| | Ka's Book Of Magic | |
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| Subject: Ka's Book Of Magic 22nd March 2016, 1:44 am | |
| - Tactile Telekinesis:
Name: Psychic Magic: Tactile Telekinesis (Signature) Classification: Fighting Style Rank: S Class: Supplementary Range: Self
Description: The user's body is completely surrounded by an invisible force-field of telekinetic energy, protecting them from harm and enhancing their physical abilities. This can also be used to manipulate objects that are on the same surface as the user (such as the ground) or to fly by pushing their own body through the air (via additional techniques). This is done by supplying a portion of the users Natural Energy reserves to creating and sustaining this barrier resulting in a subconscious transfer from their Max NE Reserves to doing such thus upon learning this technique the user's Max NE reserves are semi-permanently lowered. The user can then consciously exert influence on the supplied Natural Energy to bolster their strength &/or speed at the cost of lowering the overall amount of NE used towards the Tactile TK Barrier resiliency which involves restructuring the barrier upon damage. When unaltered the field of telekinetic energy protects the user with any damage sustained being negated at the cost of a drain from the NE used to facilitate it, this offers unparalleled protection due to incorporating both the Psionic Element's neutrality powered natural energy with Natural & Spiritual Based damage depleting equal rank amounts, Physical/Chakra/Mental based damage depleting halved (1-rank Lower) amounts and finally Hybrid based damage depleting quartered (2-ranks lower) amounts of the NE used to shield the user. When the NE is diverted to empower the user's strength or speed it operated in increments of 1% which determine the Tier Level (Tier-, Tier, Tier+, Tier++) and 5% which determines to Tier Rank (Caps at S). Due to being a fighting style centered around Barrier Senjutsu this technique & it's composites are all capable of being destroyed by a S-rank Natural or Spiritual based technique geared towards the destruction of barriers. Tactile Telekinetic Barrier Supplied NE Max Overall = {Insert the NE Reserves Diverted into Tech} (100%) -Restructuring (Variable Percentage of Max Dependent on Add-Ons) -Speed (Up to 25% of Max) -Strength (Up to 25% of Max) -Add on 3 (Up to 25% of Max) -Add on 4 (Up to 25% of Max) User Rank - Max NE Capable of powering Barrier - Speed/Strength percentage unlocked D - 1/4 - 5% C - 1/3 - 10% B - 1/2 - 15% A - 2/3 - 20% S - 3/4 - 25%
Name: Tactile Telekinesis: Levitation Classification: Barrier Senjutsu Rank: D Class: Supplementary Range: Self, Contact
Description: This technique was created in order to improve the user's air mobility by utilizing the TTK Barrier created around their body. By diverting NE from to the resiliency of the barrier they are able to propel their body's in the air. This not only serves as an air mobility technique but depending on if the user diverts NE to Speed or Strength it has different effects. With Speed, while reducing from the resiliency of the barrier it increases the user's movement speed while levitating while with strength the user gains extra additions to their carry weight which allows them to pick up objects and carry them without being overburdened (Follows the Weight Limit Information in determining the weight & thus max size of objects capable of being carried by the user). Rank - % Diverted - Levitation Mobility (Speed) - Additional WL (Strength) D - 1, 2, 3, 4 & 5 - N/A, F, E, D-, D - 0, 5, 10, 15, 20 C - 6, 7, 8, 9 & 10 - D, D+, D++, C- & C - 20, 25, 30, 35 & 40 B - 11, 12, 13, 14 & 15 - C, C+, C++, B- & B - 40, 45, 50, 55 & 60 A - 16, 17, 18, 19 & 20 - B, B+, B++, A- & A - 60, 65, 70, 75 & 80 S - 21, 22, 23, 24 & 25 - A, A+, A++, S- & S - 80, 85, 90, 95 & 100
Name: Tactile Telekinesis: Restraint Classification: Barrier Senjutsu Rank: D Class: Offensive Range: Self
Description: A technique that is used to repress a target's physical capabilities dependent on the percentage currently diverted to Strength. Ka in particular has developed this technique in order to dial back his own monstrous strength, so that he would not accidentally kill a comrade or cause unneeded damage to his surroundings. However if needed he can use this technique on a target enveloped by a TTK Barrier, in regards to himself when operating in the restrained form his stamina loss is lowered to the appropriate value depending on the level of tier used. In regards to opponents however due to their physical tier being repressed externally their Max, Standard & Low Tier Range will be decreased accordingly thus causing them additional fatigue loss if they physically manage to break it (Requires Strength Tiers above the Strength Generated by the percentage of NE diverted to this technique). The barrier surrounding their body however can also be destroyed by a Spiritual/Natural based technique geared at destroying barriers equal to the rank of the Tactile Telekinetic Barrier Fighting Style. % Diverted - Tier Reduced 5% - 1 Tier Level 10% - 2 Tier Levels 15% - 3 Tier Levels 20% - 4 Tier Levels 25% - 5 Tier Levels
Name: Tactile Telekinesis: Defense Add-On Classification: Barrier Senjutsu Rank: D Class: Defensive Range: Self
Description: An alteration of the base technique which entails diverting a portion of the NE constituting the user's Tactile Telekinetic Barrier into further solidifying the force field surrounding the user's body. This grants the user the ability to block natural based damage equal to the percentage of NE diverted towards this purpose. All other damage types still deplete from the NE used to restructure the barrier, and like Strength & Speed it can have up to 25% of the Overall amount diverted into it. Similar to those two add-on's it has it's own specific percentage going up to 25% instead, with every 5% counting for a Tier Rank. This technique while very capable of blocking Natural Based damage like a pseudo "defense tier" suffers from the same drawbacks in regards to dealing with Piercing or Bypassing Damage. Furthermore due to being based in a barrier it is capable of being destroyed by a natural/spiritual based technique specialized in destroying barriers equal to the rank of the Tactile Telekinetic Barrier Fighting Style. Diverted NE % - Natural Based Damage Blocking up to Rank 5 - D 10 - C 15 - B 20 - A 25 - S
Name: Tactile Telekinesis: Force Armour Classification: Barrier Senjutsu Rank: C Class: Defensive Range: Self
Description: This entails the use of the Tactile Telekinetic Barrier to create a dermal layer of armor on top of the user's skin, which utilizes a combination of not only the Defense Add-on & the user's natural Barrier & Strength Tiers to enhance it's effects. The result is that the user gains the ability to not only block Natural & Mental Based damage but also protection from Natural & Mental Based piercing damage. The three work in tandem, with the Percentage of NE determining the Rank of Natural Based Blocking, that + Barrier Tiers determining the Rank of Mental Based Blocking and either or both determining the Rank of Natural, Mental or Mental & Natural Based Damage Negation. This technique was created specifically due to Ka's fear of mental attack as it protects not only his body but also his mind from entry and penetration from illusions & telepathic techniques which aren't bypassing in nature. Despite the sheer defensive capabilities offered by this technique the user is still vulnerable to bypassing damage and techniques specifically geared at destroying barriers equal to the rank of the Tactile Telekinetic Barrier Fighting style.
Name: Tactile Telekinesis: Force Armour - Exoskeleton Classification: Barrier Senjutsu Rank: A Class: Defensive Range: Mid
Description: An upgraded Version of TTK: Force Armour. By activating their Force Armour the user is able to be physically lifted and and protected by a Psionic Exoskeleton mixed with their own Displacement Aura if they possess such abilities. The protective force field around them is equal to their own Displacement Aura type which can be used to increase the scale modifier of the user's physical based techniques or if diverted internally can be used to protect the user from bypassing techniques of not only the same damage types covered by TTK: Force Armor but thanks to the user's Displacement Aura Physical based bypassing or internal damage as well. Aura Type (Stackable) - Exoskeleton Size Increase (Ft) - Rank of Bypassing Negated Basic - 1 ft (Bypassing Damage Halved) Advanced - 5 ft (Bypassing Damage Quartered) Basic+Advanced - 6 ft (D) Rage - 10 ft (C) Basic+Rage - 11 ft (B) Advanced+Rage - 15 ft (A) Basic+Advanced+Rage - 16 ft (S)
Name: Tactile Telekinesis: Force Armour - Weaponry Classification: Barrier Senjutsu Rank: D Class: Supplementary Range: Contact
Description: By channeling their psychic magic to their weapons they are able to create a TTK barrier around the weapon they are capable of at their current rank. Another useful trait of this is that it allows the user to transmit NE based techniques to said weapon, almost like a chakra receiver, but for Psionic energy. This allows the weapon to be shrouded in the same protections as the user's body as long as said contact is maintained. When the user possesses Exoskeleton this shroud can be maintained as long as it is within the externally expressed Force Field while if it is internally compressed it protects the weapon from weapon destroying techniques the same rank as the bypassing protection. Rank - Weapon Size D - Tiny (Max Size = Under 1 ft) C - Small (Max Size = 3 ft) B - Humanoid (Max Size = 7 ft) A - Medium S (Max Size = 9 ft) S - Medium M (Max Size = 13 ft)
Name: Tactile Telekinesis: Target Classification: Barrier Senjutsu Rank: D Class: Supplementary/Defensive Range: Contact (Touch)
Description: Requires TTK: Force Armor - Exoskeleton to be learned. By coming into contact with a target, the user is able to envelop a target of a certain size within a force field, contoured to fit the exact size of whatever is being enveloped. This locks them in place unless they possess strength tier's higher than the percentage of NE being diverted to strength, if they lose contract with the user or if they are knocked out of the user's externally expressed TTK: Force Armor - Exoskeleton's range. While it is useful for immobilizing opponents it is also used in gripping objects which are not solid, liquids, gases even raw energy with the barrier protecting the user from being damaged. Most notably it can be used to halt incoming attacks in place either momentarily either for effect or deflection or indefinitely if they are Physical, Mental or Natural based as long as the user continues to focus the percentage of NE diverted to strength on it. Other damage types will consume a fixed NE price from the reconstruction pool due to damaging the TTK Barrier to hold them. Percentage Diverted to Strength - Max Size of Object 5% - Tiny 10% - Small (Or 2 Tiny) 15% - Humanoid (Or 3 Tiny, 2 Small) 20% - Medium S (Or 5 Tiny, 3 Small, 2 Humanoid) 25% - Medium M (Or 7 Tiny, 5 Small, 3 Humanoid, 2 Medium S)
Name: Tactile Telekinesis: Levitation - Flight Classification: Senjutsu Rank: C Class: Supplementary Range: Self
Description: An advanced version of TTK: Levitate with a focus on speed & Requires TTK: Force Armor - Exoskeleton to be learned. Having already learned and mastered levitation, the user is capable of of now learning how to propel their body at even greater speeds by "throwing" themselves with their own psychic magic allowing him to cover his normal range + the additional feet brought about by externally expressing his TTK: Force Armor - Exoskeleton in 1 post. This uses their physical tiers in conjunction with the percentage of NE diverted towards Strength & Speed. The result is an increased propulsion speed while levitating making for a useful mobility technique which grants very high air maneuverability. Speed + Strength % Diverted - Movement (With Speed Tier/With Speed & Strength Tier) 5, 10 - D, D+ (D++, C-) 15, 20 - C, C+ (C++, B-) 25, 30 - B, B+ (B++, A-) 35, 40 - A, A+ (A++, S-) 45, 50 - S, S+ (S++, SS-)
Name: Tactile Telekinesis: Levitation - Augment Classification: Barrier Senjutsu Rank: C Class: Supplementary Range: Self
Description: An advanced version of TTK: Levitation with a focus on strength & Requires TTK: Force Armor - Exoskeleton to be learned. Having already learned and mastered levitation, the user is capable of augmenting their natural strength by means of directing it inward. The result is that rather than simply granting the user a larger weight limit the strength is focused to work in tandem and thus simulate even more force than usual to empower their strikes to deal more damage. Furthermore the external expression of psychic magic adds to the scale modifier when triggering knock-back effects such as craters. Strength % Diverted - Simulated Strength (With Strength Tiers) 5% - D (D+) 10% - C (C+) 15% - B (B+) 20% - A (A+) 25% - S (S+)
- Psychic Magic:
Name: Psionic Magic: Mind Jolt Classification: Senjutsu Rank: D (Variable Chakra Price) Class: Offensive Range: Contact
Description: A technique Ka had come up with in order to face off against his Eternal Rival, Jazz Kukinorite. After coming across knowledge of her training, Ka has gotten the suspicion of Jazz's personality and memories being altered in one way or another. After focusing natural energy into their finger tips, the user will grasp the opponents head on either side and bombard their brain with psionic energy targeting the portions of the brain in particular which refers to the personality center & those memories which shape said personality. However if the opponent possess D-rank Nature Tiers or C-rank Barrier tiers to shrug off it's effect at the cost of sustaining Mental Damage equal to the NE Price paid for 1 turn or if they have a D-rank Nature + Barrier Tier chain they can completely negate it's effect. NE Price - Mental Dmg D - D C - 3 D B - C A - B S - A
Name: Psychic Magic: Imagery Mapping Method Formation Classification: Barrier Senjutsu Rank: B Class: Supplementary Range: Short-Mid
Description: This technique creates a cubical detection barrier with the user at the centre created by projecting their Psychic Magic outward yet it remains invisible to the naked eye only visible via Sage's Senses or another form of Natural Based Sensory. At the user's command, the detection barrier can expand, grasping everything within a set radius dependent on how much NE they exert. The user is able to detect anything in nature (natural), in spirit (spiritual) or in mind (mental) that moves inside the barrier space with their own "sense" as it disrupts their magic flow due to the concept of Natural = Spiritual & Psionic Release being heavily associated with the mental plane. The user may also move, the barrier will follow them as they move, this technique can remain active reducing the user's NE reserves by the amount used to form it and due to being a Barrier rather than a constantly active technique it has a set price which is only reactivated if the barrier is destroyed by a B-rank Natural based technique geared at destroying barriers. The user can make a smaller radius barrier which allows them to detect those utilizing which not only possess Nen but possess a Nen concealment technique to hide from Nen sensory dependent on the amount of chakra used to form the barrier making this technique very versatile as a method of sensory. NE Price - Normal Radius - Concentrated Radius (Nen Based Concealment Technique Detection Rank) D - 10ft - 5ft (N/A) C - 20ft - 10ft (D) B - 30ft - 15ft (C) A - 40ft - 20ft (B) S - 50ft - 25ft (A)
Last edited by Ghost on 5th May 2016, 3:44 am; edited 1 time in total |
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| Subject: Re: Ka's Book Of Magic 22nd March 2016, 3:44 pm | |
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| Subject: Re: Ka's Book Of Magic 26th April 2016, 7:29 pm | |
| - "Blink" Series:
Name: Phase Release: Blink Classification: Kinjutsu Rank: SS-rank (Variable Chakra Price, Variable Recoil Price) Class: Supplementary Range: Self (Body), Varies (Displacement Range)
Description: This technique can be likened to teleportation due to the seemingly rapid nature of his phase shifting. It was given the moniker Blink due to the speed at which the user displaces themselves into another Dimension traveling through it, and then returning to his own dimension (Physical Plane) at a certain distance from his point of departure. He consciously determines his point of return however without an anchor point it is not reliable due to him being unable to orientate himself due to the differences in the dimensions. This can lead to him being in different locations, trapped in a different dimension, reappearing in the same exact place or arriving at his destination safely. However this drawback does not occur if he utilizes Blink within the confines of his Displacement Aura as thank to his Cypher biology he has spacial awareness taking the range of his displacement aura into account whenever he preforms a physical action. The entire process occurs so quickly that the user is unaware of being in another Dimension at all. However due to the strain of it when travelling immense distances the user will sustain variable recoil damage of the specific type based on the Dimension he travelled through The user typically guides himself through another Dimension by his sensory mediums or by establishing mental anchor points with his Psychic Magic. Although the user controls his "Blinks" with his conscious mind, his power to teleport is not mental. Rather it is the result of an unknown biochemical/biophysical reaction which he triggers by focusing his chakra.
This technique automatically displaces liquids and gases when the user arrives as a result of a Blink. His powers will not displace solids, however, putting him at risk for materializing inside solid matter, causing serious injury or death if he isn't already intangible (Recoil Price x2). The longer the distance over which the user displaces himself, the harder and more exhausting it is for him to make the "Blink". It is easier for him to "Blink" between north and south (along Gaia's magnetic field lines) than it is for him to "Blink" between east and west (against the magnetic lines). The user's momentum is retained throughout the process of "Blink": he arrives with whatever amount of inertia he left with. For example, if he were falling from a great height, he could not teleport himself towards the ground in order to save himself; he would land with the same velocity that he teleported with (Fall Damage). He can however subtract this inertia by displacing short distances upwards (as though taking two steps back for every one forward). The limits to the mass that the user can carry with him while teleporting, and the limits to the distance over which he can teleport himself with additional load is based on his Carry Weight however when unburdened as well has below half of max of his carry weight is when he can travel the farthest. Rank - "Blink" Speed (Base Blink Distance) - Blink Success without Anchor (Dice Roll) D - S- (6 ft East/West, 12 ft North/South) - 1/10 C - S - (12 ft E/W, 30 ft N/S) 2/10 B - S+ (30 ft E/W, 45 ft N/S) - 3/10 A - S++ (45 ft E/W, 60 ft N/S) - 4/10 S - SS- (60 ft E/W, 90 ft N/S) - 5/10 "Z" - SS (90 ft E/W, 120 ft N/S) - 6/10 "X" - SS+ (120 ft E/W, 240 ft N/S) - 7/10
Chakra Price (Distance Modifier) - Weight (Recoil) - Dimensions & Dmg Type Dealt as Recoil D (1x) - 0 (N/A) - 3rd = N/A 2 D (1x) - Below 10 (D) - 0th = Hybrid 4 D (1x) - 11-20 (2 D) - 1st = Mental C (2x) - 21-50 (3 D) - 2nd = Chakra B (3x) - 41-60 (4 D) - 4th = Spiritual A (4x) - 61-80 (5 D) - 5th = Natural S (5x) -81-100 (C) - 6th = Physical & Hybrid (2 Counts) SS (6x) - 101-200 (B) - 7th = Physical & Natural (2 Counts) SSS (7x) - 201-400 (A) - 8th = Physical & Spiritual (2 Counts) Z (8x, 9x*, 10x*) -401-600 (S) - Nth = Hybrid, Natural & Spiritual (3 Counts) Note for the Z-rank Price, if using Blink with a WL Below 10 then the distance modifier is 9x, if using Blink with a WL of 0 then the distance modifier is 10x.
Name: Psychic Magic: Blink Point Classification: Senjutsu Rank: S (Variable NE Price) Class: Supplementary Range: Varies
Description: This is a magical ability developed for use in sync with Phase Release: Blink, in order to establish anchor points tethering him to the Physical Plane during his displacement through dimensions. This links the anchor to his spacial awareness and focuses his "Blink" so that the Natural World is his go to Dimension to phase shifting through. Due to leylines by which Natural Energy seeps into this Dimension thanks to Gaia, the Physical Plane & Natural World are deeply interconnected. However due to the speed of his "Blink" the user requires naturally attuned reflexes to establish Blink Points. Without it they would be limited to establishing them only at places he has been to before (Minimum 1 topic in a Place, 3 Topics within a Location, 5 Topics within an Area, 7 topics within a Land) or knows the layout of (9 Topics within a Place to directly displace to it), or line-of-sight teleportation (within the normal confines of his vision). Blink points are unable to be detected by conventional sensory due to being comprised of Natural Energy in fact unless one possesses Sage's Senses + S-rank or higher Reaction Tiers or a SS-rank Natural Energy sensory technique they are undetectable. For those who can detect them they appear like rifts comprised of natural energy surrounding whatever it is he is attempting to "Blink" to. Depending on his skill level these Blink points will mark a location for a set amount of time before vanishing unless he wills them away conciously. NE Price - Blink Point Base Distance (Reaction Tier Distance Modifier) - P.T till Blink Point Vanishes D - 5 ft (None = 1x) - 1 C - 10 ft (D = 2x) - 2 B - 15 ft (C = 3x) - 3 A - 20 ft (B = 4x) - 4 S - 25 ft (A = 5x) - 5 SS - 30 ft (S = 6x) - 6 SSS - 35 ft (SS = 7x) - 7 "Z" - 40 ft (SSS = 8x) - 8
Name: Miasmakinesis - Blink Exhaust Classification: Nen Tech Rank: S (Variable Nen & Iron Materia Price) Class: Supplementary/Offensive Range: Self (Body), Contact
Description: Upon unlocking access to Nen, and exploring the limits of his mental capabilities the user discovered a more effective method of further modifying his "Blink". When the user displaces himself through his Phase Release, he now leaves behind Iron vapor which rapidly reacts with the air to leave iron oxide vapor with a stench reminiscent of rusted metal. This is to fill the space of his physical body when it exits the Physical World. Without this technique the user's displacement is invariably accompanied by the muffled sound of imploding air rushing to fill the vacuum left where the user body was, but with it he now has a soundless "Blink". Due to iron vapor and even iron oxide being toxic the miasma left behind (5 ft radius) after a "Blink" doubles as both a concealment and a breathing hazard. As victims who need to breath inhale it and can quickly get iron poisoning as a result (uses the Iron Vapor/Iron Oxide poisoning chart from Miasmakinesis - Iron Poisoning). While initially very concentrated dispersal techniques S-rank or below attempting to blow away or clear the miasma only result in it spreading along the entire radius of the dispersal effect. The Miasma doesn't come from nowhere as while mid "Blink" he sublimes Iron Materia on his person using his Nen as fuel and for an additional Nen Price a greater amount of Iron Vapor can be produced in comparison to what he actually has. If this technique is utilized in Air then it reacts to produce Iron Oxide Vapor, if this techniquew is utilized Underwater then it reacts to produce Rust (Iron Oxide), finally if utilized underground then the normal Iron Vapor is produced though if the user is not already intangible then it can lead to serious injury or death (Recoil Price x3). Iron Materia Available - Iron Vapor produced - Nen Price (Amount Multiplier) D - D (S = 1x) C - C (2x = 2x) B - B (3 S = 3x) A - A (4 S = 4x) S - S (5 S = 5x)
Name: True State Sorcery: Blink Rift Classification: Barrier Senjutsu/Nen Tech Rank: SSS-rank Class: Supplementary/Defensive/Offensive Range: Self (Body), Contact & Varies
Description: Upon becoming the 1st Sorcerer Supreme, and obtaining True State Sorcery, the user was able to evolve his phase shifting into something else. This technique grants the user the ability to displace matter through a type of dimensional rift, appearing as blinking holes, enabling him to move objects or people various distances and displace matter out of sync with reality. Unlike the original technique it allows him to displace not only himself but others who make contact with either himself physically, or the energy constructs of this technique (Req. Arcane Rift Arts). These projections can be utilized both offensively ("Blink" away sections of a victim's body), defensively ("Blink" away incoming objects) or for support (Blink Point establishing etc). They deal no damage directly however and are incapable of being detected unless one possesses Sage's Senses + SSS-rank Reaction, or some form of Mental Sensory SSS-rank or above due to being comprised of both Nen & Natural Energy.
Other than that it shares the same things as the original technique, however based on the user's skill level the size of a "Blink Rift" varies as if the user attempts to "Blink" a target without physically touching them not all of their body will be displaced. This results in parts being left behind the body parts along with intense pain requiring an SSS-rank Medical Kinjutsu or Medical Senjutsu in order to reattach them as due to the body parts being displaced on the atomic level natural regeneration is incapable of restoring the lost body parts unless it is either Z-rank or an SSS-rank Flesh Release regeneration technique. Those with Nature Tiers only sustain variable natural damage (Equal to Recoil) instead of losing their body parts, those with Barriers Tier only sustain Variable Pain (Equal to Recoil if Pain Resistant, 1-rank Below if Pain Tolerant, None if Pain Immune). When utilizing Blink Rift on objects the same occurs albeit leaving pieces of the object in question which can not be reforged by Blacksmith's without an SSS-rank repair/reforging technique which uses Natural Energy. When utilizing Blink Rift on techniques, if it is weak to Matter Release then it costs a Stamina Price equal to the rank of the technique to displace it. If it is neutral to Matter Release it costs a Nen/Chakra/NE Price split evenly equal to the rank of the technique to displace it. If it is strong against Matter Release it costs a Nen/Chakra/NE Price split evenly 1-rank higher than the rank of the technique to displace it. Alternatively if it is below SSS-rank or an SSS-rank technique not Natural or Spiritual based or strong against Matter Release for the original price the technique can instead be destabilized instead of being displaced to another location. Blink Rifts are faster if it is utilized on oneself however when affecting others it occurs at the same speed as a normal blink. This technique is required for the Arcane Rift Arts line of techniques. Rank - "Blink Rift" Speed (Base Blink Distance) - Blink Rift Size (Radius) D - SS- - (6 ft East/West, 12 ft North/South) - 1 ft C - SS - (12 ft E/W, 30 ft N/S) - 5 ft B - SS+ (30 ft E/W, 45 ft N/S) - 10 ft A - SS++ (45 ft E/W, 60 ft N/S) - 20 ft S - SSS- (60 ft E/W, 90 ft N/S) - 40 ft "Z" - SSS (90 ft E/W, 120 ft N/S) - 80 ft "X" - SSS+ (120 ft E/W, 240 ft N/S) - 160 ft
Chakra + Nen + NE Price (Distance Modifier) - Weight (Recoil) - Dimensions & Dmg Type Dealt as Recoil D + D + D (1x) - 0 (N/A) - 3rd = N/A 2 D + 2 D + 2 D (2x) - Below 10 (D) - 0th = Hybrid 3 D + 3 D + 3 D (3x) - 11-20 (2 D) - 1st = Mental 4 D (4x) - 21-50 (3 D) - 2nd = Chakra 5 D (5x) - 41-60 (4 D) - 4th = Spiritual C (6x) - 61-80 (5 D) - 5th = Natural B (7x) -81-100 (C) - 6th = Physical & Hybrid (2 Counts) A (8x) - 101-200 (B) - 7th = Physical & Natural (2 Counts) S (9x) - 201-350 (A) - 8th = Physical & Spiritual (2 Counts) SS (10x) -351-500 (S) - Nth = Hybrid, Natural & Spiritual (3 Counts) SSS (11x) - 501-700 (SS) Z -(12x, 13x*) - 701-800 (SSS) *Note for the Z-rank Price, if using Blink Rift on oneself with a WL of 0 it's 13x)
- TTK:
Name: Tactile Telekinesis: Reaction Add-On Classification: Barrier Senjutsu Rank: D Class: Defensive Range: Self
Description: An alteration of the base technique which entails diverting a portion of the NE constituting the user's Tactile Telekinetic Barrier into further reinforcing the force field surrounding the user's body around the user's mind. This grants the user the ability to protect his senses from disruption, hampering or manipulation. All other damage types still deplete from the NE used to restructure the barrier, and like Strength & Speed it can have up to 25% of the Overall amount diverted into it. Similar to those two add-on's it has it's own specific percentage going up to 25% instead, with every 5% counting for a Tier Level. This technique while very capable of enhancing perception especially when being used in conjunction with an actual Reaction Tier serves as a warning system when things bypass his Telekinetic Barrier. Furthermore due to being based in a barrier it is capable of being destroyed by a natural/spiritual based technique specialized in destroying barriers equal to the rank of the Tactile Telekinetic Barrier Fighting Style. Diverted NE % - Reaction Enhancement (Barrier Bypassing Detection) 5 - 1 Tier Level (D) 10 - 2 Tier Levels (C) 15 - 3 Tier Levels (B) 20 - 4 Tier Levels (A) 25 - 5 Tier Levels (S)
Name: Tactile Telekinesis: Perspicuity Classification: Barrier Senjutsu Rank: B Class: Defensive Range: Self (Mind)
Description: This entails the use of the Tactile Telekinetic Barrier to create a psychic block within the user's mind, which utilizes a combination of not only the Reaction Add-on & the user's natural Reaction, Barrier & Strength Tiers to enhance it's effects. The result is that the user gains a resistance to mental intrusions such as Telepathy as well as the ability to forcibly sever the connection of a bypassing genjutsu at the cost of sustaining (mental) recoil damage equal to the rank of the technique instead of coming under it's effect. The three work in tandem, with the Percentage of NE determining the Rank of Telepathy resistance (Telepaths/Mind Readers here "static"), that + Reaction Tiers determining the Rank of bypassing mental techniques required to be placed in spoiler tags and either or both determining the Rank of Psychic Shadowing (Unable to be tracked by Psychometry), Brain Wave masking (Brain Wave Sensory Negation) or Mind Control Resistance. This technique was created specifically due to Ka's fear of mental attack as it protects not only his body but also his mind from entry and penetration from illusions & telepathic techniques which are bypassing in nature. Despite the sheer defensive capabilities offered by this technique the user is still vulnerable to techniques specifically geared at destroying barriers equal to the rank of the Tactile Telekinetic Barrier Fighting style. Percentage (Telepathy Immunity) - Reaction Tier (Mental Technique Rank Req. in Spoilers) - Psychic Shadowing 5% (D) - D - D 10% (C) - C - C 15 % (B) - B - B 20 % (A) - A - A 25 % (S) - S - S
Name: Tactile Telekinesis: Perspicuity - Empathetic Shield Classification: Barrier Senjutsu Rank: A Class: Defensive Range: Self (Mind)
Description: An upgraded Version of TTK: Psychic Sheild. By activating their Psychic shield the user is able to throw off things which target their mental state via their emotions. This does not prevent Emotion Limit Depletion from those who possess Emotion Release or are using Emotion Tech, however it negates recurring depletion from those technique unless they are being channelled through an Emotion Demi-Titan, Emotion Titan or stem from the Empathy or Apathy emotions. When layered with TTK: Force Armor it's defensive capabilities overlap further strenghtening his resistance to things which affect his mind such as Sin Limits, though not Substance Limits due to them stemming from things consumed which due to being a Cypher he is pretty much immune to. In the case of the Sin Limits recurring depletion is negated while depletion from techniques which fall under the damage types blocked by Force Armor are unable to deplete his Sin Limit or affect his mind only deal their damage. This technique requires Force Armor - Exoskeleton to be focused internally to benefit from it's full effects in regards to Sin Limit depletion negation and while active the user is unable to express their Force Armor outward otherwise they become once again vulnerable to such effects.
Much loves to Savannah
Last edited by Ghost on 26th April 2016, 8:33 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: Ka's Book Of Magic 26th April 2016, 8:22 pm | |
| - Admin Edit:
Phase Release Blink = Too Fast. Make it this D - S- C - S B - S+ A - S++ S - SS- "Z" - SS "X" - SS+
Psychic Magic: Blink Point = Approved Miasmakinesis: Blink Exhaust = Approved but you need to put Miasmakinesis: Iron Poisoning up so I can see exactly what it can do and whether or not it will affect this techniques approval.
Thus True State Sorcery: Blink Rift would be this instead: D - SS- C - SS B - SS+ A - SS++ S - SSS- "Z" - SSS "X" - SSS+
In addition there is no mention of the range at which you can use Blink Rift on living beings only mentioning that if you don't physically touch them then their entire body isn't displaced. I'm assuming there has to be some limitation to that otherwise this would be a "Z-rank" technique, furthermore the Size of these Rifts I'm assuming you aren't actually opening gaping holes in things but rather it pertains to the potential max size of a rift when using Blink Rift on something.
For the living being thing (includes living weapons, organoids etc) have it's restriction that they must either be physically touched or at least touched with the user's displacement aura. Which is a "Physical Touch". I'm assuming whatever this Arcane Rift Arts are pertains to this in some way? So until you make them you won't be able to train this technique. ------
The TTK stuff um, Reaction Add-On approved.
Perspicuity I need a chart.
Percentage (Telepathy Immunity) - Reaction Tier (Mental Technique Rank Req. in Spoilers) - Psychic Shadowing 5% (D) - D - D 10% (C) - C - C 15 % (B) - B - B 20 % (A) - A - A 25 % (S) - S - S
Perspicuity - Empathetic Shield, Add this. This technique requires Force Armor - Exoskeleton to be focused internally to benefit from it's full effects in regards to Sin Limit depletion negation and while active the user is unable to express their Force Armor outward otherwise they become once again vulnerable to such effects.
All but True State Formula: Blink Rift are approved | |
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| Subject: Re: Ka's Book Of Magic 10th August 2016, 4:50 pm | |
| Miasmakinesis- Spoiler:
Name: Miasmakinesis: Weapon Break Down Barrier Classification: Nen Tech Rank: C [D rank Nen+ Vary Iron Materia price] Class: Supplementary Range: AoE
Description: Ka created this technique in order to gain a large amount of Iron Vapor in a battle situation. When an item/weapon enters within a barrier that contains iron(iron weapons/armour/equipment, steel since it is created with iron, all other substances made from iron), set around himself Ka is able to detect the objects and force the iron to change from it's solid/liquid state to its gaseous form and use it for combat purposes. Rank of User - Distance detection(Square Feet) - Matiera Amount Gathered P.T(If Available) D - 400 - C C - 800 - B B - 1200 - A A - 1600 - S S - 2000 - S
Name: Miasmakinesis: Choke Classification: Nen Tech Rank: B (C rank Nen+Vary Materia Price) Class: Offensive Range: Mid
Description: Ka created this technique as a means to stop a target in their tracks. By focusing his Nen energy into his Iron vapour, Ka is capable of swarming a target(s) head in the gas. Now this technique alone doesn't necessarily halt a person from doing anything, that's why a die roll (Day/night)will be made to determine the effects of the iron oxide surrounding their head, between the Iron Vapor: Reaction, or Iron Vapor Poisoning.
Name: Miasmakinesis: Iron Vapor [Signature] Classification: Fighting Style Rank: D Class: Offensive Range: Varies
Description: The Materia Ka Jiko had chosen to take control of when he picked up the ability to manipulate gases was Iron, or more specifically Iron Vapor. By breaking down the atoms in a block of iron (or item containing Iron), Ka is able to break the metal down to its gaseous form. A highly reactive substance that has the ability that has the capabilities of performing tremendous tasks depending on what state it naturally bonds with (Solid = iron vapour solidifies, Liquid[water] = poisonous, Gas[oxygen] = Explosive)
Name: Iron Vapor: Reaction Classification: Nen Tech Rank: D (D rank Nen+Vary Materia Price) Class: Passive Range: AoE
Description: A passive ability of the substance known as Iron Oxide which is a double edge sword, as Ka is actually unable to create this reaction on his own. So as the iron oxide comes into contact with oxygen there is a chance of the materia becoming unstable and causing a massive explosion capable of knocking back an opponent to destroying a vast distance depending on the amount of materia ignited. Amount of Materia - Damage - Diameter of Explosion(Sq. Feet) D - C - 400 C - C - 800 B - B+ - 1200 A - A++ - 1600 S - SS - 2000 SS - SS+ - 2400 SSS - SSS++ - 2800 Z - Z - 3200
Name: Miasmakinesis: Iron Vapor Poisoning Classification: Nen Tech Rank: D [D rank Nen + Varies Iron Materia] Class: Passive Range: Contact (Inhaled)
Description: Another passive ability of Iron oxide, one which is capable of causing serious problems to those who are not treated immediately with medical ninjutsu that is specific to poison extraction. By coming into contact with any amount of iron vapor can be hazardous to your health causing a multitude of symptoms depending on the dosage and the person's biology, symptoms may vary with each individual as it affects Novas and Humans differently. Materia Amount Used - Symptoms(Fatigue/pain lost per post) - P.T. Until Permanent - Endurance Needed to Negate D - Nausea/Abdominal Pain(2) - 25 - D C - Irritability/Drowsiness(5) - 20 - C B - Seizure/Pass out(10) - 15 - B A - Shock(20) - 10 - A S - Complete Liver Shutdown(25) - 5 - S SS - Comatose(50) - 1 - SS SSS - Death(100) - Instant - SSS
Phase Release- Spoiler:
Name: Phase Release: Bodily Reaction Classification: Fighting Style Rank: D Class: Passive Range: Self
Description: This is a technique created by the Phase branch of the Jiko Clan In order to speed up the amount of time it takes for the user to phase shift into an incorporeal state. By rapidly vibrating the atomic structure in their body's, the Jiko are able to pass through Physical structures and beings S rank and under at an accelerated rate. This is based on the user's Reaction Tiers, and are capable to becoming intangible at speeds equal to said reaction tier, capping out at S rank. However this technique can be negated if the user is struck by an attack dealing some form of electrical damage as it sends a shock straight into the users atomic structure, forcing them back into a fully tangible state. Elemental user - Reaction rank modifier Non-Jiko Phase user - Rank- Non phase Jiko - Rank Phase release Jiko - Rank+
Name: Phase Release: Enlightened Reaction Classification: Taijutsu Rank: S Class: Passive Range: Self
Description: An enhanced version of Phase Release: Reaction as it works with those individuals who have achieved the ability to gain higher Reaction tiers than a cypher is capable of achieving. Like the previous incarnation of this technique, it allows the user to phase into an intangible state at higher speeds than they were capable of before hand (SS - Z rank reaction speeds). Elemental user - Reaction rank modifier Non-Jiko Phase user - Rank- Non phase Jiko - Rank Phase release Jiko - Rank+
Name: Phase Release: Partial Reaction Classification: Nintaijutsu Rank: B Class: Supplementary Range: Self
Description: This technique was created to cause a Jiko to become partially intangible. By focusing their Phase chakra throughout a portion of their body, the Jiko member is capable of turning a small portion of their body intangible. The higher their rank, the less the user can make intangible for combat purposes. Elemental user - Reaction rank modifier Non-Jiko Phase user - Rank- Non phase Jiko - Rank Phase release Jiko - Rank+
Name: Phase Release: Stalkers Wrath Classification: Ninjutsu Rank: A Class: Offensive Range: Long
Description: Ka created this technique in order to forever remember the life of his best friend and Pet, Stalker the Nargacuga. By collecting a large amount of Phase chakra within his body, Ka is capable of sending out a wave of Phase chakra out by unleashing a roar, that is capable of causing A rank spiritual damage to semi/intangibles. To those targets who are tangible (Structures or people/fauna), their bodies will be altered into an intangible state, while the same work in reverse.
Name: Phase Release: Organ Strike Classification: Nintaijutsu Rank: A Class: Offensive Range: Contact
Description: By focusing their phase chakra into their limbs, the Jiko member is capable of bypassing the outer layer of an opponent's body, and strike their internal organs. If an opponent has a Defence tier of S rank or higher they are able to negate the internal damage done to them, however, those without those tiers are susceptible to being dealt internal damage equal to the attack used on the opponent.
Rasengan Variants- Spoiler:
Name: Phase Release: Rasengan Classification: Ninjutsu Rank: A Class: Offensive Range: Contact(Impact), AoE(Blast Radius), Long(Launched distance)
Description: The Phase release: Rasengan expands on the original concept of the Rasengan; mixing one's chakra element with the Rasengan, emphasizing the combination of the highest forms of Shape Transformation and Nature Transformation. In order to create it the user mixed his Phase element with the Rasengan during his training, maintaining its original stability and increasing its destructive power, far beyond that of his ordinary Rasengan due to no longer being created from ambient chakra. This technique looks fairly similar to an ordinary Rasengan, except that instead of its usual spherical shape it looks as if it has been stretched out to around a foot long, resembling an arrow in its basic form. The concept of the of the Phase Release: Rasengan would be the rotation and power of the Rasengan, and the user's Phase-natured chakra condensed into a cylindrical shaft which allows it the ability to move through whatever with ease before detonating within a target dealing A rank Internal damage or rendering it intangible if the target it a structure. Skill of User - Speed Rasengan is Formed - Shadow Clone Forming Speed Modifier (2/3) D - D - C/C+ (Samurai Lvl) C - C - B/B+ B - B - A/A+ A - A - S/S+ S - S - S+/S+ (Req. Time-Slowing Dojutsu to see formation of Rasengan)
P.T. Charging - Endurance Tier+Defence tier chain needed to negate - Chakra Damage Modifier Instant - D - 1x 5 - C+ - 2x 10 - B+ - 3x 20 - A+ - 4x 25 - S - 5x 40 - SS - 6x
Name: Psionic Magic: Rasenbakudan (Rasenbomb) Classification: Senjutsu Rank: S Class: Offensive Range: AoE
Description: The Psionic Magic: Rasenbakudan Expands on the original technique of Rasengan: mixing one's magic element with the Rasengan, emphasizing the combination of the highest forms of Shape Transformation and Nature Transformation. In order to create it the user mixed his Psionic magic with the Rasengan during his training, maintaining its original stability and increasing its destructive power, far beyond that of his ordinary Rasengan due to no longer being created from ambient chakra, but from Psionic based natural Energy. The appearance of this technique looks similar to the original technique, except that it is completely invisible to those without a natural energy sensory technique (Sage Mode, etc). For Ka and those able to sense/see the attack, it would resemble that of the original technique, except with the added addition of a protrusion that looks like that of a fuse from a rather comical looking bomb. The purpose of this technique is to amplify the original blast radius of the Rasengan variant techniques, now capable of releasing the damage output over a distance 3 times of the Rasengan variant's used to detonate it. However as this technique amplifies the range of other Rasengan variants, itself as a technique carries little to no damage unless charged long enough. Skill of User - Speed Rasengan is Formed - Shadow Clone Forming Speed Modifier (1/2) D - D - C/C+ (Samurai Lvl) C - C - B/B+ B - B - A/A+ A - A - S/S+ S - S - S+/S+ (Req. Time-Slowing Dojutsu+Natural energy detection to see formation of Rasengan)
P.T. Charging - Blast Radius Modifier - Target Size Modifier - NE Damage Multiplier to Rasengan Instant - 1x - Medium(M) - 1- Rank 5 - 2x - Medium(XL) - N/A 10 - 3x - Large(M) - N/A 20 - 4x - Large(XL) - 2x 25 - 5x - Bijuu - 3x 40+ - 10x - Titanic - 5x
Name: Miasmakinesis: Rasentaiho (Rasencannon) Classification: Nen Tech+Ninjutsu Rank: SS Class: Offensive Range: Long(Distance traveled), Mid(Impact), AoE(Blast Radius)
Description: The Miasmakinetic: Rasentaiho expands on the original technique of Rasengan by mixing one chosen materia and Nen energy with the Rasengan, emphasizing the combination of the highest forms of Shape Transformation and Nature Transformation. In order to create it the user mixed his Iron Vapor infused Nen energy with the Rasengan during his training, maintaining its original stability and increasing its destructive power, far beyond that of his ordinary Rasengan due to no longer being created from ambient chakra, but Nen energy and a large amount of the chosen materia. The appearance of the technique looks reminiscent of the original technique except for a brownish-red hue to the sphere or rotating Nen energy and Iron Vapor. This Technique is formed in the palm of the user, and is launched out at speeds dependent to their rank and causes an explosion on the area of impact which releases a thick cloud of iron oxide in a vast distance. The secondary effect of this technique is to give off a secondary explosion consisting of the iron oxide coming into contact with oxygen and reacting in a volatile manner. Skill of User - Speed Rasengan is Formed - Shadow Clone Forming Speed Modifier (1/2) D - D - C/C+ (Samurai Lvl) C - C - B/B+ B - B - A/A+ A - A - S/S+ S - S - S+/S+ (Req. Time-Slowing Dojutsu to see formation of Rasengan)
P.T. Charge:Materia - Contact Damage Modifier(Solid[Suffocation]/Liquid[Poison]/Gas[Explosive) Instant:D - 3D 5:C - B+ 10:B - A+ 20:A - S+ 25:S - SS+ 40:Z - SSS+ 50+:X - Z-
- Bujinkan Budo Taijutsu:
Name: Bujinkan Budo Taijutsu [Exclusive] Classification: Fighting Style Rank: A Class: Defensive Range: Close Description: This fighting style operates under the concept of protecting oneself and disabling attacker’s(by removing their desire/ability to continue). This is done using Bujinkan Budo type techniques to use the attacker’s momentum against them. If the practitioner possesses the tiers required to dodge an attack, this fighting style can be used. This causes the attacker(s) to be thrown off guard and requires them to have reaction tiers equal to the speed at which their attack was performed. If the attacker(s) is/are unsuccessful in providing the reaction tiers required, the Bujinkan Budo practitioner will have a temporary hold on attacker’s limb (the one used for attacking), head, or torso. The practitioner will then have the option of using any offensive Bujinkan Budo type technique with conditions that are met. Offensive Bujinkan Budo type techniques enable a various type of follow-ups that utilizes the leverage gained and the use of Strength or Speed tiers. Depending on the offensive Bujinkan Budo technique used the attacker becomes the defender and now require Defense tiers equal to the attacker’s strength to break the hold. If a speed based follow up is used, it’ll require for the defender to have reaction tiers equal to the practitioner’s speed to avoid the hit landing and taking the full effect. The beauty of this fighting style is that in addition to the damage dealt with attackers that cannot avoid the practitioners follow up attack; the practitioner does not have to release their leverage. Depending on the first follow up they have chosen their leverage will change but allow the practitioner to follow up once more to deal additional damage based on the follow up used with the condition met. The practitioner can do this continuously each time requiring (Reaction or Defense) tiers one rank less than the previous. Depending on the rank of the practitioner a set number of follow up moves can be used without having to re-establish leverage. Speed based follow up Bujinkan Buda techniques can be performed with small daggers and objects in hand for assassination purposes. Rank of Practitioner – # of Follow Ups Before Re-establishing Leverage – Min. Defense/Reaction Tier Req.
D-rank - 1 Follow Up – Same as Speed/Strength C-rank – 2 Follow Ups – 1 Rank Less than Speed/Strength B-rank – 3 Follow Ups – 2 Rank Less than Speed/Strength A-rank – 4 Follow Ups – 3 Rank Less than Speed/ Strength S- rank – 5 Follow Ups – 4 ranks Less than Speed/ Strength
Leverage Types: Standing Front, Ground, Airbone, Standing Back *Note: If strength based follow-ups are used each leverage type leads to a different type in respect to the follow up used. Speed based follow-ups can keep the same leverage type.
Name: Rolls Classification: Taijutsu Rank: C Class: Passive Range: Short
Description: [Speed based follow-up]THe rather recent style created for the Jiko clan, Bujinkan Budo no Taijutsu is a style which focuses on reacting to the actions of their opponents. One of the first things one learns within the teaching of Bujinkan Budo Taijutsu is learning how to roll and take a fall, being instilled in their practices daily they learn how a simple action can turn the tides in a fight to the death. In terms of Evasion, this technique allows the practitioner the ability to go from a standing position to a roll, and back into a combat stance one-speed rank level than they can perceive.
Name: Joint Manipulation Classification: Taijutsu Rank: C Class: Supplementary Range: Contact
Description: [Strength Based Follow-up] THe rather recent style created for the Jiko clan, Bujinkan Budo no Taijutsu is a style which focuses on reacting to the actions of their opponents. One of the first things one learns within the teaching of Bujinkan Budo Taijutsu is learning that of joint manipulation of the target or themselves for a multitude of different tasks. Ranging from taijutsu redirection and submission based tactics to the extreme s complete joint breakdown through force. Depending on the strength of the user they are able to take hold of their target, and induce a surprising amount of pain on the specific limb in question, even removing the targets ability to use said limb until the damage is repaired.
Name: Pressure Points Classification: Tai/Ken/Shurikenjutsu Rank:C Class: Supplementary Range:
Description: THe rather recent style created for the Jiko clan, Bujinkan Budo no Taijutsu is a style which focuses on reacting to the actions of their opponents. One of the first things one learns within the teaching of Bujinkan Budo Taijutsu is learning how to read an opponent's body in order to locate the vital muscle areas in order to cause immense pain when an opportunity arises, whether in armed or unarmed combat they're capable of targeting an opponent's nerves to also cause temporary immobility depending on the rank of technique used.
Name: Weapon proficiency Classification: Tai/Ken/Shuriken/Kyujutsu/Hojutsu/Kugujutsu Rank: A Class: Supplementary Range: Varies upon Weapon(s) utilized
Description: THe rather recent style created for the Jiko clan, Bujinkan Budo no Taijutsu is a style which focuses on reacting to the actions of their opponents. One of the first things one learns within the teaching of Bujinkan Budo Taijutsu is learning how to use their tools of combat properly, by doing so they are capable of dealing a more lethal strike than they would normally of by one rank.
- Cluster Fuinjutsu:
Name: Modification Sealing Method: Cluster Formula Lvl 1 Classification: Fuinjutsu Rank: B Class: Supplementary Range: Varies
Description: Req. Base Seal: Enclosing Formula Lvl 1. The user creates a seal within an octagon shape with the kanji for cluster(塊) about one inch in shape in order to place said seal onto an object large enough to hold it. When added to the basic Enclosing seal, the user is able to set a time/distance primer upon the seal in order to release it's stored items after a set amount of time as desired. (5 p.t. or 40-foot detonation)
Name: Modification Sealing Method: Cluster Formula Lvl 2 Classification: Fuinjutsu Rank: A Class: Supplementary Range: Varies
Description: Req. Base Seal: Enclosing Formula Lvl 2. The user creates a seal within an octagon shape with the kanji for cluster(塊) about one inch in shape in order to place said seal onto an object large enough to hold it. When added to the basic Enclosing seal, the user is able to set a time/distance primer upon the seal in order to release it's stored items after a set amount of time as desired. (7 p.t. or 80-foot detonation)
- Fusion Sword:
Name: Fusion Sword Classification: Fighting Style Rank: D Class: Passive(When Wielding the Fusion Sword) Range: Varies
Description: A fighting style created for use of the swords made to form the Fusion Blade set owned by Ka Jiko. With the set comprising of six swords that combine into a final "Complete" form, the user would need to adopt this style in order to as well as having a higher than average strength tier to perform without mobility drawbacks. Blade Combo set up - Strength Tier - Mobility Without Strength Tier(e.g. Rank-, Rank, Rank+, Rank++) - Physical Damage Multiplier 1 - E - -1 level - 1x 2 - D - -2 Rank - 2x 3 - D++ - -2 Rank Level - 2.5x 4 - C+ - -3 Rank Level - 3x 5 - B - -4 Rank Level - 4x Complete - A - -5 Rank Level - 5x
Name: Fusion Sword: Main Blade - Open/Close Classification: Kenjutsu Rank: D Class: Supplementary Range: Contact(Blade)
Description: This is a rather basic technique utilizing the main blade of Ka Jiko's Fusion Blade sword set, as the blade has two different configurations, this technique allows the user to switch between the two configurations seamlessly. By using a simple wrist flick while holding the blade, the user can alter from it's closed "Longsword" set up, so it's double edge blade with a hollowed out centre for weapon catching.
Name: Fusion Sword: Full Body Blade - Shove Classification: Kenjutsu Rank: C Class: Supplementary Range: Mid
Description: A rather basic attack of the full body blade of the fusion sword set, utilizing the single-edged design the user is capable of gripping onto the blunt edge to provide added leverage and increase the damage of their strike by one rank of the strength tier the user has utilized.
Name: Fusion Sword: Serrated Twins - Digging Slash Classification: Kenjutsu Rank: B Class: Offensive Range: Contact
Description:
Name: Fusion Blade: Short Twins - Quick Strike Classification: Kenjutsu Rank: B Class: Offensive Range: Contact
Description:
Name: Fusion Blade: Assemble/Disassemble Classification: Ninkenjutsu Rank: B Class: Supplementary Range: Contact/Short
Description:
Name: Fusion Blade: Furaingu kuresento mūn Classification: Sen/Nen/Nin/Kenjutsu Rank: A (Price Varies on energy/combo) Class: Offensive Range: Mid
Description:
- Infinite One-Sword:
Name: Infinite One-Sword Classification: Fighting Style Rank: D Class: Offensive Range: Varies
Description: As a fighting style, the Infinite Sword Style uses a number of swords (in which depends on the user) to battle, scattering them around the battlefield and using them to suit the user's purpose (depending on the swordplay skills of the user). What makes this style powerful, however, is that those who are familiar and utilize this style have a power in which is connected to the sword, allowing them to actually control the sword itself with seemingly the mind.
Name: Infinite One-Sword: Addition mode Classification: Kenjutsu Rank: C Class: Offensive Range: Short/Contact
Description: Immediately following the connection of a robust swing with the intended opponent, the user releases the used blade and before the enemy can recover from the momentary stun inflicted by the previous blow, the attacks once again utilizing one of the swords in the immediate vicinity. This process is then repeated a further eleven times in quick succession, from various angles and positions around the victim, ultimately leaving a total of twelve swords attached to their body. The extent of the injuries caused as a result of this technique vary from minor to fatal, dependent entirely on how much the user desires to exact upon the target. However, regardless of the amount of damage inflicted, it can be doubled through the subsequent use of the Multiplication technique.
Name: Infinite One-Sword: Multiplication Mode Classification: Kenjutsu Rank: C Class: Supplementary Range: Contact
Description: Immediately following the use of Addition Mode, whilst all twelve swords still remain momentarily attached to the opponent, the user proceeds to strike the entirety of the surrounding blades again in quick succession, with the final devastating blow dislodging the weapons so that they land in a circular formation around the target. This results in doubling the damage that was already previously inflicted on the victim, as each of the twelve swords slices into their flesh once again. As the total twenty-four strikes are received within such an incredibly short period, little to no opportunity exists for the enemy to mount a counter-attack.
Name: Infinite One-Sword: Three Shot Path Classification: Kenjutsu/Shurikenjutsu Rank: C Class: Supplementary Range: Mid
Description: After taking hold of three swords and leaping into the air, the user throws them simultaneously with tremendous force, using both of his hands. Even if the blades miss their intended target, as each stands perpendicular to the ground along a single line, they can then be used as an improvised path that they can traverse to approach the enemy, whilst retrieving another sword in the process. It's also possible to throw another blade so that it collided with the others, sending the entirety hurtling towards the opponent.
Name: Infinite One-Sword: Sword Fang Classification: Kenjutsu Rank: B Class: Offensive Range: Short
Description: After previously positioning three swords so that they stand parallel to one other in the ground, the user strikes all of their blades simultaneously with a powerful swing directed near their sunken tips, causing the entirety to slash upwards in a single violent movement that is reminiscent of a fang. This technique also requires to drop inside the opponent's guard. This then makes it almost impossible for the enemy to avoid the attack, without firstly releasing their weapon. Whilst performing Jumbled Lineup, the user can conduct a variation of this technique that instead featured a downwards slash. This was made possible due to the swords being suspended in mid-air at the time the attack was executed, meaning the swords were facing upwards, in contrast to their typical downwards position.
Name: Infinite One-Sword: Vertical Line Classification: Kenjutsu/Shurikenjutsu Rank: B Class: Offensive Range: Mid
Description: Immediately following the use of Sword Fang, whilst all three swords remain momentarily suspended in the air, the user proceeds to hit the entirety in quick succession with the blade of the sword he is currently holding. Each sword is struck separately and in such a manner that they are launched directly towards the target along a linear trajectory, with a tremendous amount of force, meaning they act instead like long projectiles.
Name: Infinite One-Sword: Jumbled Line-up Classification: Kenjutsu Rank: A Class: Offensive Range: Short
Description: Revolving their body around a single point, the user swings their currently held sword in a circular motion, causing all of the blades in the immediate vicinity to be propelled upwards. By then utilizing the collisions between the swords to keep them aloft, they are able to ensure that they is continually surrounded by plenty of blades regardless of their subsequent movements, whilst integrating even more into the technique as and when necessary. Due to the close proximity and number of the involved swords, the user can unleash the full potential of their expert swordsmanship to then bombard the enemy with an unrelenting stream of attacks from all directions. The versatility of this technique is unsurpassed, as it combines both a powerful defence and a comprehensive offence, yet still retains the capability to effortlessly switch between the two. This occurs due to the user being able to execute their other attacks more easily, without the prior need to gather and/or position the swords, whilst making it increasingly difficult for an opponent to engage him directly because of the presence of the adjacent blades.
[spoiler="Hen'Iuzu"] Hen'iuzu - Code:
-
[b]Name:[/b] Hen'iuzu [b]Classification:[/b] Taijutsu [b]Rank:[/b] A-Rank (-4 Stamina) [b]Class:[/b] Offensive [b]Range:[/b] Short
[b]Description:[/b] Req. Displacement Aura. The Hen'iuzu is a technique that moulds the user's Displacement Aura much like one would mould chakra. The user forms their Aura into the shape of a spinning orb in their hand, removing the utility their Aura may allow but also granting them a powerful weapon. Due to being comprised of pure physical force, the Hen'iuzu is invisible to most forms of Sensory, requiring either Kinetic Sensory, Wind or Water Displacement sensory in order to be able to detect it's formation. The compacted nature and moving speed of the pressurized Aura allow the Hen'iuzu to grind into whatever it comes in contact with to inflict major damage of an A-rank. This tends to launch the target backward after being hit or, if the target is lying on the ground or being launched to the ground, the destructive force is enough to form a crater with a 20ft radius. The power of this technique is a notable boost to close combat fighting styles as it is able to grind through A-rank defences with ease in the process of colliding with opponents while knocking them back 20ft upon impact if they do not root themselves in place with A-rank strength. [u]Skill of User - Speed Rasengan is Formed - Shadow Clone Forming Speed Modifier (1/2)[/u] D - D - C/C+ (Samurai Lvl) C - C - B/B+ B - B - A/A+ A - A - S/S+ S - S - S+/S+ (Req. Time-Slowing Dojutsu + Correct Sensory to see formation of Hen'iuzu) - System Series:
Name: Runt Ball Hen'iuzu Classification: Taijutsu Rank: S-Rank (-5 Stamina) Class: Offensive Range: Short
Description: A Taijutsu with pre-eminent destructive power, caused by wildly spinning their Displacement Aura inside one's palm and compressing it to a high density — the Hen'iuzu. Using the same essentials, but also rapidly increasing the amount of physical energy used, results in the Runt Ball Hen'iuzu which is capable of dealing S-rank damage to a victim unfortunate enough to be hit by it while being the size of a small sized creature. The user forms it at Blinding Light speeds, however considering it does not require hand seals and is self-sustaining it is a quite useful technique. The power of this technique is a notable boost to anyone's close combat fighting style as it is able to grind through S-rank defences with ease in the process of colliding with opponents while knocking them back 25 ft upon impact if they do not root themselves in place with S-rank strength. Unlike the original, this technique deals more damage if a victim roots themselves in place or are pressed up against an immobile object with the Hen'iuzu grinding into the victim over a period of posts based on the user's skill level. Skill - No of Posts (total) dmg occurs over D - 1 C - 2 B - 3 A - 4 S - 5 "Z" - 6 "X" - 7
- Remnant Series:
Name: Twin Hen'iuzu Classification: Taijutsu Rank: S-Rank (-5 Stamina) Class: Offensive Range: Short
Description: The Twin Hen'iuzu is an advanced variant of the Hen'iuzu technique which involves utilizing two Hen'iuzu with one on each hand at Blinding Light speed due to improved control over one's Displacement Aura. It shares all traits with the original technique other than the fact that both spheres spin in opposite directions this results in an additional effect upon slamming them into an opponent at the same time. The victim is dealt the damage of the original Hen'iuzu technique while their internal organs between the space between the simultaneous impacts are deal S-rank damage before they are knocked flying just like with the original technique. This makes the Twin Hen'iuzu technique much deadlier than the original simply due to that as victims immediately cough up blood as their internal organs are ruptured causing internal bleeding which requires a Medical Ninjutsu S-rank or above in order to fix. Those who aren't killed immediately from the damage will die shortly from blood loss due to losing an S-rank of blood each post (total) from the internal bleeding.
Name: Hen'ishuki Classification: Taijutsu Rank: SS-Rank (-10 Stamina) Class: Offensive Range: Contact (Pressing Distance), Short (Hen'ishuki Impact Radius), Mid (Launch Distance)
Description: The Hen'ishuki technique involves the user creating a shell of the original Hen'iuzu that is meant to protect other related techniques from destruction beforehand but also allows for a secondary explosion of physical energy. Creates Hen'ishuki shell that resembles that of an atom.
Name: Enmity Hen'iuzu Classification: Taijutsu Rank: SSS-Rank (-15 Stamina) Class: Offensive Range: Short
Description: Req. Displacement Rage. [Hen'iuzu defensive shell, Negates piercing damage]
Last edited by Knightmare on 31st January 2018, 4:54 pm; edited 47 times in total |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Ka's Book Of Magic 22nd December 2016, 2:57 pm | |
| Name: Stop Series: Motion Control Classification: Barrier Juinjutsu Rank: S-rank (S-rank Chakra Price Per Tag) Class: Supplementary/Defensive Range: AOE
Description: This technique creates a barrier around a place by placing four "Stop" tags in different locations surrounding the place to be protected, a fifth tag on the location to be effected which can cover an area with an 80ft radius (160 ft diameter). The tags are placed on flat surfaces, and are connected with the user's chakra. This technique turns the entire range surrounded by the tags into a barrier space, and inside the space, all motion equal to or less than S rank speed will "stop". Targets/ Objects subjected to this seal will be completely paralyzed in their tracks regardless of position. These technique alone can only effects targets that are humanoid in size unless modifiers are being used in conjunction to effect targets of smaller and larger sizes. Depending on the target in question certain tiers can be used to bypass this curse. If the target in question is made up of a physical composition then that target requires SS rank strength in order to bypass the effects of this curse when caught within the barrier space at speeds equal to or less than S rank. If the target in question has a chakra based or intangible composition then that target requires SS rank endurance in order to bypass the effects of this curse when triggered within the barrier space. The target will be capable of bypassing the effects of this technique, if they're mental based in composition. This curse can be used to affect up to five targets that enter the parameters of this barrier. Targets affected by this curse will be marked with a seal on their bodies marked "stop ". Furthermore anyone caught within the effects of stop can pay an SS rank of chakra equivalent to the number of tags used for this technique. For every price paid, the tier requirements for that individual target to break the seal will be lowered by one rank. As mentioned before up to five targets can be affected in one activation of this technique and once the limit has been reached it would require the user to repay the initial activation price to re-establish. If a target recently broke free from a stop seal by means of chakra payment and tiers; that target will gain immunity to the effects of this technique for one post per price paid. When the immunity expires, this technique can be re-established onto a previous target if the trigger conditions have been met and five targets have not been tagged during the current phase. Note that if chakra payment is not use, then bypassing this curse by the use of tiers will not break the curse, but will prevent the curse from taking affect on that target, until the target can not keep up with the requirements within the space. This curse can not effect techniques, objects or individuals which do not meet the details above.In the case of techniques they are able to bypass checks if they are not clone based in nature with the exception of illusion based clones. The barrier itself can be broken by spiritual based attacks of equal power to the combined(5 S-rank) chakra within each of the tag or by removing the five "stop" tags at the same time.
Last edited by Armenezra on 12th April 2017, 3:21 am; edited 4 times in total | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Ka's Book Of Magic 30th March 2017, 10:48 pm | |
| Name:Bujinkan Budo Taijutsu Classification: Fighting Style Rank:A Class: Defensive Range: Close Description: This fighting style operates under the concept of protecting oneself and disabling attacker’s(by removing their desire/ability to continue). This is done using Bujinkan Budo type techniques to use the attacker’s momentum against them. If the practitioner possesses the tiers required to dodge an attack, this fighting style can be used. This causes the attacker(s) to be thrown off guard and requires them to have reaction tiers equal to the speed in which their attack was performed. If the attacker(s) is/are unsuccessful in providing the reaction tiers required, the Bujinkan Budo practitioner will have a temporary hold on attacker’s limb (the one used for attacking), head, or torso. The practitioner will then have the option of using any offensive Bujinkan Budo type technique with conditions that are met. Offensive Bujinkan Budo type techniques enable various type of follow ups that utilizes the leverage gained and the use of Strength or Speed tiers. Depending on the offensive Bujinkan Budo technique used the attacker becomes the defender and now require Defense tiers equal to the attacker’s strength to break the hold. If a speed based follow up is used, it’ll require for the defender to have reaction tiers equal to the practitioner’s speed to avoid the hit landing and taking the full effect. The beauty of this fighting style is that in addition to the damage dealt to attackers that cannot avoid the practitioners follow up attack; the practitioner does not have to release their leverage. Depending on the first follow up they have chosen their leverage will change but allow the practitioner to follow up once more to deal additional damage based on the follow up used with the condition met. The practitioner can do this continuously each time requiring (Reaction or Defense) tiers one rank less than the previous. Depending on the rank of the practitioner a set number of follow up moves can be used without having to re-establish leverage. Speed based follow up Bujinkan Buda techniques can be performed with small daggers and objects in hand for assassination purposes. Rank of Practitioner – # of Follow Ups Before Re-establishing Leverage – Min. Defense/Reaction Tier Req.
D-rank - 1 Follow Up – Same as Speed/Strength C-rank – 2 Follow Ups – 1 Rank Less than Speed/Strength B-rank – 3 Follow Ups – 2 Rank Less than Speed/Strength A-rank – 4 Follow Ups – 3 Rank Less than Speed/ Strength S- rank – 5 Follow Ups – 4 ranks Less than Speed/ Strength
Leverage Types: Standing Front, Ground, Airbone, Standing Back *Note: If strength based follow ups are used each leverage type leads to a different type in respect to the follow up used. Speed based follow ups can keep the same leverage type.
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