Juro Toramaru
Jun 1, 2012 10:17:15 GMT -8
Post by Juro on Jun 1, 2012 10:17:15 GMT -8
((This Non-Ninja app is brought to you by Takeda Takahashi, who sadly died of neglect (and albatross induced free-fall) one cold summer morning in the mountains of Tsuchi no Kuni.))
PERSONOLOGY[/u]
PHYSICALITY[/u]
COGNITION[/u]
ARMAMENTS[/u]
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Binoculars
Rank: C
Type: Universal Accessory / Self
Special: Has a range up to 50 meters. Each binocular takes up one (1) accessory slot.
Description: Similar to the radio in ease and effectiveness, the binoculars are sturdy and serve as a means to measure the distance to a target. Measuring no more than six inches in diameter, this square shaped device sports a durable carapace designed to withstand water damage and even the pressure of extreme altitudes.
Cost: 15,000 Ryo
[/li][li]Jutsu
Type: Passive / Specialized Taijutsu / Puroresu
Range: --
Stamina: --
Special: One must know this tech to learn any tech of equivalent rank in it’s tree. Highest rank known determines the area in which they can perform these specialized techniques, as well as the bonus damage they may acquire from the Slam.
D: 1 meter slamming control range (lol)
C: 2 meters
B: 3 meters
A: 4 meters
S: 5 meters
Description: One of the key components of the Gorilla’s Slam style is the users ability to throw and crush their targets. Whether it’s lifting them from their legs, hoisting them onto their shoulders or simply picking them up by their neck, in the end the opponent always lands hard and fast.
Domain: Gorilla’s Slam
For a Ride
Rank: D
Type: Offensive / Specialized Taijutsu / Puroresu
Range: 'To The Ground!'
Stamina: Low
Special: This technique allows the user to lift the by the crotch and hoist them onto the users shoulders before slamming them to the ground. If successful, this will leave the victim slightly paralyzed for roughly a second, give or take depending on RP. Each time retrained, bonus 'D' ranked damage can be added.
Description: Similar to the “Double Leg Smash” technique, the user waits until the target comes within shooting range. Once that’s achieved the user quickly shoots towards the targets legs, instead of grabbing them however, the user throws there arm under the targets crotch. Grabbing beneath the buttocks with one arm and pulling the closest arm of the target with the other, the user quickly pulls and stands at once, lifting the target onto the users shoulders. At this point the user bends their knees and shoots up once again while slamming the body into the ground from off the user.
Domain: Gorilla’s Slam. To The Ground 'D'
Double Leg Smash
Rank: C
Type: Offensive / Specialized Taijutsu / Puroresu
Range: 'To The Ground!'
Stamina: Mid
Special: This technique allows the user to lift the target by their legs and slam them to the ground with extreme force. Highest rank of 'To the Ground!' determines bonus damage as well as the chance the victim might break done during the attack; specifics are up to the reviewing staff. Each time retrained, bonus 'C' ranked damage is gained.
D: 20% chance of broken bone(s)
C: 40%
B: 60%
A: 80%
S: 99.9%
Description: The most basic of takedowns for a Gorilla’s Slam user. Once the enemy comes within a meter or so they quickly shoot forward, one knee hitting the ground with the opposite leg sliding behind. Quickly they grip the enemy’s legs from behind the knee and shoot straight upward, lifting the enemy with them. Just as fast as they came up, they go back down, crushing the target into the earth beneath them.
Domain: Gorilla’s Slam. To The Ground 'C'.
Nowhere To Run
Rank: D, C, B, A, S
Type: Passive / Specialized Taijutsu / Puroresu
Range: Self
Stamina: --
Special: The base technique behind all specialized pinning techniques, the highest rank learned determines the surface area of the victim's body which will undoubtedly result in being completely locked and under the user's control as a result of their sheer strength and technique. The specifics of this are left to RP.
D: 20% of the victim's body [surface area]
C: 40%
B: 60%
A: 80%
S: 100%
Description: Pinning a target to the ground, while this may seem like a stall technique it’s far from it. A hallmark of the Gorilla’s Slam style and usable in a variety of situations, one isn’t a true Gorilla if they can’t keep a target locked down.
Domain: Gorilla’s Slam.
Lockdown
Rank: D
Type: Supplementary / Specialized Taijutsu / Puroresu
Range: Self
Stamina: Low
Special: This technique allows the user to use both hands to keep the target pinned to the ground. While pinning the target down, the user MUST keep both hands on the targets shoulders or give up the pin. Immobility is determined by 'Nowhere to Run'. Indirect 'D' ranked damage is suffered by the victim during the slam and pin, equal to the technique's base rank, and can be stacked each time retrained.
Description: By utilizing their weight, physics fundamentals and proper technique the user can keep an already ground opponent pinned to the ground. They do this by using both of their hands to keep the targets shoulders pinned and their legs to keep the targets legs entwined rendering both the user and the targets legs immobile.
Domain: Gorilla’s Slam, Nowhere to Run 'D'
Turn Up The Heat
Rank: C
Type: Supplementary / Specialized Taijutsu / Puroresu
Range: Arm's reach
Stamina: Mid
Special: This technique allows the user to use one hand to keep the target pinned to the ground while allowing them one free hand to maneuver with. While pinning the target down, the user MUST keep one hand on the targets chest or give up the pin. Effect of pin depends on the user's “Nowhere To Run”. The target must already be on the ground for the user to initiate this. Indirect 'C' ranked damage is suffered by the victim during the slam and pin, equal to the technique's base rank, and can be stacked each time retrained.
Description: A more advanced pin requiring better conditioning and more elaborate tech but worth it in the advantage gained. By modifying their weight distribution, hip position and positioning one hand on the center of the targets chest rather than both of their shoulders, the user can keep them pinned with one hand. The legs are still entwined in the targets legs, rendering both the user and the targets legs immobile.
Domain: Gorilla’s Slam, Nowhere to Run 'C'
Crushing Blow
Rank: D, C,[/b] B, A, S
Type: Passive / Specialized Taijutsu / Puroresu
Range: --
Stamina: --
Special: The base technique behind all specialized striking techniques, the highest rank learned determines the length of time a victim remains stunned after receiving such crushing blows. On top of this, the highest rank also determine the technique's bonus damage.
D: Half second stun/daze
C: 1 second
B: 1.5 s
A: 2 s
S: 2.5 s
Description: The striking side of Gorilla’s Slam and while it doesn’t make up as much as the grappling portion, it’s effect simply can’t be overlooked. A combination of punching, kicking and elbow strikes leaves the soaring in the air and gasping for a breath.
Domain: Gorilla’s Slam
Superman
Rank: D
Type: Offensive / Specialized Taijutsu / Puroresu
Range: Arm's reach
Stamina: Low
Special: This technique allows the user to feign a kick and then launch their fist forward at the target. Highest rank of 'Crushing Blows' determines stun time as well as bonus damage. Each time retrained, 'D' ranked damage is stacked.
Description: A tricky technique created to catch the opponent off guard. By feigning to launch a kick off their hip, the user instead re-directs the force generated from the would be kick and uses it to push themselves into the air, fist first, directly at the target. Colliding directly with the targets head, there’s a good chance they’ll be slightly shaken from the misleading blow once hit.
Domain: Gorilla’s Slam. Crushing Blow 'D'
Drop Bomb
Rank: C
Type: Offensive / Specialized Taijutsu / Puroresu
Range: Arm's reach
Stamina: Mid
Special: This technique allows the user to lift leap into the air and come crashing down with either their fist, elbow, knee, foot or head on the unsuspecting enemy below. The user's highest rank known of “Crushing Blows” establishes the possibility of broken limbs occurring - 'D' begins with 20%, and each rank subsequent to it grows by 20% more until reaching 100% certainty. By default, the user leaps 1 meters in the air before coming down on the appendage; each time retrained, an extra meter is added. This is important because for every 5 meters of air the user gets, damage increase - to the point the technique's base rank goes up by one.
Description: No one ever said a Gorilla’s Slam warrior fought fairly, they’re certainly not above striking an opponent while their down. In fact, they’ve made a fairly strong technique out of it. By targeting a limb and leaping in the air, the user can quickly destroy a targets extremities with ruthless efficiency.
Domain: Gorilla’s Slam. Crushing Blow 'C'
[/spoiler]
Type: Supplementary / Taijutsu / Ju Kenshi
Range: Self
Stamina: Very Low - Very High
Special: Highest rank known determines strength of charge, as well a charge time. Bonus damage calculator - add the base rank of the Ju Kenshi's sword plus any bonus it brings, PLUS the highest rank of this technique. The user can determine which rank they want to use, but it must be proportionate to the rank of any other technique used if used in tandem with something.
D: Full Post (5 seconds)
C: 3/4th's of a Post (4 Seconds)
B: Half a Post (3 Seconds)
A: 1/4th a Post (2 Seconds)
S: Near-Instant! (less than 1 Second)
Description: The basis of all Ju Kenshi techniques, Zanbatou Mochi alows the Ju Kenshi to briefly "charge" their attack, pausing momentarily in order to gather their might. Then, quicker than the blink of an eye, they can unleash their strike anywhere they please, extra force behind it to either defend against incoming strikes or deliver an extra useful strike. Though the brief charge and small period after the swing leaves the user open, the trade-off is a devastating swinging sword that can decimate anything in its way.
Domain: Ju Kenshi
Kousen (Blade Beam)
Rank: D, C,[/size] B, A, S
Type: Offensive / Taijutsu / Ju Kenshi
Range: See special!
Stamina: Very Low - Very High
Special: Highest rank known determines range and speed of the blade beam; width of beam will always be 1/4th of the distance traveled. Damage is reliant on 'Zanbatou Mochi', plus the user's highest rank known, resulting in bonus slashing damage. Beam travels in a straight line, and requires the swing of the sword's edge towards the desired target in order to be released.
D: 9 meter range / 3 meters per second travel speed
C: 18 m range / 6 mps
B: 27 m range / 9 mps
A: 36 m range / 12 mps
S: 45 m range / 15 mps
Description: As its name implies, the Blade Beam is a range attack as a result of a sword swing. The user cocks their weapon back briefly and, after charging, cuts the air before them. The result is pure cutting power forming a blade beam nearly invisible to the naked eye, able to travel a certain distance at dangerous speed. The speed of the cutter is frighteningly fast, and can grow in size as the Ju Kenshi grows in skill and strength. Finally, the strength of the beam is directly proportionate to the cutting powers of the blade employed.
Domain: Ju Kenshin. Zanbatou Mochi.
Musumehagi (Spinner Lancet)
Rank: D, C,[/size] B, A, S
Type: Offensive / Taijutsu / Ju Kenshi
Range: See special!
Stamina: Very Low - Very High
Special: Highest rank known determines the range the boomerang sword may travel and still be able to come back, as well as how fast the blade itself can move. Damage is reliant on 'Zanbatou Mochi' plus the user's highest rank known, resulting in bonus slicing damage. However, if sword strikes something higher ranked than the 'Lancet', it will be stopped and thus the rest of the technique cancelled.
D: 4 meter range / 2 meter per second travel speed
C: 8 m range / 4 mps
B: 12 m range / 6 mps
A: 16 m range / 8 mps
S: 20 m range / 10 mps
Description: Lancet allows the user to reach ranged targets previously out of reach. After briefly cocking back their blades, the Ju Kenshi will toss their blade with such power, strength and speed that it maintains flight at extreme speeds, flying like a dart towards wherever it was aimed at, and decimating anything it comes in contact with. The flight path is usually circular, and gives the Ju Kenshi a chance to reach distant foes and let their blade tear foes asunder.
Domain: Ju Kenshin. Zanbatou Mochi.
Zangeki (X-Cut)
Rank: D, C,[/b] B, A, S
Type: Offensive / Taijutsu / Ju Kenshi
Range: See special!
Stamina: Very Low - Very High
Special: Damage is reliant on 'Zanbatou Mochi' plus the user's highest rank known, resulting in bonus hacking damage - and yes, damage does stack. Each rank known of this technique increases the numbers of cuts performed at once, meaning when the user attacks 'x' amount of times, all of those appear to come off as a singular attack; keep in mind, however, that this STILL stacks Stamina Consumption.
D: 2x cut
C: 3x cut
B: 4x cut
A: 5x cut
S: 6x cut
Description: The X-cut allows the Ju Kenshi to display their fierce-some control over their heavy weaponry by unleashing a quick set of strikes when merely one is expected; that is, while the Ju Kenshi appears to draw with but one slash, perhaps two, or even three have been delivered all at once. The result? A sudden rush of damage onto whatever is foolish enough to stand in its way.
Domain: Ju Kenshin. Zanbatou Mochi.[/spoiler]
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PERSONOLOGY[/u]
- Juro Toramaru
- 38
- No significant Bloodline
- Kusa no Kuni (Specifically, a small nobody town that does not exist anymore)
- Non-Ninja
- Hard/Advanced
- No releases
- Taijutsu,
Ninjutsu, Genjutsu
PHYSICALITY[/u]
- 6' 10''
- 360 lbs
- Juro dresses simply and practically. Having been born and raised a laborer, his clothing is as rugged as it is well-worn, constantly repaired rather than replaced for a patchwork kind of look. They are also relatively light, providing little in the way of protection, both from the elements or from opponents. Among the only consistent parts of his outfits are his boots, which are incredibly sturdy and heavy for their size.
- Let a man work outside in the fields for the vast majority of his life, and you get somebody with a body not that dissimilar from Juro's. As the village work-horse, he had always been blessed with a generous layering of muscle, which back-breaking labor certainly helped to cultivate. He also stands a good head and a half taller than the average man, giving him a general "Goliath" feel that tends to intimidate people. He has a healthy tan with more than a little bit of long-term sun damage, and his skin is calloused and toughened to the consistency more of rough leather than of actual flesh.
- His body has a couple of scars from his days of fighting, most notably a long diagonal cut along his back, as well as a few characteristic cut marks along his arms.
COGNITION[/u]
- Juro is an angry man. Years of open warfare, bandit raids, rogue ninja attacks and all the other things associated with a chaotic buffer state all but decimated his childhood home, while at the same time forcing him to use his muscles for something other than constructive purposes. There was a time, a long time ago, when he absolutely abhorred violence. However, with constant practice, battle has become ingrained in his instincts, to the point where it occasionally manifests itself in less-lethal situations (Suffice it to say, playing the "guess who?" game does not go over too well with him.) When he gets serious, he has been likened to a wild animal on the hunt, usually something lumbering like a bear or a tiger.
- Chaotic Neutral
- Has a vague allegiance to Kusa no Kuni (but not, specifically speaking, to the ninjas who protect them)
- *Often can be seen doing odd jobs when he can find them
*Guileless, and has a particularly keen dislike of people who feel the need to sneak around and trick people
* Comes across to people as being a bit "intense"
* Absolutely loves children, but tends to frighten them - Likes
* Warm, sunny days
* Working hard
* Children
* The sound of music (often carries a small flute in his effects)
Dislikes
* Ninjas
* Fighting
* The political unrest world-wide
* The sight, or even the concept, of injustice
ARMAMENTS[/u]
Axe
Rank: C
Type: Primary / Pole-Arm / Melee
Description: The axe has survived through time and rightfully so, as its basic design makes it deadly in the hands of any properly trained soldier. With two half-moon curved blades at either side of the pole-arm, the user can penetrate defenses and cut anything down that gets in his way. The axe handle usually spans four feet, and each blade extends no more than half a foot to a foot, either on both sides or in one direction.
Cost: 5,000 Ryo
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Empty
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Binoculars
Rank: C
Type: Universal Accessory / Self
Special: Has a range up to 50 meters. Each binocular takes up one (1) accessory slot.
Description: Similar to the radio in ease and effectiveness, the binoculars are sturdy and serve as a means to measure the distance to a target. Measuring no more than six inches in diameter, this square shaped device sports a durable carapace designed to withstand water damage and even the pressure of extreme altitudes.
Cost: 15,000 Ryo
[/li][li]Jutsu
To The Ground!
Rank: D, C,
[/b] B, A, SRank: D, C,
Type: Passive / Specialized Taijutsu / Puroresu
Range: --
Stamina: --
Special: One must know this tech to learn any tech of equivalent rank in it’s tree. Highest rank known determines the area in which they can perform these specialized techniques, as well as the bonus damage they may acquire from the Slam.
D: 1 meter slamming control range (lol)
C: 2 meters
B: 3 meters
A: 4 meters
S: 5 meters
Description: One of the key components of the Gorilla’s Slam style is the users ability to throw and crush their targets. Whether it’s lifting them from their legs, hoisting them onto their shoulders or simply picking them up by their neck, in the end the opponent always lands hard and fast.
Domain: Gorilla’s Slam
For a Ride
Rank: D
Type: Offensive / Specialized Taijutsu / Puroresu
Range: 'To The Ground!'
Stamina: Low
Special: This technique allows the user to lift the by the crotch and hoist them onto the users shoulders before slamming them to the ground. If successful, this will leave the victim slightly paralyzed for roughly a second, give or take depending on RP. Each time retrained, bonus 'D' ranked damage can be added.
Description: Similar to the “Double Leg Smash” technique, the user waits until the target comes within shooting range. Once that’s achieved the user quickly shoots towards the targets legs, instead of grabbing them however, the user throws there arm under the targets crotch. Grabbing beneath the buttocks with one arm and pulling the closest arm of the target with the other, the user quickly pulls and stands at once, lifting the target onto the users shoulders. At this point the user bends their knees and shoots up once again while slamming the body into the ground from off the user.
Domain: Gorilla’s Slam. To The Ground 'D'
Double Leg Smash
Rank: C
Type: Offensive / Specialized Taijutsu / Puroresu
Range: 'To The Ground!'
Stamina: Mid
Special: This technique allows the user to lift the target by their legs and slam them to the ground with extreme force. Highest rank of 'To the Ground!' determines bonus damage as well as the chance the victim might break done during the attack; specifics are up to the reviewing staff. Each time retrained, bonus 'C' ranked damage is gained.
D: 20% chance of broken bone(s)
C: 40%
B: 60%
A: 80%
S: 99.9%
Description: The most basic of takedowns for a Gorilla’s Slam user. Once the enemy comes within a meter or so they quickly shoot forward, one knee hitting the ground with the opposite leg sliding behind. Quickly they grip the enemy’s legs from behind the knee and shoot straight upward, lifting the enemy with them. Just as fast as they came up, they go back down, crushing the target into the earth beneath them.
Domain: Gorilla’s Slam. To The Ground 'C'.
Nowhere To Run
Rank: D, C, B, A, S
Type: Passive / Specialized Taijutsu / Puroresu
Range: Self
Stamina: --
Special: The base technique behind all specialized pinning techniques, the highest rank learned determines the surface area of the victim's body which will undoubtedly result in being completely locked and under the user's control as a result of their sheer strength and technique. The specifics of this are left to RP.
D: 20% of the victim's body [surface area]
C: 40%
B: 60%
A: 80%
S: 100%
Description: Pinning a target to the ground, while this may seem like a stall technique it’s far from it. A hallmark of the Gorilla’s Slam style and usable in a variety of situations, one isn’t a true Gorilla if they can’t keep a target locked down.
Domain: Gorilla’s Slam.
Lockdown
Rank: D
Type: Supplementary / Specialized Taijutsu / Puroresu
Range: Self
Stamina: Low
Special: This technique allows the user to use both hands to keep the target pinned to the ground. While pinning the target down, the user MUST keep both hands on the targets shoulders or give up the pin. Immobility is determined by 'Nowhere to Run'. Indirect 'D' ranked damage is suffered by the victim during the slam and pin, equal to the technique's base rank, and can be stacked each time retrained.
Description: By utilizing their weight, physics fundamentals and proper technique the user can keep an already ground opponent pinned to the ground. They do this by using both of their hands to keep the targets shoulders pinned and their legs to keep the targets legs entwined rendering both the user and the targets legs immobile.
Domain: Gorilla’s Slam, Nowhere to Run 'D'
Turn Up The Heat
Rank: C
Type: Supplementary / Specialized Taijutsu / Puroresu
Range: Arm's reach
Stamina: Mid
Special: This technique allows the user to use one hand to keep the target pinned to the ground while allowing them one free hand to maneuver with. While pinning the target down, the user MUST keep one hand on the targets chest or give up the pin. Effect of pin depends on the user's “Nowhere To Run”. The target must already be on the ground for the user to initiate this. Indirect 'C' ranked damage is suffered by the victim during the slam and pin, equal to the technique's base rank, and can be stacked each time retrained.
Description: A more advanced pin requiring better conditioning and more elaborate tech but worth it in the advantage gained. By modifying their weight distribution, hip position and positioning one hand on the center of the targets chest rather than both of their shoulders, the user can keep them pinned with one hand. The legs are still entwined in the targets legs, rendering both the user and the targets legs immobile.
Domain: Gorilla’s Slam, Nowhere to Run 'C'
Crushing Blow
Rank: D, C,[/b] B, A, S
Type: Passive / Specialized Taijutsu / Puroresu
Range: --
Stamina: --
Special: The base technique behind all specialized striking techniques, the highest rank learned determines the length of time a victim remains stunned after receiving such crushing blows. On top of this, the highest rank also determine the technique's bonus damage.
D: Half second stun/daze
C: 1 second
B: 1.5 s
A: 2 s
S: 2.5 s
Description: The striking side of Gorilla’s Slam and while it doesn’t make up as much as the grappling portion, it’s effect simply can’t be overlooked. A combination of punching, kicking and elbow strikes leaves the soaring in the air and gasping for a breath.
Domain: Gorilla’s Slam
Superman
Rank: D
Type: Offensive / Specialized Taijutsu / Puroresu
Range: Arm's reach
Stamina: Low
Special: This technique allows the user to feign a kick and then launch their fist forward at the target. Highest rank of 'Crushing Blows' determines stun time as well as bonus damage. Each time retrained, 'D' ranked damage is stacked.
Description: A tricky technique created to catch the opponent off guard. By feigning to launch a kick off their hip, the user instead re-directs the force generated from the would be kick and uses it to push themselves into the air, fist first, directly at the target. Colliding directly with the targets head, there’s a good chance they’ll be slightly shaken from the misleading blow once hit.
Domain: Gorilla’s Slam. Crushing Blow 'D'
Drop Bomb
Rank: C
Type: Offensive / Specialized Taijutsu / Puroresu
Range: Arm's reach
Stamina: Mid
Special: This technique allows the user to lift leap into the air and come crashing down with either their fist, elbow, knee, foot or head on the unsuspecting enemy below. The user's highest rank known of “Crushing Blows” establishes the possibility of broken limbs occurring - 'D' begins with 20%, and each rank subsequent to it grows by 20% more until reaching 100% certainty. By default, the user leaps 1 meters in the air before coming down on the appendage; each time retrained, an extra meter is added. This is important because for every 5 meters of air the user gets, damage increase - to the point the technique's base rank goes up by one.
Description: No one ever said a Gorilla’s Slam warrior fought fairly, they’re certainly not above striking an opponent while their down. In fact, they’ve made a fairly strong technique out of it. By targeting a limb and leaping in the air, the user can quickly destroy a targets extremities with ruthless efficiency.
Domain: Gorilla’s Slam. Crushing Blow 'C'
[/spoiler]
Zanbatou Mochi (Charged Attack Sentinel)
Rank: D, C,
[/b] B, A, SRank: D, C,
Type: Supplementary / Taijutsu / Ju Kenshi
Range: Self
Stamina: Very Low - Very High
Special: Highest rank known determines strength of charge, as well a charge time. Bonus damage calculator - add the base rank of the Ju Kenshi's sword plus any bonus it brings, PLUS the highest rank of this technique. The user can determine which rank they want to use, but it must be proportionate to the rank of any other technique used if used in tandem with something.
D: Full Post (5 seconds)
C: 3/4th's of a Post (4 Seconds)
B: Half a Post (3 Seconds)
A: 1/4th a Post (2 Seconds)
S: Near-Instant! (less than 1 Second)
Description: The basis of all Ju Kenshi techniques, Zanbatou Mochi alows the Ju Kenshi to briefly "charge" their attack, pausing momentarily in order to gather their might. Then, quicker than the blink of an eye, they can unleash their strike anywhere they please, extra force behind it to either defend against incoming strikes or deliver an extra useful strike. Though the brief charge and small period after the swing leaves the user open, the trade-off is a devastating swinging sword that can decimate anything in its way.
Domain: Ju Kenshi
Kousen (Blade Beam)
Rank: D, C,[/size] B, A, S
Type: Offensive / Taijutsu / Ju Kenshi
Range: See special!
Stamina: Very Low - Very High
Special: Highest rank known determines range and speed of the blade beam; width of beam will always be 1/4th of the distance traveled. Damage is reliant on 'Zanbatou Mochi', plus the user's highest rank known, resulting in bonus slashing damage. Beam travels in a straight line, and requires the swing of the sword's edge towards the desired target in order to be released.
D: 9 meter range / 3 meters per second travel speed
C: 18 m range / 6 mps
B: 27 m range / 9 mps
A: 36 m range / 12 mps
S: 45 m range / 15 mps
Description: As its name implies, the Blade Beam is a range attack as a result of a sword swing. The user cocks their weapon back briefly and, after charging, cuts the air before them. The result is pure cutting power forming a blade beam nearly invisible to the naked eye, able to travel a certain distance at dangerous speed. The speed of the cutter is frighteningly fast, and can grow in size as the Ju Kenshi grows in skill and strength. Finally, the strength of the beam is directly proportionate to the cutting powers of the blade employed.
Domain: Ju Kenshin. Zanbatou Mochi.
Musumehagi (Spinner Lancet)
Rank: D, C,[/size] B, A, S
Type: Offensive / Taijutsu / Ju Kenshi
Range: See special!
Stamina: Very Low - Very High
Special: Highest rank known determines the range the boomerang sword may travel and still be able to come back, as well as how fast the blade itself can move. Damage is reliant on 'Zanbatou Mochi' plus the user's highest rank known, resulting in bonus slicing damage. However, if sword strikes something higher ranked than the 'Lancet', it will be stopped and thus the rest of the technique cancelled.
D: 4 meter range / 2 meter per second travel speed
C: 8 m range / 4 mps
B: 12 m range / 6 mps
A: 16 m range / 8 mps
S: 20 m range / 10 mps
Description: Lancet allows the user to reach ranged targets previously out of reach. After briefly cocking back their blades, the Ju Kenshi will toss their blade with such power, strength and speed that it maintains flight at extreme speeds, flying like a dart towards wherever it was aimed at, and decimating anything it comes in contact with. The flight path is usually circular, and gives the Ju Kenshi a chance to reach distant foes and let their blade tear foes asunder.
Domain: Ju Kenshin. Zanbatou Mochi.
Zangeki (X-Cut)
Rank: D, C,[/b] B, A, S
Type: Offensive / Taijutsu / Ju Kenshi
Range: See special!
Stamina: Very Low - Very High
Special: Damage is reliant on 'Zanbatou Mochi' plus the user's highest rank known, resulting in bonus hacking damage - and yes, damage does stack. Each rank known of this technique increases the numbers of cuts performed at once, meaning when the user attacks 'x' amount of times, all of those appear to come off as a singular attack; keep in mind, however, that this STILL stacks Stamina Consumption.
D: 2x cut
C: 3x cut
B: 4x cut
A: 5x cut
S: 6x cut
Description: The X-cut allows the Ju Kenshi to display their fierce-some control over their heavy weaponry by unleashing a quick set of strikes when merely one is expected; that is, while the Ju Kenshi appears to draw with but one slash, perhaps two, or even three have been delivered all at once. The result? A sudden rush of damage onto whatever is foolish enough to stand in its way.
Domain: Ju Kenshin. Zanbatou Mochi.[/spoiler]
Dynamic • Action (Dainamikku • Akushon)
Rank: D
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Low
Special: Up to one punch and kick can be performed per use, plus one more of each one each time retrained.
Description: Without warning, the user launches themselves at the opponent from whichever stance they were holding at whichever angle they can come in, and proceed to deliver a barrage of weak but quick punches and kicks.
Domain: Goken.
Dynamic • Entry (Dainamikku • Entorii)
Rank: D
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Low
Special: Entry extends up to 5 meter, and during rush, user's speed temporarily increases; each time retrained, the distance at which they begin their rush increases by 1 meter.
Description: After encountering a distracted opponent, the user leaps towards an opponent from their blind-spot, delivering a quick, deliberate kick to the face that is meant to catch them off guard and knock them out.
Domain: Goken.
Reppuu (Violent Wind)
Rank: D
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Low
Special: Affects up to one opponent per kick, plus one more each time retrained, as long as opponent's are within the 5 meter vicinity of the kick.
Description: Using their quickness and agility, the user moves low to the ground, dropping and delivering a spinning kick to sweep their opponent off their feet.
Domain: Goken.
Senpuu (Whirlwind)
Rank: D
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Low
Special: Up to one roundhouse kick can be performed while hovering per use, plus one more each time retrained.
Description: Using their quickness and agility, the user charges at their target and quickly spins their body in place, performing a flying round house kick on those opponents within the user'srange of attack.
Domain: Goken.
Raiken (Thunder Fist)
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Each time retrained, the user spins once more, and as a result stacks on extra 'C' ranked damage.
Description: Yet another wild and unpredictable Goken technique, the user proceeds to rush at their opponent with all their might, jump and then spin to gain momentum, so that they may lay a powerful strike onto their target.
Domain: Goken.
Shoufuu (Rising Wind)
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Special: Sends the victim or item flying up to 5 meters up in the air, plus 1 more each time retrained.
Description: Using their quickness and agility, the user will perform a highly swift upwards kick at their opponent or at a weapon they are wilding, sending either or flying in the air.
Domain: Goken.
Kage Buyo (Shadow of the Dancing Leaf)
Rank: C
Type: Supplementary / Taijutsu
Range: -
Stamina: Mid
Special: If used right after the upper kick, user falls perfectly in the opponent's back blind spot.
Description: A combo technique where one follows the opponent, closely matching his or her body's movement, just like a leaf that dances in the air is followed by its shadow. The technique is usually preceded by a swift upper kick that will launch the target into the air. It is mainly used to position an opponent into a vulnerable aerial position
Domain: Goken. 'Shoufuu'.
Rank: D
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Low
Special: Up to one punch and kick can be performed per use, plus one more of each one each time retrained.
Description: Without warning, the user launches themselves at the opponent from whichever stance they were holding at whichever angle they can come in, and proceed to deliver a barrage of weak but quick punches and kicks.
Domain: Goken.
Dynamic • Entry (Dainamikku • Entorii)
Rank: D
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Low
Special: Entry extends up to 5 meter, and during rush, user's speed temporarily increases; each time retrained, the distance at which they begin their rush increases by 1 meter.
Description: After encountering a distracted opponent, the user leaps towards an opponent from their blind-spot, delivering a quick, deliberate kick to the face that is meant to catch them off guard and knock them out.
Domain: Goken.
Reppuu (Violent Wind)
Rank: D
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Low
Special: Affects up to one opponent per kick, plus one more each time retrained, as long as opponent's are within the 5 meter vicinity of the kick.
Description: Using their quickness and agility, the user moves low to the ground, dropping and delivering a spinning kick to sweep their opponent off their feet.
Domain: Goken.
Senpuu (Whirlwind)
Rank: D
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Low
Special: Up to one roundhouse kick can be performed while hovering per use, plus one more each time retrained.
Description: Using their quickness and agility, the user charges at their target and quickly spins their body in place, performing a flying round house kick on those opponents within the user'srange of attack.
Domain: Goken.
Raiken (Thunder Fist)
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Each time retrained, the user spins once more, and as a result stacks on extra 'C' ranked damage.
Description: Yet another wild and unpredictable Goken technique, the user proceeds to rush at their opponent with all their might, jump and then spin to gain momentum, so that they may lay a powerful strike onto their target.
Domain: Goken.
Shoufuu (Rising Wind)
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Special: Sends the victim or item flying up to 5 meters up in the air, plus 1 more each time retrained.
Description: Using their quickness and agility, the user will perform a highly swift upwards kick at their opponent or at a weapon they are wilding, sending either or flying in the air.
Domain: Goken.
Kage Buyo (Shadow of the Dancing Leaf)
Rank: C
Type: Supplementary / Taijutsu
Range: -
Stamina: Mid
Special: If used right after the upper kick, user falls perfectly in the opponent's back blind spot.
Description: A combo technique where one follows the opponent, closely matching his or her body's movement, just like a leaf that dances in the air is followed by its shadow. The technique is usually preceded by a swift upper kick that will launch the target into the air. It is mainly used to position an opponent into a vulnerable aerial position
Domain: Goken. 'Shoufuu'.
[/li][/ul]