[CFS] Trick Archery

Joker

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Alright, describe the nature of Trick Archery to me, the advantages, the disadvantages and what’s appealing about it to you specifically!
 

Alyx

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Alright, describe the nature of Trick Archery to me, the advantages, the disadvantages and what’s appealing about it to you specifically!
Alright so trick archery as fuinjutsu projectile based cfs. It utilizes the concept of a wrist mounted launcher, somewhat akin to a crossbow in order to launch trick arrows. These arrows aren’t literal to their name, but rather being similar to the bolts of a crossbow or the little scrolls used by the Kote. The user releases these arrows, which in turn has sealing script on them which then allows the user to release content from within it. This of course is where the “trick” comes in, as the contents of these arrows can vary in different purpose. It can release elemental techniques, tools or anything really.



In terms of advantages, its mainly the styles cast utility function. You can basically release almost anything from these arrows, those showing a wide variety option for the user. Disadvantage really is that if you lose the launcher, then your basically shit outta luck honestly. Its not the same as bow and arrows where you can get a replacement unless you literally walk around with spares on hand. That’s honestly the only downside.



The appeal to me is that, Ive always had a like for archery based characters. The problem is that with how customs was treated a lot in the past, it made being an archer being almost impossible. However when I finally was able to get into it, I wanted to reach out to you to add TA to my arsenal of weaponry as my main character she’s a bukijutsu specialist which projectiles she excels in the most.
 

Joker

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Yeah! The most amazing thing about Trick archery, is that the potential is quite literally limitless. We have a huge repertoire of things stored within these little “arrowheads” that can be useful. For example, I could conjure a spiked fist to plow through Earth. I could conjure an S-Rank adhesive that causes whatever my target is to stick to the designated location. The custom potential for it is great lmao, very dope CFS.

Torikkuācherī: Robin Fuddo, Kyōtsū no Kanshu) - Trick Archery: Robin Hood, Warden of the Common
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: "Robin Hood, Warden of the Common" is the basic technique of the Trick Archery fighting style meant to showcase the style's extreme versatility in usage and effect. Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all considered various forms of weaponry and possess various strengths and sizes. This technique primarily centers around basic weaponry as "trick" arrows, the user will be capable of releasing various weapons as projectiles towards a target with the intent to harm, hinder, or bind. These weapons can range anywhere from a plethora of arrows, to a barrage of swords, to a spiked boxing glove. These weapons however, cannot be elemental and or sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing S Rank or higher Trick Archery techniques in the next turn



Tell me about this!
 

Alyx

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Pretty basic technique, the user launches a prepared arrow towards the target. Once it reaches close enough, it releases a tool from within it. This can range in various different ways, as it can easily be launched to create a shield to protect the user, can be shot to make the spiked glove to punch through solid stone as you mentioned before etc. Leaves it up to the user’s imagination to decide what it is. It’s neutral nature to other ninjutsu and an additional plus in my book. Release solid technique.
 

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Moving onto these!

(Torikkuācherī: Tsuki Megami Hanto) – Trick Archery: Artemis, Goddess of the Wild Hunt
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will load their wrist-launcher with one of five arrowheads before firing it towards the opponent or another location on the battlefield. Each of the arrowheads will have the kanji for one of the basic elements applied as well as the kanji for "Soul". At any point after the arrowhead is released, the user can unseal the contents of the kanji to release an elemental familiar composed of the chosen affinity. This sentient creation will have an ability related to the basic element of which it's comprised, all of which will be outlined below. All of the familiars will be humanoid in appearance, be S-Rank in strength and will be double the size/dimensions of their creator. Earth, this sentient creation will be made of sturdy rock and will possess the ability to use an ability akin to Hiding in Rock (at the cost of a move-slot). It will be capable of merging in and out of the earth at will, following the same mechanics as the Leech All Creation technique. Although this earth creation doesn't make a sound and or vibration the enemy should be capable of sensing should they possess some form of chakra sensory or dojutsu. Moreover, in order to make any sort of physical attack or cause harm to the opponent, the creation must fully emerge from the ground first. After which, it would sound and behave like a normal familiar.Lightning, this elemental familiar can (at the cost of a move-slot) diffuse into an unfocused current of lightning that spans short-range, possessing the same paralyzing abilities as Chidori Nagashi. Upon doing so, it can reform it's body just as quickly and essentially use this as a method of travelling to locations within short-range. Wind, this elemental familiar can (at the cost of a move-slot) transition between being tangible and intangible wind. In its tangible state, the air which constitutes it's body will be compressed to the point that a stray spark or a small flame will be capable of igniting it. This will produce a sudden and violent combustion, generating an explosion that spans a short-range radial reach. In it's intangible state, people and physical attacks alike will phase through it. Fire, this elemental familiar is composed of flammable gas similar to Fire Release: Mist Blaze Dance Technique (however the flammable gas is completely visible). This familiar much like it’s Wind counter-part can is incredibly volatile as the user can combust this familiar in a violent explosion that expands outwards to long range (at the user's base running speed) should it not be contested. Water, this elemental familiar is composed of water. It's body can be utilized as a water source, additionally it passively releases chakra-infused mist unto the battlefield for as long as it lasts. Each sentient being works very similar to that of the Great Stone Golem technique albeit significantly smaller each of their free-form physical attacks are A Rank and follow each element's respective S/W, though are limited to one freeform attack per turn.

Note: Can only be used twice per battle (once per familiar)
Note: Each respective familiar lasts for four turns
Note: No A-Rank or above Trick Archery in the user's next turn
Note: One turn cool-down before reuse.

(Torikkuācherī: Yūhi no Aporo Kami) - Trick Archery: Apollo, God of the Setting Sun
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: "Apollo, God of the Setting Sun" is the basic technique of the Trick Archery fighting style and the brother technique of "Robinhood, Warden of the Common". Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all elemental constructs, and or entities of various strengths and sizes. This technique centers around these elemental constructs and entities as "trick" arrows, the user will be capable of releasing various elemental entities as projectiles towards a target with the intent to harm, hinder, or bind. These trick arrows can range anywhere from adhesive mud, to burning acid, to mist that envelops the field and often times even resembles basic elemental ninjutsu. The user is more or less limited to their imagination, however these elemental entities cannot be sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing A Rank or higher Trick Archery techniques in the next turn.

(Torikkuācherī: Senkensha Mikon) – Trick Archery: Legolas, Seer of the Wilds
Type: Offensive
Rank: A
Range: Short - Long (seal is short)
Chakra Cost: 30 (-50 chakra per turn to the opponent)
Damage Points: N/A
Description: The user will load their wrist-launcher with an arrowhead that has the Kanji for "Drain" for applied. Upon releasing this arrow-head where-ever it should land on the ground a seal will expand five-meters in every direction. This seal will exhibit the same properties as the Chakra Draining Seal. Everything within the seal's area of effect will have it's Chakra drained and people will become unable to mold Chakra while inside of it. However much like the predecessor technique, the effects of this Jutsu can be dispelled by merely leaving the area of effect.

Note: Can only be used thrice per battle.

Last edited: Dec 13, 2018
 

Alyx

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First on allows you to unseal an elemental familiar

Second one is the same as the previous one but allows you to release more stuff like mist, acid etc

Third allows you to fire the arrow and have it place the chakrs draining seal on the ground when it hits
 
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