| | Tech Updates | |
| | Author | Message |
---|
Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Tech Updates 24th November 2018, 7:15 am | |
| - Rikigaku - Bionic Path:
Name: Rikigaku Art - Bionic Path: Organoid Matrix Classification: Barrier Kinjutsu (Fuinjutsu) Rank: C-Rank Class: Passive Range: Self
Description: This technique is a branch of the Rikigaku's Digitize passive, creating an extension that acts as a pocket dimension wherein the user is capable of storing their Organoids in stasis until they are needed. The user can draw their Organoids from this storage by touching one of the bar codes on their person, the creation appearing at speeds equal to their rank with a modifier based on their level (Low = Normal, High = Tier+, Elite = Tier++). The user is capable of storing 5 Organoids at base, though each rank up they can increase this number by +1 through a 500 Word Weekly training, to a maximum of 10 Organoid Slots.
Name: Rikigaku Art - Bionic Path: Organic Origins Classification: Fuinjutsu Rank: B-Rank (C-Rank Blood; Variable Chakra Price) Class: Supplementary Range: Contact
Description: The user of this technique initiates it by placing a seal, the design of which is the Kanji for "Egg" within a shape of the user's choosing, on a creature as well as a weapon in their possession. This is treated as a Base Seal, with 6 Modification Slots, it is unique in the fact that it's modification slots can be a higher rank than the Base Seal albeit taking more slots than normal (Equal Rank = 1 Slot 1-rank Higher = 2 Slots, 2-ranks Higher = 3 Slots). To place the Base Seal, they must expend a C-Rank of their Blood or, in the absence of said vitae, a C-Rank Recoil Price. Once the seals are placed, the user then pays a Chakra Price dependent on the "Vitality" of the creature in question sealing the creature within the weapon and morphing it into an Organoid Egg. Eggs convert the weapon they were made from into an organic version of whatever materials it was made out of (i.e. metal, glass etc) and thus are now capable of being picked up by Life Sensory, though only those revolving around sensing life contained within or tied to Seals, while they are incapable of being detected by Weapon Sensory that is not specifically designed to target Rikigaku creations. Larger or more powerful creatures require sturdier and more complex weapons to contain them, with their size determining the required rank of the weapon. Creature Vitality - Chakra Price to Seal Full Vitality - S Three-Quarters Vitality - A Halved Vitality - B Quartered Vitality - C Near-Empty Vitality - 3 D Empty Vitality - N/A (Sealing Ineffective)
Creature Size - Weapon Rank Small - D-Rank Humanoid - C-Rank Medium - B-Rank Large - A-Rank Colossus (or Awakened: Giant) - S-Rank Titanic (or Awakened: Enlightened) - SS-Rank God Beast - SSS-Rank Mythical God Beast - Z-Rank
Name: Rikigaku Art - Bionic Path: Organic Awakening Classification: Kinjutsu/Fuinjutsu Rank: B-Rank (Variable Blood Price) Class: Supplementary Range: Self (Organoid)
Description: Takes up 1 Modification Slot from Organic Origins. This is the second stage of Organoid Evolution, the "Egg" progressing into a "Larvae". It is initiated by the user spilling an S-Rank of Human, Nova, Zireh, Beast, Angel or Demon Blood onto the seal on the weapon, the Kanji shifting to that of "Larvae" as it happens. The entire S-Rank need not be supplied at once, though the blood must all be of the same classification or else the technique will not succeed. In the case of the blood of Hybrids, it will count as the blood of their dominant class however if they are Co-Dominant, True Tri or True Quad Hybrids their Blood will count as whichever the user desires. The blood of Acolytes counts as Demonic or Angelic Blood depending on which side they are aligned to. Upon the blood being supplied, the Organoid "hatches", granting it an element that corresponds to one of the chakra natures available to the creature sealed within it. The Organoid goes through no outwards changes, but it gains the sentience of a small child with the ability to communicate with those around it as such. The Organoid Larvae is granted an increased durability as well, doubling its original Raw Durability (i.e. a weapon with C-Rank Raw Durability will now have 2 C-Ranks). This grants a special effect to it's Base Seal which raises it's rank dependent on the maturity of the Organoid (Egg = B, Larvae = A, Chrysalis = S & Adult = SS) with the number of slots increasing by +2 each growth (caps at 12).
Name: Rikigaku Art - Bionic Path: Organic Growth Classification: Kinjutsu/Fuinjutsu Rank: A-Rank (Variable Energy Price) Class: Supplementary Range: Self (Organoid)
Description: Takes up 2 Modification Slots from Organic Origins. This is the third stage of Organoid Evolution, with the "Larvae" progressing into a "Chrysalis". It is initiated by the user donating 1 S-Rank of either Chakra, Blood, Nen, Stamina, or Natural Energy to the seal. Alternatively the user is capable of donating 1 B-Rank each of Stamina, Blood and Chakra to the seal, any of the above options causing the Kanji within the seal to shift to "Chrysalis". In this stage, the Organoid gains a second element which corresponds to one of the chakra natures belonging to the creature sealed within, while in the absence of a second nature the user is capable of giving it one of the Primary Natures (Must possess the Element Sealing Method of the specific element) or choosing to not give it one at this stage. While the Organoids have matured in this stage, they are completely silent and do not speak to their wielder or anyone else for that matter, storing their power for their future evolutions. At this stage, the Organoid gains a passive resistance to Weapon Destruction Techniques not aligned to the Rikigaku Clan, being immune to all those equal to their user's rank and below. In this stage, the Organoid becomes truly useful in combat, as they are granted Elemental Weapon Techniques aligned to their element(s), 5 in total (3 C-Ranks and 2 B-Ranks). This is the only stage in which the user must actually wait until they can progress the Organoid, as they need to be able to store power. This time is based on the user's rank. Rank - Wait Time D - 5 IC Topics or 1 OOC Month C - 4 IC Topics or 3 OOC Weeks B - 3 IC Topics or 2 OOC Weeks A - 2 IC Topics or 1 OOC Week S - 1 IC Topic or 5 OOC Days *Note: Weapon Techniques refers to the jutsu type aligned to the weapon type the Organoid is (i.e. Staff or Sword would be Kenjutsu, Bow would be Kyujutsu etc)
Name: Rikigaku Art - Bionic Path: Organic Reality Classification: Kinjutsu/Fuinjutsu Rank: S-Rank (Soul Price) Class: Supplementary Range: Self (Organoid)
Description: Takes up 3 Modification Slots from Organic Origins. This is the final stage of Organoid Evolution, the "Chrysalis" hatching into an "Adult". To be initiated, the user must absorb the Soul of any of the following through a sacrifice of their life (i.e. killing them with the Organoid): Human, Zireh, Nova, Beast, Angel or Demon. Upon the soul being sacrificed, the Kanji within the seal changes to "Adult". In this stage, the Organoid is able to do one of three things: fuse their two original elements into a Dual Combination (if Primary), select a Specialized Primary if a second element wasn't selected (must possess the Elemental Sealing Method of the specific element) or keep their elements as they are. The Organoid retains the techniques they had previously, while also being granted an additional 10 techniques (4 C-Ranks, 3 B-Ranks, 2 A-Ranks, 1 S-Rank) aligned to either their new elements or their old ones. An Organoid Adult is, naturally, fully matured and capable of communicating with their wielder or others around them as a Living Weapon would. In addition, their durability gains an even further boost, placing them on par with Living Weapons lacking a Soul when it comes to Weapon Destruction Techniques. Finally, the Organoid is granted two passive abilities. The first is that it and its techniques deal a passive Raw Damage type and the second is that it gains its own Reserve, each based on the components used in its evolution. Raw Physical & Stamina : Human Blood + Stamina + Human Life Raw Chakra & Chakra : Nova Blood + Chakra + Nova Life Raw Mental & Nen: Zireh Blood + Nen + Zireh Life Raw Hybrid & Recoil*: Beast Blood + Stamina, Chakra & Blood + Beast Life Raw Spiritual & Blood: Black Blood + Blood + Demon Life Raw Natural & NE: White Blood + Natural Energy + Angel Life
Any other combinations get Raw when one is in the Majority however they suffer reductions to their power as 2/3 deal 1-Rank Below in the damage type while 1/3 get to cycle between the three but deal 2-Ranks Below. The reserves are filled by performing a Daily Training, with the Word Count equal in rank to the amount of the reserve you wish to fill. This can be filled to a specific max and like Natural Energy Reserves it does not naturally replenish within topics and must be restored via training once emptied. This does not grant new technique types if one is unable to harness them normally, this is merely to bolster one's reserves in their respective areas. Organoid's Max Reserve = 12 C-Ranks, 8 B-Ranks, 7 A-Ranks, 5 S-Ranks, 2 SS-Ranks, and 1 SSS-rank (Or equivalent for Stamina) *Note: Recoil means that instead of paying Recoil Damage you can use this to pay it off allowing yourself to not receive any damage from Recoil equal to the amount paid.
Name: Rikigaku Art - Bionic Path Hijutsu: Shikai Classification: Kenjutsu/Kinjutsu Rank: SS-Rank Class: Supplementary Range: Self (Organoid)
Description: Req. Adult Organoid. This is a a powerful technique wherein the user of a fully matured Organoid is capable of releasing the limiter on the weapon's seals ever so slightly, unleashing the power of the sealed creature into the world and granting them a boost to their own power. Due to the nature of this technique, the Rikigaku in question is only ever capable of having ONE Shikai of their own. However, due to being able to create more than one Organoid, they can gift or sell the others they make to different individuals and teach them this technique in order to allow them to utilize Shikai themselves. It can be taught to others outside of the clan without repercussions if they intend to marry into the clan, are married to a clan member or are adopted into the clan with their children becoming full Rikigaku Clan members. In order to teach this technique to someone, they must have a good relationship with their desired Organoid (at least 5 IC Topics of Ownership), and then must be taught this technique in a Team Training Topic with the Rikigaku that made the Organoid. This is unique in that, despite any reductions that may be applied through Specializations or the like, it always requires the full amount of posts for its rank to be taught. Even those outside of the clan are restricted to a single Shikai, though they cannot teach this technique to others due to not truly understanding the internal workings of an Organoid's construction.
On the subject of the Shikai itself, it grants the Organoid and the user several abilities. The Organoid gains a name which is often called out during the activation of the mode. The Organoid also gains a unique form change, which can be based on the weapon's ability but is more often than not designed after the creature sealed within the weapon. The size of the weapon changes as well, being able to be up to 2 Size Classes larger (i.e. Medium S to M) than the user and counting as Weightless for them when they wield it. The Organoid gains an ability the user is capable of calling upon while the Shikai is active, the ability being dependent on the needs of the wielder or the powers of the Organoid. There are three types of Shikai: Melee, Mystic or Elemental. Melee focus on the form of their weapon above all, granting it an ability that is more aligned to physical combat. Mystic focus on the power of the creature itself, making their ability more versatile. Elemental focuses on the elements granted to the Organoid, making their ability tie in deeply with their original techniques. Finally the Organoid gains 6 more techniques (3 B-Ranks, 2 A-Ranks, 1 S-Rank) accessible only in the Shikai state, the type of which is determined by the Shikai's type (Melee = Physical/Hybrid, Mystic = Spiritual/Natural, Elemental = Chakra/Mental). [Insert Name]'s Shikai Name: (Self Explanatory) Type: (Melee, Mystic or Elemental) Size: (Up to 2 Sizes Larger than User) Appearance: Shikai Ability:
Shikai is not indefinite nor is it without price. When activated for the first time it costs an A-Rank Blood and Chakra Price, while every subsequent activation requires a B-Rank Price. The user has a maximum duration they are capable of maintaining Shikai before it is forcibly ended, starting at 5 Posts (total) at D-Rank and capping at 25 for S-Rank. However, the user is able to increase the duration by 5 through performing a 500 Word Weekly Training to a maximum of 50 posts (total), though outsiders are only capable of boosting it to a maximum of 40 posts (total). [Insert Name]'s Shikai Duration =
Name: Rikigaku Art - Bionic Path Hijutsu: Bankai Classification: Kenjutsu/Kinjutsu Rank: SSS-Rank Class: Supplementary Range: Self (Organoid)
Description: Req. Adult Organoid and Shikai Learned. This is an on the powerful Shikai technique wherein the user of a fully matured Organoid is capable of releasing the limiter on the weapon's seals almost completely, unleashing the power of the sealed creature into the world and granting them a boost to their own power. Due to the nature of this technique, the Rikigaku in question is only ever capable of having ONE Bankai of their own, tied to the Organoid with which they have their Shikai. However, due to being able to create more than one Organoid, they can gift or sell the others they make to different individuals and teach them this technique in order to allow them to utilize Bankai themselves. Thus this is a very special technique among hiden clans, as it can be taught to those outside of the clan without repercussion. In order to teach this technique to someone, they must have a deep relationship with their desired Organoid (at least 10 IC Topics of Ownership, 5 IC Topics with Shikai used), and then must be taught this technique in a Team Training Topic with the Rikigaku that made the Organoid. This is unique in that, despite any reductions that may be applied through Specializations or the like, it always requires the full amount of posts for its rank to be taught. Even those outside of the clan are restricted to a single Bankai tied to their Shikai Organoid, though they cannot teach this technique to others due to not truly understanding the internal workings of an Organoid's construction.
On the subject of the Bankai itself, it grants the Organoid several advancements upon the abilities of its former stage. The Organoid now discovers its "True Name", that which is etched into their very soul, which is often uttered upon the activation of this technique to signify its use. The Organoid likewise gains 3 more techniques (2 SS & 1 SSS) which are only accessible in Bankai mode, as well as an advanced version of their Shikai Ability. There are three types of Bankai each of them possessing different abilities & capabilities: Self, Construct and Area. These align with the three Shikai Abilities, and when the corresponding types are paired there is a unique effect: Daimyo Organoids are those with a Melee Shikai and Self Bankai, and are granted the ability to utilize a the highest Tier native to their chosen creature at its max capability, Shogun Organoids are those with a Mystic Shikai and Construct Bankai, and are granted an additional ability taken from a Rare variant of the sealed creature in their Bankai state, Tenno Organoids are those with a Elemental Shikai and Area Bankai, and the ability to become "In-Tune" with one of their elements, granting them a High (Complex or Dual Primary) or V. High (Primary or Spec. Primary) bonus to said elements, while also allowing said element to overcome those which they are weak to (regarded as Neutral). Other than these combinations, there are no special effects when different types are combined, making the user choose between raw power and versatility. The abilities of the Bankai types are as follows: Self Involves the internalization of the Organoid's power, granting the user the ability to apply the Shikai ability internally (meaning to techniques available to just the user in addition to those possessed by their Organoid) and granting Tier Level increases based on the Tier Ranks of the original creature (Ex: an Elemental Organoid made from a Kelbi has B-Rank Speed & B-Rank Reaction. Thus a Self Type Bankai would give the user +3 Tier Levels to Speed & +3 Tier Levels to Reaction while it's active & apply it's ability to utilize the free electrons in the air as lightning materia internally allowing Lightning Materia gathering to be applied to any of the user's techniques and allow the learning of advanced versions of their techniques due to application of said ability) Construct: Involves the creation of a construct of the original creature comprised of the damage type of the Organoid with it's own durability which is based on the Organoid's (while sustaining halved damage from a lesser or the same damage type, normal damage from an equivalent damage type & double damage from a higher damage type) and granting said construct the tiers of the creature to be used in battle. (Ex: A Raw Mental & Nen Organoid with a Kelbi Original Creature would create a Small Construct comprised of Nen which has B-rank Speed & Reaction Tiers and deals Mental Damage on contact. The Construct can sustain 4 D-ranks of Hybrid/Mental Damage, 2 D-ranks of Physical/Chakra Damage or 1 D-rank of Spiritual/Natural Damage before being destroyed). Area Involves granting it the ability to affect an area (AOE) equivalent in scale to the size of the creature (the AOE range is based on the rank of the Organoid) altering it's appearance and becoming capable of utilizing the Organoid's abilities and techniques within it which is not capable of being cleared unless by an area clearing technique the same damage type as the Organoid whereas others of varying ranks only decrease the time-limit of the Bankai (D = -1, SSS = -7). (Ex: An Elemental Kelbi Organoid's Area Bankai would create a 13 ft Radius area wherein free electrons can be gathered from the air and the Organoid's abilities can be used either within to affect victims within it's radius while the area itself is altered to resemble a part of the Land of Silence) [Insert Name]'s Bankai Name: Type: (Self, Construct, Bankai) Organoid Type: (Daimyo, Shogun, Tenno or N/A) Size: (Same as Shikai or Up to 3 Sizes Larger than the User) Appearance: Bankai Ability: Creature Tier: (Daimyo Only) Rare Ability: (Shogun Only) In-Tune Element: (Tenno Only)
Bankai is not indefinite nor is it without a price. In order to initiate it for the first time, Shikai must have been active for at least 20 posts (total) in a topic while every subsequent activation requires 10 posts (total). The user has a maximum duration they are capable of maintaining Full-Bring before it is forcibly ended, starting at 5 posts (total) at D-Rank and capping at 25 for S-Rank. However, the user is able to increase the duration by 5 through performing a 500 Word Weekly Training to a maximum of 50 posts (total). For Outsiders, the values are different, starting at 4 posts (total) and capping at 20 for S-Rank while being able to increase it by 5 through performing a 500 Word Weekly Training to a maximum of 40 posts (total). The initiation of Bankai can take one of two forms: the first entails the full replenishment of the Organoid's Reserves in exchange for Bankai Mode lasting for half the overall duration (25 P.T. instead of 50 P.T.) though when taught to others it is far shorter when activated through this way (10 P.T instead of 20) The second entails leaving the Organoid's Reserves as they are in exchange for Bankai Mode lasting for the full overall duration (50 P.T), when taught to others it is half the duration of their Shikai (caps at 20 P.T if their Shikai is fully maxed at 40 P.T). [Insert Name]'s Bankai Duration = *Unique Effect: This is a modification upon the Bankai technique that can only be unlocked upon the user gaining Shinuchi. They are able to call upon the very limit of their Organoids power, enabling them to perform a 4000 Word Training in order to grant them a Z-Rank Technique accessible only in the Bankai or Shinuchi State. This takes the slot of a Pet, Summon or Familiar's Z-Rank, meaning that the obtainment of it prevents any other character's companions from obtaining one.
Last edited by Anansi on 25th November 2018, 2:31 am; edited 3 times in total | |
| | | Savannah
Posts : 1835 Join date : 2011-11-08
| Subject: Re: Tech Updates 24th November 2018, 1:34 pm | |
| Okay you totally beat me to updating that hehe. I do have certain things that need to be addressed though. - We'll first have the strictly moderation changes:
1. Organic Origins, I feel like the chart should look something like this: Creature Size - Weapon Rank Small - D-Rank Humanoid - C-Rank Medium - B-Rank Large - A-Rank Colossus (or Awakened: Giant) - S-Rank Titanic (or Awakened: Enlightened) - SS-Rank God Beast - SSS-Rank Mythical God Beast - Z-Rank
2. Shikai, have it's duration start at 5 P.T at D-rank and cap at 25 at S-rank, it can be increased to a max of 50. Also add this instead of what you have right now "It can be taught to others outside of the clan without repercussions if they intend to marry into the clan, are married to a clan member or are adopted into the clan with their children becoming full Rikigaku Clan members". Also when Shikai is taught to others it's duration has to be shorter (caps at 40) 3. I feel like Bankai is incomplete? But I feel like a good breakdown of it would be like follows: It's split into 3 types; Self, Construct or Area which determines the Bankai's form and regardless of the Shikai type it can be any one of these three. -Self means it's effect is internal granting the user the ability to apply the Shikai ability internally (meaning to techniques available to just the user in addition to those possessed by their organoid) and granting Tier Level increases based on the Tier Ranks of the original creature (For instance: an Elemental Organoid made from a Kelbi has B-rank Speed & B-rank Reaction. Thus a Self Type Bankai would give the user +3 Tier Levels to Speed & +3 Tier Levels to Reaction while it's active & apply it's ability to utilize the free electrons in the air as lightning materia internally allowing lightning materia gathering to be applied to any of the user's techniques & allow the learning of advanced versions of their techniques due to application of said ability) -Construct means it's effect is to create a construct of the original creature comprised of the damage type of the organoid with it's own durability which is based on the organoid's (while sustaining halved damage from a lesser or the same damage type, normal damage from an equivalent damage type & double damage from a higher damage type) and granting said construct the tiers of the creature to be used in battle. (For instance: A Raw Mental & Nen Organoid with a Kelbi Original Creature would create a Small construct comprised of Nen which has B-rank Speed & Reaction Tiers and deals mental damage on contact. The Construct can sustain 4 D-ranks of Hybrid/Mental Damage, 2 D-ranks of Physical/Chakra Damage or 1 D-rank of Spiritual/Natural Damage before being destroyed). -Area means it's effect is to affect an area (AOE) equivalent in scale to the size of the creature (the AOE range is based on the rank of the organoid) altering it's appearance and become capable of utilizing the organoid's abilities & techniques within it which is not capable of being cleared unless by an area clearing technique the same damage type as the organoid whereas others of varying ranks only decrease the time-limit of the Bankai (D = -1, SSS = -7). (For Example: An Elemental Kelbi Organoid's Area Bankai would create a 13 ft Radius area wherein free electrons can be gathered from the air and the organoid's abilities can be used either within to affect victims within it's radius while the area itself is altered to resemble a part of the Land of Silence) -In addition I feel like Bankai should offer the organoid additional techniques; either 2 SS-ranks & 1 SSS-rank or just 1 Z-rank, however it will be done in the same vein as a Summon, Familiar or Pet's Z-rank technique, namely their can only be one and the obtainment of it prevents any other character's companions from obtaining one. The Z-rank likewise can only be utilized within Bankai Mode and the initiation of Bankai Mode can be done in two ways: 1. Full replenish of the Organoid's Reserves in exchange for Bankai Mode lasting for half the overall duration (25 P.T instead of 50 P.T), when taught to others it is far shorter when activated through this way (10 P.T instead of 20) 2. No replenish of the Organoid's Reserves in exchange for Bankai Mode lasting for the full overall duration (50 P.T), when taught to others it is half the duration of their Shikai (caps at 20 P.T if their Shikai is fully maxed at 40 P.T)
- Now for the mechanic and requirement changes:
1. Organic Origins is a Fuinjutsu, so you should add: This technique is treated as a Base Seal, with 6 Modification Slots, it is unique in the fact that it's modification slots can be a higher rank than the Base Seal albeit taking more slots than normal (Equal Rank = 1 Slot 1-rank Higher = 2 Slots, 2-ranks Higher = 3 Slots). 2. Organic Awakening should be Kinjutsu/Fuinjutsu and put "Takes up 1 Modification Slot from Organic Origins", in addition at the bottom add this: This grants a special effect to it's Base Seal which raises it's rank dependent on the maturity of the Organoid (Egg = B, Larvae = A, Chrysalis = S & Adult = SS) with the number of slots increasing by +2 each growth (caps at 12). 3. Organic Growth, put "Takes up 2 Modification Slots from Organic Origins", also in the part where it says "while in the absence of a second nature the user is capable of giving it one of the Primary Nature" put (Must possess the Element Sealing Method of the specific element) next to it. 4. Organic Reality, put "Takes up 3 Modification Slots from Organic Origins", also in the part where it says "select a Specialized Primary (if second element wasn't selected)" add this to the parentheses (must possess the Elemental Sealing Method of the specific element).
My explanation for adding these things, well initially if I were to approve all of this that means in essence some random with a B-rank Unsealing Technique could pretty much unseal any organoid resulting in all of the Bionic Path's work to be undone, this way it not only increases the level of seal required to do such a thing but also gives added versatility to the Organoids. This is because with added seals the user could channel chakra (Transfer Seal) &/or materia (manifest seal) through them, utilize elemental techniques through them (Jutsu Seal). It also means that there is space for other Rikigaku specific seal add-ons to be made like for instance those who want to benefit from High or V. High Affinity bonuses while in Shikai & Bankai Mode could make something called Organic Affinity (A) to do just that. All in all it would make them more compatible with how seals are on the forum.
If you make all of those changes then I can approve this update, saves me the trouble of updating this path at the least. - Additional Techniques (They were going to be added to the list):
Name: Rikigaku Art - Bionic Path Hijutsu: Half-Bring Classification: Kenjutsu/Kinjutsu Rank: SS-Rank Class: Supplementary Range: Self (Organoid)
Description: Req. Adult Organoid & Unable to be taught with Shikai. This is a powerful technique in wherein a user of a fully matured Organoid is able to empower their Organoid by linking with their emotional state. This is considered to be an alternative to Shikai, created by a former head of the Bionic Path, Armenezra D. Rikigaku, as a method to restrict the power given to outsiders that are friends of the Rikigaku Clan. Unlike Shikai which is taught to those who are related to the Rikigaku via marriage or who seek adoption into the clan this is available to allies who have been given an organoid. Due to the nature of this technique an outsider is only able to possess ONE however a Rikigaku who does not possess a Shikai can possess TWO Half Brings. It is similar to the Shikai technique in regards to the Rikigaku's ability to create more than one Organoid capable of attaining Half Bring and even the method of teaching others. Outsiders are unable to teach this technique to others due to not truly understanding the internal workings of an Organoid's construction.
On the subject of the Half Bring itself, it grants the Organoid & the user a single ability which is known as "Object Affinity". The Organoid also gains a name which is often called out during the activation of the mode which provides the organoid with 10 more techniques (4 B, 3 A, 2 S, 1 SS) only accessible in Half Bring State. The Organoid also gains a unique form change, which can be based on the weapon's ability but is more often than not designed after the creature sealed within the weapon. The size of the weapon changes as well, being able to be up to 1 Size Class larger (i.e. from Medium S to Medium M) than the user and counting as Weightless for them when they wield it. When changed the ability can be utilized as Object Affinity affixes a specific emotion to their Organoid which can be used as a catch-all price to benefit the organoid in battle. This price allows a depletion of the user's specific Emotion Limit in order to do the following: Rank - Effect D - Summon Organoid at specific Speeds (1 = D, 7 = SSS) C - Extend Half/Full Bring Duration (1 = 1 P.T, 7 = 7 P.T) B - Repair Organoid Damage (1 = D-rank Dmg Repair, 7 = SSS-rank Dmg Repair) A - Utilize a single Organoid Technique (1 = D-rank, 7 = SSS-rank) S - Boost Scale of a single Organoid Technique (1 = 1.5x, 7 = 4.5) [Insert Name]'s Half-Bring Name: (Self Explanatory) Object Affinity: (Joy, Surprise, Fear, Disgust, Sadness, Anger, Love) Size: (Up to 1 Size Larger than User) Appearance:
Half-Bring is not indefinite nor is it without price. When activated for the first time it costs an A-Rank Blood and Chakra Price, while every subsequent activation requires a B-Rank Price. The user has a maximum duration they are capable of maintaining Half Bring before it is forcibly ended, starting at 4 Posts (total) at D-Rank and capping at 20 for S-Rank. However, the user is able to increase the duration by 5 through performing a 500 Word Weekly Training to a maximum of 40 posts (total). Outsiders share the same cap however they are able to increase the duration to a maximum of 30 posts (total). [Insert Name]'s Half Bring Duration =
Name: Rikigaku Art - Bionic Path Hijutsu: Full-Bring Classification: Kenjutsu/Kinjutsu Rank: SSS-Rank Class: Supplementary Range: Self (Organoid)
Description: Req. Adult Organoid & Half Bring learned. This is an add-on to the powerful Half Bring technique in which through the ability of Object Affinity an Organoid is capable of syncing with it's wielder's emotions to grant it power comparable to what it would be capable of if unleashed. This technique can be considered to be an alternative to Bankai and much like it's preceding technique it was created in order to limit the power gained by outsiders from the clan. Due to the nature of this technique an outsider is only able to possess ONE however a Rikigaku who does not possess a Bankai can possess TWO Full Brings. It is similar to the Bankai technique in regards to the Rikigaku's ability to create more than one organoid capable of utilizing Full Bring and even the method of teaching others. Outsiders are unable to teach this technique to others due to not truly understanding the internal workings of an Organoid's construction.
On the subject of the Full Bring itself, it expands upon the Object Affinity ability by having a triggering command "Bring Forth" before the Rikigaku state's the Organoid's name. During which Object Affinity is fully realized as while in it's Full Bring state the elemental kenjutsu techniques of the Organoid are treated as being either High (If in the possession of Two/One in addition to having a Shikai), V. High (if in the possession of One & lack both Shikai and Bankai). The Organoid likewise gains 3 more techniques (2 SS & 1 SSS) which are only accessible in Full-Bring mode. There are three types of Full Bring each of them possessing different abilities & capabilities: Clad Type: Involve the infusion of the Full-Bring within the user's body altering their form and allowing the use of the Full-Brings abilities & techniques through themselves in addition to their normal capabilities. (For Example: The Full-Bring of a Kelbi Organoid would change the user's appearance into a humanoid mechanical Kelbi and allow them to utilize the elemental kenjutsu of their Organoid through their body such as with punches or kicks etc) Armament Type: Involve of the Full-Bring within an external object such as equipment or another weapon altering it's form and allowing the use of the Full-Bring's abilities & techniques through it in addition to whatever capabilities said object had initially. (For Example: The Full-Bring of a Kelbi Organoid used on a Rikigaku Tamer, would alter it into resembling a Kelbi's head with the user being able to utilize the normal abilities of a Rikigaku Tamer in addition to being able to preform the elemental kenjutsu of the Full-Bring) Field: Involve the infusion of the Full-Bring within a set area (Long) equivalent in scale to the size of the organoid (Radius is equivalent to Organoid Rank) thus altering it's appearance and allowing the use of the Full-Bring's abilities & techniques within it, in addition to whatever features the terrain of the area had initially. (For Example: The Full-Bring of a Kelbi Organoid used on a Building, would alter it into being comprised of a techno-organic Kelbi's flesh with it still retaining all the effects of the original terrain in addition to being able to manipulate the terrain in order to utilize the Full-Brings elemental kenjutsu techniques within it) [Insert Name]'s Full-Bring Name: (Self Explanatory) Type: Type: (Clad, Armament or Field) Size: (Up to 1 Size Larger than User) Appearance: Triggered Effect: (Insert Description)
Full-Bring is not indefinite nor is it without price. When activated for the first time it requires Half-Bring to have been active for at least 10 P.T whereas for every subsequent activation the time Half-Bring is required to be active before it can be utilized increases by 5 P.T. The user has a maximum duration they are capable of maintaining Full-Bring before it is forcibly ended, starting at 3 Posts (total) at D-Rank and capping at 15 for S-Rank. However, the user is able to increase the duration by 5 through performing a 500 Word Weekly Training to a maximum of 30 posts (total) this maximum is shared even by Outsiders. [Insert Name]'s Full-Bring Duration =
Name: Rikigaku Art - Bionic Path Hijutsu: Shinuchi Classification: Kenjutsu/Kinjutsu Rank: Z-Rank Class: Supplementary Range: Self (Organoid)
Description: Req. Bankai & Full-Bring to be learnt. This is the penultimate technique of the Bionic Path which can only be learnt by those who refuse to join another Rikigaku Path or have given or sold Organoids to others. Those organoids can number either 12 (Shikai/Half-Bring Capable) or 6 (Banaki/Full-Bring Capable) and once it's requirements have been fulfilled this technique is available for use. This gives an organoid an additional level of maturation namely that akin to being "Awakened" and it's own Emotion Limit which is dependent on it's creator's choice & is equivalent to it's user's own in size. As such there are only two types of Shinuchi both of which have differing uses and capabilities: Giant Type: Those Shinuchi which are of the Giant Type are far more powerful than any preceding it, with their durability doubling yet again and it being on par with a Living Weapon with a Soul in regards to weapon destruction techniques. Each Giant Type possesses a special ability when activated which costs Emotion to harness and it based on one of three states (Solid, Liquid or Gas). This allows the user to make combination techniques with their Organoid which are only accessible in this mode which incorporate both the Organoid's Techniques & the User's techniques modified by the unique ability of this form. Enlightened Type: Those Shinuchi which are of the Enlightened Type are far more versatile than any preceding it, with the organoid's reserves (excluding emotion) doubling and it being on par with a Living Weapon with a Soul in regards to weapon destruction techniques. Each Giant Type possesses a special ability when activated which costs Emotion to harness and it based on one of three states (Unstable, Energy or Unknown). This allows the user to make combination techniques with their Organoid which are only accessible in this mode which incorporate both the Organoid's Techniques & the User's techniques modified by the unique ability of this form.
In either case when this is activated the Rikigaku is capable of harnessing the abilities bestowed upon them in Shikai, Half-Bring, Bankai & Full-Bring in addition to the techniques available in any & all of them. This allows them to utilize their Organoid's to their full capabilities rather than being restricted depending on which mode one has currently active. Furthermore when it is activated their organoid changes in appearance once more while the Rikigaku's eyes change to match the Creature that was sealed in order to make the Organoid in the first place. [Insert Name]'s Shinuchi Name: (Self Explanatory) Type: (Giant or Enlightened) Appearance: Ability (Insert State Chosen & Ability Description)
Full-Bring is not indefinite nor is it without price. When activated for the first time it requires Full-Bring to have been active for at least 20 P.T & can only to utilized ONCE per topic. After which if one has Awakened or Regressed they are unable to utilize any of their Organoids advanced abilities (Shikai,Bankai, Half-Bring &/or Full-Bring) until the topic has ended however if they have not awakened & do not possess a condition which bars it they will be able to utilize them after a cool-down equivalent to this techniques duration. The user has a maximum duration they are capable of maintaining Full-Bring before it is forcibly ended, starting at 2 Posts (total) at D-Rank and capping at 10 for S-Rank. However, the user is able to increase the duration by 5 through performing a 500 Word Weekly Training to a maximum of 20 posts (total). [Insert Name]'s Shinuchi Duration =
| |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Tech Updates 24th November 2018, 5:49 pm | |
| Sav you jumped the gun, I was nowhere near done. But Imma make the changes since they're better than what I was thinking of lol | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Tech Updates 24th November 2018, 7:11 pm | |
| | |
| | | Savannah
Posts : 1835 Join date : 2011-11-08
| Subject: Re: Tech Updates 28th November 2018, 3:20 pm | |
| Okay Approved, I'll add them to the Clan | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Tech Updates 6th December 2018, 12:42 pm | |
| Ningyo ClanThese are technique updates in order to make the Ningyo more viable for the current site. - General Passives (Just wording Changes):
Name: Altered System Classification: Nen Tech Rank: D Class: Passive Range: Self
Description: The Nova within this clan are unique due to their specific energy sources being unlike any other, this is due to their life-force being more potent allowing them to have a Max Blood Reserve which is available to their body under normal conditions as well as a True Blood Reserve which is meant for either paying for techniques which require such prices or refilling their Max Blood Reserve when their reserves are depleted in combat or by other means. As the Ningyo are united thus their benefits are as well, and they all have varying amounts of True Blood Reserves dependent on their age. Age - True Blood Reserves Below Prime - 2 S Prime (Within 1 Year) - 3 S Prime (After 5 Years) - 4 S Prime (After 25 Years) - 5 S Prime (After 50 Years) - 6 S
Name: Favored of the Demiurge Classification: Technomancy Rank: D Class: Passive Range: Self
Description: The Ningyo are a clan with the favor of a certain Minor Deity, to that end they were bequeathed with certain gifts which set them apart from common rabble when it comes to the use of non-Ningyo specific puppetry. When controlling Puppets through various styles of Kugujutsu one thing remains constant, they are simply more effective than normal Puppeteers seeing that the Ningyo clan have the capability to increase their Slot maximum past that of the 24 available to regular Puppeteers. However upon increasing that maximum threshold they must still use solo training to actually unlock those slots for use in combat. This allows the average Ningyo to field more puppets than that of a normal puppeteer assuming of course if they choose to do so instead of sacrificing slots in order to enhance their Mamodo or Supporter further. Weekly Training - Max Slot Increase 1st 1250 - +3 (Max of 27 Slots) 2nd 1250 - +3 (Max of 30 Slots) 3rd 1250 - +3 (Max of 33 Slots) 4th 1250 - +3 (Max of 36 Slots)
- Supporter Passives:
Name: Hat of the Ningyo Classification: Kugujutsu/Technomancy Rank: D-rank Class: Passive Range: Self (Hat)
Description: Each Supporter is bound to a Hat, and each Hat is what holds the other portion of a Ningyo's power namely their Nen Reserves. As a result a Supporter can only be truly destroyed if their Hat is destroyed, as otherwise they can be re-created. However Hats are rather difficult to destroy due to their mental nature as they are incapable of being harmed by physical based techniques, though other damage types that one can come across in the Shinobi World can affect it normally. Furthermore the more powerful the Ningyo the more durable the Hat becomes in relation to their counterparts growth in power. Those within the Ningyo Clan have Nen comparable to any Psionic Release user who has unlocked their Nen potential, however their use of it is typically to produce Aura. This can be done in three ways each determining what type of Ningyo they wish to be: Basic Type: This is the standard Ningyo who has aspects of both Static & Erratic types, this is due to them having tapped into their Aura (1/4th of Nen Reserves) which their Hat retains yet possessing the ability to supply it with more Aura given the scenario and still having enough to use for other pursuits (3/4th of Nen Reserves) Static Type: Refers to the Ningyo who prefers to leave their Aura fully tapped, this results in their Hat having a set amount of Aura that they are able to harness in-battle while their maximum Nen Reserves within their Hats are decreased in relation to this. Their Nen Reserves are split in half, one section remaining as Nen while the other half becomes their Aura Reserves. Erratic Type: Refers to the Ningyo who prefers to leave their Aura untapped, instead choosing to generate Aura while in battle to allow for more flexibility in combat. This relies on a 1:2 Ratio (Blood:Nen) whereas their prices will be comprised of this ratio allowing it to be used more efficiently in sync with other techniques. *This Ningyo Chose = (Please Pick either Basic, Static or Erratic)
Name: Attributed Mastery Classification: Technomancy Rank: D Class: Passive Range: Self (Ningyo)
Description: Each Hat has a specific color which corresponds to the Supporter it belongs to as while no two Supporters are exactly alike those who share an attribute do have similarly colored Hats. This helps fellow Ningyo identify one another assuming they possess the same colored Hat or have fought a Supporter of that same colored tome previously. The iconic trait of each Hat is its shape, each being unique to the Ningyo in question, while the Hat emits an aura of energy that can only be detected by Mental Sensory or other Ningyo. Within each Hat lay information on a Ningyo's Incantations as well as their Supporter, though it is only capable of being understood or retreived by the Ningyo it belongs to unlike the Tomes of their counterparts. Through their Hat the Ningyo is able to use Technomancy through reciting specific incantations which become available to them in exchange for Puppet Slots. It is this inverse relationship which a Ningyo chooses to balance either strengthening their spell casting ability at the cost of their use of normal puppets or fielding more normal puppets in exchange for relying on their own basic incantations. With the maximum amount of Slots sacrificed a Ningyo will have the following Incantations unlocked. All are gained in this order (For every 2 Incantations of a class lower, the next class is gained. This remains constant until the lower classes are all filled up while the Final Incantation is only gained when all others have been obtained and if the Ningyo has not obtained their Z-rank yet then this will consume their Z-rank Slot instead of having their own separate one). Due to those Ningyo that possess Hats focusing more on Incantations, they gain more per sacrificed Puppet Slot, their slots going at a 1:2 ratio (Puppet:Incantation). Incantation Class (Equivalent Rank) - No. of Slots out of Total Basic (D) - 16 1st Level (C) - 14 2nd Level (B) - 12 3rd Level (A) - 10 4th Level (S) - 8 5th Level (SS) - 6 6th Level (SSS) - 4 Final Level (Z) - 1
- Ningyo Arts, Tome Skills & Casting Sequences:
Name: Ningyo Art - Memorize Classification: Technomancy Rank: D-rank Class: Supplementary Range: Self (Tome/Hat)
Description: Those within the Ningyo Clan have a particular method of utilizing their Incantations in combat, which are categorized as Ningyo, this particular type refers specifically to Incantations. The Ningyo reads from their Tome or calls the knowledge from their Hat and commits it to memory, allowing them to utilize one of their Incantations without direct contact with their Tome or having to call on the power of their Hat. However as a drawback for this very useful skill, the Incantation always occurs 1 Tier Level slower than it should. Memorize while useful is however limited as only a couple of Incantations are capable of being memorized others being too powerful to do so. The amount of Incantations capable of being memorized vary on the skill level of the Ningyo. Rank (Archivist) - Incantations Capable of being Memorized D - 1 Named C - 2 Named & 1 Gou B - 3 Named, 2 Gou & 1 Gigano A - 4 Named, 3 Gou, 2 Gigano & 1 Ma S - 5 Named, 4 Gou, 3 Gigano, 2 Ma & 1 Raja
Rank (Arcanist) - Incantations Capable of being Memorized D - 2 Named C - 3 Named & 2 Gou B - 4 Named, 3 Gou & 2 Gigano A - 5 Named, 4 Gou, 3 Gigano & 2 Ma S - 6 Named, 5 Gou, 4 Gigano, 3 Ma & 2 Raja
Name: Tome Skill - Sentence Classification: Kugujutsu Rank: D-rank Class: Supplementary Range: Self (Tome)
Description: Archivists within the Ningyo Clan have a particular method of utilizing their Tomes in combat, which are categorized as Tome Skills, this particular type refers specifically to Volume. Volume determines the exact capability of a Mamodo linked to a specific tome, in regards to their adaptability. Often times this can be seen by the Ningyo's Tome being rather thin, like a picture book, as within it's pages outlines the three parameters of their Mamodo. In this case, upon learning this technique up to 4 Items can be assimilated by their Mamodo which can be featured in Incantations said Mamodo learns, 3 Properties can be assimilated which to alter a potential slot or ammo if ranged weapons are available to them and finally they have 2 Slots available which allow for the Mamodo to create an object as part of their body which is the sum total of their assimilated items & or properties.
Name: Casting Sequence - Box Classification: Kugujutsu Rank: D-rank Class: Supplementary Range: Self (Hat)
Description: Arcanists within the Ningyo Clan have a particular method of utilizing their Hats in combat, which are categorized as their Casting Sequence, this particular type refers specifically to Storage. Storage determines the exact capacity of Aura capable of being stored within an Arcanist's Hat, in regards to temporary reserves rather than permanent. At this stage, the Arcanist's Hat is rather small and simplistic, appearing as little more than a simple cap. In this case, upon learning this technique, the Arcanist is capable of storing an additional 2 C-Ranks of Aura in their Hat after performing the conversion (1 Blood:2 Nen) for said Aura. This isn't a permanent addition to their reserves, having to be manually replenished if spent.
Name: Ningyo Art - Think Classification: Technomancy Rank: C-rank Class: Supplementary Range: Self (Tome/Hat)
Description: Req. Memorize. Those within the Ningyo Clan have a particular method of utilizing their Incantations in combat, which are categorized as Ningyo, this particular type refers specifically to Incantations. The Ningyo reads from their Tome or calls the knowledge from their Hat, allowing them to utilize one of their Incantations without it being made known to their opponents. This necessitates them opening their Tome to the proper page in order for them to read from it, should they be an Archivist, while there is little to no indication of a Arcanist performing Indications this way. This is the standard method of utilizing Incantations (Equal Rank Speed) when fighting a fellow Ningyo seeing as those know understand the language Incantations are based in can figure out what type of Incantation their opponent is going to use.
Name: Tome Skill - Paragraph Classification: Kugujutsu Rank: C-rank Class: Supplementary Range: Self (Tome)
Description: Req. Sentence. Archivists within the Ningyo Clan have a particular method of utilizing their Tome's in combat, which are categorized as Tome Skills, this particular type refers specifically to Volume. Volume determines the exact capability of a Mamodo linked to a specific tome, in regards to their adaptability. Often times this can be seen by the Ningyo's Tome being thin, like a graphic novel, as within it's pages outlines the three parameters of their Mamodo. In this case, upon learning this technique up to 8 Items can be assimilated by their Mamodo which can be featured in Incantations said Mamodo learns, 6 Properties can be assimilated which to alter a potential slot or ammo if ranged weapons are available to them and finally they have 4 Slots available which allow for the Mamodo to create an object as part of their body which is the sum total of their assimilated items & or properties.
Name: Casting Sequence - Chest Classification: Kugujutsu Rank: C-rank Class: Supplementary Range: Self (Hat)
Description: Req. Box. Arcanists within the Ningyo Clan have a particular method of utilizing their Hats in combat, which are categorized as their Casting Sequence, this particular type refers specifically to Storage. Storage determines the exact capacity of Aura capable of being stored within an Arcanist's Hat, in regards to temporary reserves rather than permanent. At this stage, the Arcanist's Hat grows in size, appearing as anything from large sunhats to top hats. In this case, upon learning this technique, the Arcanist is capable of storing an additional 4 C-Ranks and 2 B-Ranks of Aura in their Hat after performing the conversion (1 Blood:2 Nen) for said Aura. This isn't a permanent addition to their reserves, having to be manually replenished if spent.
Name: Ningyo Art - Read Classification: Technomancy Rank: B-rank Class: Supplementary Range: Self (Tome/Hat)
Description: Req. Think. Those within the Ningyo Clan have a particular method of utilizing their Incantations in combat, which are categorized as Ningyo, this particular type refers specifically to Incantations. The Ningyo reads from their Tome or calls the knowledge from their Hat aloud in either case, allowing them to utilize one of their Incantations albeit it being made known to their opponents. This necessitates them opening their tome to the proper page in order for them to read from it in the case of Archivists, while Arcanists must speak as though reciting a prayer or verse. This is the standard method of utilizing Incantations when not fighting a fellow Ningyo as it results in them moving 1 Tier Level Faster, while their opponents typically have no idea what sort of Incantation being used. However this still allows their Mamodo or Supporter to operate silently, as while the Ningyo draws attention a concealed companion may freely use Incantations with none the wiser.
Name: Tome Skill - Multi-Para Classification: Kugujutsu Rank: B-rank Class: Supplementary Range: Self (Tome)
Description: Req. Paragraph. Archivists within the Ningyo Clan have a particular method of utilizing their Tome's in combat, which are categorized as Tome Skills, this particular type refers specifically to Volume. Volume determines the exact capability of a Mamodo linked to a specific tome, in regards to their adaptability. Often times this can be seen by the Ningyo's Tome being moderately sized, like a novel, as within it's pages outlines the three parameters of their Mamodo. In this case, upon learning this technique up to 12 Items can be assimilated by their Mamodo which can be featured in Incantations said Mamodo learns, 9 Properties can be assimilated which to alter a potential slot or ammo if ranged weapons are available to them and finally they have 6 Slots available which allow for the Mamodo to create an object as part of their body which is the sum total of their assimilated items & or properties.
Name: Casting Sequence - Cache Classification: Kugujutsu Rank: B-rank Class: Supplementary Range: Self (Hat)
Description: Req. Chest. Arcanists within the Ningyo Clan have a particular method of utilizing their Hats in combat, which are categorized as their Casting Sequence, this particular type refers specifically to Storage. Storage determines the exact capacity of Aura capable of being stored within an Arcanist's Hat, in regards to temporary reserves rather than permanent. At this stage, the Arcanist's Hat either becomes larger or more ornate, often times gaining various decorations or items upon it that make it stand out from the crowd. In this case, upon learning this technique, the Arcanist is capable of storing an additional 6 C-Ranks, 4 B-Ranks and 2 A-Ranks of Aura in their Hat after performing the conversion (1 Blood:2 Nen) for said Aura. This isn't a permanent addition to their reserves, having to be manually replenished if spent.
Name: Ningyo Art - Speak Classification: Technomancy Rank: A-rank Class: Supplementary Range: Self (Tome/Hat)
Description: Req. Read. Those within the Ningyo Clan have a particular method of utilizing their Incantations in combat, which are categorized as Ningyo, this particular type refers specifically to Incantations. The Ningyo reads from their Tome or calls the knowledge from their Hat, while their Mamodo or Supporter says the name out loud, allowing them to utilize one of their incantations albeit it being made known to their opponents. This necessitates them opening their tome to the proper page in order for them to read from it in the case of Archivists while Arcanists must recite the words as if speaking a prayer or verse. This is Ningyo Art was created for battle when the Ningyo can not afford to be detected but still wishes to have high combat capabilities seeing as Incantations used in this way move 2 Tier Level faster than normal, while their opponents typically have no idea what sort of Incantation being used. However this sacrifices the ability for a Mamodo or Supporter to operate stealthily but is better for those who prefer to hide themselves and let their companion be the primary combatant.
Name: Tome Skill - Novella Classification: Kugujutsu Rank: A-rank Class: Supplementary Range: Self (Tome)
Description: Req. Multi-Para. Archivists within the Ningyo Clan have a particular method of utilizing their Tome's in combat, which are categorized as Tome Skills, this particular type refers specifically to Volume. Volume determines the exact capability of a Mamodo linked to a specific tome, in regards to their adaptability. Often times this can be seen by the Ningyo's Tome being thick, like an adult novel, as within it's pages outlines the three parameters of their Mamodo. In this case, upon learning this technique up to 16 Items can be assimilated by their Mamodo which can be featured in Incantations said Mamodo learns, 12 Properties can be assimilated which to alter a potential slot or ammo if ranged weapons are available to them and finally they have 8 Slots available which allow for the Mamodo to create an object as part of their body which is the sum total of their assimilated items & or properties.
Name: Casting Sequence - Vault Classification: Kugujutsu Rank: A-rank Class: Supplementary Range: Self (Hat)
Description: Req. Cache. Arcanists within the Ningyo Clan have a particular method of utilizing their Hats in combat, which are categorized as their Casting Sequence, this particular type refers specifically to Storage. Storage determines the exact capacity of Aura capable of being stored within an Arcanist's Hat, in regards to temporary reserves rather than permanent. At this stage, the Arcanist's Hat becomes larger and more ornate, increasing in size and grandeur to the point where it more resembles a particularly complex crown rather than a hat. In this case, upon learning this technique, the Arcanist is capable of storing an additional 8 C-Ranks, 6 B-Ranks, 4 A-Ranks and 2 S-Ranks of Aura in their Hat after performing the conversion (1 Blood:2 Nen) for said Aura. This isn't a permanent addition to their reserves, having to be manually replenished if spent.
Name: Ningyo Art - Echo Classification: Technomancy Rank: S-rank Class: Supplementary Range: Self (Tome/Hat)
Description: Req. Speak. Those within the Ningyo Clan have a particular method of utilizing their Incantations in combat, which are categorized as Ningyo, this particular type refers specifically to Incantations. The Ningyo reads from their Tome or calls the knowledge from their Hat, while they and their companion both say it out loud, allowing them to utilize one of their incantations albeit it being made known to their opponents. This necessitates them opening their tome to the proper page in order for them to read from it in the case of Archivists or reciting like a prayer or verse in the case of Arcanists. This is Ningyo Art is the most powerful form of utilizing Incantations due to them move 3 Tier Level faster than normal, albeit being the least subtle.
Name: Tome Skill - Book Classification: Kugujutsu Rank: S-rank Class: Supplementary Range: Self (Tome)
Description: Req. Novella. Archivists within the Ningyo Clan have a particular method of utilizing their Tome's in combat, which are categorized as Tome Skills, this particular type refers specifically to Volume. Volume determines the exact capability of a Mamodo linked to a specific tome, in regards to their adaptability. Often times this can be seen by the Ningyo's Tome being rather thick, like a dictionary, as within it's pages outlines the three parameters of their Mamodo. In this case, upon learning this technique up to 20 Items can be assimilated by their Mamodo which can be featured in Incantations said Mamodo learns, 15 Properties can be assimilated which to alter a potential slot or ammo if ranged weapons are available to them and finally they have 10 Slots available which allow for the Mamodo to create an object as part of their body which is the sum total of their assimilated items & or properties.
Name: Casting Sequence - Treasury Classification: Kugujutsu Rank: S-rank Class: Supplementary Range: Self (Hat)
Description: Req. Vault. Arcanists within the Ningyo Clan have a particular method of utilizing their Hats in combat, which are categorized as their Casting Sequence, this particular type refers specifically to Storage. Storage determines the exact capacity of Aura capable of being stored within an Arcanist's Hat, in regards to temporary reserves rather than permanent. At this stage, the Arcanist's Hat becomes even more ornate than any of its other stages, appearing to be a fusion of several different types of hat into a crown-like accessory that rests atop their head, denoting them as the most "royal" of all Arcanists. In this case, upon learning this technique, the Arcanist is capable of storing an additional 10 C-Ranks, 8 B-Ranks, 6 A-Ranks, 4 S-Ranks and 2 SS-Ranks of Aura in their Hat after performing the conversion (1 Blood:2 Nen) for said Aura. This isn't a permanent addition to their reserves, having to be manually replenished if spent.
Name: Casualty Index Classification: Taijutsu Rank: S-rank Class: Supplementary Range: Self (Mamodo/Supporter), Varies
Description: Casualty Index is something innate to Mamodo and Supporters, sort of an extra sense which they all possess which makes them hyper aware of things which threaten the Tome or Hat they are bound to. This likewise allows them keep track of said Tome/Hat and through that the Ningyo who owns it, regardless of distance. This sense is what allows for a Mamodo or Supporter to seemingly be autonomous and without an owner yet due to the link between them, they are capable of utilizing Incantations (if allowed in case of a Supporter) even if the Ningyo is not close to them. It likewise alerts them to threats against that which they are bound, allowing them to return if it is in danger of being destroyed. Rank - Casualty Index Coverage (Distance it remains in effect) D - Direct Damage to Tome/Hat (Same Topic) C - In-Direct Damage to Tome/Hat through Ningyo (Same Place, Different Topics) B - Status Effects harming Tome/Hat (Same Location/Island, Different Places) A - Status Effects hampering Tome/Hat (Same Sea, Adjacent Islands e.g SW & S) S - Barriers Isolating Tome/Hat (Same Sea, Perpendicular Islands e.g C, N & E) "Z" - Seals Sealing or Cursing Tome/Hat (Same Sea, Parallel Islands e.g SW & NW) "X" - Other Mamodo/Supporter in Proximity to Tome/Hat (Same Sea)
Last edited by Anansi on 10th February 2019, 2:15 am; edited 2 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Tech Updates 6th December 2018, 1:54 pm | |
| - Supporter Empowerment:
Name: Slot System Classification: Kugujutsu Rank: D Class: Supplementary Range: Self (Supporter)
Description: Supporters possess Slots just like Puppets as at their core they share some similarities with their lesser cousins. However the difference between them as well as Mamodo is that they have only 6 Slots, one for each limb, one for their head, and one for their torso. The items within each slot are often times combinations of weaponry and equipment the Supporter has encountered and been fortunate enough to assimilate into their form. Each of these slots are available to the Supporter through training as an untrained Supporter will not know how to organize the Items they've assimilated into the creation of an item to fulfill one of their slots. Slot (Location & Purpose) - Weekly Word Count to Unlock 1 (Head, Sensory) - 250 1 (Torso, Utility, Weaponry, Auxiliary or Mobility) - 500 4 (Arms & Legs, Weaponry &/or Mobility) - 750 Each *Note: Torso includes the Chest, Stomach, Back and Waist.
Name: Supporter Build Classification: Kugujutsu Rank: C Class: Supplementary Range: Self (Supporter)
Description: Supporters, unlike Mamodo, are either the size of a normal humanoid or larger and even the Ningyo do not know why that is though it is likely that the Minor Deity which granted them it's favor decided to differentiate them even more from each other. Regardless Supporters typically do not fall below Humanoid in size, this is simply the way they are designed which makes them have to put less effort into physical based combat allowing them to be better defenders for their more squishy masters. The size of the Supporter however, determines how powerful their master's Incantations are as it follows the trend of the larger the Supporter the bigger the scale their master uses for their Incantations. As a trade off, the Supporter's own Incantations receive a reduction to their distance scale, making them perfect defenders but sub-par casters. They are likewise the exact opposite of Mamodo, with their power being dreadfully apparent rather than deceptively hidden. Supporter Size - Incantation Distance Scale (Supporter/Master) Humanoid - 1x (1x) Medium M - 1/2x (2x) Medium XL - 1/3x (3x)
Name: Digestive Update Classification: Kugujutsu/Technomancy Rank: C (2 D-ranks of Blood & 4 D-ranks of Nen per Meal) Class: Supplementary Range: Self (Supporters)
Description: Supporters are unique in the fact that they are capable of consuming various carves for nourishment, however they can be picky and often the first food they eat determines the rest of their palette. Thus Arcanists are often selective of what type of carves their Supporter eats first as it prevents them from being able to feed them anything but that specific type of carve. Fortunately, Supporters are like their Mamodo brethren in that they view Gems as desserts and are always open to consuming them no matter the type. While their 1st Meal determines their primary diet, their second meal determines their favorite Sub-Type with the highest chance of conferring properties to them. 1st Meal Choice: (Choose: Mammalian, Reptilian, Amphibian, Avian, Piscine or Insectoid) 2nd Meal Choice: (Sub-Types of the Carve fed) Result: *After eating (Insert 1st Carve Eaten) Supporter gains access to 1 Tier from the Carves of the creature consumed, at a level based on the number of times the Carve has been eaten (Caps out at S-Rank after 5 Meals) *When eating (Insert 1st Meal Choice) there is a 1/10 chance of analyzing 1 Tier within said Carve, at a level based on the number of times the Carve has been eaten (Caps out at S-Rank after 5 Meals). For every rank-up this success chance increases by 1 (Caps out at 6 at S-rank). *When eating Gems there is a 2/10 chance of analyzing 1 Property within said Raw Material, and for every rank-up this success chance increases by 1 (Caps out at 7 at S-rank). *When eating (Insert 2nd Meal Choice) there is a 3/10 chance of analyzing 1 Tier within said Carve, at a level based on the number of times the Carve has been eaten (Caps out at S-Rank after 5 Meals). For every rank-up this success chance increases by 1 (Caps out at 8 at S-rank).
Name: Slot System: Body Trait Formation Classification: Kugujutsu/Technomancy Rank: B (3 D-rank Blood Price & C-rank Nen Price) Class: Supplementary Range: Self (Supporter)
Description: This technique is learned in order to allow Arcanists to modify the tiers and traits their Supporter has assimilated in order to create unique traits assigned to slots. This primarily employs a mix of utilizing the function of the tiers assimilated in addition to adding or subtracting properties the Supporter has analyzed into the end product. With that the Arcanist is able to create various traits which will serve inside of their Supporter as one of their slots which they are able to now use naturally (with cool-downs) or with Incantations (uses Aura). However this technique is not suitable for making modifications in combat as it leaves the Supporter and the Arcanist vulnerable. This is due to the Ningyo having to concentrate and make those modifications uninterrupted otherwise it will reset (if injured or affected with a B-rank or higher distraction, interruption or seduction technique) & while these modifications are being done their Supporter is in a comatose state. Rank - Tiers/Traits Capable of being combined - Properties Available to Modify - Time till Complete D - Up to 2 - 1 - 25 P.T C - Up to 3 - 2 - 20 P.T B - Up to 4 - 3 - 15 P.T A - Up to 5 - 4 - 10 P.T S - Up to 6 - 5 - 5 P.T
Name: Materia Incorporation Classification: Kugujutsu Rank: B Class: Supplementary Range: Self (Supporter)
Description: Unlike Mamodo, the structure of a Supporter's body is very simple however they can be composed of various types of Materia which is determined by their Ningyo. Supporters come in 5 main types, each of them with their own benefits and flaws, they are known as: Energy - Intangible (Unaffected by Physical Damage) Gaseous - Semi-Tangible (Able to be hit by Physical w/ Bypassing) Basic - Damaged normally by Physical Liquid - Physical Resistance (Vulnerable to Piercing/Bypassing) Solid - Physical Blocking (Vulnerable to Bypassing) Each Supporter has a set limit of Materia they can incorporate within a layer, plating or for reinforcing their skeleton which is based on the number of Puppet Slots their Ningyo has trained for. Puppet Slots (Materia incorporation Limit) - Body Type (Effect) 4 (1) - Energy (Supporter movement speed has +2 to it's Tier Level) 8 (2) - Gaseous (Supporter movement speed has +1 to it's Tier Level) 12 (3) - Basic (Supporter movement speed is unchanged) 24 (4) - Liquid (Supporter movement speed has -1 to it's Tier Level) 36 (5) - Solid (Supporter movement speed has -2 to it's Tier Level)
- Restricted Selection:
The following techniques are restricted, each Ningyo can only learn a finite number depending on their skills regardless of their position within the clan, as the Ningyo as a whole value merit over heritage. As a result how many a single Ningyo can learn is based on a set of prerequisites which are listed below: Prerequisite - Number of Techniques Allowed to Learn Village Organization Membership Acquired - 1 Non-Village Organization Membership Acquired - 1 Z-rank Incantation Unlocked - 1 Awakening Unlocked/Awakening Sacrifice Acquired - 1 Regression Unlocked - 1 Missing-Nin Rank Acquired - 1 Elite Rank Acquired - 1 Gokage/Z-Rank Rank Acquired - 1 Koikage/X-Rank Rank Acquired - 2
Restricted Technique Names - Restriction Soul-Bound Tome (Indestructible Tome by non Soul affecting techniques) - Archivist Spiritual Supporter (Indestructible Supporter by non Soul affecting techniques) - Arcanist Unbound Mamodo (Release of Tome to Mamodo upon Death of Ningyo) - Archivist Sorella (Hat transformed into a Sentient being on par with a Living Weapon) - Arcanist Tome-Shelf (Multiple Tomes 1 Ningyo) - Archivist Incantation Mimicry (Utilizing the Incantations of Other Ningyo) - Arcanist Blessed-Globe (Orb capable of storing a Nuinjutsu Type) - Universal Multi-Attribute (Multiple Attributes 1 Ningyo) - Universal Attribute Refinement (Price Mitigation depending on Refinement) - Universal Baou Stem (Incantation formed from Combination) - Universal
Name: Soul-Bound Tome Classification: Kinjutsu/Technomancy Rank: S (S-rank Soul Price) Class: Supplementary/Passive Range: Self (Tome)
Description: Req. Archivist. Countless Archivists have wished to improve the durability of their Tome's even though they are already somewhat difficult to destroy simply due to the fact that it is the lifeblood of their capabilities. However eventually one Ningyo discovered how to do so by sacrificing a portion of his Soul he was able to render it invulnerable to most conventional forms of damage due to it being not simply a spiritual construct, but being a fragment of a Soul. As a result the Tome can now only be damaged by the following: *Soul Affecting Techniques *Annihilate Attribute Incantations *Shin Class Incantations *The Archivist transferring damage to their Tome *The Archivist's Death which reverts the Tome back into it's non Soul Bound State.
Name: Spiritual Supporter Classification: Kinjutsu/Technomancy Rank: S (S-rank Soul Price) Class: Supplementary/Passive Range: Self (Tome)
Description: Req. Arcanist. Countless Arcanists have wished to improve the durability of their Supporters, even though they are already somewhat difficult to destroy simply due to the fact that they are connected to the lifeblood of their capabilities. However eventually one discovered how to do so, albiet after following in the footsteps of an Archivist, by sacrificing a portion of her Soul, she was able to render it invulnerable to most conventional forms of damage due to it being not simply a spiritual construct, but being a fragment of a Soul. As a result the Supporter can now only be damaged by the following: *Soul Affecting Techniques *Annihilate Attribute Incantations *Shin Class Incantations *The Arcanist transferring damage to their Supporter *The Arcanist's Death which reverts the Supporter back into it's non Soul Bound State.
Name: Blessed-Globe Classification: Nen Tech Rank: S-rank Class: Defensive/Passive Range: Self
Description: This technique allows a Ningyo to tap into their roots and results in the creation of what is known as a Blessed-Globe, which for all intents and purposes functions akin to the Orbs of normal Nova albeit referring to Nuinjutsu. A Ningyo that has learned this technique is able to store a Nuinjutsu type within the Blessed-Globe conferring immunity to that type of Nuinjutsu by means of replenishing the Ningyo's Nen Reserves. In addition to that however this technique is crucial to allow a Ningyo to boost the Capability of one of their Nuinjutsu depending on the skill of the opposing Nuinjutsu user they used to fill their Soul-Globe. This is a one-time choice however and can not be altered, however the sheer potential this offers to the Ningyo Clan member makes it quite a valued technique. Rank of Nuinjutsu User - Nuinjutsu Type Capability Boost D - 5% C - 10% B - 15% A - 20% S - 25% "Z" - 30% "X" - 35%
Name: Unbound Mamodo Classification: Kugujutsu/Kinjutsu Rank: SS-rank (1 Soul Price) Class: Supplementary/Passive Range: Self (Mamodo)
Description: Req. Archivist. This is a special technique which involves the Ningyo sacrificing their chance at an afterlife in order to unbind their Mamodo from the shackles of servitude. Often times when a Ningyo perishes before their Mamodo, the Mamodo is whisked back to the Clan Grounds and sealed away to wait for a new Ningyo. They lose access to their former Incantations and revert back into their original state albeit remembering their original or past partners. Such is their existence as if they aren't destroyed and reincarnated as a different Mamodo with the same attribute, they are forced to live on tethered to another Ningyo. This technique causes the Mamodo to gain the Clan Symbol on a part of their body while allowing them to choose whether or not to manifest their Tome in battle as otherwise it has merged with them Unbound Mamodo are more life-like than normal Mamodo possessing blood and getting tired while their Aura Reserves increase drastically, being on par with a Ningyo's natural Nen reserves. Despite their freedom they are still considered members of the Ningyo Clan, and do have loyalty to the clan in the sense that if they do meet a clan member that they are willing to serve they can bind themselves once more. Rank of Ningyo - Unbound Mamodo (Stamina, Blood) D - 5 (1 B) C - 10 (2 B) B - 15 (3 B) A - 20 (4 B) S - 25 (5 B) "Z" - 30 (6 B) "X" - 35 (7 B)
Un-Manifested Tome Capabilities - Manifested Tome Capabilities Tome Skill: Memorize - Tome Skill: Think Tome SKill: Speak - Tome Skill: Read Ordinance - Tome Skill: Echo *Note: Unbound Mamodo & the lost art of Devil Puppetry work hand in hand, boosting the Mamodo's Stamina reserves in addition to allowing them to retain their Devil Fruit techniques. However they are not only unable to learn anymore without a Ningyo partner, but likewise are unable to improve their bodies further and are unable to learn any new incantations.
Name: Sorella Classification: Kugujutsu/Kinjutsu Rank: SS-rank (1 Soul Price) Class: Supplementary/Passive Range: Self (Mamodo)
Description: Req. Arcanist. This is a special technique which involves the Arcanist sacrificing the life of another being in order to push the power of their Hat beyond that which has been possible for them up to this point. This technique requires the Arcanist to kill an opponent, whether by their own hands, through a spell or through their Supporter, the target's Soul being absorbed into their Hat and consumed in order to facilitate a monumental change. As a result the individual loses their change at an Afterlife, while the Hat is changed from that point onward. The Hat becomes what is known as a "Sorella", a unique form of Supporter that acts alongside the user's original with the added benefit of also acting as an Arcanist's Hat. The Sorella gains the Clan Symbol as a tattoo on a part of their body, and can choose whether to take a humanoid form or their former Hat shape. In either form, they are capable of communicating telepathically with their Arcanist, are capable of casting their Incantations like a Supporter, have all techniques dedicated to modifying Supporters applied to them, though of course with their own requirements needing to be met. Unlike normal Supporters, Sorella are more life-like possessing blood and getting tired while their inherent Aura Reserves increase drastically, being on par with half of the Arcanist's natural Nen reserves. Finally, Sorella are much more resistant to damage than normal Supporters, but less so than Spiritual Supporters, being equivalent to Living Weapons without Souls in regards to Weapon Examination or Destruction techniques. Despite their freedom they are still considered members of the Ningyo Clan and servants of their Arcanist, and retain their life or death loyalty to the them. Rank of Sacrifice - Sorella Reserves (Stamina, Blood) D - 5 (1 B) C - 10 (2 B) B - 15 (3 B) A - 20 (4 B) S - 25 (5 B) "Z" - 30 (6 B) "X" - 35 (7 B)
Name: Multi-Attribute Classification: Kinjutsu/Technomancy Rank: SS (A-rank Blood Price, Variable Aura Price) Class: Supplementary/Passive Range: Self (Mamodo)
Description: Multi-Attribute is one of the techniques among the Clan which is not only restricted but actually part of those which are considered Forbidden. Due to the structure of the Ningyo Clan it is not common for in-fighting to occur as the Minor Deity which favors them does encourage conflict as a means to increase innovation however this particular technique is not for everyone. Often times in combat a Ningyo will face the destruction of their Mamodo or Supporter, this is common and it happens to almost every member of the clan at some point in their lifetime. However a Ningyo that experiences the burning of their Tome or Hat is truly affected as they lose a part of them and their companion is unable to be obtained again even if they manage through some means to obtain a Tome with the same Attribute as the one they lost or if they attempt to steal another's Hat. This particular technique however was created in order to capitalize on the destruction of a Ningyo's Tome or Hat. Upon burning either, the Ningyo is able to gain the Attribute of the burning Tome or Hat, this causes three benefits. The first is the transfer of Puppet Slots from the Ningyo who had their Tome/Hat burned to the user of this technique preventing them from reusing their spent slots for new Incantations even if they managed to obtain a Tome or Hat. The second is the acquisition of an additional Attribute resulting in the Ningyo's Tome or Hat becoming multi-colored in addition to being able to use the gained slots for Incantations of the new Attribute. Finally the last benefit only applies to the burning of an Unbound Mamodo's Tome or a Sorella, as if the user of this technique learns Unbound Mamodo or Sorella, rather than offer their life or the life of another as a price they can use the Soul that Unbound the Mamodo who's Tome they burned or the Soul that converted the Sorella who's Hat they burned as a substitute. Gaining Multiple Attributes however is costly as each additional Attribute removes 1 Slot each from the Ningyo's Signatures and Exclusives. No. of Attributes - Max Signature/Exclusive Amount Reduced by - Tome/Hat Color 1 - 0 - Original Color entire Cover/Hat. 2 - 1 - Front of the Hat/Back Cover Remains the same, Back of the Hat/Back Cover takes on the new Attribute's color. 3 - 2 - Back of the Hat/Back Cover is split between the two new Attributes colors either Vertically, Horizontally or Diagonally. 4 - 3 - Entire Tome/Hat is split into 4 quadrants in regards to the color of it's covers, either Perpendicularly or in an X pattern.
Name: Tome Shelf Classification: Nen Tech/Technomancy Rank: SSS-rank (Nen Price Varies + S-rank Aura Price, Optional Blood Price) Class: Supplementary/Passive Range: Self
Description: Req. Archivist. Tome-Shelf is one of the techniques among the Clan which is not only restricted but actually part of those which are considered Forbidden. Due to the structure of the Ningyo Clan it is not common for in-fighting to occur as the Minor Deity which favors them does encourage conflict as a means to increase innovation however this particular technique is not for everyone. It has very specific conditions which allow it to occur, the first being the destruction of another Mamodo and the death of the Ningyo that they are partnered with (if not an Unbound Mamodo). Both of which must occur without the other Ningyo's Tome being burnt, and if these requirements are met this technique can be used. Alternatively if contact is made with another Ningyo's Tome after their Mamodo has been destroyed this technique can still be used however with an additional Blood Price depending on the rank of the opposing Ningyo. Upon fulfilling the requirement the Ningyo gains an additional Tome, which they can utilize in ways: (Pick One) *New Mamodo = If the Ningyo obtained the Tome from an Unbound Mamodo, they gain a new Mamodo with a set amount of Incantation Slots open equivalent to the Mamodo who's tome they stole. If they obtained the Tome from a Bound Mamodo, then at the cost of either quarter or half of the Ningyo's Technique Slots they can gain a new Mamodo with the same attribute as the Tome they stole with 12 or 24 Additional Puppet Slots respectively so that they can use them to unlock their new Mamodo's Incantations. (Note: Only one Mamodo can have a Shin Class Incantation.) *Additional Incantations = They can utilize the Incantations unlocked by the Ningyo whose tome they stole through their Mamodo, however when using those Incantations will cost them double the Aura (offset by Attribute Refinement). *Attribute Refinement = If the Ningyo possesses Attribute Refinement, they are able to to substitute their Tome gain to increase refine their Current Mamodo's affinity without the sacrifice of a position. If they lack Attribute Refinement they can do it albeit having to sacrifice 1 or 2 Positions instead of just one, to refine their Affinity by 1 or 2 Levels. *Composite Incantations = If the Ningyo possesses Baou Stem, they can create composite Incantations which utilize the Incantations unlocked by the Ningyo whose tome they stole with the Incantation's their Mamodo possesses on a similar vein to combination techniques. If they lack Baou Stem however then creating these composite Incantations will consume Incantation Slots from their Mamodo's total. Rank of Tome (Nen Price to Claim Tome) - Opposing Ningyo Rank (Optional Blood Price to Steal Ownership) D (B) - D (D) C (A) - C (3 D) B (S) - B (C) A (SS) - A (B) S (SSS) - S (A) SS (2 SSS) - "Z" (S) SSS (3 SSS) - "X" (SS)
Name: Incantation Mimicry Classification: Techomancy Rank: SSS-rank Class: Supplementary/Offensive Range: Self
Description: Req. Arcanist. Incantation Mimicry is the skill of a Ningyo who has transcended the limits of the others in regards to deciphering the language of Incantations. Due to their ability to decode languages they have begun to understand how to create Incantations of their own based on those that they have heard in battle. However Incantations are quite expensive both in cost and utility as not only does the Ningyo spend more Aura to utilize Incantations of an Attribute they lack but likewise each additional Incantation gained this way will consume slots from the Ningyo's technique list. Rank - Aura Price - Incantation (Equal Rank Technique Slots Consumed) D - 8x - Named (9x) C - 7x - Gou (8x) B - 6x - Gigano (7x) A - 5x - Ma (6x) S - 4x - Raja (5x) "Z" - 3x - Teo (4x) "X" - 2x - Dioga (3x)
Name: Attribute Refinement Classification: Technomancy Rank: SSS-rank Class: Supplementary/Passive Range: Self
Description: Every Ningyo knows that Incantations are one of the most powerful parts of their teachings and in order to use Incantations one requires Aura. It is a pity however that Aura is not as abundant as other energy sources which lead one Ningyo to develop this technique as a means to increase her power. Attribute Refinement is rather costly as it requires the Ningyo to sacrifice one of their Specializations in order to use it, and for those who possess either multiple Tomes or have more than one Attribute this can be done multiple times. Each Specialization allows the refinement of 1 Attribute, though it is only through training that they can truly master this technique. In order to refine one's Attribute 1 Affinity Level, it costs a 1000 Word Weekly Training, while in order to refine one's Attribute 2 Affinity Levels it costs a 2000 Word Weekly Training. *(Insert Name)'s (Insert Attribute) is = (High or Very High)
Name: Baou Stem Classification: Technomancy Rank: Z-rank Class: Offensive, Defensive, Supplementary Range: Self (Tome)
Description: The Baou Stem is the legendary stem that only a few Ningyo are capable of achieving, this is due to it potentially rivaling the Shin Class of Incantation. However the vast majority of Baou Stems are weaker than that, the true benefit of the Baou stem lies in it's ability to grant a Mamodo additional Incantations which are typically combinations of their existing Incantations, can be Composite Attribute (Tome Shelf or Multi-Attribute Req.), or can be combinations of Incantations (Incantation Mimicry Req.) that they have encountered before. The Baou Stem revolves around a similar concept to Combination Techniques, and depending on the skill of the Ningyo they available additional Slots for Baou Class stems vary. Skill - Additional Slots (Components) - Comparable Power D - 7 (Named + Named) - Gou C - 6 (Gou + Gou) - Gigano B - 5 (Gigano + Gigano) - Ma A - 4 (Ma + Ma) - Raja S - 3 (Raja + Raja) - Teo "Z" - 2 (Teo + Teo) - Diago "X" - 1 (Dioga + Dioga) - Shin
| |
| | | Savannah
Posts : 1835 Join date : 2011-11-08
| Subject: Re: Tech Updates 1st March 2019, 1:44 pm | |
| Supporter Passives: Basic Type should be !/2 & 1/2 Static Type should be 3/4 & 1/4 This is on the basis that those Ningyo with Supporters use and possess more Incantations than those who use Mamodo.
Ningyo Art: Think, Read, Speak & Echo = The Arcanist must adjust their hat (Don't like how they'd have no indication of how it's being used in the case of Think, whereas they merely have to recite thing which they'd already do in the case of Read & Speak)
Digestive Update = Put a Note at the bottom that has this: When assimilating Tiers, it is always at Base Level, however when assimilating multiples of the same tier (such as Speed & Speed) it increases the potency of said Tier (from Tier to Tier+ if 2, Tier++ if 3, +Tier- if 4). In addition Tier-Chains likewise count towards the total amount available, with those not incorporated being unable to be harnessed by the Supporter.
Restricted Section = Should go back to how it was previously in regards to Ranks since Ningyo is a Pirate only clan again. However these two should be kept: Awakening Unlocked/Awakening Sacrifice Acquired - 1 Regression Unlocked - 1
All of the old restricted section techniques should be brought back such as Devil Puppetry and the ranks of things should reflect that.
Restricted Technique Names - Restriction Soul-Bound Tome (Indestructible Tome by non Soul affecting techniques) - Archivist Spiritual Supporter (Indestructible Supporter by non Soul affecting techniques) - Arcanist Unbound Mamodo (Release of Tome to Mamodo upon Death of Ningyo) - Archivist Sorella (Hat transformed into a Sentient being on par with a Living Weapon) - Arcanist Tome-Shelf (Multiple Tomes 1 Ningyo) - Archivist Incantation Mimicry (Utilizing the Incantations of Other Ningyo) - Arcanist Co-Ordinate Nuinjutsu (Enacting Nuinjutsu within the confines of geometric shapes) - Universal Devil Puppetry (Sacrifice of Ability to eat DF, bestow Mamodo/Supporter with DF) - Universal Blessed-Globe (Orb capable of storing a Nuinjutsu Type) - Universal Multi-Attribute (Multiple Attributes 1 Ningyo) - Universal Attribute Refinement (Price Mitigation depending on Refinement) - Universal Baou Stem (Incantation formed from Combination) - Universal
Spiritual Supporter - It should be raised to SS-rank (on par with Unbound Mamodo) & It shouldn't be invulnerable, but instead if should be unable to be destroyed by something not of those types, if hit by anything else it can use a portion of it's reserves (equivalent to dmg) to repair itself. Those listed however don't allow it to essentially regenerate and can actually completely destroy it, whereas the others can only do so if it is no longer able to repair itself.
Soul Globe, renders Blessed Globe moot. so the latter should be removed and replaced with the original.
Sorella = (! Soul Price & Soul Link), this way it requires not only a sacrifice but also link the Ningyo's Soul to their Supporter thus if their Ningyo dies, they will die and it takes both the Ningyo & the Sacrifices chance of reincarnation away.
Multi-Attribute = Minor Typos in the chart should be Crown of the Hat/Front Cover remains the same instead of how you have it (Front of the Hat/Back Cover) and then have it be Brim of the Hat/Back Cover. And then keep that trend, until you get to the last one where it has covers it should be portions/covers of the hat/tome.
Unbound Mamodo = Should be replaced with the original Incantation Mimicry = Req. Answer Talker or Arcanist. Attribute Refinement = Should be replaced with the original
| |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Tech Updates 13th April 2019, 6:13 pm | |
| Golem Path Rikigaku: Initial Path - Drive System - Golem 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
Name: Rikigaku Art - Golem Path: Neo Chassis Classification: Kenjutsu/Kinjutsu Rank: S-Rank(Life Sacrifice) Class: Supplementary Range: N/A
Description: Considered a forbidden technique by the Rikigaku but mainly only to outsiders due to their pursuit of greater forms of technology and power, the Neo Golem is the first step on the path to true amalgamation of machine and flesh. A Neo Golem is humanoid in size, unlike all of its weaker predecessors and possesses three Element Drive slots as well as a base of A-Rank Strength and Defense with SS-Rank stacking damage destroying the main body. However, the true power of the Neo Golem is that the brain of a dead victim is taken and implanted into the Neo Golem, granting it limited sentience and intelligence as well as a variant tier dependent on the race of the brain granted to it, this tier is at A-Rank base. In addition, the Neo Golem's Endurance Tiers based on its Drives are one higher than usual, B with one Drive, A with two and S with three. The power systems usually used to overcharge the Golems are instead replaced by a Memory Lattice constructed like muscles, allowing the Neo Golem to learn a number of physical techniques, the highest rank of which is dependent on the user's rank and the number is dependent on the rank of the victim's brain. These techniques can be of Taijutsu, Shurikenjutsu or Kenjutsu and suffer from Cooldowns instead of prices, starting at 5 PT for a D-Rank technique and going up to 30 PT with an SS-Rank technique.
Rank of User/Victim - Highest Rank Tech Available - No. of Techs D - N/A - 2 C - D - 4 B - C - 6 A - B - 8 S - A - 10 'Z' - S - 12 'X' - SS - 15
Race of Brain - Tier Gained Human - Speed Nova - Barrier Zireh - Reaction Beast - Increases existing tiers by two tier levels
- 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
Name: Rikigaku Art - Golem Path: Supreme Drive Method Classification: Fuinjutsu/Kinjutsu Rank: SSS-Rank Class: Supplementary Range: Contact(Extraction)
Description: Eventually every Golem Wing Rikigaku seeks to further improve their power and that of their Golems. The Supreme Drive Method allows for this by increasing the power that is granted to a Golem's Element Drives. This has several effects. First of all, it doubles base Core Slots however depending on the user's position in the Clan, the number of Supreme Drives they can have varies. Then it further enhances the Energy, Death and Fusion Methods of Drive Creation. Energy Method allows the user to take Perfect Primary elements from themselves, Death Method allows the user to take Complex elements from the victim in addition to the other types and lastly Fusion Method allows the creation of Tri-Combination techniques by paying the initial price of all three primary elemental Cores. It also allows the enhancement of all types of element Drive to increase their defenses, other than Tri-Combination, although the price for Perfect Primary and Complex elements are doubled. The Type of fusion used also eats up a number of Core Slots of the Drive.
Clan Position - No. of Supreme Drives Normal Member - 2 Technocratic Council - 3 Technocratic Lord(Clan Head) - 4
Type of Fusion - Core Slots Used Tri-Combination - 7 Complex Enhancement - 6 Perfect Primary Enhancement - 5 Dual Combination Enhancement - 4 Specialised Primary Enhancement - 3
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.
Name: Rikigaku Art - Golem Path: Advanced Drive Seal Classification: Fuinjutsu Rank: C-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 six spiked circle appears with the kanji for 'Drive' within it. This powers up the Element Drive and in addition, adds 6 Core Slots to the Element Drive, enabling more Cores to be grafted onto the Element Drive. This has a number of modification slots, 4 in total, however these can only be used alongside Rikigaku Seals.
Name: Rikigaku Art - Golem Path: Greater Drive Seal Classification: Fuinjutsu Rank: B-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 an eight spiked circle appears with the kanji for 'Drive' within it. This powers up the Element Drive and in addition, adds 9 Core Slots to the Element Drive, enabling more Cores to be grafted onto the Element Drive. This has a number of modification slots, 6 in total, however these can only be used alongside Rikigaku Seals.
Name: Rikigaku Art - Golem Path: Supreme Drive Seal Classification: Fuinjutsu Rank: A-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 ten spiked circle appears with the kanji for 'Drive' within it. This powers up the Element Drive and in addition, adds 12 Core Slots to the Element Drive, enabling more Cores to be grafted onto the Element Drive. This has a number of modification slots, 8 in total, however these can only be used alongside Rikigaku Seals.
- Misc Techs:
Name: Rikigaku Art - Golem Path: Drive Custom Classification: Fuinjutsu/Kenjutsu Rank: B-Rank Class: Supplementary/Offensive Range: Contact(Assimilation), Varies(Weapon Type)
Description: One of the principle theories that is constant throughout all Golem Paths is that of the Custom, the ability to modify one's golems to varying degrees dependent on the user's Path. The Drive System has the Drive Custom a method of applying weapons to a Golem and then causing the weapons granted to the Golems to take elemental properties of one of the Element Drives that is implanted inside the Golem in question. Each Drive System Golem has 5 slots, both arms, both legs and the torso and each one can have a weapon placed within. Due to requiring Element Drives, this cannot be used with Automatons. When a weapon is placed it gains elemental physical damage based on the Drive it is connected to and is able to apply the status effect of that element at a rank equal to the weapon's rank(Put details when weapon is implanted). The Type of Golem changes the maximum rank of weapon able to be implanted. Lastly, the type of Golem determines how many pieces of ammo are available for a ranged weapon before going on a 10 PT cooldown.
Type of Golem - Max Weapon Rank - Ammunition Golem - D - 5 Exo Golem - C - 10 Hexa Golem - B - 15 Neo Golem - A - 20 Omega Golem - S - 25
Name: Rikigaku Art - Golem Path: Repair Protocols Classification: Fuinjutsu/Kenjutsu Rank: A-Rank Class: Supplementary/Defensive Range: N/A
Description: Golems are metal constructs and as such can be destroyed by taking enough damage and through wear and tear. Every Rikigaku knows to keep their Golems in tip top shape so they are always ready for a fight. Repair Protocols is the easiest way to repair a Golem and involves the use of materia. A Golem can be given materia that either matches one of its elemental Drives or Steel Materia, with Steel Drive Golems requiring one rank lower materia when it's Steel being used, causing them to enter a repair mode until fully repaired. Depending on the type of Golem there is a max of repairable damage however the repair will keep going until fully complete. If the Golem is given materia and then put into Storage, the repair time is halved but it cannot be resummoned until fully repaired.
Type of Golem - Damage Repairable(Time in PT) - Materia Required Automaton - D(2) - One Rank Below Damage Golem - D(2), C(4) - Equal to damage Exo Golem - D(2), C(4), B(6) - One Rank Above Damage Hexa Golem - D(2), C(4), B(6), A(8) - Two Ranks Above Damage Neo Golems - D(2), C(4), B(6), A(8), S(10) - Three Ranks Above Damage Omega Golems - D(2), C(4), B(6), A(8), S(10), SS(12) - Four Ranks Above Damage
Name: Rikigaku Art - Golem Path: Fragmented Armour Classification: Fuinjutsu/Kenjutsu Rank: S-Rank Class: Supplementary/Defensive Range: Contact(Self Defense), Mid(Ally Defense)
Description: A powerful defensive technique used by Drive System Rikigaku, the user touches one of their Golems, causing its inner workings to press against the shell and then it launches itself forwards at S-Rank speeds to either wrap itself around the user or another person. Once done it locks itself in place like armour and one of the Drives activates, the activator of this technique choosing which activates. With this done, the armoured person gains the base tiers of the Golem that covered them and can freely distribute the additional Tier Levels gained from the Element Drive to any of their own tiers or the tiers granted by the Armour. In addition, they gain the elemental defensive capabilities of the Golem and their Taijutsu deals elemental physical damage of the Drive's element. This lasts for a set amount of time before it goes on a cooldown of half the activated time, the time limit is determined by the Rikigaku's rank however different golem types cause a lowering of the time limit due to more sensitive components.
Rank/Type of Golem - Duration(PT) - Duration Modifier D/Automaton - 10 - +0 C/Golem - 20 - -10 B/Exo Golem - 30 - -15 A/Hexa Golem - 40 - -20 S/Neo Golem - 50 - -25 'Z'/Omega Golem - 60 - -30 'X'/N/A - 70 - N/A
Name: Rikigaku Art - Golem Path: Overdrive Protocols Classification: Fuinjutsu/Kinjutsu Rank: SS-Rank Class: Supplementary/Offensive Range: N/A
Description: Sometimes the power of a Golem just isn't quite enough to win a battle or perhaps it's lacking a vital component required to claim victory, sometimes you need to go over and beyond the limits of the construct to defeat your foe. This can be achieved through the Overdrive Protocol. When activated, the selected Golem's Drives slide out, glowing brightly before hammering back in like pistons. This causes a massive surge of energy to course through the Golem and causes a variety of effects. Depending on the type of element the Overdrive is used with, the Golem gains first of all additional tier levels to spread among its tiers as well as an additional ability based on the type of element. Secondly, the Golem's physical strikes deal Elemental Spiritual damage due to the oversurge of energy and the Golem gains wings comprised of its Drive Element, enabling it to fly at speeds equal to its Strength Tier. The Type of Golem also adds its own effect to the Overdrive but this only lasts for a small period of time. When this ends, the Golem is immediately reduced to one D-Rank below destruction and shuts down for 10 PT, meaning it cannot be used or repaired during this time. This can only be used three times per topic.
Element Type - T.L Gain - Effect Gained Primary - +12 - Defenses upped by one stage, if at Immunity already, gain reflection of element for half damage.
Spec Primary - +10 - Golem applies elemental damage and status to all attacks, alters Techniques given by Cores to Drive Element.
Dual Combination - +8 - Golem gains elemental aura, range is 5ft at Golem, 20ft at Neo, 25ft radius at Omega, causes D-S damage(Golem->Omega) each round a target is in it.
Perfect Primary - +6 - Can feed on weaker elemental variants as normal materia to repair self as in Repair Protocols.
Tri-Combination - +4 - Can actively change physical state into that of Elemental Materia, gain immunity to physical damage, causes status effect on each touch.(Rank of status is D for Golem up to S for Omega Golem)
Complex - +2 - Can apply status effects at will to anyone within 10-50ft(Golem to Omega Golem, status rank is D at Golem up to S at Omega), however damage is only chakra, not spiritual.
Type of Golem - Rank - Duration(PT) - Effect Golem - D - 5 - When destroyed, detonates in a 20 foot radius of damage one rank higher than the final count of damage to kill them.
Exo Golem - C - 10 - Able to unleash waves of energy 20ft long once every 5 PT, wave is ten foot wide, deals S-Rank elemental damage, travels at speeds equal to strength.
Hexa Golem - B - 15 - Extends reach by 20ft with additional range invisible to normal sight, requires chakra sight to notice.
Neo Golem - A - 20 - Able to copy up to 3 techniques of a rank and technique type it can learn, including signatures and exclusives, however loses them at the end of topic.
Omega Golem - S - 25 - Can absorb and utilise elemental techniques up to S-Rank of any element its Drives possess or constituent elements of them, damage from such elements is reduced by three ranks to a minimum of D.
- Drive 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 a C-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.
Name: Rikigaku Art - Golem Path: Activation Archetype Classification: Fuinjutsu Rank: SS-Rank Class: Supplementary/Offensive Range: Contact(Extraction, Merging)
Description: The Activation Archetype is another set of four Cores that all govern the same thing but in vastly different power levels. The Activation Archetype's subsets are the Guard Core, Soldier Core, Warrior Core and Warlord Core and focus specifically on modifying the weapons that are placed into the Golem through the use of Drive Custom. Once done, these Cores activate the weapons and allow them to take on their original power before they were added to the golems.
Core Types: Guard Core - The Guard Core is the most basic of the Activation Archetype and functions around the use of Blacksmith Weapons with abilities. In order to generate a Guard Core, one must kill either an Adept or greater Blacksmith or a person of A-Rank or higher. Upon doing so, the Guard Core can be torn from them taking their knowledge of weaponry and fighting to power it, this costs an SS-Rank of chakra. Once completed, the Guard Core is implanted into the Element Drive and enables the Golem to use the abilities of that weapon, this takes up 3 Core Slots.
Soldier Core - Upgrading from the Guard Core, there is the Soldier Core. This is specifically used to activate Samurai weapons that have been implanted into the Golem. The user must kill a Samurai of at least B-Rank or higher before ripping this Core out of them with it filled with the knowledge of their fighting techniques, the samurai killed must have a style matching the type of weapon wishing to be Activated. Once done, the Samurai weapon is activated and the Golem is able to use its abilities but not its element. This costs an SSS-Rank of chakra and 5 Core Slots.
Warrior Core - A more difficult version to craft, the user must first either create or find a Living Weapon and attach that to the Golem. With that done they must then find and kill multiple weaponkin whose ranks, in total, equal SS-Rank, that means 2 S-Ranks, 1 'Z'-Rank, 3 A-Ranks, etc. With this done, the shards ripped out of them can be placed together to generate a Warrior Core. This Warrior Core takes 2 SSS-Ranks of chakra to fuse together and is then placed inside the Element Drive, activating the Living Weapon and enabling the Golem to use the abilities of the Living Weapon. This takes up 7 Core Slots. In addition, the Living Weapon cannot have a soul.
Warlord Core - The most powerful version of the Activation Archetype of Cores, the Warlord Core is specifically used to activate Reaper Scythes when they are placed in the Golem. In order to do this, the user must hunt down and find an S-Rank Reaper and slay them before reaching into their chest and tearing out the Warlord Core and then fusing it into the Element Drive, an act that costs 3 SSS(1 Z) of chakra to perform. Once done, the Golem is able to use the abilities of the Reaper Scythe. This takes up 9 Core Slots.
Name: Forbidden Rikigaku Art - Drive System Hijutsu: Omega Archetype Classification: Fuinjutsu/Kinjutsu Rank: Z-Rank Class: Supplementary Range: Contact(Extraction, Merging)
Description: Requires one to have taken all three paths in the Golem Wing and to have no more than 7 Neo Golems. This technique is one of the most powerful and dangerous available to a Rikigaku member and also requires knowledge of both the Neo Chassis technique and the Fragmented Armour technique. With this technique, the user has mostly learned how to craft one of the most perfect Construct forms seen to date but there is yet something missing from it. It is only through the advent of Cores and the power that they grant and how they grant it that the first creator was able to bring their Golem to its ultimate form of power. The user must first hunt down and immobilise or knock unconscious a target. Once they have done so, they place their hand on the victim's chest and generate something akin to a Core but much more powerful, as they pull their hand away, the life of the victim goes with it and they are granted what is known as a Spirit Cage although its true title is a Soul Core. The Soul Core is a gleaming pink sphere the size of a walnut and holds incredible power. This Soul Core can then be taken to and implanted into a Neo Golem, causing them to undergo a rapid change, the power warps the body of the Neo Golem and sinks their Drives into their main body, preventing them from being removed once done but they retain all the upgrades and abilities that their Drives give them. With this complete, they become much more human looking, although usually either perfect or idealised as to what the creator thinks people should look like. With this done they are no longer a Neo Golem, they have become something greater; an Omega. The Omega is the ultimate expression of Golem Arts and to possess one is to show one's self as a dedicated master of Golems in their entirety. The Omega Golem possesses a variety of abilities. First of all, it is able to take in knowledge and learn like a person, with a set number of techniques it is able to learn and utilise like a normal person without cooldowns dependent on the rank of the soul that was granted to it, however it has the same effective technique limits as its creator, just with more versatility on what it can put in them. It has Strength, Endurance and Defense Tiers and a tier based on the brain that it had when it was a Neo Golem. It has no stamina but gains chakra and blood as though it were an adult Dakar, although if it has Psionic Release the user can instead choose to give it a Nen System rather than a chakra system and due to its robotic nature, it does not have stamina. The Golem's tiers start at A-Rank and it has tier caps of SS-Rank while retaining the Core Tier upgrades. The Omega Golem heals like a normal person but can still be repaired by its Rikigaku master and construct/clone destruction techniques no longer work on Omega Golems as they are considered closer to people than Constructs, in a similar vein, running out of blood or chakra is not inherently lethal to the Golem but it does mean they will need to rest properly in order to recharge their systems. It also turns out that creating Omega Golems is more taxing on the creator than it first seems and it rips away from them a small piece of essence every time. Due to this, Omega Golems eat character slots to make with there being a ratio of character slots to Omega Golems.
Rank of Soul - Technique Limit D - 5 C - 10 B - 20 A - 30 S - 40 'Z' - 50 'X' - 60
Rank of User - Ratio(Character Slots:Omega Golems) D - 4:1 C - 3:1 B - 2:1 A - 1:1 S - 1:2 'Z' - 1:3 'X' - 1:4
| |
| | | Savannah
Posts : 1835 Join date : 2011-11-08
| Subject: Re: Tech Updates 23rd April 2019, 12:16 pm | |
| Alright, just Lobos, Destr tion and Mechanic left, but this is fine. | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Tech Updates 14th September 2020, 6:29 pm | |
| For Toketsu - Thermic Crush:
Name: Toketsu Style: Thermic Crush Classification: Fighting Style Rank: C-Rank Class: Offensive Range: Varies
Description: Most Toketsu fight through the use of what is known as "Slow Ice", wearing an opponent down through the use of denying them all heat until they are entirely unable to fight. This method is useful for those Toketsu who know how to stall out a fight so it can be used to maximum effect. Some Toketsu however prefer blitz styles to destroy opponents before they get a chance to try and do anything fancy. Thermic Crush is catered to that type of Toketsu. It's known that as temperatures cool, things contract, when temperatures cool fast enough this can almost be explosive in nature, rapidly contracting and destroying things under the pressure of their own existence, dealing intense damage. Thermic Crush is focused around the use of a Toketsu's chakra natures and blood in order to cause intense physical and structural damage to people and creatures by rapidly cooling the area around them. The actual range that they are capable of affecting through the Thermic Crush techniques, despite being Kinjutsu, are based on the Toketsu's elemental affinities as well as deciding the effective Rank of 'Seeding' when it is used for range.
Affinity - Range Affected - Seeding 'Rank' Ice - Contact - D High Ice - Short - D V. High Ice - Mid - C Frost - Long - C High Frost - AoE - B V. High Frost - AoE - A
Name: Thermic Crush: Seeding Classification: Kinjutsu Rank: D-Rank(D-Rank Blood) Class: Supplementary Range: Varies
Description: The most important tech to Thermic Crush is Seeding, the ability to ready an area for a Crush. Hot things actually cool down far faster than warm things due to their heightened desire to remove heat as quickly as possible to return to an equilibrium state. The Toketsu starts this process by splashing their blood across an area as determined by their affinity, thus initiating the Seeding process. How long this takes is dependent on the latent heat of the area around them(Weather Conditions). This creates small pockets of intense cold that are ready to be activated to initiate a Crush. This process can be sped up by forcibly switching off Winter's Breath, drawing in heat from outside to fill the area. The amount of PT added to the countdown is dependent on the Winter's Breath switched off, however this resets the timer on WB.
Weather - PT To Seed - WB Stage - PT Added Desert - 5 - 1 - 3 Hot - 10 - 2 - 6 Warm - 15 - 3 - 9 Mild - 20 - 4 - 12 Cold - 25 - 5 - 15 Snow - 30 - / - / Blizzard - 35 - / - /
Name: Thermic Crush: Spread Classification: Kinjutsu Rank: C-Rank(Variable Blood) Class: Supplementary Range: Varies
Description: This technique can only be used after Seeding has been used but must be used before a Crush. By adding more blood in specific patterns, the Toketsu is capable of causing their Seeding to take up a larger area, enabling even lower affinity Toketsu to cause damage on incredible scales. When this technique is used on Seeding, the user can spend additional blood to effectively 'increase' their Affinity for the purposes of the area affected. Those with Soliton can instead spend blood to increase the effective Rank of Seeding further to enhance the AoE of it.
Blood Price - Affinity Emulated - 'Rank' Increase D - Ice - None C - High Ice - 1-Rank B - V.High Ice - 2-Ranks A - Frost - 3-Ranks S - High Frost - 4-Ranks
Name: Thermic Crush: Snowdrift Compression Classification: Kinjutsu Rank: B-Rank(B-Rank blood to trigger) Class: Offensive Range: Varies
Description: Requires area to be fully Seeded. Once an area has been fully seeded it is like a ticking bomb, waiting for an additional 'spark' of intense cold to trigger the Crush. This is the first actual Crush of the technique line and the Toketsu triggers it by splashing their blood onto the Seeded area. At an incredible speed based on the area seeded, the entire area turns frozen and contracts inwards. Buildings and Constructs are the most heavily affected with their size determining the amount of damage they take, the damage being defense piercing spiritual damage. Inanimate objects are the next most damaged as this counts as an A-Rank weapon destruction technique, likely shattering most weapons enemies are carrying. Lastly, people and creatures take a B-Rank of internal Spiritual Damage if they cannot leave the area in time before the Crush completes.
Range Affected - 'Speed' of Crush Contact - S++ Short - S Mid - A++ Long - A AoE - B++
Size of Construct/Structure - Damage Dealt Colossus - SS Large - S Medium - A Humanoid - B Small - C
Name: Thermic Crush: Jotun's Roots Classification: Kinjutsu Rank: A-Rank(Variable Blood) Class: Supplementary Range: Varies
Description: There are many foes that hide underground or within deep structures, keeping them safe from the wicked white jaws of the Toketsu, this technique aims to alleviate that at least for a Crush. By spending blood to determine how deep it goes, the Toketsu is able to seep their blood into a structure or the ground, causing their Seeded area to increase either underground or through a structure, leaving nowhere safe when the Crush comes. When this is activated, even the ground itself and defensive techniques will crush inwards, offering no protection. Anyone underground will also suffer from the ground collapsing around them during this, causing them to be stunned for a period of time if they don't have the requisite endurance tiers.
Blood Spent - Ground Penetrated(ft) - Defensive Tech Penetrated(Spiritual/Natural) D - 10 - C(D) C - 20 - B(C) B - 30 - A(B) A - 40 - S(A) S - 50 - SS(S)
Endurance Tier - Duraiton of Stun(PT) None - 10 D - 8 C - 6 B - 4 A - 2 S - 1
Name: Thermic Crush: Zero Freeze Classification: Kinjutsu Rank: S-Rank(A-Rank blood to trigger) Class: Offensive Range: Varies
Description: Requires area fully Seeded to activate. The second actual Crush, this one is an expansion on the first with even more power. By spilling forth a vast amount of their blood, the user triggers this technique causing the entire area to drop so rapidly in temperature that not only is the entire area filled by the sound of cracking but most solid objects within simply explode. Just as Snowdrift Compression, this technique damages Constructs and Structures the most based on their size, dealing defense bypassing spiritual damage in this case, inanimate objects are struck by an SS-Rank item destruction technique and living creatures and people take S-Rank internal spiritual damage if they cannot escape the area before the Crush fully manifests. The additional effect of Zero Freeze is that the rapid contraction and freezing of the area destabilises Molecular Type chakra techniques of a specific rank dependent on the Toketsu's Rank, causing them to fail and break apart.
Range Affected - 'Speed' of Crush Contact - SSS Short - SS++ Mid - SS Long - S++ AoE - S
Size of Construct/Structure - Damage Dealt Bijuu - 2 SSS Colossus - SSS Large - SS Medium - S Humanoid - A Small - B
Rank - Technique Disabled by Crush D - D C - C B - B A - A S - S 'Z' - SS 'X' - SSS
Name: Thermic Crush: Hati's Catalyst Classification: Kinjutsu Rank: SS-Rank(Variable Recoil Price) Class: Offensive/Supplementary Range: Varies
Description: Requires a Crush to have already been triggered. After a Crush has been used, temperatures usually start returning to normal, the heat energy returning to the area to counterbalance what was just done. Through the medium of their own frozen bodies, it's possible for the Toketsu to re-catalyse the Crush, causing it to trigger again as the temperature drops even lower. Of course this is not without risk, not only does it cost the Toketsu a lot to trigger this, it also weakens the Crush, causing each repetition to drop one rank in power. The actual recoil that the Toketsu takes depends on their age as the older they are, the less it hurts them to rapidly cool the temperature of their surroundings, however each additional repition increases the recoil by one rank with a maximum number of repetitions being decided by the Toketsu's Rank.
Rank - Max Repetitions - Age - Initial Recoil D - 1 - Below Prime - S C - 1 - Prime - A B - 2 - Above Prime - B A - 2 - Over 100 - C S - 3 'Z' - 3 'X' - 4
Name: Thermic Crush: Hel's Embrace Classification: Kinjutsu Rank: SSS-Rank(S-Rank Blood to trigger) Class: Offensive Range: Varies
Description: Requires an area to be fully Seeded. The most powerful of the Crushes by far, this technique is designed to absolutely destroy and rip apart anything it touches, to the point of actually breaking down molecular structure and altering fundamental properties of the surroundings. The user splashes a massive amount of their blood into the area to trigger this, the entire area filled with snapping, creaking and cracking to the point of sounding like screaming. Constructs and Structures take the most damage dependent on their size, inanimate objects suffer the most next with this counting as an SSS-Rank item destruction technique and if negated, still removes SS-Rank from the item's durability. Living beings suffer next taking SSS-Rank internal spiritual damage if they can't escape the Crush's area of effect in time before it manifests, at speeds dependent on the area it covers. Molecular based chakra or physical techniques in the area are destroyed and negated if they are SSS-Rank or lower, while Energy Based chakra or physical techniques become AoE, are attracted to solid surfaces as though they were magnetised and become completely indiscriminate and uncontrollable if they are of a rank or lower dependent on the Toketsu's own rank. The last ability of this technique is that the latent energy can be drawn into the Toketsu's body afterwards, removing the ability for it to be Catalysed again to instead immediately grant a Toketsu some measure of Winter's Breath back dependent on their affinity.
Range Affected - 'Speed' of Crush Contact - Z- Short - SSS+ Mid - SSS- Long - SS+ AoE - SS-
Size of Construct/Structure - Damage Dealt Titanic or Larger - Z Bijuu - 3 SSS Colossus - 2 SSS Large - SSS Medium - SS Humanoid - S Small - A
Rank - Technique Modified by Crush D - C C - B B - A A - S S - SS 'Z' - SSS 'X' - Z
Affinity - WB Regained Ice - Stage 1 High Ice - Stage 2 Very High Ice - Stage 3 Frost - Stage 4 High Frost - Stage 5
- Frostborn Seeking:
Name: Frostborn Seeking: Prey Sense Classification: Nintaijutsu Rank: C-Rank Class: Supplementary Range: Varies
Description: Requires 2 PT of holding breath. When surrounded by snow and dark, a Toketsu is potentially at their most dangerous and they have always been Hunters. After picking up heat signatures, they can narrow their focus down in order to specifically hunt targets, ensuring they can't escape the wolves. Dependent on the Toketsu's Rank, the number of targets they can do this to increases, counting as Heat or Infrared sensory. Additionally while within a Toketsu Hiding technique or snowy conditions, they gain pseudo-reaction tiers against the target hunted, the strength of these being dependent on the Toketsu's age. The Toketsu can further minimise the number of targets they hunt and for each target below the max, their pseudo-reaction goes up by one rank.
Rank - Max Targets - Age - Pseudo-Reaction D - 1 - Below Prime - D- C - 2 - Prime - C- B - 3 - Above Prime - B- A - 4 - Over 100 - A- S - 5
Name: Frostborn Seeking: Hunter's Eye Classification: Nintaijutsu Rank: B-Rank Class: Supplementary Range: Varies
Description: Requires 3 PT of holding breath. Though few and far between, there are indeed foes that can escape a Toketsu hunter but never for long. By focusing intently, a Toketsu can find the latent heat left over from a person or creature's movements, allowing them to follow the tracks unless they are hidden by a counter-tracking technique higher than A-Rank. The Toketsu's rank decides how far away the target can be to track them while their age determines the amount of time before the dissipates to the point of being undetectable. While in snowy conditions or areas both of these effects are heightened however.
Rank - Distance(If Snowy) - Age - Time before Dissipation(If Snowy) D - Same Topic(Location) - Below Prime - 1 Topic(2 Topics) C - Same Location(Area) - Prime - 2 Topics(4 Topics) B - Same Area(Land) - Above Prime - 3 Topics(6 Topics) A - Same Land(Adjacent Land) - Over 100 - 4 Topics(8 Topics) S - Adjacent Land(Same Continent)
Name: Frostborn Seeking: Throat Strike Classification: Nintaijutsu Rank: A-Rank Class: Offensive/Supplementary Range: Varies
Description: Requires Prey Sight and 4 PT of Breath Held. When Prey has been found, the Hunter needs to ensure that they can kill that foe. By narrowing their hunting down to just a single target, the hunter can spend time to find information and the weaknesses of the target, making sure they can strike the target where it hurts most and put them down before they get a chance to fight back. By spending time focused on an opponent, the Toketsu can learn information about them. When the Toketsu attacks the target afterwards they can add one of a number of effects to the attack. These effects are either piercing, bypassing, reaction requirement or additional damage, the power of these effects is dependent on the time spent studying however Bypassing is always one rank lower than the others. In snowy conditions or within a Toketsu Hiding Technique of A-Rank or higher, the amount of time it takes to study a target is halved, the cold soaking through them granting even greater insight to the Toketsu.
Time Studying(PT) - Info Gained - Effect Strength 10 - Sex - D 15 - Race - C 20 - Class - B 25 - Highest Tier - A 30 - All physical Tiers - S
Name: Frostborn Seeking: Stride of the Wolves Classification: Nintaijutsu Rank: S-Rank Class: Supplementary Range: Varies
Description: Requires 5 PT of held breath. A Hunter never tires and never wavers but must always be cognizant of just what they are hunting and any problems that may arise from that. Toketsu have spent a long time becoming very good at hunting targets. By watching latent heat in the environment, the Toketsu can find just about any target unless they've hidden their tracks with a counter-tracking technique of SS-Rank or higher. The distance they can track is determined by their rank and how long before the heat dissipates is determined by their age. Additionally if this technique is used to hunt a target across lands, the travel time is halved. However, the Toketsu may forgo this halving of travel times to instead be far more careful in their hunt, gleaning more information from the tracks left behind. In snowy conditions the Toketsu counts as one rank higher for information purposes as what is found out is dependent on the Toketsu's rank and the time before heat dissipates and the distance they can be tracked is increased.
Rank - Distance(Snowy) - Age - Dissipation Time(Snowy) D - Same Location(Area) - Below Prime - 2 Topics(4 Topics) C - Same Area(Land) - Prime - 4 Topics(6 Topics) B - Same Land(Adjacent Land) - Above Prime - 6 Topics(8 Topics) A - Adjacent Land(Same Continent) - Over 100 - 8 Topics(10 Topics) S - Same Continent(Same Ocean) 'Z' - Same Ocean(Different Continent) 'X' - Different Continent(Different Plane)
Rank - Information Gathered D - Number of Creatures C - Size of Creatures B - Type of Creatures A - If Creatures are Wounded S - Age of Creatures 'Z' - Physical Abilities of Creatures 'X' - Exact Species of Creatures
For Rikigaku - Golem Path - Variable Armoury Note, all Golem Paths use Golem Chasses. - Armoury Drives:
Name: Rikigaku Art - Variable System: Armoury Drive Classification: Fuinjutsu/Kenjutsu/Kinjutsu Rank: C-Rank(Variable Prices) Class: Supplementary Range: Contact(Extraction)
Description: Although the Element Drive system is the most common of the Golem systems, there do exist others that follow the same principles but function entirely differently. This is the technique that changes a Golem from following the Element Drive Path to instead following the Variable Armoury Path through the use of an Armoury Drive. The Rikigaku places their hand upon either themselves or a dying foe and pays an initial chakra price, they then either pay the price again if using themselves or they draw the life force from the victim to create an Armoury Drive. This appears like a small-sized gunmetal grey cylinder with a number of openings around it. Through the use of Energy Method, the number of slots is dependent on the price paid and the type of energy used which grants additional slots, the Death Method instead grants additional slots based on the rank of the person's life used to create the Drive. The Rikigaku can then implant weapons within this Drive, each weapon taking up a slot. Once a weapon has been placed within a Drive it cannot be retrieved, however the weapon gains a number of Core Slots based on its rank. The number of Armoury Drives a Rikigaku can have is based on their rank and they are slotted into Golem Chasses like Element Drives. However instead of granting Elements, they instead grant the Golem the ability to manifest and use the weapons placed within. At this level, the Drive can only accept normal and Blacksmith forged weapons and weapons are manifested at a speed equal in rank to the Golem Chassis(So B-Rank for Exo Chassis for example). Weapons held within an Armoury Drive can be manifested by the Golem at a speed dependent on the Rikigaku's Rank, however more powerful weapons manifest slightly lower, causing there to be a modifier to the manifestation speed. Additionally, any manifested weapon that is destroyed is not truly destroyed, instead the weapon is put onto a cooldown and can be re-manifested after the cooldown is over. The length of the cooldown is dependent on the rank of the weapon. For weapons with ammunition, they instead have a set amount of ammo based on the rank of the Rikigaku and then go on Cooldown while they reload, the reload duration being based on the Weapon's Rank.
Price - Base Slots - Death Rank Modifier - Energy Type Modifier D - 1 - +1 - Chakra(+1) C - 2 - +1 - Nen(+2) B - 3 - +2 - Blood(+3) A - 4 - +2 - NE(+4) S - 5 - +3
Rank - Max Armoury Drives - Weapon Core Slots D - 3 - 2 C - 6 - 4 B - 9 - 6 A - 12 - 8 S - 15 - 10
Rank - Manifest Speed - Manifestation Modifier - Destruction Cooldown(PT) D - D - +2 TL - 5 C - C - +1 TL - 10 B - B - +0 TL - 15 A - A - (-)1 TL - 20 S - S - (-)2 TL - 25
Rank - Ammunition - Reload Cooldown(PT) D - 3 - 5 C - 6 - 10 B - 9 - 15 A - 12 - 20 S - 15 - 25
Name: Rikigaku Art - Variable System: Superior Armoury Drive Classification: Fuinjutsu/Kenjutsu/Kinjutsu Rank: B-Rank Class: Supplementary Range: Contact
Description: The base Armoury Drive enables a Rikigaku to create basic Weapon Golems, more than capable of normal tasks and simple fights however there is always room for improvement. This is where the Superior Armoury Drive comes in. It follows the normal rules for the creation of Armoury Drives as well as the basic maximum, however it grants an additional set of abilities to the Drive. First of all, it enables the Drive to accept and assimilate Samurai Weapons and enables the Golem to actually use those abilities when the weapon is manifested. Additionally, Drives created after learning this technique gain the ability to absorb armour that is fed into the Drive, this takes up one of the weapon slots however the Golem gains the raw durability added onto its own as well as the armour's abilities if it had any. The Golem can have only one piece of armour for each slot, those being; Head, Arms, Legs, Chest.
Name: Rikigaku Art - Variable System: Ultimate Armoury Drive Classification: Fuinjutsu/Kenjutsu/Kinjutsu Rank: SSS-Rank Class: Supplementary Range: Contact
Description: The final upgrade of the actual Drives of the Variable Armoury Path. Unlike the Superior Drive however, only a certain number of Ultimate Drives can be crafted dependent on the Rikigaku's Position within the Clan, just like the Supreme Elemental Drives. When an Ultimate Drive is created, it gains an additional number of weapon slots dependent on the Rikigaku's Rank and is able to assimilate far more powerful weapons than usual. However, these more powerful weapons take up additional weapon slots but in return have double the number of Core Slots allotted to them. Additionally, if the Death Method is ever used to craft an Ultimate Drive from the body of a Weaponkin, then the Rikigaku can immediately add the Weaponkin's Weapon Form and any additional ones they had to the Drive as well as using their gained properties, abilities, elements and techniques as Cores for no extra cost but only for the Weaponkin Weapon Forms. These additional forms and Cores take up slots as normal. Additionally, these advanced weapon forms are even slower to manifest than normal and add additional time to their rank-based destruction cooldown.
Clan Position - Number of Ultimate Armoury Drives Normal Member - 2 Technocratic Council - 3 Technocratic Lord(Clan Head) - 4
Type of Weapon - No. of Slots - Manifest Modifier - Add. Destruction Cooldown(PT) Reaper Scythe - 2 - (-)3 TL - +5 Blacksmith Altered Samurai Sword/R. Scythe - 3 - (-)4 TL - +10 Simple Living Weapon - 4 - (-)5 TL - +15 Fusion Living Weapon - 5 - (-)6 TL - +20 Cursed Weapon - 6 - (-)7 TL - +25 Legendary Weapon - 7 - (-)8 TL - +30 *Note a Drive can only ever have one Legendary weapon within it, regardless of slots.
Name: Rikigaku Art - Golem Path: Basic Weapon Seal Classification: Fuinjutsu Rank: D-Rank Class: Supplementary Range: Contact
Description: A very specific type of Seal only able to be used on Armoury Drives and is what finally brings them together. After they are crafted, a Weapon Seal is placed on the Armoury Drive which activates it and enables it to be used within a Golem. The user places their hand upon an Armoury Drive and a three spiked circle appears with the kanji for 'Weapon' within it. This powers up the Armoury Drive and in addition, adds 1 Weapon Slot to the Armoury Drive, enabling more Weapons to be grafted onto the Armoury Drive. This has a number of modification slots, 2 in total, however these can only be used alongside Rikigaku Seals.
Name: Rikigaku Art - Golem Path: Advanced Weapon Seal Classification: Fuinjutsu Rank: C-Rank Class: Supplementary Range: Contact
Description: A very specific type of Seal only able to be used on Armoury Drives and is what finally brings them together. After they are crafted, a Weapon Seal is placed on the Armoury Drive which activates it and enables it to be used within a Golem. The user places their hand upon an Armoury Drive and a five spiked circle appears with the kanji for 'Weapon' within it. This powers up the Armoury Drive and in addition, adds 2 Weapon Slots to the Armoury Drive, enabling more Weapons to be grafted onto the Armoury Drive. This has a number of modification slots, 4 in total, however these can only be used alongside Rikigaku Seals
Name: Rikigaku Art - Golem Path: Greater Weapon Seal Classification: Fuinjutsu Rank: B-Rank Class: Supplementary Range: Contact
Description: A very specific type of Seal only able to be used on Armoury Drives and is what finally brings them together. After they are crafted, a Weapon Seal is placed on the Armoury Drive which activates it and enables it to be used within a Golem. The user places their hand upon an Armoury Drive and a seven spiked circle appears with the kanji for 'Weapon' within it. This powers up the Armoury Drive and in addition, adds 3 Weapon Slots to the Armoury Drive, enabling more Weapons to be grafted onto the Armoury Drive. This has a number of modification slots, 6 in total, however these can only be used alongside Rikigaku Seals
Name: Rikigaku Art - Golem Path: Ultimate Weapon Seal Classification: Fuinjutsu Rank: A-Rank Class: Supplementary Range: Contact
Description: A very specific type of Seal only able to be used on Armoury Drives and is what finally brings them together. After they are crafted, a Weapon Seal is placed on the Armoury Drive which activates it and enables it to be used within a Golem. The user places their hand upon an Armoury Drive and a nine spiked circle appears with the kanji for 'Weapon' within it. This powers up the Armoury Drive and in addition, adds 4 Weapon Slots to the Armoury Drive, enabling more Weapons to be grafted onto the Armoury Drive. This has a number of modification slots, 8 in total, however these can only be used alongside Rikigaku Seals
- Weapon Cores:
Name: Rikigaku Art - Variable System: Core Theory Classification: Fuinjutsu/Kenjutsu Rank: D-Rank Class: Supplementary Range: Contact(Extraction) Description: Still following on from the main principles of the Golem Path, the Variable Armoury Path itself uses a different set of Cores. These Cores are instead designed to grant additional effects to the weapons that the Golem is capable of manifesting instead of actually augmenting the Golem itself. However due to this disconnect, the Core's ability to alter the Golem is massively reduced, meaning that a Weapon Golem only gains +1 Tier Level per 3 Cores Placed into the Armoury Drive and the Tier Levels are spread out amongst the Golem's tiers, it does not apply to all of them. This is also Cores, not Core Slots as some Cores are capable of taking up multiple slots. The crafting method for these cores is the same, requiring the Rikigaku draw from themselves or another creature in order to give the right properties to their weapons. Name: Rikigaku Art - Variable System: Component Archetype Classification: Fuinjutsu/Kenjutsu Rank: C-Rank Class: Supplementary Range: Contact(Extraction) Description: Although the ability to grant weapons to a Golem is useful, weapons themselves are limited in what they are capable of accomplishing and against certain foes are downright useless. The Rikigaku are resourceful and clever however and through this, those of the Variable Armoury path devised a series of different Core Archetypes to enable them to alter the Weapons that their Golems wield to deal with any possible threats. Within the Component Archetype there are 4 different typeso f Core, each of these Cores takes up a different amount of slots and costs chakra to create, usually having to be drawn from a creature or item in order to create them. Core Types:Material Core - The most basic and possibly one of the most useful of the Component Cores, the Material Core allows the user to take properties from a material or item and add them to one of the Weapons within the Armoury Drive. The Rikigaku places their hand on the material or item in question and draws forth the Core. This can be done to a maximum of Grade IV materials and each Grade it has causes it to cost a C-Rank of chakra(So Grade I is 1 C-Rank, Grade II is 2 C-Ranks, etc). Each property drawn forth costs one core slot, however each + that the Property has causes that property to take up an additional Core Slot. (So taking just C(Chakra Conductive) would cost 1 Core Slot, taking C++ would cost 3 Core Slots. Manifestation Core - A rather simple Core that augments the speed at which the weapon is manifested by the Golem. To create this Core, the Rikigaku must place a hand on a person or creature with Speed Tiers. Each rank of speed tiers the target has enables 2 Tier Levels worth of Manifestation speed to be taken.(This means a max of 4 Tier Levels can be taken from someone with C-Rank speed) Each Tier Level worth of Manifestation takes up half a core slot and 3 D-Ranks of chakra.(So taking a 2 Tier Level boost to Manifestation speed would cost 1 Core Slot and 1 C-Rank of chakra). Reformation Core - There are many foes that possess abilities to destroy weapons and while they think that might counter the Armoury Golem, this core serves to prove their attempts less than effective. By touching a person or creature with Defense or Endurance Tiers, the Rikigaku can draw forth a Reformation Core. Each Rank of Defense or Endurance allows the drawing forth of 2 PT worth of time reduction. Each 2 PT of Time Reduction takes up half a core and a C-Rank of chakra. When a Reformation Core is placed into a weapon, if the weapon uses ammo it reduces the Reload Cooldown(To a minimum of 1 PT), if it does not use ammo it reduces the Destruction Cooldown(to a mimum of 1 PT). Augmentation Core - Sometimes the basic abilities of the weapon are not quite enough and an outside alteration needs to be added, many people do this by adding seal tags or coatings to their weapons and the Rikigaku can use this to form an Augmentation Core. By placing their hands on the relevant coating, special ammo type or tag, the Rikigaku alters it into an Augmentation Core. Each rank of the add-on takes up 1 Core slot and a C-Rank of chakra(So adding C-Rank Explosive Tags as an Augmentation Core would take up 2 Core Slots and 2 C-Ranks of chakra). The duration and the number of ammo changed to the special type is dependent on the Rikigaku's Rank and then it goes on a cooldown based on the rank of the augmentation that cannot be reduced by Reformation Cores. Rank - No. of Ammo - Duration of Aug.(PT) - Cooldown(PT)D - 2 - 3 - 5 C - 4 - 6 - 10 B - 6 - 9 - 15 A - 8 - 12 - 20 S - 10 - 15 - 25 Name: Rikigaku Art - Variable System: Debilitation Archetype Classification: Fuinjutsu/Kenjutsu Rank: A-Rank Class: Supplementary Range: Contact(Extraction) Description: It is well known that several weapons, abilities and elements can cause even more damage in the form of nasty after effects, sometimes known as Status Effects or Debuffs. Those of the Variable Armoury path realised that trying to condense Cores down to follow only specific types of deubffs left them very weak but trying to keep the Core creation too broad instead made the Cores bloated and unable to be slotted into weapons. Eventually someone devised the Debilitation Archetype, cherrypicking aspects of the Status Effect they want and crafting them together into what is known as a Status Core. There are three main aspects to the Status Core, known as Power, Duration and Resistance. Power determines the actual strength of the Status Effect in the form of how badly it affects the foe, Duration is how long the Status Effect lasts for, however it is noted that higher Power causes a reduction in Duration. Lastly there is Resistance, how easy it is for an opponent to negate and how exactly it attacks the body, although it is noted that more esoteric forms of attack make it easier to resist. Each of these separate sections takes up differing amounts of core slots and chakra and once everything has been chosen, it is all crafted together into a Status Core. If the status effect is elemental in nature, the Core must be drawn from a person or creature that possesses that element. Power of Status Effect - Slot Cost - Chakra CostD - 1/4 - C C - 1/2 - B B - 3/4 - A A - 1 - S S - 1 and 1/2 - SS Duration(PT) - Slot Cost - Chakra Cost - Power Modifier2 - 1/4 - C - D(+1 PT) 4 - 1/2 - B - C(+0 PT) 6 - 3/4 - A - B(-1 PT) 8 - 1 - S - A(-2 PT) 10 - 1 and 1/2 - SS - S(-4 PT) Resistance Required - Slot Cost - Chakra CostD - 1/4 - C C - 1/2 - B B - 3/4 - A A - 1 - S S - 1 and 1/2 - SS Resistance Tier - Slot Cost - Chakra Cost - Defense ModifierEndurance - 1/4 - C - None Defense - 1/2 - B - (-)1 Tier Level Barrier - 3/4 - A - (-)2 Tier Levels Reaction - 1 - S - (-)3 Tier Levels Nature - 2 - SS - (-)4 Tier Levels Spirit - 3 - SSS - (-)5 Tier Levels Chakra - 4 - 2 SSS - (-)6 Tier Levels *Note, Defense Modifier is a reduction in the Tier needed to resist the Debuff. Example: C-Rank Bleed for 4 PT, resisted by C-Rank Defense. Results in C-Rank Bleed each PT for 4 PT, negated by C-Rank- Defense(No duration modifier for C-Rank power, defense causes -1 Tier Level in defense). This takes up 2 Core Slots and 4 B-Ranks of chakra.(1/2+1/2+1/2+1/2) Name: Rikigaku Art - Variable System: Forge Archetype Classification: Fuinjutsu/Kenjutsu Rank: SS-Rank Class: Supplementary Range: Contact(Extraction) Description: Where the Element Drive Cores focus on the same ability at different levels, the Forge Archetype Cores instead focus on further enhancing the weapons within the Armoury Drives, ensuring that every weapon is incredibly deadly in its own right. These cores are, specifically, the Element Core, the Ability Core, the Superior Material Core and the Style Core, all of them designed to enhance the versatility and base abilities of the Weapons within the Armoury Drive, granting even greater versatility. Core Types:Superior Material Core - This Core is a direct upgrade to the original Material Core. It follows the same principles with the Core costing chakra dependent on the Grade, C-Rank per Grade, up to Grade IX rather than the previous cap of Grade IV. Each property costs 1 Core slot with each + to that property causing it to take an additional Core Slot. Element Core - Although nowhere near as versatile or dangerous as the elements granted to the Element Drives of the primary path, these Element Cores are useful in granting the ability to harm targets that might otherwise be immune. This costs an SS-Rank of chakra and an amount of core slots based on the type of element taken and must be taken from a person or creature that possesses the element. When slotted into a weapon, the weapon then deals elemental physical damage of that element. Element Type - Core SlotsPrimary - 1 Spec Primary - 2 Dual Combination - 3 Perfect Primary - 4 Complex - 5 Tri-Combination - 6 Ability Core - This type of Core is specifically designed to ensure that older weapons are able to keep up to date as the Rikigaku becomes more powerful. By touching a weapon with an ability and spending an SS-Rank of chakra, the Rikigaku breaks the weapon down into an Ability Core. These ability cores can only be placed into weapons that do not already have an ability. The amount of Core Slots that are taken up are dependent on the type of weapon that was turned into an Ability Core. Weapon Type - Core SlotsNormal - 1 Blacksmith - 2 Samurai - 3 Reaper Scythe - 4 Blacksmith Altered Sam/Reaper - 5 Simple Living Weapon - 6 Fusion Living Weapon - 7 *Note, only one ability may be taken from a Living Weapon, even if it has multiple. Style Core - Sometimes just having a weapon isn't enough and the Style Core is there to ensure the Golem can do more than just wield the weapon. By placing their hand on themselves or a defeated opponent and spending an SS-Rank of chakra, the Rikigaku is able to draw forth a Style Core. These cores draw on the person's knowledge to take a Kenjutsu Style from them. The type of style determines the base slot cost, however as it is being drawn, techniques of the style can also be added with each one costing 1 additional core slot and an A-Rank of chakra. The max rank of technique that can be drawn forth is equal to the Rikigaku's rank or below to a max of S-Rank. Type of Style - Base Core SlotsSimple Kenjutsu Style - 2 Fusion Kenjutsu Style - 3 Signature Style - 4 Clan Style - 5 Racial Style - 6 Advanced Fusion(Such as Fusion of Clan/Race Styles) - 7 Exclusive Style - 8 Name: Forbidden Rikigaku Art - Variable System Hijutsu: Arthurian Archetype Classification: Fuinjutsu/Kenjutsu/Kinjutsu Rank: Z-Rank Class: Supplementary Range: Contact(Extraction) Description: Requires one to have taken two paths in the Golem Wing and possess no more than 1 Legendary Weapon even within Ultimate Drives. The Omega Golem is widely seen as one of the greatest feats of the Golem Wing, creating life from seemingly nothing. However the originator of the Variable Armoury found it heinous and cruel and decided to instead create their own way of dealing with that threat by enhancing their Armoury Golem to the highest level. This technique requires the collection of weapons totalling, in rank, Z-Rank(3 SSS-Ranks) and must be of at least 4 distinct types of weapons. Upon gathering them, the user draws them together along with a vast quantity of their life force to fuse them together into the perfect Weapon Core, known henceforth as the Excalibur Core. No Excalibur Core is the same as another as not only are they all created with different weapons but they are also created with completely different intents and will driving their form and abilities. Despite being called a Core, the Excalibur Core actually resembles a weapon of some description made out of solidified light and power and takes up the Legendary Weapon slot of the Ultimate Drive that it must be placed into. Upon doing so, not only does this count as a Z-Rank Weapon but it counts as having 25 Core Slots. This is not the full extent of the Excalibur Core's power however. When it is created, the Rikigaku must choose how to apply their willpower and whether the Weapon is Restricted, Unrestricted or Unbound. If the weapon is Restricted then it gains a single Ability and the purified power that created it causes it to become immune to weapon destruction techniques. If the weapon is Unrestricted then it gains 2 Abilities, however some of the Rikigaku's flaws have seeped into the weapon, causing it to also have a Drawback, it is also able to be destroyed by an SSS-Rank weapon destruction technique, putting it on an incredible 50 PT cooldown. Lastly, there is Unbound, if the Excalibur Core is Unbound then the highest amount of its possibility has been unleashed, granting it three abilities, however doing so has caused a lot of the Rikigaku's flaws to seep into the weapon, it gains two drawbacks and the unfiltered, raw power means it can be destroyed by an SS-Rank weapon destruction technique, putting it on a 50 PT cooldown. The number of Excalibur Core's a person can possess is determined by their place in the Clan but each must be forged separately. Position - No. of Excalibur CoresNormal Member - 1 Technocratic Council - 2 Technocratic Lord(Clan Head) - 3 - Code:
-
[b][Name]'s Excalibur Core Name:[/b] [b]Excalibur Core Weapon Type:[/b] [b]Excalibur Core Power Level:[/b] [b]Excalibur Core Ability 1:[/b] [b]Excalibur Core Ability 2:[/b] [b]Excalibur Core Ability 3:[/b] [b]Excalibur Core Drawback 1:[/b] [b]Excalibur Core Drawback 2:[/b]
- Misc Techs:
*Variable Armoury get Repair Protocols.
Name: Rikigaku Art - Variable System: Armament Alteration Classification: Fuinjutsu/Kenjutsu Rank: B-Rank(B-Rank Chakra to trigger) Class: Offensive/Supplementary Range: Contact-Short
Description: In some situations it isn't feasible to have a Golem fighting for you, either due to the possibility of collateral damage, techniques preventing additional combatants or just plain bad locations. Those of the Variable Armoury path however have found a way to keep fighting alongside their Golem no matter what. By touching their Golem, or reaching to them while they are in Storage, the Rikigaku triggers a process within the Golem causing it to bodily shift into one of the weapons within its Armoury Drives. The Rikigaku is then capable of wielding this weapon with its defense tier determing its resistance to Weapon Destruction techniques and its strength determing the base damage of the weapon. The Rikigaku uses their own tiers for fighting with the weapon, however the weapon retains all Cores placed within it and all abilities that it possesses, allowing the Rikigaku to use them. The weapon is also able to change into a different weapon within the Golem's armoury drive at speeds equal to the new weapon's manifestation speed. The base duration for this transformation is dependent on the Rikigaku's Rank however each weapon change removes a number of PT from the duration based on the weapon changed into. Afterwards the Golem goes on cooldown for half the duration it was in weapon form as it recharges internal batteries.
Rank - Base Duration(PT) - Weapon Type - Modifier D - 10 - Normal - (-)2 PT C - 20 - Blacksmith - (-)4 PT B - 30 - Samurai - (-)6 PT A - 40 - Reaper/Simple Living - (-)8 PT S - 50 - Blacksmith Altered Sam-Reaper/Fusion Living - (-)10 PT / - / - Legendary - (-)15 PT
Name: Rikigaku Art - Variable System: Fragmented Raiment Classification: Fuinjutsu/Kenjutsu Rank: S-Rank Class: Supplementary/Defensive Range: Contact(Self Defense), Mid(Ally Defense)
Description: Although a technique commonly used by those on the Drive System, the Variable Armoury path also has use for it, if in a slightly different manner. The Rikigaku touches one of their Golems and it alters its inner workings and compartmentalises them in order to launch forwards at S-Rank speeds to wrap around either the Rikigaku or an ally. Upon doing so, the Rikigaku chooses one particular Armoury Drive the Golem possesses to be fully activated. The person with the Raiment on gains the Golem's Tiers unless their own are better. They also gain knowledge of each weapon in the Activated Drive and what Cores are placed within them. They are able to manifest these weapons and wield them, using their own Kenjutsu through them as well as keeping the Core abilities of the weapons. Additionally, with a person piloting the Golem, it is capable of manifesting two weapons at the same time with all of their abilities. This technique has a base duration dependent on the Rikigaku's Rank with an alteration dependent on the type of Golem that it is used with as higher Golems have more delicate internal components.
Rank/Type of Golem - Duration(PT) - Duration Modifier D/Automaton - 10 - +0 C/Golem - 20 - -10 B/Exo Golem - 30 - -15 A/Hexa Golem - 40 - -20 S/Neo Golem - 50 - -25 'Z'/Golem with Excalibur Core - 60 - -30 'X'/Omega Golem - 70 - -35
Name: Rikigaku Art - Variable System: Phalanx Protocols Classification: Fuinjutsu/Kenjutsu Rank: SS-Rank Class: Offensive/Supplementary Range: Mid(Fusion Distance)
Description: Those of the Variable Armoury Path are unable to activate the Overdrive on their Armoury Golems due to the Armoury Golems not possessing elements and the Weapon Drives being less volatile. Instead however they have devised an alternate method that is enabled by the more stable Drives that the Armoury Golems possess. The Rikigaku selects two of their currently active Armoury Golems and activates the Phalanx Protocols. Upon doing so, the Golems immediately fuse at SS-Rank Speeds, turning into what is known simply as a Phalanx Golem. The Phalanx Golem possesses four arms, two legs, the combined durability of both of the Golems that came together to make it and all of their Armoury Drives and the weapons within. Additionally when the Phalanx Golem is created, it gains the higher of the two base tiers of the Golems that came together to make it and gets to redistribute its additional Tier Levels from its Cores. Additionally, it is the only type of Golem capable of Multiple Manifestations, dependent on the Rank of the Rikigaku commanding the Phalanx Golem it is capable of manifesting and using multiple weapons at the same time. This fusion lasts until the end of the topic, however the Rikigaku's Rank determines what types of Golem they are actually capable of using to create a Phalanx Golem. This can also be ended at any time, causing the Golems to split, the remaining durability being halved between them and their original tiers being restored. The Rikigaku can only have 1 Phalanx Golem active at a time.
Rank - Available Golems - No. of Manifestations D - Automaton - 1 C - Golems - 1 B - Exo Golem - 2 A - Hexa Golem - 2 S - Neo Golem - 3 'Z' - Golems with Legendary Weapons - 3 'X' - Excalibur Core Golems - 4
Last edited by Blade on 12th November 2020, 11:01 pm; edited 1 time in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Tech Updates 18th September 2020, 2:55 am | |
| For Toketsu: - Iceborn:
Name: Iceborn Classification: Fighting Style Original Rank: D Count: 0/5 Current Rank: D Class: Supplementary Range: Self
Description: Req. PAT or TAT Toketsu. There are those within the Toketsu clan who are unlucky enough to be born without the ability to mold their chakra, or even further the ability to mold it but the lack of a chakra nature. While this would be a crippling defect for many other Ninja, the Toketsu have the fortune of their element being imbued into their very flesh. As such, when they turn to mastering their body as a result of being unable to truly master chakra, they still find themselves capable of embracing the cold like their brethren. These Toketsu are granted the title of "Iceborn" and are revered, as there are few outside of them who have such a deep connection to the cold as they. Through this fighting style, the Toketsu in question is capable of empowering their passives through techniques. PAT Shinobi are capable of retraining this technique like their TAT counterparts, though only within this line of techniques, and at the cost of a doubled word count to do so. *Note: PAT Toketsu are capable of affecting this technique line with the Retraining Specialization, however with different effects: Basic reduces their WC to Three Quarters of what it would be (i.e. 150 for a D rather than 200), Advanced reduces it to Half and Perfect reduces it to a Quarter.
Name: Iceborn: Breath of Arbuda Classification: Kinjutsu Original Rank: D Count: 0/5 Current Rank: D Class: Passive Range: Variable
Description: Much like regular Toketsu, Iceborn cool down rather than heat up when their adrenaline starts flowing, which in turn expands to their environment which eventually results in the area around them freezing solid before long. However, the Iceborn embody pure cold and not only do they chill the environment at greater speeds than other Toketsu, but they are likewise capable of affecting their clansmen with the effects of their Winter's Breath from the moment they obtain this technique, though at decreased effectiveness (Toketsu treat WB as 1 Level lower), while other Iceborn are unaffected as usual. This causes the advancement of their stages to come quicker and doubles the effective range of their Winter's Breath, but also increases the stamina price with a multiplier that stacks for each advancement, rather than the flat price stated in the WB passive. The cold that is produced by the Iceborn encapsulates their chakra as well, which is further expressed when the chakra floods the area when they release their Gates. This results in their Winter's Breath gaining three additional Stages only accesible with the activation of the Gates, though it isn't advanced into these Stages until the predecessors are reached (i.e. if at Stage 1 and enters the First Gate, one must still progress through 2-5 to reach the 6th Stage). The strength of these extra stages are determined by the Gates Released (6th = Gates 1 through 3, 7th = 4 through 7, 8th = Final Gate). No. of Retrainings (New Rank) - Post Ratio* - Advancement Price 0 (D) - 1:1 - 3.5x 5 (C) - 1:2 - 3x 10 (B) - 1:3 - 2.5x 15 (A) - 1:4 - 2x 20 (S) - 1:5 - 1.5x
Stage - Associated Gates - Effect 6th - 1st to 3rd - Ground surrounding the Toketsu freezes nearly solid with ice forming on other surrounding structures, cold saps all heat within the area requiring an SS-Rank Heat based technique or SS-Rank Endurance tiers to resist succumbing to the cold or SS-Rank Barrier tiers to avoid falling unconscious after 15 posts (total) due to the cold causing their bodily functions to slow. +6 to all Fatigue costs within the area. 7th - 4th to 7th - Ground beneath the Toketsu freezes completely with the activation of this stage, and a thin layer of ice covers other structures surrounding them, cold causes those within the area to require an SSS-Rank Heat based technique or SSS-Rank endurance tiers to stave off the affects of Hypothermia or conversely SSS-Rank Barrier Tiers to resist falling unconscious after 10 posts (total) due to the cold causing their bodily systems to shut down. +7 to all Fatigue costs within the area. 8th - 8th Gate - All those within the area, as well as inanimate objects require a Z-Rank Heat based technique, Z-Rank Endurance Tiers, Z-Rank Durability or SSS-Rank Cold Resistance to resist being flash frozen upon activation of this Gate, those who do resist it the flash freeze will eventually fall unconscious as the cold saps energy from their body the duration based on their Barrier Tiers (None = Instant, B or Below = 1 PT, A or S = 2 PT, SS = 3 PT, SSS = 4 PT, Z = 5 PT). +8 to Fatigue costs while within area. *Note: Post ratio refers to how many posts one counts for towards advancement (i.e. at C-Rank Retraining 1 post counts for 2).
Name: Iceborn: Claws of Atata Classification: Kinjutsu Original Rank: D Count: 0/5 Current Rank: D Class: Passive Range: Contact
Description: The Iceborn's closeness to the cold results in their physical contact being able to inflict painful cold burns on those they strike. Unlike normal Toketsu, the cold inflicted by the Iceborn grows the more they strike their opponent. This imparts the effect of higher ranks of the effect without actually being said rank. This is often done through multiple strikes, while the use of Taijutsu alongside this technique allows a single strike to count as multiple. While the strikes to increase the rank of their effect is static based on the rank of their target's Defense, Endurance or Defense+Endurance Tier Chain and the Taijutsu's Rank, however the more the user retrains this technique the higher rank their strikes count as for their basic use. This starts at their own rank, though increases with each subsequent retraining. No. of Retrainings (New Rank) - Rank Counted As 0 (D) - Equal Rank 5 (C) - 1-Rank Higher 10 (B) - 1-Rank Higher 15 (A) - 2-Ranks Higher 20 (S) - 2-Ranks Higher
Def/End or Tier Chain (Taijutsu) - Strikes til Increase - Taijutsu Strike Reduction None - 10 Strikes - N/A D-Rank - 15 or 20 Strikes - 1 C-Rank - 20 or 25 Strikes - 2 B-Rank - 25 or 30 Strikes - 4 A-Rank - 30 or 35 Strikes - 8 S-Rank - 35 or 40 Strikes - 10 SS-Rank - 40 or 50 Strikes - 15 SSS-Rank - 50 or 60 Strikes - 20
Name: Iceborn: Child of Huhuva Classification: Kinjutsu Original Rank: D Count: 0/5 Current Rank: D Class: Passive Range: Self
Description: As the increased cold of being an Iceborn increases the Toketsu's impact on their environment as well as upon other people, their body is also turned to living ice much quicker than others. This slows their bloodflow exponentially, decreasing bleed damage further while also increasing the time it takes for poisons and other things that affect an individual by going through their bloodstream to take affect as well. The composition of their body also has a unique effect on their Eight Gates, changing the cosmetic effects of their release although not effecting them in other ways, at least not within this technique. This technique grows with effectiveness the more the user retrains it, like with most techniques within the Iceborn style. No. of Retrainings (New Rank) - Bleed Decrease - Countdown Increase 0 (D) - -1 Rank - +5 PT 5 (C) - -1 Rank - +10 PT 10 (B) - -2 Ranks - +15 PT 15 (A) - -2 Ranks - +20 PT 20 (S) - -3 Ranks - +25 PT
Gate - Appearance Opening - Light layer of frost on the user's skin. Healing - Light layer of frost on skin, wisps of frosted air swirling around user. Life - Skin turned blue, layer of frost on skin, wisps of air swirling around user. Pain - Skin turned blue, muscles bulging, layer of frost on skin & in hair, wisps of air swirling around user. Limit - Skin turned blue, muscles bulging, pure white eyes, layer of frost all over body, wisps of air swirling around user. View - Skin turned blue, muscles bulging, pure white eyes, layer of frost all over body, swirling vortex of frosted air and liquids swirling around user. Wonder - Skin turned blue, muscles bulging, pure white eyes, thick layer of frost over body, aura of glistening blue sweat sublimated from ice to vapor around the user, swirling vortex of frigid liquids swirling around the user. Death - Skin turned blue, muscles bulging, pure white eyes, thick layer of frost over body, thick aura of vibrant purple vapor from pores, hair and eyebrows born of their sublimated blood and sweat, swirling vortex of frigid liquids swirling around user.
Name: Iceborn: Lords of Padma Classification: Kinjutsu Original Rank: D Count: 0/5 Current Rank: D Class: Passive Range: Self
Description: Iceborn Toketsu have all of their benefits from the cold increased exponentially, being especially true for their comfortability when fighting in cold climates. The decreased stamina drain when fighting within cold conditions is increased the further they retrain this technique, though this also leaves them more vulnerable to Heated conditions, also increasing the stamina they lose within them. This has the added effect of making their bodies more capable of withstanding Cold-based techniques, granting them resistance in the form of halving damage (reduces by 1-Rank) and rendering the Iceborn immune to status effects of said techniques, but also making them more vulnerable to Heat-based techniques, doubling damage (increases by 1-Rank) and causing status effects to last twice as long. No. of Retrainings (New Rank) - Stamina Price Modifier - Resistance Modifier 0 (D) - +/-.5x - Cold = Up to 2-Ranks Below Affected - Heat = 2-Ranks Above & Higher Affected 5 (C) - +/-1x - Cold = Up to 1-Rank Below Affected - Heat = 1-Rank Above & Higher Affected 10 (B) - +/-1.5x - Cold = Up to Equal Rank Affected - Heat = Equal Rank & Higher Affected 15 (A) - +/-2x - Cold = Up to 1-Rank Above Affected - Heat = 1-Rank Below & Higher Affected 20 (S) - +/-2.5x - Cold = Up to 2-Ranks Above Affected - Heat = 2-Ranks Below & Higher Affected
Also for Samurai (the style was already introduced to NB, just needed writing up): Epee Chanson Épée Chanson: This samurai style focuses on positioning of one's feet and measured movements in order to generate blows that possess piercing potential far beyond what is capable for other samurai. The need for intense focus and pinpoint precision makes this style one of, if not the best suited for one on one duels. The way this style is preformed is almost as if the samurai is conducting music with their sword, their feet moving as though dancing along to the symphony of battle, thus the meaning of the style's name: "Sword Song". The weapon of choice of a Epee Chanson samurai is a Rapier. *Originator - Unknown Tiers Granted:Samurai: Speed & Endurance (S-Rank Cap) Reaper: Speed & Endurance (SS-Rank Cap) - Spoiler:
Name: Epee Chanson - Step Classification: Kenjutsu Rank: D-Rank Class: Supplementary Range: Varies
Description: The Epee Chanson Samurai Style is specifically focused around two abilities. The first is Step. A step is a movement of the sword style, something along the lines of a forward step or lunge. However the use of the steps is something rather odd as they are weak unless they are chained together into a 'Dance' as a chain of steps is known. Each of the steps has a base effect when used on its own however their fatigue cost is always one rank above the actual rank of the step and they also have an additional effect when used in a Dance as well as only costing their base stamina, making a long enough chain particularly deadly.
Name: Epee Chanson - Dance Classification: Kenjutsu Rank: D-Rank Class: Supplementary Range: Varies
Description: This is the other primary ability of the Epee Chanson style. With this the user is able to focus their internal energies into chaining their Steps together, combining them into the hyper deadly 'Dances' that the Epee Chanson are known for. There is an upper limit to the amount of steps that the samurai can chain together and depending on their rank, a base amount of steps that they have straight away. By not moving their legs they can prepare their muscles, each Post (Total) that they do not move their legs they can add one additional Step to their dance up to their maximum. Once a Dance has been initiated, there is then a cooldown, based on Endurance Tiers, before another Dance can be started up, although the cooldown can be negated by taking recoil damage equal to the user's rank that increases by one rank each time it is done in the same topic. Rank/Endurance - Base Steps - Max Number of Steps - Cooldown (PT) D - 1 - 3 - 15 C - 2 - 5 - 12 B - 3 - 7 - 9 A - 4 - 9 - 6 S - 5 - 11 - 3
Name: Epee Chanson - Singer's Blade Classification: Kenjutsu Rank: D-Rank Class: Passive Range: Self
Description: Those who practice the Epee Chanson style know the importance of their choice of blade. Their strikes must be swift and sure, their movements unburdened by the weight of an over-heavy sword. As such, Chanson samurai have specialized in the usage of rapiers, their swords cutting through the air with deadly precision and grace. However, there are quite a few rapier types to choose from, as many samurai who practice this style know well, and such one can choose to specialize in one type or utilize them all. There are three specific Rapiers the Chanson favor: the Foil, the Saber and the Estoc. Foils are favored by those who value speed and swiftness over range. Sabers are for those who like a standard range, but also wish to deal varied amounts of damage. Estoc are for those who favor an increased range and an increased capability with parrying. Rapier Type - Effect Foil - Halved Range for Kenjutsu, +2 Tier Levels to Arm Speed Saber - Normal Range for Kenjutsu, Adds Slashing and Bleed Damage to Techniques Estoc - Double Range for Kenjutsu, capable of being wielded with Two Hands to resist Disarming equal to the user's rank.
Name: Epee Chanson - Singing Parry Classification: Kenjutsu Rank: D-Rank Class: Passive Range: Self
Description: Those of the Epee Chanson style are among the best duelists in the world, due to their ability to provoke an opponent and strike at their weak points to slowly whittle down their defenses until they're defeated. They are capable of this because of what is known as their "Singing Parry", their ability to focus on a target intently in order to tell where their attacks will come from, how best to deal with these attacks and what openings to exploit on their opponent's person. This is dependent on the samurai's focus, with there being variable types depending on whether or not the swordsman is facing a single opponent (True Duel), a group (Standard Group), or focusing on a single opponent in a group (Improper Duel). The effects of one's focus is described as such: Focus Type - Effect True Duel Focus = Chanson Samurai gains Reaction Tiers equal to one rank above their own against their target only (Kenjutsu capable of parrying Physical Techniques moving at Tier++ Speeds equal to their own) Improper Duel Focus = Chanson Samurai gains Reaction Tiers equal to their rank against their target and all Tier Checks against others are increased by a rank (Kenjutsu capable of parrying Physical Techniques moving at Tier+ Speeds equal to their own; Chanson Kenjutsu deal 1-Rank lower damage) Standard Group Focus = Chanson Samurai doesn't focus on a single target (Kenjutsu capable of parrying Physical Techniques moving at Tier Base Speeds equal to their own; Chanson Kenjutsu deal 2-Ranks Lower Damage) Alongside their focus, they are capable of establishing a radius around their person that they are capable of intercepting strikes and parrying blows within. The effects of the radius change based on how focused the samurai is on a single target, and how long they have been focusing on said target. This is known as their "Minstrel Radius" and is calculated based on the length of their blade as well as their height, like so: User's Height - Blade Length (Saber) - Minstrel Radius 3 Feet & Below (1 Foot Arm Length) - 3.5 Feet - 7ft 4 Feet (1.5 Feet Arm Length) - 3.5 Feet - 8ft 5 Feet (2 Feet Arm Length) - 3.5 Feet - 10ft 6 Feet (2.5 Feet Arm Length) - 3.5 Feet - 11ft 7 Feet (3 Feet Arm Length) - 3.5 Feet - 13ft 8 Feet (3.5 Feet Arm Length) - 3.5 Feet - 14ft Like wise due to revolving around focus and targeting one's opponent, with the longer the samurai focuses on their target determining how powerful their perception against that target is, however it comes at the cost of imposing a form of "tunnel vision" on the Chanson samurai, making them more susceptible to damage from targets other than the one they are focusing on. Though with higher levels of focus, the samurai unlocks more deadly maneuvers within the Epee Chanson style, making a fully focused practitioner of this style a danger to many foes. When active, the bonuses granted are turned into penalties against anyone other than the focused target. Turns Focusing = Prediction & Effect 2 Turn = Perception boosted to equal Time-Slowing Dojutsu within the full Minstrel Radius (+1 Tier Level to Parrying Speed) 3 Turns = Perception boosted to equal Muscle Tension within the full Minstrel Radius (+2 Tier Levels to Parrying Speed) 4 Turns = Perception boosted to equal Time Slowing/Muscle Tension with Reaction Tiers within 3/4ths of the Minstrel Radius (+3 Tier Levels to Parrying Speed) 5 Turns = Perception boosted to equal Time Slowing + Muscle Tension + Reaction Tiers within half of the Minstrel Radius (+4 Tier Levels to Parrying Speed) 6 Turns = Perception boosted to equal Precognition/Premonition within 1/4th of the Minstrel Radius (+5 Tier Levels to Parrying Speed) [Insert Name]'s Current Minstrel Radius = *Note: Utilizing Foils or Estoc will decrease or increase their blade Minstrel Radius accordingly, based on the rapier's range modifier.
Name: Chanson Style - Step: Shuffle Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: With this, the user steps forwards but keeps the positioning of their feet, using slight shuffles and slides to step forwards in a rather jittery maneuver. This has the unique effect that when used it causes the user's movement during this, with the speed this is used alongside, to not count towards their movement for that post. For example, if used with C-Rank speed they are capable of moving 10 feet and then capable of using speed to dash forwards an additional 10 feet, both movements happening in the same PT. However this can only be used once per round. When used as part of a dance however, then the user's legs move at a tier level higher than usual while making this movement.
Name: Chanson Style - Step: Drive Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: A Drive is a forwards movement done with the legs, pushing off of the ground behind the user to speed themselves forwards to help them deliver a deadly strike on a foe. With this technique, the user forces themselves to push forwards, dealing a D-Rank of physical damage and a C-Rank of pain to their legs however it forces their legs to move faster, going up in speed by a tier level. When used as part of a dance, the seamless sliding into the movement means that not only does the user's arms move a tier level faster but the pain is dropped to a D-Rank as it becomes easier to move into.
Name: Chanson Style: Swift Step Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: N/A
Description: This is the Chanson Style take on Speed tiers, born from their need for deft movements and quick attacks with deadly precision. This results in impressive speed centered in their limbs, but most notably in their arms so that they can move their sword with blinding speed. As such, the Chanson Samurai’s legs are capable of moving at D-Rank- Speeds, while their arms move at D-Rank+. The danger of the style is that the Chanson samurai is capable of remaining completely still for at least 1 post (total) to augment their speed, granting a boost of +1 tier levels that can either go to Leg or Arm speed, though they can choose which the boost goes to. This boost lasts for a single post in order to fuel a powerful attack, before the user returns to their normal speed, and this boost requires a 1 Turn cooldown before it can be used again though if one possesses D-Rank Endurance this cooldown is reduced to 1 post (total).
Name: Chanson Style: Ninja's Agility Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: This is the Chanson style’s take on Endurance tiers, born from their need to chain their different steps into dances without an overly taxing drain on their Stamina reserves. As such, their Endurance focuses specifically on limiting the amount of stamina that is consumed when they fight, as their style alone can be incredibly taxing. This functions as D-Rank Endurance for Tier Checks alone, but does not give the usual benefit of reducing Chakra based damage to the user. In return, this halves the stamina usage of all Tiers, Physical and other Stamina Price using techniques equal to D-Rank, allowing more to be utilised without causing acute fatigue drain.
Name: Chanson Style: Concentration Technique Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: The Chanson 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 add steps to a Dance without needing to wait the required time, focusing acutely on their movements in order to do so without damaging themselves. The number of steps that can be performed without needing to stand still is based on the Samurai's rank, and the number of steps within a Dance cannot exceed that which is currently allowed to the Samurai. 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. Rank - # of Steps D - 2 C - 3 B - 4 A - 5 S - 6
Name: Chanson Style - Step: Strike of Disgrace Classification: Kenjutsu Rank: C-Rank Class: Offensive Range: Short
Description: The Epee Chanson style is not focused on dealing lots of damage at once, rather it is focused on several volleys of small strikes that mount up, causing blood loss, stamina loss and crippling locations to eventually wear a foe down. However they realised that certain people, such as Cypher would be able to tank these hits long enough to launch point blank techniques, hence the their iteration of the Strike of Disgrace. The Epee Chanson Strike of Disgrace is one very powerful stab, focused on either driving through the leg to pin it to the ground or driving through the hand, pinning it to a solid object or the victim's shoulder or chest. This technique only deals a C-Rank of damage no matter what, but it possesses B-Rank defense piercing and requires reaction tiers equal to one below the speed it was launched at to dodge the blow. If used in a dance it becomes more dangerous as it becomes multiple stabs depending on the speed tier the user possesses, each of them having the same effect. Speed Tier - Number of Stabs D - 1 C - 1 B - 2 A - 2 S - 3
Name: Chanson Style - Step: Heel Kick Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: When fighting against a Chanson Samurai, the ability to watch what they are doing and react in kind is the most important thing to ensure survival. However the Samurai are aware of this and have ways to try and negate such a thing. The Chanson Heel Kick is very strange as it involves moving within an enemy's blindside to knock them out of position and weaken their ability to react properly. The Samurai steps forwards into the enemy's guard and knocks their foot aside, weakening their stance and opening them up. This deals no damage, however it lowers the enemy's Reaction tiers for a short period of time. The Reaction debuff is based on the Samurai's speed and the length it lasts for is dependent on the opponent's balancing technique as they try and bring themselves back into position to defend themselves properly. If used as part of a Dance, this also reduces the opponent's movement distance as though they had suffered a two rank speed decrease. Speed/Balancing Tech - Debuff - Duration (PT) D/None - 2 Tier Levels - 18 C/D - 3 Tier Levels - 15 B/C - 4 Tier Levels - 12 A/B - 5 Tier Levels - 9 S/A - 6 Tier Levels - 6 -/S - N/A - 3
Name: Chanson Style - Step: Lunge Classification: Kenjutsu Rank: C-Rank Class: Offensive Range: Long
Description: A lunge is a rather basic technique but one that requires proper training to use correctly. With a lunge the user steps forwards into a low forwards stance and drives their blade forwards with great force. When used on its own, this technique allows the user to use a 2x modifier on distance for their next physical strike as it is buffed by the lunge, reaching much farther than it normally would. When used as part of a dance, they not only get the bonus to range but they also cause their sword to lash out at unnatural speeds, causing the Reaction requirement to pick up on the blade’s movement by one tier level.
Name: Epee Chanson - Step: Force Classification: Kenjutsu Rank: C-Rank Class: Offensive Range: Self
Description: A Force is a movement of a sword generally done with a cocking of the elbow and slight twist of the wrist to drive a sword in much harder than it would normally be done. This is usually somewhat painful to do, causing a C-Rank of pain to the user when this is activated however the end result is incredibly useful as it gives the strike defense piercing equal to one rank below the speed that the blade is being stabbed forwards at. When used in a dance, this actually also deals a C-Rank of damage to the user's body as it is forced to contort to trigger this, but the defense piercing is equal rank and the speed of the strike is buffed by one tier level.
Name: Chanson Style - Step: Withdraw Classification: Taijutsu Rank: C-Rank Class: Defensive Range: Self
Description: Almost like the complete opposite of Shuffle, a Withdraw allows the user to move backwards after attacking, potentially to get out of the range of physical strikes or other dangerous hazards. With this the user is able to travel backwards a distance depending on their speed tier as part of their post's movement, meaning they can still move normally and then use this technique to get out of the way. When used in a dance, this retreating movement is one tier level faster. Speed Tier - Distance Moved D - 5ft C - 10ft B - 15ft A - 20ft S - 25ft
Name: Chanson Style - Step: Guard Classification: Kenjutsu Rank: C-Rank Class: Defensive Range: Self
Description: With this technique, the user pulls themselves into a defensive stance, blade held out before them, eyes peeled for any opponents that might be coming their way, enabling themselves to react much better to strikes that come after them over the course of the round. When this is activated speed checks required by the user are lowered by one rank as they prepare themselves. When used as part of a dance, reaction checks are lowered by a rank as well and the user gets to retain any buff to their legs if that was included during the Dance. While this is active, the user's offensive techniques are weakened by a rank and it lasts for a number of PT dependent on the user's rank, afterwards there is a cooldown based on their Endurance Tiers. Rank (Endurance) - Duration/Cooldown[/b] D- 2 PT - 15 PT C - 4 PT - 12 PT B - 6 PT - 9 PT A - 8 PT - 6 PT S - 10 PT - 3 PT
Name: Chanson Style - Step: Feint Classification: Kenjutsu Rank: C-Rank Class: Offensive Range: Self
Description: This technique is one used to catch an opponent off-guard, and is executed more as an addition to other techniques than a standalone. In particular it is used to prey on those with enhanced perception, as they often rely too much on it to read their opponents and what they can do. The maneuver is very simple, the samurai telegraphs a certain move but, during its execution, they change the nature of their attack mid-strike. This is taxing on the body, incurring a moderate Recoil and high Pain price to use, however how much the user pushes themselves determines just how powerful their feint is. When used as a part of a Dance, the Pain incurred by the technique is instead equal to the Recoil as the feint is easier to pull off. Recoil + Pain Price - Perception Bypassed D + 2 D - D-Rank Weapon Reading/Reaction Tiers 2 D + 4 D - C-Rank Weapon Reading/Time-Slowing 4 D + C - B-Rank Weapon Reading/Iai Prediction C + B - A-Rank Weapon Reading/Muscle Tension B + A- S-Rank Weapon Reading/Iai Premonition *Note: Higher levels of bypassed perception also apply to all the lower levels (i.e. a 4 D Recoil and C Pain price allows one to bypass Iai Prediction as well as T.S. Dojutsu and Reaction Tiers).
Name: Chanson Style: To Issue a Challenge Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: The Samurai issues a challenge out to a target they have focused on, someone they wish to duel. This challenge is often insulting, the Chanson dredging up their worst to spew at their target in an attempt to incur their wrath. This is one of the lesser known arts of the Epee Chanson style, as it is almost completely supplementary in nature. The challenge serves to anger their opponent, drawing them into the fight while making their attacks more reckless. This technique, rather than possessing a regular stamina price, requires a minimum word count for the samurai's post wherein they must be issuing a challenge with some form of insulting words or gestures to their opponent. Based on their word count, the opponent must pass a Barrier Tier check or else they are drawn into the fight as they are consumed with rage with this check capable of being tried after it is failed once if the victim performs a Day/Night Roll (1 = Re-Check, 2 = No Re-Check), enabling them to boost their Barrier Tiers by artificial means if available and try again. Once in the fight, they are afflicted with a reduction to their Anger Limit each Turn they remain in combat with the user. Based on their Anger Limit's current level, the target gains a buff to their damage (counts as an External Buff due to originating from another person) but all of their attacks also gain a Reaction Tier Check to actually land on the user, both due to the increased ferocity and recklessness of the target's attacks. WC - Barrier Tier Req. = A.L. Reduction per Turn 100 or Below - D-Rank = -1 250 - C-Rank = -2 500 - B-Rank = -3 750 - A-Rank = -4 1000 or Above - S-Rank = -5
Anger Limit - Dmg Buff - Reaction Tier Req. Full (Calm) - +1 Rank - D-Rank 3/4th (Steamed) - +1 Rank - C-Rank 1/2 (Heated) - +1 Rank - B-Rank 1/4th (Angered) - +2 Ranks - A-Rank Empty (Enraged) - +2 Ranks - S-Rank
Name: Chanson Style: Bullet Movement Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: N/A
Description: This is the Chanson Style take on Speed tiers, born from their need for deft movements and quick attacks with deadly precision. This results in impressive speed centered in their limbs, but most notably in their arms so that they can move their sword with blinding speed. As such, the Chanson Samurai’s legs are capable of moving at C-Rank- Speeds, while their arms move at C-Rank+. The danger of the style is that the Chanson samurai is capable of remaining completely still for at least 2 posts (total) to augment their speed, granting a boost of +2 tier levels that must be split evenly between Leg and Arm speed. This boost lasts for a single post in order to fuel a powerful attack, before the user returns to their normal speed, and this boost requires a 2 Turn cooldown before it can be used again though if one possesses C-Rank Endurance this cooldown is reduced to 2 posts (total).
Name: Chanson Style: Monk's Grace Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: This is the Chanson style’s take on Endurance tiers, born from their need to chain their different steps into dances without an overly taxing drain on their Stamina reserves. As such, their Endurance focuses specifically on limiting the amount of stamina that is consumed when they fight, as their style alone can be incredibly taxing. This functions as C-Rank Endurance for Tier Checks alone, but does not give the usual benefit of reducing Chakra based damage to the user. In return, this halves the stamina usage of all Tiers, Physical and other Stamina Price using techniques C-Rank and below, allowing more to be utilised without causing acute fatigue drain.
Name: Chanson Style - Step: Thousand Cuts Classification: Kenjutsu Rank: B-Rank (-3 Stamina per 5 Strikes) Class: Offensive Range: Short
Description: With this technique, the user drives in with dozens of incredibly fast and difficult to see stabs that individually deal almost no damage but the true purpose of them is that they are incredibly hard to see but also cause a lot of pain, perhaps forcing a person to fall unconscious depending on how many stabs they receive. When used, each stab requires Reaction tiers equal to the speed of the strike to see however each strike only deals a D-Rank of damage but inflicts 3 D-Ranks of pain, making it quite easy to overload a victim. When used in a dance, Thousand Cuts has its number of strikes multiplied and boosts Reaction requirements by a single tier level. Speed Tier - No. of Strikes - Dance Modifier D - 4 - 1.5x C - 8 - 1.5x B - 12 - 1.75x A - 16 - 1.75x S - 20 - 2x
Name: Chanson Style - Step: Beating Blades Classification: Kenjutsu Rank: B-Rank Class: Defensive Range: Self (Techniques)
Description: Epee Chanson is focused on many strikes at high speeds, so it is no surprise that other swordsmen could easily overpower them and their weapon, as the foils and sabers of the style are often lighter than many other blades. This technique acts as a parry, matching the target's blade before shifting the user's weight and pushing the offending weapon aside, using their own strength against them to avoid the damage of the attack. Should the target not have Balancing Technique or Reaction equal to 1-Rank above the tier they executed the attack with to catch themselves, they fall over and are rendered prone for 1 post (total). When used as part of a Dance, the user's own force is added onto the push, increasing the requirements to remain upright by 1-Rank.
Name: Chanson Style - Step: Follow Through Classification: Kenjutsu Rank: B-Rank Class: Offensive Range: Short
Description: Epee Chanson samurai are fast, though there is no doubt that there are those within the world faster. The Tenmetsu, who originated the immense speed of the samurai, the Geka who are their descendants. Not to mention those who might not be particularly fast, but possess enough Reaction to avoid blows. This technique is an add-on to the user's techniques, as it allows them to chase down those that avoid their blows, moving a set distance to follow after their target while also increasing the speed of their strikes by a Tier Level. The danger of this technique is that it is capable of being performed repetitively, counting only as one Step within a Dance up to a certain number of uses, with each use stacking the effects of the technique. When used as part of a Dance, one use of this technique only counts as half of one in regard to max uses. Rank (Speed) - Movement - Max Uses D - 5ft - 2 C - 10ft - 3 B - 15ft - 4 A - 20ft - 5 S - 25ft - 6
Name: Chanson Style: Grève Vitale Classification: Kenjutsu Rank: B-Rank Class: Offensive/Supplementary Range: Self (Techniques)
Description: Req. 3 Turns of Focus. As a style that thrives on battles of attrition, skillfully breaking down their opponent with several little strikes over the larger, flashier attacks of other styles. However this is not always within their best interest, so Epee Chanson samurai have devised a way to make their many strikes even more dangerous. After focusing on a single target for enough time, they are keyed into vulnerable areas upon their target and even their vital areas. This technique can then be added onto any of their strikes, gaining the prefix "Vitale [Insert Technique Name]", while also applying the stamina loss affixed to non-lethal vital damage (see Recoil & Stamina Info) based on the damage the strike does. When this technique is used on a strike within a Dance, all strikes within the Dance benefit from its effects, stacking the stamina loss to exhaust one's opponent quickly.
Name: Chanson Style: Crashing Dance Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: N/A
Description: This is the Chanson Style take on Speed tiers, born from their need for deft movements and quick attacks with deadly precision. This results in impressive speed centered in their limbs, but most notably in their arms so that they can move their sword with blinding speed. As such, the Chanson Samurai’s legs are capable of moving at B-Rank- Speeds, while their arms move at B-Rank+. The danger of the style is that the Chanson samurai is capable of remaining completely still for at least 3 posts (total) to augment their speed, granting a boost of +3 tier levels that must be split between Leg and Arm speed, though they can choose how they split it. This boost lasts for a single post in order to fuel a powerful attack, before the user returns to their normal speed, and this boost requires a 3 Turn cooldown before it can be used again though if one possesses B-Rank Endurance this cooldown is reduced to 3 posts (total).
Name: Chanson Style: Indomitable Finesse Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: This is the Chanson style’s take on Endurance tiers, born from their need to chain their different steps into dances without an overly taxing drain on their Stamina reserves. As such, their Endurance focuses specifically on limiting the amount of stamina that is consumed when they fight, as their style alone can be incredibly taxing. This functions as B-Rank Endurance for Tier Checks alone, but does not give the usual benefit of reducing Chakra based damage to the user. In return, this halves the stamina usage of all Tiers, Physical and other Stamina Price using techniques B-Rank and below while completely negating the base stamina price of D-Rank Epee Chanson techniques (excluding tiers) as a whole, allowing more to be utilised without causing acute fatigue drain. This only eliminates the base stamina price of the technique, meaning all additional or optional prices must be paid, though at half the price as detailed above.
Name: Chanson Style - Step: Needlepoint Classification: Kenjutsu Rank: A-Rank (-4 Stamina per Use) Class: Offensive Range: Short
Description: This is a very simple offensive technique of the Chanson style, and rather unusual in its execution in comparison to other techniques. Rather than thrusting their weapon, withdrawing and then thrusting again, the user thrusts their weapon forward and then performs one of three motions: small thrusting, a sharp twist or a vicious yank. The first serves to deepen the wound, granting the attack the ability to pierce defenses if they are met, the second causing one's target to bleed profusely while the latter increases the damage dealt by the blow. Only one of these motions can be performed per use of the technique, however it can be used repetitively without withdrawing one's blade from the opponent though stacking their stamina costs. When used within a Dance, the samurai can perform two uses of this technique as a single step. Rank (Speed) - Piercing Gained - Bleed each PT - Damage Increase D - D, 2 D, 1-Rank C - C, 3 D, 1-Rank B - B, 4 D, 1-Rank A - A, 6 D, 2-Ranks S - S, 8 D, 2-Ranks
Name: Chanson Style - Step: Riposte Classification: Kenjutsu Rank: A-Rank Class: Defensive/Offensive Range: Short
Description: With this technique, the samurai prepares for a blow to come with their blade held vertically in front of themselves. When the attack comes, they block with their blade, their hand supporting the flat or hilt of their weapon. This counts as an A-Rank Parrying technique, though it comes with an added feature. Once a technique is blocked, the samurai is capable of executing an immediate follow through, chaining offensive techniques with this one in the form of a "Mini-Dance". This allows the user to perform a Dance without having first stood still and without incurring the cooldown from the technique, however it applies a Recoil Price and also has a maximum number of Steps that can be performed after Riposte. The user is capable of lessening the strain of this by performing fewer Steps in the mini-Dance, lowering the Recoil by 1-Rank per technique below the maximum. Despite its nature, Riposte can be applied to Dances, and its effect adds on extra steps to the end of the Dance at the cost of a flat B-Rank Recoil Damage. Rank - Max/Add. Steps - Recoil D - 1 - D C - 2 - C B - 3 - B A - 4 - A S - 5 - S
Name: Chanson Style - Step: Strafe Classification: Taijutsu Rank: A-Rank Class: Offensive Range: Short
Description: The Strafe is the sister technique to both the Shuffle and the Withdraw, but rather than being used to engage like the former or disengage like the latter, it allows the samurai to change their positioning around their opponent without using their movement for the post. With this, the user moves clockwise or counterclockwise in a circle around their opponent, allowing them to dodge attacks or slip into their target's blind spot to launch a devastating blow. This technique was made to keep within close quarters, so the distance they can move is reduced in comparison to others. When used within a Dance, the movement of the user's legs is increased by a tier level and the distance moved is doubled. Speed Tier - Distance Moved D - 1ft C - 2ft B - 3ft A - 4ft S - 5ft
Name: Chanson Style: Throw Down the Gauntlet Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: The Samurai issues a challenge out to a target they have focused on your someone they wish to duel, though this time the challenge is more irresistible. This challenge is often insulting, the Chanson dredging up their worst to spew at their target in an attempt to incur their wrath. This is one of the lesser known arts of the Epee Chanson style, as it is almost completely supplementary in nature. The challenge serves to anger their opponent, drawing them into the fight while making their defenses more reckless. This technique, rather than possessing a regular stamina price, requires a minimum word count for the samurai's post wherein they must be issuing a challenge with some form of insulting words or gestures to their opponent. Based on their word count, the opponent must pass a Barrier Tier check or else they are drawn into the fight as they are consumed with rage with this check capable of being tried after it is failed once if the victim performs a Day/Night Roll (1 = Re-Check, 2 = No Re-Check), enabling them to boost their Barrier Tiers by artificial means if available and try again. Once in the fight, they are afflicted with a reduction to their Anger Limit each Turn they remain in combat with the user. Based on their Anger Limit's current level, the target gains a buff to their damage (counts as an External Buff due to originating from another person) but their Defensive Tiers (Defense, Endurance and Barrier including all tier chains utilizing these three) suffer a debuff, both due to the increased ferocity and recklessness of their target. This can be chained with "To Issue a Challenge", doubling the WC requirements for the post but also applying both Anger Limits to the reduction and the other effects of both techniques. Thanks to the two techniques working so well together the Barrier requirement to resist both is increased by a rank. WC - Barrier Tier Req. = A.L. Reduction per Turn 100 or Below - D-Rank = -1 250 - C-Rank = -2 500 - B-Rank = -3 750 - A-Rank = -4 1000 or Above - S-Rank = -5
Anger Limit - Dmg Buff - Tier Debuff Full (Calm) - +1 Rank - 1 Tier Level 3/4th (Steamed) - 2 Tier Levels 1/2 (Heated) - 3 Tier Levels 1/4th (Angered) - 4 Tier Levels Empty (Enraged) - 5 Tier Levels
Name: Chanson Style: Vacuum Choreography Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: N/A
Description: This is the Chanson Style take on Speed tiers, born from their need for deft movements and quick attacks with deadly precision. This results in impressive speed centered in their limbs, but most notably in their arms so that they can move their sword with blinding speed. As such, the Chanson Samurai’s legs are capable of moving at A-Rank- Speeds, while their arms move at A-Rank+. The danger of the style is that the Chanson samurai is capable of remaining completely still for at least 4 posts (total) to augment their speed, granting a boost of +4 tier levels that must be split evenly between Leg and Arm speed, though they can choose how they split it. This boost lasts for a single post in order to fuel a powerful attack, before the user returns to their normal speed, and this boost requires a 4 Turn cooldown before it can be used again though if one possesses A-Rank Endurance this cooldown is reduced to 4 posts (total).
Name: Chanson Style: Unbreakable Poise Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: This is the Chanson style’s take on Endurance tiers, born from their need to chain their different steps into dances without an overly taxing drain on their Stamina reserves. As such, their Endurance focuses specifically on limiting the amount of stamina that is consumed when they fight, as their style alone can be incredibly taxing. This functions as A-Rank Endurance for Tier Checks alone, but does not give the usual benefit of reducing Chakra based damage to the user. In return, this halves the stamina usage of all Tiers, Physical and other Stamina Price using techniques A-Rank and below while completely negating the base stamina price of C-Rank Epee Chanson techniques (excluding tiers) as a whole, allowing more to be utilised without causing acute fatigue drain. This only eliminates the base stamina price of the technique, meaning all additional or optional prices must be paid, though at half the price as detailed above.
Name: Chanson Style - Closing Step: Grele d'Epee Classification: Kenjutsu Rank: S-Rank (-5 Stamina per 3 Strikes) Class: Offensive Range: Short
Description: A strange aspect of the Epee Chanson style is the lack of many dedicated offensive techniques. It is a style that allows its practitioners to form their own attacks, to allow them to diversify their use of it. There do exist a trio of techniques often mastered by those of the Epee Chanson style, most of which being known as "Closing Steps" as they are not only used as "executions" of a sort, but they are also only capable of being used at the end of a Samurai's Dance if used in one at all. The first takes the principles of the Epee Chanson to their apex, causing the user to strike out at their opponent with rapid fire thrust, envoking the visual of a grouping of lances behind the practitioner. This technique deals relatively low damage, only a C-Rank of Physical, though each strike possesses Defense Piercing equal to 1-Rank above the speed they are executed with, while the number of strikes depends on the user's rank. When utilized to close a Dance, the damage of the strikes is increased by 1-Rank per set of 3 the user performs, whether or not they land (caps at SSS), causing the final strikes to become the most lethal of them all. Rank - # of Strikes D - 3 C - 6 B - 9 A - 12 S - 15 "Z" - 18 "X" - 21
Name: Chanson Style - Closing Step: Lame Chantante Classification: Kenjutsu Rank: S-Rank (-5 Stamina per Use) Class: Offensive Range: Short
Description: A strange aspect of the Epee Chanson style is the lack of many dedicated offensive techniques. It is a style that allows its practitioners to form their own attacks, to allow them to diversify their use of it. There do exist a trio of techniques often mastered by those of the Epee Chanson style, most of which being known as "Closing Steps" as they are not only used as "executions" of a sort, but they are also only capable of being used at the end of a Samurai's Dance if used in one at all. The second focuses less on the number of strikes the user performs and more on the speed at which they are performed. This Samurai swings their blade outward in sweeping motions, dealing damage equal to the speed of their strikes, however the speed of the strikes are so great that the wounds do not open for some time, and those without Pain Sensory or a heightened sense of Touch (resulting in Pain Sensitivity) are unable to notice them until it's too late, resulting in the wounds blossoming open and the damage being revealed. Truthfully, the only indication that the user even swung their weapon is the humming of the blade as it sweeps through the air. Due to the nature of this technique, it is considered a trap maneuver and doesn't need to be placed in spoilers unless the target possesses a Kenjutsu or Weapon Reading technique S-Rank or Above. When used to close a Dance, the time it takes for the wounds to open is doubled, allowing the user to deal even more damage before it all registers and eliminate the opponent outright. Rank - Strikes - PT to Notice - Sense to Notice Damage D - 1 - 2 PT - Normal C - 2 - 4 PT - Raised B - 3 - 6 PT - Heightened A - 4 - 8 PT - Enhanced S - 5 - 10 PT - Max "Z" - 6 - 15 PT - Above Max "X" - 7 - 20 PT - Super Sensory
Name: Chanson Style - Step: Fleur Cramoisie Classification: Taijutsu Rank: S-Rank Class: Offensive Range: Short
Description: A strange aspect of the Epee Chanson style is the lack of many dedicated offensive techniques. It is a style that allows its practitioners to form their own attacks, to allow them to diversify their use of it. There do exist a trio of techniques often mastered by those of the Epee Chanson style, most of which being known as "Closing Steps" as they are not only used as "executions" of a sort, but they are also only capable of being used at the end of a Samurai's Dance if used in one at all. The third is the most brutal of them all, finding a dangerous middle ground between blinding speed and overwhelming strikes. The Samurai lashes out with pinpoint precision, though the blows themselves aren't meant to damage the foe, only dealing D-Rank Pain when they land. They still break the skin, as they possess Defense Piercing equal to the speed the user strikes out with. The true danger of the technique lay in the areas struck, as the user either targets major blood vessels along the target's body if their opponent possesses blood, or their joints if they don't. The former causes blood to blossom from the wounds in gruesome fashion, granting the technique its name, while the latter paralyzes the victim until they receive medical attention equal to the user's rank. When used to finish a Dance, the pain generated by this technique is increased to be equal to the speed, allowing the user to cripple their opponent in multiple ways. Rank - Initial Bleed (per Turn After) - Medical Treatment Req. D - 3 D (2 D) - Hybrid Based (i.e. Medical Nintaijutsu) C - 4 D (3 D) - Physical Based (i.e. Medical Taijutsu) B - 5 D (4 D) - Chakra Based (i.e. Medical Soul Tech) A - 1 C (5 D) - Mental Based (i.e. Medical Fabrication) S - 1 B (1 C) - Spiritual Based (i.e. Medical Kinjutsu) "Z" - 1 A (1 B) - Natural Based (i.e. Medical Senjutsu) "X"/Elite - 1 S (1 A) - Increased Rank* *Note: Elite increases the rank requirement to 1-Rank Above user for their rank's required medical treatment; X-Rank increases the requirements of all types outside of Spiritual and Natural by 2-Ranks, while the remaining two are increased by 1-Rank.
Name: Chanson Style: Blinding Baile Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: N/A
Description: This is the Chanson Style take on Speed tiers, born from their need for deft movements and quick attacks with deadly precision. This results in impressive speed centered in their limbs, but most notably in their arms so that they can move their sword with blinding speed. As such, the Chanson Samurai’s legs are capable of moving at S-Rank- Speeds, while their arms move at S-Rank+. The danger of the style is that the Chanson samurai is capable of remaining completely still for at least 5 posts (total) to augment their speed, granting a boost of +5 tier levels that must be split as evenly as possible between Leg and Arm speed, though they can choose how they split it. This boost lasts for a single post in order to fuel a powerful attack, before the user returns to their normal speed, and this boost requires a 5 Turn cooldown before it can be used again though if one possesses S-Rank Endurance this cooldown is reduced to 5 posts (total).
Name: Chanson Style: Immortal Elegance Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self
Description: This is the Chanson style’s take on Endurance tiers, born from their need to chain their different steps into dances without an overly taxing drain on their Stamina reserves. As such, their Endurance focuses specifically on limiting the amount of stamina that is consumed when they fight, as their style alone can be incredibly taxing. This functions as S-Rank Endurance for Tier Checks alone, but does not give the usual benefit of reducing Chakra based damage to the user. In return, this halves the stamina usage of all Tiers, Physical and other Stamina Price using techniques S-Rank and below while completely negating the base stamina price of B-Rank Epee Chanson techniques (excluding tiers) as a whole, allowing more to be utilised without causing acute fatigue drain. This only eliminates the base stamina price of the technique, meaning all additional or optional prices must be paid, though at half the price as detailed above. Reaper Chanson- Spoiler:
Name: Chanson Style: Ripping Ball Classification: Taijutsu Rank: SS-Rank Class: Supplementary Range: N/A
Description: This is the Chanson Style take on Speed tiers, born from their need for deft movements and quick attacks with deadly precision. This results in impressive speed centered in their limbs, but most notably in their arms so that they can move their sword with blinding speed. As such, the Chanson Samurai’s legs are capable of moving at SS-Rank- Speeds, while their arms move at SS-Rank+. The danger of the style is that the Chanson samurai is capable of remaining completely still for at least 6 posts (total) to augment their speed, granting a boost of +6 tier levels that must be split evenly between Leg and Arm speed. This boost lasts for a single post in order to fuel a powerful attack, before the user returns to their normal speed, and this boost requires a 6 Turn cooldown before it can be used again though if one possesses SS-Rank Endurance this cooldown is reduced to 6 posts (total).
Name: Chanson Style: Demigod’s Grandeur Classification: Taijutsu Rank: SS-Rank Class: Supplementary Range: Self
Description: This is the Chanson style’s take on Endurance tiers, born from their need to chain their different steps into dances without an overly taxing drain on their Stamina reserves. As such, their Endurance focuses specifically on limiting the amount of stamina that is consumed when they fight, as their style alone can be incredibly taxing. This functions as SS-Rank Endurance for Tier Checks alone, but does not give the usual benefit of reducing Chakra based damage to the user. In return, this halves the stamina usage of all Tiers, Physical and other Stamina Price using techniques SS-Rank and below while completely negating the base stamina price of A-Rank Epee Chanson techniques (excluding tiers) as a whole, allowing more to be utilised without causing acute fatigue drain. This only eliminates the base stamina price of the technique, meaning all additional or optional prices must be paid, though at half the price as detailed above.
| |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Tech Updates 9th November 2020, 6:18 pm | |
| 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 | |
| | | Sponsored content
| Subject: Re: Tech Updates | |
| |
| | | | Tech Updates | |
|
Similar topics | |
|
| Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| Academy Field Trip | 28th November 2022, 4:02 pm by Xi | Road Trip
With the first round of classes complete and the students already acclimated to life at the academy. The school has organized a field trip in order to give the students a taste of what …
[ Full reading ] | Comments: 4 |
Who is online? | In total there is 1 user online :: 0 Registered, 0 Hidden and 1 Guest None Most users ever online was 346 on 15th April 2021, 2:59 pm |
|