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Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Fri Apr 08, 2011 9:34 pm


By allowing yourself to be injected with a primary stage of Gene-X, you can gain a number of almost supernatural abilities that come with the chosen style you choose. In reality the Gene-X only takes an already existing practice and exponentially increases the power outtake of the style, bringing about this powerful phenomena. To get by most students have allowed themselves to be tested with Gene-X in this way to gain these abilities. There are two side effects though that cannot be changed. The first is that once your chosen Gene-X power is injected into you, you cannot take it out or gain any others. Subjects in the past who have tried multiple injections to gain a variety of these powers have all died due to the conflict of inner energy within themselves. The second is that by following a certain major style, you also submit yourself to a certain clique within the university. Those who follow the same major style often group together, brought in by a sense of fraternity in their similar interest, while other cliques will rival or have war with the other styles.

Receiving your 'Main Style' is done through role-play. When your application is accepted, a parcel with a syringe containing the Gene-X serum will be delivered to the dorm your character resides in. Inject yourself with the serum and deal with the short term side effects (anything from sweating and fever to vomiting and temporary blindness) for 3 days minimum irl (in real life) before gaining access to your chosen style.
 
PostPosted: Thu Apr 28, 2011 1:59 pm


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The first part of training is to generate a center of ki in your body. The ki center is generally located in the lower abdomen. From there, the user will concentrate their energy and repeatedly purify it. This is done by meditating while staring at a common-day purifier such as a water cleaner. The point is that this becomes visual imagery for the user to 'cleanse' their ki. Purifying their energy results in a higher intensity of Ki, which is interpreted as electricity.

Static Movement | Rank E
The user forces their own body to move by using their energy to jolt the muscles. This is particularly useful for if the user has been paralyzed or immobilized. It doesn’t take much energy to jolt the user, after all using too much electricity would cause them to injure themselves, but it does need to be constantly provided and so this skill will only work for one post.

Static Cloud | Rank E
User shocks the air around them to create a small electromagnetic field. It only lasts for a few seconds, but it can be used for many purposes such as breaking a fall as well as being used as a stepping stone of sorts.

Lightning Fist | Rank D
The user builds up lightning into their fist and punches an opponent with a quick but powerful blow that can send them flying if the user so desires. This also has the ability to stun and paralyze an opponents body for one post if hit and slow them down for an extra post. At level 3 this technique can be used with feet as well.

Lightning Tackle | Rank D
This is the first instance where the fighter uses their electrical energy to enhance their own speed. By charging their body full of electricity for a split second the user flies off their feet and extends their arms to tackle an opponent with their palms facing towards them. The enhanced speed and the minor shocks from palms keep the opponent from breaking free or counterattacking as the user is free to push them into the nearest wall, or through it if they so desire.

Thunder Break | Rank C
A technique that looks just like the Lightning Fist, but isn't. This is a trap used against opponents who try to block the Lightning Fist using their ki. However, the Thunder Break draws its power using the opponent's ki instead, turning their defense against them while bypassing it at the same time. For this reason the Thunder Break can get through all ki-related defenses and deal direct damage to their opponent equal in rank to the energy being used against them. Furthermore, unlike the Lightning Fist this technique does not stun or slow down the opponent when hit. However, by offensively sending the opponent's energy back through their body their ki channels become blocked, disabling them from using any skills for 3 posts. If this attack is used against somebody who doesn't use an ki-based defense against it, then this skill does nothing and becomes just a normal punch. Cannot be done with the feet.

Electric Shroud | Rank C
The member wraps a limb in a blanket of electricity in a technique that is a stronger version of the Lightning Fist. This technique covers more than just the fist or feet though – on arms it extends to the elbow, and on legs it goes up to the knee, allowing for a greater striking area. Can stun an opponent for one post only.


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This stage teaches the user on extending the lightning energy of user beyond their body. Thus, this stage focuses more on the ranged attacks of the style. This is usually done by splitting the user's own ki and using it to hone in on the energy of foreign objects. The user's pure ki clashes with the energy around it to create an explosion. By following this theory, things like streams of lightning can be created between a user and another object. Training is done through extensive purifying and meditation, with the focus on generating of flow of Ki outside of the body.

Lightning bolt | Rank E
User fires a single ball of condensed lightning from the palm of their hand. A hit can push even strong enemies back a few feet while leaving extensive burns and momentary loss of motor functions.

Electro-barrage | Rank D
User fires several Lightning bolts from their palm at rapid fire. This is usually less accurate from firing the single Electro-bolt, but still poses the threat of hitting an opponent multiple times from close to medium range.

Lightning Blast | Rank C
An upgraded version of Lightning Bolt, this skill works the same way except now it is a continuous blast of electricity. The blast can be ended prematurely by the user. A target hit by this technique will experience quite painful electric shocks, however they are still relatively minor.

Electro-grenade | Rank C
User condenses an electric ball of energy into their hand and then throws it at an opponent. Seconds later it explodes, dealing A-rank damage to anything within 5 yards of it. Will stick onto the first thing it touches after it leaves the user’s hand.

Hellzone-collision | Rank C
After firing an Electro-barrage at an opponent the user purposely misses them to throw them off guard. Instead of hitting the opponent, the numerous balls of lightning simply stay suspended in the air around them. Then the user clenches their open palm into a fist and the electro-bolts pull themselves into the opponent in unison.

Lightning Beam | Rank B
Here the power from Lightning Blast has been upgraded, making it into a beam twice as wide as before, and much more damaging. Targets hit head-on with this skill will experience a fantastic amount of pain and be stunned after the skill ends. Also, nearly missing with this skill still has some effect. Because of the high amount of voltage, small lightning bolts can arc from the beam to someone standing within a few feet of it, causing shocks that are a little bit more damaging than those of the Lightning Bolt technique. This skill can be ended prematurely by the user.

Lightning Cage | Rank B
The user unleashes the Electro Barrage, and similar to the Hellzone-collision technique, misses on purpose. Instead though, the balls of lightning become a circular cage around the target, limiting their movement greatly. At A-S rank, the cage also extends into the air above the target, becoming a dome entrapment. This technique is used to limit a target’s movements so that subsequent attacks are more likely to strike.


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In this stage the user learns control over the electrical powers in his/her body. This leads to easier manipulation and a new level of power as they learn to manipulate their electrical energy both through their body and outside of it. Training is particularly dangerous for this stage. The user must climb to a high place on the Island and wait for a real lightning bolt to strike them. Then the user struggles to redirect the lightning through their body and then fire it back at the sky. Training for this stage must be done all at once. If there is any disruption during the lightning strike, or any distraction, then the user will lose focus and be electrocuted by the lightning, killing them instantly.

Redirect | Rank E
User extends one arm to absorb a lightning attack, courses it through his body, and then shoots it back out the other arm. This can be used to redirect real lightning, as well as ranged lightning attacks up to B-rank. Note: this does not work against electro-grenade, electro-barrage, or hell-zone collision.

Lightning Rod | Rank D
During a thunderstorm, or while using the Summing Storm skill, the user charges themselves to cause a bolt of lightning to strike down on them instead of another target.

Lightning Rider | Rank C
User creates a lightning bolt under their feet to fly around at jet-like speed. Because it is created from the user it is not as fast as a real lightning bolt, but is still fast enough to easily dodge around just about any single long ranged attack or projectile. The user can also slam into their opponent with this bolt, which will have the same effect as being hit with a Lightning Fist.

Zeus | Rank C
User’s body charges their electricity all over their body and shoots their arm up before bringing it back behind them as they charge for one post. Then at the beginning of the next post, the user moves at the speed of an actual lightning bolt for up to ten meters to instantly strike their opponent with one punch of their choice. However, should the user misjudge the distance or miss then there is a brief moment where they are stuck in a standstill. This is from trying to brake and slow down from the burst of immense speed, but it does create an opening. Also, because the body expels the electricity and energy needed to match the speed of real lightning so suddenly, the body short circuits and the user will not be able to use any lightning techniques for 1 post.

Energy Surge | Rank C
User courses their electric ki through their muscles while standing still for one full post, loosening and strengthening them at the same time. This will increase their strength and speed by 1 level for five posts, and has a five post cooldown after those posts are over.

Summoning Storm | Rank B
User pushes their energy upwards to literally summon thunderclouds that stay in the sky for 10 total posts and rain down Lightning Blasts on random people in the area. Depending on how many characters are in the area will depend on the number in the generator but the idea is that each turn the players will roll a generator to see which person gets hit. An outside view of the sky is required for this skill to work.

Deep Sunder | Rank B
User lifts their hand up to the sky and calls down a lightning bolt to strike them. Instead of causing them harm the user harnesses power of the lightning in their hand, mixing it with their own energy to amplify its destructive power, and then they punch the ground. Everything under the surface of the user is then struck with a powerful shockwave as the lightning tears through the area beneath them. This is particularly powerful against Earth and Water. The shockwave can reach several hundreds of yards from the user, and even half a mile if it's traveling through earth or water. This attack does little damage to the surface. Crevices or small craters may appear where the user initially punches, and the shockwave may cause nearby buildings to tilt or push things off balance, but no significant damage will be seen. {Limits: must be done outside, or in a place that has a clear view of the sky.}

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In this stage the user transforms themselves into a conduit through which electricity can flow. Now knowing how to redirect outside voltage through their body, the user masters this so that they can create a circuit flow of electricity with their own Ki that can span throughout their entire body. This allows them to strike their foes with deadlier voltage, and through more unexpected means. For training the user must first meditate on creating a closed circuit of electricity within themselves through their Ki. The electricity is created from within, so it's different from the previous stage where the user only had to redirect lightning coming from outside. After this meditation, the user then tests the strength of their circuit by opening it to outside sources of electricity. If done correctly, a user might stick their fingers into an electric wall outlet or grab a car battery without fear of being harmed.


Electric Eel | Rank D
User's body pulses with electricity to give anybody touching them a nasty shock. This will stun anybody of the user's level and lower for one post, giving the user an opening for attack. Anybody else will just have difficulty moving around for the next post. User can't move while using this skill. Three post cool-down.

Displacement Surge | Rank C
A variation of the electro-grenade technique where the user charges a condensed amount of electrical energy into an item, such as a projectile that can be thrown. Seconds later it explodes, dealing A-rank damage to anything within 5 yards of it. However, the user's energy and the energy built up in the charged item are linked, so for an E-rank energy cost per post the user can delay the explosion until the moment it suits them best.

Violent Conduction | Rank B
A mean trick where the user grabs an opponent's weapon and sends a fierce electrical charge through it. Anyone still holding onto the weapon, aside from the user of course, will be struck and subsequently paralyzed by the lightning for 1 post. Depending on the user's intent, however, the shock given by this technique can be used to blast a person away from the held weapon, OR the user can use the strong electrical current to cause their opponent's muscles to spasm out of control and make them hold onto the weapon. This would allow the user to force their opponent to stay paralyzed, and in close range where they might attack them more easily. The damage inflicted by this attack is similar to the Chaos Shocker technique, so if the opponent is forced to suffer it for any time longer than 3 posts they will likely die.

Thunder Quake | Rank B
User forms lightning into one of their fists like they're going to use Lightning Fist, but then punches the ground instead, sending out a shockwave that shoots lightning up into anything within thirty feet of the user.

Chaos Shocker | Rank B
User grabs the opponent with both hands, and then by using negative charge in one arm and positive in the other they create a very powerful flowing current of electricity that can shatter bones, deal massive internal damage, and even electrocute people to death if the user holds them long enough (about 3 posts). Level 8 and above fighters can use this skill with only one hand.

Blade of Lightning | Rank A
The user wraps their electrical Ki around their weapon. This enhancements allow the user to shock and momentarily stun anyone the weapon strikes. This enhancement can be used on several weapons at a time, but they all must stay connected to the user if they hope to maintain the charge. The weapon(s) will stay charged for up to a post after leaving the user's body, or until the skill wears off, but afterwards it fizzles out. The charged weapon(s) also acts as an extension of the user's body, so other Inner Storm style techniques can be channeled through it. This enhancement lasts 5 posts.

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The final stage of the style is of course where the most powerful techniques can be found. It ascends the artificial abilities of the third stage and grasps for the real deal, transforming the user from a simple fighter to a god of the element. Training for the last stage is given not through meditation or practice, but battle. The student must battle a master of the style with all of their strength, and if the student can defeat the master or survive long enough to naturally learn it then they will gain access to this final stage and all of its abilities.

Electro-system Rewrite | Rank B
The user charges their fist with negative electric charge – as opposed to the neutral or positive charge that most of their techniques have. When they strike an opponent with this fist, the target’s nervous system goes haywire and they lose control. Random effects that are not what they are trying to do will then happen – for example, a target struck with this might try dodging an attack by bending backwards, but instead they swing their right arm up in an uppercut. If this technique is used on another Inner Storm member who also knows this technique, then it lasts for 1 post. If it used against a Inner Storm member who does not know the technique, it lasts for 2 posts. Against everyone else the effects of this technique last for 3 posts. Note: the exact effects of this technique are controlled by a neutral moderator (guild crew). If no moderator is available, then this technique simply reverses the orientation of the bodies target; ex. trying to move right arm moves left arm, left leg moves right leg, etc. (Lightning Fist, level six, & moderator observation prerequisites.)

Lightning Flash | Rank A
The upgraded form of Lightning Fist. For this skill the user builds up a massive amount of energy into their arm and releases it in a single devastating punch that explodes with enough power to bring down entire buildings and leave large craters around the user for 15 meters. Anybody who is hit by this attack and actually survives will suffer the same paralyzing effects as Lightning Fist.

Chain Lightning | Rank A
User uses both hands to perform a continuing beam of lightning that can branch off of one target to hit multiple others. The first target receives damage similar to Lightning Beam while the others receive the same amount of damage as Lightning Blast. The number of maximum targets this skill can hit is equal to the user's level.

Charged Bindings | Rank A
User grabs their opponents’ hands and forces them together as they apply the equivalent of skin-tight handcuffs to tie them together, made entirely out of a constantly flowing solid current of electricity. These cuffs constantly jolt the victim’s body, and though it of a very small voltage it applies the same effect to the victim’s body as both the Lightning Fist and the Thunder Break, paralyzing their body while scattering their Ki at the same time to prevent them from using any skills. This skill is usually performed on opponents that’ve already been beaten, where user wants to capture or take them alive for possible interrogation rather than kill them.

Lightning Brand | Rank S
"Focus on the point between a void and a void. Assimilate your Ki with the surrounding and balance the light and darkness around a point." Those are the words the user chants as the sky darkens above them in the post before summoning a lightning bolt to strike down on a single opponent. At least, that’s what it may look like. In actuality the user is causing the lightning bolt to instantly be placed inside the opponent’s body. Its only because lightning travels at approximately 75 miles per second that it looks like they’ve been struck from the outside. This attack is impossible to block. User must stand still to use this skill.

No Name | Rank SS
The ultimate skill of the style, that isn’t given a name because it is meant to be different for each user. During a one post charge the user gives one of their hands a positive charge and the other negative to create a flow of electricity between their palms. Next they force their palms together and let the energy between the two colliding forces power up. Then at the beginning of the next post the user can thrust their open palms at their target to unleash a ferocious beam of electrical energy at them. Four times as wide as the lightning beam and twice as fast, this ultimate wave of energy is incredibly difficult to dodge and can reach out for miles, making it capable of blowing up entire areas. It is expressly forbidden for someone to use this skill inside a building, as the blast will more than likely destroy it. If the user charges this attack for two posts it will deal SSS-rank damage, but no more.
 

Fist of the Bro Star
Captain

Shirtless Seraph


Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Thu May 05, 2011 6:30 am


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Best suited for weapon users, this style allows a fighter to create weapons from their own Ki as well as infuse energy into other objects to achieve more deadly effects. With the Gene-X applied a fighter is able to take the ki that surrounds their bodies and shape it into weapons they need. With the mental image of a desired object the weapon can be formed, and it will follow every principle the fighter remembers about a real weapon of its nature. However, the ki cannot exist for long after it is separated from the body's circulating energy, and so even ranged adaptations will disappear mere seconds after leaving the fighter's touch. For some reason this style permeanently changes the user's ki color to either green or purple.

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Everybody starts somewhere, and so this stage is all about forming short range weapons. The fighter still hasn't adapted themselves to further ki manipulation, and so they can't make weapons longer than a couple feet. Training is done in 3 steps. The first is materialization in dreams, where the user has to 'magically' obtain their own weapon within a nightmare to save themselves. Then the second step is meditation. By meditating on the dream the fighter can put themselves back in the mindset where they first obtained their weapon out of supposedly nowhere. This allows their ki to reconstruct their energy flow and simulate reobtaining that weapon. Finally, the third and final stage is Materialization, where the user focuses their ki into the already reconstructed pathways to bring the weapon into existence as a literal extension of the fighter's ki and body.

Kinetic Knife | Rank E
User clenches their fist to form an 8in knife in their hands. Can also be used to form a 1ft dagger for D-rank ki instead.

Kinetic Nails | Rank E
The user focuses their ki into their nails and an outlier of energy extends a few inches beyond each nails to give them something akin to claws, each nail as sharp as a blade. The ki will disappear after 5 posts and have a 2 post cooldown before it can be used again, less the user burn off the tips of their fingers forcing the energy to remain.

Kinetic Hatchet | Rank D
User clenches their fist to form a 2ft hatchet (they always clutch the handle). This can also be thrown accurately at medium-range targets, though the hatchet will disappear a few seconds later, usually by the begining of the user's next turn.


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This stage focuses on forming ranged weapons and projectiles out of ki. Training consists of repeating the same training method as the first stage, but only with a ranged weapon this time. Also if the fighter is not familiar with shooting then they need to visit a training zone where they can test ranged weapons and build their accuracy. In the end the user will be able to use longer weapons, but only those that are ranged like the bow. Researchers speculate that this is perhaps a consequence of undertaking the ranged dream. Also while the user can form ranged weapons, their ammo only comes singularly, and is always detached. For this reason it becomes impossible to form automatic or even most semi-automatic guns with the style, as they'd only be able to materialize the gun and a few separated bullets in their hand with which to load it.

Kinetic Shuriken | Rank D
User clutches their fist to materialize 4 or 5 shuriken in the spaces between their fingers. They can then throw these shuriken either seperately or all together to deal slicing damage to medium ranged targets.

Kinetic Bow and Arrow | Rank D
User touches their hands to grip a bow in one hand and an arrow in the other, usually already properly placed in the string. This allows the user to quickly pull back and fire an arrow accurately at long-range. For C-rank energy, instead of D, the user can form 3 arrows instead of 1 to fire multiple arrows at a time. Extra arrows cost E-rank energy per arrow.

Kinetic Revolver | Rank C
User clenches their fist to form a cowbody style revolver in their hand. This is the only useful gun a user can form, since the bullets are easier to individually place inside its cartridge. Six bullets form in the user's other hand, and they must be loaded into the gun before it can fire. E-rank energy per each additional bullet.


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The user begins forming longer and tougher weapons. They cost more energy, but are more difficult to break. From this stage on the weapons take a rank above their own to break, while ranks of their own or under will but damage them or do nothing. Training is done with long hours of meditation and practice.

Kinetic Sword | Rank C
User clenches their hand to form a sword of ki of their choosing. This could be a katana or broadsword but it cannot be longer than 5ft and no thicker than a few inches. Although it is only C-rank this sword can still cut through B-rank defenses. Keep in mind though that it can still be destroyed by B-rank attacks.

Kinetic Staff/Spear | Rank C
The user clenches both hands around an invisible object which their ki then forms into either a staff, a spear, or a halberd. Possibly the longest weapon the fighter can form, this staff weapon can be anywhere from 5-7 ft long depending on the user's height.

Kinetic Shield | Rank B
User clenches their fist and throws their forearm around to whichever direction to defend against to materialize a circular shield to defend themselves against oncoming attacks. Can only block against one side at a time.

Kinetic Greatsword | Rank B
User clenches both fists together, one on top of the other, to form a mighty 5-6ft long and up to 2ft wide greatsword. Like the kinetic sword, the greatsword can slice through defenses up to a rank above its own, making this a very powerful weapon in the fighter's arsenal. However, unless the user is either level 8 or has learned a style that allows them to wield greatswords one-handed, it takes both hands to wield this beast of a sword. Also don't be surprised when people crack jokes that you're overcompensating for something with this technique. It comes with the territory.


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Now that the user has achieved near mastery of creating their own weapons the style turns to improving real weapons in the fighter's possession by infusing them with the user's ki, more so than what general skills would normally allow. Training is done through practice with real weapons. A user must've mastered at least one stage or skill set of any weapon to learn this stage. Then they have to learn any general skill up to their level that deals with manipulating the weapon through their ki. Finally when those two requirements are met the user will undergo another nightmare while they clutch a real weapon to their bodies as they sleep. This weapon will pass over to their dream self, and with it the user must vanquish the nightmare by combining their ki with said weapon.

Kinetic Explosion | Rank D
The user infuses their ki into a held object so that after it is thrown or makes contact with something the ki explodes, effectively harming the opponent while throwing them back from the concussive force. Can also be used with C-rank ki instead to produce a larger and more deadly explosion.

Boomerang Effect | Rank D
The user infuses their ki into an object that is programmed with the sole purpose to be magnetized back to the source of their ki, i.e. the user. This allows for effects such that thrown objects will reverse their propulsion after a certain time or distance and hurl themselves back into the user's possession.

Kinetic Extension | Rank D
The user pushes their ki through the weapon they're holding to increase its length by a couple feet. The extension happens almost instantly so its very effective against an opponent who is trying to just barely dodge out of the attack's range. For C-rank energy instead, a user can almost double the weapon's range.

Homing Effect | Rank C
Infused with ki a thrown object will follow with incredible precision whatever target in the area that has the most ki. This makes things tricky, for if the user is the person who has the most ki left in the area then the projectiles will home in on them instead. This technique can also be combined with the Kinetic Explosion skill for deadly effects.

Unbreakable | Rank Varies
The user runs their ki through the entire object that they're holding. At the cost of double the rank of whatever its being attacked with, the object they're holding will not be damaged. This allows for miraculous feats, such as stopping a powerful punch with just a pair of chopsticks. This skill can only be used on real weapons, not kinetic ones.

Invulnerability | Rank SS
Rather than coating a weapon with their ki, the user coats their entire body with a large quantity of energy. This large amount is then able to literally push themselves into the dreamscape that they always train in, seperating themselves from reality. To the outside viewer their opponent will still be clearly visible, but they will appear faded somewhat, and completely enveloped in pulsing ki. In this state the user can move around, unable to be damaged as they are no longer bound by the rules of reality. However, they will not be able to effect the real world either. Also this skill comes at a very high risk. The user cannot survive inside their dreamscape for more than a few seconds. If they remain in this alternate dimension for anything longer than a single post, then they will be unable to return to reality. Instead they remain forever trapped in their own dream, existing as a sort of ghost to the real world. Can only be used twice per fight.


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This is where the true power of the style reveals itself. Ultimate mastery of the style is shown through the creation and realization of the user's own ultimate weapon. This ultimate weapon, or "Ultima" as it is dubbed is an S-ranked weapon that is a representation of the fighter. It can be any weapon the user wants it to be, but they have a total of 7ft max to work with. This includes both the length of the weapon and the width, so no weapon of this nature can be beyond 6'11 long. Also this weapon exists always within the user's body as a spiritual part of them. It can be summoned out by clasping a hand to any part of the body and literally pulling it out. None of the user's skills from the previous stages can be applied to this weapon, and if it is destroyed then the user will die as well. However, because it can only be destroyed by the most powerful attacks around, the odds of that happening are extremely unlikely. The whole final stage revolves around forging this weapon, where the user must face all of their past demons in their dreams and reach some form of personal change and enlightenment.

Sudden Summon | Rank C
While normally the fighter has to touch a part of their own body to summon their Ultima, this skill bypasses the need by using ki to push the weapon out of any spot on the user's body.

Enter the Dreamscape | Rank B
After grabbing an opponent the user closes their eyes and teleports them inside the Dreamscape, a land created from the user's dreams. The environment could be anything, but the user is subject to whatever rules the area has just as much as their opponent. You cannot kill your opponent with this move. If the user leaves the dreamscape, dies, or is knocked out the opponent will escape back into reality; five post cooldown.

Hyper Extension | Rank A
An upgraded form of the Kinetic Extension, the user uses their ki to shoot a held object to incredible lengths. Because it is too difficult to sharpen the energy, this skill can only be used with dull objects, but a user can still push an opponent literally miles away with this attack. Best used with a staff. (Kinetic Extension and Dull Object prerequisites.)

Forever In My Dreams | Rank S
The ultimate technique of the style, the user holds their Ultima weapon high above their head and then swiftly brings it down on their opponent. A hit will sentence the victim into the user's dreamscape forever. The opponent will be stuck inside the user's dreams, haunting the user every night until the day the user dies and they both are allowed to rest in peace. (Ultima Weapon prerequisite.)
 
PostPosted: Sat May 14, 2011 8:48 pm


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This style utilizes Ki to give user’s further control of water, especially the moisture in the air, for both offensive and defensive purposes. This style works best with users who have a close affinity with the ocean or just water in general, or people who seclude themselves from others. Some advantages of this style are ability to activate it almost anywhere, and having access to powerful and fast attacks and defense. Some disadvantages are lack of many support moves, and how taxing training can be on the body.

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This stage focuses on the basics of using water in attacks. Every user who learns this stage has to go through three different basic steps. The first step is learning how to ‘grab’ the moisture out of the air using their Ki. After this has been accomplished, they move on to the second step, which is learning how to form the moisture together into water, which is the color of the user’s Ki. The third step is then forming the water into shapes needed for techniques.

Water Blob | Rank E
The user forms a glob of water, about as big as a soccer ball, and can make it float around them. It does no damage, and loses form if it gets more than 5 feet from the user. It can be used to put out fires, or to drink, etc.

Puddle | Rank E
The user forms a puddle that is three feet in diameter, and one foot deep. It is formed by a user pointing at a spot on the ground within ten feet of them. At once a user reaches the second stage, this can be done without pointing

Water Needles | Rank E
The user creates 5 needles of water, which float in front of them. They can then be propelled through the air by Ki, just like they were thrown. The needles are about as strong as metal ones

Water Gloves | Rank E
The user forms water around their hands. This can be used to clean them, or protect against fire.

Water Boots | Rank E
The user forms water around their feet or shoes. This can protect against heat, or just simply to clean

Water Thrust | Rank D
The most basic water attack in the style. They thrust forward with one hand, and for up to 4 feet away, a triangle shape of water flies forward very quickly in a line, and it can push a foe or object back easily as well as knock the wind out of someone.


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At this stage, the user has mastered the basics of manipulating water, and can now perform more difficult attacks using Ki enhanced water. Most of this style focuses on physical training, to develop the strength and endurance later needed for the style. At this stage it keeps important to be hydrated at all times.

Water Whip | Rank D
The user creates a ball of water the size of a basketball. They keep it afloat in the air by holding one hand below it. With the other hand, they make sweeping motions, causing the water to transform into a whip and lash out up to 8 feet. This attack has the force to break wooden panels.

Water X | Rank D
The user makes a slashing motion with their arms in an X, and two blades of water up to 3 feet away do the same thing. This attack can slice through wood.

Water Blucker | Rank D
The user makes a buckler of water on their wrist. It can take any hits D rank or lower without shattering. To keep this skill going, the user must keep the fist of the buckler hand clenched.

Water Slick | Rank D
The user creates a slick of water from them to a point 10 feet away in a straight line. The water seems to appear suddenly, which can surprise foes, and cause them to slip.

Water Blast | Rank D
The user creates a ball of water the size of a soccer ball, and hurls it at the foe. On contact, it explodes, causing painful bruises.


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At this stage, the user should be very fit, as the next techniques in the style can be highly taxing on one’s health. It is extremely important as well to keep hydrated at all times. The user can now execute moderately powerful water attacks and defenses. At this stage, Blue Crash starts to became a dependable weapon.

Water Discus | Rank D
The user creates a Frisbee of water, which is thrown. It can slice through wood fairly easily

Water Fence | Rank D
The user stomps, and a water wall 5 feet high and about 2 feet wide appears in front of them, and can block all attacks D rank and below for one post.

Water Arrow | Rank C
The user punches, and a cylinder about 3 feet long of water, surrounded by swirls of water flies forward. It has massive piercing power, able to break through a warrior’s armor with enough effort.

Crush | Rank C
The user creates water and hardens it with Ki. It creates the shape about the size of a fridge, and hurls it at the foe.

Cleave | Rank C
The user swipes with one of their hands and a thick, blue wave of water will make a slashing motion, following the pattern of the hand but a few feet out. This attack can cut through stone if contact is made with most of the wave.

Aqua Fist | Rank C
The user gains water seem to be two “water arrows” around both their hands for three turns. The punches of the user have a slightly longer reach now, and have much more power and piercing force. (Water Arrow prerequisite.)

Stream | Rank C
The user holds out one hand and a steady current of water pours out, going up to fifteen feet. This can cause major damage due to water pressure; or a foe can just drown.


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At this stage the user is reaching the pinnacle of their training in this style. Complex water techniques become easy to them, and they have great endurance to keep up with the physical demands of the style. The only weakness is that if a user forgets to stay hydrated, they will soon enter a very bad case of heat stroke or exhaustion. The user can now use any two attacks of the style B rank or under at the same time, while still costing the proper amount of Ki.

Rain Arrow | Rank B
The user creates a water arrow about 20 feet in the air, and shoots it at a foe from above. This is the same as water arrow, but it has an element of surprise, and travels much faster giving it more power. (Water Arrow prerequisite.)

Stream Fighting | Rank B
The user creates two “streams” from their hands, and for two turns, can move them around and fight with them like whips. (Stream prerequisite.)

Swirling Water Disc | Rank B
The user creates a large water Frisbee, swirling like a whirlpool. It is about as tall as the user. It can then be flung with Ki, going extremely fast, able to cut steel. (Water Discus prerequisite.)

Water Wall | Rank B
The user creates a square of water 7 feet by 7 feet, which can block any attack B rank or lower for one turn. (Water Fence prerequisite.)

Water Twister | Rank A
The user spins their arms in a windmill fashion, and then sticks out both arms, palms out, fingers up. Around the span of the user’s arms, a twister of water fifteen feet high sprouts up and anything touching it from the outside will be mangled. Lasts for one turn. Blocks any attack A rank or lower.

Shark Blast | Rank A
The user creates a shark out of water, and hurls it at the foe. It is basically a kamikaze bomb technique, the shark exploding in a eight foot radius of extremely highly pressured water, enough to kill.

Wulf Pack | Rank A
The user slaps both hands on the ground, and five wolfs of water charge the foe, eventually turning into tornado like drills of water, and can pierce and tear an unfortunate target in seconds.


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The user of Blue crash is now at the peak of their abilities. They now focus less on projectile attacks and defensive walls like other stages, and now work on creating masses of water for deadly effect. Training for this stage is mostly meditation, and preparing the body for the use of massive water attacks. After this stage, masters of the style now go to try and develop new techniques..

River Flow | Rank S
The user creates a river at their feet, which rushes forward, the river can be as long as the user feels it needs to be, but can be no longer than one mile, and is not usually wider than three of the user standing shoulder to shoulder.

Heavy Rain | Rank S
The user creates rain in a half mile radius of them. The rain is very heavy, but the user and masters of Blue crash can move easily through it. The rain moves with the user.

Water Dragon | Rank S
The user creates a large serpent like dragon out of water, which crashes into the foe, tearing them up and most likely drowning them. If made out of thin air, it is eight feet tall, but doubles in height if made in water.

Flood Globe | Rank S
The user creates a large globe of water, about ten feet in diameter above their head. They then use Ki to hurl it with considerable speed, and then it explodes into pressurized water when willed too. This attack can easily drown any plant or animal caught in its blast.
 

Fist of the Bro Star
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PostPosted: Sun May 15, 2011 8:54 pm


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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.

Flame Punch | Rank D
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. 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.

Torch Points | Rank D
The user is capable of releasing blowtorch like flames from their elbows, knees, and backs of their ankles. Lasts three posts.


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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 minor 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 englufed with searing hot flames, delivering a powerful kick with flames that increase the power of any other kicking technique used in the same post by 1 rank.

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 metal 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 two feet wide and travels out until it reaches 25ft 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.


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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. This desperation triggers the body's survival instincts and unlocks exponential power from the Gene-X in their bodies.

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 basketball 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. 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 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 ki missile is about the size and shape of a 9mm bullet. These missiles will pursue the target for three posts until colliding with something. Upon collision, they explode with the force of a D-rank attack.

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.


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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.

Ashes to Ashes | Rank C
With the ability to use hard flame attacks, the user brings up the blazing energy into their lungs, altering it to burning ash. By exhaling, the user blows a large cloud of burning ash which covers an area 2 meters by 2. The cloud of ash is brief, but the embers in it will cause several minor burns and will attack any open wounds. (Level six prerequisite.)

Flick, BOOM | Rank C
Similar to how Ashes to Ashes work, only the technique is flicked from the users hand. The user will conjure up a small ember in their hand, making it seem harmless. Then the user will flick the ember to the ground where the user is standing and then the ember will suddenly explode, emitting the same 2 meters by 2 meters cloud of burning ash. The ember can also be thrown at the opponent for a more dramatic effect. (Ashes to Ashes prerequisite.)

Inflamed Armor | Rank C
As the name implies, this is just basic armor that is made of the user's hard flames. Even though it only covers the torso, it is extremely durable. It will take 5 C Rank attacks to break the armor or one B rank attack. (Level six prerequisite.)

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.

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, or at least make them tremble a bit. 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 15 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 ten posts.


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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. 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 B
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. (Level eight prerequisite.)

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 iron completely, but will make steel 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 steel 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.)

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. Then the user will shoot out a dark orange flame out of the hand in front of them. This blast is about 10 feet wide and goes up to 15 feet before it vanishes. The flame is capable of melting Steel and nearly any type of metal. No normal shield can protect the opponent after the user has trapped the opponent. (Level ten prerequisite.)

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.) 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 (think Efrit from Final Fantasy). The beast will suddenly roar and then explode, literally destroying anything in its path. No metal can stand in front of this attack, however the user's arms will be burned off entirely.
 
PostPosted: Tue May 17, 2011 6:29 am


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This style uses Ki to allow users to harness extra combat ability and energy attacks. When Gene-X is injected, the Ki of the user starts to have a liking for the moon, especially the light bouncing off of it. As a result, Ki techniques in this style seem to glow like moonlight. For an unknown reason, the Ki of the user once they gain this style turns to either black or white, and sparkles. This style is usually a hand to hand style, but it can be used with a weapon, usually a scythe, which is best suited for the style.

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The first stage is all about getting in tune with ones Ki, because the style focuses mainly on materializing it for destructive or support effects. The user does nothing in this stage as far as training other than meditating, and at least on the training posts must be done meditating under the moon’s light. Once the user is more in tune with their Ki, they can start to perform some of the techniques.

Lunar Basics: Strike | Rank E
The user punches at the foe, and their Ki takes physical form, striking the foe in a ball shape, about 2 feet in front of the fist, or shorter if the foe is closer. This attack causes painful bruises

Lunar Basic: Swipe | Rank E
The user holds their palm out towards their foe, fingers up, and makes a sweeping motion in front of them with that arm. Their Ki follows suit, and creates an arc of energy, which for a split second can block any attack of E rank or any weapon or martial art basic attack.

Lunar Basic:Low Thrust | Rank E
The user stands sideways towards the target, and raises their back leg up so their knee is about at their waist, and performs a palm strike downwards with their front arm, causing their Ki to form into a spike like shape and thrust downwards as well, for about up to three feet and causes painful bruising on contact.

Lunar Basic: Stomp | Rank E
The user stomps with one foot, and their Ki takes a material form, starting about at the user’s waist, and thrusts downwards to block a strike or hit the foe’s foot hard. The Ki can strike about 2 feet in front of the user. It causes bruises and can defend against basics strikes.

Lunar Basic: Rise | Rank E
The user performs a rising knee strike, and a circle of Ki is created on the ground. The circle can be anywhere from right in front of the user to about 2 feet away. At the same time as the strike, a spike shoots up from the circle at a 60 degree angle, and causes painful bruises on contact

Lunar Basic: Chop | Rank D
The user performs a karate chop, and their Ki follows the path of their hand, but up to 2 feet out in front of them, and causes painful bruises on impact


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Once the Lunar Basic skills are learned, the user now has the basic tools of combat for this style. They still cannot do much harm to foes stronger than them, but they can get the jump on foes of their level. As far as training goes for the second stage, the user must meditate still, for at least two posts in moonlight. But they also have to practice going through the Lunar Basics, to become familiar with manipulating their Ki for combat.

Lunar Gauntlets | Rank D
The user covers their arms in Ki, allowing them to hit harder, and block much harder strikes. This attack can block a weapon or martial arts strike from somebody of the same rank. Lasts three posts.

Lunar Greaves | Rank D
Like Lunar Gauntlets, except they are formed around your legs.

Clap | Rank D
The user claps, and for a 50 foot radius, a shockwave of Ki spreads out, and the user is able to detect all organisms of roughly human size or larger using their Ki, but only for a split second. This can be used to scout out how many enemies are in a specific area, but not much more.

Disc Shields | Rank D
The user holds both their hands out, and two circles of Ki are formed in front of them, each 4 feet in diameter. The only last for that post, but they can block on D rank attack each, or one C rank attack together.

Lunar Hammerfist | Rank D
The user balls one hand into a fist, and up to 5 feet away, and fist of Ki is created, about the size of a basketball, and a string of Ki attaches it to the fist. It can be swung around like a flail, and the fist feels like it’s made of stone, so getting hit with it hurts.

Illuminate | Rank D
The user creates moonlight out of Ki in their palm. This can light up and area within a 10 foot radius, like a torch.


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At this stage, the user is becoming comfortable with using Lunar Dance. To train for this stage, the user must meditate for at least 2 posts in moonlight, and also undergo some intense endurance and cardio training. It is also a good idea to train speed and strength. Someone who has reached this stage has a new option as well. By retraining in any of the ‘Lunar Basics’ but treating them as C rank skills, they now have the option to do an upgraded version of that skill, which can block up to D rank attacks for the defensive ones, and can break bones for the offensive ones.

Encouragement | Rank C
The user places there hand, glowing with sparkly moonlight, on an ally. For their next turn, the ally treats any skill the use as one rank lower in terms of Ki cost. Does not go lower than E rank. Does not work for A or higher rank skills.

Dance of the Moon | Rank C
The user performs what looks like a quick martial arts chain of attacks. For the next two turns after the one used on this skill, the user performs like their speed and strength are a rank higher. If one other Lunar Dance user does this with the user, they both only pay D Ki cost. If three other users perform it with the user, they all pay E rank Ki cost.

Moon Slash | Rank C
One of the most used attacks in the style. The user makes a sweeping motion with their hand across their body in an arc in front of them. A wave of Ki then follows the arc, and flies at the foe. If something is hit by this attack, there will be a nice, nasty gash in them. Can be fired with a scythe, in which case the arc is the length of a scythe slash, so it is much larger.

Moon Beam | Rank C
The user holds out their palm, and fires a laser of Ki from it. It goes up to 15 feet, and leaves a very bad burn on anything it touches.


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At this point, the user is strong in the ways of using their moonlight Ki to their advantage. They have done enough meditating, and are now one with their Ki. They are now focused on vigorous physical training, trying to max out their strength, speed, and stamina. Once they deem themselves fit enough, they move on to some of the more complex techniques in the style, showing their how skilled they are at this stage.

Lunar Healing | Rank B
The user holds out there hand to a wound, and it glows with moonlight. Any wound up to a large gash or a third degree burn is healed like it never happened. This can only be done once a day in RP time. It also requires the moon to be out.

Lunar Blade | Rank B
The user creates a katana out of their Ki that lasts for 3 turns. It is stronger than a steel sword, and can put dents in it.

Lunar Claymore | Rank B
The user creates a Claymore sword out of their Ki. When contact is made with a foe, the user can will the sword to explode, which causes in more damage. The explosion is small, and does not affect the user. But it is still very intense and can cause tthe foe to be thrown back sevral feet and in considerable pain. It is as strong as the Lunar Blade. (Lunar Blade prerequisite.)

Reversed Moon Slash | Rank A
The same as “moon slash” only stronger. The color is reversed, so that if normally the user has black Ki for the style, it is white, and vice versa. The Ki also has a shiny coat around it instead of sparkling. This attack can cut steel. (Moon Slash prerequisite.)

Reversed Moon Beam | Rank A
Similar to Reverse Moon Slash, only for Moon beam. It can leave a hole in steel if it makes full contact. (Moon Beam prerequisite.)

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By this stage, the users have mastered the style, and there is not much left to learn. Training is done by training physically for long periods on end, pushing their bodies to the limit. They must also meditate in moonlight for 7 posts, but what makes this different, is the must be extremely close to the moon, usually at the top of a very high mountain, so the moonlight can reach them easier. There are very few skills in this stage, as most skills are discovered by masters making their own attacks.

Lunar Blast | Rank S
The user holds both hands out, one hand glows white, the other black. They smash both their hands together, and a blast of black and white Ki shoots itself at the foe like a laser. It can go through armor or metal without any difficult and keep going, vaporizing anything unlucky enough to get in its path. When using this attack, the user must stand still, and it can only be fired in one direction.

Moonlight Flash | Rank S
The user holds out both hands, and focuses their Ki. There is a powerful flash of moonlight following, and everybody who sees the flash is blinded for two posts. The flash has a 40 foot radius.

Seven Blade Strike | Rank S
The user makes a Lunar blade and charges a foe, disappearing. Using their Ki, they are able to augment their muscles to move extremely fast, and they launch seven powerful cutting strikes, while moving faster than anybody below their fighter level can see, unless they have a style which improves reflexes greatly. (Lunar Blade prerequisite.)
 

Fist of the Bro Star
Captain

Shirtless Seraph


Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Tue May 17, 2011 10:22 pm


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The five deadly venom style uses gene X and ki to greatly expand on the ancient concept of making a person poisonous by repeated exposure to toxins. This style at the earliest stages focuses mostly on learning Atemi and beginning to poison oneself than on direct offensive techniques. But as it progresses a practitioner is able to poison with a touch and gains immunity to most poisons. It is suspected that honing it to the highest levels will make the person’s ki itself toxic creating an untraceable assassination style.

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To begin training a recruit must endure the poison sands training for 4 days (in real life). This involves plunging their hands and arms into sand coated with poisons produced from many different animals until they can no longer continue after which they soak their arms in an antidote solution. This causes intense pain and makes them unable to put up a fight if attacked by others during this period of daily training. Once the basic training is completed the user learns how to poison others with a touch though at this stage the effects are minor.

Scorpion Claws | Rank E
This is actually very similar to the 'Muay Thai' clench however by sending ki into the hands when gripping an opponent the grip becomes vice like and painful. Each hand is considered separate for this technique meaning it is possible to grab two people but to use both hands the skill must be paid for twice.

Lizard Rush | Rank D
This technique relies on using ki to alter the user’s center of gravity allowing them to move faster than they normally would. This is normally only used to improve reflexes for two posts making dodging more likely. However it can not be used more than twice a day without resulting in overstimulation of the muscles and cramps.

Centipede Fist | Rank D
User strikes at high speed with each hand using agility to get near an opponent, The punch is accelerated by ki and results in a ghost punch occurring at the same time as the user feints with the right arm before striking with the left, then strikes with the right and feints with the left. Despite the feints not reaching the target as the user’s arms move back the target will feel four punches landing as the ki filled feints release energy to become actual hits.

Snake Bite | Rank D
Forming one hand into a snake mouth using the index finger, middle finger, and thumb, the user strikes at an opponent and attempts to send toxic ki into the opponents body disrupting their own ki for two posts and preventing them from using techniques unless they exert C rank ki to cleanse the toxin. This is useful because even if an opponent knows how to flush out the toxic ki they will waste more energy doing it than the user did striking.

Spider Climb | Rank D
The spider climb technique lets the user stick to walls and ceilings with their ki and despite needing D rank energy to begin using only costs E rank to continue using unless broken. (Level two prerequisite and all other stage one techniques learned prerequisites.)

Toad Skin | Rank C
This is a technique based on the concept of the iron shirt, however instead of directly enduring an attack the user secretes a ki over their body that directs physical attacks C rank and lower off the user's body. The ki released for this technique helps push the attacks away but must be released forcefully making it also dispel quickly. Only lasts for one post. This like all but the supreme technique of the toad path is a defensive technique used to protect the practitioner. However in learning this style this only works on the arms and head at level one, the legs are included at level two, and only those level three or higher may cover their entire body.


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For the second stage of the five deadly venom style the user must endure further poisoning by ingesting toxic bugs and plants in place of a normal diet. The results in a week of severe pain as the antidote is only drank after the poisons are ingested. This stage focuses on different aspects of the poisonous animals it studies than the first stage and many of the techniques relate to flexibility and mobility.

Lizard Lash | Rank D
The user learns how to use their ki to relax their muscles granting them the flexibility of a contortionist and making circular strikes hit harder as they move like a whip instead of a bat. This increases the damage rank of all normal kicks or arm strikes by one if they go in a circular motion but reduces the damage rank by one if they are direct punches or kicks. This technique must be paid for each post it remains in use.

Scorpion Tail | Rank C
A powerful kick coated with toxic ki that is capable of paralyzing anyone of a lower level for one post. Even as the paralysis wears off someone struck will begin to feel feverish unless they use B rank ki to flush the toxins from their body. Those that do not flush the toxins that are struck a second time by this attack will become nauseous and if struck in the stomach without flushing out the ki will vomit uncontrollably for one post. Those of equal or higher level will not be paralyzed but will begin feeling feverish immediately. For higher level opponents it is able to cancel out the poison by simply exerting C rank ki instead of B rank.

Centipede Bite | Rank C
User strikes with a series of fast knife hand strikes that are coated with ki so that they can actually puncture flesh. If they successfully puncture the flesh they inject their ki causing a burning sensation as the targets ki is eaten away by one D rank per turn unless they use a B rank of ki to flush it out. The burning of the target’s ki being consumed by toxic ki results in severe pain.

Spitting Cobra | Rank C
One of the few long range attacks of this technique the user flicks their hand at an opponent projecting toxic ki that burns like acid. This is usually used at close range and aimed at the face to blind a foe but can be used from a range of up to twenty feet. After five feet though it spreads from a burst into a mist. This technique burns like acid on any animal or metal, but does not effect plants.

Toad Touch | Rank B
User focuses toxic ki into their hands and when coming in contact with an opponent slaps their skin at some point, on the next post the opponent will begin hallucinating as their vision begins to alter and they essentially are put on an acid trip. Roll dice 1 or 2 causes a nightmare, 3 or 4 causes good hallucination, 5 results in perceiving friends as foes and vice versa, 6 results in failure of the technique. A person can clear this from their system by using an A rank of Ki.

Spider’s Web | Rank B
This stage of the spider form allows the user to manipulate their ki to form threads that can be used to bind something or attach to it. Because the 5 deadly venom style has so few long range techniques being able to attach these ki threads to an opponent and prevent their escape is a signature of the school. They can also be used as a garrote or to link to weapons to recall them. They are invisible to those that are not actively trying to sense the ki from them. (Level three and all other stage two techniques are prerequisites.)


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In this stage the user begins learning how to not just use the toxins in their body or in their ki to poison others but how to combine them and interchange them. It also becomes possible to control their poisons to the extent of touching others without poisoning them. The poison sand training is repeated with the legs at this stage and meditation is used instead of an antidote to cure it.

Toad Leap | Rank C
A powerful ki leap that can carry a person up to thirty feet vertically or horizontally. It is very quick to execute and is used for quick escapes. However it can only be used once per five posts.

Scorpion Spray | Rank C
User converts ki in their body into an actual poison that coats their hands, feet, and the saliva in their mouth with a hemotoxin. This can then be spit, flicked, or directly placed in an opponents wounds to cause severe pain and necrosis to the area it hits. In the eyes it can cause blindness, in the nose difficulty breathing, and in wounds gradual weakening and loss of strength to the limb it is applied to. The true power of this technique is that the resulting poison is not actually ki and can not be easily flushed from the body as ki toxins can.

Basilisk run | Rank B
This technique involves a series of fast kicks aimed at pressure points in a limb or the torso. Each kick releases a burst of ki that is projected through an opponent resulting in internal damage to that area. This causes shortness of breath if the torso is hit and if targeting a limb numbs the limb for one post. The strength of this technique is that it can be projected past ki defenses C rank or lower though it does not break them.

Centipede Trample | Rank B
This combines punches and kicks with piercing ki like the centipedes legs, however like most techniques in the venom style it is more insidious than it first appears as when used the range of the poison ki extends one foot from each hand and foot creating a range that even a near miss can poison. This is an acidic poison that eats away at the targets body.

Spider Affinity | Rank A
This technique is an extension of Spider's web that causes the attached threads to release acidic ki that burns what it is attached to each post. This makes the threads easily detectable but can still do damage before the threads are severed. Has no effect on waxes, lead, or titantium. Minimal effect on other metals. (Level fourand all other stage three techniques are prerequisites.)


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In Stage 4 of the style the users learn techniques to negate the advantages of an opponent and come one step closer to the pinnacle of assassination. To train for this stage it is no longer enough to simple take in poisons, now the user must craft new poisons to absorb from their very own ki.

Centipede Dart | Rank B
User is able to create toxic needles which are then sent at opponents limbs to paralyze them. This is often used to disrupt the techniques of an opponent instead of completely disable them. If this does hit the opponent still uses the ki for the targeted technique but does not get the result. These darts take time to craft as does the poison that coats them. User must make a B rank post to create and poison 10 darts. It is theorized that if a new poison were found or created it might alter the way the darts effect a target but this has yet to be proven.

Toad Field | Rank B
This technique focuses ki to the user’s vocal chords which then produces a deep rumbling sound as the ki fills the air in a five foot radius of the user and negates anything up to an A rank ki attack. This can be enhanced to prevent anything under S rank from working by paying S rank worth of energy.

Scorpion’s Wrath | Rank A
An acidic poison technique that actually creates a coating on the user out of toxic ki that burns anyone that strikes them for five posts. This coating burns like acid for the full five posts resulting in damage for those striking or struck by the user. However the ki coating only spreads through a victim or attacker's skin and not through inorganic materials.

Spider Hide | Rank A
This technique while sustained hides the user’s ki completely making them invisible to anything other than a person’s eyes. It even creates silence around them making them potent assassins. (Level four and all other stage four techniques are prerequisites.)

Spider Bite | Rank A
This technique fills the user’s saliva with an enzymatic poison that literally breaks down a targets ki much like a spider’s bite breaks down cells. The result is a steady draining of B rank of power unless an S rank of power is used to flush it out. Worse though the target will not recover their ki normally until the toxin is removed meaning an opponent suffering from this that exhausts all ki will not regain ki until a third party flushes the poison out for them. Even if it is days or weeks later. (Level four and all other stage four techniques are prerequisites.)

Snake Venom | Rank S
One of the strongest of the venom techniques, the user is able to move with the speed of a striking snake to cease an opponent, when they do toxic ki is injected from both hands into the opponents ki instead of the opponent themselves. This technique cancels any ki technique of equal rank or all of lower rank protecting an opponent so long as the user pays cost equal to each technique beyond the first that is canceled.

Lizard Tail Loss | Rank S
This is a technique that allows the user to actually detach a limb severing and sealing both ends with ki to gain an advantage on an opponent. However the limb must be recovered and reattached or it will be lost permanently.


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In the final stage of the Five Deadly Venoms the user learns some of the most advanced and normally believed impossible feats of the style. The techniques require high amounts of ki for most but give impressive benefits as well. In this stage the user must meditate deeply and achieve a true state of being one with nature and the universe. For even assassination and death are simply a part of a cycle of life.

Scorpion Tri-strike | Rank B
A simple technique where in an instant the user ceases an opponent with both hands and kicks them. However the hands are coated with cutting ki resulting in a scissor like grip and the kick can pierce a tree.

Snake Charmer | Rank B
By moving the hands rhythmically and locking eyes with an opponent the user can mesmerize their opponent causing them to forget what they were going to do and drop their guard. This can allow the user to approach a target and is not broken for those of equal or lower level until someone acts hostilely towards them. This means that anything that is not performed in a violent manner will not break the spell.

Centipede Rush | Rank A
The user forms four arms out of ki and proceeds to launch into a fast punch assault that makes any fist technique hit 3x more than usual for the next three posts. These arms can only be used for strikes and not grabbing or blocking.

Lizard gland | Rank S
The pinnacle of the lizard’s path, the user is able to alter their overall ki reserve so that all techniques contain poison ki. This is a passive technique that allows the user to pay 50% more for a normal technique to change it into a poison technique. The effect of the poison varies based on the rank of the skill.* This has a 3 post cool down.
E━━Experience mild dizziness.
D━━Experience nausea.
C━━Vomiting for 1 post for equal level and 2 posts for lower level.
B━━Palsy/ weakness of either arms or legs for 1 post for equal level and 2 for lower.
A━━Paralysis for 1 post for lower level and vomiting for two posts for equal level.
S━━Blindness for one post for equal level and 2 posts for lower.
*This has no effect on people of higher level.

Toad’s Rage | Rank S
The sole offensive attack of the toad stage, the user is able to actually create a large amount of toxic ki which then explodes outward causing acidic burns to anyone in the area. This ki can cover an area up to twenty feet. Those within five feet of the blast take damage for two posts and those beyond that take normal damage. However as this ki eats at flesh like an acid it can cause difficult to treat damage to those caught off guard. The amount of toxic ki used for this technique must be built up gradually as a reserve and as such this may only be used once a week.

Spider the Glutton | Rank S
User is able to drain poisons from a foe or that they produced for other attacks to recover ki equal to 1/2 the attacks effecting the target or consumed. This can also be used to simply steal S+C rank energy from a paralyzed opponent. Limit two uses a fight. (Level five and all other stage five techs except Spider Realm are the prerequisites.)

Spider Realm | Rank SS
The spider realm is a technique that is hoped to be the pinnacle of assassination, it allows the user to truly erase their existence for a short time. This means not just hiding their ki but negating any ki that comes in contact with theirs by making it pass through them or around them. However this technique eats up ki quickly and as such is used sparingly and rarely continuously. This technique must be stopped to attack. This technique allows even light to pass through or around the user essentially hiding them from all senses. (Level ten and all other stage five techs are the prerequisites.)
 
PostPosted: Mon May 23, 2011 10:04 pm


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Once the user is injected with Gene-X they gain the ability to manipulate, and move the carbon in their body. Also enhancing it to act as a natural armor. The skin of the user will turn black where the carbon had been manipulated and the skin transforms and acts as an armor, and weapon. Though the user is only able to maintain the transformation for a set time (listed below). When the skills are used the skin lights up bright white for a second before showing the black coating of carbon that now coats the skin of the user. So unless it is beneath the users clothing it would be clear that the skill was activated. The list in bold, below, applies to all skills of this style unless otherwise stated in the skill. Each skill will state their own cool-down period; number of posts that must have passed before you can use a skill again. Once you reach level five, the cool-down periods are halved! Also, if the user were to cancel the skill, they must automatically pay the cool-down period before reactivating the skill. So no, you cannot reset the counter and avoid the cool-down period.

xxxxxLevel I━━━━3 posts
xxxxxLevel II━━━━4 posts
xxxxxLevel III━━━━5 posts
xxxxxLevel IV━━━━6 posts
xxxxxLevel V━━━━7 posts
xxxxxLevel VI━━━━8 posts
xxxxxLevel VII━━━━9 posts
xxxxxLevel VIII+━━━━10 posts

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In stage one, they gain basic manipulation of the carbon in their body. Their skin even when no skills are activated is about as strong as leather. At this point when they manipulate the carbon in their body enough to cover a limb. But in order to even gain this small stage of manipulation they must meditate, and focus on moving the carbon in their body to the designated limb. Through a process of meditation, and the tensing of the muscles in a way that only the users of this style will understand to move the carbon throughout the body and to the surface. Once they have completed a ten post meditation they may begin learning the basic skills of this style. Though physical training is advised, as this is a very physical style, and it will be required later on.

Hardened skin | Passive
The skin of the user, even without skills being used, is as durable as leather.

Carbon limb | Rank D
The user is able to manipulate the carbon in their body moving it to a designated limb. Though it would only go from elbow down, or knee down depending on which limbs they choose.. The arm or leg will turn a black color and be able to withstand D-rank and below attacks Anything above will shatter the armor revealing the skin below. For each level the limb can maintain the carbon limb a little longer. Don't misunderstand this skill. It isn't just for defense. The punches from this can deal great blunt force damage. One punch may feel like you were hit by a sledge hammer; cool-down period is four posts!

Carbon claw | Rank C
Instead of manipulating carbon and making it form around one arm the user covers both hands, feet, or one of both. Whatever the user prefers. In the carbon and instead of focusing on defense, this attack is purely for offense. Anything C-rank or above will shatter them upon impact. The claws go on each finger or two each protruding five inches. It is impractical to use a weapon in a hand with this skill active because you couldn't possibly grip it. This only covers the hands or feet; arms and legs are still open to attack. Cool-down period four posts!


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At this stage the user has become able to manipulate twice as much carbon. So they are able to cover twice as much space. Though they are at this point still limited to certain ways of manipulation. They gain this stage through physical training and meditation, and the same process of tensing the muscles to move the layer of carbon through out the body to cover the skin in the designated area. Ten posts of physical training, such as sparring, punching walls, etc. And Ten posts of meditation.

Advanced Carbon Limb | Rank C
The whole limb is covered in the carbon. As in, shoulder down to finger tip of an arm. Or hip down for a leg. This does in fact make a big difference. Because twice the space is covered allowing for them to guard more. Blocks Rank C and below attacks! Where as you could only cover one of the limbs before, you can now cover two. I suppose if you chose you could use this skill and only cover one arm, though it seems like a bit of a waste.

Carbon Blade | Rank C
The carbon forms a one foot long double edged blade that is extended from the knuckle of the user. The carbon armor forms down to the elbow, allowing for more of a defense when fighting with this skill. Only one of these can be made. It is as strong as the carbon limb skill.


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Stage three consists of meditating for 15 posts. Undisturbed, while the user focuses on their core muscles, they must tense them, and relax them. In a process to learn how to move the carbon to the chest, and stomach of the user. Then 3 posts of physical training, once the meditation session is complete. Sparring, or any other physical activity would work.

Carbon Torso | Rank B
This skill covers the shoulders, back, chest, crotch area, and stomach of the user in the carbon armor. Can resist B-rank and below attacks. Cool-down is four posts!

Spikes of Carbon | Rank B
This skill has the user's body create 1-3 four ft long, 4 inch wide, spikes. They can be produced from practically anywhere on the users body, almost instantly. Though unlike other skills these fall off after the initial post.


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The neck and up prior to this stage were unable to be covered. Making it one of the few weak-points. This stage consists of more meditation and focusing on moving the carbon to the users neck, and head. Once the users head is covered it becomes much like the picture. The canine teeth of the user extend to be a couple of inches long. And their eyes become one solid color -the color of their ki. Once it breaks the users real face, and hair will be visible once more. Requiring 20 posts of meditation, because this is probably the most important part of the users body, they must move the carbon through their head -which at first will be excruciatingly painful, but later on it won't hurt at all.

Mask of Damnation | Rank A
This skill is used to cover the head, and neck (as depicted in the picture) of the user. This skill is able to withstand up to A-rank attacks. It lasts two posts less than any other skill in this style, but it is also the second most durable. And it protects one of the most vital points of the body. The canine teeth of the user extend to be a couple of inches long. And their eyes become one solid color, that of that of their ki.

Finger spear | Rank A
The user condenses the carbon in their body and then points one finger at a target. Making it extend at extreme speeds. To pierce a target. This breaks after the initial piercing. Possibly staying inside the pierced target.


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While all other stages seemed to focus on one or two body parts, this focuses on the whole body. You must have used the following skills 5 times each in a fight in order to gain this stage: Carbon Limb, Carbon Torso, and last yet not least, Mask of Damnation.

Carbon Death | Rank S
The users body becomes completely covered in the carbon, with the use of one skill. Claws for each finger that are 4 inches form. And 2 inch long ones for each toe. It takes A-rank or above to break, the armor. At this point the user will also have the glowing eyes representing their ki color. They truly look like they have taken the form of a demon. No other skills in this style can be used when in this form.
 

Fist of the Bro Star
Captain

Shirtless Seraph


Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Mon May 30, 2011 7:54 pm


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By being infused with the Gene-X Devil's Rhapsody, the user is able to turn musical instruments into tools of destruction. The style came about after Mr. Akasun heard an enchanting melody at a show. The sound of the music moved not only him, but others in the crowd. He found the music to be so powerful, that he vowed to enhance it to see how it would fit among the other Gene-X created styles. Subjects of this style will find the power of music something which sways them emotionally. It is not uncommon for this to trigger certain mood swings within those who use this as their main style. AS such, those who have this as their style will often come out with a pink or blue ki. The side effects of this skill however, is that if two users of the Devil's Rhapsody get into a battle, they will play until their fingers bleed, as musicians do not wish to be beaten in a battle of music.

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The basic skill for learning any sound style skills. It IS necessary for you to learn this skill before learning any other stages.

Sound Control | Rank E
The user focuses Ki into the air, and attempts to shift the sound waves created by all things. Once mastered, the user can redirect sounds to mimic ventriloquism.

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In the first stage of this style, the user must seal themselves off from everyone else and listen to six different songs. It seems like a light way of training, but while listening to these songs, the user must become one with the music. Feel it flowing through their bodies, and then replicate these songs with their chosen instrument.

Ranna | Rank E
By strumming the lowest cord possible, you cause the victim's bowel to release, making them crap their pants in a very horrible manner. Only works against lower leveled opponents.

Sonnet | Rank D
Allowing your Ki to flow into the song you play, the sound travels to the ears of the listener and begins filling them with emotions of happiness. Often, this causes a good memory to spring forth in their minds. The tune makes the victim focus on the memory, throwing them off their game and allowing the user to strike.

Sound Burst V.1 | Rank D
The user punches outwards, but intentionally misses the target. A sound wave is released from the hand and hits the target, leaving them feeling a little disoriented for a few seconds, but still able to function fully.

Slicing Sound | Rank D
The user Focuses sound waves on the edge of their hand. They then make a chopping motion at the target. At this level, it will only leave a deep scratch, but at higher levels it is capable of cutting though bone.

Balance Destruction | Rank C
The user creates a large sound wave close to the opponent's head. This scrambles the user a bit and makes balance very difficult. On a direct hit, the target will stumble around like a drunk for 1 post, this is not true paralysis, as movement is still possible, but precise and accurate movements are very difficult.

Muffle | Rank D
The user controls the movement of sound waves around their ear, making it so only certain sounds can get in. This skill is used to protect the user from any negative side effects from their own skills. This lasts 3 posts.

Step Lightly | Rank D
Applying Ki to the bottom of your feet will allow you to move gracefully, but cause the ground beneath you to rupture with fissure's. As you dance around the opponent, you create different fissures which heads to them, knocking them off balance.


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Practice makes perfect. You must now play 12 songs in succession in order to gain the second part of this style. During this time you must not be interupted. So keep your focus and play, play play!

Kibeth | Rank C
By inspecting the weapon of the user for three posts, you are then able to determine the frequency it will take to cause the weapon to vibrate uncontrollably in the user's hand. Having the users weapon vibrate in their hand will make it hard for them to keep hold of it. Should they choose to continue holding onto their weapon, it will continue to vibrate until their hands go numb.

Sound Burst V.2 | Rank C
The same action is performed as before, only this time, the damaged is stepped up. The target feels very dizzy and nauseous. This throws off opponent's movements and makes them less accurate.

Pulse | Rank C
The user thrusts out their hand at the enemy and releases a pulse wave of sound. The wave will travel 20feet, but drops a rank in power every 10ft it travels, making it great for close to mid ranged attacks. When hit, the target receives a loud and sharp ringing in their ears to slow them down and impair movement.

Spiral Sound | Rank C
The user creates a wave of sound around their hand, usually by snapping. they then focus their ki into a sort of vibrating drill. The sound from the drill is extremely loud, and causes hearing loss and dizziness in both the user and the target for 2 posts.

Song of Agony | Rank C
By watching the opponent, the user can create a tune that will start causing little pin pricks to appear on the skin. This lasts for 3 posts. In the first post, the pin pricks are small and few, only a small annoyance. In the second post, more of them start to pop up all over the body. By the third post, the pain becomes agonizing. The victim can fight through the pain if they choose, but it will be the equivalent of trying to fight while you're getting a tattoo.


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By stage three you have practically mastered the instrument and the notes. However you still have a long ways to go. Now you not only can use your instrument, but if you find yourself without it, you can simply whistle. You'll need to whistle sixteen times. However, you don't need to go uninterupted this time. You can simply whistle tunes when you have the free time; just make sure to keep numbering your posts whenever you do it.

Mosrael | Rank C
A strange ability indeed and most often used when someone is near death. The user whistles or plays a high note in order to help their fallen friend. This note will bring the listener closer to life (as if they are severly wounded and in a coma or near death. It's not going to help someone's character if they are already dead), while the musician feels their own life force being sucked away. One could liken it to a transfere through sound.

Sound Burst V.3 | Rank B
This stage of sound burst is a very dangerous one to be hit by. If the attack lands, the target loses motor functions for a few seconds [you get stunned for 1 post]. After the stun effect is up, the target has some hearing loss and still has a little trouble moving.

Thunderous Stomp | Rank B
This is a wide spread, defensive attack. It is a very powerful, but short ranged defensive move. The user builds up an enormous amount of ki into their foot. When they stomp, a powerful sound wave explodes 5ft around them in a circle. Anyone caught in this blast will be greatly dazed and have issues moving with precision. The powerful sound waves will dizzy and disorientate the user if the muffle skill is not active.

Seismic Blast | Rank B
The user focuses a large sound wave into the ground by slamming their palm on the surface. The vibrations caused are so intense that they rip apart the ground withing a 30meter diameter around the user. The user will be stunned for 1 post if the muffle skill is not active.

Dyrim | Rank B
An upgraded version of Kibeth. By studying the weapon of the victim for four posts, the user is able to determine the correct frequency that would be needed in order to shatter the weapon. This has a 3 post cool down.


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By stage 4, you are able to make music however you like. But you aren't done yet. Now you can use your body as well to enhance your musical abilities. The user must post 22 different dance steps in order to attain this stage. Again, you don't need to do it all at once. You can do this gradually.

Sound Burst V.4 | Rank A
The sound burst is now a flurry of 5 light and fast punches, each aimed at major points in the body. The objective of this move is to shut down as much of the body as possible. Depending on the amount that hit, the target's body will completely shut down, knocking them out, or cause them to be near unable to stand due to dizziness. Hits stun the target for 1 post.

Sonic Boom | Rank A
The user builds up a large amount if ki in their voice box. They then yell at an opponent. The sound wave zips at the target with amazing speed. A direct hit from this attack will stun the target for 1 post, a glance will set off a loud boom that will shake and daze the opponent. This attack can travel over long distances without losing power. This is an attack That is concentrated, but as it moves further, it expands at the ten foot mark. However, as it expands, it looses some of it's power. At that point it becomes c ranked.

Siren's Song | Rank A
The Siren's Song lures people to you. This skill works best if you are in hiding, but if you are out in full view it works as well. The Mysterious tune you sing will cause curiosity and force anyone within ear shot to move closer to you.

Minuet of Agony | Rank A
An upgraded version of Song of Agony. As you watch your opponent, you determine the correct frequency to use on them. If this frequency hits the opponent, it will cause their appendix to vibrate and thus explode, leaving them only a half hour to get help before it poisons them. This has a 4 post cool down.

Saraneth | Rank S
A tune rumored to have been created by the devil himself. Upon playing this tune you have a chance of binding
another to your will through the music you play. This is not a toy and if played incorrectly, will result in the user not being able to play another song for the next 8 posts. The user must also stand still for this skill. (Random number 1-6. 1,2,3,4, mean the tune fails. Numbers 5 and 6 means the tune succeeds.


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By stage five, you've learned to use your music and your body to create something that others would envy. However, you know music isn't just about the sound it makes. It is about life or death. To achieve this last stage, you must punish yourself. Your Ki will permanently bind you and the music together. You must post 32 times (can be done at different times, just make sure you number your posts.) During this course, each time you listen to a song you will find yourself staring to loose your mind. You must get through this in order to successfully harness the power of music.

Astarael | Rank S
A demonic tone that, if played correctly, will send the listener close to death's cold embrace. In order to achieve this you must do a random number 1-6. 6 is the only number that will cause the victim to be thrown into a near death state. All the other numbers that come up (1-5) will take down the users Ki count by 50 points. This has a 4 post cool down. The user must stand still for this post as well.

The Devil's Trill | Rank SS
By playing this demonic tune, you are able to unleash all of the users fears at once. The music will overtake the listener. Such an overwhelming amount of fear will probably cause some mental damage. The effects will last for 7 posts. This song will effect anyone under level 5 immediately. All other users must do a random number 1-7: Numbers 1,3,4,5,6 will result in the skill being nulled while numbers 2, and 7 will cause a hit on the player. This has a 10 post cool down. The player must stand still for this skill.

Sound Burst V.5 | Rank S
The sound burst is now a flurry of 10 incredibly fast punches. Each is targeted at major points in the body, chest and head, to knock them out, stun them, or even shut off their ki. If this attack lands, the target will be paralyzed for 1 post, and after that will be unable to use Ki moves for 2 posts. This move isnt without draw backs though. The strain from this move is so intense that it slows the amount of ki flowing through a person, making so they can only perform C and below ranked moves for 3 posts after the initial attack.

Death Strike | Rank SS
While the opponent is dazed, stunned, or held still by any means, the user runs up behind the target and slams their hands over the targets ears, sending extremely powerful sound waves into their head, turning the brain into mush, and killing the target. This move may only be used on a stationary target, and locks your Ki is used, weather is is successful or a failure all ki is locked for 5 posts.
━━Main Style by Isis and Snuff
 
PostPosted: Sat Aug 27, 2011 2:27 pm


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The Absolute Zero style is a newly discovered method of fighting, and involves moulding one's Ki to form ice and snow. Practitioners of this style are able to decrease the temperature around them, making it seem as though they have a freezing aura around them. Their primary attacks include creating ice from Ki to slash or stab at the opponent, or to freeze them in a slab of ice and immobilizing them. Members of this style have abnormally low body temperatures and tend to enjoy the cold weather and dislike the hot weather, and like to eat or drink anything cold.

xxxxxSkills take 2 posts longer to learn in a hot areas.
xxxxxSkills have 1 rank less power in hot areas.


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Practitioners have to start off by getting used to the cold weather, and training involves submerging themselves into cold water, and to be one with their Ki. At this stage, practitioners are just learning to control the temperature using Ki, and can only decrease the temperature of the things they touch, not anything long distanced. They have learnt to manipulate their Ki so that the air around them feels cool, but not to the point of freezing.

Frozen Touch | Rank E
The most basic skill of the Absolute Zero style, this is done by freezing any existing water with a single touch as they mould their Ki into the water. By itself, this has little to no offensive ability, and only serves as a skill to practice control over their own Ki. At first they can only freeze small amounts of water, but as they become stronger the body of water they can freeze increases. The rank varies with the size of the water.
E━━━a puddle.
D━━━size of a tub.
C━━━50 feet in diameter.
B━━━100 feet in diameter.
A━━━2 miles in diameter.
S━━━an entire lake, nearly any size.

Ice Mirror | Rank E
The user forms a frozen disk in their hand with a smooth reflective surface. This can be used to look around corners without being seen or whatever purpose a mirror might have.

Ice Stick | Rank D
The description is practically in the name. This allows the user to stick their feet on ice so that they do not slip or slide around from their own attacks. Passive once learned.

Ice Punch | Rank D
The user clenches his fist and surrounds it with a block of ice made from Ki, and punches the opponent. The punch is made more powerful and more painful with ice, and has enough force to break but not shatter bones.

Ice Slide | Rank D
By forming ice on the user's feet the user crouches forward and leans their foot out, which is enough for them to suddenly coast forward on a layer of ice. This can be used to trip up an opponent by ramming their foot into their ankle or shins, throwing them over the user, or the ice left behind is slippery enough to make an opponent trip if they step on it. Can only go forward in one direction. Has a maximum range of 20 ft. (Ice Stick prerequisite.)

Frozen Grip | Rank C
User places their whole hand on their opponent and for a brief moment their body will freeze up, allowing the user to hit them. The trick is that all concentration and ki goes into keeping the opponent frozen so during this moment the user cannot use any other attacks that would cost ki. (Frozen Touch prerequisite.)


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At this stage, practitioners learn how to shoot or fire their ice manipulating ki outside of their body. To train they must sit in constantly flowing cold/freezing water such as a river or stream. This allows them to feel their ki moving forward, away from their body, as they freeze it.

Ice Geyser | Rank D
The user places their hand or fist on the ground and a barrage of spikes made of solid ice will shoot up from the ground up to 15ft from the user, their height being 7-8 ft tall.

Ice Puddle | Rank D
The user pushes both hands forward to create a frozen puddle of ice in front of or around an opponent. When the opponent tries to step on this frozen puddle they'll either slip up or be thrown off balance, giving the user an opening to strike. They can also freeze small puddles of already existing water for E-rank ki cost instead of D-rank.

Shards of Winter | Rank C
The user throws out one hand, palm facing the opponent. Then the user sharpens the air around their hand into thin icicle-like needles, up to 20 total, that are sent flying towards the enemy with deadly precision.

Frozen Claw | Rank C
The user forms four icickle-like claw blades that hover about an inch off of the user's fist. These can be used to slash at people like a normal claw-weapon, or they can be fired at a target with a swipe of the arm. The real power of the technique comes after the blades have been shot and have landed on something. As soon as they stab into something the ki taps into the water surrounding it and causes it to freeze and explode outwards. What this means is that if thrown onto the ground where there's grass, a barrage of sharp icickles will shoot up from the ground a few feet in diameter from where they stuck, potentially impaling surrounding enemies. If thrown into a living target and not immediately removed, the blood of the surrounding wound will freeze and explode outward, causing a very nasty wound. If multiple blades hit the same limb, the opponent could potentially lose that limb.

Ice Ball | Rank C
The user assumes a sideways stance and fires a double-fist sized ball of freezing ki at an opponent with both hands. If it hits an opponent it encases them in ice for 1 post or several seconds before wearing off. The ice ball can only fly in one direction. User must stand still during the post they use this technique.

Ice Beam | Rank B
Description: Same as Ice Ball except now the user fires long beam of freezing energy that freezes an opponent instead of a ball, making it harder to dodge. Also, assuming that multiple opponents are standing in a line behind each other, this beam can go through the first target to hit all others behind it.


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Now that the user has mastered their growing element of ice both within and outside their body, they can being learning more versatile and complicated ways of manipulating their icy ki. In this stage the user focuses on 'ice sculpting' which is a common term used to describe how the user forms static but solid weapons and tools by freezing their ki. Some have likened this ability as something similar to the abilities of Kinetic Weaponry, but in reality Kinetic Weaponry can form their weapons much quicker and the user has to be stationary during the post they form their weapons in order to concentrate on what it is that they're doing. If they decide to move while 'ice sculpting' then they cannot attack or counter-attack as they will be too busy trying to focus on sculpting their ice. Training is very simple. First it is a requirement that the user have acquired a weapon of some sort. From there they simply practice sculpting their ice until it is a perfect match to the weapon they're copying. This process is repeated throughout most of the stage's techniques so that the normal weapon can serve as a sort of model for them to memorize and copy.

Ice Sculptures | Rank E
Not really a technique at all, this merely serves as training for the user. The user tries to create elaborate sculptures to show off their artistic talent, and can range from statues to furniture, or to animals. Sculptures created from this have no offensive ability and cannot move, and it is harder to break and melt due to the amount of time the user has spent on it. This is usually used for entertainment.

Sculpting Weaponry: Wakizashi | Rank D
The user forms short sword made of ice. The sword is frozen to the user's own hand so it cannot be knocked out of his hand, and the technique only ends when the sword is shattered or the user chooses to disperse the ice.

Sculpting Weaponry: Buckler | Rank D
The user forms a small buckler shield around his wrist, able to block incoming attacks. The shield is about the strength of wood, and is strong against electricity but weak against fire if the attack is drawn out. 5 post cooldown

Sculpting Tool: Stairs | Rank D
The user forms a stair case of ice that they can use to reach higher ground.

Sculpting Tool: Grappling Hook | Rank D
The user forms a grappling hook connected with a long line of ice that connects back to the user's hand where it freezes, keeping it from being knocked away from them. This can be used to either help scale a wall or be used to latch onto something as they fall.

Sculpting Weaponry: Sword | Rank C
The user forms long sword (of any type) made of ice. The sword is frozen to the user's own hand so it cannot be knocked out of his hand, and the technique only ends when the sword is shattered or the user chooses to disperse the ice. The katana is as strong as steel, and hard to shatter.

Sculpting Tool: Slide | Rank C
The user forms a long slide of ice in front of them that they can either fully make in advance to slide from a higher plane to a lower one, or more usefully the user can form the slide as they go and coast along it.

Glacier Wall | Rank B
The user raises both hands into the air, creating a large wall in front of them for defence. The wall is 5m wide and 5m tall, and can be used to defend against large scale attacks.

Glacier Gauntlets | Rank B
The user freezes a large amount of ice around their hands allowing them to grow icy claws that flow from thick icy wrists to long and sharp curved fingers like 1ft long scythe blades. The user can still perform ice techniques with their hands while this skill is activated, but nothing more. They cannot wield another weapon while this skill is activated. Lasts 8 posts. 5 post cooldown.

Ice Prison | Rank B
The user slams both hands onto the ground, and from above the opponent a cylinder made of ice drops down onto them.

Niflheim | Rank A
This is used after Ice Prison. While the opponent is trapped inside, the user touches the side of the cylinder and it is transformed into a solid block of ice, freezing the opponent inside. The opponent is rendered completely immobile, and the intense cold inhibits the use of Ki so the opponent cannot use any tricks to escape. When left inside, the opponent will die of hypothermia after 10 posts.


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At this stage the user learns to breathe life into their sculptures. This is done by controlling their movements through the icy Ki the user makes. It is also because these living sculptures are made and controlled through the creator's Ki that they cannot be tricked into going against the user. However, because the icy Ki has be constant to keep moving them the user cannot use any skills other than ice to fight with. If they tried, the sculpture creature would either freeze and shatter, or the user will need to pay the energy cost of the creature again to keep it alive. Training at this stage has become more painful: rather than training in freezing temperatures as before, they now train to withstand heat, the main weakness of this style. Users plunge their hands into boiling water and try to freeze it with their Ki, or sit in a sauna room to try and decrease the temperature around them to freezing cold. In addition the user should find some local wildlife on the island and practice sculpting them, and then gradually learn how to move them by copying the real animal's movements.

Swallow Snow Storm | Rank C
The user creates a cluster of ice needles in the shape of miniature swallows (about 10 in total), which the user then throws at the opponent. These birds can change direction in midair and will slice the opponent with their sharp wings. Lasts 2 posts.

Souls of Ice: Wolf Pack | Rank B
The user slams both hands onto the ground, and from behind, a pack of 6 wolves charge towards the opponent. Each wolf seems to have a life of its own, and are capable of dodging attacks aimed at them. They have the same strength and speed as a normal wolf, and the ice is about as strong as iron. A wolf's jaws are strong enough to rip a person's arm clean away from their body, and the same applies to these wolves. Lasts 4 posts.

Ice Cannon | Rank B
The user creates a massive cannon which is held in his hands. He then fires a cannon ball of ice at the opponent. The cannon ball is not fast moving and is easily dodged, but whether it is a direct hit or not, the damage is the same. The result is an explosion with a 10m radius, and is commonly used to shatter the opponent's defenses or to shatter the opponent himself.

Souls of Ice: Twin Dragons | Rank A
Rank A
The user creates two Chinese dragons made of ice from thin air. Their movements are controlled by the user so they can avoid attacks directed at them. Any damage done to them by C-rank or lower attacks are regenerated as the ice grows to cover up the wound. Can only be used twice in a battle. Lasts 4 posts.

Ice Geyser | Rank A
The user slams his hands onto the ground, and immediately the ground in front or around himself forms into towers of spikes that impale the opponent. The user has two choices, either the ground 100ft in front of him or 20ft around himself is formed into the geyser. No other attacks can be used in the same post this technique is used.


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The user will focus more on the finer aspects of ice manipulation at this stage. This involves destroying the opponent from inside, and to encase an opponent completely in an inescapable prison of ice. This is where the most powerful and feared techniques of the style can be found, and most of them are so powerful that they change entire landscapes, and sometimes even the weather itself. Training at this stage is achieved through battle and battle alone as experience is the best teacher.

Spinning Sphere | Rank B
A powerful defensive technique, but requires great control of the user's Ki. The user jumps into the air and forms two fists with their hands, punching them together, Instantly a sphere of ice forms and encases them, protecting them from harm. The sphere then starts spinning rapidly, and it stays in mid-air. The spinning motion protects the user from projectile attacks, and by staying in mid-air it protects the user from ground attacks. The user cannot move and cannot attack while in the sphere, and it lasts for 2 posts.

Ever-Growing Frost Barrier | Rank A
A powerful offensive as well as defensive technique, but like the Spinning Sphere requires great control of the user's Ki. The user spreads their legs apart and crouches down into a half-sitting stance while positioning their opened hands around their center. Then an spherical bubble-shape barrier of icy energy pulses from the user. On the first post it goes out only 5 ft, but then on the next post it grows out to 10ft, then 20ft, and finally 50ft on the fourth post. Anything that tries to enter the barrier will be frozen solid almost immediately. The user cannot use any other techniques while this is being used. The user must stay still in their stance and focus completely on the barrier to keep it up.

Subzero Death | Rank SS
The user has to stand still (1 post) and concentrate to be able to use this attack. He then raises one hand and faces the palm at the opponent. Then the user freezes all the water content in their body. This includes blood, water in muscles, as well as any urine in the bladder. This results in the heart being unable to beat as the muscles and blood are frozen, and the target unable to breathe as the diaphragm and intercostal muscles are frozen. Being hit by this attack almost means certain death. This attack can be performed in an alternative way: the user can grab the opponent in the first post, and if the grip is not shaken loose, in the next post the user pulls the opponent into a tight embrace and perform the attack. Can only be used twice in a fight.
 

Fist of the Bro Star
Captain

Shirtless Seraph


Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Sat Sep 03, 2011 5:18 pm


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A style based around the mysterious art of manipulating the body's own blood. Ki is able to flow most easily and freely through the blood as it circulates through the body along with it. Ancient martial artists used these techniques for unconventional attacks and tools during life, being favored particularly among assassins as it let them murder without bringing in a weapon as well as escape their bonds during torture or interrogation. Only the user's blood can be manipulated, as it is the only one filled with their unique Ki, but also because it is so purely filled with their essence it cannot be controlled by anyone else. Of course because it is their own blood the practitioners of this style could never use their powers recklessly. The average human body contains about 12 pints of blood. If you were to lose any more than 4 pints, 1/3 of the body's blood, you would pass out and die soon after without immediate treatment. In addition, every pint of blood lost weakens the body and so the user of this style will become 1 rank weaker for every 1 pint lost.

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The first stage is done in most part within the library. Students will study the anatomy and blood circulation of the body so that they can plan out exactly which bodily cuts will be safe to them and which could be quite deadly. The objective is to draw out just enough blood for the techniques without spilling any, as every drop is important, or putting yourself in potential danger.

Lifeforce Repression | Rank E
Basic control move where the user sucks blood back into their wound and holds it there. This in effect keeps the user from bleeding out or dying of blood loss for some time. This costs E-rank ki per post.

Crimson Cutter | Rank E
A technique used only to escape bonds, the user draws out a small stream of blood and shoots it around their body to cut off rope or string bonds. Metals are too tough to cut.

Seeing Red | Rank E
A dirty fight technique where the user coats their fingers in blood and then flicks the blood into the eyes of their opponent in close range. Energy is put into the blood to make it stick to the opponent so its difficult to rub off immediately.

Blood Bullet | Rank D
After making a small incision in the hand, or by drawing the blood to the hand from another wound, the user condenses the blood, fills it with energy, and fires it in a straight line. Like being fired from a gun this attack has a lot of speed, and creates an amount of blunt force to knock the breath out of an opponent or otherwise knock them unconscious if hit in the right spot. Costs 1/4 of a pint.

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Now the user learns how to branch out their abilities to create new and creative weapons for fighting. Of course, the downside is that most of these techniques have a cost of blood to a certain degree. Training is done by memorizing any information missed in the first stage and then through practice with blood manipulation.

Barbed Blood Trap | Rank D
The user creates a fist-sized ball of blood, with small spikes sticking out around it. When thrown this ball can quickly expand and injure or otherwise pin an opponent. Costs 1/4 pint of blood.

Hair of the Martyr | Rank D
User soaks their blood into their hair to create a long whip that can be controlled by will. Costs 1/4 pint of blood.

Ricochet Blood Bullet | Rank C
Same thing as Blood Bullet, but the added Ki lets the bullet be capable of ricocheting off of hard surfaces until it hits an opponent. Can be very unpredictable and difficult to dodge. Power remains at original D-rank. Costs 1/4 pint of blood.

Blood Blades | Rank C
User soaks their hand with their blood, whether this be from a cut or open wound, and slashes at an opponent to send out a flurry of crescent-shaped blades to cut up their enemies.

Bloody Wings | Rank C
The user makes two small incisions along the outside of their forearm and grow 2ft long crescent-shaped blades out of their blood. Costs 1/2 pint of blood. Can make just one if you want for half the blood cost. Lasts 5 posts.

Hair of the Sadist | Rank B
A combination of the Barbed Blood Trap and Hair of the Martyr. The user thickens the blood in their hair and adds the barbed- aspect to it to make a spiked whip that can stab and shred opponents. Costs 1/2 pint of blood. Lasts 5 posts.

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This next stage of the style focuses on increasing the versatility of the blood manipulation even further, particularly around the body so that the user learns how it can be used for defensive measures. Training for this style is thus done in a special way, where they have to win a fight against an opponent without using any ranged techniques and using at least one attack from this style. By doing this the user will instinctually learn how to spike the blood around their body or even harden it to turn a close-ranged attack on them into the enemy's undoing.

Lifeforce Seal | Rank C
User coats their blood around a wounded area and seals it to stop the area from bleeding. Is often used on allies.

Body Spikes | Rank C
Used when an opponent opens up a wound on the user's body, in which the user sharpens and rushes the blood out in a solid, multi-pointed spike to stab at the opponent. Spikes last two posts.

Red-Wing Extension | Rank C
An upgrade for Bloody Wings where the user greatly extends the blades up to 20ft by thinning the blood. Because the blood has been thinned though this attack is one rank weaker. Can be restored to C-rank power by paying B-rank Ki instead of C-rank. Lasts 3 posts. Costs 1/2 pint of blood. Blood cost not needed if Bloody Wings is already activated.

Fists of Blood | Rank C
User wraps blood around their hands and feet to harden them and give them a coat of protection against attacks. Lasts 5 posts. Costs 1/4 pint of blood.

Crimson Shot | Rank B
An upgraded form of the Blood Bullet, the user spends at least one whole post charging blood into their hand to form a smaller and smaller ball of condensed blood. This can puncture holes through enemies and push through defenses that would be able to block normal B-rank powered attacks. Costs 1/2 pint of blood.

Blood Armor | Rank A
Much like Fists of Blood only the user extends the armor over their entire body. Its still only as tough as the Fists of Blood though so it can block up to C-rank attacks. Costs 1 pint of blood; lasts 5 posts; 5 post cooldown.

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In this stage the user is rewarded for their training and mastery of the style. Assuming they have used the style in at least 3 fights up til this point, after this stage is learned the user's blood cell count increases, allowing them to have twice as much blood to use in their techniques. Now they can lose up to 8 pints of blood before passing out, and they have to lose 2 pints before feeling the weakness they did when they lost just 1. Training for this stage can only be achieved after, oddly enough, drinking the blood of at least 4 others. The heightened energy of the user's blood breaks down their blood type so that it doesn't hurt the user, but instead converts it into a special energy that revitalizes the user's blood and increases its count. In addition, the user focuses on manipulating spilled blood, or blood thats away from the body. This includes everything from learning how to sharpen and expand it, to how to make it burn and then how to explode it like a miniature bomb.

Trail of Thorns | Rank C
After spilling their blood onto the floor or hard surface the user can have the blood shoot up into a direction as long, pointed spikes. The height of the spikes generally depends on how much blood has been spilled but it can range from 3-6 ft.

Bloodworks Candle | Rank B
User reaches down and touches a puddle of their blood to set all of their spilled blood on fire.

Handprint Explosion | Rank B
After coating their own hand with blood the user can leave a bloody handprint on their opponents. Then with a snap of their fingers all of the handprints explode violently.

Lifeforce Explosion | Rank A
With a snap of their fingers the user can detonate any of their spilled blood in a small but potent explosion. This skill only has C-rank power. 3 post cool-down.

Blood Shower | Rank A
Once an opponent has stepped into a pool of blood the blood shoots up in tentacles that wrap around their wrists and ankles, and holds them 7 to 8ft in the air facing the ground. The tentacles wrap so tightly that Ki cannot flow to the hands or feet of the opponent, making this excellent for capture or torture. Its called the shower because users of this technique have a sadistic habit of standing under their victims and then slicing them to have their blood shower down on their face.

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The final stage of this style takes one of the most drastic, strange, and mysterious twists. Upon trying to meditating on strengthening their blood further the user will go into a fit of pain and anguish. Then during this time they must avoid all sunlight for a week (irl) and drink blood daily, whether it is their own or otherwise. If they don't they die. On the night of the seventh day the user undergoes a vampiric change during their sleep. They grow fangs that grow longer or shorter with the input of Ki, and develop a taste for the blood of others. It becomes something like a drug to them. The blood of others tastes sweet, filling, and can even cause hallucinations with fits of ecstasy. While they do not need blood to survive, it does carry a strange trigger to their Ki which can help them regenerate from almost any wound. The sunlight no longer hurts or kills the user when they're in it, but it does appear much brighter to them and strains their eyes. Most users take up wearing sunglasses during the day because of this. On the flip side their vision becomes better in darkness than others, giving them an edge over opponents at night.

Lifeforce Rejuvenation | Rank C
By latching their fangs onto an opponent and sucking their blood the user drains an S-rank amount of their Ki and adds it to their own.

Lifeforce Regeneration | Rank B
By latching their fangs onto an opponent and sucking their blood the user drains 1 pint of blood with each post and adds it to their own. The opponent suffers the same weakening effect as they do when too much of their blood is drained. If used long enough this attack can potentially kill a victim.

Lifeforce Rebirth | Rank A
User latches their fangs onto an opponent and sucks their blood, which is then converted to a healing Ki that repairs their wounds. How long it takes to heal depends on the severity of the wound, so users may have to suck blood for extended periods and kill their victim in the process if they really want to.
POST I━━━Heals bruises, cuts, minor poisons, minor burns, ect.
POST II━━━Heals excessive wounds, burns, broken bones, ect.
POST III━━━Heals fatal wounds, major burns, deadly poisons, ect.
POST IV━━━Heals any injury.

DNA Blaster | Rank S
An upgraded form of Crimson Shot, the user pulls a much larger of amount of blood into their palm and charges it for one post. After charging the blood constricts to a small ball and is fired at an opponent. Moving faster than sound this attack can puncture large holes through opponents and break barriers of its rank. Costs 2 pints of blood.

Bleeding Claw | Rank S
User places a vertical cut along the top of one hand and a vertical cut along the palm of their other hand. Then the user places the cuts on top of each other and pulls to create a long, curved crimson blade. The user can then shoot themselves faster than sound in one direction and slice through just about anything in their way. Lasts 4 posts; 5 post cool down; costs 2 pints of blood.

 
PostPosted: Mon Nov 07, 2011 5:55 am


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A relatively rare Gene-X mutation, the ability to rot or smash objects such as wood, stone, plants, etc into sand and have the ability to manipulate that sand in forms of attack and defensive skills. One's own will power is needed to be dark enough in beginning of it's stages to rot things, a wounded soul is ripe for the style. Large amount of ki is needed to break down objects into their special sands as well as use them in skills and carry the sands amongst their body though this can be altered by how much their will power desires the death of things. The user sand generally takes a unusual color such as silver, purple, blood-red, or black.

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The beginning of this stage is searching yourself for the will power to destroy, to take something that was once beautiful and turn it into nothing but sand. Often if one doesn't have this desire they themselves turn into sand for it is constantly needed to create if you have the ability otherwise it overwhelms the user. Once you have conjured the sands, mediation is needed to control the sand and move it to form attacks and defenses. In the early stage, the user has maybe 2-3 attacks with the same sand before he loses the ability to control it and has to break down objects into more sand. NOTE: The user must destroy objects into sand at least once a week or risk having their ability consume the user into sand.

Desire Acquired | Rank E
Through either reliving dark events in one's past or having a pure dark broken heart, the user makes contact with objects around him and breaks it down into the sand it can use in attacks and defenses. The sand quickly moves over to the user through some mental connection with the simplest of things. These items can be anything but humans and their currently worn equipment or something they used often such as a weapon.

Daggers Materialization | Rank D
The user makes his sands airborne forming into three cone shape sands sharp enough to pierce and launches them towards his target(s). They are breakable & block-able but if it makes contact it does pierce.

Sand Shield | Rank D
Building up the sand into a two foot thick layer of itself, the user can use it multiple times to deflect attacks, the shield follows it's users directly in front of him so if he turns around the shield follows his visual direction. It is extremely weak against water based attacks. In the user's earlier stage this move cannot be used in combination with moves such as Daggers Materialization but it is possible later on to use the Sand shield and other weapon based moves together.

Sand Shield Launch | Rank D
Building up sand into a two foot thick layer of itself all around the user, the user launches it outward all around him which acts as a shield to all attacks except aerial and underground. It isn't intended as a attack but can push opponents further away from the user. In the user's earlier stage this attack/defense drains it's sand deposit making the user have to gain more from surrounding objects. Due to it being a earlier stage, the user must way 5 posts before using such a massive amount of sand again.

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In this stage the user begins to conjure more sand through destroying objects and keeping the sands with them similar to Hell's Grasp's style of wearing fire like a glove. The user must destroy objects into sand at least once a week or risk having their ability consume the user into sand. The user is still haunted by his memories or corrupted by his dark heart and in this stage, all the training he needs to be able to use his abilities is to let himself be drowned in misery.

Leaching Sands | Rank C
This sand attack is simply thrown at a target, the user having mold it to be extremely clingy to it's target making the user able to sense the target whether he is hiding, invisible, airborne, or running. The range on this is 500ft and duration is 10 posts but like other skills that is weakened by water, if the user is washed or takes a swim in water, the Leaching Sands instantly becomes useless. This attack is also useless on users that are no longer in this dimension but becomes active again if the opponent comes back to this dimension within the skill's time limit.

Lashing Sands | Rank D
The user wields two sand-made whips that he uses to slap at his opponent inflicting stinging and sometimes cutting wounds. Unlike the attack Daggers Materialization where if deflected it dissolves, the whips of the user reform nearly instantly if cut down, this re-materialization of the whips can happen up to 4 times. Lashing sands is a dual wielding attack so any other attack of the Stolen Sands user cannot be done while he is using Lashing Sands.

Engulfing Bury | Rank C
The target is swarmed with a onslaught of sand in one general direction seemingly acting as a magnet for the sand surrounding him/her generally up to his or her neck. The attack is meant to slow the opponent so the user can stop a opponent during a dangerous attack, reposition himself, and/or prepare a larger attack. This attack lasts only one post and is freed before the user can attack during his/her entrapment. The user can only use this ability twice in a single battle since the amount of weight it takes to keep the opponent trap drains a lot of the user's energy.

Sand Gauntlets | Rank C
The user conjures two large mighty fists on either side of him and swinging his own fists moves the larger ones packing quite the punch. The user may sacrifice one of his fists to block a major attack then he has to wait two posts before he can materialize a replacement fist. The conjuration lasts only 5 posts which is including the 2 posts it takes to reform another gauntlet if one is lost.

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In this stage the user begins to accumulate more experience with the sand skills giving him less expense on his ki when he uses his attacks. It also allows the dissolving of objects into sand at a much faster speed than before, allowing him a better chance to strike first. The user no longer has to use the Desire Acquired skill to receive sand for his attacks but still needs physical contact or at least being 5 feet away from the object(s) to crush it into sand. The user is also no longer required the once daily/weekly consumption of objects into sand or risk being consumed into sand himself. The training in this stage circles around massing the sand for larger attacks and fine tuning it to do exactly as the user desired.

Sands Dunes Explosion Spikes | Rank B
Throughout the battle the sand that had been left on the battlefield begins to form into piles. Once there is 3-4 piles of sand leveling up to 4ft or more they explode outward in the form of sand spikes intent on piercing anything in it's path. The sand dissolves before contact with it's user but the attack has no accuracy, relying on sheer numbers of spikes. The user must wait two posts before implementing this skill after using a move that leaves a large amount of sand on the battlefield such as Overwhelming Wave or Sand Column.

Demolishing Defense | Rank B
In a pure defensive skill, the user can quickly destroy nearby objects and fling the sand in a sacrificial style defense to defend against a barrage like attack from a opponent. Unlike normal circumstances, the user is able to destroy objects into stand at a 10ft radius around him. The sand forms into 2ft thick layer walls hoovering above the opponent and is often stacked back to back in case the first attack cannot stop a piercing move, the second layer is intended to be that barrier. Considering the high amount of speed needed to destroy objects and form them into something in this retreat style defense,a cool down of 5 posts is needed before attempting this ability again.

Shining Spear | Rank B
One of the stronger sand conjurations, the user conjures a spear in which he can two-hand wield or launch at opponents. Unlike skills such as Dagger Materialization, the Shining Spear Skill cannot be destroyed by deflection and if it is chip or broken it reforms almost instantly. The high pack of sand in this attack allows to it survive 2 posts from water attacks before it completely turns to mush. Also unlike other attacks, if launched, dropped, or even wielded by his opponent the spear does not lose it's shape.

Overwhelming Wave | Rank B
The user destroys a massive amount of objects from behind him or uses sand that was left in the back of the battlefield and sends it crashing in the form of a giant wave over it's head, it's tips are spiked intending to deal either a massive pain or turn the battlefield into a advantage for the user. Unlike other skills from the user, this ability is weaken by both water skills and wind skills for it's sheer amount of sand is not enough for the user to control all at once unless it begins to gather into piles for the skill, Sands Dunes Explosion Spikes. The sands avoid the user completely, parting into a hole as it passes by.


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Reaching this stage the user no longer has the need to go to a dark place to get the desire to destroy things into sand for it's ability. Though the damage could have already been done, how far had he gone to his dark heart or bad memories to gain the willpower to create his sands? In this stage the user trains for giant attacks and massing sand around him changing the battlefield in his favor or at least half the battlefield, his opponents had never been drowning in the amount of sand than he/she has before.

Hailing Spikes | Rank B
The user launches numerous globs of sand into the air and somewhere up there they form into spikes making it rain down onto the battlefield. The amount is impressive, it is wise that one defend the attack for it last a good 2posts. The attack isn't affected by weather effects by the other opponents, say it is raining or pouring down fire, the sand spikes falls alongside them. The spikes turn back into sand if they seem to be heading for the user.

Sand Column | Rank A
The user launches a impressive 15ft well rounded 6ft thick column of sand out from his massive supply of sand all around him. It is intended as a direct hit attack but due to it's size it cannot change directions once created so a attack of opportunity is ideal when using this ability. The column is extremely tough needing a impressive attack to deflect it and nearly no head-on attack can destroy it. ((Pst: Try chopping it from the air or if you evade it, chop it's side.))

Wall of Clones | Rank A
Also a column like ability where the user launches the column on his left and right side then molds numerous doppelganger of itself within the column and seemingly the user turns into sand whereas instead he layers himself with his sand and vanishes amongst the 6 other similar sand beings of himself. The doppelgangers are molded with a typical sand weapon, i.e. spear, shield, daggers, or gauntlets and attack with the weapons after detaching from the column. The user is amongst the attackers with a weapon but he cannot use another sand skill until his clones are destroy since it takes was too much concentration to control all of the clones.
This is a two post ability, one is where he creates the column in which he has to stand still to do so, the other is where he creates the clones and they detach and begin their attack.

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In the final stage large objects such as houses, trees, and large metals are destroyed into sand for the use of the user, he has a 10ft range or a touch to dissolve objects into sand. He no longer needs to conserve his sand in fear or losing it for a attack since it seems to be in large supply. Training here is the last stage, towards creating the world's typical sand phenomenons such as sand storms and quicksand, something that the gods create and now he has that ability. It is also the final stage where he puts all his training together, allowing him to command such a large amount of sand for large attacks.

Moving Dunes, Mass Spears | Rank A
With a large amount of sand piles lingering around the battlefield, when reaching about 4-5 sand dunes leveling some 5 feet, they begin to mass towards the opponent(s) with spears forming outward from the piles intending on trapping and piercing it's victim, they pick up any sand they run across along the way growing in height and spears. The mass of the piles of sands are so large that unless it's a equally massive water attack they still move towards it's target. Unfortunately they are rather slow to get to the opponent but continue in growth of amount of dunes if the opponent goes to other sand areas of the battlefield. This attack lasts 3posts ((The Stolen Sands, not normal sands.))

Sand Storm | Rank S
With the mass of sand around, the user creates a massive sand storm intending to blind it's opponent and hit him with the large amount of flying sand whereas the user has a visual amongst his own attack though the concentration of the storm to be consistent only allows the user to use moves such as sand daggers, shield, whips, and spear. This storm lasts 4 posts, it is ideal for scattering the battlefield with a large amount of sand for other attacks.

Quicksand | Rank S
With the mass of sand around, the user creates a dissolving sand pit sucking objects and people inward into the ground. The sheer mass of the attack doesnt allow the user to create any other moves but also the sheer amount creates a area of quicksand unheard of in nature. Requires the user to stand still and charge their hands for one post. Then on the next post they place both hands on the ground to trigger the effect. Requires the user be outside. Lasts until the user pulls their hands from the ground.

Ultimate Attack/Defense: Spike Ball | Rank S
The user gathers a large amount of sand all around him and morphs it into a ball burying himself within it and hardening the sand then creates spikes all around the outside of it. Finally the user can roll himself sensing his opponent due to the mass of sand all across the battlefield. He intends to run the opponent over impaling him on a spike or crushing his opponent with the weight. Within the spike ball is a empty center where the user is though his arms and legs are buried in the sand controlling it's movement. The duration in which the user can maintain the spike ball is the longest than any other of his moves, unless he is stopped by someone's skills or other means he won't stop until the opponent is down. Finally the user is ultimately defended within his spike ball.
 

Fist of the Bro Star
Captain

Shirtless Seraph


Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Thu Feb 02, 2012 7:46 am


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Here you will learn basics of air mastery, which encompasses the four winds. They are the North Wind, South Wind, East Wind, and West Wind. Through these four winds we are pushed and pulled down our life paths. Training is done through meditation in an area of high altitude. You must be still in order to appreciate and feel the pulls of the sky and learn their direction.

Wind Reading | Rank D
The user stands still and feels the movement of all objects around him as he senses their body's break against the air. This requires some focus to get correctly so the user must stand still to use it. Lasts 5 posts. 3 post cool down.

Eastern Wind: Pull | Rank D
The user points their hand at an object and pulls it quickly to themselves by sucking in the air like a vacuum. This is not powerful enough to pull something as heavy as a person.

Western Wind: Push | Rank D
The user stands up lightly on their toes and points a hand out in one direction. A sudden push of air will then push the user in the opposite direction, allowing them to quickly dodge attacks. Use both hands to push themselves up in the air. 3 post cool down.

Southern Wind: Lift | Rank D
With a simple uplifting gesture the user creates a burst of powerful wind below weapons and small artifacts to lift them high into the air, or cast them away.

Northern Wind: Fall | Rank D
With a simple downward gesture the user creates a burst of powerful wind above an airborne object or person that blasts them/it back down to the ground.

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Now that you have a firm grasp on the power of the individual winds you can start forcing them to flow together for increased manipulation and attacks. All damage is blunt, but forceful in this stage. Training for this stage is done through a leap of faith in which the user must cast themselves from one of the highest points on the island, and then manipulate the wind around their body to save themselves before they crash and/or die. I hear Hirakiri cliff, on the Golden Sands, is a fine place for this.

Air Bubble | Rank D
Before meeting a body of water the user creates a large bubble of oxygen around their head that pushes out water around it, and will thus be allowed to breathe and see easily underwater. Lasts 4 posts.

Guiding Winds | Rank D
The user warps the air around a small, moving projectile to swerve its direction. This can be used to make small projectiles home-in on an opponent's movements or make them incoming objects swerve around the user. This skill also pushes the wind behind an object, making it fly faster and hit harder so that normal projectile attacks will deal D-rank damage with this skill instead of E-rank.

Four Winds Burst | Rank C
The user distils the air around him or her with their Ki and at the exact moment of attack releases a large burst of air. The blast of wind goes out three feet which can knock a victim back at least five feet and can stop projectiles. It is a defensive move that is usually used when the user is caught off guard. The wind can only be released in one direction however, and a cool down period of three posts is required before it can be used again.

Four Winds Slice | Rank C
One of the first purely offensive attacks in the style. The user wraps the push and full of all four winds along the side of their arm and then slices the air with that same arm. The wind will expand outward in a very wide but thin arc and will leave sword-like wounds on its targets. While its wide coverage-area can be tricky to dodge, this skill is useless in close-quarters combat as the wind doesn't turn sharp and start expanding from the user until about 5ft out from their body.

Jet Flight | Rank B
The signature skill of the stage, the user extends their arms to the side like wings and after a running start can leap up and soar through the air by pulling and pushing the air around them. Falling from a height of at least 20 ft can also substitute for the running start. While there may be other forms of flight from various other styles, this skill is superior to all in speed. Its only drawback is that it requires the full body to control flight. Although possible to grab someone by one hand and pull them through the air with you, any disruption in movement can cause the flight to go out of control giving the risk of a crash. For instance, putting an arm back to your side would be like losing one of the wings on a plane. If the user were to stand up completely all flight will be stopped but they'll be able to simply stand in the air, giving them the option to fall a bit and regain flight. It can still attack an opponent by flying close enough to them to hit with their hand, along with it additional slicing damage of the wind for D-rank damage, or you can barrel straight into them for B-rank damage.

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In this stage the style returns to its roots and looks to strengthen the use of the four winds. To do this simply traveling to a piece of land of high altitude is no longer enough. Instead the user must fly up above the clouds in the sky, and then levitate and meditate there for several hours until they can no longer be moved by the fierce winds.

Steady Footing | Rank D
User manipulates the air around their bodies so that it curves around them instead of hitting them directly. In this way they can remain standing with ease even in the face of harsh winds. This will make them immune to any incoming wind-type attacks of C-rank and under. Anything above will decrease the power of an incoming wind-type attack by one rank. Lasts 5 posts.

Eastern Wind: Greater Pull | Rank C
The user points their hand at a person, or other object similar in weight/mass, and pulls it quickly to themselves by sucking in the air like a vacuum.

Western Wind: Greater Push | Rank C
The user pushes a concentrated and powerful stream of wind at their back to greatly increase the acceleration and speed of their run. With this the user can move so fast they can literally run tight, blurring circles around their opponent. However, like jet flight because the wind is pushing them so powerfully it is very difficult for the user to make any sharp turns, and there is a limit to how tight a circle they can make around a target. The closest circle they can make is 5 meters away from an opponent. Otherwise this skill is very useful for running around incoming projectiles while also being able to close the distance to an opponent.

Southern Wind: Greater Lift | Rank C
With a simple uplifting gesture the user creates a burst of powerful wind from below that can lift an opponent or even a close group of opponents high into the air. 3 post cool down. Cannot be used in close-range.

Northern Wind: Greater Fall | Rank C
User lifts both hands up to the sky and then jerks them down to pull the very clouds from the sky down onto the user's position, wrapping the whole area in hazy white mist that can be used to camouflage their movements or escape. Lasts 6 posts.

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This stage takes what the student learned before about combining all four winds and takes it to the next level. With a strong control and mixing of all four winds it becomes possible for the user to create the strongest phenomenon that wind can create, a tornado. Training for this stage hence becomes a process of creating a tornado, by moving two oppositional winds together and then using the other two winds to shape it, and then dispersing it by generating opposing winds to cancel it out. Keep in mind that creating these tornadoes can be very draining and dangerous. Many first-timers have died during training, ripped apart by the force of the winds.

Dust Devil | Rank C
User uppercuts to create a 6-7ft tall micro-tornado that races straight at a target. A direct hit will leave deep cuts on an opponent and fling them up in the air like a rag doll. This projectile will also deflect incoming projectiles of its rank or lower. Roll a 6-sided dice and if 6 is the result then the deflected projectile will be reflected back at the attacker.

Tornado Shield | Rank B
The user swings their arms around their body, pushing the air around them until they create a hurling tornado around their own body that will deflect any incoming attack of A-rank or under. Also roll a 6-sided dice, and if 6 then the incoming attack will be reflected back at the attacker. While its defensive powers are great, the tornado takes a moment to summon so it can only be used effectively at long-range.

Violent Tornado Palm | Rank B
User points their palm towards an opponent and unleashes a very powerful straight-forming twister that, while mostly harmless on its own, can greatly increase the speed of projectiles. Even a pencil can be sent straight through a brick wall, as has been seen in the events of actual tornado attacks. This technique can even send enemy projectiles back at the opponent, assuming the rank of this skill is higher than whatever they use.

Tornado Fist | Rank A
One of the most powerful close range attacks in the style. First the user swings their arm violently to the side of their body, building up wind and momentum until suddenly they have a miniature twister bending around their arm like a bracer. From there the user can punch the twister straight into an opponent, unleashing an incredible explosion of wind that will bruise and rip a target to shreds. This deals S-rank damage. Even if an opponent tries to make a narrow dodge to the side the powerful winds wrapping around the arm will send them hurling and flopping away through the air like a human wind-mill until most likely crashing through the nearest solid object, dealing an incredible amount of damage that way. Because the fist is obvious and clearly visible, this skill is best used with a speed-enhancer technique (such as Jet Flight). Lasts 2 posts.

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The final stage simply states a challenge, "Find the First Breath". When you believe you've figured out what you should do, send a personal message to Fenrir Graveheart -or whoever the current guild captain happens to be- with your answer. They will tell you if you are correct and can proceed to training or not.

Almighty Pull of the East Wind | Rank A
The user roots themselves to the ground and points their hand at a target. Using the other hand to support it, the user can then summon a powerful, concentrated vacuum centered from their palm that will suck in anything it points at that isn't rooted to the ground. When a target is quickly pulled into the palm, the winds pushing and pulling around it are so strong that it can rip whole boulders into ribbons.

Almighty Push of the West Wind | Rank A
Expelling a great deal of Ki, the user forces a vast amount of wind out behind them. This blast of wind has two effects, first, anything behind the user will likely be knocked over by the blast, secondly it propels the user extremely quickly in their desired direction, and the user may use the wind to make continual adjustments to their trajectory during this short dash. The dash lasts for barely a second, but in that time the user can cover considerable distance. After use the user must wait three posts before using it again.

Almighty Lift of the South Wind | Rank A
User sweeps their arms up across their body to send a massive, uplifting wave of wind across the landscape that blasts anything in front of them into the air, and more importantly holds it there. The wind current is so powerful that it can keep a number of targets suspended in the air for a period of two posts. The downfall is that the wind takes ten feet to build up momentum, so close-range targets will not be effected. This skill doesn't do any damage on its own. 5 post cool down.

Almighty Fall of the North Wind | Rank A
The user raises both hands up in the air and then sweeps them down to swing an immensely powerful wind down onto their target. The stream of wind is powerful enough to knock nearly any airborne target straight into the ground, or it can be used to bring a standing opponent to their knees. If the opponent is 4 levels or lower, the user can even use this skill to crush and kill the opponent by squishing them into the ground over a period of 2 posts.

Breath of the Four Winds | Rank S
The user inhales deeply and then exhales a vicious stream of wind capable of holding back a small army. The blast of wind is capable of uprooting trees, shooting down helicopters, and blowing down small or weak buildings. Any enemy caught within the blast will find it hard to stand up at all as they will be pushed back with the force, suffering several deep cuts and gashes in the process. It can also blow a large path straight through any large body of water.

Kiss of the Four Winds | Rank SS
An assassination technique where the user takes a deep breath before kissing someone. With their lips connected the user then forces in a continual stream of wind from their breath that will fill up the opponent's body like a balloon during the first post, and on the second their body will finally pop and explode in a huge gory mess. P.S. FATALITY!
 
PostPosted: Sat Jun 02, 2012 3:24 am


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This style is focused around shifting a student's body into smoke to evade attacks. It is rumored that this style came from ninja who used similar tactics to confuse and silently escape from their enemies without a trace.

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The basics of this style is first and foremost to learn its most powerful trait, shifting the fully body into smoke. Learning this ability requires a near death situation. The theory is that under real, life-risking danger the student will shift into smoke to save itself. This is the only instance where the student will be able to shift unconsciously.

Smoke Sheath | Rank E
Instead of shifting yourself you can shift a weapon that you own from one part of your body to the next. This is used mainly to block a hit from a weapon in an instant by shifting it from its holster to your hands. This requires that the weapon be on the user's body. (Smoke Shift prerequisite.)

Room Creeper | Rank E
While in their smoke form the user can easily squeeze their particles through thin cracks to access locked doors/rooms and other hard to reach places. (Smoke Shift prerequisite.)

Smoke Shift | Rank D
The user shifts their whole body into smoke in an instant, allowing physical attacks go straight through them without harm. A student can stay in smoke form for 3 posts and can only use it up to 4 times in a fight. The user cannot use any other skills EXCEPT for smoke skills while in this form, and they cannot recover any Ki either. Wind attacks will disperse the user, keeping them in smoke form at least one more post. Being soaked with water will force the user out of their smoke form and back into their regular state.

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Now that the student has learned to smoke shift they're ready to start expanding their smoke by pushing out their ki. For training the student must stay in an empty room and focus their ki outward in all directions like a mist. By doing this the student can then transform his or her ki into smoke.

Smoke Screen | Rank D
The user can emit smoke around their body in an area to blind and confuse the opponent. Because of how bright the Ki is, energy sensing techniques will not be able to pierce this smokescreen. Depending on the amount of Ki used, more smoke can be transformed to expand over a greater area and endure for a long period of time.

D━━━━20ft around you for three posts.
C━━━━40ft around you for five posts.
B━━━━60ft around you for eight posts.
A━━━━80ft around you for eight posts.
S━━━━the entire thread for six posts.

Suffocate | Rank C
The user can sends a cloud of concentrated smoke to surround the opponent's head to suffocate them until they pass out. The movement of this smoke cloud is fairly slow in comparison to other projectiles, but its homing ability makes it all the more deadly. The user can control the movement of the smoke for two posts. Once the smoke surrounds the opponent's head, however, control is lost as the smoke sticks to the opponent's own Ki. The only way to disperse the cloud is with a higher level projectile, a blast of wind, water, or by draining all of your Ki so the smoke has nothing left to stick to. After sticking to the opponent's head they have two posts before they pass out from the lack of oxygen, three posts if the target is level six or higher. The user must first charge this technique for 1 post before using it, during which they cannot use any other techniques. The user must be at least 5ft from their target to hit them with this projectile. It is nearly impossible to see this projectile coming if the opponent is within a smokescreen.

Smoke Burn | Rank C
The user concentrates a lot of ki into their arm. Then they lash the arm out and smoke is sent out like a whip, causing minor but highly painful burns to the victims it hits. Lasts for three posts but during that time the arm used for the whip cannot be used in other skills. This has a cool down of two posts due to the concentration needed in making this.

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The student further masters their smoke shifting by transforming only particular limbs and body parts. Because the student doesn't have strain their body so much, so these skills do not have a set number of times they can be used in a fight. It is better to master this stage in a enclosed room rather than outside, mainly because if you lose your concentration you could experience mid-shifting pains.

Arm Shifting | Rank D
The user learns how to Smoke Shift their arms rather than their entire body. Unlike the full body smoke shift this can be used an unlimited amount of times during a fight, but has a cooldown of 4 posts. Lasts up to 5 posts max. Only Smoke Shifting skills can be used with the arms in this state.

Leg Shifting | Rank D
The user learns how to Smoke Shift their legs rather than their entire body. Unlike the full body smoke shift this can be used an unlimited amount of times during a fight, but has a cooldown of 4 posts. Lasts up to 5 posts max. Only Smoke Shifting skills can be used with the arms in this state.

Float | Rank D
When using leg shift the user can walk on air for the amount of time they are using the Leg Shifting skill. Useful to attack an enemy who jumped up in the air, or when moving over the elements; in example, water, lava, hot coals, ect. (Leg Shifting prerequisite.)

Torso Shifting | Rank C
A defensive skill where the user shifts their torso into smoke. Useful for dodging stabs or horizontal slashes.

Cinder Limbs | Rank B
An enhancement skill where the student burns up a quantity of Ki in their smoke-shifted limbs to give them C-rank burning damage for up to five posts. Because the limbs are still smoke they can pass through most weapons and skills, making the user's strikes difficult to evade in close-range. If the user hits through the opponent's nose or mouth, the hot cinders will flow into their throat, choking them for three posts. This skill has a four post cool down.

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In this stage the user learns how to alter their smoke into other gases such as nitrogen, chemical smoke, ect. Doing this is no easy task, however, as the student must alter their own Ki's shape, power and density to create different chemical compounds. Its difficulty is well worth the reward though, for after it is completed the user will finally have access to the more offensive abilities of this style.
Caution: While in smoke form none of these gases can harm you, but in your normal state they can!


Chemical Gas Shift | Rank D
The user tweaks the properties of their smoke just a little bit to make it even more painful to breathe in. Breathing this chemical gas in can irritate the lungs and nose to an extent where the target will be left coughing and sneezing for 2 posts. If this hits an opponent more than once in a fight this could cause the target to cough up and sneeze blood, causing constant pain for 5 posts.

Nitrogen Shift | Rank C
The user bends their Ki to change their smoke into nitrogen gas, which is highly flammable and explosive. Any spark will light it up to deal A-rank damage to all those caught within its blast, effectively making the user a walking bomb.

Dream-Inducing Palm | Rank C
The user grabs the mouth/nose or face of their opponent and shoots a thin stream of sleep-gas into their respiratory system. The opponent will then be woozy, but still conscious on their next post. Then on their following post the opponent will pass out for at least 5 posts of dream time.

Tear Gas Shift | Rank C
The user changes the properties of their smoke to give it effects similar to that of Tear Gas. Once inhaled this gas can cause breathing problems and temporary blindness for 3 posts. This skill has a 3 post cooldown.

Nerve Gas Shift | Rank B
The user changes the properties of their smoke to make a type of Nerve Gas that, when breathed in, can cause nerve twitches and itching for its inhalers. Once someone breathes in this gas they will not be able to use any skills higher than C-rank until its effects die out, B-rank if the inhaler is level 7 or higher. This also makes the nerves of the inhaler more tender, so direct hits will often cause more damage. These effects last for 3 posts and has a cool down of 5 posts

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Now that the user has all but mastered their style, their techniques turn much more powerful and deadly. For this training the student must have a living subject to test their powers on, mainly an animal or a pound of meat. The user must then put his fingers into the meat and/or animal and focus his ki to spread throughout its organs and tissue. From there the user learns how to turn his ki into hot smoke and cook their target from the inside out, like a microwave.

Smoke Dragon | Rank A
The user breathes out a twenty-foot long dragon of smoke that can breathe out a large amount of gas akin to a D-rank smokescreen. If a gas-shift is used in the same post as this technique is used, the dragon will be made of said shifted gas instead of regular smoke, and will breathe out that gas in return. A dragon of sleeping gas cannot be created. This skill cannot be used in close-range. The dragon lasts for 6 posts, and can be destroyed with an attack of B-rank power or higher.

Burning Shift | Rank S
The user shifts into hot smoke and shoots six feet forward, cooking the insides of all organic life in the path and often killing them instantly. This skill has a 5 post cooldown.

Smoked | Rank SS
For this technique to work the user must first keep their opponent inside a normal smokescreen for the full 3 posts of their smoke-form. On the following post if the user is close enough to grab the opponent, their target will inhale their smoke-form. From there the user reforms into their physical state from within the opponent, exploding their body from the inside out.

 

Fist of the Bro Star
Captain

Shirtless Seraph


Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Thu Jun 28, 2012 9:32 pm


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Robert Louis Stevenson's Strange Case of Dr Jekyll and Mr Hyde is a piece of popular literature that portrays a man with split personalities. Many dismiss this book as a piece of science fiction, yet what most don't know is that multiple personality disorder exists. In the medical and scientific field of research, it is called Dissociative Identity Disorder, and it is one among the rarest of disorders ever documented throughout human history. Using the miracles of science and technology, the people responsible for creating the Gene-X, had found and isolated the piece of genetic code within every human being that was largely responsible for this disorder and fuse it with the Gene-X, creating a rather remarkable effect within the user.

Unbeknownst to the scientists, they had unwittingly created one of the most physically powerful styles that had graced their arsenal of Gene-X super powers. Observation on test subjects revealed that the practitioners of the Gene-X had their personalities split completely in two. Gone was the personality of the original person, instead, in its place were two conflicting personalities....one was completely good, and other completely evil. While the good side was most dominant, occasionally the evil side would break through, resulting in a rather dramatic physical transformation. The transformations varied from person to person, but many of them had similarities in appearance. Many subjects grew bigger muscles, and gained a much more feral appearance, claws on the hands in feet were extremely common as well. But there was one thing all the evil personalities shared, an insatiable lust for death, chaos, and destruction. This side of them only being suppressed by the Angelic side. Because of the nature of this Gene-X, it was dubbed the Jekyll and Hyde style, the Jekyll being the pure and innocent side, while the Hyde was the evil side. While however, the Hyde side granted absolutely enormous power, the user pretty much lived a cursed life, constantly having to deal with two people living under one roof, who are completely different from one another. Whats worse, the Hyde is always constantly trying to usurp full control of the hosts body, and it is only because of the Jekyll side of the host that keeps the Hyde suppressed. Through special training in meditation, many Jekyll's were able to suppress the personality, even going as far as to let the Hyde take over in combat situations while still able to turn back into a Jekyll.

The style is learned through several important stages. The first couple of stages are known as the Suppression phase. In this phase of training, the user is doing his best to suppress their Hyde using various forms of meditation and calming techniques, as the personality manifests itself through emotion, particularly rage and anxiety. Here they will learn how to have Hyde take control over their body, without having Hyde actually fully dominating the original personality. The user will have learned enough to regain control over their body whenever the need arises to do so. Of course however, such techniques only allow Hyde to access a little portion of his power, thus only allowing certain small sections of the body to transform.

The next couple stages are the most dangerous ones. This phase of training is known as the Domination Phase. In this phase, the users Hyde will have become increasingly powerful as it will constantly try to take over the mind of the user. The first part of this phase involves the user mentally assaulting their Hyde with everything they got using sheer force of will, but as time goes on, it will not be enough. The second part of the phase requires the user to go into a deep trance, as they literally put themselves in physical form in their own mind, and fight their own Hyde using whatever they have learned thus far, minus the main style. This is the most dangerous and vulnerable part of the training to the user, for if they fail, their Hyde will destroy the original personality, and take over the hosts body until death. If the user succeeds however, he/she will be able to control Hyde well enough to allow him access to most of his form, increasing physical attributes dramatically.

Finally, the final phase, is called Cooperation. If the user ever gets this far, then at this point in time, for whatever reason, the Hyde will begin to fully cooperate with the Jekyll to the point where the host trust the Hyde fully to give full control over to him/her as they take care of the fighting. It is then that the true form and power of Hyde is unleashed as its speed and physical capabilities are virtually unrivalled by any Main Style. The phase is called the Cooperation phase because even if the users Hyde is done with the battle, he will willingly return for control back to the host. The reasons for doing this is varied person to person, as each Hyde has his reasons for cooperating with their hosts.

There is actually an optional final stage that the user may take besides the Cooperation stage. This stage is called ReBirth. In this stage, the two personalities will merge, either by will or forced by the Jekyll, back into the original personality. With the original personality restored, the user may alternate between his original human form and the Hyde form, using the Hyde form to full effect.

The Mr. Hyde style has a very unique way of working that set it apart from other styles. Unlike most styles, which focus more on controlling the elements and such, this style focuses more on physical strength, speed, and endurance. The way it works is when the style is put into use, the Mr. Hyde of the RPC will take over, as such, transforming the entire body into a twisted monstrosity of their former selves. In this form, every single possible physical attribute is increased, muscle density, muscle size, speed, etc.

The Rules: Immediately upon getting accepted for this style, the member must add the personality of their Hyde and Jekyll to their personality section in their Roleplaying Character Profile. The Hyde personality can be anything they want except that the personality must be either evil, insane, etc. You cannot have a nice and kind Hyde. Hyde's by their very nature are self destructive, love combat, and want to take over your body! And the Jekyll side must be 100% benevolent. They are by their very nature good willed, respectful, etc. -the exact opposite of the Hyde. Also, if at any point in time that the RPC fails to control their Hyde, and the Hyde destroys the original personality; the RPC is now currently forever stuck in the stage while their Hyde becomes the dominant personality. This basically means that if at any time you are using the style, and Hyde takes over your body completely, you will be stuck in that current form, and will be unable to progress through the style any further. As the creator of the style, let me be first tell you that this is very very bad. One of the rules of this style is that while in Hyde form, the user cannot utilize any skills other than what the main style gives you, so if Hyde takes over, your RPC will be forever stuck at that current level of power. Do not abuse this style or suffer the consequences! There are some roleplay rules as well. Don't just see Hyde as a convenient tool to only use when it is time to fight. RPC's who obtain this style usual fear for the lives around them, essentially becoming recluses. When interacting with others, it is not uncommon for people to observe their Hyde's slipping through the cracks once in awhile, usually only able to control what they are saying, but in some cases, they can control the body, especially if the RPC's emotional state is slipping. The users Hyde is an ever present force that the user must deal with on a twenty four hour basis. As such those who pick this style will be more self focused on themselves, focusing alot on keeping their Hyde suppressed. This makes the RPC seem slightly oblivious to anything that is happening around them. Scientist of the Gene-X have observed that the people who partake in this style often end up as social pariahs. Finally, when transformed, if the Hyde is knocked out, the Hyde will revert back to his Jekyll form. The transformation between the Jekyl and Hyde forms is not instant. The user must take one full post to transform, during which they cannot use any skills and must remain relatively immobile. At the beginning of their next post they will be transformed. Lastly, due to the sheer power of the style, the user may not learn the ultimate transformation skill Amplify. You have Asura's Wrath for that. (See all the way at the bottom.)

The Mechanics: At each stage, the user can be in Hyde Form a certain number of posts. Stage 1 is five posts, Stage 2 is eight posts, Stage 3 is ten posts, Stage 4 is twelve posts, and Stage 5 is fifteen posts. The reason why there is a limit for how long the user can be in this form is for a few reasons. One, the form puts tremendous stress on the body, as the body is undergoing unnatural transformations. The human organism was not built for such power to be given to them in such quick amount of time. The second reason, is that the longer Hyde is in control, the stronger his mental assault will be. Going past these number of posts (with the exception of Stage 5) will give him/her a chance to completely take over the hosts body. Once the RPC goes past his posting limit (like say that he decides to post in his Hyde Form at level one on his sixth straight post), the controller of the RPC must roll a twenty sided dice. If the dice lands on a number between 1-10, then the RPC still retains the original personality, BUT, if the number lands between 11-20, then the Hyde kills off the original personality and takes over the hosts body. Once again, and I will repeat: you do NOT want this to happen! As such it best that the person stops using Hyde Form once they have reached their posting limit.

Well now you have used up all the posts in Hyde Form. Now what? Now you are on a cool-down phase. The cool-down lasts as long as you allow it to be. What I mean by that, is say that the user uses the Hyde Form for 5 posts straight...that means, in order to use the Hyde Form for another 5 posts, the person must wait for 5 posts. However, say it has been 2 posts in cool-down, that means if the user wishes, the user can revert back to their Hyde Form for another 2 posts before they go back on cool-down again. What happens on cooldown? The body is recovering from the dramatic transformation of the Hyde Form, as such, every skill that isn't of the Hyde style is reduced by -1 rank for the entirety of the battle. This is why it is recommendatory that the users try and win fights with their own skill, rather than immediately rely on their Hyde to fight for them. For many of the practice, Hyde form is considered a last resort. The body is also affected by some of the skills that were used in Hyde Form that would otherwise damage the users body.

Custom Transformations: If the application for the Hyde style is accepted, the member may go to the Create Hyde Transformation thread. In this thread, you may create a custom transformation for your Hyde, just fill out the appropriate form and wait for it to be accepted. However, keep in mind that the transformation is purely aesthetic in nature and anything resembling stuff like WereWolves or anything like that will be flat out denied. The form must be purely humanoid in nature with dramatic features that make him/her stand out from the rest of the people who have this style. Once again, the transformation is purely aesthetic, it does not affect your strength, speed, etc. The power of the Hyde style is strictly laid out below and it cannot be altered. You are however more than welcome to create custom skills based on your custom appearance in the Custom Skill Thread.

Learning Skills: Unlike most styles, the Hyde style does not require the user to learn the skills of his style. Once the Hyde takes over, the Hyde instinctively knows the abilities available to him, much like how an animal knows how to use its defense mechanisms at birth. Oddly enough however, as a strange side effect, those with the Jekyll and Hyde style seem to have a slight difficult time learning other skills. As such, anyone who has the Hyde style must take 1 extra post to learn skills. (+1 post requirement to learning skills.) This side effect cannot be canceled out through other means such as Custom Weapons with special abilities or talents.

Strengths━━━━Increase speed, endurance, strength, that accompany unpredictable movements.
Weaknesses━━━━No skills other than those found in Hyde Form can be used while utilizing the style; a chance that Hyde will take over your body; skills on cooldown will be reduced by -one rank; learning skills takes one post longer!

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Suppression: Hyde form lasts five posts in this stage; The user must react fast if he/she wishes to retain their personality. Training for this stage isn't just a matter of gaining power, it is a matter of preserving their own sanity. As soon as they take the Gene-X, and recover from its effects, their Hyde will start attempting to tear down the users mental barriers, initiating in a game of a mental tug of war. In order to stop this, the user must start meditating, and partake in breathing exercises, all of which are specifically designed for calming the mind, and getting rid of all negative feelings, which at this point is what their Hyde feeds off of. Once this is completed, the user must start to test the boundaries of their meditation, slowly reverting back to how they once were to the point where they would give control over to their Hyde, but they would be able to revert back to normal at any given notice. At this stage however, their Hyde reflects the power of their host and cannot do as nearly as much as what their Hyde is truly capable of. Transformation: To access this stage, the user must learn how to meditate and keep his heart and mind in a perpetual calmness. Once this is achieved, they can let the Hyde take over their body, but still maintain a significant mental presence. With this presence, the user can transform back into their Jekyll form at any time. In this transformation, the user transforms into the first stage of their Hyde. Because it is the first stage, the user will remain at their current body size. This stage of the reflects the users current ability, as such the user does not have the ability to utilize the Hyde's full potential. All physical attacks that are non skills are considered D rank attacks -the attacks do not subtract ki- while transformed; subtract 10 ki for every post you're in this form.

Regeneration | Rank E
Fueling ki into their body, they will be able heal small wounds almost immediately, and medium wounds over time. The wounds being healed usually give off a strong aura of the user's ki.

Berzerk Parry | Rank D
Crossing the claws together like a guard, ki is fueled into the hands. This is used as a sort of shield against incoming attacks. If the attack connects with the crossed claws, the user immediately pushes outwards with strong force, ki is released in a quick burst wave, repelling the attack and most likely sending the opponent a few yards backward.

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Ultimate Suppression: Hyde form lasts eight posts in this stage; It is at this point that the user's Hyde is growing ever stronger with their mental assaults becoming stronger with each passing day. The user must then become a master of meditation, the ultimate controller of ones mind. Through countless hours of meditating, and exercises designed to rid themselves of all negative emotions, the user will succeed in once again suppressing their Hyde, there by allowing the Hyde to access more of his abilities when transformed while still maintaining a significant mental presence. Transformation: Aesthitically, there is really nothing to different on how the Hyde looks vs. his first form, however, if the transformation allows for any kind of growth (such as if the final transformation is this big hulking beast) then the second form will be slightly bigger than the first. While however nothing looks to different, there is definitely a substantial power difference. The Hyde now has more access to his abilities and all physical non skill related attacks are considered C rank in nature, making their transformation both stronger and faster; subtract 25 ki every post.

Regeneration | Rank D
Fueling ki into their body, they will be able heal medium wounds almost immediately, and large wounds over time. The wounds being healed usually give off a strong aura of the user's ki.

Abomination | Rank C
A signature ability that one of the Jekyll and Hyde style possesses. Once activated, a fully functioning arm or leg can sprout out of any part of the Hyde's body as long as that body part can support the extra weight of the limbs. The limbs themselves that are grown have an attack power of one rank below the Hyde's passive power rank. For example, if a Hyde uses this ability at Stage 2, the grown limbs have an attack power equivalent to D rank attacks, instead of C rank. Also each limb grown takes approximately one post to prepare, and one post to grow. Furthermore, each limb takes an upkeep of 5 ki each post. At maximum, this ability allows the max growth of 2 limbs at a time.

Elongation | Rank D
This move allows the original arms of the Hyde to be elongated with the use of ki by 2x the original length. The arms maintain their original properties with the exception of the obvious elongation. It takes an upkeep of 5 ki with each post to maintain the elongation....if the ki supply is cut off, the arms will retract to their original length.

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Domination: Hyde form lasts ten posts in this stage; the Hyde has become increasingly powerful, always constantly attempting to knock down the mental barriers in the Jekyll's mind. In order to unlock this stage, the user must go on the mental offensive. Meditation has been mastered, now it is time for the Jekyll to fight back the insanity with mental assaults of their own. Imitating what the Hyde is doing to the Jekyll, the Jekyll must force their will against Hyde to keep him at bay. Once this is accomplished, the user may allow the Hyde to take over their body....and when the Hyde is no longer needed, the Jekyll must assault the Hyde's mind into submission before the Jekyll can take back control of the body. Transformation: This transform of Hyde is considered to usually be a bit more dramatic than the other transformations. If the final form of the Hyde requires that he/she becomes larger, this transformation will allow the Hyde to grow a little in size. Besides that, common aesthetic traits are as follows. Discoloration of the skin (usually red, or brown), and a long mane of hair running down the Hyde's back, giving him/her a more feral appearance. Obviously, the Hyde has grown in power, and as a result, any non-skill related attacks are considered B rank skills in nature. They are faster, stronger, and fiercer with a new array of skills at their disposal; subtract 50 ki each post in this form.

Birth of a Demon | Rank C
This ability is one that alters the Hyde's body. Using ki to manipulate cells, the cells will cluster in areas all over the body and sprout out from the skin to produce hard as stone spikes. The length of the spikes will be determined by the Hyde but the max length for each spike is two feet. When activated, the spikes stay as a normal part of the body until the Hyde form reverts back to the Jekyll form. At any time, the Hyde will be able to adjust the length of each spike as long as the spikes do not exceed a maximum of two feet. They also may grow the spikes at any number and anywhere, in any direction.

Earth Asundered | Rank B
Using their massive strength, the Hyde will strike out at the ground with massive force, uprooting large chunks of the Earth, sending it flying towards their opponents. The Hyde does it in such a way that the projectiles are the size of large boulders that will easily crush his/her victim. The maximum distance for them to do this is 100 yards at Stage 3, 150 at Stage 4, and 200 at stage 5. This ability may also be used to not only destroy the Earth, but also standing rocks and buildings....basically anything that can be used as flying debris.

Death From Above | Rank B
Using their power in their legs, the Hyde will jump extremely far up into the air and come crashing down onto one of their victims. The force of this attack is usually so strong, that the victim will be utterly crushed beneath the Hyde's feet, and upon landing a shockwave of ki will emerge from the impact and spread out quickly in a wide radius of 20 yards. Those caught in the shockwave will be thrown back several feet.

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Complete Domination: Hyde form lasts twelve posts in this stage; war has been declared. Your response to the Hyde's onslaught of mental strikes was an attack of your very own. Now the Hyde is provoked...now the Hyde is angry that you are putting up such a resistance. With each passing second the Hyde becomes more powerful, threatening to overtake you with each waking moment of your life. Mental strikes are starting to become ineffective, and it soon becomes clear that drastic measures must soon be taken if the Jekyll is to preserve its personality. It is now time to silence the Hyde's attempts to take over your body...the time for the deciding battle of which personality gets absolute control of the body is soon to begin. In order to pass this stage, the user must go into a deep meditative trance, and manifest their personality in the form of a mental image in their minds eye. Within the mind, they must fight the Hyde with everything that they have learned without turning into their Hyde. If they succeed, the Hyde will realize that even through force, it is useless to attempt a takeover, and will begrudgingly allow the Jekyll to use him in combat without fear of the Hyde trying to take over the body. If they lose...then the Hyde will destroy Jekyll, and will completely dominate the body. Once the user wins their mental battle, then they will be able to access the fourth stage of the style. In this stage, the Hyde is even more powerful than before, however, due to the fact that the Hyde was forcefully kept from taking over the Jekyll's body, the Hyde purposefully keeps much of his true power from being used by Jekyll. This power is unlocked in the fifth and final stage. Transformation: The aesthetic design of the Hyde does not change much from the last stage, other than it maybe getting slightly larger in size. However, the Hyde has now become a power house of strength, speed, and raw ferocity. Physical attacks that are non skill related are B rank in nature. Naturally, Stage 4 of the style comes with more abilities for the Hyde to use at his disposal; subtract 100 ki every post in this form.

Monstrous Abomination | Rank A
This technique maintains the same properties of the Abomination ability with the added addition that the Hyde can now summon a total of 6 limbs at a time.

Regeneration | Rank A
Fueling ki into their body, they will be able heal large wounds almost immediately, and life threatening wounds of almost any kind over time (roughly 3 posts within the midst of battle, uninterrupted) The wounds being healed usually give off a strong aura of the user's ki. Furthermore, in order to successfully use this ability, the user must stand completely still, using no other abilities, and once used, it cannot be used for another 15 posts.

Limb Regeneration | Rank A
This technique is only to be used if an original limb (not a grown extra limb from the Abomination techniques) is severed, destroyed, or just simply not there. The user must stand still and concentrate..if the Hyde is uninterrupted for one full post, those limbs that are missing will regenerate and retain its original properties.

Berzerk Barrage | Rank A
This can be used as both a close range attack and a long range attack. Fueling ki into their fists (all of them), the Hyde will unleash a furious barrage of punches. The punches will be so fast that each one will look like a blur and the added ki within their first make this attack all the more devastating. Furthermore, the Hyde can release the ki in their fists, and send missiles of ki shaped fists hurdling at their target at missile like speed. The force of impact from these ki missiles will be the same devastating power as taking a full physical punch from the Hyde.

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Cooperation: Their are two paths available for the final stage of the Hyde Style. The first path to unlock the stage is the path of Cooperation. In this path, for some reason or another, the Jekyll and the Hyde find a way to coexist, to work together to achieve the desired goals. With this mutual understanding, the Jekyll and the Hyde become as close to each other as Brothers. As such, with full trust in one another, the full power of the Hyde can be unleashed. Rebirth: The second path to unlock the stage is called rebirth. It is essentially the mergeation of the two personalities, back into the original personality that was once separated. This is done either through force of the Jekyll, or the two parties come to a mutual understanding willingly merge themselves. Whole once more, the user is able to access the full potential of the Hyde considering the Hyde is apart of the user, since it came from him in the first place. This method also unlocks the Hyde's true power. This is the stage that is feared by all. At this point, the user is quite possibly one of the physically strongest and fastest beings on the planet. His wrath can lay waste to cities and take on armies. His/her visage is nightmarish, his ferocity unparalleled. An unstoppable killing machine fueled by pure rage and hatred. Transformation: Hyde form lasts fifteen posts in this stage; the true power of the Hyde is finally realized. User may enter his final transformation, becoming as big and as powerful as the Hyde was originally meant to be. At this point the mane of hair has grown even longer, the face more twisted, the entire body becomes discolored (usually red/brown); Hyde at this point is a representation of all the evil and negative feelings that dwells within the deep dark recesses of the RPC's soul, as a result, if the user has a final custom appearance for their Hyde, then it is shown and used in full in this transformation. All non-related skill attacks using physical force are considered A rank in power; subtract 200 ki every post in this form.

That Tickles (aka Come at Me, Bro!) | Rank S
This ability is a one time ultimate defense technique that can only be used every 3 combat engagements. In order to use this ability, the user must see the attack coming, and then muster up an enormous amount of ki that wraps around the user like a skin tight suit. The ki is extremely powerful and condensed, able to withstand any onslaught of attacks. Due to the sheer nature of the ability, it can only last for one post.

Asura's Wrath | Rank S
This is the ultimate technique of the Hyde style, but it is also the most dangerous to the user. Using either a situation that is happening in the present or a painful memory, the Hyde will muster up so much rage, and so much hatred, he goes into a state of sheer battle lust. In this stage, the Hyde is so blinded by fury he will not be able to distinguish friends from foe. If it is alive. . . it is soon going to be dead. Physical strength, and speed are increased to S rank attacks. This means that practically any attack the Hyde makes is one that is surely to cause death upon connection. Also any skills related to the Hyde style besides already S ranked skills are increased by a total of 1 rank. In this state, there are only a few ways that the Hyde will stop his rampage of destruction. First is defeat in combat...either by being killed or knocked unconscious. The second is by running out of enemies to defeat...meaning that if everything in the area is dead, the Hyde will revert back to its original form. Thirdly, for the Hyde to stop is to run out of ki. If the Hyde is stopped in any way in this state besides death, the the user will be knocked out and severely injured for three full days in real life. While in this stage, the user may not use the following skills: any regeneration abilities, and That Tickles. The ability also grants the Hyde another ability called 'Unstoppable Rage'; ability is passive whenever Asura's Wrath is activated. This will make the Hyde keep fighting till the very end, never stopping to catch for breath, never slowing down while severely injured. So as long as the Hyde holds breath, he will never stop attempting to destroy; subtract 200 ki each post that this ability is kept up.
━━Main Style by jwalker67
 
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