| | Half-Blood Rogue (Tamsyn's Techniques) | |
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Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Half-Blood Rogue (Tamsyn's Techniques) 30th March 2019, 3:40 am | |
| - For Zankokuna:
Name: Zanko Beat Classification: Fighting Style Rank: B Class: Supplementary Range: Self, Varies
Description: Before the Zankokuna became adept in physical combat there was one thing they held that set them apart from the various no-name families in the Envoy, what truly made them into a Clan. It was this fighting style that allowed them to distinguish themselves due to it allowing them to transcend the normal limitations of speed and produce optical illusions known as Afterimages. These Afterimages are indistinguishable from the original even to those with chakra vision in the hands of those with strong blood ties to the Clan, this is due to them lacking chakra and being unaffected by genjutsu just like the original. This coupled with the fact that they are capable of semi-autonomous movements while they linger in the area makes then comparable to the Clones of Shinobi, in fact the afterimages produced by this fighting style do utilize the Clone Limit to determine the maximum amount of Afterimages that can be on the field at one time. Those Zankokuna who have a mastery of speed can utilize this fighting style to it's true potential however those in possession of skill have their Afterimages linger long enough to wrought havoc on the battlefield. Once their time runs out they vanish like the optical illusion that they are, however while on the field those without Reaction Tiers can fall prey to set ups with follow-ups to Afterimages requiring 1 Tier Level higher Speed per Afterimage involved in distracting an opponent in order to avoid said follow-ups. Those with enhanced vision can mitigate this weakness while those with Reaction Tiers negate this effect completely albeit being unable to pinpoint the fakes from the original. Bounty - P.T Lingering on Field (Blood Purity Modifier) - Vision Level (No. of Afterimages Req. for 1 T. L.) D - 1 (New Blood = 1x) - Normal (1) C - 2 (Half-Blood = 2x) - Raised (2) B - 3 (Half-Blood 3+ Generations Partial Zankokuna Ancestry = 3x) - Heightened (3) A - 4 (Pure=Blood = 4x) - Enhanced (4) S - 5 (Pure-Blood 3+ Generation Zankokuna Ancestry = 5x) - Max (5)
Name: Zanko Beat: 1st Dance Classification: Taijutsu Rank: D Class: Supplementary Range: Self, Contact (Afterimages)
Description: The Zankokuna have a different understanding of speed in comparison to others, one could say they understand it in a way unrivaled by any of the clans, this is due to their speed allowing them to manifest Afterimages which are left in the wake of their movements. In this Dance, the number they are capable of creating at once varies dependent on the speed they use however in any case they can be manifested up to 1 ft away from the user in order to throw off an opponent. Due to this only those with a D-rank Reaction+Defense Tier-Chain are able to pinpoint the real user from their afterimages while those without this can fall pray to striking a copy instead of an original. This technique serves in place of their D-rank Speed Tier but due to manifesting afterimages it costs twice (2x) as much stamina as normal speed when utilized to do so. Speed Tier - Afterimages Manifested (Each P.T) D- - 1 D - 1 D+ - 2 D++ - 2
Name: Zanko Beat: 2nd Dance Classification: Taijutsu Rank: C Class: Supplementary Range: Self, Contact (Afterimages)
Description: The Zankokuna have a different understanding of speed in comparison to others, one could say they understand it in a way unrivaled by any of the clans, this is due to their speed allowing them to manifest Afterimages which are left in the wake of their movements. In this Dance, the number they are capable of creating at once varies dependent on the speed they use however in any case they can be manifested up to 2 ft away from the user in order to throw off an opponent. Due to this only those with a C-rank Reaction+Defense Tier-Chain are able to pinpoint the real user from their afterimages while those without this can fall pray to striking a copy instead of an original. This technique serves in place of their C-rank Speed Tier but due to manifesting afterimages it costs twice (2x) as much stamina as normal speed when utilized to do so. Speed Tier - Afterimages Manifested (Each P.T) C- - 2 C - 2 C+ - 3 C++ - 3
Name: Zanko Beat: 3rd Dance Classification: Taijutsu Rank: B Class: Supplementary Range: Self, Contact (Afterimages)
Description: The Zankokuna have a different understanding of speed in comparison to others, one could say they understand it in a way unrivaled by any of the clans, this is due to their speed allowing them to manifest Afterimages which are left in the wake of their movements. In this Dance, the number they are capable of creating at once varies dependent on the speed they use however in any case they can be manifested up to 3 ft away from the user in order to throw off an opponent. Due to this only those with a B-rank Reaction+Defense Tier-Chain are able to pinpoint the real user from their afterimages while those without this can fall pray to striking a copy instead of an original. This technique serves in place of their B-rank Speed Tier but due to manifesting afterimages it costs twice (2x) as much stamina as normal speed when utilized to do so. Speed Tier - Afterimages Manifested (Each P.T) B- - 3 B - 3 B+ - 4 B++ - 4
Name: Zanko Beat: 4th Dance Classification: Taijutsu Rank: A Class: Supplementary Range: Self, Contact (Afterimages)
Description: The Zankokuna have a different understanding of speed in comparison to others, one could say they understand it in a way unrivaled by any of the clans, this is due to their speed allowing them to manifest Afterimages which are left in the wake of their movements. In this Dance, the number they are capable of creating at once varies dependent on the speed they use however in any case they can be manifested up to 4 ft away from the user in order to throw off an opponent. Due to this only those with an A-rank Reaction+Defense Tier-Chain are able to pinpoint the real user from their afterimages while those without this can fall pray to striking a copy instead of an original. This technique serves in place of their A-rank Speed Tier but due to manifesting afterimages it costs twice (2x) as much stamina as normal speed when utilized to do so. Speed Tier - Afterimages Manifested (Each P.T) A- - 4 A - 4 A+ - 5 A++ - 5
- Devil Fruit:
Name: Rubī Rubī No Mi Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Self
Description: Req. Pirate to have eaten Devil Fruit (Gem Gem Fruit: Model - Ruby). This fighting style revolves around the user's body which has now been given the properties of the the gem Ruby. Like those of the Gem Gem Fruit line, this grants the individual the ability to manifest the properties of the gem in question at will. However it doesn't give the body these effects passively so if incapacitated or otherwise distracted the user may fail to activate or retain these effects. In this case the user is able to amplify whether by increments or a multiplier, which depending on their skill level which determines how many times either of those effects can be applied. It is easier to amplify smaller objects in comparison to larger object with the latter taking more time before amplification can be applied, and depending on what is being amplified certain things are applicable. This technique essentially acts as a gateway and upon growing more skilled they will be able to make better use of their body's newly gained properties in order to best harness their Devil Fruit Abilities. Devil Fruit Match ups: Strong = Were Were Fruit: Model - Gorilla Weak = Sky Sky Fruit: Model - Yama Tsukami Immune = Force Force Fruit: Model - Null Rank - Amplification (Time to Amplify) - Size of Target (P.T Modifier) - D - +1 Increment or 1x Multiplier (5 Per Amplified Level) - Tiny (1x) C - +2 Increment or 2x Multiplier (4 Per Amplified Level) - Small (2x) B - +3 Increment or 3x Multiplier (3 Per Amplified Level) - Humanoid (3x) A - +4 Increment or 4x Multiplier (2 Per Amplified Level) - Medium (4x) S - +5 Increment or 5x Multiplier (1 Per Amplified Level) - Large (5x)
Amplification Target (Stamina Cost) - Available Amplification (Time to Amplify) Body (Activ. Time Only) - Increment (Tier Level for P.T or Rank for Turns) Technique (1x) - Multiplier (Scale Type for P.T or Damage for Turns) Element (2x) - Increments (Neutral for P.T or Strong Against for Turns) Object (3x) - Multiplier (Durability for P.T or Duration/Activation Time for Turns) Energy (4x) - Increments (Type for P.T or Affinity for Turns)
- Concussive Force:
Name: Concussive Force: Shock-Wave Interface Classification: Energytaijutsu Rank: C Class: Offensive/Supplementary Range: Contact
Description: This technique establishes the boundaries of Concussive Force in relation to it's status effects, identifying the effects of Bruising & Contusions. In both cases they follow the template of bludgeoning damage which unlike piercing damage affects the external body and thus in the Shinobi world is considered less effective than it's counterpart, however in the Pirate World it is typically considered more effective. The bludgeoning damage inflicted by Concussive Force is always equivalent to the physical damage inflicted by the technique it is applied to albeit dealing Hybrid (for example if user strikes someone with D-rank Strength, then the victim sustains D-rank Hybrid damage with Concussive Force) In the case of Bruising it results in surface level internal bleeding which is easily identifiable by the presence of blood discolorations underneath the skin, this causes a single count of bleed damage. While in the case of Contusions it results in surface level internal bleeding which is easily identifiable by the presence of welts on the skin in addition to blood discoloration underneath the skin which cause pain over time. Knock-Back entails knocking an opponent off their feet from coming in contact with the user's Concussive Force. These statuses can be resisted by either; strength tiers in the case of Knock-back, surface level defense (tier) in the case of Bruise, surface level defense (tier) with a stamina price in the case of Contusion, or completely negated by a Defense+Strength Tier-Chain equal to the rank of the technique Concussive Force was applied to. Technique Rank - Bruise Status - Contusion Status - Victim Rank (Pain Linger) D - D-rank Bleed - D + D-rank Pain - S (1 P.T) C - 2 D-rank Bleed - 2 D + 3 D-rank Pain - A (2 P.T) B - 3 D-rank Bleed - 3 D + 5 D-rank Pain - B (3 P.T) A - 4 D-rank Bleed - 4 D + C-rank Pain - C (4 P.T) S - 5 D-rank Bleed - 5 D + B-rank Pain - D (5 P.T)
Name: Concussive Force: Shock-Wave Discharge Classification: Energytaijutsu Rank: S Class: Supplementary Range: Short
Description: This technique establishes the boundaries of Concussive Force in relation to it's size when Tamsyn is in danger, this is similar to some degree to Displacement Rage due to increasing the size of her Displacement Aura when she has received a certain amount of damage. When this is used, if seen with Kinetic Sensory it is tinted red though outside of that one is unable to tell the difference between it and the normal use, as other than the size increase it is exactly the same. However due to this size increase it is a quite difficult technique to master as she had to learn how to invigorate Concussive Force with the adrenaline one gets from being hurt. These similarities are lost if she sustains lethal damage (meaning damage which will kill without medical treatment) as it modifies the damage capable of being dealt by Concussive Force to Physical based damage. Damage Sustained - Displacement Aura Size D - +1 ft C - +3 ft B - +5 ft A - +10 ft S - +15 ft SS - +20 ft SSS - +40 ft
- Modular Sight:
Name: Modular Sight: Spasm Perception Classification: Taijutsu Rank: D Class: Supplementary Range: Self
Description: The first level of modular perception which results in the speed disparity between Tamsyn being able to perceive another individual's muscle twitches being decreased in relation to her notoriety. With this she is able to read taijutsu used at D-rank++ and below speeds if she lacks it, however when she possesses said movement speed it extends to Pirate Arts which fall under Modular Perception's range (body types) in regards to involving the opponent's body (excludes things produced by Devil Fruit such as elements etc only applies to using their own body). In relation to reaction speed Tier checks, she possesses D-rank++ Reaction. Infamy - Perception of Muscle Twitch D - Entire Body C - Upper/Lower Torso B - Limb(s)/Tail A - Appendages/Head S - Extremities/Sensory Organs - Pirate Art *Note: The perception of muscle twitch refers to her being able to accurately read the minute movements of muscles when one is going to move either; their entire body, their upper/lower torso, one or more of their limbs/tails, one or more of their appendages/head or one or more extremities/sensory organs. More specific examples include; Limbs (arms, legs), Appendages (Hands, Feet), Extremities (Fingers, Toes), Sensory Organs (Ears, Nose, Mouth, Eyes)
Name: Modular Sight: Quaver Perception Classification: Taijutsu Rank: C Class: Supplementary Range: Self
Description: The first level of modular perception which results in the speed disparity between Tamsyn being able to perceive another individual's muscle twitches being decreased in relation to her notoriety. With this she is able to read taijutsu used at C-rank++ and below speeds if she lacks it, however when she possesses said movement speed it extends to Pirate Arts which fall under Modular Perception's range (body types) in regards to involving the opponent's body (excludes things produced by Devil Fruit such as elements etc only applies to using their own body). In relation to reaction speed Tier checks, she possesses C-rank++ Reaction. Infamy - Perception of Muscle Twitch D - Entire Body C - Upper/Lower Torso B - Limb(s)/Tail A - Appendages/Head S - Extremities/Sensory Organs - Pirate Art *Note: The perception of muscle twitch refers to her being able to accurately read the minute movements of muscles when one is going to move either; their entire body, their upper/lower torso, one or more of their limbs/tails, one or more of their appendages/head or one or more extremities/sensory organs. More specific examples include; Limbs (arms, legs), Appendages (Hands, Feet), Extremities (Fingers, Toes), Sensory Organs (Ears, Nose, Mouth, Eyes)
Name: Modular Sight: Tic Perception Classification: Taijutsu Rank: B Class: Supplementary Range: Self
Description: The first level of modular perception which results in the speed disparity between Tamsyn being able to perceive another individual's muscle twitches being decreased in relation to her notoriety. With this she is able to read taijutsu used at B-rank++ and below speeds if she lacks it, however when she possesses said movement speed it extends to Pirate Arts which fall under Modular Perception's range (body types) in regards to involving the opponent's body (excludes things produced by Devil Fruit such as elements etc only applies to using their own body). In relation to reaction speed Tier checks, she possesses B-rank++ Reaction. Infamy - Perception of Muscle Twitch D - Entire Body C - Upper/Lower Torso B - Limb(s)/Tail A - Appendages/Head S - Extremities/Sensory Organs - Pirate Art *Note: The perception of muscle twitch refers to her being able to accurately read the minute movements of muscles when one is going to move either; their entire body, their upper/lower torso, one or more of their limbs/tails, one or more of their appendages/head or one or more extremities/sensory organs. More specific examples include; Limbs (arms, legs), Appendages (Hands, Feet), Extremities (Fingers, Toes), Sensory Organs (Ears, Nose, Mouth, Eyes)
Name: Modular Sight: Twitch Perception Classification: Taijutsu Rank: A Class: Supplementary Range: Self
Description: The first level of modular perception which results in the speed disparity between Tamsyn being able to perceive another individual's muscle twitches being decreased in relation to her notoriety. With this she is able to read taijutsu used at A-rank++ and below speeds if she lacks it, however when she possesses said movement speed it extends to Pirate Arts which fall under Modular Perception's range (body types) in regards to involving the opponent's body (excludes things produced by Devil Fruit such as elements etc only applies to using their own body). In relation to reaction speed Tier checks, she possesses A-rank++ Reaction. Infamy - Perception of Muscle Twitch D - Entire Body C - Upper/Lower Torso B - Limb(s)/Tail A - Appendages/Head S - Extremities/Sensory Organs - Pirate Art *Note: The perception of muscle twitch refers to her being able to accurately read the minute movements of muscles when one is going to move either; their entire body, their upper/lower torso, one or more of their limbs/tails, one or more of their appendages/head or one or more extremities/sensory organs. More specific examples include; Limbs (arms, legs), Appendages (Hands, Feet), Extremities (Fingers, Toes), Sensory Organs (Ears, Nose, Mouth, Eyes)
- Zanko Pulse:
Name: Zanko Pulse (Signature) Classification: Fighting Style Rank: A Class: Supplementary Range: Self, Varies
Description: This is an advanced fighting style drawing on the philosophy of Zanko Beat alongside the use of Concussive Force in order to create a revolutionary movement style which allows the user to create Aftershocks. Aftershocks are the name given to the afterimages created through the use of Zanko Pulse due to them no longer being merely optical illusions but rather speed clones capable of utilizing the physical based techniques of the user albeit dealing Hybrid Based damage. They still follow the Clone Limit & can only linger on the field for a limited amount of time before vanishing making timing and execution crucial to use them to their maximum effectiveness. These Aftershocks are indistinguishable to those in comparison to the original due to being able to fool spacial, vibration & kinetic sensory prior to them vanishing in addition to those sensory method that are already fooled by Afterimages, this is because for a brief period of time the displaced force has a presence on the physical plane. Aftershocks are capable of using physical techniques up to a set rank and type depending on the skill of the user, whereas the amount of stamina stockpiled within the user's Displacement Aura determines the amount of distance they can cover normally while moving. Aftershocks last for an equivalent time to Afterimages (utilize Skill, Blood Purity & Strength Tiers to lengthen duration), and both utilize the same clone limit in regards to the amount that can be on the field at once. Aftershocks vanish after utilizing a single physical based technique of the user (excludes tiers). Infamy (Aftershock Capable of using) - Stockpiled Stamina (Movement Distance Modifier) D (Up to C) - 10 (1.5x) C (Up to B) - 20 (2x) B (Up to A) - 30 (2.5x) A (Up to S) - 40 (3x) S (Up to SS) - 50 (3.5x)
Infamy (Tech Types Avail.) - P.T Lingering on Field (Str Tier Modifier) D (Taijutsu) - 1 (D = +1 P.T) C (Kenjutsu) - 2 (C = +2 P.T) B (Shurikenjutsu) - 3 (B = +3 P.T) A (Hojutsu) - 4 (A = +4 P.T) S (Pirate Art) - 5 (S = 5x)
Name: Zanko Pulse: 1st Routine Classification: Taijutsu Rank: D Class: Supplementary/Offensive Range: Self, Varies (Displacement Aura)
Description: Stemming from Zanko Pulse, Tamsyn has created a unique Speed + Strength Tier-Chain utilizing her powerful legs alongside the unique movement style of the Zankokuna to manifest Aftershocks which are left in the wake of her actions. In this Routine, the number she is capable of creating at once is 1, while the distance that it can be manifested is dependent on the base size (exclude multiplier) of her Displacement Aura which can be used to throw off an opponent. Due to this only those with a Reaction+Defense Tier-Chain above D-rank (at least C-rank-) are able to pinpoint the real user from their aftershocks while those without this can fall pray to striking a copy instead of an original. This technique grants the user D-rank++ Speed, but due to manifesting aftershocks it costs thrice (3x) as much stamina as normal speed when utilized to do so. Stockpiled Stamina - Aftershock Distance Covered in 1 P.T 10 - 8 ft 20 - 10 ft 30 - 13 ft 40 - 15 ft 50 - 18 ft
Name: Zanko Pulse: 2nd Routine Classification: Taijutsu Rank: C Class: Supplementary/Offensive Range: Self, Varies (Displacement Aura)
Description: Stemming from Zanko Pulse, Tamsyn has created a unique Speed + Strength Tier-Chain utilizing her powerful legs alongside the unique movement style of the Zankokuna to manifest Aftershocks which are left in the wake of her actions. In this Routine, the number she is capable of creating at once is 2, while the distance that they can be manifested is dependent on the base size (exclude multiplier) of her Displacement Aura which can be used to throw off an opponent. Due to this only those with a Reaction+Defense Tier-Chain above C-rank (at least B-rank-) are able to pinpoint the real user from their aftershocks while those without this can fall pray to striking a copy instead of an original. This technique grants the user C-rank++ Speed, but due to manifesting aftershocks it costs thrice (3x) as much stamina as normal speed when utilized to do so. Stockpiled Stamina - Aftershock Distance Covered in 1 P.T 10 - 15 ft 20 - 20 ft 30 - 25 ft 40 - 30 ft 50 - 35 ft
Name: Zanko Pulse: 3rd Routine Classification: Taijutsu Rank: B Class: Supplementary/Offensive Range: Self, Varies (Displacement Aura)
Description: Stemming from Zanko Pulse, Tamsyn has created a unique Speed + Strength Tier-Chain utilizing her powerful legs alongside the unique movement style of the Zankokuna to manifest Aftershocks which are left in the wake of her actions. In this Routine, the number she is capable of creating at once is 3, while the distance that they can be manifested is dependent on the base size (exclude multiplier) of her Displacement Aura which can be used to throw off an opponent. Due to this only those with a Reaction+Defense Tier-Chain above B-rank (at least A-rank-) are able to pinpoint the real user from their afterimages while those without this can fall pray to striking a copy instead of an original. This technique grants the user B-rank++ Speed, but due to manifesting aftershocks it costs thrice (3x) as much stamina as normal speed when utilized to do so. Stockpiled Stamina - Aftershock Distance Covered in 1 P.T 10 - 23 ft 20 - 30 ft 30 - 38 ft 40 - 45 ft 50 - 53 ft
Name: Zanko Pulse: 4th Routine Classification: Taijutsu Rank: A Class: Supplementary/Offensive Range: Self, Varies (Displacement Aura)
Description: Stemming from Zanko Pulse, Tamsyn has created a unique Speed + Strength Tier-Chain utilizing her powerful legs alongside the unique movement style of the Zankokuna to manifest Aftershocks which are left in the wake of her actions. In this Routine, the number she is capable of creating at once is 4, while the distance that they can be manifested is dependent on the base size (exclude multiplier) of her Displacement Aura which can be used to throw off an opponent. Due to this only those with a Reaction+Defense Tier-Chain above A-rank (at least S-rank-) are able to pinpoint the real user from their afterimages while those without this can fall pray to striking a copy instead of an original. This technique grants the user A-rank++ Speed, but due to manifesting aftershocks it costs thrice (3x) as much stamina as normal speed when utilized to do so. Stockpiled Stamina - Aftershock Distance Covered in 1 P.T 10 - 30 ft 20 - 40 ft 30 - 50 ft 40 - 60 ft 50 - 70 ft
Last edited by Asteria on 4th April 2020, 2:37 am; edited 2 times in total (Reason for editing : Fixed Spasm to Twitch as it was a Typo) | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Half-Blood Rogue (Tamsyn's Techniques) 30th March 2019, 6:04 am | |
| For Modular Sight, you use "Spasm" for the D and the A, but I'm sure that's just an oversight. Other than that approved, if no one else sees any issue
I'll add in the Match Ups when the crew gets it figured out. | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Half-Blood Rogue (Tamsyn's Techniques) 1st April 2019, 9:16 am | |
| - Narrative Casualty:
Name: Narrative Casualty: Siddhi Classification: Kinjutsu Rank: SSS (Variable Soul Price) Class: Passive Range: Self
Description: Narrative casualty is for all intents and purposes the direct interference of a Narrator on the life of their characters which can only be made possible through the sacrifice of other potential characters in order to bolster a single one. Through this Tamsyn has obtained the Siddhi potential of all of the characters that her Narrator would have possessed at the cost of the permanent sacrifice of these slots. This is permanent until Tamsyn is deceased and one sacrificed that slot is unavailable due to it’s potential being used within Tamsyn. It can be considered to be the type of technique which is only possible through external interference however Narrative Casualty is something all Narrators are capable of utilizing all with the same cost of lowering the amount of characters they have available to them. Character Slot Sacrifice (In-Battle WC) - Effect 1 (500) - Bypass Conquerors Siddhi Roll similar to Pirates 2 (500) - Access to 1 Siddhi Potential of sacrificed Slot at D-rank 3 (1000) - Access to 1 Siddhi Potential of sacrificed Slot at B-rank 4 (1000) - Access to 1 Siddhi Potential of sacrificed Slot at S-rank 5 (1500) - Access to 1 Siddhi Potential of sacrificed Slot at “X”-rank *Note: Access to Siddhi potential means that Tamsyn gains access to one of the Siddhi Rolls of a sacrificed character slot at a set rank. This is independent of her own rolls and follows the rank of the sacrificed character slot when they obtained it rather than using her own rank. This means if the sacrificed character slot would have obtain their Siddhi at “X”-rank then she treats the Siddhi gained through this technique according to those restrictions when she reaches a set rank. This is independent of her own Siddhi Rolls, and can be used alongside them though it always follows the type of Siddhi she has access to as they are merely potential characters which were sacrificed and thus have no identity beyond what is defined for them through Tamsyn.
- Rubī Rubī no Mi:
Name: Rubī Rubī no Mi Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Self
Description: Req. Pirate to have eaten Devil Fruit (Gem Gem Fruit: Model Ruby).
Future Levels Assigned for reference: Jack’s Gambit (Amplification + Nervous System) = Amplified Senses (Increases Perception across senses allowing for magnified sensory capabilities) Queen’s Gambit (Amplification + Muscular System) = Amplified Condition (Increases body as a whole rather than focusing on specific traits or tiers resulting in peak levels of physical capabilities without overexerting oneself due to base line increases) King’s Gambit (Amplification + Tantra + Nen Nodes) = Amplified Nen (Increases the power of Nen based mental techniques to Spiritual & grants them the ability to bypass the Devil Fruit defenses of opponent who possess weaker Tantra) *Special (+Tantra) Ace’s Gambit (2nd) = Amplified Intelligence (Able to unlock Trigger Specific Specialization Nuinjutsu) Joker’s Gambit (3rd) = Amplified Hardening (Able to match up with Tantra: Hardening if Superior-rank Opponents, Overpower the Siddhi of Equal-Rank Opponents & treat as if Advanced Tantra against Inferior-Rank Opponents
Last edited by Aurielle on 14th April 2019, 10:30 am; edited 2 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Half-Blood Rogue (Tamsyn's Techniques) 11th April 2019, 11:06 am | |
| - Red Sun:
Name: Base Contract: Red Sun Classification: Fighting Style Original Rank: D-rank (100% Focus) No. of Trained Levels: 1/10 Current Rank: D-rank Class: Supplementary Range: Self (Contract), Varies (Object)
Description: This is a Base Contract of the Manipulation Type, which entails the establishment of a Nuinjutsu which revolves around the manipulation of mechanical force. This is done by charging the potential energy of an object with Nen, resulting in the speeding up of the molecules to produce kinetic energy. The size of the object determines the time it takes to charge in addition to the amount of kinetic energy generated upon releasing it. In either case the sizes of objects capable of being charged and, the maximum amount of time before the charged energy is released are dependent on the Levels of this contract. Like all Manipulation Contracts it is dependent on a medium, and like every other Nuinjutsu it is unique with it's manipulation of Mechanical Force through objects being what sdets it apart as a Manipulator. Just like all contracts this technique is capable of being retrained by it's Levels, for every 2 Levels this technique grows 1-rank stronger and in the absence of any Will, Emotion or Limitation Contracts capable of boosting capability past 100% it will cap at S. If one of those are used then for every 5 Levels it goes up 1-rank to cap at SSS-rank at Level 20. Level - Size of Object (Energy Generated) - Time to Charge - P.T till Release 1 - Tiny (D) - 1 Turn - 1 P.T 2 - Small (2 D) - 2 Turns - 2 P.T 3 - Humanoid (3 D) - 3 Turns - 4 P.T 4 - Medium S (4 D) - 4 Turns - 6 P.T 5 - Medium M (5 D) - 5 Turns - 12 P.T 6 - Medium L (C) - 6 Turns - 15 P.T 7 - Medium XL (B) - 7 Turns - 18 P.T 8 - Large S (A) - 8 Turns - 36 P.T 9 - Large M (S) - 9 Turns - 40 P.T 10 - Large L (SS) - 10 Turns - 44 P.T 11-13 - Large XL - 12 Turns - 48 P.T 14-16 - Bijuu Sized - 14 Turns - 52 P.T 17-19 - Colossus - 16 Turns - 56 P.T 20 - Titanic - 18 Turns - 60 P.T.
Name: Limitation Contract: Blood Sinister Classification: Nuinjutsu Rank: D-rank (Manipulation Focus Boost = +75%) No. of Trained Levels: 1/10 Current Rank: D Class: Supplementary Range: Self
Description: This is a Limitation Contract affixed to the Red Sun Base Contract. This contract stipulates that Red Sun becomes limited to direct skin contact in order to trigger it's effects rather than being able to be passed on through objects, however the only exception to that requires an object in contact with the user to be able to be charged or have been the result of a charge. Likewise the stipulation states that it is only effective on things which can be touched by the user as if something is incapable of physical contact then this ninjutsu is ineffective against them. Finally the third stipulation details that charging objects that are organic only applies to herself whereas inorganic objects can be charged as long as the previous two limitations are met. Each of these is enforced by penalties with the first limitation being enforced by being a single target (direct skin contact), the second enforced by depleting Tamsyn's life force instead of nen (life risk), while the last is enforced by initiating a countdown sacrificing her lifespan in order to charge organic objects (sacrifice life). DUE to these limitations Red Sun has become a lot more efficient in comparison to the non-limited version thus when utilizing her Nuinjutsu while following these limitations not only does it affect a higher rank of technique but likewise improves the charge time and release time of Red Sun. *Note: At anytime Tamsyn can choose to go back to the original charge and release time of charged objects or can stagger the release of charged energy in order to make her nuinjutsu more unpredictable. Level - Charge Time Modifier - Release Time Modifier 1 - Minus 1 Turn - Minus 1 P.T 2 - Minus 2 Turns - Minus 3 P.T 3 - Minus 3 - Minus 5 4 - Minus 4 - Minus 7 5 - Minus 5 - Minus 9 6 - Minus 6 - Minus 11 7 - Minus 7 - Minus 13 8 - Minus 8 - Minus 15 9 - Minus 9 - Minus 17 10 - Minus 10 - Minus 19
Last edited by Aurielle on 22nd February 2020, 2:31 pm; edited 5 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Half-Blood Rogue (Tamsyn's Techniques) 4th May 2019, 7:33 pm | |
| Narrative Causality is approved
Let us know when you finish the rest of the techs | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Half-Blood Rogue (Tamsyn's Techniques) 3rd February 2020, 1:38 am | |
| - Yamanni-Ryu:
Name: Yamanni-ryū: Coin Classification: Kenjutsu Rank: C Class: Supplementary Range: Contact (Surface), Short
Description: This technique entails wedging one's Bo onto a divot on a surface, shifting their position in order to push off the ground at Bullet Release speed. This technique results in the user's Bo aiding said movement with the push moving them 10 ft in the opposite direction with the Bo's length being factored into the movement. Coin is capable of being used with higher tiers which alters the distance covered with a push and the speed at which said push occurs. Like all techniques in the Yamanni-ryū fighting style Bo Stability & Flexibility factor into how this technique is utilized. Stability allows the user's Bo to remain wedged into a surface for a set amount of time whereas Flexibility decreases the force exerted by the user's body while moving through the air. Strength Tier (Distance Covered) - Stability Modifier - Flexibility Modifier D (+5 ft) - 0.5 (1 P.T.) - 3 (+D) C (+10 ft) - 1 (2 P.T.) - 2 (+3 D) B (+15 ft) - 2 (3 P.T.) - 1 (+C) A (+20 ft) - 3 (4 P.T.) - 0.5 (+B)
Name: Yamanni-ryū: Voûte Classification: Kenjutsu Rank: C Class: Supplementary Range: Contact (Surface), Short-Mid
Description: This technique entails using one's Bo akin to a pole vault in order to reach height's in the air impossible to reach with jumping ability alone. This technique serves to drastically increase the user's jumping ability however it is done in a way that at base level the user is capable of leaping 20 ft into the air. This can be done with a running start which applies the user's speed to the jump in order to increase the height they can reach or from a still position which instead uses the user's strength. Like all techniques in the Yamanni-ryū fighting style Bo Stability & Flexibility factor into how this technique is utilized. Stability allows the user's Bo remain upright if the surface is moving or something is attempting to knock it down (serving in place of str tier's for a knock-back technique), while Flexibility increases the speed of the user when they ascend into the air. Speed/Strength Tier (Distance Covered) - Stability Modifier - Flexibility Modifier D (+10 ft/+5 ft) - 0.5 (1 P.T.) - 0.5 (+0 Tier Level) C (+20 ft/+10 ft) - 1 (2 P.T.) - 1 (+1 Tier Level) B (+30 ft/+15 ft) - 2 (3 P.T.) - 2 (+1 Tier Level) A (+40 ft/+20 ft) - 3 (4 P.T.) - 3 (+2 Tier Levels)
Name: Yamanni-ryū: Bloquer Classification: Kenjutsu Rank: C Class: Defensive/Supplementary Range: Self (Bo), Contact (Deflection)
Description: This technique entails blocking an incoming strike using the length of the user's Bo which depending on what part of the Bo that is used and the angle of the user's body they can respond to different attacks. There are two responses the first being using the middle of the Bo while keeping both hands to the ends and the other being using one end of the Bo while keeping one hand at the middle and the other at the end. In the case of the first it is better for blocking an incoming D-rank physical technique while the latter is better for deflecting an incoming D-rank physical technique 2 ft away from the user's body. Ultimately this technique relies on Strength if attempting to block or Speed if attempting to deflect a strike. Like all techniques in the Yamanni-ryū fighting style Bo Stability & Flexibility factor into how this technique is utilized. Stability allows the user's Bo remain firm enough to deflect a physical attack at a scale larger than the user, while Flexibility allows the user's Bo to be bendy enough to block a physical attack that is powered by strength higher than the user's. Strength Tier (Rank Blocked) - Speed Tier (Rank Deflected) - Stability Modifier - Flexibility Modifier D (C) - D (C) - 0.5 (1.5x) - 0.5 (Same Tier Level) C (B) - C (B) - 1 (2x) - 1 (1 Tier Level Higher) B (A) - B (A) - 2 (2.5x) - 2 (2 T.L. Higher) A (S) - A (S) - 3 (3x) - 3 (3 T.L. Higher)
Name: Yamanni-ryū: Entretoise Classification: Kenjutsu Rank: C Class: Supplementary Range: Contact (Surface), Short (Distance)
Description: This technique entails placing the user's Bo against a surface while flipping resulting in the Bo temporarily bracing itself in order to allow the user to ascend upward or descend downward safely in increments of 15 feet. This technique can be used repeatedly up to a certain amount of times depending on the user's rank which allows them to brace and flip in a manner similar to climbing a ladder. The user's reaction allows them to accurately use this technique on different surfaces as more sheer surfaces require higher reaction to successfully use this technique on it. Like all techniques in the Yamanni-ryū fighting style Bo Stability & Flexibility factor into how this technique is utilized. Stability allows the user's Bo to remain braced for longer, while Flexibility causes the distance between the increments to be reduced. Rank of User (Max No. of Flips) - Reaction (Surface) - Stability Modifier - Flexibility Modifier D (1) - N/A (Stone, Clay) - 0.5 (1 P.T) - 0.5 (15 ft) C (2) - D (Wood) - 1 (2 P.T.) - 1 (10 ft) B (3) - C (Bone, Flesh) - 2 (3 P.T.) - 2 (5 ft) A (4) - B (Ice) - 3 (4 P.T.) - 3 (1 ft) S (5) - A (Crystal, Diamond)
Name: Yamanni-ryū: Désarmer Classification: Kenjutsu Rank: B Class: Defensive/Offensive Range: Contact (Bo), Short (Knock-Back)
Description: This technique entails a quick sweep of the user's Bo in order to disarm an opponent however it differs from most disarming techniques due to not being countered solely by a Gripping technique or Strength Tiers. This is because this sweep is done with a flourish with the user twirling around or even flipping using that as a distraction while their Bo lashes out to strike at the true target. This technique is trap based as a result with an opponent requiring B-rank Reaction Tier's not tied to sight or a non-visual sensory technique in order for the user to place this in spoiler tags. If it is placed in spoiler tags then the opponent can resist it using their strength tiers like normal however if it isn't then the next of the user's posts their opponent will find their weapon knocked out of their hands without their notice with additional speed & strength being used to make this technique more difficult to notice. Like all techniques in the Yamanni-ryū fighting style Bo Stability & Flexibility factor into how this technique is utilized. Stability decreases the tier level of strength needed to resist being disarmed, while Flexibility increases the difficulty of noticing that this is a disarming technique via vision. Str & Spd (Rea/Sensory Req. to Notice) - Stability Modifier - Flexibility Modifier D & D (C) - 0.5 (Tier+) - 0.5 (Raised) C & C (B) - 1 (Base Tier) - 1 (Heightened) B & B (A) - 2 (Tier-) - 2 (Enhanced) A & A (S) - 3 (1-rank Lower) - 3 (Max)
Name: Yamanni-ryū: Pozisyon Classification: Kenjutsu Rank: B Class: Supplementary Range: Self
Description: This is the combat stance of the Yamanni-ryū which entails the the user standing at an angle with their Bo diagonally behind their back and being held with their dominant hand. This stance is primarily defensive and works to conceal the user's Bo behind their own movements so that when the user strikes with taijutsu coming from the right side the follow-up kenjutsu technique requires 1 Tier Level Higher Reaction to perceive whereas when the user strikes with kenjutsu from the right side the follow-up taijutsu requires 1 Tier Level Lower Strength to resist any knock-back inflicted. On the opposite side of her body this is reversed due to how she stands with taijutsu coming from her left side the follow-up kenjutsu technique requires 1 Tier Level Lower Reaction to perceive whereas when the user strike with kenjutsu from the left side the follow-up taijutsu requires 1 Tier Level Higher Strength to resist any knock-back inflicted. Transitioning from Left to Right is treated the same as shifting a stance as it affects the way the user stands & positions their Bo. When the user does not possess any speed tiers this technique has an activation delay as the user moves their body into the right positioning however with additional skill the delay is reduced while if the user has B-rank or above speed their is no delay and the stance is changed immediately. This delay is halved when switching from a stance into no stance at all due to not needing precise positioning when lacking a stance. Skill Level - Activation Delay (P.T) D - 5 C - 4 B - 3 A - 2 S - 1
Name: Yamanni-ryū: Leve Classification: Kenjutsu Rank: A (-4 Stamina Per Turn Twirling in the Air) Class: Supplementary Range: Self, Mid (Lift)
Description: This technique entails the user twirling their Bo overhead which causes the user to ascend upward 40 ft into the air or if the user is falling or is knocked flying it can be used slow it down (in the case of falling) while reducing the knock-back distance if the knock-back exceeds 40 ft (stopping it completely if it's under 40 ft) as it serves as an air-movement technique. However this is not the true purpose of this technique as the twirling motion allows for a physical strike with the user's Bo to be strengthened causing it to hit as if the user was using strength higher than normal. The users strength determines the amount reduced from a knock-back technique while the user's speed determines the "strength" exerted by the user's physical strike with their Bo after preforming the twirling motion. Like all techniques in the Yamanni-ryū fighting style Bo Stability & Flexibility factor into how this technique is utilized. Stability allows the user's Bo to ascend upward in harsher weather conditions, while Flexibility decreases the amount of time needed to be twirling to trigger the strength effect. Str/Spd (K.B. Red./"Str" Exerted) - Stability Modifier - Flexibility Modifier D (10 ft/1 Tier Level Higher) - 0.5 (Clear Skies & Cloudy) - 0.5 (8 P.T) C (20 ft/2 T. L. Higher) - 1 (Windy & Rainy) - 1 (4 P.T) B (30 ft/3 T. L. Higher) - 2 (Heavy Rain & Snow) - 2 (2 P.T) A (40 ft/4 T. L. Higher) - 3 (Thunderstorm & Hail) - 3 (1 P.T)
Name: Yamanni-ryū: Tournoiement Classification: Kenjutsu Rank: S Class: Defensive/Supplementary Range: Self (Bo), Short (Knock-Back)
Description: This technique entails twirling the user's Bo in one hand or two and doing such in a manner that it can be passed from one arm to the other while moving it around the body. This technique is primarily defensive as the twirling motion is used to deflect incoming projectiles however it has a supplementary use in that the twirling motion can be used to speed up a physical strike inflicted by using said Bo allowing it in essence to lash out faster than the user's natural speed. When twirling with one hand it is less stable which causes deflected projectiles to be knocked to the sides but it is more suitable for the supplementary use as it is easier to transition into a strike. Whereas when twirling with two hands it is more stable which allows the user to deflect projectiles back at opponents however it is less suitable for the supplementary use requiring more effort to transition into a strike. The user's strength determines the distance that projectiles can be deflected whereas the user's speed determines the number of projectiles that can be deflected at one time with this technique. Like all techniques in the Yamanni-ryū fighting style Bo Stability & Flexibility factor into how this technique is utilized. Stability increases the amount of time spent twirling to trigger the speed effect, while Flexibility increases the speed exerted after the Bo has been twirled. Str/Spd (Distance Deflected/No. of Projectiles) - Stability Modifier - Flexibility Modifier D (5 ft/5) - 0.5 (1 P.T) - 0.5 (1 Tier Level Higher) C (10 ft/10) - 1 (2 P.T) - 1 (2 Tier Level Higher) B (15 ft/15) - 2 (4 P.T) - 2 (3 Tier Levels Higher) A (20 ft/20) - 3 (8 P.T) - 3 (4 Tier Levels Higher)
Name: Tantra - Yamanni-koka Classification: Kenjutsu Rank: S (-10 Stamina & -5 D from Max Blood) Class: Supplementary Range: Self (Bo), Varies
Description: Requires Tantra to be learned. Tamsyn applies her Tantra onto a Bo in her hands causing it to be enveloped a sleek black hue akin to Tantra: Hardening. This when combined with the Yamanni-ryū fighting style results in a uniquely powerful enhancement for all of her Bojutsu. This technique causes strikes with her Bo to be able to hit the "substantial body" of Devil Fruit users allowing her to strike them bereft of the protection of their Devil Fruit namely Logia intangibility, Zoan defensive traits such as hide, scales etc and Paramecia body types such as Rubber, Metal etc. Furthermore it increases the natural damage inflicted by strikes with her Bo from physical to spiritual when striking at opponents. This technique likewise acts to harden the user's Bo while retaining all of it's normal properties preventing destruction from weapon destroying techniques not enhanced by Tantra of an equivalent level or are not a spiritual or natural based technique higher than S-rank. This technique can be maintained over time depending on the user's rank after which it fades away and must be reapplied consuming from the maximum amount of times Hardening was used. Rank - Duration Maintained (Adv. Tantra Modifier, C. Tantra Modifier) D - 1 Turn (6 Turns, 2 or 12 Turns) C - 2 Turns (7 Turns, 4 or 14 Turns) B - 3 Turns (8 Turns, 6 or 16 Turns) A - 4 Turns (9 Turns, 8 or 18 Turns) S - 5 Turns (10 Turns, 10 or 20 Turns) *Note The Duration that it is maintained can only be increased if one possesses either Advanced Tantra, Conqueror's Tantra, both or simply Advanced Conqueror's Tantra which can substitute for the two others (T & AT).
Name: Yamanni-koka: Poussée Classification: Kenjutsu Rank: S Class: Defensive/Offensive Range: Contact
Description: Req. Yamanni-koka to be currently active to use. This technique entails the user thrusting their Bo forward to meet an incoming offensive technique whether physical or spiritual (as well as equivalent damage types) in order to negate the impact or disperse it on contact however this technique is incapable of being utilized against techniques inflicted by someone a larger scale than the user. This technique is done by gauging the incoming strike and using equivalent force in order to cancel it out. This can likewise be used offensively if being used against a Devil Fruit user as due to striking their "substantial body" if the technique they are using is derived from it with their body the negation results in their attack being reflected back onto them. This effect however can be countered by a Devil Fruit user utilizing Tantra: Hardening on par with Tamsyn or if they are using a Devil Fruit Level which is enhanced by Tantra whereas this reflection is incapable of being used against those empowered by Conqueror's Tantra. This technique utilizes the user's Reaction Tiers to gauge a techniques power in order to equate it whereas the user's strength backed by Tantra determines the rank of the technique this one can defend against. In the case of damage inflicted without a technique this technique is capable of defending against up to S-rank Physical damage (including Piercing) or S-rank Spiritual based damage. Like all techniques in the Yamanni-ryū fighting style Bo Stability & Flexibility factor into how this technique is utilized. Stability increases the amount of time spent gauging a technique, while Flexibility determines the range of techniques capable of being deflected. Reaction Tier (Tech Dmg Type) - Strength Tier (Tech Rank) - Stability Modifier - Flexibility Modifier D (Physical) - D (D) - 0.5 (1 P.T) - 0.5 (Contact) C (Hybrid) - C (C) - 1 (2 P.T) - 1 (Contact-Short) B (Chakra) - B (B) - 2 (4 P.T) - 2 (Contact-Mid) A (Tangible Mental) - A (A)- 3 (8 P.T) - 3 (Contact-Long) Mantra (Spiritual) - Tantra (S) Yantra (Natural)
Name: Yamanni-koka: Bojutsu Classification: Kenjutsu Rank: SS Class: Offensive Range: Self (Bo), Contact or Mid
Description: Req. Yammani-koka to be currently active to use. This technique is the only truly offensive technique within the Yamanni-ryū fighting style and it encompasses the utilization of the Bo in combat. It entails two different movements, categorized as Poke & Sweep and their application in various scenarios as a simple adjustment of hand position can affect how these movements inflict their damage. The bo is notable due to being bludgeoning damage however depending on how a victim is struck the severity of this damage can be used to inflict knock-back, pain, welts, bruises, fractures & concussions. Poke: Entails the thrusting of the user's Bo with hand positions featuring one hand or two in the following placements; both on one of the sides, both in the middle, one in the middle in addition to one on opposite side & both on opposite sides. Pokes inflict internal damage featuring Knock-back, Pain & Bruises. Sweep: Entails the swinging of the user's Bo with hand positions featuring one hand or two in the following placements; one on either side in addition to one in the middle, both on one of the sides, one on one of the sides & one in the middle. Sweeps inflict bludgeoning damage featuring Welts, Concussions & Fractures. Regardless of what type of strike, the user's strength determines the severity of the damage features inflicted on a victim. Like all techniques in the Yamanni-ryū fighting style Bo Stability & Flexibility factor into how this technique is utilized. Stability allows the use of damage features available to Poke & Flexibility allows the use of damage features available to Sweep. Hand Placement (Poke/Sweep) - Stability/Flexibility Modifier (Dmg Inflicted) 2 on 1 Side/1 on 1 Side & 1 in Middle - 0.5 (Internal/Bludgeoning) 2 on Opposite Sides/1 in Middle - 1 (Pain/Welt) 1 in Middle & 1 on Opposite Side/1 on 1 Side - 2 (Bruise/Concussion) 2 in Middle/2 on 1 Side - 3 (Knock-Back/Fracture)
Damage Feature - Effect (Strength Tier D, C, B, A) Pain - Inflicts Pain on a target (D, C, B, A) Welt - Non-Recurrent Bleed Dmg (D, 2 D, 4 D, C) Bruise - Non-Recurrent Internal Bleed Dmg (D, 3 D, 5 D, C) Concussion - All Tier Level Debuff (1, 2, 3, 4) Knock-Back - Mid Range Knock-Back (10 ft, 20 ft, 30 ft, 40 ft) Fracture - Recurrent Pain Dmg each P.T moving targeted body part (D, 3 D, C, B)
Last edited by Aurielle on 22nd January 2021, 8:19 pm; edited 4 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Half-Blood Rogue (Tamsyn's Techniques) 12th March 2020, 5:34 pm | |
| - Scaling:
Name: Scaling (Signature) Classification: Fighting Style Rank: S Class: Supplementary/Offensive Range: Self (Card Deck), Mid (Throw Distance)
Description: Scaling is a shurikenjutsu fighting style developed by Tamsyn Zankokuna initially using it as a simple way to entertain herself in her youth she discovered by applying herself she could learn how to make it into a flashy fighting style. This became even more apparent when she learned how to harness her Nuinjutsu as playing cards were the perfect targets to apply her Red Sun onto due to their tiny size and she focused on mastering her ability to throw them in various situations. Furthermore she learned how to make even normal playing cards dangerous when she applied the Rubi Rubi no Mi to it, as she discovered the minute differences in weight between the various Suits resulted in said carding dealing different types of damage something which became exaggerated when her Devil Fruit was applied to it. All in all this is a highly complex shurikenjutsu fighting style which has many factors which affect it's usage in battle even though the individual damage of a thrown card is always D-rank. The first factor deals with the Suit of a card which when thrown results in the card dealing a different type of damage, after that the pips on the card whether they are Number, Face or Joker Cards affects the use of Red Sun on them in certain ways. Suit of Card - Damage Inflicted when Thrown - Type of Card (Red Sun Effect) Spades - D-rank Slicing - Number (Increases Release Time by No. of Pips in P.T) Hearts - D-rank Bleed - Face (Increases Dmg by Rank of Card: J = 2x, Q = 3x, K = 4x & A = 5x) Clubs - D-rank Bludgeoning - Joker (Doubles Radius of Detonation) Diamonds - D-rank Piercing
Types of Cards - No. in Deck - Throw (Card Damage Type) 2-10 - 36 - Normal (Physical) Jack - 4 - Red Sun (Hybrid) Queen - 4 - Shingen-Ryu: Shu (Mental) King - 4 - Tantra (Spiritual) Ace - 4 - Yantra (Natural) Joker - 0* - Rubi Rubi no Mi (Varies dependent on what it is Amplifying) *Note: Joker's can also be 2 or 4 if Joker's are added to a Deck. This is due to Joker's typically being taken out of a deck before hand as the standard deck count is 52.
Name: Scaling: Shuffle Classification: Shurikenjutsu Rank: C Class: Supplementary Range: Self (Deck)
Description: This is an iconic technique within the Scaling Fighting Style and it can be considered the staple of it as it entails the shuffling of a card deck. This technique is meant to randomize a deck of playing cards to provide an element of chance which when utilized following the philosophy of scaling and be used so showcase sleight of hand distracting an opponent while allowing Tamsyn to bide time until her cards are charged. As she grows more skilled she is able to utilize more complex types of shuffling techniques however they all share the commonality of cards being passed from one hand to another aerially by either springing, dribbling or flipping cards from one hand to another. With additional focus she is capable of shuffling multiple Decks simultaneously which is more distracting than a single deck shuffle due to the complexity and the cards rapidly being passed about. Those who see the shuffling occurring are distracted if they lack Barrier Tiers depending on the amount of decks used however those with Mantra are able to focus and not get distracted by this technique. When distracted it causes victims to watch the shuffling rather than attempt to interrupt it. Furthermore Tamsyn is able to utilize her own Reaction Tiers in order to continue shuffling while being attacked up to a certain degree allowing her to keep the cards cycling between her hands or in the air for a set amount of time before she has to remain focused (not being attacked) Rank - Shuffling Type Unlocked (Rea Tier to remain Shuffling) - Rea Tier (No. of Decks Capable of Shuffling) D - Riffle (D) - Tier- (0) C - Kutti (C) - Base Tier (1) B - Corgi (B) - Tier+ (2) A - Faro (A) - Tier++ (3) S - Zarrow (S) - +Tier- (4) *Note: All Shuffling styles are different in the visuals only and make use of the Card Randomizer, except for Zarrow. Unlike the others which completely shuffles a deck of cards Zarrow is used to guarantee specific cards are drawn first using the Success Chance Roll (1 = Ace, 2 = 6, 3 = 7, 4 = 8, 5 = 9, 6 = 10 7 = Jack, 8 = Queen, 9 = King, 10 = Joker).
Name: Scaling: Thurston Grip Classification: Shurikenjutsu Rank: C Class: Supplementary Range: Self (Card), Mid (Throw)
Description: There are two types of throwing cards in the Scaling fighting Style, the first is the Thurston Grip which involves gripping the middle of the card horizontally between the thumb and the middle finger, while the index finger rests on the corner of the card nearest the hand and away from the body. The wrist is cocked inward at a 90-degree angle, then flicked briskly outward, propelling the card. For distance and power, the technique adds motion of the forearm bending at the elbow straight outwards from a 90-degree angle simultaneous to the flicking motion of the wrist. Throws using this method will usually spiral somewhat on the way to the target when thrown at long distance, since most cards are not perfectly flat. With a given deck, the bend of the cards are usually similar enough to each other that this spiral is easily predictable, and a practiced user can hit very small targets even at many feet away. Both throwing methods utilize the Throwing Rules in Tier Information to determine the true distance of thrown cards with increased skill allowing for throws with multiple cards while using a combination of the user's strength & speed to determine throw distance & throw speed. Rank (No of Cards Thrown at Once) - Reaction Tier (Size of Target Hittable) D (Up to 1, 2 if using both hands) - D (Medium S & Above) C (Up to 2, 4) - C (Humanoid & Above) B (Up to 3, 6) - B (Small & Above) A (Up to 4, 8) - A (Tiny & Above) S (Up to 5, 10) - Mantra (Microscopic & Above)
Name: Scaling: Herrman Grip Classification: Shurikenjutsu Rank: C Class: Supplementary Range: Self (Card), Short (Throw)
Description: There are two types of throwing cards in the Scaling fighting Style, the second is the Herrman Grip where the card is gripped between the first and second fingers, usually of the left hand and is propelled in a similar manner. The wrist can additional be cocked inward at a 90-degree angle, then flicked briskly outward, propelling the card. For more distance and power, the technique adds motion of the forearm bending at the elbow straight outwards from a 90-degree angle simultaneous to the flicking motion of the wrist. Throws using this method can be done very flat to get the card to land in or on top of something likewise they can be done with an extra spin in order for cards to circle the body in a clockwise or counter-clockwise manner. Both throwing methods utilize the Throwing Rules in Tier Information to determine the true distance of thrown cards with increased skill allowing for throws with multiple cards while using a combination of the user's strength & speed to determine throw distance & throw speed. Rank (No of Cards Thrown at Once) - Reaction Tier (Degree of Encirclement) D (Up to 1, 2 if using both hands) - D (Up to 45°) C (Up to 2, 4) - C (Up to 90°) B (Up to 3, 6) - B (Up to 180°) A (Up to 4, 8) - A (Up to 270°) S (Up to 5, 10) - Mantra (Up to 360°)
Name: Scaling: Pip or Face Classification: Shurikenjutsu Rank: B Class: Offensive Range: Self (Card)
Description: This technique is the crux of what makes the Scaling Fighting Style dangerous as normally it is a flashy style with little substance bar distractions. This technique however enhances the effects innate to each suit of cards despite not modifying anything about the damage they inflict. Spades have their slicing capabilities scale with the strength of the throw allowing them to cut through offensive techniques of a damage type on par or weaker than that of the card. Hearts have their bleed damage become recurrent scaling with the strength of the throw while the recurrent effect can be restricted to non-recurrent using spirit tiers equal to the strength tier used. Clubs have their bludgeoning damage inflict contact based knock-back which scales with the strength used. Diamonds have their piercing capabilities scale with the strength of the throw allowing them to pierce through objects (& surface defense tiers) despite still dealing D-rank damage. Suit of Card (Effect when paired with D, C, B & A-rank Str) Spades (D, C, B & A-rank Slicing) Hearts (1 P.T, 2 P.T, 3 P.T & 4 P.T of Bleed) Clubs (1 ft, 2 ft, 3 ft, 4 ft of Knock-Back) Diamonds (D, C, B & A-rank Piercing)
Name: Scaling: Hand Classification: Shurikenjutsu Rank: A Class: Offensive/Supplementary Range: Self (Card)
Description: This technique is an offensive based set up technique revolving around the concept of a "Hand" which is a group of five cards which when drawn result in unique effects when thrown in succession or simultaneously that aren't possible when throwing cards normally. Hands make use of specific suit, face or number card combinations all of which exclude Jokers resulting in several types of hands within a 52 card deck. Each Hand can only be drawn after the deck has been shuffled and it eliminates that specific hand's combination of cards from play, furthermore once all 10 hands have been made this technique is unable to be used unless Tamsyn has another deck (with 4 Suits of Cards) or has picked up all 50 cards that were thrown. The various "Hand" types are as follows; Royal Flush: five face cards of the same suit in the sequence of A-K-Q-J-10 Straight Flush: five cards of the same suit in sequence Four-of-a-Kind (Quad): such as four queens while the kicker (5th card), can be anything Full House: consists of three cards of one rank and two cards of another rank Flush: Five cards of the same suit Straight: Five cards of mixed suits in sequence Three-of-a-Kind (Triple): Three cards of the same rank plus two unequal cards Pair: A pair consists of two cards of equal rank (can also be Two Pairs if said pairs are of a different rank) Pig: Five cards which do not form any of the combinations listed above Type of "Hand" - Effect when Thrown Succession (All at Once) Royal Flush - Each Card Deals C-rank Damage (& C-rank Pain) Straight Flush - Each Card Deals 5 D-ranks of Dmg (& 4 5-ranks of Pain) Four-of-a-Kind - Each Card deals 4 D-ranks of Dmg (& 4 D-ranks of Pain) Full House - Pair & Triple hit same target (Pair & Triple hit different targets) Flush - Applies Highest Card's Effect to All Cards (& Each card hits a different target) Straight - Applies Highest Card's Effect to All Cards (& Highest Card's Suit Effect to All Cards) Three-of-a-Kind - Each Card Deals 3 D-ranks of Dmg (& 3 D-ranks of Pain) Two Pair - Each Pair hits the same target (Each Pair hits different targets) Pair - Each Card deals 2 D-ranks of Dmg (& 2 D-ranks of Pain) Pig - Nullifies Card Damage (Converts Card Damage into inflicting Pain) *Note: Use Hand Randomizer to determine the drawn hand after a shuffle.
Name: Scaling: Stripped Suit Classification: Shurikenjutsu Rank: S (-5 Stamina Price & 13 Card Price, Optional Joker Price) Class: Offensive Range: Self (Suit), Varies (Range)
Description: This is the first out of the specifically offensive shurikenjutsu techniques within this fighting style. This technique starts off during springing of cards (cards moving horizontally between hands & landing perfectly on top of one another) causing all of the cards involved fanning out and being caught with the left or right hand before the remaining cards are stowed away with the opposite hand. From there the cards are all thrown in succession akin to dribbling (each card moving in a straight line, partially on top of one another) before flying towards a target and striking them. Due to a suit containing thirteen cards this technique allows the throwing of 13 cards at once while the grip type determines whether all of the cards hit a single target (Thurston) or multiple targets (Herrman). After this technique is used the suit which was thrown can not be thrown again unless Tamsyn possesses another shuffled deck (with all 4 suits) or has picked up all 13 thrown cards. When paired with a Joker (14th Card) that has been enhanced by Tantra - Hardened Scaling it applies the Tantra effect to a set amount of cards within the suit at the cost of being unable to harden any of those cards using Tantra until the next topic. Due to comprising a single suit, Suit effects are applied to this technique (Spades = S-rank Slicing, Hearts = 13 D-ranks of Recurrent Bleed Damage, Clubs = S-rank Bludgeoning with 5 ft of knock-back, Diamond S-rank Piercing) Rank of User - No. of Cards Joker Applies Tantra to D - 1 C - 3 B - 5 A - 7 S - 9 "Z" - 11 "X" - 13
Name: Scaling: 52 Pick-up Classification: Shurikenjutsu Rank: SS (-10 Stamina Price & 52 Card Price, Optional 2 Joker Price) Class: Offensive Range: Self, Varies (Throw), AOE (Card Spread)
Description: This is the second out of the specifically offensive shurikenjutsu techniques within this fighting style. This technique starts off during springing of cards (cards moving horizontally between hands & landing perfectly on top of one another) causing all of the cards involved fanning out and being caught with the opposite hand. From there the cards are all thrown in succession akin to dribbling (each card moving in a straight line, partially on top of one another) before flying towards a target and striking each other causing them to spread out along a radius of 200 ft (400 ft diameter). Due to a deck containing fifty-two cards this technique allows the throwing of 52 cards at once while the grip type determines whether all of the cards converge on a a single target within the area (Thurston) or spread evenly within the area (Herrman). After this technique is used this technique can not be used again unless Tamsyn possesses another shuffled deck (with all 4 suits) or has picked up all 52 thrown cards. When paired with 2 Joker (53th & 54th Cards) that have been enhanced by Tantra - Hardened Scaling it applies the Tantra effect to a set amount of cards within the deck at the cost of being unable to harden any of those cards using Tantra until the next topic. Unlike Striped Suit & 208 Pick-up Suit effects are not applied to this technique. Rank of User - No. of Cards Joker Applies Tantra to D - 4 C - 12 B - 20 A - 28 S - 36 "Z" - 44 "X" - 52 *Note: In the case of all of the cards converging on a single target, this technique is typically incapable of being dodged only blocked however those with Mantra can dodge up to a Suit of Cards (13 Cards), those with Advanced Mantra can dodge up to Two Suits of Cards (26 Cards), those with Conqueror's Mantra can dodge up to Three Suits of Cards (39 Cards) & only those with Advanced Conqueror's Mantra can dodge all of the converging cards. In the case of being spread evenly within the area, the damage dealt is equivalent to the combined total of cards (52 Card each dealing D-rank Damage results in an SS-rank+ of damage)
Name: Tantra - Hardened Scaling Classification: Shurikenjutsu Rank: SS Class: Defensive/Offensive Range: Self (Card)
Description: Requires Tantra to learn. This is a special technique within the Scaling Fighting Style due to it involving the use of Tantra to enhance very specific cards within a deck, namely the Jokers. Previous to this technique Joker Cards were always excluded and it is for this particular reason as this technique causes Tantra applied to Jokers to be spread to other cards of a matching suit. When Joker's are enhanced with Siddhi they gain a suit either; Spades, Hearts, Clubs or Diamonds as the black coloration forms a design of the suit symbol on the card. Unlike normal cards which are imbued with Siddhi only Jokers gain the black coloration as they are the only cards capable of being used with Tantra: Hardening. Other cards gain the ability to hit the "substantial body" of a Devil Fruit user but don't have their damage type altered to spiritual nor have the added defense of Tantra to them. Each Card which Tantra is applied to remains enhanced for a set amount of time based on the card's strength while Joker's remain enhanced so long as they remain in contact with the user. However when shuffled into a deck it causes each card to remain enhanced by Tantra until thrown whereas the countdown till the enhancement fades starts post throw. The user's skill determines how long their cards can remain enhanced by Tantra after being shuffled into a deck whereas their proficiency in Tantra determines how many cards are capable of being enhanced by a single price. Regardless Joker's consume their own price and when utilized to spread Tantra to other cards said cards remain enhanced for the duration of an Ace. Like all Tantra derived techniques, a use of this technique counts towards the maximum amount of times Tantra has been used in a topic. Rank - Duration Enhanced Post Shuffle - Card (Duration Enhanced by Tantra) D - 10 Turns - 2 to 4 (1 P.T) C - 20 Turns - 5 to 7 (3 P.T) B - 40 Turns - 8 to 10 (5 P.T) A - 60 Turns - Jack (7 P.T) S - 1 Topic - Queen (9 P.T) "Z" - 5 Topics - King (11 P.T) "X" - 10 Topics - Ace (13 P.T)
Tantra Proficiency - No. of Cards Enhanced for 1 Price Tantra - 5 Advanced Tantra - 10 Conqueror's Tantra - 15 Advanced Conqueror's Tantra - 20
Name: Scaling: 208 Pick-up Classification: Shurikenjutsu Rank: SSS (-15 Stamina Price & 208 Card Price, Optional 4 Joker Price) Class: Offensive Range: Self, Varies (Throw), AOE (Card Spread)
Description: This is the third out of the specifically offensive shurikenjutsu techniques within this fighting style. This technique starts off during springing of cards (cards moving horizontally between hands & landing perfectly on top of one another) causing all of the cards involved fanning out and being caught with the opposite hand. From there the cards are all thrown in succession akin to dribbling (each card moving in a straight line, partially on top of one another) before flying towards a target and striking each other causing them to spread out along a radius of 280 ft (560 ft diameter). Due to each deck containing fifty-two cards this technique allows the throwing of 208 cards at once while the grip type determines whether all of the cards converge on a a single target within the area (Thurston) or spread evenly within the area (Herrman). After this technique is used this technique can not be used again until Tamsyn has picked up all 208 thrown cards. When paired with 4 Joker (53th-56th Cards) that have been enhanced by Tantra - Hardened Scaling it applies the Tantra effect to a set amount of cards within the deck at the cost of being unable to harden any of those cards using Tantra until the next topic. Due to comprising a 4 decks of suits, Suit effects are applied to this technique (Spades = SSS-rank Slicing, Hearts = 52 D-ranks of Recurrent Bleed Damage, Clubs = SSS-rank Bludgeoning with 7 ft of knock-back, Diamond SSS-rank Piercing) Rank of User - No. of Cards Joker Applies Tantra to D - 16 C - 48 B - 80 A - 112 S - 144 "Z" - 176 "X" - 208 *Note: In the case of all of the cards converging on a single target, this technique is incapable of being dodged & is typically incapable of being blocked however those with Tantra can block up to a Deck of Cards (52 Cards), those with Advanced Tantra can block up to Two Decks of Cards (104 Cards), those with Conqueror's Tantra can block up to Three Decks of Cards (156 Cards) & only those with Advanced Conqueror's Tantra can block all of the converging cards. In the case of being spread evenly within the area, the damage dealt is equivalent to the combined total of cards (208 Cards each dealing D-rank Damage results in an SSS-rank+ of damage)
Last edited by Aurielle on 22nd January 2021, 4:29 am; edited 1 time in total (Reason for editing : Forgot to add Class & Range to 208 Pick-Up) | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Half-Blood Rogue (Tamsyn's Techniques) 14th March 2020, 2:09 am | |
| Yamanni-Ryu and Scaling are approved~ | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Half-Blood Rogue (Tamsyn's Techniques) 21st March 2020, 2:04 am | |
| - Rubi Rubi no Mi:
Name: Rubī Rubī no Mi: Jack's Gambit Classification: Fighting Style Rank: C Class: Supplementary Range: Self
Description: Req. Pirate to have eaten Devil Fruit (Gem Gem Fruit: Model Ruby). This is the Second Level of the Rubi Rubi no Mi fighting style which entails the user affixing the Devil Fruit's property of Amplification to their Endocrine System, this allows her to amplify her hormone production and the cell signaling within her body. The techniques within this fighting style go by the name "Jack (Insert Name of Technique)" when using this fighting style alongside normal techniques which involve applying the properties of Ruby to the body. It is entered after a sharp inhale with her skin becoming shiny, her hair becoming more radiant and her beauty seemingly becoming more apparent to an observer as internally her Endocrine System is being stimulated by her Devil Fruit. The drawback of this style however, is that stimulating her body in such a manner depletes from her Hunger Limit leaving her ravenous with overuse and upon full depletion she experiences Tier Rank Drops due to starvation. With mastery however it still consumes from her Hunger Limit albeit being capable of consuming from it's excess (Gluttony) when Tamsyn has overeaten or has her Hunger Limit overfilled as a result of a Cook, whereas the Tier Drops upon full depletion are now instead Tier Level Drops. Bounty - Tier Drops (Tier Level Drops) - Endocrine Function Available D - 7 (12) - Hormones (Eicosanoids) C - 6 (10) - Cell Signaling (Endocrine) B - 5 (8) - Hormones (Steroids) A - 4 (6) - Cell Signaling (Neuroendocrine) S - 3 (4) - Hormones (Amino Acid Derivatives) "Z" - 2 (2) - Cell Signaling (Neural) "X" - 1 (1) - Hormones (Protein Derivatives) *Note: If a Tier Level drops below "E" also known as no tiers it is considered to be "F" and Tamsyn will suffer the effects of "F"-rank Tiers such as Immobility, No Carry Weight, Double Damage from Physical Based techniques & An inability to use any sensory techniques. Ace's Gambit: (Consumes 1 C-rank Slot & Req. 1000 Words to Unlock) This Level alters Tamsyn's irises to a vibrant ruby while the Cell Signaling within her brain is amplified drastically. This results in the techniques within Jack's Gambit replaced by "Ace" which applies Tantra to the user's Amplified Endocrine System. This increases her intelligence which serves to trigger her latent Specialization Nuinjutsu simply due to speeding up her cognitive abilities to reach that "Genius" threshold. The techniques within this fighting style use the normal price for Jack in addition to a pain price 1-rank below the technique used.
Name: Rubī Rubī no Mi: Queen's Gambit Classification: Fighting Style Rank: B Class: Supplementary Range: Self
Description: Req. Pirate to have eaten Devil Fruit (Gem Gem Fruit: Model Ruby). This is the Third Level of the Rubi Rubi no Mi fighting style which entails the user affixing the Devil Fruit's property of Amplification to their Muscular System, this allows her to amplify her muscular condition thus raising the baseline physicality of her entire body. The techniques within this fighting style go by the name "Queen (Insert Name of Technique)" when using this fighting style alongside normal techniques which involve applying the properties of Ruby to the body. It is entered after tensing the body and relaxing rapidly in quick succession causing a flush to come to her skin akin to blood is flooding it as internally her Muscular System is being stimulated by her Devil Fruit. The drawback of this style however, is that stimulating her body in such a manner takes time requiring an activation time and after a set duration results in an increased stamina use multiplier to keep benefiting from her amplified condition. With mastery however the activation time is shorter while the duration is longer, after which the increased stamina use multiplier can be bypassed once albeit causing a longer activation time & shorter duration after which the stamina use multiplier sets in. Bounty - Activation Time (Duration Till Stamina Trigger) - Stamina Multiplier (Bypass Modifier) D - 17 P.T (1 Turn) - 5x (7 P.T Longer, 8 Turns Shorter) C - 13 P.T (2 Turns) - 4x (6 P.T, 7 Turns) B - 11 P.T (4 Turns) - 3.5x (5 P.T, 6 Turns) A - 7 P.T (6 Turns) - 3x (4 P.T, 5 Turns) S - 5 P.T (8 Turns) - 2.5x (3 P.T, 4 Turns) "Z" - 3 P.T (10 Turns) - 2x (2 P.T, 3 Turns) "X" - 2 P.T (12 Turns) - 1.5x (1 P.T Longer, 2 Turns) *Note: Stamina Use multiplier means the stamina consumed by Tier use is multiplied by the amounts displayed in the chart above, this remains congruent with the boundaries set by Stamina & Recoil Information. Joker's Gambit: (Consumes 1 C-rank Slot & Req. 1500 Words to Unlock) This Level alters Tamsyn's Tantra: Hardening from a metallic black to a crystalline ruby when it is utilized. This results in the techniques within Queen's Gambit replaced by "Joker" which applies Tantra to the user's Amplified Muscular System. This amplifies her Tantra which allows it to match up with Tantra: Hardening of Superior-rank Opponents, Overpower the Siddhi of Equal-Rank Opponents & treat as if Advanced Tantra against Inferior-Rank Opponents. This becomes even more potent however if Tamsyn unlocked C. Tantra as it's effect is enhanced simply due to the natural enhancement C. Tantra has on Tantra, allowing her Tantra to be treated as Advanced Tantra matching up with the Advanced Tantra of Equal-rank Opponents, Overpowering the Advanced Tantra of Inferior-Rank Opponents & Overpowering the Tantra of Superior-Rank Opponents Rank.
Name: Rubī Rubī no Mi: King's Gambit Classification: Fighting Style Rank: A Class: Supplementary Range: Self
Description: Req. Pirate to have eaten Devil Fruit (Gem Gem Fruit: Model Ruby). This is the Third Level of the Rubi Rubi no Mi fighting style which entails the user affixing the Devil Fruit's property of Amplification to their Nen Node System, this allows her to amplify her Tantra enhanced Nen resulting in her Nen using mental techniques being upgraded to being on par with Spiritual Damage & allowing them to affect the "Substantial Body" of Devil Fruit user's bypassing their bestowed defenses if they possess weaker Tantra than she possesses. The techniques within this fighting style go by the name "King (Insert Name of Technique)" when using this fighting style alongside normal techniques which involve applying the properties of Ruby to the body. It is entered after placing both hands to her temple before blinking, with her eyes opening with the sclera being coated in the blank sheen of Tantra: Hardening, her Nen color altered to a ruby glow as internally her Nen Node System is being stimulated by her Devil Fruit. The drawback of this style however, is that stimulating her body in such a manner causes her Nen using mental techniques to consume from her Maximum Nen Reserve & after a set amount of time she has a nose bleed which depletes her blood reserves by a set amount depending on how many times she had used Tantra in the topic. With mastery however her Nen using mental techniques merely consume more Nen than normal and after a set amount of time she has a nose bleed which deals a non-recurrent amount of bleed damage due to over stimulating her brain. Bounty - Duration Till Nose-Bleed (Mastery) - Mental Techniques Affected (Mastery Nen Price) D - 1 Turn (2) - C & Below (Unnatural Affinity) C - 2 Turns (4) - B & Below (Unnatural Affinity) B - 3 Turns (6) - A & Below (Very Low Affinity) A - 4 Turns (8) - S & Below (Very Low Affinity) S - 5 Turns (10) - SS & Below (Low Affinity) "Z" - 6 Turns (12) - SSS & Below (Low Affinity) "X" - 7 Turns (14) - All (Low Affinity) *Note: In regards to the Nen Price, Unnatural Affinity corresponds to paying 3-ranks Above the normal price, Very Low Affinity corresponds to paying 2-ranks Above the normal price & Low Affinity corresponds to paying 1-rank Above the normal price. Auxiliary Levels when Tantra is applied to previous Levels Ace's Gambit (Linked to Jack's Gambit) Joker's Gambit (Linked to Queen's Gambit)
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| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Half-Blood Rogue (Tamsyn's Techniques) 21st March 2020, 3:02 pm | |
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