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Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Chromatica Clan 10th April 2011, 12:40 am | |
| Clan Name: Chromatica Clan Location: West Continent (Sheol) Clan Symbol:- Spoiler:
Clan Information: The Chromatica clan are set apart from the rest of the clans for their many reasons, besides their supposed heightened intelligence in comparison to other clans. Their outward appearances are rather tanned with an odd glow to it, and ice blue eyes. Their are rather hot headed and quite often unable to work with others within their clans due to trying to out Alpha each other. Chromatica is open to the entire Human race not just Ninja however the other two Class have certain restrictions on them if they are in the Chormatica Clan. Samurai: All must start with a Samurai Weapon with the Plasma Element. If they gain additional Samurai Swords they must be either Fire/Lightning/Wind Release or they will be unable to utilize the Element portion of their Samurai Sword, additional Plasma Elemental Samurai Swords are allowed. Furthermore of their Samurai Swords only the Plasma Element one can be utilized to create their Plasma Saber, the others however unlock elemental force variants. Ronin: All must have the ability Force Energy Manipulation, if they go Diablo then their abilities can only be one the following; Dark Side Aspect Force, Light Side Aspect Force, Void Side Aspect Force & Pure Side Aspect Force. If one hasn't changed sides they use that one, if they have then they can pick the Side which they have now switched to. These Ronin Abilities are restricted to the entire Chromatica Clan, furthermore the Sides does not restrict the Ronin from using side specific techniques it only locks them out of the elemental techniques in any of the sides lines. Pure Force Powers = Ronin Tech Light Side Force Powers = Ronin Tech/Senjutsu Void Side Force Powers = Ronin Tech/Taijutsu Dark Side Force Powers = Ronin Tech/Kenjutsu - Ronin Ability Descriptions:
Force Energy Manipulation = The user can manipulate The Force a unique energy source native to the Chromatica that causes a physical effect on oneself, an object, or a person which can also effect the environment. In some beliefs it is what surrounds all things, which flows through all things (organisms, objects, and even elements) can be used by master manipulators of the force to move them and, attack enemies with, etc.
Dark Side Aspect Force = The Dark Side Aspects are the archetype of dark, malevolent, negative forces that makes ups one side of things in existence. The Dark side likewise grants the ability to channel the elemental side of the Force (Lightning) if the user is not TaT or PaT. The dark side can enhance certain powers which may lead to a chaotic nature.
Light Side Aspect Force = The Light Side Aspects are the archetype of light, benevolent, positive forces that makes ups one side of things in existence. The Light side likewise grants the ability to channel the elemental side of the Force (Fire) if the user is not TaT or PaT. The light side can enhance certain powers which may lead to a orderly nature.
Void Side Aspect Force = The Void Side Aspect grants the user complete control over The Force completely impartial to their own desire being influenced by neither archtype yet not being Neutral at the same time. The Void side likewise grants the ability to channel the elemental side of the Force (Wind) if the user is not TaT or PaT. The void side can enhance certain powers which despite doing so does not lead to any change of nature.
Pure Side Aspect Force = The Pure Aspect grants the user a deeper connection to the Force in it's entirety this opens up more aspects which were formerly restricted or unable to be grasped. The Pure side likewise grants the ability to channel the elemental side of the Force (Plasma) if the user is not TaT or PaT. The pure side is merely a refined version of Force Energy Manipulation.
Kekkai Genkai: Plasma Release (Fire + Lightning): The ability to control super heated atoms as well as ionized gas. Requirements Academy Rank. 1 C-rank Fire Ninjutsu & 1 C-rank Lightning Ninjutsu +100 Word Element Training. Kekkai Tota: Atomic Release (Fire + Lightning + Wind) Requirements Jonin Rank. Wind Element Training Complete. 1 A-rank, 2 B-rank and 3 C-rank Fire Ninjutsu, 1 A-rank, 2 B-rank and 3 C-rank Lightning Ninjutsu +2000 word Tota Training. Clan History: - Pending:
Passives- Spoiler:
Name: Bio-Electric Levitation Classification: Taijutsu Rank: D-rank Class: Passive Range: Self
Description: Those within the Chromatica Clan have a unique method of energy conversion in regards to propelling themselves, while they are still capable of running like normal people it is not something innate to them at birth but rather something acquired upon observing others and training their body out of their normal method of movement, levitation. This is due to their bodies natural response being to convert stored potential energy into producing a tactic bio-electric field around themselves which has the ability to de-sync them from the natural pull of gravity. While not true flight their levitation essentially functions as their innate version of speed as all Chromatica learn how to levitate when other clans typically learn how to walk. That coupled with their light-weight bone structure makes them more suited towards travelling via levitation than running normally, however it comes at a cost. Running normally is actually more tiring for a Chromatica consuming double the fatigue price when said Chromatica lacks endurance tiers equal to the rank of the speed they are moving whereas learning speed tier's associated with levitation fatigues them at normal levels.
Name: Radiation Proof Dermal Layer Classification: Taijutsu Rank: D-rank Class: Passive Range: Self
Description: A direct product to constant exposure to radiation while in-vitro over the centuries the clan has been around those within the Chromatica Clan are naturally resistant to levels of raditation which would severely harm or kill those outside of the Clan. This is most prominent in regards to their skin as they have an extra layer of skin which is specifically geared at preventing various radioactive particles from penetrating their body at a higher degree than the melanin naturally produced by humans. Not all Chromatica are radioactive or will ever attain the usage of the clan's Kekkei Tota despite that, it is a natural adaptation that they possess as the Chromatica ages which allows them to resist normal radiation in the air as well as radioactive locations but offers no protection against non-physical based radiation or any type of radiation from Atomic (Non-Physical/Chakra Based Only) or Death Release (Any). This would allow those within the Chromatica Clan to function in naturally radioactive environments without need for special protection. It also makes their skin resistant to X-ray vision preventing those who possess it from seeing through them to detect anything hidden below their skin (Nerves, Blood Circulation, Chakra Pathway System & Tenketsu) Age - X-ray Radiation Shielding (Alpha & Beta Blood Cell Death Debuff/Gamma Dmg Debuff) Below 10 - D - 1/0/0 10-20 - C - 2/1/0 21-30 - B - 3/2/1 31-40 - A - 4/3/2 41-50 - S - 5/4/3 51-60 - SS - 6/5/4 61-70 - SSS - 7/6/5 71+ - Immune - Immune/7/6 *If the Radiation Debuff goes below D-rank to E-rank it means the Chromatica is immune from taking damage from said radiation (Status effects in regards to Atomic & Death). *Alpha Waves (Natural & All other radioactive minerals and isotopes) *Beta Waves (Atomic Release, Francium, Actinium, Protactinium & Thorium) *Gamma Waves (Death Release, Uranium, Neptunium & Plutonium)
Name: Yellow Blood Classification: Kinjutsu Rank: D-rank Class: Passive Range: Self
Description: Those within the Chromatica Clan have latent alpha particles within their blood which act in the place of the haemoglobin found in normal humans. Not only do these alpha particles tinge their blood a different color than the norm, they also make said blood mildly radioactive but like all Alpha particles (& the waves they produce) only harmful when swallowed or otherwise absorbed internally (injection, breathed in vapor etc). Chromatica blood is colored a sickly yellow however when seen with on the Ultra-violet or Infa-red light spectrum it is a vibrant Neon-green. Its harmful effects result in the standard effect of all Alpha particles resulting in victims losing moisture within their body and feeling dehydrated which manifests as increased fatigue loss each post (total) that it remains in their body. This effect occurs even if the victim, who currently has Yellow blood within their body, doesn't exert themselves physically and when they do it only causes victims to burn through their stamina at a faster rate as it is added onto the normal stamina loss triggered by tiers and the like. Like all radiation after a set time the effect will continue to affect victims even outside of topics if not cured by a Medical Ninjutsu geared at purging radiation (Equal to the rank of the Chromatica) and eventually can becomes permanent without any treatment as the victims body is too irradiated to recover from it. Blood Absorption Method - Fatigue Loss each P.T - P.T Till Effect Cont. Out of Topic (Permanent) Ingestion - 1 - 40 (60) Injection - 2 - 50 (70) Inhalation - 3 - 60 (80)
Name: Photochromic Iris Classification: Taijutsu Rank: D Rank Class: Passive Range: Self
Description: Throughout the centuries of working with Plasma and Atomic release, the Chomatica clan's eyes have become Photochomic. This isn't a dojutsu it's just there eyes being slightly different due to the adaptation, essentially when exposed to light of the Uv-Spectrum their irises darken naturally reducing the brightness that they see to shield them from the effects of being blinded by bright light. When said light is absent it reverts to it's normal tint allowing them to see just like normal. The speed this occurs is dependent on the Chromatica's age as the younger they are the more adaptive to light changes they are. If the light picked up by their eyes move faster than their eyes can adjust then they are blinded just like normal albeit reduced as their eyes adjust (1-rank Higher = Blinded for 1/2 posts total, 2-ranks Higher = Blinded for 1/3rd posts total, 3-ranks Higher = Blinded for 1/4 posts total) Age - Speed Irises Adjust Below 10 - SSS+ (Samurai Level SSS-rank Speed) 10-20 - SSS 21-30 - SS 31-40 - S 41-50 - A 51+ - B
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[u][b]Passives[/b][/u] [spoiler][b]Name:[/b] Bio-Electric Levitation [b]Classification:[/b] Taijutsu [b]Rank:[/b] D-rank [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Those within the Chromatica Clan have a unique method of energy conversion in regards to propelling themselves, while they are still capable of running like normal people it is not something innate to them at birth but rather something acquired upon observing others and training their body out of their normal method of movement, levitation. This is due to their bodies natural response being to convert stored potential energy into producing a tactic bio-electric field around themselves which has the ability to de-sync them from the natural pull of gravity. While not true flight their levitation essentially functions as their innate version of speed as all Chromatica learn how to levitate when other clans typically learn how to walk. That coupled with their light-weight bone structure makes them more suited towards travelling via levitation than running normally, however it comes at a cost. Running normally is actually more tiring for a Chromatica consuming double the fatigue price when said Chromatica lacks endurance tiers equal to the rank of the speed they are moving whereas learning speed tier's associated with levitation fatigues them at normal levels.
[b]Name:[/b] Radiation Proof Dermal Layer [b]Classification:[/b] Taijutsu [b]Rank:[/b] D-rank [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] A direct product to constant exposure to radiation while in-vitro over the centuries the clan has been around those within the Chromatica Clan are naturally resistant to levels of radiation which would severely harm or kill those outside of the Clan. This is most prominent in regards to their skin as they have an extra layer of skin which is specifically geared at preventing various radioactive particles from penetrating their body at a higher degree than the melanin naturally produced by humans. Not all Chromatica are radioactive or will ever attain the usage of the clan's Kekkei Tota despite that, it is a natural adaptation that they possess as the Chromatica ages which allows them to resist normal radiation in the air as well as radioactive locations but offers no protection against non-physical based radiation or any type of radiation from Atomic (Non-Physical/Chakra Based Only) or Death Release (Any). This would allow those within the Chromatica Clan to function in naturally radioactive environments without need for special protection. It also makes their skin resistant to X-ray vision preventing those who possess it from seeing through them to detect anything hidden below their skin (Nerves, Blood Circulation, Chakra Pathway System & Tenketsu) [u]Age - X-ray Radiation Shielding (Alpha & Beta Blood Cell Death Debuff/Gamma Dmg Debuff)[/u] Below 10 - D - 1/0/0 10-20 - C - 2/1/0 21-30 - B - 3/2/1 31-40 - A - 4/3/2 41-50 - S - 5/4/3 51-60 - SS - 6/5/4 61-70 - SSS - 7/6/5 71+ - Immune - Immune/7/6 *If the Radiation Debuff goes below D-rank to E-rank it means the Chromatica is immune from taking damage from said radiation (Status effects in regards to Atomic & Death). *Alpha Waves (Natural & All other radioactive minerals and isotopes) *Beta Waves (Atomic Release, Francium, Actinium, Protactinium & Thorium) *Gamma Waves (Death Release, Uranium, Neptunium & Plutonium)
[b]Name:[/b] Yellow Blood [b]Classification:[/b] Kinjutsu [b]Rank:[/b] D-rank [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Those within the Chromatica Clan have latent alpha particles within their blood which act in the place of the haemoglobin found in normal humans. Not only do these alpha particles tinge their blood a different color than the norm, they also make said blood mildly radioactive but like all Alpha particles (& the waves they produce) only harmful when swallowed or otherwise absorbed internally (injection, breathed in vapor etc). Chromatica blood is colored a sickly yellow however when seen with on the Ultra-violet or Infa-red light spectrum it is a vibrant Neon-green. Its harmful effects result in the standard effect of all Alpha particles resulting in victims losing moisture within their body and feeling dehydrated which manifests as increased fatigue loss each post (total) that it remains in their body. This effect occurs even if the victim, who currently has Yellow blood within their body, doesn't exert themselves physically and when they do it only causes victims to burn through their stamina at a faster rate as it is added onto the normal stamina loss triggered by tiers and the like. Like all radiation after a set time the effect will continue to affect victims even outside of topics if not cured by a Medical Ninjutsu geared at purging radiation (Equal to the rank of the Chromatica) and eventually can becomes permanent without any treatment as the victims body is too irradiated to recover from it. [b][u]Blood Absorption Method - Fatigue Loss each P.T - P.T Till Effect Cont. Out of Topic (Permanent)[/u][/b] Ingestion - 1 - 40 (60) Injection - 2 - 50 (70) Inhalation - 3 - 60 (80)
[b]Name:[/b] Photochromic Iris [b]Classification:[/b] Taijutsu [b]Rank:[/b] D Rank [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Throughout the centuries of working with Plasma and Atomic release, the Chomatica clan's eyes have become Photochomic. This isn't a dojutsu it's just there eyes being slightly different due to the adaptation, essentially when exposed to light of the Uv-Spectrum their irises darken naturally reducing the brightness that they see to shield them from the effects of being blinded by bright light. When said light is absent it reverts to it's normal tint allowing them to see just like normal. The speed this occurs is dependent on the Chromatica's age as the younger they are the more adaptive to light changes they are. If the light picked up by their eyes move faster than their eyes can adjust then they are blinded just like normal albeit reduced as their eyes adjust (1-rank Higher = Blinded for 1/2 posts total, 2-ranks Higher = Blinded for 1/3rd posts total, 3-ranks Higher = Blinded for 1/4 posts total) [b][u]Age - Speed Irises Adjust[/u][/b] Below 10 - SSS+ (Samurai Level SSS-rank Speed) 10-20 - SSS 21-30 - SS 31-40 - S 41-50 - A 51+ - B [/spoiler]
Clan Weapon*Note: Force-Saber Requires the completion of a C-rank Branching mission assigned by the Clan in order to create. - Force-Saber:
Equipment Name: Force-Saber Type of Equipment: Weapon Hilt Rank: C How Many: 1 Appearance: Screen Capture picture of finished hilt from the link below and paste it on here somehow. Saberparts.com Durability: Raw: 3 D Blunt: D Cut: D Pierce: D Physical Resistance = D Electricity Resistance = D Heat Resistance = D Chakra Conductivity = Up to D before damaging Radiation Absorbency = Up to D without irradiating Components:Hilt: Pure Alloy (D, B, Y, C, G): Diatium 3:1:1:1:1 Steel:Manganese:Titanium:Gold:Platinum Gems Compatible: - Spoiler:
Sapphire (C) {Required for Power battery} Ruby (A) {Required to Amplify Produced Plasma Materia} Sapphire (K) Emerald (L) Diamond (I) Garnet (H/B) Aquamarine (V/Y) Peridot (?) Citrine (Q) Jade (P) Topaz (F) Amethyst (M) Quartz (W/S) Onyx (G/R) Opal (-/+) Ametrine (N/A) The Max Number of Gems a Non-Civilian Chromatica can add into their Force-Saber is directly related to their rank however the starter gems are not included in this total. (D = 1, C = 2, B = 3, A = 4, S = 5, "Z" or S-rank Clan Heir = 6 & "X", "Z"-rank Clan Heir or S-rank Clan Head = 7) Only Civilian Chromatica clan members with the Blacksmith profession can add powdered gems which count as 1/2 a Gem Slot however powdered gems do not need to be attuned nor do they affect saber color and thus many Chromatica typically pay for the services of their civilian counterparts. *Those Civilians who have the Merchant profession are also the only ones who can identify Unique gems which are compatible with Force-Sabers. Just like shinobi, for civilians the required Starter Gems (Ruby & Sapphire) are not counted in their overall gem total. (D = 1, C = 2, B = 3, A = 4, S = 5) - Gem Explanation:
Saber Color only changes with a majority of a Gem not counting the Two Starter Gems. Mixed gems will typically result in a different shade or a blend of colors if two majorities are identical.
Gem/Effect of Saber Blade per gem/Hue Granted by Gem Sapphire(C)/Chakra Storage +1 Turn Duration/Blue Ruby(A)/Power Output +1 rank/Red Sapphire(K)/Raises Chakra Resistance +1 rank/Blue Emerald(L)/Raises Nen Resistance +1 rank/Green Diamond(I)/Affects Intangible/White Garnet(H)/Can Conduct Fire Release +1 rank/Red Garnet(B)/Can Convert Heat into Fuel +1 rank/Red Aquamarine(V)/Can Conduct Lightning Release +1 rank/Blue Aquamarine(Y)/Can Convert Electricity into Fuel +1 rank/Blue Jade(P)/Recurring Dot Damage/Green Peridot (?)/Can Deflect Fabrication or Genjutsu/Yellow Citrine (Q)/Can Paralyze on Contact for +1 P.T/Yellow Topaz(F)/Can set combustible materials ablaze/Orange Amethyst(M)/Can be manipulated hands free up to +10ft away/Violet Quartz(W)/Usable Underwater/White Quartz (S)/Able to Pierce through Defenses/White Onyx(R)/Can Conduct Atomic Release/Black Onyx(G)/Invisible to Naked Eye/Black Opal(-)/Decreases Weight of Saber/Takes color of Majority Opal (+)/Increases Weight of Saber/Takes color of Majority Ametrine (N/A)/Sets Gem Color to Majority Slotted before it
*Note: The convertible ratio is based on the source meaning Chakra or Materia will be directly converted Plasma Materia when siphoned by the Force-Saber's Blade. (I.E Gray Raiden Means for every 1 D of Raiden Release Chakra it produces 3 D's of Plasma Materia) Heat Convertible includes Fire (1:1), Blaze (1:2), Heat (1:2), G. Fire (1:2), Yugure (1:3) & Atomic (1:3) Electricity Convertible includes Lightning (1:1), G. Lightning (1:2), White Raiden (1:2), Black Raiden (1:2), Gray Raiden (1:3) & Flux (1:3)
Traits:Hilt: Physical Resistant Chakra Conductive Radioactive Absorbent Heat Resistant Electricity Resistant Starter Gems: Chakra Conductive Amplifying Special Ability: A unique weapon created by the Chromatica clan back when they first started many centuries ago. The Force-Saber is an elegant weapon used only by the clan member who originally created the weapon or those of their lineage after they (descendants) have made modifications to attune it to themselves. This is due to the unique process of crafting ones own Force-Saber attuning it to the creator's specific chakra signature & since close blood relatives have similar chakra signatures they are able to use it after making adjustments. By channeling ones Plasma Release chakra into the hilt, the key gems work in tandem with the hilt to produce Plasma Materia. This is amplified to make the conversion more efficient before being focused by the emitter resulting in producing a Plasma Blade which deals Plasma Release Physical Damage without any additional gem modifiers other than the bare requirements (Price must be pain every post & has no increases to power output with Starter Gems). However certain solid gem configurations & gem powders can change the composition of the blade of plasma emitted by the Force-Saber. Furthermore depending on the Fuinjutsu Arrays etched into the gems each Force-Saber is extremely versatile. Depending on the amount of chakra channeled into the hilt the amount of damage dealt by the blade of plasma in addition to it's overall length & width varies. Special Ability (Ronin, P.A.T or T.A.T Only): A unique weapon created by the Chromatica clan back when they first started many centuries ago. The Force-Saber is an elegant weapon used only by the clan member who originally created the weapon or those of their lineage after they (descendants) have made modifications to attune it to themselves. This is due to the unique process of crafting ones own Force-Saber attuning it to the creator's specific chakra signature & since close blood relatives have similar chakra signatures they are able to use it after making adjustments. Upon switching it on it channels ones chakra into the hilt while the key gems work in tandem with the hilt to produce Plasma Materia. This is amplified to make the conversion more efficient before being focused by the emitter resulting in producing a blade of plasma which deals Plasma Release Physical Damage without any additional gem modifiers other than the bare requirements (Price must be pain every post & has no increases to power output with Starter Gems). However certain solid gem configurations & gem powders can change the composition of the blade of plasma emitted by the Force-Saber. Furthermore depending on the Fuinjutsu Arrays etched into the gems each Force-Saber is extremely versatile. Depending on the amount of chakra channeled into the hilt the amount of damage dealt by the blade of plasma in addition to it's overall length & width varies. Chakra Price - Blade Damage - Length - WidthD - D - 1 ft - 1 Inch 3 D - C - 3 ft - 2 Inches C - B - 3 ft - 3 Inches B - A - 5 ft - 4 Inches A - S - 5 ft - 5 Inches Weight: 6 Cost For Hilt Materials: 3600 Can be refitted at each rank up boosting durability by 1-rank for: C = 2,000 Xel B = 5,000 Xel A = 15,000 Xel S = 40,000 Xel
Finished Saber - Code:
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[b]Equipment Name:[/b] Force Saber [b]Type of Equipment:[/b] Weapon Hilt [b]Rank:[/b] C [b]How Many:[/b] 1 [b]Appearance:[/b][spoiler][img]Insert Screenshot Image[/img][/spoiler]
[b]Gem Configuration:[/b] (Insert Custom Gem Configuration) [b]Force-Saber Color:[/b] (Insert Color) [b]Original Sam. Sword:[/b] (Insert Type & Ability, Samurai Only) [b]Special Ability:[/b] A unique weapon created by the Chromatica clan back when they first started many centuries ago. The Force-Saber is an elegant weapon used only by the clan member who originally created the weapon or those of their lineage after they (descendants) have made modifications to attune it to themselves. This is due to the unique process of crafting ones own Force-Saber attuning it to the creator's specific chakra signature & since close blood relatives have similar chakra signatures they are able to use it after making adjustments. By channeling ones Plasma Release chakra into the hilt the key gems work in tandem with the hilt to produce Plasma Materia. This is amplified to make the conversion more efficient before being focused by the emitter resulting in producing a Plasma Blade which deals Plasma Release Physical Damage (INSERT GEM CONFIGURATION EFFECTS HERE). This Saber's Gem have the following arrays etched upon their gems: (Starter Gem Sapphire) - (Insert Fuinjutsu Array) (Starter Gem Ruby) - (Insert Fuinjutsu Array) (Insert Gem 1) - (Insert Fuinjutsu Array) (Insert Gem 2) - (Insert Fuinjutsu Array) (Insert Gem 3) - (Insert Fuinjutsu Array) (Insert Gem 4) - (Insert Fuinjutsu Array) (Insert Gem 5) - (Insert Fuinjutsu Array)
Depending on the amount of chakra channeled into the hilt the amount of damage dealt by the Plasma Blade in addition to it's overall length & width varies. [u]Chakra Price - Plasma Blade Damage - Length - Width[/u] 1 - D - 1 ft - 1 Inch 3 D - C - 3 ft - 2 Inches C - B - 3 ft - 3 Inches B - A - 5 ft - 4 Inches A - S - 5 ft - 5 Inches *Leave un-adjusted only if Starter Gems are the only Sapphire (C) &/or Ruby (A)'s in the Saber's Gem Configuration.
[b]Equipment Name:[/b] Force-Saber [b]Type of Equipment:[/b] Weapon Hilt [b]Rank:[/b] C [b]How Many:[/b] 1 [b]Appearance:[/b][spoiler][img]Insert Screenshot Image[/img][/spoiler]
[b]Gem Configuration:[/b] (Insert Custom Gem Configuration) [b]Plasma Saber Color:[/b] (Insert Color) [b]Original Sam. Sword:[/b] (Insert Type & Ability, Samurai Only) [b]Special Ability (Ronin, P.A.T or T.A.T Only):[/b] A unique weapon created by the Chromatica clan back when they first started many centuries ago. The Force-Saber is an elegant weapon used only by the clan member who originally created the weapon or those of their lineage after they (descendants) have made modifications to attune it to themselves. This is due to the unique process of crafting ones own Force-Saber attuning it to the creator's specific chakra signature & since close blood relatives have similar chakra signatures they are able to use it after making adjustments. Upon switching it on, it channels ones chakra into the hilt while the key gems work in tandem with the hilt to produce Plasma Materia. This is amplified to make the conversion more efficient before being focused by the emitter resulting in producing a Plasma Blade which deals Plasma Release Physical Damage (INSERT GEM CONFIGURATION EFFECTS HERE). This Saber's Gem have the following arrays etched upon their gems: (Starter Gem Sapphire) - (Insert Fuinjutsu Array) (Starter Gem Ruby) - (Insert Fuinjutsu Array) (Insert Gem 1) - (Insert Fuinjutsu Array) (Insert Gem 2) - (Insert Fuinjutsu Array) (Insert Gem 3) - (Insert Fuinjutsu Array) (Insert Gem 4) - (Insert Fuinjutsu Array) (Insert Gem 5) - (Insert Fuinjutsu Array)
- Tiers:
Name: Bio-Electric Field: Swift Boost Classification: Taijutsu Rank: D Class: Supplementary Range: Self
Description: The Chromatica grows more proficient in handling the levitation granted by their Bio-Electric field, depending on the level of gravity in the area a Chromatica is able to levitate at varying speeds however the commonality is that this technique can be used in place of a Strength Tier check for Gravity Release techniques. In normal gravity the Chromatica moves at D-rank+ Speeds, in Low gravity they are boosted to D-rank++ while in High gravity they are slowed to D-rank. On the other hand when running normally without the aid of their levitation a Chromatica moves at D-rank- Speed & consumes double the fatigue unless they possess D-rank Endurance Tiers. They can levitate a set amount of feet of the ground dependent on their rank upon learning this speed tier. Rank - Max Levitation Height (In Feet) D - 1 C - 2 B - 3 A - 4 S - 5
Name: Force Meditation: 1st Sphere of Enlightenment Classification: Taijutsu Rank: D Class: Supplementary Range: Self
Description: Force Meditation technique practiced by all Chromatica whether they were force sensitives or not, by which one attempted to get beyond the reflexive, "thinking" mind into a deeper state of relaxation or awareness. Both the Jedi & the Sith, use meditation for enhancing emotional control over self and for better connection to the Force. Regardless of their approach the method resulted in them never developing the innate resistance to chakra based techniques that normal D-rank Endurance brought other shinobi instead it worked to stabilize connection to the Force and replenish said natural energies. By entering a trance like state the Chromatica can utilize this technique to replenish a portion of their materia however doing such leaves them vulnerable and it is only through skill that one can emerge from their meditation at quicker rates. The result is that while it is a very useful tool it is risky to employ in the middle of battle with only the Elite being capable of what they call Battle Meditation. The 1st Sphere of Enlightenment allows the Chromatica to replenish a D-rank amount of their Midi-chlorian Count in materia up to a max of 1/8th of their max chakra reserves prior to setting it aside each post (total) they remain in the trance. At any time they can end their trance however their is a lag before they can return to full consciousness, this applies even if they are injured and if one is careless they can be killed while meditating due to a lack of awareness. Rank - Post (Total) till one emerges from Trance D - 50 C - 45 B - 40 A - 35 S - 30 Elite - Halved P.T Count (Battle Meditation)
Name: Bio-Electric Field: Bullet Boost Classification: Taijutsu Rank: C Class: Supplementary Range: Self
Description: The Chromatica grows more proficient in handling the levitation granted by their Bio-Electric field, depending on the level of gravity in the area a Chromatica is able to levitate at varying speeds however the commonality is that this technique can be used in place of a Strength Tier check for Gravity Release techniques. In normal gravity the Chromatica moves at C-rank+ Speeds, in Low gravity they are boosted to C-rank++ while in High gravity they are slowed to C-rank. On the other hand when running normally without the aid of their levitation a Chromatica moves at C-rank- Speed & consumes double the fatigue unless they possess C-rank Endurance Tiers. They can levitate a set amount of feet of the ground dependent on their rank upon learning this speed tier. Rank - Max Levitation Height (In Feet) D - 3 C - 6 B - 9 A - 12 S - 15
Name: Force Meditation: 2nd Sphere of Enlightenment Classification: Taijutsu Rank: C Class: Supplementary Range: Self
Description: Force Meditation technique practiced by all Chromatica whether they were force sensitives or not, by which one attempted to get beyond the reflexive, "thinking" mind into a deeper state of relaxation or awareness. Both the Jedi & the Sith, use meditation for enhancing emotional control over self and for better connection to the Force. Regardless of their approach the method resulted in them never developing the innate resistance to chakra based techniques that normal C-rank Endurance brought other shinobi instead it worked to stabilize connection to the Force and replenish said natural energies. By entering a trance like state the Chromatica can utilize this technique to replenish a portion of their materia however doing such leaves them vulnerable and it is only through skill that one can emerge from their meditation at quicker rates. The result is that while it is a very useful tool it is risky to employ in the middle of battle with only the Elite being capable of what they call Battle Meditation. The 2nd Sphere of Enlightenment allows the Chromatica to replenish 3 D-ranks amount of their Midi-chlorian Count in materia up to a max of 1/7th of their max chakra reserves prior to setting it aside each post (total) they remain in the trance. At any time they can end their trance however their is a lag before they can return to full consciousness, this applies even if they are injured and if one is careless they can be killed while meditating due to a lack of awareness. Rank - Post (Total) till one emerges from Trance D - 40 C - 35 B - 30 A - 25 S - 20 Elite - Halved P.T Count (Battle Meditation)
Name: Bio-Electric Field: Crashing Boost Classification: Taijutsu Rank: B Class: Supplementary Range: Self
Description: The Chromatica grows more proficient in handling the levitation granted by their Bio-Electric field, depending on the level of gravity in the area a Chromatica is able to levitate at varying speeds however the commonality is that this technique can be used in place of a Strength Tier check for Gravity Release techniques. In normal gravity the Chromatica moves at B-rank+ Speeds, in Low gravity they are boosted to B-rank++ while in High gravity they are slowed to B-rank. On the other hand when running normally without the aid of their levitation a Chromatica moves at B-rank- Speed & consumes double the fatigue unless they possess B-rank Endurance Tiers. They can levitate a set amount of feet of the ground dependent on their rank upon learning this speed tier. Rank - Max Levitation Height (In Feet) D - 5 C - 10 B - 15 A - 20 S - 25
Name: Force Meditation: 3rd Sphere of Enlightenment Classification: Taijutsu Rank: B Class: Supplementary Range: Self
Description: Force Meditation technique practiced by all Chromatica whether they were force sensitives or not, by which one attempted to get beyond the reflexive, "thinking" mind into a deeper state of relaxation or awareness. Both the Jedi & the Sith, use meditation for enhancing emotional control over self and for better connection to the Force. Regardless of their approach the method resulted in them never developing the innate resistance to chakra based techniques that normal B-rank Endurance brought other shinobi instead it worked to stabilize connection to the Force and replenish said natural energies. By entering a trance like state the Chromatica can utilize this technique to replenish a portion of their materia however doing such leaves them vulnerable and it is only through skill that one can emerge from their meditation at quicker rates. The result is that while it is a very useful tool it is risky to employ in the middle of battle with only the Elite being capable of what they call Battle Meditation. The 3rd Sphere of Enlightenment allows the Chromatica to replenish C-ranks amount of their Midi-chlorian Count in materia up to a max of 1/6th of their max chakra reserves prior to setting it aside each post (total) they remain in the trance. At any time they can end their trance however their is a lag before they can return to full consciousness, this applies even if they are injured and if one is careless they can be killed while meditating due to a lack of awareness. Rank - Post (Total) till one emerges from Trance D - 30 C - 25 B - 20 A - 15 S - 10 Elite - Halved P.T Count (Battle Meditation)
Name: Bio-Electric Field: Vacuum Boost Classification: Taijutsu Rank: A Class: Supplementary Range: Self
Description: The Chromatica grows more proficient in handling the levitation granted by their Bio-Electric field, depending on the level of gravity in the area a Chromatica is able to levitate at varying speeds however the commonality is that this technique can be used in place of a Strength Tier check for Gravity Release techniques. In normal gravity the Chromatica moves at A-rank+ Speeds, in Low gravity they are boosted to A-rank++ while in High gravity they are slowed to A-rank. On the other hand when running normally without the aid of their levitation a Chromatica moves at A-rank- Speed & consumes double the fatigue unless they possess A-rank Endurance Tiers. They can levitate a set amount of feet of the ground dependent on their rank upon learning this speed tier. Rank - Max Levitation Height (In Feet) D - 10 C - 20 B - 30 A - 40 S - 50
Name: Force Meditation: 4th Sphere of Enlightenment Classification: Taijutsu Rank: A Class: Supplementary Range: Self
Description: Force Meditation technique practiced by all Chromatica whether they were force sensitives or not, by which one attempted to get beyond the reflexive, "thinking" mind into a deeper state of relaxation or awareness. Both the Jedi & the Sith, use meditation for enhancing emotional control over self and for better connection to the Force. Regardless of their approach the method resulted in them never developing the innate resistance to chakra based techniques that normal A-rank Endurance brought other shinobi instead it worked to stabilize connection to the Force and replenish said natural energies. By entering a trance like state the Chromatica can utilize this technique to replenish a portion of their materia however doing such leaves them vulnerable and it is only through skill that one can emerge from their meditation at quicker rates. The result is that while it is a very useful tool it is risky to employ in the middle of battle with only the Elite being capable of what they call Battle Meditation. The 4th Sphere of Enlightenment allows the Chromatica to replenish 1 B-rank amount of their Midi-chlorian Count in materia up to a max of 1/5th of their max chakra reserves prior to setting it aside each post (total) they remain in the trance. At any time they can end their trance however their is a lag before they can return to full consciousness, this applies even if they are injured and if one is careless they can be killed while meditating due to a lack of awareness. Rank - Post (Total) till one emerges from Trance D - 18 C - 16 B - 14 A - 12 S - 10 Elite - Halved P.T Count (Battle Meditation)
Name: Bio-Electric Field: Blinding Boost Classification: Taijutsu Rank: S Class: Supplementary Range: Self
Description: The Chromatica grows more proficient in handling the levitation granted by their Bio-Electric field, depending on the level of gravity in the area a Chromatica is able to levitate at varying speeds however the commonality is that this technique can be used in place of a Strength Tier check for Gravity Release techniques. In normal gravity the Chromatica moves at S-rank+ Speeds, in Low gravity they are boosted to S-rank++ while in High gravity they are slowed to S-rank. On the other hand when running normally without the aid of their levitation a Chromatica moves at S-rank- Speed & consumes double the fatigue unless they possess S-rank Endurance Tiers. They can levitate a set amount of feet of the ground dependent on their rank upon learning this speed tier. Rank - Max Levitation Height (In Feet) D - 20 C - 40 B - 60 A - 80 S - 100
Name: Force Meditation: 5th Sphere of Enlightenment Classification: Taijutsu Rank: S Class: Supplementary Range: Self
Description: Force Meditation technique practiced by all Chromatica whether they were force sensitives or not, by which one attempted to get beyond the reflexive, "thinking" mind into a deeper state of relaxation or awareness. Both the Jedi & the Sith, use meditation for enhancing emotional control over self and for better connection to the Force. Regardless of their approach the method resulted in them never developing the innate resistance to chakra based techniques that normal S-rank Endurance brought other shinobi instead it worked to stabilize connection to the Force and replenish said natural energies. By entering a trance like state the Chromatica can utilize this technique to replenish a portion of their materia however doing such leaves them vulnerable and it is only through skill that one can emerge from their meditation at quicker rates. The result is that while it is a very useful tool it is risky to employ in the middle of battle with only the Elite being capable of what they call Battle Meditation. The 1st Sphere of Enlightenment allows the Chromatica to replenish 1 A-rank amount of their Midi-chlorian Count in materia up to a max of 1/4th of their max chakra reserves prior to setting it aside each post (total) they remain in the trance. At any time they can end their trance however their is a lag before they can return to full consciousness, this applies even if they are injured and if one is careless they can be killed while meditating due to a lack of awareness. Rank - Post (Total) till one emerges from Trance D - 14 C - 13 B - 12 A - 11 S - 10 Elite - Halved P.T Count (Battle Meditation)
Last edited by Aurielle on 15th June 2017, 7:42 pm; edited 23 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Chromatica Clan 10th April 2011, 12:23 pm | |
| Lightning Release- Spoiler:
Name: Lightning Release: Grounding Effect Classification: Ninjutsu Rank: B Class: Passive Range: Self (Lightning Release Techniques)
Description: Those within the Chromatica Clan claim to have an innate understanding of the forces within the universe but none so much as their understanding of Lightning Release. As a result it always irked them to see how Lightning was weak against Wind while being strong against Earth despite the natural phenomena of electricity being grounded upon contact with the surface of the planet. This is how they discovered by altering the frequency of the electrons comprising their lightning release they could energize the air allowing it to not only conduct but excite the electrons within the atoms in the air to the point of producing electricity when current is flowed through them, allowing their Lightning Release to be strong against Wind. Now however it is able to be grounded by Earth while Steel acts like a lightning rod causing it to be weak against both of them. Once this technique is learned it results in all of the users current Lightning Release Techniques having to be re-trained in order to be comprised of both lightning (Pre-Grounding Effect) & Electricity (Post Grounding Effect) while any Lightning Release techniques learned after will only be comprised of the energized electron comprised Lightning with the ability to conduct through wind when the conditions are met.
The Force- Spoiler:
Name: The Force Classification: Fighting style Rank: D Class: Supplementary/Offensive/Defensive Range: Self, Varies
Description: According to those within the Chromatica Clan, "The Force is what gives a Force Sensitive his power. It's an energy field created by all living things. It surrounds us and penetrates us; it even binds the world together." Force Sensitives are all of those who are capable of harnessing "The Force" which extends to even those with damaged chakra networks (P.A.T. & T.A.T Chromatica). For those within the Chromatica Clan their signature fighting style is much more than that, it is a belief system a left over from them attempting to understand the metaphysical energy's within the world of Gaia. Materia, Chakra, Natural Energy, Life-Force all things are collectively known as the Force to the members of the Chromatica Clan. The fighting style itself is taught early on with the Chromatica learning how to set aside a portion of their chakra in order to bridge a connection with the Natural World to allow them to manipulate elemental materia and foster a deeper connection with their chakra to allow them to utilize Ninjutsu without the need for hand seals. Techniques brought about by the Force are primarily based in Plasma Release or are Non-Elemental in nature however Lightning, Wind & Fire are the most common utilized in conjunction with it by members of the Chromatica Clan. The set aside chakra is known as one's Midi-chlorian Count, and techniques derived from the force are done utilizing Materia and thus deal elemental physical damage with cool-downs. The max amount of materia capable of being generated &/or manipulated by "The Force" is based on the user's Midi-chlorian count while the Chromatica is only capable of using techniques without hand seals with their remaining pool of chakra. Rank (Technique Rank) - Midi-chlorian Count - Cooldown (In P.T) D - Up to 1/8 of Max Chakra - 2 C - Up to 1/6 of Max Chakra - 3 B - Up to 1/4 of Max Chakra - 5 A - Up to 1/3 of Max Chakra - 7 S - Up to 1/2 of Max Chakra - 11 Elite/P.A.T (SS) - Up to 2/3 of Max Chakra - 13 Clan Head/T.A.T (SSS) - Up to 3/4 of Max Chakra - 17 *(Insert Name)'s Midi-chlorian Count = (Insert Exact Amount) *(Insert Name)'s Chosen Side is = (Chromatica can switch Sides of the Force at B-rank however if they don't they become locked into it permanently, Elites can switch sides at Any Rank however, Clan Heirs can switch sides a second time at S-rank, Clan Head's can switch sides a third time at "X"-rank)
Name: Force Move Classification: Taijutsu Rank: D-Rank (Variable Midi-chlorian Price) Class: Supplementary Range: Self
Description: (2 P.T Cooldown after use) This is essentially what it sounded like: a higher form of physical ability available to those individuals within the Chromatica Clan who are Force sensitive. This technique revolves around the concept of utilizing Midi-chlorians in order to boost movement. This can be done in two ways, without tiers which allows one to simulate the movement speeds of whatever rank price is paid in midi-chlorians and the second is with tiers where is acts like a means to bolster the effectiveness of the chromatica's physical tiers to 1 Tier Level higher than the speed which is currently utilized by them. Midi-chlorian Price - Tier Reached (+Natural Tiers) D - D, D+ C - C, C+ B - B, B+ A - A, A+ S - S, S+
Name: Force Sense Classification: Taijutsu Rank: C-Rank (B-rank Midi-chlorian Price) Class: Supplementary Range: Contact
Description: (3 P.T Cooldown after use) The ability to heighten the senses with the Force is usually one of the first things taught to a Chromatica when they begin their training. A young chromatica would learn how the Force binds all living things together, and learns to recognize these bonds and how they interact. However the actual application of these teachings is the result of Force Sense which allows them to perceive the world around them with themselves as the epicenter granting them the ability to not only detect the use of Force based techniques but likewise track incoming movement approaching them depending on their own speed tiers. Once utilized it's tracking is fixed however it only lasts for a limited amount of time dependent on the user's Endurance Tiers (D = 1 P.T, S = 5 P.T). Rank of User/Speed Tier - Radius of Force Sense (Movement Tracking) D - 1 ft (Swift Release & Below) C - 2 ft (Bullet Release & Below) B - 3 ft (Crashing Ground & Below) A - 4 ft (Vacuum Release & Below) S - 5 ft (Blinding Light & Below)
Name: Force Stun Classification: Taijutsu Rank: B-Rank (B-rank Midi-chlorian Price) Class: Offensive Range: Short
Description: (5 P.T Cooldown after use) This is a Force power that could temporarily deaden the senses and perceptions of a targeted enemy, preventing most movements. It was often used when a Chromatica faced a large number of opponents or if they wished to disable an enemy long enough to flee from or apprehend them. To use the power, the Chromatica would use the Force to induce them into a catatonic state during which their senses are decreased depending on the skill of the user. Beings or creatures with a high degree of willpower could resist the effects of this power (B-rank Barrier Tiers to sustain B-rank physical damage instead). While those who had iron-clad minds could easily throw off the effects of this technique, this technique is only capable of affecting those within 10 ft of the user. Rank of User - No. of Opponents affected at once - Sensory Technique Negated (Reaction Tier Debuff) D - 1 - D (1 Tier Level) C - 2 - C (2 Tier Levels) B - 3 - B (3 Tier Levels) A - 4 - A (4 Tier Levels) S - 5 - S (5 Tier Levels)
Name: Force Meditation Classification: Taijutsu Rank: A-Rank (No Midi-chlorian Price) Class: Supplementary Range: Self, Contact (Meditation Crystal)
Description: (7 P.T Cooldown after use) This is a technique practiced by Force-sensitives and non-Force-sensitives alike, by which one attempted to get beyond the reflexive, "thinking" mind into a deeper state of relaxation or awareness. Within the Chromatica clan it is one of the most important techniques for those seeking to align to a Side of the Force as it's application is essential for facilitating the advanced use of Light, Dark & Void Side powers by Jedi, Sith & even Mandalore. The user first enters a trance deepening their connection with the force after which they can not be awoken from such without sustaining A-rank Mental recoil, depending on their Endurance Tiers. During this depending on which side of the Force they are aligned to this technique has different benefits, however all allow for the use of In-Battle Training to fulfill their conditions. It is a risky technique however, the time spent vulnerable can be halved in one possesses a Meditation Crystal equivalent to their rank. *Neutral: Deepens an individuals connection with the Force within their body allowing for the speeding up of active Force Technique Cooldowns depending on the Word Count of the user's post. Multiple Force techniques can have their Cooldowns sped up this way or one can use the total to affect a single technique. *Light: Deepens an individuals connection with the Force surrounding them allowing one to make a bridge between the Natural Energy in the environment allowing them to prepare set amounts for use in their Jedi Exclusive Force techniques. The Natural Energy bridged is capable of being saved for the duration of the topic allowing for it to be spent towards the exact rank, stockpiled to reduce a more powerful technique or spent on lower rank techniques equal to the total. *Void: Deepens an individuals understanding of the Force allowing one to reuse force techniques to bypass the cooldown albeit at a reduction from their max Midichlorians for the duration of the topic or they are healed by a Force based Medical technique specializing in Midichlorian restoration. The techniques available to reuse depend on the Midichlorian price reduced (for instance with an A, one can reuse either 1 A, 2 B or 3 C-rank force powers) *Dark: Deepens an individuals connection with their emotions which they use to empower their Force techniques similar to a High affinity bonus (Very High for double the WC) in order to reduce the price cost in relation to their life-force for use in their Sith Exclusive Force techniques. The techniques available at a lower cost depend on the Rank reached allowing for it to be spent towards the exact rank, stockpiled to reduce a more powerful technique or spent on lower rank techniques equal to the total. Endurance Tier - P.T Req. to safely end Force Meditation (With Meditation Crystal) - WC (Neutral, Jedi, Sith, Mandalore) D - 20 (10) - 200 (-1 P.T, D-rank NE, D-rank Technique, D-rank from Max) C - 16 (8) - 400 (-2 P.T, C-rank NE, C-rank Technique, C-rank from Max) B - 12 (6) - 600 (-3 P.T, B-rank NE, B-rank Technique, B-rank from Max) A - 8 (4) - 800 (-4 P.T, A-rank NE, A-rank Technique, A-rank from Max) S - 4 (2) - 1000 (-5 P.T, S-rank NE, S-rank Technique, S-rank from Max) *Note: The WC requirements can be fulfilled in a single post, or multiple, doing the former allows one to benefit the most from Force Meditation due to fulfilling the WC quickly and moving to another WC however the latter allows for easier fulfillment and is useful if one is suddenly interrupted.
Name: Force Premonition Classification: Taijutsu Rank: S-Rank (SS-rank Midi-chlorian Price) Class: Supplementary Range: Self
Description: (11 P.T cooldown after use) A powerful Force technique which is utilized by skilled members of the Chromatica Clan in order to utilize the Force to divine the future often getting glimpses into it and how it would affect them personally. They gain these premonitions through whispers within the force (OOC) which tell them of what is going to happen. Due to the future constantly changing these events aren't exactly set in stone and only the most powerful Chromatica are even capable of utilizing this technique to see far into the future as it is quite tasking. Depending on the Chromatica's skill and Endurance Tiers exactly how far into the future they can hear and the time period that they can see these events differ. What they choose to do with the foreknowledge however is the true purpose of this ability. Rank/Endurance Tier - Time (Premonition/Duration of Premonition) D - 40 P.T Ahead in a Topic (1 P.T) C - 80 P.T Ahead in a Topic (2 P.T) B - 1 Future Topic Ahead (3 P.T) A - Up to 2 Future Topics Ahead (4 P.T) S - Up to 4 Future Topics Ahead (5 P.T) "Z"/SS - Up to 8 Future Topics Ahead (6 P.T) "X"/SSS - Up to 16 Future Topics Ahead (7 P.T) *Note: The use of this technique while within a topic relies on OOC knowledge and only affects the user personally. Thus if in a fight it can be used to gain insight to a possible technique, or an opponent's action, or if travelling it can be used to predict weather, enemies potentially encountered etc. It is inherently random however in nature, and requires a mod to give the premonition's projected scenario, however due to it being the future it might not actually come to pass or it might relying on a Dice Roll depending on the situation.
- The Light Side of the Force:
Name: The Force - Light Side Classification: Fighting style Rank: C Class: Defensive/Offensive Range: Self, Varies
Description: There are two belief systems within The Force, that which embodies tranquility and the pursuit of knowledge, a passive method of utilization is known as the Light Side. The Force itself is not split but it's followers are, as a result while only Jedi can reach the full power of the Light Side, Sith are capable of utilizing some Light Side Force techniques. Jedi are able to harness the least Dark aligned Force techniques however have the greatest mastery of the Light Aligned Force techniques. The Light Side taken to extremes results in an empathetic personality shift primarily due to Jedi separating themselves from their emotions via meditation in an attempt to focus themselves & strengthening their connection to The Force with the result of becoming more sensitive to the emotions of others. Light Side Force techniques which are Sentaijutsu are restricted to Jedi while depending on the skill of the Jedi they have an inversely proportional relationship with learning Dark Side Force techniques. Rank of Jedi - Rank of Dark Side Force Techniques Capable of Learning D - SS & Below C - S & Below B - A & Below A - B & Below S - C & Below "Z" - D Only "X" - None
Key for Light Side Techniques: 1. Split Materia & Natural Energy Prices 2. Longer Cool Downs due to manipulating an external source of energy (D = 5, C = 7, B = 9, A = 11, S = 13, SS = 15, SSS = 17). 3. Greater Amount of Force Fire add-ons, average amounts of neutral Force techniques, Low amount of Force Wind-add-ons, Least Amount of Force Lightning add-ons. 4. Mainly of the Defensive & Offensive technique Classes. 5. Access to Senkenjutsu Saber Techniques
Pros: - Larger Available Pool for Light Side aligned techniques due to incorporating natural energy present outside of the body thus techniques are only unavailable upon exhausting ones Midichlorian Count. - Light Side Aligned Force techniques are stronger than Pure Force techniques due to a better selection of damage types including Elemental Physical (Midichlorian Count Price) & Natural (Midichlorian + Natural Energy Price).
Cons: - Longer Cool-downs leave them susceptible to aggressive (rush-down) tactics. - The Light Side has no access to Supplementary techniques beyond that learned from the Neutral or Light Side Force.
Name: Force Disarm Classification: Taijutsu Rank: D-Rank (C Midi-chlorian Price) Class: Defensive Range: Short
Description: (5 P.T Cooldown after use, Light Side) This is a basic force technique which involves a projection of the force up to 5 ft away which moves swiftly at Swift Release speeds incapable, like most Force techniques, of being seen with the naked eye. Upon impacting an opponent it is geared towards disarming them often targeting an equipped weapon whether or not they are actually wielding them in their hand (Use Bank to identify which item is disarmed). Depending on the skill of the user the strength of his technique varies however it is quite useful to reduce the threat level of an opponent so that one can more easily subdue them. Rank - Strength Tier Req. to Resist Disarming (Wielding, Equipped) D - D, D+ C - C, C+ B - B, B+ A - A, A+ S - S, S+
Name: Force Cleanse Mind Classification: Taijutsu Rank: C-Rank (Variable Midi-chlorian + NE Price) Class: Defensive Range: Self (Mind), Long
Description: (7 P.T Cooldown after use, Light Side) This is a Force power that can be utilized to purge the mind of illusory effects, often as a result of Genjutsu, Fabrication, illusion based Nen Tech or mind affecting Force techniques. It is particularly useful as not only does it utilize a focused pulse of the force in order to shatter the illusion and bring the Jedi back to reality it can likewise be used to protect those allies within the Chromatica's line of sight up to 40 ft away from them. The amount of Midi-chlorians spent is split evenly with the Natural energy that the Jedi has bridged a connection to in relation to the strength of the illusion cast on them. Due to Natural based techniques being more powerful than mental based techniques usually this technique is an effective counter to those who seek to afflict the mind and break down their allies mentally.
Name: Force Push Classification: Taijutsu Rank: B (Variable Midi-chlorian Price) Class: Offensive/Defensive Range: Mid (Distance Covered), Contact-Short (Knock-back)
Description: (9 P.T Cooldown after use) Force Push is considered one of the more basic of Force Manipulation abilities learned at the higher levels. The user of Force Push gathers their midi-chlorians in to the palms of their hand and expels it then with great force ranging from shoves to explosive force, creating a near invisible impulse depending upon the strength behind the push, wherein weaker pushes require higher levels of sensory to see due to the little saturation compared to the high rank's destructive force capability. The wave can however be seen regardless if they have Force Sensory, while damage is typically dealt by pushing opponents into other objects or off of ledges to smash them into things or inflict fall damage. Similar to certain neutral force techniques this technique has slightly different effects depending on the alignment of the Force sensitive Chromatica. *Neutral: It launches a concussive push which covers up to 30 ft at Crashing Ground speeds and knocks an opponent off their feet or incoming objects away if they lack strength tiers equivalent to the Midi-chlorian price and sends them flying through the air typically carried along by the Force Push. *Light: Focused on knock-back, however inflicts pain rather than damage. *Dark: Focused on damage, however lowers the knock-back to Contact. *Void: Forced on speed, boosting it to B-rank++ Speeds however lowers the knock-back to Contact & inflicts pain rather than damage. Midichlorian Price (Sensory Req. to Detect, Damage/Pain Inflicted) - Knockback (Jedi, Sith, Mandalore) D (S, D) - (+5 ft of Knockback, +1 ft of knockback, +1 ft of knockback) C (A, C) - (+10 ft, +2, +2) B (B, B) - (+15 ft, +3, +3 A (C, A) - (+20 ft, +4, +4) S (D, S) - (+25 ft, +5, +5)
Name: Force Fire Classification: Taijutsu Rank: B-Rank (A-rank Midi-chlorian Price) Class: Offensive Range: Self, Short (Combustion), Mid (Flamethrower)
Description: (9 P.T Cooldown after use) This is a Force power that allowed a Lightsider to manipulate and generate fire by rubbing and heating up air molecules together. It can be considered the most basic application of Fire Release while utilizing the Force. However this is not true Jedi Fire, which is a more advanced application of this technique restricted to those firmly aligned to the Light Side, but rather a lesser application which serves somewhat as a gateway to more powerful fire based techniques. There are two methods of application just like it's Dark & Void side counterparts, the first being the igniting of combustible materials within 15 ft of the user which is useful for hitting multiple targets at once and a manipulation of flames into a focused flamethrower capable of incinerating foes within 30 ft of the user. While both deal Fire Release physical damage and occur at Crashing Ground speeds, the latter is capable of engulfing a victim in these force fueled flames if they lack B-rank Defense tiers sustaining C-rank fire release physical damage over a period of time dependent on the skill of the user. Rank of User (Force Fire Variants Unlocked) - No of Target hit/Burning Duration in P.T D (Force Fire: Burn) - 1/1 P.T C (Force Fire: Convection) - 2/2 P.T B (Force Fire: Ignition) - 3/3 P.T A (Force Fire: Combustion) - 4/4 P.T S (Force Fire: Pyromancy) - 5/5 P.T
Name: Jedi Fire Classification: Sentaijutsu Rank: B-Rank (B-rank Midi-chlorian & B-rank NE Price) Class: Offensive Range: Self, Short (Width), Mid (Distance Covered)
Description: (9 P.T Cooldown after use, Light Side) Req. Force Fire. This technique is a more advanced application of this technique restricted to those firmly aligned to the Light Side, namely Jedi. In comparison to the base technique it improves upon the degree at which Fire Release is expressed with the Force amplifying its effect while still serving as a gateway to more powerful techniques. There are two methods of application just like it's Sith & Mandalore side counterparts, the normal way is merely to create a stream of flames with a width of 15 ft extending over a distance of 30 ft at Crashing Ground speeds. Upon impact it deals Fire Release natural damage and is capable of engulfing a victim in these force fueled flames if they lack B-rank Nature tiers sustaining C-rank lightning release physical damage over a period of time dependent on the skill of the user. This is where the secondary method showcases it's stills as through the use of fire materia one is capable of boosting the duration of their targets burning. Rank of User (Force Fire Variants Unlocked) - Burning Duration in P.T (Fire Materia) D (Jedi Fire: Force Burn) - 1 P.T (D = +1) C (Jedi Fire: Force Flow) - 2 P.T (C = +2) B (Jedi Fire: Force Convection) - 3 P.T (B = +3) A (Jedi Fire: Force Immolation) - 4 P.T (A = +4) S (Jedi Fire: Force Inferno) - 5 P.T (S = +5)
Name: Force Flash Classification: Sentaijutsu Rank: B (C Midi-chlorian + C-rank NE Price) Class: Offensive Range: Contact
Description: (9 P.T Cooldown after use, Light Side) This technique is also known as Taiyoken, by those within the Light Side. Through focusing the energy held by the Force, the user can turn all that energy into a source of bright light they can use from the palm of their hand. The light itself is bright and sudden, requiring the opponent to possess a B-rank reaction speed to close their eyes in time to prevent the technique's main effect. If they are unable to close their eyes, those who witness the bright flash suffer blindness for 6 P.T which can only become magnified depending on their sight sensitivity. During this blind period those with Dojutsu are unable to utilize techniques which require it to be active nor are unable to deactivate it for this time period resulting in a waste of chakra during their blind effect. Sight Sensitivity - Duration Multiplier Normal - 1x Raised - 1.5x Heightened - 2x Enhanced - 3x Max - 4x
Name: Force Absorption Classification: Taijutsu Rank: A-Rank (Variable Midi-chlorian Price) Class: Defensive/Offensive Range: Contact (Absorption), Mid (Redirection)
Description: (11 P.T Cooldown after use, Light Side) Also known as Tutaminis, it can be considered to be a complex Force Technique related to energy absorption. In essence the refinement of this technique related to the idea that, through the Force, force-using Chromatica could draw potentially harmful heat or electrical energy into their bodies and diffuse it or channel it away completely. This allows them not only the ability to diffuse incoming offensive techniques of a non-force based origin as long as they are Heat based (Fire, Heat, Blaze, Ghost Fire, Yugure) or Electricity based (Lightning, Magnet, Plasma, Ghost Lightning, Raiden) but also redirect Fire or Lightning based Force techniques away from themselves or even back at an opponent. In order to do the former it requires two hands, while the latter typically involves using one hand to absorb while the other to redirect it outward. Rank of User - Elements capable of Diffusing (Price) - Distance of Redirection D - Fire/Lightning (2-rank Below) - 10 ft C - Heat/Magnet (1-rank Below) - 20 ft B - Blaze/Plasma (Equal Rank) - 30 ft A - Ghost Fire/Ghost Lightning (1-ranks Above) - 40 ft S - Yugure/Raiden (2-ranks Above) - 50 ft
Name: Force Light Classification: Sentaijutsu Rank: S-Rank (A-rank Midi-chlorian & A-rank NE Price) Class: Offensive/Defensive Range: Short
Description: (13 P.T cooldown after use) A powerful Force technique utilized by Jedi partially inspired by the Church which when used against a Dark side aligned Chromatica or an individual with a Curse Mark would weaken their connection to the Force as well as weaken the abilities manifested from such a marking. With the purifying light of the Force, a Jedi could either purge or contain dark side manifestations or nexus points, whether in places, spirits, or even living persons, though sometimes to detrimental effect. By channeling the Force into withering blasts of light-side energy which move at S-rank speeds & cover up to 25 ft, the darkness can then be diminished or destroyed permanently with the opponent sustaining B-rank Plasma Release natural damage. For those who either possess Curse Marks or are Sith this technique has an additional effect based on the skill of the Jedi utilizing this technique. Force light can also be used to sever the bond between a Sith and his or her Sith Alchemy creations for a set amount of time causing them to be at risk of being attacked by their former pets. Rank of User - Technique Debuff (Curse Mark User/Darksider/Sith) - Duration of Effect D - N/A (D) - 1 P.T C - 1-rank (C) - 2 P.T B - 2-ranks (B) - 3 P.T A - 3-ranks (A) - 4 P.T S - 4-ranks (S) - 5 P.T "Z" - 5-ranks (SS) - 6 P.T "X" - 6-ranks (SSS) - 7 P.T
- The Void Side of the Force:
Name: The Force - Void Side Classification: Fighting style Rank: C Class: Supplementary/Defensive Range: Self, Varies
Description: Those within the clan which do not view the force as a high belief, but rather as a tool to aide the scientific process and the innovation of new technologies, a rational method of utilization is known as the Void Side. The Force itself is not split but it's followers are, as a result while only Mandalore can reach the full power of the Void Side, Sith & Jedi are not capable of utilizing Void Side Force techniques. Mandalore are able to harness the least aligned Force techniques outside of the Void Side however have the greatest mastery of the pure Force techniques the ones neither Light nor Dark. The Void Side taken to extremes results has no effect on the individuals personality primarily due to Mandalore not losing themselves to the so called "allure" of either Side weakening their connection to The Force through meditation to maintain the balance between the two extremes (Dark & Light). Void Side Force techniques which are Nintaijutsu are restricted to Mandalore while depending on the skill of the Mandalore they have an inversely proportional relationship with learning Dark/Light Side Force techniques. Rank of Mandalore - Rank of Dark/Light Side Force Techniques Capable of Learning D - S & Below C - A & Below B - B & Below A - C & Below S - D Only "Z" & Above - None
Key for Mandalore Specific Void Side Techniques: 1. Split Materia & Chakra Prices 2. No Cooldown adjustments albeit using an internal source of energy. 3. Greater Amount of Force Wind add-ons, average amounts of Non-Elemental Force techniques, Low amount of Force Lightning/Force Fire-add-ons. 4. Mainly of the Supplementary & Defensive technique Classes. 5. Access to Ninkenjutsu Saber Techniques
Pros: - Balanced Available Pool for Void Side aligned techniques due to incorporating chakra present inside of the body thus techniques are only unavailable upon exhausting ones Chakra Reserves. - No Adjustments to Cooldowns result in easier mixing with Pure Force Techniques.
Cons: - Void Side Aligned Force techniques are weaker than Light Side, Dark Side & even Neutral Force techniques due to a worse selection of damage types including Elemental Physical (Midichlorian Count Price) & Hybrid (Midichlorian + Chakra Price). - The Void Side has no access to Offensive techniques beyond that learned from the Dark or Light Side Force.
Name: Force Flight Classification: Taijutsu Rank: D-Rank (Variable Midi-chlorian Price) Class: Supplementary Range: Self
Description: (2 P.T Cooldown after use, Void Side) This is a basic force technique which involves the utilization of the force to augment the Voidsider Chromatica's natural levitation ability in order to grant them flight. When utilized in combination with their Bio-Electric Field, this technique first and foremost is used to bolster their speed a Tier Level, allowing them to fly far faster than normal in the right conditions (Low Gravity). Despite it's overall utility it does not last for long due to operating similar to the chakra enhancement techniques utilized by shinobi being a single post use which coupled with the cool-downs inherent to force techniques makes it more viable for quick escapes or assaulting an airborne target that is out of the reach of their normal abilities of levitation.
Name: Force Sight Classification: Nintaijutsu Rank: C-Rank (C-rank Midi-chlorian + C-rank Chakra Price) Class: Supplementary Range: Self (Sight), AOE (Force Sight)
Description: (3 P.T Cooldown after use, Void Side) This is a basic Force ability, perhaps related to Force sense. It enhanced the bearer's visual and spatial perception even in the dark or behind walls. "Seeing" with the Force was a useful skill for the Mandalore as it allows them to essentially bypass C-rank and below vision based genjutsu. Trained users could have their sight amplified and were able to counter C-rank and below vision based force illusions and Force blinding powers. Upon activation it forms a 60 ft radius sphere by which the user is aware of everything within, being able to detect those even concealed by C-rank techniques due to them coming in contact with the voidsider's expressed Midi-chlorians. Depending on their skill level they can maintain this technique for a set amount of time, during which due to their perception their vision is incapable of being deceived acting as if they are blind to ocular genjutsu/vision affecting illusions for the duration of it's activation. Rank - Duration D - 1 P.T C - 2 P.T B - 3 P.T A - 4 P.T S - 5 P.T
Name: Force Wind Classification: Taijutsu Rank: B-Rank (A-rank Midi-chlorian Price) Class: Defensive Range: Self, Short (Gust), Mid (Gale)
Description: (5 P.T Cooldown after use) This is a Force power that allowed a Voidsider to utilize the force to cycle the air around them into winds in order to buffet their opponents. It can be considered the most basic application of Wind Release while utilizing the Force. However this is not true Mandalore Wind, which is a more advanced application of this technique restricted to those firmly aligned to the Void Side, but rather a lesser application which serves somewhat as a gateway to more powerful wind based techniques. There are two methods of application just like it's Light & Dark side counterparts, the first being a gust of wind which spreads out to knock-back objects within 15 ft of the user which is useful for deflect multiple projectiles at once and a manipulation of wind into a powerful gale capable of deflecting techniques within 30 ft of the user. While both are fairly resistant being capable of knocking incoming opponents or Physical techniques B-rank or below and occur at Crashing Ground speeds, the latter is capable of deflecting incoming projectiles right back at a victim with these force fueled bolts if they are not strong against Wind or weren't backed by B-rank Strength at a boosted distance in comparison to the original use. Rank of User (Force Wind Variants Unlocked) - No of Target hit/Distance Scale Multiplier D (Force Wind: Dizzy) - 2/1x C (Force Wind: Stream) - 4/2x B (Force Wind: Whirl) - 6/3x A (Force Wind: Suction) - 8/4x S (Force Wind: Aeromancy) - 10/5x
Name: Mandalore Wind Classification: Nintaijutsu Rank: B-Rank (B-rank Midi-chlorian & B-rank Chakra Price) Class: Supplementary Range: Self, Short (Width), Mid (Distance Covered), Long (Knock-back)
Description: (7 P.T Cooldown after use, Void Side) Req. Force Wind. This technique is a more advanced application of this technique restricted to those firmly aligned to the Void Side, namely Mandalore. In comparison to the base technique it improves upon the degree at which Wind Release is expressed with the Force amplifying its effect while still serving as a gateway to more powerful techniques. There are two methods of application just like it's Jedi & Sith side counterparts, the normal way is merely to create a stream of wind with a width of 15 ft extending over a distance of 30 ft at Crashing Ground speeds. Upon impact it knocks an opponent flying up to 60 ft if they lack Strength Tiers and is capable of dizzying a victim struck with this force fueled wind if they lack B-rank Endurance tiers causing them to trip if they exceed their standard speed tier level over a period of time dependent on the skill of the user. This is where the secondary method showcases it's stills as through the use of wind materia one is capable of boosting the duration of their targets dizziness. Rank of User (Mandalore Wind Variants Unlocked) - Dizzy Duration in P.T (Wind Materia) D (Mandalore Wind: Force Blow) - 1 P.T (D = +1) C (Mandalore Wind: Force Updraft) - 2 P.T (C = +2) B (Mandalore Wind: Force Seeker) - 3 P.T (B = +3) A (Mandalore Wind: Force Flight) - 4 P.T (A = +4) S (Mandalore Wind: Force Tornado) - 5 P.T (S = +5)
Name: Force Battle Meditation Classification: Taijutsu Rank: A-Rank (Recurrent B-rank Midichlorian + B-rank Chakra Price) Class: Supplementary Range: Self (Allies)
Description: (7 P.T Cooldown after use, Void Side) This is a Force ability that considerably boosts the morale, stamina, and overall battle prowess of an individual's allies while simultaneously reducing the opposition's combat-effectiveness by eroding their will to fight. With the Force, one could coordinate entire units of soldiers, allowing them to perform at maximum efficiency, acting as a single entity with the ability to counter every enemy move quickly and effectively. Though ideal for meditating small skirmishes, battle meditation is also effective when employed for the benefit of one's comrades in raids, attacks, and duels. Though if combined with Force Meld it's true potential for large-scale conflicts is revealed. When applied it results in the Voidsider linking individuals gaining an increased field of perception taking into account the sensory prowess of all of those they are linked to. While that is going on they proceed to reduce the strain their allies sustain in combat by preforming physical feats while likewise being able to inform them of routs by the enemy due to the increased sensory network. Depending on the user's skill the amount of targets that can be placed under this technique varies likewise the stamina loss mitigation is dependent on that as well. Despite that it is very stressful to maintain for long periods of time requiring those with suitable endurance to constantly feed this technique with midi-chlorians and chakra, only incurring the cool-down if their concentration is broken due to sustaining damage or running out of energy. Rank of User - No. of Allies Linked (Stamina Loss Mitigation) D (Low/High/Elite) - 1/2/3 (Standard Tier Level Sta. Use Halved) C (Low/High/Elite) - 4/5/6 (Above Standard Tier Level Sta. Use Halved) B (Low/High/Elite) - 7/8/9 (Max Tier Level Sta. Use Halved) A (Low/High/Elite) - 10/11/12 (Standard Tier Level Sta. Use Quartered) S (Low/High/Elite) - 13/14/15 (Above Standard Tier Level Sta. Use Quartered)
Endurance Tier - P.T till reactivation price is required None - Every P.T D - Every 1 P.T C - Every 2 P.T B - Every 3 P.T A - Every 4 P.T S - Every 5 P.T
Name: Force Sever Classification: Nintaijutsu Rank: S-Rank (A-rank Midi-chlorian & A-rank Chakra Price) Class: Supplementary Range: Short
Description: (11 P.T cooldown after use) This is a non-lethal Force power by which a being's connection to the Force was interrupted, or blocked from them with a wall of Void side energy. However it is notable due to it being capable of afflicting those with access to the force and those without it. In regards to the former depending on the skill of the Mandalore, they were capable of creating a series of blocks reducing the amount of Midi-chlorians an opponent is capable of utilizing with highly skilled Mandalore being capable of completely cutting off a Chromatica from the use of the Force entirely. On the other hand when preformed on one without access to the Force it works as a means to convert the victims chakra into Midi-chlorians which since they are not chromatica render them incapable of utilizing it and dimishing from their available chakra pool potentially crippling them if not healed by a S-rank Medical Kinjutsu technique specialized in chakra pathway repair. Rank of User - Midi-chlorians "Severed" - Chakra Pathways Converted D - S-rank - A-rank C - 1/4th of Max - S-rank B - 1/3th of Max - 1/8th of Max A - 1/2 of Max - 1/7th of Max S - 2/3 of Max - 1/6th of Max "Z" - 3/4ths of Max - 1/5th of Max "X" - Max - 1/4th of Max
- The Dark Side of the Force:
Name: The Force - Dark Side Classification: Fighting style Rank: C Class: Offensive/Supplementary Range: Self, Varies
Description: There are two belief systems within The Force, that which embodies emotion and the pursuit of power, an aggressive method of utilization is known as the Dark Side. The Force itself is not split but it's followers are, as a result while only Sith can reach the full power of the Dark Side, Jedi are capable of utilizing some Dark Side Force techniques. Sith are able to harness the least Light aligned Force techniques however have the greatest mastery of the Dark Aligned Force techniques. The Dark Side taken to extremes results in an apathetic personality shift due to Sith powering themselves by feeling and giving into strong emotions using themselves as a conduit of The Force and end up depleting their natural emotional response due to keying most if not all towards combat. Dark Side Force techniques which are Kintaijutsu are restricted to Sith while depending on the skill of the Sith they have an inversely proportional relationship with learning Light Side Force techniques. Rank of Sith - Rank of Light Side Force Techniques Capable of Learning D - SS & Below C - S & Below B - A & Below A - B & Below S - C & Below "Z" - D Only "X" - None
Key for Sith Specific Dark Side Techniques: 1. Split Materia & Blood Prices 2. Shorter Cool Downs due to manipulating an internal source of energy (D = 1, C = 3, B = 5, A = 7, S = 9, SS = 11, SSS = 13). 3. Greater Amount of Force Lightning add-ons, average amounts of neutral Force techniques, Low amount of Force Wind-add-ons, Least Amount of Force Fire add-ons. 4. Mainly of the Offensive & Supplementary technique Classes. 5. Access to Kinkenjutsu Saber Techniques
Pros: - Shorter Cool-downs leave them well-suited towards aggressive (rush-down) tactics. - Dark Side Aligned Force techniques are stronger than Pure Force techniques due to a better selection of damage types including Elemental Physical (Midichlorian Count Price) & Spiritual (Midichlorian + Blood Price).
Cons: - Smaller Available Pool for Dark Side aligned techniques due to incorporating life force present inside of the body thus techniques become unavailable upon exhausting ones Blood Reserves. - The Dark Side has no access to Defensive techniques beyond that learned from the Neutral or Light Side Force.
Name: Force Rend Classification: Taijutsu Rank: D-Rank (C Midi-chlorian Price) Class: Offensive Range: Short
Description: (1 P.T Cooldown after use, Dark Side) This is a basic force technique which involves a projection of the force up to 5 ft away which moves at D-rank speeds incapable, like most Force techniques, of being seen with the naked eye. Upon impacting an opponent it is geared towards pulling them in two different directions resulting in inflicting D-rank defense bypassing Plasma Release damage while depending on the skill of the user it can be used to great effect to inflict internal bleeding though those with D-rank Spirit tiers are unaffected by this effect. Rank of User - Internal Bleeding D - N/A C - D B - 2 D A - 3 D S - 4 D
Name: Force Slow Classification: Kintaijutsu Rank: C-Rank (Variable Midi-chlorian + Blood Price) Class: Supplementary Range: Long (Radius), AOE (Diameter)
Description: (3 P.T Cooldown after use, Dark Side) This is a Force power that can be utilized to slow down the movements of their opponents while in the middle of battle. It is manifested as a cloud of energy incapable of being seen with the naked eye and spreading outward at swift release speeds to cover a 40 ft radius around the user (80 ft diameter). This power clouds the target's mind, causing them to slow down both mentally and physically as if they had been poisoned with a sedative. While it doesn't take effect immediately it will gradually deplete their speed until they are rendered immobile helpless before the user and despite being an area of effect technique it is only suitable to targeting a specific opponent making it well suitable for group combat. Depending on how much energy the darksider expends this force technique will last for a set amount of time though if detected it can be dispersed by a spiritual based area clearing technique strong against Plasma Release. Rank of User (Split Price) - Speed Tier Level depletion each P.T (Duration) D (D + D) - 1 (1 P.T) C (3 D + 3 D) - 2 (2 P.T) B (C + C) - 3 (3 P.T) A (B + B) - 4 (4 P.T) S (A + A) - 5 (5 P.T)
Name: Force Lightning Classification: Taijutsu Rank: B-Rank (A-rank Midi-chlorian Price) Class: Offensive Range: Self, Short (stream), Mid (lightning bolt)
Description: (5 P.T Cooldown after use) This is a Force power that allowed a Darksider to channeled Force energy down the user's limbs, hurling arcing bolts of electricity from the wielder's fingertips or palms. It can be considered the most basic application of Lightning Release while utilizing the Force. However this is not true Sith Lightning, which is a more advanced application of this technique restricted to those firmly aligned to the Dark Side, but rather a lesser application which serves somewhat as a gateway to more powerful lightning based techniques. There are two methods of application just like it's Light & Void side counterparts, the first being a stream of lightning which forks out to electrocute objects within 15 ft of the user which is useful for hitting multiple targets at once and a manipulation of electricity into a lightning bolt capable of electrocuting foes within 30 ft of the user. While both deal Lightning Release physical damage and occur at Crashing Ground speeds, the latter is capable of electrocuting a victim with these force fueled bolts if they lack B-rank Defense tiers paralyzing them and rending them incapable of movement for a period of time dependent on the skill of the user. Rank of User (Force Lightning Variants Unlocked) - No of Target hit/Paralysis Duration in P.T D (Force Lightning: Shock) - 1/1 P.T C (Force Lightning: Chain) - 2/2 P.T B (Force Lightning: Grenade) - 3/3 P.T A (Force Lightning: Bomb) - 4/4 P.T S (Force Lightning: Electromancy) - 5/5 P.T
Name: Sith Lightning Classification: Kintaijutsu Rank: B-Rank (B-rank Midi-chlorian & C-rank Blood Price) Class: Offensive Range: Self, Short (Width), Mid (Distance Covered)
Description: (5 P.T Cooldown after use, Dark Side) Req. Force Lightning. This technique is a more advanced application of this technique restricted to those firmly aligned to the Dark Side, namely Sith. In comparison to the base technique it improves upon the degree at which Lightning Release is expressed with the Force amplifying its effect while still serving as a gateway to more powerful techniques. There are two methods of application just like it's Jedi & Mandalore side counterparts, the normal way is merely to create a stream of lightning with a width of 15 ft extending over a distance of 30 ft at Crashing Ground speeds. Upon impact it deals Lightning Release spiritual damage and is capable of electrocuting a victim with these force fueled bolts if they lack B-rank Spirit tiers sustaining C-rank lightning release physical damage over a period of time dependent on the skill of the user. This is where the secondary method showcases it's stills as through the use of lightning materia one is capable of boosting the duration of their targets paralysis. Rank of User (Sith Lightning Variants Unlocked) - Paralysis Duration in P.T (Lightning Materia) D (Sith Lightning: Force Shock) - 1 P.T (D = +1) C (Sith Lightning: Force Barrage) - 2 P.T (C = +2) B (Sith Lightning: Force Seeker) - 3 P.T (B = +3) A (Sith Lightning: Force Burst) - 4 P.T (A = +4) S (Sith Lightning: Force Storm) - 5 P.T (S = +5)
Name: Force Drain Classification: Taijutsu Rank: A-Rank (Variable Midi-chlorian Price) Class: Supplementary/Offensive Range: Contact (Draining), Self (Replenishing)
Description: (7 P.T Cooldown after use, Dark Side) Force drain refers to a specialized use of the midi-chlorians, tied to the same concept, which used the dark side of the Force to tap into the strengths of an organic target and drain them of their energy. Those aligned to the Dark Side are capable of draining away the stamina of those incapable of the force at a rapid pace (each P.T in contact) so long as they maintain contact with them, though despite doing such the darksider is incapable of harnessing the drained stamina for their own vices. On the other hand when utilized against a Force user the darksider is capable of draining the midi-chlorians out of an opponent or a force technique and replenishing their own. Depending on the price it determines the amount of stamina drained from a victim as well as the amount of Midi-chlorians drained from another force user or force technique. In both instances this technique can be resisted by those who possess Spirit Tiers to instead sustain A-rank Plasma Release spiritual damage. RRank of User Split Price) - Stamina Drained each P.T - Midi-chlorians drained (Replenished) D (D + D) - 2 - D (D) C (3 D + 2 D) - 4 - C (3 D) B (C + 3 D) - 6 - B (C) A (B + C) - 8 - A (B) S (A + B) - 10 - S (A)
Name: Force Plague Classification: Kintaijutsu Rank: S-Rank (A-rank Midi-chlorian & B-rank Blood Price) Class: Offensive/Supplementary Range: Long (Radius), AOE (Plague mist)
Description: (9 P.T cooldown after use) This is a Force power that can be utilized to cripple their opponents while in the middle of battle. It is manifested as a mist of energy incapable of being seen with the naked eye and spreading outward at blinding light speeds to cover a 100 ft radius around the user (200 ft diameter). This power infect the target's mind, causing them to slow down both mentally and physically as if they had been infected with a degenerative disease. While it doesn't take effect immediately it will gradually deplete their physical until they are rendered catatonic helpless before the user and despite being an area of effect technique it is only suitable to targeting specific opponents making it well suitable for group combat. However at risk of affecting themselves as well the user can likewise utilize an unrestrained version, capable of crippling large amounts of opponents indiscriminately like a true Sith would. Depending on how much energy the darksider expends this force technique will last for a set amount of time though if detected it can be dispersed by a spiritual based area clearing technique strong against Plasma Release. Rank of User (Split Price) - No of Targets (Unspecified) - Tier Level depletion each P.T (Duration) D (D + D) - 1 (2) - 1 (1 P.T) C (C + D) - 2 (4) - 2 (2 P.T) B (B + C)- 3 (6) - 3 (3 P.T) A (A + B) - 4 (8) - 4 (4 P.T) S (S + A) - 5 (10) 5 (5 P.T) "Z" (SS + S) - 6 (12) - 6 (6 P.T) "X" (SSS + SS) - 7 (14) - 7 (7 P.T)
Last edited by Aurielle on 4th April 2018, 12:00 pm; edited 22 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Chromatica Clan 10th April 2011, 12:24 pm | |
| Plasma Release- Valence Style:
Name: Valence Plasma Release: Jedi Style Classification: Fighting Style Rank: D Class: Supplementary Range: Self (Jutsu)
Description: The Chromatica were very influenced by "The Force", their signature fighting style and it was due to this influence that they were able to discover alternate methods of utilizing their Plasma Release besides the norm. They were split into three teachings, essentially splitting the clan into 3 factions based on their utilization of not only "The Force" but also their Plasma Release. Those who decided to embody the "Light Side of the Force" belief system were known as Jedi and developed their plasma release by altering the balance between Lightning & Fire Release leaning towards Lightning. The result was the variant which resulted in super-heating targets with short intervals, the stress from doing so essentially breaking the atomic bonds within a target. The Jedi Style of Plasma Release is notable due to it being identified by Cool colors (blue, green and purple & mixes of them) and due it's ability to inflict shocking severing damage which can lead to electrocute status effects, cracked solids and eventually breaking said solids apart.
- Impermeable Style:
Name: Impermeable Plasma Release: Mandalore Style Classification: Fighting Style Rank: D Class: Supplementary Range: Self (Jutsu)
Description: The Chromatica were very influenced by "The Force", their signature fighting style and it was due to this influence that they were able to discover alternate methods of utilizing their Plasma Release besides the norm. They were split into three teachings, essentially splitting the clan into 3 factions based on their utilization of not only "The Force" but also their Plasma Release. Those who decided to view "The Force" as a tool rather than a belief system or doctrine were known as Mandalore and developed their plasma release by scientifically analyzing it and then refining their use of it to a startling degree. The result was the variant which resulted in increasing the pressurization of one's plasma release by several times resulting in it forming like an impermeable solid in respect to gases or cold plasma the latter which is more commonly known as Flux yet retaining it's permeability in regards to liquids despite being able to be physically pushed. The Mandalore Style of Plasma Release is notable due to it being identified by tints rather than colors (white, gray and black & mixes of them) and due to it's ability to inflict concussive impact damage which can lead to knock-back status effects, bypassing liquids and dealing internal bruising to victims.
- Ionic Style:
Name: Ionic Plasma Release: Sith Style Classification: Fighting Style Rank: D Class: Supplementary Range: Self (Jutsu)
Description: The Chromatica were very influenced by "The Force", their signature fighting style and it was due to this influence that they were able to discover alternate methods of utilizing their Plasma Release besides the norm. They were split into three teachings, essentially splitting the clan into 3 factions based on their utilization of not only "The Force" but also their Plasma Release. Those who decided to embody the "Dark Side of the Force" belief system were known as Sith and developed their plasma release by altering the balance between Lightning & Fire Release leaning towards Fire. The result was the variant which resulted in super-heating targets overtime to the point of melting the bonds holding together molecules. The Sith Style of Plasma Release is notable due to it being identified by warm colors (red, yellow and orange & mixes of them) and due to it's ability to inflict heated piercing damage which can lead to burn status effects, melted solids and inflicting agonizing pain upon targets.
Force Innovations- Spoiler:
Saber Construction & Gem Etching Fuinjutsu Style
Name: Gem Etching Formulae Classification: Fighting Style Rank: C-rank Class: Supplementary Range: Contact (Gem)
Description: This is a unique fuinjutsu based fighting style created by the Chromatica Clan, and like all Fuinjutsu based fighting style it gives rise to a different type of Fuinjutsu one not governed by the laws of standard fuinjutsu formulae. This script is unique in that the Base seals revolve around the composition of the gem as the more valuable the gem is the more Modification Slots are available for etching into it. This primarily utilizes Midi-Chlorians to power it, as upon etching the interior of the gem is marked denoting it's function. These etchings are unable to be deciphered by those blind to the Force (Req. Force Sight), though those with Force sensory can detect whether a gem has been etched or not due to the distinct presence said gems give off. The rules of this fuinjutsu fighting style are set in stone, following many of the same philosophies as basic fuinjutsu thus allowing them to be compatible with one another, despite this styles nuances of not particularly having Base Seals but rather Base Gems. Gem Etching is quite unique in that due to etching inside of a gem in order to unseal these techniques one requires either a method of Bypassing the crystals, whether through Phase or Crystal Release before then preforming the unseal as normal methods are ineffective due to being etched into the gem's atomic structure. Gem Rarity - No. of Modification Slots Grade I - 1 Grade II - 2 Grade III - 3 Grade IV - 4 Grade V - 5 Grade VI - 6 Grade VII & Above - 7+ Depending on Gem Rarity
Name: Modification Seal: Change Etch Classification: Fuinjutsu Rank: D-rank Class: Supplementary Range: Contact (Ruby)
Description: Fills One Modification Slot. The user holds a Ruby while channeling Midi-chlorians into it in order to etch a seal, with the Kanji for "Change", within it which allows for the conversion of chakra channeled into the Force-Saber this gem is placed within. Each of these modification seals can convert a maximum of 1 D-rank of Chakra however due to Ruby's amplifying capabilities, if utilized as part of a Gem Link, this maximum increases based on the number of Rubies within the Force Saber. As a result like most of the modification seals within this style, through gem link their potential is realized allowing for powerful effects from what many would consider basic seals. This Etch has a unique effect with the Starter Ruby, as it allows for the converted Midi-chlorians to be used in place of chakra to power the Force-Saber. Gem Link (Total No. of Ruby) - Chakra Conversion Modifier 1 (2) - 2 D 2 (3) - 3 D 3 (4) - 4 D 4 (5) - 5 D 5 (6) - 6 D or 1 C
Name: Modification Seal: Fuel Etch Classification: Fuinjutsu Rank: D-rank Class: Supplementary Range: Contact (Sapphire)
Description: Fills One Modification Slot. The user holds a Sapphire while channeling Midi-chlorians into it in order to etch a seal, with the Kanji for "Fuel", within it which allows for the storage of Midi-Chlorians within it as fuel for the Force-Saber this gem is placed within. Each of these modification seals can store a maximum 1 D-rank of Midi-Chlorians however due to Sapphire's storage capabilities, if utilized as part of a Gem Link, this maximum increases based on the number of Sapphires within the Force Saber. As a result like most of the modification seals within this style, through gem link their potential is realized allowing for powerful effects from what many would consider basic seals. This Etch has a unique effect with the Starter Sapphire, as it allows for the stored Midi-chlorians to be used in place of chakra to power the Force-Saber. Gem Link (Total No. of Sapphire) - Midi-Chlorian Storage Modifier 1 (2) - 2 D 2 (3) - 3 D 3 (4) - 4 D 4 (5) - 5 D 5 (6) - 6 D or 1 C
Name: Gem Etching Formulae: Gem Link Classification: Fuinjutsu Rank: B-rank Class: Supplementary Range: Contact (Gem)
Description: This is an expansion on the Gem Etching fuinjutsu fighting style, in regards to the unique property of Force imbued gems within a Force Saber working together to contribute to the Plasma Blade's properties as well as color and function in combat. Chromatica learned early on that this property wasn't merely an effect of their Force-Saber but actually a property of the gems themselves when exposed to The Force. To that end they learned how to link together the same types of gems in order to enhance their respective effects. When linked, the individual etchings of each gem are boosted by a set amount and then stack just like normal, resulting in etches which are far superior to those who do not have linked gems. However due to the differences between each Gem they each can only be linked with the same type of gem which means that the types of etches available to be linked are primarily dependent on the gems made available. Gem - Etching Available to Link Ametrine - Disrupt, Unseal Garnet - Conduct (H), Convert (H) Aquamarine - Conduct (E), Convert (E) Amethyst - Repel, Attract Opal - Light, Heavy Peridot - Sense, Energy Jade - Frequency, Tolerance Quartz - Liquid, Pierce Topaz - State (B), Resistance (B) Citrine - State (B), Resistance (P) Onyx - Detection, Conduct (A) Sapphire - Fuel, Resist Ruby - Change, Boost Emerald - Conduct (N), Resist Diamond - Tangibility, Bypass
-------------------------------------------------------- *Note: The Gem Etching Modification Seals are D-rank, with varying Midi-Chlorian Prices which determines how many Mod Slots said seal takes. Add-on's to the Gem Etching Style are other ranks, and crossing Gem Etching with other Fuinjutsu styles results in them consuming double the amount of slots they would normally, and vice versa (meaning basic fuinjutsu costs double the amount of slots when added to a Gem Etching Seal Array). Type of Etch - Midi-Chlorian Price - Slots Consumed Fuel, Change, Disrupt, Convert - D - 1 Conduct, State, Resistance, Resist - 2 D - 2 Repel, Light, Sense, Unseal - 3 D - 3 Attract, Heavy, Energy, Liquid - 4 D - 4 Frequency, Tolerance, Pierce, Tangibility - 5 D - 5 Detection, Boost, Bypass - C - 6
- Jedi Mystics:
Name: Jedi Mystics Classification: Fighting Style Rank: D Class: Supplementary Range: Varies
Description: "The Force can have a strong effect on the weak minded" The Jedi have honed their use of the force to the point that they are able to utilize it in conjunction with potent illusions which can coerce, twist, trick and manipulate the minds of their targets. By infusing their illusions with the raw power of "The Force" they are able to affect the minds of their victims with those without potent Barrier tiers remaining under their thrall for a longer period of time while only those with Defense+Reaction Tier Chains can throw off these illusions. Only the Jedi, are able to empower their illusions with the pure Light Side of "The Force" resulting in victims requiring either Defense+Natural or Defense+Reaction (If they have Genjutsu Resistant) tier chains equal to the rank of the illusion in order to throw them off. Due to not involving chakra this is capable of affecting even those completely devoid of it however those with Genjutsu Immunity as their trait (Soulless, Insects) are still immune to it's effect. All illusions following this fighting style have a duration of effect which can be shorter or longer depending on the mental strength of the victim unless thrown off or broken out of. Barrier Tier - No. of Turns Victims Affected by Jedi Mystics (+Genjutsu Resistance) None - 24 (12) D - 20 (10) C - 16 (8) B - 12 (6) A - 8 (4) S - 4 (2) *Note: The Genjutsu Resistance Duration Modifier only affect those Jedi Mystics which are not Light Side based.
- Mandalore Metallurgy:
Name: Mandalore Metallurgy Classification: Fighting Style Rank: D Class: Supplementary Range: Contact & Self (Metals, Weapons &/or Equipment)
Description: A unique forging fighting style honed through generations of the Chromatica clan's Mandalore Branch to suit their needs in regards to not only the creation of armor and weaponry by the Civilian members of the clan but likewise temporarily imbuing items with the power of "The Force" in the middle of combat. The true method of doing so involved selecting a bar of durable metal before hammering the bar into a the shape needed; as it was forged, the Force is channeled into the blade, altering the molecular structure of the metal into a reinforced lattice. The forging process is both physically and mentally taxing, the physical stamina (Fatigue Price) and mental fortitude (Word Count) needed to hammer the blade while simultaneously channeling energy being extremely challenging; on completion though, the reinforced lattice both hardened the material and allowed it to conduct "The Force", as well as prepared it for the next steps in the forging process.
Once the shape was forged the Chromatica would then place a Gem either into the hilt (if a weapon) or the center (if armor) of the forged item, and then would marry the lattices of the crystal and the blade together - this was accomplished by submerging oneself deep into the Force, and then meditating on the blade and crystal until blade, crystal, and smith became as one entity (Weekly Training Topic). Once the lattices were married, the wielder would channel energy through the crystal and into the blade until it began to glow with a nimbus of energy; signifying that the blade had been permanently infused with the Force. Force Imbued equipment required no additional power source, and glow with the power of "The Force" coursing through them. This glow could manifest itself in multiple ways, ranging from lightning like striations (Jedi), a discoloration of the blade (Mandalore), a fire like manifestation (Sith), or not at all (Civilians). The quick method was much shorter but requires the user to possess Atomic Release, and involved In-Battle Training but only lasts for a set amount of turns before "The Force" destroys the item is was imbued into. Rank of Item - Max Midi-chlorians Imbued - Word Count (In-Battle Fatigue Price/Turns till Destroyed) D - 1/8th of Max - 250 (-5/1) C - 1/7th of Max - 500 (-10/2) B - 1/6th of Max - 750 (-15/3) A - 1/5th of Max - 1000 (-20/4) S - Quarter of Max - 1500 (-25/5) *Note: The Gems imbue the equipment with the same effect as those granted to Plasma Sabers.
- Sith Alchemy:
Name: Sith Alchemy Classification: Fighting Style Rank: D Class: Supplementary Range: Varies
Description: "Through alchemy, one uses the Force to effect change on the physical." The Sith have honed their their use of the force to the point that they are able to utilize it to temporarily or permanently alter, enhance, mutate or transform a living thing. Most commonly utilized on animals this fighting style has been worked into something of a science by those within the Chromatica clan, while tainting living creatures with the raw force offers many benefits it also twists them into something they aren't. This can result in a temporary change the older the target is however it lasts longer if not becomes permanent the younger a target is being particularly effective on developing embryos, fetuses and eggs. Only the Sith, are able to taint living creatures with the pure Dark Side of "The Force" resulting in monstrosities with their own Midi-chlorian counts capable of utilizing "The Force" on an instinctual level along with the physical changes brought about by their taint. All alterations preformed by this fighting style have a duration based on the age of the target while those with either Defense+Strength (force tainted) or Spirit+Defense (Dark Side tainted) Tier chains are able to resist it's effect. Age - Duration (Self) - Pain Inflicted Below 1 - Permanent (N/A) - D 1-20 - 20 IC Topics - 2 D 21-40 - 10 IC Topics - 4 D 41-60 - 5 IC Topics - C 61-80 - 80 Posts (Total) or 1 IC Topic - B 81-100 - 40 Posts (Total) - A Above 100 - 20 Posts (Total) - S
Last edited by Aurielle on 16th June 2017, 2:05 pm; edited 2 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Chromatica Clan 17th May 2016, 11:20 am | |
| - Ion Fist:
Name: Ion Fist Classification: Fighting Style Rank: C Class: Offensive Range: Self
Description: Those within the Chromatica Clan learned not just how to fight with the Force or their Force-Sabers but before they gained religion they had already learned how to make use of their body in physical combat. To that extent they developed a "Soft" taijutsu style known as Ion Fist which focused on utilizing their passive capabilities. All Chromatica possess Yellow Blood which has radioactive properties and yet they likewise possess a Radiation Proof Dermal Layer, one would think that because of that the energy produced by their blood would not be able to leak to the surface. However this is both true and false as rather than release radiation the energy contained in their life-force is released as heat. The most delicate touch can lead to deadly consequences as with every contact those Chromatica which specialize in this fighting style are able to transfer some heat to an opponent gradually cooking them from the inside. While initially effects can manifest as fever, eventually as the victims internal temperature gets too hot it can result in organ failure, blood boiling and eventual death. Rank of Technique - Internal Temperature Raised by D - .10° C - .25° B - .50° A - .75° S - 1°
Saber Based Combat- Saber Styles:
Each Chromatica can either choose to do the Weekly Training or can switch Saber Styles upon each Rank up. This gives them a choice do they upgrade the Style that they start with for free at D-rank or do they switch to another and upgrade that one with each switch causing them to miss out on an opportunity to refine their mastery of the style(s) they currently have learned. Furthermore if a Chromatica trains in a style which offsets the disadvantage a particular weapon type gives then the disadvantage will eventually be nullified but one only get's advantages when wielding the correct type of Saber. If each style is mastered however they can use another saber style and still benefit from the advantages are they create their own custom version essentially. However if one doesn't wish to take up another style then they can merely re-train the word count of their original style to offset the weakness of their weapon. The only time one can get the advantages of multiple types is when one has not only maxed out the mastery of the saber types they have learned but also utilize custom sabers which incorporate the design of the saber types they use.
Name: Saber Style: One Handed Classification: Fighting Style Rank: D Class: Supplementary Range: Self
Description: Plasma Saber's come in various styles, regardless of the type however all types of Plasma Sabers require one to be committed to their mastery as splitting ones focus among different Saber Styles usually results in being unable to ever grasp mastery over a particular type. On the other hand sticking to one restricts ones ability to master different types of Saber Weapons and blend the use of them together to increase ones versatility in combat. This particular technique focuses on those which are wielded in one hand, which include the Saber-Foil, Saber-Cane & the Dual Phase Plasma Sabers. In comparison to the others these styles of Saber's leave one hand free which eases the ability to utilize Force Powers. However in comparison they have a shorter range due to generally being on the small and delicate side of Plasma Sabers in comparison to the others. Like all Saber Styles one must constantly refine their chosen style and overtime if additional saber styles aren't chosen the Pro's and Con's of this style will become evident. Mastery (Word Count Req) - One-Handed Style Perks (Faults) Novice (D = 750, C = 1000) - Force Technique Prices suffer no loss to strength when one hand is occupied (Dual-Phase utilize 2 different scale modifiers for their Kenjutsu from the selection of 1/3x, 1/2x or 1x) Adept (B = 1500, A = 2000) - Force Techniques are only 1-rank weaker when both hands are occupied (Saber-Foil utilize a 1/2x scale modifier for their Kenjutsu) Master (S = 3000) - Force Techniques suffer no loss to strength when both hands are occupied (Saber-Cane utilize a 1/3 scale modifier for their Kenjutsu.) *Note: When attempting to master a style one starts at the lowest word count that their rank can currently get and does a Weekly Training to get it before moving to the next lowest and so on. If obtaining a style at a later rank then they use that one, however if one gets to 1000 then the next training will also be 2000, and if they still have one more it too will be 2000. Saber-Foil wielders do the word count at Half, Saber-Cane wielders do the word count at a Third (1/3rd) the number of words required.
Name: Saber Style: Two handed Classification: Fighting Style Rank: D Class: Supplementary Range: Self
Description: Plasma Saber's come in various styles, regardless of the type however all types of Plasma Sabers require one to be committed to their mastery as splitting ones focus among different Saber Styles usually results in being unable to ever grasp mastery over a particular type. On the other hand sticking to one restricts ones ability to master different types of Saber Weapons and blend the use of them together to increase ones versatility in combat. This particular technique focuses on those which are wielded in two-hands, which include the Cross Guard, Long-Handle & the Great Saber Plasma Sabers. In comparison to the others these styles of Saber's are larger and thus harder to block than their counter-parts as a result. However in comparison they are more difficult to utilize force powers with in comparison to the others. Like all Saber Styles one must constantly refine their chosen style and overtime if additional saber styles aren't chosen the Pro's and Con's of this style will become evident. Mastery (Word Count Req) - Two-Handed Style Perks (Faults) Novice (D = 750, C = 1000) - Kenjutsu techniques deal additional short-range knock-back if not blocked with Strength- Tiers. (Cross-Gaurd have force powers weakened by 1-rank when both hands are holding saber) Adept (B = 1500, A = 2000) - Kenjutsu Techniques deal additional short-range knock-back if not blocked with Strength Tiers. (Long-Handle have force powers unable to be used when both hands are holding saber) Master (S = 3000) - Kenjutsu techniques deal additional short-range knock-back if not blocked with Strength+ Tiers. (Great Saber have force powers unable to be utilized regardless of one or two hands holding saber) *Note: When attempting to master a style one starts at the lowest word count that their rank can currently get and does a Weekly Training to get it before moving to the next lowest and so on. If obtaining a style at a later rank then they use that one, however if one gets to 1000 then the next training will also be 2000, and if they still have one more it too will be 2000. Long-Handle wielders do the word count at Half, Great Saber wielders do the word count at a Third (1/3rd) the number of words required.
Name: Saber Style: Reverse Grip Classification: Fighting Style Rank: C Class: Supplementary Range: Self
Description: Plasma Saber's come in various styles, regardless of the type however all types of Plasma Sabers require one to be committed to their mastery as splitting ones focus among different Saber Styles usually results in being unable to ever grasp mastery over a particular type. On the other hand sticking to one restricts ones ability to master different types of Saber Weapons and blend the use of them together to increase ones versatility in combat. This particular technique focuses on those which are wielded in one hand, which include the Curved Hilt & Shoto Plasma Sabers. In comparison to the others these styles of Saber's are difficult to fight against due to their positioning making it harder to gauge where the plasma saber will end up. However in comparison they are more easily knocked back due to the strange positioning not being as effective at defense in comparison to the other saber types. Like all Saber Styles one must constantly refine their chosen style and overtime if additional saber styles aren't chosen the Pro's and Con's of this style will become evident. Mastery (Word Count Req) - Reverse Blade Style Perks (Faults) Novice (D = 750, C = 1000) - Requires Reaction- Tier to dodge/block strikes. (Standard Receive additional contact-range knock back if user doesn't block with Strength Tiers) Adept (B = 1500, A = 2000) - Requires Reaction Tier to dodge/block strikes. (Curved Hilt receive additional short-range knock back if user doesn't block with Strength Tiers) Master (S = 3000) - Requires Reaction+ Tier to dodge/block strikes (Shoto recieve additional short range knock back if user doesn't block with Strength+ Tiers) *Note: When attempting to master a style one starts at the lowest word count that their rank can currently get and does a Weekly Training to get it before moving to the next lowest and so on. If obtaining a style at a later rank then they use that one, however if one gets to 1000 then the next training will also be 2000, and if they still have one more it too will be 2000. Curved Hilt wielders do the word count at Half, Shoto wielders do the word count at a Third (1/3rd) the number of words required.
Name: Saber Style: Pole-arm Classification: Fighting Style Rank: C Class: Supplementary Range: Self
Description: Plasma Saber's come in various styles, regardless of the type however all types of Plasma Sabers require one to be committed to their mastery as splitting ones focus among different Saber Styles usually results in being unable to ever grasp mastery over a particular type. On the other hand sticking to one restricts ones ability to master different types of Saber Weapons and blend the use of them together to increase ones versatility in combat. This particular technique focuses on those which are wielded with one or two hands, which include the Saber Pike & Saber-Staff Sabers. In comparison to the others these styles of Saber's have the longest reach making them ideal for out-ranging opponents or overwhelming those who require close range to be effective. However in comparison they are slower than the other types in regards to combat due to their unwieldy nature requiring focus to be skilled at their use and anticipating an opponents movement in preparation for a strike. Like all Saber Styles one must constantly refine their chosen style and overtime if additional saber styles aren't chosen the Pro's and Con's of this style will become evident. Mastery (Word Count Req) - Pole-arm Style Perks (Faults) Novice (D = 750, C = 1000) - Pole-Arm Kenjutsu techniques use a 1.5 Scale Modifier (Spinning Saber-staff users preform their Kenjutsu at Tier- Levels in regards to speed, the lowest Speed is D- however they can Equal-Rank burn Midichlorians each P.T to offset this and use normal speed) Adept (B = 1500, A = 2000) - Pole-Arm Kenjutsu techniques use a 2x Scale Modifier (Saber-staff users preform their Kenjutsu at Tier- Levels in regards to speed, the lowest Speed is D-) Master (S = 3000) - Pole-Arm Kenjutsu techniques use a 3x Scale Modifier (Pike users preform their Kenjutsu at 1-rank below Tier++ Levels in regards to speed, however the lowest speed is still D-) *Note: When attempting to master a style one starts at the lowest word count that their rank can currently get and does a Weekly Training to get it before moving to the next lowest and so on. If obtaining a style at a later rank then they use that one, however if one gets to 1000 then the next training will also be 2000, and if they still have one more it too will be 2000. Saber-staff wielders do the word count at Half, Pike wielders do the word count at a Third (1/3rd) the number of words required.
Name: Saber Style: Dual Wield Classification: Fighting Style Rank: B Class: Supplementary Range: Self
Description: Plasma Saber's come in various styles, regardless of the type however all types of Plasma Sabers require one to be committed to their mastery as splitting ones focus among different Saber Styles usually results in being unable to ever grasp mastery over a particular type. On the other hand sticking to one restricts ones ability to master different types of Saber Weapons and blend the use of them together to increase ones versatility in combat. This particular technique focuses on those which are wielded with two hands, one saber in each. In comparison to the others these styles of Saber's have the greatest combat strength in regards to saber based combat as their ability to guide the Force through their sabers in unrivaled. However in comparison they require the user to be perceptive enough to constantly position them correctly lest they risk injuring themselves (Recoil) during combat. Like all Saber Styles one must constantly refine their chosen style and overtime if additional saber styles aren't chosen the Pro's and Con's of this style will become evident. Mastery (Word Count Req) - Pole-arm Style Perks (Faults) Novice (D = 750, C = 1000) - Dual Wielding Force Flow (Senkenjutsu/Ninkenjutsu/Kinkenjutsu) techniques require prices for both weapons. (N/A) Adept (B = 1500, A = 2000) - Dual Wielding Force Flow techniques require prices for one weapon and it is applied to both. (Inter-Locking Hilt require Reaction Tiers in order to position saber during combat otherwise they sustain Recoil equal to half their inflicted damage) Master (S = 3000) - Dual Wielding Force Flow techniques last twice as long and have a joint applied price when wielding two weapons. (Guard Shoto require Reaction+ Tiers or higher in order to position saber during combat otherwise they sustain Recoil equal to half their inflicted damage) *Note: When attempting to master a style one starts at the lowest word count that their rank can currently get and does a Weekly Training to get it before moving to the next lowest and so on. If obtaining a style at a later rank then they use that one, however if one gets to 1000 then the next training will also be 2000, and if they still have one more it too will be 2000. Interlocking Hilt wielders do the word count at Half, Guard-Shoto wielders do the word count at a Third (1/3rd) the number of words required.
Name: Saber Style: Whip Classification: Fighting Style Rank: B Class: Supplementary Range: Self
Description: Plasma Saber's come in various styles, regardless of the type however all types of Plasma Sabers require one to be committed to their mastery as splitting ones focus among different Saber Styles usually results in being unable to ever grasp mastery over a particular type. On the other hand sticking to one restricts ones ability to master different types of Saber Weapons and blend the use of them together to increase ones versatility in combat. This particular technique focuses on those which are not stiff but rather flow and are very flexible, which include the Single Whip, Tasseled Whip & Cat o' Nine tails Whip Sabers. In comparison Whip Sabers have the fastest attack speed allowing one to overwhelm an opponent via sheer overwhelming offense. However in comparison to the others this style takes up the most concentration and energy to guide The Force through them due to not being rigid and being a flowing weapon. Like all Saber Styles one must constantly refine their chosen style and overtime if additional saber styles aren't chosen the Pro's and Con's of this style will become evident. Mastery (Word Count Req) - Whip Style Perks (Faults) Novice (D = 750, C = 1000) - Saber Whip Kenjutsu techniques use the speed of the Chromatica while in combat (Single Whips have half the duration of Force Flow based (Senkenjutsu/Ninkenjutsu/Kinkenjutsu) based techniques) Adept (B = 1500, A = 2000) - Saber Whip Kenjutsu techniques have a 1 Tier Level higher speed in combat (Tasseled Whips pay 1-rank higher when utilizing any Force Flow based techniques) Master (S = 3000) - Saber-Whip Kenjutsu techniques have a 2 Tier Levels higher speed in combat (Cat o' nine tails users pay 2-ranks higher when utilize any Force Flow based techniques.) *Note: When attempting to master a style one starts at the lowest word count that their rank can currently get and does a Weekly Training to get it before moving to the next lowest and so on. If obtaining a style at a later rank then they use that one, however if one gets to 1000 then the next training will also be 2000, and if they still have one more it too will be 2000. Tasseled whip wielders do the word count at Half, Cat o' nine tails wielders do the word count at a Third (1/3rd) the number of words required.
- Combat Forms:
The Forms are learned by all types of Chromatica at a different rate than the Styles, for instance from the start each Chromatica get's the chance to pick a single type. Then they get the chance to pick another at B, S & X-rank resulting in only 4 types at the most being able to be utilized by those within the Chromatica Clan.
Each Form is capable of being applied to any of the Saber Kenjutsu as long as it is not Form Exclusive. However only those who share the same Class as the Form can be utilized. (For Instance if a Form has Offensive/Supplementary it can not be applied to any Saber Kenjutsu which are Defensive in nature.) It is for that reason that those skilled in Saber based combat often have blends of two or more styles in order to truly get more versatility and have a solid foundation.
Name: Form I: The Way of the Nakarkos Classification: Fighting Style Rank: C-rank Class: Offensive/Supplementary Range: Self, Varies
Description: The first of the seven forms of saber combat which is also known as The Determination Form or, prior to arriving on the origin continent, Shii-Cho. Regarded as the basic training form taught to those within the Chromatica clan who embrace The Force and Saber combat, all students are taught the form for the basics. Learning the form, the Chromatica is taught to develop long, sweeping motions with their blade and a focus upon disarming the opponent rather than causing injury. As the original form, the techniques developed with the form focus minimally upon saber to saber combat, thus is not often used between Chromatica members. Basic initiates in the style demonstrated rather clumsy performance, though in the hands of a master, Shii-Cho was fluid but highly randomized and unpredictable. This style excels against multiple opponents due to being able to utilize one kenjutsu technique to strike multiple opponents at once however it can not bring it's full power to bear against single targets merely doing the normal damage the kenjutsu technique would to them. Rank - No. of Opponents Affected by Kenjutsu techniques D - 1 C - 2 B - 3 A - 4 S - 5
Name: Form II: The Way of the Great Maccao Classification: Fighting Style Rank: C-rank Class: Offensive Range: Self, Varies
Description: The second developed form of Saber Combat which is also known as The Contention Form or, prior to arrival on the origin continent Makashi. Regarded as the Duelist form, the Chromatica are taught this form upon completing lessons of the Shii-Cho so that they may spar and practise their combat within the clan. Described as elegant and focused, the form emphasised fluid and precise motions, relying less upon strength and hack and slash actions, but on aimed jabs and cuts. The form is best utilised when in single target combat. Where as the form excels in saber, and by extention bladed weapon, combat, the form is rather ineffective when dealing with ranged weaponary. The form is best when wielding a single saber in a single hand leaving one free to wield The Force when incorporating Form VI, however Makashi alone with it's one handed form is designed for direct and immediate movements. This Form specializes in counter Kenjutsu based combat allowing the user a set radius in which they can parry incoming Kenjutsu strikes to mitigate, deflect or even nullify damage from them. Rank - Makashi Radius (Saber Type Bonus) D - 1 ft (One Handed & Reverse Grip = +1 ft) C - 2 ft (Dual Wield = +2 ft B - 3 ft (Two Handed = +3 ft) A - 4 ft (Whip = +4 ft) S - 5 ft (Pole-Arm & Whip = +5 ft) *Within entire Makashi Radius the user can parry incoming Kenjutsu strikes Equal to their speed, Within Half of Makashi Radius the user can parry incoming Kenjutsu strikes up to 1 Tier Level higher & finally within 1 Quarter of Makashi Radius the user can parry incoming Kenjutsu Strikes Up to 2 Tier Levels higher than their own speed. This (Insert Side)'s Makashi Radius = (Add Total)
Name: Form III: The Way of the Gigginox Classification: Fighting Style Rank: C-rank Class: Defensive Range: Self, Varies
Description: The third and final form of Saber Combat taught to practitioners in the early stages which is also known as The Resilience Form or, prior to their arrival on the origin continent, Soresu. Developed as a way to fill the gaps of Makashi, Soresu is heavily considered the initial defensive style of Saber Combat, made with defending from ranged weaponary as a priority. It's defensive nature also makes it the staple for the non-aggresive practitioners within the Chromatica clan. Like Makashi, Soresu was developed to capitalise upon the conservation of energy and tight precise blade control, it's main focus being in to outlasting the opponent and defending themselves until the opponent has an opening or makes a mistake in which they can strike. This alone makes Soresu a non-offensive style, as when learned alone makes the wielder unable to strike in those openings. However in regards to protecting the user from ranged based combat it has no equal as many of the kata within the form only serve to assist in the deflection of them. Rank - No. of Projectile Deflected Modifier (Trade off for No. of Projectiles to Deflect Incoming Projectiles) D - 1x (N/A) C - 2x (1x = Can Deflect an incoming Projectile 1 Tier Level Higher than Spd) B - 3x (2x = 2 Tier Levels Higher than Speed) A - 4x (3x = 3 Tier Levels Higher than Speed) S - 5x (4x = 4 Tier Levels Higher than Speed)
Name: Form IV: The Way of the Astalos Classification: Fighting Style Rank: C-rank Class: Offensive/Defensive Range: Self, Varies
Description: An aggressive form of Saber Combat, which is also known as The Aggression Form, or prior to their arrival on the origin continent, Ataru. Ataru is a fast and striking form of saber usage. Seen as the opposite to Makashi, Ataru focuses upon fast and repetitive strikes, thus making the form weak in prolonged combat due to the excessive amount of force and energy expended, and like Makashi is not a recommended form against those with ranged attacks. Ataru is most often associated with making use of The Force to assist in the quick movements and acrobatics that make up the form, used both for offensive and defensive techniques. It is argued that it is the Force assisted acrobatics that are the backbone of the Ataru form due to it's reliance upon using The Force to boost their natural speed and agility. Those who master Ataru are capable of raining blows upon their target from a multitude of directions, capable of leaping and striking in the same motion. The Force not only allows them to perform feats not possible otherwise, it also guides their actions and movements in combat. For this reason it is more for one on ones as fighting multiple opponents tires the individual out far faster making them suffer when in combat against them. Rank - Perception Against Single Target (Perception against Multiple Targets) D - Sensory Techniques utilize a 2x Scale Multiplier (.5 Scale Multiplier) C - Sensory Technique utilize a 3x Scale Multiplier (.75 Scale Multiplier) B - Sensory Techniques utilize a 4x Scale Multiplier (.25 Scale Multiplier) A - Sensory Techniques bypass Reaction Checks (Sensory Techniques require Reaction Tiers to be effective) S - Sensory Techniques bypass Reaction+ Tier Checks (Sensory Techniques require Reaction+ Tiers to be effective)
Name: Form V: The Way of the Glavenus Classification: Fighting Style Rank: C-rank Class: Defensive/Supplementary Range: Self, Varies
Description: A defensive form of Saber Combat which is also known as The Perseverance Form, or prior to their arrival on the origin continent, Shien. This form adapts the lessons of Soresu wherein the users felt the form's defensive-mind meant an unnecessary amount of time was spent in combat and forced the user to wait to find an opening, Shien was developed in order to create that opening. Unlike Soresu, Shien was developed and adapted over time to incorporate all kinds of defensive and counterattacking techniques, regardless of the range of the attacker. Against a ranged attacker, Shien aims in blocking an incoming weapon, like an arrow or kunai, and deflecting or even returning the attack back to the target. As this form was designed to pick up the slack of Soresu, Shien also focused upon multiple targets attacking the user at once, making the form relatively weak against a single opponent. Developed as an addition to the form to correct this weakness, dubbed the Djem So varient of Shien, counterattacking melee combat is focused upon striking in to parry. This all makes the form physically demanding on the user as the form is designed in a way in which it could be said to be a dominating style, designed to out power the enemy, usually through channeling The Force to increase their strength. Rank - Knock-Back Resistance - Knock-Back inflicted upon (Single Target, Multiple Targets) D - D (No Knock-Back even with Knock-back based techniques, Normal) C - C (Quartered, An extra Half) B - B (One-Third, Doubled) A - A (Halved, Tripled) S - S (Normal Knock-Back, Quadruple Knock-Back)
Name: Form VI: The Way of the Rajang Classification: Fighting Style Rank: C-rank Class: Supplementary/Offensive/Defensive Range: Self, Varies
Description: The sixth form of Saber Combat which is also known as The Moderation/Diplomats Form or, prior to their arrival on the origin continent, Niman. This form is regarded simply as an amalgamated form of prior forms in a single, generalised form. Whilst not outright strong in certain aspects, Niman likewise makes up by lacking any strong weaknesses. As the form was focused on simplicity, the techniques are considered the easier to pick up and thus the form often chosen and taught by those who focus more on study and less on actual combat. Despite this, the form is still powerful in the form of a Master of the style. This strength comes from the simplicity allowing a combination of saber combat and Force attacks. When used as an expansion to Makashi, Niman allows the user a free hand in which to wield The Force to attack along side their saber strikes such as telekinetic pulls and pushes. This requires those proficient to be having to be reactive and quick on their feet, relying much on intuition and creativity during combat. Due to the relaxed, simple blade work, Niman is the style most accepted by those who study with the Light side of The Force. Rank - Force Techniques Distance Scale Multiplier D - 1x C - 1.5x B - 2x A - 2.5x S - 3x
Name: Form VII: The Way of the Nargacuga Classification: Fighting Style Rank: C-rank Class: Supplementary Range: Self, Varies
Description: The final form of Saber Combat which is also known as The Ferocity Form or, prior to their arrival on the origin continent, Juyo. This form is often described as the most vicious Form. The focus within this form was in fact less reliant upon the actual Saber strikes, but upon the wielder themselves, seeking their raw passion within, and manipulating The Force internally to boost their raw strength in which blade strikes are designed less in slicing, but on harsh strikes. Due to this focus the Juyo style is very rarely incorporated by those who follow the Light side of The Force due to the creed of harmony, as the Juyo style requires the user to tap into their emotions. Despite this, those who become Jedi have developed a way to make use of Juyo without overcoming to their emotions that pull them towards the Dark Side, labelled Vaapad. Vaapad, much like the core Juyo, relies upon strong emotion, however Vaapad draws upon the opponents emotion, and accepting the intent of the opponent. Regardless of the methods of approaching the Juyo style, the style is heavily blade offensive, and described as being erratic from those not learning the style, making the attacks appear unpredictable. Juyo utilizes one's chosen Emotion limit resulting in a constant depletion while active and using the expended emotion to result in Tier Level increases, Vaapad does the same albeit using the opponents Emotion limit (in fixed portions) however it can be resisted if said opponent possesses Barrier Tiers and if so then it reverts to the Juyo depletion method albeit doubled. Rank - Emotion Limit Depleted each P.T (Juyo, Vaapad) - Amount Req. for 1 Tier Lvl Gain D - 5 (1 if Others, 10 if Self) - 10 C - 4 (2 if Others, 8 if Self) - 8 B - 3 (3 if Others, 6 if Self) - 6 A - 2 (4 if Others, 4 if Self) - 4 S - 1 (5 if Others, 2 if Self) - 2 This Chromatica's Chosen Emotion = (Insert Emotion)
Last edited by Aurielle on 11th August 2017, 2:49 pm; edited 1 time in total | |
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Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Chromatica Clan 23rd December 2016, 1:35 pm | |
| Saber KenjutsuWhen making techniques to add to the Clan listing follow this scheme: Universal are always simple and to the point. Form Specific are always flowery and reference the creature the Style is based off of. - Universal:
Name: Saber Kenjutsu: Thrust Classification: Kenjutsu Rank: D-rank Class: Offensive Range: Short
Description: Those within the Chromatica Clan have learned how to use their Force-Sabers in combat and train from a young age in order to be proficient in the use of it. Thrust is one of the most basic techniques as the unique weight of a Force-Saber can throw off those who do not know how the wield it and this technique is one of such that serves to mitigate that effect. Thrust simply entails stabbing their Force-Saber at an opponent, and due to the mixture of Forms as well as Saber Styles it is a very versatile technique. The only commonalities between it is that it is typically done at D-rank speed and upon striking an opponent deals piercing damage, however advanced tiers can be used to strengthen it and Saber configurations determine the damage that is dealt.
Name: Saber Kenjutsu: Block Classification: Kenjutsu Rank: D-rank (Optional Stamina Price) Class: Defensive Range: Contact
Description: Those within the Chromatica Clan have learned how to use their Force-Sabers in combat and train from a young age in order to be proficient in the use of it. Block is one of the most basic techniques as the Chromatica is taught exactly how to defend from incoming strikes typically using the Plasma emitted from their Force-Saber to defend from an incoming strike. This can protect them from physical strikes moving at D-rank speeds, while relying on the amount of plasma emitted from their force saber to protect them from chakra based techniques which are either Neutral or Weak to Plasma Release. Once more with additional speed they are able to block faster threats, while the configuration of their saber allows for a diverse amount of offensive techniques being capable of being blocked. Rank - Type of Physical Strike Blocked (Stamina Price) D - Basic (N/A) C - Impact (1 Stamina Per Blocked Hit) B - Slicing (2 Stamina Per Blocked Hit) A - Piercing (3 Stamina Per Blocked Hit) S - Multi-Hit (4 Stamina Per Blocked Barrage)
Name: Saber Kenjutsu: Twirl Classification: Kenjutsu Rank: D-rank Class: Supplementary Range: Self (Saber)
Description: Those within the Chromatica Clan have learned how to use their Force-Sabers in combat and train from a young age in order to be proficient in the use of it. Twirl is one of the most basic techniques as the unique weight of a Force-Saber can throw off those who do not know how the wield it and this technique is one of such that serves to capitalize on it. The Chromatica proceeds to twirl their saber using the fact that the only part of it which has weight is the hilt allowing them to cause the plasma to sort of trail and thus disorientate those attempting to read where their blade is. This becomes more effective overtime as the longer the Chromatica is allowed to twirl their Force-Saber the less visible the actual blade is allowing it to affect those who lack Heat Sensory equivalent to the speed at which the Force-Saber is being spun or Force Sensory equivalent to their skill level. If at any point the Chromatica's Force-Saber comes in contact with another object the counter is reset forcing them to begin twirl all over again. P.T Twirling - Eye-Sight Affected by Motion Blur 5 P.T - Naked Eye 10 P.T - Reaction Tiers Equivalent to Speed 15 P.T - Reaction+ Tiers, Muscle Tension or Time Slowing Dojutsu 20 P.T - Reaction++ Tiers or Iai Prediction/Precognition 25 P.T - 1-rank Higher Reaction- or Premonitive/Precognitive Dojutsu
Name: Saber Kenjutsu: Slash Classification: Kenjutsu Rank: C-rank Class: Offensive/Defensive Range: Short
Description: Those within the Chromatica Clan have learned how to use their Force-Sabers in combat and train from a young age in order to be proficient in the use of it. Slash is one of the basic techniques as the unique weight of a Force-Saber can throw off those who do not know how the wield it and this technique is one of such that serves to harness that effect. Slash involves swinging the saber at an opponent, and while it does not deal as precise damage as Thrust it is typically more reliable due to easily flowing with movements. Slash inflicts slicing damage typically at C-rank speed while relying on saber configuration to determine the exact amount of damage inflicted to an opponent and advanced tiers to strengthen it. Unlike Thrust it is not merely dependent on speed, as strength can be used in order to slice apart offensive techniques to avoid being damaged by them as long as they are Weak to Plasma Release or are Plasma Release based.
Name: Saber Kenjutsu: Parry Classification: Kenjutsu Rank: C-rank Class: Defensive/Supplementary Range: Contact
Description: Those within the Chromatica Clan have learned how to use their Force-Sabers in combat and train from a young age in order to be proficient in the use of it. Parry is one of the most basic techniques as the Chromatica is taught exactly how to parry incoming kenjutsu by using their Force-Sabers to divert a strike away from them rather than sustaining the full force via Block. This requires positioning and adequate speed in order to pull it off as while it is typically preformed in order to parry kenjutsu moving at C-rank speed, it can be used with advanced tiers in order to be more effective. Furthermore depending on the configuration of ones Saber the type of kenjutsu that can be parried vary. Parry uses the momentum of the opponent against themselves and often those who have their strikes parried have no choice but to go with the movement leaving them open to a follow up unless they possess strength equivalent to rank of the kenjutsu technique they used to strike the user. Rank - Distance Kenjutsu Technique is Parried Away from User. D - 1 ft C - 2 ft B - 3 ft A - 4 ft S - 5 ft
Name: Saber Kenjutsu: Switch Classification: Kentaijutsu Rank: C-rank (Variable Midi-chlorian Price) Class: Supplementary/Defensive Range: Self (Saber), Contact (Distance)
Description: Those within the Chromatica Clan have learned how to use their Force-Sabers in combat and train from a young age in order to be proficient in the use of it. Switch is one of the basic techniques as the Chromatica is taught exactly how to use the Force in order to remotely switch on or off their Force-Saber. This is because occasionally one gets disarmed in combat or a harsh deflection can potentially rebound their own weapon on them and it was needed in order to not only assist the Chromatica in complex maneuvers but likewise protect them from being hurt by their own weapon. Rank - Distance Switch can be used on one's Force Saber D - 1 ft C - 2 ft B - 3 ft A - 4 ft S - 5 ft
Name: Saber Kenjutsu: Disarm Classification: Kenjutsu Rank: B-rank Class: Defensive/Supplementary Range: Contact
Description: Those within the Chromatica Clan have learned how to use their Force-Sabers in combat and train from a young age in order to be proficient in the use of it. Disarm is one of the standard techniques as the Chromatica is taught exactly how to disarm opponents who engage the Chromatica in combat. The Force-Saber is a deadly weapon, mainly due to it's advantages over normal weaponry in that all of it's weight is concentrated in the hilt, and this technique capitalizes on it. The Chromatica essentially foregoes striking an opponent directly, either initiating a clash between their Force-Sabers and sliding it up or down in order to target the victims hands or limb which is holding their weapon or doing the same and depending on the power output of their Force-Saber if said weapon lacks Heat & Electricity Resistance equivalent to it they will find that the Force-Saber is able to slice through their weapon like butter. In the case of the former it requires an opponent to have either Reaction Tiers on par with the speed that they sliced at their hands/limb or possess the Hand Seal Speed Specialization or improved speed tiers to the limb that is being targeted in order to avoid sustaining damage. Rank - Hand Seal Speed (Improved Tier Req.) D - N/A (Base Tier) C - Basic (Tier+) B - Advanced (Tier++) A - Perfect (1-rank Tier-) S - Perfect + Iai Prediction/Precognition (1-rank Higher)
Name: Saber Kenjutsu: Flow Classification: Kentaijutsu Rank: B-rank Class: Offensive/Defensive/Supplementary Range: Self (Saber)
Description: Those within the Chromatica Clan have learned how to use their Force-Sabers in combat and train from a young age in order to be proficient in the use of it. Flow is one of the standard techniques a Chromatica is taught is is known throughout the clan as Force Flow. This specific technique unlocks quite the arsenal of techniques due to being able to channel ones Midi-chlorians into their Force-Saber. Flow is typically used as a gateway towards high level saber combat or even as a supplementary technique for those Chromatica who prefer the use of the Force in combat as it meshes the two together and allows for the use of Midi-chlorians to power one's Force Saber in the absence of Chakra. Rank - Flow Unlocks (Details) D - Basic Force Flow (Able to Channel Force Techniques through Saber) C - Elemental Force Flow (Fire, Wind or Lightning Based Kenjutsu) B - Side Force Flow (Able to Channel Light, Void or Dark Side Techniques) A - Advanced Elemental Force Flow (Atomic Based Kenjutsu) S - Force Flow Mastery (Able to utilize Force Flow without contact with Saber)
Name: Saber Kenjutsu: Shift Classification: Kenjutsu Rank: B-rank (-3 Stamina Per Switch On/Off) Class: Supplementary/Defensive Range: Self (Saber), Contact (Range)
Description: Those within the Chromatica Clan have learned how to use their Force-Sabers in combat and train from a young age in order to be proficient in the use of it. Shift is one of the standard techniques as the unique weight of a Force-Saber can throw off those who do not know how the wield it and this technique is one of such that serves to harness that effect. During a fight a Chromatica typically leaves their Force-Saber on in order to always have a weapon at hand, however sometimes it is just as useful to be able to switch it on or off at precise moments in order to throw an opponent off as long as they are within 3 ft of the user (Saber Style can alter range). Shift in particular is utilized to offset the advantage those with weapon sensory have against kenjutsu as well as make Saber Kenjutsu even more difficult to defend against and though somewhat taxing to the Chromatica is well worth it. Depending on whether the Force-Saber is switched on or off it has different effects towards bypassing defensive maneuvers (off) or negating prediction however they only remain active for a set amount of time depending on the Chromatica Skill level. Rank - Duration of Shift Effect (Switching Back On/Switching Off) D - 1 P.T (Bypasses Clash Techniques/Negates D-rank Weapon Sensory) C - 2 P.T (Bypasses Blocking Techniques Techniques/Negates C-rank W.S.) B - 3 P.T (Bypasses Parrying Techniques/Negates Iai Prediction & B-rank W.S) A - 4 P.T (Bypasses Deflecting Techniques/Negates A-rank Weapon Sensory S - 5 P.T (Bypasses Dodging Techniques/Negates Iai Precognition & S-rank Weapon Sensory
Name: Saber Kenjutsu: Throw Classification: Kenjutsu/Shurikenjutsu Rank: B-rank (Variable Midi-Chlorian Price Per P.T) Class: Offensive/Supplementary Range: Short
Description: Those within the Chromatica Clan have learned how to use their Force-Sabers in combat and train from a young age in order to be proficient in the use of it. Throw is one of the standard techniques as the unique weight of a Force-Saber can throw off those who do not know how the wield it and this technique is one of such that serves to harness that effect. This technique in particular is known as the Saber Throw among those within the clan and makes for a unique gateway seeing as all of the Force-Saber's weight is concentrated in the hilt which rarely exceeds Tiny or Small in size. As a result when utilizing this technique or any derivatives of it the Chromatica is able to benefit from throwing smaller objects in comparison to them throwing a normal weapon which has the same reach as their Plasma Saber. By using their connection to the Force they are capable of maintaining control (Gem Configuration can affect this distance) over their Force-Saber up to a certain distance after which guiding it back to them becomes impossible without manually retrieving it or using some other means of doing so. Typically when used the Force-Saber is thrown at B-rank speeds and is dependent on the Force-Saber's output of plasma to determine the damage dealt, while advanced tiers can increase the velocity it travels towards an opponent and back to the user's grasp. Rank - Distance Capable of Retrieving (Midi-chlorian Price each P.T Away from user) D - 5 ft Away (B) C - 10 ft Away (C) B - 15 ft Away (4 D) A - 20 ft Away (2 D) S - 25 ft Away (D)
Name: Saber Kenjutsu: Deflect Classification: Kenjutsu Rank: A-rank Class: Defensive/Offensive Range: Contact, Short-Mid (Deflected Projectiles)
Description: Those within the Chromatica Clan have learned how to use their Force-Sabers in combat and train from a young age in order to be proficient in the use of it. Deflect is one of the advanced techniques as the Chromatica is taught exactly how to deflect incoming projectiles either away from themselves or right back at whatever sent them towards them using their Force-Saber. This requires positioning and adequate speed in order to pull it off as while it is typically preformed in order to parry incoming projectiles moving at A-rank speed, it can be used with advanced tiers in order to be more effective. Furthermore depending on the configuration of ones Saber the type of kenjutsu that can be parried vary. Deflect is capable of parrying incoming projectiles away from the user if they are within 4 ft of the user (Saber Style can affect range) or right back at an opponent if they are outside 4 ft of the user. Rank - Distance Projectile is Deflected (Away, Right Back) D - 10 ft (5 ft) C - 20 ft (10 ft) B - 30 ft (15 ft) A - 40 ft (20 ft) S - 50 ft (25 ft)
Name: Saber Kenjutsu: Overdrive Classification: Kenjutsu Rank: A-rank Class: Supplementary/Offensive Range: Self (Saber)
Description: Those within the Chromatica Clan have learned how to use their Force-Sabers in combat and train from a young age in order to be proficient in the use of it. Overdrive is one of the advanced techniques as the Chromatica is taught how to manipulate the energy stored within their Force-Saber to their advantage in combat. Typically when using a Force-Saber the blade has a set limit which is based on the gem configuration which allows for energy fed into the saber to determine the damage the saber can deal. However with this technique, in exchange for burning out ones saber for a set amount of time, a Chromatica can overcharge consuming the energy which would of been used to keep it constantly active to increase the damage it is capable of dealing for one strike. Rank - Overdrive (Burnout Duration) D - 2 P.T's worth of Energy (1 Turn) C - 3 P.T's worth of Energy (2 Turns) B - 4 P.T's worth of Energy (3 Turns) A - 5 P.T's worth of Energy (4 Turns) S - 6 P.T's worth of Energy (5 Turns) *Note: When using Overcharge the Force-Saber's Damage still follows Recoil & Stamina Information, however rather than dealing the recoil to the user, it is dealt to the Force-Saber resulting in it's durability depleting or potentially having it be destroyed after Overcharge is used if one is not careful.
- Form I Exclusive:
- Form II Exclusive:
- Form III Exclusive:
- Form IV Exclusive:
- Form V Exclusive:
- Form VI Exclusive:
- Form VII Exclusive:
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