| | Samurai Styles (Updated & New) | |
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Savannah
Posts : 1835 Join date : 2011-11-08
| Subject: Samurai Styles (Updated & New) 21st February 2017, 6:39 pm | |
| Junsuina Haiiro Junsuina haiiro: This samurai style focuses on Archery rather than swordsmanship. Although sub par to the other styles in close combat fighting they are unmatched in ranged combat as many of their techniques involve compressing and releasing their chakra like arrows removing the need of ammo as well as produce lightning fast attack which would be hindered by human limits. The weapon of choice of a Junsuina Haiiro samurai is a Bow. Tiers Granted:Samurai: Reaction (S-rank Cap) Reaper: Reaction (SSS-Rank Cap) - Spoiler:
Name: Junsuina Style: Toxophilite Reflexes Classification: Taijutsu Rank: D-Rank Class:Supplementary Range: Self
Description: Archery isn't for everyone, nor is it the easiest style to pull off, the user has to be innately perceptive a cut above the rest and with D-rank+ Reaction they are easily able to track targets moving at Swift Release speeds while without succumbing to motion blur. Those of the junsuina style are rarely caught of guard and even when they are they are able to reflexively move at D-rank speeds often drawing their bow and stringing an arrow in the time it takes for their other samurai counterparts to get close enough to engage them in combat if they aren't within Contact distance.
Name: Junsuina Style Archery Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Self
Description: Those within the Junsuina Haiiro style are not simply Samurai, but identify themselves as Archers. To that degree they looked towards their counterparts in other samurai styles and decided that rather than try and compete with the use of the blade, they would perfect another weapon namely the Bow. They found that by mastering the art of chakra flow they were able to utilize their energy reserves as a quiver, launching out arrows comprised of the very thing that flowed in their pathways/limit. Archery itself may not deal as much damage (Hybrid) as other physical types of combat however the Junsuina style excels in a numbers game with the archers of this style refining their chakra control to it's utmost level in an attempt to reduce the strain of using their archery techniques. This technique is required to learn any of the Junsuina Style techniques, not to mention depending on the skill of the user the amount of arrows capable of being formed from the archer's chakra differs. Type of Archer - Price to Number of Arrows Ratio Samurai - 1:2 (Chakra/Nen), 1:3 (NE/Blood) Reaper - 1:3 (Chakra/Nen), 1:4 (NE/Blood)
Name: Junsuina Style: Bowmanship Classification: Kyujutsu Rank: D-Rank Class: Supplementary Range: Self (Bow)
Description: To a Junsuina Style archer knowing out to use one's energy sources is merely one step, the other is the type of bow that they use, contrary to popular belief the Junsuina style doesn't only use one type of bow, but instead they use several with the lone exception being the Crossbow. Other than that bow, depending on the type of Bow an archer uses they will be subject to different distance modifiers for their Kyujutsu techniques in comparison to normal. This particular technique was created with the sole purpose of being able to compete with those Cypher Archers and their unique style of Archery which favored sniping over barrages. Type of Bow - Base Distance Scale Modifier (Junsuina Rank Bonus) Short-Bow - .5x (D = +.5x) Long Bow - 1x (C = +1x) Composite -Bow - 2x (B = +1.5x) Recurve Bow - 3x (A = +2x) Compound - 4x (S = +2.5x)
Name: Junsuina Style: Arrows Classification: Kyujutsu Rank: D-Rank Class: Supplementary Range: Self (Junsuina Techniques)
Description: Those within the Junsuina style have specialized for the use of not only a weaker damage type in comparison to a traditional archer but generally the use of energy reserves as their ammo. This has it's drawbacks however they have learned to use it's strengths to offset that weakness. As a result a Junsuina Style archer is capable of letting out large amounts of arrows in order to counter-balance techniques which use a stronger damage type than their own. This is useful when clashing techniques as at the cost of some of their arrows being destroyed they are able to match techniques which would normally destroy their arrows without pause. Amount of Arrows - Damage Type Equated Normal - Hybrid Double - Physical, Chakra or Mental Triple - Spiritual or Natural
Name: Junsuina Style: Concentration technique Classification: Taijustu Rank: C-rank Class:Supplementary Range: Self
Description: The Junsuina version of one of the most basic samurai techniques by which the Samurai concentrates preforming the base technique albeit with a twist by the means of this technique. Their intense concentration allows them to keep track of multiple moving objects at once which when coupled with their superior eye-sight prevents them from succumbing to the higher tier check factors common among some multi-hit techniques so long as the technique is equal rank or lower than the Junsuina Style Samurai's trained Reaction. However this not only lasts for the duration of the basic Concentration Techniques cool down after which this technique has a 6, 12 or 24 posts in total (respectively) cool down before it is able to be used again. Rank - No. of moving objects/targets capable of keeping track of at once D = 5 (2) C = 10 (4) B = 15 (6) A = 20 (8) S = 25 (10)
Name: Junsuina Style: Strike of Disgrace Classification: Kyujutsu Rank: C-rank Class: Supplementary/Defensive Range: Contact (Knock-back), Long (range)
Description: The Junsuina style variant of the strike of disgrace places an emphasis on accuracy while also having a far longer reach than that of the original technique thanks to utilizing a Bow. The archer looses an arrow which travels at bullet release speeds up to 40 ft and is capable of deflecting any other incoming projectile that crosses its path up to 2 ft away as long as it is equal or heavier in weight or the projectile is not backed by either C-rank Piercing or was backed by C-rank strength. Despite seeming like a defensive technique it isn't really as if an opponent isn't either fast enough to dodge or lacks C-rank reaction it is a surefire hit.
Name: Junsuina Style: Heel Kick Classification: Kyujutsu Rank: C-rank Class: Defensive/Supplementary Range: Self (Bow), Short-Mid
Description: This is the Junsuina style variant of one of the most basic techniques available to a samurai, whereby the archer plants his or her bow into the ground before using it to propel themselves away from an incoming technique moving at C-rank or below speeds. The distance they travel in the air before landing depends on what they were doing before leaping away, if they had already notched an arrow they will be able to fire it at any point in time from the moment they leap to landing on the ground 10 ft away. If they hadn't however then they can either quickly draw back their bow to line up a shot sometime before they land 15 ft away, or they can merely wait until they land before drawing their bow allowing them to land 20 ft away.
Name: Junsuina Style: Rain Classification: Kyujutsu Rank: C-Rank (C-rank Energy Source Price) Class: Offensive Range: Mid (Arrow), Long (Rain)
Description: This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to angle their bow upward before loosing a single humanoid sized arrow upward at Bullet Release speeds. The archer then causes it to pulse resulting in the arrow separating into multiple (3) tiny sized arrows which then proceed to rain down on opponent within 40 ft of the user from above. This technique is useful as an anti-air technique as when shot at an airborne target they require either a C-rank airborne movement technique propelled by strength, C-rank+ Strength while flying by wings or C-rank++ Speed while flying by other means other than wings. Depending on how high the arrow reaches before it is pulsed determines the speed that the tiny arrows will rain downward, though each of them only deals D-rank Hybrid based damage each. If a target is hit by the arrow launched upward they sustain the combined damage that the tiny sized arrows would have done to them. Rank - Number of Arrows - Height Arrow Reached (Arrow Rain Speed Boost) D - 3 - 10 ft (+1 Tier Level) C - 6 - 20 ft (+2 Tier Levels) B - 9 - 30 ft (+3 Tier Levels) A - 12 - 40 ft (+4 Tier Levels) S - 15 - 50 ft (+5 Tier Levels)
Name: Junsuina Style: Swarm Classification: Kyujutsu Rank: C-Rank (D-rank Energy Source Price Per Arrow) Class: Offensive Range: Short (Arrow), Mid (Swarm)
Description: This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer draw back their bow before loosing a humanoid sized arrow which moves at C-rank speeds covering up to 10 ft before the archer causes it to pulse. The result is that the arrow will separate into multiple tiny sized arrows which proceed to accelerate to Bullet release and swarm an opponent within 20 ft of the fired arrow. This technique is meant for capitalizing on a dodging opponent, as with each successive arrow that they dodge, they require a Tier level faster to dodge the next one. While they individually do not deal much damage (C-rank Hybrid) skilled users of this technique can make the most out of them. Rank - No. of Arrows in Swarm D - 1 C - 2 B - 3 A - 4 S - 5
Name: Junsuina Style: Deflect Classification: Kyujutsu Rank: C-Rank (C-rank Energy Source Price) Class: Defensive Range: Short
Description: This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to angle their bow downward before loosing a arrow which flies outward at C-rank- Speeds up to 10 ft away from the user. It's true purpose is to make contact with something, usually another incoming projectile or the ground resulting in it's effect being revealed. This particular arrow is capable of deflecting projectiles (either moving at up to C-rank Speed or backed by up to C-rank Strength), while being destroyed in the process, while the doesn't halt them it causes them to land contrary to their original path depending on the user's skill level. This allows for easier dodging, and a formidable counter-ranged technique, as the more skilled the user is, more arrows are capable of being released with a single price. Rank - Deflection Distance - No. of Arrows released Per Price D - 5 ft - 1 C - 10 ft - 2 B - 15 ft - 3 A - 20 ft - 4 S - 25 ft - 5
Name: Junsuina Style: Charge Classification: Kyujutsu Rank: C-Rank (D-rank Energy Source Price each P.T) Class: Supplementary Range: Contact (Arrow)
Description: This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to focus their energy source and use it to charge one of their techniques, or notched arrows in preparation for firing. This technique is essentially an add on technique, as it is capable of boosting an aspect of the technique it is used alongside while likewise applying a Junsuina style technique on a non energy comprised arrow in order to retain the effects or/& durability of the exact arrow charged. Rank of Technique/Arrow (P.T Required to Charge) - Effect of Charging D (5) - Knock-back (Contact Range) C (10) - Knock-back (Short Range) B (15) - Knock-back (Mid Range) A (20) - Defense Piercing S (25) - 1 Tier Level Speed Boost
Name: Junsuina Style: Scout Reflexes Classification: Taijutsu Rank: C-Rank Class:Supplementary Range: Self
Description: Archery isn't for everyone, nor is it the easiest style to pull off, the user has to be innately perceptive a cut above the rest and with C-rank+ Reaction they are easily able to track targets moving at Bullet Release speeds while without succumbing to motion blur. Those of the junsuina style are rarely caught of guard and even when they are they are able to reflexively move at C-rank speeds often drawing their bow and stringing an arrow in the time it takes for their other samurai counterparts to get close enough to engage them in combat if they aren't within Contact distance.
Name: Junsuina Style: Bow-Blade Conversion Classification: Kyujutsu/Fuinjutsu Rank: B Class: Supplementary Range: Self (Bow), Contact (Samurai Sword)
Description: The Junsuina style Samurai knew that they were neglecting a particularly strong aspect of being a samurai, namely their connection to their Samurai Sword. However they were typically unfamiliar with how to use one effectively so this technique was created in order to merge the two together sealing the Samurai Sword into their Bow to allow it to change form and express the abilities of the samurai sword. This didn't just extend to the weapon in question but now Kenjutsu triggered abilities would now be triggered by Kyujutsu while contact based effects would now apply to arrows notched and loosed by the bow in question, making it in most cases more dangerous than the original use of the samurai sword.
Name: Junsuina Style: Afterburner Classification: Kyujutsu Rank: B-Rank (B-rank Energy Source Price) Class: Offensive/Supplementary Range: Mid (Trail), Long (Arrow)
Description: This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to draw back their bow and notch an arrow before loosing a single humanoid sized arrow at Crashing Ground speeds which covers up to 80 ft before losing it's velocity completely. It travels fairly quickly though behind it, it leaves a trail which causes opponents unfortunate to cross the path that it has taken to sustain just as much damage as they would have if they were actually hit by the arrow (B-rank Hybrid based). The amount of time the trail remains is based on the skill of the archer and due to that it can be used very effectively to restrict the movements of targets to line up a more powerful shot. Rank - Trail Duration in P.T D - 1 C - 2 B - 3 A - 4 S - 5
Name: Junsuina Style: Fade Classification: Kyujutsu Rank: B-Rank (B-rank Energy Source Price Per Arrow) Class: Offensive Range: Contact (Arrow), Short (Fade)
Description: This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer draw back their bow before loosing a humanoid sized arrow which moves at B-rank speeds covering up to 3 ft before the archer causes it to pulse. The result is that the arrow will fade away becoming invisible to the naked eye and requiring a sensory technique B-rank or above depending on the energy source used (Chakra/Mental/Spiritual/Natural) or B-rank non vision specific Reaction Tiers to detect it before it strikes it's target within 15 ft the arrow when it fades away. This technique is useful for stealth based kills as the faded arrows are very difficult to detect in normal situations. Rank - No. of Arrows Fired with one price D - 1 C - 2 B - 3 A - 4 S - 5
Name: Junsuina Style: Decimate Classification: Kyujutsu Rank: B-Rank (B-rank Energy Source Price) Class: Supplementary/Offensive Range: Mid (Arrow), AOE (Max Distance)
Description: This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to draw their bow and notch an arrow before loosing it which flies outward at B-rank- Speeds covering 20 ft away from the user. It's true purpose is for long ranged combat, as with every 20 more feet it speeds up just a bit more and becomes more damaging up to a maximum distance of 80 ft away from the user. This technique can serve as an add on to other Kyujutsu techniques, with them retaining the speed of this technique to become faster overtime with distance. Distance Covered - Speed - Damage 10 ft - B- - C-rank Hybrid 20 ft - B- - B-rank Hybrid 40 ft - B - B-rank Hybrid with Defense Piercing 60 ft - B+ - B-rank Hybrid with Defense Piercing (D-rank Bleed Dmg) 80 ft - B++ - B-rank Hybrid with Defense Piercing (2 D-rank Bleed Dmg)
Name: Junsuina Style: Concentrate Classification: Kyujutsu Rank: B-Rank (2 D-rank Energy Source Price each P.T) Class: Supplementary Range: Contact (Arrow)
Description: This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to focus their chakra affinity onto one of their techniques, or notched arrows in preparation for firing. This technique is essentially an add on technique, as it is capable of infusing a technique or arrow with an element to make it on par with an ambient physical/mental/chakra based technique while likewise applying a Junsuina style technique on a non energy comprised arrow in order to retain the effects or/& durability of the exact arrow charged. Rank of Technique/Arrow (P.T Required to Concentrate) - Effect of Concentration D (4) - Damage on par with Weak Elemental Phy/Chk/Men Techniques/Projectiles C (8) - Damage on par with Ambient Spt/Nat Techniques/Projectiles B (12) - Damage on par with Weak Elemental Spt/Nat Techniques/Projectiles A (16) - High Affinity Bonus Applied to Cost S (20) - Very High Affinity Bonus Applied to Cost
Name: Junsuina Style: Tunnel Vision Classification: Taijutsu (Dojustu) Rank: B-Rank Class:Supplementary Range: Self (Eyes)
Description: A special dilation of the pupils of the Junsuina haiiro samurai that actively increases their vision several times that of a normal person allowing them to view targets anywhere from the normal range of vision to a boosted scale multiplier dependent on their rank however it's activation price results in straining of the eyes causing constant pain of a B-rank each turn it is kept active. However as a draw-back they have tunnel vision to some effect reducing the number of targets they can keep their eyes on at once. Rank - Base Vision Scale Multiplier (No. of Targets) D - 1/25x (1 Max) C - 1.5x (2 Max) B - 1.75x (3 Max) A - 2x (4 Max) S - 2.25x (5 Max)
Name: Junsuina Style: Bowman Reflexes Classification: Taijutsu Rank: B-Rank Class:Supplementary Range: Self
Description: Archery isn't for everyone, nor is it the easiest style to pull off, the user has to be innately perceptive a cut above the rest and with B-rank+ Reaction they are easily able to track targets moving at Crashing Ground speeds while without succumbing to motion blur. Those of the junsuina style are rarely caught of guard and even when they are they are able to reflexively move at B-rank speeds often drawing their bow and stringing an arrow in the time it takes for their other samurai counterparts to get close enough to engage them in combat if they aren't within Contact distance.
Name: Junsuina Style: Soul-Bow Creation Classification: Kyujutsu/Fuinjutsu/Kinjutsu Rank: A Class: Supplementary Range: Self (Left or Right Arm), Contact (Bow-Blade)
Description: Req. Junsuina Style: Bow-Blade Conversion. This is the next level in a series of techniques meant to phase out the use of weapons within the Junsuina Style, in particular it is useful for the sole purpose of eliminating the need of possessing a physical bow, by sealing it within the user's non-dominant arm. The result is that they gain a tattoo identical to their blade bow and become able to form a bow comprise of an energy source. This gives them two advantages in comparison to having a physical bow, the first being the ability to harness not only their bow-blades abilities but likewise retain the use of their element without the risk of their weapon being destroyed. The second becomes apparent when the archer samurai becomes a reaper as this technique is required for the Soul Bow line of techniques. Depending on the price paid the size of the Soul Bow formed different, furthermore depending on the size of the bow it gains and additional distance scale multiplier when utilizing Kyujutsu techniques. Upon being created while it does share the same durability as the Bow-Blade it originally was upon being destroyed it can merely be manifested once more for another price. Energy Source Price - Size of Bow (Distance Scale Modifier) - Rank (Speed of Soul Bow Manifestation) D - Small (1x) - D (A-) 3 D - Humanoid (2x) - C (A) C - Medium S (3x) - B (A+) B - Medium M (4x) - A (A++) A - Medium L (5x) - S (S-) *Note For those bows bigger than the user they start off at as humanoid and remain so up until the arrow is just about to be loosed after which they grow to their actual size in order for the arrow to benefit from the boosted scale distance.
Name: Junsuina Style: Rain Pro Classification: Kyujutsu Rank: A-Rank (A-rank Energy Source Price) Class: Offensive Range: Mid (Arrow), Long (Rain)
Description: Req. Junsuina Style: Rain. This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to angle their bow upward before loosing a single humanoid sized arrow upward at Vacuum Release speeds. The archer then causes it to pulse resulting in the arrow separating into multiple (3) tiny sized arrows which then proceed to rain down on opponent within 40 ft of the user from above. This technique is useful as an anti-air technique as when shot at an airborne target they require either an A-rank airborne movement technique propelled by strength, A-rank+ Strength while flying by wings or A-rank++ Speed while flying by other means other than wings. Depending on how high the arrow reaches before it is pulsed determines the speed that the tiny arrows will rain downward, though each of them only deals B-rank Hybrid based damage each. If a target is hit by the arrow launched upward they sustain the combined damage that the tiny sized arrows would have done to them. Rank - Number of Arrows - Height Arrow Reached (Arrow Rain Speed Boost) D - 3 - 10 ft (+1 Tier Level) C - 6 - 20 ft (+2 Tier Levels) B - 9 - 30 ft (+3 Tier Levels) A - 12 - 40 ft (+4 Tier Levels) S - 15 - 50 ft (+5 Tier Levels)
Name: Junsuina Style: Swarm Pro Classification: Kyujutsu Rank: A-Rank (B-rank Energy Source Price Per Arrow) Class: Offensive Range: Short (Arrow), Mid (Swarm)
Description: Req. Junsuina Style: Swarm. This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer draw back their bow before loosing a humanoid sized arrow which moves at A-rank speeds covering up to 20 ft before the archer causes it to pulse. The result is that the arrow will separate into multiple tiny sized arrows which proceed to accelerate to Bullet release and swarm an opponent within 40 ft of the fired arrow. This technique is meant for capitalizing on a dodging opponent, as with each successive arrow that they dodge, they require a Tier level faster to dodge the next one. In comparison to the original individually they are damaging enough to put down most opponents much damage (A-rank Hybrid) however skilled users of this technique can make the most out of them in order to deal with stronger threats Rank - No. of Arrows in Swarm D - 1 C - 2 B - 3 A - 4 S - 5
Name: Junsuina Style: Deflect Pro Classification: Kyujutsu Rank: A-Rank (A-rank Energy Source Price) Class: Defensive Range: Mid (Arrow), Short (Deflection)
Description: Req. Junsuina Style: Deflect This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to angle their bow downward before loosing a arrow which flies outward at A-rank- Speeds up to 40 ft away from the user. It's true purpose is to make contact with something, usually another incoming projectile or the ground resulting in it's effect being revealed. This particular arrow is capable of deflecting projectiles (either moving at up to A-rank Speed or backed by up to A-rank Strength), while being destroyed in the process, while the doesn't halt them it causes them to land contrary to their original path depending on the user's skill level. This allows for easier dodging, and a formidable counter-ranged technique, as the more skilled the user is, more arrows are capable of being released with a single price. Rank - Deflection Distance - No. of Arrows released Per Price D - 5 ft - 1 C - 10 ft - 2 B - 15 ft - 3 A - 20 ft - 4 S - 25 ft - 5
Name: Junsuina Style: Charge Pro Classification: Kyujutsu Rank: A-Rank (3 D-rank Energy Source Price each P.T) Class: Supplementary Range: Contact (Arrow)
Description: Req. Junsuina Style: Charge  This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to focus their energy source and use it to charge one of their techniques, or notched arrows in preparation for firing. This technique is essentially an add on technique, as it is capable of boosting an aspect of the technique it is used alongside while likewise applying a Junsuina style technique on a non energy comprised arrow in order to retain the effects or/& durability of the exact arrow charged. Rank of Technique/Arrow (P.T Required to Charge) - Effect of Charging D (3) - Knock-back (Short Range) C (6) - Knock-back (Mid Range) B (9) - Knock-back (Long Range) A (12) - Defense Piercing S (15) - 2 Tier Level Speed Boost
Name: Junsuina Style: Hunter Reflexes Classification: Taijutsu Rank: A-Rank Class:Supplementary Range: Self
Description: Archery isn't for everyone, nor is it the easiest style to pull off, the user has to be innately perceptive a cut above the rest and with B-rank+ Reaction they are easily able to track targets moving at Vacuum Release speeds while without succumbing to motion blur. Those of the junsuina style are rarely caught of guard and even when they are they are able to reflexively move at A-rank speeds often drawing their bow and stringing an arrow in the time it takes for their other samurai counterparts to get close enough to engage them in combat if they aren't within Contact distance.
Name: Junsuina Style: Archer Reflexes Classification: Taijutsu Rank: S-Rank Class:Supplementary Range: Self
Description: Archery isn't for everyone, nor is it the easiest style to pull off, the user has to be innately perceptive a cut above the rest and with S-rank+ Reaction they are easily able to track targets moving at Blinding Light speeds while without succumbing to motion blur. Those of the junsuina style are rarely caught of guard and even when they are they are able to reflexively move at S-rank speeds often drawing their bow and stringing an arrow in the time it takes for their other samurai counterparts to get close enough to engage them in combat if they aren't within Contact distance. Â
Name: Junsuina Style: Afterburner Pro. Classification: Kyujutsu Rank: S-Rank (S-rank Energy Source Price) Class: Offensive/Supplementary Range: Mid (Trail), Long (Arrow)
Description: Req. Junsuina Style: Afterburner This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to draw back their bow and notch an arrow before loosing a single humanoid sized arrow at Blinding Light speeds which covers up to 100 ft before losing it's velocity completely. It travels fairly quickly though behind it, it leaves a trail which causes opponents unfortunate to cross the path that it has taken to sustain just as much damage as they would have if they were actually hit by the arrow (S-rank Hybrid based). The amount of time the trail remains is based on the skill of the archer and due to that it can be used very effectively to restrict the movements of targets to line up a more powerful shot. Rank - Trail Duration in P.T D - 1 C - 2 B - 3 A - 4 S - 5
Name: Junsuina Style: Fade Pro Classification: Kyujutsu Rank: S-Rank (S-rank Energy Source Price Per Arrow) Class: Offensive Range: Contact (Arrow), Short (Fade)
Description: Req. Junsuina Style: Fade. This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer draw back their bow before loosing a humanoid sized arrow which moves at S-rank speeds covering up to 5 ft before the archer causes it to pulse. The result is that the arrow will fade away becoming invisible to the naked eye and requiring a sensory technique S-rank or above depending on the energy source used (Chakra/Mental/Spiritual/Natural) or S-rank non vision specific Reaction Tiers to detect it before it strikes it's target within 25 ft the arrow when it fades away. This technique is useful for stealth based kills as the faded arrows are very difficult to detect in normal situations. Rank - No. of Arrows Fired with one price D - 1 C - 2 B - 3 A - 4 S - 5
Name: Junsuina Style: Decimate Pro Classification: Kyujutsu Rank: S-Rank (S-rank Energy Source Price) Class: Supplementary/Offensive Range: Mid (Arrow), AOE (Max Distance)
Description: Req. Junsuina Style: Decimate. This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to draw their bow and notch an arrow before loosing it which flies outward at S-rank- Speeds covering 50 ft away from the user. It's true purpose is for long ranged combat, as with every 50 more feet it speeds up just a bit more and becomes more damaging up to a maximum distance of 200 ft away from the user. This technique can serve as an add on to other Kyujutsu techniques, with them retaining the speed of this technique to become faster overtime with distance. Distance Covered - Speed - Damage 25 ft - S- - A-rank Hybrid 50 ft - S- - S-rank Hybrid 100 ft - S - S-rank Hybrid with Defense Piercing 150 ft - S+ - S-rank Hybrid with Defense Piercing (3 D-rank Bleed Dmg) 200 ft - S++ - S-rank Hybrid with Defense Piercing (4 D-rank Bleed Dmg)
Name: Junsuina Style: Concentrate Pro Classification: Kyujutsu Rank: S-Rank (4 D-rank Energy Source Price each P.T) Class: Supplementary Range: Contact (Arrow)
Description: Req. Junsuina Style: Concentrate. This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to focus their chakra affinity onto one of their techniques, or notched arrows in preparation for firing. This technique is essentially an add on technique, as it is capable of infusing a technique or arrow with an element to make it on par with an ambient physical/mental/chakra based technique while likewise applying a Junsuina style technique on a non energy comprised arrow in order to retain the effects or/& durability of the exact arrow charged. Rank of Technique/Arrow (P.T Required to Concentrate) - Effect of Concentration D (2) - Damage on par with Weak Elemental Phy/Chk/Men Techniques/Projectiles C (4) - Damage on par with Ambient Spt/Nat Techniques/Projectiles B (6) - Damage on par with Weak Elemental Spt/Nat Techniques/Projectiles A (8) - High Affinity Bonus Applied to Cost S (10) - Very High Affinity Bonus Applied to Cost
Name: Junsuina Style: Tunnel Vision Pro Classification: Taijutsu (Dojustu) Rank: S-Rank Class:Supplementary Range: Self (Eyes)
Description: Req. Junsuina Style: Tunnel Vision. A special dilation of the pupils of the Junsuina haiiro samurai that actively increases their vision several times that of a normal person allowing them to view targets anywhere from the normal range of vision to a boosted scale multiplier dependent on their rank however it's activation price results in straining of the eyes causing constant pain of a B-rank each turn it is kept active. However as a draw-back they have tunnel vision to some effect reducing the number of targets they can keep their eyes on at once. Rank - Base Vision Scale Multiplier (Number of Targets) D - 1.5x (2 Max) C - 2x (4 Max) B - 2.5x (6 Max) A - 3x (8 Max) S - 3.5x (10 Max)
Reaper Junsuina- Spoiler:
Name: Junsuina Style: Rain Pro Classification: Kyujutsu Rank: SS-Rank (SS-rank Energy Source Price) Class: Offensive Range: Mid (Arrow), Long (Rain)
Description: Req. Junsuina Style: Rain. This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to angle their bow upward before loosing a single humanoid sized arrow upward at Ripping Discord speeds. The archer then causes it to pulse resulting in the arrow separating into multiple (3) tiny sized arrows which then proceed to rain down on opponent within 70 ft of the user from above. This technique is useful as an anti-air technique as when shot at an airborne target they require either an SS-rank airborne movement technique propelled by strength, SS-rank+ Strength while flying by wings or SS-rank++ Speed while flying by other means other than wings. Depending on how high the arrow reaches before it is pulsed determines the speed that the tiny arrows will rain downward, though each of them only deals S-rank Hybrid based damage each. If a target is hit by the arrow launched upward they sustain the combined damage that the tiny sized arrows would have done to them. Rank - Number of Arrows - Height Arrow Reached (Arrow Rain Speed Boost) D - 3 - 10 ft (+1 Tier Level) C - 6 - 20 ft (+2 Tier Levels) B - 9 - 30 ft (+3 Tier Levels) A - 12 - 40 ft (+4 Tier Levels) S - 15 - 50 ft (+5 Tier Levels) "Z" - 18 - 60 ft (+6 Tier Levels) "X" - 21 - 70 ft (+7 Tier Levels)
Name: Junsuina Style: Swarm Pro Classification: Kyujutsu Rank: SS-Rank (S-rank Energy Source Price Per Initial Arrow) Class: Offensive Range: Short (Arrow), Mid (Swarm)
Description: Req. Junsuina Style: Swarm Pro. This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer draw back their bow before loosing a humanoid sized arrow which moves at SS-rank speeds covering up to 30 ft before the archer causes it to pulse. The result is that the arrow will separate into multiple tiny sized arrows which proceed to accelerate to Ripping Discord and swarm an opponent within 60 ft of the fired arrow. This technique is meant for capitalizing on a dodging opponent, as with each successive arrow that they dodge, they require a Tier level faster to dodge the next one. In comparison to the original individually they are damaging enough to put down most opponents much damage (SS-rank Hybrid) however skilled users of this technique can make the most out of them in order to deal with stronger threats Rank - No. of Arrows in Swarm D - 1 C - 2 B - 3 A - 4 S - 5 "Z" - 6 "X" - 7
Name: Junsuina Style: Deflect Star Classification: Kyujutsu Rank: SS-Rank (S-rank Energy Source Price) Class: Defensive Range: Mid (Arrow), Short (Deflection)
Description: Req. Junsuina Style: Deflect Pro. This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to angle their bow downward before loosing a arrow which flies outward at SS-rank- Speeds up to 60 ft away from the user. It's true purpose is to make contact with something, usually another incoming projectile or the ground resulting in it's effect being revealed. This particular arrow is capable of deflecting projectiles (either moving at up to SS-rank Speed or backed by up to SS-rank Strength), while being destroyed in the process, while the doesn't halt them it causes them to land contrary to their original path depending on the user's skill level. This allows for easier dodging, and a formidable counter-ranged technique, as the more skilled the user is, more arrows are capable of being released with a single price. Rank - Deflection Distance - No. of Arrows released Per Price D - 5 ft - 1 C - 10 ft - 2 B - 15 ft - 3 A - 20 ft - 4 S - 25 ft - 5 "Z" - 30 ft - 6 "X" - 35 ft - 7
Name: Junsuina Style: Charge Star Classification: Kyujutsu Rank: SS-Rank (5 D-rank Energy Source Price each P.T) Class: Supplementary Range: Contact (Arrow)
Description: Req. Junsuina Style: Charge Pro. This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to focus their energy source and use it to charge one of their techniques, or notched arrows in preparation for firing. This technique is essentially an add on technique, as it is capable of boosting an aspect of the technique it is used alongside while likewise applying a Junsuina style technique on a non energy comprised arrow in order to retain the effects or/& durability of the exact arrow charged. Rank of Technique/Arrow (P.T Required to Charge) - Effect of Charging D (2) - Knock-back (Mid Range) C (4) - Knock-back (Long Range) B (6) - Knock-back (AOE Range) A (8) - Defense Piercing S (10) - 2 Tier Level Speed Boost SS (15) - Bleed Damage (5 D-ranks each P.T) SSS (20) - 1-rank Speed Boost
Name: Junsuina Style: Soul Bow - Draw Classification: Kinkyujutsu (B-rank Soul Price) Rank: S Class: Supplementary Range: Self (Soul-Bow)
Description: Req. Junsuina Style: Soul Bow Creation. The first of the Soul Bow series of techniques, which involves the bow in question, as while it's name had seemed to be misleading it was merely because Junsuina Samurai were unable to utilize it to it's full potential. This technique concerns not just the arrows produced by Junsuina Style Archery techniques but rather the ability of an archer to draw their bow and loose multiple arrows at once. Those within the Junsuina style are notorious for this, as not only are skilled archers of this style able to loose more arrows than the average archer but they can raise this further by spending additional time preparing themselves. During the time this is occurring not only is the Soul Price collected at the end but they are unable to utilize any other technique other than their tiers and if interrupted they will either have the Soul Price collected and thus wasted or can sustain S-rank Spiritual recoil damage in exchange. Rank - Arrow Firing Multiplier - P.T to further boost multiplier S & Below - 1x - 10 P.T = +1x "Z" - 2x - 20 P.T = +2x "X" - 3x - 40 P.T = +3x
Name: Junsuina Style: Soul Bow - Loose Classification: Kinkyujutsu Rank: SS-Rank Class: Passive Range: Self (Arrow)
Description: Req. Junsuina Style: Soul Bow Creation. The second of the Soul Bow series of techniques, which involves the bow in question, as while it's name had seemed to be misleading it was merely because Junsuina Samurai were unable to utilize it to it's full potential. This technique regards the production of arrows through Junsuina Style Archery, unlike their samurai counterparts they are very well aware that not all energy sources are created equal, and as a result have learned how to set apart energy sources by their arrow production ratio. This technique essentially allows those Junsuina Style archers to break down which energy source is the most effective at producing their arrows and the unique effects it grants them while using them. Energy Source - Price to Arrow Production Ratio - Effect of using Energy Source Chakra - 1:3 - Able to Affect Semi-Tangible & Intangible Targets (Bar Phase Release) Nen - 1:3 - Able to Affect Illusions (Genjutsu,Fabrication, Nen, Emotion Tech & Nuinjutsu) Natural Energy - 1:4 - Arrows invisible to eye-sight require Sage's Senses to see. Blood - 1:4 - Arrows invisible to eye-sight require Life-force sensory to see.
Name: Junsuina Style: Soul Bow - Notch Classification: Kinkyujutsu Rank: SS-Rank (A-rank Soul Price) Class:Supplementary Range: Self (Soul-Bow)
Description: Req. Junsuina Style: Soul Bow Creation. The third of the Soul Bow series of techniques, which involves the bow in question, as while it's name had seemed to be misleading it was merely because Junsuina Samurai were unable to utilize it to it's full potential. This technique gathers parts of the soul into the bow while notching an arrow, with it taking a set amount of time to do so depending on how skilled the individual is. If interrupted before the notching is complete then the Soul Price is collected instead of returning to their soul upon loosing an arrow, otherwise the individual can sustain SS-rank Spiritual Recoil damage instead rather than deplete their precious Soul. This is because while doing so they are unable to utilize any techniques other than their tiers while notching however if techniques are active prior to this one they remain in effect until their time-limit runs out if applicable. Rank of User - Turns to Notch (Notch Effect) D - 10 C - 8 B - 6 A - 4 S - 2
No. of Turns - Notch Effect in relation to Turns 1 - +1 Tier Level to Arrow Speed 2 - Defense Piercing 3 - Knock-back equal to Arrow Flight Distance 4 - Defense Bypassing 5 - +1-rank to Arrow Speed *Note: Depending on how many turns are spent notching one can mix and match effects the main drawback of course being if they are interrupted before their notching is complete.
Name: Junsuina Style: Soul Bow - Quiver Classification: Kinkyujutsu/Fuinjutsu Rank: SS-Rank (A-rank Soul Price Per Quiver Add-on) Class:Supplementary Range: Self, Contact (Arrow)
Description: Req. Junsuina Style: Soul Bow Creation. The fourth of the Soul Bow series of techniques, which involves the bow in question, as while it's name had seemed to be misleading it was merely because Junsuina Samurai were unable to utilize it to it's full potential. This technique allows one to seal arrows within their body allowing their special traits to carry over to the arrows produced by Junsuina Style Archery. Upon firing them while they still deal Hybrid based damage they are no longer affected by those techniques which prey on specific energy sources (Void, Nega Energy, Psycho, White Blood comprised Kinjutsu) allowing them to be utilized against them even if the energy source being used is destroyed by what they are combating. Depending on the skill of the Archer they have a maximum amount of these special arrows which can be added to their Quiver. This seal is placed on their dominant arm with the Kanji for "Quiver" placed in the center and miniature images of each arrow stored in it surround it akin to slots. Once bound to the quiver utilizing these arrows in battle will cost a set stamina price in addition to the normal price of the Kyujutsu technique they are used with. Rank - Max No. of Arrow Types Added to Quiver (Arrow Rank = Stamina Price Add-on to use) D - 1 (D = -1) C - 2 (C = -2) B - 3 (B = -3) A - 4 (A = -4) S - 5 (S = -5) "Z" - 6 (SS = -10) "X" - 7 Â (SSS = -15) *(Insert Name)'s Quiver Contains: Arrow Name - Effect - Original Arrow Rank 1. 2. 3. 4. 5. 6. 7.
Name: Junsuina Style: Ranger Reflexes Classification: Taijutsu Rank: SS-Rank Class:Supplementary Range: Self
Description: Archery isn't for everyone, nor is it the easiest style to pull off, the user has to be innately perceptive a cut above the rest and with SS-rank+ Reaction they are easily able to track targets moving at Ripping Discord speeds while without succumbing to motion blur. Those of the junsuina style are rarely caught of guard and even when they are they are able to reflexively move at SS-rank speeds often drawing their bow and stringing an arrow in the time it takes for their other samurai counterparts to get close enough to engage them in combat if they aren't within Contact distance.
Name: Junsuina Style: Soul Bow - Bow Classification: Kinkyujutsu Rank: SSS-Rank (S-rank Soul Price) Class:Supplementary Range: Self (Soul-Bow)
Description: Req. Junsuina Style: Soul Bow Creation. The last of the Soul Bow series of techniques, which involves the bow in question, as while it's name had seemed to be misleading it was merely because Junsuina Samurai were unable to utilize it to it's full potential. The true use of the Soul Bow is to harness the archers soul and utilize it in combat and this particular technique speeds up the manifestation of the user's Soul Bow to Echoing Flash speeds. When manifesting the Soul Bow using this technique it requires a S-rank Soul Price, which essentially means an S-rank's worth from each of the individuals available max limits to create a spectral bow in the image of their Bow-Blade albeit it's durability utilizing Spiritual as it's base rather than physical. This particular technique enhances the rest of the Soul-Bow Series the following ways: Quiver = Special Arrows can use Soul Price to apply Spiritual Damage to techniques. Draw = Arrows capable of being drawn at once is doubled when utilizing Soul as the energy source price. Notch = Notch time in P.T is halved when utilizing Soul as the energy source price. Loose = Arrow Production Ratio is doubled when utilizing Soul as the energy source price.
Name: Junsuina Style: Afterburner Star Classification: Kyujutsu Rank: SSS-Rank (SSS-rank Energy Source Price) Class: Offensive/Supplementary Range: Mid (Trail), Long (Arrow)
Description: Req. Junsuina Style: Afterburner Pro. This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to draw back their bow and notch an arrow before loosing a single humanoid sized arrow at Blinding Light speeds which covers up to 100 ft before losing it's velocity completely. It travels fairly quickly though behind it, it leaves a trail which causes opponents unfortunate to cross the path that it has taken to sustain just as much damage as they would have if they were actually hit by the arrow (S-rank Hybrid based). The amount of time the trail remains is based on the skill of the archer and due to that it can be used very effectively to restrict the movements of targets to line up a more powerful shot. Rank - Trail Duration in P.T D - 1 C - 2 B - 3 A - 4 S - 5
Name: Junsuina Style: Fade Star Classification: Kyujutsu Rank: SSS-Rank (SSS-rank Energy Source Price Per Arrow) Class: Offensive Range: Contact (Arrow), Short (Fade)
Description: Req. Junsuina Style: Fade Pro. This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer draw back their bow before loosing a humanoid sized arrow which moves at SSS-rank speeds covering up to 7 ft before the archer causes it to pulse. The result is that the arrow will fade away becoming invisible to the naked eye and requiring a sensory technique SSS-rank or above depending on the energy source used (Chakra/Mental/Spiritual/Natural) or S-rank non vision specific Reaction Tiers to detect it before it strikes it's target within 35 ft the arrow when it fades away. This technique is useful for stealth based kills as the faded arrows are very difficult to detect in normal situations. Rank - No. of Arrows Fired with one price D - 1 C - 2 B - 3 A - 4 S - 5 "Z" - 6 "X" - 7
Name: Junsuina Style: Decimate Star Classification: Kyujutsu Rank: SSS-Rank (SSS-rank Energy Source Price) Class: Supplementary/Offensive Range: Mid (Arrow), AOE (Max Distance)
Description: Req. Junsuina Style: Decimate Pro. This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to draw their bow and notch an arrow before loosing it which flies outward at SSS-rank- Speeds covering 70 ft away from the user. It's true purpose is for long ranged combat, as with every 50 more feet it speeds up just a bit more and becomes more damaging up to a maximum distance of 280 ft away from the user. This technique can serve as an add on to other Kyujutsu techniques, with them retaining the speed of this technique to become faster overtime with distance. Distance Covered - Speed - Damage 25 ft - SS- - S-rank Hybrid 50 ft - SS- - SS-rank Hybrid 100 ft - SS - SS-rank Hybrid with Defense Piercing 150 ft - SS+ - SS-rank Hybrid with Defense Piercing (3 D-rank Bleed Dmg) 200 ft - SS++ - SS-rank Hybrid with Defense Piercing (4 D-rank Bleed Dmg) 250 ft - SSS- - SS-rank Hybrid with Defense Piercing (5 D-rank Bleed Dmg) 300 ft - SSS - SS-rank Hybrid with Defense Piercing (C-rank Bleed Dmg)
Name: Junsuina Style: Concentrate Star Classification: Kyujutsu Rank: SSS-Rank (C-rank Energy Source Price each P.T) Class: Supplementary Range: Contact (Arrow)
Description: Req. Junsuina Style: Concentrate Pro. This technique is one of the techniques which incorporates Junsuina Style Archery, causing the archer to focus their chakra affinity onto one of their techniques, or notched arrows in preparation for firing. This technique is essentially an add on technique, as it is capable of infusing a technique or arrow with an element to make it on par with an ambient physical/mental/chakra based technique while likewise applying a Junsuina style technique on a non energy comprised arrow in order to retain the effects or/& durability of the exact arrow charged. Rank of Technique/Arrow (P.T Required to Concentrate) - Effect of Concentration D (2) - Damage on par with Weak Elemental Phy/Chk/Men Techniques/Projectiles C (4) - Damage on par with Ambient Spt/Nat Techniques/Projectiles B (6) - Damage on par with Weak Elemental Spt/Nat Techniques/Projectiles A (8) - High Affinity Bonus Applied to Cost S (10) - Very High Affinity Bonus Applied to Cost "Z" (12) - Damage on par with Neutral Elemental Phy/Chk/Men Techniques/Projectiles "X" (14) - Damage on par Neutral Elemental Spt/Nat Techniques/Projectiles
Name: Junsuina Style: Tunnel Vision Pro Classification: Taijutsu (Dojustu) Rank: SSS-Rank Class:Supplementary Range: Self (Eyes)
Description: Req. Junsuina Style: Tunnel Vision Pro. A special dilation of the pupils of the Junsuina haiiro samurai that actively increases their vision several times that of a normal person allowing them to view targets anywhere from the normal range of vision to a boosted scale multiplier dependent on their rank however it's activation price results in straining of the eyes causing constant pain of a S-rank each turn it is kept active past a set limit, dependent on their Reaction Tiers (D = 1 Turns, SSS = 7 Turns). However as a draw-back they have tunnel vision to some effect reducing the number of targets they can keep their eyes on at once. Rank - Base Vision Scale Multiplier (Number of Targets) D - 1.75x (3 Max) C - 2.25x (6 Max) B - 3x (9 Max) A - 3.75x (12 Max) S - 4.25x (15 Max) "Z" - 6x (18 Max) "X" - 7x (21 Max)
Name: Junsuina Style: Marksman Reflexes Classification: Taijutsu Rank: SSS-Rank Class:Supplementary Range: Self
Description: Archery isn't for everyone, nor is it the easiest style to pull off, the user has to be innately perceptive a cut above the rest and with SSS-rank+ Reaction they are easily able to track targets moving at Echoing Flash speeds while without succumbing to motion blur. Those of the junsuina style are rarely caught of guard and even when they are they are able to reflexively move at SSS-rank speeds often drawing their bow and stringing an arrow in the time it takes for their other samurai counterparts to get close enough to engage them in combat if they aren't within Contact Distance.
Name: Junsuina Style: Gunshot Classification: Kyujutsu Rank: SSS-Rank (SSS-rank Energy Source Price) Class:Offensive/Supplementary Range: Contact ("Time Dilation"), Self (Arrow), Short-Mid (Distance Fired)
Description: The fastest arrow in the Junsuina style's arsenal as when an arrow is notched in preparation for this technique, to those without a Time-Slowing Dojutsu it actually seems as if everything around the user slows down, while those with that specific dojutsu are still affected by it albeit perceiving it in real time. Depending on the skill level of the user this "Time Dilation" effect is actually a localized debuff as in order to ensure the success of their arrow those too close to the user will be slowed. To those outside of this 7 ft radius of the user they are essentially unaffected and it just serves as a cool visual for this extremely fast arrow. Depending on the skill level of the user, this technique is capable of projecting an arrow at high speeds which deals SS-rank Hybrid based damage upon impact while covering up to 140 ft. This technique can be utilized as an add-on to another Junsuina technique however it halves the total distance that the arrow is capable of flying. Rank - Speed of Gunshot D - Ripping Discord C - SS++ B - SSS- A - SSS S - Echoing Flash "Z" - SSS++ "X" - Z-
Last edited by Savannah on 13th April 2017, 5:49 pm; edited 1 time in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Samurai Styles (Updated & New) 21st February 2017, 10:00 pm | |
| | |
| | | Savannah
Posts : 1835 Join date : 2011-11-08
| Subject: Re: Samurai Styles (Updated & New) 13th April 2017, 7:15 pm | |
| Kussaku-ten Kussaku-ten: This samurai style focuses on mounted combat rather than just swordsmanship. Through the use of cavalry it allows for a highly offensive style excelling at combat against unmounted or smaller foes, this coupled with their powerful Halk which are capable of flight gives this samurai style an unrivaled ability to cross large distances in the shortest amount of time. The weapon of choice of a Kussaku-ten samurai is a Scimitar (This style is Shogunate Exclusive). Tiers Granted:Samurai: Reaction & Defense (S-rank Cap) Reaper: Reaction & Defense (SS-Rank Cap) - Spoiler:
Name: Kussaku Style: Halk & Cavalry Classification: Kinjutsu Rank: D-Rank Class: Passive Range: Self (Rider & Halk)
Description: Those within the Kussaku-ten style are not simply Samurai, but identify themselves & their Halk as cavalry. This creates a bond between rider and Halk allowing them to capitalize on the Halk's distance scale for their kenjutsu techniques and opens up tier chains despite having differing tiers available to them. Furthermore it allows cavalry to designate specific techniques to put more strain on either the Rider, their Halk or even both of them allowing them to more efficiently regulate their stamina consumption as well as recoil sustained in combat. This technique is required to learn any of the Kussaku Style techniques, as well as make available the Kussaku-ten exclusive variants of the Halk's available to Shogunate Soldiers.
Name: Kussaku Style: Lightest Cavalry Classification: Taijutsu Rank: D-Rank Class:Supplementary Range: Self (Rider & Halk)
Description: What sets cavalry from infantry isn't merely having a mount but rather one's connection to it and the union of rider and mount to be as if they were one organism built for the sole purpose of slaying ones enemies. Cavalrymen come in various forms, and the lightest class of them are incapable of being knocked off their mounts by knock-back inflicting techniques utilizing strength less than D-rank++ but their faithful Halk are even more sturdy capable of shrugging off damage from D-rank chakra based techniques as long as they lack piercing or bypassing capabilities (Sam. Lvl End + Base Def Tier Chain). This makes them even more capable at combating the exact menace that this style was created to eliminate, Shinobi.
Name: Kussaku Style: Ponyback Reflexes Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self (Rider & Speed Focused Halk)
Description: Cavalry are known to be quite maneuverable especially in comparison to infantry and those of the Kussaku-ten style are no exception, as a result while mounted a Kussaku-ten samurai is capable of reflexive dodging all the while remaining seated on their Halk. This is done by a combination of positioning and guiding their Halk to shift it's body to move them out of the way of incoming techniques to fulfill a D-rank++ Reaction check (Sam. Lvl Rea + Base Spd Tier Chain). If one has a War Halk however they are capable of utilizing such evasive skills as well but only if they are running on the ground rather than flying in the sky.
Name: Kussaku Style: Ponyback Scouting Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self (Rider & Strength Focused Halk)
Description: Due to the better positioning cavalry are able to perceive things at a greater distance than their infantry counterparts, and this comes in two levels, the first being while moving and the second being while remaining still. While moving a rider is capable of utilizing D-rank Sensory techniques at a 1.5x scale multiplier however when both themselves and their Halk are standing still they are capable of utilizing their Halk's scale multiplier (2x if Halk, 2.5 if War Halk) with the same rank of sensory techniques. If one has a War Halk however they are capable of using the Halk's scale multiplier if only the rider remains still as long as the Halk is flying in the air rather than running on the ground.
Name: Kussaku Style: Concentration technique Classification: Taijustu Rank: C-rank Class:Supplementary Range: Self
Description: The Kussaku version of one of the most basic samurai techniques by which the Samurai concentrates preforming the base technique albeit with a twist by the means of this technique. Their intense concentration allows them to treat their Halk's Tier use as a level lower (Max to High, High to Standard, Standard to Low, or Low to not moving) as long as their Rider's trained Reaction. However this can be reactivated after the normal Concentration Techniques cool-down after which this technique has a 6, 12 or 24 posts in total (respectively) cool down before it is able to be used again. Each time it is reactivated however with each reactivation it ends up lengthening the cool down of this particular technique by a set amount of turns. Rank - P.T Halk Tier Use "Lowered" - Additional Cool-Down D - 1 - 5 Turns C - 2 - 4 Turns B - 3 - 3 Turns A - 4 - 2 Turns S - 5 - 1 Turn
Name: Kussaku Style: Strike of Disgrace Classification: Kenjutsu Rank: C-rank Class: Offensive Range: Contact, Short (Knock-back)
Description: The Kussaku style variant of the strike of disgrace showcases the power of this style as the rider's Halk charges while they deal a downward swing from above cutting an opponent within either 4 ft (Halk) or 5 ft (War Halk) of their charge. This swing deals C-rank defense slicing damage due to the added momentum of the cavalry and is capable of launching an opponent who blocked it flying 20 ft if they lack C-rank- Strength or below. This technique steps away from the sure-fire hit of it's predecessor to ensure a victim is left off-balance as often times cavalry can catch up to the hurtling opponent and deliver a follow-up strike which requires an air movement technique to dodge.
Name: Kussaku Style: Heel Kick Classification: Kyujutsu Rank: C-rank Class: Supplementary, Offensive Range: Self (Halk), Short-Mid (Knock-back)
Description: This is the Kussaku style variant of one of the most basic techniques available to a samurai, whereby the Halk plants his or her front legs into the ground before using it to propel themselves backwards in order to kick an opponent with the suddenly halted momentum of their gallop or dive. This inflicts knock-back depending on if the Halk was in fact galloping on the ground (20 ft) or diving from the sky (40 ft) sending an opponent hurtling away at Bullet Release speeds. This technique can be used to great effect if the rider's Halk is fast enough to catch up to an opponent as it can be utilized again with each subsequent use bloodying the struck opponent's body. No. of Times hit - Bleeding Dmg inflicted 1 - D 2 - 2 D 3 - 4 D 4 - C 5 - B
Name: Kussaku Style: Light Cavalry Classification: Taijutsu Rank: C-Rank Class:Supplementary Range: Self (Rider & Halk)
Description: What sets cavalry from infantry isn't merely having a mount but rather one's connection to it and the union of rider and mount to be as if they were one organism built for the sole purpose of slaying ones enemies. Cavalrymen come in various forms, and the lightest class of them are incapable of being knocked off their mounts by knock-back inflicting techniques utilizing strength less than C-rank++ but their faithful Halk are even more sturdy capable of shrugging off damage from C-rank chakra based techniques as long as they lack piercing or bypassing capabilities (Sam. Lvl End + Base Def Tier Chain). This makes them even more capable at combating the exact menace that this style was created to eliminate, Shinobi.
Name: Kussaku Style: Horseback Reflexes Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self (Rider & Speed Focused Halk)
Description: Cavalry are known to be quite maneuverable especially in comparison to infantry and those of the Kussaku-ten style are no exception, as a result while mounted a Kussaku-ten samurai is capable of reflexive dodging all the while remaining seated on their Halk. This is done by a combination of positioning and guiding their Halk to shift it's body to move them out of the way of incoming techniques to fulfill a C-rank++ Reaction check (Sam. Lvl Rea + Base Spd Tier Chain). If one has a War Halk however they are capable of utilizing such evasive skills as well but only if they are running on the ground rather than flying in the sky.
Name: Kussaku Style: Horseback Scouting Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self (Rider & Strength Focused Halk)
Description: Due to the better positioning cavalry are able to perceive things at a greater distance than their infantry counterparts, and this comes in two levels, the first being while moving and the second being while remaining still. While moving a rider is capable of utilizing C-rank Sensory techniques at a 1.5x scale multiplier however when both themselves and their Halk are standing still they are capable of utilizing their Halk's scale multiplier (2x if Halk, 2.5 if War Halk) with the same rank of sensory techniques. If one has a War Halk however they are capable of using the Halk's scale multiplier if only the rider remains still as long as the Halk is flying in the air rather than running on the ground.
Name: Kussaku Style: Standard Cavalry Classification: Taijutsu Rank: B-Rank Class:Supplementary Range: Self (Rider & Halk)
Description: What sets cavalry from infantry isn't merely having a mount but rather one's connection to it and the union of rider and mount to be as if they were one organism built for the sole purpose of slaying ones enemies. Cavalrymen come in various forms, and the lightest class of them are incapable of being knocked off their mounts by knock-back inflicting techniques utilizing strength less than B-rank++ but their faithful Halk are even more sturdy capable of shrugging off damage from B-rank chakra based techniques as long as they lack piercing or bypassing capabilities (Sam. Lvl End + Base Def Tier Chain). This makes them even more capable at combating the exact menace that this style was created to eliminate, Shinobi.
Name: Kussaku Style: Eagleback Reflexes Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self (Rider & Speed Focused Halk)
Description: Cavalry are known to be quite maneuverable especially in comparison to infantry and those of the Kussaku-ten style are no exception, as a result while mounted a Kussaku-ten samurai is capable of reflexive dodging all the while remaining seated on their Halk. This is done by a combination of positioning and guiding their Halk to shift it's body to move them out of the way of incoming techniques to fulfill a B-rank++ Reaction check (Sam. Lvl Rea + Base Spd Tier Chain). If one has a War Halk however they are capable of utilizing such evasive skills as well but only if they are running on the ground rather than flying in the sky.
Name: Kussaku Style: Eagleback Scouting Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self (Rider & Strength Focused Halk)
Description: Due to the better positioning cavalry are able to perceive things at a greater distance than their infantry counterparts, and this comes in two levels, the first being while moving and the second being while remaining still. While moving a rider is capable of utilizing B-rank Sensory techniques at a 1.5x scale multiplier however when both themselves and their Halk are standing still they are capable of utilizing their Halk's scale multiplier (2x if Halk, 2.5 if War Halk) with the same rank of sensory techniques. If one has a War Halk however they are capable of using the Halk's scale multiplier if only the rider remains still as long as the Halk is flying in the air rather than running on the ground.
Name: Kussaku Style: Elite Cavalry Classification: Taijutsu Rank: A-Rank Class:Supplementary Range: Self (Rider & Halk)
Description: What sets cavalry from infantry isn't merely having a mount but rather one's connection to it and the union of rider and mount to be as if they were one organism built for the sole purpose of slaying ones enemies. Cavalrymen come in various forms, and the lightest class of them are incapable of being knocked off their mounts by knock-back inflicting techniques utilizing strength less than A-rank++ but their faithful Halk are even more sturdy capable of shrugging off damage from A-rank chakra based techniques as long as they lack piercing or bypassing capabilities (Sam. Lvl End + Base Def Tier Chain). This makes them even more capable at combating the exact menace that this style was created to eliminate, Shinobi.
Name: Kussaku Style: Hippogriffback Reflexes Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self (Rider & Speed Focused Halk)
Description: Cavalry are known to be quite maneuverable especially in comparison to infantry and those of the Kussaku-ten style are no exception, as a result while mounted a Kussaku-ten samurai is capable of reflexive dodging all the while remaining seated on their Halk. This is done by a combination of positioning and guiding their Halk to shift it's body to move them out of the way of incoming techniques to fulfill an A-rank++ Reaction check (Sam. Lvl Rea + Base Spd Tier Chain). If one has a War Halk however they are capable of utilizing such evasive skills as well but only if they are running on the ground rather than flying in the sky.
Name: Kussaku Style: Hippogriffback Scouting Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self (Rider & Strength Focused Halk)
Description: Due to the better positioning cavalry are able to perceive things at a greater distance than their infantry counterparts, and this comes in two levels, the first being while moving and the second being while remaining still. While moving a rider is capable of utilizing A-rank Sensory techniques at a 1.5x scale multiplier however when both themselves and their Halk are standing still they are capable of utilizing their Halk's scale multiplier (2x if Halk, 2.5 if War Halk) with the same rank of sensory techniques. If one has a War Halk however they are capable of using the Halk's scale multiplier if only the rider remains still as long as the Halk is flying in the air rather than running on the ground.
Name: Kussaku Style: Heavy Cavalry Classification: Taijutsu Rank: S-Rank Class:Supplementary Range: Self (Rider & Halk)
Description: What sets cavalry from infantry isn't merely having a mount but rather one's connection to it and the union of rider and mount to be as if they were one organism built for the sole purpose of slaying ones enemies. Cavalrymen come in various forms, and the lightest class of them are incapable of being knocked off their mounts by knock-back inflicting techniques utilizing strength less than S-rank++ but their faithful Halk are even more sturdy capable of shrugging off damage from S-rank chakra based techniques as long as they lack piercing or bypassing capabilities (Sam. Lvl End + Base Def Tier Chain). This makes them even more capable at combating the exact menace that this style was created to eliminate, Shinobi.
Name: Kussaku Style: Wyvernback Reflexes Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self (Rider & Speed Focused Halk)
Description: Cavalry are known to be quite maneuverable especially in comparison to infantry and those of the Kussaku-ten style are no exception, as a result while mounted a Kussaku-ten samurai is capable of reflexive dodging all the while remaining seated on their Halk. This is done by a combination of positioning and guiding their Halk to shift it's body to move them out of the way of incoming techniques to fulfill an S-rank++ Reaction check (Sam. Lvl Rea + Base Spd Tier Chain). If one has a War Halk however they are capable of utilizing such evasive skills as well but only if they are running on the ground rather than flying in the sky.
Name: Kussaku Style: Wyvernback Scouting Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self (Rider & Strength Focused Halk)
Description: Due to the better positioning cavalry are able to perceive things at a greater distance than their infantry counterparts, and this comes in two levels, the first being while moving and the second being while remaining still. While moving a rider is capable of utilizing S-rank Sensory techniques at a 1.5x scale multiplier however when both themselves and their Halk are standing still they are capable of utilizing their Halk's scale multiplier (2x if Halk, 2.5 if War Halk) with the same rank of sensory techniques. If one has a War Halk however they are capable of using the Halk's scale multiplier if only the rider remains still as long as the Halk is flying in the air rather than running on the ground.
Reaper Junsuina- Spoiler:
Name: Kussaku Style: Heavy Cavalry Classification: Taijutsu Rank: SS-Rank Class:Supplementary Range: Self (Rider & Halk)
Description: What sets cavalry from infantry isn't merely having a mount but rather one's connection to it and the union of rider and mount to be as if they were one organism built for the sole purpose of slaying ones enemies. Cavalrymen come in various forms, and the lightest class of them are incapable of being knocked off their mounts by knock-back inflicting techniques utilizing strength less than SS-rank++ but their faithful Halk are even more sturdy capable of shrugging off damage from SS-rank chakra based techniques as long as they lack piercing or bypassing capabilities (Sam. Lvl End + Base Def Tier Chain). This makes them even more capable at combating the exact menace that this style was created to eliminate, Shinobi.
Name: Kussaku Style: Dragonback Reflexes Classification: Taijutsu Rank: SS-Rank Class: Supplementary Range: Self (Rider & Speed Focused Halk)
Description: Cavalry are known to be quite maneuverable especially in comparison to infantry and those of the Kussaku-ten style are no exception, as a result while mounted a Kussaku-ten samurai is capable of reflexive dodging all the while remaining seated on their Halk. This is done by a combination of positioning and guiding their Halk to shift it's body to move them out of the way of incoming techniques to fulfill an SS-rank++ Reaction check (Sam. Lvl Rea + Base Spd Tier Chain). If one has a War Halk however they are capable of utilizing such evasive skills as well but only if they are running on the ground rather than flying in the sky.
Name: Kussaku Style: Dragonback Scouting Classification: Taijutsu Rank: SS-Rank Class: Supplementary Range: Self (Rider & Strength Focused Halk)
Description: Due to the better positioning cavalry are able to perceive things at a greater distance than their infantry counterparts, and this comes in two levels, the first being while moving and the second being while remaining still. While moving a rider is capable of utilizing SS-rank Sensory techniques at a 1.5x scale multiplier however when both themselves and their Halk are standing still they are capable of utilizing their Halk's scale multiplier (2x if Halk, 2.5 if War Halk) with the same rank of sensory techniques. If one has a War Halk however they are capable of using the Halk's scale multiplier if only the rider remains still as long as the Halk is flying in the air rather than running on the ground
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Samurai Styles (Updated & New) 14th April 2017, 2:48 pm | |
| Approved, I'll add it to the main list | |
| | | Savannah
Posts : 1835 Join date : 2011-11-08
| Subject: Re: Samurai Styles (Updated & New) 15th April 2017, 11:30 am | |
| - Samurai Kussaku-ten:
Name: Kussaku Style: Trample Classification: Taijutsu Rank: C-Rank Class: Offensive Range: Self (Halk), Contact (Knock-back)
Description: The Halk during their movement places extra emphasis on trampling an opponent under their feet, knocking down an opponent who lacks C-rank Strength + the combined Weight Limit (WL) of both Halk & Rider (Str or knock-back inflicting technique Equivalent). Upon being knocked down they are promptly trampled underfoot dealing multiple counts of C-rank physical damage depending on their size while planting them 2 ft in the ground which depending on the speed they were moving or the strength that they used to trample could bury opponents further requiring an underground movement techniques or enough strength to dig themselves out of the ground during their post. Spd/Str Tier of Halk - Additional Distance Buried (Str Req. to Free Self) - Size of Target (Damage Count) D - 1 ft - Tiny (N/A) C - 2 ft - Small (1 C) B - 3 ft - Humanoid (2 C) A - 4 ft - Medium (3 C) S - 5 ft - Large (4 C)
Name: Kussaku Style: Ride-by Strike Classification: Kenjutsu Rank: C-Rank Class: Offensive Range: Short
Description: The Kussaku-ten style samurai utilizes this technique while passing an opponent whether by trusting their Halk to gallop past them or swoop back into the air after a dive and throws a strike outward with no regard to their vulnerability to a counter-attack. This strike is meant for capitalizing on an opening to deliver a solid blow to an opponent and thus it deals C-rank damage, however does not slice through defenses or anything of the sort rather it inflicts additional stamina loss due to injury if it targets portion of the body which has already been dealt damage. This results in a victim succumbing from the tiredness that sustaining injury burdens the body with much quicker softening them up for a finishing blow. However due to not paying mind to their defense this technique relies solely on the Halk to deliver their rider out of harms way as during the strike this cavalryman's Reaction Tier is treated as 1-rank lower. Rank - Injury Dependent Stamina Loss Multiplier D - 1x C - 1.5x B - 2x A - 2.5x S - 3x
Name: Kussaku Style: Sword & Teeth Classification: Taijutsu/Kenjutsu Rank: C-Rank Class: Offensive Range: Contact (Bite), Short (Slash)
Description: The Cavalry strikes as one with the Halk reaching out to bite an opponent to ensnare them in a grab of sorts due to being capable of intercepting movement of Bullet Release within 4 ft, C-rank+ within 2 ft & B-rank- within a ft of the Halk. While the opponent is restrained within the Halk's beak the rider delivers a stab dealing C-rank defense piercing physical damage. If a victim is unable to break out of this technique with a C-rank or higher Grab escape technique or in the case of a strength focused Halk that in addition to strength tier's equal to the Halk the rider make proceed to deliver multiple stab wounds to their bound opponent. Turns Held - No. of Stabs on Kussaku-ten Samurai's Post 2 - 1 4 - 2 6 - 3 8 - 4 10 - 5
Name: Kussaku Style: Rear Up Classification: Kinjutsu Rank: C-Rank (C-rank Recoil to Rider) Class: Defensive/Supplementary Range: Self (Halk & Rider)
Description: This is a maneuver which places strain on the rider due to the Halk suddenly rearing back onto it's back legs or forward onto it's front legs in order to dodge an incoming attack moving at Bullet Release speeds which requires a Reaction check. This prevents the Halk from suddenly being injured if it lacks the ability to dodge an attack which can turn this simple skill into a potent form of dodging those who lack the reach to cut the Halk's other legs due to it's size. The benefit lies in the additional weight the rider can put behind a follow-up strike if they choose to take an additional count of recoil allowing them to simulate C-rank strength of varying levels depending on their rank. This is due to the Halk eventually falling back downward which allows the rider to follow through factoring their Halk's weight (WL) into account Rank - Str Simulated upon Halk's descent D - C- C - C B - C+ A - C++ S - B-
Name: Kussaku Style: Charge Classification: Taijutsu Rank: B-Rank Class: Supplementary/Defensive Range: Self (Halk), Short (Knock-back), Mid (Charge Distance)
Description: This technique involves the cavalry to charge at their opponent with the rider spurring their Halk to action whether by galloping towards their opponent or diving down from above to reach either 60 (Halk) or 75 ft (War Halk). This technique is useful due to being able to split incoming B-rank and below chakra based techniques away from the cavalry during the charge in regards to the Halk with the rider being shielded thanks to this effect however the Halk is incapable of changing direction until after the charge is completed. It can even block a single B-rank chakra based technique with piercing however it results in ending the Charge prematurely. However it likewise benefits the rider as their Kenjutsu strike during a charge is boosted requiring those who block this technique to possess Strength Tiers equal to the rider's swing speed + the Halk & Rider's combined Weight Limit (Str or knock-back inflicting technique Equivalent), if an opponent lacks enough strength they are knocked prone and skid along the ground causing them to require either an underground movement technique or a balancing technique above B-rank to avoid the next follow up. Rank - Knock-Back inflicted (in ft) D - 5 C - 10 B - 15 A - 20 S - 25
Name: Kussaku Style: Trick Riding Classification: Kenjutsu Rank: B-Rank Class: Supplementary Range: Self (Rider & Halk)
Description: This technique is preformed when a rider shifts their position in order to allow them to lean off the side of their Halk, or even stand up while using their feet to keep their hold so that they do not fall off. Use of this technique in the leaning or standing position lowers their ability to resist being knocked off of their Halk by 1 or 2 Tier levels respectively. However this technique is useful as they are now able to extend the reach of their Kenjutsu techniques using their height giving them additional reach by which they can use to strike an unprepared target. When utilizing height it is a direct addition to the reach of any contact or short distance kenjutsu techniques.
Name: Kussaku Style: Hone Cavalry Classification: Taijutsu/Kenjutsu Rank: B-Rank Class: Defensive Range: Self (Halk & Rider)
Description: This technique is a specialty of those who practice the Kussaku-ten samurai style which essentially factors in their combined weight (WL) in regards to knock-back calculation. This is due to both the rider in addition to their Halk being capable of carrying items, being armored and things of that nature and as a result it makes them heavier and thus harder to knock-back when struck by opponents. Depending on the cavalry's WL it serves as an innate strength tier bypass if their WL requires a certain amount of strength to lift. When utilizing this with actual strength tiers however then an opponent capable of knocking them back must match it as it stacks similar to a combination jutsu making cavalry all the more difficult to knock off their feet in comparison to infantry.
Name: Kussaku Style: Giddy-up! Classification: Kinjutsu Rank: B-Rank (Variable Pain to Rider) Class: Supplementary/Defensive Range: Self (Rider)
Description: This is a maneuver which places strain on the rider due to adjusting their position while riding causing the constant movement of their Halk to actually cause them pain. While this seems pointless it is quite useful when dealing with an opponent who utilizes genjutsu or some other effect that is broken through pain as through the simple act of riding they can fulfill the pain requirement to free themselves without truly causing them more irreparable harm. This can be fixed by simple adjusting the position back to normal being useful when needed and not constantly active long enough to become detrimental to riding. P.T Riding Halk - Pain Accumulated 1 - D 2 - C 3 - B 4 - A 5 - S
Name: Kussaku Style: Reckless Charge Classification: Taijutsu Rank: A-Rank Class: Offensive/Supplementary Range: Self (Halk), Mid (Charge Distance), Long (Scale Multiplier)
Description: Req. Charge to be learned. This can be taken as a divergent technique from Charge in which rather than have their Halk charge with concern to them, no protection is offered to the rider allowing a full charge with reckless abandon. This causes the Halk to charge without pause for 80 ft (Halk) or 100 ft (War Halk) before stopping What this does do however is benefit the kenjutsu strikes done during or after this technique based on the distance that was covered prior to striking an opponent giving any potential strike a damage multiplier on hit. This of course resets upon striking an opponent or missing as the built up momentum from the reckless charge is used up after the strike is dealt. Distance R. Charged - Damage Scale Modifier Less than 80 ft - 1x 80 ft to 159 ft - 2x 160 ft - 320 ft - 3x
Name: Kussaku Style: Savage Blow Classification: Kenjutsu Rank: A-Rank Class: Offensive Range: Contact (Slash), Short (Knock-back) Mid (Charge Distance)
Description: Req. Charge or Reckless Charge currently active. This technique is one of the finishers of the Kussaku-ten style due to incorporating the the most powerful aspect of this samurai style namely it's charge. The rider leans back during the charge and then upon wishing to strike the opponent delivers a powerful two-handed slash dealing A-rank physical damage which is capable of slicing through bone if the victim lacks A-rank Defense Tiers. While it is more gruesome if a victim is cut fully through it is still a dangerous technique to those with defenses as the impact causing internal bleeding if it hits flesh or merely knock-back if it hits a weapon or armor. Target - Bleed Dmg Inflicted - If Blocked with Flesh/Object (Internal Bleed Dmg or Knock-Back) Hand/Foot - 3 D - 1 D or 5 ft Forearm/Calf - C - 2 D or 10 ft Arm/Leg - B - 4 D or 15 ft Lower Torso - A - C or 20 ft Upper Torso - S - B or 25 ft
Name: Kussaku Style: Blowback Cut Classification: Taijutsu/Kenjutsu Rank: A-Rank (A-rank Wind Materia Price each P.T active) Class: Supplementary/Offensive Range: Short (Wind from Halk's Wings)
Description: This technique relies on co-ordination between the members of the cavalry in which case the Halk spreads out their wings and beats them furiously in order to create a gale moving forward at Vacuum Release speeds to stretch over either a 40 ft (Halk) or 50 ft (War Halk) radius in front of them. While this doesn't deal any damage it is capable of reducing incoming objects speed by a set amount depending on their size, allowing their rider to deal with them while they are still slowed. Typically this is done with a kenjutsu technique due to an opponent being unable to dodge as efficiently as before or incoming projectiles unless backed by strength being slower and thus less dangerous to parry or avoid. Size of Object (Speed Debuff) Medium (M) - N/A Medium (S) if War Halk Only - 1 Humanoid - 2 Small - 3 Tiny - 4
Name: Kussaku Style: Spur Travel Classification: Kinjutsu Rank: A-Rank (A-rank Recoil to Halk) Class: Supplementary Range: Self (Rider & Halk), Varies (Spurred Travel Distance)
Description: This specific maneuver puts strain on the Halk as the rider jabs into their sides in order to increase their velocity, depending on the rider's skill this can effectively increase the distance a Halk is capable of covering in a single bound. This can be used to quickly close distances if need be, used to aid in dodging burst damage or area effect techniques or simply to put additional force behind the Reckless Charge technique. Rank - Spur Movement Bonus (Distance covered in 1 P.T) D - Base for Medium Creatures (Short-Mid in 1 P.T) C - 1 Level Higher (Mid in 1 P.T) B - 2 Levels Higher (Mid-Long in 1 P.T) A - 3 Levels Higher (Long in 1 P.T) S - 4 Levels Higher (Long-AOE in 1 P.T)
Name: Kussaku Style: Mount-Up Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self (Rider & Halk)
Description: This is a specific technique geared at allowing a rider to quickly remount their Halk in the event that they are knocked off, which occurs at Blinding Light Speeds. While it seems like a simple technique and not really useful it is crucial for the samurai of the Kussaku-ten style as otherwise it would be difficult to do so in the heat of combat making them more reliant on their Halk to retrieve them if they've been knocked off of them. However despite the utility of this technique it has a cool-down dependent on the skill of the rider as it isn't something that they can do repeatedly without end which is why a skilled rider will never part with their Halk. Rank - Cool-down After using Mount-Up D - C - B - A - S -
Name: Kussaku Style: Stampede Classification: Taijutsu Rank: S-Rank Class: Supplementary/Defensive Range: Self (Halk), Contact (Knock-back), Short (Charge Distance)
Description: Req. Charge to be learned. This technique involves the cavalry to charge at their opponent with the rider spurring their Halk to action whether by galloping towards their opponent or diving down from above to reach either 50 (Halk) or 63 feet (War Halk). This technique is useful due to being able to split incoming S-rank and below chakra based techniques away from the cavalry during the charge in regards to the Halk with the rider being shielded thanks to this effect however the Halk is incapable of changing direction until after the stampede is completed. Unlike Charge however is geared more towards defends as Stampede can plow through even S-rank techniques with piercing with it only resulting in a distance reduction from the stampede depending on the cavalry's skill level. Opponents who are unfortunate enough to be in the path of the Stampede are promptly knocked prone if they lack S-rank Strength Tiers + the combined WL of Rider & Halk (Str or knock-back inflicting technique Equivalent) and buried underground a set amount of feet depending on their size. Rank (Stampede Distance Reduction) - Size of Target (Knock-Back inflicted by Halk/War Halk) D (5 ft) - Medium M (2 ft, 3 ft) C (10 ft) - Medium S (4 ft, 5 ft) B (15 ft) - Humanoid (6 ft, 8 ft) A (20 ft) - Small (8 ft, 10 ft) S (25 ft) - Tiny (10 ft, 13 ft)
Name: Kussaku Style: Darting Blow Classification: Taijutsu/Kenjutsu Rank: S-Rank Class: Supplementary Range: Contact
Description: Req. Charge or Reckless Charge Currently Active. This Kussaku-ten technique varies on how it is used based on whether it is done during a gallop or during a dive, this is because the former is for striking airborne targets while the latter is for striking grounded targets. Either way it results in the rider's strike gaining in speed depending on the distance between them and their target prior to swinging their scimitar. If within 10 ft the speed of their kenjutsu is kept constant, if within 5 ft then it becomes 1 Tier Level Higher for that specific strike, if within 1 ft then it becomes 2 Tier Levels Higher for that specific strike. However these only apply to airborne targets or grounded targets during the specific action the Halk undertakes.
Name: Kussaku Style: Tireless Plod Classification: Kinjutsu Rank: S-Rank (A-rank Blood Price from Halk) Class: Supplementary Range: Self (Halk & Rider), AOE (Travel Distance)
Description: This is a technique built specifically for travelling, as in exchange for not resting even a little bit the cavalry is capable of crossing large distances without needing to fulfill the post count or word count required for a travel topic. This is immensely useful in regards to troop movement and was created in preparation for a potential large scale battle by the originator of the style however it has immediate utility for any member of this style. It is more effective the more skilled the cavalry is as they are more experience and can extert themselves for longer than a less skilled one can. Rank - Travel Topic Req. Bypassed For D - Different Place, Same Location C - Different Location, Same Area B - Different Area, Same Land A - Different Land, Same Faction S - Different Land, Adjacent Faction "Z" - Different Land, Same Continent "X" - Land to Sea/Sea to Land Travel
Reaper Kussaku- Spoiler:
Name: Kussaku Style: A Reaper's Steed Classification: Kinjutsu Rank: S Class: Passive Range: Self (Halk)
Description: After the rider's awakening it would suffice to say that they weren't the only one affected by it, as their Halk will be subject to an awakening of their own as well, regardless of the path chosen (Enlightened or Giant) they no longer touch the ground just like a Reaper, instead galloping on air and no longer requiring the constant beat of their wings to sustain their flight. Depending on the Halk's choice it offers a couple of benefits for this style: Enlightened: This has two different versions the first grants all aspects of Enlightened apart from the bonus element in exchange for allowing for Pure-Bred Halk capable of possessing the poison gland of another breed without the drawbacks of being mixed breed. While the latter is grants all aspects of Enlightened however any foals sired by the Halk after it's awakening are not only War Halk (allowing future children to gain access to them) but likewise can inherit one of their parents elements gained from being Enlightened. Giant: This has two different versions, the first is a lesser size increase which is dependent on the rank of their rider when they awakened to determine the size at which the Halk grows by (B = 1 Size Level, A = 2 Size Levels, S = 3 Size Levels, "Z" = 4 Size Levels & "X" = 5 Size Levels) or being able to enter a battle form which unlocks the Unruly Steed line of techniques in which the Halk remains the same however can shift sizes into it's giant form at will. The differences are that the first has their scale modifier benefits applied at all times while the latter is only active while using Unruly Steed it is up to the Halk to determine which would suit their rider better.
Name: Kussaku Style: Unruly Steed Classification: Fighting Style Rank: S Class: Supplementary/Offensive/Defensive Range: Self (Halk)
Description: Req. Giant Awakening Choice 2 of a Reaper's Steed. This is a unique fighting style only capable by those Halk who chose to keep their original size in exchange for being able shift into or out of their post Giant size (Large S for Halk or Large M for War Halk) at will. This frays the Steed's sanity however due to not being in that form at all times it confers to them additional abilities besides simply being able to shift their form at will. The speed of their shifting is based on their Reaction Tiers are they are incapable of using a shift to dodge a technique faster than that, nor are they capable of using a shift to initiate an attack exceeding their reaction tiers (Typically Above Tier++). The benefits are primarily based on their rider's skill level which also affects how much sanity it takes for them to remain in their Unruly Steed form before going completely insane and thus reverting back to their wild nature. Rank (Sanity Limit Depletion each P.T) - Bonuses while in Unruly Steed D (7) - N/A C (6) - 1 Tier Level to End B (5) - 1 Tier Level to End & Str/Spd (Depends on Halk Focus) A (4) - 1 Tier Level to End, Str & Spd S (3) - 2 Tier Levels to End, +1 to Str/Spd "Z" (2) - 2 Tier Levels to End, +1 or +2 to either Str/Spd (The other gets the other + value) "X" (1) -2 Tier Levels to End, +2 to Str & Spd
Name: Kussaku Style: Trailblaze Classification: Taijutsu Rank: SS-Rank Class: Supplementary Range: Contact (Trail behind Halk)
Description: This is a special technique in which a Halk leaves a trail of materia while moving, this comes in two varieties the first being the poison stored in their poison glands, while the second is only available to Enlightened Halk who chose Option 2 which allows them to leave a trail of materia depending on the element they gained. This stretches out either 12 (Halk) or 15 (War Halk) ft behind them and invokes an increased stamina price dependent on the skill of the rider on the Halk in order to keep it active. The produced materia can be gathered whether for equipment or even harnessed for techniques making for a powerful asset to the combat of Kussaku-ten. Rank - Running Speed/Flight Speed (Materia Produced Each P.T) D - D+ (D) C - C+ (2 D) B - B+ (3 D) A - A+ (4 D) S - S+ (5 D) "Z" - SS+ (C) "X" - N/A (B)
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| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Samurai Styles (Updated & New) 17th April 2017, 1:08 pm | |
| Sword and Teeth: Since you said the Halk can intercept Bullet Release speeds within 4ft of themselves, they should then be able to intercept C-Rank++ Speeds within 2ft, due to Bullet Release being C-Rank+
Mount Up: This has nothing put down for the cool-down periods. I would say have it start at 5 Turns for D-Rank, ending at 1 Turn for S-Rank.
Stampede: I feel as though the less skilled one is, the more the charge should be reduced after impacting a technique with piercing. So I would suggest starting at 25ft for D-Rank and ending at 25ft for S-Rank, but you don't really have to make the change. Just my personal opinion.
Everything else is approved. | |
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