| | "Storm Queen of the Hurricane Road" | |
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Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: "Storm Queen of the Hurricane Road" 26th July 2016, 1:06 am | |
| - Non Road Kukinorite Techniques:
Name: Dash Classification: Taijutsu Rank: C-rank (Variable Stamina Price each Turn active) Class: Supplementary Range: Self
Description: "Movement Taught, Run." - The Kukinorite have been around for a very long time, from the time of the Chakra Beasts actually and with that time they designed a series of training methods to help them keep up their edge and obtain mastery of the use of their Air Treks. This is the first known as "Dash" which entails learning how to increase their ability to build up running speed, depending on the skill of the Kukinorite they will begin to skate at an accelerated pace which works hand in hand with the "Trick Speed" technique lowering the amount of time it takes for the Kukinorite to ascend to a higher speed level. Each rank they ascend upward increases how tired they get from preforming this technique, though the more skiiled the are the more effective they are at not having to use it for prolonged periods before they get to the speed they wish to get to. Once more this technique due to building off Trick Speed only extends to movement speed, every other speed relies on the Kukinorite's tiers and if the Kukinorite stops it resets the whole effect. Rank - P.T running to Accelerate via Trick Speed (Additional Stamina Price Per Turn using) D - 9 - 10 C - 8 - 8 B - 6 - 6 A - 5 - 4 S - 4 - 2 King or Queen of a Road - 3 - 1
Name: Hurdle Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Self
Description: "Movement Taught, Avoiding Obstacles" - The Kukinorite have been around for a very long time, from the time of the Chakra Beasts actually and with that time they designed a series of training methods to help them keep up their edge and obtain mastery of the use of their Air Treks. This is the second known as "Hurdle" focusing on learning how to avoid obstacles whether the means terrain or incoming objects while skating. This is a skill that allows a Kukinorite to calculate topology or flight trajectory and adjust according in advance causing those who see them skating to think that they have an uncanny sense of dodging or perfect, of course this applies primarily during a Run where a Kukinorite is in their true element and is reduced when not in the air. Depending on the skill of the Kukinorite the types of terrain they are unhindered by and the number of projectiles they can dodge while on route to an opponent both on the ground or in the air before slowing as a result of Trick Speed (1-rank) varies. Rank - Terrain Unhindered by (Str Tier Check for movement bypassed - No. of Projectiles before slowing (Ground, in Air) D - Non-Stormy Conditions (Air) & Stable/Horizontal Ground (N/A) - 2, 3 C - Unstable, Diagonal or Vertical Ground (D) - 4, 6 B - Calm or With Current (Liquid), Upside Down Ground (C) - 6, 9 A - Against Current (Liquid), Stormy Conditions (Air) - 8, 12 S - Semi-Solid/Adhesive Ground, Vacuum (Air) - 10, 15 *Gravity Children are capable of dodging double the incoming projectiles as long as it falls within the spectrum of "Altered Perception" however, there is an added price of -1 stamina for each additional projectile dodged as it is more taxing on the body
Name: Cube Classification: Taijutsu Rank: A-rank Class: Supplementary Range: Self
Description: "Movement Taught, Bouncing off Surfaces" - The Kukinorite have been around for a very long time, from the time of the Chakra Beasts actually and with that time they designed a series of training methods to help them keep up their edge and obtain mastery of the use of their Air Treks. This is the third known as "Cube" which was created to further increase a Kukinorite's skill through fights within enclosed spaces which is drilled into a Kukinorite's body until they learn the point of it namely to utilize the terrain to their advantage. Kukinorite are capable of taking advantage of things, particularly walls or footholds to rapidly change direction or increase the range of their jumps, this is also done by calculations making use of their impressive intellect to determine where they want to end up and using the exact amount of force to bring it about. When utilized in conjunction with Trick Speed this allows a Kukinorite to make sudden changes in direction after kicking off a surface, grabbing onto an object to accomplish turns which aren't normally possible at the usual speed reduction for slowing down however the more skilled the Kukinorite the less of a speed reduction they suffer from. Rank - Jump Distance Increased/Speed Reduction after bouncing off surface D - 5 ft (1-rank) C - 10 ft (3 Tier Levels) B - 15 ft (2 Tier Levels) A - 20 ft (1 Tier Level) S - 25 ft (No Reduction)
Name: Air Classification: Taijutsu Rank: S-rank (-5 Stamina Per "Air Jump") Class: Supplementary Range: Self
Description: "Movement Taught, Jump" - The Kukinorite have been around for a very long time, from the time of the Chakra Beasts actually and with that time they designed a series of training methods to help them keep up their edge and obtain mastery of the use of their Air Treks. This is the fifth known as "Air" which focuses on teaching the Kukinorite how to jump which to most Kukinorite they think they know what it is to jump but the truth is they have no clue. The Kukinorite way of jumping allows them to be capable of adjusting their center of gravity resulting in a unique way of jumping which can be likened to a double jump if only in appearance. What they are doing is jumping and then using their momentum from the jump in conjunction with shifting their center of gravity and being propelled further by the spin. This is known as the "Air Jump" informally among Kukinorite and the more skilled they get the more frequently they can do this. When using this technique it also counts as an S-rank Air-Movement technique, due to building off of Run, however if any Kukinorite became an Acolyte this technique stacks with their ability to jump multiple times becoming far more dangerous as a result. Rank - Air Jump Distance Scale Modifier (No. of Times Air Jump can be used to shift directions) D - 1/3 (1) C - 1/2 (2) B - 1 (3) A - 2x (4) S - 3x (5) *Note: Kukinorite in Zero G do not trigger the additional stamina price for Air Jumps due to the lack of gravity allowing them to not exert themselves as much as it would be to fight it's effect on their body during an Air jump. Furthermore this technique is unable to be utilize in Intense Gravity S-rank or above unless Kukinorite is of the Sonia Road (Gravity Children raise this by one rank to cap at SS-rank or above).
Name: Disc Classification: Taijutsu Rank: SS-rank Class: Supplementary Range: Self
Description: "Movement Taught, Teamwork" - The Kukinorite have been around for a very long time, from the time of the Chakra Beasts actually and with that time they designed a series of training methods to help them keep up their edge and obtain mastery of the use of their Air Treks. This is the sixth known as "Disc" which revolves around an advanced utilization of Trick Speed, which incorporates other Kukinorite's using Tricks together. A Kukinorite is capable of meshing their tricks together with their allies which allows them to create combination techniques once they have reached the King or Queen position due to having a complete mastery of their Road. Unlike normal Kukinorite who are only able to do this via combination techniques they have trained ahead of time, this technique allows for them to be created in the middle of battle. This is always accompanied by a manifestation of a combined version of the Kukinorite's shadows. Either they are mixed together or they are blended in some way (For example: An armored knight riding a Two-Headed Liger or an Armored Two-Headed Knight). Rank of Combination - Word Count Req. from all participants D - 100 C - 200 B - 400 A - 800 S - 1000 SS - 1500 SSS - 2000 *Note: The word count means that the total word count from the participants post must total to that amount. This likewise takes the use of one's solo training for the day & unless the other participants are Kings/Queens, the participants must share at least one road.
Name: Balloon Classification: Taijutsu Rank: SSS-rank Class: Supplementary Range: Self
Description: "Movement Taught, Falling" - The Kukinorite have been around for a very long time, from the time of the Chakra Beasts actually and with that time they designed a series of training methods to help them keep up their edge and obtain mastery of the use of their Air Treks. This is the last known as "Balloon", which is the pinacle of the Kukinorite's training which allows them to counteract the weakness of all beings unable to fly namely Gravity. Upon learning this technique, the Kukinorite is able to delay their fall speed in normal gravity while being able to fall like normal when affected by Intense Gravity from techniques SSS-rank & below. Finally in Low Gravity or Zero G the Kukinorite's fall speed is completely halted preventing them from falling. It is this technique which made them so able to sync with the Juryoku & Arashi Clans as a true Kukinorite doesn't fall unless they want to. Rank - Fall Speed Delay D - 1 Turns C - 2 Turns B - 3 Turns A - 4 Turns S - 5 Turns "Z" - 6 Turns "X" - 7 Turns *Note: Kings/Queens of Roads who possess their Regalia have the amount of time it takes for them to fall doubled in comparison to normal kukinorite.
- Nuinjutsu:
Name: Base Contract: Goddess of Storms Classification: Fighting Style Original Rank: D-rank (100% Focus) No. of Trained Levels: 1/10 Current Rank:[ D-rank Class: Supplementary Range: Self (Contract), AOE (Weather)
Description: This is a Base Contract of the Specialization Type, which entails the establishment of a Nuinjutsu which revolves around harnessing the Weather. Not in the traditional sense but rather being able to gather Storm Materia depending on the type of weather in the environment, and mix it together with their Nen to add it to things. This results in whatever they are adding this harnessed Storm Materia to, gaining Storm Release Hybrid (Mental + Physical) Based Damage. The amount of Storm Materia capable of being gathered each post (total) is dependent on the Level of this Base Contract (1 = 1 D) and only gathered Storm Materia is capable of being mixed together with her Nen for an equal split (1:1) depending on the rank of whatever it is being added to. It is unique like any other Nuinjutsu and it's unique ability to gather a physical substance (materia) from the weather in the environment is what sets it apart as a Specialist Nuinjutsu. Just like all contracts this technique is capable of being retrained by it's Levels, for every 2 Levels this technique grows 1-rank stronger and in the adbsence of any Will, Emotion or Limitation Contracts capable of boosting capability past 100% it will cap at S. If one of those are used then for every 5 Levels it goes up 1-rank to cap at SSS-rank at Level 20. Level - Type of Weather - Storm Materia Available (Gathered each P.T) 1 - Cloudy, Overcast - Storm (1x, 2x) 2 - Sunny, Heatwave - Firestorm (1x, 2x) 3. Snow, Hail - Snowstorm (1x, 2x) 4. Rainy, Heavy Rain - Rainstorm (1x, 2x) 5. Windy, Tornado - Galestorm (1x, 2x) 6. Thunderstorm - Thunderstorm (2x) 7. Sandstorm - Geomagneticstorm (2x) 8. Blizzard - Galestorm + Snowstorm (2x Each) 9. Rotating Thunderstorm - Galestorm + Thunderstorm (2x Each) 10. Hurricane - Galestorm + Rainstorm (2x Each) Max Level's Capable of Unlocking = 10 (475 WC to Retrain) Current Modification Slots = 2 Slotted Contracts: 1. 2.
Name: Modification Contract: Euryale of the Sisters Gorgon Classification: Nuinjutsu Rank: D-rank (Capability = 100%) No. of Trained Levels: 1/10 Current Rank: D Class: Supplementary Range: Self
Description: Takes up 2 Modification Slots per Rank up from assigned Base Contract. This is a Specialization based modification contract in which focuses on the Goddess of Storm's ability to imbue things with the mixed together Storm Materia & Nen. While the Base Contract by itself is useful, this Modification Contract expands on it's ability to imbue things determining exactly what can be imbued with the Storm Materia gathered by Goddess of Storm. The higher the level the more things are unlocked for imbuing and the maximum rank of technique or object that can be imbued with Storm Materia is increased. Just like all contracts this technique is capable of being retrained by it's Levels, for every 2 Levels this technique grows 1-rank stronger and in the absence of any Will, Emotion or Limitation Contracts capable of boosting capability past 100% it will cap at S. If one of those are used then for every 5 Levels it goes up 1-rank to cap at SSS-rank at Level 20. Due to being a Modification Contract if it's affected by a Limitation Contract within it's Nuinjutsu category which boosts Capability past 100% then it consumes less slots depending on how high that capability is (Every 10% reduced the number of slots it consumes by 1 caps out at 1 Slot at 200%). Level - Capable Goddess of Storm Capable of Imbuing 1 - Techniques (Nen Tech) 2 - Object (Normal Weaponry) 3 - Technique (Taijutsu) 4 - Object (Normal Equipment) 5 - Techniques (Hojutsu) 6 - Object (Weapons or Equipment with Ability) 7 - Techniques (Kenjutsu) 8 - Object (Weapons or Equipment with Element) 9 - Techniques (Pirate Art) 10 - Object (Weapons or Equipment with Element & Ability)
Name: Limitation Contract: Stheno of the Sisters Gorgon Classification: Nuinjutsu Rank: D-rank (Specialization Capability Boost = +50%) No. of Trained Levels: 1/10 Current Rank: D Class: Supplementary Range: Self
Description: Reduces 1 Modification Slots per Rank up from assigned Base Contract's Max Modification Slots. This is a Limitation Contract meant for the Goddess of Storm Base Contract, and as such offers it's capability boost to Specialization. The Limitation is as follows: "I will only use Goddess of Storms on the Buccaneers with Ragnarok Tattoos" and the Penalty for breaking this is "I will sustain Recoil dependent on the rank of the technique or object I used Goddess of the Storm to imbue". Due to being a single target Limitation and having the penalty which risks her life the capability of her Specialization is increased to 150%. The benefit of this Limitation is a simple one, it allows her to retrain the Level of her contracts as Solo Training instead of Weekly Training though with no reductions to Word Count. The level of this technique determines the recoil she sustains from triggering the penalty in relation to it's base amount before the rank application is applied. Level - Recoil (Rank of Technique/Object Recoil Modifier) 1. SSS (D = 1x) 2. SS (C = 2x) 3. S (B = 3x) 4. A (A = 4x) 5. B (S = 5x) 6. C (SS = 6x) 7. 5 D (SSS = 7x) 8. 4 D (Z = 8x) 9. 3 D (Z Combination = 9x) 10. 2 D (X = 10x)
Name: Emotion Contract: Medusa of the Sisters Gorgon Classification: Nuinjutsu Rank: D-rank (Emotion = Anger) No. of Trained Levels: 1/10 Current Rank: D Class: Supplementary Range: Self
Description: Takes up 3 Modification Slots per Rank up from assigned Base Contract. This is an Emotion Contract which is meant be be assigned to the Goddess of Storm Base Contract and focuses on the ability common to all Kukinorite namely her Shadow, due to it only manifesting when a Kukinorite is emitting high levels of blood lust which she as a person is loathe to do due to her code of honor. However certain events along her life have finally pushed her to the breaking point culminating with her attaining of her Devil Fruit and being affected by her new instincts and the curse placed on the bearer of such a Devil Fruit. The ability it grants is that when her Shadow manifests it is now comprised of Storm Materia when she harnesses those Tricks imbued with the power of weather thanks to Goddess of Storm she is able to utilize the Scale Modifier of her manifested Shadow giving her Shadow the appearance of siphoning out the power of the Weather and utilizing the technique itself rather than it being from Calypso herself. The Level of this Emotion Contract determines the size of her Shadow which as a result determines the distance scale of her techniques scale. Level - Size of Shadow (Distance Scale) 1 - Humanoid (1x) 2 - Medium S (2x) 3 - Medium M (2x) 4 - Medium L (3x) 5 - Medium XL (3x) 6 - Large S (4x) 7 - Large M (4x) 8 - Large L (5x) 9 - Large XL (5x) 10 - Almost Bijuu Size (x6x)
(Reminder = 76,500 Niikos Upon Sale of Heat Heat Fruit)
Last edited by Aurielle on 16th December 2016, 1:27 am; edited 4 times in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: "Storm Queen of the Hurricane Road" 28th July 2016, 7:17 pm | |
| Approved Kukinorite techs.
Nuinjutsu approved. | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: "Storm Queen of the Hurricane Road" 21st December 2016, 3:24 am | |
| - Hurricane Road:
Name: Hurricane Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: Hurricane road is a advanced variation of the Wing Road, created using the principles of the Over road projected through the Wind Regalia. The Hurricane Road focuses on using the created wind as a weapon rather than to increase maneuverability. It is also capable of totally negating the presence of winds in an area, rendering Wing Road abilities useless. The Queen of this road is called the Storm Queen and her Infinity Atmosphere is called Infinite Cyclone. Principles 1. Wind Shear (Aerokinetic Energy Conversion and Release) 2. Storm Chaser (Storms bolster Speed & Air Mobility) 3. Nimbostratus ( )
Name: Hurricane Trick: Impact Wind Classification: Taijutsu Rank: D (D-rank Recoil) Class: Defensive Range: Contact
Description: Req. Wind Shear & Nimbostratus. Upon flailing wildly the rider is capable of, in conjunction with their own strength, to release a focused burst of storm to release themselves from grapples and other binding apparatus restricting their movement. This allows them to stack both their strength and the wind burst released similar to a combination technique in order to augment the force that they use to free themselves. The storm burst in question isn't meant to deal damage but can knock an opponent flying if they lack Strength Tiers to root themselves in place higher than the strength the rider uses to escape being grappled. Storm Materia Used (Storm Burst) - Strength - Total D - D - D+D C - C - C+C B - B - B+B A - A - A+A S - S - S+S
Name: Hurricane Trick: Moon Drop Missle Classification: Taijutsu Rank: D (D-rank Recoil & Variable Stratus Price) Class: Offensive Range: Short (Distance) Contact (Crater), Mid (Knock-Back)
Description: Req. Storm Chaser & Nimbostratus. A twist of the Wing Trick with the same name, the rider learns how to twist a Stratus Cloud into a denser form preforming a spinning flip in the air. This, upon completion of the flip is then used to hammer an opponent into the ground while travelling up to 5 ft before dispersing and leaving a 1 ft radius crater if an opponent is bashed into a solid object such as the ground. This technique is notable for dealing Storm Release physical damage equal to the user's strength while the speed that they preform the flip determines how far an opponent flies upon being struck by the dense sphere of a stratus cloud. Speed Tier - Distance D - 10 ft C - 20 ft B - 30 ft A - 40 ft S - 50 ft
Name: Hurricane Trick: Wind Shear Classification: Taijutsu Rank: C (D-rank Recoil) Class: Defensive/Supplementary Range: Self
Description: This is the first basic trick which is based on a combination of Wing's Dissipate and Over's Flow which proceed to form a new principle. Wind Sheer involves the rider's ability to convert physical impact forces which strike the body into cyclonic wind which are released from their body and are capable of being utilized for various means such as but not limited to knock-back & propellant force equal in power to the physical damage they would of sustained. Movement is crucial to this Trick as otherwise the cyclonic wind force isn't able to be safely released and the rider sustains some of the damage that they originally were meant to sustain upon being struck. While a powerful technique, it does nothing to reduce damage from piercing based techniques or physical impacts from elements strong against Storm. Bounty - Storm Materia Released (Physical Damage sustained if not moving) D - Up to D (1-rank Below) C - Up to C (2-ranks Below) B - Up to B (3-ranks Below) A - Up to A (4-ranks Below) S - Up to S (5-ranks Below)
Name: Hurricane Trick: Storm Chaser Classification: Taijutsu Rank: C (D-rank Recoil) Class: Supplementary Range: Self
Description: This is the second basic trick which is based on a combination of Wing's Gravity Control and Over's Backdraft which proceed to form a new Principle. Storm Chaser involves the use of active weather conditions Storms in particular which are used to heighten the rider's capabilities in battle. This is seen during a "Run" as by riding within a Storm they are find slipstreams which generate low-pressure area easing the burden of their bodies to boost their speed and air mobility. This causes any technique which requires movement tier checks to require 1-rank Lower (Strength, Speed etc) while likewise increasing the rider's speed depending on the power of the storm they are riding in. Weather - Speed Boost - Additional Jump Height (Jump Distance) Rainy/Windy/Snow - 1 Tier Level - 1 ft (5 ft) Heavy Rain/Hail - 2 Tier Levels - 5 ft (10 ft) Thunderstorm/Blizzard/Sandstorm - 3 Tier Levels - 10 ft (15 ft) Rotating Thunderstorm/Tornado - 1-rank - 15 ft (20 ft) Hurricane - 2-ranks - 20 ft (25 ft)
Name: Hurricane Trick: Nimbostratus Classification: Taijutsu Rank: B (C-rank Recoil) Class: Supplementary Range: Self
Description: The third basic trick which is based on a combination of Wing's Catching Moon Drops, Rising's Field & Lather's Saturate which proceed to form a new principle. Nimbostratus essentially involves the formation of storm clouds through utilizing differential pressure to charge moisture within the air. During one's run the sweat from their body fills the air and is pressurized with an electric charge being coursed through it creating Stratus Clouds which can be used as Storm Materia. These clouds are dark in coloration and vary in size depending on how fast the rider is moving and often are used as platforms for the rider to skate on in the air in order to not trigger a constant chakra drain when utilizing their AT's. Stratus Clouds do not last very long  however depending on their skill level they have a set amount of time before disappearing when formed. Speed Tier (Radius of Cloud Generated) - Bounty Modifier - No. of Clouds Generated (Spd Lvl Req.) D (1 ft, D-rank Storm Materia) - D = 1 Turn - 1 Per Activation (Tier-) C (2 ft, C-rank Storm Materia) - C = 2 Turns - 2 Per Activation (Tier) B (3 ft, B-rank Storm Materia) - B = 3 Turns - 3 Per Activation (Tier+) A (4 ft A-rank Storm Materia) - A = 4 Turns - 4 Per Activation (Tier++) S (5 ft S-rank Storm Materia) - S = 5 Turns - 5 Per Activation (1-rank Tier-)
- Wing Principle:
Name: Wing Principle: Foresight Trick Classification: Taijutsu Rank: C Class: Supplementary Range: Short (Foresight Radius), Mid (Extension)
Description: Drawing from one of the Principles of the Wing Road, Calypso has learned how to read air currents through her sense of touch while preforming an aerial Run. Unlike the original technique she has a smaller radius around her body but has learned how to focus her sensing ability by reducing the 360° wind displacement detection down by a set amount to extend the range of it farther out. This is dependent on her skill level as the more infamous she becomes the more she is able to refine this ability for it's true purpose, namely Bounty Hunting. Foresight Radius (Tracking Speed) - Bounty (Radius & Extended Distance) 5 ft (D) - D (360° = +0) 10 ft (C) - C (270° = +10 ft) 15 ft (B) - B (180° = +20 ft) 20 ft (A) - A (90° = +30 ft) 25 ft (S) - S (45° = +40 ft)
- Altered Sight:
Name: Altered Sight Classification: Taijutsu Rank: C Class: Supplementary Range: Self
Description: Calypso noticed something, unlike her chakra bearing Gravity Child counterparts as a Pirate she had access to improved perceptive abilities which was made even better due to her Altered Perception slowing down her perception of speed. The result was the creation of a unique Reaction + Speed Tier Chain which mixes advanced perception with slowed time-properties. It is principally geared toward preventing her from succumbing to motion blur giving the growing rise of high speed opponents throughout the world. As a result if she was to be a skilled Bounty Hunter then she had to adapt to those she wished to hunt down.
Name: Altered Sight: Slowed Perception Classification: Taijutsu Rank: D Class: Supplementary Range: Self
Description: The first level of altered perception which results in the increments at which Calypso perceives another individuals movement being increased in relation to her notoriety. With this she is not subject to motion blur from D-rank++ and below speeds if she lacks it, however when she possesses said movement speed she is able to reliable track speeds on a higher level than her own. In relation to reaction speed Tier checks, she possesses D-rank++ Reaction. Bounty - Perception of D-rank Speeds D - 1 Tier Level Below C - 2 Tier Levels Below B - 3 Tier Levels Below A - 4 Tier Levels Below S - 5 Tier Levels Below *Note: If perceived speed falls below F, it means that a moving opponent seen by Calypso is seen as so slow that they are akin to being immobile allowing her to quickly plot out of a course of action as she sees fit.
Name: Altered Sight: Slow Perception Classification: Taijutsu Rank: C Class: Supplementary Range: Self
Description: The first level of altered perception which results in the increments at which Calypso perceives another individuals movement being increased in relation to her notoriety. With this she is not subject to motion blur from C-rank++ and below speeds if she lacks it, however when she possesses said movement speed she is able to reliable track speeds on a higher level than her own. In relation to reaction speed Tier checks, she possesses C-rank++ Reaction. Bounty - Perception of C-rank Speeds D - 1 Tier Level Below C - 2 Tier Levels Below B - 3 Tier Levels Below A - 4 Tier Levels Below S - 5 Tier Levels Below *Note: If perceived speed falls below F, it means that a moving opponent seen by Calypso is seen as so slow that they are akin to being immobile allowing her to quickly plot out of a course of action as she sees fit.
Name: Altered Sight: Slower Perception Classification: Taijutsu Rank: B Class: Supplementary Range: Self
Description: The first level of altered perception which results in the increments at which Calypso perceives another individuals movement being increased in relation to her notoriety. With this she is not subject to motion blur from B-rank++ and below speeds if she lacks it, however when she possesses said movement speed she is able to reliable track speeds on a higher level than her own. In relation to reaction speed Tier checks, she possesses B-rank++ Reaction. Bounty - Perception of B-rank Speeds D - 1 Tier Level Below C - 2 Tier Levels Below B - 3 Tier Levels Below A - 4 Tier Levels Below S - 5 Tier Levels Below *Note: If perceived speed falls below F, it means that a moving opponent seen by Calypso is seen as so slow that they are akin to being immobile allowing her to quickly plot out of a course of action as she sees fit.
Name: Altered Sight: Slowest Perception Classification: Taijutsu Rank: A Class: Supplementary Range: Self
Description: The first level of altered perception which results in the increments at which Calypso perceives another individuals movement being increased in relation to her notoriety. With this she is not subject to motion blur from A-rank++ and below speeds if she lacks it, however when she possesses said movement speed she is able to reliable track speeds on a higher level than her own. In relation to reaction speed Tier checks, she possesses A-rank++ Reaction. Bounty - Perception of A-rank Speeds D - 1 Tier Level Below C - 2 Tier Levels Below B - 3 Tier Levels Below A - 4 Tier Levels Below S - 5 Tier Levels Below *Note: If perceived speed falls below F, it means that a moving opponent seen by Calypso is seen as so slow that they are akin to being immobile allowing her to quickly plot out of a course of action as she sees fit.
- Wáṣerotapa:
Name: Wáṣerotapa: Storm Style Classification: Taijutsu/Nuinjutsu Rank: SS Class: Offensive Range: Self
Description: This is a unique style of Wáṣerotapa created by Calypso T. Kukinorite upon learning how to apply her Goddess of Storms to her clan fighting style. This technique acts as a modifier for the kick based fighting style as her legs become wreathed in Storm Release materia which are siphoned from either the weather in the environment or the Stratus Clouds generated by the Hurricane Road. Furthermore her clothes begin to billow and her hair is lifted up as if she is in the center of a raging storm her eyes actually pulsating with Nen. Now upon releasing a kick it is followed by a Tornado extending the effective range of her fighting style by much farther than normal. For those hit head on by one of her kicks while this style is active they sustain the physical damage from the kick in addition to Storm Release Hybrid damage equivalent in power to the kick from the combination of Materia + Nen due to the effect of Goddess of Storms. Depending on the weather in question the victim can sustain a status condition which requires Defense+Strength Tiers equal to the rank of the kicking technique used to successfully shrug off. Storm Materia Used - Kick Type (Status Condition) Stratus & Storm - Cyclone (Short-Distance Knock-Back) Rainstorm - Hurricane (Mid-Distance Knock-Back) Firestorm - Wildfire (1-rank Below Burns) Thunderstorm - Supercell (Paralysis) Snowstorm - Blizzard (Hypothermia Limit Depletion) Galestorm - Tornado (Bleed) Duststorm -  Sirocco (2-rank Below Pain) Geomagneticstorm - Aurora (Attracted to Ground due to Geomagnetic Properties, either immobilizing if on ground or dealing fall damage if formerly airborne)
Bounty - Duration of Status Conditions in P.T (Knock-Back/Bleed/Fall Dmg) D - 1 (5 or 10 ft, D, 20 ft = D) C - 2 (10 or 20 ft, 2 D, 40 ft = C) B - 3 (15 or 30 ft, 3 D, 60 ft = B) A - 4 (20 or 40 ft, 4 D, 80 ft = A) S - 5 (25 or 50 ft, 5 D, 100 ft = S) "Z" - 6 (30 or 60 ft, C, 120 ft = SS) "X" - 7 (35 or 70 ft, B, 140 ft = SSS) *Note: When modifying a Kick type with a particular type of Materia it alters how the technique is called, for example an axe kick modified by Firestorm Materia will be called "Axe Wildfire"
Last edited by Aurielle on 21st December 2016, 4:50 am; edited 1 time in total | |
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| Subject: Re: "Storm Queen of the Hurricane Road" 21st December 2016, 3:58 am | |
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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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