| | Sidonie Jayne | |
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Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Sidonie Jayne 10th June 2019, 6:49 pm | |
| Personal Info Name: Sidonie Jayne Kangen-Kukinorite Alias: Sid Age: 18 Gender: Intersex Height: 5'10" Weight: 134lbs Zodiac Sign: Virgo, the Virgin Personality:- The Rockstar:
Sid is sultry and seductive, quick to speak in saccharine tones. This hides a rather aggressive streak which causes her to jump to making rash decisions more often than not. While she is fond of teasing those she views as friends relentlessly, she isn't fond of "bullying" and will do her best not to cause too much harm to someone obviously weaker than herself, but she is not the type to ever back down from a challenge. Her temper is quick, but it is rare that she is actually brought to anger, her outbursts being more due to excitement. One thing that never fails to upset her is the strong abuse their power over those weaker than them.
Her temperament should not be taken to mean that she is less intelligent, as she is extremely cunning and capable of formulating complex battle strategies even in the heat of combat. A fact which is befitting a member of her clan. Appearance:- Spoiler:
History:- The Life of a Sannin - Aloise Kukinorite:
Aloise was born a mild mannered kid into a clan full of those who would do anything to achieve their ultimate goal. It was no wonder that he was gobbled up and spat out within a few years of beginning his shinobi journey in earnest. Anyone who remembered him before the clan got their hooks deep enough would remember him fondly.
Once Aloise underwent the Brain Charge, he quite literally became a different person. Aloise was gone and Loki skated again, though no one outside of the clan would be appraised of the difference. It would seem that after a few weeks Aloise would go from a kind and caring individual to a borderline sadist with a fondness for trickery and deceit.
It was a strain on the relationships built by Aloise before the operation, but they soon adapted to his new self out of necessity. And his new self wanted power, and a station that he deserved. The mastery of his road came first, creating something completely knew from what Loki had founded previously.
After the road came mastery of Aloise's Ronin Ability, then other physical aspects of his person. By the time he was a Jonin, Aloise was capable of controlling whole battlefields with his abilities while still being able to devastate those who get too close to him.
Aloise ascended to the rank of Sannin within his village and lived comfortably for a long time. He settled down with a nice Nova boy and had three children, a girl and two boys. Much to Aloise's despair, his daughters was killed in the line of duty. Soon after, Aloise died as well, both his surviving daughter and husband attributing the passing to grief.
- The Tale of a Mother - Victiore Kukinorite:
Victoire was the youngest of the grand children of Aloise and Ciel. She had an older twin sister, Dominique, who was the prodigy of all their cousins. Victoire was happy simply supporting her sister, she didn't much like living in the spotlight.
Victoire still wanted to do her parents proud, and thus followed the path of a shinobi. While Dominique was out making accolades and hunting down dangerous ninja, Victoire was instructing young children and furthering the future of the villages.
Dominique made her way near the top, aspiring to be one of the Kage, but was tragically cut down. Victoire was stricken with sorrow the likes of which she had never felt. Her other half, her twin, was taken from her and she didn't know how she could continue on.
One light in the darkness was her former teammate, Jacques Kangen, who helped her through the depression. The two fell in love and, rather than letting such a certain thing pass her by, Victoire decided to marry him.
- The Birth of a Rockstar - Sidonie Kukinorite:
Sidonie was born to a secretary and a chunin, but she was born in a house filled to the brim with love and affection. Her father was from a region outside of the villages, having immigrated within when he was a young boy, so she was raised on countless stories about people centuries gone.
One such group of people were the Peacekeepers known as the Medjay. Her father painted them as unrivaled heroes, standing as a shield for the small folk often caught in the middle of wars waged by major factions. It filled her heart with something bright and warm.
Sid decided she would be such a hero, using her training and abilities to become a hero much like those she was told about like her father.
Ronin Info Village: Mahougakure Rank: Genin Clan: Kangen/Kukinorite Ability: Voice Manipulation - The user of this Ronin Ability is capable of manipulating the vibrations emitted by their vocal cords in various ways, from changing the sound of their voice to amplifying the power of the vibrations themselves. Through this ability they can empower their sound-based techniques to overpower others, barring Sound Release. Primary Weapon: - Air Treks:
Equipment Name: AT – Gravity Children Type of Equipment: Armor – Feet (Chakra Skates) Rank: A-rank How Many: 1 Appearance: The ATs take the appearance of normal skates, however based on the riders personal choices, the colors will vary. The ATs also have only two wheels, never more. Sid's takes the form of powder blue heels with white soles, each with a single wheel at the ball of the foot, cotton candy pink in color with Sid's name written in gold script on the sides.
Special Ability: The ATs of the Gravity Children were created to play to their harsh training. As the Gravity Children were released into the world, they had to suffer from the effects of gravity, which through activating these ATs ability, a field is created that negates all gravity within it. With the field being 50ft in diameter and 50ft high, it can only be used once per battle and lasts for 30 posts. Weight: 4 Slots: N/A Secondary Weapon: Claws
Last edited by Sid on 9th September 2020, 4:17 pm; edited 8 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Sidonie Jayne 19th June 2020, 4:14 am | |
| Legacy Passives- Spoiler:
Name: Crafted Intellect - Mental Mimic Classification: Genjutsu Rank: D-Rank Class: Passive Range: Self
Description: Sidonie is a Ronin, lending to her a level of proficiency with Genjutsu by default. Her familiarity with the art through her heritage combined with the enhanced intellect attributed to Gravity Children combined in order to allow her to pick up on the use of any Mental Techniques utilized by her opponents, requiring them to be placed in spoiler tags. She also gains knowledge on how to utilize them for the rest of the topic, enabling her to use them against her targets. After the topic ends, she retains only the knowledge of how to train the techniques, though she is only able to mimic techniques equal to her rank and below.
Name: Hardened Bodies - Impervious Flesh Classification: Kinjutsu Rank: D-Rank Class: Passive Range: Self
Description: Sidonie is a Gravity Child, and as such her body has been trained to withstand the strain of the Roads she rides, though it was apparent even from a young age that the damage she could withstand was higher than other members of her clan. Sid is capable of weathering large amounts of damage without so much as showing a scratch on her skin. This manifests as a "Raw Durability" value possessed by her body, this value needing to be completely depleted before any damage begins to actually register on her person. This value is dependent on a Weekly Training that must be performed at varying intervals depending on her age, much like the Hardened Bodies passive. Once fully depleted, Sid's this passive is switched off for a number of Turns based on the current level this passive has been trained to as it replenishes, though comes back in full when the cooldown is over. Until Sid's Durability is emptied, her defensive tiers are disabled and do nothing to lessen the damage she sustains (though secondary effects are still active), though after it is depleted fully they reduce as normal. Training Level - Word Count - Durability - Cooldown 1 - 1000 - 1 D-Rank - 1 Turn 2 - 750 - 3 D-Ranks and 1 C-Rank - 2 Turns 3 - 500 - 5 D-Ranks, 3 C-Ranks and B A-Rank - 3 Turns 4 - 250 - 7 D-Ranks, 5 C-Ranks, 3 B-Ranks and 1 A-Rank - 4 Turns 5 - 100 - 9 D-Ranks, 7 C-Ranks, 5 B-Ranks and 3 A-Ranks - 5 Turns
Age - Time Before Out of Shape (OOC) Below Prime - 1 Week Prime [Up to 10 Years since Below Prime] - 2 Weeks Prime [From 11-20 Years since Below Prime] - 3 Weeks Prime [Above 21 Years since Below Prime] - 1 Month Above Prime - 1 Week *Note: Hybrid Damage reduces half their damage (1-Rank lower) from Sid's durability; Chakra, Mental, Physical or Bypassing reduce their base damage while Spiritual, Natural or Piercing Damage reduce double (1-Rank higher).
Name: Altered Perception - Erotic Awareness Classification: Erojutsu Rank: D-Rank Class: Passive Range: Self
Description: Sid has always been a strange individual, with her clan's abilities manifesting in strange ways for her. One such manifestations is her perception, as it is tied to her arousal. As she becomes more aroused, her perception slows so that she is capable of taking in all the sights and sounds of the moments up until her orgasm. This changes the way her Altered Perception is expressed when her Seduction Limit is targeted, transforming from a reduction to perceived speed to a method of perception on par with more advanced methods that slow time or perceive the future. This is manifested as a Tier Level bonus granted to her Altered Perception, though it must be used in conjunction with Trick Speed. Seduction Limit - A.P. Bonus Granted Full - N/A 3/4ths - +1 Tier Level 1/2 - +2 Tier Levels 1/4th - +3 Tier Levels Near Empty - +4 Tier Levels Empty - +5 Tier Levels Below Empty - +6 Tier Levels *Note: When the user is dropped Below Empty, they suffer from an Orgasm that leaves them prone for a number of posts depending on the technique that brought them below empty (D = 1 P.T., SSS = 7 P.T.), though afterwards the user possesses the stated bonus until their Seduction Limit is restored, but they also still suffer all the negative effects of an Empty S.L.
Kukinorite Passives- Spoiler:
Name: Hardened Bodies Classification: Taijutsu (Gravity Child Only) Rank: D-rank Class: Passive Range: Self Description: The purpose of the Gravity Children project was to create humans whose bodies can withstand the strain from the Roads. This was done by tapping into the latent Defense tier trait that connects the other humans to their Ronin brethren. Altering that gene to meet the need, rather than offering protection from physical techniques, the bodies of the Gravity Children provide protection from the recoil of using the Roads. Starting with little protection, D-rank, by training their bodies, 1000 word training once per week, the Gravity Child can increase the amount of strain their bodies can withstand, capping at S-rank. However, due to constant use of the Roads, the Gravity Child’s protection from strain does not remain constant, if the Gravity Child goes a prolonged amount of time without training, in terms of weeks, their ability to withstand strain will reduce by 1-rank, essentially requiring the Gravity Child to constantly train their bodies. Depending on how high their original training it would require less to get back in shape (reduced word count) similarily depending on the age of the Gravity Child the amount of time that can pass for them to become out of shape also varies. Training Level - Word Count - Age - Time Before Out of Shape (OOC)D - 1000 - Below Prime (1 Week) C - 750 - Prime [Up to 10 Years since Below Prime] (2 Weeks) B - 500 - Prime [From 11-20 Years since Below Prime] (3 Weeks) A - 250 - Prime [Above 21 Years since Below Prime] (4 Weeks/1 Month) S - 100 - Above Prime (1 Week) Name: Crafted Intellect Classification: Taijutsu (Gravity Child Only) Rank: D-rank Class: Passive Range: Self Description: Along with their bodies being modified, the Gravity Children’s brains were also modified, drastically to the point that the Gravity Children have gained the everlasting hate of the Rikigaku. Due to their increased intelligence, in terms of technology, they are a step above the others being capable of making elemental conduit weaponry, with a +1 added to their chance of success. The Gravity Children are also capable of figuring out if someone is proficient in weapon usage (Kenjutsu/Kugujutsu/Shurikenjutsu/Kyujutsu) at a glance, figuring out what their specialty is when they observe them in combat, requiring the target to always put their weapon based techniques in spoilers. With their modified intelligence, the Gravity Children are considered geniuses. As a result of this alteration in intelligence, the pupils of the Gravity Children have gone through a permanent change to a cross-shaped pupil. - Spoiler:
Name: Lost Will Classification: Taijutsu (Gravity Child Only) Rank: D-rank Class: Passive Range: Self Description: While all aspects of the Gravity Children project were a success, there is one crippling flaw which led to the Brain Charger project, the Gravity Children while possessing the potential to “fly” lacked the will to do so. Ultimately due to a lingering trait, the Gravity Children are incapable of using the full potential of the Roads, unable to use Infinity Atmosphere without a Regalia. Along with that, the Gravity Children are only capable of creating Hybrid Roads through possessing a regalia of a separate Road. Name: Altered Perception Classification: Taijutsu (Gravity Child Only) Rank: D-rank Class: Passive Range: Self Description: Becoming known to the world, the Gravity Children are geniuses, however unknown to the outside world, this higher intellect is something crafted not naturally born. Even though their intellect is not something they were naturally born with, they do fall short compared to other geniuses. This fact is becoming most apparent in the way the Gravity Children make use of their intellect. Using their intellect to affect the way they perceive the world, the Gravity Children perceive the world as if it was moving slower, all speeds capping at S-rank are perceived as moving 1-rank slower. Kangen Passives- Spoiler:
Name: The Groove Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: Every Kangen is born with a special something inside them, a song inside their heart and they only induct those that they believe have that same song living deep inside of them. Kangen are naturally energetic and enjoy moving due to this song that they have dubbed The Groove. This unique song within them is what powers their clan specific abilities and is one of the most important things in a Kangen's life. The Groove allows their instruments to take on power, considered Kenjutsu but Hybrid, and allows their songs to have effects. Depending on the skill of the user they can keep a song active for a set amount of time before it goes on cooldown with the cooldown being equal to the song's duration although particularly weak songs might have lowered cooldowns while particularly strong ones will have higher than normal cooldowns. Kangen also possess the ability to activate special abilities of their songs or use a song before it is fully off cooldown(At least half cooldown must be complete) at the risk of destroying their instrument due to it causing weapon recoil. Rank/Of Song - Song Duration(PT) - Weapon Recoil If Overplayed D - 3 - D C - 6 - 3 D B - 9 - C A - 12 - B S - 15 - A 'Z'/SS - 18 - S 'X'/SSS - 21 - SS
Name: Maestro's Speaker Classification: Kenjutsu Rank: D-Rank Class: Supplementary/Offensive Range: Contact-Long
Description: A Maestro is a Kangen that has focused specifically on the musical side of their weapon-instruments. These Maestros have thus learned how to maximise the effects of their instruments by creating an energy construct known as an 'Amplifier' or a 'Speaker'. A Maestro can only have one speaker active at a time and has a base durability equal to the user's rank, although the Maestro can spend energy reserves, other than stamina, to add equal durability to the energy spent. The range these can be placed at is dependent on the user's rank while the range they can then affect others is equal to their normal instrument's range. However, dependent on the Maestro's instrument type they need to be within a certain range to actually use the Amplifier. The purpose of these Amplifiers is to increase the effective range of an instrument as when a Maestro is in range and plays a song, they may instead have it come through the amplifier instead of their instrument. Alternately, they may have it come out of both at the same time however the song's rank is reduced dependent on the user's rank. Rank - Song Reduction - Placement Range D - 3 Ranks - 10 feet C - 3 Ranks - 20 feet B - 2 Ranks - 30 feet A - 2 Ranks - 40 feet S - 1 Rank - 50 feet
Instrument Type - Range To Use Amplifier Strings - 20 feet Percussion - 40 feet Woodwind - 60 feet Brass - 80 feet Vocals - 100 feet
Last edited by Sid on 3rd August 2020, 6:07 pm; edited 2 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Sidonie Jayne 3rd August 2020, 2:06 pm | |
| - Admin Edit (Your Approved):
Your ability needs to be fixed, I don't believe in it granting Sound Release, instead it'll be non-elemental but can overpower non-elemental auditory genjutsu. You can add in a recoil price to generate sound materia to boost the scale of your vocal techniques and likewise overpower elemental based auditory genjutsu (excluding Sound Release). However this ability strengthens Sound Release when used against techniques of that nature.
Impervious Flesh needs to be scaled down so have it start at D, and it will cap at A, bypassing physical dmg does dmg normally whereas piercing does 2x dmg. Recoil is applied normally. The negative effect should be changed to switching off for a period of time, not the whole topic.
Erotic Awareness, change it to Tier Level based, likewise it only applies while utilizing Trick Speed other movement types render this passive null.
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| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Sidonie Jayne 4th August 2020, 9:44 pm | |
| Taijutsu- Spoiler:
Name: Physical Mimic Classification: Taijustu (Can only be used by Ronin) Rank: D rank Class: Passive Range: Self
Description: Ronin have exceptional memory as well as control over their bodies this ability allows them to copy taijutsu and Kenjutsu techniques that have been used in battle for the duration of the topic however upon leaving they retain no memory of the technique besides knowing how to train for it. This ability has its limits however as they can only copy things the same rank as them and below.
Name: Erotic Combat Classification: EroTaijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: Sidonie is a unique individual, as she possesses a heightened sense of awareness that only grows sharper when she is sexually aroused. As such, she has learned to move in such a way that she...stimulates herself as she fights. This technique allows her to deplete her own Seduction Limit as she moves, the amount reduced per post (total) being based on the Speed, Strength, or Tier Chain she is moving at. Because this technique targets her own Seduction Limit, there is no limit to how long it can be used and she is capable of ceasing its use at any point she wishes. However she suffers all the debuffs other people suffer when dropped to specific levels of their Seduction Limit. Tier - S.L. Depletion (Spd, Str, Tier Chain) D - 1, 2, 3 C - 2, 3, 4 B - 3, 4, 5 A - 4, 5, 6 S - 5, 6, 7 *Note: The reduction stacks based on the methods employed (i.e. B-Rank Speed & C-Rank Strength reduce the S.L. by 6 per P.T.)
- Tiers:
- Speed:
Name: Break-Dancing: Swift Top-Rock Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: When one talks about Top-Rock it generally refers to foot movement performed from a standing position, relying upon a mixture of coordination, flexibility, rhythm, and most importantly, style. It is usually the first and foremost opening display of style, and it serves as a warm-up for transitions into the more acrobatic maneuvers of downrock. By using it along with one's natural speed, this technique was born allowing the user to move at D-Rank Speed. Additionally, if subjected to knock-back from either a D-Rank technique or Strength tiers below C-rank they can temporarily have a speed boost up to Swift Release (D+) albeit for half of the distance they usually cover in 1 P.T.
Name: Break-Dancing: Bullet Top-Rock Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: When one talks about Top-Rock it generally refers to foot movement performed from a standing position, relying upon a mixture of coordination, flexibility, rhythm, and most importantly, style. It is usually the first and foremost opening display of style, and it serves as a warm-up for transitions into the more acrobatic maneuvers of downrock. By using it along with one's natural speed, this technique was born allowing the user to move at C-Rank Speed. Additionally, if subjected to knock-back from either a C-Rank technique or Strength tiers below B-rank they can temporarily have a speed boost up to Bullet Release (C+) albeit for half of the distance they usually cover in 1 P.T.
Name: Break-Dancing: Crashing Top-Rock Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: When one talks about Top-Rock it generally refers to foot movement performed from a standing position, relying upon a mixture of coordination, flexibility, rhythm, and most importantly, style. It is usually the first and foremost opening display of style, and it serves as a warm-up for transitions into the more acrobatic maneuvers of downrock. By using it along with one's natural speed, this technique was born allowing the user to move at B-Rank Speed. Additionally, if subjected to knock-back from either a B-Rank technique or Strength tiers below A-rank they can temporarily have a speed boost up to Crashing Ground (B+) albeit for half of the distance they usually cover in 1 P.T.
- Strength:
Name: Break-Dancing: Beasts' Equilibrioception Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: One's equilibrioception is their sense of balance, and in Sid's case it comes from a place of strength. Their use of various fighting styles rely not on overt strength but rather the redistribution of force in just the right ways, allowing her to dedicate their body's ample physical strength to other places. Their strength grants them an unerring sense of balance, allowing their movements to carry them further normally as well as allowing them to move unhampered when others are trying to upend their footing. They are counted as possessing D-Rank- Strength when it comes to exerting force and lifting/carrying objects, but in return acts as a D-Rank Balancing technique while increasing their movement distance by +5ft and their jump distance by +3ft.
Name: Break-Dancing: Shatter Equilibrioception Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: One's equilibrioception is their sense of balance, and in Sid's case it comes from a place of strength. Their use of various fighting styles rely not on overt strength but rather the redistribution of force in just the right ways, allowing her to dedicate their body's ample physical strength to other places. Their strength grants them an unerring sense of balance, allowing their movements to carry them further normally as well as allowing them to move unhampered when others are trying to upend their footing. They are counted as possessing C-Rank- Strength when it comes to exerting force and lifting/carrying objects, but in return acts as a C-Rank Balancing technique while increasing their movement distance by +10ft and their jump distance by +5ft.
Name: Break-Dancing: Inhuman Equilibrioception Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: One's equilibrioception is their sense of balance, and in Sid's case it comes from a place of strength. Their use of various fighting styles rely not on overt strength but rather the redistribution of force in just the right ways, allowing her to dedicate their body's ample physical strength to other places. Their strength grants them an unerring sense of balance, allowing their movements to carry them further normally as well as allowing them to move unhampered when others are trying to upend their footing. They are counted as possessing B-Rank- Strength when it comes to exerting force and lifting/carrying objects, but in return acts as a B-Rank Balancing technique while increasing their movement distance by +15ft and their jump distance by +7ft.
- Endurance:
Name: Ninja's Breathing Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: Sidonie's body is more acclimated towards taking punishment, though her Endurance tiers express this in a very different way than usual. Her ability to endure is focused more in his lungs and esophagus, detracting from the rest of her body so that she is capable of shrugging off the byproducts of chakra based techniques rather than the techniques themselves. With this she is capable of resisting the status effects of D-Rank or Below Chakra based techniques, though in return her lung capacity is increased drastically. She is capable of holding her breath for an additional +1 posts (total) when encountering techniques that aim to suffocate her, totaling 6 P.T.
Name: Monk's Breathing Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: Sidonie's body is more acclimated towards taking punishment, though her Endurance tiers express this in a very different way than usual. Her ability to endure is focused more in his lungs and esophagus, detracting from the rest of her body so that she is capable of shrugging off the byproducts of chakra based techniques rather than the techniques themselves. With this she is capable of resisting the status effects of C-Rank or Below Chakra based techniques, though in return her lung capacity is increased drastically. She is capable of holding her breath for an additional +3 posts (total) when encountering techniques that aim to suffocate her, totaling 13 P.T.
Name: Indomitable Breathing Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: Sidonie's body is more acclimated towards taking punishment, though her Endurance tiers express this in a very different way than usual. Her ability to endure is focused more in his lungs and esophagus, detracting from the rest of her body so that she is capable of shrugging off the byproducts of chakra based techniques rather than the techniques themselves. With this she is capable of resisting the status effects of B-Rank or Below Chakra based techniques, though in return her lung capacity is increased drastically. She is capable of holding her breath for an additional +5 posts (total) when encountering techniques that aim to suffocate her, totaling 20 P.T.
- Defense:
Name: Impervious Flesh: Thick Body Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: Sidonie's body is naturally more durable than that of an average Human, and even more so due to the fact that she was trained by her mother's clan to be able to bear the strain of riding her Roads. She has grown used to all forms of strain upon her body, enabling her to prolong the time it takes Recoil Damage to effect her. She is capable of postponing Recoil Damage for 1 post (total) normally, though with her Impervious Flesh passive active she is capable of postponing it for 2 posts (total). Otherwise, this works as normal D-Rank Defense Tiers.
Name: Impervious Flesh: Rock Body Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: Sidonie's body is naturally more durable than that of an average Human, and even more so due to the fact that she was trained by her mother's clan to be able to bear the strain of riding her Roads. She has grown used to all forms of strain upon her body, enabling her to prolong the time it takes Recoil Damage to effect her. She is capable of postponing Recoil Damage for 2 posts (total) normally, though with her Impervious Flesh passive active she is capable of postponing it for 4 posts (total). Otherwise, this works as normal C-Rank Defense Tiers.
Name: Impervious Flesh: Iron Body Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: Sidonie's body is naturally more durable than that of an average Human, and even more so due to the fact that she was trained by her mother's clan to be able to bear the strain of riding her Roads. She has grown used to all forms of strain upon her body, enabling her to prolong the time it takes Recoil Damage to effect her. She is capable of postponing Recoil Damage for 3 posts (total) normally, though with her Impervious Flesh passive active she is capable of postponing it for 6 posts (total). Otherwise, this works as normal B-Rank Defense Tiers.
- Tier Chains:
- Speed + Strength:
Name: B-Girl Kickboxing - Tricked Speed Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: "Movement Taught, Conserve Momentum"- The Kukinorite have been around for a very long time, since the Chakra Beasts roamed the planet, however they are rather stuck in their ways when it comes to how to utilize their Run. The last person to innovate within the clan didn't really improve upon their methods of Riding, which Sid found she could rectify. She combined the capabilities of her fighting style with her Trick Speed and Dash, resulting in her combining acrobatic movements into her Run. This D-Rank Speed+Strength Tier Chain changes how she builds up momentum, causing her speed to increase gradually yet constantly rather than in sudden bursts after a specified period of time as well as allowing her to utilize flips and spins to conserve her momentum while halting, whether voluntarily or forcibly, allowing her to continue moving at previous speeds. This method of utilizing her Trick Speed results in her starting at D-Rank- Speed when first building up her run, though she gathers 1 Tier Level in speed each post (total) she continues to move. Her flips/spins also occur at D-Rank+ Speeds and result in a tier level drop in speed rather than a complete loss of it when being halted. Rank - Speed Loss D - 9 Tier Levels C - 8 Tier Levels B - 7 Tier Levels A - 6 Tier Levels S - 5 Tier Levels
Name: B-Girl Kickboxing - Trick Speed Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: "Movement Taught, Conserve Momentum"- The Kukinorite have been around for a very long time, since the Chakra Beasts roamed the planet, however they are rather stuck in their ways when it comes to how to utilize their Run. The last person to innovate within the clan didn't really improve upon their methods of Riding, which Sid found she could rectify. She combined the capabilities of her fighting style with her Trick Speed and Dash, resulting in her combining acrobatic movements into her Run. This C-Rank Speed+Strength Tier Chain changes how she builds up momentum, causing her speed to increase gradually yet constantly rather than in sudden bursts after a specified period of time as well as allowing her to utilize flips and spins to conserve her momentum while halting, whether voluntarily or forcibly, allowing her to continue moving at previous speeds. This method of utilizing her Trick Speed results in her starting at D-Rank- Speed when first building up her run, though she gathers 1 Tier Level in speed each post (total) she continues to move. Her flips/spins also occur at C-Rank+ Speeds and result in a tier level drop in speed rather than a complete loss of it when being halted. Rank - Speed Loss D - 8 Tier Levels C - 7 Tier Levels B - 6 Tier Levels A - 5 Tier Levels S - 4 Tier Levels
Name: B-Girl Kickboxing - Tricky Speed Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: "Movement Taught, Conserve Momentum"- The Kukinorite have been around for a very long time, since the Chakra Beasts roamed the planet, however they are rather stuck in their ways when it comes to how to utilize their Run. The last person to innovate within the clan didn't really improve upon their methods of Riding, which Sid found she could rectify. She combined the capabilities of her fighting style with her Trick Speed and Dash, resulting in her combining acrobatic movements into her Run. This B-Rank Speed+Strength Tier Chain changes how she builds up momentum, causing her speed to increase gradually yet constantly rather than in sudden bursts after a specified period of time as well as allowing her to utilize flips and spins to conserve her momentum while halting, whether voluntarily or forcibly, allowing her to continue moving at previous speeds. This method of utilizing her Trick Speed results in her starting at D-Rank- Speed when first building up her run, though she gathers 1 Tier Level in speed each post (total) she continues to move. Her flips/spins also occur at B-Rank+ Speeds and result in a tier level drop in speed rather than a complete loss of it when being halted. Rank - Speed Loss D - 7 Tier Levels C - 6 Tier Levels B - 5 Tier Levels A - 4 Tier Levels S - 3 Tier Levels
- Speed + Endurance:
Name: Solo Act - Diva's Frottola Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: Sidonie is a talented singer who has worked to hone and perfect her voice to the utmost degree. This combined with her already enhanced lung capacity has resulted in her breathing becoming much more effective than a normal individuals. It is expressed as a unique Speed+Endurance Tier Chain that, rather than mitigating the stamina lost from tier use, causes her Solo Act techniques to strain her vocal chords less, while also increasing the energy regained from low activity. At this level, she regains an additional +1 Stamina per Post (Total) when standing still, while her Solo Act Techniques all have the Voice Limit price reduced by 1 (to a minimum of 1). Outside of these effects, this acts as normal for D-Rank Speed+Endurance Tier Chain Checks.
Name: Solo Act - Diva's Madrigal Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: Sidonie is a talented singer who has worked to hone and perfect her voice to the utmost degree. This combined with her already enhanced lung capacity has resulted in her breathing becoming much more effective than a normal individuals. It is expressed as a unique Speed+Endurance Tier Chain that, rather than mitigating the stamina lost from tier use, causes her Solo Act techniques to strain her vocal chords less, while also increasing the energy regained from low activity. At this level, she regains an additional +2 Stamina per Post (Total) when standing still, while her Solo Act Techniques all have the Voice Limit price reduced by 2 (to a minimum of 1). Outside of these effects, this acts as normal for C-Rank Speed+Endurance Tier Chain Checks.
- Strength + Defense:
Name: Impervious Flesh - Untouchable Classification: Taijutsu Rank: D-Rank Class: Defensive Range: Self
Description: As she formulated her fighting styles, Sid learned that while she is fully capable of taking attacks head on due to how durable she is, this wasn't always the best course of action. Through the various training exercises to control the flow of her body, she found that she is capable of controlling the energy behind her opponent's Physical-based attacks as well. This D-Rank Strength+Defense Tier Chain allows her to redirect the kinetic energy behind attacks so that the damage is dissipated around her form harmlessly, not negating the damage so much as diverting it away from her. This works differently than other Defense chains, as it is capable of affecting all ranks of Physical techniques (including Piercing normally and Bypassing if I.F. is active), however when used at this level only a D-Rank of force is redirected, reducing the damage of techniques even if it doesn't negate it outright. The kinetic energy diverted lingers around Sid for 1 Post (Total) before dissipating, allowing her to utilize it if she has a method to do so.
Name: Impervious Flesh - Truly Untouchable Classification: Taijutsu Rank: C-Rank Class: Defensive Range: Self
Description: As she formulated her fighting styles, Sid learned that while she is fully capable of taking attacks head on due to how durable she is, this wasn't always the best course of action. Through the various training exercises to control the flow of her body, she found that she is capable of controlling the energy behind her opponent's Physical-based attacks as well. This C-Rank Strength+Defense Tier Chain allows her to redirect the kinetic energy behind attacks so that the damage is dissipated around her form harmlessly, not negating the damage so much as diverting it away from her. This works differently than other Defense chains, as it is capable of affecting all ranks of Physical techniques (including Piercing normally and Bypassing if I.F. is active), however when used at this level only a C-Rank of force is redirected, reducing the damage of techniques even if it doesn't negate it outright. The kinetic energy diverted lingers around Sid for 1 Post (Total) before dissipating, allowing her to utilize it if she has a method to do so.
- Speed + Defense:
Name: Impervious Flesh - Redirect Force Classification: Taijutsu Rank: D-Rank Class: Offensive Range: Self
Description: After learning, through her various martial arts styles, to redirect harmful force around her body rather than absorbing it, Sid discovered that the force took time to dissipate and could be used to her advantage. Alongside learning to use the force, she learned to generate her own, resulting in this D-Rank Speed+Defense Tier Chain. At the cost of Pain (Impervious Flesh active) or Recoil (Impervious Flesh inactive) Sid is capable of generating powerful shockwaves of force with her Taijutsu, dealing Internal Defense Bypassing damage to targets or objects she strikes. The price required varies, with pain being inflicted 1-Rank above while recoil is inflicted 1-Rank below the damage she wishes to deal. This technique ties well with her other Tier Chain, as she is capable of utilizing the energy redirected from physical techniques as a substitute price, though it deals damage equal to the amount of energy. These shockwaves also serve to extend the reach of her attacks based on the speed they were executed with. Speed - Add. Reach D- - +1ft D - +2ft D+ - +3ft D++ - +4ft
Name: Impervious Flesh - Redirected Force Classification: Taijutsu Rank: C-Rank Class: Offensive Range: Self
Description: After learning, through her various martial arts styles, to redirect harmful force around her body rather than absorbing it, Sid discovered that the force took time to dissipate and could be used to her advantage. Alongside learning to use the force, she learned to generate her own, resulting in this C-Rank Speed+Defense Tier Chain. At the cost of Pain (Impervious Flesh active) or Recoil (Impervious Flesh inactive) Sid is capable of generating powerful shockwaves of force with her strikes, dealing Internal Defense Bypassing damage to targets or objects she strikes. The price required varies, with pain being inflicted 1-Rank above while recoil is inflicted 1-Rank below the damage she wishes to deal. This technique ties well with her other Tier Chain, as she is capable of utilizing the energy redirected from physical techniques as a substitute price, though it deals damage equal to the amount of energy. These shockwaves also serve to extend the reach of her attacks based on the speed they were executed with. Speed - Add. Reach C- - +5ft C - +6ft C+ - +7ft C++ - +8ft
- Strength + Endurance:
Name: Solo Act - Novice Belting Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: All of Sid's vocal training and her naturally large lung capacity has made her an excellent singer. However, she also noticed that as she practiced more and more her vocal chords got used to the strain of performance. This Strength+Endurance Chain increases her Voice Limit by a tenth of its total value (+6) permanently. In addition it is easier for her to restore her voice to working order if brought Below Empty, allowing for any form of Medical technique to treat her effectively, though now imposing a rank requirement depending on the damage done. Otherwise, this technique still fills D-Rank Strength+Endurance tier checks. Negative Value - Rank Req. (Med. Tai, Nin, Kin, Sen, Fuin) Equal to Near Empty - A, B, C, D, Any Equal to 1/4th - S, A, B, C, D Equal to Half - SS, S, A, B, C Equal to 3/4ths - SSS, SS, S, A, B Equal to Full - Z, SSS, SS, S, A
Name: Solo Act - Improved Belting Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: All of Sid's vocal training and her naturally large lung capacity has made her an excellent singer. However, she also noticed that as she practiced more and more her vocal chords got used to the strain of performance. This Strength+Endurance Chain increases her Voice Limit by an additional tenth of its total value (+6) permanently, resulting in an overall increase of +12. In addition it is easier for her to restore her voice to working order if brought Below Empty, allowing for any form of Medical technique to treat her effectively, though now imposing a rank requirement depending on the damage done. Otherwise, this technique still fills C-Rank Strength+Endurance tier checks. Negative Value - Rank Req. (Med. Tai, Nin, Kin, Sen, Fuin) Equal to Near Empty - B, C, D, Any, Any Equal to 1/4th - A, B, C, D, Any Equal to Half - S, A, B, C, D Equal to 3/4ths - SS, S, A, B, C Equal to Full - SSS, SS, S, A, B
- Endurance + Defense:
Name: Solo Act - Empowered Voice I Classification: Taijutsu Rank: D-Rank Class: Supplementary/Offensive Range: Self
Description: As Sid honed her singing talent and began to incorporate her Ronin Ability into the use of her voice, she found that it was naturally growing in strength without her having to put much effort forth. The growth in strength brought forth this unique Defense+Endurance Tier Chain, as rather than blocking Chakra-based Damage with her body she found that she is capable of destabilizing Chakra-based techniques of all kinds with her voice alone. Alone, this satisfies D-Rank Defense+Endurance tier checks, however when used alongside techniques that make use of her Voice she is capable of destabilizing D-Rank Chakra-based techniques, weakening them to be on par with Hybrid in terms of effectiveness while techniques made to be on par with Spiritual/Natural are reduced to their former effectiveness.
Name: Solo Act - Empowered Voice II Classification: Taijutsu Rank: C-Rank Class: Supplementary/Offensive Range: Self
Description: As Sid honed her singing talent and began to incorporate her Ronin Ability into the use of her voice, she found that it was naturally growing in strength without her having to put much effort forth. The growth in strength brought forth this unique Defense+Endurance Tier Chain, as rather than blocking Chakra-based Damage with her body she found that she is capable of destabilizing Chakra-based techniques of all kinds with her voice alone. Alone, this satisfies C-Rank Defense+Endurance tier checks, however when used alongside techniques that make use of her Voice she is capable of destabilizing C-Rank Chakra-based techniques, weakening them to be on par with Hybrid in terms of effectiveness while techniques made to be on par with Spiritual/Natural are reduced to their former effectiveness, and D-Rank are dispersed entirely.
Genjutsu- Spoiler:
Name: Haki Classification: Genjutsu (Can only be used by Ronin) Rank: D-rank Class: Passive Range: Short
Description: Ronin have a greater affinity for genjutsu than Ninja and use that to their advantage as one of their adaptations makes it impossible to disrupt the flow of their genjutsu by simply cutting off chakra flow as well as overrides dojutsu eye immunity to genjutsu. In addition Ronin genjutsu techniques can be used on Dakar as long as they are the same rank or higher as the Dakar. Ronin genjutsu can only be combated with other genjutsu and can only be broken with the will or death of the user. (As well as the end of the topic)
Name: Genjutsu Binding Classification: Genjutsu Rank: D-rank Class: Offensive Range: Short range
Description: The user binds the opponent in a genjutsu, rendering them incapable of movement.This genjutsu can be used on more than one target at the same time however it can only be used on opponents of the same rank of the user and below. Once the target is bound, the user or an ally can rush up to the enemy, able to easily deliver a devastating killing blow.
Last edited by Sid on 22nd November 2020, 8:06 pm; edited 3 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Sidonie Jayne 4th August 2020, 9:51 pm | |
| General Kukinorite Techs- Spoiler:
Name: Shadow Classification: Taijutsu Rank: D-rank Class: Passive Range: Self Description: The “Shadows” of the Kukinorite’s are a manifestation of their killing intent and/or fighting spirit. Because of this the “Shadows” can only be seen at certain points when the user’s killing intent and/or fighting spirit are at their highest. It has a unique effect where while active it makes use of the victims Intimidation Limit which is equal to their fatigue limit, but when used in conjunction with actual Killing Intent the amount the victim's I.L depletes is doubled. With each post (total) a Kukinorite's Shadow is out it constantly reduces the Intimidation limit, once fully exhausted the victims will be completely intimidated where they will faint for a period of time, however Barrier tiers equal to the user’s rank can make the victims immune to intimidation. These moments are usually at the beginning of a battle, used for intimidation purposes, or when the user uses one of their high ranking or signature techniques, Infinity Atmosphere techniques. Since the “Shadows” represent only a single person’s killing intent and/or fighting spirit every Kukinorites’s shadows take different appearances and as the user improves their “Shadows” will also improve, changing in appearance. Now if two Kukinorite’s were to do a combination jutsus, “Shadows” will also be shown but the appearance will be a fusion of the two “Shadows.” This fusion can also take place with users of Killing Intent or Fighting Spirit, allowing for high versatility with those who possess these techniques. Rank/Barrier Tier for Immunity - Intimidation Limit Depleted - Faint DurationD - 1 - 1 C - 2 - 5 B - 3 - 10 A - 4 - 15 S - 5 - 20 - Sid's Shadow:
Name: Run Classification: Taijutsu (Kukinorite Only) Rank: D-rank Class: Supplementary Range: Self Description: In ancient times the Gravity Children were required to go through zero gravity training, to make them capable of fully utilizing the Roads prowess. Through this training a couple of things were revealed, one is that the usage of the Roads is stressful on the body, the Roads dealing recoil to the Kukinorite every time a technique is used. The other thing is that due to the alteration in their bodies, the Kukinorite endure conditioning and flexibility exercises in order to be able to contort their body while in a free-fall. As a result they are highly proficient in mid-air combat with the skill of the user granting them the ability to control their movements after jumping or while falling at varying distances above ground. This however is limited by the speed they are moving as if the Kukinorite is not capable of said speed even while falling then it hampers their ability to dodge mid-air like non-kukinorite. Due to the nature of this technique, it is required for one to begin learning the Roads. Rank of Technique – Rank of StrainC-rank deal D-rank recoil B-rank deal C-rank recoil A-rank deal B-rank recoil S-rank deal A-rank recoil SS-rank deal S-rank recoil SSS-rank deal SS-rank recoil *Note 1. GC in Zero Gravity Conditions receive 1-rank Lower in strain. 2. Sonia Road Riders (& Advanced Roads with Sonia as a component) are subjects to 1-rank Lower in strain in areas of High Pressure. Rank of user - Height (Boards)D-rank - 50ft (25 ft) C-rank - 40ft (20 ft) B-rank - 30ft (15 ft) A-rank - 20ft (10 ft) S-rank - 10ft (5 ft) Name: Sight Trick Classification: Taijutsu Rank: C Class: Supplementary Range: Self Description: Sight Trick is a unique technique to the Kukinorite clan which is their aptitude to adjust to different levels of speed due to Trick Speed. As long as the speed is with the Trick Speed technique their eyes will adjust to the speeds, allowing them to keep up rather than lag behind with their vision. However, if the forbidden boosts occur their eyes will not be able to adjust accordingly. Gravity Children benefit the most from this however due to their Altered Perception allowing for higher speeds to be reached without suffering from vision lag. Name: Dash Classification: Taijutsu Rank: C-rank (Variable Stamina Price each Turn active) Class: Supplementary Range: Self Description: "Movement Taught, Run." - The Kukinorite have been around for a very long time, from the time of the Chakra Beasts actually and with that time they designed a series of training methods to help them keep up their edge and obtain mastery of the use of their Air Treks and Sky Boards. This is the first known as "Dash" which entails learning how to increase their ability to build up running speed, depending on the skill of the Kukinorite they will begin to skate at an accelerated pace which works hand in hand with the "Trick Speed" technique lowering the amount of time it takes for the Kukinorite to ascend to a higher speed level. Each rank they ascend upward increases how tired they get from preforming this technique, though the more skilled they are the more effective they are at not having to use it for prolonged periods before they get to the speed they wish to get to. Once more this technique due to building off Trick Speed only extends to movement speed, every other speed relies on the Kukinorite's tiers and if the Kukinorite stops it resets the whole effect. Rank - P.T running to Accelerate via Trick Speed (AT/SB) - Additional Stamina Price Per Turn usingD - 9/4 - 10 C - 8/4 - 8 B - 6/3 - 6 A - 5/3 - 4 S - 4/2 - 2 King or Queen of a Road - 3/2 - 1 Name: Trick Speed Classification: Taijutsu Rank: B Class: Supplementary Range: N/A Description: Kukinorite are special in that they use a pair of special skates or boards to trigger their latent abilities and control the elements through movement. Trick speed is a technique which revolves around the momentum of the skates/board as one moves across the field. Just like any object, one must build up momentum to go fast. The more momentum you create the faster you go. Trick Shot allows the Kukinorite to move quicker and quicker over time (running speed only). At first the Kukinorite moves just slightly above normal running speed (Swift Release) and the longer they keep up their momentum the more it will increase. Every 10 posts (total) the momentum will increase by 1 rank in speed (running speed only), however with a chakra board this is shortened to 5 posts (total). If the Kukinorite comes to a halt the momentum will restart at D rank. Using the brakes on the skates/board the Kukinorite can slow down to a lower speed as long as they don't come to a stop, but will start over with the momentum building (posts will revert to needing 10 for Skates or 5 for Boards for the next rank in speed). These skates/boards are uniquely designed to withstand the pressure from the speeds, resulting in no recoil to the skates/board or Kukinorite. The skates/board are also designed so as to not have a sudden increase in speeds through techniques, negating any use of speed boosting to them as a safety precaution. If one does manage a way to boost their speed up through some means the sudden force will shatter the skates/board, requiring a Rikigaku Mechanic or Blacksmith to fix them. However, they do have a small mechanism that will allow them a total of 5 posts to move at blinding light speeds before they break. It is highly recommended not to use it though as breaking your skates/board will result in losing your access to Kukinorite techniques and you will not be given a new pair. (For movement speeds, running, this technique will work separately of speed tiers while the rest of the body will only work with speed tiers.) Name: Hurdle Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Self Description: "Movement Taught, Avoiding Obstacles" - The Kukinorite have been around for a very long time, from the time of the Chakra Beasts actually and with that time they designed a series of training methods to help them keep up their edge and obtain mastery of the use of their Air Treks. This is the second known as "Hurdle" focusing on learning how to avoid obstacles whether the means terrain or incoming objects while skating. This is a skill that allows a Kukinorite to calculate topology or flight trajectory and adjust according in advance causing those who see them skating to think that they have an uncanny sense of dodging or perfect, of course this applies primarily during a Run where a Kukinorite is in their true element and is reduced when not in the air. Depending on the skill of the Kukinorite the types of terrain they are unhindered by and the number of projectiles they can dodge while on route to an opponent both on the ground or in the air before slowing as a result of Trick Speed (1-rank) varies. Rank - Terrain Unhindered by (Str Tier Check for movement bypassed - No. of Projectiles before slowing (Ground, in Air)D - Non-Stormy Conditions (Air) & Stable/Horizontal Ground (N/A) - 2, 3 C - Unstable, Diagonal or Vertical Ground (D) - 4, 6 B - Calm or With Current (Liquid), Upside Down Ground (C) - 6, 9 A - Against Current (Liquid), Stormy Conditions (Air) - 8, 12 S - Semi-Solid/Adhesive Ground, Vacuum (Air) - 10, 15 *Gravity Children are capable of dodging double the incoming projectiles as long as it falls within the spectrum of "Altered Perception" however, there is an added price of -1 stamina for each additional projectile dodged as it is more taxing on the body. Name: Cube Classification: Taijutsu Rank: A-rank Class: Supplementary Range: Self Description: "Movement Taught, Bouncing off Surfaces" - The Kukinorite have been around for a very long time, from the time of the Chakra Beasts actually and with that time they designed a series of training methods to help them keep up their edge and obtain mastery of the use of their Air Treks. This is the third known as "Cube" which was created to further increase a Kukinorite's skill through fights within enclosed spaces which is drilled into a Kukinorite's body until they learn the point of it namely to utilize the terrain to their advantage. Kukinorite are capable of taking advantage of things, particularly walls or footholds to rapidly change direction or increase the range of their jumps, this is also done by calculations making use of their impressive intellect to determine where they want to end up and using the exact amount of force to bring it about. When utilized in conjunction with Trick Speed this allows a Kukinorite to make sudden changes in direction after kicking off a surface, grabbing onto an object to accomplish turns which aren't normally possible at the usual speed reduction for slowing down however the more skilled the Kukinorite the less of a speed reduction they suffer from. Rank - Jump Distance Increased/Speed Reduction after bouncing off surfaceD - 5 ft (1-rank) C - 10 ft (3 Tier Levels) B - 15 ft (2 Tier Levels) A - 20 ft (1 Tier Level) S - 25 ft (No Reduction) Name: Air Classification: Taijutsu Rank: S-rank (-5 Stamina Per "Air Jump") Class: Supplementary Range: Self Description: "Movement Taught, Jump" - The Kukinorite have been around for a very long time, from the time of the Chakra Beasts actually and with that time they designed a series of training methods to help them keep up their edge and obtain mastery of the use of their Air Treks. This is the fifth known as "Air" which focuses on teaching the Kukinorite how to jump which to most Kukinorite they think they know what it is to jump but the truth is they have no clue. The Kukinorite way of jumping allows them to be capable of adjusting their center of gravity resulting in a unique way of jumping which can be likened to a double jump if only in appearance. What they are doing is jumping and then using their momentum from the jump in conjunction with shifting their center of gravity and being propelled further by the spin. This is known as the "Air Jump" informally among Kukinorite and the more skilled they get the more frequently they can do this. When using this technique it also counts as an S-rank Air-Movement technique, due to building off of Run, however if any Kukinorite became an Acolyte this technique stacks with their ability to jump multiple times becoming far more dangerous as a result. Rank - Air Jump Distance Scale Modifier (No. of Times Air Jump can be used to shift directions)D - 1/3 (1) C - 1/2 (2) B - 1 (3) A - 2x (4) S - 3x (5) *Note: Kukinorite in Zero G do not trigger the additional stamina price for Air Jumps due to the lack of gravity allowing them to not exert themselves as much as it would be to fight it's effect on their body during an Air jump. Furthermore this technique is unable to be utilize in Intense Gravity S-rank or above unless Kukinorite is of the Sonia Road (Gravity Children raise this by one rank to cap at SS-rank or above). Kukinorite Fighting Style- Spoiler:
Name: Wáṣerotapa Classification: Fighting Style Rank: D-rank Class: Offensive Range: Short-Mid Range.
Description: The Kukinorite Clan now have a unique method of close combat fighting, as the originator Jazz D. Kukinorite trained the use of her body to incorporate balance exercises along with various types of kicks. The reason this combat is fighting is that it makes no use of their arms for anything other than positioning the legs are both the Kukinorite's attacking and defensive force, with their body being used for momentum while her arms are used to either steady her balance to execute punishing kicks and front kicks or to rapidly gather momentum for brutal spin kicks. Wáṣerotapa contains a mixture of kicking types ranging from the basic four (Roundhouse, Front, Side & Back), while including advanced kicking types (Axe, Butterfly, Calf, Crescent, Hook, Heel, Vertical) and those which most consider risky in life or death matches (Flying, Multiple, Scissor, Spinning, Drop). Upon this styles introduction into the Kukinorite Clan it has incorporated stomps, sweeps, knees, cartwheels, flips and dives into to increase its versatility and the momentum an individual is capable of generating to exert more force to their opponent. In addition to the balance exercises the Kukinorite is forced to constantly do flexibility exercises to ensure their ability to stretch and contort their body more freely to avoid counter attacks as well as execute kicks which would throw one not used to constantly hampering their balance by throwing out kicks. When utilizing this fighting style along side Chakra Skates the Kukinorite is capable of preforming more advanced aerial kicks by riding along air currents to sustain their momentum and "step" on air to rapidly alter the trajectory and momentum built up in preparation for a kick.
Name: Wáṣerotapa: Bounce Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork learnable in which the user shifts their foot rolling off the ball of their heel onto the tips of their toes before using that momentum to essentially bounce of a solid surface. The object of this is to propell one's body using the least amount of momentum and force possible relying solely on the muscles in one's calf and foot to launch one upward. Through practice the user is able to use this as a basis for some of the more advanced moved but primarily it is used to extend the user's jumping ability without the use of strength tiers. This is due to the way the user rises upward and when falling down due to gravity downward kicks are given more force depending on how high the user was prior to dropping down. Rank - Jump Distance (ft) - Str Tier Modifier - Height Dmg Modifier D - 1 - 3 - 1x C - 2 - 6 - 1x B - 3 - 9 - 1x A - 4 - 12 - 2x S - 5 - 15 - 2x
Name: Wáṣerotapa: Step Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork learnable in which the user steps forward or back while lowering their body resulting in a ducking yet quick movement ahead. The result is attacks aimed at the user's head or shoulders missing if they are moving at swift release or below and due to closing in it provides an opportunity to strike before a counter attack can be launched resulting in the next kick requiring D-rank reaction tiers to successfully dodge, or when stepping back knocking the opponent flying 5 feet (sustaining additional dmg if they crash into anything during the flight) if they do not possess D-rank strength tiers to lock themselves in place. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the dodging speed of the user (Spd), victim (Spd) or the strength needed to resist the knockback (Str).
Name: Wáṣerotapa: Kickoff Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork learnable in which the user bends the knees while either running along a vertical surface or landing on it before kicking off of it with a single leg. This causes the user to flip while tucked into a ball before coming in contact with another vertical surface while dropping down a few feet. This technique involves using her leg muscles to push off in a manner similar to jumping however it differs in that she uses gravity along with her acceleration to assist her movement. The distance at which she can "Kick off" off of walls is initially 5ft allowing the user to cross distances via just this method of travel though when using strength this becomes another method of facilitating powerful strikes as the speed of the next kick is boosted by 1-rank. As long as the user reaches another vertical surface without exceeding the max amount of distance able to be covered by the kickoff this technique can be repeated multiple times dependent on the user's skill level. Rank - Max Kickoff's Total - Distance Covered Each - Str Tier Modifier D - 1 - 5ft - +3ft C - 2 - 10ft - +6ft B - 3 - 15ft - +9ft A - 4 - 20ft - +12ft S - 5 - 25ft - +15ft
Name: Wáṣerotapa: Dive Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of movement in which the user drops from an elevation in a certain way in order to either build up speed or slow it while dropping from the sky. This technique is primarily used in order to set up things as when the arms and legs are spread apart and the user falls slower it boosts the speed of movement related Wáṣerotapa techniques by 1 while when the arms and legs are narrowed and the user falls faster through the air it boosts the power of kicks by 1. Likewise on the flipside when moving slower through the air kicks are 1-rank slower while moving faster through the air the distance covered by movement techniques is halved. Height Diving From (ft) - Movement Spd gained each P.T (Spread/Diving) 5 - Every 10ft +1/Every 20ft +1 10 - Every 20ft +2/Every 40ft +2 20 - Every 30ft +3/Every 60ft +3 40 - Every 40ft +4/Every 80ft +4 80 - Every 50ft +5/Every 100ft +5 *Note all Caps at S-rank
Name: Wáṣerotapa: Cartwheel Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of movement in which the user cartwheels out of the way of an incoming strike moving at swift release either to the left or the right in order to put distance between them and the opponent over a set distance. This doubles as a means to build up momentum for a follow up kick as with each cartwheel the user is able to amplify the speed or power of their next kick by +1. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the dodging speed of the user. Rank - Distance Covered (ft Per Cartwheel) - Number of Cartwheels - Buff D - 3 - Every 1 = Optional +1 to Spd of Kick C - 6 - Every 2 = Optional +1 to Power (Dmg) of Kick B - 9 - N/A A - 12 - N/A S - 15 - N/A
Name: Wáṣerotapa: Flip Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of movement in which the user flips ither forward or back to put additional force onto a strike or to put distance between her and an opponent to likewise deliver additional force to opponents moving towards her. This all relies on distance with the damage multiplier for her strike increasing relative to the distance between her and his opponent. When she flips forward if the opponent is within either a foot OR 4 feet of her as she launches the kick they sustain normal damage, if they are in between 2-3 feet they sustain double the knockback while if they are between 1-2 feet they sustain triple the knockback from the strike. Likewise when she jumps back opponents moving towards her to bridge that gap likewise suffer the same predicament with the follow up strike. "Flips" distance and speed increases with the user's tiers, each speed tier allows her to dodge strikes with a flip back equal to the speed she is moving while each strength tier increases the distance of the leap by five feet. Rank (Str Tier) - Distance Covered None - 5 D - 10 C - 15 B - 20 A - 25 S - 30
Name: Wáṣerotapa: Feint Kick Classification: Taijutsu Rank: D-rank Class: Offensive Range: Short
Description: The Feint Kick is as the name states a feint meant to mislead an opponent into thinking one is about to utilize a kick in order to make them dodge in a certain way allowing for a follow up. Feint kicks can resemble any type of kick however involve the the use of one's strength tier to suddenly pull back as well as the user's skill level in order to reply with a follow up while the opponent is still reeling from midreading the strike in question. With it comes the ability to capitalize on the opponents mistake often requiring +1 reaction to the speed that the follow up possesses in order to successfully dodge it or with some kicks actually triggering an alternate method of preforming it. Strength Tier - Kicks Able to use as a Feint None - Knee, Stomp D - Sweep, Toe C - Front, Roundhouse, Side, Back B - Axe, Butterfly, Calf, Crescent A - Hook, Heel, Vertical, Multiple S - Spinning, Scissor, Flying, Drop
Name: Wáṣerotapa: Vertical Run Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Created as a result of seeking a means to incorporate the Kukinorite Clan technique known as "Run" within their fighting style, they have a distinct method of movement even when not using their skates or boards. When they run it is more like "skating", gaining their traction from the edges of their feet pushing off with their calf muscles legs bent and vaulting forward. They have honed this style of movement to have a smooth rhythmic pattern to it and it is much better at turns albeit reducing their ability to jump due to the positioning of the legs. As the user grows more skilled they learn how to turn much quicker without sacrificing any momentum thus being able to turn on a dime not losing any speed. While wearing skates, it works hand in hand with Trick Speed giving the user an advantage over other practitioners by allowing the user to conserve their forward motion while making sharp turns neither needing to slow down or come to a stop. Rank - Run Jump Reduction (ft) - Spd Rider can turn without slowing down D - 5 - N/A (Normal Running Spd) C - 10 - D B - 15 - C A - 20 - B S - 25 - A
Name: Wáṣerotapa: Horizontal Run Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Developed as a means to get around the lack of jumping ability while utilizing Vertical Run, due to the effect of Trick Speed Kukinorite are capable of moving faster the longer they remain in motion, they have decided to use that to their advantage. Due to this when the user has built up at least a D-rank in running speed, the user can switch the surface they skate on and begin to ride on walls and other vertical surfaces for a short period of time. The initial switch allows them to ascend if the surface allows it up to a set height dependent on their skill and while skating, the user can skate diagonally to boost their acceleration depending on the height of what they are riding on as they use gravity to boost their riding speed. In addition depending on the height and speed they are moving at, they can maintain this for longer periods of time before they are forced back to the ground. This is completely based on momentum and doesn't make use of chakra at all with the higher speed they use to switch lengthening the amount of time (posts total) they can spend skating on a vertical surface. Rank - Surface Switch Speed (Height Upward) - Height (Trick Speed Acceleration Modifier) D - N/A (None) - Every 5ft = -1 P.T C - D (5ft) - Every 10ft = -2 P.T B - C (10ft) - Every 15ft = -3 P.T A - B (15ft) - Every 20ft = -4 P.T S - A (20ft) - Every 25ft = -5 P.T
Time Till Rider is forced to run normally (Posts Total) - Height Upward 2 - None 4 - 5ft 6 - 10ft 8 - 15ft 10 - 20ft & Above
Name: Wáṣerotapa: In-Vertical Run Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: Horned by taking Run, Vertical Run and Horizontal Run and combining them together the Kukinorite have learned how using the right amount of built up momentum to run fast enough that they can do so upside down. Granted it is for an even shorter time period than Horizontal Run and can be accomplished by anyone using chakra to stick to a surface but the fact that they can do it without any chakra makes it worthwhile. The transition is only capable from using Horizontal Run as they need to be on a vertical surface in order to successfully built up enough momentum and height to switch to being upside down. Using this technique the movement speed the user had used while skating remains in effect as they fall allowing their movement to be conserved even though they aren't currently skating on the ground but rather plummeting from the sky. More importantly however is it's relationship with any of their kicks, as the descent allows them to place all of their body weight behind the strike to deal damage while knocking an opponent flying 10ft with the more strength that is put behind it increasing the distance they are launched even further. Victims knocked back require C-rank strength to tense their body to negate that and if they are sent flying they can crash into other things to take additional damage. Strength Tier - Knockback Distance - Spd Victim flies through air None - 10ft - N/A D - 15ft - Normal Running Spd C - 20ft - D B - 25ft - C A - 30ft - B S - 35ft - A
Name: Wáṣerotapa: Jump Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Mid
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of movement in which the user expands on the philosophy of Bounce this time bending the knees along with the shifting motion in order to jump skyward enhancing the natural jumping ability of the user. The object of this is to propell one's body using the least amount of momentum and force possible relying solely on the muscles in one's calf and foot to launch one upward. Through practice the user is able to use this as a basis for some of the more advanced moved but primarily it is used to extend the user's jumping ability without the use of strength tiers. This is due to the way the user rises upward and when falling down due to gravity downward kicks are given more force depending on how high the user was prior to dropping down. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the jumping distance of the user. Rank - Jump Distance (ft) - Str Tier Modifier - Height Dmg Modifier D - 10 - +4 - 1x C - 20 - +8 - 1x B - 30 - +12 - 2x A - 40 - +16 - 2x S - 50 - +20 - 3x
Name: Wáṣerotapa: Dash Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Contact (Kick), Short-Mid (Knockback)
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of movement in which the user dashes forward before kicking using the added momentum from the distance covered in order to land a kick which when it lands even when blocked pushes an opponent back a set distance to leave them open for a follow up kick unless they possess C-rank strength to tense their body before the moment of impact. When that happens unless they have an additional C-rank counter knockback/balancing technique they still slide back from the force of the kick. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the strength required to resist being knocked back of the user. Rank - Distance Covered by Dash (ft) - Knockback in Ft (Blocked) D - 1 - 10 (5) C - 2 - 20 (10) B - 3 - 30 (15) A - 4 -40 (20) S - 5 -50 (25)
Name: Wáṣerotapa: Serial Kickoff Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short-Mid
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork expanding further on the concept of Kickoff in order to kickoff in rapid succession using both legs rather than just a single one unlike with the original technique. This technique doesn't simply extend the distance covered by the "Kickoff" but if it is interupted by impacting another surface before half of the distance is covered the user and interupt it by kicking off again with the movement speed of the user being boosted while travelling through the air only. Essentially a more movement focused version of the base technique when combined with Serial Kickoff the user and bounce off of surfaces like a pinball augmenting their travelling speed while moving through the air giving them tactical superiority while utilizing aerial based combat. Rank - Distance Covered Each - Str Tier Modifier D - 5ft - +4ft C - 15ft - +8ft B - 25ft - +12ft A - 35ft - +16ft S - 45ft - +20ft *Each consecutive kickoff raises the user's movement speed in the air while tucked into a ball by +1, upon landing, kicking or missing a surface and not kicking off once more it is reset.
Name: Wáṣerotapa: Side-Step Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork in which is a quick move a tilt of her back heel, sliding her other leg either against the ground if it isn't raised, at high speeds to brush a strike coming forward or backward around her body creating a subtle deflection effect which diverts the power of the strike while simultaneously forcing the victim to continue to move with it. It is used to divert a strike coming at C-rank speeds with at most C-rank strength to the left or right side of his body depending on how he tilted while sustaining half the damage (1-rank below) while the opponent has no loss in momentum from the brushing impact. When used in combination with Crane Stance she sustains no damage, Side-Step depends on her reaction and defense tiers with her reaction determining the speed at which a strike can be deflected while her defense determining the strength of the strike which can brushed past.
Name: Wáṣerotapa: Backtrack Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short-Mid
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork in which the user backtracks using the forward foot and stepping backward to shift the body to give enough distance to allow the neck kick an increase in speed by +1 or the user skips backward to allow for even more distance before vaulting forward with another kick using the sudden change to require +1 reaction tiers in order to successfully dodge the follow up strike. The distance covered varies on the user's skill and it can be used to quickly dodge an incoming strike moving at Bullet Release or below speeds due to the user's shifted movement. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the speed of incoming attacks they can use to dodge this with or based on their leg strength the distance they backtrack and thus seperate themselves from the opponent. Rank (Str Tier) - Step Distance - Skip Distance (ft) N/A - 1 - 5 D - 2 - 10 C - 3 - 15 B - 4 - 20 A - 5 - 25 S - 6 - 30
Name: Wáṣerotapa: Knee Classification: Taijutsu Rank: C-rank Class: Offensive/Supplementary Range: Mid
Description: The first offensive strike of Wáṣerotapa, Knee acts like an opener and a means to temporarily incapacitate opponents so as to buy enough time for more powerful kicks. The user brings their back leg upward aiming for either the head, stomach or crotch, each target being a weak-point this technique dealing C-rank physical damage. When striking the head if the opponent doesn't block or close their eyes with Reaction equal to the speed of the knee they are blinded for 1 post (Total). When striking the stomach if the opponent doesn't possess C-rank endurance tiers or do not require breathing they are left gasping for air wasting their next post due to sucking in air. When striking the crotch if the opponent crumples to their knees due to the pain unless they have Pain Tolerance (female only) in which case they remain prone for 2 posts (total) if female or 4 posts (total) if male due to the pain preventing them from moving their legs and risk aggravating the injury. If they do move before the duration is up they are experience C-rank physical pain each post (total) until they can recover.
Name: Wáṣerotapa: Stomp Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Contact-Short
Description: The second offensive strike of Wáṣerotapa, Stomp acts like a finisher which can be preformed in two ways the first is by using it on an opponent essentially stomping on their head or shoulder dealing C-rank physical damage in order to propel oneself upward into a backflip while simultaneously planting the opponent 2 feet into the ground unless they tense their body upon impact with C-rank strength. The second way is by stomping on a prone opponent who is laying on the ground dealing C-rank physical damage to them while causing them to essentially bounce off the ground into the air unless they tense their body right before impact with C-rank strength. In the case of the former if they opponent tenses their body the distance the user is propelled is double while when stomping on prone opponents they are dealt additional physical elemental damage due to smacking into the surface they are laying on (I.e the ground would deal D-rank physical earth release damage while a C-rank block of ice would deal C-rank physical ice release damage etc). Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the distance the user is propeled into the air after stomping on an opponent.. Strength Tier - Stomp Jump Distance (Standing/Prone) N/A - 3ft/1ft D - 5ft/3ft C - 10ft/5ft B - 15ft/10ft A - 20ft/15ft S - 25ft/20ft
Name: Wáṣerotapa: Front Kick Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact, Short (Knockback)
Description: Delivering a front kick involves raising the knee and foot of the striking leg to the desired height and extending the leg to contact the target. The actual strike is usually delivered by the ball of the foot for a "push" front kick or the top of the toes for an snap "front" kick. The difference in the two lies in the effect not the execution as in both this technique occurs at Bullet Release speeds, with additional tiers being used to only increase the speed of utilization (Spd) and the power behind the kick itself (Str). When kicking an opponent with the ball (heel) of the foot it results in a knockback effect hence the improper name, this knocks an opponent 10 ft backwards with C-rank force potentially causing them additional damage if they impact anything while flying back. When kicking an opponent with the toe it depends where they are hit, usually it is used as a response to an opponent crouching or lunging in an effort to tackle much too early as the victim is "snapped" upward due to the force of the kick launching them into the air up to 10 ft and leaving them vulnerable if they do not possess an air movement technique C-rank or above to a followup kick. In both instances victims must possess C-rank or above strength to resist the knockback inflicted by this technique. Strength Tiers of User - Knockback from Technique (ft) None - 10 D - 15 C - 20 B - 25 A - 30 S - 35
Name: Wáṣerotapa: Roundhouse Kick Classification: Taijutsu Rank: C-rank Class: Offensive Range: Short
Description: A roundhouse kick is a kick in which the attacker swings his or her leg around in a semicircular motion, striking with the front of the leg or foot moving at bullet release speeds to deal C-rank physical damage. In most stances, the instep is used to strike, though some stances would allow the shin as official strike point to inflict even more damage as due to the hard surface of one's shin it is actually able to inflict D-rank slicing damage. Additional tiers only serve to augment the power and slicing ability (Str) in addition to the speed of execution (Spd). To execute, the attacker swings their leg sideways in a circular motion, kicking the opponent's side with the front of the leg, usually with the instep, ball of the foot, toe, or shin. Due to its power, the roundhouse kick may also be performed at low level against targets, such as the knees, calf, or even thigh, since attacking leg muscles will often cripple an opponent's mobility. It is the most popular type of kick within Wáṣerotapa due to its versatility due to stance changes as well as it's power as it can be used in many situations. Strength Tier - Slicing Damage None - D D - 2 D C - 4 D B - C A - B S - A
Name: Wáṣerotapa: Side Kick Classification: Taijutsu Rank: C-rank Class: Offensive/Defensive Range: Short
Description: The side kick refers to a kick that is delivered sideways in relation to the body of the person kicking at Bullet release speeds to deal C-rank damage. It is one of the most adaptable kicks, useful as both an offensive move and as a defensive counter to a blitzing opponent within 5 feet if they are moving at Bullet Release or Below speeds as they are always struck by it thus interupting their charge. Additional Tiers improve the speed of execution (Spd) as well as the damage inflicted by this technique (Str).There are two areas that are commonly used as impact points in sidekicks: the heel of the foot or the outer edge of the foot. The heel is more suited to hard targets such as the ribs, stomach, jaw, temple and chest due to bruising the opponent thus acting to increase the pain felt by the opponent with a follow up to the same area. However, when executing a side kick with the heel the toes should be pulled back so that they only make contact the heel and not with the whole foot. If a person hits with the arch or the ball of the foot, while not possessing C-rank defense tiers, then that can injure the foot or break an ankle. A standard sidekick is performed by first chambering the kicking leg diagonally across the body, then extending the leg in a linear fashion toward the target, while flexing the abdominals thus allowing it to outspeed typical movement being able to equate Samurai movement when used by a non-samurai while being able to equate muscle-tension/time-slowing dojutsu aided samurai movement when used by a samurai. *Feint Kick Effect - Another way of doing the side kick is to make it an end result of a faked roundhouse. This side kick begins as would a roundhouse kick however the practitioner allows the heel to move towards the center of the body. The kick is then directed outward from a cross-leg chamber so that the final destination of the kick is a target to the side, rather than one that is directly ahead, not only dealing damage but knocking the opponent off their feet an additional 5ft with knockback unless the opponent possesses C-rank or above strength to anchor themselves in place something only possible if they are able to react in time due to the feint. Strength Tier - Pain Felt by Opponent Per Kick in Same Impact Point None - 1x D - 2x C - 3x B - 4x A - 5x S - 6x
Name: Wáṣerotapa: Back Kick Classification: Taijutsu Rank: C-rank Class: Offensive Range: Short
Description: This kick is directed backwards, keeping the kicking leg close to the standing leg and using the heel as a striking surface at bullet release speeds to deal C-rank damage. In some stances, this kick is called the "half-moon" kick but involves the slight arching of the back and a higher lift of the leg to give a larger curvature. It is often used to strike opponents by surprise when facing away from them requiring the opponent to either possess 1-rank higher speed or C-rank reaction tiers in addition to the necessary speed to successfully dodge it. Additional tiers only work to further make it unpredictable due to the speed of execution (Spd) and increase the damage dealt by this kick (Str). *Feint Kick Effect - Another way of doing the side kick is to make it an end result of a faked sweep kick. This is preformed just as a sweep kick would except the full rotation results in the user moving back up with a jump off the leg maintaining one's balance while tucking in the leg which preformed the sweep before lashing out with the back-kick. This results in two things, the first being if the opponent dodged the sweep kick they require B-rank reaction to successfully avoid being hit, and if they avoided via jumping or were swept off their feet they are struck by the follow up unless they possess an aerial movement technique to be send flying 10 feet. Speed Tier - Reaction Tier Needed to Dodge None - C D - C+ (Sam. Lvl) C - B B - B+ (Sam. Lvl) A - A S - A+ (Sam. Lvl)
Name: Wáṣerotapa: Axe Kick Classification: Taijutsu Rank: B-rank Class: Offensive Range: Contact, Short (Knockback)
Description: An axe kick, is characterized by a straightened leg descending onto an opponent like the blade of an axe. It begins with one foot rising upward as in a crescent kick at crashing ground speeds. The upward arc motion is stopped, and then the attacking foot is lowered using a combination of speed and strength (Tier Chain) so as to strike the target from above to deal B-rank physical damage. The arc can be performed in either an inward (counter-clockwise) or outward (clockwise) fashion both both result in smashing a victim to the ground with enough force to actually make their body hit the ground and bounce upward up to 5 feet at Bullet Release speeds. This "bounce" leaves the victim completely vulnerable to a follow up unless the opponent tenses their body with B-rank strength at the moment the axe-kick hits resulting in them sustaining double damage (from the axe kick) if they likewise do not possess B-rank defense or A-rank or above strength sustaining no additional damage. Additional tiers not only improve the speed of execution (Spd) but make the resultant damage as well as impact velocity triggering the bounce effect higher (Str). This technique is commonly utilized from a height as falling axe-kicks recieve a damage multiplier the farther the distance they are from the opponent due to gravity compounding the force from the kick. Strength Tier - Bounce Speed off of ground None - D D - C C - B B - A A - S S - S+
Height from Target - Damage Multiplier due to Fall Under 10ft - 1x 20ft - 2x 40ft - 3x 80ft - 4x Over 100ft - 5x
Name: Wáṣerotapa: Butterfly Kick Classification: Taijutsu Rank: B-rank Class: Offensive/Supplementary Range: Short, Mid (Launch)
Description: The butterfly kick is done by doing a large circular motion with both feet in succession, making the combatant airborne at crashing ground speeds. There are many variations of this kick due to stances however it is generally composed of a twist of the body while both legs are lifted from the ground and swung around, while the torso remains as horizontal as possible. Depending on the strength put into the circular motion the launch distance upward of the user is increased while the skill level of the user allow for this technique to hit multiple opponents at once each being dealt B-rank damage as they are impacted. While additional tiers allow for this technique to be excecuted more quickly (Spd). It's combat use is as a counter towards sweeps or attacks aimed at the ankles, as the user evades the attack and lands at the opponents vulnerable side (back) allowing for a swift follow up boosting the speed of the next kick by +1. Strength Tier - Air Distance from launch (ft) None - 5 D - 10 C - 20 B - 30 A - 40 S - 50
Rank of User - No of Opponents Capable of Hitting D - 1 C - 2 B - 3 A - 4 S - 5
Name: Wáṣerotapa: Calf Kick Classification: Taijutsu Rank: B-rank Class: Offensive Range: Short, Mid (Knockback)
Description: This is a kick in which the user strikes with the backside of the calf at crashing ground speed geared at knocking the opponent off balance due to them falling backwards thus leaving them vulnerable to a follow up attack. This technique deals no damage but has been honed to strike opponents who manage to tense their bodies before impact not only requiring B-rank strength but likewise a B-rank or above balancing technique to avoid falling over. If one lacks the strength to anchor themselves in place the aren't simply knocked over but sent flying often flipping in the air over a distance of 15 feet. This not only leaves them vulnerable to a follow up unless they have an aerial movement technique but due to the spinning motion of their body upon recovering they are rendered dizzy preventing them from moving at Max Tier levels without stumbling while moving above that results in them always falling down. Additional tiers improve the speed of execution (Spd) as well as increases the strength needed to anchor ones body while the size of the opponent influences the number of times they are flipped in the air (Str). Strength Tier - Knockback Distance None - 15 D - 20 C - 25 B - 30 A - 40 S - 50
Size of Victim - Flips - Reaction Tier Penalty due to Dizziness Small - 5 - 5-ranks Lower Humanoid - 4 - 4-ranks Lower Medium (S-M) - 3 - 3-ranks Lower Medium (L-XL) - 2 - 2-ranks Lower Large (S-M) - 1 - 1-rank Lower Large (L-XL) - 0 - N/A
Name: Wáṣerotapa: Crescent Kick Classification: Taijutsu Rank: B-rank Class: Offensive Range: Short
Description: The crescent kick, also referred to as a 'swing' kick, has some similarities to a hook kick, and is sometimes practised as an off-target "snap" front kick. The leg is bent like the front kick, but the knee is pointed at a target to the left or right of the true target. The energy from the snap is then redirected, whipping the leg into an arc and hitting the target from the side at crashing ground speeds. This is useful for getting inside defenses and striking the side of the head or for knocking down hands to follow up with a close range strike adding a +1 to the speed of a Knee/Stomp. When utilizing crescent kicks, it is common to keep the knee extended to increase the difficulty using one's abdominal muscles to hold the leg in place (Str). This also increases the momentum of the foot and can generate more force, though it takes longer to build up the speed (post's total). Crescent kicks have two main variations which depends on what the user is targetting these are: Inward crescent hits with the inside edge of the foot. Its arch is clockwise for the left leg and counter-clockwise for the right leg. Force is generated by both legs' hip adduction. The inward variant is employed to "wipe" an opponents hand off of one's wrist breaking it if they do not possess B-rank or above defense tiers to prevent them from making hand seals until it is healed. Outward crescent hits with the outside edge of the foot to deal B-rank slicing damage as the foot is used to cut like a bladed weapon which is aimed cutting an opponent open causing them (if they possess blood) to lose a C-rank amount of blood each post (total). Its path is counter-clockwise for the left leg and clockwise for the right leg, and force is generated by both legs' hip abduction. This is similar to a rising side kick, only with the kicking leg's hip flexed so that the line of force travels parallel to the ground from front to side rather than straight up, beginning and ending at the side. Strength Tier - Knee Extension Time (P.T) - Dmg Amplifier None - N/A - N/A D - 2 - 1x C - 3 - 2x B - 4 - 3x A - 5 - 4x S - 6 - 5x
Name: Wáṣerotapa: Hook Kick Classification: Taijutsu Rank: B-rank Class: Offensive Range: Short
Description: The hook kick strikes with the heel from the side or flat of the foot when aiming to just knock an opponent unconcious while not inflicting the B-rank damage done upon impact. It is executed similar to a side kick at occurs at crashing ground speed. However, the kick is intentionally aimed slightly off target in the direction of the kicking foot's toes. At full extension, the knee is bent and the foot snapped to the side, impacting the target with the heel typically aimed at one's jaw in order to dislocate it preventing speech until it is healed or one's temple to temporarily cause the opponent to see just bright spots in their vision for 3 posts (total). In both instances if the opponent does not possess B-rank Defense Tiers or A-rank endurance upon being hit their brain is rattled in their skull causing a concussion and knocking the opponent unconcious. Additional Tiers only result in a higher speed of execution (Spd) as well as an additional length of time (Posts Total) that the victim is unconcious (Str). Upon being awoken if not healed with a B-rank or above medical technique meant for treating concussions the victim's physical tiers are all lowered by 1-rank while they constantly sustain C-rank pain via headaches each post (total). Strength Tier - Time Spent Unconcious (P.T D - 1 C - 2 B - 3 A - 4 S - 5
Name: Wáṣerotapa: Heel Kick Classification: Taijutsu Rank: B-rank Class: Offensive/Defensive Range: Short, Long (Knockback)
Description: This kick traditionally uses the heel to strike with to deal B-rank damage while moving at crashing ground speeds. The kicking leg comes from around the kicker's back and remains straight while the kicker turns in the opposite, or "reverse", direction before the kick is executed. This kick strikes with the ball of the foot for power or the top of the foot for range either hitting an opponent up to 3 (heel) - 4 (top of foot) away from the user. The kick is primarily used to knock opponents away however it can also be used defensively to kick the side of an incoming projectile(s) moving at crashing ground or below speeds in order to divert it/them off to the side at speeds depending on the projectile(s) size 60ft away. Additional Tiers only result in a faster execution thus allowing for faster projectiles to be knocked back (Spd) as well as a stronger impact allowing for larger projectiles to be knocked back (Str). Strength Tier - Size (Speed sent flying) - Knockback Distance (ft) None - Tiny (S) - 60 D - Small (A) - 50 C - Humanoid (B) - 40 B - Medium (C) - 30 A - Large (D) - 20 S - Above Large (Normal Running Speed) - 10
Name: Wáṣerotapa: Vertical Kick Classification: Taijutsu Rank: B-rank Class: Offensive Range: Contact, Short-Mid (Slicing Distance)
Description: The vertical kick involves bringing the knee forward and across the chest, then swinging the hip while extending the kicking leg outward, striking with the outside edge of the foot. It can deliver a considerable amount of power while moving at crashing ground speeds and the force behind the strike allow for inflicting B-rank physical slicing damage up to 15ft away (in a 45° radius) from the user's actual foot. It is mainly used to cover distance or to attack larger targets than the user however if used along with elemental techniques it can be used to cut through chakra based techniques B-rank or below parting them into two and sending the halves diagonally away from the user preventing them from being harmed by the technique. Additional tiers increase the speed of excecution (Spd) as well as distance this technique damage covers (Str). Strength Tier - Distance Covered (ft) None - 15 D - 20 C - 25 B - 30 A - 35 S - 40
Last edited by Sid on 25th September 2022, 4:50 pm; edited 4 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Sidonie Jayne 4th August 2020, 9:57 pm | |
| General Kangen Techs- Spoiler:
Kangen Fighting Style- Spoiler:
Name: Capoeira Classification: Fighting Style Rank: D-Rank Class: Offensive Range: Varies
Description: This is a fighting style that combines elements of dance, acrobatics and music, formulated by the Kangen Clan as a way to make themselves much more dangerous in close quarters combat. It is a style that revolves around complex acrobatic maneuvers that transition into powerful kicks, thriving on battering an opponent with unpredictable attacks and breaking through conventional guards. This style focuses on fluid movements rather than fixed stances, with the practitioners remaining in almost constant motion. The momentum-based focus of this style results in users being especially hard to pinpoint victims experiencing motion blur when trying to track the user without Samurai Level Reaction, while those who are utilizing techniques that have activation or examination times find their post requirement for them doubled before they are effective. The style was made with the express purpose of being set to music, allowing the Kangen to play while they are fighting, but also modifying the style based on the music present while they are using it. Instrument - Effect Strings - Muscle Tension/T.S. Dojutsu req. to Negate Motion Blur Percussion - Damage Dealt increased 1-Rank Woodwind - Damage Taken decreased 1-Rank Brass - Activation/Examination techs suffer Tripled Durations Vocals - Any of Above (Dependent on Song) *Note: It is only possible to combine the enhancements of different instruments only with the presence of a Band, the number of modifiers applied being based on the members of said Band.
Name: Capoeira: Ginga Classification: Taijutsu Rank: C-Rank (-1 Stamina per Turn) Class: Supplementary Range: Self, Short (Distance Traveled)
Description: There are seven staple techniques within the Capoeira fighting style, with all others being variations of the seven given their own flair by individual members of the Kangen Clan. The first of these techniques is known as Ginga, and it is quite literally the act of rocking back and forth. It is the technique most used in the entire style and is incorporated into all moves within. It is a very simple movement method, with the user moving in a triangular pattern, moving their leading foot forward then transitioning into stepping backwards with their off-foot, then to the side before stepping forward to start the cycle again, all occurring in a clockwise pattern. While it may look as though the steps just move the user about, the step the user is on is actually crucial to the attacks they use to follow: stepping forward increases the strength of the follow-up technique, stepping back increases the speed, while stepping to the side increases the Reaction requirement to dodge. All of these boosts apply a +1 Tier Level increase (+2 if set to music), despite the user's skill. While the user is still capable of moving while utilizing Ginga, it involves a bit of back-tracking and thus the total distance they can move per post (total) is handicapped. Variations of the techniques within the Capoeira Fighting Style can all be trained with a 200 Word In-Battle or Solo Training, all of which take D-Rank Technique slots from the user's Jutsu Limit. Rank (Speed) - Max. Distance per P.T. D - 3ft C - 9ft B - 12ft A - 15ft S - 18ft *(Insert Name)'s Ginga Variants: 1. Name: Description:
Name: Capoeira: Defesa Classification: Taijutsu Rank: C-Rank (-1 Stamina per Turn) Class: Defensive Range: Self, Short (Distance Dodged)
Description: There are seven staple techniques within the Capoeira fighting style, with all others being variations of the seven given their own flair by individual members of the Kangen Clan. The second of these techniques is known as Defesa, and is an offshoot of the first technique of the style, though distinct enough in application to be counted as its own principle within the style. This movement is used defensively, rather than offensively like Ginga, and is performed counter clockwise with a back-step, a side step then a front step. Rather than each step enhancing the technique following, the longer one maintains their Defesa the easier it is to dodge a following attack, lowering the check requirement (Speed, Strength or Reaction Only) to avoid the technique by a certain amount per Post (Total) maintained. Movement is fully possible when using this technique and due to the stance allowing for full stride, these movements occur without any reductions to distance, however the user's tiers become more draining to use while the technique is active. Variations of the techniques within the Capoeira Fighting Style can all be trained with a 200 Word In-Battle or Solo Training, all of which take D-Rank Technique slots from the user's Jutsu Limit. Rank - Check Reduction per PT - Tier Stamina Increase D - 1 Tier Level every 6 PT - 3x C - 1 Tier Level every 5 PT - 2.5x B - 1 Tier Level every 4 PT - 2x A - 1 Tier Level every 3 PT - 1.5x S - 1 Tier Level every 2 PT - 1x (No Increase) *(Insert Name)'s Defesa Variants: 1. Name: Description:
Name: Capoeira: Pernas Classification: Taijutsu Rank: B-Rank Class: Offensive Range: Contact
Description: There are seven staple techniques within the Capoeira fighting style, with all others being variations of the seven given their own flair by individual members of the Kangen Clan. The third of these techniques is known as Pernas, and is the first of the style's offensive maneuvers. It is simply a kick to their opponent, performed by spinning on their off-foot with their lead foot outstretched for the strike. This is performed in one of three ways: a strike aimed at the lower body of the opponent with the user's shin, a strike aimed for the middle of their target and performed with the shin or foot, and a strike aimed at the target's upper torso with the user's foot. The first deals in upsetting balance and requires a Balancing Technique to reorient oneself, the second being used to deal the most pain when struck, even if defenses are raised, and the third being used to stun one's opponent for a certain period of time. This style thrives on using the user's skill alone to harry foes, though tiers enhance what the techniques can do. Variations of the techniques within the Capoeira Fighting Style can all be trained with a 200 Word In-Battle or Solo Training, all of which take D-Rank Technique slots from the user's Jutsu Limit. Rank - Balancing Tech Req. (w/ Spd) - Pain (w/ Spd or Str) - Stun Duration (w/ Strength) D - N/A (D) - 2 D (4 D) - 1 P.T. (1 Turn) C - D (C) - 3 D (1 C) - 2 P.T. (1 Turn) B - C (B) - 4 D (8 D) - 3 P.T. (2 Turns) A - B (A) - 5 D (10 D) - 4 P.T. (2 Turns) S - A (S) - 1 C (1 B) - 5 P.T. (3 Turns) *(Insert Name)'s Pernas Variants: 1. Name: Description:
Name: Capoeira: Bracos Classification: Taijutsu Rank: B-Rank Class: Offensive Range: Contact
Description: There are seven staple techniques within the Capoeira fighting style, with all others being variations of the seven given their own flair by individual members of the Kangen Clan. The fourth of these techniques is known as Bracos, and is a simple strike with one's arms at their target. Punches, elbows or hand chops can be thrown in any number of ways, and don't have set formula within Capoeira like kicks, but in a style where arms are mainly used for balance and positioning, Bracos are often chained with barrages of kicks in order to catch their opponent off-guard. This results in these techniques acting much like a Trap Technique, not needing to be placed in Spoiler Tags unless the target possesses Muscle Tension, Telepathy or Brain Wave Sensory, as these targets are capable of determining the move before or while the user is making it. These strikes are aimed to cripple an opponent, with variants of Bracos being able to impose debuffs (resisted by Endurance) on those struck alongside being unreadable. Variations of the techniques within the Capoeira Fighting Style can all be trained with a 200 Word In-Battle or Solo Training, all of which take D-Rank Technique slots from the user's Jutsu Limit. Rank - Bracos Modification (WC for Variation) D - Debuffs to Speed (+50) C - Debuffs to Strength (+50) B - Debuffs to Reaction (+100) A - Debuffs to Barrier (+100) S - Debuffs to Defense (+150) *(Insert Name)'s Bracos Variants: 1. Name: Description: Solo Act & Songs- Spoiler:
Name: Solo Act (Signature) Classification: Fighting Style Rank: C-Rank Class: Supplementary Range: Self
Description: Most Kangen know of only four types of instrument that they utilise; strings, percussion, woodwind and brass. However there exists a fifth that can only be tapped into by a person capable of wielding Sound Release, however Jinchuriki of the Three Tails in particular are even more powerful. This is of course, Vocals. These marvelous warriors can utilise the powers of the Kangen without actually needing an instrument at all, simply doing it with the raw power of their voice. Due to Sid's Ronin Ability, she would be considered by many outside of the clan to be a Vocalist, but those within are able to tell the gap between her capabilities and that of a true Vocalist. On her path, she is still able to use all types of techniques to equal effectiveness however are not as powerful in each area as a specialised instrument, for example, she can buff people but not as well as a Brass Player could. Sid's use of Kangen techniques are different from those who were raised fully by the clan, being executed differently and exacting a different price. This technique acts as a Gateway to her Solo Act Fighting Style. *Note: While Signature, this technique doesn't stop other individuals from creating Pseudo-Vocalists, just restricts the use of Ronin Abilities/Tech in their creation.
Name: Solo Act - Vocal Stress Limit Classification: Kinjutsu/Kenjutsu Rank: D-Rank Class: Supplementary Range: Self
Description: When utilizing her Ronin Ability normally, Sid feels no strain upon her vocal chords because they are designed for use in the ability. However, to manipulate her voice so that she can replicate Kangen techniques and styles is much more taxing. She found that she could only do so within a set limit before her vocal chords were damaged and her techniques using her voice suffered. Techniques within the Solo Act fighting style exact their price from the user's Voice Limit (Equal to Stamina) for their use. This Limit restores fully between topics, as the user rests their voice, so long as it was brought to or below Empty. Once Emptied, techniques that utilize the user's voice inflict a Physical Recoil Price whether they belong to this style or not, while those of this style also double their Voice Limit Price. An Emptied Voice Limit requires a Medical Technique equal to the user's rank to restore the limit to the positive, while bringing the V.L. Below Empty requires the use of a specific type of Medical Technique in order to restore it to normal. *Sid's Voice Limit: 60 Negative Value - Medical Technique Req. Equal to Near Empty - Medical Taijutsu Equal to 1/4th - Medical Ninjutsu Equal to Half - Medical Kinjutsu Equal to 3/4ths - Medical Senjutsu Equal to Full - Medical Fuinjutsu
Name: Solo Act - Vocal Range Limit Classification: Kinjutsu/Kenjutsu Rank: D-Rank Class: Supplementary Range: Varies
Description: When utilizing her Ronin Ability to replicate the techniques of the Kangen Clan, Sid's voice is similarly restricted in which ranges her techniques can apply to or utilize. This is based on her tone of voice, but her natural singing ability as well as her enhanced singing ability makes it so that her tone can be shifted as she wishes, enabling her to freely use her techniques across various ranges. Utilizing techniques that are different tones causes the Voice Limit price of the techniques to increase based on the disparity between the tones. Her techniques that replicate the abilities of other Branches are also tied deeply to the tones and their ranges, and though she is not hampered by lack of a band, techniques used outside of the range of their effective tone receive a 1-Rank debuff to their effects. Tone (Associated Branch) - Range - Disparity (Price Mod) Soprano (Strings) - Contact - 1 Level = 2x Alto (Percussion) - Short - 2 Levels = 2.5x Tenor (Woodwind) - Mid - 3 Levels = 3x Bass (Brass) - Long
Name: Solo Act - Vocalist's Breathing Classification: Taijutsu/Kenjutsu Rank: C-Rank Class: Supplementary Range: Self (Songs)
Description: While her ability to mimic the techniques of Vocalists would be seen as unnatural, she is a Kangen and thus still capable of harnessing the Groove as one. Because she harnesses it mostly through her voice, and therefore lungs, she found that her enhanced breathing capacity allows her to maintain her songs for a much longer duration in comparison to to other Kangen. This technique allows her to extend the base duration of her song by a certain amount of Posts (Total) based on her Endurance before it goes on cooldown. Due to the way Songs function, the extended duration likewise extends the cooldown, making it more necessary for Sid to Overplay songs should she want to utilize them again before the cooldown is met.
Name: Solo Act - Symphonia Minora Classification: Kinjutsu/Kenjutsu Rank: B-Rank Class: Supplementary Range: Varies
Description: This aspect of the fighting style is available to Sidonie after specializing wholly in Vocals, narrowing her abilities with the Kangen's techniques in order to enhance this one. Like all aspects of the Solo Act fighting style, it is different from the main clan techniques while sharing the same core concept. When utilizing Symphonia, all sounds within range of the user's voice become much harder to hear. This has a number of effects, the most obvious being the masking of sounds which can aid others in hiding from Hearing, while also negating audio triggers for techniques, but this most notably has the effect of dampening and eventually completely negating the Songs of other Kangen. The user is capable of effecting everyone equal to their rank and below, or specific techniques up to one rank above their own, within the range of their voice with their Symphonia, however the disparity between them and those affected determines the degree of the effect. The user's rank serves to determine how many targets (both individuals and techniques) the user can target at once, as well as the level of hearing required to pick up on specific sounds within the range while they are using their Symphonia. Rank (Max Targets) - Hearing Req. - Disparity = Debuff D (1) - Normal - Equal - 1-Rank C (3) - Raised - One Above - 2-Ranks B (5) - Heightened - Two Above - 3-Ranks A (7) - Enhanced - Three Above - 4-Ranks S (9) - Max - Four Above - 5-Ranks "Z" (11) - Above Max - Five Above - 6-Ranks "X" (13) - Super Sensory - Six Above - 7-Ranks
Last edited by Sid on 22nd November 2020, 7:14 pm; edited 1 time in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Sidonie Jayne 4th August 2020, 10:07 pm | |
| Break-Dancing- Spoiler:
Name: Break-Dancing Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Varies, Contact (Knock-Back)
Description: A unique fighting style which is based on dancing and rhythm incorporating that into taijutsu resulted in something that is both flashy and effective. The user typically moves to the beat of his/her "Rhythm" and whenever actual music is being played this fighting style becomes much more effective requiring a Time-Slowing dojutsu to react in time to the user's strikes. Whether or not music is present, the erratic movements of this style makes it impossible for those with Muscle Tension to read it so long as they lack Telepathy or Brain Wave Sensory. This is due to the fact that their movements only really make sense if one knows and can follow their Rhythm. Break-Dancing as a fighting style can be quick and flashy like lightning and when users strike they often move in a angular yet erratic nature causing victims without equivalent speed or high perception to be unable to notice when he/she is moving in for an actual strike or is merely fucking around. This fighting style is very acrobatic utilizing spins and flips to either make the user's incoming Break-Dancing Taijutsu seem faster and thus require reaction tiers to react to, or an incoming Break-Dancing Taijutsu to be empowered by the user's fall speed in order to deal extra knock-back to opponents. However it requires impressive skill and co-ordination in order to pull this style off as if unskilled trying to do too much will result in a 50:50 chance of it succeeding (Day/Night Roll to perform Break Dancing techniques above rank), however even if it does the user typically lands wrong resulting in half the damage dealt back to them as physical recoil. Rank - Max No. of Spins (Reaction Req. to React to Next Strike) - Flip Spd (Additional Knock-Back) D - 1 (1-rank Below Tier++) - D (+1 ft) C - 2 (Tier-) - C (+2 ft) B - 3 (Base Tier) - B (+3 ft) A - 4 (Tier+) - A (+4 ft) S - 5 (Tier++) - S (+5 ft) Boxing- Spoiler:
Name: Vanguard Fist Classification: Fighting Style Rank: C-Rank Class: Offensive/Supplementary Range: Short
Description: A combination of the Lupine Fist style and the Intercepting Fist style, the Vanguard Fist is a dangerous breach head style. This style is designed to push forwards constantly, never giving the opponent the chance to gain ground, keeping their defenses suppressed and shoving them back. This is achieved through the use of Intercepting Fist's Intercepting Radius to analyse the opponent's guard and Lupine Fist's constant, withering attacks in order to target the weaknesses and open spaces before pressing the advantage, breaking through in order to keep the opponent at bay, interrupting their attacks and breaking their focus. When this style is in use, the user assumes a very loose stance, swaying slightly, hands held out in front of them and only loosely closed as though going to slap the foe rather than punch. Due to the constantly forward, pushing nature, any techniques utilising this style unbalance the opponent, requiring them to have a balancing technique of equal rank to the technique they were struck with or become unbalanced, the next attacks having additional effects against them or dealing additional damage due to their inability to properly guard themselves.
Name: Bob Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: The Boxer bobs under a physical strike moving at Bullet Release speeds while moving forward or back to create the opportunity for a counter strike or to put some distance in between himself and an opponent. The result of this is a follow up punch which is strengthened by the forward motion or sped up by the backward motion increasing the power (strength) or speed by 1-tier Level respectively. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the dodging speed of the user.
Name: Weave Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: The Boxer weaves around a physical strike moving at bullet release speeds either to the right or left using the opponents movement as a basis to deliver a strike, if they turn towards him the blow's power is increased by 1-Tier Level while if they turn away from him the blows speed is increased by 1-Tier Level either one is dependent on the opponents reaction and if they simply stand still and take it no modifier is added. That being said it is up to the opponent, will they take his punch head on or will they attempt to flee from his high speed strike. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the dodging speed of the user.
Name: Leap Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Mid
Description: The Boxer jumps either forward or back to put additional force onto a strike or to put distance between him and an opponent to likewise deliver additional force to opponents moving towards him. This all relies on distance with the damage multiplier for his strike increasing relative to the distance between him and his opponent. When he leaps forward if the opponent is within 3 feet of him as he throws the punch they sustain normal damage, if they are in between 1-2 feet they sustain double the damage (2x) while if they are in within a foot they sustain triple damage (3x) from the strike. Likewise when he jumps back opponents moving towards him to bridge that gap likewise suffer the same predicament with the follow up strike. Leap's distance and speed increases with the user's tiers, each speed tier allows him to dodge strikes with a leap back equal to the speed he is moving while each strength tier increases the distance of the leap by five feet starting at 5 at D-rank strength.
Name: Lean Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: The boxer leans back to dodge a strike aimed at his head or mid section with the former causing him to move back a step as the follow up while the latter causing him to move forward a step as the follow up. Depending on that footwork the follow up strike is empowered either by a boost (+1 Tier Level) in power (strength) with a step forward or a boost in speed with a step back, Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the dodging speed of the user.
Name: Straight Classification: Taijutsu Rank: B-rank Class: Offensive Range: Short
Description: The boxer throws his fist forward closing the distance between him and the opponent with it to deliver a jarring blow usually aimed at the face to knock the opponent out of sync and throw off their rhythm once it connects. It is specifically used to disrupt an opponent using taijutsu before it connects so long as the opponent is within 5 feet of the user and are moving at or below the speed of the straight when it is thrown.
Name: Feint Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: This technique is used to confuse opponents and make them react before punishing them for their false reaction. Feints resemble any of the boxer's punches hence why they are so dangerous however instead of completing the punch he changes it suddenly and delivers a different or even the same strike with his current or other arm. Due to the sudden change opponents with reaction tiers now need two-ranks higher speed than the speed of his strike to react to this change of tactics. Those with reaction tiers need equal rank reaction with 1-Tier level higher speed while those with speed slowing dojutsu need equal rank speed in order to react to this change of tactics. Multiple Feints can be used in quick succession to further confuse the opponent and when combined with Bob, Weave, or Leap it acts in the place of delivering a strike speeding up or seemingly increasing in power while merely being a false strike to increase the probability that the opponent will fall for it.
Name: Strafe Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: The boxer strafes either to the left or the right to put additional force into a strike or to put distance between him and an incoming attack for a better positioning for the follow up. This all relies on the distance with the damage multiplier for his strike increasing relative to the distance between him and his opponent. When he strafes to the left if he is using Titanic Fist or Orthodox Howling Fist his Jab and Cross are boosted in speed by 1 Tier Level while his Straight and Uppercut are boosted in strength by 1 Tier Level. When he strafes to the right if he is using Lupine Fist or South-Paw Howling Fist his Jab and Cross are boosted in speed by 1 Tier Level while his Straight and Uppercut are boosted in strength by 1 Tier Level. However if he is in the flipped stance of Orthodox/South-Paw then instead of being increase with the strafe it is decreased becoming either weaker or slower (-1 Tier Level). Strafe's distance and speed increases with the user's tiers, each speed tier allows him to dodge strikes with a strafe to the side equal to the speed he is moving while each strength tier increases the distance of the strafe by five feet starting at 5 at D-rank strength.
Name: Slip Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: The Boxer rotates his body so that an incoming strike to his head sails harmlessly past it. As the opponent's strike arrives, the boxer sharply rotates the hips and shoulders. This turns the chin sideways and allows the upward strike to "slip" past and release heavily on his reaction and speed. His reaction allows him to anticipate a strike as it comes to initiate the slip while his speed determines how fast he can move to utilize the maneuver effectively without being hit. In essence this technique causes the strike to miss by mere inches giving the boxer the opportunity to deliver a counter strike in the short interval that the victim is trying to withdraw back from the missed strike. Depending on the boxer's follow up victims that have a reaction tier equal to the boxer's rank as well as speed equal to the follow up strike are able to dodge it, those who only have the speed and not the reaction can dodge partially receiving half the intended damage while those who possess neither are completely unable to dodge the follow up strike.
Name: Shove Classification: Taijutsu Rank: C-Rank Class: Offensive/Supplementary Range: Short
Description: Without compromising their own position, the user shoves forwards with an arm to push the opponent back, clearing themselves some space as well as preventing taijutsu that involves moving forwards of equal rank to the speed/strength of the user or lower as it is stalled however in that case they do not take the knockback. When shove is utilised, unless the victim has a balancing technique one rank lower than the speed/strength of the shove then they are put off balance by this, causing the next offensive technique against them to require an additional rank of speed to avoid. The knockback is 2 feet with D-Rank strength, increased by 2 for every additional rank of strength.
Name: Vanguard Angling Classification: Taijutsu Rank: C-Rank Class: Defensive Range: Short
Description: This technique is exclusive to the Vanguard Fist in that it uses the loose flowing nature of Intercepting Fist to redirect an attack before it can actually land, causing the momentum to go through however the angling can be done in one or two ways, either above or below. If the attack is angled up then the balancing technique required not to fall is one below the rank of the attack however the next offensive strike of the user's is increased one rank in strength due to the offputting position of the victim. If the attack is angled down then the user's follow-up attack is reduced by one rank in damage however the balancing technique required not to fall over is one rank above the attack that the victim used. The attacks able to be angled this way are dependent on the user's speed, being equal to it, however reaction tiers equal to the user's speed allows one rank above and time slowing allows one rank above, the combination of the two allowing up to two ranks above to be angled. Kyokushin Kung-Fu- Spoiler:
Name: Kyokushin Kung-Fu (Signature) Classification: Fighting Style Rank: B-Rank Class: Offensive Range: Varies
Description: This fighting style is a fusion of Capoeira and the Vanguard Fist, becoming a rather cohesive method of combat despite how different the two may seem at first glance. Kyokushin Kung-Fu, or "The Way of Full Contact" combines the flowing motions of Capoeira with the brutal strikes of Vanguard Fist, creating a style that is capable of chaining devastating punches and kicks together into a single fluid motion, dismatling one's foe before they have a chance to react properly to the assault. When utilizing this style, the user shifts in a motion much like water, whether forwards and backwards or side to side, with their hands held loosely in front of them with their fingers slightly curled, as though they are prepared to slap an opponent rather than punch. This style is optimized for devastating counter-attacks above all, with the user capitalizing on their close proximity to examine their opponent fully, giving them queues about when they are to strike and more importantly, when it is best to launch a counter. Proximity - Speeds Perceived 5ft - Tier- 4ft - Tier Base 3ft - Tier+ 2ft - Tier++ 1ft - 1-Rank Tier- B-Girl Kickboxing- Spoiler:
Name: B-Girl's Way of Kickboxing (Signature) Classification: Fighting Style Rank: C-Rank Class: Offensive/Supplementary Range: Varies
Description: This fighting style is a combination of the core principles of Break-Dancing and Wáṣerotapa, fusing the two into one cohesive style due to their overlap in some areas. It takes Break-Dancing's use of acrobatic movements and balancing techniques and combines them with Wáṣerotapa's aerial maneuvers in order to form a style wherein the user flits about the battlefield on their skates (or board), flipping and spinning between enemies as they batter them ceaselessly with a barrage of kicks. This style is, at its core, a strange method of dance and as such Muscle Tension is incapable of tracking it without the aid of Telepathy or Brain Wave Sensory, and when music is playing the user's movements sync with the tune causing their movements to be unreadable to the naked eye so long as they lack Time-Slowing. This style at its core allows the user to perform flips to gather momentum (Speed) or spins to build up force (Strength) within their techniques, enabling the user to increase the capabilities of their attacks with every movement. When used alongside techniques which have flips or spins already within them, it allows the user to perform additional spins/flips based on their skill. This style can weave together maneuvers from either component as easily, though when using them under the principles of B-Girl Kickboxing there is an additional stamina price. Rank - Max Flips/Spins per P.T. (Max Modifier) D - 1 (+1 T.L. to Str/Speed) C - 2 (+2 T.L. to Str/Speed) B - 3 (+3 T.L. to Str/Speed) A - 4 (+4 T.L. to Str/Speed) S - 5 (+5 T.L. to Str/Speed)
Rank of Break-Dancing/Wáṣerotapa Tech - Additional Stamina Price (End. to Negate) D - 1 (D) C - 2 (C) B - 3 (B) A - 4 (A) S - 5 (S) *Note: Max flips/spins refers to the maximum allowed from the fighting style and does not include those from other techniques or from the user simply moving. The max number is also split between both spins and flips. B-Girl Taekwondo- Spoiler:
| |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Sidonie Jayne 22nd November 2020, 7:15 pm | |
| Kukinorite Info, Roads & Tricks- Road Breakdown:
Starter Road = Wing
Main Road (Rockin) 1. Reverb (Vibration Sensory) 2. Squeal (Vibration Generation) 3. Drive (Decreased Stress when Riding) 4. ??? (???)
Lineage 1. Pain (Sonia) 2. Shake (Gaia) 3. Pressure (Gaia)
Ordinary 1. Rhythm (Ring) 2. Harmony (Ring) 3. Maneuver (Sonia) 4. Nitro (Sonia)
Fusion (Rockin Road) 1. Reverb (Rhythm+Foresight+Shake) 2. Squeal (Harmony+Catching Moon Drops+Pressure) 3. Drive (Pain+Reverb+Squeal) 4. ??? (???)
- Wing:
Name: Wing Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: Along with being the most versatile out of all the roads, the Wing Road is the “purest” out of them all due to the fact that it is the closest to the sky. This road primarily focuses on the air itself and the rider becoming, essentially, one with the wind. However the aspects of the air, do not show themselves until higher levels of skill, while at lower levels the Wing Road rider tends to extend the length of their jumps, increase their speed, general techniques which will allow them to either sustain “flight,” control themselves while in mid-air, or gain benefits from the sky. Being the closest to the sky, the Wing Road is a very difficult road to master, only due to the amount of power the rider is capable of wielding. Its Infinity Atmosphere is called Infinity Airdoor. Principles: 1. Dissipate (Dissipates Physical Impact Forces) 2. Foresight (Sensory via differential pressure through scattered light) 3. Gravity Control (Shifting Center of Gravity to extend jumps & Mobility) 4. Catching Moon Drops (Creating surfaces of air through differential pressure)
Name: Wing Trick: Dissipate Classification: Taijutsu Rank: C-Rank (D-rank Recoil) Class: Supplementary Range: Self
Description: A basic Trick of the Wing Road which is based on it's principles. Using the wind around them the user is able to dissipate physical impact forces, which will greatly reduce their damage taken, but only from physical impacts. The amount reduced from the physical impact depends on the speed the Kukinorite was moving prior to being hit. While a powerful technique, it does nothing to reduce damage from piercing based techniques or physical impacts from elements strong against Wind. Movement Speed - Physical Damage Reduction D - 1-rank Below C - 2-ranks Below B - 3-ranks Below A - 4-ranks Below S - 5-ranks Below
Name: Wing Trick: Foresight Classification: Taijutsu Rank: C-Rank (D-rank Recoil) Class: Supplementary Range: Mid
Description: The second basic Trick of the Wing Road where the user can see and predict the wind and differential pressure via scattering light. Basically it allows the user to detect even the slightest movement allowing them to know where almost everything is as long as it is within their Foresight radius. But the downside is that this can only be used when the user is in the sky as well as it is unable to be used when the opponent exceeds their sensing ability. In addition maintaining it over time results in it's, while minor, recoil constantly damaging the user with each use. Rank of User - Foresight Radius (ft) - Tracking Speed D - 10 - Running Speed C - 20 - D B - 30 - C A - 40 - B S - 50 - A *GC are able to track S-rank Speeds.
Name: Wing Trick: Gravity Control Classification: Taijutsu Rank: C-rank (D-rank Recoil) Class: Supplementary Range: Short
Description: The third basic trick of this the Wing Road. This allows the user to shift their centre of gravity in order to extend the height and distance of their jumps beyond what is normally possible. This also allows easier dodging while descending from jumps as well as falling in the air which works hand in hand with the Non-Road Trick "Run" resulting in any technique which requires an air-movement technique to require 1-rank below Tier checks (Speed/Reaction etc). This trick is completely seperate from strength (height) or speed (distance) or any techniques which are used to increase either of the two. As a result it can be stacked in order to further increase the Kukinorites ability to jump in combat. Rank - Additional Jump Height - Additional Jump Distance D - 1ft - 5ft C - 5ft - 10ft B - 10ft - 15ft A - 15ft - 20ft S - 20ft - 25ft
Name: Wing Trick: Catching Moon Drops Classification: Taijutsu Rank: B-rank (C-rank Recoil) Class: Supplementary Range: Self
Description: The fourth basic trick of the Wing Road, that can only be described as interfacing with the air. The rider is capable of creating a surface of air through differential pressures, essentially granting the user flight. In actuality the user is able to skate on air without the constain drain on their chakra reserves by their chakra skates to facilitate it. This technique is activated and dependent on the user's skill as well as their endurance tier they can continue to skate for a set amount of time (posts total) before needing to reactivate it again thus triggering the recoil. Rank - Endurance Tier Modifier - Duration Till Reactivation D - +1 - 2 C - +2 - 4 B - +3 - 6 A - +4 - 8 S - +5 - 10
- Sonia:
Name: Sonia Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: Another destructive road however not towards others rather towards the rider herself, the Sonia Road damages those who ride it rendering this road the opposite to the Bloody Road. As this road damages its rider, it has been considered equivalent to torture, as it constantly burdens the rider with high pressure, that pressure being the reason why this road unlocks its true potential under high pressure areas. Ironically, this riders of this road possess high levels of maneuverability and agility. However this road is limited to a select few, women only, due to the fact that riding this road shifts the center of movement is shifted from the knees to the hips, greatly increasing one’s flexibility and nimbleness, and that only a women’s hips can endure the demands of this road. This road possesses a natural advantage over the Wing and Gaia roads. Its Infinity Atmosphere has been given the name Infinity Chain. Principles: 1. Pain (Added Stress when Riding) 1. Maneuver (Improved maneuverability) 2. Nitro (Cushioning at the joints)
Name: Sonia Trick: Pain Classification: Taijutsu Rank: D-Rank (D-rank Recoil) Class: Offensive Range: Self
Description: Req. to Ride the Sonia Road (as well as learn any of it's other principles) & all Sonia Variant Hybrid must possess this or some variation of this principle. The first basic trick based on a principle of the Sonia Road. The Sonia road has been given the title as the harshest road to ride as it continues to burden the rider with high pressure. As time passes and with each trick they perform, their body will slowly breakdown until it has been exhausted, making this the wrong choice for continuous combat. Due to this however, their bodies are more accustomed to high pressure allowing them to continue to move at full potential while others are restricted, this includes in environments where movement is more heavily restricted including high gravity, underwater and in the middle of a raging storm giving it a natural advantage when faced against the Wing & Gaia Roads. Trick/Rank - Recoil due to Strain - Enviroment Unburdened D - D - High Pressure C - C - Intense Winds (Storm) B - B - Underwater (Against Current) A - A - Deep Sea Pressure S - S - Gravity
Name: Sonia Trick: Thorns Classification: Taijutsu Rank: D-Rank (D-rank Recoil) Class: Offensive Range: Short-Mid
Description: "Thorns" are the signature technique of the Sonia Road. As the rider kicks, at varying speeds based on the rider, they release compressed air in the shape of long thin rods with pointed tips. Every rider of the Sonia Road has their own customized version of "Thorns". "Thorns" like "Fangs" speed are based on the speed of the kick while their damage is based on the strength the user kicks out with. However unlike fangs which result in spread out damage Thorns are more localized and thus pierce through victims rather than spread around them. Like all Sonia Tricks, when preformed in areas of High Pressure it causes the rider to sustain no recoil from using Tricks.
Name: Sonia Trick: Maneuver Classification: Taijutsu Rank: D-Rank (D-rank Recoil) Class: Offensive Range: Self
Description: The second basic trick based on a principles of the Sonia Road. This trick involves the hips being the axis and base point for all tricks instead of the knee. This improves maneuverability by moving the rotational axis closer to the centre of gravity. As a result the Sonia trick users rotational speed occurs at Samurai Level speed when used in conjunction with normal speed tiers.
Name: Sonia Trick: Nitro Classification: Taijutsu Rank: B-Rank (B-Rank Recoil) Class: Supplementary Range: Self
Description: The third basic trick based on a principles of the Sonia Road. It involves the user hyperventilating in order to initiate this technique which revolves around the user's Endurance Tiers & Skill to determine the number of posts they can remain in their hyperventilated state and the direct result of doing such in case of the latter. A Hyperventilated person will have an ease riding the Sonia Road for they can collect more nitrogen in the air than normal humans. The nitrogen is then transformed into bubble cushions in the indentions between the spinal column giving the rider greater mobility and flexibility. This allows the user to be able to create "Thorns" via continuous-twirling motion, making a pressurized vortex, and fire them as a barrage in high speed in all directions sustaining the same recoil one would for a single "Thorn". The users skill level determines the "Thorn" multiplier when using this technique or rather in simple terms the number of "Thorns" released per kick. Rank/Endurance Tier - Thorn Multiplier - Posts Total Till Reactivation D - 2 - 1 C - 3 - 2 B - 4 - 3 A - 5 - 4 S - 6 - 5
Name: Sonia Trick: Acceleration Classification: Taijutsu Rank: B-Rank (B-Rank Recoil) Class: Supplementary/ Offensive Range: Self (Mid-Long)
Description: A quick movement technique of the Sonia road which allows the user to rapidly jet forward at Crashing ground speeds while moving the user can spin their trajectory not changing and this allows them to release Thorns at will as they spin on their heels without losing any of their momentum. This is useful for escape maneuvers as the user can flee in one direction but still be able to attack the opponent while running. Like all Sonia Tricks, when preformed in areas of High Pressure it causes the rider to sustain no recoil from using Tricks.
- Gaia:
Name: Gaia Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: The Gaia Road specializes in interactions with the earth. This road is shown to focus on immobilizing their target’s movements in some way, limiting their ability to move. The riders of this road are able to memorize the shape of the land, allowing them to locate other people, simply by touching the ground. Its Infinity Atmosphere is the Infinity Stratum. Principles: 1. Shake (Vibrations through surfaces for use as sonar) 2. Pressure (Hardening the air and dropping it on targets)
Name: Gaia Trick: Shake Classification: Taijutsu Rank: D-Rank (D-Rank Recoil) Class: Supplementary Range: Long
Description: The user will send vibrations through the ground, using it as a sonar to learn the location of targets, mainly used for tracing. The vibrations can also be used to levitate objects and induce seismic activity with additional tricks. This allows it to serve primarily as a sensory technique, due to being able to locate those hiding underground despite the fact that it doesn't track movement. The speed the sonar flows through the ground is based on the speed the user taps the ground at while the skill of the user increases the radius this technique can detect things underground. Rank - Shake Radius (ft) D - 20 C - 40 B - 60 A - 80 S - 100
Name: Gaia Trick: Pressure Classification: Taijutsu Rank: B-Rank (C-Rank Recoil) Class: Supplementary Range: Mid
Description: This is the second Trick based on a principle of the Gaia Road. This trick involves no feet movement with the user projecting an area around themselves which seems to amplify the weight of those which come within it's radius. This is based on increasing the pressure in the area in order to literally weigh down victims giving off the impression that their bodies actual weight is being amplified. This results in victims being forcibly slowed down by their own weight and often rendered immobile if they lack the strength to hold up their own body weight. Those which are larger fair much worse due to the amplified weight being overall more than those which are smaller and due to the area of effect it makes this trick useful on multiple opponents. Rank - Area Radius (ft) - Weight Modifier - Spd Debuff/Str Req to Move D - 10 - 1x - 1/D C - 20 - 2x - 2/C B - 30 - 3x - 3/B A - 40 - 4x - 4/A S - 50 - 5x - 5/S
- Ring:
Name: Ring Road Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: The Ring Road is primarily the only non-offensive road and is considered to be a supportive road. This thinking is justified due to how the road is used, starting with the riders of the road being called Tuners. These Tuners have the responsibility of supporting any person who holds the title of King/Queen and also serve to create the Regalia and Sub-Regalia. Both of these responsibilities are done by the Tuner syncing themselves with the King/Queen in order to either tune the Regalia or Sub-regalia to the King/Queen or to support the rider of their choice in combat. The Infinity Atmosphere of this road is called Infinity Scale. Principles: 1. Rhythm (Syncing) 2. Harmony (Harmonizing to augment Tricks)
Name: Ring Road: Rhythm Classification: Taijutsu Rank: D-Rank (D-rank Recoil) Class: Offensive Range: Self, Contact (To establish sync) Other Riders (Must Possess Chakra Skates or Treck System)
Description: Each person who rides a road has their own specific "Rhythm" which translates into their own style which is why no rider rides a road the same as another. The rider's of the Ring Road have the ability to tune into other rider's frequencies and that is their own Rhythm. Using synced Rhythms they can assist their allies in battle and unlock a road's full potential. The number of Riders a Ring Road user is able to sync up to is dependent on their skill level likewise the speed at which the sync can happen is also depent on the users skill level. Riders Syncable - Speed of Sync - Skill Level 1 - Swift Release - D 3 - Bullet Release - C 6 - Crashing Ground - B 9 - Vacuum Release - A 12 - Blinding Light - S
Name: Ring Road: Harmony Classification: Taijutsu Rank: C-Rank (D-rank Recoil) Class: Offensive Range: Self, Short (Proximity) Other Riders (Must Possess Chakra Skates or Treck System)
Description: The second basic trick based on a principle of the Ring Road. This trick works based on proximity to ones allies however it truly shined when one has first synced to another rider thus preventing the chance that an enemy Kukinorite can benefit from the boost. This is due to the Ring Road user harmonizing with those within that set proximity resulting in being able to boost the capabilities of their allies tricks. By shrinking the proximity radius as well as syncing to fewer riders the boost is strengthened. In the case of a Sub-Regalia, or Regalia made by the specific user of this trick the harmonizing effect is boosted further, in all instances however the strain from the boosted tricks (recoil) are always equal to the tricks when they are not boosted (All are still subject to the buff and recoil rules.) Rank - Proximity in Ft (Radius) - Trick Buff (Halved Proximity/Riders) D - 5 - N/A/1/2 C - 10 - 1/2/3 B - 15 - 2/3/4 A - 20 - 3/4/5 S - 25 - 4/5/6 *If the Ring Road user possesses a Sub-Regalia their Proximity Radius is Doubled *If the Ring Road user possesses a Regalia their Proximity Radius is Tripled
- Rockin:
Training Info- Spoiler:
<10 Years Since Prime = Every 2 Weeks Hardened Bodies = 4th Level Impervious Flesh = 4th Level Out of Shape = October 6th
Solo Training Available = October 5th Genius Intellect = Halved Physical & Kinjutsu Training Sid's Tech List (Rank)20/20 D-Ranks 20/20 C-Ranks 5/5 B-Ranks 1/1 A-Rank 1/1 S-Rank Sid's Tech List (Total)47/20 D-Ranks 44/20 C-Ranks 23/5 B-Ranks 1/1 A-Rank 1/1 S-Rank Sid's SpecializationsPrimary = Physical Technique Specialist (Perfect) Secondary = Assault Specialist - Combat (Perfect) D = 27 C = 24 B = 18 A = 0 Total = 69 Sid's Signatures1. Solo Act 2. Kyokushin Kung-Fu 3. B-Girl's Way of Kickboxing 4. Sid's Exclusives1. 2. Sid's ReservesChakra: 6 C-ranks and 2 B-ranks Blood: 2 S-Ranks (1 SS-Rank) Stamina: 60 | |
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| Academy Field Trip | 28th November 2022, 4:02 pm by Xi | Road Trip
With the first round of classes complete and the students already acclimated to life at the academy. The school has organized a field trip in order to give the students a taste of what …
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