|
|
|
|
|
|
|
___youwillknownihilism Captain
|
Posted: Fri Jun 16, 2017 5:31 pm
Apply for custom styles here. Ensure that they flow together, follow a theme, and have four defined stages. [align=center][img][/img][/align]
[size=24][b][color=black][[/color][/b]NAME HERE [Edit the colors as you like, achieve the fade effect for the bar by copying this: ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ then going to [url=http://www.stuffbydavid.com/textcolorizer]this site[/url]] then copy the BBcode at the bottom and replace the red line that follows with it <3. [b][color=black]][/color][/b] [color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][color=#A40000]▀[/color][/size][size=11]
[/size] ▰ ▰ ▰ STAGE ONE[size=11]
•[Technique Name] [list] Description [/list] [/size] ▰ ▰ ▰ STAGE TWO[size=11]
•[Technique Name] [list] Description [/list] [/size]
▰ ▰ ▰ STAGE THREE [size=11]
•[Technique Name] [list] Description [/list][/size]
▰ ▰ ▰ STAGE FOUR[size=11] •[Technique Name] [list] Description [/list] [/size]
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sat Jun 17, 2017 5:03 pm
[ Acuity ] ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Acuity is the name given to the style born of a waterbender missing he arms from birth who learned, with great practice, to bend water without the need of them, instead forming a connection with her chi unheard of anywhere but within the water tribe itself. Through great practice she learned to allow the water itself to become more than just extensions of her own body, but rather to become a part of her. She taught any who were worthy, who had the mental stamina an acuity, how to bend the water as she did, even if they did have their own arms in addition, and a powerful contingent of precise and dangerous waterbenders were the result.
▰ ▰ ▰ STAGE ONE Self control and mental awareness are key here. To control the water with your mind is a feat few benders ever truly learn, and to do so with the sort of accuracy that the fore bearer of this special waterbending style managed it is nothing short of insanity.
• Tendrils I This skill is the one for which the style is known. Even at low level, the ability for benders of this style to manipulate tendrils of water usually comes at the expense of their arms' ability to do anything else. The ke is to learn to move your chi without the use of those arms, to direct it without touching it with your martial training. Maintaining two of these tendrils to form 8 foot long arms is about the best you can do at this rank, but the possibilities for what is possible through a form of psychic water bending such as this are far reaching. It takes around half a second for each two feet to be created.The cost to maintain this level is applied every other post, and allows for simple things to be done for free, such as swatting people to the ground with dangerous levels of strength, lifting and pulling the user to the sides, up or down, all while able to do other forms of water bending with their arms. While they are active, they add a single offensive/defending action to the user in that post that involves attacking/defending with the tendrils, an Novice rank attack, or a supplemental action involving them such as dodging or lifting. The arms are capable of being destroyed by equally ranked attacks they defend against, causing them to need to be recreated. Destroying the arms at any point along them will rend the rest of it unusable. Creating the arms is a supplemental action, and there must be water available for you to create them. If the arms are destroyed and reformed in a post, they are not afforded the bonus action that around. (To clarify, you can do one more thing in a post so long as the arms were not created at the beginning of the same post at this level.)
• Frosty Tips This skill allows for the ends of the tendril to be frozen, allowing the practitioner to perform more dangerous attacks with them, such as forming somewhat crude blades to try and cut down opponents or their attacks, or to suddenly freeze an opponent that they have pinned down at the point of contact. Tendrils can only be frozen for one post per chi payment.
▰ ▰ ▰ STAGE TWO The accuracy at which you can control water, on the whole, is increased as you progress, specifically centered around your use of tendrils. Where before they were only capable of swiping and the like, these extra arms become capable of bending the very water from whence they came, at your behest. It is quite literally like having a pair of extra arms.
• Tendrils II As described above, the tendrils become more finely controlled now, able to increase your actions per post, per arm now. So instead of one extra action, you now have one per arm making you difficult to deal with. In addition, these arms are capable of performing bending up to the rank of your character, still only counting against the free action that each arm gives. These attacks, however, cost 1.5x the normal chi to use and whatever restrictions the other skills have to usage apply. Similarly, each arm can only waterbend once every two posts. The cost for the tendrils themselves remains the same as the first level, as do the conditions of creating them. Cost to have this level of control is applied every other post.
• Grasp The ends of the tendril can be frozen into claws able to hold a target until broken, and with the strength of the arms considered, even heavier enemies can be lifted and slammed against objects. Costs once per post to form the claws, and if frozen around a target it takes one action to maintain hold over them, and an offensive one to move them.
▰ ▰ ▰ STAGE THREE At this point is where danger begins to mount upon anyone daring to fight within the range of these tentacles. Notably, the style lacks the raw, focused power of something like the Combustion bending style, or even the versatility of Metal Bending, but it does, indeed, give the bender perhaps the greatest level of utility of all Specialized bending. At this stage it becomes clear why. A second set of water tendrils are added, and the strength they bring similarly increases.
• Tendrils III Now up to four tendrils can be produced under the same conditions that two can be created with. They each give one single extra action, which still maintain the increased cost. They, also, can still attack with their swipes and attempts to grab, with a single attempted stab or swing able to lacerate stone, or straight up impale it. While these attacks are powerful, they are not reinforced with Chi, and a simple attack will fail to destroy an adept or higher ranked attack, or destroy an adept rank defense etc. Still, having four arms to waterbend with in addition to your normal ones is very dangerous, and very useful, even if they can only do so sparingly. As this is far more dangerous, and mentally demanding, cost to control is paid per post at this level.
• Precision Mostly useful for sudden, surprising attacks, this skill allows you to launch out blobs of water from your tendrils. This skill hits extremely hard, and is capable of carrying a person a considerably far distance if they can't stop their momentum. For this single cost, that blob of water can be frozen at will in the seconds after it is launched, immobilizing a target against a wall, or making their body heavier and weildy by freezing whatever is hit. It can also transform the water being launched into ice on the fly, making a blunt attack that can crunch ribs and collapse chests.
▰ ▰ ▰ STAGE FOUR The Final stage of this style has only one skill. This is the point where student is truly separated from master. Once this skill is reached, it is often advised to simply run. The mere visage is one that invokes fear, and should be warning enough all on it's own.
• Tendrils IV Mastery has brought you to a point where you, where enough water is present, can make up to 6 of the aqua tendrils, complete with every advantage above, only assumed with 6 powerful tendrils. These are capable of defending you from up to Expert level attacks without the use of a skill, and can similarly clear out destroy defenses. Furthermore, they are strong enough to crush bone on contact, for instance, and can easily lift and move a car if all the tendrils focus on it at once. The cost to maintain is paid per post, and all other costs for the actions of any of the six arms remains constant. You become a mobile, deadly, but very quickly tired out monster when you push to this skill level.
|
 |
 |
|
|
|
___youwillknownihilism Captain
|
|
|
|
|
|
|
|
|
|
___youwillknownihilism Captain
|
Posted: Wed Jun 21, 2017 4:56 pm
[ Precision ]▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
▰ ▰ ▰ STAGE ONE Stage one of the style largely focuses on the creation and control of ice in a more controlled sense. The name of the game is good aim and patience at this stage, where as towards the end it becomes more about destruction of the target. The movements are more akin to what is seen by Earth and Fire benders: very direct and brutish.
•[Formation I] This skill skips forward from what is normally considered advanced water bending, allowing you to quickly freeze water, or any water based liquids within your reach. At this stage, about the size of a kiddie pool worth in water (give or take) is what you can freeze, within a range of about 50 feet. This takes less than s econd, and only a motion akin to closing the fingers together, or the hand into a fist. This is a supplemental action, and the water can be frozen into any shape.
•[Launch] Up from simply freezing, this skill can turn ice you have frozen into a fast moving, directed projectile with quick punches and thrusts of the hands, shaped like blades. The motion is more usually seen being performed by earth and fire benders. The size can range from a needle to a dagger, and with this one skill up to four projectiles can be launched in the same direction with a single action. These projectiles are as fast as arrows, and difficult to dodge at any range, even if they don't do a lot of damage unless they were to strike a vital directly.
▰ ▰ ▰ STAGE TWO At this point, the level of water than can be converted increases while ice based attacks become more dangerous and versatile. The precision here lies in setting up opponents and taking advantage of momentary lapses in the opponents ability to defend themselves.
•[Formation II] Here the ability to freeze water as a supplemental action increases significantly, making it so that you can freeze water anywhere within 75 feet, and up to a full sized backyard pool of water can be frozen in just a few seconds. While the water itself usually becomes stationary and difficult to move, the ice benders are capable of small additional manipulations of it's shape after it's been frozen.
•[Slinging Blades] This skill manipulates water into flying ring like shapes which move quickly at an opponent and then freeze at about the halfway point, forming dangerous attacks that can slice into rock and do significant damage to the human body if they all connect. This skill flings 4 blades at once.
•[Krakken's Grasp] This skill manipulates water first, attempting to blast at the leg or arm of an opponent with water before quickly freezing it. The freezing effect is strong enough that it requires at least an adept amount of force to break the ice, or it will last until it is broken. If both opponents are on water, this skill can be used much more easily, attempting to snake around the leg of an opponent from directly below, though it takes a bit longer to freeze this way (for the sake of balance.)
▰ ▰ ▰ STAGE THREE At this point, the ice bender arsenal becomes deadly, with more attacks being focused on actual damage, and the volume of ice created being more dangerous. At this stage it is dangerous to fight on or near whole bodies of water when facing a master of the Precision style.
•[Formation III] With this skill, the ice bender can freeze something akin to a small pond into a frozen battlefield, all in just a few seconds, and water can be frozen . They can also use this skill to create stalagmites of ice that come up from the ground in an attempt to impale or displace an opponent. A fairly large amount of these tree sized ice spears can be created in a single post, but they are fairly easy to see coming as they tend to start a few feet ahead of the bender and branch out from there with a downward swipe towards the ground, then a quick, decisive and lifting motion.
•[Jin's Wrath] With broad arm motions, water can be thrown in the shape of javelins, swords or any other bladed or pointed shapes. These are large, fast moving missiles, highly dangerous and difficult to simply avoid. Being struck by these is not recommended if survival was key in your plans. Up to 8 can be fired in one post., or they can all be created and levitated for a supplemental action, and then used whenever in the coming posts for a single offensive action. However keeping the icy projectiles up requires a supplemental action as well, and both arms become unusable for bending while this is active.
•[A Cold Death] This skill requires a stomp with one foot, breaking apart the ice similar to how earthbenders break apart the ground and sending a bunch of ice chunks into the air. Then a rapid fire punching motion with both arms will follow. This skill sends a fast pace assault of ice towards an opponent made of small chunks of ice that do mostly blunt damage, but can also scrape and cut apart a target. Upon contact these pieces of ice don't usually break, but rather seem to intend to shove an opponent backwards and push them off of their footing. A few dozen of these can be launched at once, but this skill takes both offensive actions in a post and require a lot of ice to be created before it's uses.
▰ ▰ ▰ STAGE FOUR If precision was made to seem more important for the above stages, where hitting an opponent once would usually seal the deal, this stage is all about annihilation and pure destruction.
•[Formation IV] For the last level of formation a veritable lake can be converted into ice, creeping out from where the user makes contact with it, and spreading out over a dozen or so seconds. This ice is highly manipulatable within 20 feet of the bender, taking whatever shapes they make for a single action depending on what it is used for. This is the ultimate level of freestyle bending afforded only to Master benders. Previous iterations of Formation effects are still useable at this level as well.
•[Shatter] This skill allows the user to make an ice attack, or even just ambient ice shatter suddenly, scattering icy needles in a 30ft radius around it's position. Common usage is to cause an ice projectile to explode right after it's made contact with someone, or just before it hits a defense to destroy it and send more spikes and needles at the target where possible. Even lower rank skills can be turned into very deadly ones with the use of this skill, though it does take an offensive action to use on it's own.
•[1000 Crystals] This final skill is done by freezing a large some of water into separate needles, and then causing them all to levitate. The needles will then, at the will of the bender and movement of their arms, begin to rain down on a target. This sustained assault rends and tears through barriers of lower ranks easily, but this requires a huge sum of water to be used effectively. The assault can be maintained so long as there is water and the user's Chi holds, but normally after one post of carving away and an equally ranked defense the needles are shattered and turned back into water, which must then be collected and frozen again.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Fri May 22, 2020 3:39 pm
[ THE MOUNTAINS SWANSONG ] ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
▰ ▰ ▰ STAGE ONE
•[Technique Name]
▰ ▰ ▰ STAGE TWO
•[Technique Name]
▰ ▰ ▰ STAGE THREE
•[Technique Name] ▰ ▰ ▰ STAGE FOUR •[Technique Name]
|
 |
 |
|
|
|
___youwillknownihilism Captain
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu May 28, 2020 7:36 pm
[ Sun Warrior (Marama's) Style] ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Ages ago when man was first learning from the dragons to bend fire, the true meaning of fire was imparted. This style of bending was developed during the height of the Sun Warrior civilization though it found itself being improved upon even after their collapse. While their numbers have since dwindled, the true meaning of fire and how to utilize it is still passed down to this day among those who remain. Fluidity and control guide this style, and are emphasized during training. Before leaving her home Marama had learned all there is to know about her people's fighting art through tireless effort.
▰ ▰ ▰ STAGE ONE Stage One focuses on the basics of fire bending, creating and controlling fire in a manner which is calm but with purpose. The novice learner is taught that fire is life, and it must be guided lest it rage out of control.
•Fuel While all bending relies on the ability to use one's own chi to manipulate an element, firebending is unique in that its element can be made manifest with chi. While easy to learn this is difficult to master. Learning this in philosophy and practice is the first step to firebending with a calm clear heart. Upon learning Fuel one is able to freestyle bend with fire. With mastery of stage one of this style, a bender can learn to stop the spread of fire by allowing it to consume their own chi rather than burning a material.
•Flow Unlike other styles of firebending, those of the Sun Warrior tribe focus on a more fluid style of fighting reminiscent of dragons. Flow is the ability to move fire in a more fluid fashion. By constantly supplying ones chi, it allows the practitioner to contain and guide a flame. Most commonly this is used during the Ceremony of Judgement to form a hoop of fire from the Eternal Flame. Though it can also be used for creations such as walls, and other basic shapes. One common application is short fire daggers.
•Extinguish The practitioners learns to utilize their chi in such a way as to extinguish an incoming fire attack. By moving their arms in circular motion they intercept and then extinguish the flames. This ability only works against free flying fire and costs the same as the technique being extinguished. [Can not be used against specialized firebending]
▰ ▰ ▰ STAGE TWO As one progresses from a novice to an adept in the art of firebending they expand upon the basics, finding more specialized uses for them and overall learning to more effectively utilize positive jing. At this stage in their journey the learner is taught to refine their control and fluid motions.
•Flow Stage Two Expanding upon the continuous supply of energy to fire this technique goes beyond a stable flow such as a hoop or wall. The bender learns to compress their flow, thus allowing them extend the range of their controlled fire but at the same time one also learns to be more flexible, thus allowing for the creation of things like a whip made of fire. Interestingly this fire has a light tactile sensation to it, allowing those who are hit with it to feel a physical sting on top of the heat. Though note that physical objects can still easily pass through the fire.
•Fire-stepping Utilizing short controlled bursts of fire from the feet, the firebender is capable of sudden bursts of rapid movement. Only through proper control and the determination to make quick decisions can this be used effectively. Upon mastering Stage Three this can even been used to scale walls if one learns to properly angle their bursts.
•Blazing Rotation Utilizing the control learned in previous training sessions and techniques, the bender will concentrate their chi while rotating their body before reaching out with an arm slice or kick to direct a thin arcing wave of fire. While nimble and covering a larger area along an axis, this attack is more so to catch a flighty opponent rather than set anything on fire. However it is important to learn as it imparts the basics of the more fluid combat style of the Sun Warriors.
•Fire Dart A precision ability, the firebender executes a light jabbing motion with outstretched fingers to release a dart of fire. It is controlled, precise, and fully capable of lighting things on fire and causing burns. As such it is taught with a focus on knowing what is behind ones target and that it is to be used only when one intends harm.
▰ ▰ ▰ STAGE THREE As one becomes an expert they learn to fight fluidly as if they have become a dragon. This is realized in the form of the Dancing Dragon, but beyond that they continue to advance and learn in the core concepts of Sun Warrior philosophy. In the past this was the height of training in Sun Warrior culture. Upon mastering the Dancing Dragon, the learner would go before the masters and present themselves for judgement.
•Dancing Dragon [Passive] Less of a singular move but more of a style of movements which can be strung together in a fluid motion that mimics the original firebenders. Featuring low kicks, high hand strikes, and double fist strikes as the physical foundation upon which one extends their fire from. Learning this fighting style allows one to incorporate it into their firebending and it can be used with all levels of techniques. By doing so the practitioner becomes more fluid and controlled, allowing them to maintain a more persistent offense. Reduces firebending freestyle cost by 5 chi points.
•Flame Redirection Expanding upon flow the bender uses circular motions like spins while utilizing their chi to guide fire onto a new path. This move was developed to be defensive in nature but typically only works against free flying fire. It will not work against firebending which is continuous or under active control of another unless the practitioner is stronger (a higher rank) than their opponent. This costs the same as the incoming technique to use, and the redirected attack becomes one rank weaker. [Does not work against specialized forms of firebending]
•Fire Pinwheel By taking what one has learned of Fuel, Flow Stage Two, and Redirection, the firebender is capable of creating a whirling cartwheeling ball of fire which moves through the air while being somewhat guided by ones own chi. This means that it is capable of altering its course gradually over time and distance.
▰ ▰ ▰ STAGE FOUR The new pinnacle of this style, informed by an exchange of ideas between the Sun Warriors and the Dragon of the West in his twilight years. It is the culmination of a people's philosophy and the experience of a legendary man. Usage of ones own chi is maximized to its full potential, and with the study of control mastered the practitioner touches the peak of firebending's normal limits.
•Breath of Fire True firebending stems not from muscles or brute strength, but from the breath. By mastering control over ones breath and their fire, it is possible to breath fire with minimal movement, often taking opponents by surprise. This ability can create a wide breath of flame to hit multiple opponents or constricted to a denser more contained attack.
•Energy Reading By engulfing ones palms with a controlled flame to act as a guide, it is possible to read another person's chi with careful study. Holding out your hands over their body and moving slowly over it, the pathways of their chi can be felt and their status interpreted.
•Lightning Bolt By arcing their arms in circular motions, the firebender is able to charge up a powerful electrical bolt. This is a very powerful move and is able to kill almost in one shot, though that immense power requires expert control and skill, or it can turn against the user. If the practitioner is indecisive, or lacking in control the skill can and will backfire. If the practitioner has either not completed their training, or is an emotional state leading to confusion and/or indecision roll a die. On odds the attack backfires, on even it works as normal.
|
 |
 |
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|