Razor
Posts : 258 Join date : 2010-06-24 Age : 30 Location : Huh?
| Subject: Clay as sharp as a Razor. 27th April 2020, 2:00 pm | |
| - Paru Paru no Mi:
Name: Paru Paru no Mi: Gravitas Body Classification: Pirate Art/Taijutsu Rank: S-rank (5 Stamina Price) Class: Supplementary Range: Self
Description: Activation time 11 P.T. Razor has acclimated quite well to the use of his Devil Fruit, as such the first thing he learned how to do was relocate his Gravitas Markings from the back of his palms to the inside of his chest. This allows him the ability to isolate the clay his body is comprised of from coming in contact with either marking, as well as both to serve as a regulator on how heavy or light the rest of his Paru Paru no Mi techniques come out as. Often he uses the term "Heavy" or "Light" in order to designate when one of his techniques is being modified by this one and due to being inside of his body he is able to chain it with great effect alongside his Localized Gravitational Field in order to increase or decrease it's intensity. However due to this not being a natural thing he can slip out of concentration restoring his body to it's normal orientation and thus losing the effects of this technique if he sustains intense pain (S-rank minimum) or is distracted by an S-rank or above distraction technique requiring him to set it up again. Upon obtaining Mantra however this technique becomes a lot easier to apply, with him being able to bypass the activation time in exchange for doubling the stamina price required to activate it. Rank (Light/Heavy No. of Trainings) - LGF Intensity (Intensity Range w Str) D (1) - 3x (E = .5x-1.5x) C (2) - 5x (D = 1x-5x) B (3) - 7x (C = 1x-10.5x) A (4) - 9x (B = 1x-18x) S (5) - 11x (A = 1x-27x) "Z" (N/A) - 12x (A = 1x-30x) *Note: 20x Intensity is the highest Intensity LGF can induce, however the remaining multiplier (Up to 10x) can be applied when partition is taken into account acting as a pool of gravity which can be applied to the various partitions without requiring the activation price. However once applied to a partition (or split among partitions) it can't be altered without the same activation/ deactivation price to alter Razor's LGF just like a normal use of Partition while if Self-Tensor is applied to bypass it requires a 2x Stamina Price to do so in comparison with the normal intensity granted by LGF.
Name: Paru Paru no Mi: Clay Pigeon Classification: Pirate Art/Shurikenjutsu) Rank: D (Variable Stamina Price) Class: Supplementary/Offensive Range: Self (Pigeon)
Description: Using the properties of the Clay Clay Logia Devil Fruit, Razor has learned how to create Clay Pigeon for himself which form the basis of many of his future techniques. Each clay Pigeon is a discus like object and they range in different sizes with his skill allowing him to eventually produce different sizes each with their own weight limit. Due to their composition they are able to keep their form as they fly through the air when they are thrown or launched travelling at distances while using the "Throwing Rules". Clay Pigeons serve as the basic projectile variation available to Razor and thus have no special characteristic nor require any special conditions to create other than stamina. Rank - Size of Pigeon (WL) - Durability of Clay Pigeon (Sta Price) D - 4 Inch Radius (1) - D (1) C - 6 Inch Radius (2) - C (2) B - 8 Inch Radius (3) - B (3) A - 10 Inch Radius (4) - A (4) S - 1 ft Radius (5) - S (5)
Name: Paru Paru no Mi: Plasticine Pigeon Classification: Pirate Art/Shurikenjutsu Rank: C (Variable Stamina and Activation Price) Class: Supplementary/Defensive Range: Self (Pigeon)
Description: Using the properties of the Clay Clay Logia Devil Fruit, Razor has learned how to create Plasticine Pigeons for himself which form the basis of many of his future techniques. Each Plasticine Pigeon is a discus like object and they range in different sizes with his skill allowing him to eventually produce different sizes each with their own weight limit. Due to their composition they are able to keep their form as they fly through the air when they are thrown or launched travelling at distances while using the "Throwing Rules". Plasticine Pigeon are a bit more difficult to make than Clay Pigeon's due to their special property of remaining malleable as such when they impact a target or another projectile they envelop them often slowing them down or causing them to drop to the ground due to the added weight respectively. Either effect can be offset by either possessing enough strength or the projectile needing to be thrown by enough strength to overpower the weight of the plasticine Pigeon (See Item and Measurement Information). Alternatively those techniques which possess a set amount of defense piercing, can pierce through the plasticine pigeon to only be weighed down by half the usual weight, while those with defense bypassing are able to completely avoid being weighed down. Rank - Size of Pigeon (WL) - Defense Piercing Req. (Activation Time to Make) D - 4 Inch Radius (2) - D (1 and 1 P.T.) C - 6 Inch Radius (4) - C (2 and 2 P.T) B - 8 Inch Radius (6) - B (3 and 3 P.T.) A - 10 Inch Radius (8) - A (4 and 4 P.T.) S - 1 ft Radius (10) - S (5 and 5 P.T.)
Name: Paru Paru no Mi: Terracotta Pigeon Classification: Pirate Art/Shurikenjutsu (Chi Art) Rank: B (Variable Stamina and Materia/Chi Price) Class: Supplementary/Offensive Range: Self (Pigeon)
Description: Using the properties of the Clay Clay Logia Devil Fruit, Razor has learned how to create Terracotta Pigeons for himself which form the basis of many of his future techniques. Each terracotta Pigeon is a discus like object and they range in different sizes with his skill allowing him to eventually produce different sizes each with their own weight limit. Due to their composition they are able to keep their form as they fly through the air when they are thrown or launched travelling at distances while using the "Throwing Rules". Terracotta Pigeons come in two variations depending on how they are produced; the first being "Natural" which require Light Materia in addition to time in order to harden, while the second require Living Will Flames which change the color of the Terracotta depending on which type is used. The special characteristic of Terracotta Pigeons is that they are capable of absorbing water, the main difference between them being produced naturally and artificially is primarily the time it takes to create them, water absorbency as well as aesthetic (due to color variation). Rank - Size of Pigeon (WL) - Amount of Water Absorbed by 1 (Natural/Artificial) D - 4 Inch Radius (3) - 2 D (D) C - 6 Inch Radius (6) - 4 D (2 D) B - 8 Inch Radius (9) - C (4 D) A - 10 Inch Radius (12) - B (C) S - 1 ft Radius (15) - A (B)
Stamina Price (Light Materia & Duration to Harden) - Chi Price to Bypass Hardening Time 1 (D + 1 Turn) - D 2 (3 D + 2 Turns) - C 3 (C + 3 Turns) - B 4 (B + 4 Turns) - A 5 (A + 5 Turns) - S
Name: Paru Paru no Mi: Brick Pigeon Classification: Pirate Art/Shurikenjutsu/Chi Art Rank: A (Variable Stamina Price and Chi Price) Class: Supplementary/Offensive Range: Self (Pigeon)
Description: Using the properties of the Clay Clay Logia Devil Fruit, Razor has learned how to create Brick Pigeons for himself which form the basis of many of his future techniques. Each Brick Pigeon is a discus like object and they range in different sizes with his skill allowing him to eventually produce different sizes each with their own weight limit. Due to their composition they are able to keep their form as they fly through the air when they are thrown or launched travelling at distances while using the "Throwing Rules". Brick Pigeons are specially made through the use of his Devil Fruit being infused with Aurora Type Living Will Flames, which produces two variations depending on whether it was able to cool naturally or is launched before it cools down. In the case of the former Brick Pigeons are naturally more durable than the other types of Pigeon, unable to be breached by defense piercing techniques, which can be further enhanced if Tantra is applied to it allowing it to block even those things which possess defense bypassing unless they are bolstered by Tantra. In the case of the latter however it inflicts scalding damage upon impacting an opponent with the burnt clay which linger unless the brick is removed by an A-rank cleansing, expulsion or any technique which can rapidly harden the brick. If the brick is hardened on a victim's body then they will become unable to move the hardened parts unless they possess enough strength to break the brick Pigeon in it's hardened state. Rank - Size of Pigeon (WL) - Def Piercing Negated (Scalding Inflicted) D - 4 Inch Radius (4) - D (D-rank Dmg each P.T.) C - 6 Inch Radius (8) - C (3 D-rank Dmg each P.T) B - 8 Inch Radius (12) - B (C-rank Dmg each P.T.) A - 10 Inch Radius (16) - A (B-rank Dmg each P.T.) S - 1 ft Radius (20) - S (A-rank Dmg each P.T.)
Defense Tier of Scalding Victim (Turns Till Brick Hardens) D - 4 Turns C - 3 Turns B - 2 Turns A - 1 Turn
Name: Tantra - Paru Paru no Mi: Porcelain Dove Classification: Pirate Art Rank: S (Variable Stamina & Siddhi Price) Class: Supplementary Range: Self (Clay, Plasticine, Terracotta, Brick)
Description: Using the properties of the Clay Clay Logia Devil Fruit alongside Tantra: Hardening, Razor has learned how to create Porcelain Doves for himself which form the basis of many of his future techniques. Unlike the techniques preceding it this technique has no effect on it's own but instead works as a means to produce projectiles which have been permanently infused with Tantra. Each Porcelain Dove is a discus like object which ranges in different sizes depending on the type of Pigeon they were previously each with it's own weight limit. Due to their composition they are able to keep their form as they fly through the air when they are thrown or launched, travelling at distances while using the "Throwing Rules". All Porcelain Doves require time to set during which the Siddhi infused inside of them is reduced from Razor's maximum Siddhi amount. Upon setting he replenishes the formerly stored amount after a set amount of time dependent on his rank. Despite of being infused with Tantra they are still capable of shattering if enough force is used against them (equivalent to the original durability albeit converted to Spiritual rather than physical), upon doing so the stored Tantra within them vanishes and they turn back into their Pigeon forms. Type of Pigeon (Siddhi Price to Infuse) - Time to Set (Tantra, Adv. Tantra, C. Tantra) Clay (2 D) - 1 Topic, 10 Turns, 1 Turn Plasticine (4 D) - 2 Topics, 20 Turns. 5 Turns Terracotta (C) - 3 Topics. 30 Turns, 10 Turns Brick (8 D) - 4 Topics, 40 Turns, 20 Turns Bone China (B) - 5 Topics, 50 Turns, 25 Turns
Rank (Size Increase from Pidgeon to Dove) - Siddhi Replenish Time D (Clay = 1.5x) - 6 Topics C (Plasticine = 2x) - 5 Topics B (Terracotta = 2.5x) - 4 Topics A (Brick = 3x) - 3 Topics S (Bone China = 4x) - 2 Topics "Z" - 1 Topic
Name: Paru Paru no Mi: Pottery Shelf Classification: Pirate Art Rank: SS Class: Supplementary Range: Self
Description: Drawing upon the abilities of his Clay Clay Fruit, Razor is able to store his created Pigeons and Doves in and on his body for storage allowing them to be retrieved when partially transforming his body into clay. While they are being stored they weigh him down, filling his carry limit similar to someone carrying numerous objects. However in comparison to storing them normally using this technique he is able to stack them reducing their weight in comparison to conventional storage while they are "shelved". When "shelved" multiples of a Pigeon or Dove are treated as a singular one in regards to his Carry Limit, this allows him to store large amounts of weaponry in his person. Upon launching them they flow down Razor's arms before being released outward reverting to their original form. His capacity increases with his skill as he learns how to properly store his various types of pigeons and doves thus lowering the amount of weight they take up in his body. This technique is kept active while he is completely transformed into Clay with the various pigeons and doves seemingly emerging from his form regardless of his current state of form unless he was hit with a SS-rank damaging physical hit, or a Siddhi based hit which deals him harm, in the case of the latter depending on the rank of the technique a set amount of his "shelved" arsenal can be destroyed in place of him actually sustaining damage. Rank (Shelf Space Unlocked - Stack Amount) - Strength (Carry Limit, 2x Overburdened) D (Clay = 6) - None (10, 20) C (Plasticine = 5) - D (20, 40) B (Terracotta = 4) - C (40, 80) A (Brick = 3) - B (60, 120) S (Porcelain = 2) - A (80, 160) "Z" (Bone China = 1)
Sustained Damage from Siddhi - Shelved Pigeons Destroyed (Doves Destroyed) D - 1 (An amount with stored Siddhi equal to dmg) C - 6 (Same as Above) B - 12 (S. a. A.) A - 24 (S. a. A.) S - 48 (S. a. A.) SS - 96 (S. a. A.) SSS - 192 (S. a. A.) "Z" - All (All)
Name: Paru Paru no Mi: Bone China Classification: Pirate Art/Kinjutsu Rank: SSS (Pigeon Type + Variable Bone Materia & 1 Soul Price) Class: Supplementary Range: Self (Clay, Plasticine, Terracotta, Brick)
Description: Using the properties of the Clay Clay Logia Devil Fruit alongside living sacrifice, Razor has learned how to create Bone China for himself which form the basis for many of his most powerful techniques. Bone China are special in that unlike the other's preceding it, it is powered by the killing of others to create each one. The process involves obtaining a sacrifice and then ritually killing them by drowning them in clay and then stripping their body of everything but the bones which are then crushed into powder and mingled with a set amount of the same clay used to kill them. As a result the two mingle forming blood red clay which can then be added to any of his pigeon types to alter them into Bone China. Each Bone China is a serrated discus like object which ranges in different sizes however are always heavier than the original. Due to their composition they are able to keep their form as they fly through the air when they are thrown or launched, travelling at distances while using the "Throwing Rules". All Bone China contain a soul, which makes them far more durable in comparison to their composites granting them spiritual damage when impacting targets and preventing them from being destroyed except by Spiritual Dmg (or it's equivalents) equivalent to their rank. When utilized with Porcelain Dove, the Siddhi harnessed is taken from the victim rather than the user making this technique perfect for the conversion from Pigeon to Dove. Due to the Souls contained in each Bone China when "shelved" it is overwhelming for those who possess Soul Sensory causing them immense pain when detecting or gazing at the user of this technique depending on how full his shelves are with them. Shelf Capacity - Pain inflicted per P.T. - Rank - Size of Bone China (WL) Empty - N/A - D - 4 Inch Radius (5) Quarter - C - C - 6 Inch Radius (10) Half - B - B - 8 Inch Radius (15) Two-Thirds - A - A - 10 Inch Radius (20) Three-Quarters - S - S - 1 ft Radius (25) Full - SS - "Z" - N/A
- Shurikenjutsu:
Name: Ultimate Discus (Signature) Classification: Fighting Style Rank: C-rank Class: Offensive, Supplementary Range: Mid (& Relies on Throwing Rules)
Description: This is a shurikenjutsu fighting style created by Razor initially for fun as a child which was later repurposed into a method of combat when he consumed the Clay Clay Fruit. This fighting style entails the use of a flying disc, as it's primary form of weaponry which upon impacting a target deal damage to them. The shape of the disc is an airfoil in cross-section which allows it to fly by generating lift as it moves through the air. Spinning the disc imparts a stabilizing gyroscopic force, allowing it to be both aimed with accuracy and thrown for distance. This coupled with natural athletic ability allows for a shurikenjutsu style which is capable of competing against other forms of ranged techniques such as archery or gunning in regards to range in comparison to other forms of Shurikenjutsu. This gives the throws the use of Mid-Ranges instead of the Short-Ranges used by typical throwing weapons following a modified throwing chart as seen below. Speed Tier - Distance Travelled in 1 P.T. D - 10 ft C - 20 ft B - 30 ft A - 40 ft S - 50 ft
Name: Ultimate Discus - Flick Throw Classification: Shurikenjutsu Rank: C Class: Offensive, Supplementary Range: Self (Discus)
Description: The core of ultimate discus lies in it's throwing technique, just like many refined shurikenjutsu techniques. The most common type of thrown used against Shinobi is the Flick, a forehand throw, which unlike a Tuck is all about the pronation of the wrist. First the thumb is placed around the rim, then with a splay of the index and middle finger, the former is placed under the discus for support while the latter is placed on the inside of the discus. The user then slightly cocks their wrist before then forcibly flicking it toward their target while releasing the discus. This allows for a throw which gives the maximum amount of torque which more accurately hits opponents moving with speed rather than strength. Upon collision the victim is dealt damage, which in the absence of tiers is equivalent to D-rank and upon colliding with an incoming projectile of equivalent or smaller size forces it to drop downward to the ground due to it's (the discus) weight. This can be counteracted if the opposing projectile is of the same WL as the discus (both of them drop to the ground), or if the projectile is heavier (Discus drops, projectile distance covered is lowered by WL equivalent strength). Like most throwing techniques it is heavily reliant on the user's hand-eye co-ordination with Reaction Tiers being necessary to accurately hit moving targets with targets closer to the thrower having more difficulty dodging than those farther from the thrower.. Reaction Tier - Moving Target Spd Req. to Dodge (Within 1/2 Throw Dis., With 1/4th) Tier- - 1-rank Below Tier (Tier-, Base Tier) Base Tier - Tier- (Base Tier, Tier+) Tier+ - Base Tier (Tier+, Tier++) Tier++ - Tier+ (Tier++, +Tier-) +Tier- - Tier++ (+Tier-, 1-rank Above Tier)
Name: Ultimate Discus - Tuck Throw Classification: Shurikenjutsu Rank: C Class: Offensive, Supplementary Range: Self (Discus)
Description: The core of ultimate discus lies in it's throwing technique, just like many refined shurikenjutsu techniques. The most common type of throw against Pirates is the Tuck, a backhand throw, which entails holding the discus with the user's hand with their thumb on top of the discus with the pointer finger wrapped around the edge. This allows for a throw which gives the maximum amount of torque which more accurately hits opponents moving with strength rather than speed. Upon collision the victim is dealt damage, which in the absence of tiers is equivalent to D-rank, and they briefly stumble from the impact (dealt knock-back is subtracted from movement speed, and remainder determines how much ground they cover) unless they possess a C-rank or above balancing technique. As a result opponents can lose their footing and be halted in place (dealt knock-back equals distance covered), cover less ground (dealt knock-back less than distance covered) or end up falling and rolling on the ground (dealt knock-back greater than distance covered). Like most throwing techniques it is heavily reliant on the user's hand-eye co-ordination with Reaction Tiers being necessary to accurately hit moving targets with targets closer to the thrower having more difficulty dodging than those farther from the thrower.. Reaction Tier - Moving Target Str Req. to Dodge (Within 1/2 Throw Dis., With 1/4th) Tier- - 1-rank Below Tier (Tier-, Base Tier) Base Tier - Tier- (Base Tier, Tier+) Tier+ - Base Tier (Tier+, Tier++) Tier++ - Tier+ (Tier++, +Tier-) +Tier- - Tier++ (+Tier-, 1-rank Above Tier)
Name: Ultimate Discus - Hammer Classification: Shurikenjutsu Rank: C Class: Offensive, Supplementary Range: Self (Discus)
Description: The core of ultimate discus lies in it's throwing technique, just like many refined shurikenjutsu techniques. The most common type of throw against airborne targets is the Hammer, an overhead throw, which is very similar to the Flick except rather than throwing the discus parallel to the ground it's held above the head and perpendicular to the ground. To launch the discus the wrist is snapped downward, with the arm following through the motion of the throw. This throw causes a turnover effect where the discus ascends rapidly in the air before hurtling toward in an arc equivalent to the distance it covered in it's ascension. This makes it technically capable of more distance coverage in comparison to the non-overhead throws and perfect for targeting flying opponents. Upon collision the victim is dealt damage, which in the absence of tiers is equivalent to D-rank, and if airborne fall a set amount of feet downward (equivalent to turnover distance) unless they either possess a flying technique reliant on strength (Distance covered by str is subtracted from turnover distance) or a levitation technique which allows them to ascend up to a set height above the ground (Ascension Distance is subtracted from turnover distance). Like most throwing techniques it is heavily reliant on the user's hand-eye co-ordination with Reaction Tiers being necessary to accurately hit moving targets with targets closer to the thrower having more difficulty dodging than those farther from the thrower.. Reaction Tier - Moving Target Spd/Str Req. to Dodge (Within 1/2 Throw Dis., With 1/4th) Tier- - 1-rank Below Tier- (1-Rank Below Tier, Tier-) Base Tier - 1-rank Below Tier (Tier-, Base Tier) Tier+ - Tier- (Base Tier, Tier+) Tier++ - Base Tier (Tier+, Tier++) +Tier- - Tier+ (Tier++, +Tier-)
Name: Ultimate Discus - Catching Stance Classification: Shurikenjutsu Rank: B-rank Class: Supplementary Range: Self (Discus)
Description: This is one of the stances within Ultimate Discus which can grant additional effects to one of the various types of throws. Shurikenjutsu stances differ from taijutsu stances in that they are modular, meaning in effect that a stance's effect is modified by up to three different factors (Throw Type, Grip Type, Weapon Type). This stance was named due to being able to use it in order to catch a discus out of the air. This involves the user taking their backhand grip and turning their hand over while tucking their thumb inside of the rim. The user then cocks their arm out to their side, and tucks the forearm inward so that they can break the force of the incoming discus. "Break the force" means to dissipate the thrown effects of a discus so that the user isn't injured by catching one of their thrown or deflected discus unlike an opponent who is unfamiliar with Ultimate Discus trying to safely catch one of the user's discus. This stance requires B-rank Speed in order to assume it instantly, while in the absence of speed can be entered after a set amount of posts (total) depending on the user's rank as they properly position themselves. This stance grants the ability to "Break the Force" of thrown or deflected discus when used on the ground, while if used in the air the user can "Ride the Force" where they are sent backward a set distance (half of remaining throw distance) upon catching an airborne discus as a form of beneficial knock-back. The modular benefits can be found in the chart below with boosts always being in Tier Level: Rank (P.T. to Assume Stance) - Modular Benefits (Throw, Grip, Weapon) D (5) - Flick (-1 Spd), Split Finger (+1 Spd, -2 Str), Normal (Bludgeoning) C (4) - Tuck (-1 Str), Closed Finger (+1 Str, -2 Spd), Edged (Slashing) B (3) - Hammer (+2 Rea, -1 Str & Spd), Upside Down (+2 Rea), Serrated (Bleed) A (2) - Thumber (+1 Str), Twirl (+1 Str & Spd, -2 Rea) S (1) - Whirl (+1 Spd)
Name: Ultimate Discus - Backhand Stance Classification: Shurikenjutsu Rank: B-rank Class: Supplementary Range: Self (Discus)
Description: This is one of the stances within Ultimate Discus which can grant additional effects to one of the various types of throws. Shurikenjutsu stances differ from taijutsu stances in that they are modular, meaning in effect that a stance's effect is modified by up to three different factors (Throw Type, Grip Type, Weapon Type). In this stance, the user stands with their non-dominant foot forward and their body parallel to the direction that they are throwing. The user's shoulders are perpendicular to the target, and when throwing said shoulder's move. Upon throwing the user's throwing arm is kept straight, and with a step forward with the opposite foot the discus is released. If one's arm and discus is kept parallel to the ground or surface that gravity is attracted to, it releases the discus at a flat angle. Otherwise one can release the discus crooked in order to allow it to veer in one direction or another to go around obstacles on route to a target. This stance requires B-rank Speed in order to assume it instantly, while in the absence of speed can be entered after a set amount of posts (total) depending on the user's rank as they properly position themselves. This stance grants an additional Rank in Knock-Back Force while lowering the ability to resist deflection by 1 Rank, to a thrown projectile, this makes discus thrown using this stance more dangerous on collision, but weaker while in flight. The modular benefits can be found in the chart below with boosts always being in Tier Level: Rank (P.T. to Assume Stance) - Modular Benefits (Throw, Grip, Weapon) D (5) - Flick (+1 Spd), Split Finger (-1 Str, +2 Spd), Normal (Bludgeoning) C (4) - Tuck (+1 Str), Closed Finger (-1 Spd, +2 Str), Edged (Slashing) B (3) - Hammer (-1 Rea, +1 Str & Spd), Upside Down (+1 Rea), Serrated (Bleed) A (2) - Thumber (+2 Str), Twirl (-2 Str & Spd, +3 Rea) S (1) - Whirl (+2 Spd)
Name: Ultimate Discus - Forehand Stance Classification: Shurikenjutsu Rank: B-rank Class: Supplementary Range: Self (Discus)
Description: This is one of the stances within Ultimate Discus which can grant additional effects to one of the various types of throws. Shurikenjutsu stances differ from taijutsu stances in that they are modular, meaning in effect that a stance's effect is modified by up to three different factors (Throw Type, Grip Type, Weapon Type). In this stance, the user stands with their dominant foot forward and their body parallel to the direction that they are throwing. The user's shoulders are pointed directly at the target, and when throwing said shoulder's do not move. Upon throwing the user's throwing arm is bent towards the body, and with a step forward with the opposite foot the discus is released. If one's arm and discus is kept parallel to the ground or surface that gravity is attracted to, it releases the discus at a flat angle. Otherwise one can release the discus crooked in order to allow it to veer in one direction or another to go around obstacles on route to a target. This stance requires B-rank Speed in order to assume it instantly, while in the absence of speed can be entered after a set amount of posts (total) depending on the user's rank as they properly position themselves. This stance grants an additional Rank to resist deflection while lowering the knock-back force inflicted upon impact by one Rank, to a thrown projectile, this makes discus thrown using this stance more dangerous in flight, but weaker upon collision. The modular benefits can be found in the chart below with boosts always being in Tier Level: Rank (P.T. to Assume Stance) - Modular Benefits (Throw = , Grip =, Weapon -) D (5) - Flick (+1 Str), Split Finger (-1 Spd, +2 Str), Normal (Bludgeoning) C (4) - Tuck (+1 Spd), Closed Finger (-1 Str, +2 Spd), Edged (Slashing) B (3) - Hammer (-1 Rea, +1 Str & Spd), Upside Down (+1 Rea), Serrated (Bleed) A (2) - Thumber (+2 Spd), Twirl (+2 Str & Spd, -3 Rea) S (1) - Whirl (+2 Str)
- Juryoku Techniques (Feel free to add them to the Juryoku Clan):
Name: Gravitas Shuri: Volley Classification: Shurikenjutsu Rank: D-rank Class: Supplementary Range: Self (Projectile)
Description: Cooldown of 1 Turn The shurikenjutsu techniques within the Gravitas Shuri fighting style all revolve around triggering effects post release at the cost of the technique going on cool-down for a set amount of time. However unlike the rest this technique is purely supplementary in function, as it involves being able to apply the effects of Gravitas Shuri to multiple projectiles instead of just one. The drawback that unlike other types of Gravitas Shuri, this technique is incapable of having it's cooldown lowered with increased skill. Rank (No. of Projectiles in Volley) - D (1) C (2) B (3) A (4) S (5)
Name: Gravitas Shuri: Anvil Classification: Shurikenjutsu Rank: C-rank Class: Offensive Range: Self (Projectile), Mid (Fall Height), Contact (Crater)
Description: The shurikenjutsu techniques within the Gravitas Shuri fighting style all revolve around triggering effects post release at the cost of the technique going on cool-down for a set amount of time. Anvil involves the thrown projectile regaining it's natural weight and simply dropping straight downward out of the sky, like an anvil. Upon hitting an airborne target they are dragged out of the sky unless they possess a strength based flying technique with a high enough rank to offset the weight (WL) of the projectile. Upon landing on the ground, both the projectile and the target are dealt fall damage (physical), with the former being destroyed on impact if the fall dmg is higher than it's durability, while the latter are buried in a crater of a set depth determined by the fall dmg. Rank of User (Technique Cool-Down) - Fall Height - Fall Dmg (Crater) D (3 Turns) - Every 20 ft - Plus 2 D (1 ft) C (2 Turns) - Every 30 ft - Plus 3 D (2 ft) B (1 Turn) - Every 40 ft - Plus 4 D (3 ft) A (3 P.T.) - Every 50 ft - Plus 5 D (4 ft) S (2 P.T.) - Every 60 ft - Plus C (5 ft)
Name: Gravitas Shuri: Link Classification: Shurikenjutsu Rank: B-rank Class: Supplementary Range: Self (Projectile)
Description: Cool-Down of 5 Turns. The shurikenjutsu techniques within the Gravitas Shuri fighting style all revolve around triggering effects post release at the cost of the technique going on cool-down for a set amount of time. However unlike the rest this technique is purely supplementary in function, as it involves being able to link other targeted effects together, to increase the versatility of a projectile. The drawback is that doing so results in a cool-down multiplier which is dependent on the user's rank, where the linked techniques are unable to be used for a much longer time in comparison to using them separately. Furthermore this technique has it's own cool-down which isn't affected by the link effect and similar to supplementary Gravitas Shuri is incapable of being lowered through growth in skill. As one gets more skilled, the number of shurikenjutsu that can be linked together increases while the cool-down multiplier for all linked shurikenjutsu goes down, Rank (No. of Gravitas Shuri Linkable) - Cool-down Multiplier D (2) - 6x C (3) - 5x B (4) - 4x A (5) - 3x S (6) - 2x
Name: Gravitas Shuri: Drop Classification: Shurikenjutsu Rank: B Class: Offensive Range: Self (Projectile), Mid (Fall Height), Contact (Crater)
Description: The shurikenjutsu techniques within the Gravitas Shuri fighting style all revolve around triggering effects post release at the cost of the technique going on cool-down for a set amount of time. Drop involves the thrown projectile regaining it's natural weight and falling out of the sky in an arc, as the restored weight causes it to veer in the air. This can be used to avoid being hit by ascending projectiles not thrown/launched/shot by a technique above B-rank. Upon hitting an airborne target they are dragged out of the sky unless they possess a strength based flying technique with a high enough rank to offset the weight (WL) of the projectile. Upon landing on the ground, both the projectile and the target are dealt fall damage (physical), with the former being destroyed on impact if the fall dmg is higher than it's durability, while the latter are buried in a crater of a set depth determined by the fall dmg. Rank of User (Technique Cool-Down) - Fall Height - Fall Dmg (Crater) D (4 Turns) - Every 30 ft - Plus 3 D (1 ft) C (3 Turns) - Every 40 ft - Plus 4 D (2 ft) B (2 Turn) - Every 50 ft - Plus 5 D (3 ft) A (1 Turn) - Every 60 ft - Plus C (4 ft) S (3 P.T.) - Every 70 ft - Plus B (5 ft)
Name: Gravitas Shuri: Spin Classification: Shurikenjutsu Rank: A Class: Offensive Range: Self (Projectile), Mid (Fall Height), Contact (Crater)
Description: The shurikenjutsu techniques within the Gravitas Shuri fighting style all revolve around triggering effects post release at the cost of the technique going on cool-down for a set amount of time. Spin involves the thrown projectile regaining it's natural weight and falling out of the sky in an arc, as the restored weight causes it to spin in the air. This results in the falling projectile gaining defense penetration the longer it's allows to spin uninterrupted as it's falling through the air. Upon hitting an airborne target they are pierced straight through unless they possess a Defense + Strength Tier Chain equivalent to the defense piercing generated from the falling projectile. Upon landing on the ground, both the projectile and the target are dealt fall damage (physical), with the former being destroyed on impact if the fall dmg is higher than it's durability, while the latter are nailed into the ground in a crater of set depth determined by the fall height. Upon being nailed in such a manner the victim is immobilized, however they can get up at anytime at the cost of sustaining C-rank bleed damage unless they use a medical technique to carefully remove the embedded projectile (or the shrapnel of the destroyed projectile). Rank of User (Technique Cool-Down) - Fall Height - Fall Dmg (Crater) D (4 Turns) - Every 40 ft - Plus 4 D (1 ft) C (3 Turns) - Every 50 ft - Plus 5 D (2 ft) B (2 Turn) - Every 60 ft - Plus C (3 ft) A (1 Turn) - Every 70 ft - Plus B (4 ft) S (3 P.T.) - Every 80 ft - Plus A (5 ft)
Name: Gravitas Shuri: Weight Classification: Shurikenjutsu Rank: S Class: Supplementary Range: Self (Projectile)
Description: The shurikenjutsu techniques within the Gravitas Shuri fighting style all revolve around triggering effects post release at the cost of the technique going on cool-down for a set amount of time. Weight involves adding to the natural weight of the projectile rather than simply restoring it's natural weight. This results in the falling projectile not only being heavier but falling faster out of the sky depending on the added weight, and due to this is capable of being chained with any of the Gravitas Shuri which don't involve weight manipulation. Due to the added weight, it makes catching the falling projectile much more difficult as the opponent will have to possess strength able to carry (see Carry Limit, in Item & Measurement Info), the new weight (WL) of the projectile. In the case of a target who is struck by a projectile undergoing this effect they will be pinned to the ground, unable to move from that place unless they possess enough strength to lift the new weight of the object. Rank (Technique Cool-Down) - Weight Added (Fall Height, Fall Spd Bonus) D (5 Turns) - 1x (Every 50 ft = +1 Tier Level of Spd) C (4 Turns) - 2x (Every 60 ft = +2) B (3 Turns) - 3x (Every 70 ft = +3) A (2 Turns) - 4x (Every 80 ft = +4) S (1 Turn) - 5x (Every 90 ft = +5)
Name: Gravitas Shuri: Intensify Classification: Shurikenjutsu Rank: SS Class: Offensive Range: Self (Projectile)
Description: The shurikenjutsu techniques within the Gravitas Shuri fighting style all revolve around triggering effects post release at the cost of the technique going on cool-down for a set amount of time. Weight involves adding to the natural weight of the projectile rather than simply restoring it's natural weight. This results in the falling projectile not only being heavier but falling faster out of the sky depending on the added weight, and due to this is capable of being chained with any of the Gravitas Shuri which don't involve weight manipulation. Due to the added weight, it makes catching the falling projectile much more difficult as the opponent will have to possess strength able to carry (see Carry Limit, in Item & Measurement Info), the new weight (WL) of the projectile. In the case of a target who is struck by a projectile undergoing this effect they will be pinned to the ground, unable to move from that place unless they possess enough strength to lift the new weight of the object. Rank (Technique Cool-Down) - Weight Added (Fall Height, Fall Spd Bonus) D (5 Turns) - 6x (Every 60 ft = +2 Tier Level of Spd) C (4 Turns) - 7x (Every 70 ft = +4) B (3 Turns) - 8x (Every 80 ft = +6) A (2 Turns) - 9x (Every 90 ft = +8) S (1 Turn) - 10x (Every 100 ft = +10)
- Reaction Tier:
Name: Keen Eye: First Accuracy Classification: Taijutsu Rank: D Class: Supplementary Range: Self (Vision)
Description: Req. Focus of 1 Turn. Razor has rather keen visual acuity, it's to the degree that he is capable of maximizing his peripheral vision in comparison to others. In normal circumstances as a lookout when he isn't focusing on a target he has the typical 120 degrees of binocular vision, with 220 degrees of vision while using both of his eyes in addition to neck movement, however the distance he accurately target a fixated point is only 20 ft away from him. While paying attention this distance is doubled to 40 ft, with each additional turn he spends paying attention to something allowing the distance he can accurately target them increasing by 20 feet. His eyes are rather sensitive unfortunately as such, when not paying attention to something they are capable of closing quickly at D-rank+ Reaction, while when paying attention to something they are capable of closing at D-rank- Reaction. Depending on the strength of his Vision as bolstered by Land-Ho the scale of his vision is only magnified as is the distance he can accurately target something.
Name: Keen Eye: Second Accuracy Classification: Taijutsu Rank: C Class: Supplementary Range: Self (Vision)
Description: Req. Focus of 2 Turns. Razor has rather keen visual acuity, it's to the degree that he is capable of maximizing his peripheral vision in comparison to others. In normal circumstances as a lookout when he isn't focusing on a target he has the typical 120 degrees of binocular vision, with 220 degrees of vision while using both of his eyes in addition to neck movement, however the distance he accurately target a fixated point is only 40 ft away from him. While paying attention this distance is doubled to 80 ft, with each additional turn he spends paying attention to something allowing the distance he can accurately target them increasing by 40 feet. His eyes are rather sensitive unfortunately as such, when not paying attention to something they are capable of closing quickly at C-rank+ Reaction, while when paying attention to something they are capable of closing at C-rank- Reaction. Depending on the strength of his Vision as bolstered by Land-Ho the scale of his vision is only magnified as is the distance he can accurately target something.
Name: Keen Eye: Third Accuracy Classification: Taijutsu Rank: B Class: Supplementary Range: Self (Vision)
Description: Req. Focus of 3 Turns. Razor has rather keen visual acuity, it's to the degree that he is capable of maximizing his peripheral vision in comparison to others. In normal circumstances as a lookout when he isn't focusing on a target he has the typical 120 degrees of binocular vision, with 220 degrees of vision while using both of his eyes in addition to neck movement, however the distance he accurately target a fixated point is only 60 ft away from him. While paying attention this distance is doubled to 120 ft, with each additional turn he spends paying attention to something allowing the distance he can accurately target them increasing by 60 feet. His eyes are rather sensitive unfortunately as such, when not paying attention to something they are capable of closing quickly at B-rank+ Reaction, while when paying attention to something they are capable of closing at B-rank- Reaction. Depending on the strength of his Vision as bolstered by Land-Ho the scale of his vision is only magnified as is the distance he can accurately target something.
Name: Keen Eye: First Accuracy Classification: Taijutsu Rank: A Class: Supplementary Range: Self (Vision)
Description: Req. Focus of 4 Turns. Razor has rather keen visual acuity, it's to the degree that he is capable of maximizing his peripheral vision in comparison to others. In normal circumstances as a lookout when he isn't focusing on a target he has the typical 120 degrees of binocular vision, with 220 degrees of vision while using both of his eyes in addition to neck movement, however the distance he accurately target a fixated point is only 80 ft away from him. While paying attention this distance is doubled to 160 ft, with each additional turn he spends paying attention to something allowing the distance he can accurately target them increasing by 80 feet. His eyes are rather sensitive unfortunately as such, when not paying attention to something they are capable of closing quickly at A-rank+ Reaction, while when paying attention to something they are capable of closing at A-rank- Reaction. Depending on the strength of his Vision as bolstered by Land-Ho the scale of his vision is only magnified as is the distance he can accurately target something.
Last edited by Razor on 14th June 2021, 8:48 pm; edited 3 times in total | |
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