Blade
Posts : 3780 Join date : 2012-05-06
| Subject: A Barrel o' Grim[Sarathas' Techs] 15th March 2020, 11:57 pm | |
| - Shinkoken Core:
Name: Shinkoken Classification: Fighting Style Rank: C-Rank Class: Supplementary Range: Varies
Description: Shinkoken is a Kenjutsu style that follows a few central principles. Practitioners believe that spiritual energy flows through a series of pathways in the body that twist and move like a labyrinth. By following the right series of movements, they are capable of aligning these pathways to grant them access to incredible bursts of power for a short moment but doing so causes the pathways to break away from their alignment. This is expressed through three specific 'routes' called Sen. To align the Sen, the techniques of Shinkoken follow 'Paths', although multiple paths may lead to the same end. As a path is followed, it increases the power of the techniques in the path due to the Sen coming into alignment and following the path to the end grants one of the three Sen, however a path must go from start to end, starting in the middle does not initiate Path bonuses going forward. It is also said that there are two hidden Sen; Tsubame and Kaeshi, although the usage of these is spoken of as legend and nothing more. The Sen are as follows: Getsu: The Moon, also known as the Sen of Self. This pathway focuses energy within the heart and enhances the body. While this Sen is active, the user gains +1 Tier Level to Defense. Setsu: The Snowflake, the Sen of Logic. This pathway focuses energy into the forehead and keeps the mind alert and fresh allowing focus and force in a better manner. While Setsu is active, the user gains +1 Tier Level to Strength. Ka: The Flower, the Sen of Freedom. This pathway focuses power into the wrists and ankles creating a deep, flowing connection within the body. While Ka is active, the user gains +1 Tier Level to Speed.
Name: Shinkoken: Hakaze Classification: Kenjutsu Rank: D-Rank Class: Offensive/Defensive Range: Contact-Close
Description: The simplest technique of Shinkoken and the initiating technique of many of the Sword Paths, the Hakaze is a basic strike with a lot of potential in it. The user steps forwards and swings their blade upwards from hip to shoulder towards the opponent. This moves at speeds equal to the user's strength or speed and deals damage equal to their strength or D-Rank Slicing Damage if they are only using speed. However this strike is defensive in nature, covering the body with the arc of its cut. Thus this technique can deflect D-Rank Kenjutsu away from the body as it comes up.
Name: Shinkoken: Fuga Classification: Kenjutsu Rank: D-Rank Class: Offensive Range: Contact-Short
Description: The other basic Path initiation of Shinkoken is used when the swordsman is facing multiple opponents. Keeping their blade steady they step forwards and swing in a large arc in front of them. This moves at speeds equal to their strength or speed and deals damage equal to their strength or D-Rank slicing damage if only using speed. This is differentiated from Hakaze as instead of blocking Kenjutsu, depending on the user's rank/bounty, they are able to hit multiple opponents at once using Fuga.
Bounty - Targets Hit D - 1 C - 2 B - 3 A - 4 S - 5
Name: Shinkoken: Twin Path: Jinpu Classification: Kenjutsu Rank: D-Rank Class: Offensive/Supplementary Range: Contact-Close
Description: The user takes a deep breath, causing a 1 PT activation delay for this technique, readying their body before bringing their blade down in a large vertical chop, cleaving through their opponents. This strike deals damage equal to the user's strength and moves at speeds dependent on either speed or strength, if only speed is used it deals 3 D-Ranks of Slicing Damage. Additionally, the breath allows the muscles to tense and for a number of PT dependent on their rank, the user gains +1 Tier Level to Strength. Weapon Path: Hakaze - If Jinpu is used after Hakaze, then not only is the buff 2 Tier Levels but the strike also gains innate D-Rank Piercing and allows continuation on either the Setsu Weapon Path or the Getsu Weapon Path.
Bounty - Duration of Buff(PT) D - 2 C - 4 B - 6 A - 8 S - 10
Name: Shinkoken: Twin Path: Saigai Classification: Kenjutsu Rank: D-Rank Class: Offensive/Defensive Range: AoE(Varies)
Description: The user focuses their energy and turns their blade horizontal before spinning rapidly, dealing a slash in a large circle around them. This moves at speeds dependent on the user's strength or speed, dealing damage equal to strength or 3 D-Ranks of Slicing Damage if only using speed. This has an additional effect of deflecting any projectiles moving at D-Rank speed as long as they aren't backed by strength greater than the user's own. The area struck is dependent on the user's Bounty/Rank as they are able to better control the reach of their blade. Weapon Path: Fuga - If Fuga was used before Oka, then not only does the spinning slash come out 1 tier level faster but the speed of deflected projectiles is C-Rank as long as they aren't backed by strength greater than the user's and allows continuation of Weapon Paths.
Bounty - AoE(Ft Radius) - Projectiles Deflected(/After Fuga) D - 3 - 3 - 5 C - 6 - 6 - 10 B - 9 - 9 - 15 A - 12 - 12 - 20 S - 15 - 15 - 25
Name: Shinkoken: Getsu Path: Shifu Classification: Kenjutsu Rank: C-Rank Class: Offensive/Supplementary Range: Contact-Short
Description: Shifting their stance slightly, the user lashes out with a pinpoint thrust towards the enemy moving at speeds dependent on their strength or speed, dealing damage equal to their strength or C-Rank piercing damage if only using speed. This stab has innate C-Rank defense piercing and the focused stance allows ease of dodging, increasing speed by 1 Tier Level for a number of PT dependent on the user's rank/bounty. Weapon Path: Jinpu - The flowing motions of the Getsu Path allow for easier striking of vital parts, causing the victim to suffer from a D-Rank of bleeding each round from the wound, in addition it increases the Speed buff to 2 Tier Levels instead of one and allows continuation of the Getsu Weapon Path.
Bounty - Buff Duration(PT) D - 2 C - 4 B - 6 A - 8 S - 10
Name: Shinkoken: Setsu Path: Zanken Classification: Kenjutsu Rank: C-Rank Class: Offensive/Defensive Range: Contact-Close
Description: Known as the Reverse Angled Slash or Seven Slash, the Zanken goes across the chest and then rapidly angles and slashes down across the ribs and stomach. These cuts are never all that deep but they are incredibly painful. This moves at speeds equal to the user's strength or speed, dealing damage one rank below the user's strength or 3 D-Ranks of Slicing Damage if only using speed. However this slash causes a B-Rank of incredibly sharp pain, interrupting C-Rank or lower techniques unless the victim has Pain Resistance or C-Rank or higher Barrier Tiers. Additionally, any other hits to the body cause an additional D-Rank of pain lasting for 2 Turns. Weapon Path: Jinpu - If this technique used on the Weapon Path following Jinpu, then force of the blade is used to dig in deeper and batter off the ribs. This causes the interruption to require Pain Immunity or B-Rank Barrier tiers to ignore and if the user possesses no Pain Resistance or Barrier Tiers at all, they are stunned for 2 PT due to the searing agony, doing nothing but clutching at their chest.
Name: Shinkoken: Ka Path: Oka Classification: Kenjutsu Rank: C-Rank Class: Offensive/Defensive Range: AoE(10 foot radius)
Description: Dropping their sword low and steadying themselves, the user spins with incredible force in a slanted upwards strike. Not only does this move at speeds equal to the user's speed or strength it deals damage equal to their strength or C-Rank slicing damage if using only speed, it also violently knocks aside weapons. C-Rank and lower Kenjutsu are blocked and unless the victim has C-Rank strength tiers, their weapons are ripped from their hands by the force of the blow, flying a certain distance away based on the user's bounty/rank, a C-Rank gripping technique will also prevent this. Weapon Path: Saigai - Using the force of the original spinning slash from Saigai, the user reverses their momentum and delivers a horrific backslash, the force of the deflection during this resembles cherry blossom petals due to sparks. Weapons are sent flying double the distance and B-Rank or lower Kenjutsu can be blocked.
Bounty - Distance Weapons are Sent(Ft) D - 5 C - 10 B - 15 A - 20 S - 25
Name: Shinkoken: Getsu Path: Boryoku Classification: Kenjutsu Rank: C-Rank Class: Offensive Range: Contact
Description: A rather brutish but effective technique, the user steps forwards and swings their hands up, slamming the guard of their weapon into the opponent's face, sending them reeling backwards. This moves at speeds two tier levels higher than the user's strength or speed but only ever deals C-Rank blunt damage as the weapon is slammed into the foe's face. The force of the blow is likely to send them reeling however and they need C-Rank strength tiers to avoid being knocked back 5 feet and C-Rank Endurance to avoid becoming dizzy which would cause them to fall over if they move at speeds higher than their Tier Max. This lasts for a number of PT dependent on the user's Bounty/Rank. Weapon Path: Saigai - Using the force of Saigai's spin, rather than knock backwards and down, the guard strike is aimed upwards, slamming into the opponent's chin. If the opponent was struck by Saigai, this requires C-Rank Reaction Tiers to notice and avoid. When struck, they take the normal damage from Boryoku but they need B-Rank strength or get knocked ten feet into the air instead, being left airborne for the next 2 PT. Upon landing they also suffer from dizziness if they don't have C-Rank Endurance.
Bounty - Dizziness Duration(PT) D - 3 C - 6 B - 9 A - 12 S - 15
Name: Shinkoken: Getsu Alignment: Gekko Classification: Kenjutsu Rank: B-Rank Class: Offensive/Supplementary Range: Contact
Description: One of the more advanced techniques of Shinkoken, Gekko is usually one of the first Path Alignments that an aspiring Swordsman learns when using this style. Known as the Moon Cut, the user focuses their momentum into the top half of their blade and swings it down in a large crescent at such high speeds that it catches the light and leaves a trail in the perfect shape of the Crescent Moon. Gekko delivers a deep cut moving at speeds equal to the user's strength or speed although it only deals B-Rank slicing damage, it also causes a recurrent bleed every round dependent on the user's Bounty/Rank as it opens their chest. Weapon Path: Shifu - With the end of a path comes the Alignment and the true power. Gekko causes the blade to gleam with light as it slashes down with such fierce speed that it requires reaction tiers equal to the slash speed to even detect and it causes double the usual bleed each round. This also ends the Getsu Path and grants the Getsu Sen.
Bounty - Bleed Each Round D - 1 D C - 2 D B - 3 D A - 4 D S - 5 D
Name: Shinkoken: Setsu Alignment: Yukikaze Classification: Kenjutsu Rank: B-Rank Class: Offensive Range: Contact
Description: Usually the second alignment learned by Shinkoken swordsmen, Yukikaze is also known as the Falling Snow Slash. This is a downwards slice from shoulder to thigh that is done at such a high speed that the blood is ejected out in separated droplets, looking like red snow as it sprays out. This moves at speeds equal to the user's speed or strength and deals B-Rank Slicing Damage no matter what. However the force of the blow is such that it weakens the area, reducing the opponent's defense tier by one rank for a number of PT dependent on the user's bounty/rank as the blow weakens skin and opens up their guard. Weapon Path: Zanken - The true power of the Yukikaze, following this path to its end causes the strike to gain B-Rank Defense Bypassing as the flowing momentum allows perfect incision into the weakest links of the skin. Additionally, the strike is invisible unless the victim has B-Rank pain sensory but the next physical blow to their chest causes an additional C-Rank of damage as the wound explodes open from the force. This also ends the Setsu Weapon Path and grants the Setsu Sen.
Bounty - Debuff Duration/After Zanken(PT) D - 1 - 2 C - 2 - 4 B - 3 - 6 A - 4 - 8 S - 5 - 10
Name: Shinkoken: Ka Alignment: Kasha Classification: Kenjutsu Rank: B-Rank Class: Offensive Range: Contact
Description: Known as the Dancing Petal Slash, this is usually the last of the three basic Alignments to be learned. Holding their breath, the user focuses their muscles and steps into their opponent, causing a 3 PT activation delay to this technique, swinging a low slash across the hips and thighs, bracing the back of their blade with their hand. The force exerted by this stirs up the air around the user causing loose leaves and petals to flutter around them as they execute this. This is performed at speeds three tier levels higher than the user's speed or strength but only deals C-Rank slicing damage. The main purpose of Kasha however is that it bruises the bones, causing movement to become difficulty. The victim's speed tier is lowered by 2 tier levels for an amount of time dependent on the user's Bounty/Rank. Weapon Path: Oka - The true expression of Kasha is when the Ka Alignment is achieved. This time the blow is so harsh that the bones fracture unless the victim possesses A-Rank defense tiers, causing a three tier level drop in speed and causing the victim to take C-Rank pain whenever they move as the bones protest and scrape against one another. This also ends the Ka Weapon Path and grants the Ka Sen.
Bounty - Debuff Duration(PT) D - 3 C - 6 B - 9 A - 12 S - 15
Name: Shinkoken: Getsu Alignment: Mangetsu Classification: Kenjutsu Rank: B-Rank Class: Offensive/Supplementary Range: Contact
Description: An alternate to the common first Getsu Alignment and known as the Waning Moon Cut, Mangetsu is an overhead circular slash to generate momentum before channeling it downwards into a large sweeping cut across the shoulders, pushing downwards as it is done. This technique moves at speeds equal to the user's speed or strength and deals damage equal to their strength or B-Rank Slicing if only using Speed. The force of the blow however slams the opponent into the ground if they don't possess strength equal to the user's or C-Rank if the user is using speed, causing them to take an additional C-Rank of bludgeoning damage as they are hammered into the ground. Weapon Path: Boryoku - Able to transfer even more force due to the upwards strike, this almighty blow gains B-Rank defense piercing and also drives the enemy into the ground, cracking it and keeping them stuck there unless they possess A-Rank or higher strength to pull themselves out. The distance they are buried is dependent on the user's Bounty/Rank as they are better able to apply the force and on thin surfaces this can result in enemies being ejected under it rather than buried. This also ends the Getsu Path and grants the Gentsu Sen.
Bounty - Distance Buried(ft) D - 3 C - 6 B - 9 A - 12 S - 15
Name: Shinkoken: Alignment Break: Higanbana Classification: Kenjutsu Rank: A-Rank(Costs 1 Sen) Class: Offensive Range: Contact-Short
Description: The first of the common set of three Alignment Breaks, the Higanbana is the Thousand Cuts. The user forces their spiritual energy through one of their Alignments and then breaks it, losing the effect of that Sen but allowing them the heightened power required to activate Higanbana. Arms moving far faster than should be possible, the user lashes out dozens of times and covers the opponent with a variety of cuts. These strikes come out at speeds one rank higher than the user's strength or speed however only deal a total of B-Rank damage. The vast number of cuts causes a high amount of bleeding each PT however and additionally causes a C-Rank of pain whenever the opponent moves as they open the cuts wider, quickly leading to people being overwhelmed by the agony of being coated in dozens of lacerations.
Bounty - Bleed each PT D - 3 D C - C B - C+3 D A - B S - B+3 D
Name: Shinkoken: Alignment Break: Tenka Goken Classification: Kenjutsu Rank: A-Rank(Costs 2 Sen) Class: Offensive Range: AoE(180 degree curve, fifteen feet radius)
Description: By drawing on far more spiritual energy than the Higanbana, the user breaks two of their alignments and channels the energy into their blade before stepping forwards and swinging it in a large curve around them. The energy releases itself as a massive blast of slicing air around the user, cutting apart opponents and deflecting both kenjutsu and projectiles alike as the blast of air knocks them all aside. This strike occurs at speeds equal to the user's strength or speed, dealing A-Rank wind release physical slicing damage to anyone hit. Additionally, anyone lacking strength tiers higher than the user's is knocked back an amount of feet depending on the user's Bounty/Rank, any physical projectile moving at speeds equal or lower than the strength used for Tenka Goken and is not backed by equal strength to that used is similarly deflected. If enhanced via Tantra, this also allows chakra, hybrid and spiritual projectiles to be deflected.
Bounty - Knockback/Deflection Distance(ft) - Projectiles Deflected D - 10 - 7 C - 20 - 14 B - 30 - 21 A - 40 - 28 S - 50 - 35
Name: Shinkoken: Alignment Break: Midare Setsugekka Classification: Kenjutsu Rank: A-Rank(Costs 3 Sen) Class: Offensive Range: Contact
Description: The most powerful of the basic alignment breaks, the Midare Setsugekka involves forcing a vast amount of spiritual energy through the user's Sen Alignments, causing all three to break at once. This influx of energy rapidly draws it away from the surroundings, causing the air to turn frigid around them. Stepping forwards they strike with two incredibly fast strikes, one horizontal that is followed by a heavy vertical chop. This moves at speeds equal to the user's speed or strength but gains a tier level bonus based on the user's Bounty/Rank. It also deals damage, in total, one rank higher than the user's strength or speed tier due to the sheer energy behind the blow, this doesn't count the tier level bonus from this technique. Lastly, if this strikes a limb and the victim possesses defense tiers lower than the user's strength, the limb is immediately severed and if it strikes the body with the victim possessing no defense tiers whatsoever, they are cleanly cut into four by the blows.
Bounty - Tier Level Speed Boost D - 2 C - 4 B - 6 A - 8 S - 10
- Shinkoken Hissatsu:
Name: Shinkoken: Hissatsu: Snapping Branch of the Willow Classification: Kenjutsu/Taijutsu Rank: D-Rank(Variable Recoil Price) Class: Supplementary Range: Varies
Description: Hissatsu are special additions that Shinkoken swordsmen use to add to their kenjutsu, granting them nearly unparalleled versatility when it comes to physical combat. Snapping Branch of the willow adds on to any Shinkoken Kenjutsu and adds a short, straight line dash to the start of the technique, allowing the user to rapidly close distances before lashing out. The distance is based on the amount of recoil the user takes while the speed boost gained, as it only moves in a straight line, is based on the user's Bounty. This speed boost only counts towards the movement, not the techniques themselves.
Bounty/Recoil - Distance(ft) - TL Boost D/D - 5 - 1 C/2 D - 10 - 2 B/3 D - 15 - 3 A/4 D - 20 - 4 S/5 D - 25 - 5
Name: Shinkoken: Hissatsu: As The Tide Retreats Classification: Kenjutsu/Taijutsu Rank: D-Rank(Variable Recoil) Class: Supplementary Range: Varies
Description: The opposite to Snapping Branch, this technique is used to instead move away from opponents in order to prevent counter-attacks or open them up for worse strikes as they attempt to move back into range. The user focuses their energy and lashes out with a strike, using the energy to throw themselves backwards, although this is lightly damaging to the body. The distance travelled backwards is dependent on the recoil price given but there is a speed boost given to this dependent on the user's Bounty/Rank.
Rank/Recoil - Distance Covered(ft) - TL Boost D/D - 5 - 1 C/2 D - 10 - 2 B/3 D - 15 - 3 A/4 D - 20 - 4 S/5 D - 25 - 5
Name: Shinkoken: Hissatsu: Water Before the Stone Classification: Kenjutsu/Taijutsu Rank: D-Rank(Variable Recoil Price) Class: Defensive Range: Contact-Short
Description: A simple but effective defensive technique, the user spots an incoming physical attack and pushes it aside with the hilt and guard of their sword, deflecting the momentum rather than trying to actually block the blow. This is an add-on to any Shinkoken Kenjutsu as it allows for a defensive deflection before the the attack. The user can only deflect techniques they can detect with their reaction tier and the max rank of technique they can deflect is based on how much recoil they take for using this technique. If a technique is successfully deflected then the victim's tiers suffer a certain drop in tier levels based on the user's Bounty/Rank as they are put way out of position, unless they possess a Balancing Technique equal in rank to the technique that was deflected. This drop only applies to the technique that Water Before the Stone was applied to.
Rank/Recoil - TL Drop - Technique Deflected D/2 D - 1 - D C/4 D - 2 - C B/6 D - 3 - B A/8 D - 4 - A S/10 D - 5 - S
Name: Shinkoken: Hissatsu: Light Through the Canopy Classification: Kenjutsu Rank: C-Rank(Variable Recoil) Class: Offensive Range: Varies
Description: By focusing strength into the arms and focusing intently, the user pinpoints the weakest parts of the body and forces an immense amount of power through their arms to strike it alongside the technique. This can only be applied to Shinkoken Kenjutsu but it grants defense piercing dependent on how much Recoil the user takes in order to properly land the blow. This allows even speed based Shinkoken users to defeat physical monsters that would otherwise weather all blows sent against them.
Recoil - Defense Piercing Gained D - D 3 D - C C - B B - A A - S
Name: Shinkoken: Hissatsu: Mirrors Hide the Truth Classification: Kenjutsu Rank: C-Rank(Costs 1 Sen) Class: Supplementary Range: Varies
Description: A simple but dangerous Hissatsu that requires the power of one of the Sen Alignments to use properly. The user focuses their energy through the alignment and breaks it in preparation of a Shinkoken Kenjutsu technique. Upon doing so, dependent on the user's Bounty/Rank, a reaction tier is required to see the strike as the additional power allows it to flash through sources of light or through the blind spots in the eye in order to strike the opponent where they are least expecting it.
Bounty - Reaction Tier Required to See Attack D - C C - B B - A A - S S - S++
Name: Shinkoken: Hissatsu: Bells Chime in Silence Classification: Kenjutsu Rank: C-Rank(Variable Recoil Price) Class: Supplementary/Offensive Range: Short-Mid(25 feet at max)
Description: With the use of their sheath, a small piece of metal or the surroundings through raw force, the user causes their strikes to take on a piercing whistling noise that warps the senses and becomes more profound and more dangerous the stronger the victim's hearing is. Depending on the recoil paid, this can be used with a variable number of techniques in a row before running out. The victim's level of hearing details how harsh the Reaction Tier debuff is and it lasts for 3 PT per technique used, the duration but not the debuff stacking.
Recoil - No. of Strikes - Hearing Level - TL Debuff to Reaction 2 D - 1 - Normal - 1 4 D - 2 - Heightened - 2 6 D - 3 - Raised - 3 8 D - 4 - Max - 4 10 D - 5 - Above Max - 5
Name: Shinkoken: Hissatsu: Hagakure Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: A strange technique for Shinkoken but invaluable as towards the end of a long fight, it can come down to a battle of attrition and sometimes the most powerful techniques simply can't be utilised anymore. By taking a deep breath and focusing on their Spiritual Alignments, the Sen, the Swordsman forcibly breaks them in order to release the spiritual energy out into the body and spread it out in the form of physical energy. When used, for each Sen broken, the user regains a number of stamina based on their Bounty/Rank as they learn to better spread out the energy.
Bounty - Stamina Gained per Sen D - 3 C - 6 B - 9 A - 12 S - 15
Name: Shinkoken: Hissatsu: Kawa Classification: Kenjutsu/Taijutsu Rank: C-Rank(C-Rank Recoil) Class: Supplementary Range: Self
Description: The Alignments are careful things and must be followed properly or else the body will reject them and destroy the building alignment, forcing the Swordsman to start again. However sometimes a technique is needed and the user cannot afford to lose their alignment. Kawa was created to manage this by damaging the body to force the connection of spiritual energy, the user can take a C-Rank of recoil to advance their current Weapon Path by one step without having to use the technique. For example, it can allow someone who has just used Hakaze to skip Jinpu and move straight to Shifu without disrupting the weapon path. Depending on the user's Bounty, this can be used a certain number of times before going on a 15 PT Cooldown.
Bounty - Number of Uses of Kawa D - 2 C - 3 B - 4 A - 5 S - 6
Name: Shinkoken: Hissatsu: Glitter Scars the Skin Classification: Kenjutsu Rank: B-Rank(Variable Recoil Price) Class: Offensive Range: Varies
Description: An alteration on Bells Chime in Silence, this technique rather than creating a piercing whistle instead using the swift movements of the blade across metal to generate a vast amount of sparks that burn and scar opponents, not doing any major damage but causing a high amount of pain with every swing. The amount of recoil spent determines how much pain is dealt with each strike while the Bounty/Rank of the user determines how many strikes this can be used on in a row before needing to repay the Recoil price. This can also ruin techniques that require concentration if they victim doesn't have a concentration technique or barrier tiers equal to or higher than the pain dealt.
Rank/Recoil - No. of Strikes - Pain Dealt D/3 D - 1 - C C/6 D - 2 - B B/9 D - 3 - A A/12 D - 4 - S S/15 D - 5 - SS
Name: Shinkoken: Hissatsu: Leaves Hide the Fall Classification: Kenjutsu/Taijutsu Rank: B-Rank(Variable Recoil Price) Class: Offensive/Supplementary Range: Contact
Description: Another add-on to Shinkoken Kenjutsu, this technique instead focuses on the user's movements and angling the sword in such a way while in close combat that it is nearly impossible to escape the strike without putting one's self in a more perilous position. Depending on the recoil price paid, the victim suffers a reduction in their movement distance, if this reduces their movement distance to 0 then if they try and move they will immediately fall prone. This can be negated by having a balancing technique of a rank dependent on the user's Bounty/Rank.
Rank/Recoil - Distance Reduced(ft) - Balancing Req. to Avoid D/2 D - 5 - C C/4 D - 10 - B B/6 D - 15 - A A/8 D - 20 - S S/10 D - 25 - S+At least C-Rank Reaction
Name: Shinkoken: Hissatsu: Stars Dance in Their Eyes Classification: Kenjutsu Rank: B-Rank(Costs 1 Sen) Class: Offensive/Supplementary Range: Contact-Short
Description: An Add-on designed to target the inherent fear of death that everyone possesses, even those that have suppressed it, the user angles their next Shinkoken Kenjutsu towards the eyes before moving into the proper motions. Unless the victim possesses barrier tiers of a rank dependent on the user's Bounty/Rank, the shining fear of their death will cause them to lock up and be stunned for number of PT based on the difference between their barrier tiers and the tiers required. Anyone who lacks a Fear Limit or is immune to fear-based effects is also immune to Stars Dance in Their Eyes.
Bounty - Barrier Required - Difference - Stun Duration(PT) D - D - No Difference - Immune C - C - 1 Rank - 1 PT B - B - 2 Ranks - 2 PT A - A - 3 Ranks - 3 PT S - S - 4 Ranks - 4 PT
Name: Shinkoken: Hissatsu: Meikyo Shisui Classification: Kenjutsu/Taijutsu Rank: B-Rank(Variable Recoil) Class: Supplementary Range: Self
Description: An incredibly taxing and dangerous technique but one that has saved the lives of many when in combat. By focusing deeply on their energy, the user takes the principles of Kawa and enhances it further although they are able to use it far less than Kawa. When utilised, Meikyo Shisui allows the user to ignore all of a weapon path and gain the Weapon Path effect of a technique even if they haven't started that path, this can even grant alignments. However, for every Weapon Path piece that they are missing, they take 3 D-Ranks of recoil, meaning it can stack up rapidly when trying to skip straight to the end of a Weapon Path in order to gain alignments. Additionally, based on their Bounty/Rank, they gain a set number of uses of this before it goes on a 20 PT cooldown.
Bounty - No. of Uses D - 1 C - 2 B - 3 A - 4 S - 5
Name: Shinkoken: Hissatsu: Twilight Brings Their Fury Classification: Kenjutsu Rank: A-Rank(Costs Variable Sen) Class: Offensive Range: Variable
Description: Sometimes all that is required to end a fight is a singular, powerful blow and that is what this technique allows for. Focusing a vast amount of spiritual energy through the alignments in their body, the Shinkoken Swordsmen enhances their next Shinkoken Kenjutsu with this technique. Based on how many Sen they spent and their own Bounty/Rank, their next Kenjutsu will gain an additional amount of damage that is added onto the base, creating a single incredibly powerful blow, sometimes several times in excess of the original technique, of course this is also incredibly tiring and for every Sen utilised, an additional 5 Stamina is paid on top of the Stamina for the original technique.
Rank - Damage Added(1 Sen/2 Sen/3 Sen/4 Sen/5 Sen) D - 2 D/4 D/6 D/8 D/10D C - 4 D/8 D/12 D/16 D/20 D B - 6 D/12 D/18 D/24 D/30 D A - 8 D/16 D/24 D/32 D/40 D S - 10 D/20 D/30 D/40 D/50 D
Name: Shinkoken: Hissatsu: The Falling Tree Makes no Sound Classification: Kenjutsu Rank: A-Rank(Variable Recoil Price) Class: Offensive Range: Varies
Description: By aligning a cut perfectly when it is being used, the swordsman can ensure that the wound doesn't open immediately and that when it does, it does so violently. This is applied to a Shinkoken Kenjutsu and when used, the wound is invisible unless the victim possesses pain sensory equal to the amount of damage they took. After a set amount of time dependent on the user's Bounty/Rank or when struck by another physical technique in the area, unless it is also utilising this technique, the wound will explode, spraying blood out, the amount sprayed out is dependent on the Recoil paid when Falling Tree is utilised. This can lead to opponents thinking themselves invincible until the swordsman lands another blow and they collapse, blood spraying from several wounds they had no idea they had.
Bounty/Recoil - Duration Before Opening(PT) - Blood Loss D/3 D - 3 - C C/6 D - 6 - B B/9 D - 9 - A A/12 D - 12 - S S/15 D - 15 - SS
- Shinkoken Katachi:
Name: Shinkoken: Katachi: Dancing Willow Classification: Kenjutsu Rank: B-Rank Class: Supplementary/Defensive Range: Contact-Short
Description: One of the three primary forms of Shinkoken, Dancing Willow is specifically aligned to the Ka Sen, meaning it follows a shifting movement pattern and emphasises freedom over all else. While this technique is active, the user's movement distance is cut in half as their movements are more flowing but controlled, stopping them from moving too far. However dependent on their rank, this Style counts as a constant grapple and snare escape technique. This takes a set amount of time to move into, even from no stance as the movements are precise, but this can be reduced with Speed Tiers.
Rank/Speed - Time to Move Into Form(PT) - Escape Tech D/None - 5 - C C/D - 4 - B B/C - 3 - A A/B - 2 - S S/A - 1 - SS -/S - Instant - /
Name: Shinkoken: Katachi: Shifting Glacier Classification: Kenjutsu Rank: B-Rank Class: Offensive/Defensive Range: Contact-Short
Description: The Form that is associated with Setsu, the Sen of Logic. This form is categorised by a strange stance, legs apart with the blade held off to the side as though not guarding the body at all for this Form has nothing to do with defending the body normally, instead it is a counter-attack form. Whenever they are struck by a melee physical attack of a rank dependent on their Bounty/Rank, the attacker suffers a set amount of damage based on the user's Bounty, although this can only be used a set number of times per round based on the user's Reaction Tiers. This takes a set amount of time to shift into regardless of stance due to the precise movements and mental state required but speed tiers can enable shifting into it faster. While in this stance however, damage dealt by offensive techniques that aren't this Form are reduced by one rank.
Speed Tier - Time to Move Into Form(PT) None - 5 D - 4 C - 3 B - 2 A - 1 S - Instant
Bounty/Reaction - Damage Dealt - No. of Uses Per Round D/None - 3 D - 1 C/D - 6 D - 1 B/C - 9 D - 2 A/B - 12 D - 2 S/A - 15 D - 3 -/S - / - 3
Name: Shinkoken: Katachi: Red Moon's Glare Classification: Kenjutsu Rank: B-Rank Class: Offensive Range: Contact-Short
Description: A stance focused on pure offense and aligned to the Getsu Sen, the Sen of Self, acknowledging one's rage and the best places to strike on the body in order to deal maximum damage. This takes a set amount of time to shift into regardless of stance although speed tiers can minimise this. While this Form is in use, defensive techniques suffer a one rank decrease in their effectiveness but, dependent on the user's Bounty, they are able to reduce the Size Damage Reduction by a number of ranks as they become more skilled at targeting weak points.
Rank/Speed - Time to Shift Into Form(PT) - Damage Red. Decrease D/None - 5 - 1-Rank C/D - 4 - 2-Ranks B/C - 3 - 3-Ranks A/B - 2 - 4-Ranks S/A - 1 - 5-Ranks -/S - Instant - /
- Tiers:
- Speed:
Name: The Short Journey Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: Grimm knows that he doesn't need his speed for his kenjutsu, for he uses his natural strength to do so, however equally he has never much cared for swimming. Due to this, he has instead focused on keeping his movement speed focused on distance rather than getting their the fastest. This causes him to move only at D-Rank- speeds but he only takes up half the normal amount of stamina when using D-Rank speeds.
Name: The Middling Journey Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: Grimm knows that he doesn't need his speed for his kenjutsu, for he uses his natural strength to do so, however equally he has never much cared for swimming. Due to this, he has instead focused on keeping his movement speed focused on distance rather than getting their the fastest. This causes him to move only at C-Rank- speeds but he only takes up half the normal amount of stamina when using C-Rank speeds or lower.
Name: The Long Journey Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: Grimm knows that he doesn't need his speed for his kenjutsu, for he uses his natural strength to do so, however equally he has never much cared for swimming. Due to this, he has instead focused on keeping his movement speed focused on distance rather than getting their the fastest. This causes him to move only at B-Rank- speeds but he only takes up half the normal amount of stamina when using B-Rank speeds or lower.
Name: The Distant Journey Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: Grimm knows that he doesn't need his speed for his kenjutsu, for he uses his natural strength to do so, however equally he has never much cared for swimming. Due to this, he has instead focused on keeping his movement speed focused on distance rather than getting their the fastest. This causes him to move only at A-Rank- speeds but he only takes up half the normal amount of stamina when using A-Rank speeds or lower.
Name: The Far Journey Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self
Description: Grimm knows that he doesn't need his speed for his kenjutsu, for he uses his natural strength to do so, however equally he has never much cared for swimming. Due to this, he has instead focused on keeping his movement speed focused on distance rather than getting their the fastest. This causes him to move only at S-Rank- speeds but he only takes up half the normal amount of stamina when using S-Rank speeds or lower.
- Strength:
Name: The Novice's Blade Classification: Taijutsu Rank: D-Rank Class: Supplementary/Offensive Range: Self
Description: As a swordsman, Grimm uses his natural strength to great advantage and focuses such strength into his arms to ensure that he can strike as heavily and effectively as possible. When utilising his arms, Grimm counts as having D-Rank+ Strength Tiers however when using any other part of his body, he only counts as having D-Rank- Strength. Additionally, as long as he is holding a sword, his muscle memory causes his strength to use only half the normal stamina for kenjutsu techniques of D-Rank or lower.
Name: The Apprentice's Blade Classification: Taijutsu Rank: C-Rank Class: Supplementary/Offensive Range: Self
Description: As a swordsman, Grimm uses his natural strength to great advantage and focuses such strength into his arms to ensure that he can strike as heavily and effectively as possible. When utilising his arms, Grimm counts as having C-Rank+ Strength Tiers however when using any other part of his body, he only counts as having C-Rank- Strength. Additionally, as long as he is holding a sword, his muscle memory causes his strength to use only half the normal stamina for kenjutsu techniques of C-Rank or lower.
Name: The Journeyman's Blade Classification: Taijutsu Rank: B-Rank Class: Supplementary/Offensive Range: Self
Description: As a swordsman, Grimm uses his natural strength to great advantage and focuses such strength into his arms to ensure that he can strike as heavily and effectively as possible. When utilising his arms, Grimm counts as having B-Rank+ Strength Tiers however when using any other part of his body, he only counts as having B-Rank- Strength. Additionally, as long as he is holding a sword, his muscle memory causes his strength to use only half the normal stamina for kenjutsu techniques of B-Rank or lower.
Name: The Adept's Blade Classification: Taijutsu Rank: A-Rank Class: Supplementary/Offensive Range: Self
Description: As a swordsman, Grimm uses his natural strength to great advantage and focuses such strength into his arms to ensure that he can strike as heavily and effectively as possible. When utilising his arms, Grimm counts as having A-Rank+ Strength Tiers however when using any other part of his body, he only counts as having A-Rank- Strength. Additionally, as long as he is holding a sword, his muscle memory causes his strength to use only half the normal stamina for kenjutsu techniques of A-Rank or lower.
Name: The Master's Blade Classification: Taijutsu Rank: S-Rank Class: Supplementary/Offensive Range: Self
Description: As a swordsman, Grimm uses his natural strength to great advantage and focuses such strength into his arms to ensure that he can strike as heavily and effectively as possible. When utilising his arms, Grimm counts as having S-Rank+ Strength Tiers however when using any other part of his body, he only counts as having S-Rank- Strength. Additionally, as long as he is holding a sword, his muscle memory causes his strength to use only half the normal stamina for kenjutsu techniques of S-Rank or lower.
- Defense:
Name: The Copper Bulwark Classification: Taijutsu Rank: D-Rank(1 Stamina per use) Class: Defensive/Supplementary Range: Self
Description: For his whole life, Grimm has fought against and will continue to fight against swordsmen and weapon users. Due to this he has learned how to use his body in such a way that it not only grants him D-Rank defense tiers but it also allows him to flex and damage weapons that strike his body. If struck by a weapon based attack, the weapon takes D-Rank physical bludgeoning damage as he uses his muscles in such a way to damage and crack the weapon. This doesn't work against non-weapon physical techniques.
Name: The Bronze Bulwark Classification: Taijutsu Rank: C-Rank(2 Stamina per use) Class: Defensive/Supplementary Range: Self
Description: For his whole life, Grimm has fought against and will continue to fight against swordsmen and weapon users. Due to this he has learned how to use his body in such a way that it not only grants him C-Rank defense tiers but it also allows him to flex and damage weapons that strike his body. If struck by a weapon based attack, the weapon takes C-Rank physical bludgeoning damage as he uses his muscles in such a way to damage and crack the weapon. This doesn't work against non-weapon physical techniques.
Name: The Iron Bulwark Classification: Taijutsu Rank: B-Rank(3 Stamina per use) Class: Defensive/Supplementary Range: Self
Description: For his whole life, Grimm has fought against and will continue to fight against swordsmen and weapon users. Due to this he has learned how to use his body in such a way that it not only grants him B-Rank defense tiers but it also allows him to flex and damage weapons that strike his body. If struck by a weapon based attack, the weapon takes B-Rank physical bludgeoning damage as he uses his muscles in such a way to damage and crack the weapon. This doesn't work against non-weapon physical techniques.
Name: The Steel Bulwark Classification: Taijutsu Rank: A-Rank(4 Stamina per use) Class: Defensive/Supplementary Range: Self
Description: For his whole life, Grimm has fought against and will continue to fight against swordsmen and weapon users. Due to this he has learned how to use his body in such a way that it not only grants him A-Rank defense tiers but it also allows him to flex and damage weapons that strike his body. If struck by a weapon based attack, the weapon takes A-Rank physical bludgeoning damage as he uses his muscles in such a way to damage and crack the weapon. This doesn't work against non-weapon physical techniques.
Name: The Titanium Bulwark Classification: Taijutsu Rank: S-Rank(5 Stamina per use) Class: Defensive/Supplementary Range: Self
Description: For his whole life, Grimm has fought against and will continue to fight against swordsmen and weapon users. Due to this he has learned how to use his body in such a way that it not only grants him S-Rank defense tiers but it also allows him to flex and damage weapons that strike his body. If struck by a weapon based attack, the weapon takes S-Rank physical bludgeoning damage as he uses his muscles in such a way to damage and crack the weapon. This doesn't work against non-weapon physical techniques.
- Reaction:
Name: A Condor's Wing Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: Focusing on one sense leaves one open to unorthodox attacks, due to this Grimm trained extensively to ensure he could never be taken off guard like that. This lead to him learning to express his reaction tiers to multiple senses based on his Bounty, however due to this he is unable to focus as well on a single one and so his reaction always counts as D-Rank- due to this.
Bounty - Senses Applied To D - Sight C - Sight, Hearing B - Sight, Hearing, Touch A - Sight, Hearing, Touch, Smell S - Sight, Hearing, Touch, Smell, Taste
Name: An Owl's Wing Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: Focusing on one sense leaves one open to unorthodox attacks, due to this Grimm trained extensively to ensure he could never be taken off guard like that. This lead to him learning to express his reaction tiers to multiple senses based on his Bounty, however due to this he is unable to focus as well on a single one and so his reaction always counts as C-Rank- due to this.
Bounty - Senses Applied To D - Sight C - Sight, Hearing B - Sight, Hearing, Touch A - Sight, Hearing, Touch, Smell S - Sight, Hearing, Touch, Smell, Taste
Name: A Sparrow's Wing Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: Focusing on one sense leaves one open to unorthodox attacks, due to this Grimm trained extensively to ensure he could never be taken off guard like that. This lead to him learning to express his reaction tiers to multiple senses based on his Bounty, however due to this he is unable to focus as well on a single one and so his reaction always counts as B-Rank- due to this.
Bounty - Senses Applied To D - Sight C - Sight, Hearing B - Sight, Hearing, Touch A - Sight, Hearing, Touch, Smell S - Sight, Hearing, Touch, Smell, Taste
Name: A Hummingbird's Wing Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: Focusing on one sense leaves one open to unorthodox attacks, due to this Grimm trained extensively to ensure he could never be taken off guard like that. This lead to him learning to express his reaction tiers to multiple senses based on his Bounty, however due to this he is unable to focus as well on a single one and so his reaction always counts as A-Rank- due to this.
Bounty - Senses Applied To D - Sight C - Sight, Hearing B - Sight, Hearing, Touch A - Sight, Hearing, Touch, Smell S - Sight, Hearing, Touch, Smell, Taste
Name: A Butterfly's Wing Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self
Description: Focusing on one sense leaves one open to unorthodox attacks, due to this Grimm trained extensively to ensure he could never be taken off guard like that. This lead to him learning to express his reaction tiers to multiple senses based on his Bounty, however due to this he is unable to focus as well on a single one and so his reaction always counts as S-Rank- due to this.
Bounty - Senses Applied To D - Sight C - Sight, Hearing B - Sight, Hearing, Touch A - Sight, Hearing, Touch, Smell S - Sight, Hearing, Touch, Smell, Taste
Last edited by Blade on 28th March 2020, 1:48 pm; edited 1 time in total | |
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