| | Dataslate [Seiko's Techs] | |
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Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Dataslate [Seiko's Techs] 3rd August 2018, 11:35 am | |
| - Earth Release:
Name: Earth Release: Double Suicide Decapitation Classification: Ninjutsu Rank: C-Rank Class: Supplementary/Offensive Range: AoE(Movement), Contact(Grab)
Description: A simple, if dangerous, technique that involves the shinobi using chakra flow to disappear into the ground, akin to Underground Projection Fish. However, this technique is slower, moving only at C-Rank- speeds but harder to detect, requiring X-Ray vision or a B-Rank or higher vibration sensory tech to notice the user when they are underground. They are then able to surprise an opponent by grabbing them from underneath and pulling them into the softened ground, the reaction tier required to negate this is dependent on the user's speed and they are pulled into the ground up to their head, locking their body in place. This means they are unable to perform hand-seals and require at least B-Rank strength to break free of the ground or a form of underground movement themselves.
Speed Tier - Reaction Required to Avoid D - D++ C - C++ B - B++ A - A++ S - S++
Name: Earth Release: Golemic Suicide Decapitation Classification: Ninjutsu Rank: B-Rank Class: Supplementary/Offensive Range: AoE(Movement), Contact(Grab)
Description: A Technique commonly used by Seiko, she infuses her Golems or Lobos with Earth Release chakra, enabling them to slip under the ground and move around in a manner similar to the Underground Projection Fish technique, however this is slower. Those under the ground only move at B-Rank- Speeds but require X-Ray Vision or an A-Rank or higher vibration sensory technique to notice. The Golems/Lobos are then able to leap out of the ground and grab an opponent and drag them in, fully submerging them under the ground. The speed of the Golem or Lobo determines the reaction tier required to avoid this grab. If grabbed and pulled in, the opponent is unable to perform hand-seals due to being locked in place and are trapped in pitch-black, unable to see unless they have a way to generate light or see in darkness. They require an Underground Movement technique or A-Rank strength to break free. The number of Golems/Lobos that Seiko can perform this on with one price is dependent on her rank.
Rank/Speed - Reaction Required - No. Activated On D/D - C - 1 C/C - B - 2 B/B - A - 3 A/A - S - 4 S/S - SS - 5
Name: Earth Release: Prison Chamber Classification: Ninjutsu Rank: C-Rank Class: Supplementary/Offensive Range: Mid
Description: After performing the necessary hand-seals, the user sends their chakra into the earth, causing it to erupt upwards into a set of four triangular spikes. These do not aim at the opponent but instead around them, forming a pyramidal box around them to lock them in place. This rock is specifically hardened towards the inside to keep someone trapped, resulting in damage up to B-Rank without piercing to be ineffective from inside, while C-Rank from the outside will shatter the Chamber. In the chamber there is no light due to the earth being opaque, potentially leading to even more problems. The speed of the construction is based on the user's rank, although chakra can be spent to simulate having a rank equal to that.
Rank - Speed of Construction D - D+ C - C+ B - B+ A - A+ S - S+
Name: Earth Release: Underground Projection Golem Technique Classification: Nintaijutsu Rank: C-Rank Class: Supplementary Range: Self/Contact
Description: Requires Underground Projection Fish Technique. A modification on the basic technique, this one instead changes the basic function and adds a new one. Rather than using speed to move through the earth, it instead utilises the user's Strength to drag them through the ground. This is slightly less graceful but to most that really doesn't matter. It possesses the same hiding capabilities as Underground Projection Fish and the same reaction tier requirements when it comes to physical techniques. However, Seiko has further improved on this by being able to impart her chakra onto her Golems or Lobos to grant them the ability to use this technique, the number she can perform it on is dependent on her rank.
Rank - Number of Targets D - 1 C - 2 B - 3 A - 4 S - 5
Name: Earth Release: Stone Clapping Hands Classification: Ninjutsu Rank: A-Rank Class: Offensive Range: Short
Description: This technique requires that the opponent already be trapped in an Earth construct or underground. Once done, the user performs hand-seals and channels their chakra into the construct or earth causing it to begin crushing the opponent between walls of hardened stone. This naturally enhances durability of the earth to A-Rank levels, without piercing or being strong against Earth Release, making them difficult to break. They will then begin crushing the opponent, dealing damage every PT that they are stuck within the walls. If the victim does not possess D-Rank Endurance or Defense and fail to break the walls when they first form, they are crushed instantly and die. Those with it or greater will start to experience damage that increases after set levels.
PT Crushing - Damage Dealt each PT 1-5 - C-Rank 6-10 - B-Rank 11-15 - A-Rank 16-20 - S-Rank 21+ - S-Rank defense bypassing
Name: Earth Release: Bone Shattering Shackles Classification: Ninjutsu Rank: B-Rank Class: Offensive Range: AoE
Description: After performing the necessary hand-seals, the user unleashes their chakra into the ground, causing it to launch upwards in a series of massive stone chains. These chains target limbs and wrap around them, usually from the elbow or knee downwards and then start pulling and constricting. This causes them to deal damage to that limb each PT and once the damage stacks up to S-Rank, unless the victim has S-Rank defense tiers, the bone shatters and the limb is rendered useless. If the victim has no defense or endurance tiers, once it reaches S-Rank damage, the limb is instead ripped off by the force of the chains, causing them to lose a B-Rank of blood each PT until the gaping would is closed over. These Chains move at B-Rank Speeds and require either A-Rank strength or a C-Rank technique from outside to shatter them and release the limb. The number of chains that can be unleashed at once is dependent on the user's rank and they can either all target the same person or be spread out.
PT Trapped - Damage Dealt each PT 1-5 - D-Rank 6-10 - 3 D-Ranks 11-15 - C-Rank 16-20 - B-Rank 21+ - A-Rank
Rank - Number of Chains D - 1 C - 3 B - 5 A - 7 S - 9
- Lightning Release:
Name: Lightning Release: Electrokinetic Burst Classification: Ninjutsu Rank: D-Rank Class: Supplementary Range: Contact
Description: A simple technique that is used in conjunction with Golems or Lobos to enhance their basic capabilities. This technique involves taking Lightning Release and spreading it through the robot's body, causing it to gain additional energy to draw from. Once this is done, and the number of constructions it can be performed on at once is dependent on the user's rank, they gain an additional tier level to all of their physical capabilities(tiers), potentially changing the tide of a battle.
Rank - Number of Targets D - 2 C - 4 B - 6 A - 8 S - 10
Name: Lightning Release: Blinding Burst Classification: Ninjutsu Rank: C-Rank Class: Offensive Range: AoE
Description: Channeling chakra into the hand, the user holds out and unleashes a massive burst of lightning straight down. This lightning however deals no damage, instead it is used to generate a massive amount of light on both the physical and chakra planes of existence. Due to this, anyone without B-Rank or higher reaction is immediately blinded for a number of PT based on the user's rank. In addition, if one possesses a dojutsu capable of electrolocation or chakra sight, they require A-Rank reaction to avoid it instead of B-Rank but the blind duration stays the same.
Rank - Blind Duration(PT) D - 4 C - 6 B - 8 A - 10 S - 12
- Ninjutsu:
Name: Golem Replacement Technique Classification: Ninjutsu Rank: C-Rank Class: Defensive Range: Varies
Description: An alteration on the normal Body Replacement Technique that functions to target a specific type of replacement object. This technique is utilised in order to swap with a user's Sentinel, Golem or Lobo at a moment's notice, moving them out of danger and instead placing the Golem in their stead. This might seem counter-productive at first but it enables greater combat versatility due to being able to move Golems into ideal positions to land attacks they would otherwise be unable to. This counts as a Get Out of Jail Free and thus can only be used once per topic.
- Golems:
Name: Rikigaku Style: Golemic Alteration (Signature) Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Varies
Description: Seiko spent most of her younger life studying Golems; specifically how they were crafted and then utilised and she realised quickly that many of her Rikigaku clan mates used them only as manual labour, they didn't use them to their full extent. As mechanical humanoids, they were not hindered by many of the issues that came to actual humanoids. Taking this into account she learned to alter and modify her golems on the fly, changing them from humanoid shapes into other things, be they variant builds that altered the physical capabilities to even turning them into weaponry for her, or allies, to wield. As she rises in ranks, the number of altered Golems she can have at once increases.
Rank - Number of Altered Golems D - 3 C - 6 B - 9 A - 12 S - 15
Name: Golemic Alteration: Return Classification: Taijutsu/Fuinjutsu Rank: D-Rank Class: Supplementary Range: AoE
Description: A simple technique that Seiko uses to free more space to alter other Golems. When utilised, this technique simply returns an altered Golem to its original form, enabling it to act like a Golem again and not suffering any of the penalties or benefits of its altered form. Golems that undergo this technique are changed back at speeds two ranks higher than Seiko's rank, capping at SSS-Rank speed when she is S-Rank.
Name: Golemic Alteration: Repair Protocol Classification: Taijutsu/Fuinjutsu Rank: D-Rank(Requires a damaged golem and a broken golem) Class: Supplementary Range: AoE
Description: Sometimes it is better to save one golem than have two broken ones that need repaired later. With this technique, Seiko sacrifices a broken golem in order to have another brutally salvage it for parts and attach them to its own body, repairing it. When this technique is done, the broken golem is entirely unrecoverable, even the Core is destroyed, however the other golem is entirely repaired and returns to full combat capabilities.
Name: Golemic Alteration: Gauntlet Classification: Taijutsu/Fuinjutsu Rank: C-Rank(Requires One Golem per arm) Class: Supplementary Range: Self
Description: With a thought and a touch, Seiko alters one of her Golems and turns it into a massive armoured gauntlet that encases her arm. Once done, this grants that arm the physical tiers of the Golem that she encased it in. If it is an elemental golem, her strikes then deal elemental physical damage of that element if she uses that arm. In addition, it causes her to count as one size larger for the purpose of taijutsu scale due to the size of the gauntlet. She can only have one golem per arm at a time, requiring her to remove one if she wants to change. The size upgrade only applies to Taijutsu using the arm that is coated in the Gauntlet.
Name: Golemic Alteration: Blast Gauntlet Classification: Taijutsu/Fuinjutsu Rank: C-Rank(Requires Gauntlet to be active) Class: Offensive/supplementary Range: Self/AoE
Description: Once a Golemic Gauntlet is activated Seiko is capable of further altering it using a C-Rank of chakra. Once done, the gauntlet becomes bulkier with the knuckles generating vents. Once done they are now known as a Blast Gauntlet. Depending on Seiko's rank, a blast gauntlet adds a blast radius and additional range to any of her Taijutsu techniques as the kinetic energy is stored in the vents and then fired out in massive concussive blasts with every strike, meaning she is capable of taking physical combat to anyone that she chooses, even if they are further away than her arms will allow.
Rank - Equivalent AoE - Bonus Range(Ft) D - D-Rank Technique - 5 C - C-Rank Technique - 10 B - B-Rank Technique - 15 A - A-Rank Technique - 20 S - S-Rank Technique - 25
Name: Golemic Alteration: Guardian Protocol Classification: Kinjutsu/Fuinjutsu Rank: B-Rank(Requires a Golem and Sentinel of equal ranks) Class: Offensive/Supplementary Range: AoE
Description: Sometimes the capabilities of two separate entities are not good enough when a fusion would make them much greater. With this technique, Seiko designates a Sentinel and a Golem of equal ranks and spends a B-Rank of blood to force a fusion between them. The Golem opens up and then encases the Sentinel like armour, creating something known as the Guardian. A Guardian appears like an armoured warrior, similar in appearance to the Sentinel but made of metal with elemental energy crackling from the joints and a cloak of the element falling behind them. Once done, they take the highest ranked tier from each creation and then adds two tier levels to each tier. It is capable of only using the weapon of the Sentinel and becomes immune to the Sentinel's element. It however becomes physical and capable of using physical capabilities while still being capable of Flight. Sentinels deal elemental physical damage whenever they strike someone and take up both a Golem control slot and a Sentinel control slot, the number of Guardian's that Seiko can have active at once is dependent on her rank.
Rank - Guardians Active D - 1 C - 2 B - 3 A - 4 S - 5
- Sentinels:
Name: Sentinel: Man-At-Arms Classification: Ninjutsu/Fuinjutsu Rank: B-Rank Class: Offensive/Supplementary Range: Varies
Description: Taking an Activated Drive, Seiko triggers it into a basic form known as the Man-At-Arms. The Man-At-Arms is around seven foot tall and seems to be clad in heavy chainmail and armed with a sword and shield. They are made of a chakra shroud corresponding to the colour of the element their Drive possesses. They have A-Rank Endurance and B-Rank speed and strength and are immune to the element that they are comprised of. They deal chakra based damage of their element and apply a status effect on each strike, dictated by the element and put next to the Sentinel but these are usually somewhat weak. In addition to this, they are intangible and immune to physical techniques, however a solid strike against the core destabilises them for an amount of time based on the user's rank, meaning they fall to the ground inert and must wait to be activated again, even while in storage. Like all other Sentinels, they are summoned at a base speed of the user's rank.
Rank - Destabilisation Period(PT) D - 20 C - 16 B - 12 A - 8 S - 4
- Tiers:
- Speed:
Name: Machine Walking Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: A simple form of movement designed to facilitate speed while using the least amount of stamina possible, keeping it active for other techniques. This speed allows the user to move at D-Rank- speeds but consumes only half the relevant stamina due to the economic movement that the user possesses. In addition, if the user possesses Lightning Release, they can charge their joints with it, allowing them to generate 2 D-Ranks of Lightning Materia each PT that they are moving.
Name: Machine Striding Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: A simple form of movement designed to facilitate speed while using the least amount of stamina possible, keeping it active for other techniques. This speed allows the user to move at C-Rank- speeds but consumes only half the relevant stamina due to the economic movement that the user possesses. In addition, if the user possesses Lightning Release, they can charge their joints with it, allowing them to generate 4 D-Ranks of Lightning Materia each PT that they are moving.
Name: Machine Jogging Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: A simple form of movement designed to facilitate speed while using the least amount of stamina possible, keeping it active for other techniques. This speed allows the user to move at B-Rank- speeds but consumes only half the relevant stamina due to the economic movement that the user possesses. In addition, if the user possesses Lightning Release, they can charge their joints with it, allowing them to generate 6 D-Ranks of Lightning Materia each PT that they are moving.
Name: Machine Running Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: A simple form of movement designed to facilitate speed while using the least amount of stamina possible, keeping it active for other techniques. This speed allows the user to move at A-Rank- speeds but consumes only half the relevant stamina due to the economic movement that the user possesses. In addition, if the user possesses Lightning Release, they can charge their joints with it, allowing them to generate 8 D-Ranks of Lightning Materia each PT that they are moving.
Name: Machine Sprinting Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self
Description: A simple form of movement designed to facilitate speed while using the least amount of stamina possible, keeping it active for other techniques. This speed allows the user to move at S-Rank- speeds but consumes only half the relevant stamina due to the economic movement that the user possesses. In addition, if the user possesses Lightning Release, they can charge their joints with it, allowing them to generate 10 D-Ranks of Lightning Materia each PT that they are moving.
- Strength:
Name: Mechanical Striking Level One Classification: Taijutsu Rank: D-Rank Class: Offensive Range: Self
Description: Using the known principles of energy storage, the user is capable of utilising their mechanical form to use Strength Tiers. This counts as D-Rank strength tiers normally however it can be 'activated' causing it to count as C-Rank- Strength Tiers for a single post before switching off their ability to use this level of Strength for a number of PT dependent on their rank, this does however cost an additional 1 stamina to utilise.
Rank - PT Cooldown D - 7 C - 6 B - 5 A - 4 S - 3
Name: Mechanical Striking Level Two Classification: Taijutsu Rank: C-Rank Class: Offensive Range: Self
Description: Using the known principles of energy storage, the user is capable of utilising their mechanical form to use Strength Tiers. This counts as B-Rank strength tiers normally however it can be 'activated' causing it to count as B-Rank- Strength Tiers for a single post before switching off their ability to use this level of Strength for a number of PT dependent on their rank, this does however cost an additional 2 stamina to utilise.
Rank - PT Cooldown D - 7 C - 6 B - 5 A - 4 S - 3
Name: Mechanical Striking Level Three Classification: Taijutsu Rank: B-Rank Class: Offensive Range: Self
Description: Using the known principles of energy storage, the user is capable of utilising their mechanical form to use Strength Tiers. This counts as B-Rank strength tiers normally however it can be 'activated' causing it to count as A-Rank- Strength Tiers for a single post before switching off their ability to use this level of Strength for a number of PT dependent on their rank, this does however cost an additional 3 stamina to utilise.
Rank - PT Cooldown D - 7 C - 6 B - 5 A - 4 S - 3
Name: Mechanical Striking Level Four Classification: Taijutsu Rank: A-Rank Class: Offensive Range: Self
Description: Using the known principles of energy storage, the user is capable of utilising their mechanical form to use Strength Tiers. This counts as A-Rank strength tiers normally however it can be 'activated' causing it to count as S-Rank- Strength Tiers for a single post before switching off their ability to use this level of Strength for a number of PT dependent on their rank, this does however cost an additional 4 stamina to utilise.
Rank - PT Cooldown D - 7 C - 6 B - 5 A - 4 S - 3
Name: Mechanical Striking Level Five Classification: Taijutsu Rank: S-Rank Class: Offensive Range: Self
Description: Using the known principles of energy storage, the user is capable of utilising their mechanical form to use Strength Tiers. This counts as S-Rank strength tiers normally however it can be 'activated' causing it to count as SS-Rank- Strength Tiers for a single post before switching off their ability to use this level of Strength for a number of PT dependent on their rank, this does however cost an additional 5 stamina to utilise.
Rank - PT Cooldown D - 7 C - 6 B - 5 A - 4 S - 3
- Defense:
Name: Kinetic Reflection Alpha Classification: Taijutsu Rank: D-Rank Class: Offensive/Defensive Range: Self/Contact
Description: Seiko's body is naturally resistant to damage, this doesn't mean she doesn't take the damage like some other Ronin but that instead her body can withstand more damage before it breaks. Her defense tiers follow something similar, this counts as D-Rank defense for status effect purposes however it doesn't protect against physical damage. Instead if Seiko takes D-Rank physical damage or lower, the damage is reflected back at what struck her and still damages her in the process, this can break weapons or brutally harm people that try and engage her physically.
Name: Kinetic Reflection Beta Classification: Taijutsu Rank: C-Rank Class: Offensive/Defensive Range: Self/Contact
Description: Seiko's body is naturally resistant to damage, this doesn't mean she doesn't take the damage like some other Ronin but that instead her body can withstand more damage before it breaks. Her defense tiers follow something similar, this counts as C-Rank defense for status effect purposes however it only protects against D-Rank physical damage and lower. Instead if Seiko takes C-Rank physical damage or lower, the damage is reflected back at what struck her and still damages her in the process, this can break weapons or brutally harm people that try and engage her physically.
Name: Kinetic Reflection Gamma Classification: Taijutsu Rank: B-Rank Class: Offensive/Defensive Range: Self/Contact
Description: Seiko's body is naturally resistant to damage, this doesn't mean she doesn't take the damage like some other Ronin but that instead her body can withstand more damage before it breaks. Her defense tiers follow something similar, this counts as B-Rank defense for status effect purposes however it only protects against C-Rank physical damage and lower. Instead if Seiko takes B-Rank physical damage or lower, the damage is reflected back at what struck her and still damages her in the process, this can break weapons or brutally harm people that try and engage her physically.
Name: Kinetic Reflection Delta Classification: Taijutsu Rank: A-Rank Class: Offensive/Defensive Range: Self/Contact
Description: Seiko's body is naturally resistant to damage, this doesn't mean she doesn't take the damage like some other Ronin but that instead her body can withstand more damage before it breaks. Her defense tiers follow something similar, this counts as A-Rank defense for status effect purposes however it only protects against B-Rank physical damage and lower. Instead if Seiko takes A-Rank physical damage or lower, the damage is reflected back at what struck her and still damages her in the process, this can break weapons or brutally harm people that try and engage her physically.
Name: Kinetic Reflection Epsilon Classification: Taijutsu Rank: S-Rank Class: Offensive/Defensive Range: Self/Contact
Description: Seiko's body is naturally resistant to damage, this doesn't mean she doesn't take the damage like some other Ronin but that instead her body can withstand more damage before it breaks. Her defense tiers follow something similar, this counts as S-Rank defense for status effect purposes however it only protects against A-Rank physical damage and lower. Instead if Seiko takes S-Rank physical damage or lower, the damage is reflected back at what struck her and still damages her in the process, this can break weapons or brutally harm people that try and engage her physically.
- Inorganic Animation:
Name: Earth Animation: Shackles Classification: Ronin Tech Rank: C-Rank(2 Stamina per use) Class: Supplementary/Offensive Range: Long
Description: Channeling her ability, Seiko touches the ground and unleashes her energy into it. This causes the ground to come to life in a minor way, following a single purpose; to restrain her enemies. The ground lurches upwards and turns into a series of shackles that leap towards enemies. If successful, the enemy is grabbed around the waist, throat, ankles and wrists, chaining them to the ground and preventing them from moving. The speed that these shackles move, the strength required to break them and the number of targets hit is dependent on Seiko's rank.
Rank - Speed of Shackles - Strength to Break - No. of Targets D - D+ - D+ - 1 C - C+ - C+ - 1 B - B+ - B+ - 2 A - A+ - A+ - 2 S - S+ - S+ - 3
Name: Metal Animation: Enhancing Touch Classification: Ronin Tech Rank: C-Rank (4 Stamina per use) Class: Supplementary Range: Contact
Description: Charging her body with energy, Seiko presses her hand to a metallic construct that isn't already under the effect of her Ronin Ability, such as a Golem or Lobo, and spreads her energy through its body. This animates the metal with a purpose to remove friction and enhance physical capabilities. Once done the construct is considered 'Animated' and Seiko has a number of tier levels dependent on her rank to spread out among the construct's own tiers to enhance them further, making the construct even more dangerous than before.
Rank - Number of Tier Levels to Spread D - 2 C - 4 B - 6 A - 8 S - 10
Name: Earth Animation: Dirt Speak Classification: Ronin Tech Rank: C-Rank (1 stamina every round to maintain) Class: Supplementary Range: AoE
Description: By charging the dirt with her energy and activating her Ronin Ability, Seiko imprints upon it life with a single purpose, to find those that are hidden. Anyone touching the ground or under it that isn't intangible or using a B-Rank or higher physical form concealment technique will be marked out by ripples spreading out from under them whenever they move, these ripples being visible to anyone. Due to this it makes invisible or subterranean targets incredibly easy to spot and follow, the area of effect of this is dependent on Seiko's rank.
Rank - Feet Radius D - 10 C - 15 B - 20 A - 25 S - 30
Name: Earth Animation: Earth Density Regulation Classification: Ronin Tech Rank: C-Rank (Stamina Price Varies) Class: Supplementary Range: Contact
Description: Seiko uses her ronin ability and physical energy to impart Life and a goal upon the earth that she touches; become harder and resist damage. With this done, the earth she uses this one becomes denser and much more difficult to break, the end durability to physical techniques being based on how much stamina she puts in. However due to this, any earth technique this is used on, when called to move, moves slower depending on the end density of the Earth due to being much heavier and much more unwieldy.
Stamina Price - Physical Durability - Speed Decrease 2 - D - 1-Rank 4 - C - 2-Ranks 6 - B - 3-Ranks 8 - A - 4-Ranks 10 - S - 5-Ranks
Name: Earth Animation: Earth Density Deregulation Classification: Ronin Tech Rank: C-Rank(stamina price varies) Class: Supplementary Range: Contact
Description: Seiko uses her ronin ability and physical energy to impart Life and a goal upon the earth that she touches; become softer and increase speed. When used, the earth becomes softer, easier to break but also much lighter, allowing it to move much faster than usual while being much less difficult to destroy. This means that any earth technique involving Deregulated earth is incredibly fast but very, very easy to break. The speed increase and durability decrease is decided by how much stamina Seiko uses.
Stamina Price - Speed Increase - Durability Decrease 2 - 1-Rank - 1-Rank 4 - 2-Ranks - 2-Ranks 6 - 3-Ranks - 3-Ranks 8 - 4-Ranks - 4-Ranks 10 - 5-Ranks - 5-Ranks
*********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
| |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Dataslate [Seiko's Techs] 3rd August 2018, 7:02 pm | |
| Approved *********************** ~~~~~~~~~~~~ | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Dataslate [Seiko's Techs] 4th August 2018, 10:40 am | |
| - Mechanical Mentality:
Name: Mechanical Mentality Classification: Fighting Style Rank: C-Rank Class: Supplementary Range: Self
Description: Requires Mechanical Mind. It is rare that one is born with something akin to a processor rather than an actual brain but it brings with it advantages, making them more resistant to mental attacks and allowing their logic to take over to get them out of dangerous, emotional situations. This style enhances on these capabilities and grants new, more powerful alterations to the mind, eventually at the cost of humanity however as one turns into more machine than person. The basic understanding of one's machine mind brings few benefits, however it does allow them to analyse their surroundings and notice they are in genjutsu after a set amount of time dependent on the rank of the genjutsu, with their own rank acting as a modifier to make it easier. However this only functions on genjutsu that directly affects the senses and thus enables processing.
Rank/ of Genjutsu - PT To Analyse - PT Modifier D - 5 - 2 C - 10 - 4 B - 15 - 6 A - 20 - 8 S - 25 - 10
Name: Mechanical Mentality: False Humanity Classification: Kinjutsu/Genjutsu Rank: C-Rank(A-Rank blood when used) Class: Supplementary Range: Self
Description: In order to strive towards perfection, one must learn to understanding everything in this world and throw off the shackles of emotion and humanity as they weigh one's soul down. To this end, those with the Mechanical Mind are capable of performing a 1000 word weekly training and entirely giving up one of their emotions to increase their intelligence. When the emotion is given up it can no longer be targeted but neither can the user ever target that emotion or even understand it when it is present in another individual, they lose all connection to that emotion. They can name it but lose all emotional understanding of it. Sub-emotions can be given up but they require 3 to be given up to increase the user's intelligence level. This can be done a maximum of three times, increasing intelligence by three levels. They cannot do this all at once however, the first is done at D-Rank, the second at B-Rank and the last at S-Rank, showing their inevitable decline into inhumanity.
[Insert Name]'s Rank - Emotion(s) Given Up D - B - S -
- Inorganic Animation:
Name: Earth Animation: Terracotta Phalanx Classification: Ronin Tech Rank: B-Rank (6 Stamina per soldier) Class: Supplementary/Offensive Range: Contact
Description: Using her knowledge of Golems and how to craft them, Seiko places the schematics she has in her mind into the ground instead and modifies their aesthetics. This causes the ground to rise up into a series of stone warriors wielding shields and spears. These warriors are tough but slow and possess limited sentience, meaning that Seiko has to give them commands and they are unable to think for themselves. However, they have Defense at B-Rank, Strength, Endurance and Reaction at C-Rank and Speed at D-Rank, with Seiko able to modify the tiers by reducing one to raise another to a max of A-Rank tiers. Each warrior can take up to S-Rank stacking damage before falling apart. They deal Earth Release physical damage equal to their strength whenever they hit anyone and Seiko is only capable of controlling a limited number at once based on her rank.
Rank - Number of Soldiers D - 1 C - 2 B - 3 A - 4 S - 5
Name: Iron Animation: Vanguard Knight Classification: Ronin Tech Rank: B-Rank(6 Stamina and a C-Rank of blood per use) Class: Supplementary/Offensive Range: Contact
Description: Unlike the Terracotta warriors that focus on number, the Vanguard Knight focuses on size and overwhelming power. Seiko is only able to control one Vanguard Knight at a time and the size of it is determined by how much Iron Materia she has to hand, causing it to use its size scale for damage taken, movement and range of its strikes. The Vanguard Knight has greater tiers than its Terracotta brothers, possessing B-Rank of all tiers except barrier of which it has none and C-Rank speed, although tiers can be lowered to increase others, capping at S-Rank. The Vanguard Knight can take up to S-Rank damage, stacking, before crumbling back into iron and deals Steel Release Physical damage equal to its strength whenever it hits anyone.
Materia Used - Size of Vanguard Knight D - Small C - Humanoid B - Humanoid A - Medium(S) S - Medium(L) SS - Large(S) SSS - Large(L)
- Medical Techniques:
Name: Lightning Release: Electrostatic Diagnosis Classification: Medical Ninjutsu Rank: C-Rank Class: Supplementary Range: Contact
Description: The user rubs their hands together, charging them with static electricity before placing them on the wounded target. The electrical energy then passes through the nerves of the target, marking any nervous attack or source of pain to the person using this technique. This tells them if there is nerve damage or where massive sources of pain are, although it doesn't give full details as to what is wrong. This technique lingers for a number of PT dependent on the user's rank, allowing them to check up on the target by just touching them again and resetting the static electricity.
Rank - PT Static Lingers D - 5 C - 10 B - 15 A - 20 S - 25
Name: Earth Release: Stone Bandage Classification: Ninjutsu Rank: D-Rank Class: Supplementary Range: Contact
Description: Charging their hands with chakra, the user touches the earth and molds it into a series of thin, stone wrappings that cling to the person they are attached to with chakra flow. When this is done, any bleeding caused by external wounds is halted for a number of PT dependent on the user's rank as the bandage holds the wound closed. This PT can be reset by the target if they spend a C-Rank of chakra to restabilise the connection however but this can only be done once, the next time the time-limit is up, the bandage crumbles away and the wound starts bleeding again.
Rank - Bandage Duration(PT) D - 3 C - 6 B - 9 A - 12 S - 15
Name: Bone Resetting Classification: Medical Taijutsu Rank: C-Rank (Causes A-Rank pain to the target) Class: Supplementary Range: Contact
Description: Sometimes in battle bones get broken or they get dislocated by application of force. When this happens it can put someone out of the fight due to their inability to use the limb but for anyone with medical training, this can be solved, mostly. Depending on their rank, the user needs to spend a set amount of time next to the individual to check the bone and then reset it, causing an intense amount of pain to the person getting their bone reset. In the case of dislocations, this heals them immediately, in the case of breaks it allows the limb to be used but it causes B-Rank pain whenever the limb is used and if used for a Technique of S-Rank or higher, the bone rebreaks and will need to be reset again.
Rank - PT to Reset D - 5 C - 4 B - 3 A - 2 S -1
*********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
| |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Dataslate [Seiko's Techs] 4th August 2018, 11:57 am | |
| Approved *********************** ~~~~~~~~~~~~ | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Dataslate [Seiko's Techs] 4th August 2018, 8:13 pm | |
| - Meteoric Automation:
Name: Meteoric Automation (Signature) Classification: Fighting Style Rank: D-Rank Class: Offensive Range: Self
Description: A style that Seiko learned about from her mother but massively improved upon due to her enhancement on the basic physical abilities that were passed down to her. Meteoric Automation is a combination of Seiko's Kinetic Reflection, Machine Movement and Mechanical Striking Tiers to create a powerful Tier Chain(Defense+Speed+Strength). This Chain follows the principle of Burst. This means that after one of the tiers from this Chain is used, it goes on cooldown for a number of PT dependent on the level and this principle is also applied to styles that are built off of Meteoric Automation.
Name: Meteoric Automation: Asteroid Striking Classification: Taijutsu Rank: D-Rank Class: Offensive Range: Self
Description: The first level of Meteoric Automation that requires D-Rank Speed, Strength and Defense. By massively amplifying kinetic energy in her muscles, Seiko is capable of using her defense tiers to internally reflect the energy and build it up further before releasing it in a dangerous explosive burst of strength, enabling her to break through defenses with ease. This style functions in something known as Activations, with three of them in total. Each activation comes with its own benefit however it puts this technique and a certain tier on cooldown after it is used, meaning that tier is unable to be utilised at all while the cooldown is going, the cooldown being dependent on Seiko's rank. Minor Activation: The least powerful and most commonly used version of this technique, this involves the least amount of energy being charged through the body and when activated, for a single post, the user counts as having D-Rank++ Speed, Strength and Defense and is capable of shattering through D-Rank defenses, counting as having piercing. When used, the user chooses one of the three tiers used and it goes on cooldown. This also causes 1 D of physical recoil to Seiko. Major Activation: The middle level of activation where a large amount of energy is transferred throughout the body to facilitate massive damage on an opponent. When triggered, for a single post, the user counts as having C-Rank- Speed, Strength and Defense and is capable of breaking C-Rank defenses through Piercing. When used, the user chooses two of the three tiers used and they go on cooldown. This also causes 2 D of physical recoil to Seiko. Supreme Activation: The most powerful version with the highest cooldown, it involves maximised energy being transferred throughout the body. For a single post, when activated, the user has C-Rank Speed, Strength and Defense and is capable of shattering through C-Rank defenses as though they had Defense Bypassing. Once used, all three of the user's tiers are put on cooldown. This also causes 3 D of physical recoil to Seiko.
Rank - Cooldown(PT) D - 5 C - 4 B - 3 A - 2 S - 1
Name: Meteoric Automation: Comet Striking Classification: Taijutsu Rank: C-Rank Class: Offensive Range: Self
Description: The second level of Meteoric Automation that requires C-Rank Speed, Strength and Defense. By massively amplifying kinetic energy in her muscles, Seiko is capable of using her defense tiers to internally reflect the energy and build it up further before releasing it in a dangerous explosive burst of strength, enabling her to break through defenses with ease. This style functions in something known as Activations, with three of them in total. Each activation comes with its own benefit however it puts this technique and a certain tier on cooldown after it is used, meaning that tier is unable to be utilised at all while the cooldown is going, the cooldown being dependent on Seiko's rank. Minor Activation: The least powerful and most commonly used version of this technique, this involves the least amount of energy being charged through the body and when activated, for a single post, the user counts as having C-Rank++ Speed, Strength and Defense and is capable of shattering through C-Rank defenses, counting as having piercing. When used, the user chooses one of the three tiers used and it goes on cooldown. This also causes 2 D of physical recoil to Seiko. Major Activation: The middle level of activation where a large amount of energy is transferred throughout the body to facilitate massive damage on an opponent. When triggered, for a single post, the user counts as having B-Rank- Speed, Strength and Defense and is capable of breaking B-Rank defenses through Piercing. When used, the user chooses two of the three tiers used and they go on cooldown. This also causes 3 D of physical recoil to Seiko. Supreme Activation: The most powerful version with the highest cooldown, it involves maximised energy being transferred throughout the body. For a single post, when activated, the user has B-Rank Speed, Strength and Defense and is capable of shattering through B-Rank defenses as though they had Defense Bypassing. Once used, all three of the user's tiers are put on cooldown. This also causes 4 D of physical recoil to Seiko.
Rank - Cooldown(PT) D - 8 C - 6 B - 4 A - 2 S - 1
Name: Meteoric Automation: Moon Striking Classification: Taijutsu Rank: B-Rank Class: Offensive Range: Self
Description: The third level of Meteoric Automation that requires B-Rank Speed, Strength and Defense. By massively amplifying kinetic energy in her muscles, Seiko is capable of using her defense tiers to internally reflect the energy and build it up further before releasing it in a dangerous explosive burst of strength, enabling her to break through defenses with ease. This style functions in something known as Activations, with three of them in total. Each activation comes with its own benefit however it puts this technique and a certain tier on cooldown after it is used, meaning that tier is unable to be utilised at all while the cooldown is going, the cooldown being dependent on Seiko's rank. Minor Activation: The least powerful and most commonly used version of this technique, this involves the least amount of energy being charged through the body and when activated, for a single post, the user counts as having B-Rank++ Speed, Strength and Defense and is capable of shattering through B-Rank defenses, counting as having piercing. When used, the user chooses one of the three tiers used and it goes on cooldown. This also causes 3 D of physical recoil to Seiko. Major Activation: The middle level of activation where a large amount of energy is transferred throughout the body to facilitate massive damage on an opponent. When triggered, for a single post, the user counts as having A-Rank- Speed, Strength and Defense and is capable of breaking A-Rank defenses through Piercing. When used, the user chooses two of the three tiers used and they go on cooldown. This also causes 4 D of physical recoil to Seiko. Supreme Activation: The most powerful version with the highest cooldown, it involves maximised energy being transferred throughout the body. For a single post, when activated, the user has A-Rank Speed, Strength and Defense and is capable of shattering through A-Rank defenses as though they had Defense Bypassing. Once used, all three of the user's tiers are put on cooldown. This also causes 5 D of physical recoil to Seiko.
Rank - Cooldown(PT) D - 10 C - 8 B - 6 A - 4 S - 2
Name: Meteoric Automation: Planet Striking Classification: Taijutsu Rank: A-Rank Class: Offensive Range: Self
Description: The fourth level of Meteoric Automation that requires A-Rank Speed, Strength and Defense. By massively amplifying kinetic energy in her muscles, Seiko is capable of using her defense tiers to internally reflect the energy and build it up further before releasing it in a dangerous explosive burst of strength, enabling her to break through defenses with ease. This style functions in something known as Activations, with three of them in total. Each activation comes with its own benefit however it puts this technique and a certain tier on cooldown after it is used, meaning that tier is unable to be utilised at all while the cooldown is going, the cooldown being dependent on Seiko's rank. Minor Activation: The least powerful and most commonly used version of this technique, this involves the least amount of energy being charged through the body and when activated, for a single post, the user counts as having A-Rank++ Speed, Strength and Defense and is capable of shattering through A-Rank defenses, counting as having piercing. When used, the user chooses one of the three tiers used and it goes on cooldown. This also causes 4 D of physical recoil to Seiko. Major Activation: The middle level of activation where a large amount of energy is transferred throughout the body to facilitate massive damage on an opponent. When triggered, for a single post, the user counts as having S-Rank- Speed, Strength and Defense and is capable of breaking S-Rank defenses through Piercing. When used, the user chooses two of the three tiers used and they go on cooldown. This also causes 5 D of physical recoil to Seiko. Supreme Activation: The most powerful version with the highest cooldown, it involves maximised energy being transferred throughout the body. For a single post, when activated, the user has S-Rank Speed, Strength and Defense and is capable of shattering through S-Rank defenses as though they had Defense Bypassing. Once used, all three of the user's tiers are put on cooldown. This also causes 6 D of physical recoil to Seiko.
Rank - Cooldown(PT) D - 12 C - 10 B - 8 A - 6 S - 4
Name: Meteoric Automation: Star Striking Classification: Taijutsu Rank: S-Rank Class: Offensive Range: Self
Description: The fifth level of Meteoric Automation that requires S-Rank Speed, Strength and Defense. By massively amplifying kinetic energy in her muscles, Seiko is capable of using her defense tiers to internally reflect the energy and build it up further before releasing it in a dangerous explosive burst of strength, enabling her to break through defenses with ease. This style functions in something known as Activations, with three of them in total. Each activation comes with its own benefit however it puts this technique and a certain tier on cooldown after it is used, meaning that tier is unable to be utilised at all while the cooldown is going, the cooldown being dependent on Seiko's rank. Minor Activation: The least powerful and most commonly used version of this technique, this involves the least amount of energy being charged through the body and when activated, for a single post, the user counts as having S-Rank++ Speed, Strength and Defense and is capable of shattering through S-Rank defenses, counting as having piercing. When used, the user chooses one of the three tiers used and it goes on cooldown. This also causes 5 D of physical recoil to Seiko. Major Activation: The middle level of activation where a large amount of energy is transferred throughout the body to facilitate massive damage on an opponent. When triggered, for a single post, the user counts as having SS-Rank- Speed, Strength and Defense and is capable of breaking SS-Rank defenses through Piercing. When used, the user chooses two of the three tiers used and they go on cooldown. This also causes 6 D of physical recoil to Seiko. Supreme Activation: The most powerful version with the highest cooldown, it involves maximised energy being transferred throughout the body. For a single post, when activated, the user has SS-Rank Speed, Strength and Defense and is capable of shattering through SS-Rank defenses as though they had Defense Bypassing. Once used, all three of the user's tiers are put on cooldown. This also causes 7 D of physical recoil to Seiko.
Rank - Cooldown(PT) D - 14 C - 12 B - 10 A - 8 S - 6 'Z' - 4 'X' - 2
- Meteoric Offensive:
Name: Meteoric Offensive Classification: Fighting Style Rank: C-Rank Class: Offensive Range: Varies
Description: Requires Titanic Fist and Meteoric Automation. With guidance from her mother, Seiko learned to utilise a more controlled version of Meteoric Automation that acts as an actual taijutsu style instead of just raw power in the form of physical capabilities. Techniques of this style follow the principles of both Meteoric Automation and Titanic Fist, they are designed to strike hard and kill instantly but due to the Burst Combat style, when used they will put techniques equal to the rank of the one used and lower on cooldown, requiring either waiting for the cooldown to finish or constantly ramping up techniques until the opponent dies. When Major and Supreme activations are used alongside techniques of this line, a direct body or head hit will kill the victim unless they possess the requisite Endurance tiers.
Strength Used - Endurance Required(Major/Supreme) D - D+(D++/C-) C - C+(C++/B-) B - B+(B++/A-) A - A+(A++/S-) S - S+(S++/SS-) SS - SS+(SS++/SSS-) SSS - SSS+(SSS++/Z-)
Name: Meteoric Offensive: Buster Strike Classification: Taijutsu Rank: D-Rank Class: Offensive Range: Contact - Short
Description: Seiko knows the dangers of foes at range and knows the main weakness of Taijutsu is that it is short ranged. However due to the massive amount of force she can output she is able to cock her arm back and launch a punch powerful enough that it unleashes a shockwave through the air to strike a target at range. Depending on her rank, the additional range she can get on her strike is increased however anyone hit by the wind shockwave and not her actual fist suffers damage only one rank below her strength rather than equal to it. As with all Meteoric Offensive techs, this puts D-Rank techniques and lower on a cooldown.
Rank - Additional Range(Ft) D - 10 C - 15 B - 20 A - 25 S - 30
Rank - Cooldown(PT) D - 5 C - 4 B - 3 A - 2 S -1
Name: Meteoric Offensive: Punish Crusher Classification: Taijutsu/Nintaijutsu Rank: D-Rank(Optional Chakra Price) Class: Offensive Range: Contact-Mid(Underground), AoE(Shockwave)
Description: Due to her own extensive knowledge of being underground and sending targets underground, Seiko knows that foes below the earth are difficult to deal with and thus she found a way to simply and efficiently kill them. By focusing her strength into her arm she slams her fist down onto the ground, sending a massive crushing shockwave through the earth, causing anyone underground in a radius around her, dictated by her strength, to take earth release physical damage equal to her strength as the ground compacts around them and crushes them. In addition, she is able to spend chakra equal to her strength to have this damage become earth release chakra damage instead so as to harm intangible targets that seek to hide from her.
Strength - Depth Struck(Ft) - AoE Affected(Ft radius) D - 10 - 10 C - 20 - 15 B - 30 - 20 A - 40 - 20 S - 50 - 25
Rank - Cooldown(PT) D - 5 C - 4 B - 3 A - 2 S -1
Name: Meteoric Offensive: Nazo Smash Classification: Taijutsu Rank: C-Rank Class: Offensive Range: Contact
Description: Despite hating the name of this technique, Seiko understands its usefulness. With this, Seiko focuses her strength into her arm and swings it downwards like a blade in a massively powerful chop. The incredible wind pressure causes the strike to possess cutting force instead of crushing force. This technique deals damage equal to Seiko's strength however when it strikes an opponent it causes bleeding damage each round dependent on the strength that Seiko used with the attack. When used, this puts all Meteoric Offensive techniques of C-Rank or lower on cooldown.
Strength - Bleed each Round D - D C - 3 D B - C A - B S - A
Rank - Cooldown(PT) D - 8 C - 6 B - 4 A - 2 S - 1
Name: Meteoric Offensive: Mahou Smash Classification: Taijutsu Rank: C-Rank Class: Offensive Range: Short-Mid
Description: Due to having this passed down from her mother, Seiko is unable to change the name as much as she'd like to. This technique is more of a variant to the Nazo Smash than anything else and acts like the long ranged alternative to it, combining the effects of the Buster Strike with that of the Nazo Smash. Seiko focuses her strength into her arms and then swings them down in an X, the force of the swing causing blades of wind pressure to leap out and slice an opponent open, causing them to bleed. Her rank determines how far the blades reach while her strength determines the damage, one rank below, and the amount of bleeding that occurs. Like other Meteoric Offensive techs, this puts MO techs of C-Rank or lower on cooldown.
Rank/Strength - Range(Ft) - Bleed Each Round D - 10 - D C - 20 - 3 D B - 30 - C A - 40 - B S - 50 - A
Rank - Cooldown(PT) D - 8 C - 6 B - 4 A - 2 S - 1
Name: Meteoric Offensive: Dipu Smash Classification: Taijutsu Rank: B-Rank Class: Offensive/Defensive Range: Contact
Description: Following the principles of Dipugakure being watery and slippery, this technique functions as an anti-grab technique. When an opponent grabs onto Seiko she uses her immense strength to spin around rather than trying to slither out of the grab, the massive centrifugal force behind her movements causes the opponent to have a hard time holding onto her and they are easily dislodged. When on the ground this requires strength one rank above her own in order to keep hold of Seiko. However this has a special effect when used in midair as it allows Seiko to transition instead into a massive launch, throwing her opponent into the ground, her strength detailing the amount of physical damage the enemy takes with a height modifier added on, however the opponent only requires strength of a Tier level higher than her own, rather than a full rank to keep hold. When used, this puts all Meteoric Offensive techs of B-Rank or lower on cooldown.
Strength - Physical Damage On Hitting Ground - Height(Ft) - Damage Modifer D - N/A - 0-50 - x1 C - D - 51-100 - x2 B - C - 101-150 - x3 A - B - 151-200 - x4 S - A - 201+ - x5
Rank - Cooldown(PT) D - 10 C - 8 B - 6 A - 4 S - 2
Name: Meteoric Offensive: Kohai Smash Classification: Taijutsu Rank: B-Rank Class: Offensive Range: Contact-Mid(Charge), Long(Knockback)
Description: Due to lacking her mother's... Assets, Seiko is unable to perform this technique in the same manner as her, instead she has turned it into a dangerously powerful shoulder charge. Turning her body, Seiko throws a massive punch behind her, hopping at the same time if she is on the ground. This launches her forwards at speeds equal to her strength to impact an opponent, hammering her shoulder into them and then launching them backwards at speeds one rank above her strength. The distance they travel is dependent on her strength and unless they possess strength equal to or greater than her own or a mid-air movement tech of equal rank or greater to her strength then they are unable to stop themselves and will suffer physical damage dependent on their speed if they strike a solid object, with the same damage being applied to the object as well, potentially breaking or badly damaging it. When used, this puts Meteoric Offensive techniques of B-Rank or lower on cooldown.
Strength/Speed - Knockback Distance(Ft) - Physical Damage If Hitting Object D - 20 - D C - 40 - C B - 60 - B A - 80 - A S - 100 - S
Rank - Cooldown(PT) D - 10 C - 8 B - 6 A - 4 S - 2
Name: Meteoric Offensive: Haka Smash Classification: Taijutsu Rank: A-Rank Class: Offensive Range: Short-Mid(Shockwave)
Description: A devastatingly powerful, if simple, technique that Seiko hates the name of but she had to keep due to her mother's pride in her village. By focusing a vast amount of her strength into her arm, she unleashes a gargantuan straight punch. This causes a corridor of enhaned wind pressure to leap out from her fist, the length of which is dependent on her strength tier. Anyone in this corridor takes physical damage equal to her strength and is knocked to the end of the corridor unless they possess strength greater than her own but the cushion of air prevents them taking any damage even if they strike something. The true danger of this technique is that if she strikes someone directly with her fist, they are dealt defense bypassing internal damage equal to her strength and the corridor of air is fired out of their back, although the damage is lowered by one rank. The sheer conflicting force keeps the directly struck individual perfectly in place for a number of PT dependent on their defense tier. When used, this puts all Meteoric Offensive techniques of A-Rank or lower on cooldown.
Strength/Defense - Length/Width of Corridor(Ft) - PT Immobilised D - 50/10 - 5 C - 75/20 - 4 B - 100/30 - 3 A - 125/40 - 2 S - 150/50 - 1
Rank - Cooldown(PT) D - 12 C - 10 B - 8 A - 6 S - 4
*********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
| |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Dataslate [Seiko's Techs] 4th August 2018, 10:55 pm | |
| Le 'proved *********************** ~~~~~~~~~~~~ | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Dataslate [Seiko's Techs] 3rd October 2019, 2:58 pm | |
| Name: Burst Combat: Reflexive Logic Classification: Kin/Nintaijutsu Rank: A-Rank Class: Defensive Range: Self
Description: A simple ability based off of the idea of Burst Combat, that being lots of power in a short space of time. Reflexive Logic uses the body's natural ability to notice threats before it can actually react to and deal with them. There are three main aspects to this technique. The first is that the user can 'bank' or set up an amount of chakra within them that activates when dealing with a threat the body cannot normally react to. Upon this occurring, the chakra is spent, granting the user reaction tiers for a number of PT based on their rank, although never for very long. The second aspect is known as "Alertness" for when the chakra is placed within the body, the body starts to become more aware and ready to react to attacks, due to this, every so often, the period being based on rank, the reaction tiers granted will increase by one rank to a max of S-Rank++. Lastly there is Force Trigger which, due to this technique having a short cooldown before it can be used again, forces the body through this cooldown at the cost of slowly tearing itself apart, however this recoil is used as the price, thus the harder one pushes, the faster they can move but this can only be done once, afterwards the cooldown is forcibly applied and doubled.
Rank/Price - Reaction Tiers - Period before Increase(PT) - Duration(PT) D/D - D++ - 15 - 1 C/C - C++ - 12 - 1 B/B - B++ - 9 - 2 A/A - A++ - 6 - 2 S/S - S++ - 3 - 3
Rank/Recoil Price - Reaction Tiers - Cooldown(PT) D/D - C- - 10 C/C - B- - 8 B/B - A- - 6 A/A - S- - 4 S/S - SS- - 2
Name: Mechanical Mentality: Upload Classification: Kenjutsu/Kinjutsu Rank: S-Rank Class: Supplementary Range: Contact-Mid
Description: Seiko learned rather quickly that sometimes it was dangerous to put herself in the line of fire and to instead use her Golems so that she can stay safe. However this caused many of her techniques to lose effectiveness and so she started to find a way to deal with such. Upload was the way that she decided to do so. Through this and the mental connection she has with her Constructs in order to control them, she is able to fragment her knowledge into 'bite-size' pieces and send them through the connection to the Construct before taking the piece back. Due to this, she is able to grant her Constructs some of her techniques, losing access to them for as long as the Construct possesses them. The type of technique she can send is determined by her rank, the Construct is able to use techniques that are only partially of the right type, such as Nintai if only able to use Taijutsu but are unable to activate the other side of the technique. Thus a Golem might be able to use a Nintaijutsu technique but would only be able to activate the physical part of it until they gain the ability to use Ninjutsu. A Construct however cannot create additional constructs through Upload and Seiko loses Sanity depending on the rank of technique granted however, she can grant the technique to multiple constructs based on her current level of Intelligence.
Rank - Technique Type(s) Able to Transfer - Sanity Price(Per construct) D - Taijutsu - 1 C - Ninjutsu(Must possess correct element) - 2 B - Kenjutsu(Recoil price only) - 3 A - Kinjutsu - 4 S - Genjutsu - 5 Z/SS - Fuinjutsu - 7 X/SSS - Senjutsu(Must be upgraded with NE Coils) - 10
Intelligence - Constructs Granted at Once Normal - 1 Above Average - 2 Near Genius - 3 Genius - 4 Super Genius - 5 *********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
| |
| | | Savannah
Posts : 1835 Join date : 2011-11-08
| Subject: Re: Dataslate [Seiko's Techs] 3rd October 2019, 3:32 pm | |
| Okay Approved *********************** | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Dataslate [Seiko's Techs] 4th September 2020, 7:45 pm | |
| - The Knights of the Round Table:
Name: The Knights of the Round Table(Signature) Classification: Fuinjutsu/Kenjutsu Rank: C-Rank Class: Offensive/Defensive/Supplementary Range: N/A
Description: Required to make The Knights of the Round Table and the Heavens' Ward. Seiko learned early that although the Golems are useful and possess a versatility of their own, they could be improved upon and granted unique uses if the chasses were altered properly. After taking it upon herself to do so, she crafted the Knights of the Round Table, a series of unique Golem Chasses with special weapons and abilities that allow her to increase her battlefield control even further. She also found while creating them that once the unqiue chassis was made and the element drives locked in, she no longer had those drives straining on her as they no longer counted towards her limit. Instead she found she had to devote more of her focus to the Knights of the Round, causing them to follow their own control scheme using Control Slots with stronger Knights taking up more slots, although she found that as her intelligence increased so did her ability to control Knights. She has a number of slots based on her rank and the rank of the Knight dictates how many slots it takes up. The Knights of the Round and the Knights of the Heavens share control slots.
Rank - Base Control Slots - Slots Taken Up - Intelligence Modifier D - 3 - N/A - Normal(+0) C - 6 - 2 - Above Average(+1) B - 9 - 3 - Near Genius(+2) A - 12 - 4 - Genius(+3) S - 15 - 5 - Super Genius(+4) 'Z'/SS - 18 - 7 - Hyper Genius(+5) 'X'/SSS - 21 - 10 - Neo Genius(+6)
Name: Knight of the Round: Sir Kay Classification: Kenjutsu/Fuinjutsu Rank: C-Rank Class: Offensive/Supplementary Range: Varies
Description: The first of the Knights of the Round Table, a series of unique Golem Chasses that Seiko designed in order to expand on the versatility of her normal Golems. Sir Kay requires at least an Exo Chassis in order to create and once the Golem has been altered into Sir Kay, it cannot have its cores removed nor have new ones added on. However it does retain any elements it possessed as well as its tiers and additional abilities from the Chassis. The alteration into the Sir Kay chassis, of which Seiko can only have one at a time, causes the Knight to gain an additional 2 Tier Levels to both Strength and Defense and gain a unique ability. Sir Kay wields a greathammer and his ability revolves around that as he is able to draw on latent kinetic energy within his Chassis to slam his hammer onto the ground. Anyone on the ground within fifty feet of Sir Kay will stumble and fall over unless they have a Balancing Technique equal in rank to Sir Kay's strength. Anyone underground in the area instead takes crushing damage equal to Sir Kay's strength, this ability extends fifty feet downwards as well. The ability has a Cooldown based on Seiko's Rank.
Rank - Ability Cooldown(PT) D - 20 C - 16 B - 12 A - 8 S - 4
Name: Knight of the Round: Sir Gareth Classification: Kenjutsu/Fuinjutsu Rank: C-Rank Class: Offensive Range: Varies
Description: One of the Knights of the Round Table, a series of unique Golem Chasses that Seiko designed in order to expand on the versatility of her normal Golems. Sir Gareth requires at least an Exo Chassis in order to create and once the Golem has been altered into Sir Gareth, it cannot have its cores removed nor have new ones added on. However it does retain any elements it possessed as well as its tiers and additional abilities from the Chassis. The alteration into the Sir Gareth chassis, of which Seiko can only have one at a time, causes the Knight to gain an additional 4 Tier Levels to Strength and gain a unique ability. Sir Gareth wields a greataxe and his ability revolves around that as he can alter the head on the axe for a short period of time, causing the blade to become serrated. Any hits with the axe during this period of time, which is determined by Seiko's Rank, will cause a set amount of bleeding every round that stacks. The ability has a Cooldown based on Seiko's Rank.
Rank - Ability Duration(PT) -Ability Cooldown(PT) - Bleed D - 3 - 20 - D C - 6 - 16 - 2 D B - 9 - 12 - 4 D A - 12 - 8 - C S - 15 - 4 - B
Name: Knight of the Round: Sir Lamorak Classification: Kenjutsu/Fuinjutsu Rank: C-Rank Class: Offensive/Defensive Range: Varies
Description: One of the Knights of the Round Table, a series of unique Golem Chasses that Seiko designed in order to expand on the versatility of her normal Golems. Sir Lamorak requires at least an Exo Chassis in order to create and once the Golem has been altered into Sir Lamorak, it cannot have its cores removed nor have new ones added on. However it does retain any elements it possessed as well as its tiers and additional abilities from the Chassis. The alteration into the Sir Lamorak chassis, of which Seiko can only have one at a time, causes the Knight to gain an additional 4 Tier Levels to Endurance and gain a unique ability. Sir Lamorak wields a pair of longswords and his ability revolves around these. Ser Lamorak is able to use his blades to deftly deflect and knock away projectiles as long as he is able to strike them, is fast enough to and they do not possess strength greater than his defense. The number of projectiles he can deflect at once is determined by his Endurance and the ability has a Cooldown based on Seiko's Rank.
Rank/Endurance - Projectiles Deflected -Ability Cooldown(PT) D - 4 - 20 C - 8 - 16 B - 12 - 12 A - 16 - 8 S - 20 - 4
Name: Knight of the Round: Sir Gaheris Classification: Kenjutsu/Fuinjutsu Rank: C-Rank Class: Offensive Range: Varies
Description: One of the Knights of the Round Table, a series of unique Golem Chasses that Seiko designed in order to expand on the versatility of her normal Golems. Sir Gaheris requires at least an Exo Chassis in order to create and once the Golem has been altered into Sir Gaheris, it cannot have its cores removed nor have new ones added on. However it does retain any elements it possessed as well as its tiers and additional abilities from the Chassis. The alteration into the Sir Gaheris chassis, of which Seiko can only have one at a time, causes the Knight to gain an additional 4 Tier Levels to Strength and gain a unique ability. Sir Gaheris wields a Longbow and his ability revolves around such. He starts every topic with fifteen arrows and is capable of spending a D-Rank of his own durability to form another arrow. Additionally he can also occasionally fire an overdrawn Pinning Shot, a blow that strikes the enemy's leg and pins them to the ground, causing them to either become immobilised if they do not have defense equal to his strength or take an additional B-Rank physical damage ripping the arrow out so that they can still move unless assisted by a medical technique. This pinning shot has a cooldown based on Seiko's rank.
Rank - Ability Cooldown(PT) D - 20 C - 16 B - 12 A - 8 S - 4
Name: Knight of the Round: Sir Bors Classification: Kenjutsu/Fuinjutsu Rank: B-Rank Class: Offensive/Defensive Range: Varies
Description: One of the more advanced Knights of the Round Table, a series of unique Golem Chasses that Seiko designed in order to expand on the versatility of her normal Golems. Sir Bors requires at least an Exo Chassis in order to create and once the Golem has been altered into Sir Bors, it cannot have its cores removed nor have new ones added on. However it does retain any elements it possessed as well as its tiers and additional abilities from the Chassis. The alteration into the Sir Bors chassis, of which Seiko can only have one at a time, causes the Knight to gain an additional 2 Tier Levels to both Strength and Endurance and gain a unique ability. Sir Bors wields a halberd and his ability revolves around this. He is able to counter opposing kenjutsu by locking his weapon with theirs and pinning both of their weapons into the ground, if the attacker doesn't have strength greater than Bors' then they are unable to free their weapon from the pin for as long as Bors holds it however his own weapon is also locked by doing this, this can also be done on taijutsu however the techniques it can be used on are one rank lower as it is harder to lock a limb than a weapon. The rank of kenjutsu this can be done on and the cooldown on it is based on Seiko's Rank.
Rank - Rank of Kenjutsu Countered -Ability Cooldown(PT) D - D - 20 C - C - 16 B - B - 12 A - A - 8 S - S - 4
Name: Knight of the Round: Sir Tristan Classification: Kenjutsu/Fuinjutsu Rank: B-Rank Class: Offensive/Supplementary Range: Varies
Description: One of the more advanced Knights of the Round Table, a series of unique Golem Chasses that Seiko designed in order to expand on the versatility of her normal Golems. Sir Tristan requires at least an Exo Chassis in order to create and once the Golem has been altered into Sir Tristan, it cannot have its cores removed nor have new ones added on. However it does retain any elements it possessed as well as its tiers and additional abilities from the Chassis. The alteration into the Sir Tristan chassis, of which Seiko can only have one at a time, causes the Knight to gain an additional 4 Tier Levels to Strength and gain a unique ability. Sir Tristan wields a spear and his ability revolves around it. This Knight is particularly adept at using his spear to shatter through defenses. By focusing latent energy in his frame into a stab, he is capable of granting a single attack piercing one rank above his strength, enabling him to break through some of the strongest defenses in order to open the path for the other Knights. This ability has a cooldown based on Seiko's rank.
Rank - Ability Cooldown(PT) D - 20 C - 16 B - 12 A - 8 S - 4
Name: Knight of the Round: Sir Geraint Classification: Kenjutsu/Fuinjutsu Rank: B-Rank Class: Offensive/Supplementary Range: Varies
Description: One of the more advanced Knights of the Round Table, a series of unique Golem Chasses that Seiko designed in order to expand on the versatility of her normal Golems. Sir Geraint requires at least an Exo Chassis in order to create and once the Golem has been altered into Sir Geraint, it cannot have its cores removed nor have new ones added on. However it does retain any elements it possessed as well as its tiers and additional abilities from the Chassis. The alteration into the Sir Geraint chassis, of which Seiko can only have one at a time, causes the Knight to gain an additional 2 Tier Levels to both Strength and Defense and gain a unique ability. Sir Geraint wields a Greatsword and his ability revolves around this. He is capable of readying himself, staying still for a number of PT based on Seiko's rank before lashing out with an incredibly vicious strike. This attack gains two tier levels to how fast it comes out however it is not aimed at an opponent and instead counts as a weapon destruction technique of equal rank to Ser Geraint's strength, allowing him to shatter all but the strongest of weapons and weaken his foe immensely. This then goes on cooldown for a short time based on Seiko's rank.
Rank - Duration Standing Still(PT) - Ability Cooldown(PT) D - 5 - 25 C - 4 - 20 B - 3 - 15 A - 2 - 10 S - 1 - 5
Name: Knight of the Round: Sir Bedivere Classification: Kenjutsu/Fuinjutsu Rank: B-Rank Class: Offensive/Supplementary Range: Varies
Description: One of the more advanced Knights of the Round Table, a series of unique Golem Chasses that Seiko designed in order to expand on the versatility of her normal Golems. Sir Bedivere requires at least an Exo Chassis in order to create and once the Golem has been altered into Sir Bedivere, it cannot have its cores removed nor have new ones added on. However it does retain any elements it possessed as well as its tiers and additional abilities from the Chassis. The alteration into the Sir Bedivere chassis, of which Seiko can only have one at a time, causes the Knight to gain an additional 4 Tier Levels to Defense and gain a unique ability. Sir Bedivere wields a large flail and his ability revolves around this. Bedivere is capable of using his flail not as a weapon but as an entrapment method, lashing it out to wrap the chain around and enemy's limbs or throat. Anyone that is struck by this attack and doesn't have strength greater than Bedivere's defense ends up wrapped up in the chains, unable to move either their arms or legs depending on where Bedivere was aiming. Bedivere is unable to use his weapon during this but is capable of dragging the opponent around as long as they aren't too heavy going by strength and weight limit rules. Additionally, Bedivere can only do this to targets equal to his size and smaller and it has a cooldown based on Seiko's Rank.
Rank - Ability Cooldown(PT) D - 20 C - 16 B - 12 A - 8 S - 4
Name: Knight of the Round: Sir Lancelot Classification: Kenjutsu/Fuinjutsu Rank: A-Rank Class: Offensive/Supplementary Range: Varies
Description: One of the most advanced Knights of the Round Table, a series of unique Golem Chasses that Seiko designed in order to expand on the versatility of her normal Golems. Sir Lancelot requires at least a Hexa Chassis in order to create and once the Golem has been altered into Sir Lancelot, it cannot have its cores removed nor have new ones added on. However it does retain any elements it possessed as well as its tiers and additional abilities from the Chassis. The alteration into the Sir Lancelot chassis, of which Seiko can only have one at a time, causes the Knight to forgo any additional tier gains to instead gain a Reaction Tier equal in rank to the chassis used to create him(Eg A-Rank for Hexa, S-Rank for Neo) as well as gain a unique ability. Sir Lancelot wields a single longsword but his ability does not revolve around this. Lancelot is a skilled swordsman even amongst the legendary ranks of the Knights of the Round Table, his ability focuses instead on copying kenjutsu from opponents, although he is unable to do so if they are race or clan exclusive but he can copy personal signature abilities(Not exclusive). Each technique copied is lost at the end of the topic and causes a cooldown to trigger and there is a maximum limit on the techniques he is capable of copying. The maximum rank of technique he can copy is equal to Seiko's Rank or lower and elemental kenjutsu of an element he does not possess cannot be utilised.
Rank - Max Techs - Ability Cooldown(PT) D - 2 - 20 C - 4 - 16 B - 6 - 12 A - 8 - 8 S - 10 - 4
Name: Knight of the Round: Sir Gawain Classification: Kenjutsu/Fuinjutsu Rank: A-Rank Class: Offensive Range: Varies
Description: One of the most advanced Knights of the Round Table, a series of unique Golem Chasses that Seiko designed in order to expand on the versatility of her normal Golems. Sir Gawain requires at least a Hexa Chassis in order to create and once the Golem has been altered into Sir Gawain, it cannot have its cores removed nor have new ones added on. However it does retain any elements it possessed as well as its tiers and additional abilities from the Chassis. The alteration into the Sir Gawain chassis, of which Seiko can only have one at a time, causes the Knight to forgo any additional tier gains to instead gain a speed tier equal in rank to the chassis used to craft this Knight(Eg A-Rank for Hexa, S-Rank for Neo) as well as gaining a unique ability. Sir Gawain wields a longsword and dagger however his ability is the least honourable of the Knights. Gawain is one of the only Knights that can accept stains on his honour and is thus the only stealthy Knight. Gawain can enter a low power mode and camouflage himself to become invisible to normal sight until he moves. Metal sense or some form of radar or sonar are the most obvious ways to counter this due to Gawain not being alive nor having chakra or blood. The moment he moves this stealth is broken however the first attack he makes from stealth requires reaction tiers equal to his speed to dodge due to the surprise, if he wasn't already located. As with the other Knights, there is a cooldown before he can use this ability again.
Rank - Ability Cooldown(PT) D - 20 C - 16 B - 12 A - 8 S - 4
Name: Knight of the Round: Sir Percival Classification: Kenjutsu/Fuinjutsu Rank: A-Rank Class: Offensive Range: Varies
Description: One of the most advanced Knights of the Round Table, a series of unique Golem Chasses that Seiko designed in order to expand on the versatility of her normal Golems. Sir Percival requires at least a Hexa Chassis in order to create and once the Golem has been altered into Sir Percival, it cannot have its cores removed nor have new ones added on. However it does retain any elements it possessed as well as its tiers and additional abilities from the Chassis. The alteration into the Sir Percival chassis, of which Seiko can only have one at a time, causes the Knight to gain an additional 4 tier levels to strength and gain a unique ability. Sir Percival is one of the most hulking Knights and wields a large Morningstar as his weapon, his ability focused around it. The Morningstar is designed to cause maximum pain and Percival's morningstar has been altered to heighten this, barbs and razors mounted on every spike. Every so often, Percival is capable of causing the Morningstar to vibrate enhancing the pain even further, his next hit on an opponent causes an intense spike of pain that disrupts concentration even if blocked by a weapon or taijutsu technique, this causes the victim to drop any sustained or concentration requiring technique they have active as the pain shocks the mind unless they possess barrier tiers equal to Percival's strength. As with the other Knights this has a cooldown based on Seiko's Rank.
Rank - Ability Cooldown(PT) D - 25 C - 20 B - 15 A - 10 S - 5
Name: Knight of the Round: Sir Galahad Classification: Kenjutsu/Fuinjutsu Rank: A-Rank Class: Supplementary/Defensive Range: Varies
Description: One of the most advanced Knights of the Round Table, a series of unique Golem Chasses that Seiko designed in order to expand on the versatility of her normal Golems. Sir Galahad requires at least a Hexa Chassis in order to create and once the Golem has been altered into Sir Galahad, it cannot have its cores removed nor have new ones added on. However it does retain any elements it possessed as well as its tiers and additional abilities from the Chassis. The alteration into the Sir Galahad chassis, of which Seiko can only have one at a time, causes the Knight to gain an additional 2 tier levels to both Endurance and Defense as well as gain a unique ability. Sir Galahad wields an oversized Greatshield. He is one of the only Knights with a constantly active ability as he is capable of utilising his shield to incredible effect even redirecting and splitting area of effect attacks. As long as Galahad doesn't move or attack his defense and endurance tiers count as one rank higher and anyone within a certain range behind him counts as having his tiers against attacks, the range is dependent on Seiko's Rank.
Rank - Defensive Range(Ft) D - 3 C - 6 B - 12 A - 15 S - 18
Name: Knight of the Round: King Arthur Pendragon Classification: Kenjutsu/Fuinjutsu Rank: S-Rank Class: Offensive/Supplementary Range: Varies
Description: The most powerful of the Knights of the Round table, requiring a Hexa Chassis with all three drive slots filled in order to create. King Arthur is a unique frame, Seiko only capable of having one at a time, however he retains all of the abilities of the Chassis that was used to create him as well as the elements. Like the other Knights, his Drive slots are locked when he is created meaning his drives cannot be swapped out without completely destroying and rebuilding King Arthur. King Arthur when created gains an additional 2 tier levels to Strength, Defense and Endurance as well as two abilities, befitting the most powerful of the Knights. He wields a longsword and kite shield and is the only Knight of the Round to possess a cloak as well as unique alterations to the helm to give the impression of a crown. The first ability King Arthur has is that he is able to temporarily borrow the ability of any other Knight of the Round that is on the field, however the effects are reduced by one rank, the duration of this is dependent on Seiko's rank as is the cooldown. He also has a secondary ability which allows him to draw on the full power used to create the Drives. For a short period of time all of his damage changes to Spiritual, the duration and cooldown is the same as his first ability. If both of these abilities are utilised at the same time, the oversurge of power causes the cooldown times of the abilities to be doubled.
Rank - Ability Duration(PT) - Ability Cooldown(PT) D - 3 - 20 C - 6 - 16 B - 9 - 12 A - 12 - 8 S - 15 - 4
- The Heavens' Ward:
Name: The Heavens' Ward Classification: Medical Kinjutsu/Fuinjutsu Rank: B-Rank Class: Supplementary Range: N/A Description: Requires Knights of the Round Table and is required to create the Knights of the Heavens. The Heavens' Ward are a unique series of Knights created by Seiko to be an enhancement on the Knights of the Round Table by a massive margin. Using her medical knowledge she has found a way to take the ability to manufacture unique chasses to a new extreme by adding in specialist materials. With these materials she is capable of using the power from the Drives of the Golem to reawaken and heighten the power of the materials, granting the Knights of the Heavens' Ward unique abilities based on the material. Each of these Knights is crafted with a fully upgraded Hexa Golem, requiring all three element drives to be filled as well as all three drives to have maximum core slots filled. These Golems are then infused and altered with the specialist material, causing the Drives to be impossible to remove or replace without destroying the Knight, although doing so also destroys the specialist material requiring it to be located again. They also lose their elements, instead gaining a single element based on the materials used to make them and their size becomes fixed based on the Knight with any size cores used becoming obsolete, only granting the usual tier level. Each Knight is a unique chassis and Seiko can only possess one of each, they also take up a certain number of control slots each with the more advanced Knights taking up more control slots. The number of Knight control slots is based on Seiko's Rank with the rank of Knight dictating how many slots are taken up. As Seiko's intelligence goes up, she gains additional control slots over the base. Rank - Base Control Slots - Slots Taken Up - Intelligence ModifierD - 3 - N/A - Normal(+0) C - 6 - 2 - Above Average(+1) B - 9 - 3 - Near Genius(+2) A - 12 - 4 - Genius(+3) S - 15 - 5 - Super Genius(+4) 'Z'/SS - 18 - 7 - Hyper Genius(+5) 'X'/SSS - 21 - 10 - Neo Genius(+6) - Ser Haumeric:
Name: Knight of the Heavens: Ser Haumeric the Valiant Classification: Kenjutsu/Fuinjutsu/Kinjutsu Rank: B-Rank Class: Offensive/Supplementary Range: Varies
Description: Ser Haumeric is the first of the Heavens' Ward. A hulking knight of size Medium(L), his armour is heavily built with large pauldrons and plates, his helm possesses a series of vertical slits as openings and a large blue feather crest is placed along the top of his helm. As with all the Knights he is detailed in white metal with blue trimming and symbols. A flapping blue cloak, ragged and torn extends from his shoulders and back and he wields a large, well polished greatsword with both hands. Ser Haumeric is crafted through the use of Kurogane Flesh from a Kurogane that has achieved at least the First Trans that is laced amongst the metal and internal structures, the energy of the Drives keeping it alive in a certain sense. Ser Haumeric's element defaults to Blood but when crafted he gains 4 Tier Levels to Strength due to the work put in to make him a hulking monstrosity. In addition to this he also has two unique abilities granted by the Kurogane Flesh as well as a hidden Overdrive ability that can only be activated through an additional technique on Seiko's part. -The first ability that Haumeric possesses is that the Kurogane Flesh grants him a natural, if weak, regeneration. Depending on Seiko's Rank, as she is better able to tailor the flesh to the regeneration aspect, Haumeric gains a certain number of D-Ranks to his Durability up to his max every round allowing him to stay in the fight for a long time and soak up damage. -The second ability that Haumeric possesses reawakens the flesh further and grants him a temporary Berserker Mode. While this is active, Haumeric loses 4 Tier Levels of defense but gains 4 Tier Levels of Strength, his regeneration doubles and he gains an additional x.5 modifier to his movement distance. This lasts for a certain amount of time based on Seiko's Rank however when it ends he immediately loses half of his remaining durability due to the damage dealt to the internals. This then goes on cooldown, the duration of which is equal to how long it was active for. -Lastly, Haumeric's Overdrive ability causes him to choose up to three other Knights and grant them his first ability, the regeneration. After this, Haumeric shuts down for a period of time and the regeneration lasts for some time based on Seiko's Rank
Seiko's Rank - Regeneration - Berserk Duration(PT) D - 2 D - 5 C - 4 D - 10 B - 6 D - 15 A - 8 D - 20 S - 10 D - 25
Seiko's Rank - Regen Duration(Rounds) - Shutdown Duration(Rounds) D - 1 - 10 C - 2 - 8 B - 3 - 6 A - 4 - 4 S - 6 - 2
- Ser Noudenet:
Name: Knight of the Heavens: Ser Noudenet the Wise Classification: Kenjutsu/Fuinjutsu/Kinjutsu Rank: B-Rank Class: Offensive/Supplementary/Defensive Range: Varies
Description: Compared to Ser Haumeric, Ser Noudenet is quite small, standing only at Medium(S). He is also quite thin, his armour done more lightly despite still being fully encompassing plate. He possesses a single horizontal slit for his eyes and one of them seems to glow a far brighter blue than the other. He doesn't possess a cloak but does possess a plate skirt with flowing blue cloth between the plates and carries a large scepter as his weapon. When crafted into Noudenet from a Golem, he loses two tier levels of strength but gains S-Rank Reaction Tiers as the body is more highly tuned to reacting to and discovering attacks. Within Noudenet's helm is the material required to craft him, an intact Itsugan that has been attached to an artificial chakra system that is only barely maintained by the Drives he possesses. His element is Wind and just like Haumeric, he possesses two unique abilities granted to him by the Itsugan as well as an Overdrive ability. -The first ability that Noudenet possesses is the ability to charge his Itsugan and pass it through other sensory apparatus, causing him to generate a field around him in which he can detect the use of chakra unless it is hidden by a chakra concealment technique higher than S-Rank. The area of this sensory field is determined by Seiko's Rank. Within half the max range, Noudenet is capable of detecting individual signatures as well as alterations or damage to the chakra network. -The second ability that Noudenet posseses works in tandem with his ability to detect alterations to the chakra system. By stepping up to someone and touching them, Noudenet may take any Genjutsu affecting them and trap the genjutsu within the artificial chakra system built into his body, leaving him unaffected due to being a Golem. Each Genjutsu and add-on used counts as a certain number of 'Points' based on its rank and the maximum 'Points' of Genjutsu that Noudenet can hold is based on Seiko's Rank, once he is at max he is unable to hold anymore unless he uses his Overdrive or the person who cast the genjutsu consciously disables them. -Noudenet's Overdrive allows him to flush his artificial chakra system in a very dangerous manner. By focusing the small amounts of chakra within it he turns it into an orb that exists on the mental plane, invisible to the naked eye, and fires it out of his left palm. This orb moves at a speed based on how full his artificial chakra system was and if it successfully strikes someone then all of the genjutsu he had stored are placed onto the victim instead, causing Seiko to count as the originator of the genjutsu as Noudenet immediately shuts down after this, recovering after a set amount of time based on Seiko's Rank.
Rank - Sensory Field Radius(ft) - Shutdown Duration(Rounds) D - 10 - 10 C - 20 - 8 B - 30 - 6 A - 40 - 4 S - 50 - 2
Rank - Points Cost - Maximum Points - Fill Level - Projectile Speed D - 1 - 5 - Empty - N/A C - 2 - 10 - 1/4 - S B - 4 - 15 - 1/2 - A A - 8 - 20 - 3/4 - B S - 16 - 25 - Full - C
- Ser Guerrique:
Name: Knight of the Heavens: Ser Guerrique the Cleaver Classification: Kenjutsu/Fuinjutsu/Kinjutsu Rank: B-Rank Class: Offensive/Defensive Range: Varies
Description: More on the lines of Ser Haumeric than Ser Noudenet, Guerrique is Medium(L) in size although his armour is even heavier than Haumeric's, massive plates crafted across his monstrous body, only a pair of diagonal slits across his helmet for his 'eyes'. Similar to Noudenet however one of his eyes glows a far, far brighter blue than the other. He possesses a long blue cloak that is pristine and has a furred collar, settling over his shoulders to make them look even larger. When a Golem is crafted and turned into Ser Guerrique he gains an additional 2 Tier Levels to Strength and Defense, although his elements default to Fire. The reason for this default is that the unique material required to craft Ser Guerrique is an intact Kyougan and his abilities are based around such as it is hardwired into his helm. As with the other Knights of this level, he possesses 2 abilities and an Overdrive. -His first ability revolves around the destruction of defenses and that which would stand in his way. Guerrique's greataxe is carefully designed to wound walls and defenses just as well as people. Any strikes with Guerrique's axe, if they do not destroy a wall or barrier immediately, inflict stacking damage to it one rank lower than his strength even if he would normally be unable to damage the wall. If the stacking damage exceeds the defenses normal durability then he breaks through the defense anyway.* -His second ability revolves around the Kyougan's ability to enhance the body and read enemy attacks. Guerrique is equipped with a unique kinetic dispersal system and his Kyougan allows him to ensure that enemy attacks land on him in such a way that he can take advantage of it. When Guerrique takes physical damage he reduces it by a number of D-Ranks equal to Seiko's Rank. These D-Ranks are then stored with a max number he can store at once, any additional becoming wasted after this. This damage reduction happens once per strike or projectile, meaning multi-hit attacks are particularly weak against Guerrique. The D-Ranks stored by this ability can then be spent to add additional D-Ranks of damage to his attacks, stacking like a combination technique, at a 1:1 ratio. -His Overdrive ability causes him to overcharge his Kinetic Dispersal system. The next physical attack he takes he immediately nullifies and uses that to draw even more energy from the victim. At a ratio dependent on Seiko's rank, based on the number of D-Ranks of damage dealt, the attacker loses a number of tier levels to either speed or strength depending on what they used to attack Guerrique. Guerrique then immediately shuts down for a time based on Seiko's Rank. If the attack he nullified would have been enough to destroy him, this shutdown time is tripled. The debuff lasts for 1 PT per Tier Level drained.
*This applies to Barrier techniques and to construct walls, not instant defenses like reflections or physical disruption techniques.
Rank - Damage Reduction - Shutdown Time(Rounds) D - 4 D - 10 C - 6 D - 8 B - 8 D - 6 A - 10 D - 4 S - 12 D - 2
Rank - Max Storage - Debuff Ratio(D-Ranks:Tier Levels) D - 10 - 14:1 C - 15 - 12:1 B - 20 - 10:1 A - 25 - 8:1 S - 30 - 6:1
- Ser Grinnaux:
Name: Knight of the Heavens: Ser Grinnaux the Bull Classification: Kenjutsu/Fuinjutsu/Kinjutsu Rank: B-Rank Class: Offensive Range: Varies
Description: The last of the simplest of the Heavens' Ward, Ser Grinnaux is heavily armoured but not quite as large as Haumeric or Guerrique. Grinnaux stands at Medium(M) and carries a greataxe like his brother Guerrique. Rather than the cloak of the other two hulking Knights, Grinnaux favours the armoured plate skirt that Noudenet wears, although the end is ripped and torn. His helmet has a large crest of white feathers and his faceplate is entirely blank with seemingly no holes for eyes. Marked onto the back of his hands and laced through his body are the Gravitas Markings and flesh of a Juryoku, through which Grinnaux is granted his unique abilities and the Gravity element replacing his others. In addition, this frame when created grants 2 Tier Levels to Strength and Endurance. -Grinnaux's first ability is that he is able to generate a field around him of incredibly high gravity. He is unaffected by this but anyone within it is massively slowed down by the heavy gravity. If they do not possess a certain rank of strength based on Seiko's Rank then their movement distance is halved and for every 4 tier levels under the strength requirement, their speed is reduced by one rank. Additionally, anyone in the high gravity zone even if they have the strength to move normally counts as falling double the normal distance for fall damage. -Grinnaux's second ability is a more personal form of gravity manipulation that he can only use on himself. By altering his own gravitic field, he can reverse gravity and fly. This flight works using his strength tier although it always counts as one rank lower due to the far more awkward way he has to utilise it but it enables him nearly unmatched mobility amongst the Knights of the Heavens. -Lastly is Ser Grinnaux's Overdrive known as the Graviton Collapse. Holding his hand out in front of him, Grinnaux generates a massive gravity collapse causing anyone within a range dependent on Seiko's Rank and who lacks strength equal to the strength needed to negate his High Gravity to be immediately pulled in front of Grinnaux and stunned for a short period based on their Endurance tiers. Once used, Grinnaux immediately shuts down for a period of time.
Rank - Graviton Collapse Radius(ft) - Shutdown Duration(Rounds) D - 20 - 10 C - 40 - 8 B - 60 - 6 A - 80 - 4 S - 100 - 2
Endurance Tier - Stun Duration(PT) None - 5 D - 4 C - 3 B - 2 A - 1 S - Negates
Rank - Gravity Field Radius(ft) - Gravity Field Strength D - 10 - C C - 15 - B B - 20 - A A - 25 - S S - 30 - S++
- Ser Paulecrain:
Name: Knight of the Heavens: Ser Paulecrain Coldfire Classification: Kenjutsu/Fuinjutsu/Kinjutsu Rank: A-Rank Class: Offensive/Supplementary Range: Varies
Description: Ser Paulecrain is one of the seemingly more mobile or lightly armoured of the Knights, at Medium(S) in size and wielding a long, incredibly ornate lance seemingly made out of ice or some kind of crystal. As for his armour it is finely wrought and detailed almost with images or symbols of flame done in blue against the white metal of the plate. His helm has two large deep blue ribbons flowing from it and he has additional ribbons on his limbs that flutter as he move instead of a cloak. His helmet has a single, thin horizontal slit for his eyes and mist seems to drift from that slit and from the joints in his armour. In order to craft Ser Paulecrain, Seiko utilised Toketsu Flesh-Ice to grant him the abilities that he possesses as well as defaulting his element drives to Ice. In addition to this, crafting this Chassis causes Paulecrian's strength tier to become a Speed tier instead(One rank below speed for his lance for damage purposes) as well as granting an additional 4 tier levels to it. As with the slightly lower Knights, Paulecrain possesses two abilities and an Overdrive. -The first ability Paulecrain possesses is that he is constantly surrounded by a field of cold that eats away at the victim's resolve as well as slowly solidifying liquids in the area. The size of the aura is determined by Seiko's Rank, as is how much hypothermia limit is removed each PT that someone remains within it. A warming technique of equal rank to Seiko's Rank negates this however and how long it takes to freeze a liquid is determined by how much of the liquid there is. -The second ability Paulecrain can utilise allows him to draw deeper on his element drives and the flesh-ice used to create him, allowing him to create ice structures within 100 feet of himself. The amount of ice he has to work with is based on Seiko's Rank and must be divided between height, length and width. These structures have a durability of A-Rank per 10 feet of depth and take stacking damage, they also cannot deal damage and Fire, Heat or composite elements of such deal double damage to them. Paulecrain has a limited amount of Ice Materia within his body and each construct takes an A-Rank of materia to create. Seiko can however grant Paulecrain more materia at the cost of chakra at a 1:2 ratio(1 D-Rank of chakra = 2 D-Ranks of Materia). -The last ability of Paulecrain, his overdrive causes him to stop moving and plant his lance in the ground, kneeling with it. He then actively draws heat and energy into himself, rapidly cooling and slowing anyone around him. He cannot take any other actions other than this and it lasts for 10 PT. Once it ends, Paulecrain immediately shuts down for a period of time. The amount of hypothermia limit lost each PT as well as the slow is determined by Seiko's Rank. The slow also persists for a number of PT afterwards based on the victim's endurance tier as their body tries to shake off the bone numbing cold they experienced.
Rank - Cold Field Radius(ft) - Hypothermia Lost each PT - Shutdown Duration(Rounds) D - 5 - 1 - 10 C - 10 - 1 - 8 B - 15 - 2 - 6 A - 20 - 2 - 4 S - 25 - 3 - 2
Liquid Materia - PT To Freeze D - 1 C - 5 B - 10 A - 15 S - 20 SS - 30 SSS - 50
Rank - Overdrive Radius(ft) - Hypothermia Lost each PT - Slow(T.L.) D - 10 - 2 - 1 C - 20 - 3 - 2 B - 30 - 4 - 3 A - 40 - 5 - 4 S - 50 - 6 - 5
Endurance Tier - Debuff Duration(PT) None - 10 D - 8 C - 6 B - 4 A - 2 S - None
Rank - Ice Materia Available - Maximum Dimensions(ft) D - A - 20 C - S - 40 B - SS - 60 A - SSS - 80 S - 2 SSS - 100 *Maximum Dimensions must be spread out amongst length, height and width.(Eg, at C-Rank, Paulecrain could make a wall ten feet long, ten feet tall and twenty feet wide 10+10+20 = 40.)
- Ser Adelphel:
Name: Knight of the Heavens: Ser Adelphel Brightblade Classification: Kenjutsu/Fuinjutsu/Kinjutsu Rank: A-Rank Class: Offensive/Defensive/Supplementary Range: Varies
Description: Standing in at Medium(M), Adelphel is heavily armoured around his lower body with heavy greaves and sabatons etched with deep almost glass-like cracks of blue across the white. His upper body however is lightly armoured, the plates seeming softer and they almost glitter in the light. His helmet has two crossing diagonal slashes for sight however they seem to almost be filled in by what looks like glass or crystal. He wields a large kite shield and a longsword for his weapons and a plume of horsehair in blue comes from the back of his helmet almost like a high ponytail. The cloth of a waist-cloak also comes from his hips and waist over the backs of his legs. When Adelphel is created, he gains 4 Tier Levels to Endurance and gains two abilities and an overdrive based on the material that was used to craft him. In order to craft the Adelphel Chassis, Seiko used either a Grade VI gemstone or at least an A-Rank of fuschicho made Glass Materia to enhance his abilities and as such they are based on such materials while also granting him Crystal as his element default. -Adelphel's first ability is the ability to redirect energy that comes towards him. If the energy is of a rank or lower dependent on Seiko's Rank, Adelphel can catch it on his shield, reducing the damage by three ranks and then launch the energy through his sword, redirecting the technique back to its target or to another one however the power of it is equal to the amount of damage that was reduced(For example an S-Rank technique being reduced to C-Rank would leave the redirection with 4 C-Ranks/1 A-Rank of power). This has a cooldown based on Seiko's Rank and damage cannot be reduced below D-Rank. This also only works on elements that come under the Energy type, such as Fire or Lightning. -Adelphel's second ability is known as Mirror Force and is only usable if there is another Knight on the field. Adelphel touches the other Knight and copies one of their abilities for himself, gaining all of the benefits and cooldowns of it, using his own tiers where necessary and changing any elemental damages or effects to Crystal instead of the normal element. When used, he retains the ability until he is destroyed or the cooldown is finished whereupon he can swap the ability for another one, he can only ever have one ability copied at a time. -By activating the Overdrive, Adelphel crouches and stabs his sword into the ground. A thin layer of crystal or glass that covers his entire body, almost impossible to see, then explodes off of him, lacerating anyone nearby. Anyone within a certain range that does not possess S-Rank speed or reaction tiers, or A-Rank of both, is struck by a storm of glass, almost flaying them alive and afflicting them with a high amount of bleeding each round. Once done, Adelphel immediately shuts down and cannot be used until some time has passed.
Rank - Max Redirection Tech - Cooldown(PT for Abilities 1/2) D - D - 15 C - C - 12 B - B - 9 A - A - 6 S - S - 3
Rank - Laceration AoE(Ft radius) - Bleed per Round - Shutdown Duration(Rounds) D - 10 - 2 D - 10 C - 20 - 4 D - 8 B - 30 - 6 D - 6 A - 40 - 8 D - 4 S - 50 - 10 D - 2
- Ser Hermenost:
Name: Knight of the Heavens: Ser Hermenost Levinlight Classification: Kenjutsu/Fuinjutsu/Kinjutsu Rank: A-Rank Class: Offensive/Supplementary Range: Varies
Description: Another Medium(S) Knight, Ser Hermenost looks like a spellcaster despite his heavy plate armour. A loose set of blue and white robes sits over the plate armour and he carries a large scepter with him with jagged strips of metal like lightning bolts attached to his helmet like a crest. He possesses only a single diagonal slash that reveals one eye hidden in the recesses of the Helm that glows with baleful light. When Ser Hermenost is crafted he loses 4 Tier Levels to Defense but gains S-Rank++ Reaction Tiers in place of any other additional tier buffs. His element defaults to Lightning because of what is required to craft him; a Joukai or Mashin Raidengan. Upon being crafted and the hardwired dojutsu being activated, Ser Hermenost gains two abilities and an overdrive just like the other Knights of his calibre. -His first ability revolves around his ability to copy Lightning and Magnet Release techniques. Upon seeing a Magnet or Lightning Release technique of a specific rank he can commit to his mind until the end of the topic. There is a max number of techniques he can store and he has to remove techs to copy any others. He is then capable of using these techniques however rather than cost chakra they go on Cooldown for an amount of time based on the rank of the technique that was used. Techniques copied and used through this ability are changed to physical, regardless of their original type. -Hermenost's second ability is seemingly at odds with his appearance but despite looking like a Caster he is more than capable of taking the fight to the enemy. Hermenost is able to charge himself and his weapons, allowing him to strike chakra as though it was physical and hit intangible targets as though they were solid. This enables him to deflect even area of effect techniques as long as he is fast enough and strong enough to knock them aside. However deflection of AoE abilities reduces the degrees of area they effect, resulting in only a small safe area behind Hermenost when he deflects powerful techniques. -Hermenost's last ability is his Overdrive. Through the power of the overcharge he can unleash an incredibly powerful magnetic wave that knocks anyone close to him away unless they are able to anchor themselves or drop everything metal that they are carrying or wearing. Those that are wearing metal armour count their strength as one rank lower for the purposes of resisting this wave due to how much stronger it hits them. Those that cannot resist the wave are pushed to the edge of the area of effect, which is determined by Seiko's Rank, and if they hit an object on the way, they take a C-Rank of physical damage for every ten feet they were unable to travel. Hermenost then immediately shuts down and must recharge before he can be used again.
Rank - Techs Stored - Max Rank of Tech - Tech Cooldown(PT) D - 2 - D - 3 C - 4 - C - 6 B - 6 - B - 9 A - 8 - A - 12 S - 10 - S - 15
Rank - Magnetic Wave Strength - Area(ft radius) - Shutdown Duration(Rounds) D - C - 20 - 10 C - B - 40 - 8 B - A - 60 - 6 A - S - 80 - 4 S - SS - 100 - 2
Rank of AoE - Area of Effect Reduction(Degrees) D - 270 C - 225 B - 180 A - 135 S - 90 SS - 45 SSS - 30 Z - 15
- Ser Vellguine:
Name: Knight of the Heavens: Ser Vellguine of the Stone Spear Classification: Kenjutsu/Fuinjutsu/Kinjutsu Rank: S-Rank Class: Offensive Range: Varies
Description: One of the more advanced Knights, Ser Vellguine gains several advantages over the lower Knights. First of all, Ser Vellguine stands at Large(S), the tallest of the Knights so far and is covered in heavy armour, his arms seemingly the most armoured with his fingers shaped into wicked claws. A pair of long strips of blue cloth run from his shoulders and flutter out behind him like a minimalist cloak and he carries a massive ornate spear with him with a particularly large, wicked looking head that doesn't seem to be made of metal. When crafted into Ser Vellguine, the chassis gains 3 Tier Levels to Strength and 2 Tier Levels to Endurance. In addition, the unique material to create Ser Vellguine is Bakuhatsu Clay and at least four Birthmarks that can be taken from one Bakuhatsu or multiple. Doing this causes his element to default to Clay and he gains three abilities plus his overdrive. -Ser Vellguine's first ability revolves around his spearhead as he is capable of causing the Spearhead to detonate when it strikes something. This causes his attack to deal Clay Release physical damage and also increases the damage by one rank, allowing it to shatter defenses or harm targets he normally wouldn't be able to harm. Although he immediately reforms the spearhead he is unable to cause it to detonate again until a cooldown has passed based on Seiko's Rank. -His second ability is even more dangerous than his first. Every time Ser Vellguine strikes a target with his claws or spear, the thing struck is partially transmuted to Clay. The amount of transmutation is four ranks below the damage dealt and can't be lower than D but it stacks, meaning he can keep hitting something to transmute more of it to Clay. He then can then snap his fingers causing the transmuted material to explode in a fifteen foot(radius) area of effect dealing an amount of Clay Release chakra damage equal to the amount of materia that just exploded. This detonation also has a cooldown separate from his first ability but of the same duration. Attempting to transmute living flesh is difficult however and it can be resisted by defense tiers equal to or higher than Vellguine's strength. -Vellguine's third ability ensures that anyone attempting to attack him finds it as hard as possible. Anyone within a short distance around him, based on Seiko's Rank, that attacks him with a physical strike finds that the air around him has turned volatile and detonates, forcing them to either stop their attack or suffer C-Rank explosion release physical damage from the explosive retaliation. Each separate hit causes a retaliation explosion, making multi-hit techniques very dangerous. After a number of explosions determined by Seiko's Rank, this goes on a short cooldown before the explosions refresh. If the duration passes without any explosion being triggered, then they refresh to full. -Vellguine's last ability, his overdrive, is one that Seiko is always loath to use. By kneeling down, Vellguine draws on all of the latent energy of his Bakuhatsu parts and Drives and detonates in a massive explosion. Anyone within 100 feet of Vellguine that isn't able to escape the SS-Rank speed spreading explosion suffers SS-Rank explosion release spiritual damage and is thrown to the edge of the area of effect. While this explosion does not fully destroy Vellguine, rather than shut him down for a short period of time it can shut him down for weeks instead, requiring a number of IC topics to pass before he recovers enough to be usable.
Rank - Ability Cooldowns(PT - 1, 2) - Shutdown Duration(IC Topics) D - 16 - 14 C - 14 - 12 B - 12 - 10 A - 10 - 8 S - 8 - 6 'Z' - 6 - 4 'X' - 4 - 2
Rank - Retaliation Range(ft) No. of Retaliation Blasts - Cooldown(PT) D - 3 - 2 - 25 C - 6 - 4 - 20 B - 9 - 6 - 15 A -12 - 8 - 10 S - 15 - 10 - 5 'Z' - 18 - 12 - 4 'X' - 21 - 14 - 3
- Ser Janlenoux:
Name: Knight of the Heavens: Ser Janlenoux of the Steel Oath Classification: Kenjutsu/Fuinjutsu/Kinjutsu Rank: S-Rank Class: Offensive/Defensive Range: Varies
Description: The second of the more advanced Knights, Ser Janlenoux is also larger than Ser Vellguine, standing at Large(M) and is one of the most heavily armoured without looking hulking. His armour is multi-layered and he carries a massive kite shield and longsword as his weapons of choice. A thick twin-layered cloak of blue silk flaps from his shoulders and back and his helmet has a pair of rectangles carved out for his eyes. A large crest of alternating white and blue horsehair runs across the top of his helmet and a large fleur-de-lis in blue is etched onto the front of his shield. When crafting Ser Janlenoux he does not actually gain any tier bonuses and instead just has a flat S-Rank added onto his total durability over what it was before. In order to actually craft Ser Janlenoux, at least Grade VII metal is required or an SS-Rank variant of Kaironokuma metal is needed in order to form the chassis for this Knight however the metal does grant him three abilities and an overdrive, making him quite powerful and it sets his element to Steel. -Ser Janlenoux's first ability is how he keeps himself fighting. When metals strike him he is capable of absorbing them into his body in order to further enhance his durability. While he has a set max durability that he starts every topic with unless destroyed, he is able to absorb other metals to add temporary additional max durability and restore that much. There is a limit to how much additional durability he can add and he can absorb a set amount of materia each round to reach this limit, for items that have rank instead of materia amount, he gains durability one rank below the rank of the item(Two ranks below in the case of projectiles). Organic or Living Metals can resist this absorption by possessing defense tiers or physical resistance equal to or higher than Janlenoux's strength. -His second ability is how he utilises his incredible durability. By making contact with an ally, he establishes something known as the Guardian Link. While this is active, and he can only have it on one target at a time, any damage they take is immediately halved before applying tiers and the half that was taken away is instead put onto Ser Janlenoux however the damage that Janlenoux takes bypases his defenses meaning he cannot negate the damage and must instead leverage his high durability. -Janlenoux's third ability is how he can strike his foes while keeping his charge defended. Depending on how close to max his first ability is, he is capable of extending his sword a number of feet. Additionally when he strikes a foe, the damage he deals is not dependent on his strength but is instead one rank below his current maximum durability(Rounded to a total rank. So if his durability was 2 SSS, it wouldn't do 2 SS or 1 SSS, it would round to 1 SSS and then drop to 1 SS). -His last ability allows him to grant a final opportunity to his allies. Janlenoux kneels, slamming his shield and sword into the ground. Upon doing so spears of metal lash out of the ground around him, specifically aiming for any metals that opponents in range are carrying, the range being dependent on Seiko's Rank. These spears move at SS-Rank speed and upon making contact with metal, hold fast and become unflinchingly solid, locking the metal in place and preventing it from moving unless the person moving the metal has strength higher than Janlenoux's durability or does damage over that in order to break the metal. If someone is wearing metal armour when this happens then they are immobilised until freed. This lasts for an amount of time based on Seiko's Rank before Janlenoux shuts down for a short while.
Rank - Metal Absorbed Per Round - Max Add. Durability D - B - 1 B C - B - 1 A B - A - 1 S A - A - 1 SS S - S - 1 SSS 'Z' - S - 2 SSS 'X' - SS - 3 SSS
Rank -Overdrive Range(ft radius) - Shutdown Duration(Rounds) D - 15 - 14 C - 30 - 12 B - 45 - 10 A - 60 - 8 S - 75 - 6 'Z' - 90 - 4 'X' - 105 - 2
- Ser Ignasse:
Name: Knight of the Heavens: Ser Ignasse of the Dragon's Tail Classification: Kenjutsu/Fuinjutsu/Kinjutsu Rank: S-Rank Class: Offensive/Supplementary Range: Varies
Description: Ser Ignasse comes in at Large(M) just like his brother Janlenoux however he doesn't look anywhere near as civilised. Ignasse continues the white and blue colour trend of the rest of the Knights however his armour is quite lightweight and has been sharpened and altered to look sharp, bladed and feral. His fingers extend into claws and metal spars extend from his back that give the impression of wings. Dozens of ribons of blue extend from his shoulders, limbs, back and the back of his helmet, dancing around him as he moves. his helmet has a single eyehole in it with a draconic looking eye sitting within it. When crafted into Ser Ignasse, the Knight loses their defense tier to instead gain SS-Rank Speed Tiers, Ignasse is fast but leaves soaking damage to his comrades. In order to create Ser Ignasse, either dragon flesh or a Grade VI or higher reptilian beast carve is required to grant him his abilities and his overdrive while altering his element to Nature. -Ser Ignasse's first ability allows him to ruthlessly hunt down his foes. In an area around him he is able to detect life energy, letting him find any living creature near him that isn't using a life/spiritual energy concealment technique equal to or higher than SS-Rank. The area he can use this sensory is determined by Seiko's Rank. -His second ability is rather strange but aligns to his purpose amongst the Knights. Strikes with his spear or claws are able to disperse Natural Energy of a certain rank or lower, harmlessly distributing it into the air around Ignasse when he hits them. The amount he can disperse is dependent on Seiko's Rank but he can also focus this ability, putting it on cooldown, when he hits an enemy capable of moulding Natural Energy, upon doing so they become unable to use NE for a period of time based on their Nature Tier, the cooldown is based on Seiko's Rank. Those having underwent Sage Mode training however are able to reduce the duration of this debuff due to their superior control of Natural Energy. -Ignasse's last ability is very niche but almost invaluable when going up against the sort of people that can get close to Seiko's number of minions. Strikes with Ignasse's spear are capable of banishing extraplanar beings. The amount of strikes it take to send a being back to its original plane is dependent on the power level of the being as more powerful creatures take far, far more strikes to banish them. This doesn't destroy them, merely returns them to their plane of origin, requiring them to be summoned again. -His overdrive allows him to draw on the deep seated power within the materials he is made of and unleash it in a form known as the Draconic Soul. When activated he gains 6 tier levels to spread out amongst his tiers, capping at SSS++, his natural energy dispersal increases by one rank and all extraplanar beings count as one step weaker for the purposes of banishment. This lasts for a short period of time based on Seiko's Rank and once done, Ignasse shuts down for a while until his chassis can recover from the strain this puts on it.
Rank - Life Sense(ft Radius) - NE Dispersal - Shutdown Duration(Rounds) D - 10 - D - 18 C - 20 - C - 16 B - 30 - B - 14 A - 40 - A - 12 S - 50 - S - 10 'Z' - 60 - SS - 8 'X' - 70 - SSS - 6
Rank/Nature Tier - NE Disable Duration in PT(Sage Mode Modifier) - Cooldown(PT) D/None - 16(Partial Trans = -1) - 20 C/D - 14(Imperfect Sage Mode = -2) - 18 B/C - 12(Sage Mode = -3) - 16 A/B - 10(Perfect Sage Mode = -4) - 14 S/A - 8(Nega/Anti Sage Mode = -5) - 12 'Z'/S - 6(True/False/Paradox Sage Mode = -6) - 10 'X'/SS - 4(God/Titan/Primordial Sage Mode = -10) - 8 -/SSS - 2(Six Paths = -15) - /
Creature Power - Strikes to Banish Baby Summon- 1 Small Summon/First Level Demon - 2 Humanoid Summon - 3 Medium Summon/Second Level Demon - 4 Large Summon/Third Level Demon - 5 Colossus Summon/Fourth Level Demon/V-Type Angel - 6 Sacrifice Summon/Greater Level Demon/D-Type Angel - 7 Elder Summon/T-Type Angel - 8 Boss Summon/C-Type Angel/Emotion Demi-Titan - 9 Devil/Emotion Titan - 10 S-Type Angel - 12
Last edited by Blade on 12th November 2020, 6:34 pm; edited 4 times in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Dataslate [Seiko's Techs] 5th September 2020, 9:49 pm | |
| - The Heavens' Ward Continued:
- Ser Zephirin:
Name: Knight of the Heavens: Ser Zephirin the Just Classification: Kenjutsu/Fuinjutsu/Kinjutsu Rank: SS-Rank Class: Offensive Range: Varies
Description: One of the largest and most advanced of the Knights, Ser Zephirin is Large(L) and wields a massive, ornately detailed greatsword in both hands. His armour is elegantly designed, the plates looking more like the scales of a dragon covering his body. A waist-cloak in dark blue drifts around his legs like smoke and his arms and shoulders are designed to look like reaching shadows or drifting smoke with the filigree placed upon them. His helmet possesses a thin horizontal strip for his eyes and a plume of black horsehair like a ponytail drifts from the back of his helmet. Crafting Ser Zephirin causes the Knight to gain 5 Tier Levels to Strength and the unique materials he is made of grants him the abilities he is capable of as well as defaulting his element to Dark. The materials to make Ser Zephirin are the Marks of a Mikaboshi laced within his metal shell, while transplanting such things is near impossible due to Mikaboshi DNA, metal does not reject. -Ser Zephirin's first ability draws from the latent abilities of the Mikaboshi and conducts them through his greatsword. Whenever Ser Zephirin strikes something with his greatsword, he drains chakra from it and stores it within an artificial chakra system. His chakra system is equal to a Dakar of Seiko's Rank, meaning it cannot hold a large amount of chakra but it doesn't need to. The amount of chakra siphoned per strike is determined by Seiko's Rank. -His second ability gives him a use for the chakra he siphons. Ser Zephirin naturally generates shadow materia that pools around him, the amount he creates each PT being dependent on Seiko's Rank. It also specifically spreads out around him, covering his surroundings in darkness. He is capable of spending chakra from his artificial chakra system however to generate shadow at a 1:1 ratio chakra to materia. The amount of materia around also determines how far away it spreads. -His third ability ties it all together. By stepping into a patch of shadow materia, Zephirin is able to transfer himself at SSS-Rank++ speeds to any other piece of shadow materia within a certain range of himself dependent on Seiko's Rank. This speed is so great it appears more like teleportation and he cannot attack during it but it gives him unparalleled mobility when the field is set up properly. This ability does have a cooldown however, based on Seiko's Rank but Zephirin can spend chakra from his artificial chakra system to reset the cooldown. This price starts at D-Rank and increases by one rank every time it is reset. If the full cooldown is allowed to pass without a reset, the chakra price drops by one rank to a minimum of D-Rank. -Lastly, Ser Zephirin has his overdrive. With the overcharge active, Zephirin drives his sword into the ground before drawing in chakra around him like a form of vaccuum. Anyone within range of Ser Zephirin while this is active has a certain amount of chakra drained from them each PT they are within the area. The amount of chakra drained, the duration it lasts for and the range are all determined by Seiko's Rank. Once this duration is over or it is ended prematurely, Ser Zephirin shuts down and is inoperable for a period of time.
Rank - Chakra Drained - Materia Generated per PT - Shutdown Duration(Rounds) D - 3 D - 3 D - 18 C - C - 6 D - 16 B - C - 9 D - 14 A - B - 12 D - 12 S - B - 15 D - 10 'Z' - A - 18 D - 8 'X' - S - 21 D - 6
Amount of Materia - Area Taken up(ft radius) D - 2 C - 10 B - 20 A - 40 S - 80 SS - 160 SSS - 320
Rank - Teleport Cooldown D - 40 C - 35 B - 30 A - 25 S - 20 'Z' - 15 'X' - 10
Rank - Area of Drain(ft Radius) - Drain each PT - Duration(PT) D - 5 - 2 D - 3 C - 10 - 4 D - 6 B - 15 - 6 D - 9 A - 20 - 8 D - 12 S - 25 - 10 D - 15 'Z' - 30 - 12 D - 18 'X' - 35 - 14 D - 21
- Ser Charibert:
Name: Knight of the Heavens: Ser Charibert the Stern Classification: Kenjutsu/Fuinjutsu/Kinjutsu Rank: SS-Rank Class: Offensive/Supplementary/Defensive Range: Varies
Description: The last of the true Knights of the Heavens, Ser Charibert is shorter than his brother Zephirin, coming in only at Large(S) and wielding an ornate scepter, the top of which resembles a gleaming sun. As for his armour, he wears heavy robes over his fine plate with symbology of the sun and stars covering the robes and armour, all of it done in white and blue as with the rest of the Knights. Rather than a cloak, he has a series of blue ribbons attached to each of his fingers that swish and wave with every movement of his hands and his helmet has a crest of white horsehair and a trio of vertical slashes on his faceplate to allow for sight. Ser Charibert when created from a Golem gains 5 Tier Levels to his Endurance and it's obvious from his combat style that he is the supporting Knight. In order to craft Ser Charibert, Seiko utilises either a Ryukamigan or Bishamon Marks to grant him the powers that he possesses, as well as causing his element to default to Light. As with Ser Zephirin he possesses three abilities and an Overdrive. -Ser Charibert's first ability is the foundation upon which his others are based. As long as Charibert is standing under a strong light source or sunlight, he naturally generates chakra and stores it within an artificial chakra system that he possesses. His chakra system is equal in size to a Ronin of Seiko's Rank. It is not a large system but it is useful as the other side of this ability is that due to not being alive, the chakra he generates doesn't reject if given to another. Ser Charibert is capable of touching a target and granting them some or all of the chakra within his artificial chakra system. The amount he generates each PT under light is dependent on Seiko's Rank. -His second ability gives him a personal use for the chakra that he generates. At a certain range dependent on Seiko's Rank, he is capable of spending the chakra in his artificial system to heal a target of his choice. This healing is done at a 1:1 ratio of chakra to damage removed, however after being used it goes on a cooldown meaning that Charibert is unable to rapidly heal multiple targets. The cooldown is based on Seiko's Rank. -Charibert's third ability cements him as the support Knight. He is capable of generating a field around himself that enhances a number of targets of his choice as long as they stay within the area. While in the area they gain 2 tier levels to all tiers and reduce all damage received by a flat C-rank. The size of this field and how many targets he can affect at once is dependent on Seiko's Rank. -His overdrive allows him to fight and be useful even in the darkest of situations. Once overcharged he draws on his Drives and launches an orb of Light into the air fifty feet above him. It is ten feet across and covers two hundred feet around it in Light. While standing within this Light, Charibert's chakra generation is doubled and he is still able to fight while it is active. Once the Light's duration runs out however, Charibert also shuts down and must spend some time inert before he can be reused.
Rank - Chakra Generated each PT - Heal Cooldown(PT) - Shutdown Duration(Rounds) D - 2 D - 30 - 16 C - 4 D - 25 - 14 B - 6 D - 20 - 12 A - 8 D - 15 - 10 S - 10 D - 10 - 8 'Z' - 12 D - 5 - 6 'X' - 14 D - 3 - 4
Rank - Buff Field Area(ft Radius) - Targets Affected D - 5 - 1 C - 10 - 1 B - 15 - 2 A - 20 - 2 S - 25 - 3 'Z' - 30 - 3 'X' - 35 - 4
Rank - Overdrive Duration(PT) D - 5 C - 10 B - 15 A - 20 S - 25 'Z' - 30 'X' - 35
- King Thordan:
Name: Ruler of the Heavens: High King Thordan of the Knights Most Holy Classification: Kenjutsu/Fuinjutsu/Kinjutsu Rank: SSS-Rank Class: Offensive/Supplementary Range: Varies
Description: The Lord of the Heavens' Ward and the most powerful of the Knights that Seiko has created, High King Thordan is also the most costly to produce. Thordan is the only Colossus sized Knight, dwarfing the rest with his stature. His armour is also the heaviest and the most elaborate, elegant symbols and runes etched across every single surface. His armour is also the only one of a different colour as the majority of it is a deep enamelled black while the trimmings are done in gold and white. His helmet has been carefully crafted to resemble and incredibly ornate crown and spikes extend from his pauldrons and gauntlets. His faceplate has a single horizontal slash for his eyes and a massive ornate cloak of gold and black extends from his back, a gleaming gold fleur-de-lis sits in the middle of the cloak. He also wields a gargantuan, shining white greatsword in a single hand, the fingers of his gauntlets being sharpened to fine claws. Upon crafting King Thordan, the Golem gains an additional 3 Tier Levels to all of its Tiers and it gains the elements of Light and Dark. In order to actually craft King Thordan, a Bishamon and a Mikaboshi must be fully sacrificed to the Golem in order to grant their full powers to the King of the Heavens. Doing this in addition to the elements it grants King Thordan, also grants him 4 abilities and an Overdrive. -High King Thordan's first ability is possibly his most powerful and is known as the King's Blessing, this is also the only ability that cannot be copied by Adelphel. King Thordan steps forwards and touches one of his Knights and immediately a full copy of them appears at their side. This copy has all of the tiers and abilities of the Knight that was copied and can even use its overdrive, however doing so causes the copy to be destroyed at the end of it rather than shut down. The copy itself only exists for a certain amount of time and any ability that it uses with an element changes to Light Release. Thordan can also only have one copied Knight at a time and also holds the control of it, meaning it takes up none of Seiko's control slots. The duration this lasts for and its cooldown is dependent on Seiko's Rank. -His second ability is simpler but still incredibly dangerous. Thordan's strikes possess an inordinate amount of passive Dark Release attached to them. Thus when his sword strikes a target, that target loses the ability to mold chakra for a period of time based on Seiko's Rank, they are simply unable to use the chakra that is within their body. Every subsequent hit resets the timer rather than adding to it. For every rank of Chakra Tier the victim has, they reduce the duration by 5 PT. -His third ability is tied into the method used to craft him. Due to the nature of his creation, he has gained the ability to strike the soul itself upon killing a target. When he deals enough damage to normally kill an individual that possesses a soul, he immediately severs the connection to the body and sends the soul on to the afterlife. This means that Thordan's strikes ignore most forms of immortality and regeneration as he simply carves the soul out and lets it pass on before the body can regenerate or another soul can be swapped into its place. -His last ability is tied into his Bishamon heritage. He is capable of using the precognitive power of the Ryukamigan to a slightly more limited degree, this acts as reaction tiers on par with precognition without actually granting him the ability to see time-lines. He can do this only to a specific number of targets, based on Seiko's Rank, as any more muddies the waters and ruins the ability. Due to this being a stolen ability however, it causes spiritual damage to King Thordan dependent on the rank of the target he uses it on. As King however he is granted the ability to spread this recoil damage out among all of the Knights on the field(Spreading the total evenly amongst them) to prevent himself from destroying himself. -His overdrive is the most dangerous of all the Knights and also the most expensive; Ultimate End. By drawing on both sides of his heritage, High King Thordan is capable of, for just a moment, to tap into Chaos Release. In order to do this to any meaningful degree however he needs to use his other Knights as focusing rods. The power of the Chaos Wave that he unleashes at SSS-Rank speeds, the area of effect and the soul damage it deals is dependent on the number of Knights that are on the battlefield at the time of its use. However not only does this cause Thordan to take potentially weeks to repair, requiring a number of IC topics to pass before he is usable again, it also causes every Knight that was used with Ultimate End to shut down as well and go through their own recovery times as detailed in their techniques.
Rank - Blessing Duration(PT) - Blessing CD(PT) - Shutdown Duration(IC Topics) D - 10 - 50 - 14 C - 15 - 45 - 12 B - 20 - 40 - 10 A - 25 - 35 - 8 S - 30 - 30 - 6 'Z' - 35 - 25 - 4 'X' - 40 - 20 - 2
Rank - Chakra Destabilisation Duration(PT) - No. of Precog Targets - Recoil Taken D - 5 - 1 - D C - 10 - 1 - C B - 15 - 1 - B A - 20 - 2 - A S - 25 - 2 - S 'Z' - 30 - 2 - SS 'X' - 35 - 3 - SSS
No. of Knights - Chaos Damage - Soul Damage - Area of Effect(ft radius) 1 - D - D - 2 2 - 3 D - 3 D - 5 3 - C - C - 10 4 - B - B - 15 5 - A - A - 20 6 - S - S - 25 7 - SS - SS - 30 8 - SSS - SSS - 35 9 - 2 SSS - SSS - 40 10 - 3 SSS - SSS - 45 11 - Z - 2 SSS - 50 12 - Z - 3 SSS - 60
- Heavens' Ward Misc Techs:
Name: Heavens' Ward: Noble's Raiment Classification: Fuinjutsu/Kenjutsu Rank: S-Rank(S-Rank chakra to initiate) Class: Defensive/Supplementary Range: Contact
Description: An alteration to the normal Fragmented Armour that other Rikigaku are capable of learning, due to the sizes and abilities of her Knights, Seiko had to alter the technique to work properly with her own soldiers. When this is activated, and it can only be used on a Knight of the Round Table or a Knight of the Heavens' Ward, the Knight blasts apart into pieces and reforms around Seiko as a suit of armour, almost like a mech. Once done, Seiko gains the tiers and durability of the Knight that she has attached to her but is able to utilise her techniques through the Knight. Additionally she can use the abilities of the Knight with the same effects and limitations as normal but if she uses the Knight's Overdrive, then she remains unaffected due to being inside the Knight even if the attack would normally damage indiscriminately. Once the overdrive is over however, the Knight digitizes away and leaves Seiko on the ground underneath it. This technique has a duration based on Seiko's Rank with a modifier for her intelligence, however as the Knights go up in ranks they reduce the amount of time they can be used as armour due to their complexity.
Rank - Armour Duration(PT) - Knight Modifier - Int. Modifier D - 10 - C-Rank(-0) - Normal(+0) C - 20 - B-Rank(-5) - Above Average(+3) B - 30 - A-Rank(-10) - Near Genius(+6) A - 40 - S-Rank(-15) - Genius(+9) S - 50 - SS-Rank(-20) - Super Genius(+12) 'Z' - 60 - SSS-Rank(-30) - Hyper Genius(+15) 'X' - 70 - Z-Rank(-50) - Neo Genius(+20)
Name: Heavens' Ward: The Final Stand Classification: Kinjutsu/Fuinjutsu Rank: SS-Rank Class: Offensive/Supplementary Range: Very Long
Description: Every good minion master needs some kind of emergency button to pull out a win when hope seems lost, this is Seiko's. By spending chakra equal in rank to the rank of the Knight that she is activating this on, she is capable of activating the Knight's Overdrive. This causes the Knight to immediately use their Overdrive ability and gain the benefits of such. This ability also has a cooldown however Seiko can activate it again before the cooldown is complete causing the chakra price to activate it to go up by one rank. There is also an alternate price allowed of one rank below blood although that price goes up at the same time as the chakra if the Overdrive is used too many times. Every time the full cooldown of this technique goes by without it being reused, the price to activate it drops by one rank ending at its normal starting level.
Rank - Cooldown(PT) D - 40 C - 35 B - 30 A - 25 S - 20 'Z' - 15 'X' - 10
Jiangshi Path for Rikigaku - Originator: Seiko Rikigaku Requires 1 Path of Golem Wing and 1 Path of Lobos Wing. - Frames:
Name: Hijacked Physiology Classification: Medical Kinjutsu/Fuinjutsu Rank: D-Rank Class: Supplementary Range: Contact
Description: Requires at least 1 Lobos Path and 1 Golem Path and is required to learn the Jiangshi Path techniques. The Jiangshi Path is a strange fusion of flesh and machine that goes even beyond what the Lobos path does. Where the Lobos learn to fuse dead animal with machinery to create their constructs, the Rikigaku instead takes knowledge from the Golem Path in order to upsize the technology as well as a smattering of medical knowledge to truly upscale it. Once done, the user is capable of creating something known as a Jiangshi Frame, the Frame appears like a coiled ball of chain and metal that is placed upon an unconscious, paralysed or completely immobilised target. Fighting back can break the delicate machinery of the Frame and dead targets cannot be turned into Jiangshi. Once the Frame is applied to a target, the metal ball uncoils and the chains and spokes burrow underneath the skin, hijacking the nervous system and taking control of the victim's body and internal systems. This turns the person into a Jiangshi, a fully living creature that is under the absolute command of the Rikigaku. The Jiangshi can use all of the techniques they had in life and they take damage and heal like a living being, however they are completely unable to learn new techniques outside of some esoteric methods. When it comes to actually creating, Jiangshi, the further divorced a person is from the Rikigaku's own race, the harder it is to turn them into a Jiangshi, necessitating higher level frames. Once someone has been turned into a Jiangshi, the Rikigaku has a choice to make; they can either personality wipe the Jiangshi or keep their personality intact. If the Jiangshi's personality remains then they have emotion limits and are capable of acting autonomously to the Rikigaku's benefit, however with extreme physical therapy and medical techniques the Frame can be removed turning them back to normal. The medical techniques and time required to heal are determined by the Rikigaku's rank with a modifier based on the victim's endurance or defense, whichever is higher. If the Jiangshi is wiped of their personality then they can never be freed from the Frame without becoming brain dead and useless, however they are also incapable of acting autonomously and must be directly controlled by the Rikigaku. For obvious reasons, this path is usually kept hidden and for many can be considered incredibly worrying or even forbidden. Lastly, the Rikigaku can only have a set number of Jiangshi total, with a modifier for their intelligence, and count as a puppeteer of their rank for puppet slots, each Jiangshi takes up slots for a Human Puppet.
Rank - Medical Technique Req. - No. of Uses - Recovery Time(Topics) - Tier Modifier D/None - B - 2 - 3 - -0 C/D - A - 2 - 5 - -1 B/C - S - 3 - 6 - -2 A/B - SS - 3 - 7 - -3 S/A - SSS - 4 - 8 - -4 -/S - / - / - / - -5
Rank - Max Jiangshi - Intelligence Modifier D - 2 - Normal(+0), Above Average(+1) C - 4 - Near Genius(+2), Genius(+3) B - 6 - Super Genius(+4) A - 8 - Hyper Genius(+5) S - 10 - Neo Genius(+6)
Name: Forbidden Rikigaku Art - Jiangshi Path: Primary Frame Classification: Medical Kinjutsu/Fuinjutsu Rank: C-Rank(B-Rank Chakra+D-Rank Blood to Create) Class: Supplementary Range: Contact(Implantation)
Description: Those of the Jiangshi Path know that it takes time and patience to cultivate a truly dangerous Jiangshi and that the act is delicate and could be ruined by outside intervention. They also know that the race closest to their own is the easiest to create Frames for. The Primary Frame of the Jiangshi covers any non-awakened member of the same Race as the user. So if the Rikigaku is a Human, their Primary Frame covers Ninja, Ronin and Samurai but nothing else. If the Rikigaku is a Hybrid across races, they must choose which of their races are their Primary Frame, the other must be their Secondary. Once this is decided, the Rikigaku is able to create Primary Frames and implant them into paralysed, unconscious or fully immobilised opponents. Once the Implantation Process has begun, it takes time to properly sync into the victim's nervous system and bodily functions, during this time the Frame renders the target completely paralysed as it tests and hijacks their body. While this is going on, someone else can come and remove the Frame, requiring at least B-Rank strength. However doing so will also heavily wound the victim of the implantation with the internal damage done being dependent on how long the Process has been going on. The Rikigaku can choose to finish the process at any time however the victim's physical abilities are impaired if the process has not been allowed to go on for long enough. Once the Implantation Process is concluded, the Rikigaku then chooses whether to wipe the victim's personality or note as per Hijacked Physiology.
Implantation Duration(PT) - Trauma Damage if Removed - Tier Impairment(Tier Levels) 5 - B - -8 10 - A - -6 15 - S - -4 20 - SS - -2 25 - SSS - -0
Name: Forbidden Rikigaku Art - Jiangshi Path: Secondary Frame Classification: Medical Kinjutsu/Fuinjutsu Rank: B-Rank(A-Rank Chakra+3 D-Ranks of Blood to Create) Class: Supplementary Range: Contact(Implantation)
Description: Those of the Jiangshi Path know that it takes time and patience to cultivate a truly dangerous Jiangshi and that the act is delicate and could be ruined by outside intervention. They also know that the race closest to their own is the easiest to create Frames for however they are fully capable of learning to take over the bodies of others. When this technique is learned, the Rikigaku chooses another Race that isn't their own to designate as their Secondary Frame. For example a Human chooses Nova as their Secondary, this enables them to create Frames for Soulless, Dakar and Inkan. Once this is decided, the Rikigaku is able to create Secondary Frames and implant them into paralysed, unconscious or fully immobilised opponents. Once the Implantation Process has begun, it takes time to properly sync into the victim's nervous system and bodily functions, during this time the Frame renders the target completely paralysed as it tests and hijacks their body. While this is going on, someone else can come and remove the Frame, requiring at least B-Rank strength. However doing so will also heavily wound the victim of the implantation with the internal damage done being dependent on how long the Process has been going on. The Rikigaku can choose to finish the process at any time however the victim's physical abilities are impaired if the process has not been allowed to go on for long enough. Once the Implantation Process is concluded, the Rikigaku then chooses whether to wipe the victim's personality or note as per Hijacked Physiology.
Implantation Duration(PT) - Trauma Damage if Removed - Tier Impairment(Tier Levels) 5 - B - -8 10 - A - -6 15 - S - -4 20 - SS - -2 25 - SSS - -0
Name: Forbidden Rikigaku Art - Jiangshi Path: Tertiary Frame Classification: Medical Kinjutsu/Fuinjutsu Rank: A-Rank(S-Rank Chakra+C-Rank Blood to Create) Class: Supplementary Range: Contact(Implantation)
Description: Those of the Jiangshi Path know that it takes time and patience to cultivate a truly dangerous Jiangshi and that the act is delicate and could be ruined by outside intervention. They also know that the race closest to their own is the easiest to create Frames for however they are fully capable of learning to take over the bodies of others. When this technique is learned, the Rikigaku gains the last two races they have not chosen as candidates for Jiangshi Implantation. For example a Human who chose Nova as their secondary, gains Zireh and Beast as their Tertiary Frame choices, enabling them to turn Cypher, Entity, Weaponkin and Faunus into Jiangshi. Once this is decided, the Rikigaku is able to create Tertiary Frames and implant them into paralysed, unconscious or fully immobilised opponents. Once the Implantation Process has begun, it takes time to properly sync into the victim's nervous system and bodily functions, during this time the Frame renders the target completely paralysed as it tests and hijacks their body. While this is going on, someone else can come and remove the Frame, requiring at least B-Rank strength. However doing so will also heavily wound the victim of the implantation with the internal damage done being dependent on how long the Process has been going on. The Rikigaku can choose to finish the process at any time however the victim's physical abilities are impaired if the process has not been allowed to go on for long enough. Once the Implantation Process is concluded, the Rikigaku then chooses whether to wipe the victim's personality or note as per Hijacked Physiology.
Implantation Duration(PT) - Trauma Damage if Removed - Tier Impairment(Tier Levels) 5 - B - -8 10 - A - -6 15 - S - -4 20 - SS - -2 25 - SSS - -0
Name: Forbidden Rikigaku Art - Jiangshi Path: Advanced Primary Frame Classification: Medical Kinjutsu/Fuinjutsu Rank: S-Rank(SS-Rank Chakra+B-Rank Blood to create) Class: Supplementary Range: Contact(Implantation)
Description: Eventually, normal people just don't make the grade when it comes to the pursuit of power. Eventually the Rikigaku learns that there is greater out there and quickly finds out that they are heavily altered from their normal selves. Nevertheless, medical knowledge and perseverance can turn even the strongest of foes into a construct under the Rikigaku's absolute control. This technique follows on from the Primary Frame however it is focused on a different set under that race, the Awakened. The race of this technique follows the race chosen for Primary Frame, however covers all Awakened of that Race. For example a Human Rikigaku with this technique is able to turn Acolytes, Ghosts, Reapers and Diablo into Jiangshi. Once chosen, the user is able to implant Advanced Primary Frames into these targets. Once the Implantation Process has begun, it takes time to properly sync into the victim's nervous system and bodily functions, during this time the Frame renders the target completely paralysed as it tests and hijacks their body. While this is going on, someone else can come and remove the Frame, requiring at least S-Rank strength. However doing so will also heavily wound the victim of the implantation with the internal damage done being dependent on how long the Process has been going on. The Rikigaku can choose to finish the process at any time however the victim's physical abilities are impaired if the process has not been allowed to go on for long enough. Once the Implantation Process is concluded, the Rikigaku then chooses whether to wipe the victim's personality or note as per Hijacked Physiology. Implantation Duration(PT) - Trauma Damage if Removed - Tier Impairment(Tier Levels) 5 - B - -12 10 - A - -10 15 - S - -8 20 - SS - -6 25 - SSS - -4 30 - 2 SSS - -2 35 - Z - -0
Name: Forbidden Rikigaku Art - Jiangshi Path: Advanced Secondary Frame Classification: Medical Kinjutsu/Fuinjutsu Rank: SS-Rank(SSS-Rank Chakra+A-Rank Blood to create) Class: Supplementary Range: Contact(Implantation)
Description: Eventually, normal people just don't make the grade when it comes to the pursuit of power. Eventually the Rikigaku learns that there is greater out there and quickly finds out that they are heavily altered from their normal selves. Nevertheless, medical knowledge and perseverance can turn even the strongest of foes into a construct under the Rikigaku's absolute control. This technique follows on from the Primary Frame however it is focused on a different set under that race, the Awakened. The race of this technique follows the race chosen for Secondary Frame, however covers all Awakened of that Race. For example a Human Rikigaku who chose Nova as their Secondary with this technique is able to turn Zenith, Dues, Kekkei and Prime into Jiangshi. Once chosen, the user is able to implant Advanced Secondary Frames into these targets. Once the Implantation Process has begun, it takes time to properly sync into the victim's nervous system and bodily functions, during this time the Frame renders the target completely paralysed as it tests and hijacks their body. While this is going on, someone else can come and remove the Frame, requiring at least S-Rank strength. However doing so will also heavily wound the victim of the implantation with the internal damage done being dependent on how long the Process has been going on. The Rikigaku can choose to finish the process at any time however the victim's physical abilities are impaired if the process has not been allowed to go on for long enough. Once the Implantation Process is concluded, the Rikigaku then chooses whether to wipe the victim's personality or note as per Hijacked Physiology. Implantation Duration(PT) - Trauma Damage if Removed - Tier Impairment(Tier Levels) 5 - B - -12 10 - A - -10 15 - S - -8 20 - SS - -6 25 - SSS - -4 30 - 2 SSS - -2 35 - Z - -0
Name: Forbidden Rikigaku Art - Jiangshi Path: Advanced Tertiary Frame Classification: Medical Kinjutsu/Fuinjutsu Rank: SSS-Rank(SSS-Rank Chakra+A-Rank Blood to create) Class: Supplementary Range: Contact(Implantation)
Description: Eventually, normal people just don't make the grade when it comes to the pursuit of power. Eventually the Rikigaku learns that there is greater out there and quickly finds out that they are heavily altered from their normal selves. Nevertheless, medical knowledge and perseverance can turn even the strongest of foes into a construct under the Rikigaku's absolute control. This technique follows on from the Tertiary Frame however it is focused on a different set under that race, the Awakened. The race of this technique follows the races chosen for Primary Frame, however covers all Awakened of that Race. For example a Human Rikigaku with this technique who chose Zireh and Beasts as their Tertiary is able to turn Xeres, Jaeger, Cryptic, Vanir, Enlightened and Spurious into Jiangshi. Once chosen, the user is able to implant Advanced Tertiary Frames into these targets. However there is an alternate option at this level, the user may choose to give up one of their Tertiary Race choices to instead be able to turn Hybrids and Awakened Children into Jiangshi. Once the Implantation Process has begun, it takes time to properly sync into the victim's nervous system and bodily functions, during this time the Frame renders the target completely paralysed as it tests and hijacks their body. While this is going on, someone else can come and remove the Frame, requiring at least S-Rank strength. However doing so will also heavily wound the victim of the implantation with the internal damage done being dependent on how long the Process has been going on. The Rikigaku can choose to finish the process at any time however the victim's physical abilities are impaired if the process has not been allowed to go on for long enough. Once the Implantation Process is concluded, the Rikigaku then chooses whether to wipe the victim's personality or note as per Hijacked Physiology. Implantation Duration(PT) - Trauma Damage if Removed - Tier Impairment(Tier Levels) 5 - B - -12 10 - A - -10 15 - S - -8 20 - SS - -6 25 - SSS - -4 30 - 2 SSS - -2 35 - Z - -0
Name: Forbidden Rikigaku Art - Jiangshi Hijutsu: Superior Frame Classification: Medical Kinjutsu/Fuinjutsu Rank: Z-Rank(Blood and Chakra) Class: Supplementary Range: Contact(Implantation)
Description: At the absolute end of the line, sometimes even the awakened don't cut it anymore. Sometimes something more is needed. The Rikigaku at this point has learned that there are even greater power sources out there and learns how to manipulate them properly and bring them under their heel. This is the most powerful Jiangshi Frame, the most expensive and is used to turn a specific set of individuals into Jiangshi. Through the use of this technique, the Rikigaku is able to learn how to turn Demigods, Apex Beings and Jinchuriki into Jiangshi, creating some of the most powerful Jiangshi in existence. Once the Implantation Process has begun, it takes time to properly sync into the victim's nervous system and bodily functions, during this time the Frame renders the target completely paralysed as it tests and hijacks their body. While this is going on, someone else can come and remove the Frame, requiring at least SSS-Rank strength. However doing so will also heavily wound the victim of the implantation with the internal damage done being dependent on how long the Process has been going on. The Rikigaku can choose to finish the process at any time however the victim's physical abilities are impaired if the process has not been allowed to go on for long enough. Once the Implantation Process is concluded, the Rikigaku then chooses whether to wipe the victim's personality or note as per Hijacked Physiology. In addition to this, dependent on the Chakra, Spirit or Nature Tiers of the target, whichever is highest, they will suffer a Tier Penalty anyway as they are particularly hard to control. The type of Superior Jiangshi also determines how many slots it takes up, this is for total Jiangshi available. Implantation Duration(PT) - Trauma Damage if Removed - Tier Impairment(Tier Levels) 5 - B - -12 10 - A - -10 15 - S - -8 20 - SS - -6 25 - SSS - -4 30 - 2 SSS - -2 35 - Z - -0
Tier - Tier Penalty(Tier Levels) - Type - Slots Taken Up None - -0 - Apex Being - 2 D - -1 - Demigod(Pantheon) - 3 C - -1 - 1-3 Tails Jinchuriki - 3 B - -2 - 4-6 Tails Jinchuriki, Demigod(Minor) - 4 A - -2 - 7-9 Tails Jinchuriki - 5 S - -3 - 10 Tails Jinchuriki, Demigod(Chosen) - 6 SS - -4 SSS - -5 Z - -6
- Combat Alteration:
Name: Rikigaku Art - Jiangshi Path: Video Feed Classification: Fuinjutsu Rank: B-Rank(B-Rank chakra per connection) Class: Supplementary Range: AoE
Description: The Jiangshi are unique in that they still possess their own techniques and senses and can use them to fight even more effectively. However, sometimes the Rikigaku themselves cannot detect an opponent, this technique seeks to alleviate that. By forming a deeper mental connection to one of the Jiangshi under their control, the Rikigaku is capable of sharing their senses and the extra senses they gain via dojutsu, body KKG or even their techniques, enabling the Rikigaku to keep on top of the battlefield. There is a danger to this however as dependent on the rank of the Rikigaku, enough mental damage dealt to the Rikigaku or one of the Jiangshi will disrupt the connection, putting the Jiangshi into a defensive mode where it can only defend itself from attacks for a period of time based on the Rikigaku's barrier tiers. The number of Jiangshi the Rikigaku can connect to at once is based on their rank.
Rank - No. of Connections - Damage to Disrupt - Barrier - Disrupt Duration(PT) D - 1 - C - None - 10 C - 2 - B - D - 8 B - 3 - A - C - 6 A - 4 - S - B - 4 S - 5 - SS - A - 2 / - / - / - S - 1
Name: Rikigaku Art - Jiangshi Path: Adrenaline Boost Classification: Medical Kinjutsu/Fuinjutsu Rank: A-Rank(A-Rank chakra or B-Rank blood to trigger) Class: Offensive/Supplementary Range: AoE
Description: In combat, it can be the smallest of margins that ensure victory and without needing to harm themselves, the Rikigaku is capable of pushing their Jiangshi far beyond their normal limits even to the point of harming the Jiangshi. By surging power through the connection to the Jiangshi, the Rikigaku can force their physical abilities to become heightened for a short period of time based on the Jiangshi's Endurance Tiers. However the levels to which this can be used make it particularly dangerous as the power of the effects depends on just how deeply the Rikigaku forces the Jiangshi to ignore ingrained survival instincts to lash out with full power. This causes physical recoil damage to the Jiangshi but in turn grants them a temporary bonus to their physical tiers. If this recoil damage ever exceeds S-Rank then once the bonus ends, the Jiangshi forcibly shuts down for a period dictated by the Rikigaku's Rank, after which if healed it can return to the battlefield.
Rank/Recoil - Tier Level Boost - Shutdown Duration(PT) D - 1 - 30 C - 3 - 25 B - 5 - 20 A - 7 - 15 S - 9 - 10
Endurance Tier - Boost Duration(PT) None - 1 D - 2 C - 3 B - 4 A - 5 S - 6
Name: Rikigaku Art - Jiangshi Path: Physical Override Classification: Medical Kinjutsu/Fuinjutsu Rank: S-Rank(S-Rank chakra+Jiangshi Recoil or A-Rank Blood+Jiangshi Recoil) Class: Supplementary Range: AoE
Description: It's well known that the races and classes within are specialised in different directions just as part of their natural abilities. It's also well known that it's possible to gain ways around such limitations but not everyone cares for them. This technique aims to deal with that problem by forcing physical overrides and pushing a Jiangshi far past their normal limits, even forcibly triggering hormone releases or forcing muscles past safe limits. This technique in purpose is simple, by forcing energy through the connection to the Jiangshi the user can forcibly grant them Pseudo Tiers of a Tier of the Rikigaku's choice. The level of the tier gained is dependent on the amount of Recoil the Jiangshi takes and the duration that the Pseudo-Tier lasts for is dependent on the Rikigaku's Rank. If the Recoil taken ever exceeds S-Rank however, the Jiangshi will shut down after the Pseudo-Tier duration is over for a duration based on the Rikigaku's Rank. The SSS-Rank recoil version is immediately lethal to the Jiangshi, however hormone dispersal and the Frame keeps the Jiangshi alive long past when it should die, though this does half the Buff Duration and at the end, the Jiangshi dies.
Recoil Taken/Rank - Pseudo Tier Gained - Buff Duration(PT) - Shutdown Duration(PT) D - D+ - 3 - 40 C - C+ - 6 - 35 B - B+ - 9 - 30 A - A+ - 12 - 25 S - S+ - 15 - 20 SS/'Z' - SS+ - 18 - 15 SSS/'X' - SSS+ - 21 - 10
Name: Rikigaku Art - Jiangshi Path: Consensus Donation Classification: Medical Kinjutsu/Fuinjutsu Rank: SS-Rank Class: Supplementary Range: Contact
Description: A simple but highly effective technique. Through rigorous medical care of the Jiangshi and alterations to their bodily functions, the Rikigaku is able to make them all compatible with one another in regards to blood, stamina, nen and chakra as well as making them compatible with the Rikigaku themselves. Through this technique, once learned, each Jiangshi is capable of making contact with another Jiangshi or their Rikigaku Commander in order to transfer chakra, blood or stamina over each PT they remain in contact. The rank of the Rikigaku determines the transfer rate. In regards to the more powerful frames, if the Jiangshi possesses Void Release or a coloured Blood Type, it can only pass chakra/blood to those that share Void Release or the same coloured blood type due to the strange and highly dangerous nature of that chakra nature and of the coloured blood types.
Rank - Stamina Transfer Rate(Chakra/Nen/Blood) per PT D - 2(2 D/2 D/D) C - 4(4 D/4D/2 D) B - 6(1 C/1 C/4 D) A - 8(B/B/C) S - 10(A/A/B) 'Z' - 12(S/S/A) 'X' - 14(SS/SS/S)
Name: Rikigaku Art - Jiangshi Path: Locksmith Protocols Classification: Medical Kinjutsu/Fuinjutsu/Taijutsu Rank: SSS-Rank(SSS-Rank Chakra or S-Rank blood to trigger) Class: Supplementary/Offensive Range: AoE
Description: Although hard to actually tap into, there is a powerful ability that almost all people possess in some form or another even if they are unable to use it; the Eight Gates. These blockades on chakra flow are able to be deactivated to massively increase chakra flow through the body, enhancing physical abilities. For the protection of the person, most are unable to activate the Gates, only those who devote themselves to the physical are able to break down the survival barriers in order to open them and gain the power from it due to the intense damage that it does to the body. However when it comes to Jiangshi, the Rikigaku is in full control of the body, to the point of being able to overcome and negate survival limitations. Activating the Gates is difficult however and requires a great deal of both energy and physical toll from the Rikigaku and Jiangshi. When used on a Jiangshi that is not normally capable of activating the Gates it goes by the PAT Gates and the maximum Gate able to be opened is determined by the Rikigaku's Rank. Once the Gates end, the Jiangshi shuts down for the rest of the topic and cannot be used, unless healed by an SSS-Rank medical technique. If the Jiangshi is capable of PAT Gates then the Rikigaku can force more power through the Gates, granting them access to the TAT version of the Gates as following the guidelines for non-Gates users. The most power however comes from those actually capable of TAT Gates. With such people the Rikigaku can force the body far past its usual Gates enhanced limits, allowing them to emulate heightened retraining levels for any Gate technique that the Jiangshi already knows, with the retraining emulated being dependent on the Rikigaku's Rank and they are also capable of forcing the Jiangshi to activate Gates they don't have the techniques for but without the retraining enhancement. Upon doing this, the Jiangshi also takes an initial flat recoil dependent on the rank of the person made into the Jiangshi. If the recoil is over S-Rank then when the Gates end, regardless of the Gate used, the Jiangshi is destroyed as the cumulative toll completely ruins the construct, if the 8th Gate is activated then the Jiangshi is fully destroyed at the end, regardless of the overall recoil taken.
Rank - Max Gates - Retraining Level - Recoil Taken D - Second - 5 - Z C - Third - 5 - SSS B - Fourth - 10 - SS A - Fifth - 10 - S S - Sixth - 15 - A 'Z' - Seventh - 20 - B 'X' - Eighth - 25 - C
- Cooperative Alteration:
Name: Rikigaku Art - Jiangshi Path: Capability Interface Classification: Medical Fuinjutsu Rank: C-Rank Class: Supplementary Range: N/A
Description: Due to the rather complicated nature of the Jiangshi, the normal Digitize Interface that Rikigaku has isn't quite enough. This technique adds a medical modifier and status screen to it, allowing the user to pull up the status of any Jiangshi currently in combat or storage and to check them over. This interface shows their current physical condition, their limits and details all of their techniques in a neat list. By flicking through the screens, the user is capable of seeing current mental conditions as well as any damage the Jiangshi has taken and how it is impacting their current performance. This technique has no innate healing of its own but keeping tabs on the Jiangshi is useful. Dependent on the Rikigaku's Rank however there is a max number of screens that can be opened at once.
Rank - Maximum Status Screens D - 1 C - 2 B - 3 A - 4 S - 5
Name: Rikigaku Art - Jiangshi Path: Intra-Personal Cooperation Interface Classification: Taijutsu/Kenjutsu Rank: B-Rank Class: Supplementary Range: N/A
Description: Can only be done with Jiangshi that have personalities. Due to their nature as a living Construct, the Jiangshi are fully capable of harnessing more personal power than a puppet or Golem, this is partially due to their autonomous nature as well. With this technique, the Rikigaku learns how to capitalise on such a phenomena in order to create and learn Combination Techniques between themselves and their Jiangshi. This technique only allows for two-man combinations and they are trained like a solo technique of their rank. Dependent on the Rikigaku's rank, the maximum number of Combination Techniques they can have per Jiangshi is varied while the rank of the person that became a Jiangshi determines the maximum rank of combination technique that can be learned. Once learned, these are added to the Capability Interface as well.
Rank - Max Combination Techs - Max Rank of Combination D - 1 - B C - 1 - A B - 2 - S A - 2 - SS S - 3 - SSS
Name: Rikigaku Art - Jiangshi Path: Inter-Personal Cooperation Interface Classification: Taijutsu/Kenjutsu Rank: A-Rank Class: Supplementary Range: N/A
Description: Can only be done with Jiangshi that have personalities. It's quite common to find that one's abilities mesh well with another person's even if they have never trained together. Those Rikigaku of the Jiangshi path are trained to not only recognise potential synergies between their Jiangshi but are also encouraged to foster such and improve their overall capabilities. With this technique, the Rikigaku is able to form Jiangshi 'Teams' and grant them a Combination Technique using their own techniques, the Rikigaku is also able to be part of these Teams. These Combinations are trained for as a solo training however with a modifier to the word count dependent on the amount of people participating in the combination. The Rikigaku's Rank also determines both the maximum number of 'Teams' they can possess(A team can be deleted however they lose the combination technique and it must be retrained if the team is put back together) and the maximum number of participants they can have. The lowest ranked member of the Team determines the highest rank of combination that can be learned as per Intra-Personal Cooperation Interface.
Rank - No. of Teams. - Max Size of Team - Team Size - WC Modifier D - 2 - 3 Man - 2 Man - 1x C - 3 - 4 Man - 3 Man - 2x B - 4 - 5 Man - 4 Man - 3x A - 5 - 6 Man - 5 Man - 4x S - 6 - 7 Man - 6 Man - 5x
*********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
Last edited by Blade on 29th April 2021, 2:07 pm; edited 5 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Dataslate [Seiko's Techs] 12th November 2020, 5:58 pm | |
| - Knights of the Round:
Knights of the Round make it a C-rank Fighting Style. Sir Gareth = Rather than having it be 3-ranks below Damage have it be a set amount of bleed damage dependent on her Rank which stacks. Start with D at D, then 2 D, 4 D, C and cap at B. Sir Gaheris = the additional damage only applies if removing the arrow without the aid of a medical technique. Sir Lancelot = Copied Kenjutsu who are of an element he lacks can not be utilized. King Arthur Pendragon = If the duration and cool-down is the same does that mean these two abilities can't be used at the same time? If they can please state that, and whether or not this imposes any penalties (such as double the cool-down period when using a spiritual variant of another Knight's ability).
- Heaven's Ward:
Heaven's Ward make it a B-rank Fighting Style as it's an enhancement of KotR & incorporates Medical Ninjutsu. Ser Guerrique the Cleaver = Do you mean Walls as in techniques with Wall in their name &/or description Or do you mean walls as in barriers, please specify. Ser Paulecrain Coldfire = 2nd Ability; the structures are they based on the liquid materia solidified? Otherwise where is he getting the materia to make these structures? If it isn't based on that does this mean he has a set amount of Ice Materia stored in his body that he can use to create structures or what. Please specify. Ser Adelphel Brightblade = The energy redirected should be the damage that the energy was reduced by, not the amount that it was when it was captured. Meaning if it was a S-rank (reduced by 3-ranks) means only a C-rank hits the shield, leaving a 4 C-ranks/1 A-rank to be redirected back at something else. Ser Hermenost Levinlight = Copied Lightning or Magnet Techniques are changed to Physical regardless of what was originally copied. Deflecting AOE techniques results in the range they cover being reduced by a set amount of degrees dependent on their rank. D = 270, C = 225, B = 180, A = 135, S = 90, SS = 45, SSS = 30, Z = 15. Ser Vellguine of the Stone Spear = add this; Transmutation of living things can be resisted by Defense Tiers equal to his strength tiers. Third ability physical damage rather than chakra damage. Ser Janlenoux of the Steel Oath = add this; absorption of Organic or Living Metal can be resisted by Defense Tiers or Physical Resistance equal to his strength tiers. Ser Ignasse of the Dragon's Tail = Reptilian Beast Carve requirement. Concealment equal to or higher than SS-rank. 2nd Ability include Level of Sage Mode to reduce the inability to mold NE by a set amount. Just add it to the second chart like so: Rank/Nature Tier - NE Disable Duration in PT (Sage Mode Mitigation) - Cooldown(PT) D/None - 16 (Partial Trans = -1) - 20 C/D - 14 (Imperfect SM = -2) - 18 B/C - 12 (Sage Mode = -3) - 16 A/B - 10 (Perfect SM = -4) - 14 S/A - 8 (Nega/Anti SM = -5) - 12 'Z'/S - 6 (True/False/Paradox = -5) - 10 'X'/SS - 4 (God/Titan/Primordial = -10) - 8 -/SSS - 2 (Six Paths = -15) - - /
High King Thordan of the Knights Most Holy = The Third Ability have it cost Spiritual Recoil damage to King Thordan in order to use, the recoil is dependent on the Rank of the Target (D = D, "Z" = SS, "X" = SSS). Ultimate End is fine since when you modify the Third Ability it'll factor into his repair time (for instance using it to clear a battlefield would end up potentially destroying HKT or at the least damaging it heavily.) However if you want you can add that the overall spiritual recoil damage can be split among the Knights if you want to get some more use out of it without HKT being potentially destroyed in the process.
- Jiangshi:
----Frames You have two Tertiary Frames... >.> I think the second one should be called Secondary Frame especially since they are out of order >.>
Superior Frame Alter your chart in regards to Demigods a bit. Pantheon then Minor then Chosen. Principle don't have Demi-Gods. ----- Adrenaline Boost = the time period the adrenaline boost lasts isn't distinct is it posts (total)? Locksmith Protocol = Eighth Gate results in Jiangshi destruction after activation even if the overall recoil damage isn't equal to S-rank.
All techniques not mentioned in the spoiler tags are approved, Please add the additional that were approved. Rikigaku Branch to the Rikigaku Clan Topic. [/spoiler] *********************** - Past is Past:
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| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Dataslate [Seiko's Techs] 15th November 2020, 1:26 pm | |
| | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Dataslate [Seiko's Techs] 31st March 2021, 6:57 pm | |
| - Techno:
Name: Techno: Sensory Burst Classification: Kinjutsu/Taijutsu Rank: B-Rank(Chakra cost varies) Class: Supplementary Range: Self
Description: By tapping into the nerves and sensory data inputs, the user transmutes them into organic metal before refining them further, although this is only a temporary alteration it grants the user pseudo-reaction tiers for the duration. This enhancement is specifically spurred on through the use of a chakra price to fixate the enhancement with the level of reaction gained being equal to the amount of chakra spent. However rather than using a recurring price, it instead follows the Techno duration with the pseudo-reaction tier lasting until the techno transformation ends. Upon the transformation ending, this technique goes on cooldown with a longer, separate one compared to the Techno passive due to the advanced nature of the alteration. Lastly, the user's rank upon activating this alteration determines how many sensory mediums they can apply it to, chosen each time this technique is activated, the benefits granted by this technique cap at S-Rank.
Rank - Cooldown(PT) - No. of Sensory Mediums D - 30 - 1 C - 25 - 2 B - 20 - 3 A - 15 - 4 S - 10 - 5
Name: Techno: Neural Reinforcement Classification: Kinjutsu/Taijutsu Rank: B-Rank(Chakra cost varies) Class: Supplementary Range: Self
Description: Reaching into and activating the neurons within the brain, the user alters them into organic metal before refining and reinforcing them further, making them resistant to damage. This is finalised through a chakra price with a pseudo-barrier tier being gained equal to the chakra spent to activate this technique. This does not have a recurring price, instead it works off of the Techno duration and upon ending, a cooldown triggers before this technique can be reactivated with the cooldown being separate and longer than the Techno passive cooldown due to the advanced nature of the alteration. The benefits granted by this technique cap at S-Rank.
Rank - Cooldown(PT) D - 30 C - 25 B - 20 A - 15 S - 10
Name: Techno: Resistance Enhancement Classification: Kinjutsu/Taijutsu Rank: B-Rank(Chakra cost varies) Class: Supplementary Range: Self
Description: Through the rapid alteration of the internal organs into organic metal before reinforcing and enhancing them against damage, the user is able to activate this technique through an additional chakra price to 'set' the reinforcement. Upon doing so, the user gains an endurance tier equal to the amount of chakra spent. Rather than requiring a recurring price for this pseudo-tier, it instead follows the Techno duration, deactivating once the duration runs out. Once the duration is over, a cooldown is activated that is longer and separate from the Techno passive cooldown due to the advanced nature of this alteration. The benefits granted by this technique cap at S-Rank
Rank - Cooldown(PT) D - 30 C - 25 B - 20 A - 15 S - 10
- Jiangshi:
Name: Rikigaku Art - Jiangshi Path Command Protocol: Shunt Classification: Medical Kinjutsu Rank: A-Rank Class: Supplementary/Defensive Range: Self/Command Radius
Description: A powerful, if cruel, technique that allows the Jiangshi Commander to keep themselves in fighting shape regardless if they get directly targeted or not. Through the power of the mental connection and command override that the Commander has over their Jiangshi, they are able to deepen this connection in order to use their Jiangshi as ablative mental armour. While this technique is active, the number of Jiangshi that can be connected to at once being determined by the user's rank, the Commander is able to instinctively push pain, mental afflictions or damage and also genjutsu from their own mind through the connection and onto their Jiangshi, forcing the Jiangshi to suffer the effect, mitigated by their own tiers. Of course there is a price to this as dependent on how powerful the affliction, genjutsu, mental damage or pain is relative to their rank, it will deplete their sanity limit to use this shunting as it frays away. Upon the user reaching 0 sanity, all of their existing Shunt connections sever and they will be unable to reactivate this technique until they regain sanity.
Rank - No. of Connections - Effect Relative to Rank - Sanity Price(Pain/Damage/Affliction/Genjutsu) D - 1 - Two Ranks Below - 1/1/2/1 C - 2 - One Rank Below - 1/2/2/1 B - 3 - Equal Rank - 2/2/3/2 A - 4 - One Rank Above - 2/3/3/2 S - 5 - Two Ranks Above - 3/3/4/3
*********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
Last edited by Blade on 9th April 2021, 1:06 pm; edited 1 time in total | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Dataslate [Seiko's Techs] 9th April 2021, 12:42 pm | |
| - check notes:
Name: Techno: Sensory Burst Note: This enhancement is capped at S-rank
Name: Techno: Neural Reinforcement Note: Note: (capping at S-rank). No to pain tolerance increase to resistance and immunity.
Name: Techno: Resistance Enhancement Note: Capping at S-rank: No status negation.
- Approved:
Name: Rikigaku Art - Jiangshi Path Command Protocol: Shunt Note: Approved
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Dataslate [Seiko's Techs] 9th April 2021, 1:07 pm | |
| Fixed *********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
| |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Dataslate [Seiko's Techs] 10th April 2021, 9:53 am | |
| - Approved:
- Blade wrote:
- Techno:
Name: Techno: Sensory Burst Classification: Kinjutsu/Taijutsu Rank: B-Rank(Chakra cost varies) Class: Supplementary Range: Self
Description: By tapping into the nerves and sensory data inputs, the user transmutes them into organic metal before refining them further, although this is only a temporary alteration it grants the user pseudo-reaction tiers for the duration. This enhancement is specifically spurred on through the use of a chakra price to fixate the enhancement with the level of reaction gained being equal to the amount of chakra spent. However rather than using a recurring price, it instead follows the Techno duration with the pseudo-reaction tier lasting until the techno transformation ends. Upon the transformation ending, this technique goes on cooldown with a longer, separate one compared to the Techno passive due to the advanced nature of the alteration. Lastly, the user's rank upon activating this alteration determines how many sensory mediums they can apply it to, chosen each time this technique is activated, the benefits granted by this technique cap at S-Rank.
Rank - Cooldown(PT) - No. of Sensory Mediums D - 30 - 1 C - 25 - 2 B - 20 - 3 A - 15 - 4 S - 10 - 5
Name: Techno: Neural Reinforcement Classification: Kinjutsu/Taijutsu Rank: B-Rank(Chakra cost varies) Class: Supplementary Range: Self
Description: Reaching into and activating the neurons within the brain, the user alters them into organic metal before refining and reinforcing them further, making them resistant to damage. This is finalised through a chakra price with a pseudo-barrier tier being gained equal to the chakra spent to activate this technique. This does not have a recurring price, instead it works off of the Techno duration and upon ending, a cooldown triggers before this technique can be reactivated with the cooldown being separate and longer than the Techno passive cooldown due to the advanced nature of the alteration. The benefits granted by this technique cap at S-Rank.
Rank - Cooldown(PT) D - 30 C - 25 B - 20 A - 15 S - 10
Name: Techno: Resistance Enhancement Classification: Kinjutsu/Taijutsu Rank: B-Rank(Chakra cost varies) Class: Supplementary Range: Self
Description: Through the rapid alteration of the internal organs into organic metal before reinforcing and enhancing them against damage, the user is able to activate this technique through an additional chakra price to 'set' the reinforcement. Upon doing so, the user gains an endurance tier equal to the amount of chakra spent. Rather than requiring a recurring price for this pseudo-tier, it instead follows the Techno duration, deactivating once the duration runs out. Once the duration is over, a cooldown is activated that is longer and separate from the Techno passive cooldown due to the advanced nature of this alteration. The benefits granted by this technique cap at S-Rank
Rank - Cooldown(PT) D - 30 C - 25 B - 20 A - 15 S - 10
- Jiangshi:
Name: Rikigaku Art - Jiangshi Path Command Protocol: Shunt Classification: Medical Kinjutsu Rank: A-Rank Class: Supplementary/Defensive Range: Self/Command Radius
Description: A powerful, if cruel, technique that allows the Jiangshi Commander to keep themselves in fighting shape regardless if they get directly targeted or not. Through the power of the mental connection and command override that the Commander has over their Jiangshi, they are able to deepen this connection in order to use their Jiangshi as ablative mental armour. While this technique is active, the number of Jiangshi that can be connected to at once being determined by the user's rank, the Commander is able to instinctively push pain, mental afflictions or damage and also genjutsu from their own mind through the connection and onto their Jiangshi, forcing the Jiangshi to suffer the effect, mitigated by their own tiers. Of course there is a price to this as dependent on how powerful the affliction, genjutsu, mental damage or pain is relative to their rank, it will deplete their sanity limit to use this shunting as it frays away. Upon the user reaching 0 sanity, all of their existing Shunt connections sever and they will be unable to reactivate this technique until they regain sanity.
Rank - No. of Connections - Effect Relative to Rank - Sanity Price(Pain/Damage/Affliction/Genjutsu) D - 1 - Two Ranks Below - 1/1/2/1 C - 2 - One Rank Below - 1/2/2/1 B - 3 - Equal Rank - 2/2/3/2 A - 4 - One Rank Above - 2/3/3/2 S - 5 - Two Ranks Above - 3/3/4/3
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Dataslate [Seiko's Techs] 6th October 2021, 5:45 pm | |
| - Techno-Golemancy:
Name: Golem Wing: Forbidden Kaironokuma Art - Techno-Golemancy Classification: Medical Kinjutsu Rank: B-Rank Class: Supplementary Range: Contact
Description: It's a known fact that Kaironokuma flesh is usable as a material for creating things, most commonly done for their Gourds to allow the Gourd to connect with them and regenerate from damage. However, this ability can be taken further through the use of medical expertise and Rikigaku knowledge. The Rikigaku becomes able to take flesh from a Kaironokuma and use that to infuse the Golem's metal, creating a flesh-metal hybrid that is able to gain and retain useful Techno alterations, however these alterations become permanent as the flesh-metal is unable to return to its base state. The amount of flesh required, and thus the amount of damage dealt to the Kaironokuma to gain that much flesh, is dependent on the Chassis that is being altered. Once this is done they become known as 'Techno-Golems', although following the same Chassis naming scheme(Hexa Techno-Golem as an example). Once the flesh is infused, the Techno-Golem acquires a number of slots based on the rank of the user with a modifier based on Chassis Type and these slots are filled either by taking Techno techniques from the Kaironokuma and infusing them in, the rank of which determines how many slots are taken up, or by using specific Techno-Golemic Infusions as part of this technique line each of which take up a specific number of slots.
Chassis Type - Flesh Required(Damage Dealt) - Slot Modifier Automaton - C - .5x Golem - B - 1x Exo - A - 1.5x Hexa - S - 2x Neo - SS - 2.5x Omega - SSS - 3x -Knights and Heavensward count as one Chassis type up(So Hexa to Neo) due to superior components and machining. -Slots round Up.
Rank/Of Technique - Slots Available - Slots Used D - 2 - 2 C - 4 - 4 B - 6 - 6 A - 8 - 8 S - 10 - 10 -Ranking up does not increase the slots of already existing Golems, they must be remade to gain the additional slots.
Name: Techno-Golemic Infusion: Job Parameter Classification: Medical Kinjutsu Rank: S-Rank Class: Supplementary Range: Contact
Description: One of the most important Infusions applied to a Techno-Golem and likely one of the first done is altering its flesh-metal for a specific purpose. These alterations are usually quite extreme and take up a large number of slots, however they powerful base abilities to the Techno-Golem and mold the flesh-metal towards certain parameters, allowing certain other Infusions to have special effects or additional abilities. This specific Infusion is known as the "Job Infusion" as the term "Job" is utilised to denote the particular purpose and further upgrades of the Techno-Golem. There are five Jobs in total with Warrior being the first and most seen as it focuses on making the Golem a frontliner and enabling it to soak up punishment, deal out damage in melee or both dependent on further Infusions. Rogue is the second, known for being the fastest of the Techno-Golems with abilities focused around ambushing and dealing damage. Healer is the third, one that is focused on boosting other Techno-Golems via resonance between the flesh-metal and repairing them when damaged. Ranger is the fourth and are utilised primarily for ranged combat and autonomy, generally being more intelligent than other Techno-Golems. Lastly is Caster who are the Techno-Golemic equivalent of artillery, designed for long range and high damage. Resonating the Techno-Golem to one of these jobs however is expensive but once done is permanent, lasting until the Golem is fully destroyed even across topics.
Job Type - Slots Taken Up - Chakra+Blood Cost Warrior - 7 - S+A Rogue - 6 - A+B Healer - 7 - S+A Ranger - 6 - A+B Caster - 8 - SS+S
Job Type - Base Abilities Granted Warrior - Increases Strength and Defense of Golem by 2 Tier Levels. Additionally spiritual protection is granted, reducing Spiritual and Natural Damage taken by the Golem by one rank to a minimum of D-Rank. Lastly, increases base Durability by 1 S-Rank.
Rogue - Grants Speed Tier based on Golem Chassis(Automaton gets C, Omega gets SSS). Increases movement distance multiplier by 2x. Attacks are enhanced by spiritual resonance, causing attacks to be reduced in damage by one rank however they deal Spiritual damage instead of Physical.
Healer - Increases Defense and Endurance of Golem by 2 Tier Levels. Golem regenerates 2 D-Ranks of Durability each PT. Lastly, enables the Techno-Golem to spend durability at a 1:1 ratio in order to restore durability to another Golem at a range of 5 feet per rank of Golem(Automaton is 5 feet, Omega is 30 feet).
Ranger - Increases Strength of Golem by 4 Tier Levels. Golem becomes able to naturally walk on vertical surfaces and water. Lastly, grants the Techno-Golem Kinetic Sensory at a level based on the type of Golem(Automaton has D-Rank Sensory, Omega Golem has SS).
Caster - Grants caster an internal chakra reservoir and the ability to filter ambient energy from the air and form it into chakra due to the spiritual energy within the Techno-Golem. Internal battery is equivalent to a Faunus of Low Rank based on type of Golem(Automaton D, Golem C, Exo B, Hexa A, Neo S and Omega High S). Battery starts off empty and gathers 3 D-Ranks of chakra per PT.
- Warrior Infusions:
Name: Techno-Golemic Infusion: Warrior Class - Subclass Parameter Classification: Medical Kinjutsu Rank: A-Rank Class: Supplementary Range: Contact
Description: After initially shaping the biosteel used to create the Techno-Golem, the spiritual resonance within can be further altered. Through selective use of chakra and blood, the controller becomes able to enhance the body of the Techno-Golem and grant it new abilities. These additional abilities open up new avenues for additional Infusions and abilities however lock off others and become known as Subclasses. The subclasses available are based on the initial Class of the Techno-Golem and can only be applied after a Class has been applied and take up additional slots based on the Subclass. This technique is the Infusion specifically adapted for Warrior-Class(W-Class) Techno-Golems and only one subclass can be granted. Available are the Guardian Subclass which focuses on defensive abilities and raw durability, the Reaver Subclass which acts as a berserker variant, increasing the damage it deals based on its remaining durability, the Battlemaster Subclass which gains a series of physical techniques trained into it that it becomes able to use on cooldown as well as being able to incorporate a fighting style, and lastly the Commander Subclass which focuses on enhancing the resonance of other Techno-Golems to enhance their abilities via buffs.
Subclass - Slots Taken - Chakra+Blood Price Guardian - 2 - B+C Reaver - 3 - A+B Battlemaster - 4 - S+A Commander - 3 - A+B
- Rogue Infusions:
Name: Techno-Golemic Infusion: Rogue Class - Subclass Parameter Classification: Medical Kinjutsu Rank: A-Rank Class: Supplementary Range: Contact
Description: After initially shaping the biosteel used to create the Techno-Golem, the spiritual resonance within can be further altered. Through selective use of chakra and blood, the controller becomes able to enhance the body of the Techno-Golem and grant it new abilities. These additional abilities open up new avenues for additional Infusions and abilities however lock off others and become known as Subclasses. The subclasses available are based on the initial Class of the Techno-Golem and can only be applied after a Class has been applied and take up additional slots based on the Subclass. This technique is the Infusion specifically adapted for Rogue-Class(R-Class) Techno-Golems and only one subclass can be granted. Available are the Assassin Subclass which focuses on stealth and surprise attacks, the Scout Subclass which focuses on surveillance and mobility, the Trickster Subclass which gains the ability to draw on the controller's chakra to generate physical illusions, and lastly the Duelist Subclass which focuses on dodging and counterattacks.
Subclass - Slots Taken - Chakra+Blood Price Assassin - 2 - B+C Scout - 2 - B+C Trickster - 4 - S+A Duelist Subclass - 3 - A+B
- Healer Infusions:
Name: Techno-Golemic Infusion: Healer Class - Subclass Parameter Classification: Medical Kinjutsu Rank: A-Rank Class: Supplementary Range: Contact
Description: After initially shaping the biosteel used to create the Techno-Golem, the spiritual resonance within can be further altered. Through selective use of chakra and blood, the controller becomes able to enhance the body of the Techno-Golem and grant it new abilities. These additional abilities open up new avenues for additional Infusions and abilities however lock off others and become known as Subclasses. The subclasses available are based on the initial Class of the Techno-Golem and can only be applied after a Class has been applied and take up additional slots based on the Subclass. This technique is the Infusion specifically adapted for Healer-Class(H-Class) Techno-Golems and only one subclass can be granted. Available are the Thaumaturge Subclass which enables the Techno-Golem to heal organics, the Technoturge which increases its ability to heal Constructs and Techno-Golems, the Vivisectionist who specialises in using medical knowledge to weaken enemy defenses and lastly the Golemancer who gains the ability to temporarily buff other Golems, Knights and Techno-Golems at the cost of their own durability.
Subclass - Slots Taken - Chakra+Blood Price Thaumaturge - 4 - S+A Technoturge - 2 - B+C Vivisectionist - 3 - A+B Golemancer - 4 - S+A
- Ranger Infusions:
Name: Techno-Golemic Infusion: Ranger Class - Subclass Parameter Classification: Medical Kinjutsu Rank: A-Rank Class: Supplementary Range: Contact
Description: After initially shaping the biosteel used to create the Techno-Golem, the spiritual resonance within can be further altered. Through selective use of chakra and blood, the controller becomes able to enhance the body of the Techno-Golem and grant it new abilities. These additional abilities open up new avenues for additional Infusions and abilities however lock off others and become known as Subclasses. The subclasses available are based on the initial Class of the Techno-Golem and can only be applied after a Class has been applied and take up additional slots based on the Subclass. This technique is the Infusion specifically adapted for Ranger-Class(RN-Class) Techno-Golems and only one subclass can be granted. Available are the Sniper Subclass utilising a bow and enhanced distance modifiers to land precision shots, the Slayer Subclass which sacrifices range by using melee weaponry but in turn gains enhanced perception, the Artillerist Subclass which specialises in becoming immobile but in turn is able to fire multiple high power shots per round, and lastly the Gunner Subclass which requires access to Hojutsu but in turn is able to utilise Guns and Hojutsu alongside them.
Subclass - Slots Taken - Chakra+Blood Sniper - 2 - B+C Slayer - 2 - B+C Artillerist - 3 - A+B Gunner - 4 - S+A
- Caster Infusions:
Name: Techno-Golemic Infusion: Caster Class - Subclass Parameter Classification: Medical Kinjutsu Rank: A-Rank Class: Supplementary Range: Contact
Description: After initially shaping the biosteel used to create the Techno-Golem, the spiritual resonance within can be further altered. Through selective use of chakra and blood, the controller becomes able to enhance the body of the Techno-Golem and grant it new abilities. These additional abilities open up new avenues for additional Infusions and abilities however lock off others and become known as Subclasses. The subclasses available are based on the initial Class of the Techno-Golem and can only be applied after a Class has been applied and take up additional slots based on the Subclass. This technique is the Infusion specifically adapted for Caster-Class(C-Class) Techno-Golems and only one subclass can be granted. Available are the Elementalist Subclass which gains the chakra nature of one of its Drives causing it to apply the relevant elemental status effect to all techniques it uses, the Warden Subclass which becomes able to utilise Barrier Ninjutsu and can shed pieces of its body to act as anchors, the Savant Subclass which cannot utilise elemental effects at all however its ambient techniques gain bonuses, and lastly the Spellblade which becomes able to utilise Chakra Flow to enhance its natural or weapon strikes.
Subclass - Slots Taken - Chakra+Blood Elementalist - 4 - S+A Warden - 3 - A+B Savant - 2 - B+C Spellblade - 3 - A+B
- General Infusions:
*********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
| |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Dataslate [Seiko's Techs] 15th August 2022, 12:35 pm | |
| - Mechanical Mentality:
Name: Mechanical Mentality: Sensor Link Classification: Kugujutsu/Kinjutsu Rank: C-Rank Class: Supplementary Range: Long
Description: To connect one's mind with a machine is a difficult thing to understand, mental commands are one thing but taking in the information the other way around is quite difficult. Of course if one's mind is already a machine then it poses no true issue. With this technique, Seiko is able to mentally link herself to any of her constructs and share their senses, using their sight and sensory techniques as her own during this situation. However this takes 1 Sanity per Construct that she links to and if the constructs are too far away then the link forcibly breaks. The number of Constructs she can link to at once is based on her intelligence while the range before the link breaks is based on her rank.
Rank - Range(ft) - Intelligence - No. of Constructs D - 15 - Normal - 1 C - 30 - Above Average - 2 B - 45 - Near Genius - 3 A - 60 - Genius - 4 S - 75 - Super Genius - 5
Name: Mechanical Mentality: Processor Termination Classification: Medical Kinjutsu Rank: A-Rank(A-Rank blood price to use) Class: Supplementary Range: Self
Description: Requires fully completed False Humanity. Efficiency always comes at a cost, sometimes the variables are too much, sometimes there are too many options available and that reduces processing power, it makes it too easy for clutter and junk processes to fill up the spaces. Seiko has recognised this issue and the more she cuts away the more dangerous further sacrifices need to be in order to open up more processing power. With this technique, which is one use, Seiko sacrifices an entire technique type rendering her unable to train any more techniques purely of that type. This must be a type that she is capable of using. Depending on her rank when this is used, she is capable of 'saving' a number of techniques of that type that are already trained and be able to use them but ONLY those techniques. When this is done it boosts her intelligence up another level, enabling her to achieve Super Genius.
Technique Type Sacrificed: Rank - Techniques Saved - Technique D - 1 - [Insert Tech Name] C - 2 - [Insert Tech Name] B - 3 - [Insert Tech Name] A - 4 - [Insert Tech Name] S - 5 - [Insert Tech Name]
- Inorganic Animation:
Name: Metal Speak: Regenerative Steel Classification: Ronin Tech Rank: B-Rank(Stamina price varies) Class: Supplementary Range: Contact
Description: By making contact with a damaged object that is at least majority comprised of metal, Seiko is able to manipulate the material so that it recovers from damage and melds back into itself to heal over breaks that are done to it. This is very taxing on her body however and the amount of damage that she wants to heal is based on how much stamina she is willing to spend. This must be paid per target that she touches and cannot be used to bring a completely destroyed item or construct back. The powers of this technique means it cannot regenerate lost portions of an item or construct unless that piece is reattached first.
Stamina Price - Durability Restored 4 - D 8 - C 12 - B 16 - A 20 - S
- Golem Wing:
Name: Rikigaku Art - Golem Path: Sensor Archetype Classification: Fuinjutsu/Kinjutsu Rank: B-Rank Class: Supplementary Range: Contact
Description: Sometimes the Golem has to face foes that it cannot actually see or target normally and in order to shore up both its own deficiencies and those of its commander, this Core Archetype was created to assist the Golem further in battle. Through the usage of energy existing in living creatures, the wielder is able to create a Sensor Core that grants a specific type of Sensory to the Golem based on the energy type that the Core was drawn from. The strength of this sensory starts at a base of B-Rank and a base range of 30ft Radius. However each additional B-Rank of chakra and half a core slot used when creating the core, can either enhance the strength of the sensory by one rank or increase the range in increments of 30ft(So for example, an additional B-Rank of chakra and 1 core slot could upgrade a sensory type from B-Rank/30ft to S-Rank/30ft or B-Rank/90ft or A-Rank/60ft).
Core Types: Chakra Hunter: The simplest and easiest Sensor Core to create, this one must be made from a creature that possesses Chakra naturally. This takes 1 B-Rank of chakra and one core slot to make the basic version of, though this can be enhanced as above. This Core specifically senses chakra and those that possess it, requiring a hiding technique greater than the sensory strength to hide from it.
Kinetic Hunter: The second easiest Sensor Core to make instead comes from any Fauna or any creature that is unable to mold chakra. This costs 1 B-Rank of chakra and a full core slot to make the base version which instead finds Kinetic Energy and those spending stamina requiring a kinetic energy concealment technique greater than the sensory strength to avoid being found.
Elemental Hunter: This one is a varied type of Sensor that can only be created from a creature possessing either Earth, Wind, Fire, Lightning or Water Releases. This takes an A-Rank of chakra and 1 full core slot to create the basic sensor and the sensory type is dependent on the element tapped into when this core is made, requiring a concealment technique greater than the sensory strength to hide, one that hides against the specific elemental sensory of course. Fire: Infrared/Heat Vision Lightning: Electrolocation Wind: Wind Displacement Earth: Vibration Sensory Wind: Hydrolocation/Moisture Sensory
Blood Hunter: The second hardest Sensor Core to create, this Core must come from a creature that possesses blood naturally however it requires spiritual resonance, requiring a B-Rank of chakra and a C-Rank of blood to create along with two core slots to make the basic sensor. This specifically allows the Golem to see and track life force and spiritual energy. As with the others, a concealment tech hiding spiritual energy/life force greater than the sensory strength is required.
Natural Hunter: The hardest Sensor Core of all to make requires that the core is either drawn from a Large or greater Summon, a God Beast or a creature capable of harnessing Natural Energy. This takes an S-Rank of chakra and 2 core slots to make the basic sensor but when made it allows the Golem to find and hunt natural energy as well as being able to naturally detect extraplanar entities. A concealment technique that hides natural energy or dimensional signatures is required to hide from this sensor as long as it is of a greater rank than the sensor strength of this core.
- Modular Medicine:
Name: Modular Medicine(Signature) Classification: Fighting Style Rank: S-Rank Class: Supplementary Range: Contact-Short Description: Medical treatments are all very different but if one steps back they can see the patterns in everything, the things that always happen, the way certain treatments can meld easily into others, it all starts to come together and make sense. Seiko has seen this pattern and has learned to exploit it through her own medical training, creating a unique line of medical techniques known as Modular Medicine. This line has three distinct types of technique within it; Procedures, Modules and Add-Ons. Procedures are the backbone, although they do very little on their own, they instead dictate the strength of the treatment and the strength of the modules attached to it. Modules decide exactly what the Procedure treats and fixes with more advanced modules allowing more dangerous ailments and injuries to be dealt with. Add-Ons are special alterations to Modules or Procedures, adding on additional effects or special modifiers to the Procedure as a whole. Each Procedure has a base chakra cost equal to its rank and then Modules will add their own effects on top, making this an expensive but incredibly efficient medical system. The max number of modules that can be attached to a single Procedure is based on the user's rank with a modifier based on their intelligence as they become able to better blend the medical practices together. Rank - Max Modules - Intelligence - Additional ModulesD - 1 - Normal - +0 C - 2 - Above Average - +1 B - 3 - Near Genius - +2 A - 4 - Genius - +3 S - 5 - Super Genius +4 'Z' - 6 - Hyper Genius - +5 'X' - 7 - Neo Genius - +6 - Medical Procedure:
Name: Modular Medicine: Procedure Alpha Classification: Medical Ninjutsu Rank: D-Rank Class: Supplementary Range: Contact
Description: A Procedure is the simplest term used in Modular Medicine for healing an ally or one's self. These techniques are incredibly simple but are designed to enhance the power of any Modules attached to them, allowing them to heal greater wounds without having to dedicate valuable learning time to healing techniques of escalating ranks. This Procedure does nothing more than heal D-Rank damage per use and empowers each Module attached to it to make them equivalent to D-Rank.
Name: Modular Medicine: Procedure Beta Classification: Medical Ninjutsu Rank: C-Rank Class: Supplementary Range: Contact
Description: A Procedure is the simplest term used in Modular Medicine for healing an ally or one's self. These techniques are incredibly simple but are designed to enhance the power of any Modules attached to them, allowing them to heal greater wounds without having to dedicate valuable learning time to healing techniques of escalating ranks. This Procedure does nothing more than heal C-Rank damage per use and empowers each Module attached to it to make them equivalent to C-Rank.
Name: Modular Medicine: Procedure Gamma Classification: Medical Ninjutsu Rank: B-Rank Class: Supplementary Range: Contact
Description: A Procedure is the simplest term used in Modular Medicine for healing an ally or one's self. These techniques are incredibly simple but are designed to enhance the power of any Modules attached to them, allowing them to heal greater wounds without having to dedicate valuable learning time to healing techniques of escalating ranks. This Procedure does nothing more than heal B-Rank damage per use and empowers each Module attached to it to make them equivalent to B-Rank.
Name: Modular Medicine: Procedure Delta Classification: Medical Ninjutsu Rank: A-Rank Class: Supplementary Range: Contact
Description: A Procedure is the simplest term used in Modular Medicine for healing an ally or one's self. These techniques are incredibly simple but are designed to enhance the power of any Modules attached to them, allowing them to heal greater wounds without having to dedicate valuable learning time to healing techniques of escalating ranks. This Procedure does nothing more than heal A-Rank damage per use and empowers each Module attached to it to make them equivalent to A-Rank.
Name: Modular Medicine: Procedure Epsilon Classification: Medical Ninjutsu Rank: S-Rank Class: Supplementary Range: Contact
Description: A Procedure is the simplest term used in Modular Medicine for healing an ally or one's self. These techniques are incredibly simple but are designed to enhance the power of any Modules attached to them, allowing them to heal greater wounds without having to dedicate valuable learning time to healing techniques of escalating ranks. This Procedure does nothing more than heal S-Rank damage per use and empowers each Module attached to it to make them equivalent to S-Rank.
Name: Modular Medicine: Procedure Zeta Classification: Medical Ninjutsu Rank: SS-Rank Class: Supplementary Range: Contact
Description: A Procedure is the simplest term used in Modular Medicine for healing an ally or one's self. These techniques are incredibly simple but are designed to enhance the power of any Modules attached to them, allowing them to heal greater wounds without having to dedicate valuable learning time to healing techniques of escalating ranks. This Procedure does nothing more than heal SS-Rank damage per use and empowers each Module attached to it to make them equivalent to SS-Rank.
Name: Modular Medicine: Procedure Eta Classification: Medical Ninjutsu Rank: SSS-Rank Class: Supplementary Range: Contact
Description: A Procedure is the simplest term used in Modular Medicine for healing an ally or one's self. These techniques are incredibly simple but are designed to enhance the power of any Modules attached to them, allowing them to heal greater wounds without having to dedicate valuable learning time to healing techniques of escalating ranks. This Procedure does nothing more than heal SSS-Rank damage per use and empowers each Module attached to it to make them equivalent to SSS-Rank.
- Medical Modules:
Name: Modular Medicine: Coagulation Module Classification: Medical Ninjutsu Rank: D-Rank(Chakra one rank below Procedure) Class: Supplementary Range: N/A
Description: A simple module to deal with a simple type of injury that is common in the Shinobi profession. This technique aids natural regeneration and causes rapid blood coagulation. This module cannot be used on its own and can only be used if it is attached to a Procedure. When attached to a Procedure, it stops any bleeding of a rank equal to or lower than the Procedure it was attached to. (For example if used with Procedure Gamma(B-Rank) it would stop any bleeding of B-Rank or lower).
Name: Modular Medicine: Relaxant Module Classification: Medical Taijutsu Rank: D-Rank(Stamina price equal to Procedure) Class: Supplementary Range: N/A
Description: With the amount of moving and feats of agility that Shinobi perform it's no wonder that they end up with sprains and muscle injuries all the time. Luckily these are easily fixed and can be done with careful easing of the affected area and some deep medical massage. With this technique, which can only be used when attached to a procedure, it heals sprains and minor muscle injuries equal in rank to the procedure it is attached to.
Name: Modular Medicine: Sensation Module Classification: Medical Ninjutsu Rank: D-Rank(Chakra price equal to procedure) Class: Supplementary Range: N/A
Description: There are many reasons that numbness can set in when in battle, be it a slight deadening of the nerves, an application of medical ninjutsu or even just from spending time in a cold location. No matter which way it is applied it is dangerous as it prevents someone from realising that they have been badly hurt or are suffering from other ailments. When attached to a procedure, as this technique cannot be used on its own, this Module reactivates the weakened nerves and returns feeling to numbed locations so long as the numbing effect is of a rank equal to or less than the procedure this is attached to.
Name: Modular Medicine: Salve Module Classification: Medical Ninjutsu Rank: C-Rank(Chakra price equal to procedure) Class: Supplementary Range: N/A
Description: Some injuries are more advanced and the modules become more advanced to reflect that. By encouraging tissue regeneration via chakra and flaking off the damaged flesh, this module allows the Med Nin to deal with burns both surface and deep. The burns healed by this are equal in rank or lower than the procedure that this technique is attached to.
Name: Modular Medicine: Relocation Module Classification: Medical Taijutsu Rank: C-Rank(Stamina price one rank above procedure) Class: Supplementary Range: N/A
Description: Through stellar medical knowledge and careful positioning and relocation, it is possible to fix dislocated limbs and deeper muscle issues with a fair amount of ease and make them as painless as possible. Like all other modules this must be attached to a procedure to do anything and once done it is able to heal any dislocation or major muscle injury equal in rank to the procedure it is attached to and lower.
Name: Modular Medicine: Hydration Module Classification: Medical Ninjutsu Rank: C-Rank(Chakra price equal to Procedure) Class: Supplementary Range: N/A
Description: Not only does extreme exercise cause dehydration but so does the effects of several different elemental abilities. This makes it very easy for a Shinobi to succumb to dehydration and become useless in the middle of a battle. By dealing with the cellular damage and using chakra to promote a form of self rehydration within the cells, the Med Nin can reverse the effects of dehydration damage. This heals dehydration and dessication wounds from effects equal in rank and lower to the procedure this is attached to and provides a moderate defense against them for a number of PT based on the rank of procedure used. Procedure Rank - Protection Duration(PT) D - 1 C - 2 B - 3 A - 4 S and up -5
Name: Modular Medicine: Setting Module Classification: Medical Nintaijutsu Rank: B-Rank(Requires stamina equal to and chakra one rank below Procedure) Class: Supplementary Range: N/A
Description: More advanced injuries of course require more advanced medical procedures in order to cure them. Through the use of careful manipulation and chakra to encourage healing and meshing, the Medical Ninja is able to fix broken bones and fractures as well as damaged joints via this procedure. As with the others, this technique's power and the rank of breaks or joint damage it can heal is equal in rank to the procedure that it is attached to.
Name: Modular Medicine: Thawing Module Classification: Medical Kinjutsu Rank: B-Rank(Blood one rank below procedure) Class: Supplementary Range: N/A
Description:[ There is some damage that is much harder than usual to heal especially without elemental effects. Unfortunately frostbite and hypothermia are two of these and can be incredibly dangerous. Through the use of this Module, the Medic can encourage the growth of new flesh and the shedding of dead material, causing regeneration of damaged tissue and extremities and the growth of core and extremity temperatures. This heals frostbite and hypothermia damages based on the rank of Procedure it is attached to. Additionally, this provides protection against cold effects and frostbite reoccurring, of a rank equal to the procedure and below, for a limited time based on the Med Nin's rank. It also restores a significant portion of the Hypothermia Limit based on the rank of procedure it is used with.
Rank/User - Protection Duration(PT) - Hypothermia Restoration D/D - 2 - 1/5th C/C - 4 - 2/5th B/B - 6 - 3/5th A/A - 8 - 4/5th S/S - 10 - Full
Name: Modular Medicine: Articulation Module Classification: Medical Ninjutsu Rank: B-Rank(Chakra equal in rank to Procedure) Class: Supplementary Range: N/A
Description: To stand still is to die, there are a lot of attacks that require a shinobi to dodge in order to protect themselves or even save others. As such paralysis is both an incredible fear and incredible danger for any working Shinobi. By applying chakra to the muscles, the Medic can negate the muscle locking that categorises paralysis and fix the issues at the source, allowing the target to move again. This strength of Paralysis that this effects is equal in rank and lower to the Procedure that it is attached to.
Name: Modular Medicine: Restoration Module Classification: Medical Ninjutsu Rank: A-Rank(Chakra price equal in rank to Procedure) Class: Supplementary Range: N/A
Description: There are many ailments that can impair a Shinobi and then there are some that can end their career immediately. The loss of a pivotal sense is one of these and can lead to a great many further problems. Luckily this procedure soothes and repairs the nerves through the use of chakra to restore the functionality of a sense that was lost. If it was lost due to a part being removed, then that part needs to be replaced though this technique also heals the damage as part of that. The sensory damage or replacement that is healed by this technique is equal to or below the rank of the Procedure that this module is attached to.
Name: Modular Medicine: Therapy Module Classification: Medical Ninjutsu Rank: A-Rank(Chakra price equal to Procedure) Class: Supplementary Range: N/A
Description: With the existence of genjutsu and other incredibly dangerous mental techniques, as well as so much pain from wounds, it can become very easy to succumb to some form of brain damage or have it inflicted upon one's self, rendering the shinobi unable to fight. This module fixes that by clearing away scar tissue and reigniting neuron connections in order to restore function to a broken, damaged mind. This can heal brain damage and memory loss effects equal in rank to the procedure it is attached to and below.
Name: Modular Medicine: Reattachment Module Classification: Medical Nintaijutsu Rank: A-Rank(Chakra and stamina price equal to Procedure) Class: Supplementary Range: N/A
Description: It's a sad fact of life but with enough blades flying around eventually someone is going to lose something important and it's not going to be something that grows back. Luckily, medical procedures can assist with that and can usually fix the problem if it is seen to fast enough. Of course this isn't Flesh Release, so it requires either the actual lost part of the body or a suitable replacement whereupon this technique can be utilised alongside a Procedure of equal rank or above the wound to reattach the dismembered body part. However there is a time limit to this, the longer ago the wound occurred, the higher rank a Med-Nin is required to fix it.
Time Since Wound(PT) - Med Rank Required to Fix 5 - D 10 - C 15 - B 20 - A 25 - S 30+ - Cannot be fixed with this technique
Name: Modular Medicine: Flow Module Classification: Medical Kinjutsu Rank: S-Rank(Blood one rank below procedure) Class: Supplementary Range: N/A
Description: Getting into the most advanced forms of damage, though also the rarest, there are creatures and people out there that are able to not just damage the body but also damage the chakra circulatory system, either temporarily or permanently reducing a person's chakra levels. Of course chakra is part of life itself and if reduced to nothing will kill a person and even if not, lowered chakra will severely hinder the shinobi's ability to do their job. This heals any damage done to the chakra coils of a rank equal to or lower than the Procedure it is attached to. However it cannot heal genetic damage, meaning it cannot 'fix' someone that is PAT or TAT.
Name: Modular Medicine: Circulation Module Classification: Medical Kinjutsu Rank: S-Rank(Blood one rank below procedure) Class: Supplementary Range: N/A
Description: Akin to chakra circulatory damage, there is another perhaps even more dangerous form of it. Some attacks and creatures might actually target a creature's ability to move blood around their body or even permanently reduce their blood limits. This is of course incredibly dangerous for anything that requires blood to live but is thankfully quite rare. Either way this procedure is able to deal with wounds to the circulatory system and temporary or permanent reductions to the blood limits equal in rank or lower to the procedure that this is attached to.
Name: Modular Medicine: Softening Module Classification: Medical Senjutsu Rank: S-Rank(NE equal in rank to procedure) Class: Supplementary Range: N/A
Description: Although very rare indeed, it is known that Natural Energy has the strange effect of turning living creatures to stone if it is overused or if they are repeatedly struck by high concentrations of Natural Energy. This would of course be career ending but there is ways to deal with it. Through the use of spiritual resonance the flesh can be regenerated and de-lithified in order to counteract the effects of the petrification. This Module heals and reverses petrification equal in rank or lower than the rank of procedure that this module is attached to.
Name: Modular Medicine: Rebirth Module Classification: Medical Kinjutsu Rank: SS-Rank(Requires blood, chakra and stamina one rank below Procedure) Class: Supplementary Range: N/A
Description: There are some, incredibly dangerous, wounds that don't actually damage the body. Instead they damage the very soul, ripping out chunks or just slowly peeling away sections of the soul until there is nothing but an empty husk left. This technique cannot restore a soul that is completely gone or never truly existed, however it can apply energy to encourage the soul to remember what it once was and slowly restore damage dealt to it. This Module can heal any soul damage done that is equal to or less than the rank of Procedure it is attached to. However this module is one of a few that are special in that it cannot be attached to a module lower than S-Rank due to the raw power needed to encourage regeneration of the soul.
Name: Modular Medicine: Degeneration Module Classification: Medical Nintaijutsu Rank: SS-Rank(Requires chakra and stamina one rank above procedure) Class: Supplementary Range: N/A
Description: A thing that can strike naturally but can also be enforced by powerful elemental releases or dangerous environmental effects; cancer is something that normal medicine has trouble dealing with. However the use of chakra and physical removal can encourage natural regeneration of flesh in order to halt the growth and spread of cancer while healing the damage dealt. This module enables the Medic to heal cancer and cancerous growths or overregeneration effects or damage of equal rank to the procedure it is attached to or lower.
Name: Modular Medicine: Purification Module Classification: Medical Kintaijutsu Rank: SS-Rank(Stamina equal to procedure, blood one rank below) Class: Supplementary Range: N/A
Description: Though not very well understood, there is a danger that can rot away the mind, soul and body, leaving it to decay and become broken and desolate. This is known as corruption and is very rare which makes it very hard to heal and deal with. Luckily with enough medical training anything can be overcome. This module allows the Medic to heal corruption damage and any effects from corruption so long as they are of equal rank or below the procedure that this module is attached to.
Name: Modular Medicine: Reanimation Module Classification: Medical Kinjutsu Rank: SSS-Rank(SSS Chakra, 20 Stamina, SS Blood) Class: Supplementary Range: N/A
Description: Can only be attached to SSS-Rank or higher procedure. With enough training, enough force of will, enough energy expended there is nothing that a Medical Ninja cannot heal. At the end of the day this can even include death. This is incredibly dangerous and incredibly taxing on the medic but being able to revive another is usually worth any risk or price. There is of course a limited time that this can be used before the body and brain are too far gone or the soul has completely departed and cannot be brought back. The skill of the Med Nin in question decides this time. Additionally when someone is brought back from death, their blood, stamina and chakra levels are halved but after a number of topics based on the rank of the revived target, their reserves will return to normal, this can be reduced if they possess Spirit Tiers. There is a chance of failure of this occuring due to the dangers of shocking the body back to life, this starts at a 40% chance of survival(Success of 1-6 fails) but the chances of success can be raised if the user has higher levels of intelligence.
Rank of Medic - PT Until Impossible to Save D - 2 C - 4 B - 6 A - 8 S - 10 'Z' - 12 'X' - 15
Rank/Spirit Tier - Topics Until Recovered - Recovery Modifier D/None - 16 - -0 C/D - 14 - -1 B/C - 12 - -2 A/B - 10 - -3 S/A - 8 - -4 'Z'/S - 6 - -5 'X'/SS - 4 - -6 -/SSS - / - -7
Intelligence - Chance of Failure(Success Roll) Normal - 60%(1-6 fail) Above Average - 50%(1-5 Fail) Near Genius - 40%(1-4 Fail) Genius - 30%(1-3 Fail) Super genius - 20%(1-2 Fail) Hyper Genius - 10%(1 Fail) Neo Genius - No Chance of Failure
- Medical Add-Ons:
Name: Modular Medicine - Add On: Chakra Donation Classification: Medical Ninjusu Rank: C-Rank Class: Supplementary Range: N/A
Description: This Add-On takes up a Module slot on a Procedure but is unaffected by the power of the Procedure. Instead this add-on allows the Medic to spend their own chakra in order to stimulate and enhance the chakra coils of the target, encouraging natural regeneration of chakra without actually being a true donation meaning that the nature of the chakra doesn't matter. This functions in a 1:1 manner so if the Medic spends a C-Rank of chakra, the target will recover a C-Rank of chakra.
Name: Modular Medicine - Add On: Sanguine Regulation Classification: Medical Ninjutsu Rank: A-Rank Class: Supplementary Range: N/A
Description: This add-on takes up a Module slot on a Procedure but doesn't actually scale with the power of the Procedure. Instead this Add-On stimulates and alters the bone marrow and circulation to trigger spontaneous blood generation within the body, either to restore limits already lost or to allow for the payment of techniques that would usually entirely drain the user's blood reserves. This add on can also be used on the med-nin themselves. When using this technique, it costs chakra and stamina to restore blood one rank below the amount of chakra and stamina spent although the reverse is also allowed with blood being spent to instead promote creation of chakra, restoring chakra one rank above the amount of blood spent, making the expenditure equal either way, however it cannot restore the physical energy used to power this tech.
Name: Modular Medicine - Add On: Simple Repose Classification: Medical Kinjutsu Rank: B-Rank(B-Rank blood) Class: Supplementary Range: N/A
Description: This takes up a module slot on a Procedure but does not scale with the power of the procedure. Instead this technique is used on a severed limb or other body part in order to utilise spiritual energy to halt the cell degeneration and decay within the body part or organ. When this is done the time away from the body timer pauses for a number of topics based on the Medic's rank. This means that the limb or organ will not decay and can be reattached even if a much longer period of time has passed than would be usually allowed. However the blood price for this technique must be paid each topic to keep the timer paused.
Rank - Topics Until Decay Resumes D - 1 C - 2 B - 3 A - 4 S - 5
Name: Modular Medicine - Add On: Restful Manipulation Classification: Medical Kinjutsu Rank: A-Rank(Price varies) Class: Supplementary Range: N/A
Description: This Add On takes up a module slot in a Procedure but does not scale to power with the Procedure. Instead when this is utilised the wielder is able to spend either chakra or blood in order to restore the target's limits by a certain amount dependent on how much energy is spent. Blood always counts as one rank higher than Chakra, to a maximum of SSS spent(So C-Rank blood restores the same as B-Rank chakra). The amount restored is also based on what type of Limit it is as the more dangerous limits are always slightly harder to refill. This targets one limit at a time, it does not restore all at once.
Chakra Spent - Limit Restored(Phys/Hybrid/Spirit/Mental) D - 4/3/2/1 C - 8/6/4/2 B - 12/9/6/3 A - 16/12/8/4 S - 20/15/10/5 SS - 24/18/12/6 SSS - 28/21/14/7
*********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
Last edited by Blade on 2nd September 2022, 4:39 am; edited 10 times in total | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Dataslate [Seiko's Techs] 2nd September 2022, 1:17 am | |
| - Approved:
- Blade wrote:
- Mechanical Mentality:
Name: Mechanical Mentality: Sensor Link Classification: Kugujutsu/Kinjutsu Rank: C-Rank Class: Supplementary Range: Long
Description: To connect one's mind with a machine is a difficult thing to understand, mental commands are one thing but taking in the information the other way around is quite difficult. Of course if one's mind is already a machine then it poses no true issue. With this technique, Seiko is able to mentally link herself to any of her constructs and share their senses, using their sight and sensory techniques as her own during this situation. However this takes 1 Sanity per Construct that she links to and if the constructs are too far away then the link forcibly breaks. The number of Constructs she can link to at once is based on her intelligence while the range before the link breaks is based on her rank.
Rank - Range(ft) - Intelligence - No. of Constructs D - 15 - Normal - 1 C - 30 - Above Average - 2 B - 45 - Near Genius - 3 A - 60 - Genius - 4 S - 75 - Super Genius - 5
Name: Mechanical Mentality: Processor Termination Classification: Medical Kinjutsu Rank: A-Rank(A-Rank blood price to use) Class: Supplementary Range: Self
Description: Requires fully completed False Humanity. Efficiency always comes at a cost, sometimes the variables are too much, sometimes there are too many options available and that reduces processing power, it makes it too easy for clutter and junk processes to fill up the spaces. Seiko has recognised this issue and the more she cuts away the more dangerous further sacrifices need to be in order to open up more processing power. With this technique, which is one use, Seiko sacrifices an entire technique type rendering her unable to train any more techniques purely of that type. This must be a type that she is capable of using. Depending on her rank when this is used, she is capable of 'saving' a number of techniques of that type that are already trained and be able to use them but ONLY those techniques. When this is done it boosts her intelligence up another level, enabling her to achieve Super Genius.
Technique Type Sacrificed: Rank - Techniques Saved - Technique D - 1 - [Insert Tech Name] C - 2 - [Insert Tech Name] B - 3 - [Insert Tech Name] A - 4 - [Insert Tech Name] S - 5 - [Insert Tech Name]
- Inorganic Animation:
Name: Metal Speak: Regenerative Steel Classification: Ronin Tech Rank: B-Rank(Stamina price varies) Class: Supplementary Range: Contact
Description: By making contact with a damaged object that is at least majority comprised of metal, Seiko is able to manipulate the material so that it recovers from damage and melds back into itself to heal over breaks that are done to it. This is very taxing on her body however and the amount of damage that she wants to heal is based on how much stamina she is willing to spend. This must be paid per target that she touches and cannot be used to bring a completely destroyed item or construct back. The powers of this technique means it cannot regenerate lost portions of an item or construct unless that piece is reattached first.
Stamina Price - Durability Restored 4 - D 8 - C 12 - B 16 - A 20 - S
- Golem Wing:
Name: Rikigaku Art - Golem Path: Sensor Archetype Classification: Fuinjutsu/Kinjutsu Rank: B-Rank Class: Supplementary Range: Contact
Description: Sometimes the Golem has to face foes that it cannot actually see or target normally and in order to shore up both its own deficiencies and those of its commander, this Core Archetype was created to assist the Golem further in battle. Through the usage of energy existing in living creatures, the wielder is able to create a Sensor Core that grants a specific type of Sensory to the Golem based on the energy type that the Core was drawn from. The strength of this sensory starts at a base of B-Rank and a base range of 30ft Radius. However each additional B-Rank of chakra and half a core slot used when creating the core, can either enhance the strength of the sensory by one rank or increase the range in increments of 30ft(So for example, an additional B-Rank of chakra and 1 core slot could upgrade a sensory type from B-Rank/30ft to S-Rank/30ft or B-Rank/90ft or A-Rank/60ft).
Core Types: Chakra Hunter: The simplest and easiest Sensor Core to create, this one must be made from a creature that possesses Chakra naturally. This takes 1 B-Rank of chakra and one core slot to make the basic version of, though this can be enhanced as above. This Core specifically senses chakra and those that possess it, requiring a hiding technique greater than the sensory strength to hide from it.
Kinetic Hunter: The second easiest Sensor Core to make instead comes from any Fauna or any creature that is unable to mold chakra. This costs 1 B-Rank of chakra and a full core slot to make the base version which instead finds Kinetic Energy and those spending stamina requiring a kinetic energy concealment technique greater than the sensory strength to avoid being found.
Elemental Hunter: This one is a varied type of Sensor that can only be created from a creature possessing either Earth, Wind, Fire, Lightning or Water Releases. This takes an A-Rank of chakra and 1 full core slot to create the basic sensor and the sensory type is dependent on the element tapped into when this core is made, requiring a concealment technique greater than the sensory strength to hide, one that hides against the specific elemental sensory of course. Fire: Infrared/Heat Vision Lightning: Electrolocation Wind: Wind Displacement Earth: Vibration Sensory Wind: Hydrolocation/Moisture Sensory
Blood Hunter: The second hardest Sensor Core to create, this Core must come from a creature that possesses blood naturally however it requires spiritual resonance, requiring a B-Rank of chakra and a C-Rank of blood to create along with two core slots to make the basic sensor. This specifically allows the Golem to see and track life force and spiritual energy. As with the others, a concealment tech hiding spiritual energy/life force greater than the sensory strength is required.
Natural Hunter: The hardest Sensor Core of all to make requires that the core is either drawn from a Large or greater Summon, a God Beast or a creature capable of harnessing Natural Energy. This takes an S-Rank of chakra and 2 core slots to make the basic sensor but when made it allows the Golem to find and hunt natural energy as well as being able to naturally detect extraplanar entities. A concealment technique that hides natural energy or dimensional signatures is required to hide from this sensor as long as it is of a greater rank than the sensor strength of this core.
- Modular Medicine:
Name: Modular Medicine(Signature) Classification: Fighting Style Rank: S-Rank Class: Supplementary Range: Contact-Short Description: Medical treatments are all very different but if one steps back they can see the patterns in everything, the things that always happen, the way certain treatments can meld easily into others, it all starts to come together and make sense. Seiko has seen this pattern and has learned to exploit it through her own medical training, creating a unique line of medical techniques known as Modular Medicine. This line has three distinct types of technique within it; Procedures, Modules and Add-Ons. Procedures are the backbone, although they do very little on their own, they instead dictate the strength of the treatment and the strength of the modules attached to it. Modules decide exactly what the Procedure treats and fixes with more advanced modules allowing more dangerous ailments and injuries to be dealt with. Add-Ons are special alterations to Modules or Procedures, adding on additional effects or special modifiers to the Procedure as a whole. Each Procedure has a base chakra cost equal to its rank and then Modules will add their own effects on top, making this an expensive but incredibly efficient medical system. The max number of modules that can be attached to a single Procedure is based on the user's rank with a modifier based on their intelligence as they become able to better blend the medical practices together. Rank - Max Modules - Intelligence - Additional ModulesD - 1 - Normal - +0 C - 2 - Above Average - +1 B - 3 - Near Genius - +2 A - 4 - Genius - +3 S - 5 - Super Genius +4 'Z' - 6 - Hyper Genius - +5 'X' - 7 - Neo Genius - +6 - Medical Procedure:
Name: Modular Medicine: Procedure Alpha Classification: Medical Ninjutsu Rank: D-Rank Class: Supplementary Range: Contact
Description: A Procedure is the simplest term used in Modular Medicine for healing an ally or one's self. These techniques are incredibly simple but are designed to enhance the power of any Modules attached to them, allowing them to heal greater wounds without having to dedicate valuable learning time to healing techniques of escalating ranks. This Procedure does nothing more than heal D-Rank damage per use and empowers each Module attached to it to make them equivalent to D-Rank.
Name: Modular Medicine: Procedure Beta Classification: Medical Ninjutsu Rank: C-Rank Class: Supplementary Range: Contact
Description: A Procedure is the simplest term used in Modular Medicine for healing an ally or one's self. These techniques are incredibly simple but are designed to enhance the power of any Modules attached to them, allowing them to heal greater wounds without having to dedicate valuable learning time to healing techniques of escalating ranks. This Procedure does nothing more than heal C-Rank damage per use and empowers each Module attached to it to make them equivalent to C-Rank.
Name: Modular Medicine: Procedure Gamma Classification: Medical Ninjutsu Rank: B-Rank Class: Supplementary Range: Contact
Description: A Procedure is the simplest term used in Modular Medicine for healing an ally or one's self. These techniques are incredibly simple but are designed to enhance the power of any Modules attached to them, allowing them to heal greater wounds without having to dedicate valuable learning time to healing techniques of escalating ranks. This Procedure does nothing more than heal B-Rank damage per use and empowers each Module attached to it to make them equivalent to B-Rank.
Name: Modular Medicine: Procedure Delta Classification: Medical Ninjutsu Rank: A-Rank Class: Supplementary Range: Contact
Description: A Procedure is the simplest term used in Modular Medicine for healing an ally or one's self. These techniques are incredibly simple but are designed to enhance the power of any Modules attached to them, allowing them to heal greater wounds without having to dedicate valuable learning time to healing techniques of escalating ranks. This Procedure does nothing more than heal A-Rank damage per use and empowers each Module attached to it to make them equivalent to A-Rank.
Name: Modular Medicine: Procedure Epsilon Classification: Medical Ninjutsu Rank: S-Rank Class: Supplementary Range: Contact
Description: A Procedure is the simplest term used in Modular Medicine for healing an ally or one's self. These techniques are incredibly simple but are designed to enhance the power of any Modules attached to them, allowing them to heal greater wounds without having to dedicate valuable learning time to healing techniques of escalating ranks. This Procedure does nothing more than heal S-Rank damage per use and empowers each Module attached to it to make them equivalent to S-Rank.
Name: Modular Medicine: Procedure Zeta Classification: Medical Ninjutsu Rank: SS-Rank Class: Supplementary Range: Contact
Description: A Procedure is the simplest term used in Modular Medicine for healing an ally or one's self. These techniques are incredibly simple but are designed to enhance the power of any Modules attached to them, allowing them to heal greater wounds without having to dedicate valuable learning time to healing techniques of escalating ranks. This Procedure does nothing more than heal SS-Rank damage per use and empowers each Module attached to it to make them equivalent to SS-Rank.
Name: Modular Medicine: Procedure Eta Classification: Medical Ninjutsu Rank: SSS-Rank Class: Supplementary Range: Contact
Description: A Procedure is the simplest term used in Modular Medicine for healing an ally or one's self. These techniques are incredibly simple but are designed to enhance the power of any Modules attached to them, allowing them to heal greater wounds without having to dedicate valuable learning time to healing techniques of escalating ranks. This Procedure does nothing more than heal SSS-Rank damage per use and empowers each Module attached to it to make them equivalent to SSS-Rank.
- Medical Modules:
Name: Modular Medicine: Coagulation Module Classification: Medical Ninjutsu Rank: D-Rank(Chakra one rank below Procedure) Class: Supplementary Range: N/A
Description: A simple module to deal with a simple type of injury that is common in the Shinobi profession. This technique aids natural regeneration and causes rapid blood coagulation. This module cannot be used on its own and can only be used if it is attached to a Procedure. When attached to a Procedure, it stops any bleeding of a rank equal to or lower than the Procedure it was attached to. (For example if used with Procedure Gamma(B-Rank) it would stop any bleeding of B-Rank or lower).
Name: Modular Medicine: Relaxant Module Classification: Medical Taijutsu Rank: D-Rank(Stamina price equal to Procedure) Class: Supplementary Range: N/A
Description: With the amount of moving and feats of agility that Shinobi perform it's no wonder that they end up with sprains and muscle injuries all the time. Luckily these are easily fixed and can be done with careful easing of the affected area and some deep medical massage. With this technique, which can only be used when attached to a procedure, it heals sprains and minor muscle injuries equal in rank to the procedure it is attached to.
Name: Modular Medicine: Sensation Module Classification: Medical Ninjutsu Rank: D-Rank(Chakra price equal to procedure) Class: Supplementary Range: N/A
Description: There are many reasons that numbness can set in when in battle, be it a slight deadening of the nerves, an application of medical ninjutsu or even just from spending time in a cold location. No matter which way it is applied it is dangerous as it prevents someone from realising that they have been badly hurt or are suffering from other ailments. When attached to a procedure, as this technique cannot be used on its own, this Module reactivates the weakened nerves and returns feeling to numbed locations so long as the numbing effect is of a rank equal to or less than the procedure this is attached to.
Name: Modular Medicine: Salve Module Classification: Medical Ninjutsu Rank: C-Rank(Chakra price equal to procedure) Class: Supplementary Range: N/A
Description: Some injuries are more advanced and the modules become more advanced to reflect that. By encouraging tissue regeneration via chakra and flaking off the damaged flesh, this module allows the Med Nin to deal with burns both surface and deep. The burns healed by this are equal in rank or lower than the procedure that this technique is attached to.
Name: Modular Medicine: Relocation Module Classification: Medical Taijutsu Rank: C-Rank(Stamina price one rank above procedure) Class: Supplementary Range: N/A
Description: Through stellar medical knowledge and careful positioning and relocation, it is possible to fix dislocated limbs and deeper muscle issues with a fair amount of ease and make them as painless as possible. Like all other modules this must be attached to a procedure to do anything and once done it is able to heal any dislocation or major muscle injury equal in rank to the procedure it is attached to and lower.
Name: Modular Medicine: Hydration Module Classification: Medical Ninjutsu Rank: C-Rank(Chakra price equal to Procedure) Class: Supplementary Range: N/A
Description: Not only does extreme exercise cause dehydration but so does the effects of several different elemental abilities. This makes it very easy for a Shinobi to succumb to dehydration and become useless in the middle of a battle. By dealing with the cellular damage and using chakra to promote a form of self rehydration within the cells, the Med Nin can reverse the effects of dehydration damage. This heals dehydration and dessication wounds from effects equal in rank and lower to the procedure this is attached to and provides a moderate defense against them for a number of PT based on the rank of procedure used. Procedure Rank - Protection Duration(PT) D - 1 C - 2 B - 3 A - 4 S and up -5
Name: Modular Medicine: Setting Module Classification: Medical Nintaijutsu Rank: B-Rank(Requires stamina equal to and chakra one rank below Procedure) Class: Supplementary Range: N/A
Description: More advanced injuries of course require more advanced medical procedures in order to cure them. Through the use of careful manipulation and chakra to encourage healing and meshing, the Medical Ninja is able to fix broken bones and fractures as well as damaged joints via this procedure. As with the others, this technique's power and the rank of breaks or joint damage it can heal is equal in rank to the procedure that it is attached to.
Name: Modular Medicine: Thawing Module Classification: Medical Kinjutsu Rank: B-Rank(Blood one rank below procedure) Class: Supplementary Range: N/A
Description:[ There is some damage that is much harder than usual to heal especially without elemental effects. Unfortunately frostbite and hypothermia are two of these and can be incredibly dangerous. Through the use of this Module, the Medic can encourage the growth of new flesh and the shedding of dead material, causing regeneration of damaged tissue and extremities and the growth of core and extremity temperatures. This heals frostbite and hypothermia damages based on the rank of Procedure it is attached to. Additionally, this provides protection against cold effects and frostbite reoccurring, of a rank equal to the procedure and below, for a limited time based on the Med Nin's rank. It also restores a significant portion of the Hypothermia Limit based on the rank of procedure it is used with.
Rank/User - Protection Duration(PT) - Hypothermia Restoration D/D - 2 - 1/5th C/C - 4 - 2/5th B/B - 6 - 3/5th A/A - 8 - 4/5th S/S - 10 - Full
Name: Modular Medicine: Articulation Module Classification: Medical Ninjutsu Rank: B-Rank(Chakra equal in rank to Procedure) Class: Supplementary Range: N/A
Description: To stand still is to die, there are a lot of attacks that require a shinobi to dodge in order to protect themselves or even save others. As such paralysis is both an incredible fear and incredible danger for any working Shinobi. By applying chakra to the muscles, the Medic can negate the muscle locking that categorises paralysis and fix the issues at the source, allowing the target to move again. This strength of Paralysis that this effects is equal in rank and lower to the Procedure that it is attached to.
Name: Modular Medicine: Restoration Module Classification: Medical Ninjutsu Rank: A-Rank(Chakra price equal in rank to Procedure) Class: Supplementary Range: N/A
Description: There are many ailments that can impair a Shinobi and then there are some that can end their career immediately. The loss of a pivotal sense is one of these and can lead to a great many further problems. Luckily this procedure soothes and repairs the nerves through the use of chakra to restore the functionality of a sense that was lost. If it was lost due to a part being removed, then that part needs to be replaced though this technique also heals the damage as part of that. The sensory damage or replacement that is healed by this technique is equal to or below the rank of the Procedure that this module is attached to.
Name: Modular Medicine: Therapy Module Classification: Medical Ninjutsu Rank: A-Rank(Chakra price equal to Procedure) Class: Supplementary Range: N/A
Description: With the existence of genjutsu and other incredibly dangerous mental techniques, as well as so much pain from wounds, it can become very easy to succumb to some form of brain damage or have it inflicted upon one's self, rendering the shinobi unable to fight. This module fixes that by clearing away scar tissue and reigniting neuron connections in order to restore function to a broken, damaged mind. This can heal brain damage and memory loss effects equal in rank to the procedure it is attached to and below.
Name: Modular Medicine: Reattachment Module Classification: Medical Nintaijutsu Rank: A-Rank(Chakra and stamina price equal to Procedure) Class: Supplementary Range: N/A
Description: It's a sad fact of life but with enough blades flying around eventually someone is going to lose something important and it's not going to be something that grows back. Luckily, medical procedures can assist with that and can usually fix the problem if it is seen to fast enough. Of course this isn't Flesh Release, so it requires either the actual lost part of the body or a suitable replacement whereupon this technique can be utilised alongside a Procedure of equal rank or above the wound to reattach the dismembered body part. However there is a time limit to this, the longer ago the wound occurred, the higher rank a Med-Nin is required to fix it.
Time Since Wound(PT) - Med Rank Required to Fix 5 - D 10 - C 15 - B 20 - A 25 - S 30+ - Cannot be fixed with this technique
Name: Modular Medicine: Flow Module Classification: Medical Kinjutsu Rank: S-Rank(Blood one rank below procedure) Class: Supplementary Range: N/A
Description: Getting into the most advanced forms of damage, though also the rarest, there are creatures and people out there that are able to not just damage the body but also damage the chakra circulatory system, either temporarily or permanently reducing a person's chakra levels. Of course chakra is part of life itself and if reduced to nothing will kill a person and even if not, lowered chakra will severely hinder the shinobi's ability to do their job. This heals any damage done to the chakra coils of a rank equal to or lower than the Procedure it is attached to. However it cannot heal genetic damage, meaning it cannot 'fix' someone that is PAT or TAT.
Name: Modular Medicine: Circulation Module Classification: Medical Kinjutsu Rank: S-Rank(Blood one rank below procedure) Class: Supplementary Range: N/A
Description: Akin to chakra circulatory damage, there is another perhaps even more dangerous form of it. Some attacks and creatures might actually target a creature's ability to move blood around their body or even permanently reduce their blood limits. This is of course incredibly dangerous for anything that requires blood to live but is thankfully quite rare. Either way this procedure is able to deal with wounds to the circulatory system and temporary or permanent reductions to the blood limits equal in rank or lower to the procedure that this is attached to.
Name: Modular Medicine: Softening Module Classification: Medical Senjutsu Rank: S-Rank(NE equal in rank to procedure) Class: Supplementary Range: N/A
Description: Although very rare indeed, it is known that Natural Energy has the strange effect of turning living creatures to stone if it is overused or if they are repeatedly struck by high concentrations of Natural Energy. This would of course be career ending but there is ways to deal with it. Through the use of spiritual resonance the flesh can be regenerated and de-lithified in order to counteract the effects of the petrification. This Module heals and reverses petrification equal in rank or lower than the rank of procedure that this module is attached to.
Name: Modular Medicine: Rebirth Module Classification: Medical Kinjutsu Rank: SS-Rank(Requires blood, chakra and stamina one rank below Procedure) Class: Supplementary Range: N/A
Description: There are some, incredibly dangerous, wounds that don't actually damage the body. Instead they damage the very soul, ripping out chunks or just slowly peeling away sections of the soul until there is nothing but an empty husk left. This technique cannot restore a soul that is completely gone or never truly existed, however it can apply energy to encourage the soul to remember what it once was and slowly restore damage dealt to it. This Module can heal any soul damage done that is equal to or less than the rank of Procedure it is attached to. However this module is one of a few that are special in that it cannot be attached to a module lower than S-Rank due to the raw power needed to encourage regeneration of the soul.
Name: Modular Medicine: Degeneration Module Classification: Medical Nintaijutsu Rank: SS-Rank(Requires chakra and stamina one rank above procedure) Class: Supplementary Range: N/A
Description: A thing that can strike naturally but can also be enforced by powerful elemental releases or dangerous environmental effects; cancer is something that normal medicine has trouble dealing with. However the use of chakra and physical removal can encourage natural regeneration of flesh in order to halt the growth and spread of cancer while healing the damage dealt. This module enables the Medic to heal cancer and cancerous growths or overregeneration effects or damage of equal rank to the procedure it is attached to or lower.
Name: Modular Medicine: Purification Module Classification: Medical Kintaijutsu Rank: SS-Rank(Stamina equal to procedure, blood one rank below) Class: Supplementary Range: N/A
Description: Though not very well understood, there is a danger that can rot away the mind, soul and body, leaving it to decay and become broken and desolate. This is known as corruption and is very rare which makes it very hard to heal and deal with. Luckily with enough medical training anything can be overcome. This module allows the Medic to heal corruption damage and any effects from corruption so long as they are of equal rank or below the procedure that this module is attached to.
Name: Modular Medicine: Reanimation Module Classification: Medical Kinjutsu Rank: SSS-Rank(SSS Chakra, 20 Stamina, SS Blood) Class: Supplementary Range: N/A
Description: Can only be attached to SSS-Rank or higher procedure. With enough training, enough force of will, enough energy expended there is nothing that a Medical Ninja cannot heal. At the end of the day this can even include death. This is incredibly dangerous and incredibly taxing on the medic but being able to revive another is usually worth any risk or price. There is of course a limited time that this can be used before the body and brain are too far gone or the soul has completely departed and cannot be brought back. The skill of the Med Nin in question decides this time. Additionally when someone is brought back from death, their blood, stamina and chakra levels are halved but after a number of topics based on the rank of the revived target, their reserves will return to normal, this can be reduced if they possess Spirit Tiers. There is a chance of failure of this occuring due to the dangers of shocking the body back to life, this starts at a 40% chance of survival(Success of 1-6 fails) but the chances of success can be raised if the user has higher levels of intelligence.
Rank of Medic - PT Until Impossible to Save D - 2 C - 4 B - 6 A - 8 S - 10 'Z' - 12 'X' - 15
Rank/Spirit Tier - Topics Until Recovered - Recovery Modifier D/None - 16 - -0 C/D - 14 - -1 B/C - 12 - -2 A/B - 10 - -3 S/A - 8 - -4 'Z'/S - 6 - -5 'X'/SS - 4 - -6 -/SSS - / - -7
Intelligence - Chance of Failure(Success Roll) Normal - 60%(1-6 fail) Above Average - 50%(1-5 Fail) Near Genius - 40%(1-4 Fail) Genius - 30%(1-3 Fail) Super genius - 20%(1-2 Fail) Hyper Genius - 10%(1 Fail) Neo Genius - No Chance of Failure
- Medical Add-Ons:
Name: Modular Medicine - Add On: Chakra Donation Classification: Medical Ninjusu Rank: C-Rank Class: Supplementary Range: N/A
Description: This Add-On takes up a Module slot on a Procedure but is unaffected by the power of the Procedure. Instead this add-on allows the Medic to spend their own chakra in order to stimulate and enhance the chakra coils of the target, encouraging natural regeneration of chakra without actually being a true donation meaning that the nature of the chakra doesn't matter. This functions in a 1:1 manner so if the Medic spends a C-Rank of chakra, the target will recover a C-Rank of chakra.
Name: Modular Medicine - Add On: Sanguine Regulation Classification: Medical Ninjutsu Rank: A-Rank Class: Supplementary Range: N/A
Description: This add-on takes up a Module slot on a Procedure but doesn't actually scale with the power of the Procedure. Instead this Add-On stimulates and alters the bone marrow and circulation to trigger spontaneous blood generation within the body, either to restore limits already lost or to allow for the payment of techniques that would usually entirely drain the user's blood reserves. This add on can also be used on the med-nin themselves. When using this technique, it costs chakra and stamina to restore blood one rank below the amount of chakra and stamina spent although the reverse is also allowed with blood being spent to instead promote creation of chakra, restoring chakra one rank above the amount of blood spent, making the expenditure equal either way, however it cannot restore the physical energy used to power this tech.
Name: Modular Medicine - Add On: Simple Repose Classification: Medical Kinjutsu Rank: B-Rank(B-Rank blood) Class: Supplementary Range: N/A
Description: This takes up a module slot on a Procedure but does not scale with the power of the procedure. Instead this technique is used on a severed limb or other body part in order to utilise spiritual energy to halt the cell degeneration and decay within the body part or organ. When this is done the time away from the body timer pauses for a number of topics based on the Medic's rank. This means that the limb or organ will not decay and can be reattached even if a much longer period of time has passed than would be usually allowed. However the blood price for this technique must be paid each topic to keep the timer paused.
Rank - Topics Until Decay Resumes D - 1 C - 2 B - 3 A - 4 S - 5
Name: Modular Medicine - Add On: Restful Manipulation Classification: Medical Kinjutsu Rank: A-Rank(Price varies) Class: Supplementary Range: N/A
Description: This Add On takes up a module slot in a Procedure but does not scale to power with the Procedure. Instead when this is utilised the wielder is able to spend either chakra or blood in order to restore the target's limits by a certain amount dependent on how much energy is spent. Blood always counts as one rank higher than Chakra, to a maximum of SSS spent(So C-Rank blood restores the same as B-Rank chakra). The amount restored is also based on what type of Limit it is as the more dangerous limits are always slightly harder to refill. This targets one limit at a time, it does not restore all at once.
Chakra Spent - Limit Restored(Phys/Hybrid/Spirit/Mental) D - 4/3/2/1 C - 8/6/4/2 B - 12/9/6/3 A - 16/12/8/4 S - 20/15/10/5 SS - 24/18/12/6 SSS - 28/21/14/7
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| Academy Field Trip | 28th November 2022, 4:02 pm by Xi | Road Trip
With the first round of classes complete and the students already acclimated to life at the academy. The school has organized a field trip in order to give the students a taste of what …
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