| | Seiko Rikigaku | |
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Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Seiko Rikigaku 31st July 2018, 2:19 pm | |
| Personal Info Name: Seiko Kaironokuma-Rikigaku Alias: Mechanical MarvelAge: 13 Gender: Female Height: 4'7" - 139.7cm Weight: 43kg - 94.8lbs Zodiac Sign: Leo Personality: - Spark of Genius:
Everything must be perfect. Ever since she was born, Seiko had been enthralled by the idea of perfection, the idea that something could exist without flaws, without blemishes, working efficiently and constantly. This obsession has stuck with her and she always seeks to do things with maximum efficiency, regardless of what consequences this might have on those around her.
She is very close with her emotions, in fact to many it seems like she has none at all. To her, emotions are something that can be exploited and targeted. This doesn't mean she has cut them away but she understands their folly and will rarely ever act on them, instead she focuses on her logical ability and processes everything to the nth degree to ensure maximum chance of success.
When it comes to others, friends aren't something that Seiko makes. She makes allies and she finds tools, people that serve no emotional purpose and exist only to further her goals. Perhaps later she'll learn how to act like a proper person in regards to relationships but for now, she refuses to connect with that side of emotion.
- Flames of Purpose:
After the betrayal of once valued members of the Republic and seeing what happens when order breaks down, in addition to carving away some of her lesser emotions, Seiko has become more driven than ever. Though Taigakai, her cousin, taught her that it is possible to make friends and to actually enjoy spending time with other people.
So far the lessons she has learned have made her focused, driven but eager to ally with others and fight at their maximum strength. Only the future would tell if this positive trend continued or if it would end up twisted within the sprawling spans of Seiko's mind. Appearance:- 10-13 Years:
History:- Well Oiled Machine:
Seiko comes from a long line of Rikigaku and Kaironokuma, a connection that has been held in place to align the abilities of the clan. This might be seen as forbidden or unsavory but in the name of power, all must be done. Eventually, this resulted in Seiko's birth.
She's not sure what parts of her family ancestry combined to create her but she isn't complaining and neither were her parents, both of them Chunin, one of each clan to keep the bloodline running. Barely living and mostly machine, Seiko is almost seen as the prodigy, the next stage of evolution of these clans but that's probably her parent's bias talking, she knows how to look out for that.
- Perfectly Interlocking Gears:
Combat had tempered her mind and her thoughts and now she had blooded her hands and killed for the good for the Republic. Her Chunin exams went well and she had done well for them, achieving a fine promotion and the respect of her peers which was all she was hoping for really.
Then came the aftershocks of the Exams. The betrayal of people she had seen as sterling individuals, one of whom had fought alongside Seiko during the Exams. Such memories would spark anger in her but she kept it controlled, she would deal with that threat once they showed themselves again.
Dealing with a dangerous threat to the Republic in the form of a chakra parasite fully coalesced in her mind the path that she wanted to take. To kill in defense of others was noble and true but to do so and keep the soldiers of the Republic alive and fighting regardless of the wounds they took? That was far more powerful a tool. It was time to take herself to the next stage of her mechanical evolution.
Hybrid Info(Ninja/Ronin) Village: Kohaigakure Rank: Combat Med Nin - S-Rank[Low|Probationary] Clan: Kaironokuma + Rikigaku Chakra Nature: Earth, Lightning, Wind Ability: Inorganic Animation - Seiko's ronin heritage expresses itself in the ability to bring to 'life' what she touches. When she places her hand on a material, the limits of the material dependent on her rank, she is capable of granting it automation and form, as well as eventually limited sentience and intelligence so that they are able to make their own choices. This is of course straining and the more power or abilities she wishes to grant what she brings to life, the higher the cost will be, not just of stamina, but blood and chakra as well as she gives them what they do not have normally. Rank - Materials AnimatedD-Rank - Ground, Stone C-Rank - Metal, Wood B-Rank - Gems, Crystals A-Rank - Bone S-Rank - Liquids 'Z'-Rank - Dead Flesh 'X'-Rank - Energy Primary Weapon: - Tamer:
Name: Rikigaku Tamer Type: Whip Rank: C How Many: 1 Appearance: The Rikigaku tamer is a curved cylinder which have a finger grip pattern and a spiral point at the top. Special Ability: When chakra is cycled through the Tamer the spiral point unravels manifesting a jagged whip comprised of pure ambient chakra. Rikigaku can use this to fight as it deals raw chakra damage according to the rank however it's real purpose is used on creatures. When it comes in contact with them it can used to become a collar before causing the creature to be tamed according to the strength. D Tamers can tame small creatures only. C Tamers can tame small and Medium (S) creatures only, B Tamers can tame Small & Medium (S,M,L, XL) only. A Tamers can tame Small, Medium and Large (S) only. S-rank Tamers can tame Small, Medium, Large only.
Secondary Weapon:- Gourd:
Equipment Name: Kaironokuma Gourd Type of Equipment: Gourd Rank: D (Can get refitted every rank up to equal user's rank) How Many: 1 Appearance: A bluish-grey metallic gourd which is made via the use of Techno and keyed to the specific Kaironokuma's DNA due to part of their own body being used in it's creation. It has a cracked appearance and a darkened bluish-gray cork an remains attached to the user via electromagnetism equal to it's rank which can be cut off by channelling chakra into it. Often customized to suit it's owner, this kaironokuma's own gourd has a [insert custom design & shape] Durability: Raw = 5 D-rank worth of Damage Physical = 3 D-ranks worth of Damage Chakra = 1 D-ranks worth of Damage Spiritual = 1 D-rank worth of Damage
Magnetic = D-rank Chakra Resistant = D-rank
Components:
Organic Metal (D) x1: Techno Imbued Flesh of Kaironokuma Owner Ferrous Metal (D) x 3: Iron Ferrous Metal (D) x 1: Magnetite Precious Metal (D) x 1: Iridium
Traits: Magnetic Chakra Resistant Physical Resistant
Special Ability: N/A *Like all Gourds it acts as a storage device, in this case it can be filled with things typically being used to store Iron Sand to give the Kaironokuma an additional source of Iron Sand materia aside from their ability to produce it from the atmosphere. However it can be used to store dirt, gold dust, silver powder and even Lead Sand. It can store things on three levels which determines how heavy it is when picked up by anyone other than the Kaironokuma it was made for. This is due to part of their flesh in a techno state being used to comprise it resulting it in being lightweight as if it were part of their body when carried by them. The First level the gourd is at minimum capacity which is 12 D-ranks worth (2 C-ranks or 1 B-rank) of Iron Sand, possessing a weight of 5. The Second level the gourd is at half capacity which is 24 D-ranks worth (6 C-ranks, 3 B-ranks, 2 A-ranks or 1 S-rank) of Iron Sand, possessing a weight of 10. Finally the Third level the gourd is at full capacity which is 48 D-ranks worth (8 C-ranks, 4 B-ranks, 2 A-ranks or 1 S-rank) or Iron Sand, possessing a weight of 20 or D-rank strength to pick up without being slowed by 1-rank due to it's weight.
Weight: +3 (Empty), +5 (Minimum Capacity), +10 (Half Capacity), +20 (Full Capacity) *Note All this only applies for anyone but the Kaironokuma the gourd was made for. Slots: N/A
Last edited by Blade on 8th July 2022, 11:13 pm; edited 5 times in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Seiko Rikigaku 31st July 2018, 2:40 pm | |
| - Ninjutsu:
Name: Body Replacement Jutsu Classification: Ninjusu Rank: D-rank Class: Supplementary Range: N/A
Description:This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, or even another person within reach using the Body Flicker Technique, the moment an attack hits.
Name: Golem Replacement Technique Classification: Ninjutsu Rank: C-Rank Class: Defensive Range: Varies
Description: An alteration on the normal Body Replacement Technique that functions to target a specific type of replacement object. This technique is utilised in order to swap with a user's Sentinel, Golem or Lobo at a moment's notice, moving them out of danger and instead placing the Golem in their stead. This might seem counter-productive at first but it enables greater combat versatility due to being able to move Golems into ideal positions to land attacks they would otherwise be unable to. This counts as a Get Out of Jail Free and thus can only be used once per topic.
Name: Shadow Clone Technique Classification: Ninjutsu Rank: B-rank Class: Supplementary Range: Varies
Description: Similar to the Clone Technique, this technique creates clones of the user. However, these clones are actual copies, not illusions. The user's chakra is evenly distributed among every clone, giving each clone an equal fraction of the user's overall power. The clones are capable of performing techniques on their own and can even bleed, but will usually disperse after one or two solid blows, though even then it may not be enough as each clone has the tiers of the user and thus things which the original would brush off the clones can do the same. The clones can also disperse on their own. The clones will be created in roughly the same condition as the original including any gear on the originals person, likewise due to ones clones mirroring the original it is very difficult to tell the difference. Even with X-ray Vision, or Chakra Sensory as only X-ray Vision + A-rank or Above Chakra sensory can accurately distinguish a clone from the original due to how closely they are copied. Upon dispersing a set amount of information is given the original, as this techniques real purpose is not combat but rather reconnaissance. Rank - Amount of information imparted upon original (Pain from Multiple Dispersal) D - 1 Turns Worth (If Lacking D-rank End. every 2 Clones Deal B-rank) C - 2 Turns Worth (If Lacking C-rank End. every 3 Clones Deal B-rank) B - 3 Turns Worth (If Lacking B-rank End. every 4 Clones Deal B-rank) A - 4 Turns Worth (If Lacking A-rank End. every 5 Clones Deal B-rank) S - 5 Turns Worth (If Lacking S-rank End. every 6 Clones Deal B-rank)
- Ronin Starters:
Name: Physical Mimic Classification:Taijustu (Can only be used by Ronin) Rank:D rank Class: Passive Range:Self
Description: Ronin have exceptional memory as well as control over their bodies this ability allows them to copy taijutsu and Kenjutsu techniques that have been used in battle for the duration of the topic however upon leaving they retain no memory of the technique besides knowing how to train for it. This ability has its limits however as they can only copy things the same rank as them and below.
Name: Haki Classification: Genjutsu (Can only be used by Ronin) Rank:D-rank Class: Passive Range:Short
Description: Ronin have a greater affinity for genjutsu than Ninja and use that to their advantage as one of their adaptations makes it impossible to disrupt the flow of their genjutsu by simply cutting off chakra flow as well as overrides dojutsu eye immunity to genjutsu. In addition Ronin genjutsu techniques can be used on Dakar as long as they are the same rank or higher as the Dakar. Ronin genjutsu can only be combated with other genjutsu and can only be broken with the will or death of the user. (As well as the end of the topic)
- Rikigaku Passives:
Name: Digitize Classification: Fuinjutsu/Barrier Ninjutsu Rank: D-rank Class: Passive Range: Self
Description: All Rikigaku clan members have learned to access a unique network which allows them to transmit physical items into digital code within a unique sealing network. It typically is located in a bar-code on their body and by cycling chakra to or merely physically tapping or placing ones blood on the bar-code the network is able to be accessed. This network allows them to store weapons, armor, consumables, lobos and golems being able to manifest them into this plane at will in combat at equal rank speeds at the base level. At Academy Rank one can Digitize 5 items and with every rank this increases by 5 capping out at 25 items at Sannin rank.
Name: Capability Interface Classification: Kinjutsu Rank: D-rank Class: Passive Range: Self
Description: This is a unique ability taught to Rikigaku clan members at birth to resonate their soul with weapons and creatures to learn their capabilities in terms of chakra nature, special abilities (weapons) and tiers (creatures) with a mere glance. This gives them a noticeable advantage against weapon users and creatures encountered in the wild as they can rarely get caught off guard by new threats.
- Kaironokuma Passives:
Name: Techno Classification: Kinjutsu Rank: D-rank Class: Passive Range: Self
Description: The Kaironokuma clan has the ability to turn their skin into an odd bluish metal. Although their body still receives damage normally, while in this form they are granted the ability to transform their body parts into different weapons and the like. This justu is the basis for all the Techno justu. The conversion results in the body part turning into a bluish metal while they lack pain receptors in the converted body part. Depending on the amount of their body converted into organic metal it can be maintained for a set amount of time with a form resulting in a cooldown depending on the rank of the technique used. However depending on the user's skill level (rank) they are able to maintain their body in it's changed form for 1 posts (total) starting at D-rank with each rank up adding +1 capping out at 5 posts (total) at S-rank. When techniques make use of this ability to produce weapons their classification is always either Kinjutsu/Kenjutsu, Kinjutsu/Kyujutsu, or Kinjutsu/Shurikenjutsu etc.
Rank of Technique - Cooldown in Posts (Total) - Body Part Modifier (Posts Total) D - 1 - Extremity (Finger, Toe) = +12 C - 3 - Organ (Eye,Heart, Lung) = +10 B - 5 - Appendage (Hand, Foot) = +8 A - 7 - Limb (Arm, Leg) = +6 S - 9 - Lower Torso (Legs, Waist) = +4 SS - 11 -Upper Torso (Chest, Arms, Head) = +2 SSS - 13 - Entire Body = +0
Name: Atomic Metal Classification: Ninjutsu Rank: D-rank Class: Passive Range: Self
Description: The Kaironokuma clan has the ability to alter the composition of non-animate objects into metal due to messing with the electromagnetic forces that exist in atoms. In addition they can manipulate any non-organic metal into any shape and form they wish. The user being able to manipulate non-animate objects as well as non-living weapons, former human puppets, organoids & Lobos, depending on the user's rank. When manipulating non-metals into metals the chakra is utilized to permanently shift the material into another type of Materia allowing it to be used in place of raw materials for constructing things. Modifications now will all require chakra prices in order to manipulate them into creating new types of metal from being a non-metal with the purity of the metal created requiring more chakra to create, the higher the purity the more durable,magnetic, or conductive the metal created is. User Rank - Non-Metal Conversion Chakra Price - Metal Purity Modifier (Chakra Cost/Rank of Raw Material) D - D - Below 10% (C/D) C - D - 11-25 % (B/C) B - C - 26-50 % (A/B) A - B - 51-75 % (S/A) S - A - Above 75 % (SS/S)
- Legacy Passives:
Name: Mechanical Mind Classification: Medical Genjutsu Rank: D-Rank Class: Passive Range: Self
Description: Seiko's mind does not work like a normal human's. Instead, she works more like a computer or a machine, able to understand pure logic and run processing much faster than a normal human. Seiko is unable to exist permanently like this however as it is tiring on her mind. Once she learned to control it, she found that she is able to activate her mechanical processing at will, locking away her emotions and focusing purely on logic and understanding. This lasts for a number of PT based on her rank and she is unable to voluntarily switch it off until the duration is over, if she does she suffers mental recoil equal to her rank. During the effect, her emotional limits, sanity limit, intimidation limit and seduction limit are raised based on weekly trainings, as are the number of times she can use this per topic, but she finds it difficult to differentiate friend from foe, anyone that goes against her current mission is an enemy and she will remove them, no matter what.
Rank - Time Limit (PT) - Recoil D - 10 - D C - 20 - C B - 30 - B A - 40 - A S - 50 - S 'Z' - 75 - SS 'X' - 100 - SSS
Weekly Training(WC) - Raised Limit(Emo-San|Int|Sed) - Number of Uses per Topic
1(250) - 1/3 | 1 1/4 | 3/4 - 1 2(500) - 1/2 | 1 1/3 | 1 - 1 << 3(750) - 3/4 | 1 1/2 | 1 1/3 - 2 4(1000) - 1 | 1 3/4 | 1 1/2 - 2 5(1250) - 1 1/3 | 2 | 1 3/4 - 3
Name: Control Freak Classification: Medical Genjutsu Rank: D-Rank Class: Passive Range: Self
Description: Due to her over analytical mind, Seiko has intense OCD involving perfection and blemishes and tends to rapidly overthink situations, only her detached emotions keeping her from becoming an anxious mess. However, this means she is particularly excellent at multi-tasking and is able to better split her mind to control anything she is able to. As she grows in ranks, she gains a number of slots that she is able to apply to either puppetry, Lobos control or Golem control, enabling her to have more than usual. These slots are applied to Lobos and Golems for extra slots just like puppets, so the number of slots taken up is dependent on size.
Rank - Number of Additional Slots D - 3 C - 6 B - 9 A - 12 S - 15 'Z' - 20 'X' - 25
Name: Organo-Metallic Body Classification: Medical Taijutsu Rank: D-Rank Class: Passive Range: Self
Description: Due to her strange heritage, Seiko was born made of an organic metal rather than flesh. This metal is non-magnetic and has the same elasticity as flesh, however it is slightly colder to the touch than skin. Due to this, internal damage is less effective on her than normal. It's not that it deals less damage but instead the actual effects are lessened and it is counted as no more lethal than normal external damage, her mechanical body learns to adapt quickly. In addition to this, dependent on her rank, she is able to increase the length of time that her Techno Transformations last due to already being made of metal and thus easier to mold with the Kaironokuma ability.
Rank - Additional Techno Transformation time (PT) D - 5 C - 10 B - 15 A - 20 S - 25 'Z' - 30 'X' - 45
- Earth Release:
Name: Earth Release: Prison Chamber Classification: Ninjutsu Rank: C-Rank Class: Supplementary/Offensive Range: Mid
Description: After performing the necessary hand-seals, the user sends their chakra into the earth, causing it to erupt upwards into a set of four triangular spikes. These do not aim at the opponent but instead around them, forming a pyramidal box around them to lock them in place. This rock is specifically hardened towards the inside to keep someone trapped, resulting in damage up to B-Rank without piercing to be ineffective from inside, while C-Rank from the outside will shatter the Chamber. In the chamber there is no light due to the earth being opaque, potentially leading to even more problems. The speed of the construction is based on the user's rank, although chakra can be spent to simulate having a rank equal to that.
Rank - Speed of Construction D - D+ C - C+ B - B+ A - A+ S - S+
Name: Earth Release: Double Suicide Decapitation Classification: Ninjutsu Rank: C-Rank Class: Supplementary/Offensive Range: AoE(Movement), Contact(Grab)
Description: A simple, if dangerous, technique that involves the shinobi using chakra flow to disappear into the ground, akin to Underground Projection Fish. However, this technique is slower, moving only at C-Rank- speeds but harder to detect, requiring X-Ray vision or a B-Rank or higher vibration sensory tech to notice the user when they are underground. They are then able to surprise an opponent by grabbing them from underneath and pulling them into the softened ground, the reaction tier required to negate this is dependent on the user's speed and they are pulled into the ground up to their head, locking their body in place. This means they are unable to perform hand-seals and require at least B-Rank strength to break free of the ground or a form of underground movement themselves.
Speed Tier - Reaction Required to Avoid D - D++ C - C++ B - B++ A - A++ S - S++
Name: Earth Release: Underground Projection Fish Technique Classification: Nintaijutsu Rank: C-rank Class: Supplementary Range: Self
Description: One of Seiko's earth release chakra flow using Nintaijutsu technique, mainly due to not requiring hand seals with the ground simply softening immensely the user slipping into the ground using their speed tiers in order to initiate this technique. This technique is used for sneaking and striking silently, like a fish underwater, and then suddenly appearing to the ground's surface making it a formidable underground movement technique. While moving through the ground only those with either X-rank vision, a C-rank or higher vibration sensory technique can detect the user while those who can't require Reaction Tiers equal to her own to dodge her taijutsu techniques. Furthermore, it's even more efficient when employed in a crowded area that, if the target notices something, can be overrun by the nearby masses, or with distractions like a Clone Technique to draw the enemy's attention negating the effect of, X-ray vision, muscle tension & time-slowing dojutsu as aids in dodging. When utilized in combination with the Silent Burial technique victims require either X-ray Vision or an B-rank or above Vibration Sensory technique and if they do not possess that they require 1-rank higher reaction tiers in order to dodge her taijutsu techniques.
Name: Earth Release: Underground Projection Golem Technique Classification: Nintaijutsu Rank: C-Rank Class: Supplementary Range: Self/Contact
Description: Requires Underground Projection Fish Technique. A modification on the basic technique, this one instead changes the basic function and adds a new one. Rather than using speed to move through the earth, it instead utilises the user's Strength to drag them through the ground. This is slightly less graceful but to most that really doesn't matter. It possesses the same hiding capabilities as Underground Projection Fish and the same reaction tier requirements when it comes to physical techniques. However, Seiko has further improved on this by being able to impart her chakra onto her Golems or Lobos to grant them the ability to use this technique, the number she can perform it on is dependent on her rank.
Rank - Number of Targets D - 1 C - 2 B - 3 A - 4 S - 5
Name: Earth Release: Earth-Style Wall Classification: Ninjutsu Rank: B Class: Defense Range: Contact (Thickness), Short (Distance)
Description: The user creates a 3 ft thick solid wall of earth as a form of defense up to 15 ft away from them after making hand seals and slamming both hands on the ground. Chakra is either converted to earth within the body and then spat out to form the wall or the user can manipulate pre-existing earth to form the wall. The earth then instantly rises up and takes form at crashing ground speeds, and if normal earth is utilized alongside a chakra price this wall is unable to be scratched by physical techniques or projectiles backed by strength, up to 1-rank below to the amount of earth materia used. The barrier itself is also coated with chakra, making its strength incomparable to that of a normal mud wall resulting in it being unable to be breached by anything short of a defense piercing technique strong against Earth Release which is equal to the chakra infused in it. Because of the earth's special characteristics, the wall is highly resistant against, for instance, fire (negates burning from fire techniques equal in rank to the chakra spent to fortify it) and water (requires 1-rank Higher defense piercing to breech). Also, for a highly skilled shinobi it is possible to create a vast volume of earth.. Rank of User (Surfaces Wall can be Created) - Chakra Price/Chk+Materia Price (Size of Wall) D (Earthen, including Rock) - D, D+C (Humanoid) C (Muddy, including Swamp) - C, 3 D+B (Medium S) B (Metallic, including Alloys) - B, C+A (Medium M) A (Crystalline, including Diamond) - A, B+S (Medium L) S (Any Solid Surface) - S, A+SS (Medium XL)
Name: Earth Release: Stone Clapping Hands Classification: Ninjutsu Rank: A-Rank Class: Offensive Range: Short
Description: This technique requires that the opponent already be trapped in an Earth construct or underground. Once done, the user performs hand-seals and channels their chakra into the construct or earth causing it to begin crushing the opponent between walls of hardened stone. This naturally enhances durability of the earth to A-Rank levels, without piercing or being strong against Earth Release, making them difficult to break. They will then begin crushing the opponent, dealing damage every PT that they are stuck within the walls. If the victim does not possess D-Rank Endurance or Defense and fail to break the walls when they first form, they are crushed instantly and die. Those with it or greater will start to experience damage that increases after set levels.
PT Crushing - Damage Dealt each PT 1-5 - C-Rank 6-10 - B-Rank 11-15 - A-Rank 16-20 - S-Rank 21+ - S-Rank defense bypassing
- Lightning Release:
Name: Lightning Release: Electrokinetic Burst Classification: Ninjutsu Rank: D-Rank Class: Supplementary Range: Contact
Description: A simple technique that is used in conjunction with Golems or Lobos to enhance their basic capabilities. This technique involves taking Lightning Release and spreading it through the robot's body, causing it to gain additional energy to draw from. Once this is done, and the number of constructions it can be performed on at once is dependent on the user's rank, they gain an additional tier level to all of their physical capabilities(tiers), potentially changing the tide of a battle.
Rank - Number of Targets D - 2 C - 4 B - 6 A - 8 S - 10
Name: Lightning Release: Blinding Burst Classification: Ninjutsu Rank: C-Rank Class: Offensive Range: AoE
Description: Channeling chakra into the hand, the user holds out and unleashes a massive burst of lightning straight down. This lightning however deals no damage, instead it is used to generate a massive amount of light on both the physical and chakra planes of existence. Due to this, anyone without B-Rank or higher reaction is immediately blinded for a number of PT based on the user's rank. In addition, if one possesses a dojutsu capable of electrolocation or chakra sight, they require A-Rank reaction to avoid it instead of B-Rank but the blind duration stays the same.
Rank - Blind Duration(PT) D - 4 C - 6 B - 8 A - 10 S - 12
- Ronin Tech:
Name: Metal Animation: Enhancing Touch Classification: Ronin Tech Rank: C-Rank (4 Stamina per use) Class: Supplementary Range: Contact
Description: Charging her body with energy, Seiko presses her hand to a metallic construct that isn't already under the effect of her Ronin Ability, such as a Golem or Lobo, and spreads her energy through its body. This animates the metal with a purpose to remove friction and enhance physical capabilities. Once done the construct is considered 'Animated' and Seiko has a number of tier levels dependent on her rank to spread out among the construct's own tiers to enhance them further, making the construct even more dangerous than before.
Rank - Number of Tier Levels to Spread D - 2 C - 4 B - 6 A - 8 S - 10
Name: Earth Animation: Dirt Speak Classification: Ronin Tech Rank: C-Rank (1 stamina every round to maintain) Class: Supplementary Range: AoE
Description: By charging the dirt with her energy and activating her Ronin Ability, Seiko imprints upon it life with a single purpose, to find those that are hidden. Anyone touching the ground or under it that isn't intangible or using a B-Rank or higher physical form concealment technique will be marked out by ripples spreading out from under them whenever they move, these ripples being visible to anyone. Due to this it makes invisible or subterranean targets incredibly easy to spot and follow, the area of effect of this is dependent on Seiko's rank.
Rank - Feet Radius D - 10 C - 15 B - 20 A - 25 S - 30
Name: Earth Animation: Shackles Classification: Ronin Tech Rank: C-Rank(2 Stamina per use) Class: Supplementary/Offensive Range: Long
Description: Channeling her ability, Seiko touches the ground and unleashes her energy into it. This causes the ground to come to life in a minor way, following a single purpose; to restrain her enemies. The ground lurches upwards and turns into a series of shackles that leap towards enemies. If successful, the enemy is grabbed around the waist, throat, ankles and wrists, chaining them to the ground and preventing them from moving. The speed that these shackles move, the strength required to break them and the number of targets hit is dependent on Seiko's rank.
Rank - Speed of Shackles - Strength to Break - No. of Targets D - D+ - D+ - 1 C - C+ - C+ - 1 B - B+ - B+ - 2 A - A+ - A+ - 2 S - S+ - S+ - 3
Name: Earth Animation: Earth Density Regulation Classification: Ronin Tech Rank: C-Rank (Stamina Price Varies) Class: Supplementary Range: Contact
Description: Seiko uses her ronin ability and physical energy to impart Life and a goal upon the earth that she touches; become harder and resist damage. With this done, the earth she uses this one becomes denser and much more difficult to break, the end durability to physical techniques being based on how much stamina she puts in. However due to this, any earth technique this is used on, when called to move, moves slower depending on the end density of the Earth due to being much heavier and much more unwieldy.
Stamina Price - Physical Durability - Speed Decrease 2 - D - 1-Rank 4 - C - 2-Ranks 6 - B - 3-Ranks 8 - A - 4-Ranks 10 - S - 5-Ranks
Name: Earth Animation: Earth Density Deregulation Classification: Ronin Tech Rank: C-Rank(stamina price varies) Class: Supplementary Range: Contact
Description: Seiko uses her ronin ability and physical energy to impart Life and a goal upon the earth that she touches; become softer and increase speed. When used, the earth becomes softer, easier to break but also much lighter, allowing it to move much faster than usual while being much less difficult to destroy. This means that any earth technique involving Deregulated earth is incredibly fast but very, very easy to break. The speed increase and durability decrease is decided by how much stamina Seiko uses.
Stamina Price - Speed Increase - Durability Decrease 2 - 1-Rank - 1-Rank 4 - 2-Ranks - 2-Ranks 6 - 3-Ranks - 3-Ranks 8 - 4-Ranks - 4-Ranks 10 - 5-Ranks - 5-Ranks
Last edited by Blade on 18th April 2021, 4:41 pm; edited 9 times in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Seiko Rikigaku 31st July 2018, 3:24 pm | |
| - Golems:
- Element Drives:
Name: Rikigaku Art - Golem Path: Drive System Classification: Fuinjutsu/Kenjutsu/Kinjutsu Rank: C-Rank (Variable prices) Class: Supplementary Range: Contact(Extraction)
Description: Requires Drive System path to be chosen. This is where the true power of the Path is revealed. An Element Drive is the main power source of the Drive Path Golems and is what characterises this path. There are two different ways of gathering Element Drives. Element Drives when created possess a number of Core Slots which dictate how many Drive Cores can be attached to them, enhancing their power and granting variable abilities to the Golem they are then implanted into. The base number of Core Slots available is determined by the initial price paid from the user and then one of two methods follows, the Energy Method and the Death Method. When Energy Method is used, the user pays another price equal to the first one and the energy type used determines a multiplier to the number of Core Slots the Drive has. Then there is Death Method which involves using a dying or recently dead (within 10 PT) body and using the remaining shreds of their life force to generate their Element Drive, the rank of the victim determines the Core Slot multiplier.
When it comes to elements, Energy Method allows the Element Drive to possess a primary or specialised primary element that the user possesses. The Death Method instead allows the user to take a primary, specialised primary or Dual Combination technique from the body that is used to make the Element Drive. The number of Element Drives available to a Rikigaku is dependent on their rank and the number of Core Slots can further be changed with the use of Drive Seals.
Initial Price/Rank - No. of Slots - Element Drives Available D/D - 1 - 3 C/C - 2 - 6 B/B - 3 - 9 A/A - 4 - 12 S/S - 5 - 15
Rank of Victim - Energy Type - Multiplier(Death/Energy) D - Chakra - 1.5x/1.25x C - Nen - 1.75x/1.5x B - Blood - 2x/1.75x A - NE - 2.25x/2x S - N/A - 2.5x *Note, round up for Core Slots.
Name: Rikigaku Art - Golem Path: Greater Drive Method Classification: Fuinjutsu/Kinjutsu Rank: B-Rank Class: Supplementary/Passive Range: Contact(Drive Extraction)
Description: The Greater Drive Method is a simple but powerful technique. When learned, it passively modifies the power of the Drive System technique. This allows access to greater elements readily without the need to use the Fusion Method. When learned, when using the Energy Method, the user is able to draw Dual Combination elements from themselves straight away. When using it alongside the Death Method, the user is also able to take out Perfect Primary elements from the victim. This also grants access to the Fusion Method. When used, the user must pay the initial price of both Drives that they wish to fuse, this allows the creation of Dual Combination elements by fusing two different elements. It also allows the fusing of two of the same element to either create a Specialised Primary if its two primaries, or increasing the defensive capability of that core by one stage, going from Tolerance to Resistance to Both to Immunity. However, the Fusion Method comes with a downside of removing a set number of Core Slots depending on whether a Dual Combination was created, a Spec. Primary was created or a Defense Increase was made.
Type of Fusion - Slots Taken Up Dual Combination - 4 Specialised Primary - 3 Defense Increase - 2
- Chassis:
Name: Rikigaku Art - Golem Path: Automaton Chassis Classification: Kenjutsu Rank: D-Rank Class: Supplementary Range: N/A
Description: The most basic technique type of the Golem Path and the building block of every other technique in the paths. This technique involves using chakra along with trace elements in the air and body of the user to craft an Automaton. These are Chibi-sized(1/2 size scale) metallic humanoids, usually with blank face plates but some overly enthusiastic Rikigaku members will decorate the plate or alter them to resemble a face. These Automaton possess no tiers and are simply the starting point of the Golem's three Paths. These are also not very durable, taking only up to a C-Rank of stacking damage before being destroyed.
Name: Rikigaku Art - Golem Path: Golem Chassis Classification: Kenjutsu Rank: C-Rank Class: Supplementary Range: N/A
Description: Requires Drive System path and Automaton. The first step onto the path of the Drive System is the Golem. This is an upgraded Automaton crafted in the same fashion as its weaker brother however enhanced mechanical parts and knowledge of creation makes it all the stronger. It is the same size as the Automaton but possesses D-Rank Defense and Strength tiers and also has a slot for an Element Drive. The Element Drive is the true power source of the Golem and the part that marks out a user of the Drive System. When the Drive is implanted, the Golem's strikes deal elemental physical damage of its core type and it gains Tolerance of its element, causing it to count as having C-Rank Endurance tiers and halving the duration and power of any status effect caused by its Drive Element. Lastly, it takes a B-Rank of stacking damage to destroy a Golem, although this leaves the Element Drive intact.
Name: Rikigaku Art - Golem Path: Exo Chassis Classification: Kenjutsu/Ninjutsu Rank: B-Rank Class: Supplementary Range: N/A
Description: Sometimes one Element Drive just isn't enough and with enhancements to the mechanical parts of the Golem and an increase in space and power coils, the Rikigaku member becomes able to craft an Exo Golem. The Exo Golem is still Chibi Sized however it possesses greater tiers than its smaller brethren, packing C-Rank Defense and Strength tiers as well as slots for 2 Element Drives rather than the single one that a normal Golem possesses. When one Element Drive is present it causes the Exo Golem to deal elemental physical damage of its Element Type as well as gaining Tolerance of its element, causing status effect durations and effects to be halved for its element, this also counts as giving it C-Rank Endurance. When two Element Drives are present, it allows the Exo Golem to swap what type of damage it does between its element, gains Tolerance to both elements and counts as having B-Rank Endurance instead. If two cores of the same element are used, it also gains Resistance, halving damage dealt by the element. Exo Golems also have a special ability when both cores are present as they can activate them both, upgrading tolerance to resistance or resistance to both tolerance and resistance and its attacks deal Elemental Chakra damage instead of Elemental Physical and of both elements it possesses without needing to swap but this only lasts for a small period of time, dependent on the user's rank, before it initiates a Cooldown of half the time spent with it active.
Rank - Duration of Overcharge(PT) D - 5 C - 10 B - 15 A - 20 S - 25
Name: Rikigaku Art - Golem Path: Hexa Chassis Classification: Kenjutsu/Ninjutsu Rank: A-Rank Class: Supplementary Range: N/A
Description: The second most powerful form of Golem that's readily available to Rikigaku members, the Hexa Golem packs a lot of punch in a small package. These are usually intricately detailed, more so than their weaker brethren and usually have some form of face rather than a blank face plate, although it is unique to each Rikigaku member. They possess B-Rank Strength and Defense tiers and can take up to an S-Rank of stacking damage before being destroyed. However their most dangerous aspect is that they possess three slots for Element Drives. As before, a single Drive grants C-Rank Endurance, tolerance to the element and elemental physical damage, two Drives upgrades that to B-Rank Endurance and Resistance if they are both the same element. With three Drives, the Golem gains A-Rank Endurance in addition to the normal Element Drive effects and if all three Drives are the same element, this is upgraded to both Tolerance and Resistance. The Hexa Golem also possesses an Overcharge mechanic, expressing all three of its Drives at once. This causes it to deal Elemental Chakra Damage of all three elements with its physical strikes, its elemental defenses are upgraded by one stage causing a Hexa Golem with all three Drives of the same element to become entirely Immune to that element. Lastly the Hexa Golem gains an elemental shroud, enhancing its striking distance by a variable number of feet based on the user's rank. When over, it goes on cooldown with its cooldown period being equal to its activation time.
Rank - Duration(PT) - Add. Range(ft) D - 5 - 3 C - 10 - 6 B - 15 - 9 A - 20 - 12 S - 25 - 15
- Cores:
Name: Rikigaku Art - Golem Path: Core Theory Classification: Fuinjutsu Rank: D-Rank Class: Supplementary/Passive Range: Contact(Extraction)
Description: With only Element Drives and Chassis, Golems are useful but not all that powerful and they are certainly not all that versatile. The Rikigaku have learned how to change this drastically through something known as a Core. A Core is something that is generated from another person or the user, is implanted with a seed of their power and then merged with an Element Drive to impart special effects upon the Golem that the Drive is implanted into. These Cores are split into Core Archetypes and have different prices dependent on the Archetype and what the Core itself does, in addition to taking up a variable amount of slots in the Element Drive. There is also a unique effect with Cores in that each Core merged with an Element Drive gives the powered Golem +1 Tier Level to a tier of its choice, these can be spread among all of its available tiers or focused into a single tier. This is per Core, not per Core Slot however.
Name: Rikigaku Art - Golem Path: Physicka Archetype Classification: Fuinjutsu Rank: C-Rank(Variable Price) Class: Supplementary Range: Contact(Extraction, Merging)
Description: The Physicka Archetype covers cores that specifically modify the body and shell of the Golem, enhancing its basic physical attributes. These cores are split four types within the Physicka Theory; the Form Core, the Reach Core, the Dash Core and the Shell Core. These cores are created from various methods and when created and the price given, a small sphere the size of a large baseball appears in the user's hand. With this done they are then able to place this within an Element Drive and grant the effects of the Core to the Element Drive and thus any Golem that it is implanted within.
Core Types: Form Core - The Form Core is also known as the Size Core, it is created through pinning down or killing a person or creature of a size that one is looking to emulate. Upon doing so, the user places their hand upon the victim and draws forth the Core, a small glowing green metallic sphere. The first upgrade to Humanoid takes up 1 Core Slot and 1 C-Rank of chakra and each size upgrade from there takes a C-Rank of chakra and one half of a Core Slot, rounding up. So 3 full upgrades(Chibi->Humanoid->Medium(S)->Medium(M)) would cost 2 Core Slots and 3 C-Ranks of chakra.
Reach Core - The Reach Core is a rather simple one but potentially quite dangerous. This Core when added to a Golem enables the Golem to extend their physical strikes by a variable range, be it through elemental force or additional wires within the arms of the Golem. Additional reach is decided in 5 foot increments and in a ratio of 2:1 upgrades to Core Slots. Each size category a creature possesses above humanoid allows 5 feet of reach to be taken in core size. (For example, a Medium(L) creature would allow 15 feet of additional reach to be taken due to Medium(S), Medium(M) and Medium(L) for 1 and a half core slots). Each 5 foot range enhancement costs a C-Rank of chakra.
Dash Core - The Dash Core is a modification to the leg systems of a Golem through the power of the Element Drive, enabling a greater rate of movement. This can only be gained by taking it from a person or creature with a specific speed tier. D-Rank gives a 1x multiplier, C-rank gives a 1.5x multiplier up to S-Rank giving a 3x multiplier to movement. Each multiplier costs a C-Rank of chakra to gain and uses up a Core Slot, so a 2x multiplier is 3 Core Slots.
Shell Core - The Shell Core is the most defensive type of Core and is created through touching a creature or person with Defense Tiers. Each rank of defense tiers grants a C-Rank of additional durability that is needed to be overcome before the Golem is destroyed. Every 2 C-Ranks of durability granted takes up 1 Core Slot and every C-Rank of durability granted costs C-Rank chakra. This stacks to a max of an S-Rank of additional durability and thus 3 Core Slots per Core.
*Note, an Element Drive can only have one of a specific type of Core in it. If an Element Drive already has a Reach Core, another Reach Core cannot be added unless the first is removed.
Name: Rikigaku Art - Golem Path: Learning Archetype Classification: Fuinjutsu Rank: A-Rank Class: Supplementary Range: Contact(Extraction, Merging)
Description: Unlike the Physicka Archetype, the Learning Archetype governs a specific set of Cores that do a technically a variety of things all stemming from the same source. This Archetype governs the creation of the Technique Core. A Technique Core can be taken from people only, including the user, and is used to enshrine a single technique within the Core which can then be granted to the Golem. This technique can be either physical or of a type enabled by the Golem's element. If physical, it gains a a cooldown dependent on its rank, starting at 5 PT at D-Rank and going up to 25 PT at S-Rank. A Technique core costs double the technique's rank to create a Core out of it. In regards to Core Slots, a D-Rank technique takes up half a slot, a C-Rank technique takes up 1 slot up to an S-Rank taking up 4 Slots. When it comes to Elemental Techniques the prices are taken from the Rikigaku that controls the Golem.
- Drive Seals:
Name: Rikigaku Art - Golem Path: Basic Drive Seal Classification: Fuinjutsu Rank: D-Rank Class: Supplementary Range: Contact
Description: A very specific type of Seal only able to be used on Element Drives and is what finally brings them together. After they are crafted, a Drive Seal is placed on the Element Drive which activates it and enables it to be used within a Golem. The user places their hand upon an Element Drive and a four spiked circle appears with the kanji for 'Drive' within it. This powers up the Element Drive and in addition, adds 3 Core Slots to the Element Drive, enabling more Cores to be grafted onto the Element Drive. This has a number of modification slots, 2 in total, however these can only be used alongside Rikigaku Seals.
- Sentinels:
Name: Drive Activation (Signature) Classification: Fuinjutsu/Kinjutsu Rank: C-Rank (C-Rank blood to activate Drive) Class: Supplementary Range: Contact
Description: Requires Element Drive. Once an Element Drive has been created, it can be combined with a Golem Core and then enhanced with the user's blood. Once this is done, it now becomes known as an Activated Drive or a Sentinel Drive. This technique is required to start creating Sentinels. Sentinels are a modification on Golems that do not possess physical forms but instead extend chakra shrouds from their Drives to form ghostly warriors that fight for the Rikigaku. Due to this they are usually easier to destroy than Golems, however they occupy a separate form of storage and the number that can be controlled at once is dependent on the user's rank.
Rank - Storage for Sentinels - Sentinels Able to be Controlled at Once D - 2 - 1 C - 4 - 3 B - 6 - 5 A - 8 - 7 S - 10 - 9 'Z' - 14 - 12 'X' - 20 - 16
Name: Sentinel: Footman Classification: Ninjutsu/Fuinjutsu Rank: C-Rank Class: Offensive/Supplementary Range: Varies
Description: Taking an Activated Drive, Seiko triggers it into a basic form known as the Footman. The footman is around six foot tall and seems to be clad in basic armour and armed with a sword. They are made of a chakra shroud corresponding to the colour of the element their Drive possesses. They have B-Rank Endurance and C-Rank speed and strength and are immune to the element that they are comprised of. They deal chakra based damage of their element and apply a status effect on each strike, dictated by the element and put next to the Sentinel but these are usually quite weak. In addition to this, they are intangible and immune to physical techniques, however a solid strike against the core destabilises them for an amount of time based on the user's rank, meaning they fall to the ground inert and must wait to be activated again, even while in storage. Like all other Sentinels, they are summoned at a base speed of the user's rank.
Rank - Destabilisation Period(PT) D - 20 C - 16 B - 12 A - 8 S - 4
Name: Sentinel: Man-At-Arms Classification: Ninjutsu/Fuinjutsu Rank: B-Rank Class: Offensive/Supplementary Range: Varies
Description: Taking an Activated Drive, Seiko triggers it into a basic form known as the Man-At-Arms. The Man-At-Arms is around seven foot tall and seems to be clad in heavy chainmail and armed with a sword and shield. They are made of a chakra shroud corresponding to the colour of the element their Drive possesses. They have A-Rank Endurance and B-Rank speed and strength and are immune to the element that they are comprised of. They deal chakra based damage of their element and apply a status effect on each strike, dictated by the element and put next to the Sentinel but these are usually somewhat weak. In addition to this, they are intangible and immune to physical techniques, however a solid strike against the core destabilises them for an amount of time based on the user's rank, meaning they fall to the ground inert and must wait to be activated again, even while in storage. Like all other Sentinels, they are summoned at a base speed of the user's rank.
Rank - Destabilisation Period(PT) D - 20 C - 16 B - 12 A - 8 S - 4
- Mechanical Mentality:
Name: Mechanical Mentality Classification: Fighting Style Rank: C-Rank Class: Supplementary Range: Self
Description: Requires Mechanical Mind. It is rare that one is born with something akin to a processor rather than an actual brain but it brings with it advantages, making them more resistant to mental attacks and allowing their logic to take over to get them out of dangerous, emotional situations. This style enhances on these capabilities and grants new, more powerful alterations to the mind, eventually at the cost of humanity however as one turns into more machine than person. The basic understanding of one's machine mind brings few benefits, however it does allow them to analyse their surroundings and notice they are in genjutsu after a set amount of time dependent on the rank of the genjutsu, with their own rank acting as a modifier to make it easier. However this only functions on genjutsu that directly affects the senses and thus enables processing.
Rank/ of Genjutsu - PT To Analyse - PT Modifier D - 5 - 2 C - 10 - 4 B - 15 - 6 A - 20 - 8 S - 25 - 10
Name: Mechanical Mentality: False Humanity Classification: Kinjutsu/Genjutsu Rank: C-Rank(A-Rank blood when used) Class: Supplementary Range: Self
Description: In order to strive towards perfection, one must learn to understanding everything in this world and throw off the shackles of emotion and humanity as they weigh one's soul down. To this end, those with the Mechanical Mind are capable of performing a 1000 word weekly training and entirely giving up one of their emotions to increase their intelligence. When the emotion is given up it can no longer be targeted but neither can the user ever target that emotion or even understand it when it is present in another individual, they lose all connection to that emotion. They can name it but lose all emotional understanding of it. Sub-emotions can be given up but they require 3 to be given up to increase the user's intelligence level. This can be done a maximum of three times, increasing intelligence by three levels. They cannot do this all at once however, the first is done at D-Rank, the second at B-Rank and the last at S-Rank, showing their inevitable decline into inhumanity.
Seiko's Rank - Emotion(s) Given Up D - Fear B - Sadness S - Envy, Neglect, Torment
Name: Mechanical Mentality: Upload Classification: Kenjutsu/Kinjutsu Rank: S-Rank Class: Supplementary Range: Contact-Mid
Description: Seiko learned rather quickly that sometimes it was dangerous to put herself in the line of fire and to instead use her Golems so that she can stay safe. However this caused many of her techniques to lose effectiveness and so she started to find a way to deal with such. Upload was the way that she decided to do so. Through this and the mental connection she has with her Constructs in order to control them, she is able to fragment her knowledge into 'bite-size' pieces and send them through the connection to the Construct before taking the piece back. Due to this, she is able to grant her Constructs some of her techniques, losing access to them for as long as the Construct possesses them. The type of technique she can send is determined by her rank, the Construct is able to use techniques that are only partially of the right type, such as Nintai if only able to use Taijutsu but are unable to activate the other side of the technique. Thus a Golem might be able to use a Nintaijutsu technique but would only be able to activate the physical part of it until they gain the ability to use Ninjutsu. A Construct however cannot create additional constructs through Upload and Seiko loses Sanity depending on the rank of technique granted however, she can grant the technique to multiple constructs based on her current level of Intelligence.
Rank - Technique Type(s) Able to Transfer - Sanity Price(Per construct) D - Taijutsu - 1 C - Ninjutsu(Must possess correct element) - 2 B - Kenjutsu- 3 A - Kinjutsu(Recoil price only) - 4 S - Genjutsu - 5 Z/SS - Fuinjutsu - 7 X/SSS - Senjutsu(Must be upgraded with NE Coils) - 10
Intelligence - Constructs Granted at Once Normal - 1 Above Average - 2 Near Genius - 3 Genius - 4 Super Genius - 5
- Tiers:
- Speed:
Name: Machine Walking Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: A simple form of movement designed to facilitate speed while using the least amount of stamina possible, keeping it active for other techniques. This speed allows the user to move at D-Rank- speeds but consumes only half the relevant stamina due to the economic movement that the user possesses. In addition, if the user possesses Lightning Release, they can charge their joints with it, allowing them to generate 2 D-Ranks of Lightning Materia each PT that they are moving.
Name: Machine Striding Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: A simple form of movement designed to facilitate speed while using the least amount of stamina possible, keeping it active for other techniques. This speed allows the user to move at C-Rank- speeds but consumes only half the relevant stamina due to the economic movement that the user possesses. In addition, if the user possesses Lightning Release, they can charge their joints with it, allowing them to generate 4 D-Ranks of Lightning Materia each PT that they are moving.
Name: Machine Jogging Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: A simple form of movement designed to facilitate speed while using the least amount of stamina possible, keeping it active for other techniques. This speed allows the user to move at B-Rank- speeds but consumes only half the relevant stamina due to the economic movement that the user possesses. In addition, if the user possesses Lightning Release, they can charge their joints with it, allowing them to generate 6 D-Ranks of Lightning Materia each PT that they are moving.
- Strength:
Name: Mechanical Striking Level One Classification: Taijutsu Rank: D-Rank Class: Offensive Range: Self
Description: Using the known principles of energy storage, the user is capable of utilising their mechanical form to use Strength Tiers. This counts as D-Rank strength tiers normally however it can be 'activated' causing it to count as C-Rank- Strength Tiers for a single post before switching off their ability to use this level of Strength for a number of PT dependent on their rank, this does however cost an additional 1 stamina to utilise.
Rank - PT Cooldown D - 7 C - 6 B - 5 A - 4 S - 3
Name: Mechanical Striking Level Two Classification: Taijutsu Rank: C-Rank Class: Offensive Range: Self
Description: Using the known principles of energy storage, the user is capable of utilising their mechanical form to use Strength Tiers. This counts as C-Rank strength tiers normally however it can be 'activated' causing it to count as B-Rank- Strength Tiers for a single post before switching off their ability to use this level of Strength for a number of PT dependent on their rank, this does however cost an additional 2 stamina to utilise.
Rank - PT Cooldown D - 7 C - 6 B - 5 A - 4 S - 3
Name: Mechanical Striking Level Three Classification: Taijutsu Rank: B-Rank Class: Offensive Range: Self
Description: Using the known principles of energy storage, the user is capable of utilising their mechanical form to use Strength Tiers. This counts as B-Rank strength tiers normally however it can be 'activated' causing it to count as A-Rank- Strength Tiers for a single post before switching off their ability to use this level of Strength for a number of PT dependent on their rank, this does however cost an additional 3 stamina to utilise.
Rank - PT Cooldown D - 7 C - 6 B - 5 A - 4 S - 3
- Defense:
Name: Kinetic Reflection Alpha Classification: Taijutsu Rank: D-Rank Class: Offensive/Defensive Range: Self/Contact
Description: Seiko's body is naturally resistant to damage, this doesn't mean she doesn't take the damage like some other Ronin but that instead her body can withstand more damage before it breaks. Her defense tiers follow something similar, this counts as D-Rank defense for status effect purposes however it doesn't protect against physical damage. Instead if Seiko takes D-Rank physical damage or lower, the damage is reflected back at what struck her and still damages her in the process, this can break weapons or brutally harm people that try and engage her physically.
Name: Kinetic Reflection Beta Classification: Taijutsu Rank: C-Rank Class: Offensive/Defensive Range: Self/Contact
Description: Seiko's body is naturally resistant to damage, this doesn't mean she doesn't take the damage like some other Ronin but that instead her body can withstand more damage before it breaks. Her defense tiers follow something similar, this counts as C-Rank defense for status effect purposes however it only protects against D-Rank physical damage and lower. Instead if Seiko takes C-Rank physical damage or lower, the damage is reflected back at what struck her and still damages her in the process, this can break weapons or brutally harm people that try and engage her physically.
Name: Kinetic Reflection Gamma Classification: Taijutsu Rank: B-Rank Class: Offensive/Defensive Range: Self/Contact
Description: Seiko's body is naturally resistant to damage, this doesn't mean she doesn't take the damage like some other Ronin but that instead her body can withstand more damage before it breaks. Her defense tiers follow something similar, this counts as B-Rank defense for status effect purposes however it only protects against C-Rank physical damage and lower. Instead if Seiko takes B-Rank physical damage or lower, the damage is reflected back at what struck her and still damages her in the process, this can break weapons or brutally harm people that try and engage her physically.
- Meteoric Automation:
Name: Meteoric Automation (Signature) Classification: Fighting Style Rank: D-Rank Class: Offensive Range: Self
Description: A style that Seiko learned about from her mother but massively improved upon due to her enhancement on the basic physical abilities that were passed down to her. Meteoric Automation is a combination of Seiko's Kinetic Reflection, Machine Movement and Mechanical Striking Tiers to create a powerful Tier Chain(Defense+Speed+Strength). This Chain follows the principle of Burst. This means that after one of the tiers from this Chain is used, it goes on cooldown for a number of PT dependent on the level and this principle is also applied to styles that are built off of Meteoric Automation.
Name: Meteoric Automation: Asteroid Striking Classification: Taijutsu Rank: D-Rank Class: Offensive Range: Self
Description: The first level of Meteoric Automation that requires D-Rank Speed, Strength and Defense. By massively amplifying kinetic energy in her muscles, Seiko is capable of using her defense tiers to internally reflect the energy and build it up further before releasing it in a dangerous explosive burst of strength, enabling her to break through defenses with ease. This style functions in something known as Activations, with three of them in total. Each activation comes with its own benefit however it puts this technique and a certain tier on cooldown after it is used, meaning that tier is unable to be utilised at all while the cooldown is going, the cooldown being dependent on Seiko's rank. Minor Activation: The least powerful and most commonly used version of this technique, this involves the least amount of energy being charged through the body and when activated, for a single post, the user counts as having D-Rank++ Speed, Strength and Defense and is capable of shattering through D-Rank defenses, counting as having piercing. When used, the user chooses one of the three tiers used and it goes on cooldown. This also causes 1 D of physical recoil to Seiko. Major Activation: The middle level of activation where a large amount of energy is transferred throughout the body to facilitate massive damage on an opponent. When triggered, for a single post, the user counts as having C-Rank- Speed, Strength and Defense and is capable of breaking C-Rank defenses through Piercing. When used, the user chooses two of the three tiers used and they go on cooldown. This also causes 2 D of physical recoil to Seiko. Supreme Activation: The most powerful version with the highest cooldown, it involves maximised energy being transferred throughout the body. For a single post, when activated, the user has C-Rank Speed, Strength and Defense and is capable of shattering through C-Rank defenses as though they had Defense Bypassing. Once used, all three of the user's tiers are put on cooldown. This also causes 3 D of physical recoil to Seiko.
Rank - Cooldown(PT) D - 5 C - 4 B - 3 A - 2 S - 1
Name: Meteoric Automation: Comet Striking Classification: Taijutsu Rank: C-Rank Class: Offensive Range: Self
Description: The second level of Meteoric Automation that requires C-Rank Speed, Strength and Defense. By massively amplifying kinetic energy in her muscles, Seiko is capable of using her defense tiers to internally reflect the energy and build it up further before releasing it in a dangerous explosive burst of strength, enabling her to break through defenses with ease. This style functions in something known as Activations, with three of them in total. Each activation comes with its own benefit however it puts this technique and a certain tier on cooldown after it is used, meaning that tier is unable to be utilised at all while the cooldown is going, the cooldown being dependent on Seiko's rank. Minor Activation: The least powerful and most commonly used version of this technique, this involves the least amount of energy being charged through the body and when activated, for a single post, the user counts as having C-Rank++ Speed, Strength and Defense and is capable of shattering through C-Rank defenses, counting as having piercing. When used, the user chooses one of the three tiers used and it goes on cooldown. This also causes 2 D of physical recoil to Seiko. Major Activation: The middle level of activation where a large amount of energy is transferred throughout the body to facilitate massive damage on an opponent. When triggered, for a single post, the user counts as having B-Rank- Speed, Strength and Defense and is capable of breaking B-Rank defenses through Piercing. When used, the user chooses two of the three tiers used and they go on cooldown. This also causes 3 D of physical recoil to Seiko. Supreme Activation: The most powerful version with the highest cooldown, it involves maximised energy being transferred throughout the body. For a single post, when activated, the user has B-Rank Speed, Strength and Defense and is capable of shattering through B-Rank defenses as though they had Defense Bypassing. Once used, all three of the user's tiers are put on cooldown. This also causes 4 D of physical recoil to Seiko.
Rank - Cooldown(PT) D - 8 C - 6 B - 4 A - 2 S - 1
Name: Meteoric Automation: Moon Striking Classification: Taijutsu Rank: B-Rank Class: Offensive Range: Self
Description: The third level of Meteoric Automation that requires B-Rank Speed, Strength and Defense. By massively amplifying kinetic energy in her muscles, Seiko is capable of using her defense tiers to internally reflect the energy and build it up further before releasing it in a dangerous explosive burst of strength, enabling her to break through defenses with ease. This style functions in something known as Activations, with three of them in total. Each activation comes with its own benefit however it puts this technique and a certain tier on cooldown after it is used, meaning that tier is unable to be utilised at all while the cooldown is going, the cooldown being dependent on Seiko's rank. Minor Activation: The least powerful and most commonly used version of this technique, this involves the least amount of energy being charged through the body and when activated, for a single post, the user counts as having B-Rank++ Speed, Strength and Defense and is capable of shattering through B-Rank defenses, counting as having piercing. When used, the user chooses one of the three tiers used and it goes on cooldown. This also causes 3 D of physical recoil to Seiko. Major Activation: The middle level of activation where a large amount of energy is transferred throughout the body to facilitate massive damage on an opponent. When triggered, for a single post, the user counts as having A-Rank- Speed, Strength and Defense and is capable of breaking A-Rank defenses through Piercing. When used, the user chooses two of the three tiers used and they go on cooldown. This also causes 4 D of physical recoil to Seiko. Supreme Activation: The most powerful version with the highest cooldown, it involves maximised energy being transferred throughout the body. For a single post, when activated, the user has A-Rank Speed, Strength and Defense and is capable of shattering through A-Rank defenses as though they had Defense Bypassing. Once used, all three of the user's tiers are put on cooldown. This also causes 5 D of physical recoil to Seiko.
Rank - Cooldown(PT) D - 10 C - 8 B - 6 A - 4 S - 2
- Meteoric Offensive:
Name: Meteoric Offensive Classification: Fighting Style Rank: C-Rank Class: Offensive Range: Varies
Description: Requires Titanic Fist and Meteoric Automation. With guidance from her mother, Seiko learned to utilise a more controlled version of Meteoric Automation that acts as an actual taijutsu style instead of just raw power in the form of physical capabilities. Techniques of this style follow the principles of both Meteoric Automation and Titanic Fist, they are designed to strike hard and kill instantly but due to the Burst Combat style, when used they will put techniques equal to the rank of the one used and lower on cooldown, requiring either waiting for the cooldown to finish or constantly ramping up techniques until the opponent dies. When Major and Supreme activations are used alongside techniques of this line, a direct body or head hit will kill the victim unless they possess the requisite Endurance tiers.
Strength Used - Endurance Required(Major/Supreme) D - D+(D++/C-) C - C+(C++/B-) B - B+(B++/A-) A - A+(A++/S-) S - S+(S++/SS-) SS - SS+(SS++/SSS-) SSS - SSS+(SSS++/Z-)
Name: Meteoric Offensive: Buster Strike Classification: Taijutsu Rank: D-Rank Class: Offensive Range: Contact - Short
Description: Seiko knows the dangers of foes at range and knows the main weakness of Taijutsu is that it is short ranged. However due to the massive amount of force she can output she is able to cock her arm back and launch a punch powerful enough that it unleashes a shockwave through the air to strike a target at range. Depending on her rank, the additional range she can get on her strike is increased however anyone hit by the wind shockwave and not her actual fist suffers damage only one rank below her strength rather than equal to it. As with all Meteoric Offensive techs, this puts D-Rank techniques and lower on a cooldown.
Rank - Additional Range(Ft) D - 10 C - 15 B - 20 A - 25 S - 30
Rank - Cooldown(PT) D - 5 C - 4 B - 3 A - 2 S - 1
Name: Burst Combat: Reflexive Logic Classification: Kin/Nintaijutsu Rank: A-Rank Class: Defensive Range: Self
Description: A simple ability based off of the idea of Burst Combat, that being lots of power in a short space of time. Reflexive Logic uses the body's natural ability to notice threats before it can actually react to and deal with them. There are three main aspects to this technique. The first is that the user can 'bank' or set up an amount of chakra within them that activates when dealing with a threat the body cannot normally react to. Upon this occurring, the chakra is spent, granting the user reaction tiers for a number of PT based on their rank, although never for very long. The second aspect is known as "Alertness" for when the chakra is placed within the body, the body starts to become more aware and ready to react to attacks, due to this, every so often, the period being based on rank, the reaction tiers granted will increase by one rank to a max of S-Rank++. Lastly there is Force Trigger which, due to this technique having a short cooldown before it can be used again, forces the body through this cooldown at the cost of slowly tearing itself apart, however this recoil is used as the price, thus the harder one pushes, the faster they can move but this can only be done once, afterwards the cooldown is forcibly applied and doubled.
Rank/Price - Reaction Tiers - Period before Increase(PT) - Duration(PT) D/D - D++ - 15 - 1 C/C - C++ - 12 - 1 B/B - B++ - 9 - 2 A/A - A++ - 6 - 2 S/S - S++ - 3 - 3
Rank/Recoil Price - Reaction Tiers - Cooldown(PT) D/D - C- - 10 C/C - B- - 8 B/B - A- - 6 A/A - S- - 4 S/S - SS- - 2
- Medical Ninjutsu:
Name: Medical Check-Up Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Varies
Description: This is a Medical based fighting style not geared towards combat but instead medical treatment and diagnosis. It was created to give Medical Nin as well as those in the medical field in other factions a means to determine what a patient is inflicted with and use that knowledge to learn how to treat them. As a result it can be considered a sensory style by which only the most perceptive and skilled medical nin can use to it's best capabilities. This is because diagnosis takes time one can not instantly determine the severity of injuries, the type of poisons or disease afflicting an individual and it is only through experience as well as innate perception that such things can be not only recognized but likewise treated in time. As a result this style has activation times which can be reduced only through the skill of the Medic or additional perception modifiers. Rank (Activation Time Modifier) - Reaction Tier (P.T Reduced from activation time) D (N/A) - D- (-1 P.T), D (-2 P.T), D+ (-3 P.T), D++ (-4 P.T) C (D-rank Techniques use P.T instead of turns) - C- (-5), C (-6), C+ (-7), C++ (-8) B (C-rank Techniques use P.T instead of turns) - B- (-9), B (-10), B+ (-11), B++ (-12) A (B-rank Techniques use P.T instead of turns) - A- (-13), A (-14), A+ (-15), A++ (-16) S (A-rank Techniques use P.T instead of Turns) - S- (-17), S (-18), S+ (-19), S++ (-20)
Name: Medical Check-Up: Surface Injury Diagnosis Classification: Medical Ninjutsu Rank: D-rank Class: Supplementary Range: Self (Eye-Sight)
Description: This is a basic technique within the Medical Check-Up fighting style which entails the use of ones eyesight along with medical knowledge to determine the type of injury sustained by an individual. With increased skill the types of surface injuries and the appropriate types of treatment necessary to properly heal the patient can be determined within some time (10 Turns). Surface injuries are the easiest type of injury to diagnose however some can still be tricky in particular those arising from special weapons, those which require Medical Kinjutsu, Fuinjutsu or Senjutsu to heal as well as those as a result of self harm or manifested genjutsu injuries. Though a basic technique it is crucial for any medical to have a firm grasp of surface injuries before moving on to more complex ones. Rank - Type of Injuries capable of identifying - Treatment options after Diagnosis is complete -Rank of Injury D - Flesh Wound, Surface Bruise - Non Medical & Medical (Taijutsu) - C & Below C - Cut, Scrape, Mild Swelling - Non Medical & Medical (Taijutsu, Ninjutsu) - B & Below B - Bleed Wound, Mild Bruise - Medical (Taijutsu, Ninjutsu, Kinjutsu, Fuinjutsu) - A & Below A - 1st degree burns, corrosive damage - Medical (Taijutsu, Ninjutsu, Kinjutsu, Senjutsu) - S & Below S - 2nd degree burns, Surface Injuries unable to be healed through Medical Ninjutsu - Medical (All) - S+
Name: Medical Check-Up: Reserve Diagnosis Classification: Medical Ninjutsu Rank: D-rank Class: Supplementary Range: Self (Eye-Sight)
Description: This is a basic technique within the Medical Check-Up fighting style which entails the use of ones eyesight along with medical knowledge to determine if a patient is suffering form reserve depletion. With increased skill the types of reserve depletion and the appropriate types of treatment necessary to properly heal the patient can be determined within some time (10 Turns). Reserve depletion are the easiest type of symptoms to diagnose however some can still be tricky in particular those arising from uncommon energy sources such as; Nen, Gelel, Natural Energy etc. Though a basic technique it is crucial for any medical to have a firm grasp of the symptoms associated with an individual suffering from reserve depletion before moving on to more complex ones. Rank - Type of Reserve Depletion capable of identifying - Treatment options after Diagnosis is complete - Depletion Level D - Stamina/Fatigue, Chi - Non Medical & Medical (Taijutsu) - Near Empty to Empty C - Chakra, Gelel - Non Medical & Medical (Taijutsu, Ninjutsu) - Near Empty to Below Quarter of Max B - Blood/Life-Force - Medical (Taijutsu, Ninjutsu, Kinjutsu, Fuinjutsu) - Quarter to Below Half of Max A - Nen, PSI, Psycho - Medical (Taijutsu, Ninjutsu, Kinjutsu, Senjutsu) - Half to Below 3/4 of Max S - Natural Energy, Nega, Mana- Medical (All) - Three-Quarters to Max Reserves
Name: Medical Check-Up: Internal Injury Diagnosis Classification: Medical Ninjutsu Rank: C-rank Class: Supplementary Range: Contact, Self (Eye-Sight)
Description: This is a common technique within the Medical Check-Up fighting style which entails the use of ones eyesight along with medical knowledge to determine the type of injury sustained by an individual within 2 ft of the user. With increased skill the types of internal injuries and the appropriate types of treatment necessary to properly heal the patient can be determined within some time (12 Turns). Internal injuries are the usual type of injury to diagnose however some can still be tricky in particular those arising from special weapons, those which require Medical Kinjutsu, Fuinjutsu or Senjutsu to heal as well as those as a result of self harm or manifested genjutsu injuries. In order to learn this technique it is required for any medic to have a firm grasp of Medical Check-Up: Surface Injury Diagnosis. Rank - Type of Injuries capable of identifying - Treatment options after Diagnosis is complete -Rank of Injury D - Dislocation, Pulled Muscle - Non Medical & Medical (Taijutsu) - C & Below C - Green-Stick Fracture, Recoil Damage - Non Medical & Medical (Taijutsu, Ninjutsu) - B & Below B - Reserve Network Damage, Closed Fracture - Medical (Taijutsu, Ninjutsu, Kinjutsu, Fuinjutsu) - A & Below A - 3rd Degree Burns, Open Fracture - Medical (Taijutsu, Ninjutsu, Kinjutsu, Senjutsu) - S & Below S - Organ Failure, Internal Bleeding, Nerve Damage, Severed Body Parts, Decapitation - Medical (All) - S+
Name: Medical Check-Up: Sickness Diagnosis Classification: Medical Ninjutsu Rank: C-rank Class: Supplementary Range: Short, Self (Eye-Sight)
Description: This is a common technique within the Medical Check-Up fighting style which entails the use of ones eyesight along with medical knowledge to determine if a patient is suffering form sickness as a result of a disease causing organism as long as the patient is within 10 ft of the medic. With increased skill the types of diseases and the appropriate types of treatment necessary to properly heal the patient can be determined within some time (12 Turns). Sicknesses are common things which need to be diagnosed. In order to learn this technique it is required for any medic to have a firm grasp of Medical Check-Up: Surface Injury Diagnosis. Rank - Type of Disease capable of identifying - Treatment options after Diagnosis is complete - Virus Release Tech Rank D - Virus, Parasites - Non Medical & Medical (Taijutsu) - N/A C - Bacteria, Materia Based - Non Medical & Medical (Taijutsu, Ninjutsu) - D B - Fungi, Energy Source Based - Medical (Taijutsu, Ninjutsu, Kinjutsu, Fuinjutsu) - C A - Prion, Seal Based - Medical (Taijutsu, Ninjutsu, Kinjutsu, Senjutsu) - B S - Viroid, Genetics Based - Medical (All) - A
Name: Chakra Scalpel Classification: Medical Ninjutsu Rank: C-rank Class: Supplementary/Offensive Range: Short
Description: This medical technique forms one's chakra into a small, sharp blade. This can then be used for highly accurate incisions necessary for surgeries and anatomical dissections. Unlike regular scalpels, the chakra scalpel can actually make cuts inside the body without actually creating an open wound, limiting the risks of an infection. The chakra scalpel can also be used offensively, although it requires great precision to be effective. Because of this requirement, using the chakra scalpel offensively is highly unusual. Usually in heated combat the user lacks the calmness to make fatal cuts however they can still effectively cut muscle tissues and tendons, rendering the target immobile. Due to it's use in surgery it possesses defense bypassing abilities however it can be blocked easily if the user possesses spiritual defenses equal or above it's rank to simply sustain C-rank spiritual damage.
Name: Medical Check-Up: Mental Condition Diagnosis Classification: Medical Ninjutsu Rank: B-rank Class: Supplementary Range: Contact, Self (Eye-Sight)
Description: This is an uncommon technique within the Medical Check-Up fighting style which entails the use of ones eyesight along with medical knowledge to determine the type of mental infirmity sustained by an individual within 3 ft of the user. With increased skill the types of mental conditions and the appropriate types of treatment necessary to properly heal the patient can be determined within some time (14 Turns). Mental conditions are uncommon, and a more advanced type of ailment this is due to the mind being rather complex and the types of mental sicknesses are more than simply pain and mental damage. In order to learn this technique it is required for any medic to have a firm grasp of Medical Check-Up: Internal Injury Diagnosis. Rank - Type of Mental Ailments capable of identifying - Treatment options after Diagnosis is complete -Rank of Mental Ailment D - Pain, Disorientation - Non Medical & Medical (Taijutsu) - D C - Concussion, Mild Sanity Loss - Non Medical & Medical (Taijutsu, Ninjutsu) - C B - Mild Brain Damage, Acute Sanity Loss - Medical (Taijutsu, Ninjutsu, Kinjutsu, Fuinjutsu) - B A - Emotion Burnout/Drain, Forced Emotional Responses - Medical (Taijutsu, Ninjutsu, Kinjutsu, Senjutsu) - A S - Insanity, Severe Brain Damage, Memory Loss, Memory Blocks - Medical (All) - S
Name: Medical Check-Up: Poisoning Diagnosis Classification: Medical Ninjutsu Rank: B-rank Class: Supplementary Range: Short, Self (Eye-Sight)
Description: This is an uncommon technique within the Medical Check-Up fighting style which entails the use of ones eyesight along with medical knowledge to determine if a patient has been poisoned including but not limited to poisons, toxins and venom as long as the patient is within 15 ft of the medic. With increased skill the types of poisons and the appropriate types of treatment necessary to properly heal the patient can be determined within some time (14 Turns). Poisons are uncommon because their use fell out of favor with the decline of the shinobi however it doesn't mean that their use does not happen often and thus poisoning are still things which need to be diagnosed. In order to learn this technique it is required for any medic to have a firm grasp of Medical Check-Up: Sickness Diagnosis. Rank - Type of Poison capable of identifying - Treatment options after Diagnosis is complete - Venom Release Tech Rank D - Poisonous, Blood-Thinning, Metal Based - Non Medical & Medical (Taijutsu) - N/A C - Paralytic, Dizziness, Plant Based - Non Medical & Medical (Taijutsu, Ninjutsu) - D B - Narcotic, Aphrodisiac, Energy Source Based - Medical (Taijutsu, Ninjutsu, Kinjutsu, Fuinjutsu) - C A - Hallucinogenic, Fatiguing, Seal Based - Medical (Taijutsu, Ninjutsu, Kinjutsu, Senjutsu) - B S - Corrosive, Neuro-Toxin, Synthetic Based (Medical/Puppetry Created) - Medical (All) - A
Name: Mystical Rejuvenation Palm Technique Classification: Medical Ninjutsu Rank: B-rank (Chakra Varies) Class: Supplementary/Offensive Range: Contact-Short (Hands)
Description: This medical ninjutsu allows the user to speed up the body's natural rejuvenation process by sending chakra from their hands into the body of a fatigued individual. This allows the user to rejuvenate a patient without the need for food or rest, making it highly useful on the battlefield. It can be used to treat both fatigue and strain at Crashing Ground speeds regardless of the amount of chakra poured into it. It is vital to match the amount of chakra used with the severity of the fatigue the individual is experiencing with it able to rejuvinate the body and replenish stamina in a 2:1 Ratio capping out at 10 Stamina each P.T for an S-rank chakra price. Unlike the advanced technique which is useful for healing injuries this technique is incapable of being used for anything but medical treatment. Chakra Price - Stamina Regen each P.T price is Paid) D - 2 C - 4 B - 6 A - 8 S - 10
Name: Delicate Illness Extraction Technique Classification: Medical Ninjutsu Rank: B-rank Class: Supplementary Range: Contact, Self (Patient)
Description: An important and commonly used Medical technique despite the skill required to use it. This technique is designed to teal with pathogens and toxins that have been identified through other techniques to expel them from the body. When a person has been afflicted by a pathogen (excluding Virus Release) or toxin (Excluding Venom Release), this medical ninjutsu can be used to draw out the agent and heal the damage. The cause of the illness is first determined by perceiving disturbances in the patient's chakra. Then, using a chakra scalpel, an incision is made near the affected part. Using their chakra, the medical-nin pushes a large volume of a medicinal fluid through the incision. The fluid then draws the poison out of the affected part(s) and serves as a medium through which the poison is suspended and then forced out of the person's body. This technique thus removes the poison, while simultaneously repairing the damage caused by the poison. The process is then repeated until all of the toxin is removed from the patient's body. The process itself is extremely painful and requires the subject be restrained in order for the process to work. As such, it is considered a rather crude method to deal with pathogens and toxins, and only used in emergency. This technique only draws out most of the poison, not all of it, so the subject can potentially still be in danger, albeit not immediate. To fully treat the subject, an antidote is needed if the poison in question is to complex to remove outright. After the agent is drawn out, it can be used to create an antidote or medicine after it has been analysed. This can then be given to the patient to ensure a complete recovery. This technique requires the utmost care and ability in diagnosis, incising and unmatched chakra control. Therefore, it is considered an extremely difficult technique, even among medical ninjutsu. Rank of User - Pain Inflicted to Patient - Time in P.T to Treat Target - No. of Traits Treatable Poisons can Possess D - S - 20 - 1 C - A - 16 - 1 B - B - 12 - 2 A - C - 8 - 2 S - D - 4 - 3
Name: Mystical Palm Technique Classification: Medical Ninjutsu Rank: A-rank (Chakra Varies) Class: Supplementary/Offensive Range: Contact-Short (Hands)
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it highly useful on the battlefield. It can be used to treat both external and internal injuries at Vacuum Release speeds regardless of the amount of chakra poured into it. It is vital to match the amount of chakra used to the severity of the affliction or injury with it able to heal injuries capping out at S-rank for an S-rank chakra price. When utilizing it as an offensive technique it is important to match the amount of chakra being used to the rank of the victim which causes it to be used to overload their chakra system in order to make them pass out or in extreme cases make them comatose. Those with spiritual defenses equal or above the amount of chakra discharged into the victim's body are immune to the passing out/coma effect instead sustaining A-rank spiritual damage instead. Rank - Unconsciousness Length (Posts Total) D - 10 C - 20 B - 40 A - 80 or 1 Topic S - 160 or 2 Topics
- Knights of the Round:
Name: The Knights of the Round Table(Signature) Classification: Fuinjutsu/Kenjutsu Rank: C-Rank Class: Offensive/Defensive/Supplementary Range: N/A
Description: Required to make The Knights of the Round Table and the Heavens' Ward. Seiko learned early that although the Golems are useful and possess a versatility of their own, they could be improved upon and granted unique uses if the chasses were altered properly. After taking it upon herself to do so, she crafted the Knights of the Round Table, a series of unique Golem Chasses with special weapons and abilities that allow her to increase her battlefield control even further. She also found while creating them that once the unqiue chassis was made and the element drives locked in, she no longer had those drives straining on her as they no longer counted towards her limit. Instead she found she had to devote more of her focus to the Knights of the Round, causing them to follow their own control scheme using Control Slots with stronger Knights taking up more slots, although she found that as her intelligence increased so did her ability to control Knights. She has a number of slots based on her rank and the rank of the Knight dictates how many slots it takes up. The Knights of the Round and the Knights of the Heavens share control slots.
Rank - Base Control Slots - Slots Taken Up - Intelligence Modifier D - 3 - N/A - Normal(+0) C - 6 - 2 - Above Average(+1) B - 9 - 3 - Near Genius(+2) A - 12 - 4 - Genius(+3) S - 15 - 5 - Super Genius(+4) 'Z'/SS - 18 - 7 - Hyper Genius(+5) 'X'/SSS - 21 - 10 - Neo Genius(+6)
- Techno:
Name: Techno: Sensory Burst Classification: Kinjutsu/Taijutsu Rank: B-Rank(Chakra cost varies) Class: Supplementary Range: Self
Description: By tapping into the nerves and sensory data inputs, the user transmutes them into organic metal before refining them further, although this is only a temporary alteration it grants the user pseudo-reaction tiers for the duration. This enhancement is specifically spurred on through the use of a chakra price to fixate the enhancement with the level of reaction gained being equal to the amount of chakra spent. However rather than using a recurring price, it instead follows the Techno duration with the pseudo-reaction tier lasting until the techno transformation ends. Upon the transformation ending, this technique goes on cooldown with a longer, separate one compared to the Techno passive due to the advanced nature of the alteration. Lastly, the user's rank upon activating this alteration determines how many sensory mediums they can apply it to, chosen each time this technique is activated, the benefits granted by this technique cap at S-Rank.
Rank - Cooldown(PT) - No. of Sensory Mediums D - 30 - 1 C - 25 - 2 B - 20 - 3 A - 15 - 4 S - 10 - 5
- Intelligence:
Name: Genius Intelligence Classification: Kinjutsu Class: Supplementary
Description: When a child is born with genius level intelligence they are able to exceed their peers when it comes to understanding and grasping concepts as well as being able to preform tasks easier than those that are less intelligent than them. Those with Genius Level Intellect can choose either 3 Technique Types(Such as Taijutsu, Kenjutsu or Ninjutsu) or 1 broad category(Such as Physical or Mental) as well as a single Technique Type not within that category. They half all training word counts for these technique types.
Tech Type: Spiritual + Kenjutsu
Last edited by Blade on 17th August 2022, 3:58 pm; edited 27 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Seiko Rikigaku 3rd August 2018, 8:04 am | |
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Seiko Rikigaku 5th August 2018, 7:54 pm | |
| Techniques:
D-Rank: 23/45 C-Rank: 25/35 B-Rank: 18/30 A-Rank: 3/20 S-Rank: 1/10 SS-Rank: 0/4 SSS-Rank: 0/3
Signatured Techniques:
1: Drive Activation 2: Mechanical Mentality 3: Meteoric Automation 4: Knights of the Round 5: 6:
Exclusive Techniques:
1: 2: 3:
Specialisations:
First: Earth Specialist(Perfect) Second: Assault Specialist(Perfect) Third: Fourth
First Specialisation Slots:
D-Rank: 0/4 C-Rank: 0/3 B-Rank: 0/2 A-Rank: 1/2
Second Specialisation Slots:
D-Rank: 0 C-Rank: 2/3 B-Rank: 0/2 A-Rank: 1/1
Last edited by Blade on 13th August 2022, 1:18 pm; edited 3 times in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Seiko Rikigaku 7th July 2021, 9:08 pm | |
| - Knight Chasses:
Name: Knight of the Round: Sir Bors Classification: Kenjutsu/Fuinjutsu Rank: B-Rank Class: Offensive/Defensive Range: Varies
Description: One of the more advanced Knights of the Round Table, a series of unique Golem Chasses that Seiko designed in order to expand on the versatility of her normal Golems. Sir Bors requires at least an Exo Chassis in order to create and once the Golem has been altered into Sir Bors, it cannot have its cores removed nor have new ones added on. However it does retain any elements it possessed as well as its tiers and additional abilities from the Chassis. The alteration into the Sir Bors chassis, of which Seiko can only have one at a time, causes the Knight to gain an additional 2 Tier Levels to both Strength and Endurance and gain a unique ability. Sir Bors wields a halberd and his ability revolves around this. He is able to counter opposing kenjutsu by locking his weapon with theirs and pinning both of their weapons into the ground, if the attacker doesn't have strength greater than Bors' then they are unable to free their weapon from the pin for as long as Bors holds it however his own weapon is also locked by doing this, this can also be done on taijutsu however the techniques it can be used on are one rank lower as it is harder to lock a limb than a weapon. The rank of kenjutsu this can be done on and the cooldown on it is based on Seiko's Rank.
Rank - Rank of Kenjutsu Countered -Ability Cooldown(PT) D - D - 20 C - C - 16 B - B - 12 A - A - 8 S - S - 4
Name: Knight of the Round: Sir Tristan Classification: Kenjutsu/Fuinjutsu Rank: B-Rank Class: Offensive/Supplementary Range: Varies
Description: One of the more advanced Knights of the Round Table, a series of unique Golem Chasses that Seiko designed in order to expand on the versatility of her normal Golems. Sir Tristan requires at least an Exo Chassis in order to create and once the Golem has been altered into Sir Tristan, it cannot have its cores removed nor have new ones added on. However it does retain any elements it possessed as well as its tiers and additional abilities from the Chassis. The alteration into the Sir Tristan chassis, of which Seiko can only have one at a time, causes the Knight to gain an additional 4 Tier Levels to Strength and gain a unique ability. Sir Tristan wields a spear and his ability revolves around it. This Knight is particularly adept at using his spear to shatter through defenses. By focusing latent energy in his frame into a stab, he is capable of granting a single attack piercing one rank above his strength, enabling him to break through some of the strongest defenses in order to open the path for the other Knights. This ability has a cooldown based on Seiko's rank.
Rank - Ability Cooldown(PT) D - 20 C - 16 B - 12 A - 8 S - 4
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| Academy Field Trip | 28th November 2022, 4:02 pm by Xi | Road Trip
With the first round of classes complete and the students already acclimated to life at the academy. The school has organized a field trip in order to give the students a taste of what …
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