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BluewolfofMibu

PostPosted: Fri Apr 09, 2010 9:02 am


These are styles that belong to a certain individual. In order to learn it you must go to that individual and become their student.  
PostPosted: Fri Apr 09, 2010 9:11 am


Stolen Salvation: Style of the Drawing Sword [Tsukyuusei-ryu Battoujutsu]
Official Rain Village Taijutsu

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Tsukyuusei-ryu Battoujutsu is a very beautiful sword style practiced by the sword wielders of the world but most commonly in Rain. This style itself was originally supposed to be a derivative of the Iaido style but when all was said and done it ended up being classified as a Battoujutsu.

The main purpose of the style is to strike and damage in the smallest possible time frame. In order to accomplish this, practitioners will attack while drawing their sword. The style is considered an arrogant style because after the sword is swung, whether or not it hits, the practitioner will wipe the blade and replace it in its sheathe as if they were done using it. This is part of the Iaido teachings incorporated into the style. The practice of wiping the blade after each cut and then replacing it into its sheathe keeps the blade in tip-top shape.

The style also utilizes a special blade design created by the originator of the style, which was a woman known simply as Setsuka. The blade design was named after the woman, Setsuka which means 'Snow Flower.' The blade design is that of a long and thin sword with a shallow curve. The blade is made of a very light titanium alloy yet despite its weight it is very powerful because of the extremely sharp edge that can be made and kept. The blade is also hidden within a parasol so as to trick those who dare to cross blades with the practitioners of this style.

Setsuka
The setsuka is a weapon meant for the Tsukyuusei-ryu Battoujutsu fighting style. It is an old fashioned parasol made of bamboo and rice paper. The shaft of the parasol sheathes a long and thin blade with a shallow curve to it. The blade is actually built like a katana but is made of a lighter material that is thinner, sharper, and a little longer than a traditional katana

Chihana
A more advanced form of the Setsuka weapon. Though based on the same principals the Chihana is usually longer then the Setsuka. It is also a thicker and sturdier blade for the more powerful attacks that are caused by a much more skilled practitioner. It is about the size of an odachi.

Stage 1
Genin


Life of Iai [Nukitsuke]

The Tsukyuusei-ryu Battoujutsu is a style like no other. The practitioners learn the concept of killing in the smallest timeframe as humanly possible. To accomplish this they learn to attack whilst they are drawing their blades and to use the entire umbrella in a fight, like using the shade as a distraction and shield. They are also taught that the quickest way to kill someone is to get them in as close as possible; in order to do that in a battle they must leave an opening that the enemy will most likely exploit and once they do they die. This means training their bodies to not only be quick but to be able to take a lot of pain. Because of the low level of the practitioners at this stage are often slower and much less fluid than higher-ups and the majority are not yet brave enough to take a hit.

Special Techniques

The Art of the Drawing Sword [Battoujutsu]

Passive ability in which the user strikes an enemy whilst they remove their blade from sheathes. In doing this, the user adds ½ of his or her agility to the strikes that occur in this fashion.

Umbrella Shield [Tate no Kasa]

By focusing chakra into the rice paper shade of the Setsuka/Chihana the user can make a shield that is much more resistant to attacks than a normal umbrella shade.

Stage 2
Chuunin


This World of Suffering [Kataku]

The second stage for most styles show progression towards being able to kill, or at the very least wound, at a higher level than they were able to in the previous ones, but the second level or the Tsukyuusei-ryu Battoujutsu does not. Instead the second stage focuses more on turning the practitioners view into the big picture. This allows the practitioner to refrain from getting arrogant over little victories, such as scoring a hit, and pushes them to look for a kill. One of the ways they are trained in this is to leave certain spots on their body open for attack so that their opponent will get caught up in the small victories and forget to look at the big picture, which will end up killing them. The training during this stage is intense in the fact that it is meant to make the practitioner much more resilient to pain so it often includes being severely beaten.

Special Techniques


One for the Win [Ichi Shouri]

During a fight the user will leave a certain part of their body open for the opponent to exploit it, which brings them in closer for the kill. This part of the body is reinforced with chakra and when hit the chakra will reduce the pain that the user would normally receive.

As the Edge of thy Blade [Mamaha]

By focusing a large amount of chakra into either their blade or the umbrella the user can create an extended point or edge made completely out of chakra but just as effective as steel.

Stage 3
Jounin


The Snow Flower Doth Bloom Young [Setsuka Nasu Sakidasu]

One of the most feared stages in the Tsukyuusei-ryu Battoujutsu style. This stage gets its name from the sudden burst of skill. To balance out the previous stage in which they simple prepared their bodies the practitioner now trains the body to move at higher speeds solely for the purpose of more effective killing strikes. Because of their lack of training with their cutting skill in the previous stage the practitioner must train extremely hard to get to this level. Once they are at it though their skill level far surpasses that of several of the sword styles in the other shinobi villages. This is also the stage where a new sword, much like the Setsuka, is introduced to the practitioner: the Chihana. It is not required that it is used but it is highly recommended.

Special Techniques


Glides Across thy Opponent [Kassou Juudan Hantaisha]

For a more effective cut the user must usually put much more strength into an attack and this can be a problem for swordsmen who focus more on other attributes. To remedy this problem the user can funnel chakra into their sword. This chakra surrounds the blade as an aura with the majority of the chakra focused on the edge of the blade. This aura is made to be like a wedge and when it is pushed to slice skin it will expand the wound and forcing it to cut deeper much more than usual.

Stage 4
Anbu Jounin


The Snow Flower Doth Wilt [Setsuka Nasu Shinabiru]

After focusing on their pain tolerance then going to work specifically on their speed and skill of strikes, the practitioner returns to training in a happy medium between the two. With their ability, and willingness, to open up any specific spot on their body to an attack, a ploy to get the enemy to within about arm's length, the practitioner now tries to open up what would normally be considered dangerous to do so such as the neck or parts of the torso instead of just the extremities. At this stage the practitioner also learns how to use the Chihana, an odachi sized weapon, in that close of a range. Usually they learn how to use parts of the blade to attack the opponent instead of the entire length of it.

Special Techniques

The Snow Grows Red [Yuki Hayasu Akaaka]

A highly effective cutting technique. The user laces chakra through their blade, which counters the effects of blood platelets and healing jutsu. Doing this gives the opponent an open wound that will not be healed. Not only does this effectively weaken the opponent but also it makes it much easier to trail them. (Cannot be healed by any medical jutsu that is Jounin level or lower. Advanced Jounin level and higher techniques can heal it, but have a slower healing effect.)

Stage 6
Kage/Saanin


As Lifeless as Cold Ashes [Shikai]

Able to take what would normally be considered a mortal wound and keep on going at extreme speeds the practitioner has become nothing short of an angel of death. They have gained the title of Shikai, which refers to their ability to completely ignore pain because they feel no pain they are as lifeless as cold ashes. At this final stage the practitioner rounds off all of their training thus far into one perfect sword style that can bring down even the mightiest of foes.

Special Techniques

- Seppuku [Seppuku]
The ultimate move with regards to the Tsukyuusei-ryu Battoujutsu. The user brings the opponent into less than an arm's length away. The user then takes their main weapon and pierces both the opponent's body and their own body. The attack, though considered reckless, has the potential to be a highly effective technique. The name is really a misnomer since it is used a bit differently. The user takes their blade and flips it upside down, cutting edge up, the shoves it through their abdomen, from their back, up into the chest cavity of their enemy. This is an especially sneaky attack to use because most people with not expect the user to possibly kill themselves just to kill their enemy.
 

BluewolfofMibu


BluewolfofMibu

PostPosted: Fri Apr 09, 2010 9:16 am


Daidoumyaku – Great Pulse Fist
Official Sound Village Taijutsu

Style Description: By using chakra to concentrate energy within their hands the user of this taijutsu can transfer the energy from their hand into their target, creating violent vibrations. This involves a slight bit of chakra control, but this is not the focus of the style. Instead the focus is on speed in movement and striking, which helps to create stable sound waves. These vibrations can damage soft tissue of internal organs but the primary function of this style is to damage bones and create numbness in nerves.

Style Basis: Taijutsu (Speed)


Stage One
Academy



Palm Strikes – At this level the user is just learning the proper motions of the style and has yet to study the methods used to create vibrations in a targets body. Palm strikes, while certainly painful cause only normal external injury.

Kicks – Kicks at this level are slow and awkward, and thus they connect poorly and do minimal damage. Most users of this style have problems effectively using kicks in combat and tend to avoid doing so. If a kick does connect, it is painful but not focused enough to do real damage.

Defense – Defense is poor at this stage, as the user has not yet learned to properly anticipate attacks. Blocks, dodges, and other defensive gestures are effective if the attack is slow enough for the user to respond. Attempting to deflect thrown objects at this level will almost always result in failure.

Special Techniques:

Hakike no Tsuki (Nausea Thrust)
This technique uses the very basis of the style, the vibrating of the palm, as the principle for this elementary but potentially devastating attack. By first striking an open handed attack to the stomach of the foe, the user then vibrates his palm. These vibrations adversely affect the digestive system of the target, therefore causing severe nausea and all the associated ramifications. The sickness caused by this technique lasts for three posts.


Stage 2
Genin


Palm Strikes – The user has now begun to learn the basics of what makes this style truly dangerous. The user is now able to transfer the energy in to a target to create minor painful vibrations. The damage is not significant from an individual attack but multiple attacks and the pain associated with them will begin to wear at a target. The primary difference between this level and the previous level is that attacks are slightly more focused and obviously more painful.

Kicks – The kicks at this stage have become more fluid as the user has learned to perform them more gracefully. Kicks are now effective combat moves that can now be used properly in a fight, resulting in a painful and damaging addition to the user’s arsenal.

Defense – At this stage the user has begun to learn to anticipate and deal with attacks provided they do not come in rapid succession. Blocks, dodges, and other defensive gestures are now more effective and allow the user the opportunity to counter attack if one is possible. A user has a reasonable chance of deflecting a single thrown weapon.

Special Techniques:

Daidoumyaku – Mimi Senshi (Ear Stab)
Description: This is not actually a direct attack to the ear. Instead, the user makes an attack, missing on purpose and uses external force and chakra to send a sound wave directly into the ear. This attack must be done at close range. This blow disrupts the center of gravity of the person hit causing them to lose their balance for a short time. (1 post)


Stage 3:
Chuunin


Palm Strikes – Power has become an important factor now. The palm strike can now crack the bark of trees and leave a real sense of pain. If a target is struck by a direct attack they will feel severe pain in the immediate area and repeated attacks to the same area will cause minor hemorrhaging of tissues resulting in severe bruising and pain that will last several days unless treated.

Kicks – At this stage the user has mastered the proper motion of the kick and all that remains is finding the proper balance and power. The kicks snapping motion creates a quick wind gust sufficient enough to extinguish a candle at three feet. Aside from the kick being able to inflict the normal physical damage when it connects, the ‘air’ created by the kick now actually lashes against the target like a whip, creating a stinging sensation.

Defense – The user has learned not only to block and dodge attacks but to sometimes use blocks or dodges to set themselves in proper position for an attack. The user is now able to block or dodge single thrown projectiles and can sometimes even accomplish this feat against faster moving projectiles such as arrows.

Special Techniques:

Daidoumyaku – Saidan Assaiki (Altar Crusher)
Description: This taijutsu attack is aimed at either of the two collarbones. Using the principle of the Daidoumyaku, this causes the nerves to overload. This sudden strike also drags the opponent’s torso down with it. At the end of the attack that whichever half of the body the user struck is more difficult to use due to the tremendous numbness brought about by the impact.


Stage 4
Chuunin



Palm Strikes – The Daidoumyaku style takes its true form at this level. Palm strikes here are a true show of power and skill. Even blocking the attacks now is painful unless done properly. Palm strikes have the power here to put out a candle from 3 yards away. When a target is struck vibrations go through their body from the point of contact and out slightly in a cone, with the main damage being at the center of the cone while damage along the outside of the cone is less severe. These attacks now literally rattle bones causing extreme pain and hit nerves, causing both pain and numbness.

Kicks – The power of the kick has made a small jump, able to blow away candles from 5 feet away. The increased control allows for a greater snapping sound when the kick is performed. The snap of the air is now pronounced enough to lash at a target even if the kick does not connect directly and is more severe if the kick does connect directly.

Defense – The user is now highly proficient in the art at blocking or dodging then counter attacking. Single thrown weapons are now completely useless against the user of this style unless the attacker can catch them by surprise. This is the first level where a user is able to turn aside more than one ranged attack at once but the effectiveness of this ability drops significantly as the number of attacks increase.

Special Techniques:

Daidoumyaku – Ibukuro Gusarito (Stomach Thrust)
Description: This powerful palm strike is different then the standard ones taught by the style. The fingers are clenched into the hand to help concentrate the force and the extension of the arm is much longer then normal. The attack is aimed at the sternum, right about where the fifth ribs are. The force goes straight through the bone and reaches the lungs causing the victim to go into spastic coughing. The pain usually keeps other ninja down for a short while (1 post) while they get back their air and bearings.


Stage 5
Jounin


Palm Strikes – Having now begun to reach the early stages of mastery, the palm strikes at this level are dangerous indeed. A targets bone will literally rattle inside them, causing severe pain and possibly lead to minute fractures of the bone along with tears to the surrounding tissues. The nerves in the area are also rattled which has the effect of dulling the severe pain after a few moments but at the same time it also renders the area temporarily useless.

Kicks – The motion of the kick is quick, almost impossible to perceive with the naked eye and the resulting impact is like being snapped with an enormous whip. The air lash created by this attack is sufficient to tear cloth and will cause lacerations to skin, this is in addition to the physical damage that results from the kick itself.

Defense – At this stage even a defensive move can be used as offense. By using their hands to turn attacks aside the user is now actually able to focus their energy while defending, resulting in a block becoming a small attack. Individual blocks do not cause significant damage but an attacker will soon feel their arms growing sore and numb after prolonged combat. The user is also now able to turn aside several ranged weapon attacks in rapid succession.

Special Techniques:

Daidoumyaku – Juushin Tomosen (Brutal Heart Stopper)
Description: This dangerous jutsu is dangerous to say the least. Striking the opponent where the heart would be, the force goes inside and causes a sudden jump in the heart stopping it for just one second where it all of a sudden kicks back. The sudden pain of death stuns opponents and leaves one all of a sudden short of breath and exhausted.


Stage 6
Jounin


Palm Strikes – A direct hit at this stage will almost always result in a broken or fractured bone where as a glancing blow will result in severe tissue damage and bruises. Having almost reached the pinnacle of perfection in their art, users at this level are dangerous and deadly opponents that few wish to contend with.

Kicks – Striking with almost unperceivable speed and landing like the sting of a thousand whips, the kicks at this level are sufficient to cause severe injury to any portion of the body they strike. In addition to the damage from the kick the airwave created by this kick will cause severe lacerations and air burns to skin.

Defense – At this stage the defenses of the target grow to a stage of startling skill. The user is capable of using their superior speed to block long flurries of attacks, as well as using their own chakra to deflect stronger, more concentrated blows. Furthermore, at this stage the user is quite proficient at channeling his own energy into a kind of defensive weapon, therefore allowing them to hasten the pace of the numbing of the foe’s striking limbs. Finally, the user is able to deflect an even greater number of projectiles, making all but the largest and most accurate of volleys to deviate from their course.

Special Techniques:

Daidoumyaku – Parusuha Saiganki (Pulse Rock Crusher)
Description: This dangerous attack is difficult to use but when used properly it can deal enough damage to render men useless. Starting from the chest, a double palm strike is done, this sends force all across the body, crushing capillaries and causing damage other minor internal injuries.


Stage 7
Kage


Palm Strikes – At this level, the user of this style achieves a frightening level of power. Here, a direct blow from an attack will not only result in broken bones, but brutal, crushing blows. Often is the time when the limb of a shinobi struck by one of these blows is rendered limp and useless; a victim of compound fractures as well as chipped fragments of bone caused by the vibrations of the user’s palm. Furthermore, the tissue damage caused at this stage is intensive, as the blows now strikes harder and deeper than ever before, rending and bruising muscle tissue with an almost unspeakable ferocity, a fact that further adds to the sheer devastation of each landed strike.

Kicks- The kicks of a user at this level are now at their peak, capable of inflicting severe damage to any part of the target’s body at unprecedented speeds. Furthermore, the airwaves created by the kick now create messy gashes, painful bleeding wounds, and devastating burns to the flesh of the target. The wounds caused by this tend to cause excruciating pain to the victim, and thus tend to hamper the combat ability of the afflicted greatly.

Defense- The user has learned to block attacks purely by instinct and react to them almost before they are launched. Unless an attacker is careful, the results of their attack could leave them worse off than their opponent as the user can now inflict severe injury just by blocking. Without the aid of some type of jutsu technique, throwing weapons are virtually useless against the user now and can be turned aside in almost unlimited numbers.

Special Techniques:

Daidoumyaku – Manako Oshi (Eye Push)
Description: Only truly despicable and horrendous people use this technique against their enemies. This technique first requires that the user place his hand over the eye of an enemy. He then uses a palm strike to thrust it forward. However, the reciprocal force will break the user’s wrist and fingers. The forward force actually pushes the victim’s eyeball into his head, tearing the muscles that hold it in place. The pain caused by this usually renders the victim unconscious. However, far more debilitating is the second effect. The impulse that forces the eye back also damages it considerably, blinding the victim in that eye until he is treated by a jounin-level medical nin
 
PostPosted: Fri Apr 09, 2010 9:17 am


The Frozen Fist [Hyoushu]

Official Snow Village Taijutsu

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Due to the extremely cold climate of the Snow, the village never really focused on Taijutsu as their main form of fighting, however they quickly learned that in order to be accepted as a powerful nation they needed their own style of Taijutsu. As such, the Hyoushu was born. The Hyoushu is a style peculiar to the Snow, in the fact that it is not a speed based fighting style, nor is it a style meant for flexibility. The main focus of the Frozen Fist is to harden one’s body to accept damage like ice, and to use one’s fists to break down barriers with the strength of an iceberg.

The actual fighting stance is composed of one open palm, and one closed palm. The open palm is held out in front of the user at arms’ length with the fingers pointing to the sky, and the closed fist is held back at the waist. The foot on the same side as the open palm will take a more forward position with the toe pointing at the opponent, while the foot that is on the same side as the closed fist will be just over shoulder width behind the front foot, and be at a 90 degree angle with the front foot. The entire upper body is facing sideways away from the opponent except for the head, which is, of course, looking at the opponent.

The open palm is called "the blinding palm", for the reason that a user of this style uses that palm, not to attack the opponent directly, but to blind his opponent. However, the palm can still be used to attack and cause damage, only not nearly as much as the closed fist, "the striking fist". The striking fist is used as the hammer; it holds most of the user’s power and does the most damage in the whole style. A normal attack pattern of this style is to allow your opponent to attack, simply step into the attack to nullify some of the damage and place your palm, (roughly perhaps, or simply enough to block the eyes of the opponent), and then step in with your striking fist and lay the opponent on the ground with a nice hardened fist.

A short description of each area in the below stages. Striking refers to the technique of the striking fist. How well you can aim and place blows with your striking fist. Blinding refers to your open palm, and how well you can maneuver it into the eyes of your opponent in order to render them somewhat blind as to what you plan to do with your striking fist. Toughness will refer to the toughness of your skin, and how well you are able to step into blows to nullify their damage to you. The toughness comes from the Hyoushu method of training the skin through repeated hits, making calluses spring up around all different parts of the body that will normally be hit often.

Stage One
Academy

The user at this stage understands basic striking motions and attack patterns, he also knows the general area of where to hit targets to cause some more damage. His accuracy isn’t that excellent, but he is decent at hitting large targets. The blinding palm at this stage has no real effectiveness. A user can use the palm as a light sort of jab at his opponents face, but beyond that he can do nothing more than hold his palm out there.

At this stage the user has not yet learned how to turn an enemies’ power away from his body, nor has he trained his skin into anything tougher than that of a normal shinobi. There is no advancement in how tough a user is at this stage.

Stage Two
Genin

At this stage the accuracy of the striking fist has improved greatly, one could easily aim for certain parts of the body and hit them nine times out of ten. Technique, however, has not improved any, leaving the user with good accuracy in his blows, but no real order or manner of using them efficiently. The palm at this stage gains a little bit more mobility as the user here learns how to weave figure eights in the air with his palm in order to lull the enemy somewhat. This allows him to draw a little bit closer without the opponent noticing as easily. The palm itself still is not very effective at blocking the opponents’ vision however.

Toughness is where this stage takes off. The user has learned more about the technique of stepping into attacks as they are thrown at them in order to nullify the damage. Of course, at this stage this hasn’t been perfected and the user isn’t very good at this, he is still able to do it from time to time. The user’s skin is also somewhat tougher through his constant training in the cold. He can take hits much more easily and feel them, but ignore the pain to some extent.

Stage Three
Genin

Accuracy of the punch is now perfect at this stage, and the user is also learning more tactics at this stage. He can now combine attacks with his blinding palm in order to help him hit his opponents more easily. The blinding palm at this stage is now actually beginning to see its true form in the fact that the user now starts to use this palm to blind his opponents. The only way that the user knows at the moment to blind his opponent is to attempt to move in slowly so that he doesn’t alarm his opponent by rushing at him, all the while keeping his palm at the opponent’s head level.

The user learns more about stepping into a blow to nullify some of the power behind it and his skin starts to take on the qualities of a strong frost. Not any of the coldness unless he has been outside for long periods of time, just some of the toughness. Normal hits start to become more easily blocked by parts of the body, freeing up movement towards the opponent.


Stage Four
Chuunin

The user is now more used to using both his hands at the same time and his striking fist is now more efficient at hitting his opponents just after the blind has been taken away. The technique itself sees no real upgrade other than just better fluency and use of both hands. The blinding palm doesn’t see much of an upgrade at this stage, however it is now more useful as a means of blocking attacks than it was previously. It now takes on an Aikido like ability in turning away the user’s opponents if they rush at him. None of the throws or grabs of Aikido, more like the ability to push an opponent aside or away from the user if he is rushed.

Toughness increases slightly here as the user’s skin begins to harden more than a light frost. His skin is now tough enough from training that kunai and shuriken will now only just be able to break the skin and do little damage. The user also now sees a small decrease in speed to accompany the new calluses beginning to cover his body more and more.


Stage Five
Jounin

The striking fist is now at the top of its game as far as efficient use and accuracy go. The user is able to strike wherever he would like to exactly when his blinding palm is removed from in front of his opponents face. Opponents with quick Taijutsu can still escape this attack unless they decide to take the Hyoushu on at close range. At this stage the user is adept at using his blinding palm in many different ways. He can now step into an attack and place his open palm against a opponents’ eyes, all the while stepping in with his other foot and striking with his fist at the same time.

Toughness at this stage is the perfection of stepping into a blow to nullify the damage. The skin of the user is now completely callused over, hardening the body to most blows that will come at the user. Kunai and shuriken are now a mere nuisance, but other edged weapons like Katana and Wakizashi can still slice through the user’s callused body. His body now appears to be made of hardened frost to his opponents, and he has another decrease in his movement and attack speeds.


Stage Six
Anbu Jounin

The fist itself is now hardened with the calluses attained by using this style and becomes like a fist made of ice. The user’s hits are entirely efficient and both of his hands work together as though they were one hand on the same mission. His attacks may be slow, but they are tactically sound. All he needs is one hit to connect. The blinding palm is a constant nuisance to the opposing shinobi. It is constantly pushing its way into the view of the opponent, blocking sight and disrupting his vision. Also, on this stage the user learns to utilize the calluses on his blinding palm hand and can now use chopping attacks with that hand if he so chooses.

This stage of toughness brings the user down to a speed where he cannot actually chase after opponents or move with any real speed; however he can take attacks through the sheer toughness of his skin and the ability to move into an attack that is coming at him to nullify the attack at its point of origin. This stage makes a user of the Hyoushu an ultimate close range fighter.


Stage Seven
Kage/Sannin

Striking Fist and Blinding Palm are no longer referred to as different and separate parts of the body. They work and act as one, and for all intents and purposes they are one. The palm is now more than a mere nuisance, as it can now be used for open palm strikes and side handed chops to an opponent's body. The damage caused may not be as much as that of the Striking Fist's, but it is still a force to be reckoned with.

A user at this stage is also now able to deflect katana and wakizashi from his body with various hand and body movements; however a direct slash can still slice through the body.
 

BluewolfofMibu


BluewolfofMibu

PostPosted: Fri Apr 09, 2010 9:21 am


Hiten Mitsurugi Ryu (Universal)
Flying Heaven Honorable Sword Flow

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History: The sword technique developed by the first Hiko Seijiro used to protect the people from tyranny and national fear, to protect the weak from opression. It is a style that requires Shin Soku (God-like speed) and the will to live and nothing with guilt. This technique is famed for the user's incredible speed; speed of the sword, speed of reading the opponent's moves, speed of reacting towards it. Passed down through thirteen generations, this style roughly translates as "the sword which soars through heaven." The practitioner can anticipate the moves of an opponent based on intent and react before a move is made.

Abilities Attained: Aside from the god like speed in which the practioner attains, he also learns the ability to predict his enemies's movements, as if they can tell the future or read the minds of their opponents. This in actuality is similar to the Sharingan abilities. The truth of the matter is, that the practioner gains the reflexes to predict the opponents moves by fraction of seconds for every stage that they have attained as well as being able to feel the emotions of the opponent. Using these two in conjuction, the practioner learns to easily counter attacks based on reflex and instinct alone.

Training Methods: Training is usually done with a sword. Any type of sword will do, though the usual is katana or cleaver sword. High amounts of sword swings, target practice, muscle building, and agility practice are done, to bring about the full potential of the shinobi. The various techniques, stances, and forms must be taught by Master to Pupil.


Stage 1 Ran Geki Jutsu
Genin


The first part is called Ran-Geki-Jutsu, which means to wield the sword to attack sequentially at once. At this stage the practioner is given a sword and taught how to wield it effectively. The user is also taught to be able to predict an opponents move for a fraction of a second. The user also learns to use chakra to boost the body's movment so they can keep up. To master this stage the user must learn all the techniques and fight against the master for 4 posts.

Techniques:

-Battoujutsu (Instant Sword Draw): To use this technique the user must place the right leg in front of the left leg to avoid cutting your own leg. This is an instant draw technique, ussually used for countering, since the user does not move from his spot. In a stance form and waiting for an opponent with the correct timing, a powerful swing with the twist of waist. This technique is extremely lethal and difficult to dodge unless the opponent has great reaction skills.

-Ryu-Kan-Sen (Dragon Wind Up Flash):
A technique used once one has gotten beside an opponent, it involves a very powerful swing with the twist of your whole body, inflicting a direct blow under the skull.

Do-Ryu-Sen (Ground Dragon Flash):
A technique where it strikes the ground and with the force of the strike, the ground will explode towards the opponent.

Ryu-Sou-Sen (Dragon Double Flash):
This involves multiple slashes to its opponent, without giving the opponent the chance for a counter attack. It is effective in dealing with those who will not get knocked out with one move.

Stage 2 Totsu-Shin-Jutsu
Chuunin


To attack immediately and just wield the sword once, that is Totsu-Shin-Jutsu. At this stage, the user can predict an opponents moves almost a full second fatser than a normal person. The user may also focus their chakra to the front or back of their foot to boost speed to help their legs keep up with dodging and movement. To master this stage, the practitioner must learn all techniques as well as be in a single fight/spar for at least 10 posts.

Techniques:

Ryu-Tsui-Sen (Dragon Mallot Flash):
This move is like a Dragon diving into its opponent from the sky and hammering down with a vertical slash by using its weight.

Ryu-Kan-Sen Tsumuji (Dragon Wind Up Flash Hair-spin):
Ryu-Kan-Sen-Tsumuji is another variety of Ryu-Kan-Sen. It begins by dashing into an opponent without gravity and at a tremendous speed. After getting into position beside your opponent, a Ryu-Kan-Sen will be performed. The damage is more powerful than Ryu-Kan-Sen, due to its speed. However, landing poses a problem due to its speed.

Ryu-Sho-Sen (Dragon Rising Flash):
This move is like a dragon that lifts up into the air with the blade of the sword attacking its opponent's vital points with the force of its jump. It is the perfect counter attack against opponents attacking from above, or even when crouching down.

Stage 3 Battoujutsu
Jounin


The third part is called Battoujutsu, the reason for this is that the techniques in this stage expand on the first technique the practioner learned, the Instant Draw Strike or Battoujutsu. Taking a huge step up the user can predict half as well as the sharingan and muscle reaction is instant, gaining 2.5 seconds, making fights with other taijutsu users a breeze. The user has now gained enough control of chakra to release it throughout every limb as this helps their body keep up with their mind, making predictions about the enemy. This makes it easy to counter attacks. To master this stage, the practioner must learn all the techniques as well as be in two fights/spars of at least 15 posts.

Hi-Ryu-Sen (Flying Dragon Flash):
This move may be accomplished using the left hand only. As you twist your body around in the air while launching yourself at the opponent, the sword is sprung from the sheath with the left hand coupled with the centrifugal force, so the key here is to aim the hilt of the sword at your opponent's weak point, like between the eyes in order for the slash to connect.

Sou-Ryu-Sen (Paired Dragon Flash):
Sou-Ryu-Sen is one of the variaties of Battoujutsu. Sou-Ryu-Sen contains double attack with the sword and the sheath. It is best used when the sword is blocked then without moment of waste, the second Battou-Jutsu using the sheath will strike the opponent, quite a bone breaker.

Stage 4 Ama-Kakeru-Ryu-No-Hirameki
Saanin


The final stage of the Hiten Mitsurugi Ryu can only be taught by the Master of this style, and teaching it to the pupil will mean almost certain death to the Master, which is the reason why there has never been more than one master of this style at a time. At this point, the practioner's reflexes are so extraordinary that the user's body moves even before the target moves their muscles. The user can force a large amount of chakra out their limbs, their hands move fast enough to confuse the enemy by making twices as many hand signs in half the time. Also by using this same concept, the practioner can move at such speeds, that the user simply dissapears from sight. Only the most experienced of sharingan are able to follow this individuals movement.

Ku-Zu-Ryu-Sen (9 Headed Dragon Flash): This is a move that was taught before the succession technique. It is to wield the sword nine times from nine different directions at once and strike all nine vital points instantly:
Kara Take: Head
Kesa Giri: Left Shoulder
Saka Gesa: Right Shoulder
Shita Ina: Left Wrist
Migi Nari: Right Wrist
Hidaki Kiriagi: Left Waist
Migi Kiriagi: Right Waist
Saka Kaze: Between the Legs
Tsuki: Chest
Because of that, it is nearly impossible to dodge or to defend against every sword strike, since at least one strike is bound to hit, especially if defending with a single weapon. According to Hiko, since this move is nearly impossible to be avoided or blocked, the only way to break it is by making one's move before one's opponent uses the 9 Headed Dragon Flash, i.e. by using a Battoujutsu which surpasses the "God-like Speed". This is the technique used to teach the Final Technique.

Ama-Kakeru-Ryu-No-Hirameki (Heaven's Soaring Dragon Flash):
The succession technique. The secret of the Ama-Kakeru-Ryu-No-Hirameki is revealed by Soujirou after his last fight with Kenshin. Normally, when using the Battou-Jutsu, the right leg is placed in front of the left leg so to avoid cutting your own leg (since the sword is at the left side). However, at the very last moment of attack, the user places his LEFT leg in front of his RIGHT leg before drawing his sword, thus bringing the speed and might of the sword to its very maximum. At that very moment, he must calculate the MOMENT of attack and how to twist his body properly in order not to cut himself. To do this, he must possess a strong desire to live. It is the fastest swordskill known to man, dodging this technique is nearly impossible. In addition, if the initial strike is avoided or blocked, the force of the unusually fast slashing motion displaces the air around it, generating a vacuum in its wake and sucking the opponent in; as this happens, the body is spun around for a second strike, with the previous action adding force and momentum to the swing, making the subsequent strike far stronger. This technique takes a heavy toll on the body since it was designed for someone with a wide-framed muscular build. Meaning that if this does not apply, then the practioner can only perform this technique once a day...if performed twice, the user will no longer be able to move for several days.
 
PostPosted: Fri Apr 09, 2010 9:22 am


Shuntensatsu
Instant Heaven Kill
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History: This was a style that was created based off of Battojutsu; or known as techniques for engaging a sword. Shuntensatsu, or the Instant Heaven kill, is a technique that utilizes the combination of Battojutsu and Shukuchi. Shukuchi, which means reduced earth, utilizes such powerful speed that it appears that the distance between two fighters has shrunk, hence the name reduced earth.

Being a street uchin and practically living in the training grounds the boy had much time on his hands. So even before he applied as an Academy student he had started working with the sword the Hokage gave him. During this time, he made an unorthodox style until one day an old man watched him. He started to teach the boy the true and actual method of using the blade in the way of Battojutsu. One he noted the Zin was catching good enough he ended the training and told the boy to take what he learned and make up his own style. Through this, Zin made 'Shuntensatsu'. Zin made this move to utilize speed to the next level.

Training Methods: Before each level of Shukuchi can be achieved, the practioner must spend time killing off their emotions. A huge part in making this style so powerful is to surprise their enemy by not letting them sense neither killing intent nor their fighting spirit. To do so takes much meditation (5 posts before each level). Also, each stage can not be achieved through regular means of training. To attain each stage, the practioner must be in physical combat with another shinobi, wether it is in actual mortal combat or mere spars. Genin=5 posts between each rpc each. Chuunin=8 posts between each rpc each. Jounin=12 posts between rpc each. Saanin=15 posts between rpcs each.

[Requirements to obtain]
*Must learn it from the master/creator of the style
*You must have a sword of modest length. (Meaning the length of your arm and maybe a few inches longer. The move requires finesse not strength.)
*Must become a ninja dedicated mostly to swordsmanship

[Rules]
*Must be have a char. dedicated to swordsmanship.
*There will be the use of the PA(Post Action System) for the ultimate move.
*Must learn to reduce and suppress emotions.

---------------------------------------------------------------------------------------------------------------------------------------

[Stages of the style]
4 Stages


[Stage One]
Rank:Genin
[Techniques]

Name of Technique:Three steps below Shukuchi
Type of Technique:Battojutsu
Technique Descritpion: The user feints. The only thing seen is their feet running at them. The attack will usually only come from one or two directions: Right or left. The move is initiated by tapping their running foot on the ground; the foot will noticably speed up until the user wishes to initiate the technique. A shinobi with equal speed or a lesser doujutsu will be able to keep up with the attacker.
Range: From the user to the attacker.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

[Stage Two]
Rank:Chuunin
[Techniques]

Name of Technique:Two steps under Shukuchi
Type of Technique:Battojutsu
Technique Descritpion: This attack is similar to Three Steps except for three properties. The first is that after they have tapped their foot to the speed they will use,instead of using the tapped foot to initate the move the user will hop onto the other foot and initate the attack.The user once again 'feints' but instead of his feet showing,the direction he goes will have a split the ground moves upon. A shinobi of equal or greater rank, or a doujutsu will be able to keep up with this technique.
Range: Same as last



[Stage Three]
Rank:Jounin
[Techniques]

Name of Technique: One Step under Shukuchi
Type of Technique: Battojutsu
Technique Descritpion: The user will begin hopping on their main foot, then switch to the opposite, then go back to their original foot and take off. During this technique, the user is able to attack from an omni-directional angle, utilizing not only horizontal but veritical space. Only a shinobi of equal speed or greater may be able to counter this technique.

[Stage Four]
Rank: Sanin
[Techniques]

Name of Technique:'True Shukuchi' or Shuntensatsu
Type of Technique:Battojutsu
Technique Descritpion:
During this technique there is no trace of where he is. The attack,the movement is completely unknown to the opponent until he is struck.The user's speed is so fluent and nimble at this level that there is no trace on the ground giving an indication of where they might be. This technique gives you speed greater than that of a saanin, giving you the speed of a SS rank shinobi.
*Note:To be fair,you will have to engage in the PA system. Meaning you will pick a number 50-100 as well as your opponent. Whoever gets the highest number will decide the outcome.


*Additional Notes just in case:

-the rank of the Rpc plays a huge role in the Shukuchi.
- Only people with visional Kekkei Genaki's that can read chakra,and can see the moves to a certain extent. Meaning that the defender will have a chance to block,if they are the same level as him or higher,the fatal blow. But those higher can block it a LITTLE bit easier.
-But,the true Shukuchi cannot be blocked unless the person has mastered the strongest level of their Visual Kekkei Genaki and are of the same level as him they will have a chance to block it.
-A shinobi who has given their life to the sword will be able to fight on par with the Shukuchi

 

BluewolfofMibu


BluewolfofMibu

PostPosted: Fri Apr 09, 2010 9:23 am


Kunoichi Combat Style (Universal)

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While the female body is not as strong as that of a male, the female has several attributes that make this style of fighting made specifically for their body type. If focuses on using the naturally shorter body as well as the flexibility and lightness of the frame. This style also does most of it's damage through kicks and pressure points.
Requirements: Female
Training Requirements: 10 posts strictly related to flexibility training per stage.

Stage 1:
The user is only a beginner at using her body the way it is meant to be. The user can bend her body a good bit, but this advantage is not so great as to completely compensate for the lack of brute strength.However, you will get more bang for your buck than ninja that do not use this style.


Split:
Rank: E [D in training difficulty] The user is able to do a split without much preparation. This is great for dodging attacks that are aimed at the user's legs while in midair, or at the upper body while on the ground. This also gives the user the ability to hit the opponent from a lower angle. Can also be used as a kick.

Twist-dodge:
Rank: E [Rank D in training difficulty]
While in the air, the user will twist and contort her body to avoid projectiles while in mid-air. These twists are at a higher reflex speed than regular dodging because of how nimble the user is.

Roundhouse:
Rank: E
Because of the flexibility of the hips a woman has, she is able to pivot on one foot and deliver a quick snap of her foot at the opponent's head, stunning or disorienting the target if it lands.

Leg Blocks:
Rank: D
The user can bring her legs up at good speed to block attacks, such as blocking a kick.

Light Feet:
Rank: E
The user is able to lengthen her stride and step lightly when running, which is good for crossing large distances without attracting the attention of guards or scouts.

Karate Chop:
Rank: D
Description: The user is able to chop her hand at joints of the opponent at decent speed, with her hand absorbing the shock of the blow to prevent damage to the hand while maximizing damage.

ECT:
Rank: D
Description: The user uses her flexibility to get through weak blocks or when at close range under a target's guard. The user then strikes a blow to the target's Eyes, Crotch, or Throat to stun the opponent or maim him/her.

Ear-Clap:
Rank: D
The user claps two hands against the ears of the target hard. The target will not be able to hear anything but high pitched ringing for 5 posts NO MATTER CLASS OR RANK. The target will also be in a lot of pain for 2 posts.

Die Foot Die:
Rank: D [C training]
The user has blocked an opponent's kick with her arms and has a hold on the foot of the user. She then twists the foot violently like a steering wheel, which has a high chance of spraining the ankle. This move is a C rank because the user has to have this action drilled into muscle memory in order to have a chance to perform the desired action in time before the opponent strikes back or escapes.


Chest Pressure Points:
Rank: E [B training for non medical classes, but D if medical class]
This technique focuses on applying pressure in two places. The first is just beneath the collar bone near the shoulder. This will keep the target from being able to push.
The other is the solar plexus, which is found just below the sternum. Striking this area with a solid blow will stun the opponent so that they cannot breathe for one post as well as not be able to react at more that 3/4 normal speed NO MATTER THE RANK OR CLASS for two posts.

Leg Pressure Points:
Rank: E [B training for non medical classes, but D if medical class]
This technique's targets are the Achilles heel and the kneecap.
For the heel, the user tries to slice the big tendon on the back of your foot or at least bash it. If cut, the target's leg will be USELESS NO MATTER RANK OR CLASS until it is completely healed. If bashed with decent force, ninja up to a rank above the user will not be able to run at higher than 80% speed for 1 post.
Knee: If the target deals a solid blow to the side of the knee or the back, she rolls a 20 sided dice. If the roll is a 16 or higher, then the tendons in the knee will tear and that leg will be useless NO MATTER RANK OR CLASS until it is completely healed.


Stage 2: Chuunin
The user has mastered the art of bending her body, which is easily achievable with hard work. Blows that cause the joints of the body to bend at awkward angles do not affect the user [Example: dislocated shoulders, twisted ankles]. However, the elbow and knee can still be broken if forced in the opposite direction. [Medical Nin can learn this stage after they have mastered all Chunin level medical jutsu and are a chunin. You have to be a chunin to learn taijutsu as a medic anyways, so...]


Hand-Trap:
Rank: D
The user sees a punch coming or successfully blocks one. She then grabs the wrist and bends it down against the underside of the arm which causes great pain and would allow the user to break the wrist if the target struggles.

Back-flips:
Rank: D
Exactly what it says, the body flips backward at a higher speed than normal ninja could due to flexibility, and also are able to change direction or do things while flipping.

Spin-Kick:
Rank biggrin
While the user is in the air or doing a handstand, she can spin and deliver nimble kicks with decent damage.

Shock Absorber:
Rank: D [Training rank C]
When the user takes a blow to the head or the lower torso, she is able to relax her muscles and distribute the blow throughout her body, which lessens the amount of damage taken.

Axe-Kick:
Rank: D
The user lifts her leg straight up, and brings it down in a powerful kick on the opponent. This requires a great amount of flexibility that mainly only women have.

Light Feet Mastery:
Rank: E [D training]
The user can sprint without making a lot of noise.

Cat Landing:
Rank: E [C training]
The user can land from large heights or from falling fast without injuring herself, and without making much noise at all. This is accomplished by landing and bending the knees, which lessens the strain on the body and makes it quiet because of the lightness of a woman's form.

Hurricane Kick:
Rank: C
By spinning and leaping on the ball of the foot, the user is able to kick with decent power and speed with a wide range of motion and rapid succession of the kicks.


Arm Pressure Points:
Rank: E [B training for non medical classe, but C for medical class]
Elbow: The user grabs on opposite sides of the elbow on the elbow and applies sharp pressure. The target will drop whatever it is holding, and be in immense pain NO MATTER RANK OR CLASS. The target will not be able to use that arm for 1 post, hold something for 2, and use it fully again for 3.
Armpit: In the lower armpit near the back is a pressure point that has a 50% chance of making any target up to a rank higher than the user drop whatever they are holding and not be able to swing a weapon with more than 75% speed and strength for 2 posts. This is determined by rolling a 6 sided die and getting a 4 or higher.

Back Pressure Points:
Rank: E [B training for non medical classes, but D for medical class]
The targets for this are the neck and spine.
Neck: If the user can get close enough to jab the opponent with fingers or a kuni, she jabs hard right under the meaty muscle between the shoulder and neck. This causes a lot of pain, and if a roll of 20 is rolled on a 20 sided dice, a target up to a rank above the user will have half the strength, speed, and reaction time for 2 posts. If a 17-19 is rolled, then the target will not be able to use their arms in combat for 2 posts.
Back: There are several points along the back, but mainly just under the shoulder blades 1 inch from the spine. Sharp pressure here will keep the arms from working for one post, and being stabbed here will result in the respective arm being unable to move even after the kuni is removed.

Head Pressure Points:
Rank: E [A training difficulty for non medical classes, C for medical classes.]
Temple: About an inch past the eyebrows is the Temple, which is the most dangerous pressure point on the body. If struck with a blow, a 20-sided roll is performed. 18-19 = 2 posts of half speed, strength, and reflex times. A 20 will result in 3 posts of the above consequences.
Lower Ear: Just under the ear against the base of it is a pressure point. When jabbed with a finger with a lot of force, the target will not be able to talk for one post, and will only be able to hear high-pitched ringing for 2 posts NO MATTER RANK OR CLASS.


Twist-Dodge offensive:
Rank:C training difficulty, no stamina use [All other moves must have been learned]
Description: The user is able to dodge or block attacks and still maintain an offense. This allows the user to attack while dodging on the ground and in the air.



Practitioners:
1. Sosay Uchiha [Sosay Uchiha]
2.
3.
4.
[Add as needed]

Created by Deil Grist  
PostPosted: Fri Apr 09, 2010 9:24 am


Butoukai Sono Raijin [Dance of the Thunder God]
Fast, Effecient, Fluid
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Weapon type: typically a katana, but any weapon could potentially be used with the style

This swordstyle, named for it's quick and fluid movements, is said to to be the fastest swordstyle in the world. Legend tells of masters striking with such speed that they rivaled lightning bolts. This is of course legend, but it is true that masters of the style are some of the fastest beings on the planet.
The style originated in the land of lightning where it is said that the first practitioner sof the Dance of the Thunder God was born. some say he was the progeny of the Thunder God himself, and his name was Raiku Momuji. He was born into a family of samurai, but at an early age he showed such an aptitude for sword-fighting that he began creating his own style. After decades spent alone honing his body and mind, Raiku finally finished the style that would come to be known as the Dance of the Thunder God.


Stage 1
Academy Student

The first stage of this style teaches the very basic concepts of the style, namely the fluidity of motion. Training does not even involve a weapon at this stage of the style, instead students of the style practice moving from the various stances, drilling into them how to move fluidly through changes of stance and simple movement.

Techniques

Flowing Sweep
Rank: E
Type: Offensive
Description: One of the style's weapon-less techniques, the flowing sweep is a useful technique against an unwary opponent. Stepping forward as they lower their body, placing one foot under their center mass, the user pivots their body on their back foot and attempts to knock their opponent off their feet.

Stage 2
Genin

The second stage focuses on speed, training students to move in the most effecient way possible so that they minimize energy use when traveling at faster speeds. From this point onward all students of the style will wear training weights, as the practitioners of this style become stronger the weights they wear will grow progressively heavier. Genin start off wearing weights that weigh a total of 50 lbs. These weights can be taken off when in combat to increase speed.

Weight Training: The user must spend a total of 10 posts training with their new weights, usually simply by running around or drilling in the different stances, to advance to the next stage. The weights must be worn constantly outside of battle in order to ensure that the students muscles grow used to the weight. (Confers a .5 rank speed increase when the weights are taken off)

Techniques

Artful Dodge
Rank: D
Type: Defensive
Description: The practitioner places one foot forward and to the side, and as their opponent closes the distance, the practitioner pivots to the side, avoiding the blow and putting themselves in a flanking position.

Stage 3
Genin

At this stage of training students learn to utilize their speed and fluidity of motion in combat, learning how reach their target in the quickest most effecient way. They also learn how to dodge more effectively by utilizing that fluidity of motion, learning to move so that even when dodging they are positioning themselves effectively to strike at their opponents. By this stage the practitioner can use what he has learned to effectively fight without a weapon, though he still won't be as effective as taijutsu specialists. The weight of the practitioners training weights will be increased to 75 lbs.

Maneuver

Path of the Thunder God: At this stage students are taught to move quickly and effeciently, teaching them how to find the quickest path to their targets. Students will naturally move faster than other ninja (though not as fast as a speed ninja), even learning how to move through crowds and debris more effeciently than others.
(Can traverse rough terrain with ease, able to see and follow the most efficient path through and over obstacles; This ability is passive)

Stage 4
Chuunin

At this stage students are finally given their first sword. Because of their repetition of the the stances without the sword, it is fairly easy to integrate the sword into what they already know. The most important part of this stage is learning how to maintain the fluidity and efficiency of motion while wielding a blade. Once the student has learned to effectively integrate his blade into the style his potential greatly increases, making him much more deadly. Though they move quickly, their strikes are not overly powerful, but the efficiency with which they strike makes each strike a threat. Training weights will now weigh 100 lbs.

Weight Training: The user must once again spend time growing accustomed to their weights, spending 10 posts sparring with their new weights to ensure that all the muscles used in combat are being worked.
(Confers a .5 rank speed increase, stacks with previous Weight Training bonus)

Techniques

Hamstring
Rank: D
Type: Offensive
Description: Slashing at their opponents Achilles tendon, the user attempts to effectively cripple their opponent. Because of where the achilles tendon is, this is only effective when the user is on their opponents flank, or most effectively when they're behind their opponent.

Maneuvers

Flurry of the Thunder God: The user has learned to strike so quickly that they can strike twice as fast as your average shinobi, striking so fast that even a one tomoe sharingan would have trouble predicting their attacks.
(Can perform one additional weapon technique per post; this ability is passive)

Stage 5
Chuunin

The practitioner has now spent enough time wearing training weights that when he is takes that few could hope to match their speed, even moving as fast as Speed Shinobi of the same rank. Practitioners skill with the blade also increases as they become even more comfortable with the feel of it. Their striking efficiency increases yet again, their blade seeming to find its way into even the smallest of openings. The training weights now weigh 150 lbs.

Techniques

Flash-Slash
Rank: C
Type: Offensive
Description: One of the styles most well known and devastating techniques, the user floods their arms and legs with chakra before rushing at their opponent at incredible speeds, appearing as little more than a blur as they close the distance to strike at their opponent. Even the Sharingan would have trouble keeping up with this technique.
(5 post cool-down, the user suffers a -1 rank penalty to speed for two posts; costs chakra equal to a ninjutsu of equal rank)

Stage 6
Jounin

The practitioner has reached legendary speeds, appearing as a blur to most other ninja even with the weights on and when the weights come off the user moves so fast that they can actually create after-images. Only doujutsu possessors with high level movement tracking skills have any chance of keeping up with the user with any real hope of success. The practitioner still doesn't have a huge amount of strength behind their attacks, but the momentum of their strikes makes each strike very difficult to stop. This level of speed cannot be maintained forever, and in fact most masters must wear weights in order to keep from moving too fast for fear of tearing muscles. The weights usually weigh anything from 200-300 lbs, depending on the user.

Techniques

Whirlwind-Slash
Rank: B
Type: Offensive
Description: A technique developed to stave off multiple opponents, the user constantly pivots on their feet as they strike at their opponents, keeping in constant motion to avoid being struck.
(Can strike at up to four opponents in one post, the enemies must each be within sword length of each other in order to strike at them.)

Flurry Slash
Rank: A
Type: Offensive
Description: Flooding their arms with chakra, the user strikes at several vital spots on an opponent near simultaneously, striking at the elbow joints, neck and heart.
(Cool-down of 5 posts; places a cool-down on Flurry of the Thunder God for 2 posts; costs chakra equal to a ninjutsu of equal rank)

Stage 7
Kage/Sannin

Once this stage is reached the practitioner has attained true mastery of the style. Practitioners must learn to move effectively without any of their weights, a task that is much harder than it might sound. Because of the great speed at which the user moves their muscles are under constant strain of over-extending, simply because their mind cannot fully keep up with the movement in order to stop it. The practitioner learns to utilize this momentum by moving their blade in wide sweeping arcs, and quick thrusts.

Other movements are certainly possible, but the concentration required to move most effectively can only be maintained for short periods of time. Anyone that reaches this stage must constantly wear training weights which they must constantly replace with heavier and heavier weights, or else they risk tearing muscles accidentally with even the smallest of movements. Some masters must wear at least some weight even when utilizing the 7th stage, because they have simply become so fast that their mind cannot possibly keep up with their bodies. Legends say that the first master, Raiku Momuji, had to wear 1000 pounds of weight even when using the styles 7th stage.

Techniques

Embodiment of the Thunder God
Rank: S
Type: Supplementary
Description: The user has reached the final stage of the Dance of the Thunder God, and have become true embodiments of the Thunder God, able to strike with the speed and force of a lightning bolt. However this power does not come without risk. This speed can only be maintained for 2 posts without risking tearing all the muscles in their body, however even then their muscles are so strained that the user will move at roughly half their normal speed for 4 posts. If the user wishes they can maintain the speed and power for 4 posts, but afterwords every muscle in their body will tear to shreds and they must spend at least 3 real days under close supervision before they can even move. After the three days their speed will be equivalent to roughly 2/3 their regular speed. After an additional four days after they are partially recovered the user will be completely recovered and they could potentially use the technique again if they had to.
(Speed is temporarily increased by 2 full ranks, placing them well above the speed of even the fastest S-ranked Shinobi)
 

BluewolfofMibu


BluewolfofMibu

PostPosted: Fri Apr 09, 2010 9:25 am


8 Drunken Gods
The immortal style of the celestial gods
Lothar Family Taijutsu


After attending numerous gatherings with the various spirit courts of Creation, the inventor of this style was inspired by the manner and actions of various little gods while they were intoxicated. This style relies and emphasizes on deception and confusion. It is a versatile Art, which is just as useful by itself, or in conjunction with other styles. As the artist progresses, he learns the style's eight techniques. Each technique is named after the little god whom influenced it. After learning the basic techniques, the practitioner of Eight Drunken Gods Style finds it necessary to consume large quantities of alcohol in order to perform specific movements, which a sober mind and body are not capable of. This consusmption is only required to properly execute the more advanced techniques, which are patterned after some of the spirit world's more notorious drunkards.

The Drunken Boxing Form is the personification of confusion and deception. The key to drunken boxing is making your opponent believe that they are winning; then retaliating with unexpected power. At this stage he understands how to use his own intoxicated state to his advantage. With drunken boxing, he uses aspects of the drunken gods and improvises a new kata for each new fight. He never stands completely still, having an intoxicated tremor, while the gait between his legs constantly changes. His demeanor shifts from every sort of drunken behavior possible, from angry, to sleep deprived, pissed, and so forth. Drunken boxers often carry a flask of liquor and consume from it while engaged in combat.

It consists of three basic movements: drinking movements (hand techniques); waist movements (dodging); and falling movements (dodging and attacking). These relatively simple moves though, mask powerful ways to disable unsuspecting opponents.

When drunken stylists reach for another swig from their wine cups, they are really demonstrating grabbing and striking techniques. These often involve wrist holds and then an attack with the hand holding the imaginary wine cup. These attacks are directed against sensitive pressure points and the opponent's center.

In contrast, waist movements trick opponents into thinking that practitioners are off balance and thus vulnerable to attacks. Drunken style martial artists will sway from side to side, almost falling over at times. Yet these moves double as dodges, preventing the opponent from landing strikes and attacking successfully.

Finally, falls make up the remaining moves of the drunken form. While some falls serve as dodges just like waist movements, they can also trap opponents. Once a drunken stylist pins an opponent to the ground with a fall, he or she can assault critical points and areas.

The drunken style is very freeform and with little effort the movements may be passed onto other styles of taijutsu, increasing the effectiveness of the other forms.

Stage One: The God Lu: The Drunkard with Internal Strength

By mimicking drunken Lu, the artist's body sways and bends unpredictably. He stumbles and twitches, moving swiftly and slowly at random intervals. This deception makes striking the artist much more difficult. The artist is taught to know that by making it seem they are losing, they will win.

Stage Two: The God Li: The Drunken Cripple with a powerful right leg

This stage instructs the artist on using their left leg as nothing more then a way to move through the style. The right leg become extremely powerful as do the fists. In most leg strikes with his style the right leg is used to steady the artist of hold him up as he strikes with the left leg. The right leg is used for all spins and flips so the left may be used for strikes. The balance of the artist must be practiced at this point, for even though they seem to sway, everything is under control.

Stage Three: The God Fat Han: The Drunkard holding a pot in his arms.

The artist mimics a fat god carrying a large keg of ale. The both arms are left extended as he artist moves about with his back haunched over as if the imaginary weight held him down.The fists move in unison for powerful strikes and quick blocks.His movement is without rhythm, or fluid motion, yet he remains incredibly sturdy. He appears happy and blissfully ignorant while carrying the imaginary barrel.

Stage Four: The God Lan: The Drunkard with the sudden deadly waist attack

The artist's hands mimic holding glasses of hard liquor. Wincing and performing like an aristocratic snob, he makes toasts to himself and his opponents loss. As he drinks from the imaginary cups he strikes his opponent with blinding speed while giving no indication of his intended strike. The swiftness of the strikes may not even be seen by speed ninja as too many are delivered in quick succession.

Stage Five: The God Chung: The Drunkard with the swift double kicks

When this stance is used charka begins to dance over the muscles of the artist. The main chakra element is used for this. The blinding speed of the fists moves onto both legs, even though only the right will cause the real damage, now even the left will do some damage. The artist has the ability at this point to instantly recreate his last couple movements (within the last 3 of his posts). This attack confuses those with doujutsu as it appears from nowhere. The attack may be blocked if the opponent is fast enough, but few but Senbi are. This counts as a Chuunin level jutsu for amount of chakra spent and may only be used 1 every three posts. Larger flips are used in this stage and falling does little to hurt the artist as the body readies and compensates for the blow from striking the ground.

Stage Six: The God Tso: The Drunkard with the powerful throat lock

This stage causes the artist to act like a belligerent drunk. His eyes wince and his muscles tense noticeably. The fists become very powerful, breaking tempered steel with some ease as the blocks become lighting fast and steadfast enough to stop the brunt of even some Jounin jutsu.

Stage Seven: The God Han: The Drunkard flute player with the powerful wrists

The hands move as if a large wooden flute was held within their grasp. They move some force about as the artist plays a silent tune, and with some mysterious power; turn enemy strikes back at them, even enemy missiles may be deflected.

Stage Eight: The God Miss Ho: The Drunken Woman flaunting her body

The artist performs a bizarre dance of sorts, stumbling about like a drunken barmaid. The artist teases and flirts with his enemy, leaving what seems to be an opening in his defense before snatching away what appeared to be victory with a powerful attack. This stage can confuse an opponent and cause the enemy to begin to question themselves as to why they are fighting. Roll a d10, (1-10 if equal level, 2-10 if one rank lower, 3-10 if two ranks...etc.) if a 10 is rolled (or 9-10, 8-10 etc with rank) the opponent stops for one post wondering what they were doing.




Coren Lothar is the only master of The 8 Drunken Gods at the moment, and as such is the only one that may teach it. Others may stumble about on their feet and try to fight like he does, but they are fools to think they understand the divine style of the Immortal Drunks  
PostPosted: Fri Apr 09, 2010 9:30 am


The Rare and Beautiful Art of a Controlled Disaster
(Ippin Seichuu Sanji)

Hidden Grass official Taijutsu



The Ippin Seichuu Sanji was originally developed by slaves in Grass. It is marked by deft, tricky movements often played on the ground or completely inverted. It also has a strong acrobatic component to it.
This style is known for its fluid acrobatic play, where technique and strategy are the key points. The style is marked by the use of feints and subterfuge, and use groundwork extensively, as well as sweeps, kicks, and headbutts.

The acrobatic element to the style comes from the slaves who developed it being handcuffed almost all the time. With their hands in such restrained positions it was essential to learn how to use the legs in the most effective ways as to defeat the guards who watched over the slaves. Because of this the Ippin Seichuu Sanji has attacks that focus on leg based attacks, sweeps, and elbow strikes in place of hand strikes.

The hands though are not considered useless in this fighting style because many of the defensive moves of the style are based on being evasive and using rolls to avoid attacks instead of trying to block them. The hands are also a part of essential acrobatic movements such as cartwheels, handsprings, etc.


Academy
Stage1


Dakai Ichi
To properly learn this style the practitioner is forced to learn it the way it was made; while handcuffed. Normally during all of the spinning, constant movement, and acrobatic attacks the practitioner will want to flail out their arms in an attempt to balance themselves but with the handcuffs in place this becomes extremely difficult and very impractical so it forces the practitioner to learn how to balance themselves without their arms and hands. Not only does this require extreme precision and lots of practice it also demands a high amount of leg strength to perform properly but it is also because of these demands that the style itself becomes truly powerful.

Stage 2
Genin

Dakai Ni

Still handcuffed the practitioner switches his focus from controlling his movements and making them precise to making them much stronger. The practitioner learns to use gravity to their advantage and make their leg into a lever in which they place all of their weight onto creating leg strikes similar to that of a guillotine. Along with these stronger strikes the practitioner continues to strengthen their body so that it can deal with the complex system of movements that the Ippin Seichuu Sanji provides.

Stage 3
Genin

Dakai San

Now the practitioner starts to learn a larger range of strikes with the legs. Instead of focusing solely on high acrobatic kicks strengthened by weight and gravity they begin to learn the usefulness of swift and powerful attacks that are close to the ground. Without the aid of an outside force to strengthen these close to the ground attacks they focus on gaining more power from within not only in the legs but in the arms as well. In this stage the practitioner has learned the immense usefulness of their arms as balancers to keep the practitioner going on with their fluid strikes

Stage 4
Chuunin

Dakai Si

With the previous stages the practitioner has accumulated a lot of strength and power with his attacks which in turns creates the 'Disaster.' The disaster is when the practitioner has too much latent potential behind their attacks to control effectively. This stage focuses on controlling this disaster in order to make it less devastating to the practitioner and more much devastating to the opponent. The more the attacks are controlled the easier it is to go from one attack to the next fluidly

Stage 5
Chuunin

Dakai Go

After master combat from the air and from the ground the practitioner now focuses on fighting at a mid point, mainly attacking the abdomen of the opponent. The new, what are known as, 'mid-range' attacks require more upper body strength then in the previous levels because the practitioner now goes into a lot of handstands to attack and cartwheels to dodge. A simple way to practice strengthening the arms for this is to hold onto a pole in the ground and holding the body out at a ninety-degree angle from the pole. The practitioner must also work with their body so that they can bend and move at the extreme angles the 'mid-range' attacks call for.

Stage 6
Jounin

Dakai Roku

With the radical new attacks that come at the midrange point the practitioner once again goes back to try and make these attacks into more powerful versions of themselves. By gaining more power the practitioner is in a sense tipping the scales in favor of the disaster and not the control and though these attacks may not be as fluid as the others the practitioner has learned to work with the disaster to use it to their advantage when they have no other.

Stage 7
Special Jounin

Dakai Sichi

This is a new and pretty much the final plateau for the practitioners of the Ippin Seichuu Sanji. Reaching this point is marked with the removal of the handcuffs the practitioner has been bound to since the beginning of their training. Once removed the practitioner has a much wider range of movements they can work with training their upper bodies to twist and bend while still supporting the body. Not only does this sort of training require the increase in the fluidness of movement but it also requires a certain level of upper body strength to be used properly. This stage is often referred to as the Liberty stage because the practitioner is give back their freedom.

Stage 8
Kage

Dakai Hachi

The final and most useful stage in the Ippin Seichuu Sanji. In this stage the user takes everything they have learned about attacks and movements in the previous stages and ties them all together which exponentially increases the disaster but at this point the practitioner has the disaster under full control. With the ability to go from the guillotine like high attacks to the sword like midrange attacks to the top like low attacks and the ability to jump from one of these attacks to the next flawlessly the practitioner has become in all senses of the phrase a 'Controlled Disaster.'
 

BluewolfofMibu


BluewolfofMibu

PostPosted: Fri May 14, 2010 11:25 am


トンファー
Tonfas (Universal)




User Image


The tonfa can be gripped by the short perpendicular handle or by the longer main shaft. In defense, if the handle is grasped then the shaft protects the forearm and hand while the knob protects the thumb. If both ends of the shaft are held, the shaft can be used to ward off blows and the handle can be used as a hook to catch the opponent's weapons.

In offense, one can swing the shaft to strike the target. Large amounts of momentum can be imparted to the shaft by twirling the tonfa by the handle. The tonfa can also be wielded in such a way as to use the knob as a striking implement, held either by the handle or by the shaft. One can also stab opponents with the shaft of the tonfa. By holding the shaft and the handle of the tonfa together, one can use it for holding or breaking techniques.

Tonfa are traditionally wielded in pairs, one in each hand. This is unlike police nightsticks, which are generally used alone. As the tonfa can be held in many different ways, education in the use of the tonfa often involves learning how to switch between different grips at high speed. Such techniques require great manual dexterity. As with all Okinawan weapons, many of the forms are reflective of empty hand techniques


Stage One: Genin

When they first attain their Tonfa, the user is able to execute simple swings and punches, yet nothing truly fancy yet. They are able to use their chakra, yet not with the Tonfa, due to lack of practice. They need to get more of a feel for the weapon before they are able to do that.

Stage One Techniques

Burst Shot
Rank D
Using chakra, the user is able to re-enforce their punch with chakra, to make it stronger. Though, the range of increasing of the attack is minimal. It can crack boards of wood, but nothing more. The range of increase it around 5% of the shinobi's strength.

Spinning Winds
Rank C
Again using chakra, the user will spin the tonfa around to make the longer end face forward. The user then spins on one foot, using the increase in strength, as well as the momentum from the spin, to cause a high strength hit from the end. Anyone hit by this will get a pretty bad bruise, and/or a cracked bone, but not a break. They will be pushed back about a foot, and anyone blocking it with a weapon will feel like they got hit by a baseball bat.

Stage Two: Genin

As the user becomes more accustomed to the Tonfa, they gain a much more versatile skill of being able to spin the tonfa in their hand, causing slight winds to build up. To gain this stage, the user must first train with their tonfa for a period of time[around fifteen posts only using the tonfa]

Stage Two Techniques

Pushing Winds
Rank D
Using chakra to build up in the user's hand, their strength increases by roughly 10%. When swung, the power from the swing creates slight winds, used to uproot dust and to slightly move a weapon off course(only a kinai or shuriken, able to be moved three inches at most)

Boomerang Blade
Rank C
Using their ability to spin their tonfa, the user will spin the weapon quickly in their hands, using chakra to help with the spin. They then throw it, leaving a small amount of chakra attached to the tonfa. Using the ability to manipulate the chakra, after it hits, or misses and opponent, the tonfa will arc and come back to the user, like a boomerang

Stage Three: Chunin

By this point in time, the user is able to wrap their chakra around the Tonfa, and can easily move with it. The Tonfa is starting to feel a part of their arm, making it much easier to use, as well as maneuver while using it. The user, to attain this stage, must again train with the Tonfa, this time doing the training against a boulder, until it cracks. [Twenty posts of training with the Tonfa and then hitting a rock until it cracks]

Stage Three Techniques

Crushing Force
Rank C
By focusing a large amount of chakra around or into the Tonfa, the user can now punch right through wood like paper, and crack boulders, after training. The strength increase is now around one fifth the user's current strength. The move can be used like Spinning winds, this time able to push back kunai and shuriken easily, now able to deflect ninjutsu of Rank D or lower.

Bladed Arm
Rank B
Using the chakra wrapped around the Tonfa, the user focuses it into an appendage to the side, or the front of the Tonfa. It can be either blunt, or sharp, and acts like whatever the object is, either crushing or slicing what it hits. The size of the appendage, depends on the user's chakra manipulation ability, as well as overall chakra level.

Throwing Crush
Rank C
Using the same technique as Crushing Force, the user will wrap chakra around their arm, and then throw the Tonfa. The force that it is thrown at propels it forward, slamming against a person or object. If it hits a person and it is not blocked, it breaks bones. If it hits an object that is not made of metal, it breaks. Sine the move can crack boulders, it's only natural that it can break bones.

Stage Four: Jonin

By this stage, the user can now break rocks, and shatter bones. The Tonfa is an extension of the person's arm now, and can be used like the user's arm. Now the user can use their own element with the Tonfa, greatly increasing it's power and range

Wind Barrage: Burst
Rank B
Using the user's wind chakra, the user can use their chakra to increase their speed, striking multiple blows at once and in a short period of time. This allows a better overall effect. The user can also use their chakra to allow a better effect of Bladed Arm, making their chakra to look like an actual blade.

Water's Rage: Storm
Rank B
Using Water from a nearby stream, or any other water source(even the water from the air), the water user will then punch forward, like Crushing Force, and the water will then continue forward, blasting right into whatever is in front of it. Since there is the same principal as Crushing Force, with the high increase in strength, whatever it hits will most likely be crushed, or pushed far back.

Lightning's Palm: Current
Rank B
Using a current of electricity, the Raiton user will channel the current around or through the Tonfa, depending on what it is made of. When they punch, it will send a strong jolt of electricity through the object, or person. If the user also has the Fuuton element, they can use both Burst and Current, hitting many places at once and still causing a large shock.

Rock Cover: Hard as Steel
Rank B
Using the Doton element, the user will wrap Earth around the Tonfa, making it sharp or blunt at the end. The user will then have the ability to manipulate Earth through the Tonfa, combining it with other ninjutsu to make it a powerful attack.

Fire Storm: Searing Strike
Rank B
Wrapping the Tonfa in fire, the user can either shoot a fireball, or fireballs, from the tonfa, as well as swing the Tonfa and having a fire wave to emanate out from it.

Master: Blast
Rank A
Using a large amount of chakra in or around the Tonfa, as well as in the arm using the Tonfa, the user can launch the Tonfa forward, the longer end facing forward, especially while thrown. The force that it hits something...is astounding. For instance, if thrown at a tree, it completely goes through the tree, but stops as the handle hits the tree. This shows that the longer end went cleanly through the tree, not breaking the tree as a whole. By this stage, the user is almost a master of the Tonfa, as well as rapidly progressing in chakra control. If it hits a person, it does the same thing as if it would hit a tree. It has the ability to crush through rocks, which says something. When they are able to do this, they are ready to become a master.

Stage 5: Sanin

By this stage, the user is almost a master of the Tonfa, using it as more than a part of their arm, but as a part of themselves. They never have the Tonfa away from them, and can use it as if it were light as a feather. For this to happen, the user must be able to use Blast, to move on.

Blunt: Blade
Rank S
Molding their chakra around the tonfa, the user can either make the end of the tonfa sharp, or blunt. Whichever is used, will determine what it can do. If the end is blunt, it will have the same effect as Blast, but the chara will act as an elongated end, doing it at a much larger reach. the chakra will attack not only the outer body, but if the jutsu is used by a ninja with very good chakra control, or a medical ninja, can attack the inside as well. If the end is like a blade, the technique will be able to cut through weak metal. This means senbon, or light blades. The chakra in this attack is much more difficult to use, which is why most go for Blunt, rather than Blade. But, if utilized correctly, the jutsu is the strongest of the style. This attack, if used by a medical nin or a nin with good chakra control, can make precise cuts into shinobi.
 
PostPosted: Mon May 17, 2010 5:07 pm


Name of Taijutsu Style: Wooden Fist
Pic if you want one:
If it's a weapon style what is the intended weapon: Puppet Tachi's/ Swords, Puppet Arm
Description:
A Taijutsu Style passed down through generations of the Kalomi family was was kept a secret from anyone outside of the family. Due to Kuza Kalomi being the last member of the Kalomi family this style can only be learned from a scroll found at her parents home hidden in a underground room. This Taijutsu uses two weapons, a tachi or sword that has been modified to where only puppets or people using puppet arms can hold. Theses sword have had their handles removed so where they would normaly hold the sword a blade would be there allowing them to not worry if their opponent took the sword from them. The other weapon is a puppet arm which is required to hold the sword and is used as a weapon its self in this style. Along with those two weapons the taijutsu users user their gained speed for powerfull kicks as well. The kalomi family mainly used puppets and often turned them self into puppets so this taijutsu style was then crated to help them fight when their puppets deemed useless. Due to their mastery over puppets the user but undergo training for their eyes in order to keepp up with the high speed puppets can obtain.

Requirements: Puppets Arm, Puppet Tachi/Sword, Puppet User
Training Requirements: 4 posts per stage per exercise, only training ground bonus works for lowering post amount. (exercises not techniques)
Rules: Must be ruthless and unafraid of getting up close and personal.

Speed is required in order to keep up with puppets, and allow faster attacks. Speed also counts as rapid analyzing from the users eyes.The user must use 2 of the speed posts for rapid reading to help faster analyzing.

Stage1:
Rank: Gennin
Training: Flexibility, Basic sword skills, Speed, and Strength. Weights are placed on the users legs and taken off when in need of extra speed. 20 lb weights
Techniques:
-Fighting Manipulation- Passive
Requires: A puppet (max 1 ), Normal amount of posts to learn.
Description: Allows the user to control his/her puppet with the opposite hand while fighting. (Hand that isn't using sword)

-Extended Fist- Offensive
Requires: Puppet Hand, Normal amount of posts to learn.
Description: The user separates their arm from their body at the last second but is still connected with chakra strings. This move causeing the arm to launch forward at the enemy at the last second giving it increased speed which causes higher damage.

-Spinning hand- Defensive
Requires: Puppet Hand and Sword, Normal amount of posts to learn.
Description: Due to the users hand being that of a puppets, the user is able to spin their hand at a high speed. Which used with a sword it can be used to block flying objects or intimidate the enemy.

Stage2:
Rank: Chunnin
Training: Re practice Basic sword skills, Speed, and Strength. Weights are placed on the users legs and taken off when in need of extra speed. 40 lb weights
Techniques:
-Fighting Manipulation- Passive
Requires: A puppet (max 3 ), Normal amount of posts to learn.
Description: Allows the user to control his/her puppet with the opposite hand while fighting. (Hand that isn't using sword)

-Flying Spinning hand- Defensive
Requires: Puppet Hand and Sword, Normal amount of posts to learn.
Description: Advanced version of Spinning hand. Due to the users hand being that of a puppets, the user is able to spin their hand at a high speed. Which used with a sword it can be used to block flying objects or intimidate the enemy. Also due to the practiced art, when the user raises their fist up in the air and spin it with a sword in their hand they are able to levitate off the ground but only at the height of that fist. Example: If the user used this quickly after stepping off a tree limb they would not go any higher or lower.

Stage3:
Rank: Jounin
Training: moderate sword skills, Speed, and Strength. Weights are placed on the users legs and taken off when in need of extra speed. 60 lb weights
Techniques:
-Fighting Manipulation- Passive
Requires: A puppet (max 5 ), Normal amount of posts to learn.
Description: Allows the user to control his/her puppet with the opposite hand while fighting. (Hand that isn't using sword)

-Flying Spinning Fist- Offensive
Requires: Puppet Hand and Sword, Normal amount of posts to learn.
Description: Advanced version of Flying Spinning hand. Due to the users hand being that of a puppets, the user is able to spin their hand at a high speed. Which used with a sword it can be used to block flying objects or intimidate the enemy. Also due to the practiced art, when the user raises their fist up in the air and spin it with a sword in their hand they are able to levitate off the ground but only at the height of that fist. With much practice of this technique, the user is able to incorporate this move into a attack. The user spins their fist at a high speed then strikes their enemy. It seems like a basic punch but because of the rapid spinning their fist dose a lot more damage.

Stage4:
Rank: Kage/Sannin
Training: Advanced sword skills, Speed, and Strength. Weights are placed on the users legs and taken off when in need of extra speed. 80 lb weights
Techniques:
-Fighting Manipulation- Passive
Requires: A puppet (max 6 ), Normal amount of posts to learn.
Description: Allows the user to control his/her puppet with the opposite hand while fighting. (Hand that isn't using sword)

-Flying Extended Spinning Fist- Offensive
Requires: Puppet Hand and Sword, Normal amount of posts to learn.
Description: Advanced version of Flying Spinning Fist. Due to the users hand being that of a puppets, the user is able to spin their hand at a high speed. Which used with a sword it can be used to block flying objects or intimidate the enemy. Also due to the practiced art, when the user raises their fist up in the air and spin it with a sword in their hand they are able to levitate off the ground but only at the height of that fist. With much practice of this technique, the user is able to incorporate this move into a attack. The user spins their fist at a high speed then strikes their enemy. It seems like a basic punch but because of the rapid spinning their fist dose a lot more damage. This technique is a combination of Flying Spinning Fist and Extended Fist. The user separates their arm from their body at the last second but is still connected with chakra strings. This move causeing the arm to launch forward at the enemy at the last second giving it increased speed which causes higher damage.  

Orchid Moon


Beatriz-chan

Noble Warlord

PostPosted: Tue May 18, 2010 5:50 pm


Rokushiki

Rokushiki is a style developed by Kiyoko Kaguya, based on 6 techniques: Kami-e, Geppou, Rankyaku, Shigan, Soru and Tekkai. To learn each of these techniques the users must train really hard.

Training requirements to reach each stage: Stages 1 to 3 require 5 posts of training each. Stages 4 and 5 require 6 posts each, stage 6 requires 8 posts and stage 7 requires 10 posts.

Technique requirements: The techniques require the number of posts to learn them equal to the rank needed to reach that stage, if the technique isn't ranked. Example: Shigan and Juushigan require the number of posts to learn equal the number of posts needed to learn any S rank jutsu because it requires Sannin to reach that stage. The ranked techniques already show their ranks, making the number of posts to learn them obvious.

Stage 1 - Genin: Flexibility

"There is no art to being hit"

At this stage, the user will begin training the body's flexibility. In order to avoid as many direct attacks as possible flexibility and speed are focused at this step.

Technique:

- Kami-e: If the flexibility earned is not enough to avoid an attack, the user is able to use chakra to form a protection on the skin that propels the user according to the direction the attack was coming from. The user would be pushed back from a punch at his stomach, for example, even though it wasn't a very strong punch. The damage that would be received from an attack is lessened as the user moves following the attack's direction.

Chakra cost: 3 (D Rank technique)

Stage 2 - Chuunin: Limits of Resistance

"We have trained our bodies such that we can turn them into 'Iron Carapaces' if we so choose."

This stage focuses on training the muscles of the user's body through intensive training. This training will also make the user able to bear with the pain of powerfull attacks and eventualy stop them.

Technique:

- Tekkai: This technique hardens the user's muscles increasing the defensive power. The defensive power earned by this technique is enough to almost fully null the damage of attacks of the same rank of the user and 1 rank below. While this technique is active, the user cannot move. It doesn't provide protection against weapons or moves used to pierce, cut, burn, freeze and shock.

Stage 3 - Chuunin: Air Step

"One can also kick the air to float."

As at each stage, the user has already been through intensive training. When one reaches this stage, the training is focused on both legs to increase their strength even more.

Technique:

- Geppou: As this stage, with the training focused on both legs, the kicks are able to create enough pressure, along with a small burst of chakra, to propel the user while in the air. It is mostly used as a movement technique but it can also be used as an offensive technique when used with one of the two chakra elements that are able to be used with Geppou: Fuuton and Katon. Fuuton: The burst of chakra using wind elemental chakra would not only propel the user but cut what is kicked by him/her. Katon: The fire elemental chakra creates a small explosion at the area the user kicks.

Chakra cost: 7 (B Rank technique)

Stage 4 - Jounin: Air Blade

"It is possible to be fast enough to cause slicing winds."

This stage doesn't change the focus on both legs, but it changes training type from strength to speed. Once this stage is mastered, it is said the user will be able to cause the wind to flow with a simple kick.

Technique:

- Rankyaku: A powerfull projectile technique. The user kicks the air at very high speeds and strengths. The movement of the leg and the use of wind elemental chakra creates a blade of wind that can cut through objects and cause great damage to a human's body.
Requires Wind Elemental Chakra

Chakra cost: 9 (A Rank technique)

Stage 5 - Jounin: Limits of Speed

"With leg strength explosive enough to seemingly cause one's body to disappear."

Intensive training of the legs allowed the user to reach this stage, where strength and speed complete each other and made the user able to perform swift and powerfull moves with ease. The user already has trained more both legs than arms, from now on the training focuses on the whole body with a slight focus on the arms, preparing them for the next stage.

Technique:

- Soru: This is a technique that allows the user to move at extremely high speeds. The principle of this move is to kick off the ground several times very quickly, as if in a blink of eyes, and propel the user, allowing him/her to move at higher speeds. The movement is not just quick, but swift aswell.

Stage 6 - Sannin: Guns

"A bullet isn't needed to pierce the human body."

At this stage, the user trains both arms intensively, focusing on their speed. The speed of the arms and hands is the basis of this stage, along with strength but mostly speed.

Technique:

- Shigan: A powerfull close ranged technique. The user pushes one finger into a target at a very high speed, the speed is such that the finger is able to pierce a human's body and leave a wound similar to a bullet wound.

- Juushigan: A variation of Shigan. Instead of using one finger, the user uses both hands to perform the attack with ten fingers.

Stage 7 - Kage: Absolute Mastery

To reach this stage, one must fully master the 6 techniques of Rokushiki. Then the path to the 7th Stage and 7th Technique will be opened. The training is focused on the whole body strength.

Technique:

- Rokushiki Ougi, Rokuougan: The strongest Rokushiki technique, used to damage internally the enemy by striking with both fists at full strength. The user gathers a huge ammount of chakra on each fist and punches the enemy with both fists at the same time using full strength. The chakra creates a blast that, using the strength of both fists, causes heavy internal damage to the enemy. Due to the large ammount of chakra used on each fist and the strength, the user also receives some damage. Using this move more than twice would make the user unable to move his/her arms due to the stress caused by the technique.
The user must have learned and mastered the other Rokushiki techniques.

Chakra cost: 20 (S Rank)


Master of the Style: Kiyoko Kaguya (Beatriz-chan)
Pupils:
• Kaze Arashi (iKaze Arashi)
• Riko Konaga (White Water Lilly)


 
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