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Posted: Sat Dec 29, 2012 12:48 am
[Approval]
 Character Name: Asami Yamada Rank: Genin Class: Assassin
Weapon Name: Kappa's Blade Weapon Type: Katana Range: Close Description: The Kappa's Blade is a katana created out of water molded with chakra. Because it is made with the user's chakra the user is able to control the water. To create the blade, they must use an A-rank worth of chakra to create the blade. From there, they can control what state of matter it is, how long it can be, and even if it is frozen or boiled. The blade does incredibly well against fire techniques, but tends to be a hazard when used against lightning as water is a great conductor. If the blade is put under too much stress, the water will loose its form and need to be remade again. Cannot change into anything much larger than a katana's amount.
Character Name: Kitana Hozuki Weapon Name: Barakūdaha [Baracuda's Tooth] Weapon Type: Dagger Range: 10 inch blade + Hilt + Arm length Description: The dagger has a grey wire wrapped hilt that is roughly 6 inches long. There is a black gem embedded in the pommel of the blade, though it only serves the purpose of being shiny and adding a nice blunt effect should the user want to hit someone with it. The guard of the hilt is an ash grey and spreads outward, curving towards the tip of the blade. The blade itself indents a bit at the base of the hilt and the raises upward to the tip of the blade. The blade itself is made of two different metals, a nigh on impenetrable outer layer for cutting effects and a softer more malleable metal in the middle. This allows the blade to bend a bit and hold well against other weapons. The blade has the special ability of stopping blood from coagulating. This happens because of ninja magic. As long as the wound is exposed to the air it will bleed. 5 CP is needed to activate this affect.
Weapon Name: Sameha [Sharktooth] Weapon Type: Dagger Range: 12 inch blade + Hilt + Arm length + 15m of steel wire Description: The hilt of the blade is a grey rubber grip with what looks like gills inlaid in it. There is a small blade at the hilt used for quick stabs in case someone is positioned behind the user. The hilt curves and fits nicely in his hand and even has a spot where the user can fit their pinky for added push power. The blades are a hard and shiny metal with many different parts to it. The blade is skinniest at the hilt and has a wicked curve and yet another dip before reaching the tip. On the top side there is a serrated edge and yet another dip to help tear on the way out. There is a steel wire attached to the end that allows the user to reel the blade back to them. The blade has the special ability to cut chakra, meaning that it is able to disrupt chakra paths. This is done by conducting chakra through the blade and transferring it to the opponent. The opponent loses the chakra that is disrupted but the user does not gain it back. In order for the affect to take place a decent cut must be made. One cannot simply tickle their target with it. On top of that the opponent is unable to use chakra for whatever number of posts listed below.
• 5 Chakra from user = 10 Chakra from opponent [1 post of inability to draw chakra]
• 10 Chakra from user = 15 Chakra from opponent [2 posts of inability to draw chakra]
Name of Substance: Hinder Required Posts: 3 Posts to make Effects: The victim will begin to feel too slow for their own good, over a course of 6 posts. Each area that is slowed is done so by half a number (ie. 6 to 5, 3 to 2). 1st Post: The victim will feel their legs reacting slower, which may cause them to trip up, and move slower. 2nd Post: The victim's torso is slow at reacting, making maneuvering hard. 3rd Post: The victim's arm begin to slacken, once more making maneuvers hard. 4th Post: The victim's body is slower than it should be, making reactions to things slower. Their brain is unaffected by this. 5th Post: The victim's arms return to their normal speed 6th Post: The victim's torso and legs have returned to their normal speed, and the poison has been purged.
xXx
Name: Adrenaline Shot Required Posts: 5 Posts to make Effects: This makes the victims mind perceive everything at such a high rate, it seems as if everything is moving in slow motion. Their body will not be affected by this, it is simply their mind. For example, when after the victim is poisoned with the adrenaline, and if they are about to receive a cut, they will feel everything as if it were in slow motion. They would feel the blade entering their skin, cutting through the tissue, muscle, etc. Adrenaline doesn't actually give them a physical boost of any kind, but makes the mind perceive it as if they were moving at amazing speeds. It essentially is used for torture, so the target would have to suffer every moment as it happened, slowly. This lasts for 5 posts
xXx
Name: Blind Required Posts: 4 Effects: The victim, after being poisoned, shall suffer blindness for a few posts. 1st Post: Partial blindness in left eye 2nd Post: Partial blindness in right eye 3rd Post: Both eyes fail 4th Post: Vision is returned
xXx
Name: Numb Required Posts: 10 Effects: The victim will loose their sense of feeling, even pain they may suffer. This could make the victim quite reckless, as they may believe they have turned invincible. They will tend to not shy away from a blade, nor notice if a kunai is protruding from their back. Of course, injuries will still tax them, such as they cannot run on a broken leg. This poison lasts for 10 posts. Afterword, all the pain will rush back, and consume them if they are not already dead. A vital organ needs to be hit with the poison for this to take affect.
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Posted: Sat Dec 29, 2012 12:50 am
[Approval]
Shunkō {Flash Cry} 
History: The Shunkō style was created by Jade Shihoin. It deals with speed, and a lot of it. Chakra is also used in this style, which is used to create the Shunkō. Those who take this style will be moving around constantly, never remaining still.
Rules: • Speed oriented users only
Bonuses/Drawbacks: • There are no strength bonuses for this style, because it is entirely focused on speed, endurance, and agility.
General Fighting Style: The users of Shunkō are fast. They use speed to their advantage to get into and out situations quickly. The attacks may not be the strongest, but come in large quantities. The users will try to wear down their opponent, and deliver a finishing blow. The Flash Step is one of the most used techniques, making it the signature move for the style.
Training Method: The user would train by constant pushing of their speed, endurance, and agility. Not only that, but they need to have a fairly good grasp over their chakra control as well.
• Stage One Shihōin clansmen at this stage are first being introduced to the Flashcry techniques. Their control over the Shunkō is terrible at best, and they are not able to use it much to a proper extent. (+0/+0)
Blink Step - Rank: D The user is just starting out in learning how to use the Flash Cry method. Their control over it is very limited, and they cannot move very far from their position, or use it many times in rapid succession. With the Blink Step they are able to move a foot from their position in either direction. If this technique is used thrice in a row the cost doubles.
Flashcry Hit I - Rank: D The user is now able to generate Shunkō to their hands or feet, but not able to sustain it any longer than for a single hit. Because the hit is charged with Shunkō it hits +1/2 a rank harder and faster. If this technique is used thrice in a row the cost doubles.
• Stage Two Now more accustomed to using Shunkō the Shihōin clansmen does not have issues sustaining for a combination of attacks. They also are able to use the prior techniques from Stage One in succession without costs doubling. (+1/0) (Normal reaction times)
Splash Step - Rank: D The clansmen is much better at focusing Shunkō to their body. This is a form of stepping that allows the user to act as a light bomb when they appear. If the enemy is looking in the direction of the user they will be affected. This does not last an entire post, but merely is a set up for any other attack. The draw back is they are only able to flash two feet from their position when using Splash Step.
Flash Step - Rank: C Flash Step is the second stage to Blink Step. This is the signature move that has given the Shihōin clan their name. With this technique they are able to move 6 feet in any direction.
Flashcry Fist II - Rank: C Able to better focus Shunkō the clansmen is now able to deliver much harsher blows. Using Shunkō, they are able to deliver two hits in one with the speed that Shunkō gives to them. The hits are +1/2 a Rank stronger and faster.
• Stage Three The Shihōin clansmen has entered a level of proficiency with the Shunkō that makes them a true force to reckon with.They are masters of their speed and are able to use the Shunkō with such ease. They've found other uses for Shunkō other than punching and kicking people. {+2/0) (+5% of total chakra)(Medium reaction speeds)
Shunkō Jump - Rank: C The clansmen has learned to use their Shunkō in different manners. Rather than using the Shunkō they gather in their legs to attack they can propel themselves to new heights. Not only that but the Shunkō generates a platform to jump off of, which allows the user to double jump in the air.
Extension - Rank: B (Passive) Once this technique is learned it becomes a passive to the user. Whenever they use a technique to attack that involves Shunkō they passively extend that attack with the Shunkō. This pushes out the technique by about a foot, so even if the limb does not connect the hits may still land.
Afterimage - Rank: A (Passive) The clansmen at this point has perfected their Flash step. Now they are able to manipulate their Shunkō to produce an afterimage of themselves. This serves as a distraction.
Shunkō Cloak - Rank: B The clansmen is able to wrap their body in Shunkō, which grants them a rank in speed. This lasts for five posts, and upon deactivation the user suffers a -1 rank in speed for 3 posts. Due to the Shunkō exploding out of the users body and then wrapping around, it tends to blow out the back of the clansmen's shirt. If the clansmen uses this technique twice in one battle it will cause them to strain the muscles in their legs, reducing their speed by -1 rank till a medic is able to relieve the pain.
• Stage Four After having perfected Shunkō use for supplementary means the user now focuses on perfecting the offensive uses. These last techniques are the most deadly when used properly, and only those who have mastered every other technique may move onto learning these. Over-usage of these techniques actually causes bodily harm. (+10% of total chakra) (+3/0) (High reaction speeds)
Shunkō Blasts - Rank: B This technique can be used in conjunction with other Shihōin clan techniques. The clansmen charges Shunkō to their limb and then releases it upon impact. Because it is basically raw chakra shooting out it tends to leave burns behind, as well as explode with blunt force. If this is used in conjunction with Flash Step or another technique that allows for combos, the blast is only applied to a single hit. Each time this technique is used the limb that it is shot from is burned. On the first use its only minor burning, but the second will worsen the burns, and the third will be akin to third degree burns.
Shunkō Cannon - Rank: A The Shunkō Cannon is a technique that can be best described as high risk, high reward. This technique cannot be used in conjunction with another due to the level of chakra focus required. The Clansmen will gather a large amount of Shunkō to one of their limbs, usually hands. Then, they will release this blast of Shunkō, which has a 8 meter attack range. Not only does this cause harsh burns on the outer layer of skin, this burns the muscles as well. To use this technique twice in a row would leave the limbs with 3rd degree burns. If an opponent is hit with this they will suffer the blunt force of the attack as well as the burns that accompany it. (Each use leaves the user at -1/-1, and will stack)
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Posted: Mon Jan 07, 2013 10:24 pm
Name of weapon: Excessive Force Your Rank: Genin Who owns the weapon: Kaiza Akimichi Where it was found/Who made it: Kaiza came up with the idea of the gauntlets but went to a weapon maker in Kumogakure. Together they refined the weapon and put it through creation. User's Class: Taijutsu The Range of the weapon: 3 feet Weakness: The gauntlets can overheat if used thrice in succession. Because they are metal they'll burn Kaiza's hands. Upon overheating, the charges cannot be released until the gauntlets are repaired. They also cannot block techniques other than solid ones. He wouldn't be able to punch a fireball to death or parry a lightning blast, but he could punch a boulder and break it. Description: Excessive Force is a pair of gauntlets that reach midway up the forearm. Everything but the palm of the hand is metal, meaning that it can block physical attacks. The gauntlets store up to three charges, each costing 10 CP. Upon release these charges tend to have explosive reactions. The gauntlets act as a catalyst that shoves the chakra out, shooting out a cone of blunt force power. Getting hit with this force would be the same as getting punched by a rock. Rp Sample: Red
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Posted: Thu Jan 10, 2013 3:08 pm
Your Rank: Genin Ninja Class: Assassin Name of Jutsu: Maralize Legajuana Rank of Jutsu: C Jutsu's Element: Smoke Jutsu Type: Ninjutsu Do you want you Jutsu added to the Guild List? Nope Description: The Kiseru Clansmen have the ability to disperse their body either into smoke or smog. As the Clan head Asami Yamada has created the ability to release a smoke with the same effects of someone smoking some serious pot. After the post in which the target would breath in the smoke they would begin to feel the effects. This would make their reactions slower as their perception would drop. This branch of pot is known as K2, which makes the target hallucinate. These hallucinations can be wacky to serious. This affect lasts three posts. Rp Sample Bleep Bloop
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Posted: Thu Jan 10, 2013 3:32 pm
Name of weapon: Phantom Blades Your Rank: Chuunin Who owns the weapon: Asami Yamada Where it was found/Who made it: Asami found it on the Flying f*****t, claiming them in her name. Users Class: Assassin The Range of the weapon: Close (length of blade) Weakness: The Phantom Blades cannot actually block anything at all. Description: Each of the blades give off an ethereal glow, not actually holding a physical state. The blades seem to constantly be moving much as smoke does. They have no solid state, meaning they cannot block at all. Their power lays within their ability to delay a cut from them. Every time anyone touches the blade they would receive a counter. Nothing happens to the target until the blades are sheathed. The very moment the blade is fully sheathed, every single cut that the blades would have inflicted suddenly burst open. [10 CP to activate, +3 CP for every strike] Rp Sample: [I'll provide one in case this is confusing]
The swordsmen had let his guard down for only a moment, and he gasped as her blade dragged across his chest. He waited for his blood to seep out, but nothing happened. Was her blade dull? He could have sworn he had not felt a single thing, only a slight chill. There was no time to process this, as her sword came again. The swordsmen put his hand up to block, only to have it pass right through it. He laughed out loud, his theory tested. Now he could go berserk. He charged her, swiping his blade through the air and aiming to cleave her in half. The girl twirled, her blade passing right through his. The ethereal blade crossed the man's throat, and right out the other side. The chill had caused him to backstep, clutching at his throat. There was no mark, there was no blood. He was alive. The girl turned to face him and sheathed his blade. A red line began to circle his neck, blood suddenly seeping from it. His hand bled, and a cut opened on his chest. The man barely had a chance to gasp as his head rolled off his shoulders.
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Posted: Wed Jan 16, 2013 1:02 am
Wing Chun The Wing Chun is vastly different from most taijutsu styles already known. Many styles focus on either hard hits or fast attacks. Punches thrown in other styles come from the shoulder and are usually coupled with large movements and forward thrusts. Kicks are the same, often utilizing the entire body for power. Wing Chun teaches the user not to throw their body, and focus on learning how to create strong attacks without ever leaving stance. Wing Chun will overwhelm an opponent with their precise speed attacks and body strength.
Wing Chun techniques are uncommitted. This means that if the technique fails to connect, the practitioner's position or balance is less affected. If the attack fails, the practitioner is able to "flow" easily into a follow-up attack. All Wing Chun techniques permit this. Any punches or kicks can be strung together to form a "chain" of attacks. According to Wing Chun theory, these attacks, in contrast to one big attack, break down the opponent gradually causing internal damage.
► Stage One: Seed [Genin] At this stage the user is just learning how to focus on their stance. Wing Chun stances are compared to bamboo; firm but flexible, rooted but yielding. The stance that most users favor is high and narrow stance with the elbows kept close to the body. Within the stance, arms are positioned across the vitals of the centerline. Shifting or turning within a stance is carried out variantly on the heels, balls, or middle of the foot depending on lineage. All attacks and counter-attacks are initiated from this firm, stable base. Wing Chun rarely compromises structure for more powerful attacks because this is believed to create defensive openings which may be exploited. They are just learning how to fight in this stance, and learning to hit without leaving their stance.
The punch is the most basic and fundamental in Wing Chun and is usually thrown with the elbow down and in front of the body. Depending on the lineage, the fist is held anywhere from vertical to horizontal (palm side up). The contact points also vary from the top two knuckles, to the middle two knuckles, to the bottom three knuckles. In some lineages of Wing Chun, the fist is swiveled at the wrist on point of impact so that the bottom three knuckles are thrust forward adding power to the punch while it is at maximum extension.
The punches may be thrown in quick succession in a "straight blast" or "chain punching". When executed correctly, it can be used as a disorienting finisher. When executing the punch, you must relax and not use your shoulders. If your shoulders gets tired from using the punch, you did something wrong. The punch comes from the body and not the arm. Unlike most other punches in martial art, Wing Chun punches with the body. The user is working on 'Directness'. At this stage the user is not good at chaining their attacks.
Techniques:
• Snap Punch The user will shoot one of their fists out from the initial stance. It is a quick snap, fast and precise. Because the user does not 'load' their arm by rolling the shoulder back most opponents will not initially see such an attack coming. The arm is brought back up to the initial position and not the face, making these attacks incredibly easy to chain attack with.
• Nail This is a countering attack. The user must wait until the opponent strikes at them. With either their leg or fist they will punch at the joint of whatever it is they are attacking with. If the opponent attacks with a fist they will strike the wrist. If the opponent attacks with a kick they will strike the ankle.
• Snap Kick The user will deliver a quick snap kick to the opponent's body, immediately returning their foot to the resting position. The kick is always delivered with the hardest part of the foot; the heel.
• Reverse Elbow This is a counter-attacking method. The user will wait for the opponent to attack. They will pivot at the last moment and doge the blow. The user will remain in their stance once more and launch their elbow back at the opponent before shifting their stance once more and facing their opponent.
► Stage Two: Seeking the Bridge [Genin] The second form, Chum Kiu, focuses on coordinated movement of bodymass and entry techniques to "bridge the gap" between practitioner and opponent and move in to disrupt their structure and balance. Close-range attacks using the elbows and knees are also developed here. It also teaches methods of recovering position and centerline when in a compromised position where Siu Nim Tao structure has been lost. For some branches bodyweight in striking is a central theme, whether it be from pivoting (rotational) or stepping (translational). The user works on 'Protection' in this stage. All techniques before are now able to be chained together in combo attacks.
Techniques:
• Nail and Hammer This technique is a block and counter set up. When an opponent attacks the user will use one hand to block the attack by redirecting it, normally down or away from their own body. They will quickly step forward and deliver a sharp blow to the opponent's now open body/face.
• Roll This is a combination of attacks. The user first waits for the opponent to strike out at them. They will roll one shoulder back and shift their stance, making the initial attack miss. Because they have not left stance, they can close the distance with a simple forward step and deliver a sharp blow to the opponent's face/body.
• Forward Flurry Push This is the real first combination of attacks that the user will begin to use. After dodging/blocking/redirecting an attack, they will step in close to their enemy and begin a furious assault of attacks. Because Wing Chun users punches are from the elbows it is generally hard for an enemy to react. This is the first time the user will use a 'Flurry' combo. Each attack will flow into the next, meaning there is no pause.
► Stage Three: Darting Fingers [Chuunin] The third form, Biu Jee, is composed of extreme short-range and extreme long-range techniques, low kicks and sweeps, and "emergency techniques" to counter-attack when structure and centerline have been seriously compromised, such as when the practitioner is seriously injured. As well as pivoting and stepping, developed in Chum Kiu, a third degree of freedom involving more upper body and stretching is developed for more power. Such movements include very close range elbow strikes and finger thrusts to the throat. The user is working on 'Strength and Impact'. At this stage the user is granted a bonus to their speed and strength [+1/+1].
Techniques:
• Rising Elbow Once an opponent launches an attack the user will block it with their forearm. They will step forward and close the gap, launching up their elbow to catch the opponent under the chin.
• Throat Shot After an opponent strikes out at the user they will shift their stance and sidestep the attack, moving to the inside of the opponents guard. Their hand will shoot out and smash into the opponents throat.
• Sweeping Leg Drop The user will wait until the opponent comes forward to attack. Normally enemies strike on a forward step, which is what the user must watch out for. They will drop low, swiping one leg at the opponent's forward one, knocking them off their feet. The user will then rapidly rise and use that same leg to kick them down into the ground.
• Rising Knee The user will first block an attack and step into the guard of an opponent. They will raise their knee and strike at the opponent's diaphragm, causing them to stagger backward.
• Solar Plexus Crush The user will begin the combination of attacks by first redirecting an attack and beginning a combination of Flurry Strikes. After a few rounds of striking and stepping they will suddenly finish the combo by thrusting their elbow straight at the opponent's solar plexus. The sudden forth step and strike to such a sensitive spot has the ability to completely knock the wind out of someone and send them to the floor.
► Stage Four: Advance [Chuunin] Now that the Wing Chun student has mastered the basic concepts of Wing Chun (Directness, Protection, Strength and Impact) they are able to piece everything together and work at the Advance stage. This entails constantly pushing forward to the enemy. The true goal of Wing Chun is to keep the enemy on the defensive. In this stage the student will learn how to do so. [+1 Speed]
Techniques:
• Trap Advance The Wing Chun student will wait until the opponent strikes at them before initiating an attack. They will intercept a blow by grabbing the joint (wrist/ankle) and will shove that limb against the opponent's body. With their free hand/leg they will continuously pound on them until they wish to disengage.
• Fury Flurry The Fury Flurry is perhaps the most famous of all Wing Chun techniques. It is a barrage of strikes that most people refer to as the 'Random Fist' because of how sporadic the strikes seem. This technique combines all aspects of Wing Chun and utilizes them all. It is initiated first by the user deflecting a blow, and then immediately closing in the gap. Afterward, every limb is used to lash out at the opponent. Contrary to popular belief, each strike is aimed at a nerve point on the body. One strike may aim for the solar plexus, the other for the ribs, the other for the side of the femur, etc. The end of the combo is always finished with an elbow straight to the diaphragm.
► Stage Five: Empty Hand [Jounin] Now that the user has mastered the basics and Advance, they move onto the Empty Hand. These attacks are all performed with an open palm, which spreads the strength and impact around rather than hitting with a smaller target such as fists or heels. This style is legendary for its build upon 'Protection', turning simple deflects into devastating counter strikes. [+1 to Speed]
Techniques:
• Arrow Palm The user will wait for an opponent to strike out before pivoting and shifting their stance around the attack and to the outside of the opponent's guard. With one hand they will latch onto the joint (wrist/ankle) and use their palm to slam against the major limb joint (elbow/knee). This technique has been known to break bones.
• Rising Palm The user will first enter the guard of an opponent by slipping past an attack via deflection. With their initial forward step they will bend slightly on one leg and then rise, launching their palm skyward. Their palm primarily should aim for the nose of the opponent, but may also hit the chin or neck.
• Empty Palm This technique is generally only ever used when the student is in danger or is harmed. They will focus all of their attention on deflecting attacks and not advancing. Whenever a strike comes in they will swat at the joint of the limb that is used. Continuous blocks in this manner can easily fracture/break bones.
► Stage Six: Devastate [S-Rank] The last stage of the Wing Chun focuses completely on devastating the opponent. All of the attacks aim for areas that will have debilitating effects. Every skillset in Wing Chun is utilized and combined to provide explosive results. [+1 to Strength] [All comboed techniques are reduced in cost by a rank]
Techniques:
• Stunning Flurry The Stunning Flurry technique is one that has the capability to complete change the tides of a battle. The user will lead first by stepping straight into the opponents guard and leading with a terrifyingly fast lead hit straight to the sternum. If the blow is landed the opponent is stunned, and the Flurry hits begin. Each hit can be any combination of attacks (empty palm, knee, elbow, etc) as long as each are able to flow easily and continuously into the other.
• Devastator The Devastator is a combination of attacks that leave the opponent completely battered. The first attack is performed after slapping away an enemy's attack. The user will pivot and deliver a punishing back hand to the ear of the opponent, disorientating them. The next thing they will do is unleash a lightning quick jab to the throat. The student will then slam their hand just where the opponent's liver is. The fourth strike is for them to either kick or knee the patella. The fifth is to strike the diaphragm and the final attack will send the last devastating blow straight to the solar plexus.
Created by A faint smile. Information gathered from Wikipedia, Ip Man, and various videos.
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Posted: Wed Jan 23, 2013 2:29 pm
[Bovine Contract] Hearing the word bovine brings to mind silly cows and lame bison. How about badass bulls and minotaurs? Most of the bovine are advanced forms of the creatures they originate from, able to fully comprehend people and communicate fully. These aren't your normal elemental summonings, these are advanced summonings.
Familiars
Kegawa - C Rank - 9/4 [In Air] Kegawa is a cousin to the Bull Family, one of their softer kin. He is very large, though not as big as Tōgyū-shi. While he does have ramming capabilities and the ability to sit on things and squish them, he is mainly used for getaways or rides. This is because Kegawa flies. Also, due to his sunglasses he takes 1% reduced damage from sunlight based techniques.
 Nago - B Rank - 2/5 Nago is the oldest of all the Bovine familiars. He is very special and respected the most due to his age. Nago is the wisest and most level headed, and as a single use when it comes to battles. Nago is the only bull capable of casting genjutsu. He is able to utilize earth based genjutsu and has one fabled technique of his own.
• Cows & Cows & Cows - B Rank Nago will begin to stomp his hooves. This is the catalyst for the genjutsu that is cast. If the enemies can hear his hoof beats then they are captured in the genjutsu. As long as Nago stomps his feet the opponents will be forced to witness the hypnotizing cows. This serves as a distraction, allowing the user to move through the cows unseen.
 Tōgyū-shi - B Rank - 4/11 Tōgyū-shi is a big a** bull with a big a** attitude. He is the oldest son and lives to see his enemies crushed. He is much larger than any other bull, easily twice their size. Tōgyū-shi's strength is not how hard he can swing his axe nor how fast he can charge, but rather how many hits he is able to take. Tōgyū-shi is a true tank, having created his own abilities to tailor to his style.
• Rough Hide [Passive] Tōgyū-shi is able to pretty much shake off techniques that are lower than his rank. Even those that are his rank are weaker. Those above him are their normal rank.
• Ground Pound - C Rank Tōgyū-shi slams his fists into the ground, breaking the earth below him and catapulting people into the air.
• Knock Back - C Rank Tōgyū-shi rams his body into the opponent, sending them flying backward in whatever direction he hit them in.
 Chāji - A Rank - 6/8 Chāji is the youngest of the Bull family. He is also one of the most noble. Unlike many of his brothers he chooses to fight only with his own body. He knows all taijutsu techniques that the summoner knows, and has the strength and speed of a jounin taijutsu user. On top of that he knows the Charging Bull Taijutsu Techniques up to his rank.
Hizume - A Rank - 5/10 Hizume is the second oldest of the Bull Family. He is a warrior at heart and never turns down a challenge. Hizume fights with two double-maced flails. Hizume's prowess with his weapons are equal to any great weapon user. Because of his strength the flails have serious crushing damage.
• Crush [Passive] Hizume's flails are incredibly heavy, making them able to seriously crush the crap out of things. If he was to hit the ground with these flails he would create a small crater.
 Jūden - S Rank - 6/11 Jūden is the father of the Bulls, and the most badass. He carries around a huge battlexe that he uses as if it was made of paper. Jūden does not pity the weak, instead he separates them from their living bodies. When he enters a battle Jūden will willingly take on more than one opponent, and that is because of his axe, Sunder. With a combination of chakra from Jūden and his brute strength, Sunder turns into an item of mass destruction.
• Sunder - B Rank Each stroke from Sunder send out a devastating wave of destruction around the axe for 3m. The wave is capable of shearing into opponents and rending them apart.
• Stampede - A Rank Jūden will hold up Sunder and let out a terrifying battlecry. He will drop down his axe into the ground and cleave a rift. Out of the rift hundreds of bulls will charge out and stampede out towards the opponents. Each will try to gore and impale or overrun their targets. If there are more than one opponent the bulls will charge a single one of them first. After that initial wave they will switch targets. Once all targets have been charged they will run back to the rift and disappear.
• Stomp - B Rank Jūden will stomp on the ground with his hooves, causing the ground around him to crack and move about. Pieces will sink away and others will rise constantly as long as he is doing this.
Sage Mode The Sage Mode for the Bovine contract is different from many other contracts. There is a stat bonus and an aesthetic change, but a fighting style is given as well. This does not take a taijutsu slot because the only time the summoner can use them is in sage mode. On top of that, there can be more than one sage since this isn't some sort of god sage mode allowing people to obliterate people with an accidental sneeze.
• Bonuses - The summoner grows B.A. horns - The summoner's lower half turns into that of a bull, effectively making them a reverse minotaur. - +1/+2 to stats - Rough Hide [Passive] Techniques used against the summoner are reduced in rank.
Charging Bull Style The Charging Bull Style is a coalition of many attacks from the bulls themselves. It has been taught to the original summoner, who may teach anyone else these techniques as long as they are a summoner of this contract. The Charging Bull Style entails moves that you would expect. It is practically fully offensive and focuses more on crushing and goring then much of anything else. There is no finesse or grace, only raw power.
Techniques:
• Buck - C Rank The summoner will dash forth in a short burst [3 feet] and ram their skull into the opponent, stabbing them with their horns. This technique is incredibly spammable, though changing directions is impossible.
• Donkey Kick - C Rank This technique is usually reserved for an occasion where the summoner finds someone behind them. They will drop to their hands and thrust out their legs, using their hooves to smash into whatever is behind them.
• Impale - C Rank The summoner will launch themselves in a singular path, lowering their head to impale or gore their targets. It is a very fast move, though it is impossible to change directions once started.
• Battlecry - B Rank The summoner will let out a terrifying battlecry, instilling an unshakeable fear in their opponent. The next three techniques an opponent uses are reduced in rank. 6 post cooldown.
• Crushing Bull Fist - B Rank The Crushing Bull Fist is the signature combo of moves for the Charging Bull Style. The user will first initiate the combination by ramming their shoulder into the opponent, knocking them backward. They will latch onto one of their target's arms and yank the enemy back to themselves, slamming their free hand straight into the opponent. This technique has been known to break jaws and crush ribs.
• Stampeding Fist - B Rank The summoner will charge at the opponent and attempt to throw them into the air with their horns. They will then jump in the air and use both fists in a hammer formation to smash the opponent into the ground. Upon descent, the summoner will roflstomp the ever loving hell out of the unfortunate soul caught under them, simulating a stampede.
• Sitting Bull - A Rank The summoner will slam both of their hooves into the ground in a 'horse' stance. They lower their head and put their arms up for an ultimate defense. In this position the summoner is able to protect against techniques up to their rank, though they can't attack in that same post.
• Raging Bull Fist - A Rank The summoner will charge at the opponent and ram their horns into them, stunning them in place for a moment. They will then jump up and drop kick them with their hooves, sending them to the floor. After, they will grab their skull and slam it into the ground five times.
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Posted: Mon Jan 28, 2013 12:16 pm
Migi [Offensive]
Weak Point: Underneath the left shoulder plate. Migi's awakened form is 15 feet tall and seems to be made out of some sort of petrified white tree. His hands and feet are made for blocking and smashing. There is some sort of glowing aura in his chest as well, which would make people believe is weak spot is in his chest. Planar Abilities:
• Awakening Return The twins are able to keep the other from having an early and crappy permanent awakening. While one awakens the other must focus on keeping them from staying that way. They are still able to function but would definitely not be able to perform complex techniques.
• Spikeyard Migi can unleash a torrent of spikes from his body, making them rain down on the battlefield. Because of his connection with Hidari, his brother is able to dodge these and utilize them in battle.
• Spike Tornado As long as Migi is able to stand still he is able to generate a spike shard tornado around his body. He can extend the range to 20 feet from where he is standing or make it only 8 feet large. This can be used to keep someone away from whatever is inside of his range or whatever is inside stuck where it is. These spike shards shred things that are caught within.
Hidari [Offensive]
Weak Point: Eye Socket Description: Hidari's awakening form is small and versatile, an apex predator. His entire body changes into a creature made for fighting. His skin turns grey with orange marks and many of his sensitive areas completely disappear. Hidari's groin disappears and his eyes are covered with an especially hard mask-like skin growth. Hidari's hands change as well, webs growing in between the fingers and nails turning into claws. His jaw unhinges and widens and rows of sharp teeth grow in his mouth. His legs elongate and feet resemble claws as well. A tail as tall as he is grows from behind with spikes running along the end of it. Hidari's senses are increased due to his sight disappearing, making him able to hone in on opponents he has smelled or tasted. He has the ability to breath underwater due to gills on his neck, and able to stick to surfaces as well. Planar Abilities:
• Barbs Hidari is able to produce barbs from anywhere on his body. These barbs are coated in a natural poison that Hidari's awakened body makes. If someone is unfortunate enough to be hit with these barbs the locations that were hit would swell up and bring on unbearable pain, similar to someone stepping on a rock fish.
• Screech Hidari can emit a screech so painfully loud it disorientates those within a 10m range of him. This causes their vision to blur for a post and them to lose the ability to hear for 3 posts.
• Acid Spit Hidari has the ability to shoot out small globules of spit that are acidic to the touch. This can melt normal metal (simple weapons/armor) and is incredibly corrosive to the skin.
• Limb Extension Hidari's limbs in his initial awakened form are actually compact and tightened for a smaller size and versatility. He is able to loosen his muscles and extend his limbs, elongating his body and allowing for greater reach and one particular special ability. If he so chooses, Hidari can twist a limb and keep it like that until he wishes to attack. When he does so it will spin so rapidly his hands would essentially become drills for that attack.
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Posted: Mon Jan 28, 2013 12:41 pm
 Koushou
It is said that human beings are only able to tap into a small portion of their brain power. Many experiments have been performed in hopes of tapping into the uncharted parts of the brain and using the powers obtained. Each experiment failed over and over until it was tried on two people at the same time. These two people were twins, and for whatever reason were the only type who could survive the experiments. There was a terrible drawback, in which their individual minds were shattered. The twins mentally became a single person, and in this way were able to tap into hidden powers; able to manipulate energy on a molecular level.
Due to the loss of individuality the Twins became somewhat of social pariahs. With their minds being so far advanced they processed information differently. Everything they viewed was viewed through a scientific stand point. They are able to understand incredibly complicated concepts such as quantum physics, but completely lose the ability to act properly in society. Twins would not understand sarcasm, nor grasp how to properly console people
Rules: • Twins must be alike in every physical aspect. • Twins share a hive mind, having no individuality. They do everything together, tending to be incredibly dense when it comes to social conduct. • Twins must be at least in the same Village or Country. • Twins share a chakra pool Because of this they get a to their chakra pool. • The "Intellect Element" counts as one of their elements • Due to their ability to completely analyze things, genjutsu effectiveness is reduced by a rank when cast on the Twins. • All gesture [G] techniques cannot be performed with the same hand in the same post. A twin could use their left hand and then right hand, but not their left hand twice. • All members are able to create techniques as long as they fit the Intellect style.
Stage One: Mind over Matter The Twins at this Stage have been accustomed performing tasks together. They are not fully capable of a complete synchronization just yet, meaning their movements are off. For example if one Twin was watching an opponent strike from behind at their twin, there would be a slight delay between reactions. At this stage they are only able to tap into a few of the Intellect Techniques, most of which are passive.
Techniques: • Hive Mind (Passive) - No Rank The Twins function with a hive mind, meaning all of their thoughts are shared collectively. While they function was one being, the twins tend to have opposite thoughts on subject matters. One may think left and the other right, which can lead to disagreements and interesting self-arguments
• Analyze (Passive) - No Rank The Twin's brains are so developed that they have the ability to completely analyze techniques performed in front of them. If they are able to see the technique and they have the proper stats to react, they may do so completely. No other technique may be used in conjunction with this technique for that Twin in that post.
• Manipulate (Passive) [G] - No Rank The Twins have the ability to manipulate small objects around them. This would allow them to control items that are theirs without having to touch them.
Stage Two: Synchronization At this stage the Twins are running at almost optimal capacity. To outsiders it truly seems like they are one being, no mistakes to be made. Even at this level the Twins still suffer the lag, though their timing as increased. After 10 posts of training with their Twin they unlock new abilities, as well as bonuses.
Techniques: • Spatial Sense [Passive] - No Rank [10 Chakra per post] The Twins have the ability to release a field around their body that increases with their rank to sense living things. The Twin must be completely still and not doing anything else for that entire post for the field to work. - Genin: 5m - Chuunin: 10m - Jounin: 20m - S-Rank: 30m
• Push [G] - D The Twins have the ability to manipulate a field around whichever limb they are gesturing with to essentially 'push' something away from them. If someone is stronger than them they can overpower the push. This would be good for redirecting projectiles or slightly altering the path of something. (Strength increases with rank)
• Pull [G] - D The Twins have the ability to manipulate a field around whichever limb they are gesturing with to essentially 'pull' something away from them. They can only pull things that they would normally be able to do so with their strength, but this won't send people flying through the air at top speeds. It would essentially knock them off balance depending on which limb was grabbed. (Strength increases with rank)
• Shield - No Rank The Twins have the ability to manipulate a field around their bodies, creating a bubble which can stop techniques cast at them as long as they themselves would have the CP necessary to do so. The Twin would have to exert the same amount of chakra points to block the technique. Physical attacks slip right through this shield, and this does not block genjutsu.
• Enhance [G] - C Rank The Twins have the ability to enhance their actions through manipulating fields around certain limbs. This would essentially raise the strength and speed of a specific attack for that post.
• Barrier [G] - D Rank The Twins are able to manipulate fields to create physical barriers at which ever limb they wish. These barriers are physical, and are equal to the weight of the Twin. They can create these barriers a foot away from wherever they wish to project it from.
Stage Three: We are One At this stage the Twins function without any sort of lag experienced. Every movement they make is perfect and timed at the highest level. After 15 posts of synchronizing with their Twin this stage is unlocked as long as all other techniques are known and the user is Jounin.
Techniques: • Integrate [Passive] - No Rank As long as the twins are in physical contact and no other techniques are being performed they have increased regenerative properties. For as long as they meet these circumstances they may heal to close a wound, but not regenerate a limb or some vital organ. Their chakra recharges by 5% for each post this is done.
• Blast - B Rank The Twin must begin to manipulate a field around their entire body, storing as much energy as they can. At any moment they can release a blast around their entire body that reaches 4 feet. The blast hits with concussive force equal to the users strength.
• Compress [G] - B Rank The Twin is able to gesture with their limbs and create a field that allows them to crush an object. This can be done from within a 5m range of an inanimate object, but to do this on a living creature their hands must be placed on the target.
• Shockwave [G] - A Rank The Twin must gesture with two hands/feet to shoot out a shockwave in whichever direction they are pointing at. This will release a wave of vibrating energy. Because of the high level of vibrations it hits an opponent multiple times with concussive force and can disrupt techniques of its rank.
• Stasis [G] - A The Twin must gesture with two hands to manipulate a field around a specific target. This causes the object to slow down. The field is small, only about a foot large, meaning it can only slow small targets.
• Blackhole [G] - S The Twins must work in conjunction to create a black hole. One of their hands must be touching the other twins as they both manipulate a field to create a blackhole. The hole is the length of their collective arm length. It is a powerful vacuum capable of pulling things into it. If something is sucked in it is compressed and crushed. This Blackhole is only able to stay in creation if the Twins are able to stay in contact. After the first initial post it takes an A rank amount of chakra to upkeep.
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