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| San's Corner | |
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Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: San's Corner 8th June 2016, 2:02 pm | |
| This is my place to put things that I am not ready to post, but that are taking up space. - Dungeon Master:
Name: Shinobi & Sages Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Varies
Description:
Level & Proficiency Level range determined by character rank (roll 1d3 to determine which level they are), while proficiency bonus is determined by their rank: D = 1-3 (+1 Proficiency) C = 4-6 (+2 Proficiency) B = 7-9 (+3 Proficiency) A = 10-12 (+4 Proficiency) S = 13-15 (+5 Proficiency) "Z" = 15-18 (+6 Proficiency) "X" = 18-20 (+7 Proficiency)
Class Class is determined by the Balance of one's techniques. Artificer = Chakra & Hybrid Barbarian = Physical Bard = Mental Blood Hunter = Spiritual Cleric = Hybrid & Spiritual Druid = Natural Fighter = Physical & Hybrid Monk = Physical & Spiritual Paladin = Physical & Chakra Ranger = Hybrid & Natural Rogue = Hybrid Sorcerer = Chakra Warlock = Chakra & Spiritual Wizard = Chakra & Mental
Attributes Attributes are tied to the user's tiers, but not determined by them. When the world is enacted the individual has a choice of three options that each have their own benefits: Point Buy = All Attributes start at 8 and have 27 points to distribute between them to a max of 15 without bonuses (Cost: 9 - 1, 15 - 9). Standard Array = Allowed to assign these numbers freely to any one stat: 15, 14, 13, 12, 10, 8. Roll Dice = Allowed to roll 4d6 for each attribute, keeping the three highest dice and adding them together for the attribute.
Tiers themselves provide a bonus to checks with these attributes. If the user doesn't possess the tier, it's a -1, if they possess it unnaturally (through Psuedo Tiers), then it's always +0 no matter the rank of the tier. Otherwise: D = +1, SSS = +7 Strength (Strength) = Natural athleticism, bodily power Dexterity (Speed) = Physical agility, reflexes, balance, poise Constitution (Defense) = Health, stamina, vital force Intelligence (Barrier) = Mental acuity, information recall, analytical skills Wisdom (Reaction) = Awareness, intuition, insight Charisma (Endurance) = Confidence, eloquence, leadership
Proficiencies Proficiencies are determined by one's Specialization. The level of training in one's specialization determines the bonus (Basic = +1, Advanced = +2, Perfect = +3) Acrobatics = Physical Specialist [Taijutsu] Animal Handling = Training Specialist [Companion] Arcana = Chakra Specialist Athletics = Physical Specialist Deception = Espionage Specialist History = Training Specialist [Teaching] Insight = Recon Specialist [Communication] Intimidation = Espionage Specialist [Torture] Investigation = Recon Specialist Medicine = Support Specialist [Medical] Nature = Natural Specialist Perception = Recon Specialist [Sensory] Performance = Extraction Specialist Persuasion = Espionage Specialist [Interrogation] Religion = Spiritual Specialist Sleight of Hand = Elemental Specialist [Hand Seals] Stealth = Stealth Specialist Survival = Extraction Specialist [Tracking]
Name: Classification: Rank: Class: Range:
Description:
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Last edited by Asteria on 31st May 2020, 12:52 am; edited 2 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 9th June 2016, 12:55 pm | |
| - Resurreccion:
Name: Regresion Classification: Multi-Stage Transformation Type: Kekkei Genkai Duration: 20/50 P.T (0 Training) Zodiac Sign: (Insert Zodiac Sign)
Description: This is a fusion of the Dakar's Berserk Mode and the Kurogane's Transformation, the two similar transformations fusing together in order to create something like both but different in many ways. In this transformation (Insert Name) takes on minor characteristics of one of the animals connected to their Zodiac Sign, namely (Insert Animal), while all of their tiers are increased by 1 Tier Level. (Insert Name) gains (Insert Primary Body Changes such as; slight body shape alterations and height difference up to 1 ft). Also, (Insert Auxiliary Body Changes such as; eye, nail, hair & teeth alterations &/or coloration differences). Regardless of how it is unlocked, within the First Transformation a Kurogane is able to keep some shreds of their sanity & decision making allowing them to distinguish between allies (Min. 10 CD Topics), friends (Min. 15 CD Topics), Loved Ones (Min. 20 CD Topics), Family (5 CD Topics) and foes. Unlike the regular transformation, there are two paths the Dakar is capable of taking to unlock their transformations and once a path is chosen via this technique it is locked in permanently: *(Near Death Unlock Only): This transformation was unlocked through a near-death experience, the first time it is unlocked it is treated as a "Get out of Jail Free Card" however until Mastery (250 Word Weekly Training) the user will be unable to retain their complete mental faculties while it is active (Berserk Status). *(Sanity Unlock Only): This transformation is unlocked upon sanity depletion (3/4th's Sanity Limit), the first time it is unlocked it replenishes the user's sanity limit however unlike the near death experience method they do not need to train for mastery to retain their complete mental faculties. If they do retrain for mastery during the Weekly Training to increase the time-limit it is able to be increase by a +3 rather than a +1 (Maximum remains 50). Upon choosing a path, the Dakar is also marked for the rest of their life: Death Path Dakar receive a hole on the part of their body associated with their near-death experience, while Sanity Path Dakar are granted a bone ornament resembling some aspect of their Zodiac Sign upon their head. Once the transformation duration of any state has ended they will require a cool-down of half their total duration before they are able to return to any of their unlocked transformations. Pre-Awakened Dakar can only utilize any Transformation Once per topic, whereas Awakened Dakar are able to return to any Transformation after each cool-down, however with each time they do this the cool-down will continue to double.
Name: Regresion: Nuevo Estoque Classification: Multi-Stage Transformation Type: Kekkei Genkai Duration: 15/45 (0 Training) Zodiac Sign: (Insert Zodiac)
Description: The second level of the unique fusion of Berserk Mode and Transformation, (Insert Name) gains characteristics attributed to an animal aligned to their Zodiac Sign, namely (Insert Animal), though much more detailed as well as a 2 Tier Level increase to all of their tiers. (Insert Name) gains (Insert Primary Body Changes such as; body shape alterations, size alterations up to 3 feet &/or additional organ growth). Also, (Insert Auxiliary Body Change such as, appendage growth, webbed appendages, spikes, spines, fins &/or joint alterations). Regardless of how it is unlocked, within the Second Transformation a Kurogane is more primal only being able to distinguish between loved ones (Min of 15 CD Topics), family (Min of 5 CD Topics) &/or a mate (Min. of 3 CD Topic) whereas all others will be attacked with no mercy (Berserk Status). This transformation has a shorter duration than it's preceding form namely -5 P.T Less, and when first unlocked this is also consumed from the Dakar's Regresion. *(Near Death Unlock Only): This transformation is unlocked through the near death experience of an friend (Min 10 CD Topics), loved one (Min. 15 CD Topics) or Family Member/Mate (Min. 5 CD Topics). The first time it is unlocked it acts as a "Get out of Jail Free Card" for the individual being targeted, however until Mastery (500 Word Weekly Training) the user will be unable to retain their complete mental faculties while it is active (Berserk Status) & when Weekly Training to increase it's duration it now goes up by +3 (Maximum Remains 45 in NE & 50 in Regresion). *(Sanity Unlock Only): This transformation is unlocked upon sanity depletion (1/2 Sanity Limit), the first time it is unlocked it replenishes the user's sanity limit however unlike the near death experience method they do not need to train for mastery to retain their mostly complete mental faculties. If they do retrain for mastery then they are able to resist attacking their friends (Min. 3 CD Topics) & their allies (Min. 1 CD Topic). Each Regresion: Nuevo Estoque grants unique abilities to the user while it is active, depending on their path. Death Path Dakar are capable of using abilities that incorporate their "Aspect of Death" (i.e. what nearly killed them or someone they care about) while Sanity Path Dakar are capable of using abilities that incorporate their "Aspect of Insanity" (i.e. things that affect the sanity of themselves or others). Slots: *First Slot: (Insert Ability) * Second Slot -If Applicable-: (Insert Ability) * Third Slot -If Applicable-: (Insert Drawback)
Name: Resurreccion Classification: Multi-Stage Transformation Type: Kekkei Hen'ho Duration: 10/40 (0 Training) Animal Spirit: (Insert Animal Spirit)
Description: One of the first divergent paths of the Berserk Mode and Transformation fusion, in this state (Insert Name)'s characteristics are a perfect blend between a type of animal aligned to their Zodiac Sign, namely (Insert Animal), and their normal state as a Dakar while all their tiers are raised by 4 Tier Levels. (Insert Name) gains (Insert Primary Body Changes such as; body shape alterations, size alterations up to 4 feet &/or additional organ growth). Also, (Insert Auxiliary Body Change such as, appendage growth, webbed appendages, spikes, spines, fins &/or joint alterations). Finally they gain (Insert Moderate Body Changes such as; altered eyes, skin changed into/covered by fur/scales/spikes/fins) though with all of these changes they still keep a Humanoid appearance. Due to how it is unlocked, this is a more primal transformation in comparison to it's counterpart (Liberacion), with the Dakar who use this transformation being known as "Arrancar". Arrancar in this state have control over their mental faculties to a similar degree to Regresion: Nuevo Estoque. Resurreccion has a shorter duration than it's preceding form namely -5 P.T Less, and when first unlocked this is also consumed from the Arrancar's Regresion: Nuevo Estoque Duration. *(Death Unlock Only) This transformation is unlocked through the death of the user while in their Transformed State. The first time it is unlocked it acts as a "Get out of Jail Free Card" for the Arrancar restoring them to full health due to their sacrifice but upon the conclusion of the Transformation they are rendered comatose for 3 Weeks (1 1/2 Weeks OOC No IC or Training topics). However even with Mastery (750 Word Weekly Training) the user will be unable to retain their complete mental faculties while it is active (Berserk Status) & when in use they'll be able to resist attacking their friends (in addition to Loved Ones, Family & Mates). *(Hunt Unlock Only) This transformation is unlocked upon the user killing either 5 Dakar, 3 Kurogane or 1 Arrancar/Visored. The first time it is unlocked it replenishes the user's stamina limit & upon training for Mastery (750 Weekly Training), the Weekly Training to increase it's duration goes up by +5 (Maximum Remains 40 in Res., 45 in NE & 50 in Reg.). Slots: *First Slot (NE): (Insert Ability) * Second Slot -If Applicable- (NE: (Insert Ability) * Third Slot -If Applicable- (NE): (Insert Drawback) *Second/Fourth Slot: (Insert Ability) *Third/Fifth Slot: (Insert Drawback)
Name: Liberacion Classification: Multi-Stage Transformation Type: Kekkei Hen'ho Duration: 10/40 (0 Training) Zodiac Sign: (Insert Zodiac)
Description: One of the first divergent paths of the Berserk Mode and Transformation fusion, in this state (Insert Name)'s animalistic characteristics vanish as their traits are extracted to form what is known as a "hollow weapon", which are the same rank as the Dakar. In this transformation ALL of their tiers are raised by 3 Tier Levels & their Sanity Limit is Doubled (i.e 1/4 to 1/2). (Insert Name) only has some traces of their Zodiac Sign (Insert Minor Body Changes such as; altered eye color, patches of fur/scales/spikes/fins), though it is mainly concentrated into their bone ornament, which has grown into a mask respembling their Zodiac Sign. Due to how it is unlocked, this is a more controlled transformation in comparison to it's counterpart (Resurreccion), and the Dakar who unlocks this state is known as a "Visored". With this state, the Visored has control over their mental faculties to a similar degree to Regresion. Resurreccion has a shorter duration than it's preceding form namely -5 P.T Less, and when first unlocked this is also consumed from the Visored's Regresion: Nuevo Estoque Duration. *(Trauma Unlock Only): This transformation is unlocked through the Kurogane sustaining intense mental trauma (S-Rank or Above Mental Damage). The first time it is unlocked it acts as a "Get out of Jail Free Card" for the Visored, restoring their mind but upon the conclusion of the Transformation they are rendered comatose for 2 Weeks (1 Week OOC No IC or Training topics), however the Weekly Training to increase it's duration it will goes up by +3 (Maximum Remains 45 in 2nd & 50 in 1st) upon Mastery (750 Weekly Training). *(Emotion Unlock Only): This transformation is unlocked upon emotion depletion (1/2 Emotion Limit). The first time it is unlocked that emotion limit is fully replenished, however the Weekly Training to increase it's duration goes up by +5 (Maximum Remains 40 in Lib., 45 in NE & 50 in Reg) upon Mastery (750 Weekly Training). *(Sanity Unlock Only): This transformation is unlocked upon sanity depletion (1/4th's Sanity Limit), the first time it is unlocked it replenishes the user's sanity limit & upon training for Mastery (750 Weekly Training), the Weekly Training to increase it's duration goes up by +5 (Maximum Remains 40 in Lib, 45 in NE & 50 in Reg). Slots: *First Slot: (Insert Ability) * Second Slot If Applicable: (Insert Ability) * Third Slot If Applicable: (Insert Drawback)
Hollow Weapon Type: (Insert Whether Single or Pair) Size: Tiny-Small (If Pair), Small-Humanoid (If Single) Appearance: (Based on Zodiac Sign) Special Ability: Organic Weapons have a durability comparable to that of the Dakar themselves (Shares Defensive Tiers & Tier-Chains) and are capable of being healed if damaged or even broken in battle however they are only available while in this transformation & it's successor. (Insert Hollow Weapon Ability which pertains to Zodiac Sign)
Name: Resurreccion: Segunda Etapa Classification: Multi-Stage Transformation Type: Kekkei Tota Duration: 5/35 (0 Training) Animal Spirit: (Insert Animal Spirit)
Description: This is one of the two final stages of the Berserk Mode and Transformation fusion, used by the Dakar Kurogane known as Arrancar. In this state, the user is consumed by their Zodiac Spirit, leaving little difference between them and the monster sealed within them. All of their tiers are increased by 5 Tier Levels as a result. (Insert Name) gains (Insert Primary Body Changes such as; body shape alterations, size alterations up to 5 feet &/or additional organ growth). Also, (Insert Auxiliary Body Change such as, appendage growth, webbed appendages, spikes, spines, fins &/or joint alterations). They also gain (Insert Major Body Changes such as; altered bone structure, skin changed into/covered by fur/scales/spikes/fins). Finally, a fraction of their bestial essence leaks into a physical form known as the "hollow weapon" and the hole present on their bodies from the moment they choose this path begins to leak a viscous colored liquid reminiscent of their blood. Due to how it is unlocked, this is the most savage transformation and the Arrancar can no longer control their mental faculties. Resurreccion: Segunda Etapa has the shortest duration of the transformations (tied with Liberacion: Renacer Espada) -5 P.T Less, and when first unlocked this is also consumed from the Kurogane's Previous Transformation Duration. An ability unique to this transformation, the Arrancar is capable of releasing a wave of pressure that forces those struck to experience visions of their own death (+2ft radius every rank max 14ft at "X"-rank) stunning them for a number of P.T. based on the rank disparity (1 P.T. for Equal Rank and +1 for each rank below the user). They are also immune to the emotional manipulation of Visored who have achieved Renacer Espada. Unlike the Primal Transformation this is akin to, those Arrancar who have unlocked Segunda Etapa are feared for their destructive capabilities and thus hunted relentlessly by their more lawful Kurogane brethren. *(Devourer Unlock Only) This transformation is unlocked upon the consumption of another Kurogane in their transformed state, doing such gives an awareness of the user to other Kurogane's 6th Sense when they are within range causing them to become hostile. However upon mastery (1000 Word Weekly Training) depending on what type of Kurogane they consumed they can regain some of their mental faculties when transformed (1st/Regresion Mate Only, 2nd/NE Mate & Children Only, Beast/Heir/Resurreccion/Liberacion Mate & Family Only, True/Primal/Segunda Etapa/Renacer Espada Mate, Family & Loved Ones only). *(Death Unlock Only) This transformation is unlocked upon the user killing 7 Dakar, 5 Kurogane, 3 Arrancar/Visored or 1 Arrancar/Visored with Segunda Etapa or Renacer Espada unlocked. Upon training for Mastery (1000 Word Weekly Training), the Weekly Training to increase it's duration goes up by +5 (Maximum Remains 35 in SE, 40 in Res., 45 in NE & 50 in Reg.) however the still lack control over their mental state in this form. Slots: *First Slot (NE): (Insert Ability) *Second Slot -If Applicable- (NE): (Insert Ability) *Third Slot -If Applicable- (NE): (Insert Drawback) *Second/Fourth Slot (Resurreccion): (Insert Ability) *Third/Fifth Slot (Resurreccion): (Insert Drawback) *Fourth/Sixth Slot (Seg. Etapa): (Insert Ability) *Fifth/Seventh Slot (Seg. Etapa): (Insert Drawback)
Hollow Weapon Type: (Insert Whether Single or Pair) Size: Tiny-Small (If Pair), Small-Humanoid (If Single) Appearance: (Based on Zodiac Sign) Special Ability: Organic Weapons have a durability comparable to that of the Dakar themselves (Shares Defensive Tiers & Tier-Chains) and are capable of being healed if damaged or even broken in battle however they are only available while in this transformation & it's successor. (Insert Hollow Weapon Ability which pertains to Zodiac Sign)
Name: Liberacion: Renacer Espada Classification: Multi-Stage Transformation Type: Kekkei Tota Duration: 5/35 (0 Training) Animal Spirit: (Insert Animal Spirit)
Description: This is one of the two final stages of the Berserk Mode and Transformation fusion, used by the Dakar Kurogane known as Visored. In this state, (Insert Name)'s animal characteristics are extracted from their being to form an object known as the user's "Hollow Weapon". As more of the user's bestial side is distracted in this transformation, their bone ornament is also changed, becoming a form of armor known as a "Hollow Mask" which expands upon their ability granted alongside offering limited protection to their face. In this transformation all of their tiers are raised by 6 Tier Levels & their Sanity Limit is increased by half of it's original size (i.e 1/4 to 3/4). (Insert Name) has nothing but scarification brands resembling the constellation of their Zodiac Sign adorning their body which only manifest in the presence of those with Sages Senses or access to the 4th Dimension. Due to how it is unlocked, this is the most civilized transformation and the Visored has complete control over their mental faculties. Liberacion: Renacer Espada has the shortest duration of the transformations (tied with Segunda Etapa) -5 P.T less in comparison to it's previous form, and when first unlocked this is also consumed from the Kurogane's Liberacion Duration. Unique to this transformation, Visored who have achieved Renacer Espada are capable of imposing a (insert Emotion Limit) reduction to those close to them (+1ft radius every rank max 7ft at "X"-rank) lowering the limit by -1 Each P.T. they are in the topic, unless they possess Barrier Tiers equal to the user's rank or, in the case of Kurogane or Dakar, enter their highest state of Transformation/Berserk Mode in which case they suffer a -1 drop per Turn. Additionally, they are immune to the intimidation of Arrancar who have achieved Segunda Etapa. As they are one of the few capable of rivaling Arrancar, Visored who have achieved this level in their transformation are revered within the Kurogane clan. *(Trauma Unlock Only) This transformation is unlocked upon the user receiving an SS-Rank of Mental Damage and the first time this is unlocked the user's mental health is completely restored though after it ends they are rendered comatose for 4 Weeks (2 Weeks OOC No IC or Training topics). With Mastery (1000 Word Weekly Training), while in this form it is capable of calming Kurogane though more particularly Arrancar and Visored (+1ft radius every rank max 7ft at "X"-rank doubled effect radius for Arrancer/Visored), replenishing their sanity limit by +1 every P.T they are around them whereas if they are transformed it is lowered to replenishing every Turn instead. *(Sacrifice Unlock Only) This transformation is unlocked upon complete sanity depletion (Empty Sanity Limit) and rather than fall into madness the Visored sacrifices their ability to Awaken or Regresses (Only available if another Regression requirement has not been fulfilled). With Mastery (1000 Word Weekly Training) the Visored becomes able to re-enter their transformations multiple times in a topic similar to if they had awakened albeit the Cool-Down tripling each time they reenter it. Slots: *First Slot (NE): (Insert Ability) *Second Slot -If Applicable- (NE): (Insert Ability) *Third Slot -If Applicable- (NE): (Insert Drawback)
Hollow Weapon Type: (Insert Whether Single or Pair) Size: Tiny-Small (If Pair), Small-Humanoid (If Single) Appearance: (Based on Zodiac Sign) Special Ability: Organic Weapons have a durability comparable to that of the Dakar themselves (Shares Defensive Tiers & Tier-Chains) and are capable of being healed if damaged or even broken in battle however they are only available while in this transformation & it's successor. (Insert Hollow Weapon Ability which pertains to Zodiac Sign)
Hollow Mask Type: (Insert Whether Fragment or Full) Size: Small Appearance: (Based on Zodiac Sign) Special Ability: Hollow Masks have a durability comparable to that of the Visored themselves (Shares Defensive Tiers & Tier-Chains) and are capable of being healed if damaged or even broken in battle however they are only available while in this transformation. There are two types (Pick One): *Half which are comparable to a Living Weapon in regards to Weapon Destruction techniques & possesses Dead Bone Pulse's regeneration when dealt physical damage. Are capable of being positioned anywhere on the user's body. *Full which are comparable to a Living Weapon with a Soul in regards to Weapon Destruction techniques & utilize Dead Bone Pulse's durability when dealt physical damage. Must be positioned on head. (Insert Hollow Mask Ability which pertains to Zodiac Sign)
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Last edited by Sid on 22nd November 2020, 2:27 am; edited 5 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 21st June 2016, 8:22 am | |
| - Mauve Secret Technique - General:
Name: Mauve Secret Technique - Poison Mithridatism Treatment Classification: Medical Kugujutsu Rank: A-rank Class: Supplementary/Passive Range: Self
Description: A common trick employed by those who employ poisons, most puppeteers have explored the concept of ingesting, injecting or coming in contact with trace amounts of their own poison succumbing to the effects so that one is able to gradually build an immunity to it. Qeynan, as not only a puppeteer but a Taki as well, has adopted the same practice and thus has taken steps to inflict his body with his own poisons in reduced quantities using his medical knowledge to determine the exact safe amount that he can use to get the ill effect and recover from it. While his clan has a similar technique within their arsenal, Qeynan realized that due to focusing on not only poisons but diseases, those of the Doku Branch missed various poisonous materials in their inoculation practices. With this technique, he has not only included said materials but also specialized in poisons only, increasing how much resistance he is capable of obtaining to different poisons. Dependent on the exact make of the poison, the number of ingredients within it as well as the rank of said ingredients determines the growth of said resistance. While it is in fact often impossible to become immune to particularly lethal poisons bar specific medical treatment it is in fact possible to stave off harmful effects, which is why this technique is employed by Qeynan until a more permanent solution is acquired so he doesn't fall prey to his own concoctions. Poison Make up - Rank of Ingredients/No of Ingredients Topic Till Resistance Gained Modifier - Resistance Acquired (Posts Total) ??? (+0) - D (+1)/1 (+0) - 8 ??? (+1) - C (+2)/2 (+1) - 7 ??? (+2) - B (+3)/3 (+2) - 6 ??? (+3) - A (+4)/4 (+3) - 5 ??? (+4) - S (+5)/5 (+4) - 4 ??? (+5) - SS (+6)/6 (+5) - 3 Radioactive Metal (+6) - SSS (+7)/7 (+6) - 2
Name: Mauve Secret Technique - Poison Distillation Brewing Classification: Kugujutsu Rank: B-rank Class: Supplementary Range: Self (Poison)
Description: Qeynan picked up this method of poison making for situations where he would rather brew a concoction by hand for use at a later date rather than wasting chakra to produce it in the moment. This is a process of creating poisons in which the beaker is heated till it evaporates, said vapor is collected as another ingredient is added to it which is repeated each time said poison has an additional ingredient added to it. The mixture is super saturated to increase the potency of the mixture thus speeding up the concoctions effect. While creating the poison each time it is distilled it adds a word count to the post (IC creation) which gives the poison a bonus (+1, +2 etc) which determines exactly how many posts (total) the toxin's effect is enhanced by (- number of posts). The amount of time the poisons effect is triggered is primarily based on the number of ingredients comprising it and thus the number of times said poison was distilled. Ingredients - Distillation Identifier - Additional Word Count - Poison Effect Trigger (Minus Posts Total) 1 - +1 - 25 - 1 2 - +2 - 50 - 3 3 - +3 - 75 - 5 4 - +4 - 100 - 7 5 - +5 - 150 - 9 6 - +6 - 200 - 11 7 - +7 - 250 - 13
Name: Mauve Secret Technique - Arms of Azathoth Classification: Kugujutsu Rank: B-rank Class: Supplementary Range: Self (Clones)
Description: This technique entails Qeynan granting the task of manipulating his puppets in battle to extensions of his own being, more specifically his Advanced Clone Techniques or variants of Advanced Clone Techniques such as his Thread Beasts an Masked Ones. This allows them to take his place in manipulating his puppets through either his various methods of Puppetry (Shadow Clone/E. Shadow Clone) or any variants of his Jiongu Puppetry (Thread Beasts/Masked Ones). The result is that Qeynan is now able to multi-task more easily leaving the manipulation of his puppets in his creation's capable hands while allowing him to focus more on the enemy without leaving himself vulnerable. Under normal situations this would still consume from Qeynan's own Puppet Slots, not giving him any leeway in terms of controlling multiple on the field at once, however dependent on the type controlling his Puppets, they are granted their own Puppet Slots with fewer or more can be controlled by a single creation. Type of Clone - No of Puppet Slots Clone Possesses Shadow Clone - 1 Slot (Each) Elemental Shadow Clone - 3 Slots (Each) Thread Beast - 6 Slots (Each) Masked One - 10 Slots (Each)
Name: Mauve Secret Technique - Eldritch Synchronization Classification: Kugujutsu Rank: A-rank Class: Supplementary Range: Self (Puppets)
Description: This technique applies Qeynan's knowledge of his puppets and his skill with puppetry in order to synchronize the attacks of his puppets with great accuracy. This allows him to use them in combination with each other to utilize Collaboration Arts as long as they are present, the slots involved are not damaged and they have enough of whatever energy source is needed to facilitate the slot use. It is this technique which forms the basis of a majority of his more deadly Purple Secret Techniques, such as the ???, ??? and ??? Series of techniques. All of the Collaboration Arts involving his puppets must be trained in-battle using the same rules as Dual/Team/Squad Training dependent on how many individuals are in the battle. As a result just like how most Collaborations end up forming they are typically improvised and then incorporated into actual battle tactics. Due to this they consume the Dual Training spot and only 1 can be created within a topic, unless it results in a bulk-training scenario in which he is not only unable to utilize this technique in battle for a set number of days (OOC) equal to the amount of Collaboration techniques trained.
- Nuinjutsu:
Name: Initiation: Divination Classification: Nuinjutsu Rank: D Class: Supplementary Range: Self Description: Nuinjutsu is a new style of combat when Jazz created it, ultimately she understood like Fuinjutsu and Juinjutsu it was limitless in terms of application. However it required building blocks which is what she ended up doing. It is something which requires Nen to first be present however in order to gain access to Nuinjutsu one must first learn how to manually open and close the Nen circulatory system within one's brain to gain a deeper understanding of how Nen functions. Upon doing that one is able to learn how Nuinjutsu functions, as it is closely tied to the personality, mental fortitude, emotional state, sanity and Nen ability all interwoven to establish Nuinjutsu as a whole. Nuinjutsu is likewise based on genetic intelligence, the higher intelligence the individual possesses the more aptitude for Nuinjutsu they will possess. Level of Intelligence - Effect in Regards to NuinjutsuRetard - 1 Primary, 1 Secondary, 1 Teritary & 1 Quaternary Low - 1 Primary Type, 1 Secondary, 1 Tertiary & 1 Quaternary Normal - 1 Primary Type, 1-2 Secondary (Depends on Primary), 2 Tertiary & 1 Quaternary Genius - Primary Type is always Specialist. Super-Genius - Primary type is always Specialist and possesses a 2nd Primary Type which is based on personality. Hyper-Genius - Primary type is always Specialist and gains a unique Specialist-based Trigger effect, possesses a 2nd Primary Type which is based on personality. Ultra-Genius - Primary type is always Specialist, possesses a 2nd Primary Type which is Specialist as well and gains a unique Trigger effect of a Type that is based on personality. Name: Initiation: Types Classification: Nuinjutsu Rank: D Class: Supplementary Range: Self Description: There are six types of Nen within Nuinjutsu; every individual is born having one of these six different Nen types. Upon learning one's own aura type, a student of Nen can set about learning to apply the technique in a unique way that suits their personality, which can develop into a unique skill. The most surefire way of determining one's Nuinjutsu type is through water divination. Divination requires one to float a leaf atop a glass of water. A user Nen will place their hands around the glass and channel their Nen into it. The resulting effect from one's Nen contacting the glass will determine a person's Nen type thus allowing them to utilize Nuinjutsu.
- If the volume of the water changes, the user is an Enhancer.
- If the taste of the water changes, the user is a Transmuter.
- If impurities appear in the water, the user is a Conjurer.
- If the color of the water changes, the user is an Emitter.
- If the leaf moves on the water's surface, the user is a Manipulator.
- If a completely different change appears, the user is a Specialist.
An individual's Nen type is primarily based on their personality (Using Profile) and those of a particular Nen type all share the same personality traits this is not common knowledge unlike the first one as Jazz made it an additional factor while she was creating Nuinjutsu. The personalities most associated with the types of Nen are as follows:
- Enhancers are determined and simple. Most of them never lie, hide nothing, and are very straightforward in their actions or in their thinking. Their words and actions are often dominated by their feelings. They are generally very selfish and focused on their goals. This is reflected in their nen as enhancers typically rely on simple and uncomplicated Base Contracts.
- Transmuters are whimsical and prone to deceit. Transmutation users have unique attitudes, and many are regarded as weirdos or tricksters. Often they put forth a facade while hiding the truer aspects of their personalities. Even when they don't hide their personalities they rarely reveal their true intentions. Many transmuters rely on techniques that give unique and unpredictable properties to their nen that reflects their personalities.
- Conjurers are typically high-strung or overly serious and stoic. They are often on guard as to be cautious. They are very observant and logical, rarely falling into traps. Being able to analyze things calmly is the strength of Conjurers. Many of the items that conjurers create are often used by them in a very deliberate and practical, logical fashion.
- Emitters are impatient, not detail-oriented, and quick to react in a volatile manner. Many of them are quick-tempered and hot-blooded. They resemble the Enhancers in building their impulsivity, but the difference with them, they probably tend to calm down and forget easier. Because of the nature of emission, many hatsu techniques created by emitters are primarily long range.
- Manipulators are logical people who advance at their own pace. They are all for arguments and tend to want to keep their families and loved ones safe. On the other hand, when it comes to pursuing their own goals, they do not listen to what others might have to say about it. While manipulators often use techniques that allow them to control their opponents they also prefer to use an inanimate medium to control that can be used versatility (such as smoke or pieces of paper).
- Specialists are individualistic and charismatic. They will tell you anything important to them, and refrain from being close friends. But, because of their natural charisma that draws others, they are always surrounded by many people. Because specification is unique and can have many facets, most specialists (Non-Geniuses) will only possess the ability to use just Specialization.
Name: Initiation: Focus Classification: Nuinjutsu Rank: D Class: Supplementary Range: Self Description: Every Nuinjutsu user is able to "Focus" a Max of 100% of their mind into 1 categories (types) of Nuinjutsu outside of contracts at 1 time due to the limits of brain. Under normal circumstances one must balance one’s Focus between the categories (types) of Nuinjutsu and one can not exceed the cap of 100%. Base Contracts act as a lump sum, only applying one's focus towards the type that the contract is based in. Nuinjutsu is able to be trained via In-Battle Training only if one has not done their daily training for that day with the normal word count being required to be added to the post. This only refers to modifying existing Base Contracts not creating new ones as that can only be done via normal training topics due to the intense concentration required to do so. The Types of Nen within Nuinjutsu are as follows:
- Enhancement If a user increases the quantity of water in the glass during their water divination, they are an Enhancer. Enhancement is the ability to use Nen within Nuinjutsu Contracts to increase the natural abilities of an object or one's own body. Therefore, Enhancers are able to greatly increase their natural tiers in both attack and defense and are best suited for close-ranged melee combat. Enhancement is the most balanced category, allowing users to spread themselves evenly between offense and defense and become very strong using only simple abilities. One of the examples of more complex Enhancement Base Contracts includes enhancing one's healing factor.
- Transmutation If a user changes the taste of the water in the glass during their water divination, they are a Transmuter. An affinity for Transmutation means a person can change the properties of their Nen to mimic something else via the Base Contract. Similar to Emission, things created via Transmutation are pure Nen. Transmutation is often mistaken with Conjuration due to their similarities. A simple way of thinking about it would be that Transmutation allows your Nen to mimic properties of a substance, whereas Conjuration allows you to change one's Nen into actual substances other than Nen based on the base contract. Transmuters can copy the properties of real things (i.e electricity) transmuters can also give their properties that don't necessarily mimic real things (fire which burns cold). Transmuted substances are invisible to people unaware of the existence of Nen, or lack some form of mental sensory (Brain Wave/Telepathy/Emotion etc), 1st Dimension Sealing, Mental Based Dojutsu (Itsugan/Bakufuko) while in order to pick up concealed Transmutation Base Contracts one must either possesses two of the following Barrier+Reaction Tier Chain, Mental Sensory, 1st Dimension Sealing or a Mental Based Dojutsu.
- ConjurationIf a user creates an object in the water in the glass during their water divination, they are a Conjurer. Conjuration is the ability to create a tangible, independent, material object out of one's Nen which manifests in the physical dimension via a Base Contract. Once a person has mastered the conjuration of a certain object, they can conjure it and dispel it in an instant, whenever they want. Conjuration is the only way in which Nuinjutsu can create things that those (unaware of Nen) can see and touch. Furthermore, objects or entities created by this technique have a subtle "independence" to them. This means that they can continue existing even if they were at a considerable distance from the Conjurer, or even if the Conjurer themselves are not aware that they have yet to be de-materialized. Similar to Manipulation, Conjuration abilities tend to be very specific, complex, and conditional.
- Emission If a user changes the color of the water in the glass during their water divination, they are an Emitter. An affinity for Emission means that a user is capable of controlling the deployment of their Nen comprising a Base Contract while separating it from their body. Base Contracts established via Nuinjutsu usually decrease in intensity very quickly when they is separated from the source body, but strong Emitters can separate their aura from their body for long-periods of time and still be able to maintain it.
- Manipulation If a user moves the leaf floating on the water in the glass during their water divination, they are a Manipulator. Base Contracts belonging to Manipulators allow the user to control living or non-living things in a certain way, the main advantage being able to 'manipulate' enemies. The degree of control is principally determined by a Limitation that usually puts the manipulator at risk (attaching objects on the enemy, touching the enemy in a certain way) and of course the larger the risk, the better the degree of control.
- Specialization If a user causes some other effect during their water divination, they are Specialist. It is possible that the effect that occurs can give some insight into how they should direct their ability. Specialization is anything that doesn't belong into the other five categories. This is the vaguest Nuinjutsu category and occurs in two types, either normal which applies to those who are either born with it naturally/have it as their primary (Geniuses), or Trigger which are only activated through special conditions. In the case of the first one is able to add modification slots to it using the other Nuinjutsu types like normal, while in the latter one isn't. It is possible to become a Specialist later in life (At least 1-rank after first obtaining Nuinjutsu), although it is more likely for Manipulators or Conjurers which is why it is placed at the bottom of the chart (Req. 1000 Word Weekly Training to unlock Specialization).
Name: Initiation: Capability Classification: Nuinjutsu Rank: D Class: Supplementary Range: Self Description: Every individual has a specific amount of capability in utilizing the types of Nen within Nuinjutsu. The exact calculation of one's capability is determined by this chart: - Spoiler:
Starting with one's Primary Type, not only is this the only category one can make Base Contracts in, but also they have a 100% Capability in that specific type. Then looking at the chart it brings one to Secondary which are adjacent to the user's Primary, Tertiary the remaining types excluding the one opposite (across) from the Primary and Quaternary which is always opposite the user's Primary type. Specialization is typically unusable for non-Specialists because it is impossible to partially use; one either can or can't use Specialist abilities. However, Conjurers and Manipulators have 1% capability potential for Specialization due to being adjacent to it (it serves as their secondary and is learned after a 500 Word Weekly Training topic). The specific capability values are are found below. Nen User Usage (Capablity & Level & Efficiency)Primary or Specialization (Genius Only) = 100% Capability Secondary = 80% or 60% Capability (Adjacent to Primary) Tertiary = 40% or 20% Capability (Other) Quaternary = 10% Capability (Opposite Primary) Specialization (Non-Genius) = 0% or 1% (Only Manipulators & Conjurers have the 1%) Qeynan's Nuinjutsu Types & Capabilities are as follows: Primary (Main) = Specialization (100%) Primary (Alt) = Manipulation (80%) Secondary (Main) = Conjuration (60%) Tertiary (Main) = Transmutation (40%) Tertiary (Alt) = Emission (20%) Quaternary = Enhancement (10%) Name: Initiation: Contracts Classification: Nuinjutsu Rank: D Class: Supplementary Range: Self Description: Upon learning of ones Nuinjutsu Type the user can only establish a single Base Contract in their Primary Nuinjutsu Type; all others are only available as Modification Contracts which are used to further customize the Base Contract using the Nuinjutsu type it represents. This can only be done once per Nuinjutsu type per contract meaning if the user already has already created a Modification Contract for Transmutation in one contract, they can't make another Modification Contract which is also Transmutation within that same contract. Base Contracts are always unique to the individual in question and it is almost unheard of for even one’s offspring to inherit it simply due to every individual being unique and due to Nuinjutsu tied heavily into the personality, emotions, and willpower of the user it is highly unlikely that two people will ever manage to create identical abilities. There are three additional types of contracts all of which function as additional Modification Contracts these are: Emotion Contracts, Will Contracts and Limitation Contracts. Emotion Contracts involve the use of emotional investment in order to augment the power of a contract which is possible to a more limited effect by all Nuinjutsu users however reaches it’s true potential when one possesses Emotion Release. Will Contracts depends on one’s mental Fortitude being grounded in Barrier Tiers however it doesn’t directly augment one’s Base Contract but rather sacrifices one’s capability in the other Nuinjutsu Types in exchange for bolstering another, the higher one’s capability in the specific Nuinjutsu type being bolstered the lower percentage of capability in the sacrificed type is required likewise the lower one’s capability the higher percentage of capability is required to receive the same effect regardless one can still never exceed 100% Focus even though they might use this to increase their capability to a max of 150%. Limitation Contracts are essentially conditions one sets on the base contracts to restrict their use in exchange for more power, this can be imposed for free for lesser gains but mainly it relies on Penalties for larger gains, the harsher the penalty and the more conditions one sets on the use of the Base Contract the more said contract is augmented likewise Limitation Contracts are the only way to exceed the 100% Focus limit and increase capability to a max of 200%. A Single Target Limitation Contracts boosts one's Focus to 125%, Risking one’s life via a limitation boosts it to 150%, sacrificing one’s life as a limitation boosts it to 175%, and finally in regards to contracts which only activate upon the death of the user they have a default of 200% focus. Name: Initiation: Levels Classification: Nuinjutsu Rank: D Class: Supplementary Range: Self Description: Contracts have a system known as Levels one can increase the Level of their contract via weekly trainings depending on one’s Capability the lower one’s capability the higher the word count, the higher one’s capability the lower the word count. Higher Level Base contracts can have more Modification Contracts attached while Higher Level Modification Contracts result in better Modifications but likewise consume less slots of the Base Contract allowing more to be added. Emotion Contracts have their own slot price which vary based on how aligned to said Emotion one is or in the absence of Emotion Release based on one’s history (In Profile & IC events only). Will Contracts permanently Modify Capability which can lead to either permanent loss of Levels or the ability to reach Level’s one never had before (Every 10% either allows one to gain or drop a level however one can not drop past the lowest level Modification Contract currently slotted to the Base Contact). Limitations permanently lower the amount of max slots available to the Base Contract rather than filling up slots. Levels - Number of Modifcation Slots Available - Capability Req to Unlock1 - 2 - 10% 2 - 4 - 20% 3 - 6 - 30% 4 - 8 - 40% 5 - 10 - 50% 6 - 12 - 60% 7 - 14 - 70% 8 - 16 - 80% 9 - 18 - 90% 10 - 20 - 100% 15 - 30 - 150% 20 (Max) - 40 - 200% Capability-Weekly Training to Increase Level (Word Count)-Max Lvl10% - 1250 - 1 20% - 1150 - 2 30% - 1050 - 3 40% - 950 - 4 50% - 850 - 5 60% - 775 - 6 70% - 700 - 7 80% - 625 - 8 90% - 550 - 9 100% - 475 - 10 150% - 225 - 15 200% - 100 - 20 Nuin Notes:Base Contract: (Specialization) = Ability to teleport via travel through the 1st Dimension Modification Contract: (Manipulation) = Ability to transport others via travel through the 1st Dimension Modification Contract: (Conjuration) = Ability to conjure small projectiles capable of dealing damage by shifting objects onto the 1st Dimension Modification Contract: (Transmutation) = Ability to transmute the shell into a solid mode of transportation Modification Contract: (Emission) = Ability to travel across greater distances at once on the Mental Plane Modification Contract: (Enhancement) = Ability to enhance one's body via the shell created to allow for movement Name: Base Contract: Nabang Classification: Fighting Style Original Rank: D-rank (100% Focus) No. of Trained Levels: 1/10 Current Rank: D-rank Class: Supplementary Range: Self (Contract), Contact (Enchanting) Description: This is a Base Contract of the Specialization Type, which entails the establishment of a Nuinjutsu which revolves around granting the user the ability to "teleport". In actuality this Base Contract allows the user to create a protective shell of Nen around themselves before shifting said shell onto the 1st Dimension (Mental Plane) at varying speeds. The user is then capable of moving through the 1st Dimension without any adverse effects for a short period of time before they must return to the Physical World, otherwise they are dealt Mental Damage for lingering in a non-native dimension. The speed at which the shift occurs and the ability to change one's position by moving through dimensions grants the illusion of teleportation, though those who are capable of detecting the 1st Dimension will be able to track the user. The Mental Damage dealt due to lingering is determined by the user's Barrier Tiers and the distance the user is capable of traveling through the Mental Plane is based on their Speed while the speed at which the user shifts and the amount of time they are able to spend on the Mental Plane is determined by the level of this Base Contract. It is unique like any other Nuinjutsu and its ability to traverse an alternate dimension is what classifies it as a Specialist Nuinjutsu. Just like all contracts this technique is capable of being retrained by it's Levels, for every 2 Levels this technique grows 1-rank stronger and in the absence of any Will, Emotion or Limitation Contracts capable of boosting capability past 100% it will cap at S. If one of those are used then for every 5 Levels it goes up 1-rank to cap at SSS-rank at Level 20. Level - Shift Spd - Linger Dur. - Barrier = Linger Dmg per P.T.1. B-Rank+ - 0 P.T. (Must enter/exit on Same Post) - D = SSS 2. B-Rank++ - 1 Turn - C = SSS 3. A-Rank- - 1 Turn - B = SS 4. A-Rank - 2 Turns - A = SS 5. A-Rank+ - 2 Turns - S = S 6. A-Rank++ - 3 Turns - SS = S 7. S-Rank- - 3 Turns - SSS = A 8. S-Rank - 4 Turns - N/A 9. S-Rank+ - 4 Turns - N/A 10. S-Rank++ - 5 Turns - N/A 15. SS- (11-12), SS (13), SS+ (14), SS++ (15) - 5 Turns - N/A 20. SSS- (16-17), SSS (18), SSS+ (19), SSS++ (20) - 6 Turns - N/A Max Level's Capable of Unlocking = 10 (475 WC to Retrain) Current Modification Slots = 2 Slotted Contracts: 1. 2. Name: Modification Contract: Nabang - 80% Output Classification: Nuinjutsu Rank: D-rank (Capability = 80%) No. of Trained Levels: 1/8 Current Rank: D Class: Supplementary Range: Self Description: Takes up ? Slots per Rank Up from the Base Contract. This is a Manipulation based Modification Contract belonging to the ??? Nuinjutsu, focused on expanding the capabilities of its Base Contract. Upon being established this Modification Contract allows the user to now manipulate the positioning of others, which is done by either expanding the shell they create to allow others to travel alongside the user or by the user surrounding their target in a shell and "pushing" them through into the 1st Dimension, though both methods require contact with the user. Where as the user traveling is considered movement, pushing is considered "knockback" and thus the distance one travels is based on the user's Strength (see Throwing Rules) or if that is not present their Rank (D = 1ft, X = 7ft). However far the target is pushed they enter and exit the 1st Dimension on the same post. Size of the shell the user is capable of creating and the number of individuals that can travel with them is determined by the level of this Modification Contract. Just like all contracts this technique is capable of being retrained by it's Levels, for every 2 Levels this technique grows 1-rank stronger and in the absence of any Will, Emotion or Limitation Contracts capable of boosting capability past 100% it will cap at S. If one of those are used then for every 5 Levels it goes up 1-rank to cap at SSS-rank at Level 20. Due to being a Modification Contract if it's affected by a Limitation Contract within it's Nuinjutsu category which boosts Capability past 100% then it consumes less slots depending on how high that capability is (Every 10% reduces the number of slots it consumes by 1 caps out at 1 Slot at 200%). Level - Size of Shell - Additional Travellers1. Medium S - 1 Humanoid or 2 Small 2. Medium S - 2 Humanoid or 3 Small 3. Medium M - 1 Medium S, 3 Humanoid or 4 Small 4. Medium M - 2 Medium S, 4 Humanoid or 5 Small 5. Medium L - 1 Medium M, 3 Medium S, 5 Humanoid or 6 Small 6. Medium L - 2 Medium M, 4 Medium S, 6 Humanoid or 7 Small 7. Medium XL - 1 Medium L, 3 Medium M, 5 Medium S, 7 Humanoid, 8 Small 8. Medium XL - 2 Medium L, 4 Medium M, 6 Medium S, 8 Humanoid, 9 Small *Note: Those who are involuntarily moved are dealt Mental Damage (see Base Contract). They are capable of attempting to resist the forcible travel, however using only Strength serves to increase the damage they receive (counts of damage increased by 1 per Rank of Strength above D), with a Strength+Barrier Tier Chain equal to the user's Strength or their Rank being required to fully resist the movement and additional damage (they are still dealt a single count as described in the Base Contract). Name: Modification Contract: Nabang - 60% Output Classification: Nuinjutsu Rank: D-rank (Capability = 60%) No. of Trained Levels: 1/6 Current Rank: D Class: Supplementary Range: Self Description: Takes up ? Slots per Rank Up from the Base Contract. This is a Conjuration based Modification Contract belonging to the ??? Nuinjutsu, focused on expanding the capabilities of its Base Contract. Upon being established this Modification Contract allows the user to conjure shells that can encase other individuals, objects or even techniques in order to remotely move them onto the 1st Dimension at the user's whim. The movement of these shells, including anything encased within the shell, can be controlled by the user within a certain radius of themselves. However, targets who are being moved involuntarily as well as objects or techniques under direct control of another individual require an increased Nen Price to move (ex: Puppets would require an increased price but a free-thrown kunai would not). The number of shells the user can create, the radius of their control and the increased Nen Price is based on the level of this Modification Contract. Just like all contracts this technique is capable of being retrained by it's Levels, for every 2 Levels this technique grows 1-rank stronger and in the absence of any Will, Emotion or Limitation Contracts capable of boosting capability past 100% it will cap at S. If one of those are used then for every 5 Levels it goes up 1-rank to cap at SSS-rank at Level 20. Due to being a Modification Contract if it's affected by a Limitation Contract within it's Nuinjutsu category which boosts Capability past 100% then it consumes less slots depending on how high that capability is (Every 10% reduces the number of slots it consumes by 1 caps out at 1 Slot at 200%). Level - Max Size = # of Shells - Radius - Price Mod.1. Humanoid* = No additional Shells - 10ft - 3x 2. Humanoid* = 1 Small or 2 Tiny Shells - 20ft - 3x 3. Medium S = 1 Humanoid, 2 Small or 4 Tiny Shells - 30ft - 2x 4. Medium M = 2 Humanoid, 4 Small or 8 Tiny Shells - 40ft - 2x 5. Medium L = 4 Humanoid, 8 Small or 16 Tiny Shells - 50ft - 1.5x 6. Medium XL = 8 Humanoid, 16 Small or 32 Tiny Shells - 60ft - 1x (No Increase) *Note: The first refers to the use of this Modification Contract with the Base Contract below 10 or without the use of the ??? Modification Contract while the second refers to the use of this Contract with the Base Contract above 10 or with the use of the ??? Modification Contract. Name: Modification Contract: Nabang - 40% Output Classification: Nuinjutsu Rank: D-rank (Capability = 40%) No. of Trained Levels: 1/4 Current Rank: D Class: Supplementary Range: Self Description: Takes up ? Slots per Rank Up from the Base Contract. This is a Transmutation based Modification Contract belonging to the ??? Nuinjutsu, focused on expanding the capabilities of its Base Contract. Upon being established this Modification Contract allows the user to transmute the shells from a mental force into a physical one, allowing them to protect or trap what is held within them, and even forcibly move what is held within around the user all at the cost of being able to traverse the 1st Dimension. When transmuted, the shell gains a tangible physical form, durability equal to the Nen used to create it and the ability to enhance the speed of things encased within it. These shells take the form of a violet sphere with elongated wings sprouting from either side of it. The amount of time it takes for the Nen to be transmuted into a physical form and the speed boost granted to things within is dependent on the level of this Modification Contract. Just like all contracts this technique is capable of being retrained by it's Levels, for every 2 Levels this technique grows 1-rank stronger and in the absence of any Will, Emotion or Limitation Contracts capable of boosting capability past 100% it will cap at S. If one of those are used then for every 5 Levels it goes up 1-rank to cap at SSS-rank at Level 20. Due to being a Modification Contract if it's affected by a Limitation Contract within it's Nuinjutsu category which boosts Capability past 100% then it consumes less slots depending on how high that capability is (Every 10% reduces the number of slots it consumes by 1 caps out at 1 Slot at 200%). Level - P.T. to Transmute - Spd Boost1. 6 Posts (Total) - 1 Tier Level 2. 3 Posts (Total) - 2 Tier Levels 3. 1 Post (Total) - 3 Tier Levels 4. Instant - 4 Tier Levels *Note: Due to being a boost from an External Construct, going over one's speed cap due to the shell results in recoil damage being done to the shell rather than to whatever is contained within it. Name: Modification Contract: Nabang - 20% Output Classification: Nuinjutsu Rank: D-rank (Capability = 20%) No. of Trained Levels: 1/2 Current Rank: D Class: Supplementary Range: Self Description: Takes up ? Slots per Rank Up from the Base Contract. This is a Emission based Modification Contract belonging to the ??? Nuinjutsu, focused on expanding the capabilities of its Base Contract. Upon being established this Modification Contract allows the user to refine their ability to emit their Nen, increasing the distance they can travel, push individuals and manipulate their shells. Just how large these increases are are based on the level of this Modification Contract. Just like all contracts this technique is capable of being retrained by it's Levels, for every 2 Levels this technique grows 1-rank stronger and in the absence of any Will, Emotion or Limitation Contracts capable of boosting capability past 100% it will cap at S. If one of those are used then for every 5 Levels it goes up 1-rank to cap at SSS-rank at Level 20. Due to being a Modification Contract if it's affected by a Limitation Contract within it's Nuinjutsu category which boosts Capability past 100% then it consumes less slots depending on how high that capability is (Every 10% reduces the number of slots it consumes by 1 caps out at 1 Slot at 200%). Level - Increases1. Travel Distance Tripled, Push Distance Increased by Half, Manipulation Distance Doubled 2. Travel Distance Quadrupled, Push Distance Doubled, Manipulation Distance Tripled Name: Modification Contract: Nabang - 10% Output Classification: Nuinjutsu Rank: D-rank (Capability = 10%) No. of Trained Levels: 1/1 Current Rank: D Class: Supplementary Range: Self Description: Takes up ? Slots per Rank Up from the Base Contract. This is a Emission based Modification Contract belonging to the ??? Nuinjutsu, focused on expanding the capabilities of its Base Contract. Upon being established this Modification Contract allows the user to focus their shell into an enhancing force, allowing the user to enhance their body's physical capabilities at the cost of halving the distance they can travel if they shift onto the 1st Dimension. These bonuses are separated into Major and Minor enhancements, with a limited number of each being allowed active in a single enhancement shell at once. The number of enhancements allowed per shell is dependent on the level of this base contract. Just like all contracts this technique is capable of being retrained by it's Levels, for every 2 Levels this technique grows 1-rank stronger and in the absence of any Will, Emotion or Limitation Contracts capable of boosting capability past 100% it will cap at S. If one of those are used then for every 5 Levels it goes up 1-rank to cap at SSS-rank at Level 20. Due to being a Modification Contract if it's affected by a Limitation Contract within it's Nuinjutsu category which boosts Capability past 100% then it consumes less slots depending on how high that capability is (Every 10% reduces the number of slots it consumes by 1 caps out at 1 Slot at 200%). Level - Enhancements per Shell1. 1 Major or 2 Minor (Insert Name)'s List of Enhancements1. Name: (Insert Name) Description: (Insert Type & Description) Name: Modification Contract: Classification: Nuinjutsu Rank: D-rank (Capability = 100%) No. of Trained Levels: 1/10 Current Rank: D Class: Supplementary Range: Self Description:Name: Emotion Contract: Classification: Nuinjutsu Rank: D-rank (Emotion = ) No. of Trained Levels: 1/10 Current Rank: D Class: Supplementary Range: Self Description:Name: Limitation Contract: Classification: Nuinjutsu Rank: D-rank (Specialization Nuin Type Capability Boost = +50%) No. of Trained Levels: 1/10 Current Rank: D Class: Supplementary Range: Self Description:
- Medical Genjutsu:
Name: Medic Illusion Style (Signature) Classification: Fighting Style Rank: C-Rank Class: Supplementary/Offensive Range: Self (Genjutsu), Varies
Description: This is a unique genjutsu fighting style which branches away from the original method of utilizing a genjutsu technique by incorporating Medical Techniques. The Medic Illusion Style is a hybrid of different genjutsu triggers which, in addition to being able to be triggered by layering genjutsu within a Medical technique, can have it's trigger requirements met upon the use of the medical technique upon a target. Due to being medical in nature like elemental genjutsu types it overpowers ambient genjutsu when put against it. When layering a Medic Illusion inside of a Medical technique the genjutsu are only required to be placed in spoilers if the opponent has a chakra sensory technique which allows one to analyze the amount of chakra put into a technique or possesses genjutsu detection equal to the rank of the genjutsu being layered. Upon contact with such a technique this type of genjutsu is called a chakra trigger which can only be detected when used upon a target by a Medical Genjutsu based Diagnosis technique equal to the rank of the genjutsu layered or any other Medical based Diagnosis technique one rank above the genjutsu layered. They can also only be Kai'd out of if an individual has Spirit Tiers equal to the rank of the Medical technique which struck them. While this style is not required to unlock access to Medic Illusions (Medical Genjutsu), it is required to get the styles benefits.
Name: Medic Illusion: Chakra Scalpel Classification: Medical Genjutsu Rank: C-Rank Class: Offensive Range:
Description:
Medic Illusion: Blurry Vision (Reaction Debuff - Sight) Medic Illusion: Loss of Hearing (Reaction Debuff - Sound) Medic Illusion: Hyposomia (Reaction Debuff - Smell) Medic Illusion: Muscular Atrophy (Strength Debuff) Medic Illusion: Paranoid Schizophrenia (Barrier Debuff) Medic Illusion: Malnutrition (Endurance Debuff) Medic Illusion: (Defense Debuff) Medic Illusion: Advanced Diagnosis
Medic Illusion: Chakra Scalpel Medic Illusion: Paranormal Healing Palm
- Puppets:
Puppet Name: LDS Mk I - Puppy Love Size: Small Type: Trap Composition: Inner Layer*Grade II: Metal (C, D) Outer Composition:Outer Layer*Grade II: Metal (D, !) Appearance: - Appearance (Though Violet in Color):
Traits:- Spoiler:
Inner Layer Chakra Conductive Physical Resistant
Outer Shell Chakra Resistant Physical Resistant Durability:- Spoiler:
Description: The internal workings of the Puppy Love blades is rather simple, due to their small size. Both the inner layer and outer shell are metallic, showing the mechanisms that, while few in number, make the puppet extremely dangerous. These puppets were designed so that, in the hands of Qeynan or someone instructed by Qeynan, specific parts can be taken out and modified so that he is capable of upgrading his puppets without needing to take the entire thing apart. Due to the two layers being formed of a metal, it is capable of conducting chakra in the case of the internals as well as resisting physical and chakra damage in case of the outer shell. Inner Layer Raw - 1 B-Rank & 1 C-Ranks worth of Damage Physical - 1 B-Rank & 1 C-Ranks worth of Damage Chakra Conductibility - A-Rank
Outer Shell Raw - 1 A-Rank & 1 B-Rank worth of Damage Physical - 1 B-Rank & 1 C-Rank worth of Damage Chakra - 1 B-Rank & 1 C-Rank worth of Damage Arsenal: 1 Slot (Max. 3) Slot 1 [Blade]: Poison Applicator- Spoiler:
Description The Puppy Love blades contain a compartment within them that allows the user to slot poison within them. The puppets can each contain a single vial of poison, containing up to 1 C-Rank of said poison, with each strike of the weapon releasing a D-Rank amount of said poison onto or into the user's target, applying whatever effects the poison carries. Current Poison:
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Last edited by Sid on 22nd December 2020, 6:01 pm; edited 21 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Shou's Techniques 21st July 2016, 6:04 pm | |
| Suisho Related- Kido Mastery:
Name: Kido Mastery (Signature) Classification: Fighting Style Rank: C-Rank Class: Supplementary Range: Self (Incantation)
Description: From the moment he began his steps to become a powerful Shinobi in and of his own right, Shou has felt a draw to his clan's Barrier Arts, in particular those of Kido (Bakudo, Hado, Kekudo, Fukudo & Kaido). Not only was he naturally talented in the use of these Barriers, as any Suisho would be, but he also had a knack for diversifying their use in combat and even creating unique Kido of his own. This has lead to Shou's path of true Kido Mastery, studying the arts in and out in order to become the foremost authority on their use. To allow himself to focus more fully on his mastery of Kido, Shou has let his affinity for Crystal Release wane in order to be able to concentrate Light through his body more thoroughly. Shou is capable of sacrificing his Affinity for Crystal in order to boost his "Affinity" for gathering Light Materia, based on a Weekly Training. Training (WC) - Crystal Affinity - Light Affinity 0 (N/A) - Normal - Normal 1 (500) - Low - High 2 (500) - Very Low - Very High
Name: Kido Mastery - Incantation Augmentation Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self (Incantation)
Description: Due to fighting fiercely against threats during the Warring States Area, the Suisho Clan needed to come up with alternate methods of utilizing chants in order to utilize their unique fighting styles (Bakudo, Hado, Kekudo, Fukudo & Kaido). Shou has taken these methods a step further, creating an add on to the other Incantation variants that allows him to place more energy into any of his techniques in order to offset their chance of failure. By doubling the prices of his Kido, he is capable of increasing the ranks of techniques he is capable of using alongside the various Incantation Methods by 1-Rank, however the methods he can utilize this technique with are all dependent on his rank. This technique is one of the few Incantation modification methods incapable of failure on its own, however when the user utilizes this technique alongside a method that fails they receive an additional count of Recoil Damage. Rank - Method Unlocked D - Incomplete Incantations C - Incantation Abandonment B - Multi-Fold Incantation A - Spoken After Incantation S - Forbidden Incantation
Name: Kido Mastery - Way of the Onmitsu Classification: Barrier Taijutsu Rank: Class: Supplementary Range: Self (Trigger), Eye-Sight (Range)
Description: Req. Bakudo to be Learned. Upon deciding to focus his all into the mastery of Kido, Shou set down the path of learning to incorporate Kido into all facets of his various fighting styles. This category of techniques was born from the combination of Bakudo and the teachings of the Tenmetsu-ko style, allowing the user to filter light through their body in order to not only increase their already elevated speed, but also generate illusions that are both light-based optical and afterimage-based tactile in nature as a method of confusing an opponent or manipulating their actions in combat. Those with mental fortitude (Barrier Tiers) are capable of escaping the barrier their conscious mind is placed under however such an action is tiring (stamina loss) as the reunion of the two places strain on the victims body. Those who are capable of seeing through Optical Illusions are completely immune to the effects of this technique (Defense + Reaction Tier Chain) so long as their ability to do so outstrips the rank of the technique in question. The Way of the Onmitsu are usually more focused on distraction, evasion or have a combat application that isn't directly offensive in nature and possess a set number of categories based on the numbering method of Kido. Due to being Barrier Based the techniques within this fighting style suffer from the usual weaknesses of barriers, though the uncanny way they are placed on victims serve as a potent counter to those who rely on eye-sight with those with enhanced eye-sight falling prey to them at farther ranges than normal individuals. Category - Rank Associated with - Reaction/Eye-Sight (Range Modifier) 1st of the Feng - D - Base Tier/Normal (1x) 1st of the Shiho - C - Tier+/Raised (1.5x) 2nd of the Feng - B - Tier++/Heightened (2x) 2nd of the Shiho - A - +Tier-/Enhanced (3x) 3rd of the Feng - S - Max (4x) 3rd of the Shiho - SS - Above Max (5x) 4th of the Feng - SSS - Super Sensory (10x) 4th of the Shiho - Z
Name: Kido Mastery - Way of the Shiba Classification: Barrier Taijutsu Rank: Class: Supplementary/Offensive Range: Self (Trigger), Touch (Range)
Description: Req. Kekudo to be Learned. Upon deciding to focus his all into the mastery of Kido, Shou set down the path of learning to incorporate Kido into all facets of his various fighting styles. This category of techniques was born from the combination of Kekudo and the teachings of the Suisho's own Hakuda, allowing the user to filter light through their body in order to empower what they are capable of physically while also enabling them to directly inflict tactile-based illusory barriers upon those they strike. Those with superior mental fortitude (Barrier+ Tiers) are capable of escaping the barrier their subconscious mind is placed under however such an action is tiring (stamina loss) as the reunion of the two, places strain on the victims body. Those who either Pain Immune, Pain Resistant with the ability to perceive illusions (Reaction + Barrier + Defense Tier-chain), or those are capable of negating physical illusions are completely immune to the effects of this technique (Defense + Speed + Reaction Tier Chain) so long as their ability to do so outstrips the rank of the technique in question. The Way of the Shiba focus more on the overt offensive uses of the barriers with a slight emphasis on nontraditional supplementary uses as well, and follow a unique category system based on that of regular Kido. Due to being Barrier Based the techniques within this fighting style suffer from the usual weaknesses of barriers, though the uncanny way they are placed on victims serve as a potent counter to those who rely on their sense of touch with those with enhanced touch falling prey to them at farther ranges than normal individuals. Number Group - Rank Associated with - Reaction/Touch (Range Modifier) 1st of the Kira - D - Base Tier/Normal (1x) 1st of the Tsunaya- C - Tier+/Raised (1.5x) 2nd of the Kira - B - Tier++/Heightened (2x) 2nd of the Tsunaya - A - +Tier-/Enhanced (3x) 3rd of the Kira - S - Max (4x) 3rd of the Tsunaya - SS - Above Max (5x) 4th of the Kira - SSS - Super Sensory (10x) 4th of the Tsunaya - Z
Name: Kido Mastery - Way of the Jinzen Classification: KinKenjutsu Rank: Class: Offensive/Supplementary Range: Self (Trigger), Varies (Range)
Description: Req. Hado to be Learned. Upon deciding to focus his all into the mastery of Kido, Shou set down the path of learning to incorporate Kido into all facets of his various fighting styles. This category of techniques was born from the combination of Hado and the teachings of the Suisho's own Zanjutsu, allowing the user to filter light through their body and into their sword in order to inflict spiritual harm upon those struck by the user's blade. Those with spiritual fortitude (Spirit Tiers) are capable of resisting the alteration of their spiritual signature to the state that is projected by the illusion in play. Howevei such an action draining to one's lifeforce (blood loss) as the reassertion requires proof of one's original condition which can only be verified by blood. Those who are capable of seeing through spiritual illusions (Defense + Spirit + Reaction Tier-Chain) so long as their ability to do so outstrips the rank of the technique. Way of the Jinzen techniques often revolve around empowering the state of the blade itself through split prices (Blood, Chakra & Light Materia) while being separated into different power categories based on those of Kido. These techniques are a departure from the usual illusory based techniques due to being anchored in one's sword, though the uncanny way they are placed on victims still serves as a potent counter to those with acute sensory capabilities, with those with enhanced senses falling prey to them at farther ranges than normal people. Number Group - Rank Associated with - Sense (Range Modifier) 1st of the Ise - D - Normal (1x) 1st of the Kuchiki - C - Raised (1.5x) 2nd of the Ise - B - Heightened (2x) 2nd of the Kuchiki - A - Enhanced (3x) 3rd of the Ise - S - Max (4x) 3rd of the Kuchiki - SS - Above Max (5x) 4th of the Ise - SSS - Super Sensory (10x) 4th of the Kuchiki - Z
Crystal Affinity - Price of Kido Very Low - 2-Ranks Lower Blood, 1-Rank Higher Chakra, Normal Light Materia Low - 1-rank Lower Blood, 1-Rank Higher Chakra, Normal Light Materia Normal - Normal Blood, Chakra & Light Materia High - 1-Rank Higher Blood, 1-Rank Lower Chakra, Normal Light Materia Very High - 1-Rank Higher Blood, 2-Ranks Lower Chakra, Normal Light Materia
Way of the Unoha (Kaido + Medical Ninjutsu) = Empowered Healing Capability (Yachiru); Reopening Previous Wounds (Retsu) Way of the Kurotsu (Fukudo + Jade Gem Blade) = Cursing Poisons (Mayu); Doping Poisons (Nemu)
Name: Classification: Rank: Class: Range:
Description:
Samurai Related- Tiers & Tier Chains:
Tenmetsu Speed + Suisho Speed Tier++ (Day), Tier+ (Low Light), Tier (Night) Afterimages formed of Light Materia Increased Afterimage Production (2x, 1.5x, 1x) Afterimages capable of acting as the origin point of Kido (Consumes Afterimage; other prices taken from User)
Awakening Style: Junsuina Haiiro Shou's Reaction = Active only while in motion; utilizes Reaction to account for the environment and opponents while Shou is moving, increasing his natural speed while also making it more difficult to track him via Sight. More effective based on how much Light is in the environment.
Junsuina Reaction + Shou Reaction Tier++ (Day), Tier+ (Low Light), Tier (Night) Capable of utilizing Distance Scale for Sight Immune to light-based Blinding effects Increases the distances at which he can accurately cast Kido
Shou's Samurai Style: Tejinanohado (Way of the Magic Blade) Reaction + Speed Tier Chain
Name: Way of the Onmitsu - Buho Classification: Fighting Style Rank: Class: Supplementary Range: Self
Description: Buho, or Step Method, Hocho (Speed+ Tier Chain) ??? (Reaction Tier) ??? (Reaction+ Tier Chain) ??? (Speed+Reaction Tier Chain)
Hocho - Jinen (Swift Swallow) Hocho - Chirudan (Blurred Bullet) Hocho - Shotagiru (Crashing Cascade) Hocho - ??? (Velocity Vacuum) Hocho - ??? (Liminal Light)
Misc. Info- Spoiler:
Specializations Primary = ??? Secondary = ??? Tertiary = ??? Quaternary = ??? Quinary = ???
Sword (Gem) = Ability (Effect) 1. Shinso (Jade) = Expansion (Poison) 2. Minazuki (Citrine) = Damage Transferal (Numbing/Paralyzing) 3. Benihime (Ruby) = Light Channeling (Amplification)
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Last edited by Sid on 9th September 2022, 7:28 pm; edited 37 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 29th November 2016, 6:18 pm | |
| Crystal Witch- Soul Tech:
Name: Crystal Element Soul: Prism Effect Classification: Soul Tech/Ninjutsu Rank: C-Rank Class: Supplementary Range: Varies
Description: This is an advanced use of the Crystal Release present in [Insert Name]'s Soul Orb. After dedicating ample time to studying the gemstones that formulate naturally within the world, she discovered that many if not all of them had unique properties inherent to them. She has since learned how to modify her Crystal Release to produce the same gemstones and replicate their effects alongside a unique passive ability based on said effects, allowing her elemental techniques much more versatility outside of the usual capabilities of Crystal Release. Not only does the user's Crystal Release produce gems, Crystal Materia can be harvested from them of the same Gem type. Due to their varied effects, different Gems require different Chakra Prices on top of that required for the Crystal Release technique in order to convert the technique into it, the price being based on the Gem's Grade. Gem - Grade (Price) - Properties Aquamarine - I (2 D) - Electricity Conductive (V), Electricity Resistant (Y) Garnet - I (2 D) - Heat Conductive (H), Heat Resistant (B) Amethyst - II (4 D) - Magnetic (M) Opal - II (4 D) - Increase Weight (+), Lighten Weight (-) Jade - III (C) - Poisonous (P) Peridot - III (C) - Mental Resistant (?) Quartz - III (C) - Corrosive (S), Liquid Absorbent (W) Citrine - IV (B) - Paralytic (Q), Pain Numbing (J) Onyx - IV (B) - Radioactive (R), Radioactive Absorbent (G) Topaz - IV (B) - Explosive (X), Flammable (F) Ruby - V (A) - Amplifying (A) Sapphire - V (A) - Chakra Conductive (C), Chakra Resistant (K) Diamond - VI (S) - Intangible Affecting (I) Emerald - VI (S) - Nen Conductive (N), Nen Resistant (L)
Name: Crystal Soul: Inferior Crystal Monolith Classification: Soul Tech Rank: C-Rank Class: Supplementary Range: Long (Creation)
Description: The user charges their chakra into their Soul Orb before projecting it down into the ground at their feet. The chakra condenses into the form of an ornate crystal pillar that emerges from the ground within 40ft of the user. The pillar is created at Swift Release Speeds, rendering it more useful for set up than on-the-fly defenses, though it is capable of weathering damage from many techniques before showing signs of damage. The defenses of the pillars are dependent on the amount of materia present within them, which is tied directly to the size of the pillar. The pillars are capable of taking Physical techniques (w/o Piercing) equal to their materia without showing signs of damage, or a stacking amount equal to their materia (including Piercing Physical) before shattering. The user is also capable of lowering the size and overall durability of their pillars in order to create a multitude of them. The max size of their pillars is based on the user's rank. *Special Merge: When combined with the use of Crystal Element Soul: Prism Effect, the pillar created by this technique becomes composed of the Gem type of the user's choice, carrying the properties of said gem type was well as being able to be harvested for use in item creation. Creating pillars of a specific gem type also grant said pillars a unique effect, determined by the gem's properties. Rank - Size (Number if Divided) = Materia D - Humanoid (2 Small) = B C - Medium S (2 Humanoid, 3 Small) = 2 B B - Medium M (2 Medium S, 3 Humanoid, 4 Small) = 3 B A - Medium L (2 Medium M, 3 Medium S, 4 Humanoid, 5 Small) = 4 B S - Medium XL(2 Medium L, 3 Medium M, 4 Medium S, 5 Humanoid, 6 Small) = 5 B
Gem - Effect Aquamarine - The pillar becomes capable of channeling and storing Electric-based Releases (Lightning, Magnet etc) within it, up to a specific amount based on the type of Release (Primary/Spec = Equal to Materia, Dual = 1-Rank Below Materia, Tri = 2-Ranks Below Materia). When storing electricity, contact with the pillar deals a count of Physical Lightning Damage equal in rank to the amount of electricity stored. Garnet - The pillar becomes capable of channeling and storing Heat-based Releases (Heat, Fire etc) within it, up to a specific amount based on the type of Release (Primary/Spec = Equal to Materia, Dual = 1-Rank Below Materia, Tri = 2-Ranks Below Materia). When storing heat, contact with the pillar deals a count of Physical HeatDamage equal in rank to the amount of Heat stored. Amethyst - The pillar becomes magnetic, drawing in Ferrous Metals at varying speeds based on their distance from the pillar (40ft = C-, 20ft = C, 10ft = C+, 2ft = C++) if stationary or increasing their speed while pulling them towards the pillar (+1 TL per 5ft traveled). Individuals who come into contact with the pillar have a similar charge applied to them unless they cleanse it with a C-Rank or Higher Chakra Expulsion Technique. Opal - The user becomes capable of increasing or decreasing the weight of the pillar, either increasing its sturdiness to resist Piercing Techniques 1-Rank higher than usual or enable the pillar to be moved around as the user wishes within 40ft of themselves. Only one option may be chosen per pillar and it is decided once the pillar is converted. Jade - The pillar emits a poisonous miasma in a 10ft radius around it. This poison is a topical or inhaled irritant, dealing 4 D-Ranks of Hybrid Damage to a target per Turn they spend within the miasma if they hold their breath or do not need to breathe, or 8 D-Ranks of Internal Hybrid Damage per Turn they spend within the miasma if they do need to breathe. Peridot - The pillar becomes more capable of resisting Mental based damage, increasing its defenses against Mental-based techniques by 1-Rank. It also acts as a detector for mental techniques, audibly humming if any Mental-based techniques are used within 20ft of the pillar. Quartz - The pillar becomes mildly corrosive to the touch, dealing a D-Rank of Physical Acid Release Damage to those who come into contact with it. It is also capable of absorbing liquids into it, an amount equal to the crystal materia making up the pillar. Absorbing liquids increases the corrosive damage dealt based on the amount (Less than Half Materia = 3 Ds, Half Materia = 1 C, Equal to Materia = B; Corrosive Liquids deal Doubled Damage). Citrine - The pillar becomes a mild paralytic. Upon coming into contact with it, the target suffers a level drop in their sense of Touch in the area affected (equal to the size of a limb) with the area becoming paralyzed for a further 10 PT once reduced to Sensory Loss. Additional contacts result in that particular countdown being reduced by 1 PT, though it resets back to 5 once Touch is dropped a level and the duration of paralysis can't be extended. Onyx - IV (B) - Radioactive (R), Radioactive Absorbent (G) Topaz - IV (B) - Explosive (X), Flammable (F) Ruby - V (A) - Amplifying (A) Sapphire - V (A) - The pillar becomes capable of channeling greater amounts of chakra within it, as well as resisting Chakra-based damage. The pillar's defensive capabilities are increased by a rank when defending against chakra-based techniques, while it is also capable of storing an amount of chakra within it equal to its Materia which is consumed when the pillar is damaged in order to repair itself. Diamond - VI (S) - Intangible Affecting (I) Emerald - VI (S) - Nen Conductive (N), Nen Resistant (L)
Name: Crystal Soul: Superior Crystal Monolith Classification: Soul Tech Rank: A-Rank Class: Supplementary Range: Long (Creation)
Description: The user charges their chakra into their Soul Orb before projecting it down into the ground at their feet. The chakra condenses into the form of an ornate crystal pillar that emerges from the ground within 40ft of the user. The pillar is created at Crashing Ground Speeds, rendering it more useful for set up than on-the-fly defenses, though it is capable of weathering damage from many techniques before showing signs of damage. The defenses of the pillars are dependent on the amount of materia present within them, which is tied directly to the size of the pillar. The pillars are capable of taking Physical techniques (w/o Piercing) equal to their materia without showing signs of damage, or a stacking amount equal to their materia (including Piercing Physical) before shattering. The user is also capable of lowering the size and overall durability of their pillars in order to create a multitude of them. The max size of their pillars is based on the user's rank. Rank - Size (Number if Divided) = Materia D - C - B - A - S -
Name: Crystal Soul: Perfected Crystal Monolith Classification: Soul Tech Rank: A-Rank Class: Supplementary Range: Long (Creation)
Description: The user charges their chakra into their Soul Orb before projecting it down into the ground at their feet. The chakra condenses into the form of an ornate crystal pillar that emerges from the ground within 40ft of the user. The pillar is created at Crashing Ground Speeds, rendering it more useful for set up than on-the-fly defenses, though it is capable of weathering damage from many techniques before showing signs of damage. The defenses of the pillars are dependent on the amount of materia present within them, which is tied directly to the size of the pillar. The pillars are capable of taking Physical techniques (w/o Piercing) equal to their materia without showing signs of damage, or a stacking amount equal to their materia (including Piercing Physical) before shattering. The user is also capable of lowering the size and overall durability of their pillars in order to create a multitude of them. The max size of their pillars is based on the user's rank. Rank - Size (Number if Divided) = Materia D - C - B - A - S -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Gestalt:
Sword Name: Kouseki (Gem Blade) Sword Appearance: Kouseki takes the appearance of a nagamaki with a diamond-shaped tsuba and a long hilt wrapped in black cloth, and decorated with four clear crystals down either side of the hilt, all spaced evenly from one another. Sword Chakra Nature: Crystal (*Gem Type Unlocked at B-rank*) Sword Description: Kouseki's ability has a unique relationship with its user's body, as it converts their muscles into a slightly silicon structure, allowing them to simulate Strength Tiers based on their age. When wielded by a Suisho, it works hand in hand with the natural conversion of their body from carbon to silicon, increasing the Strength simulated based on the amount of their body that has been converted. Age - Strength - Silicon Percentage = Modifier1-5 - D- - 0% = N/A 6-10 - C- - 25% = +1 Tier Level 11-15 - B- - 50% = +2 Tier Levels 16-20 - A- - 75% = +3 Tier Levels 21+ - S- - 100% = +4 Tier Levels *Gem Blades possess abilities similar to other samurai swords however they possess special characteristics due to their unique composition. A Suisho Clan member is able to evolve their Gem Blades upon reaching B-rank with their blade changing into a particular type of Gem of their choice. From then on their Gem Blade is capable of harnessing the innate effect of the Gem they've chosen in their kenjutsu, while their Crystal Release likewise changes to resemble the same Gem with gem properties being able to be applied to their Crystal Release techniques at the cost of Double (2x) the normal price if used normally or Triple (3x) the normal price if used with either Flowing or Glowing Style. Name: Path of the Gestalt (Signature) Classification: Fighting Style Rank: A-Rank Class: Supplementary Range: Passive Description: This is a unique Kinjutsu-based fighting style developed by Carnelian, fusing the ability of his Samurai Sword with the natural abilities awarded to him as a Suisho. This style is initiated by Carnelian stabbing himself through the sternum, dealing exacting a B-Rank Blood Price as he does so but otherwise leaving himself unharmed. As the price is paid, the blade is broken away from the hilt and absorbed into Carnelian's body, further altering his physiology to be more crystalline. With his blade assimilated, Carnelian is placed within a coma for a length of time dependent on his Crystal Release Affinity. Upon exiting the coma, Carnelian gains a few physical alterations: his pupils are changed into diamond-shapes and his irises become pure white, a crystalline fragmentation within them being the only thing discerning them from the sclera, while his nails also appear to be made of gemstones. Due to absorbing the blade of his Sword, Carnelian becomes one with it thus permanently implanting its ability and chakra nature within him, removing the main weaknesses of Samurai Swords in that if they are lost the Samurai is weakened. This fighting style doesn't only incorporate the various alterations applied to the body after absorbing the blade, but also the user's own unique applications of Crystal Release. Crystal Affinity - Coma DurationNormal - 1 IC Month High - 2 IC Weeks Very High - 1 IC Week Name: Gestalt: Crystalline Body Classification: Kinjutsu Rank: D-Rank (3 D-Rank Blood per Gem Assimilated) Class: Supplementary Range: Self Description: The first alteration that absorbing his Sword has had on Carnelian is the refined conversion of his body from carbon-based to silicon-based. Due to absorbing a crystal blade into his body, the process of conversion that occurs over a lifetime for other Suisho has been sped up to occur preternaturally faster for him, with the conversion speeding up depending on how skilled he has become as a Shinobi. This alteration works hand in hand with the unique trait of Gem Blades, allowing him to apply the effect of his sword's Gem to his entire body, or specific bodily systems, as he sees fit. This ability is altered, however, if Carnelian absorbs his Sword before he achieves B-Rank, which is to say if he absorbs the Sword before it adopts a specific Gem type. In this case, Carnelian lacks the ability to inherently apply Gem properties to his body but instead he gains the ability to implant Gems he comes across into his body and channel their power through himself. This results in the properties he adopts being only temporary, but also allows for a larger variety of properties that he may adopt, with Carnelian being able to implant 1 Gem per Rank (up to 5 at S). The boosted conversion percentage and gems capable of being assimilated are dependent on Carnelian's skill level. In either case, Carnelian's altered physical state makes it so that Medical Techniques become less and less effective on him the more his body begins to take on a silicon composition. Carnelian's Gems: Insert Gem Types and Positions Rank - Conversion Mod. - Silicon Percentage = Medical Req.D - +5% - 0% = All Medical Effective C - +10% - 25% = Req. Medical Techs used by a Crystal Release User B - +15% - 50% = Req. Medical Techs used by a Suisho A - +20% - 75% = Req. Crystal Release Medical Techs S - +25% - 100% = Req. Crystal Release Medical Techs used by a Suisho *Note: These gems are permanent once assimilated, but can be "broken" if damaged sufficiently (follows user's tiers and damage rules). When broken the user is incapable of imparting the effects of the gems on their body, but the gems can be repaired via Medical techniques. Name: Gestalt: Dust Veil Classification: Kinjutsu Rank: D-Rank Class: Supplementary Range: Self Description: Due to originating as a carbon-based lifeform, Carnelian still goes through many of the life processes of said lifeforms. One of the alterations that comes with his Gestalt fighting style has originated in one of these life processes, namely his sweat. As he exerts himself, Carnelian's sweat actually crystalizes upon his flesh and flakes off as translucent crystal powder. This results in a natural production of Crystal Materia so long as he is being physically active, with this powder being created at a 1:1 ratio whenever he expends stamina (1 Stamina to 1 D of Materia). This materia clings close to his body, appearing as a slight shimmer around him at the least but growing to a veil of crystal dust the more he exerts himself. While this materia lingers, it requires actual techniques to be used effectively, and it isn't capable of being preserved in its dust form. Once the topic ends, all materia produced by this technique is lost. Name: Gestalt: Samurai Sabre Technique Classification: NinKenjutsu Rank: C-Rank Class: Offensive Range: Varies Description: Req. Samurai Sabre Technique. This is a technique that Carnelian created to overcome the one weakness any swordsmen encounters: the limitation of their blade's reach. This technique combines Carnelian's variant of Jade Crystal Forge with a unique method of using the Samurai Sabre Technique, producing something completely unlike what other Samurai are capable of. As Carnelian channels his chakra through his Jade Crystal Forge, instead of coating it, he destabilizes and breaks the blade into a fine crystalline dust. Despite looking as though he has ruined his weapon, instead he has empowered it by converting it into a formless state that he is still capable of controlling thanks to the application of chakra flow to the crystal. Carnelian is capable of using any of his Kenjutsu through the crystal powder, converting the damage dealt to Crystal Release Slicing when used. Carnelian is capable of directing this powder at speeds equal to his own movements, and due to being Chakra Flow this technique takes its price from the user's Max rather than their current, returning to him if ended voluntarily or lost if the flow is interrupted. The formless nature of the crystalline powder as well as the transparency of the crystal powder itself renders it incapable of being picked up by the naked eye (see Jade Crystal Forge), however when used in this manner it is also incapable of being picked up by Weapon Reading techniques that track the user's motion in order to tell where their strike will land, unless said technique is also paired with Chakra Sensory equal to the user's rank to also track the crystal powder. This technique allows the user to manipulate this crystal powder within 20ft of themselves, though they are capable of breaking down more of their own Crystal Release into this powder in order to extend the range by 10ft per Rank starting at D, however this consumes more chakra from his Max equal to the amount of materia absorbed. Being formed from the Jade Crystal Forge, this technique carries over its damage properties, however it turns its defensive properties to resisting Dispersal techniques, allowing it to resist B-Rank Physical Disperal techniques as well as B-Rank (Weak to Crystal) or C-Rank (Strong/Neutral to Crystal) Chakra-based Dispersal techniques. If the powder is dispersed, but the chakra within isn't disrupted, it will return to the user over time based on their Speed. Speed - P.T. to ReturnD - 10 P.T. C - 8 P.T. B - 6 P.T. A - 4 P.T. S - 2 P.T. SS - 1 P.T. SSS - Instant *Note: This technique only requires a higher Chakra Price when assimilating Crystal Techniques not already in a powder state, forfeiting an additional price completely when powdered crystal is readily available. Name: Gestalt: Jade Crystal Brazier Classification: Ninjutsu Rank: C-Rank (C-Rank Chakra & 1 Stamina Price) Class: Supplementary Range: Contact (Transport), Mid-Long (Distance), Self (Techniques) Description: The Jade Crystal Techniques are a series of Suisho Exclusive ninjutsu which rather than utilizing hand seals merely rely on gestures in order to materialize them, however Carnelian has decided to take even them and make them his own. In this case, Carnelian outstretches his arms in a position where his hands are open, and materializes a colorless crystalline chakra that takes the form of a large brazier with a snowflake-like edges up to 20ft away, with a specific color depending on the type of Crystal Release he is using (White Jade if Normal, Green Jade if Flowing Style, Lavender Jade if Glowing Style). The brazier only manifests its color when it is active, otherwise being transparent and thus not required to be placed in spoiler tags unless the opponent possesses C-Rank Chakra Sensory. The main use of this technique is the production of powdered crystal materia, with light hitting the brazier causing it to "flicker" as though it has been lit while crystal powder filters out of it like "smoke". The materia created by this technique can be controlled by the user if they wish, or can be immediately used to manifest any of their Crystal Release techniques. If two or more braziers are present on the field, the user can use them as a method of transporting their Crystal Release techniques from one brazier to the next so long as they are within 40ft of each other. The brazier itself is fairly durable being able to shrug off damage from C-rank & below physical based techniques while being able to survive damage from a single C-rank chakra based technique if it lacks defense piercing or isn't strong against Crystal Release. Rank - Crystal Materia Produced per P.T.C-Rank or Below - 1 C C-Rank [Low] - 2 C C-Rank [High] - 3 C Elite C-Rank or Above - 4 C Name: Gestalt: Jade Crystal Forge Classification: Ninjutsu Rank: C-Rank (C-rank Chakra & 2 Stamina Price, Each Blade is comprised of 1 C-rank of Crystal) Class: Supplementary/Offensive Range: Contact Description: The Jade Crystal Techniques are a series of Suisho Exclusive ninjutsu which rather than utilizing hand seals merely rely on gestures in order to materialize them, however Carnelian has decided to take even them and make them his own. In this case, Carnelian moves one hand to his waist as though gripping a sheath and motions with the other as though pulling a blade free from it, manifesting colorless crystalline chakra that materializes into an ornate nagamaki. This blade is dangerous in that it converts all damage dealt via Kenjutsu to Crystal Release Slicing, or simply deals C-Rank Crystal Release Slicing Damage on its own. It is sturdier than many constructs in order to be used as a primary method of combat, being capable of withstanding damage from C-Rank & Below Physical techniques that lack piercing, as well as C-Rank Chakra-based techniques so long as they are Neutral to Crystal and lack piercing (D-Rank if Strong Against Crystal, B-Rank if Weak Against Crystal). The blade created by this technique is comprised out of transparent yet reflective crystal which allows them to blend into their surroundings being invisible to the naked eye and even the vaunted visual prowess of the Zenraigan. With greater skill, Carnelian is capable of producing more blades with a single price if he so chooses. Rank - Sight/Reaction Bypassed - Blades per PriceD - Normal, N/A - 1 C - Normal, D - 2 B - Raised, C - 3 A - Raised, B - 4 S - Heightened, A - 5 Name: Gestalt: Jade Crystal Edge Classification: Ninjutsu Rank: B-Rank (B-Rank Chakra & 3 Stamina Price) Class: Offensive/Supplementary Range: Self (Hilt), Contact (Length) Description: The Jade Crystal Techniques are a series of Suisho Exclusive ninjutsu which rather than utilizing hand seals merely rely on gestures in order to materialize them, however Carnelian has decided to take even them and make them his own. In this case, Carnelian can choose to manifest it one of two ways: he holds a blade created by the Jade Crystal Forge or a bladeless hilt in front of himself while running his other had up the side of the blade or where the blade would be, trailing behind it a colorless crystalline energy which condenses into a new blade, or a covering over the old one. When creating a new blade, it is capable of inflicting B-Rank Crystal Release Slicing Damage (or convert Kenjutsu into Crystal Release Slicing when used alongside them) and can withstand B-Rank & Below Physical techniques that lack piercing, as well as C-Rank Chakra-based techniques so long as they are Neutral to Crystal and lack piercing (D-Rank if Strong Against Crystal, B-Rank if Weak Against Crystal). However when used to enhance the Jade Crystal Forge technique, all of the above parameters are increased by a rank and the fused crystal constructs gain the ability to damage items and constructs that are struck, destroying anything struck that possesses B-Rank or Below Physical Resistance while anything with A-Rank or Above Physical Resistance has their durability reduced by a B-Rank as their structure becomes more brittle and crystalline. Name: Gestalt: Crystal Lens Classification: Kinjutsu Rank: B-Rank Class: Supplementary Range: Self Description: A strange alteration that occurred from the stacking of his Sword's ability with the natural silicon composition of a Suisho's body, causing Carnelian's body to become a purer form of crystal that is capable of filtering light more efficiently than his fellow Suisho. This affects his ability to process Light Materia and execute techniques that rely on it, enabling him to gather Light Materia from any source of Light, whether Low or Synthetic. This translates to an "Affinity" for Light Materia that allows him to gather 1-Rank (High Affinity) or 2-Ranks (V. High Affinity) higher Light Materia than he would at any time of day, and in any environment that isn't completely devoid of light. However in turn this makes it so that he relies more on the presence of light to function properly. This acts as the inverse of his ability to utilize light, increasing the Stamina Loss via Tier Use by 1-Rank (Low Affinity) or 2-Ranks (V. Low Affinity) at all times of day. This technique requires a 1000 WC Weekly Training to increase the user's "Affinity" for Light Materia by 1 Level, and in turn it reduces their Affinity for Tiers by 1 Level. Light Materia Affinity: Normal (0 Trainings) Tier Affinity: Normal (0 Trainings) Name: Gestalt: Crystal Clarity Classification: Barrier Kinjutsu Rank: A-Rank Class: Defensive Range: Self Description: Through the Gestalt Fighting Style Carnelian has made his body more perfectly aligned to a crystalline structure, this extending far past his physical body and permeating even his chakra. After the change, his chakra appears crystalline in all of its expressions, now being skewed more permanently towards Crystal Release. As his affinity with Crystal grows, he becomes less and less capable of harnessing elements that are not aligned to Crystal, however in turn his chakra forms a passive barrier of crystal-like energy around his mind. This barrier comes into effect when faced with hostile Illusions, with said Illusions being trapped within the barrier. This doesn't stop the cast of the illusion, still drawing its price from the caster, but instead isolates it away from the user's brain so that they aren't put under any negative effects from the techniques. The barrier has a limit to how many illusions it may trap and these illusions remain trapped within the barrier until they are dropped by the caster or the user themselves dispel them, meaning that while it is a potent defense it is not limitless. The user's Crystal Affinity determines the strength of the barrier, while also determining what elements the user is restricted to using. Crystal Affinity - Barrier Strength - Element RestrictionNormal - 1 A-Rank - Fire, Earth or Lightning High - 2 A-Ranks - Fire or Earth (Suisho Variants) V. High - 3 A-Ranks - Crystal Only Name: Gestalt: Jade Crystal Shattering Pillars Classification: Ninjutsu Rank: S-Rank (S-Rank Chakra & 5 Stamina Price; Each Pillar is comprised of 1 A-rank of Crystal) Class: Offensive/Supplementary Range: Short (Creation) Description: The Jade Crystal Techniques are a series of Suisho Exclusive ninjutsu which rather than utilizing hand seals merely rely on gestures in order to materialize them, however Carnelian has decided to take even them and make them his own. In this case, Carnelian claps his hands together before drawing them apart, crystalline chakra taking a shape reminiscent of a blade before Carnelian drops it to the ground, causing it to ripple outwards. The chakra then materializes into several blade-like pillars of crystal in two neat rows within 25ft to either side of him. These pillars are a specific color dependent on his Crystal Release (White Jade if Normal, Green Jade if Flowing Style, Lavender Jade if Glowing Style), while their size is Medium S. These blades have little offensive purpose on their own, but have the ability of taking on and empowering the properties of the Jade Crystal Forge and Jade Crystal Edge techniques, functioning as though both have been used in conjunction but boosting their effects 1-Rank. These pillars are also capable of being shattered into an amount crystal dust equal to the materia comprising them, allowing them to be utilized within any of Carnelian's associated techniques without having to pay an additional price to assimilate the materia. This technique is unique in that it is capable of producing more materia without a greater price, so long as it crystalizes a source of Solid Materia (or Unstable/Unknown in the case of Flowing/Glowing Crystal respectively). The technique creates at least 2 Pillars with no materia supplied, with an additional 2 Pillars per S-Rank of Crystal Materia. - On Hold:
Name: Gestalt: Geka Seido Classification: NinKenjutsu Rank: A-Rank Class: Offensive Range: Varies
Description: Req. Gestalt: Samurai Sabre Technique. After developing a method of surpassing the range limit of his sword, Carnelian worked on combining his new method of swordsmanship with his previously learned styles. In this instance, he has combined his crystal powder blade with his Samurai Style in order to make Geka Seido even more dangerous. This technique applies the Gestalt Samurai Sabre technique's extended range to the user's Batto Distance, allowing the user's blade to react even farther and strike with more deadly precision. By applying the principles of Geka Seido to the technique, he is not only capable of moving the dust at speeds equal to his own but also carrying over Geka Seido's piercing capabilities to the conducted Kenjutsu. Additionally, by applying an additional Stamina Price Carnelian is capable of bypassing the Sheath requirement of various Geka Seido techniques, enabling him to execute their execution even more deadly due to being unpredictable. By applying the enhanced speed of the style with the formless state of the blade, Carnelian's Kenjutsu is also rendered unreadable the naked eye (see Jade Crystal Forge), as well as to Muscle Tension or Time Slowing Dojutsu that attempt to use his own motions to determine the path the dust will take to strike unless paired with Chakra Sensory equal to the user's rank to track the dust. Weapon Reading techniques now require a Chakra Sensory technique 1-Rank above the user's in order to track the Kenjutsu.
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Last edited by Sid on 27th May 2021, 2:44 am; edited 14 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 15th January 2017, 6:49 pm | |
| - True Zanpakuto:
Name: Spirit Path: Soul Forging Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Self
Description: Those Ibwa of the Spirit Path have the unique ability to view the echoes left by the denizens of the Afterlife (5th Dimension), though there are those who prefer to combat these denizens rather than communicate with them. In order to do this, the Ibwa has specialized in the creation of spiritual weapons rather than the binding of spirits. Said weapons are made through the user severing a piece of their Soul and imbuing it into an object with which they have an affinity. Upon creation of the weapon, known as a Soul Sword despite what form it may take, the Ibwa experiences a reduction of their False Soul Limit (all Max Reserves) based on their own Rank, though as they increase in strength their power returns to them bit by bit. Their Soul Sword also acts as an external storage for any Corruption the user may suffer, though it is rendered unusable until purified if the max limit of Corruption is reached. Rank - Limit Reduction - Max Corruption - Sacrifices to Purify (Purification) D - Reduced by 3/4ths - Equal to 1/8th - 10 (1/8th of Corruption Limit) C - Reduced by 1/2 - Equal to 1/4th - 20 (1/4th of Corruption Limit) B - Reduced by 1/4th - Equal to Half - 30 (Half of Corruption Limit) A - Reduced by 1/8th - Equal to 3/4th - 40 (3/4ths of Corruption Limit) S - No Reduction - Equal to Full - 50 (Entire Corruption Limit) *Note: Once the Soul Sword is created the Ibwa is never capable of creating another. If theirs is destroyed they are capable of performing sacrifices to Jashin in order to repair it, determined by the damage dealt to it (Starts at 5 Sacrifices for D-Rank Damage and doubles for each rank above, capping at 640 at Z-Rank Damage). Sacrifices equal in rank to the user count as 1, sacrifices above the rank of the user count as 2 and sacrifices below the rank of the user count as half a sacrifice.
Name: Spirit Path: Reikaku Classification: Kinjutsu Rank: D-Rank Class: Supplementary/Passive Range: Self (Sight)
Description: This technique is a variation of what usually allows a Spirit Path Ibwa to form pacts with spirits, however as the user relies on the power of their own soul over the power of others they are capable of turning what is usually a supplementary skill into a tool that can be used in combat. As such, with this technique the user is capable of expanding their Sight to sense the spiritual energies of targets they would usually not be capable of detecting, namely those who are either alive or undead. This technique acts as a Spiritual-based Sensory technique equal to the user's rank that is capable of picking up on signs of Life (the living), a Soul (Dead or particular Undead) or differentiate between beings lacking either (Undead). This technique requires a one time C-Rank Blood & C-Rank Chakra Price plus a C-Rank of Corruption, after which it is permanently active within the Ibwa's eyes.
Name: Spirit Path: Konso Classification: Kinjutsu Rank: C-Rank Class: Supplementary Range: Self (Soul Sword), Contact (Target)
Description: This technique was developed by the first creatures of this variant of the Spirit Path as a way to deal with the denizens of the Afterlife, however it has since been expanded in order to deal with other Ibwa. This technique was made in order to banish those not native to the Physical World (3rd Dimension) back to their original plane, the user channeling their chakra and life essence through their Soul Sword while simultaneously corrupting themselves in a ritual known as Konso, or Soul Burial, where they forge a connection with the Afterlife through which they force the soul back to where it came. When performing this technique, the Soul Sword is empowered to deal purely Spiritual Damage as well as to come into contact with semi-tangible or intangible targets. When coming in contact with a being from the 5th Dimension, or any entity bound to another Ibwa, their empowered blade banishes the being back to the 5th Dimension or renders it inert for a period of time depending on the user's rank. Rank (Being) - Price to Banish - Turns Banished D (1st Level, A-Type, Yurei) - 2 D-Rank Blood, Chakra & Corruption - 1 Turn C (2nd Level, P-Type, Onryo) - 4 D-Rank Blood, C-Rank Chakra & Corruption - 2 Turns B (3rd Level, V-Type, Obake) - C-Rank Blood, B-Rank Chakra & Corruption - 3 Turns A (Giant Level, D-Type, Yokai) - B-Rank Blood, A-Rank Chakra & Corruption - 4 Turns S (4th Level, T-Type, Goryo) - A-Rank Blood, S-Rank Chakra & Corruption - 5 Turns -/SS (Greater Level, C-Type, Seirei) - S-Rank Blood, SS-Rank Chakra & Corruption -/SSS (Devil Level, S-Type, Jashin) - SS-Rank Blood, SSS-Rank Chakra & Corruption
Name: Spirit Path: Jinzen Classification: Kinjutsu Rank: B-Rank Class: Supplementary Range: Self (Soul Sword)
Description: Once the Soul Sword has been forged, the Ibwa can never forge another, going so far as to spill oceans of blood to repair a damaged one. As such, their bond with their one and only Sword often results in it becoming a personification in and of itself. As their bond deepens, the bonuses granted to the user is increased as well when the user calls upon their Sword's power. These bonds, known as Jinzen or Sword Meditation, grant specific bonuses in the shape of alternate forms and power boosts their Sword is capable of accessing. These bonuses are accessed by increasing the level of said bond, numbered from 1 to 7. Upon reaching Level 7, the Sword unlocks the next boost though at the cost of resetting the bond back to 1 in order to work towards the next boosts. There does exist a quicker method of advancement which permanently restricts a Sword from being able to ascend to higher levels of power. In the quick advancement upon reaching the highest bond the user can undergo specific training (Weekly) to forcibly increase the manifestated aspects of their Sword whereas the normal advancement is far slower yet the progression is natural and the maturing Sword gains all of the perks available to whichever level it's at.
Name: Spirit Path: Soul Sword - Asauchi Classification: Kinjutsu Rank: B-Rank Class: Supplementary/Offensive/Defensive Range: Self (Asauchi)
Description: This is one of the key techniques of the variant Spirit Path fighting style, establishing the abilities of the user's weapon. This technique is an imperfect actualization of the Ibwa's Sword Spirit through the use of an object they have an affinity with. This object is known as an Asauchi, meaning Empty Hilt, and is considered the basic form of an Soul Sword. Upon coming into possession of an Asauchi the Ibwa must make the choice (Permanent) of what type their specific Asauchi is. The six types available with this technique are as follows: Chakra Type - Mental Type - Physical Type - Hybrid Type - Spiritual Type - Natural Type - Upon selecting this the user is able to activate this technique by paying a ??? price dependent on ... and while this technique is active the Ibwa is slowly corrupted. Those who are more skilled are able to endure this corruption for longer periods of time than others however upon being completely corrupted the Ibwa will... Due to the Corruption Limit not depleting over-time an Ibwa must take care to purify themselves which can be done through sacrifices to Jashin.
Name: Spirit Path: Soul Sword - Zanpakuto Classification: Kinjutsu Rank: A-Rank Class: Supplementary/Offensive/Defensive Range: Self (Asauchi)
Description: This is one of the key techniques of the variant Spirit Path fighting style, establishing the abilities of the user's weapon. This technique is an imperfect actualization of the Ibwa's Sword Spirit through the use of an object they have an affinity with. This object is known as an Zanpakuto, meaning Soul-Cutter Sword, and is considered the basic form of an Soul Sword. Upon coming into possession of an Zanpakuto the Ibwa must make the choice (Permanent) of what type their specific Zanpakuto is. The six types available with this technique are as follows: Elemental Type - Illusion Type - Melee Type - Ranged Type - Living Type - Mystic Type - Upon selecting this the user is able to activate this technique by paying a ??? price dependent on ... and while this technique is active the Ibwa is slowly corrupted. Those who are more skilled are able to endure this corruption for longer periods of time than others however upon being completely corrupted the Ibwa will... Due to the Corruption Limit not depleting over-time an Ibwa must take care to purify themselves which can be done through sacrifices to Jashin.
Name: Spirit Path: Soul Sword - Seireito Classification: Kinjutsu Rank: S-Rank Class: Supplementary/Offensive/Defensive Range: Self (Asauchi)
Description: This is one of the key techniques of the variant Spirit Path fighting style, establishing the abilities of the user's weapon. This technique is an imperfect actualization of the Ibwa's Sword Spirit through the use of an object they have an affinity with. This object is known as an Seireito, meaning True Soul Sword, and is considered the basic form of an Soul Sword. Upon coming into possession of an Seireito the Ibwa must make the choice (Permanent) of what type their specific Seireito is. The six types available with this technique are as follows: ??? Type - ??? Type - ??? Type - ??? Type - ??? Type - ??? Type - Upon selecting this the user is able to activate this technique by paying a ??? price dependent on ... and while this technique is active the Ibwa is slowly corrupted. Those who are more skilled are able to endure this corruption for longer periods of time than others however upon being completely corrupted the Ibwa will... Due to the Corruption Limit not depleting over-time an Ibwa must take care to purify themselves which can be done through sacrifices to Jashin.
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Last edited by Sid on 22nd November 2020, 9:09 am; edited 3 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 12th February 2017, 4:31 pm | |
| - Reworks:
- Allure:
Name: Classification: Rank: Class: Range:
Description:
Allure causes S.L. depletion, though can be resisted through Barrier Tiers.
Beauty to Behold (D-Rank) = Depletion via Sight (Empowered if looking her in the eyes) Scent of Love (C-Rank) = Depletion via Scent (Empowered the stronger one's sense of smell is) Sultry Tones (B-Rank) = Depletion via Hearing (Empowered the closer one is to her) Gentle Caress (A-Rank) = Depletion via Touch (Empowered the more/longer she touches a target) Taste of Obsession (S-Rank) = Depletion via Taste (Empowered if bodily fluids are imbibed)
- Enslavement:
Dominant & Submissive (D-Rank Fighting Style) = Revolves around issuing commands (via Enslavement) to those who have been affected by the user's Erojutsu, with these commands being capable of being resisted through Barrier Tiers. The lower one's Seduction or Love Limit, the harder it is to resist.
Domme-Space: Soft or Hard (B-Rank) = Decreasing the strength of the command to lower the cost (Soft) or raising the cost of the command to increase its strength (Hard).
Domme-Space: Sultry Whisper (D-Rank) = Commands issued at Contact Ranges Domme-Space: Firm Talking (C-Rank) = Commands issued at Short Ranges Domme-Space: Forceful Bark (B-Rank) = Commands issued at Mid Ranges Domme-Space: Stern Motion (A-Rank) = Commands issued at Long Ranges
- Dream Walking:
Dream Walker (S-Rank Fighting Style) = Dimension Shifting onto the Mental Plane Dream Eater (SS-Rank) = Capable of consuming Genjutsu and Mental-based illusions to heal mental trauma done to one's self. Dreamport (SSS-Rank) = Allows the user to enter and traverse the Mental Plane as a method of travel, however also allows one to "teleport" into illusions others are trapped in physically.
- Imperceptibility:
Name: Lesser Imperceptibility Classification: Ronin Tech Rank: D-Rank Class: Supplementary Range: Self
Description: This technique draws upon Sid's trait of Imperceptibility, allowing her to become imperceptible to most, if not all senses. This is the most basic level, wherein she is just learning how to become imperceptible. With this technique, she dons a shroud that makes her completely invisible, rendering any form of Sight-based Sensory equal to her Rank and below unable to detect her movements. The shroud also inhibits Hybrid-based Sensory Methods, rendering those equal to 1-Rank below her own completely ineffective in tracing her movements. Though useful, this technique is highly draining on Sid when it is in use, increasing the stamina lost from tier use as well as Physical techniques. This can be mitigated by Endurance Tiers equal to her rank, or an Endurance+Speed Tier Chain equal to the rank of the tier/technique. Rank - Price Increase D - 5x C - 4x B - 3x A - 2x S - 1x (Normal Price)
Name: Imperceptibility Classification: Ronin Tech Rank: B-Rank Class: Supplementary Range: Self
Description: This technique draws upon Sid's trait of Imperceptibility, allowing her to become imperceptible to most, if not all senses. This is the average level, wherein she has a good handle on how to become imperceptible. With this technique, she dons a shroud that makes her completely invisible, inaudible & inodorous, rendering any form of Sight, Hearing or Smell-based Sensory equal to her Rank and below unable to detect her movements. The shroud also now inhibits Chakra and Physical-based Sensory Methods alongside Hybrid, rendering those equal to 1-Rank below her own completely ineffective in tracing her movements. Though useful, this technique is highly draining on Sid when it is in use, increasing the stamina lost from tier use as well as Physical techniques. This can be mitigated by Endurance Tiers equal to her rank, or an Endurance+Speed Tier Chain equal to the rank of the tier/technique. Rank - Price Increase D - 6x C - 5x B - 4x A - 3x S - 2x
Name: Greater Imperceptibility Classification: Ronin Tech Rank: S-Rank Class: Supplementary Range: Self
Description: This technique draws upon Sid's trait of Imperceptibility, allowing her to become imperceptible to most, if not all senses. This is the average level, wherein she has a good handle on how to become imperceptible. With this technique, she dons a shroud that makes her completely invisible, inaudible, inodorous, intangible & insipid, rendering any form of Sight, Hearing, Smell, Touch or Taste-based Sensory equal to her Rank and below unable to detect her movements. The shroud also now inhibits all but Natural based Sensory Methods, rendering those equal to 1-Rank below her own completely ineffective in tracing her movements. Though useful, this technique is highly draining on Sid when it is in use, increasing the stamina lost from tier use as well as Physical techniques. This can be mitigated by Endurance Tiers equal to her rank, or an Endurance+Speed Tier Chain equal to the rank of the tier/technique. Rank - Price Increase D - 7x C - 6x B - 5x A - 4x S - 3x "Z" - 2x "X" - 1x *Note: Intangibility does not mean physical objects or individuals go through her, it just means others do not feel her touch (i.e. if someone bumps into her they will not feel her body, but they won't be able to walk through her). Absorption- Spoiler:
Name: Absorption by S/ID Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Self
Description: This fighting style was established by Sid after she awakened, having discovered that she now possessed the ability to drain others of their energy simply by touching them. This allows her, depending on the form of contact with her victim, allows her to drain from any of their available energy sources, allowing her to replenish her own reserves should she possess them. This ability requires no price to enact from Sid, just contact with her opponent for a prolonged period of time, however she is capable of applying a price to her techniques in order to lower her opponent's Max Reserves either temporarily or permanently with enough time. Sid's skill level determines the methods of draining and the energy sources she is capable of affecting. The draining of energy sources is also capable of being mitigated by Tier Chains, depending on the energy source in question. Rank - Absorption Unlocked (Energy) - Tier/Chain to Mitigate D - Exhaustion by Touch (Stamina) - Endurance C - Enervation by Strike (Chakra) - Endurance or Chakra B - Trauma by Torture (Nen) - Barrier A - Exsanguination by Bite (Blood) - Spirit S - Disconnection by Cut (NE) - Nature "Z" - Execution by Kiss (Soul) - Spirit "X" - Death by Sex (Life-span) - Spirit
Name: Exhaustion by Touch Classification: Ronin Tech Rank: C-Rank (Optional Stamina per Strike/Turn) Class: Offensive/Supplementary Range: Contact
Description: The first level of Sid's Absorption ability entails her siphoning a target's Stamina through physical contact, steadily fatiguing them, while replenishing her own stamina. This level of the ability is arguably the weakest, due to the ease of which stamina is both lost and replenished, though because of this she is capable of siphoning stamina through either prolonged physical contact (Stamina loss per PT), or Physical Strikes (Stamina loss per Strike from Taijutsu), though the Stamina siphoned is always equal to either her rank or the rank of the Taijutsu she is utilizing. Alternatively, she can choose to sacrifice the replenishment aspect of this technique and expend her own Stamina, or suffering a Physical Recoil Price, in order to temporarily (Taijutsu) or permanently (Prolonged Contact) lower a target's Max Stamina. The reduction occurs at a 1:1 Ratio for Price:Reduction (2:1 for Contact). This can only be reversed by a Medical Taijutsu technique, or a Medical Technique aimed specifically at treating chronic fatigue, equal to Sid's Rank. The siphoning can be resisted by Endurance Tiers, equal to Sid's Rank, while the empowered version requires an Endurance+Speed Tier Chain. Rank (User/Taijutsu) - Stamina Siphon (Per Strike/PT) - Duration D - 1 - 1 Turn (Temp), 14 Turns til Permanent C - 2 - 1 Turn (Temp), 12 Turns til Permanent B - 3 - 2 Turns (Temp), 10 Turns til Permanent A - 4 - 2 Turns (Temp), 8 Turns til Permanent S - 5 - 3 Turns (Temp), 6 Turns til Permanent "Z"/SS - 10 - 3 Turns (Temp), 4 Turns til Permanent "X"/SSS - 15 - 4 Turns (Temp), 2 Turns til Permanent *Note: Sid's Stamina can be increased above her Max through siphoning, however caps out at Double her usual Max Stamina. Any stamina above her Max does not replenish between topics, and any attempt to siphon stamina above Double results in equal rank Physical Recoil Damage.
Name: Enervation by Strike Classification: Ronin Tech Rank: B-Rank (Optional Chakra per Tech/Turn) Class: Offensive/Supplementary Range: Contact
Description: The second level of Sid's Absorption ability entails the siphoning of one's Chakra reserves, steadily exhausting them, while replenishing Sid's own. The second level is among the easiest of them all, a Chakra is one of the simplest reserves to forcibly expend within others, and thus it allows the user to siphon it not only through prolonged physical contact (Chakra Loss per P.T.) or damaging her opponent with her Taijutsu, but also through contact with any of Sid's Chakra-based techniques (Chakra loss per PT in contact with technique/Strike from technique), though in the case of the latter the Chakra is siphoned into and used to empower the technique, rather than Sidonie herself. The amount siphoned is equal to either her rank or the rank of the technique, or alternatively equal to the damage the technique has dealt. She is also capable of sacrificing the replenishment aspect of this technique while also expending her own Chakra, or suffering a Chakra Recoil Price, to temporarily (Strike/Damage) or Permanently (Prolonged Contact) lower a target's Max Chakra reserves. The reduction occurs at a 1:1 Ratio for Price:Reduction (2:1 for Contact). This can only be reversed by a Medical Ninjutsu technique, or a Medical Technique aimed specifically at treating chakra exhaustion, equal to Sid's Rank. The siphoning can be resisted by Endurance Tiers, equal to 1-Rank above Sid's or Chakra Tiers equal to, while the empowered version requires an Endurance+Chakra Tier Chain 1-Rank below to resist. Rank (User/Tech) - Chakra Siphon (Per Strike/PT) - Duration D - 2 D - 1 Turn (Temp), 14 Turns til Permanent C - 4 D - 1 Turn (Temp), 12 Turns til Permanent B - 6 D - 2 Turns (Temp), 10 Turns til Permanent A - 8 D - 2 Turns (Temp), 8 Turns til Permanent S - 10 D - 3 Turns (Temp), 6 Turns til Permanent "Z"/SS - 12 D - 3 Turns (Temp), 4 Turns til Permanent "X"/SSS - 14 D - 4 Turns (Temp), 2 Turns til Permanent *Note: Sid's Chakra can be increased above her Max through siphoning, however caps out at 3/4th Above her usual Max Chakra. Any chakra above her Max does not replenish between topics, and any attempt to siphon chakra above 3/4ths additional results in equal rank Chakra Recoil Damage. Likewise, techniques that have siphoned chakra into them are still subject to Recoil rules.
Name: Trauma by Torture Classification: Ronin Tech Rank: A-Rank (Optional Nen per Tech/Turn) Class: Offensive/Supplementary Range: Contact
Description: The third level of Sid's Absorption ability revolves around the siphoning of one's Nen Reserves, causing them intense mental strain or trauma, while replenishing her own. This level can be seen as the trickiest, due to the fact that few people actually have their Nen Nodes unlocked and fewer still can sense those that do. However, Sid is capable of siphoning from this reserve as long as it is active in her target through the use of Pain (Nen loss equal to Pain), as it causes mental strain, or the use of Illusions (Nen loss per P.T. trapped in Illusion) as it allows her to affect their minds directly. In the case of illusions, they siphon from the reserve at a lower rate in return for being able to chain together and stack their drain like a combination technique. Unlike the others, in the line, there is no guarantee that Sid will ever possess this reserve. Should she lack it, the Nen siphoned is converted into restorative energies, healing her of Mental Damage done to her. She is also capable of sacrificing the replenishment of this technique while also offering up her own Nen, or suffering Mental Recoil, in order to temporarily (Pain) or permanently (Illusion) lower her target's Nen Reserve. This is done in a 1:1 Ratio for Price:Reduction, however in the case of Illusions she is only capable of lowering the reserve by an amount and quantity equal to the illusion (i.e. a D-Rank Gen would allow her to lower the reserve by 1 D) however this can be increased through Illusion Chaining. This can only be reversed by a Medical Genjutsu technique, or a Medical Technique aimed specifically at treating mental trauma, equal to Sid's Rank. The siphoning can be resisted by Barrier Tiers equal to Sid's rank, while the empowered version requires an Endurance+Barrier Tier Chain instead. Rank (User/Illusion) - Chakra Siphon (Per PT Trapped) - Duration D - 1 D - 1 Turn (Temp), 14 Turns til Permanent C - 2 D - 1 Turn (Temp), 12 Turns til Permanent B - 3 D - 2 Turns (Temp), 10 Turns til Permanent A - 4 D - 2 Turns (Temp), 8 Turns til Permanent S - 5 D - 3 Turns (Temp), 6 Turns til Permanent "Z"/SS - 6 D - 3 Turns (Temp), 4 Turns til Permanent "X"/SSS - 7 D - 4 Turns (Temp), 2 Turns til Permanent *Note: Sid's Nen can be increased above her Max through siphoning, however caps out at 1/2 Above her usual Max Nen. Any nen above her Max does not replenish between topics, and any attempt to siphon nen above 1/2 additional results in equal rank Mental Recoil Damage.
Name: Exsanguination by Bite Classification: Ronin Tech Rank: S-Rank (Optional Blood Price per Bite/Turn) Class: Offensive/Supplementary Range: Contact
Description:
Name: Disconnection by Cut Classification: Ronin Tech Rank: SS-Rank (Optional Blood Price per Strike/Turn) Class: Offensive/Supplementary Range: Contact
Description:
Name: Execution by Kiss Classification: Ronin Tech Rank: SSS-Rank Class: Offensive/Supplementary Range: Contact
Description:
Name: Death by Sex Classification: Ronin Tech/Kinjutsu Rank: Z-Rank (Optional Life Sacrifice) Class: Offensive/Supplementary Range: Contact
Description:
- Sid's Bands:
??? (K-Pop-like Girl Band) based on K/DA Diana = Akali (Position), Evelynn (Lyrics) Sid = Evelynn (Position), Akali (Lyrics) Mei = Ahri (Position & Lyrics) Praise = Kai'Sa (Position & Lyrics)
??? (Multi-genre Group) based on True Damage Sid = Akali (Position & Lyrics) Elias = Ekko (Position & Lyrics) Jin = Yasuo (Position & Lyrics) Kotone = Senna (Position & Lyrics) ??? = Qiyana (Position & Lyrics)
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Last edited by Sid on 10th August 2022, 5:06 pm; edited 17 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 7th March 2017, 7:27 pm | |
| - Asura Physiology:
This is an Ability that allows its user to take on the appearance, traits and abilities of an Asura, whether temporarily or permanently. The traits unlocked by the user of this ability is determined by their skill level. Rank - Trait - Description D - Variant Anatomy - Grants the physical traits of an Asura C - Enhanced Condition - Empowerment of passive physical traits B - Combat Specialty - Enhancement of combat capabilities A - Primal Aura - Manifestation of Killing Intent S - Battle Fury - Empowerment through Combat "Z" - ??? - ??? "X" - Empowerment - Increases the capabilities of all lower levels. Elite - Advancement - Grants access to the abilities up to 1-Rank above the User (i.e. an Elite C-Rank would have access to Variant Anatomy, Enhanced Condition & Combat Specialty). Asura Physiology- Variant Anatomy:
Name: Asura Transformation Classification: Fighting Style Rank: D-Rank Class: Passive Range: Self (Physiology)
Description: Unlike those who possessed such an ability when they first came into their own, Sid has become an Asura only after Awakening, as such she isn't always in her Asura state. Instead, she is capable of shifting between her normal form as a Ronin and her Asura form at will. This transformation occurs at speeds equal to her rank, though with modifiers based on her overall skill. As an added benefit of this transformation ability, she is capable of creating modified forms of her Asura State allowing her to change just how the changes between her normal form and her Asura Form manifest. This fighting style revolves around the establishment of physical traits when in her Asura state, however the other traits of her demon physiology aren't restricted to her transformation and can be used equally despite her form. Rank - Trans. Speed D - Tier Base C - Tier Base B - Tier+ A - Tier+ S - Tier++ Elite - +Tier-
- Enhanced Condition:
Name: Enhanced Condition Classification: Fighting Style Rank: D-Rank Class: Supplementary/Passive Range: Self
Description: This is the least visible trait granted to Asura Physiology, but perhaps the most useful in terms of expanding the user's capability. Enhanced Condition is simple in its premise as it empowers the user's body to be more powerful than those of their race, even in peak condition. This fighting style allows the user to create techniques that expand upon and empower their physical traits, such as Passives, Traits and Tiers. The techniques of this style are unique in that they are all Supplementary in nature and require Retrainings in order to boost their effectiveness after they are initially learned. However, due to the nature of these techniques and their hidden power, the levels of retrainings they are able to access are locked dependent on this technique, requiring Weekly Trainings in order to unlock the higher levels of retraining. Weekly Training (WC) - Retraining Level Unlocked 1 (100) - 5 2 (150) - 10 3 (200) - 15 4 (250) - 20 5 (300) - 25
Name: Enhanced Condition: Mental Mimic Classification: Ronin Tech/Genjutsu Rank: C-Rank No. of Retrainings: 0/25 Class: Passive Range: Self
Description: With this, the Enhanced Condition granted by the user's Asura Physiology has now affected their Crafted Intellect - Mental Mimic passive. The user's affinity for Mental techniques is taken to new heights, allowing them to mimic higher levels of techniques, as well as use Mental Techniques that they wouldn't be able to use normally. For any technique type that the user is usually incapable of accessing, they gain a unique price in order to substitute the user's lack of a related reserve and/or capability of using said technique type. The rank of techniques the user can mimic and the type of techniques they can mimic are determined by their refinement of this technique. No. of Retrainings - Max. Rank Mimicked (Native, Non-Native) - Type Unlocked (Unique Price) 0 - Equal Rank, None - Genjutsu (None) 5 - 1-Rank Above, D-Rank - Fabrication (Chakra + Mental Recoil) 10 - 1-Rank Above, C-Rank - Nen Tech (Blood + Mental Recoil) 15 - 2-Ranks Above, B-Rank - Nuinjutsu (Chakra + Blood + Mental Recoil) 20 - 2-Ranks Above, A-Rank - Emotion Tech (Chakra + Emotion Limit) 25 - 3-Ranks Above, S-Rank - Technomancy (Chakra + Blood + Sanity)
Name: Enhanced Condition: Impervious Flesh Classification: Ronin Tech/Kinjutsu Rank: C-Rank No. of Retrainings: 0/25 Class: Passive Range: Self
Description: With this, the Enhanced Condition granted by the user's Asura Physiology has taken effect on their Hardened Bodies - Impervious Flesh passive. As the technique takes effect, the user's body becomes ever sturdier and their athleticism also improves. The more the user refines this ability, the more their natural Durability increases, allowing them to take even more punishment than they would be able to normally. This addition is applied at all levels of training the technique, allowing the user unparalleled defenses whether or not they've kept up their exercise. They are also capable of staying in shape for a longer period of time before their passive begins to revert to lower levels. Neither of these modifiers are accumulative, as higher levels of retraining replace the benefits of lower levels. No. of Retrainings - Add. Durability - Add. Time 5 - 1 D - 1 OOC Week 10 - 2 D & 1 C - 2 OOC Weeks 15 - 3 D, 2 C & 1 B - 3 OOC Weeks 20 - 4 D, 3 C, 2 B & 1 A - 4 OOC Weeks 25 - 5 D, 4 C, 3 B, 2 A & 1 S - 5 OOC Weeks
Name: Enhanced Condition: Erotic Awareness Classification: Ronin Tech/Erojutsu Rank: D-Rank No. of Retrainings: 0/25 Class: Passive Range: Self
Description: With this, the Enhanced Condition granted by the user's Asura Physiology has taken effect on their Altered Perception - Erotic Awareness passive. This enhancement causes the user's enhanced awareness to be applied to all of their senses not only their Altered Sight. This translates to the other four of the user's Senses being increased in level the more aroused the user becomes. Refinement of this technique determines which of the other senses are affected, while the user's level of arousal determines how high these senses are raised. No. of Retrainings - Senses Affected - Sense Level (S.L. Req) 5 - N/A - Normal (Full) 10 - Hearing - Raised (3/4th) 15 - Touch - Enhanced (Half) 20 - Smell - Max (1/4th) 25 - Taste - Above Max (Empty)
Name: Enhanced Condition: Hardened Bodies Classification: Ronin Tech/Taijutsu Rank: C-Rank No. of Retrainings: 0/25 Class: Passive Range: Self
Description: With this, the Enhanced Condition trait of the user's Hardened Bodies passive. The enhancement of the passive causes the user's body to be able to withstand more punishment from the user's Ride and the use of their Roads. The user's athleticism also greatly improves, extending the amount of time they are capable of waiting to retrain their passive before they fall out of shape. These bonuses allow the user to exceed the cap other Gravity Children have on their passive, however the bonuses are not accumulative so what is granted by lower levels is replaced when higher levels are trained. No. of Retrainings - Add. Strain - Add. Time 5 - None - +1 OOC Week 10 - +1-Rank - +2 OOC Weeks 15 - +1-Rank - +3 OOC Weeks 20 - +2-Ranks - +4 OOC Weeks 25 - +2-Ranks - +5 OOC Weeks
Name: Enhanced Condition: Crafted Intellect Classification: Ronin Tech/Taijutsu Rank: C-Rank No. of Retrainings: 0/25 Class: Passive Range: Self
Description: With this technique, the Enhanced Condition trait of the user's Asura Physiology has taken effect on their Crafted Intellect passive. This enhancement mainly serves to further advance the user's intelligence, with this technique causing the user to now be on par with a Super Genius in terms of intellect. Additionally it also increases the success chance when forging elemental conduit weaponry, and also allows the user to glean specific information about targets who have a proficiency in weapon usage (Kenjutsu, Shurikenjutsu, Kugujutsu, Kyujutsu, Hojutsu), alongside requiring them to put all of said techniques in spoiler tags when used. No. of Retrainings - Success Chance Mod. - Information Gathered 5 - +1 - Related Weapons on Person 10 - +1 - Related Weapons Owned 15 - +2 - Related Specialization (Pure Technique - Type of Technique) 20 - +2 - Related Specialization (Pure Technique - Technique) 25 - +3 - Related Specialization (Type)
Name: Enhanced Condition: Altered Perception Classification: Ronin Tech/Taijutsu Rank: C-Rank No. of Retrainings: 0/25 Class: Passive Range: Self
Description: With this the Enhanced Condition trait of the user's Asura Physiology has taken affect on their Altered Perception passive. This enhancement serves to increase the user's Sight even further, causing this sense to be elevated to a higher level, allowing their perception to expand across wider distances. This also serves to increase the cap on the speed they care capable of perceiving with their Altered Perception, enabling them to pick up on and react to higher speeds than normal. The new speed cap and the level of the user's sight are both determined by how much this technique is trained. No. of Retrainings - Speed Cap - Sight Level 5 - S-Rank - Raised 10 - S-Rank - Enhanced 15 - SS-Rank - Max 20 - SS-Rank - Above Max 25 - SSS-Rank - Super Sensory
Name: Classification: Rank: No. of Retrainings: 0/25 Class: Range:
Description:
- Combat Specialty:
- Primal Aura:
- Battle Fury:
- ???:
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Last edited by Sid on 10th June 2021, 8:06 am; edited 16 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 6th May 2017, 5:57 pm | |
| Stuff for Sid (Definite)- Soul Manipulation:
This is an Ability that allows the user unparalleled command over their own soul, enabling them to manipulate it in ways that others are incapable of. Whether manifesting their soul in a physical form, using it to bolster their body or even severing pieces of it without risking destroying the entire things in the process, the user is capable of using their soul for a slew of Offensive, Defensive or Supplementary purposes. - Soul Pocus:
Name: Soul Pocus Classification: Fighting Style Rank: B-Rank Class: Supplementary Range: Self
Description: This fighting style makes use of Sidonie's Soul Manipulation Ronin Ability, thus making it and what it entails almost completely unique to her. This Roninkinjutsu fighting style varies largely from others in that it does not have a predetermined capability, but rather defines how Sid is capable of manipulating her soul and the resultant effects of said manipulation. Normally an individual is only capable of utilizing a True Soul Price (Sacrificing their Life) or a False Soul Price (Unilateral Reduction from all Reserves) when harnessing their souls in techniques, however Sidonie's ability allows her to safely utilize her soul in a third manner known as an Unknown Soul Price. Unknown Soul Prices have to do with the user shaving off pieces of their soul in order to fuel techniques, not weakening themselves in the moment but rather shortening their lifespan in the process of removing said fragment of their soul. This price is referred to as "Unknown" because it has no outward effect upon Sidonie as she pays the price and thus appears as though she is capable of doing so without consequence. This fighting style, when learned, grants Sidonie knowledge of her True Age as a sort of unique reserve for the techniques of this fighting style. The amount of time removed from her life span for Soul Pocus techniques depend on their rank. Sidonie's True Age: (Insert True Age) Sidonie's Current Lifespan: (Insert Lifespan after Unknown Soul Prices) Rank of Tech - Lifespan Price D - Hours C - Days B - Weeks A - Months S - Years SS - Decades (1) SSS - Decades (2) Z - Decades (3)
Name: Soul Pocus: All for One Classification: Roninkinjutsu Rank: D-Rank (Variable Lifespan Price) Class: Supplementary Range: Self (Homies)
Description: Req. House of Soul to be learned and used at least once. This technique was created in order to empower Sidonie's Homies to be even stronger, using her ability to manipulate her own soul in order to strengthen them further. This technique allows Sid to sacrifice more of her life in order to imbue her Homies with more techniques that they are capable of calling upon, with the rank of technique granted maxing out at equal to her rank, while drawing a lifespan price based on the rank of the technique. The true strength of this technique lay in her ability to resonate the pieces of her soul with each other as well as herself, allowing Sid to create Combination Techniques which combine the abilities or techniques of her Homies and herself, just as other Shinobi are capable of creating Combination Techs with others. The name of the Combination is dependent on its participants. Tech Granted - Lifespan Price D - 1 Hour C - 1 Day B - 1 Week A - 1 Month S - 1 Year SS - 1 Decade SSS - 2 Decades
Combo Type - Combo Name = Participants Two Man - ??? (Sid + Rider), ??? (Sid + Fiona), ??? (Sid + Zepplin), ??? (Rider + Fiona), ??? (Rider + Zepplin), ??? (Fiona + Zepplin), Three Man - ??? (Sid + Rider + Fiona), ??? (Sid + Rider + Zepplin), ??? (Sid + Fiona + Zepplin), ??? (Rider + Fiona + Zepplin) Four Man - Mother of Fear (Sid + Rider + Fiona + Zepplin)
Name: Soul Pocus: Soul Shade Classification: Roninkinjutsu Rank: C-Rank (3 D-Rank False Soul Price) Class: Supplementary Range: Self (Shadow)
Description: Req. Active Shadow. This technique entails Sidonie imbuing her Shadow with the power of her soul, causing it to be able to leave her person and act of its own accord, much like a clone technique. This entity is known as a Soul Shade, a Semi-Tangible entity that possesses the user's tiers and is capable of replicating the user's Physical Techniques. The power of the Soul Shade lay in its enhanced ability to inspire fear within a target, now requiring a Barrier + Spirit Tier Chain to resist the Intimidation effect of the Shadow technique. This depletion is also capable of targeting the Fear Limit when the Intimidation Limit is fully depleted, and ultimately a target's Sanity Limit if their Fear Limit is fully depleted. The user is capable of creating multiple Soul Shades at once by splitting the power of their Shadow, however when doing so they become completely Intangible and incapable of using any of the user's Physical techniques. When split, the amount of Soul Shades is dependent on the user's Rank. Rank - Soul Shades C - 2 B (Low) - 3 B (High) - 4 B (Elite) - 5
Name: Soul Pocus: Words to the Soul Classification: Roninkinjutsu Rank: A-Rank (B-Rank False Soul Price) Class: Supplementary Range: Self (Shadow), Contact (Trigger)
Description: This technique is connected to the user's ability to inspire fear within an opponent. Unbeknownst to many, fear is capable of weakening the soul to assaults from those able to target the soul directly, and Sidonie takes full advantage of that. To initiate this technique, Sidonie imbues her voice with the power of her soul before telling her target "Covet your life". After completing this ritual, Sid gains the ability to absorb the lifespan of their target the next time she comes into contact with them, shortening their life while extending her own. There is a time limit wherein Sidonie must come into contact with her target elsewise the energy from this technique is lost. The price for this technique is paid each time the words are spoken, with Sidonie only being able to drain lifespan from others once that is done. The maximum amount of life Sidonie can take from a target at once is dependent on the level of their Intimidation, Fear and Sanity Limits. Limit - Lifespan Taken (Int., Fear, Sanity) Full - N/A 3/4th - 6 Hours, 12 Hours, 1 Day Half - 3 Days, 5 Days, 7 Days 1/4th - 1 Week, 2 Weeks, 3 Weeks Empty - 1 Month, 3 Months, 6 Months Below Empty - 1 Year, 3 Years, 5 Years *Note: The amount of lifespan taken for different depletion levels stack with different limits (ex: Intimidation at 1/4th, Fear at Half and Sanity at 3/4th would allow Sid to absorb 1 Week and 6 Days from the target wehn coming into contact with them).
Name: Soul Pocus: House of Soul Classification: Roninkinjutsu Rank: S-Rank (Variable Lifespan Price) Class: Supplementary Range: Self
Description: This technique is special within the Soul Pocus style, as it entails not only removing pieces of the soul but also using it to create a form of life. With the initiation of this technique, Sidonie is capable of removing a piece of her soul, shortening her lifespan by 1 Year, before imbuing it into an object, material or source of materia. The fragment of her soul makes a home in whatever it is imbued into, giving it sentience and powers unique to these creations. Sid has dubbed these creations "Homies", and they are classified as Living Weapons with Souls in regards to Destruction Techniques. When created, each Homie is granted sentience and thus its own personality, often being formed from exaggerated traits that Sid herself possesses. They are capable of being created from non-sentient sources of material (i.e. objects, materia etc), and are classified as "Angelic Living Weapons" in regard to what they are capable of, each being connected to the user and possessing three intertwined abilities that must be unlocked via Training. Additionally, upon creation Homies gain 6 techniques (Classification = Energy Tech) related to their abilities that are separate from Sid's own Technique List, though Sid is capable of sacrificing more of her life to grant them more techniques at base, +1 Tech for every 2 Months sacrificed (max. 6 Techs for 1 Year). These techniques are capped at 1-Rank Below the user's own (min. of D, max of SS at X). The user is capable of possessing up to 3 Homies at once, with the number available to them being dependent on their rank. Rank - Homie Slots = Homie D - 1. Rider B - 2. Fiona S - 3. Zepplin *Note: Due to being forged from the user's soul, unless targeted by a Soul Damaging or Destroying Technique, Homies will regenerate from damage after a certain amount of Turns (D = 1, S = 5, SS = 10, SSS = 15) and if damaged to the point of destruction, will return to Sid after a number of Topics based on her rank (D = 7, X = 1). If destroyed by a Soul Targeting technique, the Homie is lost forever, as is the life spent to create them, but the slot is open filled by a new one.
Name: Soul Pocus: Spiritual Enlightenment Classification: Roninkinjutsu Rank: SS-Rank Class: Supplementary Range: Self (Nen Nodes)
Description: Sidonie has learned various ways to increase her body's capabilities by focusing her soul into the task. After gaining more and more knowledge of the world around her, Sid learned that there are those out in the world capable of harnessing Nen and the various powers granted to those with the energy source. Despite not possessing the usual necessities for unlocking Nen, namely Psionic Release, Sidonie decided that she would like the power for herself as well. This technique allows Sidonie to burn away a fraction of her soul, shortening her lifespan by 10 Years, in order to focus that power into her brain and forcibly stimulate her Nen Nodes. However, she is incapable of unlocking the full power of her Nodes all at once, resulting in her reserves increasing based on the amount of time passed since she unlocked her Nodes rather than as she ranks up. Time Since Unlocked (IC) - Nen Reserves 1 Year or Below - 4 C-Ranks & 2 B-Ranks 2 Years - 8 C-Ranks, 4 B-Ranks and 2 A-Ranks 3 Years - 10 C-Ranks, 6 B-Ranks, 4 A-Ranks & 2 S-Ranks 4 Years - 12 C-ranks, 8 B-ranks, 6 A-ranks, 4 S-ranks and 2 SS-ranks 5 Years - 14 C-ranks, 10 B-ranks, 8 A-ranks, 6 S-ranks, 4 SS-ranks, and 2 SSS-ranks 6 Years - 16 C-ranks, 12 B-ranks, 10 A-ranks, 8 S-ranks, 6 SS-ranks, and 4 SSS-ranks 7+ Years - 18 C-ranks, 14 B-ranks, 12 A-ranks, 10 S-ranks, 8 SS-ranks, and 6 SSS-ranks
Name: Soul Pocus: Astral Possession Classification: Roninkinjutsu Rank: SSS-Rank (Variable Soul Price) Class: Supplementary Range: Self (Homies), Contact (Possession)
Description: Sidonie's ability to project her soul out of her body paired with her ability to more finely manipulate said soul has given rise to a rather unique ability that serves to empower her Homies. By focusing the ability of Astral Projection onto them while simultaneously empowering them with more strength from her own soul, Sid is capable of allowing her Homies to possess a target, Equal to her Rank or below, that they come into contact with. This possession can either be Temporary, allowing the Homies to control their victim for a set duration while draining a False Soul Price from Sid so long as they are possessing their victim, or Permanent wherein Sid sacrifices some of her Lifespan in order to initiate a battle of wills between her Homie and their target, the winner of which claims ownership over the body. The first method is capable of being resisted by Barrier Tiers Equal to Sid's Rank, though renders the target immobile for as long as the Homie attempts to possess them, or completely ignored by Equal Rank Spirit Tiers. The second method can be resisted by Equal Rank Spirit Tiers, though the target is rendered immobile for the duration of the possession, or completely ignored by an Equal Rank Spirit+Barrier Tier Chain. In regards to gaining permanent control of the body, the Homie and their target undergo a battle within the target's mindscape. Should the Homie win they absorb the victim's soul into their form and take control over the body, though in the event of a loss they are "destroyed" and Sid receives S-Rank Spiritual Recoil as a consequence. In the event of their victory, the Homie takes possession of the body and all its abilities, alongside retaining the Abilities granted to them as Living Weapons plus the ability to train their own unique techniques through Specialization Training (Consumes 1 Specialization Slot with the name of the Homie). When guiding her Homies to possess her target, there is a time limit before the price of possession must be repaid to maintain the connection. This limit is determined by the rank of the target, as more powerful individuals require more maintenance than others. Additionally, the prices to attempt possession is dependent on the disparity between Sidonie's Rank and that of her victim's. Rank - Duration - Disparity = Price D - 20 P.T. - Equal Rank = SS-Rank False Soul or 10 Years C - 20 P.T. - 1-Rank Above = S-Rank False Soul or 7 Years B - 15 P.T. - 2-Ranks Above = A-Rank False Soul or 5 Years A - 15 P.T. - 3-Ranks Above = B-Rank False Soul or 3 Years S - 10 P.T. - 4-Ranks Above = C-Rank False Soul or 1 Year Z - 10 P.T. - N/A X - 5 P.T. - N/A
- Homies:
Homie Name: Rider the Storm Homie Rank: Variable (Equal to Sid) Homie Appearance: Rider takes the form of a puffy cloud with droopy "hooded" eyes, a small pointed nose and thin lips. It possesses what resembles a hairdo, appearing to like a large bang that covers its right eye totally. Rider is Small in size, being 3ft tall, wide and long, appearing about the size of a small child. Homie Personality: Rider is the "oldest" of Sid's Homies, but by far the least responsible. He is a bit lazy, preferring to spend his time lounging around and eating his favorite snack: nimbus clouds. He isn't usually one for fighting because of the exertion usually involved in it, however he will participate on behalf of his master if they ask (or bribe) him. While loyal to Sid, as a creature born of her soul should be, he does possess a will of his own. He is capable of being swayed to disobey her or even leave her side permanently if offered a meal fit for a king. Nimbus Offered - Disobey Roll (Success) - Betrayal Roll (Encounter) Regular - Roll of 1 - N/A Rainstorm - Roll of 1 - N/A Snowstorm - Roll of 1 or 5 - Roll of 100 Firestorm - Roll of 1 or 5 - Roll of 99 or 100 Duststorm - Roll of 1, 5 or 7 - Roll of 98 to 100 Galestorm - Roll of 1, 5 or 7 - Roll of 97 to 100 Heatstorm - Roll of 1, 5, 7 or 10 - Roll of 96 to 100 Geomagneticstorm - Roll of 1, 5, 7 or 10 - Roll of 95 to 100 Thunderstorm - Roll of 1, 3, 5, 7 or 10 - Roll of 90 to 100 Lux/Umbra Tempest - Any but 2 or 4 - Roll of 85 to 100 Canus Tempest - Any but 2 - Roll of 80 to 100 *Note: If convinced to betray Sid, Rider must be provided with the same type and amount of Nimbus offered when he decided to leave her side each Topic afterwards. Upon failing to provide him his snack, Rider will turn against his new owner and return to his creator.
Homie Type: Angelic Homie Description: Rider is a unique Angelic Living Weapon created through the power of Soul Manipulation. This power has allowed him to be much like regular Living Weapons, but also sets him apart from them. His "body" picks up sensory information, allowing him to see, smell, taste, hear and even touch and feel pain. He is also capable of being injured as though a living being, though without the regular vital points of a living creature, allowing him to be crippled by attacks or even healed by Medical Techniques. He is a unique kind of Living Weapon, possessing a 3 Stage Growth Tree that gives him and his wielder access to abilities that can be harnessed through the use of Energy Tech. Being forged from the soul of a particular individual when wielded by anyone other than his proper master (Sid), these abilities require a 2k Weekly Training to unlock and utilize, otherwise they are locked by rank. First Ability (Unlocked at C): Rider is a Homie created from Storm Materia, and as such it would make sense that his abilities and techniques revolve around Storm Release. His first ability allows his Energy Tech to revolve around the creation of various types of Nimbus to use Storm Release, while the type of Nimbus Storms he is capable of harnessing through these techniques is dependent on the current weather in the topic. Weather - Storm Type Normal, Overcast - Storm Sunny, Heatwave - Firestorm Snowy, Hail - Snowstorm Rain, Heavy Rain - Rainstorm Windy, Tornado - Galestorm Thunderstorm - Thunderstorm Sandstorm - Duststorm Blizzard - Snowstorm, Galestorm Rotating Thunderstorm - Thunderstorm, Galestorm Hurricane, Tsunami - Rainstorm, Galestorm Volcanic Ash - Heatstorm *Note: During Blizzards, Rotating Thunderstorms, Hurricanes and Tsunamis, Rider is capable of harnessing Galestorm as a secondary storm type to the primary one, though all Galestorm effects being 1-Rank lower than the primary.
Second Ability (Unlocked at A): Rider's second ability revolves around his nature as a cloud as well as his gluttonous appetite. Nimbus are capable of growing in size and power based on how many storm clouds are compounded in their creation, and Rider shares this ability. He possesses an empty Hunger Limit (equal to Wielder's), which allows him to consume Storm Materia in order to sate his hunger. As he consumes more and more nimbus, Rider grows in size as well as storm strength, all dependent on the level of his Hunger Limit. Hunger Limit - Size (Storm Str) - Materia Consumed (Hunger Replenish) Empty - Small (Nimbus) - D = 1 1/4th - Humanoid (Cumulonimbus) - C = 3 1/3rd - Medium S (Adv. Nimbus) - B = 6 Half - Medium M (Adv. Cumulonimbus) - A = 9 3/4th - Medium L (Perf. Nimbus) - S = 12 Full - Medium XL (Perf. Cumulonimbus) - SS = 15 Over Full - Large S (Imperf. Mesocyclone) - SSS = 20 Doubled - Large M (Mesocyclone) - Z = 30 Over Double - Large L (Imperf. Cyclone) Tripled - Large XL (Cyclone) *Note: When at Over Full (Imperfect Mesocyclone) or Over Double (Imperfect Cyclone), Rider is considered stronger than weaker storm strength but weaker than the regular variants of Mesocyclone and Cyclone.
Third Ability (Unlocked at "Z"): Rider's final ability enables him to harness his nature as a Storm himself in order to influence the weather of the world around him. His wielder is capable of channeling chakra through him and into the skies around him, converting the weather to a condition of their choosing. This has the added benefit of converting other sources of Storm Materia in the area to the storm type in question, so long as they are not reinforced by the lifeforce (Blood Price-based Storm Release) of another individual. The chakra price to change the weather is A-Rank with a modifier based on whether or not the current weather condition is Special for the Land (1-Rank Higher), typical for the Land (1-Rank Lower) or whether it is Artificially Influenced (2-Ranks Higher), while this ability affects a set area based on Rider's current Storm Strength. Strength = Area Nimbus = 40ft Cumulonimbus = 80ft Adv. Nimbus = 120ft Adv. Cumulonimbus = 160ft Perf. Nimbus = 200ft Perf. Cumulonimbus = 240ft Mesocyclone = 280ft Cyclone = 320ft *Note: The area of this ability is also affected by scale modifiers based on Rider's Size.
Homie Name: Fiona the Apple Homie Rank: Variable (Equal to Sid) Homie Appearance: Fiona takes the form of an apple that is pitch black in coloration, with a white stitch like curve towards the bottom of it that makes it look as though the apple is smiling. Fiona is Tiny in size, being 6in in diameter, appearing to be double the size of a normal apple. Homie Personality: Fiona is the "middle child" when it comes to Sid's Homies, and is the most helpful of the three siblings. She is soft spoken and gentle, almost to a fault, willing to help anyone when she feels they are in need of it. Fiona is also extraordinarily smart, and is stimulated by intellectual conversation. She often gets distracted when met with a particularly tantalizing discussion, capable of being tricked into disobeying or even betraying Sid if the conversation is interesting enough to her. Target's Intelligence - Disobey Roll (Success) - Betrayal Roll (Encounter) Normal - Roll of 1 - N/A Above Average - Roll of 1 or 5 - Roll of 99 to 100 Near Genius - Roll of 1, 5 or 7 - Roll of 98 to 100 Genius - Roll of 1, 3, 5 or 7 - Roll of 96 to 100 Super Genius - Roll of 1, 3, 5, 7 or 9 - Roll of 94 to 100 Hyper Genius - Any but 2, 4 or 8 - Roll of 92 to 100 Ultra Genius - Any but 2 or 8 - Roll of 90 to 100 *Note: If convinced to betray Sid, Fiona must be engaged in a stimulating intellectual conversation spanning across 20 posts (total) or 10 Turns (whichever comes first). Alternatively, the target may conduct a Weekly Training, 1k Words of which must be dialogue between Fiona and her new companion. These requirements must be fulfilled every other Topic, elsewise Fiona will return to her creator.
Homie Type: Angelic Homie Description: Fiona is a unique Angelic Living Weapon created through the power of Soul Manipulation. This power has allowed her to be much like regular Living Weapons, but also sets her apart from them. Her "body" picks up sensory information, allowing her to see, smell, taste, hear and even touch and feel pain. She is also capable of being injured as though a living being, though without the regular vital points of a living creature, allowing her to be crippled by attacks or even healed by Medical Techniques. She is a unique kind of Living Weapon, possessing a 3 Stage Growth Tree that gives her and her wielder access to abilities that can be harnessed through the use of Energy Tech. Being forged from the soul of a particular individual when wielded by anyone other than her proper master (Sid), these abilities require a 2k Weekly Training to unlock and utilize, otherwise they are locked by rank. First Ability (Unlocked at C): Second Ability (Unlocked at A): Third Ability (Unlocked at "Z"):
Homie Name: Zepplin the Bass Homie Rank: Variable (Equal to Sid) Homie Appearance: Zepplin takes the form of a double-bladed axe that appears to be modified to function as a guitar. The instrument is black in color, with one edge being colored a pastel blue while the other is pastel pink, finally having the name "Zepplin" written upon the stock in alternating blue and pink letters. Zepplin is Small in size, measuring 30in in length from stock to the blades, appearing to be the size of a normal guitar and/or axe. Homie Personality: Zepplin is the "youngest" of Sid's Homies, and curiously enough is the most responsible of the two. They make sure to keep a close eye on their siblings, always attempting to keep Fiona on task or urging Rider to do anything other than just laze about while everyone else does all the work. While technically the most "loyal" to Sid, Zepplin still has their price and that price is music. They are, however, much more picky with their music than their siblings are with their individual things, with Zepplin only being able to be swayed to disobedience or betrayal by members of the Kangen clan. Instrument Type - Disobey Roll (Success) - Betrayal Roll (Encounter) Woodwind (Songblade) - Roll of 1 - N/A Brass (Songblade) - Roll of 1 - Roll of 100 Woodwind (Maestro) - Roll of 1 or 9 - Roll of 98 to 100 Brass (Maestro) - Roll of 1 or 9 - Roll of 96 to 100 Percussion (Songblade) - Roll of 1, 5 or 9 - Roll of 94 to 100 Strings (Songblade) - Roll of 1, 5 or 9 - Roll of 92 to 100 Percussion (Maestro) - Roll of 1, 3, 5 or 9 - Roll of 90 to 100 Strings (Maestro) - Roll of 1, 3, 5 or 9 - Roll of 88 to 100 Vocals (Songblade) - Roll of 1, 3, 5, 7 or 9 - Roll of 86 to 100 Vocals (Maestro) - Roll of 1, 3, 5, 7, 9 or 10 - Roll of 84 to 100 *Note: If convinced to betray Sid, Zepplin and their new wielder must perform a full-length song equal to Zepplin's own rank per Topic in order to maintain Zepplin's new loyalty. Failure to meet this requirement will result in Zepplin losing interest and returning to their creator.
Homie Type: Angelic Homie Description: Zepplin is a unique Angelic Living Weapon created through the power of Soul Manipulation. This power has allowed them to be much like regular Living Weapons, but also sets them apart from the rest. Their "body" picks up sensory information, allowing them to see, smell, taste, hear and even touch and feel pain. They are also capable of being injured as though a living being, though without the regular vital points of a living creature, allowing them to be crippled by attacks or even healed by Medical Techniques. They are a unique kind of Living Weapon, possessing a 3 Stage Growth Tree that gives them and their wielder access to abilities that can be harnessed through the use of Energy Tech. Being forged from the soul of a particular individual when wielded by anyone other than their proper master (Sid), these abilities require a 2k Weekly Training to unlock and utilize, otherwise they are locked by rank. First Ability (Unlocked at C): Second Ability (Unlocked at A): Third Ability (Unlocked at "Z"):
- Wight Physiology:
This is a unique Ability that allows the user to permanently take on the traits of a Wight, a specific type of undead creature. The traits the user unlocks is determined by their skill level. Rank - Trait - DescriptionD - Reanimation - Revival after Death C - Undead Body - Traits awarded to Undead B - Semi-Immortality - Immunity to Death via Old Age A - Dead Mind - Resistance to Mental Effects S - Lifespan Absorption - Reduction of Lifespan via Damage Z - Astral Projection - Soul Projection over Distances X - Empowerment - Increases the capabilities of all lower levels. Elite - Advancement - Grants access to the abilities up to 1-Rank above the User (i.e. an Elite C-Rank would have access to Reanimation, Undead Body & Semi-Immortality). - Reanimation:
Name: Wight Physiology: Reanimation Classification: Ronin Tech Rank: D-Rank Class: Supplementary Range: Self
Description: Wight Physiology is a unique Ronin Ability due to the fact that it requires the user's death to activate in full. The first trait of the ability, Reanimation, allows for this as it returns the user's soul to their body after their death. This acts as a unique Get Out of Jail Free Card, as upon death the user's soul doesn't pass on but instead lingers in the Physical World (only visible to those with Equal Rank Spiritual Sensory, Soul Sensory or a connection to the 5th Dimension) for a set period of time before returning to the user's body, thus returning them to life. This technique is one of the few GOoJF techniques that can be used multiple times in a topic, as the user has a limited number of uses for their entire lifetime before they are incapable of cheating death further and are claimed by the Shinigami. The max uses of this technique, and the time it takes for the user's soul to return to their body, is determined by the user's skill. Rank (Uses) - Reanimation Time D (1) - 2 Topics C (2) - 1 Topic B (3) - 80 Posts or End of Topic A (4) - 60 Posts or End of Topic S (5) - 40 Posts or End of Topic Z (6) - N/A X (7) - N/A
- Undead Body:
Name: Wight Physiology: Undead Body Classification: Ronin Tech Rank: C-Rank (Life Sacrifice) Class: Supplementary Range: Self
Description: Req. Reanimation to have been used at least Once in a Topic. This trait of Wight Physiology only takes effect upon the user's death, which goes hand in hand with the effects of Wight Physiology: Reanimation, which allows the user's soul to return to their body instead of being taken directly to the Afterlife. With this technique, during the time wherein the user's soul lingers, their body dies and once they return to it they are from then on considered an undead creature. This technique is more of a gateway than anything, as it simply establishes the user's nature as an undead being, while further techniques are required to expand upon what exactly that fact entails for them. This technique does serve to modify Wight Physiology: Reanimation, as due to becoming Undead, the user is no longer beholden to the limitations of straddling the boundaries of life and death. Upon becoming Undead, Reanimation no longer has a lifetime use limit, as the user no longer truly dies when it is activated, they are instead placed in a state of suspended animation. However, the technique returns to the regular nature of Get Out of Jail Free Cards in that it can only be used once per topic, though when activated the user is rendered unconciouss for a short time before they are able to act again, determined by their rank. However if "killed" again in the topic, the user is rendered unconscious until the end of it. Rank - Time Unconscious (P.T.) D - 11 P.T. C - 9 P.T. B - 7 P.T. A - 5 P.T. S - 3 P.T.
Name: Wight Physiology: Undead Body - Temperature Resistance Classification: Ronin Tech Rank: D-Rank Class: Supplementary Range: Self
Description: A facet of the Undead Body granted by the user's Wight Physiology, it is commonly known that most undead lack internal body heat, which leads them to being largely unaffected temperature-based environmental effects. This results in the user being unable to be detected by Heat Sensory, while also giving them an increased Hypothermia Limit and lends them a resistance to statuses from sources of Cold or Heat. The user being unhindered by these things comes with its own drawbacks, however, as the body uses the effects of temperature around it to signal and regulate the body, with the lack of that throwing it into a bit of disarray. When in Cold Weather Conditions, or under the effects of techniques that replicate them, the user suffers an increase in the amount of stamina drained as it becomes harder to move due to their body stiffening. Conversely, when affected by Hot Weather Conditions, or techniques that replicate them, the user becomes more easily damaged as their stagnant cells weaken. Rank - Hypothermia Limit Increase - Status Resistance - Stamina Increase (Cold) - Damage Increase (Heat) D - Increased by 1/4th - D-Rank Heat/Cold Statuses - +1.5x - +3-Ranks (Phys. Only) C - Increased by 1/3rd - C-Rank Heat/Cold Statuses - +1x - +2-Ranks (All) B - Increased by Half - B-Rank Heat/Cold Statuses - +.75x - +2-Ranks (Phys Only) A - Increased by 3/4th - A-Rank Heat/Cold Statuses - +.5x - +1-Rank (All) S - Doubled - S-Rank Heat/Cold Statuses - +.25x - +1-Rank (Phys Only)
Name: Wight Physiology: Undead Body - Self Sustenance Classification: Ronin Tech Rank: D-Rank Class: Supplementary Range: Self
Description: A facet of the Undead Body granted by the user's Wight Physiology, it is known that the Undead do not require food, drink, sleep nor do they even need to breathe in order to survive. This translates to boosted Hunger, Thirst and Sleep Limits for the user as well as them no longer requiring Respiration to survive. However, in return their body is no longer satisfied by normal food or drink, now requiring raw flesh to sate hunger and fresh blood to slake thirst. When their Sleep Limit is reduced, they do not fall asleep but instead receive a reduction to all of their Tiers however they are able to restore this limit by sacrificing Stamina at a 1:1 Ratio. Finally, the user doesn't need to breathe, but they must do so if they wish to naturally restore their Stamina Limit while standing still. These effects are all governed by the user's rank. Rank - Limit Increase (Hunger, Dehydration & Sleep) - Flesh/Blood Consumed (Limit Restored) - Sleep Limit (Tier Red.) D - Increased by 1/4th - D (1/2) - Full = N/A C - Increased by 1/3rd - C (2/3) - 3/4th = -1 to All B - Increased by Half - B (3/4) - Half = -2 to All A - Increased by 3/4th - A (4/5) - 1/3rd = -3 to All S - Doubled - S (5/6) - 1/4th = -4 to All N/A - N/A - SS (10/12) - Near Empty = -5 to All N/A - N/A - SSS (15/18) - Empty = -6 t0 All N/A - N/A - Z (20/24) - Below Empty = -7 to All
Name: Wight Physiology: Undead Body - Damage Resistance Classification: Ronin Tech Rank: D-Rank Class: Supplementary Range: Self
Description: A facet of the Undead Body granted by the user's Wight Physiology, made possible due to the fact that undead are less susceptible to damage from all sources. As the user becomes more and more skilled, they become more and more resistant to damage, while also causing damage to their vital points to be decreased thanks to these points no longer being vital for the user to sustain "life", but simply for them to be able to function with a level of ease. The user, due to being undead, is also gains a level of pain resistance that allows them to resist effects which render them comatose after suffering varying amounts of pain or mental damage. While the user is more resistant to damage and pain, their natural survival instincts have been turned off causing them to no longer gain benefits from adrenaline when suffering certain levels of damage. Their wounds also do not fully heal between topics, however the damage they sustained before exiting the topic is reduced by a set amount when entering a new one. Rank - Pain Resistance - Damage Resistance (Vitals) - Damage Restoration D - Tolerance (Counts as D-Rank Barrier vs Comatose) - Tolerance (Larynx & Lungs Deal 1-Rank Higher) - 1/8th Damage Restored C - Tolerance (Counts as C-Rank Barrier vs Comatose) - Tolerance (Liver & Kidneys Deal 1-Rank Higher, Larynx & Lungs Deal Normal) - 1/4th Damage Restored B - Resistance (Counts as B-Rank Barrier vs Comatose) - Resistance (Jugular & Artery Deal 1-Rank Higher, Liver & Kidneys Deal Normal) - 1/3rd Damage Restored A - Resistance (Counts as A-Rank Barrier vs Comatose) - Resistance (Heart Deals 1-Rank Higher, Jugular & Artery Deal Normal) - Half Damage Restored S - Immunity (Counts as S-Rank Barrier vs Comatose) - Immunity (Brain Stem Deals 1-Rank Higher, Heart Deals Normal) - 3/4th Damage Restored
Name: Wight Physiology: Undead Body - Bodily Liberation Classification: Ronin Tech Rank: D-Rank Class: Supplementary Range: Self
Description: A facet of the Undead Body granted by the user's Wight Physiology, made possible due to the fact that undead are less susceptible to damage from all sources. In this instance, it allows the user to not only survive various forms of dismemberment or organ destruction, but still allow themselves to function with organs destroyed or pieces of themselves removed while also letting severed parts of their body to function on their own. While it allows the user almost unparalleled survivability, when their organs are destroyed they loose a set amount of their Blood Reserves based on the organ in question (if Heart or Brain are destroyed, the user is considered killed and Reanimation is activated), while severed body parts lower the user's Stamina Reserves by a set amount until it is returned to the rest of their body. Part Removed = Stamina - Organ Destroyed = Blood Lost Head (Includes Neck) = 10 - Minor () = 2 D Upper Torso (Includes Chest & Shoulders) = 15 - Minor () = 3 D Biceps (Includes Elbows) = 5 - Minor () = 4 D Forearms (Includes Hands) = 5 - Minor () = 5 D Lower Torso (Includes Groin & Buttocks) = 15 - Major () = 1 C Thighs (Includes Knees) = 5 - Major () = 1 B Shins (Includes Feet) = 5 - Major () = 1 A *Note: If multiple parts of the body are removed at once (i.e. Upper Torso, Arms & Head) then their Stamina is stacked. Severed parts are capable of acting independently, and as such rely on their own Stamina Reserves to function. If the user's Stamina has been reduced, severed parts lose stamina in order from most to least important (Shins, Forearms, Thighs, Biceps, Lower Torso, Upper Torso, Head), and if parts removed lack any stamina they cannot function on their own.
Name: Wight Physiology: Undead Body - Anti-Life Shell Classification: Ronin Tech Rank: D-Rank Class: Supplementary Range: Self
Description: A facet of the Undead Body granted by the user's Wight Physiology, made possible due to the state of undeath being a form of "anti-life", their body functions different from the living. In this sense, the fact that they are undead makes them undetectable to most forms of Life Sensory, requiring said techniques (or similar Spiritual Techniques) to be geared towards sensing the Undead as opposed to the Living. The user, while possessing Blood, gains a resistance to Bleeding effects that grows in strength with them. As a consequence, the user's body does not produce more blood, requiring them to consume the blood of others to replenish their own reserves, and their body acts aversely to Medical Techniques that revolve around repairing wounds, actually taking Spiritual damage from them. This new nature of their body requires them to use blood consumed from others to heal wounds at a 2:1 Ratio (Blood:Damage), or use a separate Kinjutsu technique revolving around healing the Undead in order to repair wounds in the midst of battle. They are also able to overfill their Blood Reserves by consuming the blood of others, though at a limit based on their rank. Rank - Bleed Resist - Consumption Ratio (Drain:Replenish) - Max. Overfill D - C-Rank - 5:1 - Up to 1/4th C - B-Rank - 4:1 - Up to 1/3rd B - A-Rank - 3:1 - Up to Half A - S-Rank - 2:1 - Up to 3/4th S - SS-Rank - 1:1 - Up to Double
Name: Wight Physiology: Undead Body - Unhindered Vigor Classification: Ronin Tech Rank: D-Rank Class: Supplementary Range: Self
Description: A facet of the Undead Body granted by the user's Wight Physiology, brought about by the fact that since the user is undead they are unable to truly die again, at least not by many normal methods. This grants the user an immunity to natural Diseases and Poisons, as well as a slight Resistance to those that are Chakra-based, synthetic or man-made. Separate from this, the user is also able to survive their Stamina, Chakra and Nen Reserves being completely depleted, however when depleted each reserve causes a debuff to all of the user's tiers based on how low the reserves are. These debuffs stack with each other, causing a depletion in all three reserves to cripple the user to the point of them being completely incapable of defending themselves, taking action against another or even functioning as a normal individual would. The user's rank determines their resistance to Diseases and Poisons. Rank - Disease Resistance - Poison Resistance - Limit Level = Tier Debuff D - Tolerance (Synthetic) - Tolerance (Artificial) - Three Quarters Depleted = -2 to All C - Tolerance (Virus) - Tolerance (Venom) - Near Empty = -4 to All B - Resistance (Synthetic) - Resistance (Artificial) - Empty = -6 to All A - Tolerance (Virus) - Resistance (Venom) S - Immunity (Synthetic) - Immunity (Artificial)
- Semi-Immortality:
Name: Wight Physiology: Semi-Immortality Classification: Ronin Tech Rank: B-Rank Class: Supplementary Range: Self
Description: Due to the nature of the Wight Physiology, the user has become an undead creature. Because of this, the methods of actually killing the user have become much more limited than for others, as it is difficult for the dead to truly die again. Tied to this is another trait of the Ability, granting the user Semi-Immortality, which manifests as the user no longer aging nor being susceptible to dying of old age. Upon the user dying and be reborn as a wight, their aging process stops at the age of death and their lifespan no longer wanes as other's would. The user's lifespan is no longer shortened by high levels of damage, as the damage no longer ages them prematurely, while techniques that specifically shorten the user's lifespan for some benefit or detriment cannot shorten their lifespan below their "age of death". Upon their excess lifespan being consumed, no further effects are capable of being applied that carry a lifespan price unless the user possesses a method of artificially replenishing their lifespan. Sid's True Age: Sid's Age of Death:
- Dead Mind:
Name: Wight Physiology: Dead Mind Classification: Ronin Tech Rank: A-Rank Class: Supplementary Range: Self
Description: Wights are undead creatures, and as such anyone bearing their Physiology becomes one as well. This has a unique effect on their mind, as the minds of the dead function in a different matter to the minds of the living. Not only are their thoughts obscured by the shroud of death that overtook them at one point, but their neural pathways have also shifted slightly due to the stagnation of their brain cells. This causes the user to become undetectable to Mental Sensory, Brainwave Sensory, Emotion Detection or Telepathy at certain levels, as well as granting the user a certain resistance to Illusions that attempt to affect their mind. Rank - Undetectable - Illusion Resistance D - C-Rank or Below - Tolerance (Physical Illusions) C - B-Rank or Below - Tolerance (All Illusions) B - A-Rank or Below - Resistance (Physical Illusions) A - S-Rank or Below - Resistance (All Illusions) S - SS-Rank or Below - Immunity (Physical Illusions)
- Lifespan Absorption:
Name: Wight Physiology: Lifespan Absorption Classification: Ronin Tech Rank: S-Rank Class: Supplementary/Offensive Range: Self, Contact (Effect)
Description: One lesser known trait of Wights is actually a reason why they are so feared as undead monsters. They possess the ability to forcibly rip the lifespan from targets they deal damage to, so long as said damage is inflicted by their own body, an extension of their body, or a few other limited mediums. These mediums are determined by the user's Rank, while the lifespan absorbed by them dealing damage is completely dependent on the amount of damage dealt to a target, as well as whether or not the damage was dealt to a vital area. The lifespan absorbed can be used to extend their excess lifespan, if they so desire, or can be used to restore their depleted limits (1 Week = 1 Point to a Depleted Limit). Damage - Lifespan Absorbed - Rank = Available Mediums D or C (Non-Vital) - 1 or 4 Days - D - Technique (Taijutsu) D or C (Vital & Survived) - 1 or 2 Weeks - C - Object (Ability & Element) B or A (Non-Vital) - 1 or 3 Months - B - Technique (Kinjutsu) B or A (Vital & Survived) - 6 or 9 Months - A - Object (Ability or Element) S (Non-Vital) - 1 Year - S - Technique (Ronin Tech) S (Vital & Survived) - 3 Years - Z - Object (Normal) SS (Non-Vital) - 2 Years - X - Technique (Kenjutsu) SS (Vital & Survived) - 6 Years SSS (Non-Vital) - 6 Years SSS (Vital & Survived) - 18 Years Z (Non-Vital) - 18 Years Z (Vital & Survived) - 54 Years *Note: In order for Object Mediums to be eligible for being used as an extension of this technique they must either be in contact with the user at the time the target is damaged (i.e. using a sword to cut a target) or have been forged using a piece of the user's own body as a component.
- Astral Projection:
Name: Wight Physiology: Astral Projection Classification: Ronin Tech Rank: SS-Rank Class: Supplementary Range: Self (Effect), AoE (Range)
Description: Another trait of Wights that is not well known is their nature as reanimated beings. All wights have had their souls removed from their form before it returns to their body in order to reanimate it, with there being a certain disconnect between their soul and their body from that point onward. This doesn't exactly have a negative effect upon the user, rather it allows their soul to shed their body for a period of time in order to walk as a spirit capable of traversing the Physical World and Afterlife. In this form, only their Spiritual Techniques are available to them, and however they are undetectable to anything less than SSS-Rank Spiritual Sensory or an equal rank target with access to the 5th Dimension. This leaves the user's body susceptible to damage and "death" but due to the nature of Wights, killing the user's body will only force an activation of the Reanimation technique at the end of which the user's body is forcibly returned to their body and they are unable to use this technique for the rest of the topic. While their body isn't as vulnerable as one may think, there soul becomes a weak point capable of destruction which will result in their permanent death. Their soul is immune to Chakra, Physical and Mental Damage, while possessing a resistance to Hybrid (Halved), a Vulnerability to Spiritual (Doubled) and a Weakness to Natural (Tripled). Additionally their soul possesses a max amount of damage from any source they are able to take before their soul is destroyed. Despite being able to move freely in this form, the user does have a limit to how long they are able to remain in their spirit form before they are forcibly recalled to their body, which is determined by their rank, with a modifier based on Spirit Tiers. Rank - Duration - Spirit Modifier D - 1 Turn - +2 Turns C - 3 Turns - +4 Turns B - 5 Turns - +6 Turns A - 7 Turns - +8 Turns S - 9 Turns - +10 Turns SS/"Z" - 11 Turns - +12 Turns SSS/"X" - 13 Turns - +14 Turns
- Empowerment:
Name: Wight Physiology - Empowerment Classification: Ronin Tech Rank: A-Rank Class: Passive Range: Self
Description: Upon reaching the height of their growth, a bearer of Wight Physiology becomes empowered in a way that sets them apart from other Wights. Their capabilities across the board are increased, becoming what is known as a "Wight Lord" in the process. Their abilities are enhanced far beyond the capabilities of other Wights, making them the stuff of legends when it comes to what their body is capable of. This change doesn't come all at once, however, it is gradual. Upon learning this ability, which acts as a Gateway to empowering the other Wight traits, the user is then capable of performing Weekly Trainings in order to unlock the Empowered techniques of Wight Physiology. Upon unlocking and training the technique, the user is placed in a sort of stasis that is reminiscent of a coma as their body acclimates to the new power. These techniques must be unlocked in the order that their abilities were obtained, though can be bulk trained at once (their coma duration will stack if done this way). Empowered Trait (Base) - Req. Word Count - Coma Duration Undead Pulse (Reanimation) - 1000 - 1 Week OOC Preservation (Undead Body) - 1000 - 1 Week OOC Unbound Soul (Semi-Immortality) - 1500 - 2 Weeks OOC Mutable Presence (Dead Mind) - 1500 - 2 Weeks OOC Necromancy (Lifespan Absorption) - 2000 - 3 Weeks OOC Astral Bridging (Astral Projection) - 2000 - 3 Weeks OOC
- Nuinjutsu:
Name: Base Contract: Queen of the Land of Shadows Classification: Fighting Style Original Rank: D-rank (100% Focus) No. of Trained Levels: 1/10 Current Rank: D-Rank Class: Supplementary Range: Self (Contract)
Description: This is a Base Contract of the Specialization Type, which entails the establishment of a Nuinjutsu that allows the user to consume the souls of those they slay in combat. This is done in a rather unique way, as the user binds the souls of slain victims to their shadow before absorbing it into their own. The user has a limit to how many souls can be stored this way, known as the Shadow Limit, which is equal to a portion of their Nen Reserve. Souls consume from the Shadow Limit based on how much Shadow Materia their soul possessed. Souls contained this way can be saved for a later date, or consumed to restore one of the user's Reserves or their Lifespan at a ratio based on the Reserve in question. The amount of Nen required to bind a soul, the user's Shadow Limit and the restoration ratios of this technique is all determined by the level of this Base Contract. The Nen Price to save a shadow bound soul, rather than consuming it outright, is equal to the amount of Shadow Materia comprising the shadow. It is unique to its user like any Nuinjutsu, while its ability to absorb souls and use them as a resource is what sets it apart as a Specialist Nuinjutsu. Just like all contracts this technique is capable of being retrained by it's Levels, for every 2 Levels this technique grows 1-rank stronger and in the absence of any Will, Emotion or Limitation Contracts capable of boosting capability past 100% it will cap at S. If one of those are used then for every 5 Levels it goes up 1-rank to cap at SSS-rank at Level 20. Level - Price to Bind - Size = Shadow Materia - Shadow Limit - Restor. Ratio (Shadow:Reserve) 1. 2 SSS - Small = 1 D - 1/4th of Nen Reserve - 5:1 (Reserve), 14:1 (Lifespan) 2. 2 SSS - Humanoid = C - 1/4th of Nen Reserve - 5:1, 13:1 3. 1 SSS - Medium S = B - 1/3rd of Nen Reserve - 4:1, 12:1 4. 1 SSS - Medium M = 3 C - 1/3rd of Nen Reserve - 4:1, 11:1 5. 1 SS - Medium L = A - Half of Nen Reserve - 3:1, 10:1 6. 1 SS - Medium XL = 3 B - Half of Nen Reserve - 3:1, 9:1 7. 1 S - Large S = S - 3/4th of Nen Reserve - 2:1, 8:1 8. 1 S - Large M = 3 A - 3/4th of Nen Reserve - 2:1, 7:1 9. 1 A - Large L = SS - Equal to Nen Reserve - 1:1, 6:1 10. 1 A - Large XL = 3 S - Equal to Nen Reserve - 1:1, 5:1 11-13. 1 B - Bijuu = SSS - Double Nen Reserve - 1:2, 4:1 14-16. 1 B - Colossus = 3 SS - Double Nen Reserve - 1:2, 3:1 17-19. 1 C - Titanic = 3 SSS - Triple Nen Reserve - 1:3, 2:1 20. 1 C - Juubi = Z - Triple Nen Reserve - 1:3, 1:1 Max Level's Capable of Unlocking = 10 (475 WC to Retrain) Current Modification Slots = 2 Slotted Contracts: 1. 2. *Note: The Restoration aspect of this Base Contract uses an equivalent base for Reserve restoration (i.e. at level 3 4 Ds of Shadow can restore 1 D of a reserve), while Lifespan uses a scaling base (D = 1 Hour, C = 1 Day, B = 5 Days, A = 1 Week, S = 2 Weeks).
Name: Modification Contract: Army of the Shadow Queen Classification: Nuinjutsu Rank: D-rank (Capability = 80%) No. of Trained Levels: 1/10 Current Rank: D Class: Supplementary Range: Self (Contract), Long (Soldiers)
Description: Takes ? Modification Slots per Rank Up from Base Contract. This is a Conjuration-based Modification Contract that allows the user to manifest souls they've stored as Shadow Soldiers. When summoned these soldiers take on a Semi-Tangible form that is capable of interacting with the Physical World while being immune to Physical Damage. These soldiers mimic the user's tiers, allowing them to take part in physical combat. When used in this manner, the souls are considered "consumed" after a certain number of uses, with each destruction of the soul's soldier form counting as a use. The number of uses granted to a single soldier is dependent on the shadow materia comprising them. Finally, the user is capable of manifesting a finite number of these soldiers based on their Clone Limit (doesn't consume from Clone Limit, however). The number of uses granted to the souls, the tiers granted to Soldiers and the max amount of soldiers out at once is dependent on the level of this Modification Contract. Just like all contracts this technique is capable of being retrained by it's Levels, for every 2 Levels this technique grows 1-rank stronger and in the absence of any Will, Emotion or Limitation Contracts capable of boosting capability past 100% it will cap at S. If one of those are used then for every 5 Levels it goes up 1-rank to cap at SSS-rank at Level 20. Due to being a Modification Contract if it's affected by a Limitation Contract within it's Nuinjutsu category which boosts Capability past 100% then it consumes less slots depending on how high that capability is (Every 10% reduced the number of slots it consumes by 1 caps out at 1 Slot at 200%). Level - Uses - Tiers - Soldier Limit 1. D/C (1), B/A (2), S/SS/SSS (3) - 4-Ranks Below User - 1/4th Max Clone 2. D/C (1), B/A (2), S/SS/SSS (3) - 3-Ranks Below User - 1/3rd Max Clone 3. D/C (2), B/A (3), S/SS/SSS (4) - 3-Ranks Below User - 1/3rd Max Clone 4. D/C (2), B/A (3), S/SS/SSS (4) - 2-Ranks Below User - Half Max Clone 5. D/C (3), B/A (4), S/SS/SSS (5) - 2-Ranks Below User - Half Max Clone 6. D/C (3), B/A (4), S/SS/SSS (5) - 1-Rank Below User - 3/4ths Max Clone 7. D/C (4), B/A (5), S/SS/SSS (6) - 1-Rank Below User - 3/4ths Max Clone 8. D/C (4), B/A (5), S/SS/SSS (6) - Equal to User - Equal to Max. Clone
Name: Modification Contract: Black Knights of the Queensguard Classification: Nuinjutsu Rank: D-rank (Capability = 60%) No. of Trained Levels: 1/10 Current Rank: D Class: Supplementary Range: Self (Soldiers)
Description: Takes ? Modification Slots per Rank Up from the Base Contract. This is a Manipulation-based Modification Contract that revolves around Queen of the Land of Shadow's ability to bind souls to their shadows, manipulating the nature of the bind in order to bind the abilities of the soul to the shadow as well. This has little effect on its own, but when used alongside Army of the Shadow Queen the soldiers are modified in various ways: these soldiers no longer have a certain limit to how many times they can be summoned, instead permanently consuming from the user's Max Clone Limit. When summoned they are tangible, and possess weapons akin to what they used in life, allowing them more fully to participate in combat. They gain all the tiers they had in life up to a certain limit, as well as a reserve of techniques they are capable of using. These techniques lack prices, but impose cooldowns after they are used. The price modifier to create Queensguard, their tiers, the technique pool they gain and the cooldowns imposed upon techniques are all determined by the level of this Modification Contract. Just like all contracts this technique is capable of being retrained by it's Levels, for every 2 Levels this technique grows 1-rank stronger and in the absence of any Will, Emotion or Limitation Contracts capable of boosting capability past 100% it will cap at S. If one of those are used then for every 5 Levels it goes up 1-rank to cap at SSS-rank at Level 20. Due to being a Modification Contract if it's affected by a Limitation Contract within it's Nuinjutsu category which boosts Capability past 100% then it consumes less slots depending on how high that capability is (Every 10% reduced the number of slots it consumes by 1 caps out at 1 Slot at 200%). Level - Price Mod. - Tier Cap - Techniques (Cap) - Cooldown 1. 12x - 1st at D, Others at E - 4 (Up to C) - 5 P.T. per Rank 2. 10x - 1st at C, 2nd at D, Others at E - 6 (Up to B) - 5 P.T. per Rank 3. 8x - 1st at B, 2nd at C, 3rd at D, Others at E - 8 (Up to B) - 4 P.T. per Rank 4. 6x - 1st at A, 2nd at B, 3rd at C, Others at D - 10 (Up to A) - 4 P.T. per Rank 5. 4x - 1st at S, 2nd at A, 3rd at B, Others at C - 12 (Up to A) - 3 P.T. per rank 6. 2x - 1st at SS, 2nd at S, 3rd at A, Others at B - 14 (Up to S) - 3 P.T. per Rank
Name: Modification Contract: Battalions of the Queen's Army Classification: Nuinjutsu Rank: D-rank (Capability = 40%) No. of Trained Levels: 1/10 Current Rank: D Class: Supplementary Range: Self
Description: Takes up ? Modification Slots per Rank Up from the Base Contract. This is an Transmutation-based Modification Contract that allows the user to transmute the shape of souls they have previously absorbed. This effect doesn't have any obvious effects when not paired with Army of the Shadow Queen, though when the soldiers from this previous Modification Contract are summoned it is revealed that their shapes, and combat abilities, have changed. This transmutation is permanent once it takes place, and transmuted souls are incapable of being changed again once they've been changed once. These transmutations boost the rank of the soul in question by 1, while the level of this Modification Contract determines not only the max rank of souls capable of transmutation while also determining the abilities one can give with these transmutations. Each Transmutation consumes a D-Rank Tech Slot from the user's Jutsu List to establish. Just like all contracts this technique is capable of being retrained by it's Levels, for every 2 Levels this technique grows 1-rank stronger and in the absence of any Will, Emotion or Limitation Contracts capable of boosting capability past 100% it will cap at S. If one of those are used then for every 5 Levels it goes up 1-rank to cap at SSS-rank at Level 20. Due to being a Modification Contract if it's affected by a Limitation Contract within it's Nuinjutsu category which boosts Capability past 100% then it consumes less slots depending on how high that capability is (Every 10% reduced the number of slots it consumes by 1 caps out at 1 Slot at 200%). Level - Max. Soul Rank - Abilities 1. B-Rank - 1 Ability (Minor) 2. A-Rank - 2 Abilities (1 Moderate, 1 Minor) 3. S-Rank - 3 Abilities (1 Moderate, 2 Minor) 4. SS-Rank - 4 Abilities (1 Major, 1 Moderate, 2 Minor)
Sid's Transmutations: 1. *Note: Minor Abilities are equivalent to a D-Rank in strength, Moderate Abilities are equivalent to a C or B and Major Abilities are equivalent to an A or S.
Name: Modification Contract: Borders of the Land of Shadow Classification: Nuinjutsu Rank: D-rank (Capability = 20%) No. of Trained Levels: 1/10 Current Rank: D Class: Supplementary Range: Self
Description:
Name: Modification Contract: Grand Generals of the Shadow Queen Classification: Nuinjutsu Rank: D-rank (Capability = 10%) No. of Trained Levels: 1/10 Current Rank: D Class: Supplementary Range: Self
Description:
Name: Emotion Contract: Classification: Nuinjutsu Rank: D-rank (Emotion = ) No. of Trained Levels: 1/10 Current Rank: D Class: Supplementary Range: Self
Description:
Name: Limitation Contract: Classification: Nuinjutsu Rank: D-rank (Insert Nuin Type Capability Boost = +%) No. of Trained Levels: 1/10 Current Rank: D Class: Supplementary Range: Self
Description:
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Last edited by Sid on 25th November 2022, 11:55 am; edited 19 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 18th August 2017, 3:57 pm | |
| - Genjutsu (W.I.P.):
Name: Gossiper's Illusion Style (Exclusive) Classification: Fighting Style Rank: C-Rank Class: Offensive/Supplementary Range: Self (Genjutsu), Varies
Description: Req. having been affected by or mimicked (through Crafted Intellect - Mental Mimic) the Mind Lock technique. This is a unique genjutsu fighting style that strays from the usual method of utilizing Genjutsu by adding in Sidonie's Vocal Manipulation ability. This results in auditory genjutsu which can be triggered upon the user speaking, or layered with Sid's other Ronin Tech. Due to the nature of Sid's ability, this style is capable of overpowering other auditory genjutsu so long as they are not Sound Release-based. This fighting style further enhanced due to applying the principles of both Haki and Mind Lock, the two allowing the genjutsu used to be resistant to Kai while also burrowing deeply into their body's nervous system, resulting in the mental effects caused by Genjutsu manifesting as physical damage or effects, resulting in those who are unable to completely resist the effects of the Genjutsu requiring Medical Techniques to reverse the effects even after they are dispelled. When layered over other vocal-based Ronin Tech or used in simple conversation, the Genjutsu is only required to be placed in spoiler tags should the target possess a chakra sensory technique which allows one to analyze the amount of chakra put into a technique or possesses genjutsu detection equal to (Ronin Tech) or 1-Rank below (normal speech) the rank of the genjutsu being layered. This fighting style is wholly unique to Sid herself, though it is not required to use auditory Genjutsu revolving around specific speech patterns, just to receive the style's benefits.
Name: Gossiper's Illusion: Blind as a Bat Classification: Genjutsu Rank: C-Rank Class: Offensive Range: Mid (Speech)
Description: This genjutsu is triggered through the user channeling chakra to their vocal chords before saying the words "I heard a rumor..." followed by something denoting the loss of sight (ex: "I heard a rumor you were blind as a bat"). Upon falling victim to this illusion, the target will find their vision begins to blur, impairing any sight-based sensory techniques or Reaction Tiers they possess. Due to the nature of the Gossiper's Illusion Fighting Style, those who lack the Barrier Tiers to resist this technique completely find that its effects have manifested physically even after the illusion is dispelled, requiring a C-Rank Medical Kinjutsu or a B-Rank Medical Ninjutsu to reverse the effects. The severity of the impairment is determined by the victim's Barrier Tiers. Barrier - Effect None - Sight-based Sensory Negated, Reaction lowered 4 Tier Levels D - Sight-based Sensory lowered 2 Ranks, Reaction lowered 2 Tier Levels C - Sight-based Sensory lowered 1 Rank, Reaction lowered 1 Tier Level B or Above - Target is Immune to Genjutsu
Name: Gossiper's Illusion: Classification: Rank: Class: Range:
Description:
- Genius' Mimicry:
Name: Genius' Mimicry (Signature) Classification: Fighting Style Rank: C-Rank Class: Supplementary Range: Self
Description: Sid is an interesting mix of several things that make her unique among both her clans, as well as other Ronin. She is capable of mimicking physical techniques she sees, identifying and mimicking mental techniques, identifying weapon techniques as well as mimicking the abilities of a Vocalist through her Ronin Abilities. Using her uniquely developed intellect, Sid has found that she is capable of mimicking much more than she had once thought, allowing her to mimic and reproduce effects she wouldn't be able to normally. This technique acts as a gateway and once learned increases the capabilities of Physical and Mental Mimic based on Sid's current intelligence (Genius = 1-Rank Higher, +1 Rank per level above Genius). This technique line also gives access to a number of mediums for Sid to mimic, and eventually reproduce within her own techniques. Base = Mimicry Available - Intellect = Phys./Men. Mimic Base Physical Mimic = Taijutsu & Kenjutsu Mental Mimic = Mental Techniques Crafted Intellect = Kugujutsu, Shurikenjutsu & Kyujutsu Voice Manipulation = Sound Based Techniques Rockin Road (w/ Regalia) = Sound Release* Sky Regalia = Wind Derived Primary Releases* Diablo Ability #1 = ??? (Something Spiritual?) Diablo Ability #2 = ??? (Something Natural?) *Note: Mimicking elemental releases through this style does not allow the user to utilize Elemental Ninjutsu, but rather allows them to utilize the Physical (or Natural) manifestations of the element in question.
- Rockin Road Revisions:
Name: Rockin Road Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Self
Description: The Rockin Road is an advanced version of the Wing Road, created by projecting the principles of the Wing Road through the Ring Regalia. This Road focuses on interfacing with and controlling various forms of vibrations surrounding the user, being capable of manipulating sound at its apex. This Road serves to make the Rider a maestro in their own right, using sound to track their opponents better than any other while also hampering them with attacks that are capable of shattering or completely ignoring defenses. The Road also serves to unburden the user in areas of high sound, empowering them the louder they get. The Queen of this Road is known as the Scream Queen, and her Infinity Atmosphere is known as the Infinite Solo. Principles 1. Reverb (Vibration Sensory) 2. Squeal (Vibration Generation) 3. Drive (Decreased Stress when Riding) 4. Impulse (Increased Ride Speed)
Name: Rockin Trick: Impulse (Signature) Classification: Taijutsu Rank: B-Rank (C-Rank Recoil; Variable Sound Materia Price) Class: Supplementary Range: Self
Description: This is a Signature Principle of the Original Scream Queen, Sidonie Kukinorite, and is the third of the Rockin Road, being a combination of Ring's Rhythm, Sonia's Maneuver and Wing's Gravity Control in order to make an entirely new principle. Impulse revolves around using the Sound generated and stored by the other principles of the style as the user performs their Run, creating a shell that reduces friction around them and lets them gather speed more quickly. This principle was designed with Sid's unique Run in mind, and can only be used alongside it, but as a result allows her to build speed all the quicker. Through this technique, the user can consume the Sound Materia being generated by Squeal, or was stored in the Treks through it, in order to increase their speed by a number of Tier Levels based on how much was used. This technique is not only useful for increasing the user's momentum, but also increasing how far they are capable of jumping with this modifier being applied after all others that increase jump distance in order to cover as much space as possible. The increase to Speed is always +1 Tier Level, and the increase to Jump Distance is always +5x, however the Sound Materia Price for these increases is based on one's rank. Rank - Materia Req. for Boost D - 6 B-Ranks of Sound Materia C - 5 B-Ranks of Sound Materia B - 4 B-Ranks of Sound Materia A - 3 B-Ranks of Sound Materia S - 2 B-Ranks of Sound Materia -/Sub-Regalia - Price for Rank Halved -/Regalia - Price for Rank reduced to C *Note: The price for a boost doesn't need to be paid altogether, but the increase will only come once it has been paid in full (i.e. at C-Rank, 1 B of Sound Materia can be paid over the course of 5 posts in order to grant +1 T.L. to Speed on the fifth post.)
Name: Solo Act x Rockin Road - Performance of the Scream Queen Classification: Taijutsu/Ronin Tech Rank: A-Rank Class: Offensive/Supplementary Range: Self
Description: This technique is a marriage of
- B-Girl Kickboxing:
Simple Step - A technique wherein Sid is capable of elevating her Run to a set speed for a single movement, allowing her to cross distances at higher speeds; pauses build up of momentum for that post.
Enlightenment - A technique that utilizes Sid's Intelligence and Physical Mimic in order to predict a target's movements (simulates Muscle Tension).
Facial Strike - A counterattack wherein the user allows an opponent to get close, narrowly avoiding their attack, before they bring their leg up quickly to strike at an opponent's head from their blind-spot. Disorients if it lands; can be chained to worsen this disorientation but not increase the damage.
Fishing Hook - A grapple technique that is used as a counterttack. The user latches onto an opponent's outstretched limb (most effective on a leg), wrapping their arms and legs around the limb before slamming the target onto the ground. If damage is resisted by Defense Tiers, a Defense + Strength Tier Chain is required to not dislocate the limb.
Leg Lock - A grapple technique that is most effective when used on the arms of an opponent, and leaves them open to follow ups. The user wraps both of their own arms around a target's, allowing their legs to be freely used for other techniques. If used before Knee Kick and Inward Trip, it allows for the execution of the combination technique "Nirvana".
Knee Kick - A technique that simply has the user knee their opponent in the face. The force from the knee is enough to push the opponent backwards, making it difficult to keep one's balance. If used after Leg Lock, and alongside Inward Trip, it allows for the execution of the combination technique "Nirvana".
Inward Trip - A technique wherein the user hooks their leg around the back of their opponent's before applying pressure, causing the knee to buckle if the target does not possess Strength or a Balancing technique. If used after Leg Lock, and alongside Knee Kick, it allows for the execution of the combination technique "Nirvana".
Nirvana - A unique self combination kick that can only be activated once Leg Lock, Knee Kick and Inward Trip have been used successfully and concurrently on a target. This technique increases the severity of its predecessors, causing the target to have their arm dislocated (Leg Lock), suffer heavy damage to their face (Knee Kick), and fall off balance (Inward Trip). The addition of the user's own weight causes the opponent to take damage as though they had fallen a great distance should they slam into the ground.
Instep Upward Kick - A counterattack made specifically to be used against techniques aimed "high", such as at the user's head or upper torso. Especially effective against other kicks.
Push Kick - A counterattack made specifically to be used against techniques aimed "mid", such as at the user's midriff or arms. Especially effective against other kicks.
Rear-Horse Kick - A counterattack made specifically to be used against techniques aimed "low", such as at the user's lower body. Especially effective against other kicks.
Secret Technique: Inferno Kick, Opening Act - A technique wherein Sid gathers potential energy and rapidly converts it into kinetic, causing it to combust and create Fire Materia. The materia is then kicked at the opponent in attack form.
Secret Technique: Inferno Kick, Intermission - A variant of Inferno Kick that has Sid kick out twice, forming the fire into a circular attack that closes in on and consumes an opponent within the flames.
Secret Technique: Inferno Kick, Closing Act - The final form of Inferno Kick that sees Sid produce a larger wave of flames that consumes any opponent they wash over and incinerates them.
- Kyokushin Kungfu:
Dance of Four Gods - Technique empowers Sid's ability to redirect/channel kinetic energy. Each "God" possesses a technique focus, giving power to its High type while inflicting restrictions on its Low type, though the Average type is untouched. *1st God: Black Rook (High Def, Average Supp, Low Off) - Focuses on body blocks and shifting positions to reduce all incoming damage. Uses shockwaves to equalize and neutralize techniques. *2nd God: Red Bishop (High Supp, Average Off, Low Def) - Focuses on enhancing movement and kicks to specific points on the body to inflict statuses. Uses shockwaves to enhance movement distance or speed, or disrupt a target's movement. *3rd God: White Knight (High Off, Average Def, Low Supp) - Focuses on empowered punches and breaking through attacks as well as defenses. Uses shockwaves to increase the surface damage of attacks. *4th God: Blue Queen (Average Off, Def & Supp) - Allows the use of all other God techniques without their drawbacks. Uses shockwaves to convert the damage of attacks into Bypassing. *The Ultimate: Basic - "Final" technique of the style that focuses the power of it into a powerful strike.
- Sid Style Stripping:
- SID Taekwondo:
- Bakudo:
Name: Bakudo #61 - Six Rods Prison of Light Classification: Barrier Taijutsu Rank: A-Rank (A-Rank Light Materia, 4 Stamina Price) Class: Defensive/Offensive Range: Self (Trigger), Eye-Sight (Range)
Description:
Name: Bakudo #62 - Hundred Steps Fence Classification: Barrier Taijutsu Rank: A-Rank (A-Rank Light Materia, 4 Stamina Price) Class: Defensive Range: Self (Trigger), Eye-Sight (Range)
Description:
Name: Bakudo #63 - Locking Bandage Stripes Classification: Barrier Taijutsu Rank: A-Rank (A-Rank Light Materia, 4 Stamina Price) Class: Defensive Range: Self (Trigger), Eye-Sight (Range)
Description:
Name: Bakudo #73 - Inverse Mountain Crystal Classification: Barrier Taijutsu Rank: S-Rank (S-Rank Light Materia, 5 Stamina Price) Class: Defensive/Offensive Range: Self (Trigger), Eye-Sight (Range)
Description:
Name: Bakudo #75 - Five-Pillared Iron Weights Classification: Barrier Taijutsu Rank: S-Rank (S-Rank Light Materia, 5 Stamina Price) Class: Defensive/Offensive Range: Self (Trigger), Eye-Sight (Range)
Description:
Name: Bakudo #79 - Nine Sunlight Traps Classification: Barrier Taijutsu Rank: S-Rank (S-Rank Light Materia, 5 Stamina Price) Class: Defensive/Offensive Range: Self (Trigger), Eye-Sight (Range)
Description:
Name: Bakudo #81 - Splitting Void Classification: Barrier Taijutsu Rank: SS-Rank (SS-Rank Light Materia, 6 Stamina Price) Class: Defensive Range: Self (Trigger), Eye-Sight (Range)
Description:
Name: Bakudo #99, Part 1 - Prohibition Classification: Barrier Taijutsu Rank: SSS-Rank (SSS-Rank Light Materia, 7 Stamina Price) Class: Defensive/Offensive Range: Self (Trigger), Eye-Sight (Range)
Description:
Name: Bakudo #99 Part 2 - Full Prohibition Classification: Barrier Taijutsu Rank: SSS-Rank (SSS-Rank Light Materia, 7 Stamina Price) Class: Defensive/Offensive Range: Self (Trigger), Eye-Sight (Range)
Description:
- Hado:
Name: Hado #54 - Abolishing Flames Classification: Rank: Class: Range:
Description:
Name: Hado #57 - Upturned Earth Dance Classification: Rank: Class: Range:
Description:
Name: Hado #58 - Vigorous Tempest Classification: Rank: Class: Range:
Description:
Name: Hado #63 - Thunder Roar Sear Classification: Rank: Class: Range:
Description:
Name: Hado #73 - Twin Fire Blue Lotus, Crash Down Classification: Rank: Class: Range:
Description:
Name: Hado #78 - Cutting Flower Ring Classification: Rank: Class: Range:
Description:
Name: Hado #88 - Flying Dragon-Striking Heaven-Shaking Thunder Cannon Classification: Rank: Class: Range:
Description:
Name: Hado #90 - Black Coffin Classification: Rank: Class: Range:
Description:
Name: Hado #91 - Thousand Hand Incandescent Heaven Culling-Sear Classification: Rank: Class: Range:
Description:
Name: Hado #96 - Single Blade Cremation Classification: Rank: Class: Range:
Description:
Name: Hado #99 - Five Swirling Dragons of Destruction Classification: Rank: Class: Range:
Description:
Last edited by Sid on 19th April 2024, 10:36 pm; edited 4 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 26th October 2017, 1:07 pm | |
| *********************** ~~~~~~~~~~~~ | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: O' Death 25th July 2018, 4:12 pm | |
| - Devilish Flair:
Name: Devilish Flair Classification: Fighting Style Rank: C-Rank Class: Supplementary Range: Self
Description: Kam is a devil with a gun and a blade, and does everything with roguish style. As such he has cultivated a style that grows in power the flashier he gets, chaining techniques one after another in the showiest way possible to deliver devastating blows upon his opponent when the time is right. Each technique successfully performed within a chain, whether or not they land on an opponent, generates Style Points, which are then used to perform Chain Closers. Chain Closers, or CCs, are a unique form of Combination Technique that is a result of transferring all the generated power from the chain into one final technique. CCs, like regular Combos, are made for a specific chain and all techniques in the chain are required to be used, and the SP price paid, before the CC can be used. However, unlike regular Combinations their final rank is determined by its SP requirement, and may actually include techniques of higher ranks in various orders within it. As he is focused on being the best showman he can be, techniques can only be repeated within a chain up to a certain point, there are a maximum number of techniques within a chain he can perform in a single one of his own Posts and each chain must be completed in its entirety before he is capable of performing another. Should his chain be interrupted (Interruption Technique 1-Rank Below, Equal Rank Pain or 1-Rank Above Damage), then he must begin the chain anew, losing all built up Style Points in the process. He is also capable of forcibly altering the chain he is performing by paying a C-Rank Recoil Price. The number of Style Points generated by a technique and those required by a specific type of Chain Closer is as follows: Rank (SP Gen.) - CC Style Point Req. D (1) - D- (5) D (6) D+ (7) D++ (8) C (2) - C- (8) C (10) C+ (12) C++ (14) B (3) - B- (12) B (15) B+ (18) B++ (21) A (4) - A- (12) A (16) A+ (20) A++ (24) S (5) - S- (15) S (20) S+ (25) S++ (30) SS (6) - SS- (12) SS (18) SS+ (24) SS++ (30) SSS (7) - SSS- (14) SSS (21) SSS+ (28) SSS++ (35) The Style Points generated by Devilish Flair aren't only to be utilized in Chain Closers, as while the greatest strength of the style is its chains they are not necessary for its use. Kam is capable of expending his Style Points on select techniques to enhance the power behind them, dependent on his Skill and locked to the positions he's chosen in addition to Taijutsu at base. The maximum number of repeated techniques in a chain, the number of techniques he can utilize in one of his Posts and the kinds of techniques he is capable of utilizing in chains and expending Style Points on are all dependent on his Skill. Bounty (Position) - Techs Avail. - Max Tech per Post - Repeats D (Gunner) - Hojutsu - 1 - No Techs Repeated C (Quartermaster) - Kenjutsu - 1 - 1 Tech Repeatable (at least 2 Posts between) B (3rd Position) - TBD - 2 - 1 Tech Repeatable (every other Post) A (4th Position) - TBD - 2 - 2 Techs Repeatable (at least 2 Posts between) S (5th Position) - TBD - 3 - 2 Techs Repeatable (every other Post) "Z" (6th Position) - TBD - 3 - 3 Techs Repeatable (at least 2 Posts between) "X" (7th Position) - TBD - 4 - 3 Techs Repeatable (every other Post) *Note: If repeating less than the max number of techniques, the spacing requirement between them drops by 1 for each technique un-repeated (ex: if 3 is the max but Kam only repeats 1 technique in a post, he is capable of repeating it again or repeating another the very next post).
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Last edited by Sid on 2nd September 2020, 9:06 am; edited 8 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 25th July 2018, 4:55 pm | |
| - Actual Medical Diagnosis:
Name: Actual Medical Diagnosis Classification: Fighting Style Rank: C-Rank Class: Supplementary Range: Self (Sight)
Description: This is a fighting style that expanded upon that practiced by many doctors across the high seas. It was created due to the fact that it was exceedingly hard to keep one's patient alive even in the best of circumstances, which practitioners don't always have in the middle of the ocean or during a fight. Rather than investing in expensive equipment the doctors focused on examining their patient and their ailments extensively, allowing them to accurately treat them as well as increasing the chances that the people they treat walk away in one piece. This style puts emphasis on taking the time to look their patient over, making it difficult to use it effectively for treatment in battle. This reduces the amount it offsets failure, although works just as well to keep track of opponents. This style is unique in the fact that it grants its access users unique Reaction Tiers and Reaction Tier Chains, geared towards either aiding one's allies or dismantling one's opponents. What the user has access to is dependent on how dedicated they are to their craft. Profession - Reaction Unlocked Doctor - Reaction Tier Elite Doctor - Reaction+Speed/Strength Tier Chain Pro Doctor - Reaction+Speed+Strength Tier Chain
Name: Medical Diagnosis: First Examination Classification: Medical Taijutsu Rank: D-Rank Class: Supplementary Range: Self (Sight)
Description: Through this technique, a Doctor is capable of taking the time to examine their patient, or in the case of one in combat their opponent, to decide how best to treat or dismantle their target. With this technique, they are able to increase their chance of success with medical treatment by .5% per Turn (.25% while in combat) they spend examining their patient, up to a maximum of +5% to their success chance. When used in combat, this also qualifies as D-Rank Reaction Tiers. *Elite: Req. D-Rank Speed &/or Strength. When the practitioner is an Elite, they are capable of taking their examination even further. This translates to the doctor being capable of diagnosing obvious ailments, namely: Surface Injuries, Diseases and Poisons. At this level, the user is only capable of detecting Hybrid Damage, Viruses/Parasites or Metal-based Poisons. This level fulfills the requirement for a D-Rank Reaction+Speed Tier Chain (or Tier+ Reaction req.) when used in combat. *Pro: Req. D-Rank Speed & Strength. When the practitioner is a Pro, they are capable of expressing the highest level of their prowess with diagnosis. This translates to the doctor being capable of diagnosing ailments that are not outwardly apparent, namely: Mental Condition, Limits and Reserves. With this technique the user is only capable of detecting up to Pain, ??? Limits or their Stamina Reserves. This level also fulfills the requirement for a D-Rank Reaction+Speed+Strength Tier Chain (or Tier++ Reaction req.) when used in combat. For either advanced usage, the user is capable of doubling the stamina drain of their Reaction Tier, and reducing its effectiveness (maximum of 2.5%), in order to allow them to monitor and diagnose multiple individuals at once (req. D-Rank Strength). The user's rank determines the maximum amount of people they can examine this way, while the rank of ailment determines how long it takes to diagnose. Rank (Ailment) - Time to Diagnose - Max. Targets D - 1 Turn - 2 C - 2 Turns - 3 B - 3 Turns - 4 A - 4 Turns - 5 S - 5 Turns - 6
Name: Medical Diagnosis: Second Examination Classification: Medical Taijutsu Rank: C-Rank Class: Supplementary Range: Self (Sight)
Description: Through this technique, a Doctor is capable of taking the time to examine their patient, or in the case of one in combat their opponent, to decide how best to treat or dismantle their target. With this technique, they are able to increase their chance of success with medical treatment by .5% per Turn (.25% while in combat) they spend examining their patient, up to a maximum of +10% to their success chance. When used in combat, this also qualifies as C-Rank Reaction Tiers. *Elite: Req. C-Rank Speed. When the practitioner is an Elite, they are capable of taking their examination even further. This translates to the doctor being capable of diagnosing obvious ailments, namely: Surface Injuries, Diseases and Poisons. At this level, the user is only capable of detecting Physical Damage, Viruses/Parasites or Metal-based Poisons. This level fulfills the requirement for a C-Rank Reaction+Speed Tier Chain (or Tier+ Reaction req.) when used in combat. *Pro: Req. C-Rank Speed & Strength. When the practitioner is a Pro, they are capable of expressing the highest level of their prowess with diagnosis. This translates to the doctor being capable of diagnosing ailments that are not outwardly apparent, namely: Mental Condition, Limits and Reserves. With this technique the user is only capable of detecting up to Pain, ??? Limits or their Stamina Reserves. This level also fulfills the requirement for a C-Rank Reaction+Speed+Strength Tier Chain (or Tier++ Reaction req.) when used in combat. For either advanced usage, the user is capable of doubling the stamina drain of their Reaction Tier, and reducing its effectiveness (maximum of 2.5%), in order to allow them to monitor and diagnose multiple individuals at once (req. C-Rank Strength). The user's rank determines the maximum amount of people they can examine this way, while the rank of ailment determines how long it takes to diagnose. Rank (Ailment) - Time to Diagnose - Max. Targets D - 1 Turn - 3 C - 2 Turns - 4 B - 3 Turns - 5 A - 4 Turns - 6 S - 5 Turns - 7
- Spoiler:
Name: Classification: Rank: Class: Range:
Description:
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Last edited by Sid on 23rd August 2020, 4:42 am; edited 3 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 25th July 2018, 5:55 pm | |
| Body Branch Techs- Sigils:
Sigil (Contact Based) - Versatility due to being able to do a little bit of each of the other four's specialties. (Must ingest bodily substances of victim)
??? (D) = ??? ??? (C) = ??? ??? (B) = ??? Death Controlling Possessed Blood (A) = Transferal of Damage ??? (S) = ??? Mass Death Controlling Possessed Blood (SS) = Group Transferal of Damage ??? (SSS) = ???
- Shrunken Head:
Shrunken Head (Short Ranged) - Semi-Permanent to Permanent Effects focused on lineage & bloodlines. (Require out of battle preparation time)
??? (D) = ??? ??? (C) = ??? ??? (B) = ??? ??? (A) = ??? ??? (S) = ??? ??? (SS) = ??? ??? (SSS) = ???
- Channeling:
Channeling (Mid Ranged) - Channeling Items which have significance to target's in question or using totems with a more general effect (Temporary with duration only increasing when the bond between what they are channeling and their target is significant)
??? (D) = ??? ??? (C) = ??? ??? (B) = ??? ??? (A) = ??? ??? (S) = ??? ??? (SS) = ??? ??? (SSS) = ???
- Voodoo Dolls:
Voodoo Dolls (Long Ranged) - Remote Attacking with farthest effective range (Must obtain & infuse bodily substances of victim)
??? (D) = ??? ??? (C) = ??? ??? (B) = ??? Death Controlling Possessed Doll (A) = Damage Transferal ??? (S) = ??? ??? (SS) = ??? Death Controlling Possessed Minion (SSS) = Damage Sharing
- Incense:
Incense (Area Effect) - Affects specific areas with a multitude of effects (Takes time to take effect resulting in stalling tactics needing to be employed to allow for it to do it's work)
??? (D) = ??? ??? (C) = ??? ??? (B) = ??? ??? (A) = ??? ??? (S) = ??? ??? (SS) = ??? ??? (SSS) = ???
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Last edited by Sid on 20th April 2021, 5:29 pm; edited 10 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 25th July 2018, 5:59 pm | |
| - Sid Spec Info:
Primary Specialization = Physical Specialist Secondary Specialization = Assault Specialist - Combat Tertiary Specialization = Sealing Specialist - Field [Basic] Quaternary Specialization = Quinary Specialization =
Waserotapa Techniques (39) D-Ranks (10) Waserotapa Waserotapa: Bounce Waserotapa: Step Waserotapa: Kickoff Waserotapa: Dive Waserotapa: Cartwheel Waserotapa: Flip Waserotapa: Feint Kick Waserotapa: Vertical Run Waserotapa: Horizontal Run
C-Ranks (12) Waserotapa: In-Vertical Run Waserotapa: Jump Waserotapa: Dash Waserotapa: Serial Kickoff Waserotapa: Side Step Waserotapa: Backtrack Waserotapa: Knee Waserotapa: Stomp Waserotapa: Front Kick Waserotapa: Roundhouse Kick Waserotapa: Side Kick Waserotapa: Back Kick
B-Ranks (12) Waserotapa: Axe Kick Waserotapa: Butterfly Kick Waserotapa: Calf Kick Waserotapa: Crescent Kick Waserotapa: Hook Kick Waserotapa: Heel Kick Waserotapa: Vertical Kick Waserotapa: Ready Stance Waserotapa: Idle Stance Waserotapa: Machine Stance Waserotapa: Pendulum Stance Waserotapa: Dance Stance
A-Ranks (5) Waserotapa: Flying Kick Waserotapa: Multiple Kick Waserotapa: Scissor Kick Waserotapa: Spinning Kick Waserotapa: Drop Kick
Capoeira Techniques D-Rank (1) Capoeira
C-Ranks (2) Capoeira: Ginga Capoeira: Defesa
B-Rank (2) Capoeira: Pernas Capoeira: Bracos
A-Rank (2) Capoeira: Cabeca Capoeira: Batismo
S-Rank (1) Capoeira: Floreios
Kukinorite Techniques (7) D-Rank (1) Run
C-Ranks (2) Sight Trick Dash
B-Ranks (2) Trick Speed Hurdle
A-Rank (1) Cube
S-Rank (1) Air
Roads (18) D-Ranks (9) Ring Road Ring Trick: Rhythm Wing Road Gaia Road Gaia Trick: Shake Sonia Road Sonia Trick: Pain Sonia Trick: Thorns Rockin Road
C-Ranks (6) Ring Trick: Harmony Wing Trick: Dissipate Wing Trick: Foresight Wing Trick: Gravity Control Rockin Trick: Reverb Rockin Trick: Squeal
B-Ranks (3) Wing Trick: Catching Moon Drops Gaia Trick: Pressure Rockin Trick: Drive
Boxing Techniques (33) C-Ranks (17) Vanguard Fist Bob Weave Leap Lean Feint Straight Roll Strafe Pulling Punches Slip Press Splay Shove Slide Sweep Stomp
B-Ranks (15) Straight Cross Uppercut Jab Shunt Strike Skirmish Check Sway Cuff Peek-a-Boo Stance Shuffle Stance Flicker Stance Pivot Stance 1-Inch Stance
A-Ranks (1) Raid
Break Dancing (16) D-Ranks (4) Break Dancing Break Dancing: Swift Top-Rock Break Dancing: Beasts' Equilibrioception Speed+Strength Tier Chain
C-Ranks (3) Break Dancing: Bullet Top-Rock Break Dancing: Shatter Equilibrioception Speed+Strength Tier Chain
B-Ranks (3) Break Dancing: Crashing Top-Rock Break Dancing: Inhuman Equilibrioception Speed+Strength Tier Chain
A-Ranks (3) Break Dancing: Vacuum Top-Rock Break Dancing: Hyper Equilibrioception Speed+Strength Tier Chain
S-Ranks (3) Break Dancing: Blinding Top-Rock Break Dancing: Crushing Equilibrioception Speed+Strength Tier Chain
Tiers (36) D-Ranks (8) Ninja's Breathing Impervious Flesh: Thick Body Tier Chain Style Defense+Endurance Tier Chain Strength+Defense Tier Chain Strength+Endurance Tier Chain Speed+Endurance Tier Chain Speed+Defense Tier Chain
C-Ranks (7) Monk's Breathing Impervious Flesh: Rock Body Defense+Endurance Tier Chain Strength+Defense Tier Chain Strength+Endurance Tier Chain Speed+Endurance Tier Chain Speed+Defense Tier Chain
B-Ranks (7) Indomitable Breathing Impervious Flesh: Iron Body Defense+Endurance Tier Chain Strength+Defense Tier Chain Strength+Endurance Tier Chain Speed+Endurance Tier Chain Speed+Defense Tier Chain
A-Ranks (7) Unbreakable Breathing Impervious Flesh: Steel Body Defense+Endurance Tier Chain Strength+Defense Tier Chain Strength+Endurance Tier Chain Speed+Endurance Tier Chain Speed+Defense Tier Chain
S-Ranks (7) Immortal Breathing Impervious Flesh: Titanium Body Defense+Endurance Tier Chain Strength+Defense Tier Chain Strength+Endurance Tier Chain Speed+Endurance Tier Chain Speed+Defense Tier Chain
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Last edited by Sid on 14th November 2020, 1:07 am; edited 2 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 25th July 2018, 6:01 pm | |
| - Aria (Originator = Sidonie-Jayne):
System Series: 1. Rotating Aria - S-rank 2. Ringed Aria - SS-rank 3. Dual-Ringed Aria - SSS-rank (Sub-Regalia Req.) 4. Multi-Ringed Aria - Z-rank (Regalia Req.)
Singing Series: 1. Twin Aria - S-rank 2. Arietta - SS-rank 3. Diva Aria - SSS-rank (Sound Release Vocalist Req.) 4. Diva Arietta - Z-rank (Isobu Jinch Vocalist Req.)
??? Series: 1. 2. 3. 4.
??? Series: 1. 2. 3. 4.
- Drummer Style:
Name: Drummer Style Bojutsu Classification: Fighting Style Rank: B-Rank Class: Offensive/Supplementary Range: Short
Description: This style is an advancement of the ancient Kenjutsu style of Kendo, with certain changes to the style made in order to fit a particular method of combat. This style fuses the defense battering strikes of Kendo with brutal strength, making a style that is capable of generating powerful strikes to devastate an unwary opponent. This style uses blunt polearms or other stick weapons rather than swords, swinging them in wide arcs from above the user's head or from one side to another, using the momentum of the swing or gravity itself to deliver much more damage to those struck. As a result, weighted weapons are often used, and heavier ones are favored as more weight equals more damage. The style also emphasizes firm and powerful body movements in order to make up for the lack of defense the stick-work offers. This style is unique in its use of weapons, as it deals Bludgeoning Damage and thus is often absorbed wholly by defense tiers. As a trade off for an admittedly weaker damage type, the strikes the user throws out are capable of knocking an opponent backwards even if they are capable of anchoring themselves with strength, or knocking their weapon from their hand. This translates into knockback (or disarming and flinging a weapon a set distance) normally, while this value is lessened when faced with strength (weapon is deflected a set distance but remains in their hand), while a Strength+Defense Tier Chain is required to completely negate the effects of this style. Weapon Weight (WL) - Swing Speed Boost - Damage Multiplier 10 or Below - 1 Tier Level - 2x 11 to 20 - 2 Tier Levels - 2x 21 to 30 - 3 Tier Levels - 3x 31 to 40 - 4 Tier Levels - 3x 41 to 50 - 5 Tier Levels - 4x
Str of Swing - Knockback/Disarming (vs Strength) D - 10ft/2ft (5ft/1ft) C - 20ft/4ft (10ft/2ft) B - 30ft/6ft (15ft/3ft) A - 40ft/8ft (20ft/4ft) S - 50ft/10ft (25ft/5ft)
Name: Drummer Style: Mallet Stance Classification: Kenjutsu Rank: D-Rank Class: Supplementary Range: Self
Description: While developing her fighting style, Sid found that she favored two kinds of stick weapons, each with their own benefits and drawbacks. The first was the standard bo-staff, generally her own height or taller, which she playfully refers to as "mallets". This stance is specialized for use with these types of weapon, and upon entering it Sid places one of her hands on the mid point of the weapon and holds it diagonally behind her back with one end pointed to the side of her foot while the other extends above the opposite shoulder. When executing strikes in this stance, she uses her other hand for positioning and direction while the other is used for grip, both of them combined putting force behind the blows. The stance is focused more on power than speed, granting techniques within it a +1 to Strength and -1 to their Speed. 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 D-rank or above speed there 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: Drummer Style: Stick Stance Classification: Kenjutsu Rank: D-Rank Class: Supplementary Range: Self
Description: While developing her fighting style, Sid found that she favored two kinds of stick weapons, each with their own benefits and drawbacks. The second was a combination of batons, two in each hand measuring about 2 to 3 feet in length, which she refers to as "drumsticks". This stance is specialized for use with these types of weapon, and upon entering it Sid places her hands on the handles of the weapons, with the positioning of her arms ranging from both to the sides, one to the side and one diagonally in front of her chest, or both across her chest. The size of these weapons offset the weight they usually carry, allowing them to be moved much faster than a full polearm while dealing less damage. Thus the stance is focused more on speed than power, granting techniques within it a +1 to Speed and -1 to their Strength. 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 D-rank or above speed there 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: Drummer Style: Spin & Switch Classification: Kenjutsu Rank: D-Rank Class: Supplementary Range: Self (Stick)
Description: When using techniques involving twirling her mallets, Sid noticed that she wasn't utilizing them to their fullest capacity by simply keeping them in one hand. With this technique, she is capable of moving her mallets from one hand to the next in the middle of the spin in order to free up her other hand for a maneuver or prevent her opponent from interrupting the spin. She is only capable of performing this maneuver when her mallet is spinning at speeds she can track or move (1-Rank higher with Altered Perception or Equal to Erotic Awareness), lest she risk injuring herself. However, sometimes a little risk is necessary, and she can choose to perform a Reckless Switch, wherein she adds an extra spin to the weapon as she switches it so that the speed is increased when she continues the twirl in her other hand. This entails a Success Chance roll to determine whether the speed is increased or she fails completely. Roll - Effect 1 - Disarmed & Physical Recoil equal to Speed 2 or 4 - +1 T.L. to Speed 3 or 5 - Spin Reset & Physical Recoil 1-Rank Below Speed 6 or 8 - +2 T.L. to Speed 7 or 9 - Spin Reset & No Recoil 10 - +3 T.L. to Speed
Name: Drummer Style: Twirl the Baton Classification: Kenjutsu Rank: D-Rank Class: Supplementary Range: Self (Stick)
Description: This is a very simple technique which entails the user twirling their weapon in their hand. This can be performed with both sticks and mallets, though they each have different methods and uses. In the case of mallets, the user twirls it in a single hand either off to the side or directly in front of them, the first method causing the user to deal more damage on their next strike while the second method allows them to block incoming projectiles at various levels. When using drumsticks, the user twirls one in each hand either clockwise or counter clockwise, clockwise increasing the speed of the next strike while counterclockwise increases the power. Thanks to her Altered Perception, Sid is capable of spinning her drumsticks in two different methods up to a certain speed based on her rank. Mallet Speed (Turns Spinning) - Projectile Deflected - Str Increase D (1 Turn) - D (D- if Str) - 1 Tier Level Higher C (2 Turns) - C (C- if Str) - 2 Tier Levels Higher B (3 Turns) - B (B- if Str) - 3 Tier Levels Higher A (4 Turns) - A (A- if Str) - 4 Tier Levels Higher S (5 Turns) - S (S- if Str) - 5 Tier Levels Higher
Stick Speed (Turns Spinning) - Spd/Str Increase - Max. Speed (Erotic Awareness) D (1 Turn) - 1 Tier Level Higher - N/A (D) C (2 Turns) - 2 Tier Levels Higher - D (C) B (3 Turns) - 3 Tier Levels Higher - C (B) A (4 Turns) - 4 Tier Levels Higher - B (A) S (5 Turns) - 5 Tier Levels Higher - A (S)
Name: Drummer Style: Fighting Dirty Classification: Kenjutsu Rank: D-Rank Class: Offensive Range: Short
Description: This is a technique that's meant to be used when in a pinch, often when an opponent has gotten too close for comfort. It is comprised of two strikes, the user pulling back and striking with the back end of the weapon for the first strike before swinging forward with the front end on the second. The first strike is meant as a distracting blow, aimed at the head or face, and thus deals Pain instead of outright damage equal to the Strength used in the blow. This has the added effect of increasing the speed required to dodge the follow up strike by 2 Tier Levels (1 T.L. and halved pain if target possesses Pain Resistance, unaffected by first strike if they possess Pain Immunity). The follow up strike is straight forward, dealing Physical Bludgeoning Damage equal to the strength used to those struck.
Name: Drummer Style: Mow 'Em Down Classification: Kenjutsu Rank: D-Rank Class: Offensive Range: Self
Description: This technique is meant to be used as a follow up if a target absorbs the damage of a strike or completely avoids it. The user pulls away and twists the weapon slightly before striking again, this time in a much more vicious manner. This technique capitalizes on the distraction from the previous strike, requiring Reaction equal in rank to the previous Kenjutsu in order to dodge this strike. Unlike the other strike, this one is aimed to hamper an opponent rather than damage, causing the opponent to Bruise (single count Internal Bleeding) rather than damage. The severity of the bruising is dependent on the strength used for the strike, while the Kenjutsu this can follow is dependent on the user's skill level. Rank (Str) - Kenjutsu Followed - Bruising D - N/A (Unable to be used) - 1 D C - D - 2 D B - C - 3 D A - B - 4 D S - A - 5 D
Name: Drummer Style: Rock the Stage Classification: Kenjutsu Rank: D-Rank Class: Supplementary Range: Contact (Strike), Mid (Tremors)
Description: This is a technique within the style that requires pure strength above all else. With it, the user twirls their weapon(s) above their head before bringing it down at their feet. This is often used against a target if one is utilizing drumsticks or the ground if they are utilizing a mallet. The first method uses the sturdiness of the ground below them against their victim in order to convert the usual Bludgeoning Damage into Defense Bypassing, however this method requires the victim be prone else-wise the damage stays the same. When used with a mallet, this strike shatters the ground around the user and kicks up Small Sized debris, making it much harder to move within the radius of the strike and nearly impossible to target the user unless doing so from above. Despite the strength used, this technique only affects a 10ft range around them. Str of Strike - Speed Debuff - Reaction Req. D - -1 Tier Level - +1 Tier Level C - -2 Tier Levels - +2 Tier Levels B - -3 Tier Levels - +3 Tier Levels A - -4 Tier Levels - +4 Tier Levels S - -5 Tier Levels - +5 Tier Levels *Note: The debris effect of this technique lasts 1 Turn, starting at the user's post and ending at the next, and applies the reaction requirement to everyone attempting to land a hit within the radius of the technique including the user until it ends.
Name: Drummer Style: Quick Beat Classification: Kenjutsu Rank: D-Rank Class: Offensive Range: Short
Description: The is a simple technique that Sid often uses to test the capabilities of her opponent. With it, she quickly strikes out with her stick before pulling it back just as swiftly. This technique does minimal Bludgeoning Damage to the opponent, equal to 1-Rank below the Strength or Speed used for it, but the way the user moves makes it hard their target to launch a defense or counterattack. This adds a Reaction requirement to this strike scaling with their rank, based on the speeds with which the user struck out with. The strike also benefits from the user's Trick Speed, the unique movement of skates and boards making it harder to react to such a strike. Rank - Reaction Req. (+Trick Speed) D - Tier- (Tier Base) C - Tier Base (Tier+) B - Tier+ (Tier++) A - Tier++ (1-Rank Tier-) S - 1-Rank Tier- (1-Rank Tier Base)
Name: Drummer Style: Beat Block Classification: Kenjutsu Rank: D-Rank Class: Defensive Range: Contact
Description: This is a purely defensive technique in the style, wherein the user pulls their sticks in close to their body in preparation to block an incoming attack. The methods for blocking with mallets and drumsticks are wholly different due to the differences in their builds. For mallets, a block is performed with both hands at either end of the weapon, used to tank attacks from opponents larger than the user. For drumsticks, they are held in an X form in front of the chest and then shifted as the strike comes in, the user bracing them against an attacking opponent or their weapon before forcing them to the side for a deflection. This technique is capable of blocking attacks backed by Strength equal to or Speed 1-Rank above the user's Strength, however their skill with it determines the size they're capable of tanking or higher strength they're able to deflect. Rank - Size - Strength D - Up to Medium S - Up to 1 T.L. Higher C - Up to Medium M - Up to 2 T.L. Higher B - Up to Medium L - Up to 3 T.L. Higher A - Up to Medium XL - Up to 4 T.L. Higher S - Up to Large S - Up to 5 T.L. Higher
Name: Drummer Style: Flip the Script Classification: Kenjutsu Rank: D-Rank Class: Supplementary Range: Mid (Vault Distance)
Description: With this technique, the user utilizes their weapon like a pole vault in order to launch themselves into the air and bring their weapon down to strike at their opponent. This can be used with either mallets or sticks, however mallets are more often used to perform a running jump and thus move farther (+10ft to distance) while sticks are used for standing vaults and thus move through the air and to the ground faster (+1 T.L. to Speed). The user's tiers are used to determine the distance they ascend into the air (strength) and the rate at which they ascend (speed), however the damage of the strike is determined by the fall distance of the user, as they rely completely on gravity to supply the power behind this attack. Tier - Vault Distance - Fall Damage D - 10ft - From 10ft or Lower = D-Rank C - 20ft - From 20ft = 3 D-Ranks B - 30ft - From 30ft = C-Rank A - 40ft - From 40ft = B-Rank S - 50ft - From 50ft or Higher = A-Rank *Note: This technique is capable of being used alongside others that augment jump distance to enhance it further, with the vault being factored in after the other enhancers.
Name: Drummer Style: Pulling Back Classification: Kenjutsu Rank: D-Rank (-1 Stamina per Turn) Class: Supplementary/Defensive Range: Self
Description: The main focus of this style is an extended reach with as much power behind it as possible, however this can leave many openings for an opponent to exploit, especially if they are designed to force counter attacks. This technique acts as an add on to any of her other techniques of the style, allowing her to trade the power of her blows for an extra awareness of her opponent and the freedom to pull back in response to their attacks however she sees fit. This causes the damage modifier for the style to be lowered by 1x (i.e. if the bonus is 3x damage it'd become 2x) while also lowering all Reaction based tier checks by 1-Rank.
Name: Drummer Style: Spinning Tricks Classification: Kenjutsu Rank: C-Rank (-2 Stamina per P.T. active) Class: Supplementary Range: Self
Description: Req. Spin & Switch to be learned and Mallet Stance to be active. Once she learned to switch her spinning staff from hand to hand, it was only a matter of time before Sid learned how to perfect her method of spinning. She learned that she could use her entire body as a way to spin her staff, twirling it around her hands, wrists, arms, torso, legs and even her neck in order to build up momentum for a strike. With this method of spinning, she is gradually capable of picking up speed with her spins as the staff moves around her body, with the added benefit of being able to strike out with the staff and return it to the rotation of the spin to retain the previous speed of the spin so long as she doesn't stop the momentum (must return to spinning within 1 P.T. in order to keep the built up speed). While useful, this method always requires her to build up speed (starts at Running Speed), though as she grows more skilled she picks up speed much faster though it always caps at S++. This acts as an extension of the Mallet Stance, requiring double the time to switch from the stance or 1-Rank higher speed to switch instantly, though the requirement to switch from this form of the stance to the normal form is as detailed in the parent tech. Rank - Starting Speed - Momentum Gathering D - Running Speed - +1 T.L. every 5 Posts (Total) C - D- - +1 T.L. every 4 Posts (Total) B - D - +1 T.L. every 3 Posts (Total) A - D+ - +1 T.L. every 2 Posts (Total) S - D++ - +1 T.L. every Post (Total)
Name: Drummer Style: Novice Drummer Classification: Kenjutsu Rank: C-Rank Class: Supplementary Range: Self
Description: Sid has been training nearly non-stop with various stick weapons in order to become a master drummer. She has practiced countless hours of twirls, spins, flips and strikes with them and is so in-tune with those she wields that she is capable of wielding them as less of a weapon and more an extension of herself. With this technique, she has learned to keep them in her hands despite her low output strength. This is a Gripping Technique that registers as Tier Base Strength when Sid is holding her stick weapons with one hand, or Tier+ Strength when holding them with two, for the purposes of resisting Knockback or Disarming Techniques.
Name: Drummer Style: Plot Twist Classification: Kenjutsu Rank: C-Rank Class: Offensive Range: Short
Description: This is a technique wherein the user strikes out with a single weapon supported by both hands rather than one. As such this technique is more suited towards mallets than drumsticks, as the latter is more of a dual wielded weapon, though it can be used with either nonetheless. To execute the technique, the user places their loosely hand on the haft of the weapon while their other grips the butt or lower half. They then strike out at the opponent with great force, dealing damage equal to their strength, however the true danger comes from the second half of the technique. Once the opponent is struck, the user spins the weapon with the hand located at the bottom half, channeling extra trauma through the opponent's body in the form of a Contusion (recurrent Internal Bleed Damage). The Bleed damage the target suffers is dependent on the speed the weapon is spun with, while the duration they bleed is dependent on the user's rank. Rank (Speed) - Bleed (Each PT) - Duration D - 1 D - 1 Turn C - 2 D - 1 Turn B - 3 D - 2 Turns A - 4 D - 2 Turns S - 5 D - 3 Turns
Name: Drummer Style: Crowd Diving Classification: Kenjutsu Rank: C-Rank Class: Supplementary Range: Self (Spin), Mid (Hover)
Description: This technique is meant to be used either after a jump, when the user has been knocked back or if they are falling. Though unlike many of the other techniques in the style, it is only truly effective when used with a mallet. With it, the user spins their weapon above their head for one of three effects: if used after a jump it extends the distance the user travels as the staff acts as a propeller to carry them higher, if used when the user is knocked back it can slow their movement and lessen the distance or if used when falling it can halt their descent for a set time. The first method relies heavily on Speed for execution, the second relies on Strength, while the third relies on a mixture of both. In any case, this counts as a Mid-Air Movement Technique equal to the tier used. Spd/Str - Distance Extension - Knockback Reduction - P.T. Suspended D - +10ft - -5ft - 1 P.T. C - +15ft - -10ft - 2 P.T. B - +20ft - -15ft - 3 P.T. A - +25ft - -20ft - 4 P.T. S - +30ft - -25ft - 5 P.T.
Name: Drummer Style: Crowd Flying Classification: Kenjutsu Rank: C-Rank Class: Supplementary Range: Self (Suspension)
Description: Req. Crowd Diving & Spinning Tricks. This technique was created as an extension of Crowd Diving, and can only be used alongside that technique as it hinges on that technique's features. This technique uses the time the user is suspended in the air in order to launch attacks without disrupting their hover. It combines the methods of Spinning Tricks with Crowd Diving, the user transferring their spinning weapon to other parts of their body to execute an attack, then returns the staff to a propeller position. While it allows the user to remain airborne, the change in the weapon's position does cause them to lose altitude. The number of attacks the user is capable of performing per P.T. without falling completely, as well as the altitude lost per attack launched, is determined by their rank. Rank - Attacks per PT - Fall Distance per Attack D - 1 - 20ft C - 2 - 15ft B - 3 - 10ft A - 4 - 5ft S - 5 - 1ft
Name: Drummer Style: Beating Back Groupies Classification: Kenjutsu Rank: C-Rank Class: Offensive/Defensive Range: Short (Strike), Mid (Knockback)
Description: With this technique, the user angles the tip of their weapon towards the ground as the opponent approaches. Once they get within range, they swing the stick upwards in an arc from their position in order to impact their opponent. This technique is completely focused on uprooting their foe, rather than doing damage, and because of that deals no damage to the opponent. Rather, the damage multiplier of the style is translated into a multiplier for the knockback granted by the style. If struck the user is knocked into the air a distance dependent on the strength of the swing and modified by the weight of the weapon, if they utilize strength to resist the blow they are still knocked into the air but at a reduced distance and now taking damage (1-Rank below Strength) due to tensing their body and causing trauma on their own, while a Strength+Defense Tier Chain negates the technique. When knocked upwards, the target requires a Mid-Air Movement technique equal in rank to the user's strength in order to avoid any follow ups.
Name: Drummer Style: Fancy Twirl Classification: Kenjutsu Rank: C-Rank Class: Supplementary Range: Self (Sticks)
Description: While there are a number of techniques that capitalize on the user spinning their weapon, there are few that are used more for drumsticks than they are for mallets. This is one of the few, as it incorporates complex finger work in order to spin the weapons in a mesmerizing pattern. Those who have high enough perception to notice the movements of the drumsticks are those who fall prey to this technique the easiest, with higher levels of perception being much more susceptible. With this technique, the target requires Barrier Tiers to not be distracted by the movements of the sticks. When distracted, they are stopped in their tracks and have all techniques they were attempting to use or those they were maintaining interrupted, deciding to watch the display rather than interrupt it. The distraction, being a visual one rather than anything empowered by chakra, lasts only for the target's post, but grants the user the time they may need to act. Perception = Barrier Tiers to Focus - Sight Level (Modifier) Normal - N/A - Normal = +0 T.L. Reaction - D - Raised = +1 T.L. Samurai Lvl Reaction - C - Heightened = +2 T.L. Weapon Reading Tech - B - Enhanced = +3 T.L. T.S. Dojutsu - A - Max = +4 T.L. Muscle Tension - S - Above Max = +5 T.L.
Name: Drummer Style: Destroy the Arena Classification: Kenjutsu Rank: C-Rank Class: Defensive Range: Contact (Strike), Short (Area)
Description: Req. Rock the Stage. This technique is an extension of a similar technique, but this time focusing the power to a greater extent. The user draws their weapon up above their head before slamming them into the ground. The power behind this technique forces slabs of materia (determined by the terrain), 10ft tall, up in a 5ft circle around the user. These slabs remain until destroyed, however the amount of materia contained in them and by extension the amount of damage they are capable of sustaining is dependent on the strength used in the technique. The user's rank also determines the type of terrain they can use this technique on, though any that isn't wholly solid only acts as a defense for 1 post (total) after which it settles back into its place. Rank (Strength) - Terrain Available - Materia in Wall D - N/A (Insufficient Skill) - 1 C-Rank C - Normal Terrain (Rock, Grass etc) - 2 C-Ranks (1 B-Rank) B - Smooth Terrain (Ice, Glass etc) - 3 C-Ranks (1 A-Rank) A - Granular Terrain (Sand, Snow etc) - 4 C-Ranks S - Rough Terrain (Mud, Quicksand etc) - 5 C-Ranks
Name: Drummer Style: Trick Barrage Classification: Kenjutsu Rank: C-Rank (-2 Stamina per PT) Class: Offensive Range: Short
Description: Req. Spinning Tricks to be Learned. This technique uses the core principles of Spinning Tricks to launch a barrage of attacks at an opponent. With this technique the user performs a repeating chain of attacking, returning their staff into a spin, then attacking, so on and so forth. This allows the user to pepper their opponent with attacks while not losing their momentum, then build up their attack into a barrage. The number of times the user is capable of attacking and returning to a spin in one post is dependent on their skill level, while the damage is equal to the speed of the strike. Due to how the user attacks, when the target avoids a strike they require +1 Tier Level higher in Reaction to dodge a subsequent strike, increasing with each hit they avoid. Rank - Strikes per Post (Total) D - 2 Strikes C - 3 Strikes B - 4 Strikes A - 5 Strikes S - 6 Strikes
Name: Drummer Style: Drumline Parry Classification: Kenjutsu Rank: C-Rank Class: Defensive Range: Contact, Short (Radius)
Description: A staple within the style of Kendo is its ability to parry, which carries over with this style despite it being a detachment from the core style. The Drummer Style possesses two different methods of parrying, the Full Range Parry, which is specific to use with the Mallet Stance and associated weapons, and the Half Range Parry, which is specific to use with the Stick Stance and its associated weapons. The Full Range is a 360° circle around the user and specializes in defending from attacks at every angle, stopping attack barrages, or attacks launched from multiple different fronts, while the Half Range is a 180° semi-circle in front of the user that is more equipped for dueling a single opponent head-on. The first method allows the user to parry multiple targets or objects with one technique whereas the second allows the user to track higher speeds for a single target. As this style was made by Sid, it capitalizes on all of her capabilities, and thus she is naturally capable of parrying faster techniques within her range. The range she is capable parrying depends on her height and the length of her weapon. Height of User - Blade Length (Baton/Staff) - Range - Rank (Speeds Traced) 3 Feet & Below (1 Foot Arm Length) - 3ft/6ft - 8 to 14ft 4 Feet (1.5 Feet Arm Length) - 3ft/6ft - ~9 to 15ft 5 Feet (2 Feet Arm Length) - 3ft/6ft - 10 to 16ft 6 Feet (2.5 Feet Arm Length) - 3ft/6ft - ~11 to 17ft 7 Feet (3 Feet Arm Length) - 3ft/6ft - 12 to 18ft 8 Feet (3.5 Feet Arm Length) - 3ft/6ft - 13 to 19ft
Rank (Speeds Tracked) - Targets Parry-able (Mallet) - Speeds Tracked (Sticks) D - 2 Targets/5 Projectiles or Hits - C C - 3 Targets/10 Projectiles or Hits - B B - 4 Targets/15 Projectiles or Hits - A A - 5 Targets/20 Projectiles or Hits - S S - 6 Targets/25 Projectiles or Hits - SS *Note: Altered Perception and Erotic Awareness have their limits outside of this technique, however movement is easier for Sid to trace within her Range. The speeds she can traced is increased by 1 Tier Level with A.P. and 2 Tier Levels with E.A.
Name: Drummer Style: Drumline Skirmish (Signature) Classification: Kenjutsu Rank: C-Rank Class: Supplementary Range: Short (Radius)
Description: This is an extension of the Drumline Parry, created because the originator realized that there are styles dedicated more fully to weapon fighting, more specifically meeting and disrupting the strikes of other styles. This was developed as a counter to them, a parry-parry if you would. This technique capitalizes on Sid's enhanced intelligence and familiarity with weapon techniques to examine her opponent's style, and after a style has been fully examined allows her to memorize the rhythm of it and match the minute openings in their movements. This allows her to bypass the parries of other styles with her own attacks, her strikes slipping through defenses which would otherwise be perfect. The amount of time it takes to examine a style is based on its complexity, while the rank of Kenjutsu they can render unreadable by their method of parrying is based on her skill. Style Complexity = Time to Examine - Rank = Kenjutsu Avail. Basic (Kendo, Iaido etc) = 3 P.T. - D (N/A) Specialized (Tenmetsu, Osorohii-Daku etc) = 6 P.T. - C (D) Combination (Iaiken, New Moon Blade etc) = 9 P.T. - B (C) Awakened (Moloch Klinge, Kussaku-ten etc) = 12 P.T. - A (B) Complex (Iaimetsu Kento-Ryu, Blood Moon Stance etc) = 15 P.T. - S (A) Perfect (Erasure of Iaido etc) = 18 P.T. - Elite (S) *Note: The user's perception allows them to examine styles at a faster rate, so long as the target is moving at speeds covered by their Altered Perception. Under the normal effects, 1 post (total) counts as 2, where as Erotic Awareness counts it as 3 (ex: with E.A. a Specialized Style at or below S-Rank Speeds can be examined in 2 P.T. rather than 6).
Name: Drummer Style: Expert Drummer Classification: Kenjutsu Rank: B-Rank Class: Supplementary Range: Self
Description: As she has mastered more and more of her drumming techniques, Sid has naturally grown more skilled in the utilization of her weapons. Before she learned to keep a tight grip on her weapon, now she has learned to wield them in such a way that they are in less danger when clashing with other techniques. This comes into effect when facing Weapon Destruction Techniques or styles that enable Weapon Destruction, as she is capable of angling her weapons so they receive as little damage as possible. When wielding them, her stick weapons are counted as having an Immunity to Physical Based Weapon Destruction Techniques and a Resistance to those that aren't Physical equal to her Rank.
Name: Drummer Style: Can't Stop the Beat Classification: Kenjutsu Rank: B-Rank (-3 Stamina & Variable Damage per Use) Class: Offensive Range: Self
Description: This technique is meant to combat other fighting styles that attempt to use the threat of damage or pain to dissuade an attacker from following through with their movement. As such, it is only used when taking damage from a strike meant to interrupt their own and prevent it from happening. With the use of this technique, the pain from the damage is used to release a minor burst of adrenaline through their system, granting them Pain Resistance based on their rank and allowing them to continue forward with their attack despite the intentions of their opponent. Rank - Pain Resistance C-Rank & Below - Pain Resistance B-Rank [Low] - Pain Resistance B-Rank [High] - Pain Immunity B-Rank [Elite] - Pain Immunity
Name: Drummer Style: Super Fancy Twirl Classification: Kenjutsu Rank: B-Rank Class: Supplementary Range: Self (Sticks)
Description: Req. Fancy Twirl to be Learned. This is an expansion of the Fancy Twirl technique, which entails the user adding more intricate twirl work into their spins. This has the added effect of making the twirling more mesmerizing to look upon, not only distracting an opponent as detailed in the previous technique but also making it harder for them to see any follow up attacks coming. This technique increases the Barrier Tiers necessary to not be distracted, while adding a Reaction requirement (Equal to Speed) to notice and avoid attacks that follow the twirling motion. Like the previous technique, the more advanced one's sight is the easier it is to fall prey to this technique. Perception = Barrier Tiers to Focus - Sight Level (Modifier) Normal - D - Normal = +0 T.L. Reaction - C - Raised = +1 T.L. Samurai Lvl Reaction - B - Heightened = +2 T.L. Weapon Reading Tech - A - Enhanced = +3 T.L. T.S. Dojutsu - S - Max = +4 T.L. Muscle Tension - SS - Above Max = +5 T.L. *Note: The increase in the tier checks based on the victim's sight level is applied both to the Barrier to resist the distraction and the Reaction to see the follow up.
Name: Drummer Style: Shocking Plot Twist Classification: Kenjutsu Rank: B-Rank Class: Offensive Range: Contact (Vacuum)
Description: Req. Plot Twist to be Learned. This technique is an advancement on a previous technique, though a version that carries more power and danger. With this, the user prepares themselves much like with the previous technique, but rather than striking their opponent first, they twist their wrist with immense strength to spin their weapon in their hand. This spin creates a vacuum of force between the user and their target, pulling the target in towards the user as it strikes. This vacuum moves at speeds equal to the Strength it was spun with, and once it hits an opponent it draws them in at the same speeds. They are capable of anchoring themselves in place to resist the pull, however it causes them to take Internal Bludgeoning Damage equal in rank to the strength used, though if they don't resist it they are pulled towards the user and incapable of dodging a follow up attack unless they utilize a Mid-Air Movement technique 1-Rank above the strength of the pull, or one backed by Strength equal to it. The user's skill determines how far away the vacuum extends to pull an opponent. Rank - Vacuum Distance D - 1ft C - 2ft B - 3ft A - 4ft S - 5ft
Name: Drummer Style: Terror Twister Classification: Kenjutsu Rank: B-Rank Class: Offensive/Defensive Range: Contact (Twister), Short (Knockback)
Description: This technique is one of the more flashy within the style, as it uses a built up amount of force in an over the top way. The user spins their sticks before performing a horizontal swipe across the front of their body. This transfers all the strength of their twirling weapon and the strike itself into a whirling vortex surrounding the user for a set period. The vortex has an eye in the middle with a 3ft radius where the user stands while the winds whip around them, reaching up 10ft into the air. The user's strength and speed factor in greatly to the use of this technique, with their strength determining how fast and strong the vortex moves (equal rank strength req. to breach or else they are knocked back), their speed determining how violent the winds are (Slicing Damage dealt), while a combination of the two determines how long it persists around them. This vortex also spins clockwise or counterclockwise depending on how the user swiped their weapon (right and left respectively), with the technique being negated if an equal rank Wind Release that flows in an opposite direction is used against it. Speed/Strength - Knockback - Slicing Damage - Duration D - 5ft - D - 1 P.T. C - 10ft - 3 D - 2 P.T. B - 15ft - C - 3 P.T. A - 20ft - B - 4 P.T. S - 25ft - A - 5 P.T. *Note: The duration requires both tiers to be at the same level for it to come into effect (ex: if A-Rank Speed and B-Rank Strength are used, the target will be dealt B-Rank Slicing Damage, 15ft Knockback and the vortex lasts for 3 PT).
Name: Drummer Style: Trip Up Classification: Kenjutsu Rank: B-Rank Class: Defensive Range: Contact
Description: This is a clever technique created to be used after the user parries a technique aimed at them. The user blocks the technique as intended before immediately giving up any resistance and stepping to the side, causing their opponent to continue with their momentum past the user while also being put off balance due to the sudden shift in resistance. This requires them to utilize a Balancing Technique + Reaction Tiers equal to the Strength or Speed they put behind their strike (1-Rank higher if they utilized Both), with those who are unable to do so falling prone for 1 P.T. and being open to follow ups.
Name: Drummer Style: Line in the Sand Classification: Kenjutsu Rank: B-Rank Class: Supplementary Range: Short (Cloud)
Description: This technique is a simple yet effective one, entailing the user slamming their weapon into the ground and drawing it quickly in an arc across the ground. This is used to kick up dirt, dust and other debris in order to distract an opponent. This creates an obscuring cloud in a 15ft radius around the user, which causes those without B-Rank Reaction to blink in time blind for 1 P.T., while those who need to breathe require B-Rank Endurance to resist being rendered prone for 1 P.T. due to coughing and hacking. The cloud persists for a single Turn, and for the turn breaks line of sight on the user and those within the cloud as it is used.
Name: Drummer Style: Psyche-Out Classification: Kenjutsu Rank: B-Rank Class: Offensive Range: Short
Description: This is a feint technique designed for use after another has struck an opponent, but been blocked by a weapon or guard. With it, the user draws their weapon away and moves it quickly to the target's opposite side, requiring Tier++ Reaction equal to the user's Speed to track the follow up should the target be using only a single weapon or a style that doesn't utilize two weapons to block, while those that utilize two weapons or a style that utilizes both weapons to block requires Tier+ Reaction. The damage dealt is equivalent to the Strength the technique is used with.
Name: Drummer Style: Master Drummer Classification: Kenjutsu Rank: A-Rank Class: Supplementary Range: Self
Description: Hours upon hours of beating on drums and opponents has molded Sid into a master drummer. She is capable of engaging in combat with the least amount of danger to her weapons, resisting techniques that would see her disarmed or her weapons destroyed while still battering down her foes. She has essentially become one with her sticks and mallets, which shows in the way she moves when she utilizes them now. She is no longer a natural combatant with them in her hands, becoming a graceful warrior that strikes out against opponents before they even have a chance to attack. The change in her movements have caused regular methods of tracking a target ineffective, and as she becomes more skilled the levels of perception she bypasses increases. This technique is also peculiar in the fact that the user can opt to make their movements more obvious, allowing specific forms of perception to view them if they see fit. Rank - Perception Bypassed D - Weapon Reading Techniques C - Time Slowing Dojutsu B - Muscle Tension A - Telepathy/Mind Reading S - Premonition/Precognition *Note: When a method of sensory is bypassed, it alone cannot be used to track her movements, however it can be combined with another method in order to still be useful though a higher level (1-Rank or Stage) of its utilization is required. If paired with another of the bypassed methods on the list, the level required is likewise increased (2 requires 2 levels higher, 3 req. 3 etc).
Name: Drummer Style: Strike True Classification: Kenjutsu Rank: A-Rank Class: Offensive Range: Short
Description: This technique is meant to be used as a form of trap technique, with the user moving in such a way that the true power behind the technique is concealed. Normally, it isn't required to be placed in spoiler tags, however when facing targets who force Kenjutsu techniques to be placed in spoiler tags, it registers to them as a D-Rank technique, to those with such a technique and Reaction Tiers, it registers as C-Rank, those with that form of technique and Time-Slowing or Muscle Tension see it as a B-Rank while those with a Kenjutsu reading technique and Precognition/Premonition are capable of viewing its true nature. The strike itself is very simple, being a swing at the opponent's body. However, at the moment the stick makes contact the user channels an immense amount of force into the blow, dealing its normal Bludgeoning Damage but also severely Bruising their target. They are knocked back as detailed by the style, however the damage increase due to weight is instead applied to the Bruising to increase the internal bleeding. When a target attempts to anchor themselves against the blow with Strength Tiers, the Bruising becomes Contusions with their bleed damage inflicted per Post (Total) while lasting for a number of Turns based on the Strength used to anchor. Strength Used - Internal Bleed Damage (Recurrent) D - 2 Ds - 1 Turn C - 4 Ds - 1 Turn B - 6 Ds (1 C) - 2 Turns A - 8 Ds - 2 Turns S - 10 Ds - 3 Turns
Name: Drummer Style: Pound the Alarm Classification: Kenjutsu Rank: A-Rank (-4 Stamina per Strike) Class: Offensive Range: Short
Description: This is a simple strike, usually performed overhead, though it is designed to be used against constructs, armor, weapons and other non-living equipment that are sturdier than sentient beings. The technique channels all of the user's strength into the blow in order to destroy whatever the user strikes. This deals Physical Defense Shattering Damage to objects struck, and if the object's durability is overwhelmed by it counts as a Weapon Destruction Technique. The blow generated by this technique is easy to replicate in quick succession as a follow up to itself, allowing the user to deal several counts of this damage to a single object if necessary with the damage deducting from the Raw Durability with each strike until destruction. This can also be used on objects that are already destroyed in order to pulverize them, increasing the price to repair them by +1x for each strike after destruction to a max of +5x with 5 strikes.
Name: Drummer Style: Uber Fancy Twirl Classification: Kenjutsu Rank: A-Rank (-2 Stamina per PT Maintained) Class: Supplementary/Defensive Range: Self (Stick)
Description: Req. Super Fancy Twirl to be Learned. This technique is the perfect version of the Fancy Twirl technique, entailing the user using intricate finger motions to move their sticks about while also moving their arms in mesmerizing patterns. This technique is the most difficult to avoid, as the user's skill has become so great that they are capable of performing feats of juggling their sticks along their arms that few would even dream of. The Barrier Tier requirement to not be distracted is much higher, and the Reaction requirement to not fall to follow ups remains, however with this technique the user is capable of keeping targets who fail their tier checks distracted for as long as they continue twirling their sticks in this manner, rather than for a single post. While they're able to keep up the distraction for a long time, launching an attack or using any technique from this style interrupts their twirling and thus frees their targets from the distraction effect. This makes it the perfect technique to open targets for attacks from an ally. Perception = Barrier Tiers to Focus - Sight Level (Modifier) Normal - C - Normal = +0 T.L. Reaction - B - Raised = +1 T.L. Samurai Lvl Reaction - A - Heightened = +2 T.L. Weapon Reading Tech - S - Enhanced = +3 T.L. T.S. Dojutsu - SS - Max = +4 T.L. Muscle Tension - SSS - Above Max = +5 T.L. *Note: The increase in the tier checks based on the victim's sight level is applied both to the Barrier to resist the distraction and the Reaction to see the follow up.
Name: Drummer Style: Bum Rush Classification: Kenjutsu Rank: A-Rank Class: Supplementary/Offensive Range: Contact
Description: This technique stands out within the Drummer Style as it doesn't focus on the punishing brute strength as the rest do, but rather a violent burst of speed meant to catch an opponent off guard. Firstly, the user builds energy in their legs, tensing the muscles their in preparation for the move they are about to perform. Through this duration, the user must keep their lower body still as the energy builds, allowing them to move their upper torso and arms freely. Once they are prepared, the user launches forwards at speeds based on their own, though modified based on how long they readied themselves for. The suddenness of this movement causes there to be a lag in their opponent's reception of visual information, rendering the user "Invisible" to their sight for a short duration, also dependent on how long they prepared. This technique is extremely physically taxing, taking -2 Stamina from them per post (total) they charge and, despite not moving at all, negating any stamina replenished from standing still. P.T. Charged - Speed Boost - P.T. "Invisible" 1 P.T. - +1 Tier Level - N/A 3 P.T. - +2 Tier Levels - 1 P.T. 6 P.T. - +3 Tier Levels - 2 P.T. 9 P.T. - +4 Tier Levels - 3 P.T. 12 P.T. - +5 Tier Levels - 4 P.T.
Name: Drummer Style: Balancing Act Classification: Kenjutsu Rank: A-Rank Class: Supplementary Range: Self (Stick)
Description: This technique is one within the style that is purely supplementary, where the user has practiced balancing on their various stick weapon that its as easy as standing. This can be used to balance vertically, with the user standing their staff straight up, or wedging it into the ground, before jumping atop it, or it can be performed horizontally with the user wedging the weapon into a wall or similar vertical surface and standing on it this way. With this technique, the user can transfer any balancing techniques they have in their arsenal into balancing on their weapon, allowing them great versatility in the way they balance themselves.
Name: Drummer Style: Drum Roll Classification: Kenjutsu Rank: A-Rank (-3 Stamina per PT) Class: Offensive Range: Varies (Add-On)
Description: This technique is an add-on to be used with other offensive techniques within the Drummer Style. This allows the user to chain uses of a technique together seamlessly, turning any technique of the style into a barrage. This is noticeably unable to be used with the "Pound the Alarm" technique, due to its design, however all others of the style are available. When chaining techniques, the price of this style overrides the price of the original technique if it is A-Rank or Below, while those S-Rank or Above have their prices halved and added onto this technique. The maximum amount of strikes within a single post and the rank of techniques usable with this is based on the user's skill level, the drummer becoming more capable at barrages the more they train. Rank - Max Techs Chained - Max Tech Rank D - N/A - N/A C - 2 - D B - 4 - C A - 6 - B S - 8 - A Elite S or Above - 10 - S
Name: Drummer Style: Obliterate the Stadium Classification: Kenjutsu Rank: S-Rank Class: Offensive Range: Contact (Strike), Mid (Crater)
Description: Req. Destroy the Arena to be Learned. This technique is an advancement on a lesser one within the style, but takes all the principles of the Drummer Style and pushes them to their absolute limit for one devastating strike. Due to the supreme nature of the strike, the differences between its use when it came to drumsticks and mallets is eliminated, allowing them both to be used just as effectively with it. The user brings their weapon up above their head and slams downward into the ground. They torque every muscle in their body, building up an obscene amount of force within themselves in order to perform the strike, then channels it all into the ground below their feet. If striking a prone opponent (or one below them if suspended in air), it deals Defense Bypassing Bludgeoning damage as well as heavy Contusions, however it is designed to be used on the ground itself. When striking the ground, it shatters whatever material it is comprised of to create a crater 50ft in radius and 25ft deep, while also knocking debris upwards into the air. The hidden danger of this technique is the debris, as the damage modifier due to the weight of the weapon is instead translated into a knockback modifier, and this new knockback value is used to determine how high the debris is launched. Upon reaching maximum height, the debris falls back down to the earth to deal Elemental Physical Bludgeoning damage to all those within the crater based on the distance it fell. Strength Used - Contusions (Duration) - Weapon Weight (K.B. Mod) - Height Launched (Damage) D - 3 D per PT (1 Turn) - 10 or Below (2x) - 20ft or Below = 3 D C - 6 D per PT (1 Turn) - 11 to 20 (2x) - 21-40ft = C B - 9 D per PT (2 Turns) - 21 to 30 (3x) - 41-60ft = B A - 12 D per PT (2 Turns) - 31 to 40 (3x) - 61-80ft = A S - 15 D per PT (3 Turns) - 41 to 50 (4x) - 81-100ft = S SS - 18 D per PT (3 Turns) - 51 to 60 (4x) - 101-120ft = SS SSS - 21 D per PT (4 Turns) - 61 to 70 (5x) - 121ft or Above = SSS
Name: Drummer Style: Relentless Drumming Classification: Kenjutsu Rank: S-Rank Class: Offensive Range: Self
Description: This technique was created to combat opponents that were capable of performing feats of extreme speed evade the user's strike, turning the Drummer Style into one that is useful for pursuing a foe.
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Last edited by Sid on 21st July 2020, 2:17 am; edited 6 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 25th July 2018, 6:04 pm | |
| Mind Branch Jiko- Genjutsu:
Name: Telepathic Illusion Style Classification: Fighting Style Rank: B-Rank Class: Supplementary Range: Self (Genjutsu), Varies
Description: This is a unique Genjutsu fighting style which branches away from the original method of utilizing Genjutsu by incorporating the Psionic Release Nature Transformation, and does so even further by incorporating the Jiko's unique utilization of Psionic Release. The Telepathic Illusion Style is unique in that, alongside being able to be triggered simply by layering Genjutsu within a Psionic Release technique, contact with any of the user's Psionic Release-based techniques forges a passive link between the minds of the user and their target which can then be used as an additional trigger. Due to being elemental in nature like other elemental genjutsu types it overpowers ambient genjutsu when put against it however it suffers from the same elemental weaknesses and strengths as Psionic. Due to the nature of the Mind Branch's Psionic Release, when layering Genjutsu with Psionic techniques or forging a link they are only required to be placed in spoilers when the target possesses a Mental Sensory technique which allows one to analyze the excess mental activity or possesses Genjutsu detection equal to the rank of the Genjutsu being layered. Upon contact with a layered technique or the use of an established link it is known as a Mental Trigger which can only be Kai'd out of if an individual has Barrier Tiers equal to the rank of the Psionic Release technique which struck them. While this style is not required to unlock access to Telepathic Illusions (Psionic Release Genjutsu), it is required to get the styles benefits.
Name: Telepathic Style: Basic Level Classification: Genjutsu/Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: Those of the Mind Branch, while not as infallible as their fellow Zireh Jiko when it comes to their mental astuteness, possess minds strong enough to expand their influence to others without shattering into thousands of fragments. Their minds are so strong that these Barrier Tiers, when used normally, are capable of negating D-Rank Mental-based Illusions, while halving the damage of Mental-based Techniques that aren't illusions. In addition, the Jiko possesses the ability to extend their Barrier Tiers to targets they share a telepathic link with (up to 1 target) at the cost of returning their Barrier Tiers to the usual capabilities of halving Mental damage done to the user.
Name: Telepathic Style: Advanced Level Classification: Genjutsu/Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: Those of the Mind Branch, while not as infallible as their fellow Zireh Jiko when it comes to their mental astuteness, possess minds strong enough to expand their influence to others without shattering into thousands of fragments. Their minds are so strong that these Barrier Tiers, when used normally, are capable of negating C-Rank Mental-based Illusions, while halving the damage of Mental-based Techniques that aren't illusions. In addition, the Jiko possesses the ability to extend their Barrier Tiers to targets they share a telepathic link with (up to 2 targets) at the cost of returning their Barrier Tiers to the usual capabilities of halving Mental damage done to the user.
Name: Telepathic Style: Expert Level Classification: Genjutsu/Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: Those of the Mind Branch, while not as infallible as their fellow Zireh Jiko when it comes to their mental astuteness, possess minds strong enough to expand their influence to others without shattering into thousands of fragments. Their minds are so strong that these Barrier Tiers, when used normally, are capable of negating B-Rank Mental-based Illusions, while halving the damage of Mental-based Techniques that aren't illusions. In addition, the Jiko possesses the ability to extend their Barrier Tiers to targets they share a telepathic link with (up to 3 targets) at the cost of returning their Barrier Tiers to the usual capabilities of halving Mental damage done to the user.
Name: Telepathic Style: Master Level Classification: Genjutsu/Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: Those of the Mind Branch, while not as infallible as their fellow Zireh Jiko when it comes to their mental astuteness, possess minds strong enough to expand their influence to others without shattering into thousands of fragments. Their minds are so strong that these Barrier Tiers, when used normally, are capable of negating A-Rank Mental-based Illusions, while halving the damage of Mental-based Techniques that aren't illusions. In addition, the Jiko possesses the ability to extend their Barrier Tiers to targets they share a telepathic link with (up to 4 targets) at the cost of returning their Barrier Tiers to the usual capabilities of halving Mental damage done to the user.
Name: Telepathic Style: Grandmaster Level Classification: Genjutsu/Taijutsu Rank: S-Rank Class: Supplementary Range: Self
Description: Those of the Mind Branch, while not as infallible as their fellow Zireh Jiko when it comes to their mental astuteness, possess minds strong enough to expand their influence to others without shattering into thousands of fragments. Their minds are so strong that these Barrier Tiers, when used normally, are capable of negating S-Rank Mental-based Illusions, while halving the damage of Mental-based Techniques that aren't illusions. In addition, the Jiko possesses the ability to extend their Barrier Tiers to targets they share a telepathic link with (up to 5 targets) at the cost of returning their Barrier Tiers to the usual capabilities of halving Mental damage done to the user.
- Energy Tech:
Name: Telekinetic Combat Classification: Fighting Style Rank: B-Rank Class: Offensive Range: Varies
Description:
- Nen Tech:
Name: Psychokinetic Combat Classification: Fighting Style Rank: Class: Range:
Description:
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Last edited by Sid on 23rd April 2021, 1:23 pm; edited 2 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 26th July 2018, 10:24 pm | |
| - Defense+Strength+Endurance:
Tied to Impervious Flesh; increases the amount of durability Sid possesses when I.F. is active, acts as a normal tier chain while it is inactive.
Name: Classification: Rank: Class: Range:
Description:
- Defense+Speed+Endurance:
Tied to Impervious Flesh, Spd+Def & Str+Def tier chains; allows the shockwaves created to affect semi-tangible targets and Energy-based techniques.
Name: Classification: Rank: Class: Range:
Description:
- Defense+Speed+Strength+Endurance:
Tied to Impervious Flesh, Spd+Def, Str+Def & Def+Spd+End tier chains; allows the shockwaves created to affect intangible targets and Unstable-based techniques.
Name: Classification: Rank: Class: Range:
Description:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Lobos Revamp:
Name: Rikigaku Art - Techno-Organics Classification: Kinjutsu/Kugujutsu Rank: C-Rank Class: Passive Range: Self
Description: This path is unique within the Rikigaku, as were all others view their creations or techniques as tools for use, those of the Lobos Path view them differently: as companions. As such, upon its inception, the creator of this path took the time to study other shinobi that took on companions, such as pets and summons. They took what they learned and fused it with their Rikigaku teachings, adding in puppetry as a to tie all of it together in order to create the techno-organic organisms known as Lobos. The path sports the variability of pets, the numbers of summons and the ability to be modified much like a puppet, forming something wholly unique. Much like a puppeteer, the Lobos Path Rikigaku has a number of "slots" they can designate to the control of Lobos, which can be increased through Weekly Trainings. Unlike them, however, they are completely incapable of going over this maximum. Rank - Lobos Slots - Weekly Training (WC) - Slot Increase D - 10 - 1 (125) = +5 C - 15 - 2 (125) = +5 B - 25 - 3 (250) = +5 A - 30 - 4 (250) = +5 S - 35 - 5 (500) = +10 "Z" - 40 - 6 (500) = +10 "X" - 50 - 7 (750) = +10
Mechanization
Name: Rikigaku Art - Mechanization Protocol I Classification: Kinjutsu/Kugujutsu Rank: C-Rank Class: Supplementary Range: Contact (Creation)
Description: Through this technique, the Rikigaku is capable of creating Shells, the chassis of Lobos that can be likened to a puppet of sorts. In order to create one, the Rikigaku must be in possession of the corpse of a Small-Sized Fauna, dead no longer than 1 Topic (2 for Puppeteers or 3 for Medics). Then, at the expense of chakra and some of their own life-force, they begin the process of converting the corpse from flesh to a techno-organic substance. This process is time-consuming, though thanks to the size in question less so than it would be for anything else, requiring the user to focus on their task for 5 posts (total). Once completed, the user will have created a Small Shell. Lobos are amongst the most durable creations of the Rikigaku, with even the smallest shells possessing a B-Rank of Raw Durability outside of any modifiers. Shells come in four variations based on their size, each gaining different strengths and weaknesses: *Standard: These are the basic type of Shell for Lobos, not specialized to do anything in particular upon its creation and thus can be used for Offensive, Defensive or Supportive purposes as the Rikigaku dictates, much like a jack of all trades. They also have the most variety between one Standard Lobos to the next, as they can quite literally become anything. These class of Lobos are made with a minimum of 2 Slots for mechanisms, and can be outfitted with a maximum of 5 (outside of techniques for modification). *Trap: These are the main type of Offensive Small Shells, geared towards executing concealed functions within the puppet that are used to catch their opponents off guard and open them up for the kill. Their nature as offensive tools offers them the most slots for modification of the Small Shells, with a starting 5 and a maximum of 7 (outside of technique modification). *Guerilla: These are the main type of Defensive Small Shells, made to be sturdier than their brethren and capable of receiving more punishment than the others. Due to being focused almost purely on improving their durability and defending the Rikigaku and their other creations, they have the least amount of slots for the Small Shells with a starting 1 and a maximum of 3 (outside of modifications through techniques). *Recon: These are the main type of Supplementary Small Shells, made mainly for surveillance and mapping the battlefield, however due to how broad that job is they are capable of being outfitted with any number of offensive or defensive mechanisms to allow them to perform their job perfectly. Because of this, they have a number of slots that is a median between all others, with a starting 3 and a maximum of 5 (barring the use of techniques for slot modification).
Name: Rikigaku Art - Mechanization Protocol II Classification: Kinjutsu/Kugujutsu Rank: B-Rank Class: Supplementary Range: Contact (Creation)
Description: Through this technique, the Rikigaku is capable of creating Shells, the chassis of Lobos that can be likened to a puppet of sorts. In order to create one, the Rikigaku must be in possession of the corpse of a Humanoid-Sized Fauna, dead no longer than 2 Topics (3 for Puppeteers or 4 for Medics). Then, at the expense of chakra and some of their own life-force, they begin the process of converting the corpse from flesh to a techno-organic substance. This process is time-consuming, with this size being less strenuous than some others, requiring the user to focus on their task for 10 posts (total). Once completed, the user will have created a Humanoid Shell. Lobos are amongst the most durable creations of the Rikigaku, with this classification of Shells possessing an A-Rank of Raw Durability outside of any modifications. Shells come in four variations based on their size, each gaining different strengths and weaknesses: *Standard: These are the basic type of Shell for Lobos, not specialized to do anything in particular upon its creation and thus can be used for Offensive, Defensive or Supportive purposes as the Rikigaku dictates, much like a jack of all trades. They also have the most variety between one Standard Lobos to the next, as they can quite literally become anything. These class of Lobos are made with a minimum of 3 Slots for mechanisms, and can be outfitted with a maximum of 5 (outside of techniques for modification). *Battle: *Fusion: *Separating:
Name: Rikigaku Art - Mechanization Protocol III Classification: Kinjutsu/Kugujutsu Rank: A-Rank Class: Supplementary Range: Contact (Creation)
Description: Through this technique, the Rikigaku is capable of creating Shells, the chassis of Lobos that can be likened to a puppet of sorts. In order to create one, the Rikigaku must be in possession of the corpse of a Medium-Sized Fauna, dead no longer than 3 Topics (4 for Puppeteers or 5 for Medics). Then, at the expense of chakra and some of their own life-force, they begin the process of converting the corpse from flesh to a techno-organic substance. This process is time-consuming and at varying levels based on the exact size of the corps, with Medium S-M taking 15 posts (total) to convert while Medium L-XL take 20 posts (total). Once completed, the user will have created a Medium Shell. Lobos are amongst the most durable creations of the Rikigaku, with this classification of Shells possessing a S-Rank of Raw Durability outside of any modifications. Shells come in four variations based on their size, each gaining different strengths and weaknesses: *Standard: These are the basic type of Shell for Lobos, not specialized to do anything in particular upon its creation and thus can be used for Offensive, Defensive or Supportive purposes as the Rikigaku dictates, much like a jack of all trades. They also have the most variety between one Standard Lobos to the next, as they can quite literally become anything. These class of Lobos are made with a minimum of 3 Slots for mechanisms, and can be outfitted with a maximum of 6 (outside of techniques for modification). *Blitz: *Vehicle: *Scout:
Name: Rikigaku Art - Mechanization Protocol IV Classification: Kinjutsu/Kugujutsu Rank: S-Rank Class: Supplementary Range: Contact (Creation)
Description: Through this technique, the Rikigaku is capable of creating Shells, the chassis of Lobos that can be likened to a puppet of sorts. In order to create one, the Rikigaku must be in possession of the corpse of a Large-Sized Fauna, dead no longer than 4 Topics (5 for Puppeteers or 6 for Medics). Then, at the expense of chakra and some of their own life-force, they begin the process of converting the corpse from flesh to a techno-organic substance. This process is time-consuming and at varying levels based on the exact size of the corpse, with Large S-M taking 25 posts (total) to convert while Large L-XL take 30 posts (total). Once completed, the user will have created a Large Shell. Lobos are amongst the most durable creations of the Rikigaku, with this classification of Shells possessing a SS-Rank of Raw Durability outside of any modifications. Shells come in four variations based on their size, each gaining different strengths and weaknesses: *Standard: These are the basic type of Shell for Lobos, not specialized to do anything in particular upon its creation and thus can be used for Offensive, Defensive or Supportive purposes as the Rikigaku dictates, much like a jack of all trades. They also have the most variety between one Standard Lobos to the next, as they can quite literally become anything. These class of Lobos are made with a minimum of 5 Slots for mechanisms, and can be outfitted with a maximum of 10 (outside of techniques for modification). *Aerial: *Wall: *Storage:
Name: Rikigaku Art - Mechanization Protocol V Classification: Kinjutsu/Kugujutsu Rank: SS-Rank Class: Supplementary Range: Contact (Creation)
Description: Through this technique, the Rikigaku is capable of creating Shells, the chassis of Lobos that can be likened to a puppet of sorts. In order to create one, the Rikigaku must be in possession of the corpse of a Colossus-Sized Fauna, dead no longer than 5 Topics (6 for Puppeteers or 7 for Medics). Then, at the expense of chakra and some of their own life-force, they begin the process of converting the corpse from flesh to a techno-organic substance. This process is time-consuming, with Colossus being some of the largest creatures on the planet and thus taking 40 posts (total) or until the end of the topic. Once completed, the user will have created a Colossus Shell. Lobos are amongst the most durable creations of the Rikigaku, with this classification of Shells possessing an SSS-Rank of Raw Durability outside of any modifications. Shells come in four variations based on their size, each gaining different strengths and weaknesses: *Standard: These are the basic type of Shell for Lobos, not specialized to do anything in particular upon its creation and thus can be used for Offensive, Defensive or Supportive purposes as the Rikigaku dictates, much like a jack of all trades. They also have the most variety between one Standard Lobos to the next, as they can quite literally become anything. These class of Lobos are made with a minimum of 8 Slots for mechanisms, and can be outfitted with a maximum of 10 (outside of techniques for modification). *Assault: *Transport: *Field:
Name: Rikigaku Art - Mechanization Protocol VI Classification: Kinjutsu/Kugujutsu Rank: SSS-Rank Class: Supplementary Range: Contact (Creation)
Description: Through this technique, the Rikigaku is capable of creating Shells, the chassis of Lobos that can be likened to a puppet of sorts. In order to create one, the Rikigaku must be in possession of the corpse of a Large-Sized Fauna, dead no longer than 6 Topics (7 for Puppeteers or 8 for Medics). Then, at the expense of chakra and some of their own life-force, they begin the process of converting the corpse from flesh to a techno-organic substance. This process is time-consuming, with Titanic creatures being the largest beings on the planet, outside of the monstrous Juubi, and thus take an entire Topic to convert. Once completed, the user will have created a Colossus Shell. Lobos are amongst the most durable creations of the Rikigaku, with the largest classification of Shells possessing a Z-Rank of Raw Durability outside of any modifications. Shells come in four variations based on their size, each gaining different strengths and weaknesses: *Standard: These are the basic type of Shell for Lobos, not specialized to do anything in particular upon its creation and thus can be used for Offensive, Defensive or Supportive purposes as the Rikigaku dictates, much like a jack of all trades. They also have the most variety between one Standard Lobos to the next, as they can quite literally become anything. These class of Lobos are made with a minimum of 8 Slots for mechanisms, and can be outfitted with a maximum of 15 (outside of techniques for modification). *Siege: *Fortress: *Aquatic:
Energy Core Simpatico Energy Core (?-Rank) = Core made from a Normal Fauna Soul Euclid Energy Core (?-Rank) = Core made from a Sub-Species Fauna Soul Truculent Energy Core (?-Rank) = Core made from a Rare Species Fauna Soul Keter Energy Core (?-Rank) = Core made from a God Beast Soul Anatta Energy Core (?-Rank) = Core made from an Ancient God Beast Soul
Programming Alpha Programming (?-Rank) = Grants Lobos Creature (Animal) Sentience Beta Programming (?-Rank) = Grants Lobos Creature (Fauna) Sentience Delta Programming (?-Rank) = Grants Lobos Creature (Summon) Sentience Omega Programming (?-Rank) = Grants Lobos Creature (Enlightened) Sentience
Storage Storage Chips (C-Rank) = Tiny Sized chips that house Lobos Shells of all sizes for easy transportation. Pack Storage (?-Rank) = Digitized Storage optimized to house Storage Chips and Energy Cores. Sacrifices the ability to gain slots further for Lobos Storage Localized Armada Network (?-Rank) = Storage upgraded to repair stored shells over a period of time, though at the cost of Energy from stored Cores.
Fusion Fusion Shell (?-Rank) = Modification of existing Shells to be able to temporarily join with others like a connecting puppet. Fusion Core (?-Rank) = Modification of existing Cores to temporarily connect to one another, resulting in a consolidation of energy held within as well as a fusion of available elements. Assimilation Shell (?-Rank) = Modification of existing Shells to permanently combine with others to create new ones. Assimilation Core (?-Rank) = Modification of existing Cores to connect to one another permanently, resulting in a consolidation of energy held within as well as a combination of available elements.
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Last edited by Sid on 23rd October 2022, 8:24 am; edited 5 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 18th July 2020, 5:04 am | |
| - App:
Personal Info Name: Ayo Ekene Rikigaku Alias: A.E. Age: 17 Gender: Genderfluid Height: 5'6" Weight: 132lbs Zodiac Sign: Libra, the Scales Personality:Appearance:- Ayo:
- Ekene:
History:Weaponkin Info Village: Dipugakure (Defected) Rank: D-Rank (Missing Nin) Type of Soul: Nova Element: Plasma Weapon Type: Plasma Pistol (Ayo) Associated Technique: Hojutsu Weapon Description: As a pistol, Ayo is capable of charging and firing super heated bolts of plasma as ammunition, requiring no actual ammo to be used alongside her so long as she has chakra, but regular rounds can be combined with these bolts to add an extra layer of damage. - Appearance:
Weapon Type: Plasma Sword (Ekene) Associated Technique: Kenjutsu Weapon Description: As a sword, Ekene is capable of being used as a general melee weapon, but he is also capable of being ignited and sheathed in plasma. When this occurs, he trails plasma when swung to deal extra damage to those struck. - Appearance:
Modified Golem Path- Gol-Tech Frame:
Name: Modified Rikigaku Art - Golem Path: Gol-Tech Frame Mk I Classification: Kenjutsu Rank: D-Rank (Variable Chakra Price) Class: Supplementary Range: N/A
Description: While a Rikigaku, A.E. has left the clan, their village and shunned their ways as they were. He left so that he could innovate, truly innovate, on the foundations of his clan. It lead to his creation of "Gol-Tech", items and equipment made from the same core principle as Golems and possessing structure that is quite similar. Their creation involves using chakra along with trace elements in the air and body of the user to craft a Gol-Tech Frame. These are weapons, of a type that the user is capable of using techniques for (Kenjutsu allows for swords, clubs or shields, Kyujutsu allowing for various bows, Hojutsu allowing Projectile Accelerators etc), of a simple metallic form with little to no ornament, though A.E. almost always carves his own marking into them during creation. This is simply a starting template for his Gol-Tech and thus the items are incapable of be used outside of their base function (ranged weaponry are not created with ammo). The weapons can be made of a certain size, though the chakra price receives a multiplier based on how large the weapon is and despite the size it is only able to receive up to a C-Rank of stacking damage before being destroyed. Size - Price Modifier Small - 1x Humanoid - 2x Medium (S) - 3x Medium (M) - 4x
Name: Modified Rikigaku Art - Golem Path: Gol-Tech Frame Mk II Classification: Kenjutsu Rank: C-Rank Class: Supplementary Range: N/A
Description: Requires Gol-Tech Drive & Gol-Tech Frame. This is the first advancement A.E. made to his original design, his knowledge of the technology depending the more he tinkered with the originals. This technique can be used to craft entirely new weapons for the user's arsenal (full price for technique) or upgrade pre-existing ones (half price). These Frames possess D-Rank Physical and Chakra Damage Immunity (piercing and bypassing unaffected) and also has a slot for a Gol-Tech Drive. The Drive is the power source of the Frame, and what truly sets each Frame apart from one another. When the Drive is implanted, techniques utilizing the weapon deal Elemental Physical Damage of its Drive type and gains additional Resistance of its element, boosting its Damage Immunity to C-Rank in regards to Physical and Chakra damage of that particular element. Like its predecessor, the weapon can be of a size the user determines, but at the cost of an increased chakra price, and weapons that are upgraded are only allowed a maximum of one size increase per upgrade, and two size increases across all of their upgrades. Despite their size, all Mark II Frames are capable of taking a B-Rank of stacking damage before being destroyed, though it leaves the Drive intact. Size - Price Modifier Small - 1x Humanoid - 2x Medium (S-M) - 3x Medium (L) - 4x *Note: When using a Frame that possesses a Drive, the user is capable of creating Elemental Weapon Techniques (Category = Energy Tech/Appropriate Weapon-Based Technique Type) for their use with that Frame, or similar frames with the same element (i.e. techniques made for use with a sword cannot be used with a whip).
Name: Modified Rikigaku Art - Golem Path: Gol-Tech Frame Mk III Classification: Kenjutsu/Ninjutsu Rank: B-Rank Class: Supplementary Range: N/A
Description: A further enhancement on his original design, this was born of Erik's need to diversify his weaponry. This improves the mechanical parts of the Frames, as well as increasing the space and power coils within, the method which this is enacted allowing the user to create a new weapon from scratch (full price for technique) or upgrade an existing weapon (half price for technique). The Mark III Frame possesses enhanced defensive capabilities, now touting C-Rank Physical and Chakra Damage Immunity (piercing and bypassing unaffected) as well as slots enough for 2 Gol-Tech Drives in place of a single one, though upgraded weaponry are restricted to Primary Elements for their secondary drive (only if element is different from first drive). When at least one Drive is present, it causes the weapon to deal Elemental Physical Damage of its element type when used alongside gaining added Resistance to their element, increasing their Damage Immunity to B-Rank in relation to the element. When two drives are present, the user is capable of cycling between their Elements for damage, though the added elemental Resistance cycles through it as well (i.e.: a Frame with Wind and Fire would have C-Rank Immunity to Wind and B-Rank Immunity to Fire when using Fire to Damage, but the inverse when using Wind). If the two drives are of the same element, an additional Resistance is added to said element, halving all damage that exceeds the weapon's immunity in regards to that element. Outside of its damage immunities, this Frame is capable of sustaining up to an A-Rank of stacking damage before it is destroyed and like its predecessors come in an array of sizes. These Frames have a new added feature, allowing them to enter "Overdrive", and upon entering this state the weapon draws power from both its drives having different effects depending on the combination: different element drives deal Elemental Hybrid Damage of the elements as well as granting the improved Damage Immunity of both without having to switch between them, while two of the same element deals Elemental Chakra Damage while extending its Elemental Resistance to its user, halving damage from the element as well as the effectiveness of its status effects. This mode lasts for a small period of time depending on the user's skill, and after the duration ends goes on cooldown for half the time spent with it active. Size - Price Modifier - Rank = O.D. Duration Small or Humanoid - 1x - D - 5PT Medium (S)- 2x - C - 10PT Medium (M) - 3x - B - 15PT Medium (L) - 4x - A, S - 20PT, 25PT *Note: When using a Frame that possesses a Drive, the user is capable of creating Elemental Weapon Techniques (Category = Energy Tech/Appropriate Weapon-Based Technique Type) for their use with that Frame, or similar frames with the same element (i.e. techniques made for use with a sword cannot be used with a whip).
Name: Modified Rikigaku Art - Golem Path: Gol-Tech Fram Mk IV Classification: Kenjutsu/Ninjutsu Rank: A-Rank Class: Supplementary Range: N/A
Description: This is the next step in Erik's Gol-Tech line of techniques, allowing him to imbue a greater amount of power into his Frames. These Frames are capable of being intricately detailed, each one being meticulously designed so that they are highly distinct from one another. Despite the new level of intricacy in the design, these weapons can be made from scratch (full price for technique) or upgraded from lower levels (half price for technique). These Frames are much sturdier, possessing B-Rank Physical and Chakra Damage Immunity (piercing and bypassing not affected), and are now capable of taking up to an S-Rank of stacking damage before being destroyed. The most dangerous aspect is now the addition of a third Drive slot, though for weapons upgraded to this stage their second slot is only capable of holding Specialized Primary Drives, while the third can only hold Primary Drives (only if elements are different from the first drive). As before, the weapon is capable of dealing Elemental Physical Damage of the element(s) in question, while also increasing the Damage Immunity to A-Rank in regards to the current element it is harnessing (Elemental Damage and Immunity switches based on which Element is currently in use). If two of the drives are of the same element, it works as in the Mk III technique, however if all three are of the same element additional Resistance is granted, halving all damage that exceeds their immunity but also extending an aura of protection to the user, protecting them from status effects of the element as though they possessed A-Rank Endurance. The Mark IV also possesses an Overdrive, though it activates all three cores. If all cores are different, it grants the weapon Elemental Hybrid Damage of all three elements, as well as the immunity for all three without having to switch between them. If two are of the same element and one is different, the effects from Mk III are expressed alongside dealing Elemental Hybrid Damage and granting the weapon the Immunity of the secondary element. If all three elements are the same, the weapon deals Elemental Chakra Damage of the element in question while also extending the elemental resistance to associated elements (i.e. Diamond Drive halves Diamond Release, reduces Clay by a Quarter and reduces Earth to a Quarter). The Overdrive has a duration based on the user's rank and, once completed, goes on cooldown for half the time spent in it. Size - Price Modifier - Rank = O.D. Duration Small or Humanoid - 1x - D - 5PT Medium (S-M)- 2x - C - 10PT Medium (L) - 3x - B - 15PT Medium (XL) - 4x - A, S - 20PT, 25PT *Note: When using a Frame that possesses a Drive, the user is capable of creating Elemental Weapon Techniques (Category = Energy Tech/Appropriate Weapon-Based Technique Type) for their use with that Frame, or similar frames with the same element (i.e. techniques made for use with a sword cannot be used with a whip).
Name: Modified Rikigaku Art - Golem Path: Gol-Tech Frame Mk V Classification: Kenjutsu/Kinjutsu Rank: S-Rank (Life Sacrifice) Class: Supplementary Range: N/A
Description: This is a technique that Erik created due to the thought that more power equals greater technological advancements. Whereas the Rikigaku strive to combine life with machine, Erik decided to use life to fuel the creation of better machines. These frames now possess A-Rank Physical and Chakra Damage Immunity (bypassing unaffected), as well as being capable of sustaining up to an SS-Rank of stacking damage before being destroyed, and like previous levels come in a number of different sizes. Like its previous level, the Mark V Frame possesses 3 Drive slots, however if the elements are different from the first the second is capable of holding up to a Dual Combo Drive, while the third is able to hold up to a Specialized Primary Drive. The true power of this Frame is the fact that the life of a humanoid killed by the user's hand is used to fuel its making, granting it an additional damage immunity at A-Rank, based on the race of the individual sacrificed. The effects of the elemental drives re carried over from Mk IV, albeit their effects being increased by a rank due to the added power of this technique while also applying all the elemental immunity bonuses at once. The system used to send the previous iterations into Overdrive are repurposed, enabling the user to create functions for their weaponry in the form of techniques (Category = Energy Tech/Appropriate Weapon-Based Technique Type) that are localized to the weapon itself, and thus capable of being activated by anyone who wields it. The highest rank of techniques available to the weapon is based on the user's rank, while the number of techniques is based on the victim's skill. Due to acting as functions of the weapon, they do not utilize prices but rather suffer from cooldowns, starting at 5 PT for a D-Rank technique and going up to 30 PT with an SS-Rank technique. Rank (User/Victim) - Max Rank - No. of Techs - Size - Price Modifier D - N/A - 2 - Small - 1x C - D - 4 - Humanoid - 1.5x B - C - 6 - Medium (S) - 2x A - B - 8 - Medium (M) - 2.5x S - A - 10 - Medium (L) - 3x 'Z' - S - 12 - Medium (XL) - 3.5x 'X' - SS - 15 - Large (S) - 4x
Race Sacrificed - Immunity Gained Human - Hybrid Nova - Spiritual Zireh - Mental Beast* - Natural *Note: The Price Modifier for size only applies to the Chakra price, multiple life sacrifices are not required. **Note: Only Beasts that possess a level of intelligence comparable to humanoids are viable sacrifices (i.e. Summons, Familiars, Faunus, Enlightened etc).
- Gol-Tech Drives:
Name: Modified Rikigaku Art - Golem Path: Gol-Tech Drive Circuit Classification: Fuinjutsu/Kenjutsu/Kinjutsu Rank: C-Rank (Variable prices) Class: Supplementary Range: Contact (Extraction)
Description: Req. Golem Path Rikigaku. Like with regular Rikigaku, this is where the true strength of Erik's Frames lay. A Gol-Tech Drive acts as the main power source for the Frames, and is what adds effects and abilities to the Frames themselves. When created, Gol-Tech Drives possess a number of Core Slots, which can be outfitted with G.T. Cores in order to modify, enhance or completely change the abilities of the Frame implanted with the Drive. The initial number of Core Slots is determined by the price initially paid for the Drive's creation, then increased by a set amount based on the method of the Drive's creation. There are two methods of creating Gol-Tech Drives: the Energy Method and the Death Method. When the Energy Method is used, the user or someone willing pays an additional price of any of their available energy types equal to the original price, with the energy type determining the modifier applied to the number of Core Slots. The Death Method involves drawing power from a recently dead (no longer than 10 PT) or dying individual, siphoning what remains of their life force to create the Drive, with their rank determining the multiplier in this case.
This also imbues the Drive with an element, with the Energy Method allowing the Drive to possess a Primary or Specialized Primary element that the user, or the person they are drawing from, possesses. The Death Method takes this a step further due to the totality of the sacrifice, allowing the user to take a Primary, Specialized Primary or Dual Combination element from the individual used for the Drive. The number of Drives available to Erik in total, as well as the number of Core Slots his Drives begin with, is determined by his rank. Rank (Price) - Core Slots - Max Drives D - 1 - 3 C - 2 - 6 B - 3 - 9 A - 4 - 12 S - 5 - 15
Victim - Energy Type - Multiplier (Death/Energy) D - Chakra - 1.5x/1.25x C - Nen - 1.75x/1.5x B - Blood - 2x/1.75x A - NE - 2.25x/2x S - N/A - 2.5x *Note: When determining the number of Core Slots after the modifier is applied, the number is rounded up (ex: an Energy Core made at B-Rank with Nen would have 5 Slots)
Name: Modified Rikigaku Art - Golem Path: Drive Improvement Classification: Fuinjutsu/Kinjutsu Rank: B-Rank Class: Supplementary/Passive Range: Contact (Drive Extraction)
Description: Gol-Tech Drive Improvement is a modification of how Erik creates his Drives, passively enhancing them at their base form. This allows him access to greater elements at once, without the need to use other techniques or variations. After it is learned, it modifies the use of the Energy and Death Methods. When using the former, the user is able to extract Dual Combination elements from themselves or another willing target directly. When used with the latter, the user is capable of taking Perfect Primary Releases from their victim. Finally this technique allows access to a third method, the Fusion Method. As evidenced by its name, the Fusion Method is executed by fusing two drives together, exacting a chakra price equal to the initial price of each technique to do so. This method allows the creation of Dual Combination elements by fusing drives of two separate Primary elements, the creation of Specialized Primary elements when combining two of the same Drive or alternatively the application of a High Affinity for the Drive's elements if combining two of the same element, however this Affinity bonus only applies to techniques of revolving around the frame it is imbued and not all techniques that use the element. However, the Fusion Method comes with a downside of removing a set number of Core Slots depending on whether a Dual Combination was created, a Spec. Primary was created or the High Affinity was granted. Type of Fusion - Slots Taken Up Dual Combination - 4 Specialised Primary - 3 High Affinity - 2
Name: Modified Rikigaku Art - Golem Path: Gol-Tech Energy Drive Classification: Fuinjutsu/Kinjutsu Rank: A-Rank Class: Supplementary Range: Self (Drives)
Description: This technique is unique even within Erik's arsenal, as it isn't applied when the Gol-Tech Drive is created, but rather after. This technique serves to imbue the Drives with more power, granting them a reserve of Energy to use to power their techniques instead of taking from the user's own reserve. When this is applied to a Drive, it gains a unique color based the Drive's method of creation, as they each provide a different type of Energy that carries its own effects. While the Drive gains a reserve of Energy to use, it does not replenish on its own or refill itself between topics, but rather requires the user to perform In-Battle Training to fill the reserve (D = 200 Words, S = 1000 Words, SS = 1500 Words, SSS = 2000 Words), though the maximum amount capable of being stored within the Drive is determined by the user's rank. Drive's Current Reserve: None Rank - Maximum Reserve D - 3 C-Ranks C - 5 C-Ranks & 1 B-Ranks B - 7 C-Ranks, 3 B-Ranks & 1 A-Ranks A - 9 C-Ranks, 5 B-Ranks, 3 A-Ranks & 1 S-Rank S - 11 C-Ranks, 7 B-Ranks, 5 A-Ranks, 3 S-Ranks, & 1 SS-Rank Elite - 13 C-Ranks, 9 B-Ranks, 7 A-Ranks, 5 S-Ranks, 3 SS-Ranks, & 1 SSS-Rank
Method - Energy Type - Trait Chakra - Blue Energy - Techniques used with this type deal Chakra Damage to the target; it is considered Stronger than Hybrid, On Par with Mental & Physical, though weaker than true Chakra, Spiritual & Natural techniques. Nen - Grey Energy - Techniques used with this type deal Mental Damage to the target; it is considered Stronger than Hybrid, On Par with Chakra & Physical, though weaker than true Mental, Spiritual & Natural techniques. Blood - Red Energy - Techniques used with this type deal Spiritual Damage to the target; it is considered Stronger than Hybrid, Chakra, Mental & Physical and On Par with Natural, though weaker than true Spiritual techniques. NE - Green Energy - Techniques used with this type deal Natural Damage to the target; it is considered Stronger than Hybrid, Chakra, Mental & Physical and On Par with Spiritual, though weaker than true Natural techniques. Death - Black Energy - Techniques used with this type deal Hybrid Damage, though it is considered On Par with all other damage types. In addition it deals Damage over Time to individuals struck by techniques using it, dealing have the used energy in Hybrid damage per post (total) over a period of time based on the user's skill (D = 1 Turn, S = 5 Turns, Elite = +1 Turn to Rank). Fusion - White Energy - Techniques used with this type deal Hybrid Damage, though it considered weaker than all other damage types. In addition, it is capable of empowering a single aspect of the technique it is used alongside (i.e. damage, speed, statuses etc) by 1 Rank. Additional prices can be used to empower multiple aspects, but none can be increased more than 1 Rank. *Note: White Energy Drives are only created when used to fuse Energy Method drives, as any fusion with a Death Method drive always results in the creation of a Black Energy drive due to the strength of the sacrifice. **Note: When applying multiple Energy drives to a weapon, only the primary is possesses an energy reserve equal in rank to the user, the secondary possesses one 2-Ranks below, while the third possesses one 4-Ranks below, though always to a minimum of D (ex: An S-Rank Shinobi would have their first drive with S reserves, the second with B, and the third with D)
Name: Modified Rikigaku Art - Golem Path: Energy Charging Station Classification: Fuinjutsu/Kinjutsu Rank: S-Rank Class: Supplementary Range: Self (Drives)
Description: Req. Transfer Formula. This is a further advancement on Erik's Energy Drives, allowing him to charge them by transferring energy to them. This requires knowledge of the Transferal Seals, and the Energy Drives to be stored in the user's Digitized Storage. From there, they are capable of using the Formulae to modify their Storage, allowing them to convert their own energy sources into Energy without the need to charge them via Word Count. This can only be done with the weapon stored either in their Digitized Storage, or a storage seal modified with Rikigaku Fuinjutsu, limiting the number of places the Drives can be charged. The user's energy is converted at a ratio, depending on the type of Energy the drive stores as well as the energy source they're converting. They are capable of charging as many drives as they like with this technique, but they each exact their own price for conversion. Energy Type - Ratio (Chakra, Nen, Blood NE) Blue - 1:1 - 1:1 - 1:2 - 1:2 Grey - 1:1 - 1:1 - 1:2 - 1:2 Red - 2:1 - 2:1 - 1:1 - 1:1 Green - 2:1 - 2:1 - 1:1 - 1:1 Black - 1:2 - 1:2 - 1:3 - 1:3 White - 1:3 - 1:3 - 1:4 - 1:4
Name: Modified Rikigaku Art - Golem Path: Drive Perfection Classification: Fuinjutsu/Kinjutsu Rank: SSS-Rank Class: Supplementary Range: Contact (Extraction)
Description: This technique was born from Erik's need to improve upon his Drives even further to keep up with and eventually surpass other Rikigaku. The Drive Perfection allows this by increasing the strength of the elements granted when creating Gol-Tech Drives. This use of the technique doubles the base Core Slots of the Drive, though the number of Drives he is capable of possessing at any one time is dependent on his Awakening status, as he is out from under the thumb of the clan. This technique now allows the Energy Method to extract Perfect Primary elements, the Death Method to extract Complex elements, and the Fusion Method to actually create Tri-Combination elements, though of course requiring the price of all three original drives to be repaid in order to do so. It also allows for the enhancement of one's Affinity for the element in question, boosting it to High if they fuse two of the same element, or Very High if they fuse three. The fusion of multiple drives cannot be used to achieve an elemental advancement and an Affinity boost at the same time, they must be performed separately with their own prices. The Type of fusion used also eats up a number of Core Slots of the Drive. Awakening - No. of Supreme Drives Pre-Awakening - 2 Awakening (Race) - +1 Awakening (Class) - +2 Regression - +2
Type of Fusion - Core Slots Used Tri-Combination - 7 V. High Affinity (Complex, Perfect) - 6 V. High Affinity (Dual Combo, Spec) - 5 High Affinity (Complex, Perfect) - 4 High Affinity (Dual Combo, Spec) - 3 V. High Affinity (Primary) - 2 High Affinity (Primary) - 1 *Note: The bonus for Regression is applied in conjunction with the bonus for Awakening, allowing for a total of 5 if Awakened to and Regressed from the Race Awakening, or a total of 6 if Awakened to and Regressed from the Class Awakening.
- Drive Development:
Name: Modified Rikigaku Art - Golem Path: Drive Development Classification: Fuinjutsu Rank: D-Rank Class: Supplementary/Passive Range: Contact (Extraction)
Description: With his Frames and Drives fully developed, Erik realized that even with all the steps he had taken to make them versatile they still fell far below his expectations. He has learned to change this by modifying his Gol-Tech Drive through the use of G.T. Cores, Cores being unique power augments created by drawing the power from the user or someone else. Because of this, the cores act as highly specialized "seeds" of power, used to apply special effect to the Drive and subsequently Frame they are applied to. The G.T. Cores are separated into Core Classes, with each Class having its own boons and abilities which are further modified by the Drive. The Cores have their own price for creation and, upon being implanted, consume a certain number of Core Slots from the Drive. G.T. Cores have a unique effect when applied to a Drive and Frame, as it grants the Frame a passive defense against Weapon Reading techniques, starting at D-Rank with 1 Core and capping out at either S-Rank with 5 Cores (Mk I-IV) or SS-Rank with 6 Cores (Mk V Only).
- Modded Arms:
Name: Modified Rikigaku Art - Golem Path: Modded Arms Classification: Fuinjutsu/Kenjutsu Rank: B-Rank Class: Supplementary/Offensive Range: Self
Description: One thing Erik has carried with himself that other Rikigaku also adhere to is the adherence to customizing one's usage of the clan's creations to fit them, though he of course takes this one step further than all of the rest. With this, Erik has the ability to apply Mechanism Slots, much like a puppet would possess, to his Frames. Within these slots he can create entirely new mechanisms for the Frame, or integrate weapons that he has come across into their body in order to modify how they are used. The size of the frame determines the maximum amount of mechanism it is capable of accommodating, while the complexity of the frame determines how many slots are available to it from creation, allowing the user to possibly create a weapon with varied use from scratch. Frame Mark - Size - Slots Avail. - Max. Slots I - Small - 1 - 2 II - Humanoid - 2 - 4 III - Medium (S-M) - 3 - 5-6 IV - Medium (L-XL) - 4 - 7-9 V - Large S - 5 - 10
Name: Modified Rikigaku Art - Golem Path: Repair Routine Classification: Fuinjutsu/Kenjutsu Rank: A-Rank Class: Supplementary/Defensive Range: N/A
Description: Frames are metal constructs, and like all constructs can be destroyed through damage from various sources. There are even techniques and individuals designed to destroy such constructs, so Erik has learned to repair his Frames in his own unique way, so that they are able to be kept in top shape. He does this through what he dubs his "Repair Routine", and can be performed in one of three ways: through the use of Materia, the expendeture of the Frame's own Energy, or through Erik focusing on manually. When imbued with materia so long as it matches the Frame's current element, or is Steel Materia (Steel Release Frames require 1-Rank lower), it is capable assimilating the element to repair itself. With Energy, it uses its type to forcibly patch the damage done to the weapon. Finally, manual repairs allows Erik to perform an In-Battle Training depending on the severity of the damage to repair it. All three methods have their strengths and weaknesses. Materia is the best balance of the repair methods as it requires little effort on the user's part but it renders the weapon unusable until repairs are completed and necessitates materia, which is harder to find for rarer elements. Energy is the quickest method, and can be performed while the weapon is in use, but requires a great amount of energy in order to do so, which takes away from the pool they have for techniques. Manual is the slowest but the most thorough, allowing the user to repair their weapon to full functionality in a single post so long as they focus their efforts on the repairs in that post and complete the word count required. Type of Frame - Damage Repairable (Materia, Energy, Manual) - Repair Time (Materia) - Price (Energy) - WC (Manual) Mark I - Up to D (C, B) - 2 PT - 1.5x the Damage - 250 Mark II - Up to C (B, A) - 4 PT - 1.5x the Damage - 500 Mark III - Up to B (A, S) - 6 PT - 2x the Damage - 750 Mark IV - Up to A (S, SS) - 8 PT - 2x the Damage - 1000 Mark V - Up to S (SS, SSS) - 10 PT - 3x the Damage - 1500
Weaponkin Techs- Walking (Speed Tier):
Name: Swift Walking Classification: Kugujutsu/Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: A.E. has found that their Speed tiers have expressed itself in a very peculiar way, as rather than enhancing the speed of their body it instead enhances the speed at which their body undergoes the transformations available to them as a Weaponkin. After all, they are a marksman that finds themselves at home at the fringes of the battlefield, they rarely found the need to move fast. Normally, they move at D-Rank- Speeds, however the speed of their transformations is much faster, occurring at Samurai Level Swift Release (D++ if Walking Arsenal is trained to D+).
Name: Bullet Walking Classification: Kugujutsu/Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: A.E. has found that their Speed tiers have expressed itself in a very peculiar way, as rather than enhancing the speed of their body it instead enhances the speed at which their body undergoes the transformations available to them as a Weaponkin. After all, they are a marksman that finds themselves at home at the fringes of the battlefield, they rarely found the need to move fast. Normally, they move at C-Rank- Speeds, however the speed of their transformations is much faster, occurring at Samurai Level Bullet Release (C++ if Walking Arsenal is trained to C+).
Name: Crashing Walking Classification: Kugujutsu/Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: A.E. has found that their Speed tiers have expressed itself in a very peculiar way, as rather than enhancing the speed of their body it instead enhances the speed at which their body undergoes the transformations available to them as a Weaponkin. After all, they are a marksman that finds themselves at home at the fringes of the battlefield, they rarely found the need to move fast. Normally, they move at B-Rank- Speeds, however the speed of their transformations is much faster, occurring at Samurai Level Crashing Ground (B++ if Walking Arsenal is trained to B+).
Name: Vacuum Walking Classification: Kugujutsu/Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: A.E. has found that their Speed tiers have expressed itself in a very peculiar way, as rather than enhancing the speed of their body it instead enhances the speed at which their body undergoes the transformations available to them as a Weaponkin. After all, they are a marksman that finds themselves at home at the fringes of the battlefield, they rarely found the need to move fast. Normally, they move at A-Rank- Speeds, however the speed of their transformations is much faster, occurring at Samurai Level Vacuum Release (A++ if Walking Arsenal is trained to A+).
Name: Blinding Walking Classification: Kugujutsu/Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: A.E. has found that their Speed tiers have expressed itself in a very peculiar way, as rather than enhancing the speed of their body it instead enhances the speed at which their body undergoes the transformations available to them as a Weaponkin. After all, they are a marksman that finds themselves at home at the fringes of the battlefield, they rarely found the need to move fast. Normally, they move at S-Rank- Speeds, however the speed of their transformations is much faster, occurring at Samurai Level Blinding Light (S++ if Walking Arsenal is trained to S+).
- Reflective Striking (Spd+Def Tier Chain):
- Misc Techs:
Name: Ayo & Ekene of the Twin Souls (Exclusive) Classification: Kinjutsu Rank: C-Rank Class: Supplementary Range: Self (Transformation)
Description: Ayo and Ekene are unique in the fact that they were born with a "twin soul", through methods unknown. It could be that they were twins that fused within the womb, or that two souls were crafted for only a single vessel, whatever the case they are two souls bound to one form. Due to basically being two souls that inhabit a single body, they get a number of benefits: A.E. is capable of shifting between an "Ayo" form and an "Ekene" form, each with their own bonuses granted when in their form, they also obtain an additional weapon form from the start though the two forms are considered "signature" to one of the twins, and thus the other is incapable of transforming into it, their soul is also much more sturdy thus granting them Resistance to Spiritual-based Status effects. *Ayo: Ayo is the female form of A.E., and the calm cool and collected twin. She is the fastest of the two, awarding her +1 Tier Level to her Speed. Her Weapon form comes in the form of a Pistol and thus grants her access to Hojutsu. She has an affinity for three technique types: Hojutsu, Energy Tech & Ninjutsu and is counted as having a High Affinity for these types. She is also weak in three jutsu types: Kenjutsu, Taijutsu & Nintaijutsu, being counted as having a Low Affinity for them (prices increased 1-Rank). *Ekene: Ekene is the male form of A.E., and the hot headed wild child twin. He is the sturdiest of the two, awarding him +1 Tier Level to his Speed. His Weapon form comes in the form of a Sword, and thus grants him access to Kenjutsu. He has an affinity for three technique types: Kenjutsu, Taijutsu & Nintaijutsu and is counted as having a High Affinity for them. Conversely, he is also less skilled in three jutsu types: Hojutsu, Energy Tech & Ninjutsu and is counted as having a Low Affinity for them (prices increased 1-Rank). The shift between Ayo and Ekene occurs at speeds based on their Speed Tier, and while they can shift between their forms an indefinite number of times within a topic, there is a "cooldown" period they must wait between shifts before they can do it again, though it is lessened depending on their skill. This technique is unique in that, in order to make it possible, it requires a life sacrifice in the form of a Character Slot (lowering the max from 5 to 4), signifying the fact that A.E. are essentially two beings in one. Rank - Time between Shifts (Turns) D - 6 Turns C - 6 Turns B - 4 Turns A - 4 Turns S - 2 Turns Elite - Time Halved Equipment- Eclipsum:
Frame Name: Eclipsum, the Duality Type of Frame: Mark V Weapon Type: Cannon (G-Type) Appearance: - Spoiler:
Drive Slots: Light Perfected (Primary) & Shadow Improved (Secondary) Durability:- Spoiler:
Raw: SS-Rank -Chakra Immunity = A-Rank -Physical Immunity = A-Rank -Mental Immunity = A-Rank -Light Release Immunity = S-Rank* -Dark Release Immunity = S-Rank* *Note: This only applies to Chakra, Physical and Mental Light and Dark Release. Core Slots:- Spoiler:
Energy Type: White (Light), Black (Dark) Jutsu:
*********************** ~~~~~~~~~~~~ | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 3rd April 2021, 3:25 pm | |
| - Bow Concept:
Equipment Name: Diagramm Type of Equipment: Bow (Custom) Rank: B-Rank How Many: 1 Appearance: Diagramm is a light colored longbow that is Medium S in size (7ft long) with semi-straight arms tapering off into points, with the handle being significantly thinner than the rest of the bow is and possessing two spikes extending from above and below the handle itself, serving to aid in aiming. When a mechanism is activated upon the bow, the arms are capable of separating in order to change its shape: opening the top arm converts the bow into a Y-shape while opening the bottom inverts the letter and finally opening both causes the bow to take on a unique X-shape. Additionally the bow is capable of collapsing upon itself for ease of storage, reducing its size to Small (3.5ft Long). - Closed:
- Open:
Special Ability: Diagramm is a customized bow created by a Hunter in order to make the best use of their fighting style. The bow was created to fulfill different Accuracy Scales dependent on its current shape: when fully closed it acts as a normal Longbow, when a Y-shape (normal or inverted) it acts as a Crossbow, while its X-Shape allows it to fill the place of a Ballista when it comes to determining range and Accuracy Scale when the bow is used alongside Kyujutsu. *In order to empower the bow's unique mechanism further, two drawstrings were used in its creation, both of them B-Rank in strength (120 WL). When Closed, the two strings intertwine completely stacking their weight together totally and allowing them to act as a Drawstring of SS-Rank Strength (240 WL). When in a Y-Shape, half of their power is stacked allowing them to act as a Drawstring of S-Rank Strength (200 WL). When in an X-Shape only a small fraction of their strength is stacked allowing them to act as a Drawstring of A-Rank Strength (160 WL). Durability: 1 A-Rank (Bow) & 2 B-Rank (Drawstrings) Raw Durability Weight: 10 (5 if Collapsed)
- Quiver Concept:
Equipment Name: Bogen Type of Equipment: Light Armor (Waist) Rank: C-Rank How Many: 1 Appearance: Bogen is a simple quiver for an individual's arsenal of arrows, being Small in Size (3ft Long) in order to be able to accommodate all but the most oversized arrows. This quiver is attached horizontally at the user's belt, allowing it to also act as a sort of protection for the user's waist. The quiver itself is a pale cream color with a large X stitched into it with silver thread. Special Ability: Bogen is a quiver capable of containing all manner of projectiles, is mostly used for storing arrows or arrow components. This quiver stands out among the rest in that it is compartmentalized. It contains 4 compartments in total, each being able to hold up to 9 Small Sized Projectiles or 18 Tiny Sized Projectiles. These compartments are present alongside two slots on the outside of the quiver itself, allowing the user to carry their bow attached to the quiver if they so choose. - Compartments:
1. 2. 3. 4.
Durability: 1 B-Rank, 2 C-Ranks & 4 D-Ranks Raw Durability Weight: 1 (Empty), 3 (Half), 5 (Full)
- Kyujutsu:
Name: Arbalest Archery Style Classification: Fighting Style Rank: D-Rank Class: Offensive Range: Varies
Description: The Arbalest Archery style is a method of Kyujutsu that puts just as much emphasis on the make of the user's bow and the design of their arrows as it does on their use in combat. This style was created by those who realized that the practice of drawing one's bow, holding an arrow for long enough for them to aim, and then releasing the projectile was extremely tiring, though greatly rewarding when it came to the power of their arrows. In order to offset this constant drain on their energy, they turned their attention from regular bows and arrows to Crossbows and bolts, or even Ballista in combat. This has resulted in Arbalests, those who practice this style, to have the largest variation between the bows they use and the standard model for them, as they have taken steps to modify their bows for use in all situations. The capabilities of this style are dependent on not only the techniques within, but three traits inherent to the bow: Type of Bow, which actually modifies the Accuracy Scale of Crossbows and Ballista based on their type; Size, which applies a modifier to Kyujutsu alongside determining how far the user's bolts are capable of reaching without the aid of Kyujutsu and finally Draw-Weight, which determines not only the power of bolts but also how long it takes to draw the bow, with modifiers based on the Speed, Strength or both used to draw the bow. Type = Accuracy Scale (Tier-, Tier, Tier+) - Size = Range (Bolts, Kyujutsu) Cross (Mounted) - 2x, 1x, .5x - Tiny = Contact (.5x) Cross (Hand) - 2.5x, 1.5x, 1x - Small = Contact-Short (1x) Ballista (Light) - 3x, 2.5x, 2x - Humanoid = Short (1.5x) Cross (Repeating) - 3x, 2.5x, 2x - Medium S = Short-Mid (2x) Cross (Standard) - 3.5x, 3x, 2.5x - Medium M = Mid (2.5x) Ballista (Mobile) - 4x, 3.5x, 3x - Medium L = Mid-Long (3x) Ballista (Standard) - 5x, 4.5x, 4x - Medium XL = Long (3.5x) Ballista (Artillery) - 6x, 5x, 4x - Large S = Long-AoE (4x) *Note: Due to the nature of the fighting style, Accuracy Scale is only applied/modified when Hunting for Archers is learned.
Drawstring Rank (Draw-Weight) - Time to Draw (w/ Spd, w/ Str, w/ Both) D (40 WL) = 4 P.T. to Draw (2, 1, 0) C (80 WL) = 8 P.T. to Draw (4, 2, 1) B (120 WL) = 12 P.T. to Draw (6, 3, 1) A (160 WL) = 16 P.T. to Draw (8, 4, 2) S (200 WL) = 20 P.T. to Draw (10, 5, 3) SS (240 WL) = 24 P.T. to Draw (12, 6, 3) SSS (280 WL) = 28 P.T. to Draw (14, 7, 4)
Name: Arbalest Archery - Phases of the Bow Classification: Kyujutsu Rank: D-Rank Class: Supplementary Range: Self (Kyujutsu)
Description: While Crossbow and similar weapons are far less taxing for users to keep notched and ready to fire, they take a particularly long time to draw and ready for firing, acting as a sort of balancer for the weapon as a whole. Arbalests have found that this can be a benefit rather than a detriment, as they are capable of making on-the-fly modifications to their draw, aim or their positioning during the time it takes them to ready a single bolt. They have actually become masters at this multi-tasking, making it so that targets who attempt to intercept or interrupt their Kyujutsu must possess a technique aimed at distraction 1-Rank higher than the user themselves. This technique also acts to establish three points during which the user is capable of applying additional Kyujutsu techniques to their bow and bolts: Notch, which often deal in modifying the speed of bolts or Kyujutsu, the firing rate of bolts or anything of that nature; Draw, which deals in increasing the strength and pure offensive power of the bolts released from the bow; and finally Release, which allows the user to apply specific effects to bolts once they strike their target.
Name: Arbalest Archery - Notch Phase Classification: Kyujutsu Rank: D-Rank (Variable Stamina Price per Use) Class: Supplementary/Offensive Range: Self (Kyujutsu)
Description: The official first stage of an Arbalest readying their weapon is the Notch Phase, which as the name implies involves the user notching their bolt in preparation to fire. While simple in that it only requires the user to place their bolt upon their crossbow in preparation for it to fire, it governs how fast the user is capable of preparing their Kyujutsu, in turn influencing how fast the Kyujutsu is prepared as well as how fast released bolts move. The user's Speed is used to calculate the speed of their bolts and Kyujutsu, with modifiers based on Rank. Upon learning this technique the user also becomes capable of two unique types of Notch: Multi-Notch which allows the user to ready multiple bolts at once in order to target multiple people, at the cost of reducing the overall range of the user's Kyujutsu and Rapid Notch, which allows the user to quickly reload their bow after a bolt is released, using the slack in Draw Weight to make the Drawing process much quicker at the cost of increased stamina. Rank (Stamina Price) - Bolt/Kyujutsu Speed - Multi-Notch - Rapid Notch D (5) - Tier- - 2 Bolts, -.5x Distance - Halves Draw Time of Next Bolt C (4) - Tier Base - 3 Bolts, -1x Distance - Quarters Draw Time of Next Bolt B (3) - Tier+ - 4 Bolts, -1.5x Distance - Halves Draw Time of Next 2 Bolts A (2) - Tier++ - 5 Bolts, -2x Distance - Quarters Draw Time of Next 2 Bolts S (1) - 1-Rank- - 6 Bolts, -2.5x Distance - Halves Draw Time of Next 3 Bolts *Note: The Reduction to the distance of Multi-Notch is applied to the modifiers of the user's bow before the base distance (ex: a Large S Bow firing 5 Bolts will be able to do so across 2x the Distance with their Kyujutsu). Draw Time can be eliminated by Rapid Notch if multiple uses are expended (i.e. if 2 Bolts can be affected, the user can completely eliminate the Draw Time of 1 Bolt while leaving subsequent bolts at their regular DT).
Name: Arbalest Archery - Draw Phase Classification: Kyujutsu Rank: D-Rank (Variable Stamina Price per P.T. Drawing) Class: Supplementary/Offensive Range: Self (Kyujutsu)
Description: The second stage of an Arbalest readying their weapon is the Draw Phase, which is as the name implies when the user draws their bolt back in preparation for it to be fired. A very simple maneuver in that it only requires the user to draw their bow, however its power lay in the act of drawing in and of itself. This technique governs the power of bolts, with the rank of the bow's Drawstring being used to determine their damage while the user's skill acts as a modifier, as well as how much stamina is expended per post (total) the user spends drawing their Bow. Upon learning this technique the user also becomes capable of two unique types of Draw: Weighted Draw which allows the user to transfer much of the weight from the bow's Drawstring into the bolt as it is fired, allowing it to overpower other projectiles in flight as well as increase knockback when striking a target, and Delayed Draw which allows the user to increase the amount of time it takes to draw the bow while decreasing the effort it takes to do so. Rank (Stamina Price) - Bolt/Kyujutsu Damage - Weighted Draw - Delayed Draw D (-1 per 5 WL) - Tier- Damage - Overpowers Equal Strength, 2x Knockback - Tripled Draw Time, Halved Price C (-1 per 5 WL) - Tier Base Damage - Overpowers 1 T.L. Higher Strength, 2x Knockback - Tripled Draw Time, Quartered Price B (-1 per 10 WL) - Tier+ Damage - Overpowers 2 T.L. Higher Strength, 2.5x Knockback - Doubled Draw Time, Halved Price A (-1 per 10 WL) - Tier++ Damage - Overpowers 3 T.L. Higher Strength, 2.5x Knockback - Doubled Draw Time, Quartered Price S (-1 per 15 WL) - 1-Rank- Damage - Overpowers 4 T.L. Higher Strength, 3x Knockback - Plus Half the Draw Time, Halved Price
Name: Arbalest Archery - Release Phase Classification: Kyujutsu Rank: C-Rank Class: Supplementary/Offensive Range: Self (Kyujutsu)
Description: The third stage of an Arbalest readying their weapon is the Release Phase, which is as the name implies when the user takes aim with their weapon and fires it at a target. This phase can be seen by others as the most important as it actually leads to a target being harmed or damaged, but this isn't the whole truth. All phases are important to the offensive power of one's bolts, but the Release Phase is important to modifying how one's bolts interact with their target. As such this phase is the most variable of them all, with the user being capable of performing In-Battle Word Counts in order to unlock different methods of targeting a victim, firing one's arrows or anything of that nature that each consume a Slots from the user's Technique Limit in order to learn, based on the power they wish their desired variant to have as well as its wordcount. Slot Dedicated = Word Count - Effect (WC Modifier) D = 100 WC - Damage (i.e. increased damage dealt) = Base C = 200 WC - Status (i.e. knockback, paralysis etc) = +100 B = 300 WC - Debuff (i.e. reduced tiers, increased strain etc) = +200 A = 400 WC - Adv. Damage (i.e. change to type of damage dealt) = +400 *Xosi's Variants: 1. Name: Description:
Name: Arbalest Archery - Bolts Classification: Kyujutsu Rank: D-Rank Class: Supplementary Range: Self (Bolts)
Description: The Arbalest Archery Style is a fighting style that puts as much emphasis on the tools its practitioner uses as it does on how they use them. While the user's bow is of the utmost importance, their bolts are also staples within the style, as there are a variety of variations and modifications one can make to their bolts in order to make them varied utility items, defensive tools or even just more powerful projectiles. As the user grows well-versed in this style, the kind of bolts they are capable of creating and using become more varied, however the creation of these bolts are expensive and time consuming. This technique doesn't simply give the user access to these bolts, but also grants them a chance to be able to retrieve bolts of a specific rank when used in a topic. This chance increases exponentially based on whether or not the user possesses the Hunter position, as their natural skill in Kyujutsu pairs with their learned skill to allow them to reclaim more ammunition. Rank of Arrow - Success Chance (Hunter) D - 5/10 - 7/10 (Hunter) - 9/10 (Elite) - 10/10* (Pro) C - 5/10 - 7/10 (Hunter) - 9/10 (Elite) - 10/10* (Pro) B - 3/10 - 5/10 (Hunter) - 7/10 (Elite) - 9/10 (Pro) A - 3/10 - 5/10 (Hunter) - 7/10 (Elite) - 9/10 (Pro) S - 1/10 - 3/10 (Hunter) - 5/10 (Elite) - 7/10 (Pro) SS - 1/10 - 3/10 (Hunter) - 5/10 (Elite) - 7/10 (Pro) SSS - 0/10 - 1/10 (Hunter) - 3/10 (Elite) - 5/10 (Pro) *Note: The user must perform a roll for each arrow they wish to retrieve, while bolts that were destroyed are naturally inapplicable for retrieval. Pro Hunters are automatically capable of retrieving a set number of D or C-Rank Bolts (3 per User Rank, capped at 15 each at S) however they are still able to perform a Success Roll in an attempt to retrieve double their retrieved bolts (Roll of 10 Req.)
Name: Arbalest Archery - Bolts: Fletching Classification: Kyujutsu Rank: D-Rank Class: Supplementary Range: Self (Bolts)
Description: The anatomy of a bolt is a simple one, as they are projectiles composed of three key parts that make up their body: the shaft that acts as the main support of the bolt, the head that acts as the mode for exacting damage and finally the fletching that stabilizes the bolt's flight path. In the grand scheme of bolts, one would think the fletching would have the smallest part to play but the truth is that it can become a part of the bolt as essential as the shaft or head. Bolt Fletching utilized by Arbalests come in four varieties: Angled which allow the bolts to curve as they fly through the air allowing them to avoid obstacles in their path, Streamlined which allow the bolts to increase their speed as they travel while protecting the rest of the bolt from damage if moving too fast (Recoil Isolated to Fletching), Spiraled which allows the bolts to move unhampered through strong weather conditions or even through water and finally Sharpened which allows bolts to retain their speed as they pierce through targets. Fletching Type - Effect (Fletching Rank) Angled capable of avoiding 1 Tiny (D), 1 Small (C), 1 Humanoid (B), 1 Medium S (A) or 1 Medium M (S) object in flight (doubled when going down 1 Size Class) Streamlined increases Speed by 1 Tier Level per Range Class Crossed (D = Capped at Contact, S = Capped at AoE) Spiraled unhampered when moving through Rainy/Windy/Snowy or With Current (D), Heavy Rain/Hail or Calm Waters (C), Thunderstorm/Blizzard/Sandstorm or Turbulent Waters (B), Rotating Thunderstorm/Tornado or Against Current (A) or Hurricane (S) Sharpened slowed by 1 Tier Level after piercing 1 (D), 2 (C), 3 (B), 4 (A) or 5 (S) Targets
Name: Arbalest Archery - Bolts: Shaft Classification: Kyujutsu Rank: D-Rank Class: Supplementary Range: Self (Bolts)
Description: The anatomy of an bolt is a simple one, as they are projectiles composed of three key parts that make up their body: the shaft that acts as the main support of the bolt, the head that acts as the mode for exacting damage and finally the fletching that stabilizes the bolt's flight path. The shaft of the bolt is essentially what makes an bolt, as without it the projectile is woefully incomplete and incapable of actually being used in combat. bolt Shafts used by Arbalests come in four distinct varieties, each with their own specific function: Softwood which are more flexible than usual and naturally resistant to techniques geared towards destruction, Hardwood which are stiffer and capable of knocking a target off balance when struck, Splinter which are more brittle causing them to break upon striking to imbed shrapnel into a target and finally Roughened which are made of materials that cause pain should the bolt be left inside a target. Shaft Type - Effect (Shaft Rank) Softwood capable of resisting Weapon Destruction Techniques equal to Rank Hardwood capable of inflicting Knockback across Contact (D, C), Short (B, A) or Mid (S) Distances Splinter increases damage dealt by bolts by +1x (D, C), +2x (B, A) or +3x (S) Roughened deal recurrent Pain equal to 2 D (D), 3 D (C), 4 D (B), 5 D (A) or 1 C (S) every P.T.
Name: Arbalest Archery - Bolts: Head Classification: Kyujutsu Rank: D-Rank Class: Supplementary Range: Self (Bolts)
Description: The anatomy of an bolt is a simple one, as they are projectiles composed of three key parts that make up their body: the shaft that acts as the main support of the bolt, the head that acts as the mode for exacting damage and finally the fletching that stabilizes the bolt's flight path. The head of the bolt is often seen as the most important part, as it is where the offensive power of the projectile is focused. While this is partly true, those used within Kamiya-ryu do not often increase the offensive power of bolts outright, but instead modifies the danger they pose. bolt Heads utilized by Arbalests come in four main varieties: Barbed which serve to aggravate damage caused by the wounds in order to inflict recurrent damage or bleeding, Blunt which cause worsened surface damage in the form of bruising and contusions, Bodkins which are capable of piercing cleanly through defenses to get to a target and finally Weighted which actually serve to slow down a target they strike so long as the bolt remains within them. Head Type - Effect (Head Rank) Barbed deal recurrent Bleed or Damage (if target doesn't possess Blood) equal to 1 D (D), 2 D (C), 3 D (B), 4 D (A) or 5 D (S) per P.T. Blunt inflict Contusions (Defense Tier Only) or Bruising (Strength + Defense Tier Chain) that inflict 2 D (D, C), 4 D (B, A) or 1 C (S) Internal Bleed plus half said value as Recurrent Pain over 5 to 1 P.T. (D to S-Rank Defense) in the case of Contusions. Bodkins capable of naturally piercing through C-Rank (D), B-Rank (C), A-Rank (B), S-Rank (A) or SS-Rank (S) Defenses Weighted possess a WL of 20 (D), 40 (C), 60 (B), 80 (A) or 100 (S) and fill a target's Carry Limit, requiring higher levels of strength in order to move.
Name: Arbalest Archery - Bow: Cross Classification: Kyujutsu Rank: C-Rank Class: Supplementary Range: Self (Bows)
Description: The Arbalest Archery Style is a fighting style that puts as much emphasis on the tools its practitioner uses as it does on how they use them. An Arbalest's bow is a very important tool, indeed, as it governs not only their ability to actually use their archery style but also changes how the techniques of their style are executed based on the features of the bow they use. Arbalests are a specific type of marksman that focus on the use of Crossbows in combat, but those who have picked up the Arbalest Archery have found many and more ways to innovate their crossbows in order to diversify their utility in combat to become myriad.
Crossbow Type Features Mounted (Capped at Tiny) - Eighthed Draw Time, Range Cap (Contact), Bolts Deal Reduced Damage + Pain Hand (Capped at Small) - Quartered Draw Time, Range Cap (Mid), Bolts Deal Regular Damage + ??? Repeating (Capped at Humanoid) - Halved Draw Time, Bolt Cartridges (Multiple Bolts fired in succession) Standard (No Size Cap) - Regular Draw Time, Bolts Deal Damage + Knockback
Name: Arbalest Archery - Bolts: Gimmicks Classification: Kyujutsu Rank: C-Rank Class: Supplementary Range: Self (Bolts)
Description: While bolts are simple projectiles that are made dangerous through how they are fired from one's bow, there are those that practice Kamiya-ryu that have realized that there are times where certain modifications to one's bolts are capable of being made. These modifications are known as "Gimmicks" and can serve to drastically change the nature of one's bolts by applying a function to them that wouldn't be present normally. These Gimmicks cause the user's bolts to be much more unpredictable in combat, but are also more expensive to make and harder to replace, inflicting an innate penalty to the user's Success Chance Roll when trying to recover these bolts within a topic. Unlike before, where being a Hunter made it easier to retrieve one's bolts, in this case it is the possession of the Inventor Position that makes it easier to use the bolts in such a way that they can be salvaged, no matter the function of the Gimmick. Rank - Roll Penalty (Inventor) D - -9 to Roll (-7 if Inventor) C - -7 to Roll (-5 if Inventor, -3 if Elite) B - -5 to Roll (-3 if Inventor, -1 if Elite, -1 if Pro) A - -3 to Roll (-1 if Inventor, -1 if Elite, -0 if Pro) S - -1 to Roll (-0 if Inventor, -0 if Elite, +1 if Pro)
Name: Arbalest Archery - Gimmick: Cluster Classification: Kyujutsu Rank: C-Rank Class: Supplementary Range: Self (Bolts)
Description: There are few things that all Gimmicks have in common, but the one is that they inherently change how one's bolts function. This Gimmick allows the user to create Cluster Bolts which are, simply put, multiple bolts attached to one another that fan out during flight in order to strike across an area rather than striking a single target, all without losing any of the momentum gathered in their flight. Like all Gimmicks, applying the Cluster Bolt modification serves to increase the overall rank of the arrow by 1, though does not increase the individual rank of the arrow's parts, while the user's skill determines how many bolts are included in a Cluster and the area that Cluster Bolts are capable of striking when they split. Due to revolving around tinkering with equipment, these techniques are capable of being improved greatly should the user pick up the Inventor Position, with the user being granted access to Swarm (Inventor), Hive (Elite Inventor) or Armada (Pro Inventor) Bolts which increase the amount of bolts in a cluster while passively doubling the area affected. Rank - Bolts in Cluster (Area) - Adv. Clusters D - Up to 2 (10ft) - Up to 3 (Swarm), 4 (Hive) or 5 (Armada) C - Up to 3 (20ft) - Up to 6 (Swarm), 8 (Hive) or 10 (Armada) B - Up to 4 (30ft) - Up to 9 (Swarm), 12 (Hive) or 15 (Armada) A - Up to 5 (40ft) - Up to 12 (Swarm), 16 (Hive) or 20 (Armada) S - Up to 6 (50ft) - Up to 15 (Swarm), 20 (Hive) or 25 (Armada) *Note: The area of Cluster Bolts determines how far apart auxiliary targets can be from the arrow's main target in order to be struck (ex: at D-Rank a Cluster Bolt can hit up to 2 Targets within 10ft of one another).
Name: Arbalest Archery - Gimmick: Grappling Classification: Kyujutsu Rank: C-Rank Class: Supplementary Range: Self (Bolts)
Description: There are few things that all Gimmicks have in common, but the one is that they inherently change how one's bolts function. This Gimmick allows the user to create Grappling Bolts, which are bolts with lengths of rope or similar materials attacked to them that can be used to traverse distances if imbedded into a surface and the rope pulled taught or be used to restrain a target. Like all Gimmicks, applying the Grappling Bolt modification serves to increase the overall rank of the bolt by 1, though does not increase the individual rank of the bolt's parts, while the user's skill determines the max length of rope capable of being attached to an bolt and the max size of a target capable of being restrained by said bolts. Due to revolving around tinkering with equipment, these techniques are capable of being improved greatly should the user pick up the Inventor Position, with the user being granted access to Bola (Inventor), Net (Elite Inventor) or Great Net (Pro Inventor) Bolts that allow for larger targets to be restrained. Rank (Rope) - Size Restrained - Adv. Grapples D (5ft) - Tiny - Chibi (Bola), Small (Net) or Humanoid (Great Net) C (10ft) - Chibi - Small (Bola), Humanoid (Net) or Medium S (Great Net) B (15ft) - Small - Humanoid (Bola), Medium S (Net) or Medium M (Great Net) A (20ft) - Humanoid - Medium S (Bola), Medium M (Net) or Medium L (Great Net) S (25ft) - Medium S - Medium M (Bola), Medium L (Net) or Medium XL (Great Net) *Note: Grapple Bolts simulate Strength equal to the rank of the bolt, with modifiers based on type: Tier- for Grapple, Tier Base for Bola, Tier+ for Net and Tier++ for Great Net. All require equal rank or higher strength to free oneself from them.
Name: Arbalest Archery - Bow: Ballista Classification: Kyujutsu Rank: B-Rank Class: Supplementary Range: Self (Bows)
Description: The Arbalest Archery Style is a fighting style that puts as much emphasis on the tools its practitioner uses as it does on how they use them. An Arbalest's bow is a very important tool, indeed, as it governs not only their ability to actually use their archery style but also changes how the techniques of their style are executed based on the features of the bow they use. Arbalests are a specific type of marksman that focus on the use of Crossbows in combat, but those who have picked up the Arbalest Archery have found many and more ways to innovate their arsenals to incorporate Ballista, making their power in combat even greater.
Ballista Type Features Light (Min. of Humanoid) - ??? Draw Time Mobile (Min. of Medium S) - ??? Draw Time Standard (Min. of Medium S) - ??? Draw Time Artillery (Min. of Medium M) - ??? Draw Time
Name: Arbalest Archery - Gimmick: Burst Classification: Kyujutsu Rank: B-Rank Class: Supplementary Range: Self (Bolts)
Description: There are few things that all Gimmicks have in common, but the one is that they inherently change how one's bolts function. This Gimmick allows the user to create Burst Bolts, which are bolts with pouches of various materials attached near the bolthead in such a way that when striking anything the pouch bursts, releasing its contents across the area. These pouches are usually filled with sensory irritants (i.e. powder, smoke etc), causing the senses of those within their area of effect to be reduced by a set level. Like all Gimmicks, applying the Burst Bolt modification serves to increase the overall rank of the bolt by 1, though does not increase the individual rank of the bolt's parts, while the user's skill determines the reduction to one's senses those affected suffer. Due to revolving around tinkering with equipment, these techniques are capable of being improved greatly should the user pick up the Inventor Position, with the user being granted access to Cloud (Inventor), Fog (Elite Inventor) or Miasma (Pro Inventor) Bolts, increasing the range at which these clouds effect targets while also allowing the user to affect 2 (Cloud), 3 (Fog) or 4 (Miasma) senses at Once. Rank (Area) - Sense Reduction - Adv. Burst D (Contact) - 1 Level - Contact (Cloud), Contact (Fog), Short (Miasma) C (Contact) - 1 Level - Contact (Cloud), Short (Fog), Short (Miasma) B (Contact) - 2 Levels - Short (Cloud), Short (Fog), Mid (Miasma) A (Short) - 2 Levels - Short (Cloud), Mid (Fog), Mid (Miasma) S (Short) - 3 Levels - Mid (Cloud), Mid (Fog), Mid (Miasma)
Name: Arbalest Archery - Gimmick: Explosive Classification: Kyujutsu Rank: B-Rank Class: Supplementary Range: Self (Bolts)
Description: There are few things that all Gimmicks have in common, but the one is that they inherently change how one's bolts function. This Gimmick allows the user to create Explosive Bolts, which are bolts with volatile materials placed in concealed compartments within the bolt's shaft, directly beneath where the head is attached. The nature of these bolts are self explanatory, as they are capable of releasing controlled explosions over an area after they strike their target, causing additional damage to whatever is struck. Like all Gimmicks, applying the Burst Bolt modification serves to increase the overall rank of the bolt by 1, though does not increase the individual rank of the bolt's parts, while the user's skill determines the additional count of Physical Explosive Damage the target receives as well as the detonation radius. Due to revolving around tinkering with equipment, these techniques are capable of being improved greatly should the user pick up the Inventor Position, with the user being granted access to Delayed (Inventor), Saturated (Elite Inventor) or Elemental (Pro Inventor) Bolts, the first of which serves to increase the detonation radius, the second increases the radius while also changing the damage type while the final increases the radius while changing the damage to match the element in question. Rank - Damage (Blast Radius) - Adv. Explosive D - D-Rank (1ft) - Up to Instant (Delay), Hybrid (Saturated), Stable Substances (Elemental) C - 3 D-Rank (2ft) - Up to 5 P.T. (Delay), Physical (Saturated), Unstable Substances (Elemental) B - C-Rank (3ft) - Up to 10 P.T. (Delay), Mental (Saturated), Slightly Volatile Substances (Elemental) A - B-Rank (4ft) - Up to 20 P.T. (Delay), Spiritual (Saturated), Moderately Volatile Substances (Elemental) S - A-Rank (5ft) - 21+ P.T. (Delay), Natural (Saturated), Highly Volatile Substances (Elemental) *Note: Delayed Bolts require their Activation Time to pass before they may detonate, Saturated Bolts require an additional price of the associated Damage Type from the user when they are made or used to apply their modification, while Elemental require the associated Substance to be used in their creation.
Name: Arbalest Archery - Gimmick: Combination Classification: Kyujutsu Rank: A-Rank Class: Supplementary Range: Self (Bolts)
Description: There are few things that all Gimmicks have in common, but the one is that they inherently change how one's bolts function. This Gimmick allows the user to create Combination Bolts, which are bolts that are a combination of any of the previous Gimmick types. These bolts are the most variable due to the combination available to the user, however as such they are the most expensive to make and are unable to be retrieved at all once loosed in a topic (Rolls Auto-Fail), requiring them to be constantly remade once used. Like all Gimmicks, applying the Combination Bolt modification serves to increase the overall rank of the bolt by 2-Ranks rather than the usual 1 (doesn't apply the rank increase from combined Gimmicks). This is also the only Gimmick that doesn't naturally increase with the user's skill level, but with their tinkering prowess, allowing them to combine up to 2 (non-Inventor), 3 (Inventor), 4 (Elite Inventor) or 5 (Pro Inventor) Gimmick types into a single bolt. *Note: The user is capable of using slots for Gimmick Combinations to combine different levels of the same kind of Gimmick into a new kind of bolt (ex: an Inventor is capable of creating a Saturated Delayed Cluster Bolt).
Name: Classification: Rank: Class: Range:
Description:
- Kinjutsu:
Name: Hunter Killer (Signature) Classification: Fighting Style Rank: C-Rank Class: Offensive Range: Self
Description: Oxossi has trained extensively to hone his skill with the bow to its absolute peak, however his journey did not start with the bow, it started with a love of hunting and a thirst for the kill. Xosi was trained by Spies in how to kill with a ruthless efficiency, tutored by Bounty Hunters in the ways of singling out and tracking down his prey, while his mastery of archery allows him to extend the skills he has learned through a very deadly medium. This fighting style is the culmination of all these principles and learnings, allowing him new and creative ways of hunting and killing people upon the high seas. For the most part, this fighting style utilizes simple principles to modify his method of combat to make it more deadly, however when targeting a Vital Point for damage, Xosi is capable of expending some of his own life-force in order to increase the damage dealt by striking it by a Rank. The Vital Points able to be exploited in this way and the price to do so is based on his skill. Rank - Vital Point Available (Blood Price) D - Brain Stem or Heart/Core (1 A) C - Jugular or Subclavian Artery (1 A) B - Liver or Lungs (1 B) A - Spine (1 B) S - Larynx (1 C)
Hunter Killer - Favored Enemy (D) Hunter Killer - Natural Explorer (D) Hunter Killer - Ocean's Stride (C) Hunter Killer - Hide in Plain Sight (C) Hunter Killer - Vanish (B) Hunter Killer - Hunter's Prey (B) Hunter Killer - Feral Senses (A) Hunter Killer - Defensive Tactics (A) Hunter Killer - Foe Slayer (S) Hunter Killer - Multi-attack (S) Hunter Killer - Hunter's Superiority (SS)
Name: Hunter Killer - Favored Enemy Classification: Kinjutsu Rank: D-Rank Class: Supplementary Range: Self
Description:
Name: Hunter Killer - Natural Explorer Classification: Kinjutsu Rank: D-Rank Class: Supplementary Range: Self
Description:
Name: Hunter Killer - Ocean's Stride Classification: Kinjutsu Rank: C-Rank Class: Supplementary Range: Self (Sea-legs & Landlubbers)
Description: While Xosi has decided to become a dangerous hunter in his own right, becoming the perfect apex predator in a world full of individuals capable of supernatural feats of combat prowess is no easy task, especially not when one is constantly hampered by the conditions around them. Xosi learned early on that his footing was just surer in some places than others, and while that helped in the places he was attuned to it was a detriment in places he wasn't. Because of this Xosi learned to adapt himself to his environment, allowing him to perform a Word Count at the beginning of his topics in order to change the type of pirate he counts as for the purposes of the Sea-legs & Landlubbers technique. The Word Count required is determined by just how different the type of pirate he wishes to emulate is from Bounty Hunters. This technique must be employed within Xosi's first post in a topic, and if not he is counted as a Bounty Hunter for the technique. Whether the technique is used or not, once a Piracy Type is set, it cannot be changed until Xosi enters a different topic. Type of Piracy - WC Required Pirate - 250 WC Privateer - 500 WC Buccaneer - 750 WC *Note: This WC is capable of being broken up over a number of posts, however the user is counted as having -1 T.L. in all tiers until the WC is resolved.
Name: Hunter Killer - Hide in Plain Sight Classification: Kinjutsu Rank: C-Rank Class: Supplementary Range: Self
Description:
Name: Hunter Killer - Vanish Classification: Kinjutsu Rank: B-Rank Class: Supplementary Range: Self
Description:
Name: Hunter Killer - Hunter's Prey Classification: Kinjutsu Rank: B-Rank Class: Supplementary Range: Self
Description:
Name: Hunter Killer - Feral Senses Classification: Kinjutsu Rank: A-Rank Class: Supplementary Range: Self
Description:
Name: Hunter Killer - Defensive Tactics Classification: Kinjutsu Rank: A-Rank Class: Supplementary Range: Self
Description:
Name: Hunter Killer - Foe Slayer Classification: Kinjutsu Rank: S-Rank Class: Supplementary Range: Self
Description:
Name: Hunter Killer - Multi-attack Classification: Kinjutsu Rank: S-Rank Class: Supplementary Range: Self
Description:
Name: Hunter Killer - Hunter's Superiority Classification: Kinjutsu Rank: SS-Rank Class: Supplementary Range: Self
Description:
- Reaction Tiers:
Name: The Simple Shot Classification: Taijutsu (Kyujutsu) Rank: D-Rank Class: Supplementary Range: Self (Accuracy Scale)
Description: In the world, there are those who have taken up the bow and arrow as a bit of a hobby and then there are those who have dedicated themselves to the mastery of bow-craft. Xosi is one of the individuals who have decided to master their weapon to the fullest extent, causing him to possess these Reaction Tiers. When utilizing Kyujutsu, he is counted as possessing D-Rank+ Reaction for the purposes of tracking targets and tier checks, while being counted as possessing D-Rank- Reaction at all other times. This tier has a unique effect once the user becomes a Hunter (req. Hunting for Archers to be Learned), as it applies half the user's Sensory Distance Modifier for their Vision to the Accuracy Scale ranges for their chosen Bow Types. Rank - Bow Choice D - Cross B - Ballista S - Insert Choice *Note: The modification to the Accuracy Scale modifier is applied to make the effects come under a range rather than a set distance (i.e. using a 20ft Kyujutsu with a Short Bow would allow a user with Normal Sight to hit a target between 40 and 50ft moving at Tier- Speed or a target between 10 and 20ft moving at Tier+ Speed).
Name: The Learned Shot Classification: Taijutsu (Kyujutsu) Rank: C-Rank Class: Supplementary Range: Self (Accuracy Scale)
Description: In the world, there are those who have taken up the bow and arrow as a bit of a hobby and then there are those who have dedicated themselves to the mastery of bow-craft. Xosi is one of the individuals who have decided to master their weapon to the fullest extent, causing him to possess these Reaction Tiers. When utilizing Kyujutsu, he is counted as possessing C-Rank+ Reaction for the purposes of tracking targets and tier checks, while being counted as possessing C-Rank- Reaction at all other times. This tier has a unique effect once the user becomes a Hunter (req. Hunting for Archers to be Learned), as it applies half the user's Sensory Distance Modifier for their Vision to the Accuracy Scale ranges for their chosen Bow Types.
Name: The Adept Shot Classification: Taijutsu (Kyujutsu) Rank: B-Rank Class: Supplementary Range: Self (Accuracy Scale)
Description: In the world, there are those who have taken up the bow and arrow as a bit of a hobby and then there are those who have dedicated themselves to the mastery of bow-craft. Xosi is one of the individuals who have decided to master their weapon to the fullest extent, causing him to possess these Reaction Tiers. When utilizing Kyujutsu, he is counted as possessing B-Rank+ Reaction for the purposes of tracking targets and tier checks, while being counted as possessing B-Rank- Reaction at all other times. This tier has a unique effect once the user becomes a Hunter (req. Hunting for Archers to be Learned), as it applies half the user's Sensory Distance Modifier for their Vision to the Accuracy Scale ranges for their chosen Bow Types.
Name: The Master Shot Classification: Taijutsu (Kyujutsu) Rank: A-Rank Class: Supplementary Range: Self (Accuracy Scale)
Description: In the world, there are those who have taken up the bow and arrow as a bit of a hobby and then there are those who have dedicated themselves to the mastery of bow-craft. Xosi is one of the individuals who have decided to master their weapon to the fullest extent, causing him to possess these Reaction Tiers. When utilizing Kyujutsu, he is counted as possessing A-Rank+ Reaction for the purposes of tracking targets and tier checks, while being counted as possessing A-Rank- Reaction at all other times. This tier has a unique effect once the user becomes a Hunter (req. Hunting for Archers to be Learned), as it applies half the user's Sensory Distance Modifier for their Vision to the Accuracy Scale ranges for their chosen Bow Types.
- Speed Tiers:
Name: Turn of the Year Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self (Typhoon Turn)
Description: Dedication to one's craft can be a boon in and of itself, though it comes with drawbacks. In Xosi's case, his mastery of his marksmanship has lead to the movements of his body, such as turning his head, moving his arms or even blinking, being quick (D- Speed), while crippling his ability to move across distances as others would (Running Speed). In order to compensate for this, he has learned to empower a tool available to all Bounty Hunters in his Typhoon Turn, allowing his Turns to occur at D (Turn), D+ (Double), D++ (Triple), C- (Quadruple), C (Quintuple) or C+ (Transcendent) when paired with his Speed. This method of using his Turn is much more tiring, increasing the Stamina Price per Step based on the user's Endurance Tiers. Endurance - Stamina Price None - 6x D - 5x C - 4x B - 3x A - 2x
Name: Turn of the Decade Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self (Typhoon Turn)
Description: Dedication to one's craft can be a boon in and of itself, though it comes with drawbacks. In Xosi's case, his mastery of his marksmanship has lead to the movements of his body, such as turning his head, moving his arms or even blinking, being quick (C- Speed), while crippling his ability to move across distances as others would (Running Speed). In order to compensate for this, he has learned to empower a tool available to all Bounty Hunters in his Typhoon Turn, allowing his Turns to occur at C (Turn), C+ (Double), C++ (Triple), B- (Quadruple), B (Quintuple) or B+ (Transcendent) when paired with his Speed. This method of using his Turn is much more tiring, increasing the Stamina Price per Step based on the user's Endurance Tiers.
Name: Turn of the Century Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self (Typhoon Turn)
Description: Dedication to one's craft can be a boon in and of itself, though it comes with drawbacks. In Xosi's case, his mastery of his marksmanship has lead to the movements of his body, such as turning his head, moving his arms or even blinking, being quick (B- Speed), while crippling his ability to move across distances as others would (Running Speed). In order to compensate for this, he has learned to empower a tool available to all Bounty Hunters in his Typhoon Turn, allowing his Turns to occur at B (Turn), B+ (Double), B++ (Triple), A- (Quadruple), A (Quintuple) or A+ (Transcendent) when paired with his Speed. This method of using his Turn is much more tiring, increasing the Stamina Price per Step based on the user's Endurance Tiers.
Name: Turn of the Millennia Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self (Typhoon Turn)
Description: Dedication to one's craft can be a boon in and of itself, though it comes with drawbacks. In Xosi's case, his mastery of his marksmanship has lead to the movements of his body, such as turning his head, moving his arms or even blinking, being quick (A- Speed), while crippling his ability to move across distances as others would (Running Speed). In order to compensate for this, he has learned to empower a tool available to all Bounty Hunters in his Typhoon Turn, allowing his Turns to occur at A (Turn), A+ (Double), A++ (Triple), S- (Quadruple), S (Quintuple) or S+ (Transcendent) when paired with his Speed. This method of using his Turn is much more tiring, increasing the Stamina Price per Step based on the user's Endurance Tiers.
- Strength Tiers:
Name: Strength of One Classification: Taijutsu (Kyujutsu) Rank: D-Rank Class: Supplementary Range: Self (Kyujutsu)
Description: For one who dedicates themselves to the mastery of a single weapon, using it becomes as easy as breathing. For a weapon such as a bow, which requires a deceptively high level of strength to wield, this also results in the user's body being kept in peak physical condition in order to use it to its fullest potential. Xosi possesses D-Rank- Strength, however he is lucky enough to have been born of the Zerin Clan and thus possess additional arms with which to perform his feats of strength. For every arm dedicated to an action, the Strength applied is increased by 1 Tier Level. Xosi possesses the ability to apply an additional Stamina Price to his strength in order to use it to reduce the Draw Time of his bows by a set number of P.T. with each price paid (can only be reduced in this manner once per Turn). Stamina Price - Draw Time Reduction 1 - -1 P.T. 3 - -2 P.T. 5 - -3 P.T.
Name: Strength of Five Classification: Taijutsu (Kyujutsu) Rank: C-Rank Class: Supplementary Range: Self (Kyujutsu)
Description: For one who dedicates themselves to the mastery of a single weapon, using it becomes as easy as breathing. For a weapon such as a bow, which requires a deceptively high level of strength to wield, this also results in the user's body being kept in peak physical condition in order to use it to its fullest potential. Xosi possesses C-Rank- Strength, however he is lucky enough to have been born of the Zerin Clan and thus possess additional arms with which to perform his feats of strength. For every arm dedicated to an action, the Strength applied is increased by 1 Tier Level. Xosi possesses the ability to apply an additional Stamina Price to his strength in order to use it to reduce the Draw Time of his bows by a set number of P.T. with each price paid (can only be reduced in this manner once per Turn). Stamina Price - Draw Time Reduction 1 - -2 P.T. 3 - -4 P.T. 5 - -6 P.T.
Name: Strength of Ten Classification: Taijutsu (Kyujutsu) Rank: B-Rank Class: Supplementary Range: Self (Kyujutsu)
Description: For one who dedicates themselves to the mastery of a single weapon, using it becomes as easy as breathing. For a weapon such as a bow, which requires a deceptively high level of strength to wield, this also results in the user's body being kept in peak physical condition in order to use it to its fullest potential. Xosi possesses B-Rank- Strength, however he is lucky enough to have been born of the Zerin Clan and thus possess additional arms with which to perform his feats of strength. For every arm dedicated to an action, the Strength applied is increased by 1 Tier Level. Xosi possesses the ability to apply an additional Stamina Price to his strength in order to use it to reduce the Draw Time of his bows by a set number of P.T. with each price paid (can only be reduced in this manner once per Turn). Stamina Price - Draw Time Reduction 1 - -3 P.T. 3 - -6 P.T. 5 - -9 P.T.
Name: Strength of Fifty Classification: Taijutsu (Kyujutsu) Rank: A-Rank Class: Supplementary Range: Self (Kyujutsu)
Description: For one who dedicates themselves to the mastery of a single weapon, using it becomes as easy as breathing. For a weapon such as a bow, which requires a deceptively high level of strength to wield, this also results in the user's body being kept in peak physical condition in order to use it to its fullest potential. Xosi possesses A-Rank- Strength, however he is lucky enough to have been born of the Zerin Clan and thus possess additional arms with which to perform his feats of strength. For every arm dedicated to an action, the Strength applied is increased by 1 Tier Level. Xosi possesses the ability to apply an additional Stamina Price to his strength in order to use it to reduce the Draw Time of his bows by a set number of P.T. with each price paid (can only be reduced in this manner once per Turn). Stamina Price - Draw Time Reduction 1 - -4 P.T. 3 - -8 P.T. 5 - -12 P.T.
- Tier Chain Style:
??? = Unique Reaction Tier based fighting style that consolidates the power of whole tier chains into single techs at the cost of increased stamina drain and/or auxiliary requirements for their use
Enhanced Perception (Speed+Reaction) = Reaction+ (Increased when used alongside Accuracy Scale) Enhanced Sensory Distance (Strength+Reaction) = Increasing Sight Level Physical Illusion Negation (Reaction+Defense) = Distraction Resistance
Omni Physical Illusion Negation (Defense+Speed+Reaction) = Interruption Resistance Sensory Loss Negation (Defense+Strength+Reaction) = Reaction Debuff Resistance Muscle Tension Perception (Reaction+Speed+Strength) = Reaction++ (Increased when used alongside Accuracy Scale)
Omni Physical Illusion Nullification (Defense+Speed+Strength+Reaction) = Disruption/Interruption Immunity
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Last edited by Sid on 20th December 2021, 6:26 am; edited 10 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: San's Corner 12th May 2021, 8:32 am | |
| Qeynan Revamp- Tech Template:
- Code:
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[b]Name:[/b] [b]Classification:[/b] [b]Rank:[/b] [b]Class:[/b] [b]Range:[/b]
[b]Description:[/b]
- Legacy Passives:
Name: Genetic Hybridization: Ephemeral Thread Classification: Taijutsu Rank: D-Rank Class: Passive Range: Self
Description:
Name: Ghastly Ichor Classification: Kinjutsu Rank: D-Rank Class: Passive Range: Self
Description:
Name: Genius and Insanity Classification: Nen Tech Rank: D-Rank Class: Passive Range: Self
Description:
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| Academy Field Trip | 28th November 2022, 4:02 pm by Xi | Road Trip
With the first round of classes complete and the students already acclimated to life at the academy. The school has organized a field trip in order to give the students a taste of what …
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