Re:Vault

Ghost-Data

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A C C E S S
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G R A N T E D
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[2/40]
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CREATED:
TAUGHT:
Raidāmākutorakkā| Lidar Mark Tracker
Garasushīrudokurōkingushisutemu | Glass Shield Cloaking System Nanoburedo | Nanoblade
CUSTOM WEAPON:
N/A
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Last edited:

Ghost-Data

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Joined
Mar 10, 2014
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[ Cyborg Technology | 機械 ]
CREATED [2]:
(Tetsu Suzume) Iron Sparrow [0/6]
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: N / A
Damage: 40
Description: The Tetsu Suzume are specially designed shuriken that are launched from the Gauntlet Scientific Tool or the user's body if they are a cyborg. Upon being fired, the shuriken spin at abnormally fast rates, humming slightly as they sling through the air at twice the speed of a Jounin ranked shinobi. Inside each of these Sparrows is a timed explosive charge that can be activated within the same or next turn to cause the tools to detonate with a 5 meter radius. Normally the Sparrows can be fired in a wide arc to surprise an enemy but if the user possesses any form of tracking augmentation tool they may be synchronized with it to have the user direct them toward a location using said tool.With this the Sparrows may be directed around obstacles and opponents/allies with much more complexity than just a wide arc but the user is unable to perform any high ranking Ninjutsu (above A-rank) throughout this, due to the concentration needed. The Sparrows may stay on the field for up to two turns where they detonate on the second turn with or without the user's input. Shinobi may carry three Iron Sparrows while Cyborgs may carry six.

(Mikiri Sōjū) Close Encounter Maneuver [0/6]
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short
Chakra Cost: N/A
Damage Points: N/A (40)
Description: The Mikiri Sōjū is an ancient art practiced by both Samurai and shinobi alike. It begins with the user carefully perceiving an incoming attack of considerable size, usually like that of an incoming Kenjutsu or Taijutsu strike, though this technique is capable of defending from more unconventional attacks within reason. Once the attack comes within range the user will time it and react with a sudden move in a given direction while deflecting the strike to the opposite direction with either their weapon or limb. For example if the user moves to the left, they'll deflect the strike to the right. When done in quick succession it leaves the opponent wide open after attacking. The user may then quickly capitalize on this moment of surprise and weakness with a critical strike aiming for the head or heart with their weapon or hands. Due to its complexity, the Mikiri Sōjū may also be used to defend from small, projectile based attacks as well. Can only be performed a total of 4 times per battle.

CLD-CHSR Prototype Legs
Type: Tool
Rank: B
Range: Self
Chakra: N/A
Damage: N/A (+10 to Leg-based Taijutsu)
Description: An experimental technology stolen during its final stages of development, the Cloud Chaser augments are a pair of prosthetic legs that replace the user's own. Artificial muscles wrapped around graphene-polymer bones and connected via low-friction servos-for-joints allow nimble movement with tremendous force. Fitted to the heel of each leg are discrete mechanical clamps that help to secure the user's sword or other bladed weapons to their feet. This allows Kenjutsu to be performed with the feet, and Leg-based Taijutsu moves to gain extra range and lethality. Passively the Cloud Chaser augments grant the wearer +2 to their Base Speed and +10 to Leg-based Taijutsu.

Chimera Stance: The heel regions of the prosthetic legs have powerful clamps meant to hold a bladed weapon such as katana firmly in place while the user operates them. True skill is needed to time and release the heel-clamps at the right moment to operate the stance, but to assist with this there are pistons located beneath the clamps that eject the attached weapon at will. Both mechanisms combined allow the user to catch and release their sword with seamless precision, often in mid-air. While active, the user's Leg-based Taijutsu gain 1m extra range and deal damage based on the weapon attached (base technique damage applied in the case of freeform tools and weapons). This works with Leg-based Taijutsu and non chakra-aided Kenjutsu up to A-rank and the user is unable to perform techniques above C-rank (outside of SNT's) with their hands due to the focus and balance required. Only one leg may be in Chimera Stance at any time, but alternating between each leg or the stance itself is passive and does not cost a move.

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S.A.V. Mach-I
Type: Vehicle
Rank: S
Range: Short - Long
Chakra: N/A (-10, -20, -25, -30 per turn)
Damage: 80
Description: The Assault/Recon Semi-Autonomous Aerial Vehicle, or S.A.V., is a relatively small, personal stealth aircraft developed by Arata Labs. It measures 7 meters from nose to tail and 10m across (5m wings) at its broadest. The tail has two smaller fins (1m each) which is separated from the main body by a 0.5m wide midsection. The S.A.V.'s automated canopy seats only one pilot, and is capable of two passively interchangeable movement patterns: Hover and Flight. Hovering entails maintaining a select altitude with minimal to zero movement, costing -10 chakra per turn and Flight entails fast-paced movements and acrobatics, costing -20 chakra per turn. Three VTOL chakra thrusters installed within each primary wing and the tail allows the craft to pivot in varying degrees, and with a light-weight metal frame, display insect-like maneuverability in the air (able to dodge aerial attacks once per turn through sudden, 5m long direction changes and barrel rolls at the cost of a move). All onboard systems are powered by a rechargeable battery on the underside of the craft capable of storing up to 200 chakra. Each ability's activation draws from the battery's reserves to perform. The S.A.V. is able to Recharge only while grounded using solar panels installed over the broad canopy glass. Recharge lasts 4 turns; repairs and replenishes the systems of the craft with the help of restorative nanomachines that focus on its components similarly to Healing Foam at a rate of +20HP and +50 Chakra per turn. Recharge cannot be interrupted and no system may be active throughout this time.

[Weapon System]
Serpent ATS Missiles: Are guided missiles that can be fired at targets designated by the user or S.A.V. up to Long range. They are propelled by chakra thrusters at the speed of an average Lightning Jutsu of the same rank and have explosive warheads attached that are very sensitive to solid/physical contact. For 50 chakra the S.A.V. fires one of these Serpent Missiles which is guided by the craft to track targets on the ground or in the air after being launched. They persist on the field for a maximum of 2 turns. When the warhead is detonated it deals 80 damage over a 8m impact zone. The S.A.V. carries four of these missiles in its midsection, and each activation costs a move and munition, with a 1 turn cooldown between. The user may also spend two moves to fire two missiles simultaneously at the cost of 100 chakra from the S.A.V's battery and place this ability on a 2 turn cooldown.

[Passive Systems]
Recon Apparatus: The S.A.V. is equipped with various cameras and sensors able to detect and record electromagnetic, thermal, and chakra signatures from up to 15m away (or within the same landmark for the NW) depending on its elevation. The sensory information is parsed by an onboard supercomputer and relayed to the user in real-time via a wireless receiver implanted directly into their brain. A bird's-eye-view mini-map is shown within the user's vision that allows them to see their exact location in relation to any detected signatures within a 10m radius of them. The collective Tracking value of the apparatus is 3x the user's base. This value does not apply the user but rather used to guide the Serpent ATS missiles and gather information.

Superintelligence: Connecting the Recon Apparatus and missile Weapon System is an onboard supercomputer that is capable of operating the aircraft in its entirety in the absence of the user. The S.A.V. cannot be summoned or dispelled and as such must always be physically present within the world (as with NW) per arc. The user may call it to themselves across a maximum distance of 3 Landmarks, utilizing Automated Travel rules based on the craft's specifications. This counts as Flying and costs -20 chakra per turn to maintain, during which weapon systems are disabled. Otherwise the craft may stay up to Long range (15m) from the user in any direction and maintain connection whether in Flight or Hover mode. The other half of this superintelligence is its ability to cloak the S.A.V. and hide it from normal eyesight by having specially designed photo-reactive panels all over the craft mimic the environment around it. This ability costs 25 chakra to activate, -25 per turn, and can only be activated and maintained while the S.A.V. is grounded or in Hover mode. Using the weapon system or changing to Flight mode cancels the visual cloak which has a 2 turn wait between reactivations.

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Note: Has 80 HP Base Health, travels at 3x Jounin speeds, and has a 20% Travel Reduction time applied to NW posts.
Note: Requires a Cyborg Bio.

LEARNED [6]:
Raidāmākutorakkā| Lidar Mark Tracker
Type: Tool
Rank: A
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The LiDAR Mark-Tracker provides visual tagging and tracking of targets via the users eyes. Advanced functionality is provided by an onboard LiDAR laser scanner and electromagnetic field interpreter. When the user visually sees a target they will be marked with the tracker, which through the aforementioned technology is then tracked on a moment to moment basis even once they leave the users line of sight, using technology as a replacement for vision. This system allows the user to track someone without any need for the basic senses with the tool determining their location as long as they remain within the area physically in regards to laser detection, and electromagnetic signature. Should they leave the area the tracker will alert the user that they have left, as well as detecting when and where they return using an advanced mapping system visible in the users eyes. Additionally this technology will be linked, meaning should two users of Lidar be in the same area, anyone marked by one user will appear on the other users systems.
Notes:
- While very effective, the Lidar system is limited to only having four active markers at a time, and every three turns the system will deactivate for the fourth turn, as it needs to cooldown, though no markers will be lost when it restarts this does mean a temporary blackout will occur.
- May be used to mark four people per battle, though it will mark any clones of these people and will be able to determine between them and the real person.
- Requires a Cyborg Biography.

Garasushīrudokurōkingushisutemu | Glass Shield Cloaking System
Type: Tool
Rank: S
Range: Self
Chakra: N/A (-40 to activate)
Damage: N/A
Description: The Glass-Shield Cloaking system allows the user to turn invisible for short periods of time. It achieves this by generating a carefully tuned, spherical, electromagnetic field that can control the refraction of light in the user's immediate vicinity. In essence, this field steers light around the user and returns it to its original path with a perturbation rate of less than 1%. In order to process the electromagnetic patterns of the local environment on a millisecond-to-millisecond basis, the Glass-Shield Cloaking System draws energy through a discreet biocell energy processor installed in the user's brain. when first implanted, users can operate their cloak for only very brief periods. Engaging in physical combat does not disengage the cloak, this is because the EM field generator must remotely sense the user's physical dimensions and extend the field only to encompass those expected dimensions. If the user comes into contact with another person, the generator cannot calculate the field size accurately and so terminates the cloak.This upgrade taps into the user's nervous system and sends constant digital pings throughout the body's synaptic connections, thus allowing for precise mapping and sensing of the user's physical location. Thus, when another person enters the EM field, the generator knows to ignore them and may perpetuate the invisibility effect. When under the effects of the cloak the user can't be seen by any traditional means, additionally the cloak being technology based means it can't be detected by forms of chakra sensing, or by dojutsu that see chakra.
Notes:
- Once activated the cloak remains active for as long as the user wishes, however taking damage will cause it to be disengaged. Additionally while active it will account for one of the users three moves per turn meaning they may only use two.
- The cloak is self sustaining and requires no chakra upkeep, the chakra spent fuels the generator only not the actual cloaking system as a result to keep the generator fueled after initial activation, it would require -15 chakra per turn.
- May only be used fully by cyborgs, non cyborgs can only remain invisible for three turns before incurring a two turn cooldown using a personal generator item rather than a brain chip.

Nanoburedo | Nanoblade
Type: Tool
Rank: S
Range: Self (Short-Mid if fired)
Chakra: N/A
Damage: N/A (80 if fired)
Description: The Nanoblade is an attachment mounted on a Cybernetic Arm Prosthesis and is concealed unless deployed. It is most often wielded as a melee weapon, but may also be used as a projectile.The augmentation upgrades the blade forearm sheath to include a launcher apparatus that can eject the blade. It also includes a high-energy molecular assembler that, with the proper supply of silicon-carbide cartridges, rapidly fashions a replacement lamellar graphite blade and affixes it to the sheath, ready for melee or ranged combat. The nanoblade takes the form of a large squared blade that can be used for kenjutsu, including samurai techniques with the ejection of the blade to it's fixed position replacing the traditional drawing for Iaido. Additionally a function of the blade allowed the signature square blade to be tweaked to be ejected, essentially becoming a heavy crossbow lodged in the forearm. When fired which is governed by the users musculature making it a taijutsu/Kenjutsu ability, it has enough velocity to fatally wound and launch a victim airborne. If near any walls or other solid objects, the target may be both impaled and pinned to the surface. The user can have one of these blades in each arm. The Nanoblade can be infused with a small amount of liquid explosive nestled between plates within the lamellar graphite blade. A chemical reaction begins when the blade is heated, and ends when it strikes a surface with sufficient force. The blade then shatters into several smaller fragments, fatally wounding living entities within its area of effect.
Notes:
- Once fired the blade can be recovered or a replacement can be generated by the prosthetic, though a limited number of four replacements can be made during battle.
- The blade itself functions in melee combat exactly as any other generic blade would, however when fired with the intention to explode the user can press a button to remotely heat it, causing it to explode like a grenade spreading it's damage value over a 5 meter radius.

(Cyberdyne Adobansa Kuchiyose no Jutsu) - Cyberdyne Advancement Summoning Technique
Type:Tool
Rank:A
Range:N/A
Chakra: 30 (+Original Summoning's Chakra cost)
Damage:N/A
Description:Advancement Summoning Technique, is a tool that allows the user to summon cybernetic organisms of their summoning contact of the summon being with both organic and biomechatronic body parts. Appearing as brace-band, usually in dark colors with relic like writing upon it however, very futuristic. To summon the cyborg-creature of the ninja, they will wipe blood on this brace-band, perform the Boar → Dog → Bird → Monkey → Ram handseals and then touch an object or not, then a sealing formula will appear short range to them. These summoned cybernetic organisms, have their restored functions and now enhanced abilities due to the integration of some artificial component or technology that relies on some sort of feedback: Due to the cybernetic enhancements, they're subject to a lesser cyborg attributes as they have increased durability ( Immunity to D rank and below physical attacks and -10 damage from up to B rank physical damage ) and strength ( +10 damage to Taijutsu ). However, due to this enhancement, they are also more vulnerable to Lightning jutsu, increasing the damage done to cyborgs by 20 damage. Energy based attacks deal the same amount of damage.
Note:
The user must have signed the contract with the creature he wants to summon but the technique can be used to summon a generic creature of that contract (B-Rank) which will have no special traits or abilities beyond those normal to the rest of the animals in the contract. Specific cyborg summonings have to be created via submission. The animal is always summoned on the mark that appears upon slamming the users hand or, if not the case, always in short range of the user. The user can only have up to 2 present on the field at any time.

(Saibane-Shīrugēto) Cybernetic Technology - Seal Gate Connection
Type: Tool
Rank: S class
Range: Short-Mid
Chakra: N/a (-20 Chakra per Fuinjutsu-related jutsu utilized via this tool)
Damage: N/a
Description: The Seal Gate Connection (S.G.C) is a shoulder-mounted, articulated A.I mechanical seal sensor used by individuals venturing into the dangerous lands. Using a scroll that emits some sort of special chakra as it’s ”brain” it speaks and reacts sentient. SGC design possess a variant with four symmetrical, rectangular panels and a shorter fifth digit surrounding the main sensor 'head' or 'eye'. While only Cyborg’s may tend to have an artificial droid-like baby that helps communicate in place of the special Scroll that would be acting as the brain, it’s strapped and kept in a portable pod on their suit. Thus far, all known with SGC use a three-panel variant, as opposed to the five-panel variant used by ONLY Cyborgs. One of SGC‘s primarily abilities is that it serves as a Fuinjutsu scanner, able to passively analyze terrain as well as detect sealed tags and objects. The device typically remains in its stowed position unless manually activated or connected to/ within a Barrier - after establishing a Seal Gate connection, users are able to use SGC to detect the Barrier’s limited range. However, SCG can function without a Seal Gate connection but, it won’t be able to detect the range limit if so. In the presence of Fuinjutsu, the SCG is activated automatically. Its panels or 'flaps' will light up and can take on a variety of shape and color patterns, indicating of the direction and proximity to nearby Seals; the quicker the SGC claps, the closer one is to a Seal. Spinning and orange-colored lights indicates a Seal, that is dangerously close by. If the User is caught in a Seal/Barrier, the SGC can sometimes be seen taking a shape with two panels pointing straight up while two point out in perpendicular directions. It may also arrange itself to 'point' in the direction of Seal/Barrier chasing the user. In the presence of a Forbidden ranked Seal/Barrier, the SGC is seen to arrange into a shape akin to that of a "+", or a cross - curiously, this same form can also be observed when the user connects the Seal Gate connection.

The Seal Gate Connection - Within the SGC, a program which the system utilizes can scan, analyze and, detect seals can be by supplied chakra within it to augment the user’s seals to function relatively unique; this is the process known as “Seal gate connection.” Upon using chakra via the SGC the user can use the SGC to generate and create a chakra-hologram-like projections of Seals which appear much as gates (an arrangement of Fuinjutsu characters in a circular manner as such that the sum of the quantity of seals on each circle and the sum of each character on each diameter are identical); these seals having special properties imbued within the projected chakra gates, when something flows through those projections, that object takes on the effects of such seal. Utilizing this allows the user to make use a new form of Cybernetic Fūinjutsu fighting style from the use of the Seal Gate Connection system. (Customs created via this tool will need to be approved respectively in the Custom jutsu section.) Another function of the SGC, has the ability to absorbs Seals of the User’s jutsu to augment them into the SGC functions of Seal Gate Connection system properties (up to A-rank).

Note: If damaged (A-rank physical dmg), the SGC will hang limply, recovers after Battle. In one of their several states, SGC are capable of repelling Physical/ Energy-related Projectile attacks passively (B-rank or below) by producing a chakra shield while spinning at insane speeds. If the user manages to defeat a Seal, or otherwise escapes a Barrier’s territory, the SGC will often take the shape of a human hand and 'wave goodbye', or even clap and poke the User’s shoulder to point out that Fuinjutsu are no longer nearby. The user can copy/ augmented their Fūinjutsu/Barrier jutsu onto objects a maximum of two times per battle with a four turn cooldown in between usages. (A-rank and below Fūinjutsu). Scanning and analyzing a Fūinjutsu/ Barrier jutsu is instant however, the user needs 2 turns after to reuse it. Can also be made as a bracelet.

( Nana ) - Nanites
Type: Supplementary
Rank: A
Range: N/a
Chakra: 30
Damage: N/A
Description: This chip composes of chakra transitioning technology that allows the user to channel chakra through the chip into other tool(s) that don't utilize any-chakra, except this tool. Appearing like mech-bug that resembles a chip. In a dense miasma of Nanites, undulating in their potentiality. These clusters are stable, but unrestricted nanite foam can produce undesirable runaway reactions. Used in the construction of advanced technologies. Highly valuable to specialist traders. Simply haivng the user surging chakra into the small chip, they can have it passively enhance their non-chakra tools having them attain levels of their components function at extreme rates (+1 Rank to Non-chakra Tools for 2 turns). Tools enhanced become unable and ineffective for a period of time (User cannot use their technology/ tools after enhanced period fades by this tool for 3 turns.)


RND [?]:
(Hojo Surasuta) Auxiliary Thrusters
Type:
Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: The Auxiliary Thrusters are four small devices installed at the bottom of the users feet and elbows. When activated they release small bursts fire that can allow the user to change direction suddenly or move in a linear path to dodge an attack, whether on the ground or in the air. They can also be activated alongside Tai/Kenjutsu moves to increase the force behind the users strike (+20), effectively allowing them to dodge an attack or advance on an enemy while attacking. However due to their size the thrusters burn out after each use going on a two turn cool down each time. Requires the user to be a Cyborg and must be mentioned in biography.

Declined: How far does this allow the user to dodge/propel themselves?


(Hojo Surasuta) Auxiliary Thrusters
Type:
Tool
Rank:
C
Range: Short
Chakra: 15
Damage: N/A
Description: The Auxiliary Thrusters are four small thrusters installed at the bottom of the users feet and elbows. When activated they release small bursts fire that can allow the user to change direction suddenly or move in a linear path to dodge an attack, whether on the ground or in the air up to 5m with each use. They can also be activated alongside Tai/Kenjutsu moves to increase the force behind the users strike (+20), effectively allowing them to dodge an attack or advance on an enemy while attacking. However due to their size the thrusters burn out after each use going on a two turn cool down each time. Requires the user to be a Cyborg and must be mentioned in biography.

(Mahha-Ich) S.A.V. Mach-I
Type:
Vehicle
Rank: S
Range: Short - Long
Chakra: N/A (-10, -20, -25, -30 per turn)
Damage: 80
Description: The Assault/Recon Semi-Autonomous Aerial Vehicle, or S.A.V., is a relatively small, personal stealth aircraft developed by Arata Labs. It measures 7 meters from nose to tail and 10m across (5m wings) at its broadest. The tail has two smaller fins (1m each) which is separated from the main body by a 0.5m wide midsection. The S.A.V.'s automated canopy seats only one pilot, and is capable of two passively interchangeable movement patterns: Hover and Flight. Hovering entails maintaining a select altitude with minimal to zero movement, costing -10 chakra per turn and Flight entails fast-paced movements and acrobatics, costing -20 chakra per turn. Three VTOL chakra thrusters installed within each primary wing and the tail allows the craft to pivot in varying degrees, and with a light-weight metal frame, display insect-like maneuverability in the air (able to dodge aerial attacks once per turn through sudden, 5m long direction changes and barrel rolls at the cost of a move). All onboard systems are powered by a rechargeable battery on the underside of the craft capable of storing up to 200 chakra. Each ability's activation draws from the battery's reserves to perform. The S.A.V. is able to Recharge only while grounded using solar panels installed over the broad canopy glass. Recharge lasts 4 turns; repairs and replenishes the systems of the craft with the help of restorative nanomachines that focus on its components similarly to Healing Foam at a rate of +20HP and +50 Chakra per turn. Recharge cannot be interrupted and no system may be active throughout this time.

[Weapon System]
Serpent ATS Missiles: Are guided missiles that can be fired at targets designated by the user or S.A.V. up to Long range. They are propelled by chakra thrusters at the speed of an average Lightning Jutsu of the same rank and have explosive warheads attached that are very sensitive to solid/physical contact. For 50 chakra the S.A.V. fires one of these Serpent Missiles which is guided by the craft to track targets on the ground or in the air after being launched. They persist on the field for a maximum of 2 turns. When the warhead is detonated it deals 80 damage over a 8m impact zone. The S.A.V. carries four of these missiles in its midsection, and each activation costs a move and munition, with a 1 turn cooldown between. The user may also spend two moves to fire two missiles simultaneously at the cost of 100 chakra from the S.A.V's battery and place this ability on a 2 turn cooldown.

[Passive Systems]
Recon Apparatus: The S.A.V. is equipped with various cameras and sensors able to detect and record electromagnetic, thermal, and chakra signatures from up to 15m away (or within the same landmark for the NW) depending on its elevation. The sensory information is parsed by an onboard supercomputer and relayed to the user in real-time via a wireless receiver implanted directly into their brain. A bird's-eye-view mini-map is shown within the user's vision that allows them to see their exact location in relation to any detected signatures within a 10m radius of them. The collective Tracking value of the apparatus is 3x the user's base. This value does not apply the user but rather used to guide the Serpent ATS missiles and gather information.

Superintelligence: Connecting the Recon Apparatus and missile Weapon System is an onboard supercomputer that is capable of operating the aircraft in its entirety in the absence of the user. The S.A.V. cannot be summoned or dispelled and as such must always be physically present within the world (as with NW) per arc. The user may call it to themselves across a maximum distance of 3 Landmarks, utilizing Automated Travel rules based on the craft's specifications. This counts as Flying and costs -20 chakra per turn to maintain, during which weapon systems are disabled. Otherwise the craft may stay up to Long range (15m) from the user in any direction and maintain connection whether in Flight or Hover mode. The other half of this superintelligence is its ability to cloak the S.A.V. and hide it from normal eyesight by having specially designed photo-reactive panels all over the craft mimic the environment around it. This ability costs 25 chakra to activate, -25 per turn, and can only be activated and maintained while the S.A.V. is grounded or in Hover mode. Using the weapon system or changing to Flight mode cancels the visual cloak which has a 2 turn wait between reactivations.

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Note: Has 80 HP Base Health, travels at 3x Jounin speeds, and has a 20% Travel Reduction time applied to NW posts.
Note: Requires a Cyborg Bio.

(O.N.I. Batorusurību) O.N.I. Battle Sleeve
Type
: Tool
Rank: S
Range: Short
Chakra: 40/50 (-30 per turn)
Damage: N/A (-30 to user, +20 to Tai/Kenjutsu, SNT/Bukijutsu)
Description: The O.N.I. Battle Sleeve is a Neural-Interfaced body suit made of nanomachines and a series of powerful electro-magnets. It connects to the wearer via brain and muscle implants in their body, beginning with a retractable visor that covers the user's face while still granting 'vision' through a real-time relaying of visual information according to various multi-spectrum and proximity sensors located on the front and sides of the visor which is assembled and displayed directly into the user's vision (synchronizes with ocular augmentations). The sleeve itself is black, with armor plates made of special, color changing nanites which are entirely cosmetic. Passively the O.N.I. sleeve is able to convert amounts of the user's chakra into focused electricity with the use of its other set of nanomachines which are made of a chakra-conductive metal. The sleeve becomes a hub, where the energy is carried to the augmentations and Tools of the Cyborg's body via the nanomachines, similar to blood. Once per turn the user may activate any chakra-related Ninja Tool stored on/within their bodies simultaneously to another Tool/Jutsu activation by converting the required chakra into electricity and 'jolting' the chosen augment into activation. This ability can only affect any Tool twice at maximum, for risk of frying their circuitry, with a 2 turn cooldown and 4x maximum usage limit. The O.N.I. sleeve has two activated abilities:

[Distortion Field Type-A]
When activated the O.N.I. sleeve becomes a battle conduit. Powerful magnets in the form of rotating, inch-long pylons jut out of the sleeve at the shoulders and arms. Within each pylon are coils that are supplied an electric current by the suit itself at a rate of -30 chakra per turn from the user. Together the pylons generate a thin electromagnetic field that serves to deter any metallic object or Lightning-type Jutsu that comes within <2m of the wearer. Weapons and attacks would seemingly swerve at the last second and miss their target. This ability is S-ranked, costs 40 chakra and applies to all metallic weapons, Bukijutsu, SNT, and Lightning-related attacks A-ranked and below for 4 turns, after which the pylons retreat and the ability goes on a 2 turn cooldown. Maximum usage limit: 3x.

[Demon Wake Command]
The final ability of the sleeve is one that elevates the wearer's combat capabilities to that of a machine. Neural pain inhibitors activate and an internal layer of bio-gel, an adaptation of the Cyborg Healing Foam that also serves as an insulating barrier for the user's augmentations, enter directly into the body which allows the wearer to ignore the pain and fatigue caused by moments of great and sustained physical exertion. At a cost of 50 chakra the electro-magnetic pylons retreat into user's body at various pre-determined spots and deliver a great amount of electricity to their systems. Only a Cyborg can survive this, taking -30 HP damage in exchange for an 'amped up' body. Attacks from the arms (Taijutsu and Kenjutsu) and legs (Leg-based Taijutsu) are performed at twice the user's speed with +30 added damage. Ninja Tools and weapons originating from the user's body gain +20 damage. Due to the destructive amounts of chakra and electrical energy used, the enhancement lasts only 3 turns with a 3 turn cooldown between uses. After deactivation the wearer will be unable to perform Kenjutsu and Taijutsu techniques above B-rank nor SNT techniques above A-rank for 2 turns. Maximum usage limit: 2x.

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Note: Base HP of the sleeve is 80, and it is immune to weapons and physical attacks B-ranked and below.
Note: Only one ability of the O.N.I. Sleeve may be activated at a time with exception of the first, passive ability.
Note: Wearer must be a Cyborg.
Note: Must be mentioned in the Biography.

(VK-1 Sutoraidākurasu Ken) VK-1 Stryder-Class Katana
Type
: Tool/Weapon
Rank: S
Range: Short
Chakra: 40 (-10, -20, -25 per turn)
Damage: 80 (+20, +25 to Kenjutsu)
Description: The VK-1 is a modified Samurai katana re-forged in tempered, chakra-metal and steel measuring 106cm in total length (76cm for the blade, 30cm for the handle). The katana comes with a trigger-operated saya, or scabbard, attached to the user's body if a Cyborg or armor via powerful magnets that allow the user to detach and re-attach it seamlessly. Stored within the handle of the katana is a 50 point rechargeable chakra battery which powers the systems of the blade, controlled by a sliding switch above the user's thumb. Also within the handle are circuits tuned to the wielder's chakra that, through contact, allow for the use of chakra-related Kenjutsu through the VK-1's circuitry. The bladed portion of the weapon is modular, where an internal system of high-tension springs and folding mechanisms allow it to split open and reveal tiny conduits that permeate the open space between the blades with the chakra. While the blade is closed these conduits are able to pulse the user's chakra throughout it in the form of Lightning Release, increasing its lethality.

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Folded: The VK-1's default mode. Whilst folded the katana blade passively draws from the user's chakra at -10 per turn to increase its cutting power. The VK-1's internal circuitry converts the chakra into Raiton and pulses it throughout the blade, similarly to the Super Vibrating Lightning Release Sword technique, causing it to vibrate at high frequencies. This requires the user to hold the weapon. Kenjutsu attacks gain increased cutting abilities and +20 increased damage for as long as the user keeps contact. The ability can be deactivated to allow for other Elemental Natures to channel through the sword, but reactivation will cost a move. This ability is A-ranked and may also be activated or sustained via the katana's own battery at the cost of a move by moving the switch halfway. Katana activation has a 2 turn cooldown and follows the same costs.

Unfolded: By completely moving the thumb switch on the handle of the katana, the weapon and its circuitry unfolds to allow for more chakra to flow in. Upon activation, the width of the blade increases from 25cm to 30cm and the space is filled with either raw or Raiton chakra. The user's strikes become further empowered, with the Raiton variation being able to cut and cauterize targets in a single stroke. Kenjutsu attacks gain +25 added damage rather than +20 while the VK-1 is Unfolded. This ability is S-ranked, costs 40 chakra and a move to activate. Lasts 3 turns costing -20 chakra per turn. Upon deactivation the VK-1 returns to its default mode and this mode goes on a 3 turn cooldown. The user will also be unable to perform Kenjutsu or Raiton techniques above A-ranked during that time. Unfolded mode cannot channel any other Elemental Nature besides Raiton. Maximum usage limit: 4x

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Sleeping Dragon Saya: The VK-1 Katana's own special sheath serves as a launchpad for combat as well as a recharging dock for the sword's internal battery. It measures 77cm, leaving only the handle of the blade visible like most scabbards but it is also capable of modular expansion, allowing the katana to Unfold while sheathed. Re-sheathing the VK-1 katana allows the user to recharge its battery via the scabbard at a rate of +25 per turn. This does not cost a move and takes that much chakra from the user (-25) during. The scabbard is equipped with a trigger-operated firing mechanism and hidden piston located just beneath the hilt of the sheathed katana. When pressed, the mechanism draws chakra from the user (-20 chakra) to extend the piston which pushes the sheathed blade out of the scabbard. The force and speed of the piston allows the blade to 'shoot' out up to 3m of the scabbard. Kenjutsu attacks described to be performed with or after the unsheathing action move at 2.5x the user's speed, as they essentially skip the drawing phase and strike by guiding the sword through the required motions of the technique. This ability is B-ranked, costs a move, and can be activated alongside specific Kenjutsu techniques. Requires a 2 turn cooldown between uses. Maximum usage limit: 4x

Note: Due to the engineered metals composing the VK-1 Katana, it is durable enough to withstand up to two S-ranked techniques without breaking. The scabbard carries one replacement blade.

(Genkei Ashi) CLD-CHSR Prototype Legs
Type
: Tool
Rank: B
Range: Self
Chakra: N/A
Damage: N/A (+10 to Leg-based Taijutsu)
Description: An experimental technology stolen during its final stages of development, the Cloud Chaser augments are a pair of prosthetic legs that replace the user's own. Artificial muscles wrapped around graphene-polymer bones and connected via low-friction servos-for-joints allow nimble movement with tremendous force. Fitted to the heel of each leg are discrete mechanical clamps that help to secure the user's sword or other bladed weapons to their feet. This allows Kenjutsu to be performed with the feet, and Leg-based Taijutsu moves to gain extra range and lethality. Passively the Cloud Chaser augments grant the wearer +2 to their Base Speed and +10 to Leg-based Taijutsu.

Chimera Stance: The heel regions of the prosthetic legs have powerful clamps meant to hold a bladed weapon such as katana firmly in place while the user operates them. True skill is needed to time and release the heel-clamps at the right moment to operate the stance, but to assist with this there are pistons located beneath the clamps that eject the attached weapon at will. Both mechanisms combined allow the user to catch and release their sword with seamless precision, often in mid-air. While active, the user's Leg-based Taijutsu gain 1m extra range and deal damage based on the weapon attached (base technique damage applied in the case of freeform tools and weapons). This works with Leg-based Taijutsu and non chakra-aided Kenjutsu up to A-rank and the user is unable to perform techniques above C-rank (outside of SNT's) with their hands due to the focus and balance required. Only one leg may be in Chimera Stance at any time, but alternating between each leg or the stance itself is passive and does not cost a move.

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Note: Must be a Cyborg.
Note: Must be mentioned in Biography.


(Raiton/Kenjutsu: Kirin Hōkō) Lightning Sword Style: Kirin Roar
Type
: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Considered illegitimate by all the major Samurai Dojo's, the Kirin Roar is achievable only through the use of mechanical, or cybernetic arm(s) that have replaced the user's sword arm. It begins with assuming a sword stance while focusing Lightning chakra throughout their sheathed sword, similar to the Super Vibrating Lightning Release Sword technique, but also the scabbard. This causes the sword to vibrate within the scabbard, and heat up to blue-hot degrees. With their cybernetic arm, the user will unsheathe the sword in a tremendous burst of strength to perform a single strike. The heat of the blade combined with the mechanical strength of the swing causes it to superheat and 'split' it with its vibrational properties, similar to lightning. At the end of the swing the hot air rapidly cools and then contracts to create a local thunderclap that bombards targets within range, which is up to 10m beyond the tip of the user's sword (Mid-range). The thunderclap can be seen as a 5m tall and wide destructive sound blast that travels as fast as an A-rank Wind technique and carries physical damage aimed primarily at disarming opponents of any held weapons by knocking them out of their hands. This part of the technique is only accessible if the sword swing is allowed to complete its arc unhindered, which would also mean not striking the intended target with the sword (i.e. either the sword or the resulting blast may deal the 80 damage, not both). Can only be performed 2x with a 3 turn cooldown, during which the user is unable to perform Kenjutsu techniques above A-rank. User must both be a Cyborg and Samurai.




D.E.V.A (Dream Eater Virus Assembly)
Type: Tool
Rank: A
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: The D.E.V.A. is a network of microscopic nanomachines capable of infecting living things with a unique 'virus' known as Dream Eater. The nanomachines are released from a black, palm-sized cube (or a compartment on the user's body if they are a cyborg) and are all made of a ultra-lightweight material that allows them to ride on air currents similar to pollen and would appear like a fine, black mist, dispersing up to 6m in all directions at their maximum. They have no propulsion systems and so rely directly on the environment to spread. How they 'infect' is by latching onto anything living, thanks to onboard thermal sensors, and entering the body through orifices or any other openings like cuts. Once within the organism they quickly dissolve into the bloodstream due to their size where their more acute functions come into play. The D.E.V.A. will release miniscule charges of electricity into the blood of the target in erratic sequences, barely enough to cause any pain or discomfort, but just enough to disrupt the brain's own electrical communication network. This results in momentary loss of motor control: the target seizes, still able to think, mold chakra, etc., but unable to command their limbs due to the D.E.V.A.s disruptions. This effect lasts two turns, and requires a large amount of nanomachines within the target to have effect. This translates to staying within the mist unprotected for more than one turn. This tool can only be activated 3x per fight, with a two turn cool down between uses.

(Ryū no Kokyū) Dragon Lungs
Type
: Tool
Rank: C - S
Range: Self
Chakra: 20 - 40 (-10, -20, -30 per turn)
Damage: N/A
Description: The Dragon Lung augments are a pair of graphene-polymer lungs and esophagus as well as neural implant stem that replace the user's natural lungs and throat regions. The polymer is super stretchy, allowing the cybernetic lungs to expand anywhere between 25 and 50% above what is considered 'normal' lung capacity, and the neural implant stem connecting to the brain and spinal cord hijacks the body's automatic breathing mechanisms, replacing them with machine-precise algorithms controlled by chakra. These algorithms are modeled after a legendary Samurai's skill and are appropriately called 'Breaths'. With each Breath activation, the user's lungs will adopt a precise breathing method capable of directing super-oxygenated blood to specific areas of the body in order to perform Kenjutsu-related feats.

Breath of Wind: Wandering Pollen
The de-facto breathing algorithm of the entire system, this Breath is active whenever no other Breaths are active as it is the one that keeps the user alive. It is a slow rhythm, meant to keep the muscles and senses calm but ready. They are able to travel for long periods of time whether by running or walking without tiring and are able to hold their breaths for extended periods of time when needed, such as staying underwater or avoiding poisonous air. This Breath is C-ranked and is passively activated with no upkeep cost.

Breath of the Moon: Lone Blade
With this Breath the user adopts a breathing style that favors the graceful movements of Dokkōdō fighting style. Short, but big breaths at 30% extra lung capacity allow the user to time and react to an exceptionally fast attack.

Breath of Fire: Tensei Wheel
Modeled after Bushidō, the Way of the Samurai, for dual wielders. This Breath entails rapid, short inhales and exhales that keep the user's arms and mind on edge, peak condition to contend with or deliver multiple strikes in a short period of time. The user is able to seamlessly string together up to two none chakra-related Kenjutsu techniques using both their arms, allowing both techniques to occur simultaneously.

Breath of Lightning: Transcendent Iaidō
The only breath to be tied to a specific technique rather than fighting style, Transcendent Iaidō is the union of Cyborg and Samurai. Upon activation the Dragon Lungs adopt a slow, long-winded pattern that expand up to 50% above average with each inhale whilst a significant portion of that oxygen is sent to the arms and legs as the user tenses them for a single strike, as with Iaidō. Cyborg Ninja Tools within these affected regions would be stretched and stressed to their max, releasing tiny arcs of electricity into the area. The tension is released explosively, with the user dashing in a single direction at 4x Base Speed alongside the Iaidō technique, extending it's range by 5m (Iaidō becomes Mid-Ranged). This Breath is S-ranked, costing 40 chakra with a 3 turn cooldown and 2x maximum usage limit, deactivating alongside the completion of Iaidō. Upon deactivation the user loses -4 Base Speed for 3 turns and is also unable to perform Kenjutsu above A-ranked during that time.

Note: Activating each Breath costs a move, with exception of the first Breath.
Note: Only one Breath may be active at a time.
Note: Must be a Cyborg.
Note: Must be mentioned in Bio.

HR-3 Archer-Class Hand Cannon
Type
: Tool/Weapon
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The HR-3 Hand Cannon is a modified revolver pistol that carries four rounds in its rotating cylinder magazine. It is high-powered and slow-firing, with a recoil pattern manageable only through cybernetic arms or chakra-aided strength.


The Reality Chip
Type: Tool
Rank: A
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description:
[/SPOILER]
 
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