Epic Event: One Punch Guardians
Jul 19, 2014 11:54:19 GMT -7
Post by Draven on Jul 19, 2014 11:54:19 GMT -7
Name: The One Punch Guardians
Rank: S
Plot:
Location: Land of Rain (Within the Capitol City)
Rules:
Prize(s):
NPCs:
Boxing: 9550
[/b]
Skill: Supplementary
Effect: By analyzing and keeping an eye on the opponent's shoulder and foot work the user is able to predict movements and grab a feel of when attacks are going to come by making the Boxer a more proficient fighter.
Special: ---
Drawback: The user is only capable of predicting movements’ one rank below then what they have learned. The user is only capable of predicting movements that are TaiJutsu Based. Any other type of movements cannot be predicted.
Description: The way this technique works is that the user observes certain points of areas of the opponent's body such as the shoulders, thighs, and hips. Since attacks are focused on these points they are capable of making educational guesses towards points of contact that may occur within these certain points. This type of technique is a study where the user is capable of watching an opponent's movements for a brief moment of time predicting TaiJutsu techniques. When the user first learns this technique they are capable of predicting techniques of "D" Rank capability. When the user learns the "B" Rank version of this technique they are only capable of predicting techniques of "C" Rank capability. When the user learns the "A" Rank version of this technique they are only capable of predicting techniques of "B" Rank capability. When the user learns the "S" Rank version of this technique they are only capable of predicting techniques of "A" Rank capability.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know all Basics
Boxers Mentality
Rank: "D", "C", "B", "A", "S"
Skill: Supplementary
Effect: By fighting on and on, a boxer becomes more proficient when an attack may come by. This happens usually when the boxer becomes unable to see the attack. However by being in combat for so much they can feel when an attack is coming making them less able to be flanked.
Special: ---
Drawback: The user may only learn this technique by the class that they are. This means that in order to learn the "C" Rank version they must be "C" Class, if they wish to learn the "B" Rank version they must be "B" Class.
Description: A technique where the subconscious mind, where the subconscious body reacts just as they are attacked while flanked or while their back is turn. The body reacts in such a way to where they are capable of withstanding so much. This technique makes it where the Boxer is incapable of being surprised attacked, a sudden second sense kicks in as their body screams out to them yelling at them telling them to move, duck, dodge or anything else within that manner. This works on whenever they are being attacked. This technique however has a major flaw. The user is capable of dodging only whenever the opponent's class is equal or lower to that of the rank of the technique they know. This means that a "D" Class user that knows this technique cannot use this against an opponent that is "C" Class or higher.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know all Basics
Dash
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: Allows the user to radically change direction within mid Shunshin no Jutsu.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to perform with Shunshin no Jutsu - Oshi, and Ken'in. User is able to sharply change direction while in mid Shunshin. Unlike Shunshin no Jutsu - Ko where it becomes an arc, the user may dramatically change to the left, right, or even back. May only be used within the distance of 10 meters even while making the dramatic change in direction.
Limit: Must learn in a gym that teaches Bokushingu (Boxing). Must know Upright Stance or Semi-Crouch. Must know The 5 Shunshin no Jutsu (Body Flicker Technique).
Slipping Outside
Rank: "D"
Skill: TaiJutsu
Effect: A basic technique that every boxer must learn in order to slip towards the outside of an attack.
Special: ---
Drawback: Only works against Singular attacks. Area effect attacks, or attacks that attack at a larger range then that of what the user may slip can still or is able of harming the user.
Description: Picture Executed by slightly moving the head to either side so that the opponent's punches "slip" by the boxer. This technique the user understands to movement of a straight like punch. This could be either done with the opponent's right or left. The slip is a technique in which the user rushes the opponent while bobbing their head, or "slipping" their head in the direction that goes to the outside of the opponent's body. This technique is used to help the user give out counters against the opponent. Whenever the opponent attacks with their left, you move in their left moving away from the body, to where the left ribcage is shown. Whenever the opponent attacks with their right the user moves in the right moving away from the body, to where the right ribcage is shown.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Slipping Inside
Rank: "D"
Skill: TaiJutsu
Effect: A basic technique that every boxer must learn in order to slip towards the inside of an attack.
Special: ---
Drawback: Only works against Singular attacks. Area effect attacks, or attacks that attack at a larger range then that of what the user may slip can still or is able of harming the user.
Description: Picture Executed by slightly moving the head to either side so that the opponent's punches "slip" by the boxer. This technique the user understands to movement of a straight like punch. This could be either done with the opponent's right or left. The slip is a technique in which the user rushes the opponent while bobbing their head, or "slipping" their head in the direction that goes to the inside of the opponent's body. This technique is used to help the user give out counters against the opponent. Whenever the opponent attacks with their left, you move in their right to get into the middle of the body. Whenever the opponent attacks with their right the user moves in the left to get into the middle of the body.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Pulling Away
Rank: "C"
Skill: TaiJutsu
Effect: A technique used in which the user measures an attack's length, and pulls away by bending their back backwards allowing to be used for counter attacks, or just simply an evasion.
Special: ---
Drawback: If a user is unable to predict the length of an attack, the user could very well get hit by an attack.
Description: Picture A technique best used once a user learns Heightened Perception after learning all basics. The opponent makes an attacked such as a straight, or a hook. The attack must be a mid straight or under over attack such as an uppercut. An over under attack such as the overhand punch will work against the pulling away. For those types of attacks it is best to slip inside or outside an attack. When an opponent attacks the user bends backwards away from the attack or steps back away from an attack. This defense is great against overreaching attacks. When the opponent makes his mark the user must determine the length of the attack. Once determined they are able to dodge the attack by doing what was stated earlier.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Footwork
Rank: "D"
Skill: TaiJutsu
Effect: A simple technique in which is needed to know in order to keep the boxer moving keeping them light on their toes against opponents.
Special: ---
Drawback: Get caught flat-footed and you will be vulnerable to counterpunches.
Description: Keep your weight balanced on both feet. Stay on the balls of your feet so you can attack, spin or retreat quickly to safety. Practice moving side to side or in a circular motion around your opponent. Shift and shuffle your feet quickly, but keep them close to the ground so you have a solid base under you. Switch stances often when training. This means you'll change which foot is in front. Work your calf muscles by jumping rope, biking and doing bag drills while moving constantly. Good footwork requires training with an integrated approach to movement, strategy, punches thrown and balance. It all has to work together, so you should always be thinking about your footwork.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Mastery: In-Fighter
Rank: "B", "A", "S"
Skill: TaiJutsu
Effect: The swarmer (also crowder, in-fighter) is a fighter who attempts to overwhelm his opponent by applying constant pressure.
Special: ---
Drawback: ---
Description: Swarmers tend to have a very good bob and weave, good power, a good chin, and a tremendous punch output. They tend to be fast on their feet which can make them difficult to evade for a slower fighter. They also tend to have a good "chin" because this style usually involves being hit with many jabs before they can maneuver inside where they are more effective. Every 500 Training Points the user chooses In-Fighter the user gains a Resistance bonus of a 3 Hardness against Bludgeoning attacks and an Enhancement Bonus of +10 points in Striking Damage against defenses.
Limit: Must have mastered Bokushingu (Boxing) by gaining 500
Haymaker 161 [33S+C Damage]
Rank: "A"
Skill: TaiJutsu
Effect: A punch in which the arm is whipped sideways from the shoulder joint with minimal elbow bend. The Haymaker is a technique in which the user hits with all they got for a knock out.
Special: ---
Drawback: Wild like punch, should be used in a combo. 1 Punch per movement regardless of Outside Fighter ability.
Description: The name is derived from the motion, which mimics the action of manually cutting hay by swinging a scythe. Since a haymaker's power is derived from weight transfer and momentum instead of muscle contraction, a long windup is required to generate sufficient force. The technique is an "A" Rank technique but has the destructive power of an "A" Rank technique because of all of the prerequisites. This means that if a Boxer Punched into a defense that is capable of holding up an "A" Rank technique the Haymaker is capable of pushing through the barrier. This technique is capable of being learned multiple times. Each time this technique is learned the Haymaker gains an extra rank of damage, turning an "A" to an "S", and an "S" into an "S"+"D".
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know the Four Punching Basics, Must have Mastered Bokushingu (Boxing).
Jolt Blow
Rank: "C"
Skill: TaiJutsu
Effect: A variation of a Haymaker.
Special: ---
Drawback: Must have good speed, or else this could be very bad towards the user as a counter. 1 Punch per movement regardless of Outside Fighter ability.
Description: Picture The Jolt Blow is a reckless punch distinguished by putting the entire body weight of a fighter behind a single punch. The combatant charge forward, building up momentum as the arm is whipped sideways from the shoulder joint to unleash a huge punch. Basically it’s haymaker to utilize complete destruction if connected. This Technique is utilized by the user's legs by pushing forward. When added with the original Haymaker it adds an extra rank to the Haymaker technique.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know the Four Punching Basics, Must know Haymaker.
Tornado Jolt
Rank: "B"
Skill: TaiJutsu
Effect: A variation of the Jolt Blow.
Special: ---
Drawback: 1 Punch per movement regardless of Outside Fighter ability.
Description: Picture Refined version of Jolt Blow. By twisting the body to its limits, the speed of a hook increases dramatically, giving a big amount of additional power. With this technique a user doesn't even have to take a running start, the user can simply perform the Tornado Jump. Basically it’s haymaker to utilize complete destruction if connected. When added with the original Haymaker it adds 2 extra ranks to the Haymaker technique.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know the Four Punching Basics, Must know Jolt Blow.[/ul]
Tenkai 570
Rank: "S" + x5"B"
Skill: NinJutsu
Effect: A strong chakra barrier capable of defending against Chakra based techniques.
Special: ---
Drawback: Only works on Chakra Techniques. Must learn multiple times.
Description: Picture Considered to be the "Ultimate" defense through Chakra Manipulation. User holds their hand out, gripping their wrist with the other hand. User slams the hand on the ground, releasing the built up Chakra in a 5 meter radius spread sphere barrier. When released it becomes self sustaining and will disperse depending on the user's Class Level (1 minute per Class Level starting "D" Class) or if the Barrier is destroyed. When first learned the Barrier is able to withstand 100 Points worth of Damage (see Armour System in Item Index). Performing takes the length of a "B" Rank technique in Handseals. User may learn this technique multiple times. Each time learned ("B" Rank Training) the Barrier gains strength of additional 60 Points. Chakra Techniques may not enter, nor may they not leave the Barrier. Only Chakra Techniques causes damage to the Barrier as Non Chakra Techniques pass through with no effort. This includes People, and basic Weapons. User may perform Techniques outside of the Barrier (Example: Sand Jutsu, Water Jutsu) as long as it may start outside of the Barrier. When releasing the sphere, any chakra within the range of the Sphere is pushed out.
Limit: Universal NinJutsu Technique.
Zekkai (Absolute Boundary)
Rank: "B"
Skill: Supplementary
Effect: A unique form of Tenkai (Heavenly Release) that allows the barrier to block any and all attacks.
Special: ---
Drawback: ---
Description: Normally the Tenkai (Heavenly Shell) is only able to defend against Chakra Techniques. With this Supplementary technique the user learns how to expand the usage of Tenkai (Heavenly Shell) to other forms of Combat. With Zekkai (Absolute Boundary) learns that their Tenkai (Heavenly Shell) is now able to block all kinds of combat including Hand to Hand, Physical, and Non-Chakra Techniques. A true master technique of the Tenkai (Heavenly Shell) technique tree. The time length to perform the technique is dependent on the user's ability to perform Tenkai (Heavenly Release). The strength of the technique is dependent on the user's ability of Tenkai (Heavenly Shell).
Limit: Universal NinJutsu Technique. Must know Tenkai (Heavenly Shell).
Bankai (Full Release)
Rank: "A"
Skill: NinJutsu
Effect: A form of Tenkai (Heavenly Release) that surrounds the user's body protecting the user from harm.
Special: ---
Drawback: ---
Description: An expert level of the Tenkai (Heavenly Release) technique tree that produces a powerful Tenkai (Heavenly Release) which surrounds and shields the user. Though the form can vary on the user, each Bankai (Full Release) tend to have a standard of a white, flame-like aura. Bankai (Full Release) has considerable offensive and defensive capabilities: it can corrosively destroy virtually any object foreign to the user, and can repel all but the strongest attacks. The amount of Damage it can perform is equal to 1/10th of the current amount of Armour Points. This means the more attacks the user is struck to defend against, the weaker the attack will become. The strength of Bankai (Full Release) is dependent on the user's ability of performing Tenkai (Heavenly Release). If the user knows Tenkai (Heavenly Release) 3 times then it will have 220 Armour Points. The Duration of the technique is equal to Tenkai (Heavenly Release). The time length to perform the technique is dependent on the user's ability to perform Tenkai (Heavenly Release).
Limit: Universal NinJutsu Technique. Must know Tenkai (Heavenly Shell)[/ul]
Shunshin 750
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush forward in almost instantaneous speed. Used to draw the user close to the opponent.
Special: ---
Drawback: May use 3 times a day. May perform 1 more each time learned. Passing amount renders the user's legs immobile due to severe pain. Unable to perform again unless gained medical treatment. Must move through an opening. Unable to maneuver around obstructing objects. Can't attack while performing any Shunshin or Variation.
Description: User is able to move forward in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. It is accomplished by focusing the user's chi along the ankles and foot. User mostly moves just with their ankles and feet. Jutsu takes up no movements. User may only use this Jutsu half of the movements may allow in a single round while rounding down. Example: User has 5 movements, user is able to perform Jutsu 2 times per round.
Limit: Universal NinJutsu or Universal TaiJutsu.
Shunshin no Jutsu - Ken'in (Body Flicker Technique - Pull)
Rank: "D"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush backwards in almost instantaneous speed. Allows the user to retreat from the opponent.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move backwards in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Shunshin no Jutsu - Ko (Body Flicker Technique - Arc)
Rank: "D"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush in an arc in almost instantaneous speed. Allows the user to avoid the opponent's attack and gaze.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move in an arc along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. User may move forward, or backwards if they know Tweh version of Shunshin. This Jutsu is used to get around and behind an opponent without sacrificing multiple Shunshins. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Shunshin no Jutsu - Kaunta (Body Flicker Technique - Counter)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: Attacks your opponent. Can't simply use "Kaunta" however way you want. It is a skill that allows you to read an opponent's Shunshin and change its movement to neutralize the opponent.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: A shunshin designed as a counter, reading the shunshin of an opponent in order to alter its course and render it ineffective by predicting and following the same technique with a Shunshin no Jutsu (Body Flicker Technique) Variant of your own. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Must know Shunshin no Jutsu - Oshi, Ken'in, and Ko
Shunshin no Jutsu - Zanzō (Body Flicker Technique - Remaining Image)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: Affects the enemy's mind and will power by making after images.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: A Jutsu to move so swiftly that an image of the technique's user is left behind while moving within 10 meters. Most often it is used to dodge an incoming attack and get behind the opponent to perform a counter-attack. When first learned user is able to perform 1 after image within 10 meters. Each time learned user is able to create an extra after image within 10 meters. May learn to perform up to 5 after images within a single Jutsu. Supplement of Shunshin no Jutsu (Body Flicker Technique - Push) while using same schematics. May be used with other Shunshin no Jutsu - Oshi (Body Flicker Technique).
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi, Ken'in, Ko, and Kaunta
Shunshin no Jutsu - Sha (Body Flicker Technique - Trace)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: Allows the user to maneuver around objects while performing Shunshin no Jutsu - Oshi, Ko, or Zanzō.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: Normally when a user is performing one of the 5 Shunshin no Jutsu (Body Flicker Technique) they are unable to skillfully maneuver around objects. They must perform the Jutsu in an open area. With this technique however they are able to move in a straight line however evading objects that may be in the way such as trees and others. Supplement of Shunshin no Jutsu (Body Flicker Technique) while using same schematics.
Limit: Must know The 5 Shunshin no Jutsu (Body Flicker Technique).
Etānaru Shunshin no Jutsu (Eternal Body Flicker Technique)
Rank: "A"
Skill: NinJutsu/TaiJutsu
Effect: Allows the user to perform more Shunshin no Jutsu (Body Flicker Technique) within a single round than normal.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: When the user learns enough of the Shunshin no Jutsu (Body Flicker Technique) techniques they are able to advance even further by being able to perform more Shunshin no Jutsu (Body Flicker Technique) within a single round. This Jutsu allows the user to do so. . User may use this Jutsu 3/4th of the movements may allow in a single round while rounding down. Example: User has 4 movements, user is able to perform the Jutsu 3 times per round.
Limit: Must know The 5 Shunshin no Jutsu (Body Flicker Technique). Must have trained 500 Training Points into Shunshin no Jutsu (Body Flicker Technique)[/ul]
Misc Techs: 560
Keiro Kujo (Path of Destruction)
Rank: “B”, x5“C” Rank of Extra Training “A"
Skill: Taijutsu
Effect: A technique that is capable of doubling ones strength and size.
Special: When performing this technique the users movement is reduced by one. However the ‘A’ Rank version increases the user’s movement by one.
Drawback: ----
Description: With this technique the users physical strength is double along with there body size as they increase in strength giving t hem a Juggernaut like appearance. When the user learns the “B” Rank version of this technique the user original strength is double to give them enhance psychical advantage in battle, as there strength is increased there body increase in size (1.5xMax Height). However using this technique reduces the movement speed of the user by one. When the user learns the “A” rank version of this technique they are able condense the size of their muscles normal, rather then having a large bulky body to attack with they have a muscular tone instead. This allows the user to keep there enhance strength, this technique also give the user enhance movement giving them the ability to move one extra movement. The “B” Rank version of this technique only last for about Four turns. The “A” Rank version will last for only Five turns. The “C” Rank training will allow the user to increase the time duration of the jutsu by One extra turn. However the user is capable of learning the “C” Rank version up to five times before they are unable to learn it again.
Limit: A technique developed by the Kamyuja family but is not bloodlimit related, meaning anyone can learn this technique if taught by a family member. However Bhaal Kamyuja of Mist is the only known family member who known the “A” Rank version Path of Destruction henceforth he is the only person who is capable of teaching this technique to. Which means the A rank version can’t be self taught.
Bulk Jump
Rank: “B”, “A”, “S”
Skill: TaiJutsu
Effect: A simple technique in which the user is able to jump further then any normal human capable of jumping.
Special: User must jump three times. The first jump is one tenth of full jump capacity; second jump is one third of full jump, then on the final jump the user sails as full jump.
Drawback: Depending on how far they jump it takes a number of rounds before they reach that destination. In Battle Distance is cut in half.
Description: With this technique the Kamyuja has the capability of jumping at extreme distances without wasting to much energy as others do when running. They are able to leap long distances and reach places at shorter time depending on how well they are able to perform this technique. When the user learns the “B” Rank version of this technique the user is able to leap at a distance of up to a two hundred meters. This takes the amount of time of one round. When the user learns the “A” rank version of this technique they are able to leap at distances of up to half a mile, This takes up the time of four rounds. When the user learns the “S” rank version of this technique they are able to jump at a distance of one mile. This takes the amount of eight Rounds. Each round is the amount performed in Battle Roleplay, and not regular roleplay. In order to use the Bulk Jump the user must take a set of two jumps before making the final jump. The first jump takes up one tenth of distance the user is able to jump, then the second jump takes up a third of the user’s jump, then finally they are able to take a whole leap of faith high into the air.
Limit: Must be a Kamyuja Member[/ul][/spoiler]
Rank: S
Plot:
There is a manga floating around for quite some time now. Some say it is in reality a training manual, some say it’s a moral code, some even call it a bible, but it most definitely has created an odd phenomenon. Within the Country of Rain, the city capitol no less there is a cult of individuals who dedicate their life to this manga. They mold themselves in the image of the hero of this quirky story. Why do I know this, because of their reputation. Should you be one who wishes to have a challenge or simply a powerful enemy then come, come to the capitol. I dare you, No I double Dare you, sully this place with your mayhem, and you might just find what you are looking for, a Punch to the face...
Interestingly enough, if you find this manga you could find some information about them. Perhaps their habits, perhaps how they look, or perhaps not. Their a bunch of loons who believe to be following some sort of weird golden path of humanity... so be careful who your trying to get one of these mangas from.
Plot Requirement:
Location: Land of Rain (Within the Capitol City)
Rules:
- Must follow Epic Events requirements.
- DE: warning, this event is designed to be an Epic challenge, do not participate if you value your characters life.
- Anyone is allowed to participate (Small Fry’s are not encouraged).
- Only 4 maximum participants. (Standard Village team or other)
- The amount of One Punch Guardians that show up will equal the number of participants.
Prize(s):
- Custome Title under your headband/name "Hero Slayer"
- 420,000 Ryo per person
- 3 Berries (doses) of Pargen per person
NPCs:
Volunteer Police Force:
These individuals ride around the city protecting people from mostly petty crimes. They all wear a police type uniform complete with a riot gear styled helmet. They are taught how to grapple a criminal down to the ground so they can make a citizens arrest. Other than that they support the the activities of the One Punch Guardian manga cult within the city. They inform the cult if there is a major threat to the city. Anything that can’t be handled by this biking force is generally called into the cult to come and solve the situation.
- C Class Taijutsu Master
- They Rides Bikes. (Not Ridebecks)
- 500tp into Wrestling.
The One Punch Guardians
Appearance:
The standard uniform for this cult is a super hero like uniform complete with a cape. The color the uniform must be is white. Contrary to the manga that they read, their training regiment does not make their hair fall out, though it is a requirement for them to shave their heads to keep up with the tradition.
Basic Information:
This manga has spawned a cult of whacked out wanna be manga heros. These people have to be deranged to even consider doing the training course required by the cult. Furthermore if their mind isn’t strong enough they often die through the whole process. They have the prospective members go on odd adventures to learn things from clans like the Kamyuja. Oddly enough, even though their methods might be strange, they sure do keep the Capitol City of Rain safe.
Personal Information:
Statistics:
Name: Guardian #(Random number designated by GM)
Gender: GMs choice
Alignment: Always Lawful Good
S class:
- Taijutsu, Genjutsu Specialist
Chakra:
- Taijutsu Master
Stamina:
- Half of an S class Ninjutsu Master
Size: Medium Human
- That of an S class Tiajutsu Master
Movements: 16
Handseals: 36; 1/3reduced
Hardness: 9 vs Bludgeoning
Armour Points:Gen resistance: 12 [+2 vs sleep and paralysis] [40 Prophecy points]
- When Tenkai is activated [400 points]
Traits:
Child of Prophecy (40 points stored)
Rank: "C"
Skill: Heritage Trait
Effect: A trait that allows the user to store "points" from specific rolls on Saves to be used against other Saves later on in the future.
Special: ---
Drawback: ---
Description: Whether it is fate or some other agency, something looks out for these rare humans. Whenever there is a role of a “1” on an save, they gain a prophecy point. Any time they are about to make a save or make a Die Roll, they can choose to spend a prophecy point on the roll in their favor. Each prophecy point grants them a +1 bonus for that roll only; they must announce how many prophecy points they are spending before the roll is made (OOC). They can spend as many prophecy points as they wish on a single roll, up to the number currently in their pool. Prophecy points do not expire; the points are lost only when they are used. However, humans can only have a maximum number of prophecy points at any one time equal to 10 per Class Level. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Blood of Dragons
Rank: "C"
Skill: Heritage Trait
Effect: Long ago, your ancestors' blood mixed with that of dragons.
Special: ---
Drawback: Cannot gain any other Ancestry Traits.
Description: User gains a +5% trait bonus on Observation checks, gain Low-light vision, and gain a +2 Heritage bonus on saves against sleep and paralysis. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Saves against GenJutsu, and Mind-Affecting Techniques. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Fate's Favored
Rank: "C"
Skill: Faith Trait
Effect: The fates watch over the user.
Special: ---
Drawback: ---
Description: Whenever the user is under the effect of a Luck bonus of any kind, that bonus increases by +1 (for saves) or +5 (for skills). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Deranged (ITS JUST A MANGA COMMON)
Rank: "C"
Skill: Heritage Trait
Effect: A trait that helps against Mind-Affecting effects, and immune to Confused condition.
Special: ---
Drawback: ---
Description: Compared to other creatures, humans are fragile and easily damaged; this sometimes results in their taking actions and engaging in behaviors that are very eccentric. Some of these humans have unusual cognitive processes that render them more resistant to mental attacks. They gain a +3 racial bonus to all saves against mind-affecting effects, and they are immune to the Confused condition. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Heavy Hitter
Rank: "C"
Skill: Regional Trait
Effect: User has trained in martial arts and so their blows are especially painful.
Special: ---
Drawback: ---
Description: User gains a +10 Armour Points Trait bonus on damage made with Unarmed attacks. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Techniques (GMs must use from Technique list):
Boxing: 9550
Skill: Supplementary
Effect: By analyzing and keeping an eye on the opponent's shoulder and foot work the user is able to predict movements and grab a feel of when attacks are going to come by making the Boxer a more proficient fighter.
Special: ---
Drawback: The user is only capable of predicting movements’ one rank below then what they have learned. The user is only capable of predicting movements that are TaiJutsu Based. Any other type of movements cannot be predicted.
Description: The way this technique works is that the user observes certain points of areas of the opponent's body such as the shoulders, thighs, and hips. Since attacks are focused on these points they are capable of making educational guesses towards points of contact that may occur within these certain points. This type of technique is a study where the user is capable of watching an opponent's movements for a brief moment of time predicting TaiJutsu techniques. When the user first learns this technique they are capable of predicting techniques of "D" Rank capability. When the user learns the "B" Rank version of this technique they are only capable of predicting techniques of "C" Rank capability. When the user learns the "A" Rank version of this technique they are only capable of predicting techniques of "B" Rank capability. When the user learns the "S" Rank version of this technique they are only capable of predicting techniques of "A" Rank capability.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know all Basics
Boxers Mentality
Rank: "D", "C", "B", "A", "S"
Skill: Supplementary
Effect: By fighting on and on, a boxer becomes more proficient when an attack may come by. This happens usually when the boxer becomes unable to see the attack. However by being in combat for so much they can feel when an attack is coming making them less able to be flanked.
Special: ---
Drawback: The user may only learn this technique by the class that they are. This means that in order to learn the "C" Rank version they must be "C" Class, if they wish to learn the "B" Rank version they must be "B" Class.
Description: A technique where the subconscious mind, where the subconscious body reacts just as they are attacked while flanked or while their back is turn. The body reacts in such a way to where they are capable of withstanding so much. This technique makes it where the Boxer is incapable of being surprised attacked, a sudden second sense kicks in as their body screams out to them yelling at them telling them to move, duck, dodge or anything else within that manner. This works on whenever they are being attacked. This technique however has a major flaw. The user is capable of dodging only whenever the opponent's class is equal or lower to that of the rank of the technique they know. This means that a "D" Class user that knows this technique cannot use this against an opponent that is "C" Class or higher.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know all Basics
Dash
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: Allows the user to radically change direction within mid Shunshin no Jutsu.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to perform with Shunshin no Jutsu - Oshi, and Ken'in. User is able to sharply change direction while in mid Shunshin. Unlike Shunshin no Jutsu - Ko where it becomes an arc, the user may dramatically change to the left, right, or even back. May only be used within the distance of 10 meters even while making the dramatic change in direction.
Limit: Must learn in a gym that teaches Bokushingu (Boxing). Must know Upright Stance or Semi-Crouch. Must know The 5 Shunshin no Jutsu (Body Flicker Technique).
Slipping Outside
Rank: "D"
Skill: TaiJutsu
Effect: A basic technique that every boxer must learn in order to slip towards the outside of an attack.
Special: ---
Drawback: Only works against Singular attacks. Area effect attacks, or attacks that attack at a larger range then that of what the user may slip can still or is able of harming the user.
Description: Picture Executed by slightly moving the head to either side so that the opponent's punches "slip" by the boxer. This technique the user understands to movement of a straight like punch. This could be either done with the opponent's right or left. The slip is a technique in which the user rushes the opponent while bobbing their head, or "slipping" their head in the direction that goes to the outside of the opponent's body. This technique is used to help the user give out counters against the opponent. Whenever the opponent attacks with their left, you move in their left moving away from the body, to where the left ribcage is shown. Whenever the opponent attacks with their right the user moves in the right moving away from the body, to where the right ribcage is shown.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Slipping Inside
Rank: "D"
Skill: TaiJutsu
Effect: A basic technique that every boxer must learn in order to slip towards the inside of an attack.
Special: ---
Drawback: Only works against Singular attacks. Area effect attacks, or attacks that attack at a larger range then that of what the user may slip can still or is able of harming the user.
Description: Picture Executed by slightly moving the head to either side so that the opponent's punches "slip" by the boxer. This technique the user understands to movement of a straight like punch. This could be either done with the opponent's right or left. The slip is a technique in which the user rushes the opponent while bobbing their head, or "slipping" their head in the direction that goes to the inside of the opponent's body. This technique is used to help the user give out counters against the opponent. Whenever the opponent attacks with their left, you move in their right to get into the middle of the body. Whenever the opponent attacks with their right the user moves in the left to get into the middle of the body.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Pulling Away
Rank: "C"
Skill: TaiJutsu
Effect: A technique used in which the user measures an attack's length, and pulls away by bending their back backwards allowing to be used for counter attacks, or just simply an evasion.
Special: ---
Drawback: If a user is unable to predict the length of an attack, the user could very well get hit by an attack.
Description: Picture A technique best used once a user learns Heightened Perception after learning all basics. The opponent makes an attacked such as a straight, or a hook. The attack must be a mid straight or under over attack such as an uppercut. An over under attack such as the overhand punch will work against the pulling away. For those types of attacks it is best to slip inside or outside an attack. When an opponent attacks the user bends backwards away from the attack or steps back away from an attack. This defense is great against overreaching attacks. When the opponent makes his mark the user must determine the length of the attack. Once determined they are able to dodge the attack by doing what was stated earlier.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Footwork
Rank: "D"
Skill: TaiJutsu
Effect: A simple technique in which is needed to know in order to keep the boxer moving keeping them light on their toes against opponents.
Special: ---
Drawback: Get caught flat-footed and you will be vulnerable to counterpunches.
Description: Keep your weight balanced on both feet. Stay on the balls of your feet so you can attack, spin or retreat quickly to safety. Practice moving side to side or in a circular motion around your opponent. Shift and shuffle your feet quickly, but keep them close to the ground so you have a solid base under you. Switch stances often when training. This means you'll change which foot is in front. Work your calf muscles by jumping rope, biking and doing bag drills while moving constantly. Good footwork requires training with an integrated approach to movement, strategy, punches thrown and balance. It all has to work together, so you should always be thinking about your footwork.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Mastery: In-Fighter
Rank: "B", "A", "S"
Skill: TaiJutsu
Effect: The swarmer (also crowder, in-fighter) is a fighter who attempts to overwhelm his opponent by applying constant pressure.
Special: ---
Drawback: ---
Description: Swarmers tend to have a very good bob and weave, good power, a good chin, and a tremendous punch output. They tend to be fast on their feet which can make them difficult to evade for a slower fighter. They also tend to have a good "chin" because this style usually involves being hit with many jabs before they can maneuver inside where they are more effective. Every 500 Training Points the user chooses In-Fighter the user gains a Resistance bonus of a 3 Hardness against Bludgeoning attacks and an Enhancement Bonus of +10 points in Striking Damage against defenses.
Limit: Must have mastered Bokushingu (Boxing) by gaining 500
Haymaker 161 [33S+C Damage]
Rank: "A"
Skill: TaiJutsu
Effect: A punch in which the arm is whipped sideways from the shoulder joint with minimal elbow bend. The Haymaker is a technique in which the user hits with all they got for a knock out.
Special: ---
Drawback: Wild like punch, should be used in a combo. 1 Punch per movement regardless of Outside Fighter ability.
Description: The name is derived from the motion, which mimics the action of manually cutting hay by swinging a scythe. Since a haymaker's power is derived from weight transfer and momentum instead of muscle contraction, a long windup is required to generate sufficient force. The technique is an "A" Rank technique but has the destructive power of an "A" Rank technique because of all of the prerequisites. This means that if a Boxer Punched into a defense that is capable of holding up an "A" Rank technique the Haymaker is capable of pushing through the barrier. This technique is capable of being learned multiple times. Each time this technique is learned the Haymaker gains an extra rank of damage, turning an "A" to an "S", and an "S" into an "S"+"D".
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know the Four Punching Basics, Must have Mastered Bokushingu (Boxing).
Jolt Blow
Rank: "C"
Skill: TaiJutsu
Effect: A variation of a Haymaker.
Special: ---
Drawback: Must have good speed, or else this could be very bad towards the user as a counter. 1 Punch per movement regardless of Outside Fighter ability.
Description: Picture The Jolt Blow is a reckless punch distinguished by putting the entire body weight of a fighter behind a single punch. The combatant charge forward, building up momentum as the arm is whipped sideways from the shoulder joint to unleash a huge punch. Basically it’s haymaker to utilize complete destruction if connected. This Technique is utilized by the user's legs by pushing forward. When added with the original Haymaker it adds an extra rank to the Haymaker technique.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know the Four Punching Basics, Must know Haymaker.
Tornado Jolt
Rank: "B"
Skill: TaiJutsu
Effect: A variation of the Jolt Blow.
Special: ---
Drawback: 1 Punch per movement regardless of Outside Fighter ability.
Description: Picture Refined version of Jolt Blow. By twisting the body to its limits, the speed of a hook increases dramatically, giving a big amount of additional power. With this technique a user doesn't even have to take a running start, the user can simply perform the Tornado Jump. Basically it’s haymaker to utilize complete destruction if connected. When added with the original Haymaker it adds 2 extra ranks to the Haymaker technique.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know the Four Punching Basics, Must know Jolt Blow.[/ul]
Tenkai 570
Rank: "S" + x5"B"
Skill: NinJutsu
Effect: A strong chakra barrier capable of defending against Chakra based techniques.
Special: ---
Drawback: Only works on Chakra Techniques. Must learn multiple times.
Description: Picture Considered to be the "Ultimate" defense through Chakra Manipulation. User holds their hand out, gripping their wrist with the other hand. User slams the hand on the ground, releasing the built up Chakra in a 5 meter radius spread sphere barrier. When released it becomes self sustaining and will disperse depending on the user's Class Level (1 minute per Class Level starting "D" Class) or if the Barrier is destroyed. When first learned the Barrier is able to withstand 100 Points worth of Damage (see Armour System in Item Index). Performing takes the length of a "B" Rank technique in Handseals. User may learn this technique multiple times. Each time learned ("B" Rank Training) the Barrier gains strength of additional 60 Points. Chakra Techniques may not enter, nor may they not leave the Barrier. Only Chakra Techniques causes damage to the Barrier as Non Chakra Techniques pass through with no effort. This includes People, and basic Weapons. User may perform Techniques outside of the Barrier (Example: Sand Jutsu, Water Jutsu) as long as it may start outside of the Barrier. When releasing the sphere, any chakra within the range of the Sphere is pushed out.
Limit: Universal NinJutsu Technique.
Zekkai (Absolute Boundary)
Rank: "B"
Skill: Supplementary
Effect: A unique form of Tenkai (Heavenly Release) that allows the barrier to block any and all attacks.
Special: ---
Drawback: ---
Description: Normally the Tenkai (Heavenly Shell) is only able to defend against Chakra Techniques. With this Supplementary technique the user learns how to expand the usage of Tenkai (Heavenly Shell) to other forms of Combat. With Zekkai (Absolute Boundary) learns that their Tenkai (Heavenly Shell) is now able to block all kinds of combat including Hand to Hand, Physical, and Non-Chakra Techniques. A true master technique of the Tenkai (Heavenly Shell) technique tree. The time length to perform the technique is dependent on the user's ability to perform Tenkai (Heavenly Release). The strength of the technique is dependent on the user's ability of Tenkai (Heavenly Shell).
Limit: Universal NinJutsu Technique. Must know Tenkai (Heavenly Shell).
Bankai (Full Release)
Rank: "A"
Skill: NinJutsu
Effect: A form of Tenkai (Heavenly Release) that surrounds the user's body protecting the user from harm.
Special: ---
Drawback: ---
Description: An expert level of the Tenkai (Heavenly Release) technique tree that produces a powerful Tenkai (Heavenly Release) which surrounds and shields the user. Though the form can vary on the user, each Bankai (Full Release) tend to have a standard of a white, flame-like aura. Bankai (Full Release) has considerable offensive and defensive capabilities: it can corrosively destroy virtually any object foreign to the user, and can repel all but the strongest attacks. The amount of Damage it can perform is equal to 1/10th of the current amount of Armour Points. This means the more attacks the user is struck to defend against, the weaker the attack will become. The strength of Bankai (Full Release) is dependent on the user's ability of performing Tenkai (Heavenly Release). If the user knows Tenkai (Heavenly Release) 3 times then it will have 220 Armour Points. The Duration of the technique is equal to Tenkai (Heavenly Release). The time length to perform the technique is dependent on the user's ability to perform Tenkai (Heavenly Release).
Limit: Universal NinJutsu Technique. Must know Tenkai (Heavenly Shell)[/ul]
Shunshin 750
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush forward in almost instantaneous speed. Used to draw the user close to the opponent.
Special: ---
Drawback: May use 3 times a day. May perform 1 more each time learned. Passing amount renders the user's legs immobile due to severe pain. Unable to perform again unless gained medical treatment. Must move through an opening. Unable to maneuver around obstructing objects. Can't attack while performing any Shunshin or Variation.
Description: User is able to move forward in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. It is accomplished by focusing the user's chi along the ankles and foot. User mostly moves just with their ankles and feet. Jutsu takes up no movements. User may only use this Jutsu half of the movements may allow in a single round while rounding down. Example: User has 5 movements, user is able to perform Jutsu 2 times per round.
Limit: Universal NinJutsu or Universal TaiJutsu.
Shunshin no Jutsu - Ken'in (Body Flicker Technique - Pull)
Rank: "D"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush backwards in almost instantaneous speed. Allows the user to retreat from the opponent.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move backwards in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Shunshin no Jutsu - Ko (Body Flicker Technique - Arc)
Rank: "D"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush in an arc in almost instantaneous speed. Allows the user to avoid the opponent's attack and gaze.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move in an arc along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. User may move forward, or backwards if they know Tweh version of Shunshin. This Jutsu is used to get around and behind an opponent without sacrificing multiple Shunshins. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Shunshin no Jutsu - Kaunta (Body Flicker Technique - Counter)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: Attacks your opponent. Can't simply use "Kaunta" however way you want. It is a skill that allows you to read an opponent's Shunshin and change its movement to neutralize the opponent.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: A shunshin designed as a counter, reading the shunshin of an opponent in order to alter its course and render it ineffective by predicting and following the same technique with a Shunshin no Jutsu (Body Flicker Technique) Variant of your own. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Must know Shunshin no Jutsu - Oshi, Ken'in, and Ko
Shunshin no Jutsu - Zanzō (Body Flicker Technique - Remaining Image)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: Affects the enemy's mind and will power by making after images.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: A Jutsu to move so swiftly that an image of the technique's user is left behind while moving within 10 meters. Most often it is used to dodge an incoming attack and get behind the opponent to perform a counter-attack. When first learned user is able to perform 1 after image within 10 meters. Each time learned user is able to create an extra after image within 10 meters. May learn to perform up to 5 after images within a single Jutsu. Supplement of Shunshin no Jutsu (Body Flicker Technique - Push) while using same schematics. May be used with other Shunshin no Jutsu - Oshi (Body Flicker Technique).
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi, Ken'in, Ko, and Kaunta
Shunshin no Jutsu - Sha (Body Flicker Technique - Trace)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: Allows the user to maneuver around objects while performing Shunshin no Jutsu - Oshi, Ko, or Zanzō.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: Normally when a user is performing one of the 5 Shunshin no Jutsu (Body Flicker Technique) they are unable to skillfully maneuver around objects. They must perform the Jutsu in an open area. With this technique however they are able to move in a straight line however evading objects that may be in the way such as trees and others. Supplement of Shunshin no Jutsu (Body Flicker Technique) while using same schematics.
Limit: Must know The 5 Shunshin no Jutsu (Body Flicker Technique).
Etānaru Shunshin no Jutsu (Eternal Body Flicker Technique)
Rank: "A"
Skill: NinJutsu/TaiJutsu
Effect: Allows the user to perform more Shunshin no Jutsu (Body Flicker Technique) within a single round than normal.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: When the user learns enough of the Shunshin no Jutsu (Body Flicker Technique) techniques they are able to advance even further by being able to perform more Shunshin no Jutsu (Body Flicker Technique) within a single round. This Jutsu allows the user to do so. . User may use this Jutsu 3/4th of the movements may allow in a single round while rounding down. Example: User has 4 movements, user is able to perform the Jutsu 3 times per round.
Limit: Must know The 5 Shunshin no Jutsu (Body Flicker Technique). Must have trained 500 Training Points into Shunshin no Jutsu (Body Flicker Technique)[/ul]
Misc Techs: 560
Keiro Kujo (Path of Destruction)
Rank: “B”, x5“C” Rank of Extra Training “A"
Skill: Taijutsu
Effect: A technique that is capable of doubling ones strength and size.
Special: When performing this technique the users movement is reduced by one. However the ‘A’ Rank version increases the user’s movement by one.
Drawback: ----
Description: With this technique the users physical strength is double along with there body size as they increase in strength giving t hem a Juggernaut like appearance. When the user learns the “B” Rank version of this technique the user original strength is double to give them enhance psychical advantage in battle, as there strength is increased there body increase in size (1.5xMax Height). However using this technique reduces the movement speed of the user by one. When the user learns the “A” rank version of this technique they are able condense the size of their muscles normal, rather then having a large bulky body to attack with they have a muscular tone instead. This allows the user to keep there enhance strength, this technique also give the user enhance movement giving them the ability to move one extra movement. The “B” Rank version of this technique only last for about Four turns. The “A” Rank version will last for only Five turns. The “C” Rank training will allow the user to increase the time duration of the jutsu by One extra turn. However the user is capable of learning the “C” Rank version up to five times before they are unable to learn it again.
Limit: A technique developed by the Kamyuja family but is not bloodlimit related, meaning anyone can learn this technique if taught by a family member. However Bhaal Kamyuja of Mist is the only known family member who known the “A” Rank version Path of Destruction henceforth he is the only person who is capable of teaching this technique to. Which means the A rank version can’t be self taught.
Bulk Jump
Rank: “B”, “A”, “S”
Skill: TaiJutsu
Effect: A simple technique in which the user is able to jump further then any normal human capable of jumping.
Special: User must jump three times. The first jump is one tenth of full jump capacity; second jump is one third of full jump, then on the final jump the user sails as full jump.
Drawback: Depending on how far they jump it takes a number of rounds before they reach that destination. In Battle Distance is cut in half.
Description: With this technique the Kamyuja has the capability of jumping at extreme distances without wasting to much energy as others do when running. They are able to leap long distances and reach places at shorter time depending on how well they are able to perform this technique. When the user learns the “B” Rank version of this technique the user is able to leap at a distance of up to a two hundred meters. This takes the amount of time of one round. When the user learns the “A” rank version of this technique they are able to leap at distances of up to half a mile, This takes up the time of four rounds. When the user learns the “S” rank version of this technique they are able to jump at a distance of one mile. This takes the amount of eight Rounds. Each round is the amount performed in Battle Roleplay, and not regular roleplay. In order to use the Bulk Jump the user must take a set of two jumps before making the final jump. The first jump takes up one tenth of distance the user is able to jump, then the second jump takes up a third of the user’s jump, then finally they are able to take a whole leap of faith high into the air.
Limit: Must be a Kamyuja Member[/ul][/spoiler]