakra. This process involves a very particular minor imbalance in the moulding of the chakra for a technique, causing a scattering of Yin chakra into the user's environment. This gives whatever technique the user of Kohō: Kurozumu is performing the side effect of causing the room they are in or the space around them to appear to darken as if cast in shadow for a short time.

Kohō: Kurozumu can be implemented whenever its user moulds chakra for a technique, and may be continuously used for techniques that require extended control of chakra (i.e. techniques with upkeep).



Drawbacks: The space around the user doesn't actually darken; the user's environment only appears to darken, as the effect is that of a genjutsu, and may be dispelled as such (if an onlooker cares to take the time to use Genjutsu Kai on an E-Rank technique). The user's environment does not darken enough to impact the vision of even the most visually-impaired (and as such can really only provide narrative effect).

The user does not receive the bonus to Wisdom from the Genjutsu Fighting Style while using Kohō: Kurozumu.
名誉回復流 | Meiyokaifuku-ryū | Way of Vindication
Name: 名誉回復流 | Meiyokaifuku-ryū | Way of Vindication
Rank: S (cost varies; see below)
Range: Personal
Type: Chakra flow, Ninjutsu, Nintaijutsu, Taijutsu, Fighting style
Sub-type: Offensive, Defensive, Supplementary
Elemental Affinity: Katon
Notation: Secret Technique, Chōchinmochi-ryū
Parent Technique: Okiru
Handsigns: N/A
Description: A style of fighting developed for the express purpose of killing an opponent as quickly and efficiently as possible, Meiyokaifuku-ryū is the result of entire epochs spent studying various aspects of the interplay of control. Called Mai-nai Mōen (舞内猛炎, lit. Dance within the Raging Flames) by observers of the style's movement and Shokuzaidō (贖罪道, lit. Atonement Way) to those who know its origin, Meiyokaifuku-ryū will often appear alien to taijutsu-users accustomed to the patterns of both hard and soft styles usually practiced by shinobi. The practicioners of Meiyokaifuku-ryū, called Shokuzaidōka (贖罪道家, lit. Atonement Way Practitioners), wreathed in the flames produced by Okiru, do not appear to the onlooker to have a distinct form. This, almost an ode to the indistinct appearances of kitsune in their home environment, combined with the forceful sweeping and pouncing movements of the style, lend to its eerie and inhuman tone.

Meiyokaifuku-ryū, like its parent technique Okiru, depends upon its user's ability to control their chakra to an almost absurd extent; with each movement the user makes as a part of Meiyokaifuku-ryū, they must also manipulate the rate and intensity at which they output chakra along the whole surface of their body. In this sense, full-contact takes a new kind of meaning withing the fighting style, as whether the user's opponent is hit or not, the user must make no-holds-barred contact with any number of other surfaces in order to perform almost any technique properly.

As with chakra, control over the user's own limits is necessary in the absolute as a part of the modern Meiyokaifuku-ryū. With most fighting styles, the user must brace themselves on the ground to issue a stable blow, or to have launched themselves from a solid surface, using the momentum generated by that leap in order to deliver a more powerful strike. With Meiyokaifuku-ryū, the user redefines where and how they can position their body to achieve the most powerful strike, by manipulating how their body interacts with any number of actions that they take or surfaces that they hit. To a user of Meiyokaifuku-ryū, open air, water the sides of buildings or trees, and flat ground each provide a different set of opportunities and environments, all of which can variably be of use to alter the momentum and orientation of the user's body.

As with other surfaces, Meiyokaifuku-ryū is designed with control over how an opponent's body can contact the user in mind. The fighting style, divided into a number of kata (形, lit. form), each of which consists of a number of elements (prime among which is the available waza (技, lit. technique) that can be performed from that kata) that include all manner of specifications; from control over the user's breath, body position and mindset to the surface for which the kata is designed, the kata all share but one factor in common: the principles that guide jiyu kumite (組手自由, lit. free grappling hands or free sparring) and randori (乱取り, lit. chaos against an opponent). These principles, the exchange between uke (受け, lit. receiver of a technique) and tori (取り, lit. executor of a technique), are central to Meiyokaifuku-ryū in a way unique to it alone; reactionary rather than prescriptive, each of Meiyokaifuku-ryū's kata are inseparable from combat itself. As such, unlike the kata of many other fighting styles, kata of Meiyokaifuku-ryū do not consist of a set order of techniques or steps to be performed, but rather a specific stance and the techniques subsidiary to that stance as they relate to the actual flow of combat.

Each kata consists of a kiai (気合, lit. fighting spirit), a kamae (構え, lit. stance), a unique sokui-hō (足位法, lit. foot and leg placement), a manner of unpo-hō (運歩法, lit. foot and leg movement) and a manner of tai-sabaki (体捌, lit. body movement), as well as derivative waza, which make use of the kata's other elements to perform specific types of movement and specific types of strike. In this manner, Meiyokaifuku-ryū can appear both a hard and a soft fighting style, from kata to kata. Rather than possessing a cost unto itself, Meiyokaifuku-ryū's cost in Stamina consists only of the cost of its component kata and waza.

Mechanically, Meiyokaifuku-ryū has but one effect from kata to kata: due to its dissimilarities between the nature of the style and that of other taijutsu, all those engaged in combat with a user of Meiyokaifuku-ryū receive a penalty to their precognition. This penalty applies while the user of Meiyokaifuku-ryū is engaged in any given kata, though the penalty decreases the longer an opponent is exposed to the kata (representing the opponent growing more accustomed to the elements of that kata). This decrease does not carry over from one kata to another (as someone accustomed to one is by no means necessarily accustomed to another). The penalty to precognition is equivalent to a number determined by the individual kata (minus one, if the opponent is a Taijutsu Major, minus two if they are a Taijutsu Specialist) minus the number of rounds they have participated in (or witnessed) combat against a particular kata.



Drawbacks: Meiyokaifuku-ryū has all of the drawbacks of Okiru. The cost of any individual kata stacks with the cost of initiating and maintaining Okiru, as do the costs of any individual waza (though in the case of the latter, the costs stack with both the technique's parent kata and Okiru). Hand signs cannot be formed without disrupting a kata (resulting in the user losing all of its benefits), unless stated otherwise. Witnessing combat against Meiyokaifuku-ryū, even from a distance or through the memories of another, reduces the impact that its dissimilarity with other styles will have. The wear that Okiru poses to the user pairs cumulatively with the comfort that the opponents of a user of Meiyokaifuku-ryū eventually gain, leaving the style weaker and weaker as a fight drags on.
慈恩の形 | Jion no Kata | Form of Mercy
Name: 慈恩の形 | Jion no Kata | Form of Mercy
Rank: S (A-Ranked cost and upkeep)
Range: Personal
Type: Chakra flow, Ninjutsu, Nintaijutsu, Taijutsu, Fighting style
Sub-type: Offensive, Defensive, Supplementary
Elemental Affinity: Katon
Notation: Secret Technique, Chōchinmochi-ryū, Meiyokaifuku-ryū, Kata
Parent Technique: Meiyokaifuku-ryū
Handsigns: N/A
Description: The ultimate expression of the purpose Meiyokaifuku-ryū's design, Jion no Kata is one of the oldest kata of the style. Having had to endure more refinement than most other kata as a result of both its age and its use as a primary means of defence, Jion no Kata represents some of the most difficult aspects that Shokuzaidōka must come to master should they wish to truly and intimately understand their style. Engineered to fill a very central role in the style, the kata requires that its user master the concept of go no sen (後の先, post-initiative) before they can even begin to unravel the kamae and other facets of the kata's flavour of movement.

As with each kata, the exchange between uke and tori lies at the heart of each of its movements, though suki (隙, lit. opening) exploited in Jion no Kata are achieved in a different manner than most other kata of the style. Maai (間合い, lit. interval), a concept important to all martial arts, is treated differently in Jion no Kata than it would be for others, as the kata capitalises on the ability of the user to maintain distances that would normally be uncomfortable for either themselves or their opponent (increasing or decreasing the physical distance between themselves in the opponent to force them out of any established engagement distance). This allows the user to create suki by abusing the fact that situations that would otherwise be disadvantageous can be overcome as a result of their greatly increased control over their position in their environment.

In this manner, the user's kokoro no maai (心の間合い, lit. interval of mind) becomes the most important point of focus in order to understand go no sen. The particular exchange that the user seeks in Jion no Kata is one where they can create suki by positioning themselves in a manner that the opponent will perceive incorrectly, and within that discomfort strike the at the gap that their opponent has left in their guard. Developing the proper and fluid sequencing for go no sen in an environment of jiyu kumite and randori is particularly grueling, often requiring more time to practice than other similarly-complex kata, as very few individuals have the proper capacity to time and anticipate to the extent called for by Jion no Kata.

Once the user has gained an understanding of go no sen that could be called second-nature, the kata's kiai will seem simple in comparison; zanshin (残心, lit. remaining mind), which is itself an aspect of many martial arts, is the style of spirit that Jion no Kata's user must adopt. The user's breath and movements can only follow suit of their thought, and as such their thought must be of nothing but striking at their opponent with intent to kill. Okiru and Meiyokaifuku-ryū are dangerous and unforgiving, and Jion no Kata represents from the user a level of respect that is due both to all opponents who are willing to face a Shokuzaidōka, and to the risk to the user in the use of the style.

The kata's kamae (pictured below), manji-gamae (卍構え, lit. manji-shaped stance) is held by the user loosely, with both of the hands open (the right facing forward and the left facing inwards, towards the user's open right side), the user's right hand raised above their head and their left kept just above their left leg. The stance would incentivise opponents to strike at the user's lower torso were they not wreathed in flame (though for some shinobi the stomach and side of the user remain valid targets). The stance does two things for the user: it allows the user a great range of coverage for deflecting strikes (as the stance provides optimal protection in front of and behind the body for a user with only two arms) as well as placing the user's upper body in the ideal position for certain movement-related waza.
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The kata's sokui-hō (pictured below), jūashi-dachi (柔足立, soft foot stance) is held as loosely as the kata's kamae (a feat only accomplished by either those who have trained their lower body intensely or those who have figured out how to use Okiru to lessen strain on its users body), with a majority of the user's weight resting on the back foot (with is bent at the knee) which is turned at about twenty-five degrees out (with the knee bent at the same angle). The heel of the user's forward foot is raised, and is positioned in front of the back heel at just more than a shoulder's width. The user attempts to lessen as much of their body's weight from their front foot as they can without breaking its hold in position with the rear foot, and there is no bent in the front foot's ankle.
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The kata's unpo-hō, ten'unpo (転運歩, lit. turning foot and leg movement) involves twisting and turning the angle and bent of the user's legs and feet in a manner that, without the use of Okiru, would be impossible. By using Okiru to remove the need of the user to support their full body's weight as they move, they are able to perform the kata's signature kari waza (刈技, lit. reaping techniques), which are a series of sweeps and throws generally aimed at the feet or legs of the uke. This method of bracing the user's weight against the propellant force of Okiru also serves as the basis for the curved leaps and rolls executed by the user as a part of certain waza, primed by the user's angling of their feet either inwards or outwards from their body's centre.

The kata's tai-sabaki, sōtai-sabaki (繰体捌, lit. winding body movement) involves a twisting and turning of the body in a manner similar to the movement of the user's feet, though for a different purpose. Rather than priming the user for movement, or serving to control the user's position and weight, sōtai-sabaki serves almost exclusively to increase the strength of waza executed through the user's legs and arms. Building upon the momentum of ten'unpo, sōtai-sabaki further increases the force behind each curved action by increasing the rate of acceleration along each sweep. This generates incredible force (both centripetal and outwards) that the user can make use of when performing the kata's signature kiri waza (切技, lit. cutting techniques) and tenkan waza (転換技, lit. diverting techniques).

Like most kata, Jion no Kata can be maintained at any angle and on any surface so long as the user can move sufficiently to assume its kamae and sokui-hō (even midair). Though Okiru, Meiyokaifuku-ryū, and Jion no Kata do not allow their user to fly, they do allow the user to manipulate their body's orientation to the degree that they would be able to on a solid surface while midair.

Jion no Kata grants the user a tier and one advantage to their Coordination and a tier and two advantages to their Reflex. These boosts reduce by an advantage at Godlike.

The penalty to the precognition of those engaged in combat with Shokuzaidōka in Jion no Kata is five advantages at base for the purposes of the effects of Meiyokaifuku-ryū.



Drawbacks: Jion no Kata has all of the drawbacks of Meiyokaifuku-ryū. The cost of any individual waza stacks with the cost of initiating and maintaining Okiru, as do the costs of the kata itself. Hand signs cannot be formed without disrupting a Jion no Kata (resulting in the user losing all of its benefits).
急襲 | Kyūshū | Descent
Name: 急襲 | Kyūshū | Descent
Rank: S
Range: Personal
Type: Chakra flow, Ninjutsu, Nintaijutsu, Taijutsu
Sub-type: Offensive, Supplementary
Elemental Affinity: Katon
Notation: Secret Technique, Chōchinmochi-ryū, Meiyokaifuku-ryū, Jion no Kata, Kiri waza
Parent Technique: Jion no Kata
Handsigns: N/A
Description: The pinnacle of the kiri waza of Jion no Kata, Kyūshū is perhaps the waza designed most expressly with lethality in mind. Once the user has opened a suki within the positioning of their uke to exploit (generally with tenkan waza, though occasionally with kari waza, a hard block, or simply by catching their opponent completely off-guard), they move forward in a tight, winding arc, sweeping an arm across their body diagonally either upwards or downwards. This cut, aimed typically at the throat or nape of the neck of their uke, is performed so as to strike with the side of the knuckle of the small finger. The combination of the drive of vertical and lateral force as well as the heat of Okiru typically (when used on flesh) has the effect of severing and cauterising that with which it comes into contact. This effect is not universal, and can generally be most easily repelled by plating or buffering (with metal or earth respectively), though even on these the strike will typically have devastating consequences (melting the metal where it touches, warping the metal around it; shattering the stricken earth).

Kyūshū grants the user a tier and one advantage to their Coordination and a tier and two advantages to their Reflex. These boosts reduce by an advantage at Godlike.

The penalty to the precognition of those engaged in combat with Shokuzaidōka using Kyūshū is increased by an advantage for the purposes of the effects of Meiyokaifuku-ryū.



Drawbacks: Kyūshū has all of the drawbacks of Jion no Kata. Kyūshū can only be performed while in Jion no Kata.
狐法・狐景 | Kohō: Kokei | Fox Art: Foxscape
Name: 狐法・狐景 | Kohō: Kokei | Fox Art: Foxscape
Rank: S (No cost)
Range: Personal, touch
Type: Training Method
Sub-type: Supplementary
Elemental Affinity: N/A
Notation: Secret Technique, Kohō
Parent Technique: N/A
Handsigns: N/A
Description: As a result of kitsune being unable to manifest in Utsushiyo without a signatory to their contract, it became necessary to understand how to levy their abilities as spirits to temporarily separate the spirits of humans from their bodies. The process for accomplishing this, arduous though it was to develop, has become well enough understood by the kitsune that those who have signed the Hyakki Yagyō can themselves be taught the means by which to enter Kakuriyo of their own accord. While the method for accomplishing this without guidance was difficult for the kitsune, it would have permanently remained impossible for a human to accomplish unaided, even with prior knowledge of Kakuriyo.

First, the user must be able to ensure that they can enter a state of mushin (無心, lit. no mind). Once they have achieved this, it is possible (if they are a spirit, or have been opened to Kakuriyo by a spirit) to meditate on the sensation of connection with one's spiritual energy. When the user is able sever their spiritual energy within their mind from all other influences, they are able to shift between Kakuriyo and Utsushiyo. What this means for the user depends on a handful of factors.

If the user is a human using the method on another willing participant (who must also enter a state of mushin), then they are able to shift that person into a location within the Kakuriyo that they can (more or less, as the only exceptions to the rule are the immediate presences of the four most powerful kitsune) freely determine. If the user is a human, using the method to shift into the other world, then they are able to do so into most any location within Kakuriyo (with the same restriciton). Shifting, for human users, consists of entering a psudeo-comatose state of meditation, whereby their body in Utsushiyo remains in whatever position they entered the meditation in for the duration of their stay in Kakuriyo. To return to Utsushiyo, a human user must similarly meditate in the opposite world, though their "body" within the world of the spirits disappears when their spirit and body merge once more.

Kitsune using this method to appear in Utsushiyo do not manifest in physical form as they would when summoned. Instead, they appear in the form of apparitions within the dreams of the willing (or at least, non-resistant) humans. In the same manner that human users must meditate within Kakuriyo to return to Utsushiyo, kitsune within the dreams of humans within Utsushiyo must meditate to return to Kakuriyo (though they will always manage to do so before the dream of the human ends).

The passage of time experienced within Utsushiyo and Kakuriyo is not a one-to-one ratio. For every minute that passes in Utsushiyo, roughly an hour passes within Kakuriyo, allowing those who meditate to enter it to accomplish much in seemingly little time spent within a short span of time.



Drawbacks: All participants in all situations of the method's use must be indifferent to its use at best (when used by kitsune).

The effect of time dilation experienced by its users can not be used to circumvent the "training techniques in the middle of combat" rule, or to similarly circumvent any other rules in any manner.

As the method separates the body and the spirit, it would not even be possible for its user to attempt to accelerate their healing through its use, but even if that were internally consistent with the actual function of the technique, I am listing here that that can not occur.

While the user is within the world opposite their own, they remain unaware of their effectively-unconscious body in the world that they inhabit.

Even though the method separates the body and the spirit, it does not render them invulnerable to effects that kill or harm the user through the manipulation or destruction of their spirit.
Jutsu Template:
Code:
[color=#DAA520][b]Name:[/b][/color] Kanji | Romaji | English
[color=#DAA520][b]Rank:[/b][/color]
[color=#DAA520][b]Range:[/b][/color]
[color=#DAA520][i]Type:[/i][/color]
[color=#DAA520][i]Sub-type:[/i][/color]
[color=#DAA520][b]Elemental Affinity:[/b][/color]
[color=#DAA520][b]Notation:[/b][/color]
[color=#DAA520][b]Parent Technique:[/b][/color] [url=][/url]
[color=#DAA520][b]Handsigns:[/b][/color] 
[color=#DAA520][b]Description:[/b][/color]

[hr]

[color=#DAA520][b]Drawbacks:[/b][/color]
The below is not finished.

香を焚く | Kōwotaku | Cense
Name: 香を焚く | Kōwotaku | Cense
Rank: B
Range: Self
Type: Chakra flow, Ninjutsu
Sub-type: Offensive, Supplementary
Elemental Affinity: Katon
Notation: Secret Technique, Chōchinmochiryū
Parent Technique: Okiru
Handsigns: N/A
Description:

Tier +2 to Dex.


Drawbacks: A-Rank Suiton techniques can douse the coating of flames. Precog thing. Two posts active without following: disadvantage for a post of use, lasts for an amount of time equivalent to the duration over which the technique has been active. Every post after the second adds to this. This counter checks for the entire thread.
燃え尽きる | Moetsukiru | Burn Out
Name: 燃え尽きる | Moetsukiru | Burn Out
Rank: B
Range: Self
Type: Chakra flow, Ninjutsu
Sub-type: Offensive, Supplementary
Elemental Affinity: Katon
Notation: Secret Technique, Chōchinmochiryū
Parent Technique: N/A
Handsigns: Tiger → Dragon
Description:

Tier +2 to Reflex.


Drawbacks: A-Rank Suiton techniques can douse the coating of flames. Precog thing. Two posts active without following: disadvantage for a post of use, lasts for an amount of time equivalent to the duration over which the technique has been active. Every post after the second adds to this. This counter checks for the entire thread.
嘲笑う狐霊の舞 | Azawarau Korei no Mai | Dance of the Mocking Fox Spirits
Name: 嘲笑う狐霊の舞 | Azawarau Korei no Mai | Dance of the Mocking Fox Spirits
Rank: A
Range: N/A
Type: Ninjutsu, Space–Time Ninjutsu
Sub-type: Supplementary
Elemental Affinity: N/A
Notation: Bunshinjutsu, Secret Technique, Chōchinmochiryū
Parent Technique: Korei no Mai
Handsigns: Rat → Ram → Dragon
Description:


Drawbacks:
狐霊の踊り明かすかれこれ葬儀火葬 | Korei no Odoriakasu Karekore Sōki Kasō | Fox Spirits' Night Dance Around the Funeral Pyre
Name: 狐狸精の踊り明かすかれこれ葬儀火葬 | Korei no Odoriakasu Karekore Sōki Kasō | Fox Spirits' Night Dance Around the Funeral Pyre
Rank: S
Range: N/A
Type: Ninjutsu, Space–Time Ninjutsu
Sub-type: Supplementary
Elemental Affinity: N/A
Notation: Bunshinjutsu, Secret Technique, Chōchinmochiryū
Parent Technique: Korei no Mai
Handsigns: Dragon → Rat → Dragon → Ram → Dragon → Bird → Dragon
Description:


Drawbacks:
平行の形 | Heikō no Kata | Form of Parallels
Name: 平行の形 | Heikō no Kata | Form of Parallels
Rank: S (C-Rank cost)
Range: Personal
Type: Chakra flow, Ninjutsu, Nintaijutsu, Taijutsu, Fighting style
Sub-type: Defensive, Supplementary
Elemental Affinity: Katon
Notation: Secret Technique, Chōchinmochi-ryū, Meiyokaifuku-ryū, Kata
Parent Technique: Meiyokaifuku-ryū
Handsigns: N/A
Description: A style of fighting developed for the express purpose of killing an opponent as quickly and efficiently as possible

As with other surfaces, Meiyokaifuku-ryū is designed with control over how an opponent's body can contact the user in mind. The fighting style, divided into a number of kata (形, lit. form), each of which consists of a number of elements (prime among which is the available waza (技, lit. technique) that can be performed from that kata) that include all manner of specifications; from control over the user's breath, body position and mindset to the surface for which the kata is designed, the kata all share but one factor in common: the principles that guide jiyu kumite (組手自由, lit. free grappling hands or free sparring) and randori (乱取り, lit. chaos against an opponent). These principles, the exchange between uke (受け, lit. receiver of a technique) and tori (取り, lit. executor of a technique), are central to Meiyokaifuku-ryū in a way unique to it alone; reactionary rather than prescriptive, each of Meiyokaifuku-ryū's kata are inseparable from combat itself. As such, unlike the kata of many other fighting styles, kata of Meiyokaifuku-ryū do not consist of a set order of techniques or steps to be performed, but rather a specific stance and the techniques subsidiary to that stance as they relate to the actual flow of combat.

Each kata consists of a kiai (気合, lit. fighting spirit), a kamae (構え, lit. stance), a unique sokui-hō (足位法, lit. foot and leg placement), a manner of unpo-hō (運歩法, lit. foot and leg movement) and a manner of tai-sabaki (体捌, lit. body movement), as well as derivative waza, which make use of the kata's other elements to perform specific types of movement and specific types of strike. In this manner, Meiyokaifuku-ryū can appear both a hard and a soft fighting style, from kata to kata. Rather than possessing a cost unto itself, Meiyokaifuku-ryū's cost in Stamina consists only of the cost of its component kata and waza.

rei (礼, lit. bow)



Drawbacks: Meiyokaifuku-ryū has all of the drawbacks of Okiru. The cost of any individual kata stacks with the cost of initiating and maintaining Okiru, as do the costs of any individual waza (though in the case of the latter, the costs stack with both the technique's parent kata and Okiru). Hand signs cannot be formed without disrupting a kata (resulting in the user losing all of its benefits), unless stated otherwise. Witnessing combat against Meiyokaifuku-ryū, even from a distance or through the memories of another, reduces the impact that its dissimilarity with other styles will have. The wear that Okiru poses to the user pairs cumulatively with the comfort that the opponents of a user of Meiyokaifuku-ryū eventually gain, leaving the style weaker and weaker as a fight drags on.
死神の面は狐みたい | Shinigami no Men wa Kitsune-mitai | The Face of Death Looks Like a Fox
狐狸幻 | Korigen | Deceiver Illusion
狐狸幻・尾縛殺 | Korigen: Bibaku Satsu | Deceiver Illusion: Tail Binding Death
狐狸幻・狐に化かされる | Korigen: Kitsune ni Bakasareru | Deceiver Illusion: Deceived by a Fox
狐狸幻・狐付き | Korigen: Kitsunetsuki | Deceiver Illusion: Possession by a Fox
狐狸幻・偽善者 | Korigen: Kizensha | Deceiver Illusion: Fox in a Lamb's Skin
狐狸幻・虎の威を借る狐 | Korigen: Tora no Iwo Karu Kitsune | Deceiver Illusion: A Fox that Borrows the Authority of a Tiger
御前 | Misaki | Messenger of the Gods
狐に小豆飯 | Kitsune Azukimeshi | Like Feeding a Fox
隠り世からの誘引 | Kakuriyo kara no Yūin | Coax from the Hidden World
星原 | Hoshihara | Starfield
火玉 | Hidama | Falling Star
星の嵐 | Hoshi no Arashi | Storm of Stars
流星群台風内 | Ryūsei-gun Taifū-nai | Meteor Shower Amidst the Typhoon
照付ける | Teritsukeru | Blaze Down
死神の乗馬隊 | Jōbatai no Shinigami | Death's Cavalcade
狐法 | Kohō | Fox Art
狐法・忍術の免許皆伝 | Kohō: Ninjutsu no Menkyokaiden | Fox Art: Ninjutsu Mastery
狐法・狐景 | Kohō: Kokei | Fox Art: Foxscape
狐法・隈景 | Kohō: Waikei | Fox Art: Shadescape

_________________
Kyōsuke Chikamatsu
Strength: Average (Minor Advantage with Taijutsu)
Constitution: Average (Minor Advantage with Taijutsu)
Stamina: Masterful (150 SP, 60 SP with Taijutsu, 60 SP with Ninjutsu)
Coordination: Masterful (Major Advantage with Ninjutsu)
Reflex: Proficient (Minor Advantage with Taijutsu)
Wisdom: Legendary (Major Advantage with Genjutsu, Godlike with Fūinjutsu, Godlike with Taijutsu)

Fūinjutsu Specialist, Genjutsu Specialist, Kuchiyose Specialist, Ninjutsu Specialist, Sensory Minor, Taijutsu Specialist


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 Post subject: Re: Chouchingyouretsu
PostPosted: Fri Oct 06, 2017 4:34 am 
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起きる | Okiru | Rouse
Name: 起きる | Okiru | Rouse
Rank: S
Cost: 20, 15 upkeep
Range: Self
Type: Chakra flow, Ninjutsu
Sub-type: Offensive, Defensive, Supplementary
Elemental Affinity: Katon
Notation: Secret Technique, Chōchinmochi-ryū, Kinjutsu
Parent Technique: N/A
Handsigns: N/A
Description: Okiru is a technique whose roots are bound deep in the elemental ties that the fox spirits share with Katon chakra. The eldest among the kitsune, whose wisdom and foresight transcend simple description, devised a means of exuding Katon chakra from the surface of their body, effectively coating themselves in flame. Combined with an incredibly high threshold for the control of their own chakra, as well as practically transcendent anticipatory capacity, the kitsune were able to use their expulsion of chakra as a repulsive force.

The modern form of this technique has undergone aeons of refinement; all current users of the technique, now well-versed in its uses and its detriments, have refined the usage of the technique so as to be both an offensive, protective, and preventive force. Often times, the impact of the visual provided by the user, who (often without warning) will burst into flame, is enough to prevent an all-out fight from occurring in the first place.

The user, who must master the control of the expulsion of chakra from across the entire surface of their body to both the extent that the heat from their own flames does not hurt them, as well as to the extent that they are able to effectively and quickly able to manipulate the amount and concentration of chakra that they vent in any given direction, need also be able to mould an enormous amount of chakra to initiate the technique. With a burst, the first split-second of Okiru does not look unlike the first split-second of the ignition of a blowtorch from every square inch of the user's body; an almost-uncontrolled flash of flame, red-on-white, flares outward for nearly a meter in every direction, scorching the user's immediate surroundings before the blaze cools, refining to a much more regulated burn.

The engulfing flame, untouched, burns a steady orange-red about the user, with the aura of flame extending a full five inches from the user's body in every direction. When the user throws a punch, makes to run, or braces to take a blow however, the flame, rushing out to meet any impacting surface, increases in both volume and temperature, licking outwards in what often becomes a flash of white flame.

As the techniques requirements and penalties are high, its benefits present the ability to be likewise:
  • The outward force of any blows issued by the user can be increased in intensity by up to a full tier to Strength, with the user manipulating the repelling force of the flame as their blow connects.
  • The speed at which the user propels themselves forward across, upward from, or away from any surface can be increased by up to a tier of Reflex, with the user manipulating the repelling force of their flame to augment the force of their movements.
  • The precision with which the user's movements can be made can be increased by up to a tier of Coordination, with the user compensating for any imprecision that they might otherwise have physically, instead finely manipulating the repelling force exerted by their chakra to more accurately control their actions.
  • The force of any blows directed at the user that connect with the flame can be reduced by up to a tier to of Strength, with the user manipulating the repelling force of their flames to meet the impacts of the attacks of their opponents.
  • Due to the repellent force of the flames, the user's body is less likely to take the full force of blows that do connect. The user's Constitution is treated as a tier higher for the purposes of determining Durability.

The user can, if they are able to benefit from the technique by more than one advantage in any Attribute, able to opt to instead only increase it by as many advantages fewer as they so choose.

Note both that coming into contact with the flame that surrounds the user will yield the same effect as coming into contact with the flame produced by most other S-Rank Katon ninjutsu, and that, should the flames produced by the technique meet a Fūton technique, the user is as like as not to be temporarily rendered a great ball of walking flame, whose effects are again very similar to that of most other augmented S-Rank Katon ninjutsu.



Drawbacks: The very premise of Okiru is contingent upon one thing: the user being able to anticipate the exact force, speed, and location of impact of each and every blow or movement made. This requirement completely inhibits a user who, even with an absolute ability to manipulate their chakra, lacks the precognitive ability to control their chakra so as to supplement their actions. In this manner, the user's active precognition in any circumstance functions as the cap to which their Strength, Reflex, and Coordination can be increased. For example, if a user's Strength is Masterful when the technique is activated, and their precognition is equivalent to the Epic tier, their Strength can be increased by up to Epic, but their already-Epic Reflex cannot be increased at all. Note here that any Fighting Styles, bloodlines, or other techniques that increase the user's precognition will also increase the cap issued by this technique. Should any effect or technique increase their precognitive levels by intervals lesser than a tier (for example, natural advantages in the user's Wisdom), the cap will reflect this.

Similarly, the user's precognitive abilities are also the determining factor for the degree of debuff applied to the Strength of incoming blows: for each advantage the user's precognitive level is above an attacker's Reflex or Coordination (whichever is higher), the user is able to reduce the Strength of incoming blows by an equivalent amount, up to the maximum of a tier.

Okiru is, by its very nature, a technique built for those who are inhuman. The tolls it takes on the bodies of spirits are completely unlike those it has on the shinobi who have learnt it. For this reason, kitsune who know Okiru do not suffer from the following: the technique can only be active for three posts active before beginning to not only exhaust but wear away the ability of the user's tenketsu to release chakra. This damage expresses itself as a disadvantage to both the Constitution and the Stamina of the user for each post of use beginning at the fourth. This penalty lasts for an amount of time equivalent to the duration over which the technique has been active. Every post after the third adds to this; after five posts of use, the penalty of two disadvantages lasts for five posts, and after six posts the penalty of a full tier in disadvantages lasts for six posts, etc. Should the amount of penalties ever reduce the Stamina or Constitution of the user below Poor, the user dies to the exhaustion.

The penalties applied by the technique cannot be circumvented by repeatedly activating and deactivating the technique rather than keeping it active, therefore, if the user should deactivate it after two posts of use only to reactivate it after a third, they will receive the penalties that they would have received had they kept it active for three posts consecutively, et cetera.

Suiton techniques of rank A or higher can douse the coating of flames just as Fūton techniques of the same rank can disrupt Raiton Chakura Mōdo. Fūton techniques of A-Rank or higher can so significantly increase the propelling force of the flames that the user is no longer able to maintain control over their movement or the technique. If Okiru is broken in this way, the technique is disrupted and the user is propelled violently (at a rate equivalent to the maximum to which the technique could boost them plus an additional tier if the technique was an A-Rank, or an additional two tiers if the technique was an S-Rank) in the opposite direction. This propulsion is caused by the explosion that occurs at the point of impact of the Fūton technique.

Lastly, the technique requires an uncommon amount of control over chakra and an intimate relationship with the Katon nature. Okiru can only be trained by those who have both Ninjutsu Specialist and who have trained at least twenty other Katon ninjutsu, and the word count/CP requirement to train it may never be reduced.

_________________
Kyōsuke Chikamatsu
Strength: Average (Minor Advantage with Taijutsu)
Constitution: Average (Minor Advantage with Taijutsu)
Stamina: Masterful (150 SP, 60 SP with Taijutsu, 60 SP with Ninjutsu)
Coordination: Masterful (Major Advantage with Ninjutsu)
Reflex: Proficient (Minor Advantage with Taijutsu)
Wisdom: Legendary (Major Advantage with Genjutsu, Godlike with Fūinjutsu, Godlike with Taijutsu)

Fūinjutsu Specialist, Genjutsu Specialist, Kuchiyose Specialist, Ninjutsu Specialist, Sensory Minor, Taijutsu Specialist


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 Post subject: Re: Chouchingyouretsu
PostPosted: Sun Oct 08, 2017 8:08 pm 
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Konoha ANBU
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Neato completo.

_________________
Who will be your pretty little enemy?


Stats:
Str: Proficient
Con: Masterful
Sta: Masterful
Coo: Legendary (Godlike with Taijutsu)
Ref: Legendary (Godlike with Taijutsu)
Wis: Legendary (Godlike with Fuuinjutsu)

Skills:
Taijutsu Spec
Fuuinjutsu Spec
Ninjutsu Spec
Ijutsu Minor
When I'm gone, your world will prove empty. I promise, you will always remember me


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 Post subject: Re: Chouchingyouretsu
PostPosted: Fri Oct 27, 2017 11:18 am 
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Pretty Goddamn Lost
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Altered Okiru's notation and added an additional stipulation to its drawbacks.

_________________
Kyōsuke Chikamatsu
Strength: Average (Minor Advantage with Taijutsu)
Constitution: Average (Minor Advantage with Taijutsu)
Stamina: Masterful (150 SP, 60 SP with Taijutsu, 60 SP with Ninjutsu)
Coordination: Masterful (Major Advantage with Ninjutsu)
Reflex: Proficient (Minor Advantage with Taijutsu)
Wisdom: Legendary (Major Advantage with Genjutsu, Godlike with Fūinjutsu, Godlike with Taijutsu)

Fūinjutsu Specialist, Genjutsu Specialist, Kuchiyose Specialist, Ninjutsu Specialist, Sensory Minor, Taijutsu Specialist


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 Post subject: Re: Chouchingyouretsu
PostPosted: Mon Oct 30, 2017 8:40 pm 
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狐霊の舞 | Korei no Mai | Dance of the Fox Spirits
Name: 狐霊の舞 | Korei no Mai | Dance of the Fox Spirits
Rank: B
color=#DAA520]Cost:[/color] Varies; see below
Range: N/A
Type: Ninjutsu, Space–Time Ninjutsu
Sub-type: Supplementary
Elemental Affinity: N/A
Notation: Bunshinjutsu, Secret Technique, Chōchinmochi-ryū
Parent Technique: Kuchiyose no Jutsu
Handsigns: Dragon → Ram → Dragon
Description: A bunshinjutsu not unlike Karasu Bunshin no Jutsu, Korei no Mai creates clones of the user out of summoned creatures. The primary distinction to be made between the functions of the two techniques is that Korei no Mai is a summoning technique in its own right, allowing it to be applied in very different circumstances. The user, who must have signed Hyakki Yagyō, must offer their blood as sacrifice as with Kuchiyose no Jutsu, but need not touch a surface to conduct the summoning. Instead, their blood must be on their hand as they perform the seals for the technique. When they complete the hand seals for the technique, a number of balls of light equivalent to the number of clones that the user is attempting to create manifest around the user, orbiting them quickly in a clockwise direction.

The lights themselves manifest shimmering bodies of light as they orbit, appearing to melt outward from themselves, much like kitsune do when summoned through Kuchiyose no Jutsu. Once the lights have manifested bodies, those bodies begin to take the form of the user by developing distinct arms and hands, features of clothing, and so on, until the lights dim and take on the face of the user. Once the clones have developed faces, the force behind their orbiting stops, but they keep the momentum that they possessed as they formed, and must skid to a stop in order to begin moving in other directions, unless their momentum is conducive to some action for which they have been created.

The clones, having formed from the summoned spirits of kitsune, break apart into the kitsune from which they are made once they are destroyed. In a manner similar to Karasu Bunshin no Jutsu, the destruction of the clone is rarely harmful to the summoned kitsune, unless the cause of their destruction takes the form of some ongoing destruction (such as being encompassed by fire). The kitsune that make up the clone can vary in number and strength.

Each clone can be composed of:
  • A D-Rank summon, for the cost of 2 Stamina Points.
  • Two D-Rank summons, for the cost of 7 Stamina Points.
  • One C-Rank summon, for the cost of 5 Stamina Points.
  • Two C-Rank summons, for the cost of 12 Stamina Points.
  • One B-Rank summon, for the cost of 10 Stamina Points.
  • Two B-Rank summons, for the cost of 17 Stamina Points.
  • One A-Rank summon, for the cost of 15 Stamina Points.
  • Two A-Rank summons, for the cost of 22 Stamina Points.
  • One S-rank summon, for the cost of 20 Stamina Points.

In the case of summons that are composed of a group of individual kitsune, two clones can be created where one clone would otherwise be created for each respective cost. If the user chooses to create additional clones in this manner, the number of individuals that compose each clone are divided evenly between the clones created. For example, if a D-Rank summon would create a group of four individual kitsune, the user may create two clones for a 2 Stamina Points, with this process dividing the number of kitsune between each clone at two each.

Image

Interestingly, as the clones are forming, each formative body casts a long shadow outwards from the direction of the user.

Each clone has chakra distributed to it in the same manner as chakra is distributed with Kage Bunshin no Jutsu.



Drawbacks: The weaknesses shared by all corporeal bunshinjutsu apply to Korei no Mai. The number of clones that can be created by Korei no Mai tends to be much more restrictive than the number that can be created by other bunshinjutsu.

This technique must be purchased on a summon for it to be used with that summon (for 300 SP). This technique can only be learned by those who have signed Hyakki Yagyō, and can only be purchased by summons from Hyakki Yagyō.

The summons used as a medium for this technique must also pay the cost of the technique as they are summoned. For example, an S-Rank summon that is used as a medium for this technique must pay 20 Stamina Points (and must, obviously, be able to pay as much in the first place). Note again here that the Stamina of a summon used as a medium for this technique is not that of the clone created by this technique, and only becomes substantive when the technique is dispelled or when the clone becomes forcefully dissipated.

If a summon is used as the medium for this technique, and would normally cost more than the listed amount of Stamina Points to summon (or if the sum of multiple summons is greater than the listed amount), the cost of the technique is increased to that higher amount instead.

_________________
Kyōsuke Chikamatsu
Strength: Average (Minor Advantage with Taijutsu)
Constitution: Average (Minor Advantage with Taijutsu)
Stamina: Masterful (150 SP, 60 SP with Taijutsu, 60 SP with Ninjutsu)
Coordination: Masterful (Major Advantage with Ninjutsu)
Reflex: Proficient (Minor Advantage with Taijutsu)
Wisdom: Legendary (Major Advantage with Genjutsu, Godlike with Fūinjutsu, Godlike with Taijutsu)

Fūinjutsu Specialist, Genjutsu Specialist, Kuchiyose Specialist, Ninjutsu Specialist, Sensory Minor, Taijutsu Specialist


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 Post subject: Re: Chouchingyouretsu
PostPosted: Mon Oct 30, 2017 10:52 pm 
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Suna Genin
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Jutsu List: Check my sig and browse my archive...bitches :)
Location: Mars <.<
Approved

Go get em slugger

_________________
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Stats:
Strength: Average
Constitution: Average
Stamina: Proficient
Agility:Average
Dexterity: Proficient
Wisdom: Proficient

Elements: Fire/Scorch
FS: Taijutsu Major/Kuchiyose Major


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 Post subject: Re: Chouchingyouretsu
PostPosted: Wed Nov 01, 2017 6:30 pm 
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Pretty Goddamn Lost
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Added the limitation that was previously stated indirectly (though in a very obvious manner), though not formally. Korei no Mai can only be used by those signed to the correct contract.

_________________
Kyōsuke Chikamatsu
Strength: Average (Minor Advantage with Taijutsu)
Constitution: Average (Minor Advantage with Taijutsu)
Stamina: Masterful (150 SP, 60 SP with Taijutsu, 60 SP with Ninjutsu)
Coordination: Masterful (Major Advantage with Ninjutsu)
Reflex: Proficient (Minor Advantage with Taijutsu)
Wisdom: Legendary (Major Advantage with Genjutsu, Godlike with Fūinjutsu, Godlike with Taijutsu)

Fūinjutsu Specialist, Genjutsu Specialist, Kuchiyose Specialist, Ninjutsu Specialist, Sensory Minor, Taijutsu Specialist


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 Post subject: Re: Chouchingyouretsu
PostPosted: Fri Nov 03, 2017 5:01 pm 
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狐法・黒ずむ | Kohō: Kurozumu | Fox Art: Blacken
Name: 狐法・黒ずむ | Kohō: Kurozumu | Fox Art: Blacken
Rank: E
Cost: Negligible
Range: Varies
Type: Genjutsu, Training Method
Sub-type: Supplementary
Elemental Affinity: N/A
Notation: Secret Technique, Kohō
Parent Technique: N/A
Handsigns: N/A
Description: Not properly a technique in its own right, Kohō: Kurozumu is the name given to the particular manner in which kitsune of the Yoru family mould chakra. This process involves a very particular minor imbalance in the moulding of the chakra for a technique, causing a scattering of Yin chakra into the user's environment. This gives whatever technique the user of Kohō: Kurozumu is performing the side effect of causing the room they are in or the space around them to appear to darken as if cast in shadow for a short time.

Kohō: Kurozumu can be implemented whenever its user moulds chakra for a technique, and may be continuously used for techniques that require extended control of chakra (i.e. techniques with upkeep).



Drawbacks: The space around the user doesn't actually darken; the user's environment only appears to darken, as the effect is that of a genjutsu, and may be dispelled as such (if an onlooker cares to take the time to use Genjutsu Kai on an E-Rank technique). The user's environment does not darken enough to impact the vision of even the most visually-impaired (and as such can really only provide narrative effect).

The user does not receive the bonus to Wisdom from the Genjutsu Fighting Style while using Kohō: Kurozumu.

_________________
Kyōsuke Chikamatsu
Strength: Average (Minor Advantage with Taijutsu)
Constitution: Average (Minor Advantage with Taijutsu)
Stamina: Masterful (150 SP, 60 SP with Taijutsu, 60 SP with Ninjutsu)
Coordination: Masterful (Major Advantage with Ninjutsu)
Reflex: Proficient (Minor Advantage with Taijutsu)
Wisdom: Legendary (Major Advantage with Genjutsu, Godlike with Fūinjutsu, Godlike with Taijutsu)

Fūinjutsu Specialist, Genjutsu Specialist, Kuchiyose Specialist, Ninjutsu Specialist, Sensory Minor, Taijutsu Specialist


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 Post subject: Re: Chouchingyouretsu
PostPosted: Fri Nov 03, 2017 5:05 pm 
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Jutsu List: Check my sig and browse my archive...bitches :)
Location: Mars <.<
approved

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Stats:
Strength: Average
Constitution: Average
Stamina: Proficient
Agility:Average
Dexterity: Proficient
Wisdom: Proficient

Elements: Fire/Scorch
FS: Taijutsu Major/Kuchiyose Major


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 Post subject: Re: Chouchingyouretsu
PostPosted: Sun Nov 05, 2017 1:02 pm 
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Fixed notation and hyperlinked other techniques. Okiru is a kinjutsu now, given that it could kill the user.

_________________
Kyōsuke Chikamatsu
Strength: Average (Minor Advantage with Taijutsu)
Constitution: Average (Minor Advantage with Taijutsu)
Stamina: Masterful (150 SP, 60 SP with Taijutsu, 60 SP with Ninjutsu)
Coordination: Masterful (Major Advantage with Ninjutsu)
Reflex: Proficient (Minor Advantage with Taijutsu)
Wisdom: Legendary (Major Advantage with Genjutsu, Godlike with Fūinjutsu, Godlike with Taijutsu)

Fūinjutsu Specialist, Genjutsu Specialist, Kuchiyose Specialist, Ninjutsu Specialist, Sensory Minor, Taijutsu Specialist


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 Post subject: Re: Chouchingyouretsu
PostPosted: Mon Nov 06, 2017 11:24 am 
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名誉回復流 | Meiyokaifuku-ryū | Way of Vindication
Name: 名誉回復流 | Meiyokaifuku-ryū | Way of Vindication
Rank: S
Cost: Varies; see below
Range: Personal
Type: Chakra flow, Ninjutsu, Nintaijutsu, Taijutsu, Fighting style
Sub-type: Offensive, Defensive, Supplementary
Elemental Affinity: Katon
Notation: Secret Technique, Chōchinmochi-ryū
Parent Technique: Okiru
Handsigns: N/A
Description: A style of fighting developed for the express purpose of killing an opponent as quickly and efficiently as possible, Meiyokaifuku-ryū is the result of entire epochs spent studying various aspects of the interplay of control. Called Mai-nai Mōen (舞内猛炎, lit. Dance within the Raging Flames) by observers of the style's movement and Shokuzaidō (贖罪道, lit. Atonement Way) to those who know its origin, Meiyokaifuku-ryū will often appear alien to taijutsu-users accustomed to the patterns of both hard and soft styles usually practiced by shinobi. The practicioners of Meiyokaifuku-ryū, called Shokuzaidōka (贖罪道家, lit. Atonement Way Practitioners), wreathed in the flames produced by Okiru, do not appear to the onlooker to have a distinct form. This, almost an ode to the indistinct appearances of kitsune in their home environment, combined with the forceful sweeping and pouncing movements of the style, lend to its eerie and inhuman tone.

Meiyokaifuku-ryū, like its parent technique Okiru, depends upon its user's ability to control their chakra to an almost absurd extent; with each movement the user makes as a part of Meiyokaifuku-ryū, they must also manipulate the rate and intensity at which they output chakra along the whole surface of their body. In this sense, full-contact takes a new kind of meaning withing the fighting style, as whether the user's opponent is hit or not, the user must make no-holds-barred contact with any number of other surfaces in order to perform almost any technique properly.

As with chakra, control over the user's own limits is necessary in the absolute as a part of the modern Meiyokaifuku-ryū. With most fighting styles, the user must brace themselves on the ground to issue a stable blow, or to have launched themselves from a solid surface, using the momentum generated by that leap in order to deliver a more powerful strike. With Meiyokaifuku-ryū, the user redefines where and how they can position their body to achieve the most powerful strike, by manipulating how their body interacts with any number of actions that they take or surfaces that they hit. To a user of Meiyokaifuku-ryū, open air, water the sides of buildings or trees, and flat ground each provide a different set of opportunities and environments, all of which can variably be of use to alter the momentum and orientation of the user's body.

As with other surfaces, Meiyokaifuku-ryū is designed with control over how an opponent's body can contact the user in mind. The fighting style, divided into a number of kata (形, lit. form), each of which consists of a number of elements (prime among which is the available waza (技, lit. technique) that can be performed from that kata) that include all manner of specifications; from control over the user's breath, body position and mindset to the surface for which the kata is designed, the kata all share but one factor in common: the principles that guide jiyu kumite (組手自由, lit. free grappling hands or free sparring) and randori (乱取り, lit. chaos against an opponent). These principles, the exchange between uke (受け, lit. receiver of a technique) and tori (取り, lit. executor of a technique), are central to Meiyokaifuku-ryū in a way unique to it alone; reactionary rather than prescriptive, each of Meiyokaifuku-ryū's kata are inseparable from combat itself. As such, unlike the kata of many other fighting styles, kata of Meiyokaifuku-ryū do not consist of a set order of techniques or steps to be performed, but rather a specific stance and the techniques subsidiary to that stance as they relate to the actual flow of combat.

Each kata consists of a kiai (気合, lit. fighting spirit), a kamae (構え, lit. stance), a unique sokui-hō (足位法, lit. foot and leg placement), a manner of unpo-hō (運歩法, lit. foot and leg movement) and a manner of tai-sabaki (体捌, lit. body movement), as well as derivative waza, which make use of the kata's other elements to perform specific types of movement and specific types of strike. In this manner, Meiyokaifuku-ryū can appear both a hard and a soft fighting style, from kata to kata. Rather than possessing a cost unto itself, Meiyokaifuku-ryū's cost in Stamina consists only of the cost of its component kata and waza.

Mechanically, Meiyokaifuku-ryū has but one effect from kata to kata: due to its dissimilarities between the nature of the style and that of other taijutsu, all those engaged in combat with a user of Meiyokaifuku-ryū receive a penalty to their precognition. This penalty applies while the user of Meiyokaifuku-ryū is engaged in any given kata, though the penalty decreases the longer an opponent is exposed to the kata (representing the opponent growing more accustomed to the elements of that kata). This decrease does not carry over from one kata to another (as someone accustomed to one is by no means necessarily accustomed to another). The penalty to precognition is equivalent to a number determined by the individual kata (minus one, if the opponent is a Taijutsu Major, minus two if they are a Taijutsu Specialist) minus the number of rounds they have participated in (or witnessed) combat against a particular kata.

In the same way that the cost of Meiyokaifuku-ryū consists only of its kata and waza, so too does the cost in CP to summons of training Meiyokaifuku-ryū only account for the trained kata and waza.



Drawbacks: Meiyokaifuku-ryū has all of the drawbacks of Okiru. The cost of any individual kata stacks with the cost of initiating and maintaining Okiru, as do the costs of any individual waza (though in the case of the latter, the costs stack with both the technique's parent kata and Okiru). Handsigns cannot be formed without disrupting a kata (resulting in the user losing all of its benefits), unless stated otherwise. Witnessing combat against Meiyokaifuku-ryū, even from a distance or through the memories of another, reduces the impact that its dissimilarity with other styles will have. The wear that Okiru poses to the user pairs cumulatively with the comfort that the opponents of a user of Meiyokaifuku-ryū eventually gain, leaving the style weaker and weaker as a fight drags on.

_________________
Kyōsuke Chikamatsu
Strength: Average (Minor Advantage with Taijutsu)
Constitution: Average (Minor Advantage with Taijutsu)
Stamina: Masterful (150 SP, 60 SP with Taijutsu, 60 SP with Ninjutsu)
Coordination: Masterful (Major Advantage with Ninjutsu)
Reflex: Proficient (Minor Advantage with Taijutsu)
Wisdom: Legendary (Major Advantage with Genjutsu, Godlike with Fūinjutsu, Godlike with Taijutsu)

Fūinjutsu Specialist, Genjutsu Specialist, Kuchiyose Specialist, Ninjutsu Specialist, Sensory Minor, Taijutsu Specialist


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 Post subject: Re: Chouchingyouretsu
PostPosted: Mon Nov 06, 2017 3:48 pm 
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 Post subject: Re: Chouchingyouretsu
PostPosted: Tue Nov 07, 2017 7:19 pm 
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Re-ranked to S to maintain the flavour of being hard.

_________________
Kyōsuke Chikamatsu
Strength: Average (Minor Advantage with Taijutsu)
Constitution: Average (Minor Advantage with Taijutsu)
Stamina: Masterful (150 SP, 60 SP with Taijutsu, 60 SP with Ninjutsu)
Coordination: Masterful (Major Advantage with Ninjutsu)
Reflex: Proficient (Minor Advantage with Taijutsu)
Wisdom: Legendary (Major Advantage with Genjutsu, Godlike with Fūinjutsu, Godlike with Taijutsu)

Fūinjutsu Specialist, Genjutsu Specialist, Kuchiyose Specialist, Ninjutsu Specialist, Sensory Minor, Taijutsu Specialist


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 Post subject: Re: Chouchingyouretsu
PostPosted: Fri Nov 10, 2017 7:07 pm 
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慈恩の形 | Jion no Kata | Form of Mercy
Name: 慈恩の形 | Jion no Kata | Form of Mercy
Rank: S
Cost: 15, 13 upkeep
Range: Personal
Type: Chakra flow, Ninjutsu, Nintaijutsu, Taijutsu, Fighting style
Sub-type: Offensive, Defensive, Supplementary
Elemental Affinity: Katon
Notation: Secret Technique, Chōchinmochi-ryū, Meiyokaifuku-ryū, Kata
Parent Technique: Meiyokaifuku-ryū
Handsigns: N/A
Description: The ultimate expression of the purpose Meiyokaifuku-ryū's design, Jion no Kata is one of the oldest kata of the style. Having had to endure more refinement than most other kata as a result of both its age and its use as a primary means of defence, Jion no Kata represents some of the most difficult aspects that Shokuzaidōka must come to master should they wish to truly and intimately understand their style. Engineered to fill a very central role in the style, the kata requires that its user master the concept of go no sen (後の先, post-initiative) before they can even begin to unravel the kamae and other facets of the kata's flavour of movement.

As with each kata, the exchange between uke and tori lies at the heart of each of its movements, though suki (隙, lit. opening) exploited in Jion no Kata are achieved in a different manner than most other kata of the style. Maai (間合い, lit. interval), a concept important to all martial arts, is treated differently in Jion no Kata than it would be for others, as the kata capitalises on the ability of the user to maintain distances that would normally be uncomfortable for either themselves or their opponent (increasing or decreasing the physical distance between themselves in the opponent to force them out of any established engagement distance). This allows the user to create suki by abusing the fact that situations that would otherwise be disadvantageous can be overcome as a result of their greatly increased control over their position in their environment.

In this manner, the user's kokoro no maai (心の間合い, lit. interval of mind) becomes the most important point of focus in order to understand go no sen. The particular exchange that the user seeks in Jion no Kata is one where they can create suki by positioning themselves in a manner that the opponent will perceive incorrectly, and within that discomfort strike the at the gap that their opponent has left in their guard. Developing the proper and fluid sequencing for go no sen in an environment of jiyu kumite and randori is particularly grueling, often requiring more time to practice than other similarly-complex kata, as very few individuals have the proper capacity to time and anticipate to the extent called for by Jion no Kata.

Once the user has gained an understanding of go no sen that could be called second-nature, the kata's kiai will seem simple in comparison; zanshin (残心, lit. remaining mind), which is itself an aspect of many martial arts, is the style of spirit that Jion no Kata's user must adopt. The user's breath and movements can only follow suit of their thought, and as such their thought must be of nothing but striking at their opponent with intent to kill. Okiru and Meiyokaifuku-ryū are dangerous and unforgiving, and Jion no Kata represents from the user a level of respect that is due both to all opponents who are willing to face a Shokuzaidōka, and to the risk to the user in the use of the style.

The kata's kamae (pictured below), manji-gamae (卍構え, lit. manji-shaped stance) is held by the user loosely, with both of the hands open (the right facing forward and the left facing inwards, towards the user's open right side), the user's right hand raised above their head and their left kept just above their left leg. The stance would incentivise opponents to strike at the user's lower torso were they not wreathed in flame (though for some shinobi the stomach and side of the user remain valid targets). The stance does two things for the user: it allows the user a great range of coverage for deflecting strikes (as the stance provides optimal protection in front of and behind the body for a user with only two arms) as well as placing the user's upper body in the ideal position for certain movement-related waza.
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The kata's sokui-hō (pictured below), jūashi-dachi (柔足立, soft foot stance) is held as loosely as the kata's kamae (a feat only accomplished by either those who have trained their lower body intensely or those who have figured out how to use Okiru to lessen strain on its users body), with a majority of the user's weight resting on the back foot (with is bent at the knee) which is turned at about twenty-five degrees out (with the knee bent at the same angle). The heel of the user's forward foot is raised, and is positioned in front of the back heel at just more than a shoulder's width. The user attempts to lessen as much of their body's weight from their front foot as they can without breaking its hold in position with the rear foot, and there is no bent in the front foot's ankle.
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The kata's unpo-hō, ten'unpo (転運歩, lit. turning foot and leg movement) involves twisting and turning the angle and bent of the user's legs and feet in a manner that, without the use of Okiru, would be impossible. By using Okiru to remove the need of the user to support their full body's weight as they move, they are able to perform the kata's signature kari waza (刈技, lit. reaping techniques), which are a series of sweeps and throws generally aimed at the feet or legs of the uke. This method of bracing the user's weight against the propellant force of Okiru also serves as the basis for the curved leaps and rolls executed by the user as a part of certain waza, primed by the user's angling of their feet either inwards or outwards from their body's centre.

The kata's tai-sabaki, sōtai-sabaki (繰体捌, lit. winding body movement) involves a twisting and turning of the body in a manner similar to the movement of the user's feet, though for a different purpose. Rather than priming the user for movement, or serving to control the user's position and weight, sōtai-sabaki serves almost exclusively to increase the strength of waza executed through the user's legs and arms. Building upon the momentum of ten'unpo, sōtai-sabaki further increases the force behind each curved action by increasing the rate of acceleration along each sweep. This generates incredible force (both centripetal and outwards) that the user can make use of when performing the kata's signature kiri waza (切技, lit. cutting techniques) and tenkan waza (転換技, lit. diverting techniques).

Like most kata, Jion no Kata can be maintained at any angle and on any surface so long as the user can move sufficiently to assume its kamae and sokui-hō (even midair). Though Okiru, Meiyokaifuku-ryū, and Jion no Kata do not allow their user to fly, they do allow the user to manipulate their body's orientation to the degree that they would be able to on a solid surface while midair.

Jion no Kata grants the user a tier and one advantage to their Coordination and a tier and two advantages to their Reflex. These boosts reduce by an advantage at Godlike.

The penalty to the precognition of those engaged in combat with Shokuzaidōka in Jion no Kata is five advantages at base for the purposes of the effects of Meiyokaifuku-ryū.



Drawbacks: Jion no Kata has all of the drawbacks of Meiyokaifuku-ryū. The cost of any individual waza stacks with the cost of initiating and maintaining Okiru, as do the costs of the kata itself. Hand signs cannot be formed without disrupting a Jion no Kata (resulting in the user losing all of its benefits).

_________________
Kyōsuke Chikamatsu
Strength: Average (Minor Advantage with Taijutsu)
Constitution: Average (Minor Advantage with Taijutsu)
Stamina: Masterful (150 SP, 60 SP with Taijutsu, 60 SP with Ninjutsu)
Coordination: Masterful (Major Advantage with Ninjutsu)
Reflex: Proficient (Minor Advantage with Taijutsu)
Wisdom: Legendary (Major Advantage with Genjutsu, Godlike with Fūinjutsu, Godlike with Taijutsu)

Fūinjutsu Specialist, Genjutsu Specialist, Kuchiyose Specialist, Ninjutsu Specialist, Sensory Minor, Taijutsu Specialist


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 Post subject: Re: Chouchingyouretsu
PostPosted: Sat Nov 18, 2017 12:41 am 
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Realised a problem existed with Kohō: Kurozumu with regard to being bullshit. It's now specified that the user does not receive bonuses from the Genjutsu FS to their Wisdom for doing nothing.

_________________
Kyōsuke Chikamatsu
Strength: Average (Minor Advantage with Taijutsu)
Constitution: Average (Minor Advantage with Taijutsu)
Stamina: Masterful (150 SP, 60 SP with Taijutsu, 60 SP with Ninjutsu)
Coordination: Masterful (Major Advantage with Ninjutsu)
Reflex: Proficient (Minor Advantage with Taijutsu)
Wisdom: Legendary (Major Advantage with Genjutsu, Godlike with Fūinjutsu, Godlike with Taijutsu)

Fūinjutsu Specialist, Genjutsu Specialist, Kuchiyose Specialist, Ninjutsu Specialist, Sensory Minor, Taijutsu Specialist


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 Post subject: Re: Chouchingyouretsu
PostPosted: Sun Nov 19, 2017 5:27 pm 
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 Post subject: Re: Chouchingyouretsu
PostPosted: Sun Nov 19, 2017 11:45 pm 
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急襲 | Kyūshū | Descent
Name: 急襲 | Kyūshū | Descent
Rank: S
Cost: 20
Range: Personal
Type: Chakra flow, Ninjutsu, Nintaijutsu, Taijutsu
Sub-type: Offensive, Supplementary
Elemental Affinity: Katon
Notation: Secret Technique, Chōchinmochi-ryū, Meiyokaifuku-ryū, Jion no Kata, Kiri waza
Parent Technique: Jion no Kata
Handsigns: N/A
Description: The pinnacle of the kiri waza of Jion no Kata, Kyūshū is perhaps the waza designed most expressly with lethality in mind. Once the user has opened a suki within the positioning of their uke to exploit (generally with tenkan waza, though occasionally with kari waza, a hard block, or simply by catching their opponent completely off-guard), they move forward in a tight, winding arc, sweeping an arm across their body diagonally either upwards or downwards. This cut, aimed typically at the throat or nape of the neck of their uke, is performed so as to strike with the side of the knuckle of the small finger. The combination of the drive of vertical and lateral force as well as the heat of Okiru typically (when used on flesh) has the effect of severing and cauterising that with which it comes into contact. This effect is not universal, and can generally be most easily repelled by plating or buffering (with metal or earth respectively), though even on these the strike will typically have devastating consequences (melting the metal where it touches, warping the metal around it; shattering the stricken earth).

Kyūshū grants the user a tier and one advantage to their Coordination and a tier and two advantages to their Reflex. These boosts reduce by an advantage at Godlike.

The penalty to the precognition of those engaged in combat with Shokuzaidōka using Kyūshū is increased by an advantage for the purposes of the effects of Meiyokaifuku-ryū.



Drawbacks: Kyūshū has all of the drawbacks of Jion no Kata. Kyūshū can only be performed while in Jion no Kata.

_________________
Kyōsuke Chikamatsu
Strength: Average (Minor Advantage with Taijutsu)
Constitution: Average (Minor Advantage with Taijutsu)
Stamina: Masterful (150 SP, 60 SP with Taijutsu, 60 SP with Ninjutsu)
Coordination: Masterful (Major Advantage with Ninjutsu)
Reflex: Proficient (Minor Advantage with Taijutsu)
Wisdom: Legendary (Major Advantage with Genjutsu, Godlike with Fūinjutsu, Godlike with Taijutsu)

Fūinjutsu Specialist, Genjutsu Specialist, Kuchiyose Specialist, Ninjutsu Specialist, Sensory Minor, Taijutsu Specialist


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 Post subject: Re: Chouchingyouretsu
PostPosted: Thu Jan 25, 2018 2:39 am 
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 Post subject: Re: Chouchingyouretsu
PostPosted: Thu Jan 25, 2018 3:31 am 
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狐法・狐景 | Kohō: Kokei | Fox Art: Foxscape
Name: 狐法・狐景 | Kohō: Kokei | Fox Art: Foxscape
Rank: S
Cost: N/A
Range: Personal, contact
Type: Training Method
Sub-type: Supplementary
Elemental Affinity: N/A
Notation: Secret Technique, Kohō
Parent Technique: N/A
Handsigns: N/A
Description: As a result of kitsune being unable to manifest in Utsushiyo without a signatory to their contract, it became necessary to understand how to levy their abilities as spirits to temporarily separate the spirits of humans from their bodies. The process for accomplishing this, arduous though it was to develop, has become well enough understood by the kitsune that those who have signed the Hyakki Yagyō can themselves be taught the means by which to enter Kakuriyo of their own accord. While the method for accomplishing this without guidance was difficult for the kitsune, it would have permanently remained impossible for a human to accomplish unaided, even with prior knowledge of Kakuriyo.

First, the user must be able to ensure that they can enter a state of mushin (無心, lit. no mind). Once they have achieved this, it is possible (if they are a spirit, or have been opened to Kakuriyo by a spirit) to meditate on the sensation of connection with one's spiritual energy. When the user is able sever their spiritual energy within their mind from all other influences, they are able to shift between Kakuriyo and Utsushiyo. What this means for the user depends on a handful of factors.

If the user is a human using the method on another willing participant (who must also enter a state of mushin), then they are able to shift that person into a location within the Kakuriyo that they can (more or less, as the only exceptions to the rule are the immediate presences of the four most powerful kitsune) freely determine. If the user is a human, using the method to shift into the other world, then they are able to do so into most any location within Kakuriyo (with the same restriciton). Shifting, for human users, consists of entering a psudeo-comatose state of meditation, whereby their body in Utsushiyo remains in whatever position they entered the meditation in for the duration of their stay in Kakuriyo. To return to Utsushiyo, a human user must similarly meditate in the opposite world, though their "body" within the world of the spirits disappears when their spirit and body merge once more.

Kitsune using this method to appear in Utsushiyo do not manifest in physical form as they would when summoned. Instead, they appear in the form of apparitions within the dreams of the willing (or at least, non-resistant) humans. In the same manner that human users must meditate within Kakuriyo to return to Utsushiyo, kitsune within the dreams of humans within Utsushiyo must meditate to return to Kakuriyo (though they will always manage to do so before the dream of the human ends).

The passage of time experienced within Utsushiyo and Kakuriyo is not a one-to-one ratio. For every minute that passes in Utsushiyo, roughly an hour passes within Kakuriyo, allowing those who meditate to enter it to accomplish much in seemingly little time spent within a short span of time.



Drawbacks: All participants in all situations of the method's use must be indifferent to its use at best (when used by kitsune).

The effect of time dilation experienced by its users can not be used to circumvent the "training techniques in the middle of combat" rule, or to similarly circumvent any other rules in any manner.

As the method separates the body and the spirit, it would not even be possible for its user to attempt to accelerate their healing through its use, but even if that were internally consistent with the actual function of the technique, I am listing here that that can not occur.

While the user is within the world opposite their own, they remain unaware of their effectively-unconscious body in the world that they inhabit.

Even though the method separates the body and the spirit, it does not render them invulnerable to effects that kill or harm the user through the manipulation or destruction of their spirit.

_________________
Kyōsuke Chikamatsu
Strength: Average (Minor Advantage with Taijutsu)
Constitution: Average (Minor Advantage with Taijutsu)
Stamina: Masterful (150 SP, 60 SP with Taijutsu, 60 SP with Ninjutsu)
Coordination: Masterful (Major Advantage with Ninjutsu)
Reflex: Proficient (Minor Advantage with Taijutsu)
Wisdom: Legendary (Major Advantage with Genjutsu, Godlike with Fūinjutsu, Godlike with Taijutsu)

Fūinjutsu Specialist, Genjutsu Specialist, Kuchiyose Specialist, Ninjutsu Specialist, Sensory Minor, Taijutsu Specialist


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 Post subject: Re: Chouchingyouretsu
PostPosted: Thu Jan 25, 2018 3:32 am 
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Otokage
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Joined: Mon Nov 15, 2010 6:50 pm
Posts: 2350
Dont abuse this


_________________
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 Post subject: Re: Chouchingyouretsu
PostPosted: Sat Mar 17, 2018 12:43 am 
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Pretty Goddamn Lost
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Joined: Fri Feb 18, 2011 11:43 pm
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Location: Further north than I should be.
Edited for the Ref/Coo update.

_________________
Kyōsuke Chikamatsu
Strength: Average (Minor Advantage with Taijutsu)
Constitution: Average (Minor Advantage with Taijutsu)
Stamina: Masterful (150 SP, 60 SP with Taijutsu, 60 SP with Ninjutsu)
Coordination: Masterful (Major Advantage with Ninjutsu)
Reflex: Proficient (Minor Advantage with Taijutsu)
Wisdom: Legendary (Major Advantage with Genjutsu, Godlike with Fūinjutsu, Godlike with Taijutsu)

Fūinjutsu Specialist, Genjutsu Specialist, Kuchiyose Specialist, Ninjutsu Specialist, Sensory Minor, Taijutsu Specialist


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 Post subject: Re: Chouchingyouretsu
PostPosted: Mon Apr 30, 2018 7:04 pm 
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Pretty Goddamn Lost
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Joined: Fri Feb 18, 2011 11:43 pm
Posts: 1075
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Location: Further north than I should be.
Updated all techniques to align with the updated Stamina system.

Updated Meiyokaifuku-ryū to not cost from CP for summons' techniques.

Okiru was also changed slightly.

_________________
Kyōsuke Chikamatsu
Strength: Average (Minor Advantage with Taijutsu)
Constitution: Average (Minor Advantage with Taijutsu)
Stamina: Masterful (150 SP, 60 SP with Taijutsu, 60 SP with Ninjutsu)
Coordination: Masterful (Major Advantage with Ninjutsu)
Reflex: Proficient (Minor Advantage with Taijutsu)
Wisdom: Legendary (Major Advantage with Genjutsu, Godlike with Fūinjutsu, Godlike with Taijutsu)

Fūinjutsu Specialist, Genjutsu Specialist, Kuchiyose Specialist, Ninjutsu Specialist, Sensory Minor, Taijutsu Specialist


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 Post subject: Re: Chouchingyouretsu
PostPosted: Mon Apr 30, 2018 7:48 pm 
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Konoha Genin
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Joined: Wed Nov 27, 2013 5:56 am
Posts: 1230
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Jutsu List: memes
Location: Konoha
Quote:
Updated all techniques to align with the updated Stamina system.

Updated Meiyokaifuku-ryū to not cost from CP for summons' techniques.

Okiru was also changed slightly.
got it

_________________
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Cool info stuff found below:

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Welcome, human! Below you'll find my statistics, enjoy your stay..

Attributes:

Strength: Average
Constitution: Average
Stamina: Proficient Minor
Coordination: Average Minor
Reflexes: Proficient
Wisdom: Proficient

Fighting Styles:

Ninjutsu Specialist
Sensory Major

Elements:
Mokuton
Suiton
Doton


Spent Character Points: 5000
Unspent Character Points: 0
Active Character Points: 5000


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