Name: Scaling
Rank: C
Power: C
Activation Cost: -
Upkeep Cost: 1
Range: Self
Speed: N/A
Element: N/A
Skill: Bukijutsu
Classification: Secret
Requirements: Deck of Cards
Parent Technique: N/A
Hand Seals: N/A
Description: Shou found and used playing cards to entertain himself when he was young, eventually turning it into a good way to hustle unsuspecting victims, before finally turning it into an effective fighting style when he became a shinobi. Shou uses throwing cards as dangerous projectiles, utilizing the minute differences in the weight and balancing of the suits to cause each to deal damage differently, while also using chakra flow to enhance their effects. Curiously enough the cards can also be used as a melee weapon, even if they are a bit small.
When utilizing this style Coordination and Strength are each boosted by 2 Advantages (++).
Weaknesses: When using cards as melee weapons, their range is significantly reduced in comparison to swords, being more akin to wielding a kunai as a slashing weapon.
Name: Scaling: Shuffle
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: Self
Speed: N/A
Element: N/A
Skill: Bukijutsu
Classification: Secret
Requirements: Deck of Cards
Parent Technique: Scaling
Hand Seals: N/A
Description: This is an iconic feature of the Scaling Fighting Style as it entails the shuffling of a card deck, a staple in determining how effective the style is. Shuffling the deck adds an element of chance and randomization to what effects are enacted by the style, and is used to showcase slight of hand to distract an opponent with the various tricks executed while shuffling. With higher Coordination, Shou is capable of utilizing more complex forms of shuffle while also being able to shuffle more cards simultaneously.
All the shuffle types share commonality of cards being passed from one hand to another aerially by either springing, dribbling or flipping cards from one hand to another. When utilizing these shuffles, the target must reach a specific level of Perception in order to not be distracted by the display. If they fail to meet the requirement, they will be awed and watch the shuffle rather than interrupt it.
D-Rank Coor. (Riffle) = 1 Deck Shuffled at Once; C Perception req. to not be Distracted
C-Rank Coor. (Kutti) = 2 Decks Shuffled at Once; C+ Perception req. to not be Distracted
B-Rank Coor. (Corgi) = 3 Decks Shuffled at Once; C++ Perception req. to not be Distracted
A-Rank Coor. (Faro) = 4 Decks Shuffled at Once; B Perception req. to not be Distracted
S-Rank Coor. (Zarrow) = 5 Decks Shuffled at Once; B+ Perception req. to not be Distracted
*
Note: All Shuffling styles are different in the visuals only and make use of a Card Randomizer (d52), except for Zarrow. Unlike the others which completely shuffles a deck of cards Zarrow is used to guarantee specific cards are drawn first using the d10 Roll (1 = Ace, 2 = 6, 3 = 7, 4 = 8, 5 = 9, 6 = 10 7 = Jack, 8 = Queen, 9 = King, 10 = Joker).
Weaknesses: When Shuffling, Shou requires Coordination based on the Shuffle he's using plus two advantages in order to remain Shuffling while attacked (ex: if using the Riffle Shuffle, D++ Coordination is required).
- Card Randomizer Details:
This roll is used during a shuffle, with the number of cards drawn determining how many times the roll is done. Below is a list of each number you can get and it's assigned card value. Jokers are not featured in the card randomizer as they are usually taken out of the deck. If a roll done would draw a card twice (i.e. receiving 14 twice on a roll), then the second of the two is re-rolled for a different result.
1. Ace of Spades, 14. 4 of Hearts, 27. 7 of Clubs, 40. 10 of Diamonds
2. Ace of Hearts, 15. 4 of Clubs, 28. 7 of Diamonds, 41. Jack of Spades
3. Ace of Clubs, 16. 4 of Diamonds, 29. 8 of Spades, 42. Jack of Hearts
4. Ace of Diamonds, 17. 5 of Spades, 30. 8 of Hearts, 43. Jack of Clubs
5. 2 of Spades, 18. 5 of Hearts, 31. 8 of Clubs, 44. Jack of Diamonds
6. 2 of Hearts, 19. 5 of Clubs, 32. 8 of Diamonds, 45. Queen of Spades
7. 2 of Clubs, 20. 5 of Diamonds, 33. 9 of Spades, 46. Queen of Hearts
8. 2 of Diamonds, 21. 6 of Spades, 34. 9 of Hearts, 47. Queen of Clubs
9. 3 of Spades, 22. 6 of Hearts, 35. 9 of Clubs, 48. Queen of Diamonds
10. 3 of Hearts, 23. 6 of Clubs, 36. 9 of Diamonds, 49. King of Spades
11. 3 of Clubs, 24. 6 of Diamonds, 37. 10 of Spades, 50. King of Hearts
12. 3 of Diamonds, 25. 7 of Spades, 38. 10 of Hearts, 51. King of Clubs
13. 4 of Spades, 26. 7 of Hearts, 39. 10 of Clubs, 52. King of Diamonds
Name: Scaling: Pip & Face
Rank: D
Power: D
Activation Cost: -
Upkeep Cost: 2
Range: N/A
Speed: N/A
Element: N/A
Skill: Bukijutsu
Classification: Secret
Requirements: Deck of Cards
Parent Technique: Scaling
Hand Seals: N/A
Description: This is an application of chakra flow and control used in conjunction with Shou's cards in order to ensure they pack a punch. Shou channels his chakra through the cards and, paired with the minute differences in the weight of suites, causes a different effect for each:
Spades possess heightened slicing capabilities and with this technique they gain the ability to slice through objects, individuals or techniques they come into contact with.
Hearts are capable of drawing more blood than other suites and when amplified cause a recurrent bleed effect than can lead to all the pitfalls of blood-loss.
Clubs have the most weight to them and deal bludgeoning damage, though when enhanced they are actually capable of knocking a target back when coming in contact with them.
Diamonds possess heightened piercing capabilities, and with this technique while they can pierce through higher levels of defense, their actual damage output is low.
While enhanced by the chakra, the exact level of damage, bleeding, knockback or piercing done to targets is dependent wholly on the strength with which the cards were thrown.
Weaknesses: This technique's effectiveness is dependent on the user's Strength, meaning any detriment to that weakens this considerably.