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| Akira's Techniques | |
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PunkPrincess Admin
Posts : 2110 Join date : 2010-07-23 Age : 32
| Subject: Akira's Techniques 1st March 2019, 4:52 pm | |
| Name: Kurusu Puppetry Style - Wild Card Classification: Fighting Style Rank: B Class: Supplementary Range: Self
Description: Req. Mask of Ren, Flash Blade Creation. A unique brand of puppet taijutsu, developed by Akira due to his proficiency with wielding puppets within short range. The Wild Card fighting style is developed around the simple premise of switching out his puppets mid-combination, keeping the assaults coming from all sides and protecting his puppets from immediate counter attacks to storing them just as quickly. Due to the nature of the style, attacks linked by the style are limited in to taijutsu and kenjutsu due to the necessity of quick, close combat. With experience, Akira can link more blows and more puppets, not counting himself, in to this style in a single combination, and with increasing speeds at which the puppets appear, requiring reaction tiers equal to the speed of Akira's puppet control so long as they are in the Effective Radius. The radius of the techniques cannot exceed the area of influence Akira has over his puppets.
Rank - Max puppets in combo - Effective Radius (Max Radius) D - 1 - 5 Ft (10 Ft) C - 2 - 10 Ft (20 Ft) B - 3 - 15 Ft (30 Ft) A - 4 - 20 Ft (40 Ft) S - 5 - 25 Ft (50 Ft)
Name: Wild Card - Three Way blow Classification: Taijutsu/Kugujutsu Rank: C Class: Offensive Range: Short
Description: The Three Way Blow was the basis for the Wild Card style. Together with a puppet that possesses hands, Akira initiates a scissor move along side his active puppet, striking an opponent from both sides within 7ft. Upon making contact, Akira then switches out his puppet for another half in reserves, who completes a follow up attack of their own from a different angle. Whilst Akira and his puppet's attacks are limited to their own speeds, the additionally summoned puppet's attack requires a reaction tier one rank higher to predict where the attack is coming from to defend against it. Each blow dealing a C-rank of damage, with Akira dealing physical, whilst the blows from the puppets deliver C-ranks of Hybrid Damage.
Name: Wild Card - Overpowering Blow - Orpheus Classification: Taijutsu/Kugujutsu Rank: C Class: Offensive Range: Short
Description: An attack built around the use of Orpheus' large harp, Akira begins by charging his opponent with his initial puppet 2ft behind behind him, and swings with his strongest punch, and following through to clear room. This is then followed by his puppet flying over Akira's shoulder from just 2ft behind, and slamming their own fist in to the target. From here, Akira stores the puppet away just as it's own follow-through is made, and Orpheus is summoned with it's Harp out, once more summoned just 2ft back and swinging for an additional blow. Each blow deals a C-rank of damage, with Akira dealing physical whilst his puppets deliver hybrid damage, however if Orpheus' attack lands, the opponent is thrown back 15ft unless they possess a B-rank strength to maintain their place.
Name: Wild Card - Gravity Drop - Orpheus+Arsene Classification: Kugujutsu Rank: B Class: Offensive / Supplementary Range: Short (Akira), Mid (Puppets)
Description: Akira moves in to distract his opponent through feints, requiring B-rank reaction tiers to see through them, keeping himself moving and attention away from the puppet. With Arsene flying above a target, Akira commands it to divebomb the target with a punch from above, gaining strength in intervals for how high the dive begins, however the strength comes with Orpheus being summoned above with the same momentum from Arsene's downfall, driving it's Harp down on to a target. If they do not dodge, Orpheus deals a B-rank of hybrid damage, with opponents not possessing a B-rank or higher defence tier suffering the limb struck being broken. Even if the damage or the break is negated, the strike of the harp still deals a B-rank of pain.
Distance Dive Bomb - Arsene Damage Dealt 25 - C 50 - 2C 75 - 3C 100 - 4C
Last edited by Zakiyoshi on 19th June 2019, 4:14 pm; edited 3 times in total | |
| | | Savannah
Posts : 1835 Join date : 2011-11-08
| Subject: Re: Akira's Techniques 2nd March 2019, 11:51 am | |
| - Moderation:
Wild Card, have a radius around yourself that this fighting style comes into effect (Req. Reaction) and one which it is capable of reaching. Essentially what I'm saying is that add these two things to your chart. Effective Radius (Max Radius) Have the first one be Short and the second be Mid. Once you add that I can approve it.
Three Way Blow = Akira deals physical, the puppets deal hybrid (All Puppet Damage = Hybrid), Together with a puppet that possesses hands, Akira initiates a scissor move along side his active puppet, striking an opponent from both side if they are within 2 ft (I'm assuming close is your substitute for contact?) if it's actually for short then replace it with short & use 10 ft. Or if it's actually to signify Contact-Short to get a distance in between them then use 7 ft.
Overpowering Blow - Orpheus = Same as above in regards to damage and needing a range to initiate it at (Akira begins by charging his opponent within x feet)
Class should be Offensive/Supplementary Range Should be either Close (assuming it's Contact-Short) and put (Akira) next to it, then Mid (Puppets) attention away from the puppet, so long as his opponent is within x feet, unless they possess B-rank Reaction Tiers or above (equal to puppet speed) to notice what they are doing. Akira commands it to dive-bomb the target for a C-rank of hybrid damage with a punch from above (per 15 ft dropped downward). they must possess a defence tier of B to prevent their arm being broken (B-rank hybrid dmg) by the harsh blow and recieving a B-rank of pain. Regardless of the tier possessed however, Orpheus always deals pain to the victim upon impact.
^ Breaking a limb is essentially a pretty decent attack so the damage can't be independent from it instead I can give you Orpheus always dealing pain to an enemy upon impact. As for Arsene the power will have to come from the height she falls from the sky which is an appropriate modifier for increasing the power of the blow. You'll have to make a chart however with the height and the damage dealt by Arsene dive-bombing an opponent (should be multiple counts of C-rank Damage). Doing it like this ensures that it can be dealt with by high enough defenses but can wreck someone unprepared for it.
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| | | Haio
Posts : 879 Join date : 2018-04-27
| Subject: Re: Akira's Techniques 28th May 2019, 2:47 pm | |
| You didn’t add the Effictive Radius (Max radius) to the graph. - Kurusu Puppetry Style - Wild Card Graph:
Rank - Max puppets in combo Effective Radius (Max Radius) D - 1 - 5 Ft (10 Ft) C - 2 - 10 Ft (20 Ft) B - 3 - 15 Ft (30 Ft) A - 4 - 20 Ft (40 Ft) S - 5 - 25 Ft (50 Ft)
You didn’t make the corrections to “gravity drop - orpheus + Arsene” which sav mention. The other two are good to go Wait for blade to check before making the corrections. | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Akira's Techniques 19th June 2019, 4:17 pm | |
| Approved *********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
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| | | PunkPrincess Admin
Posts : 2110 Join date : 2010-07-23 Age : 32
| Subject: Re: Akira's Techniques 10th August 2019, 10:00 am | |
| Name: Kirame Style Shadow Release: Shadow Tendrils Classification: Ninjutsu Rank: B Class: Offensive / Supplementary Range: Contact (to shadows), Varies (tendril lengths)
Description: Making use of both the Shadow Release element Akira takes nearby shadows, and forms them in to a number of shadowy tendrils that sprout from a segment of their body, or from a shadow of their own, or connected. These tendrils are created from Shadow Release, but created freely allowing for precise movements, with B-rank speed. They have a B-rank durability each before they are destroyed externally, and can also be destroyed by being broken out of when they are holding a target as breaking out disperses the shadows making them. The range and lengths of the Living Darkness is dependant upon Akira's rank, whilst the number increases with his strength. These tendrils can each wrap around a target, slowly constricting them, initially dealing a B-rank of physical damage, and an additional C-rank crushing each subsequent turn that the target is constricted. Each tendril can be broken out of with B-rank strength, and avoided with B-rank reaction.
Rank - Length of Tendrils (ft) - Number of tendrils D - 5 - 1 C - 10 - 2 B - 15 - 3 A - 20 - 4 S - 25 - 5
Name: Shadow Release: Shadow Wave Eiha Classification: Ninjutsu Rank: B Class: Offensive / Supplementary Range: Mid
Description: Taking the premise that is the typical Shadow Release, Akira Kurusu took it upon himself to create a line of techniques around the idea of using raw chakra with the Shadow element. This came in the Shadow Wave line, with Eiha being the basis. Shadow Wave Eiha is a very simplistic ability, first creating a ball of shadow chakra in the user's hand, before thrusting forwards as it bends and stretches in to a long rope of intertwined shadowy chakra in a straight line at a target in B-rank speeds. Contact with this shadow rope deals a B-rank of Shadow Release damage, and Dizzies a target, preventing them from moving at their max tier without falling over, unless they possess a B-rank of Reaction to keep their balance.
Name: Shadow Release: Shadow Wave Maeiha Classification: Ninjutsu Rank: A Class: Offensive / Supplementary Range: Self
Description: Taking the premise that is the typical Shadow Release, Akira Kurusu took it upon himself to create a line of techniques around the idea of using raw chakra with the Shadow element. Maeiha was the second of the line created, with the idea of an area of effect being the key to it's creation. The user forms a small sphere of shadow infused chakra in to their hand, and thrusts it forwards. This sphere keeps it's shape until hitting it's target, or unless something gets in to the way, travelling at A-rank speed. Regardless of what it hits first, the sphere then suddenly expands at S+rank speed, until it has grown to a 5 foot radius, capable of wrapping around a surface used to shield from the initial sphere to still create an expanded sphere. Those caught within this blast receive an A-rank of Shadow Release damage, and are rendered Dizzy, preventing them from moving at their max tiers without falling over, unless they possess an A-rank of reaction.
Last edited by Zakiyoshi on 10th August 2019, 8:35 pm; edited 1 time in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Akira's Techniques 10th August 2019, 7:57 pm | |
| - Moderation:
Shadow Tendrils, please have a separate number of tendrils based on rank rather than using clone rules. I'd suggest 1-5
Approved *********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
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| | | PunkPrincess Admin
Posts : 2110 Join date : 2010-07-23 Age : 32
| Subject: Re: Akira's Techniques 16th August 2019, 12:40 pm | |
| Name: Heart Taker Style Classification: Fighting Style Rank: C Class: Offensive / Supplementary Range: Self
Description: The true style of the Phantom Thieves, to steal a person's heart, a piece of their inner self made of their warped desires. But in order to perform these tasks, the Thief in question must be prepared. They must step back, and analyse the situation, and especially their targets. They must know how, when, and where to strike to achieve their goal. And this is where the Heart Taker Style comes in to play. The style encompasses the observation of a target, and from there further techniques can be branched out to make use of these observations. For each turn that passes whilst the user is observing, they may gather information that will help them in a coming fight. And with experience, they can find flaws in armour, and weakpoints, in multiple targets at once. Of course, an unknowing target makes for an easier target, and the time necessary to find these weak points is lesser for it, and in turn, cause any strikes to find their target through their defences, granting even regular blows with short bladed weapons (daggers/knives/etc) defense piercing, depending upon how long they were observed, on that particular target.
Defence Piercing - Observation Time (pt) - Stealth Observation Time (pt) D - 4 - 3 C - 8 - 6 B - 12 - 9 A - 16 - 12 S - 20 - 15
Users Rank - Max Targets D - 1 C - 2 B - 3 A - 4 S - 5
Name: Heart Taker: Analyse Classification: Taijutsu Rank: C Class: Supplementary Range: Mid (sight)
Description: As part of the Heart Taker Style, the user is trained to observe on the fly, to take in every bit of information, and turn that to their advantage. With the Analyse skill, the user takes note of their opponent and searches for distinguishing marks, unless they are taking special note to disguise the features that would be observed. This comes in terms of their race, their class, and their element, or specialist style if they lack element, such as puppeteer, archer, etc, the longer they are observed.
Observation Time (pt) - Stealth Observation Time (pt) - Analysis 5 - 3 - Race 10 - 6 - Class/Clan 15 - 9 - Element/Specialism
Name: Heart Taker: Break Down Classification: Taijutsu Rank: C Class: Supplementary Range: Mid (sight)
Description: As part of the Heart Taker Style, the user is trained to observe on the fly, to take in every bit of information, and turn that to their advantage. With the Break Down skill, the user focuses upon weaponry, and the dangers it might bring. Through prolonged exposure and analysis of a person's weapon, they can bring themselves to better know how to counter. They can anticipate a traditional usage of said weapon, and use that knowledge to gauge the most likely method of use. As the user observes a weapon longer, they can take note of the type of weapon, such as samurai sword, living weapon, etc, however this does not allow the user to know what said weapon's ability is, and begin to know how to counter, granting Reaction Tier level increases when they are dodging.
Observation Time (pt) - Stealth Observation Time (pt)- Reaction Tier level increase - Weapon recognised 4 - 3 - 1 - Blacksmith 8 - 6 - 2 - Puppet 12 - 9 - 3 - Samurai/Reaper Sword 16 - 12 - 4 - Living Weapon
Name: Heart Taker: Break Down II Classification: Taijutsu Rank: B Class: Supplementary Range: Mid (sight)
Description: As part of the Heart Taker Style, the user is trained to observe on the fly, to take in every bit of information, and turn that to their advantage. With the Break Down skill, the user focuses upon weaponry, and the dangers it might bring. The next level to the Break Down builds on the previous level, and is used to better works against the opponents weapon. After understanding the make of a weapon, the user is able to recognise the inconsistancies in the weapon's make, giving a boost to the user's Reaction Tier equal to the first level of Break Down, whilst also Speed by the same tier levels so long as they are parrying, and can bring the defense piercing of the base style at higher levels, in to use on the opponents weapon, or puppet. This is all dependant upon Akira's rank too, with his increased strength he is capable of doing damage to stronger and more reinforced weapons. Members of the Rikigaku clan following the Destruction Path can carry this technique on, able to bring the effect forwards to damaging Lobos, Organoids and Golems at A rank and Living Weapons at S rank.
Akira's Rank - Observation Time (pt) - Stealth Observation Time (pt) - Weapon Capable to Break D - 4 - 3 - Normal Weapon C - 8 - 6 - Blacksmith Forged B - 12 - 9 - Puppet A - 16 - 12 - Samurai Sword S - 20 - 15 - Reaper Sword
Name: Heart Taker: Escape Route Classification: Taijutsu Rank: C (4 stamina) Class: Supplementary Range: Self (movement), Mid (sight)
Description: As part of the Heart Taker Style, the user is trained to observe on the fly, to take in every bit of information, and turn that to their advantage. With the Escape Route skill, the user is always looking for the quick retreat. The Escape Route skill comes in two forms, in combat, and out, but both are built from a basis of observing an area, rather than an opponent. This grants the user the fast track, granting an additional Speed tier to travel out of combat, or to escape from combat, across terrain. They know the fastest routes to take themselves, and how to evade obstacles. When used in combat, the user is unable to perform any offensive techniques. The exception to this rule, is traps placed with the Heart Taker style. Traps placed in conjunction with Escape Route before combat is initiated, require additional Reaction tier levels to spot, with their base requirement increasing with how long the area was observed, as they are hidden in harder to spot places. Tier increases from this style cannot stack with other tier level boosts.
Observation Time In Combat - Observation Time Out of Combat - Tier level boosts 5 - 3 - 1 10 - 6 - 2 15 - 9 - 3 20 - 12 - 4
Last edited by Zakiyoshi on 16th September 2019, 7:42 pm; edited 5 times in total | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Akira's Techniques 8th September 2019, 10:55 pm | |
| Mod Notes: - Spoiler:
Heart Taker Style: ✹ Mention that this ability cannot find flaws on Organoids, Lobos, Golemns, and Living weapons; unless the phantom thief using this style is a Destruction path member of the Rikigaku clan. Mainly because that analytical capability touches on what that path is about.
✹ When it comes to Living targets its harder to understand the functionalities of different races. So when analyzing races that aren't the same as the user's that target will count as two.
✹ The max number of targets that one can observe at once for weaknesses in order from D-S should be 1,1,2,2,3. Mainly because its a D rank fighting style AND finding weaknesses in peoples arsenals through observation is near genius capability.
Heart Taker- Analyse: ✹ Do note that you can only discover these things if those factors are present during the time the user is focused on the target. This will always be the case for obvious things like race ect. But if for some reason the target is effectively disguising their race through some form of technique or if signs of an element being used isn't present in that analytical period then the information should not be obtained.
Heart Taker- Breakdown: ✹ List should go Blacksmith, Puppet, Samurai/Reaper sword, then Living Weapon/ Organoids. Tier lvl increase should be listed from 4-1. Meaning the more complicated the more difficult.
Heart Taker- Breakdown II: ✹ Finding weaknesses to aid in the destruction of weapons is a Rikigaku Destruction path thing. Therefore the user will be unable to use the defense piercing aspects of the based technique unless they are destruction path members. But they can still identify weaknesses in Blacksmith weapons and use the base fighting style's defense piercing on those. The tier increase of reaction and speed is fine for defense purposes only(such as parrying, evading, or blocking). Also note that tier increases do not stack on top of the increases from Breakdown I.
Heart Breaker- Escape Route: ✹ Tier boost gains do not stack with other tier gains from this style.
✹ Traps being initiated require reaction tiers and /or an appropriate form of sensory to spot.
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| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Akira's Techniques 16th September 2019, 6:52 pm | |
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| | | PunkPrincess Admin
Posts : 2110 Join date : 2010-07-23 Age : 32
| Subject: Re: Akira's Techniques 2nd October 2019, 4:00 pm | |
| Name: Shadow Release: Body Flicker Classification: Ninjutsu Rank: B Class: Supplementary Range: Self
Description: By cycling chakra into their body the user is able to rapidly move at an unreadable pace causing opponents without movement slowing dojutsu or sensory techniques besides vision, to be unable to follow their movement, and even then the user appears as an inhuman shadowy mass. While this occurs the user seemingly blurs in the the ground or the surrounding shadows, and they can use it to rapidly jump in to a nearby shadow, or from one to another within range, in an instance as well as seemingly blur out of the way of physical based techniques moving at equal or below their movement speed at tier+ while flickering between the shadows. Rank - Distance possible to travel between shadows (ft) D - 10 C - 20 B - 30 A - 40 S - 50
Last edited by PunkPrincess on 23rd February 2020, 11:50 am; edited 1 time in total | |
| | | Savannah
Posts : 1835 Join date : 2011-11-08
| Subject: Re: Akira's Techniques 23rd February 2020, 11:43 am | |
| Hmm moving in shadows wouldn't be a C rank, it would be a B-rank as for the distances you used you should base it on Mid distances so 10,20,30,40,50.
Kk you fixed it so Approved *********************** | |
| | | PunkPrincess Admin
Posts : 2110 Join date : 2010-07-23 Age : 32
| Subject: Re: Akira's Techniques 6th May 2020, 7:33 pm | |
| Name: Kurusu Style Kirame: Picaro Mode Classification: Kugujutsu Rank: A (B-rank Blood) Class: Supplementary Range: Touch
Description: The Kurusu family of puppeteers have always sought new ways to enhance their puppetry skills, due to their preference in having only a single puppet out at one time for higher focus. This can often put them at a disadvantage as much of the puppet control is built from the very body, and is stuck to the bodies' limitations. And so, the Picaro Mode was developed from a failed attempt at creating a segment of an individual puppet to allow this. In order for a puppet to be used with Picaro Mode, they require a Magnetite Drive of some kind to take on the impulse of life energy from the user. The puppeteer pays a price in blood to unlock the 'inner rogue' of their puppet, changing their appearances in various ways that inhabit the 'spirit' of the puppet to visually show the change to Picaro Mode, though typically the change in colouration to reds and blacks is evident enough, and the Kirame Style is unlocked. The puppets are capable of moving at a tier level higher speed, and can be controlled without any movement at all from the puppeteer. Along with this, all of their damage is increased by a tier level, and some equipment in the puppets attain additional effects. Each of this additions is trained either outside or as In-Battle Training and all count towards the user's slots.
User's Rank - Duration of Picaro Mode (rounds) - Type of Puppet (WC to Upgrade Slot) D - 2 - Standard (100) C - 4 - Separating (200) B - 6 - Fusion (300) A - 8 - Battle (400) S - 10 - Human (500)
Puppet - Equipment Upgrade
Arsene - Arsene's Sinful Shell has it's limitation removed for the duration of Picaro Mode, and uses one tier lower chakra cost, whilst also taking an extra D of blood for each rank of chakra used and can only fire once each round. Once the Mode is over, the limitation returns to the state prior to Picaro's activation
Last edited by PunkPrincess on 8th May 2021, 12:16 pm; edited 1 time in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Akira's Techniques 12th November 2020, 8:29 pm | |
| Picaro Mode needs an updated Chart: Use this:
Each of this additions is trained either outside or as In-Battle Training and all count towards the user's slots.
User's Rank - Duration of Picaro Mode (rounds) - Type of Puppet (WC to Upgrade Slot) D - 2 - Standard (100) C - 4 - Separating (200) B - 6 - Fusion (300) A - 8 - Battle (400) S - 10 - Human (500) *********************** - Past is Past:
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| | | PunkPrincess Admin
Posts : 2110 Join date : 2010-07-23 Age : 32
| Subject: Re: Akira's Techniques 14th June 2021, 9:18 am | |
| Also editted that last post, Vix just I guess didn't get around to approving
Name: Kirame Style: Silent Killing Classification: Fighting Style Rank: C Class: Offensive Range: Self
Description: As the name suggests, this technique is simply a very quiet method of killing an opponent, usually from behind with a blade. Additionally, because the user moves silently, it cannot be defended against, because the attack cannot be anticipated. The user will often slit their opponent's throat, preventing any cry that might give them away. The Kirame Samurai Style of the usage however allows the user to more precisely control the movements of their puppets along with them. With this the user and their puppets are able to silently move about the field, allowing a variety of uses to protect the puppeteer from sound based detection whilst the puppet engages, or to allow the puppet itself to catch opponents unaware.
Last edited by PunkPrincess on 17th June 2021, 3:49 pm; edited 2 times in total | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Akira's Techniques 16th June 2021, 6:24 pm | |
| - Approved:
- PunkPrincess wrote:
- Name: Kurusu Style Kirame: Picaro Mode
Classification: Kugujutsu Rank: A (B-rank Blood) Class: Supplementary Range: Touch
Description: The Kurusu family of puppeteers have always sought new ways to enhance their puppetry skills, due to their preference in having only a single puppet out at one time for higher focus. This can often put them at a disadvantage as much of the puppet control is built from the very body, and is stuck to the bodies' limitations. And so, the Picaro Mode was developed from a failed attempt at creating a segment of an individual puppet to allow this. In order for a puppet to be used with Picaro Mode, they require a Magnetite Drive of some kind to take on the impulse of life energy from the user. The puppeteer pays a price in blood to unlock the 'inner rogue' of their puppet, changing their appearances in various ways that inhabit the 'spirit' of the puppet to visually show the change to Picaro Mode, though typically the change in colouration to reds and blacks is evident enough, and the Kirame Style is unlocked. The puppets are capable of moving at a tier level higher speed, and can be controlled without any movement at all from the puppeteer. Along with this, all of their damage is increased by a tier level, and some equipment in the puppets attain additional effects. Each of this additions is trained either outside or as In-Battle Training and all count towards the user's slots.
User's Rank - Duration of Picaro Mode (rounds) - Type of Puppet (WC to Upgrade Slot) D - 2 - Standard (100) C - 4 - Separating (200) B - 6 - Fusion (300) A - 8 - Battle (400) S - 10 - Human (500)
Puppet - Equipment Upgrade
Arsene - Arsene's Sinful Shell has it's limitation removed for the duration of Picaro Mode, and uses one tier lower chakra cost, whilst also taking an extra D of blood for each rank of chakra used and can only fire once each round. Once the Mode is over, the limitation returns to the state prior to Picaro's activation
Name: Ibwa Style: Silent Killing: Unapproved as is, will message you about it shortly. | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Akira's Techniques 17th June 2021, 3:50 pm | |
| - Approved:
- PunkPrincess wrote:
- Also editted that last post, Vix just I guess didn't get around to approving
Name: Kirame Style: Silent Killing Classification: Fighting Style Rank: C Class: Offensive Range: Self
Description: As the name suggests, this technique is simply a very quiet method of killing an opponent, usually from behind with a blade. Additionally, because the user moves silently, it cannot be defended against, because the attack cannot be anticipated. The user will often slit their opponent's throat, preventing any cry that might give them away. The Kirame Samurai Style of the usage however allows the user to more precisely control the movements of their puppets along with them. With this the user and their puppets are able to silently move about the field, allowing a variety of uses to protect the puppeteer from sound based detection whilst the puppet engages, or to allow the puppet itself to catch opponents unaware.
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