| | Thou'rt a Pirate [Aurora's Techniques] | |
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Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Thou'rt a Pirate [Aurora's Techniques] 24th July 2016, 10:30 pm | |
| - Beast Arts:
Name: Animal Instinct Classification: Beast Art (1 Stamina every PT) Rank: D-Rank Class: Supplementary Range: Self
Description: At their heart, creatures like Faunus are animals, no matter how one tries to muddy it up. They all possess vaguely animalistic tendencies and traits. By focusing more on that animal within them, the Faunus in question is able the more instinctual aspects of the beast out. This causes them to be unable to utilise weapon based techniques or chakra based techniques if they are capable of such. However when this is active their reaction tiers apply to all of their senses and depending on the rank of the reaction tier they are capable of variant sensory types that are more linked to on an intrinsic level, making them only possible while using Instinct. However only one of these additional sensory types can be active at once.
Reaction Tier - Sensory Gained D - Scent Detection (Scent masking technique one above reaction to block) C - Scent Detection Range Doubled B - Vibration Sensory (Vibration Concealment tech one rank above reaction to block) A - Vibration Sensory Range Doubled (Based on Touch sensory range) S - Wind Displacement Sensory (One rank above concealment to block)
Name: Bestial Instinct Classification: Beast Art Rank: B-Rank (3 Stamina every PT) Class: Supplementary Range: Self
Description: At their heart, creatures like Faunus are animals, no matter how one tries to muddy it up. They all possess vaguely animalistic tendencies and traits. By focusing more on that animal within them, the Faunus in question is able the more instinctual aspects of the beast out. This causes them to be unable to utilise weapon based techniques or chakra based techniques if they are capable of such. However when this is active their reaction tiers apply to all of their senses and depending on the rank of the reaction tier they are capable of variant sensory types that are more linked to on an intrinsic level, making them only possible while using Instinct. However only one of these additional sensory types can be active at once.
Reaction Tier - Sensory Gained D - Heat Sensory (Masking One Rank above Reaction to avoid) C - Heat Sensory becomes full Infrared, capable of detecting cold spots (Concealment required goes to two ranks above.) B - Proximity Sensory, able to detect solid objects within contact ranges dependent on reaction tiers (Requires intangibility to avoid) A - Proximity sensory is increased to short ranges. S - Telescopic vision, sight modifier becomes 4x.
Name: Feral Instinct Classification: Beast Art Rank: S-Rank (5 Stamina every PT) Class: Supplementary Range: Self
Description: At their heart, creatures like Faunus are animals, no matter how one tries to muddy it up. They all possess vaguely animalistic tendencies and traits. By focusing more on that animal within them, the Faunus in question is able the more instinctual aspects of the beast out. This causes them to be unable to utilise weapon based techniques or chakra based techniques if they are capable of such. However when this is active their reaction tiers apply to all of their senses and depending on the rank of the reaction tier they are capable of variant sensory types that are more linked to on an intrinsic level, making them only possible while using Instinct. However only one of these additional sensory types can be active at once.
Reaction Tier - Sensory Gained D - Ultraviolet Sensory, able to see in absolute darkness. (UV Concealment/Shadow Release technique one rank above reaction to mask) C - Ultraviolet Sensory becomes piercing, requiring Two Ranks above concealment to block. B - Danger Sensory, attacks coming towards the user are known about even if invisible or unseen, however details of the attack are not known. A - Enhanced Danger Sensory, direction of attack is known as well as if it is AoE or not. S - Intent Sensory, able to detect any form of hostile intent directed towards the user. (Requires Intent/Emotion masking one rank above reaction tiers to block.)
Name: Hunter's Eye Classification: Beast Art Rank: C-Rank (2 Stamina every round) Class: Supplementary Range: Self
Description: Carnivores are hunters, most of them have to be, others track down already dead flesh and consume it but to hunt, one needs keen senses and sight is one of them. When this technique is active, only obvious due to a slight metallic shine in the user's eyes, they are capable of better focusing on targets that they are in combat with, causing their reaction tiers to go up by a tier level. However the amount of targets they are capable of focusing on is dependent on their reaction tiers and the issue is that when this is active, it takes a certain amount of time before they are capable of changing the targets they are focusing on, becoming easier as they become more skilled.
Rank/Reaction Tier - Max. Targets - Time to Change(PT) D - 1 - 10 C - 2 - 8 B - 3 - 6 A - 4 - 4 S - 5 - 2
Name: Magnet Art: Attraction Sphere Classification: Beast Art Rank: C-Rank (2 Stamina each use) Class: Supplementary Range: Contact(Trigger), AoE (Attracton)
Description: By touching an opponent or a surface, the user can imbue it with a magnetic charge by fueling a section of the surface with a sphere of magnet materia, a C-Rank in total. Once this sphere is triggered it lasts for 10 posts (total) before dissipating and while it is active, metal objects moving through the sphere's area of effect are pulled towards the surface at C-Rank speeds unless they are thrown with C-Rank strength speed, B-Rank strength (C-Rank strength alone causes drop of one rank of speed), or A-Rank speed (B-Rank speed is reduced by one rank after leaving the sphere).
Name: magnet Art: Attraction Shell Classification: Beast Art/Hojutsu Rank: A-Rank (4 Stamina per shot) Class: Supplementary/Offensive Range: Long (Travel distance), AoE (Magnetic influence)
Description: By focusing a large amount of materia into the barrel of their gun, an A-Rank amount to be precise, or their hand the user launches it forwards at a target at Blinding Light speeds (Vacuum Release if used with hand). (Only counts as C-Rank for distance if used without a gun.) This 'bullet' of Magnet materia doesn't arm until it strikes a surface, causing it to take a C-Rank of magnet release hybrid damage before the bullet sticks, flaring to life and generating an intense magnetic attraction force on metal objects within its range. This causes anything metal to be pulled to the target at Vacuum Release speeds. If it is a weapon that is being swung or being thrown, it moves two tier levels faster if moving towards the bullet already or it is dragged towards the bullet if not thrown with A-Rank strength and speed, S-Rank strength (A-Rank is lowered by one rank of speed) or SS-Rank speed (S-Rank speed is reduced by a rank), causing the surface projecting the field to take the damage. This lasts for 20 posts (Total) before disappearing on its own.
Name: Magnet Art: Magnetic Rending Classification: Beast Art Rank: A-Rank (2 Stamina per set of materia activated) Class: Offensive Range: Long
Description: Due to the nature of Magnet Release, each piece of materia generated is separate, they don't fuse into wholes because of the nature of altered magnetic fields and the strength therein preventing such. Due to this each piece of materia is a time bomb waiting to be detonated, rather than being used as a collective they can be used as pieces to increase the offensive potential. With this technique, the user collapses the magnetic fields of their materia destructively, triggered by them clapping their hands together before spreading their stance and wrenching their hands apart in a tearing motion. This causes the materia to erase itself and end any techniques relying on it. However depending on how much materia was wrenched inwards, everything within one foot of the point of origin of the magnetic field is dealt magnet release hybrid damage.
Rank of Materia - Damage Dealt D - C C - B B - A A - S S - SS
- Volt Style:
Name: Volt Style: Stunning Palm Classification: Taijutsu Rank: B-Rank Class: Offensive Range: Contact-Short
Description: The Volt Tribe Style is focused around dealing physical pain and hampering an opponent through lightning fast strikes that are difficult to read. Their strikes do relatively little damage but inflict a lot of pain and thus are useful for stunning and slowing foes. With this technique the user steps forwards and strikes their opponent in the chest with their palm, fingers curled in to drive into the muscles between the ribs, causing the body to seize up, an A-Rank of pain to rip through them while the damage dealt is one rank below the strength used alongside this technique. In addition to that this technique stuns a target for a certain amount of time depending on their endurance tiers however those with Pain Immunity are unaffected by the stunning and those with Pain Resistance halve the amount of time they are stunned for.
Rank of Endurance - PT Stunned D - 4 C - 3 B - 2 A - 1 S - Immune
Name: Volt Style: Twisting Toss Classification: Taijutsu Rank: C-Rank Class: Offensive/Supplementary Range: Contact
Description: By coiling their muscles and holding back their kinetic energy like one would hold back lightning in a capacitor, the user is capable of storing the force of their strength until they twist their hand, releasing it in a sudden explosive burst as they push their hand forwards. The defense tiers of the user dictate how long they are capable of storing energy before it detonates within their own arm, immediately breaking their arm if they store it too long. In addition, this energy can only be released by placing the hand flat against a foe or surface before releasing it, causing a horrific amount of knockback and a set amount of damage to the person if they hit a structure or the structure itself, depending on Strength tiers.
Defense Tiers - Rounds Able to Charge - Distance Modifier - Additional Damage(Structures) None - 1 - 1x - None (D) D - 2 - 2x - None (C) C - 3 - 3x - D (B) B - 4 - 4x - C (A) A - 5 - 5x - B (S) S - 6 - 6x - A (SS)
Strength Tier - Base Knockback(Ft) - Damage None - None - None D - 10 - D C - 20 - C B - 30 - B A - 40 - A S - 50 - S
Name: Volt Style - Magnet Art: Conflict Fields Classification: Beast Art/Taijutsu Rank: B-Rank (1 Stamina per contact) Class: Offensive Range: Contact
Description: With this technique, the Magnet Release capable Beast strikes the victim multiple times dealing no actual damage with each strike, only pain one rank below the strength they used or two ranks below the speed they used. However this has a hidden objective in that depending on the user's strength or speed tiers they are capable of loading the victim's body with alternating magnetic fields that attract towards one another once activated, causing intense damage to the internals of the body in Magnet Release hybrid damage, making them potentially incredibly dangerous depending on just how many of them the victim is loaded with. Additionally, this can be delayed for a number of PT depending on the user's rank.
Rank/Tier - Number of Fields - Damage Dealt - PT Delayed D - 6 - C (D-Rank per field) - 2 C - 12 - B (D-Rank per field) - 4 B - 24 - A (D-Rank per field) - 6 A - 48 - S (D-Rank per field) - 8 S - 96 - SS (D-Rank per field) - 10
- Clarity:
Name: Novice Clarity Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: A type of reaction tier focused specifically on the eyes, this one counts as tier base when in use however it cannot be applied to any other sense no matter what. However this type of reaction tier holds an additional effect of counting as one rank higher when it comes to sight affecting techniques or area concealment techniques as the user is more accustomed to seeing threats and dealing with them when they strike, meaning they are less likely to have their sight foiled by an attack. In addition they are capable of shutting down their other senses to increase their sight further, making it even more powerful.
No. of Senses removed - Tier Gain - Additional Stamina 1 (Hearing) - Tier+ - 1 every PT 2 (Smell) - Tier++ - 3 every PT 3 (Touch) - Sight modifier x2 - 5 every PT 4 (Taste) - Sight Modifier x4 - 10 ever PT
Name: Apprentice Clarity Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: A type of reaction tier focused specifically on the eyes, this one counts as tier base when in use however it cannot be applied to any other sense no matter what. However this type of reaction tier holds an additional effect of counting as one rank higher when it comes to sight affecting techniques or area concealment techniques as the user is more accustomed to seeing threats and dealing with them when they strike, meaning they are less likely to have their sight foiled by an attack. In addition they are capable of shutting down their other senses to increase their sight further, making it even more powerful.
No. of Senses removed - Tier Gain - Additional Stamina 1 (Hearing) - Tier+ - 1 every PT 2 (Smell) - Tier++ - 3 every PT 3 (Touch) - Sight modifier x2 - 5 every PT 4 (Taste) - Sight Modifier x4 - 10 ever PT
Name: Journeyman Clarity Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: A type of reaction tier focused specifically on the eyes, this one counts as tier base when in use however it cannot be applied to any other sense no matter what. However this type of reaction tier holds an additional effect of counting as one rank higher when it comes to sight affecting techniques or area concealment techniques as the user is more accustomed to seeing threats and dealing with them when they strike, meaning they are less likely to have their sight foiled by an attack. In addition they are capable of shutting down their other senses to increase their sight further, making it even more powerful.
No. of Senses removed - Tier Gain - Additional Stamina 1 (Hearing) - Tier+ - 1 every PT 2 (Smell) - Tier++ - 3 every PT 3 (Touch) - Sight modifier x2 - 5 every PT 4 (Taste) - Sight Modifier x4 - 10 ever PT
Name: Adept Clarity Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: A type of reaction tier focused specifically on the eyes, this one counts as tier base when in use however it cannot be applied to any other sense no matter what. However this type of reaction tier holds an additional effect of counting as one rank higher when it comes to sight affecting techniques or area concealment techniques as the user is more accustomed to seeing threats and dealing with them when they strike, meaning they are less likely to have their sight foiled by an attack. In addition they are capable of shutting down their other senses to increase their sight further, making it even more powerful.
No. of Senses removed - Tier Gain - Additional Stamina 1 (Hearing) - Tier+ - 1 every PT 2 (Smell) - Tier++ - 3 every PT 3 (Touch) - Sight modifier x2 - 5 every PT 4 (Taste) - Sight Modifier x4 - 10 ever PT
Name: Master Clarity Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self
Description: A type of reaction tier focused specifically on the eyes, this one counts as tier base when in use however it cannot be applied to any other sense no matter what. However this type of reaction tier holds an additional effect of counting as one rank higher when it comes to sight affecting techniques or area concealment techniques as the user is more accustomed to seeing threats and dealing with them when they strike, meaning they are less likely to have their sight foiled by an attack. In addition they are capable of shutting down their other senses to increase their sight further, making it even more powerful.
No. of Senses removed - Tier Gain - Additional Stamina 1 (Hearing) - Tier+ - 1 every PT 2 (Smell) - Tier++ - 3 every PT 3 (Touch) - Sight modifier x2 - 5 every PT 4 (Taste) - Sight Modifier x4 - 10 ever PT
- Finesse:
Name: Novice Finesse Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: A specialist type of speed for use with those that hold guns dear and use them to the best of their ability. This speed tier is focused around drawing and reloading guns with the utmost excellence. This counts as D-Rank speed tiers for tier checks however only counts as D-Rank- when it comes to moving and D-Rank+ for movement of the arms. In addition for the cost of 1 fatigue, the user can reduce the time it takes to reload one of their firearms by 2 PT, allowing them to fire more in addition to the usual bonus that speed tiers give in regards to reloading firearms.
Name: Apprentice Finesse Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: A specialist type of speed for use with those that hold guns dear and use them to the best of their ability. This speed tier is focused around drawing and reloading guns with the utmost excellence. This counts as C-Rank speed tiers for tier checks however only counts as C-Rank- when it comes to moving and C-Rank+ for movement of the arms. In addition for the cost of 2 fatigue, the user can reduce the time it takes to reload one of their firearms by 4 PT, allowing them to fire more in addition to the usual bonus that speed tiers give in regards to reloading firearms.
Name: Apprentice Finesse Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: A specialist type of speed for use with those that hold guns dear and use them to the best of their ability. This speed tier is focused around drawing and reloading guns with the utmost excellence. This counts as B-Rank speed tiers for tier checks however only counts as B-Rank- when it comes to moving and B-Rank+ for movement of the arms. In addition for the cost of 3 fatigue, the user can reduce the time it takes to reload one of their firearms by 6 PT, allowing them to fire more in addition to the usual bonus that speed tiers give in regards to reloading firearms.
Name: Adept Finesse Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: A specialist type of speed for use with those that hold guns dear and use them to the best of their ability. This speed tier is focused around drawing and reloading guns with the utmost excellence. This counts as A-Rank speed tiers for tier checks however only counts as A-Rank- when it comes to moving and A-Rank+ for movement of the arms. In addition for the cost of 4 fatigue, the user can reduce the time it takes to reload one of their firearms by 8 PT, allowing them to fire more in addition to the usual bonus that speed tiers give in regards to reloading firearms.
Name: Master Finesse Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self
Description: A specialist type of speed for use with those that hold guns dear and use them to the best of their ability. This speed tier is focused around drawing and reloading guns with the utmost excellence. This counts as S-Rank speed tiers for tier checks however only counts as S-Rank- when it comes to moving and S-Rank+ for movement of the arms. In addition for the cost of 5 fatigue, the user can reduce the time it takes to reload one of their firearms by 10 PT, allowing them to fire more in addition to the usual bonus that speed tiers give in regards to reloading firearms.
Last edited by Blade on 25th July 2016, 5:20 pm; edited 1 time in total | |
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| Subject: Re: Thou'rt a Pirate [Aurora's Techniques] 25th July 2016, 2:07 am | |
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Thou'rt a Pirate [Aurora's Techniques] 25th July 2016, 6:22 pm | |
| - Beast Bullet - Propulsion:
Name: Magnet Art: Beast Propulsion Bullet Level 1 Classification: Beast Art/Hojutsu Rank: D-Rank (1 Stamina per bullet) Class: Offensive/Supplementary Range: Contact (Infusion), Varies (Bullet)
Description: With this technique, which can only be utilised with metal rounds, the user either sweeps their arms around their body in a series of quick, almost jerking movements before touching their weapon or they rotate smaller weapons around their fingers to generate the necessary materia for this. Once done they are capable of triggering this technique which creatures a repulsive field in the back of the chamber for a split second, propelling the bullet forwards at D-Rank speeds no matter what the shot normally would travel at. This also means that the guns do not need powder to fire, however if powder is utilised alongside this at the same time then the speed is increased to D-Rank+.
Name: Magnet Art: Beast Propulsion Bullet Level 2 Classification: Beast Art/Hojutsu Rank: C-Rank (2 Stamina per bullet) Class: Offensive/Supplementary Range: Contact (Infusion), Varies (Bullet)
Description: With this technique, which can only be utilised with metal rounds, the user either sweeps their arms around their body in a series of quick, almost jerking movements before touching their weapon or they rotate smaller weapons around their fingers to generate the necessary materia for this. Once done they are capable of triggering this technique which creatures a repulsive field in the back of the chamber for a split second, propelling the bullet forwards at C-Rank speeds no matter what the shot normally would travel at. This also means that the guns do not need powder to fire, however if powder is utilised alongside this at the same time then the speed is increased to C-Rank+.
Name: Magnet Art: Beast Propulsion Bullet Level 3 Classification: Beast Art/Hojutsu Rank: B-Rank (3 Stamina per bullet) Class: Offensive/Supplementary Range: Contact (Infusion), Varies (Bullet)
Description: With this technique, which can only be utilised with metal rounds, the user either sweeps their arms around their body in a series of quick, almost jerking movements before touching their weapon or they rotate smaller weapons around their fingers to generate the necessary materia for this. Once done they are capable of triggering this technique which creatures a repulsive field in the back of the chamber for a split second, propelling the bullet forwards at B-Rank speeds no matter what the shot normally would travel at. This also means that the guns do not need powder to fire, however if powder is utilised alongside this at the same time then the speed is increased to B-Rank+.
Name: Magnet Art: Beast Propulsion Bullet Level 4 Classification: Beast Art/Hojutsu Rank: A-Rank (4 Stamina per bullet) Class: Offensive/Supplementary Range: Contact (Infusion), Varies (Bullet)
Description: With this technique, which can only be utilised with metal rounds, the user either sweeps their arms around their body in a series of quick, almost jerking movements before touching their weapon or they rotate smaller weapons around their fingers to generate the necessary materia for this. Once done they are capable of triggering this technique which creatures a repulsive field in the back of the chamber for a split second, propelling the bullet forwards at A-Rank speeds no matter what the shot normally would travel at. This also means that the guns do not need powder to fire, however if powder is utilised alongside this at the same time then the speed is increased to A-Rank+.
Name: Magnet Art: Beast Propulsion Bullet Level 5 Classification: Beast Art/Hojutsu Rank: S-Rank (5 Stamina per bullet) Class: Offensive/Supplementary Range: Contact (Infusion), Varies (Bullet)
Description: With this technique, which can only be utilised with metal rounds, the user either sweeps their arms around their body in a series of quick, almost jerking movements before touching their weapon or they rotate smaller weapons around their fingers to generate the necessary materia for this. Once done they are capable of triggering this technique which creatures a repulsive field in the back of the chamber for a split second, propelling the bullet forwards at S-Rank speeds no matter what the shot normally would travel at. This also means that the guns do not need powder to fire, however if powder is utilised alongside this at the same time then the speed is increased to S-Rank+.
Name: Magnet Art: Beast Propulsion Bullet Level Max Classification: Beast Art/Hojutsu Rank: SS-Rank (10 Stamina per bullet) Class: Offensive/Supplementary Range: Contact (Infusion), Varies (Bullet)
Description: With this technique, which can only be utilised with metal rounds, the user either sweeps their arms around their body in a series of quick, almost jerking movements before touching their weapon or they rotate smaller weapons around their fingers to generate the necessary materia for this. Once done they are capable of triggering this technique which creatures a repulsive field in the back of the chamber for a split second, propelling the bullet forwards at SS-Rank speeds no matter what the shot normally would travel at. This also means that the guns do not need powder to fire, however if powder is utilised alongside this at the same time then the speed is increased to SS-Rank+.
Name: Magnet Art: Beast Propulsion Bullet Level Ultima Classification: Beast Art/Hojutsu Rank: SSS-Rank (15 Stamina per bullet) Class: Offensive/Supplementary Range: Contact (Infusion), Varies (Bullet)
Description: With this technique, which can only be utilised with metal rounds, the user either sweeps their arms around their body in a series of quick, almost jerking movements before touching their weapon or they rotate smaller weapons around their fingers to generate the necessary materia for this. Once done they are capable of triggering this technique which creatures a repulsive field in the back of the chamber for a split second, propelling the bullet forwards at SSS-Rank speeds no matter what the shot normally would travel at. This also means that the guns do not need powder to fire, however if powder is utilised alongside this at the same time then the speed is increased to SSS-Rank+.
- Beast Bullet - Piercing:
Name: Magnet Art: Beast Piercing Bullet Level 1 Classification: Beast Art/Hojutsu Rank: D-Rank (1 Fatigue per bullet) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: When utilised with a non-portable weapon, this technique requires the user to clap their hands together, then lay hands to wrists and hands to biceps before clapping their hands onto the gun into question in order to trigger this. When used with portable weapons, the user must point it up or down before moving it in a half circle and snapping it upwards to activate this. Once activated, it causes a quartet of fields to appear around the barrel of the weapon, the two closest to the stock are attractive, the two closest to the barrel are repulsive. This causes the bullet to get pulled forwards with greater speed before getting explosively shunted forwards by the repulsive fields. Due to this the bullets end up packing a lot more force than usual causing them to have D-Rank defense piercing no matter what the bullet usually has, making them potentially much more dangerous.
Name: Magnet Art: Beast Piercing Bullet Level 2 Classification: Beast Art/Hojutsu Rank: C-Rank (2 Fatigue per bullet) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: When utilised with a non-portable weapon, this technique requires the user to clap their hands together, then lay hands to wrists and hands to biceps before clapping their hands onto the gun into question in order to trigger this. When used with portable weapons, the user must point it up or down before moving it in a half circle and snapping it upwards to activate this. Once activated, it causes a quartet of fields to appear around the barrel of the weapon, the two closest to the stock are attractive, the two closest to the barrel are repulsive. This causes the bullet to get pulled forwards with greater speed before getting explosively shunted forwards by the repulsive fields. Due to this the bullets end up packing a lot more force than usual causing them to have C-Rank defense piercing no matter what the bullet usually has, making them potentially much more dangerous.
Name: Magnet Art: Beast Piercing Bullet Level 3 Classification: Beast Art/Hojutsu Rank: B-Rank (3 Fatigue per bullet) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: When utilised with a non-portable weapon, this technique requires the user to clap their hands together, then lay hands to wrists and hands to biceps before clapping their hands onto the gun into question in order to trigger this. When used with portable weapons, the user must point it up or down before moving it in a half circle and snapping it upwards to activate this. Once activated, it causes a quartet of fields to appear around the barrel of the weapon, the two closest to the stock are attractive, the two closest to the barrel are repulsive. This causes the bullet to get pulled forwards with greater speed before getting explosively shunted forwards by the repulsive fields. Due to this the bullets end up packing a lot more force than usual causing them to have B-Rank defense piercing no matter what the bullet usually has, making them potentially much more dangerous.
Name: Magnet Art: Beast Piercing Bullet Level 4 Classification: Beast Art/Hojutsu Rank: A-Rank (4 Fatigue per bullet) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: When utilised with a non-portable weapon, this technique requires the user to clap their hands together, then lay hands to wrists and hands to biceps before clapping their hands onto the gun into question in order to trigger this. When used with portable weapons, the user must point it up or down before moving it in a half circle and snapping it upwards to activate this. Once activated, it causes a quartet of fields to appear around the barrel of the weapon, the two closest to the stock are attractive, the two closest to the barrel are repulsive. This causes the bullet to get pulled forwards with greater speed before getting explosively shunted forwards by the repulsive fields. Due to this the bullets end up packing a lot more force than usual causing them to have A-Rank defense piercing no matter what the bullet usually has, making them potentially much more dangerous.
Name: Magnet Art: Beast Piercing Bullet Level 5 Classification: Beast Art/Hojutsu Rank: S-Rank (5 Fatigue per bullet) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: When utilised with a non-portable weapon, this technique requires the user to clap their hands together, then lay hands to wrists and hands to biceps before clapping their hands onto the gun into question in order to trigger this. When used with portable weapons, the user must point it up or down before moving it in a half circle and snapping it upwards to activate this. Once activated, it causes a quartet of fields to appear around the barrel of the weapon, the two closest to the stock are attractive, the two closest to the barrel are repulsive. This causes the bullet to get pulled forwards with greater speed before getting explosively shunted forwards by the repulsive fields. Due to this the bullets end up packing a lot more force than usual causing them to have S-Rank defense piercing no matter what the bullet usually has, making them potentially much more dangerous.
- Beast Bullet - Punching:
Name: Magnet Art: Beast Punching Bullet Level 1 Classification: Beast Art/Hojutsu Rank: D-Rank (2 Stamina per use) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: With this, the user runs their hand down the gun's barrel before gently tapping the stock twice and throwing their hand forwards, infusing the bullet with Magnet Materia. Due to this materia, which lies dormant until a bullet hits the target and then suddenly expands with incredible repulsive force, the bullet is pressed even harder into the target's body causing them to fly backwards ten feet unless they possess D-Rank strength to root themselves in place in which case they take a D-Rank of physical damage from the bullet being shoved into them. This can also be used on objects, causing them to be pushed back as long as they are WL 15 or lower. A lingering after effect of this however is that it leaves a magnetic 'cushion' field around the target until they fall still from the knockback, preventing them from taking additional damage from impacting objects.
Name: Magnet Art: Beast Punching Bullet Level 2 Classification: Beast Art/Hojutsu Rank: C-Rank (4 Stamina per use) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: With this, the user runs their hand down the gun's barrel before gently tapping the stock twice and throwing their hand forwards, infusing the bullet with Magnet Materia. Due to this materia, which lies dormant until a bullet hits the target and then suddenly expands with incredible repulsive force, the bullet is pressed even harder into the target's body causing them to fly backwards twenty feet unless they possess C-Rank strength to root themselves in place in which case they take a C-Rank of physical damage from the bullet being shoved into them. This can also be used on objects, causing them to be pushed back as long as they are WL 30 or lower. A lingering after effect of this however is that it leaves a magnetic 'cushion' field around the target until they fall still from the knockback, preventing them from taking additional damage from impacting objects.
Name: Magnet Art: Beast Punching Bullet Level 3 Classification: Beast Art/Hojutsu Rank: B-Rank (6 Stamina per use) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: With this, the user runs their hand down the gun's barrel before gently tapping the stock twice and throwing their hand forwards, infusing the bullet with Magnet Materia. Due to this materia, which lies dormant until a bullet hits the target and then suddenly expands with incredible repulsive force, the bullet is pressed even harder into the target's body causing them to fly backwards forty feet unless they possess B-Rank strength to root themselves in place in which case they take a B-Rank of physical damage from the bullet being shoved into them. This can also be used on objects, causing them to be pushed back as long as they are WL 60 or lower. A lingering after effect of this however is that it leaves a magnetic 'cushion' field around the target until they fall still from the knockback, preventing them from taking additional damage from impacting objects.
Name: Magnet Art: Beast Punching Bullet Level 4 Classification: Beast Art/Hojutsu Rank: A-Rank (8 Stamina per use) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: With this, the user runs their hand down the gun's barrel before gently tapping the stock twice and throwing their hand forwards, infusing the bullet with Magnet Materia. Due to this materia, which lies dormant until a bullet hits the target and then suddenly expands with incredible repulsive force, the bullet is pressed even harder into the target's body causing them to fly backwards eighty feet unless they possess A-Rank strength to root themselves in place in which case they take a A-Rank of physical damage from the bullet being shoved into them. This can also be used on objects, causing them to be pushed back as long as they are WL 120 or lower. A lingering after effect of this however is that it leaves a magnetic 'cushion' field around the target until they fall still from the knockback, preventing them from taking additional damage from impacting objects.
Name: Magnet Art: Beast Punching Bullet Level 5 Classification: Beast Art/Hojutsu Rank: S-Rank (10 Stamina per use) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: With this, the user runs their hand down the gun's barrel before gently tapping the stock twice and throwing their hand forwards, infusing the bullet with Magnet Materia. Due to this materia, which lies dormant until a bullet hits the target and then suddenly expands with incredible repulsive force, the bullet is pressed even harder into the target's body causing them to fly backwards one hundred and sixty feet unless they possess S-Rank strength to root themselves in place in which case they take a S-Rank of physical damage from the bullet being shoved into them. This can also be used on objects, causing them to be pushed back as long as they are WL 200 or lower. A lingering after effect of this however is that it leaves a magnetic 'cushion' field around the target until they fall still from the knockback, preventing them from taking additional damage from impacting objects.
Name: Magnet Art: Beast Punching Bullet Level Max Classification: Beast Art/Hojutsu Rank: SS-Rank (20 Stamina per use) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: With this, the user runs their hand down the gun's barrel before gently tapping the stock twice and throwing their hand forwards, infusing the bullet with Magnet Materia. Due to this materia, which lies dormant until a bullet hits the target and then suddenly expands with incredible repulsive force, the bullet is pressed even harder into the target's body causing them to fly backwards three hundred feet unless they possess SS-Rank strength to root themselves in place in which case they take a SS-Rank of physical damage from the bullet being shoved into them. This can also be used on objects, causing them to be pushed back as long as they are WL 300 or lower. A lingering after effect of this however is that it leaves a magnetic 'cushion' field around the target until they fall still from the knockback, preventing them from taking additional damage from impacting objects.
Name: Magnet Art: Beast Punching Bullet Level Ultima Classification: Beast Art/Hojutsu Rank: SSS-Rank (30 Stamina per use) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: With this, the user runs their hand down the gun's barrel before gently tapping the stock twice and throwing their hand forwards, infusing the bullet with Magnet Materia. Due to this materia, which lies dormant until a bullet hits the target and then suddenly expands with incredible repulsive force, the bullet is pressed even harder into the target's body causing them to fly backwards five hundred feet unless they possess SSS-Rank strength to root themselves in place in which case they take a SSS-Rank of physical damage from the bullet being shoved into them. This can also be used on objects, causing them to be pushed back as long as they are WL 400 or lower. A lingering after effect of this however is that it leaves a magnetic 'cushion' field around the target until they fall still from the knockback, preventing them from taking additional damage from impacting objects.
- Beast Bullet - Rifling:
Name: Magnet Art: Beast Rifled Bullet Level 1 Classification: Beast Art/Hojutsu Rank: D-Rank (3 Stamina per use) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: Most Gunners have a good enough eye for their guns to not have to worry about accuracy so much, however range always proves to be an issue when it comes to firearms and many shots have been known to fall short. This technique can be used to mitigate that. The user places their hands together before sliding them apart and pushing down the arms, hand to bicep and hand next to elbow and then pulling back, spreading the arms wide and placing their hand or hands onto the weapon in question. Once done, a pair of magnet fields are generated, one above and one below the end of the barrel. Once generated these actually both have repulsive fields but are slightly off center. This causes the bullet as it flies through the fields to suddenly start rotating, imitating the rifling of more advanced weaponry and causing the bullet to travel farther, using a x2 modifier for distance traveled.
Name: Magnet Art: Beast Rifled Bullet Level 2 Classification: Beast Art/Hojutsu Rank: C-Rank (6 Stamina per use) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: Most Gunners have a good enough eye for their guns to not have to worry about accuracy so much, however range always proves to be an issue when it comes to firearms and many shots have been known to fall short. This technique can be used to mitigate that. The user places their hands together before sliding them apart and pushing down the arms, hand to bicep and hand next to elbow and then pulling back, spreading the arms wide and placing their hand or hands onto the weapon in question. Once done, a pair of magnet fields are generated, one above and one below the end of the barrel. Once generated these actually both have repulsive fields but are slightly off center. This causes the bullet as it flies through the fields to suddenly start rotating, imitating the rifling of more advanced weaponry and causing the bullet to travel farther, using a x3 modifier for distance traveled.
Name: Magnet Art: Beast Rifled Bullet Level 3 Classification: Beast Art/Hojutsu Rank: B-Rank (9 Stamina per use) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: Most Gunners have a good enough eye for their guns to not have to worry about accuracy so much, however range always proves to be an issue when it comes to firearms and many shots have been known to fall short. This technique can be used to mitigate that. The user places their hands together before sliding them apart and pushing down the arms, hand to bicep and hand next to elbow and then pulling back, spreading the arms wide and placing their hand or hands onto the weapon in question. Once done, a pair of magnet fields are generated, one above and one below the end of the barrel. Once generated these actually both have repulsive fields but are slightly off center. This causes the bullet as it flies through the fields to suddenly start rotating, imitating the rifling of more advanced weaponry and causing the bullet to travel farther, using a x4 modifier for distance traveled.
Name: Magnet Art: Beast Rifled Bullet Level 4 Classification: Beast Art/Hojutsu Rank: A-Rank (12 Stamina per use) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: Most Gunners have a good enough eye for their guns to not have to worry about accuracy so much, however range always proves to be an issue when it comes to firearms and many shots have been known to fall short. This technique can be used to mitigate that. The user places their hands together before sliding them apart and pushing down the arms, hand to bicep and hand next to elbow and then pulling back, spreading the arms wide and placing their hand or hands onto the weapon in question. Once done, a pair of magnet fields are generated, one above and one below the end of the barrel. Once generated these actually both have repulsive fields but are slightly off center. This causes the bullet as it flies through the fields to suddenly start rotating, imitating the rifling of more advanced weaponry and causing the bullet to travel farther, using a x5 modifier for distance traveled.
Name: Magnet Art: Beast Rifled Bullet Level 5 Classification: Beast Art/Hojutsu Rank: S-Rank (15 Stamina per use) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: Most Gunners have a good enough eye for their guns to not have to worry about accuracy so much, however range always proves to be an issue when it comes to firearms and many shots have been known to fall short. This technique can be used to mitigate that. The user places their hands together before sliding them apart and pushing down the arms, hand to bicep and hand next to elbow and then pulling back, spreading the arms wide and placing their hand or hands onto the weapon in question. Once done, a pair of magnet fields are generated, one above and one below the end of the barrel. Once generated these actually both have repulsive fields but are slightly off center. This causes the bullet as it flies through the fields to suddenly start rotating, imitating the rifling of more advanced weaponry and causing the bullet to travel farther, using a x6 modifier for distance traveled.
Name: Magnet Art: Beast Rifled Bullet Level Max Classification: Beast Art/Hojutsu Rank: SS-Rank (30 Stamina per use) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: Most Gunners have a good enough eye for their guns to not have to worry about accuracy so much, however range always proves to be an issue when it comes to firearms and many shots have been known to fall short. This technique can be used to mitigate that. The user places their hands together before sliding them apart and pushing down the arms, hand to bicep and hand next to elbow and then pulling back, spreading the arms wide and placing their hand or hands onto the weapon in question. Once done, a pair of magnet fields are generated, one above and one below the end of the barrel. Once generated these actually both have repulsive fields but are slightly off center. This causes the bullet as it flies through the fields to suddenly start rotating, imitating the rifling of more advanced weaponry and causing the bullet to travel farther, using a x8 modifier for distance traveled.
Name: Magnet Art: Beast Rifled Bullet Level Ultima Classification: Beast Art/Hojutsu Rank: SSS-Rank (45 Stamina per use) Class: Offensive/Supplementary Range: Contact(Infusion), Varies (Bullet)
Description: Most Gunners have a good enough eye for their guns to not have to worry about accuracy so much, however range always proves to be an issue when it comes to firearms and many shots have been known to fall short. This technique can be used to mitigate that. The user places their hands together before sliding them apart and pushing down the arms, hand to bicep and hand next to elbow and then pulling back, spreading the arms wide and placing their hand or hands onto the weapon in question. Once done, a pair of magnet fields are generated, one above and one below the end of the barrel. Once generated these actually both have repulsive fields but are slightly off center. This causes the bullet as it flies through the fields to suddenly start rotating, imitating the rifling of more advanced weaponry and causing the bullet to travel farther, using a x10 modifier for distance traveled.
- Beast Bullet - Tearing:
Name: Magnet Art: Beast Tearing Bullet Level 1 Classification: Beast Art/Hojutsu Rank: D-Rank (2 Stamina per use) Class: Offensive Range: Contact(Infusion), Varies (Bullet)
Description: Sometimes bullets don't do what you want them to or sometimes they actually do too much. With this the user taps the inside of their elbow twice before running their fingers down their arm to their wrist before pulling them away and running them along the barrel, imbuing the next bullet launched with a dense magnetic field hat lies dormant. Upon the bullet striking an object the magnetic field expands and implodes rapidly, causing the target to take a D-Rank of Magnet Release hybrid damage due to the magnet field collapsing around the bullet while it is inside the target. Against targets made of metal this is even more dangerous, dealing 2 D-Ranks of damage instead.
Name: Magnet Art: Beast Tearing Bullet Level 2 Classification: Beast Art/Hojutsu Rank: C-Rank (4 Stamina per use) Class: Offensive Range: Contact(Infusion), Varies (Bullet)
Description: Sometimes bullets don't do what you want them to or sometimes they actually do too much. With this the user taps the inside of their elbow twice before running their fingers down their arm to their wrist before pulling them away and running them along the barrel, imbuing the next bullet launched with a dense magnetic field hat lies dormant. Upon the bullet striking an object the magnetic field expands and implodes rapidly, causing the target to take a C-Rank of Magnet Release hybrid damage due to the magnet field collapsing around the bullet while it is inside the target. Against targets made of metal this is even more dangerous, dealing an additional B-Rank of damage instead.
Name: Magnet Art: Beast Tearing Bullet Level 3 Classification: Beast Art/Hojutsu Rank: B-Rank (6 Stamina per use) Class: Offensive Range: Contact(Infusion), Varies (Bullet)
Description: Sometimes bullets don't do what you want them to or sometimes they actually do too much. With this the user taps the inside of their elbow twice before running their fingers down their arm to their wrist before pulling them away and running them along the barrel, imbuing the next bullet launched with a dense magnetic field hat lies dormant. Upon the bullet striking an object the magnetic field expands and implodes rapidly, causing the target to take a B-Rank of Magnet Release hybrid damage due to the magnet field collapsing around the bullet while it is inside the target. Against targets made of metal this is even more dangerous, dealing an additional A-Rank of damage instead.
Name: Magnet Art: Beast Tearing Bullet Level 4 Classification: Beast Art/Hojutsu Rank: A-Rank (8 Stamina per use) Class: Offensive Range: Contact(Infusion), Varies (Bullet)
Description: Sometimes bullets don't do what you want them to or sometimes they actually do too much. With this the user taps the inside of their elbow twice before running their fingers down their arm to their wrist before pulling them away and running them along the barrel, imbuing the next bullet launched with a dense magnetic field hat lies dormant. Upon the bullet striking an object the magnetic field expands and implodes rapidly, causing the target to take a A-Rank of Magnet Release hybrid damage due to the magnet field collapsing around the bullet while it is inside the target. Against targets made of metal this is even more dangerous, dealing an additional S-Rank of damage instead.
Name: Magnet Art: Beast Tearing Bullet Level 5 Classification: Beast Art/Hojutsu Rank: S-Rank (10 Stamina per use) Class: Offensive Range: Contact(Infusion), Varies (Bullet)
Description: Sometimes bullets don't do what you want them to or sometimes they actually do too much. With this the user taps the inside of their elbow twice before running their fingers down their arm to their wrist before pulling them away and running them along the barrel, imbuing the next bullet launched with a dense magnetic field hat lies dormant. Upon the bullet striking an object the magnetic field expands and implodes rapidly, causing the target to take a S-Rank of Magnet Release hybrid damage due to the magnet field collapsing around the bullet while it is inside the target. Against targets made of metal this is even more dangerous, dealing an additional SS-Rank of damage instead.
Name: Magnet Art: Beast Tearing Bullet Level Max Classification: Beast Art/Hojutsu Rank: SS-Rank (20 Stamina per use) Class: Offensive Range: Contact(Infusion), Varies (Bullet)
Description: Sometimes bullets don't do what you want them to or sometimes they actually do too much. With this the user taps the inside of their elbow twice before running their fingers down their arm to their wrist before pulling them away and running them along the barrel, imbuing the next bullet launched with a dense magnetic field hat lies dormant. Upon the bullet striking an object the magnetic field expands and implodes rapidly, causing the target to take a SS-Rank of Magnet Release hybrid damage due to the magnet field collapsing around the bullet while it is inside the target. Against targets made of metal this is even more dangerous, dealing an additional SSS-Rank of damage instead.
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Thou'rt a Pirate [Aurora's Techniques] 25th July 2016, 7:04 pm | |
| | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Thou'rt a Pirate [Aurora's Techniques] 2nd February 2017, 9:55 pm | |
| - Fighting Dirty:
Name: Fighting Dirty Classification: Fighting Style Rank: D-Rank(Exclusive to Silver Spire Crew) Class: Offensive Range: Varies
Description: Not all people fight fairly, Pirates less so. When your foes can end up much bigger than you, much tougher than you or generally just straight up scarier with the use of things like Devil Fruit then you need to level the playing field. This style helps with just that by targeting the weak points on the body or the downright unpleasant areas to cause harm and suffering to anyone struck. When one learns this style they don't care about honour, they don't care about fighting fair or playing nice, they fight to survive no matter what and they will do anything it takes to achieve that.
Name: Fighting Dirty: Wicked Scratch Classification: Taijutsu Rank: D-Rank Class: Offensive Range: Contact
Description: A technique that relies more on speed than strength due to its odd usage, this involves using one's nails or claws to quickly swipe an opponent across the face or chest. This technique does very little damage but inflicts a lot of pain and if clawed across the face, will cause the opponent to become blind for a short amount of time due to scoring the eyes and eyelids, making it difficult to see. This requires a defense+strength tier chain to prevent but if targeting the face, this attack counts as moving one tier level slower due to being aimed. If utilised with full claws, through Beast Arts or other effects, then the damage is increased by one rank as is the tier chain required to block blindness, if the opponent lacks D-Rank defense entirely when used with claws they are permanently blinded due to their eyes being ruptured.
Speed - Damage Inflicted - Pain Inflicted - Blindness PT - S+D Chain Needed D - N/A - C - 2 - D C - N/A - B - 4 - C B - D - A - 6 - B A - C - S - 8 - A S - B - SS - 10 - S
Name: Fighting Dirty: Stomp Classification: Taijutsu Rank: D-Rank Class: Offensive/Defensive Range: Contact
Description: Sometimes all it takes to discourage someone from using an attack is some guts, a swift stomp downwards and some crushed toes to go with it. The stomp is a simple attack, simply used by driving one's foot down onto the opponent's toes with enough force to cause a fair bit of pain and interrupt them from what they were doing. This intercepts movement of D-Rank or lower within 2 feet and D-Rank+ if within 1 feet, crushing the toes unless they are protected by footwear that is tougher than the user's strength. If not any physical techniques targeting the user are interrupted due to the searing pun, counting as a stun for 1 PT unless the victim possesses Pain Tolerance, which causes only certain ranks of techniques to be blocked, or Pain Immunity which entirely negates the technique.
Strength Used - Physical Damage Dealt - Techniques Interrupted with Pain Resist. D - N/A - N/A C - D - D B - C - C A - B - B S - A - A
Name: Dirty Fighting: Shinned Classification: Taijutsu Rank: C-Rank Class: Offensive Range: Contact
Description: A rather simple but no less irritating move whereupon the user swings out with their foo when an opponent comes close, aiming to slam their foot into the opponent's shin, causing an intense amount of pain to the point of being able to send them to the ground or tearing up due to it. This kick is incredibly fast, able to intercept C-Rank speeds within 2 feet or C-Rank+ within 1 foot and although the damage dealt is minor it is capable of inflicting a stun for a certain amount of time depending on the victim's Barrier Tiers or if they possess Pain Tolerance with Pain Immunity rendering this technique useless. Although it is generally performed with speed, if performed with strength, the effect is greater as if the user's strength is two ranks higher than the opponent's defense, they will actually break the opponent's shin with the kick. Utilising strength comes with the problem of it inflicting two ranks below the user's strength in recoil damage as the shin is a pretty solid surface to be booting.
Speed/Barrier - Damage Dealt(Pain Inflicted) - Stun Duration(W/ Pain Resist.) D/None - N/A(D) - 6PT(3PT) C/D - D(C) - 5PT(2PT) B/C - C(B) - 4PT(1PT) A/B - B(A) - 3PT(Immune) S/A - A(S) - 2PT(Immune) -/S - -- - 1PT(Immune)
Name: Dirty Fighting: Cling Classification: Taijutsu Rank: C-Rank Class: Supplementary/Defensive Range: Contact
Description: A rather unorthodox style of grab where the user leaps forwards and attempts to cling to an opponent be it on their chest or on their back, wrapping all limbs around the target to hold fast onto them. This grab intercepts C-Rank speeds within 2 feet and C-Rank+ within 1 foot but deals no damage on its own. Instead, while utilised it makes it incredibly awkward to hit the target with physical techniques involving the legs becoming unusable while physical techniques involving the arms become one rank weaker due to the awkward positioning. This lasts for only so long before it is broken via strength as the user clings on, although victims with strength lower than the user's require a C-Rank or higher grab escape technique to break out of this. Lastly, while in use, any of the user's techniques involving the mouth or head count as one rank faster due to the absolute point blank proximity.
Strength Tier - PT Before Breaking Through Strength D - 5 C - 4 B - 3 A - 2 S - 1
- Beast Arts:
Name: Beast Art: Extension - Claw Classification: Beast Art Rank: D-Rank Class: Supplementary/Offensive Range: Contact-Short
Description: Beast Arts are usually used to emulate creatures and fauna to enhance the user's combat capabilities. With this, the user can enhance their nails, utilising fatigue to increase the length of the nails into sharp claws to increase the lethality of their taijutsu. When this is done, depending on how much fatigue is spent, the user gains an additional range to their taijutsu due to the claws, the claws deal slashing physical damage instead of blunt impact and they cause additional bleeding on strikes if the victim cannot negate the damage dealt with defense tiers. This bleeding occurs each round until medical attention is received.
Fatigue Spent - Claw Length(inches) - Bleeding 3 - 3 - 1 D 6 - 6 - 2 D 9 - 9 - 3 D 12 - 12 - 4 D 15 - 15 - 5 D
Name: Beast Art: Extension - Teeth Classification: Beast Art Rank: D-Rank Class: Supplementary/Offensive Range: Contact
Description: Beast Arts are usually used to emulate creatures and fauna to enhance the user's combat capabilities. With this, the use of fatigue allows the Beast to extend their teeth into wicked fangs that can be used to bite into a foe and latch onto them. Unfortunately this technique is incredibly easy to predict and if used outside of 1ft it counts as moving one rank slower in regards to dodging. However when used, the user's bites gain piercing equal to their strength and cause bleeding as they rip out flesh. This bleeding is applied each round until medical aid is given to stop it.
Fatigue Price - Bleeding 2 - 1 D 4 - 2 D 6 - 3 D 8 - 4 D 10 - 5 D
Name: Beast Art: Sharpening Classification: Beast Art Rank: C-Rank Class: Supplementary/Offensive Range: Self
Description: A rather basic technique although enhanced due to the nature of beast arts, Sharpening allows the user to sharpen a natural weapon, such as talons, a stinger or even horns. When done the 'weapon' gains piercing depending on how much fatigue was spent or its piercing is enhanced by one rank if it already possesses piercing, making this quite dangerous as the user's natural attacks can suddenly become incredibly dangerous as they shred through defenses.
Fatigue Price - Piercing Gained 2 - D 4 - C 6 - B 8 - A 10 - S
Name: Beast Art: Lockjaw Classification: Beast Art/Taijutsu Rank: C-Rank Class: Offensive Range: Contact
Description: Although not as effective as a true locking jaw, the Faunus can utilise their bestial nature to jam their claw closed upon a successful bite. This wedges their teeth into the opponent making them incredibly difficult to dislodge. When used, it grants an equivalent strength tier that must be matched or exceeded to get the user of this technique off of the foe, or a technique that loosens muscles one rank lower or a grab escape equal in rank. If removed through strength, the victim takes physical damage equal to the strength they used to dislodge the user. If the bite causes bleeding then while this is in use no bleeding is caused but if removed through strength, bleeding is doubled due to the forceful nature of removal.
Fatigue Price - Strength Equivalent 3 - D 6 - C 9 - B 12 - A 15 - S Â
- Instinctive Mind:
Name: Beast Art: Alpha Instinctive Mind Classification: Beast Art/Kinjutsu Rank: D-Rank Class: Supplementary Range: Self
Description: Beasts are known for working off of instinct a lot of the time, resorting to base motions and actions when under threat. Through the use of fatigue and blood as a catalyst, the Faunus can induce an instinctive Fight based response into themselves and gird their mind against outside influence. When in use this costs 2 fatigue and a D-Rank of blood each round and grants D-Rank barrier tiers while active. In addition to this it is particularly effective against Fear inducing effects, entirely negating those that are D-Rank or lower.
Name: Beast Art: Beta Instinctive Mind Classification: Beast Art/Kinjutsu Rank: C-Rank Class: Supplementary Range: Self
Description: Beasts are known for working off of instinct a lot of the time, resorting to base motions and actions when under threat. Through the use of fatigue and blood as a catalyst, the Faunus can induce an instinctive Fight based response into themselves and gird their mind against outside influence. When in use this costs 4 fatigue and 3 D-Ranks of blood each round and grants C-Rank barrier tiers while active. In addition to this it is particularly effective against Fear inducing effects, entirely negating those that are C-Rank or lower.
Name: Beast Art: Gamma Instinctive Mind Classification: Beast Art/Kinjutsu Rank: B-Rank Class: Supplementary Range: Self
Description: Beasts are known for working off of instinct a lot of the time, resorting to base motions and actions when under threat. Through the use of fatigue and blood as a catalyst, the Faunus can induce an instinctive Fight based response into themselves and gird their mind against outside influence. When in use this costs 6 fatigue and a C-Rank of blood each round and grants B-Rank barrier tiers while active. In addition to this it is particularly effective against Fear inducing effects, entirely negating those that are B-Rank or lower.
Name: Beast Art: Delta Instinctive Mind Classification: Beast Art/Kinjutsu Rank: A-Rank Class: Supplementary Range: Self
Description: Beasts are known for working off of instinct a lot of the time, resorting to base motions and actions when under threat. Through the use of fatigue and blood as a catalyst, the Faunus can induce an instinctive Fight based response into themselves and gird their mind against outside influence. When in use this costs 8 fatigue and a B-Rank of blood each round and grants A-Rank barrier tiers while active. In addition to this it is particularly effective against Fear inducing effects, entirely negating those that are A-Rank or lower.
Name: Beast Art: Epsilon Instinctive Mind Classification: Beast Art/Kinjutsu Rank: S-Rank Class: Supplementary Range: Self
Description: Beasts are known for working off of instinct a lot of the time, resorting to base motions and actions when under threat. Through the use of fatigue and blood as a catalyst, the Faunus can induce an instinctive Fight based response into themselves and gird their mind against outside influence. When in use this costs 10 fatigue and an A-Rank of blood each round and grants S-Rank barrier tiers while active. In addition to this it is particularly effective against Fear inducing effects, entirely negating those that are S-Rank or lower.
- Hojutsu:
Name: Warning Shot Classification: Hojutsu Rank: D-Rank Class: Supplementary/Offensive Range: Short-Mid
Description: Sometimes you don't want to kill someone and instead just send a message to them. With this technique the user fires their weapon so that the shot grazes past the head of the target, scoring their temple at most. This technique deals damage one rank lower than usual, however being so close to death imparts a minor stun onto the opponent lasting only a single PT, if they actually take damage from this technique, otherwise it does nothing. This is used to interrupt techniques and depending on the victim's barrier tiers only certain ranks of techniques can be blocked but a Barrier+Strength tier chain of D-Rank or higher will negate this technique entirely.
Barrier Tiers - Technique Rank Interrupted None - S D - A C - B B - C A - D S - None
Name: Disarming Shot Classification: Hojutsu Rank: D-Rank Class: Offensive/Supplementary Range: Short-Mid
Description: Sometimes a foe pulls out something you would rather they didn't use, sometimes they do this further out than you can reach. A skilled marksman however can use their gun and quickdrawing talents to shoot the item out of the victim's hand. As long as the user is moving at speeds equal to or greater than the victim they can attempt the Disarming Shot(Reaction can be substituted for speed for this). If the shot lands it deals D-Rank damage to the item no matter the actual damage of the shot and no damage to the target. However the target is forced into a strength check and if they fail the item is launched a certain distance depending on the rank of the damage dealt, if successfully held onto, the victim takes a D-Rank of physical damage to their wrist.
Damage Dealt - Strength Required - Knockback(ft) D - D - 5 C - C - 10 B - B - 15 A - A - 20 S - S - 25
Name: Powder Shot Classification: Hojutsu Rank: D-Rank Class: Supplementary/Offensive Range: Short
Description: A strange technique that can be utilised even if the pistol is half PT or closer to being reloaded. With this the user doesn't load a ball into their weapon, instead firing just the blackpowder. Due to the power not being condensed inside the barrel by the shot, this causes a gout of burning powder that is incredibly bright to fly out of the barrel. If struck in the chest this deals only a D-Rank of fire release physical damage. However if struck in the face it causes intense burns and blindness for a number of PT depending on the victim's endurance tiers. In order to close the eyes in time, the victim needs reaction tiers equal to the speed that the user fired at and they still take the D-Rank of fire release physical damage.
Endurance Tiers - PT Blinded None - 6 D - 5 C - 4 B - 3 A - 2 S - 1
Name: Double Charge Classification: Hojutsu Rank: C-Rank Class: Offensive/Supplementary Range: Varies
Description: Sometimes your weapon just doesn't pack enough punch and there are few ways to solve this issue without buying a new gun. Thankfully Double Charging is one of those. By loading in twice the normal amount of powder the user's next projectile shot will have its speed and damage increased by a rank due to the extra force behind it. Unfortunately this also causes the barrel cooldown to be doubled and if this barrel cooldown isn't finished when the gun is next used, the gun will be destroyed entirely. In addition to this, this has a 6 PT cooldown that is used to scrounge up the necessary powder for the double charge without wasting any.
This technique has a unique interaction if used with Powder Shot in that the Powder Shot requires one rank less reaction to close the eyes but now deals C-Rank damage and the blindness is increased by half again, rounding down.
Name: Between the Teeth Classification: Hojutsu Rank: C-Rank Class: Offensive Range: Contact
Description: When an enemy gets too close when you use weapons, sometimes the only thing you can do is shoot them square in the face. This technique is designed to be utilised specifically when the enemy is in contact range as a point blank shot, almost a last ditch effort. When utilised, the enemy requires an additional rank of speed to dodge the shot, making this potentially incredibly dangerous if used correctly or in conjunction with other techniques. This technique however can never be used to deal non-lethal damage. It also takes a lot out of the user, requiring a cooldown depending on their Barrier Tiers.
Barrier Tiers - Cooldown(PT) None - 5 D - 4 C - 3 B - 2 A - 1 S - None
Name: Stumbling Shot Classification: Hojutsu Rank: C-Rank Class: Offensive Range: Short-Mid
Description: When moving, the legs are usually a pretty easy target as few protect them properly. This type of shot takes advantage of that by aiming specifically at the shin or ankle to cause the foe to stumble or fall over. The stumble happens if they are moving at standard or lower tiers while the fall happens if they are moving above standard. The balancing technique required to prevent stumbling/falling is dependent on how much damage is dealt by the shot. If the opponent falls over, physical techniques are interrupted and the next shot against them requires an additional rank of speed to dodge.
Damage Dealt - Balancing(Stumble) - Balancing(Fall) D - None - D C - D - C B - C - B A - B - A S - A - S
Name: Ricochet Shot Classification: Hojutsu Rank: B-Rank Class: Offensive/Supplementary Range: Short-Mid
Description: When firing from the front isn't working, sometimes a Gunner needs to take a different approach. With this technique thy learn to take aim in such a way that upon hitting an object they can deflect the shot off of it and change the direction. When this is done it does unfortunately slow the shot down but if redirected out of line of sight, it forces a reaction check for reaction not tied to sight to avoid equal to the speed the round is moving. If done in line of sight, it forces the target to require a speed tier one higher than usual to get out of the way due to the odd ricochet movement. Depending on skill, the slowing of the bullet can be reduced somewhat, occurring only sometimes.
Rank - Max Ricochets - Speed Loss D - 2 - 1 Tier Level Every Ricochet C - 4 - 1 Tier Level Every Ricochet B - 6 - 1 Tier Level Every 2 Ricochets A - 8 - 1 Tier Level Every 2 Ricochets S - 10 - 1 Tier Level Every 3 Ricochets
- Magnet Arts:
Name: Volt Tribe Style: Attraction Snatch Classification: Beast Art/Taijutsu Rank: D-Rank (2 Fatigue Each Use) Class: Supplementary Range: Mid
Description: A simple technique where the user rotates their wrist, stretches their arm out and then pulls it back. This causes a magnetic field to appear around their hand and pull metallic objects towards them. The speed the object is pulled is dependent on two things; their size and the rank of the user. This can only be used to pull things up to Humanoid in size and allows the grabbing of objects that are a fair distance away to get them back into the user's hand. This also only works on metal objects and if held, requires a strength tier one rank below the user's rank or else have it ripped out of their hand.
Rank - Speed of Pull - Size - Speed Increase D - D+ - Microscopic - +3 Tier Levels C - C+ - Tiny - +2 Tier Levels B - B+ - Small - +1 Tier Levels A - A+ - Humanoid - No Increase S - S+ - N/A - N/A
Name: Volt Tribe Style: Repulsion Wave Classification: Beast Art/Taijutsu Rank: B-Rank(Variable Fatigue Each Use) Class: Defensive Range: Mid
Description: This technique is activated by the user spinning in place and launching their arms out. This sends out a magnetic wave designed to repulse metal objects and other magnetic fields. The amount of fatigue put in determines the strength of the technique and the resulting knockback force. It also determines the strength backing required for thrown projectiles or the speed requires for projectile accelerators to not be tossed backwards by the wave and the strength required for people who are magnetised to not get thrown away. If they do possess the strength to hold themselves in place then they take a B-Rank of hybrid Magnet Release damage. The knockback incurred is also determined by the fatigue price.
Fatigue Price - Strength/Speed Required - Knockback(ft) 3 - D - 10 6 - C - 20 9 - B - 30 12 - A - 40 15 - S - 50
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| Subject: Re: Thou'rt a Pirate [Aurora's Techniques] 24th February 2017, 3:48 pm | |
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| Subject: Re: Thou'rt a Pirate [Aurora's Techniques] 11th August 2017, 7:08 pm | |
| - Cooking Styles:
Name: Cooking Kirin: Bits and Bobs Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: N/A
Description: Cooks need to do the best they can and make meals no matter how little they happen to have at hand. Now they can't always make the greatest of delicacies but with Bits and Bobs they learn to never put a thing to waste. The meals made by this style are not very good at restoring limits but they are quick to make and take almost no actual materials in order to fashion them. Just like other cooking styles, as the user ranks up they are able to make more than one meal at once by making clever use of the materials that they happen to possess.
Rank - Meals Created D - 1 C - 2 B - 3 A - 4 S - 5
Name: Cooking Kirin: Stew Classification: Fighting Style Rank: C-Rank Class: Supplementary Range: N/A
Description: Stews are one of the main staples of any time out on a long voyage. Easy to make, quick and they take only some meat and water to get properly going. They are also filling despite being pretty basic and are good for recovering limits as well as giving small benefits over time due to the warming, filling nature of the meals. As with other cooking styles, Auro is able to make more than one meal at a time with the same amount of materials due to learning to use the materials efficiently.
Rank - Meals Created D - 1 C - 1 B - 2 A - 2 S - 3
Name: Cooking Kirin: Breakfast Classification: Fighting Style Rank: B-Rank Class: Supplementary Range: N/A
Description: The most important meal of the day; breakfast! These meals are generally quite small and do not restore much in regards to limits but they give a large number of buffs and other such effects and when eaten at the beginning of a topic, the buffs are more powerful due to the first meal being incredibly important. Other than this, large quantities of breakfast are able to be made at once due to them being simple and easy to put together.
Rank - Meals Created D - 2 C - 3 B - 4 A - 5 S - 6
- Bits and Bobs:
Name: Cooking Kirin: Bits and Bobs - Pellet Classification: Medical Taijutsu Rank: D-Rank(D-Rank organic material) Class: Supplementary Range: N/A
Description: A simple snack, a Pellet is simply some good old organic materials put together into a small sphere that can be eaten on the go. These cannot be fashioned in battle due to requiring mashing down of materials into the necessary granular compound to make into the sphere. However they can be eaten in battle, restoring a D-Rank of blood and 3 stamina each PT in battle or a C-Rank of blood and 10 stamina if eaten in a non-combat topic. These only restore limits and they don't taste particularly good but they are at least nutritious. When in battle, they last for a number of PT dependent on the consumer's endurance tiers as to get as much nutrition as possible from them.
Endurance Tier - PT Duration None - 1 D - 3 C - 6 B - 9 A - 12 S - 15
Name: Cooking Kirin: Bits and Bobs - Purified Water Classification: Medical Taijutsu Rank: D-Rank(D-Rank sea water) Class: Supplementary Range: N/A
Description: A lot of recipes call for water and a lot of people need water to live. However seawater is not exactly very healthy and needs to be cleaned up before it can be properly used. By using the sun or other forms of heat or even just sifting out the nastiest stuff, a cook can make some nice, clean water out of seawater that is entirely potable. This water doesn't have many useful qualities on its own apart from being able to negate up to D-Rank dehydration effects and restore 5 stamina lost from dehydration when drank(1 otherwise). In addition, when purified water is used in a recipe, it restores an additional 5 stamina for its effects, if stamina is lost from dehydration and +1 otherwise, due to the cleanliness of the water. Greater dehydration effects can be negated depending on the amount of water drank.
Purified Water Imbibed - Dehydration Negated 1 D - D 2 D - C 4 D - B C - A B - S
Name: Cooking Kirin: Bits and Bobs - Black Pudding Classification: Medical Taijutsu Rank: C-Rank (3 D-Ranks of blood+3 D-Ranks of organic material) Class: Supplementary Range: N/A
Description: It's better not to ask what's in one of these black discs. Although somewhat sticky they are generally cooked well and make for a wholesome treat but they can be eaten raw if needs must. When eaten cooked, they restore a B-Rank of blood, a C-Rank of chakra and 18 stamina over 6 PT but cannot be made or eaten in combat. When raw they can be eaten in battle but require a C-Rank endurance or barrier check to avoid throwing up and losing the effect but when eaten they restore 2 D-Rank of blood, 1 D-Ranks of chakra and 4 stamina each PT for a number of PT dependent on the devourer's endurance tiers.
Tier - PT Duration None - 1 D - 3 C - 6 B - 9 A - 12 S - 15
- Stew:
Name: Cooking Kirin: Stew - Basic Beef Classification: Medical Taijutsu Rank: D-Rank(D-Rank meat+D-rank water) Class: Supplementary Range: N/A
Description:A hearty meal that is too thick and delicious to be made or eaten during combat, mainly due to requiring a spoon. When devoured, the meal will rejuvenate the body, restoring a C-Rank of blood and 3 D-Ranks of chakra and 12 stamina per round, for two rounds while it fills the body. It provides no other buffs however and is simply a basic, tasty meal, although sometimes it's best not to ask where the meat came from as the answer isn't always as savoury and delectable as this stew!
Name: Cooking Kirin: Stew - Broth Classification: Medical Taijutsu Rank: C-Rank(3 D-Ranks meat+B-Rank water) Class: Supplementary Range: N/A
Description: A thick, chunky stew, a broth is a welcome meal during wet, cold nights at sea, only slightly less welcome than a woman to spend the night with, or man if that's your thing. A broth is far too important to be eaten in combat and takes a fair time to cook, at least 6 PT, requiring time out of combat in order to make it as it takes a lot of effort and careful application of the water. This meal, when eaten, fills and rejuvenates the body, recovering a B-Rank of blood and a C-Rank of chakra and 24 stamina per round for two rounds, necessitating time spent actually conversing with people when eating your dinner, a nearly alien concept for some people.
- Breakfast:
Name: Cooking Kirin: Breakfast - Sausage Classification: Medical Taijutsu Rank: D-Rank(D-Rank meat) Class: Supplementary Range: N/A
Description: Cold or hot, in multiples or in one, sausages are always a welcome thing to eat, especially just after waking up or before going into battle! The replenishment for sausages is quite small, only restoring 1 D-Rank of chakra, 2 D-Ranks of blood and 3 stamina with no extended duration. However they help fortify the body, allowing the user to count as having D-Rank endurance for the rest of the topic, for status effects only, or to increase their endurance by a tier level. If the eater's first post of the topic is spent devouring a sausage however, they instead count as having D+ endurance, for status effects only, or they can increase existing endurance by 2 tier levels instead as they fully enjoy the food they have just eaten.
Name: Cooking Kirin: Breakfast - Pancakes Classification: Medical Taijutsu Rank: C-Rank(3 D-Rank plants+3 D-Ranks water) Class: Supplementary Range: N/A
Description: Magnificent pancakes, the breakfast of champions some claim! These are simple to make, simple to eat and can be eaten in an entire stack if someone so chooses. Admittedly they aren't great for restoring reserves as they aren't too filling, giving back only 6 stamina, 2 D-Ranks of chakra and 4 D-Ranks of blood. However when eaten they calm the body and bolster the mind with fluffy goodness, allowing the person that ate the pancake to count as having C-Rank barrier tiers for the rest of the topic, for status effects only and halving the duration of instant effect poisons. If the devourer's first post is spent eating pancakes however, they count as having a C-Rank barrier+ instead, for status effects only, and they double the time it takes for poisons for trigger, as they savour the fluffy goodness. Â
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With the first round of classes complete and the students already acclimated to life at the academy. The school has organized a field trip in order to give the students a taste of what …
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