|
|
|
|
|
|
Posted: Fri Apr 05, 2013 1:44 pm
[Divine Storm]
 Many weapon styles revolve around the user wielding various sized blades. The Staff Fighting style forgoes that and instead gives the fighter a very diverse weapon. With a staff the fighter can cause blunt damage, smash bones, block, counter, and attack from a mid-range. There are a multitude of different staffs to be used, wooden, iron, and even bladed staffs such as a naginata. [Training Methods] • Fighting with a staff compared to a blade requires a lot of control. They must learn to use both ends of the staff in both offensive and defensive maneuvers.
[Abilities] • These techniques are easily and fluidly combined to create a devastating combo. Defense and offense go hand and hand and there is no hesitation between blocking and countering.
[Techniques] • Pole Thrust - Rank: E Firmly planting their feet on the ground and gaining a good drip on their staff, the user will swiftly thrust it outward. They are aiming to slam the butt of the staff onto the opponent. This damage is done to a specific point and at higher ranks can fracture and break bones.
• Innocuous Strikes - Rank: E-S Innocuous Strikes is a series of pokes and thrusts with the staff that seemingly do no damage. That is because they are done to small points and don't aim to raise contusions and bruises. Instead, these strikes are actually targeting inner muscles and key points on the body. At low ranks this does nothing more than make the target feel sore. At chuunin, three hits on the same limb can disable it for a few posts. At jounin this is capable of completely disabling a limb and at S-rank the innocuous strikes become strong enough to cause internal bleeding and hemorrhaging.
• Sky Splitter - Rank: D This is a very simple move in which the user swings their staff around and uses it like a hammer. It is usually aimed for the head or shoulder/neck area. A jump is usually used in combination to further the strength. At higher ranks this could easily render someone unconscious.
• Pole Vault - Rank: D Using the staff as a fulcrum, the user will launch themselves forward or over an opponent for an attack with added momentum.
• Floor Sweep - Rank: D A very simple move where the user drops low to the ground while pivoting. They will swing their legs around and swipe the legs out from underneath an opponent. This is usually followed up with the Sky Splitter or another attack such as that.
• Guarded Spin - Rank: C Spinning the staff like a propeller the user is able to knock away projectiles and even stop the advancement of weapon/physical based attacks up to B-rank. This has a very good chance of knocking weapons out of people's hands as well as hurting whatever body part is hit with the staff.
• Rising Strike - Rank: C This is a very fast and normally underhanded technique. It can be done from any stance, even if the user has the staff planted in the ground. They hold one end of the staff and usually kick the staff forward. The bottom of the staff suddenly shoots up and catches the opponent under the chin. The user will immediately grab the staff once more and use it to hit the opponent once more in the air.
• Combo Breaker - Rank: C Holding their hands relatively close to the middle of the staff the user is able to use either end of the staff to either deflect, interrupt, or block incoming attacks. This cannot be used in conjunction with an offensive move.
• Eye of the Storm - Rank: B The user will begin to spin their staff above their head. They will move it down towards their neck and body and very skillfully spin and twist. The staff is moving at a very fast pace around their body and makes the user look like a mini-tornado. This is used to attack multiple opponents at once and make people back away from the user.
• Serpent's Reach - Rank: A Serpent's reach is done immediately after a counter or block. The user will begin to thrust out with their staff and swing it from the very end. This lets them fight safely from people who must fight from a close range while still delivering a high amount of damage. The attacks are all either thrusts or quick slices aimed to batter the ever loving hell out of the enemy.
• Hydra Strikes - Rank: S The Hydra strikes is actually a state of being where the user is able to strike thrice per hit. This lasts five posts and can be applied to any other technique listed in this style. Property of W.H.Y.. Original idea.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Apr 05, 2013 4:35 pm
[Instant of Steel]
 The Shunkan no Hagane (Instant of Steel) style uses blades of all sizes to mold the flow of battle to the user’s will. This style is a modern adaptation of traditional weaponry practices, taking the facets from the traditional styles themselves and applying them to more recent situations. As such many of the moves can be executed with a variety of bladed weapons. The techniques can also be used with blunted and training versions of bladed weapons, but the techniques in the style lose the majority of their piercing and slicing power.
The Instant of Steel style originated in a peninsula to the northeast of the Water Country and drifted slowly toward the Western lands and their Hidden Villages. Many of the practitioners gained fame through formal sparring tournaments, and as such the name of the style has yet to gain the fame that some others have; only those who actively watch or participate frequently in contests know of the practitioners and their abilities. Unfortunately, the style is hard to adapt in earlier stages for use in sudden battles, and is mostly used in duels. However, it is incredibly useful in almost any battle once higher levels are mastered, as the basic techniques become much stronger and faster. [Training Methods] • The user practices making fine strokes and attacking from a smooth unsheathing motion. The Instant of Steel is not about hacking and slashing but rather fine slices and pinpoint thrusts. [Stage One: Sheathed] This stage marks the user's first steps into the Instant of Steel. They are introduced to the concept of drawing their sword and striking out straight out afterward. The motion is slow and clumsy at first. It is rarely used in a battle because it would be easily defendable against and would only work against the user. [Abilities] • Speed with weapon increased 1/2 a rank.
[Techniques] • Basic Chop - Rank: E An overhead vertical strike meant as an offensive technique. Very basic, but it is a very powerful strike.
• Forward Step - Rank: E A single step or series of steps forward, meant to add a great deal of power to offensive attacks. While it is quick, it is still one of the slower movements in the Style.
• Backward Step - Rank: E A single step or series of steps backward, meant as an escape or evasion technique. While it is quick, it is still one of the slower movements of the style, and it is mostly used as a positioning technique.
• Basic Stab - Rank: E The basic stab used in most blade styles. It is a plain forward thrust with the blade, meant to pierce skin and cause damage to the main body.
• Basic Block - Rank: E The set of basic upper- and lower-blocks used with swords and other bladed weapons. It works best on the basic offensive chops and slices. [Stage Two: Disarm] The second stage still does not grant the user the ability to rapidly unsheath their weapon and strike properly. They learn first to defend themselves and counter attack. [Techniques] • Pivot Block - Rank: D The user pivots on the forward leg and deflects an incoming attack with their blade, setting them up for a highly effective counterattack. In addition, this movement sets the user up for a highly effective disarming technique, or even a throwing movement.
• Forward Grind - Rank: D After blocking an incoming attack or after the opponent’s block, with the blade of choice, the user grinds his or her blade toward the opponent on the blocked weapon. This movement closes the distance between the user and the opponent while forcing the target’s weapon to remain still.
• Deflection One - Rank: D In the early stages of an opponent’s Taijutsu or Kenjutsu attack, the user raises his or her blade and slightly alters the course of the incoming attack so that it misses, allowing for a quick counterattack by the user.
• Disarming One - Rank: D The user aims for a point just beyond the focal point of the opponent’s weapon of choice, be it metal or flesh, and gently guides his or her blade to that point. After it has reached this point, the user redirects the weapon away from the opponent, causing it to slip out of the target’s grasp. [Stage Three: Fine Tuning] By the third stage the user has become adept enough to begin using their weapon for pinpoint and fine attacks. They are not aiming to maim and lop off limbs, but instead target key points on the body for stacking damage. [Techniques] • Calligraphy - Rank: C A series of fine-point stabs and slices resembling calligraphy strokes. The wounds they inflict are shallow, but very painful and debilitating.
• Extension - Rank: C A technique that relies on the user’s skill with blades being more than that of a normal person’s. By swinging firmly and quickly, the air around the user’s blade shears and sharpens; this makes an incredibly powerful attack that can strike slightly farther than the blade seems possible of reaching. In essence, this attack cuts a few inches farther than the blade can reach.
• Thread Walking - Rank: C [Passive] Utilizing their new balance, the user can now walk on threads and wires without much difficulty and without chakra.
• Solid Footing - Rank: C [Passive] When on the ground the user becomes incredibly difficult to throw off of his or her footing, in or out of stance. [Stage Four: Slinger] Once this stage is reached the user has now fully mastered the unsheathing, striking, and sheathing motion. It can be done in rapid succession and is now able to be used during battle. [Abilities] • Speed with weapon increased 1/2 a rank.
[Techniques] • Swordslinger - Rank: B The rapid changing and using of blades during a battle has become recently known as “swordslinging” within the martial world due to its resemblance to certain methods of using long-range weaponry. Within the Shunkan no Hagane style, however, this is a technique taken very seriously, and as such it is only given to those who have mastered the style up to this Stage and have experience using at least five weapons. The technique involves rapidly unsheathing, attacking, and sheathing weapons without pause, constantly changing mode and form of attack, and results in the user’s ability to use techniques without any extra physical cost.
• Illusory Double - Rank: B A close range attack, the user goes for a direct stab at the opponent. By pulling the blade slightly back immediately afterward, the user can then strike another nearby point very shortly after the first strike. This technique is fast enough that those who are of the same rank as the user cannot see the second strike.
• Twin Blade - Rank: B Due to the user’s strength, the air around the blade sharpens similar to the Extension technique. However, due to the user’s speed and proficiency with blades, the air blade hits after the actual blade with enough force to crack or shatter most blades.
• Brush Stroke - Rank: B A series of quick cuts that eclipse the Calligraphy technique in both speed and depth, but are much more difficult to work with. The cuts now pierce all the way through muscles, and can cut into bone. This technique can only be seen by people with a speed rank higher than the user’s own.
• Hydra Strike - Rank: B An enhancement of the Twin Blade. Instead of only one additional strike, the user can now launch several in a row without any loss in speed or power.
• Disarming Two - Rank: B In the early stages of an opponent’s Taijutsu or Kenjutsu attack, the user raises his or her blade and alters the course of the incoming attack so that it is rendered useless, allowing for a quick counterattack by the user.
• Advance of Steel - Rank: B A very quick forward movement that doubles the strength and effectiveness of all offensive and defensive techniques and makes them very difficult to dodge by anyone of the user’s speed rank or lower. [Stage Five: Shear] This rank the user is furthering their speed and precision with their weapons. The motion of unsheathing is second nature, and there is nary a mistake. [Techniques] • Shearing - Rank: A [Passive] The user, because of the large amount of training he or she has now completed, can now operate blades with such speed and ease that the air begins to shear along the edges of the weapons when they are used, extending their range by almost a foot on all bladed sides. This effect lasts for ten posts.
• Thread Walking Two - Rank: A [Passive] The user is now able to both run and fight while balancing on threads and wires, though doing these things at the same time is widely regarded as totally infeasible.
• Crescent Block - Rank: A A circular block meant to serve as an all purpose defensive technique. By catching the incoming attack and carrying it in a circular path on the blade edge, the user gains a great amount of control over the opposing weapon, enough to be able to drive it into the ground or to easily disarm the opponent without the need for extra techniques or movements. In addition, this technique has great cutting power against soft weapons such as arms, legs, and anything made out of wood or bamboo.
• Defense of Steel - Rank: A A powerful defensive technique that is capable of nullifying elemental Ninjutsu up to C-Rank. By performing any appropriate block while Shearing is active, the user can slice through an incoming attack without his or her blade ever touching it. This technique works by shearing the material in the path of the blade, dispersing energy and matter into the surrounding landscape. This defense is extremely effective against carried weapons of all types. Must be using a metal blade.
• Flash of Steel - Rank: A A quick drawing of the sword that operates as a slash and breaks through not only blades, but can pierce armor as well. [Stage Five: Instant] The last stage of the Instant of Steel makes the user a true Quick Draw master. Their movements are so precise and swift a flash of grey is all that ever appeared. [Techniques] • Vorpal Blades - Rank: S A passive technique that forces the user’s blade to act as if it were twice as sharp as it actually is. This makes it easy to carve through armor even without the use of techniques that do so, and those techniques become potent enough to slice through heavy armors.
• Movement of Steel - Rank: S An unbelievably quick movement technique that has a speed that totally eclipses that of the Body Flicker Technique, with the same range. However, it is difficult to control and can only be used in one direction at a time. This technique creates an after-image where the user had been standing.
• Instant of Steel - Rank: S A change to the physical state that doubles the speed of all blade techniques and halves the user’s reaction time. This state lasts for 5 posts. Property of W.H.Y.. Information taken from other guilds.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sat Apr 06, 2013 11:23 am
[Chain-Linked Fury]
 Nunchaku have fallen into a category of weapons not often used. It is said that they serve only the purpose of battering the user. That is because nunchaku take a very large amount of control that not many weapon users exhibit. These weapons can be brutal and used to batter the ever loving hell out of any who oppose the user. [Training Methods] • Nunchaku are hard to control. The user must practice with them so that they do not smash themselves in the face and break their own jaws.
[Rules] • There is very little blocking done with nunchaku. It is mostly dodging or disarming.
• Nunchaku are not meant to be super damage dealing weapons in a single blow. Nunchaku users rely on critical strikes, grips, take-downs, and disarmament.
• All Nunchaku techniques can be stringed together.
[Techniques] • Quick Snap - Rank: D The user will firmly grasp one end of the nunchaku and whip out the other half. The aim is to catch the opponent in the face. With higher speed and strength this move can easily break jaws and knock out teeth. With enough precision this move can cause an opponent to drop their weapon as well.
• Batter - Rank: C Through a swift combination of hand rolls, twists, and turns the user will constantly lash out at the enemy. The batons inflict blunt damage and can easily incapacitate an enemy if the user is smart and aims for proper body parts.
• Choke-out - Rank: C This move is usually performed after slipping past an attack of an opponent. The user will pivot behind their target and wrap the nunchaku chain around their neck. They will obviously be able to easily choke out their target from this vantage point.
• Grip - Rank: C Gripping is a very useful technique when in the hands of master of nunchaku. It is done mostly after slipping past the guard of an enemy, or even after a counter/disarm. Gripping can be done on any part of an enemy's body, but is normally done on specific joints. Grips are performed on knees, ankles, wrists, shoulders, elbows, and necks. After gripping onto one of these joints the user can easily break them.
• Disarm - Rank: C Disarm is usually done to a person wielding a weapon. When the opponent strikes out at the user they will launch out one end of their nunchaku and allow it to wrap around the weapon. With a sharp tug they will rip the weapon out of the enemy's hand.
• Take-Down - Rank: C Take-downs occur when the user sees their chance to move to the opponent they will strike out at a vital point on the head. If they hit the nose of the opponent they can easily break it or even cause disorientation, especially at the temples. After disorientating their opponent they are able to move in and yank the opponent from any side and get them on the floor. Property of W.H.Y.. Original Idea.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Apr 11, 2013 10:13 pm
[Descending Greatness]
 The Shigure Soen Ryu is a sword technique that is called the "Invincible Sword Style" for several reasons. This technique originated with one man, and like a family tree, it grew. As the technique was passed down, the more the tree grew. It is common for a generation to add a new form to the Shigure Soen. This is a sword style that varies, depending on who your master was. Thus, there could be many different variations of the Shigure Souen Style. The Shigure Souen Style is a notoriously deadly sword style that is only passed down to worthy successors. Each 'form' of the style is only shown once to the student - if the student is worthy to succeed, he only needs to see it once to remember how to use it from then on. It originally only had one form that was passed down through generations of successors with each successor creating and adding their own forms resulting in many branches of Shigure Souen Style. However, as new forms were created, the weaker branches deteriorate, and others disappear as there is no worthy successor; hence, this style can be called the perfect, flawless style. [Training Methods] • Training under this style can not be considered how powerful your "Will" is but your instincts of a Swordsman. The last known existing Sensei under this Style was an Uchiha named Seiko. When you are taught this Style the Student is only shown each Technique once that is all it should take. If you cannot understand it the first time seen then you are not worthy to learn or train under this Style.
• The movement of this Style is namely Versatility being able to easily transfer themselves from the Offensive to the Defensive at any moment. Now due to instincts of battle some Swordsman are seen in their guard stance before they begin their battles. There is some who stray their Style off of emotion so those who have a "Kind Heart" only strike when they must making them more accustom to Defense. Those who are eager for battle having a "Ruthless Ambition" strike first just for the thrill of the fight. [Stage One: Become my Disciple] This Stage is simply breaking the ice to those who come to learn this style of course they will be shown one of the first Techniques of the Style and if they can learn they become an official student. As of now they cannot be considered a Swordsman since they only know the Basics and a few During this Training you learn about the Essence of Combing your Elemental Attribute with your Techniques but you are not taught how. [Techniques] • Axle of Rain - Rank: D Offensive, Using great speed the user will feint front right to left which his basically moving swiftly from left to right at an angle towards your opponent. Then after your break the feint formation you will sprint towards your target and finish with a powerful forward thrust.
• Rolling Rain - Rank: D Defensive, This a simple Defensive form that mainly brings your Element of choice into play. Blending your Element with your Katana you create a upward slash creating a wave of the Element to cover you while you choose to either use it as a distraction or evade powerful attacks. [Stage Two: Quick Learner] This Stage is mainly getting you use to the Training Sessions while you still practice on old Techniques you are learning new ones to add to your arsenal. The pace will begin to move faster as you are expected to do more since you have chosen this Style. Still as of yet they are not considered a Swordsman because they have not created their own path. [Techniques] • Last Minute Rain - Rank: D Offensive, This is a Technique used more when you have been either counted out or have an opening for a surprise assault. The user will simply drop their Katana but before it it's the ground the user will kick the base of the hilt sending it flying straight for their enemy in a stabbing motion.
• May Wind, October Rain - Rank: D Defensive, this a very useful and greatly used Technique. During battle the user will notice the flow in their fight as well as his target until he is able to synchronize with the enemies breathing making it easier for him to evade their attacks. Though it's one backlash is that you can only do it four times during battle. [Stage Three: Showing Promise] This Stage is where you are considered a honorable study and a known practitioner of the Shigure Souen Style. Your Sensei now has faith that you will not shame the Style and knows that you will grow into a fine Swordsman. Even though he will continue to push you so that you won't get lazy and keep working hard. During this Training you learn about the Essence of Combing your Elemental Attribute with your Techniques which what he will show you. This will increase the overall effect of each of your Techniques. [Abilities] • Swordsmen Passive [1/2 Rank to swordplay]
[Techniques] • Summer Rain - Rank: C Offensive, This is a very distinctive Technique. Depending on the direction the user slashes whether it's left or right he will use the corresponding for that direction. The user will slash right using their right hand but it will simply be a feint a fake slash while the actual Katana is free falling to the users opposite to create the real slash after the target has been caught off guard for trying to dodge the feint.
• Splashing Rain - Rank: C Defensive, The user will simply flip his hold on the so that the tip of the blade is pointed on the side of him combing their Element with the Katana they will do a complete counter clockwise spin creating a Whirlwind defense of that said Element around them. [Stage Four: Progress] During this stage your Sensei has decided to finally take it easy on you, but it is for a reason that you have already noticed. During your times of training you have acquired certain skills that you did not have before. So you are just growing accustom to your rise in common attributes. This is simply you realizing the power you have acquired over your training and how well they will work during battle and other occasions. [Techniques] • Insight Rain - Rank: E [Passive] [Perception Passive 1/2 Rank] Passive, Due to their overall Training the user has gained the ability to sense the mood of the air almost like a Sixth Sense. Meaning they notice and catch on to things much quicker as well as being able to sense the Hostile or Killer intent in someone. [Stage Four: Hone your Skills] At this stage your are no longer considered a practitioner of the style since you are reaching the end point of the Techniques and the years of training you have been through with your Sensei. You are now considered an Expert on the the style nearly reaching the level of Master just like your Sensei. During this Training you will be learning on the most powerful Offensive and Defensive Techniques of this Style. Considering you have already gained control of Combing your Element with your Techniques. You will of course learn two Techniques one Offensive and the other Defensive. [Abilities] • Swordmaster Passive [1/2 rank to swordplay] [Techniques] • Pelting Rain - Rank: B Offensive, This technique is very hard for some students to understand causing their road to end as a Swordsman here. The user will sprint towards their target and instead of slashing their target they slash around them causing their foe to collide with the attack on their own.
• Torrential Dance - Rank: B Defensive, This technique has been known to be very useful defensive wise. The user will use their Element and coat their Katana with it then create a wave like screen over themselves that will mirror the user so that it would appear to be more of them. Works best with the Suiton Element. [Stage Five: Honor us well] Your Sensei no longer sees you as his student but as a fellow Swordsman who has Mastered the Shigure Souen Style. The only that is left for you to do is to simply keep training so that you may never forget the hard work you went through just to gain this power. You can now take on a student of you own and begin teaching them the same way you were taught with the original Masters consent of course. During this Training you will be learning on the most powerful Offensive and Defensive Techniques of this Style. Considering you have already gained control of Combing your Element with your Techniques. You will of course learn two Techniques one Offensive and the other Defensive. [Abilities] • Swordmaster Passive [1/2 rank to swordplay] [Techniques] • Duplicate Rain - Rank: S Offensive, This is a very discrete technique that requires great concentration. The user will use their Element and coat their blade then perform an upward slash creating almost like wave that rise in front of the foe. While the target is distracted by the reflection the wave makes the user will attack from above with a powerful slash.
• Seasonal Dance - Rank: S Defensive, The user will coat their Katana with their Element and puncture the ground before them five times creating a semi circle. Once done the punctures will rise creating five bar like lines of the Element then duplicate into a dome around the user. The can choose how long he wants it to last but it can last no longer than two minutes. (Two Post) Property of W.H.Y.. Original idea taken from a collective of other guilds.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Apr 11, 2013 10:34 pm
[Silver Soul]
 The Gintama o ken no yoshiki was derived from the sword-style of one known as the White Devil. No one knows the White Devil's true identity, but he was a Samurai of great skill and prowess in the latest Great Shinobi War. His Style focused on speed and maneuver, to create opening and gaps in a foes defense which could then be exploited in an instant. The Gintama sword styles relies on speed and quick reflexes to outmaneuver and kill an opponent. The user only keeps one hand on the katana at most times, only adding his other hand for blocking or when power is needed. Otherwise, the second hand is held near the waist, to be used to grapple an opponent, to gain leverage over an opponent, or to be used as a weapon itself. At later stages, a user can pick up a one handed weapon of any sort and use it effectively as an offhanded weapon at the price of sacrificing the ability to use their off-hand for grappling and other techniques. Users also become very flexible as many of their techniques require them to move their bodies about in rapid succession. [Training Methods] • A practitioner trains in the Gintama sword style via basic swordplay and drills. They practice drawing and swinging their sword and often use training dummies to stimulate targets. However, many prefer to find a willing training partner and spare with them using a Boken.
[Techniques] • Quick Draw - Rank: E The user practices drawing their sword from their sheath so much, it has become second nature to them and that can draw their blade in an instant and at a moment's notice. The draw is performed so quickly that only a Shinobi whose evasion rank is at or above the user's speed rank can avoid it entirely. If below, then the draw comes so quickly that if they do not already have their weapon drawn, they will be forced to attempt to dodge the strike.
• Speed Slash - Rank: E This technique involves the user creating somewhat of an optical illusion. With a flick of his wrist, the users makes the blade flash for a brief moment, making it seem like a strike in coming from one direction. Then with another quick flick of the wrist and a turn of the elbow, the strike comes from the completely opposite direction, catching the enemy off guard. Only a foe with fairly keen awareness would be able to catch the feint while in motion.
• Headache Counter - Rank: D Used when countering a strike that the user can effectively see coming. The user will parry the strike with his sword, and then quickly bring his off off-hand up to perform an uppercut the foes chin, followed back a quickly back-hand from the off-hand as well. The goal is to knock the foe off balance so a quick strike can be performed with the blade.
• Disarm Counter - Rank: C A more advanced counter that takes considerable practice to master. When the users is able to successfully read and dodge a strike, he can being his offhand up to the foe's wrist and attempt to pinch the nerve points around their wrist, forcing them to drop their weapon. Whether he succeeds or fails, he will attempt to deliver a swift kick to the gut at his foe to create distance after the attempted disarm.
• Spinning Strike - Rank: C This technique is performed in order to stun an opponent. First the user will slash at the side of the foe followed quickly by a knee to the gut in order to get the foes disoriented.
• Double Quick Draw - Rank: C An advanced version of the normal Quick Draw, the Double Quick Draw involves drawing both weapons within an instant of each other for maximum damage. The user will actually draw their off-handed weapon first in an attempt to hit their opponent with their slower moving hand first, follow almost instantly by the drawing of the katana with the primary hand to carry on the attack.
• Pivot Counter - Rank: B A counter designed to deal damage to the foe. The user will rush the foe and as the foe attempts to strike him, he will dodge the strike by either going low, that being dodging below the strike by crouching. Or going high, that being if the user decides to jump over the intended strike. If the users dodges high, then he strikes at the foe's shoulder with his sword. If the user dodges lower, he aims for the kidney.
• Vital Point Attack - Rank: B The user at this rank learns the location of the major vital points in the body, Liver, Lungs, Spine, Cervical Vein, Neck Vein, Brain, Kidneys and Heart. At this rank, the user can single out a single vital point and then proceed to attack it with extreme precision. It takes a lot more training to learn this technique due to the nature of muscle memory.
• Soaring Strike - Rank: B The User will run towards an opponent, and then, using his superior speed, literally run up the side of his opponent's chest, while delivering a blow to the head with his off-handed weapon, followed by a quick pivot and strike at the back with his katana.
• Aerial Chase - Rank: B The user launches the foe into the air, the user kicks the foe in the chin to get the foe airborne, and then proceeds to kick the foe in the chest three times to get them further up. The reason for kicking the foe in the chin is because the initial kick to the chin will get the foe airborne the most, the three kicks that follow gets the foe a few feet off the ground which allows the user then to jump above the foe and thrust his katana forward, using his own power and gravity to deliver a devastating blow.
• Vital Points Strike - Rank: A The users has learned all the exact locations and proceeds to aim quick and precise strikes at theses points. Normally occurring in rapid succession that a normal person would see it as one strike, when actually there is one strike per vital spot. To block all the strikes requires amazing reflexes. The strikes proceed as follows. It begins with a slash to the side for the liver, followed by a diagonal slice upward, handling the heart and lungs, then a downward chop with the offhand weapon for the brain, followed by two rapid strikes to the neck vein, cervical and spine, and then a side chop with the katana for the kidney. The reason the strikes all appear to be one is the fact that the users speed is so high that to a normal person, the strikes occur so quickly they are one.
• Current of Death - Rank: A The users rushes the opponent slashing his blade in such rapid succession that it doesn't even appear to exist to the normal eye. Multiple strikes are aimed at all the vital spots on the body and for someone not on par speed and agility wise with the user, this spells almost certain death. The foe's speed and agility rank would both have to be on par with the users in order to escape the current completely unharmed, if either is below then they either cannot perceive it in time or if they can they cannot react quickly enough.
• Blade Shatter - Rank: A By coating their blade in chakra, the user user becomes able to shatter normal blades with ease when the two blades come into contact, rendering other swordsmen useless. This is normally followed by a prompt asking the foe to surrender peacefully. This technique will not work against custom weapons. ((Cost A rank Jutsu chakra to coat the blade and the coating last for up to four post. S rank cost for two blades))
• Howling Strike - Rank: S This technique actually starts by the user drawing his sword back so quickly, that a vacuum of air is created in front of him, sucking all surrounding opponents into the void, effectively off-footing them and leaving them completely exposed to the forthcoming strike by either the katana or the offhand weapon. If the foes strength level is Jounin or above, then they are merely knocked off-balanced slightly, but not completely sucked in. If the foe's evasion is higher than the users, then they are able to avoid the void completely by dodging. The range is three yards directly in front of the draw arc of the user. Property of W.H.Y. Information taken from BBR.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Apr 11, 2013 10:44 pm
[Paralyzing Fear of Death]
 This is a very creative Style that originated from Kumogakure which is used mainly for battle and those who prefer Weapons as their way of Battle. The movements of this Style is very fluent and is rarely unable to be read easily because of the fact there's so many ways to use the Weapons of this Style. Most people use a bladed tonfa, though a regular tonfa will suffice. [Training Methods] • The user trains to properly wield a tonfa, learning how to spin, slice, attack, and block with them fluidly.
[Abilities] • Tonfa Master [1/2 Rank increase]
• Perception Passive [1/2 Rank increase]
[Techniques] • Air Blade Thrust - Rank: D The user will loosen the grip on the handle to spin the tonfa so that the end blade will be facing the opponent and come in with a vertical slash that will slash across the torso using the right hand. Then the user will use their left hand and come in with a slash diagonal slash across the Torso looking as if they were coming in to deliver and elbow.
• Air Cyclone - Rank: D The user will simply jump in a spiral as the short blades will slash the opponent horizontally across the stomach area on the way up to their chest.
• Slicing Gale - Rank: D The user will come in with a upward vertical slash using the blade of the tonfa mainly hitting the stomach up to chest area. Then the user will use that same hand to come around and do a horizontal slash across the neck area still using the short blade.
• Surging Wind Column - Rank: D The user will come in using their right hand looking as if they a doing a downward diagonal elbow but the short blade slices the chest of the opponent then they will quickly come back up slicing the same area to create extra damage. Finally the user will rotate their right hand to become parallel with it left arm as it comes into with a jab using the blades on the tip of the tonfas aiming for the stomach area.
• Double Revolver - Rank: C A very well used technique that is used to deliver a finishing blow. The user will sprint in and then jump into the air right before their opponent as they spin in the air and once they are right before their opponent they will come out of the spin using the tip of tonfa that harbors the large and do one last spin that causes the tip of the tonfa to slash both shoulders of the opponent.
• Falcon's Song - Rank: C A very aggressive technique that deals damage over time. The user will sprint in then kneel down quickly as they come in with multiple jabs where the non-blade end of the tonfa will hit the opponent in the stomach swiftly then rise up with a uppercut where the short blade will slice from the stomach all the way up.
• Willow's Assault - Rank: C A technique that is very fluent the user will look as if they are coming in with a right elbow but halfway through the swing the user will loosen their grip on the handle and spin the tonfa so the tip will face the opponent and the blade on the tip will slash the opponent from their lower neck to upper chest. Then quickly spin and do a backwards kick that hits the opponent's shoulder causing them to fall over as the user jumps off their shoulders to land back on the ground.
• Falling Swallow - Rank: C A Technique that is has to be done with precision to pull off. The user will come in with a vertical downward overhead slash from both tonfas using the tip of the tonfa. As the attack connects this will cause the opponent to lower their head as they stumble over with that the user will jump over then quickly run around deliver a simultaneous horizontal slash from both tonfas using the short blades as they meet together at the center of the opponents back.
• Unseeing Owl - Rank: B This is a Technique that is very difficult to read where the user will come in with a right elbow and use that as a feint as they spin around with their back facing their opponent. The then kneel down quickly as the user will do multiple back jabs where the tip of the blade is already facing the opponent while the user impales the opponent with such fluency.
• Vertical Ride - Rank: B A technique that is used for only simple purposes of attack. The user will sprint and then step their foot on the chest of their opponent then use their left foot to kick the opponent in the side of their neck and send them flying to the side.
• Soaring Eagle - Rank: A A very aggressive technique that leaves fatal damage to foes. The user will spread their arms out then come in with closing attack then loosen their grip on the handle as they flip the tonfa in mid attack so that the tip of the tonfa where the blade is found will slice the opponent in the neck or chest then quickly come back out with a very narrow "X" shape horizontal slash that lowers from the neck down to the chest.
• Raging Whirlwind - Rank: A The user will grab the opponent by the right arm and flip the opponent over their shoulder then the user will do a side flip landing on the chest and then finally jab the opponent in their neck with the non-blade end of the tonfa.
• Severing Cyclone - Rank: S The user will grab the opponent by the right arm and flip the opponent over their shoulder then the user will do a side flip landing on the chest and then loosen the grip on the handle as the user will flip the tonfa so that the blade will slice the opponent across their neck then finally do a simultaneous jab at the opponent's throat.
• Fallen Phoenix - Rank: S The user will sprint in and then kneel down right before the opponent coming up with a powerful uppercut that will send the opponent into the air and then the user will loosen their grip on the handle as they stab the tip of both tonfas into the opponents chest then lunge backwards flipping the opponent over in the air as the user will kick off the handle's of their tonfas impaling the opponent deeper as they crash against the ground. The user will and afterwords and remove their tonfas from inside their opponent. Property of W.H.Y. Information taken from BBR.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Apr 12, 2013 5:33 pm
[Dance of the Crescent Moon]
 An arakh is a curved blade on a long handle, similar to a hand-held scythe. The tip of the arrakh doubles back and forms a vicious hook. The fighting style relies a lot on getting within the guard of an opponent and lopping off various limbs. An arakh will not do good against longer blades in terms of straight up clashing, as it is not made for defense. Students of this style often find staying on the offense is best, as the blade does not provide a very good defense. Regardless, the arrakh is able to cause serious damage if it can be wielded properly. There are very few times an arakh is used in a thrust. Most of the attacks are slashes or grabs. It is not uncommon to see students use more than one arakh when fighting. [Training Methods] • The user trains against other opponents, usually multiple to get used to maneuvering about. They need to train their physical body to move around without taking hits because their arakh does not provide the best defense.
[Abilities] • Speed Passive [1/2 Rank increase] • Perception Passive [1/2 Rank increase] • Arakh Master Passive [1/2 Rank increase] • All attacks can be easily chained together.
[Techniques] • Curved Catch - Rank: D The Curved Catch happens when an opponent attempts to thrust their weapon out to the user, no matter if it is the initiation of a combo, within one, or the end. The user will allow the blade to pass through the curve of their arakh and dodge it themselves. With a quick twist of their arm and wrist the arakh will catch on two sides of the blade, wrenching it out of the opponent's hand.
• Pointed Crescent Grab - Rank: D The user will either jump right by an opponent or slide/run low towards their target. They will use the wicked curve of the arakh to either hook the leg of an opponent and yank it up or use the tip to dig into the opponent and yank them to the ground. There is usually an immediate follow up to this attack.
• Spinning Dodge - Rank: C One of the highlights of the Arakh style is how easily the users seem to slip by attacks. This is done by a moving pivot past the attack of an enemy. The user will always move to the outside of the attack, and grab the arm/leg by the joint. This way the opponent can't attack again nor get away. An attack can be followed up with this immediately.
• Rising Crescent Slash - Rank: C If the user dips under an attack or finds themselves beneath the opponent's guard they will push off the floor with all their might and aim the tip of the blade up to the chin of the opponent in a rising slash. Even if the tip does not catch the opponent the curve of the blade is large enough to cause a deep cut on the chest all the way up.
• Falling Crescent - Rank: C If they are above the opponent via a jump or level difference they will bring down the arakh with a fearsome amount of momentum. The Arrakh can very easily split the head of anyone it catches. The best thing about the blade is that the arrakh is a difficult weapon to block because of the immense curve. A block may still let the blade slip past.
• Grinding Reach Around - Rank: B Once a blade is caught on the curve of the arakh the user will quickly step forward and grind their weapon against the enemies, until they have essentially trapped it from moving. With a quick thrust they will send the arakh forward in an attempt to reach behind the opponent and yank backward, hopefully taking a limb with them or in the least causing a serious gash.
• Crescent blows - Rank: B Crescent blows is a series of strikes done after the user dodges a strike of some sorts. They will begin to pivot and close the distance, striking out with the curved portion of their arakh. The aim is to catch their target on the outside of the arrakh and slice deeply. If that is not possible the arakh can still be used in a number of ways. The tip can be used to easily pierce and tear. Once the first blow is completed the user will pivot once more and try again to either lop off a limb/head or cause long and deep cuts. These cuts are fluid and without pause since the outside of the blade does not cause any catching.
• Head Hunter's Cyclone - Rank: A This technique is done after moving past/avoiding a blow. The user will begin to pivot and slash out with their arakh, aiming to take off the head of the opponent. As they pick up speed they begin to add in jump, rolls, twists, and turns all around the opponent. Each maneuver is accompanied by a very quick slash of the arrakh. This combo continues until the opponent can break it with their own counter or getting away legitimately.
• Double Edged Arakh - Rank: S This technique is named thusly for the damage that is also dealt to the user. They purposely allow a hit to use them, and when the hit lands the latch onto the opponent's wrist or arm, holding them in place. They will then hook their arakh onto a limb of the enemy and yank backward, severing the limb. The hit isn't normally a superficial blow, but something that would actually cause the sword to momentarily get stuck. Property of A faint smile. Original Idea.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Apr 12, 2013 8:14 pm
[Six Valleys of Death]
 Knuckled Kunai fighting is not often referred to as a weapon style, mostly because it involves many attacks that use the full body of the user. In essence, it is a boxing style mixed in with the wielding of knuckled kunai. Most attacks are combinations of punches and slices due to the different part of the kunai. There is the knuckle brace part which adds blunt damage and the actual blade, which can be used for stabs and thrusts. It is a versatile fighting style than can even be enhanced by chakra natures. [Training Methods] • Fighting with knuckled kunai requires the user to be up close and within the guard of an opponent. Training is usually done against someone with a larger weapon so they can learn how to slip within their guard.
[Abilities] • Melee Master Passive [1/2 Rank increase] • Ability to mix in chakra with attacks to lengthen blades
[Rules] • All chakra additions must be added to attacks when in use.
[Techniques] • Chakra Blade - Rank: D The user is able to run chakra through their hands and onto their knuckled kunai in order to lengthen the blade. This technique is used with the other moves within this style. All techniques buffed with this are upped in strength by a rank.
• Quick Jabs - Rank: D Quick Jabs are swift shots taken at the opponent with the knuckle bracer part of their weapon. These can be aimed at anywhere on the target's body and face. These hits land with blunt force, capable of easily bruising enemies.
• Hookshot - Rank: D A Hookshot is when the user punches with their full force in an arcing manner. The aim is to smash the knuckle bracer part of their weapon into the opponent, but if they miss the initial attack the blade can be used to slice as well.
• Jackhammer - Rank: C The user jumps above the enemy and slams their hands downward at the opponent. This is a double whammy technique in how it aims to use the blades as well as blunt damage from the bracer section of their weapon.
• Spinning Backslash - Rank: C The user pivots and swings their arm around, aiming to slash the opponent with their blade.
• Jab and Grab - Rank: B The user will send out a quick jab with the knuckle bracer portion of their weapon and then quickly close the distance, locking their arms around one of the arm of the enemy. With their hand that is most near the target's back they will stab viciously down with the blade of their knuckled kunai right into the shoulder/shoulder blade area.
• Rising Chin Smash to Body Slash - Rank: B The user will push off the ground and smash their knuckled kunai into the chin of the opponent, causing them to stagger back. They will take a step forward and use their free hand to slash at their midsection before kicking them away.
• Body Drop Feint - Rank: B The user will swiftly and spontaneously drop under an attack and step forward, slamming one of the knuckle bracers into the torso of the opponent, aiming to break the ribs and then following up with a slash across their midsection. This is usually followed up by a gap creator such as rolling backward and kicking at the opponent's stomach.
• Pull Counter - Rank: A The user will bait an attack from the opponent, leaning slightly forward. When an attack is launched they will lean back swiftly, just out of range of the blow. Once the danger of the attack has passed the user will rapidly launch themselves forward and either smash the knuckle bracer part of their weapon or stab/slash with their blade. This technique is generally done to either the face or the neck/throat of the enemy.
• Parry to Face Smash - Rank: A A move which requires precise hand placement and quick moves. The user will wait until the enemy strikes out, and they will knock their hand away with their weapon, easily breaking knuckles and causing them to drop any weapon they may hold. With a quick gap closer the user will slam their free hand straight into the face of the enemy, aiming to break the nose.
• Joint Snap - Rank: A This is done when the user is able to either parry or step past the guard with another move in this style. They will aim at a special joint on their opponent, such as the shoulder, wrist, ankle, knees, etc. With devastating force they will smash their knuckled kunai into this area, snapping the bone from the joint.
• Haymaking Bone Crusher Combination - Rank: S This combination is initiated via a haymaker. The user will put all their force behind a blow so strong it breaks bones on impact. The aim is normally to break the jaw of the opponent. Once the target is staggered the user will step forth and aim to smash another bone with their hits. Each time the opponent blocks they are potentially having their bones broken. On the last hit the user will slash twice, one with each blade as a finisher for the combo. Property of A faint smile. Original idea.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Apr 12, 2013 8:16 pm
[Kyoketsu Shoge]
 The Kyoketsu Shoge is a method of fighting based around a blade attached to a chain with a weight at the end. There are a numerous amount of variations to what the weapon is. It can range from a kusarigama, a sickle, a knife, to a larger sword as depicted above. This style can be used from a close range, where the blade is held in the hand, or mid range, where the blade is tossed out in conjunction with the weight and chain. Multiple enemies can be fought at once from multiple angles as well. It is versatile and very deadly when used in the right hands. [Training Methods] • The user must train by getting used to the weight of their chosen weapon when throwing it out. They must grow accustomed to using every inch of their weapon all together without hurting themselves in the process. Much of the finer tuned techniques use chakra in order to lace the chain correctly, so the user must train as such as well.
[Abilities] • Weapon and Chain Master [1/2 Rank passive] • Mid range and Close range fighting prowess. • All techniques can easily be chained together.
[Techniques] • Fulcrum Slash/Smash - Rank: D The user is able to easily use either end of the kyoketsu shoge to swing around if it is blocked to either smash or slash at the opponent from a different angle.
• Weight smash - Rank: D The user spins the weight portion of their kyoketsu shoge and launches it out with great accuracy. They are aiming to use the weight to smash against the opponent's head, or other exposed and sensitive spots such as their fingers, wrists, even feet.
• Chain Wrap - Rank: D The user launches the weight out at the opponent and at the proper moment tugs on the chain. This causes the weight to angle and begin to wrap the chain around whatever the target was.
• Chain Block - Rank: C The user waits until the opponent is close enough and has struck out with an attack. They will hold the chain closely in their hands with about two feet of slack between their hands. They will wrap the chain around the weapon/limb and either disarm the enemy or continue to tighten the chain and cause potential fractures/ breaks.
• Whirlwind Strikes - Rank: C Whirlwind Strikes happen when the user allows their blade portion of the kyoketsu shoge to hang down and swing. Manipulating the chain they will swing the blade out at high speeds, and rapidly. They must keep in mind the opening that is left when the blade is circling around them.
• Hooking Pull - Rank: C The user will swing the bladed portion of the chain out with enough slack to cover a greater distance than where the opponent is. It comes down in an arc. When the opponent goes to block and they hit the chain the blade will swing down and stab into them, effectively hooking them. From there the user can pull the blade and yank the enemy towards them, creating an even greater gash.
• Hanging Wrap - Rank: B This technique is generally done when the user is above the enemy or quickly rising. The user allows for a large amount of slack between their hands and wraps it around the opponent's neck, yanking them skyward. With enough force this could easily snap a neck.
• Spinning Bone Crusher - Rank: B The user holds their blade close to themselves and manipulates the chain to constantly send the weight flying through the air. It is used to create a torrent of attacks that continue until the user is interrupted.
• Torrential Weight Slasher - Rank: A The user will hold the chain from roughly a mid point, with enough slack between their hands to be used for blocking. Through a series of spins, twists, leaps, and other acrobatic maneuvers that would force the chain to spin they unleash a constant torrent of attacks with both the bladed end and the weight.
• Shredding/Smashing Spiral - Rank: S This combination is initiated when the user has managed to either stab a large portion of their blade into the enemy or wrap the weight and chain around a large portion of their body. If the blade was used to catch the enemy then they will begin to spin the weight at such a fast pace it seems like it is constantly smashing into the enemy. The weight's speed and mass is enough to inflict terrible contusions and easily break bones. If the weight and chain were used to wrap around the enemy the user will Property of A faint smile. Original idea.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Apr 12, 2013 8:24 pm
[Hu Tou Gou]
Twin Hooks are generally used for countering and hooking rather than all out offensive strikes that most styles consist of. Twin Hooks are very versatile, bringing swift counter strikes and easily disrupting the combination attacks of opponents. They can even be linked together to create an entire new fighting style. [Training Methods] • During the first stage the user practices with the two swords unlinked. They train against another person and focus on countering, trapping, and hooking. In the second stage the user links the blades together and attack thusly. [Stage One: Dual Blades] In the first stage the user must get used to dealing with two weapons and combining their attacks to make fluid and quick motions. Having two blades allows for an easy counter and then attack series of maneuvers. Their skill with blades has improved but they are not yet masters of the Twin Hook. [Abilities] • Sword Master Passive [1/2 Rank Increase]
[Techniques] • Reversal Foot Snare - Rank: D The shinobi hooks an opponent's foot with his hook blade and pulls up, forcing the opponent to the ground as he or she disrupts the opponent's footing.
• Halting Hook - Rank: D A normal blade can only block another weapon to a certain degree. A simple twist or push can cause the blades to disengage. Using the twin hooks the user is able to catch a weapon and hold it in place, usually following up this move with a swipe from their other blade.
• Spiraling Hook Swipe - Rank: C The user will first block an attack and then immediately pivot around the opponent, using their free blade to catch onto a body part of the opponent. The aim is to catch the foot and trip the opponent up. Because the blades are sharp this can easily be used to pierce an opponent and yank them.
• Flipping Throw - Rank: B The user will position themselves above the opponent and will jump above them, flipping in the air. They will use their blades to catch the opponent under the arms or even pierce their shoulder. Using their momentum from flipping they will yank the opponent off their feet and sending them flying away.
• Pinning Guard Trap - Rank: B The user leads first with a tripping move, pulling the leg of their opponent high into the air. With their other blade they will first smash the guard onto the opponent's face/throat and then hold them in place.
• Twisting Body Trap - Rank: A The user will wait for the opponent to attack them, and with one of their blades they will catch the attack with the hook. A quick step forward and a simple twist will allow the user to hook another part of the opponent's body, usually trapping the arm against the body. In the motion the user disengages from the weapon, usually sliding their blade up and trapping the other arm, or even the neck of the opponent. From this position the user has a lot of ways they can manipulate and hurt their trapped opponent. [Stage Two: Linked Blades] At this stage the user has grown used to manipulating the blades separately and together, and is able to tap into a different and versatile continuation of the twin hooks. The user now works with their blades joined together at the hooks to create a single and malleable weapon. Blocking and attacking happen one after the other with very little hesitation. [Abilities] • Passive Perception [1/2 Rank increase]
[Techniques] • Spike Smash - Rank: D The user will use the end of their twin hooks and smash the spike into the opponent's body. The spikes are sharp enough to pierce a person.
• Guard Block Blow - Rank: D With their weapons linked the user will catch an attack on the guard of one of their twin hooks, letting it skirt off to the side safely. With their other twin hook they will shove it forward, using the guard as a sort of knuckle bracer to smash into the opponent.
• Spinning Locked Swipe - Rank: C With their weapons locked the user will release the handle of one and spin the other, causing the first weapon to spin as if on a rope. They will lash out with the weapon, using the blade on the bottom of the twin hook or even the guard to hit the opponent.
• Yanking Trap - Rank: B This move is usually aimed at the neck of an opponent. The user tries to slip past them or even jump over the target. With their weapons locked they will use the point where they meet and trap an opponent like that. If they can catch the neck of the target they can easily suffocate them or break their neck.
• Latching - Rank: A Latching is the signature move of the Twin Hook style. The user will begin the series of this combination by swinging their locked blades and hitting their opponent. When they catch their blade they immediately step forward and use either end to batter the opponent. They continuously and spontaneously back up and slash at the opponent with their linked blades like a whip or step forward and use the blades as a battering system.
• Unlatching - Rank: S Unlatching is the big brother technique of Latching. It is more difficult to perform and if not done correctly can easily be interrupted. Unlatching is initiated by ideally the yanking of a weapon away from its user. After this they will whip their blade through the air as it is linked to the other. Once it completes its revolution they will grab it and unlatch, using the hooks to grab at the opponent and yank them. Once the opponent has been disrupted they will latch once more and proceed to open a can of whoop a** with the guards of the blades as well as the spike at the bottom of them, unlatching only when they have to block or trip the opponent up again. Property of A faint smile. Original idea.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Apr 12, 2013 8:25 pm
[Crushing Helm]
 The Crushing Helm style is for those people who prefer to lop off limbs or smash them with larger weapons. This style can be performed with a number of weapons, namely axes, hammers, and maces of any sort. There is no finesse in this style, only brute force. [Training Methods] • People who use this style are generally of a larger build, else they cannot properly manipulate a heavy weapon. They work on gaining the necessary strength to manipulate a hammer/axe properly and with enough speed that they are not caught off guard.
[Abilities] • Strength Passive [1/2 Rank] • Attacks cannot be blocked by normal means. These blows hit with such force and from such large weapons that a smaller sword/limb will easily break under such force. The only way to get away from the techniques is to dodge.
[Rules] • The attacks are amazingly strong, but at the price of speed. It is impossible to combo these techniques without immediately fatiguing the user.
[Techniques] • Windmill Smash - Rank: C The user spins their weapon in hand as they raise their arm, creating a windmill effect as they smash the weapon into the opponent's chin.
• Guillotine - Rank: C The user will raise their weapon high into the air and drop it down like a guillotine. This move is so strong it can easily split most metals.
• Annihilate - Rank: C The user will grasp the end of their weapon and spin. If they are using a hammer the aim is to smash it into the enemy and cripple them. With an axe they are aiming to slice into them and tear them apart.
• Thrusting Smash - Rank: C The user thrusts their weapon forward in a sudden movement, aiming to catch the opponent in the face. With blunt force this can easily break bones. If the weapon in question has a spike atop it this can be used as a piercing move.
• Sweeping Slam - Rank: B The user will first bend low and swipe their weapon at the feet of the opponent. They will then fluidly spin their weapon in hand and raise it over head, bringing it down generally against the enemy's chest to crush ribs.
• Pull and Push - Rank: A The user pushes out their weapon and yanks backward, catching the enemy by a limb or a body. When they yank them backward they spin and smash the weapon into the opponent, knocking them away.
• Obliteration - Rank: A An enhanced version of Guillotine, the user smashes a blunt part of the weapon into the stomach of the opponent. This stuns the opponent and causes them to bend over. As this happens, the user uses an unnaturally fluid motion that is not normally used in the Crushing Helm style. The user spins and uses both hands to bring their weapon to the back of the neck of the target, putting all of their weight behind the attack. This technique is almost a promised kill if the target is not strong in defense and Obliteration connects.
• Cataclysm - Rank: S The user leaps into the air and brings down the entirety of his or her strength and weight to the ground. This causes the ground in a fifteen meter range to shoot up and inclose the area in a spiked, natural wall ten feet high. Everyone within Cataclysm's area of effect will be hit by a massive shock wave that follows the initial impact that is equal to a B-ranked technique fades at the very edge of the surrounding wall. The wall can be broken through by a B-Ranked technique. The damage Cataclysm does on those within a one meter radius of the impact cannot be fixed even by a master medic. Property of A faint smile. Original Idea.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sat Apr 13, 2013 8:53 am
[Devil's Suicide]
 It is generally understood that the longer your weapon, the safer you are as a bukijutsu master or just user. Normally, the closer you are to an opponent, the more danger you are in. However, there is a flip side to the argument: the closer you are, the more damage you can inflict. This is the bases for the Devil's Suicide: Get through the suicide zone then tear your enemy apart. [Training Methods] Users of the Devil's Suicide practice predicting movements, using a feline agility to position their bodies how they need to, and deft hand movements to quickly change hand positions for grapples or dagger attacks.
[Abilities] • Perception Passive [1/2 Rank] • Dagger Master Passive [1/2 Rank]
[Rules] • Must use daggers
[Techniques] • Footwork - Rank: D The user lithely pivots around an opponent, stepping around and positioning themselves behind the enemy.
• Nudge - Rank: D The user takes the bottom of their dagger and smashes it into the body of the opponent. They usually aim for the ribs or stomach to stagger them, but a blow to the face would suffice.
• Devil's Sweep - Rank: C The user sweeps their legs under the opponent to knock them into the air. They will swiftly rise and stab the opponent down into the ground.
• Devil's Angle - Rank: C The user will feint a thrust and flip their dagger so that the blade is flush against their forearm, the edge facing outward. They will drag their blade either from the hip to the shoulder or vice versa.
• Weaving Strikes - Rank: C Weaving Strikes is a series of continuous and fluid attacks that are all slashes. This is best done with two blades. The user flamboyantly flips and twists their blade(s), continuously swiping at the opponent. These can be done to any part of a body and can continue until it is countered or properly blocked. If there are two blades being used it is harder to stop this combo.
• Redoubted Twirl - Rank: C The user will twirl in a diagonal angle, stepping forward and using both of their blades to slash with the edge of their blade(s). They end up in the same position that they started off in, merely a step forward. This can be done from a rising or falling motion.
• Devil's Grasp - Rank: B The user will reach out and grab the hand of their opponent, twisting it behind their back and using their dagger to stab it and pin it against the opponent's back.
• Double Slash - Rank: B The user first drags their dagger(s) across the enemy's chest one direction, and then in a motion so fluid and swift it seems like the attacks happen at once, in the other direction to widen the wound.
• Circular Stab - Rank: B This technique is similar to Redoubted Twirl in the way that the user is spinning. This time they are aiming to stab their blade(s) tip(s) into the opponent and rip it out, causing a greater amount of damage. The user ends up in the same position they started in, merely a step forward.
• Devil's Judgment - Rank: A The user dives at the opponent and stabs their blades into their shoulders. They then roll over the enemy in one motion and land behind them. They grab the daggers and use them as handles to yank the opponent backward, bringing them down on their knee. They then rip the blades out of the opponent while kicking at the opponent.
• Triangulate - Rank: A This is a series of attacks that can easily ruin someone's day. The user first steps forward and thrusts their dagger(s) into the body of the target, quickly disengaging with a pivot around them to the left of them and slash across their back. With another pivot they slash once more before ending back at their starting point and finishing with a final thrust of their blade.
• Devil's Drop - Rank: A The user gets behind the opponent and stabs their dagger(s) into the body of the enemy and bends backward, lifting them in a german suplex and slamming them onto their head. Not only does this do the initial stab, but it also tears the dagger(s) out and can easily cause serious head trauma.
• Devil's Slashing Hellstorm - Rank: S The user will shove chakra to their legs and in a burst of speed will practically teleport to the opponent. There is a split second that this technique can be successfully blocked. Each attack is a deep and horrid slash, jagged and uncontrolled. There is no order to these attacks, only a fierce hellstorm. Six slashes are done in total. Property of A faint smile. Original Idea.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sat Apr 13, 2013 8:57 am
[Way of the Western Knight]
 The Way of the Western Knight is a style revolving around a shield. It can be done with a number of one handed weapons, namely a long sword or spear. Most of the techniques revolve around a combination of attack with the shield as the key initiation or ending. The attacks are more about using the shield to bash and smash rather than the blade/spear to pierce and slash. [Training Methods] • The user trains to properly hoist and wield a shield in battle. They learn how to take hits and deal them out with heavy and devastating blows. The user learns how to never block with their sword, using the shield to defend themselves and the weapon to strike.
[Abilities] • Toughness Passive [1/2 Rank] • Shield Master Passive [1/2 Rank]
[Rules] • The shields are all heavy ones, not dinky little wooden boards taped to the user's arm.
[Techniques] • Rim Shot - Rank: D The user slashes out with their shield, using the rim of it to bash at the opponent. While this does blunt damage it can easily cause a cut as well.
• Shield Bash - Rank: C The user tucks in behind their shield, putting all of their weight behind it. They thrust out their arms and slam it against an opponent. With enough force this could break ribs.
• Glancing Block - Rank: C The user angles their shield at a particular angle depending on the incoming blow. The aim to force the blade to slide down the shield and away from the user, allowing them to follow up with an attack.
• Guarded Seeker Strike - Rank: B The user hoists up their shield and uses it to cover a large portion of their body. They begin to thrust out rapidly with their blade, doing four thrusts in a row. Even if the attack is countered they can easily block and save themselves.
• Shield Drop - Rank: A The user bends low and spins, using their shield to knock the opponent off their feet. They swiftly rise and then drop to their knee, using the momentum to slam the shield down to the opponent. This is an extreme blunt damage move covering a large portion of the opponent's body if it is landed.
• Meteor Smash - Rank: S The user jumps high into the air, flipping and positioning the shield under their feet. When they land they thrust down with their legs as well, crushing the opponent's body under the weight of the shield. The physical trauma that is possible from this move can be measured with bone dust, because that is what the opponent will have for structural support. Property of A faint smile. Original Idea.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun May 05, 2013 7:36 pm
[Projectile Method]
Long range fighting can provide a very effective style of fighting without the user putting themselves in harms way. The Projectile Method specializes in mid to long range fighting. Everyone who dares to call themselves a ninja learns how to use basic projectiles, kunai, senbon, shuriken, and windmill shuriken. Choosing to advance their knowledge in the method of projectiles will grant them incredibly accuracy in comparison to others. The Projectile Method training system makes the practitioner polish their perception and accuracy. For mid-ranges the projectile method recommends throwing knives, bolas, a boomerang, and other sorts. For longer ranges the projectile method recommends bows.
[Training Methods] • The user practices throwing a large variety of weapons in a number of different ways. They practice throwing weapons from all sorts of angles and ways, upside down, backward, diagonally, etc.
[Stage One: Hit the Mark] The first stage of the Projectile Method grants the user two small bonuses and access to a number of techniques. [Abilities] • Accuracy Passive [1/2 Rank Increase: The user is more accurate than others who do not use this method. They could knock enemy projectiles out of the air easily.] • Perception Passive [1/2 Rank Increase]
[Rules] • At this stage the user is only able to perform their techniques with up to two projectiles, one for each hand.
[Techniques] • Overhand Toss - Rank: D The user whips out a projectile over hand, sending it spiraling in the air. It lands point first unless the user wishes otherwise.
• Underhand Toss - Rank: D The user whips out a projectile under hand, sending it flying straight through the air. It lands point first unless the user wishes otherwise.
• Bank Shot - Rank: C The user aims at an object near their target, generally behind, under, or above them. They aim the projectile to bounce off of the object and still have it hit their opponent point first unless they wish otherwise.
• Snatch - Rank: C The user can pluck any projectile out of the air and fling it back or keep it if they choose.
• Redirect - Rank: C In the event that a projectile is tossed out at the opponent they are able to toss one of their own out and hit it in the air. This causes the original to be redirected at a target of their choosing.
• Power throw - Rank: B A problem that most projectile users face is that their weapons can be blown off track. With this technique they are able to launch a powerful shot out that is capable of withstanding and passing through techniques its rank or lower.
[Stage Two: Make it Count] The second stage builds off of the granted passives from the last stage. New techniques are given and their accuracy is to be feared. [Abilities] • Accuracy Passive [1/2 Rank Increase: The user is more accurate than others who do not use this method. They always hit their mark. This means the enemy has to actually block their projectiles with something.] • Perception Passive [1/2 Rank Increase]
[Rules] • At this stage the user is able to use as many projectiles as they can logically hold in their hands. All other techniques can be done with multiple weapons now.
[Techniques] • Twisting Circle - Rank: C The user loads weapons into their hands and spins in a circle, releasing them all around them. This is primarily a defensive maneuver, though also may be used to strike multiple opponents.
• Reflect - Rank: C The user is able to launch out their own projectile at another that is thrown at them to reflect it back. Their projectile is also launched out at the opponent.
• Trick Shot - Rank: B The user releases/fires a shot in what seems like a random direction. By first applying chakra to the shot they can have it come back at their true target in the next post.
• Target Acquired - Rank: B By storing chakra into the weapon of their choosing the user can have their projectile hone in on an enemy, chasing them till it either hits their mark or misses.
• Make it Rain - Rank: A The user fires/releases a continuous stream of projectiles at their opponent. These are not wide spread attacks, they are focused on a single target or a few enemies.
Property of A faint smile. Original Idea.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed May 22, 2013 3:32 pm
[Heart of Steel]
The style is known for being Weapon Masters in the Ancient art of the sword. The style follows the Bushido code and many ways of the samurai, despite being adapted for shinobi use. The style focuses on using chakra combined with that of the sword. The chakra makes the blade sharper and stronger depending on the scabbard. The virtues of a Bushi: ○ Rectitude (義, gi) ○ Courage (勇, yuu) ○ Benevolence (仁, jin) ○ Respect (礼, rei) ○ Honesty (誠, makoto) ○ Honor (誉, yo) ○ Loyalty (忠, chuu) [Training Methods] The user will learn how to use a sword as well as concentrate their chakra effectively into the blade. [Stage One: The First Step] [Abilities] • Swordmaster Passive cap increase [Swordplay] • Perception Passive cap increase • Use of Chakra Scabbard
[Techniques] • Iaidō - Rank: E With a single unhindered and swift motion, a true samurai can unsheathe his weapon and strike at the exact same time. This can provide an elegant, yet effective way to catch your opponent off guard, or as a means to interrupt handsigns. Note that this ability only shows true effectiveness upon the drawing of a weapon from its sheathe. Losing some of its element of surprise after being used once and then resheathed.
• Ryūtsuisen [ Dragon Hammer Strike ] - Rank: E The "Dragon Hammer" is a sword-drop technique delivered from above, targeting the crown of the head or the shoulder of the adversary. The key to the technique lays in the momentum gained from the user’s jump and the free-fall, which is applied to the sword to multiply the force of the sword-stroke.
• Turning Swallow Cut - Rank: D Utilizing chaka to stimulate the nervous system, this cut is reputedly so quick and precise that it can strike down a bird in mid-flight. It is a downward strike the flicked back up into an upward strike, both strong enough to effortlessly slice through even the hardest wood.
• Ryūtsuisen: Zan [ Dragon Hammer Strike: Tragedy ] - Rank: C A brutal variation of the origin, Zan utilizes a sword impalement or plant, rather than a cross body strike. While this vastly increases the lethality of the move on a general basis it does allow for non-lethal takedowns without using the blunt end of the weapon, as a skilled practitioner can target a specific limb or location to assault.
• Chakra Scabbard - Rank: C After mastering two techniques, Iaido and any one other, a student is capable of awakening the true signature of the Tetsu no Ryu. A Samurai's blade becomes rife with pure chakra that crackles and dances around the blade. A blade properly focused is quite capable of cutting through even the thickest steel. Cost [5] Chakra to activate. Cost [1] Chakra points per post it is active.
• A Decade of Peace - Rank: C A Decade of Peace is at its core a defensive technique, envisioned in the mind that a true master of the sword need not use his prowess to find peace. This technique allows the user to find, through concentration, the point of their enemy’s own attack, diverting it with a quick stab of their blade below their weapon or limbs, then utilizing the flat of the blade diverts the attack overhead, while their free palm presses against the opponents chest, shoving them away, before sheathing your own blade in the gap provided. This technique can be easily paired with a number of jutsu to escape battle, or as bait to enrage your opponent. This technique has a cooldown of [1] post. (Cooldowns do not include your opponents post) [+1/2 perception while using this technique]
• Twin Dragon Strike - Rank: C Utilizing Iaido, the student of Tetsu no Ryu then follows up with a strike from his scabbard, utilizing the whole of his weapon, instead of just a single piece. This technique is generally utilized to catch an opponent unaware if they dodge the first stroke of the bladed weapon.
• Twin Dragon Strike: Lightning - Rank: C This technique does not rely on the utilization of Iaido, as it first strikes with the scabbard of the weapon, using the shock effect of being attacked with an improvised weapon, or the opening that follows an opponent’s dodge to follow the initial strike up with the actual bladed weapon. [Requires Chakra Scabbard to be active] [Stage Two: Steel Pressure] [Abilities] • Able to launch Pressure Waves at opponents
[Techniques] • Form Manipulation - Rank: B Truly skilled practitioners learn to shape the chakra around their weapon into different shapes. From a lance to a broadsword, anything is possible. However, while anything may be possible some forms will of course be difficult to maintain, requiring extra chakra expenditure. This last for [3] post.
• Pressure Wave - Rank: B When swinging your weapon, you can create a crescent shaped chakra wave, five feet wide by one foot long, that can travel up to about 50ft before dissipating. A hit from it can be as strong or possibly even stronger than a normal blow. Unfortunately- it leaves your katana without a chakra scabbard and you must activate it again. This wave is visible and has a max distance of 100ft. Has a cooldown of [3] post at Stage Two, [2] post at Stage Three, and [1] post at Stage Four.
• Drying Pole - Rank: B The user extends the tip of their blade with chakra as they thrust. Like a beam of energy, the strike can stretch several extra feet. Maximum distance of 8ft.
• Two As One - Rank: B You are actually able to make two blows at once. A normal sword blow and a chakra saber blow. This second blow is almost impossible to see coming without good perception, but can be blocked by a chakra force of the same rank as it disrupts the chakra scabbard’s free movement. Users with 1/2 perception higher than you can see this attack.
• Hachiware [ Helmet Breaker ] - Rank: A This overhead blow is designed to go THROUGH a person, horse, and armor, all in one blow, by utilizing one’s chakra to actively sharpen the blade of your weapon. However, this fine point chakra manipulation creates crevices in the blade of your weapon, effectively making it useless after the fact, as any parrying blow would cause the rigid workings of the blade to crack entirely. This will break most normal weapons. This can block be blocked by those of equal level in Weapons mastery. [+1/2 to Strength while using this technique] (Doesn't mean kill your opponent without permission, if the person doesn't want their RPC to die, then it will incapacitate them) [Stage Three: Divination]
[Abilities] • +1/2 to Perception and Weapon Mastery [Swordplay] • Able to use Divine Scabbard
[Techniques] • Many as One - Rank: A A complex pattern of blows converge on the target. You may make five [5] blows with the chakra sabers and one with your real sword. All the attacks are real, and they can all pierce your opponent's sword if they are foolish enough to normally block you! Cooldown for this technique is [2] post.
• Divine Scabbard - Rank: A In place of your chakra scabbard you are able to substitute pure chakra for whatever element you have an affinity for. Cost an extra [5] chakra to activate or [10] to go straight to divine. Cost [3] chakra per post it is active. Lightning - Stuns briefly Fire - Burns Briefly Wind - Cuts easily Water - Blinds briefly Earth - Toughens the sword [Stage Four: Heart of the Divine]
[Abilities] • +1/2 to Perception • Serene Absorption is able to synergize with the Kamikaze technique
[Techniques] • Kamikaze [ Divine Wind ] - Rank: S By utilizing a Divine Scabbard as a base, the user prepares, [2] posts, additional elemental chakra before performing a powerful stab. The user cannot move, or be interupted during the preparation. This combination of chakra and motion forces a powerful "beam" to be released from the sword. The immediate release of the beam causes a good amount of recoil to the user, often forcing them to a knee. The beam itself has impressive distance (100 feet), often dispersed only out of sight, or when contact is made with an incredible chakra based defense. The impact of the beam is so devastating that it is often referred to simply as an "undeniable death sentence." The user will exhaust all chakra, but [1] chakra, and pass out for [3] post after firing a shot. Chakra armors of S-Rank or higher can defend against this easily. Property of many of the other Naruto Guilds. This has been adapted and edited for the use of this guild.
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|