When the comforts of civilization begin to dull our senses, we must never forget that in the beginning, there was war. And war. And more war. Long before there were empires, there were humans consumed with greed and the hunger for power. Resources, territories, information—these were the forms of sustenance upon which we preyed. Today, we call such habits vices. Oh, how arrogant we have become! Are we not still impelled by those primordial emotions? Is the advent of war so far-fetched? But alas, for you to truly understand, we must dive deeper into this land’s half-forgotten past.
There was a time when might was the only law that humankind knew. Fearsome clans roamed throughout the land, seeking amenable grounds within which they could take root and opposing forces against whom they could test their mettle. Given the irregularity of nature’s bounty, certain regions appealed more than others, and dominion over such coveted territories became the spark that ignited the earliest inter-clan wars. These fierce, internecine affairs tended to conclude only when one side had decimated their competition into oblivion, and many clans of story were rendered extinct during this period.
The victors of war, having claimed their territories, often made truces with surrounding locals, offering protection in exchange for access to the yields of agriculture. Over time, certain communities emerged as more dominant than others, either due to numbers or sheer talent, and their rapid expansion would force smaller, neighboring communities to either collapse into their fold or be devastated. When the dust settled, humankind found itself divided into the five major territories that we are familiar with today. And was the bloodshed over? With our lands obtained and our bellies filled, were we finally content?
06/01/2023 June is for Juggin
We made it y’all, another month of OTA, and fresh off the press we have another promotion ready. Leaving behind the opening bonus sadly, we welcome the jugggggg! June is for juggin AKA working hard, so we are making it a double rewards month for every mission completed! Yes we said it's double rewards, now you all can really get into the thick of those builds if you work hard enough. And who knows what you might uncover in the process. AND all jobs are free to enroll no quest EXCEPT ANBU(Black Ops) roles.
The Ninsou, or Ninja Monks, are a group of shinobi, ex-shinobi, former mercenaries, and specially selected civilians serving within a large monk temple, usually located within the countryside of a Nation. Unlike Hidden Villages however, these temples do not operate as militaristic hubs and instead focus on special situations outside of the ninja world, such as dealings with the Daimyo and even other undiscovered portions of the world. As with normal monks, there are several levels of rank a ninja monk can attain, though they tend to focus strictly on spreading peace, and protecting that which they have been entrusted to protect. Ranging from the Daimyou's command to other national duties, the work of a Monk is never over.
Tier One - Junior Monk: The first level of mastery within the Ninsou, those who've reached the level of junior monk are capable of changing the hearts of those they encounter. Once per thread, the user is capable of randomly changing their opponents character alignment. Though the opponents actions cannot be controlled, their actions must reflect the change in their alignment immediately via RP. In order for this ability to take effect, the user must gain IC knowledge of their opponents alignment, and understand the nature of their target. Once changed, the target can (through having the relevant experiences naturally) change their alignment back, or to something different on their own.
Tier Two - Senior Monk: After true dedication has been shown to the way of the Ninja Monk, the user achieves the rank of Senior Monk, and has attained a level of unparalleled personal calm. Their inner serenity is so profound, that they are capable of simply ignoring injuries, and show no signs of stress or fatigue no matter how severe their injury or overall physical/mental state. Genjutsu which cause fear can be laughed off. Mental invasion by other parties can be psychically sidestepped (they must still be aware of it, however).
This does not make Senior Monks immortal; injuries severe enough still kill and removing an arm will still stop them from punching you with it. However, so long as they can survive an onslaught, they are capable of functioning as if they are in perfect mental and physical health.
Tier Three - Elder Monk: True wisdom is gained at the rank of Elder Monk, with lifetime service resulting in a true sign of mastery. The Elder Monk is so in tune with the world around them, that ALL non-Ninsou elemental techniques the user knows (from the release of their respective temple) can be performed for a cost of x1 Low, regardless of the jutsu's stated cost.
At this stage, an elder monks body automatically (but safely) expels foreign chakra sources (such as bijuu/relic/Kinjutsu based chakra buffs).
Senzoku no Sai (Gift of the Hermit Group) Rank: A Range: --- Type: Passive, Supplementary (Optional) Handseals: --- Chakra Consumption: ---, High per turn (Optional) This is a ninjutsu technique specific to the Ninja Monk. Meditation and the practice of stillness have allowed for beginning practitioners to get in touch with their own life force, and has conveyed a passive effect that cannot be negated by any known technique or seal. Monks who've learned this technique are able to manipulate small amounts of both the chakra created and naturally occurring element of their respective temple free of cost. Though this is not enough to cause any damage, it does allow for impressive displays of elemental wielding when coupled with great focus. With the passive version of the technique, incoming enemy attacks of the user's respective temple element are reduced by 1 Rank.
Note: By paying a High cost, the Ninja Monk can use this ability to simply become 'immune' to hazardous effects that would be caused by their naturally occurring element. The immunity aspect of the activated version of the technique does not apply to chakra based elements such as enemy attacks, but can work to prevent damage from extremes of weather or dangerous environments.
Injagurūpushidō-hō (Hermit Group Teaching Method) Rank: A Range: --- Type: Passive, Supplementary (Optional) Handseals: --- Chakra Consumption: ---, x3 Mid (Optional) The ninja monk is capable of altering the color and overall appearance of their respective temple element in conjunction with release techniques. In conjunction with the Gift of the Hermit Group technique, once learned, the user can cause their respective element to manifest within and empower all other Ninjutsu techniques they possess, coating them in an aura of their favored release at will. This increases the rank of such techniques by 1.
Note: For a cost of x3 Mid, the user can make elemental attacks of their respective temple element invisible to the naked eye (though this negates the rank bonus). Chakra sensing methods and Dojutsu, however, will still be able to see the element in question.
Sentō-Botoke (Fighting Buddha) Rank: A Range: --- Type: Supplementary Handseals: 6 Chakra Consumption: x2 High, Low upkeep The user is capable of temporarily countering the inherent weakness of their elemental nature of choice, causing it to exchange its elemental strengths and weaknesses for as long as it can be maintained. With this technique, elements that would normally overpower the Ninja Monk's nature of choice will empower them, though releases that once helped can now hinder.
Note: Once activated, this technique lasts as long as it's upkeep is paid, and causes all elemental release techniques of the user's chosen element to become stronger against elements they are normally weaker against (Fire is normally stronger against wind type techniques, and weaker against water type techniques. With 'Fighting Buddha, all Fire techniques performed would be stronger against water, and weaker against wind, if the user was a Fire Temple Monk).
Ichi (One) Rank: A Range: Far (10m+) Type: Passive, Supplementary (Optional) Handseals: --- Chakra Consumption: ---, High (Optional) The user is passively aware of nearby sources of their respective element, and can experience the full 'life' of this element as if they were one and the same. By simply being in the presence of their element, the Ninja Monk can 'see what it has seen', and gains knowledge of those who interact with their sacred chakra nature (For example, a monk from the Fire Temple could stand near a campfire, and would then know who had made it, how long ago it was created, who and what else benefited from the fire's warmth, etcetera, as if they were the fire and had been observing all that occurred since their creation). This extends to damage caused by their element, and/or the remains of their element present in their immediate area (as in the previous example, an extinguished campfire, or a ruin that had suffered fire damage, or ash from a body destroyed by an exploding tag, could all offer the same benefits as an active flame).
Note:For a cost of one High, the user can actively increase the range of this technique by an additional 10 meters. So long as they have the chakra, this can be repeatedly increased to quite an impressive range, though each 10 meter increase takes half a turn to complete.
Shamon no Jutsu (Wandering Monk Technique) Rank: A Type: Defensive Range: Mid (5m ~ 10m) Handseals: 8 Chakra Consumption: Massive, High upkeep After performing the necessary Handseals, the user designates a five to ten meter area around them, and exerts a large amount of chakra in keeping with the release of their respective temple. This chakra suffuses a spherical perimeter that visibly changes appearance, as if the air is effected by the users release (Fire Release will cause the area to shimmer as if in a heat wave, Water Release will cause the area to appear as if faint bubbles are rising up, etc). Within this area, the only type of elemental release channeling that can occur must be of the same element as that possessed by the monk themselves.
Note: When performed, this area spreads out with the user at its center, and follows them as they move (so long as the movement is natural, I.e. No Shunshin), lasting as long as it's upkeep is paid. No technique of any other element besides the monk's primary release can be used by anyone caught within the area. Advanced releases are included in this, though the power of a Kekkei Touta is able to surpass even this technique's utility. Techniques created outside the area that enter into it later seem to vanish completely, though non-elemental ninjutsu, taijutsu, and Genjutsu can still be used by opponents.
Tenguishi (Tengu Stone) Rank: A Type: Passive, Supplementary (Optional) Range: --- Handseals: --- Chakra Consumption: ---, Massive (Optional) A staple of Taijutsu users, this ability takes the Gift of the Hermit Group to the next level. Once learned, the Monk learns to channel their respective temple element into all Taijutsu they perform. This is a passive effect, and can supplement both mundane movements, non-technique based melee, and fighting style techniques. By placing a massive amount of chakra into the principal behind the technique, a Ninja Monk is capable of attacking chakra-based constructs directly, coating their limbs in their primary element and causing enemy Ninjutsu and Genjutsu techniques to respond to the monk's elemental assault as if they were physical objects.
Note: When paying the massive cost, Fire Temple monks could attack an incoming Ninjutu or Genjutsu by 'burning away' the chakra itself; Water Temple Monks could 'drown' and thus crush the incoming jutsu, Earth Temple monks could 'ground' incoming attacks, Lightning Temple monks could 'paralyze' Ninjutu and Genjutsu, and Wind Temple monks could 'divert' the path of travel of chakra. Keep in mind, this technique is only effective in conjunction with the user's Taijutsu, and can only be used alongside Taijutsu/melee attacks and defenses. The maximum rank of enemy technique capable of being effected is equal to the cost of this technique plus the Taijutsu it is used with, if applicable.
Tengu Midareishi (Tengu Disorder Stone) Rank: S Type: Offensive Range: Far (10m+) Handseals: --- Chakra Consumption: x2 Massive, x3 High upkeep The only truly offensive technique within the Monk style, an advanced variant of the Tengu Stone, and considered a last resort for those pushed beyond their limit. The monk places an incredible amount of chakra into a single palm and thrusts it towards an opponent at the moment an enemy attack would normally hit them. With proper timing, the monk can cause any enemy attack to become overloaded with their own elemental chakra, reflecting the assault back towards their foe with added power in the shape of a large palm. This palm is comparable to other massive summons and techniques in size (20+ meters) and due to being composed of the enemies chakra, seeks to return to them almost of its own will.
Note: Only enemy attacks of SS Rank are immune to the overload effect; enemy techniques S Rank and below are converted into the element of the Ninja Monk's primary temple with the power of both attacks, homing in on the attacker. For a x3 High Cost, the individual fingers of the palm shaped elemental construct can be manipulated by the Monk to alter their course, allowing them to avoid further counter attacks and defenses implemented by the opponent. This normally only travels 10 meters, but by paying the upkeep cost it can travel even further, depending on its user's chakra reserves. Unlike most techniques of this caliber, the Ninja Monks unique training allows them to move freely while performing this technique, so long as their own palm remains directed towards the enemy.
It should be noted that in order to be effective, the incoming enemy attack must travel to within 2 meters of the Monks body to be reflected, otherwise the technique will fail completely. If this distance constraint allows an enemy technique close enough to cause the monk harm, they must be able to endure all associated injury to complete the technique.
As their name implies, Ninja Craftsmen are your traditional smithies, but in a more sophisticated matter. Adapting to the harsh realities of the shinobi world, Takumi have become artisans of war; known for their skills in making weaponry as well as wielding it. Although their trade began with many of their best weapons and armors being sold to the ninja villages of the world in order to maintain sustenance, the Craftsmen soon discovered they could wield the very creations they made just as good, if not better, than those whom employed them. As such, throughout time and after many betrayals, the Craftsmen learned to fend for themselves. Today, they still offer their services, but for a price - and they're willing to fight to the death to defend the metallic masterpieces they can create.
Tier One - Junior Craftsman: These craftsmen have left behind their apprenticeship and now search only for the next challenge. At this level, newly-crafted equipment which have not been used in combat can be sold back to shops at 75% of their retail value, rather than the normal 50% others receive.
At this first professional stage of takumi arts the craftsman will begin to truly perfect the more tedious parts of their craft. This begins an innate craftsman ability known as Meikou no Gikou or Skilled Artisan's Technique. For every five (5) of a specific item that is crafted and/or repaired, the post requirement for that specific item is reduced by 25%. This 'ability' can stack three (3) times, for a total of 75% reduction. However, each stack will only unlock with each mastery tier achieved. Meaning Junior Craftsmen have to stack to a limit of 25% reduction after five (5) jobs. Senior Craftsman can stack to 50% reductions after ten (10) jobs. Master Craftsman may stack to 75% reduction after fifteen (15) jobs.
Tier Two - Senior Craftsman: These craftsmen are often high-profile blacksmiths with their own unique methods, earning them no small amount of praise and recognition for their creative genius. At this level, lore surrounding the craftsman's achievements has become so incredible that they are able to open their own shops. This allows them to make a considerable amount more money on items, as they are free to set their own prices for all stock.
Note that having a store is not the same as selling to a store. When opening your own and selling crafted equipment there, another player will need to buy it from you before you are reimbursed for the retail value. However, unique, chakra-enhanced creations can be put into these player-owned stores. Only selling items to our indexed, NPC-run shops will give instant gratification as far as ryo goes, even though value is more restricted.
Tier Three - Master Craftsman: These craftsmen have truly dedicated their lives and souls to the art. They are given a degree of respect and admiration often reserved only for the most accomplished of warriors, and it is from these men and women that legendary items are born. At this level, the craftsman gains the capability to place multiple enchantments within a single equipment, up to a maximum of two, so long as they have the materials to do so.
More interestingly, Master Craftsmen gain access to the mysterious Reliquary, where a special crafting material can be searched for in a player- or moderator-run quest. Regardless of method, successful finding of the Shizai will need to be approved by a Head Moderator.
Takumi no Jutsu (Crafting Technique) Rank: S Range: Close (0m ~ 5m) Type: Passive / Takumi Hijutsu Handseals: - Chakra Consumption: - As the beginning of all craftsmanship, the user is taught to understand the basics of crafting as well as the processes it requires. Through this training, they are able to then craft more specific creations, becoming legendary smithies in their own right. In effect, this technique opens up the entire craftsmen tree to the user.
Note: To craft a specific item type, the user will also need to know the technique related to that type (e.g. sword). The rank of the equipment created is determined by the rank of the material used. Likewise, the rank the equipment is going to be will determine how many posts it takes for the craftsman to create or repair it and how many enhancements it can hold. 'D' rank takes 2 posts and holds no upgrades, 'C' rank takes 4 posts and holds 1 upgrade, 'B' rank takes 6 posts and holds 2 upgrades, 'A' rank takes 8 posts and holds 3 upgrades, and 'S' rank takes 10 posts and holds 4 upgrades.
Surudoi Buki Seisaku (Blade Weapon Crafting) Rank: S Range: Close (0m ~ 5m) Type: Passive / Takumi Hijutsu Handseals: - Chakra Consumption: - This crafting technique is like a blueprint, reminding the craftsman the exact method they were taught to handle a type of equipment. In this case, it informs the user how to produce and repair bladed main weapons (e.g. swords and knives).
Note: In their base form, these weapons hold no special properties - they are merely on par with overview weapons. The outcome rank depends upon the crafting material used. Crafting and repair time is specified in Takumi no Jutsu (Crafting Technique).
Donki Gikou (Blunt Weapon Crafting) Rank: S Range: Close (0m ~ 5m) Type: Passive / Takumi Hijutsu Handseals: - Chakra Consumption: - This crafting technique is like a blueprint, reminding the craftsman the exact method they were taught to handle a type of equipment. In this case, it informs the user how to produce and repair blunt main weapons (e.g. hammers).
Note: In their base form, these weapons hold no special properties - they are merely on par with overview weapons. The outcome rank depends upon the crafting material used. Crafting and repair time is specified in Takumi no Jutsu (Crafting Technique).
Pouru Buki Seisaku (Polearm Crafting) Rank: S Range: Close (0m ~ 5m) Type: Passive / Takumi Hijutsu Handseals: - Chakra Consumption: - This crafting technique is like a blueprint, reminding the craftsman the exact method they were taught to handle a type of equipment. In this case, it informs the user how to produce and repair pole main weapons (e.g. spears).
Note: In their base form, these weapons hold no special properties - they are merely on par with overview weapons. The outcome rank depends upon the crafting material used. Crafting and repair time is specified in Takumi no Jutsu (Crafting Technique).
Yawarakai Buki Seisaku (Soft Weapon Crafting) Rank: S Range: Close (0m ~ 5m) Type: Passive / Takumi Hijutsu Handseals: - Chakra Consumption: - This crafting technique is like a blueprint, reminding the craftsman the exact method they were taught to handle a type of equipment. In this case, it informs the user how to produce and repair soft main weapons (e.g. whips and chain-whips).
Note: In their base form, these weapons hold no special properties - they are merely on par with overview weapons. The outcome rank depends upon the crafting material used. Crafting and repair time is specified in Takumi no Jutsu (Crafting Technique).
Ken Buki Seisaku (Fist Weapon Crafting) Rank: S Range: Close (0m ~ 5m) Type: Passive / Takumi Hijutsu Handseals: - Chakra Consumption: - This crafting technique is like a blueprint, reminding the craftsman the exact method they were taught to handle a type of equipment. In this case, it informs the user how to produce and repair fist main weapons (e.g. gloves).
Note: In their base form, these weapons hold no special properties - they are merely on par with overview weapons. The outcome rank depends upon the crafting material used. Crafting and repair time is specified in Takumi no Jutsu (Crafting Technique).
Fukugi Buki Seisaku (Secondary Weapon Crafting) Rank: S Range: Close (0m ~ 5m) Type: Passive / Takumi Hijutsu Handseals: - Chakra Consumption: - This crafting technique is like a blueprint, reminding the craftsman the exact method they were taught to handle a type of equipment. In this case, it informs the user how to produce and repair all secondary weapons (excluding explosives).
Note: In their base form, these weapons hold no special properties - they are merely on par with overview weapons. The outcome rank depends upon the crafting material used. Crafting and repair time is specified in Takumi no Jutsu (Crafting Technique).
Happai Buki Seisaku (Explosive Weapon Crafting) Rank: S Range: Close (0m ~ 5m) Type: Passive / Takumi Hijutsu Handseals: - Chakra Consumption: - This crafting technique is like a blueprint, reminding the craftsman the exact method they were taught to handle a type of equipment. In this case, it informs the user how to produce and repair explosive items (e.g. bombs).
Note: In their base form, these items hold no special properties - they are merely on par with overview explosives. The outcome rank depends upon the crafting material used. Crafting and repair time is specified in Takumi no Jutsu (Crafting Technique).
Gaisou Seisaku (Armor Crafting) Rank: S Range: Close (0m ~ 5m) Type: Passive / Takumi Hijutsu Handseals: - Chakra Consumption: - This crafting technique is like a blueprint, reminding the craftsman the exact method they were taught to handle a type of equipment. In this case, it informs the user how to produce and repair armor (e.g. masks and chest plates).
Note: In their base form, these protectorates hold no special properties - they are merely on par with overview protectorates. The outcome rank depends upon the crafting material used. Crafting and repair time is specified in Takumi no Jutsu (Crafting Technique).
Tate Seisaku (Shield Crafting) Rank: S Range: Close (0m ~ 5m) Type: Passive / Takumi Hijutsu Handseals: - Chakra Consumption: - This crafting technique is like a blueprint, reminding the craftsman the exact method they were taught to handle a type of equipment. In this case, it informs the user how to produce and repair shields.
Note: In their base form, these protectorates hold no special properties - they are merely on par with overview protectorates. The outcome rank depends upon the crafting material used. Crafting and repair time is specified in Takumi no Jutsu (Crafting Technique).
Futai Seisaku (Accessory Crafting) Rank: S Range: Close (0m ~ 5m) Type: Passive / Takumi Hijutsu Handseals: - Chakra Consumption: - This crafting technique is like a blueprint, reminding the craftsman the exact method they were taught to handle a type of equipment. In this case, it informs the user how to produce and repair accessories (e.g. satchels).
Note: In their base form, these accessories hold no special properties - they are merely on par with overview accessories. The outcome rank depends upon the crafting material used. Crafting and repair time is specified in Takumi no Jutsu (Crafting Technique).
Kugutsu Seisaku (Puppet Crafting) Rank: S Range: Close (0m ~ 5m) Type: Passive / Takumi Hijutsu Handseals: - Chakra Consumption: - This crafting technique is like a blueprint, reminding the craftsman the exact method they were taught to handle a type of equipment. In this case, it informs the user how to produce and repair puppets. It also allows them to add additional slots to a puppet that's already been made.
Note: The outcome rank depends upon the crafting material used, which will also determine other aspects of the puppet. Like normal puppets, these will have to be accepted in Customs. Crafting and repair time is specified in Takumi no Jutsu (Crafting Technique). If this technique is used to add slots, the amount of slots added and the time it takes also depends upon the crafting material used. 'D' rank adds one slot, up to 'S' rank, which adds 5 slots. A maximum of 15 extra slots can be added to any puppet.
Seijihan Kouyou (Offensive Enhancement) Rank: S Range: Close (0m ~ 5m) Type: Supplementary / Takumi Hijutsu Handseals: 5 Chakra Consumption: High per enhancement While craftsmen are fully capable of adding mystical properties (such as chakra) to their crafted equipment, it is also well-known that they can modify weapons in more physical ways. By focusing their chakra into an item, whether newly-made by them or brought in from another source, they can mold parts of the material used to craft it into new additions, called enhancements (or upgrades). Needless to say, these upgrades tend to increase the offensive capability of equipment when done correctly.
Note: Offensive boosts are not based on so-called "rank damage," since offensive weapons are capable of killing in their own right regardless of rank. Instead, these upgrades make changes to structure, size, or design of the equipment in question to increase their base lethality. For example, the craftsman could add a serrated edge to a blade, a spike to the end of a hammer, a container for holding poison, or what have you. Enhancements are up to your imagination, so long as they are within reasonable limits and given approval by a moderator.
The number of enhancements capable of being added to a weapon depends upon the weapon's base rank, as written in Takumi no Jutsu (Crafting Technique). Each enhancement takes a total of one (1) post to complete.
Hikogawa Kouyou (Defensive Enhancement) Rank: S Range: Close (0m ~ 5m) Type: Supplementary / Takumi Hijutsu Handseals: 5 Chakra Consumption: High per enhancement While craftsmen are fully capable of adding mystical properties (such as chakra) to their crafted equipment, it is also well-known that they can modify equipment in more physical ways. By focusing their chakra into an item, whether newly-made by them or brought in from another source, they can mold parts of the material used to craft it into new additions, called enhancements (or upgrades). Needless to say, these upgrades are capable of increasing the defensive capability of equipment when done correctly.
Note: Defensive boosts are not based on so-called "rank defense," since even an 'A' rank shield could be broken by the right 'C' rank technique. Instead, these upgrades make changes to structure, size, or design of the equipment in question to increase their base durability. For example, the craftsman could increase the thickness of a piece of armor or add a plate to gloves to deflect throwing weapons. Enhancements are up to your imagination, so long as they are within reasonable limits and given approval by a moderator.
The number of enhancements capable of being added to a weapon depends upon the weapon's base rank, as written in Takumi no Jutsu (Crafting Technique). Each enhancement takes a total of one (1) post to complete.
Nousatsu Takumi Kisei (Enchanted Crafting Knowledge) Rank: S Range: Close (0m ~ 5m) Type: Supplementary / Takumi Hijutsu Handseals: - Chakra Consumption: High This technique encompasses the craftsman's unique ability to give equipment enchantments. By focusing their chakra on an Enchantment Stone that has already absorbed source energy, they are able to infuse it with the equipment in question, permanently granting it an enchantment in line with the source chakra.
Note: Only one enchantment can be placed upon a single equipment under normal circumstances; it takes one (1) full post to completely infuse a single stone. Enchantment does not translate to technique, but rather to ability - it allows the item to tap into the granted release. At that point, the craftsmen (or player the item is made for) should submit the item and its new specific abilities to Customs..
N I N J U T S U -- Potency 20% T A I J U T S U -- Potency 10% C H A K R A -- Reserves 2 of 10 S T A M I N A -- Reserves 1 of 10 S P E E D -- Mobility Speed 1 of 10 S T R E N G T H -- Physicality 1 of 10 D E F E N S E -- Physicality 1 of 10 I N T E L L I G E N C E -- Mental Speed 02 of 10 H A N D S E A L S -- Dexterity Speed 4 per sec of 20
S L O T S -- Nin/Tai/Pro/Kin 6/2/1/0 of 6/2/1/0
last edited Jun 25, 2023 20:03:06 GMT -6 by Slower