| | Kukinorite Clan | |
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Tai
Posts : 320 Join date : 2010-08-22 Age : 33
| Subject: Kukinorite Clan 16th March 2012, 4:38 pm | |
| Basic Info Clan Name: Kukinorite Clan Location: Silence, Anguish Kakegoe Island Clan Symbol: - Spoiler:
Kekkai Genkai Clan Information: Kukinorite’s look no different than any other normal person, so the only way to identify them is by their clan symbol. However Brain Chargers and Gravity Children have special pupils which can be used to identify them. Kukinorite use Chakra Skates complicated weapons which streamline the natural state of the elements before allowing them to manifest it and manipulate it to their will producing their Roads and Tricks from said manipulations through movement. While they use nature they are not attune with it, causing them to falter when dealing with techniques which are actually attune with nature common instance being that a Kukinorite can even lose control over his/her road when faced against techniques comprised of Natural Chakra as the power is literally drawn out of them. Within are weapons called the Regalia, which are special Chakra Skates given to each King/Queen. Without these Regalia a person cannot hope to learn the Infinity Atmosphere tricks and cannot call themselves a King/Queen. Infinity Atmosphere is a higher state of manipulation which causes significant strain on the user allowing them to manifest tricks without movement being required. Kings/Queens are the strongest people out of the clan who follow a specific road, but lately fused roads have started to make an appearance giving breed to an entirely new group of Kings/Queens. Kekkai Genkai: N/A Clan History:- Spoiler:
The history of the Kukinorite actually begins with Gaia’s entrance into the world though the machinations of doing such were rather subtle. The power to control nature, to make it bend to its will, humans wanted that power for themselves but refused to bow down to Gaia to obtain it. This led to influence from Susanno, granting humans the intelligence they required, to copy Gaia’s power. Successfully, the humans created what is called the Roads, multiple styles of combat symbolizing a part of nature. However it soon became apparent that they could not make use of the Roads to their full potential, due to their bodies not being in-tune with nature, thus having them suffer from intense strains to the body. Likewise it was imperfect when faced against the true elements of nature they were powerless and their hard earn techniques failed. This led to the Gravity Children Project, where the humans genetically engineered 28 children, drastically increasing the amount of pressure their bodies can take, so they can withstand the strain that the Roads place on the body. This project was quite successful, and those 28 children took to the world wielding the power of Gaia. While successful, one flaw did arise, while having the capability to use the Roads to their full potential, the Infinite Atmosphere the only thing capable of removing their weakness to the true power of nature, the Gravity Children did not have the drive to do so. To rectify that flaw, another project was started, the Brain Charger project. While the Gravity Children project was genetically altering humans, the Brain Charger project is transferring the traits from the Gravity Children into regular humans. Due to the lack of genetic modification, the Brain Chargers retained their will to “fly,” rendering the Brain Charger project a success. Thus following the Gravity Children’s lead, the Brain Chargers also took to the world, wielding greater power than that of the Gravity Children. Possibly due to their increases in intelligence, but rather than the Gravity Children being pushed to extinction due to the Brain Charger’s presence, the Brain Chargers took them in, realizing that the Gravity Children possessed superior bodies. With the two modified beings brought together, they continue to perfect their respective arts and achieve greater power in the arts of nature.
This need to master nature was as a result of the Chakra Beasts as the creation of the clan officially started around the 5th Great Shinobi War due to the actions of the Mikaboshi and Bishamon clan heads. The was developed in the Lightning Settlement alongside another notable clan the Arashi who through some string of fate would easily become staunch allies of the Kukinorite during the Warring Clans period sometime after the migration to the now current Shinobi World. Overtime the two would grow apart due to conflicting ideals, the Kukinorite wanted to fly and thus moved to Shigakure meeting new allies the Juryoku while the Arashi preferred the forest and used their skills to create an ecosystem for Ibaragakure. Time passed and they became a powerful clan notable for being able to harness the elements and giving rise to two Shijimakage's back to back the latter of which was the strongest one the village ever produced, Cassandra Duo a recipient of the Brain Charger project before she was formally adopted into the clan. During her reign the Kukinorite grew more influencial and former ideals were cast out resulting in a firm survival of the fittest mindset as in a clan of geniuses it wasn't the smartest who ruled but rather the strongest. It also sparked their rivalry with the Rikigaku clan as both utilized technology and while Kukinorite were geniuses the Rikigaku worked hard to gain their skill in technology despite having a few prodigies hear and there. Regardless it was this mindset that helped the Kukinorite survive the rule of the Shogun and even after the fall of Shigakure and fleeing to the Land of Anguish the clan still holds to it's ideals placing the clan before all others and being the strongest they possibly can.. Road Rules:*The Kukinorite can learn 4 principles from their main road. *The Kukinorite can learn 4 more principles from any of the other ordinary roads. *The Kukinorite can further learn 4 more principles which can be a fusion of the principles used to create the hybrid road or completely new principles. *Every Road has 4 principles Max as a result while one can have more than 4 principles in total only 4 can be used within the single Road one rides. *Tricks based on Principles can only be learned if you are riding that specific Road however other techniques that aren't Tricks can be based on principles. *To become a True Kukinorite one must chose to become either a Gravity Child or a Brain Charger. Regardless of which one a person picks to become, the chance of success is 1/5. If one fails however they become a regular Kukinorite who are only capable of riding Pure Roads or Hybrid (Dual) Roads that have already been established typically earning this right via a parts war. Outsiders who join the Kukinorite Clan do not get the option to pick this however it become available to their children and descendants if they marry within the clan. - Index:
Types of Roads *Original Road - The original roads include Wing, Flame, Bloody, Sonia, Rising, Over, Lather, Gaia, and Lather. *Starter Road - Your starter road is the first road you ride which will be one of the Original Roads. The first road one rides may vary depending if one if Gravity Child or Brain Charger. *Hybrid Road - Hybrid Road is your starter road with influence from another road's regalia or principles, typically for Gravity Child and Brain Charger respectively. *Main Road - The road you are currently riding, which can only be one road.
Concerning the Roads Normal Kukinorite can only ride their Road upon obtaining a Sub-Regalia, but can only use Infinity Atmosphere with Sub-Regalia. GC can ride their Road from the moment they have learned the principles necessary to Ride it, however they can only use Infinity Atmosphere upon either obtaining a Sub-Regalia (If a Pure Road User) or a Regalia (if a Hybrid Road User) BC can ride their road from the moment they have learned the principles necessary to Ride it, in addition to being able to use Infinity Atmosphere without a Sub-Regalia or a Regalia. Upon obtaining one, the duration of the IA is enhanced (Sub-Regalia or Regalia).
Types of Principles *Hybrid Principles - The combination of multiple principles to create a new one. Usually found in Hybrid Roads. *Unique Principles - Principles created for a road due to its own unique concept. *Ordinary Principles - Exclusive to Brain Chargers which includes Starter Principles from one of the original roads. *Lineage Principles - Principles obtained from somebody in one's lineage. *Signature Principles - Principles exclusive to the user which they do not wish to share with the rest of the clan. Note: Hybrid, Unique & Signature Principles all share the same total namely 4. In addition all Kukinorite must add the following as a reply to their Profile in order to keep track of their profiles: Main Principles (Upon learning your Road allowing one to learn tricks) Lineage Principles (If Available) up to 3 Total (5 for BC) Unique/Hybrid/Signature (If Available) up to 4 Total Ordinary (If Available) up to 4 Total
End Note: A Kukinorite can learn all the Principles available to their Starter Road and thus they do not count towards the Principle Listing.
- Lineage System:
When a new being is born from two Kukinorite parents, they are not born Gravity Child or Brain Charger. Rather similar to their parents, they have to go through the process to become either a Gravity Child or Brain Charger, however due to the lingering traits of their parents the chance of success is increased to 3/5.
Those who are born of a lineage are capable of learning a max of 3 principles that can come from any person within their lineage, as long as the Road was recorded in the clan’s history or they learn the principles directly from the original creator. However if the Road is not recorded then they are incapable of learning the principles. There are also separate benefits for Gravity Children and Brain Chargers:
Gravity Children Lineage Benefits – For Gravity Children who come from a lineage of Kukinorite, they can choose one or two options. The first is learning the road from a person in their lineage, regardless if that person was Gravity Child or Brain Charger and regardless if that road is Hybrid or not. The second option is obtaining the Regalia of somebody within their lineage, as long as that regalia has not been destroyed or bestowed upon somebody else.
Brain Charger Lineage Benefits – For Brain Chargers, unlike their Gravity Children counterparts, have only one option if they come from a lineage of Kukinorite. The Brain Charger is capable of learning an additional two Lineage Principles from those within their lineage, following the same restrictions as the regular three. This grants the Brain Chargers a larger amount of versatility than others with a lineage of Kukinorite.
Note: Those Kukinorite who only have one Kukinorite Parent or were adopted into the Clan are unable to benefit from this system.
- Sub-Regalia, Regalia & Infinite Atmosphere Details:
*Regalia: The weapons of the Kings, where possession of a Regalia gives one the right to call themselves King/Queen of the Regalia’s Road. The power of the Regalia, allows the usage of the Regalia’s Road without the need for the Road’s principles, however possessing the principles will double the power of the Road’s techniques but will also double the recoil. What allows the Regalia to be used without a Road’s principles comes from the Regalia’s Core, which essentially makes a Regalia a Regalia.
*Sub-Regalia: The degraded version of the Regalia, solely based on the lack of a core. Sub-Regalia’s do not grant title of the King and due to lacking a core, possessing the principles is required to use Sub-Regalia. While Sub-Regalia cannot directly grant a King’s title, if the original Regalia has been lost or destroyed, the possessor of a Sub-Regalia can gain the title of the King until a new Regalia has been created.
Infinity Atmosphere Gateway Technique (Without Regalia) = SSS-rank Gateway Technique (With Regalia) = SS-rank Gateway Technique (With Regalia & Rider is the Originator of said Road) = S-rank
In essence, Infinity Atmosphere is what the Kukinorite believes is the Road’s true philosophy projected through a single technique, which can only be used if one possesses a Regalia or Sub-Regalia. Infinity Atmosphere comes in two forms, Regalia based and Personal based. For Regalia based, the Infinity Atmosphere is preset, being created by the original rider of the road. Using this variation, the current rider believes that the original rider’s perception of the Road’s true power is the correct one. The second version is personal based, as Regalia based believes that the original rider’s perception is the best, this version is the belief that their own perception is the best. While Brain Chargers are only capable of learning one of the two variations, either Regalia based or personal based, Gravity Children are capable of learning two, one which can be based on the Regalia and the other based on their personal perception, granted that the Regalia is different than the actual Road, this gives the Gravity Child two separate Infinity Atmosphere for a Road they possess the Regalia/Sub-Regalia of. [Insert description of Infinity Atmosphere's activation or any cosmetic effects and whether this is Regalia or Personal based]. It constantly fatigues the user removing a set amount from the user's fatigue limit once active with overuse fatiguing the user which can lead to fainting, comatose conditions or even death with severe overuse. Rank - Infinite Atmosphere Fatigue Drain each post (Total) D - 7 C - 6 B - 5 A - 4 S - 3 "Z" - 2 "X" - 1 ^ Add this to the first Infinite Atmosphere technique for your Road (Aka the gateaway signifying it's activation) The rank of the gate way technique for Infinity Atmosphere depends on: If Originator/Brain Charge of Hybrid Road/Riding a Pure Road & Possess Regalia = S If BC with at least Sub-Regalia/GC with Regalia/Normal Kukinorite with Tuner with Regalia = SS If Normal Kukinorite with Regalia or BC without with Sub-Regalia or Regalia = SSS
*Sub-Regalia are available for commissioning a Tuner to create at A-rank *Regalia are available for commissioning a Tuner to create at S-rank *Infinite Atmosphere result in all Tricks no longer triggering Recoil for it's duration. Likewise the fatigue drain is completely separate from physical exertion and will occur even when one is not moving.
Clan Passives - Gravity Children Passives:
Name: Hardened Bodies Classification: Taijutsu (Gravity Child Only) Rank: D-rank Class: Passive Range: Self Description: The purpose of the Gravity Children project was to create humans whose bodies can withstand the strain from the Roads. This was done by tapping into the latent Defense tier trait that connects the other humans to their Ronin brethren. Altering that gene to meet the need, rather than offering protection from physical techniques, the bodies of the Gravity Children provide protection from the recoil of using the Roads. Starting with little protection, D-rank, by training their bodies, 1000 word training once per week, the Gravity Child can increase the amount of strain their bodies can withstand, capping at S-rank. However, due to constant use of the Roads, the Gravity Child’s protection from strain does not remain constant, if the Gravity Child goes a prolonged amount of time without training, in terms of weeks, their ability to withstand strain will reduce by 1-rank, essentially requiring the Gravity Child to constantly train their bodies. Depending on how high their original training it would require less to get back in shape (reduced word count) similarily depending on the age of the Gravity Child the amount of time that can pass for them to become out of shape also varies. Training Level - Word Count - Age - Time Before Out of Shape (OOC)D - 1000 - Below Prime (1 Week) C - 750 - Prime [Up to 10 Years since Below Prime] (2 Weeks) B - 500 - Prime [From 11-20 Years since Below Prime] (3 Weeks) A - 250 - Prime [Above 21 Years since Below Prime] (4 Weeks/1 Month) S - 100 - Above Prime (1 Week) Name: Crafted Intellect Classification: Taijutsu (Gravity Child Only) Rank: D-rank Class: Passive Range: Self Description: Along with their bodies being modified, the Gravity Children’s brains were also modified, drastically to the point that the Gravity Children have gained the everlasting hate of the Rikigaku. Due to their increased intelligence, in terms of technology, they are a step above the others being capable of making elemental conduit weaponry, with a +1 added to their chance of success. The Gravity Children are also capable of figuring out if someone is proficient in weapon usage (Kenjutsu/Kugujutsu/Shurikenjutsu/Kyujutsu) at a glance, figuring out what their specialty is when they observe them in combat, requiring the target to always put their weapon based techniques in spoilers. With their modified intelligence, the Gravity Children are considered geniuses. As a result of this alteration in intelligence, the pupils of the Gravity Children have gone through a permanent change to a cross-shaped pupil. - Spoiler:
Name: Lost Will Classification: Taijutsu (Gravity Child Only) Rank: D-rank Class: Passive Range: Self Description: While all aspects of the Gravity Children project were a success, there is one crippling flaw which led to the Brain Charger project, the Gravity Children while possessing the potential to “fly” lacked the will to do so. Ultimately due to a lingering trait, the Gravity Children are incapable of using the full potential of the Roads, unable to use Infinity Atmosphere without a Regalia. Along with that, the Gravity Children are only capable of creating Hybrid Roads through possessing a regalia of a separate Road. Name: Altered Perception Classification: Taijutsu (Gravity Child Only) Rank: D-rank Class: Passive Range: Self Description: Becoming known to the world, the Gravity Children are geniuses, however unknown to the outside world, this higher intellect is something crafted not naturally born. Even though their intellect is not something they were naturally born with, they do fall short compared to other geniuses. This fact is becoming most apparent in the way the Gravity Children make use of their intellect. Using their intellect to affect the way they perceive the world, the Gravity Children perceive the world as if it was moving slower, all speeds capping at S-rank are perceived as moving 1-rank slower.
- Brain Charger Passives:
Name: Flying Drive Classification: Taijutsu (Brain Charger Only) Rank: D-rank Class: Passive Range: Self Description: The purpose of the Brain Charger project was to rectify the one flaw of the Gravity Children, their inability to “fly” though possessing bodies capable of doing so. This flaw was addressed through transplanting the personality, memories, and abilities of fallen Gravity Children into ordinary humans, resulting in the successful creation of Brain Chargers, beings with the abilities of Gravity Children with the wills to “fly.” One problem did occur as a result of the transplant, the original personality and memories were overwritten, however abilities did remain. As a result of the transplant, a major benefit to the Brain Chargers, the Brain Chargers are capable of using the Road of transplanted personality, regardless if direct lineage and gender. Along with the implanted personality, the pupils of the Brain Chargers have gone through a change, becoming a recycling symbol with bisecting centre lines. - Spoiler:
Name: Wings of the Heart Classification: Taijutsu (Brain Charger Only) Rank: D-rank Class: Passive Range: Self Description: The Brain Chargers were a complete success, they possessed abilities rivaling their Gravity Children counterpart, and possessed the wills to “fly.” With their will to “fly,” the restrictions placed on the Gravity Children, due to their lack, has been erased. Unlike the Gravity Children, the Brain Chargers are capable of using Infinity Atmosphere without the need for a regalia. Along with that, to bring out the full potential of the Roads, the Brain Chargers are capable of creating Hybrid Roads by taking the principles of other Roads, max of 4 principles. With the possession of the additional principles, the Brain Charger is capable of learning techniques from other Roads as long as the technique relies on the principle which they possess. Name: Transplanted Intelligence Classification: Taijutsu (Brain Charger Only) Rank: D-rank Class: Passive Range: Self Description: From the Gravity Children project, the brains of the Gravity Children were enhanced, putting them on the level of geniuses. For the Brain Charger project, the memories, abilities, and personality of the Gravity Children is transplanted into the human. This transplant also transfers over the intellect of the Gravity Child, adding their genius to that of the human to create the Brain Charger. This results in a higher level of intellect, resulting in the Brain Chargers being considered as Super Geniuses. Due to this higher level of intelligence, when crafting elemental conduit weaponry, the chance of success is increased by +2. The Brain Chargers are also capable of figuring out if someone is proficient in physical based combat at a glance, figuring out what their specialty is when they observe them in combat, requiring the target to always put their physical based techniques in spoilers. Name: Lifted Minds Classification: Taijutsu (Brain Charger Only) Rank: D-rank Class: Passive Range: Self Description: The wills of the Brain Chargers vary differently than that of the Gravity Children, that main difference being the will to actually “fly.” This will allows them to release the full power of the Roads through the releasing of more physical energy, Fatigue, equivalent to the rank of the technique being used, this does not including Infinity Atmosphere techniques. In doing so, the increase in damage does not need to be placed in spoiler tags unless the targets possess kinetic sensory. While capable of increasing the power of their techniques with the additional fatigue cost, they are still affected by recoil if the technique is increased by too much.
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Kukinorite Clan 7th February 2015, 3:48 am | |
| Parts War Parts War is a battle between Kukinorite to gain AT & SB parts, Sub-Regalia/Regalia, access to additional Gravity Children/Brain Charger Surgery and Kingship/Queendom. They also compete in these battles to advance their standing within the clan to a higher level. A Kukinorite has to bet something in order to battle and will usually bet parts, thus the name Parts War, or a Kukinorite can bet their emblem which serves as their declaration to become a God/Goddess. If a Kukinorite bet's their emblem and loses, that Kukinorite is no longer able to obtain a Sky Regalia. Parts War BreakdownParts War comes in different levels; going from F to A each corresponding to one of the types of competitions to raise one's standing in the Clan. Likewise depending on the levels one is capable of getting more exotic rewards. - Spoiler:
- Spoiler:
Dash: Movement taught - "Run". Dash is a simple race to a finish line; the person to get there first wins the battle. Dash matches are carried out in a series of one-on-one races, held on an Island in the Pirate World and a Location in the Shinobi World. This is done similar to a travel topic, where the participants must race starting at the Center of the location and crossing each cardinal point before returning to center. This can be done in a Clockwise manner (Center to N -> NE -> E -> SE -> S -> SW -> W -> NW -> Center) or a Counter-Clockwise manner (Center to N -> NW -> W -> SW -> S -> SE -> E -> NE -> Center) with participants either running the same way or opposite directions depending on their choice. ------------------------------------------------------------------------------------------------------------------ Hurdle: Movement taught - "Avoid Obstacles". Hurdle incorporates the same concepts present in F-Class Dash matches, meaning one simply has to reach the finish line to win. However, to make things more difficult, travel encounters are added to require more skilled AT/SB usage. Kukinorite do not have to go over the obstacles in their way, they are able to go through, round or over so long as the finish the race. -------------------------------------------------------------------------------------------------- Cube: Movement taught - "Manage to Use Wall Surfaces". The focus in the majority of Cube matches is one-on-one combat within an enclosed space. Sometimes the boundaries are not actually physical but to pass it means automatic disqualification, in other cases they are and victor is either by forfeit, being knocked out or rarely death. Air: Movement taught - "Jump". Air consists of ten platforms, each with a specific number. After a certain amount of time set at the start of the battle, these platforms are successively knocked down in random order. This means that a Kukinorite must fight against others in order to gain solid footing. The last Kukinorite standing wins the match. -------------------------------------------------------------------------------------------------------------- Disk: The first requirement for this level is that one must be a King/Queen of their Road, the second is that it is Team Based, with a team of three (King/Queen and two other Kukinorite). Disk has two different decisive factors. The first is limit to attack. The person with the disc is called the 'disk keeper', and can attack anyone at will. The others cannot attack anyone else besides the disk keeper in order to take the disk from them. If anyone breaks this rule, a penalty point is given to the other Kukinorite. The second most important factor in this class is teamwork. If a team does not co-operate, they definitely will not win as the last remaining team member with the Disk is considered the victor. Completion of this battle results in the winner being declared Clan Heir. ------------------------------------------------------------------------------- Balloon: The highest ranked, and hardest, battle system utilizing the 6 layers between A and F. Whoever takes the balloon with the emblem wins and is able to create a Sky Regalia. The rules may look simple, but the difficulty is extremely high. A balloon battle is where both teams must access their full potential both mentally and physically. Every single one of their accumulating strengths and skills is a decisive factor to victory. Balloon is a team game usually carried out in 5-to-5 teams, where each team is separated into positions:
Chaser - chases the balloon, and is the only member of the team who is allowed to touch it. If any other rider touches the balloon, the team will be disqualified. Decoy - lures enemies away, pretending to be the Chaser. Ultimate - battles the other team. Middle - assists the 3 people in front. Keeper - stops the enemies attacks. Each position has fatal risks. The Chaser must not reveal itself otherwise it will be the opponents' primary target. The Decoy must pretend to be the Chaser, giving the real Chaser an opportunity, but risking his or her own life in the process. The Ultimate must fight the opponents directly. The Middle assists the attacks causing him or her to share the Ultimate's risks. The Keeper stops the attacks, sometimes blocking the enemies attacks with his/her body. This is the competition which is used to determine whether one has what it takes to become Clan Head, as only those with Sky Regalia are able to lead the Kukinorite Clan.
In the case that a current head is available, one can request to be named the successor. While their are always ten spots for Clan Heir at one time which can be challenged by other members of the clan. In the case that the Clan Head refuses to name a successor, they can be challenged by the winner of the Balloon Competition to either a Dash, a Hurdle, a Cube or an Air match to settle the matter of clan head, to the death.
Clan EquipmentEquipment within the Kukinorite clan are known as Element Conduit Weaponry to those outside of it as they are capable of interfacing with the Natural World in order to harness the materia that is present within it and manifest it within the Physical Plane. All Air Treks and Chakra Boards serve to allow a Kukinorite to make their "Road" which is a euphemism for the pathway that the elements take upon manifesting. Each AT/SB have Parameter's which are determined by the parts which are within the Five slots each of them possess. All parts come under the following categories each of which correspond to a particular parameter. Component Part - Parameter Linked - Function within AT/SBMotorized Wheel - Mobility - Acceleration and Top Speed Hydraulic Cushion System - Weight - Stability and Recoil Mitigation Power Injection System - Boost - Stamina Conversion and Materia Generation Braking System - Handling - Maneuverability and Deacceleration Regal Integrated Aeromechanics - Special - Infinity Atmosphere and Road Enhancement - AT (Normal Kukinorite):
Equipment Name: Air Trek (By Kukinorites) Chakra Skates (Official Term) Type of Equipment: Armor – Feet (Chakra Skates) Rank: A-rank How Many: 1 Appearance: The ATs take the appearance of normal skates, however based on the riders personal choices, the colors will vary. The ATs also have only two wheels, never more.
Special Ability: N/A Parameters M = 0 W = 0 B = 0 H = 0 S = 0 Weight: 4 Slots: 0/5 Price: 1500 Xel
- AT (Gravity Children):
Equipment Name: AT – Gravity Children Type of Equipment: Armor – Feet (Chakra Skates) Rank: A-rank How Many: 1 Appearance: The ATs take the appearance of normal skates, however based on the riders personal choices, the colors will vary. The ATs also have only two wheels, never more.
Special Ability: The ATs of the Gravity Children were created to play to their harsh training. As the Gravity Children were released into the world, they had to suffer from the effects of gravity, which through activating these ATs ability, a field is created that negates all gravity within it. With the field being 50ft in diameter and 50ft high, it can only be used once per battle and lasts for 30 posts. Parameters M = 0 W = 0 B = 0 H = 0 S = 0 Weight: 4 Slots: 0/5 Price: 2500 Xel
- AT (Brain Charger):
Equipment Name: AT – Brain Charger Type of Equipment: Armor – Feet (Chakra Skates) Rank: A-rank How Many: 1 Appearance: The ATs take the appearance of normal skates, however based on the riders personal choices, the colors will vary. The ATs also have only two wheels, never more.
Special Ability: The ATs of the Brain Chargers differ greatly from the ATs of the Gravity Children due to their lack of training in the zero gravity conditions. The ATs of the Brain Chargers allows them to ride on any surface, however they must possess a corresponding Road to that surface. Parameters: M = 0 W = 0 B = 0 H = 0 S = 0 Weight: 4 Slots: 0/5 Price: 2500 Xel
- SB (Normal Kukinorite):
Equipment Name: Sky Board (By Kukinorites) Chakra Board (Official Term) Type of Equipment: Equipment - Feet (Chakra Board) Rank: A-rank How Many: 1 Appearance: The SBs take the appearance of a normal skateboard, however based on the riders personal choices, the colors will vary. The Sbs also have only four wheels, never more.
Special Ability: N/A Parameters: M = 0 W = 0 B = 0 H = 0 S = 0 Weight: 6 Slots: 0/5 Price: 1500 Xel
- SB (Gravity Children):
Equipment Name: SB – Gravity Children Type of Equipment: Equipment – Feet (Chakra Board) Rank: A-rank How Many: 1 Appearance: The SBs take the appearance of normal skateboard, however based on the riders personal choices, the colors will vary. The SBs also have only four wheels, never more.
Special Ability: The SBs of the Gravity Children were created to play to their harsh training. As the Gravity Children were released into the world, they had to suffer from the effects of gravity, which through activating these SBs ability, a field is created that negates all gravity within it. With the field being 50ft in diameter and 50ft high, it can only be used once per battle and lasts for 30 posts Parameters:. M = 0 W = 0 B = 0 H = 0 S = 0 Weight: 6 Slots: 0/5 Price: 2500 Xel
- SB (Brain Charger):
Equipment Name: SB – Brain Charger Type of Equipment: Equipment – Feet (Chakra Board) Rank: A-rank How Many: 1 Appearance: The SBs take the appearance of normal skates, however based on the riders personal choices, the colors will vary. The SBs also have only four wheels, never more.
Special Ability: The SBs of the Brain Chargers differ greatly from the SBs of the Gravity Children due to their lack of training in the zero gravity conditions. The SBs of the Brain Chargers allows them to ride on any surface, however they must possess a corresponding Road to that surface. Parameters: M = 0 W = 0 B = 0 H = 0 S = 0 Weight: 6 Slots: N/A Price: 2500 Xel
Component Parts List- Motorized Wheels:
- Hydraulic Cushion System:
- Power Injection System:
- Braking System:
- Regal Integrated Aeromechanics:
Last edited by Aurielle on 9th July 2021, 4:22 pm; edited 8 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Kukinorite Clan 1st October 2015, 7:50 am | |
| - Clan Fighting Style:
Name: Wáṣerotapa Classification: Fighting Style Rank: D-rank Class: Offensive Range: Short-Mid Range.
Description: The Kukinorite Clan now have a unique method of close combat fighting, as the originator Jazz D. Kukinorite trained the use of her body to incorporate balance exercises along with various types of kicks. The reason this combat is fighting is that it makes no use of their arms for anything other than positioning the legs are both the Kukinorite's attacking and defensive force, with their body being used for momentum while her arms are used to either steady her balance to execute punishing kicks and front kicks or to rapidly gather momentum for brutal spin kicks. Wáṣerotapa contains a mixture of kicking types ranging from the basic four (Roundhouse, Front, Side & Back), while including advanced kicking types (Axe, Butterfly, Calf, Crescent, Hook, Heel, Vertical) and those which most consider risky in life or death matches (Flying, Multiple, Scissor, Spinning, Drop). Upon this styles introduction into the Kukinorite Clan it has incorporated stomps, sweeps, knees, cartwheels, flips and dives into to increase its versatility and the momentum an individual is capable of generating to exert more force to their opponent. In addition to the balance exercises the Kukinorite is forced to constantly do flexibility exercises to ensure their ability to stretch and contort their body more freely to avoid counter attacks as well as execute kicks which would throw one not used to constantly hampering their balance by throwing out kicks. When utilizing this fighting style along side Chakra Skates the Kukinorite is capable of preforming more advanced aerial kicks by riding along air currents to sustain their momentum and "step" on air to rapidly alter the trajectory and momentum built up in preparation for a kick.
Name: Wáṣerotapa: Bounce Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork learnable in which the user shifts their foot rolling off the ball of their heel onto the tips of their toes before using that momentum to essentially bounce of a solid surface. The object of this is to propell one's body using the least amount of momentum and force possible relying solely on the muscles in one's calf and foot to launch one upward. Through practice the user is able to use this as a basis for some of the more advanced moved but primarily it is used to extend the user's jumping ability without the use of strength tiers. This is due to the way the user rises upward and when falling down due to gravity downward kicks are given more force depending on how high the user was prior to dropping down. Rank - Jump Distance (ft) - Str Tier Modifier - Height Dmg Modifier D - 1 - 3 - 1x C - 2 - 6 - 1x B - 3 - 9 - 1x A - 4 - 12 - 2x S - 5 - 15 - 2x
Name: Wáṣerotapa: Step Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork learnable in which the user steps forward or back while lowering their body resulting in a ducking yet quick movement ahead. The result is attacks aimed at the user's head or shoulders missing if they are moving at swift release or below and due to closing in it provides an opportunity to strike before a counter attack can be launched resulting in the next kick requiring D-rank reaction tiers to successfully dodge, or when stepping back knocking the opponent flying 5 feet (sustaining additional dmg if they crash into anything during the flight) if they do not possess D-rank strength tiers to lock themselves in place. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the dodging speed of the user (Spd), victim (Spd) or the strength needed to resist the knockback (Str).
Name: Wáṣerotapa: Kickoff Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork learnable in which the user bends the knees while either running along a vertical surface or landing on it before kicking off of it with a single leg. This causes the user to flip while tucked into a ball before coming in contact with another vertical surface while dropping down a few feet. This technique involves using her leg muscles to push off in a manner similar to jumping however it differs in that she uses gravity along with her acceleration to assist her movement. The distance at which she can "Kick off" off of walls is initially 5ft allowing the user to cross distances via just this method of travel though when using strength this becomes another method of facilitating powerful strikes as the speed of the next kick is boosted by 1-rank. As long as the user reaches another vertical surface without exceeding the max amount of distance able to be covered by the kickoff this technique can be repeated multiple times dependent on the user's skill level. Rank - Max Kickoff's Total - Distance Covered Each - Str Tier Modifier D - 1 - 5ft - +3ft C - 2 - 10ft - +6ft B - 3 - 15ft - +9ft A - 4 - 20ft - +12ft S - 5 - 25ft - +15ft
Name: Wáṣerotapa: Dive Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of movement in which the user drops from an elevation in a certain way in order to either build up speed or slow it while dropping from the sky. This technique is primarily used in order to set up things as when the arms and legs are spread apart and the user falls slower it boosts the speed of movement related Wáṣerotapa techniques by 1 while when the arms and legs are narrowed and the user falls faster through the air it boosts the power of kicks by 1. Likewise on the flipside when moving slower through the air kicks are 1-rank slower while moving faster through the air the distance covered by movement techniques is halved. Height Diving From (ft) - Movement Spd gained each P.T (Spread/Diving) 5 - Every 10ft +1/Every 20ft +1 10 - Every 20ft +2/Every 40ft +2 20 - Every 30ft +3/Every 60ft +3 40 - Every 40ft +4/Every 80ft +4 80 - Every 50ft +5/Every 100ft +5 *Note all Caps at S-rank
Name: Wáṣerotapa: Cartwheel Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of movement in which the user cartwheels out of the way of an incoming strike moving at swift release either to the left or the right in order to put distance between them and the opponent over a set distance. This doubles as a means to build up momentum for a follow up kick as with each cartwheel the user is able to amplify the speed or power of their next kick by +1. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the dodging speed of the user. Rank - Distance Covered (ft Per Cartwheel) - Number of Cartwheels - Buff D - 3 - Every 1 = Optional +1 to Spd of Kick C - 6 - Every 2 = Optional +1 to Power (Dmg) of Kick B - 9 - N/A A - 12 - N/A S - 15 - N/A
Name: Wáṣerotapa: Flip Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of movement in which the user flips ither forward or back to put additional force onto a strike or to put distance between her and an opponent to likewise deliver additional force to opponents moving towards her. This all relies on distance with the damage multiplier for her strike increasing relative to the distance between her and his opponent. When she flips forward if the opponent is within either a foot OR 4 feet of her as she launches the kick they sustain normal damage, if they are in between 2-3 feet they sustain double the knockback while if they are between 1-2 feet they sustain triple the knockback from the strike. Likewise when she jumps back opponents moving towards her to bridge that gap likewise suffer the same predicament with the follow up strike. "Flips" distance and speed increases with the user's tiers, each speed tier allows her to dodge strikes with a flip back equal to the speed she is moving while each strength tier increases the distance of the leap by five feet. Rank (Str Tier) - Distance Covered None - 5 D - 10 C - 15 B - 20 A - 25 S - 30
Name: Wáṣerotapa: Feint Kick Classification: Taijutsu Rank: D-rank Class: Offensive Range: Short
Description: The Feint Kick is as the name states a feint meant to mislead an opponent into thinking one is about to utilize a kick in order to make them dodge in a certain way allowing for a follow up. Feint kicks can resemble any type of kick however involve the the use of one's strength tier to suddenly pull back as well as the user's skill level in order to reply with a follow up while the opponent is still reeling from midreading the strike in question. With it comes the ability to capitalize on the opponents mistake often requiring +1 reaction to the speed that the follow up possesses in order to successfully dodge it or with some kicks actually triggering an alternate method of preforming it. Strength Tier - Kicks Able to use as a Feint None - Knee, Stomp D - Sweep, Toe C - Front, Roundhouse, Side, Back B - Axe, Butterfly, Calf, Crescent A - Hook, Heel, Vertical, Multiple S - Spinning, Scissor, Flying, Drop
Name: Wáṣerotapa: Vertical Run Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Created as a result of seeking a means to incorporate the Kukinorite Clan technique known as "Run" within their fighting style, they have a distinct method of movement even when not using their skates or boards. When they run it is more like "skating", gaining their traction from the edges of their feet pushing off with their calf muscles legs bent and vaulting forward. They have honed this style of movement to have a smooth rhythmic pattern to it and it is much better at turns albeit reducing their ability to jump due to the positioning of the legs. As the user grows more skilled they learn how to turn much quicker without sacrificing any momentum thus being able to turn on a dime not losing any speed. While wearing skates, it works hand in hand with Trick Speed giving the user an advantage over other practitioners by allowing the user to conserve their forward motion while making sharp turns neither needing to slow down or come to a stop. Rank - Run Jump Reduction (ft) - Spd Rider can turn without slowing down D - 5 - N/A (Normal Running Spd) C - 10 - D B - 15 - C A - 20 - B S - 25 - A
Name: Wáṣerotapa: Horizontal Run Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Developed as a means to get around the lack of jumping ability while utilizing Vertical Run, due to the effect of Trick Speed Kukinorite are capable of moving faster the longer they remain in motion, they have decided to use that to their advantage. Due to this when the user has built up at least a D-rank in running speed, the user can switch the surface they skate on and begin to ride on walls and other vertical surfaces for a short period of time. The initial switch allows them to ascend if the surface allows it up to a set height dependent on their skill and while skating, the user can skate diagonally to boost their acceleration depending on the height of what they are riding on as they use gravity to boost their riding speed. In addition depending on the height and speed they are moving at, they can maintain this for longer periods of time before they are forced back to the ground. This is completely based on momentum and doesn't make use of chakra at all with the higher speed they use to switch lengthening the amount of time (posts total) they can spend skating on a vertical surface. Rank - Surface Switch Speed (Height Upward) - Height (Trick Speed Acceleration Modifier) D - N/A (None) - Every 5ft = -1 P.T C - D (5ft) - Every 10ft = -2 P.T B - C (10ft) - Every 15ft = -3 P.T A - B (15ft) - Every 20ft = -4 P.T S - A (20ft) - Every 25ft = -5 P.T
Time Till Rider is forced to run normally (Posts Total) - Height Upward 2 - None 4 - 5ft 6 - 10ft 8 - 15ft 10 - 20ft & Above
Name: Wáṣerotapa: In-Vertical Run Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: Horned by taking Run, Vertical Run and Horizontal Run and combining them together the Kukinorite have learned how using the right amount of built up momentum to run fast enough that they can do so upside down. Granted it is for an even shorter time period than Horizontal Run and can be accomplished by anyone using chakra to stick to a surface but the fact that they can do it without any chakra makes it worthwhile. The transition is only capable from using Horizontal Run as they need to be on a vertical surface in order to successfully built up enough momentum and height to switch to being upside down. Using this technique the movement speed the user had used while skating remains in effect as they fall allowing their movement to be conserved even though they aren't currently skating on the ground but rather plummeting from the sky. More importantly however is it's relationship with any of their kicks, as the descent allows them to place all of their body weight behind the strike to deal damage while knocking an opponent flying 10ft with the more strength that is put behind it increasing the distance they are launched even further. Victims knocked back require C-rank strength to tense their body to negate that and if they are sent flying they can crash into other things to take additional damage. Strength Tier - Knockback Distance - Spd Victim flies through air None - 10ft - N/A D - 15ft - Normal Running Spd C - 20ft - D B - 25ft - C A - 30ft - B S - 35ft - A
Name: Wáṣerotapa: Jump Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Mid
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of movement in which the user expands on the philosophy of Bounce this time bending the knees along with the shifting motion in order to jump skyward enhancing the natural jumping ability of the user. The object of this is to propell one's body using the least amount of momentum and force possible relying solely on the muscles in one's calf and foot to launch one upward. Through practice the user is able to use this as a basis for some of the more advanced moved but primarily it is used to extend the user's jumping ability without the use of strength tiers. This is due to the way the user rises upward and when falling down due to gravity downward kicks are given more force depending on how high the user was prior to dropping down. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the jumping distance of the user. Rank - Jump Distance (ft) - Str Tier Modifier - Height Dmg Modifier D - 10 - +4 - 1x C - 20 - +8 - 1x B - 30 - +12 - 2x A - 40 - +16 - 2x S - 50 - +20 - 3x
Name: Wáṣerotapa: Dash Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Contact (Kick), Short-Mid (Knockback)
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of movement in which the user dashes forward before kicking using the added momentum from the distance covered in order to land a kick which when it lands even when blocked pushes an opponent back a set distance to leave them open for a follow up kick unless they possess C-rank strength to tense their body before the moment of impact. When that happens unless they have an additional C-rank counter knockback/balancing technique they still slide back from the force of the kick. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the strength required to resist being knocked back of the user. Rank - Distance Covered by Dash (ft) - Knockback in Ft (Blocked) D - 1 - 10 (5) C - 2 - 20 (10) B - 3 - 30 (15) A - 4 -40 (20) S - 5 -50 (25)
Name: Wáṣerotapa: Serial Kickoff Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short-Mid
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork expanding further on the concept of Kickoff in order to kickoff in rapid succession using both legs rather than just a single one unlike with the original technique. This technique doesn't simply extend the distance covered by the "Kickoff" but if it is interupted by impacting another surface before half of the distance is covered the user and interupt it by kicking off again with the movement speed of the user being boosted while travelling through the air only. Essentially a more movement focused version of the base technique when combined with Serial Kickoff the user and bounce off of surfaces like a pinball augmenting their travelling speed while moving through the air giving them tactical superiority while utilizing aerial based combat. Rank - Distance Covered Each - Str Tier Modifier D - 5ft - +4ft C - 15ft - +8ft B - 25ft - +12ft A - 35ft - +16ft S - 45ft - +20ft *Each consecutive kickoff raises the user's movement speed in the air while tucked into a ball by +1, upon landing, kicking or missing a surface and not kicking off once more it is reset.
Name: Wáṣerotapa: Side-Step Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork in which is a quick move a tilt of her back heel, sliding her other leg either against the ground if it isn't raised, at high speeds to brush a strike coming forward or backward around her body creating a subtle deflection effect which diverts the power of the strike while simultaneously forcing the victim to continue to move with it. It is used to divert a strike coming at C-rank speeds with at most C-rank strength to the left or right side of his body depending on how he tilted while sustaining half the damage (1-rank below) while the opponent has no loss in momentum from the brushing impact. When used in combination with Crane Stance she sustains no damage, Side-Step depends on her reaction and defense tiers with her reaction determining the speed at which a strike can be deflected while her defense determining the strength of the strike which can brushed past.
Name: Wáṣerotapa: Backtrack Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short-Mid
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork in which the user backtracks using the forward foot and stepping backward to shift the body to give enough distance to allow the neck kick an increase in speed by +1 or the user skips backward to allow for even more distance before vaulting forward with another kick using the sudden change to require +1 reaction tiers in order to successfully dodge the follow up strike. The distance covered varies on the user's skill and it can be used to quickly dodge an incoming strike moving at Bullet Release or below speeds due to the user's shifted movement. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the speed of incoming attacks they can use to dodge this with or based on their leg strength the distance they backtrack and thus seperate themselves from the opponent. Rank (Str Tier) - Step Distance - Skip Distance (ft) N/A - 1 - 5 D - 2 - 10 C - 3 - 15 B - 4 - 20 A - 5 - 25 S - 6 - 30
Name: Wáṣerotapa: Knee Classification: Taijutsu Rank: C-rank Class: Offensive/Supplementary Range: Mid
Description: The first offensive strike of Wáṣerotapa, Knee acts like an opener and a means to temporarily incapacitate opponents so as to buy enough time for more powerful kicks. The user brings their back leg upward aiming for either the head, stomach or crotch, each target being a weak-point this technique dealing C-rank physical damage. When striking the head if the opponent doesn't block or close their eyes with Reaction equal to the speed of the knee they are blinded for 1 post (Total). When striking the stomach if the opponent doesn't possess C-rank endurance tiers or do not require breathing they are left gasping for air wasting their next post due to sucking in air. When striking the crotch if the opponent crumples to their knees due to the pain unless they have Pain Tolerance (female only) in which case they remain prone for 2 posts (total) if female or 4 posts (total) if male due to the pain preventing them from moving their legs and risk aggravating the injury. If they do move before the duration is up they are experience C-rank physical pain each post (total) until they can recover.
Name: Wáṣerotapa: Stomp Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Contact-Short
Description: The second offensive strike of Wáṣerotapa, Stomp acts like a finisher which can be preformed in two ways the first is by using it on an opponent essentially stomping on their head or shoulder dealing C-rank physical damage in order to propel oneself upward into a backflip while simultaneously planting the opponent 2 feet into the ground unless they tense their body upon impact with C-rank strength. The second way is by stomping on a prone opponent who is laying on the ground dealing C-rank physical damage to them while causing them to essentially bounce off the ground into the air unless they tense their body right before impact with C-rank strength. In the case of the former if they opponent tenses their body the distance the user is propelled is double while when stomping on prone opponents they are dealt additional physical elemental damage due to smacking into the surface they are laying on (I.e the ground would deal D-rank physical earth release damage while a C-rank block of ice would deal C-rank physical ice release damage etc). Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the distance the user is propeled into the air after stomping on an opponent.. Strength Tier - Stomp Jump Distance (Standing/Prone) N/A - 3ft/1ft D - 5ft/3ft C - 10ft/5ft B - 15ft/10ft A - 20ft/15ft S - 25ft/20ft
Name: Wáṣerotapa: Front Kick Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact, Short (Knockback)
Description: Delivering a front kick involves raising the knee and foot of the striking leg to the desired height and extending the leg to contact the target. The actual strike is usually delivered by the ball of the foot for a "push" front kick or the top of the toes for an snap "front" kick. The difference in the two lies in the effect not the execution as in both this technique occurs at Bullet Release speeds, with additional tiers being used to only increase the speed of utilization (Spd) and the power behind the kick itself (Str). When kicking an opponent with the ball (heel) of the foot it results in a knockback effect hence the improper name, this knocks an opponent 10 ft backwards with C-rank force potentially causing them additional damage if they impact anything while flying back. When kicking an opponent with the toe it depends where they are hit, usually it is used as a response to an opponent crouching or lunging in an effort to tackle much too early as the victim is "snapped" upward due to the force of the kick launching them into the air up to 10 ft and leaving them vulnerable if they do not possess an air movement technique C-rank or above to a followup kick. In both instances victims must possess C-rank or above strength to resist the knockback inflicted by this technique. Strength Tiers of User - Knockback from Technique (ft) None - 10 D - 15 C - 20 B - 25 A - 30 S - 35
Name: Wáṣerotapa: Roundhouse Kick Classification: Taijutsu Rank: C-rank Class: Offensive Range: Short
Description: A roundhouse kick is a kick in which the attacker swings his or her leg around in a semicircular motion, striking with the front of the leg or foot moving at bullet release speeds to deal C-rank physical damage. In most stances, the instep is used to strike, though some stances would allow the shin as official strike point to inflict even more damage as due to the hard surface of one's shin it is actually able to inflict D-rank slicing damage. Additional tiers only serve to augment the power and slicing ability (Str) in addition to the speed of execution (Spd). To execute, the attacker swings their leg sideways in a circular motion, kicking the opponent's side with the front of the leg, usually with the instep, ball of the foot, toe, or shin. Due to its power, the roundhouse kick may also be performed at low level against targets, such as the knees, calf, or even thigh, since attacking leg muscles will often cripple an opponent's mobility. It is the most popular type of kick within Wáṣerotapa due to its versatility due to stance changes as well as it's power as it can be used in many situations. Strength Tier - Slicing Damage None - D D - 2 D C - 4 D B - C A - B S - A
Name: Wáṣerotapa: Side Kick Classification: Taijutsu Rank: C-rank Class: Offensive/Defensive Range: Short
Description: The side kick refers to a kick that is delivered sideways in relation to the body of the person kicking at Bullet release speeds to deal C-rank damage. It is one of the most adaptable kicks, useful as both an offensive move and as a defensive counter to a blitzing opponent within 5 feet if they are moving at Bullet Release or Below speeds as they are always struck by it thus interupting their charge. Additional Tiers improve the speed of execution (Spd) as well as the damage inflicted by this technique (Str).There are two areas that are commonly used as impact points in sidekicks: the heel of the foot or the outer edge of the foot. The heel is more suited to hard targets such as the ribs, stomach, jaw, temple and chest due to bruising the opponent thus acting to increase the pain felt by the opponent with a follow up to the same area. However, when executing a side kick with the heel the toes should be pulled back so that they only make contact the heel and not with the whole foot. If a person hits with the arch or the ball of the foot, while not possessing C-rank defense tiers, then that can injure the foot or break an ankle. A standard sidekick is performed by first chambering the kicking leg diagonally across the body, then extending the leg in a linear fashion toward the target, while flexing the abdominals thus allowing it to outspeed typical movement being able to equate Samurai movement when used by a non-samurai while being able to equate muscle-tension/time-slowing dojutsu aided samurai movement when used by a samurai. *Feint Kick Effect - Another way of doing the side kick is to make it an end result of a faked roundhouse. This side kick begins as would a roundhouse kick however the practitioner allows the heel to move towards the center of the body. The kick is then directed outward from a cross-leg chamber so that the final destination of the kick is a target to the side, rather than one that is directly ahead, not only dealing damage but knocking the opponent off their feet an additional 5ft with knockback unless the opponent possesses C-rank or above strength to anchor themselves in place something only possible if they are able to react in time due to the feint. Strength Tier - Pain Felt by Opponent Per Kick in Same Impact Point None - 1x D - 2x C - 3x B - 4x A - 5x S - 6x
Name: Wáṣerotapa: Back Kick Classification: Taijutsu Rank: C-rank Class: Offensive Range: Short
Description: This kick is directed backwards, keeping the kicking leg close to the standing leg and using the heel as a striking surface at bullet release speeds to deal C-rank damage. In some stances, this kick is called the "half-moon" kick but involves the slight arching of the back and a higher lift of the leg to give a larger curvature. It is often used to strike opponents by surprise when facing away from them requiring the opponent to either possess 1-rank higher speed or C-rank reaction tiers in addition to the necessary speed to successfully dodge it. Additional tiers only work to further make it unpredictable due to the speed of execution (Spd) and increase the damage dealt by this kick (Str). *Feint Kick Effect - Another way of doing the side kick is to make it an end result of a faked sweep kick. This is preformed just as a sweep kick would except the full rotation results in the user moving back up with a jump off the leg maintaining one's balance while tucking in the leg which preformed the sweep before lashing out with the back-kick. This results in two things, the first being if the opponent dodged the sweep kick they require B-rank reaction to successfully avoid being hit, and if they avoided via jumping or were swept off their feet they are struck by the follow up unless they possess an aerial movement technique to be send flying 10 feet. Speed Tier - Reaction Tier Needed to Dodge None - C D - C+ (Sam. Lvl) C - B B - B+ (Sam. Lvl) A - A S - A+ (Sam. Lvl)
Name: Wáṣerotapa: Axe Kick Classification: Taijutsu Rank: B-rank Class: Offensive Range: Contact, Short (Knockback)
Description: An axe kick, is characterized by a straightened leg descending onto an opponent like the blade of an axe. It begins with one foot rising upward as in a crescent kick at crashing ground speeds. The upward arc motion is stopped, and then the attacking foot is lowered using a combination of speed and strength (Tier Chain) so as to strike the target from above to deal B-rank physical damage. The arc can be performed in either an inward (counter-clockwise) or outward (clockwise) fashion both both result in smashing a victim to the ground with enough force to actually make their body hit the ground and bounce upward up to 5 feet at Bullet Release speeds. This "bounce" leaves the victim completely vulnerable to a follow up unless the opponent tenses their body with B-rank strength at the moment the axe-kick hits resulting in them sustaining double damage (from the axe kick) if they likewise do not possess B-rank defense or A-rank or above strength sustaining no additional damage. Additional tiers not only improve the speed of execution (Spd) but make the resultant damage as well as impact velocity triggering the bounce effect higher (Str). This technique is commonly utilized from a height as falling axe-kicks recieve a damage multiplier the farther the distance they are from the opponent due to gravity compounding the force from the kick. Strength Tier - Bounce Speed off of ground None - D D - C C - B B - A A - S S - S+
Height from Target - Damage Multiplier due to Fall Under 10ft - 1x 20ft - 2x 40ft - 3x 80ft - 4x Over 100ft - 5x
Name: Wáṣerotapa: Butterfly Kick Classification: Taijutsu Rank: B-rank Class: Offensive/Supplementary Range: Short, Mid (Launch)
Description: The butterfly kick is done by doing a large circular motion with both feet in succession, making the combatant airborne at crashing ground speeds. There are many variations of this kick due to stances however  it is generally composed of a twist of the body while both legs are lifted from the ground and swung around, while the torso remains as horizontal as possible. Depending on the strength put into the circular motion the launch distance upward of the user is increased while the skill level of the user allow for this technique to hit multiple opponents at once each being dealt B-rank damage as they are impacted. While additional tiers allow for this technique to be excecuted more quickly (Spd). It's combat use is as a counter towards sweeps or attacks aimed at the ankles, as the user evades the attack and lands at the opponents vulnerable side (back) allowing for a swift follow up boosting the speed of the next kick by +1. Strength Tier - Air Distance from launch (ft) None - 5 D - 10 C - 20 B - 30 A - 40 S - 50
Rank of User - No of Opponents Capable of Hitting D - 1 C - 2 B - 3 A - 4 S - 5
Name: Wáṣerotapa: Calf Kick Classification: Taijutsu Rank: B-rank Class: Offensive Range: Short, Mid (Knockback)
Description: This is a kick in which the user strikes with the backside of the calf at crashing ground speed geared at knocking the opponent off balance due to them falling backwards thus leaving them vulnerable to a follow up attack. This technique deals no damage but has been honed to strike opponents who manage to tense their bodies before impact not only requiring B-rank strength but likewise a B-rank or above balancing technique to avoid falling over. If one lacks the strength to anchor themselves in place the aren't simply knocked over but sent flying often flipping in the air over a distance of 15 feet. This not only leaves them vulnerable to a follow up unless they have an aerial movement technique but due to the spinning motion of their body upon recovering they are rendered dizzy preventing them from moving at Max Tier levels without stumbling while moving above that results in them always falling down. Additional tiers improve the speed of execution (Spd) as well as increases the strength needed to anchor ones body while the size of the opponent influences the number of times they are flipped in the air (Str). Strength Tier - Knockback Distance None - 15 D - 20 C - 25 B - 30 A - 40 S - 50
Size of Victim - Flips - Reaction Tier Penalty due to Dizziness Small - 5 - 5-ranks Lower Humanoid - 4 - 4-ranks Lower Medium (S-M) - 3 - 3-ranks Lower Medium (L-XL) - 2 - 2-ranks Lower Large (S-M) - 1 - 1-rank Lower Large (L-XL) - 0 - N/A
Name: Wáṣerotapa: Crescent Kick Classification: Taijutsu Rank: B-rank Class: Offensive Range: Short
Description: The crescent kick, also referred to as a 'swing' kick, has some similarities to a hook kick, and is sometimes practised as an off-target "snap" front kick. The leg is bent like the front kick, but the knee is pointed at a target to the left or right of the true target. The energy from the snap is then redirected, whipping the leg into an arc and hitting the target from the side at crashing ground speeds. This is useful for getting inside defenses and striking the side of the head or for knocking down hands to follow up with a close range strike adding a +1 to the speed of a Knee/Stomp. When utilizing crescent kicks, it is common to keep the knee extended to increase the difficulty using one's abdominal muscles to hold the leg in place (Str). This also increases the momentum of the foot and can generate more force, though it takes longer to build up the speed (post's total). Crescent kicks have two main variations which depends on what the user is targetting these are: Inward crescent hits with the inside edge of the foot. Its arch is clockwise for the left leg and counter-clockwise for the right leg. Force is generated by both legs' hip adduction. The inward variant is employed to "wipe" an opponents hand off of one's wrist breaking it if they do not possess B-rank or above defense tiers to prevent them from making hand seals until it is healed. Outward crescent hits with the outside edge of the foot to deal B-rank slicing damage as the foot is used to cut like a bladed weapon which is aimed cutting an opponent open causing them (if they possess blood) to lose a C-rank amount of blood each post (total). Its path is counter-clockwise for the left leg and clockwise for the right leg, and force is generated by both legs' hip abduction. This is similar to a rising side kick, only with the kicking leg's hip flexed so that the line of force travels parallel to the ground from front to side rather than straight up, beginning and ending at the side. Strength Tier - Knee Extension Time (P.T) - Dmg Amplifier None - N/A - N/A D - 2 - 1x C - 3 - 2x B - 4 - 3x A - 5 - 4x S - 6 - 5x
Name: Wáṣerotapa: Hook Kick Classification: Taijutsu Rank: B-rank Class: Offensive Range: Short
Description: The hook kick strikes with the heel from the side or flat of the foot when aiming to just knock an opponent unconcious while not inflicting the B-rank damage done upon impact. It is executed similar to a side kick at occurs at crashing ground speed. However, the kick is intentionally aimed slightly off target in the direction of the kicking foot's toes. At full extension, the knee is bent and the foot snapped to the side, impacting the target with the heel typically aimed at one's jaw in order to dislocate it preventing speech until it is healed or one's temple to temporarily cause the opponent to see just bright spots in their vision for 3 posts (total). In both instances if the opponent does not possess B-rank Defense Tiers or A-rank endurance upon being hit their brain is rattled in their skull causing a concussion and knocking the opponent unconcious. Additional Tiers only result in a higher speed of execution (Spd) as well as an additional length of time (Posts Total) that the victim is unconcious (Str). Upon being awoken if not healed with a B-rank or above medical technique meant for treating concussions the victim's physical tiers are all lowered by 1-rank while they constantly sustain C-rank pain via headaches each post (total). Strength Tier - Time Spent Unconcious (P.T D - 1 C - 2 B - 3 A - 4 S - 5
Name: Wáṣerotapa: Heel Kick Classification: Taijutsu Rank: B-rank Class: Offensive/Defensive Range: Short, Long (Knockback)
Description: This kick traditionally uses the heel to strike with to deal B-rank damage while moving at crashing ground speeds. The kicking leg comes from around the kicker's back and remains straight while the kicker turns in the opposite, or "reverse", direction before the kick is executed. This kick strikes with the ball of the foot for power or the top of the foot for range either hitting an opponent up to 3 (heel) - 4 (top of foot) away from the user. The kick is primarily used to knock opponents away however it can also be used defensively to kick the side of an incoming projectile(s) moving at crashing ground or below speeds in order to divert it/them off to the side at speeds depending on the projectile(s) size 60ft away. Additional Tiers only result in a faster execution thus allowing for faster projectiles to be knocked back (Spd) as well as a stronger impact allowing for larger projectiles to be knocked back (Str). Strength Tier - Size (Speed sent flying) - Knockback Distance (ft) None - Tiny (S) - 60 D - Small (A) - 50 C - Humanoid (B) - 40 B - Medium (C) - 30 A - Large (D) - 20 S - Above Large (Normal Running Speed) - 10
Name: Wáṣerotapa: Vertical Kick Classification: Taijutsu Rank: B-rank Class: Offensive Range: Contact, Short-Mid (Slicing Distance)
Description: The vertical kick involves bringing the knee forward and across the chest, then swinging the hip while extending the kicking leg outward, striking with the outside edge of the foot. It can deliver a considerable amount of power while moving at crashing ground speeds and the force behind the strike allow for inflicting B-rank physical slicing damage up to 15ft away (in a 45° radius) from the user's actual foot. It is mainly used to cover distance or to attack larger targets than the user however if used along with elemental techniques it can be used to cut through chakra based techniques B-rank or below parting them into two and sending the halves diagonally away from the user preventing them from being harmed by the technique. Additional tiers increase the speed of excecution (Spd) as well as distance this technique damage covers (Str). Strength Tier - Distance Covered (ft) None - 15 D - 20 C - 25 B - 30 A - 35 S - 40
Name: Wáṣerotapa: Ready Stance Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Self
Description: One of the 5 Stances in Wáṣerotapa being the most basic one and is required to learn all the others due to that. This stance varies in exact make with the practitioner, but is the basic all-purpose stance used in sparring and combat. Common features in Wáṣerotapa  include turning the body to the side to present a smaller target, slightly bent knees for balance and agility, feet about two shoulder widths apart, and hands free and loose due to Wáṣerotapa not utilizing them at all. Due to being a fighting style relying heavily on kicks, the body's mass is usually shifted slightly to the back leg, making the front leg easier to lift and increasing the speed of kicks by +1 while lowering the speed of any movement with the hands by -1. Regardless of the exact stance, this is the most familiar stance for a Wáṣerotapa user. All other stances, blocks, and attacks flow from this stance due to it's versality and simplicity. When the user does not possess any speed tiers this technique has an activation delay as the user moves their body into the right positioning however with additional skill the delay is reduced while if the user has B-rank or above speed their is no delay and the stance is changed immediately. This delay is halved when switching from a stance into no stance at all due to not needing precise positioning when lacking a stance. Skill Level - Activation Delay (P.T) D - 5 C - 4 B - 3 A - 2 S - 1
Name: Wáṣerotapa: Idle Stance Classification: Taijutsu Rank: B-rank Class: Defensive/Supplementary Range: Self
Description: One of the 5 Stances in Wáṣerotapa and is perhaps Jazz's most favored one. It is formed by raising one knee to its maximum height. The facing can be either to the front or the side, relative to the opponent. This stance is used as a platform for frontal kicks (Front, Axe, Crescent, Hook) as well as horizontal kicks (Side, Roundhouse, Vertical)  the former recieving a +1 to their speed while the latter recieve a +1 to their damage all other kicks preformed in this stance recieve a -1 rank penalty to both their speed and damage. It is also frequently employed defensively to deflect strikes aimed low to middle height the latter being able to deflect the damage to the side while the former is always used alongside Stomp with that specific Wáṣerotapa recieving a +1 to both speed and power when used in such a way. When the user does not possess any speed tiers this technique has an activation delay as the user moves their body into the right positioning however with additional skill the delay is reduced while if the user has B-rank or above speed their is no delay and the stance is changed immediately. This delay is halved when switching from a stance into no stance at all due to not needing precise positioning when lacking a stance. Skill Level - Activation Delay (P.T) D - 6 C - 5 B - 4 A - 3 S - 2
Name: Wáṣerotapa: Machine Stance Classification: Taijutsu Rank: B-rank Class: Offensive/Supplementary Range: Self
Description: One of the 5 Stances in Wáṣerotapa and perhaps it's most infamous one. It is is assumed by placing one’s entire body weight on a single leg and extending the other leg in front to lightly touch the ground. Since the frontal leg has no weight placed on it, it can be used to launch fast kicks excluding Crescent, Flying, Scissor, Drop all of which can not be successfully preformed using this stance without sustaining a -2 rank penalty to both speed and damage. It is given it's name due to the seemingly robotic action of rapid kicking as this technique is often honed over and over until the kicking becomes reflexive preventing opponents from utilizing mind-reading techniques/telepathy to gauge where one is about to kick as long as said telepathy technique is B-rank or below. Depending on the user's skill the number of kicks able to be thrown out at the speed it usually takes to kick once varies but the cost is always equal in terms of fatigue expenditure as a normal kick due to the stance allowing for an easier method of dishing out numerous kicks. This stance was made specifically for the Multiple Kick technique as not only is the user able to force an opponent to keep up an adaptive defense but can likewise use it to unleash devastating combinations after exploiting an opening to brutally finish them off. When the user does not possess any speed tiers this technique has an activation delay as the user moves their body into the right positioning however with additional skill the delay is reduced while if the user has B-rank or above speed their is no delay and the stance is changed immediately. This delay is halved when switching from a stance into no stance at all due to not needing precise positioning when lacking a stance. Skill Level - Activation Delay (P.T) D - 6 C - 5 B - 4 A - 3 S - 2 Rank of User - No. of Kicks Thrown out at once D - 2x C - 3x B - 4x A - 5x S - 6x
Name: Wáṣerotapa: Pendulum Stance Classification: Taijutsu Rank: B-rank Class: Offensive/Supplementary Range: Self
Description: One of the 5 Stances in Wáṣerotapa and perhaps it's most geared towards offense. The pendulum stance earned it's name due to the motion of the user's lead or rear leg, it is constantly being moved forward an back like the pendulum on a clock with the longer the leg is allowed to do such the more momentum is built which can be added to certain kicks of the Wáṣerotapa to boost their capabilities. The kicks are as follows; Sweep, Heel, Flying, Spinning, Scissor & Drop all of which make use of the built up momentum which make use of something called "momentum tokens" to keep track. While they aren't an actual thing they are simply referred to as the amount of time the user is able to constantly swing their leg without being interupted before following up with one of the above kicks. When the user does not possess any speed tiers this technique has an activation delay as the user moves their body into the right positioning however with additional skill the delay is reduced while if the user has B-rank or above speed their is no delay and the stance is changed immediately. This delay is halved when switching from a stance into no stance at all due to not needing precise positioning when lacking a stance. Skill Level - Activation Delay (P.T) D - 6 C - 5 B - 4 A - 3 S - 2
Skill Level - No of Posts (Total) to build up 1 Momentum Token D - 10 C - 8 B - 6 A - 4 S - 2 *Momentum Tokens are able to boost either the Speed of the technique, Reaction Required to successfully dodge, knockback dealt or the damage inflicted by the technique (+1, +1, +15ft, 2x respectively).
Name: Wáṣerotapa: Dance Stance Classification: Taijutsu Rank: B-rank Class: Offensive/Supplementary Range: Self
Description: One of the 5 Stances in Wáṣerotapa and perhaps it's most mobile one. Its constant triangular footwork is similar to that of capoeira, where it draws inspiration albeit more flowing as if the user is skating, but it is just as confusing since it looks much more like a rhythmic dance step than an orthodox static fighting stance. The main purpose is not dancing but rather to prepare the body for any number of movements such as evading, feinting, or delivering attacks while continuously shifting stances all while providing confusion. This stance places the user in constant motion in order to maintain Trick Speed momentum building, while also making them a frustrating target for a forward-advancing opponent within one's Interception Gradient, as those moving at equal-rank or below speeds moving towards the user require 1-rank higher in reaction tiers to keep up with the user's basic taijutsu. This also allows the user to continuously maintain enough torque to use in a strike while providing a synchronization of arm movement to avoid and slip under attacks incoming at Crashing Ground speeds and below. This stance is not static so its speed is primarily based on the user's Trick Speed or in advanced users their "Rhythm". When the user does not possess any speed tiers this technique has an activation delay as the user moves their body into the right positioning however with additional skill the delay is reduced while if the user has B-rank or above speed their is no delay and the stance is changed immediately. This delay is halved when switching from a stance into no stance at all due to not needing precise positioning when lacking a stance. Skill Level - Activation Delay (P.T) D - 6 C - 5 B - 4 A - 3 S - 2 *When utilizing the Dancing Stance the user is able to maintain the use of Trick Speed without stopping thus allowing them to build up movement speed over the normal duration with kicks being used in place of shifting to a lower movement speed as long as both the user's feet do not leave the ground while those which do reset the user's Trick Speed back down to the beginning.
Name: Wáṣerotapa: Flying Kick Classification: Taijutsu Rank: A-rank Class: Offensive Range: Mid
Description: A flying kick is a type of kick in certain martial arts and in martial-arts based gymnastics, with the particularity that the kick is delivered while in the air, specifically moving ("flying") into the opponent after a skating start to gain forward momentum. In this sense a "flying kick" is a special case of a kick following a Jump, jump kicks being any kick delivered in mid-air, i.e. with neither foot touching the ground. Depending on the movement speed of the user while preforming the forward momentum all Flying Kicks require equal rank reaction to the user's movement speed in order to successfully dodge. Flying kicks are often just add on's modifying the basic kicks with the Flying aspect being used to increase the distance the technique can cover while boosting the speed of execution to Vacuum Release and the damage dealt to inflict A-rank damage. As a result their are multiple variations all of which have the word "Flying" put in front of whichever kick this technique is used with to distinguish it from the original version (I.e Flying Back Kick). Additional Tiers serve to increase the distance the technique is able to cover without touching the ground, damage dealt (Str) and the speed of execution (spd) of the kick in question. Strength Tier - Farthest Distance strikable/air distance covered None - 20ft D - 25ft C - 30ft B - 35ft A - 40ft S - 50ft
Name: Wáṣerotapa: Multiple Kick Classification: Taijutsu Rank: A-rank (Each kick takes it's own fatigue price) Class: Offensive Range: Short
Description: The multiple kick is given it's name due to it essentially being several kicks preformed in quick succession all at vacuum release speeds. The skill of the user determines exactly how many kicks can be preformed by the user all of which land one after another requiring an opponent to keep up a defense (if unable to dodge) for a set amount of posts (total) or end up being struck by the remaining attacks. In Wáṣerotapa there are three types of multiple kick: Repeater kick which features two or more kicks of the same type executed in succession by the same foot in the same direction. (I.e 2 Front Kicks) Consecutive kick which features two or more kicks executed in succession by the same foot but in different directions, or with different attacking tools. (I.E a Front Kick then a Side Kick both with the front leg) Combination kick which features two or more kicks executed in succession by both feet. (I.e a Front Kick, then a Roundhouse, then a Heel Kick with the rear leg) The Multiple Kick usually targets the face, thigh, and chest, but in turn can be a multiple: chest attack which is useful for knocking the breath out of an attacker if they do not possess A-rank endurance forcing them on their next post to do anything but gasp for air if they require it to breath, limb which is useful for bruising and weakening limbs to prevent retaliation and cripple movement, target (such as rib, joint, face) meant to break, dislocate or break said targets to finish opponents if they do not possess an A-rank defense tier. Additional Tiers only result in a higher speed of execution (Spd) but also the damage inflicted by each kick dished out (Str). Rank of User - No of Kicks Per use D - 2 C - 4 B - 6 A - 8 S - 10 Target - Effect on Victim Per Kick. Face - Dizzy effect resulting in disorientation causing victim moving at Standard Tier Levels to stumble while moving while always fall if operating at Max Tier level (Two). Every kick past two results in -1 to Reaction Tier due to repeated head trauma. Chest - 1-rank Higher Endurance required to prevent gasping for air effect. If already gasping for air every kick adds +1 additional post (total) of gasping effect. Thigh/Bicep - -1 to Speed Tier using specific limb targetted (Every 2) -1 to Strength Tier using specific limb targeted (Every 3). Rib/Forearm/Shin - 1-rank Higher Defense Tier required to prevent breaking of ribs. If broken additional kicks result in internal bleeding losing 1-rank higher blood per kick starting at B-rank each post (total) Joint - 1-rank Higher Strength required to prevent dislocation of targeted joint.
Name: Wáṣerotapa: Scissor Kick Classification: Taijutsu Rank: A-rank Class: Offensive Range: Short
Description: The scissor kick is used to describe certain kicking or kick based grabbing techniques that resemble a pair of scissors. The kicking technique is simply outstretching one's legs at vacuum release speeds to strike two opponents either simultaneously or in quick succession to inflict A-rank physical damage and can be used with the Kickoff technique to great success. The kick based grab variant of a scissor kick is preformed also at vacuum release speeds, while prone on one's back, airborne likely after jumping, with the kicker bringing both legs to both sides of the opponent's legs/body/head at vacuum release speeds, then clasps both in as a take down (as the name states, leg motions are like that of a pair of scissors) using either one's body weight or a corkscrew motion to force an opponent downward with trapped victims requiring A-rank samurai level strength to successfully pry the user's legs apart (due to legs being stronger than arms if the user is a samurai then opponents require above A-rank strength to break free). The way this is preformed can result in dealing out heavy damage as the former when preformed when the user possesses both defense and strength tiers can result in actually cutting a victim's body with the legs actually acting like "scissors" to deal slicing damage equal to the user's Defense Tiers backed by their strength tiers. The latter however can result in dislocating (when victim possesses A-rank defense tiers) or breaking (when victim possesses under A-rank defense tiers) of the targetted body part often rendering opponents paraplegic (from the waist down) or quadraplegic (from the neck down) upon successful execution at the lower torso or neck respectively. Additional Tiers only result in a higher speed of execution, reaction required to pry free of grab before takedown occurs (Spd) but also the damage inflicted by each kick dished out (Str). Speed Tier - Reaction Tier Req. to escape grab before takedown occurs. None - B D - B+ C - A B - A+ A - S S - S+
Name: Wáṣerotapa: Spinning Kick Classification: Taijutsu Rank: A-rank Class: Offensive Range: Contact, Long (Knockback)
Description: The spinning kick is any kick which involves a minimum of a 360° rotation is preformed prior to lashing out an striking an opponent sending them flying up to 80ft at vacuum release speeds potentially sustaining additional damage mid-flight if they crash into anything. This is primarily used as an add-on to any of the basic kicks in order to boost it's speed of excecution however multiple revolutions results in a damage modifier in which the spins allow one to build up momentum to deal more damage and kick at a higher speed without necessarily possessing the strength or speed necessary to naturally do so. This technique is risky primarily due to the need to spin without interuption leaving the user vulnerable not to mention the need to immediately kick after completing the spin otherwise the built up momentum is lost. The skill level of the user determines how many rotations they can preform without becoming dizzy, which results in them being unable to move at standard tier levels without stumbling (unless they possess an A-rank or above balancing technique) while always falling if they operate at Max Tier levels. Rank - No. of Rotations - Speed/Dmg Modifier None - 1 (360°) - +0/1x D - 1+ (540°) - +1/1x C - 2 (720°) - +2/2x B - 2+ (900°) - +3/2x A - 3 (1080°) - +4/3x S - 3+ (1260°) - +5/4x
Name: Wáṣerotapa: Drop Kick Classification: Taijutsu Rank: A-rank Class: Offensive Range: Contact, Short-Mid (Knockback)
Description: It is an attack where the user jumps up and kicks the opponent with the soles of both feet at vacuum release speeds to send an opponent flying up to 40ft away with A-rank force; this sees the user twist as he or she jumps so that when the feet connect with the opponent one foot is raised higher than the other (depending on which way he or she twists) and the user falls back to the mat on his or her side, or front. This is commonly employed by light and nimble individuals who can take advantage of their agility, and is often executed on a charging opponent within one's interception gradient to interupt their movement, or while charging at an opponent (flying variant). The most basic form of a dropkick, but potentially the hardest to pull off, is a standing dropkick where the user catches a standing or running opponent with a standard dropkick from a standing position. In order to be pulled off effectively, it requires great leg strength in order to gain elevation often using Jump to gain said elevation. In all variants additional tiers serve to augment the speed of excecution (Spd) as well as increase the damage inflicted by the kick in question (Str). The three additional variations are: Slide in which the user slides feet first at the opponent kicking them with one or both feet requiring defense tiers equal to the movement speed of the user to avoid scrapping one's body on the ground. When preformed correctly however it is able to sweep an opponent off their feet sending them flipping 10 (one foot) or 20ft (both feet) into the air while those who possess A-rank strength to anchor themselves in place either have their legs broken (lack A-rank defense tiers) or can negate to knockback effect. Dropsault in which the user executes a backflip after landing the dropkick while pulling in the legs to curl into a ball moving at vacuum release speeds to land in a standing position about 15ft away from the opponent. If the opponent utilizes A-rank strength to anchor themselves in place the user travels 30ft instead and this technique can be used with great effect with serial kickoff as a means of attack multiple opponents in quick succession. Missile in which the user dives from above with a dropkick while spinning like a corkscrew to strike a targetted opponent like a drill. This technique deals piercing damage depending on the strength of the user which is an add on to the damage modifier one obtains depending on their distance from the opponent in question. Distance from Target - Damage Multiplier 20 & Under - 1x 40 - 2x 60 - 3x 80 - 4x 100 and above - 5x
Last edited by Aurielle on 9th July 2021, 4:24 pm; edited 5 times in total | |
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Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Kukinorite Clan 25th July 2016, 1:34 am | |
| - Shadow (Non-BC/GC Kukinorite Start with Passive):
Name: Shadow Classification: Taijutsu Rank: D-rank Class: Passive Range: Self
Description: The “Shadows” of the Kukinorite’s are a manifestation of their killing intent and/or fighting spirit. Because of this the “Shadows” can only be seen at certain points when the user’s killing intent and/or fighting spirit are at their highest. It has a unique effect where while active it makes use of the victims Intimidation Limit which is equal to their fatigue limit, but when used in conjunction with actual Killing Intent the amount the victim's I.L depletes is doubled. With each post (total) a Kukinorite's Shadow is out it constantly reduces the Intimidation limit, once fully exhausted the victims will be completely intimidated where they will faint for a period of time, however Barrier tiers equal to the user’s rank can make the victims immune to intimidation. These moments are usually at the beginning of a battle, used for intimidation purposes, or when the user uses one of their high ranking or signature techniques, Infinity Atmosphere techniques. Since the “Shadows” represent only a single person’s killing intent and/or fighting spirit every Kukinorites’s shadows take different appearances and as the user improves their “Shadows” will also improve, changing in appearance. Now if two Kukinorite’s were to do a combination jutsus, “Shadows” will also be shown but the appearance will be a fusion of the two “Shadows.” Â This fusion can also take place with users of Killing Intent or Fighting Spirit, allowing for high versatility with those who possess these techniques. Rank/Barrier Tier for Immunity - Intimidation Limit Depleted - Faint Duration D - 1 - 1 C - 2 - 5 B - 3 - 10 A - 4 - 15 S - 5 - 20
Name: Shadow Trick - Illusion Style Classification: Fighting Style Rank: D-rank Class: Offensive/Supplementary/Defensive Range: Varies
Description: A past Clan Head noticed that while many members of her clan made some use of their Shadows, they didn't truly harness it. As a result she took it upon herself to formulate a fighting style for them that made use of their Shadows for more than just an intimidation factor instead utilizing it in conjunction with Genjutsu as a means to transmit it. The result was two methods the first being contact with the Shadow which acts in place of a physical illusion and thus is incapable of being broken out of by Kai unless the victim possesses Defense tiers equal or higher than it, and the second which is much simpler as it simply triggers varying visual cue illusions based on the sight of the illusion. This fighting style has a unique relationship with Killing Intent, as it and Shadow are much like siblings to one another. As a result, when mixed with Killing Intent these techniques are capable of being used without a chakra cost as it is using Killing Intent in place of Genjutsu in order to make it much more effective.
- Non-Road Kukinorite Techniques:
Name: Run Classification: Taijutsu (Kukinorite Only) Rank: D-rank Class: Supplementary Range: Self
Description: In ancient times the Gravity Children were required to go through zero gravity training, to make them capable of fully utilizing the Roads prowess. Through this training a couple of things were revealed, one is that the usage of the Roads is stressful on the body, the Roads dealing recoil to the Kukinorite every time a technique is used. The other thing is that due to the alteration in their bodies, the Kukinorite endure conditioning and flexibility exercises in order to be able to contort their body while in a free-fall. As a result they are highly proficient in mid-air combat with the skill of the user granting them the ability to control their movements after jumping or while falling at varying distances above ground. This however is limited by the speed they are moving as if the Kukinorite is not capable of said speed even while falling then it hampers their ability to dodge mid-air like non-kukinorite. Due to the nature of this technique, it is required for one to begin learning the Roads. Rank of Technique – Rank of Strain C-rank deal D-rank recoil B-rank deal C-rank recoil A-rank deal B-rank recoil S-rank deal A-rank recoil SS-rank deal S-rank recoil SSS-rank deal SS-rank recoil *Note 1. GC in Zero Gravity Conditions receive 1-rank Lower in strain. 2. Sonia Road Riders (& Advanced Roads with Sonia as a component) are subjects to 1-rank Lower in strain in areas of High Pressure.
Rank of user - Height (Boards) D-rank - 50ft (25 ft) C-rank - 40ft (20 ft) B-rank - 30ft (15 ft) A-rank - 20ft (10 ft) S-rank - 10ft (5 ft)
Name: Sight Trick Classification: Taijutsu Rank: C Class: Supplementary Range: Self
Description: Sight Trick is a unique technique to the Kukinorite clan which is their aptitude to adjust to different levels of speed due to Trick Speed. As long as the speed is with the Trick Speed technique their eyes will adjust to the speeds, allowing them to keep up rather than lag behind with their vision. However, if the forbidden boosts occur their eyes will not be able to adjust accordingly. Gravity Children benefit the most from this however due to their Altered Perception allowing for higher speeds to be reached without suffering from vision lag.
Name: Dash Classification: Taijutsu Rank: C-rank (Variable Stamina Price each Turn active) Class: Supplementary Range: Self
Description: "Movement Taught, Run." - The Kukinorite have been around for a very long time, from the time of the Chakra Beasts actually and with that time they designed a series of training methods to help them keep up their edge and obtain mastery of the use of their Air Treks and Sky Boards. This is the first known as "Dash" which entails learning how to increase their ability to build up running speed, depending on the skill of the Kukinorite they will begin to skate at an accelerated pace which works hand in hand with the "Trick Speed" technique lowering the amount of time it takes for the Kukinorite to ascend to a higher speed level. Each rank they ascend upward increases how tired they get from preforming this technique, though the more skilled they are the more effective they are at not having to use it for prolonged periods before they get to the speed they wish to get to. Once more this technique due to building off Trick Speed only extends to movement speed, every other speed relies on the Kukinorite's tiers and if the Kukinorite stops it resets the whole effect. Rank - P.T running to Accelerate via Trick Speed (AT/SB) - Additional Stamina Price Per Turn using D - 9/4 - 10 C - 8/4 - 8 B - 6/3 - 6 A - 5/3 - 4 S - 4/2 - 2 King or Queen of a Road - 3/2 - 1
Name: Trick Speed Classification: Taijutsu Rank: B Class: Supplementary Range: N/A
Description: Kukinorite are special in that they use a pair of special skates or boards to trigger their latent abilities and control the elements through movement. Trick speed is a technique which revolves around the momentum of the skates/board as one moves across the field. Just like any object, one must build up momentum to go fast. The more momentum you create the faster you go. Trick Shot allows the Kukinorite to move quicker and quicker over time (running speed only). At first the Kukinorite moves just slightly above normal running speed (Swift Release) and the longer they keep up their momentum the more it will increase. Every 10 posts (total) the momentum will increase by 1 rank in speed (running speed only), however with a chakra board this is shortened to 5 posts (total).
If the Kukinorite comes to a halt the momentum will restart at D rank. Using the brakes on the skates/board the Kukinorite can slow down to a lower speed as long as they don't come to a stop, but will start over with the momentum building (posts will revert to needing 10 for Skates or 5 for Boards for the next rank in speed). These skates/boards are uniquely designed to withstand the pressure from the speeds, resulting in no recoil to the skates/board or Kukinorite. The skates/board are also designed so as to not have a sudden increase in speeds through techniques, negating any use of speed boosting to them as a safety precaution. If one does manage a way to boost their speed up through some means the sudden force will shatter the skates/board, requiring a Rikigaku Mechanic or Blacksmith to fix them.
However, they do have a small mechanism that will allow them a total of 5 posts to move at blinding light speeds before they break. It is highly recommended not to use it though as breaking your skates/board will result in losing your access to Kukinorite techniques and you will not be given a new pair. (For movement speeds, running, this technique will work separately of speed tiers while the rest of the body will only work with speed tiers.)
Name: Hurdle Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Self
Description: "Movement Taught, Avoiding Obstacles" - The Kukinorite have been around for a very long time, from the time of the Chakra Beasts actually and with that time they designed a series of training methods to help them keep up their edge and obtain mastery of the use of their Air Treks. This is the second known as "Hurdle" focusing on learning how to avoid obstacles whether the means terrain or incoming objects while skating. This is a skill that allows a Kukinorite to calculate topology or flight trajectory and adjust according in advance causing those who see them skating to think that they have an uncanny sense of dodging or perfect, of course this applies primarily during a Run where a Kukinorite is in their true element and is reduced when not in the air. Depending on the skill of the Kukinorite the types of terrain they are unhindered by and the number of projectiles they can dodge while on route to an opponent both on the ground or in the air before slowing as a result of Trick Speed (1-rank) varies. Rank - Terrain Unhindered by (Str Tier Check for movement bypassed - No. of Projectiles before slowing (Ground, in Air) D - Non-Stormy Conditions (Air) & Stable/Horizontal Ground (N/A) - 2, 3 C - Unstable, Diagonal or Vertical Ground (D) - 4, 6 B - Calm or With Current (Liquid), Upside Down Ground (C) - 6, 9 A - Against Current (Liquid), Stormy Conditions (Air) - 8, 12 S - Semi-Solid/Adhesive Ground, Vacuum (Air) - 10, 15 *Gravity Children are capable of dodging double the incoming projectiles as long as it falls within the spectrum of "Altered Perception" however, there is an added price of -1 stamina for each additional projectile dodged as it is more taxing on the body
Name: Cube Classification: Taijutsu Rank: A-rank Class: Supplementary Range: Self
Description: "Movement Taught, Bouncing off Surfaces" - The Kukinorite have been around for a very long time, from the time of the Chakra Beasts actually and with that time they designed a series of training methods to help them keep up their edge and obtain mastery of the use of their Air Treks. This is the third known as "Cube" which was created to further increase a Kukinorite's skill through fights within enclosed spaces which is drilled into a Kukinorite's body until they learn the point of it namely to utilize the terrain to their advantage. Kukinorite are capable of taking advantage of things, particularly walls or footholds to rapidly change direction or increase the range of their jumps, this is also done by calculations making use of their impressive intellect to determine where they want to end up and using the exact amount of force to bring it about. When utilized in conjunction with Trick Speed this allows a Kukinorite to make sudden changes in direction after kicking off a surface, grabbing onto an object to accomplish turns which aren't normally possible at the usual speed reduction for slowing down however the more skilled the Kukinorite the less of a speed reduction they suffer from. Rank - Jump Distance Increased/Speed Reduction after bouncing off surface D - 5 ft (1-rank) C - 10 ft (3 Tier Levels) B - 15 ft (2 Tier Levels) A - 20 ft (1 Tier Level) S - 25 ft (No Reduction)
Name: Air Classification: Taijutsu Rank: S-rank (-5 Stamina Per "Air Jump") Class: Supplementary Range: Self
Description: "Movement Taught, Jump" - The Kukinorite have been around for a very long time, from the time of the Chakra Beasts actually and with that time they designed a series of training methods to help them keep up their edge and obtain mastery of the use of their Air Treks. This is the fifth known as "Air" which focuses on teaching the Kukinorite how to jump which to most Kukinorite they think they know what it is to jump but the truth is they have no clue. The Kukinorite way of jumping allows them to be capable of adjusting their center of gravity resulting in a unique way of jumping which can be likened to a double jump if only in appearance. What they are doing is jumping and then using their momentum from the jump in conjunction with shifting their center of gravity and being propelled further by the spin. This is known as the "Air Jump" informally among Kukinorite and the more skilled they get the more frequently they can do this. When using this technique it also counts as an S-rank Air-Movement technique, due to building off of Run, however if any Kukinorite became an Acolyte this technique stacks with their ability to jump multiple times becoming far more dangerous as a result. Rank - Air Jump Distance Scale Modifier (No. of Times Air Jump can be used to shift directions) D - 1/3 (1) C - 1/2 (2) B - 1 (3) A - 2x (4) S - 3x (5) *Note: Kukinorite in Zero G do not trigger the additional stamina price for Air Jumps due to the lack of gravity allowing them to not exert themselves as much as it would be to fight it's effect on their body during an Air jump. Furthermore this technique is unable to be utilize in Intense Gravity S-rank or above unless Kukinorite is of the Sonia Road (Gravity Children raise this by one rank to cap at SS-rank or above).
Name: Disc Classification: Taijutsu Rank: SS-rank Class: Supplementary Range: Self
Description: "Movement Taught, Teamwork" - The Kukinorite have been around for a very long time, from the time of the Chakra Beasts actually and with that time they designed a series of training methods to help them keep up their edge and obtain mastery of the use of their Air Treks. This is the sixth known as "Disc" which revolves around an advanced utilization of Trick Speed, which incorporates other Kukinorite's using Tricks together. A Kukinorite is capable of meshing their tricks together with their allies which allows them to create combination techniques once they have reached the King or Queen position due to having a complete mastery of their Road. Unlike normal Kukinorite who are only able to do this via combination techniques they have trained ahead of time, this technique allows for them to be created in the middle of battle. This is always accompanied by a manifestation of a combined version of the Kukinorite's shadows. Either they are mixed together or they are blended in some way (For example: An armored knight riding a Two-Headed Liger or an Armored Two-Headed Knight). Rank of Combination - Word Count Req. from all participants D - 100 C - 200 B - 400 A - 800 S - 1000 SS - 1500 SSS - 2000 *Note: The word count means that the total word count from the participants post must total to that amount. This likewise takes the use of one's solo training for the day & unless the other participants are Kings/Queens, the participants must share at least one road.
Name: Balloon Classification: Taijutsu Rank: SSS-rank Class: Supplementary Range: Self
Description: "Movement Taught, Falling" - The Kukinorite have been around for a very long time, from the time of the Chakra Beasts actually and with that time they designed a series of training methods to help them keep up their edge and obtain mastery of the use of their Air Treks. This is the last known as "Balloon", which is the pinacle of the Kukinorite's training which allows them to counteract the weakness of all beings unable to fly namely Gravity. Upon learning this technique, the Kukinorite is able to delay their fall speed in normal gravity while being able to fall like normal when affected by Intense Gravity from techniques SSS-rank & below. Finally in Low Gravity or Zero G the Kukinorite's fall speed is completely halted preventing them from falling. It is this technique which made them so able to sync with the Juryoku & Arashi Clans as a true Kukinorite doesn't fall unless they want to. Rank - Fall Speed Delay D - 1 Turns C - 2 Turns B - 3 Turns A - 4 Turns S - 5 Turns "Z" - 6 Turns "X" - 7 Turns *Note: Kings/Queens of Roads who possess their Regalia have the amount of time it takes for them to fall doubled in comparison to normal kukinorite.
Last edited by Aurielle on 9th July 2021, 4:24 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: Kukinorite Clan 3rd August 2016, 5:36 pm | |
| The Wing Road & Basic TricksThe Wind King of the Wing Road: Odin Kukinorite [GC] (Deceased) - Spoiler:
Name: Wing Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: Along with being the most versatile out of all the roads, the Wing Road is the “purest” out of them all due to the fact that it is the closest to the sky. This road primarily focuses on the air itself and the rider becoming, essentially, one with the wind. However the aspects of the air, do not show themselves until higher levels of skill, while at lower levels the Wing Road rider tends to extend the length of their jumps, increase their speed, general techniques which will allow them to either sustain “flight,” control themselves while in mid-air, or gain benefits from the sky. Being the closest to the sky, the Wing Road is a very difficult road to master, only due to the amount of power the rider is capable of wielding. Its Infinity Atmosphere is called Infinity Airdoor. Principles: 1. Dissipate (Dissipates Physical Impact Forces) 2. Foresight (Sensory via differential pressure through scattered light) 3. Gravity Control (Shifting Center of Gravity to extend jumps & Mobility) 4. Catching Moon Drops (Creating surfaces of air through differential pressure)
Name: Wing Trick: Dissipate Classification: Taijutsu Rank: C rank (D-rank Recoil) Class: Supplementary Range: Self
Description: A basic Trick of the Wing Road which is based on it's principles. Using the wind around them the user is able to dissipate physical impact forces, which will greatly reduce their damage taken, but only from physical impacts. The amount reduced from the physical impact depends on the speed the Kukinorite was moving prior to being hit. While a powerful technique, it does nothing to reduce damage from piercing based techniques or physical impacts from elements strong against Wind. Movement Speed - Physical Damage Reduction D - 1-rank Below C - 2-ranks Below B - 3-ranks Below A - 4-ranks Below S - 5-ranks Below
Name: Wing Trick: Foresight Classification: Taijutsu Rank: C-rank (D-rank Recoil) Class: Supplementary Range: Mid
Description: The second basic Trick of the Wing Road where the user can see and predict the wind and differential pressure via scattering light. Basically it allows the user to detect even the slightest movement allowing them to know where almost everything is as long as it is within their Foresight radius. But the downside is that this can only be used when the user is in the sky as well as it is unable to be used when the opponent exceeds their sensing ability. In addition maintaining it over time results in it's, while minor, recoil constantly damaging the user with each use. Rank of User - Foresight Radius (ft) - Tracking Speed D - 10 - Running Speed C - 20 - D B - 30 - C A - 40 - B S - 50 - A *GC are able to track S-rank Speeds.
Name: Wing Trick: Gravity Control Classification: Taijutsu Rank: C-rank (D-rank Recoil) Class: Supplementary Range: Short
Description: The third basic trick of this the Wing Road. This allows the user to shift their centre of gravity in order to extend the height and distance of their jumps beyond what is normally possible. This also allows easier dodging while descending from jumps as well as falling in the air which works hand in hand with the Non-Road Trick "Run" resulting in any technique which requires an air-movement technique to require 1-rank below Tier checks (Speed/Reaction etc). This trick is completely seperate from strength (height) or speed (distance) or any techniques which are used to increase either of the two. As a result it can be stacked in order to further increase the Kukinorites ability to jump in combat. Rank - Additional Jump Height - Additional Jump Distance D - 1ft - 5ft C - 5ft - 10ft B - 10ft - 15ft A - 15ft - 20ft S - 20ft - 25ft
Name: Wing Trick: Catching Moon Drops Classification: Taijutsu Rank: B-rank (C-rank Recoil) Class: Supplementary Range: Self
Description: The fourth basic trick of the Wing Road, that can only be described as interfacing with the air. The rider is capable of creating a surface of air through differential pressures, essentially granting the user flight. In actuality the user is able to skate on air without the constain drain on their chakra reserves by their chakra skates to facilitate it. This technique is activated and dependent on the user's skill as well as their endurance tier they can continue to skate for a set amount of time (posts total) before needing to reactivate it again thus triggering the recoil. Rank - Endurance Tier Modifier - Duration Till Reactivation D - +1 - 2 C - +2 - 4 B - +3 - 6 A - +4 - 8 S - +5 - 10
The Flame Road & Basic TricksThe Flame King of the Flame Road: Surtr Kukinorite [GC] (Deceased) - Spoiler:
Name: Flame Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: The Flame Road is one of the most versatile roads, being second only to the Wing Road, and being considered the road with the greatest amount of “freedom,” for the fact that fire can never be truly tamed. With being as versatile as it is, this road tends to be considered speed based due to the rider’s movements being used to create friction. When reaching higher levels of skill in this road, the friction can be used to create flames, putting the user’s chakra skates at risk if they are not strong enough to withstand the heat. While not having an advantage, with enough heat, this road can neutralize all but the strongest Rising Road illusions. Its Infinity Atmosphere is the Infinity Inferno. Principles: 1. Friction (Generation of Heat) 2. Phantasm (Optical Illusions) 3. Mirage (Genjutsu Weaving Via Heat)
Name: Flame Trick: Friction Classification: Taijutsu Rank: D-rank (D-rank Recoil) Class: Supplementary Range: Short
Description: The first basic trick of the Flame road where one generates heat via friction. This can also create updrafts due both revolves around accelerating and stopping in order to build up said friction to use tricks. The friction is typically expressed as sparks which take the place of materia in order to utilize the more advanced Flame Tricks. The Skill of the user determines exactly how many sparks they can store at once. If the user has strength tiers equal to the speed that they are moving and use them to stop however the amount of spark materia produced increases by 1-rank. Speed Prior to Braking - Spark Materia Generated (+Str) Normal Running Speed - N/A (N/A) D - N/A (D) C - D (C) B - C (B) A - B (A) S - A (S)
Name: Flame Trick: Phantasm Classification: Taijutsu Rank: D-rank (D-rank Recoil) Class: Supplementary Range: Short-Mid
Description: The second basic trick based on a principle of the Flame Road. This trick involves the use of heated conditions in order to bend light to create optical illusions, are often used to misdirect and deceive others in combat. Despite this they are not true illusions being only "physical" illusions and as a result those with Reaction Tiers equal to the rank of the Trick can see through them due to a heightened level of perceptiveness assuming they notice something off. To that extent a skilled user of this trick when faced against the Rising Road's own method of optical illusion will typically overpower them if they both use tricks which are the same rank as each other.
Name: Flame Trick: Spark Classification: Taijutsu Rank: C-rank (D-rank Recoil) Class: Supplementary Range: Self (Chakra Skates)
Description: This trick is formed as a result of the Friction produced during a run due to suddenly braking or turning rapidly, this produces sparks which a Flame Road user is able to harness in place of materia. These are used for bending light to create optical illusions as well as facilitating genjutsu via heat mirages the former being more costly than the latter. As a result any optical illusion using Flame Trick costs a spark materia price 1-rank below the Trick's rank while any heat mirages require a spark materia price equal to the Trick's rank in addition to the recoil every trick inflicts on the body. Rank of User - Max Amount of Spark Materia Stored within Treks D - A C - 2 A (S) B - 3 A (SS) A - 4 A S - 5 A
Name: Flame Trick: Mirage Classification: Taijutsu Rank: B-rank (C-rank Recoil) Class: Supplementary Range: Short-Long
Description: The third basic trick based on a principle of the Flame Road. This trick makes use of heat and a victims sense of touch in order to create mirages, these are physical illusions which while not real are incapable of being simply seen through due to the heat making those within hallucinate. As a result the mirages seem more real and hallucinations can transfer over to victims even thinking they are sustaining damage, as a result it is easily intermingled with genjutsu. Due to being a physical illusion however it is capable of being resisted completely by those with Defense Tiers 1-rank below the rank of the trick in exchange for sustaining physical damage due due to shock of revealing everything is infact falsehood. Mirages are capable of neutralizing Rising Trick Illusions when put against one another as long as the latter trick (rising) is 1-rank below the mirage using trick.
The Bloody Road & Basic TricksThe Fang King of the Bloody Road: Fenrir Kukinorite [GC] (Deceased) - Spoiler:
Name: Bloody Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: The Bloody Road, a most destructive road which carves its destructive nature into the bodies of all those who oppose it. Due to the sheer nature of this road, the truly useful aspects of it are overshadowed. Being capable of not only controlling one’s own speed, through the method of rapid acceleration and deceleration but also shows signs of allowing the rider to modify the damage their ensue upon their victims. Those who ride this road usually are seen using chains or hooks as their signature weapon in attempts to bind their targets before they attack. Its Infinity Atmosphere goes by the name Infinity Jail. Principles: 1. Slice (Abrupt acceleration and deceleration) 2. Crunch (Halting Movement while retaining interia)
Name: Bloody Trick: Slice Classification: Taijutsu Rank: D (D-rank Recoil) Class: Offensive Range: Mid-Long
Description: This is the first basic trick which is based on a principle of the Bloody Road. Slice involves abrupt acceleration and deacceleration with the user's body initially being calm but then moving into action. This movement results it a jerking, unpredictable pattern which makes it difficult to track via Muscle Tension. Depending on the user's skill level the number of posts one can Accelerate (Increase their Speed Tier) before being forced to Deaccelerate (Decreased their Speed Tier) varies with highly skilled users being able to do both in quick succession at shorter intervals. Due to this technique riders of the Bloody Road constantly fluctuate in speed. Rank - Acceleration (Posts Total) - Deacceleration (Posts Total) D - 1 - 1 C - 1 to 2 - 1 Â B - 1 to 3 - 1 to 2 A - 1 to 4 - 1 to 2 S - 1 to 5 - 1 to 3
Name: Bloody Trick: Fang Classification: Taijutsu Rank: C (D-rank Recoil) Class: Offensive Range: Mid-Long
Description: After a "Slice" has been preformed the rider will throw a kick, launching a "Fang" which is essentially a compressed air wave, which travels in the direction said kick was launched. These "Fangs" are the signature technique of the Bloody Road and every rider of this road is able to customize their own version of a "Fang". "Fangs", like "Thorns" speed is based on the speed of the kick, while their damage is based on the strength the user kicks out with. Unlike "Thorns" however, which revolve around piercing through victims, "Fangs" are more focused on dealing damage which is spread outward around the impact zone. The spread effect is likewise based on the skill of the user. Fang Damage Spread (Blast Radius) - Skill of User 1 Foot - D 5 Feet - C 10 Feet - B 15 Feet - A 20 Feet - S
Name: Bloody Trick: Crunch Classification: Taijutsu Rank: C (D-rank Recoil) Class: Supplementary Range: Self
Description: Â This is the second basic trick based on a principle of the Bloody Road. This involves a sudden stop halting all movement while retaining the inertial energy that comes from suddenly stopping when in motion witout any deacceleration prior to doing so. The result is a stronger variant of the "Fang" with this acting like a damage modifier due to the force released due to the wind shockwave formed from the braking manuvuer being transferred directly into the "Fang". This makes a slicing variant able to actually cut things and live up to the philosophy of the Bloody Road to carve one's trail from the blood of their opponents. Speed Tier - "Fang" Damage Modifier = No of Posts (Total) Moving - Slicing Dmg D - x1 = 1 - D C - x2 = 2 - C B - x3 = 3 - B A - x4 = 4 - A S - x5 = 5 - S
The Sonia Road & Basic TricksThe Thorn Queen of the Sonia Road: Andromeda Kukinorite [GC] (Deceased) - Spoiler:
(Female Only) Name: Sonia Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: Another destructive road however not towards others rather towards the rider herself, the Sonia Road damages those who ride it rendering this road the opposite to the Bloody Road. As this road damages its rider, it has been considered equivalent to torture, as it constantly burdens the rider with high pressure, that pressure being the reason why this road unlocks its true potential under high pressure areas. Ironically, this riders of this road possess high levels of maneuverability and agility. However this road is limited to a select few, women only, due to the fact that riding this road shifts the center of movement is shifted from the knees to the hips, greatly increasing one’s flexibility and nimbleness, and that only a women’s hips can endure the demands of this road. This road possesses a natural advantage over the Wing and Gaia roads. Its Infinity Atmosphere has been given the name Infinity Chain. Principles: 1. Pain (Added Stress when Riding) 1. Maneuver (Improved maneuverability) 2. Nitro (Cushioning at the joints)
Name: Sonia Trick: Pain Classification: Taijutsu Rank: D (D-rank Recoil) Class: Offensive Range: Self
Description: Req. to Ride the Sonia Road (as well as learn any of it's other principles) & all Sonia Variant Hybrid must possess this or some variation of this principle. The first basic trick based on a principle of the Sonia Road. The Sonia road has been given the title as the harshest road to ride as it continues to burden the rider with high pressure. As time passes and with each trick they perform, their body will slowly breakdown until it has been exhausted, making this the wrong choice for continuous combat. Due to this however, their bodies are more accustomed to high pressure allowing them to continue to move at full potential while others are restricted, this includes in enviroments where movement is more heavily restricted including high gravity, underwater and in the middle of a raging storm giving it a natual advantage when faced against the Wing & Gaia Roads. Trick/Rank - Recoil due to Strain - Enviroment Unburdened D - D - High Pressure C - C - Intense Winds (Storm) B - B - Underwater (Against Current) A - A - Deep Sea Pressure S - S - Gravity
Name: Sonia Trick: Thorns Classification: Taijutsu Rank: D (D-rank Recoil) Class: Offensive Range: Short-Mid
Description: "Thorns" are the signature technique of the Sonia Road. As the rider kicks, at varying speeds based on the rider, they release compressed air in the shape of long thin rods with pointed tips. Every rider of the Sonia Road has their own customized version of "Thorns". "Thorns" like "Fangs" speed are based on the speed of the kick while their damage is based on the strength the user kicks out with. However unlike fangs which result in spread out damage Thorns are more localized and thus pierce through victims rather than spread around them. Like all Sonia Tricks, when preformed in areas of High Pressure it causes the rider to sustain no recoil from using Tricks.
Name: Sonia Trick: Maneuver Classification: Taijutsu Rank: D (D-rank Recoil) Class: Offensive Range: Self
Description: The second basic trick based on a principles of the Sonia Road. This trick involves the hips being the axis and base point for all tricks instead of the knee. This improves maneuverability by moving the rotational axis closer to the centre of gravity. As a result the Sonia trick users rotational speed occurs at Samurai Level speed when used in conjunction with normal speed tiers.
Name: Sonia Trick: Nitro Classification: Taijutsu Rank: B-rank (B-rank Recoil) Class:Supplementary Range: Self
Description: The third basic trick based on a principles of the Sonia Road. It involves the user hyperventilating in order to initiate this technique which revolves around the user's Endurance Tiers & Skill to determine the number of posts they can remain in their hyperventilated state and the direct result of doing such in case of the latter. A Hyperventilated person will have an ease riding the Sonia Road for they can collect more nitrogen in the air than normal humans. The nitrogen is then transformed into bubble cushions in the indentions between the spinal column giving the rider greater mobility and flexibility. This allows the user to be able to create "Thorns" via continuous-twirling motion, making a pressurized vortex, and fire them as a barrage in high speed in all directions sustaining the same recoil one would for a single "Thorn". The users skill level determines the "Thorn" multiplier when using this technique or rather in simple terms the number of "Thorns" released per kick. Rank/Endurance Tier - Thorn Multiplier - Posts Total Till Reactivation D - 2 - 1 C - 3 - 2 B - 4 - 3 A - 5 - 4 S - 6 - 5
Name: Sonia Trick: Acceleration Classification: Taijutsu Rank: B-rank (B-rank Recoil) Class:Supplementary/ Offensive Range: Self (Offensive Mid-Long)
Description: A quick movement technique of the Sonia road which allows the user to rapidly jet forward at Crashing ground speeds while moving the user can spin their trajectory not changing and this allows them to release Thorns at will as they spin on their heels without losing any of their momentum. This is useful for escape maneuvers as the user can flee in one direction but still be able to attack the opponent while running. Like all Sonia Tricks, when preformed in areas of High Pressure it causes the rider to sustain no recoil from using Tricks.
The Rising Road & Basic TricksThe Thunder King of the Rising Road: Thor Kukinorite [GC] (Deceased) - Spoiler:
Name: Rising Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: The Rising Road is one of the most powerful roads, if not the most powerful when its true strength is revealed, through the use of overwhelming numbers. Similar to the Flame Road, this road is high movement based however rather than friction, makes use of built up kinetic energy. Higher stages of this road continue to tap into kinetic energy but go further into tapping into electromagnetic fields. Once the electromagnetic fields have been tapped, this road has been seen to dominate other roads in terms of illusions, being rivaled by only the Flame Road. Not only are the illusion’s power increased through numbers but the sheer destructive power of this road is. The Infinity Atmosphere of this road is called Infinity Shock. Principles: 1. Field (Conversion of kinetic energy) 2. Delusion (Optical Illusions)
Name: Rising Trick: Field Classification: Taijutsu Rank: D (D-rank Recoil) Class: Supplementary Range: Short-Long
Description: The main principle of the Rising Road, which converts kinetic energy from the users run into an electromagnetic field. This technique allows them to generate and manipulate electricity, which deals physical elemental damage, for their own benefit. The size of an induvidual Kukinorite's field and the speed at which it is materialized is dependent on the Kukinorite's Skill level. Size (Radius of Effect) - Speed of Materialization - Skill Level of User 5 Feet - Swift Release - D 10 Feet - Bullet Release - C 20 Feet - Crashing Ground - B 40 Feet - Vacuum Release - A 80 Feet - Blinding Light - S Â
Name: Rising Trick: Delusion Classification: Taijutsu Rank: D (D-rank Recoil) Class: Supplementary Range: Short-Long
Description: The second basic trick based on a principle of the Rising Road. This involves utilizing electricity in order to shuffle the synapses in a victims brain causing them to hallucinate and visualize things which are in fact not real. This produces optical illusions on a different level than Flame due to stemming first in the brain of the target and manifesting to the field rather than being vice versa. As a result they are incapable of being seen through with Reaction Tiers however those with Reaction affixed to other senses can detect when something is infact off. To that extent all it requires is an equal rank level of Reaction Tiers to the level of the trick to do so, this tricks works more effectively with a numbers philosophy due to more users utilizing it resulting in a deeper setting more powerful illusion. No of Users - Trick Rank Modifier 1 - +0 2 - +1 4 - +2 8 - +3 16 - +4
The Over Road & Basic TricksThe Rumble King of the Over Road: Baldur Kukinorite [GC] (Deceased) - Spoiler:
Name: Over Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: The Over Road is one of the more common defensive roads due to its philosophy on using the power of others against them. While beginners are forced into using their opponent’s speed against them, advanced riders rely on the windmill theory, using strong winds against their opponents. Due to the windmill theory, the Over road gains a natural advantage over the Wing, Bloody, and Sonia roads, with its disadvantage being techniques stronger than what the rider can handle. This roads Infinity Atmosphere is called Infinity Shield. Principles: 1. Backdraft (Drafting) 2. Flow (Physical Force Conduction)
Name: Over Trick: Backdraft Classification: Taijutsu Rank: D (D-rank Recoil) Class: Supplementary Range: Short
Description: This is the first basic trick which is based on a principle of the Over Road. This involves the user approaching another rider from behind during their run or an opponent who is moving away from them using Speed Tiers. This creates a low-pressure area, taking the pressure off of the body of the user behind the rear of the one in the front. In the case of Kukinorite it lessens the drag on both riders causing them to actually move faster due to the improved (combined), aerodynamics boosting their speed like a combination technique. Speed Tier of Target - Draft Speed Boost - Kukinorite Joint Boost D - D+ (Samurai Level) - C C - C+ - B B - B+ - A A - A+ - S S - S+ - SS
Name: Over Trick: Flow Classification: Taijutsu Rank: C (D-rank Recoil) Class: Defensive/Supplementary Range: Self
Description: The second basic trick of based on a principle of the Over Road. This involves the redirection of impact forces through ones body via movement in order to conduct the momentum sustained from the impact until it can be safely redirected out of the body. Movement is crucial to this trick as without it the force is not distributed and the user sustains the damage they were meant to be dealt, however it can be used as both a counter-attack and a means to bolster one's own momentum when discharging said kinetic force out from one's legs during their Run.
Name: Over Trick: Walls Classification: Taijutsu Rank: B (C-rank Wind Price & C-rank Recoil) Class: Defensive Range: Short-Mid
Description: This is the most known trick of the Over Road, that is based on compressing air into walls of air. The way these walls work is the stronger the wind’s they face the stronger the walls will become, so wind jutsu are not advised when facing this road as it only feeds it in order to drastically increase the size of a "Wall". "Walls" are created at speeds equal to the speed the user kicks out at and have a durability equal to the strength that they kick out with. The common ability of every "Wall" is that they are the size of a small creature and have the ability to block incoming objects and techniques without piercing equal to their durability and below. If it is physical, wind based, weak against Wind or a projectile they are blocked and the "Wall" remains in place, if it is of another damage type then it immediately fades away after blocking it. Walls are capable of benefiting from Wind in two ways, the first being in regards to wind using Tricks such as "Fangs", "Thorns" as some tricks from the Wing Road upon blocking 5 tricks the same rank as it's durability it ranks up by 1 capping at S. The second is in regards to other wind based techniques which aren't physical based this increases the size of the "Wall" Wall Size - Wind Technique Small - N/A Humanoid - D Medium (S) - C Medium (M) - B Medium (L) - A Medium (XL) - S
The Gaia Road & Basic TricksThe Gem King of the Gaia Road: Loki Kukinorite [GC] (Deceased) - Spoiler:
Name: Gaia Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: The Gaia Road specializes in interactions with the earth. This road is shown to focus on immobilizing their target’s movements in some way, limiting their ability to move. The riders of this road are able to memorize the shape of the land, allowing them to locate other people, simply by touching the ground. Its Infinity Atmosphere is the Infinity Stratum. Principles: 1. Shake (Vibrations through surfaces for use as sonar) 2. Pressure (Hardening the air and dropping it on targets)
Name: Gaia Trick: Shake Classification: Taijutsu Rank: D-rank (D-rank Recoil) Class: Supplementary Range: Long
Description: The user will send vibrations through the ground, using it as a sonar to learn the location of targets, mainly used for tracing. The vibrations can also be used to levitate objects and induce seismic activity with additional tricks. This allows it to serve primarily as a sensory technique, due to being able to locate those hiding underground despite the fact that it doesn't track movement. The speed the sonar flows through the ground is based on the speed the user taps the ground at while the skill of the user increases the radius this technique can detect things underground. Rank - Shake Radius (ft) D - 20 C - 40 B - 60 A - 80 S - 100
Name: Gaia Trick: Pressure Classification: Taijutsu Rank: B-rank (C-rank Recoil) Class: Supplementary Range: Mid
Description: This is the second Trick based on a principle of the Gaia Road. This trick involves no feet movement with the user projecting an area around themselves which seems to amplify the weight of those which come within it's radius. This is based on increasing the pressure in the area in order to literally weigh down victims giving off the impression that their bodies actual weight is being amplified. This results in victims being forcibly slowed down by their own weight and often rendered immobile if they lack the strength to hold up their own body weight. Those which are larger fair much worse due to the amplified weight being overall more than those which are smaller and due to the area of effect it makes this trick useful on multiple opponents. Rank - Area Radius (ft) - Weight Modifier - Spd Debuff/Str Req to Move D - 10 - 1x - 1/D C - 20 - 2x - 2/C B - 30 - 3x - 3/B A - 40 - 4x - 4/A S - 50 - 5x - 5/S
The Lather Road & Basic TricksThe Water Queen of the Lather  Road: Narissa Kukinorite [GC] (Deceased) - Spoiler:
Name: Lather Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: The Lather Road is perhaps the most difficult road of them all to master as it brings in all concepts of battle into itself. This road takes concepts from overexerting oneself purposely to not only draw out more power from their techniques but also release moisture from the rider’s body. With the overexertion this road is ideal for short-term fast paced battles in its beginning stages but moves onto longer paced combat as one advances their skills. As their skills advance, the rider uses the moisture in the creation of bubbles which can be used to counteract the friction and flames from the Flame Road. Its Infinity Atmosphere is called Infinity Ocean. Principles: 1. Saturate (Moisture generation to increase humidity) 2. Convergence (Bubble creation due to air pocket isolation)
Name: Lather Trick: Saturate Classification: Taijutsu Rank: D-rank (D-rank Recoil) Class: Supplementary Range: Self, Long
Description: The first basic trick based on a principle of the Lather Road. This involves utilizing the sweat produced by one's body by exerting themselves during their Run, due to high speed movement and face paced combat. This trick has a fluctuating level of strength due to producing more moisture depending on exactly how much the user exerts themselves, in addition when engaging with multiple opponents the sweat they give off feeds this trick resulting in the humidity produced being amplified simply by their presence making group combat only serve to bolster the Lather Road rider's lethality. The moisture generated fills the air serving as a "storage" for water materia due to the humidity increasing, this moisture is what is used to facilitate other tricks. Speed Tier - Moisture Generated - No of Opponents Moisture Modifier D - N/A - 1-2 (1x) C - D - 3-4 (2x) B - C - 5-7 (3x) A - B - 8-10 (4x) S - A - 11+ (5x)
Name: Lather Trick: Convergence Classification: Taijutsu Rank: D-rank (D-rank Recoil + D-rank Water Price) Class: Supplementary Range: Mid-Long
Description: A basic trick based on a principle of the Lather Road. This trick involves utilizing moisture present in the air in conjunction with converging pockets of air via pressure generated highly pressurized "Bubbles". Due to the high pressurization they are explosive to touch due to the layer of moisture being used to hold the air pockets to prevent it from escaping, when contact is made the air is expelled outward violently leading this trick to often be utilized for primarily offensive utilizations despite being quite versatile. Water Price - No of Bubbles Created D - 2 C - 10 B - 20 A - 40 S - 80
Name: Lather Trick: Scatter Classification: Taijutsu Rank: C-rank (D-rank Recoil + C-rank Water Price) Class: Supplementary/Offensive Range: Long
Description: By using the Lather Road's ability to generate bubbles, the user spins rapidly on his/her heels and starts to generate bubbles all around the area. These bubbles linger around and increase the humidity while simultaneously lowering visibility. While mostly a supplementary technique these bubbles can however be used as bubble materia for advanced Lather Road techniques. The size and amount of bubbles varies with how much moisture is in the air. Rank - Area Radius of Bubbles (ft) - Moisture (Size/No of Bubbles) D - 20 - Vacuum Conditions (Tiny/1 each P.T) C - 40 - Dry/Snow/Hail Conditions (Tiny/2 each P.T) B - 60 - Normal Conditions (Tiny/3 each P.T A - 80 - Humid Conditions (Small/4 each P.T) S - 100 - Rain/Oceanic Conditions (Humanoid/5 each P.T)
Name: Lather Trick: Surge Classification: Taijutsu Rank: C-rank (D-rank Recoil & 5 Bubbles) Class: Supplementary/Offensive Range: Long
Description: Using the Lather roads ability to condense bubbles into water, the user spins horizontally and then kicks forward sending a surge of foamy bubbles at his/her opponent which rapidly merge and turn into a river of water. The user can direct the flow of the water with his/her kicks and when it collides with an opponent it deals C-rank damage, in addition he/he can use this technique as a defense by spinning the water encircling him/her and protecting him/her from a C-rank physical attack without piercing or strong against water. This technique can be used in quick succession to give the illusion of being able to rapidly skate on water flows or block multiple attacks.
Name: Lather Trick: Bounce Classification: Taijutsu Rank: B-rank (C-rank Recoil & 10 Bubbles) Class: Supplementary/Defensive Range: Contact
Description: The user spins rapidly on his/her heels creating a bubble underneath him/her which he/she bounces off of. After bouncing off of it the user starts moving at Crashing ground speeds and while in motion he/she constantly spins and then can generate another bubble to change his/her trajectory. The bubbles are very dense and have the ability to be used as a defensive structure bouncing back physical objects or things moving at speeds below B-rank back at crashing ground speed. They are also highly explosive and can detonate at the user's will or if impacted by something with piercing or good against water release.
The Ring Road & Basic TricksThe Pledge Queen of the Ring Road: Agatha Kukinorite [GC] (Deceased) - Spoiler:
Name: Ring Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: The Ring Road is primarily the only non-offensive road and is considered to be a supportive road. This thinking is justified due to how the road is used, starting with the riders of the road being called Tuners. These Tuners have the responsibility of supporting any person who holds the title of King/Queen and also serve to create the Regalia and Sub-Regalia. Both of these responsibilities are done by the Tuner syncing themselves with the King/Queen in order to either tune the Regalia or Sub-regalia to the King/Queen or to support the rider of their choice in combat. Â The Infinity Atmosphere of this road is called Infinity Scale. Principles: 1. Rhythm (Syncing) 2. Harmony (Harmonizing to augment Tricks)
Name: Ring Road: Rhythm Classification: Taijutsu Rank: D (D-rank Recoil) Class: Offensive Range: Self, Contact (To establish sync) Other Riders (Must Possess Chakra Skates or Treck System)
Description: Each person who rides a road has their own specific "Rhythm" which translates into their own style which is why no rider rides a road the same as another. The rider's of the Ring Road have the ability to tune into other rider's frequencies and that is their own Rhythm. Using synced Rhythms they can assist their allies in battle and unlock a road's full potential. The number of Riders a Ring Road user is able to sync up to is dependent on their skill level likewise the speed at which the sync can happen is also depent on the users skill level. Riders Syncable - Speed of Sync - Skill Level 1 - Swift Release - D 3 - Bullet Release - C 6 - Crashing Ground - B 9 - Vacuum Release: A 12 - Blinding Light: S
Name: Ring Road: Harmony Classification: Taijutsu Rank: C (D-rank Recoil) Class: Offensive Range: Self, Short (Proximity) Other Riders (Must Possess Chakra Skates or Treck System)
Description: The second basic trick based on a principle of the Ring Road. This trick works based on proximity to ones allies however it truly shined when one has first synced to another rider thus preventing the chance that an enemy Kukinorite can benefit from the boost. This is due to the Ring Road user harmonizing with those within that set proximity resulting in being able to boost the capabilities of their allies tricks. By shrinking the proximity radius as well as syncing to fewer riders the boost is strengthened. In the case of a Sub-Regalia, or Regalia made by the specific user of this trick the harmonizing effect is boosted further, in all instances however the strain from the boosted tricks (recoil) are always equal to the tricks when they are not boosted (All are still subject to the buff and recoil rules.) Rank - Proximity in Ft (Radius) - Trick Buff (Halved Proximity/Riders) D - 5 - N/A/1/2 C - 10 - 1/2/3 B - 15 - 2/3/4 A - 20 - 3/4/5 S - 25 - 4/5/6 *If the Ring Road user possesses a Sub-Regalia their Proximity Radius is Doubled *If the Ring Road user possesses a Regalia their Proximity Radius is Tripled
Last edited by Aurielle on 9th July 2021, 4:25 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: Kukinorite Clan 21st December 2016, 5:03 am | |
| Hybrid Roads (Dual)The Hurricane Road & Basic TricksThe Storm Goddess of the Hurricane Road: Calypso Kukinorite [GC] (Pirate) - Spoiler:
Name: Hurricane Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: Hurricane road is a advanced variation of the Wing Road, created using the principles of the Over road projected through the Wind Regalia. The Hurricane Road focuses on using the created wind as a weapon rather than to increase maneuverability. It is also capable of totally negating the presence of winds in an area, rendering Wing Road abilities useless. The Queen of this road is called the Storm Queen and her Infinity Atmosphere is called Infinite Cyclone. Principles 1. Wind Shear (Aerokinetic Energy Conversion and Release) 2. Storm Chaser (Storms bolster Speed & Air Mobility) 3. Nimbostratus (Storm Cloud Formation)
Name: Hurricane Trick: Impact Wind Classification: Taijutsu Rank: D (D-rank Recoil) Class: Defensive Range: Contact
Description: Req. Wind Shear & Nimbostratus. Upon flailing wildly the rider is capable of, in conjunction with their own strength, to release a focused burst of storm to release themselves from grapples and other binding apparatus restricting their movement. This allows them to stack both their strength and the wind burst released similar to a combination technique in order to augment the force that they use to free themselves. The storm burst in question isn't meant to deal damage but can knock an opponent flying if they lack Strength Tiers to root themselves in place higher than the strength the rider uses to escape being grappled. Storm Materia Used (Storm Burst) - Strength - Total D - D - D+D C - C - C+C B - B - B+B A - A - A+A S - S - S+S
Name: Hurricane Trick: Moon Drop Missle Classification: Taijutsu Rank: D (D-rank Recoil & Variable Stratus Price) Class: Offensive Range: Short (Distance) Contact (Crater), Mid (Knock-Back)
Description: Req. Storm Chaser & Nimbostratus. A twist of the Wing Trick with the same name, the rider learns how to twist a Stratus Cloud into a denser form preforming a spinning flip in the air. This, upon completion of the flip is then used to hammer an opponent into the ground while travelling up to 5 ft before dispersing and leaving a 1 ft radius crater if an opponent is bashed into a solid object such as the ground. This technique is notable for dealing Storm Release physical damage equal to the user's strength while the speed that they preform the flip determines how far an opponent flies upon being struck by the dense sphere of a stratus cloud. Speed Tier - Distance D - 10 ft C - 20 ft B - 30 ft A - 40 ft S - 50 ft
Name: Hurricane Trick: Wind Shear Classification: Taijutsu Rank: C (D-rank Recoil) Class: Defensive/Supplementary Range: Self
Description: This is the first basic trick which is based on a combination of Wing's Dissipate and Over's Flow which proceed to form a new principle. Wind Sheer involves the rider's ability to convert physical impact forces which strike the body into cyclonic wind which are released from their body and are capable of being utilized for various means such as but not limited to knock-back & propellant force equal in power to the physical damage they would of sustained. Movement is crucial to this Trick as otherwise the cyclonic wind force isn't able to be safely released and the rider sustains some of the damage that they originally were meant to sustain upon being struck. While a powerful technique, it does nothing to reduce damage from piercing based techniques or physical impacts from elements strong against Storm. Bounty - Storm Materia Released (Physical Damage sustained if not moving) D - Up to D (1-rank Below) C - Up to C (2-ranks Below) B - Up to B (3-ranks Below) A - Up to A (4-ranks Below) S - Up to S (5-ranks Below)
Name: Hurricane Trick: Storm Chaser Classification: Taijutsu Rank: C (D-rank Recoil) Class: Supplementary Range: Self
Description: This is the second basic trick which is based on a combination of Wing's Gravity Control and Over's Backdraft which proceed to form a new Principle. Storm Chaser involves the use of active weather conditions Storms in particular which are used to heighten the rider's capabilities in battle. This is seen during a "Run" as by riding within a Storm they are find slipstreams which generate low-pressure area easing the burden of their bodies to boost their speed and air mobility. This causes any technique which requires movement tier checks to require 1-rank Lower (Strength, Speed etc) while likewise increasing the rider's speed depending on the power of the storm they are riding in. Weather - Speed Boost - Additional Jump Height (Jump Distance) Rainy/Windy/Snow - 1 Tier Level - 1 ft (5 ft) Heavy Rain/Hail - 2 Tier Levels - 5 ft (10 ft) Thunderstorm/Blizzard/Sandstorm - 3 Tier Levels - 10 ft (15 ft) Rotating Thunderstorm/Tornado - 1-rank - 15 ft (20 ft) Hurricane - 2-ranks - 20 ft (25 ft)
Name: Hurricane Trick: Nimbostratus Classification: Taijutsu Rank: B (C-rank Recoil) Class: Supplementary Range: Self
Description: The third basic trick which is based on a combination of Wing's Catching Moon Drops, Rising's Field & Lather's Saturate which proceed to form a new principle. Nimbostratus essentially involves the formation of storm clouds through utilizing differential pressure to charge moisture within the air. During one's run the sweat from their body fills the air and is pressurized with an electric charge being coursed through it creating Stratus Clouds which can be used as Storm Materia. These clouds are dark in coloration and vary in size depending on how fast the rider is moving and often are used as platforms for the rider to skate on in the air in order to not trigger a constant chakra drain when utilizing their AT's. Stratus Clouds do not last very long  however depending on their skill level they have a set amount of time before disappearing when formed. Speed Tier (Radius of Cloud Generated) - Bounty Modifier - No. of Clouds Generated (Spd Lvl Req.) D (1 ft, D-rank Storm Materia) - D = 1 Turn - 1 Per Activation (Tier-) C (2 ft, C-rank Storm Materia) - C = 2 Turns - 2 Per Activation (Tier) B (3 ft, B-rank Storm Materia) - B = 3 Turns - 3 Per Activation (Tier+) A (4 ft A-rank Storm Materia) - A = 4 Turns - 4 Per Activation (Tier++) S (5 ft S-rank Storm Materia) - S = 5 Turns - 5 Per Activation (1-rank Tier-)
The Torrent Road & Basic TricksThe Drizzel King of the Torrent Road: Roxas Kukinorite {True} [GC] (Deceased) - Spoiler:
Name: Torrent Road Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Self
Description: The Torrent Road is an advanced Road, created by projecting the principles of the Bloody Road through the Lather Regalia. This Road focuses on condensing water generated from those around the user into platforms and paths the user is capable of riding on, or using water vapor in the air in order to generate optical illusions to fool the target's sight. This not only allows the rider a versatile form of movement across different terrains, as well as power over all of those who utilize Water in combat. This Road focuses on quick movement, misdirection, and powerful burst attacks in order to lead an opponent on a chase before quickly finishing them off, while making users of Water Release and the Lather Road relatively useless. The King of this Road is known as the Drizzle King and the Infinity Atmosphere is known as the Infinity Downpour. Principles: 1. Cascade (Hydrokinetic Construct Creation) 2. Inundation (Optical Illusions via Water Vapor) 3. Deluge (High Speed Movement)
Name: Torrent Trick: Cascade Classification: Taijutsu Rank: C-Rank (D-Rank Recoil) Class: Supplementary Range: Self, Long (Materia Gathering)
Description: This is the first basic trick of the Torrent Road based on a combination of Wing's Catching Moon Drops and Lather's Saturate. Cascade essentially involves the condensation of water vapor within the air through the usage of differential pressure, enabling the user to generate tides or constructs of water with a simple movement of their body. During the user's ride, or a battle, the user's sweat or the sweat of those around them is turned into water vapor, filling the air with a very light mist. This water vapor can then be condensed into Water Materia capable of being used in attacks by the user, or to slow a target's movements by sending a rush of water at them. This tricks' strength fluctuates with the number of opponents within a certain radius of the user, with this radius increasing with their rank. This trick is highly versatile, as the user is capable of drawing a certain amount of Water Materia from Water Release techniques into their own, making them the bane of all Water Release and Lather Road users. Rank (User/Speed) - Radius of Mat. Gathering - Moisture Generated/Water Mat. - No. of Opponents Modifier D - 20ft - N/A - 1-2 (1x) C - 40ft - D - 3-4 (2x) B - 60ft - C - 5-7 (3x) A - 80ft - B - 8-10 (4x) S - 100ft - A - 11+ (5x)
Name: Torrent Trick: Inundation Classification: Taijutsu Rank: C-Rank (D-Rank Recoil + Variable Water Price) Class: Supplementary Range: Short-Mid
Description: This is the second basic principle of the Torrent Road, based on the combination of Flame's Phantasm and Bloody's Slice. Inundation generates afterimages of the user by utilizing rapid fire acceleration in tune with water vapor in the air around the user bending light around their body in a unique way, generating a style of movement that not only means that the user rapidly fluctuates in speed rendering Muscle Tension incapable of tracking them, but also causes Time Slowing Dojutsu to be confused as they witness double the number of afterimages created due to the sensitivity of their sight. This movement style requires those that wish to track the user to possess Reaction tiers in order to see through the afterimages. This makes the rider's movement unpredictable, making them the perfect hit and run fighters. This trick also requires the user to turn some of the water materia gathered through Cascade into extra, malleable water vapor to fool their opponent's sight. Rank (User/Speed) - Acceleration (PT) - Deceleration (PT) - Afterimages Made (Rea. Req. to see through) - Water Materia Price D - 1 - 1 - 1 (D) - D C - 1 to 2 - 1 - 2 (C) - 3D B - 1 to 3 - 1 to 2 - 3 (B) - C A - 1 to 4 - 1 to 2 - 4 (A) - B S - 1 to 5 - 1 to 3 - 5 (S) - A
Name: Torrent Trick: Deluge Classification: Taijutsu Rank: B-Rank (C-Rank Recoil + Variable Price) Class: Supplementary Range: Self, Short
Description: This is the final basic principle of the Torrent Road, based on the combination of Bloody's Crunch and Lather's Convergence. Deluge utilizes a quick halt in momentum from the rider alongside a condensation and burst of water materia at the same moment in order to quickly accelerate the user. This halting in momentum combined with the force of the water burst generates a power that jettisons the rider forward, enabling a boost of speed that enables them to close the distance between them and targets, or enable a quick burst of speed to put even more distance between them and targets. This allows for them to have higher levels of moment, even when compared to other Kukinorite. The speed of the burst is dependent on the speed of the user before halting, while the distance the user is moved across with one usage is dependent on the amount of water materia used, with a modifier based on the number of posts the user was moving before halting. Speed - Speed Burst - Distance (Water Materia Req.) - No. of Posts Moving (Distance Modifier) D - D++ - 5ft (D) - 1 (1x) C - C++ - 10ft (3D) - 2 (1x) B - B++ - 15ft (C) - 3 (2x) A - A++ - 20ft (B) - 4 (2x) S - S++ - 25ft (A) - 5 (3x)
The Degree Road & Basic TricksThe Burn King of the Degree Road: Brandr Kukinorite [GC] (Deceased) The Vapor Queen of the Degree Road: Effie Kukinorite [BC] (Deceased) - Spoiler:
Name: Degree Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: Degree Road is an advanced variation of the Lather Road, created using the principles of the Lather Road projected through the Flame Regalia. The Degree Road similar to the Lather Road, focuses on overexerting oneself purposely in order to draw moisture from the body, which is then super-heated using the Flame Regalia. The super-heated moisture can be used in the creation of steam drastically reducing the power of the Flame Road, Lather Road, and Rising Road’s illusions. This road remains ideal for short-term fast paced combat, however that is beginning stages of the road which if a person can survive the rider’s fast paced movement they will experience the Road’s true power. It's Infinity Atmosphere is Infinite Centigrade Principles: 1. 2. 3.
The Volcanic Road & Basic TricksThe Magma King of the Volcanic Road: Roxas Kukinorite [GC] (Deceased) - Spoiler:
Name: Volcanic Road Classification: Fighting Style Rank: D Class: Supplementary Range: Self
Description: Volcanic Road is an advanced variation of the Flame Road, created using the principles of the Gaia Road projected through the Flame Regalia. This road focuses on using heat created from one's run to superheat the ground, not only making it difficult for one to even move along the ground but drastically increasing the power of the Flame Road's illusions. This Road focuses on misdirection, stalling for time and sudden finishers while the opponent is still reeling from the rider's subterfuge. It's Infinity Atmosphere is Infinity Eruption. Principles: 1. Mantle 2. Crust 3. Vent 4. Haze
Name: Volcanic Trick: Mantle Classification: Taijutsu Rank: D (D-rank Recoil) Class: Supplementary Range: Self, AOE (Magma)
Description: This is the first basic trick based on a combination of Flame’s Friction, and Gaia’s Shake, which proceed to form a new principle. Mantle involves emanating heat deep into the ground via seismic activity causing the ground to heat up overtime during the rider's "Run". This produces magma underground within Gaia's mantle with skilled riders being able to produce more due to the depth at which they heat up the ground being increased in comparison to those without skill. Speed Moving/Rank - Depth Magma Materia Created - Magma Materia Generated Each P.T Normal Running Speed - 200 ft Underground - D D - 160 feet Underground - 2 D C - 120 feet Underground - 4 D B - 80 feet Underground - C A - 40 feet Underground - B S - 20 feet Underground - A
Name: Volcanic Trick: Crust Classification: Taijutsu Rank: C (D-rank Recoil) Class: Supplementary Range: Self, Contact-Short (Magma), Mid (Lava)
Description: This is the second basic trick based on a combination of Flame’s Friction, Gaia’s Pressure & Rising's Field which proceed to form a new principle. Crust involves the user breaking and the sudden force from stopping converts the kinetic energy the rider is using to move into heat energy generating an updraft beneath the surface of the ground which forces the magma below to rise upward. This causes heat to emanate from the ground around the user the closer the magma gets to the surface, with the speed at which the user breaks from determining the distances covered by the magma rising upward. Magma is very viscous and uses Contact distances to determine how quickly it rises upward (in 1 post) however if the user has strength tiers equal to the speed that they are moving and use them to stop the Magma can cover Short distances (in 1 post). When the magma materia rises it does so while the rider stops their run, when they resume it it ceases rising upward as Volcanic Trick: Mantle takes priority. Speed Moving before Braking - Distance Magma Rises Each P.T (+Str) - Distance Magma is from surface (Heat Effect) Normal Running Speed - N/A - Below 20 ft (Heating of air) D - 1 ft (3 ft) - 20 Feet (Drying of air, Heading of Body) C - 2 ft (7 ft) - 15 Feet (Dew coating ground evaporates, Thinning of Mist or Fog halving distance covered) B - 3 ft (10 ft) - 10 Feet (Melting of Snow, victims begin to sweat causing them to lose -2 Stamina each P.T unless they have B-rank End Tiers or an Cold Based technique to cool body) A - 4 ft (12 ft) - 5 Feet (Melting of Hail, combustible materials are set ablaze if in contact with ground unless they possess Heat resistance A-rank or higher, sweating stamina loss increases to -4 each P.T unless they have A-rank End Tiers or a Cold Based technique to cool body) S - 5 ft (15 ft) - Surface (Ground turns into lava depending on how much magma materia there is overall but caps at a 50 ft radius around the user with S-rank magma materia or above. Excess magma materia is stored underground)
Name: Volcanic Trick: Vent Classification: Taijutsu Rank: B (C-rank Recoil) Class: Supplementary Range: Self, Contact (Cone)
Description: This is the third basic trick based on a combination of Flame’s Phantasm, Gaia’s Shake & Rising's Field which proceed to form a new principle. Vent works through a combination of seismic activity to violently churn up the earth & the building of pressure due to kinetic energy being converted into heat which bursts upward. This is done with the action of the rider pushing off the ground, while sending a vibration below the surface, into the air often resulting in the ground they left behind spiraling upward into a "Cone". Or, if magma materia is close enough to the surface, the cone produced is hollow which acts to guide magma materia to the surface. While typically used for set ups it is useful due to the directed heat flow allowing the rider to bend light and create optical illusions stronger than that of the Flame Road. Despite this they are not true illusions being only "physical" illusions and as a result those with Reaction Tiers equal to the rank of the Trick can see through them due to a heightened level of perceptiveness assuming they notice something off. To that extent a skilled user of this trick when faced against the Rising Road's own method of optical illusion will typically overpower them if they both use tricks which are the same rank as each other. Rank - Height of Cone Created - Width (Radius) of Cone Created D - 2 ft - 1 ft C - 4 ft - 2 ft B - 6 ft - 3 ft A - 8 ft - 4 ft S - 10 ft - 5 ft
Name: Volcanic Trick: Plume Classification: Taijutsu Rank: B (C-rank Recoil) Class: Supplementary Range: Self, Short (Plume)
Description: This is the fourth basic trick based on a combination of Flame’s Mirage, Gaia’s Pressure & Lather's Saturate which proceed to form a new principle. Plume involves the isolation of the heat emanating within the area within a set radius around the rider which is then condensed with the humidity and dust particles in the air to produce a Plume. This trick makes use of heat and a victims sense of touch in order to create mirages, these are physical illusions which while not real are incapable of being simply seen through due to the ash within hampering their vision. As a result the illusions seem more real while the ash materia filling the Plume prevent them from utilizing their dojutsu to break free unless they possess X-ray Vision when intermingled with genjutsu. Due to being a physical illusion however it is capable of being resisted completely by those with Defense Tiers 1-rank below the rank of the trick in exchange for sustaining physical damage due the intensity of the heat or by a 1-rank below Defense+Strength Tier Chain with no damage. Plumes grow thicker the more the rider exerts themselves or the more opponents capable of sweating there are within the riders proximity this is due to their sweat being used to provide the increased humidity to create the Plume. Plumes are capable of neutralizing Rising Trick Illusions when put against one another as long as the latter trick (rising) is equal or below the Plume using trick. Speed Moving (Plume Radius in ft) - Ash Generated from Moisture - No. of Opponents Ash Modifier D (5) - N/A - 1-2 (1x) C (10)- D - 3-4 (2x) B (15) - 2 D - 5-7 (3x) A (20) - 4 D - 8-10 (4x) S (25) - C - 11+ (5x)
Last edited by Aurielle on 17th July 2021, 11:31 pm; edited 4 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Kukinorite Clan 21st December 2016, 5:03 am | |
| Hybrid Roads (Tri)The Mechanics Road & Basic TricksThe Flame King of the Mechanics Road: Taizen O. Kukinorite [GC] (Deceased) The Impulse King of the Mechanics Road: Arsenio W. Kukinorite [BC] (Deceased) - Spoiler:
Name: Mechanics Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: Mechanics road is a highly advanced variation of the Flame Road, created using the principles of the Wing and Rising roads. The Mechanics road has become known as one of the fastest roads due to the extreme emphasis on speed. However, that is all but a facade for its true purpose of uninterrupted movement through dispersal of forces acting upon the rider, which paints the illusion of a purely speed-based road. The reason for the farce comes from a multitude of techniques which revolve around speed while keeping the more force dispersal aspect of the road hidden, making this road’s real weapon its ability to hide its capabilities. The King of this road is called the Impulse King and his Infinity Atmosphere is called Infinite Relativity. Principles 1. Velocity (Conversion of heat to potential energy) 2. Disparity (Perception alteration) 3. Momentum (Force dispersal) 4. Gravitation (Force equalizer)
Name: Mechanics Trick: Velocity Classification: Taijutsu Rank: D (D-rank Recoil) Class: Supplementary Range: Self
Description: This is the first basic trick based on a combination of Flame’s Friction, and Rising’s Field, which proceed to form a new principle. Velocity entails the conversion of Heat Energy into Mechanical Energy (Potential) to store Speed Tokens which are capable of being applied to tricks in order to bolster their speed due to converting that potential energy into kinetic energy. Velocity is naturally generated by the non-road trick "Trick Speed" with 5 posts (total) use of said trick resulting in the gain of 1 Speed Token. Depending on the rider's skill level a certain amount of Speed Tokens can be stacked within the rider's Treks & Speed Tokens are notable for their use to bolster the speed of Tricks whether travel speed, activation time, cool-down duration etc. The amount of Speed Token's spent revolves around a set increase; either increasing the speed to that rank if it wasn't originally said rank (1 = Increases to D, 2 Increases to C, 3 = Increases to B, 4 = Increases to A & 5 = Increases to S) or increasing a rank by a Tier Level if that rank was already reached (5 would boost S-rank Speed to S-rank+ aka Vacuum Release). Rank of User - Max No. of Speed Tokens D - 10 C - 20 B - 30 A - 40 S - 50
Name: Mechanics Trick: Disparity Classification: Taijutsu Rank: C (D-rank Recoil) Class: Offensive/Supplementary Range: Mid-Long
Description: This is the second basic trick based on a combination of Flame's Phantasm, and Wing’s Foresight, which proceed to form a new principle. Disparity entails Altering the perception of others via bending scattered light within a set radius causing them to see and perceive the rider's velocity at enhanced levels allowing them to fool the victim's sensory mediums into thinking the rider is moving faster than they actually are. Furthermore it can be taken to advanced levels where the victim's perception of their own speed can be altered causing them to not realize they are moving slower or faster in reality. Despite this they are not true illusions being only "physical" illusions and as a result those with a Defense+Reaction Tier Chain equal to the rank of the Trick can see through them due to a heightened level of perceptiveness assuming they notice something off. Disparity based Illusions capable of neutralizing Rising Trick Illusions up to 1-rank above the Disparity using trick. Rank of User - Disparity Trigger Radius (ft) - Reaction Tier Fooled D - 15 - D C - 30 - C B - 45 - B A - 60 - A S - 75 - S
Name: Mechanics Trick: Momentum Classification: Taijutsu Rank: C (D-rank Recoil) Class: Offensive Range: Self, Contact, Long (Area of Effect)
Description: This is the third basic trick based on a combination of Wing's Dissipate, Flame's Friction and Rising’s Field, which proceed to form a new principle. Momentum involves the dispersal of Heat Energy & Impact forces which greatly reduces the amount of damage taken while accumulating the dispersed force as Speed Tokens. Depending on the impact a set amount of Speed Token's can be produced and as skilled rider can utilize Momentum to potentially mitigate physical and heat based elemental damage as a whole. The amount reduced from the physical impact depends on the speed the Kukinorite was moving prior to being hit. While a powerful technique, it does nothing to reduce damage from bypassing based techniques or physical impacts from elements strong against Fire. Movement Speed - Heat Type Affected - Heat Based/Physical Damage Reduction D - Heat - 1-rank Below C - Fire - 2-ranks Below B - Blaze - 3-ranks Below A - Ghost Fire - 4-ranks Below S - Yugure - 5-ranks Below
Name: Mechanics Trick: Gravitation Classification: Taijutsu Rank: B (C-rank Recoil) Class: Offensive Range: Self, Contact, Short-Mid (Area of Effect)
Description: This is the fourth basic trick based on a combination of Flame's Friction, Wing's Catching Moon Drops and Rising’s Field, which proceed to form a new principle. Gravitation takes the kinetic energy from both the rider and a set amount of targets within a radius around the user which is tend converted into heat energy only to be solidified at the moment of impact upon targets moving past a certain point which is known as the riders "Gravitation Sphere". The result is that the victim upon impacting the rider will find the force they will both strike with being equated, meaning even if the rider is physically weaker they cannot be overpowered. This can be triggered in three ways either through current movement speed, by expending Speed Tokens or utilizing both in the case of negating knock-back triggered by the use of Tier+, Tier++ & 1-rank Above  Tier- (Movement Speed sets rank & Speed Token determines Tier Level). Movement Speed/Speed Tokens Expended - Knock-Back Negated - Radius of Effect (G. Sphere) D/1 - D - 10 ft (5 ft) C/2 - C - 20 ft (10 ft) B/3 - B - 30 ft (15 ft) A/4 - A - 40 ft (20 ft) S/5 - S - 50 ft (25 ft)
The Vector Road & Basic TricksThe Axis Queen of the Vector Road: Cassandra Duo Kukinorite [BC] (Deceased) - Spoiler:
Name:Vector Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: This road is a fusion of the Bloody, Sonia, and Rising Roads as well as a unique fighting style that relies on speed called Bukyoku. This road revolves around the concept of polarity as well as the replication caused by the manifestation of the “Mirages” generated by the speed of Bukyoku. Riding the Vector Road allows for the usage of “Axis,” which are compressed air interwoven with electricity that takes the appearance of spiked balls surrounded by a spiked ring, it is rumored that being struck by an “Axis” is like being struck by a bolt of lightning. The master of this road goes by the name Axis Queen and its Infinity Atmosphere is called Infinity Array. Principles: 1. Polarity (Interia Conversion to Electric Charges) 2. Vectors (Attract & Repel Electromagnetic Forces) 3. Nitros (Improved Cushioning at the joints)
Name: Vector Trick: Polarity Classification: Taijutsu Rank: D (D-rank Recoil) Class: Offensive Range: Self, Contact, Long (Area of Effect)
Description: This is the first basic trick based on a combination of Bloody’s Crunch, Sonia’s Maneuver, and Rising’s Field, which proceed to form a new principle. Polarity makes usage of the rotational speed of the rider to build up inertia and kinetic energy before halting all movement entirely. Due to energy being incapable of being created or destroyed it is converted into an electromagnetic charge depending on the type of rotation; Clockwise for Positive and Counter-clockwise for Negative. The charge is temporarily stored in the Treks, the left and right holding the positive and negative charge respectively, to be discharged at later times either through contact or tricks. Rank - Radius of Effect to Trigger D - 20ft C - 40ft B - 60ft A - 80ft S - 100ft
Name: Vector Trick: Vectors Classification: Taijutsu Rank: C (D-rank Recoil) Class: Offensive Range: Varies (Dependent on target with a charge)
Description: The second basic trick based on a principle of the Vector Road. Vectors involve the electromagnetic theory of Attract & Repel which utilizes the natural electric charges of objects as well as those imbued into objects whether temporarily or permanently in order to alter their course of motion. Attraction forces rely on the speed disparity between the user and the opponent in which the user's speed is higher than the opponents resulting in the victim being pulled towards the rider with intense electromagnetic force. Repellent forces deal with the speed disparity between the user and the opponent in which the opponent's is higher than the rider resulting in the victim being propelled away from the rider with intense electromagnetic force. Those with intense charges of either positive or negative require less of a speed disparity to either attract or repel them at greater force, whereas those with weaker charges require a larger speed disparity. No of Times hit by Axis/Type of Raw Material - Charge (Force of Attract or Repel) - Speed Disparity N/A/Non-Metals or Magnetic Resistant - 0 - N/A 1/Non-Ferrous Metal - D - 4-ranks 2/Precious Metal - C - 3-ranks 3/Unique Metal - B - 2-ranks 4/Radioactive Metal - A - 1-rank 5/Liquid Metal - S - Strength+Speed Tier Chain 6/Ferrous Metal - S+ - Samurai Lvl
Name: Vector Trick: Axis Classification: Taijutsu Rank: C (D-rank Recoil) Class: Offensive Range: Mid-Long
Description: The Signature Trick of the Vector Road, "Axis" are the end result of using "Polarity" as the positive or negative charge is discharged with a kick while it generates electricity by constantly converting it's inertia into an electromagnetic charge. The end result is an "Axis" which resembles both of its composites but cackles with electromagnetic energy to electrocute that which it hits piercing through them and spreading the shock through an area while imbuing with either a Positive or Negative charge. Like it's composites it's speed is based on the speed the user kicks out at while it's impact strength is based on the strength the user kicks out with. However the pulse physical damage and spread radius is based on the users skill level which victims which are shocked sustaining constant electromagnetic pulses over time unless the victim is able to discharge the charge from out of their body via a lightning release 1-rank higher or a Pulse Release technique equal to the rank of the electromagnetic pulse DOT. The recurring damage is always 1-rank lower than the users skill level and occurs each post (total). Those with B-rank or above defense tiers are able to negate the electromagnetic DOT. Electromagnetic DOT - Spread Radius - Skill Level D - 1 Foot - D 3 D - 3 Feet - C C - 5 Feet - B B - 7 Feet - A A - 9 Feet - S
Name: Vector Trick: Nitros Classification: Taijutsu Rank: B (C-rank Recoil) Class: Offensive Range: Self
Description: This is the first basic trick based on a combination of Bloody’s Slice and Sonia’s Nitro, which proceed to form a new principle. It involves the user hyperventilating in order to initiate this technique which revolves around the user's Endurance Tiers & Skill to determine the number of posts they can remain in their hyperventilated state and the direct result of doing such in case of the latter. A Hyperventilated person will have an ease riding the Vector Road for they can collect more nitrogen in the air than normal humans. The nitrogen is then transformed into bubble cushions in the indentations between the Spinal column, Hips and Knee joints giving the rider greater mobility, flexibility as well as inflicting less stress on the joints when launching an Axis. This allows the user to be able to create "Axis" via continuous-spinning motion, making a pressurized vortex, and fire them as a barrage in high speed in all directions sustaining the same recoil one would for a single "Axis". The users skill level determines the "Axis" multiplier when using this technique or rather in simple terms the number of "Axis" released per kick. Rank/Endurance Tier - Axis Multiplier - Posts Total Till Reactivation D - 3 - 2 C - 4 - 3 B - 5 - 4 A - 6 - 5 S - 7 - 6
The Inferno Road & Basic TricksThe Scorch Queen of the Inferno Road: Nyx Kukinorite [GC] (Deceased) - Spoiler:
Name: Inferno Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: The Inferno Road is the combination of Sonia,Bloody and Flame roads. Its main application is to inflict pain to the user and use that pain to deal out massive damage to opponents. A sub application is the use of usually non ignitable substances as fuel the choice "fuel" being present in every living body. Bringing a speed based fighting style into the mix this road takes the new direction of mislead and bombard. Its Infinity Atmosphere is the Infinity Genocide. Principles: 1. Fuel (Blood is used as a Flammable Substance) 2. Pain Split (Shared Pain) 3. Agony (Genjutsu Weaving via Pain)
Name: Inferno Trick: Fuel Classification: Taijutsu Rank: D (D-rank Recoil) Class: Supplementary Range: Varies
Description: This is the first basic trick which is based on a principle of the Inferno Road. This allows the user of this road to utilize blood, whether their own or their opponents as "Fuel" for their Inferno Tricks as well as the physical damaging Fire produced by this Road. The flames produced by this road are a dark red in color and when there is fuel involved Inferno Tricks power is raised by 1-rank. Note this boost can and will trigger additional recoil which plays into the Inferno Roads philosophy of causing pain to both themselves and their opponents.
Name: Inferno Trick: Pain Split Classification: Taijutsu Rank: C (C-rank Recoil) Class: Supplementary Range: Varies
Description: This is the second basic trick based on a combination of Flame's Mirage & Sonia's Pain in order to form a new principle. Pain Split relies on the natural phenomena of Sympathetic Pain or rather the genetic hardwiring of sentient organisms albeit amplified in regards to humans to feel the same pain as another. In this instance it refers to the rider sustain injuries as well as harm in order to express the pain outward, with every motion done, the victim seeing such and instantly resonating the effect and thus experiencing via instinctive empathy the exact same pain. This is further amplified by the effect of heat to prepare the various pain receptors in the targets skin to broadcast the signal from their brain into truly manifesting said pain. Thus victims while physically and mentally being unaffected are subject to experiencing the pain of the rider and likewise the effects of said pain on their body (i.e shaking, numbness, aches etc). The Sympathetic Pain response triggered by Pain Split is only capable of being resisted by those Aligned to the Apathy Emotion Titian, or subject to personality disorders such as autism, schizophrenia, sadistic personality disorder, psychopathy, and sociopathy all of which require techniques equal or above the rank of the Pain Split using tricks to resist them. Race - Pain Felt Zireh - 2-ranks Below Nova - 1-rank Below Animals - Equal Rank Humans - 1-rank Above
Name: Inferno Trick: Agony Classification: Taijutsu Rank: B (B-rank Recoil) Class: Supplementary Range: Varies
Description: This is the third basic trick based on a combination of Flame’s Mirage and Phantasm, which produced a new principle more inclined to this road’s concept. Agony involves the use of super-heated conditions to trigger pain often as a result of inflicted burns, as well as a victim's sense of touch in order to trick the victims brain into hallucinations gradually eroding the sanity of the victim with constant exposure. Similar to it's components it is a physical illusion however due to being so intertwined with the mental state of a victim it is incapable of simply being seen through with Reaction Tiers instead it requires Barrier+Defense Tier Chains 1-rank below the trick's rank to resist its effect to instead sustain physical damage or Barrier Tiers equal to it's rank to negate just the sanity limit depletion effect. The illusions generated by Agony are immensely powerful as when faced up against those of Rising it is capable of neutralizing said illusions as long as the latter trick (rising) is up to 1-rank higher than the Agony using trick. Rank of Trick - Sanity Lost per trigger D - 1 C - 2 B - 3 A - 4 S - 5
The Barren Road & Basic TricksThe Dust King of the Barren Road: Cyrus Nightingale [BC] (Deceased) - Spoiler:
Name: Barren Road Classification: Fighting Style Rank: D Class: Supplementary Range: Varies
Description: The Barren Road is the combination of the Wing, Flame, and Gaia roads. Â Its main application is to disorient others and kill them in their confusion. Â However, at the same time it can also be used to cause widespread destruction and death if used by the proper rider. Â The road focuses on the generation of dust storms but how those storms are used is up to the rider. Â Its Infinity Atmosphere is the Infinite Desolation. Â Principles: 1. Simmer 2. Sand Stream
Name: Barren Trick: Simmer Classification: Taijutsu Rank: D (D-rank Recoil) Class: Supplementary Range: Short
Description: Possibly one of the scariest factors of the Barren Road and its King is the ability to create mirages by moving. These mirages can cause others to go mad and strike panic in their hearts as what they believe to be there, is false. It's built on the principle of building up one's hope only to rip out of them, causing psychological problems. The user is able to generate these mirages and then replace them with techniques, weapons, clones, other people, just about anything. For example if someone sees their loved one running towards them and runs to embrace them, it turns out it's just several kunai. These Mirages are temporary and fade away after a certain number of posts depending on the user's skill level. Rank - Posts Total till Fade D - 1 C - 2 B - 3 A - 4 S - 5
Name: Barren Trick: Sand Stream Classification: Taijutsu Rank: D (D-rank) Class: Supplementary Range: AOE
Description: The Barren Road's most iconic trick, the generation of a massive dust storm in seconds, which cuts visibility down to nothing by skating around an area and ripping up dirt and other various particles. Anyone caught in this storm cannot accurately track chakra, heat signatures, sound, taste, or scent as the sand is constantly moving at ridiculous speeds. Not only that but the sand storm literally rips the moisture from the air and boosts any element requiring heat (fire, blaze, lava, explosion, etc) by 1-rank while at the same time dropping any element that requires moisture by 1-rank (water, ice, nature, etc). Size (Radius of Effect) - Speed of Materialization - Skill Level of User 5 Feet - Swift Release - D 10 Feet - Bullet Release - C 20 Feet - Crashing Ground - B 40 Feet - Vacuum Release - A 80 Feet - Blinding Light - S
The Harmony Road & Basic TricksThe Rhythm King of the Harmony Road: Cadmus N. Kukinorite [BC] (Deceased) - Spoiler:
Name: Harmony Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: The Harmony Road is a fusion of Ring, Gaia, Wing and the Amplification ability packed all in one. This results in vibrations coursing through the air to produce various "Melodies" which are used to boost other roads in combat. Other Riders can be Super Charged directly upon coming in contact with a "Melody" bestowing them with a variety of boosts. Because of this it is a primarily support road however one can use "Melodies" in a semi offensive way by amplifying the bad effects opponents are dealt crippling them even further. It's Infinity Atmosphere is called Infinity Remix. 1. Jack In (Synchronization Radius) 2. Melody (Augmenting/Debilitating Targets) 3. Treble (Chaining Tricks into Combinations)
Name: Harmony Trick: Jack In Classification: Taijutsu Rank: D-rank (D-rank Recoil) Class: Supplementary Range: Short-Long
Description: This is the First basic trick based on a combination of Ring's Rhythm & Gaia's Shake in order to form a new principle. This trick makes use of vibrations in order to resonate with others allowing for the rider to sync to others over vast distances. Not only does the medium of transmission affect exactly how far the vibrations travel it likewise serves as an improved sensory medium as the vibrations are used to detect those within a set radius away from the user as long as they are in contact with the medium in question. Similar to Rhythm upon being synced the rider can assist their allies in combat in order to unlock a road's full potential. It is typically triggered with a tap with the speed of it's travel depending on the skill level of the user. Rank - Speed of Sync - Substance - Distance Traveled (Radius around Rider) D - Swift Release - Porous Solid (i.e Sponge) - 10ft C - Bullet Release - Gas - 20ft B - Crashing Ground - Air - 40ft A - Vacuum Release - Liquid - 80ft S - Blinding Light - Non-Porous Solid (i.e Iron) - 120ft
Name: Harmony Trick: Melody Classification: Taijutsu Rank: C (D-rank Recoil) Class: Offensive Range: Short-Mid
Description: This is the second basic trick based on a combination of Ring's Rhythm, Gaia's Shake & Wing's Gravity Control to form a new principle. The Rider releases a kick after a tremor goes through their leg of choice resulting in releasing a ripple which can be detected by a C-rank vibration sensory technique which upon impacting a target in order to either augment or debilitate their physical capabilities. Each melody is capable of being differentiated by the resultant sound it makes upon impact with varying melodies while dealing no damage to a target each having their own effects. Melodies however have a unique effect in regards to interactions with tricks as they are capable of either powering up or powering down a trick depending on the tremor originating from the sole of the foot upward (power up) or the upper thigh downward (power down). Each Melody has a "Bass" attached which serves to limit it's modifiers to only +1 or -1, however the King of this Road is capable of "Dropping the Bass" during Infinity Remix which cases modifiers to stack exponentially (while still triggering recoil).
Name: Harmony Trick: Treble Classification: Taijutsu Rank: B (C-rank Recoil) Class: Offensive Range: Contact (Placement), Mid (Treble Areas of Effect)
Description: The third basic trick which is based on a combination of Ring's Harmony, Wing's Catching Moon Drops & Gaia's Shake in order to form a new principle. Treble is essentially a set area of constantly vibrating air which acts like a gate in that tricks which enter it are mixed together resulting in a combination released the moment it passes through allowing for on the fly modifications to the tricks of allies during combat. This is an effective technique as it potentially makes the techniques from the synced riders much more dangerous in combat due to creating new combinations out of even otherwise dissimilar techniques. The only pre-requisite being the fact that the tricks all have to be the same rank in order to chain with each other, the created combinations can then be trained in a Dual/Team etc training after being generated. Upon being set via a slide back of one foot the areas become static no matter where placed each area has a set size of a 30ft (radius). Due to shake however the user is perfectly aware of how many they have on the field at once, with their upper limit in terms of that dependent on their skill level. Rank of Combination/Skill Level - Additional Word Count in Post - No of Area's Total D - 50 - 1 C - 100 - 2 B - 200 - 3 A - 300 - 4 S - 400 - 5
The Petal/Forest Road & Basic TricksThe Gem Queen of the Petal Road: Daphne Kukinoite [GC] (Deceased) The Nature King of the Forest Road: Wingsoka Kukinorite [BC] (Deceased) - W.I.P:
Name: Forest Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: The Nature Road is a fusion of the Gaia, Lather, and Rising Roads. This road perfectly fuses the concepts of the roads it is composed of which gives rise to its own concept that can only be described as the creation of nature. It is believed that the main weakness of this road is that it cannot be used in areas without plant life, but that is only a rumor, those who have fought this road with that belief have ended up losing miserably. The master of this road is called the Nature King and it's infinity atmosphere is Infinity Root.
Name: Forest Trick: Overgrowth Classification: Taijutsu Rank: C (D-rank Recoil) Class: Supplementary Range: Self - Varies
Description: The rider of the Forest Road has the ability to stimulate the ground with water droplets and generate plant life in which they use as a track to skate on which they direct while moving forming unnaturally complex structures and growth patterns. The plant life grows from the ground with extreme speed which is equivalent to 1-rank higher than the user's movement speed. On the other hand the durability of this plant life durability is dependent on the user's skill level with the strength that they burst out of the ground always being 1-rank lower than the strength the user is utilizing in their Run. While the user skates on the trees or plant life formed by this technique they move at the same speed as the plant life is formed. This technique can only be used in areas with the ability to comfortably support terrestrial plant life. Area's such as Tundra's, Deserts, Underwater, near volcano's or on top of volcanic rock render this trick unable to be used.
The Tempest Road & Basic TricksThe Wind King of the Tempest Road: Fell Kukinorite [GC] (Deceased) The Frost Queen of the Tempest Road: Styx Kukinorite [GC] (Deceased) - W.I.P:
Name: Tempest Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: The Tempest Road is a fusion of the Wing, Lather, and Sonia Roads. Unlike what one would assume with the name Tempest this road doesn't mainly focus on violent storms, rather its main focus is applications of ice and everything that comes along with it. Riding this road gives the rider access to “Frostbites,” super cooled compressed air which are granted the appearance of various snowflakes thanks to the snowflake holes on the regalia’s blade. Similar to “Thorns,” “Frostbites” are not powerful individually but the sheer number of them that are able to be released along with their ability to freeze the water in anything they touch make them quite formidable. The master of this road goes by the name Frost Queen and the Infinity Atmosphere is called Infinity Cycle.
Name: Frostbite Classification: Taijutsu Rank: B-rank (C-rank Recoil) Class: Offensive Range: Mid to Long range
Description: Frostbites are preformed just like "Thorns" however they are made up of compressed air that has been cooled to frigid temperatures. "Frostbites" have the ability to freeze water techniques with multiple bombardments, and user's can utilize it to their advantage in aquatic environments to shape the terrain as they see fit. Â "Frostbites", like "Thorns" speed is based on the speed of the kick, while their damage is based on the strength the user kicks out with dealing physical Ice Release damage. Unlike "Thorns" however, which are more focused on piercing through targets, "Frostbites" are focused on dealing lingering cold in order to freeze things to restrict movement even after they have hit at target. The lingering chill effect is likewise based on the skill of the user however can be offset by warming techniques or items equal to the strength of the "Frostbite". Water techniques which make contact with "Frostbites" are frozen by 1 "Frostbite" (If they are Lather Trick Based), 2 (Physical Based), 3 (Chakra/Mental based), 4 (Spiritual Based) & 5 (Natural Based) which are equal in rank to the water technique. Frostbite Chilled Area - Posts Lingered (Total) - Skill of User 1 Foot - 2 - D 5 Feet - 4 - C 10 Feet - 6 - B 15 Feet - 8 - A 20 Feet - 10 - S
The Silica Road & Basic TricksThe Rumble Queen of the Silica Road: Monica Kukinorite [GC] (Deceased) The Refraction Queen of the Silica Road: Lynx Kukinorite [BC] (Deceased) - W.I.P:
Name: Silica Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: The Silica Road is a fusion of the Over, Gaia, and Flame Roads. In terms of fusing the roads together it technically doesn't but it uses aspects of the roads it’s composed of to bring out its true concept which is solely glass applications. Just because the road has glass applications some think it is easy to defeat, just break the glass, but all who have faced this road have found out that is not the case in anyway. The master of this road is called the Refraction Queen and it's Infinity Atmosphere is Infinite Luminescence.
Name: Silica Trick: Mirrors Classification: Taijutsu Rank: C (D-rank Sand Price & D-rank Recoil) Class: Defensive Range: Short-Mid
Description: This is the signature trick of the the Silica Road, which involves making a kicking motion which stimulates the sand in the area in order rapidly heat and form mirrors made of the newly created glass. "Mirrors" are created at speeds equal to the speed the user kicks out at and have a durability equal to the strength that they kick out with. The common ability of every mirror is that they are the size of a small creature and have the ability to reflect Tricks equal to their durability and below without losing any speed, power or momentum. This can be utilized to great effect for tactics. Other than that every mirror is capable of sustaining damage from a physical technique equal to it in durability without cracking while if hit by any other type of technique the mirror blocks it before shattering leaving shards of glass in it's wake. Rank of User - Size of "Mirror" - Radius Glass Shards scatter around D - Small - 1ft C - Humanoid - 2ft B - Medium (S) - 3ft A - Medium (M) - 4ft S - Medium (L) - 5ft
The Graviton Road & Basic TricksThe Anomaly King of the Graviton Road: Aloise Kukinorite [BC] (Deceased) - Spoiler:
Name: Graviton Road Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Self
Description: The Graviton Road is a highly advanced version of the Wing Road created using Principles from the Gaia and Over Roads. The Graviton Road focuses on manipulating the gravitational forces around them, enabling them to decrease their own weight, increase the weight of others as well as increase gravity in order to generate massive crushing forces upon one's unsuspecting enemies. This Road is revered among Riders, as it rivals the Wing Road in it's ability to simulate flight while also grounding one's enemy in order to grant some form of advantage. The King of this Road is called the Anomaly King and his Infinity Atmosphere is the Infinity Orbit. Principles 1. Crush (Increase of Gravitational Force) 2. Float (Decrease of Gravitational Force) 3. Compress (Singularity Generation) 4. Repulse (Repulsion via Gravity)
Name: Graviton Trick: Crush Classification: Taijutsu Rank: D-Rank (D-Rank Recoil) Class: Supplementary Range: Short
Description: This is the first basic trick based on a combination of Gaia's Pressure, Wing's Catching Moon Drops and Rising's Field in order to give birth to a new principle. Crush enables the rider to increase the gravity in a certain area around them, generating Heavy Gravity. This is much like Pressure, however it literally increases the weight of everything within it's area of effect, crushing enemies into the ground and slowing down those who attempt to move without a large amount of Strength. Those which are larger fair much worse due to the amplified weight being overall more than those which are smaller and due to the area of effect it makes this trick useful on multiple opponents. Rank - Area of Effect - Weight Modifier - Speed Debuff/Str Req to Move D - 5ft - 2x - 1/D C - 10ft - 3x - 2/C B - 15ft - 4x - 3/B A - 20ft - 5x - 4/A S - 25ft - 6x - 5/S
Name: Graviton Trick: Float Classification: Taijutsu Rank: D-Rank (D-Rank Recoil) Class: Supplementary/Offensive Range: AoE
Description: This is the second basic trick formed from a combination of Wing's Gravity Control, Over's Flow and Gaia's Pressure in order to form a new principle. The rider uses the build up of speed that is accumulated from simply riding upon their skates to facilitate a boosted jump that not only carries the rider high up into the air, but reverses gravity within a set range around them in order to carry other people and objects along with them. The reversal of gravity causes everything that is not held to the ground with Strength equal to 1-Rank above the rider's rank are lifted into the air dependent on the speed at which the rider was moving before their jump. Others within the range are also able to expend chakra equal to the rider's rank in order to stick to the ground and fight the sudden lack of gravity. If one is carried into the air, they require a aerial movement or flight technique equal to the rider's rank in order to move around, though Gravity Children or Kukinorite capable of fighting in Zero-G conditions are able to maneuver just fine. Once this trick is ended, everything that was lifted crashes back towards the ground with speed and strength dependent on the height they were carried, receiving fall damage as well. The speed of the fall as well as the damage received can be boosted by 1-Rank should Crush be used directly after this technique is ended. This trick is useful for not only giving fellow Kukinorite an edge, but also catching those outside of the clan who are not accustomed to fighting in Zero Gravity conditions off guard. Speed Before Jump (Rank) - Jump Distance Modifier - AoE - Height Carried (Fall Damage) D - 1x - 40ft - 10ft or Below (D) C - 2x - 80t - 20ft or Below (C) B - 3x - 120ft - 30ft or Below (B) A - 4x - 160ft - 40ft or Below (A) S - 5x - 200ft - 50ft or Below  (S)
Name: Graviton Trick: Compress Classification: Taijutsu Rank: C-Rank (D-Rank Recoil) Class: Offensive Range: Mid
Description: This is the fourth basic trick formed from a combination of Wing's Catching Moon Drops, Over's Backdraft and Gaia's Shake in order to create a new principle. The rider pulls in the energy generated from the earth at a central area, creating a form of singularity that rips up chunks of the environment and crushes them together. The rider simply moves forward a good distance, building up speed and momentum before stopping and spinning suddenly and rapidly. The sudden halting of momentum and the spinning motion in turn generates a large well of gravity, pulling in objects with Strength equal to the rider's speed before they stopped moving. If targets are unable to escape the singularity and are pulled inwards to the center of it, they will receive Physical Crushing Damage that is dependent on the combined weight of what is pulled each round the objects are trapped. The damage begins at D-Rank, with every 10 points of weight increasing the damage a single rank, capping at S-Rank. The duration objects are trapped in the singularity is dependent on the user's rank, but the duration is refreshed if the user continues to spin. Rank - Range - Duration D - 10ft - 1 P.T. C - 20ft - 2 P.T. B - 30ft - 3 P.T. A - 40ft - 4 P.T. S - 50ft - 5 P.T.
Name: Graviton Trick: Repulse Classification: Taijutsu Rank: C-Rank (C-Rank Recoil) Class: Defensive/Supplementary Range: Long
Description: This is the fourth basic trick formed from a combination of Wing's Dissipate, Over's Backdraft and Gaia's Shake in order to create a new principle. The rider begins by spinning rapidly before kicking out with their leg, generating intense gravitational force that is able to send objects or people flying away from the user at varying speeds. The speed of the repulsion is dependent on the speed of the user's spin, with greater speeds of rotation being able to generate greater speeds of repulsion. The rider is capable of targeting anything within a certain range of themselves, depending on their rank, however this can only be used on a single target at once. In order to target another subject, one must spin and perform the outwards kick again. Rank - Range D - 20ft C - 40ft B - 60ft A - 80ft S - 100ft
Last edited by Aurielle on 9th July 2021, 4:27 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: Kukinorite Clan 13th June 2021, 4:29 pm | |
| Hybrid Roads (Quad)The Kinesis Road & Basic TricksThe Flicker Goddess of the Kinesis Road: Jazz D. Kukinorite [BC] (Ascended) - Spoiler:
Name: Kinesis Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: Kinesis road is an extremely advanced variation of the Ring Road, created using the principles of the Ring, Bloody, Sonia, and Rising Roads. The Kinesis road focuses on sapping the kinetic energy out of moving targets, via extensive movements performed by the user, converting out into potential energy, then releasing that energy as a modified Fang, dubbed Fuuhajin (Wind Breaking Blade). This road is also capable of taking over other's nervous system, after their kinetic energy has been stolen, by attacking the electric signals sent from the brain to the rest of the body. Capabilities of this road stem from its concept of energy storage and emission, namely in fields of potential and kinetic energy. The Queen of this road is called the Flicker Queen and her Infinity Atmosphere is called Infinite Motion. Principles 1. Siphon (Kinetic Energy sapping & conversion) 2. Oxygenate (Potential Energy storage & emission) 3. Control (Hijacking control over nervous systems) 4. Accelerant (Blood becomes catalyst for Stamina expenditure)
Name: Kinesis Trick: Siphon Classification: Taijutsu Rank: D (D-rank Recoil) Class: Offensive/Supplementary Range: Self, Short
Description: This is the First basic trick based on a combination of Vector's Polarity, Bloody's Slice & Ring's Rhythm in order to form a new principle. Siphon makes use of the philosophy of energy being incapable of being destroyed and using the speed disparity of the rider in comparison to the target they are capable of making use of the lost stamina of the target which is expressed as fatigue due to physical exertion. This results in three stages, in the instance that the rider is the same speed as the victim this results in a direct sapping of the victims stamina, with said depletion of their fatigue limit doubling due to tiers. If the rider is faster than the victim the fatigue lost by the victim is leeched away to the rider and finally if the rider is slower than the victim then the kinetic energy is simply lost. However it is when the rider is slowed or decelerates that the sapped/leeched kinetic energy is capable of being converted back into potential energy for temporary storage within the rider's treks. Dependent on the user's skill level the number of targets Siphon can affect at once varies all of which being within a set radius. Rank - Radius of Effect - No of Targets D - 5ft - 1 C - 10ft - 2 B - 15ft - 3 A - 20ft - 4 S - 25ft - 5
Name: Kinesis Trick: Oxygenate Classification: Taijutsu Rank: D (D-rank Recoil) Class: Supplementary Range: Self
Description: This is the Second basic trick based on a combination of Bloody's Crunch & Sonia's Nitro in order to form a new principle. This trick involves the use of converted kinetic energy in two distinct uses, the first being storage in which the energy is essentially recycled converting fatigue back into stamina to re-energize the rider at the cost of physical pain due to the strain to the user's muscles. This is temporary and if not used up within a set time limit dependent on the user's skill level the newly stored stamina will fade away with the rider going back to their original level of fatigue making it mainly useful as a buffer rather than a means to replenish lost stamina. The second however is emission which is brought about by halting movement in the legs resulting in the recycled potential energy within the rider's treks being released outward in order to modify the damage modifier of a Fuuhajin in order to make an actual lethal variant capable of slicing off body parts rather than inflicting blood-letting wounds. Rank/Spd Tier - Time-Limit - Dmg Modifier = P. T Moving - Slicing Dmg D - 2 - 1x = 1 - D C - 3 - 2x = 2 - C B - 4 - 3x = 3 - B A - 5 - 4x = 4 - A S - 6 - 5x = 5 - S
Replenished Stamina - Physical Pain Felt 1 - D 5 - C 10 - B 20 - A 40 - S
Name: Kinesis Trick: Control Classification: Taijutsu Rank: C-rank (D-rank Recoil) Class: Offensive/Supplementary Range: Short-Mid
Description: This is the third basic trick based on a combination of Harmony's Jack-in and Rising's Field in order to form a new principle. Control makes use of vibrations intertwined with electrical currents in order to sync to others and then further take control over their nervous system. This is made possible by sending said vibrations through various mediums which affect how far they can travel while the hijacking effect is offset by a victim possessing Defense+Strength Tiers 1-rank lower than the trick in question in order to lock up their muscles and prevent their body being manipulated like a marionette. Dependent on the rider's skill level the number of targets they can control at once varies and follows the Puppetry Limit, while the speed at which said vibrations travel is dependent on the speed at which the tap is made to initiate this trick. Rank - Speed of Sync - Substance - Distance Traveled (Radius around Rider) D - Swift Release - Porous Solid (i.e Sponge) - 5ft C - Bullet Release - Gas - 15ft B - Crashing Ground - Air - 25ft A - Vacuum Release - Liquid - 35ft S - Blinding Light - Non-Porous Solid (i.e Iron) - 45ft
Name: Kinesis Trick: Fuuhajin Classification: Taijutsu Rank: C (D-rank Recoil) Class: Offensive Range: Short-Mid
Description: After a "Siphon" has been preformed the rider will throw a kick, launching a "Fuuhajin" (Wind Breaking Blade) which is essentially crescent shaped compressed Kinetic Energy, which travels in the direction said kick was launched. Due to being pure inertia it is invisible to naked eye-sight however those with Kinetic Sensory (Kigan) can see the pinkish purple tint of the launched energy. These "Fuuhajin" are the signature technique of the Kinesis Road and every rider of this road is able to customize their own version of a "Fuuhajin". "Fuuhajin" like "Fangs" speed are based on the speed of the kick while their slicing damage is based on the strength the user kicks out with. However unlike "Fangs" which result in spread out damage Fuuhajin are edged and slice through things yet upon impacting targets do not cut through them completely, instead they inflict wounds on victims which causes intense pain along with bleed damage. Pain Felt/Bleed Dmg (Each Post Total) - Spread Radius - Skill Level D/D - 1 Foot - D C/2 D - 2 Feet - C B/4 D - 4 Feet - B A/C - 6 Feet - A S/B Â - 8 Feet - S
Name: Kinesis Trick: Accelerant Classification: Taijutsu Rank: C (D-rank Recoil) Class: Supplementary Range: Long
Description: This is the fourth basic trick based on a combination of Inferno's Fuel, Bloody's Slice and Rising's Field in order to form a new principle. This allows the user of this road to utilize blood, whether their own or their opponents as a catalyst for the expenditure of stamina loss triggering fatigue when an individual who maintains contact with blood (including being coated in or bleeding out). Dependent on the user's skill level within a set radius contact with blood triggers a bio-electric impulse within their nervous system which causes victims to subconsciously overexert themselves when utilizing tiers and physical techniques resulting in them tiring much quicker than usual. The amount that the victims fatigue loss is magnified directly correlates to the amount of blood they are in contact with (or currently bleeding out). Rank - Area of Effect - Amount of Blood - Stamina Loss Modifier D - 20ft - D - 1x C - 40ft - C Â - 2x B - 60ft - B - 3x A - 80ft - A - 4x S - 100ft - S - 5x
Name: Kinesis Trick: Fuharenjin Classification: Taijutsu/Kinjutsu Rank: B (C-rank Recoil + D-rank Blood Price Min.) Class: Offensive/Supplementary Range: Mid-Long
Description: A modified "Fuuhajin" due to stemming from the Third principle of the Kinesis Road which is known as "Fuharenjin" (Wind Breaking Chain Blades). Blood has the unique effect of acting like an accelerant towards victims expending fatigue during action. However this technique takes it one step further by first having the rider preform a normal Fuuhajin yet paying a blood price to increase it's size. As it travels through the air and impact's it's target the impact doesn't simply slice an opponent but rather results in the victims stamina being sapped away by the impact. This sapping depends on exactly how much blood the victim is either covered in or currently losing due to bleed damage with the Fuuhajin turning a darker purple (When seen with the Kigan) symbolizing it's conversion into a Fuharenjin when it is released. Likewise unlike the original variant Fuharenjin are capable of slicing through chakra & mental based techniques to part them diagonally despite not being comprised of any chakra flow. Amount of Blood on Target/Currently Bleeding Out - Stamina Loss D - 1 C - 5 B - 10 A - 15 S - 20
Name: Kinesis Trick: Fuharenkyaku Classification: Taijutsu Rank: B (C-rank Recoil + Variable Lightning Materia Price) Class: Offensive/Supplementary Range: Contact-Mid
Description: A modified "Fuuhajin" due to being crossed with lightning materia stemming from Forbidden Lineage: Lightning Generation, which is known as "Fuharenkyaku" (Wind Breaking Chain Leg). Rather than simply release the Fuuhajin with a kick, the inertial energy is temporarily stored in her Electroplaques causing it upon being released to be emitted as Electro-kinetic Energy. This allows for the user to use this technique as an add-on to other kick-based techniques, whether to alter the damage upon being struck (Contact), extend the range of the strike (Short) or launch a projectile at an opponent at the apex of the kick (Mid). Due to being comprised of inertial energy and electricity it is invisible to the naked eye however can be picked but by those with the Kigan or Raidengan as well as Kinetic or Electrolocation sensory B-rank & above. Upon impacting an opponent it results in dealing slicing damage to a victim which causes bleed damage (Fuuhajin's Effect) while altering the damage from ambient to inflicting Lightning based Physical Damage.
Name: Kinesis Trick: Senpusha Classification: Taijutsu/Kinjutsu Rank: A (B-rank Recoil + C-rank Lightning Price Min.) Class: Offensive Range: Contact-Short (Dmg), Varies (Travel Distance)
Description: A modified "Fuuhajin" due to being crossed with lightning materia stemming from Forbidden Lineage: Bolt, which is known as "Senpusha" (Drilling Windmill). Rather than simply release the Fuuhajin with just a kick as a projectile, the rider preforms a cartwheel resulting in the kinetic energy mixing with the electricity to result in a purple trail of electrokinetic energy (visible to the Kigan & Raidengan as well as those with Kinetic or Electrolocation Sensory A-rank or above). The cartwheel motion results in the rider moving at vacuum release speeds due to Bolts always moving at that speed despite their overall strength and depending on the user's skill level the distance they can travel in a forward or backward motion while cartwheeling varies. During the cartwheel in question the user doesn't touch the ground rather they are propelled by the electrokinetic energy. Likewise similar to the original Fuuhajin this technique slices opponents to deal pain and inflict bleed damage (based on strength used to start cartwheel) however depending on the Lightning Materia used to fuel the technique this technique can induce muscle fibrillation unless the victim possesses Strength Tiers 1-rank below the amount of Lightning discharged for a variable loss of stamina dependent on the rider's skill, Strength Tiers equal to the amount of Lightning Discharged or finally until the duration of the spasms run out. Optionally the Rider can instead spin in place for a set amount of posts dependent on the time limit for a Bolt to fade away without making contact, this is primarily useful for forcing opponents to keep up their guard lest they sustain multiple hits due to the cartwheels multi-attacks (2 Hits per Post). Skill Level - No of Cartwheels - Spasm Duration P. T (Triggered Stamina Loss Per Hit) D - 1 - 1 (-1) C - 2 - 2 (-3) B - 3 - 3 (-5) A - 4 - 4 (-7) S - 5 - 5 (-9)
Name: Kinesis Trick: Kaisen Dankairaku Classification: Taijutsu/Kinjutsu Rank: S (A-rank Recoil + B-rank Blood + B-rank Lightning Price Min) Class: Defensive/Offensive Range: Contact-Short, Mid (Height Upward)
Description: A modified "Fuuhajin" and an advanced Trick of the Kinesis Road which takes properties from "Fuharenjin" & "Senpusha" combining them to be known as "Kaisen Dankairaku" (Spinning World-Ending Descent). Similar to Senpusha the rider doesn't release the Fuuhajin instead they proceed to deliver a barrage of vertical spinning kicks at blinding light speeds while rising into the air each with a spiraling vortex of dark purple electrokinetic energy trailing after it. If the opponent gets hit by this, they will be carried vertically in the air, higher with each hit of the sweep kick barrage with victims who are hit with the first kick requiring a S-rank air movement technique to dodge the follow ups. Victims who are unfortunate enough to make contact with the rider's Treks are sliced up more viciously in comparison to those who come within it's target range (within 25ft) causing them to feel intense pain in addition to bleed damage. Similar to Fuharenjin however the more blood covering the opponent/blood loss due to bleed damage the more rapidly the victims burn through their stamina reserves often leaving opponents who are hit by this technique bloodied and critically fatigued. Likewise due to the electrokinetic energy retaining it's muscle fibrillation properties victims hit by this technique sustain muscle spasms following the same guidelines as Senpusha. Finally this technique can be used as a counter-offensive technique due to the vortex formed being capable of slicing not only through physical objects like Fuuhajin, chakra & mental like Fuharenjin but even spiritual based techniques based on the strength backing the first spin kick to form the rotation. Skill Level - No of Spins - Launch Distance into Air - Bleed Dmg (Contact/Ranged) D - 1 - 10ft - 2 D/D C - 2 - 20ft - 4 D/2 D B - 3 - 30ft - C/4 D A - 4 - 40ft - B/C S - 5 - 50ft - A/B
Last edited by Aurielle on 9th July 2021, 4:29 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: Kukinorite Clan 9th July 2021, 3:15 pm | |
| Sky Regalia, Gods and GoddessesWithin the Kukinorite exists a higher level of rider who in order to qualify must create something known as a Sky Regalia. This unique Regalia is the pinnacle of the technology available to the Kukinorite Clan a feat of prodigious intellect that the blueprints were formulated by one of the brightest minds to come out of the Kukinorite Clan, Cassandra Duo. It was through her ingenuity that the process to create Sky Regalia was discovered of which the simplest explanation is that Sky Regalia are comprised of a Regalia linked to one's Main Road, with components taken from either 2 other Regalia or 4 Sub-Regalia. This created a perfect elemental conduit allowing a Kukinorite to gain access to the "Sky" which is known to those outside of the Kukinorite Clan as Air Release. This is due to Air encompassing the entire Sky and being what comprises the phenomena a rider relies on to grant the optimal conditions for riding a Road; Low Gravity, Stormy Weather and High Pressure. Those Kukinorite who possess Sky Regalia transcend their former titles (King/Queen) to become God or Goddesses. This is because a Kukinorite who possesses a Sky Regalia is a direct conduit to the Natural World, eliminating the weaknesses of Infinite Atmosphere when pit against the forces of nature. - Sky Regalia Breakdown:
- Sky Regalia Master List:
Sky Regalia (V-Series) = Axis Regalia with 4 Sub-Regalia Components (Scorch + Rumble + Rhythm + Gem) Sky Regalia (K-Series) = Flicker Regalia with 4 Sub-Regalia Components (Frost + Scorch + Refraction + Nature)
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