Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Kirameku-Ha (New Samurai Style) 3rd August 2018, 11:42 am | |
| Kirameku-Ha Kirameku-Ha: This is a style that is far out of the ordinary, even for the many wide branching Samurai Styles that exist in the world today, because rather than focusing solely on Kenjutsu and utilizing weaponry in combat, it uses Kugujutsu and puppets as its main mode of fighting. The versatility of one's puppets and the method of control granted by this style makes it perfect for any Samurai who wishes to become a puppeteer, as it allows them to keep to their strengths while also applying more. The weapon of choice of a Kirameku-Ha Samurai is, strangely enough, blade fragments. *Originator - Unknown Tiers Granted:Samurai: Speed & Barrier (S-Rank Cap) Reaper: Speed & Barrier (SS-Rank Cap) - Spoiler:
Name: Kirame Style: Manifest Will Classification: Kugujutsu Rank: D-Rank Class: Passive Range: Self (Radius), Long (Control)
Description: Those within the Kirameku-Ha style do not identify themselves as only Samurai, but puppeteers as well. Their method of manipulating their puppets differs greatly from other puppeteers. Kirame Style Samurai are capable of manifesting their "will to control" into the world at large, establishing a distance around their bodies where they are capable of manipulating puppets, their signature blade fragments or inanimate objects through the use of separate puppetry techniques. The number of things they can control within this range is based on their Puppet Slots, with different size objects and Blade Fragments taking up different amounts of slots. Rank - Control Radius - Size = Slots D - 20ft - Tiny/Small/Humanoid = 1 to 3 Slots C - 40ft - Medium (S-M) = 4 to 5 Slots B - 60ft - Medium (L-XL) = 6 to 7 Slots A - 80ft - Large (S-M) = 8 to 9 Slots S - 100ft - Large (L-XL) = 10 to 11 Slots
Name: Kirame Style: Puppetry Dominance Classification: Kugujutsu Rank: D-Rank Class: Passive Range: Self
Description: The Puppeteers of the Kirame Style have found many ways to diversify themselves from not only the average puppeteer, but from themselves as well. This has resulted in certain "specializations" being created among members of the styles, granting boons to whomever decides to pick them. The samurai is capable of choosing between specializing in puppets, blade fragments or not having a specialization at all. Each come with their own bonuses: puppets allows the user a greater range of control, applying a modifier to their base puppetry radius. Blade fragments allows a finer method of control, adding a passive tier level increase to the speed of their blade's movements. Not specializing in either allows the user to increase their puppet slots by +1 for a 100 Word Weekly Training per slot gained, up to a maximum of +12 slots to their total overall. Insert Name's Chosen Spec: (Puppets, Fragments or None) Rank - Range Modifier - Speed Buff D - +.25x - +1 Tier Level C - +.5x - +2 Tier Levels B - +.75x - +3 Tier Levels A - +1x - +4 Tier Levels S - +1.25x - +5 Tier Levels
Name: Kirame Style: Fragmented Discipline Classification: Kenjutsu Rank: D-Rank Class: Passive Range: Self (Blade Fragments)
Description: The Kirameku-Ha style is divided evenly between the traditional Kenjutsu of a Samurai style and the unique addition of Kugujutsu to create a powerful style that allows the wielder to utilize weapons without ever touching them. Their effectiveness is determined by how many blade fragments they control, as each fragment can essentially be regarded as a blade all its own. In order to obtain these blade fragments, the user must either possess a weapon that can segment itself into separate parts or break a sword down into fragments to use them. In the case of the former, the size of the segments and the number of segments available are determined by the person who made the weapon. In the case of the latter, the size of and number of fragments are determined by the size of the weapon. Weapon Size - Fragment Size = Number of Fragments Small/Humanoid - Tiny = 10 Medium (S-XL) - Small = 15 Large (S-XL) - Humanoid = 20
Name: Kirame Style: Conductor's Swift Speed Classification: Taijutsu (Kugujutsu) Rank: D-Rank Class: Supplementary Range: Self (Samurai & Fragments)
Description: This is the Kirame Style's take on Speed Tiers, created to allow the practitioner of the style to manipulate Blade Fragments within their puppetry range. This control utilizes the movement of the body to direct that which the user wishes to control, thus Kirame Samurai often look as though they are dancing while in battle. Novices of the Kirame "Dances" are just learning how to move, their stances unrefined and their movements jerky, though they are capable of moving at D-Rank- Speeds with ease. As they go through their dances, the chosen object they wish to exert their will over answers their command, moving as directed at D-Rank+ Speeds.
Name: Kirame Secret Technique - Novice Dancer Classification: Kugujutsu Rank: D-Rank Class: Supplementary Range: Self (Samurai & Puppets)
Description: A variant on the Kirameku Speed Tiers meant for use with puppetry only, the user initiates the manipulation of their puppets by swaying their hips in a circular motion. This causes the puppet to begin moving at Samurai Level Swift Release speeds in the direction the user's juts their hips in. By swaying their hips in a specific manner, the user is capable of controlling the limbs of the puppet: swaying the right hip up controls the right arm, swaying the right hip down controls the right leg, swaying the left hip up controls the left arm and swaying the left hip down controls the left leg. The user can cause their puppets to stop moving by swirling their hips in a counter-clockwise motion once to end this technique.
Name: Kirame Style: Mental Fort Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: This is the Kirame Style's take on Barrier Tiers, born from the need to protect themselves from mental strain in regards to puppetry. Many samurai of this style are accustomed to manipulating their various puppets and blade fragments at once, though they all have come across the dangers of crossing their puppetry threshold at one time or another. This technique grants the puppeteer D-Rank- Barrier Tiers in relation to dealing with Mental Techniques and Damage, though this tier causes them to take mental recoil when they exceed their maximum Puppet Slots by 1 as normal, with the strain increasing by +1 Rank every 1 over as well. This results in practically no change, however it sets up a powerful enhancement to their puppetry.
Name: Kirame Style: Distracted Focus Classification: Taijutsu Rank: D-Rank (Optional Stamina Price) Class: Supplementary Range: Self
Description: By combining their Speed and Barrier Tiers into one, the Kirame Style Samurai have found they can tap into their style's roots as a branch of the Gen'ei-Ha style. Thanks to the combination, the user has obtained a D-Rank++ Speed+Barrier Tier Chain that establishes a field of Mental Sensory around them, equivalent in range to their puppetry radius. This field is capable of picking up on the use of any Mental Based techniques within range, as long as they are not being hidden by a D-Rank or Above Mental Concealment technique. By paying an additional -2 Stamina Price, the user can "focus" their field for a set amount of posts (total) based on their rank in order to pick up on the Brain Waves at the cost of rendering themselves "blind" to Mental Techniques. This only allows the user to pick up Brain Waves, not read them, and the focusing effect is incapable of being ended early. Once it does end, this secondary effect goes on cool down for 1 Turn unless the user possesses D-Rank Endurance Tiers, in which case it is only 1 PT. Rank - "Focus" Duration D - 1 PT C - 2 PT B - 3 PT A - 4 PT S - 5 PT
Name: Kirame Secret Technique - Movement Trigger Alpha Classification: Kugujutsu Rank: C-Rank Class: Supplementary Range: Self (Samurai & Puppets)
Description: This is a technique utilized to trigger a puppet's mechanisms. Because the puppets are directed by one's will instead of their chakra, they must perform specific movements in order to activate their mechanisms, as they can't simply course their chakra through them. This move is a simple stationary step, with how the step is performed triggering different mechanisms for the puppet in question. Raising one's leg and stepping straight down triggers the first mechanism, stepping in front of themselves triggers the second mechanism, stepping behind themselves triggers the fourth mechanism and stepping to their side triggers the fourth mechanism. Usually after the step is performed, the user slides or places their foot back in its original position. This, chained with other techniques that revolve around directing the puppet or triggering mechanisms, makes the user appear to dance in order to control their puppets.
Name: Kirame Secret Technique - Movement Trigger Beta Classification: Kugujutsu Rank: C-Rank Class: Supplementary Range: Self (Samurai & Puppets)
Description: This is a technique utilized to trigger a puppet's mechanisms. Because the puppets are directed by one's will instead of their chakra, they must perform specific movements in order to activate their mechanisms, as they can't simply course their chakra through them. This move is a motion step, with how the step is performed triggering different mechanisms for the puppet in question. Taking a half step forward triggers the fifth mechanism, taking a full step forward triggers the sixth mechanism, taking a half step backwards triggers the seventh mechanism and taking a full step backwards triggers the eight mechanism. This, chained with other techniques that revolve around directing the puppet or triggering mechanisms, makes the user appear to dance in order to control their puppets.
Name: Kirame Style: Concentration Technique Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: The Kirame version of one of the most basic samurai techniques by which the Samurai concentrates preforming the base technique albeit with a twist by the means of this technique. Their intense concentration allows them to fortify their mind against the strain that comes from controlling too many puppets, delaying the recoil they receive from going over for a number of Turns. However this can be reactivated after the normal Concentration Techniques cool-down after which this technique has a 6, 12 or 24 posts in total (respectively) cool down before it is able to be used again. Each time it is reactivated however with each reactivation it ends up lengthening the cool down of this particular technique by a set amount of PT. Rank - Turns Delayed - Additional Cool-Down D - 1 - 5 C - 2 - 4 B - 3 - 3 A - 4 - 2 S - 5 - 1
Name: Kirame Style: Strike of Disgrace Classification: KuguKenjutsu Rank: C-Rank Class: Offensive/Defensive Range: Short-Mid
Description: The Kirameku Style variant of the Strike of Disgrace that focuses on area of effect damage and deterring close-range attacks, being more focused on protecting the user than damaging foes. The samurai twirls on the spot and draws their arms in quickly, prompting their blade fragments to whirl around them in a maelstrom of flashing steel at C-Rank+ Speeds, reaching out 20ft around the user. Those within range are dealt C-Rank Physical Slicing Damage, while those closer to the user are also dealt Bleed Damage every post (total) until they are healed. Distance from User - Bleed Damage 20ft - N/A 15ft - 1 D 10ft - 2 D 5ft - 3 D 3ft - 4 D 1ft - 5 D
Name: Kirame Style: Heel Kick Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Short
Description: This is the Kirameku style variant of one of the most basic techniques available to a samurai, whereby the samurai sends out their blade fragments to impale their foe at C-Rank+ Speeds, dealing D-Rank Defense Piercing Damage to them. The blades remain in the target unless forcibly removed through (requires at least C-Rank Strength), setting up the second part of this technique. The samurai draws their blades back to them at C-Rank+ speeds once more, carrying their target along with them, before kicking their opponent squarely in the chest with great force. They keep their blades in place during this, causing them to be ripped free of the opponent's body in a savage manner. Whether ripped free manually or removed via the kick, the result is heavy bleeding per post (total) depending on the number of blades that were within the victim's body. Blades - Bleed Damage Less than 5 - 1 D 5 to 10 - 2 D 11 to 15 - 3 D 16 to 20 - 4 D 21 or Above - 5 D
Name: Kirame Style: Sparrow Dive-bombing Classification: Kenjutsu Rank: C-Rank Class: Supplementary Range: Short
Description: This technique was made for the express purpose of keeping an opponent locked down long enough for the user to set up their puppets or a trap they may have up their sleeve, however it evolved into a useful method of dealing with impressive defenses. The samurai commands their blade fragments, suspending them high in the air before sending them crashing down at a foe in a barrage of falling steel at Bullet Release speeds, though greater speeds can be used if one possesses them. This barrage is capable of being kept up for a number of posts (total) based on the number of blades used for it, dealing C-Rank Physical Damage each PT to whatever they contact. This is unique in that when coming in contact with Defenses, the damage is not negated but instead wears down the defense in question (damage taken from total durability), resulting in a defense eventually falling to the barrage unless it is repaired as quickly as it is damaged. Blades - Barrage Duration Less than 5 - 1 PT 10 - 2 PT 15 - 3 PT 20 or More - 4 PT
Name: Kirame Style: Conductor's Bullet Movement Classification: Taijutsu (Kugujutsu) Rank: C-Rank Class: Supplementary Range: Self (Samurai & Fragments)
Description: This is the Kirame Style's take on Speed Tiers, created to allow the practitioner of the style to manipulate Blade Fragments within their puppetry range. This control utilizes the movement of the body to direct that which the user wishes to control, thus Kirame Samurai often look as though they are dancing while in battle. Adepts of the Kirame "Dances" are learning how to move more gracefully, their stances are looking more defined and their movements flow well, they are capable of moving at C-Rank- Speeds with ease. As they go through their dances, the chosen object they wish to exert their will over answers their command, moving as directed at C-Rank+ Speeds.
Name: Kirame Secret Technique - Adept Dancer Classification: Kugujutsu Rank: C-Rank Class: Supplementary Range: Self (Samurai & Puppets)
Description: A variant on the Kirameku Speed Tiers meant for use with puppetry only, the user initiates the manipulation of their puppets by swaying their hips in a circular motion. This causes the puppet to begin moving at Samurai Level Bullet Release speeds in the direction the user's juts their hips in. In addition to the control granted by the base technique, this adds two more commands pertaining to the legs, the feet in particular. These commands are the ball of the right foot which controls the right hand, the heel of the right foot which controls the right foot, the ball of the left foot which controls the left hand and the heel of the left foot which controls the left foot. The user can cause their puppets to stop moving by swirling their hips in a counter-clockwise motion once to end this technique.
Name: Kirame Style: Mental Redoubt Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: This is the Kirame Style's take on Barrier Tiers, born from the need to protect themselves from mental strain in regards to puppetry. Many samurai of this style are accustomed to manipulating their various puppets and blade fragments at once, though they all have come across the dangers of crossing their puppetry threshold at one time or another. This technique grants the puppeteer C-Rank- Barrier Tiers in relation to dealing with Mental Techniques and Damage, though this tier causes them to take mental recoil when they exceed their maximum Puppet Slots by 2 rather than one, with the strain increasing by +1 Rank every 2 over for the first rank increase, and then by 1 every increase afterwards (ex: 3 puppets over nets C-Rank Recoil).
Name: Kirame Style: Deficit Focus Classification: Taijutsu Rank: C-Rank (Optional Stamina Price) Class: Supplementary Range: Self
Description: By combining their Speed and Barrier Tiers into one, the Kirame Style Samurai have found they can tap into their style's roots as a branch of the Gen'ei-Ha style. Thanks to the combination, the user has obtained a C-Rank++ Speed+Barrier Tier Chain that establishes a field of Mental Sensory around them, equivalent in range to their puppetry radius. This field is capable of picking up on the use of any Mental Based techniques within range, as long as they are not being hidden by a C-Rank or Above Mental Concealment technique. By paying an additional -4 Stamina Price, the user can "focus" their field for a set amount of posts (total) based on their rank in order to pick up on the Brain Waves at the cost of rendering themselves "blind" to Mental Techniques. This only allows the user to pick up Brain Waves, not read them, and the focusing effect is incapable of being ended early. Once it does end, this secondary effect goes on cool down for 3 Turn unless the user possesses C-Rank Endurance Tiers, in which case it is only 3 PT. Rank - "Focus" Duration D - 2 PT C - 3 PT B - 4 PT A - 5 PT S - 6 PT
Name: Kirame Secret Technique - Movement Trigger Gamma Classification: Kugujutsu Rank: B-Rank Class: Supplementary Range: Self (Samurai & Puppets)
Description: This is a technique utilized to trigger a puppet's mechanisms. Because the puppets are directed by one's will instead of their chakra, they must perform specific movements in order to activate their mechanisms, as they can't simply course their chakra through them. This move involves movement of the arms, with how the arm is moved triggering different mechanisms for the puppet in question. Raising one's right hand to head level or above triggers the ninth mechanism, lowering the right hand to waist level or below triggers the tenth mechanism, raising one's left hand to head level or above triggers the eleventh mechanism and lowering one's left hand to waist level or below triggers the twelfth mechanism. This, chained with other techniques that revolve around directing the puppet or triggering mechanisms, makes the user appear to dance in order to control their puppets.
Name: Kirame Secret Technique - Movement Trigger Delta Classification: Kugujutsu Rank: B-Rank Class: Supplementary Range: Self (Samurai & Puppets)
Description: This is a technique utilized to trigger a puppet's mechanisms. Because the puppets are directed by one's will instead of their chakra, they must perform specific movements in order to activate their mechanisms, as they can't simply course their chakra through them. This move involves movement of the arms, with how the arm is moved triggering different mechanisms for the puppet in question. Crossing one's arms over their chest triggers the thirteenth mechanism, placing one's hands on their hips triggers the fourteenth mechanism, raising one's clasped hands above their head triggers the fifteenth mechanism and lowering one's clasped hands below their waist triggers the sixteenth mechanism. This, chained with other techniques that revolve around directing the puppet or triggering mechanisms, makes the user appear to dance in order to control their puppets.
Name: Kirame Style: Vulture Dive-bombing Classification: Kenjutsu Rank: B-Rank Class: Supplementary Range: Short
Description: This technique was made for the express purpose of keeping an opponent locked down long enough for the user to set up their puppets or a trap they may have up their sleeve, however it evolved into a useful method of dealing with impressive defenses. The samurai commands their blade fragments, suspending them high in the air before sending them crashing down at a foe in a barrage of falling steel at Crashing Ground speeds, though greater speeds can be used if one possesses them. This barrage is capable of being kept up for a number of posts (total) based on the number of blades used for it, dealing B-Rank Physical Damage each PT to whatever they contact. This is unique in that when coming in contact with Defenses, the damage is not negated but instead wears down the defense in question (damage taken from total durability), resulting in a defense eventually falling to the barrage unless it is repaired as quickly as it is damaged. Blades - Barrage Duration Less than 5 - 2 PT 10 - 3 PT 15 - 4 PT 20 or More - 5 PT
Name: Kirame Style: Death Orb Classification: Kenjutsu Rank: B-Rank Class: Supplementary Range: Short
Description: This technique is one made to trap a foe within a set area in order to prepare an attack, or to simply keep them restricted. The user causes their blade fragments to rotate rapidly around their target, the fragments blurring into a sphere of deadly flashing steel. The blades rotate at Crashing Ground speeds, though the user is capable of making them move faster or slower if they so wish. Due to the spinning of the blades, they deal Physical Slicing Damage equal to their rotary speed to anything that comes in contact with them whether from the inside or outside. Living organisms that come in contact with the sphere are also dealt 3 D-Ranks of Bleed damage per Turn until healed due to the jagged wounds. The user is alternatively capable of causing the sphere to "collapse", sending all of the blades inwards at speeds equal to those used for rotation and dealing a count of Physical Slicing Damage. Due to all of the blades attacking at once, the Bleed from this is increased to a C-Rank per Turn.
Name: Kirame Style: Conductor's Crashing Advance Classification: Taijutsu (Kugujutsu) Rank: B-Rank Class: Supplementary Range: Self (Samurai & Fragments)
Description: This is the Kirame Style's take on Speed Tiers, created to allow the practitioner of the style to manipulate Blade Fragments within their puppetry range. This control utilizes the movement of the body to direct that which the user wishes to control, thus Kirame Samurai often look as though they are dancing while in battle. Experts of the Kirame "Dances" are performing their movements with the utmost grace, their stances are looking more nearly perfect and their movements flow seamlessly, they are capable of moving at B-Rank- Speeds with ease. As they go through their dances, the chosen object they wish to exert their will over answers their command, moving as directed at B-Rank+ Speeds.
Name: Kirame Secret Technique - Expert Dancer Classification: Kugujutsu Rank: B-Rank Class: Supplementary Range: Self (Samurai & Puppets)
Description: A variant on the Kirameku Speed Tiers meant for use with puppetry only, the user initiates the manipulation of their puppets by swaying their hips in a circular motion. This causes the puppet to begin moving at Samurai Level Crashing Ground speeds in the direction the user's juts their hips in. In addition to the control granted by the lower levels of this line, this adds two more commands pertaining to the legs. These commands revolve around twitching the muscles of the right buttocks to control the fingers of the right hand, the muscles of the right thigh to control the toes of the right foot, the muscles of the left buttocks to control the fingers of the left hand and the muscles of the left thigh to control the toes of the left foot. The user can cause their puppets to stop moving by swirling their hips in a counter-clockwise motion once to end this technique.
Name: Kirame Style: Mental Stronghold Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: This is the Kirame Style's take on Barrier Tiers, born from the need to protect themselves from mental strain in regards to puppetry. Many samurai of this style are accustomed to manipulating their various puppets and blade fragments at once, though they all have come across the dangers of crossing their puppetry threshold at one time or another. This technique grants the puppeteer B-Rank- Barrier Tiers in relation to dealing with Mental Techniques and Damage, though this tier causes them to take mental recoil when they exceed their maximum Puppet Slots by 3 rather than two, with the strain increasing by +1 Rank every 3 over for the first rank increase, and then by 2 every increase afterwards (ex: 5 puppets over nets C-Rank Recoil).
Name: Kirame Style: Attentive Focus Classification: Taijutsu Rank: B-Rank (Optional Stamina Price) Class: Supplementary Range: Self
Description: By combining their Speed and Barrier Tiers into one, the Kirame Style Samurai have found they can tap into their style's roots as a branch of the Gen'ei-Ha style. Thanks to the combination, the user has obtained a B-Rank++ Speed+Barrier Tier Chain that establishes a field of Mental Sensory around them, equivalent in range to their puppetry radius. This field is capable of picking up on the use of any Mental Based techniques within range, as long as they are not being hidden by a B-Rank or Above Mental Concealment technique. By paying an additional -6 Stamina Price, the user can "focus" their field for a set amount of posts (total) based on their rank in order to pick up on the Brain Waves at the cost of rendering themselves "blind" to Mental Techniques. This only allows the user to pick up Brain Waves, not read them, and the focusing effect is incapable of being ended early. Once it does end, this secondary effect goes on cool down for 5 Turns unless the user possesses B-Rank Endurance Tiers, in which case it is only 5 PT. Rank - "Focus" Duration D - 3 PT C - 4 PT B - 5 PT A - 6 PT S - 7 PT
Name: Kirame Secret Technique - Movement Trigger Epsilon Classification: Kugujutsu Rank: A-Rank Class: Supplementary Range: Self (Samurai & Puppets)
Description: This is a technique utilized to trigger a puppet's mechanisms. Because the puppets are directed by one's will instead of their chakra, they must perform specific movements in order to activate their mechanisms, as they can't simply course their chakra through them. This move involves movement of the body as a whole, with how the body is moved triggering different mechanisms for the puppet in question. Twirling clockwise triggers the seventeenth mechanism, twirling counter-clockwise triggers the eighteenth mechanism, performing any form of split triggers the ninteenth mechanism and performing a flip/cartwheel triggers the twentieth mechanism. This, chained with other techniques that revolve around directing the puppet or triggering mechanisms, makes the user appear to dance in order to control their puppets.
Name: Kirame Style: Eagle Dive-bombing Classification: Kenjutsu Rank: A-Rank Class: Supplementary Range: Short
Description: This technique was made for the express purpose of keeping an opponent locked down long enough for the user to set up their puppets or a trap they may have up their sleeve, however it evolved into a useful method of dealing with impressive defenses. The samurai commands their blade fragments, suspending them high in the air before sending them crashing down at a foe in a barrage of falling steel at Vacuum Release speeds, though greater speeds can be used if one possesses them. This barrage is capable of being kept up for a number of posts (total) based on the number of blades used for it, dealing A-Rank Physical Damage each PT to whatever they contact. This is unique in that when coming in contact with Defenses, the damage is not negated but instead wears down the defense in question (damage taken from total durability), resulting in a defense eventually falling to the barrage unless it is repaired as quickly as it is damaged. Blades - Barrage Duration Less than 5 - 3 PT 10 - 4 PT 15 - 5 PT 20 or More - 6 PT
Name: Kirame Style: Slaughter Sphere Classification: Kenjutsu Rank: A-Rank Class: Supplementary Range: Short
Description: This technique is one made to trap a foe within a set area in order to prepare an attack, or to simply keep them restricted. The user causes their blade fragments to rotate rapidly around their target, the fragments blurring into a sphere of deadly flashing steel. The blades rotate at Vacuum Release speeds, though the user is capable of making them move faster or slower if they so wish. Due to the spinning of the blades, they deal Physical Slicing Damage equal to their rotary speed to anything that comes in contact with them whether from the inside or outside. Living organisms that come in contact with the sphere are also dealt a C-Rank of Bleed damage per Turn until healed due to the jagged wounds. The user is alternatively capable of causing the sphere to "collapse", sending all of the blades inwards at speeds equal to those used for rotation and dealing a count of Physical Slicing Damage. Due to all of the blades attacking at once, the Bleed from this is increased to a B-Rank per Turn.
Name: Kirame Style: Conductor's Vacuum Flow Classification: Taijutsu (Kugujutsu) Rank: A-Rank Class: Supplementary Range: Self (Samurai & Fragments)
Description: This is the Kirame Style's take on Speed Tiers, created to allow the practitioner of the style to manipulate Blade Fragments within their puppetry range. This control utilizes the movement of the body to direct that which the user wishes to control, thus Kirame Samurai often look as though they are dancing while in battle. Professionals of the Kirame "Dances" have perfected their movements so that there are few if any imperfections, their stances are impressively well defined and their movements are fluid and beautiful, they are capable of moving at A-Rank- Speeds with ease. As they go through their dances, the chosen object they wish to exert their will over answers their command, moving as directed at A-Rank+ Speeds.
Name: Kirame Secret Technique - Pro Dancer Classification: Kugujutsu Rank: A-Rank Class: Supplementary Range: Self (Samurai & Puppets)
Description: A variant on the Kirameku Speed Tiers meant for use with puppetry only, the user initiates the manipulation of their puppets by swaying their hips in a circular motion. This causes the puppet to begin moving at Samurai Level Vacuum Release speeds in the direction the user's juts their hips in. In addition to the control granted by the lower levels of this line, this adds two more commands pertaining to the arms. These commands revolve around moving the right arm around the shoulder joint to control extra arms on the right side, moving the right arm around the elbow joint to control extra legs on the right side, moving the left arm around the shoulder joint to control extra arms on the left side and finally moving the left around around the elbow joint to control extra legs on the left side. The user can cause their puppets to stop moving by swirling their hips in a counter-clockwise motion once to end this technique.
Name: Kirame Style: Mental Fortress Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: This is the Kirame Style's take on Barrier Tiers, born from the need to protect themselves from mental strain in regards to puppetry. Many samurai of this style are accustomed to manipulating their various puppets and blade fragments at once, though they all have come across the dangers of crossing their puppetry threshold at one time or another. This technique grants the puppeteer A-Rank- Barrier Tiers in relation to dealing with Mental Techniques and Damage, though this tier causes them to take mental recoil when they exceed their maximum Puppet Slots by 4 rather than three, with the strain increasing by +1 Rank every 4 over for the first rank increase, and then by 2 every increase afterwards (ex: 6 puppets over nets C-Rank Recoil).
Name: Kirame Style: Intent Focus Classification: Taijutsu Rank: A-Rank (Optional Stamina Price) Class: Supplementary Range: Self
Description: By combining their Speed and Barrier Tiers into one, the Kirame Style Samurai have found they can tap into their style's roots as a branch of the Gen'ei-Ha style. Thanks to the combination, the user has obtained a A-Rank++ Speed+Barrier Tier Chain that establishes a field of Mental Sensory around them, equivalent in range to their puppetry radius. This field is capable of picking up on the use of any Mental Based techniques within range, as long as they are not being hidden by a A-Rank or Above Mental Concealment technique. By paying an additional -8 Stamina Price, the user can "focus" their field for a set amount of posts (total) based on their rank in order to pick up on the Brain Waves at the cost of rendering themselves "blind" to Mental Techniques. This only allows the user to pick up Brain Waves, not read them, and the focusing effect is incapable of being ended early. Once it does end, this secondary effect goes on cool down for 7 Turn unless the user possesses A-Rank Endurance Tiers, in which case it is only 7 PT. Rank - "Focus" Duration D - 4 PT C - 5 PT B - 6 PT A - 7 PT S - 8 PT
Name: Kirame Style: Conductor's Blinding Rhythm Classification: Taijutsu (Kugujutsu) Rank: S-Rank Class: Supplementary Range: Self (Samurai & Fragments)
Description: This is the Kirame Style's take on Speed Tiers, created to allow the practitioner of the style to manipulate Blade Fragments within their puppetry range. This control utilizes the movement of the body to direct that which the user wishes to control, thus Kirame Samurai often look as though they are dancing while in battle. Masters of the Kirame "Dances" among the best of the art, their stances flawless and their movements can no longer be discerned from one another, the user appearing to be performing one continuous action as they dance, they are capable of moving at S-Rank- Speeds with ease. As they go through their dances, the chosen object they wish to exert their will over answers their command, moving as directed at S-Rank+ Speeds.
Name: Kirame Secret Technique - Master Dancer Classification: Kugujutsu Rank: S-Rank Class: Supplementary Range: Self (Samurai & Puppets)
Description: A variant on the Kirameku Speed Tiers meant for use with puppetry only, the user initiates the manipulation of their puppets by swaying their hips in a circular motion. This causes the puppet to begin moving at Samurai Level Blinding Light speeds in the direction the user's juts their hips in. In addition to the control granted by the lower levels of this line, this adds two more commands pertaining to the arms. These commands revolve around moving the right hand to control any extra appendages (excluding arms/legs) on the right side, moving the left hand to control any extra appendages (excluding arms/legs) on the left side, while using both in tandem to control any extra appendages that aren’t on either side. The user can cause their puppets to stop moving by swirling their hips in a counter-clockwise motion once to end this technique.
Name: Kirame Style: Mental Bastion Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self
Description: This is the Kirame Style's take on Barrier Tiers, born from the need to protect themselves from mental strain in regards to puppetry. Many samurai of this style are accustomed to manipulating their various puppets and blade fragments at once, though they all have come across the dangers of crossing their puppetry threshold at one time or another. This technique grants the puppeteer S-Rank- Barrier Tiers in relation to dealing with Mental Techniques and Damage, though this tier causes them to take mental recoil when they exceed their maximum Puppet Slots by 5 rather than four, with the strain increasing by +1 Rank every 5 over for the first rank increase, and then by 3 every increase afterwards (ex: 8 puppets over nets C-Rank Recoil).
Name: Kirame Style: Acute Focus Classification: Taijutsu Rank: S-Rank (Optional Stamina Price) Class: Supplementary Range: Self
Description: By combining their Speed and Barrier Tiers into one, the Kirame Style Samurai have found they can tap into their style's roots as a branch of the Gen'ei-Ha style. Thanks to the combination, the user has obtained a S-Rank++ Speed+Barrier Tier Chain that establishes a field of Mental Sensory around them, equivalent in range to their puppetry radius. This field is capable of picking up on the use of any Mental Based techniques within range, as long as they are not being hidden by a S-Rank or Above Mental Concealment technique. By paying an additional -10 Stamina Price, the user can "focus" their field for a set amount of posts (total) based on their rank in order to pick up on the Brain Waves at the cost of rendering themselves "blind" to Mental Techniques. This only allows the user to pick up Brain Waves, not read them, and the focusing effect is incapable of being ended early. Once it does end, this secondary effect goes on cool down for 9 Turns unless the user possesses S-Rank Endurance Tiers, in which case it is only 9 PT. Rank - "Focus" Duration D - 5 PT C - 6 PT B - 7 PT A - 8 PT S - 9 PT “Z” - 10 PT “X” - 11 PT Reaper Kirameku- Spoiler:
Name: Kirame Style: Conductor's Discordant Dance Classification: Taijutsu (Kugujutsu) Rank: SS-Rank Class: Supplementary Range: Self (Samurai & Fragments)
Description: This is the Kirame Style's take on Speed Tiers, created to allow the practitioner of the style to manipulate Blade Fragments within their puppetry range. This control utilizes the movement of the body to direct that which the user wishes to control, thus Kirame Samurai often look as though they are dancing while in battle. Grandmasters of the Kirame "Dances" embody all that the style should be, they are beauty in motion and when using this style they can be described as nothing other than artful, they are capable of moving at SS-Rank- Speeds with ease. As they go through their dances, the chosen object they wish to exert their will over answers their command, moving as directed at SS-Rank+ Speeds.
Name: Kirame Secret Technique - Grandmaster Dancer Classification: Kugujutsu Rank: SS-Rank Class: Supplementary Range: Self (Samurai & Puppets)
Description: A variant on the Kirameku Speed Tiers meant for use with puppetry only, the user initiates the manipulation of their puppets by swaying their hips in a circular motion. This causes the puppet to begin moving at Samurai Level Ripping Discord speeds in the direction the user's juts their hips in. In addition to the control granted by the lower levels of this line, this adds two more commands pertaining to the arms. These commands revolve around moving one’s fingers in order to control any phantom or disconnected appendages, with each individual finger being able to command an appendage on its own. The user can cause their puppets to stop moving by swirling their hips in a counter-clockwise motion once to end this technique.
Name: Kirame Style: Mental Citadel Classification: Taijutsu Rank: SS-Rank Class: Supplementary Range: Self
Description: This is the Kirame Style's take on Barrier Tiers, born from the need to protect themselves from mental strain in regards to puppetry. Many samurai of this style are accustomed to manipulating their various puppets and blade fragments at once, though they all have come across the dangers of crossing their puppetry threshold at one time or another. This technique grants the puppeteer SS-Rank- Barrier Tiers in relation to dealing with Mental Techniques and Damage, though this tier causes them to take mental recoil when they exceed their maximum Puppet Slots by 6 rather than five, with the strain increasing by +1 Rank every 6 over for the first rank increase, and then by 3 every increase afterwards (ex: 12 puppets over nets C-Rank Recoil).
Name: Kirame Style: Unwavering Focus Classification: Taijutsu Rank: SS-Rank (Optional Stamina Price) Class: Supplementary Range: Self
Description: By combining their Speed and Barrier Tiers into one, the Kirame Style Samurai have found they can tap into their style's roots as a branch of the Gen'ei-Ha style. Thanks to the combination, the user has obtained a SS-Rank++ Speed+Barrier Tier Chain that establishes a field of Mental Sensory around them, equivalent in range to their puppetry radius. This field is capable of picking up on the use of any Mental Based techniques within range, as long as they are not being hidden by a SS-Rank or Above Mental Concealment technique. By paying an additional -12 Stamina Price, the user can "focus" their field for a set amount of posts (total) based on their rank in order to pick up on the Brain Waves at the cost of rendering themselves "blind" to Mental Techniques. This only allows the user to pick up Brain Waves, not read them, and the focusing effect is incapable of being ended early. Once it does end, this secondary effect goes on cool down for 11 Turn unless the user possesses SS-Rank Endurance Tiers, in which case it is only 11 PT. Rank - "Focus" Duration D - 6 PT C - 7 PT B - 8 PT A - 9 PT S - 10 PT “Z” - 11 PT “X” - 12 PT
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