Post by Kusanagi Yoko on Jan 1, 2020 22:29:30 GMT
[attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Kusanagi Yoko [attr="class","avatarimage"] [attr="class","propertybox"] [attr="class","property"]Played By: @mandark#3032 [attr="class","propertybox"]
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[attr="class","paracontentfull"]Yoko’s usual expression is one of disinterest and boredom, as if she has better things to be doing. Her eyes are slightly more round than her heritage might suggest, but they are often narrowed in a disdainful gaze. Looking into her eyes tends to send a shiver down the spine of most men, and that’s fine with her. Those who aren’t sent packing by her cold expression can ascertain the reason behind her tough appearance fairly easily. She has eyes that clearly belong to a warrior. There’s a certain type of look that can only be obtained when one has seen hundreds or thousands of people killed right before their eyes, and Yoko has that look about her. They are the eyes of one who is far too familiar with death. The rest of her face isn’t quite as cold as her eyes. It’s nearly impossible to have a nose that looks like it hates you after all. That feature mostly just blends into the rest of her face. It isn’t outstanding in any way. On the other hand, her lips always appear to be lightly coated with pink lipstick, or perhaps just a bit of gloss, but that is simply their natural color. Yoko’s rather small mouth is almost always in a scowl though, so her otherwise attractive lips don’t make her look like a model very often. Behind those lips are fairly unremarkable teeth. They lack any fangs or anything interesting, but they’re evenly spaced and kept nice and white from good hygiene. Her hair is a golden blonde, though it shimmers in bright sunlight, seeming to lose its saturation. It falls to the top of her breasts in front, but it is several inches longer in back, reaching to just past her waist if let down all the way. Normally she wears her bangs in a way that sweeps the front section away from her eyes while the sides rest on her shoulders. The back of her hair varies from time to time, but most commonly,it will be done up in a ponytail that falls to the middle of her back. Yoko is what some might consider an imposing figure. She comes in at "only" five foot eight, but her appearance has matured in other ways far more. Her figure is still fairly slender overall, but it’s nearly impossible to mistake her for a man anymore. Her skin is generally quite smooth, and she actually takes good care of herself nowadays. She still doesn’t use any makeup, and her nails still aren’t painted ever… okay, maybe she doesn’t take care of herself as well as a normal woman does. Still, she has taken to using a few basics to keep up her appearance so that she appears professional. It’s mostly just some basic moisturizers, and some aloe to reduce the calluses on her hands. Much can be said about her hands beyond what she uses to condition them though. This part of her body is an essential part of her well-being, and thus a great deal of attention is paid to their care. Her nails are kept short and curved so that they don’t extend past the rest of her finger. Chipping a nail in the middle of combat is an unnecessary risk, so Yoko avoids it by not letting her nails grow out. Despite all she puts them through, her hands are rather smooth thanks to the products she uses on them. Calluses are a nice symbol of being tough, but having one pop in the middle of a fight is another risk that doesn’t need to be there. That too is avoided for purely pragmatic reasons. Though it isn’t her intent, this treatment does leave Yoko with fairly dainty looking hands, which sharply contrast to the relative abundance of muscle tone in her forearms just inches away. Her fingers are thin, and appear rather nimble. While the reason for that is because of her skill in martial arts and swordplay, Yoko still comes off with feminine looking hands as a result of the care she gives them. The rest of her body fares somewhat similarly. Her arms are kept clear of any hair. Excess hair could be lit on fire or ripped out. It’s just another advantage that someone could have against her. Despite the lack of hair and general good care, her arms are far from feminine in appearance. Those arms are one of the places where her masculine habits show off the most though. They are smooth, soft, and desirable, but that isn’t the whole story. If Yoko makes a good strongman pose, it’s immediately clear that she’s probably stronger than any of the men in the room who don’t work out, and even most of those that do. Athletic men are still probably a good deal bulkier than she is though. Flexing still leaves all of her arm muscles clearly defined, and that’s something that very few women can claim. That level of muscle definition isn’t limited to Yoko’s arms, but that’s the area where it’s the most prominent for sure. She hasn’t been using steroids or anything, but her weight is made up of pound after pound of pure muscle. That's still a "normal" BMI for a woman of her height, but given that most of it is muscle she still manages to find a point between being slender or bulky. Still, things like a bicep are fairly easy to notice when they’re that well defined. Other notable muscles of Yoko’s would be her abs, back, and legs. Her abs are perfectly flat, and they’re hard enough you don’t want to punch them. She still has enough body fat that you can’t make out each muscle unless she flexes, but even this tomboy thinks girls look a bit weird with overly defined abs, so that’s fine. Despite it being a cliché as hell term, the simplest way to describe her legs would be “toned.” They aren’t especially muscular, but these limbs are nice and firm. There’s a bit of give to her legs, but they’re in good enough shape that almost all of their mass is muscle. Either way, they aren’t too large, so they still look fairly normal if they aren’t being flexed. Though, if she does flex them, and you actually know what a strong leg looks like, you’d be able to tell Yoko can probably squat several times her body weight fairly easily. Yoko’s backside is also noteworthy, and no, that doesn’t just mean she has a nice ass. Even among most women who are in good shape, their back tends to be pretty much straight up and down. With Yoko, that isn’t the case. Her traps and delts are well defined, but her lats are built up enough that they actually cause her back to flair out slightly if they’re flexed. All that being said though… she does have a good butt. Most of what’s there is muscle, so, like the rest of her body, it’s rather firm if you really must know. And since we’ve gotten to the point of the appearance that we’ve talked about her butt… it’s also time to give mention to the part of the body Yoko dislikes the most. Her chest has grown considerably in recent years, much to her annoyance. In the past, she could just wrap it up or throw on a baggy shirt and look perfectly flat. That’s not the case anymore. She’s now up to C cups, and that means they’re almost impossible to hide. About the only thing that works is her released Noble Phantasm, and that’s since it’s full body armor with a predefined non-feminine shape. While yes, they’re nice if you’re looking to get attention from men, this aspect of Yoko’s body is nothing but trouble in her eyes. Yoko’s body isn’t the only thing that has matured about her in the last few years. Her voice has also changed a decent amount. It was light, airy, and carefree before. Now, there is a slight hint of sadness in her words. The overall feeling it gives off that of a warrior with plenty of remorse. Lancer Alter Voice Sample There isn’t much else to discuss about Yoko’s body itself, but her appearance is still far from over. Her magical aura has also changed as she’s grown, and thus the appearance of it has changed a bit. It typically shows as a dark gold, whether it is merely an aura around her or an explosion of power. Regardless of the color of her magical aura, it always has a fierce quality about it. Rather than simply blasting aimlessly into the sky like it does with most people, even the most awesome displays of her power tend to be rather condensed. Part of this owes to her control, but most of it is simply because her magical power is not god tier. Most often, her magical aura will simply surround her, giving her an intimidating glow. If she’s really flexing her power, it will be more likely to jaggedly spike outwards a foot or two. When she has released her Noble Phantasm, it may even take on the color of the aura that she’s giving off. Of course it doesn’t actually change, but if she’s surrounded by colored light, then the mostly-colorless release is definitely going to look a different color. As far as her clothing goes, there are a few outfits that Yoko tends to stick to. Regardless of what she’s wearing, a few details are usually the same. Her first layer of clothing is almost always something more practical than attractive. The only occasion that calls for anything different would be the unthinkable times that Yoko might be caught wearing a dress or on a date. Either of those is rare enough that they’re barely worth mentioning though. Aside from that, the only other guaranteed article of clothing on her is a fairly plain chain necklace. Most of the time, both this chain and the item on it will be hidden beneath other clothing. All that’s on the necklace is a little blue circle that looks kinda like an odd smiley face. For actual outfits, Yoko has a few. When she’s "at work", which is a good chunk of the time, she’s probably what she considers to be her uniform. A black tanktop is covered by a stylish white jacket. The shoulders, elbow-length sleeves, and belt that adorn the jacket are all black with golden accents. This is paired with a fairly short black skirt, thigh high leggings, and small black combat boots. This outfit is the first reference image on her profile. Outside of work, Yoko can be found in one of two types of clothing. Her “default” casual clothing is an orange tanktop, men’s of course, and a pair of black exercise pants, perhaps shorts if it's warm out (reference). It’s a fairly simple outfit, and that’s why she likes it. If she’s not wearing something like that, then she’s probably all dressed up. One of the only reasons Yoko actually cares about his appearance is if she’s cosplaying. She owns random outfits covering a number of characters, and she’ll just randomly wear them around. Sometimes she doesn’t even have the actual outfit, but just a single piece of it that was being sold dirt cheap. For example, she has a hoody that looks like Naruto’s jacket, but she doesn’t have any pants to match it. Oh well. She can get those next con.
[attr="class","paracontentfull"] In Public Yoko has had a chance to do a lot of growing up, and her personality has changed as a result of all she’s been through in her legend. The simplest way to sum up the changes her legend had on the little girl she used to be is by saying that she’s now far more closed off. While she still enjoys many of the same things that she used to, those are less obvious on the surface. She’s less likely to compare things to an anime or a game in conversation, but she’ll still think about that kind of stuff. It just doesn’t come out of her mouth very often. Trying to get to the really deep parts of her, like the whole bit about her gender identity, is beyond challenging. It was hard before, but now you have to have a bond thicker than blood for it to even be considered. The fun-loving side of Yoko is also far less prevalent, especially when she’s on the clock. That’s a big divisor for her as well. When she’s on duty as a servant, she’s a lot different from when she doesn’t have to be all professional. So long as she is acting on behalf of her master, professionalism comes before fun, and that’s most of the time. Unfortunately, Yoko hasn’t really figured out how to mix professionalism and being nice, so she tends to come off as a bit of a heartless bitch. Her outer shell is cold as ice, and the closest you’ll get to piercing it while she’s on duty is an invitation to come talk to her when the mission at hand is complete. When she’s off the clock, her personality is significantly different. Her role as a servant is incredibly stressful, and so she needs to make sure she unwinds quite a bit in the privacy of her master's home. This is when the old Yoko, before the horrors of the Sixth Grail War, comes back a bit. In Private There are three layers that make up Yoko's personality: Tomboy, Nerd, and Basket-Case. The tomboy side is the one that most people get to know, as it’s the side of Yoko that appears in public. She’s generally the antithesis of anything girly. She doesn’t like shopping, the color pink, or fangirling over boy bands. Instead she spends most of her time in public as a passive figure in the background. She’s the type to sit back and avoid conversation unless it’s necessary… or at least beneficial for a reason beyond simply being social. While she does give off a lone wolf vibe, she’s fiercely loyal to those she cares about. In private, Yoko turns into a complete mecha otaku. Her time at her master's home is largely spent locked in her room (when not training of course). She works on models of robots, watches anime, and even has begun studying robotics a bit. This side of her is completely at odds with the personality she normally shows in public. The only thing that is consistent between these first two layers of personality is that she tends to be a loner. The tomboy side of her doesn’t often get to hang out with other people because the traditional gender rules are a big deal with most people in Japan. The nerd side of Yoko doesn’t get to hang out with people because female otaku are even bigger rejects than tomboys. The final side of Yoko is the Basket-Case. This side of her is the true personality, buried under everything else. Yoko is full of uncertainty about her identity, and she’s got a few psychological issues as a result. Her loner-streak is indicative of anti-social personality disorder in the eyes of some, but she really just doesn’t like most of the Japanese norms. The main issue she deals with is her sexuality and gender. Whether it’s martial arts or robots, no part of Yoko is all that feminine. She strongly believes she was born the wrong gender, but she can’t bring herself to tell that to anyone. She was raised as a strict Catholic, and even though she doesn’t buy into that fully, she probably would have been kicked out of her parents’ house if she came out as either transgender or agnostic. Good thing she got killed in the last war! Despite all this, it is possible to get to know Yoko on a deep level. She’s willing to put her trust in people, but only if she gets the feeling that her secrets will be safe with them. If anyone manages to achieve the task of getting to know her, they’ll have found one of the most loyal friends they can imagine. Because Yoko isn’t used to having people she can trust, she would defend a friend to the death. The thought of finally making a true friend and then losing them would likely break her mind beyond repair. Sadly, this also means Yoko is the type whose will can probably be bent by false friendships pretty easily.
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[*] Fashion – Most of it is impractical, and like makeup, seems pointless enough. Yoko’s body has matured to the point where she looks attractive enough in her standard uniform that she doesn’t need to keep up with the latest trends.
[*] Her body – Now that she’s grown up and pretty much done with puberty, she actually became attractive and feminine looking. Men look at her like a piece of meat, rather than a competitor. On top of that, she has to deal with that time of month, and her breasts get in the way of things sometimes.
[*] Cardio – This is boring, takes forever, and doesn’t really accomplish much. Yoko can just get any benefit she could get from cardio from fighting people instead. It burns way more calories to do something that intensive anyway.
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[attr="class","subheaderbghalf"] [attr="class","subheader"]//Habits | [attr="class","subheaderbghalf"] [attr="class","subheader"]//Flaws |
[attr="class","paracontenthalfnoborder"] | [attr="class","paracontenthalfnoborder"] |
[attr="class","subheaderbghalf"] [attr="class","subheader"]//Goals | [attr="class","subheaderbghalf"] [attr="class","subheader"]//Fears |
[attr="class","paracontenthalfnoborder"] | [attr="class","paracontenthalfnoborder"] |
[attr="class","subheaderbgfull"] [attr="class","subheader"]//Lore |
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[attr="class","property"]Unknown Future | [attr="class","property"]Chaldea |
[attr="class","paracontentfull"]What do you call someone who plunges the entire world into chaos? You call them Kusanagi Yoko. This is the tale of the woman that plunged the entire world into the Infinite Grail War.
But before we even get into that part there was more to her story. Though history might not recognize the name Kusanagi Yoko, she does have a tale that belongs in the storybooks. Quite simply it is just not a history from the past. Kusanagi Yoko is one of those curious cases in the Grail War that has been summoned not from the past, but from the future.
The story of Yoko starts off normally enough for her time. She was born off Earth in one of the many space colonies of her time. Until she reached fairly late into her teens her story was unremarkable. She had her parents, a home, a school, and all the things that would make for a fairly normal childhood aside from the technology level of her time.
Once she was sixteen years old though, something changed the course of her life forever. Perhaps it is because she is from the future, and that future is up in the air, but the details seem to change every time she thinks of them. Perhaps her colony was attacked? Maybe she was taken as a slave and forced to be a soldier? No, no, it was definitely that she was recruited to fight in the army through normal means.
Details are always fuzzy, but the themes remain the same. From that moment her life became one that was full of strife. Yoko was recruited as a pilot for the Gundam project and rapidly became an ace. She fought on behalf of her home. She fought for her ideals. She fought for peace. It matters not. What is certain is that she piloted her giant robot, the Alloy Gundam, and she was damn good at it. Between her one of a kind machine and her incredible skill as a pilot she was able to change the course of her tragic circumstances almost single handedly.
Her timeline continues out into the future, but she is best known in her prime at the height of that conflict.
During the Sixth Grail War, Yoko was summoned by Hibiki as the Servant Rider. Throughout the war she had plenty of feats and accomplishments, but all of them fall short in the light of her penultimate failure. As the last servant standing at the end of the Sixth Grail War Yoko had done something that many of the servants before her had done: she attempted to destroy the Grail. Where those who came before her succeeded in destroying the lesser grails, but in this case the Greater Grail itself had manifested and was shattered by the self destruction of Yoko’s Noble Phantasm.
This action was the start of the Infinite Grail war. In the short time since that day Yoko and her master have taken a commanding role after being recruited by Chaldea. Their experience in the Sixth Grail War is being leveraged for Chaldea’s operations to destroy any and all anomalies that have been detected as a result of the remnants of the Greater Grail. To put that in more plain terms, her goal at Chaldea is to collect all the shards of the Greater Grail so that they can eventually be properly obliterated. If you stand in her way, you are an enemy of Chaldea.
But before we even get into that part there was more to her story. Though history might not recognize the name Kusanagi Yoko, she does have a tale that belongs in the storybooks. Quite simply it is just not a history from the past. Kusanagi Yoko is one of those curious cases in the Grail War that has been summoned not from the past, but from the future.
The story of Yoko starts off normally enough for her time. She was born off Earth in one of the many space colonies of her time. Until she reached fairly late into her teens her story was unremarkable. She had her parents, a home, a school, and all the things that would make for a fairly normal childhood aside from the technology level of her time.
Once she was sixteen years old though, something changed the course of her life forever. Perhaps it is because she is from the future, and that future is up in the air, but the details seem to change every time she thinks of them. Perhaps her colony was attacked? Maybe she was taken as a slave and forced to be a soldier? No, no, it was definitely that she was recruited to fight in the army through normal means.
Details are always fuzzy, but the themes remain the same. From that moment her life became one that was full of strife. Yoko was recruited as a pilot for the Gundam project and rapidly became an ace. She fought on behalf of her home. She fought for her ideals. She fought for peace. It matters not. What is certain is that she piloted her giant robot, the Alloy Gundam, and she was damn good at it. Between her one of a kind machine and her incredible skill as a pilot she was able to change the course of her tragic circumstances almost single handedly.
Her timeline continues out into the future, but she is best known in her prime at the height of that conflict.
During the Sixth Grail War, Yoko was summoned by Hibiki as the Servant Rider. Throughout the war she had plenty of feats and accomplishments, but all of them fall short in the light of her penultimate failure. As the last servant standing at the end of the Sixth Grail War Yoko had done something that many of the servants before her had done: she attempted to destroy the Grail. Where those who came before her succeeded in destroying the lesser grails, but in this case the Greater Grail itself had manifested and was shattered by the self destruction of Yoko’s Noble Phantasm.
This action was the start of the Infinite Grail war. In the short time since that day Yoko and her master have taken a commanding role after being recruited by Chaldea. Their experience in the Sixth Grail War is being leveraged for Chaldea’s operations to destroy any and all anomalies that have been detected as a result of the remnants of the Greater Grail. To put that in more plain terms, her goal at Chaldea is to collect all the shards of the Greater Grail so that they can eventually be properly obliterated. If you stand in her way, you are an enemy of Chaldea.
[attr="class","subheaderbgfull"] [attr="class","subheader"]//Combat |
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[attr="class","property"]Origin: None | [attr="class","property"]Affinity: None |
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Yoko’s fighting style started off very rough around the edges. The base of her kit comes from training in mixed martial arts, but that training was so inconsistent, and she was so young, that she didn’t really learn much more than how to throw a punch properly. The parts of her fighting style that are still growing are her newfound practices of Kenpo Karate and Kendo. She is still only adequate in both of these skills, but they still give her enough to hold her own against any mortal opponent. On top of that, she’s also gotten decent at analyzing a battle and dealing with the pain from getting punched in the face over and over when she misses blocks.
The elements of Kenpo Karate, especially at such a low level, are incredibly simplistic. Kenpo Karate has both offensive and defensive components, but the focus of this art is on a strong defense. In traditional karate, karateka usually defend by just throwing as hard of a block as they can against a strike. In Kenpo Karate, fighters are taught to direct the force of an attack away, similar to how Aikido does it. The difference between Kenpo Karate and Aikido is that Kenpo Karate still stops their attack eventually, whereas Aikido aims to let their force continue onwards in an attempt to throw them off balance. As far as strikes go, Kenpo usually prefers linear attacks that flow out of a defensive action. By sticking to a defensive approach, they are able to wait for openings in their opponent’s guard, or even create them with a well-executed block.
Kendo is a more neutral discipline in terms of offense and defense than Kenpo Karate. The Japanese art of the sword focuses more on perfecting form than on actual combat usefulness. While this is less true at upper levels, novices like Yoko have just been forced to drill the basics over and over again. Truth be told, she’s never even been in a spar with a sword in hand yet. Regardless of that, she still knows exactly how to swing a sword in any given direction pretty much perfectly. She’s also relatively solid when it comes to basic blocks and parries. Her knowledge of Kendo is a good building block, but her own style will emerge as she grows stronger.
More recently, those skills have fallen to the wayside a bit. Instead, Yoko has begun to train herself in forms of combat that are more effective with her superhuman abilities. Kendo and Kenpo Karate, while not bad styles, just aren’t good enough to keep up with bodies moving at that high of a speed. The young servant has shifted her studies of martial arts to a style based in Krav Maga, and she has adapted her sword style to be a far less rigid one. She can still fall back on the basic styles of Kendo, but she always has her own unique style as well. We’ll get to that style in a bit, but first, let us discuss Krav Maga.
Her martial art was not just a style, but a way of thinking. It was more a philosophy than anything else. This philosophy can accurately be summed up by a single quote from Bruce Lee. “Empty your mind, be formless, shapeless - like water. Now you put water into a cup, it becomes the cup, you put water into a bottle, it becomes the bottle, you put it in a teapot, it becomes the teapot. Now water can flow or it can crash. Be water, my friend.” While the oft-filmed martial artist has developed his own style, Yoko merely uses this philosophy as a guide to her interpretation of Krav Maga. There are many other parts of the Krav Maga philosophy, but those will be addressed later.
This part of her philosophy is simple because it can all be boiled down to a two ideas. Be fluid in your movements; avoid rigidity. Be creative in your attacks and defenses; never stick to pre-set patterns. These two principles are the core of Yoko’s interpretation of Krav Maga. There are some moves she repeats to be sure, as it is hard to vary a kick or jab all that much, but she does her best to never repeat the same attack in a given fight at least. Krav Maga allows for a great amount of variety, so this isn’t terribly hard. It covers kicks, punches, elbow and knee strikes, grappling, and several ways to prevent damage. This versatility makes it far easier to stay unpredictable.
However, that is not the most important part of Krav Maga. This style, at its core, is a ruthless style meant to utterly break your opponent. When you Yoko how she would block a punch the answer usually involves shattering her opponent's bones. If you ask her to open a locked door, she will kick it into dust and splinters. Krav Maga may be ruthless, but it is not without sophistication. It has many practiced techniques, some of which are far more elegant than others, but it focuses on not wasting movement with pointlessly flashy attacks.
There are also a few of Yoko’s own thoughts incorporated into this theory. One of the major changes she has made from standard Krav Maga is applying it to a three dimensional battlefield. Without having a tutor to really teach her the way to fight in three dimensions, Yoko turned to an old childhood hero: Son Goku. Real or not, Goku was one of the greatest hand to hand combatants of all time. Ironically though, the adaptation can be summed up with another quote from Bruce Lee.
Yoko’s greatest addition was the removal of limitations. While the core principles of Krav Maga are helpful, they are also limiting. By choosing to ignore those and simply follow the flow of battle, true style and skill can be found. The main way in which Yoko does that is by abusing the heck out of three dimensional combat fields and movement techniques. By doing things like using a speed enhancement technique mid-kick, she can catch most opponents completely off guard. Most opponents can keep up with her basic speed alright, but predicting a flurry of speed enhanced techniques in the middle of an otherwise normal attack combination is hard to manage. Because of her adequate magical capacity pool, she doesn’t hesitate to do things like spam these basic techniques. As a result, the unrelenting force of her attacks can wear down her opponents quite a bit.
Aside from that bit, Yoko’s own ideas mostly come in the form of adding other ranges to accommodate the addition of weapons to a fight. The modified list of ranges is this: gun, claymore, longsword, kicking, dagger, punching, trapping, and grappling. Again, this list is in descending amounts of distance. Yoko has dedicated a good amount of training to the use of various bladed weapons, and their use has stayed true to the philosophy of Krav Maga. The techniques at the dagger range are quite similar to those at the punching range. The difference is only one of a few inches, but those few inches of reach can be used to your advantage easily. Fighting with a dagger against an unarmed opponent means you can easily press an advantage through being the one with a weapon. Fighting someone who is using a longer blade means you can overpower them through sheer speed, and you can stay close enough that their blade will become awkward to wield.
The dagger is generally a backup weapon, and not any wise fighter’s first choice. The longsword, however, is one that most will happily wield at a moment’s notice. The longsword should be used at a range just beyond that of kicking range. Again, this difference is only one of inches, but those inches are incredibly important. Kendo’s swordsmanship was too rigid. It was fast and precise, but it was easy to parry. This swordsmanship is still not perfect, but it is being developed around a fluid-like style. Yoko has taken to referring to this style as “The Flowing Blade School.” Too bad she doesn’t have any pupils.
The flowing blade follows the aforementioned philosophy of being like water, and merely treats the sword as an extension of one’s body. The basics of this style aren’t anything incredibly spectacular. All the basics really cover is the simplest forms of attack and defense. They follow the principles of Krav Maga in the Flowing Blade style via a focus on simple, direct, efficient movements of the sword. There are no faints or flourishes, except when Yoko breaks her own rules of course. This style usually only does what must be done. The attacks are simple, but they are hard to defend against because of their simplicity. They have a minimal amount of wind-up, so they are hard to see coming. The defenses are merely an extension of Krav Maga’s principle of simultaneous parries and hits. Rather than block, Yoko will parry, allowing her to overcome superior strength if necessary, and deliver a kick at the same time in many cases.
This style becomes even more deadly when the flow transitions between multiple styles or weapons. In Yoko’s case, the deadliest way to make use of this flow is when she is using a mix of her fist and a sword. She can clash blades with her opponent, and during that clash, she can more easily land a hand to hand blow. Dodging a point-blank punch or grapple is far from easy when you're focused on the weapon in her hand. There are also combinations that can be done one after the other, but they generally lack any preset sequence. This is a fighting style that relies on constant innovation to remain unpredictable, and preset combinations would ruin that.
One of the things that makes Flowing Blade complex is that it varies greatly based on length of the weapon being wielded. It is not a single style of swordsmanship, but rather a way of making a weapon into an extension of your own body. All movements of the Flowing Blade style are done in a way that they seem natural and effortless. This is a great difference from a style like Kendo which is horribly rigid. However, this style is even more powerful when performed at a high speed. So long as the user of Flowing Blade style has at least Rank B- speed and Rank B in Swords skill, to most people, their sword will be blurred, leaving a trail of afterimages behind it that appear like ripples in water, growing ever more faded as they are farther from the blade. As speed increases further beyond Rank B-, the trail grows in length, but it doesn’t obstruct vision or anything like that. This most basic feat of the Flowing Blade style does not inherently do anything dangerous, but it makes the style look a bit cooler at least. To those who aren’t very fast, and aren’t trained in swords, that aspect of the style alone might be enough to scare them off though.
One of the other parts of the Flowing Blade style that makes it so difficult to master is that it a style that can be used one-handed, two-handed, or while dual wielding. Yoko is adequate at fighting with two blades at once, but there is still have a long way to go. She can execute all maneuvers that she could with a single hand equally well with both hands, but they still often act as two separate entities, rather than a combined fluid one. Her responses need to become more unified and flowing, but that will come with time. She has already gotten a good hang on utilizing the simultaneous attack and defense principle within Flowing Blade, so it is still a fearsome style even in its infancy.
On top of that, she’s also mellowed out quite a bit. After taking up meditation, her mind has become far calmer than it used to be. In the past, she was borderline ADHD, but now she is more calm and reserved in all the things she does. No matter how insane the odds, she’ll be able to remain calm and logical.
There’s also a further mental part of Yoko’s kit: her ability to analyze the abilities of others. Her capabilities in this field vary a good bit based on how predictable the opponent is, but not in the usual way. For most, it’s based on how common the ability, or how simple the mechanics behind it are. For Yoko, her analysis is more effective if she can clearly related it to a heroic legend. For something like predicting where someone is going to appear out of a high speed movement technique, she’ll usually guess behind her, just because that’s the cliché move that everyone in anime always uses. She can also figure out how to counter powers if they are from a type of media that she is interested in.
Historical
Yoko’s fighting style started off very rough around the edges. The base of her kit comes from training in mixed martial arts, but that training was so inconsistent, and she was so young, that she didn’t really learn much more than how to throw a punch properly. The parts of her fighting style that are still growing are her newfound practices of Kenpo Karate and Kendo. She is still only adequate in both of these skills, but they still give her enough to hold her own against any mortal opponent. On top of that, she’s also gotten decent at analyzing a battle and dealing with the pain from getting punched in the face over and over when she misses blocks.
The elements of Kenpo Karate, especially at such a low level, are incredibly simplistic. Kenpo Karate has both offensive and defensive components, but the focus of this art is on a strong defense. In traditional karate, karateka usually defend by just throwing as hard of a block as they can against a strike. In Kenpo Karate, fighters are taught to direct the force of an attack away, similar to how Aikido does it. The difference between Kenpo Karate and Aikido is that Kenpo Karate still stops their attack eventually, whereas Aikido aims to let their force continue onwards in an attempt to throw them off balance. As far as strikes go, Kenpo usually prefers linear attacks that flow out of a defensive action. By sticking to a defensive approach, they are able to wait for openings in their opponent’s guard, or even create them with a well-executed block.
Kendo is a more neutral discipline in terms of offense and defense than Kenpo Karate. The Japanese art of the sword focuses more on perfecting form than on actual combat usefulness. While this is less true at upper levels, novices like Yoko have just been forced to drill the basics over and over again. Truth be told, she’s never even been in a spar with a sword in hand yet. Regardless of that, she still knows exactly how to swing a sword in any given direction pretty much perfectly. She’s also relatively solid when it comes to basic blocks and parries. Her knowledge of Kendo is a good building block, but her own style will emerge as she grows stronger.
Present
More recently, those skills have fallen to the wayside a bit. Instead, Yoko has begun to train herself in forms of combat that are more effective with her superhuman abilities. Kendo and Kenpo Karate, while not bad styles, just aren’t good enough to keep up with bodies moving at that high of a speed. The young servant has shifted her studies of martial arts to a style based in Krav Maga, and she has adapted her sword style to be a far less rigid one. She can still fall back on the basic styles of Kendo, but she always has her own unique style as well. We’ll get to that style in a bit, but first, let us discuss Krav Maga.
Her martial art was not just a style, but a way of thinking. It was more a philosophy than anything else. This philosophy can accurately be summed up by a single quote from Bruce Lee. “Empty your mind, be formless, shapeless - like water. Now you put water into a cup, it becomes the cup, you put water into a bottle, it becomes the bottle, you put it in a teapot, it becomes the teapot. Now water can flow or it can crash. Be water, my friend.” While the oft-filmed martial artist has developed his own style, Yoko merely uses this philosophy as a guide to her interpretation of Krav Maga. There are many other parts of the Krav Maga philosophy, but those will be addressed later.
This part of her philosophy is simple because it can all be boiled down to a two ideas. Be fluid in your movements; avoid rigidity. Be creative in your attacks and defenses; never stick to pre-set patterns. These two principles are the core of Yoko’s interpretation of Krav Maga. There are some moves she repeats to be sure, as it is hard to vary a kick or jab all that much, but she does her best to never repeat the same attack in a given fight at least. Krav Maga allows for a great amount of variety, so this isn’t terribly hard. It covers kicks, punches, elbow and knee strikes, grappling, and several ways to prevent damage. This versatility makes it far easier to stay unpredictable.
However, that is not the most important part of Krav Maga. This style, at its core, is a ruthless style meant to utterly break your opponent. When you Yoko how she would block a punch the answer usually involves shattering her opponent's bones. If you ask her to open a locked door, she will kick it into dust and splinters. Krav Maga may be ruthless, but it is not without sophistication. It has many practiced techniques, some of which are far more elegant than others, but it focuses on not wasting movement with pointlessly flashy attacks.
There are also a few of Yoko’s own thoughts incorporated into this theory. One of the major changes she has made from standard Krav Maga is applying it to a three dimensional battlefield. Without having a tutor to really teach her the way to fight in three dimensions, Yoko turned to an old childhood hero: Son Goku. Real or not, Goku was one of the greatest hand to hand combatants of all time. Ironically though, the adaptation can be summed up with another quote from Bruce Lee.
A martial artist who drills exclusively to a set pattern of combat is losing his freedom. He is actually becoming a slave to a choice pattern and feels that the pattern is the real thing. It leads to stagnation because the way of combat is never based on personal choice and fancies, but constantly changes from moment to moment, and the disappointed combatant will soon find out that his "choice routine" lacks pliability. There must be a "being" instead of a "doing" in training. One must be free. Instead of complexity of form, there should be simplicity of expression.
Yoko’s greatest addition was the removal of limitations. While the core principles of Krav Maga are helpful, they are also limiting. By choosing to ignore those and simply follow the flow of battle, true style and skill can be found. The main way in which Yoko does that is by abusing the heck out of three dimensional combat fields and movement techniques. By doing things like using a speed enhancement technique mid-kick, she can catch most opponents completely off guard. Most opponents can keep up with her basic speed alright, but predicting a flurry of speed enhanced techniques in the middle of an otherwise normal attack combination is hard to manage. Because of her adequate magical capacity pool, she doesn’t hesitate to do things like spam these basic techniques. As a result, the unrelenting force of her attacks can wear down her opponents quite a bit.
Aside from that bit, Yoko’s own ideas mostly come in the form of adding other ranges to accommodate the addition of weapons to a fight. The modified list of ranges is this: gun, claymore, longsword, kicking, dagger, punching, trapping, and grappling. Again, this list is in descending amounts of distance. Yoko has dedicated a good amount of training to the use of various bladed weapons, and their use has stayed true to the philosophy of Krav Maga. The techniques at the dagger range are quite similar to those at the punching range. The difference is only one of a few inches, but those few inches of reach can be used to your advantage easily. Fighting with a dagger against an unarmed opponent means you can easily press an advantage through being the one with a weapon. Fighting someone who is using a longer blade means you can overpower them through sheer speed, and you can stay close enough that their blade will become awkward to wield.
The dagger is generally a backup weapon, and not any wise fighter’s first choice. The longsword, however, is one that most will happily wield at a moment’s notice. The longsword should be used at a range just beyond that of kicking range. Again, this difference is only one of inches, but those inches are incredibly important. Kendo’s swordsmanship was too rigid. It was fast and precise, but it was easy to parry. This swordsmanship is still not perfect, but it is being developed around a fluid-like style. Yoko has taken to referring to this style as “The Flowing Blade School.” Too bad she doesn’t have any pupils.
The flowing blade follows the aforementioned philosophy of being like water, and merely treats the sword as an extension of one’s body. The basics of this style aren’t anything incredibly spectacular. All the basics really cover is the simplest forms of attack and defense. They follow the principles of Krav Maga in the Flowing Blade style via a focus on simple, direct, efficient movements of the sword. There are no faints or flourishes, except when Yoko breaks her own rules of course. This style usually only does what must be done. The attacks are simple, but they are hard to defend against because of their simplicity. They have a minimal amount of wind-up, so they are hard to see coming. The defenses are merely an extension of Krav Maga’s principle of simultaneous parries and hits. Rather than block, Yoko will parry, allowing her to overcome superior strength if necessary, and deliver a kick at the same time in many cases.
This style becomes even more deadly when the flow transitions between multiple styles or weapons. In Yoko’s case, the deadliest way to make use of this flow is when she is using a mix of her fist and a sword. She can clash blades with her opponent, and during that clash, she can more easily land a hand to hand blow. Dodging a point-blank punch or grapple is far from easy when you're focused on the weapon in her hand. There are also combinations that can be done one after the other, but they generally lack any preset sequence. This is a fighting style that relies on constant innovation to remain unpredictable, and preset combinations would ruin that.
One of the things that makes Flowing Blade complex is that it varies greatly based on length of the weapon being wielded. It is not a single style of swordsmanship, but rather a way of making a weapon into an extension of your own body. All movements of the Flowing Blade style are done in a way that they seem natural and effortless. This is a great difference from a style like Kendo which is horribly rigid. However, this style is even more powerful when performed at a high speed. So long as the user of Flowing Blade style has at least Rank B- speed and Rank B in Swords skill, to most people, their sword will be blurred, leaving a trail of afterimages behind it that appear like ripples in water, growing ever more faded as they are farther from the blade. As speed increases further beyond Rank B-, the trail grows in length, but it doesn’t obstruct vision or anything like that. This most basic feat of the Flowing Blade style does not inherently do anything dangerous, but it makes the style look a bit cooler at least. To those who aren’t very fast, and aren’t trained in swords, that aspect of the style alone might be enough to scare them off though.
One of the other parts of the Flowing Blade style that makes it so difficult to master is that it a style that can be used one-handed, two-handed, or while dual wielding. Yoko is adequate at fighting with two blades at once, but there is still have a long way to go. She can execute all maneuvers that she could with a single hand equally well with both hands, but they still often act as two separate entities, rather than a combined fluid one. Her responses need to become more unified and flowing, but that will come with time. She has already gotten a good hang on utilizing the simultaneous attack and defense principle within Flowing Blade, so it is still a fearsome style even in its infancy.
On top of that, she’s also mellowed out quite a bit. After taking up meditation, her mind has become far calmer than it used to be. In the past, she was borderline ADHD, but now she is more calm and reserved in all the things she does. No matter how insane the odds, she’ll be able to remain calm and logical.
There’s also a further mental part of Yoko’s kit: her ability to analyze the abilities of others. Her capabilities in this field vary a good bit based on how predictable the opponent is, but not in the usual way. For most, it’s based on how common the ability, or how simple the mechanics behind it are. For Yoko, her analysis is more effective if she can clearly related it to a heroic legend. For something like predicting where someone is going to appear out of a high speed movement technique, she’ll usually guess behind her, just because that’s the cliché move that everyone in anime always uses. She can also figure out how to counter powers if they are from a type of media that she is interested in.
[attr="class","subheaderbgfull"] [attr="class","subheader"]//Noble Phantasm |
[attr="class","paracontentfull"]Appearance:
Overall Ability: [Alloy Gundam] Rank A-
Alloy Gundam is just what every kid wanted growing up, their own giant robot! Wait, you didn't want one? Well Yoko sure did, and she has one now. Alloy Gundam is a towering 75 feet tall and comes with a number of fancy built in systems. Some of them are explained by the properties below, and some of them are explained by the perks. Alloy Gundam is fit with a full-on artificial; intelligence. However, as a robot it doesn't feel pain or get hindered by wounds (see Battle Continuation Rank Aand Pain Tolerance Rank A). While this means it can act independently, it can also open a hatch in its chest to let Yoko inside it, allowing her to act as a pilot. Through direct contact, Yoko and Alloy Gundam can share mana back and forth freely, just the same as a Master and Servant.
What it does have is the ability to carry quite a bit of weaponry. By default Alloy Gundam starts with a dozen swords and four shields available. These all shrink down to minuscule size and expand rapidly when deployed. The other unique edge in the basics of Alloy Gundam's existence is that it moves with hydraulics and thrusters. This means that it can operate in three dimensions thanks to the flight of its thrusters and it is also effectively immune to paralysis abilities. Paralysis will still lock up the hydraulics as those are its "muscles" but that wouldn't stop the thrusters all over its body. Petrification, however, would still do the trick.
The sheer size of Alloy Gundam also poses a significant challenge to most fighters. Many attacks simply aren't at a large enough scale to damage Alloy Gundam the same way they would against a human-sized opponent. If an attack does not have enough size to inflict the area of damage it normally would then the wound dealt to Alloy Gundam may be downgraded in rank or number as a result. For example, if someone cast Firebolt at Alloy Gundam (a fire spell the size of a single car garage that normally deals moderate damage) in most cases it would only leave a single wound because it wouldn't be large enough to hit more than one part of Alloy Gundam.
Alloy Gundam Stats:
Strength: A-
Speed: B+
Endurance: B-
Magical Power: E-
Magical Capacity: D+
Noble Phantasm: A-
Alloy Gundam Skills:
Skill 1: Weapon - C - Swords
Skill 2: Weapon - C - Shields
Skill 3: Pain Tolerance - A
Skill 4: Bravery - A
Skill 5 - Battle Continuation - A
Skill 6: Mana Detection - B
Overall Ability: [Alloy Gundam] Rank A-
Noble Phantasm Property 1 - [GN Drive] - Rank A - Continuously Active
The GN Drive is the powerplant that drives Alloy Gundam. It pulls mana out of the environment in order to continuously power Alloy Gundam. As a Rank A property it is just as strong as Territory Creation Rank A, fueling Alloy Gundam with 100 mana per post.
Noble Phantasm Property 2 - [Psychoframe System] - Rank C - Continuously Active
As far as actual properties go, this is the closest thing that Yoko has to a normal offensive or defensive maneuver. The Psychoframe System is a means of telekinetic control over her weapons. Up to 4 of her armaments, be they swords, shields, or guns, can be controlled by the Psychoframe System at a time. All things controlled in this way have strength and speed as if wielded by Alloy Gundam. Their position can be sensed as if an ethereal arm was holding them, and is felt as naturally as the swords in Alloy Gundam's other hands.
Noble Phantasm Property 3 - [Self Destruct] - Rank A - Technique
In truly desperate times Alloy Gundam can overload its GN Drive to cause a massive explosion. Downside? Alloy Gundam just exploded, and is rendered unusable for the remainder of the thread. In extreme cases it can be revived in that thread, but it would take one week to recover. The explosion is Rank EX+ and categorized as an Anti-City level Noble Phantasm. The reason this power can be attained on a Rank A property is since it completely negates the Noble Phantasm after use, and is likely to kill Yoko in the process.
Noble Phantasm Property 4 - [Downsize] - Rank E - Technique
Sometimes bigger isn't better. This property allows Alloy Gundam to shrink down to the size of a suit of armor that Yoko can wear rather than being a giant robot. It can function autonomously in this mode or as a suit of armor. Given that it arguably loses the advantage of being frickin huge, this ability is only Rank E. When being used as armor, for purposes of a clash, the stats used are whoever is higher between Yoko and Alloy Gundam on offensive attacks, and always Alloy Gundam's for defensive purposes.
Overall Ability: [Alloy Gundam] Rank A-
Alloy Gundam is just what every kid wanted growing up, their own giant robot! Wait, you didn't want one? Well Yoko sure did, and she has one now. Alloy Gundam is a towering 75 feet tall and comes with a number of fancy built in systems. Some of them are explained by the properties below, and some of them are explained by the perks. Alloy Gundam is fit with a full-on artificial; intelligence. However, as a robot it doesn't feel pain or get hindered by wounds (see Battle Continuation Rank Aand Pain Tolerance Rank A). While this means it can act independently, it can also open a hatch in its chest to let Yoko inside it, allowing her to act as a pilot. Through direct contact, Yoko and Alloy Gundam can share mana back and forth freely, just the same as a Master and Servant.
What it does have is the ability to carry quite a bit of weaponry. By default Alloy Gundam starts with a dozen swords and four shields available. These all shrink down to minuscule size and expand rapidly when deployed. The other unique edge in the basics of Alloy Gundam's existence is that it moves with hydraulics and thrusters. This means that it can operate in three dimensions thanks to the flight of its thrusters and it is also effectively immune to paralysis abilities. Paralysis will still lock up the hydraulics as those are its "muscles" but that wouldn't stop the thrusters all over its body. Petrification, however, would still do the trick.
The sheer size of Alloy Gundam also poses a significant challenge to most fighters. Many attacks simply aren't at a large enough scale to damage Alloy Gundam the same way they would against a human-sized opponent. If an attack does not have enough size to inflict the area of damage it normally would then the wound dealt to Alloy Gundam may be downgraded in rank or number as a result. For example, if someone cast Firebolt at Alloy Gundam (a fire spell the size of a single car garage that normally deals moderate damage) in most cases it would only leave a single wound because it wouldn't be large enough to hit more than one part of Alloy Gundam.
Alloy Gundam Stats:
Strength: A-
Speed: B+
Endurance: B-
Magical Power: E-
Magical Capacity: D+
Noble Phantasm: A-
Alloy Gundam Skills:
Skill 1: Weapon - C - Swords
Skill 2: Weapon - C - Shields
Skill 3: Pain Tolerance - A
Skill 4: Bravery - A
Skill 5 - Battle Continuation - A
Skill 6: Mana Detection - B
Overall Ability: [Alloy Gundam] Rank A-
Noble Phantasm Property 1 - [GN Drive] - Rank A - Continuously Active
The GN Drive is the powerplant that drives Alloy Gundam. It pulls mana out of the environment in order to continuously power Alloy Gundam. As a Rank A property it is just as strong as Territory Creation Rank A, fueling Alloy Gundam with 100 mana per post.
Noble Phantasm Property 2 - [Psychoframe System] - Rank C - Continuously Active
As far as actual properties go, this is the closest thing that Yoko has to a normal offensive or defensive maneuver. The Psychoframe System is a means of telekinetic control over her weapons. Up to 4 of her armaments, be they swords, shields, or guns, can be controlled by the Psychoframe System at a time. All things controlled in this way have strength and speed as if wielded by Alloy Gundam. Their position can be sensed as if an ethereal arm was holding them, and is felt as naturally as the swords in Alloy Gundam's other hands.
Noble Phantasm Property 3 - [Self Destruct] - Rank A - Technique
In truly desperate times Alloy Gundam can overload its GN Drive to cause a massive explosion. Downside? Alloy Gundam just exploded, and is rendered unusable for the remainder of the thread. In extreme cases it can be revived in that thread, but it would take one week to recover. The explosion is Rank EX+ and categorized as an Anti-City level Noble Phantasm. The reason this power can be attained on a Rank A property is since it completely negates the Noble Phantasm after use, and is likely to kill Yoko in the process.
Noble Phantasm Property 4 - [Downsize] - Rank E - Technique
Sometimes bigger isn't better. This property allows Alloy Gundam to shrink down to the size of a suit of armor that Yoko can wear rather than being a giant robot. It can function autonomously in this mode or as a suit of armor. Given that it arguably loses the advantage of being frickin huge, this ability is only Rank E. When being used as armor, for purposes of a clash, the stats used are whoever is higher between Yoko and Alloy Gundam on offensive attacks, and always Alloy Gundam's for defensive purposes.
[attr="class","subheaderbghalf"] [attr="class","subheader"]//Stats | [attr="class","subheaderbghalf"] [attr="class","subheader"]//Skills |
[attr="class","paracontenthalfnoborder"] Strength: A+[break] Agility: A-[break] Endurance: B+[break] Magical Power: E-[break] Magical Capacity: D+[break] Noble Phantasm: A-[break] | [attr="class","paracontenthalfnoborder"] Multi-Class EX (Ruler) Martial Arts - A - Krav Maga (Three ranks from Class Skill) Weapon - A - Swords (Two ranks from Class Skill) Knowledge - Heroic Lore - C (free servant rank) Riding - A (Class Skill) Analysis - C Pain Tolerance - B Mana Burst - A Instinct - B Bravery - B |
[attr="class","subheaderbgfull"] [attr="class","subheader"]//Spellbook |
[attr="class","paracontentfull]Yoko is incapable of performing Magecraft.
[attr="class","subheaderbgfull"] [attr="class","subheader"]//Techniques Known |
[attr="class","rowexpander]
[attr="class","spell"] [attr="class","container0"] [attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Defy Gravity [attr="class","avatarimage"] [attr="class","propertybox"]
[attr="class","paracontentfull"]Rank C SPD
[attr="class","paracontentfull"]You have learned to apply your speed in a way that seems to defy gravity. As long as you can keep your feet under you, you can perform feats like running on water or up the side of a building, but this requires you to keep moving. | [attr="class","spell"] [attr="class","container1"] [attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Arrow Grab [attr="class","avatarimage"] [attr="class","propertybox"]
[attr="class","paracontentfull"]Rank C SPD
[attr="class","paracontentfull"]This technique allows the user to grab projectiles fired at them as long as they have a significant (at least two full ranks) speed advantage over the projectile, such as Rank C SPD against a Rank E projectile. Can be used multiple times in a single post before the cooldown is trigger. | [attr="class","spell"] [attr="class","container2"] [attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Sword Catch [attr="class","avatarimage"] [attr="class","propertybox"]
[attr="class","paracontentfull"]Rank C SPD
[attr="class","paracontentfull"]This is the melee cousin of Arrow Grab. By virtue of pure speed advantage this allows the user to clap their hands together and catch an incoming melee weapon between their hands. As this technique is a basic use of pure speed, it will not work if there is a significant (at least two full ranks) strength or speed disadvantage. | [attr="class","spell"] [attr="class","container3"] [attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Strike Magic [attr="class","avatarimage"] [attr="class","propertybox"]
[attr="class","paracontentfull"]Rank B STR
[attr="class","paracontentfull"]If your strength stat exceeds the rank of a spell by at least a full rank (C STR vs D rank spell) then you can physically defeat the spell with one category less severe of wounds per full rank of advantage. (A STR vs B spell would reduce by one rank of damage, A STR vs C spell would reduce by two ranks of damage, and A STR vs D spell would reduce by three ranks of damage). This requires the active ability to physically strike the offensive spell, and the logical ability for it to work. If you try to punch fog it will do nothing. | [attr="class","spell"] [attr="class","container4"] [attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Sunder Armor [attr="class","avatarimage"] [attr="class","propertybox"]
[attr="class","paracontentfull"]Rank C STR
[attr="class","paracontentfull"]This is the ability to destroy armor below the level of a Noble Phantasm. Regardless of how strong the armor is, you can destroy it. Your first hit against any armor will rip a hole in the armor that is the size of the impact. A second hit on the same piece of armor will destroy it entirely |
[attr="class","rowexpander]
[attr="class","spell"] [attr="class","container0"] [attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Cleave [attr="class","avatarimage"] [attr="class","propertybox"]
[attr="class","paracontentfull"]Rank C in Martial Arts or Weapons and Rank D STR
[attr="class","paracontentfull"]Through raw strength and a bit of talent you force your strike to continue its arc into additional targets as if the first and second targets didn't exist. Though this is a fairly mundane feat, those who have practiced this technique are not slowed down at all by hitting the first or second target. | [attr="class","spell"] [attr="class","container1"] [attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Unstoppable Cleave [attr="class","avatarimage"] [attr="class","propertybox"]
[attr="class","paracontentfull"]Rank A in Martial Arts or Weapons and Rank A STR. Cleave known.
[attr="class","paracontentfull"]As Cleave, but this cannot be stopped even if the attack fails to penetrate a target. In the event the blade is stopped, this technique can be triggered and a Shockwave blasts out along the path that the Cleave would have taken, hitting enemies that thought they were safe. If an enemy can stop the Shockwave sent by this technique, then it stops there and does not hit additional targets. That includes the target that stopped the physical strike since it has to pass through them. | [attr="class","spell"] [attr="class","container2"] [attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Flurry [attr="class","avatarimage"] [attr="class","propertybox"]
[attr="class","paracontentfull"]Rank C in Martial Arts or Weapons and Rank C SPD
[attr="class","paracontentfull"]However many limbs or weapons you attack with, you send out a flurry of blows so fast that another limb or weapon seems to have appeared. As far as your opponent can tell, you've either grown another arm or split your weapon in half. That said, this can still be blocked by an equally skilled fighter for the most part, and a better fighter can easily block this type of attack. | [attr="class","spell"] [attr="class","container3"] [attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Charge Draw [attr="class","avatarimage"] [attr="class","propertybox"]
[attr="class","paracontentfull"]Rank A in Swords
[attr="class","paracontentfull"]By focusing energy into a sheathed blade, a swordsman can perform a single strike beyond their normal capabilities. For every post they keep their blade sheathed, their next strike gains one stat rank in strength and speed up to a cap of three ranks each. Focus must be maintained, and as such posts with any casual actions such as holding a conversation cannot count unless responses are kept very short and simple. Posts that involve no combat at all do not count. Only posts in combat with the blade sheathed and no offensive actions taken with a sword will count. | [attr="class","spell"] [attr="class","container4"] [attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Blinding Blade [attr="class","avatarimage"] [attr="class","propertybox"]
[attr="class","paracontentfull"]Rank D in a bladed weapon skill.
[attr="class","paracontentfull"]By reflecting sunlight off of a bladed weapon at just the right angle, you can always get a real annoying gleam that will blind the opponent for a brief moment. This technique can be defeated by sunglasses, closing your eyes, or simply not looking at the opponent when this technique is used. Requires sunny weather. |
[attr="class","rowexpander]
[attr="class","spell"] [attr="class","container0"] [attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Blinding Strike [attr="class","avatarimage"] [attr="class","propertybox"]
[attr="class","paracontentfull"]Rank A in the weapon skill being used and the technique Blinding Blade must be known.
[attr="class","paracontentfull"]While any good combatant can perform Blinding Blade, a true master can perform Blinding Blade in the instant that they clash with an opponent. This technique is activated when two metallic weapons clash. The user of this technique forces the clash at the perfect angle, causing an incredibly bright flash of light to erupt into the face of the opponent from nothing more than the sparks of their clash. This one is bright enough to stop anything short of closing your eyes from defending. Defeated by closed eyes, and requires two metallic weapons to clash to activate in the first place. | [attr="class","spell"] [attr="class","container1"] [attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Threatening Roar [attr="class","avatarimage"] [attr="class","propertybox"]
[attr="class","paracontentfull"]Rank C STR
[attr="class","paracontentfull"]The user of this technique unleashes a roar so loud that anyone without ranks in Bravery is taken aback. Though it may not cause actual fear in hardened warriors, this roar implies enough bloodlust to scare most. Worthless against those with ranks in bravery or those who are not actually threatened by the user of this technique. | [attr="class","spell"] [attr="class","container2"] [attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Zen Direction [attr="class","avatarimage"] [attr="class","propertybox"]
[attr="class","paracontentfull"]Rank B in Martial Arts or Weapons
[attr="class","paracontentfull"]Through training one's body, the user of this technique can enter a state of focus and let the world guide them. They will then know what direction they should go. It may not always be the direction they want to go, but it will be the "right" direction. Takes a moment of focus, with the eyes closed, making it hard to use in combat. No direct combat benefit. | [attr="class","spell"] [attr="class","container3"] [attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Zen Awareness [attr="class","avatarimage"] [attr="class","propertybox"]
[attr="class","paracontentfull"]Rank A in Martial Arts or Weapons
[attr="class","paracontentfull"]The user of this technique can enter a state of focus by ceasing all other actions and closing their eyes. While in this state their awareness enters a highly focused state as if they had Rank C Heightened Senses for all their senses but sight. Because they are forced to have their eyes closed, the increased awareness does not allow them to see. While the cooldown is active, no sensory enhancement techniques of any kind can be used. The effect ends as soon as they perform ANY action. |
[attr="class","subheaderbgfull"]
[attr="class","subheader"]//Initial Grail Shard Allocation
[attr="class","paracontentfull]+15 stat ranks
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