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Deil Grist
Vice Captain

PostPosted: Sun Jun 26, 2011 3:15 pm


working on something nifty  
PostPosted: Sun Jun 26, 2011 3:16 pm


Shadowplay
(Private Kenjutsu of Konaga Sai)
(Kenjutsu accompanying 'The Shadow Blade' [link])

User Image

History and Development: Obtained by Konaga Sai by less then savory means on a botched assassination mission by an assassin (now dead), the 'Shadow Blade' as he came to call it would prove an invaluable weapon in his future. Originally knowing nothing of the blade's abilities besides what he had already seen, Sai has trained with the blade for many years, growing to understand it more and more, but still never truly knowing if he had been using it to it's fullest potential or if he had tapped into all of the abilities it granted. Despite this however, there is much he has learned, and the blade itself has taught him much concerning the use of the shadows, enabling him to blend into and out of them seamlessly in a way that even most assassins cannot duplicate. Through practice, he has also learned to use the blade with a variety of abilities utilizing his chakra. Over time, he has developed this into a style all it's own which is known only to him and made usable only through the powers of the Shadow Blade itself.

The more he has learned of the blade however, and in contemplating the abilities of the assassin sent to kill him, Sai has theorized that the abilities the Shadow Blade grants could be learned by others if they were to attain a Shadow Blade of their own. After careful thought, Sai has ascertained that the Shadow Blade itself, though unique in it's own right, might not be the only Shadow weapon of it's kind. Sai has theorized that with the proper skill and materials, he could have another one forged and then pass the style on to another... though with Sai's outlook on life, it would not be likely that he would respect anyone enough to divulge this information, or train them for that matter. It is however, completely possible that it's former user learned it's abilities from someone else and that other ninja have similar weapons... but Sai has not yet encountered another who wields such a weapon.


Rules:
1. You must have a custom weapon with the "Shadowplay" ability in order to use this style.

2. The abilities granted with this style do not work as [Stealth] does, nor would they give any bonuses to your effective rank in [Stealth], nor do they grant the benefits of the 'Stealth Specialty'.

3. In order to grant the practitioner the abilities it does, the Shadow Blade pulls on the darkness within one's soul. To prevent such a power from overtaking them, the user's body must resist this pull, which causes a drain on the user's Stamina when utilizing Shadowplay techniques. Because of this, in any post where a Shadowplay technique is invoked, the user suffers a 2 point Stamina Drain on top of any other cost associated with the technique.

{A member of the Konaga Clan, who has the Ninja Class: Samurai, reduces this cost to 1 point of Stamina Drain per post with their [Channel] ability. They can also decrease the active Stamina cost of Shadowplay techniques by 1 Stamina maximum by the same means... except in the case of Shadow Images, in which case, the reduction only affects the first image. No other stamina cost reductions can be applied to this style.}



1st Act (available at the rank of Genin)

Required Growth: At this level, the user learns how to meld into the shadows and hide within them. The user also learns how to react quickly to incoming danger, enabling them to defend themselves and the hopefully retreat to a safer position.
[This level requires 5 posts of training to learn. Once learned, all maneuvers become available, but all techniques must be individually trained]

Maneuver(s) Learned

Quick Draw -
[No additional cost]
After great practice with the blade, a familiarity is born to where the user is able to draw the blade from it's scabbard in a mere instant, almost as a reflex, ready to counter any attack even when caught off guard. The user can also, just as easily return the blade to it's sheath with the same accuracy and speed.

Technique(s) Learned

Shadow Step -
[Cost: Requires 20 chakra to initiate. The chakra is refunded when the user exits the shadow.]
When the blade rests in it's scabbard, and the ninja is holding the hilt of the Shadow Blade, the user is able to merge with the shadows and disappear to the naked eye. Upon activating the ability, the user's image fades and blurs into darkness as they seem to be drawn into the shadows around them and disappear. However, though they are invisible to the eye and indistinguishable from the shadows themselves, they are still physically present within the shadows and therefore can still be injured or attacked within them. This technique can be initiated at any time, even when in combat, or when someone is looking directly at the user.

- The shadow the Shadowplay practitioner merges into must be large enough to hide the user's full size. The arrested chakra required on initiating the shadow step spreads out over the entire area of the shadow the user is currently in.

- Shinobi with the 'Sensor' specialty will still be able to detect a Shadowplay practitioner when they are in the shadows, but they will not be able to pinpoint them within the shadow exactly as the nature of the technique spreads their chakra throughout the entirety of the shadow. They would however be able to detect the outline of shadow they are in due to the chakra spread, giving the Sensor an idea of where they could be.

- A Doujutsu such as the Byakugan or Sharingan however, if activated, will be able to detect the user's exact location. The same is true of the Inazuka clan's ability to sniff out an opponent's presence within the shadow.



2nd Act (available at the rank of Chuunin)

Required Growth: The second level of growth is found when the user begins to realize that while merged with the shadow, he gains a greater knowledge of all the shadows in his general vicinity. The user also learns to reach out to these shadows and transport himself between them while still keeping himself merged within them. The user also gains insight on the blade itself, learning how to manipulate it's unique composition to make the blade's movements seemingly invisible.
[This level requires 5 posts of training to learn. Once learned, all maneuvers become available, but all techniques must be individually trained]

Maneuver(s) Learned

Invisible Blade -
[No additional cost]
The Shadow Blade is made of a strange material which appears jet black in one light, but then ghostly translucent, almost clear in the next, depending on the angle it is held to the sun. One second, the blade will appear to be flying towards you, but with the proper twist of the wrist, the blade's edge will all but disappear, making it rather hard to see the attack, though the ghostly image of the blade is still visible.

Shadow Sensory - (Passive Technique) -
[No additional cost]
While in the shadows, the user is now able to detect the presence and exact location of any other objects or beings within the shadow he is merged with. Additionally, he can detect the presence of others within all other shadows within a 25 foot radius of him. This is regardless of whether or not a user is in [Stealth] within the shadow.

Technique(s) Learned

Shadow Jump -
[Cost: 3 Chakra per jump]
While in Shadow Step, the user is able to supernaturally jump between shadows as long as they are no further then 15 feet apart. Using a specialized hand seal in one hand, and two chakra points, the user is able to reach out to the other shadow's presence and draw himself into it, creating no visual effect to the jump aside from a slight blurring at the edge of each shadow as the ninja exits and enters.



3rd Act (available at the rank of Special Jounin)

Required Growth: Upon reaching this level of mastery with the blade and the style, the user is able to emerge from the shadows just as fluidly and stealthily as they merge into them. Also, as they emerge from the shadows, they are able to take part of the shadow with them as they tear through the barrier of darkness.
[This level requires 7 posts of training to learn. Once learned, all maneuvers become available, but all techniques must be individually trained]


Maneuver(s) Learned

Shadow's Deception -
[No additional cost]
Any strike made by the user is able to absorb it's own casted shadow around it and mask the size, shape and reach of the attack. The shadow adds no physical effect at all, but does make it hard to gauge where the blade's edge is, thus making it harder to dodge or deflect accurately. The amount of shadow that can be applied to mask the blade cannot be manipulated more then 2 inches away from the blade itself.

Technique(s) Learned

Shadow Strike -
[Cost: 5 Chakra and an additional 1 Stamina drain]
From Shadow Step, the user is able to emerge from the shadows and make an attack agaisnt their enemy in one fluid striking motion. The strike actually begins while they are still in the shadow as the user's blade rips open the shadow's rift, allowing the ninja to emerge from it forceably and attack in an incredibly swift motion, giving his enemy almost no time to respond. During this attack, the user's body is blurred by the shadow, creating a trail of shadowy black and grey lines ahead of and behind them as they appear. Whereas the effect make's it appear they are moving at incredible speed, it is merely that the shadow's deception does not allow the eye to see the movement until the last second, making it seem like they have come out of nowhere. The visual effects of the shadow linger behind the user for a few seconds before disappearing.


Intermission (available at the rank of Special Jounin)

Required Growth: As part of reaching this level of mastery, the user begins to understand the abilities granted by the blade on a deeper level, thus enhancing all of it's abilities:
[This is gained automatically after mastering all techniques in Act 3]

Shadow Step Cloak -
[Cost: 7 Chakra and additional 2 Stamina drain]
For two posts, a Shadowplay practitioner can condense the shadows around them and wrap themselves within it, hiding their presence from all Sensors, Doujutsu users, and otherwise for one post. This has a cooldown of 3 posts.

Shadow Jump -
[No additional cost]
Users can jump to a shadow 25 ft away.

Shadow Sense -
[No additional cost]
The range of detection increases to a 35 foot radius and the practitioner can now distinguish between individuals based on their chakra color and signature.



4th Act (available at the rank of Jounin)

Required Growth: In the fourth act, the Shadowplay practitioner begins to master the ways of shadow, learning how to manipulate them through the power of the shadow blade. Through communing with the shadows, the user begins to be able to control them better, bending them to their will and even materializing them beyond their normal constraints.
[This level requires 10 posts of training to learn. Once learned, all maneuvers become available, but all techniques must be individually trained]

Maneuver(s) Learned

Shadow Thread -
[Cost: 3 Chakra]
This is an advanced form of the Shadow Deception maneuver, which allows the Shadowplay student to use any absorbed shadows as a thread which attaches to the hilt of the Shadow Blade. The user is then able to use the blade in a projectile attack, using the attached shadow as a tether from the user's hand. The maximum range of this tether can be up to 25 ft, and the Shadow thread cannot be broken, tangled, or otherwise disturbed. For all intensive purposes, the thread itself is non-corporeal.

Shadow Speech - (Passive) -
[No additional cost]
A Shadowplay practitioner is capable of sending messages to friends or foe, so long as they are within a shadow nearby. Using the shadows themselves as a conduit, the user is able to send a message to another person who is hidden within a shadow within 50 feet of him. The message is sent solely to the desired recipient(s) and is delivered as an eerie and echoing whisper to their ear.

Technique(s) Learned

Shadow Projection -
[Cost: 7 Chakra and additional 1 Stamina drain]
From Shadow Step, the Shadowplay student is able to channel chakra into their freehand and perform a palm thrust in front of them, sending a portion of the shadow beyond it's normal constraints towards an opponent. If the glob of shadows makes contact with any part of the victim's body, it will immobilize the area for 1 post. If the shadow strikes the eyes, it blinds them for 1 post. the maximum size of the projected shadow cannot exceed the size of the user's hand.

Shadow Image -
[Cost: 7 Chakra and additional 2 Stamina drain]
Being well attuned to the shadows, especially those currently around them, the Shadowplay student is capable of projecting their chakra through the shadows, generating shadow images of themselves which run forward toward an opponent and attempt to slash them in a run-by maneuver with a shadow-based replica of the Shadow Blade. During Shadow Step, the user must perform a series of hand seals with one arm to mold the chakra into the surrounding shadows and project the images. Additional images can be made for an additional 5 chakra and 1 Stamina point each, up to a maximum of three images. This counts as a single technique regardless of how many clones are sent out, but it requires the presence of sufficiently large adjacent shadows within a 25 foot radius around the target (the target itself must be within 25 feet of the user).

If the Shadow Images manage to slice the opponent, it leaves a Shadow Wound, a dark purple scar with shadowy black edges in the area struck. This causes no true damage, but creates extreme pain for several minutes and a burning sensation which continues afterward for two days. The wound cannot be healed, and the victim has a tendency to suffer from nightmares while such wounds are still present.



5th Act (available at the rank of Sannin/Kage)

Required Growth: This is the final act of Shadowplay and marks a level of mastery over the blade and shadows that is unparalleled. A Shadowplay student who has reached this level is able to control multiple shadows at once and can even go as far a to project images of himself from the shadows to immobilize, or choke the enemy.
[This level requires 10 posts of training to learn. Once learned, all maneuvers become available, but all techniques must be individually trained]

Maneuver(s) Learned

Shadow Rift -
[Cost: 10 Chakra and additional 2 Stamina drain]
From Shadow Step, the user is able to project a 5 foot crescent blade of shadow towards an opponent in a straight line up to a maximum distance of 50 ft. Focusing chakra into their blade, the user quick draws their weapon from within the shadow, the arc and movement of the blade through the shadow creating the crescent blade as the user is dropped out of the shadow.

Technique(s) Learned

Shadow Curse -
[Cost: 10 Chakra and additional 1 Stamina drain]
In an instance when 3 or more Shadow Wounds have been created on a victim, a special series of signs can be initiated which will cause the Shadow Wounds to spread across the victim's body causing immense pain and immobilizing them for 1 post. The victim will be unable to move or mold chakra during this time and they are subjected to terrifying screams of agony and whispered voices of doom all around them. The technique is traumatizing to say the least and causes stamina drain as a Genjutsu would when released.

...at the end of the technique, the Shadow Wounds receed and disappear from the user rather then lasting for days afterward as they normally would.



Finale (available at the rank of Sannin/Kage)

Required Growth: None. The Shadowplay practitioner is now a Master of Shadows.
[This is gained automatically after mastering all techniques in Act 5]

Technique(s) Learned

Shadow Assault -
[Cost: 20 Chakra and additional 3 Stamina drain]
A Shadowplay master has finally mastered all aspects of utilizing the shadows around them. Now being able to merge with the shadows seamlessly, the Shadowplay master is able to use three successive 'Shadow Strike' maneuvers in a row and a final 'kill' maneuver.

This requires that there be at least 3 shadows of sufficient size within 20 ft around an opponent. Each Shadow Strike occurs in a second, the Shadowplay Master appearing from one shadow, striking at the opponent swiftly before quickly disappearing into another shadow via Shadow Jump, only to re-emerge a second later from another shadow at an entirely new angle. This occurs three times before a final strike where the Shadowplay Master drops out of the shadows to perform the final attack. This attack requires a cooldown of 5 posts.
 

Deil Grist
Vice Captain


Deil Grist
Vice Captain

PostPosted: Sun Jun 26, 2011 3:33 pm


The style that was located here will no longer be available. The next kenjutsu style to be made will be posted here.  
PostPosted: Sun Jun 26, 2011 3:36 pm


Tsukiakari Ryuu (Moonlight Dragon Style)

User Image

History and Development: The Moonlight Dragon Crest has been the symbol of the Tsukiakari royal family since the old days. As one of Japan's oldest and most well respected royal families, they have thrived for centuries, always carrying their history with them as a family of great peace and serenity. As the legend of the crest is told, millennium ago, when dragons ruled over humans from heavenly realms, one dragon set himself apart. Tired of the embittered violence of his brethren, he escaped to the moon where he led a peaceful existence before becoming very lonely. Not wanting to go back to his dragon kin, he traveled to earth in the form of a young man and married, and became prosperous as a great gardener of blue lotus flowers, which bloomed only in moonlight, but shone like sapphires when they did.

Many eventually grew jealous of his prosperity however and he and his wife were attacked at their home. With nowhere left to turn, the dragon was forced to imbue his spirit into the woman, allowing her to defend herself by turning all of the swords which attacked her into a sapphire blue shower of flower petals which destroyed her enemies. Ever since, the dragon never returned, but the line was carried on through the woman, Tsukiakari Tsubame. Her offspring and her children's offspring eventually rose to royalty through their great gift, given to them generations ago by their ancestor, who they immortalized forever within the family's crest. (This was a direct bloodline descendant of the Senbonzakura bloodline)

Over time, a style of sword play was developed to accompany the bloodline ability and the great legend, one which accentuated the grace of the blade's movement and the speed at which the moonlight glinted off of it. The art was always developed to keep peace, and to protect. The style was not taught to anyone who had an aggressive heart and was passed down through scrolls which detailed it's secrets. It is said that all forms of Iaijutsu and Battoujutsu originally had this sword style as their base, as this style focuses on speed and the graceful draw and return of the blade over all else.


Rules:

1. User must be either a Weapon Master or a Samurai to learn this style.
2. User must have character attributes of 'Cunning' or 'Agility' or +1 passive rank to them.
3. User must have a direct tie to the Tsukiakari Royal Family.
4. Those with evil hearts or intentions cannot utilize the style's techniques.



Quarter Moon (available at the rank of Genin)

Required Growth: As the beginner level for this style, training focuses on the speed of the draw and accurate return of the blade to it's sheath. After mastered, the blade's return can be re-directed downward in a surprising motion, then repeated in an upward strike. these motions are trained for hours upon hours before fully mastered, but once learned, serve as the bread and butter for all techniques following. (This level requires 5 posts of training to master)

Maneuver(s) Learned

Iaijutsu Mastery - This is the primary and most fundamental technique of the Tsukiakari Ryuu. This technique allows for a lightning fast draw of the sword, couple with a diagonal, or horizontal strike accompanying the draw. The blade is then immediately returned to the sheath instantly. The draw and return of the blade are barely distinguishable from each other as the slash of the blade catches the light, illuminating the blade during it's travel, which is the only sign of it's presence.

Technique(s) Learned

Tsukiakari Do-Ryu Kire (Moonlight Ground Dragon Slice) - The natural progression of the Iaijutsu maneuver, this technique utilizes the same motions, but focuses a chakra enhanced blade in a vertical strike which sends a blade of energy along the ground in an explosive move which carries across the ground, tearing the earth up and spreading debris as it races towards it's target with destructive force. To perform the attack, the user attacks with a normal Iaijutsu stirke, but then, instead of returning the blade to their sheath, they drop the sword down, digging it's edge into the ground. Then channeling chakra into the blade, they perform a vertical Iaijutsu strike upwards, sending the Do-Ryu Sen hurtling towards the enemy as the user returns the blade to the sheath immediately following.
(In addition to the D-rank stamina cost, this technique costs 2 chakra or a usage of the Weapon Master's [Energy Slice] ability.)

Tsukiakari Ryu Mei San (Moonlight Dragon Decree) - Sheathing the blade particularly fast with a surge of chakra, the sound waves of the sheathed metal ring out from the blade and distorts the hearing of everyone within 25 ft of the blade. This effect causes ringing in the ears, causing discomfort discomfort and deafness (for 1 post). This is especially effective against anyone with enhanced senses, often disorienting them for longer (2 posts), blocking out all other sounds as the ringing overloads their sense of hearing.



Half Moon (available at the rank of Chuunin)

Required Growth: After mastering the art of iaijutsu, focus is drawn to successive strikes of speed for added variability of attack and more maneuverability with the blade. The fundamentals of the Do-ryu sen are then brought out into the successive strikes to create the Ryu Sou Sen. (This level requires 7 posts of training to master)

Maneuver(s) Learned

Battoujutsu Mastery - A natural development after mastering Kenjutsu, Battoujutsu focuses on the same movement as Iaijutsu, but focuses on multiple strikes after the draw rather then returning the blade to it's sheath. The successive strikes are not as fast as the initial Kenjutsu-esque strike, but are still blindingly fast within this style. The strikes normal follow a sequence, excelling in the speed of the strikes, but suffering in predictability.

Technique(s) Learned

Tsukiakari Ryu Sou Kire (Moonlight Double Dragon Slice) - As the Do-Ryu sen technique is an Iaijutsu strike with a focused chakra-infused blade, the Ryu Sou Sen are multiple strikes in a Battoujutsu sequence with a chakra-infused blade. when performing the sequence strikes after the initial draw, crescent shaped arcs of chakra which are hurtled at the enemy through the air following the angle with which the blade was swung.
(In addition to the C-rank stamina cost, this technique costs 3 chakra or a usage of the Weapon Master's [Energy Slice] ability.)



Third Quarter Moon (available at the rank of Special Jounin)

Required Growth: Once the blade strikes are mastered, the body's movement and footwork are stressed, combining strikes with counter-attacks where the user utilizes glints of light off their blade to distract the attention and focus of their opponent and strike from surprising angles. (This level requires 9 posts of training to master)


Maneuver(s) Learned

Moonlight Twist - Though it need not be moonlight, this technique does require a fair deal of practice to master. As blades clash, or even simply as a sword's edge is dodged, a simple twist of a blade can redirect the glint of sunlight or moonlight into an opponents eyes, momentarily blinding and distracting them.

Technique(s) Learned

Tsukiakari Ryu Shunpo Kire (Moonlight Dragon Flash Step Slice) - After utilizing the moonlight twist, the Tsukiakari user pushes chakra into their legs and feet as they use the momentary distraction of the glinted blade to move to the side, or behind an opponent and deliver a qucik strike to an undefended area.
(In addition to the B-rank stamina cost, this technique costs 3 chakra)

Tsukiakari Hi-Ryu Kire (Moonlight Flying Dragon Slice) - After utilizing the moonlight twist, the Tsukiakari user pushes chakra into their legs and feet as they use the momentary distraction of the glinted blade to leap into the air to deliver a surprise attack from above with a hammer stroke which carries the gravity of the descent behind it. This is a slower strike then the Ryu Shunpo Sen, but is much stronger.
(In addition to the B-rank stamina cost, this technique costs 3 chakra)



Full Moon (available at the rank of Jounin)

Required Growth: This level of growth is based more on the realization of the warrior that all things thought to be mastered can be expanded upon. The final stage is not so much a collection of new techniques so much as they are enhancements of everything the Tsukiakari member has learned already. This realization comes only with time as no one ever sees the true potential of their blade until they have risen high enough to gain new perspective. (This level requires 11 posts of training to master)

Technique(s) Learned

Tsukiakari Ryu Shunpo Bunshin Kire (Moonlight Dragon Flash Step Clone Slice) - Without the need for the moonlight twist, this technique requires a single hand seal, as the user performs a version of the displacement technique to substitute their body with an afterimage of moonlight (or chakra particles). This creates a more complete illusion, allowing the user to appear to the side, or behind their opponent just as a replacement technique would allow.
(This technique counts as a A-rank ninjutsu when determining cost, but counts as an A-rank kenjutsu to learn.)

Tsukiakari Hi-Ryu Bunshin Kire (Moonlight Flying Dragon Clone Slice) - Without the need for the moonlight twist, this technique requires a single hand seal, as the user performs a version of the displacement technique to substitute their body with an afterimage of moonlight (or chakra particles). This creates a more complete illusion, allowing the user to appear above their opponent just as a replacement technique would allow.
(This technique counts as a A-rank ninjutsu +1 stamina point when determining cost, but counts as an A-rank kenjutsu to learn)

Tsukiakari Ryu Kireme (Moonlight Dragon Rift) - Following the concept of the Do-Ryu Sen, the Tsukiakrai user focuses and channels much more chakra into their blade, sending a wave of destruction many times the power of the Do-Ryu Sen itself. The strike itself is so fast, that it at first seems like the user accomplished nothing at all, when in fact, their slash had opened a small rift in the air in front of them, which gradually fills with air, focused by the chakra particles which then explodes forward in an incredibly powerful arc of energy which tears anything in it's path to shreds over a distance of 150 feet, traveling at incredible speed.
(In addition to the a-rank stamina cost, this technique costs 9 chakra, or a use of the Weapon MAster's [Energy Slice] ability)

Created by Cobra_X  

Deil Grist
Vice Captain


Deil Grist
Vice Captain

PostPosted: Sun Jun 26, 2011 3:39 pm


The Infinite One Sword Style (Mugen Ittōryū)
Weapon Style for the First Tsurugi
]http://www.gaiaonline.com/guilds/viewtopic.php?t=17485785&page=9

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

http://www.youtube.com/watch?v=xocYeywG2cg

The Infinite One Sword style was created by Haseo's mother and father as away to defend Sunagakure. Though Haseo doesn't know it yet, both his parents were shinobis from Kirigakure and Konoha and became refugees in Suna. The sword style is a fusion of Leaf’s Lotus Taijutsu and training, Gentle Fist style, Mist’s Sword style, and the creation of Swords. Rather than relying on a single good quality blade the practitioner makes use of hundreds of swords scattered around the battlefield. The practitioner does not care about the quality of the blades he uses, and uses a variety of moves making use of a single blade, or even multiple blades at the same time. Because of his reliance on hundreds of blades scattered around the battlefield the practitioner almost always has a blade, or multiple blades handy for use. He uses his swords for various purposes beyond normal melee attacking, including use as projectiles, paths to walk on, pins to hinder his opponent's movements, and also use for making multiple simultaneous attacks on an enemy or even several enemies. Note that only a master of this style can teach the final stage.

Note: Unless it's part of an actual technique, calling a weapon to you that isn't in the summoning contract costs 3 chakra per weapon.

Stage 1: The Body Training
Academy


In the first stage of the style, the practioner does nothing but train his body by wearing weighted armlets and leg weights. The user trains by simply moving constantly and training sessions look almost like boxing matches, with the user having to constantly move around and dodge the trainer. It is believed that teaching one how to survive is the first order of business. It is not a matter of learning to attack, but learning how to move, evade, dodge, and charge.

Stage 2: The Movement Training
Genin


After the basic body building is complete, the user then begins training technique. The user is taught how to keep momentum up, and how to chain one move into another. This allows for stronger blows and more fluid movements. The user also learns how to constantly circle an opponent, keeping him on guard constantly. This is essential to using the infinite sword by moving constantly.

Stage 3: The Sword Training
Genin


After all the hand to hand taijutsu training is completed, the practitioner is finally given a sword. Any sword will do. In this stage, the practitioner is trained in the art of the sword. He will learn how to swing it properly, make cuts and slashes. By the end of the training, the practitioner feels bit more ease, capable of inflicting more damage and implementing more speed and strength. However, the user isn't at a level yet where he is extremely dangerous to anyone except a lower level taijutsu user or a genin without taijutsu training.

Stage 4: The Double Sword style
Chuunin


At this stage, the practitioner is taught how to use swords in methods never even thought of. The practioner is trained in many different forms:
Form 1: Balance…the practitioner is asked to stand and balance on the hilt of the blade on one foot while the blade has been stuck to the ground. This takes several hours to master
Form 2: Accuracy…the practitioner is trained on throwing a katana at an enemy. Usually a katana is not used as throwing weapons, but this is an essential part of the training. The practioner must have perfect accuracy by throwing the weapon at a bull’s-eye from 30 yards away.
Form 3: Dual wielding…the final form at this stage is the ability to wield two swords at once. This is only a small milestone in the sword style, but it is a step that needs to be taken.

Five posts for each form performed

Special Techniques:

Double Sword Technique
Description: With intensive training, the user of the style can learn to wield two blades instead of just one. This can only be done with katana or smaller weapons. When using two blades, the effectiveness of the user can double or even triple under the right circumstances

Double Shimmering Path:
Description: The practitioner throws two swords at once at high speeds at the opponent

Stage 5: The Summoning
Chuunin


At this stage, the user must seek out a Blacksmith to create hundreds of swords for him to use and seal them in a scroll. The user is taught the summoning weapons technique in order to summon the swords unto the battlefield. After this is done, the practioner is now taught how to use several swords at once. The practioner can wield two swords in hand at once, and grab several of them to use as projectiles. Using Leaf Taijutsu, the practioner can grab swords with their toes and use their feet to wield blades as well.

Special Techniques:

Tobidōgu (Flying Tools):
Description: This jutsu allows the practioner to store their swords in a summoning scroll and summon them whenever they want. The practioner is taught how to summon hundreds of blades and make them rein upon the battlefield. If the opponent is not careful enough, he can be skewered to pieces from the initial summoning.

Three Shimmering Paths:
Description: Using it, the practioner grabs onto three of his swords and throws them onto the ground creating a path. Then running along these swords the swordsman grabs onto a fourth one and uses it to directly attack the opponent at high speeds, using the hilt of each sword to push himself for more momentum

Stage 6: The Skewering
Jounin

At this stage the swordfighter is taught in the Hyuga’s gentle fist style. But not in the way one would think since the masters can't copy the styles of another bloodline. The practioner is taught how to implement the blade with the techniques of the Leaf’s Hyuga clan and how to implement the several dozen swords into one giant attack.

Special Techniques

Addition Blows (1-12)
Description: The practioner moves at high speeds to attack his enemy. After each hit he will let go of his sword to quickly use another to let him attack from different angles while his enemy is stunned from his previous blow. This leaves his enemy covered with twelve swords

Sword Fang:
Description: Practitioner begins by hitting three swords standing parallel to each other. They are hit near the end, causing all three of them to slash upwards, in the manner of a "fang".

Vertical Line:
Description: Following his Sword Fang; all three swords momentarily hover in the air, where the user will then proceed to use the current sword in his hand to sequentially hit each, thereby launching each of them directly at the enemy.

Stage 7: The Massacre
Kage/Saanin


By this time, the user has practically neared perfection. His blows are perfectly straight and powerful, the user knows where and how to hit his opponent's body to inflict as much damage as possible. Using wide, sweeping strike the user is kept spinning and moving, almost like a top while fighting. The movements are so fluid that, even with making such wide strikes they still often hit. The weapons are more than extensions of the body now. The blades are the body. The pure grace and skill within the user is so high that it can only be described as awe-inspiring. By this stage…the user can effectively wield one hundred blades simultaneously by moving at such high speeds that they can easily strike, drop the sword, pick another and strike again. To master this style, is to be called a demon.

Special Techniques:

Multiplication Twenty Four Blows
Description: The practitioner will follow his Addition Blows with this attack. He strikes the swords that he left around his enemy from his Addition Blows which ends up cutting his enemy with the twelve swords all over again.

Stage Eight: Hells Ascension
Kage


At this stage, the sword master is said to have been granted his mastery over the sword from Susano-o himself. The shinobi's mastery over the countless katana he wields is incomparable to any other style around. A master of this stage has the capability of literally destroying an army on his own without so much as a scratch. When he moves, it is as if you were watching the wind dance listlessly. His movements are also quick and effective, not one strike made simply to maim. It is in this stage that the sword wielder has caused such a connection with the blades he fights with, that he has the capability of calling one to him from 100 yards away. Incorporated into this stage are the flips, tricks, and twirls which make him not only hard to hit, but hard to see. The swordsman is said to have invisible hands, capable of making it seem as if one were fighting ten katana wielding shinobi at once. It would take at least three jounin to effectively stand a chance against one of this rank. He is no longer referred to as simply a demon, his blades said to be forged in the flames of hell.

Special Techniques:

Yaiba Terekineshisu(Blade Telekinesis) Kage/Sannin Rank:
Description: As the blades are summoned into the battle ground, as long as the swordsman so much as touches one of them, it is instantly infused with a chakra mark. This mark, allows the swordsman to literally extend his hands and "call" a blade to each one, from 100 yards away.

Yaiba Kyuuten(Heaven's Blade) Kage/Sannin Rank:
Description: Burning his chakra into the blades on the battlefield, the swordsman can literally cause one hundred blades to hover and shoot towards an opponent, either all at once, or one at a time for five posts. In a limited fashion, the swordsman can control up to ten blades effectively in close combat, as if they were extensions of his actions and will. The latter of these two actions can only be done for five posts at a time, and a period of three posts afterwards must pass before it can be done again.

Costs the same as an S-rank ninjutsu,

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Stage 9 The Infinite Master

A ninth stage to the legendary technique, developed by Haseo Shimizu and taken a step further. The technique combines the fusion blades he prefers, and the flexible sword style of the infinite one sword. There are primary differences though, instead of katanas hundreds of interlocking blades fall down onto the battlefied. These blades also react to chakra, and can move on their own, reacting to his chakra. Any extreme emotions concentrated when performing this technique can be devastating. This has resulted in the ninth stage being placed as a forbidden jutsu, to be used only during periods of emergencies. The blades are all custom made by the Leaf Master Blacksmith, Haakuzou and created to destroy.

Jounin

Blade Beam Infinite: The user grabs nine seperate blades, charging them with his chakra and stabbing them in the ground to form a circle around his opoenent. He then stands over the first blade he set into the ground, and removes it, setting off a chain reaction and releasing the chakra stored in the eight other blades to set off simulteaneous beams of chakra, aiming at the enemy.
Costs the same as an A-rank Ninjutsu

Meteorain: The user grabs any single blade and raises it into the air, releasing chakra into space. The result is six small meteors, composed of fire element, hitting the the enemy at random.
Counts as an A-rank ninjutsu

Elemental Shield: The user grabs three blades at random, charging each with elemental chakra and interlocking them. He throws the blades up into the air, disengaging them to form a parachute shield of chakra around the user. This technique blocks any jutsu up to A rank. There is one exception...if the opponent uses a jutsu of the opposing element, then the shield is instantly broken through, no exceptions. Example, if using lightning chakra to power up the shield, a wind jutsu would break through.
This technique has a 2 post cool-off.
Counts as an A-rank ninjutsu.

Sanin Rank:

Omnislash/Finale
The user rushes through his field of swords, picking up and inter locking five blades. He hits the enemy with a fully assembled blade the first time, detaching two blades and slashing once more, while the two other blades attack simultaneously. He continues detaching the blades part by part, each time while the detached blades attack like ghost weapons, fueled by chakra. When their is only one blade left in his hands, the user shoves the blade into the ground releasing his chakra. The other blades embedded into the ground react to his will, and rush through the air simultaneously aiming at the opponent.
counts as an S-rank taijutsu but also costs 12 chakra


Masters of this style:
Pi Shimizu (Npc mother)
Kuhn Shimizu (Npc father)

Students:
Haseo Shimizu

Zane Hajime  
PostPosted: Sun Jun 26, 2011 3:40 pm


The Hidden Mist Sword Fighting Style
Fluidity, Offensive, Sudden


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Style Description: This sword style is a weapon style traditionally used by Kirigakure shinobi. This style is taught from master to apprentice, and it is considered one of the highest honors of the village to master this style. The style focuses on using pure offense to keep your opponents on their toes. The style focuses on continuously fluid yet direct attacks and quick reflexes to force the opponent on the defensive. However, this style technically lacks any specific defensive techniques due to the ferocity of the style.

Training Methods: This technique can be used with any type of sword, however the most typical type is a katana. This demanding style requires religious endurance, speed, agility, and strength training. The user does all of his training with the sword in order to become one with it.

Stage One: Genin
Users at this stage only learn basic sword strikes, and are not much stronger or faster than normal shinobi. Still, they obtain enough of a style to defeat warriors unskilled in the ways of the sword. However, they are still faster and stronger than anyone except assassins or taijutsu users that focus on speed.

Regular Techniques:

Power Slash:
Rank: E
The user puts a lot of force behind a horizontal strike, hoping to disembowel or disarm an opponent

Crashing Decent:
Rank: E
The user is airborne, and falling at the opponent. The user does a front flip, and strikes downward with much force. The general idea is to cut the opponent in half, or force them to move.

Counter-Counter
Rank: D
If the user's swing is blocked by an opponent with a parry, the user can put so much force behind the blow that it move the opponent's blade, and leaves the opponent open to a direct stab.

Rising Razor
Rank: D
The user swings up from the ground to the enemy in an attempt to cut the enemy in half. If the user misses, the wide swing is easily transitioned into a jump, upon which the user rotates clockwise and slices down horizontally to hit the opponent. The general idea is when the opponent jumps back to dodge the blade, the user's momentum allows for another strike while the opponent is catching its balance. This technique is better used with a longer blade.


Stage Two: Chunin
Now that the user has become familiar with the blade, the user can now string together combos with the sword that normally a genin could not do. This stage focuses on making the user's movements fluid, in addition to becoming one with the blade. The user's attacks also have considerable speed and power compared to more technique based weapon styles, and the user also has noticeably faster reaction times.

Crashing Decent Feint
Rank: D
When the user is airborne and swings down at the opponent, the natural inclination is to reach upward and deflect the sword with a blade of their own, or to attempt to roll out of the way. Instead of following through with the blade, the user kicks out at his opponent's solar plexus or chin. Such a blow will surly hit a foe distracted by the blade, and stun them. This technique also works with the Rising Razor.

Shunt
Rank: D
The user now has enough strength and control of the blade that the user can push back an opponent that has locked blades with the user. Usually, opponents will reel back to avoid the edge of the blade from pressing up against them and cutting them, which leaves an opening for the user to take advantage of as the opponent tries to regain his/her composure.

Fake-Strength
Rank: C
The user's strength has become known to the opponent, whom will attempt to try to slap away a swing with brute force. If the user swings down diagonally at an opponent, and the opponent attempts to parry it and slap it away with their weapon, the user can use the force provided by the opponent's blade to swing the user's blade over himself/herself to the opposite side if the opponent. This attack is hard to dodge or deflect, because the opponent will have over-extended to deflect the user's blade, and lack the correct footing and body position to deflect an attack coming from the opposite side.

Projectile Muncher
Rank: E
The user's strength and control over the blade is so good, that instead of attempting to dodge or deflect shuriken and kuni, the user can simply cut them in half, provided the user has ample time to react. However, unless all the projectiles are in a line of some sort, the user will be unable to cut them all down at once.

Stage 3: Special Jonin
The user has a greater degree of control and power with the blade, and begins to develop working on speed with the blade in order to master all its strengths.

Flurry
Rank: D
The user is required to do 5 posts of training directly related to swing-recover-swing speed of the user. After that, in combat, the user will be able to increase the number of calculated blows he or she can do in a set amount of time by about 1 per post. This technique has no specific maneuvers, and lasts for 4 posts before having a 2 post cool-off to prevent exhaustion. If the user goes 5 posts straight or more, then the user will receive a -10% penalty to strength and speed every post used, and regains 5% back every post of cool-off beyond the first 2.

Sudden-Slice
Rank: C
If the user is standing still and facing the opponent, his appearance will be one of calm. Suddenly, he will explode from his stance and make a ferocious slice diagonally with a great deal of strength and speed. The sudden movement often causes the opponent to flinch in hesitation out of the sheer unexpectedness of the move. This technique usually only works on an opponent once per battle.

Stage 4: Jonin
The user is one of the more fit weapon users compared to average weapon masters. The speed and strength of the user usually catches people off guard and leaves them doing their best to keep up with the ferocious attacks of the user. In this stage, the user is capable of keeping even a Sharingan-user on his toes not only because of the speed of the attacks, but in their direct power. This leaves most opponents struggling to strike out at the user once the user gets close.

Improved Flurry
Rank: C
The same as Flurry, but only has a -5% penalty per post of over-usage. Requires an additional posts of training attack-recover-attack.

Pistol-Whip
Rank: D
In an expert use of timing, the user crushes his opponent's face with a blow of the handle of the sword, instead of following through with an over-head swing. The sudden change in angle and "weapon" will catch most non-weapon master of the same rank, or weapon master of a lower rank, off guard.

Air-Blade
Rank: B
If the user does a ferocious swing with all the strength possible, the user can create a 12 inch wide air-blade that flies at the opponent, with the length of the blade. The air-blade usually causes minor cuts and knocks them back several feet. This technique can not be used if the opponent is closer than 5 feet to the user.

Stage 5: Sannin/Kage
The user has become so familiar with the weapon of choice that it has become his most valuable ally. Someone of this level is able to perform techniques so fluidly that he is able to force opponents on the defensive for entire battles in most cases.

Ground-Split
Rank: B
The user is able to use chakra to briefly "widen" the edge of the blade and swing it into the ground to form a a 10m long, 1 foot wide, and 6 inch deep crack in the ground that can trip most opponents.

Master Flurry
Rank: C
The user is able to permanently attack 1 additional time per post with his/her blade due to the speed and fluid movements of the user.

Sword-Ram
Rank:B
Instead of taking any pretense of defense, the user holds the sword out in front almost level with the ground and charges forward with tons of speed and strength. Opponents leap in an attempt to dodge the opponent, or are run over/impaled by the blade. The whole thing is so sudden and fast that most opponents will lack the ability to defend against the attack directly.

Air-Sword Flurry
Rank: A
The user strikes 3 times with the air blade with blinding speed, and forms an asterisks shaped air blade that is 3 meters in radius, and can cut down trees with ease.

Blood-Rage
Rank:B
The user enters a state where no pain is felt, and his attacks are very wide sweeping stokes of the sword. The user relies on the blade entirely, and attacks with speed and power regardless of what danger await. This technique allows the user to fight without being distracted by genjutsu, noise, pain, or other distractions. However, this does leave the user open to other attackers besides his targets. The attacks are used so that if the opponent manages to parry or dodge a blow, the user already has another one planned based off of the current situation.






Master -
Students
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[Add more as needed]

Created by Deil Grist  

Deil Grist
Vice Captain


Deil Grist
Vice Captain

PostPosted: Sun Jun 26, 2011 3:48 pm


The Erai Kame Gaikaku
(The Great Turtle's Shell)
Sturdy, Encased, Heavy


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Style Type: Weaponry (Heavy) and Hand-to-hand
Weapon Type(s): Halberd or Poleaxe
Other Equipment: Heavy Armor


Information:
Legions of warriors that used this style were sent into battle, conquering everyone in their path. The combatants were known for their heavy armor and long-handled weaponry, which resulted in them destroying half of the the great shinobi nations. Virtually nothing could defeat these masters of the Erai Kame Gaikaku because of their heavy armor and powerful, long-reaching weaponry... Providing the perfect defense.

Training Method(s):
The method is focused mainly on the physical strength of the user, so lifting weights and overall physical exercise with a good diet are essential for increasing stages. You must have atleast 15 posts in training in order to master the stages.


Stage One:
The user's strength reading isn't that high, as in the E-D range. Users of The Erai Kame Gaikaku at this stage can only wear light armor such as a thin leather vests and the like.

Name: Blunt Strike
Rank: D
Range: Melee
Description: The user lunges forward, swinging one arm to try and hit the opponent with their forearm. Blunt Strike works better as the user gains better, more hard armor.

Name: Upwards Slice
Rank: C
Range: Melee (Weapon)
Description: The user minister's an upwards strike with their halberd or poleaxe. Slice marks will usually end up on the chin, groin, and torso in mildly lethal lacerations.


Stage Two:
The learner of this style is starting to get the hang of things concerning heavy armor. At this point, they have a thin, iron plate that covers the left breast and a gauntlet covering everything from their fingers to the mid-forearm on the dominant hand. The armor may be pierced by kunai that are stabbed into the armor, but not ones that are thrown. The armor also protects from lower-level taijutsu attacks as a whole as well as adding to the power of the 'Blunt Strike.'

Name: Counter and Kick
Rank: C
Range: Counter
Description: As a person is charging the user of this jutsu with a knife, kunai, sword, or any other bladed weapon, the user swings the halberd or poleaxe. This action swats the blade away, leaving the opponent open for an attack. By using the momentum of the wing, the user swings around to kick the target in the torso. This technique gets stronger as they get heavier armor on their feet.

Name: Downwards Strike
Rank: C
Range: Melee (Weapon)
Description: The user raises their halberd or poleaxe, and brings it down on the victim's head in a death-blow like fashion. Shinobi and Kunoichi administering this technique may jump to add more power. This technique is easily countered for the concept of countering, but it requires much physical strength to fully counter it. The target must be able to match the strength of the user to parry this blow.


Stage Three:
Ninja at this level of learning this style are getting more adept to their heavy armor. The armor slightly lowers the user's speed, and is now usually kept withing a large scroll on their back's mid-section. They now have shoulder plates and a full breast plate, rendering most chuunin-level taijutsu attacks useless. Studs are sometimes put within the shoulders to strengthen some types of attacks.

Name: Shoulder Charge
Rank: B
Range: Melee
Desciption: The user lowers their shoulder, and rams into the opponent's torso and knocking them down. This taijutsu technique is commonly used right before the 'Downwards Strike' technique to ensure an accurate deathblow. Studs are sometimes placed on the shoulder plates to strengthen the hit.

Name: Bladed Punch
Rank: B (Also requires A-rank strength)
Range: Melee (Weapon)
Description: By grabbing the handle of the weapon closely to the bladed segment, the user creates a make-shift bladed knuckle that can cut and pierce the opponent. Also, the handle can hit the target too.


Stage Four:
Along with the armor already gained, the ser of this style also gains iron boots that are set knee-high. The armor slows the user down even more, and is even more encouraged to put the armor in a scroll until needed. The breast plate and gauntlets conceal the arms and entire torso, and is much thicker. The vulnerable the areas are the thighs.

Name: Hal-quake
Rank: A (also costs 5 chakra)
Range: 20 meters, every direction
Description: The user raises their halberd or poleaxe high above their head, focusing a large amount of chakra into the blade. Then by swinging the blade into the ground, the chakra transfers into ground and creates an earth-quake. The quake can make enemies in range stumble and fall, creating an opening for an attack. If someone were to get in the way of the weapon, it's likely they would be cleaved completely in half.

Name: Bone Splitter
Rank: A (Also requires S-rank strength)
Range: Melee (Weapon)
Description: The user attacks with a full out assault with their weapon. It's known for splitting bones and breaking even the most strong of barriers. This technique can split reinforced kaguya bone.

Stage Five:
The user is fully encased in an inch-thick, steel armor. Most taijutsu attacks are repelled by the armor, which fully covers the person save for the face. Due to the heaviness of the armor, the armor leaves the person at 20% speed. When the armor is not in use, most ninja keep the armor within a scroll due to it's weight and bulkiness.

Name: Flying Blades
Rank: A (Also requires 5 chakra points and you can't have a lot of equipment on when you do it)
Range: Supplementary
Description: After jumping up into the air, the user spins the halberd above their head at high speeds by focusing chakra into their forearms, hands, and their weapon. This creates a mild 'lift' effect and allows the user to fly for a short time. (Two Posts)

Name: Halberd Rotation
Rank: S (Requires you to have a rank higher strength than an average sannin, and costs 7 chakra or the use of [Energy Slice] in addition to the stamina cost].
Range: 30 meters, all directions
Description: The user focuses a large amount of chakra into the bladed part of the halberd or poleaxe. By swinging the halberd or poleaxe in a full 360 degree rotation, it releases a large blast of pure chakra. It is very useful for counter attacks and getting many enemies out at one time.


Stage Six:
Stage Six is the final stage of the Erai Kame Gaikaku taijutsu style. Spikes have been added to the shoulder plates of the wearer. The armor must now be put into a scroll for storage, as when wearing it, the users mobility speed is only 15%. A more positive outlook on the stage is that the user has become so adept at weilding halberds is that they can now weild two at the same time. The halberds are usually identical, as different designs interfere with combat.

Name: Halberd Gun
Rank: S (costs like a ninjutsu technique)
Range: 60 meters
Description: The user aims the top end of the halberd at the target, focusing a large amount of chakra into the tip. Then by fully releasing it from the halberd, will shoot out a bullet of chakra capable of piercing flesh.

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Users of this style:
1. Cory K. Dara [Master]
2.
3.
4.
5.
 
PostPosted: Sun Jun 26, 2011 3:51 pm


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Staff Fighting


Description: Before bladed weapons came into play, staffs were the ultimate form of weaponry. You can easily attack and defend at the same time, fight off multiple enemies, and duel in close to mid-range. Wielding a staff properly takes time though. utilizing it in battle takes even longer. Staff masters have been known to also power their moves with chakra, causing for an even deadlier skill.

Stage One
At this stage, the user is beginning to hold their staff properly, and learning balance. The user is learning how to attack and defend in different scenarios

Staff Twist - The user will twist their staff in a circular motion, able to block projectiles, and weapons.
Rank - D

Pole Thrust - The user will thrust their staff into the chest of the opponent. Depending on the strength used, the opponent can be knocked back.
Rank - C

Staff Slam - The user will jump and spin downwards once. Using the momentum of the swing, they will bring their staff down onto an opponent. If hit properly, the opponent can suffer from broken bones.
Rank - C

Stage Two
At this stage, the user is feeling more comfortable with a staff, being more used to the balance that is necessary.

Staff Parry - The user must first be attacked in order for this to work properly. The user will extend their pole, rather than block, and make contact with the opponent's weapon. They will then spin the staff, which will knock the opponent's weapon out of their hand.
Rank - C

Staff Uppercut - The user will swing their staff upwards, striking the opponent usually under the chin. This can have obvious amounts of damage, as well as cause some head trauma
Rank - C

Stage Three
The user has become moderately balanced, and is gaining speed and power for their attacks.

Staff Sweep - The user will sweep their staff in hopes to knock the enemy off their feet. In some cases, this maneuver is known to break ankles and legs.
Rank - C

Pole Vault - The user will use their staff as a fulcrum, launching themselves out of harms way, or opening for another attack.
Rank - C

Stage Four
The user has mastered the balance piece of staff fighting, and now focuses on adding chakra to attacks.

Power Slam - The user will charge chakra to their staff, and then slam it into the ground, causing pure chakra to shoot out all around them. The chakra can push back enemies with such force, it can even cause broken bones.
Rank - B

Stage Five
The user has mastered the power piece of staff fighting, and is now working on speed.

Muscle Stimulant: Speed Thrusts - The user will stimulate their muscles with chakra, causing them to be very loose, making the user able to thrust harder. The user can hold this move for 3 posts before their muscles cramp. A 4 post cool down time is necessary. Over use of this move can cause muscle rupture or permanent damage
Also costs five chakra.
+1 rank to strength.
Rank - B

Muscle Stimulant: Speed Slash - The user will stimulate their muscles with chakra, causing them to be very loose, making the user able to slash their staff in an extremely fast rapid succession (two staff attacks per round). The user can hold this move for 3 posts before their muscles cramp. A 4 post cool down time is necessary. Over use of this move can cause muscle rupture or permanent damage.
Also costs 5 chakra.

Stage Six
The user has become one with their staff. They are able to combine speed and power with their moves, proving to be a tough opponent. This is the final stage of Staff Fighting.

Berserk: Chakra Slashes - The users muscles will relax and become loose, providing easier fluid movements. Chakra will be stored inside their staff, and they will release a power held within. The will continuously slash at their opponent, shooting blasts of chakra in the process. The blasts are similar to slices of a blade.The user can hold this move for 3 posts before they wear out. a 5 Post cool down is necessary.
In addition to the B-rank of stamina, this costs a B-rank of chakra.
Rank - B

Berserk: Killing Counter - The user must first charge chakra to their staff, giving it a short and sharp point made of pure chakra. They must then be attacked, and they shall counter the opponent. If done correctly, the user will thrust their pole towards the opponent. While usually hitting with blunt force, the chakra point will dig into the opponent, and then the user will unleash the chakra they have stored directly into the opponent. This move has been known to explode people, depending on how much chakra is inserted. The user must not use any other chakra powered attack after this move for 6 posts, or death is sure to come.
C-rank of chakra: create a small hole.
A-rank of chakra: blow off a limb.
Rank - A

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Users of this Style:
1.
2.
3.
4.
5.


 

Deil Grist
Vice Captain


Deil Grist
Vice Captain

PostPosted: Sun Jun 26, 2011 3:54 pm


Koken Inmetsu (Greatsword Destruction)

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Style Type:Swordplay combined with hand to hand.
Weapon Types:Odachi, Nodachi (Types of extremely long katana)


Information: This unusual style of kenjutsu was developed originally to utilize the large anti-cavalry weapons past their original function of striking down mounted samurai. Due to the excessive length of the swords used in this style, it is more ideal to fight in more open areas, but the more experienced users begin to develop ways to get around this weakness.


Training Methods: Users would build muscle and practice wielding their blade constantly so as they get used to fighting with such a long weapon. The user would also spend time sparring when ever possible so that they can keep up their skills.


Stage One: At the first stage, the user is to weak to properly wield the sword one handed and is forced to hold it with both hands. The user will also most likely be slow and clumsy with their weapon, due to it's length.

Basic Techniques:

Name: Pummel Smash
Rank: E
Range: Arm's length
Description:The user try to smash the butt end of the pummel down onto their opponents head or shoulders. This technique can be performed while the sword is sheathed.

Name: Heavy Slash
Rank: E
Range: Length of the blade
Description: The user slashes down in a diagonal path, a great amount of force is used in this technique and can cause temporary weakness (attacks weakened for to posts)

Stage Two: This stage lets the user effectively wield their blade, losing their initial clumsiness as well as being able to swing their weapon faster, it is still slow compared to a regular katana. The blade is still to heavy to be wielded with one hand.

Basic Techniques:

Name: Iron Spear
Rank: D
Range: Length of the blade
Description: The User puts one hand on the sheath and one hand on the grip of the sword then jabs the butt of their sheath into their opponent's gut, with enough force capable of knocking the wind out of them. Requires the sword to be sheathed.

Name: Crescent Divide
Rank: D
Range: 3xLength of the blade
Description: The user jumps at their target, and enters a vertical spin in which they strike with their blade, does little damage and has little power if only the tip connects. This technique's power is E ranked if only the tip of the sword connects.

Special techniques:

Name: Slow Draw - Initial Strike
Rank: C
Range: Length of the blade
Description: The first of the Slow draw techniques, a series of unique techniques within the Koken Inmetsu style. The user draws out their sword at an unusually slow pace to distract their opponents, and nearly instantly slashes with incredible speed. This technique can only be performed while the sword is sheathed.

Stage Three: By this point the user can easily wield their sword as well as any basic katana. The user also has developed the strength needed to hold the sword one handed though not as well as they could with both hands.
Requires chuunin rank.

Basic Techniques:

Name: Calamity Crash
Rank: C
Range: Length of the blade
Description: Calamity Crash is an upgraded form of the heavy slash in which the sword is infused with chakra. The chakra is unstable and can cause large amounts of destruction to what ever it's used against, although there is a chance the technique will dissipate before it reaches it's target (role a 2 sided die, 1=technique stays together, 2=it falls apart).
Costs 3 chakra.

Name: Bloody Lance
Rank: C
Range: Twice the length of the blade
Description: This technique is a dash type move, the user rushes forward incredibly fast for a very short time. Then user thrusts their weapon at the target. This technique can be used while sheathed.

Special techniques:

Name: Partial Draw - Head Snatcher
Rank: B
Range: Mid-range dash of 5 meters
Description: The User dashes forward and draws out approximately half their sword, leaving one hand on the sheath. The User aims the edge of the sword at their opponent's throat. This technique is capable of decapitation, but requires the sword to be sheathed for use.

Stage Four:By this point the user of Koken Inmetsu has developed considerable skill with the style and has developed better dodging skills in order to allow for better use of the Slow Draw techniques. Wielding the sword one hand has become much better and more fluid, and with both hands the sword is an incredibly deadly weapon.
Requires Jounin rank.

Basic Techniques:

Name: Split the horizon
Rank: B
Range: Length of the Blade
Description: The User performs an incredibly fast horizontal slash. This technique is has the power to Decapitate someone if they are too close to the base of the blade.

Name: Iron Pillar
Rank: B
Range: Length of the blade
Description: The user swings the butt of the sheath up into the jaw of their opponent. This technique can be used to knock the opponent into the air allowing for a window were the opponent can't block or dodge simply because they can't move while in the air.

Special techniques:

Name: Partial Draw - Pummel Shot
Rank: B
Range: Arms length
Description: The user grabs hold of the grip of their sword and pulls it out as fast and as hard as they can, aiming the butt of pummel at their opponent's gut. This technique requires that the sword be sheathed

Name: Slow Draw - Cross Rip
Rank: A
Range: Length of the sword
Description: The user slowly draws out their sword and then in a lightning fast movement, the user slashes diagonally in one direction and then the other, to weaker shinobi it would look like a furious blur. This technique requires that the sword be sheathed for use.

Stage Five: By this point the user has become an expert swordsmen capable of easily wielding the sword one handed and is incredibly dangerous when using it as a two handed weapon.
Requires Sannin/Kage rank.

Basic Techniques:

Name: Calamity Blade
Rank: A
Range: Length of the sword
Description: Upgrade of Calamity Crash, this time the chakra is refined, adding to the overall cutting power of the sword, lasts 1 post, 2 post cool down time.

Name: Legacy of the Blade
Rank: A
Range: 10 meters and length of the blade
Description: The user dashes through an area for a distance of ten meters. Any thing to close to the user will be slashed at. This attack is relatively easy to dodge as long as you move out of the path in time. 5 post cool down time.

Special techniques:

Name: Slow Draw - Infinity Cell
Rank: S
Range: Length of the blade
Description: The user slowly draws out their sword, and cut down anything foolish enough to stand in front of them, leaving slashes and groves in the area around them. This technique can only be used once, and requires the sword be sheathed.
_________________________________________________

Rules for this style:
-Due to length of the swords used in this style, normal slashes are always stronger at the base then at the tip.
-Because of the length of the sword, it needs to be reinforced with an arm in the general area of contact to keep the sword from snapping.
-sheathing a weapon takes up 1 post and no offensive actions can be taken.

Users of this style:
1. Hotaru Funbokokuou
2.
3.
 
PostPosted: Sun Jun 26, 2011 3:58 pm


The Way of the Silent Blade [Yaiba no Mokumoku]
Official Mist Hunter Nin Style


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This is a ancient style, focusing on speed and accuracy. A good assassin kills in a single blow, and it forced into a confrontation, will seek to end it as quickly as possible. To this end certain weapons are cut out for assassins, but most are not. The most common weapons an assassin uses are short swords of various types, Kunai, shurikans, ect... Oddly enough, even larger swords, such as the Zambatou have found uses among the assassin ranks. The ultimate close range weapon of the Assassin is the Assassins blades. These allow him to make maximum usage of his speed, with blades that are located on all primary striking locations on the body.

Their training in agility is for obvious reasons; accuracy is trained upon so that an Assassin may strike vital locations with ease, furthering their ability to strike down their opponents. Critics of the style argue that because of the lack of training in areas such as Strength and Endurance, if cornered an assassin is at a disadvantage. This, while true, does not hinder the typical assassin, as the shadows are their allies, and most pride themselves on their ability to remain hidden.

Unlike most Taijutsu styles, assassins do not shun other forms of fighting; rather many assassins make use of Genjutsus, as this gives them a much needed edge is hostile territory to bring their opponents down.


Stage 1
Academy


Ichi Taira

This stage primarily teaches a practitioner how to move. Speed is an assassin’s best friend, and the ability to stay out of reach of their opponent saves many an Assassins life. Once they have shown progress in speed, they then begin to learn vital spots on the human body, allowing them to strike with greater accuracy and precision. They also have some basic training in throwing weapons such as Kunai.

Stage 2
Genin


Ni Taira

This stage is focused on helping an Assassins kill. It is an intricate training of accuracy, forcing the assassin in training to learn to hit targets from great distances. It also teaches the assassin where to hit to slow the opponent, as well as instant kill and paralyzing locations. In this stage, the hunter is heavily taught in the study of biology. If the human body is not known inside and out, then the hunter's training ends here.

Techniques:
Oshi-Ten Dageki (Pressure Point Strike): The hunter-nin can no longer look at an opponents body regularly. To their eyes, the opponent's body is riddled with the pin point bullseye's of the pressure point targets used in this stage of training. This technique can run from the chuunin level at twenty strikes, to the satsubatsu level of one-hundred and twenty strikes. The strikes begin at the lower parts of the body. Always. This is to ensure that the hunter works his way quickly up the opponents body, striking pressure points in order to not only paralyze limbs (10 Posts), but to rupture blood vessels, and redirect blood flow to different areas of the body to cause massive heart trauma. The pinacle of this technique is the five point heart strike. Initiated around the heart in a pentagram, this causes an individual's heart to literally cease pumping blood and drown itself with it, causing it to literally burst within five minutes (5 posts).

Stage 3
Chuunin


San Taira

This stage is known as the weapons focus stage. The trainee picks from among his used weapons and chooses to specialize in one, taking time to train with it, and it specifically. The other weapons become mere secondary. The assassin applies this weapon, never letting it away from him. For the rest of his life he never puts it down, always seeking to become the perfect wielder of it, a goal that is almost certain to always be just out of their grasp, always propelling them onwards.

Stage 4
Chuunin


Shi Taira

This stage goes back to the good old theory of survival. However, an Assassin who has survived this long has come to realize that sometimes speed and maneuverability will fail you, and sometimes you can’t help but take a few hits. So during this phase of the training, the assassin will not only train his Agility, but also run for long periods of time, pushing his endurance to its limits as well. In addition to this, the hunter-nin undergoes "rice paper training." The hunter is made to train during this stage strictly on rice paper to improve agility, as well as the ability to move silently. The training is effective, and often yields greats results.

Techniques:
Seishuku Hokousha (Silent Walker): At this stage in the hunter-nin training, a hunter-nin holds the capability of moving for extended periods of time (ten posts) unheard. No matter what surface they may walk on, their steps are unheard due to strict training.

Stage 5
Jounin


Go Taira

This stage is often known as the Weapon mastery stage. The user has become so in tune with his weapon that it has become a part of him. Every motion is fluid, as if the weapon itself was a part of him. This stage requires no particular training on its own; rather it comes from major experience with the weapon in question. Because of this, few Assassins reach this level of expertise.

Techniques:
Hitoshirenu Yaiba Jutsu (Art of the Hidden Blade): This is when the hunter-nin in question is granted the true blades of an assassin. The weapons are hidden and connected under the wrists with a lock spring fro quick and silent release. Is it said that in one fluid motion a true hunter-nin can reveal and kill with his blade in less than a fraction of a second.

Hitoshirenu Yaiba Odori (Hidden Blade Dance): Created strictly for multiple enemies, this dance is one of the most beautiful blade waltzes in all of Kirigakure, and would be recognized as such across the land if those who saw it lived to tell about it. The dance consists of combining open palmed strikes with the use of the hidden blade by simultaneously bringing out, and putting it back in its fixed position. The arms are left extended during palm strikes, and are brought in when in close enough range for a blade strike. This combination allows for the hunter to keep multiple enemies at bay while attacking one or two simultaneously with the intent to kill.


Stage 6
Anbu Jounin


Roku Taira

Back to the basics, the Assassin realizes that the original training is just as important today as it was back then. Focusing on furthering their speed, they also practice their aim, sharpening their skills to a point beyond most people. Dummies are designed to mimic a human body, so that the assassin can further learn to nail vital organs, or specific points in the spine.

Techniques:
Junsei Seishuku Hokousha (Perfect Silent Walker): This is no longer a "technique," so much as apart of the hunter-nin in question. His steps are silent constantly, whether or not in combat. He holds such control over this ability that he can literally cause his steps to be heard in one stride, and not heard in the next in order to confuse the enemy. Few are the shinobi who can even fathom hearing this shinobi's foot steps before deaths silent embrace.


Stage 7
Kage


Shichi Taira
The ultimate level of achievement for an assassin, his ability to land killing blows undetected is beyond normal understanding. Almost ethereal, tales of Ghosts sticking down great leaders are often attributing to the more unbelievable victories of assassins. Their abilities to avoid obstacles and traps are famous amongst the higher ups of their respective villages, often earning them great praise. Every movement is precise, and most targets don’t even have a chance.

Techniques:
Junsei Kage Hokousha (Perfect Shadow Walker): Being viewed as a literal ghost, it is no wonder this shinobi is granted literal and complere invisibility in the shadows. This hunter can walk through a building, and literally disappear before your eyes the moment his body is immersed in a shadow cast by any object, or jutsu for that matter, making those who use shadow jutsu a threat to themselves in reality.

Users of this style:
Sage:Zane Hajime
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Students of this style (Must be an assassin)
 

Deil Grist
Vice Captain


Deil Grist
Vice Captain

PostPosted: Sun Jun 26, 2011 4:10 pm


Dokujin - Assassin's Arrow
Long Shot,Accuracy,Pinning
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Description: A form of long distant or close firing shots ninja rarely use these nowadays because of many reasons, but the use of this weapon usually means great skill in distance and accuracy.

Stage One: E-Ranked

Description: he user is able to handle a bow with ease, and so the training progresses deeper into the style. As of this point, the user finds that his shots are both stronger and faster.
Abilities: none
Graduation Requirements: learn all techniques
Techniques:
○ Arc Bolt
Description: Using a fine stream of concentrated chakra, the user is able to, upon release of an arrow, force it to arc in whichever direction he chooses, while still aimed at the point where the arrow was pointed.
Costs 1 chakra point and 1 stamina point.

○ Power Shot
Description: Using a similar process to the Arc Bolt, the user channels chakra into the arrow. However, instead of causing it to change direction, the user forces the chakra to explode out the back, giving the shot essentially a rocket boost that makes it difficult to avoid.
1 stamina, 2 chakra

○ Pincer Fang
Description: Using two arrows instead of one, the user follows the process for Arc Bolt with the flow of chakra. However, upon release, the two arrows form a pincer-like movement, arcing wide and then curving back in on two different sides of the target.
2 chakra, 1 stamina


Stage Two: D-Ranked

Description: Focusing heavily on long reach in the battlefield, the user by this point can now safely assume that no area is safe for his target on open ground. Ranged shots are now deadly accurate, while retaining the same speed and strength as before.
Abilities: none
Graduation Requirements: master stage 1
Techniques:
○ Rapid Fire
Description: Calling upon a wealth of trained stamina, the user proceeds to sling shot after shot of arrows at his target. While accuracy becomes secondary to speed, the arrows still are very likely to hit their mark, with numbers behind them.

○ Sidewinder
Description: A technique that puts an end to the outstanding rivalry between archers and walls. Through harsh training and skill, the user can, upon firing an arrow, forcibly arc it around a barricade, wall, obstruction, etc., in order to hit the desired coward behind it.
2 chakra, 2 stamina

○ Heaven Spear
Description: The bite behind this technique comes from the confusion it spreads to the opponent. Firing an arrow directly up into the air, the user makes it seem almost accidental or lazy. As the target forgets about it, they soon learn to regret. After several minutes the arrow returns with bonus, now with an electrical charge and spinning rapidly like a drill with the wind following it. If the target is unable to dodge he suffers a more gaping wound from the wind drill and also is shocked with a non-fatal charge.
5 stamina


Stage Three: C-Ranked

Description: Now that the basics have been learned, the user focuses now upon learning advanced skills one after the other. In this stage the user becomes skilled with tactics in regard to bows, and can set traps for his foe to unluckily fall into.
Abilities: arrows now move faster then any thrown weapon
Graduation Requirements: mastered stage 1 & 2
Techniques:
○ Tripwire
Description: The user forms a thin string of chakra attached to the end of the arrow, and the other end connected to the palm of his hand. As the bolt is shot, it embeds in a tree trunk or other surface, with a long line attached. The user then attaches the other end to another nearby surface, and the trap is set. Depending on the element the user fuses with the chakra, the opponent, when walking into the line, will receive a shocking dose of that element in damage.
Costs 3 stamina and chakra.

○ Restraint Shot
Description: The user lines five arrows and draws them back, connecting them all at a point with chakra and intertwining them. As the user shoots, the arrows spiral outward, and the chakra forms a net. When the arrows hit a solid surface, any object or person in the middle is trapped. If an element is added to the mix, an edge can be given to this restraining technique.
Costs 5 chakra and stamina

○ Bomb Arrow
Description: A technique that utilizes previously-constructed shafts to make a deadly technique. The user fires off the arrow(s) towards the opponent, and can either aim true or miss purposely. The shaft will connect with something, person or object, and nothing happens at first. But the user has the option to set it off at any given moment, and when the time is right, does so, sending an explosion around the opponent.
Causes the damage of an explosive tag, and costs 2 chakra to detonate.

Stage Four: B-Ranked

Description: By this point, the user is now more than halfway through the training stages and is becoming fierce with a bow. This stage opens up devastating attacks that begin to act as turning points for battles on their own, depending on how they are used.
Abilities: arrows now travel twice as fast making them hard to spot withing a 10 foot range
Graduation Requirements: learn all previous stages
Techniques:
○ Cripple
Description: A seemingly normal attack, but one that is deadly if underestimated. If the shot lands, the limb that is hit receives damage as if it were a boulder being hurled, bones snapping and muscles tearing, leading to useless body parts and an advantage for the user.

○ Seekers
Description: Arrows that, when shot, follow the heat signature of their target. When fired in groups, they make for aggravating opponents to dodge. When they hit a surface, flesh or not, they explode on contact.
Costs 8 chakra per arrow, and 3 stamina.


Stage Five: B-Ranked

Description: Through intense strength and speed training, the user can now handle the shafts as if they were feathers, and as such can fire the bolts of at speeds a normal bow user could never even imagine matching.
Abilities: can accurately knock other thrown weapons away from your self with little effort
Graduation Requirements: all previous stages learned
Techniques:
○ Flick Draw
Description: A technique done when the user has not drawn his bow or a shaft. Even though his tools are not in play, the user quickly swings his bow out and shoots a shaft before the opponent can even blink an eye.

○ Death Murmur
Description: A bolt, that, if pierced into the target's flesh, cannot be removed unless the user of the technique wishes. On top of that, the bleeding from the wound cannot be halted, making this technique useful for extended bouts.
Costs 7 chakra.

○ Sunstreak
Description: Using a speed comparable to Flick Draw, the user raises the bow up and a burst of blinding light erupts from it. As the target is momentarily stunned, the arrow is already released into the burning shine, leaving the unsuspecting foe with little time to escape.
Costs 6 chakra.


Stage Six: A-Ranked

Description: Applying a deadly tactic to the already vicious style, the user now begins to incorporate illusions within his attacks. Ranging from subtle maneuvers to dynamic assaults, these mind games can leave a foe begging for death... if it has not come already.
Abilities: your now more tactical when using your shots knowing how far some thing is from you and what you now need to get to that target
Graduation Requirements: all previous stages learned
Techniques:
○ Slipstream
Description: A simple illusion mixed with a single shaft, but yet is nearly failsafe due to the brevity of the genjutsu. As the bolt is fired, the user casts a short illusion that makes the target see a vortex open up, in which the arrow travels into. As the vortex closes, they see nothing; however, that is the beauty of the technique. Another portal opens at a point randomly placed around the target, and the arrow emerges again at faster speeds, already close to the foe and ready to cause damage.
Counts as an A-rank ninjutsu for cost.

○ Dreadnaught
Description: Drawing multiple arrows, the user lets the illusion fall into place just before firing. The bow, arrows and all, become in the eyes of the opponent an entity symbolizing fear itself. Opening its mouth wide, it lets loose a terrible spiraling vortex of black energy, which in truth is merely the arrows that the user had shot. While the opponent is stricken by fear or attempting to dodge, they risk taking puncture damage. While the damage is not as much as the illusion makes out to be, the bolts still can turn the tide in combat.
Counts as an A-rank ninjutsu for cost.

○ Eclipse
Description: An actual all-out genjutsu, and one that is seldom avoided. Casting the illusion, the opponent finds himself in the midst of a body-ridden, blood-soaked battlefield, and him at the center. Suddenly, out of the sky, thousands upon thousands of arrows arc upward, blotting out the sun with their numbers. As they come down, the opponent finds it hard to avoid the fear gripping his heart, and the bolts rain down, the opponent believing his death has come. That alone causes severe mental trauma and damage that could end the battle effectively as the illusion is released.
Counts as an S-rank genjutsu

Stage Seven: S-Ranked

Description:The Mastery of the style brings with it the most versatile of abilities, setting a new level for elites of the bow. The techniques of the final stage are ones that border the line of forbidden due to the power, and the versatility.
Abilities:Near impossible to see shots from arrows by anyone under the rank of Jounin
Graduation Requirements: all other stages learned and is kage or sannin ranked
Techniques:
○ Shattershot
Description: A sheer wonder even among bow wielders, and a technique that is widely dreaded. A single arrow in this technique becomes nearly a hundred; as the bolt is shot, if it fails to hit a target, the arrow detonates of its own accord, sending great numbers of arrows in every direction. If the target is hit, however, the technique can be fatal; the bolt erupts, sending arrows throughout the hapless victim's body, destroying the foe from the inside out. The user can also use different arrow types in this technique, making it more versatile and open to combination.

 
PostPosted: Sun Jun 26, 2011 4:12 pm


Juurai Toorima
The blade hidden in the night

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Description:
Before the nations filled with shinobi, before the feudal lords reigned, before anyone knew what lurked in the shadows, there were ninja. Reliant on their stealth, skill, and their sword, these ninja knew not the exact workings of their vast chakra networks, but they knew very well how to complete their missions.
More than just assassins, the ninja of old committed acts of espionage, sabotage, and infiltration. They developed methods to break through or sneak passed obstacles or opponents in order to achieve their main goal. Nothing could stand in the way of a true ninja.
These methods were at one point in time chronicled so that future generations would be able to learn their techniques. Although dwindled by time, the list below shows what those passed ninja were capable of.

___Notes:
• Smoke pellets used blur chakra singularity, making the network difficult to follow.
• The smoke that comes from the smoke pellets is badly affected by the wind.
• The smoke that comes from the smoke pellets can be any color.

___S t a g e O n e [1]
Tabi Koutai [ Tabi Shift ]
Simple :: Rank E
An extremely simple yet vital technique in any ninja’s arsenal. Mastery of this action allows the user to make pin point shift and drift movements.

___S t a g e T w o [2]
Endan no Jutsu [ Smoke Bomb Technique ]
Simple :: Rank D
One of the major staples of [ Juurai Toorima ].
The user will begin by drawing a smoke pellet from his person. He will then bring the pellet to his hand, typically between the fingers, and then slam it against a solid surface. The pellet will burst into a decent sized smokescreen, during which the ninja will attack or retreat.

___S t a g e T h r e e [3]
Insen [ Hidden Line ]
Simple :: Rank C
The user will attach a very, very thing wire to a projectile or small object, and toss said projectile as if it were a normal tool. However, they will likely intentionally miss, most likely causing the opponent to scoff or laugh. At any moment during the projectile’s flight, the user will give a light tug on the wire, causing its trajectory to change.

Juu Kousen no Hitojichi [ Hostage of Ten Steel Wires ]
Complex :: Rank C
The user will throw both of his hands forward; projecting a net of razor steel wires roughly the same width as the user’s body. The user will pump chakra into the wires in order to cause them to wrap around and tie those within the net’s reach. The wire is sharp enough to pierce deep into flesh, but not cut through bone.
• Max range 20 yards.
Also costs 3 chakra points.

Takoage no Waza [ Art of Kite Flying ]
Complex :: Rank C
The user will draw a special piece of fabric from their person, placing it between their index and middle fingers. With an infusion of chakra, the fabric will grow in size, becoming the height and width of the original user. After doing so, the user will then grab onto each corner with his hands and feet, outstretching the cloth. Regardless of the user’s weight, this cloth can be used to glide over massive gaps and escape Earthy effects.
It should be noted that if the user has Fuuton [ Wind ] elemental chakra, they are able to free fly using this cloth.
Costs 4 chakra as well.

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

Funkei no Jutsu [ Decapitation Technique ]
Simple :: Rank B
The user will begin by blurring his current position in any way possible, be it by the use of his smoke pellets, or manipulation of the terrain. He will then follow up by tossing multiple smoke pellets at his opponent, in order to disorient them. After this, the user will seemingly disappear, abusing their physical potential to get behind their target. From this position, the user will draw his weapon, and attempt to deliver the final blow.

Zanzou no Jutsu [ Afterimage Technique ]
Complex :: Rank B
Just as the name would suggest, this technique causes the user to release a good amount of afterimages whenever a quick motion is performed.
• Lasts [5] posts.

___S t a g e F i v e [5]
Yogiri no Gufuu [ Tornado of the Night Fog ]
Simple :: Rank A
The user will release black smoke bombs to surround his position, blurring his starting point. He will then rotate wildly on a single foot, causing the black smokescreen to circle around him in a whirlwind pattern. While wrapped in the twisting smoke and wind, the user will attempt to ram a target, hitting them with their body and any weapons they may have protruding from them.
It should be noted that if the user has Fuuton [ Wind ] elemental chakra, this technique is [ Complex ] and the damage is increased a good amount.

___S t a g e S i x [6]
Ken Ato Ken [ Blade After Blade ]
Complex :: Rank S
The user takes his weapon from its holster, holds it close to him, focuses his mind, and then performs a chain of long, yet linked slashes and stabs. In other words, this is a technique that causes the user to enter a free style combination mode, allowing him to execute perfectly connected attack after attack after attack. If an enemy somehow manages to consistently block the user's attacks, the match will typically then be determined by whoever runs out of stamina or makes the first mistake.
+1 rank to speed
+1 rank to agility
Can only be used once per day.

Mokuhi [ Keep Silent ]
Attribute
The ninja has come to realize the fruits of his efforts. His training has finally paid off, and whether he realizes it or not, his footsteps no longer make noise, no matter what surface he walks on. However, running still makes a very, very light patter.
• Obtained when all techniques are learned.

 

Deil Grist
Vice Captain

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[Starter Forum] Jutsu List and Training/Battling Guidelines

 
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