| | Niklaus Technique Scroll | |
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Nik
Posts : 608 Join date : 2014-11-18 Age : 29
| Subject: Niklaus Technique Scroll 18th April 2016, 11:54 pm | |
| Demon Physiology - Spoiler:
Name: Demon Embodiment: Black Blood Classification: Ronin Tech/Kinjutsu Rank: D Class: Passive Range: Self
Description: Being part Demon and directly related too the acolyte demons Niklaus's blood has changed in both color & properties to become closer to Acolyte Demon Blood. As a result it is now a pitch black, and has chakra destroying properties when it comes in contact with any other chakra source than it's own (bar Void/Null Release). It is luminescent providing it's own light pulsating a vivid red when viewed in ultraviolet light something which Niklaus calls the essence of Datara flowing through his veins. Other than that it shares all other abilities with normal blood and can be used in Kinjutsu technique and for blood prices as usual. Due to his Demon Physiology his Black Blood does not affect his own chakra reserves however due to not being an actual Acolyte Demon their Black Blood as well as those of Acolytes will still destroy his chakra.
Name: Demon Embodiment: Infernal Eyes Classification: Ronin Tech/Taijutsu Rank: C Class: Passive Range: Self
Description: Due to becoming closer to the beings known as Acolyte Demons he has gained the ability to see life-sources, and when focusing his eyes will begin to radiate pitch black darkness which can only be seen by members of "The Church", Oni Angels & those with 5th Dimension Sensory. This allows him to see into an individuals soul and determine his current sin levels in each of the Seven sins with those with a natural proclivity towards them or have currently been enticed by sin showing their corruption. The closer they are to being a Saint or Holy the harder it is to hide from Niklaus' eyes as the more pure their soul the easier it is to get a read on them. Sin Level - Req. Sin Concealment to cloak Sin Levels from Niklaus Sinners (Oranged) - N/A Blasphemers (Yellow) - N/A Clear (Normal) - D Blue (Innocent) - C White (Righteous) - B Silver (Holy) - A Gold (Saint) - S
Name: Demon Embodiment: Appendages of the Damned Classification: Ronin Tech/Kinjutsu Rank: B (B-rank Blood Price Per Appendage) Class: Passive Range: Self
Description: Niklaus using his Demon Physiology manifests ethereal wings & a tail which can only be seen by members of "The Church", Oni Angels & those with 5th Dimension Sensory due to their hellish nature. Each Wing is fairly durable being able to sustain damage from a B-rank Spiritual/Natural based technique or it's equivalents completely set apart from Niklaus's own Endurance/Defense tiers. When used in sets by using Niklaus's Strength Tiers he is able to use them to propel his body in the air. Additionally his Tail possesses a pointed tip like a macabre arrowhead and is not only prehensile but likewise extendable being fairly durable as well the same as the wings and is quite useful as an additional limb whether for grabbing objects or fighting. When any are destroyed the price to bring them back is double the original as a result Niklaus takes care to not sacrifice his appendages unnecessarily. Rank - Appendage Gained = Location of Appendage (Size) D - Wing - Left Back (4 ft long) C - Wing - Right Back (4 ft long) B - Tail - Tailbone (2 ft long) A - N/A - Tail grows to 4 ft long when stretched S - N/A - Tail grows to 8 ft long when stretched "Z" - N/A - Tail Point possesses Piercing when impaled with strength "X" - N/A - Every Appendage increases to double it's size
Name: Demon Embodiment: Horns of Corruption Classification: Ronin Tech/Medical Ninjutsu Rank: A Class: Passive Range: Self
Description: The chosen of Datara shall be imbued with a portion of It's everlasting power. Niklaus samples in some of this power as he becomes closer to an Acolyte Demon. This causes two horns to grow out of his forehead which can only be seen by members of "The Church", Oni Angels & those with 5th Dimension Sensory. While it spreads it's corruption into Niklaus it causes his body's composition to change to mirror that of an Acolyte in terms of sustaining damage. Rather than show bruises or cuts his skin instead cracks (revealing a pulsating red light), or deforms like a metal with his blood only capable of being drawn by either Soul Affecting, Anti-Matter Chakra using, White Blood incorporating, Natural Energy imbued (Nega excluded) and finally Bronze/Silver/Gold Null Cloak using techniques. However since he isn't truly an Acolyte Demon and simply is gaining the physiology of one this only applies to techniques equal to his rank and below as those higher rank while they do cause his body to crack, deform, bend or break his black blood is spilled normally.
Name: Demon Embodiment: Whispers of Demons Classification: Ronin Tech/Genjutsu Rank: S Class: Supplementary/Offensive Range: Self
Description: Niklaus like the Acolyte Demons has the ability to whisper to the very being of mortals similar to telepathy albeit speaking to the soul. This causes their words to be used as a medium to corrupt victims and entice them to sin while likewise causing euphoria to those that they entice making it pleasing & soothing to here. In order for this effect to trigger however victims must hear Niklaus's voice if they are unable to by any means then this technique is ineffective. While those with Sin will simply experience mild euphoria those without it will experience intense mental euphoria ("numbs mental pain sustained) the more they lack with Holy, Saints, not only experiencing intense mental euphoria with each word but likewise will begin to fall from grace experiencing chakra loss as they are corrupted by sin. Those with either Spirit Tiers or Barrier+Defense Tier Chains can negate the mental damage sustained due to their strong force of will allowing them to listen to his voice and be fortunate enough to not fall to tempatation. This technique can be used as a template to activate sound based genjutsu. Level of Sin - Effect (Mental Euphoria/Chakra Loss each post total) Orange - D-rank (mild euphoria) Yellow - C-rank (euphoria) Clear - B-rank (intense euphoria lowers Strength by 1-rank) Blue - A-rank (Dizziness if Lower rank, Strength Lowered by 1-ranks otherwise) White - S-rank/D-rank Chk Loss (Dizziness if Lower Rank or Reaction Debuff -2) Silver - SS-rank/C-rank Chk Loss (Severe Dizziness if Lower Rank or Str Debuff -2) Gold - SSS-rank/B-rank Chk Loss (Severe Dizziness if Lower Rank or Str Debuff -3) Rank of User - Dizziness Effect D - Moving at Above Max Tiers result in Falling rendering victim prone for 1 P.T C - Moving at Above Max Tiers result in Falling (Prone for 2 P.T) B - Moving at Max Tiers (2-ranks above Standard) results in Falling (Prone for 3 P.T) A - Moving at Max Tiers (1-rank above Standard) results in Falling (Prone for 4 P.T S - Moving Standard Tiers result in Falling (Prone for 5 P.T)
Name: Demon Embodiment: Portal Transportation Classification: Ronin Tech/Barrier Kinjutsu Rank: SSS Class: Supplementary Range: Self, Varies (Portal Travel)
Description: By harnessing his Demon Physiology Niklaus has managed to acquire the means to not only travel through Demon Portals without being damaged, corrupted or killed but now create, dismiss and harness them. This is dependent on his blood price as he utilizes his Black Blood as a medium to create rips in Space-Time to temporarily link the dimensions allowing him to pass through the Afterlife to arrive at a new destination exiting through another Acolyte Portal. Due to not being a true Acolyte Demon the overall distance he can travel is limited though if he harnesses a pre-existing portal created by an Acolyte Demon he can travel to & from the Summoning Realm but no where else. Despite that it is a useful space-time technique due to it's speed of manifestation (SSS-rank- if D-S [Low], SSS-rank if D-S [High], Echoing Flash if Elite D-S & SSS-rank++ if "Z" or Z-rank- "X"-rank) as well as the number of portals that can simultaneously be maintained of his will at a single time. Despite how quickly it manifests it is dependent on the user's speed to travel through the portal Dependent on the user's Rank the maximum size of a portal he is capable of creating as well as it's time-limit before closing automatically varies. Rank- Max Portal Travelling Distance (Time-Limit till Closing) - No. of Portals D - Contact Distances Based on User's Speed tiers (1 Turn) - 1 C - Contact-Short (2 Turns) - 2 B - Short (3 Turns) - 3 A - Short-Mid (4 Turns) - 4 S - Mid (5 Turns) - 5 "Z" - Mid-Long (6 Turns) - 6 "X" - Long (7 Turns) - 7 Size of Portal - Blood Price to Create Tiny - D Small - 2 D Humanoid - 3 D Medium (S, M, L & XL) - 4 D, 5 D, C, B Large (S, M, L & XL) - A, S, SS, SSS
Kenjustu - Spoiler:
Name: Demon Sickle Style Classification: Fighting Style Rank: D Class: Offensive/Supplementary Range: Short-Mid
Description:This fighting style is a special kenjutsu fighting style focusing on using sickles with chains (Kusarigama) or just without chains (Sickles). Attacking with the weapon usually entailed swinging the weighted chain in a large circle over one's head, and then whipping it forward to entangle an opponent's spear, sword, or other weapon, or immobilizing his arms or legs. This allows the kusarigama weapon user to easily rush forward and strike with the sickle. A Kusariga might also strike with the spinning weighted end of the chain directly, causing serious or deadly injury to his opponent while still outside the range of the opponent's sword or spear. The kusarigama weapons have also been employed as anti-siege weapons, with the chain allowing the weapon to be retrieved after it was thrown downwards at an attacking force. Rank of User - Size of Kusarigama capable of utilizing D - Chain = Up to 5 ft, Sickle = Up to 1 ft C - Chain = Up to 10 ft, Sickle = Up to 2 ft B - Chain = Up to 15 ft, Sickle = Up to 3 ft A - Chain = Up to 20 ft, Sickle = Up to 4 ft S - Chain = Up to 25 ft, Sickle = up to 5 ft
Name: Demon Sickle Style: Scorpion Strike Classification: Kenjustu Rank: D Class: Offensive Range: Varies (On Length of Kusarigama)
Description: The user will throw his sickle at a target with the goal of either piercing through them to hook them or wrapping around them using the chain. The goal of this technique is primarily to bind, anchor down or immobilize and while typically preformed at D-rank speed through the use of higher tiers this technique can be preformed faster. This can likewise be used as D-rank disarming technique, as the sickle will still stick before Niklaus pulls back bringing the weapon towards him unless the opponent is gripping it with strength tiers equal or higher than the user's own. Furthermore if used on targets larger than the user the inverse can happen where the user is instead pulled towards them unless he is capable of lifting them normally. Size of Target - Distance Dragged Tiny - 3x Small - 2x Humanoid - 1x Medium - Half of Length of Chain Large - Quarter of Length of Chain
Name: Demon Sickle Style: False Strike Classification: Kenjustu Rank: D Class: Offensive Range: Short
Description: Niklaus strikes out with a Sickle but overreaches with the strike. This puts the sickle in position so that the blade is beyond the target. The handle is then pulled back at D-rank speeds however if the user possesses higher then this technique can be preformed at higher speeds. The Sickle is then drawn up and the blade portion rakes across the target inflicting variable physical damage dependent on the user's strength tiers while requiring the opponent to either possess speeds equal to the speed it was pulled back at in addition to either D-rank Reaction Tiers, a Weapon Sensory Technique, 360 degree vision, in order to successfully avoid it. Often the wound is deep enough to inflict D-rank Bleed damage on the victims cut.
Name:Demon Sickle Style: Double tap Classification: Kenjustu Rank: C Class: Supplementary Range: Self (Kusarigama)
Description: This technique allows the user to dual wield chain-sickles typically either wrapping the weighted portion around the user's forearms and wrists in order to leave the sickle end to be spun and thrown. It takes concentration to maintain this due to the art of utilizing Kusarigama being difficult with inexperienced users likely to harm themselves instead of an opponent in the heat of combat. As a result any Kenjutsu techniques making use of two Kusarigama instead of one consume double the stamina price however due to involving more than one blade the techniques now have an equal Rank Reaction Check unless an opponent possesses a Time-Slowing Dojutsu or 360 degrees vision. Rank - Chance to Harm Self (Use Success Chance Dice Roll) D - 5/10 C - 4/10 B - 3/10 A - 2/10 S - 1/10
Name: Demon Sickle Style: The Soul Harvest Begins Classification: Kenjustu Rank: D Class: Offensive Range: Short-Mid (Depends on Length of Chain)
Description: Niklaus begins the signature attack of the style, the Soul Harvest Begins, by spinning to increase the momentum of follow-up attacks. Without the other Soul Harvest techniques, this is simply a powerful spinning attack. The user simply spins in place by using some fancy footwork while keeping their Scythe horizontal. Since the Scythe is held in a horizontal position, strike range only occurs within that horizontal latitude. If an opponent or object is caught within the curve of the blade, slashing damage is preformed per movement used (1 movement each P.T). However this is a complex technique and thus requires both experience to ensure it doesn't go out of control and harm the user and consumes a constant stamina price to keep the chain-sickle spinning based on the speed that it was initially spun. Rank (Initial Spin Speed) - No. of P.T Spinning (Stamina Cost eact P.T) - Kenjutsu Speed Boost D - 1 (D = -1) - None C - 2 (C = -2) - 1 Tier Level B - 3 (B = -3) - 2 Tier Levels A - 4 (A = -4) - 3 Tier Levels S - 5 (S = -5) - 4 Tier Levels (1-rank)
Name: Demon Sickle Style: First Harvest Classification: Kenjustu Rank: C Class: Offensive Range: Short-Mid (Depends on Length of Chain)
Description: Niklaus continues "The Soul Harvest Begins", but the threat range is shifted. The attack is now capable of striking in a vertical or diagonal latitude. This increase the threat range of Soul Harvest Begins beyond a horizontal plane into a perpendicular plane, and when preformed with two Kusarigama at the same time up to 2 points along that plane can be targeted at the same time or a single target can be hit twice simultaneously. Due to incorporating two chain-sickles their movement becomes cyclic feeding off each other thus if using the multi-target version it builds speed like the original technique but if striking a single target both of them move much faster. If an opponent or object is caught within the curve of the blade, slashing damage is preformed per movement used (1 movement each P.T). However this is a complex technique and thus requires both experience to ensure it doesn't go out of control and harm the user and consumes a constant stamina price to keep the chain-sickle spinning based on the speed that it was initially spun. Rank (Initial Spin Speed) - No. of P.T Spinning (Stamina Cost each P.T) - Kenjutsu Speed Boost D - 2 (D = -2) - 1 Tier Level C - 4 (C = -4) - 2 Tier Level B - 6 (B = -6) - 4 Tier Levels (1-rank) A - 8 (A = -8) - 6 Tier Levels S - 10 (S = -10) - 8 Tier Levels (2-ranks)
Name:Demon Sickle Style: Second Harvest Classification: Kenjustu Rank: B Class: Offensive Range: Short
Description:While using the Soul Harvest Begins technique, Niklaus may now learn how to increase his fancy footwork by incorporating aerial maneuvers. This increases the versatility of this technique as he is now able to fully form a full 360 degree plane by which his chain-sickle(s) can target an opponent. Thus instead of a "dome" it is now a "sphere" radius around him by which he can successfully aim at opponents to strike them. Furthermore when using sickles to hook on objects this can double as a B-rank air movement technique as he can then pull himself out of the way of attacks by use of his strength to further increase his maneuverability.
Last edited by Niklaus on 20th April 2016, 1:28 pm; edited 1 time in total | |
| | | Nik
Posts : 608 Join date : 2014-11-18 Age : 29
| Subject: Re: Niklaus Technique Scroll 20th April 2016, 8:30 am | |
| Taijustu - Spoiler:
Name: Shock-Wave Fist Classification: Fighting Style Rank: D Class: Offensive Range: Contact, Varies (Based on Wind Materia Harnessed)
Description:A speed-based fighting style, Shockwave Fist is a unique form of taijutsu using a concept known as the 'zero-hundred-zero' principle. Starting motionless, the user would increase their speed immensely with extreme acceleration, and then stop their movement immediately. The force generated is carried away from the user's body, allowing perpetually unlimited range of Taijutsu. However, the style comes with a major drawback; the amount of constant movement and braking, when used in a constant amount can cause the user's muscles to tear, predominantly in the areas they use to attack, although it does put strain over the entire body thus each technique of this style has a recoil price associated with it. Because of its nature, it can be confused with Ninjutsu, and regarded as such repeatedly. However, with the lacking use of chakra, it is far from such; making it ideal against those that might be capable of absorbing techniques, and unknowing to what a technique actually is. Considering how it acts, it is also associated with the Fūton nature; this is due to harnessing Wind Materia which stems from the wind sheer generated by accelerating and suddenly stopping while in air & thus all of it's techniques can be applied underwater harnessing Water Materia albeit at half the distance not to mention at slower speeds unless the user is capable of refined underwater movement. Whether it be a boost, disruption, or attack due to what it harnesses it is able to be easily detected by Displacement Sensory (Wind or Water). It should also be noted that to utilize this style properly, brutal training is required (1000 Word Weekly Training), focusing on the legs and tendons of the body a great deal. Flexibility, reactions, and speed; all acting as vital parts for the Shockwave Fist. Rank - Wind/Water Materia Capable of Harnessing (Taijutsu Extention in Ft) D - D (Wind = 1, Water = 6 Inches) C - 2 D (Wind = 2, Water = 1) B - 3 D (Wind = 3, Water = 1 ft 6 Inches) A - 4 D (Wind = 4, Water = 2) S - 5 D (Wind = 5, Water = 2 ft 6 Inches)
No of Weekly Training - Minimum P.T Running to utilize a Shockwave Fist Technique None - 10 1 - 9 2 - 8 3 - 7 4 - 6 5 - 5
Name: Shock-Wave Fist: Fall Classification: Taijustu Rank: D (Variable Recoil) Class: offensive Range: Contact (Ground/Water Surface), Contact (Launch)
Description:The most basic technique of the style, this focuses on the user learning how to harness displaced materia, and release it. Creating momentum from falling off a point, the user harnesses the latent wind or water materia as they fall prior to landing to slow their landing. The energy creates a cushion, saving them from the fall, and launching them back upwards up to a set amount in the air. If used correctly, this can be used to negate fall damage in exchange for sustaining recoil damage equal to the rank of the technique or strength used to thrown them downward. The fall speed of the user is slowed by a set amount based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the higher velocity they are knocked flying at & if they smash into anything during their flight they may sustain additional damage. Average Running Speed (Speed of Victim) - Upward Mobility upon Landing - Str Halted with (Launch Distance Modifier) D (1 Tier Level) - 1 ft - D (1x) C (2 Tier Levels) - 2 ft - C (2x) B (3 Tier Levels) - 3 ft - B (3x) A (4 Tier Levels) - 4 ft - A (4x) S (5 Tier Levels) - 5 ft - S (5x)
Name: Shock-Wave Fist: Point Classification: Offensive Rank: D (D-rank Recoil) Class: Offensive Range: Contact
Description: Created to teach those to learn the style how to 'control' the power, it is done by running forward, and casting out a single finger as they stop. The force sent outward is very pinpoint, and, with enough, can obviously have high penetrative power. Yet, as a basic technique, it inflicts very little damage power (D-rank Physical Dmg), if any at all. It is primarily used as a distraction or to interrupt hand seals by jabbing at their hand with the user's finger to inflict stinging pain upon contact. Like all Shock-Wave Fist techniques the speed of this technique is based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the more dangerous it is. Average Running Speed (Hand Seal Speed Interrupted) - Pain Inflicted - Str Halted with (Defense Piercing) D (D-rank-) - D - D (D) C (D-rank) - 2 D - C (C) B (Swift Release) - 4 D - B (B) A (D-rank++) - C - A (A) S (C-) - B - S (S)
Name: Shock-Wave Fist: Road Classification: Taijustu Rank: C (C-rank Recoil) Class: Offensive Range: Short
Description: Dashing forward, the user drags a foot over the ground as they stop, forming a single-lane shock-wave trailing behind them. Because of the way the technique is conveyed, it doesn't have as much direct power as the other techniques however is can cause a victim to stumble unless they possess a D-rank Balancing technique if they are on the same surface as the user. What it is used for however is attacking those either underground (Wind Materia) or Underwater (Water Materia) while the user is running on land or water. This trail extends 5 feet behind the user however it's depth uses the user's strength as a distance modifier. Like all Shock-Wave Fist techniques the speed of this technique is based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the more dangerous it is. Average Running Speed (Speed of Road) - Physical Dmg Inflicted - Str Halted with (Depth Distance Modifier) D (D-rank-) - D - D (1x) C (D-rank) - 2 D - C (2x) B (Swift Release) - 4 D - B (3x) A (D-rank++) - C - A (4x) S (C-) - B - S (5x)
Name: Shock-Wave Fist: Push Classification: Taijustu Rank: D (D-rank Recoil) Class: Offensive Range: Contact, Short-Mid (Knockback)
Description:Created to emphasize the ability of power in the style, the user rushes themselves forward, stopping as they push their hand or foot against an opponent. Their momentum is conserved by harnessing Wind/Water Materia which is what is used to push a victim back unless they root themselves in place with strength exceeding that utilized by the user when they stop. Under normal circumstances it pushes a victim back 10 feet however underwater it only pushes them back up to half of that (5 feet) As the only technique requiring actual physical contact with an opponent, it is mainly used to create an opening, and act to mislead an opponent to thinking the user requires physical contact to use the Shock-Wave Fist. The speed the victim travels through the air is based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the higher velocity they are knocked flying at & if they smash into anything during their flight they may sustain additional damage. Average Running Speed (Speed of Victim) - Pain Inflicted - Str Halted with (Knock-back Distance Modifier) D (D-rank-) - D - D (1x) C (D-rank) - 2 D - C (2x) B (Swift Release) - 4 D - B (3x) A (D-rank++) - C - A (4x) S (C-) - B - S (5x)
Name: Shock-Wave: Step Classification: Taijustu Rank: C (C-rank Recoil) Class: Supplementary Range: Self, Varies (Based on Strength Modifier)
Description:The user runs forward, and stops, pushing against the ground with a single foot, releasing their harnessed materia like a shock-wave. The materia, releases itself in a circular pattern near the size of the user's foot, serving to launch them forwards at high-speeds. However, because it acts as a single step, it can act as a jump-start, allowing the person to leap beyond their physical boundaries for speed, or even as a pseudo C-rank Aerial or Aquatic movement technique. This technique often acts as a set up for other techniques of the style, or as a dodging aid. With the amount of strain it can put on the body if used repeatedly, it is regarded as a dangerous, albeit extremely useful, technique of the fighting style. The speed the user propels themselves through the air/water is based on the average running speed of the user, meaning when in mid-air or underwater they can suddenly accelerate at quicker speeds by harnessing the latent wind/water materia around them. Average Running Speed (Aerial/Aquatic Movement Speed) - Jump Distance - Str Jumping with (Additional Jump Height) D (C-rank-) - 5 ft - D (+5) C (C-rank) - 10 ft - C (+10) B (Bullet Release) - 15 ft - B (+15) A (C-rank++) - 20 ft - A (+20) S (B-) - 25 ft - S (+25)
Name: Shock-Wave Fist: Grind Classification: Taijustu Rank: C (C-rank Recoil) Class: Offensive Range: Contact, Short (Knock-back)
Description:The user runs forward, kicking outward as they stop, flipping as the kick emerges. With the flip, they twist their body, landing on a single hand. The energy, transferred by the kick and flip, produces a rotational downward projectile from the leg, allowing it to 'grind' the opponent upon impact to inflict C-rank physical damage. The nature of the attack makes it mostly act as a knock-back, and with enough speed and/or force, friction burns, or even possibly dealing recurrent damage if they lack Defense Tiers. As with the other techniques of the style, it is largely dependent on the user's skill as to how it will preform. It acts, mainly, as a test to show that one is ready to begin truly learning past the basics. The amount of time in posts (total) that the victim sustains recurrent physical damage is based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the more effective this technique is. Average Running Speed (P.T Recurrent Dmg) - Knockback - Str Halted with (Def Req. to Negate Recurring Dmg) D (1) - 5 feet - D (N/A) C (2) - 10 feet - C (D) B (3) - 15 feet - B (C) A (4) - 20 feet - A (B) S (5) - 25 feet - S (A)
Name: Shock-Wave Fist: Wall Classification: Taijustu Rank: C (C-rank Recoil) Class: Defensive Range: Contact
Description: The user runs forward while accelerating in speed. Stopping, they press their body outwards, using the materia harness to project their momentum directly from their full body, forcing out a wall of Wind/Water materia out of it. This "Wall" varies in size but is typically used to halt incoming projectiles or block an incoming offensive physical strike however due to the way it is formed only a limited amount of projectiles can be halted. Furthermore the incoming strike or projectiles will break through the "Wall" if they are backed by strength exceeding that by which the user halted their movement with. The speed of projectiles halted in place or an incoming physical strike can be halted at is based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the more effective this technique is. Average Running Speed (Speed of Victim) - No. of Projectiles - Str Halted with (Size of "Wall) D (C-rank-) - D - D (Humanoid) C (C-rank) - 2 D - C (Medium S) B (Bullet Release) - 4 D - B (Medium M) A (C-rank++) - C - A (Medium L) S (B-) - B - S (Medium XL)
Name: Shock-Wave Fist: Shell Classification: Taijustu Rank: C (C-rank Recoil) Class: Offensive Range: Contact
Description: The user launches themselves forward, and stops after reaching max speed. As they stop, they release a forward kick, or punch, and harnesses materia to conserve the momentum of their movement into a physical strike. If hit dead on this technique is powerful enough to shatter objects without B-rank or higher Physical Resistance or causing those without C-rank Defense Tiers to slump to the ground in agony for 2 P.T (those with Pain Tolerance/Resistance are immune to this effect) .Being hit by the trail of Wind/Water materia in a straight line extending from the punch or kick inflicts C-rank physical damage. Regardless it will always result in knocking an opponent flying 3 feet with an additional modifier determined by the strength the user punched out at. The speed the victim travels through the air is based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the higher velocity they are knocked flying at & if they smash into anything during their flight they may sustain additional damage. Average Running Speed (Speed of Victim) - Pain Inflicted - Str Backing Punch/Kick (Knock-back Distance Modifier) D (C-rank-) - D - D (1x) C (C-rank) - 2 D - C (2x) B (Bullet Release) - 4 D - B (3x) A (C-rank++) - C - A (4x) S (B-) - B - S (5x)
Name: Shock-Wave Fist: Sickle Classification: Taijustu Rank: B (B-rank Recoil) Class: Offensive Range: Contact
Description:The user runs forward while keeping close to the ground in a crouched running position. Stopping, they stand forward immediately, while transferring the momentum from their run directly into their hands. Pushing one hand forward and the other hand to the side, resulting in a projecting of the Wind/Water Materia outward to inflict damage to an opponent. Not as a projectile, but more as a 'sickle', this acts to curve at an enemy, like a pincer movement the two impact points dealing C-rank physical damage each (B-rank upon hitting the same point). While curving depending on the skill of the user this curve can extend in a full circle potentially allowing the user to hit those behind them. However the friction generated from the movement can tear the muscles in their arms in the process. Like all Shock-Wave Fist techniques the speed of this technique is based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the more dangerous it is. Average Running Speed (Speed of Sickle) - Maximum Curse of "Sickle" - Str Backing Hands (Proximity to Target to Hit) D (B-rank-) - 45° - D (1 ft) C (B-rank) - 90° - C (2 ft) B (Crashing Ground) - 180° - B (3 ft) A (B-rank++) - 270° - A (4 ft) S (A-) - 360° - S (5 ft)
Name: Shock-Wave Fist: Nail Classification: Taijustu Rank: B Class: Offensive Range: Short
Description: The user accelerates quickly, before stopping as they kick outwards. Within the second they stop, using a massive amount of speed, the user repeatedly kicks in quick succession, producing what appears to be a typhoon of kicks. Because of the materia harnessed by this technique, it is released into miniature vortex, which inflicts B-rank physical damage upon impact) aligning with the direction each kick was launched out. Because of the nature of the attack, multiple 'nails' can be produced depending on the user's skill level and each extends outward while remaining in a straight line. Due to it's shape it is particularly effective on incoming projectiles which are not backed by strength higher than the strength the user kicked out at. This causes the projectiles to be sucked into the vortex to slice victims more viciously to inflict bleed damage depending on how many projectiles are being carried within the vortex. With the nature of the creation of the projectile, it is easy for the user to over-do the technique, and cause the muscles in their thighs and calves to tear. Average Running Speed (Speed of Blade) - Size of "Nail" - Str Kicked With (Max Distance before dispersal) D (B-rank-) - 1 ft - D (5 feet) C (B-rank) - 2 ft - C (10 feet) B (Crashing Ground) - 3 ft - B (15 feet) A (B-rank++) - 4 ft - A (20 feet) S (A-) - 5 ft - S (25 feet)
Rank (No. of "Nails" Released) - No. of Projectiles (Bleed Dmg Inflicted) D (1) - 5 (D) C (1) - 10 (2 D) B (2) - 15 (3 D) A (2) - 20 (4 D) S (3) - 25 (5 D)
Name: Shock-Wave Fist: Blade Classification: Taijustu Rank: B (B-rank Recoil) Class: Offensive Range: Short
Description:The user accelerates forward, before stopping as they swivel their leg outwards in a kick. Rotating the kick in an arc, the energy is transferred along the arc of the kick, transmitting it outwards in a crescent blade form. The projectile, or 'blade', is rather fast, and carries the momentum of the run and kick, creating a sickle-like formation from the arc it originated from, carrying the most power at its center (B-rank Defense Piercing) while the edges are weaker (B-rank Physical Damage). The amount of energy it carries increases as it cuts through the air, unlike most of the techniques. Yet, against air/water resistance (B-rank or higher Wind/Water Technique), it can be dispersed, or, in an opposite fashion, have its power increased (C or Lower Wind/Water Technique) to deal elemental physical damage. The technique has great cutting power, capable of dismembering an opponent if hit dead center unless they possess B-rank Defense Tiers. However, because of its lack of surface area, projectiles & other offensive techniques can easily disperse it though depending on the materia used if hit dead center it can cut through Lightning (Wind Materia) or Fire (Water Materia) Physical or Chakra based techniques. Average Running Speed (Speed of Blade) - Size of Blade - Str Kicked With (Max Distance before dispersal) D (B-rank-) - Tiny - D (5 feet) C (B-rank) - Small - C (10 feet) B (Crashing Ground) - Humanoid - B (15 feet) A (B-rank++) - Medium S - A (20 feet) S (A-) - Medium M - S (25 feet)
Name: Shock-Wave Fist: Cross Blade Classification: Taijustu Rank: A (A-rank Recoil) Class: Offensive Range: Mid
Description: Req. Shock-Wave Fist: Blade. The user accelerates forward, before stopping as they swivel their leg outwards in a kick. Rotating the kick in an arc, the energy is transferred along the arc of the kick, transmitting it outwards in a crescent, flat form. The projectile, or 'blade', is extremely fast, and carries the momentum of the run and kick, creating a sickle-like formation from the arc it originated from, carrying the most power at its center (A-rank Defense Piercing) while the edges are weaker (A-rank Physical Damage). Then, the user accelerates quickly, spinning to re-create the energy of the previous 'blade'. Slashing it across the other 'blade' a cross is formed, merely being two 'blades', although with more area and impact force due to the damage stacking. The technique has great cutting power, capable of dismembering an opponent if hit dead center unless they possess A-rank Defense Tiers & it shares all other capabilities with the original technique due to being an improved version of it. Yet, against air/water resistance (A-rank or higher Wind/Water Technique), it can be dispersed, or, in an opposite fashion, have its power increased (B or Lower Wind/Water Technique) to deal elemental physical damage. Average Running Speed (Speed of Cross Blade) - Size of Cross Blade - Str Kicked With (Max Distance before dispersal) D (A-rank-) - Small - D (10 feet) C (A-rank) - Humanoid - C (20 feet) B (Vacuum Release) - Medium S - B (30 feet) A (A-rank++) - Medium M - A (40 feet) S (S-) - Medium L - S (50 feet)
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Niklaus Technique Scroll 20th April 2016, 1:00 pm | |
| Okay I've edited your techniques accordingly, you'll need another mod to review them to do the final approval.
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| | | Guest Guest
| Subject: Re: Niklaus Technique Scroll 20th April 2016, 2:20 pm | |
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| | | Nik
Posts : 608 Join date : 2014-11-18 Age : 29
| Subject: Re: Niklaus Technique Scroll 22nd April 2016, 11:10 pm | |
| - Demon Sickle Style General Techniques:
Name: Demon Sickle Style: Chains of Fate Classification: Kenjustu Rank: B Class: Supplementary Range: Short-Mid (Depends on Length of Chain)
Description: The user keeps the center of the chain behind their back. By throwing a sickle out they can throw the sickle with precision at a target with either a spin/saw action or with the point of the bladed end flying toward the opponent. Due to it's precision it requires either a B-rank Sensory technique or Reaction Tiers equivalent to the speed at which the sickle end is moving in order to dodge this technique. The user takes a movement (1 P.T) to throw out a single sickle in a direction and retrieve by pulling on the chain with the same hand within the same movement, or they may throw both sickles at the same time within a single movement (1 P.T). The user typically retrieves it the same way using an additional movement. Rank - Max Length of Chain extended when thrown with Two Sickles (One Sickle) D - Quarter of Chain (Quarter of Chain) C - One-Third of Chain (One-Third of Chain) B - Half of Chain (Two-Thirds of Chain) A - Two-Thirds of Chain (Three-Quarters of Chain) S - Three-Quarters of Chain (Full Chain)
Name: Demon Sickle Style: Triple Tap Classification: Kenjustu Rank: B Class: Supplementary Range: Self (Kusarigama)
Description: This technique allows the user to dual wield chain-sickles typically either wrapping the weighted portion around the user's forearms and wrists in order to leave the sickle end to be spun and thrown. It takes concentration to maintain this due to the art of utilizing Kusarigama being difficult with inexperienced users likely to harm themselves instead of an opponent in the heat of combat. As a result any Kenjutsu techniques making use of three Kusarigama instead of one consume double the stamina price (Triple if the user doesn't possess B-rank Endurance Tiers) however due to involving more than one blade the techniques now have an Equal Rank Reaction Check unless an opponent possesses a Time-Slowing Dojutsu with Reaction Tiers, a Premonitory/Precognitive Dojutsu or 360 degrees vision. Rank - Chance to Harm Self (Use Success Chance Dice Roll) D - 6/10 C - 5/10 B - 4/10 A - 3/10 S - 2/10
Name: Demon Sickle Style: Embrace Classification: Kenjustu Rank: B Class: Supplementary/Offensive Range: Short (Spin Knock-back) - Mid (Depends on Length of Chain)
Description: User throws out both chain sickles to wrap the chains around an opponent. The chains will wrap around the opponent or object and end up with the blade embedding into the object or opponent. This can also bind a sword or a weapon against an opponent as the chains wrap around. This technique is considered an immobilized condition requiring either strength above the weapons rank (if a non-blacksmith made chain-sickle), the Physical Resistance (if it possesses it), the durability of the Chain-Sickle (Raw, each P.T the durability is depleted by the strength the victim is using to break free) used to bind an opponent to break free. The user can pull on the chains to attempt to gauge and possibly sever the target in half if they lack C-rank Defense Tiers and the chain portion is embedded in another immobile object, the target in between the user and the object the sickle is embedded into while wrapped in chains. The user can simply pull on the chains to send the object spinning to release the entangling bind which causes them to stumble while being reeled in (pulling knock-back) at speeds equivalent to the how quickly the chains are pulled in. This effect can be offset by a B-rank balancing technique but if the user uses speed backed by strength the victim requires a B-rank balancing technique + equivalent strength to negate being reeled in by the user. Speed Chain-Sickle is Pulled - Ft victim is reeled in (Knock-Back Distance) D - 5 C - 10 B - 15 A - 20 S - 25
Name: Demon Sickle Style: Quadruple Tap Classification: Kenjustu Rank: A Class: Supplementary Range: Self (Kusarigama)
Description: This technique allows the user to dual wield chain-sickles typically either wrapping the weighted portion around the user's forearms and wrists in order to leave the sickle end to be spun and thrown. It takes concentration to maintain this due to the art of utilizing Kusarigama being difficult with inexperienced users likely to harm themselves instead of an opponent in the heat of combat. As a result any Kenjutsu techniques making use of four Kusarigama instead of one consume triple the stamina price (quadruple if the user doesn't possess A-rank Endurance Tiers) however due to involving more than one blade the techniques now have an Equal Rank Reaction Check unless an opponent possesses a Time-Slowing Dojutsu with Reaction+ Tiers, a Premonitory/Precognitive Dojutsu with Reaction Tiers or 360 degrees vision. Rank - Chance to Harm Self (Use Success Chance Dice Roll) D - 7/10 C - 6/10 B - 5/10 A - 4/10 S - 3/10
Name: Demon Sickle Style: My Puppet Classification: Kenjustu Rank: A Class: Supplementary/Offensive Range: Contact (Victim), Short-Mid (Depends on Length of Chain)
Description: Req. Opponent to be currently immobilized by Chain portion of Chain-Sickle. Once an opponent is Entangled by the Embrace or another demon sickle style technique, the user can start swing the chains, much like the Miasma technique, around so that the opponent or object is thrown around like a wrecking ball. The user can even swing the chains up into the air throwing the opponent up and then smashing them back down onto the ground. The user can pull against the chains to bring the opponent closer to them. The user can even tow an object with this technique. Only one chain-sickle bound around a target is needed to perform this technique, however when utilized with multiple chains the strength needed to break free is stacked (Use either Weapon Rank, Phy Resistance of Chains or decrease from Raw Durability of each chain-sickle used to bind). Due to binding an opponent, the user needs enough strength to lift said target naturally otherwise they will sustain speed penalties when swinging their chain-sickles around dpeending on the size of the target bound (This also affects the harvest line of techniques). Furthermore this technique can not bind a target larger than the length of the chain sickle. The Damage dealt is equal to the strength the user swings out with however fall damage can be used as a multiplier when a victim is swung downward to increase the damage dealt to them. Size of Target (Speed Penalty when Swinging) - Distance Swung (Fall Dmg Multiplier) Humanoid (None) - 10 ft (1x) Medium S (1 Tier Level) - 20 ft (2x) Medium M (2 Tier Levels) - 30 ft (3x) Medium L - (3 Tier Levels) 40 ft (4x) Medium XL (4 Tier Levels) - 50 ft (5x)
- Demon Sickle Style: Miasma Series:
Name: Demon Sickle Style: Miasma Classification: Kenjustu Rank: B (B-rank Dust Materia) Class: Supplementary/Offensive Range: Short-lMid (Dependent on Length of Chain)
Description: By expanding on the Chains of Fate technique, user throws both Sickles toward the ground in front of them, where the sickles stick into the ground. They let out enough slack so that they can start swinging the chains around in an arc. This will kick up any dirt and debris in front of the user into a dust cloud as the chains beat against the ground. This cloud eventually grows to the size of the length of chain able to use via the style, in radius. It depends on the speed the chains are being swung to determine how quickly the dust cloud is formed, and while the user keeps swinging they can maintain the dust cloud but upon the user stopping the cloud lingers for 3 Turns before fading away (Or a B-rank Area Clearing Technique is used). Due to the dust, it acts like an area concealment technique hampering vision and causing those with a heightened sense of smell to sneeze and cough for a set amount of P.T. Speed Chains Swung (Dust Cloud Formation) - Sense of Smell (P.T) - Reaction (Distance Seen) D (4 P.T) - Raised (2 P.T) - D & Below (Unable to See) C (2 P.T) - Heightened (4 P.T) - C (Quartered) B (1 P.T) - Enhanced (6 P.T) - B (Halved) A (Instant) - Max (8 P.T) - A (Able to see through Dust Cloud)
Name:Demon Sickle Style: Miasma Vortex Classification: Kenjustu Rank: B (A-rank Dust Materia) Class: Offensive/Supplementary Range: Short-Mid (Depends on Length of Chain)
Description: Req. Demon Sickle Style: Miasma to be currently active on the field. Expanding on the Miasma concept, the user throws out both sickles or sickle and weight and uses an over-under technique with their hands as the sickles arc around the user in various angles and degrees. All the while, the sickles are capable of striking an unsuspecting opponent within the dust cloud capitalizing on the vision hampering effect of the area concealment technique. Unlike the original technique the user is able to move around while this technique is being preformed with the skill of the user determining how many P.T the dust cloud remains on the field once this technique is initiated. The dust cloud will settle immediately once this technique ends, likewise this technique can be used to disperse the dust cloud from the original technique if need be. Rank - P.T Miasma Vortex Lasts with 1 Sickle (With 2, With 3, With 4 D - 1 (2, 3, 4) C - 2 (4, 6, 8) B - 3 (6, 9, 12) A - 4 (8, 12, 16) S - 5 (10, 15, 20)
- Demon Sickle Style: Death Series:
Name: Demon Sickle Style: Death Stance Classification: Kenjustu Rank: B Class: Supplementary Range: Self
Description: This is one of the Stances in the Demon Sickle Style. In this stance the chain-sickle is thrown out either straight or in a wide arc. This causes the sickle to travel along its path while the chain starts wrapping around the user, or if thrown straight, the user uses their limb and elbow or knee joint to wrap the chain around it to retrieve the sickle. Once slack from the chain is taken up the sickle may end up underneath the foot or in the users hand, and slack in chain is wrapped around the user in some way. The user may wrap up the chain with a combination of body parts. For example, the user can wrap up the chain with their elbow/knee and hand/foot on a single arm/leg, but renders the arm/leg useless, or they may wrap it around their waist so that their arms may be used, or even a combination of around the waist, neck, arm and elbow, knees and legs. This results in the precision of the Demon Sickle Style techniques being increased resulting in Reaction Checks being 1-rank Higher, whereas their range (chain length) is reduced to either Half (Wrapped around Limb + Limb immobility) or a Quarter (Wrapped around Waist). 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: Demon Sickle Style: Death Unleashed Classification: Kenjustu Rank: C Class: Offensive Range: Contact-Short (Depends on Length of Chain)
Description: Req. Death Stance currently active. The user kicks with the foot or throws the sickle to send it in any straight direction causing it to fly out to strike an opponent at C-rank speed. The sickle only travels for as long as the user lets the sickle fly and to the limit of their knowledge of chain-sickle mastery affected by the Death Stance range nerf. The Chain can then be pulled back at any time to retrieve the sickle, with victims requiring a C-rank Sensory technique or C-rank Reaction + the speed Tier they used to avoid the initial strike, to dodge the pull back strike. With every pull the Chain unwinds a set length of chain from the user which can be used to modify the length of another techniques requiring the Death Stance (to exceed the range nerf), and if known Scorpion Strike can be preformed alongside this technique. The throw and the pull back can occur in one movement (1 P.T) or can be spaced out for 2 movements (2 P.T) if the user is trying to be subtle. Rank - Length of Chain Unraveled from Body with each Pull-Back D - 1 ft C - 2 ft B - 3 ft A - 4 ft S - 5 ft
Name: Demon Sickle Style: Dance with Death Classification: Kenjustu Rank: B Class: Offensive Range: Self (Entangled Limb), Short-Mid (Depends on Length of Chain)
Description: Req. Death Stance to be active. While performing the Demon Sickle Style techniques which require the Death Stance,the user can start twirling their body to re-wrap the chain around body parts when the Sickle is being retrieved. The addition of twirling creates fancy footwork where they are no longer considered Entangled giving them full range of maneuverability for a set amount of time based on their skill level. User twirls and leap through the air or twirl to take long strides to wrap the chain around them upon retrieval, as with each movement (1 P.T) a set amount of the chain is once again wrapped around their body allowing this technique to offset Death Unleashed so as not to prematurely end the Death Stance by completely unraveling the chain-sickle. Maneuvering can only be done when retrieving from a strike never when throwing or attempting one. Rank - P.T Movement is regained (Length of Chain Wrapped) D - 1 (2 ft) C - 2 (4 ft) B - 3 (6 ft) A - 4 (8 ft) S - 5 (10 ft)
Name: Demon Sickle Style: Flying Death Classification: Kenjustu Rank: A Class: Supplementary Range: Contact (Sickle Impact) Mid-Long (Depends on Length of Chain)
Description: This time the user throws one Sickle at a time. The sickle will stick into an object that the blade can sink into like wood. The user can then swing on the chain and retrieve their sickle with a quick yank of the Chain. User can use this technique to travel the 2x the distance of chain used over time, however still can only cover a set amount of ft in 1 P.T equivalent to their speed. The user can continue this process along an aerial trajectory traveling through the air as if one were to swing on vines in a jungle. The sickles must hook on something above or horizontal with the user for the user to stay airborne. If user touches the ground in some way, momentum is halted. This acts as a A-Rank Aerial movement and when being aimed at by targets they require a reaction tier equal to Niklaus moving speed in order too effectively hit him or an aim assist such as Trick Shot, Muscle Tension or a Time-Slowing Dojutsu with equivalent speed. Using additional chain sickles allows the user to change their direction after the initial swing. No. of Sickles - No. of Swing direction changes capable 1 - None 2 - 1 3 - 2 4 - 3
Name: Demon Sickle Style: Invoking Death Classification: Kenjustu Rank: S Class: Supplementary Range: Contact-Mid (Depends on Length of Chain)
Description: Req. Death Stance Active. The user spins and launches their chain-sickle while holding onto part of the chain portion. The sickle portion will rapidly rotate like a saw-blade in a vertical fashion toward a chosen direction. They then pull the chain to return the Scythe after a set amount of time, typically with another movement (1 P.T). The user can then simply strike the chain with a part of their body to send it into a desired direction. This allows for sudden changes in direction of the rotating sickle portion resulting in Muscle Tension & or Weapon Prediction techniques without Reaction Tiers equal to the movement speed of the sickle being unable to accurately track the change in direction with them seeing a blur instead. By using Death Unraveling & Dance with Death to carefully regular the length of the chain this technique can be chained with other Demon Sickle Techniques to apply the sudden direction changes to them and make them more deadly in combat. However based on the user's skill level they can only apply this technique to a set number of chain sickles at once. Rank - No. of Chain Sickles this can be applied to D - None C - 1 B - 2 A - 3 S - 4
- Demon Sickle Style: Plow Series:
Name: Demon Sickle Style: Lesser Plow Classification: Kenjustu Rank: C Class: Offensive Range: Short-Mid (Depends on Length of Chain), Long (Depth), Contact (Width)
Description: Holding the Chain-Sickle handle over their head, the blade will be positioned behind the user while they swing it for 3 P.T to build up momentum before being able to use this technique. With great strength the Scythe will be swung upwards moving forward causing the chain to extend outward and then downward in a large arc encompassing the entire chain length the chain-sickle being pulled taut as it descends from the sky at Speeds equal to the Strength used to pull it down albeit at Samurai Level. For every 40 feet in the air it drops it's weight seems to magnify by a multiplier of 2x(but in actuality it is due to gravity causing it's inertia to increase over time), this essentially means in order to catch it and prevent it from hitting the ground an opponents strength tiers must be able to lift it (use the Weight Limit). The Scythe blade will slam into the earth or perhaps an opponent in which case a head on impact can grievously wound an opponent who does not possess B-rank or higher Defense Tiers due to inflicting C-rank Physical Slicing Dmg with C-rank Bleed Dmg when the sickle is removed. In any case upon landing, the chain-sickle tears a gash in the earth which will split down to the length of the Scythe blade that penetrated the earth making this technique capable of hitting underground opponents within the vicinity of not only the sickle impact but the chain as well. This split will run for a variable depth depending on the strength used to bring the chain-sickle downward, while being 2 ft wide. If done on land and it impacts the ground dust will kick up and blind anyone, who is within a 10 ft radius of the sickle's impact point due to this sudden trauma to the earth. This blindness affects those who lacked C-rank Reaction Tiers to close their eyes in time, and blinds them for 2 P.T though those with Dojutsu are blinded for 4 P.T. This technique is capable of being repeated with multiple chain-sickles if the user is capable of multi-wielding weapons. Strength Tier - Depth Gash Tears into the ground - Rank (No. of Chain Sickles Capable of Tech) D - 20 ft - D (1) C - 40 ft - C (1) B - 60 ft - B (2) A - 80 ft - A (3) S - 100 ft - S (4)
Name: Demon Sickle Style: Greater Plow Classification: Kenjustu Rank: B Class: Offensive Range: Short-Mid (Depends on Length of Chain), Long (Depth), Contact (Width)
Description: Requires Lesser Plow to be learned. To set this technique up the user throws their chain-sickle upwards it's entire length into the air after cycling it around for 5 P.T to build up momentum to trigger this technique. The hang time of the chain-sickle lasts for a set amount of time based on the user's skill level. This hang time creates a few options for the user; They may perform hand-seals or other techniques within the hang time of the chain-sickle especially if the user has additional chain-sickles. Then the user can either simply catch the chain-sickle when it falls to the ground, jump up to meet the Scythe before the end of its hang time or hold on to it if the chain-sickle was thrown with strength tiers to ascend upward like a pseudo-air movement technique. If the user jumps up or ascends upward, they can then follow up by striking down toward the ground in much the same fashion as Lesser Plough. This time however, for every 20 feet in the air it drops it's weight seems to magnify by a multiplier of 2x (but in actuality it is due to gravity causing it's inertia to increase over time), this essentially means in order to catch it and prevent it from hitting the ground an opponents strength tiers must be able to lift it (use the Weight Limit). On impact it does the same as Lesser Plow albeit with B-rank Physical Slicing Dmg (B-rank Bleed Dmg if sickle is removed) if a victim lacks A-rank or higher Defense Tiers and is hit head on, a conical width left by the chain's impact with the ground (1 ft radius from handle to a Quarter of Chain, 2 ft radius from a quarter of chain to half of chain & 3 ft radius from half of chain to Sickle impact point). If done on land and it impacts the ground dust will kick up and blind anyone, who is within a 15 ft radius of the sickle's impact point due to this sudden trauma to the earth. This blindness affects those who lacked B-rank Reaction Tiers to close their eyes in time, and blinds them for 4 P.T though those with Dojutsu are blinded for 8 P.T. This technique is capable of being repeated with multiple chain-sickles if the user is capable of multi-wielding weapons. Strength Tier (Additional Height Ascended into the Air) - Depth Gash Tears into the ground - Rank (No. of Chain Sickles Capable of Tech) D (10 ft) - 20 ft - D (1) C (20 ft) - 40 ft - C (1) B (30 ft) - 60 ft - B (2) A (40 ft) - 80 ft - A (2) S (50 ft) - 100 ft - S (3)
Name: Demon Sickle Style: Final Plow Classification: Kenjustu Rank: S Class: Defensive/Offensive Range: Short-Mid (Depends on Length of Chain), Long (Depth), Contact (Width)
Description: Req. Greater Plow to be Learned. The user now is able to send a wave of bludgeoning force from their Scythe after twirling it around for 9 P.T to build enough momentum to trigger this technique. The user holds the Scythe at waist level and twists their body while jumping upward, they then swing the Scythe in a huge arc with frightening speed through a combination of their counter-clockwise spinning speed and throw power. This results in the chain-sickle twirling around their body at it's full length at speed equivalent to the strength it was swung with albeit at Tier++ Levels. A slash of bludgeoning air pressure emanates from the blade as the blade hits supersonic speed (Vacuum Release or above) with the size increasing depending on the exact speed the chain-sickle travels. Those who are within 20 ft of the sickle portion can actually be deafened by the sonic-boom emitted from the blade flying through the air for 8 P.T (or for a longer duration based on their hearing level) while the air pressure allows this technique to cut through an incoming solid offensive chakra based technique without piercing, based on the principle of Physical = Chakra. If the user possesses Demon Sickle Style: Cut the Void then additional types (Liquid, Gaseous or Energy) can be severed through this technique. Though this technique is primarily a defensive one, it is possible to use it offensively by spinning clockwise resulting in a downward swing rather than an upward one. If it hits the ground it functions the same as Greater Plow albeit with S-rank Physical Slicing Dmg & can kill an opponent if a victim lacks SS-rank or higher Defense Tiers and is hit head on. All other effects are retained including the ability to deafen opponents making it a deadly technique even if it ends up missing if victims are within 15-20 ft of the sickle (15 ft the Deafening & Blindness effects overlap, Blindness now requires S-rank Reaction to blink in time). This technique is capable of being repeated with multiple chain-sickles if the user is capable of multi-wielding weapons. Strength Tier (Additional Height Ascended into the Air) - Depth Gash Tears into the ground - Rank (No. of Chain Sickles Capable of Tech) D (10 ft) - 20 ft - D (1) C (20 ft) - 40 ft - C (1) B (30 ft) - 60 ft - B (2) A (40 ft) - 80 ft - A (3) S (50 ft) - 100 ft - S (4)
- Demon Sickle Style: Reaper Series:
Name: Demon Sickle Style: Unrelenting Reaper Classification: Kenjustu Rank: C Class: Supplementary Range: Contact (Impact), Short-Mid (Depends on Length of Chain)
Description: Req. Death Stance Active. The user follows up on a missed strike technique by flicking the chain-sickle around his arm or body to reveal the pointed end of the blade. The user then grips the chain-sickle at the very bottom end of the handle section once it spins around their body. The blade itself is then swung in a large arc, and comes from a blind side of the opponent as long as they are within 2 ft of the user. This is known as flanking damage (Muscle Tension unable to track, Time-Slowing only able to track in line of sight), because the strike comes from an unsuspected angle as the weapon is flung around the body with those without a Time-Slowing Dojutsu + Reaction Tiers, Panoramic Vision, or a C-rank sensory technique being unable to detect it coming. This technique deals no damage on it's own but is used as a modifier for an actual offensive technique to make it more unpredictable.
Name: Demon Sickle Style: Unstoppable Reaper Classification: Kenjustu Rank: B Class: Offensive Range: Short-Mid (Depends on Length of Chain)
Description: Req. Unrelenting Reaper to be learned. Same as the Unrelenting Reaper technique but this time even if blocked or deflected, the sickle portion of the weapon, can deflect off of a blocked attack as long as it isn't deflected with B-rank Force or blocked by a technique which destroys the chain-sickle in question. Once the Scythe hits a surface the user twists the handle so that an angle is created and the sickle end deflects and keeps its momentum while retaining it's precision due to the chain linking it to the handle. The blade itself is then swung in a large arc, and comes from a blind side of the opponent which is dependent on the length of the chain. This is known as flanking damage (Muscle Tension unable to track, Time-Slowing only able to track in line of sight), because the strike comes from an unsuspected angle as the weapon is flung around the body. This technique differs from Unrelenting Reaper due to not only it's range but also because it can be preformed with multiple chain-sickles using either one or two hands. Furthermore if in the Death Stance it can be preformed identically to it's basic variant albeit only if the opponent is within 3 ft of the user. Rank - No. of Chain Sickles Used (Hand Use) D - 1 (2) C - 2 (2) B - 3 (4) A - 3 (3) S - 4 (4)
Name: Demon Sickle Style: Reapers Bounty Classification: Kenjustu Rank: A Class: Offensive/Supplementary Range: Contact (Impact), Short-Mid (Depends on Chain Length)
Description: Req. Death Stance Active & Unstoppable Reaper to be learned. As with Unstoppable Reaper, or Unrelenting Reaper Techniques but this time as the chain-sickle is flung around the body, the user can guide the blade at anything within 4 ft around them without having to turn their body. This can help if an opponent gets behind the user after the user performs a failed attack against the opponent. If the user is aware that the opponent has done this, they may perform this technique without having to turn their body to strike at the opponent. This can be preformed anywhere around the user in a 360 degree sphere threat range following the Harvest line of techniques philosophy.
Name: Demon Sickle Style: Reaper's Souls Classification: Kenjustu Rank: S Class: Offensive Range: Short-Mid (Depends on Length of Chain)
Description: Same as the Reapers' Bounty Technique but this time the user continues the momentum of the chain-sickle. The user will catch the a part of the chain and be positioned in such a way to begin the Soul Harvest technique or the other's in it's line. The momentum from the strike itself will be carried over into the Soul Harvest Technique as this technique is more of a transition to apply any of the Reapers line (Unrelenting, Unstoppable, Bounty) to them. the The user will take no extra movements for transferring into the Soul Harvest Begins Techniques if used after this technique however they will be preformed at a reduced distance due to the wielder grabbing part of the chain. Rank - Distance Reduction when chained with Demon Sickle Style Harvest techniques D - One-Fifth C - Two-Fifths B - Half A - Three-Fifths S - Four-Fifths
- Demon Sickle Style: Harvest Series:
Name: Demon Sickle Style: Third Harvest Classification: Kenjustu Rank: A Class: Offensive/Supplementary Range: Short-Mid (Depends on Length of Chain)
Description: Req. First Harvest to be learned. The next level in "The Soul Harvest Begins", but the threat range is shifted. The attack is now capable of striking in a vertical, horizontal or diagonal latitude. This increase the threat range of Soul Harvest Begins beyond a perpendicular plane plane into a 3-dimensional plane, and when preformed with three Kusarigama at the same time up to 3 points along that plane can be targeted at the same time or a single target can be hit three times simultaneously. Due to incorporating three chain-sickles their movement becomes cyclic feeding off each other thus if using the multi-target version it builds speed like the original technique but if striking a single target both of them move much faster. If an opponent or object is caught within the curve of the blade, slashing damage is preformed per movement used (1 movement each P.T). However this is a complex technique and thus requires both experience to ensure it doesn't go out of control and harm the user and consumes a constant stamina price to keep the chain-sickles spinning based on the speed that it was initially spun. Certain speed bonuses (8 Tier Level & 10 Tier Levels) actually inflict recoil damage which is spread along the weapon particularly the chain portion with use of them resulting in the chain's durability being depleted, complete depletion can actually result in the chain snapping with a 1/2 (Day Night Roll) chance of the sickle end either hitting the user (1) or missing the target entirely (2). Rank (Initial Spin Speed) - No. of P.T Spinning (Stamina Cost each P.T) - Kenjutsu Max Speed Boost D - 2 (D = -3) - 2 Tier Level C - 4 (C = -6) - 4 Tier Level (1-Rank) B - 6 (B = -9) - 6 Tier Levels A - 8 (A = -12) - 8 Tier Levels (2-Ranks) S - 10 (S = -15) - 10 Tier Levels
Name: Demon Sickle Style: Harvest of the land Classification: Kenjustu Rank: A Class: Supplementary Range: Self, Short-Mid (Depends on Length of Chain)
Description: Req. Soul Harvest Begins currently active & Chain-Sickles currently spinning at the maximum speed granted depending on the amount of weapons used (1 or 2 = First, 3 = Third, 4 = Fifth). This technique allows the user to chain into one of the Plow line of techniques after building up momentum with the Soul Harvest Begins line of techniques. This not only allows the Plow technique's activation to be hidden until it is needed to be triggered (Lesser, Greater & Final Plow do not need to be placed in spoiler tags until triggered unless target has an A-rank weapon sensory technique) but also for the user to delay when he wants to trigger them until the proper amount of speed has been built up. Each type of Plow does however require a specific Harvest in order to be available for chaining through this technique. Harvest Technique - Plow Unlocked First - Lesser Plow Second - Greater Plow (Third Harvest Req. for 3 Chain-Sickle Use) Third - Final Plow (Fifth Harvest Req. for 4 Chain-Sickle Use).
Name: Demon Sickle Style: Immortal Reaper Harvest Classification: Kenjustu Rank: A Class: Defensive/Offensive Range: Self, Short-Mid (Depends on Chain Length)
Description: Req. Soul Harvest Begins currently active & Fifth Harvest. This is a defensive maneuver preformed by a user of the Demon Sickle Style which involves 4 Chain-Sickles being spun in such a manner to block incoming techniques from a radius around the user. This technique can either be preformed on the ground resulting in a dome radius, or in the air resulting in a sphere radius. Regardless of how it is preformed however it can only block, intercept or deflect objects who are outside of a certain range. Projectiles can be deflected as long as they are incoming from anywhere within chain length, the user is capable of utilizing, & are moving at equal or less speeds than the chain-sickles are moving. Physical Techniques can be intercepted as long as they are incoming from outside a half of the chain length, the user is capable of utilizing, & are moving at equal to less speeds than the chain-sickles are moving. Solid type chakra based techniques (i.e earth, diamond, steel etc) are capable of being blocked as long as they are incoming from outside a half of the chain length, the user is capable of utilizing, & are not only moving at equal to less speeds than the chain-sickles are moving but also only if their rank is equivalent to the strength the chain-sickles are being swung with. Despite it's coverage it is incapable of protecting the user from AOE techniques, this is because it's more focused on precision deflection rather than omni-directional deflection. It's offensive use comes in regards to it's defensive ability due to the user's ability to chain other Demon Sickle Style techniques with it, to deal damage to that which is deflected, intercepted or blocked. Most notable is this techniques use with Third Harvest as additional attacks can be used as a base to apply the modifier to determine how many projectiles can be deflected by this technique per chain-sickle used. No. of Chain Sickles - Projectile Deflection Modifier Without Third Harvest Learned - Max of 4 Projectiles Deflected 1 Chain Sickle & Third Harvest Learnt - 1x 2 Chain Sickles & Third Harvest Learnt - 2x 3 Chain Sickles & Third Harvest Learnt - 3x 4 Chain Sickles & Third Harvest Learnt - 4x
Name: Demon Sickle Style: Fourth Harvest Classification: Kenjustu Rank: S Class: Supplementary Range: Short-Mid (Depends on Length of Chain)
Description: Req. Second Harvest to be learned. The user will increase their spin as more time is spent within the Soul Harvest Begins Technique. The user will attack with one extra attack with each passing turn spent using it and this is based on the number of Chain-Sickles that the user is capable of wielding. With 1 Chain-Sickle every 4 Turns the user gains 1 additional attack in addition to the usual number of attacks dealt by the style, with 2 it happens every 3 Turns, with 3 it happens every 4 turns, and with 4 it happens every turn. If the user stops the Soul Harvest Begins, they must start over from the beginning resetting any speed boosts due to constant momentum and starting off with a new stamina price. Depending on the user's rank the max number of extra attacks that can be gained by this technique varies. Rank - Extra Attack Cap D - 4 C - 8 B - 12 A - 16 S - 20
Name: Demon Sickle Style: Fifth Harvest Classification: Kenjustu Rank: SS Class: Offensive/Supplementary Range: Short-Mid (Depends on Length of Chain)
Description: Req. Third Harvest to be learned. The next level in "The Soul Harvest Begins", but the threat range is shifted. The attack is now capable of striking in a vertical, horizontal or diagonal latitude. This increase the threat range of Soul Harvest Begins beyond a perpendicular plane plane into a 3-Dimensional Perpendicular Plane, and when preformed with four Kusarigama at the same time up to 4 points along that plane can be targeted at the same time or a single target can be hit four times simultaneously. Due to incorporating four chain-sickles their movement becomes cyclic feeding off each other thus if using the multi-target version it builds speed like the original technique but if striking a single target all four of them move much faster. If an opponent or object is caught within the curve of the blade, slashing damage is preformed per movement used (1 movement each P.T). However this is a complex technique and thus requires both experience to ensure it doesn't go out of control and harm the user and consumes a constant stamina price to keep the chain-sickles spinning based on the speed that it was initially spun. Certain speed bonuses (8 Tier Level, 10 Tier Levels & 12) actually inflict recoil damage which is spread along the weapon particularly the chain portion with use of them resulting in the chain's durability being depleted, complete depletion can actually result in the chain snapping with a 1/2 (Day Night Roll) chance of the sickle end either hitting the user (1) or the target (2). Unlike the other Harvest variants this technique is the first to allow the max speed the chain-sickles move or are increased by to exceed the S-rank Cap, now the Cap ends at SSS-rank-. Rank (Initial Spin Speed) - No. of P.T Spinning (Stamina Cost each P.T) - Kenjutsu Max Speed Boost D - 2 (D = -4) - 4 Tier Levels (1-rank) C - 4 (C = -8) - 6 Tier Level B - 6 (B = -12) - 8 Tier Levels (2-ranks) A - 8 (A = -16) - 10 Tier Levels S - 10 (S = -20) - 12 Tier Levels (3-ranks)
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| | | Nik
Posts : 608 Join date : 2014-11-18 Age : 29
| Subject: Re: Niklaus Technique Scroll 11th May 2016, 11:33 am | |
| Name: Demon Embodiment: Mask Of Envy Classification: Ronin Tech Rank: SS Class: Supplementary/Passive Range: Self Description: Drawing from his Ronin Ability and mimicking more from higher level Acolyte Demons, this technique was created. Niklaus, upon obtaining his curse Mark was troubled by his appearance and sought to seperate himself from the common look of a Demon of Envy. Thus he utilizes his Demon Physiology to manifest a face which set him apart from other skinwalkers while his hair follicles likewise begin too exude a dark energy which forms to look like a cloak instead of him being completely bald. This cloak is purely aesthetic in terms of look and composition covering the user's body in it's entirety while allowing only his mouth, wings and horns too be visible while "wearing" this cloak. This like other Demon Physiology physical add-ons can only be seen by Acolytes, Acolyte Demons & those with 5th Dimension Sensory. When seen by those capable of Sin Detection particularly the followers of Kami, it will begin to radiate pitch black darkness as the true purpose of this technique is it acts as a SS-Rank sin concealment technique. - Spoiler:
Name: Demon Sickle Style: Cutting The Void Classification: Kenjustu Rank: S Class: Passive Range: Self (Kusarigama) Description: As the user grows in knowledge within the style, they understand how to efficiently cut and otherwise rip apart objects caught within the underside of their blade. As a result their efficiency at this task has increased so much to where they will apply an item destruction property to any damage incurred by techniques used within the Demon Sickle Style. This affects S-rank & below Normal Weapons (As well as Blacksmith Forged weapons which lack Physical Resistance = to the Rank of the Kenjutsu used to strike them), and depending on his skill level he can apply this to other weapon types following the same factors. However this has no effect on weapons which are not physical in nature even if they are capable of inflicting physical damage. Rank - Weapon Type Item Destruction can be applied toD - Blacksmith Forged Normal Weapons C - Special Ability Weapons (Including Blacksmith Forged) B - Elemental Weapons (Including Blacksmith Forged) A - Samurai Weapons (Element + Ability, Including Blacksmith Forged) S - Living Weapons (Including Blacksmith Forged) | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Niklaus Technique Scroll 17th May 2016, 3:11 pm | |
| Okay I've edited your techniques accordingly, you'll need another mod to review them to do the final approval. This is the last time I'm doing this, so make sure to follow the Mechanics for the next time you make techniques, if you do not then they won't be checked, or you will be forced to adhere to them before they will be considered potentially able to be approved. Otherwise they will just be dismissed outright. | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Niklaus Technique Scroll 18th May 2016, 11:36 am | |
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| | | Nik
Posts : 608 Join date : 2014-11-18 Age : 29
| Subject: Re: Niklaus Technique Scroll 1st June 2016, 7:11 am | |
| - Shockwave Fist-Fire Stance:
Name: Shock-Wave Fist: Fire Stance Classification: Fighting Style Rank: C Class: Offensive Range: Contact, Varies (Based on Fire Materia Harnessed)
Description- One of the stances within the style this one focuses on using Niklaus flight in order too build up speed and wind materia then swooping and dive bomb tactics in order too harness fire materia. This stance though dangerous has the most drawbacks damaging the user with each technique used. Rank - Wind/Fire Materia Capable of Harnessing (Taijutsu Extention in Ft) D - D (Wind = 2, Fire = 7 Inches) C - 2 D (Wind = 3, Fire = 1 ft 6) B - 3 D (Wind = 3, Fire = 2ft) A - 4 D (Wind = 4, Fire = 2 ft 6 inches) S - 5 D (Wind = 5, Fire = 3 ft)
Name: Shock-Wave Fist: Fire Point Classification: Offensive Rank: D (D-rank Recoil) Class: Offensive Range: Contact
Description: req. Fire Stance. Created to teach those to learn the style how to 'control' the power, it is done by running forward, and casting out a single finger as they stop. The force sent outward is very pinpoint, and, with enough, can obviously have high penetrative power. Yet, as a basic technique, it inflicts very little damage power (C-Rank physical Fire Dmg). It is primarily used as a distraction or to interrupt hand seals by jabbing at their hand with the user's finger to inflict burning pain upon contact. Like all Shock-Wave Fist techniques the speed of this technique is based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the more dangerous it is however due too being a Fire stance technique once can modified the damage by using momentum. Average Running Speed (Hand Seal Speed Interrupted) - Pain Inflicted - Str Halted with (Defense Piercing) - (Momentum needed/Physical FireDmg added) D (D-rank-) - D - D (D) - (10ft/C) C (D-rank) - 2 D - C (C)(20ft/B) B (Swift Release) - 4 D - B (B)(30ft/A) A (D-rank++) - C - A (A)(40ft/S) S (C-) - B - S (S)(50ft/SS)
- Shockwave Fist-Earth Stance:
Name: Shock-Wave Fist: Earth Stance Classification: Fighting Style Rank: C Class: Offensive Range: Contact, Varies (Based on Earth Materia Harnessed)
Description- One of the stances within the style this one focuses on using Niklaus remaining solid near the ground in order too use strength instead of speed in order too harness Earth materia this stance due too it's subtlety causes targets too require a equal rank reaction tier too the technique as well as 360 vision, seismic senses or some other way too track the minute changes in the ground caused by this stance. This stance is the most defensive of the style and relies on brute force too overwhelm targets underground or on it. Rank - Earth Materia Capable of Harnessing (Taijutsu Extention in Ft) D - D (Earth = 7 Inches) C - 2 D (Earth = 1 ft 6) B - 3 D (Earth = 2ft) A - 4 D (Earth = 2 ft 6 inches) S - 5 D (Earth = 3 ft)
Name:Shock-Wave Fist: Stomp Classification: Taijustu Rank: C Class: Offensive Range: Short-Mid
Description: Req Earth Stance. Created too teach those how too control the "power" the stomp is a much more interesting technique than the point, with the earth stance the user must learn too displace force and guide it in order too cause rise too needed earth materia for further techniques in the stance. Initially the user stomps one foot causing a protrusion too rise from the ground at speeds equal too the users strength and dealing damage one rank below. This technique is very subtle requiring a reaction tier equal too the speed as well as 360 vision or seismic sensory or C rank sensory technique in order too properly dodge.
Name:Shock-Wave Fist: Stomp Jet Classification: Taijustu Rank: C Class: Offensive Range: Mid
Description:
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