Welcome to Gaia! ::

Axiom: Kings of the East

Back to Guilds

Axiom is a place that constantly improves. We're literate, active, and keep things moving. 

Tags: Fighting, Fantasy, Roleplay, Original, Magic 

Reply Skill List
Personal Styles

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Fist of the Bro Star

Shirtless Seraph

PostPosted: Wed Nov 24, 2010 8:29 am


Weapons and Martial styles that belong to their creators and are usually limited to the characters they teach.
PostPosted: Wed Nov 24, 2010 8:33 am


Use to be the place of Inner Storm, it is now located under the Beserker's skill thread.

Fist of the Bro Star

Shirtless Seraph


Fist of the Bro Star

Shirtless Seraph

PostPosted: Fri Mar 18, 2011 9:46 am


ATRITAS RUBRAE DALAMUD
Insanity, Blackness, Destruction
User Image - Blocked by "Display Image" Settings. Click to show.

A style developed by Haruki in order to hone on his basic instincts as a hunter animal. One thing he wasn't expecting to happen was a mix with his fighting style, and the primordial darkness that resided in his soul. This evil corrupted Haruki's fighting style and created an entirely new being. Instead of creating a style based on a no-kill rule, Haruki's created style was an animalistic fighting style that generally resulted in the mauling and maiming of those that chose to fight him after he used it. The physical aspect still remains, but with the addition of both the inner darkness Haruki has taken on, and a large addition of his energy...he has created a fighting style only purely insane people would think about using in a friendly battle. The bestial nature of this style means that the user gives up sound strategy for quick and powerful swipes of their claws or fingernails in order to cut an enemy apart. Just like a wolf that keeps biting the neck until its prey dies, this style has a multitude of chaining combos to keep up the assault until one party stops breathing. Not only does it rely on brutal attacks to kill opponents, but it is designed to keep the user from falling down and becoming prey themselves. Fast, strong, and enduring...but feral, unpredictable, and certainly a danger. It is unique to Haruki.


Stage 1
At this stage of training, the user is still toying with the new abilities they will gain. They have to learn how to fight like the animal they are, crouched low to the ground to keep themselves from having a bigger target area. They spend the rest of their time training in the art of maiming as they have yet to add ki to the style. At this stage, the style is purely for causing the enemy to be thrown off guard, but the actions are easily readable by those who understand the user's thought process.

Feeding Beast
Rank: E
Description: A movement that keeps the enemy from touching ground with just one strike. The user launches from the ground and spins their body in mid-flight. The torque created gives enough energy to a heel-kick that it launches the opponent a couple of feet in to the air. As with most skills in this style, the user is encouraged to follow up instead of letting their prey run. Despite the power behind the kick, it deals miniscule damage considering it's a starting launcher.

Rending Shadows
Rank: E
Description: The user raises their arm above their head and brings it down with all their might, clawing their enemy in an attempt to distract or stun them. This isn't what deals the damage, however. The user uses that force generated from the inital strike to cause their body to flip, allowing them to bring their legs down across the enemy's body twice in two swift kicks. Further, the user returns to a neutral stance and claws the enemy once more. The power behind this skill is the ability to return to neutral, considering it allows the user to set up more moves after having just attacked.

Reversal
Rank: E
Description: A paramount dodging movement for those that use this style in battle. The user's body becomes as water, allowing them to twist and turn in directions that are normally pointlessly hard to attempt. This allows them to...say...twist their body around the opponent's sword to keep it from moving, or dancing around them to get behind their back. Note, that although this movement has a bit of contorting to it, it isn't going to make you a master gymnast. People can still hit you, even more so because this is an E-Rank dodge. However, the strength behind this skill is...it can be used under any circumstance. Broken legs, on the ground, underwater, or even in the air.

Lunatic Ground
Rank: E
Description: A direct follow-up of Feeding Beast. The user jumps in to the air at just the moment their foot makes impact with the enemy. This then wrap their hands around the opponent's throat to stop them from fighting back while at the same time driving their skulls in to the ground. Though not powerful, it's nearly always good enough to stun those of a lower rank while allowing the user to set up more moves. Immediately after using Lunatic Ground it is important for the user to create some distance between himself and the enemy or to fight them on the spot, as the impact will cause their hands to loosen around the enemy's throat.

Stalker
Rank: E
Description: In the way of things, the user is destined to be hit and knocked to the ground. Using Stalker allows them to channel a bit of energy to their center of gravity so they are always righted, meaning they will never be knocked to the ground when they use this skill...instead their bodies may lean back, but they'll pop back up to a neutral stance like zombies when you hit them in the head without destroying the brain. Stalker can't be used when the user is actually knocked in to the air.


Stage 2
During stage two, the user starts to pile on some more animal like movements in to their attacking. They use the edge of their fingernails to rip in to their opponent, but still...using the skills still doesn't make them animalistic enough to create a fighting style for hunters. Instead, it's more learning to damage the target rather than destroying them. However, the user IS beginning to learn exactly how to fight with more unorthodox tactics in order to pull out a win.

Blood...Everywhere...
Rank: D
Description: A direct follow-up of Lunatic Ground, or a direct follow-up of any movement where the user ends up sitting on their opponent. The usr channels energy in to the tips of their fingers or claws to make them sharp enough to pierce in to a body with ease. They then viciously attack the opponent by stabbing them rapidly until they are removed. Even if it is D-Ranked, the user has a chance to kill an enemy via blood-loss if they are not able to be batted away.

Falcon Flight
Rank: D
Description: The user runs forward on all fours, making sure to keep their body low as they prepare for a launch. They jump not at, but over their enemy and plant a foot right on their shoulder. If possible, they give the enemy zero time to react and kick off of them while adding energy to their kick, slamming the enemy face first in to the ground while the user is catapulted away, tucking in to a ball to keep themselves from being targeted and flipping through the air until they land on their feet and away from the opponent. This is a handy escape skill, and it can be canceled out of, allowing the user to just jump down off of their enemy's shoulder for just using E-Rank energy instead of D-Rank.

Nothing Left
Rank: D
Description: The user stands to their feet and raises a single leg, gathering up energy for a swift strike. They spin their body through the air like a razor, not allowing anything to slow down their speed. They will then land back as they were when starting the style where they have a choice to use Nothing Left twice in a row before the opponent reacts to the first one, or just going back to neutral.

Headstart
Rank: C
Description: The user sweeps the enemy's legs from under them with a well-placed kick before using their energy to hitting them with three bursts of black energy one after the other. These burst each do D-Rank damage, but the final burst sends the enemy flying away from the user. This is useful for when the user needs to regroup and refocus on their next plan-of-attack. In the way of things, the user can actually follow the enemy and strike them from the air before they fly too far away.

Chainless Disaster
Rank: C
Description: The user flip kicks their opponent in to the air before returning to neutral. They launch themselves above the enemy's flying body before striking them twenty times in five seconds. The final hit actually strikes the opponent back to the ground, causing their body to bounce, but not back in to the air. Chainless Disaster can't be used more than once in a row, which is why it's called chainless. In the way of things, this movement effectively ends a combo.

Stage 3
As the user approaches the center point of the stage, they will notice they are gaining more feral skills through intense training. Further, black mist will rise from their body whenever they use a skill from stage three, but it's purely for show at this point in time. Soon, the user will be using mostly pure ki skills with this fighting style, but they should not forget the physical skills they've picked up from the three previous stages. At this point, the user is able to stand up without fear of being hit in their chest due to the speed they start picking up.

Octoslash
Rank: B
Description: The user gets an enemy within range of their attack and strikes out seven times in a second with their sharpened claws. The danger in this attack is the speed at which the user attacks. For the eighth attack, the user plants a powerful straight kick in the opponent's chest in an attempt to break their ribs or pierce their heart. The user returns to neutral after attacking in this manner, which allows them to quickly muster up a guard.

Riot Drive
Rank: B
Description: The user uses their energy to blast off and jump in to the air, striking their opponent directly in both collarbones with their knees. The enemy is forced to skate backwards from the impact, but the user is far from done. They kick off of their opponent before positioning themselves in the air above the enemy and striking with their claws at their opponent's face and neck in an attempt to kill or stop them from fighting. Riot Drive can be used at close distance as well, but it doesn't increase the strength of the attack.

Hunting Pack
Rank: B
Description: An interesting technique that is purely used as a distraction move. The user dashes forward, but uses their energy to create two copies of themselves. The three images of the user are each doing something different, the first is diving towards the legs, the second is running straight and taking the opponent by the middle, while the last one is jumping above both other images and attacking from above. The user picks one, two, or three while the opponent has to generate a random number between one and three to see which image they hit. If the number coincides with the user's number, they take an unavoidable hit at full damage. Hunting Pack can only be used once every four posts.

Memento Mori
Rank: B
Description: The user takes the enemy by the neck before launching themselves in to the air with the opponent within their grasp. The user lets go, but attacks from all angles with the cutting force of a steel sword. This is more of a combination move between "Blood...Everywhere..." and "Octoslash" which allows the user to keep the enemy guessing. This version of Octoslash has a wall chase effect, using the final hit to strike the enemy hard in to whatever hard surface area the user can find, dealing additional damage after the grapple.


Stage 4
The user no gains some purely energy based attacks to compliment their strange way of fighting. The training for this stage involves intense concentration until the user can fully channel that inner darkness in to something solid. At this stage, the user is covered in even more black mist, and although some people will find it hard to look at the user, the user themselves can actually see beyond the blackness after living with it for so long.


No Answers
Rank: C
Description: The user, whenever using Reversal, can follow through with a burst of black energy from their palm which blasts the enemy away. This blast is nothing special...it's just a small ball of energy that does C-Rank damage immediately after doding any form of attack with Reversal. When No Answers is used without dodging first, three orbs come from the user's palm, but each one exploding only deals enough damage to stun instead of actually hurting.

Bloody Howling
Rank: A
Description: The user sweeps back in their direction with their arm, drawing enemies that are within five feet closer. The user then strikes with their other arm, imbued with purely evil energy. The following explosion of energy blows the enemy in to the ground, leaving them covered in the blinding black mist covering the user. It doesn't really make anybody blind, but it can cover your eyes at points and make it difficult to focus. That's considering if you even survive since the damage is A-Rank.

Answers
Rank: A
Description: The user takes a second to charge up their energy and condense it until it is purified. They then release it in a ten foot orb which blows back everybody near-by while doing A-Rank damage. Further, the orb is meant more to protect than to actually attack because of its short range and condensed nature. This orb blocks any B-Rank skill used during the post, but it takes two straight posts of charging up before Answers can be used.

Ghosting
Rank: A
Description: The user waits for the enemy gets close before blowing them away with a weak form of Answers. They then dash after the flying opponent, who may only see a black blur. The user then jumps straight through the enemy, cutting through the before getting stuck on either a solid surface, or an energy wall. The user then dashes back down through the opponent, cutting through them with their claws for a second time while also being put back on the ground at their original spot. As an A-Rank skill, Ghosting has the potential to kill, but it doesn't always happen, and it certainly won't happen if the user only lands the first or second hit alone. Ghosting can be delayed, allowing the user to carry through to a second post without wasting any extra energy.

Stage 5
And now, at this final stage, the user is completely covered in darkness created from their energy...although it's far from real darkness, it's close enough. The user appears as nothing more than a shadow with their eyes becoming the only light anybody can see of them. At this stage, they take everything to the extreme for the sake of battle. They gain their most powerful physical skills, but only one pure energy based attack at this final...and most important stage. After training in this stage, the user can look like a shadow at any time, but the thick blackness is no good for stealth considering how it shifts and moves around.

Dalamud Answers
Rank: S
Description: The user's only completely energy based attack left. They jump in to the air and suspend themselves with their energy, condensing it to an even stronger form than Answers could reach. They then let it explode in to the shape of a large black moon with numerous weapon-like shadows stuck in it, dealing damage to any and everybody who even thinks about approaching the user. Dalamud Answers can be used over and over again considering it can only be useful in close range combat. The user can also stay stuck in Dalamud Answers if they pay the cost every post they remain inside of the circle.

Final Heaven
Rank: S
Description: The darkness on the user's body grows in power as the dash forward, cutting through the opponent from all angles six times. The seventh cut will cause an explosion of energy to consume the opponent, injuring them pretty badly if they take the hit and survive it or don't have a full block against it. Final Heaven is meant to kill the opponent, so any hit the user lands will cut down to the bone if that's how it lands. The burst of energy is the only thing that won't outright cause a death.

Edge of Madness
Rank: S
Description: As long as the enemy is within ten feet, the user will explode in to a cloud of black mist that soon fades away. They then appear anywhere around the enemy they want except underneath them. Edge of Madness has a three post cooldown before it can be used again. The user can also use this to go anywhere else around the field of battle at any range, but during a five post cooldown, no skills from this style will function.

Brink of Delusion
Rank: S (Costs twice the energy)
Description: A move that can only be used once per battle. The user vanishes in the blink of an eye, blocking off the opponent's movements by striking them after appearing anywhere around them. The radius for this high-speed movement is twenty feet, and just getting out of the area can mean safety for the user. After blocking the enemy off from every path and basically tenderizing them like a frozen steak, the user appears behind them and runs them through with their hand, pumping enough energy in to the strike that it could kill a man by the burst of energy happening inside of their body after the stab. Brink of Delusion can be survived, however, if the damage is decreased or nullified. This skill also takes five posts to be completed after the initial cost. The user's movement on the first post only allows them to attack the enemy once every ten seconds. The second post akes it five seconds. The third post makes it three seconds. The fourth post makes it one second. The final post is the finishing strike.


PostPosted: Fri Aug 05, 2011 3:47 pm


Primal Drive


User Image
Fast, Powerful, Vicious

This style of combat focuses upon the ability to function similar to an animal. Most of the time the user is down upon all fours on the ground. This makes them a smaller target and it allows them to easily evade most attacks as well as use their entire body to move, rather than just their legs. This was developed by Velox Sokuryoku to make it easier to move about when transformed, though one does not have to be a Lycan to take use of this style.

Stage One (E-Ranked): The Ground
Stage Description: This stage focuses around the basic stances of the user and how they can easily get to this stance. It also involves various ways of evasion and basic attacks. This involves not much more than simple rushing techniques such as being capable of tackling their opponent. Though the tackles are more of shoves with the shoulders, like a football type tackle. One can simply evade by "pouncing" or "leaping" to the side but that is merely limited to the sides since one cannot pounce back on all fours. In this stage they will practice dropping to the ground without hurting themselves or tripping up. They will also practice basic movements while on the ground and will do so until they become completely comfortable with such a thing. This way it becomes possible move around upon the ground without flaws.
Stage Techniques:
Drop - E-Ranked
This is a technique used to initiate the stance of the style and is one which can also be used to evade attacks. The user simply allows his body to become completely relaxed as they lean forward. This allows gravity to literally shove the user's body towards the ground. Due to the added force of gravity the user's speed increases by two for their fall, and ONLY their fall.
Roll - E-Ranked
This is an evasive maneuver which can be easier to perform then attempt to "leap" from spot to spot. Just as the name suggests the user will perform a simple roll in order to evade an incoming attack or, possibly, use it to create an opening. The user can use this technique in almost any direction possible. Rolling to the side, front, back, etc.

Stage Two (D-Rank): The Uprising
Stage Description: In this stage the user will learn how to quickly transition between their current state, on all fours, to a brief state of standing(or, more so, a hunched like position, just not on all fours). This allows for the user to become capable of attacking other than tackling. The user becomes able to stand up enough to throw a brief punch or possibly a simple kick, such as a side kick. This stage also includes a few techniques based off of the Roll technique. In this stage the training is pretty simple. They user simply practices coming up from the floor. They will practice this over and over to unsure they do not trip up or become disorientated in anyway when rising from the ground.
Stage Techniques:
Mule Kick - D-Rank
In order to perform this technique the user much first dodge an attack by rolling forward and beneath it. When the start to come out of the roll they do not resume their stance. Instead they stop before their back comes of the ground. At the same time they thrust both feet into the torso of their opponent with more than enough force to break bones.
Rolling Straight - D-Rank
The user, like in the Mule Kick, with perform a roll to evade an attack. This time, however, they do not stop partially through the roll. Instead the pop out of the roll and deliver a surprising straight punch to the face of their opponent.
Jaw Break - C-Rank
This technique is highly similar to the Rolling Straight. The different between the Rolling Straight and the Jaw Break is the power and type of punch used behind them. In this technique the user will use the exiting part of the Roll as a sort of spring board and leap straight up into an uppercut. If the uppercut connects it would most likely break the enemies jaw and send them flying up into the air.
Falling Axe - C-Rank
In this technique the use will proceed to head into a Roll. Once they do they'll throw one leg out in the form of an axe kick at the end of their roll. The kick, wherever it lands, is capable of breaking bone. Whether it be the head, collar bone, neck, and/or shoulder.

Stage Three (C-Rank): Versatility
Stage Description: In this stage the user becomes capable of completely standing up in a near instant to follow up attacks or deliver incredibly swift and powerful ones without notice. They become capable of standing up just long enough to through several punches and two or three kicks before resuming their stance down on all fours. They learn how to do various things which point out extreme flexibility, such as sudden back-bends, to dodge. For the training in this stage the user will do nothing but push-ups for hours on end. With every push-up they make sure they are capable of pushing themselves up from the floor into a standing position. After training with push-ups the user will begin to practice jumping in place. However they will start from the ground in a crouched position and spring up into the jump. The combination of the push-ups and the jumps placed into one is what allows the user to be able to instant stand to attack.
Stage Techniques:
Caving In - C-Rank
The user will charge at their opponent all the way up until they get inches from them. At the last second they shoot up into a standing position, still moving forwards, and drive the tip of their elbow into the sternum of their opponent. There is enough energy behind this technique to dent iron. Caving in the chest with such a blow will be like nothing.
Zipline - C-Rank
In this technique the user's charges their opponent. They continue to up until about a foot away. At that point they slightly change their course. It will seem as if the user is attempting to fly right past their target when they suddenly stand up from the ground. As the do their leg will shoot out and attempt to slam into the torso of their opponent with a sickening roundhouse.

Stage Four (B-Rank): Brutality
Stage Description: During this stage the user comes to learn more vicious and devastating attacks. This mostly consists of grapple-like moves. He will tend to try and grab at his opponent. His attack, now, also consists of things such as clotheslines, full on tackling(like slamming), and more. This stage requires nothing more than weight lifting and building the strength of the user's upper body. Not only will they do that but they will also practice the stages strikes upon a training post, tree, etc.
Stage Techniques:
Oops! - D-Rank
The user will speed by his opponent in any direction and stick out his arm in the process. He'll aim to sweep the legs of his opponent right out from beneath him with a low to the ground clothesline.
Esophagus Crush - B-Rank
The user will get right up to his opponent before pouncing up into the air. His aim will be to latch onto the opponent's throat. If he can the opponent will be brought up into the air with him. The two with come crashing down to earth almost as soon as they had gone up. Right before impact the user extends his arm, as if he was punching, to add to the strength of the impact. This will cause a crater where the head of the opponent landed and the opponent's throat with be crushed.
Human Hammer - B-Rank
This is a technique which is used in coordination with Jaw Break. Once Jaw Break has been used this technique is now capable. The user, while his opponent is within the air, will take hold of his legs. He will then slam him around four times onto whatever he can, whether it be the ground, a tree, a wall, whatever.
Flip-Flop - B-Rank
The user will pounce exceptionally high at his opponent. High enough he can latch onto his opponents shoulders while in midair. He will then flip over him in a form of a front handspring. All the while he's holding onto the opponent until he lands. Once he lands he can either bring his opponent straight down into the floor in front of him or send him hurtling through the air.

Stage Five (A-Rank): The Pounce
Stage Description: This stage focuses around the ability of the user to utilize his pounce to generate speed and strength in coordination with various attacks. Once this stage is learned the user is capable of attaining a rank in speed and strength thanks to his pounce, though only while using this style's techniques. In training this stage he may want to do a lot of push-ups, pulls-ups, sit-ups, and leg presses in order to become capable of generating enough strength and speed to perform outrageous leaps which could reach up to fifteen feet.
Stage Techniques:
Invisible - A-Rank
No, this is not a technique which turns the user invisible. It is more like he travels so fast he becomes unseen until the last second. The user will build up energy into nearly every part of his body as he stays still momentarily. He will then use all of his muscles simultaneously to propel himself forward in what seems to be a simple pounce. Then, as he begins to leave the ground, he'll let the energy explode from his body. This will shoot him forward at rates that make him seem to be invisible until the last second when he reappears right before the opponent.


Master: Alistair Maric  

Fist of the Bro Star

Shirtless Seraph


Hiro the Herp

Dedicated Zealot

5,550 Points
  • Profitable 100
  • Signature Look 250
  • Tycoon 200
PostPosted: Tue Jul 23, 2013 5:47 am


[Personal Style]

Fists of Wrath
Energy, Power, Rage
User Image


A style made by Alistair, for Alistair. By mastering his rage, Alistair is able to exert a special type of energy around his fists and feet. The energy isn't just for show, it increases the pain of basic strikes, giving Alistair a huge advantage in hand to hand combat (+1 Str.). The only way to learn the style is to devote yourself to it, devote yourself to your rage. It is because of this that Lycan's master this style with relative ease.

Learning the style changes the users energy to a color to suit their rage, A.K.A. a new color of their choice.


Stage 1 - Rage Within
To master your rage, the user must first understand their rage. Learn about what fuels the rage, and what can be done about it. This can be as minor as someone bullying them since the user was a child, to the murderer of a loved one. Either way, it will suffice. Most of the training is spent meditating, separated from noise. Somewhere peaceful, or someplace that the user feels that the place means something to them. However, in this current stage, the user merely looks like he is fighting solely on his rage. Due to the user only fighting on rage, he will sacrifice defense for offense

Skills:

Anger
Rank: E
Description: They say anger is contagious, in a way, this skill proves that. By simply touching the opponent, the user will insert his distorted energy into the opponent, causing them to grow slightly angry. The next skill the opponent preforms will ultimately fail, but the energy the opponent spent will be the same. Has a cool down of 10 post.

Fist of Rage
Rank: D
Description: A simple, yet powerful punch, only possible by finding the strength that the user's rage possesses. With enough power to easily destroy incoming boulders, being hit by this could easily break a bone or two.


Stage 2 - Utilizing the Rage
Rage is an interesting thing, it can drive us insane or give us the strength to do things we normally can't do. So if someone could use that strength whenever they wanted to, wouldn't that make them a formidable opponent? Good, because that is what this stage is all about. Once you can fully understand your rage, the only thing left to do is to use it. At this stage the user gains a permanent +2 boost to strength and a +1 to speed, as long as this stage has been learned by the user, the strength bonus is available.

Ax Kick
Rank: C
Description: The user will leap into the air over the opponent and raise his leg high into the air, while doing so he will coat his leg with energy for more damage. As the user is falling down, he will forcibly bring his leg down onto the enemy. The energy on the user's foot will protect the leg from a possible counter from a sword attack. The attack itself bring nearlys a half ton of pressure down the the enemy.

Unrelenting Force
Rank: C
Description: The user will thrust their elbow at the enemy, coating heir body with energy to stop incoming C Ranked attacks while coating his feet in energy and using his free hand to propel himself forward, almost as if he is rocket skating toward the opponent. Should the elbow strike, it'd easily break bones and dent metal.

Open Palm Strike
Rank: D
Description: A simple strike for incoming opponents, or simply for just for the sake of close combat. Usually done to the opponents chest, upon impact the user can literally knock the breath out of the opponent.

Stage 3 - Strengthening the Rage
Now that the user is capable of controlling his rage, a power that is to be reckoned with, the user must find a way to strengthen it. This is done by finding the resolve of the user. Resolve is the determination of the user, finding how strong someones resolve is key to strengthening the users rage, because an angry man with nothing to fight for, will be easily defeated in battle. Now the user can literally shoot out a beam of energy, capable of piercing steel. The user is now capable of user the energy emitted from their hands to propel them toward their enemy, for a price.

Propel
Rank: D
A skill where the user uses the energy emitting from his hands to shoot himself in any direction. While dodging, it gives the user a small boost of 1 speed, but its only while dodging. While attacking, the speed remains the same. Cooldown post of 2.

Explosive Punch
Rank: C
Description: By almost supercharging their fist with their energy, the user will will kick off with their hind leg and swing at their opponent. If contact is made with armor or a shield, the energy would literally explode, pushing the target several feet back, almost certainly knocking them off their feet if the user's strength is lower than theirs. If not, it still shoots the enemy back several feet. If it makes contact with flesh, the energy serves as a tool to harden the user's fist, making it easy to simply punch right through wherever the user hit.

Shadow Lunge
Rank: C
Using propel in a more devastating manner, the user will suddenly shoot an enormous amount of energy in the opposite direction to shoot toward the opponent. Within a blink of an eye, the user will be literally right in front of the user. Once this is done, the user will aim a punch at the opponent. The dangerous part of this skill, is that while he does this, he once again sacrifices speed for strength.

Chaos Shot
Rank: B
Restrictions: Expert Rank
Description: A devastating skill that will destroy anything in its path. The user will place one hand in front of them then the other behind them. The hand in front of the user will be the actual attack, while the hand behind the user will act as a 'stabilizer' that will keep the user from propelling back wards do to the sudden blast of energy. The user will begin to emit a pulsing beam behind them, this flame is capable of destroying earthen structures, buildings that are not re-enforced. Then the user will shoot out a darkened colored beam of the hand in front of them. This blast is about 10 feet wide and goes up to 20 feet before it vanishes. The energy is capable of tearing apart B Ranked materials and nearly any type of metal. No normal shield can protect the opponent after the user has trapped the opponent, only those of higher rank.


Stage 4 - Peace is Key
This stage is only achievable once the user has sorted his rage, and this is only possible through forgiveness. Although it is not to the person that fuels your rage, it is to the user. The user has spent years being angry at this person, meanwhile he has been ignoring his own life. Once the user knows this, he will be empowered considerably. The user will no longer be fighting on rage and hatred, his face will be calm. With the power of rage and resolve, the now calm user is effected not only in combat but outside of it as well.

Counter
Rank: D
Description: A basic counter. Once an opponent throws a punch at the user, the user will grab the users fore arm and quickly elbow the opponents face... I'd say an elbow to the face really hurts...

Mental Battleground
Rank: C
Description: Becomes Passive at Expert rank. Now that the user is calm, and uses a new approach to battle, the user can emit a pulsing energy that can sense disturbances (or movements) five feet around the user. This gives the user a split second to either counter, or dodge.

Big Bang Axle
Rank: B
Description: A devastating skill involves charging the energy surrounded around the users hand, causing it to spin rapidly. Once done, the user can either shoot it at the enemy at high speeds, or use it at close range. With enough power to decimate C Ranked materials, its best to steer clear of this attack.

Stage 5 A Whole New Level
Not much is different from stage four, this stage is just a small step up. At this point, the user is now a 'master' of the style and can now teach it to others, if they choose to. Opening an entirely new set of skills, the fifth stage harbors an extremely strong attack.

Devastator
Rank: S
Requirements: Big Bang Axle
Description: This skill is done just like the Big Bang Axle, but with a lot more power. The ball now resembles the size of a basketball. Now able to tear down A Ranked materials, the skill can only be used twice per battle. Once the skill has made contact with something solid, it will 'explode' in a way, with a diameter of the feet, the explosion is just as powerful as the Axel itself.

Farewell
Rank: SS
Requirements: Chaos Shot
Description: A major step up from Chaos Shot, because the user no longer needs to stabilize himself while attacking. However it takes a full post the charge up enough power to use the skill. The user will start by taking a firm stance, then he will put his palms up toward the opponent, while he does this, he will use his energy to keep him stabilized on the ground. Suddenly he will shot out a rather large beam of energy with twice the power of the Chaos Shot and twice its size, making it devastating. There is hardly any chance for survival once hit with this skill.







(Personal Style for Alistair Maric)

User Image

xxxxxxxxxxxxxxxxxxxxѕтαgє ι
The beginning of this stage is to search for the inner fire within your being. The inner fire is often represented by one's will power, the core of your soul, or simply your heart. Once one finds the core of their fire, they will fuel it and draw it out, letting it flow throughout their body. This is done through meditation while surrounding oneself with fire and staring into it. The heat of the flames and the visual appearance of fire surrounding the individual strengthens the inner fire, making it expand and become stronger. Further meditation is then needed to control the flame, which by combining the person's inner ki with the flame and skin instinctively stops the very nature of the flame from burning or damaging the user. Users have reported that its something like wearing a leather glove. While glove is set on fire, their hand underneath feels nothing.
*Every skill in this style counts as both a hand to hand skill and an Elemental Skill.

Flame Punch | Rank E
The user builds up flames around their fists with a quick and solid blow that'll knock the target into the air with enough strength. Because of it's almost explosive nature, even someone with low strength can knock some off their feet with this skill. 1st degree burns are left behind in the area struck, making the area tender and more yielding to damage if struck again. This can also set others on fire if clothing or flammable material is hit. Can be used with feet as well.

Burning Stamp | Rank D
A skill the user uses to cause the opponents movements to be miserable. By stamping the ground, the user releases a small pulse of searing fire that ranges out to five feet and is 2in in height. This is meant for close range, as the fire will sorch the feet of the target, making standing or moving around excruciating, as it burns through most shoes.

An Open Flame | Rank E
The user is capable of releasing a large amount of heat from their body. Just by learning this skill makes the user feverishly hot. When used, the surface of the user's skin becomes hot to the touch, as if their skin were a hot iron skillet. It makes touching the user excruciatingly painful. Lasts for 3 posts.

Heat Clap | Rank D
By accumulating a massive amount of heat in your hands, the user will suddenly clap and release a wave of heat capable of causing a brief moment of dizziness in a 30 feet radius. The heat lingers long enough (3 posts) to weaken the effect of water skills by one rank in that area.



xxxxxxxxxxxxxxxxxxxxѕтαgє ιι
This stage teaches more in depth of the fire's nature, allowing the user to learn how to use its heat, explode, take shape or launch This is done by mixing the student's inner fire energy with outer energy, making them split for explosions, mix together to make shapes or projecting fire and heat. The training is done through meditation and being around and in fire, where heat is heavy and constant.

Flame Pitch | Rank D
Creating a tight packed ball of fire and energy in the user's palm, the user fires it at a desired target, fast enough to look like a mini comet. Impact is enough to knock someone off their feet and leave them breathless.

Heat Streak | Rank D
Using the sheer heat from fire, the user sends out a stream of pure heat from their palms, the stream being the size of the user's hands. Being hit by this leaves second degree burns from the heat, though would be in a larger spread of the body. Direct contact can cause worse burns and internal burning where the palm made contact.

Blaze Kick | Rank C
When the user kicks at their opponent, their leg will be engulfed with searing hot flames, delivering a powerful kick. This skill can be stacked onto another skill, increasing it's rank by one without having to spend the energy for it as long as it's C Ranked and below.

Exploding Fist | Rank C
Building up the fists with the burning energy, the user strikes a target with his fists. Upon impact the energy explodes, sending fire everywhere. Upon skin, it'll cause heavy burns but the explosion's power is very weak, only causing shallow wounds though if placed properly can be fatal. On C ranked metals, it can punch a hole into it.

Nitro Cannon | Rank B
Bringing their hands together, palms touching, the user builds up a mass volumn of burning energy. Creating a bright white ball of light in which the user then extends his arms outward with the palms still touching, releasing a large stream of condensed energy and fire (think kamehameha) in a desired location. The stream appears to be like a large beam, about ten feet wide and travels out until it reaches 35ft where it'll die out. Those caught in directly will be relentlessly rattled with burns, not to mention the beam would push them until it dies out or impacts another obstacle. After use the skill cannot be used for two posts.


xxxxxxxxxxxxxxxxxxxxѕтαgє ιιι
The third stage teaches students to have more control over their inner fire, as now emotions can now help. Passion, Love, Hatred, Rage, and Determination are key emotions in training, as they intensify the inner fire. Everything learned so far is used and the student is taught to fully control and combine it with different close combat skills. To learn this stage the user must be thrown into a desperate scenario where they become heavily emotional and filled with at least two of the emotions listed above. The user gains a +1 to speed when this stage is learned. This desperation triggers the body's survival instincts.

Meteorite | Rank C
A stronger version of Flame Pitch, the user creates a bigger ball of condensed energy and fire, about the size of a a beach ball and fires it faster than its predecessor, taking on the appearance of a meteorite. The impact is strong enough to carry a person through the air until it reaches its limit and slams into the ground or into an obstacle and exploding with concussive force of a C4 explosion. The meteorite is extremely inaccurate at long range. (Flame Pitch prerequisite.)

Incendiary Bombs | Rank C
The user will concentrate on burning energy into their palms, focusing it into the size of hand held grenades where they will throw them where a second later will explode with the force of a grenade, sending searing hot flames capable of dishing out 1st degree burns everywhere within 5 meters. They don't work if touched with water.

Missile Fury | Rank B
Infusing inferno ki into their fingers, the user fires the ki off of their fingers, all becoming homing missiles. Each blazing energy missile is about the size and shape of a 9mm bullet. These missiles will pursue the target for three posts at the speed of a meteorite skill until colliding with something. Upon collision, each one explodes with the force of a Meteorite.

Bermuda Surprise | Rank B
A technique that requires planning and staging, but when finished holds deadly results. The user starts by generating burning energy to their finger, and slashing the air with it in the direction desired. It'll cause a slash in the ground about 25ft in length, and if the target is struck a line of fire will appear in their skin, inflicting minor burns. However, the user does this two more times at any point, in a pattern where the three lines form a triangle (doesn't have to be perfect). Once the triangle is made, once the opponent is within the triangle it'll activate and explode violently. This can take out multiple targets and those within 10ft of the explosion will be badly burnt and knocked onto the ground. From the force of the explosion, the target is stunned for a post.

Blazing Pillar | Rank B
Building up burning energy in the user's leg, the user stomps their foot on the ground. The energy jets into the earth, and then explodes elsewhere in the area within 25 ft of the user, creating a pillar of scorching flames about 5-6 ft wide. The pillar remains standing and burning for an extra post, hot enough to evaporate water weaker then itself and if one is caught in it can inflict horrific burns all over the body. Over exposure results in death (two posts, afterwards death ensues.) 25 ft is the range the attack can be used from the fighter, and cannot be increased by any other technique.

Heat Wave | Rank B
A step up from Heat Clap, the user builds an immense amount of flameless heat in their body, only to release it at a moments notice, expanding throughout the entire area. This skill has the same effect of Heat Clap, but it also raises fire and hell's grasp skills by one rank in power.


xxxxxxxxxxxxxxxxxxxxѕтαgє ιν
In this stage, the user learns to transform their element and expand it, making it capable of utilizing a 'Hard Flame'. The training to power up and evolve the user's inner fire is by the user actually stepping into a large bonfire and meditating in it. To survive the extreme heat and be able to transform and enhance the inner fire, the user shrouds their energy around their body. This will protect them from the fire, and throughout the day slowly absorb the heat energy into their own energy source and overall make them immune to their own fire attacks and any fire attacks D Rank and lower, and overall provide a high resistance to the element itself. The Hard Flames have a unique look, its darker than normal fire and twice as deadly. This is the more destructive yet awe inspiring side of the style.

Flame Jet | Rank C
By shooting flames in the opposite directiong of where they intend to go, the user can propel himself forward, moving at a higher speed than normal. (+1) this can be used to launch yourself about 20 feet in the air, or even to soften a fall from ridiculous heights.

Flame Spin | Rank C
Creating a wheel of flames with the user in the center, the user shoots himself forward with increased speed and power (+1) and can completely knock off most B Ranked attacks, save for water attacks as it continues to launch itself at the target. Being directly hit would deliver enough force to knock someone back several feet, also delivering burns.

Inflamed Armor | Rank C
As the name implies, this is just basic armor that is made of the user's hard flames. The thin armor covers the entire body and it is extremely durable. It will take 5 attacks one rank above this skill to break the armor or one attack two ranks above.

Dragon Fist | Rank B
A technique where the user builds up immense amount of flames and energy around one arm, coating it from the elbow up. The coating will then take the form of a dragon's head, mouth and teeth and all. For three posts, the user will have "dragon fist" status, where the contact with the flames will cause horrible burns. The skill is named not just for the shape the flames take on, but the fact that the head seems to be alive, some believing the inner fire is a being or force on its own. The dragon's head can bite, spit fire equal to D rank Fire Stream, but boosted in power to the rank of this skill.

Meteor | Rank A
The user will jump high into the air and coat their body with their hard flames. Once they begin falling back down, their bodies will look like a meteor crashing down into the earth. Once the user makes contact with the ground, they will first send a shockwave that will knock people over. Then the users sheer power will begin to make a crater on the ground that will have a depth of 10 feet and a radius of 50 feet. The users fire will send a wave of of fire over the ground where the crater is forming, and it will burn nearly anything in its path.

Meteor Mash | Rank S
The fighter charges their fist with immense amount of burning energy, their fist taking on the color of black with redish orangish cracks in it. The user then swings their fist to strike the target, which as they do so the fist will leave a trail, like a comet. Impact from the fist will explode with the force of 5 megatons. Direct impact with these will kill, and being near it upon impacting will result in being sent back flying from the force of the explosion and having burns on the side of the body facing the explosion (must be within 5 meters). If the strike doesn't hit anything, the user can hold it for three posts, but paying C rank energy each of those posts. Afterwards it has a cooldown of 5 posts.


xxxxxxxxxxxxxxxxxxxxѕтαgє ν
The final stage, where the most powerful and extreme skills are learned. This stage takes everything the students have been learning and magnifies them. Their inner fire at its peak and even becomes pure, it is no longer simply called fire. It is power all by itself. By this stage, the user now takes one rank less in damage from all skill skills. As a result of the users dedication, the user obtains a +1 rank in power to all hell's grasp skills making the user that much more deadly. Training for the last stage is given not through meditation or practice, but battle. The user will have to fight and use everything this style has to offer from stages 1 - 4.

Flash Fire | Rank E
When the user is about to be attacked by anything fire related, they will briefly surround themselves with a thin layer of fire to brace themselves, thus lowering the rank of the opponents fire attack by one.

Hephaestus's Rage | Rank A
Linking to Greek Mythology, this skill was named after the Greek god of fire: Hephaestus. The user will compress their fire until the point that a small marble could have the power of a enormous fireball. As the user holds the small ball in their hand, they will toss it at the opponent and once it makes contact with anything solid, it will expand into its true size and burn anything in its path. It will melt A Ranked metals completely, but will make S ranked metals extremely hot that one strike will break it.

Blades of Hades | Rank A
The user generates their inner fire, and exerts it out of their forearms and knees, creating a foot long blade of pure firey energy that is capable of even slicing through A ranked metals like butter. Wounds from these blades not only cuts but burns the wound. These blades can be held for three posts.

Meteor Shower | Rank A
The user will put raise their palms to the air and will begin to shoot out small burst of their pure fire. It will seem as if nothing happened until the next post. The fire will come down in a rain of heavenly fire that will rain down on every inch around the user. Has a radius of 10 feet. (Meteor prerequisite.)

Burning Within | Rank: E-SSS
Using their inner heat to burn out toxins, the user can resist and defeat any poison introduced into their system as long as they match the rank of the skill in energy.

Nova | Rank S
A devastating skill that will destroy anything in its path. This fire is something different, it's hunger can never be sated so it will burn through anything in its path and leave only ashes. The user will place one hand in front of them then the other behind them. The hand in front of the user will be the actual attack, while the hand behind the user will act as a 'stabilizer' that will keep the user from propelling back wards do to the sudden blast of flames. The user will begin to emit a pulsing orange flame from behind them, this flame is capable of turning cement to charcoal. After a post of charging in this state, the user will commence the attack. Then the user will shoot out a dark orange flame out of the hand in front of them. This blast is about 25 feet wide and goes up to a mile before it vanishes. The flame is capable of melting nearly any type of metal. No normal shield can protect the opponent after the user has trapped the opponent.

Hell's True Grasp | Rank SS
Taking on a whole new level, the user must understand that playing with fire, no matter how in control they are with it, will back fire on them. Once they know this, then the user will understand that in order to dish out so much damage, a toll must be paid. A toll of understanding the pain that they inflict. The user will take one whole post and begin compressing flames so tightly inside of their body, if disturbed, the user will literally explode, emitting a large 'nuke' of a sorts on the land. (Capable of destroying the entire thread, if not the city.) Once this is done, the user will unleash hell upon the lands. Five enormous pillars of fire will surround the user, and in a matter of seconds the pillars will begin to take an entirely different form as they combine together. Though it takes another post, if the user is hit at this stage of the attack, the entire attack is canceled. Once the pillars combine, a rather hideous beast will take form. A horned demon straight from the depths of hell will emerge. The beast will suddenly roar and then explode, encompassing the entire area in the explosion. As a result, the user's arms are burned off completely.
PostPosted: Tue Jul 23, 2013 10:51 am


Vengeful Cycle
Skillful,Dangerous,Destructive
User Image

--Vengeful Cycle is the project of the reaper, Raven Higuard, and through countless centuries he had studied many hand to hands trying to find a way to find the perfect reaper hand to hand style. The style itself was not welcomed to into The Reaper Order like he had planned when he first came to them with it. Calling it too burtal or reckless. Taking this as a person challagen Raven would work on this for another thousand years to personal go with his style of fighting. He plans personally to become famous for this all reaper fighting style. The style revolves around the gauntlet itself thou still mixes in the rest of the body in the process. The manner of strikes come from the anything from their gauntlet balling up in a fist to using the sharp claws on the edge. The style is all around attacking and defending style mixing in both defence and offense skills. This Style is For Reapers and Those taught by Raven himself. Any others can not learn it unless they form a Bond with the reaper learning this style. --


Stage 1
--Focusing solely on the gauntlet requires the fighter to know how to use it effectively without getting themselves in a thick spot or getting their gauntlet destroyed. The Reaper training for this stage is about learning about how to launch out attacking effectively with their gauntlet. Grabbing a dummy the user with practice slashing and striking at it, mixing in the other arm as well. After getting the basic motions done the fighter must go against another person leanring how to work against a live target getting the feel how fighting like this would be. This improves the reaction timing faintly as the reaper will start to watch how the person moves as they strike.--

-- Razor
E rank
Much like the sharpen skill from the weapon master skill tree the reaper itself will focus its energy around the claws on his gauntlet(s). Depending on what rank they are it increases how quickly they rip through a material or simply make it easier to take flesh off. It last for five posts.
Easier than appears
E rank
The eyes of the reaper come into play along with their training in this stage. By watching the movements of the striking foreword towards them the user quickly predicts their strike. Taking a low stanced side step it gives the user to follow up on the now open mid-section of the attacker when they had used vertical or hortizontal stirkes
Hit like a Brick
D rank
The user will quickly close the distance between him and the target and will quickly seem to striking out with their non-gauntlet hand. Instead the user will quickly pull their fist back and twist with their hips launching their gauntlet fist straight into the torso or face of the target. The fist itself depending on hardness can break the small bones in the face and can knock the air out of someone if hit in the chest. At expert this can be done with both hands due to the fact it now has moved to both sides. --


Stage 2
--Requires Novice Rank
This stage of the Vengeful Cycle is about focusing on the increased power the user has learn now they have became Novice. The gauntlet itself has not fully taken over the domant arm of the fighter but it has increased in strength. The fighter will learn to use quick bursts of energy from their gauntlet react and strike with ease. The training involved with this stage is simply that the fighter must learn to unleash small burst of energy from their gauntlet at anytime. The fighter will take time to focus on their gauntlet and the energy flowing through it. Once they have mapped the flow itself this allows them to launch out small blast of energy from the end of their gauntlet and from their elbows. Once they are able to simply unleash these tiny bursts they must try using it to dodge and close the distance with another live target infront of them getting them used to the head to head mind set. --

--Hand Thurster
D rank
The user when in close combat or when closing the distance to a target will focus their energy in palm of their gauntlet. Charging this energy in the palm for a few moments the Reaper will point their palm out in whatever direction and will sudden be launched five feet in the opposite direction the palm is facing. This launches the fighter back a mere 5ft allowing them to dodge close ranged attacks or get that extra distance away from an incoming attack. Another use to this skill is when the palm is touching a target or only six inches off the blast can be used to push the target back five feet. Expert this can used with both hands to get an extra five feet or can be used one at a time to quickly dodge in one direction than another. Same goes with touching target
Concussive Force
D rank
Focusing on the idea of allow the energy to flow in the gauntlet the energy itself will cover the hand of the gauntlet. By launching a hook,straight punch, or uppercut once the gauntlet makes contact with a target it will unleash a blunt force of energy into the target. The gauntlet itself hurts as it is but with concussive energy built up the strike will knock people back a few feet leaving them a bit light head and unfocused. This gives the fighter enough time to follow up and keep up his assault. Three post cool down
Feint Hand
C rank
The user will quickly perform a series of three punches with their gauntlet hand with small burst of energy firing off at the top of the palm making them quick and a bit more painful. It is followed up the opposite arm launching either a hook or an uppercut straight in to the jaw of the target. They seem almost ghost like when they strike due to their quick nature. At expert the follow up hook/uppercut has the same effects the three gauntlet punches and has the possibitily to knock the target out it hit right.
Gut Buster
C rank
By charging up the energy in the middle of the gauntlet for a few moments the user will strike at their target with a low strike to the gut. The nasty trick to this is once the user starts to throw the punch the elbow of the arm ignites with energy giving a quick jolt of energy and power. The strike itself will cause the target to bend over in pain and will break as few ribs if hit right.This is usually used as a follow up attack but can be used on it own.
Havoc Knee
C rank
By focusing the energy in the gauntlet into the middle once more the user mixes things up a bit instead of simply striking with his hands. Getting in close the user comes in acting he about to perform an uppercut only to send a burst of energy out of the elbow once more and launches their knee into the mid section of the target. Much like Gut Buster it will make the target bend over in pain but launches them off their feet in the process. Expert Rank the user can follow up with a quick hammerfist to the back of the target assisted with a quick burst of energy costing D rank energy slamming them back down to the ground.--

Stage 3
--Requires Adept
Now that the gauntlet has taken over the domiant arm fully the fun can really start with the reapers. With the knowledge learned from the past stage the reaper start mixes in kicks, deadlier strikes into their books and now changing their gauntlets faintly to help in close range combat. The training for this stage involves the user to train all major muscles for five hours straight with only two allowed breaks for fifteen mins. Once this is done they will start to work with the creation skill they have under their belt to change the gauntlet into different forms, adding or simply morphing it into what they can think of. Once this is done the user must go against a living fighter once more to get used to the more powerful bursts of energy and changing of their gauntlet with out much thought --

--Here I come!!!
C rank
Focusing that increased energy that is now flowing through out the gauntlet the user will use the basics learned from hand thruster and start to focus there energy in their gauntlet's elbow. A large burst of energy will launch the user in whatever direction the arm is facing at the time a good fifteen feet allowing them to close the distance quickly and start wailing on their target. This can be used for dodging reasons as well allowing the user to burst in whatever direction its pointing. Master the user can launch themselves a whole 20ft in the directs they both face or quickly go in one direction and straight into another
Spiked and Shining
C rank
This involves the gauntlet changing alittle bit but in a small dose. By focusing on the knowledge of the creation skill at this time the user will start to form for one inch spikes on each knuckle of the gauntlet(s) giving them a much deadlier effect when they smack into flesh. The strike can start to crack bones and the it can punch small holes in armor. These spike knuckles last for five posts but if you pay D ranked energy they can stay out for another three.
Explosive Force
B rank
Requires Concussive Force
Much like the Concussive Force skill this moves a soft energy around the gauntlet as the user goes to strike at their target. But unlike Concussive this one does some real damage behind it. Once the fist makes contact it will unleash a blast of energy in a small one foot radius. This blast breaks rock and it will leave burns around the area hit even breaking bones if hit right. Though when hit does knock back the user's hand causing the to skid back a moment thou if using this style that will not be much of a problem. Cool down rate of five posts.
Blazing Kick
B rank
Requires Hand Thuster and Here I come!!!
Unlike most strikes this one will take the target off guard abit if they have been watching the style. Using energy to quickly spin you up hovering for a two spins will suddenly launch you towards them with a great burst of speed. Coming towards them your gauntlet will unleash another burst of energy as you arc in the direction you wish to turn and launch a powerful round house into their bodies. Such force is great enough to launch them off their feet and send them skidding across the ground. It will cause a concussion from the sheer force and will hurt like hell. If it hits the mid-section your ribs will break.
This Is Gonna Hurt!
B rank
Requires Hand Thuster and Here I come!!
By blasting energy out of the elbow of the gauntlet the user will be launched foreword with great speed towards the target. This is a high risk move when it comes to hitting or not. When closing in the user brings back their fist and hooks its straight into their torso or jaw launching them into the air. This breaks bones when hit and it will make the target highly lightly headed. If this misses the user goes foreword for another few feet in a spin. They can quickly recover if they know what there doing. --


Stage 4
--Requires Expert Rank
Now at the rank of expert the user has expanded the gauntlet to the other arm allowing the user to mix things up with the other side of his body. Once more the user increased power comes into play enhancing his abilities to use his gauntlets abilities to greater feats. The training is much like before but this time they must learn how to get out their ways of focusing on the sole gauntlet arm and start using both sides. The combat training requires now two people for the user to go against to quickly get them used to mixing things up and doing stuff on the fly. This also adds a situitonal boost +1 speed when the user is attacking the target..--

--Havoc Slashers
D rank
This is the first skill to mix in both hands and what the user has learned so far in the style. Getting in close to the target the user with send a fury of quick slashes towards to the target with small bursts of energy flaring off the top of the palms aiding them in this increased attacking speed. the five total slashes at this point destroy steel and cut most targets up when they are hit by the whole attack.
OH F@!k My Gut!
D rank
This is a weaker form of gut buster but it has its own special twist in it. Sending a Burst of energy out the elbow of the first fist the user with strike the target with bone cracking force only to follow up with another strike with the other arm in the same spot and finally ending with the first arm striking again. This tenderizes the insides of the target with the last strike knocking them off their feet.
Lightining Fient
C rank
This is the advanced form of Feint Hand skill. Much like the start of the skill it will unleash a series of three energy burst assisted strikes towards the target but instead of heading up with the uppercut the user follows up with another series of three strikes from the other fist pushing the target back. This is followed up with both hands being locked together and striking with them both up against the jaw of the target sending them into the air.
Unstable Blade
C rank
Much like the Spiked and Shining this insteads focuses on the forearms of the user forming a two foot curved blade that extends out six inches from the gauntlet(s). These blades as the hardness of the gauntlets themselves making them increasingly effectivie in close combat. These stay out five posts but can be extend an extra three for D rank energy.
Havoc Hurricane
C Rank
This skill come from the Capoeira and twisted into Raven's own verison. Quickly moving up on the enemy the user will roll foreword only to get into a handstand. This handstand is highly unstable though so once pushed off from this position the users uses their gauntlets to start spinning them quickly forming the user in a hovering top of doom. This strike will usually get five to six kicks in if the user is close the target before they quickly readjust and spin back on to their feet away form the target. Skill has five post cooldown
Vengence!
A rank
Focusing the energy into both arms the user will launch themselves foreword with their fully developed gauntlet closing the distance quickly. Once in close the opposite gauntlet will send a quick burst of energy through it quickly turning launching a powerful round house in to the target. This will knock them down ot the ground allowing the now spinning reaper to readjust and quickly aim his fists towards the grounded enemy. Launching a series of fifteen burst strikes the user will pummel the target into a slam carter before bursting back a foot. Cooldown Seven posts
The Bond
A Rank
Requires Another Rpc
The Bond is the only non-combative skill in the whole style where it mere focuses on the bond between Raven and another non-reaper that he is willing to give the ability to learn this style. The Bond itself links the Souls of those two who wish to become one, this a holy thing in the Reaper order itself only done to those found worthy. By taking a oath to stand by one another the reaper links his gauntlet with the others hand. This infuses a piece of a soul into each other causing them to ever be bonded to each other. This causes the non-reaper to have werid runes form across their dominate arm much like the one on the reaper that gave it to them. This allows the non-reaper to learn the systle it self and gives the two a +1 boost in speed when they are both in battle and one is attacking. The draw back to this is if one falls the other dies as well. This Bond is something very serious to the Reapers and nothing to goof around with. This can only be done once and only once!--


Stage 5
--Requires Master and The Bond To be made
This is finally stage of the style were the reapers power tops out into that of a grandmaster and they have formed a bond with their fellow fighter. This was what many believe was the rather werid part of style because the need of another. To be honest the other is not need but the energy used in this stage is unstable making it very dangerous to handle slowly by yourself. The abilities unlocked from stage are that of a true master berserker reaper. Most of this stages skills must be custom for the reaper themselves because they know how their own chaotic nature is.--

--Sixed Armed Fury
B rank
Through his fight with Phantom Raven had unlocked a special way to use his creation ability. Using the matter around him he would form two pairs of gauntlets from his body all of which act on Raven's command. The thing about these gauntlets was that they are just hollow copies of his real thing and so when destroyed they do not harm him. They are destroyed with B rank skills and go away after fights.
--

Berserker Only Techniques

Great Lord Wulvengar

Enduring Prophet

8,150 Points
  • Brandisher 100
  • Elocutionist 200
  • Flatterer 200

KnightsRoyal

Desirable Hunter

7,825 Points
  • Gender Swap 100
  • Forum Dabbler 200
  • Ultimate Player 200
PostPosted: Mon Dec 30, 2013 11:03 pm


Art of the Shadow Prince
Arrogant, Fast, and Manipulative
User Image

--The style created by the prince of all shadows, though it reflects his personality, it also shows his courage in the art of combat. Kumori mixed together his greatsword style with his own body to create a mix of MQC of Shadowcery. Those who are connected to the Shade Bloodline may be taught this style, but they will only learn a special skill once mastered. This entire style is set for all various combat ranges due to the malleablity of shadows as this style is best used at night time due to the shadows being everywhere. While this style is exceptional in the form of medium-range combat, the style is usually a natural for Kumori. Art of the Shadow Prince, also called Shadowcery, is all about the mastery of darkness, and it can only be taught to Shades. This style will teach you basic combat skills that are a mix of hand-to-hand skills and summoning random weapons or things at a distance. This style can be learned easily if the user has more than 3 weapon styles learned to use in this style set--


Stage 1
--Learning this stage will grant the user the basic information of shadowcery, but this entire stage will require to be used at night for most of the power and easy usage. You will learn skills such as 'Shadow Horseback Riding' and 'Shadow MQC' to help with both travel and actual combat as the user will be commanding the shadows around him.--

--Shadow Horseback Riding--
Rank: E
You bend the shadows around you to your will to form a shadow steed for you, with a Shade being capable to ride it. This Shadow Steed only lasts for 3 posts in combat, and unlimited when used for Shades as a riding steed. The skill increases in rank with each stage learned, making the Shadow Steed stronger and faster, but it does not last longer than 3 posts and only gets as strong as an A rank summon.

--Shadow MQC--
Rank: D(Passive)
You can now bend the shadows around you to reach your opponent that would be two spears away from you as you can attack them normally while retaining regular damage. The Shade can perform D-ranked damage when at their full strength while in this fighting style, but this is the only range modifyer this style has. This does not spread to other styles, nor weapons can benefit from learning this ability as this is to be the shade's main Fighting style.

--Shadow Switch--
Rank: E
You and your partner can connect via their own shadow, or by connecting the darkness around you to their shadow. For as long as their shadow, or the darkness connects you and your partner, you are able to shift through the darkness and trade spots with them. This skill can be used with allied Clerics and Paladins, but it goes up two ranks higher in cost to use them due to their holy nature. This Shadow Switch is like the shade's own shadow traveling where they can transfer to another another shadowy place, but this is much better in ways of switching places instead.

--Shadow Longsword--
Rank: D
The Shadowceror can summon up a black longsword at a distance, more than likely at their opponent and strikes them twice before knocking them down with a hard third slash. The blade is dull, and hits as hard as being struck with a stick to the stomach as it is to harm and knock foes away from the Shade.

--Shadow Shot--
Rank: D
You can now bring shadows off the ground itself to generate a pure ball of Shadow Energy, can also be used with Shadow Knights as negative life energy to restore their own health. But, used on its own, the Shadowceror can summon up the ball of Shadow Energy can be used as a ranged blast technique, but only reaches as far as Shadow MQC allows it too. This can be used at close range for a push-back strike to force their foe away to damage them and get them away as quickly as possible.

Stage 2
--The art of the Shadow Prince becomes more of a nature to Kumori, while Shadowcery becomes a second nature to shades. Kumori is able to summon up more weapons and even chain them into other attacks much quicker. While it may seem as though his attacks become faster, they are highly chainable into almost any other skill in stage 2 and below.--

--Shadow Scythe--
Rank: D
Description:
Summons up a scythe blade underneath the foe before the user sends his hands up. This is a lifting technique as it launches the foes up into the air, but the skill itself can be chained once more into it's self. The 2nd Scythe blade with strike with it's top part and send the foe flying away from the area they were at. It reaches at most, 50 feet away from the user since it is still a new stage skill.

--Large Spike Meld--
Rank: D
Description:
The user summons up several spikes while hiding in the darkness, fusing them together to create a rather large spike. It is then hurled at the foe quite easily, but this is now the only way to conjure this skill up. The user is also capable of summoning up the spike by manipulating the ground itself in broad daylight, causing spikes to shoot from the ground due to their already dark nature.

--Black Sludge--
Rank: C
Description:
Kumori can summon up a ball of his own essence into his throat before spitting it out as a black sticky substance. The amount can be summed up as a bile as it burns on contact like if it was acid, but it's merely the liquid essence of shades. The substance stays on for 3 posts, causing D ranked damage each post before it disappates. In bright light, it lasts for one post with D ranked damage.

--Shadow Shield--
Rank: C
Description:
A more condensed version of the Shadow Wall of the Shade Bloodline, with a more accurate appearance, but with an added twist. If the user adjusts the power with A ranked energy, it becomes like a glass pane in appearance and unable to be seen. This skill blocks any C ranked attack and can be used as an arm shield, or in the form of a bubble shield.

--Feign Strike--
Rank: E
Description:
A strike that is known as a counter, the user acts getting hit before striking with a debilitating knee. The attack isn't that damaging, but it is more of a countering façade to catch the opponent's off-guard. This is more effective as it reacts to any ranked technique, maxed out at the rank of C. If the opponent is hit by the unfortunate knee, half the damage done to the user is returned, but this is only IF it connects by a cocky opponent.

Stage 3
--The Darkness of the Shadow Realm will begin to seep into Kumori and any other shade he teaches. This grants knowledge required to learn this 3rd stage as it will be pulling power and the purest of darkness from the realm where Shades live at their own peace. The user will learn more weapon summons, more range control, and even a way to protect themselves.--

--Fated Strike--
Rank: C
Description:
The user is covered in a black aura and sends out a burst of black tendrils from the ground before them. A single touch of these tendrils forces the black aura on the user through the tendrils onto the enemy. The sudden covering creates a black pressure on the enemy's heart before releasing them and pushing them back. The effect creates a mark of death-like insignia on where the tendril touched, lasting for 3 posts and increases the damage from all techniques by one rank.

--Shadow Hound's Bite--
Rank: C
Description:
The user summons up a beast's head, resembling a wolf as it reaches out 10 feet from where the user summons it to bite down on the foe. As simple as it sounds, the user has to summon up a black insignia on the ground for the summoning of the wolf head. The moment it bites, the user will need a strength of 8 or more to break the bite, or tear the head off the elongated neck of the wolf.

--Shadow Rapier--
Rank: C
Description:
Summons up a black rapier in the air that Kumori can use at a range to strike his foes. He swipes twice with the weapon before he crowns his foe on the top of their skull with the pommel of the rapier. This is to send the enemy reeling back and away from the spot as the rapier remains to be used by Kumori himself unlike the last two weapons.

--Small Drill Spike(Down)--
Rank: B - A
Description:
The user summons up a small black disc in the air that hovers for three posts after it's initial summon. As it remains, the user can summon up more to remain foir three posts. When the user uses this skill with the initial B ranked energy, they can summon between 1-5 discs into the air. If the user increases the energy use with A ranked powers, they generate a total of 10 black discs that hover in the air for 2 posts. Enemies unfortunate enough to be caught underneath the discs, will soon be showered with a single drill spike from each disc.

--Blessings of the Shadow World--
Rank: B(Active)
Description:
Kumori: Kumori gains the ability of incorporeal striking abilities, able to attack while remaining untouchable as it is. While he is able to stay in this form, all his skills cost double in energy while his incorporeal attacks are now capable of harming physically. While this is activated, he has to spend C ranked energy to keep the skill on going before it disipates. Once he runs out of energy, he is forced back to normal.

--Armour of The Shadow Knight--
Rank: B
Description:
Kumori summons up a dark substance from the ground, a bright red but blackening liquid from the earth, Lava to the surface. The sudden exposure to the fresh air of the skies hardens the lava at a rapid rate, also cooling it down before it wraps around the user safely. It creates a nigh unbreakable and Obsidian Black Armor, matching the appearance of the Shadow Knight. While this skill is in it's active state, it can block any regular attack like nothing, but when it comes to skills, it Nullifies damage from 3 B Ranks before it is destroyed. It can withstand 5 C ranks attack as well, nullifying damage done to it, and due to the nature of the armour's materials, it isn't capable of being penetrated. It lasts for 5 posts.


Stage 4
--This is where the skills get much more stronger, causing a small commotion within the heads of the users. They begin to hear voices, voices of the weak, voices of the strong, soon learning that they have much more to do. They will be required to learn the Blessings of the Shadow World and use the active form in order to travel into the realm of darkness. In there, they must learn the tongue of the shadow dwellers, or in Kumori's case, relearn how to speak in the tongue of darkness. This is where the Shade Familiar reaches max potential in their power and weapon usage.--

--Shadow Blades--
Rank: C
Description:
Kumori or the Shade enchants their hands with utter darkness that trail with their hands own movements. Kumori can trail it onto the weapon he uses to project 4 waves of black energy, reaching as far as Shadow MQC allows the shadow waves to, however, when in night time, this wave can extend a longer duration. On weapons, this is heavily effective as wave slashing with a limit of distance, but on hands, it extends half the range of MQC, even in night time.

--Shadow Throwing Knives--
Rank: B
Description:
As simple as it may be, this is to be mainly thrown by the user who summons them, not summoning at a distance. Kumori is able to threw all of them at once and control them with ease due to his shadowy nature as he can summon up to a total of 24. With that amount, he throws 8 at a time and can control them without fail as they could swarm the foe like birds.

--Black Claw--
Rank: B
Description:
Kumori: Kumori threws off a black ball towards his foe, enhancing it to create a tracking ability for the foe's energy. It is able to make sharp turns and can rebound off of non-living objects. It is not a good idea to try and cut it as the ball's material make up make it nigh impossible to destroy it. Once it latches onto a foe, the substance sticks in a formation of a paint ball splatter as it sends out a small shaking signal that vibrates the air around it. Soon, it becomes a large claw that wraps around the torso as shadows gather to where the splatter was to create an arm as the claw raises the foe up and forces him down.

--Nightmare's Revenge--
Rank: A
Description:
This is a skill only Kumori can learn as it is related to his main Soul weapon: Miza The Terror. Kumori let's Miza's own aura speak as a violent gray aura appears around the blade, lasting for a total of 7 posts. The attack do another rank in damage even being just regular striking, and whenever Miza is swung around, the aura releases an extremely loud screech, harming the ears of Kumori's foes. Shadow Knight Skills done with Miza now cause a fear and sickness effect onto anyone Miza strikes if it involves the blade itself. Shadow Weapon enchantment on Miza is not effected by this skill itself due to the blade of Miza having to be physically touching the foe.

--Shade Onslaught--
Rank: A
Description: Can be learned by Shades Willing to risk their lives
Kumori overcharges his body with his A-Ranked energy to transform into a Nocturnal beast of shadows. He then charges at his foe, with murderous in his mind as he is equipped with large shadow claws for hands and elongated hind claws. He remains in this form for 3 posts as he has no damage changes, but is capable of not flinching attacks up to B ranked from elemental to physical. Light and Fire still affect Kumori in this form but he is able to resist a bit slightly more damage from Light and Fire.


Stage 5: Welcome the Prince
--This is the final stage, can only be reachable via a quest kill. The Kill for Shades, is a Shadow Giant, can have a team to help, but the Shade must get the shadow soul of the Giant to bring home. For Kumori however, his quest kill is his father, the King of the shadow world, having to bring back his sword as proof of the kill. This style holds the strongest of shadow skills, and a legendary skill only Kumori can master.--

--Style of the Shadow Prince--
Rank: B
Description:
Kumori: Kumori summons up a bladed rapier with a fancy handguard to his left hand as he summons up a condensed rock shield to his side. As simple as this may seem, the shield weighs a ton and Kumori is using his mastery over the earth element to keep it up as it can dish heavy amounts of damage. The bladed rapier can remain indefinitely, but can be broken if it comes in contact with a skill of B-ranked or higher in forms. The Dense Earth Shield wanes slowly over time, disappating after 3 posts into sand from the constant condensing.

--Shield of the Shadow Prince--
Rank: A
Description:
The user summons up a tower shield before them, but they don't need to hold it as it projects out of their left hand, capable of running with the shield and keeping it out of their hand. The user is able to knock enemies down with a charge of the shield as they runs, but they can skid to a stop like a car trying to stop itself with the brakes. It is able to withstand any Beam, Elemental, and Physical attacks up to A rank now, but the shield can be broken by a charging car's ironic fist attack. The shield itself lasts 4 posts with a single post cooldown and can be used to create a shadow for Kumori to reach his strongest form at the time.

--Shadow Rain--
Rank: C
Description:
The user of this skill makes it rain black liquid from the sky, without any need of explaination, the black liquids on the ground form collective spots of darkness. Whenever any of these spots are stepped into, except for shades, the unfortunate soul's vision decreased for 3 to 5 feet before them so long as they remain in the black liquid. Shades that step in the waters gain their bonus as it becomes an area of darkness, making sure no form of light can enter the murky water's field of darkness.

--Shadow Combat--
Rank: A
Description:
Kumori: Kumori turns himself into pure darkness, entering the shadow realm while his aura spreads out towards his chosen foe's shadow. Their shadows appear in the realm as he takes it upon himself to dish out damage towards them for 6 posts in length. This has a 5 post cooldown when he exits the shadow realm, however he can only use his fists and legs and cannot bring any weapons with him. Shadow Combat is also used to help him store equipment here and there inside of the shadow realm, but that become static and cannot be removed until the end of the skill.

--Art of the Shadow King--
Rank: SS
Prerequisites: The Sword of the Shadow King must be obtained.
Description: Only for Kumori
This skill requires Kumori to enter his King's Awakening form in order to use this skill, the Sword of the Shadow King can must be obtained as well as it is absorbed by Miza to allow her the ability to split into two much more easily. Kumori soon cuts before him with both blades in a cross, soon following it with the reverse formation of a cross cut, sending a wave before him into the foe. He then cuts before him in an inverse X-formation, chaining it to the outward X-cross cut as the blades become enchanted with the gray aura of Miza. He then jumps up and knees his foe in the chin before stabbing the foe multiple times in multiple parts of their body(10 stabs total) while pushing them back to where the tips of the rapiers were hitting now. Kumori then stabs forward, his entire body moving with him to get hilt deep to the solarplex of his foe, lifting them up and blasting the foe away with a black flames shock shot. This move can be used as a counter against an oncoming foe, and can only work as a counter to intercept an oncoming foe's attack.

Warning to Shade's Learning this Style: You will be entrusted to hold this knowledge in secret, and to only use it when it is necessary.
PostPosted: Tue Jan 28, 2014 5:22 am


Death Hand - Grapple
The Clench of Death - Just one touch and it's over.

    The Death Hand's creation was made by perhaps the most unlikely of fighters. To capture, bind and crush is the goal of the Death Hand with energy enhanced grips, grab and grapples to defensive sleights of the hand and take downs similar to that of wrestling with little movement involved - only pure strength. Its practice isn't widespread and its invention has came to be known only by the mangled flesh left behind this devil of the night. The Death Hand was invented by the Dawn Elf, Adiel Aldaval.

    The Death Hand teaches basic grapples and other associated moves but it does not focus on strength, rather energy consumption in order to amplify strength in ways that prove to be deadly.


        ▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄
        Ⓢ ⓣ ⓐ ⓖ ⓔ ➊
          This is the first step to perfecting the art of the Death Hand, practicing manipulating energy to the hands is key. Teachings of common grapples and grabs are followed with this stage.


        Coil
        E
        A simple grapple technique that aims to clasp one's hand(s) over a section of an opponent's body. Energy is applied to their hand(s) to augment the grabbing power that can easily bruise someone with a lower strength than the user. Typical points to aim for are the joints, wrists, and even the neck to choke an enemy.

        Aided Grapple
        E
        An energy assisted grapple to where the user is assisted in grappling a target as if they were a magnet to the opponent's body, allowing them to latch on with ease with their hands. This can be used in conjuration with other techniques of the Death Hand Style.

        Parry
        D
        One of the few defensive techniques in this style that focus on the hands. When an enemy goes for a punch, kick or a blunt attack with a weapon they can touch without harm with their hands, this comes into play. With energy assisted to the hands, the user shuffles into the victim's attacking range and swats at their weapon or weapon hand to bat away the weapon. Take in consideration of both energy and strength when using this.


        ▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄
        Ⓢ ⓣ ⓐ ⓖ ⓔ ➋
          The teachings of grapples remain thus the same, stick to the basics of wrestling and other similar methods of grappling. However this stage focuses on the user's defensive qualities as well as honing energy usage in grapples.


        Vice
        D
        An upgraded form to grapple another opponent that can start to hurt an opponent a lot worse than a simple 'Coil'. When using Vice, the user's energy is applied to a grapple and amplifies their strength by a margin to where it'll bruise even those with equal or high strength (common sense plays about here.) This is more painful and more stronger but it isn't Death Hand worthy as of yet.

        Dislocate
        C
        When used with Coil or Vice, this is a specialized skill taught that aims to not only apply pain when grappling but to disable a target upon doing so. While not strong enough to break bone, this technique is an energy supplied skill that uses the user's own strength to magnify their grappling in addition to some technique. When used on a limb (from fingers and toes to elbows and even the shoulder), the user uses a technique in their skill set to dislocate the bone out from its socket. An opposing enemy's strength does not come into account of dislocation but comes into account of resisting grapples. Dislocated joints and bones can be healed by potions, self-repair (its possible to snap ones joints back into place, but common sense must take place) and by medics and clerics. Energy is used to be able to make this harder to resist.

        Redirect
        C
        One of the other defensive skills listed in the Death Hand style that comes in handy when dealing with an overpowering opponent or multiple foes. When an opponent commences an attack, the user maneuvers in with a grapple to be able to set them off balance or disrupt their attack altogether with a redirection parry to send their entire body off balance. This can be anywhere to shoving, throwing (pulling them and making them run another direction) or tripping them. Energy is made to amplify the user's strength, making this skill harder to resist.


        ▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄
        Ⓢ ⓣ ⓐ ⓖ ⓔ ➌
          The user is being taught more in depth grapples and take down techniques with being able to dislocate and further amplify their energy grabs to agonizing levels. Both offensive and defensive styles are taught at this level. From this point on, this is the last step of a Death Hand practitioner's defensive abilities.


        Crab Grip
        B
        Another upgrade of the grappling techniques to where more energy is supplied to the user's hands to make their attacks all the more deadly. In relevance, the user's hands start to feel like claws digging into the flesh as the channeling energy applies more pressure to the focal area. The grip starts to break the skin of a victim and tear the muscle. Again, strength must be taken into account. This skill bypasses a Berserker's Iron Form. Enemies wearing armor are also not safe from the sheer power of this grapple as the pressure alone harms the foe.

        Disarm
        B
        The final and most useful defensive technique of the death hand style. When an opponent comes in for an attack, the user readies them self and uses their known skill set of grapples and applies it to weaponry itself. By wrenching the victim's grip over a weapon, they typically grab both the weapon itself and the dominate hand grasping it but other methods are known to be used. Results may vary. Energy is used with this move.


        ▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄
        Ⓢ ⓣ ⓐ ⓖ ⓔ ➍
          The last step for some and the start for others. This stage is teaching more ruthless skill and gives the user the ability to finally embrace the true nature of the discipline - To crush and end it. Yet, one may find it difficult to learn this as the nature of Death hand... can be difficult with more force applied. As such, only true masters of their art can master this stage.


        Breaker
        A
        One of the pinnacle skill sets of the Death Hand style and probably one of the most used skills in Death Hand. Much like dislocate, the user takes ahold of an opponent and Crab Hand must be activated in order for this to be truly effective. By using maneuvers and raw strength of energy, the user is now capable of snapping bones and cause further damage than just dislocation. If done with a bear hug over an enemy's ribcage or the neck, death is likely to occur.

        Guillotine
        A
        The user's hands have came a long way since the introduction of energy usage to common grabs and grapples. Now the user has honed their energy usage to where their hands are much like miniature guillotines in comparison. While only an analogy, the user's strength is so well amplified and focused with energy, their grip is like a dull sword digging into flesh. Armored foes will feel this intense pressure and thing a sword had turned into a hand. The sheer pressure breaks the skin, tears muscles and even bruises bones if applied long enough for lacerations. The favored target is, of course, the neck or groin for an intense disabling grasp or even death. Energy usage makes a strength check almost void, yet a stronger foe can still break free.

        ▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄
        Ⓢ ⓣ ⓐ ⓖ ⓔ ➎
          The road was long and the teachings have been rigorous. The user is able to snap, break and even tear bones and muscle but there were no limits to what energy alone can do. As Death Hand focuses on energy, not strength, this stage combines both into a lethal combination that has literally been banned to teach by many and is rumored to only be taught by Adiel. The original Death Hand was far too energy consuming for some, but there are still pinnacle skills that masters of their art can still utilize for their own benefit.


        Ripper
        S
        The Death hand has taught much and has given much. From being able to break bones and lacerate with just the hands alone, there is nothing more satisfying than going overboard with things. Following the principal of dislocation, there is one technique that brings the teachings of the grapples associated with this to an all new high. The Guillotine must be use with this as well in order for it to be truly effective as the user can now... wait for it... tear off entire limbs! This skill is essentially called the ripper, and for good reason. It is a forbidden ability to where it is often deemed cruel to teach by many rulers in Axiom's distant past. This requires energy.

        Death Hand
        SSS
        However... there is still one solid skill left that gave the name for this entire style. That is the Death Hand, the strongest grapple technique in all of Axiom. By applying massive amounts of energy to one's hand, their hand becomes a weapon of mass destruction by being able to crush a man's bone with one hand, a skull if it were small enough and ultimately collapse a man's throat in a single grasp. it is so deadly, so strong, the user will even be able to crush armor as if it were a wet noodle and apply the same effects to an enemy hiding behind their wall of steel.

        This is, truly, the Death Hand - Get caught, life is practically forfeit.

        ▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄



-Personal Style of Dawn Elf Ninja, Adiel Aldaval.

The Sorting Helmet

O.G. Vampire


KnightsRoyal

Desirable Hunter

7,825 Points
  • Gender Swap 100
  • Forum Dabbler 200
  • Ultimate Player 200
PostPosted: Sun Jun 08, 2014 11:41 pm


Miza the Terror(Obtainable Special Weapon)
Nightmareish, Surprising, Feared

The new powerful Style made for the weapon of nightmares, currently being held by the Shadowknight, Kumori. Demonizing the holder's energy, the weapon called Miza whispers to the user, granting them her abilities of Screams and Nightmares. Anyone who uses this weapon will be quickly bounded by the Spirit within the blade, forcing the user to keep the weapon with them, forever. Be wary of all who uses this style, it has the ability to kill you if you truly misuse the weapon's prowess.

--Transform Miza--
Rank: Passive
The user transforms Miza at her will without expending energy. Normal and awakened each have pros and cons that depend on how well this weapon can be used.

Miza(Greatsword Mode)
Pros
+Each of the techniques in this style that does not require the longsword are a rank stronger.
+Gains Miza's greatsword defensive ability so long as she is on the user's back.
+Any regular strike with this blade is as strong as an equivalent Greatsword of the powerful rank.

Cons
-Slow strikes.
-No greatsword techniques.
-No element of Surprise.

Miza the Terror(Awakened Mode)
Pros
+Each of the techniques that does not require the greatsword are much quicker in terms of skill activation.
+Longsword form adds an ability of unpredictability that the user can mix with their techniques.
+Any regular strikes with this blade's form are faster compared to the Greatsword form.

Cons
-Weaker Attaks.
-No Longsword Techniques.
-Easily knocked out of the user's hands if not using both hands.

--Selective Hearing--
Rank: E
Description:
Reducing the user's sense of hearing, they can choose what they hear, or what they don't hear as compared to those who can hear higher frequencies like animals. Those with higher hearing end up with human hearing learning this skill as they hold Miza the Terror, this is because of a later skill which can damage hearing beyond repair. When this skill is learned and the weapon is equipped, make sure you show what you don't hear via the Skill name and the names of things you won't hear. Everytime this skill is activated, it only lasts a moment of two posts with a one post cool down after it finishes.

--Resolve--
Rank: E(Passive)
Description:
Raises the user's determination in a fight, giving them something to look forward to completion as it gives them natural resistance to cuts and slashes made by anything. They will continue to fight without emotion holding them back as well, for the full effects of Resolve, you must give up your emotions to let nothing hold you back like weakness. When in this weapon style, you will resort to only what you have to get that win and to survive towards your goal.

--Dark Cut v1--
Rank: E
Description:
A single slash to the horizontal left as they leave behind a dark area, acting like a black hole to bring things in. It doesn't last long, but it does effect humans as the slash itself can cause a collapse on a body part if they are touching the dark area. Beward, this can affect the user as well if they try to touch the dark slash they had left behind as it lasts for 2 posts from the initial technique.

--Dark Cut v2--
Rank: D
Description:
A double attack that forms an X dark area from where the both slashes come from. The blade is coated in black energy, the tip of the blade creating a chaos end as one diagonal slash creates a dark area, another following in a mirror diagonal slash as it passes through the black hole cut as the black energy fades from the 2nd slash. This creates a stronger pull as it can bring in heavier objects compared to the previous one. It vanishes after two posts.

--Miza's Form: Scream--
Rank: D
Description:
The user engraves their energy into the blade of Miza, giving her a special enchantment unlike any other blade. A swing while holding this sword creates a loud blood curdling scream, doing damage to the ears of anyone close to the blade. However, if the user has selective hearing, and does not have super sensory hearing, they can blatantly ignore the scream and dismiss it as distant. If the user has super sensory hearing, they will be harmed, even if they have selective hearing. The enchantment lasts for at most 3 of the user's posts with deafening occuring and lasting for 2 posts if they are struck by the blade or dare to even block it.

--Miza's Form: Gorey Rush--
Rank: D-C
Description:
The user starts in a crouch, blade held forward and up as to make sure it is not stepped upon as it can and will nullify this technique. This can be held for a single post to charge the attack, making it deal C ranked damage due to creating a dark hell energy around the blade. The user stands and steps forward, thrusting their blade forward quickly, looking to pierce through the opponent. If it isn't charged, the stab is forceful and sends the opponent back 5 feet, but if it is fully charged for a post, the user stabs through his foe while raising them up like a rhinocerous before slamming them down and off the blade. The special thing about this strike, is that while it may appear to pierce through the foe, it does not leave a trace of a cut, leaving them alive.

--Miza's Form: Headache Ace--
Rank: C
Description:
A simple technique in which the user swings Miza at the head of the enemy fairly quick, enough to cause ringing in the ears and a damaging headache. While it appears like nothing happened, the user is hitting the foe with the broad side of the sword, having filled it up with dark energy. The instant on contact, the energy comes off of the blade and strikes the skull of the opponent, giving them a small time of ringing in the ears that lasts for a single post.

--Hell Shadow Crash--
Rank: C
Description:
The user begins to draw a circle with the tip of Greatsword, leaving a trace of dark energy in the air as the energy begins to crawl inward towards the center of the circle. The wielder will step back and stab into the closing circle of darkness, creating a large spike infront of the user. It can only go as far as 3 feet from the tip of the greatsword, if it hits something however, it will slam hard into it, as if being struck by a baseball bat and fly off before vanishing.

--Shouting Blast--
Rank: C
The user draws in the blade's energy to their non-dominate hand as they soon punch the ground with it. An insignia appears on the ground 5ft diameter wide and primed for an opponent to step on. If a foe were to step on this, the insignia would vanish as it releases an extremely loud shout wave, harming the opponent with a few cuts but deafening them for two posts.

--Scream Thrust--
Rank: B
Description:
Quick stepping back away from the foe to create some distance, the user will crouch afterwards. They soon dash forward while thrusting Miza outward, creating a loud sound as they perform the technique. The attack that comes from the blade is quite surprising as the blade will stab forward once they land with Miza fully out, the blade creates a disturbing scream, manipulating the waves around it to vibrate the air. If this were to stab into the opponent, the blade itself would be vibrating inside of the foe, causing more damage as the scream would be the main cause of the blades vibration due to it's sound being muffled.

--Shatter Cross--
Rank: B
Description:
The user of this technique slashes before them to the left, quickly changing stances and slashing downward with Miza, creating an eerie cross that slowly gets bigger. Once it appears to be 5 inches across on each part of the cross, it will stop growing and begin to crack. The cross soon breaks as a loud shout comes out of it, sending anything before the black cross backwards 6 feet from the area, harming them in the process by the shout and physical force of the push. It takes 2 posts for the shatter cross to be completed and fully grown, 1 full post of wait time before the cross breaks with the shout following afterwards.

--Nightmare Cut Storm(Greatsword Miza)--
Rank: B
The user uses Miza at her base form for this technique, charging Miza up as the user proceeds with a dual X cut. Once the first and second slashes hit, the user continues with a horizontal right slash, before a downward slash to create a cross. After the cross is done, the user stabs forward towards the opponent, prepping the blade with more energy before the user slashes to the right. Once the user is done, the technique shows that each slash had a dark energy blade ready to follow each strike. The last two hits of the user, the stab and slash, will sway most shields and any small blades to create the opening for the real six strike attack.

--Nightmare Cut Storm(Miza The Terror Mode)--
Rank: A
The User slashes upward at the opponent, the strike only hitting point blank as the weapon screeches in the process. Should the slash connect with the opponent, they are lifted up into the air as the user follows after them. The user begins with a triple-slash at the opponent, one at each arm and the last one at the legs. The user lands on the ground underneath the opponent as the slashes leave them trapped in the air before the user points the blade upward towards the trapped opponent. Soon the blade releases rippled sound waves out of her upwards to the opponent, letting the screams create physical and psycological damage on the body of the opponent as they are trapped in the air's spot. The sound waves are not blocked by armor and causes cuts to appear on the body and deafen the opponent with vertigo for 3 posts. The user cannot use this technique for 4 posts each time this skill is used.

--Nightmare Wave--
Rank: A or S(S rank to learn)
(A rank Technique) The user keeps Miza in her Awakened state, keeping the blade to their right side as they channel their energy into it with a single hand. The user dashes towards the opponent, elbowing them hard in the abdomen to stun the opponent. If they are struck with the attack, the user slashes upwards on the opponent to lift them up slightly. They then bring their blade back and slashes at the lifting opponent to send them away with an infecting cut. Those who do not have armor strong enough to resist this technique are inflicted with nightmarish hallucinations.
(S Rank technique)The user keeps Miza in her greatsword form as they charge up the weapon with their energy, this holds for a single post. The user slashes down with the blade, unleashing a strong slash before them. If the opponent is hit with the slash and survives, their spirit is heavily damaged as they are plagued with nightmarish hallucinations. If they are hit with the slash and perish, the user sends their soul to the Goddess of Nightmares, where they will live out their nightmares, for eternity.
PostPosted: Mon Jun 23, 2014 6:02 am


Lusacan's Personal Style(s)



Blue Swallow Style
A legacy of greatness and evolution.

User Image

      D e s c r i p t i o n:

    This technique originated with one man, and like a family tree, it grew. As the technique was passed down, the more the tree grew. It is common for a generation to add a new form to the Blue Swallow Style. This is a sword style that varies, depending on who your master was. Thus, there could be many different variations of the Blue Swallow Style.

    The Blue Swallow Style is a notoriously deadly sword style that is only passed down to worthy successors. Each 'form' of the style is only shown once to the student - if the student is worthy to succeed, he only needs to see it once to remember how to use it from then on. It originally only had one form that was passed down through generations of successors with each successor creating and adding their own forms resulting in many branches of Blue Swallow Style. However, as new forms were created, the weaker branches deteriorate, and others disappear as there is no worthy successor; hence, this style can be called the perfect, flawless style.

      N o t e s:

        • This style contains various techniques branded with the type "Training." When these techniques are learned, they become passive benefits for the practitioner.
        • Simple techniques have no energy cost, while Complex Techniques do have an energy cost


      S t a g e O n e [1]

        Axle of Rain
        Rank: E : : Simple
        Description: The user will feint a movement, to the left or right, before dashing in the opposite direction. Once the user has spotted an opening, they charge to thrust.

        Rolling Rain
        Rank: E : : Complex
        Description: The user focuses their energy about their blade and swings upward, for a burst of energy might simply as a distraction. The amount of power put in is only significant in its ability to distract, while the user evades.

        Misting Rain
        Rank: E : : Complex
        Description: The user will hold his sword high above his head and strike down completely missing any opponent to stir up a "mist" of the users energy. The technique is used as a diversion tactic, to obtain some space. As the user's rank increases, so will the range of the mist.


      S t a g e T w o [2]

        Last Minute Rain
        Rank: D : : Simple
        Description: A technique used simply for the sake of surprise, the user will drop their blade and kick the hilt of the katana, sending it through the air to pierce the enemy.

        May Wind, October Rain
        Rank: D : : Simple
        Description: A technique used purely for evasive purposes, the user will will synchronize their breathing to that of the opponent, allowing them an indication as to when they are being attacked. Those who have learned this particular technique find themselves unable to perform this indefinitely.

          • May only be used four times
          • Good for one evasive action


      S t a g e T h r e e [3]

        Summer Rain
        Rank: C : : Simple
        Description: The user swings diagonally, but drops the blade mid swing, before snatching it up with the other hand and strikes in the opposite direction.

        Splashing Rain
        Rank: C : : Complex
        Description: The user will reverse the grip on their sword, so that the blade runs parallel to their forearm. Focusing their energy about the blade, they whirl the blade quickly to form a shield of energy to block incoming attacks.

        Blessed Rain
        Rank: C : : Training
        Description: The user's informed of the incoming costs of what is to come, and as such, the user must practice their energy control through controlled bursts from various parts of their body.
          • Energy pool +50


      S t a g e F o u r [4]

        Innocent Rain
        Rank: B : : Complex
        Description: The user will coat their feet in energy, giving them a boost in speed for a limited period of time. During this time though, the user is granted a speed in which they blur to the naked eye.

        Fiendish Speed Rain
        Rank: B : : Complex
        Description: The user of the technique allows the user, by focusing energy and applying it to movement in explosive bursts, the user moves at an greater speed than they normally would. Upon closing the distance, the user will thrust their blade at the enemy. The technique is often hard to miss, as if it is done correctly, it will appear as fire (of the user's own energy signature/color) given off by the user.

        Insight Rain
        Rank: B : : Training
        Description: The user will practice extending themselves into the atmosphere, in a sense. After much dedication, the user develops the ability to sense hostile intent in the immediate area. As to where, however, they cannot be sure.

      S t a g e F i v e [5]

        Pelting Rain
        Rank: A : : Simple
        Description: The user will dash forward when the opponent dashes forward, and when they are about to meet, the user will swing the blade about themselves, coercing the enemy to collide with the blade for greater damage. The user may apply their energy to the blade, for additional effects and power.
          • Can be performed complex


        Torrential Dance
        Rank: A : : Complex
        Description:The user will coat their katana in energy, and swing upward creating a screen-like pillar of energy. In fact, this energy takes on a reflective quality, reflecting the user wherever they may be.

        Flame Spin Rain
        Rank: A : : Complex
        Description: Coating their blade in one of the user's energys, the user will spin their blade either clock-wise or counter clockwise, creating an energy twister of sorts. This technique is meant to intercept enemy technique, however the user may use this as a counter attack in some cases, where the technique happen to match the energy of the technique blocked. The strength of the technique determines just how far it can move.
          • Can only block technique below the rank of A.
          • The counter moves out a meter as the technique rank increases. [One meter for D. Two for C. Etc.]


      S t a g e Six [6]

        Duplicate Rain
        Rank: S : : Complex
        Description: Using energy, the user will create a great wave of energy with a strange reflective property, much like the Torrential Dance. Using this as a cover, the user will attack, appearing as if the enemy is being attacked by two people.

        Seasonal Dance
        Rank: S : : Complex
        Description: With blade coated in energy, the user will puncture the earth about them five times. Together, a dome of energy surges about the user and defends them for a brief moment.
          • Lasts two posts max


        Torrential Blessings
        Rank: S : : Training
        Description: Having completed all that the user may learn, they have but one task left to complete. The user must practice the flow of energy, and be sure that their control is the finest that it can be. By doing so, they must repeat the exercise performed earlier with Blessed Rain, all the while, they perform technique to the brink of exhaustion.
          • Receives no reductions.
          • Energy pool +100


        The Task of the Next Generation
        Rank: S : : Passive
        Description: Upon the master of the school of Blue Swallow Style, it's the user's responsibility to develop the next generation!
          • The user is granted one [1] custom slot usable only for a personal Blue Swallow Style technique.


- Original Style belonging to Shinobi Nations, used with permission

Sean_Nero_Desmond

Demonic Knight

3,950 Points
  • Battle: Knight 100
  • Demonic Associate 100

A faint smile

Dedicated Friend

PostPosted: Wed Jun 25, 2014 9:41 am


User Image

▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰LOVER'S SCORN [Lilith Odam]

Just as a cold lover, the Lover's Scorn style was crafted to leave scars and wounds too deep to heal. Razored whips are generally used due to their abiltiy to be manipulated like a regular braided whip while being able to wreck someone's day, exactly like running into an old flame who left you broken hearted. The whips can range from anywhere between 3 feet to 20 feet, with the handle at 8 to 12 inches.

• Tensile Surrender E
Requires Energy

The whip can be controlled completely without the user having to physically move it. Through the use of energy and magic the whip can be manipulated as if it was an extension of the weilder's own body. Each technique can be used in this manner as long as the extra cost of Tensile Surrender is paid on top of the other moves if they require energy as well.

• Velvet Tremble D
Requires Energy

The next level of whip manipulation involves the size of the whip itself. Through energy usage the whip can be elongated (limited to 10 extra feet) or even cut down on size. This can be done in conjunction with other attacks. The whip can be shrunken while currently wrapped on someone to reel them in rapidly as well.

• Waking Lick D
This technique is designed to force opponent's to drop whatever is in their hands. Like a lick from a lover, the tip of the user's whip will slap sharply against the target's hand, fingers, or wrists, causing them to drop their weapon. If the opponent isn't using armor this is a guarenteed disarming move. This can even be used to smack projectiles out of the air.

• Sweet Caress C
Executing this technique can be done in a myriad of ways. The user flicks the whip and aims to wrap it around any limb of their target. This can be used to subdue someone very easily or trip them. The second half of this maneuver is to pull roughly on the whip. Depending on the whip in question this can easily slice a limb clean off.

• Lingering Throb B
This move starts out with a simple slash of the whip. Jerking the whip in another direction rapidly will cause it to twirl and be able to strike out in more than one place. The damage the whip would cause would be akin to shredding and tearing, as it is dragged across the target twice or even three times. The attacks happen so swiftly after one another they may as well be considered happening at the same time. Because of the nature of a whip, the attacks can target multiple areas at once.

• Writhing Graze B, A, S
Requires Energy

This is more of a stance than a singular particular attack. The weilder will begin to rapidly swing their whip about them in a spherical motion for one post. This creates a very deadly barrier between themselves and whoever tries to penetrate it. Because the whip is constantly in motion, trying to get in between the area would result in something similar to placing oneself on a buzzsaw. On the second post the user can begin to rapidly strike out with their whip, launching attacks from every side of their spherical perimeter. The more energy that is used the faster this technique goes. At S-rank it is very, very fast.

• Langorous Slide B, A, S
Requires Energy

Channeling energy through the whip, the user is able to move the weapon so fast it looks as if it is moving through objects. In truth it is twirling and swinging so fast that it is going around them. The speed of this move is insane, and it is used to utterly shred something to bits. Depending on the power used this can shred armors, weapons, etc. Anything at the level will be sliced to bits. If a limb was to be caught in this wave of metal there would be nothing left except chunks and a lot of blood.

• Stirring Beckon A
Beginning by twirling the whip around them until the speed of the weapon becomes so swift it is hard to follow, the user then lashes out in random circular motions. Each time they swing their arm the whip is constantly being dragged over the opponent and swinging out. The attacks are so numerous it would be asinine to try and count them. There is not a chance for the opponent to rest and the actual attacks can come from literally anywhere the whip can reach.

• Shivering Peak S
Requires Energy

The ultimate release of the Lover's scorn style leaves the target in shambles. The user flicks out the whip in an almost lazy fashion, making it seem as if they are intending to merely slash the target. The goal is to get the whip to go past them, and in that moment a surge of energy is channeled through the weapon. The whip will curl around the opponent in a circle as wide as the whip is long. In an instant the whip will begin to coil around the target and tighten. If the opponent is unable to exit the area in that time they are caught in the whip. Once it wraps around them the user wrenches back on the whip. It will begin to drag and shred the target at breakneck speeds. Depending on how tight the user decided to coil the whip this can easily slice through people, or in the very least cause very serious lacerations.
PostPosted: Sat Sep 27, 2014 10:37 am


User Image - Blocked by "Display Image" Settings. Click to show.

▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰TRUE DARK HAND



This style is known as the True Dark Hand, created by the the original shadowknight, Kumori has found his skill journal to re-teach this to other shadowknights. It can be learned by shadowknights only however due to most of the demented skills that lie within. The moves listed within are filled with the known powers of Fury and despair, making a mockery of the Berzerker's Hand to hand mastery as this is class exclusive. The user is advised to have their Deathly Aura active to use this Hand to Hand style safely.


▰ ▰ ▰ Phase One
The user practices their techniques, mainly for a small beginning with their hands and legs. They gain a touch of dark arts for their hand as they begin to experiment the use of their legs with the Scythe spawn techniques. This focuses on the Shadowknight's abilities to adapt on the battlefield with small techniques first.

• Heartless Thrust E
A swift motion of the Shadowknight, they do not use energy as they strike outwards with their arm. The punch is faster than an ordinary punch and utilizes the Shadowknight's strength, in an attempt to break the sternum to weaken the chest.

• Deathly Gallows D
Another swift technique, great for an anti-air technique as the user jumps towards an airborne foe. Should their speeds match or if the user's speed out-classes the foe's, the user will be capable of grasping the foe's neck as they rise, presenting a choking problem as if they're being hanged in the gallows. The user can dive with the strangling foe as they gasp for air to drive the back of their skulls into the ground or water. However, this will not work against aerial moving targets(I.E. Flying creatures). This only works as an aerial attack counter from either jumping foes or a falling foe. This does not take energy to use.

• Cruel Flip D
This technique requires the user to have their Deathly Aura active to use this technique. The user performs a standing backflip, kicking their legs out at the foe as they flip back. Scythe blades spawn out of the shin aiming downwards as they cover the tops of the user's feet, granting slashing damage. This can take a limb if the foe is not careful approaching this.

• Forceful Palm C
The user channels their energy into the palm of their less-dominate hand, striking at the foe. Even if it does not work, the user emits a random type of effect that resembles their element.
Fire: The Shadowknight produces black flames as they release their energy outwards towards the foe, covering 10 feet.
Water: The Shadowknight creates a full sphere of water to encase their foe for a single post. The water is filled with toxic oil so be careful on drinking it. The sphere is large enough to contain a full grown Draconian.
Wind: The shadowknight creates a blast of black air at the foe, aiming to force them back 25 feet.
Earth: Should the palm connect, the Shadowknight's strike inflicts C rank damage instead as the earth energy hardens the user's hands to that of black granite.

• Scythe Guard EX C
The user's arm becomes covered in scythe blades, matching that of a quad pincer. The hand is hardened with the steel of the scythe blades and allows the user to catch any metallic weapon equal to or less than the skills rank. Should the hand catch the weapon, the user's arm produces the blades to grab the weapon as the user attempts to kick the foe away. The power lasts for 4 posts in the process.


▰ ▰ ▰ Phase Two
Leg work is very important in any type of hand to hand style, even in weaponry. As such, these moves focus mainly on leg techniques, focusing on swift steps and even harder strikes. A single kick could cause even the bones of the foe to shatter after a glancing hit.

• Stepping Stone D
A quick moving technique, used to either close the distance with the foe or create distance away from the foe. The shadowknight can perform this on water and even stand on it for a small amount of time, up to two posts. Each step they take creates a small amount of devoidance, draining the life out of the 14 inch diameter around their step. This blackens water and the user takes three steps, closing or creating a 20 feet distance to/from an opponent.

• Hard Thrust C
More of a physical move, even resistant to shields, the user takes a step and thrusts their risen leg out towards the foe. This technique has a basis of effects that can be performed depending on the strength of the user.
3-6: The Strike is strong, pushing the foe back, but it does not damage the skeleton of the foe.
7-8: The attack hits hard, any ordinary shield will be dented as it could break human bones with it.
9-11: The strike is hard enough it could be felt throughout the foe's body, even if the foe blocks it with a shield. This can break the forearm of a draconian while any other creature will have their whole arm shattered, requiring Clerical aid.

• Rising Blade C
A much more unexpected technique by most other beings except for the shadowknight. The rising blade technique is a bit of a catch technique, great for an anti-air attack or for sending a foe up. The user swings their right leg up in a circling motion, sending the user up into the air while their follow through with their left leg to strike once more. The blade part comes in as the user summons up their scythe blades, created to where the sharp side would hit the foe as the user rises.

• Drawing Flip C
A better technique form of the cruel flip technique, the user summons the scythe blade from behind their ankles. As they flip backwards, the slash will draw the enemy towards the user as they perform it again, damaging and drawing the foe even more. Like cruel flip, this can take a limb if the foe isn't careful.

• Crashing Kick B
Adept rank required: A high risk, but high rewarding attack, the user raises their right leg up for a moment before slamming it down on their foe. It appears to be a regular ax kick, but the crashing part comes from what happens upon connection. Due to the design of the fighting style, should it collide with a foe's body, or even a shield, the result is a damaging kick. The user's leg is coated in what would appear to be destructive energy, invisible to soldier eyes. If it connects with a shield, weaker than the kick itself, the user's leg will break through it like it was nothing. Upon connecting with the foe's body, unless the foe is armored, the kick will force them to the ground and break whatever part they've connected with. It is hard to land though as the range lies directly on the risen right leg.


▰ ▰ ▰ Phase Three
With the kicks set perfectly, the user begins training their entire body the abilities of the deathscythe powers. In this, they begin to learn the new techniques of mixing martial arts, with the deadliest weapon arm known to the shadowknights. Beware all who learn this phase, for your own body can break down if the scythes are used too much.

• Crushing Slam C
The user raises both of their arms into the air, spawning their scythe blades with the bladed edge facing their elbow's direction. They then swing their arms down, as the blades drive their foe's into the ground. They keep swinging their arms down as the blades come full circle until the tips come back and are capable of impaling the foe.

• Brutal Grasp C
Beware of the being who can grasp their foe like a wrestler. The user reaches out to grasp their foe's right arm quickly. Should it work, the user will strike the foe's abdomen to get them to bend over towards the user. Keeping their hand there, they will exert their energy to change their hand into a bone spike, stabbing through the foe unless they have armor. They revert their hand back and push the foe away.

• Banishing Kick B
A swift kick that takes no energy as the shadow knight takes a step in towards the foe. They strike with their leg towards the foe's skull, aiming for the connection point of the skull and neck. On connection, the kick hits and the leg is retracted almost instantly as the foe experiences phantom kicks to their back due to the harsh damage done at the connection point.

• Deathly Whirl B
The user spins in place, would be the least of your worries. The user actually jumps towards their foe, perfoming a whirlwind kick. The leg is covered in a few scythe blades as the user moves towards the foe. This can severly harm the foe on whatever this connects with. This can shread even basic shields apart easily.

• Sickle Blades B
The user charges up their deathly energy into their hands, spawning what would appear to be a triple ring covering their hands. The rings are in fact, ghostly sickle blades spinning around at high velocity. These can cut through solid stone even as the user punches with them. The enhancement lasts for 5 posts and only have the range of 3 inches away from the user's own fist.


▰ ▰ ▰ Phase Four
In the previous three phases, the user has gained knowledge about both hand to hand, and utilizing the deathscythe. In this, they will utilize their own inner body's workings to use these techniques, requiring the user to be an Expert to unlock and use these skills.

• Twin Crasher C
A strong technique, capable of knocking foes back even if they guard. The user takes a step forward, towards the opponent as they swing their hand out, purposely missing the foe with their hand. They then generate twin large scythe blades, reaching 4 feet long that thrust out towards the foe. On connection, the foe will be knocked back and sent flying backwards, skidding on the ground for 15 feet. If it was blocked, the foe will be pushed back half the distance as their use of defense will either be dented or broken if the rank is equal or lower than the skill.

• Demon Low B
A swift low sweep kick, used to knock foes down onto their back unless they can fly. The user appears to go for a high kick as they raise their leg, soon stopping and moving it downward to strike at the foe's legs as they turn, effectively sweeping the unprepared foe. This can knock the knees of a draconian out of place.

• Scythe Saw B
The user flips forward towards the foe several times, attacking with their legs one after another. Both of the legs are covered in deadly sharp scythe blades, capable of mincing foes without protection. The user flips a total of 5 times in the air before they land. This skill can be counted as 10 C rank hits should the first flip connects. After the 10th his is struck, the user performs a crashing kick down onto the foe, grounding them as they skid backwards.

• Bladed Blast A
The user channels their energy through their body, mixing their cursed energy with their deathly aura. Once the energy is fully mixed, the user creates a sphere of sharp force around them, like a small bomb as it goes off. The range reaches 20 feet in diameter all around the sphere. The attack is instantaneous, the blades doing B ranked damage around the user, but it can be blocked by a higher ranked shield. The user can charge this skill up for a post to make it S ranked, reducing the spherical distance by half, but the blades are highly capable of mincing opponents easily.

• Rising Saw -> Explosive Blade A
The user summons up their scythe blade onto their left hand, the blade facing the hand's direction. The user spins horizontally at point blank, going at a fast rotation to the point where they rise quickly. The opponents hit by this will be dragged into the air as this hits 5 times dealing B ranked damage before the user soon blasts the enemies out of the sky with exploding dark blades from the scythe. The explosion is directed at the opponents so the user gets out safely.


▰ ▰ ▰ Phase Five
Mastering the past four phases, the user gains access to the sacred techniques of the style. These include several techniques known exclusively by the Original Shadowknight, who had left these techniques in scrolls. As such, in order to master the final five techniques, the learner must go and collect each one of the scrolls from their hidden locations.

• Legend: Earth Splitter B
Location of Scroll: In what was once Pronta's Volcanic lands, underneath the frozen wastelands still grasped in an obsidian hand.
The originator of this technique belonged to Kias of the Earthquakes. This Shadowknight has performed many earth shattering techniques, including the Earth Splitter. The user raises their left arm in the air, pulling it back before they slam their fist down onto the ground. They release pure energy into the earth as they spawn in four scythe spikes out of the ground. The spikes travel outward from where the fist connected as they are 3 feet tall in total. Should this be performed on a laying foe, they will not live to tell the tale.

• Legend: Terrifying Whirlwind A
Location of Scroll: Located in the bleak skies over the great ocean, nested in a Draconian's lair.
The originator of this technique belonged to Vorpal of the Tornados. This shadowknight has performed many sky shredding techniques, including the technique: Terrifying Whirlwind. The user ducks down, dodging any obvious horizontal thrust as they strike upwards towards the foe with a straight punch. The punch can be aimed at the abdomen, chest, or the face, but the result will be the same. The user produces vasts amount of energy around them as they produce black wind from their forearm as the wind aim to swirl around the foe. This can bypass shields but the winds will not effect armored foes. This dark wind is comprised of black steel scythe blades, aiming to slash and dice the foe into nothing more than pure pieces. This technique cannot work if the punch does not connect with the foe.

• Legend: Void Thrust A
Location of Scroll: Located in the depths of space, only a being who does not need to breathe in the vacuum of space can collect it.
The originator of this technique belonged to Sur, once the body of Envy. This shadowknight had learned to take even the darkness from the vacuum of space to perform this skill with deadly results. The user stands still for a single post, an arm raised in the air as they channel in the spread out energy in space. After the user is finished channeling the energy, their arm will have a small dark aura around it, keeping the light from penetrating. The user can hold this charge indefinitely until they perfom a thrust punch. Upon performing, or upon connection with the thrust punch, the user will release an explosive amount of energy directly forward, creating a beam of pure dark energy reaching 20 feet of distance. The punch and the beam are capable of piercing through the enemy and the armor that is equal to or less than this skill's power.

• Legendary Art: Spacial Cut S
Location of Scroll: Found in the bowels of the underworld, only access can be made via a demon.
The originator of this technique belonged to Zid of the Underworld. This Shadowknight had the mastery over their greatsword, so much so that even their hands were swift enough to be swung like a blade. The user firsts channels their energy into their arms and legs, so much so that even their limbs gain afterimages. As they move their limbs around, three after images of their hand will follow in pursuit. Should the user perform an uppercut, roundhouse, or any kind of swinging punch or kick, a small cut in the space of the attack will appear. These will trap foes who have been hit inside of it for a moment. The user can use this skill up to 12 times after the first activation for free, but the space cuts only do B ranked damage. This can trap and block weaponry weaker than the Spacial cut before the cuts shatter and release shards of underworld energy out towards the foe, cutting them for B ranked damage.

• Legendary Art: Life Consumption S or SS
Location of Scroll: Scythe, the One of Earth has control over this Scroll.
An active aura that can only last for so long... Scythe is the only one capable of teaching the user this. Scythe is the full embodiment of death, the being who helped in the creation of the first Shadowknight. The aura itself lasts for a total of 5 posts, but reaches a total of 50 feet. It takes a single post to build up dead energy inside of the user to generate this aura. Those within it who are the enemy of the shadowknight, will begin to feel their energy drain out of them. The aura drains D rank energy from each of the foes for as long as they remain in the aura's range. Each opponent will be covered in the smell of death, allowing the shadowknight to locate them with ease. Unfortunately this takes away a bit of the Shadowknight's speed(-1 point) due to overwhelming concentration the aura takes.
The user can over charge this skill with SS ranked energy and the aura is now skin tight. The aura protects them from physical harm for a total of 3 posts, but a single touch from their body on an unarmored part of the foe can result in a life drain result. Those who are touched by the SS ranked aura user, will feel their strength and stamina slip away from them(-1 to each) for three posts. The drain effect can be stacked more times, but should their strength reach zero, the foe will perish. This requires a 6 post cooldown for the user own deathly aura will be collapsed in power, limiting their Shadowknight skills down to B ranked power.

KnightsRoyal

Desirable Hunter

7,825 Points
  • Gender Swap 100
  • Forum Dabbler 200
  • Ultimate Player 200

A faint smile

Dedicated Friend

PostPosted: Tue Dec 30, 2014 1:14 pm


User Image - Blocked by "Display Image" Settings. Click to show.

▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰IMMOLATION xx(Lilith Odam)

Immolation is a collection of Fire Spells made specifically for utterly destroying a target through heat and raw power. These spells are hotter than normal flames by a single rank. Immolation is something only mages can learn. It is not to be used in conjunction with weapons because metal tends to melt when exposed to intense flames, making that a really dumb idea. Control over these flames requires intelligence and determination. It is very easy for these flames to get out of control because they will not die down unless put out by some means.

▰ ▰ ▰ STAGE ONE

• Brand D
Control over fire so intense is difficult for beginners. Mages first learn how to focus the flames over the palms of their hands. By pressing their hands to their target they can sear their opponent's skin. Even just managing to press their hands on for a moment is enough to leave a lasting burn. Holding their hands on for any period of time will cause lasting harm.

• Flare I D
By using momentum and spinning or performing any other sweeping motion the bender can generate a wave of flames, similar to sun flares. Obviously these are on very much smaller and less potent than the sun. At this level there is little knock back power or true flaming potential. The flare is always shot out in a crescent, and at this level it is roughly five feet wide and five feet away from the bender at max range.

• Scorch D-S
Like many of the abilities within the Immolation style, this one raises in strength and ferocity the stronger the user is. Building a scorching hot flame from their mouth they can release it in a long stream, similar to that of a dragon.

▰ ▰ ▰ STAGE TWO

• Flare II C
Growing in strength with the mage, their flare is more potent. The crescent is larger and burns hotter. It doubles in size and distance from the previous level.

• Incinerate D-S
Rather than launching out short bursts of flames, the bender will channel the fire through an intense stream, meant to utterly incinerate someone caught in it for a period of time. The flames grow in strength with the sorcerer, and at master rank these are very deadly and can knock someone back entirely.

• Sear B
Crescents and jets of fire are only a few examples of attacking available in this style. With sear, the mage is capable of creating a great line of fire, which groes in height and ferocity as they grow in power. Slices or chops with both hands are what generate a Sear because they need to be more finely tuned in order for the flames to resemble a blade of sorts. The line is always thin, long, and tall.

▰ ▰ ▰ STAGE THREE

• Flare III B
Flares at this level are able to knock people back with the force it comes with. It is hot enough to easily leave third degree burns. The crescent is very wide and can be launched out for a long distance. It doubles in size and length from its previous version.

• Cremate B
This is typically done after the elementalist has fallen for a distance or has the upper ground. They will leap/fall/propel themselves towards the ground and either release a powerful punch or kick of fire from them. The flames emit has a very large stream that, once it meets the ground, spread outward in all directions like an inverted mushroom.

• Combust A
Releasing a stream of flames from a number of limbs, the mage can create a devastasting attack that comes from multiple angles and areas. The flames resemble tendrils (they cannot be controlled after initial release) that all are aimed for the same target. Depending on the number of limbs used (including flames from the mouth) the attacks can essentially cover the range of angles and make escaping difficult, though not impossible.

• RoastA
By directing their flames together and upward the weilder can create a very large wall of flames. Getting near it is difficult enough and passing through it would be suicide. The wall is similar to a geyser in that it shoots up and then dissipates if the bender chooses to not hold it.

▰ ▰ ▰ STAGE FOUR

• Flare IV A
Flares at this level of power are very deadly. They can wrap almost fully around a bender in a single swipe and are very, very hot. This is large enough to create a very large wall of flames all around the bender that spreads out until it reaches max distance.

• Propulsion A
One of the key abilities in Immolation is their power to propel themselves with flames shooting out of their limbs. They can fly almost as fluidly as something with wings though turning is more difficult as their control is not as potent. This needs only to be activated once for it to last until the mage turns it off.

• Cauterize S
Creating a flame so hot and precisely formed the bender can create a drill of flames. This must be relatively close to their body, within fifteen feet or the flames lose composure. The spear is actually three streams of flames tightly wound together to create a drill of sorts. When it is launched out it spins and can go clean through someone. It's name comes from the flames being so hot whatever wound it creates is burned all the way through and cauterizes almost immediately. It utterly immolates anything it passes through, especially organic materials.


• Ashes SS
The mage must first build up an extremely compacted ball of flames for a single post. When it is launched it cannot be controlled by them or redirected through their own power. Upon impact an explosion of flames so hot is released that anything left in its wake would be nothing more than ashes. This is capable of destroying a thread. It is like a nuclear warhead going off in an area, scorching anything living and reducing it to dust.
PostPosted: Mon Jul 18, 2016 3:56 pm


User Image

▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ PERSONAL STYLE

THE WAR GOD'S WRATH
The War God's wrath... this unique method of fighting has been the death of many a man foolish enough to challenge a god-tier warrior. Such a style can only have been designed by the deity, crafted by the mind of the Pagan God of War until it was nearly flawless. This is the his signature style, a combination of his lethal war pantheon, and the dragoon's natural talent for polearm weaponry. Utilizing his innate Pantheon ability that enables him to manifest as well as levitate multiple weapons with his mind and utilize them so dexterously in the first place, Tiranus uses this advantage to a devastating effect. While in the starting stages skilled opponents would be able to defeat him, at later ranks he is a serious threat indeed with this style. This style was originally made to be a spear style, however any melee weapon can be added into the mix. It counts as a spear style however, as the style is heavily spear oriented, as he is a dragoon and which are known for their innate ability with masterful polearm combat. The total amount of Spears the Pagan can wield matches with his rank. This is how the leveling will go.
Novice: Can only wield 2 spears mentally
Adept: Can wield 3 spears mentally
Expert: Can wield 4 spears mentally
Master: Can wield 5 spears mentally



▰ ▰ ▰ SKILLS

Wrath Of The Mantis E
The user of this style uses each spear to stab repeatedly, resulting in a flurry of quick stabs from each of the spears. With multiple spears out upon the field attacking one opponent, this is extremely hard to completely dodge; since as soon as one stab lands, more will commonly follow.

Snakes In The Grass E-SSS
Requirements: Energy
Tiranus will cover each of his spears with a reflective barrier of light based energy. While this does nothing for the attack power of the weapons themselves, it renders them completely invisible to the naked eye. Though they still cast shadows, these weapons can not be visually detected through normal means. E rank energy lasts for 2 posts, and every rank after that adds on an additional post of duration.

Spear Sweep D
Bringing the spears in a low downwards and quick sweep at the legs, Tiranus will attempt to take the legs out from underneath his opponent. If this is successful than the adversary will either fall either backwards on their a**, or forwards onto their face.

Interception D
This attack is used in direct combination with the spear sweep. It is not a deadly attack by any means, but it useful to get your opponent a good distance away from you. Should the opponent choose to jump over the Spear sweep, the sweep goes upward and makes a sharp U turn, hitting enemies that jumped over the spears and sending them flying due to the added energy. This attack is mostly just a knockback attack, and the most the opponent can expect from getting hit by this attack is a large bruise.

Contempt C
Positioning a weapon out several feet in front of him or to the side of him, the polearm will begin spinning so fast that it resembles an industrial fan blade. This is a purely defensive skill, as it will stop projectile attacks from reaching the pagan. It can stop all bullets, arrows, grenades, rockets, etc. as all explosives that come into contact with the spear will simply explode upon impact. However, it can't stop elemental attacks or strongly energy based attacks (Attacks made of solely energy). So long as he is the same rank of his enemy, this tactic is successful.

Dismount C
The warrior jumps into the air high over their opponent, grabbing two spears within his actual hands before stabbing them both downwards into the enemies shoulders. The third spear stabs directly behind the opponent in case they attempt to move backwards. Then, as the two spears in his hands stab into the enemy, Tiranus will be airborne above while holding the spears stabbed into their shoulders. He will then drop down and kick off of the opponents face, flipping off of their face as he lands in a crouch.

Death To The Non Believer B
Tiranus stabs the spears at the opponent quickly. The spears then lift the stabbed target into the the air, making the target flip before stabbing him into the ground. One of the spears will then pull out of the target, the other spears still pinning the target to the ground as the spear in the air stabs into the target again.

Fatal Drill B
Requirements: energy
Making all of his spears meet at the tips, they will then begin to spin in an extremely fast motion. They then fly towards the opponent in a drilling fashion, ready to drill through opponents. It can even pierce straight through defenses of it's rank and keep going.

The Iron Maiden B
requirements: energy, master rank
The spears will form around the target. One to the left, one to the right, one from the front, one from the back, and one from above. They then all stab into the target, impaling them numerous times like the infamous 'iron maiden'... Not as many spikes as the authentic version of course, but still rather deadly.

Polearm Explosion A
Requirements: Master Rank, requires energy
If a spear misses it's target, Tiranus can simply make the spear explode for an A ranked energy cost. These explosions are concussive in force, and are able to pierce the enemy with the flying shrapnel resulting in the polearm's destruction. The concussive blast holds a 20 foot radius.

The Iron Rain A
Using his incredible leaping abilities, Tiranus will jump skyward, over the head of his opponents. With all of his spears pointing downwards undearneath his feet, they will rain down in a hail of spears. If there are multiple enemies, each spear will go for an individual enemy. If there is one enemy, the spears will converge on the enemy as they fall from the air.

Stairway to Elysium S
Upon activation of this skill, the amount of spears that are able to be summoned are nearly doubled; scattered at the time of manifestation in strategic positions about the battle field of the user's choosing. Using the incredible leaping abilities and extraordinary aerial coordination granted to him as a dragoon, Tiranus will leap from his current position to the first airborne polearm, barely touching one foot against it before the weapon is used as a stepping stone for the leap towards his next weapon. As soon as his foot breaks contact with the spear, it is sent flying forwards at ridiculous speeds towards the opponent. Using each spear as a stair, this is repeated until either every one of them is lodged into flesh, or his opponent manages to break the concentration required to keep the stairway going by knocking him off trajectory. If by chance one of the missiles misses it's mark, it shall ricochet off of the floor and reposition itself in another area to give it's master another shot. Gains +2 to speed whilst jumping from spear to spear, and this chain of attacks is very difficult to dodge for an opponent with inferior speed to himself.

The War God's wrath SS
requirements: energy
The war god's wrath is the pinnacle of this style. It is a skill that is rarely seen, and is essentially never spoken of because there is rarely somebody left to tell the tale of this skill. Basically, the spears that Tiranus had created will fly around him in a circle, getting faster and faster at an extremely fast rate at all angles around him in this short circumfrence. The spears at this point are only circling around the war god quickly,making him extremely difficult to see as they continue to spin around him so fast, but not doing much else yet. In the next post, the spears will have been spinning so quickly around the man they cause a vortex. This vortex will suck all targets within 10 yards into it, which is almost always fatal due to the fact that the target will be inside the vortex with a bunch of spears flying around like a blender, in a sense.

Bolt of Olympus SS-SSS
Requirements: Energy
A technique that start with a spear held within one of the warrior's hands. All of the energy possible is charged into this weapon, and it will glow with a bright, terrible crimson light as the power within reaches max capacity. Once the spear is ready, the dragoon will hastily hurl the projectile forwards. As soon as this weapon leaves the user's hands however, it changes composition entirely. The metal casing holding all of the pent up energy is obliterated, and a vermilion beam of epic proportions erupts from metal confines. This beam is twenty five feet in diameter, and reaches out for around a half mile before finally coming to a stop. It is able to penetrate defenses of it's rank and lower.

Daddy Raz


Daddy Raz

PostPosted: Tue Jul 19, 2016 6:54 pm


User Image

▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰DRAGON'S SIGHT
(TIRANUS)


A style that had been created by the pagan god of war, who finds traditional archery to be lacking in today's day and age. Most are able to erect barriers in the blink of an eye that make arrows look like gnats against a windshield, whilst others can even turn the missiles against their original sender. This style remedies most problems like this by being heavily energy reliant (possibly the most energy reliant weapon style in the guild), enabling the archer to smash through most barriers with very little complication. Of course, this functions as a double edged blade. Since the style is so energy reliant most archers that partake in it find their reserves depleted at an alarming rate. As such it is typically used against opponents that are more difficult to wear down, ex. adversaries with ridiculously high damage resistance.

▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ Skills

• Sensory Shot D
Requires Energy
By imbuing a single shot with energy and shooting it towards something to stick into (walls, floors, etc.) The arrow will pick up vibrations from the ground, acting as a sort of seismic sight. Connected by an intangible and invisible thread to the wielder, they can pick up on these seismic readings and react accordingly. Useful for when normal sight is impeded or unconventional.

• Fatal Draw D-SS
Requires Energy
imbuing the head of their missile with energy, It will burn brightly with their natural energy color. This arrow flies at twice the speed of one typically launched, and will shatter defenses of it's rank or lower.

• Hydra Tip C
This technique shatters the arrow head into five different even segments upon striking anything other than a target. These segments will then ricochet off of walls, ceilings, and floors several times in an attempt to impale an enemy who thought they were safe after dodging. Each of these pieces can ricochet twice before losing their momentum.

• Scatter Shot C-B
Requires Energy
This energy is applied to the entirety of the arrow, and is released right at the moment it takes flight. The missile will suddenly multiply so that twelve more are flying in it's direction composed of solely energy so that the target is forced to deal with a baker's dozen worth of arrows. For B rank energy, up to twenty five arrows will be summoned. These arrows will hit no harder than their original counterpart.

• Elemental Arrow B-SS
Requires Energy
This energy imbues the arrow currently on the drawstring with it's owner's elemental properties. Based upon the user's element, this shot will have varying effects. For elements with an AoE, the base range is twenty feet: increasing by ten feet for each additional rank of energy applied.

Fire: engulfs the target in an explosive gout of searing hot flames for up to three posts; requiring water of at least equivelant rank to put it out. At S rank, this attack will melt metal by the second post from it's sheer heat.

Wind: Upon striking something, it creates a vortex of winds that will pull anything up to twenty feet outside of it's radius inwards. These winds are cutting in nature and extremely sharp, able to leave three inch deep gashes in an opponent.

Earth: Significantly increases the impacting force behind the arrow by adding additional weight at the moment before impact. Elemental shots of this nature may penetrate defenses one rank higher than the energy payed.

Water: upon leaving the bow, the arrow turns into a jet of water ten feet in width; more powerful than military grade hydro cannons. This shot will mercilessly batter an enemy's body for it's duration, and at S rank will shatter the skeletal frame of an opponent it strikes.

Lightning: Arrows move at the speed of an actual lightning bolt when this element is used. Not only this, but the arrow will stun the target on impact. For each additional amount of energy paid, the arrow will stun the enemy for an additional post.

No Element: For users that do not naturally possess a conventional element, The arrow will release an invisible shockwave upon impact. This shockwave will crush and obliterate anything of it's rank or lower within the radius of it's eruption, perfectly spherical in shape.

• Release the Hounds B
Requires Energy
Placing up to three arrows upon the bowstring, they are all fired simultaneously. These arrows require no aiming thanks to the energy added to them, and will pursue their target for up to two posts.

• Disarm B
By firing an arrow aimed at the base of an enemy's weapon, the user will send it spiraling away from even the tightest of grips so long as the enemy does not possess more strength than themselves. Enemies possessing greater strength than the archer will not be affected by this technique.

• Sonic Arrow A
requires energy
Charging the shaft of the arrow with energy, it will begin to drastically vibrate as it is drawn back. Upon release, a sonic cloak will surround the missile within a fifteen foot diameter; causing the air to waver and displace around it. This tunnel of sonic sound will follow the arrow until it impacts something; shredding apart anything of it's rank or lower within it's radius; and harm the ears of anybody with sensitive senses up to fifteen feet away from it.

• Slowed Sight A
By calming their mind and steadying their hammering pulse, the archer can perceive things in a much clearer state than they normally would have. Time seems to be moving in slow motion for you, your own actions included. This does nothing to slow down the actual flow of time, it merely enhances the user's perception of it; making fast moving targets much easier to hit. It lasts for three posts before requiring a cool down of one post.

• Warp Arrow A
requires energy
this arrow is charged with a large amount of energy to facilitate it's effect. It is then fired, towards what does not matter. At any time during or after it's flight, the user can choose to teleport to the location the missile is currently in; always appearing directly behind or on top of it to avoid impaling themselves. This energy can thrum within the arrow for up to three posts before harmlessly dissipating into the air.

• Explosive tip S
Requires Energy
The head of the arrow is charged with a large amount of energy for this skill. Upon being fired, it typically flies like a normal arrow; for it's effect does not take place until it is stuck in a target. Once embedded in an opponent the tip will erupt in a massive concussive blast, literally exploding them from the inside out.

• Dragon Cataclysm S-SSS
Requires energy
Imbuing the entirety of this arrow with energy, it is launched forward as normal. Once it reaches five feet away from the archer, it will erupt into twin lung dragons, each bearing a width of thirty feet. They will spiral about each other while retaining a straight trajectory, like snakes orbiting a caduceus. The dragons will continue in a straight line regardless of what is in their path, grinding away at obstacles and ripping them apart; be it walls, skyscrapers, or even defenses of it's rank or lower. The default range this technique can reach is two hundred feet, and increases by one hundred and fifty feet for each additional rank of energy applied; capping at five hundred feet in total range.
Reply
Skill List

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum