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Posted: Thu Jun 23, 2011 3:57 pm
List of Taijutsu Styles What is Taijutsu? Taijutsu means "physical techniques" or hand-to-hand combat. Taijutsu usually doesn't incorporate chakra, but styles the old guild used incorporate a lot of chakra enhancement since there used to not be a stamina system. More stamina based styles will be added as they are created or submitted to the guild through the customs section. To see how fighting with taijutsu works in this RP, see the information in the [Fighting with taijutsu thread].
All the posts below contain the taijutsu styles of the guild. Do not post here. Use the stage training and access system below when a style does not provide its own. You first have to learn a stage to access the techniques in it, and then train those techniques individually. The stage you can access at your rank is determined by your class.
Posts to Learn Stages
Stage 1: 3 Posts to Learn Stage 2: 5 Posts to Learn Stage 3: 7 Posts to Learn Stage 4: 9 Posts to Learn Stage 5: 11 Posts to Learn Stage 6: 13 Posts to Learn Stage 7: 15 Posts to Learn
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Posted: Thu Jun 23, 2011 4:05 pm
8 Inner Gates Style The Way the Gates WorkThis taijutsu style can only be used by those of the taijutsu class. Description: Each gate lasts for three posts, and will make the user faster, stronger, or able to use new techniques. Keep in mind that after a gate resolves and another is not opened, then the user WILL be fatigued and slower than usual until the ninja sleeps for a night or opens another gate (-1 rank to speed and strength until you do.). The first gate requires ten posts of training to use. Gates two through six require twenty posts to learn. Gates seven and eight cannot be trained, but can be opened by instinct. Learning/Ability to Use Order: (having the taijutsu class doesn't let you access a stage of higher rank, because it's a requirement.) Gates 1-4: Genin Gate 5-6 Chuunin Gate 7: Special Jounin Gate 8: Jounin and above. Bonuses: (These stack and count as active bonuses.) Gate 1: +1/2 rank increase to speed. Gate 2: +1/2 rank increase to strength. Gate 3: +1/2 rank increase to speed Gate 4: +1/2 rank increase to strength. Gate 5: +1/2 rank increase to speed. Gate 6: +1/2 rank increase to strength Gate 7: +1/2 rank increase to speed and strength. Gate 8: +2 ranks to speed and strength. Additional Training requirements: The player must post twenty posts of speed training and 20 of strength training for every gate, and if this requirement is not met, the player will have to stay in the hospital for three days per gate REAL TIME, as well as death upon opening the 7th gate. Toll Booth (The Price) [damage is not inflicted to jonin and above for gates six and under.] When you open the eight gates, you push your body far past it's limits. After opening the first gate, ninja that are special jonin rank and under will have their speed and strength reduced by one rank after the gate ends for five posts unless they open the second gate. That gate rejuvenates the user and allows them to perform the other series of gates and techniques. Once the other gates are opened, the user runs the risk of damaging their bodies. The damage will not affect the user while the gates are open, but after their effects wear off the full extent of their injuries will become apparent. For every gate opened from the third gate up, a dice roll must be done once the user is done using the gates or the gate effects wear off. So, after the user has finished opening gates or allows more than 3 posts to pass before opening another one, a dice must be thrown. Now, each gate has certain numbers that do certain things: Gates 1-2: No damage, but your are tired after opening the first gate (-1 rank to speed and strength). Gates 3-4: if 1-4 is rolled, no damage. 5 is light muscle tearing. 6 is moderate muscle tearing. Gate 5-6: 1-3 is rolled, no damage. 4 is light muscle tearing. Five is moderate muscle tearing. 6 is Heavy muscle tearing with ligament and tendon damage, as well as skeletal fractures. (No skeletal fractures if you have a +1 to toughness.) Gate 7: 1-3, moderate muscle tearing. 4-5, heavy tearing with ligament and tendon damage. Bone fractures and breaks (unless you have a +1 rank to toughness). If a six is rolled, then one of two things happens: A. If special join or lower, roll again and if anything above a three is rolled, then the user dies like they would from opening the 8th gate. YOU WILL NOT KNOW THE EXTENT OF DAMAGE UNTIL YOUR GATE BONUS ENDS, SO YOU CANNOT JUST OPEN THE 8th GATE JUST BECAUSE YOU WILL DIE ANYWAY. B. If it is three or lower, then you get the 4-5 roll damage. C. Jonin cannot die from this and will receive the 4-5 damage if a 6 is rolled on the initial roll. Gate 8: Death Healing: Light tearing heals overnight. Moderate damage requires a medic to heal you. Heavy damage requires a week REAL TIME in the hospital, or 2 days real time and 20 posts of rehab. Without Gates OpenedName: Leaf Hurricane Rank: D Description: Notoriously used by Rock Lee from Konoha, the user uses their body so that they always have a way to dodge or strike. A limb may on the ground so that the ninja may pivot to serve their needs. These attacks are powerful and hard to dodge once the user gets up close. Name: Severe Leaf Hurricane Rank: C Description: Same as the regular, except it allow you to do midair acrobatics and attacks with a lot of power. Inverse Roundhouse Rank: E Description: Used if the user roundhouse kicks or kicks straight at the opponent’s head and the opponent dodges in the direction of the heel. He/she can bring the heel in a reverse kick on the back of the opponent’s head. This can stun the opponent or at least knock them off balance. Doggie Kick Rank: D Description: The user is on all 4’s. Regardless if the ninja is moving, sliding, or staying still, he/she brings the legs into the chest, and then uses the arms and legs to propel a high powered kick at the opponent. Great setup for the inverse roundhouse. Name: Crossblock Rank: E-D Description: When a kick is aimed at the torso, the user catches the ankle between the knee and elbow, crushing bone and muscle. If you miss, the elbow will not hurt you. The D rank move is the same, except that it must be the last move used in that post, but there is a greater chance of breaking the bone. If you miss, you will bruise your leg and cannot kick or run full speed for 1 post. Needs the amount of training of a D rank technique to get the timing right. Will not work against ninja that can move faster than you. Name: Konoha Sempuu Rank: D Description: A leaping 720 that is followed by a high powered kick. Very powerful, but easy to dodge. Great for a midair fight. Name: Konoha Shoufuu Rank: D Description: A short range straight up jumping kick that is used to kick the jaw or disarm an opponent. Name: Great Kai Punch Rank: C Description: A powerful attack that pierces water, wind, and fire moves rank A and lower. Breaches earth barriers B rank and lower. The first chakra gate is momentarily loosened, but not opened, and gives the arm extra strength as a result to perform this technique. 1st Gate TechniquesName: Forward Lotus Rank: C [A training level] Description: The user may unravel something to bind the opponent, and then launches them into the air. They use dancing leaf shadow to teleport behind the opponent, and wrap them up or grapple to keep them immobile. The ninja then rotates at super high velocities and drives the opponent into the ground, leaping away at the last second. Using any jutsu that come before the first lotus now use 2X the chakra because of injuries sustained from using the lotus. Name: Lotus Kickback Rank: D [B Training Level] Description: The user is being attacked by the forward lotus. After the dancing leaf shadow technique, the user teleports on top of the opponent. This and the next move in this post cannot be dodged. Name: Full Body Sling Rank: D [B Training Level] Description: The user uses an intense burst of speed to get right next to the opponent. He/she grabs the target’s ankle with both hands, and then jumps straight up into the air. He then uses all his strength to spin forward 3 times, confusing the opponent, and then throws them at maximum velocity to the ground or a wall. Does massive damage, and cannot be stopped after the ankle is grabbed. 2nd GateName: Body Rejuvenation Rank: N/A Description: The user’s body becomes fresh, like they have just started fighting. Your stamina amount is replenished and the reductions in speed and strength from using the first gate are negated. Note: The stamina points you gain from this ability can only be used for taijutsu. 3rd GateName: Catastrophic Kai Punch Rank: B Description: Destroy any elemental barrier S rank or lower without damaging the user, however the actual strike's base power is treated as a B-rank when calculating damage to the opponent. The user propels himself to mach speed and smashes his fist into the barrier. The thrust will also hit the target ninja if it is directly behind the barrier, which would deal massive damage. This is a set up for the next gate or a finishing blow to the opponent. This jutsu can only be used once per day, and that goes for all the following gate techniques as well. 4th GateName: Ultimate Release Rank: C Description: The user’s chakra release is so great from releasing this gate that it releases the user frm any genjutsu except tsukuyomi, as well as cure any curable poison. This technique does not have to be learned, it comes with the opening of the gate. 5th GateReverse Lotus Rank: A Description: the user moves too fast for the unaided eye to see. The user launches the target into the air with a kick, and then bounces the opponent back and forth and propelling himself behind the opponent as to keep doing it. These attacks do a ton a damage, and the user finishes it by hitting the opponent, bringing them back up with something wrapped around the opponent, and then delivers a final blow that launches the opponent into the ground with great force. 6th Gate TechniquesName: Morning Peacock Rank: S Description: The user launches the target into the air, and then jumps to the same level while moving even faster then the reverse lotus. The user’s attacks are punches are so fast that they cause the air to combust and create fireballs. The user continues to launch the target further into the air, completely stunning the opponent throughout the technique with the power and speed of the blows. The user then punches the target dozens of times until it becomes a bag of pulp, and then delivers a final blow that launches the opponent into the ground. 7th Gate Name: Afternoon Tiger Rank: S Description: This gate's release causes the user to sweat profusely, but the user's body heat becomes so great that it is vaporized instantly and thus creates a large area of pressure around the user. The user prepares to punch for a moment, and then punches once at the opponent. The punch causes an air pattern that looks like a tiger, but the wind collapses on itself to cause a small ball of intense pressure that, upon contact with an object, causes a gigantic pressure wave explosion. This is not ninjutsu, the punch's speed and power creates all these effects. 8th GateName: Beautiful Lotus Ragnarok Rank: Infinite [anyone who opens the 8th gate can use it] Description: Increased chakra flow has not only caused the user's speed and strength to increase so much that no other ninja without this ninja can keep up, but it also causes the user's brain function to increase to such a level that time seems to slows down for the user to 1/1000th normal. It'll seem to him like he's running as fast as he normally would (without gates open), but everything else moves so incredibly slow that he's able to react to almost anything and control his body at such high speeds. One punch from someone with this gate open is pretty much guaranteed to obliterate whatever part of the body it hit. Only someone with amazing toughness might survive a hit, but the odds are low since, with max stats, the user will have +6 ranks to strength and speed while the absolute largest bonus someone can get from toughness would be +5 (via bijuu). When the ninja with this gate open moves, it results in the mighty roar of the broken sound barrier and a great flash as the air around the user combusts as he moves through it. To anyone lucky enough to not be the one getting hit, it would seem as if someone had just triggered the end of the world.
Master: Deil Grist [Deil Grist] Students: 1. 2. 3. [Add as needed] Created by Deil Grist
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Posted: Thu Jun 23, 2011 4:07 pm
Kunoichi Combat Style 
While the female body is not as strong as that of a male, the female has several attributes that make this style of fighting made specifically for their body type. If focuses on using the naturally shorter body as well as the flexibility and lightness of the frame. This style also does most of it's damage through kicks and pressure points. Requirements: Female Training Requirements: 10 posts strictly related to flexibility training per stage. Stage 1: The user is only a beginner at using her body the way it is meant to be. The user can bend her body a good bit, but this advantage is not so great as to completely compensate for the lack of brute strength.However, you will get more bang for your buck than ninja that do not use this style. Split: Rank: E [D in training difficulty] The user is able to do a split without much preparation. This is great for dodging attacks that are aimed at the user's legs while in midair, or at the upper body while on the ground. This also gives the user the ability to hit the opponent from a lower angle. Can also be used as a kick. Twist-dodge: Rank: E [Rank D in training difficulty] While in the air, the user will twist and contort her body to avoid projectiles while in mid-air. These twists are at a higher reflex speed than regular dodging because of how nimble the user is. Roundhouse: Rank: E Because of the flexibility of the hips a woman has, she is able to pivot on one foot and deliver a quick snap of her foot at the opponent's head, stunning or disorienting the target if it lands.
Leg Blocks: Rank: D The user can bring her legs up at good speed to block attacks, such as blocking a kick.
Light Feet: Rank: E The user is able to lengthen her stride and step lightly when running, which is good for crossing large distances without attracting the attention of guards or scouts.
Karate Chop: Rank: D Description: The user is able to chop her hand at joints of the opponent at decent speed, with her hand absorbing the shock of the blow to prevent damage to the hand while maximizing damage.
ECT: Rank: D Description: The user uses her flexibility to get through weak blocks or when at close range under a target's guard. The user then strikes a blow to the target's Eyes, Crotch, or Throat to stun the opponent or maim him/her.
Ear-Clap: Rank: D The user claps two hands against the ears of the target hard. The target will not be able to hear anything but high pitched ringing for 5 posts NO MATTER CLASS OR RANK. The target will also be in a lot of pain for 2 posts.
Die Foot Die: Rank: D [C training] The user has blocked an opponent's kick with her arms and has a hold on the foot of the user. She then twists the foot violently like a steering wheel, which has a high chance of spraining the ankle. This move is a C rank because the user has to have this action drilled into muscle memory in order to have a chance to perform the desired action in time before the opponent strikes back or escapes.
Chest Pressure Points: Rank: E [B training for non medical classes, but D if medical class] This technique focuses on applying pressure in two places. The first is just beneath the collar bone near the shoulder. This will keep the target from being able to push. The other is the solar plexus, which is found just below the sternum. Striking this area with a solid blow will stun the opponent so that they cannot breathe for one post as well as not be able to react at more that 3/4 normal speed NO MATTER THE RANK OR CLASS for two posts.
Leg Pressure Points: Rank: E [B training for non medical classes, but D if medical class] This technique's targets are the Achilles heel and the kneecap. For the heel, the user tries to slice the big tendon on the back of your foot or at least bash it. If cut, the target's leg will be USELESS NO MATTER RANK OR CLASS until it is completely healed. If bashed with decent force, ninja up to a rank above the user will not be able to run at higher than 80% speed for 1 post. Knee: If the target deals a solid blow to the side of the knee or the back, she rolls a 20 sided dice. If the roll is a 16 or higher, then the tendons in the knee will tear and that leg will be useless NO MATTER RANK OR CLASS until it is completely healed.
Stage 2: The user has mastered the art of bending her body, which is easily achievable with hard work. Blows that cause the joints of the body to bend at awkward angles do not affect the user [Example: dislocated shoulders, twisted ankles]. However, the elbow and knee can still be broken if forced in the opposite direction. [Medical Nin can learn this stage after they have mastered all Chunin level medical jutsu and are a chunin. You have to be a chunin to learn taijutsu as a medic anyways, so...]
Hand-Trap: Rank: D The user sees a punch coming or successfully blocks one. She then grabs the wrist and bends it down against the underside of the arm which causes great pain and would allow the user to break the wrist if the target struggles.
Back-flips: Rank: D Exactly what it says, the body flips backward at a higher speed than normal ninja could due to flexibility, and also are able to change direction or do things while flipping.
Spin-Kick: Rank biggrin While the user is in the air or doing a handstand, she can spin and deliver nimble kicks with decent damage. Shock Absorber: Rank: D [Training rank C] When the user takes a blow to the head or the lower torso, she is able to relax her muscles and distribute the blow throughout her body, which lessens the amount of damage taken.
Axe-Kick: Rank: D The user lifts her leg straight up, and brings it down in a powerful kick on the opponent. This requires a great amount of flexibility that mainly only women have.
Light Feet Mastery: Rank: D The user can sprint without making a lot of noise.
Cat Landing: The user can land from large heights or from falling fast without injuring herself, and without making much noise at all. This is accomplished by landing and bending the knees, which lessens the strain on the body and makes it quiet because of the lightness of a woman's form.
Hurricane Kick: Rank: C By spinning and leaping on the ball of the foot, the user is able to kick with decent power and speed with a wide range of motion and rapid succession of the kicks.
Arm Pressure Points: Rank: E [B training for non medical classe, but C for medical class] Elbow: The user grabs on opposite sides of the elbow on the elbow and applies sharp pressure. The target will drop whatever it is holding, and be in immense pain NO MATTER RANK OR CLASS. The target will not be able to use that arm for 1 post, hold something for 2, and use it fully again for 3. Armpit: In the lower armpit near the back is a pressure point that has a 50% chance of making any target up to a rank higher than the user drop whatever they are holding and not be able to swing a weapon with more than 75% speed and strength for 2 posts. This is determined by rolling a 6 sided die and getting a 4 or higher.
Back Pressure Points: Rank: E [B training for non medical classes, but D for medical class] The targets for this are the neck and spine. Neck: If the user can get close enough to jab the opponent with fingers or a kuni, she jabs hard right under the meaty muscle between the shoulder and neck. This causes a lot of pain, and if a roll of 20 is rolled on a 20 sided dice, a target up to a rank above the user will have half the strength, speed, and reaction time for 2 posts. If a 17-19 is rolled, then the target will not be able to use their arms in combat for 2 posts. Back: There are several points along the back, but mainly just under the shoulder blades 1 inch from the spine. Sharp pressure here will keep the arms from working for one post, and being stabbed here will result in the respective arm being unable to move even after the kuni is removed.
Head Pressure Points: Rank: E [A training difficulty for non medical classes, C for medical classes.] Temple: About an inch past the eyebrows is the Temple, which is the most dangerous pressure point on the body. If struck with a blow, a 20-sided roll is performed. 18-19 = 2 posts of half speed, strength, and reflex times. A 20 will result in 3 posts of the above consequences. Lower Ear: Just under the ear against the base of it is a pressure point. When jabbed with a finger with a lot of force, the target will not be able to talk for one post, and will only be able to hear high-pitched ringing for 2 posts NO MATTER RANK OR CLASS.
Twist-Dodge offensive: Rank:C training difficulty, no stamina use [All other moves must have been learned] Description: The user is able to dodge or block attacks and still maintain an offense. This allows the user to attack while dodging on the ground and in the air.
Practitioners: 1. Koutaya Sorikata [Jaded_Propaganda] 2. Yasukawa Zenko [Metaphorically Insane] 3. Misuki Sindoue [White Water Lilly] 4. [Add as needed] Created by Deil Grist
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Posted: Thu Jun 23, 2011 5:07 pm
Sutansu no Kitsune - The Fox StanceFast, Intense, Deceptive

Description: Fox Stance is prized for its speed and deceptiveness. It specializes in movement, agility, and countering an opponent's strikes. Not holding to any standard conventions, users of Fox Style have an odd stance: arms out to the side, fingers splayed, with a slight curve. Legs apart, bent low, with a slight curve to the back. This provides a good spring point and allows for quick movements. The low center of gravity aids in defense. The loose formation of the style allows for kicks even when the user is so close to the ground. Fox Stance has excellent movement and range, good kicks and grapples, and fair punches and blocks. The very open structure of the stance make the users very susceptible to kicks. Fox Style is relatively new, and, as such, relatively unknown. Created as an alternative to the traditional styles, Fox Style incorporates elements from many differing fighting styles, thus balancing the strengths and weaknesses to create a sort of "jack-of-all-trades" style. An amalgam of different fighting techniques, first introduced by the Sangre Clan, Fox Stance is well-suited to anyone with an incredible natural defense, such as a rock-hard body, or a body that can easily absorb impact. (Toughness as an attribute will come in handy.)
Rules: This style cannot be the first style you learn. Experience in taijutsu is required in order to understand just how diverse this style is.
The Techniques:
Name: Vicious Elbow Rank: D Range: Grapple Jutsu Type: Taijutsu Description: The user steps into the blow and slams his/her elbow into the opponent. If the attack successfully lands on the opponent's temple, it will stun them for several seconds (2 posts, 1 rank reduced speed and agility) and cause blurry vision. If it lands in their ribs, it will take the wind out of them and stun them for a moment (1 post, 1 rank reduced speed and agility.)
Name: Counter Strike Rank: D Range: Melee Jutsu Type: Taijutsu Description: A carefully timed attack designed to contact the opponent at the same moment as the opponent's strike. When an incoming attack is made, the user attempts to deliver a straightforward punch at a weak point on the enemy, such as an armpit or groin. Because of the timing of the attack, the target must either pull their own strike or take the full force of the user's strike.
Name: Tremor Rank: D Range: 2 meter (2 yard) radius Jutsu Type: Taijutsu Description: The user prepares for a moment and then slams both fists or palms into the ground. By exerting enough force, they are able to send out a ripple that can stun or trip any moving ninja caught in the effective range. This technique cannot be used in quick succession, as it puts a strain on the user's muscles. (1 post cool-off.)
Name: Skullcrusher Rank: D Range: Grapple Jutsu Type: Taijutsu Description: To use this technique, the defending ninja must be stunned or otherwise paused for a second. The user grabs the stunned opponent around the abdomen and picks them up. Then, with a sudden twist of the arms, they invert their captive and slam the defender's head into the ground. This causes fairly intense pain and disorientation if the opponent isn't knocked out by the blow. The opponent generates a random number 1-4. If a ninja without a positive toughness stat is hit by this, and they generate a 3 or higher, they are knocked out for 2 posts. If the opponent has a toughness of +1 higher than the user's strength, they are only disoriented and in pain. If they have +2 higher, there are no side effects other than pain.
Name: Shoulder Catapult Rank: D Range: Grapple (close-medium range throw) Description: This technique can be used when the defending warrior has one arm outstretched, such as the end of a punch or lunge. The user ducks low (which is easily done due to the stance of the style), and grabs the defending warrior at the armpit and the wrist. The user then applies torque with their torso and throws the opponent further in the direction of the blow, launching them away and upside down.
Name: Impaling Strike Rank: D Range: Close Jutsu Type: Taijutsu Element: None Description: A short-ranged dash and a simultaneous jab with the leading hand. Requires a piercing or slashing effect in the hand used. This is a very fast technique and has the entire weight of the user behind the blow. Blocking this attack will be difficult for same-level ninja because of how in-your-face the technique is. It also works well when followed with the Tiger's Fang technique.
Name: Counter-Step Rank: D Range: Close Jutsu Type: Taijutsu Description: This technique can only be used when the user is being attacked directly by the opponent's body (taijutsu, kenjutsu, short range ninjutsu such as chidori). When the opponent gets close, the user will use the low posture of the stance along with a twisting lunge to slide on the ground underneath the opponent while facing the sky. This will allow the user to see and strike the opponent from underneath while dodging the enemy's attack at the same time and ending in the user being behind where the enemy just was.
Name: Side-Roll Rank: D Range: Close Jutsu Type: Taijutsu Element: None Description: When an attack is coming toward the user, he/she will take advantage of the style's stance by doing a quick roll on the ground to one side or the other (kinda like a mix of a combat action roll and "stop, drop, and roll"). This roll isn't like a barrel roll where the user is moving forward into a roll, but like a roll you would normally do on your bed to switch sides (though obviously much more intense).
Name: Fox's Paw Rank: C (plus the cost of the Bunshin jutsu) Range: Melee Jutsu Type: Taijutsu Description: First the user will make a distraction such as setting off a smoke bomb or waiting for a team-mate to strike, and perform the clone technique. Then the user will abandon the style stance to run behind the clone, matching its movements so the opponent can't see the real you, and then your will both strike at separate locations on the body. The opponent will probably move to block the clone's attack only to have his body pass through it and be hit by your real attack.
Name: Rolling Thunder Rank: C Range: Melee Jutsu Type: Taijutsu Description: The user will dash forward and then make it look like he/she tripped. The trip will turn into a barrel roll and with all the force the user can muster, he/she launches upward with both feet to kick the opponent in the chin with enough force to snap their head back and cause severe disorientation and numbness.
Name: Fox Cyclone Rank: B (requires a partner with a lengthy weapon such as a sword, and only you pay the cost) Range: Melee Jutsu Type: Genjutsu-Assisted Taijutsu Element: None Description: You run close behind your partner and, if your opponent attempts to strike with a short range technique, you grab your team-mate by the waist and pull back while allowing your legs to stay together and slide between your partner's. This technique will cause your ally to be pulled back some (thereby dodging the opponent's attack), which will allow them to lash out at the over-extended or off balance opponent while your feet aim to knock the opponent's out from under them.
Name: Fox Fire Rank: A Range: Melee Jutsu Type: Taijutsu Element: None Description: This technique isn't extremely powerful, but does use a lot of stamina because of how rapid the strikes are. Using this technique, they are able to strike four times (twice per arm) so quickly that the target will think they have only been hit once. Sannin ranked ninja and speed ninja can strike up to six times in the post. Despite feeling like a single blow, the target will suffer multiple wounds.
Master: Students:
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Posted: Sat Jun 25, 2011 11:08 am
The Denkou Kikku-Kentou (Lightning Kickboxing) Powerful, Lethal, Lightning-fast

Style Basis: Hand to Hand Rules:Must have agility as an attribute in any slot.
Training Method This method works best for those who are taijutsu specialists. This is a style where it is based on leg techniques primarily, although the usage of hands is also used as well, making the two go hand in hand. The upper body focuses on defensive maneuvers. Used as transitions to offensive techniques. While the opponent is subdued by destructive kicks and swift punches. The attacks are swift and powerful, which is how it earned its name "Lightning" Kickboxing. The punches are not what is powerful though, but the kicks are devastating. One is only allowed to learn this after mastering many other disciplines. It is thus considered one of the highest style of hand to hand combat. (must post at least 12 times to master each stage)
Movement: The movement is not very readable, but it is known that shinobi in this style have incredible balance
Stage One The first stage is learning basic balance and kicking strikes as well as deflecting with one's arm or hand. This will be key so later stages can be usable without harming one's self. Throughout this style of taijutsu balance is needed.
Technique: Rank: D Deflection Skill - The user must be attacked for this to work. Whenever the foe comes at the user with a sword, knife, fist the user uses the back of his hand and knocks it off course, leaving the target briefly open to an attack.
Rank: C Drop Axe Kick - The user takes advantage of their flexibility and their balance, they drop onto their hands and twist their body to first sweep out the legs from beneath the opponent, and the second leg comes down by twisting the body once more and drops an axe kick on their body. This can caused cracked ribs.
Stage Two The next stage requires more balanced and is the stepping stone where the kicks are faster. small rapid successions are expected from one in this stage
Technique: Rank: D Deflect Kick - When the user is attacked by being punched, or stabbed at with a kunai or sword, the user knocks it aside with the side of their hand and aims a kick at the side that was used to attack, making it very difficult to defend against.
Rank: C Double Kick - If an opponent is running at the target, the user leaps slightly in the air, kicking into them twice. The first kick hits the enemy in the stomach which would make them double over, which the second kick connects with their chin, stunning them and sending them flipping backwards. The user would land on one foot, balanced and capable of countering if needed
Stage Three In this stage the user has a great balanced, but not quite mastered yet. A method of learning great balanced is usually to stand on the point of a tall tall beam, on one foot, and not moving for long periods of time. The strength of a strike is enough to fracture bones, flexibility and speed are higher from here on out.
Rank: C Bullet Kick - The user uses their arm to knock an oncoming punch or stabbed at and leaps onto one foot and launches a volley of powerful kicks into the opponent, up to ten kicks. The speed of the kicks are quite remarkable, though not astonishing.
Rank: C Volleying Kick - When the user is around an object such as a large boulder or a tree, they kick it from the base straight up into the air and jumps spinning around and kicks it, launching the object at high speed. This can be useful for a surprise and a follow up combo
Stage Four In stage four the user would have amazing balance, but now they start working more in speed and combination skills. In this area is where the real offensive and some counter strikes come into play, showing deadly aim, speed and accuracy.
This stage has no actual technique, but a method of training instead to improve skills. The user has roughly five bags filled with rocks or sand, each weighing up to a total of 300 pounds. For several days straight the user trains in the previous stages wearing these bags, one on each leg, arm and one on the chest. The results are very satisfying for once you remove the bags after several days or weeks straight out of training the speed of the individual is greatly enhanced. With this in mind the user is also able to put together combinations of kicks and punches that can not only disarm an opponent but strike them hard almost instantaneously.
Stage Five In this stage, the user's reflex is tested and enhanced. Speed isn't changed while this stage is being learned but counter attacks play their role. This way one can react efficiently and counter with the correct technique. A blow from someone in this stage is capable of breaking bones (but not super tough bones like the Kaguya's) and shatter stone.
Rank: B Requirements: A rank strength Jaw Smash - When the opponent rushes in with an arm extend or so the user weaves their hand under their arm and drops to one hand and foot, the other hand pulling the opponent down slightly and drives their other foot straight up into their jaw, delivering a devastating blow. With enough force this could break the opponent's jaw or even neck.
Rank: B Requirements: A rank strength, A rank speed Wheels of Hell - If the opponent is close enough or when they go to strike, the user gets behind them and grabs their arms, and wraps their legs around the ankles of their opponent locking their legs so they cannot move. Then the user forces, with the opponent, them into a cartwheel, which upon where their heads were to touch the ground the user smashes it into the ground, but using the momentum presses off the ground using the opponent's head as a stand and in midair does another cartwheel and landing smashing the opponent's head once more into the ground, and again using the momentum to launch into the air higher and the user lets go by twisting themselves around and pushes off the opponent, then slams their foot into their back and drives them into the ground. This technique is brutal and one who is caught in this will most likely suffer greatly and possibly with their life
Stage Six This stage is when one has truly mastered balancing, and here is where they master the speed and flexibility of their kicks and punches. This stage is the mark where most taijutsu specialists look like nothing in comparison, with the exception of a few. The impact from a hit in this stage is enough to splinter a tree in half. This is where the kicks become as "fast" as lightning.
Rank: A Requirements: Speed of A Rank Bullet Barrage - When the user is attacked by the opponent with their hands, the user parries their hand off from the inside and launch a fast yet strong jab into their stomach in an upper cut like motion, then quickly follows up with a palm thrust up their chin smashing it and knocking the opponent in the air, but its not over. The user then appears above them aiming a light tap of a kick on their head enough to flip them to where their back is facing them in midair then launches a powerful kick into their back.
Rank: S Requirements: S rank speed, A rank strength Chaotic Strike - The user gets into a stance similar to rock lee's. When the user and opponent is close enough, the user sends a kick into their stomach at blinding speed. If the kick connects, the opponent is stunned for a split second, but is launched into a devastating series of kicks and punches through out the body. The power of them is only strong enough to cause bruising, but if consecutive hits land it can become very lethal. The flexibility in this move is very astonishing, as combo hits range from 10 to 200 strikes. After the first blow the user rolls a dice with numbers between 1-6. If the result is even, the user launches anywhere between 10 to 15 kicks and punches at the opponent. If the result is odd, the user lands one blow only which is enough to send the opponent back away from them. The barrage continues to go until 200 is met or the dice shows odd.
Stage Seven This is the final stage where the user has fully mastered the other six stages. Their speed, balance, flexibility and power is incredible for the continuous and rigorous training the person had to go through. Here is where the speed is said to be so fast and powerful its how the style gotten the name "lightning" kickboxing. A strike from someone who has mastered this stage is enough to cause a small crater in the ground easily.
Rank: S Requirements: S Rank Speed, S rank Strength Lightning Stance Kick - The user stands in a stance waiting for the opponent to come at them. Once the opponent attacks with their fist the user counters with their hand deflecting it to the side and at incredible speed kicks them in the stomach three times with such a force it sounds like lightning hitting the ground upon the final blow.
Master: Raiden Kaguya (Shruikan Tenshi)
Students: - - - - -
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Posted: Sat Jun 25, 2011 11:50 am
Mirror ImageReplicates acting as original

Description: A very diverse Taijutsu style that makes heavy use of chakra in order to create material afterimages for additional damage. Because of its odd origins and method, this style is not often learned by typical Taijutsu shinobi, rather by Ninjutsu shinobi who wish to make use of their massive chakra pools. The style focuses on releasing chakra to create an afterimage-clone during movements. These afterimage-clones mimic the actions of the user, resulting in follow through combinations, and additional stun. Because of their pure chakra composition, the afterimage-clones cannot be destroyed, rather, they fade after the allotted action has been performed. Successful or not.
___Notes: • There are three types of afterimages- [ Solid ], [ Transparent ], and [ Partial ]. • Solid: An afterimage with mass. Able to make contact with objects or people. • Transparent: An afterimage without mass. Able to phase through, or have things phase through it. • Partial: An afterimage with mass. Comes out of the user’s body, and is typically only a single limb. • You must have at least +1 rank to speed (active or passive) in order to use this style. • Even though this is a taijutsu style, it follows the ninjutsu cost system + 1 point of chakra to the cost. Techniques integrating the "solid" afterimage classification also cost +1 stamina point.
___S t a g e O n e [1] Side Image Complex :: Rank E Transparent afterimage. The user will sidestep an attack, leaving an afterimage to take the blow. Because the move will whiff through the image, the attacker will likely be confused or offset. This technique is most effective against Taijutsu or weak, close range, Ninjutsu.
___S t a g e T w o [2] Delayed Punch Complex :: Rank D Solid afterimage. The user will throw a punch at his target, missing intentionally. After missing, the user will duck, or sidestep, allowing an afterimage to make contact with the target. The damage dealt is no different than if the original user were to make contact.
___S t a g e T h r e e [3] Triple Kick Complex :: Rank C Solid afterimage. The user will throw a kick while moving, attempting to make contact, but still keep the target in place. After making contact, a pair of afterimages will appear from the original’s movement trail, attempting to land an additional two kicks.
Counter Clone Complex :: Rank C Partial afterimage. While defending, the user will release a portion of an afterimage-clone from his upper or lower body. This afterimage-clone will attempt to punch or kick the attacker, depending on its actual spawn point. Because of its method, this technique is really only effective against Taijutsu.
Falling Punch Complex :: Rank C Solid afterimage. The user will manipulate falling momentum in order to deliver a heavy overhead punch. As the punch makes contact with the target, an afterimage will provide a follow through hit.
___S t a g e F o u r [4] Rising Barrage Complex :: Rank B Solid Afterimage. The user delivers an uppercut which is then followed by a trio of afterimages. The original punch sends an opponent off of their feet, and the trailing afterimages hit them further into the air.
Knee Combination Complex :: Rank B Partial afterimage. The user drives their knee upward, attempting to strike an opponent in the stomach. As the user makes contact, a trio of partial afterimages will split from the user’s leg in order to deliver three more knees.
After-Wall Complex :: Rank B Solid afterimage. The user will hop backwards before a projectile or some other attack makes contact. In this brief moment, the user creates a sturdy afterimage to take most of the impact of said attack. • Absorbs the impact of any attack up to Rank B.
Shadow’s Dash Complex :: Rank B Transparent afterimage. The user will produce up to five afterimages during a quick movement. Four of these afterimages will trail, while the fifth ties closely to original. If something should intercept the user during his run, he will quickly escape, leaving the fifth afterimage to take the blow. However, rather than erupt, the afterimage will phase through whatever intercepted the original. Because of this, it is likely the opponent will be confused or offset.
False Cyclone Complex :: Rank B Transparent afterimage. The user will attempt to confuse their opponent by running circles around them, while simultaneously releasing afterimages. Because of the motion and multiple afterimages, this is an excellent way to make someone dizzy while evading at the same time.
___S t a g e F i v e [5] Cyclone Breach Simple :: Rank A During [ False Cyclone ], the user will abuse their speed, seemingly vanishing and reappearing next to the opponent- typically behind them. Because of the attack this branches from, this is a perfect way to deliver a sneaky, fatal, attack.
Unknown Attacker Complex :: Rank A Transparent afterimage. The user will rush their opponent, typically before they are able to attack, or during their handsign formation. The user will then proceed by throwing a flurry of punches, each accompanied by at least two afterimages in order to confuse the opponent, and prevent them from blocking actual attacks.
___S t a g e S i x [6] Spider’s Red Flurry Complex :: Rank S Partial afterimage. The user will release a barrage of punches and kicks, each accompanied by partial afterimages splitting from any point on the arms or legs. Because of the amount of chakra used to perform this technique, the user can spawn up to 100 additional limbs.
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Posted: Sat Jun 25, 2011 3:45 pm
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Posted: Mon Jun 27, 2011 9:41 am
Chakura no kyōka/ /Chakra Reinforcement

Unmovable, Strong, Protectors
History: The creator of this style needed to learn how to protect his squad. Putting himself through training that most would consider torture he became a protector, never giving a inch on the battle field, and doing every thing he could to prevent his squad from taking damage, this man was renowned for his threshold of punishment.
Through the beating a technique was born, Chakura no kyōka, or Chakra Reinforcement. This technique floods the muscles with chakra making them harder than any rock, or metal, at advance levels this ability can be pored into the arms, or legs making strikes extremely powerful. Once this ability is learned it can transform a ninja into a unmovable destruction factory, that can with stand almost any assault.
Description: This fighting style focuses one two main points, taking damage, and dealing damage in destructive single attacks. Taking attack directly is not something commonly seen among ninja, so using this style will no doubt put a damper in your enemy's ego when you take one of there attacks head on.
That combined with the ability to deliver single strike blows that can break bones makes this is a unorthodox, and deadly style. If a opponent ever take this lightly they will undoubtedly become severely injured, if not dead.
Rules: - Must have toughness as primary, or secondary attributes or needs to have a strong will, or reason to learn this fighting style, or the will not be able to withstand the damage taken from training. (Konaga can learn with out primary or strong willed because of the pain they are able to endure because of there bloodline BUT the damage to there body is not dulled in any way, they will be dealing with both outer, and internal damage.)
Stage One
Rank:Genin Training: At this level the Genin must spar with there teacher, or another physically strong opponent. During the sparring the Genin will need to take on large amount of damage with out dodging, then try throwing single, strong punches while there opponent is in the middle of attacking. Two Spars with ten posts until this level is mastered and the Genin is able to move on to the maneuvers and ten posts of strength training (This is ADDED to any other strength training your Rpc might be doing.).
Rank biggrin Maneuver Strong right: This is the first attack the ninja will learn. After there strength training, the ninja will learn to focus on the power in there shoulders, and biceps. This punch is generally thrown as a Hook, cross, or straight punch, although at higher ranks it will become for versatile. (Rank ups will be explained In stage three) When this attack lands a solid blow it will act as +1 rank to the damage taken, but glancing blows will only do normal damage.
Rank biggrin Maneuver Heavy front kick: Generally placed in the chest of the enemy this kick will knock back the enemy, if the user is of Chunnin strength or higher they will knock the enemy through the area for several meters.
Stage Two
Rank:Genin Training: More sparing is involved in this level of training, doing much of the same thing as the first stage the ninja will also incorporate stepping into punches, and kicks, this will lower damage of the attack, and help catch the enemy off guard. This stage is also were the ninja will be put threw a tremendous amount of physical abuse.( 15 post of being beaten, 10 post of sparing, and single striking power.) After this training is finished the user will be more adapt to taking damage and lasting longer in battle.
Rank biggrin Maneuver Rising knee: This move is generally placed into the stomach of the enemy to knock the wind out of them, at higher ranks will most likely break ribs.
Rank biggrin Maneuver Hammer fist: The single strike training the ninja has completed will now be able to be used in this Hammer fist maneuver. Arching there back, and drawing a large amount of strength together in there shoulders and back the user will clasp there hand together and deliver a crushing blow downward. This move takes a couple of seconds to "charge" but is reimbursement +1 rank damage, and will most likely knock the enemy unconscious if they take the full force of the attack.
Stage Three
Rank:Chuunin Training: More physical abuse will be done to the ninja's body, after about 20 more post of taking damage, the chakra reinforcement technique can be learned. At this stage is were the student must start learning to use and manipulate of chakra to reinforce there muscle's. First they will start off using it in the stomach, then moving it to other parts of there body learning to augment attack's, and provide a almost unbreakable defense.
Rank:C Technique Chakra Reinforcement: Spreading chakra into limbs of there body the ninja can either protect themselves, or augment a attack to do a incredible amount of damage in one attack. First they will have to learn to control the chakra correctly in the stomach, after that they can move the reinforcement to other area's of the body. (Training posts are required for each limb.)
This jutsu stays active for two post's in what ever limb the it is activated in, it ranks up toughness of that area by +1, it also make it incredible hard for jutsu, or chakra coated blades to pierce the area( Is still possible but won't be achieved easily.). When used for a attack strength will be increased by +1 rank and the limb will feel like they were struck with something harder than solid granite.
Can only be used on one area of the body at a time, and cost C ranked chakra as well as C ranked stamina. Once a non-elemental chakra based attack is absorbed then this technique is canceled.
This style is not available from Npc's can only be taught by Havik (The creator) or Kenzo. Both of wich are Sand nin (Kenzo is the Kazekage).
There is also more to come for this style, Havik just has to create it, if there are any questions about this style please, P.M -o-havik-o- for the answer.
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Posted: Mon Jan 02, 2012 10:56 am
Daidoumyaku – Great Pulse Fist
Style Description: By using chakra to concentrate energy within their hands the user of this taijutsu can transfer the energy from their hand into their target, creating violent vibrations. This involves a slight bit of chakra control, but this is not the focus of the style. Instead the focus is on speed and cunning in movement and striking, which helps to create stable sound waves. These vibrations can damage soft tissue of internal organs but the primary function of this style is to damage bones and create numbness in nerves.
Style Basis: Taijutsu (Speed), Cunning.
Rules: -As you go up in rank, naturally the palm strikes begin to get stronger. -Stages one through three only leave minor burns and bruises for basic palm strikes. Four to six cause second degree burns and much heavier bruising. The final stage palm strikes can leave third degree burns and serious internal bleeding can occur. -Palm strikes that are blocked still leave burns on the contacted areas. -Vibrating Heart ninja lose one less stamina point from this style's techniques. -This style takes an extra two chakra points in addition to normal taijutsu costs.
Stage One Genin
Palm Strikes – At this level the user is just learning the proper motions of the style and has yet to study the methods used to create vibrations in a targets body. Palm strikes, while certainly painful cause only normal external injury such as burns and
Kick-Push – After sprinting towards an enemy, you will slide kick at there legs in order to send the falling over you. Then you will deliver a double palm thrust into their abdomen, sending them flying over you and leaving them with a minor vibration burn where you hit.
Special Techniques:
Hakike no Tsuki (Nausea Thrust) This technique uses the very basis of the style, the vibrating of the palm, as the principle for this elementary but potentially devastating attack. By first striking an open handed attack to the stomach of the foe, the user then vibrates his palm. These vibrations adversely affect the digestive system of the target, therefore causing severe nausea and all the associated ramifications. The sickness caused by this technique lasts for three posts.
Stage 2 Genin
Palm Counter- When an enemy goes to punch you, all you have to do is use your forearm to deflect it to the side, and then drive your palm, vibrating of course, into the tricep of the enemy where it will leave a burn and lower the effectiveness of said arm due to the pain.
Counter kick- To stop an enemy's kick and deal damage at the same time, the counter kick is the way to go. From any angle, catch a kick thrown by your enemy and use your other leg to sweep them off of their feet. While they are still grounded, use your palm to crush their chest and cause slightly more painful burns as you hit.
Special Techniques:
Daidoumyaku – Mimi Senshi (Ear Stab) Description: This uses external force and vibrations to turn any blow to the head from a palm strike into a disorienting strike. This attack must be done at close range. This blow disrupts the center of gravity of the person hit causing them to lose a rank of evasion for a short time. (1 post)
Stage 3: Chuunin
Air Palm- After falling from the air, the practitioner will aim there knee at the shoulder-neck area of an opponent, putting all there weight and momentum there. The chances of a broken bone from this are great, but the real damage from from the palm here as well. As your knee makes contact drive your vibrating palm into the head of an enemy which can cause an Ear Stab effect.
Counter Air Palm- If an enemy is falling from the sky, an ally can drive his palm straight up into the head (for an Ear Stab effect), stomach (for nausea), or the chest (winding) which lasts for a single post and will leave a burn mark on the enemy as well. It will also send an enemy flying a few feet backwards from you.
Special Techniques:
Daidoumyaku – Saidan Assaiki (Altar Crusher) Description: This taijutsu attack is aimed at either of the two collarbones. Using the principle of the Daidoumyaku, this causes the nerves to overload. This sudden strike also drags the opponent’s torso down with it. At the end of the attack that whichever half of the body the user struck is more difficult to use due to the tremendous numbness brought about by the impact for three posts. (-1 evasion)
Stage 4 Chuunin
Burning Vibration- (Vibrating Heart clan members need not learn it) The user, after having grabbed hold of an enemy, with vibrate their palms in order to create intense burns on that spot of their skin. In addition, if this is held for longer than a post, internal bleeding on the area will be caused, creating heavy bruises. Another post they are still held and skin will begin to tear apart from the friction burns.
Knee slapper- Should an enemy ever try to rush you, or you are somehow in the position to do so, you would drop under there attempted punch and give them a straight palm thrust to both knees, toppling them and if not breaking the knees completely.
Special Techniques:
Daidoumyaku – Ibukuro Gusarito (Stomach Thrust) Description: This powerful palm strike is different then the standard ones taught by the style. The fingers are clenched into the hand to help concentrate the force and the extension of the arm is much longer then normal. The attack is aimed at the sternum, right about where the fifth ribs are. The force goes straight through the bone and reaches the lungs causing the victim to go into spastic coughing. The pain usually keeps other ninja down for a short while (1 post) while they get back their air and bearings, while also giving them a minus one post speed reduction.
Stage 5 Special Jounin
Palm Strikes-Glancing Blows – Having now been through the previous stages of mastery and learned to use your vibrations to create burns on the skin and bruises beneath it, this techniques allows you to, even with a glancing strike, leave burns across the area of effect. Direct palm strikes result in now worse burns and heavy internal bleeding which cause extremely painful bruises.
Double Palm Crush – A simple yet effective technique that can be dangerous when used properly. The practitioner will make both of his palms vibrate, and then slap an opponent on either side of his head. This blow sends both vibrations through an enemies brain, disorienting them and confusing them. It causes a heavy nosebleed, and also has been known to leave minor burns on either side of the afflicted location.
Vibrating Block- This technique allows you to vibrate your arms whenever you go to counter or defend an attack. Not only does this increase your defense by 1 rank for that one block, but it also leaves painful but minor burns on the surface of the body that touched it. It can also be used in combination with the palm counter ability.
Special Techniques:
Daidoumyaku – Juushin Tomosen (Brutal Heart Stopper) Description: This dangerous jutsu is dangerous to say the least. Striking the opponent where the heart would be, the force goes inside and causes a sudden jump in the heart stopping it for just one second where it all of a sudden kicks back. The sudden pain of death stuns opponents and leaves one all of a sudden short of breath and exhausted.
Stage 6 Jounin
The Broken Sword- This technique allows a practitioner to defend against a bladed attack, be it dagger, katana, or if done properly battleaxe, with a simple move. First, avoid the bladed attack. Then, while your palm vibrates, smack the weapon with an extremely high powered vibration from your palm that will snap the weapon, or make it vibrate so hard that it shakes free of the holder's grip and falls to the ground. When done against an opponents arm, the vibration causes the arm to violently shake and it will be riddled with burns and unusable for the next post. A three post cool down will be imposed afterwards however.
Upper-Cut – From a crouched position, a practitioner will send their palm straight up into the chin of an enemy. From there, the ninja will jump with them into the air and deliver a double palm thrust into their chest and stomach, which would leave two distinct bruises and burns on their body.
Special Techniques:
Daidoumyaku – Parusuha Saiganki (Pulse Rock Crusher) Description: This dangerous attack is difficult to use but when used properly it can deal enough damage to render men useless. Starting from the chest, a double palm strike is done, this sends force all across the body, crushing capillaries and causing damage other minor internal injuries.
Stage 7 Kage
Multi-strike – At this level, the user of this style can unleash a flurry of palm stirkes at a single enemy as if they were Wing Chun chain punching. Though less damaging than the typical palm strike of this level, the strikes are numerous and will leave moderate burns across all contacted surfaces, as well as minor bruising. The exact number of attacks possible is unknown, but the attack is known to be able to keep going rapidly for minutes at a time. (Up to three continuous posts with a five post cool down.)
Crushing Blow- The master will bring both of their palms together perpendicular to each other and have them vibrate in perfect unison. It would take a few seconds to get the vibrating going, which gives an enemy time to move. But after thrusting both hands forward, should they connect, the enemy would suffer heavy burning, and deadly levels of internally bleeding from the effect. Ribs will typically snap, as would any other bones attempting to obscure the path to the body of the enemy ninja. If it connects and no legitimate defense (something other than just blocking) occur, than the attack will have the described effect.
Special Techniques:
Daidoumyaku – Manako Oshi (Eye Push) Description: Only truly despicable and horrendous people use this technique against their enemies. This technique first requires that the user place his finger in front of the eye of an enemy. He then uses a vibrating "poke" and thrusts it forward. The forward force actually pushes the victim’s eyeball into his head, tearing the muscles that hold it in place. The pain caused by this usually stuns an enemy and leaves them unable to attack for a single post. However, far more debilitating is the second effect. The impulse that forces the eye back also damages it considerably, blinding the victim in that eye until he is treated by a jounin-level medical nin.
Property and originally made in POTS. TAKE AND I WILL HUNT YOU DOWN AND LET THE BALROG AND GANDALF FREE ON YOU AT THE SAME TIME. YOU. SHALL. NOT. STEAL.
Edited version.
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