| | Phenomenal Bladework [Shou's Jutsu] | |
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Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Phenomenal Bladework [Shou's Jutsu] 28th May 2021, 8:03 pm | |
| - Shinsō-ryu:
Name: Shinsō-ryu Classification: Fighting Style Rank: B-Rank Class: Offensive Range: Varies
Description: This is a Kenjutsu Style that doesn't only revolve around applying certain principles and teachings to combat, but also incorporates using a rather unique weapon to its fullest potential. Shinsō-ryu, or God Spear Style, is a style of swordplay that revolves around deception and psychological warfare in order to go toe to toe with one's adversaries. The style goads the user's opponent into underestimating their capabilities, and is excellent in doing so due to the style's namesake weapon's ability to extend and retract with great speed at a moment's notice. The strength of this style lay in how closely a target examines it in action, as the more a victim thinks they understand the style and how it functions the less they actually understand and the more dangerous this style becomes. As a result, this style thrives through the act of praying on Reaction Tiers, advanced Perception or those techniques designed to read the user's weaponry, turning what many view as an advantage into a glaring weakness by requiring an Equal Rank Barrier Tier Check for those who attempt to examine the user's actions closely, while their level of Perception modifies the Barrier necessary to pass. Perception - Barrier Tier Check Naked Eye - Based on Level (Normal = +1 Tier Level, Super = +7 Tier Levels) Reaction Tier - Equal to Rank Time-Slowing/Muscle Tension - 1 Tier Level Above TS/MT + Reaction - 2 Tier Levels Above TS + MT + Reaction - 3 Tier Levels Above Precognition/Premonition - 4 Tier Levels Above *Note: Reaction Tier Chains combined with any of the above will boost the requirements to a Barrier Tier Chain (i.e. TS + Reaction will require a 2 Tier Levels Above Barrier Tier Chain to be effective) equal in number to the number used in the Reaction Tier Chain.
Name: Shinsō — Hadakaru Classification: Kenjutsu Rank: D-Rank Class: Defensive Range: Self (Kenjutsu)
Description: Hadakaru, or Wide Open, is one of the stances of Shinsō-ryu and is rather unusual for a stance of any fighting style. The user stands with their non-dominant foot forward, their hands gripping the hilt of their weapon while holding it out their blade ever so slightly. The stance leaves the user wide open, and thus seems counterintuitive as a method of combat, however it leads the opponent into believing the user has more weak points than they actually do. While the stance looks as though the user's defenses has large gaps, the user actually hyper-focuses on said gaps, and the looseness of their body's positioning allows them to react to assaults with their own counter-attack just as quickly as their opponent moves. This stance raises the tier checks to match the user's counter-attacks by 1 Tier Level, while increasing the stamina cost of purely Offensive Kenjutsu by Half (rounded up). When the user does not possess any speed tiers this technique has an activation delay as the user moves their body into the right positioning however with additional skill the delay is reduced while if the user has D-rank or above speed their is no delay and the stance is changed immediately. This delay is halved when switching from a stance into no stance at all due to not needing precise positioning when lacking a stance. Rank - Activation Delay D - 5 C - 4 B - 3 A - 2 S - 1
Name: Shinsō — Mukamae Classification: Kenjutsu Rank: D-Rank Class: Offensive Range: Self (Kenjutsu)
Description: Mukamae, or No Stance, is a stance within the fighting style that is the most unorthodox of them all. This stance actually necessitates the complete lack of stance, the user standing in an almost relaxed position while facing their opponent. This serves to trick an opponent into thinking the user is an inexperienced fighter, causing the user's strikes to be even more deadly when they come. While using this stance, the user's Kenjutsu increase the Barrier Tier Check imposed by their Kenjutsu to a Barrier + Reaction Tier Chain requirement (Barrier Tier Chain Requirements are increased by 1-Rank) in order to not fall for the tricks of this stance, however all non-Offensive Kenjutsu used in this stance have their speed lowered by 1 Tier Level and their power lowered by 1-Rank. The formlessness of this stance also allows the user to utilize the Shinken or Shinsoku stances alongside this one, though at the cost of Doubling the Stamina Loss for Tier Use unless the user possesses Equal Rank Endurance. This stance is unique in that it doesn't have an activation delay, and because it is technically a stance without an actual stance it halves the delay to switch to another.
Name: Shinsō — Shinken Classification: Kenjutsu Rank: C-Rank Class: Offensive/Supplementary Range: Self (Kenjutsu)
Description: Shinken, or God's Strength, is one of two methods of using Shinsō that has been dubbed an unofficial stance within the Shinsō-ryu style. When using the weapon in this manner, the user stands with their feet shoulder's width apart and the blade held off to their side, the grip on the blade now being more suited for slashing and sweeping maneuvers. This "stance" accentuates Shinsō's length more than its speed, enabling it to exert more force the farther it extends outward. When using Shinsō in this manner, the user is capable of bypassing Size-based Damage Reduction up to a certain point when extended, however the speed of Shinsō's extension is reduced by 1 Tier Level due to the focus on length. This is unique in that it is not a true stance, but adopts rather stance-like effects. There is no activation delay when switching between the other stances of this style, with this technique able to be used in conjunction with them at the cost of Doubling (2x) Stamina Loss from the Kenjutsu of the style. When switching from the use of Shinken to the use of Shinsoku, however, there is an activation delay due to the two uses of the blade being remarkably different, though this delay can by bypassed by C-Rank Speed Tiers. Rank - Activation Delay - Size Bypass (Minimum Extension) D - 5 P.T. - Medium S (Full) C - 4 P.T. - Medium M (3/4th) B - 3 P.T. - Medium L (1/2) A - 2 P.T. - Medium XL (1/4th) S - 1 P.T. - Large S (Any) *Note: Minimum Extension refers to the maximum distance that Shinsō is capable of extending (i.e. at D-Rank Shinsō must extend 1ft in order to benefit from the bypassing).
Name: Shinsō — Shinsoku Classification: Kenjutsu Rank: C-Rank Class: Offensive/Supplementary Range: Self (Kenjutsu)
Description: Shinsoku, or God's Speed, is one of two methods of using Shinsō that has been dubbed an unofficial stance within the Shinsō-ryu style. When using the weapon in this manner, the user stands with their non-dominant foot forward while their non-dominant hand is extended similarly, their dominant hand drawn backwards while wielding Shinsō all in all looking as though they're preparing to thrust forward with the weapon. This "stance" is more suited for thrusting and piercing maneuvers, fitting as it focuses on accentuating the speed of Shinsō's extension. When in use, this technique renders Shinsō's extension so quick that it is capable of punishing the senses the style doesn't usually target, including those sensory methods that extend from the basic five, however the total distance Shinsō is capable of extending is reduced. This is unique in that it is not a true stance, but adopts rather stance-like effects. There is no activation delay when switching between the other stances of this style, with this technique able to be used in conjunction with them at the cost of Doubling (2x) Stamina Loss from the Kenjutsu of the style. When switching from the use of Shinsoku to the use of Shinken, however, there is an activation delay due to the two uses of the blade being remarkably different, though this delay can by bypassed by C-Rank Speed Tiers. Rank - Activation Delay - Sense Affected (Extension Reduction) D - 5 P.T. - Hearing (3/4th) C - 4 P.T. - Touch (3/4th) B - 3 P.T. - Smell (Half) A - 2 P.T. - Taste (Half) S - 1 P.T. - Other (1/4th) *Note: Other refers specifically to methods of sensory not tied to the original 5 but would be capable of detecting the user's Kenjutsu (ex: Weapon or Danger Sensory).
Name: Shinsō — Kamishini no Yari Classification: NinKenjutsu Rank: B-Rank (C-Rank Chakra & 3 Stamina Price) Class: Offensive/Supplementary Range: Contact (Sword)
Description: Kamishini no Yari, or God-Killing Spear, is the first of a twin pair of techniques that revolve around augmenting or modifying Shinsō and its use. These techniques utilize Crystal Release to do so each applying chakra flow to the blade of the weapon in order to affect it in a specific way. When Kamishini no Yari is activated, the blade glows white with chakra as the technique converts the blade into crystal dust at the moment it expands or retracts before reforming as it completes either. This conversion occurs at speeds even faster than the blade is capable of moving, with only those who possess Premonition/Precognition Dojutsu or the ability to see things on the Microscopic scale being able to notice the change. As a consequence of applying Crystal Release Chakra to the weapon to make this technique possible, all damage it deals is converted to Crystal Release Physical. This technique's main purpose is to increase the speed at which Shinsō extends, enabling the user to increase the number of times the blade is able to strike out in a single post. This technique requires a price for each expansion it is applied to, though with Endurance Tiers the user is able to increase the number of uses before the price must be paid anew. Rank - Speed Increase - Endurance = Use Per Price D - +1 Tier Level - D = 2 C - +1 Tier Level - C = 3 B - +2 Tier Levels - B = 4 A - +2 Tier Levels - A = 5 S - +3 Tier Levels - S = 6
Name: Shinsō — Manshini no Yari Classification: NinKenjutsu Rank: B-Rank (C-Rank Chakra & 3 Stamina Price) Class: Offensive/Defensive Range: Contact (Sword)
Description: Manshini no Yari, or Thousand Killing Spears, is the second of a twin pair of techniques that revolve around augmenting or modifying Shinsō and its use. These techniques utilize Crystal Release to do so each applying chakra flow to the blade of the weapon in order to affect it in a specific way. When Kamishini no Yari is activated, the blade glows white with chakra as the technique converts the blade into crystal dust. While its form has changed, the nature of Shinsō as a Samurai Sword has not, allowing the thousands upon thousands of crystal fragments to be razor sharp and cut like any other sword. The use of Crystal Release Chakra to make this technique possible allows the weapon to deal Crystal Release Physical Damage when used alongside Kenjutsu. In its new form, the crystal dust of Shinsō is capable of moving at speeds equal to its former expansion speed, across a radius equal to its expansion distance. The main purpose of this technique is to allow Shinsō to turn into a weapon that is even more unpredictable, increasing all Tier Checks against the weapon by 1-Rank unless paired with B-Rank Chakra Sensory. This technique requires a price to maintain its form, though the duration between prices increases with the user's rank and further with their Endurance Tiers. Rank - Duration - Endurance Mod. D - 0 P.T. (Price each Post) - +1 P.T. C - 1 P.T. - +2 P.T. B - 2 P.T. - +3 P.T. A - 3 P.T. - +4 P.T. S - 4 P.T. - +5 P.T. *Note: Despite being in a particulate form, the blade of Shinsō will always remain within the user's range if it is the target of a dispersal technique, though will be slowed by a Rank for a number of turns dependent on the technique used (D = 1, B = 2, S = 3).
Name: Shinsō — Shinken: Yachiyo Classification: NinKenjutsu Rank: A-Rank (Variable Chakra Price) Class: Offensive Range: Varies
Description: Yachiyo, or Eternity, is a technique belonging to the Shinken method of Shinsō-ryu, created to bring out the full strength of the weapon's ability to extend to great lengths. With this technique, the user cycles a large amount of chakra into the blade before causing it to extend, the donation to the blade enabling it to extend far beyond its past limitations. Belonging to the Shinken line of techniques, this does not focus on the speed of the weapon but rather the power that comes due to extension, lowering the speed of expansion further by a Tier Level. The weapon becomes capable of exerting a much greater amount of force as it expands, though, causing all damage it deals to be able to damage protections, with its focus on cuts and slashes allowing it to deal Defense Slicing Damage. The weapon's expansion isn't its only source of strength, as the length it extends to before striking a foe serves as a modifier for how much damage it is capable of dealing to them. When activated, this technique takes a set amount of Chakra from the user's Max, which is returned to them upon this technique ending or lost if interrupted by an interruption technique equal to the user's rank. The Activation Price determines how far the weapon is now capable of extending, while the damage it deals is dependent on the user's Speed or Kenjutsu used. Price - Range Increase - Exp. Distance = Damage Mod. 1 A - 2x (2ft at D, 80ft at S) - Contact = .5x every 1ft 1 A + 1 B - 3x (3ft at D, 120ft at S) - Short = .5x every 5ft 2 A - 4x (4ft at D, 160ft at S) - Mid = .5x every 10ft 2 A + 1 B - 5x (5ft at D, 200ft at S) - Long = .5x every 20ft 3 A - 6x (6ft at D, 240ft at S) - AoE = .5x every 40ft 3 A + 1 B - 7x (7ft at D, 280ft at S) - N/A
Name: Shinsō — Shinsoku: Isshun Classification: Kenjutsu Rank: A-Rank (Variable Chakra Price) Class: Offensive Range: Varies
Description: Isshun, or Instant, is a technique belonging to the Shinsoku method of Shinsō-ryu, created to bring out the full power of the speed with which the weapon is capable of extending over distances. With this technique, the user cycles a large amount of chakra into the blade before causing it to extend, the donation to the blade enabling it to extend far faster than what it was capable of previously. Belonging to the Shinsoku line of techniques, this does not focus on the length of the weapon but rather the immense amount of force that comes from its speed, treating the user as a rank lower than they are when factoring in Shinsoku's length reduction. This causes the weapon to gather up much more momentum due to its speed, its focus on thrusting and piercing maneuvers allowing it to Pierce through Defenses 1-Rank above the Speed of expansion, this value being independent of any damage the weapon deals directly. The main strength of this technique lay not only in its latent speed, but also how quickly it is capable of reaching its maximum length before retracting, with this technique allowing it to reach its maximum distance and then retract within a single post. As a downside, the user must focus intently on the act of expansion and retraction, rendering them incapable of executing non-Shinsō-ryu aligned Kenjutsu maneuvers in the same post as they use Isshun. The main focus of this technique is also on overwhelming speed, rather than damage, causing its overall damage output to be reduced (Minimum of D). When activated, this technique takes a set amount of Chakra from the user's Max, which is returned to them upon this technique ending or lost if interrupted by an interruption technique equal to the user's rank. The Activation Price determines how fast the weapon is now capable of extending as well as how many times it can extend and retract within a single post, while the damage it deals is dependent on the user's Speed or Kenjutsu used. Price - Speed Increase - Extensions per Post - Damage 1 A - +1 Tier Level - 1 - 5-Ranks Below Speed 1 A + 1 B - +2 Tier Levels - 1 - 4-Ranks Below Speed 2 A - +3 Tier Levels - 2 - 3-Ranks Below Speed 2 A + 1 B - +4 Tier Levels - 2 - 2-Ranks Below Speed 3 A - +5 Tier Levels - 3 - 1-Rank Below Speed 3 A + 1 B - +6 Tier Levels - 3 - Equal to Speed
Name: Shinsō — Butō Classification: KinKenjutsu Rank: S-Rank Class: Offensive Range: AoE
Description: Butō, or Null Step, is a technique that combines all the principles of the Shinsō-ryu techniques that have come before it. In order to execute it, the user stands with their feet firmly planted to the ground shoulder's width apart before gripping the hilt of their weapon with both hands and bracing it directly at the center of their chest. The user then flows their chakra into their weapon before letting it expand, the positioning of the weapon causing the kinetic energy that is usually simply lost from said expansion to rebound back onto the blade using the body as a medium, increasing the speed and power of the blade as it extends exponentially, reaching up to 200ft away from the user. The speed of this weapon's extension is so great that it occurs in a single post, causes the weapon to require at least S-Rank- Reaction & Speed to follow and track this technique in order to avoid it or even put up a defense. This technique, while powerful, is extremely risky, as with each expansion of Shinsō the user receives B-Rank Physical Recoil Damage directly to their chest, with multiple uses causing their ribs to facture, break, and eventually shatter, puncturing organs and causing internal bleeding. Thus the user is limited to a number of uses per topic without receiving medical attention, but outside of that this technique is a highly potent assassination tool due to carrying S-Rank Defense Piercing Properties as well as dealing varying amount of damage based on the speed of the weapon. Rank - Speed of Butō - Damage - Uses per Topic - Effect D - S- - B-Rank - Once - 1-Rank Below Pain in Chest (First Use) C - S - B-Rank - Twice - Equal Rank Pain in Chest (Second Use) B - S+ - A-Rank - Three - Turn Recurrent Equal Rank Pain (Third Use) A - S++ - A-Rank - Four - P.T. Recurrent Equal Rank Pain (Fourth Use) S - SS- - S-Rank - Five - Turn Recurrent 3 D-Rank Internal Bleed (Fifth Use) "Z" - SS - S-Rank - Six - P.T. Recurrent 3 D-Rank Internal Bleed (Sixth Use) "X" - SS+ - SS-Rank - Seven - Turn Recurrent Equal Pain, 3 D-Rank Bleed & C-Rank Internal Damage (Seventh Use) *Note: Medical Techniques are capable of fully healing the Recoil damage dealt to the user, however the stress of the technique makes it so that each use of a Medical Tech only reverts 2 "Uses" in terms of its detrimental effects.
Name: Shinsō — Butō: Renjin Classification: KinKenjutsu Rank: SS-Rank Class: Offensive Range: AoE
Description: Butō: Renjin, or Null Step: Serial Blade, is an advancement of its predecessor that expands upon its principles to make a technique that is even more dangerous. This technique follows the same stance as the previous one, with the user planting their feet and bracing their blade firmly against their chest before they channel chakra into the blade and allow it to extend up to 240ft away from the user. The main difference within this technique is that the user infuses their own life essence into it now, changing the damage dealt to an A-Rank of Spiritual Recoil. With this technique, a target requires at least SS-Rank- Reaction & Speed in order to dodge it, while the blade itself possessing SS-Rank Defense Piercing properties independent of its damage. This technique is set further apart from its predecessor by revolving around releasing a barrage of strikes in a single post, rather than a single one making the technique more dangerous (damage divided between all hits). As the victim dodges more of the strikes, the harder it becomes to dodge the others. This technique still acts as a double edged sword, with each barrage counting as two "Uses" of this technique in terms of damage, thus causing them to harm themselves more severely than before. Rank (Strikes) - Speed of Renjin - Damage - Uses per Topic - Effect D (3) - SS- - 1 A-Rank - Once - Equal Rank Pain in Chest (Eighth Use) C (5) - SS - 3 A-Ranks - Twice - 1-Rank Above Pain in Chest (Ninth Use) B (7) - SS+ - 1 S-Rank - Three - Turn Recurrent 1-Rank Above Pain (Tenth Use) A (9) - SS++ - 3 S-Ranks - Four - P.T. Recurrent 1-Rank Above Pain (Eleventh Use) S (11) - SSS- - 1 SS-Rank - Five - Turn Recurrent 1 C-Rank Internal Bleed (Twelfth Use) "Z" (13) - SSS - 3 SS-Ranks - Six - P.T. Recurrent 1 C-Rank Internal Bleed (Thirteenth Use) "X" (15) - SSS+ - 1 SSS-Rank - Seven - Turn Recurrent +1-Rank Pain, C-Rank Bleed & B-Rank Internal Damage (Fourteenth Use) *Note: Medical Techniques are capable of fully healing the Recoil damage dealt to the user, however the stress of the technique makes it so that each use of a Medical Tech only reverts 1 "Use" in terms of its detrimental effects.
- Misc. Samurai Exclusives:
Name: Samurai Hijutsu - The Shallowed Hilt Classification: Fuinjutsu/Kenjutsu Rank: D-Rank (3 D-Rank Blood Price for Swords; C-Rank Blood Price for Scythes) Class: Supplementary Range: Self (Samurai Sword)
Description: This is a technique created by ancient Samurai in order to protect their Swords from theft or other underhanded methods of disarming and weakening them. This technique applies a transformation to the user's Samurai Sword, concealing the true nature of the weapon from others around them, before applying a seal through their own blood that makes this transformation not only semi-permanent but more capable of concealing the sword's power. This transformation requires a Blood Price to establish, but once established it this price does not need to be paid again unless the seal is undone by an Unsealing Technique equal to the user's Rank. When in its sealed state, the Samurai loses access to their sword's ability but its new form isn't recognizable as a Samurai Sword unless an individual possesses a Counter Sealing Technique revolving around discerning the nature of concealed objects. The user can revert the seal at will by touching their weapon and uttering a command unique to the Sword in question, reverting it to its true form. So long as the seal is intact, the user is capable of unsealing and sealing the full power of their swords as they see fit. Sword (Sealed Form) - Release Command 1. Insert Name (Insert Form) = Insert Command
Last edited by Sid on 18th June 2021, 11:03 pm; edited 3 times in total (Reason for editing : Name Change) | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Phenomenal Bladework [Shou's Jutsu] 1st June 2021, 12:07 pm | |
| Tenmetsu Rework- Samurai Tenmetsu:
Name: Tenmetsu Style: Mortal Steel Classification: Kenjutsu Rank: D-Rank Class: Offensive Range: Short
Description: This is a simple technique that is often used to a dangerous effect by all Samurai of the Tenmetsu-ko style. The user simply thrusts forward with their blade, however the speed with which this technique is executed causes the weapon to be sheathed in a vacuum of slicing winds that extend the reach of the weapon dependent on the speed used, as well as converts the damage to Wind Release Slicing due to this. This technique is unique in that it is an add-on to other Tenmetsu techniques in order to convert their damage and increase their range. Speed - Range Increase D- - +6in D - +1ft D+ - +1ft 6in D++ - +2ft
Name: Tenmetsu Style: Sweeping Blade Classification: Kentaijutsu Rank: D-Rank (-1 Stamina per Turn) Class: Supplementary/Offensive Range: Self (Movement), Short (Slash)
Description: The Tenmetsu Samurai have learned that, at times, it is more prudent to cross great distances at average speeds than to cross short ones at blinding speeds. When this technique is in use the Tenmetsu is able to move across Mid Distances in a single post, but in return their speed is lowered 1 Tier Level. This movement method is not without its combat usage, as in return for doubling its Stamina price for a turn the user can slash around themselves as they move, dealing damage equal to their speed to anyone that gets within 5ft of the user as they move.
Name: Tenmetsu Style: Swift Release Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Passive
Description: The Tenmetsu's variant of Speed Tiers, which is often thought to be the original tier of the Samurai just as Tenmetsu-kō is considered the original Samurai Style. With this, the samurai is capable of moving at true Swift Release Speeds (D+) as they move across the ground or swing their blade. The Tenmetsu Samurai's speed is famous for its ability to create afterimages of the user, just by virtue of how fast they move. At this level, the Tenmetsu is capable of forming 1 Afterimage that can linger for 1 P.T. The presence of Afterimages causes those who attempt to track the user via Sight alone to require higher levels of Speed paired with their perception methods in order to track and respond to the user's Kenjutsu. Sight - Afterimage Effect Naked Eye - +1 T.L. per Afterimage* Reaction Tier - +1 T.L. every per Afterimage Time-Slowing/Muscle Tension - +1 T.L. every Other Afterimage TS/MT + Reaction - +1 T.L. every Other Afterimage TS + MT + Reaction - +1 T.L. every 3 Afterimages Precognition/Premonition - +1 T.L. every 3 Afterimages *Note: Sight at higher levels applies the Sense Range multiplier to the number of Afterimages required to trigger increase (i.e. Heightened Sight would require 2 Afterimages to increase).
Name: Tenmetsu Style: The First - Swift Classification: Kenjutsu Rank: D-Rank Class: Offensive Range: Short
Description: A common misconception with the Tenmetsu-ko style of swordsmanship is that their speed is named after what they are capable of at those levels, however what it truly refers to is the effects their speed has on their blade as they strike with it. The first technique is known as Swift, and it is the act of moving one's blade so fast that it seems to blur in the air. This causes their swordsmanship to be unreadable to Time Slowing Dojutsu or Muscle Tension used separately (but not together) and allows the user to create and control Afterimages of their sword strikes, following how many Afterimages they can create based on their speed.
Name: Tenmetsu Style: Steel Tempest Classification: Kenjutsu Rank: C-Rank Class: Offensive Range: Contact (Impact), Short (Knockup)
Description: This technique is only capable of being used as a follow up to any of the other Tenmetsu-ko techniques, but shines when used as a follow up to Mortal Steel or Heel Kick. This technique requires the user to continue the momentum of their previous attack and transfer all the force of their movement into an upward strike with their sword. This strike deals damage equal to the user's Speed, but the true nature of this technique lay in the effect of the strike. When it lands, it knocks a target up to 10ft into the air. When following Mortal Steel, this technique can reach forward 5ft in order to still land on a target that attempts to dodge this technique. When paired with Heel Kick, this technique requires a Mid-Air movement technique equal to the user's Speed to dodge accurately.
Name: Tenmetsu Style: Concentration Technique Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: This is the Tenmetsu variant of a basic Samurai technique which the samurai of the style have modified to fit their own style of swordsmanship. The refinement of their kata is shown through this technique as, when it is activated, they are capable of increasing the number of Afterimages they are capable of creating in order to cause their enemies more confusion. However this not only lasts for the duration of the basic Concentration Techniques cool down after which this technique has a 6, 12 or 24 posts in total (respectively) cool down before it is able to be used again. Rank - Additional Afterimages D = 1 C = 2 B = 3 A = 4 S = 5
Name: Tenmetsu Style: Heel Kick Classification: Kentaijutsu Rank: C-Rank Class: Offensive Range: Short
Description: This is the Tenmetsu variant of one of the most basic Samurai Techniques, tailored for use within the Tenmetsu's unique kata. This technique inverses the motions of its predecessor, the user charging forward before stopping suddenly and dropping low, sweeping out with their sheathed Katana in order to knock a target's legs out from under them. The focus of this technique varies based on their target: if the target is stationary they simply require C-Rank Strength or a C-Rank Balancing Technique to not be knocked prone for 1 post (total). Those who are in motion and are targeted by this technique however require Reaction alongside Strength or a Balancing technique equal to their own Speed in order to not be knocked prone for the same amount of time.
Name: Tenmetsu Style: Strike of Disgrace Classification: Kenjutsu Rank: C-Rank (-2 Stamina per Barrage) Class: Offensive Range: Contact (Impact), Short (Knockback)
Description: This is the Tenmetsu variant of a basic Samurai technique, molded to fit the principles of Tenmetsu-ko Samurai. With this technique, the user slashes out with their katana at top speed in order to execute 6 strikes at their target. These strikes are aimed to trap the opponent between them, forcing a choice on which strikes to dodge and which to tank, thus each strike deals a single D-Rank of damage (C-Rank total if all strikes land). The speed of this technique makes it so that targets who avoid multiple slashes require higher levels of perception or speed to avoid the rest, with Samurai of greater skill being capable of unleashing even more strikes for a single price. Rank (Strikes) - Tier Check D (6) - +1 Tier Level every 12 Strikes C (6) - +1 Tier Level every 9 Strikes B (12) - +1 Tier Level every 6 Strikes A (12) - +1 Tier Level every 3 Strikes S (18) - +1 Tier Level every 2 Strikes
Name: Tenmetsu Style: Stray Bullet Classification: Kenjutsu Rank: C-Rank (-1 Stamina per Needle) Class: Offensive Range: Mid
Description: Req. Tenmetsu Style: The Second - Bullet to Learn. With this technique, the user draws their katana at high speeds before sweeping it outwards in a wide arc. This looks like a simple attack, but the true danger of the technique lay in the disturbed air created by the path of the blade. As the sword moves through the air it shapes a needle of wind that launch at the user's target, up to 20ft away from the user. This needle moves at the speed of the user's swing, and requires Wind Displacement Sensory equal to their rank in order to notice it. The needle only deals D-Rank Physical Damage, however it possesses Defense Piercing equal to the speed of the user's swing. This paired with the low price of the technique enables the user to unleash a barrage of these needles without much effort.
Name: Tenmetsu Style: Bullet Release Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Passive
Description: The Tenmetsu's variant of Speed Tiers, which is often thought to be the original tier of the Samurai just as Tenmetsu-kō is considered the original Samurai Style. With this, the samurai is capable of moving at true Bullet Release Speeds (C+) as they move across the ground or swing their blade. The Tenmetsu Samurai's speed is famous for its ability to create afterimages of the user, just by virtue of how fast they move. At this level, the Tenmetsu is capable of forming 2 Afterimages that can linger for 2 P.T. The presence of Afterimages causes those who attempt to track the user via Sight alone to require higher levels of Speed paired with their perception methods in order to track and respond to the user's Kenjutsu.
Name: Tenmetsu Style: The Second - Bullet Classification: Kenjutsu Rank: C-Rank Class: Offensive Range: Short (Projectiles)
Description: A common misconception with the Tenmetsu-ko style of swordsmanship is that their speed is named after what they are capable of at those levels, however what it truly refers to is the effects their speed has on their blade as they strike with it. The second of these techniques is known as Bullet, and entails the user swinging their blade with such speed that it actually is capable of disturbing the air in order to create projectiles of air that deal Wind Release Physical Slicing Damage equal to the speed. The distance these projectiles are capable of crossing are dependent on the user's skill. Rank - Distance D - 5ft C (Low) - 10ft C (High) - 15ft C (Elite) - 20ft
Name: Tenmetsu Style: Raining Bullets Classification: Kenjutsu Rank: B-Rank (-2 Stamina per Barrage) Class: Offensive Range: Mid (Ground), Long (Mid-Air)
Description: Req. Tenmetsu Style: Stray Bullets to Learn. This technique is an advancement on another, but is no less deadly for its simplicity. With this, the user is capable of releasing multiple needles of wind with the same motion and a single price, these needles capable of traveling up to 30ft from the user. This technique is empowered if the user is capable of performing it in mid-air, as height allows the needles to gather momentum and increase their base damage from D-Rank, while also allowing them to reach up to 60ft away from the user. These needle move at the speed of the user's swing, and require Wind Displacement Sensory equal to their rank in order to notice them. The amount of needles created per use of this technique is determined by the user's rank, while their damage is determined by the height they are launched from, though they still possess Defense Piercing equal to the user's Speed. Rank - Needles - Height = Damage D - 2 - 5ft or Below = 2 D per Needle C - 4 - 6-10ft = 3 D per Needle B - 8 - 11-15ft = 4 D per Needle A - 16 - 16-20ft = 5 D per Needle S - 32 - 21ft+ = 1 C per Needle
Name: Tenmetsu Style: Bushin Classification: Taijutsu/Genjutsu Rank: B-Rank (3 D-Rank Chakra & 3 Stamina per Bushin) Class: Offensive/Supplementary Range: Varies
Description: This is a unique technique formulated by Tenmetsu-ko Samurai in order to make the greatest use of their ability to create Afterimages. Bushin are more powerful versions of regular Afterimages, infused with small amounts of the user's chakra in order to make them more along the lines of Illusory Clones than anything. Bushin are created as offshoots of the user's own actions, often summoned in positions that mimic their movements, however are fully capable of independent movement after their creation. Bushin possess their user's Speed and are Semi-Tangible, enabling them to damage the Physical while also being resistant to Physical Damage. Bushin are extremely realistic, however will be dispersed by Physical Damage B-Rank or Above, or any amount of damage from another Damage Type. Finally, due to being created through chakra, Bushin are also capable of being used as decoys for Mental Techniques that the Samurai is capable of tracking, enabling them to have a Bushin take their place in a Genjutsu trap so long as they are able to outspeed the Genjutsu. Rank - Max. Bushin - Linger Duration D - 1 - 1 Turn C - 1 - 2 Turns B - 2 - 3 Turns A - 2 - 4 Turns S - 3 - 5 Turns
Name: Tenmetsu Style: Bushido Classification: Kenjutsu Rank: B-Rank (Variable Physical Recoil Price) Class: Defensive Range: Self
Description: This is a unique technique created by the Tenmetsu to counteract those who would attempt to strike fear within them, not knowing that samurai are not so easily cowed. This technique can only be activated when the Samurai is the target of a technique that targets their Intimidation, Fear or Sanity Limits through techniques which revolve around intimidation. When activated, this technique draws a Stamina Price from the user equal to the drain on that specific limit and Physical Recoil equal to 1-Rank below the rank of the technique in order to negate it completely, with the user being rendered immune to the effect of that technique for a period of time afterwards dependent on their rank. Rank - P.T. Immune C - 20 P.T. B (Low) - 40 P.T. B (High) - 60 P.T. or End of Topic B (Elite) - 80 P.T. or End of Topic
Name: Tenmetsu Style: Crashing Ground Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Passive
Description: The Tenmetsu's variant of Speed Tiers, which is often thought to be the original tier of the Samurai just as Tenmetsu-kō is considered the original Samurai Style. With this, the samurai is capable of moving at true Crashing Ground Speeds (B+) as they move across the ground or swing their blade. The Tenmetsu Samurai's speed is famous for its ability to create afterimages of the user, just by virtue of how fast they move. At this level, the Tenmetsu is capable of forming 3 Afterimages that can linger for 3 P.T. The presence of Afterimages causes those who attempt to track the user via Sight alone to require higher levels of Speed paired with their perception methods in order to track and respond to the user's Kenjutsu.
Name: Tenmetsu Style: The Third - Crash Classification: Kenjutsu Rank: B-Rank Class: Offensive Range: Short
Description: A common misconception with the Tenmetsu-ko style of swordsmanship is that their speed is named after what they are capable of at those levels, however what it truly refers to is the effects their speed has on their blade as they strike with it. The third of these techniques is known as Crash, and it refers to the immense speed of the user's attacks allowing them to use their momentum as a substitute for raw strength. The Samurai makes use of their quickness to dismantle other melee combatants or render weaponry useless against themselves. With it learned, the user is capable of overpowering Physical Techniques with their Kenjutsu, so long as said techniques aren't backed by Strength equal to the user's Speed. When used against weaponry, this can also act as a Disarming Technique.
Name: Tenmetsu Style: Dragon Howl Strike Classification: Kenjutsu Rank: A-Rank Class: Offensive Range: Mid
Description: This technique capitalizes on the speed of the user's movements not to execute their strike, but to sheath their blade. The Samurai sheaths their weapon with such speed that the action actually releases a small sonic boom that affects all within a 40ft radius of the Samurai, causing a disruption within their auditory nerve. At base, those affected are deafened for 2 posts (total), however those who possess heightened hearing are affected more harshly and at greater distances in comparison to those with normal levels of hearing. Those with higher levels of hearing may experience nausea, vertigo or even damage to their inner ear that causes bleeding. Hearing - Distance - Effect Normal - 40ft - Deafened for 2 P.T. Raised - 50ft - Deafened for 4 P.T. Heightened - 80ft - Deafened for 6 P.T.; Nausea Depletion when in Motion (1-Rank Below Tier) Enhanced - 120ft - Deafened for 8 P.T.; Nausea Depletion when in Motion (Equal to Tier) Max - 160ft - Deafened for 10 P.T.; Balancing Technique req. to Move (1-Rank Below Tier) Above Max - 200ft - Deafened for 15 P.T.; Balancing Technique req. to Move (Equal to Tier) Super - 400ft - Deafened for 20 P.T.; 3 D-Rank Bleed from Ears per P.T. *Note: The effects of these levels last for as long as the target is deafened and compound with each new effect (i.e. Enhanced Hearing is rendered deaf for 8 P.T., suffer a Nausea Limit Depletion when moving and require a Balancing tech to move without falling over).
Name: Tenmetsu Style: Nine Dragon Crash Classification: Kenjutsu Rank: A-Rank (-8 Stamina per Use) Class: Offensive Range: Short
Description: This technique is one of the most infamous of the Tenmetsu-ko Style, and is a shining example of the style's principles. With this technique the Samurai calls upon the fullest extend of their speed to move around an opponent while striking out. This technique bypasses the amount of afterimages the Tenmetsu is usually capable of creating, instead creating eight afterimages that mimic one of the nine strikes the user performs while they perform the final one. When the technique is complete, the user and all their afterimages turn their backs to the target while sheathing their blade, all the damage done hitting the target at once as the afterimages fade. Each strike of this technique deals only a C-Rank of Damage, however due to all of them "landing" at once a victim requires 360 Degree Vision + Reaction Tiers in order to be able to react to all strikes in time. If a target lacks 360 Degree Vision, then they are only able to defend against a number of strikes based on their Reaction Tier. Reaction - Strikes Blocked A+ - 2 Strikes A++ - 3 Strikes S- - 4 Strikes S - 5 Strikes S+ - 6 Strikes
Name: Tenmetsu Style: Dragon Tail Whip Classification: Kenjutsu Rank: A-Rank Class: Offensive/Defensive Range: Contact (Vacuum), Long (Slash)
Description: The Tenmetsu Samurai performs a powerful slash in front of them with their sword, either in an upward or downward stroke. Depending on the direction of the stroke, the effect of this technique varies: a downward stroke creates a large vacuum of air in front of the user that acts as protection against an assault, this vacuum being able to divide attacks aimed at the user so long as they are A-Rank or Below and lack Physical Immunity. An upward stroke sends forward a wave of pressure that carries along projectiles or debris swept up within it so long as they weren't thrown or anchored with A-Rank or Above Strength. The abilities of this technique are increased with higher levels of Speed.
Name: Tenmetsu Style: Dragon Storm Rampart Classification: Kenjutsu Rank: A-Rank Class: Defensive Range: Mid
Description: This is a defensive technique belonging to the Tenmetsu that boarders on the feats capable of those who possess the Wind Release chakra nature. The Tenmetsu spins quickly on their foot while drawing their blade, then sweeps it across the ground in a direction of their choice. This churns the winds around them and forces them to take the form of a Medium S wall to the user's front, back or either side. The user's speed determines the strength of the wall, which is capable of blocking objects and techniques equal to and below its durability and remain standing so long as they lack piercing damage, and a single technique above its durability at the cost of it being destroyed. The user's rank determines how long the wall lingers before it disperses, however its unique creation allows it to absorb Wind Release techniques in order to increase its durability and increase the amount of time it can linger. Rank (Speed) - Durability - Duration - Wind Release Absorbed (Duration) D (A+) - 1 A - 2 P.T. - D-Rank = +1 P.T. C (A++) - 1 A - 3 P.T. - C-Rank = +2 P.T. B (S-) - 1 S - 4 P.T. - B-Rank = +3 P.T. A (S) - 1 S - 5 P.T. - A-Rank = +4 P.T. S (S+) - 1 SS - 6 P.T. - S-Rank = +5 P.T.
Name: Tenmetsu Style: Blinding Five Strikes Classification: Kenjutsu Rank: A-Rank Class: Offensive Range: Short
Description: This technique was made to rival Nine Dragon Crash, though it is a less known technique due to many outside of the style believing that the techniques are one in the same. With this technique the user runs at their target with their hands poised to draw their blade. As the user gets within 10ft of their target, they seemingly vanish to the Naked Eye before reappearing with 4 Afterimages all surrounding their target with their blade drawn. One of the Afterimages then strikes out, however this strike is actually a feint in order to trick an opponent into defending, parrying or dodging prematurely. The target must pass a Barrier Tier Check equal to the user's Rank in order to realize that it is a feint without any threat and stand their ground. If the target falls for the feint, they require a Reaction + Speed Tier Chain equal to the user's Speed to dodge the attack, while if they realize the feint for what it is they simple require Reaction + Speed equal to the user's Speed. In any case, when closing in for their strike, the user and the remainder of their afterimages vanish once more as the user strikes their target five times, reappearing walking away from their now heavily injured opponent. Each strike deals damage equal to 1-Rank below the Speed this technique is used with. *Note: If the first feint fails the user is capable of retrying up to 3 more times (1 for each additional afterimage), raising the Barrier Check by a Tier Level and lowering the number of strikes performed by 1 to a minimum of 2.
Name: Tenmetsu Style: Vacuum Release Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Passive
Description: The Tenmetsu's variant of Speed Tiers, which is often thought to be the original tier of the Samurai just as Tenmetsu-kō is considered the original Samurai Style. With this, the samurai is capable of moving at true Vacuum Release Speeds (A+) as they move across the ground or swing their blade. The Tenmetsu Samurai's speed is famous for its ability to create afterimages of the user, just by virtue of how fast they move. At this level, the Tenmetsu is capable of forming 4 Afterimages that can linger for 4 P.T. The presence of Afterimages causes those who attempt to track the user via Sight alone to require higher levels of Speed paired with their perception methods in order to track and respond to the user's Kenjutsu.
Name: Tenmetsu Style: The Fourth - Vacuum Classification: Kenjutsu Rank: A-Rank Class: Offensive Range: Short
Description: A common misconception with the Tenmetsu-ko style of swordsmanship is that their speed is named after what they are capable of at those levels, however what it truly refers to is the effects their speed has on their blade as they strike with it. The fourth of these techniques is known as Vacuum and revolves around the Samurai using their speed to cause fluctuations in the air around them. This renders the Samurai unreadable to Wind Displacement Sensory equal to their rank or below, however has the added effect of causing Pain per post (total) to a target with a heightened sense of Touch so long as they are within 10ft of the Samurai, due to them being more sensitive to changes in the air. Sense of Touch = Pain per P.T. Raised = 1 D Heightened = 2 D Enhanced = 3 D Max = 4 D Above Max = 5 D Super = 1 C
Name: Tenmetsu Style: Death Throes of a Dragon Classification: Kenjutsu Rank: S-Rank Class: Offensive Range: Contact (Impact), Mid (Dash)
Description: This is a powerful technique often used to quickly dispose of an opponent when there is no other choice but to end the battle with blinding speed. This technique necessitates the target being knocked back, knocked up into the air or be airborne through their own means. The Samurai uses their speed to cross the distance between themselves and their opponent in an instant, so long as they are within 50ft of their opponent. The use of this technique allows the Samurai themselves to move swiftly through the air to reach their quarry, counting as an S-Rank Mid-Air Movement technique until the maneuver is concluded. Once within range of their opponent, the user strikes out at their opponent three times with great speed. Each strike deals damage equal to its speed, though they only require equal Speed to notice and dodge said techniques. However, with each swing the user creates a powerful vacuum that sucks their target back into their path so long as they are within 10ft of the user: the first strike requires A-Rank Strength + an A-Rank Mid-Air Movement or Flight Technique to dodge; the second requires S-Rank Strength + an S-Rank Technique while the third requires SS-Rank Strength + an SS-Rank Technique in order to dodge it. The third strike is a powerful downward stroke that strikes an opponent and sends them crashing back down to the ground, dealing additional damage to them if they cannot cushion their fall in time. The Samurai then moves back to the ground with the last motions of this technique, sheathing their blade and signaling its end.
Name: Tenmetsu Style: Blinding Fifty Strikes Classification: Kenjutsu Rank: S-Rank Class: Offensive Range: Short
Description: Req. Tenmetsu Style: Blinding Five Strikes. This technique is a more powerful variation of another of the Tenmetsu Style, an expression of mastery of the principles within the technique itself. To initiate this technique, the user runs at their target with their hands poised draw their blade. As the user gets within 10ft of their target, they seemingly vanish to the Naked Eye before reappearing with 9 Afterimages all surrounding their target, blades drawn. One of the Afterimages then moves to strike the target, however the strike is actually a feint in order to goad the target into defending, parrying or dodging prematurely. The target must possess a Barrier + Reaction Tier Chain equal to the user's Rank in order in order to realize that it is a feint without any threat and stand their ground. If the target falls for the feint, they require a Reaction + Speed +Strength Tier Chain equal to, or a Reaction + Speed Tier Chain 1-Rank Above the user's Speed to dodge the attack, while if they realize the feint for what it is they simple require Reaction + Speed + Strength equal to the user's Speed or Reaction + Speed 1-Rank Above. In any case, when closing in for their strike, the user and the remainder of their afterimages vanish once more as the user strikes their target a grand total of 50 times, reappearing walking away from their now heavily injured opponent. These strikes land in groupings of 5, each group dealing damage 2-Ranks below the user's Speed. *Note: If the first feint fails the user is capable of retrying up to 8 more times (1 for each additional afterimage), raising the Tier Check by a Tier Level and lowering the number of strikes performed by 5 to a minimum of 10.
Name: Tenmetsu Style: Blinding Light Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Passive
Description: The Tenmetsu's variant of Speed Tiers, which is often thought to be the original tier of the Samurai just as Tenmetsu-kō is considered the original Samurai Style. With this, the samurai is capable of moving at true Swift Release Speeds (S+) as they move across the ground or swing their blade. The Tenmetsu Samurai's speed is famous for its ability to create afterimages of the user, just by virtue of how fast they move. At this level, the Tenmetsu is capable of forming 5 Afterimages that can linger for 5 P.T. The presence of Afterimages causes those who attempt to track the user via Sight alone to require higher levels of Speed paired with their perception methods in order to track and respond to the user's Kenjutsu.
Name: Tenmetsu Style: The Fifth - Blind Classification: Kenjutsu Rank: S-Rank Class: Offensive Range: Short
Description: A common misconception with the Tenmetsu-ko style of swordsmanship is that their speed is named after what they are capable of at those levels, however what it truly refers to is the effects their speed has on their blade as they strike with it. The fifth of these techniques is known as Blind, and it causes the Samurai's blade to move quickly, like a flicker of light. This speed causes light to glint off the blade with each strike, not actually blinding a target but making it so that they cannot see the path of the blade. This renders the user's Kenjutsu unreadable to Weapon Reading techniques as well as Muscle Tension unless the target possesses Reaction Tiers equal to the Rank of the Kenjutsu used alongside Blinding in order to blink in time with the glints of light and thus negate their effect.
- Reaper Tenmetsu:
Name: Tenmetsu Style: Fate Sealed in Dragon's Flame Classification: Kenjutsu Rank: SS-Rank Class: Offensive Range: Contact (Impact), Mid (Dash)
Description: Req. Tenmetsu Style: Death Throes of a Dragon. The mastered version of a previous Tenmetsu technique, this technique is even more dangerous than its predecessor. Similar to the previous technique, this one requires the target to be airborne before this can be initiated. This technique allows the user to dash to a target within 60ft of themselves, the Samurai using their innate speed to be able to move through the air swiftly, acting as an SS-Rank Mid-Air Movement technique until this technique resolves itself. Once in position, the user strikes out at their enemy five times, with the user creating 2 Afterimages (on the 2nd and 4th strike) as they perform these strikes. Each strike deals damage equal to its Speed, and now require Reaction Tiers to accurately be able to dodge them. Like the previous technique, these strikes generate vacuums that pull a target into the path of the blade so long as they are within 15ft of the user: the first and second strikes require S-Rank Strength + an S-Rank Mid-Air Movement or Technique to move out of their path, the third and fourth require SS-Rank Strength + an SS-Rank Technique while the fifth requires SSS-Rank Strength + an SSS-Rank Technique to dodge. This technique is unique from the original in that it is capable of being used against multiple targets, up to 3 in total. The technique still focuses most of its power onto one individual, resulting in the first, third and fifth strikes needing to target the same individual, however the second and fourth strikes can target anyone within the same 15ft distance of the user. On the fifth strike (or both strikes aimed at other targets) the victim is sent plummeting back to the ground, receiving additional damage as they impact the surface. The Samurai then moves back to the ground with the last motions of this technique, sheathing their blade and signaling its end.
Name: Tenmetsu Style: Pause - Heel Kick Classification: Taijutsu Rank: SS-Rank Class: Offensive Range: Short (Pull), Mid (Knockup)
Description: An advancement on a basic technique than many individuals may not feel the need to expand upon, this technique is an anomaly within the Tenmetsu style because it does not use the Samurai's blade at all. The user rushes at their target before halting suddenly, initiating a Pause that causes a vacuum of air pressure, drawing in the Reaper's target so long as they are within 30ft of them. The target is drawn in at speeds equal to the user's own before they stopped, and as they near the Reaper they quickly bring their foot up to slam into the chin of their adversary. The target requires Strength Tiers equal to the user's speed to resist being pulled in, though in return they sustain Internal Damage equal to the speed. In order to dodge the following kick if they are pulled, the target requires Reaction Tiers equal to the user's Speed + a Mid-Air Movement technique equal to the Reaper's. If they are incapable of resisting either, they are knocked 60ft into the air by the kick, though only sustain damage 1-Rank below the speed of the user.
Name: Tenmetsu-ko Ogi: Heaven Bridging Dragon Spark Classification: Kenjutsu Rank: SS-Rank Class: Offensive Range: Short (Dash)
Description: Req. Two Swords. This is a technique that was created in order for Reapers of the Tenmetsu-ko Style to show their superiority over other Samurai by displaying what can only be described as the pinnacle of swordsmanship within the style. This technique necessitates the use of two blades, something that is quite unusual within the Tenmetsu Style. The initiation of this technique requires the user to enter a crouched stance with their lead foot out in front of them and their arms crossed in front of their chest, a blade in either hand. The user focuses intently on their target, unleashing a potent burst of Killing Intent that paralyzes anyone who doesn't possess SS-Rank Barrier Tiers to resist it for a single post, just long enough for this technique to resolve itself. The user then begins to move forward like a blur, moving at Ripping Discord (or above if able) Speeds towards their opponent. The user is capable of dashing forward up to 30ft in an instant to strike their opponent, and once they get their target within range of their blades they make a violent shearing motion with their arms. This technique is powerful, though there are 3 methods of countering it: the target is capable of using SS-Rank+ Speed to dodge the incoming technique, they are capable of using SS-Rank Strength and two weapons of their own to parry the strike, or SS-Rank Reaction to notice the moment at which the blades cross and parry both in a single stance to neutralize the strike. If the target is struck by this technique, then they require SS-Rank Defense in order to not be bisected at the middle, while those who resist the damage or possess a method of living through it require SS-Rank Endurance to not be rendered immobile by the pain the damage causes. This technique is renowned as a Samurai Killer, as it gains additional effects based on how many other Samurai they have killed with the use of this technique in particular. Samurai Killed = Effect Tenmetsu-ko = Speed of execution increased by 1 Tier Level per Kill (caps at SSS++) Junsuina Haiiro = Reaction req. to Parry Blades as they cross increased by 1 Tier Level per Kill (caps at SSS++) Osoroshii Daku = Strength req. to Parry Blades increased by 1 Tier Level per Kill (caps at SSS++) Hansha Buredo = Endurance req. to Resist Pain increased by 1 Tier Level per Kill (caps at SSS++) Shubi Toride = Defense req. to Negate Damage increased by 1 Tier Level per Kill (caps at SSS++) Gen'ei-Ha = Barrier req. to Resist Paralysis increased by 1 Tier Level per Kill (caps at SSS++)
Name: Tenmetsu Style: Ripping Discord Classification: Taijutsu Rank: SS-Rank Class: Supplementary Range: Passive
Description: The Tenmetsu's variant of Speed Tiers, which is often thought to be the original tier of the Samurai just as Tenmetsu-kō is considered the original Samurai Style. With this, the samurai is capable of moving at true Ripping Discord Speeds (SS+) as they move across the ground or swing their blade. The Tenmetsu Samurai's speed is famous for its ability to create afterimages of the user, just by virtue of how fast they move. At this level, the Tenmetsu is capable of forming 6 Afterimages that can linger for 6 P.T. The presence of Afterimages causes those who attempt to track the user via Sight alone to require higher levels of Speed paired with their perception methods in order to track and respond to the user's Kenjutsu.
Name: Tenmetsu Style: The Sixth - Rip Classification: Kenjutsu Rank: SS-Rank Class: Offensive Range: Short
Description: A common misconception with the Tenmetsu-ko style of swordsmanship is that their speed is named after what they are capable of at those levels, however what it truly refers to is the effects their speed has on their blade as they strike with it. The sixth of these techniques is known as Rip, and causes large pressure differentials with each strike of their weapon. This results in the user's blade not simply cutting, but ripping open wounds violently as the sword bites into their target. This exacerbates the damage done by the weapon, causing those who possess blood to Bleed dependent on the user's Speed, while constructs or those who lack blood have their Defense/Physical Resistance debuffed until repaired or healed. Speed - Bleed per P.T. - Debuff (Phys Res, Def) D+ - 2 D - Vulnerability or -1 T.L. C+ - 3 D - Vulnerability or -2 T.L. B+ - 4 D - Vulnerability or -3 T.L. A+ - 5 D - Weakness or -4 T.L. S+ - 1 C - Weakness or -5 T.L.
Name: Tenmetsu-ko Ogi: Last Breath of the Thrice Slain Dragon King Classification: Kenjutsu Rank: SSS-Rank Class: Offensive Range: Contact (Impact), Mid (Dash)
Description: Req. Tenmetsu Style: Fate Sealed in Dragon's Flame. The perfected variant of a Tenmetsu technique that has become an especially dangerous staple of the style. This technique requires an airborne target within 70ft of the user in order to initiate, but when activated allows the user to dash through the air using their natural speed in order to position themselves near enough to their target to utilize the technique, acting as an SSS-Rank Mid-Air Movement Technique. Once positioned the user strikes out at their target seven times in total with the user creating 3 Afterimages (on the 2nd, 4th and 6th strike) as they perform these strikes. Each strike deals damage equal to its Speed, and now require Reaction + Speed Tiers to accurately be able to dodge them. Like the previous technique, these strikes generate vacuums that pull a target into the path of the blade so long as they are within 20ft of the user: the first, second and third strikes require SS-Rank Strength + an SS-Rank Mid-Air Movement or Technique to move out of their path, the fourth, fifth and sixth require SSS-Rank Strength + an SSS-Rank Technique while the seventh requires a Z-Rank in either of the above and an SSS-Rank in the other in order to move. This technique is unique from either of its predecessors in that it is capable of being aimed at multiple targets, up to 7 in total. The technique is capable of spreading its power over a group of individuals, resulting in all strikes being able to deliver more or less damage as the user sees fit. The strikes are capable of targeting anyone within 20ft of themselves or their original target. On the seventh strike (or the final strike aimed at any target) the victim is sent plummeting back to the ground, receiving additional damage as they impact the surface. The Samurai then moves back to the ground with the last motions of this technique, sheathing their blade and signaling its end.
Name: Tenmetsu-ko Ogi: Chijoku no Oda Classification: Kenjutsu Rank: SSS-Rank Class: Offensive Range: Short
Description: This technique is the Tenmetsu Style's perfected variant of the Samurai's Strike of Disgrace, focusing all of the Reaper's speed into the act of drawing their blade and striking at a target. The user focuses intently on their target before rushing at their opponent, their speed noticeably lowered to normal shinobi levels as they do so. The user then strikes out at their opponent at Tier++ Speeds, their blade often aimed at their target's throat. This technique deals Damage equal to the user's Speed, with those struck requiring an SSS-Rank Defense Tier Chain in order to resist being beheaded completely. To those with Muscle Tension, Time-Slowing Dojutsu or Reaction Tiers during the Reaper's approach the area seems to lose its color, becoming completely black and white. The only color present in the area is a single red line across the victim's throat where the user struck until they sheath their blade and the damage becomes apparent, at which point color floods back in often as the target's head goes flying. This is mainly an aesthetic effect, but it is triggered due to the speed at which the user moves. Only those with Muscle Tension/Time Slowing Dojutsu + Reaction Tiers or a Precognition/Premonition Dojutsu are able to retain color in their vision. For those who possess techniques which differentiate through color they will lose that sort of perception during the black and white effect while if preformed at night those who lack night-vision or an additional S-rank sensory technique will be unable to see the Reaper's approach.
Name: Tenmetsu Style: Echoing Flash Classification: Taijutsu Rank: SSS-Rank Class: Supplementary Range: Passive
Description: The Tenmetsu's variant of Speed Tiers, which is often thought to be the original tier of the Samurai just as Tenmetsu-kō is considered the original Samurai Style. With this, the samurai is capable of moving at true Echoing Flash Speeds (SSS+) as they move across the ground or swing their blade. The Tenmetsu Samurai's speed is famous for its ability to create afterimages of the user, just by virtue of how fast they move. At this level, the Tenmetsu is capable of forming 7 Afterimages that can linger for 7 P.T. The presence of Afterimages causes those who attempt to track the user via Sight alone to require higher levels of Speed paired with their perception methods in order to track and respond to the user's Kenjutsu.
Name: Tenmetsu Style: The Final - Echo Classification: Kenjutsu Rank: SS-Rank Class: Offensive Range: Short
Description: A common misconception with the Tenmetsu-ko style of swordsmanship is that their speed is named after what they are capable of at those levels, however what it truly refers to is the effects their speed has on their blade as they strike with it. The final principle, and possibly the most dangerous, is known as Echo and entails the Samurai striking out so fast with their blade that all of the force is not delivered in a single blow, but rather a two part attack. The first strike, the strike with the user's blade, must land in order for this principle to be effective but once it does the attack "echoes" a short period of time later. This echo is the rest of the momentum behind the strike following through, giving the illusion of another invisible hit when really it is just an extension of the first. Echoed strikes are incapable of being dodged unless a target possesses Kinetic Sensory equal to the speed, though the echoes deal damage based on the Samurai's rank and are delayed a number of P.T. based on the user's Speed. Due to the nature of this technique, it counts as a Trap Technique and thus is not required to be placed in spoilers until triggered or if the target possesses an SSS-Rank Kinetic Sensory technique. Rank (Speed) - Damage - Delay D - 4-Ranks Below Speed - Up to 1 P.T. C - 4-Ranks Below Speed - Up to 2 P.T. B - 3-Ranks Below Speed - Up to 3 P.T. A - 3-Ranks Below Speed - Up to 4 P.T. S - 2-Ranks Below Speed - Up to 5 P.T. "Z"/SS - 2-Ranks Below Speed - Up to 6 P.T. "X"/SSS - 1-Rank Below Speed - Up to 7 P.T. *Note: Delayed hits are capable of stacking with one another and are delayed based on the user's whim, allowing them to cause the echoes to land at any point within their delay timeframe.
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Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Phenomenal Bladework [Shou's Jutsu] 16th June 2021, 4:02 pm | |
| Shinso-Ryu, change the fighting style to B-rank. Also change the scaling from Rank to Tier Level. for instance Naked Eye, Max would be +5 Tier Levels not S-rank =.=. The other types of Visionw ould be like 1 Tier Level Higher not 1 Rank. When you make that change, the rest of the techniques of that style are fine. Samurai Hijutsu - Asauchi, the Shallow Hilt: That name is reserved for use with the Bionic Path. On a mechanical sense it would have to be Ninjutsu/Kenjutsu not Fuin. It's a shapeshifting of the blade not a sealing of it. It being a passive would have to change to supplementary. Ultimately it's...not something I would approve as it's a D-rank seal to make...disarming impossible except through seal? When you could just seal it away normally to prevent that? But you also want to still be able to use the sword? It definitely wouldn't be possible with a D-rank technique.
Haven't checked the other techniques or the Tenmetsu Rework. So give me a while. | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Phenomenal Bladework [Shou's Jutsu] 18th June 2021, 11:07 pm | |
| The Shallowed Hilt doesn't physically stop disarming. It conceals the nature of Samurai Swords so that a person without the right counter techniques can't look at their blade and go "Oh that's a Samurai Sword, focus that". And it's a form of transformation, but made semi-permanent through a Blood-based Seal so that it doesn't need to be applied every topic the user is in.
Also I will be revisiting the techniques of Shinso-ryu with chakra prices in the future, because I have a fighting style I wanted to make for them specifically based on what was revealed about the Suisho Kido (after I finish making said Kido tho) | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Phenomenal Bladework [Shou's Jutsu] 18th June 2021, 11:20 pm | |
| Just remove the seal bits, because if you wanted a sustained transformation all you'd need to make it would be a Ninjutsu, could have a duration dependent on rank or concentration or something. | |
| | | Xi
Posts : 3170 Join date : 2013-02-11 Age : 30 Location : A ball where masked souls dance
| Subject: Re: Phenomenal Bladework [Shou's Jutsu] 7th August 2022, 2:52 pm | |
| The Tenmetsu are approved for now | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Phenomenal Bladework [Shou's Jutsu] 9th September 2022, 4:50 pm | |
| Suisho Exclusive- Bakudo:
Name: Bakudo #1 - Restrain Classification: Barrier Taijutsu Rank: D-Rank (C-Rank Light Materia, 1 Stamina Price) Class: Supplementary Range: Self (Trigger), Eye-Sight (Range)
Description: "One thousand rebellious hands severed and cast aside, five hundred heads bowed in lowly supplication." As the Suisho chants this incantation they will make a hand motion, pointing their index and middle fingers towards their intended target in order to focus the Light Materia in the area to form this technique. This technique is simple in that it causes a target's hands to be pinned behind their back by an 'invisible force', however in reality their subconscious mind has been hypnotized to force their arms into this position. Once the incantation is complete, the target's arms will be pinned unless they possess D-Rank Barrier Tiers in order to shrug off the hypnotic compulsion at the cost of -1 Stamina, or lack a D-rank Defense + Reaction Tiers in order to see through the optical illusion which induces complete paralysis in the target's arms. With greater levels of skill, Restrain is capable of being used on multiple targets for a single price, allowing the user to get the upperhand on many opponents in the midst of battle. Like all Bakudo it is a Barrier as such a D-rank Barrier destruction technique can free a victim suffering from this technique, otherwise their arms will be locked in place as their consciousness is barred from instructing their physical body. As a Barrier, this technique is incapable of binding intangible individuals or those affected by semi-tangible inducing/Phase techniques D-rank or Above. Rank - Targets D - 1 C (Low) - 2 C (High) - 3 C (Elite) - 4
Name: Bakudo #4 - Crawling Rope Classification: Barrier Taijutsu Rank: D-Rank (C-Rank Light Materia, 1 Stamina Price) Class: Supplementary Range: Self (Trigger), Eye-Sight (Range)
Description: "Winding viper and coiling vine, binding eel and shackling dragon. Cast all in yellow glow." While speaking the incantation the Suisho will cup their hands together while focusing Light Materia gathered from the area between their hands. The gathered light takes the form of a yellow orb of crackling energy as it is focused, and once the incantation is complete the user swings their hands towards their intended target, the light extending outwards into a cord moving at Swift Release Speeds aimed to bind a target. Due to being an optical illusion, when a target is selected the cord "follows" follows them until it wraps around them, despite its low speed, necessitating constant movement from a target so that they do not fall prey to the binding. The cord wraps around a limb (D-Rank Suisho), the torso (C-Rank Suisho) or entire body (B-Rank or Above Suisho) of their target, causing paralysis as it does unless they possess D-rank Barrier Tiers in order to shrug off the hypnotic compulsion at the cost of -1 Stamina, or lack a D-rank Defense + Reaction Tiers in order to see through the optical illusion. Like all Bakudo it is a Barrier as such a D-rank Barrier destruction technique can free a victim suffering from this technique, otherwise they will be bound by the cord. As a Barrier, this technique is incapable of binding intangible individuals or those affected by semi-tangible inducing/Phase techniques D-rank or Above.
Name: Bakudo #8 - Repulse Classification: Barrier Taijutsu Rank: D-Rank (C-Rank Light Materia, 1 Stamina Price) Class: Supplementary/Defensive Range: Self (Trigger), Eye-Sight (Range)
Description: "Exorcism of the soul, purification of the mind, protection of the body" While chanting the incantation for this technique the Suisho will raise one or both of their hands up as though to protect themselves from a blow while focusing filtered Light Materia through their form. This light takes on the form of a small blue orb that hovers in between the user and an opponent, acting as a form of defense. Upon striking the orb, it bursts and the individual that struck the orb is placed under the effect of its illusion. Only the individual who struck the orb is afflicted by the illusion, and when they are under its effects they feel as though the force they exerted onto the orb has been turned back upon them, forcing them backwards 10ft as the orb bursts unless they possess D-Rank Barrier Tiers in order to shrug off the illusion at the cost of -1 Stamina, or lack a D-Rank Defense + Reaction Tiers in order to see through the illusion. Like all Bakudo it is a Barrier as such a D-Rank Barrier destruction technique can free a victim suffering from this technique, allowing them to dispel the orb without being repulsed. As a Barrier, this technique is incapable of affecting intangible individuals or those affected by semi-tangible inducing/Phase techniques D-Rank or Above.
Name: Bakudo #10 - Disintegrating Circle Classification: Barrier Taijutsu Rank: D-Rank (C-Rank Light Materia, 1 Stamina Price) Class: Supplementary Range: Self (Trigger), Eye-Sight (Range)
Description: "Hounds hunting in the night, hares scattered in the fields" While chanting the incantation to this technique, the Suisho draws their middle and index fingers through the air as they focus Light Materia into their fingertips in preparation for its use. The user then thrusts their fingers forward in a direction, the light manifesting in the form of chains of swirling orange energy that chase down and attempt to bind two targets at Swift Release Speeds, so long as they are within 20ft of the Suisho. Due to being an optical illusion, these chains "seek" their targets until it wraps around them, despite its low speed, necessitating constant movement from a target so that they do not fall prey to the binding. Upon coming into contact with a target these chains will wrap around their waist and connect them to the other individual targeted by the technique, forcing upon them the illusion of being bound to the other individual while being unable to move more than 10ft away from one another due to the presence of the chain. Those that possess D-Rank Barrier Tiers can shrug off the illusion at the cost of -1 Stamina, or while those with a D-Rank Defense + Reaction Tiers Chain can see through the illusion with ease. Like all Bakudo it is a Barrier as such a D-Rank Barrier destruction technique can free a victim suffering from this technique, allowing them to avoid or dispel the chain. As a Barrier, this technique is incapable of affecting intangible individuals or those affected by semi-tangible inducing/Phase techniques D-Rank or Above.
Name: Bakudo #21 - Red Smoke Escape Classification: Barrier Taijutsu Rank: C-Rank (B-Rank Light Materia, 2 Stamina Price) Class: Defensive/Supplementary Range: Self (Trigger), Eye-Sight (Range), Mid (Smoke Cloud)
Description: "Under red light one is hidden, betwixt pale arms secrets are concealed, behind silk curtains all morals are occluded" While chanting the incantation to this technique, the Suisho channels Light Materia through their form while pressing their palms to a surface beneath their feet. This actually causes the Light Materia to consolidate at this spot, forming a glowing red circle that detonates in a brilliant flash of light upon the Suisho snapping their fingers. This flash is a trigger imposes the barrier upon all targets who view said flash, even allies, and proceeding the flash those who've fallen under the effect of the illusion will view a deep red cloud of smoke filling the a 20ft radius around the user. Those who've fallen under this technique will find it impossible to track others within the smoke with sight or scent, even enhanced perception such as Reaction, Enhanced Scent, Time-Slowing or X-Ray Vision, however sight that focuses on viewing energy signatures (i.e. Chakra Vision, Soul Sight etc) are unaffected. Those that possess C-Rank Barrier Tiers can shrug off the illusion at the cost of -2 Stamina, while those with a C-Rank Defense + Reaction Tiers Chain can see through the illusion with ease. Like all Bakudo it is a Barrier as such a C-Rank Barrier destruction technique can free a victim suffering from this technique, allowing them to see through the smoke. As a Barrier, this technique is incapable of affecting intangible individuals or those affected by semi-tangible inducing/Phase techniques C-Rank or Above.
Name: Bakudo #26 - Bent Light Classification: Barrier Taijutsu Rank: C-Rank (B-Rank Light Materia, 2 Stamina Price) Class: Supplementary Range: Self (Trigger), Eye-Sight (Range)
Description: "Cats stalking through shadows, a whisper lost to the breeze, sinking into nothingness, what is and what never was" While chanting the incantation for this technique, rather than drawing Light Materia into their form as normal the Suisho actually bends it around their body to form a barrier of light around their very body that renders them invisible to sight. This is a Sight-based Concealment technique of varying strength based on the level of light in the area (Day = B, Low/Artificial Light = C, Night = D), allowing the user to still be picked out by Sight-based perception that can see through concealment, such as Reaction Tiers. However, upon seeing through the concealment the victim is inflicted with the illusion aspect of this technique. They are once again rendered concealed from Sight, though now they appear as though they have disappeared completely from the target's vision, while also hiding them from examination techniques that determine an individual's abilities. The concealment, and the illusion's trigger, can be maintained over a number of Turns before the price must be repaid, dependent on the user's Rank and Endurance Tiers. Those that possess C-Rank Barrier Tiers can shrug off the illusion at the cost of -2 Stamina, while those with a C-Rank Defense + Reaction Tiers Chain can see through the illusion with ease. Like all Bakudo it is a Barrier as such a C-Rank Barrier destruction technique can free a victim suffering from this technique, allowing them to see the user of this technique normally. As a Barrier, this technique is incapable of affecting intangible individuals or those affected by semi-tangible inducing/Phase techniques C-Rank or Above. Rank - Time until Price Paid - End. Mod D - Every Turn - +1 Turn C - 1 Turn - +1 Turn B - 2 Turns - +2 Turns A - 3 Turns - +2 Turns S - 4 Turns - +3 Turns
Name: Bakudo #30 - Break-Piercing Triple Beam Classification: Barrier Taijutsu Rank: C-Rank (B-Rank Light Materia, 2 Stamina Price) Class: Offensive/Defensive Range: Self (Trigger), Eye-Sight (Range)
Description: "Song of the hornets, angered canaries in flight, pinned to boards with needles of bone" While chanting this incantation, the Suisho focuses Light Materia through their body into their fingertips as they begin to draw their fingers through the air. Lines of bright yellow light trail behind their fingertips as they draw the shape of an inverted triangle into thin air before slamming their palm onto the face of the shape. This triggers the illusion, causing the triangle to flash and hypnotize the Suisho's target. The target then sees the three points of the triangle flash before extending towards them in the shape of fangs. These fangs are then launched at Bullet Release Speeds in order to impact their target, though these projectiles are notable in that they require Barrier Tiers equal to their Speed alongside Speed or Reaction in order to be able to dodge them. Should these projectiles land, they pin the target to the ground or the nearest surface with B-Rank Strength, though breaking them via Strength alone inflicts C-Rank Mental Recoil as the target is forcibly realigning their mental state with their physical one, leading to trauma. Those that possess C-Rank Barrier Tiers can shrug off the illusion at the cost of -2 Stamina, while those with a C-Rank Defense + Reaction Tiers Chain can see through the illusion with ease, allowing them to avoid the illusion entirely. Like all Bakudo it is a Barrier as such a C-Rank Barrier destruction technique can free a victim suffering from this technique, allowing them to move without restriction. As a Barrier, this technique is incapable of affecting intangible individuals or those affected by semi-tangible inducing/Phase techniques C-Rank or Above.
Name: Bakudo #37 - Suspending Star Classification: Barrier Taijutsu Rank: C-Rank (B-Rank Light Materia, 2 Stamina Price) Class: Defensive Range: Self (Trigger),
Description: "Fallen from grace, cast from the heavens, halt their wings in eternal agony and be remiss" While changing this incantation, the Suisho channels Light Materia through their body and into their cupped hands. They then consolidate and solidify this light into the semi-solid form of a ball, which then shoots out several ropes to anchor itself into the environment and unfolds into a net. This net is capable of catching the user, or others, as they fall. The size of the net, as well as how many objects or individuals it is capable of catching is dependent on the user's rank. This is a very versatile technique, as when it is formed it is also capable of being thrown at an opponent within 20ft at C-Rank or higher Speeds, should the user's tiers allow. The ball unfurls into a net and wraps around their target, triggering the illusion aspect of this technique. As the net wraps around them, it launches out its ropes to suspend the target in the air, and their mind is made to feel as though the net is restricting them the harder they fight against it. Those who attempt to break free from the barrier with Strength, before they dispel the illusion, will find that they receive Mental Recoil damage equal to 1-Rank below their Strength as they are squeezed tight by their binds. Those that possess C-Rank Barrier Tiers can shrug off the illusion at the cost of -2 Stamina, while those with a C-Rank Defense + Reaction Tiers Chain can see through the illusion with ease, allowing them to break free of the net with C-Rank Strength. Like all Bakudo it is a Barrier as such a C-Rank Barrier destruction technique can free a victim suffering from this technique, breaking the net that has trapped them. As a Barrier, this technique is incapable of affecting intangible individuals or those affected by semi-tangible inducing/Phase techniques C-Rank or Above. Rank - Net Size D - Humanoid C - Medium S B - Medium M A - Medium L S - Medium XL *Note: The net is capable of holding a single individual of the net's size, with the value doubling for each size category below the size of the net (i.e. a Medium S net can hold 1 Medium S, 2 Humanoid, 4 Small etc).
Name: Bakudo #39 - Round Lock Fan Classification: Barrier Taijutsu Rank: C-Rank (B-Rank Light Materia, 2 Stamina Price) Class: Defensive Range: Self (Trigger), Eye-Sight (Range)
Description: "Halting advance, blocked path, procession paused; heed not the cries of bodies breaking against the rajoumon and malign your safety" While chanting the words of this incantation, the Suisho focuses light into their body and channels it into their hands as they hold them or a weapon (so long as it is made of Crystal) up into a defensive position. This Kido focuses the light more than many other Bakudo, focusing less on the hypnotizing portion and more on making the light itself solid in order to defend themselves. As such, this creates a Barrier of variable strength, based on the strength of the Suisho crafting it, though it is always capable of receiving 1-Rank Above Hybrid or Equal Rank Physical/Chakra/Mental (also Equal Rank Hybrid w/ Piercing) without breaking, or a single Natural/Spiritual/Piercing or 1-Rank Higher Technique (2-Ranks in the case of Hybrid w/o Piercing) before breaking. Upon being struck, whether or not the barrier is destroyed, it releases a flash of light that causes the opponents to fall under the effects of an optical illusion. The illusion is simple, causing targets to see a large screen of light separate them and the user, while imposing upon their body the restriction of not being able to move through the screen, or past it in any direction. Those that possess C-Rank Barrier Tiers can shrug off the illusion at the cost of -2 Stamina, while those with a C-Rank Defense + Reaction Tiers Chain can see through the illusion with ease, allowing them to walk past the screen with ease. Like all Bakudo it is a Barrier as such a C-Rank Barrier destruction technique can free a victim suffering from this technique, breaking through the shield or dissipating the screen. As a Barrier, this technique is incapable of affecting intangible individuals or those affected by semi-tangible inducing/Phase techniques C-Rank or Above. Rank of Suisho - Barrier Strength C (Low) or Below - D-Rank C (High) - C-Rank C (Elite) or Above - B-Rank
- Hado:
Name: Hado #1 - Thrust Classification: Kintaijutsu Rank: D-Rank (C-Rank Light Materia, Variable Blood Price) Class: Offensive Range: Self (Trigger), Varies (Range)
Description: "Pressed back, prodded forth, pushed over an unseen ledge" While chanting this incantation, the user extends their index finger as they filter and focus Light Materia through their form and into its tip. Upon completion of the incantation, the light gathered is released in a shockwave of potent force that is enough to send a single target of equal (or smaller) Size to the user flying up to 10ft away with D-Rank Force. While the burst of energy doesn't deal damage on its own, the force with which the target is thrown is capable of causing additional damage depending on whether or not the person afflicted comes into contact with anything during flight. This technique is capable of being charged over a number of posts (total) in order to increase the force the target is thrust with, enabling the thrust itself to deal damage if held long enough. As an illusion this technique is capable of being shrugged off by targets with D-Rank Spirit Tiers at the cost of 1 D-Rank of Blood in order to reassert their spiritual state, or it can be ignored by those with a D-Rank Defense + Spirit + Reaction Tier Chain. Like all Hado it is an illusion, as such it can be dispelled by D-Rank Techniques that revolve around countering illusions so long as it is on par with Spiritual. As a powerful form of illusion, this technique is capable of bypassing D-Rank or Below Illusion Immunity as well as D-Rank or Below Illusion Resistance should the target lack Spirit Tiers. Charge Time - Force Instant - 10ft Knockback w/ D-Rank Force 1 P.T. - 10ft Knockback w/ C-Rank Force 2 P.T. - 15ft Knockback w/ C-Rank Force + D-Rank Spiritual Damage 3+ P.T. - 20ft Knockback w/ C-Rank Force + 3 D-Rank Spiritual Damage
Name: Hado #4 - Pale Lightning Classification: Kintaijutsu Rank: D-Rank (C-Rank Light Materia, Variable Blood Price) Class: Offensive Range: Self (Trigger), Varies (Range)
Description: "Maw of the thunder beast, opened wide in welcome" While chanting the incantation for this technique, the Suisho raises their index finger while focusing Light Materia through their body and into their hand. Upon completing the chant the user will release the gathered light into an illusion in the form of a bolt of lightning at their target, moving at Swift Release Speeds across 15ft. Upon striking an individual, the illusion actually imparts itself onto the target's spiritual state, transferring damage to their physical form as though they were pierced by a bolt of lightning. Those struck by this technique are dealt a D-Rank of Spiritual Piercing Damage unless they possess D-Rank Spirit Tiers to shrug off the illusion at the cost of 1 D-Rank of Blood in order to reassert their spiritual state, or it can be ignored by those with a D-Rank Defense + Spirit + Reaction Tier Chain. Like all Hado it is an illusion, as such it can be dispelled by D-Rank Techniques that revolve around countering illusions so long as it is on par with Spiritual. As a powerful form of illusion, this technique is capable of bypassing D-Rank or Below Illusion Immunity as well as D-Rank or Below Illusion Resistance should the target lack Spirit Tiers.
Name: Hado #11 - Bound Lightning Classification: Kintaijutsu Rank: D-Rank (C-Rank Light Materia, Variable Blood Price) Class: Offensive Range: Self (Trigger), Varies (Range)
Description: "Banquet of storms, feast of the thunderous god" While chanting the incantation for this technique, the user rubs their hands together as if to warm them while focusing Light Materia through their form. With the completion of the chant, the user focuses the light they have gathered into the form of an illusion of static electricity before expending their own essence in order to make the illusion more substantial. The user then touches a surface and forces the electricity through it, causing it to be conducted through whatever they touch as well as any targets unlucky enough to be in contact with the surface as well. Upon striking an individual, the illusion actually imparts itself onto the target's spiritual state, transferring damage to their physical form as though they were electrocuted. Those struck by this technique are dealt a variable amount of Spiritual Damage, which is perceived as Lightning Based, depending on the material the electricity was conducted through unless they possess D-Rank Spirit Tiers to shrug off the illusion at the cost of 1 D-Rank of Blood in order to reassert their spiritual state, or it can be ignored by those with a D-Rank Defense + Spirit + Reaction Tier Chain. Like all Hado it is an illusion, as such it can be dispelled by D-Rank Techniques that revolve around countering illusions so long as it is on par with Spiritual. As a powerful form of illusion, this technique is capable of bypassing D-Rank or Below Illusion Immunity as well as D-Rank or Below Illusion Resistance should the target lack Spirit Tiers. Conductible Material (Distance) - Damage Gaseous (Up to 15ft) - 1 D Liquid (Up to 10ft) - 2 D Solid (Up to 5ft) - 4 D Plasma (Up to 1ft) - 1 C
Name: Hado #12 - Ambush Flare Classification: Kintaijutsu Rank: D-Rank (C-Rank Light Materia, Variable Blood Price) Class: Offensive Range: Self (Trigger), Varies (Range)
Description: "Signal flare of conquest, hidden in smoke" While chanting the incantation for this technique the Suisho will channel Light Materia through their body into their fingertips, using their hands to weave a small net of energy together from the light imbued with their lifeforce. Upon completing the chant, the user swings their hands outwards in order to spread the net across a 40ft area in front of them, the net spreading at Swift Release Speeds. The net is in actuality a binding illusion that imparts itself directly upon a target's spiritual state upon coming into contact with them, binding them in place with C-Rank Strength unless they possess D-Rank Spirit Tiers to shrug off the illusion at the cost of 1 D-Rank of Blood in order to reassert their spiritual state, or it can be ignored by those with a D-Rank Defense + Spirit + Reaction Tier Chain. Like all Hado it is an illusion, as such it can be dispelled by D-Rank Techniques that revolve around countering illusions so long as it is on par with Spiritual. As a powerful form of illusion, this technique is capable of bypassing D-Rank or Below Illusion Immunity as well as D-Rank or Below Illusion Resistance should the target lack Spirit Tiers. *Special Merge: This net is extremely flammable and upon being struck by a Fire-based technique or flame-related Hado technique, it ignites and explodes. This causes the explosion to use the area of the net for its base blast radius (see Item & Measurement Info), while the damage of the technique is carried over and converted to Spiritual.
Name: Hado #23 - Violet Ballistic Web Classification: Kintaijutsu Rank: C-Rank (B-Rank Light Materia, Variable Blood Price) Class: Offensive Range: Self (Trigger), Varies (Range)
Description: "Cutting through a valley of flesh; serrated tracks, iron flesh and oil blood, usher in violence, incite conflict, herald an uneasy peace" While reciting this incantation, the Suisho channels Light Materia through their form and into their fingers before pressing them together and offering up their own lifeforce in order to give the energy of the technique a more solid form. They then pull their fingers apart, causing a web of violet light to form between them. They are then capable of channeling further light through this web in order to fire it at their target in the form of bullets, each moving at Bullet Release Speeds (or Tier+ Speeds equal to the Suisho's rank, whichever is higher) up to 40ft away and dealing a D-Rank of Spiritual Damage to the target when struck. Despite the miniscule damage inflicted by the bullets, when a target is struck by them they are also dealt a 2 D-Ranks of Pain and are placed under the effects of the illusion. The illusion makes it seem as though the bullets pierce the body through and through, causing profuse bleeding. Each bullet that lands causes -1 Stamina Loss from the target due to said "bleeding", as it exhausts the victim unless they possess C-Rank Spirit Tiers to shrug off the illusion at the cost of 3 D-Ranks of Blood in order to reassert their spiritual state, or it can be ignored by those with a C-Rank Defense + Spirit + Reaction Tier Chain. Like all Hado it is an illusion, as such it can be dispelled by C-Rank Techniques that revolve around countering illusions so long as it is on par with Spiritual. As a powerful form of illusion, this technique is capable of bypassing D-Rank or Below Illusion Immunity as well as C-Rank or Below Illusion Resistance should the target lack Spirit Tiers. This Kido is capable of being maintained without paying its price again, but only if the user fires from the web on each of their posts. Their hands are also preoccupied while doing so, and as such they are incapable of casting other Kido that use their hands or using any other actions (such as gripping a sword) or techniques (such as performing hand seals) that require them while doing so. Any attempt to do so will break the web and require the price to be paid again. Rank - Bullets Fired per P.T. D - 5 C - 10 B - 15 A - 20 S - 25
Name: Hado #31 - Red Fire Cannon Classification: Kintaijutsu Rank: C-Rank (B-Rank Light Materia, Variable Blood Price) Class: Offensive Range: Self (Trigger), Varies (Range)
Description: "Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south!" While chanting this incantation, the Suisho channels light into one or two hands before infusing it with their lifeforce in order to make it more substantial. This light is then shaped into the form of a sphere of red energy that the user launches at their opponent at Bullet Release Speeds if used with one hand or Tier+ Speeds equal to the Suisho's rank if used with two hands, up to 20ft away from them. Upon coming into contact with an opponent, the sphere explodes in a radius determined by the Saturation of the sphere, which comes in three stages, with the damage also being determined by the Saturation. Upon coming into contact with the sphere, a target is inflicted with its illusion as they feel a powerful force seemingly much greater than the explosion sends them flying. The Saturation of the sphere also increases the power of the illusion, and as the victim flies they are capable of being damaged by anything they crash into. This illusion is capable of being resisted by those who possess C-Rank Spirit Tiers to shrug it off at the cost of 3 D-Ranks of Blood in order to reassert their spiritual state, or it can be ignored by those with a C-Rank Defense + Spirit + Reaction Tier Chain. Like all Hado it is an illusion, as such it can be dispelled by C-Rank Techniques that revolve around countering illusions so long as it is on par with Spiritual. As a powerful form of illusion, this technique is capable of bypassing D-Rank or Below Illusion Immunity as well as C-Rank or Below Illusion Resistance should the target lack Spirit Tiers. Saturation (Blood Price) - Radius (Blast Shape) - Damage - Knockback (Strength) Low (1 Count) - 1x Blast Distance (Half-Circle) - 1 C Spiritual Bludgeoning - 10ft (C) Moderate (2 Counts) - 1.5x Blast Distance (Sphere) - 1 C S. Bludgeoning & 3 D Spiritual Burn - 20ft (C+) High (3 Counts) - 2x Blast Distance (Pillar) - 1 C S. Bludgeoning & 1 C S. Burn - 30ft (C++)
Name: Hado #32 - Yellow Fire Flash Classification: Kintaijutsu Rank: C-Rank (B-Rank Light Materia, Variable Blood Price) Class: Offensive Range: Self (Trigger), Varies (Range)
Description: "Ye lord! Mask of flesh and bone, flutter of wings, ye who bears the name of Man! Crime and punishment, let the guilty be judged truly and bring about the verity of damnation." While chanting this incantation, the Suisho channels Light Materia through their form and into their hand, or through their weapon (so long as it is made of Crystal). The light forms an oval of glowing yellow energy before firing off in a 20ft (hand) or 40ft (weapon) arc. This Kido is rather simple, moving at Bullet Release Speeds, or Tier+ Speeds equal to the Suisho's rank if higher, and dealing a C-Rank of Spiritual Damage upon coming into contact with the target. However, upon the technique landing the target is afflicted with an illusion that makes the damage from the technique become much more grievous than it actually is. While under the effects of the illusion, the victim's body registers the damage as 1-Rank (hand) or 2-Ranks (weapon) higher than it actually is, as though they've taken damage to a semi-vital or vital area. This effect can be counteracted should the target possess C-Rank Spirit Tiers to shrug off the illusion at the cost of 3 D-Ranks of Blood in order to reassert their spiritual state, or it can be ignored by those with a C-Rank Defense + Spirit + Reaction Tier Chain. Like all Hado it is an illusion, as such it can be dispelled by C-Rank Techniques that revolve around countering illusions so long as it is on par with Spiritual. As a powerful form of illusion, this technique is capable of bypassing D-Rank or Below Illusion Immunity as well as C-Rank or Below Illusion Resistance should the target lack Spirit Tiers.
Name: Hado #33 - Blue Fire, Crash Down Classification: Kintaijutsu Rank: C-Rank (B-Rank Light Materia, Variable Blood Price) Class: Offensive Range: Self (Trigger), Varies (Range)
Description: "Ye lord! Mask of flesh and bone, flutter of wings, ye who bears the name of Man! Truth and temperance, upon this sinless wall of dreams unleash but slightly the wrath of your claws." While chanting the incantation for this technique, the Suisho guides Light Materia through their form and into their hands in preparation to perform this technique. The light takes the form of a blue orb between the user's hand and can be fired outwards in front of them, taking a form reminiscent to a sweeping wave of blue fire that moves at Bullet Release Speeds up to 10ft away from the user and dealing C-Rank Spiritual Damage. This technique is capable of being charged with Light Materia in order to increase its Speed, range and damage, with stronger Suisho being capable of charging this technique more quickly. Upon being fired, those that look upon this technique are afflicted with the illusion that the wave is in fact fire, and feel the heat of the flames licking at them even if they aren't consumed by it. Passing within 10ft of the wave causes a target to experience Sweating, losing -2 Stamina per P.T. they are close to it, and if hit by the wave they also experience its damage as Fire Release Spiritual. This effect can be counteracted should the target possess C-Rank Spirit Tiers to shrug off the illusion of heat at the cost of 3 D-Ranks of Blood in order to reassert their spiritual state, or it can be ignored by those with a C-Rank Defense + Spirit + Reaction Tier Chain. Like all Hado it is an illusion, as such it can be dispelled by C-Rank Techniques that revolve around countering illusions so long as it is on par with Spiritual. As a powerful form of illusion, this technique is capable of bypassing D-Rank or Below Illusion Immunity as well as C-Rank or Below Illusion Resistance should the target lack Spirit Tiers. Rank (Materia per PT) - Light Materia Price - Speed - Range - Damage C or Below (1 C) - 1 C - Bullet Release - 10ft - C-Rank B (2 C) - 1 B - Crashing Ground - 20ft - B-Rank A (3 C) - 1 A - Vacuum Release - 40ft - A-Rank S (4 C) - 1 S - Blinding Light - 80ft - S-Rank
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| Subject: Re: Phenomenal Bladework [Shou's Jutsu] 3rd November 2022, 5:42 pm | |
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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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