| | Pirate Exclusive Techniques | |
| | Author | Message |
---|
Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Pirate Exclusive Techniques 20th July 2016, 9:02 pm | |
| - Swimming:
Name: Stream Traversal Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: Pirates are generally known for being fairly strong and they need to be to fight against the components of the ship and even more so when it comes to swimming. With this technique the pirate has equivalent D-Rank- strength tiers on their upper body however their lower body counts as having Tier+ as a Pirate is made more for swimming than normal feats of strength. In addition, this technique details the speed that a pirate is capable of swimming depending on the type of water that they are swimming through, causing them to move faster or slower depending on the state of the water.
State of Water - Movement Alteration Against Current - Tier- Turbulent - Tier Base Calm - Tier+ With Current - Tier++
Name: River Traversal Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: Pirates are generally known for being fairly strong and they need to be to fight against the components of the ship and even more so when it comes to swimming. With this technique the pirate has equivalent C-Rank- strength tiers on their upper body however their lower body counts as having Tier+ as a Pirate is made more for swimming than normal feats of strength. In addition, this technique details the speed that a pirate is capable of swimming depending on the type of water that they are swimming through, causing them to move faster or slower depending on the state of the water.
State of Water - Movement Alteration Against Current - Tier- Turbulent - Tier Base Calm - Tier+ With Current - Tier++
Name: Rapid Traversal Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: Pirates are generally known for being fairly strong and they need to be to fight against the components of the ship and even more so when it comes to swimming. With this technique the pirate has equivalent B-Rank- strength tiers on their upper body however their lower body counts as having Tier+ as a Pirate is made more for swimming than normal feats of strength. In addition, this technique details the speed that a pirate is capable of swimming depending on the type of water that they are swimming through, causing them to move faster or slower depending on the state of the water.
State of Water - Movement Alteration Against Current - Tier- Turbulent - Tier Base Calm - Tier+ With Current - Tier++
Name: Gulf Traversal Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: Pirates are generally known for being fairly strong and they need to be to fight against the components of the ship and even more so when it comes to swimming. With this technique the pirate has equivalent A-Rank- strength tiers on their upper body however their lower body counts as having Tier+ as a Pirate is made more for swimming than normal feats of strength. In addition, this technique details the speed that a pirate is capable of swimming depending on the type of water that they are swimming through, causing them to move faster or slower depending on the state of the water.
State of Water - Movement Alteration Against Current - Tier- Turbulent - Tier Base Calm - Tier+ With Current - Tier++
Name: Sea Traversal Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self
Description: Pirates are generally known for being fairly strong and they need to be to fight against the components of the ship and even more so when it comes to swimming. With this technique the pirate has equivalent S-Rank- strength tiers on their upper body however their lower body counts as having Tier+ as a Pirate is made more for swimming than normal feats of strength. In addition, this technique details the speed that a pirate is capable of swimming depending on the type of water that they are swimming through, causing them to move faster or slower depending on the state of the water.
State of Water - Movement Alteration Against Current - Tier- Turbulent - Tier Base Calm - Tier+ With Current - Tier++
Name: Oceanic Traversal Classification: Taijutsu Rank: SS-Rank Class: Supplementary Range: Self
Description: Pirates are generally known for being fairly strong and they need to be to fight against the components of the ship and even more so when it comes to swimming. With this technique the pirate has equivalent SS-Rank- strength tiers on their upper body however their lower body counts as having Tier+ as a Pirate is made more for swimming than normal feats of strength. In addition, this technique details the speed that a pirate is capable of swimming depending on the type of water that they are swimming through, causing them to move faster or slower depending on the state of the water.
State of Water - Movement Alteration Against Current - Tier- Turbulent - Tier Base Calm - Tier+ With Current - Tier++
Name: Rift Traversal Classification: Taijutsu Rank: SSS-Rank Class: Supplementary Range: Self
Description: Pirates are generally known for being fairly strong and they need to be to fight against the components of the ship and even more so when it comes to swimming. With this technique the pirate has equivalent SSS-Rank- strength tiers on their upper body however their lower body counts as having Tier+ as a Pirate is made more for swimming than normal feats of strength. In addition, this technique details the speed that a pirate is capable of swimming depending on the type of water that they are swimming through, causing them to move faster or slower depending on the state of the water.
State of Water - Movement Alteration Against Current - Tier- Turbulent - Tier Base Calm - Tier+ With Current - Tier++
- Resilience:
Name: Enhanced Resilience Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: The ocean is a cruel mistress and is known for battering people with concussive force and against solid objects, generally causing very little outer damage however dealing intense damage to the body's internals. Due to this, Pirates have learned how to strengthen their body but not the surface, instead they strengthen their insides. This technique counts as D-Rank defense tiers for tier checks however it doesn't stop normal D-Rank physical damage. Instead this prevents the user from taking damage from D-Rank defense piercing and non-phase release defense bypassing damage as well as other physical internal damage sources, surface damage is taken as normal.
Name: Stone Resilience Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: The ocean is a cruel mistress and is known for battering people with concussive force and against solid objects, generally causing very little outer damage however dealing intense damage to the body's internals. Due to this, Pirates have learned how to strengthen their body but not the surface, instead they strengthen their insides. This technique counts as C-Rank defense tiers for tier checks however it doesn't stop normal C-Rank physical damage. Instead this prevents the user from taking damage from C-Rank defense piercing and non-phase release defense bypassing damage as well as other physical internal damage sources, surface damage is taken as normal.
Name: Iron Resilience Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: The ocean is a cruel mistress and is known for battering people with concussive force and against solid objects, generally causing very little outer damage however dealing intense damage to the body's internals. Due to this, Pirates have learned how to strengthen their body but not the surface, instead they strengthen their insides. This technique counts as B-Rank defense tiers for tier checks however it doesn't stop normal B-Rank physical damage. Instead this prevents the user from taking damage from B-Rank defense piercing and non-phase release defense bypassing damage as well as other physical internal damage sources, surface damage is taken as normal.
Name: Steel Resilience Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: The ocean is a cruel mistress and is known for battering people with concussive force and against solid objects, generally causing very little outer damage however dealing intense damage to the body's internals. Due to this, Pirates have learned how to strengthen their body but not the surface, instead they strengthen their insides. This technique counts as A-Rank defense tiers for tier checks however it doesn't stop normal A-Rank physical damage. Instead this prevents the user from taking damage from A-Rank defense piercing and non-phase release defense bypassing damage as well as other physical internal damage sources, surface damage is taken as normal.
Name: Titanium Resilience Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self
Description: The ocean is a cruel mistress and is known for battering people with concussive force and against solid objects, generally causing very little outer damage however dealing intense damage to the body's internals. Due to this, Pirates have learned how to strengthen their body but not the surface, instead they strengthen their insides. This technique counts as S-Rank defense tiers for tier checks however it doesn't stop normal S-Rank physical damage. Instead this prevents the user from taking damage from S-Rank defense piercing and non-phase release defense bypassing damage as well as other physical internal damage sources, surface damage is taken as normal.
Name: Diamond Resilience Classification: Taijutsu Rank: SS-Rank Class: Supplementary Range: Self
Description: The ocean is a cruel mistress and is known for battering people with concussive force and against solid objects, generally causing very little outer damage however dealing intense damage to the body's internals. Due to this, Pirates have learned how to strengthen their body but not the surface, instead they strengthen their insides. This technique counts as SS-Rank defense tiers for tier checks however it doesn't stop normal SS-Rank physical damage. Instead this prevents the user from taking damage from SS-Rank defense piercing and non-phase release defense bypassing damage as well as other physical internal damage sources, surface damage is taken as normal.
Name: Vibranium Resilience Classification: Taijutsu Rank: SSS-Rank Class: Supplementary Range: Self
Description: The ocean is a cruel mistress and is known for battering people with concussive force and against solid objects, generally causing very little outer damage however dealing intense damage to the body's internals. Due to this, Pirates have learned how to strengthen their body but not the surface, instead they strengthen their insides. This technique counts as SSS-Rank defense tiers for tier checks however it doesn't stop normal SSS-Rank physical damage. Instead this prevents the user from taking damage from SSS-Rank defense piercing and non-phase release defense bypassing damage as well as other physical internal damage sources, surface damage is taken as normal.
- Perception:
Name: Money Sense Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Varies
Description: Pirates have a rather odd ability when it comes to their senses. They possess reaction tiers but not like a normal person, rather they are very good at detecting the wealth that someone has. When they aren't directly looking at someone they have D-Rank- reaction tiers, however upon focusing on someone for at least three rounds they gain an understanding of their wealth depending on the type of pirate and also count as having D-Rank+ reaction tiers against the person that they were focusing on until the end of the topic.
Type of Piracy - Wealth Known Pirate - Xel Bounty Hunter - Collected Devil Fruit Buccaneers - Bank (Minus Xel/Devil Fruits)
Name: Wealth Sense Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Varies
Description: Pirates have a rather odd ability when it comes to their senses. They possess reaction tiers but not like a normal person, rather they are very good at detecting the wealth that someone has. When they aren't directly looking at someone they have C-Rank- reaction tiers, however upon focusing on someone for at least three rounds they gain an understanding of their wealth depending on the type of pirate and also count as having C-Rank+ reaction tiers against the person that they were focusing on until the end of the topic.
Type of Piracy - Wealth Known Pirate - Xel Bounty Hunter - Collected Devil Fruit Buccaneers - Bank (Minus Xel/Devil Fruits)
Name: Riches Sense Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Varies
Description: Pirates have a rather odd ability when it comes to their senses. They possess reaction tiers but not like a normal person, rather they are very good at detecting the wealth that someone has. When they aren't directly looking at someone they have B-Rank- reaction tiers, however upon focusing on someone for at least three rounds they gain an understanding of their wealth depending on the type of pirate and also count as having B-Rank+ reaction tiers against the person that they were focusing on until the end of the topic.
Type of Piracy - Wealth Known Pirate - Xel Bounty Hunter - Collected Devil Fruit Buccaneers - Bank (Minus Xel/Devil Fruits)
Name: Loot Sense Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Varies
Description: Pirates have a rather odd ability when it comes to their senses. They possess reaction tiers but not like a normal person, rather they are very good at detecting the wealth that someone has. When they aren't directly looking at someone they have A-Rank- reaction tiers, however upon focusing on someone for at least three rounds they gain an understanding of their wealth depending on the type of pirate and also count as having A-Rank+ reaction tiers against the person that they were focusing on until the end of the topic.
Type of Piracy - Wealth Known Pirate - Xel Bounty Hunter - Collected Devil Fruit Buccaneers - Bank (Minus Xel/Devil Fruits)
Name: Treasure Sense Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Varies
Description: Pirates have a rather odd ability when it comes to their senses. They possess reaction tiers but not like a normal person, rather they are very good at detecting the wealth that someone has. When they aren't directly looking at someone they have S-Rank- reaction tiers, however upon focusing on someone for at least three rounds they gain an understanding of their wealth depending on the type of pirate and also count as having S-Rank+ reaction tiers against the person that they were focusing on until the end of the topic.
Type of Piracy - Wealth Known Pirate - Xel Bounty Hunter - Collected Devil Fruit Buccaneers - Bank (Minus Xel/Devil Fruits)
Name: Hoard Sense Classification: Taijutsu Rank: SS-Rank Class: Supplementary Range: Varies
Description: Pirates have a rather odd ability when it comes to their senses. They possess reaction tiers but not like a normal person, rather they are very good at detecting the wealth that someone has. When they aren't directly looking at someone they have SS-Rank- reaction tiers, however upon focusing on someone for at least three rounds they gain an understanding of their wealth depending on the type of pirate and also count as having SS-Rank+ reaction tiers against the person that they were focusing on until the end of the topic.
Type of Piracy - Wealth Known Pirate - Xel Bounty Hunter - Collected Devil Fruit Buccaneers - Bank (Minus Xel/Devil Fruits)
Name: Vault Sense Classification: Taijutsu Rank: SSS-Rank Class: Supplementary Range: Varies
Description: Pirates have a rather odd ability when it comes to their senses. They possess reaction tiers but not like a normal person, rather they are very good at detecting the wealth that someone has. When they aren't directly looking at someone they have SSS-Rank- reaction tiers, however upon focusing on someone for at least three rounds they gain an understanding of their wealth depending on the type of pirate and also count as having SSS-Rank+ reaction tiers against the person that they were focusing on until the end of the topic.
Type of Piracy - Wealth Known Pirate - Xel Bounty Hunter - Collected Devil Fruit Buccaneers - Bank (Minus Xel/Devil Fruits)
- Diving:
Name: Swift Diving Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: Pirates are not known for being the most agile when attempting to move fast, generally favouring strength for movement rather than speed. Due to this they have adapted speed tiers to make them better for use alongside the general terrain of a Pirate. With this, when used as normal speed tiers they only count as D-Rank- however they do something special for pirates in that they increase the speed at which a Pirate falls and the added agility allows them to not only mitigate fall damage but also increase the depth with which they can dive while increasing the pirate's speed to Tier base while falling. This technique allows the halving of D-Rank damage when hitting a solid surface from falling and nullifying it if hitting a liquid medium as well as adding 20 additional feet to the pirate's diving depth if they dive level with the surface.
Distance Fell - Tier Level Increase - Additional Diving Depth 10 Feet - 1 Tier Level - 10 Feet 25 Feet - 2 Tier Levels - 20 Feet 50 Feet - 3 Tier Levels - 30 Feet 100 Feet - 4 Tier Levels  (1-Rank) - 50 Feet
Name: Bullet Diving Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: Pirates are not known for being the most agile when attempting to move fast, generally favouring strength for movement rather than speed. Due to this they have adapted speed tiers to make them better for use alongside the general terrain of a Pirate. With this, when used as normal speed tiers they only count as C-Rank- however they do something special for pirates in that they increase the speed at which a Pirate falls and the added agility allows them to not only mitigate fall damage but also increase the depth with which they can dive while increasing the pirate's speed to Tier base while falling. This technique allows the halving of C-Rank damage when hitting a solid surface from falling and nullifying it if hitting a liquid medium as well as adding 40 additional feet to the pirate's diving depth if they dive level with the surface.
Distance Fell - Tier Level Increase - Additional Diving Depth 10 Feet - 1 Tier Level - 10 Feet 25 Feet - 2 Tier Levels - 20 Feet 50 Feet - 3 Tier Levels - 30 Feet 100 Feet - 4 Tier Levels  (1-Rank) - 50 Feet
Name: Crashing Diving Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: Pirates are not known for being the most agile when attempting to move fast, generally favouring strength for movement rather than speed. Due to this they have adapted speed tiers to make them better for use alongside the general terrain of a Pirate. With this, when used as normal speed tiers they only count as B-Rank- however they do something special for pirates in that they increase the speed at which a Pirate falls and the added agility allows them to not only mitigate fall damage but also increase the depth with which they can dive while increasing the pirate's speed to Tier base while falling. This technique allows the halving of B-Rank damage when hitting a solid surface from falling and nullifying it if hitting a liquid medium as well as adding 60 additional feet to the pirate's diving depth if they dive level with the surface.
Distance Fell - Tier Level Increase - Additional Diving Depth 10 Feet - 1 Tier Level - 10 Feet 25 Feet - 2 Tier Levels - 20 Feet 50 Feet - 3 Tier Levels - 30 Feet 100 Feet - 4 Tier Levels  (1-Rank) - 50 Feet
Name: Vacuum Diving Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: Pirates are not known for being the most agile when attempting to move fast, generally favouring strength for movement rather than speed. Due to this they have adapted speed tiers to make them better for use alongside the general terrain of a Pirate. With this, when used as normal speed tiers they only count as A-Rank- however they do something special for pirates in that they increase the speed at which a Pirate falls and the added agility allows them to not only mitigate fall damage but also increase the depth with which they can dive while increasing the pirate's speed to Tier base while falling. This technique allows the halving of A-Rank damage when hitting a solid surface from falling and nullifying it if hitting a liquid medium as well as adding 80 additional feet to the pirate's diving depth if they dive level with the surface.
Distance Fell - Tier Level Increase - Additional Diving Depth 10 Feet - 1 Tier Level - 10 Feet 25 Feet - 2 Tier Levels - 20 Feet 50 Feet - 3 Tier Levels - 30 Feet 100 Feet - 4 Tier Levels  (1-Rank) - 50 Feet
Name: Blinding Diving Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self
Description: Pirates are not known for being the most agile when attempting to move fast, generally favouring strength for movement rather than speed. Due to this they have adapted speed tiers to make them better for use alongside the general terrain of a Pirate. With this, when used as normal speed tiers they only count as S-Rank- however they do something special for pirates in that they increase the speed at which a Pirate falls and the added agility allows them to not only mitigate fall damage but also increase the depth with which they can dive while increasing the pirate's speed to Tier base while falling. This technique allows the halving of S-Rank damage when hitting a solid surface from falling and nullifying it if hitting a liquid medium as well as adding 100 additional feet to the pirate's diving depth if they dive level with the surface.
Distance Fell - Tier Level Increase - Additional Diving Depth 10 Feet - 1 Tier Level - 20 Feet 25 Feet - 2 Tier Levels - 30 Feet 50 Feet - 3 Tier Levels - 40 Feet 100 Feet - 4 Tier Levels  (1-Rank) - 60 Feet
Name: Discordant Diving Classification: Taijutsu Rank: SS-Rank Class: Supplementary Range: Self
Description: Pirates are not known for being the most agile when attempting to move fast, generally favouring strength for movement rather than speed. Due to this they have adapted speed tiers to make them better for use alongside the general terrain of a Pirate. With this, when used as normal speed tiers they only count as SS-Rank- however they do something special for pirates in that they increase the speed at which a Pirate falls and the added agility allows them to not only mitigate fall damage but also increase the depth with which they can dive while increasing the pirate's speed to Tier base while falling. This technique allows the halving of SS-Rank damage when hitting a solid surface from falling and nullifying it if hitting a liquid medium as well as adding 150 additional feet to the pirate's diving depth if they dive level with the surface.
Distance Fell - Tier Level Increase - Additional Diving Depth 10 Feet - 1 Tier Level - 20 Feet 25 Feet - 2 Tier Levels - 30 Feet 50 Feet - 3 Tier Levels - 40 Feet 100 Feet - 4 Tier Levels  (1-Rank) - 60 Feet
Name: Echoing Diving Classification: Taijutsu Rank: SSS-Rank Class: Supplementary Range: Self
Description: Pirates are not known for being the most agile when attempting to move fast, generally favouring strength for movement rather than speed. Due to this they have adapted speed tiers to make them better for use alongside the general terrain of a Pirate. With this, when used as normal speed tiers they only count as SSS-Rank- however they do something special for pirates in that they increase the speed at which a Pirate falls and the added agility allows them to not only mitigate fall damage but also increase the depth with which they can dive while increasing the pirate's speed to Tier base while falling. This technique allows the halving of SSS-Rank damage when hitting a solid surface from falling and nullifying it if hitting a liquid medium as well as adding 200 additional feet to the pirate's diving depth if they dive level with the surface.
Distance Fell - Tier Level Increase - Additional Diving Depth 10 Feet - 1 Tier Level - 40Feet 25 Feet - 2 Tier Levels - 50 Feet 50 Feet - 3 Tier Levels - 60 Feet 100 Feet - 4 Tier Levels  (1-Rank) - 80 Feet
Last edited by Aurielle on 24th July 2016, 4:45 pm; edited 2 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Pirate Exclusive Techniques 20th July 2016, 10:17 pm | |
| Privateer Techniques- Rokushiki:
Name: Rokushiki Classification: Fighting Style Rank: D-rank Class: Offensive/Defensive/Supplemtnary Range: Short-Mid Description: This is a special fighting style that was developed to allow an Pseudo or True all taijutsu user to have an edge against the competition, however upon the death of the originator the individual he left it eventually was killed by an individual who ended up founding the Privateers. This is done by intense training and mastery of the users body in order to preform athletic feats which are seemingly impossible to preform. Rokushiki is heavily invested in the users tiers similar to most Taijutsu techniques with higher tiers in strength, speed, endurance, reaction, defense and barrier resulting in stronger Rokushiki techniques. There are 6 gateway techniques within Rokushiki however depending on the skill level of the user (or retraining in the case of T. A. T.) the user is only able to learn additional techniques in some of them past the initial one. *Gateway Techniques = (Please Arrange them in order of 1st to 6th) Rank - Gateway Technique - Max Rank of Technique TrainableOfficer - 1st - Any Warrant Officer - 2nd - SSS Ensign - 3rd - SS Sub-Lieutenant - 4th - S Lieutenant- 5th - A Commander - 6th (Always gives 1 Extra) - B Captain - Unlocked Rokuogan - Each other than 1st & 2nd are now trainable up to 1-rank Higher Division Admiral & Above - Unlocks San Dai Rin - Each other than 1st, 2nd or 3rd are now trainable up to 2-ranks Higher while 3rd is still trainable up to 1-rank higher. *Note: The ranks listed means the minimum rank that things can be obtained, just because one isn't an Elite doesn't mean they won't gain access to all of their Rokushiki Gateways however. - Geppo:
Name: Geppo Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: One of this Six gateway techniques of the Rokushiki fighting style. Geppo allows the users to actually jump off the air itself, allowing them to stay in the air for much longer than usual. Â One can use this technique to cross great distances without ever touching the ground, or set themselves up for swift, aerial attacks. While the technique itself affords several advantages both in and out of battle for the user, it has but one major weakness: since its usage depends heavily on the user's legs, restraining or pinning down any major parts of their lower body can significantly disrupt Geppo. Hang Time - Strength Tier 1 Post (Total) - D-rank 2 Posts (Total) - C-rank 3 Posts (Total) - B-rank 4 Posts (Total) - A-rank 5 Posts (Total) - S-rank
Name: Geppo: Beast's Moonwalk Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: The first level of the Geppo based movement known as Moonwalk which involves the building of legs through repeated exercise in order to grant the user D-rank strength. This strength is refined for jumping rather than lifting and propelling one's body through the air. Depending on one's level of strength the distance they can cover with this technique varies however the commonality is that if one utilizes only one leg then they will cover half as much distance. This technique can fulfill a check for a D-rank Air-movement technique, and while using it the user is capable of moving at D- Speed in the air on par with Wing Based flight using Speed rather than Strength. Strength Tier - Vertical Distance (One Leg) D- - 3ft (1ft) D - 5ft (2ft) D+ - 7ft (3ft) D++ - 9ft (4ft)
Name: Geppo: Shatter Moonwalk Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: The second level of the Geppo based movement known as Moonwalk which involves the building of legs through repeated exercise in order to grant the user C-rank strength. This strength is refined for jumping rather than lifting and propelling one's body through the air. Depending on one's level of strength the distance they can cover with this technique varies however the commonality is that if one utilizes only one leg then they will cover half as much distance. This technique can fulfill a check for a C-rank Air-movement technique, and while using it the user is capable of moving at C- Speed in the air on par with Wing Based flight using Speed rather than Strength. Strength Tier - Vertical Distance (One Leg) C- - 15ft (7ft) C - 20ft (10ft) C+ - 23ft (11ft) C++ - 25ft (12ft)
Name: Geppo: Inhuman Moonwalk Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: The third level of the Geppo based movement known as Moonwalk which involves the building of legs through repeated exercise in order to grant the user B-rank strength. This strength is refined for jumping rather than lifting and propelling one's body through the air. Depending on one's level of strength the distance they can cover with this technique varies however the commonality is that if one utilizes only one leg then they will cover half as much distance. This technique can fulfill a check for a B-rank Air-movement technique, and while using it the user is capable of moving at B- Speed in the air on par with Wing Based flight using Speed rather than Strength. Strength Tier - Vertical Distance (One Leg) B- - 27ft (13ft) B - 30ft (15ft) B+ - 33ft (16ft) B++ - 35ft (17ft)
Name: Geppo: Hyper Moonwalk Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: The fourth level of the Geppo based movement known as Moonwalk which involves the building of legs through repeated exercise in order to grant the user A-rank strength. This strength is refined for jumping rather than lifting and propelling one's body through the air. Depending on one's level of strength the distance they can cover with this technique varies however the commonality is that if one utilizes only one leg then they will cover half as much distance. This technique can fulfill a check for a A-rank Air-movement technique, and while using it the user is capable of moving at A- Speed in the air on par with Wing Based flight using Speed rather than Strength. Strength Tier - Vertical Distance (One Leg) A- - 37ft (18ft) A - 40ft (20ft) A+ - 43ft (21ft) A++ - 45ft (22ft)
Name: Geppo: Crushing Moonwalk Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self
Description: The fifth level of the Geppo based movement known as Moonwalk which involves the building of legs through repeated exercise in order to grant the user S-rank strength. This strength is refined for jumping rather than lifting and propelling one's body through the air. Depending on one's level of strength the distance they can cover with this technique varies however the commonality is that if one utilizes only one leg then they will cover half as much distance. This technique can fulfill a check for a S-rank Air-movement technique, and while using it the user is capable of moving at S- Speed in the air on par with Wing Based flight using Speed rather than Strength. Strength Tier - Vertical Distance (One Leg) S- - 47ft (23ft) S - 50ft (25ft) S+ - 53ft (26ft) S++ - 55ft (27ft)
- Tekkai:
Name: Tekkai Classification: Taijutsu Rank: C-rank Class: Defensive Range: Self
Description: One of this Six techniques of the Rokushiki fighting style. Tekkai hardens the users' muscles to the level of iron, in order to nullify damage taken from attacks. When Tekkai is active, the user is unable to move Tekkai can also be used to enhance the users' attacks by the increased density one gets from using Tekkai. The main drawback however is the fact that every incoming strike can only be blocked if it is physical and it consumes fatigue equal to the user's fatigue to block the incoming physical blow allowing the user to simulate defense tiers albeit a more costly version of it. The strength of Tekkai can vary for users with different physical conditions, as a person with a higher level of muscular strength would be able to take stronger forces and enhance attacks with his/her use of Tekkai. Furthermore, despite the increased physical density that one gains when activating this move, one should remember that the user's body is still flesh and blood. Thus, its resistance to other than solid attacks remain pretty much the same, making the user as vulnerable as ever to certain attacks. As a result the higher natural strength one has the higher physical attacks they are able to block.
Name: Tekkai: Sai Classification: Taijutsu Rank: C-rank Class: Offensive Range: Mid
Description: Req. Tekkai & Geppo. A combination of Tekkai and Geppo, in which the user propels themselves with Geppo using both of their legs before using Tekkai to harden their body. The result often used to smash into an opponent to deal physical damage based on the strength they used to propel themselves while simultaneously deflecting physical projectiles &/or being invulnerable to physical strikes thanks to Tekkai. Upon being hit before the maximum vertical height is reached the victim will be dragged along unless they possess a C-rank air movement technique revolving around strength to cancel out the knock-back equal. This technique is very effective at countering projectiles with multiple capable of being deflected up to half their original travel distance before the stamina price to use Tekkai must be reactivated. Strength Tiers - Number of Projectiles Deflected before additional price is collected D - 3 C - 6 B - 9 A - 12 S - 15
Name: Tekkai: Rin Classification: Taijutsu Rank: B-rank Class: Offensive/Supplementary Range: Self (Legs), Contact
Description: Req. Tekkai & Rankyaku. A combination of Tekkai and Rankyaku, in which the user uses Tekkai and kicks one leg into the ground and starts rotating their legs at a fast speed, causing their legs to simultaneously slam into the ground on a set path toward his opponent. It also seems to incorporate Rankyaku, as the user seemingly cartwheels using just the legs yet an opponent who is within 3ft of the user's legs will be cut by this technique to be dealt B-rank physical slicing damage. This technique is useful primarily due to being a movement related technique which can assist with climbing vertical surfaces or even air-movement post jumping to a certain degree both of which are based on the rotation speed of the user's legs. Speed Tier - Vertical Distance Climbed - Air Distance Covered D - 5ft - 1ft C - 10ft - 2ft B - 15ft - 3ft A - 20ft - 4ft S - 25ft - 5ft
Name: Tekkai: Go Classification: Taijutsu Rank: A-rank Class: Defensive Range: Self
Description: A more advanced variant of the normal Tekkai technique. Visually, the move differs from the ordinary Tekkai in that the user visually tenses their body even further while standing still; whereas the ordinary Tekkai can be activated seamlessly. The result is a Tekkai which is capable of blocking even defense piercing physical techniques due to the sheer muscle strength of the user. This makes this technique a more costly version of the Defense+Strength Tier chain due to physical techniques negated through this technique resulting in a double stamina price in comparison to the normal Tekkai technique. Due to visibly tensing  it takes a short amount of time for the use to regain their mobility after using it, which is another drawback to this otherwise powerful defensive technique. Depending on the skill level of the user this mobility delay can be reduced. Rank - Delay till Mobility is regained (Elite) D - 10 (5) C - 8 (4) B - 6 (3) A - 4 (2) S - 2 (1)
Name: Tekkai: Utsugi Classification: Taijutsu Rank: S-rank Class: Defensive Range: Self
Description: A more advanced variant of the normal Tekkai technique. This form of Tekkai is used entirely as a counter instead, where the purpose is not to absorb damage from the attack, but to transfer the shock of the attack back to the attacker, which can lead to broken bones in a normal human body. It retains the seamless activation of the normal Tekkai however it is more costly to preform, if the user is highly perceptive (Reaction Tiers) then they can time it for the exact moment when the attack connects minimizing the stamina cost. Otherwise it costs double the normal amount as the original variant of Tekkai. Reaction Tier (Rank of Deflected Physical Damage) - Stamina Price D - 1 C - 2 B - 3 A - 4 S - 5
Name: Tekkai: Deutzia Classification: Taijutsu Rank: SS-rank Class: Defensive Range: Self
Description: The perfected version of Tekkai which incorporates Go & Utsugi in one. This allows one to not only block defense piercing physical attacks but likewise reflect said damage back onto the opponent/object dealing it. Visually it has the same effect as Tekkai: Go however the user's skin actually darkens as the blood flow to that specific part of the body increases due to their muscles being flexed to the absolute limit thanks to this technique. Similar to before if one possesses high perception then they can mitigate the stamina cost reducing it from 3x the price to 2x the price of normal Tekkai. Through the use of this technique only defense bypassing physical techniques can effectively harm the user, otherwise the combination of deflection and blocking of defense piercing make the user extremely resistant against damage from physical combat. Reaction Tier (Rank of Deflected Physical Damage) - Stamina Price (Without Reaction Tiers) D - 2 (3) C - 4 (6) B - 6 (9) A - 8 (12) S - 10 (15) SS - 20 (30) SSS - 30 (45)
- Shigan:
Name: Shigan Classification: Taijutsu Rank: D-rank Class: Offensive Range: Contact
Description: One of the Six gateway techniques of the Rokushiki fighting style. The Shigan is a close-quarter combat technique, in which the user pushes their finger into a certain target at a very high speed, leaving a wound similar to a bullet wound. In which it pierces through defenses equal to the user's strength leaving a small entry wound the size of the finger while the exit wound is twice as large as the entry one. It is a very useful technique that can connect rapidly and accurately, which works well with the Rokushiki users' impressive speed and agile techniques. However it's never been used to counter or deflect another powerful attack in any fights, which is probably because the user could easily break his finger instead of just blocking it with Tekkai. The Shigan's shape is derived from the shape of the finger, hence the hit of Shigan will have more of an impact on physical defenses if it is sharper than the round bullet and resembles more modern bullets which is usually gained by using it in conjunction with nails or gauntlets. Skill - Body Part Shigan is capable of being used with (Exit Hole Multiplier) D - Finger/Toe - 1x C - Clawed/Gauntlet Covered Finger - 2x B - Staff/Spear - 3x A - Multiple Fingers/Toes - 4x S - Fists/Elbow/Knee - 5x
Name: Shigan: Poke Classification: Taijutsu Rank: D-rank Class: Offensive Range: Contact
Description: The most basic application of Shigan which entails the use of the finger to poke a target, this can be done with just pure speed or backed by strength. Depending on the speed utilized the exit wound will bleed a set amount, however when done with strength this technique gains defense piercing dependent on the strength used. Regardless this technique will pierce an opponents body but how effectively it does that is what separates the uses. Because of how Shigan is preformed the victim will bleed from the exit wound more so than the entry wound, however the blood will still flow out from both sides it is just more obvious from the exit wound due to it being larger. Speed Tier - Bleed Damage D - D C - 2 D B - 3 D A - 4 D S - C
Name: Tobu Shigan Classification: Taijutsu Rank: B-rank Class: Offensive Range: Short-Mid
Description: Req. Shigan & Rankyaku. A combination of Shigan & Rankyaku, where the user creates a projectile version of Shigan by means of flicking the fingers to create tiny compressed air bullets. They are more costly to preform each having a stamina price to produce but they function the same as a normal Shigan in regards to preforming it with just speed or with speed backed by strength. Regardless they cover a distance of 20 to 25ft the exact distance depending on the speed of the user's flick. Speed of User - Distance of Tobu Shigan (Stamina Price) Normal Running Speed ("E") - 20ft (1) D - 21 (1) C - 22 (2) B - 23 (3) A - 24 (4) S - 25 (5)
Name: Shigan: Oren Classification: Taijutsu Rank: B-rank (Stamina Each P.T preformed) Class: Supplementary/Offensive Range: Contact
Description: Req. Shigan & Soru. A combination of Shigan & Soru, where the user simply preforms a rapid fire version of the normal Shigan technique which hits an opponent multiple times over a period of time while consuming a set amount of stamina. This technique is cost efficient in regards to skilled users of this technique as with one hand they are able to inflict multiple attacks. The user essentially utilizes Soru to speed up the movements of their Shigan which due to the rapid nature of it's effect is fairly tiring to preform consuming -6 stamina each P.T this technique is preformed unless the user has B-rank Endurance in which case it consumes -3 Stamina. Rank of User - Number of Shigan thrown out in 1 P.T D - 2 C - 4 B - 6 A - 8 S - 10
Name: Tobu Shigan: Bachi Classification: Taijutsu Rank: A-rank Class: Offensive Range: Contact, Short-Mid (Speed), Mid-Long (Strength Backed)
Description: Req. Clawed/Sharp/Gauntlet covered Finger. A variant of Tobu Shigan which involves a pointed finger allowing for a more aerodynamic air bullet which can travel farther than usual. Due to the sharp point this technique can exclusively rely on speed in order to penetrate targets, whereas when used with strength it travels even farther making for an effective long ranged attack. Unlike the original this can be used like a normal Shigan by jabbing it into an opponent with the result being an increased amount of bleed damage inflicted to the victim. Speed/Strength Tier - Distance Covered (Strength) - Bleed Dmg if Jabbed D - 7 ft (15 ft) - 1 D C - 15 ft (30 ft) - 2 D B - 20 ft (45 ft) - 4 D A - 30 ft (60 ft) - C S - 35 ft (75 ft) - B
Name: Shigan: Jusshigan Classification: Taijutsu Rank: A-rank Class: Offensive Range: Contact
Description: A technique which involves placing both hands together at the palm and preforming Shigan with up to ten fingers at once. The result is multiple puncture wounds though depending on the skill of the user the number of fingers one can successfully preform this technique with differs. Ultimately this technique while powerful has a rather simple execution as the user merely thrusts both arms forward piercing the opponents body with enough force to knock them back 20ft. With each Shigan the number of puncture wounds can cause a victim to bleed out very quickly which makes this technique a simple but effective finisher. Rank of User (Elite) - Number of Fingers in Jusshigan D - 2 (3) C - 4 (5) B - 6 (7) A - 8 (9) S - 10 (10)
Name:Tobu Shigan: Hibachi Classification: Taijutsu Rank: S-rank Class: Supplementary/Offensive Range: Short (Speed), Mid (Strength)
Description: An advanced version of Tobu Shigan: Bachi in which the flicking of the finger generates a spark due to friction resulting in a tiny fireball rather than the usual compressed air bullet. Unlike normal Shigan this technique does not pierce, it burns instead dealing fire release physical damage. A certain level of speed is necessary to generate the friction and as a result the slowest use of this technique necessitates S-rank speed. It is tiring to preform with each use costing -15 Stamina however if one possesses S-rank Endurance Tiers it is lowered to -10 Stamina instead. Despite inflicting burning damage only combustible materials can be set ablaze, others are simply burned through in place of piercing while the combustible material sustain damage equal to their rank until they are put out. Speed of Shigan - Distance Traveled (Strength Backing) S- - 49 ft (60 ft) S - 50 ft (75 ft) S+ - 55 ft (90 ft) S++ - 57 ft (105 ft) SS- - 59 ft (120 ft)
Name: Shigan: Madara Classification: Taijutsu Rank: S-rank (Stamina Each P.T preformed) Class: Supplementary/Offensive Range: Contact
Description: Req. Clawed/Sharp/Gauntlet covered Finger. A variant of Shigan: Oren which involves a pointed finger allowing for more grievous puncture wounds to be inflicted upon the victim of the technique. Just like the original it consumes stamina per post (total) it is used however it is far more tiring to use than the original. Another difference is while Oren uses one hand Madara uses both, . The user essentially utilizes Soru to speed up the movements of their Shigan which due to the rapid nature of it's effect is fairly tiring to preform consuming -20 stamina each P.T this technique is preformed unless the user has A-rank Endurance in which case it consumes -10 Stamina. Â Rank of User - Number of Shigan thrown out in 1 P.T - Bleed Dmg Per Shigan D - 4 - 2 D C - 8 - 4 D B - 12 - C A - 16 - B S - 20 - A
- Rankyaku:
Name: Rankyaku Classification: Taijutsu Rank: C-rank Class: Offensive Range: Short-Mid
Description: One of the Six gateway techniques of the Rokushiki fighting style. The Rankyaku is a powerful projectile technique, in which the users start by kicking at very high speeds and strength, sending out a sharp compressed air blade that can slice objects and greatly damage a human body. However, it has been shown that almost any length of appendage (such as a tail or neck) at high velocities are also capable of this move. This technique utilizes the user's speed tier to calculate the acceleration of the wind blade while using the user's strength tier to determine how many can be released at once. Each wind blade deals C-rank physical slicing damage, however depending on the user's strength they can release instead of just one, multiple. Upon being released they always fly in a curve typically hitting the opponent on the sides rather than the front even if aimed straight if kicking out horizontally while at the top of the head or the bottom of the feet if kicking out vertically travelling to the target similar to a boomerang. The air blades can travel up to 30ft before dissipating each being equivalent to the length of the user's legs (1/2 Height if Male, 2/3rd Height if Female). All Rankyaku have a fixed stamina price regardless of the rank of technique they are used with, the more skilled the user is the more proficient they are in regards to mitigating the stamina price. Strength Tier/Rank - Number of Projectiles/Stamina Price Per Rankyaku None/D - 1/ (-5 Stamina) D/C - 2/ (-4 Stamina) C/B - 3/ (-3 Stamina) B/A - 4/ (-2 Stamina) A/S - 5/ (-1 Stamina) S/Any Elite Rank - 6/ (Elite Ranks only pay the Stamina Price Per Rankyaku Use not Per Individual Rankyaku Released)
Name: Rankyaku: Shuriken Classification: Taijutsu Rank: C-rank Class: Offensive Range: Mid-Long
Description: A technique which involves the user kicking out while twisting their leg the result being a launching of Rankyaku which is shaped similar to shuriken being disc like instead of a crescent and thus travelling farther than before moving up to 60ft before losing it's velocity and dissipating. The drawback being that it is not only smaller (Half the size of a normal Rankyaku) but also requires more leg strength to use thus less can be thrown out at once compared to the conventional use of Rankyaku. However due to the increase in distance it offsets that disadvantage while in combat to give the Rankyaku user a solid ranged option. Just like before this technique deals C-rank physical slicing damage upon impacting a target. Strength Tier - No. of Rankyaku D & Below = 1 C - 2 B - 3 A - 4 S - 5
Name: Rankyaku: Sen Classification: Taijutsu Rank: B-rank Class: Offensive Range: Short-Mid
Description: This technique involves using Rankyaku in a stomping motion the result being the air being blasted towards the target in a straight line rather than in a curve which is typical to the normal version. This allows it to hit more accurately without deviations in comparison to other variants of Rankyaku It is stronger than the original version dealing B-rank physical slicing damage while travelling up to 45 ft before dissipating and like more variants requires more strength in order to use it effectively. Strength Tier - No. of Rankyaku C & Below - 1 B - 2 A - 3 S - 4
Name: Rankyaku: Hakurai Classification: Taijutsu Rank: A-rank Class: Offensive Range: Mid-Long
Description: A much more powerful form of Rankyaku that is used by using both legs instead of just one, it appears to cut the air in a larger area extending over 60ft before dissipating while each is double the length of a normal Rankyaku. In order to preform it the user must kick out both legs in opposite directions while spinning resulting in the release of the air blade which is capable of dealing A-rank slicing damage. Because it utilizes two legs it is unable to benefit from being able to double the amount of projectiles launched out if using Rankyaku when dropping down from above. Under normal circumstances Rankyaku is limited to one leg while using the other to retain balance however when dropping down from above or possessing an aerial movement technique (wings &/or levitation) then balance is no longer needed allowing for both legs to be used to attack. Strength Tier - No. of Rankyaku B & Below - 1 A - 2 S - 3
Name: Rankyaku: Rodan Classification: Taijutsu Rank: A-rank Class: Offensive Range: Short-Mid
Description: An alternate form of Rankyaku: Hakurai that is used by using both legs instead of just one in a flipping motion, making the crescent longer and resembling a fang. In order to preform it the user must flip either preforming a falling axe-kick after a front flip with both legs or a back flip while kicking out with both legs spinning resulting in the release of the air blade which is capable of dealing A-rank slicing damage. It travels up to 30ft before dissipating and is 3x the size of a normal Rankyaku. Because it utilizes two legs it is unable to benefit from being able to double the amount of projectiles launched out if using Rankyaku when dropping down from above. Under normal circumstances Rankyaku is limited to one leg while using the other to retain balance however when dropping down from above or possessing an aerial movement technique (wings &/or levitation) then balance is no longer needed allowing for both legs to be used to attack. Strength Tier - No. of Rankyaku B & Below - 1 A - 2 S - 3
Name: Rankyaku: Neji Hakujin Classification: Taijutsu Rank: S-rank Class: Offensive Range: Contact-Short
Description: This technique involves the user launching themselves towards the opponent while placing their legs together in a spinning motion resulting in a unique Rankyaku which is the same size as the user's body being launched at a target. The drill like Rankyaku does S-rank piercing physical damage and can travel up to 15ft before dispersing but is iconic due to being able to drill through incoming S-rank & below chakra based offensive techniques. It is very stressful to preform however and requires a lot of strength to use effectively, and when multiple are utilized they are released one after another instead of simultaneously. Strength Tier - No. of Rankyaku A & Below - 1 S - 2
Name: Rankyaku: Amane Dachi Classification: Taijutsu Rank: SS-rank Class: Offensive Range: AOE
Description: A highly advanced version of Rankyaku which entails the user flipping onto their hands while spreading their legs in a split. The user gathers speed by using their hand to rapidly shift their position to rotate while using one's legs to gain extra momentum and spin faster, and then performs Rankyaku with both legs to create a circle shaped Rankyaku which radiates outward expanding up to 120ft circular radius around them (240ft diamter). Anything touched by the expanding ring is dealt SS-rank physical slicing damage and it is powerful enough to devastate buildings or other structures. While this technique is stressful to preform it only becomes more dangerous when used by truly strong users resulting in additional rings being released whether for more coverage or repeated damage. Strength Tier - No. of Rankyaku S & Below - 1 SS - 2 SSS - 3
- Soru:
Name: Soru Classification: Taijutsu Rank: C-rank Class: Offensive Range: Short
Description: One of the Six gateway techniques of the Rokushiki fighting style. The Soru allows the users to move at extremely high speeds in order to avoid attacks, as well as to attack at higher speeds and with greater power. It was revealed that the principle of this move was to kick off the ground at least ten times in the blink of an eye. This technique allows the user to move un-tracked by others unless they possess reaction tiers equal to this technique however when used in conjunction with natural speed they can potentially be tracked but the victim might not be fast enough to react to what they see.
Name: Soru: Swift Shave Classification: Taijutsu Rank: D-rank Class: Offensive Range: Self
Description: Req. Soru. This involves the user kicking the ground ten times with those with Muscle Tension + either a Time-Slowing Dojutsu or D-rank Reaction Tiers able to see the kicks before the user starts actually moving. Thanks to Soru the user moves on par with D-rank+ Speed however without D-rank Endurance Tiers it costs 2x the Stamina Price than normal speed. When used in conjunction with D-rank+ Tiers the two stack, allowing the user to move at D-rank++ Speed being able to out-speed even Samurai of the Tenmetsu Style. While moving the user is unable to be seen with naked eyesight, requiring D-rank Reaction Tiers or a Time-Slowing Dojutsu in order to see the user moving.
Name: Soru: Bullet Shave Classification: Taijutsu Rank: C-rank Class: Offensive Range: Self
Description: Req. Soru: Swift Shave. This involves the user kicking the ground ten times with those with Muscle Tension + either a Time-Slowing Dojutsu or C-rank Reaction Tiers able to see the kicks before the user starts actually moving. Thanks to Soru the user moves on par with C-rank+ Speed however without C-rank Endurance Tiers it costs 2x the Stamina Price than normal speed. When used in conjunction with C-rank+ Tiers the two stack, allowing the user to move at C-rank++ Speed being able to out-speed even Samurai of the Tenmetsu Style. While moving the user is unable to be seen with naked eyesight, requiring C-rank Reaction Tiers or a Time-Slowing Dojutsu in order to see the user moving.
Name: Soru: Kamisori Classification: Taijutsu Rank: B-rank Class: Offensive Range: Self
Description: Req. Soru & Geppo. A combination of Geppo and Soru, where the user uses Soru in a zigzag motion in midair, allowing extremely fast movements in to double as an air-movement technique. Due to Geppo entailing the use of strength when this technique is utilized with any of the Shaves depending on the strength used to facilitate the Geppo the speed of the movement (shave) is boosted further to be on par with a Speed+Strength Tier Chain. This makes Kamisori by base utilization faster than Soru (assuming the user does not already possess Samurai Level regular speed tiers in which case they would be on par with one another). Soru Speed - Kamisori Movement Speed (+Samurai Level Strength) Swift Shave - D++ - C- Bullet Shave - C++ - B- Crashing Shave - B++ - A- Vacuum Shave - A++ - S- Blinding Shave - S++ - SS-
Name: Soru: Crashing Shave Classification: Taijutsu Rank: B-rank Class: Offensive Range: Self
Description: Req. Soru: Bullet Shave. This involves the user kicking the ground ten times with those with Muscle Tension + either a Time-Slowing Dojutsu or B-rank Reaction Tiers able to see the kicks before the user starts actually moving. Thanks to Soru the user moves on par with B-rank+ Speed however without B-rank Endurance Tiers it costs 2x the Stamina Price than normal speed. When used in conjunction with B-rank+ Tiers the two stack, allowing the user to move at B-rank++ Speed being able to out-speed even Samurai of the Tenmetsu Style. While moving the user is unable to be seen with naked eyesight, requiring B-rank Reaction Tiers or a Time-Slowing Dojutsu in order to see the user moving.
Name: Soru: Vacuum Shave Classification: Taijutsu Rank: A-rank Class: Offensive Range: Self
Description: Req. Soru: Crashing Shave. This involves the user kicking the ground ten times with those with Muscle Tension + either a Time-Slowing Dojutsu or A-rank Reaction Tiers able to see the kicks before the user starts actually moving. Thanks to Soru the user moves on par with A-rank+ Speed however without A-rank Endurance Tiers it costs 2x the Stamina Price than normal speed. When used in conjunction with A-rank+ Tiers the two stack, allowing the user to move at A-rank++ Speed being able to out-speed even Samurai of the Tenmetsu Style. While moving the user is unable to be seen with naked eyesight, requiring A-rank Reaction Tiers or a Time-Slowing Dojutsu in order to see the user moving.
Name: Soru: Blinding Shave Classification: Taijutsu Rank: S-rank Class: Offensive Range: Self
Description: Req. Soru: Vacuum Shave. This involves the user kicking the ground ten times with those with Muscle Tension + either a Time-Slowing Dojutsu or S-rank Reaction Tiers able to see the kicks before the user starts actually moving. Thanks to Soru the user moves on par with S-rank+ Speed however without S-rank Endurance Tiers it costs 2x the Stamina Price than normal speed. When used in conjunction with S-rank+ Tiers the two stack, allowing the user to move at S-rank++ Speed being able to out-speed even Samurai of the Tenmetsu Style. While moving the user is unable to be seen with naked eyesight, requiring S-rank Reaction Tiers or a Time-Slowing Dojutsu in order to see the user moving.
- Kami-e:
Name: Kami-e Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Self
Description: One of the Six gateway techniques of the Rokushiki fighting style. The Kami-e makes the users' body go limp in order to avoid any attacks, and float like a piece of paper. This technique can only protect the user against incoming physical attacks equal to their reaction speed using that to predict where the strike will end up and simply "floating" out of the way of the attack. Kami-e has an activation time during which the user is able to use it to dodge incoming techniques however after being utilized it has a set cooldown which can only be bypassed by paying an additional stamina price. As one becomes more proficient in Kami-e they will have a longer activation time and those who are Elites (Rank) have a shorter cooldown period. Rank - Activation - Cooldown - Stamina Price to bypass Cooldown (If Kami-e is 1st Gateway) D - 1 Turn - 25 P.T - -50 Stamina (-25 Stamina) C - 2 Turns - 20 P.T - -40 Stamina (-20 Stamina) B - 3 Turns - 15 P.T - -30 Stamina (-15 Stamina) A - 4 Turns - 10 P.T - -20 Stamina (-10 Stamina) S - 5 Turns - 5 P.T - -10 Stamina (-5 Stamina) *Note - Non-Elite Ranks will have a -25 P.T Cooldown regardless of rank.
Name: Kami-e: 1st Flutter Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Self
Description: Kami-e is highly proficient at dodging thrown projectiles and incoming repeated physical strikes so much that it was refined and developed into a means of improving one's reaction speed. This technique works in place of D-rank Reaction Tiers improving the user's dodging ability when utilizing Kami-e, this allows them to dodge a set amount of incoming projectiles, repeated physical strikes (i.e multi-hit techniques like Lion's Combo or Morning Peacock) with a modifier dependent on their speed. Rank of User - No of Projectiles Dodged/Physical Hits - Speed Tier Modifier D - 1/1 - 0x (E or Below) C - 2/1 - 1x (D-) B - 3/1 - 2x (D) A - 4/1 - 3x (D+) S - 5/1 - 4x (D++)
Name: Kami-e: Uku Classification: Taijutsu Rank: D-rank (1 Stamina) Class: Supplementary Range: Self
Description: A technique which revolves around moving select portions of the body with the use of Kami-e rather than affecting the entire body like the original use. This allows the activation duration to be extended albeit not offering the same sort of full body protection that the normal use possesses. This techniques more skill on the part of the user in order to determine what is the best course of action as the number of multi-attacks and projectiles capable of being avoided through the use of Uku, can be significantly lower. Depending on the user's skill the degree of isolation varies and the fewer portions of the body affected, the longer the duration of Kami-e is when it is affecting them. However in any case the cool-down after it is used will always remain the same regardless of whether this version or the basic version of Kami-e is used. Bounty - Body-Parts Isolated - Duration Boost (Projectiles Dodged/Physical Hits) D - Extremity - 5 Turns (-20/-4) C - Limb - 4 Turns (-16/-3) B - Appendages - 3 Turns (-12/-2) A - Lower Torso - 2 Turns (-8/-1) S - Upper Torso - 1 Turn (-4/-0) *Note: Projectiles Dodged & Physical Hits are affected by the speed modifiers outlined in the Flutter series of Kami-e. Thus subtract this from the original amount to determine exactly how many hits or projectiles are dodged (if the end result is 0 then the user still pays the stamina price but is unable to dodge any incoming attacks).
Name: Kami-e: Hyoryu Classification: Taijutsu Rank: C-rank (2 Stamina) Class: Supplementary Range: Self
Description: A technique involves moving alongside the use of Kami-e rather than remaining in place while avoiding incoming techniques. Simple in execution it requiring some practice in order to master it's use however it does come with a draw back in that while utilizing Kami-e while the user's dodging is unaffected the speed at which they cover distances (translocation) is slower than normal. This is because their main focus is using Kami-e effectively and as such it is difficult to do so while maintaining their normal movement speed. However due to the fact that one is now capable of moving around while still dodging it can be considered a worthwhile technique to master. Those who are more skilled suffer from less of an encumbrance while using this technique, while those who use this technique with movement outside of other Rokushiki techniques will likewise have the overall distance the can cover reduced as well. Bounty - Movement Speed Debuff (Movement Distance Reduced) D - 5 Tier Levels (-1 ft) C - 4 Tier Levels/1-rank (-2 ft) B - 3 Tier Levels (-3 ft) A - 2 Tier Levels (-4 ft) S - 1 Tier Level (-5 ft) *Note: If movement speed drops below "E" then it is treated as if they are locked in place similar to normal Kami-e but it still takes the stamina price as if it was used while moving, if it drops to "E" then they move at normal walking speed. Finally the movement distance reduction is affected by distance scale.
Name: Kami-e: 2nd Flutter Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Self
Description: Kami-e is highly proficient at dodging thrown projectiles and incoming repeated physical strikes so much that it was refined and developed into a means of improving one's reaction speed. This technique works in place of C-rank Reaction Tiers improving the user's dodging ability when utilizing Kami-e, this allows them to dodge a set amount of incoming projectiles, repeated physical strikes (i.e multi-hit techniques like Lion's Combo or Morning Peacock) with a modifier dependent on their speed. Rank of User - No of Projectiles Dodged/Physical Hits - Speed Tier Modifier D - 6/2 - 1x (D or Below) C - 7/2 - 2x (C-) B - 8/2 - 3x (C) A - 9/2 - 4x (C+) S - 10/2 - 5x (C++)
Name: Kami-e: 3rd Flutter Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Self
Description: Kami-e is highly proficient at dodging thrown projectiles and incoming repeated physical strikes so much that it was refined and developed into a means of improving one's reaction speed. This technique works in place of B-rank Reaction Tiers improving the user's dodging ability when utilizing Kami-e, this allows them to dodge a set amount of incoming projectiles, repeated physical strikes (i.e multi-hit techniques like Lion's Combo or Morning Peacock) with a modifier dependent on their speed. Rank of User - No of Projectiles Dodged/Physical Hits - Speed Tier Modifier D - 11/3 - 1x (C or Below) C - 12/3 - 2x (B-) B - 13/3 - 3x (B) A - 14/3 - 4x (B+) S - 15/3 - 5x (B++)
Name: Kami-e: 4th Flutter Classification: Taijutsu Rank: A-rank Class: Supplementary Range: Self
Description: Kami-e is highly proficient at dodging thrown projectiles and incoming repeated physical strikes so much that it was refined and developed into a means of improving one's reaction speed. This technique works in place of A-rank Reaction Tiers improving the user's dodging ability when utilizing Kami-e, this allows them to dodge a set amount of incoming projectiles, repeated physical strikes (i.e multi-hit techniques like Lion's Combo or Morning Peacock) with a modifier dependent on their speed. Rank of User - No of Projectiles Dodged/Physical Hits - Speed Tier Modifier D - 16/4 - 1x (B or Below) C - 17/4 - 2x (A-) B - 18/4 - 3x (A) A - 19/4 - 4x (A+) S - 20/4 - 5x (A++)
Name: Kami-e: Ito Classification: Taijutsu Rank: A-rank (4 Stamina) Class: Supplementary/Defensive Range: Self, Short (Proximity)
Description: Req. Kami-e & Tekkai. A combination of Kami-e & Tekkai, in which the user harden's their body alongside Kami-e in order to not only protect the user against incoming physical techniques but likewise extend that protection to Hybrid based technique equal to their reaction speed. However this does not apply to every Hybrid technique but rather those of which physical is a composite (for example Nintaijutsu = Ninjutsu/Taijutsu). This has two distinct variations which is dependent on whether Kami-e or Tekkai was the first gateway chosen; in the case of Kami-e this Hybrid includes weaponry based techniques, in the case of Tekkai this avoidance can be applied to Kami-e other than full body. In either case in addition to following the same drawbacks as normal Kami-e this technique has a stamina price while it's effectiveness is based on the user's skill. Bounty - Weaponry Techniques (Kami-e 1st Only) - Body-Parts Applicable (Tekkai 1st Only) D - Kyujutsu - Upper Torso C - Kugujutsu - Lower Torso B - Shurikenjutsu - Appendages A - Kenjutsu - Limb S - Hojutsu - Extremity
Name: Kami-e: 5th Flutter Classification: Taijutsu Rank: S-rank Class: Supplementary Range: Self
Description: Kami-e is highly proficient at dodging thrown projectiles and incoming repeated physical strikes so much that it was refined and developed into a means of improving one's reaction speed. This technique works in place of S-rank Reaction Tiers improving the user's dodging ability when utilizing Kami-e, this allows them to dodge a set amount of incoming projectiles, repeated physical strikes (i.e multi-hit techniques like Lion's Combo or Morning Peacock) with a modifier dependent on their speed. Rank of User - No of Projectiles Dodged/Physical Hits - Speed Tier Modifier D - 21/5 - 1x (A or Below) C - 22/5 - 2x (S-) B - 23/5 - 3x (S) A - 24/5 - 4x (S+) S - 25/5 - 5x (S++)
- Spoiler:
Name: Rokuogan Classification: Kinjutsu Rank: B-rank (Recoil Price) Class: Supplementary Range: Self
Description: The Rokuogan is the secret and final Gateway of the Rokushiki style which originally was a rough technique only useful as a finisher however it was through polishing that it's true form was revealed. In order to learn it only those who have absolute mastery of the other six gateway techniques can have access to the seventh gateway technique of the Rokushiki Fighting Style. Rokuogan allows the user to generate physical based concussive shock-waves which have numerous effects when utilized in tandem with any of the the other 6 Gateways. This results in a Recoil Price being added on top of preforming these techniques opening a new line of techniques known as Rokushiki Ogi. *Gateway Techniques = (Please Arrange them in order of 1st to 6th) Rank (Aegis Pol) - Rokushiki Ogi Unlocked for Gateway - Type (Rokuogan Effect) Division Admiral (AP) - 1st - Geppo (Distance Modifier Increase) Rear Admiral (AP5) - 2nd - Tekkai (Liquids Capable of being Blocked) Vice Admiral (AP5) - 3rd - Shigan (Internal Dmg instead of Piercing) Retired Admiral (AP7) - 4th - Rankyaku (Capable of Splitting Energy Based Techniques) Admiral (AP7) - 5th - Soru (Time-Slowing Req. Reaction or Muscle Tension to Detect Movement) Fleet Admiral (AP8) - 6th - Kami-e (Activation Time Doubled)
Name: San Dai Rin Classification: Kinjutsu Rank: A-rank (Blood Price) Class: Supplementary Range: Self
Description: San Dai Rin is the ultimate and perfected Rokuogan acting as the unofficial Eighth Gateway despite actually being an extension of the Seventh. In order to learn it only those who have not only absolute mastery of the other six gateway techniques but must have reached a prominent role within the Privateers namely that of an Admiral position or are part of specific Aegis Pol divisions. San Dai Rin changes the properties of concussive shock-waves generated by Rokuogan to Spiritual based enhancing their effects when mixed in with the six other gateways. This results in a Blood Price being added on top of preforming these techniques opening a new line of techniques known as San Dai Rin Rokushiki with techniques of that style going by San Dai Rin: Gateway Name - Technique Name. *Gateway Techniques = (Please Arrange them in order of 1st to 6th) Rank (Aegis Pol) - Rokushiki Ogi Unlocked for Gateway - Type (Rokuogan Effect) Division Admiral (AP8) - 1st - Geppo (Distance Modifier Increased further) Rear Admiral (AP6) - 2nd - Tekkai (Liquids & Gases Capable of being Blocked) Vice Admiral (AP6) - 3rd - Shigan (Internal Dmg with Knock-Back) Admiral (AP9) - 4th - Rankyaku (Capable of Splitting Energy & Unstable Based Techniques) Retired Fleet Admiral (AP9) - 5th - Soru (Perception on par with Precognitive or Premonitory Dojutsu to Detect Movement) Fleet Admiral (AP0) - 6th - Kami-e (Activation Time Tripled)
Name: Rokushiki Ogi - Rokuogan Classification: Kintaijutsu Rank: S-rank (A-rank Blood Price + 30 Stamina Price) Class: Offensive Range: Contact (Dmg), Short (Shockwave)
Description: The Rokushiki Ogi - Rokuogan is the final ultimate attack of the Rokushiki style. In order to learn it only those who have absolute mastery of the other six skills can have access to this seventh skill. The user places both their fists right in front of the target and comes in contact (or within 5ft if one has access to Conqueror's Mantra) with the victim being literally locked in place unless they possess SS-rank Barrier Tiers or above, a SS-rank- Barrier+Defense Tier Chain or possess a Conqueror's Tantra on par with the user of this technique's rank. Those who are locked in place are prevented from escaping as the user launches a devastating shock wave, which upon colliding with an opponent deals internal damage while bypassing their external defenses. Upon being hit if the victim is hit into the ground or the is a solid surface behind them the force is enough to leave a large crater behind them with a radius of 25 ft. This technique deals SS-rank physical damage upon impact however has the drawback of requiring point blank range to strike a victim likewise despite not incorporating Tantra it can affect Devil Fruit users regardless of their physical state. When this technique is preformed with Mantra those without S-rank+ Reaction/Speed, or a Time-Slowing Dojutsu/Muscle Tension + S-rank Reaction/Speed Tiers are unable to react in time to the use of technique either forcing the use of a "Get out of Jail Free Card" or they are struck by it. When this technique is preformed with Conqueror's Mantra however it requires either S-rank++ Reaction/Speed, a S-rank Str+Spd or Rea+Spd Tier Chain, SS-rank or above sensory of some kind, Flying Thunder Beast or a Time-Slowing Dojutsu/Muscle Tension + S-rank+ Reaction/Speed Tiers to react in time to avoid this technique lest triggering a "Get out of Jail Free Card" or being hit by this technique.
Name: San Dai Rin: Rokushiki Ogi - Rokuogan Classification: Kintaijutsu Rank: Z-rank (Z-rank Blood Price + Z Stamina Price) Class: Offensive Range: Contact (Dmg), Short (Shockwave)
Description: The San Dai Rin: Rokushiki Ogi - Rokuogan is the perfected penultimate attack of the Rokushiki style. In order to learn it only those who have absolute mastery of the other six skills can have access to this seventh skill. The user places both his fists right in front of the target and comes in contact (or within 8ft if one has access to Conquerors Mantra) with the victim being literally locked in place unless they possess Z-rank Barrier Tiers, a Z- Barrier+Defense Tier Chain or possess a Conqueror's Tantra on par with the user of this technique's rank. Those who are locked in place are prevented from escaping as the user launches a devastating shock wave, which upon colliding with an opponent deals internal damage while bypassing their external defenses. Upon being hit if the victim is hit into the ground or the is a solid surface behind them the force is enough to leave a large crater behind them with a radius of 40 ft. This technique deals Z-rank spiritual damage upon impact however has the drawback of requiring point blank range to strike a victim likewise despite not incorporating Tantra it can affect Devil Fruit users regardless of their physical state. When this technique is preformed with Mantra those without SSS-rank++ Reaction/Speed, or Premonitory/Precognitive Dojutsu + SSS-rank Reaction/Speed Tiers are unable to react in time to the use of technique either forcing the use of a "Get out of Jail Free Card" or they are struck by it. When this technique is preformed with Conqueror's Mantra however it requires either Z-rank Reaction/Speed, an Samurai Level Str+Spd or Rea+Spd Tier Chain, Seven Breaths Respiration, Flying Thunder God or a Precognitive/Premonitory Dojutsu + SSS-rank+ Reaction/Speed Tiers to react in time to avoid this technique lest triggering a "Get out of Jail Free Card" or being hit by this technique.
Last edited by Aurielle on 1st July 2021, 2:28 am; edited 4 times in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Pirate Exclusive Techniques 24th July 2016, 2:03 pm | |
| - Proclamation (Elite or Division Admiral+ Privateers Only):
Name: The Imperial Proclamation Classification: Pirate Art Rank: N/A-Rank Class: Supplementary Range: Varies
Description: The Imperial Proclamation is the royal decree by the Imperial Dynasty that gives the Privateers legitimacy, unlike Pirates who are illegal and operating without any true backing, Bounty Hunters who are only supported by their love for Niikos and Buccaneers who cause destruction wherever they go. This royal decree confers to those with significant status within the illustrious Privateers certain powers, that they can enact in the middle of battle as they so choose. However all share the commonality of negating Skull & Crossbones while their duration is active serving as a bulwark in strict opposition of the benefits of a full pirate crew. Depending on their exact rank, this can be activated for a set amount of time before ending and coming into a cool-down before it can be triggered yet again. Based on the individual's own interpretation of the Imperial Proclamation, it can be separated into 7 types, one for each ruler of the Imperial Dynasty since it's founding. A Privateer can only adhere to one and it is a one-time choice which is known the moment they gain enough merit to have fleets under their command, and these are as follows: *Supreme Proclamation: Those who follow this specific proclamation spare none who engage in activities unsanctioned by the Imperial Dynasty, they do not believe in capture and will execute anyone who dares question the Privateer's authority or threaten the stability of the Pirate World regardless of how minor their crimes. Upon enacting this proclamation it causes Devil Fruit Abilities of those opposing the Privateer & their Crew to cost double the price across all ranks & effects. *Vengeful Proclamation: Those who follow this specific proclamation are motivated by vengeance against those who commit crimes and villainy and strike back against them so that they would be brought to justice no matter the cost. Upon enacting this proclamation it causes Devil Fruit Abilities of the Privateer and their Crew to cost half the price across all ranks & effects. *Honorable Proclamation: Those who follow this specific proclamation dishes out justice depending on their own honor code, which they use to carry out their personal version of the Supreme Proclamation tailored to their interests. Upon enacting this proclamation it causes Siddhi abilities of those opposing this Privateer and their crew to have their costs doubled across every rank and effect. Â *Gambling Proclamation: Those who follow this specific proclamation tend to take risks whether in enforcing justice or sparing those who have broken the rules, everything to them is made on a decision at a whim with no sense behind it fully intending to take any risks brought about by their actions in stride whether or not they become serious problems later. Upon enacting this proclamation it causes Siddhi abilities used by this Privateer and their crew to have their costs halved across every rank and effect. *Sanctified Proclamation: Those who follow this specific proclamation have ties to the worship of the Emperor & his court, and belief themselves to be on a divine mission to spread his dominion over every part of the Pirate World. Upon enacting this proclamation it causes wild Fauna within the area to become peaceful rather than hostile against that Privateer & their Crew. *Benevolent Proclamation: Those who follow this specific proclamation believe in educating not punishing those who act against the Privateers, they do not believe that individuals should be put to death and will advocate for them to be spared so that they may redeem themselves. Upon enacting this proclamation it causes the weather conditions within a topic to turn into Clear Skies, regardless of the severity of it in regards to affecting the Privateer & their crew. *Affluent Proclamation: Those who follow this specific proclamation are rooted in the need for status and influence and thus enforce justice to preserve the status quo and seek to improve their own standing within the Pirate World. Upon enacting this proclamation, Merit & Niikos gains are doubled upon this Privateer & members of their crew completing Missions. Rank - P.T of Duration (Turns of Cool-down) - Skull & Crossbones Negated Seaman Apprentice - 1 (Can not be utilized again in the topic) - Other Crew Only Petty Officer - 2 (Can not be utilized again in the topic) - Other Crew Only Warrant Officer - 3 (1) - Tertiary Except 2nd Mate & Other Crew Sub-Lieutenant - 5 (1) - Tertiary & Other Crew Lt. Commander - 7 (2) - Secondary Except 1st Mate, Tertiary & Other Crew Commander - 10 (2) - Secondary, Tertiary & Other Crew Instructor - 15 (3) - Primary Except Captain, Secondary, Tertiary & Other Crew Division Admiral - 20 (4) - All but Captain, 1st & 2nd Mate Head Instructor - 25 (5) - All but Captain, 1st & 2nd Mate Rear Admiral - 30 (6) - All but Captain & 1st Mate Branch Vice Admiral - 35 (7) - All but Captain & 1st Mate Vice Admiral - 40 (8) - All but Captain Admiral - 45 (9) - All Fleet Admiral - 50 (10) - All
- Awareness (Privateer Only):
Name: Beggar Hunting Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Varies
Description: Privateers are not like other pirates, they are a lot more focused on keeping themselves safe and keeping their wealth where it should be, making sure that they are unable to be stolen from due to their natural paranoia. With this technique, which counts as D-Rank reaction tiers for tier checks, the Privateer is also able to focus on someone in particular to watch them better, their reactions to that person getting better the longer they watch the person. In addition, if the person is within contact distance then the Privateer's reaction counts as 1 tier level higher at all times. Time Suspicious - Tier Level Unfocused(0 Rounds) - Tier- Focused (1 Round) - Tier Base Alert(3 Rounds) - Tier+ Wary (5 Rounds) - Tier++ Suspicious (7 Rounds) - +Tier- (Caps at A++)
Name: Urchin Hunting Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Varies
Description: Privateers are not like other pirates, they are a lot more focused on keeping themselves safe and keeping their wealth where it should be, making sure that they are unable to be stolen from due to their natural paranoia. With this technique, which counts as C-Rank reaction tiers for tier checks, the Privateer is also able to focus on someone in particular to watch them better, their reactions to that person getting better the longer they watch the person. In addition, if the person is within contact distance then the Privateer's reaction counts as 1 tier level higher at all times. Time Suspicious - Tier Level Unfocused(0 Rounds) - Tier- Focused (1 Round) - Tier Base Alert(3 Rounds) - Tier+ Wary (5 Rounds) - Tier++ Suspicious (7 Rounds) - +Tier- (Caps at A++)
Name: Pickpocket Hunting Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Varies
Description: Privateers are not like other pirates, they are a lot more focused on keeping themselves safe and keeping their wealth where it should be, making sure that they are unable to be stolen from due to their natural paranoia. With this technique, which counts as B-Rank reaction tiers for tier checks, the Privateer is also able to focus on someone in particular to watch them better, their reactions to that person getting better the longer they watch the person. In addition, if the person is within contact distance then the Privateer's reaction counts as 1 tier level higher at all times. Time Suspicious - Tier Level Unfocused(0 Rounds) - Tier- Focused (1 Round) - Tier Base Alert(3 Rounds) - Tier+ Wary (5 Rounds) - Tier++ Suspicious (7 Rounds) - +Tier- (Caps at A++)
Name: Thief Hunting Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Varies
Description: Privateers are not like other pirates, they are a lot more focused on keeping themselves safe and keeping their wealth where it should be, making sure that they are unable to be stolen from due to their natural paranoia. With this technique, which counts as A-Rank reaction tiers for tier checks, the Privateer is also able to focus on someone in particular to watch them better, their reactions to that person getting better the longer they watch the person. In addition, if the person is within contact distance then the Privateer's reaction counts as 1 tier level higher at all times. Time Suspicious - Tier Level Unfocused(0 Rounds) - Tier- Focused (1 Round) - Tier Base Alert(3 Rounds) - Tier+ Wary (5 Rounds) - Tier++ Suspicious (7 Rounds) - +Tier- (Caps at A++)
Name: Criminal Hunting Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Varies
Description: Privateers are not like other pirates, they are a lot more focused on keeping themselves safe and keeping their wealth where it should be, making sure that they are unable to be stolen from due to their natural paranoia. With this technique, which counts as S-Rank reaction tiers for tier checks, the Privateer is also able to focus on someone in particular to watch them better, their reactions to that person getting better the longer they watch the person. In addition, if the person is within contact distance then the Privateer's reaction counts as 1 tier level higher at all times. Time Suspicious - Tier Level Unfocused(0 Rounds) - Tier- Focused (1 Round) - Tier Base Alert(3 Rounds) - Tier+ Wary (5 Rounds) - Tier++ Suspicious (7 Rounds) - +Tier- (Caps at SSS++)
Name: Vigilante Hunting Classification: Taijutsu Rank: SS-Rank Class: Supplementary Range: Varies
Description: Privateers are not like other pirates, they are a lot more focused on keeping themselves safe and keeping their wealth where it should be, making sure that they are unable to be stolen from due to their natural paranoia. With this technique, which counts as SS-Rank reaction tiers for tier checks, the Privateer is also able to focus on someone in particular to watch them better, their reactions to that person getting better the longer they watch the person. In addition, if the person is within contact distance then the Privateer's reaction counts as 1 tier level higher at all times. Time Suspicious - Tier Level Unfocused(0 Rounds) - Tier- Focused (1 Round) - Tier Base Alert(3 Rounds) - Tier+ Wary (5 Rounds) - Tier++ Suspicious (7 Rounds) - +Tier- (Caps at SSS++)
Name: Villain Hunting Classification: Taijutsu Rank: SSS-Rank Class: Supplementary Range: Varies
Description: Privateers are not like other pirates, they are a lot more focused on keeping themselves safe and keeping their wealth where it should be, making sure that they are unable to be stolen from due to their natural paranoia. With this technique, which counts as SSS-Rank reaction tiers for tier checks, the Privateer is also able to focus on someone in particular to watch them better, their reactions to that person getting better the longer they watch the person. In addition, if the person is within contact distance then the Privateer's reaction counts as 1 tier level higher at all times. Time Suspicious - Tier Level Unfocused(0 Rounds) - Tier- Focused (1 Round) - Tier Base Alert(3 Rounds) - Tier+ Wary (5 Rounds) - Tier++ Suspicious (7 Rounds) - +Tier- (Caps at SSS++)
- Rokushiki Cont.:
- Geppo:
Name: Geppo: Crater-walk Classification: Taijutsu Rank: D-rank Class: Offensive/Supplementary Range: Self, Contact, Varies (Impact Crater)
Description: Req. Geppo to be 1st Gateway Chosen. An Alternate method of preforming Geppo which is geared towards combat rather than mobility. This is due to the strength that the user is using to propel themselves upward at being used as a force amplifier for their physical techniques. While this doesn't increase the damage dealt to an opponent, it works to allow them to knock-back opponents far easier (Strength Tier check bypassing) with strikes which if they come in contact with other objects or structures which is used to halt their momentum results in them sustaining additional damage. It is known as Crater-Walk due to the impacts from strikes creating craters of varying sizes depending on their strength tiers when either striking or using an opponent to strike a surface. Crater Walk has a shorter vertical distance in comparison to Moonwalk on par with using Geppo with 1 Leg. Crater-Walk. Strength Tier (Crater Size on Solid, Liquid) - Force Amplifier (Strength Resisting Knock-Back Bypassed) Tier- (Contact Ranges, N/A) - 1x Knock-Back (Tier-) Tier (Contact Ranges, Contact Ranges) - 2x Knock-Back (Tier) Tier+ (Short Ranges, Contact Ranges) - 3x Knock-Back (Tier+) Tier++ (Short Ranges, Short Ranges) - 4x Knock-Back (Tier++) 1-rank Above Tier- (Mid Ranges, Short Ranges) - 5x Knock-Back (1-rank Abv Tier-)
Name: Geppo: Small Steps Classification: Taijutsu Rank: C-rank (-2 or -4 Stamina Per Reset) Class: Supplementary Range: Self
Description: Typically when utilizing Geppo, one must return to the ground once more to re-initiate the technique, this technique however allows one to reset their Geppo while mid-air. Thus is done with impressive focus utilizing the stamina within their body to momentarily generate an updraft by rapidly moving their legs in the same method as they would to kick-off the ground. This is done in two ways, the first being with one leg which albeit resetting it does not allow the user's to get higher into the air they merely hop in place burning up stamina per reset to do so. The second is done with two legs which results in the user being able to ascend upward up to half of the vertical distance typically covered by the use of Geppo. The first method (-2 Stamina) is more geared towards combat as due to not requiring both legs to utilize Geppo one can use that leg for something else. The second method (-4 Stamina) is primarily for transportation and mobility as while it can be used in combat it suffers from the standard weaknesses of two leg Geppo. Strength Tier - Time before reset is required (1st Gateway Geppo Only) D - 1 P.T after Air Hang time is over (Hang-Time increased to 1 Turn) C - 2 P.T after Air Hang time is over (Hang-Time increased to 2 Turns) B - 3 P.T after Air Hang time is over (Hang-Time increased to 3 Turns) A - 4 P.T after Air Hang time is over (Hang-Time increased to 4 Turns) S - 5 P.T after Air Hang time is over (Hang-time increased to 5 Turns)
Name: Geppo: Giant Leaps Classification: Taijutsu Rank: A-rank (-4 or -8 Stamina Per Reset) Class: Supplementary Range: Self
Description: The perfected version of Geppo: Small Steps which further increases the time spent in the air in comparison to the original. Thus is done with impressive focus utilizing the stamina within their body to momentarily generate an updraft by rapidly moving their legs in the same method as they would to kick-off the ground. This is done in two ways, the first being with one leg which albeit resetting it does not allow the user's to get higher into the air they merely hop in place burning up stamina per reset to do so. The second is done with two legs which results in the user being able to ascend upward up to half of the vertical distance typically covered by the use of Geppo. The first method (-4 Stamina) is more geared towards combat as due to not requiring both legs to utilize Geppo one can use that leg for something else. The second method (-8 Stamina) is primarily for transportation and mobility as while it can be used in combat it suffers from the standard weaknesses of two leg Geppo. Strength Tier - Time before reset is required (1st Gateway Geppo Only) D - 2 P.T after Air Hang time is over (Hang-Time increased to 2 Turns) C - 4 P.T after Air Hang time is over (Hang-Time increased to 4 Turns) B - 6 P.T after Air Hang time is over (Hang-Time increased to 6 Turns) A - 8 P.T after Air Hang time is over (Hang-Time increased to 8 Turns) S - 10 P.T after Air Hang time is over (Hang-time increased to 10 Turns)
- Tekkai:
Name: Tekkai Kenpo Classification: Fighting Style Rank: D-rank Class: Offensive/Supplementary Range: Self
Description: Req. Tekkai to be 1st Gateway Chosen. Unlike Tekkai which involves tensing the muscles within the body in order to block techniques, this fighting style involves a more localized effect only tensing certain muscle groups while leaving others normal thus allowing the user to move while using Tekkai. This is because while the tensed parts are still immobile the rest of the body isn't thus trading off total protection for more limited protection allowing one to use Tekkai offensively. This is made more effective when used with Endurance Tiers, this is because the strengthening aspect allows one to physically strike chakra based techniques 1-rank lower than the Endurance Tiers used based on the principle of Physical = Chakra. This is crucial in combating chakra based techniques without using chakra flow. Endurance - Rank of Chakra Based Technique Capable of Striking D - N/A C - D B - C A - B S - A
Name: Tekkai Kenpo: Fist Classification: Taijutsu Rank: D-rank Class: Offensive/Defensive Range: Self (Fist), Contact
Description: Stemming from the Tekkai Kenpo fighting style this technique involves the user hardening their fist with Tekkai before punching an opponent. While a basic strike this technique is notable due to the Tekkai's protecting ones hand from injury allowing one to use their bare hands to punch weapons without getting harmed. Â This is one of the most basic techniques of Tekkai Kenpo and can lead to various other techniques revolving around the fists. Stamina Price - Physical Technique/Object Blocked 1 - D 2 - C 3 - B 4 - A 5 - S
Name: Tekkai Kenpo: Fang Stance Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Self (Fist), Contact
Description: Req. Tekkai & Shigan. The first of the stances available to Tekkai Kenpo which entail the combination of Tekkai with another Rokushiki gateway technique. To assume the stance the user curls their hands with a hooking of the fingers as if one were to scratch someone while placing one hand in front of the other by half a foot while lifting one of their legs off the ground and keeping it bent at the knee. The user harden's the fingers of their hands with Tekkai causing them to stay fixed in that position thus when moved they trigger Shigan but more importantly give one's Tekkai Kenpo techniques which use the hands the ability to cut targets. This allows the user to inflict bleed damage depending on the rank of the Tekkai Kenpo used, and while this stance does not allow the penetration of defenses it can still be used to great effect to wound or cripple targets. Like all stances it takes a certain amount of time to assume the position depending on the user's skill level while if the user has B-rank or above speed their is no delay and the stance is changed immediately. This delay is halved when switching from a stance into no stance at all due to not needing precise positioning when lacking a stance. Skill Level/Rank of Technique - Activation Delay to switch to stance - Bleed Dmg each P.T D - 6 - D C - 5 - 2 D B - 4 - 3 D A - 3 - 4 D S - 2 - C
Name: Tekkai Kenpo: Banana Stance Classification: Taijutsu Rank: A-rank Class: Supplementary Range: Self (Torso)
Description: Req. Tekkai & Soru. The first of the stances available to Tekkai Kenpo which entail the combination of Tekkai with another Rokushiki gateway technique. To assume the stance the user assumes a crouched stance with both hands on the ground as if one wanted to pounce. The user harden's their head and torso with Tekkai causing them to stay fixed in that position before using Soru to accelerate but more importantly give one's Tekkai Kenpo techniques which use the torso the ability to pierce targets. This allows the user to essentially pierce through defenses while using their body like a battering ram due to the high-speed movement of Soru. Like all stances it takes a certain amount of time to assume the position depending on the user's skill level while if the user has B-rank or above speed their is no delay and the stance is changed immediately. This delay is halved when switching from a stance into no stance at all due to not needing precise positioning when lacking a stance. Skill Level/Rank of Technique - Activation Delay to switch to stance - Defense Piercing D - 7 - N/A C - 6 - D B - 5 - C A - 4 - B S - 3 - A
- Soru:
Name: Soru: Sorimatsu Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Self (Soru), Contact-Short (Movement Distance Boost)
Description: Req. Soru to be 1st Gateway Chosen. An alternate method of preforming Soru in which the user has perfected the art of moving at such speeds to a degree that they are capable of preforming it at the normal levels of stamina consumption as they gain more skill. Furthermore those who do possess Endurance Tiers are capable of utilizing their Soru at greater distances allowing them to cover more ft in comparison to other user's while moving at the same speed in exchange for consuming stamina as if they lacked Endurance Tiers. Sorimatsu improves on Shave without taking away from it's function, and as such can be used to replace any of the Soru: Shave & their advanced variants. Rank - Shave Affected - End Tier (Shave Movement Boost) D - Swift - D (+3 ft) C - Bullet - C (+5 ft) B - Crashing - B (+7 ft) A - Vacuum - A (+11 ft) S - Blinding - S (+13 ft)
Name: Soru: Kokoken Classification: Taijutsu Rank: D-rank Class: Offensive Range: Varies (Soru), Contact (Impact)
Description: A technique which involves the utilization of Soru in combination with a simple punch capitalising on the unreadable speed in order to land a blow before an opponent can react to it. When utilizing Soru the user travels before stopping with their fist extended hitting their target who is unable to react to this blow if they lack either Muscle Tension + either D-Rank Reaction or a Time-Slowing Dojutsu however those without muscle tension can still react with some strain either costing 1 Stamina (T.S. Dojutsu) or 2 Stamina (Reaction Tiers) in order to see the blow incoming. Higher utilizations of Soru scale the reaction tier check while higher mastery of Soru affects the tier level required. Those with Mantra can see this technique normally as it takes the place of Muscle Tension + T.S. Dojutsu. Soru Utilized (Rea Req.)- Soru Mastery (Rea T. L. Req to see) Swift (D) - Base Speed (Tier) Bullet (C) - Sam. Lvl Speed or Sorimatsu (Tier+) Crashing (B) - Kamisori (Tier++) Vacuum (A) - Sam Lvl Kamisori (+Tier-)
Name: Soru: Bokatsu Classification: Taijutsu Rank: C-rank (4 Stamina Price) Class: Defensive/Supplementary Range: Self
Description: Req. Soru & Kami-e. This technique blends the unreadable nature of Soru with the dodging ability of Kami-e to preform a technique in which the user quickly shifts from side to side making them look momentarily like a blur. This technique serves to break line of sight with an opponent negating the use of any techniques which require the user to be in view of their opponent and those without Manta OR Muscle Tension + either a Time-Slowing Dojutsu or C-Rank Reaction Tiers will require 1 Tier Level higher in order to dodge a physical attack used immediately after this technique. Like other Soru techniques; higher utilizations of Soru scale the tier check while higher mastery of Soru affect the tier level of reaction required to not trigger the added effect. Soru Utilized (Rea Req.)- Soru Mastery (Rea T. L. Req to see) Swift (D) - Base Speed (Tier) Bullet (C) - Sam. Lvl Speed or Sorimatsu (Tier+) Crashing (B) - Kamisori (Tier++) Vacuum (A) - Sam Lvl Kamisori (+Tier-)
Name: Soru: Direi Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Varies (Soru), Eye-Sight (Opponent)
Description: This technique involves capitalizing on a distraction and utilizing Soru in order to mislead an opponent causing them to temporarily lose track of the user in the middle of combat. Through the use of a distraction whether another ally attacking, a temporary loss of line of sight due to debris, mist or other external concealment mediums or merely a loss of vision the user preforms Soru and slipping into an opponent's blind spot. This causes an opponent without a Bird's eye view, Mantra or some sort of sensory technique that is non-vision based B-rank or above to be unable to locate the user. This only lasts for a short time however and like other Soru techniques higher utilizations of Soru affect the sensory technique required to detect the user. Rank of User (P.T. unable to be seen) - Soru used (Sensory Tech Req.) D (1) - Swift (D) C (2) - Bullet (C) B (3) - Crashing (B) A (4) - Vacuum (A) S (5)
Name: Soru: Batsu Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Self
Description: This technique is typically used against those who lack Soru yet possess speed tiers and can be considered to be a speed technique that preys on other speed techniques. The user runs alongside an opponent not utilizing Soru who is moving at least a 2 Tier Levels slower than the user (1 Tier Level if using Sorimatsu or Equal rank speed if using Kamisori) during which their opponent sees their motion blurred if they lack Muscle Tension + either a Time Slowing Dojutsu or B-rank reaction tiers. In regards to facing other High Speed Movement techniques outside of Speed Tiers, one must be moving at least 3 Tier Levels slower than the user (2 Tier Levels if using Sorimatsu or 1 Tier Level Slower if using Kamisori) to achieve the same effect. This technique like other Soru techniques is affected by higher utilizations of Soru which scales the reaction tier required while higher mastery of the technique determines the reaction tier level required to not suffer from motion blur.
Name: Soru: Kogitte Classification: Taijutsu Rank: A-rank Class: Supplementary/Offensive Range: Self (Technique),
Description: This is a more advanced use of Soru in order to change how a physical technique functions from an attack into a feint. This technique allows the user to cancel an ongoing physical technique by using Soru to quickly backpedal away causing those without Muscle Tension + a Time Slowing Dojutsu or A-rank Reaction Tiers to fall for the feint allowing the user to capitalize on their reaction to hit them with a follow-up attack. Depending on the user's rank the type of physical technique this can be used with will increase allowing for a myriad of cross-ups. There is a danger to abruptly stopping a motion once it has begun, however, thus it deals Physical Recoil equal to One Rank Below the technique it is paired with to the user. When Kogitte is paired with other Rokushiki, the recoil is not incurred due to all of the Powers synergizing with each other. Rank of User - Physical Technique Kogitte can be used with D - Taijutsu C - Kenjutsu B - Pirate Art A - Shurikenjutsu S - Hojutsu
Name: Soru: Amenbo Classification: Taijutsu Rank: S-rank Class: Supplementary Range: Self (Soru), Contact (Water)
Description: Req. Soru to be 1st Gateway Chosen. This is a technique in which users of Sorimatsu can showcase their superiority over other users of the vaunted Soru technique. The user becomes capable of running on water rather than simply sinking under due to their immense speed however in comparison to normal Sorimatsu the distance they are capable of covering is halved. In the case of Devil Fruit users utilizing this technique they are only exempt from the affects of the ocean they use this with depending on their rank but in order to utilize their Devil Fruit abilities they must not have any contact with the ocean when they attempt to use them. Thus it is common to see those capable of this technique use it briefly before jumping, hopping or skipping to use their Devil Fruit then returning to running once more. Note this technique does not eliminate the drawbacks merely delays the time for them to trigger with prolonged contact with seawater while using this technique causing them to be affected just like any normal Devil Fruit user. Rank of User (Sea Capable of using this on) - P.T. capable of running D (N. Abyssal) - 1 C (Frozen) - 3 B (West) - 5 A (S. Abyssal) - 7 S (Lost) - 9 "Z" (Sky & Rift) - 11 "X" (Ancient) - 13
- Shigan:
Name: Shigan: Drill Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact
Description: Req. Shigan to be 1st Gateway Chosen. An alternate method of preforming Shigan which entails the use of the finger to poke a target while making a twisting motion, to make it similar to a drill. Depending on the speed utilized the exit wound will bleed a set amount, and it possesses defense piercing unlike the normal variant however when done with strength this technique is capable of piercing through chakra based techniques based on the user's endurance tiers by the reasoning of Physical = Chakra. The same is in regards to mental based techniques (excluding Genjutsu/Fabrication) albeit using Barrier Tiers instead of Endurance. This improves the use of Shigan without taking away from it's function, and can be used to replace Shigan: Poke in any of the advanced variants. Endurance/Barrier Tier - Rank of Technique Pierced through D - N/A C - D B - C A - B S - A
- Rankyaku:
Name: Rankyaku: Skip Classification: Taijutsu Rank: D-rank Class: Offensive Range: Short (Each Skip)
Description: Req. Rankyaku to be 1st Gateway Chosen. An alternate method of preforming Rankyaku which involves moving the foot up and down while throwing out a kick instead of simply keeping it straight. The resulting Rankyaku is weaker only dealing D-rank physical slicing damage but skips along a surface on route to an opponent allowing it to actually ricochet off of solid objects in the vicinity the amount of times it can skip is dependent on the user's skill level however it can travel 5ft with each skip. This technique is capable of being used in place of the conventional Rankyaku use dealing 1-rank lower damage but granting the air blades released the able to ricochet off of solid objects over a distance also dependent on the user's skill level. Rank of User (Rankyaku Technique Rank Usable with) - Number of Skips - Distance Traveled Per Skip D (N/A) - 1 - N/A C (D) - 2 - 5ft B (C) - 3 - 10ft A (B) - 4 - 15ft S (A) - 5 - 20ft
Name: Rankyaku: Renge Classification: Taijutsu Rank: A-rank Class: Offensive Range: Short
Description: Req. Rankyaku to be 1st Gateway Chosen. An alternate method of preforming Rankyaku in it's two leg form in which the user preforms a scissor kick relasing two air blades which can cover up to 20ft before dissipating. Upon impact they detonate, causing multiple cuts on either side of the opponent to increase bleed damage. The cuts at first appear small and then "blossom" into larger ones, perhaps explaining the name, however deal A-rank physical damage while victim sustain bleed damage depending on the strength utilized to launch them which causes them to lose that amount of blood each post (total). Strength Tier - No. of Rankyaku (Bleed Dmg Inflicted) B & Below - 2 (3 D) A - 3 (C) S - 4 (B)
- Kami-e:
Name: Kami-e: Nandei Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Self
Description: Req. Kami-e to be 1st Gateway Chosen. An alternate method of preforming Kami-e which instead of the body merely becoming limp and "floating" out of the way like paper it stretches and moves out of the way similar to how slime or sludge would, in order to avoid attacks. Using this technique the user can manipulate their body, stretching or shrinking to certain degrees to aid with the dodging of incoming attacks distinguishing it from the basic version of Kami-e which relies primarily on positioning. To that end it is a distinctive technique in it's own right which rather than being formidable against multi-hitting techniques or numerous projectiles can be used to contort the body in odd and sometimes unnatural ways. Depending the portions that are capable of being affected the cost to preform this technique varies whereas it relies on strength (stretch) or/& speed (shrink) in order to contort out of the way of physical techniques equal to their reaction speed. Body-Part Affected (Stamina Price) - Str/Spd Tier (Stretch/Shrink Distance) Extremity (1) - None (1 ft) Limb (2) - D (2 ft) Appendages (3) - C (3 ft) Lower Torso (4) - B (4 ft) Upper Torso (5) - A (5 ft) Entire Body (10) - S (6 ft)
Name: Kami-e: Dorifuto Classification: Taijutsu Rank: S-rank (5 Stamina) Class: Supplementary/Offensive Range: Self, Contact (Proximity)
Description: Req. Kami-e to be 1st Gateway Chosen. A technique which involves capitalizing on the movement used alongside Kami-e in order to deliver a counter-attack to an opponent in the same motion so long as they are within 5 ft. This comes at a cost as they sacrifice avoiding a portion of techniques in order to make their attack however due to doing so while utilizing Kami-e it is treated as if the user received the blow allowing for a point-blank attack which punishes an opponent that attempts to dodge or continue their attack. This is because the user uses their own incoming motion against them forcing an opponent to require 1 Tier Level Higher Speed (Continues Attack) &/or Reaction (Attempts Dodge) to avoid the user's follow ups. If they lack this then in the case of them attempting to dodge they are struck, whereas if they attempt to continue their attack the user is able to avoid their strike and still strike them in return. Each attack made takes away from the amount of physical hits the user could have dodged and due to the proximity this technique is incapable of being utilized on incoming projectiles unless the opponent is within the same proximity. To that end it is a risky technique which requires the confidence to engage an opponent in close-quarters and enough skill to forego complete avoidance to deliver a dangerous counter-attack. Bounty - Dodge Sacrificed (Hits/Projectile) - Spd/Rea Tier Levels Req. by Dodging Opponent D - 1/5 - 1 C - 2/10 - 2 B - 3/15 - 3 A - 4/20 - 4 S - 5/25 - 5 *Note: Dodge Sacrificed (Hits & Projectiles) are affected by the speed modifiers outlined in the Flutter series of Kami-e. Thus the total amount of dodges sacrificed must be specified in the spoiler tags when this technique is used and the remainder will be dodged as normal during the duration of Kami-e. (For example: 10 Hits are incoming at Bullet Release, the Kami-e user has 2nd Flutter & uses it with C++ speed which allows them to dodge all 10 hits. The user decides to sacrifice 4, meaning 6 hits are dodged while 4 hits aren't in exchange for dealing 4 counter-attacks which require the opponent to possess either 4 Tier Levels higher Speed to dodge each follow-up or Reaction to continue their attack to strike the user during their follow-up. Â
Last edited by Blade on 29th July 2016, 6:25 pm; edited 2 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Pirate Exclusive Techniques 24th July 2016, 2:05 pm | |
| - Piracy Specific Fighting Styles:
Name: Extrasensory Navigation Classification: Fighting Style Rank: B-Rank Class: Supplementary Range: Self, Varies
Description: All Navigators have extrasensory powers which they utilize to help navigate through the treacherous waters of the pirate world. How a navigator does this depends on their innate ability as every navigator focuses on one specific type, however those who learn how to navigate versus those who are born knowing how to do it have a harder time doing so. This is because they lack Nen, as a result instead of being able to utilize their Nen Tech normally they first have to expend stamina in order to produce the Nen from scratch before being able to utilize thire extrasensory navigation. This only gets harder the later an individual attempts to become a navigator this is due to navigation being one of the hardest specializations out of the Pirates. There are 6 Types each with their own perks and quirks: 1. Premonitory Navigation: is the ability for a person to acquire the knowledge of future events concerning navigation as emotion and is the rarest type of Extrasensory Navigation. It is difficult to understand however it is the most useful for avoiding raging storms or natural disasters, dangerous Fauna or crews and the occasional Bijuu. When fully refined however this can be used to divine the future allowing one to plot out routes and feel for which would be the safest course of action for the crew while being able to adjust for unforeseen circumstances. 2. Dream Scrying: is the ability of a person to dream of events that are presently happening and is perhaps the most useful for real time navigation due o a fully refined version being able to dream of events covering a radius wider than the extrasensory abilities of the other types. However it leaves the individual vulnerable but as they become more skilled they will eventually learn how to activate this ability in quick bursts such as during micro-sleeps or while daydreaming so as to reduce the amount of time spent vulnerable while scrying. 3. Astral Projection: is the ability of a person being able to separate their consciousness (mind) from the body by entering a trance, gaining access of travel to the Astral Plane (1st Dimension). While in the Astral Plane they gain a mental version of their body which is capable of flight and due to the overlapping of dimensions can use it to navigate themselves in real time allowing them to wander and check out locations and then after scoping out the area returning to their body to inform the rest of their crew. However due to their consciousness leaving their body it is left very vulnerable due to being in a coma however experienced individuals may control both the Astral and Corporeal presences albeit not being able to preform as effective in either of them while doing so. Due to that Astral Projection is considered to be the best for battle navigation due to being able to still influence the physical plane despite being intangible albeit being unable to utilize any of their physical abilities while in their Astral form (Mental techniques deal 2x damage however). 4. Dowsing: is the ability to locate people, objects and resources without the use of conventional searching methods. Skilled navigators are able to use this systematic method in order to track down various objects and as such it is the best for finding specific things, though most pirates use it for treasure hunting. Dowsing can also be used to track organic life through specific objects they've touched as a result it is one of the few methods one can use to track down Devil Fruits. 5. Sea Mediumship: Is the ability to communicate with spirits and get their assistance often consulting them for locations, items of interest and other things of that nature since all of those the navigator is able to communicate with were Pirates at one point in their lives. However this can occasionally be unreliable if one finds a Pirate of another type they might not assist especially if said type (Pirate vs Privateer, Buccaneer vs Bounty Hunter, Explorer vs Morganeer) opposes the type that said Navigator is. However it is the most specific, and though some spirits may ask for the navigator to complete a task this is the best method to finding a specific item and most importantly buried treasure. 6. Navigational Claircognizance: is the ability for a person to acquire navigational knowledge without knowing how or why he or she knew it. The user can gain information about a weather pattern, Island, Sea route, or approaching natural disaster through intrinsic knowledge, as in it just "comes to" the user's mind. This unlike the other five is unable to be controlled and is random and unpredictable with techniques being geared more so to reduce the amount of times that this e of navigation fails to give any useful information. However unlike the other types the information provided can be from either of them, with a Claircognizant Navigator being able to utilize any of the above methods to navigate despite not knowing how exactly they ended up doing so as it is instinctual. Specialization Slot Navigation was taken at - Conversion Price (Stamina:Nen) Born Navigator - N/A 2nd - 2:1 3rd - 3:1 4th - 4:1 5th - 5:1
Name: Snack Time Classification: Fighting Style Rank: B-Rank Class: Supplementary Range: Self (Food), Contact (Cooking)
Description: This is a Medical Taijutsu fighting style popularized by the Cooks within the Pirate World as while their method of cooking might be vastly different from one another the types of food & beverages they do cook all come from the same source. To those with the knowledge of cooking these sources are known as meals and each type of meal takes a while to digest which determines how long it takes for them to come into effect and restore/replenish the eater's stamina or limits. As such a skilled cook must learn how to prepare foods not merely to the best of their ability but also for the right occasion, and there are 13 different types of meals. Dish: This particular type restores Stamina and can be used to replenish the Hunger Limit. These typically take the long time to digest (Turns) but restore & replenish more in comparison to the other two types. There are six kinds of dishes; Piscine, Mammalian, Reptilian, Amphibian, Avian & Insectoid. Drink: This particular type restores Stamina and can be used to replenish the Dehydration Limit. These typically a short time to digest (Posts total) but restore & replenish less in comparison to the other two types. There are four kinds of drinks; Liquor, Juice, Tea & Pop. Â Dessert: This particular type can either restore Stamina Limit or replenish the Hunger or Dehydration Limit. These typically take the shortest to digest but give only an energy rush that restores stamina for a brief period. There are three kinds of desserts; Pastries, Candy & Dairy. Every Cook makes use of the properties (See Raw Material List & Item Template) of the food they cook however those who specialize in certain foods can take this one step further to apply negative effects (poison) to their meals to bolster the positive effects (consumable). Each Cook can specialize in 3 meals with the first obtained at D, the second at B and the third at S. This Cook's Specialties are: 1st = (Insert Kind of Meal) 2nd = (Insert Kind of Meal) 3rd = Â (Insert Kind of Meal)
*Note (Do Not Copy): Dishes take turns to digest after which they restore stamina or replenish hunger every post (total). Drinks take P.T. to digest after which they restore stamina or replenish dehydration every turn. Desserts can be digested instantly in order to restore stamina or replenish dehydration/hunger for a set amount of time after which whatever is unused will vanish. The chart below uses multiplier increments meaning what is listed is what would be treated as a D-rank Meal and each rank the digestion goes up by a set amount of turns, the stamina/hunger/dehydration is replenished using a set multiplier and the duration of the meals effect lasts for a set amount of time. Dish - Comparison (Digestion - Stamina/Hunger - Duration) Mammalian - 4 Turns - 3x/3x - 5 P.T Reptilian - 3 Turns - 2x/2x - 4 P.T Piscine - 2 Turns - 1.5/2x - 3 P.T Amphibian - 1 Turn - 1x/1x - 2 P.T Avian - 2 Turns - 2x/1.5x - 3 P.T Insectoid - 1 Turn - 1.5x/1.5x - 1 P.T
Drink - Comparison (Digestion - Stamina/Dehydration - Duration) Tea - 1 P.T - 1x/1x - 1 Turn Juice - 2 P.T - 1x/2x - 2 Turns Pop - 3 P.T - 2x/1x - 3 Turns Liquor - Instant (Depletes Drunk Limit) - 1.5x/1.5x - 2 Turns
Dessert - Comparison (Digestion - Stamina/Dehydration/Hunger - Duration) Pastry - Instant or 2 P.T - Â 2x/1x/3x - 2 P.T or 2 Turns Dairy - Instant or 3 P.T - 1x/3x/2x - 3 P.T or 3 Turns Candy - Instant or 1 P.T - 3x/2x/1x - 1 P.T or 1 Turn
Name: Happy Ending Classification: Fighting Style Rank: B-Rank Class: Supplementary Range: Varies
Description: Req. Whore Selection as first Spec. This is a whore specific Erojutsu fighting style revolving around the use of Erojutsu in a supportive way. The pleasures of the flesh have been utilized for hundreds of years as both stress relief and a form of keeping in shape not to mention for more carnal pursuits. However Pirates of this particular specialty have refined it to deliver certain effects, resulting in the creation of Medical Erojutsu. Every whore has their specific focus though as they become more skilled they will be able to select more types of Happy Endings to utilize alongside their normal Erojutsu techniques as well as cross the effect of those which they are focused on to create new effects. All of the techniques in this style revolve around depleting the Whore's own Seduction Limit thus care must be taken to ensure that he or she does not end up too aroused lest they begin to take recoil from their own techniques...or worse. The buffs and debuffs offered by this fighting style all have a common theme, when preformed in battle (during combat) they either last for P.T, whereas if preformed out of battle (outside of combat) they last for turns and are applied only upon whomever they are used on entering combat. Types of Happy Endings - Effects Burlesque Dancing: Self-Buffs such as; Temporary Pain Resistance gains, Recurrent Seduction Limit Depletion Halting, Stamina Buffers (Temporary Replenish which fades if not completely used by a set time period) Exotic Dancing: Debuffs such as; Recurrent Seduction Limit Depletion, Increased Bleed Damage, Movement/Attack interruption upon failing Barrier Checks (due to erotic sights). Massages: Buffs such as; Increased Stamina Replenish when not moving, Removal of Mental based status effects, Seduction Limit Replenishing. Courtship: Debuffs such as; Loss of concentration upon failing Reaction checks (due to suggestive speech), Temporary Interrogation Resistance bypassing, Mental based status effect infliction (Confusion, Pain etc) Paramour: Self-Debuffs such as; Self Seduction Limit Depletion whether recurrent or an increased static depletion in order to inflict Natural based damage on targets without fully depleting their Seduction Limit. Depending on the level of their seduction limit the damage inflicted is reduced (Full = Quartered or 3-ranks below, Three-Quarters = 2-ranks Below, Half = Halved or 1-rank below, Quarter = Normal, Fully Depleted = Doubled) This Whore chose: (Insert Type Here) as her/his primary focus. At B = (Insert Type) is his/her Secondary focus thus they are restricted to SSS-rank & below techniques pertaining to it. At S = (Insert Type) is her/his Tertiary focus thus they are restricted to S-rank & below techniques pertaining to it. At X = (Insert Type) is his/her Quaternary focus thus they are restricted to B-rank & below techniques pertaining to it.
Name: Higher Learning Classification: Fighting Style Rank: B-Rank Class: Supplementary Range: Self
Description: Historians are known for their ability to notice patterns, as well as their seemingly inexhaustible knowledge of the Pirate World that makes them privy to information that not all others would be able to understand. Contrary to what one may believe, they are not all simply born with this knowledge. All Historians are educated in esteemed academies and universities all around the Pirate World, though like any student they must decide which subjects they wish to study. There are eight regional texts one may choose to study from, each focusing on two areas for a total of 16 possible areas of study. 1. Law and Order: Judicial Practices of the High Seas a text which focuses on Criminology, the study of criminal activities and the Black Market, and Anthropology, the study of the various factions that exist within the Pirate World. Originated in Northern Abyssal. 2. Fine Wine and Hearty Dine: Cooking the Southern Way! a text which focuses on Zoology, the study of Creatures and Beasts, and Enology, the study of Wines and Drinking. Originated in Southern Abyssal. 3. Legends of the Early Age a text which focuses on Mythology, the study of the Pandora Empire and their abilities, and Oceanology, the study of the various oceans themselves. Originated in Frozen. 4. As Above, So Below a text which focuses on Theology, the study of religions and their practices, and Geology, relating to the study of earthly minerals and Kairoseki. Originated in West. 5. The Treasures and Dangers of the White-White Sea a text which focuses on Paleontology, the study of extinct species and Dials, and Meteorology, the study of weather patterns and storms. Originated in Sky. 6. The Stars and their Secrets a text which focuses on Cryptobiology, the study of extraplanar beings such as Oni Angels and Acolyte Demons and their origins, and Astrology, the study of Summons and their abilities. Originated in Rift. 7. Green Thumb: Tips and Tricks for Healthy Living a text which focuses on Biology, the study of the bodies of the four sapient races (Human, Nova, Zireh & Faunus) and their functions, and Botany, the study of plants and Devil Fruits. Originated in Lost. 8. Registrar of Lost and Forbidden Arts a text which focuses on Archaeology, the study of ancient civilizations and Choreoglyphs, and Psychology, the study of the mind and Siddhi. Originated in Ancient. Though the Historian has a wide selection of studies to learn from, they cannot learn everything no matter how hard they try. The selected studies of a Historian are separated into Majors and Minors, the individual possessing a greater well of knowledge in the former allowing them to receive better information or find hidden secrets that are rarer (Major = up to S-Rank, Minor = up to B-Rank). When first picking the specialization, Historians may choose one Major Study and one Minor Study. Depending on their level of dedication to their being a Historian, they are capable of picking up more studies (Elite = +1 Minor, Pro = +1 Major). (Insert Name)'s List of Studies 1st Major: Insert Study Here 1st Minor: Insert Study Here 2nd Major: Insert Study Here (Pro Req.) 2nd Minor: Insert Study Here (Elite Req.)
*Note (Do not add when copying this technique): One's number of studies can be increased or lowered to fit the Historian's desires, as they are capable of converting Majors into Minors at a 1:2 ratio or Minors into Majors at a 2:1 ratio (i.e. 1 Major = 2 Minors). Alternatively, slots for studies can be sacrificed altogether to increase the rank of information or items capable of being gained by a Historian for one of their other studies (Major = +2 Ranks, Minor = +1 Rank) to a maximum of SSS-Rank. (SS-Rank Studies become "Masters" and SSS-Rank Studies become "Doctorates").
Name: Actual Medical Treatment Classification: Fighting Style Rank: B-Rank Class: Supplementary Range: Contact & Self (Patient)
Description: This is a Medical Taijutsu fighting style created by Zelana Yaju to allow the treatment of those by individuals who lack the ability to utilize chakra. This includes First Aid techniques geared at providing a rapid response and Surgery which requires the use of items specifically geared at the use for medical treatment & finally the use of consumables and techniques involving their refinement or increasing their utility when prescribed to patients of a Doctor. The thing is Medicine isn't an exact science thus often times the techniques of this fighting style can and will fail, this is dependent on the skill of the Doctor in question as well as the rank of techniques that they are using however all of the techniques in this style consume stamina prices as it is rather tiring for Doctors to treat individuals. The commonality is that when in the middle of combat treating individuals results in a halved success chance in comparison to outside of battle, however skilled doctors can increase their efforts resulting in a stamina price to utilize any Actual Medical Treatment techniques at their normal rates of success. Rank (Technique, Doctor) - Success Chance (%) - Stamina Price Modifier if using in battle without penalty D - 20% - 7x C - 30% - 6x B - 40% - 5x A - 50% - 4x S - 60% - 3x SS (Z) - 70% - 2x SSS (X) - 80% - 1x Z - 90% - N/A
*Note for Actual Medical Treatment (Don't add when copying technique): If one is in possession of the Contemporary Medicine Passive (due to starting as a Doctor) then follow this chart when utilizing Medical Kintaijutsu (essentially the Doctor using their life-force to skew the success of medical treatment in their favor.) Amount of Blood - Percentage Increase D - 1% C - 6% B - 12% A - 24% S - 48%
Name: Blade Mastery Classification: Fighting Style (Quartermaster Only) Rank: B-rank Class: Supplementary Range: Self & Contact (Grade Swords)
Description: The number of Kenjutsu styles in the world is constantly evolving, and as such those who are dedicated to the way of the sword often times are not alike in their methods of fighting. To that extent there is no true way a Quartermaster fights, nonetheless each of them recognizes the importance of utilizing Grade swords as the better the sword, the more ability it's wielder can channel through it. Grade Swords for some reason are capable of syncing with their wielders allowing a Quartermaster to visibly become stronger and preform better in combat than if they were using any run of the mill weapon. However a Grade Sword's true capability comes from being attuned to the Quartermaster as with that they can obtain elemental energy tech (Meito), improved physical capabilities (Kokuto), the ability to apply Siddhi to the abilities of their weapon (Yoto) or a combination of two of the others (Cursed). Regardless, depending on the Grade of a sword being wielded by a Quartermaster it serves to grant them a Tier Level Boost depending on what type of Swordsman they are (Power = Strength, Finesse = Speed, Skill = Reaction, Protection = Defense). Sword Grade (Tier Level Boost) - Attune Boost (Meito/Kokuto/Yoto) Unnamed (+1) - E. T can be empowered by Siddhi/1 = x3 T. L, 2 = x2 T. L, 3 = x1 T. L/B-rank & below Siddhi Named (+2) - Primary Element E. T/Same as above/A-rank & below Siddhi Skillful (+3) - Spec. Primary Element E. T/Same as above/S-rank & below Siddhi Great (+4) - Dual Comb. Element E. T/Same as above/SS-rank & below Siddhi Supreme (+5) - Complex Element E. T/Same as above/SSS-rank & below Siddhi (Insert Name)'s = Style of Swordsmanship = (Insert Type)
*Note: (Do not add when copying technique): Additional Types can be gained at B & S-rank, however your primary type will always have more of the diverted Tiers than your Secondary which will in turn have more than your Tertiary (unless it is not possible in which it'll have the same but still less than Primary). Meaning if you were attuned to a Supreme Grade Yoto and your styles were Power, Skill & Finesse, you will get +10 of T. L to spend. The Tier level bonuses will be diverted like so; +5 to Power (Strength Tier), +3 to Skill (Reaction Tier) & +2 to Finesse (Speed Tier).
Name: Creed Maxim Classification: Fighting Style Rank: B-Rank Class: Supplementary Range: Contact & Self (Patient)
Description: Req. Initiation into "The Brotherhood" or Arashi (Must choose Spy Spec as 1st) have a 1/10 chance of being able to start with this style (Dice Roll 10). "Nothing is Free, Everything is permitted", this is the maxim of the 1st out of the two types of Spy's. It only has 2 restrictions, both of which cause recoil when this fighting styles techniques are used on said restrictions; Spiritual Recoil if killing Innocents & Hybrid Recoil if killing members of "The Brotherhood". However the true purpose of this fighting style is to allow for bypassing damage when dealing with targets for assassination, this can come in two forms. When dealing with those with specific contracts handed out by "The Brotherhood" the Spy is capable of dealing bypassing damage on par with Phase Release to those who haven't reinforced their body through means other than defense tiers (If reinforced through Tantra, if the user possesses either Conqueror's Tantra or a stronger Tantra: Hardening it will still bypass), when dealing with enemies in the field the Spy is capable of dealing normal bypassing damage to target internal organs and other vital points which when utilized with strength (doubled stamina price) can deal reduced damage to even the hardiest of Pirates who haven't reinforced their body through other means. Techniques in this fighting style are unable to be trained normally however those who complete the contracts handed out by "The Brotherhood" will be rewarded with additional techniques.
Name: Stability Maxim Classification: Fighting Style Rank: B-Rank Class: Supplementary Range: Contact & Self (Patient)
Description: Req. Initiation into "Aegis Pol" or Hokkai (Must choose Spy Spec as 1st) have a 1/10 chance of being able to start with this style (Dice Roll 10). "Purpose, Order & Control...even at the expense of personal freedom", this is the maxim of the 2nd out of the two types of Spy's. Those within the Aegis Pol wish to make a utopia one of absolute control where everything has a purpose as according to the idealization of the Imperial Dynasty. However the true purpose of this fighting style is to allow for an advanced use of Rokushiki if formerly Privateers or the learning of Rokushiki if not a privateer. Those within Aegis Pol are all assigned a Doriki value, this is based on three factors, Stamina Reserves, Blood Reserves (Converted to Stamina Value, D = 1, SSS = 15) & Skill (D = 1x Modifier, "X" = 7x Modifier). This not only serves to determine what types of Rokushiki one can learn but likewise acts as an additional pool for Rokushiki techniques against those of "The Brotherhood". Rokushiki techniques that have been learned prior to being initiated must be trained over in order to likewise utilize Doriki with them (They take up a new slot unless one has a Doriki over 1500), while those who gain the ability to learn Rokushiki techniques have double the word count required to train them. Doriki Calculation (Max Stamina Reserves + Max Blood Reserves converted to Stamina x Rank Modifier) Doriki Thresholds (No. of Rokushiki Types Capable of Learning) - Doriki Costs for Rokushiki Techniques Below 100 (0) - N/A 101-200 (1) - 10x 201-400 (2) - 9x 401-600 (3) - 8x 601-800 (4) - 7x 801-1000 (5) - 6x 1001-1500 (6) - 5x 1501-2000 (7) - 5x (Allows use of both Stamina & Doriki for Prices) 2000+ (8) - 5x (Allows the use of both Stamina & Doriki for Prices) *Note:Their is an additional Hidden Value which is only possible as a result of those with Zoan Devil Fruits this is in relation to the bonus given when in one's Hybrid Form, it acts as a final Hidden Modifier which determines one's True Doriki value. While under normal circumstances it is unable to be harnessed unless in said form it is still recorded and can be passively used in order to learn more types of Rokushiki. When learning Rokushiki Aegis Pol members still follow the restrictions of Rokushiki techniques in regards to which is learned first.
Name: Hunting for Archers Classification: Fighting Style Rank: B-Rank Class: Supplementary Range: Self (Bow Type), Varies (Accuracy Scale)
Description: Hunters are unique in that while they are skilled at hunting it doesn't necessarily mean they are good in a fight. In all honesty it depends on the tools at their disposal, as while all hunters use some manner of bow, depending on what they use determines exactly how they hunt. All Hunters have what is called an Accuracy Scale, namely a scale modifier which determines how accurate their arrows/bolts are when fired within a specific distance. One might think that hunters are obsolete in the world of projectile accelerators but the fact is this can't be farther from the truth. With Hunters they have 3 key distances which determine exactly how accurate their shots are, the first allows them to be able to hit those who move at Tier- Speed, the second allows them to be able to hit those who move at Tier Soeed & the last allows them to be able to hit those who move at Tier+ Speed. It's said that the most skilled Hunter learn how to harness Mantra to improve their Accuracy Scale further (Tier++ & 1-rank Tier- with C. Mantra). Each Hunter is able to specialize in a single type of Bow being able to pick another type at B & at S are able to combine the first two types to make a custom Bow type capable of utilizing both Accuracy Scales. The various bows and their Accuracy Scale are listed below. Bow Type - Accuracy Scale (Tier-, Tier, Tier+) - Bow Size Modifier Short - 2x, 1x, .5x - Tiny = +0x to All Long - 2.5x, 1.5x, 1x - Small = +.5x to All Recurve - 3x, 2.5x, 2x - Humanoid = +1x to All Composite - 3x, 2.5x, 2x - Medium S = +1.5x to All Cross - 3.5x, 3x, 2.5x - Medium M = +2x to All Great - 4x, 3.5x, 3x - Medium L = +2.5x to All Ballista - 5x, 4.5x, 4x - Medium XL = +3x to All This Hunter Specializes in = (Insert Bow Type)
*Note: Accuracy Scale is static, meaning if one has a technique that can hit a target at 20 ft. It means that with a Short Bow if an opponent is 40 ft away they can be hit if they move at Tier- Speeds or if they are 10 ft away they can be hit if they are moving at Tier+ Speeds. Anything under or between that value does not come under the effect of the accuracy scale bonus.
Name: Seimei Kikan Classification: Fighting Style Rank: B-Rank Class: Supplementary Range: Self
Description: "At the sea for a thousand years, and at the mountains for a thousand years, breathing the wind and drinking pure water, enduring all and mastering one's body" these are the words used to describe the training methods of Seimei Kikan, or Life Return in the common tongue. Sailors are the only known practitioners of this style, due to honing their bodies to a greater extent than any other pirate in order to be able to weather any and all threats the sea may have to offer. This has not only hardened their bodies, but rendered them capable of manipulating their bodies, from the hair on their head to their intestines, their toes, even to their most minute hairs. They are able to concentrate their senses and stretch them to their limits, or even force their body to take on new forms on a whim. Those who have dedicated more time to the way of the Sailor are capable of incurring more powerful changes to their body for longer periods of time, though they incur different prices. Level of Profession - Price Available (Duration for Price) Sailor - Stamina (P.T.) Elite Sailor - Recoil (Turns) Pro Sailor - Max Blood (Topics)
*Note (Do not copy when adding technique): Life Return is capable of being used in conjunction with an individual's Devil Fruit should it have a trait of modifying the body (Zoan, Solid or Metal Paramecia, Logia). Due to the Devil Fruit changing the user's physiology from their normal state, it is harder to maintain modifications made through Life Return itself. While the Devil Fruit is active, Life Return techniques suffer a reduced duration the severity of which is determined by their type of Devil Fruit as well as their investment in the Sailor position: Devil Fruit Type - Reduction (Sailor, Elite, Pro) Zoan - Quartered, Halved, N/A Paramecia - Eighthed, Quartered, Halved Logia - Unable to be Used, Eighthed, Quartered
Name: Rigging the Bow Classification: Fighting Style Rank: B-Rank Class: Supplementary Range: Self, Varies
Description: All Riggers eventually get bored enough to develop Nuinjutsu just unlike those who are naturally born with Nen and like their natural Rigger counterparts they are only able to choose one type of Nuinjutsu. Thus despite being able to bypass all of the other requirements to learn Nuinjutsu they are more limited in comparison to others. Each Rigger focuses on one specific type of Nuinjutsu (See Nuinjutsu List), however those who learn how to rig versus those who are born knowing how to do it have a harder time doing so. This is because they lack Nen, as a result instead of being able to utilize their Nen Tech normally they first have to expend blood in order to produce the Nen from scratch before being able to utilize tier Nuinjutsu. In addition to not being able to learn any type of Will Contracts being restricted to only establishing Base, 1 Modification Contract (the same type as the Base), Emotion & finally Limitation Contract, Â this conversion only gets harder the later an individual attempts to become a rigger. This is due to Rigging being one of the hardest supplementary specializations out of the Pirates... who would of thought doing nothing all the time would be so hard? Specialization Obtained at - Blood: Nen Conversion Born Rigger - N/A 2nd - 1:1 3rd - 2:1 4th - 3:1 5th - 4:1
Name: Coding Thyself Classification: Fighting Style Rank: B-Rank Class: Supplementary Range: Self
Description: All Cyborgs are capable of upgrading themselves by incorporating other forms of technology into themselves, however sometimes this is not enough especially when the world is constantly changing and nothing is set in a battlefield. As such Cyborgs have learned how to adapt their existing slots to bring forth new functions at the cost of inflicting Recoil damage (stacks) to the slot per form change. If the recoil gets to the point of fully depleting the slots durability then it'll destroy it and the Cyborg will lose access to it until they are able to be repaired. This allows the user to expand the use of their available slots to suit more varied situations with each Code going by the name of the slot (For example Base Code: Slot 1) with the various forms being derivatives of the base code (For example Modular Code: Slot 1-A). Once a form has been created the Cyborg is able to make techniques which revolve around it, using stamina and fuel (if available) to power these techniques. The higher the rank of the Code the more Modular Codes can be added which allows more more forms to be available for use in battle however this also means the higher the recoil price for using it. All Cyborgs have a standard build which outlines how their slots are organized clearly, though more advanced Cyborgs can be quite distinct from one another due to possessing more varied slots, and various Codes. Every Cyborg can incorporate 1 equipment/weapon/item into a single slot so long as it is equivalent to their rank or below (Living & DF Weapons are unable to be incorporated) Slot No. (Position on Body) - Base Code Rank (No. of Modular Codes Available) - Recoil Price 1 (Forearm) - D (1) - D 2 (Forearm) - C (2) - 3 D 3 (Legs) - B (3) - C 4 (Chest) - A (4) - B 5 (Shoulder & Bicep) - S (5) - A 6 (Should & Bicep) - SS (6) - S 7 (Waist) - SSS (7) - SS 8 (Head) 9 (Back) 10 (Bonus = Skin/Vital Organ/Feet/Hands/Size/Fuel Storage/Joints) 11 (Bonus = Skin/Vital Organ/Feet/Hands/Size/Fuel Storage/Joints)
Name: Vodou Classification: Fighting Style Rank: B-Rank Class: Supplementary/Offensive Range: Self, Varies
Description: Vodou is only capable of being harnessed by those Bokor who have devoted themselves to the worship of Loa to the point of willingly choosing to serve as their host's. This grants them the ability to gather Natural Energy despite not possessing chakra as the Loa serves as the balancing force to fulfill the requirement of "Mental" Energy, however being a host to a Loa is a dangerous thing as it constantly erodes the Bokor's sanity in the process. To that end there are three different types of Bokor each depending on what they sacrifice to strength their connection with their Loa: 1. Non-Sacrificial = Is the most common type of Bokor in which they rely only on their natural Sanity Limit (1/4th of Stamina Limit) and must carefully balance the time spent being possessed by their Loa lest they risk completely losing their sanity and becoming merely a shell for the Loa to traverse the mortal realm. 2. Sacrifice of Potential = is an uncommon type of Bokor in which they sacrifice their ability to Awaken, which affects not only their ability to either gain their Race Awakening, Unlock their Potential or Awaken their Devil Fruit but also gives them a boon. Due to such a sacrifice their Sanity Limit becomes capable of of factoring in their Stamina Limit after the Pirate multiplier is added to it. 3. Sacrifice of Prime = is a rare type of Bokor in which they sacrifice their stamina in order to increase their sanity limit, choosing their mind over their body. To that extend they pick one of the following after which this conversion becomes permanent (Sanity = 1/3 Stamina Limit/Stamina Limit has 2x instead of 3x from Pirate Bonus, Sanity = 1/2 Stamina Limit/Stamina Limit remains the same as non Pirate. 3. Sacrifice of Power = is the rarest type of Bokor in which they sacrifice their capability of obtaining Siddhi in order to increase their sanity limit making it as large as their Stamina Limit is (without the Pirate Multiplier). Once these choices are made, they are permanent and while being possessed by a Loa, the Bokor will be capable of gathering natural energy every P.T while their sanity is depleted every turn (If D-rank it's -7 per turn, if "X"-rank it's -1 per Turn). Depending on what time this crew position is taken determines how skilled they are at it which affects exactly how much NE they can gather. However unlike those who choose to become Bokor later in life, those who start as Bokor are capable of gaining the favor of more powerful Loa. Rank Bokor Position is obtained - NE Gathering each P.T - Loa Available to D - D - Primary, Spec. Primary, Dual-Comb, Perf. Primary & Tri-Comb C - 2 D - Primary, Spec. Primary, Dual-Comb & Perf. Primary B - 3 D - Primary, Spec. Primary & Dual-Comb A - 4 D - Primary & Spec. Primary S - 5 D - Primary Only (Insert Name)'s Loa Nation = (Pick one of the six) Loa who favor (Insert Name) = (Insert Loa Name & Status Effect it represents)
*Note for Vodou (Don't add when copying technique): Loa are gained every 3-ranks, meaning with a D-rank Bounty a Pirate can have the favor of one, with an A-rank Bounty they can have the favor of 2 and finally with a X-rank bounty they can have the favor of 3. Once a Loa's name is recorded it is permanent and all other Bokor who wish to use that status effect must gain that Loa's favor. Current Loa: Rada: Petro: Kongo: Nago: Azaka: Ghede:
Name: Sulphur and Sparks Classification: Fighting Style (Gunner Only) Rank: B-Rank Class: Supplementary Range: Varies
Description: When you spend your life around black powder, the accelerant used in most if not all firearms that allow them to function, you become accustomed to it and it turns out that so does one's body. When Gunners spend enough time around the powder their bodies alter slightly and to many it just seems like it doesn't bother them anymore, however it turns out that their body becomes able to innately metabolise and process this powder, turning it into an energy source. This energy source can then be used for a variety of purposes, with them falling into one of four classifications of Gunner: 1. Amper: The most common type of Gunner where their Powder is used to enhance the guns that they are carrying, increasing their specifications and sometimes even adding unique abilities to the guns through the power of the Powder, these are one of the hardest to notice however. 2. Blitzer: A type of Gunner that doesn't modify their guns but rather their bullets and the way they behave, including bullets that are already in midair, allowing them to alter their trajectory, have them hit multiple times, even explode on impact. The most powerful are also rumoured to be capable of firing bullets without guns, however Blitzers are the most noticeable. 3. Douser: A Douser focuses on using their powder not on themselves but on enemies, weakening their guns, causing them to misfire or even causing powder stores to detonate suddenly without a spark. These are some of the most dangerous but are limited in that they can only affect those that use or are carrying black powder. 4. Bouncer: Bouncers are those that rather than using Powder to enhance their guns or their bullets, instead enhance their very body with the power of the black powder. This causes them to stink of sulphur but it can grant them increased tiers, increased senses and even some unnatural powder based abilities. Every Gunner is capable of making use of Powder, however how they do it is based on their type specifically. Each Gunner can eventually specialize in all 4 types, gaining their first at D, their second at B, their third at S and the final type at X-Rank. The later one gains access to a type, however, the more restricted their capabilities within said type, as the max rank of techniques they are able to make for it are limited. This Gunner chose: (Insert Type Here) as her/his primary focus. At B = (Insert Type) is his/her Secondary focus thus they are restricted to SS-rank & below techniques pertaining to it. At S = (Insert Type) is her/his Tertiary focus thus they are restricted to S-rank & below techniques pertaining to it. At X = (Insert Type) is his/her Quaternary focus thus they are restricted to B-rank & below techniques pertaining to it.
*Note (Do Not Copy): "Powder" becomes an additional reserve for the Gunner, however it does not count towards False Soul Prices due to not having been produced naturally by their body. The reserve is equal to that of their Max Blood, however it begins empty and requires one to replenish it manually as it does not regenerate on its own. This is done through two methods: either the metabolization of loose powder within the air generated by P.A.s (includes Ship Cannons at 2x the amount) or through "Powder Doping", the direct inhalation of Powder in its purest form (consumes P.A. Ammo). The first can be done in order to fill one's Powder Reserve without issue though is slower. The second is a faster method as it allows one to gain Powder equivalent in rank to the ammo used, however it has a chance to cause Powder Blindness, rendering this fighting style and techniques belonging to it unusable for a number of topics based on one's Rank (D = 7 Topics, X = 1 Topic). This is based on a Success Chance roll determined by how skilled one is as a Gunner, though it is incurred each time one Dopes. Type of P.A. - Dist. to Gather Powder (Radius) - Powder Gen. - P.A. Rank Mod. Flintlock or F-Type - 30ft - 1 D - D = 4x Musket or M-Type - 25ft - 2 D - C = 3.5x Hand Cannon or H-Type - 20ft - 3 D = B - 3x Dragoon or D-Type - 15ft - 4 D - A = 2.5x Blunderbuss or B-Type - 10ft - 5 D - S = 2x Gammoth Gun or G-Type - 5ft - 1 C - SS = 1.5x N/A - N/A - N/A - SSS = 1x
Level of Profession - Powder Blind Chance Gunner - Roll of 1, 3, 5, 7 or 10 causes Blindness Elite Gunner - Roll of 1, 5 or 10 causes Blindness Pro Gunner - Roll of 1 causes Blindness
Name: Family Business Classification: Fighting Style Rank: B-rank Class: Supplementary Range: Self
Description: This is the Cooper signature fighting style which outlines the methods of utilizing Chi and their various classifications and use in combat. Each Cooper upon receiving their activator piercing will obtain the ability to harness Chi of a particular sub-type. However each activator has a preference where using Chi of a sub-type identical to the preference allows for the best use of Chi, those of conflicting types take more energy to harness in battle. Chi is very versatile albeit being a Hybrid based energy source and it's applications in battle are unrivalled in diversity by anything other than chakra. Coopers have access to "Living Will Flames" though such a name is only mentioned in the North Abyssal Ocean or amongst members of the Epsilon Republic. Those who start as Coopers have an edge in terms of Chi diversity however the most important aspect is dedication to being one as such with additional rank-ups after being a Cooper said activator piercing will grow more powerful allowing for non-preferential Chi to be harnessed more effectively. No. Of Ranks since Cooper - Chi Preference 1 - Starter is Normal Affinity, Other is Very Low Affinity 2 - Normal, Low 3 - Normal, Low 4 - Normal, Normal in Only 1 Chi Type while Low in Last Chi Type 5 - Normal, Normal *Activator Piercing Preference = (Choose One: Sky, Earth, Ocean) *Chi Sub-Type Chosen = (Choose one from list below)
*Note: (Do not copy this part when copying this technique for your application) Chi Types: Sky, Earth & Ocean Sky = Utility in nature as those considered a part of it are primarily supplementary though there are still offensive & defensive Chi sub-types within it. Sky Chi sub-types include: Oozora, Arashi, Ame, Hare, Kaminari, Kumo & Kiri Earth = Defensive in nature as those considered a part of it are primarily defensive though there still are offensive and supplementary Chi Sub-Types within it.Earth Chi sub-types include: Chikyu, Numachi, Dokuchu, Mori, Hyoga, Yama & Sabaku Ocean = Aggressive in nature as those considered a part of it are primarily offensive though there are still supplementary and defensive Chi Types within it. Ocean Chi sub-types include: Umi, Awa, Nami, Kawa, Sangosho, Shima & Uzu
Name (Sub-Type) - Ability - Chi Color Oozora (Sky) - Propulsion - Orange Arashi (Storm) - Disintegration - Red Ame (Rain) - Tranquility - Â Blue Hare (Sun) - Activation - Yellow Kaminari (Lightning) - Solidification - Green Kumo (Cloud) - Propagation - Violet Kiri (Rain) - Construction - Indigo Chikyu (Earth) - Lightening - Brown Numachi (Swamp) - Fermentation - Maroon Dokuchu (Cave) - Laceration - Navy Mori (Forest) - Growth - Gold Hyoga (Glacier) - Freezing - Olive Yama (Mountain) - Synchronisation - Purple Sabaku (Desert) - Imagination - Teal Umi (Ocean) - Dehydration - Honey Awa (Foam) - Corrosion - Crimson Nami (Wave) - Vibration - Cyan Kawa (River) - Conduction - Khaki Sangosho (Reef) - Density - Lime Shima (Island) - Mimicry - Fuchsia Uzu (Whirlpool) - Hypnosis - Lavender
- Pirate Crew (Pirate Only):
Name: Skull & Crossbones Classification: Pirate Art Rank: N/A-Rank Class: Passive Range: Self (Pirate Crew)
Description: There are two philosophies of Pirates in the world; "Explorer" & "Morganeer" and the two are as different as night and day, despite that they are still Pirates and proudly showcase their Pirate Flag which is always featuring the same motif of a signature emblem of a Skull & Crossbones. One decides what type of Pirate they are from the moment they become one, and their are benefits for having one's main crew completely one or the other, however if mixes are obtained then the participants will primarily gain the benefits of their Captain with those who differ gaining minimal benefits from their own pirate philosophy. These effects only apply however to Pirates, Shinobi as a whole don't care about Pirate Philosophy so it has no effect on them, likewise only the Pirate King/Queen's Crew are able to utilize their Pirate Crew benefits when in battle with the Fleet Admiral's personal Fleet, the Deva Warlord's Crew, or Hakayune & his Buccaneers with Ragnarok Tattoos. The only types of Pirates unaffected by Pirate Crew Philosophy are the aforementioned individuals (Fleet Admiral, Deva Warlord & Hakayune) (Pick one of the Below)
Explorer: is a pirate who goes on adventures and does not really care about amassing treasure or fighting other pirates. That is not to say that they will not steal treasure from others if it is there and the chance is open, but their primary goal is usually not to own it and greed is generally not their motivation. More often than not, pirate's with the Explorer philosophy see his or her own crew as their most valuable treasure. Req to Unlock - Explorer Crew Benefits Captain Obtained - Halved Damage (1-rank Below) sustained when fighting All types of Pirates, this doesn't reduce the actual rank of the damage sustained merely acts as an additional modifier to lower the damage it deals to the user. 1st &/or 2nd Mate Obtained - Halved Damage (1-rank Below) sustained when fighting All types of Pirates &/or Halved Damage depending on Bounty (2nd Mate), such that it only takes effect for Equal-Bounty & below techniques. Captain now sustains 1/3rd Damage (2-ranks Below) when fighting other Pirates who utilize techniques Equal-Bounty & below. Primary Crew Obtained (No Fillers) - Halved Damage (1-rank Below) sustained when fighting All types of Pirates from techniques Equal-Bounty & below. 1st Mate & Captain now sustain 1/3rd Damage (2-ranks Below) & Quartered (3-ranks Below) when fighting all types Pirates respectively. Primary & Secondary Crew Obtained (No Fillers) - Halved Damage (1-rank Below) sustained when fighting All types of Pirates from techniques Equal-Bounty & below. 2nd Mate, 1st Mate & Captain now sustain Halved (1-rank Below), 1/3rd Damage (2-ranks Below) & Quartered (3-ranks Below) when fighting all types Pirates respectively from Equal-Bounty & below techniques. Primary, Secondary & Tertiary Crew Obtained (No Fillers) - Halved Damage (1-rank Below) sustained when fighting All types of Pirates from techniques Equal-Bounty & below. 2nd Mate, 1st Mate & Captain sustain Halved (1-rank Below), 1/3rd Damage (2-ranks Below) & Quartered (3-ranks Below) when fighting all types Pirates respectively from Equal-Bounty & below techniques. Full Explorer Philosophy Crew (Does not include ships other than Flagship) - Number of Looting is increased by Double (2x) for all members of Crew & Captain, 1st & 2nd Mate Bonuses now apply to all technique types (excluding Z-rank which is Captain only). . Mixed Philosophy Crew - Gains Philosophy Benefits dependent on Captain (Primary), 1st Mate (Secondary) or 2nd Mate (Tertiary) while those individuals do not gain the benefits past "1st &/or 2nd Mate Obtained"
Morganeer: is a pirate who fights for treasure and travels for personal ambition. They are greedy and love to fight, raid or kill just to cause other people pain and misery. The Explorer Philosophy pirates however, only steal from them, so it is safe to say that the relations between the two are not the best. Req. to Unlock - Morganeer Crew Benefits Captain Obtained - Double Damage (1-rank Above) dealt when fighting All types of Pirates, this doesn't incur recoil except when used in sync with other buffs and instead merely acts as an additional modifier to lower the damage it deals by the user. 1st &/or 2nd Mate Obtained - Double Damage (1-rank Above) dealt when fighting All types of Pirates &/or Double Damage depending on Bounty (2nd Mate), such that it only takes effect for Equal-Bounty & below techniques. Captain now deals Triple Damage (2-ranks Above) when fighting other Pirates when using techniques Equal-Bounty and below. Primary Crew Obtained (No Fillers) - Double Damage (1-rank Above) dealt when fighting All types of Pirates when using techniques Equal-Bounty & below. 1st Mate & Captain now deal Triple Damage (2-ranks Above) & Quadruple (3-ranks Above) when fighting all types Pirates respectively upon using Equal-Bounty and below techniques. Primary & Secondary Crew Obtained (No Fillers) - Double Damage (1-rank Above) dealt when fighting All types of Pirates upon using techniques Equal-Bounty & below. 2nd Mate, 1st Mate & Captain now deal Double (1-rank Above) Triple Damage (2-ranks Above) & Quadruple (3-ranks Above) when fighting all types Pirates respectively upon using Equal-Bounty and below techniques when using techniques Equal-Bounty and below. Primary, Secondary & Tertiary Crew Obtained (No Fillers) - Double Damage (1-rank Above) dealt when fighting All types of Pirates upon using techniques Equal-Bounty & below. 2nd Mate, 1st Mate & Captain deal Double (1-rank Above), Triple (2-ranks Above) & Quadruple (3-ranks Above) when fighting all types Pirates respectively. Full Morganeer Philosophy Crew (Does not include ships other than Flagship) - Number of Looting is increased by Triple (3x) for all members of Crew & Captain, 1st & 2nd Mate Bonuses now apply to all technique types (excluding Z-rank which is Captain only). Mixed Philosophy Crew - Gains Philosophy Benefits dependent on Captain (Primary), 1st Mate (Secondary) or 2nd Mate (Tertiary) while those individuals do not gain the benefits past "1st &/or 2nd Mate Obtained"
*Note: Vice-Captains can only gain the benefits of a Captain with his/her Primary Members obtained. Division Commanders can only gain the benefits of a Captain with her/his Primary & Secondary Crew obtained. Likewise their own Full Philosophy Crew benefits can be triggered only within their Ship capping out at (SS-rank for Vice-Captains & SSS-rank for Division Commanders)
Last edited by Aurielle on 19th April 2021, 12:41 am; edited 14 times in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Pirate Exclusive Techniques 24th July 2016, 2:34 pm | |
| - Bounty Hunter Techniques:
Name: Typhoon Turn Classification: Taijutsu (Bounty Hunters Only) Rank: C-rank (-2 Stamina Price Each Step) No. of Retrainings: 0/25 Class: Supplementary Range: Self
Description: This technique is the Pirate variation of the Body Flicker technique, taught only to Bounty Hunter's by the Yakuza, this is a movement technique (Speed Tiers) that allows the user to move at untraceable speeds from one point to another. Typhoon Turn works by storing kinetic energy (stamina) in one's body, double that of Accel Turn and it's variants, and then releasing that energy to achieve an explosive boost in speed (D-rank). This occurs either in rapid acceleration in a single movement (Typhoon) or boosted acceleration in fixed directions broken up into parts at a lower velocity which when combined together allows one to either move faster as a whole (Double, Quadruple), cover more distance (Triple, Quintuple) or when fully mastered a combination of all all three (Transcendent). This movement is unable to be seen with the naked eye however those with D-rank+ Reaction Tiers are able to track the user's movement despite their being no lag interval for them to exploit. Typhoon Turn goes by a simple naming system, where the first is simply 1 step while others stand for have many steps there are; 2 (Double), 3 (Triple), 4 (Quadruple), 5 (Quintuple) & the last is merely the mastered version of Typhoon (Transcendent) which is always preformed 6 steps. No. of Retraining - Turn Unlocked (Turn Effect) 5 - Double (C-rank Speed) 10 - Triple (C-rank Speed + 2x Distance covered in 1 P.T) 15 - Quadruple (B-rank Speed) 20 - Quintuple (B-rank Speed + 2x Distance covered in 1 P.T) 25 - Transcendent (A-rank)
Placeholder for B (Req. Warlord Title) = Typhoon Turn Hybrid with either Tempest, Echo or Illusion Turn.
Name: Turn Sync Classification: Taijutsu (Bounty Hunters Only) Rank: A-rank (Variable Step Price) No. of Retrainings: 0/25 Class: Supplementary Range: Self
Description: Req. 15 Bounties Claimed to Learn. Bounty Hunters are capable of utilizing Typhoon Turn without delays, however it is more stamina draining than the normal use of the technique, this allows them to go through the motions of Typhoon Turn without suffering from the drawback of the lag intervals between their steps being capitalized on by their opponents. While initially this techniques cost is rather high, causing it to be refrained from use only for the most dire of situations further mastery as a result of Retraining will result in it being something that can be easily mixed into combat situations albeit at a slightly more costly price than the normal use of Typhoon Turn. No. of Retraining - Cost Multiplier Per Step 5 - 5x 10 - 4x 15 - 3x 10 - 2x 25 - 1x (However depending on Level of Typhoon turn the price is paid all at once for example Trascendant would cost 12 stamina per use)
Name: A Hunter's Instinct Classification: Taijutsu (Bounty Hunters Only) Rank: S-rank No. of Retrainings: 0/25 Class: Supplementary Range: AOE
Description: Req. 30 Bounties Claimed to Learn. Bounty Hunters are known for being able to track down their Bounties regardless of distance, and this is due to the instinct they build after becoming moderately successful. Upon taking a Bounty while they will not know the exact position of their target they can gain an inkling as to their whereabouts allowing them to narrow down locations as they think of where their target could be. Initially this is fairly weak, only being able to track an individual if they are in the same place within the same topic and the success chance of such instinctual intuition is only 1 out of 10. Through further honing of this skill however it can turn into a powerful tool for tracking down potential Bounties across larger distances. No. of Retraining - Tracking Distance (Success Chance) 5 - Same Place, Different Topics (1 or 10) 10 - Same Location, Different Places (1, 5 or 10) 15 - Same Island, Neighboring Locations (1, 3, 5 or 10) 20 - Same Island, Different Locations (1, 3, 5, 7 or 10) 25 - Same Sea, Neighboring Islands (1, 3, 5, 7, 9, 10)
Name: The Devil's Sight. Classification: Pirate Art (Bounty Hunters Only) Rank: SS-rank No. of Retrainings: 0/10 Class: Supplementary Range: Self (Eye-Sight)
Description: Req. 60 Bounties Claimed to Learn. Bounty Hunters are skilled at detecting when an individual is in the possession of Devil Fruits after all it is one of their main objectives in addition to hunting down Bounties. It is something that only skilled Bounty Hunters are capable of however they are capable of more than just knowing when those in their vicinity have collected an uneaten fruit. They have a special sight, which allows them to see faint patterns or colors adorning those who they focus their eyes on, reminiscent of the exact Devil Fruit they had eaten, if they have eaten one. This allows them to know in advance whether an individual has consumed a Devil Fruit or not. Through further experience with this ability they can divine certain things about their opponent in question in regard to their Devil Fruit's capabilities during combat. No. of Retraining - Information Gleamed (When used with Mantra) 5 - Sea where it was Obtained (Includes DF's Sea of Origin) 10 - Rarity of Devil Fruit (Includes if DF is Awakened or Not) 15 - Type of Devil Fruit (Includes which Sub-Type within the Z, P or L Type) 20 - DF Strength Match-Up (Includes DF Weakness Match-Up) 25 - DF's Price if sold to Epsilon (Includes All 3 of DF's Match-Ups)
Name: To Conquer Conquerors. Classification: Pirate Art (Bounty Hunters Only) Rank: SSS-rank No. of Retrainings: 0/25 Class: Supplementary Range: AOE
Description: Req. 120 Bounties Claimed to Learn. While Pirates may get their Skull & Crossbones, Privateers their Proclamations & Rokushiki and finally Buccaneers with their Jolly Roger Tattoos, one may wonder exactly how the Bounty Hunter's may fare in this cruel world. It's simple, unlike the others who decide to focus on their crews and the power that they can give them or a Bounty Hunter focuses on themselves. Those who live long enough to become the most powerful of Bounty Hunters will attest to this, as when it comes to Siddhi, Bounty Hunters are King. Of course this refers primarily to those who lack Devil Fruits, however even though who have eaten them have a better mastery of their Siddhi use in comparison to others. With subsequent mastery of this particular technique they can exceed their limitation, giving rise to potent Siddhi unrivaled by the other types of Pirates: No. of Retraining - DF - Non-DF 5 - 1 Siddhi Technique Available as if Unlocked at "X"-rank (Even without Siddhi Unlock) 10 - 2 Siddhi Techniques Available as if Unlocked at S-rank (Even without Siddhi Unlock) 15 - 3 Siddhi Techniques Available as if Unlocked at B-rank (Even without Siddhi Unlock) 20 - 4 Siddhi Techniques Available as if Unlocked at D-rank (Even without Siddhi Unlock) 25 - Able to learn Z-rank Siddhi Technique even if Siddhi was never Unlocked (If Siddhi was unlocked at a later rank, doubles the amount of Siddhi Techniques affected by this technique)
- Buccaneer Techniques:
Those who join the Buccaneers join a Splinter Branch Dedicated to one of the original 7 Buccaneers.
Name: Hasshoken Classification: Fighting Style Rank: B-Rank (Buccaneer Only) Class: Offensive/Supplementary Range: Self (Vibration), Varies (Shock-Wave)
Description: This is the signature fighting style of the Buccaneers which was adapted by those who idolized their Captain Commander to the point that they wished to mimic his combat prowess, all it took was a Cabin Boy faithfully watching him and managing to create this fighting style in order for it to quickly spread through the Buccaneer ranks. This fighting style allows the user to control vibrations around their limbs to generate shock waves which are capable of dealing physical bypassing damage to victim's struck by it. The shock-waves emanate in concentric waves leaving impact lines in that pattern when utilized on structures or when impacting flesh. It is for this reason that it is considered "unblockable" however this bypassing effect only applies to those with Defense Tiers and those with high positions within the Buccaneers can extend this to Defense Tier-Chains. As such when combating defensive techniques outside of Defense Tiers (such as Tekkai or Ships) it is counted as Defense Piercing while non-physical comparable defenses (such as Tantra) treat it like normal physical damage. This fighting style has no affect on intangible opponents due to still inflicting physical damage while when striking semi-tangible opponents they take halved damage (rather than full) due to it's weird properties. The techniques of this fighting style utilizes both stamina prices & cool-downs while the body-part that one focuses their use of it determines both the range & the cool-downs of the techniques of that specific type of Hasshoken. Buccaneer Type - Defense Tier Bypassed - Body Parts Usable Splinter Branch - Defense - 1 Main Branch - 2 Tier Defense Tier-Chains - 2 Captain - 3 Tier Defense Tier-Chains - 3
Body Part (Range) - Cool-Down in P.T (D, C, B, A, S, SS, SSS) Fist (Contact) - 1, 2, 3, 4, 5, 6, 7 Feet (Short) - 1, 3, 5, 7, 9, 11, 13 Elbow (Mid) - 2, 4, 6, 8, 10, 12, 14 Knee (Long) - 2, 3, 5, 7, 11, 13, 17 Head (AOE) - 3, 5, 7, 11, 13, 17, 19 *This Buccaneer is capable of utilizing Hasshoken with: (Insert body parts)
Name: Tachyon-Accel Turn Classification: Taijutsu (Buccaneers Only) Rank: B-rank (-2 Stamina + 2 D-rank Chi Price Each Step) Class: Supplementary Range: Self
Description: This technique is was created by Hakayune post his defection from Epsilon after his perceived betrayal. Though this technique does not exist in the Yakuza, the Buccaneers who all possess Ragnarok Tattoos make use of this. It involves a highly advanced version of Accel in which case the max speed of the skill is capable of being used while broken up into segments producing the fastest type of Turn capable by individuals. Tachyon-Accel works by storing kinetic energy (stamina) in one's body, catalyzed with a Corrupted Activator (Ragnarok Tattoo), and then releasing that energy to achieve an explosive boost in speed (D-rank++). This movement is unable to be seen with the naked eye (motion blur) nor those with Reaction Tiers or Muscle Tension, due to noticeably lacking the lag between transitions, now opponents require either a Time-slowing Dojutsu + Muscle Tension/B-rank+ Reaction Tiers (Transcendent can alternatively use equal to the Buccaneer's movement speed) to track the Buccaneer's movement. Tachyon-Accel Turn goes by a simple naming system, where the first is simply 1 step while others stand for have many steps there are; 2 (Double), 3 (Triple), 4 (Quadruple), 5 (Quintuple) & the last is merely the mastered version of Tachyon-Accel (Transcendent) which is always preformed 6 steps. No. of Retraining - Turn Unlocked (Turn Effect) 5 - Double (C-rank++ Speed) 10 - Triple (C-rank++ Speed + 2x Distance covered in 1 P.T) 15 - Quadruple (B-rank++ Speed) 20 - Quintuple (B-rank++ Speed + 2x Distance covered in 1 P.T) 25 - Transcendent (A-rank++)
Name: Hi Tachyon-Accel Turn Classification: Taijutsu (Buccaneers Only) Rank: A-rank (-3 Stamina + 3 D-rank Chi Price Each Step) Class: Supplementary Range: Self
Description: This technique is signature to, created by Hakayune post his defection from Epsilon after his perceived betrayal. Though this technique does not exist in the Yakuza, and only Hakayune himself as well as his children and descendants are able to make use of this. It involves the perfected version of Accel in which case the max speed of the skill is capable of being used while broken up into segments producing the fastest type of Turn capable by individuals bar none. Hi Tachyon-Accel works by storing kinetic energy (stamina) in one's body, catalyzed with an Activator with the original Corrupted Activator (Nikumu attribute Ragnarok Tattoo), and then releasing that energy to achieve an explosive boost in speed (C-rank-). This movement is unable to be seen with Time-Slowing Dojutsu (motion blur) nor those with Reaction Tiers, Muscle Tension, due to noticeably lacking the lag between transitions, now opponents require either a Premonitory/Precognitive Dojutsu + Reaction Tiers, Time-Slowing + Muscle Tension + A-rank+ Reaction Tiers (Transcendent can alternatively use Reaction++ Tiers equal to the Buccaneer's movement speed) to track the Buccaneer's movement. Tachyon-Accel Turn goes by a simple naming system, where the first is simply 1 step while others stand for have many steps there are; 2 (Double), 3 (Triple), 4 (Quadruple), 5 (Quintuple) & the last is merely the mastered version of Hi Tachyon-Accel (Transcendent) which is always preformed 6 steps. No. of Retraining - Turn Unlocked (Turn Effect) 5 - Double (B-rank- Speed) 10 - Triple (B-rank- Speed + 2x Distance covered in 1 P.T) 15 - Quadruple (A-rank- Speed) 20 - Quintuple (A-rank- Speed + 2x Distance covered in 1 P.T) 25 - Transcendent (S-)
| |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Pirate Exclusive Techniques 19th March 2019, 4:44 am | |
| - Siddhi:
Siddhi are mysterious powers that is found within every pirate in the world as part of Susanoo's blessing to them thanks to the sacrifices gifted to Him. It is not that different from the normal senses albeit being a special hidden one which is linked to the spiritual world. However, most people do not notice it or fail to awaken it. Broadly, there are two types of Siddhi common to everyone, given the proper training Mantra & Tantra; however, there is a third type that only a certain group of "chosen ones" are said to possess which is known as the Conqueror's Variant. As a result the third type is technically two different styles though is considered to be one as it is simply a variant of the two originals (Conquerors Mantra & Conquerors Tantra). Mantra governs observation while Tantra governs armament, in simple terms Mantra allows for spiritual based extrasensory perception while Tantra coats the body in dermal armor which can not be perceived if one lacks spiritual sensory. Mantra or Tantra can be obtained at certain levels of notoriety as a Pirate however with each comes with a chance of failure to awaken and certain restrictions if one unlocks it too late in their piracy career. Bounty - Dice Roll (Success Chance) - RestrictionsD - 100 (1 in 100) - Able to not only learn as a normal or Signature gateway to an enhanced version of a fighting style the individual already has, but also be used to enhance another technique SSS-rank & below resulting in it creating either a normal or Exclusive technique. All techniques enhanced or stemming from the gateway fighting style created can be Z-rank or below. B - 10 (1 in 10) - Able to learn as a Signature gateway to an enhanced version of a fighting style the individual already has, the techniques of this fighting style can not be higher than SSS-rank. It can also be used to enhance another technique SS-rank or below resulting in it creating an Exclusive technique albeit said technique not being able to be over SSS-rank. S - 5 (1 in 5) - Only able to learn as a signature when adding to a technique S-rank or below, the resultant technique(s) can not be higher than SS-rank. "X" - 1 (1 in 2) - Only able to learn as an exclusive when adding to a technique A-rank or below, the resultant technique(s) can not be higher than S-rank. Which one an individual obtains however is dependent on their Race; Nova always unlock Mantra first while Zireh always unlock Tantra first, Humans get randomly assigned one or the other (Dice Roll = 1 for Mantra, 2 for Tantra) while Beasts can pick either Mantra or Tantra. *Later on in life it is possible to unlock either the Conqueror's Variant or the other one after growing in notoriety and gaining a Bounty 2-ranks higher than they had when they first unlocked their Siddhi. This is also dependent on Race; Nova can learn Conquerors Mantra if they unlocked their Siddhi prior to a S-rank Bounty, Zireh can learn Conquerors Tantra only if they unlocked their Siddhi prior to a S-rank Bounty, Humans are once again assigned one or the other (Dice Roll = 1 for C. Tantra, 2 for C. Mantra) while Beasts end up with the Siddhi type they did not originally pick (Mantra or Tantra). *For those who were fortunate to have unlocked their Siddhi even earlier get an additional chance to learn one more Siddhi type; Nova & Zireh both picking up the Siddhi that their counterpart gained first (Nova gain Tantra, Zireh gain Mantra), Humans gain the Conquerors variant that they did not choose only if they unlocked their Siddhi prior to a B-rank Bounty, while Beasts can choose which Conquerors variant they wish to obtain if they too unlocked their Siddhi prior to a B-rank Bounty. *Siddhi is available to all types of Pirates, just at the same ranks however Pirates are the only ones that aren't required to do a Roll for successfully unlocking a Conqueror's variant. Typically each time has it's own Dice Roll, Privateers have a 1 in 2 (Day/Night Dice Roll 1), Bounty Hunters have a 3 out of 10 (Success Chance Dice Roll 1, 5 or 10) while Buccaneers have a 1 in 10 (Success Chance 10), if one fails to unlock it then they can once again try 1-ranks higher, and this can happen again and again until they eventually either unlock it or they continue to fail. Those who do not wish to unlock their Siddhi, or those who have failed to, can instead "increase their Devil's Luck", granting them a Success Chance roll to determine whether or not they may obtain a Devil Fruit and a Devil Fruit roll based on a Sea with a chance of failing based on whether or not they have attempted to obtain Siddhi. Those who have attempted to obtain Siddhi and failed have a 3 out of 10 chance (1, 5 and 10) of not obtaining a Devil Fruit, those who have not tried for Siddhi have a 2 out of 10 (1 and 10) chance of not obtaining a Devil Fruit, while those who have not tried for Siddhi and have made their way to the White Spire have a 1 out of 10 chance of not obtaining a Devil Fruit (1).Success Chance Number - DF Roll Used1 - No Devil Fruit Obtained 2 - N. Abyssal Sea 3 - Frozen Sea 4 - Imperial Sea 5 - No Devil Fruit Obtained, Siddhi Rolls Still Possible. 6 - S. Abyssal Sea 7 - E. Lost Sea 8 - W. Lost Sea 9 - Ancient Sea 10 - No Devil Fruit Obtained, 1 Bonus Siddhi Roll Dependent on Rank Name: Siddhi - Mantra Classification: Pirate Art Rank: N/A (Stamina Price each P.T techniques remain active) Class: Passive Range: Self Description: Mantra is a form of Siddhi that allows the user to sense the presence of others, through spiritual sensory. The most common usage of this Siddhi allows the user to sense the presence of others. It is said that to fully master this ability would allow the user to see others even if they are concealed from view or too far to see naturally. When viewed this way, the user can't actually see the person with any physical characteristics, but rather recognizes the target(s) by their "spiritual presence" which forms as a light silhouette on a dark background. The user can also use this Siddhi at much higher levels to predict an opponent's moves shortly before they make them, thereby making the attack much easier to evade with enough skill. This prediction appears to the user as an image or brief "premonition" of what the opponent will do in the user's mind's eye, and the damage the user will take if the attack actually "hits". It appears that the more killing intent the enemy has, the easier they are to predict. Although, more skilled users can predict future moves whether there are ambient murderous intents or not. This type of Siddhi can also allow the user to sense and empathize with the emotions and nature of others and be used to accurately gauge the power (Rank, Physical Tiers) of others as well. Though the power allows the user to predict most attacks, it can be circumvented by various means. It cannot predict inherently random attacks, it does not make the user any faster than normal, so the user's ability to dodge is dependent on their speed, if an individual is swallowed by a larger creature and still remains alive their signature will be concealed within the larger one & it also seems to falter if the user loses their concentration. Mantra unlike the other types of Siddhi, has hardly any visible indication when being used other than the users pupils turns red when actively using Mantra when seen by one who has Conqueror's Mantra. Rank of Technique - Price to Maintain (Each P.T)D - 1 Stamina C - 2 Stamina B - 3 Stamina A - 4 Stamina S - 5 Stamina SS - 10 Stamina (6 if one possesses Conqueror's Mantra) SSS - 15 Stamina (7 if one possesses Conqueror's Mantra) Z - 30 Stamina (1/8th if one possesses Conqueror's Mantra) Name: Siddhi - Tantra Classification: Pirate Art Rank: N/A (Stamina Price Per Activation) Class: Passive Range: Self Description: Tantra allows the user to use their life-force to create an essence of an invisible armor around themselves which can only be detected by those with spiritual sensory including the use of Mantra. Similar to Tekkai, this Siddhi allows the user to defend against attacks that would otherwise cause them harm. Significant physical force can still overcome this defense, however it is difficult to do so merely because Spiritual > Physical thus it requires much stronger attacks to break through it in comparison to say, Tekkai. Naturally this "invisible armor" can also be used as a weapon to strike others with thus enhancing one's physical based combat. It can be used to augment the user's own physical attacks, projected ahead of the user as pure brute force, or imbued into weapons to increase their effectiveness or hardness to prevent destruction by weapon breaking techniques. Any attack enhanced by Tantra hits immensely harder than it would normally without it due to acting like a damage amplifier depending on how potent the user's Tantra is. This type of Siddhi also has the ability to bypass the powers of a Devil Fruit user whose body has been altered by their fruit in any way, touching the "substantial body" beneath whatever protection the fruit provides, such as the case of body-altering Devil Fruits such as Logia or Paramecia users. However, unlike Seastone, it does not actually nullify a user's Devil Fruit powers, so it still allows them to defend themselves, and continue fighting normally. By the same effect, this Siddhi can also be used as a higher level of offensive power, more so than just bypassing a foe's Devil Fruit powers when one utilizes a special price which is common among skilled users. A heavy concentration (or coating) of this Siddhi can be used to harden parts of one's body, turning the area black, thus making the user denser and more formidable, and giving their attacks greater power at the cost of depleting from one's Max Blood reserves lowering the maximum threshold that can be replenished in battle temporarily and upon this value being completely depleted the user is unable to utilize any of that type of Tantra until it is replenished.  It is possible for one to coat their entire body in this type of Siddhi, though the technique involving the black coloration is known as Tantra: Hardening. Devil Fruit users who can use Tantra can resist the effects of Siddhi-imbued attacks on disrupting the protection their Devil Fruit offers however this is dependent on their proficiency at using Tantra as a superior opponent will still prevail. Tantra: Hardening is subjected for depletion if used for long periods of time as Tantra is proportional to the amount of life-force an individual posses. After the threshold is reached, the user will be unable to use it for a certain amount of time. It appears that the more this Siddhi (Tantra) is used during a topic, the faster it will deplete & However, this type of Siddhi will not harm the "substantial body" when used on elements controlled or produced by Paramecia or Zoan type Devil Fruit users, since it is not actually part of their body though any Paramecia which permanently alters the state of an individual's body are still affected like normal. Also, an interesting phenomenon occurs when two people using the Tantra: Hardening at approximately the same strength clashes: black energy seems to spread out from the point of impact. Furthermore Tantra works independently of the user's Devil Fruit if they have one and this type of Siddhi may not be equipped on attacks that are not from one's body except for weapons, or anything generated from one's own body (i.e energy/non-solid attacks based on Devil Fruits). So, those who attack with parts of their body can combine their Tantra and Devil Fruit powers (See Devil Fruit Guide). Rank of Technique - Price (External Application/Hardening Price) - No. of Times Hardening was used Price ModifierD - 1 Stamina (2/D) - 1 (1x) C - 2 Stamina (4/2 D) - 2 (2x) B - 3 Stamina (6/3 D) - 3 (3x) A - 4 Stamina (8/4 D) - 4 (4x) S - 5 Stamina (10/5 D) - 5 (5x) SS - 10 Stamina (20/C) - 10 (6x) SSS - 15 Stamina (30/B) -  15 (7x) Z - 30 Stamina (60/A) - 20 (8x) *If one has Conqueror's Tantra the number of times Tantra: Hardening can be used before the price increases is double the normal amount (I.E 8 would cause the price to increase by 4x instead of 4.). Also the Max Depletion is always kept separate from one's actual blood reserves depletion it is merely using their blood reserves to determine a max value. Name: Siddhi - Conqueror's Mantra Classification: Pirate Art Rank: N/A (Stamina Price on Activation & each Turn Kept Active) Class: Passive Range: Self Description: Conqueror's Mantra is a rare form of Siddhi that cannot be attained through training. Only one in several thousands of people have this ability such is it's rarity This type of Siddhi allows the user to exert their spirit over others and through that dominate them. It is said that whoever possesses this type of Siddhi in addition to it's counterpart has the qualities necessary to become Pirate King/Queen.The most common usage of it is using it to exert the user's spiritual pressure onto those with weak wills and rendering them unconscious. Whilst inexperienced users are restricted to merely overpowering the will of one individual or blindly knocking out weak-willed people around them, those with more expertise can pick out weak-willed individuals in a large group and knock them out without affecting the others. However, those with stronger wills  (Conqueror's Tantra, Killing Intent, Fighting Spirit, Psionic Pressure &/or Reiatsu) can resist or even ignore the effects of Conqueror's Tantra while those with Barrier Tiers equal to the Conqueror's Tantra technique being used can resist it's effect to instead sustain stamina depletion, but those with Barrier+Defense can resist it's effect just like those with strong wills. The ability to knock someone out depends on the difference in strength between the person using the Siddhi and the person or persons the user is trying to knock out. The greater the power gap (Rank), the easier it is to knock the victim out and the longer they stay knocked out. One can also use Conqueror's Mantra to destroy inanimate objects as a form of "pressure". It seems that upon recovery, victims of Conqueror's Mantra experience the sensation of chills running through their body. However, it presumably wears off after a short period of time (Posts Total) after waking up however particularly strong user's can use this to cripple opponents physical states lowering their Standard Tier Levels or causing them to retain the effect of any Injury or Depletion de-buffs they already had due to the fight until they completely recover from it's effect. There have been two ways in which this Siddhi has been used. The first and most common way is in a quick burst that will knock out those with weaker wills relatively easily. The second method is to release it continuously, which will not only knock out those of weak wills around the user, but also put pressure on the surroundings, actually affecting other physical objects besides living beings. It also has been shown that light bursts of Conquerors Mantra can be used in order to tame or intimidate creatures, and exhibit the users' superiority over the beast(s). It has also been shown that when two users of this type of Siddhi clash, it causes a rippling or shock wave effect cracking the air and tinged purple with aftershocks from such a clash being enough to physical knock-back others around them. Rank (P.T Victim's are Ko'd) - Rank Disparity (Turns to Knock-Out & Ko Duration Modifier)D - 5 - 1-rank (6 Turns & 1x) C - 10 - 2-ranks (5 Turns & 2x) B - 15 - 3-ranks (4 Turns & 3x) A - 20 - 4-ranks (3 Turns & 4x) S - 25 - 5-ranks (2 Turns & 5x) "Z" - Until End of Topic - 6-ranks (1 Turn & 6x) "X" - Until End of Topic & 1 IC Topic - 7-ranks such as those without ranks or any rank of Swabbies (Instant & 7x) Rank - No. of Individuals Capable of Affecting with 1 Price - Type of Object Capable of Destroying after Turns are up)D - 1 (5 Swabbies, Unranked & Non Top Tier War Npc's) - Materia C - 2 (10) - Normal Weapons & Equipment not protected by Siddhi B - 3 (25) - Ability Weapons & Equipment not protected by Siddhi A - 4 (50) - Living Weapons without Souls & Puppets not protected by Siddhi S - 5 (75) - Living Weapons with Souls & Human Puppets not protected by Siddhi "Z" - 10 (100) - Ships, Cursed Weapons & Self Puppets not protected by Siddhi) "X" - 15 (200) - Weapons which have Eaten Devil Fruit (Destruction = Death of Weapon restoring DF back into circulation) Name: Siddhi - Conqueror's Tantra Classification: Pirate Art Rank: N/A (Stamina Price on Activation & each Turn Kept Active) Class: Passive Range: Self Description: Conqueror's Tantra is a rare form of Siddhi that cannot be attained through training. Only one in several thousands of people have this ability such is it's rarity This type of Siddhi allows the user to exert their spirit over others. It is said that whoever possesses this type of Siddhi in addition to it's counterpart has the qualities necessary to become Pirate King/Queen. The most common usage of it is to fortify one's mind with one's spirit and use it to protect themselves from things which affect their mental state. Those with potent Conqueror's Tantra are unaffected by limit depletion in all forms whether Substance causing, Sin or/& Emotional. They are also able to nullify the bad effects of Injury or Depletion de-buffs, throw off the effects of mental based techniques which target them such as Genjutsu, Fabrication or mind affecting Nen & Emotion Tech. But most importantly Conqueror's Tantra is what one uses to resist it's counterpart Conqueror's Mantra as well as extend this protection to those things capable of being destroyed by it. It can likewise be used to wake up those knocked unconscious with skilled users of this type of Siddhi being able to do so without the victim's sustaining the ill effects of being knocked out by Conqueror's Mantra. However if their is a disparity in the user's Conqueror's Mantra in regards to their aggressor then the victims will only be awoken for a set amount of time before succumbing to the effects and being knocked out once more. It has also been shown that quick bursts is enough to temporarily be able to calm malevolent weather patterns such as storms with the user's of this particular Siddhi being one of the most valued due to their ability to give a moment of reprieve when travelling in the Lost Sea. Those with this form of Siddhi are likewise the only one who are unaffected by the shock-waves emitted by clashing Conqueror's Mantra users and in actuality even those individuals themselves will be sent flying from their clashes if they lack this Siddhi to keep them unaffected by their own exerted Spirit. Rank (P.T Victim's remain awake) - Rank Disparity (P.T before Waking up & Wake up Duration Modifier)D - 1 - 1-rank (6 Turns & 1x) C - 5 - 2-ranks (5 Turns & 2x) B - 10 - 3-ranks (4 Turns & 3x) A - 15 - 4-ranks (3 Turns & 4x) S - 20 - 5-ranks (2 Turns & 5x) "Z" - 25 - 6-ranks (1 Turn & 6x) "X" - 50 - 7-ranks such as those without ranks or any rank of Swabbies (Instant & 7x) Rank - No. of Individuals Capable of Affecting with 1 Price - Type of Object Capable of Protecting for set amount of Turns)D - 1 (5 Swabbies, Unranked & Non Top Tier War Npc's) - Materia C - 2 (10) - Normal Weapons & Equipment not protected by Siddhi B - 3 (25) - Ability Weapons & Equipment not protected by Siddhi A - 4 (50) - Living Weapons without Souls & Puppets not protected by Siddhi S - 5 (75) - Living Weapons with Souls & Human Puppets not protected by Siddhi "Z" - 10 (100) - Ships, Cursed Weapons & Self Puppets not protected by Siddhi "X" - 15 (200) - Weapons which have Eaten Devil Fruits - Code:
-
[b]Name:[/b] Siddhi - Mantra [b]Classification:[/b] Pirate Art [b]Rank: [/b] N/A (Stamina Price each P.T techniques remain active) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Mantra is a form of Siddhi that allows the user to sense the presence of others, through spiritual sensory. The most common usage of this Siddhi allows the user to sense the presence of others. It is said that to fully master this ability would allow the user to see others even if they are concealed from view or too far to see naturally. When viewed this way, the user can't actually see the person with any physical characteristics, but rather recognizes the target(s) by their "spiritual presence" which forms as a light silhouette on a dark background. The user can also use this Siddhi at much higher levels to predict an opponent's moves shortly before they make them, thereby making the attack much easier to evade with enough skill. This prediction appears to the user as an image or brief "premonition" of what the opponent will do in the user's mind's eye, and the damage the user will take if the attack actually "hits". It appears that the more killing intent the enemy has, the easier they are to predict. Although, more skilled users can predict future moves whether there are ambient murderous intents or not. This type of Siddhi can also allow the user to sense and empathize with the emotions and nature of others and be used to accurately gauge the power (Rank, Physical Tiers) of others as well. Though the power allows the user to predict most attacks, it can be circumvented by various means. It cannot predict inherently random attacks, it does not make the user any faster than normal, so the user's ability to dodge is dependent on their speed, if an individual is swallowed by a larger creature and still remains alive their signature will be concealed within the larger one & it also seems to falter if the user loses their concentration. Mantra unlike the other types of Siddhi, has hardly any visible indication when being used other than the users pupils turns red when actively using Mantra when seen by one who has Conqueror's Mantra. [u]Rank of Technique - Price to Maintain (Each P.T)[/u] D - 1 Stamina C - 2 Stamina B - 3 Stamina A - 4 Stamina S - 5 Stamina SS - 10 Stamina (6 if one possesses Conqueror's Mantra) SSS - 15 Stamina (7 if one possesses Conqueror's Mantra) Z - 30 Stamina (1/8th if one possesses Conqueror's Mantra)
[b]Name:[/b] Siddhi - Tantra [b]Classification:[/b] Pirate Art [b]Rank: [/b] N/A (Stamina Price Per Activation) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Tantra allows the user to use their life-force to create an essence of an invisible armor around themselves which can only be detected by those with spiritual sensory including the use of Mantra. Similar to Tekkai, this Siddhi allows the user to defend against attacks that would otherwise cause them harm. Significant physical force can still overcome this defense, however it is difficult to do so merely because Spiritual > Physical thus it requires much stronger attacks to break through it in comparison to say, Tekkai. Naturally this "invisible armor" can also be used as a weapon to strike others with thus enhancing one's physical based combat. It can be used to augment the user's own physical attacks, projected ahead of the user as pure brute force, or imbued into weapons to increase their effectiveness or hardness to prevent destruction by weapon breaking techniques. Any attack enhanced by Tantra hits immensely harder than it would normally without it due to acting like a damage amplifier depending on how potent the user's Tantra is. This type of Siddhi also has the ability to bypass the powers of a Devil Fruit user whose body has been altered by their fruit in any way, touching the "substantial body" beneath whatever protection the fruit provides, such as the case of body-altering Devil Fruits such as Logia or Paramecia users. However, unlike Seastone, it does not actually nullify a user's Devil Fruit powers, so it still allows them to defend themselves, and continue fighting normally. By the same effect, this Siddhi can also be used as a higher level of offensive power, more so than just bypassing a foe's Devil Fruit powers when one utilizes a special price which is common among skilled users. A heavy concentration (or coating) of this Siddhi can be used to harden parts of one's body, turning the area black, thus making the user denser and more formidable, and giving their attacks greater power at the cost of depleting from one's Max Blood reserves lowering the maximum threshold that can be replenished in battle temporarily and upon this value being completely depleted the user is unable to utilize any of that type of Tantra until it is replenished. Â It is possible for one to coat their entire body in this type of Siddhi, though the technique involving the black coloration is known as Tantra: Hardening. Devil Fruit users who can use Tantra can resist the effects of Siddhi-imbued attacks on disrupting the protection their Devil Fruit offers however this is dependent on their proficiency at using Tantra as a superior opponent will still prevail. Tantra: Hardening is subjected for depletion if used for long periods of time as Tantra is proportional to the amount of life-force an individual posses. After the threshold is reached, the user will be unable to use it for a certain amount of time. It appears that the more this Siddhi (Tantra) is used during a topic, the faster it will deplete & However, this type of Siddhi will not harm the "substantial body" when used on elements controlled or produced by Paramecia or Zoan type Devil Fruit users, since it is not actually part of their body though any Paramecia which permanently alters the state of an individual's body are still affected like normal. Also, an interesting phenomenon occurs when two people using the Tantra: Hardening at approximately the same strength clashes: black energy seems to spread out from the point of impact. Furthermore Tantra works independently of the user's Devil Fruit if they have one and this type of Siddhi may not be equipped on attacks that are not from one's body except for weapons, or anything generated from one's own body (i.e energy/non-solid attacks based on Devil Fruits). So, those who attack with parts of their body can combine their Tantra and Devil Fruit powers (See Devil Fruit Guide). [u]Rank of Technique - Price (External Application/Hardening Price) - No. of Times Hardening was used Price Modifier[/u] D - 1 Stamina (2/D) - 1 (1x) C - 2 Stamina (4/2 D) - 2 (2x) B - 3 Stamina (6/3 D) - 3 (3x) A - 4 Stamina (8/4 D) - 4 (4x) S - 5 Stamina (10/5 D) - 5 (5x) SS - 10 Stamina (20/C) - 10 (6x) SSS - 15 Stamina (30/B) - Â 15 (7x) Z - 30 Stamina (60/A) - 20 (8x) *If one has Conqueror's Tantra the number of times Tantra: Hardening can be used before the price increases is double the normal amount (I.E 8 would cause the price to increase by 4x instead of 4.). Also the Max Depletion is always kept separate from one's actual blood reserves depletion it is merely using their blood reserves to determine a max value.
[b]Name:[/b] Siddhi - Conqueror's Mantra [b]Classification:[/b] Pirate Art [b]Rank: [/b] N/A (Stamina Price on Activation & each Turn Kept Active) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Conqueror's Mantra is a rare form of Siddhi that cannot be attained through training. Only one in several thousands of people have this ability such is it's rarity This type of Siddhi allows the user to exert their spirit over others and through that dominate them. It is said that whoever possesses this type of Siddhi in addition to it's counterpart has the qualities necessary to become Pirate King/Queen.The most common usage of it is using it to exert the user's spiritual pressure onto those with weak wills and rendering them unconscious. Whilst inexperienced users are restricted to merely overpowering the will of one individual or blindly knocking out weak-willed people around them, those with more expertise can pick out weak-willed individuals in a large group and knock them out without affecting the others. However, those with stronger wills  (Conqueror's Tantra, Killing Intent, Fighting Spirit, Psionic Pressure &/or Reiatsu) can resist or even ignore the effects of Conqueror's Tantra while those with Barrier Tiers equal to the Conqueror's Tantra technique being used can resist it's effect to instead sustain stamina depletion, but those with Barrier+Defense can resist it's effect just like those with strong wills. The ability to knock someone out depends on the difference in strength between the person using the Siddhi and the person or persons the user is trying to knock out. The greater the power gap (Rank), the easier it is to knock the victim out and the longer they stay knocked out. One can also use Conqueror's Mantra to destroy inanimate objects as a form of "pressure". It seems that upon recovery, victims of Conqueror's Mantra experience the sensation of chills running through their body. However, it presumably wears off after a short period of time (Posts Total) after waking up however particularly strong user's can use this to cripple opponents physical states lowering their Standard Tier Levels or causing them to retain the effect of any Injury or Depletion de-buffs they already had due to the fight until they completely recover from it's effect. There have been two ways in which this Siddhi has been used. The first and most common way is in a quick burst that will knock out those with weaker wills relatively easily. The second method is to release it continuously, which will not only knock out those of weak wills around the user, but also put pressure on the surroundings, actually affecting other physical objects besides living beings. It also has been shown that light bursts of Conquerors Mantra can be used in order to tame or intimidate creatures, and exhibit the users' superiority over the beast(s). It has also been shown that when two users of this type of Siddhi clash, it causes a rippling or shock wave effect cracking the air and tinged purple with aftershocks from such a clash being enough to physical knock-back others around them. [u]Rank (P.T Victim's are Ko'd) - Rank Disparity (Turns to Knock-Out & Ko Duration Modifier)[/u] D - 5 - 1-rank (6 Turns & 1x) C - 10 - 2-ranks (5 Turns & 2x) B - 15 - 3-ranks (4 Turns & 3x) A - 20 - 4-ranks (3 Turns & 4x) S - 25 - 5-ranks (2 Turns & 5x) "Z" - Until End of Topic - 6-ranks (1 Turn & 6x) "X" - Until End of Topic & 1 IC Topic - 7-ranks such as those without ranks or any rank of Swabbies (Instant & 7x)
[u]Rank - No. of Individuals Capable of Affecting with 1 Price - Type of Object Capable of Destroying after Turns are up)[/u] D - 1 (5 Swabbies, Unranked & Non Top Tier War Npc's) - Materia C - 2 (10) - Normal Weapons & Equipment not protected by Siddhi B - 3 (25) - Ability Weapons & Equipment not protected by Siddhi A - 4 (50) - Living Weapons without Souls & Puppets not protected by Siddhi S - 5 (75) - Living Weapons with Souls & Human Puppets not protected by Siddhi "Z" - 10 (100) - Ships, Cursed Weapons & Self Puppets not protected by Siddhi) "X" - 15 (200) - Weapons which have Eaten Devil Fruit (Destruction = Death of Weapon restoring DF back into circulation)
[b]Name:[/b] Siddhi - Conqueror's Tantra [b]Classification:[/b] Pirate Art [b]Rank: [/b] N/A (Stamina Price on Activation & each Turn Kept Active) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Conqueror's Tantra is a rare form of Siddhi that cannot be attained through training. Only one in several thousands of people have this ability such is it's rarity This type of Siddhi allows the user to exert their spirit over others. It is said that whoever possesses this type of Siddhi in addition to it's counterpart has the qualities necessary to become Pirate King/Queen. The most common usage of it is to fortify one's mind with one's spirit and use it to protect themselves from things which affect their mental state. Those with potent Conqueror's Tantra are unaffected by limit depletion in all forms whether Substance causing, Sin or/& Emotional. They are also able to nullify the bad effects of Injury or Depletion de-buffs, throw off the effects of mental based techniques which target them such as Genjutsu, Fabrication or mind affecting Nen & Emotion Tech. But most importantly Conqueror's Tantra is what one uses to resist it's counterpart Conqueror's Mantra as well as extend this protection to those things capable of being destroyed by it. It can likewise be used to wake up those knocked unconscious with skilled users of this type of Siddhi being able to do so without the victim's sustaining the ill effects of being knocked out by Conqueror's Mantra. However if their is a disparity in the user's Conqueror's Mantra in regards to their aggressor then the victims will only be awoken for a set amount of time before succumbing to the effects and being knocked out once more. It has also been shown that quick bursts is enough to temporarily be able to calm malevolent weather patterns such as storms with the user's of this particular Siddhi being one of the most valued due to their ability to give a moment of reprieve when travelling in the Lost Sea. Those with this form of Siddhi are likewise the only one who are unaffected by the shock-waves emitted by clashing Conqueror's Mantra users and in actuality even those individuals themselves will be sent flying from their clashes if they lack this Siddhi to keep them unaffected by their own exerted Spirit. [u]Rank (P.T Victim's remain awake) - Rank Disparity (P.T before Waking up & Wake up Duration Modifier)[/u] D - 1 - 1-rank (6 Turns & 1x) C - 5 - 2-ranks (5 Turns & 2x) B - 10 - 3-ranks (4 Turns & 3x) A - 15 - 4-ranks (3 Turns & 4x) S - 20 - 5-ranks (2 Turns & 5x) "Z" - 25 - 6-ranks (1 Turn & 6x) "X" - 50 - 7-ranks such as those without ranks or any rank of Swabbies (Instant & 7x)
[u]Rank - No. of Individuals Capable of Affecting with 1 Price - Type of Object Capable of Protecting for set amount of Turns)[/u] D - 1 (5 Swabbies, Unranked & Non Top Tier War Npc's) - Materia C - 2 (10) - Normal Weapons & Equipment not protected by Siddhi B - 3 (25) - Ability Weapons & Equipment not protected by Siddhi A - 4 (50) - Living Weapons without Souls & Puppets not protected by Siddhi S - 5 (75) - Living Weapons with Souls & Human Puppets not protected by Siddhi "Z" - 10 (100) - Ships, Cursed Weapons & Self Puppets not protected by Siddhi "X" - 15 (200) - Weapons which have Eaten Devil Fruits
- Devil Fruit Guide:
When utilizing Devil Fruits one utilizes Pirate Arts, which have their techniques named after certain things, most commonly however it is the name of their Fruit (occasionally in a different language) before the actual technique. Example (Gomu Gomu no Pistol for the Solid Solid Fruit - Model: Rubber). Those with Devil Fruits can likewise "Awaken" them, in order to do so a Pirate must travel to the White Spire in the center of the Lost Ocean and make contact with it. This knocks them unconscious where they undergo an Awakening Trial (Similar to Shinobi) with the same amount of trials and the same amount of word counts. They fight 3 Aspects of themselves, themselves without their Devil Fruit, themselves currently and themselves with their Awakened Devil Fruit. Those with Devil Fruit Weapons can "Awaken" the Devil Fruits they possess as well, albeit this only resulting in a Word Count requirement. Those without Devil Fruits can instead "Unlock their Potential" resulting in them gaining up to 3 Additional Re-Rolls in regards to obtaining Siddhi potentially allowing those who failed a Siddhi Roll to unlock it using their current Siddhi unlock Dice Roll with the benefits of unlocking it at a lower rank. On a failure they can choose either to try again using the next highest Siddhi Roll modifier to unlock it at the same "rank" as they tried to the first time or go to a higher rank while still using their current rank's Siddhi unlock Dice Roll. This is repeated each time they pass or fail, however those who use this to obtain Conqueror's Variants do not need to do the roll in comparison to those who unlock it naturally. Finally Devil Fruits have match-ups against each other, this isn't a well known thing however certain fruits are either strong, weak or immune to 3 specific fruits, this can occasionally even be cross type (a Logia being weak to a Paramecia etc) and this applies to all fruits. (I will be editing your DF fighting style to add them in for you however if you have suggestions then let me know.) - Logia:
Logia all have the same effects, immunity to the element it represents including any status effects caused by that specific element even by other damage sources, pseudo-intangibility when comprised of their element, and the ability to produce more of said element through stamina prices. Logia all gain these effects upon ranking up. Rank - Effect GainedD - Partial Transformation into Element (Higher the Rank Larger portion changed, Clothing is included passively), and ability to produce more of element through stamina price in relation to technique used (i.e S-rank technique creates S-rank of said element along with -5 stamina price) C - Pseudo-Intangibility now extends to Element Based Physical Techniques Weak to Element in addition to Ambient Physical. Elemental & Physical Immunity only applies to transformed, in regards to elemental immunity affected by it at halved (1-rank below) after damage resistances when not transformed. B - Complete Transformation into Element (Clothing is included passively, Armor can now be changed via techniques, Kairoseki and anything directly in contact with Kairoseki are unaffected). Elemental & Physical Immunity only applies when transformed, in regards to elemental affinity affected by it at quartered effectiveness (3-ranks below) after damage resistances when not transformed. A - Pseudo-Intangibility now extends to Element Based Physical Techniques Weak &/or Neutral to Element in addition to Ambient Physical. Elemental immunity applies whether transformed or not, Physical immunity only applies when fully transformed or to transformed body parts however when not transformed physical damage taken is reduced by half (1-rank Below). S - Weapons with or without abilities excluding Living Weapons with or without Souls & Human Puppets are also capable of being completely transformed into Element. Weapons can also be utilized to conduct element regardless of natural conductivity of weapon however this only applies to the user's DF fruit and they retain their normal conductivity with anything other than it even if it is the same element albeit from a different source (includes Living Weapons only without souls). Siddhi can be utilized alongside Elemental Form & with physical techniques while harnessing user's DF. Z - Pseudo-Intangibility now extends to All Physical Techniques Elemental or Non-Elemental in addition to Hybrid based Weak &/or Neutral to Element in addition to Ambient Hybrid. Physical immunity only applies when fully transformed or to transformed body parts however when not transformed damage taken is reduced by a third (2-ranks Below). Blood Price is now capable of being added to elemental production in order to boost scale multiplier in addition to regular price (1-rank Below = 3x, Equal = 5x, 1-rank Above =7x) X - Any damage inflicted in elemental state does not impede the user nor, prevent the function of their other body parts whether elemental or non-elemental due to this Logia will recover from physical damage no matter how powerful even if it would have originally incapacitated them for some time in a very rapid rate. Other damage types however will take sometime to recover from, however if damaged in elemental form by Siddhi; the DF strong against them or something capable of cancelling DF abilities then one is unable naturally recover from said injuries without medical treatment transformed or in normal state. Elemental Immunity also applies to non-transformed state while Physical damage is sustained with a quartered (3-ranks below) effectiveness. Rank of Tech - P.T to Recover from Physical Dmg (Hybrid, Chakra/Mental, Spiritual/Natural)D - Instant (1, 2, 3) C - 1 (1, 2, 4) B - 2 (1, 3, 5) A - 3 (2, 3, 5) S - 4 (4, 6, 10) SS - 5 (6, 9, 15) SSS - 6 (8, 12, 20) Z - 7 (10, 15, 25) "X" - 8 (12, 18, 30) Upon being Awakened they gain the following Effect1. The ability to harness materia of the same element as that granted by their DF, whether to increase the distance scale of their attacks, replenish stamina by absorbing same elemental materia or offset Fruit Match-Ups against those Elements strong against them. Amount of Materia - Distance Modifier (When used with Stamina + Materia Price) - Stamina ReplenishD - 1x (1 + D) - 1 Per D-rank Absorbed C - 2x (2 + C) - 5 Per C-rank Absorbed B - 3x (3 + B) - 10 Per B-rank Absorbed A - 4x (4 + A)- 15 Per A-rank Absorbed S - 5x (5 + S)- 20 Per S-rank Absorbed SS - 6x (6 + SS)- 30 Per SS-rank Absorbed SSS - 7x (7 + SSS) - 40 Per SSS-rank Absorbed Concerning making techniques & Devil Fruit Fighting StylesLogia are the easiest to make into techniques, as the majority of their technique merely involve producing & shaping the element for combat purposes. However they can be split into Stages, however what you call them is up to your preference so long as they follow a specific theme (e.g Haze Commandment, Fiery Commandment & Flame Commandment). Each stage is granted when you come into possession of something that can amplify your Logia Devil Fruit's abilities (Initial at D, Advanced upon gaining Siddhi, Mastered upon gaining Conqueror's Siddhi & Awakened upon Awakening Devil Fruit) however in comparison to Paramecia & Zoan they typically aren't mastered until far later in comparison (Advanced at B, Mastered at S, Awakened at "X"). *Typically it goes: Initial = Using the Devil Fruit Normally  (e.g Producing Flames) Advanced = Logia Capabilities + Siddhi (Mantra + Transformation to be able to transform body into lightning at precognition levels of reaction, Tantra + Element Form to be able to coat one's intangible fists with Siddhi to impact other Devil Fruit Users while still melting them with lava) Mastered = Logia Status + C. Siddhi (Apply Status to Conqueror's Siddhi, for example burning all of those who are unable to resist Conqueror's Mantra rather than knocking them unconscious.) Awakened = Harness Same Element as Logia to bolster technique scale, replenish stamina & offset Devil Fruit Match-Ups. - Logia Mechanical Breakdown & Codes:
Breakdown Logia come in different variants based on type of Element whether: Molecular, Energy, Unstable or Unknown. Molecular is further split into Solid, Liquid or Gas which share certain traits with Unknown, Energy & Unstable respectively. General Traits of a Logia include the following: Speed of Transformation into Element = 1. Unstable & Gaseous = 3 Tier Levels Higher than Rank 2. Energy & Liquid = 2 Tier Levels Higher than Rank 3. Unknown & Solid = 1 Tier Level Higher than Rank Speed of Reconstitution of Body after sustaining Physical Based technique 1. Unknown & Solid = 3 Tier Levels Higher than Rank 2. Energy & Liquid = 2 Tier Levels Higher than Rank 3. Unstable & Gaseous = 1 Tier Level Higher than Rank Pseudo-Logia Follow the same as above albeit at Lower Thresholds (2 Tiers Above to Equal Rank) depending on that type they are (Molecular, Energy, Unstable or Unknown) Production of Element = Use Stamina Price dependent on Rank of technique (D = 1, C = 2, B = 3, A = 4, S = 5, SS = 10 & SSS = 15) Element Immunity = Immune to Damage from exact element, and associated status even from other damage sources. Speed of Elemental Techniques = Base when in Elemental Form, Sam. Level when Partially Transformed & Tier++ when in normal form. - Code:
-
[b]Name:[/b] (Insert Name) no mi [b]Classification:[/b] Fighting Style [b]Rank:[/b] D-Rank [b]Class:[/b] Supplementary [b]Range:[/b] Self
[b]Description:[/b] Req. Pirate to have eaten Devil Fruit (Insert actual DF Name). This fighting style revolves around the harnessing of an element, in this case (Insert Element) to the degree that the user themselves are capable of not only becoming (Insert Element) but likewise producing more of it in battle at various ranges, being immune to (Insert Element) from other sources besides themselves and likewise being completely unaffected by the (Insert Associated Status) status. This is passively in effect, though the user must learn how to control it in order to bring forth it's maximum capabilities lest the full potential of the Devil Fruit not be realized. This particular Logia is a (Solid/Liquid/Gaseous Molecular, Energy, Unknown) and as such when transforming into (Insert Element) they have a (Insert Tier Level Modifier) when doing so outside of techniques (Speeds Equivalent to Bounty), through techniques (Speed dependent on rank of technique) & (Insert Tier Level Modifier) while reconstituting their body when struck by physical techniques. Logia are rather complex and thus it takes skill to master them to the degree that they are renown for as initially one might only be able to partially transform, but eventually other abilities will become available such as; generating (Insert element) across all ranges, complete transformation, transforming armor or other worn equipment into (Insert Element), channeling (Insert Element) through weaponry & utilizing Siddhi while in elemental form (partially transforms back body parts using Tantra) alongside physical techniques. A Logia Devil Fruit User can only transform their body into their Elemental Form (when available) and vice versa once per Turn outside of techniques made specifically for this. [b]Devil Fruit Match ups:[/b] Strong = (Insert DF) Weak = (Insert DF) Immune = (Insert DF) [u]Bounty (Tech Ranges Available) - Partial Trans. (Tech Rank) - Rank of Technique (Stamina Cost)[/u] D (Contact) - Appendages (D) - D (1), C (2) C (Contact-Short) - Limbs (C) - B (3), A (4) B (Contact-Mid) - Organs (B) - S (5) A (Contact-Long) - Lower Torso (A) - SS (10) S (Contact-AOE) - Upper Torso (S) - SSS (15) [b]*Note:[/b] When generating (Insert Element) for techniques they occur at different speeds depending on how transformed one is, while in one's full Elemental Form it occurs at Base, while partially transformed it occurs at Tier+ & when not transformed it occurs at Tier++. Hence a Logia DF user is more dangerous the less transformed they are yet this is a double-edged sword for inexperienced users due to being more vulnerable to harm.
[b]Name:[/b] (Insert Name) no mi: (Insert Stage Name) [b]Classification:[/b] Fighting Style [b]Rank:[/b] C-Rank [b]Class:[/b] Supplementary [b]Range:[/b] Self
[b]Description:[/b] Req. Pirate to have eaten Devil Fruit (Insert actual DF Name). This is the advanced fighting style of the (Insert original fighting style name), which entails the mixing of one's Logia Capabilities with Siddhi to a degree that was impossible previously. [b][u]Tantra Example:[/u][/b] By mixing (Insert Element) & Tantra the user is able to utilize it alongside their elemental form without partially transforming the affected body parts back to normal. Furthermore the user is able to apply (Insert Associated Status) to their normal utilization of Tantra while being able to take it a step further to deal (Insert Element) Spiritual based damage due to serving as an Advanced Tantra Fighting Style (Hardening Price + Stamina Price). This Advanced Tantra is the easiest when being utilized alongside physical technique and body parts even while fully transformed into (Insert Element) however it can likewise be utilized alongside (Insert Element) generated from the body due to stemming from the (Insert DF) Fruit. When utilizing Tantra in this way one gains a (insert color) tint to the coloration of their Tantra while it gains a distinct pattern (insert Pattern) resembling (Insert Element). [u]Rank of Technique (Range Stamina Price Modifier) - Status Tantra Price - Elemental Tantra Price[/u] D (Contact = +0) - 2 - D + 1 C (Contact-Short = +1) - 4 - 2 D + 2 B (Short = +2) - 6 - 3 D + 3 A (Short-Mid = +3) - 8 - 4 D + 4 S (Mid = +4) - 10 - 5 D + 5 SS (Mid-Long = +5) - 20 - C + 10 SSS (Long = +10) - 30 - B + 15 Z (AOE = +15) - 60 - A + 30
[u][b]Mantra Example:[/b][/u] By mixing (Insert Element) & Mantra the user is able to utilize it alongside their elemental form allowing them to transform their body at Premonitory levels of perception into their elemental form from their physical form and vice versa. This can likewise be used to shift one's body out of the way of attacks while in their elemental form due to the Pseudo-Intangibility to generate spaces to allow incoming attacks to pass through without risking themselves being struck by those capable of damaging their body (Tantra, Kairoseki etc) while in this state. Furthermore they become capable of applying Mantra to their generated (Insert Element) in order to bypass Reaction Tier checks to hit dodging opponents and can take it one step further to utilize an Advanced Mantra (Max Blood Reserve Depletion similar to Tantra: Hardening + Stamina) granting them (Insert associated sensory) at Time-Slowing levels of perception improving their ability to react and anticipate techniques of this sensory when used in tandem with reaction tiers. When utilizing Mantra in this way it is barely visible other than one's pupils turning (insert color) when viewed with someone possessing Conqueror's Mantra. [u]Rank - Body Part Shifted (Price) - Generated Mantra (Price) - Advanced Mantra[/u] D - Appendage (1) - Bypass Reaction- (2) - D + 1 C - Limb (2) - Bypass Reaction- (4) - 2 D + 2 B - Head (3) - Bypass Reaction (6) - 3 D + 3 A - Lower Torso (4) - Bypass Reaction (8) - 4 D + 4 S - Upper Torso (5) - Bypass Reaction+ (10) Â - 5 D + 5 "Z" - Two of the Above simultaneously (10) - Bypass Reaction+ (20 or 12 if User has C. M.) - C + 6 "X" - Three of the above simultaneously (15) - Bypass Reaction++ (30 or 14 if User has C. M.) - B + 7
[u][b]Yantra Example:[/b][/u] By mixing (Insert Element) & Yantra the user is able to utilize it alongside their elemental form allowing them to harness the alternate energy reserve in order to modify their elemental form in order to recover from physical based damage at rapid rates while recovering from natural based damage quicker than usual. This can likewise be used to enhance the speed of their partial transformations by set tier levels depending on their mastery of Yantra. Furthermore by tapping into the unique reserve it can be taken a step further utilizing an Advanced Yantra (Reserve + Stamina Price) to augment the (Insert Element) generated by the (Insert Devil Fruit) to deal (Insert Element) natural based damage. When utilizing Yantra in this way it is barely visible other than one gaining a (insert color) aura when viewed with someone possessing any type of Mantra. [u]Rank - P.T to Recover (Phy/Nat) - Partial Trans (Siddhi) - Advanced Yantra Price[/u] D - Instant (1) - 3 T. L. (Yantra) - D + 1 C - 1 (2) - 4 T. L. (Yantra & 1 Siddhi) - 2 D + 2 B - 1 (3) - 5 T. L. (Yantra & 2 Siddhi) - 3 D + 3 A - 2 (4) - 6 T. L. (Yantra & 3 Siddhi) - 4 D + 4 S - 2 (5) - 7 T. L. (Yantra & 4 Siddhi) - 5 D + 5 SS - 3 (6) - 8 T. L. (Yantra & 5 Siddhi) - C + 10 SSS - 3 (7) - N/A - B + 15 Z - 4 (8) - N/A - A + 30 X - 5 (9)
[b]Name:[/b] (Insert Name) no mi: (Insert Stage Name) [b]Classification: [/b]Fighting Style [b]Rank:[/b] A-Rank [b]Class:[/b] Supplementary [b]Range:[/b] Self
[b]Description:[/b] Req. Pirate to have eaten Devil Fruit (Insert actual DF Name). This is the mastered fighting style of the (Insert original fighting style name), which entails the mixing of one's Logia Capabilities with Conqueror's Siddhi in order to imbue the user's Siddhi with (Insert Associated Status).
[u][b]C. Mantra Example:[/b][/u] Mixing (Insert Element) with Conqueror's Mantra results in the (Insert Associated Status) of those who come under it's effect replacing the usual unconscious effect applied to those who are unable to resist the user's Siddhi. This follows the same scheme with victims coming under the effect after some time (Turns) and then remaining under it's effect for a short period of time (P.T) however due to the incorporation of (Insert Associated Status) it can be far more (crippling/lethal) than the normal utilization. This is considered to be an Advanced C. Mantra and as such can only be resisted or even ignored by those who possess Advanced C. Tantra, extremely strong wills (Psionic Intense Pressure, Reiatsu, Spiritual/Natural Based Killing Intent, Will of Fighting Spirit) while those with C. Tantra or Spirit+Defense Tiers can resist it's effect albeit suffering from stamina depletion to do so. When this form of C. Mantra is used in a clash against another it causes a (Insert effect) similar to (Insert Element) tinged purple with the aftershocks of such attacks being able to knock-back others around them. [u]Bounty (Aftershock range) - Willpower Req. to ignore[/u] D (Contact) - Psionic Intense Pressure C (Contact-Short) - Psionic Intense Pressure B (Short) - Spiritual/Natural based Killing Intent A (Short-Mid) - Spiritual/Natural based Killing Intent S (Mid) - Â Will of Fighting Spirit “Z” (Mid-Long) - Will of Fighting Spirit “X” (Long) - Reiatsu
[u][b]C. Tantra Example:[/b][/u] Mixing (Insert Element) with Conqueror's Mantra results in the (Insert Associated Status) being unable to affect the user even when inflicted by other elements with the damage sources this immunity extends to varying depending on the user's skill (D = Hybrid, “X” = All). In addition they are capable of bestowing their allies with this same immunity to certain degrees (Tolerance, Resistance, Immunity) through the same method as they would insulate others from the effects of C. Mantra. Depending on the degree that they bestow this immunity to it can either come into affect sooner (Tolerance), last longer (Resistance) or stay for the normal duration of protection (Immunity) that normal C. Tantra would grant. This is considered Advanced C. Tantra and as such can protect oneself from Advanced C. Mantra however if there is a disparity then it can only grant this protection for a brief period before those under their protection come under the Advance C. Mantra effect. When this form of C. Tantra is used, it renders the user unaffected by the shock-waves inflicted by those with Advanced C. Mantra. [u]Status Immunity Type - Effect - Activation[/u] Tolerance - Recurrent Damage/Affect Halved - Comes into Affect at Halved Turn Count Resistance - Recurrent Damage/Affect Negated - Lasts for Double C. Mantra Duration Immunity - Unaffected by Status - Lasts for normal C. Mantra Duration
[u][b]C. Yantra Example:[/b][/u] Mixing (Insert Element) with Conqueror's Yantra results in the enhancement of the (Insert Element) generated by the (Insert DF) to the degree that it can disperse the natural energy (Includes Nega & Anti) out of techniques empowered by those sources (Senjutsu). This can be used to render those who harness natural energy even more ineffective against the user whereas in the case of a Bokor harnessing (Insert Associated Status) when struck it depletes both their natural energy but likewise a portion of their sanity limit due to destabilizing the connection between them and their Loa. This can be counteracted by those with extremely powerful Sage Modes (God, Titan or Primordial) while those with mastery over Sage Mode (True, False, Paradox) or those In-Tune with an element can throw off this effect at the cost of stamina depletion. This is considered Advanced C. Yantra and when in use it requires difference prices whether one possesses Yantra (Reserve + Stamina Price) or not (Depletion from Max Blood similar to Hardening + Stamina) due to the possession of the additional reserve for Siddhi. When this form of C. Yantra is used it results in a dimming of natural energy in the surroundings that their techniques come in contact with when one possesses Natural Energy detection or Sage's Senses. [u]Bounty (Tech Rank) - NE Dispersed (Nega, Anti) - Price (without Yantra, with Yantra)[/u] D - D (D, D) - D + 3 (D + 2) C - C (3 D, 2 D) - 2 D + 6 (2 D + 4) B - B (C, 3 D) - 3 D + 9 (3 D + 6) A - A (B, C) - 4 D + 12 (4 D + 8) S - S (A, B) - 5 D + 15 (5 D + 10) "Z" (SS) - SS (S, A) - C + 30 (C + 20) "X" (SSS) - SSS (SS, S) - B + 45 (B + 30) (Z) - 2 SSS (SSS, SS) - A + 90 (A + 60)
[b]Name:[/b] (Insert Name) no mi: (Insert Stage Name) [b]Classification:[/b] Fighting Style [b]Rank:[/b] S-Rank [b]Class:[/b] Supplementary [b]Range:[/b] Self
[b]Description:[/b] Req. Pirate to have eaten Devil Fruit (Insert actual DF Name). This is the Awakened fighting style of the (Insert original fighting style name), which is restricted to those who possess an Awakened (Insert DF Name). This bestows a special reserve which is based on their Stamina which is capable of stockpiling (Insert Element) that is consumed (Reserves = Stamina Limit converted into Materia) which does not replenish across topics. As a result they are able to harness (Insert Element) in order to empower themselves whether to boost the distance scale of their techniques, absorbing it to replenish their stamina or to offset their Devil Fruit match ups in order to give them a chance against those Strong Against or Immune to them. In regards to the ability to offset their Devil Fruit match-ups this requires the consumption of copious amounts of (Insert Element) in order to reach thresholds where their techniques can be bolstered to treat (Insert Strong Against DF) as if they were neutral and (Insert DF that is Immune to this DF) as if it were Strong Against. This is the most powerful fighting style available to a Logia Devil Fruit user and it is for this reason that Logia are regarded as the most powerful type of Devil Fruit within the Pirate World. [u]Amount of Materia - Distance Modifier (When used with Stamina + Materia Price) - Stamina Replenish[/u] D - 1x (1 + D) - 1 Per D-rank Absorbed C - 2x (2 + C) - 5 Per C-rank Absorbed B - 3x (3 + B) - 10 Per B-rank Absorbed A - 4x (4 + A)- 15 Per A-rank Absorbed S - 5x (5 + S)- 20 Per S-rank Absorbed SS - 6x (6 + SS)- 30 Per SS-rank Absorbed SSS - 7x (7 + SSS) - 40 Per SSS-rank Absorbed
[u]Materia Reserve - Technique Rank Bolstered (Strong Against, Immune To)[/u] Empty - N/A (N/A) Almost Empty - SSS (N/A) 1/4th - SS (D) 1/3rd - S (C) 1/2 - A (B) 2/3 - B (A) 3/4 - C (S) Almost Full - D (C)
| |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Pirate Exclusive Techniques 22nd January 2021, 10:00 pm | |
| - Devil Fruit Guide Cont.:
- Paramecia:
Paramecia gain differing effects depending on the specific type of Paramecia it is, these are listed as follows: 1. Grants an Ability but doesn't Permanently Alter Body (Tier, Gem) 2. Grants Immunity to & ability to produce more with techniques which use a stamina price & cool-downs. (Vita, Gas) 3. Grants Immunity to & ability to merge with materia to gain control of through techniques which have a recurring stamina drain. (Techno, Liquid) 4. Passively Active at all times either giving the body the properties of the Substance (Solid or Metal) or the ability to Siphon the substance to empower themselves (Emo or Source) 5. Grants Immunity to & ability to incorporate status effects of Element into other techniques causing them to have a stamina price (Ki). 6. Grants Immunity to & ability to manipulate Element with techniques through stamina prices (Force) Upon being Awakened they gain the following EffectsTier = Gives ability to utilize Tier Chains past Pirate Cap albeit at x (No. of Tiers involved) times stamina price as the amount of Tiers involved & they must include the Tier associated with the DF. Gem = Passively active at all times giving the user's body the normal properties of the Gem in addition to granting the user the ability to use it's Raw Material properties on NB. Vita & Gas = Ability to merge with materia identical to what the DF grants within the environment and assume control over them for a recurrent stamina drain. Techno, Liquid & Ki = Ability to produce more of DF fruit's substance via a stamina price + cool-downs. Solid & Metal = Ability to retain passive effect of Devil Fruit, even while underwater albeit being unable to consciously control their Devil Fruit related abilities (preventing technique use). Source & Emo = Grants Ability to utilize Sage Mode dependent on respective DF Ability resulting in a Materia (Source)/Emotion Limit (Emo) + Stamina Price to utilize Senjutsu. Force = Ability to infuse Element into objects allowing for conductivity, empressing of elemental properties or resistance of element to be applies to them. Concerning making techniques & Devil Fruit Fighting StylesParamecia are split into Levels, what you call your levels depends on the individuals preference (As long as it follows a certain scheme for example  Gear 2nd, 3rd, 4th etc.) but that's what determines the fighting styles your DF is based around. Each Level focuses on something your DF offers (Example, Gear Second for Luffy focused on cycling more blood into his body by expanding and contracting his veins and arteries which boosted up his speed considerably). They are gained almost every rank, but they have draw-backs after use which eventually can be reduced in severity or potentially removed completely once your Pirate gets to a higher skill level. Typically it goes: Base (Also known as 1st) = Which is essentially the most basic level and your DF at first glance with no modifications or specializations. This is also where the bulk of the basic Pirate Arts revolving around DF use will be in. 2nd Level = A more unconventional focus highlighting specific traits of your ability and using it in conjunction with 1 of your bodies systems such as muscular system, skeletal, nervous, circulatory etc. (Gained at C can be mastered at B if 3rd Level isn't obtained in which case it's mastered at A.) 3rd Level = Another unconventional focus which can be backed by a realistic expansion of a certain trait of your ability. It's more exaggerated due to being typically stronger and more complex than the 2nd Level though at the same time it doesn't have to be more complex it's really up to you. (Gained at B & can be mastered at A if 4th Level isn't obtained in which case it's mastered at S) 4th Level = Req. Siddhi of any variety. This is a mix of the usual method of forming a level and applying advanced Siddhi techniques to it, it's typically easier to do with Tantra in regards to Ability Paramecia than it is with Mantra. The 4th Level is the highest Level one can get without Awakening their Devil Fruit and unlocking it also allows one to add special traits to lower Levels when combining them with Siddhi. (Gained at A & can be mastered only after 2nd & 3rd are already mastered and upon obtaining a Z-rank Bounty if Final is not obtained. If it is then Fourth becomes mastered at as a X-rank Bounty holder). Final Level = Req. Awakened DF. This allows one to convert inorganic materials into their DF type (materia), and incorporate it into their techniques. Due to being able to harness materia prices along with their normal Devil Art's price it strengthens their techniques to a level unmatched by the others. Furthermore it acts like a multiplier for the other forms though increases their draw-backs severely thus is typically kept as a trump card or last resort. (Gained at S & can never be mastered as it always will have a severe draw-back when over used, however it does result in allowing for more AOE focused techniques and the like.) Examples of such Levels are as follows: Base = Using the Basic Ability (Stretching Arms with the Solid Solid Fruit - Model: Rubber) 2nd = DF Ability + 1 Body System (Liquid Absorbency + Integumentary system to allow a Gem Gem Fruit - Model: Quartz user to be able drain individuals of their bodily fluids to replenish their own, drawback being blood clotting if targets have a differing blood type & race which leads to death, mastered draw-back blood clots only with a differing blood type.)  3rd = DF Ability + 1 Body System or Trait (Speed + Cell Division. Speeding one's natural regeneration with the Tier Tier Fruit Speed, drawback being shortens one's life-span, mastered draw-back shortens one's life-span in smaller increments like days.) 4th = DF Ability + Body System + Siddhi use (Water Empowerment + Circulatory System + Conqueror's Mantra to allow a Ki Ki Fruit - Model: Hydro to destroy water sources with their Siddhi and keep them at bay away from the user and their allies., drawback being it siphons a blood price from their max blood reserves potentially crippling through depletion debuffs or killing the user and requiring medical treatment to fix their body. Mastered drawback being it siphons a blood price from their blood reserves potentially killing the user through overuse.) 5th = Materia generation from converting inanimate materials in the environment. (Converting a building into Uranium Materia, irradiating the area & allowing one to utilize the materia in joint Stamina & Materia price Pirate Arts) - Paramecia Mechanical Breakdown & Code for Levels:
Breakdown Paramecia come in different variants based on type whether: Tier or Gem Vita or Gas Techno or Liquid Solid or Metal Emo or Source Ki Force
Unlike Logia they don't share any common traits with each other, rather those which are paired share a similarity in how their Base Level is structured and how their additional levels function. General Traits of the various pairs of Paramecia are as follows: Tier (Grants the use of a Tier, additional levels grant the use of Tier-Chains comprising said Tier) & Gem (Grants the use of an ability, additional levels use this ability in it's normal state and in it's opposite) Solid (Possess 5 properties which may or may not be common to Each other) & Metal (Possess 4 Properties Common to Each other; Heat Conductivity Electricity Conductivity, Melting Point, Malleability & each metal has it's own unique property)
Special Traits of the various pairs of Paramecia are as follows:
Solid & Metal react with Tantra to produce variants of their base material usually being mixtures (Solid) or Alloys (Metal). (Note: Awakened Solid & Metal are able to make Alternate variants of their 4th Level, one for each of the properties the substance they mimic has.) Techno & Liquid react with Mantra similar to Logia while merged with their specific substance. (Note: Awakened Techno & Liquid react with Tantra similar to Logia in relation to producing more of their substances.) Vita & Gas react with Tantra similar to Logia in relation to producing more of their substances. (Note: Awakened Vita & Gas react with Mantra similar to Logia while merged with their specific materia.) Emo & Source react with Yantra in order to Siphon Nega Energy (Emo) or Natural Energy (Source) in order to replenish their Siddhi Reserves. (Note: Awakened Emo react with C. Yantra in order to obtain Paradox Sage Mode, Awakened Source react with C. Yantra in order to obtain False Sage Mode.) Ki react with Conqueror's Mantra similar to Logia in relation to affixing a status effect onto those afflicted by the user's willpower. (Awakened Ki react with Tantra similar to Logia in regards to producing more of their substances.) Force react with Conqueror's Tantra similar to Logia in relation to protecting from a status effect onto those shrouded by the user's willpower. (Note: Force Force Fruit: Model - Null is capable of nullifying all status effects produced by Devil Fruits which are projected by Conqueror's Mantra. Awakened Force react with Conqueror's Mantra similar to Logia in relation to affixing a status effect onto those afflicted by the user's willpower.)
- Zoan:
Zoan gain differing effects depending on the specific type of Zoan it is, these are listed as follows: 1. Grants Passive Trait, Abilities of Species & the 3 starter forms (Sapient) 2. Grants Ability to siphon natural energy from the environment via In-Battle Word Counts, use of Species specific Beast Arts which require NE Prices & the 3 starter forms (Mythic) 3. Grants Blood Reserves of Fauna in Beast Form, use of Species specific Beast Arts which require Blood Prices & the 3 starter forms (Creature) 4. Grants Ability delaying unlock of Hybrid Form until A-rank (Fantasy) 5. Grants the 3 starter forms (Bug & Prehistoric) 6. Grants the 3 starter forms albeit in a different order (Were & Feral) 7. Grants weapons Animal Level Sentience & changes them into Devil Weapons, which combine the properties of living weapons with that of a Devil Fruit user, albeit counting like a Pet and consuming technique slots from their owner. (Anima) Zoan all however have this specific effect regardless of what type they are in their Hybrid Form this is in regard to bolstering the physical capabilities of the user's by a set tier level multiplier when in forms other than their original prior to obtaining a DF: Herbivorous Anima, Bug & Any Sapient DF = +1 Tier Levels to each Available Tier Omnivorous Anima & Bug, Herbivorous Beast & Any Fantasy DF = +2 Tier Levels to each Available Tier Carnivorous Anima & Bug, Omnivorous Beast & Herbivorous Subspecies DF = +3 Tier Levels to each Available Tier Carnivorous Beast, Omnivorous Subspecies, Herbivorous Rare Species & Any Were DF = +4 Tier Levels to each Available Tier Carnivorous Sub-species, Omnivorous Rare Species & Any Feral, Polar, Imperial or Origin DF = +5 Tier Levels to each Available Tier Prehistoric, Carnivorous Rare Species & Mythic DF = +6 Tier Levels to each Available Tier Upon being Awakened they gain the following Effects1. Grants Race Specific Granted Ability, gains access to secondary ability or if Pet grants user a mindless form ruled by instinct with boosted Tier Level gains similar to No. 5 except not permanent (Sapient). 2. Grants In-Tune State activation which removes Elemental Weaknesses & Grants Very High Affinity (Mythic) or High Affinity respectively (Polar, Imperial or Origin) 3. Grants full size of actual Creature DF is based on, including scale modifiers (Prehistoric, Certain Feral & Sub-Species Beast) 4. Grants Passive Ability which is constantly in effect based on animal DF is based on (Fantasy, Certain Feral & Rare Species Beast) 5. Locks user into a mindless form ruled by instinct with boosted Tier Level gains; Any Anima = +1 Any Bug = +2 Any Normal Beast = +3 Any Were = +4 *Note: Devil Weapons are capable of going into a Mindless Form, however when wielded by their owner they confer the (Hybrid) boosts to them, while retaining the mindlessness allowing their owner to control them thus mitigating the drawback. Concerning making techniques & Devil Fruit Fighting StylesParamecia are split into Forms, what you call your forms depends on the individuals preference (As long as it follows a certain scheme for example  Horn Point, Arm Point etc) but that's what determines the fighting styles your DF is based around. Each Forms, other than the 3 Starter forms one obtains upon 1st eating the Fruit, at C-rank & at B-rank (Unless Fantasy) focuses on shifting the Tier Caps of the Pirate in order to gain access to higher tiers at the cost of lowering one's use of other tiers while in that form and of course capping at SSS-rank (Example, Walk Point for Chopper focused on increasing his running speed yet is fragile, thus a Zoan would have lowered the cap of their Defense Tiers down to C-rank to increase the cap of their speed tiers to S-rank). They are gained (starter forms are not included, each higher state unlocked also gives 1 additional form) either every 2-ranks without the use of R-Candy which require a Word Count to unlock (D = 2, B = 3, S = 4, X = 5 & +1 when DF is awakened), or every rank (8 at X & +1 when DF is Awakened) with the use of R-Candy but require the consumption of a certain amount of R-Candy to trigger them albeit eventually reducing the amount of R-Candy needed upon ranking up (A = -1, S = -2, "Z" = -3).   Rank (Form Unlocked Modifier) - No R-Candy - Some R-Candy - Pure R-Candy D (Basic = +1) - 2 - 2 - 2 C (Advanced = +1) - 2 - 2/3 - 3 B (Elite = +1) - 3 - 3/4 - 4 A (Awakened = +1) - 3 - 4 - 5 S - 4 - 5 - 6 "Z" - 4 - 6 - 7 "X" - 5 - 7 - 8 Note: Due to the modifiers, a No R-Candy Zoan user can have up to 9 different forms at "X"-rank if they have not only awakened but likewise have trained to unlock their Basic, Advanced and Elite Forms. In comparison a Pure R-Candy Zoan user can have up to 12 Forms if they've awakened and used R-Candy's to unlock their Basic, Advance and Elite Forms. *Typically it goes: Basic = 500 WC Per Form Unlocked or 1 R-Candy Req. Focuses on reducing from 1 Tier to give to another Tier & can do more adding & subtracting with Rank Ups (D = 1 Rank, C = 2 Ranks, B = 3 Ranks, A = 4 Ranks) Advanced = 1000 WC Per Form Unlocked or 2 R-Candy Req. Focuses on reducing from 2 Tiers to give to another Tier or from 1 Tier to give to 2 Tiers & can do more adding & subtracting with Rank Ups (A = 2-ranks from/to or 1 rank to/from each, S = 4 Ranks from/to or 2 ranks to/from each). Typically patterned after mixing traits from up to 2 Basic Forms and thus can utilize both of the composite forms techniques in addition to it's own.  Elite = 2000  WC Per Form Unlocked or 3 R-Candy Req. Focuses on reducing from up to 1-3 Tiers to give to another up to 3-1 Tiers respectively & can do more adding & subtracting with Rank Ups ("Z" = Up to 3 from/to, "X" = up to 6 from/to). Typically patterned after mixing traits from up to 3 Basic or 2 Advanced Forms and thus can utilize all of the composite forms techniques in addition to it's own.  Mastered = Req. Awakened DF & either 3000 Word Count to unlock or 4 R-Candy Req. Mindless form either gains abilities of all Basic (If always used R-Candy to unlock forms), all Advanced (If partially used R-Candy's to unlock forms), or All Elite forms (If never used R-Candy's). In this mindless form one gains the benefits from being in their Hybrid Form, in addition to the Tier Cap benefits of their various unlocked forms without any of the drawbacks. However in addition to being uncontrollable it consumes equal rank amounts from the user's stamina & blood reserves every turn it remains active. Upon reaching "X"-rank one can obtain control over it (as well as being able to revert out of a Locked Mindless form temporarily) in exchange for knocking the user unconscious for a set amount of topics after it's use (or reverting back into their mindless form when the time is up). DF was Awakened at Rank = No. of Turns Active (Topics Unconscious/Reverted)D = 1/2 C = 2/4 B = 3/6 A = 4/8 S = 5/10 Z = 6/12 X = 7/14 - Zoan Mechanical Breakdown & Codes:
Zoan come in different variations based on their type but for the most part share the most commonalities with each other: Anima, Bug, Prehistoric, Were & Feral = 4 (Anima, Prehistoric), 5 (Bug, Were), 6 (Feral) natural abilities inherent to the beast in question. Fantasy, Sapient = 1 Ability (Passive if Sapient), 4 (Sapient), 6 (Fantasy) natural abilities inherit to the beast in question (Fantasy), 1 Passive Trait. Creature, Mythic = Use of Beast Arts, access to alternate Blood Reserves in Beast Form (Creature), gather natural energy from the environment (Mythic).
However certain Zoan's possess special properties upon being Awakened: Prehistoric & Feral = Access to alternate Blood Reserves in Beast Form. Bug = Grants weapons Animal Level Sentience & changes them into Devil Weapons, which combine the properties of living weapons with that of a Devil Fruit user, albeit counting like a Pet and consuming technique slots from their owner. (Note: Bug Zoan can be awakened without being consumed, so long as they are touched to the White Spire.) Were = Use of Mindless Form is capable of being reverted out of in Daytime, if Locked into form due to entering it at Night will revert to normal in Daytime albeit automatically entering it at Night-Time. Creature = Can understand and communicate with same type of species as Fauna, while wild Fauna of the type of creature as the Devil Fruit as non-hostile when encountered. Anima & Fantasy = Mindless form is capable of being controlled with the possession of any type of Conqueror's Siddhi, rather than specifically Conqueror's Tantra. Origin, Imperial, Polar, Mythic = Access to additional forms depending on if one goes No R-Candy or All R-Candy; No R-Candy get Dobutsu Form (In-Between Beast & Hybrid Form in Appearance, yet use Beast form Scale Modifier), All R-Candy get Faunus Form (In-Between Human & Hybrid Form, yet can learn the Tribe Style identical to their species)
| |
| | | Sponsored content
| Subject: Re: Pirate Exclusive Techniques | |
| |
| | | | Pirate Exclusive Techniques | |
|
Similar topics | |
|
| Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| 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 …
[ Full reading ] | Comments: 4 |
Who is online? | In total there is 1 user online :: 0 Registered, 0 Hidden and 1 Guest None Most users ever online was 346 on 15th April 2021, 2:59 pm |
|