CBS Descriptions Final

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CBS Descriptions Final

#1

Post by Silverdrake » Wed Aug 09, 2017 1:46 pm

Reiatsu


(E) Underwhelming: This level of power is wholly unremarkable, and reflects a clear lack of any sort spiritual development. While not completely devoid of any reiatsu whatsoever, it barely stands out over that of the average human. Any abilities requiring any reiatsu will likely be difficult perform since there is very little available.

E+: Those at this level are spiritually aware, to an extent, but are capable of only holding their own against low-level enemies. (Yuzu, Tatsuki, normal Plus)

(D) Minimal: Those at this level are fully spiritually aware, capable of fighting low-level spirit beings and using a limited number of low-power reiatsu techniques before exhaustion sets in. (Don Kanonji, Karin, normal Hollow, pre-Academy Rukia)

D+: This level denotes those capable of fighting somewhat stronger spirit beings and using reiatsu techniques for a longer duration. (early Orihime and Chad, typical unseated Shinigami, sapient Hollow)

(C) Moderate: This is the average level of power among experienced spiritually aware beings. As such, performing a notable number of low to mid-level reiatsu skills is a simple task before exhaustion takes over. (lower seated Shinigami and experienced sapient Hollow such as Grand Fisher)

C+: Beings at this level are above average. They can use low to mid-level techniques over a long period. (upper seated Shinigami, lower Fracción and Numeros)

(B) High: This level of spiritual power is common among spiritual beings who are capable of performing high-level techniques in moderation before energy runs dry. (Vice-Captain, upper Fracción and Numeros)

B+: The power level of elite spiritual beings possessing a great amount of spiritual power. (Lower level Captains, lower half of the Espada)

(A) Exceptional: The power level of elite spiritual beings possessing an enormous amount of spiritual power. Performing an extended number of high level techniques becomes possible at this level. (Upper level Captains, upper half of the Espada)

A+: A truly enormous amount of spiritual power, above even that of powerful Captains, that can easily be felt over long distances. (Yamamoto, Kenpachi)

(S) Immense: This level is thought to be the pinnacle of spiritual power. (Most of Zero Squad)

S+: The true zenith of spiritual power. This level is so overwhelming that on its own it can easily become a threat to all but the strongest fighters….. (Ichibei, Post RG training group)
Last edited by Silverdrake on Thu Sep 21, 2017 1:55 pm, edited 11 times in total.
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Re: CBS Descriptions

#2

Post by Silverdrake » Wed Aug 09, 2017 1:47 pm

Strength


(E) Weak: The level of someone who does no physical conditioning and not much of anything else, or is physically frail. Moving anything other than themselves is a struggle. An attack using strength alone might knock down someone who is much smaller, but damage would be minimal. Throwing objects in combat would be limited to something like a fist-sized rock.

E+: Still underdeveloped, but no longer puny. Would struggle to move something less than half their body weight. An attack using strength alone could knock down someone who is smaller, but damage would be minor. Could throw something the weight of a bowling ball in combat.

(D) Below average: Not exactly a couch potato or scrawny, but lacking in physical development. The level of someone who doesn't consider strength important in their combat style. An attack using strength alone could knock down someone the same size, with some damage. Could, with effort, pick up a smaller person and carry them. Throwing something the weight of a car tire could be effective in combat. Practitioner-level attacks can damage light structural materials (interior wall).

D+: The level of someone who doesn't often use strength in combat, but doesn't discount it, either. An attack using strength alone could knock down someone within the same general size range, with noticeable damage. Could pick up a person nearly the same size and carry them. Throwing something as heavy as an office-cooler bottle of water could be effective in combat. Practitioner-level attacks can break light structural materials (interior wall).

(C) Average: The level of someone who regularly engages in physical conditioning and is conscious of its effect in combat. An attack using strength alone could knock back someone within the same general size range, with definite damage. Would think little of carrying someone of their same size range. Throwing something as heavy as an armchair could be effective in combat. Practitioner-level attacks can break medium structural materials (exterior wall).

C+: The level of someone who regularly uses strength in combat, and conditions themselves accordingly. An attack using strength alone could knock back a larger person by more than a body length, with definite damage. Could carry two large people with little effort. Throwing something as heavy as an average man could be effective in combat. Practitioner-level attacks can break strong structural material (wooden frame members).

(B) Strong: The level of someone who actively seeks strength for use in combat. An attack using strength alone could knock back a larger opponent by several body lengths, with lasting damage. Could carry several large people. Throwing something as heavy as a sofa could be effective in combat. Practitioner-level attacks can break heavy structural material (concrete).

B+: This is someone who has been actively conditioning for strength for some time. An attack using strength alone could knock back a larger opponent by many body lengths, with lasting damage. Might pick up a lame horse and carry it. Throwing something as heavy as a medium motorcycle could be effective in combat. Practitioner-level attacks can destroy heavy structural material (concrete).

(A) High: World's Strongest competitor? Sounds fun. An attack using strength alone might put the target through a nearby wall, with broken bones. Could act as the jack to help change a flat tire. Throwing something as heavy as a telephone pole could be effective in combat. Practitioner-level attacks can destroy reinforced concrete.

A+: The sort of person for whom training means pulling locomotives, and who might keep beer on hand by carrying the tun on their back ... but they'd rather toss a cow at an opponent and not waste the beer. Practitioner-level attacks can break steel support beams.

(S) Immense: World's Strongest? Boooring. A strength attack could knock a Large Hollow into a concrete wall a few blocks away. Doesn't bother carrying people out of a burning building, just tears through the walls and floors to create an escape ramp. Could toss a large U-Haul trailer at an opponent. Practitioner level have to be careful when cracking boulders -- if they're using their zanpakutou, the sealed state tends to break without reiatsu reinforcement.

S+: Wishes Popeye were real; would pull over a few freight cars full of spinach just to have someone to train with. A strength attack is more likely to splatter an opponent on the spot than knock them anywhere. Might invite an opponent to play catch with a small car. Practitioner level have to be careful when rearranging the landscape -- if they're using their zanpakutou, the shikai tends to break without reiatsu reinforcement.
Last edited by Silverdrake on Fri Sep 22, 2017 12:33 am, edited 11 times in total.
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Re: CBS Descriptions

#3

Post by Silverdrake » Wed Aug 09, 2017 1:48 pm

Durability:
(E) Underwhelming: No more hearty than the average human. Even the most basic of attacks from someone of even meager strength would be enough to cause significant harm to their person.

E+: While hardly capable of sustaining damage for even a short amount of time, a person of this durability can take a a few blows and keep fighting on.

(D) Minimal: The average durability of the souls inhabiting the Rukon districts. Not quite as capable of taking damage as an Academy graduate, but capable of taking a few blows of moderate strength before falling.

D+: The upper echelon of academy graduates. Honed durability to survive the lesser hollows they'll be assigned to slay when they become part of a squad.

(C) Moderate: A being who's body has been trained or enhanced to handle blows of moderate strength or intensity keep fighting. Can still be overwhelmed by sher quantity of these attacks or outright quality of a stronger one.

C+: A being of considerable durability. A hardened soldier of the Gotei capable of surviving significant blows from holows and soul reapers alike. Though still below VS and Captains, a heatry individual to be sure.

(B) High: A being comparable in durability to a Vice Captain. Mid Tier kidou, zanpakutou abilities and physical force could be handled with relative ease and continue to fight.

B+: A being whose durability surpasses that of the average Vice Captain by a fair margin. Capable of taking more damage and continue the fight in better condition.

(A) Exceptional: A being as durable as a Captain of the Gotei 13. Capable of sustaining several high level Zanpakutou attacks without too much damage.

A+: This is a person who has enormous durability, even surpassing the standard of a Captain of the Gotei. This person can take a beating of immense proportions and still come out swinging with relatively little damage.

(S) Immense: Nearly the zenith of durability. Someone who has reached this level could sustain significant harm and continue to battle. Capable of surviving high level kidou or other various attacks without being harmed.

S+: Someone of extreme constitution, capable of surviving even the most powerful attacks as if they were nothing. If attacked with Hakuda, the attacker would be more likely to injure themselves. Hadou itself would seem to do little more than scuff skin. Zanpakutou themselves would find it difficult to conventionally break the skin.
Last edited by Silverdrake on Sun Aug 13, 2017 3:21 am, edited 2 times in total.
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Re: CBS Descriptions

#4

Post by Silverdrake » Wed Aug 09, 2017 1:49 pm

Endurance:

(E) Underwhelming: This person would be able to fight for a short while before tiring, but no more than the average human.

E+:

(D) Minimal:

D+:

(C) Moderate:

C+:

(B) High:

B+:

(A) Exceptional:

A+:

(S) Immense:

S+: Most would suspect this person is a literal machine. The stamina reserves the carry are so incredibly vast that none have ever seen them tire. No matter the non lethal wounds , no matter the effort expended, they will continue to advance.
Last edited by Silverdrake on Sun Aug 13, 2017 3:24 am, edited 1 time in total.
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Re: CBS Descriptions

#5

Post by Silverdrake » Wed Aug 09, 2017 1:49 pm

Zanpakutou Mastery:
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Re: CBS Descriptions

#6

Post by Silverdrake » Wed Aug 09, 2017 1:50 pm

Reiatsu Control
May update if CD and Pitchi come through with a description of Choque Interior that isn't a technique


(E) Weak: Cannot control reiatsu at all, unless a device does it.
Cannot channel reiatsu.

(Reiatsu A+ and up: Full reiatsu is channeled uncontrollably to whatever the character touches.)

Cannot cast kidou or cero.


E+: Can fully control up to E+ reiatsu but cannot hide all of it; partially control D; cannot control D+ or higher, unless a device does it.
Reiatsu channeling is inaccurate and unstable.

(Reiatsu A+ and up: Full reiatsu is channeled uncontrollably to whatever the character touches.)

Can cast:

Shinigami

  • Kidou: 1 - 9 with incantation

Arrancar

  • A Menos-class Cero

(D) Below average: Can fully control up to D reiatsu; completely hide up to E+; partially control D+; cannot control C or higher, unless a device does it.
Reiatsu channeling is somewhat accurate, but lossy and weak.

(Reiatsu A+ and up: Reiatsu channeling is inaccurate and very lossy.)

Can cast:

Shinigami

  • Kidou: 1 - 19 with incantation
  • Incantation Abandonment: can cast Kidou 1 -9 at reduced power

Arrancar

  • a Novice Cero (Adjucha-power)

D+: Can fully control up to D+ reiatsu; completely hide up to D; partially control C; cannot control C+ or higher, unless a device does it.
Reiatsu channeling is accurate, but lossy.

(Reiatsu A+ and up: Reiatsu channeling is somewhat accurate, but lossy.)

Can cast:

Shinigami

  • Kidou: 1 - 29 with incantation
  • Incantation Abandonment: can cast Kidou 7 -15 at reduced power
  • Mastery: can cast up to Kidou 6 at full power without incantation

Arrancar

  • a Novice Cero (Adjucha-power)
  • Twin Cero (one Cero per hand), both weaker than a Menos-class' Cero

(C) Average: Can completely hide up to C reiatsu; partially control C+; cannot control B or higher, unless a device does it.
Reiatsu channeling is accurate and has minimal loss.

Can cast:

Shinigami

  • Kidou: 1 - 39 with incantation
  • Incantation Abandonment: can cast Kidou 14 to 26 at reduced power
  • Mastery: can cast up to Kidou 13 at full power without incantation

Arrancar

  • a Novice Cero (Adjucha-power)
  • A Normal Cero
  • Twin Cero (one Cero per hand), both at Menos-class power

C+: Can completely hide up to C+ reiatsu; partially control B; cannot control B+ or higher, unless a device does it.
Reiatsu channeling is accurate and at full power.

Can cast:

Shinigami

  • Kidou: 1 - 49 with incantation
  • Incantation Abandonment: can cast Kidou 17 to 32 at reduced power
  • Mastery: can cast up to Kidou 16 at full power without incantation
  • Two-Fold Incantation: can cast two kidou at the same time, at full power, by mixing the incantations

Arrancar

  • a Novice Cero (Adjucha-power)
  • A Normal Cero
  • Twin Cero (one Cero per hand), both between Menos-class and Novice Cero in power
  • Cero stength can be controlled to a small extent.
  • Cero techniques can be used, but are unstable, with relatively weak effects

(B) Superior: Can completely hide up to B reiatsu; mostly control B+; partially control A; cannot control A+ or higher, unless a device does it.
Reaitsu channeling can produce relatively weak blasts with very short range.

Can cast:

Shinigami

  • Kidou: 1 - 59 with incantation
  • Incantation Abandonment: can cast Kidou 27 to 40 at reduced power
  • Mastery: can cast up to Kidou 26 at full power without incantation
  • Two-Fold Incantation: can cast two kidou at the same time, at full power, by mixing the incantations

Arrancar

  • a Novice Cero (Adjucha-power)
  • A Normal Cero
  • Twin Cero (one Cero per hand), both at Novice Cero power
  • A fully-loaded Cero
  • Cero strength can be controlled to a medium extent
  • Cero techniques cannot reach full potential and are unstable without concentration

B+: Can completely hide up to B+ reiatsu; mostly control A; partially control A+; cannot control S or higher, unless a device does it.
Reaitsu channeling can produce blasts with short range and fair control.

Can cast:

Shinigami

  • Kidou: 1 - 69 with incantation
  • Incantation Abandonment: can cast Kidou 33 to 50 at reduced power
  • Mastery: can cast up to Kidou 32 at full power without incantation
  • Two-Fold Incantation: can cast two kidou at the same time, at full power, by mixing the incantations
  • Double Casting: can cast the same kidou at two targets at once

Arrancar

  • a Novice Cero (Adjucha-power)
  • A Normal Cero
  • Twin Cero (one Cero per hand), both between Novice Cero and Normal Cero in power
  • A fully-loaded Cero
  • Bala -- 20 times quicker than a Cero, especially in the load time, but weaker in effect. Requires some concentration to fire.
  • Cero strength is fully controlled
  • Cero techniques cannot reach full potential, but require less concentration for stability

(A) Master: Can completely hide up to A reiatsu; mostly control A+; partially control S; cannot control S+, unless a device does it.
Reaitsu channeling can produce near-full stength blasts with short range, and use a bit less reiatsu in making them. Blast strength has good control.

Can cast:

Shinigami

  • Kidou: 1 - 81 with incantation
  • Incantation Abandonment: can cast up to Kidou 45 to 63 at reduced power
  • Mastery: can cast up to Kidou 44 at full power without incantation
  • Two-Fold Incantation: can cast two kidou at the same time, at full power, by mixing the incantations
  • Double Casting: can cast the same kidou at two targets at once

Arrancar

  • a Novice Cero (Adjucha-power)
  • A Normal Cero
  • Twin Cero (one Cero per hand), both at Normal Cero power.
  • A fully-loaded Cero
  • Bala -- 20 times quicker than a Cero, especially in the load time, but weaker in effect
  • Cero uses a bit less less reiatsu to make; strength is perfectly controlled
  • Cero techniques are near full potential and require little concentration for stability

A+: Can completely hide up to A+ reiatsu; mostly control S; partially control S+.
Reaitsu channeling can produce near-full stength blasts with medium range, using less reiatsu in making them. Blast strength is perfectly controlled.

Can cast:

Shinigami

  • Kidou: 1 - 91 with incantation
  • Incantation Abandonment: can cast Kidou 55 to 81 at reduced power
  • Mastery: can cast up to Kidou 54 at full power without incantation
  • Two-Fold Incantation: can cast two kidou at the same time, at full power, by mixing the incantations
  • Double Casting: can cast the same kidou at two targets at once

Arrancar

  • a Novice Cero (Adjucha-power)
  • A Normal Cero
  • Twin Cero (one Cero per hand), both at Normal Cero power.
  • A fully-loaded Cero
  • Bala -- 20 times quicker than a Cero, especially in the load time, but weaker in effect
  • Bala Barrage -- at reduced effect
  • Cero uses less reiatsu to make; strength is perfectly controlled.
  • Cero techniques reach full potential and stability

(S) Grandmaster: Can completely hide up to S reiatsu; mostly control S+.
Reaitsu channeling can produce full stength blasts with medium range, using moderately less reiatsu in making them. Blast strength is perfectly controlled.

Can cast:

Shinigami

  • Kidou: 1 - 99 with incantation
  • Incantation Abandonment: can cast Kidou 64 to 91 at reduced power
  • Mastery: can cast up to Kidou 63 at full power without incantation
  • Two-Fold Incantation: can cast two kidou at the same time, at full power, by mixing the incantations
  • Double Casting: can cast the same kidou at two targets at once

Arrancar

  • a Novice Cero (Adjucha-power)
  • Twin Cero (one Cero per hand), both slightly more powerful than a Novice Cero.
  • A fully charged Cero
  • Twin Full Cero -- one Cero per hand, both between Normal Cero and fully-loaded Cero power
  • Bala -- 20 times quicker than a Cero, especially in the load time, but weaker in effect
  • Bala Barrage -- to full effect
  • Cero uses a good bit less less reiatsu to make; strength is perfectly controlled
  • Cero techniques reach devastating potential and are always stable.

S+: Can completely hide up to S+ reiatsu.
Reaitsu channeling can produce full stength blasts with long range, using much less reiatsu in making them. Blast strength is perfectly controlled.

Can cast:

Shinigami

  • Kidou: 1 - 99 with incantation
  • Incantation Abandonment: can cast Kidou 74 to 99 at reduced power
  • Mastery: can cast up to Kidou 73 at full power without incantation
  • Two-Fold Incantation: can cast two kidou at the same time, at full power, by mixing the incantations
  • Double Casting: can cast the same kidou at two targets at once

Arrancar

  • a Novice Cero (Adjucha-power)
  • A Normal Cero
  • A fully-loaded Cero
  • Twin Cero -- one Cero per hand, both at Normal Cero power.
  • Twin Full Cero -- one Cero per hand, both at fully loaded Cero power.
  • Bala -- 20 times quicker than a Cero, especially in the load time, but weaker in effect
  • Bala Barrage -- to devastating effect
  • Cero uses much less reiatsu to make; strength is perfectly controlled.
  • Cero techniques may be modified on the fly with full effect and are always stable.
Last edited by Silverdrake on Sat Sep 09, 2017 6:15 pm, edited 16 times in total.
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Re: CBS Descriptions

#7

Post by Silverdrake » Wed Aug 09, 2017 1:51 pm

Zanjutsu

All effects assume a character with (C) Average Strength


(E): Incompetent: Indicates a total lack of knowledge and or skill. The character has no idea what they are doing. Any attack would be based on instinct and guesses. At best swings are imprecise and leave many openings for counter-attacks, parries, and the like. Even a solid impact might knock the blade from the user's hand. It's almost a wonder that any of this level would be capable of buttering toast. Of course, someone a bit more knowledgeable would use a butter knife.

E+: When executing sword techniques, there is clear evidence of someone who knows how wield a blade with some accuracy, power and balance. While no seasoned fighter, they would also know at least some fundamentals and prove themselves capable of not only buttering toast, but maybe lasting for a minute in a kendo spar.

(D) Practitioner: Casual users of this art have learned enough of the basics to use it competently in most instances. Their techniques have power, accuracy and balance, but they lack confidence in their skill, so application is likely to be unimaginative and cautious. They will miss openings and are likely to be drawn in by a gambit. Likewise, they leave more openings. Practitioners are not the most likely to engage in sword combat, but it is a valid option if absolutely necessary.

D+: While still unlikely to engage in bladed combat, Practitioners at this level have learned all the basics and can confidently apply them, with occasional variation. They have trained enough to be able to think on their feet to an extent. Outside of what they have learned and practiced, however, they should still be cautious or risk getting themselves in a bad situation.

(C) Combatant: Average users of this art that have proven that they are well versed in not only the basics, but numerous variations. They can see and exploit openings, consciously cover most of their own, draw the opponent in, and usually resist falling for gambits. Application of what they have learned is confident and spontaneous. Use of sword techniques becomes viable in almost any situation.

C+: At this level, users begin to step beyond what they have learned and into how they can adapt it, using imagination and what they can grasp of the underlying theory of the art. Practicing the adaptations before using them is still advised. Users at this level begin to learn advanced techniques.

(B) Expert: Experts are among the most skilled individuals in this field. While not a master, an expert is more than capable of handling themselves in a physical altercation. Their deeper knowledge of the theory behind the art and their capabilities allow imaginative variations of basic techniques on the fly. The blade starts to become an extension of their own body. If an expert leaves an opening, it is most likely a gambit to draw the opponent in. They have learned several advanced techniques. At this level, the path from not even being able to butter toast to movements precise enough to shave the hair off an opponent's arm without breaking the skin -- or artfully butter toast with one's sword -- can clearly be seen.

B+: The variations that an Expert conceives have been perfected and added to this Expert's repertoire, to be used as spontaneously and effectively as the most basic of techniques. They have likely learned many advanced techniques.

(A) Master: Masters are the best-trained in Zanjutsu. In fact, masters are so well versed in sword combat that most moves can be executed to devastating effect, leaving little option for defense to any who are not at least equal in skill. All of the basics and variations are applied with reflex-level spontaneity. Their understanding of the blade allows them to wield it to a greater extent than even their bare arms. Even a miss comes with enough precision graze the opponent's flesh. They know all of the art's theory and probably all of the advanced techniques, and begin to experiment with concepts to advance both.

A+: With greater understanding of the underlying theory comes the beginning of surpassing simple knowledge. Masters at this level have probably developed variants of the advanced techniques and have a good chance of effectively doing so in the midst of combat.

(S) Grandmaster: Grandmasters have gone beyond mere training and techniques. Their full understanding of the art's theory allows insights that no lesser artist could conceive. Their body reacts as needed or desired with little, if any, thought required for any situation. This is not to say that they cannot be surprised by a clever tactic, but it is unlikely to be as effective, if at all, a second time. In terms of power, a touch can have the force of a bomb, merely sever a certain nerve, or devastate an area. An expert encountering this level of skill would wonder what just happened. "Did I ever actually learn the equivalent of buttering toast?" Maybe the grandmaster put on a blindfold and split a thousand rabbit hairs floating on the wind before breakfast. Where they would sensibly use a butter knife to butter the toast. Which might be made of experts.

S+: One might say that a Grandmaster at this level has ascended to a different plane. Their grasp of the art's theory and its application is as instinctive as breathing. Their body and sword move as needed or desired without thought, leaving the full power of their mind to plot a course of action ... or consider what to have for breakfast, if the opponent is sufficiently below their level.Their control of force is such that an opponent might not even feel the strike that injured them, or be left wondering how what seemed to be a graze severed a limb. Every apparent opening is a gambit. Every technique leads to a branching variety of others as if leading the opponent in a dance.
Last edited by Silverdrake on Sat Sep 09, 2017 7:27 pm, edited 9 times in total.
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Re: CBS Descriptions

#8

Post by Silverdrake » Wed Aug 09, 2017 1:52 pm

Hakuda

All effects assume a character with (C) Average Strength


(E) Ignorant: Indicates a total lack of knowledge. The character has no idea what they are doing. Any attack would be based on instinct and guesses. If a punch or kick landed, the character would not be prepared for the impact and might sprain or break something. A miss would leave them off-balance or on their face. A return attack will almost always cause damage, because the character doesn't know how to defend themselves. Hand-to-hand could still be used in desperation, but the damage to the character is likely to be as great as, or greater than, the damage to the opponent. Assuming the character can land a hit.

E+: When executing hand-to-hand techniques, there is clear evidence of someone who knows how to throw a punch or kick with some accuracy, power and balance, and without hurting themselves when it lands. While no seasoned fighter, they would also know at least some fundamentals and prove themselves capable of lasting for a minute or two in a bar fight.

(D) Practitioner: Casual users of this art have learned enough of the basics to use it in instances where they lack a weapon. Their techniques have power, accuracy and balance, but they lack confidence in their skill, so application is likely to be unimaginative and cautious. They will miss openings and are likely to be drawn in by a gambit. Likewise, they leave more openings. Practitioners are not the most likely to engage in hand-to-hand combat, but it is a valid option if absolutely necessary.

D+: While still unlikely to engage in hand-to-hand combat, Practitioners at this level have learned all the basics and can confidently apply them, with occasional variation. They have trained enough to be able to think on their feet to an extent. Outside of what they have learned and practiced, however, they should still be cautious or risk getting themselves in a bad situation.

(C) Combatant: Average users of this art that have proven that they are well versed in not only the basics, but numerous variations. They can see and exploit openings, consciously cover most of their own, draw the opponent in, and usually resist falling for gambits. Application of what they have learned is confident and spontaneous. Use of hand-to-hand techniques becomes viable in almost any situation.

C+: At this level, users begin to step beyond what they have learned and into how they can adapt it, using imagination and what they can grasp of the underlying theory of the art. Practicing the adaptations before using them is still advised. Users at this level begin to learn advanced techniques.

(B) Expert: Experts are among most skilled individuals in this field. While not a master, an expert is more than capable of handling themselves in a physical altercation. Their deeper knowledge of the theory behind the art and the capabilities of their own body allows imaginative variations of basic techniques on the fly. Their knowledge of anatomy allows them to selectively disable parts of their opponent's body. If an expert leaves an opening, it is most likely a gambit to draw the opponent in. They have likely learned several advanced techniques.

B+: The variations that an Expert conceives have been perfected and added to this Expert's repertoire, to be used as spontaneously and effectively as the most basic of techniques. They have likely learned many advanced techniques.

(A) Master: Masters are the best-trained in Hakuda. In fact, masters are so well versed in hand-to-hand combat that most moves can be executed to devastating effect, leaving little option for defense to any who are not at least equal in skill. All of the basics and variations are applied with reflex-level spontaneity. Their understanding of force and balance allows them to attempt and recover from techniques that would leave a lesser artist on their face. The opponent's anatomy and movements are an open book, and the Master has complete control over how much force is used. Even a miss can have enough power behind it to cause area damage. They know all of the art's theory and probably all of the advanced techniques, and begin to experiment with concepts to advance both.

A+: With greater understanding of the underlying theory comes the beginning of surpassing simple knowledge. Masters at this level have probably developed variants of the advanced techniques and have a good chance of effectively doing so in the midst of combat.

(S) Grandmaster: Grandmasters have gone beyond mere training and techniques. Their full understanding of the art's theory allows insights that no lesser artist could conceive. Their body reacts as needed or desired with little, if any, thought required for any situation. This is not to say that they cannot be surprised by a clever tactic, but it is unlikely to be as effective, if at all, a second time. In terms of power, a touch can have the force of a bomb, merely sever a certain nerve, or devastate an area.

S+: One might say that a Grandmaster at this level has ascended to a different plane. Their grasp of the art's theory and its application is as instinctive as breathing. Their body moves as needed or desired without thought, leaving the full power of their mind to plot a course of action ... or consider what to have for dinner, if the opponent is sufficiently below their level. Their control of force is such that an opponent might not even feel the strike that injured them, or be left wondering how a graze on one side blew a hole in the other. Every apparent opening is a gambit. Every technique leads to a branching variety of others as if leading the opponent in a dance.
Last edited by Silverdrake on Sat Sep 09, 2017 7:06 pm, edited 8 times in total.
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Silverdrake
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Re: CBS Descriptions

#9

Post by Silverdrake » Wed Aug 09, 2017 1:55 pm

Hohou:
(E) Incompetent:

E+:

(D) Practitioner: Practitioners of quick movement techniques can maintain their fast movements for a short period of time, by seemingly taking only a few steps to bridge what would normally be a large distances. Those who are practitioners commonly use their knowledge of Hohou while engaging in combat to close the space between combatants, or make quick retreats when needed. Practitioners who maintain these high speeds for too long tend to become winded.

D+:

(C) Combatant: Average users of quick movement techniques can maintain fast movements for a lengthy period of time. Those who are practitioners commonly use their knowledge of Hohou while engaging in combat to effectively control their positioning around the battlefield and their opponent.

C+:

(B) Expert: Experts of the technique are considerably fast, and can maintain high speed movements for long periods of time. While not as fast as a master, they can keep up quite effectively. Some holding the title are faster than others, but, nonetheless, their application of the technique is highly advanced.

B+:

(A) Master: Masters are capable of maintaining high speed movements for extended periods of time while using the least amount of steps to achieve those movements. Masters are capable of using closing or creating gaps, between themselves and notably lesser opponents often before they are able to realize any movements were made. Additionally, their speed and reaction times are so great that even when hit they can retaliate almost immediately after making contact.

A+: In addition to the abilities and skills of normal masters, masters that have achieved this level have also proven themselves capable of leaving afterimages behind in the wake of their high-speed movements. This often makes disguising their whereabouts and confusing slower opponents easy.

(S) Grandmaster: Grandmasters have transcended all formal understandings of speed prior to this level. In fact, the extent of their capabilities is so great that most movements become difficult if not impossible to comprehend without complete focus. Grandmasters have also been known to be capable of creating at most 5 clones of themselves at once. These clones are indistinguishable from the user's true self and mimic their movements, but they do not last long.

S+: At this level, a deep and very intimate understanding movement in all forms is astoundingly clear. The extent of their capabilities is so great that most movements become a chore to keep up with, even for some masters of hohou. Furthermore, after ascending to this level these practitioners are capable creating at most 10 clones of themselves at once. These clones are indistinguishable from the user's true self and mimic their movements,and are capable of lasting for an extended period of time.
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