Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Shogunate Exclusive Techniques 18th March 2017, 9:59 am | |
| - Kapu Kuʻialua:
Name: Kapu Kuʻialua Classification: Fighting Style Rank: C-rank Class: Offensive/Supplementary Range: Contact-Short
Description: Kapu Kuʻialua; Kuʻialua; or just Lua; is an ancient martial art native to the particular portion of the West Continent that the Shogunate is currently based in. It is based on bone breaking, joint locks, throws & pressure point manipulation, alongside the usage of various armors, battlefield strategy, open ocean warfare as well as the usage of introduced projectile accelerators from the Epsilon Republic. It is a powerful style that was created for war and as such it can be brutal even in regards to sparring which is understandable due to the nature of Shogunate society. Practitioners of this style are known for having an increased pain resistance due to the evolution of the style stemming from either self harm to discover which pressure points are more effective or through sparring with others who practice this art. As such through a Weekly Training one can increase their Pain Resistance (1-rank Lower Pain inflicted upon them & does not count for bypassing techniques likewise counts in regard to breaking out of genjutsu via pain). Word Count - Pain Resistance 1000 - D 1000 - C 1000 - B 1000 - A 1000 - S
Name: Kapu Kuʻialua: Combat Proximity Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Self, Contact
Description: Whereas most fighting styles utilizes spacing to dictate the pace of a fight, in Kapu Ku'lalua the closer one is to their opponent the deadlier the style becomes. On the other hand the farther they are away from their opponent the less lethal their techniques become and as such competent practitioners of this fighting style exist to not only get close to their targets but maintain as small of a distance apart as possible at all times. The main thing this affects has nothing to do with the power of their techniques but rather the duration before their submissions take hold to result in bone breaking. Proximity from Target - Submission Time-Limit Modifier (Rank Bonus) 1 ft - Minus 1 (D = 0) 2 ft - Minus 2 (C = -1) 3 ft - Minus 3 (B = -2) 4 ft - Minus 4 (A = -3) 5 ft - Minus 5 (S & Above = -4) 6-10 ft - 1x (N/A) Above 10 ft - 2x (N/A)
Name: Kapu Kuʻialua: Finger Lock Classification: Taijutsu Rank: D-rank Class: Offensive Range: Contact
Description: Drawing on the basics of the Kapu Ku'lalua, the practitioner utilizes this maneuver to grab an opponents finger to put them in a secure hold where pressure is applied constantly in order to eventually break the bones in the joint targeted. This grapple is capable of movement interception of D-rank speeds within 1 ft while D-rank+ Speeds if one is already in contact with a victim's hand and upon being put into the Finger Lock if they are unable to escape they will come under the harmful effect. Victims put in a lock must utilize strength to break free, which allows them to escape after a set amount of time though skilled users of this technique place them in more secure holds thus making escape more difficult, those with improved strength tiers get an additional speed bonus to their escape if they succeed a roll (Tier+ = 1/10, Tier++ = 1/5, 1-rank Tier- = 1/2, chance to have a -1 P.T to their escape time), while those who lack strength at all are unable to escape from this lock until they are either released or possess a submission escape equal to the user's strength tier. Submissions rely on a duration to trigger their effect which does not reset if the opponent escapes merely continuing on from that duration if they are so unfortunate to be trapped again. If a victim is unfortunate enough to have their bones broken they require Medical Treatment of D-rank or above geared at repairing broken bones at fix it, furthermore this technique will make an individual incapable of hand seals which require specific finger placement and forcing it results in double the pain inflicted on them. Through the use of higher Strength Tiers or using the Physical Resist of Shogunate Arm Armor one can increase the speed of movement interception. Rank of user(Strength Tier) - Escape P.T (Rank Bonus) - Duration to Trigger Break (Effect of Break) D - 5 (D = +1) - 50 P.T (1 D-rank of Pain each P.T finger is moved) C - 4 (C = +2) - 40 P.T (2 D) B - 3 (B = +3) - 30 P.T (3 D) A - 2 (A = +4) - 20 P.T (4 D) S - 1 (S = +5) - 10 P.T (5 D)
Name: Kapu Kuʻialua: Side Push Classification: Taijutsu Rank: D-rank Class: Supplementary/Offensive Range: Contact
Description: Drawing on the basics of the Kapu Ku'lalua, the practitioner utilizes this maneuver to off-balance an opponent from the side. In this style balance is key and the clear way to take initiative over an opponent is if they have been rendered off balance, as they will be unable to effectively resist a throw or a grapple. Rather than dealing knock-back which deals with distance the practitioner pushes their opponent from either the left or right side throwing them off balance unless they possess D-rank+ Strength Tiers or a D-rank Balancing Technique + D-rank Strength Tiers. Once off balance an opponent will stumble if they use their Max Tier Levels & will fall if they use Above Max Tier levels requiring either Reaction+ Tiers or Speed Tiers to rapidly get up from their prone position on the ground. Additional levels of Strength by the practitioner can make this technique more effective due to requiring higher tier checks however experienced practitioners without strength can use their skill to substitute for it. Str Tier/Rank - P.T to Rise (Rea/Spd Req.) - Off-Balance Duration (Str+Rank Modifier) D - 1 (D+/D = Instant if 1) - 1 P.T (2) C - 2 (C+/C = -1) - 2 P.T (4) B - 3 (B+/B = -2) - 3 P.T (6) A - 4 (A+/A = -3) - 4 P.T (8) S - 5 (S+/S = -4) - 5 P.T (10)
Name: Kapu Kuʻialua: Upper Push Classification: Taijutsu Rank: D-rank Class: Supplementary/Offensive Range: Contact
Description: Drawing on the basics of the Kapu Ku'lalua, the practitioner utilizes this maneuver to off-balance an opponent from the side. In this style balance is key and the clear way to take initiative over an opponent is if they have been rendered off balance, as they will be unable to effectively resist a throw or a grapple. Rather than dealing knock-back which deals with distance the practitioner pushes their opponent's upper body throwing them off balance unless they possess D-rank++ Strength Tiers (Entire Body), or a D-rank Balancing Technique + D-rank+ Strength Tiers (Upper Body Only). Once off balance an opponent will stumble if they use their Max Tier Levels to move their upper body & will fall if they use Above Max Tier levels (Upper Body) requiring either Reaction+ Tiers or Speed Tiers to rapidly get up from their prone position on the ground. Additional levels of Strength by the practitioner can make this technique more effective due to requiring higher tier checks however experienced practitioners without strength can use their skill to substitute for it. Str Tier/Rank - P.T to Rise (Rea/Spd Req.) - Off-Balance Duration (Str+Rank Modifier) D - 1 (D+/D = Instant if 1) - 1 P.T (2) C - 2 (C+/C = -1) - 2 P.T (4) B - 3 (B+/B = -2) - 3 P.T (6) A - 4 (A+/A = -3) - 4 P.T (8) S - 5 (S+/S = -4) - 5 P.T (10)
Name: Kapu Kuʻialua: Lower Push Classification: Taijutsu Rank: D-rank Class: Supplementary/Offensive Range: Contact
Description: Drawing on the basics of the Kapu Ku'lalua, the practitioner utilizes this maneuver to off-balance an opponent from the side. In this style balance is key and the clear way to take initiative over an opponent is if they have been rendered off balance, as they will be unable to effectively resist a throw or a grapple. Rather than dealing knock-back which deals with distance the practitioner pushes their opponent's lower body throwing them off balance unless they possess D-rank++ Strength Tiers (Entire Body), or a D-rank Balancing Technique + D-rank+ Strength Tiers (Lower Body Only). Once off balance an opponent will stumble if they use their Max Tier Levels to move their lower body & will fall if they use Above Max Tier levels (Lower Body) requiring either Reaction+ Tiers or Speed Tiers to rapidly get up from their prone position on the ground. Additional levels of Strength by the practitioner can make this technique more effective due to requiring higher tier checks however experienced practitioners without strength can use their skill to substitute for it. Str Tier/Rank - P.T to Rise (Rea/Spd Req.) - Off-Balance Duration (Str+Rank Modifier) D - 1 (D+/D = Instant if 1) - 1 P.T (2) C - 2 (C+/C = -1) - 2 P.T (4) B - 3 (B+/B = -2) - 3 P.T (6) A - 4 (A+/A = -3) - 4 P.T (8) S - 5 (S+/S = -4) - 5 P.T (10)
Name: Kapu Kuʻialua: Wrist Lock Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact
Description: Drawing on the basics of the Kapu Ku'lalua, the practitioner utilizes this maneuver to grab an opponents wrist to put them in a secure hold where pressure is applied constantly in order to eventually break the bones in the joint targeted. This grapple is capable of movement interception of C-rank speeds within 2 ft while C-rank+ Speeds within 1 ft of a target and upon being put into the Wrist Lock if they are unable to escape they will come under the harmful effect. Victims put in a lock must utilize strength to break free, which allows them to escape after a set amount of time though skilled users of this technique place them in more secure holds thus making escape more difficult, those with improved strength tiers get an additional speed bonus to their escape if they succeed a roll (Tier+ = 1/10, Tier++ = 1/5, 1-rank Tier- = 1/2, chance to have a -1 P.T to their escape time), while those who lack strength at all are unable to escape from this lock until they are either released or possess a submission escape equal to the user's strength tier. Submissions rely on a duration to trigger their effect which does not reset if the opponent escapes merely continuing on from that duration if they are so unfortunate to be trapped again. If a victim is unfortunate enough to have their bones broken they require Medical Treatment of C-rank or above geared at repairing broken bones at fix it, furthermore this technique will trigger the Injury effect (See Recoil & Stamina) of a C-rank worth of damage in a vital area. Through the use of higher Strength Tiers or using the Physical Resist of Shogunate Arm Armor one can increase the speed of movement interception. Rank of user(Strength Tier) - Escape P.T (Rank Bonus) - Duration to Trigger Break (Effect of Break) D - 5 (D = +1) - 50 P.T (2 D-ranks of Pain each P.T hand is moved) C - 4 (C = +2) - 40 P.T (3 D) B - 3 (B = +3) - 30 P.T (4 D) A - 2 (A = +4) - 20 P.T (5 D) S - 1 (S = +5) - 10 P.T (C)
Name: Kapu Kuʻialua: Ankle Lock Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact
Description: Drawing on the basics of the Kapu Ku'lalua, the practitioner utilizes this maneuver to grab an opponents ankle to put them in a secure hold where pressure is applied constantly in order to eventually break the bones in the joint targeted. This grapple is capable of movement interception of C-rank speeds within 2 ft while C-rank+ Speeds within 1 ft of a target and upon being put into the Ankle Lock if they are unable to escape they will come under the harmful effect. Victims put in a lock must utilize strength to break free, which allows them to escape after a set amount of time though skilled users of this technique place them in more secure holds thus making escape more difficult, those with improved strength tiers get an additional speed bonus to their escape if they succeed a roll (Tier+ = 1/10, Tier++ = 1/5, 1-rank Tier- = 1/2, chance to have a -1 P.T to their escape time), while those who lack strength at all are unable to escape from this lock until they are either released or possess a submission escape equal to the user's strength tier. Submissions rely on a duration to trigger their effect which does not reset if the opponent escapes merely continuing on from that duration if they are so unfortunate to be trapped again. If a victim is unfortunate enough to have their bones broken they require Medical Treatment of C-rank or above geared at repairing broken bones at fix it, furthermore this technique will trigger the Injury effect (See Recoil & Stamina) of a C-rank worth of damage in a vital area. Through the use of higher Strength Tiers or using the Physical Resist of Shogunate Arm Armor one can increase the speed of movement interception. Rank of user(Strength Tier) - Escape P.T (Rank Bonus) - Duration to Trigger Break (Effect of Break) D - 5 (D = +1) - 50 P.T (2 D-ranks of Pain each P.T foot is moved) C - 4 (C = +2) - 40 P.T (3 D) B - 3 (B = +3) - 30 P.T (4 D) A - 2 (A = +4) - 20 P.T (5 D) S - 1 (S = +5) - 10 P.T (C)
Name: Kapu Kuʻialua: Down Throw Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact
Description:
Name: Kapu Kuʻialua: Elbow Lock Classification: Taijutsu Rank: B-rank Class: Offensive Range: Contact
Description: Drawing on the basics of the Kapu Ku'lalua, the practitioner utilizes this maneuver to grab an opponents elbow to put them in a secure hold where pressure is applied constantly in order to eventually break the bones in the joint targeted. This grapple is capable of movement interception of B-rank speeds within 3 ft while B-rank+ Speeds within 1 ft of a target and upon being put into the Elbow Lock if they are unable to escape they will come under the harmful effect. Victims put in a lock must utilize strength to break free, which allows them to escape after a set amount of time though skilled users of this technique place them in more secure holds thus making escape more difficult, those with improved strength tiers get an additional speed bonus to their escape if they succeed a roll (Tier+ = 1/10, Tier++ = 1/5, 1-rank Tier- = 1/2, chance to have a -1 P.T to their escape time), while those who lack strength at all are unable to escape from this lock until they are either released or possess a submission escape equal to the user's strength tier. Submissions rely on a duration to trigger their effect which does not reset if the opponent escapes merely continuing on from that duration if they are so unfortunate to be trapped again. If a victim is unfortunate enough to have their bones broken they require Medical Treatment of B-rank or above geared at repairing broken bones at fix it, furthermore this technique will trigger the Injury effect (See Recoil & Stamina) of a B-rank worth of damage in a vital area. Through the use of higher Strength Tiers or using the Physical Resist of Shogunate Arm Armor one can increase the speed of movement interception. Rank of user(Strength Tier) - Escape P.T (Rank Bonus) - Duration to Trigger Break (Effect of Break) D - 5 (D = +1) - 50 P.T (3 D-ranks of Pain each P.T forearm is moved) C - 4 (C = +2) - 40 P.T (4 D) B - 3 (B = +3) - 30 P.T (5 D) A - 2 (A = +4) - 20 P.T (C) S - 1 (S = +5) - 10 P.T (B)
Name: Kapu Kuʻialua: Knee Lock Classification: Taijutsu Rank: B-rank Class: Offensive Range: Contact
Description: Drawing on the basics of the Kapu Ku'lalua, the practitioner utilizes this maneuver to grab an opponents knee to put them in a secure hold where pressure is applied constantly in order to eventually break the bones in the joint targeted. This grapple is capable of movement interception of B-rank speeds within 3 ft while B-rank+ Speeds within 1 ft of a target and upon being put into the Knee Lock if they are unable to escape they will come under the harmful effect. Victims put in a lock must utilize strength to break free, which allows them to escape after a set amount of time though skilled users of this technique place them in more secure holds thus making escape more difficult, those with improved strength tiers get an additional speed bonus to their escape if they succeed a roll (Tier+ = 1/10, Tier++ = 1/5, 1-rank Tier- = 1/2, chance to have a -1 P.T to their escape time), while those who lack strength at all are unable to escape from this lock until they are either released or possess a submission escape equal to the user's strength tier. Submissions rely on a duration to trigger their effect which does not reset if the opponent escapes merely continuing on from that duration if they are so unfortunate to be trapped again. If a victim is unfortunate enough to have their bones broken they require Medical Treatment of B-rank or above geared at repairing broken bones at fix it, furthermore this technique will trigger the Injury effect (See Recoil & Stamina) of a B-rank worth of damage in a vital area. Through the use of higher Strength Tiers or using the Physical Resist of Shogunate Arm Armor one can increase the speed of movement interception. Rank of user (Strength Tier) - Escape P.T (Rank Bonus) - Duration to Trigger Break (Effect of Break) D - 5 (D = +1) - 50 P.T (3 D-ranks of Pain each P.T lower leg is moved) C - 4 (C = +2) - 40 P.T (4 D) B - 3 (B = +3) - 30 P.T (5 D) A - 2 (A = +4) - 20 P.T (C) S - 1 (S = +5) - 10 P.T (B)
Name: Kapu Kuʻialua: Up Throw Classification: Taijutsu Rank: B-rank Class: Offensive Range: Contact
Description:
Name: Kapu Kuʻialua: Shoulder Lock Classification: Taijutsu Rank: A-rank Class: Offensive Range: Contact
Description: Drawing on the basics of the Kapu Ku'lalua, the practitioner utilizes this maneuver to grab an opponents shoulder to put them in a secure hold where pressure is applied constantly in order to eventually break the bones in the joint targeted. This grapple is capable of movement interception of A-rank speeds within 4 ft; A-rank+ Speeds within 2 ft, or A-rank++ Speeds within 1 ft of a target and upon being put into the Shoulder Lock if they are unable to escape they will come under the harmful effect. Victims put in a lock must utilize strength to break free, which allows them to escape after a set amount of time though skilled users of this technique place them in more secure holds thus making escape more difficult, those with improved strength tiers get an additional speed bonus to their escape if they succeed a roll (Tier+ = 1/10, Tier++ = 1/5, 1-rank Tier- = 1/2, chance to have a -1 P.T to their escape time), while those who lack strength at all are unable to escape from this lock until they are either released or possess a submission escape equal to the user's strength tier. Submissions rely on a duration to trigger their effect which does not reset if the opponent escapes merely continuing on from that duration if they are so unfortunate to be trapped again. If a victim is unfortunate enough to have their bones broken they require Medical Treatment of A-rank or above geared at repairing broken bones at fix it, furthermore this technique will trigger the Injury effect (See Recoil & Stamina) of an A-rank worth of damage in a vital area. Through the use of higher Strength Tiers or using the Physical Resist of Shogunate Arm Armor one can increase the speed of movement interception. Rank of user(Strength Tier) - Escape P.T (Rank Bonus) - Duration to Trigger Break (Effect of Break) D - 5 (D = +1) - 50 P.T (4 D-ranks of Pain each P.T arm is moved) C - 4 (C = +2) - 40 P.T (5 D) B - 3 (B = +3) - 30 P.T (C) A - 2 (A = +4) - 20 P.T (B) S - 1 (S = +5) - 10 P.T (A)
Name: Kapu Kuʻialua: Hip Lock Classification: Taijutsu Rank: A-rank Class: Offensive Range: Contact
Description: Drawing on the basics of the Kapu Ku'lalua, the practitioner utilizes this maneuver to grab an opponents hip to put them in a secure hold where pressure is applied constantly in order to eventually break the bones in the joint targeted. This grapple is capable of movement interception of A-rank speeds within 4 ft; A-rank+ Speeds within 2 ft, or A-rank++ Speeds within 1 ft of a target and upon being put into the Hip Lock if they are unable to escape they will come under the harmful effect. Victims put in a lock must utilize strength to break free, which allows them to escape after a set amount of time though skilled users of this technique place them in more secure holds thus making escape more difficult, those with improved strength tiers get an additional speed bonus to their escape if they succeed a roll (Tier+ = 1/10, Tier++ = 1/5, 1-rank Tier- = 1/2, chance to have a -1 P.T to their escape time), while those who lack strength at all are unable to escape from this lock until they are either released or possess a submission escape equal to the user's strength tier. Submissions rely on a duration to trigger their effect which does not reset if the opponent escapes merely continuing on from that duration if they are so unfortunate to be trapped again. If a victim is unfortunate enough to have their bones broken they require Medical Treatment of A-rank or above geared at repairing broken bones at fix it, furthermore this technique will trigger the Injury effect (See Recoil & Stamina) of an A-rank worth of damage in a vital area. Through the use of higher Strength Tiers or using the Physical Resist of Shogunate Arm Armor one can increase the speed of movement interception. Rank of user(Strength Tier) - Escape P.T (Rank Bonus) - Duration to Trigger Break (Effect of Break) D - 5 (D = +1) - 50 P.T (4 D-ranks of Pain each P.T leg is moved) C - 4 (C = +2) - 40 P.T (5 D) B - 3 (B = +3) - 30 P.T (C) A - 2 (A = +4) - 20 P.T (B) S - 1 (S = +5) - 10 P.T (A)
Name: Kapu Kuʻialua: Reversal Throw Classification: Taijutsu Rank: A-rank Class: Offensive Range: Contact
Description:
Name: Kapu Kuʻialua: Back Lock Classification: Taijutsu Rank: S-rank Class: Offensive Range: Contact
Description: Drawing on the basics of the Kapu Ku'lalua, the practitioner utilizes this maneuver to grab an opponents back to put them in a secure hold where pressure is applied constantly in order to eventually break the bones in the joint targeted. This grapple is capable of movement interception of S-rank speeds within 5 ft; S-rank+ Speeds within 3 ft, or S-rank++ Speeds within 1 ft of a target and upon being put into the Back Lock if they are unable to escape they will come under the harmful effect. Victims put in a lock must utilize strength to break free, which allows them to escape after a set amount of time though skilled users of this technique place them in more secure holds thus making escape more difficult, those with improved strength tiers get an additional speed bonus to their escape if they succeed a roll (Tier+ = 1/10, Tier++ = 1/5, 1-rank Tier- = 1/2, chance to have a -1 P.T to their escape time), while those who lack strength at all are unable to escape from this lock until they are either released or possess a submission escape equal to the user's strength tier. Submissions rely on a duration to trigger their effect which does not reset if the opponent escapes merely continuing on from that duration if they are so unfortunate to be trapped again. If a victim is unfortunate enough to have their bones broken they require Medical Treatment of S-rank or above geared at repairing broken bones at fix it, furthermore this technique will trigger the Injury effect (See Recoil & Stamina) of a S-rank worth of damage that is non-lethal. Through the use of higher Strength Tiers or using the Physical Resist of Shogunate Arm Armor one can increase the speed of movement interception. Rank of user(Strength Tier) - Escape P.T (Rank Bonus) - Duration to Trigger Break (Effect of Break) D - 5 (D = +1) - 50 P.T (5 D-ranks of Pain each P.T lower torso is moved) C - 4 (C = +2) - 40 P.T (C) B - 3 (B = +3) - 30 P.T (B) A - 2 (A = +4) - 20 P.T (A) S - 1 (S = +5) - 10 P.T (S)
Name: Kapu Kuʻialua: Neck Lock Classification: Taijutsu Rank: SS-rank Class: Offensive Range: Contact
Description: Drawing on the basics of the Kapu Ku'lalua, the practitioner utilizes this maneuver to grab an opponents hip to put them in a secure hold where pressure is applied constantly in order to eventually break the bones in the joint targeted. This grapple is capable of movement interception of SS-rank speeds within 6 ft; SS-rank+ Speeds within 4 ft, SS-rank++ within 2 ft or SSS-rank- Speeds within 1 ft of a target and upon being put into the Neck Lock if they are unable to escape they will come under the harmful effect. Victims put in a lock must utilize strength to break free, which allows them to escape after a set amount of time though skilled users of this technique place them in more secure holds thus making escape more difficult, those with improved strength tiers get an additional speed bonus to their escape if they succeed a roll (Tier+ = 1/10, Tier++ = 1/5, 1-rank Tier- = 1/2, chance to have a -1 P.T to their escape time), while those who lack strength at all are unable to escape from this lock until they are either released or possess a submission escape equal to the user's strength tier. Submissions rely on a duration to trigger their effect which does not reset if the opponent escapes merely continuing on from that duration if they are so unfortunate to be trapped again. If a victim is unfortunate enough to have their bones broken they require Medical Treatment of SS-rank or above geared at repairing broken bones at fix it, furthermore this technique will trigger the Injury effect (See Recoil & Stamina) of a SS-rank worth of damage that is non-lethal. Through the use of higher Strength Tiers or using the Physical Resist of Shogunate Arm Armor one can increase the speed of movement interception. Rank of user(Strength Tier) - Escape P.T (Rank Bonus) - Duration to Trigger Break (Effect of Break) D - 7 (D = +1) - 50 P.T (4 D-ranks of Pain each P.T any body part is moved) C - 6 (C = +2) - 40 P.T (C) B - 5 (B = +3) - 30 P.T (B) A - 4 (A = +4) - 20 P.T (A) S - 3 (S = +5) - 10 P.T (S) "Z" - 2 (SS = +6) - 5 P.T (SS) "X" - 1 (SSS = +7) - 3 P.T (SS)
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Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Shogunate Exclusive Techniques 9th March 2018, 12:16 pm | |
| - Assassination Technique:
Name: Assassination Technique Classification: Fighting Style Rank: B-rank Class: Supplementary Range: Contact (Weapon), Self (Victim)
Description: This is a kenjutsu fighting style utilized by the Shogunate, which involves the utilization of their unique weaponry in a method which can be likened to targeting specific points on a victims body hence the name Assassination Technique. In actuality this fighting style is not primarily used for assassinations but rather is a complete fighting style focusing more on disabling victims to grant a kill shot later in combat instead of focusing on the killing blow from the get go. Depending on the weapons used this style specializes in crippling a victim by targeting specific points on their body which results in Tier Level Penalties which can be offset by Defense+Strength Tiers or Defense+Chakra/Defense+Endurance+Strength Tiers at the cost of losing stamina in exchange for not sustaining the debuffs. The weapons used are what determines the severity of the crippling and each individual learning the Assassination Technique can specialize in a particular weapon, while they can then do re-training (1250 Words Each) to learn up to 2 other type of weapons. Finally using this fighting style requires the utmost concentration thus it is actually slightly tiring to utilize techniques within this fighting style causing all of the techniques to possess a stamina price for their use. *This Particular Individual Specializes in: (Insert Choice; either Blades, Spears, Shields, Bows) Location Targeted (Tier Debuff) - Weapon Used (T.L. Debuffed) - Speed/Strength Used (Stamina Penalty if Debuff is Resisted) Arms (Str) - Bows (1 Tier Level) - None (1) Legs (Spd) - Blades (2 Tier Levels) - D-C (2) Back (Rea) - Shields (3 Tier Levels) - B-A (3) Neck (Bar) - Spears (4 Tier Levels) - S+ (4)
Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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Name: Assassination Technique Classification: Kenjutsu (Kyujutsu) Rank: -rank Class: Range:
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