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Posted: Tue Jun 28, 2011 11:08 am
Post your custom taijutsu styles and kenjutsu styles here. Here are some tips so we don't waste our time: 1. You can't specialize in everything with one style. Don't try to create a style that incorporates mastery of all possible combat skills, such as speed, strength, agility, combos, toughness, etc. Try to pick a couple areas for your style to focus on and we'll work from there. 2. Know your mechanic before you start. If you have a style that focuses purely on speed through special training or chakra enhancement, you shouldn't have attacks that give you plus one rank to damage to punches because the style makes you strong. That's just an example, but saying a stat or technique is enhanced by your mechanic when it's not is the fast track to a denial and hours of editing. 3. Stat enhancement: Note that if you want a style to give a stat boost, like say +1 rank to strength, that the price or restriction needs to be hefty.
I can't think of anything else, but take your time to make your attacks and abilities clear. Taijutsu is often the hardest thing to portray to other roleplayers, so you need to make sure that it doesn't take an extreme effort to imagine what the technique would look like because of its wording.
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Posted: Wed Jun 29, 2011 10:54 am
Jūken (Gentle Fist)
Precise, Quick, Fluid
  
Jūken, or the Gentle Fist style, is the fighting style utilized by Hyuuga clan members, it is the strongest style of Konoha. The Byakugan has a penetrating ability to see the tenketsu, the internal chakra coils system 361 pressure points. The clan member can use their fingers or palms to emit chakra to flow into their opponents body's at these precise points. When the hand draws close enough to strike, the clan member can stop or increase their opponents chakra flow. The internal chakra coils which spread throughout the body also wrap around the internal chakra producing organs. So if the internal coils are attacked, it also damages these internal organs. Because a ninja can not train their internal body, such damage can be a critical hit for even a highly skilled ninja.
Rules - Must be a Hyuga clan member with the byakugan - The Tenketsu cannot be struck without the byakugan being active - Branch family members are not actually allowed to learn the higher forms of Jūken, they can only be taught up to stage four of the style before they must either "try and develop their own style" (like what Neji did), or they could try and steal the scrolls necessary to learn the higher stages. - To proceed to the next stage, any abilities from the current stage the practitioner is on must be learned. - Unless otherwise stated, the techniques cost the same amount of chakra as a technique of that rank
General Fighting Style
Jūken utilizes open palm thrusts and precise strike with the middle and forefinger. The basic stance of the style is primary arm outstretched, with the palm facing the opponent, while the secondary arm is cocked to the side with the palm facing to the up; the primary leg is positioned to the front with the foot cocked slightly to the side while the secondary foot is held back with the foot placed perpendicular to the direction you’re facing. Blocks and parries involve sweeping motions with the arms that aim to push the opponents strikes away from the body while opening them up for attack.
Training Methods
At earlier stages the user simply focuses on proper forms, learning to fall into the proper stances and react in the appropriate ways to attacks. Once the basics of the style are mastered the user begins to train diligently in precise chakra control, learning the precise amount of chakra necessary to cut off or increase the chakra flow of struck Tenketsu.
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| Genin | - Stage One -
The user is instructed in the basic forms of the style, from the basic stance, to the correct way to position ones fingers or palms for precise strikes. The user is drilled constantly in the forms, simply practicing moving from one form to the other in a very stylized and structured manner. At this stage the user is only slightly more capable than the average genin, not able to deliver strikes with the precision of those that have learned the higher stages of the style.
| Genin | - Stage Two -
Once the basic forms of the style have been drilled into the student sufficiently the next level of training can begin, fluidity of motion. Up to this point the user has only learned how to move from form to form in a precise rigid manner, but at this stage they are taught to move in a more fluid manner. At this point the student is learning Jūken in much the same way the practitioner of Tai Chi would learn their style, utilizing slow and precise movements in order for their muscles to learn how to move instinctively in combat. In combat the practitioner uses these skills quickly, relying on muscles memory to react to attacks rather than having to think about the action. The user is much more capable by the end of this stage, though they would still have trouble against higher ranking shinobis.
Maneuvers learned: Sweeping block- The user has learned the proper manner of blocking by simply redirecting a blow rather than trying to stop it. The practitioner uses this concept to effectively maneuver themselves into a position to strike back at their opponent after successfully sweeping the opponents strike aside.
| Genin | - Stage Three -
At this stage the user builds upon their previous lessons by moving in the same fluid motions but at a much quicker pace. They generally train against dummies that are marked with small marks that pinpoint the pressure points of the body in order to teach the student the precision necessary to utilize the higher stages of this style. Most teachers will teach their students the hand-seals necessary to activate their byakugan at this stage, though some still follow the tradition of forcing the student to activate it out of desperation. By the end of this stage the user is truly formidable in comparison to others of his rank.
Maneuvers learned: Pressure Point Strike- because of the users training in precise striking, practitioners of this style learn to strike at the pressure points of opponents in quick precise movements. Usually this simply causes more pain than anything, but with a well placed strike the user can render whole limbs useless. (any limbs that are are struck correctly cannot be used for two posts due to the sheer pain it causes)
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| Chunin | - Stage Four -
This is the first stage that actually requires the use of the byakugan as it teaches the user to strike at the Tenketsu. The practitioner is taught not only how to strike with speed and precision at the Tenketsu, but they are also taught the precise chakra control necessary to cut off or increase the chakra flow of the chakra point struck. In order to train these skills the practitioner trains either on a live subject (though few masters still do this), or they train on a special training dummy that was developed by the hyuga. The dummy can be infused with a small amount of chakra by either the master or the student, and by doing so the dummy will mimic the Tenketsu, allowing the student to train freely on the dummy for hours at a time without having to strike a real person.
Maneuvers learned: Tenketsu Strikes- The practitioner has learned to strike at their opponents internal chakra coil, and in so doing they can cut off or increase the flow of the chakra point struck. In addition because of the close relation between the Tenketsu and chakra producing organs, if the Tenketsu are struck it will also cause damage to internal organs. (When striking at Tenketsu when not using a specific technique, each strike costs 1 chakra point,; for every five tenketsu points that are struck successfully, the opponent takes a +1 chakra cost modifier to any use of chakra to a maximum of +4, this effect lasts for up to four posts and is renewed every five successful strikes)
Abilities: Eight Trigrams Empty Palm Rank: D (Costs E-rank Chakra) Description: This jutsu is the basis of the Eight Trigrams Palms Heavenly Spin, but has a specific target rather than a general area. To perform it, the user does a palm thrust, shooting a concentrated force of chakra out of his hand, to violently push their opponent away.
| Chuunin | - Stage Five -
Once the user is comfortable with striking the inner chakra coil they can be taught the higher forms of the style. Up to this point practitioners of this style are only taught the basics of the style in order to develop the skills necessary to perform the higher ranking techniques. This stage teaches the user to strike at the tenketsu rapidly in order to cause massive amounts of damage as well as cut off their opponent's chakra completely. This stage of training drastically increases the speed of the user, putting them on par with most shinobi of higher rank in terms of speed.
Abilities: Hakke Rokujūyon Shō(Eight Trigrams Sixty-Four Palms) Rank: D (Costs E-rank Chakra) Description: This jutsu closes off sixty-four specific chakra points on an opponent's body with the gentle fist, effectively eliminating their ability to use chakra for quite some time and making it quite difficult for them to move. It begins with the closing of two chakra points, followed by four more, then eight, then sixteen, then thirty-two, and then sixty-four strikes. Each set of strikes is done at an increasing pace. (Cuts off Chakra use for three posts)
| Chuunin | - Stage Six -
At this point in the practitioner's training they focus solely on chakra control, learning to release chakra not only from the tips of their fingers and hands, but from all of their chakra points. This level of chakra control also allows the user to increase the power and speed of their strikes by supplying chakra to their limbs in the proper way. At this stage the power of the practitioner’s strikes is significantly increased simply because of the precise application of chakra behind each strike.
Maneuvers learned: Burst of Chakra- Utilizing their formidable chakra control the practitioners of Jūken can increase their speed and power for short periods of time. This maneuver which utilizes the same amount of chakra as a Chuunin level technique doubles the speed and power of the user for just one post, allowing them to close the distance between their enemy and strike. This technique takes almost no time to perform as it simply sends a surge of chakra throughout the users body in such a way that it strengthens muscles. (C rank chakra consumption, 3 post cooldown)
Abilities: Hakkeshō Kaiten(Eight Trigrams Palms Heavenly Spin) Rank: C Description: This jutsu utilizes the chakra control gained through Gentle Fist training to release a huge amount of chakra from the user's chakra points when struck. The released chakra blocks any possible attack. The user then spins themselves rapidly to parry the attack, both creating a shield of chakra around themselves and tossing away any would-be attackers.
Hakke Hyaku Nijūhachi Shō(Eight Trigrams One Hundred Twenty-Eight Palms) Rank: C (D-rank Chakra cost) Description: This jutsu is essentially a doubled version of Eight Trigrams Sixty-Four Palms. Like the former, it closes off the opponent's chakra points. Unlike the former, it closes off twice as many (12 cool at twice the speed. Alternatively, it can be used to hit a great number of targets very quickly. (Cuts off Chakra use for 4 posts)
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| Jounin | - Stage Seven -
By this stage of the training the practitioner is already a force to be reckoned with, they are even dangerous enough to pose a threat to shinobi of higher rank due to their ability to completely cut off the flow of chakra. This stage of the training focuses on combining the principles of defense and offense teaching the student to block and counter even more effectively.
Maneuvers: Sweeping Counter- Utilizing the basic principles of the sweeping block and the chakra burst, the practitioner can parry an opponents attack and strike multiple times from a seemingly impossible angle. The user successfully blocks and then uses an advanced chakra burst that takes up the same level of chakra as a Jounin level technique, to maneuver so quickly around the opponent that they can strike from behind their opponent. (B rank chakra consumption, 5 post cooldown)
| Jounin | - Stage Eight -
This stage further applies the principle of building upon what the user has already learned, teaching them to use their amazing chakra control and advanced taijutsu training to perform devastating attacks that can be used both offensively and defensively.
Abilities: Shugohakke Rokujūyon Shō(Protection of the Eight Trigrams Sixty-Four Palms") Rank: B Description: This jutsu is a combination of the Eight Trigram Palms Heavenly Spin and the Eight Trigrams Sixty-Four Palms. In this jutsu, the user emits a constant stream of chakra from their palms, creating extremely sharp chakra blades. With the users amazing flexibility, they can reach any point around themselves, allowing them to hit any target within their field of vision. While using this jutsu, user moves extremely fast, allowing them to hit hundreds of targets with extreme precision, much like the original Sixty-Four Palms jutsu. Additionally, they can control the size of the chakra beams in their palms, allowing them to create larger, arc-shaped chakra beams that spread out across her entire attack range. This creates an "absolute defense" effect similar to that of the Heavenly Spin, though the cutting nature of the chakra prevents any outside force from restricting it. In this way, the technique can be used as both an offensive and defensive maneuver.
Hakke Kuushou - Eight Divination Signs Air Palm Rank: B (C-rank Chakra cost) Hakke Kuushou is a ranged Taijutsu technique utilized by Hyuuga Neji. Extending chakra from his body, Neji will thrust his palm at his target. This will send out an invisible wave of chakra that can knock his opponent back. It is unknown if this wave can also collapse his target's tenketsu points.
Hakke Hasangeki - Eight Divination Signs Destructive Mountain Fist Rank: B Hakke Hasangeki is a Taijutsu technique utilized by Hyuuga Neji. Extending chakra from his body, Neji will thrust his palm into his target. This will send out a wave of chakra that will knock his opponent backwards into nearby rock to cause further damage. It is unknown if this wave can also collapse his target's tenketsu points.
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| Kage/Sannin | - Stage Nine -
The final stage of the style, at this point the user is no longer truly learning anything new so much as they have reached an understanding of gentle fist that makes them significantly more dangerous. They have come to a point where they can manipulate their chakra in ways they never thought possible, using all that they have learned up to this point to create one of the most effective and deadly styles in the known shinobi world.
Abilities: Eight Trigrams Ultimate Wind Rank: A Description: The user uses Air Palm thrice on his opponent, sending them crashing into a large object or structure, before using it again to collapse the structure on the opponent.
Eight Trigrams Crumbling Mountain Bombardment Rank: A Description: The strikes the enemy's vital area while discharging their chakra within the enemy's body until it bursts from the back in the form of a small thin beam that rapidly enlarges into a massive mountain-destroying wave of chakra. This technique seals off tenketsu.
Eight Trigrams Palm Heavenly Spin Absolute Rank: A Description: This jutsu is simply a larger, more powerful version of the Eight Trigrams Palms Heavenly Spin.
True Eight Trigrams Sixty-Four Palms Rank: S Description: A combination of the original Eight Trigrams Sixty-Four Palms, the Sweeping Conter, and the Eight Trigrams Empty Palm technique, the user leaps forward and strikes the enemy several times in the front before dashing behind them. He strikes several more times until using an Eight Trigrams Palms Heavenly Spin-like strike to launch the enemy into the air. There the user appears over the opponent and strikes them several more times before hitting them once more with a huge amount of chakra, blasting them into the ground with a beam of chakra. Assuming the opponent is even able to get back up after this assault, their chakra flow will be completely cut off for six posts.
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A faint smile Vice Captain
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Posted: Fri Jul 01, 2011 7:53 pm
Honshi Art Projectile Description: For hundreds of years people have been using all sorts of weapons to gain the upper hand on their opponent, however, every generation one weapon seems to stick out like a sore thumb. At one point in history, the ability to attack an opponent from afar meant certain victory, the weapons that would perform this tasks would sometime later be known as projectiles. It may seem simple, aim and toss, but the ability to use these methods while in combat, and with extreme precision is in fact extremely complicated. These projectile weapons would eventually be utilized by shinobi, modified with their own special abilities and unique contribution of chakra, making them ever more deadly.
Rules: • Projectiles used must be of light or medium weight {Kunai, Senbon, etc} • Requires Agility as Primary or Secondary attribute
Dart Rank E Though it seems idiotic, this technique can prove useful in a pinch. The user will take their projectile and hold it in a different position then normal, and let it loose as though it were thrown with their normal focus and aim
Pair Rank D The user will be able to grab multiple projectiles and throw them at once, even if they cannot through it in a traditional way.
Trick Full House Rank C The user will begin by placing four of their projectiles between their fingers, and a single in their grip, they will follow by encrusting their hand with chakra, and then launch the projectiles out. If all of the weapons land generally in the same area, they will create an explosion worth half an explosive tag.
Dancing Shuriken Fail
Secret Stash Rank A A special technique favorited by shinobi who often use their weaponry in barrage formations. After bringing out a small scroll, the user will perform the needed handsigns, then press one hand against the open paper. The user's hand will seep through the paper as if it were water, then retract with the desired amount of projectiles. Because the user must continue to reach into the scroll, this technique is typically only used when they are completely out of ammunition, additionally- each scroll contains only 25 kunai, 25 shuriken, and 30 senbon • Can only activate one scroll per battle • Scroll does not work both ways (Can only draw projectiles from it, you cannot place more inside of it)
Scroll Projection Rank D A rather useful technique that can only be performed after releasing the effects of 'Secret Stash'. The user will turn the scroll so that the draw point is facing their target, they will then press their palm against the back of the paper and surge a D ranked amount of chakra through their flattened hand. As the chakra moves through their hand, the user will cause anywhere from three to ten projectiles to fly out from scroll • Requires 'Secret Stash' to have been used
Bent Arsenal Rank A The user will begin by drawing the desired amount of projectiles into their hand...They will then skillfully toss each projectile, one-by-one, at their target. However, there is a twist...a literal one! Each projectile is flung in such a way that they will arch at a certain point, causing most shinobi to evade right into the projectile's path
Trip Wire Rank S The user will begin by drawing a single projectile into their palm, and then lining it with a massive amount of chakra. They will then fling the weapon at an incredible speed, leaving behind it a trail of chakra...At any given point, the user will snap, causing the enhanced projectile to explode in a five yard radius, dealing roughly the damage of a B Ranked fireball ninjutsu • Can be applied to 3 projectiles, per use
Property of SY, permission given by Qastor Sugino Sakudo to use in TUP[U/C]
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Posted: Sat Jul 02, 2011 7:51 pm
The Tornado Staff Style

Weapon Specialist only.
This weapon style uses a bow staff, approximately six feet long, or staves, about four feet long. The basis of this style is that it uses multiple staffs at once creating a dance like festival of attacks that are not only difficult to defend against but also hard to penetrate when used defensively. A lot of training goes into coordination and reflexes as well as physical strength and determination.
Stage One: Academy To begin, the training will not be quite as rigorous as at the later stages. In order to prepare for the training you will undergo with the staff you will be required to reach a certain level of fitness. You will begin with one staff, practicing spinning it with two, then one hand(s) as you make fast and precise attacks. You will spend three posts working with the staff at this stage, using it to spin in front and behind you like a wall for defense, and inversely to attack as well.
Maneuvers: Snap Attacks: Basically this is your ability to spin the staff and attack as well. While spinning the staff, anyone coming within the range of your staff is in range of the attack, which is simply the spinning staff smacking a body part, usually a hand or foot, using the momentum of the spinning staff.
Stage Two: Genin At this Stage the practitioner is used to wielding a staff and as such will not have a hard time maneuvering it around. The staff will be held at the middle, the dominant hand perfectly centered, and the other below it for maximum efficiency. The speed at which you spin will increase, and the attacks are much more spontaneous and fluent. The snap attacks you practice before become more useful now, and you will find it easier to defend yourself. Now there will be training on how to sweep with the staff using your body as leverage at the head and legs of an enemy, while transitioning back into battle formation. Five posts of training yourself with the staff as far as defense and also sweeping motions.
Maneuvers: Snap attacks V2: This increases the speed at which you can spin staffs and the coordination you do it with. It also increases the power you do it with and you learn to defend more easily with snap attacks as well. In theory, it is used the same way as the first version.
Sweeps: This passive gives you the ability to literally sweep enemies off their feet or knock them out with blows to the head. Swinging the staff with the back end pressed against your side gives you more leverage for stronger attacks than just swinging them.
Techniques/Skills:
Vault- Usually used after some form of running start, the user will vault using the staff and aim a kick at an enemy. Simple technique. Simple use.
Stage Three: Genin By this point, the practitioner will become more used to the staff itself and know how to better use it. This is where you have nearly or even fully mastered wielding a single staff in your hands. When used two handed as learned in stage one, you will be able to easily transition from an attack to a defensive position while spinning the staff in front of you. In addition to that, you will be much more unpredictable with your attacks, making you a more dangerous enemy in close range. You will be able to sweep much faster and should learn how easy it is for you to continue your transition from sweep to spinning while keeping in constant motion. Now as the attacks with the staff itself make contact, they will leave painful bruises and possibly fracture. It is also now possible to balance atop the staff and along any pole like structure will enhanced skill, especially for Otosan clan members who have an intensified sense of touch. Training done should be for more control and speed, getting used to attacking without stopping, and for balancing on the pole. (BOWCHICKAWAHWAH) This stage requires Five posts of training with the staff, and three posts of body training.
Maneuvers: Snap Attacks V3: The final upgrade to snap attacks will allow you to attack and defend with it almost in one fluid motion without stopping for a second, and your coordination goes way up from this training.
Sweep V2: Just an upgrade to the timing, power, and speed of the attacks.
Balancing Act: Allows you to balance perfectly atop a staff in combat for a wide range of reasons. Techniques/Skills:
Smackdown-This is the most basic technique of the style, while one of the more effective ones. You will simply attempt to hit the enemy in his or her head with the staff by bringing it down with one hand.
Just Go With It- You will swing the staff outwards and then come around for a second hit as you make a complete spin. Without much leverage, you should intend to miss the first attack to give them a sense of safety and then hit them in the ribs, knee, or head to throw off their footing.
Stage Four: Chuunin Now is when the training doubles in intensity. You will add a second staff to your mixture of attack and defense and train your coordination and grace with the combination. Before training with the staffs, you must train yourself to be fast and strong while graceful and alert. Parkour type training involving free running, any kinds of flips and tricks, and all things under that description would work. (4 posts) You then go to your dual staffs and train yourself to spin each with one hand first. (Two posts) You then with transition from spinning each with one hand to spinning both together and fluently trading hands. (three posts) The main thing you must learn is to keep each staff in motion as well as your body at all times.
Maneuvers: Dual wielding: This allows the ability to use two staffs in combat at once with abilities as before. While keeping in motion, you spin both staffs together, trading hands and keeping the staffs in motion. The tricky parts are making sure they don't collide and not hitting yourself with the staffs.
Techniques Dizzy winds- Spinning extremely fast you with move towards your opponent and aim to smack and tag him with random hard to predict attacks. Because their are three spinning objects at work at once, even an Ushio or Uchiha below a two tomoe sharingan would have difficulty keeping up with this attack.
Stage Five: Special Jounin At this point, you will be a force to be reckoned with. Adding a staff or stave to the mix will start a kind of entropic style of fighting similar to that of killer bee. Essentially, you would have to have completely mastered all other stages techniques and all to you pinnacle to perform any further training, which would be shown through sparring/fighting with someone equally ranked or higher for five posts. Once that is done, you will begin to spin yourself constantly as if performing the dizzy winds, except you will have to occasionally let a staff fall to your feet to be kicked into the air as you spin the other staffs, and then caught again and meshed into your motions, or catch it in your mouth to hold. By now you realize constant motion in itself is very tiring, and learn to use one at a time to battle while keeping the others in arms reach by trading weapons in between attacks and continuing. This requires more fluidity training and coordination as you transition from dual, to single, back to dual, to tri wielding these weapons. A total of ten separate posts would be sufficient training. (Plus the five you gain from fighting with the staffs.)
Maneuvers: Tri wielding: The ability to use three staffs (or two staves and a staff) in perfect symbiosis. It involves the same mechanics as before, keeping all three and yourself in motion by spinning, tossing and moving each one staff.
Techniques Stinger- Having two staffs balanced on the ground, you will toss the other into the air, and then kick both ground ones at your enemy. As the other comes down, you will push the other staff at the enemy just as fast aiming for the chest to get in a triple jab attack.
Stage Six: Jounin: Simply put, you are breaking the physical boundaries set by those before you if you make it this far into the style. You add yet another staff/stave (depending on your preference) to the mix here something thought impossible to do before. For the most part, you are a blur of motion, on slight sight here and there of individual staffs as you become a top, turning yourself and the staffs around at break neck pace. It looks as though each one passes through the next, when actually, you have such a connection that you have each one spinning in such a way that they never come in contact with each other or the ground. One staff above you, one at the right, one at the left, and one that goes in an untraceable path of motion around each arm and even the legs. Twelve posts are required here to progress, practicing the spinning and remembering your defense mastery. Coming close to you is a death wish. By now your strength would break bones if an untrained body was hit no doubt. You are entropy embodied here.
Maneuvers: Multi-wielding: You may now wield four staffs at once by keeping your body and the staffs in motion. While difficult in practice, keeping all four staffs in motion is key. One must never fall, nor can they accidentally collide with each other. These things must be practiced constantly.
Stage 7: S Rank At this point, the user has reached a point where even the most cunning of enemies will fail against his staff or staffs. Adding the final two staffs/staves, constant motion is the style. With less staffs than six, you no longer have to keep your body in motion to be effective, but with six no motion means no fighting. You will HAVE to train yourself to move the staffs without second guessing it. You HAVE to get it right every time or risk injury. You are in penetrable by taijutsu and kenjutsuists, as when they get close enough they are easily disarmed and backed off by the tank of spinning swords. In addition, Master Kay Otosan, the creator, is only able to maintain this constant motion for up to five posts. Afterwards a five post cooldown in which you lose a rank of speed and strength begin. If you use it again after this cooldown, you will have five posts with a loss of two ranks in both speed and strength and so on for each time you use it. After the fourth use of this stage you won't be able to do it again and you will deal with minus one rank in speed and strength for the rest of the battle. Fifteen posts in training with the staffs, and then five body training posts.
Maneuvers: Six Way: the technique allowing the use of six staffs. It takes true coordination and mastery to keep six staffs in symbiotic movement, often without even looking. Usually staffs and staves alike are spun around the body and just as often held still for maximum efficiency.
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Posted: Sun Jul 03, 2011 5:14 am
Well, let's get down to the nittty gritty, shall we? Look at your first three stages. I see a lot of vague descriptions, but no outlined descriptions of a concrete move. First, I need to preface why we practice taijutsu/jenjutsu: because performing the same technique over and over causes you to gain muscle memory, which means many things: A. You can perform a technique without thinking because you've performed it so many time that it's now simply a reaction. B. Someone who did the same thing with the same stats would strike slightly weaker and slower than someone who can perform an action without really thinking about it, which essentially means you're able to spend more energy on the follow-through of the attack than thinking about the action itself, hence why named taijutsu (and kenjutsu) has a cost but un-named doesn't. So, that being said, let's look at your first stage: So you get...nothing? You're going to train to use a stage and get nothing for it? And the stage description basically says, "you attempt techniques but fail t them miserably. NOOB!" We need to at least give them something for their efforts, wouldn't you agree? Plus, you don't have a list of forms (whatever those may be) that people could roleplay learning. That's something you need to work on if you're training forms: a list of general descriptions and what sort of techniques they are associated with would be best. They don't need to give actual bonuses so long as you can show why they would be a prerequisite for another technique. Second stage: Same problem with stage one on the description part, since you haven't explained what sort of mechanisms or stances allow for fluidity. Sweeping block: here we are, a good example of techniques that had the right ingredients, but you forgot to mix them and bake it. This block is omni-directional and works against any attack, and it doesn't even give the sort of movements that would be required to re-direct a blow. Instead of a "blanket-no-jutsu" whereby you try to cover everything with one technique, break this one up into separate techniques that deal exclusively with a certain kind of attack from a certain angle, and follow through with showing what the redirection would be. Stage 3: The whole thing about the byakugan's activation training should be in the actual bloodline mechanics instead of the taijutsu style. Pressure point strike: What's the difference between a blow that only causes pain and another that causes pain with loss of limb usage? Also, same problem as you had with "sweeping block." Your technique allows you to strike all pressure points without specifically making individual techniques for the different pressure points so you get muscle memory out of it. If you don't practice the same kind of pressure point strike over and over, then you might as well just read it in a book and try to use it in the middle of a fight: it won't work because you haven't repeated the movements. Well, that's it for now. Let's make this a good stopping point and let me see what you can come up with/any questions you may have.
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Posted: Sun Jul 03, 2011 11:16 am
Tejina Optical Illusions Hyouzou Law The ultimate use of Gen-Taijutsu Description: A unique style of fighting created by Hyouzou Law himself. Having an interest in both genjutsu and taijutsu, Hyouzou discovered a way to combine the two, something he dubs "Gen-Taijutsu". Although his abilities in genjutsu prevent him from becoming a full taijutsu master, his style is more about deception and mind games more than it is about raw strength, and with the right amount of cunning, even a kage can fall at the hands of the Gen-Taijutsu.
The style revolves around using optical illusions to confuse and distract the opponent, leaving the user the option to attack. These optical illusions include after images, geometrical illusions, subjective contours, motion illusions, and many more. While most cannot do damage to the opponent, many are used for distracting, stunning, and escaping enemies.
Rules: • Hyouzou Law, the creator, must teach this style to anyone who wants to learn unless stated otherwise. • Is neither solely a taijutsu or kenjutsu, so anyone could learn it (if you character can only learn taijutsu, he can learn this. vice versa with kenjutsu) • Because of the nature of the style, chakra and stamina are needed to pay for the costs. • User may only have 7 after images out at one time (a maximum of 3 for each type) and they cannot stray more than 50 ft from the user • After images do not have the user's chakra signatures, so a sharingan/byakugan member will not be fooled, as well as others who can detect chakra signatures at a moment's notice • After images are solely taijutsu clones. They cannot form chakra, do jutsus, or "save" you (pulling you out of the way from an attack) • Unless stated, the user always has 1 opaque, 2 translucent, and 1 partial after images whenever he moves. This results in a -1 point loss in both stamina and chakra. • Forming the after images costs 3 chakra, and to use this style, the user must have after images (meaning, at the beginning of every battle, the user must give up 3 chakra points) • Dissipating the after images costs 2 chakra. However, if you dissipate them, you won't receive the annual loss in chakra and stamina points • If an opaque after image is struck, in any way, it is destroyed. • Translucent and Partial after images cannot make physical contact unless stated • Forming an additional after image costs 2 chakra points (for any type) • These are optical illusions, not genjutsu, so those usually immune to genjutsu are still affected
Stage One (E-Rank) The user of this style is just learning the basics. He first starts with the after images, for they are the groundwork for the style (they are ever present during the style) There are three types of after images: partial (a piece of teh user, like a limb or head, not the whole thing), translucent (an after image, though not solid, and opaque (completely solid) While the user cannot fully trick the opponent, with the after images created moments after the user moves, opponents can be confused and caught off guard for a few moments, which can prove to be the advantage of the user. To train, the user must focus on using his chakra without taking the time to stop and concentrate. So, the user usually ends up performing physical activities (running, attacking, etc) while focusing his chakra. If he is successful, slight after images will appear behind him when he moves (he can decide to stop the after images at any time) The user will have to spend 5 posts training.
Techniques
Delayed Attack Rank: E-Rank Cost: 2 stamina, 0 chakra The user will send a partial after image limb before him to attack. The partial after image attack will miss intentionally, allowing the user to come in and make contact, for the opponent will most likely dodge or duck the first attack. This is the core concept of the style.
3D Illusion Rank: E-Rank Cost: 0 Stamina, 2 chakra The user casts the autostereogram illusion, which makes 2D images appear 3D. In this case, the user stays completely still, usually with a weapon in front towards the opponent. To the opponent, the weapon appears to come at him, and he will most likely attempt to dodge or block, although the weapon isn't actually coming towards him/her. This usually leaves him/her open for attack. The user cannot move while performing this technique.
Blivet Rank: E-Rank cost: 0 stamina, 2 chakra A technique the user uses usually at the beginning of a battle. To the opponent, all the items the user touches will appear to be impossible, having some kind of disformality, yet still working perfectly fine. This stays activated for the duration of the battle after it is used.
Stage Two (D-Rank) As the user is getting more skilled, his physical abilities increase. While he is not able to be on par with other taijutsu/kenjutsu masters, his trickery and traps allow him to fight level with others. He starts using other afterimages in combination with his after images. The user will have to spend 6 posts training in the style.
Techniques
Side Image Rank: D-Rank Cost: 2 Stamina, 2 Chakra The user will sidestep an attack, leaving a translucent afterimage to take the blow. Because the move will whiff through the image, the attacker will likely be confused or offset. The user can then attack the confused opponent.
Café Wall Illusion Rank: D-Rank Cost: 2 Stamina, 2 Chakra The user uses this while fighting. He/she moves normally while releasing out chakra. While the person's figure is normal, it seems as if his body outline is composed of wavy lines, constantly moving back and forth when it isn't. It also appears the user is 6 inches left from his actual position, causing the opponent to miss physical attacks by inches. It can cause lack of concentration for the opponent. Lasts for 2 posts, and the user must remain moving while doing this jutsu. If not, the effect ends.
Cornsweet Illusion Rank: D-Rank Cost: 0 Stamina, 2 Chakra The user creates a translucent after image, and the two stand side by side. As they do this, however, the user appears to change shades, as does the after image. This confuses the opponent, for he/she doesn't know which is the after image and which is the real person. Effect stops after the user moves.
Stage Three (C-Rank) The user is now an expert in this style. Due to the limited skill genjutsu users have for taijutsu, Hyouzou Law made the style easy to learn. His after images now serve almost as shadow clones, adding more manpower behind their attack. Also, with correct cunning, the user may even trick kages and S-Rank shinobi with his techniques. To train into the next stage, the user has to actually use the technique in battle, although a win isn't necessity. Also, they will need to spend 8 posts training with the style.
Techniques
Jastrow illusion Rank: C-Rank Cost: 2 Stamina, 2 Chakra The user holds out two of the same, identical objects, usually kunai or swords. However, one of them appears to be larger than the others, while they actually are both the same size. The user usually uses this for attacking, and the effect stops if one of the objects makes physical contact with anything.
After-Wall Rank: C-Rank Cost: 3 Stamina, 3 Chakra The user will hop backwards before a projectile or some other attack makes contact. In this brief moment, the user creates an opaque afterimage to take most of the impact of said attack.
False Cyclone Rank: C-Rank Cost: 3 Stamina, 2 Chakra The user will attempt to confuse their opponent by running circles around them, while simultaneously releasing afterimages. Because of the motion and multiple afterimages, this is an excellent way to make someone dizzy while evading attacks at the same time.
Ebbinghaus Illusion Rank: C-Rank Cost: 3 Stamina, 3 Chakra The user, to perform this, must be in an area with objects surrounding him (trees, desks, lights, etc) As he stays in this spot, he appears to change in size, whether growing larger or smaller. This makes it harder for the opponent to fight him, for if he appears large, the opponent would try to attack higher, and if he appears smaller, the opponent tries to attack lower. The largest he can "grow" is double his height while the smallest is half his height.
Multi-Tap Rank: C-Rank Cost: 3 Stamina, 4 chakra The user dashes towards his opponent. While he moves, however, he dashes from side to side, leaving behind a trail of translucent and opaque after images. He can send after images before him or send them behind him, but he may only have 4 after images while he moves. This masks his true position. As he moves, he must move in a zig zag pattern, and his clones must stay linear to him, whether it be in front or behind him.
Stage Four (B-Rank) At this stage, the user has mastered the style. Not only can he/she create an after image at their whim, they can also use the after images as physical attacks, and with trickery, they can kill swiftly there foes. To train to this stage, the user has to take part in 3 fights using the style, as well as spend 10 posts practicing the style.
Techniques
Lilac Chaser Rank: A-Rank Cost: 8 Stamina, 8 Chakra The opponent fixates his eyesight on the opponent. As he is looking at the opponent, everything else in the opponent's eyesight seems to blend in the environment, making it hard to notice detail (ie kunai, clones, jutsu) This effect lasts until the opponent looks away from the user, but if he looks back at the user, the illusion begins again. This lasts for 3 posts (of the user)
Cyclone Breach Rank: B-Rank Cost: 4 Stamina, 0 Chakra During "False Cyclone", the user will abuse their speed, seemingly vanishing and reappearing next to the opponent, typically behind them. Because of the number of clones moving around, it will be hard for the opponent to notice instantly.
Thousand Limbs Rank: A-Rank Cost: 10 Stamina, 5 Chakra The user will release a barrage of punches and kicks, each accompanied by partial afterimages splitting from any point on the arms or legs. Because of the amount of skill used to perform this technique, the user can spawn up to 100 additional limbs.
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A faint smile Vice Captain
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Posted: Sun Jul 03, 2011 5:49 pm
TousenjutsuSpeed, Control, Range ______________________________________________________________ History - During the previous war ninja have realized that close combat can lead immediate injury or death, so they have studied the style of puppet masters in order to create effective weapon techniques that can be used from a distance. This group of researchers began to write and develop a style based on how ninja had already used wires for traps, or alter ninjutsu and the movement of weapons. By combining these ideas, ninja have been taught a new, useful bukijutsu style.
Description - This style that requires the use of wires by themselves or with various weapons like a sword, daggers, a yo-yo, kunai, or shuriken. Using wires is a tactical style meant for close to mid range combat that keeps the fighter from being hurt by overwhelming the foe with speed and quantity. It can also be used for long range, but not until a further stage is reached. The fighter's hand-eye coordination is superior to most other ninja of their rank, and he should have a body that moves quickly in order to stay ahead of the opponent. Because the wires can be a weak defense and hard to control, the fighter also learns how to become very agile in order to evade opposing attacks.
Training - Training should be bare handed so to develop dry skin. Gloves are recommended for real fights to prevent the hands from bleeding too much. Naturally, as a fighter, your style will be at a distance. This can only be learned as a primary bukijutsu style. Stages 1 & 2-- The methods of training should consist of aiming for targets as you learn your techniques. Because this is primarily a defensive style, it's best to train with a partner or teacher for blocking, grappling, and evading. Stages 3 & 4-- Practice maneuvering on wires as you control them. Don't fall. You can also practice using your wires with any weapon in your arsenal. The benefit of reaching this stage is that a partner isn't needed, you can practice using weapons targets. Stages 5 & 6-- You're pretty much the master. Now you should aim for long distance targets, practice controlling wires without touching them, and fight against multiple partners for training. Also try mixing your element with the wires.
______________________________________________________________ ~Stage One~ + Should compose of the oh-so-horrid basics: they start by learning how to use a single wire for trapping the opponent and in combination with physical attacks. Then they move on to evading and parries in case the enemy counterattacks. By the end of this stage, they should be able to use two separate wires and have great coordination.
Requriement: Must have agility has either a primary or secondary attribute
-Stage One Techniques
Grip Block [E-Rank] Description: By holding onto a wire and supporting it with your thumbs, you can block a hard swing. This technique works best when the wire is wrapped around your hands.
Grip Choke [E-Rank] Description: After getting behind the opponent, you can weave the wire over the enemy's head and begin to choke them by pulling back.
Far Evasion [E-Rank] Description: An elegant dodge that makes it seem as if a physical attack has missed by a mile. It's an intimidating move, but it leaves almost no chance for counterattacks.
Grip Pull [E-Rank] Description: Usually used in a combination. The wires are thrown behind the opponent to yank them in for more hits.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ~Stage Two~ + Moving on to multiple wires while learning more complex strategies and traps. They also continue to practice basics in order to stay agile. This is also the stage that ninja can learn how to start controlling the movement of a single wire. Eventually handling a handful of wires will be no problem and a single wire should be completely under control. Prerequisites: Learn all techniques from stage one.
-Stage Two Techniques
- Massive Block [E-Rank] Description: A block with multiple wires to greatly increase resistance.
Massive Pull [E-Rank] Description: Tossing multiple wires around the enemy in order to pull them in. There is less of a chance that the enemy will escape due to the fact that the wires would be pulling from head to toe.
Close Call [E-Rank] Description: Attacks can be evaded to the point when they are scraping against clothing without causing damage. It's much easier to counterattack now.
Fix It [D-Rank] Description: If a wire is not in the position or setting you want it to be, you can use chakra to move it quickly.
Trap Choke [D-Rank] Description: A wire is set in a loose, circular tie. When the loop ends up around the opponents head, you pull on the other end which will cause the wire to wrap around the neck. The harder you pull, the tougher the choke.
Slow Trap [D-Rank] Description: A single wire quietly moves on the battlefield. It slowly wraps around a limb to trap it in place.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ~Stage Three~ + Finally, fighters are taught how to utilize weapons with the wires as they continue wire control practice with their chakra. Soon they can fluently use their other weapon styles with the wires and lightly control a few wires. Prerequisites: Learn all techniques from stage two. Must be chuunin rank.
-Stage Three Techniques
Projectile Trap [D-Rank] Description: Tossing one, or multiple, projectiles around the opponent in order to get them caught in the wires.
Barbed Wire [D-Rank] Description: Spikes grow all around whichever wire that is being controlled by your chakra. COSTS CHAKRA
Thread Walking I [D-Rank] Description: Now that you're becoming one with your weapon, you can stand or quickly walk across wires without falling or using chakra.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ~Stage Four~ + The ninja is finally developing his own unique style. By combining ninjutsu, taijutsu, and bukijutsu, he has officially graduated from the beginner stages to an upper class novice. Here you learn how to control multiple wires with ease, but they cannot move at a speed that would hurt the enemy. Prerequisites: Practice for 7 posts and learn at least 2 techniques from the stage three.
-Stage Four Techniques
Wire Fade [C-Rank] Description: Wires can pass through each other if necessary.
Wire Formation [C-Rank] Description: By placing a hand on any metal, you can form wires. This doesn't work if the opponents chakra is directly running through the metal. COSTS CHAKRA
Wire Burst [C-Rank] Description: Wires are bundled up, or are formed into a spiral/circular shape, and then they expand outward quickly with a powerful force. COSTS CHAKRA
Quick Catch [C-Rank] Description: After being knocked over, you can use your agility and speedy thinking to recover yourself before hitting the ground with wires or your bare hands.
Projectile Combo [C-Rank] Description: After tossing a projectile weapon, the wires can be pulled in order to rapidly toss and throw them back at close range, or to catch an enemy off guard from behind. • Projectile Trap
Thread Walking II [C-Rank] Description: You now have the ability to run across the wires without a problem. • Thread Walking I
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ~Stage Five~ + You have now reached an intermediate level of this style. You can move two wires at extremely quick speeds and chakra control becomes amazingly superb. Long distance fighting is now easier to handle. Prerequisites: Must be jounin rank. Learn one technique from stage four. Practice for 8 posts.
-Stage Five Techniques
Force Disarm [C-Rank] Description: You have developed the accuracy and strength to wrap your wires around your enemy's weapon with your bare hands and rip it from their grip. This doesn't work on weapons that correspond with targets that have reached level five in their bukijutsu style.
Thread Walking III [B-Rank] Description: Now you are a ninja who is capable of fighting long battles on wires. Balance becomes second nature. • Thread Walking II
Customary Jutsu I [B-Rank] Description: You can now send the properties of your main element through three wires at once. Fire burns, wind cuts, lightning shocks, water makes them immune to physical attacks, and earth greatly increases the force of impact. COSTS CHAKRA
Complex Wire Trap [B-Rank] Description: You have become capable of setting up strong traps of wire only. The trap that you make will catch the enemy in a large group of wires, leaving them immobile.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ~Stage Six~ + After reaching this stage, one has proven that he is truly professional. This ninja can control a massive amount of wires at once. Ten wires can be swung at very powerful speeds at once, and contact no longer has to be made with the wires. The rate at which this ninjas mind works is great, ready to react at any moment. Prerequisites: Learn one technique from stage five. Practice for 9 posts.
-Stage Six Techniques
Customary Jutsu II [B-Rank] Description: The strength of your customary jutsu has increased, and now it shows in all wires. The damage that it can do will cause serious damage to the targets body but it will not be fatal. COSTS CHAKRA • Customary Jutsu I
Piercing Wire [B-Rank] Description: By grabbing onto the wire and putting chakra into it, you can penetrate your opponent's body entirely with a throw. COSTS CHAKRA
Solid Block [A-Rank] Description: Without using your hands, you can block an oncoming attack with a group of wires. The wires will barely budge.
Solid Choke [A-Rank] Description: Without using your hands, you can move a group of wires around the opponent's neck to choke them. It's tough to make the wires budge.
Solid Parry/Deflect [A-Rank] Description: Now you can parry oncoming attacks and deflect light projectiles (kunai, shuriken, senbon, etc.) without the risk of your hands getting hit. The wires will not budge. • Solid Block
Customary Jutsu Ver. 2 [A-Rank] Description: When you put your main element into your wires, they will have a different and deadly effect. Wires will be immune to the element that they take on. Fire will spew lava-hot flames from the ends of wires. Wind can form small tornadoes with a single wire. Lightning can shoot large streaks of electricity from one end of a wire to another (now it shocks and burns). Earth can cut the ground into pieces and send them at opponents, and very thick mud can spew from wires. Water can freeze opponents to touch, but ice can be broken from inside out easily. COSTS CHAKRA Permission granted by iHarkyinferni-kun
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Posted: Sun Jul 03, 2011 10:13 pm
Imperial Arrow Precision, Forceful, Strict
The Imperial Arrow style was originally developed for a vast army that was led by a man who sought to unify the countries through utter domination, although his plan and the army failed, their deadly skills which brought much ruin to the countries still remain. The would-be ruler, a master of contraptions himself, favored the crossbow for both its mechanical complexities and its simplicities; this style plays off both the structure and workings of the crossbow more than an individual's skill.
Rules: -Can only be used with a Crossbow -Unless marked otherwise the Chakra and Stamina Costs of these jutsus are fixed and cannot be lowered or raised by any means
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- Stage One - | D |
This is the most basic stage of the Imperial Arrow weapon style, upon attaining this the user has gone through the motions of loading and firing their crossbow so many times, and while not flawless, their movements now have a certain fluidity. At this stage they must still hold the crossbow with two hands when firing or else their aim becomes so shaky they're likely to miss 8/10 shots.
Abilities:
Stone-filled Palm Rank: E Cost: None Description: Many users of bows, crossbows and projectiles panic when an opponent gets into close quarters and they don't have the time or space to get away or load a prepare an attack. This very basic technique has the crossbow user quickly bash their opponent with the butt of their crossbow, usually in the face.
March at Dawn Rank: D Cost: 1 Stamina, 2 Chakra Description: A technique borrowed from Dokujin (Assassin's Arrow) then modified to play off the innate strengths of the crossbow. The user channels chakra into the crossbow arrow or bolt then releases it, as the arrow flies some of the chakra explodes out the back of the arrow causing it to rocket forward. The rest of the chakra gathers at the tip as a buffer that prevents the arrow from penetrating the target but allows the rocketing speed of the arrow to come forward as a kinetic force and push whatever it hits backwards. If it hits a person the arrow can possibly knock them off their feet and carry them a distance however the arrow breaks apart along with the technique from stress around 15 seconds after making contact with a person or object.
Given the force released by this technique the user does not lose Stamina due to the loading and firing actions of the arrow but rather the kick back from the chakra force as the projectile is loosed.
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- Stage Two - | C |
The user has now adapted to holding the crossbow and its weight so they can now hold it and fire it one handed with only a minor loss of stability and aim.
Abilities:
Stalwart Guard Rank: C Cost: 1 Stamina, 1 Chakra Description: Very similar to the Stone-filled Palm technique, except now the user can reinforce the butt of their crossbow with chakra and swing with more deadly precision dealing much more damage.
Shadow of the Willow Rank: C Cost: 4 Chakra Description: This technique is a low-grade imitation of the high level Dokujin (Assassin's Arrow) technique: 'Death Murmur' and allows the user to channel chakra into an arrow that, once it scores a hit, becomes exceedingly difficult to remove from the body. The chakra forces the head of the bolt to expand, forcibly damaging the person by widening the wound from the inside while keeping the point of penetration small, thus trying to remove it worsens the wound.
The arrow's chakra effect naturally wears off after 3 posts causing the tip to shrink back down to normal and then the arrow can be removed normally without causing extra damage due to the bigger point. Alternatively any person possessing the Medical Ninjutsu: Tekishutsu (Extraction) can negate the chakra of the arrow and remove it instantly with said technique.
- Stage Three - | B |
Loading and firing the crossbow has become an instinctual art form and the wielder can do it without even looking at their crossbow. They no longer shake when firing a crossbow one handed though their aim still suffers a minor penalty.
Abilities:
Hungry Demon Rank: B Cost: 7 Chakra Description: By imbuing an arrow with chakra that stimulates the blood flow while preventing coagulation the user allows their shot, should it land, to deal no more physical damage than usual, but for so long as the arrow remains in the person they will bleed as if they'd been struck deeply with a sword and the blood will not harden. Once the arrow is removed the bleeding returns to a rate normal for that type of wound.
Cast off the Rainclouds Rank: B Cost: 5 Chakra, 2 Stamina Description: Fire an arrow imbued with chakra that radiates the chakra as it soars through the air, the radiated chakra causes disturbances in the air flow causing other projectiles in a 7 foot circular radius around it to swerve off path or drop from the air. Once it makes contact with a solid object the arrow shatters apart from the stress of the technique and the effect ends. The stamina drain on this technique can be attributed to the massive recoil from firing such a heavily infused arrow.
- Stage Four - | A |
At this stage the user can fire the crossbow and hold it two-handed or one-handed with no penalty to aiming at all. They now instinctively react to changes in the wind direction and only particularly strong winds can make them hesitate about firing. A strong wind blown at the arrow or bolt after it is fired can obviously still throw it off course.
Abilities:
Emperor's Lucky Fist Rank: A Cost: 2 Chakra, 5 Stamina Description: As opposed to the other close-quarters combat skills of the Imperial Arrow, this one is not for fighting off an opponent who has gotten close but for closing the distance and unleashing a brutal combo at close range. By releasing a small amount of chakra into their crossbow to reinforce its entire structure:
They rush the enemy as fast as they can and smash them mercilessly with their crossbow, the reinforced status of the crossbow lasting for exactly 7 strikes.
Emperor's Shout Rank: A Cost: 7 Chakra Description: The master of the Imperial Arrow fires a shot laden with chakra and once the bolt scores a hit on anything the chakra consumes the arrow reducing it to nothing before condensing and exploding in a concussive blast equal to that of an explosive tag. Even if this technique should fail and the arrow does not bury itself completely, is caught, deflected or hits an inanimate object it will still detonate and releases its concussive force. .
- Stage Five - | S |
If you actually see a master of the Imperial Arrow style load their crossbow, the person you're either looking at is not truly a master or your delusional. Upon mastering the style the loading process is near instantaneous and the user can fire shots with such precision that they can split another arrow clean down the center mid-flight.
Abilities:
Imperial Decree Rank: S Cost: None. Passive. Description: The leader of the Imperial Army dictates that you should fight better and more efficiently. By training in the forms of meditation and fitness that the soldiers used to comply with this order, all jutsu that are a part of this style now cost 1 less Chakra and Stamina to use to a minimum of 2 Chakra or Stamina (barring jutsu that cost 1 or 0 already).
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Posted: Mon Jul 04, 2011 9:32 pm
Kanjo-Tekina Ikari  Description: Kanjo-Tekina Ikari is a style solely derived from emotions, turning your feelings into fuel for power. This style is enigmatic, and not much is known behind the mechanics of how it works. The only way to learn more about the way of Kanjo-Tekina Ikari is to learn the style itself. Pupils are normally very emotional; they normally reach extremes of how they feel. When they are happy, they are jubilant. When they are angry, they are furious. Masters of this style have complete command over their emotions and always appear calm, nearly to the point of emotionless. It is assumed that chakra is affected by emotions, which is what may make this style so powerful. Apprentices and Masters of this style are known for their secrecy and temperance. Masters and disciples alike will feel mentally drained after using the Kanjo-Tekina Ikari. This Taijutsu belongs to no one group of people; its origins are unknown, so it is passed down sporadically. The style centers around agile movements and enormously powerful attacks. Blows are swift and deadly, strikes revolving around pressure points and vital spots. Its disciples have very low stamina and the higher you climb through the stages, the more likely you are to receive serious injury. An unfortunate trade-off for its ludicrous power.
Stage One: Hate (E-Ranked)
Description: The user is completely new to the technique, and the idea of using emotions to rule your actions is extremely strange. They will know no defensive techniques, but they will have an access to a myriad of powerful, yet slow techniques. Whether in training or battle, disciples will be forced to meditate for a period of time in order to gather their emotions. Their power can be drawn from literally any negative experience. Abilities: In using this stage, the user will grow unnaturally strong. Fury is the baseline of every attack and the disciple will push his/her physical abilities to the far extremes. Inexperienced users can easily hyper-extend limbs and break their own bones if not careful. Those who have become accustomed to this stage can become blind with rage. Your stance is wide and open. Graduation Requirements: Complete mastery of this stage means meditating and physical training such as weight lifting, stretching, and sprints. (5 posts) Techniques:
○ Spiteful Strike Requirements: NONE Description: Concentrate on your hatred and unleash it with a furious strike. It is strictly close range. A fairly unsafe technique without proper execution. The power put behind the attack can shatter boulders and blow through trees, but is also capable of tearing muscles and fracturing bones of both your enemies and your own.
○ Disdainful Elbow Requirements: NONE Description: Concentrate on your hatred and aim a strike into the sternum or face with your elbow. Support the strike by forming a fist with the striking arm and grasping it with the other. Shatter bones and smash faces with this technique. It is easy to break your own elbow if not careful.
○ Unrefined Kick Requirements: NONE Description: Concentrate on your frustration and release it into a strike aimed for the torso. Stand on one leg, pull the other up to your chest and make an all-or-nothing side-ways kick into your opponent. It can bury your foot in rock, but careful, for it puts much stress on your leg if not practiced properly.
Stage Two: Envy (D-Ranked)
Description: In the initial stages of learning this style, the user will find himself/herself very emotionally unstable from hours of meditation centering around stirring emotions. Despite this drawback, the user's body will be in incredibly good shape, assuming that he/she had not already injures themselves. Muscles will be sore from constant misuse and the user will be constantly mentally exhausted. Users will definitely doubt the value of such tiring training, but they'll fail to notice the strength they have gained. This stage immerses learners into agile movements and meticulous techniques. Naturally, jealousy is what builds this stage, instilling caution and suspicion. Abilities: Users will find themselves flexible and they'll begin to gain a fundamental understanding of the Kanjo-Tekina Ikari. Since this particular stage is not quite as intense as Hate, the amount of muscle required to utilize this technique is much lower. When in this stage, the user will appear cynical and anxious. Centers around quick and oily movements. Graduation Requirements: Learn at least two techniques and go through rigorous meditation (2 Posts) and outrageous stretches (2 Posts). Techniques:
○ Introverted Step Requirements: Stage 1 Mastered Description: Some consider it cowardly, others call it "playing it smart". Disappear from sight and reappear at your opponent's exposed back.
○ Distressed Block Requirements: Stage 1 Mastered Description: Catch your opponents lunge, sword swing, punch, or kick in between your arm and body, holding it firm so that your opponent will have trouble moving. If done correctly, the user can lead into an attack while still holding onto the enemy.
○ Step Counter Requirements: Stage 1 Mastered + Introverted Step Description: When assaulted by an opponent, place your left palm on their weapon/limb and spin on one foot to your left, allowing a clear chance to jam an elbow/dagger into your enemy's back. (It's possible on reversed sides as well. it's only easier to explain while talking of a specific side)
○ Dishonorable Strike Requirements: Stage 1 Mastered + Distressed Block Description: Disappear from sight and reappear before your opponent, especially in midst of confusion and aim a punch/kick to the crotch, stomach, sternum, throat, nose, or eyes.
○ False Sweep Requirements: Stage 1 Mastered + Dishonorable Strike Description: Make a feint to the upper body, creating an after image, while you actually drop to the ground and sweep your opponents legs from underneath them.
Stage Three: Fury (C-Ranked)
Description: Stage Three revolves around balanced, elegant, yet very powerful techniques, using anger as cause for powering techniques. Disciples will just begin to learn how to use the Kanjo-Tekina Ikari without causing themselves physical harm. Though they are still temperamental, they have better control over their emotions. Users will not have to think as much about how they should feel. They are in great physical health, but they will feel worn out or tired all the time, if following the proper training regimen. Every technique in this particular stage can be made fatal. Abilities: Users will have great balance and their movements gain a certain uniformity. Muscles are tempered and disciples will be able to exercise control over their power. Fury, unlike hate, is a very tame emotion (comparatively). Moves are straight-forward and uniform. Graduation Requirements: Learn at least three techniques and undergo intense meditation (4 posts) and temper your body and precision of your strikes through target practicing, swinging dummies, etc (3 posts) in order to reduce extraneous movements. Techniques:
○ Invisible Spear Strike Requirements: Stage 2 Mastered Description: Modeled after eastern martial arts. Slam a palm into an enemy while sending out a pulse of chakra. Can cause internal damage. Its original purpose was to bypass armor or overcome blocks with weapons. It is a swift strike, but the stance taken is difficult to maneuver from.
○ Burst-Step Strike: Tantrum Requirements: Stage 2 Mastered + Distressed Block Description: With one hand, block a "straight attack" by letting it slide across the forearm to one side. The user then stomps on the ground and sends an elbow into an enemy's torso. Utilize the combined momentum of you and your enemy. Has enough force to rupture organs. Developed after eastern martial arts.
○ Burst-Step Strike: Treachery Requirements: Stage 2 Mastered + Break-Step Strike: Tantrum Description: A unique kick that is more like an upward jab, where you jam your foot into the underside of your enemy's chin. In doing so, you can launch your enemies into the air, often breaking necks in the process. Derived from eastern martial arts; it is initiated from a low point, where the user will place their palms on the ground and hoist themselves up for the attack.
○ Break-Step Strike: Devastation Requirements: Stage 2 Mastered + Introverted Step Description: Become blind with rage; stomp down to create a small crater and use the force and momentum generated to propel your arm(s) into your enemy(-ies). Fashioned after eastern martial arts and improvised into a strike that can cause internal destruction or merely blow enemies away from the air pressure.
○ Break-Step Strike: Frenzy Requirements: Stage 2 Mastered + Break-Step Strike: Devastation Description: Go berserk: send an all-or-nothing knee flying onto your enemy. Generates enough force to create a crater from where you had launched off and has the capability to shatter boulders. Derived from Muay Thai and improvised into a strike that break bones and smash faces.
Stage Four: Sorrow (B-Ranked)
Description: This particular stage is strictly defensive. A common attribute of all disciples who have progressed from this stage is their incredibly sturdy bodies and rock-hard muscles. Users will have achieved a new stage of calm and will no longer feel the ache and pains of their difficult training; either that or they don’t care anymore. Their understanding of how the Kanjo-Tekina Ikari comes naturally to them; the experience tends to be different for every person. Abilities: Steel muscles that do not make users’ bodies appear physically larger. Enemies may underestimate your strength. The basis of this stage centers around defense: the kind that hardens your body to withstand explosions, swords, and jutsu. However, never overestimate your capabilities. Attacks will hurt. Graduation Requirements: Users must learn two techniques while undergoing fierce meditation while hardening their bodies through unbelievable exercises such as sitting underneath of a waterfall for hours on end, or sitting while having enormous weights placed on your body (6 posts). Techniques:
○ Iron Body Requirements: Stage 3 Mastered Description: A technique mostly used in more dire situations. Minimize damage done to your body by hardening all of the muscles in your body and gritting your teeth together for an enemy strike. It will hurt, and chances are, you will be injured (but to a lesser extent).
○ Cross-Block Requirements: Stage 3 Mastered Description: Simply cross your arms, enabling you to shield your face, torso, or lower body with a mere pivot of your limbs.
○ Hook Block Requirements: Stage 3 Mastered + Cross-Block Description: Defend from high attacks with a ludicrously muscled arm. Hook your arm over your head and brace for some impact. Not to be confused with the hooking block.
○ Flash Counter Requirements: Stage 3 Mastered + Iron Body Description: Mimic a movement/attack closely to neutralize the force that you would otherwise take. Strictly centers on weapons and other physical attacks. Limbs can be used in place of bladed weapons. Does not actually fully mimic attacks.
○ Passive Redirection Requirements: Stage 3 Mastered + Flash Counter Description: Usually used as enemies’ are about to hit you. It is then you use a palm or the back of a hand and slap the attack to another direction.
○ Flash Redirection Requirements: Stage 3 Mastered + Passive Redirection Description: When an attack comes from above and you have no choice but to brace yourself, place your forearm by your head, slanted slightly off to your side. In doing so, you force the attack to slide down your arm. Can block anything from sword strikes to drop kicks. It will hurt.
Stage Five: Serenity (B-Ranked) ||Activation Period: 20 Posts||Passive Effects: Minor Mental Instability + Minor Muscle Damage||
Description: At this point in training, disciples will have reached a level of calm beyond what nonmembers could possibly ever hope to achieve. Users can easily control their emotions and their individual strength is quite remarkable. The next step in training is to incorporate chakra control and chakra manipulation. Doing so takes an enormous amount of dedication. The stage centers around non-hand-to-hand combat, specializing in distanced strikes. Users in this stage of Kanjo-Tekina Ikari will begin to appear unbelievably calm and their expression is nearly unreadable. However, their emotions are still easily swayed. Abilities: Users will have a strong control over their emotions and have the ability to strategize and calculate in even the most desperate of situations. Channeling chakra into this style is going to be very foreign for them since users have thus far relied on emotions to do all of the work. But now that they must master serenity, they must learn to not always rely on emotions to fuel their power, seeing as emotions are not a very reliable source. CAN ONLY PERFORM TECHNIQUES IN THIS STAGE WHILE ACTIVATED Graduation Requirements: You must first learn at least three techniques. Also, master your emotions through rigorous meditation; find a quiet spot with no disturbances (3 Posts). Chakra exercises are also essential. For example, adjusting your output of chakra, push-ups on water, and moving objects with bursts of chakra (3 Posts). Techniques:
○ Spacial Fist Requirements: Stage 4 Mastered Description: Make a simple punch to the air and release a burst of chakra. It is normally invisible, but the more strength you put into it, the more powerful it will end up being. It has the range of approximately 20 meters.
○ Spatial Uppercut Requirements: All previous techniques in this stage Description: Make a flat palm strike to the air to help shape your chakra into a strike beneath your enemy's chin. Not particularly powerful, but useful for pressuring enemies and pushing them back. It has a range of approximately 15 meters.
○ Moon Sickle Strike Requirements: All previous techniques in this stage Description: Disappear from enemy sight and reappear behind them, having already stricken them several times with sharp blades of invisible chakra. Nearly impossible to track under normal circumstances. It can be easily countered since users are forced to slide to a stop.
○ Twin Star Strike Requirements: All previous techniques in this stage Description: Master your inner strength and unleash a two pronged attack. An apparition of your self will aim a shop to the back of your opponents head while you make an assault to the stomach.
○ Dragon Drop-Dive Requirements: All previous techniques in this stage Description: Drop from the sky spiraling. Concentrate chakra below you as you fall, allowing your spin and momentum to create a flashy, yet powerful drilling move. Breaks rock, stone, and faces.
○ Earth's Artifice Requirements: All previous techniques in this stage Description: Stomp the ground with all of your might while sending a burst of chakra through your foot. The result is a sizable shockwave of earth, hurtling giant boulders through the air and raising walls of rock twice your own size, making it a choice defensive technique. The tremor has its maximum effect within a 20 meter radius of the user.
Stage Six: Happiness (A-Ranked) ||Activation Period: 15 Posts||Passive Effects: Mental Decay + Muscle/Tendon Tears||
Description: Originally thought to be the final stage within the Kanjo-Tekina Ikari. Disciples will now incorporate all of their past learning into this one stage. By far, happiness is the most difficult to master and utilize. Only "true happiness" can fuel this technique, so users will have to use feelings of love, affection, achievement, and hopes in order to make full use of this stage; there is no meeting halfway. User's will have complete mastery over their emotions. At this point, they may have trouble expressing emotions at all. One of the dangers of reaching this stage is the loss of differentiation. For few, they grow more logical, meaning the loss of a "human" personality. For others, they notice these changes and fight them. Emotions will not come as naturally since users constantly meditate upon and single out emotions to carry out assaults. Abilities: Users will have a great air of calm about them. Both their mind and bodies are strong, incredibly so, making them tolerant to lower leveled genjutsu and strong enough to withstand having entire boulders dropped on top of them. Their level of discipline exceeds even the masters of the most ancient arts. CAN ONLY PERFORM TECHNIQUES IN THIS STAGE WHILE ACTIVATED Graduation Requirements: Master all techniques. Techniques:
○ Soul Reflection Assault Requirements: Stage 5 Mastered Description: Master your inner spirit and attack with countless images of yourself. These apparitions will only last a maximum of three seconds each and are all restricted to basic attacks. IE Punches, kicks, knees, elbows, etc. Takes an enormous amount of concentration, allowing for no diversions.
○ Flawless Suffocation Requirements: Stage 5 Mastered Description: Disappear from sight and reappear upside-down above the head of your enemy, arms placed beneath their chin. Use them as a pivoting point to ground yourself. Will snap their neck in most cases.
○ Shatter Strike Requirements: Stage 5 Mastered Description: Disappear from sight and reappear, sending a flying knee into your enemy from any angle. Is coated with a layer of chakra. Will rupture organs, break bones and tear off skin.
○ Heaven's Blitz Requirements: Stage 5 Mastered Description: Appear in the air and as you all, rain apparitions of your inner self hurtling towards your enemy, each performing their own action.
○ Inner Might Projection Requirements: Stage 5 Mastered Description: Send a small blast of air infused with trace amounts of chakra towards your enemy. Incredibly forceful and is normally invisible to the naked eye. It can turn your enemy into a living rag doll being flung through the air.
○ Air Walk Requirements: Stage 5 Mastered Description: Literally walk through the air by fanning your chakra underneath of your feet. Your mobility is reduced slightly since the air is obviously much less dense than the ground, but once you get up to speed, there will be little difference in speed.
○ Eternal Plight: Imperfection Requirements: All previous techniques in this stage Description: Sacrifice the remainder of your activation time for 3 posts of blindingly fast speed. Your strength is lowered, but you cannot be seen unless you stop completely, or unless your enemy has a unique technique/bloodlines that can allow them to track such movements. You can only travel in straight lines, so to turn, you must stop to redirect yourself.
Stage Seven: Pandemonium (S-Ranked) ||Activation Period: Refer to "Description"||Passive Effects: Refer to "Description"||
Description: A truly frightening mile stone in Taijutsu history, and the unofficial "Final Stage" of the Kanjo-Tekina Ikari. It was established by ancient masters who had ventured far beyond the realm of human possibilities. Merely using the techniques under this stage can prove extremely harmful to one's physical and mental health. In many ways, Kanjo-Tekina Ikari is still incomplete, since users cannot gauge what is within the capabilities of their own body's any longer. They will tend to think that they have grown more powerful or reached new stages of flexibility, but all their doing is growing numb to pain. The longer you stay within the activation time, the more damage you do unto yourself:
Activation Time: 5 Posts - Minor Muscle Tears + Temporary Slight Mental Instability
Activation Time: 10 Posts - Major Muscle Tears + Mental Decay (long recovery time)
Activation Time: 15 Posts - Major Tendon and Muscle Damage + Major Mental Decay (hospitalized recovery/permanent)
Activation Time: 20 Posts - Muscle and Tendon Tears + Bone Fractures + Major Brain Damage + Loss of Functions (Sight, Hearing, etc) || MAY LEAD TO DEATH
Activation Time: 30 Posts (MAX) - DEATH
Abilities: Unbelievable strength and speed. All techniques and periods of activation are incredibly dangerous. It is best to use them sparingly. Bypass their natural limiters. CAN PERFORM TECHNIQUES FROM ALL STAGES DURING ACTIVATION Graduation Requirements: Master all techniques Techniques:
○ Break-Step Strike: Perfection Requirements: Mastery of all "Break Step Techniques" Description: Create a chain of three feints, each leaving behind disorienting after images: one to the face, one to the kidneys, and one to the legs. The fourth strike is the heart.
○ Burst-Step Strike: Perfection Requirements: Mastery of all "Burst-Step" Techniques Description: In the event of being stricken, disappear from sight at the moment of contact and reappear behind your enemy, counter attacking with a strike to any vitals open.
○ Life-Force Battalion Requirements: None Description: Send an army of apparitions hell-bent on latching onto your enemy. No time limit, however, will disappear after being stricken.
○ Eternal Plight: I Requirements: None Description: Your body is engulfed by a black, flame-like chakra. Burns away clothing and surrounding objects. Users will gain unbelievable speed. Perfected Eternal Plight allows for non-stop motion.
○ Celestial Nexus: II Requirements: None Description: Your body shimmers in white, flame-like chakra. Burns away clothing and surrounding objects. Users will gain unbelievable strength.
○ Heaven-Hell Correspondence: III Requirements: Eternal Plight + Celestial Nexus Description: Your body is covered with glowing white markings that map your "Ki" paths, or Chakra Paths, while your entirety is consumed by a rolling, black, flame-like chakra. Users will gain both unbelievable strength and speed.
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Posted: Wed Jul 06, 2011 5:07 pm
You need more descriptive details in your snap attacks and multiple staff wielding abilities. What is the procedure and targets for the former and mechanics for the latter?
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Posted: Wed Jul 06, 2011 7:51 pm
Deil Grist You need more descriptive details in your snap attacks and multiple staff wielding abilities. What is the procedure and targets for the former and mechanics for the latter? Edited.
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Posted: Thu Jul 07, 2011 9:44 pm
Dirty Fighting Sensual, Effective, Underhanded
Rules -Requires ''Sexy' attribute in any slot -All Chakra Costs are affected by the Special Jounin portion of Chakra Control (-1 Chakra Point) but not the initial Rank-lowering effect. -Until such time as Jouji Ijuin teaches the upper levels of this style to someone other than himself, all other characters are only capable of learning Stage 1.
Stage 1 - E -
Abilities:
Sucker Rank: E Cost: E-Rank Stamina (2) Description: A precision strike in a sidewards chopping motion performed with one hand aimed at the opponent's diaphragm, resulting in, assuming full contact is made with the attack, all the air subsequently being pushed from their lungs.
Dark Descent (Passive) Rank: E Cost: None Description: Whenever the user falls or is landing from a jump or jumping attack, they may choose to do so by landing in a sensual pose or style, this technique on its own does nothing and simply teaches the movements of 'Dirty Fighting' and acts as a precursor to later techniques or the beginning of a combination technique. As this is not an active ability it does not count towards the allowed jutsu for a post. Whether or not this activated is dependent on the user's idea of 'sensual' and whether they think they think their landing style or pose was 'sensual', this must be explicitly stated in the post.
Stage 2 - D -
Abilities:
Below the Belt Rank: D Cost: D-Rank Stamina (3) + D-Rank Chakra (3) Description: A strike to the groin of an opponent with any part of the attacker's body but charged with chakra that is planted in the groin, wrapping around the nerves. Within any 3 of the user's posts directly after the strike the user may force their chakra to detonate stimulating the nerves it surrounds into reliving the pain of the strike instantaneously.
Chakra is refunded if no contact is made with any part of the body, however if the technique hits an unintended spot on the opponent's body, the chakra will be expended but not procure the extra effect.
Wicked Raid Rank: D Cost: D-Rank Stamina (3) D-Rank Chakra (3) Description: A graceful but ultimately brutal kick attack, the attacker charges the leg they are kicking with, with chakra, forming temporary nodes of energy at key points in their leg which "record" the strength, speed and direction of the kick. The attack itself is an arcing heel kick loosed on a diagonal either rising upwards or scaling downwards. When the kick is performed the 'nodes' record the data required and as the attack hits its climax are dispersed along the trajectory of the kick and detonate releasing a shock wave equal to a non-elemental E-Rank ninjutsu used by the attacker that hits the enemy in an inversion of the trajectory of the initial kick.
This counts as only one jutsu when determining jutsu count in scenarios such as the Combo specialty.
Dark Recovery Rank: D Cost: E-Rank Stamina (2) + C-Rank Chakra (5) Prerequisites: Sucker, Dark Descent Description: This technique can only be initiated after landing sensually because of 'Dark Descent ', and must be used immediately after, no other action, jutsu or otherwise can be initiated before 'Dark Recovery' otherwise the technique cannot be used until another 'Dark Descent' is performed. Blinking, breathing, gulping and other such small movements are obvious exceptions.
From their sensual landing or fall, the technique user charges one of their hands with chakra and then moves in any physically possible way they wish from their landing pose to strike at the foe with a sideways 'chop' with their hand. The blow will release the chakra into the victim's body speeding up to their eyes and attacking their optic nerves causing no actual damage but blinding them completely for a single second.
Assuming no other action of any kind is taken by the user between the 'Dark Descent' and 'Dark Recovery', the latter can be used in a separate post to the former.
Chakra is refunded if no contact is made with any part of the body, however if the technique hits an unintended spot on the opponent's body, the chakra will be expended but not procure the extra effect.
Stage 3 - C -
Abilities:
Deep Penetration (Passive) Rank: C Cost: None Prerequisites: Description: Any unnamed taijutsu attacks by one who has learned this technique that hit an enemy will be performed with an incredible force and precision that causes the pain of the attack to flow or echo all the way to the other side of the body in a direct line wherever the victim was struck. In other words a punch to the stomach WILL be felt all the way through to the spine, but a punch on the forearm will only travel to the underarm, unless the arm and punch are angled in such a way that the direct path of pain has traveling up the arm and through the shoulder. The pain cannot travel between limbs even if they are touching and in a direct line.
Rank: C Cost: Prerequisites: Description:
Stage 4 - B -
Abilities:
Harder Rank: B Cost: None (Passive) Prerequisites: Lovely Smash learned Restrictions: If this is learned you cannot learn 'Faster' Description: Through strenuous exercise your muscles become thicker and more durable effectively giving you a +1 to your Toughness. This is does not stack with any other Tougness bonus, period.
To learn this technique you must train as if you were a Taijutsu user using their Train ability but with a +1 Stamina Cost to each post of training, and the training post requirement is doubled.
Faster Rank: B Cost: None (Passive) Prerequisites: Ceaseless Grind learned Restrictions: If this is learned you cannot learn 'Harder' Description: Through ceaseless sprint training you have attained a wiry strength and mobility effectively giving you a +1 to your Speed. This is does not stack with any other Speed bonus, period.
To learn this technique you must train as if you were a Taijutsu user using their Train ability but with a +1 Stamina Cost to each post of training, and the training post requirement is doubled.
Stage 5 - A -
[U/C]
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Posted: Tue Jul 12, 2011 1:33 pm
1. Why would you call this a genjutsu combat style if it's not genjutsu, but a natural optical illusion? 2. What's causing the optical illusion if it's not a genjutsu? 3. "• Is neither solely a taijutsu or kenjutsu, so anyone could learn it (if you character can only learn taijutsu, he can learn this. vice versa with kenjutsu)" This is incompatible with the jutsu system. Categorize it as one thing. 4. We already have the Mirror Image style which creates afterimages by expelling chakra as the user moves.. How is this any different?
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Posted: Tue Jul 12, 2011 1:47 pm
1. You need to add costs to your techniques. If all techniques have a cost equal to the stage's rank, then you need to say so. 2. "Snap attacks V2: This increases the speed at which you can spin staffs and the coordination you do it with. It also increases the power you do it with and you learn to defend more easily with snap attacks as well. In theory, it is used the same way as the first version." That's not a technique, that's just a description of what you can generally do with the staff. I need concrete techniques. Examples: When Lee was running around trying to break through Gaara's sand shield without calling out any attack names because they weren't specific techniques is pretty much what your Snap Attack techniques are. The Secondary Lotus is an actual technique, where the more or combo is clearly defined and, if someone were to ask you to perform the technique twice, it would look almost exactly the same both times. I need the latter. Simply saying that the attacks are generally stronger or faster or that the user is more skilled isn't something I can work with. I need you to come up with concrete techniques in order for this to be an actual style, otherwise you could just run around with a staff and do whatever you feel like so you aren't needlessly filling a taijutsu slot. I also need you to define how it's possible to wield more than two staffs at one time and to recognize that such a thing is an ability, NOT a technique.
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