Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Weaponkin Exclusive Techniques 30th December 2016, 8:46 am | |
| - Stolen Knowledge:
Name: Stolen Knowledge: Transit Classification: Kinjutsu Rank: D-Rank Class: Supplementary Range: Self
Description: A very simple technique but a useful one. The Weaponkin is capable of gathering different forms of information from the soul pieces that they have taken from the people they have killed or that have been killed around them. Due to this they are able to absorb this information to learn, not of other techniques, but instead of hidden trails and quick ways of getting through locations by using someone else's life experiences. With this technique learned, the Weaponkin is able to use their Knowledge Thief word count to reduce travel topics and in addition, they are able to train a single technique during a travel topic, doubling up on the use of that word count(Although they cannot reduce the travel WC and learn a technique at the same time). The max rank of technique they are able to learn using a travel topic is determined by their rank, the knowledge of the souls telling them to be prepared.
Rank - Technique Able to be Trained D - C C - B B - A A - S S - SS
Name: Stolen Knowledge: Pass Classification: Kinjutsu Rank: C-Rank Class: Supplementary Range: Self
Description: The Knowledge that Weaponkin steal from the dead can be used for many more purposes than just adding to their own. They hold it within themselves until they utilise to aid their mind or to empower one of the techniques of the Stolen Knowledge line. Due to this they are able to use this word count to actually help someone else with their next training, unfortunately this is never perfect and the knowledge is usually tainted. Due to this, it only works as a ratio for how many words the Weaponkin needs to give to the other person to grant them one.
Rank - Ratio(Words Used:Words Granted) D - 6:1 C - 5:1 B - 4:1 A - 3:1 S - 2:1
Name: Stolen Knowledge: Mimic Classification: Kinjutsu Rank: B-Rank Class: Supplementary Range: Self(Sight)
Description: A powerful, adaptive, technique wherein the Weaponkin uses the knowledge they have stored in order to take a technique from someone else temporarily. When they witness a technique occurring that they are capable of using, they can spend word count at a multiplier dependent on their rank in order to copy that technique for the remainder of the topic/plot at the end of which they forget it. If they have technique slots available however and have witnessed the technique in action a number of times dependent on their rank, they will be able to learn the technique themselves, as long as it does not exceed a determined rank(Exclusives are disqualified, signatures are at a 3x training multiplier and signature gateways cannot be learned).
Rank - WC Multiplier - Witnessing Requirements - Max Rank Able to be Learned D - 6x - 5 - C C - 5x - 4 - B B - 4x - 3 - A A - 3x - 2 - S S - 2x - 1 - SS
Name: Stolen Knowledge: Learn Classification: Kinjutsu Rank: A-Rank Class: Supplementary/Defensive Range: Self
Description: Eventually a Weaponkin learns how to force themselves to adapt to a current combat situation and learn no matter what is happening, making them potentially one of the most adaptive classes if they have the latent abilities ready. With this technique trained, the Weaponkin is able to use their Knowledge Thief word count in order to spontaneously learn a new technique in the middle of a topic. This can only be done a certain number of times per topic depending on the user's rank and comes with several downsides. Not only does this possess a set word count multiplier based on the user's rank for the technique they are learning but each use of this up to the max inflicts a B-Rank of mental recoil as they force themselves to assimilate the knowledge of the souls, this also takes up their daily training for the day or triggers a bulk training if this technique is used multiple times in one topic.
Rank - Max Uses Per Topic - WC Multiplier D - 1 - 7x C - 2 - 6x B - 3 - 5x A - 4 - 4x S - 5 - 3x
Name: Stolen Knowledge: Enforce Classification: Kinjutsu Rank: S-Rank Class: Offensive Range: AoE(Equal to Knowledge Thief)
Description: With knowledge it is possible to cause many things to happen and with knowledge taken from souls it's possible to release that to generate effects. With this technique, the Weaponkin releases the knowledge and uses that to enforce a sense of clarity not only in themselves but in anyone else caught in the Area of Effect. This causes their souls to resonate with the knowledge and if they do not make sure they are certain in their actions then their body will rebel against them and the lack of clarity will strike their very soul, damaging their body. Unfortunately, this does not differentiate between friend and foe and even works on the user. In order to utilise this technique, the Weaponkin spends a number of WC from Knowledge Thief(At a 3:1 ratio) to generate the Clarity Number. This number is then the amount of words that each person must write in a post, if they write equal to or over the Clarity Number, nothing happens, however if they fail to meet that number then they suffer damage depending on how much they miss the margin by. This lasts until the end of the topic but can be negated by leaving the Knowledge Thief area of effect... If one knows what it is.
Clarity Number missed by - Spiritual Recoil Damage Dealt 1-50 - D 51-100 - C 101-200 - B 201-400 - A 401-800 - S 801-1000 - SS 1001-2000 - SSS
Name: Stolen Knowledge: Disrupt Classification: Kinjutsu Rank: SS-Rank Class: Offensive Range: Contact
Description: Knowledge can not only be used to aid but also to hinder, especially when used in a direct, dangerous fashion. With this technique the Weaponkin is required to strike the target and make physical contact with them. With that complete, they inject knowledge from the souls of the fallen directly into their mind, tainting it and clouding it horrifically. Upon contact being made, the Weaponkin spends an amount of Word Count from Knowledge Thief, dealing spiritual damage depending on how much was spent. If the victim survives then their mind is clouded, this causes their next training no matter what it is to be increased by a set number, the ratio of which is dependent on the Weaponkin's rank upon using this technique as they are better able to focus the knowledge into a weaponised form.
Rank - Word Count Ratio - WC Spent - Damage Dealt D - 7:1 - 100-199 - D C - 6:1 - 200-499 - C B - 5:1 - 500 - 999 - B A - 4:1 - 1000-1499 - A S - 3:1 - 1500-1999 - S 'Z' - 2:1 - 2000-2999 - SS 'X' - 1:1 - 3000+ - SSS
Name: Stolen Knowledge: Envision Classification: Kinjutsu Rank: SSS-Rank Class: Defensive/Supplementary Range: Self
Description: The most powerful technique of the Stolen Knowledge line is a true usage of the knowledge to learn exactly what is needed in that moment. This technique has three specific purposes that it can be used for. The first is that it can be used to glean information about events happening in the topic. Depending on the type of topic that it is and what is occurring, a set amount of WC can be spent to have the person controlling the topic to grant insight into what is happening, be that a critical path, a hidden treasure, a trap lying in wait or even just the true nature of an enemy waiting for them. The second purpose is that it can be used as a reusable get out of jail free card, in specific circumstances, those being that word count must be spent at a 3x multiplier and it only works on certain ranks of techniques based on the user's rank but it means with enough knowledge, the Weaponkin will be able to find a counter and get around any low ranking technique. The last purpose is that it can be used in a last ditch effort as a second get out of jail free card but when used in this manner, every scrap of Word Count that the Weaponkin has is erased and this function can only be used if the Weaponkin's word count is over a certain margin determined by their rank.
Type of Topic - WC to Glean Information CD - 100 D-B Mission - 300 A-S Mission - 500 SS Mission - 1000 SSS Mission - 1500 Bounty(Follow ranks above) - x2 Multiplier Branching Mission - 1000 Minor Plot - 1500 Major Plot - 2000
Rank - Technique Rank reusable against - WC Margin To Trigger D - N/A - 5000 C - N/A - 4500 B - D - 4000 A - C - 3500 S - B - 3000 'Z' - A - 2000 'X' - S - 1000
- Weapon Shift:
Name: Weapon Shifting Classification: Kenjutsu Rank: D-Rank Class: Supplementary Range: Self
Description: Although the Weaponkin has a base form that they are set in, they retain some of their old Living Weapon abilities. One of these comes across as Weapon Shifting as Living Weapons were once capable of destroying and absorbing weapons to take on their forms, abilities and elemental capabilities. Weaponkin unfortunately are not as powerful as that but they are able to learn how to take on the forms of other weapons so long as they match the Archetype of the weapon they are originally(Katana can turn into longswords or rapiers for example but not axes or spears). Weaponkin are quite limited in the number of other weapon forms they can take on though, the total number dependent on the rank of the Weaponkin, in addition they can only take on a different weapon for a set amount of time before a cooldown is required to take on that form again. As the weaponkin grows in power they will learn to upgrade and enhance these weapon forms, making them useful and versatile.
Rank of Weaponkin - Weapon Slots - Duration(PT) - Cooldown(PT) D - 1 - 5 - 14 C - 1 - 10 - 12 B - 2 - 15 - 10 A - 2 - 20 - 8 S - 3 - 25 - 6
Name: Weapon Shifting: Form Grant Classification: Kenjutsu Rank: C-Rank Class: Supplementary Range: Self
Description: A Weaponkin cannot immediately learn to take on a new form, instead they must observe the weapon they wish to copy and spend some time learning to master it. The training count required to learn the weapon form is dependent on how long the weapon was observed and studied for as the Weaponkin is no longer able to break and absorb weapons and must instead see them in combat to learn how to copy them. Although the more skilled the Weaponkin, the better they are at learning how to copy the weapon form making it easier for them.
Rank of Weaponkin - Duration Observed(PT) - Word Count - W.C Modifier D - 5 - 1000 - 50 C - 10 - 800 - 100 B - 15 - 600 - 200 A - 20 - 400 - 400 S - 25 - 200 - 600
Name: Weapon Form: Material Grant Classification: Kenjutsu Rank: B-Rank Class: Supplementary Range: Self
Description: Although able to turn into other weapons than normal, these weapon forms are limited in that they are usually incredibly basic and lacking anything to make them special. However, Weaponkin have found that they are able to grant certain effects to their weapon forms. Material Grant is centered around granting the property of a raw material to the weapon form. To do so, the Weaponkin requires the material they want and to absorb it into themselves. Upon doing so they can choose a single property of the material and apply it to the chosen weapon form. The Grade of material they are able to take an effect from is dependent on the rank of the Weaponkin and the number of materials that can be applied to a weapon form is also dependent on the skill of the user.
Rank of Weaponkin - Grade of Material - Property Slots D - I&II - 1 C - III&IV - 1 B - V&VI - 2 A - VII&VIII - 2 S - IX&X - 3
Name: Weapon Shifting: Resistance Grant Classification: Kenjutsu Rank: A-Rank Class: Defensive Range: Self
Description: There has always been a fundamental problem with weapons in that they are usually quite easy to break. Many techniques or other weapons focus on the ability to shatter or damage weapons making them useless afterwards and reducing the effectiveness of the wielder. Weaponkin when they transform into weapons usually have much the same problem and the techniques can cause incredible damage to the Weaponkin. Weaponkin however can learn to alter the state and durability of their weapon form, causing it to become much more difficult to break. When this technique is learned, the Weaponkin's defense tiers count as one rank higher for tier checks while in Weapon Form and they do not take double damage from weapon destroying techniques.
Name: Weapon Shifting: Element Grant Classification: Kenjutsu Rank: S-Rank Class: Supplementary Range: Self
Description: Living Weapons of old could destroy and assimilate a weapon fully, taking its form, ability and element within itself. Weaponkin are not quite capable of this but they are able to grant a separate Weapon Form a different element that overwrites their natural element while they are within that weapon form. The type of element that can be taken by the Weaponkin is dependent on their rank and each weapon form can only possess one element that cannot be changed once chosen. In order to gain this element, the Weaponkin must kill a person that possesses that element while in the weapon form that they wish to grant the element to and then perform a training that is dependent on the type of element that was taken by the Weapon Form, the more powerful the element, the more difficult it is to master. Once done, elemental kenjutsu of that element can be made but only utilised in the correct weapon form.
Rank of Weaponkin - Element Absorbed - Word Count Required D - N/A - N/A C - Primary - 250 B - Specialised Primary - 500 A - Complex - 750 S - Dual Combination - 1000
Name: Weapon Shifting: Ability Grant Classification: Kenjutsu Rank: SS-Rank Class: Supplementary Range: Self
Description: One of the final techniques for Weapon Shifting is enabling a Weaponkin to come closer again to the old power of the Living Weapons, finally allowing them to take abilities. In order to do this the Weaponkin must destroy the weapon they are trying to take an ability from while in the weapon form they wish to grant this ability to. They must then perform a word count training in order to fully master the ability, granting it permanently to that weapon form. The type of weapon that the ability can be stolen from is dependent on the user's rank. Each Weapon Form can only possess a single ability and reduces the duration that the weapon form can be sustained for by 5 PT due to requiring a lot more focus to keep the ability active. This can grant the weapon form great power but of course the necessary ability needs to be found and the weapon destroyed first.
Rank of Weaponkin - Type of Weapon - Word Count D - Normal - 100 C - Blacksmith forged - 250 B - Samurai Weapon - 500 A - Reaper Scythe - 750 S - Blacksmith Forged Samurai/Reaper Weapon - 1000 'Z' - Simple Living Weapons - 1500 'X' - Fusion Living Weapons - 2000
Name: Weapon Shifting: Technique Grant Classification: Kenjutsu Rank: SSS-Rank Class: Supplementary Range: Self
Description: Enhancing further from the abilites of the old Living Weapons, the Weaponkin learns how to take more than just weapon upgrades. Through their Knowledge Thief ability and near mastery of Weapon Shifting, upon killing a person in a weapon form they are capable of stealing a number of techniques from the victim and granting them to that specific weapon form. This can only be done if the specific weapon form is what killed the person that the techniques are stolen from and if the weaponkin witnessed the stolen techniques being used. In addition, once this technique has been used on a weapon form it cannot be used on the same form again. Lastly, these techniques must be ones that are identical for the weapon form used, although this can include signatures and exclusives, their rank must not exceed the highest rank of technique the user can learn, and any of these techniques that are used reduce the duration that the weapon form can be sustained for.
Rank of Weaponkin/Technique - Techniques Stolen - Duration Reduction(PT) D - 1 - 1 C - 2 - 2 B - 3 - 3 A - 4 - 4 S - 5 - 5 'Z'/SS - 6 - 10 'X'/SSS - 7 - 15
- Symbiotic Wielding:
Name: Symbiotic Wielding Classification: Fighting Style Rank: D-Rank Class: Supplementary/Defensive Range: Contact
Description: Unlike Forced Wielding which could almost be described as an 'evil' technique line, used only on opponents and those that the Weaponkin wishes to see suffer, Symbiotic Wielding is a much more support oriented style aimed at aiding teammates and spending time in Weapon Form. This style is focused around being wielded by an ally and granting them additional boons and effects while in use to enhance their combat potential and grant them access to techniques they might not otherwise have. Without soul sensory being utilised, the only outside sign of this is that one of the wielder's eyes will change colour to match that of the Weaponkin and their skin takes on a metallic hue. To gain the true power of this technique line, it relies on something known as Connection. The more time spent between a Wielder and Weapon the more powerful this becomes. This does not include Past/Future or OOC topics and to gain Connection they must interact with each other for at least three quarters of a topic that has at least 20 posts(total) if not more.
Name: Symbiotic Wielding: Resonance - Self Classification: Energy Tech/Kugujutsu/Genjutsu Rank: C-Rank Class: Supplementary Range: Contact(Touch)
Description: A technique that technically does nothing for the wielder but is nearly required. With this technique the Weaponkin grants themselves a mental replica tied to their weapon that requires 1st dimension sensory or B-Rank or higher mental sensory to detect. This replica can otherwise only be seen by the wielder of the weapon and it grants the Weaponkin access to their own senses while in Weapon Form and enables them to utilise Genjutsu and Energy Tech but only those techniques and they are unable to move from where their weapon is until they revert out of weapon form and retake their physical form. While this technique is active any mental damage taken by the Weaponkin is doubled however the mental replica is immune to any other damage types.
Name: Symbiotic Wielding: Resonance - Mind Classification: Energy Tech/Kugujutsu Rank: B-Rank Class: Supplementary Range: Contact(Touch)
Description: The first form of actual resonance between Wielder and Weapon. This technique connects the minds of the Weaponkin and the person wielding them although keeps them distinctly separate. With this active the Weaponkin and Wielder can share senses or swap senses, in doing so they also swap/share reaction tiers if one of the two possesses them. This also allows them to immediately break the other out of genjutsu for no cost with the rank of genjutsu able to be dispelled being determined by the rank of the person doing the breaking(So Wielder if breaking out Weapon and vice versa). However this causes a fair amount of pain when done but this can be alleviated through Connection. The more time the Weapon and Wielder have spent together, the more powerful this Connection becomes and also determines the duration of the Resonance.
Rank - Genjutsu Dispelled - Topics Together - Pain - Duration(PT) D - C - 0 - SS - 15 C - B - 2 - S - 20 B - A - 4 - A - 25 A - S - 6 - B - 30 S - SS - 8 - C - 35 N/A - N/A - 10 - D - Until End of Topic
Name: Symbiotic Wielding: Resonance - Body Classification: Energy Tech/Kugujutsu Rank: A-Rank Class: Supplementary Range: Contact(Touch)
Description: With this technique, the Weaponkin is able to connect their idea of their body to that of the Wielder, allowing for a deeper Resonance. When this technique is activated the Wielder is able to use any physical techniques of the Weapon however using tiers they do not naturally possess causes them to suffer a triple fatigue loss due to them as the body is unnaturally forcing the usage of them. Only elemental weapon-based techniques are able to be used during this unless Resonance - Energy is also trained then elemental taijutsu may also be used by the Wielder. In addition to this the Weaponkin can also exert control on the Wielder's body forcibly activating pleasure receptors in the brain and removing toxins from the muscles to reduce strain. This has a cooldown depending on the Connection between the Wielder and Weapon and can either grant a boost to tiers for a duration depending on the Connection or recover some fatigue for the Wielder, the power of these boosts however is dependent on the rank of the Weaponkin, if multiple tier boosts overlap they do not stack.
Rank - Tier Boost - Fatigue Recovered - Topics Together - Cooldown(Rounds) - Duration(PT) D - 1 Tier Level - +2 - 0 - 10 - 2 C - 2 Tier Levels - +4 - 2 - 8 - 4 B - 3 Tier Levels - +6 - 4 - 6 - 6 A - 4 Tier Levels - +8 - 6 - 4 - 8 S - 5 Tier Levels - +10 - 8 - 2 - 10
Name: Symbiotic Wielding: Resonance - Energy Classification: Energy Tech/Kugujutsu Rank: S-Rank Class: Supplementary Range: Contact(Touch)
Description: Further enhancing the symbiotic relationship between Weapon and Wielder, the Weaponkin now connects their energies together. With this technique active, the duration of which is based on Connection, the Weaponkin is able to donate their own energy sources(Chakra, Blood, NE, Nen) to the Wielder as long as the Wielder is capable of accepting that energy source(So a Cypher can't accept blood eg). This also grants the Wielder access to all of the Weaponkin's chakra and mental based techniques and the Weaponkin is able to pay the price themselves instead of the Wielder using their own sources. The other effect of this is the Weaponkin is able to spend their own resources as a catch all 'Tier' for the purpose of removing or resisting status effects, spending blood equal to the tier required or chakra one rank above in order to grant the equivalent to their Wielder to resist the effect, however they are entirely unable to do this to themselves and this ability has a countdown based on the Weaponkin's rank.
Rank - Cooldown(Rounds) - Topics Together - Duration D - 14 - 0 - 15 C - 12 - 2 - 20 B - 10 - 4 - 25 A - 8 - 6 - 30 S - 6 - 8 - 35 'Z' - 4 - 10 - Until End of Topic 'X' - 2 - 15 - Until End of Topic, Cooldown Halved.
Name: Symbiotic Wielding: Resonance - Soul Classification: Energy Tech/Kugujutsu Rank: SS-Rank Class: Supplementary Range: Contact(Touch)
Description: One of the final resonance forms, the Symbiotic Relationship is nearly complete. With this technique the Weapon and Wielder's souls touch and their spiritual energies fuse together. Soul Reading techniques of SS-Rank and lower can detect this but are unable to gather any information about users of this technique due to the mixed signals from the spiritual energies and souls. To Spiritual Sensory of S-Rank and lower this is actually blinding and shuts them down for 10 PT unless the user of the sensory also possesses S-Rank spirit tiers. This technique, when in use grants the Wielder the ability to use all of the Weapon's spiritual techniques and their voices fuse together almost like a harmony. The Weaponkin during this is capable of transferring recoil over to themselves for the duration of this and can also impart a resistance to possession and mind control as the resonance allows the purging of such things through a show of power transmitted through the soul, this has a cooldown however dependent on the rank of the Weaponkin and lasts for a certain amount of time based on their Connection.
Rank - Cooldown(Rounds) - Topics Together - Duration of Resistance(PT) - Duration of Resonance(PT) D - 16 - 0 - 1 - 15 C - 14 - 2 - 2 - 20 B - 12 - 4 - 3 - 25 A - 10 - 6 - 4 - 30 S - 8 - 8 - 5 - 35 'Z' - 6 - 10 - 6 - Until End of Topic 'X' - 4 - 15 - 8 - Until End of Topic, Cooldown Halved.
Name: Symbiotic Wielding: Resonance - Harmony Classification: Energy Tech/Kugujutsu Rank: SSS-Rank(Additional 15 fatigue from Weapon and Wielder) Class: Supplementary Range: Contact(Touch)
Description: Requires 20 topics of Connection spent with Wielder. The true resonance of the soul, the Weapon and Wielder together as one with their powers boosted to the max. When activated, the souls of the Weapon and Wielder touch and then both expand into a large invisible field around them that can only be seen with Soul Sensory although Soul Sensory below SSS-Rank cannot detect any information about the souls and can only see the shape of it which seems to be determined by the personalities of the Weapon and Wielder. Spiritual Sensory of SS-Rank or lower is immediately blinded and fails to function for the rest of the topic unless the person using it also possesses S-Rank Spirit Tiers or higher. While this is active, the Weaponkin has access to all of the Wielder's techniques and the Wielder has access to all of the Weaponkin's techniques and are capable of using non-native tiers with no additional fatigue loss and use energies they are normally unable to without penalty. Any recoil dealt to the pair is split evenly between them however mental damage is shared in its entirety, as is damage to the soul. During this the Wielder's native tiers and physical techniques pertaining to the Weapon type(s) of the Weapon only consume half as much stamina and the Wielder and Weapon are capable of using In-Battle Training(With the Word Count being split between their posts) to train for combination techniques and are able to utilise combination techniques immediately without pre-planning. This is incredibly taxing however and can only be sustained for so long depending on the highest rank between Wielder and Weapon and if they are separated during this technique both of them suffer S-Rank spiritual recoil damage.
Rank - Duration(PT) D - 20 C - 25 B - 30 A - 35 S - 40 'Z' - 50 'X' - 60
- Forced Wielding:
Name: Forced Wielding Classification: Fighting Style Rank: D-Rank Class: Offensive/Supplementary Range: Contact
Description: Although rare, it happens sometimes where a Weaponkin ends up wielded by one they would rather not or are stuck in their weapon form, unable to change back. In order to combat this they tap into old Living Weapon techniques that were once used to meld the mind of the weapon and the wielder and using them in a more offensive manner by slowly taking over the mind. Given enough time of contact the Weaponkin can leak into the mind and take full control of the victim's body, causing them to become an extension of the Weaponkin rather than the other way around although this is broken the moment the Weaponkin is dropped but can cause severe mental backlash to the person that had been wielding them. The only normal outside change if a person is controlled is that their eyes take on a metallic sheen and they become quite twitchy.
Name: Forced Wielding: Synapse Meld Classification: Kinjutsu/Kugujutsu Rank: C-Rank Class: Offensive Range: Contact(Touch)
Description: The mind is usually quite a powerful thing and it is difficult to take over, especially when some are versed in techniques that specifically protect the mind. Due to this Weaponkin have learned how to slowly seep into the mind and weaken these techniques so that when the Weaponkin does try and take over the mind it becomes much easier. This takes time however and while Synapse Meld is being utilised no other Forced Wielding techniques may be used as it takes concentration to weaken the mind in the way that this technique does. After a certain time in contact the Weaponkin, they may fully trigger this technique causing a weakening of barrier tiers and mental protection techniques only noticeable if the target has mental sensory of B-Rank or higher and can utilise it upon themselves. The duration of these debuffs is dependent on the rank of the Weaponkin.
PT in Contact/Rank - Barrier Tier/Technique Debuff - Duration(PT) 5/D - 1-Rank/None - 2 10/C - 1-Rank/1-Rank - 4 15/B - 2-Ranks/1-Rank - 6 20/A - 2-Ranks/2-Ranks - 8 25/S - 3-Ranks/2-Ranks - 10 30 - 3-Ranks/3-Ranks - N/A
Name: Forced Wielding: Neural Infiltration Classification: Kinjutsu/Kugujutsu Rank: B-Rank (C-Rank blood) Class: Offensive/Supplementary Range: Contact(Touch)
Description: Although the mind can be weakened, and some are more susceptible to peril than others, it is not always possible to immediately take over the body. This technique is utilised to prepare the mind for takeover by the Weaponkin. This is done through manipulating the neurons and mental pathways over a set period of time depending on the rank of the Weaponkin. Once complete the duration for any mind takeover techniques from the Forced Wielding line are doubled but this also has an unfortunate side effect. Due to being so closely intertwined with the opponent's mind during this, any genjutsu placed on the victim also immediately hit the Weaponkin, forcing them to break out of the genjutsu(And thus break the victim out of it) before continuing with the countdown to make this technique work. To detect this while it is in use it requires internal mental sensory of B-Rank or higher or B-Rank spiritual sensory combined with X-Ray vision.
Rank of Weaponkin - PT Until Infiltration Complete D - 25 C - 20 B - 15 A - 10 S - 5
Name: Forced Wielding: Hijack Classification: Kinjutsu/Kugujutsu Rank: A-Rank (B-Rank blood) Class: Offensive Range: Contact(Touch)
Description: The first of the actual takeover techniques of the Forced Wielding line, although the weakest due to this. With this technique the Weaponkin utilises brute force to drive their consciousness into that of the opponent, battering their neurons and mental processes to forcibly subvert them and take them over. Unless the victim possesses D-Rank mental sensory they won't know the source of this or what is actually happening, only that they immediately suffer a B-Rank of pain. The power of this attack is dependent on the skill of the Weaponkin, increasing not only the barrier tiers required to negate the attack but also the duration of the takeover. If the attack is negated however the victim suffers an A-Rank of mental damage(A B-Rank Barrier+strength chain will negate the damage). While controlled the Weaponkin cannot force the victim to harm themselves and are unable to utilise anything but physical techniques that the person possesses(bar signatures and exclusives). If the Weaponkin is released during this, this technique ends immediately but only B-Rank soul sensory or higher can see the connection between Weapon and victim.
Rank of Weaponkin - Barrier Tiers to Resist - Duration(PT) D - D - 3 C - D+ - 6 B - D++ - 9 A - C- - 12 S - C - 15
Name: Forced Wielding: Manipulation Surge Classification: Kinjutsu/Kugujutsu Rank: S-Rank(A-Rank blood) Class: Offensive/Supplementary Range: Contact(Touch)
Description: Can only be used on a controlled target. Sometimes a target just isn't good enough when controlled and more power is required when fighting. Manipulation Surge uses the Weaponkin's blood to force a biochemical reaction in the victim, causing their system to be flooded with adrenaline and other endorphins while heightening their abilities. This causes their tiers to rise by a number of tier levels depending on the rank of the victim and all recoil they suffer is halved for the duration of this, however half again of the recoil the victim suffers(Quarter of total) is put onto the Weaponkin as mental recoil as the strain for keeping control of a body that is undergoing such horrific trauma. In addition this heightens the control of the victim and allows the use of their signature physical techniques(but not exclusives.) The duration of this is dependent on the Weaponkin's rank although it can be sustained for longer depending on the victim's unaltered endurance tier.
Rank/Endurance - Tier Boost - Duration(PT) - End. Modifier(PT) D - 8 - 2 - +1 C - 7 - 4 - +3 B - 6 - 6 - +5 A - 5 - 8 - +7 S - 4 - 10 - +9 'Z'/SS - 3 - 15 - +11 'X'/SSS - 2 - 20 - +13
Name: Forced Wielding: Masterful Hijack Classification: Kinjutsu/Kugujutsu Rank: SS-Rank (S-Rank blood) Class: Offensive Range: Contact(Touch)
Description: The less common but much more powerful takeover technique of the Weaponkin, Masterful Hijack is incredibly dangerous and few know what to look out for to avoid it. This is much less brute force oriented than the basic Hijacking, instead the Weaponkin spreads their mind insidiously throughout the foe's before attacking from the equivalent of all directions at once. This causes C-Rank pain and unless the victim has internal mental sensory of B-Rank or higher or someone else with soul/spiritual sensory+X-Ray vision of A-Rank or higher notices it, the victim will have no idea what happened. Once again the barrier tier check to avoid this, and the duration of the control, is dependent on the Weaponkin's skill. However this technique is much more powerful than the basic Hijack as it allows the usage of all of the victim's techniques apart from exclusives, including elemental techniques. It also allows the Weaponkin to force the victim to harm themselves although each instance of damage causes another tier check and after certain amounts of damage have been dealt(Stacking) the victim is granted equivalent barrier tiers to eventually break out of this if they aren't dead by the time the damage has stacked too high, although this only counts for self-inflicted damage and due to going against hardwired survival instincts, the Weaponkin receives pain equal to the self inflicted damage.
Rank/Damage - Barrier Tier to Resist - Duration(PT) - Barrier 'Granted' D - B - 5 - None C - B+ - 10 - B B - B++ - 15 - B+ A - A- - 20 - B++ S - A - 25 - A- 'Z'/SS - A+ - 30 - A 'X'/SSS - A++ - 35 - A+
Name: Forced Wielding: Internal Release Classification: Kinjutsu/Kugujutsu Rank: SSS-Rank Class: Offensive/Supplementary Range: Contact(Touch)
Description: Requires Hijacked person. Perhaps the most dangerous technique of the Forced Wielding line in terms of what it does to the body of the person controlled. With this technique the Weaponkin's control over the victim's body is near absolute to the point that after training this technique, during Hijacks the Weaponkin can use the victim's physical exclusives. This control allows them to do much more however in that they are able to force open Gates in an opponent they have controlled, forcibly heightening the victim in order to turn them into a near unstoppable monster. When in command of a victim, the Weaponkin may force open a Gate each round up to a max determined by their own rank and grant the full Pseudo All Taijutsu effects of that Gate to the person they are controlling(TAT Gates if the Weaponkin is TAT) however they suffer half of the strain that the victim normally would. In addition to this, if the victim is chakra capable they gain the effect of the Gates but only at half duration while PAT gain normal duration and if they are TAT already then their gate duration is doubled. This almost always leads to near irrevocable damage to the body however and if the Gate durations run out the victim is forced unconscious(Unless they naturally possess SSS Barrier tiers) and the control is ended.
Rank of Weaponkin - Max Gate Opened D - 2nd C - 3rd B - 4th A - 5th S - 6th 'Z' - 7th 'X' - 8th
- Reflection Plating:
Name: Heavy Plating Classification: Taijutsu Rank: D-Rank Class: Defensive/Supplementary Range: Self
Description: Weaponkin are naturally disposed to Defense tiers as part of their inorganic bodies and pseudo-mechanical physiology. However Weaponkin defense tiers are different compared to those of Ronin as they do not just accept impacts but the energy of strikes against them, even ones that breach the defenses, are channeled back out into the point of the strike unleashing it in the form of a concussive impact. This counts as D-Rank defense tiers but when struck causes knockback requiring strength tiers to anchor one's self in place to avoid being sent flying backwards depending on the power of the user's defense tiers. Alternatively, the Weaponkin can allow the impact to work on themselves, launching them a distance backwards away from the foe with physical damage being sustained upon striking an object depending on the force of the knockback, mitigated immediately due to the Weaponkin's defense tiers. This effect changes when in full Weapon Form, during that the Weaponkin loses the knockback effect but this counts as a D-Rank counter weapon destruction technique.
Defense Tier - Knockback Force - Str. To Negate - Distance(ft) - Damage(Physical) D - D - D+ - 15 - D C - C - C+ - 30 - C B - B - B+ - 45 - B A - A - A+ - 60 - A S - S - S+ - 75 - S
Name: Stone Plating Classification: Taijutsu Rank: C-Rank Class: Defensive/Supplementary Range: Self
Description: Weaponkin are naturally disposed to Defense tiers as part of their inorganic bodies and pseudo-mechanical physiology. However Weaponkin defense tiers are different compared to those of Ronin as they do not just accept impacts but the energy of strikes against them, even ones that breach the defenses, are channeled back out into the point of the strike unleashing it in the form of a concussive impact. This counts as C-Rank defense tiers but when struck causes knockback requiring strength tiers to anchor one's self in place to avoid being sent flying backwards depending on the power of the user's defense tiers. Alternatively, the Weaponkin can allow the impact to work on themselves, launching them a distance backwards away from the foe with physical damage being sustained upon striking an object depending on the force of the knockback, mitigated immediately due to the Weaponkin's defense tiers. This effect changes when in full Weapon Form, during that the Weaponkin loses the knockback effect but this counts as a C-Rank counter weapon destruction technique.
Defense Tier - Knockback Force - Str. To Negate - Distance(ft) - Damage(Physical) D - D - D+ - 15 - D C - C - C+ - 30 - C B - B - B+ - 45 - B A - A - A+ - 60 - A S - S - S+ - 75 - S
Name: Iron Plating Classification: Taijutsu Rank: B-Rank Class: Defensive/Supplementary Range: Self
Description: Weaponkin are naturally disposed to Defense tiers as part of their inorganic bodies and pseudo-mechanical physiology. However Weaponkin defense tiers are different compared to those of Ronin as they do not just accept impacts but the energy of strikes against them, even ones that breach the defenses, are channeled back out into the point of the strike unleashing it in the form of a concussive impact. This counts as B-Rank defense tiers but when struck causes knockback requiring strength tiers to anchor one's self in place to avoid being sent flying backwards depending on the power of the user's defense tiers. Alternatively, the Weaponkin can allow the impact to work on themselves, launching them a distance backwards away from the foe with physical damage being sustained upon striking an object depending on the force of the knockback, mitigated immediately due to the Weaponkin's defense tiers. This effect changes when in full Weapon Form, during that the Weaponkin loses the knockback effect but this counts as a B-Rank counter weapon destruction technique.
Defense Tier - Knockback Force - Str. To Negate - Distance(ft) - Damage(Physical) D - D - D+ - 15 - D C - C - C+ - 30 - C B - B - B+ - 45 - B A - A - A+ - 60 - A S - S - S+ - 75 - S
Name: Steel Plating Classification: Taijutsu Rank: A-Rank Class: Defensive/Supplementary Range: Self
Description: Weaponkin are naturally disposed to Defense tiers as part of their inorganic bodies and pseudo-mechanical physiology. However Weaponkin defense tiers are different compared to those of Ronin as they do not just accept impacts but the energy of strikes against them, even ones that breach the defenses, are channeled back out into the point of the strike unleashing it in the form of a concussive impact. This counts as A-Rank defense tiers but when struck causes knockback requiring strength tiers to anchor one's self in place to avoid being sent flying backwards depending on the power of the user's defense tiers. Alternatively, the Weaponkin can allow the impact to work on themselves, launching them a distance backwards away from the foe with physical damage being sustained upon striking an object depending on the force of the knockback, mitigated immediately due to the Weaponkin's defense tiers. This effect changes when in full Weapon Form, during that the Weaponkin loses the knockback effect but this counts as a A-Rank counter weapon destruction technique.
Defense Tier - Knockback Force - Str. To Negate - Distance(ft) - Damage(Physical) D - D - D+ - 15 - D C - C - C+ - 30 - C B - B - B+ - 45 - B A - A - A+ - 60 - A S - S - S+ - 75 - S
Name: Titanium Plating Classification: Taijutsu Rank: S-Rank Class: Defensive/Supplementary Range: Self
Description: Weaponkin are naturally disposed to Defense tiers as part of their inorganic bodies and pseudo-mechanical physiology. However Weaponkin defense tiers are different compared to those of Ronin as they do not just accept impacts but the energy of strikes against them, even ones that breach the defenses, are channeled back out into the point of the strike unleashing it in the form of a concussive impact. This counts as S-Rank defense tiers but when struck causes knockback requiring strength tiers to anchor one's self in place to avoid being sent flying backwards depending on the power of the user's defense tiers. Alternatively, the Weaponkin can allow the impact to work on themselves, launching them a distance backwards away from the foe with physical damage being sustained upon striking an object depending on the force of the knockback, mitigated immediately due to the Weaponkin's defense tiers. This effect changes when in full Weapon Form, during that the Weaponkin loses the knockback effect but this counts as a S-Rank counter weapon destruction technique.
Defense Tier - Knockback Force - Str. To Negate - Distance(ft) - Damage(Physical) D - D - D+ - 15 - D C - C - C+ - 30 - C B - B - B+ - 45 - B A - A - A+ - 60 - A S - S - S+ - 75 - S
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