~Appearance~

Full Name: Faide
Alias/Famous Name: Famous name or alias your character is known by)
Age: 24
Gender: Male
Seishou Affinity: Nature
Race: Fairy Human
Weapon(s) of Choice: 100 lb Draw Yewen Bow (Overview)-
A bow made from disparate materials laminated together, usually applied under tension for greater power while having a smaller normal size. The animal glue traditionally used can lose strength in humid conditions and be quickly ruined by submersion.
Normally small bows to be used on mounts and chariots but have great hitting power due to the design. A 100 lb Draw Composite Bow that is able to shoot an average arrow at speeds of 153 mps with the accuracy of the user's ability.
Keepsake: none
Keepsake Grade: none
Keepsake Effect: none
~Personal Background~
Height: 5'10
Weight: 130lbs
Hair: Brown
Eyes: (Brown
Personality: Easy and Outgoing
Physical Build: Average
Family: People of Elderaan
Affiliation: Elves, Spirits of Elderaan, Magic Council
Bio/History: Will develop through story
~Magic~
none
~Special Abilities~
o Web Shot
Rank: "B"
Effect: User shoots multiple arrows at an opponent attached to wire used to pin an opponent down and trap them.
Special: ---
Drawback: ---
Description: User is able to use Shower of Arrows or any other Rapid fire type techniques along with Web Shot. User must have wires already attached to the Arrows (or Bolts) if they wish to perform this technique. User fires a volley of arrows that hits areas past the opponent in which then traps the opponent tying them down making it difficult to escape. The curve shot allows the arrows to curve out and hit other areas or allows the arrows to wrap around the opponent with the wire.
Limit: Must be an Archer, Must know Rapid Shot, Must know Curve Shot, Must know Ranged Pin.
o Ranged Sunder
Rank: "S"
Effect: Perhaps one of the most powerful and underappreciated techniques within Archer ’s set of skills. This technique allows a user the capability of piercing through overview weapons (non special weapons).
Special: ---
Drawback: ---
Description: A powerful technique used within the Archer's arsenal. They are able to manipulate the arrow in such a way to where it is able to break and snap through overview weapons. This is for any and all overview weapons as the arrow is empowered with such force that it snaps and shatters the overview weapons. The arrow will fall however afterwards. User is only able to perform this technique once every round.
Limit: Must be an Archer, Must know Ranged Pin
+ Wind Breaker
Rank: "B"
Effect: User is able to shoot an arrow to where it is able to move slightly due to the force or ability enabling the arrow to divert from incoming projectiles
Special: ---
Drawback: Only works at half the distance the user is able to shoot proficiently. May not use with Earth Breaker and/or Water Breaker
Description: When the user performs this technique they launch the arrow with great precision and power that it spins violently. This spinning action creates a current along the arrow that whenever an oncoming projectile is launched to stop the arrow, the wind currents will hit the weapon first while the weapon diverts away from the weapon. User must mess with the fletching of the arrow first.
Limit: Must be an Archer, Must know Ranged Sunder, Must know Spinning Shot
+ Earth Breaker
Rank: "B"
Effect: User is able to shoot an arrow with such strength or ability that it is able to glide through stone as if it was air.
Special: ---
Drawback: Only works at half the distance the user is able to shoot proficiently. May not use with Wind Breaker and/or Water Breaker
Description: A drilling like technique. When the user performs this technique they launch the arrow with great precision and power that it spins violently. The spinning action creates a current of force along the arrow that whenever it hits the earth it continues to keep going through. The force pushes the earth away in a drilling movement as the arrow continues. User must mess with the fletching of the arrow first. This technique is able to pass through "C" Rank defenses.
Limit: Must be an Archer, Must know Ranged Sunder
+ Water Breaker
Rank: "B"
Effect: User is able to shoot an arrow with such strength or ability that it is able to glide through water as if it was air.
Special: ---
Drawback: Only works at half the distance the user is able to shoot proficiently. May not use with Earth Breaker and/or Wind Breaker
Description: A drilling like technique. When the user performs this technique they launch the arrow with great precision and power that it spins violently. The spinning action creates a current of force along the arrow that whenever it hits the water it continues to keep going through. The force pushes the water away in a drilling movement as the arrow continues. User must mess with the fletching of the arrow first. This technique is able to pass through "C" Rank defenses.
Limit: Must be an Archer, Must know Ranged Sunder
+ Marksman
Rank: "S"
Effect: A Coupe de Grace technique. The user sacrifices a full round aiming at an opponent. When the next round comes along the user is able to hit a vital point with such accuracy and such steadiness it is capable of dropping a man dead in its tracks.
Special: ---
Drawback: ---
Description: The user holds their movements for the round waiting and observing. The user looks for any and all vital areas within the body that would instantly take down an opponent. By the next round the user has found that vital and open spot. The user then releases the arrow as it will sail and find its mark taking down the opponent. With this technique the user is able to shoot through "S" Rank worth of Defense when the user first learns this technique. The user is able to increase the damage and power of this technique by continuously learning the technique. Each time the user learns this technique the power increases by 1 rank starting at "S" + "D" Rank of power. If the user is moving around they may only perform this technique within half of their proficiency. However if the user knows Show on the Run they are able to perform this technique within the ability of Shot on the Run.
Limit: Must be an Archer, Must know Ranged Sunder Must have mastered Archery
* String-less Arrow
Rank: "C"
Effect: This technique allows the user to take an arrow and hurl it with enough power as if they were using a bow at someone within the distance of 10 meters.
Special: ---
Drawback: ---
Description: A Close combat technique. The Bow or Crossbow is the main weapon for the Archer. Without this weapon there could be some complications for the Archer especially in close combat. This technique helps against the hindrances of close combat. The user is able to take an arrow and is able to hurl it at an opponent as if they were using a bow. The user is however only able to throw at targets within 10 meters. The user also follows the same basic principles as an Archer even without the bow such as is able to throw 2 arrows per movement and use other techniques to correspond with this technique however only within 10 meters of distance.
Limit: Must be an Archer, Must know Precise Shot.
o Storm of Throws
Rank: "C"
Effect: This technique allows the user to literally throw their bolts or arrows at great speed and action as if they were indeed using a bow within the distance of 10 meters.
Special: ---
Drawback: ---
Description: The Manyshot of String-less Arrow. The user is able to take an extra arrow and hurl it with the same precision and strength as String-less arrow within the distance of 10 meters. Same basics apply as Manyshot such as only able to perform once every movement and the number of arrows increase by 1 after "D" Class. An "S" Class user is able to hurl 6 arrows at an opponent within close range of 10 meters.
Limit: Must be an Archer, Must know String-less Arrow.
* Knockback Shot
Rank: "C"
Effect: This technique allows the user to hit the opponents they wish that are standing within thirty meters of his threat range with great power.
Special: ---
Drawback: ---
Description: The user is able to launch their projectile with such fierceness that when it hits the opponent it knocks the opponent back into the distance. This technique may be used to knock down other opponents as well or lure other opponents out if the time is needed. Depending on the user's Class level depends on the knock back power of this technique.
o "D" Class - 5 Meters Knock back
o "C" Class - 10 Meters Knock back
o "B" Class - 20 Five Meters Knock back
o "A" Class - 35 Meters Knock back
o "S" Class - 55 Meters Knock back
Limit: Must be an Archer, Must know Rapid Shot
o Knock-up Shot
Rank:
Effect: A technique that launches an opponent upwards instead of straight back.
Special: ---
Drawback: ---
Description: This technique allows the user to shoot down against the floor giving a burst effect against the ground in which knocks the opponent upwards to the sky allowing the user to volley an array of arrows into the opponent. Depending on the user's Class level depends on the knock back power of this technique.
+ "D" Class - 5 Meters Knock back
+ "C" Class - 10 Meters Knock back
+ "B" Class - 15 Five Meters Knock back
+ "A" Class - 20 Meters Knock back
+ "S" Class - 25 Meters Knock back
Limit: Must be an Archer, Must know Knockback Shot
* Defensive Shot
Rank: "D", "C", "B", "A", "S"
Effect: A technique in which if the user has his sights set on a target ready to attack, the senses of the Archer is so in tuned with his surroundings the user is unable to be flanked.
Special: ---
Drawback: The user may only learn this technique by the class that they are. This means that in order to learn the "C" Rank version they must be "C" Class, if they wish to learn the "B" Rank version they must be "B" Class.
Description: A technique where the subconscious mind, where the subconscious body reacts just as they are attacked while flanked or while their back is turn. The body reacts in such a way to where they are capable of withstanding so much. This technique makes it where the Boxer is incapable of being surprised attacked, a sudden second sense kicks in as their body screams out to them yelling at them telling them to move, duck, dodge or anything else within that manner. This works on whenever they are being attacked. This technique however has a major flaw. The user is capable of dodging only whenever the opponent's class is equal or lower to that of the rank of the technique they know. This means that a "D" Class user that knows this technique cannot use this against an opponent that is "C" Class or higher.
Limit: Must be an Archer
o Arrow Stab
Rank: "C"
Effect: A technique in which the user takes his arrow and stabs an opponent with it if within arm’s length reach, and then firing that same arrow without any of these taking up the movement needed to fire an arrow.
Special: ---
Drawback: Cannot be used in conjunction with Rapid Shot
Description: A useful technique for close combat. This technique helps the user as they are able to take an arrow, then stab the opponent with the arrow at arm's length, and finally shoot that same arrow within the same time length as if they were simply firing an arrow.
Limit: Must be an Archer, Must know Defensive Shot "D"
o Reactive Shot
Rank: "B"
Effect: Your trigger finger reacts faster than your mind.
Special: ---
Drawback: Cannot be used in conjunction with Rapid Shot
Description: When carrying a loaded crossbow or ready bow the user may attack with that item without it taking a single movement at the beginning of the round. May only be used at the beginning of the round as it barely starts and not at any other time. Technique only performed with the single arrow. User may not perform this technique with other techniques that deal with multiple arrows.
Limit: Must be an Archer, Must know Defensive Shot "D"
* Mobile Shot
Rank: "D", "C", "B", "A", "S"
Effect: A technique that allows a user to be more aware of his surroundings against opponents that may be able to hit him with close range such as sword and fist.
Special: ---
Drawback: The user is only capable of predicting movements’ one rank below then what they have learned. The user is only capable of predicting movements that are Physical Based. Any other type of movements cannot be predicted.
Description: The way this technique works is that the user observes certain points of areas of the opponent's body such as the shoulders, thighs, and hips. Since attacks are focused on these points they are capable of making educational guesses towards points of contact that may occur within these certain points. This type of technique is a study where the user is capable of watching an opponent's movements for a brief moment of time predicting physical techniques. When the user first learns this technique they are capable of predicting techniques of "D" Rank capability. When the user learns the "B" Rank version of this technique they are only capable of predicting techniques of "C" Rank capability. When the user learns the "A" Rank version of this technique they are only capable of predicting techniques of "B" Rank capability. When the user learns the "S" Rank version of this technique they are only capable of predicting techniques of "A" Rank capability.
Limit: Must be an Archer
* Cover Fire
Rank: "C"
Effect: A cover fire technique that is used to bring opponents at bay for other attacks or diversion.
Special: ---
Drawback: Technique is not precise and the user is able to shoot only at half their distance.
Description: A technique that allows the user to fire at multiple opponents firing randomly to the opponents in order to create a “cover” fire for the user’s allies. This technique allows the user to fire one extra arrow per movement as cover fire. If the user knows Shot on the Run the user is able to shoot at the distance it permits.
Limit: Must be an Archer, Must know Point Blank Shot
o Lay Down Fire
Rank: "C"
Effect: A technique in which the user is capable of using “Cover Fire” while taking aim at a few opponents depending the Class of the user.
Special:
Drawback: Depending on the user’s class level depends on the capabilities the user has within this technique.
Description: A technique where the user is able to aim at opponents while performing the Cover Fire technique. User is able to shoot at that opponent within the full distance proficiency they are able to shoot. When the user learns this technique and is a "D" Class character they are able to aim at 1 opponent. When the user is any class higher than "D" the number of opponents increase by 1. This gives a total of 5 opponents.
Limit: Must be an Archer, Must know Cover Fire
* Curving Shot
Rank: "C"
Effect: User is able to make their arrow curve around an area to try and hit the opponent.
Special: ---
Drawback: The arrow is unable to curve at sharp turns. Arrow may curve once in one direction.
Description: The character alters the fletching of an arrow and aims carefully, so that the shot curves around to ignore a target’s cover, such as the one provided by another creature in melee, a tower shield or other cover that can be bypassed from a different direction.
Limit: Must be an Archer, Must know Point Blank Shot
* Subduing Shot
Rank: "C"
Effect: User is able to remove the arrowhead of the arrow or bolt in order to subdue the opponent.
Special: ---
Drawback: ---
Description: The character removes the arrowhead in a way that the arrow remains its balance. The character can deal subdual damage with such an altered arrow if he does not have blunt arrows in his quiver. A good technique if the user doesn't wish to purchase arrows that do the same effect. Technique hits the opponent with bludgeoning damage.
Limit: Must be an Archer, Must know Point Blank Shot
* Unstoppable Arrow
Rank: "B"
Effect: The Archer does not worry when confronted with heavily-armored foes, for he knows that an arrow through the eye slit will put the lie to the knight’s overconfidence.
Special: ---
Drawback: ---
Description: A technique that is so precise that allows the user to shoot an arrow into the eye slit of a knight's armor within the distance of half of their proficiency. If the user knows Shot on the Run the distance increases to that of Shot on the Run. User must take the time and aim for a total of 2 movements in order to make this technique work.
Limit: Must be an Archer, Must know Point Blank Shot
* One Arrow, Two Lives
Rank: "B"
Effect: A technique that allows the user to launch a single to cut through a person while piercing the person behind him.
Special: ---
Drawback: ---
Description: Though he is often small in stature, the Archer is mighty in spirit, a spirit which guides his arrows and invests them with immeasurable power. Though he is often small in stature, the Archer is mighty in spirit, a spirit which guides his arrows and invests them with immeasurable power. User is only able to perform this technique at half their proficiency no matter what. User is able to destroy pierce through "B" rank worth of defense as well as cause double the amount of piercing damage through armor. User may use any techniques that may increase the power of this technique for smashing through seishou related defense.
Limit: Must be an Archer, Must know Point Blank Shot
* Sniper‘s Eye
Rank: "A"
Effect: You have a keen eye and know just how to take advantage of an ambush.
Special: ---
Drawback: ---
Description: User's Archery attacks are 1 Rank more powerful than normal during ambushes. This means that a "D" Rank technique during an ambush becomes a "C" Rank technique. An "S" Rank technique then becomes an "S" + "D" Rank technique as well. User is able to perform this technique with any other technique that increases the user's power as long as they are not the same in ability.
Limit: Must be an Archer, Must have mastered Archery.
* Hunter‘s Sight
Rank: "S"
Effect: Allows the user to see through darkness and simple smoke.
Special: ---
Drawback:
Description: Maintaining visual confirmation of a target is one of the most important hallmarks of the Archer. Therefore, obviously, one of the most effective methods of defending against one who seeks to strike from afar would be to obstruct the Archer's vision by using darkness or simple non seishou related smoke. The user trains in obscure locations within darkness and Smoke so that their eyes may be able to adjust quickly to the different changes. This technique does have a minor drawback as it takes 2 movements in order for the eyes to adjust to the change in environment.
Limit: Must be an Archer , Must have mastered Archery.
* Phoenix Thrust
Rank: "B"
Effect: User is able to grab an opponent while holding their bow or crossbow and launch an arrow at extreme close range.
Special: ---
Drawback: ---
Description: The user attempts to grab their enemy by the throat with their “bow-hand” while retracting the bowstring at the same time. If they succeed in their grab, they will fire an arrow that will go straight for the throat, the opponents movements temporarily sealed. This can also be carried without actually grabbing the opponent, but with a chance of the opponent managing to avoid.
Limit: Must be an Archer, Must know Precise Shot
~Extra~
* Arō (Arrow)
Rank: "C"
Effect: A long thin missile pointed at one end and usually with feathers at the other, fired from a bow.
Drawback: Somewhat easy to break. Somewhat easy to lose if not used properly.
Description: The arrow is an item that measures to be a good two-and-a-half to three feet in length with a centimeter diameter. Arrows created from carbon fiber or out of hard, sturdy yet dynamic wood. Created to be completely smooth the Arrow is divided into three parts. The Arrowhead, the deadly part of the arrow used to puncture the skin using a sharp Arrowhead. The shaft of the arrow is used for distance. Traditional arrow shafts are made from lightweight wood, bamboo or reeds, while modern shafts may be made from aluminum or carbon fiber reinforced plastic used to let the arrow sail without completely collapsing to the floor. The Fletching is the part that gives the arrow the speed and extra power in distance by allowing the arrow better control of moving in a straight line. All three is needed to better the arrow, to give it the power needed to take down game. The arrow is created using the knowledge of aerodynamics.
* Boruto (Bolt)
Rank: "C"
Effect: A short arrow for use with a crossbow. A long thin missile pointed at one end and usually with feathers at the other, fired from a crossbow.
Drawback: Heavier, yet smaller, and for that they are easy to lose within combat.
Description: Picture The bolt is an item that measures to be a good one to one and a half feet in length with a centimeter diameter. Bolts created from carbon fiber or out of hard, sturdy and strong wood. Created to be completely smooth the Bolt is divided into three parts. The Arrowhead, the deadly part of the arrow used to puncture the skin using a sharp Arrowhead. The shaft of the arrow is used for distance. The Shaft is the part that is created out of wood or carbon fiber used to let the arrow sail without completely collapsing to the floor. The Fletching is the part that gives the arrow the speed and extra power in distance by allowing the arrow better control of moving in a straight line. All three is needed to better the arrow, to give it the power needed to take down game. Bolts and arrows have different flight characteristics. Bolts fall at the same rate, independent of the speed of flight. Arrows, in contrast, depend on gaining lift in flight, and hence have their centre of balance at a point about 9% of their length forward of their center. This is called "point planning". The bolt is created using the knowledge of strength and force. This means a heavier bolt propelled by a strong force.
* Bullet Point Arrowhead
Rank: "C"
Type: Secondary, Weapon, 10 per Slot, Arrowhead
Effect: A penetrating arrowhead used to insert a small wound into an opponent's body.
Drawback: Easy to remove for the opponent and stop the bleeding.
Description: Picture Bullet point arrowheads are used in competition archery. These arrowheads are shaped like the tip of a bullet and are designed to easily penetrate competition targets while doing the least amount of damage and being easily removed.
* Blunt Point Arrowhead
Rank: "C"
Effect: An arrow head used to stop an opponent without causing serious harm or puncturing the opponent.
Drawback: ---
Description: Picture Unsharpened arrowheads occasionally used for types of target shooting, for shooting at stumps or other targets of opportunity, or hunting small game when the goal is to stun the target without penetration. Blunts are commonly made of metal or hard rubber. They may stun, and occasionally, the arrow shaft may penetrate the head and the target; safety is still important with blunt arrows.
* Field Point Arrowhead
Rank: "C"
Effect: Similar versions as the bullet point however not used very often as they are mainly used for practice.
Drawback: ---
Description: Picture Similar to Bullet Point and have a distinct shoulder, so that missed outdoor shots do not become as stuck in obstacles such as tree stumps. They are also used for shooting practice by hunters, by offering similar flight characteristics and weights as broadheads, without getting lodged in target materials and causing excessive damage upon removal.
* Judo Point Arrowhead
Rank: "C"
Effect: An arrowhead used on small game and practice. Used to catch debris. If put a point it can catch more of the insides a body.
Drawback:
Description: Picture Judo points have spring wires extending sideways from the tip. These catch on grass and debris to prevent the arrow from being lost in the vegetation. Used for practice and for small game.
* Fish Point Arrowhead
Rank: "C"
Effect: Mostly used for fishing. A spear like arrowhead that latches the insides of a body.
Drawback: Difficult to take out, could cause tearing.
Description: Picture Some arrowheads are specifically designed for the purpose of spearing fish. These fish-point arrowheads have a long point that is spring-loaded or spiked with barbs to hold the fish in place. A fishing line is attached to the rear of the head so the fisherman can reel the fish in after striking it with the arrow.
* Broad Head Point Arrowhead
Rank: "C"
Effect: Arrowhead to cause the most amount of damage and highest amount of piercing ability.
Drawback: Difficult to remove, can rip flesh when coming out.
Description: Picture Broadheads were used for war and are still used for hunting. Medieval broadheads could be made from steel, sometimes with hardened edges. They usually have two to four sharp blades that cause massive bleeding in the victim. Their function is to deliver a wide cutting edge so as to kill as quickly as possible by cleanly cutting major blood vessels, and cause further trauma on removal. They are expensive, damage most targets, and are usually not used for practice.
* Mechanical Blade Arrowhead
Rank: "C"
Effect: A mechanism arrowhead that shoots out cutting edges to grapple into a body
Drawback: Difficult to remove, can rip flesh when coming out.
Description: Picture Some broadhead arrowheads have mechanical blades that are held back against the ferrule in a retracted position until the arrow strikes its target. Once the tip impacts the surface, the cutting edges of the blades expand. Use this type of arrowhead with bows rated 50 lbs. or higher. A strong bow like this is needed to create the extra energy needed to expand the blades upon impact.
* Fragmentation (Lesser) Arrowhead
Rank: "B"
Effect: An arrowhead that creates a small explosion after making contact.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: The fragmentation arrowhead is an anti-personnel weapon that is designed to disperse shrapnel upon exploding. The body is made of hard plastic or steel. These grenades were sometimes classed as defensive grenades because the effective casualty radius of some matched or exceeded the distance they could be thrown, thus necessitating them being thrown from behind cover. It acts like a depowered Fragmentation Grenade and has kill diameter of 5 meters with a wounding diameter of 15 meters from the blast point of the attack. Some cases of having a casualty radius of 30-45 meters.
Limit: Can be bought at any Weapon.
Cost: 400 Ryo per Arrowhead; 4,000 Ryo per Slot
o Fragmentation Timer Arrowhead
Rank: "B"
Effect: An arrowhead that explodes after a period of time after making contact.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: The fragmentation arrowhead is an anti-personnel weapon that is designed to disperse shrapnel upon exploding. The body is made of hard plastic or steel. These grenades were sometimes classed as defensive grenades because the effective casualty radius of some matched or exceeded the distance they could be thrown, thus necessitating them being thrown from behind cover. An arrowhead that explodes after 6 seconds after making contact with an object. It acts like a depowered Fragmentation Grenade and has kill diameter of 5 meters with a wounding diameter of 15 meters from the blast point of the attack. Some cases of having a casualty radius of 30-45 meters.
o Fragmentation (Greater) Arrowhead
Rank: "B"
Effect: An arrowhead that creates a large explosion after making contact.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: The fragmentation arrowhead is an anti-personnel weapon that is designed to disperse shrapnel upon exploding. The body is made of hard plastic or steel. These grenades were sometimes classed as defensive grenades because the effective casualty radius of some matched or exceeded the distance they could be thrown, thus necessitating them being thrown from behind cover. It acts like a Fragmentation Grenade and has kill radius of 5 meters with a wounding radius of 15 meters from the blast point of the attack. Some cases of having a casualty radius of 30-45 meters.
* Concussion (Lesser) Arrowhead
Rank: "B"
Effect: An arrowhead that creates a small explosion after making contact.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: The concussion arrowhead is an anti-personnel device that is designed to damage its target with explosive power alone. Compared to fragmentation arrowhead, the explosive filler is usually of a greater weight and volume. The case is far thinner and is designed to fragment as little as possible. The overpressure produced by this arrowhead when used in enclosed areas is greater than that produced by the fragmentation arrowhead. Therefore, it is especially effective in enclosed areas. It acts like a depowered Concussion Grenade and has kill diameter of 5 meters with a wounding diameter of 15 meters from the blast point of the attack.
o Concussion Timer Arrowhead
Rank: "B"
Effect: An arrowhead that explodes after a period of time after making contact.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: The concussion arrowhead is an anti-personnel device that is designed to damage its target with explosive power alone. Compared to fragmentation arrowhead, the explosive filler is usually of a greater weight and volume. The case is far thinner and is designed to fragment as little as possible. The overpressure produced by this arrowhead when used in enclosed areas is greater than that produced by the fragmentation arrowhead. Therefore, it is especially effective in enclosed areas. An arrowhead that explodes after 6 seconds after making contact with an object. It acts like a depowered Concussion Grenade and has kill diameter of 5 meters with a wounding diameter of 15 meters from the blast point of the attack.
o Concussion (Greater) Arrowhead
Rank: "B"
Effect: An arrowhead that creates a large explosion after making contact.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: The concussion arrowhead is an anti-personnel device that is designed to damage its target with explosive power alone. Compared to fragmentation arrowhead, the explosive filler is usually of a greater weight and volume. The case is far thinner and is designed to fragment as little as possible. The overpressure produced by this arrowhead when used in enclosed areas is greater than that produced by the fragmentation arrowhead. Therefore, it is especially effective in enclosed areas. It acts like a Concussion Grenade and has kill radius of 5 meters with a wounding radius of 15 meters from the blast point of the attack.
* Smoke (Lesser) Arrowhead
Rank: "B"
Effect: An arrowhead that creates a small smokescreen after making contact.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: Smoke Arrowhead are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and screening devices for unit movement. Two main types exist, colored smoke (for signaling) and screening smoke. It acts like a minor Smoke grenade that fills an area diameter of 15 meters with thick smoke. The smoke may come in different colors if the user wishes. Different color smoke could be used for information value if need.
o Smoke Timer Arrowhead
Rank: "B"
Effect: An arrowhead that creates a small smokescreen after making contact.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: Smoke Arrowhead are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and screening devices for unit movement. Two main types exist, colored smoke (for signaling) and screening smoke. An arrowhead filled a concoction that releases an amount of smoke in 6 seconds after it makes contact with an object. It acts like a minor Smoke grenade that fills an area diameter of 15 meters with thick smoke. The smoke may come in different colors if the user wishes. Different color smoke could be used for information value if need.
o Smoke (Greater) Arrowhead
Rank: "B"
Effect: An arrowhead that creates a large smokescreen after making contact.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: Smoke Arrowhead are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and screening devices for unit movement. Two main types exist, colored smoke (for signaling) and screening smoke. It acts like a Smoke grenade that fills an area radius of 15 meters with thick smoke. The smoke may come in different colors if the user wishes. Different color smoke could be used for information value if need.
* Flash Bang Arrowhead
Rank: "B"
Effect: An arrowhead that creates a Flash Bang after making contact.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: An arrowhead also known as the Stun Arrowhead, and used as a non-lethal weapon. These arrowheads are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses. When making contact it releases a flash of light that momentarily activates all light sensitive cells in the eye, making vision impossible for approximately 5 seconds until the eye restores itself to its normal, un-stimulated state. The incredibly loud blast produced by the grenade adds to its incapacitating properties by disturbing the fluid in the ear which also lasts approximately 5 seconds until the ear restores itself to its normal, un-stimulated state The flash bang has a radius damage of 15 meters.
* Container Arrowhead
Rank: "B"
Effect: An arrowhead used to carry a poison of some kind inside using herbs, animal parts, or even mixtures.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 10 meters of shooting distance while using this arrowhead.
Description: Container arrowheads are made out of glass that holds and contains one usage of an herbal part, animal part, or a mixture. These containers break on contact and release the concoction.
* Goo Arrowhead
Rank: "B"
Effect: An arrowhead that explodes after contact releasing an adhesive-like substance to incapacitate opponents.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. Problems with this Goo Arrowhead are the serious risk of smothering the subject, skin clean-up, and capable of being cut through once it hardens. Flammable. User looses 10 meters of shooting distance while using this arrowhead.
Description: Sticky foam is an incapacitate, used when less lethal force is required, consisting of various extremely tacky and/or tenacious materials carried in compressed form with a propellant and used to block, entangle, and impair individuals. A sticky foam placed and conducted in a small arrowhead the size of one inch in diameter. When thrown the capsule explodes out releasing the foam capable of covering a good 1 meter. Takes an amount of 1 round to harden.
* Extinguisher Arrowhead
Rank: "B"
Effect: An arrowhead that explodes after contact releasing a concoction that is used to extinguish fires.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. User looses 10 meters of shooting distance while using this arrowhead.
Description: An extinguisher arrowhead that is an active fire protection device used to extinguish or control small fires, often in emergency situations. The moment it makes contact it releases a concoction that extinguishes small fires almost instantly by spraying in a 5 meter diameter all around from the point of contact.
* Ice (Lesser) Arrowhead
Rank: "B"
Effect: An arrowhead that explodes releasing a massive amount of ice capable of incasing a small area in ice.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: An arrowhead that explodes releasing a mass amount of normal ice in a large area the moment it makes contact with an object. The moment the ice arrowhead explodes it releases a massive ball of ice spikes outwards from the point of origin. The Ice Arrowhead has a complete entrapment distance of 5 meters diameter, with a wounding/limb entrapment of 15 meter diameter.
Limit: Can be bought at any Weapon.
Cost: 400 Ryo per Arrowhead; 4,000 Ryo per Slot
o Ice (Greater) Arrowhead
Rank: "B"
Effect: An arrowhead that explodes releasing a massive amount of ice capable of incasing a large area in ice.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: An arrowhead that explodes releasing a mass amount of normal ice in a large area the moment it makes contact with an object. The moment the ice arrowhead explodes it releases a massive ball of ice spikes outwards from the point of origin. The Ice Arrowhead has a complete entrapment distance of 5 meters radius, with a wounding/limb entrapment of 15 meter radius.
* Fire (Lesser) Arrowhead
Rank: "B"
Effect: An arrowhead that explodes releasing a massive amount of fire capable of incasing a small area in fire.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: An arrowhead that explodes releasing a mass amount of normal burning fire in a small area the moment it makes contact with an object. The moment the fire arrowhead explodes it releases a massive ball of fire outwards from the point of origin. The fire arrowhead has a death distance with fire within 5 meters diameter while having a severe burning/wounding distance of 15 meters diameter within the point of origin.
o Fire (Greater) Arrowhead
Rank: "B"
Effect: An arrowhead that explodes releasing a massive amount of fire capable of incasing a large area in fire.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: An arrowhead that explodes releasing a mass amount of normal burning fire in a larger area the moment it makes contact with an object. The moment the fire arrowhead explodes it releases a massive ball of fire outwards from the point of origin. The fire arrowhead has a death distance with fire within 5 meters radius while having a severe burning/wounding distance of 15 meters radius within the point of origin.
* Water (Lesser) Arrowhead
Rank: "B"
Effect: An arrowhead that explodes releasing a massive amount of water capable of dousing a small area with water.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: An arrowhead that explodes releasing a mass amount of normal water in a small area instantly the moment it makes contact with an object with such strength able to knock an opponent back. The moment the water arrowhead explodes it releases a massive ball of water capable of knocking opponents back 10 meters while dousing them in water. The water has a knock back distance within 5 meters diameter from the point of origin while a dousing distance of 15 meters in diameter from the point of origin.
o Water (Greater) Arrowhead
Rank: "B"
Effect: An arrowhead that explodes releasing a massive amount of water capable of dousing a large area with water.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: An arrowhead that explodes releasing a mass amount of normal water in a large area instantly the moment it makes contact with an object with such strength able to knock an opponent back. The moment the water arrowhead explodes it releases a massive ball of water capable of knocking opponents back 10 meters while dousing them in water. The water has a knock back distance within 5 meters radius from the point of origin while a dousing distance of 15 meters in radius from the point of origin.
* Flare Arrowhead
Rank: "B"
Effect: An arrowhead that explodes as it sours into the air releasing a bright light used for signaling.
Drawback: Unable to be retrieved. User looses 10 meters of shooting distance while using this arrowhead.
Description: A flare, also sometimes called a fusee, is a type of pyrotechnic that produces a brilliant light or intense heat without an explosion. Flares are used for signaling, illumination, or defensive countermeasures in civilian and military applications. Flares may be ground pyrotechnics, projectile pyrotechnics, or parachute-suspended to provide maximum illumination time over a large area. After 10 meters of being shot the flare lights up quickly and releases the illumining light that is able to brighten up a vast range of 50 meters diameter. May come in different colors and stays light for an amount of 4 rounds.

Full Name: Faide
Alias/Famous Name: Famous name or alias your character is known by)
Age: 24
Gender: Male
Seishou Affinity: Nature
Race: Fairy Human
Weapon(s) of Choice: 100 lb Draw Yewen Bow (Overview)-
A bow made from disparate materials laminated together, usually applied under tension for greater power while having a smaller normal size. The animal glue traditionally used can lose strength in humid conditions and be quickly ruined by submersion.
Normally small bows to be used on mounts and chariots but have great hitting power due to the design. A 100 lb Draw Composite Bow that is able to shoot an average arrow at speeds of 153 mps with the accuracy of the user's ability.
Keepsake: none
Keepsake Grade: none
Keepsake Effect: none
~Personal Background~
Height: 5'10
Weight: 130lbs
Hair: Brown
Eyes: (Brown
Personality: Easy and Outgoing
Physical Build: Average
Family: People of Elderaan
Affiliation: Elves, Spirits of Elderaan, Magic Council
Bio/History: Will develop through story
~Magic~
none
~Special Abilities~
o Web Shot
Rank: "B"
Effect: User shoots multiple arrows at an opponent attached to wire used to pin an opponent down and trap them.
Special: ---
Drawback: ---
Description: User is able to use Shower of Arrows or any other Rapid fire type techniques along with Web Shot. User must have wires already attached to the Arrows (or Bolts) if they wish to perform this technique. User fires a volley of arrows that hits areas past the opponent in which then traps the opponent tying them down making it difficult to escape. The curve shot allows the arrows to curve out and hit other areas or allows the arrows to wrap around the opponent with the wire.
Limit: Must be an Archer, Must know Rapid Shot, Must know Curve Shot, Must know Ranged Pin.
o Ranged Sunder
Rank: "S"
Effect: Perhaps one of the most powerful and underappreciated techniques within Archer ’s set of skills. This technique allows a user the capability of piercing through overview weapons (non special weapons).
Special: ---
Drawback: ---
Description: A powerful technique used within the Archer's arsenal. They are able to manipulate the arrow in such a way to where it is able to break and snap through overview weapons. This is for any and all overview weapons as the arrow is empowered with such force that it snaps and shatters the overview weapons. The arrow will fall however afterwards. User is only able to perform this technique once every round.
Limit: Must be an Archer, Must know Ranged Pin
+ Wind Breaker
Rank: "B"
Effect: User is able to shoot an arrow to where it is able to move slightly due to the force or ability enabling the arrow to divert from incoming projectiles
Special: ---
Drawback: Only works at half the distance the user is able to shoot proficiently. May not use with Earth Breaker and/or Water Breaker
Description: When the user performs this technique they launch the arrow with great precision and power that it spins violently. This spinning action creates a current along the arrow that whenever an oncoming projectile is launched to stop the arrow, the wind currents will hit the weapon first while the weapon diverts away from the weapon. User must mess with the fletching of the arrow first.
Limit: Must be an Archer, Must know Ranged Sunder, Must know Spinning Shot
+ Earth Breaker
Rank: "B"
Effect: User is able to shoot an arrow with such strength or ability that it is able to glide through stone as if it was air.
Special: ---
Drawback: Only works at half the distance the user is able to shoot proficiently. May not use with Wind Breaker and/or Water Breaker
Description: A drilling like technique. When the user performs this technique they launch the arrow with great precision and power that it spins violently. The spinning action creates a current of force along the arrow that whenever it hits the earth it continues to keep going through. The force pushes the earth away in a drilling movement as the arrow continues. User must mess with the fletching of the arrow first. This technique is able to pass through "C" Rank defenses.
Limit: Must be an Archer, Must know Ranged Sunder
+ Water Breaker
Rank: "B"
Effect: User is able to shoot an arrow with such strength or ability that it is able to glide through water as if it was air.
Special: ---
Drawback: Only works at half the distance the user is able to shoot proficiently. May not use with Earth Breaker and/or Wind Breaker
Description: A drilling like technique. When the user performs this technique they launch the arrow with great precision and power that it spins violently. The spinning action creates a current of force along the arrow that whenever it hits the water it continues to keep going through. The force pushes the water away in a drilling movement as the arrow continues. User must mess with the fletching of the arrow first. This technique is able to pass through "C" Rank defenses.
Limit: Must be an Archer, Must know Ranged Sunder
+ Marksman
Rank: "S"
Effect: A Coupe de Grace technique. The user sacrifices a full round aiming at an opponent. When the next round comes along the user is able to hit a vital point with such accuracy and such steadiness it is capable of dropping a man dead in its tracks.
Special: ---
Drawback: ---
Description: The user holds their movements for the round waiting and observing. The user looks for any and all vital areas within the body that would instantly take down an opponent. By the next round the user has found that vital and open spot. The user then releases the arrow as it will sail and find its mark taking down the opponent. With this technique the user is able to shoot through "S" Rank worth of Defense when the user first learns this technique. The user is able to increase the damage and power of this technique by continuously learning the technique. Each time the user learns this technique the power increases by 1 rank starting at "S" + "D" Rank of power. If the user is moving around they may only perform this technique within half of their proficiency. However if the user knows Show on the Run they are able to perform this technique within the ability of Shot on the Run.
Limit: Must be an Archer, Must know Ranged Sunder Must have mastered Archery
* String-less Arrow
Rank: "C"
Effect: This technique allows the user to take an arrow and hurl it with enough power as if they were using a bow at someone within the distance of 10 meters.
Special: ---
Drawback: ---
Description: A Close combat technique. The Bow or Crossbow is the main weapon for the Archer. Without this weapon there could be some complications for the Archer especially in close combat. This technique helps against the hindrances of close combat. The user is able to take an arrow and is able to hurl it at an opponent as if they were using a bow. The user is however only able to throw at targets within 10 meters. The user also follows the same basic principles as an Archer even without the bow such as is able to throw 2 arrows per movement and use other techniques to correspond with this technique however only within 10 meters of distance.
Limit: Must be an Archer, Must know Precise Shot.
o Storm of Throws
Rank: "C"
Effect: This technique allows the user to literally throw their bolts or arrows at great speed and action as if they were indeed using a bow within the distance of 10 meters.
Special: ---
Drawback: ---
Description: The Manyshot of String-less Arrow. The user is able to take an extra arrow and hurl it with the same precision and strength as String-less arrow within the distance of 10 meters. Same basics apply as Manyshot such as only able to perform once every movement and the number of arrows increase by 1 after "D" Class. An "S" Class user is able to hurl 6 arrows at an opponent within close range of 10 meters.
Limit: Must be an Archer, Must know String-less Arrow.
* Knockback Shot
Rank: "C"
Effect: This technique allows the user to hit the opponents they wish that are standing within thirty meters of his threat range with great power.
Special: ---
Drawback: ---
Description: The user is able to launch their projectile with such fierceness that when it hits the opponent it knocks the opponent back into the distance. This technique may be used to knock down other opponents as well or lure other opponents out if the time is needed. Depending on the user's Class level depends on the knock back power of this technique.
o "D" Class - 5 Meters Knock back
o "C" Class - 10 Meters Knock back
o "B" Class - 20 Five Meters Knock back
o "A" Class - 35 Meters Knock back
o "S" Class - 55 Meters Knock back
Limit: Must be an Archer, Must know Rapid Shot
o Knock-up Shot
Rank:
Effect: A technique that launches an opponent upwards instead of straight back.
Special: ---
Drawback: ---
Description: This technique allows the user to shoot down against the floor giving a burst effect against the ground in which knocks the opponent upwards to the sky allowing the user to volley an array of arrows into the opponent. Depending on the user's Class level depends on the knock back power of this technique.
+ "D" Class - 5 Meters Knock back
+ "C" Class - 10 Meters Knock back
+ "B" Class - 15 Five Meters Knock back
+ "A" Class - 20 Meters Knock back
+ "S" Class - 25 Meters Knock back
Limit: Must be an Archer, Must know Knockback Shot
* Defensive Shot
Rank: "D", "C", "B", "A", "S"
Effect: A technique in which if the user has his sights set on a target ready to attack, the senses of the Archer is so in tuned with his surroundings the user is unable to be flanked.
Special: ---
Drawback: The user may only learn this technique by the class that they are. This means that in order to learn the "C" Rank version they must be "C" Class, if they wish to learn the "B" Rank version they must be "B" Class.
Description: A technique where the subconscious mind, where the subconscious body reacts just as they are attacked while flanked or while their back is turn. The body reacts in such a way to where they are capable of withstanding so much. This technique makes it where the Boxer is incapable of being surprised attacked, a sudden second sense kicks in as their body screams out to them yelling at them telling them to move, duck, dodge or anything else within that manner. This works on whenever they are being attacked. This technique however has a major flaw. The user is capable of dodging only whenever the opponent's class is equal or lower to that of the rank of the technique they know. This means that a "D" Class user that knows this technique cannot use this against an opponent that is "C" Class or higher.
Limit: Must be an Archer
o Arrow Stab
Rank: "C"
Effect: A technique in which the user takes his arrow and stabs an opponent with it if within arm’s length reach, and then firing that same arrow without any of these taking up the movement needed to fire an arrow.
Special: ---
Drawback: Cannot be used in conjunction with Rapid Shot
Description: A useful technique for close combat. This technique helps the user as they are able to take an arrow, then stab the opponent with the arrow at arm's length, and finally shoot that same arrow within the same time length as if they were simply firing an arrow.
Limit: Must be an Archer, Must know Defensive Shot "D"
o Reactive Shot
Rank: "B"
Effect: Your trigger finger reacts faster than your mind.
Special: ---
Drawback: Cannot be used in conjunction with Rapid Shot
Description: When carrying a loaded crossbow or ready bow the user may attack with that item without it taking a single movement at the beginning of the round. May only be used at the beginning of the round as it barely starts and not at any other time. Technique only performed with the single arrow. User may not perform this technique with other techniques that deal with multiple arrows.
Limit: Must be an Archer, Must know Defensive Shot "D"
* Mobile Shot
Rank: "D", "C", "B", "A", "S"
Effect: A technique that allows a user to be more aware of his surroundings against opponents that may be able to hit him with close range such as sword and fist.
Special: ---
Drawback: The user is only capable of predicting movements’ one rank below then what they have learned. The user is only capable of predicting movements that are Physical Based. Any other type of movements cannot be predicted.
Description: The way this technique works is that the user observes certain points of areas of the opponent's body such as the shoulders, thighs, and hips. Since attacks are focused on these points they are capable of making educational guesses towards points of contact that may occur within these certain points. This type of technique is a study where the user is capable of watching an opponent's movements for a brief moment of time predicting physical techniques. When the user first learns this technique they are capable of predicting techniques of "D" Rank capability. When the user learns the "B" Rank version of this technique they are only capable of predicting techniques of "C" Rank capability. When the user learns the "A" Rank version of this technique they are only capable of predicting techniques of "B" Rank capability. When the user learns the "S" Rank version of this technique they are only capable of predicting techniques of "A" Rank capability.
Limit: Must be an Archer
* Cover Fire
Rank: "C"
Effect: A cover fire technique that is used to bring opponents at bay for other attacks or diversion.
Special: ---
Drawback: Technique is not precise and the user is able to shoot only at half their distance.
Description: A technique that allows the user to fire at multiple opponents firing randomly to the opponents in order to create a “cover” fire for the user’s allies. This technique allows the user to fire one extra arrow per movement as cover fire. If the user knows Shot on the Run the user is able to shoot at the distance it permits.
Limit: Must be an Archer, Must know Point Blank Shot
o Lay Down Fire
Rank: "C"
Effect: A technique in which the user is capable of using “Cover Fire” while taking aim at a few opponents depending the Class of the user.
Special:
Drawback: Depending on the user’s class level depends on the capabilities the user has within this technique.
Description: A technique where the user is able to aim at opponents while performing the Cover Fire technique. User is able to shoot at that opponent within the full distance proficiency they are able to shoot. When the user learns this technique and is a "D" Class character they are able to aim at 1 opponent. When the user is any class higher than "D" the number of opponents increase by 1. This gives a total of 5 opponents.
Limit: Must be an Archer, Must know Cover Fire
* Curving Shot
Rank: "C"
Effect: User is able to make their arrow curve around an area to try and hit the opponent.
Special: ---
Drawback: The arrow is unable to curve at sharp turns. Arrow may curve once in one direction.
Description: The character alters the fletching of an arrow and aims carefully, so that the shot curves around to ignore a target’s cover, such as the one provided by another creature in melee, a tower shield or other cover that can be bypassed from a different direction.
Limit: Must be an Archer, Must know Point Blank Shot
* Subduing Shot
Rank: "C"
Effect: User is able to remove the arrowhead of the arrow or bolt in order to subdue the opponent.
Special: ---
Drawback: ---
Description: The character removes the arrowhead in a way that the arrow remains its balance. The character can deal subdual damage with such an altered arrow if he does not have blunt arrows in his quiver. A good technique if the user doesn't wish to purchase arrows that do the same effect. Technique hits the opponent with bludgeoning damage.
Limit: Must be an Archer, Must know Point Blank Shot
* Unstoppable Arrow
Rank: "B"
Effect: The Archer does not worry when confronted with heavily-armored foes, for he knows that an arrow through the eye slit will put the lie to the knight’s overconfidence.
Special: ---
Drawback: ---
Description: A technique that is so precise that allows the user to shoot an arrow into the eye slit of a knight's armor within the distance of half of their proficiency. If the user knows Shot on the Run the distance increases to that of Shot on the Run. User must take the time and aim for a total of 2 movements in order to make this technique work.
Limit: Must be an Archer, Must know Point Blank Shot
* One Arrow, Two Lives
Rank: "B"
Effect: A technique that allows the user to launch a single to cut through a person while piercing the person behind him.
Special: ---
Drawback: ---
Description: Though he is often small in stature, the Archer is mighty in spirit, a spirit which guides his arrows and invests them with immeasurable power. Though he is often small in stature, the Archer is mighty in spirit, a spirit which guides his arrows and invests them with immeasurable power. User is only able to perform this technique at half their proficiency no matter what. User is able to destroy pierce through "B" rank worth of defense as well as cause double the amount of piercing damage through armor. User may use any techniques that may increase the power of this technique for smashing through seishou related defense.
Limit: Must be an Archer, Must know Point Blank Shot
* Sniper‘s Eye
Rank: "A"
Effect: You have a keen eye and know just how to take advantage of an ambush.
Special: ---
Drawback: ---
Description: User's Archery attacks are 1 Rank more powerful than normal during ambushes. This means that a "D" Rank technique during an ambush becomes a "C" Rank technique. An "S" Rank technique then becomes an "S" + "D" Rank technique as well. User is able to perform this technique with any other technique that increases the user's power as long as they are not the same in ability.
Limit: Must be an Archer, Must have mastered Archery.
* Hunter‘s Sight
Rank: "S"
Effect: Allows the user to see through darkness and simple smoke.
Special: ---
Drawback:
Description: Maintaining visual confirmation of a target is one of the most important hallmarks of the Archer. Therefore, obviously, one of the most effective methods of defending against one who seeks to strike from afar would be to obstruct the Archer's vision by using darkness or simple non seishou related smoke. The user trains in obscure locations within darkness and Smoke so that their eyes may be able to adjust quickly to the different changes. This technique does have a minor drawback as it takes 2 movements in order for the eyes to adjust to the change in environment.
Limit: Must be an Archer , Must have mastered Archery.
* Phoenix Thrust
Rank: "B"
Effect: User is able to grab an opponent while holding their bow or crossbow and launch an arrow at extreme close range.
Special: ---
Drawback: ---
Description: The user attempts to grab their enemy by the throat with their “bow-hand” while retracting the bowstring at the same time. If they succeed in their grab, they will fire an arrow that will go straight for the throat, the opponents movements temporarily sealed. This can also be carried without actually grabbing the opponent, but with a chance of the opponent managing to avoid.
Limit: Must be an Archer, Must know Precise Shot
~Extra~
* Arō (Arrow)
Rank: "C"
Effect: A long thin missile pointed at one end and usually with feathers at the other, fired from a bow.
Drawback: Somewhat easy to break. Somewhat easy to lose if not used properly.
Description: The arrow is an item that measures to be a good two-and-a-half to three feet in length with a centimeter diameter. Arrows created from carbon fiber or out of hard, sturdy yet dynamic wood. Created to be completely smooth the Arrow is divided into three parts. The Arrowhead, the deadly part of the arrow used to puncture the skin using a sharp Arrowhead. The shaft of the arrow is used for distance. Traditional arrow shafts are made from lightweight wood, bamboo or reeds, while modern shafts may be made from aluminum or carbon fiber reinforced plastic used to let the arrow sail without completely collapsing to the floor. The Fletching is the part that gives the arrow the speed and extra power in distance by allowing the arrow better control of moving in a straight line. All three is needed to better the arrow, to give it the power needed to take down game. The arrow is created using the knowledge of aerodynamics.
* Boruto (Bolt)
Rank: "C"
Effect: A short arrow for use with a crossbow. A long thin missile pointed at one end and usually with feathers at the other, fired from a crossbow.
Drawback: Heavier, yet smaller, and for that they are easy to lose within combat.
Description: Picture The bolt is an item that measures to be a good one to one and a half feet in length with a centimeter diameter. Bolts created from carbon fiber or out of hard, sturdy and strong wood. Created to be completely smooth the Bolt is divided into three parts. The Arrowhead, the deadly part of the arrow used to puncture the skin using a sharp Arrowhead. The shaft of the arrow is used for distance. The Shaft is the part that is created out of wood or carbon fiber used to let the arrow sail without completely collapsing to the floor. The Fletching is the part that gives the arrow the speed and extra power in distance by allowing the arrow better control of moving in a straight line. All three is needed to better the arrow, to give it the power needed to take down game. Bolts and arrows have different flight characteristics. Bolts fall at the same rate, independent of the speed of flight. Arrows, in contrast, depend on gaining lift in flight, and hence have their centre of balance at a point about 9% of their length forward of their center. This is called "point planning". The bolt is created using the knowledge of strength and force. This means a heavier bolt propelled by a strong force.
* Bullet Point Arrowhead
Rank: "C"
Type: Secondary, Weapon, 10 per Slot, Arrowhead
Effect: A penetrating arrowhead used to insert a small wound into an opponent's body.
Drawback: Easy to remove for the opponent and stop the bleeding.
Description: Picture Bullet point arrowheads are used in competition archery. These arrowheads are shaped like the tip of a bullet and are designed to easily penetrate competition targets while doing the least amount of damage and being easily removed.
* Blunt Point Arrowhead
Rank: "C"
Effect: An arrow head used to stop an opponent without causing serious harm or puncturing the opponent.
Drawback: ---
Description: Picture Unsharpened arrowheads occasionally used for types of target shooting, for shooting at stumps or other targets of opportunity, or hunting small game when the goal is to stun the target without penetration. Blunts are commonly made of metal or hard rubber. They may stun, and occasionally, the arrow shaft may penetrate the head and the target; safety is still important with blunt arrows.
* Field Point Arrowhead
Rank: "C"
Effect: Similar versions as the bullet point however not used very often as they are mainly used for practice.
Drawback: ---
Description: Picture Similar to Bullet Point and have a distinct shoulder, so that missed outdoor shots do not become as stuck in obstacles such as tree stumps. They are also used for shooting practice by hunters, by offering similar flight characteristics and weights as broadheads, without getting lodged in target materials and causing excessive damage upon removal.
* Judo Point Arrowhead
Rank: "C"
Effect: An arrowhead used on small game and practice. Used to catch debris. If put a point it can catch more of the insides a body.
Drawback:
Description: Picture Judo points have spring wires extending sideways from the tip. These catch on grass and debris to prevent the arrow from being lost in the vegetation. Used for practice and for small game.
* Fish Point Arrowhead
Rank: "C"
Effect: Mostly used for fishing. A spear like arrowhead that latches the insides of a body.
Drawback: Difficult to take out, could cause tearing.
Description: Picture Some arrowheads are specifically designed for the purpose of spearing fish. These fish-point arrowheads have a long point that is spring-loaded or spiked with barbs to hold the fish in place. A fishing line is attached to the rear of the head so the fisherman can reel the fish in after striking it with the arrow.
* Broad Head Point Arrowhead
Rank: "C"
Effect: Arrowhead to cause the most amount of damage and highest amount of piercing ability.
Drawback: Difficult to remove, can rip flesh when coming out.
Description: Picture Broadheads were used for war and are still used for hunting. Medieval broadheads could be made from steel, sometimes with hardened edges. They usually have two to four sharp blades that cause massive bleeding in the victim. Their function is to deliver a wide cutting edge so as to kill as quickly as possible by cleanly cutting major blood vessels, and cause further trauma on removal. They are expensive, damage most targets, and are usually not used for practice.
* Mechanical Blade Arrowhead
Rank: "C"
Effect: A mechanism arrowhead that shoots out cutting edges to grapple into a body
Drawback: Difficult to remove, can rip flesh when coming out.
Description: Picture Some broadhead arrowheads have mechanical blades that are held back against the ferrule in a retracted position until the arrow strikes its target. Once the tip impacts the surface, the cutting edges of the blades expand. Use this type of arrowhead with bows rated 50 lbs. or higher. A strong bow like this is needed to create the extra energy needed to expand the blades upon impact.
* Fragmentation (Lesser) Arrowhead
Rank: "B"
Effect: An arrowhead that creates a small explosion after making contact.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: The fragmentation arrowhead is an anti-personnel weapon that is designed to disperse shrapnel upon exploding. The body is made of hard plastic or steel. These grenades were sometimes classed as defensive grenades because the effective casualty radius of some matched or exceeded the distance they could be thrown, thus necessitating them being thrown from behind cover. It acts like a depowered Fragmentation Grenade and has kill diameter of 5 meters with a wounding diameter of 15 meters from the blast point of the attack. Some cases of having a casualty radius of 30-45 meters.
Limit: Can be bought at any Weapon.
Cost: 400 Ryo per Arrowhead; 4,000 Ryo per Slot
o Fragmentation Timer Arrowhead
Rank: "B"
Effect: An arrowhead that explodes after a period of time after making contact.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: The fragmentation arrowhead is an anti-personnel weapon that is designed to disperse shrapnel upon exploding. The body is made of hard plastic or steel. These grenades were sometimes classed as defensive grenades because the effective casualty radius of some matched or exceeded the distance they could be thrown, thus necessitating them being thrown from behind cover. An arrowhead that explodes after 6 seconds after making contact with an object. It acts like a depowered Fragmentation Grenade and has kill diameter of 5 meters with a wounding diameter of 15 meters from the blast point of the attack. Some cases of having a casualty radius of 30-45 meters.
o Fragmentation (Greater) Arrowhead
Rank: "B"
Effect: An arrowhead that creates a large explosion after making contact.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: The fragmentation arrowhead is an anti-personnel weapon that is designed to disperse shrapnel upon exploding. The body is made of hard plastic or steel. These grenades were sometimes classed as defensive grenades because the effective casualty radius of some matched or exceeded the distance they could be thrown, thus necessitating them being thrown from behind cover. It acts like a Fragmentation Grenade and has kill radius of 5 meters with a wounding radius of 15 meters from the blast point of the attack. Some cases of having a casualty radius of 30-45 meters.
* Concussion (Lesser) Arrowhead
Rank: "B"
Effect: An arrowhead that creates a small explosion after making contact.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: The concussion arrowhead is an anti-personnel device that is designed to damage its target with explosive power alone. Compared to fragmentation arrowhead, the explosive filler is usually of a greater weight and volume. The case is far thinner and is designed to fragment as little as possible. The overpressure produced by this arrowhead when used in enclosed areas is greater than that produced by the fragmentation arrowhead. Therefore, it is especially effective in enclosed areas. It acts like a depowered Concussion Grenade and has kill diameter of 5 meters with a wounding diameter of 15 meters from the blast point of the attack.
o Concussion Timer Arrowhead
Rank: "B"
Effect: An arrowhead that explodes after a period of time after making contact.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: The concussion arrowhead is an anti-personnel device that is designed to damage its target with explosive power alone. Compared to fragmentation arrowhead, the explosive filler is usually of a greater weight and volume. The case is far thinner and is designed to fragment as little as possible. The overpressure produced by this arrowhead when used in enclosed areas is greater than that produced by the fragmentation arrowhead. Therefore, it is especially effective in enclosed areas. An arrowhead that explodes after 6 seconds after making contact with an object. It acts like a depowered Concussion Grenade and has kill diameter of 5 meters with a wounding diameter of 15 meters from the blast point of the attack.
o Concussion (Greater) Arrowhead
Rank: "B"
Effect: An arrowhead that creates a large explosion after making contact.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: The concussion arrowhead is an anti-personnel device that is designed to damage its target with explosive power alone. Compared to fragmentation arrowhead, the explosive filler is usually of a greater weight and volume. The case is far thinner and is designed to fragment as little as possible. The overpressure produced by this arrowhead when used in enclosed areas is greater than that produced by the fragmentation arrowhead. Therefore, it is especially effective in enclosed areas. It acts like a Concussion Grenade and has kill radius of 5 meters with a wounding radius of 15 meters from the blast point of the attack.
* Smoke (Lesser) Arrowhead
Rank: "B"
Effect: An arrowhead that creates a small smokescreen after making contact.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: Smoke Arrowhead are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and screening devices for unit movement. Two main types exist, colored smoke (for signaling) and screening smoke. It acts like a minor Smoke grenade that fills an area diameter of 15 meters with thick smoke. The smoke may come in different colors if the user wishes. Different color smoke could be used for information value if need.
o Smoke Timer Arrowhead
Rank: "B"
Effect: An arrowhead that creates a small smokescreen after making contact.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: Smoke Arrowhead are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and screening devices for unit movement. Two main types exist, colored smoke (for signaling) and screening smoke. An arrowhead filled a concoction that releases an amount of smoke in 6 seconds after it makes contact with an object. It acts like a minor Smoke grenade that fills an area diameter of 15 meters with thick smoke. The smoke may come in different colors if the user wishes. Different color smoke could be used for information value if need.
o Smoke (Greater) Arrowhead
Rank: "B"
Effect: An arrowhead that creates a large smokescreen after making contact.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: Smoke Arrowhead are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and screening devices for unit movement. Two main types exist, colored smoke (for signaling) and screening smoke. It acts like a Smoke grenade that fills an area radius of 15 meters with thick smoke. The smoke may come in different colors if the user wishes. Different color smoke could be used for information value if need.
* Flash Bang Arrowhead
Rank: "B"
Effect: An arrowhead that creates a Flash Bang after making contact.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: An arrowhead also known as the Stun Arrowhead, and used as a non-lethal weapon. These arrowheads are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses. When making contact it releases a flash of light that momentarily activates all light sensitive cells in the eye, making vision impossible for approximately 5 seconds until the eye restores itself to its normal, un-stimulated state. The incredibly loud blast produced by the grenade adds to its incapacitating properties by disturbing the fluid in the ear which also lasts approximately 5 seconds until the ear restores itself to its normal, un-stimulated state The flash bang has a radius damage of 15 meters.
* Container Arrowhead
Rank: "B"
Effect: An arrowhead used to carry a poison of some kind inside using herbs, animal parts, or even mixtures.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 10 meters of shooting distance while using this arrowhead.
Description: Container arrowheads are made out of glass that holds and contains one usage of an herbal part, animal part, or a mixture. These containers break on contact and release the concoction.
* Goo Arrowhead
Rank: "B"
Effect: An arrowhead that explodes after contact releasing an adhesive-like substance to incapacitate opponents.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. Problems with this Goo Arrowhead are the serious risk of smothering the subject, skin clean-up, and capable of being cut through once it hardens. Flammable. User looses 10 meters of shooting distance while using this arrowhead.
Description: Sticky foam is an incapacitate, used when less lethal force is required, consisting of various extremely tacky and/or tenacious materials carried in compressed form with a propellant and used to block, entangle, and impair individuals. A sticky foam placed and conducted in a small arrowhead the size of one inch in diameter. When thrown the capsule explodes out releasing the foam capable of covering a good 1 meter. Takes an amount of 1 round to harden.
* Extinguisher Arrowhead
Rank: "B"
Effect: An arrowhead that explodes after contact releasing a concoction that is used to extinguish fires.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. User looses 10 meters of shooting distance while using this arrowhead.
Description: An extinguisher arrowhead that is an active fire protection device used to extinguish or control small fires, often in emergency situations. The moment it makes contact it releases a concoction that extinguishes small fires almost instantly by spraying in a 5 meter diameter all around from the point of contact.
* Ice (Lesser) Arrowhead
Rank: "B"
Effect: An arrowhead that explodes releasing a massive amount of ice capable of incasing a small area in ice.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: An arrowhead that explodes releasing a mass amount of normal ice in a large area the moment it makes contact with an object. The moment the ice arrowhead explodes it releases a massive ball of ice spikes outwards from the point of origin. The Ice Arrowhead has a complete entrapment distance of 5 meters diameter, with a wounding/limb entrapment of 15 meter diameter.
Limit: Can be bought at any Weapon.
Cost: 400 Ryo per Arrowhead; 4,000 Ryo per Slot
o Ice (Greater) Arrowhead
Rank: "B"
Effect: An arrowhead that explodes releasing a massive amount of ice capable of incasing a large area in ice.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: An arrowhead that explodes releasing a mass amount of normal ice in a large area the moment it makes contact with an object. The moment the ice arrowhead explodes it releases a massive ball of ice spikes outwards from the point of origin. The Ice Arrowhead has a complete entrapment distance of 5 meters radius, with a wounding/limb entrapment of 15 meter radius.
* Fire (Lesser) Arrowhead
Rank: "B"
Effect: An arrowhead that explodes releasing a massive amount of fire capable of incasing a small area in fire.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: An arrowhead that explodes releasing a mass amount of normal burning fire in a small area the moment it makes contact with an object. The moment the fire arrowhead explodes it releases a massive ball of fire outwards from the point of origin. The fire arrowhead has a death distance with fire within 5 meters diameter while having a severe burning/wounding distance of 15 meters diameter within the point of origin.
o Fire (Greater) Arrowhead
Rank: "B"
Effect: An arrowhead that explodes releasing a massive amount of fire capable of incasing a large area in fire.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: An arrowhead that explodes releasing a mass amount of normal burning fire in a larger area the moment it makes contact with an object. The moment the fire arrowhead explodes it releases a massive ball of fire outwards from the point of origin. The fire arrowhead has a death distance with fire within 5 meters radius while having a severe burning/wounding distance of 15 meters radius within the point of origin.
* Water (Lesser) Arrowhead
Rank: "B"
Effect: An arrowhead that explodes releasing a massive amount of water capable of dousing a small area with water.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: An arrowhead that explodes releasing a mass amount of normal water in a small area instantly the moment it makes contact with an object with such strength able to knock an opponent back. The moment the water arrowhead explodes it releases a massive ball of water capable of knocking opponents back 10 meters while dousing them in water. The water has a knock back distance within 5 meters diameter from the point of origin while a dousing distance of 15 meters in diameter from the point of origin.
o Water (Greater) Arrowhead
Rank: "B"
Effect: An arrowhead that explodes releasing a massive amount of water capable of dousing a large area with water.
Special: May be used as any Point Arrowhead.
Drawback: Unable to be retrieved. User looses 20 meters of shooting distance while using this arrowhead.
Description: An arrowhead that explodes releasing a mass amount of normal water in a large area instantly the moment it makes contact with an object with such strength able to knock an opponent back. The moment the water arrowhead explodes it releases a massive ball of water capable of knocking opponents back 10 meters while dousing them in water. The water has a knock back distance within 5 meters radius from the point of origin while a dousing distance of 15 meters in radius from the point of origin.
* Flare Arrowhead
Rank: "B"
Effect: An arrowhead that explodes as it sours into the air releasing a bright light used for signaling.
Drawback: Unable to be retrieved. User looses 10 meters of shooting distance while using this arrowhead.
Description: A flare, also sometimes called a fusee, is a type of pyrotechnic that produces a brilliant light or intense heat without an explosion. Flares are used for signaling, illumination, or defensive countermeasures in civilian and military applications. Flares may be ground pyrotechnics, projectile pyrotechnics, or parachute-suspended to provide maximum illumination time over a large area. After 10 meters of being shot the flare lights up quickly and releases the illumining light that is able to brighten up a vast range of 50 meters diameter. May come in different colors and stays light for an amount of 4 rounds.



