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Rocket Punches

Dapper Hunter

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PostPosted: Mon Apr 23, 2018 12:34 pm
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▰ Taijutsu:
Taijutsu! The power of youth!
Physical arts mastered through tempered hard work, determination, and sweat. Most users of Taijutsu are physically fit, but there are shinobi capable of using their odd shapes and forms to better their Taijutsu game.

Below is a listing of Taijutsu Styles you are able to learn within our fine guild, Shinobi Revolutions!
Just remember that your main and sub-class dictate how many Taijutsu Styles you are able to learn, so go check to see what that number is!


▰ Stages:
Unlike Ninjutsu and Genjutsu, Taijutsu techniques are separated by [ Stages ].
Simply put: a Stage is a limitation placed on one or more techniques to prevent someone from learning high-end Taijutsu before the lower ones.
Those who wish to learn a Taijutsu Style start at the very first stage (stage one) and proceed by learning all techniques within that set stage.
After doing so, they are able to move up to the next stage, which- as one would think -contains stronger techniques to learn.
Stage One is E-Rank, Stage Two is D-Rank, Stage Three is C-Rank, Stage Four is B-Rank, Stage Five is A-Rank, and Stage Six is S-Rank.

• Body-Rank learning restrictions apply to Taijutsu as they do any other jutsu.


▰ Variations:
Bukijutsu techniques come in three variations: simple, complex, and spiritual.
This is the Bukijutsu and Taijutsu Equivalent of counterbalancing (相殺, Sōsai)
• Simple: Taijutsu techniques that require Stamina to perform. Considered universally weaker than Complex and Spiritual techniques of the same rank.
• Simple Techniques are treated as [1-Rank] Weaker when against Complex Techniques.
• Simple Techniques are treated as [2-Rank] Weaker when against Spiritual or Ninjutsu Techniques.
• Complex: Taijutsu techniques that require Stamina and Chakra.
• Complex Techniques are treated as [1-Rank] Stronger when against Simple Techniques.
• All Complex Techniques are treated as [1-Rank] Weaker in collisions with Spiritual or Ninjutsu Techniques
• Spiritual: Taijutsu techniques that require only Chakra to perform.
• Spiritual Techniques are treated as [1-Rank] Stronger when against Complex Techniques.
• Spiritual Techniques are treated as [2-Rank] Stronger when against Simple Techniques.
• All Ninjutsu is treated as [Spiritual] for the purpose of interactions.


Stats:
Stats are small bonuses given out by Taijutsu and Bukijutsu Styles to increase either strength, speed, agility, or endurance. For mastering the third stage of a style [1] stat point is granted and mastering the sixth stage offers another point for a total of [2] stat points that can be freely allocated to any stat(s) of your choosing. Techniques can also temporarily boost your stats according to their description (consult the temporary stat boosts section of the stat system). More information can be found here.

▰ Types:
Aside from Simple and Complex, some Styles have other types which have particular effects and learning guides. More commonly, these additional types will be explained in the style itself, however there are a few that may not:
Practice techniques are learned as if Simple techniques of the same rank.
Training techniques are learned as if Complex techniques of the same rank.
• Once a Practice or Training technique has been learned, it becomes a passive bonus for the practitioner.


Quote:
▰ Cost of Techniques:
Chakra is needed to perform ninjutsu, genjutsu, bloodline techniques, and complex taijutsu and bukijutsu. Below is a simple chart that displays those chakra costs:
▱▰▱Rank E [ 5 ] chakra.
▱▰▱Rank D [ 10 ] chakra.
▱▰▱Rank C [ 20 ] chakra.
▱▰▱Rank B [ 40 ] chakra.
▱▰▱Rank A [ 80 ] chakra.
▱▰▱Rank S [ 160 ] chakra.
▱▰▱Rank S+ [ 320 ] chakra.


▰ Simple Techniques:
Stamina is needed to perform attacks such as physical ("simple") taijutsu and bukijutsu. Below is a simple chart that displays the stamina cost of such techniques.

▱▰▱Rank E [ 5 ] stamina.
▱▰▱Rank D [ 10 ] stamina.
▱▰▱Rank C [ 20 ] stamina.
▱▰▱Rank B [ 40 ] stamina.
▱▰▱Rank A [ 80 ] stamina.
▱▰▱Rank S [ 160 ] stamina.
▱▰▱Rank S+ [ 320 ] stamina.


▰ Complex Techniques:
Complex techniques cost both stamina and chakra to perform, and beat simple techniques of the same rank. Below is a simple chart that displays the costs.
▱▰▱Rank E [ 5 ] chakra OR [ 5 ] stamina.
▱▰▱Rank D [ 5 ] chakra and [ 5 ] stamina.
▱▰▱Rank C [ 10 ] chakra and [ 10 ] stamina.
▱▰▱Rank B [ 20 ] chakra and [ 20 ] stamina.
▱▰▱Rank A [ 40 ] chakra and [ 40 ] stamina.
▱▰▱Rank S [ 80 ] chakra and [ 80 ] stamina.
▱▰▱Rank S+ [ 160 ] chakra and [ 160 ] stamina.


▰ Spiritual Techniques:
Chakra is needed to perform special Taijutsu and Bukijutsu technqiues, called spiritual techniques. Spiritual techniques beat simple and complex techniques of the same rank. When interacting with physical techniques, Ninjutsu is treated as a spiritual technique. Below is a simple chart that displays the chakra cost of such techniques.

▱▰▱Rank E [ 5 ] chakra.
▱▰▱Rank D [ 10 ] chakra.
▱▰▱Rank C [ 20 ] chakra.
▱▰▱Rank B [ 40 ] chakra.
▱▰▱Rank A [ 80 ] chakra.
▱▰▱Rank S [ 160 ] chakra.
▱▰▱Rank S+ [ 320 ] chakra.
 
PostPosted: Mon Apr 23, 2018 12:35 pm
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                        ▰ Description:
                        A taijutsu style belonging to the village of Konohagakure. It's techniques were assembled by several bodies of taijutsu specialists with the intent of driving an opponent into the ground, breaking them apart as fiercely as possible. The technique's foundation is built on strong, debilitating kicks and fearsome punches.

                        ▰ Notes:


                        ▰ Style Creation Credits:
                        • Kondo Kaicho


Stage One


                        Dynamic Entry | Rank X | Simple
                        A flying roundhouse kick directed at the enemies torso. This technique knocks the breath from a foe and sends them flying 5 feet per rank of the technique.

                        Dynamic Action | Rank X | Simple
                        The user launches themselves at the opponent and strikes them with two basic combat attacks. Both strikes are paid for in their respective reserves while both only cost the activation of this single technique. On impact, the opponent suffers a [1] point decrease in agility for the remainder of the fight.

                        Tackle Charge | Rank X | Simple
                        A Taijutsu technique where the user shoulder charges their enemy. On impact, the opponent suffers a [1] point decrease in endurance for the remainder of the fight.


Stage Two


                        Peregrine Falcon Drop | Rank X | Simple
                        The attacker grabs a falling opponent by their ankles, wraps their legs around the opponent's waist, and drives them head first into the ground. If successful, the opponent is unable to mold chakra their following post at the rank the technique was executed. The Substitution Technique cannot be used to escape this technique if the victim has a lower body rank than the user.

                        Crushing Fist | Rank X | Simple
                        A Taijutsu technique where the ninja palm strikes their enemy, hurling them away five feet per rank of the technique. For ranks E-C the target has the wind knocked from them. B-A Rank, the target's lungs are collapsed. S-S+ Rank shatter bones in the target and deliver all of the lower ranks effects. For each rank of the technique, the opponent's agility is reduced by [1] point. This debuff lasts the remainder of the fight.

                        Leaf Spinning Wind | Rank X | Simple
                        A dropping action that places the user beneath the opponent by supporting themselves on all fours with their back to the earth. From this position the user launches a powerful straight kick into the target's chin or chest, sending them flying skyward five feet per rank of the technique. If used to dodge an opponent's physical technique, this technique gains a [1] point increase to speed.

                        Leaf Great Whirlwind | Rank X | Simple
                        A powerful leap forward, using the extra momentum to perform a powerful spinning kick. This kick can be directed at the opponent's legs to put them flat on their backs. Their center to send them flying five feet per rank of the technique. Upon contact, a whirlwind that blows anything five feet around the point of impact back an additional ten feet.

                        Painful Sky Leg | Rank D | Simple
                        The user lifts their leg into the air, slamming it down beneath them. Impacting the earth, this technique shatters the ground within fifteen feet of the user, creating an unstable footing within that area to all except the user who is practiced in such areas. All opponents within range of the shattered earth have a [1] point decrease in speed and agility. while inside the radius.


Stage Three


                        Leaf Shadow Dance | Rank C | Simple
                        While the opponent is airborne, the user creates a body flicker speed action that places them behind the target. This leaves the user in a prime position for an unguarded attack, nullifying any agility bonuses for the attack following this motion.

                        Leaf Herculean Whirlwind | Rank X | Simple
                        A Taijutsu technique where the user spins rapidly and delivers a powerful, spinning, heel kick, blasting their opponent back. This technique is able to disarm an opponent of a body rank at or below the technique's use.

                        Knee Strike | Rank X | Simple
                        A Taijutsu technique where the ninja braces against the ground and drives a powerful knee into their enemy, hurling them away. The impact of this technique knocks the breath out of the target, making them sluggish, suffering a [1] point decrease in speed per rank of the technique.

                        Pressure Palm | Rank X | Simple
                        This is a Taijutsu technique where the ninja drives their fist or open palm downward. The user strikes the target, gaining a [1] point increase in strength for the attack per rank. If the user is on the ground or already beneath the user the user gains an additional [1] point increase per rank.


Stage Four


                        Leaf Violent Wind | Rank X | Simple
                        The user performs a sweeping kick at the target's legs. This action not only brings them horizontally off the ground but sends them flying five feet per rank of the technique. Should the opponent crash into any solid object during their flight, their bodies suffer a [1] point decrease in endurance the remainder of the fight for each rank of the technique.

                        Rising Impact Palm | Rank B | Simple
                        Grasping the opponent, the user lifts them up by the throat or collar with one hand. With their free hand the user delivers an open-palmed strike into their sternum. This strike knocks the breath from the target, reducing their activations the following post by one while delivering a [2] point decrease in endurance their next post. Requires two post cool down.

                        Lion Combo | Rank X | Simple
                        A Taijutsu technique used in combination with the Leaf Shadow Dance. Four separate blows are delivered: a roundhouse kick, followed by a powerful backhand blow, followed by a driving blow to propel them towards the ground faster, and finishing with a hard-hitting axe kick into the ground, reinforcing the blow. If the first strike of this technique lands, the remainder will be unavoidable. Each of these strikes are executed with basic combat at the rank of this technique and paid in chakra/stamina separately per strike while consuming both of the user's offensive activations. This combination has a three post cool down.


Stage Five


                        Leaf Thunder Fist | Rank A | Complex
                        The user will spin to gain momentum while in the air consuming an activation as they receive a [2] point increase in strength and speed. As they near their target below they deliver a powerful strike into the opponent using the momentum they had built. When an opponent is impacted by this technique, they are completely devastated. The target is paralyzed their next post and left barely conscious. Requires three post cool down.

                        Brusing Sky Leg | Rank A | Complex
                        This technique utilizes the user‘s fine chakra control and monstrous strength. Raising their leg and driving it into the ground, the user releases a blast of chakra at the instant of impact. This release of chakra combined with their power devastates the earth within fifty feet of the user, causing the earth to churn and be broken into shards and destroying any structure within its radius. The uneven footing causes anyone within the area to suffer a [2] point decrease to speed and agility. The user is exempt from this drawback as they have trained to fight under such conditions.


Stage Six


                        Cherry Blossom Impact | Rank S+ | Spiritual
                        This technique utilizes the user‘s fine chakra control. The user will first build up a high amount of chakra to a striking body part, and then release it in an instant, increasing strength exponentially at the moment of impact. Strikes that impact solid structures cause them to crack and crumble upon contact. This technique gives the user bonuses to strength equal to their strength increases. Once activated this jutsu lasts for eight [8] posts and is treated as supplementary.

                        Raising Drop | Rank S | Simple
                        This technique utilizes the user's optimal strength for a barrage of painful combinations. The user performs a low sweeping kick, transitioning into a backflip that allows the user's heel to strike upward into the opponent's body. Should this opening be unblocked the remainder of the attack is ensured to strike. Following this opening, the user leaps into the air, pressing their shin into the target's chin with a powerful rising kick. This combination ensures the opponent is airborne for the remainder of the technique. To complete the combination the user may launch an additional kick skyward, sending the target flying or perform a heel drop upon their head and drive them into the earth. Target's who are sent flying suffer a [2] point decrease in endurance for the remainder of the fight while opponents who are knocked into the earth are knocked unconscious after suffering a concussion, allowing the user to either greatly hinder an opponent or end the fight altogether.
 

Rocket Punches

Dapper Hunter

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Rocket Punches

Dapper Hunter

2,775 Points
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PostPosted: Mon Apr 23, 2018 12:39 pm
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                        ▰ Description:
                        Small circle combatives is a form of martial art that originated in the land of wind. The founder of the style created the art with explosive circular motions that were more subtle than it's predecessors.

                        ▰ Notes:


                        ▰ Style Creation Credits:
                        • Kondo Kaicho


Stage One

                        Gliding Step | Rank X | Simple
                        The basic stance of the style which requires the user stand with their feet wide spread, similar to a horse stance with their center of gravity low, their hands raised in knife hand like forms. Techniques executed from this stance receive a [1] point increase to agility for the duration of the technique. In addition, should the user be in this stance when the target attempts a physical blow, the user may shift their position, pivoting around the target to resume the same stance. This action costs stamina in the amount of the technique dodged in this manner but requires no activation.

                        Half Circle Chop | Rank X | Simple
                        This technique becomes effective when the target is unable to avoid their opponent's actions. As a physical attack or projectile attack approaches the user, they hold their hands up before the attack. With a swift wrist turn, the user performs a chopping motion of a single hand. This action redirects the attack in the direction of the action the user performed.

                        Downward Circle | Rank X | Simple
                        The user turns their body as they step forward, throwing their weight into their next strike. Using the knife hand fist of the style, the user strikes downward on the target's upper torso, aiming at the shoulders. If used above the target's body rank, this technique has the ability to dislocate the opponent's shoulders which renders their arms useless until an activation is spent along with the stamina paid for this technique to pop them back into place.


Stage Two

                        Full Circle Counter | Rank X | Complex
                        The user holds both their arms extended fully to both sides as an incoming ninjutsu attack approaches. Gathering chakra in both hands as they bring one arm up and one arm down they concentrate the chakra in a spiraling motion in their center. As the ninjutsu impacts the chakra spiral, it is sent flying back in the direction it originated.

                        Snapping Rotation | E-A | Simple
                        A counter to an opponents physical attack. The user grabs their approaching limb with a single hand. The user then rotates their hand rapidly in the opposite direction that the target's limb can bend, causing the limb extreme pains and stress fractures between E-C Rank and between B-A rank, the limb is snapped.


Stage Three

                        Circle Over | X Rank | Simple
                        The user performs a front flip, clearing the target as they perform the flip. As they finish their rotation for the flip, the user delivers a swift kick that knocks the target in the opposite direction. This technique can be used for the user's defensive activation, allowing a simultaneous evasion and offensive action.

                        Rotation of Forces | Rank C | Spiritual
                        The user expels chakra from their body that quickly swirls around them in the direction of their choosing. This rotating current of chakra throws those who come within a twenty-foot radius of the user into the current and off of their feet. This may be resisted by paying chakra equal to the rank of this technique. This current lasts for a total of four posts.


Stage Four

                        Reaping Circle | Rank B | Simple
                        The user squats low to the ground ( using gliding step stance works as well ) and extends both arms out to their sides while moving their nearest hand to the opponent's leg. The user reaps their leg, pulling them from the ground. At the same time, the opposite hand sends a burst of chakra from it as it crosses over the target to spin them like a pin-wheel. If un-evaded or defended, the target is stripped of a single activation their following post.

                        Piercing Rotation | Rank X | Complex
                        The user channels their chakra into their limb as it rotates and spins rapidly around it. The user then strikes the target with the limb. The infused chakra causes the opponent to spin rapidly and carries them five feet per rank of the technique. If paired with another technique that rotates, the added effects and stat increases of the other technique are mirrored on this technique.


Stage Five

                        Circle Carry | Rank A | Simple
                        The user ducks beneath the target's center of gravity, using their own shoulders to lift the target from the ground, scooping them up and dropping them directly before the user on the ground. If the target does not evade or block this action, their available stamina and chakra is reduced by half for the next two posts.

                        Cleaving Circles | Rank X | Complex
                        The user rotates both arms rapidly, mimicking a windmill like motion while holding their hands in a knife hand position. The user's chakra infused motions rotate so quickly that the user is able to cleave through barriers and other techniques by paying the cost of the technique being interacted with for no additional activation. This cost is separate from the cost of this technique's execution, allowing them to continue their assault as though they were uninterrupted.


Stage Six

                        Rotate and Lock | Rank X | Simple
                        The user uses an open hand to catch an opponent's incoming physical attack using their upper body ( punches, weapon strikes, ect. ). As the opponent comes within range, the user steps to the outside of the target's body, grasping their arm. With their opposite hand they deliver a swift chopping strike to the target's shoulder, impacting it with great force. After delivering the strike, the user leaves the chopping hand in place, applying pressure to lock the target in place. The target is able to break this lock by paying the cost of the technique plus one rank of stamina per [2] point difference in strength between user and target. If the difference in strength is less than a full rank, the cost is rounded down.

                        Small Circle Principle | Rank S | Training
                        The user has learned to utilize their physical arts with mimimal effort while obtaining equal results. Simple techniques require 5 less stamina per rank of the technique. This training may not be layered with other training that gives reductions of this manner.
 
PostPosted: Mon Apr 23, 2018 12:41 pm
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                        ▰ Description:
                        The Flowing Arts is a martial art that is practiced widely in the water country and neighboring lands. Its elegant and deadly flow of offense and defense make's its practitioners widely feared.

                        ▰ Notes:


                        ▰ Style Creation Credits:
                        • Kondo Kaicho


Stage One

                        Fluid Stance | Rank X | Stance
                        The user stands with their dominant side facing forward, their front leg extended with their weight on their back leg with the knee bent. The user's arms are raised up, covering their upper torso and face from blows. Techniques and basic combat attacks executed from this stance gain a [1] point increase to agility per rank of the stance applied. This technique requires an activation to enter the stance, but once entered it can be returned to for no activation after the user of an attack.

                        Shifting Tide | Rank X | Complex
                        A simple maneuver involving a quick step infused with chakra to avoid an attack by shifting one's weight at an incredibly fast pace. For each rank of the technique, the user gains a [1] point increase in agility as well as a [1] point increase to speed for the next offensive action taken.

                        Crashing Wave | Rank X | Simple
                        A fluid, single jab or hook punch that is drawn back immediately. If this skill is used as the next action after avoiding an attack, the opponent loses a [1] point amount in agility when trying to avoid the attack per rank of the technique.


Stage Two

                        Undertow | Rank D | Training
                        This training focuses on using movement when you attack, carrying that much more force. After this skill is trained, any attack that follows a dodge or evasive technique is treated as a counterattack, and the user's total bonus to agility can be attributed to the strength of the next attack. When this ability is performed it cannot be used the following post.

                        Riptide Movement | Rank X | Complex
                        The user channels chakra into their feet, allowing them to perform a single movement at a rapid speed by releasing the compressed chakra from their soles. This skill provides a [1] point boost to speed per rank of the technique as well as covering or retreating a distance of five feet per rank.


Stage Three

                        Crashing Tide | Rank X | Complex
                        The user strikes at the foe from a defensive posture, targeting their face. A burst of chakra surges through the user and enhances their strike to give it concussive results. Should the attack go undefended, the opponent is stunned their next post and loses a single activation for that post. Even if defended against, the target is blown back five feet per rank due to it's concussive nature. Each rank that the technique is executed at ignores a [1] point bonus to the opponent's agility for this attack.

                        Swelling Tide | Rank X | Simple
                        A technique that allows the user to pay the equivalent of a technique used to avoid an opponent's attack this post. By doing so, the user is able to add the agility bonuses of the action to the speed of the next offensive counter strike.


Stage Four

                        Repeating Wave | Rank B | Training
                        The user's training has focused on their agility ability to strike while avoiding harm. Once every three posts, the user may utilize an offensive technique that targets a specific part of the target's body that would disrupt their attack. This offensive attack deals damage regularly but allows the user to use their remaining activations as offensive as well.

                        Tsunami Counter | Rank X | Complex
                        A supplementary technique that infuses the user's arm with chakra as it spirals down their arm and into their hand while they perform an offensive technique. This spiraling chakra is released on impact of the parent technique, giving it the ability to disperse any chakra based technique equal to the cost paid for this technique.

                        Eroding Brine | Rank X | Complex
                        By charging chakra into the coiled muscles before a strike, somewhat like A Strong Current, the user can deliver a more powerful blow. The concussive force is focused more on the impact zone instead of being more general, and is generally geared towards breaking bones or delivering final attacks. Counts as a supplementary action, best used just before a strike is released. This skill is not limited to the arms, and can be focused in the legs as well.


Stage Five

                        Tsunami Striking | Rank X | Complex
                        An advanced, alternate form of Tsunami Counter The user applies their swirling chakra to their entire body which causes a rotating aura of chakra around the entire body of the user. This chakra rotates and deflects both physical and chakra based attacks away from the user. Should the user strike an incoming chakra based attack, the effects of whatever technique was launched at the user are drawn in and absorbed by the Tsunami Strike, allowing the user to strike the target with a physical strike augmented with their own technique.

                        Downpour | Rank X | Simple
                        An offensive series of rapid and seemingly random set of five strikes that use both punches and kicks. During the execution of this technique, the user's agility are added to the user's speed modifiers. If the user's speed is higher than the opponent's agility, these attack appear as little more than a blur of motions.


Stage Six

                        Tsunami Barrage | Rank S | Complex
                        The user's ultimate counter to physical attacks. While the opponent launches a physical attack to include basic combat methods, the user catches the attacking force and uses a retreating action to pull the target off balance. Should the user successfully grasp the target, the remainder of this counter is assured to strike. The user loads their free hand with an intense amount of chakra, aiming to strike through a target with all their might, giving their agility bonuses to their strength modifiers for this single technique. Following this attack, the user is unable to utilize the ability in techniques that add agility modifiers to other attributes for three posts due to the fatigue that follows.
 

Rocket Punches

Dapper Hunter

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Rocket Punches

Dapper Hunter

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PostPosted: Mon Apr 23, 2018 12:43 pm
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                        ▰ Description:
                        Kyotoryuu, an unarmed fighting style designed through generations of warriors who strongly believed the body was as sharp as any sword to be wielded. Through many failures and successes, the Kyotouryuu became exactly what they wanted of it, and more. Those who master this style are said to be plenty capable of holding their own against any armed or unarmed enemy to be encountered. Fearless, powerful, and efficient, practitioners essentially became the embodiment of fleshly swords waiting to be given a reason to direct their honed blades at any given foe. Often, they refer to themselves as a Kyotouryuu or a Swordless Swordsman. The art's roots come from deep within Zaishin, the capital of the Land of Iron.

                        ▰ Notes:
                        • Practitioners are able to use basic combat physical strikes with knife hands, changing their blunt damage causing attacks to inflict damage akin to bladed weapons.


                        ▰ Style Creation Credits:
                        • Kondo Kaicho
                        • Regalina Kaicho


Stage One

                        First Stance: Lilly of the Valley | Rank X | Simple
                        The primary offensive stance of Kyotouryuu is prepared with the user's left foot forward and pointed ahead, their right foot to the rear and angled sideways, the right hand forward with the palm facing ahead, and their left hand at the side but also directing the open palm forward. Any Kyotouryuu technique delivered from this stance is considered capable of inflicting wounds comparable to that of a sword after countless hours hardening their hands. Basic combat strikes retain cutting and stabbing capabilities from this stance when active. Swinging strikes can cut into flesh and thrusting strikes can impale or pierce. For each rank of the technique, the user's strength is increased by [1] point. This stance requires a single activation to enter, however, if a technique is executed from this stance, the user may return to it for no additional cost.

                        Orchid | Rank X | Complex
                        The Kyotouryuu jumps into the air to close distance on the opponent. With a burst of chakra prepared while jumping, they can redirect themselves on the way back down to the ground. This allows them to either tenaciously seek out the enemy to land their attack or simply evade an oncoming counterattack. The burst of chakra can propel the user up to five feet per rank of the technique in whatever direction they want, allowing for seemingly impossible aerial maneuvers. Once every three posts, this technique can be used in conjunction with an offensive technique for no activation cost.


Stage Two

                        Magnolia | Rank X | Simple
                        A feinting kick attack of the Kyotouryuu which produces powerful gusts capable of pushing and throwing objects or people that are up to the body rank of the target. The direction of the produced wind follows the direction of the kick and will throw anyone/anything caught in its 5 ft range surrounding the user flying for ten feet per rank of the technique.

                        Bell-Flower | Rank X | Simple
                        The user reaches out as an opponent attacks and catches the oncoming strike by the enemy's hand/foot by paying the cost of the technique being countered. With a timely exertion of their strength and effective use of the enemy's momentum as well as advantageous leverage, the Kyotouryuu practitioner throws the enemy around or over their self. If the target's Strength is not superior to the user's, this technique is unblocked. For an additional activation, the user may pin the target to the ground with a basic combat submission that is equal to the target's body rank. The target must pay stamina equal to the cost of the applied stamina in addition to a rank of stamina per [2] point difference in strength favoring the user.

                        Peony | Rank X | Complex
                        A powerful rising kick with the leg swung straight out, leaving the other leg at an obtuse angle from the ground. Generates a gust powerful enough to deflect those advancing upon them as well as ninjutsu or projectiles at or below its rank in strength and potency. Opponents directly impacted by the kick are flung into the air five feet per rank of the technique. This technique gains a [1] point
                        increase in strength per rank of the technique.


Stage Three

                        Second Stance - Daffodil | Rank X | Simple
                        The primary defensive stance of Kyotouryuu is prepared when the user's left foot is positioned ahead of themselves with the right about one foot behind the left foot; their arms are poised at their sides, bent at the elbows with open palms facing upward. The user gains a [1] point increase in agility -or- endurance when defending from this stance per rank of the technique. This stance requires a single activation to enter, however if a technique is executed from this stance, the user may return to it for no additional cost.

                        Poppy | Rank X | Simple
                        An upward palm strike executed with such precise strength that it will send any opponent(s) within ten feet of themselves five feet per rank of the technique into the air due to the blast of air pressure following the blow. The attack itself is executed so quickly that an intangible afterimage finishes its execution, reducing the target's agility for the next attack [1] point per rank of this technique. This technique is often used defensively, allowing the user to counter attacks.

                        Patrinia | Rank X | Simple
                        A Kyotouryu disarmament technique executed by striking the broad side of a wielded weapon, or the wielding arm/hand itself. The strike from this particular attack sends vibrations through the weapon to the wielding hand and through their arm, numbing the entire limb into an uncontrollably relaxed state. This forces the opponent to release their weapon and prevents them from using that limb for any actions for two following posts. If a weapon was held by both hands at the time, then both hands will be affected. This technique must be executed at the target's body rank.


Stage Four

                        Third Stance- Iris | Rank X | Simple
                        This movement-focused stance of Kyotouryuu is prepared by getting into a "race start" position (either with your fingers or the bottoms of your hands on the ground). Once done the user may rush forward at any angle, leaving behind an intangible afterimage in their place as a feint while moving at a [1] point increased speed per rank while reducing their agility the following post by [1] point per rank. If the conjoining attack is of the Kyotoryuu style, there is no activation paid.

                        Violet | Rank B | Simple
                        The Kyotouryuu user simultaneously slams both of their knife hands into the torso of their opponent, unleashing a powerful and focused shock wave directly through the enemy's body. The resulting damage causes bloody blistering of the flesh inches around the struck that explode from the back of the user as well. The opponent is thrown twenty feet away from the user after being struck. This technique reduces the target's agility to zero for two posts.

                        Scattered Blossoms | Rank X | Simple
                        The Kyotoryuu delivers a powerful ax kick while above the target as they fall to earth. This ax kick carries the user's dangerous ability to slice with their taijutsu. The ax kick slices through its target with ease while delivering such a concussive blast that it sends the target plummeting into the earth. The sheer impact creates a cater five feet in width per rank of the technique, measuring half as deep.


Stage Five

                        Dandelion | Rank A | Simple
                        A thrusting technique comprible to Chidori's piercing power. This technique is a knife handed thrust that pierces through flesh and steel alike, ignoring armor tiered defenses and treating ninjutsu armors as one rank lower. This technique gains a [2] point increase in strength.

                        Falling Blossoms, Scattered Leaves | Rank X | Complex
                        The user focuses their chakra into their hands performing a dual handed strike against the enemy's torso in an X shaped attack. If unblocked or evaded, the opponent's chakra network is scrambled, forcing them to use no spiritual, complex, or chakra based techniques above the rank of this technique for three posts per rank of the technique. The target may break this technique's effect by paying three times the cost of this technique in chakra to jump start their chakra network.

                        Cherry Blossom | Rank X | Simple
                        Utilizing masterful levels of speed and power, the Kyotouryuu can deliver a series of fifteen powerful strikes in the time it would take them to launch a single punch. These attacks are enhanced by compressed air which carries the user's unbridled strength five feet per rank of the technique. The more energy expended for this attack, the more damage they become capable of. Should the first strike of this combination land, the remainder are guaranteed to strike. The bladed strikes of the user's hands decrease the target's endurance by [1] point per rank of the technique if successful. If used in combination with a concussive technique, that technique mirrors the stat increases of this technique.


Stage Six

                        Kyotoryuu Conditioning: Sunflower | Rank S | Training
                        As a result of intensive training geared toward defensive and evasive maneuvers, the Kyotouryuu practitioner can now effectively react to an opponent by converting their speed into an agility boost for two posts with a three post cooldown. This requires no activation or resource cost.

                        Red Blossoms with Green Willows | Rank X | Simple
                        A powerful strike directed at the opponent's body. The punch is an armor-piercing technique of the Kyotouryuu that can hit behind armor, shields, barriers, etc. without damaging the barrier that was immediately struck. However, whoever or whatever is behind the struck target will suffer damage as if they weren't protected at all. This technique requires it to be executed at the rank of the barrier or ranked technique it is bypassing and damages the opponent two ranks below that ranked technique.

                        Hachiretsu Kai | Rank S+ | Simple
                        The ultimate attack of the Kyotouryuu in which the user chains a series of seven ultra-powerful strikes in the blink of an eye, leaving no room for the opponent to counter after the first hit has been landed successfully. The user may use any combination in any sequential order of basic combat taijutsu using knife hand strikes as well as striking techniques of this style. This offensive combination requires the user consume both offensive activations and pay the combined resource cost of all the combined techniques. The effects of each technique are combined collaboratively, destroying the target physically.
 
PostPosted: Mon Apr 23, 2018 12:44 pm
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                        ▰ Description:
                        This style of taijutsu was created with the intent of using all available limbs and parts of the body for combat, including knuckles, elbows and knees.

                        ▰ Notes:


                        ▰ Style Creation Credits:
                        • Kondo Kaicho


Stage One

                        Penetrating Kick | Rank X | Simple
                        The user lifts their knee to their chest, extending the heel first in a straight kick. The impact of the kick reduces endurance on the target by [1] point per rank for four posts.

                        Elbow Hook | Rank E | Simple
                        The user delivers a solid downward or backward elbow strike. This technique gains a [1] point increase to strength per rank of the technique. Opponent's stricken by this suffer stage one paralysis upon the effected limb.


Stage Two

                        Piercing Knee Strike
                        Rank: X Simple
                        Description: Grasping the target behind the neck,the user brings up his knee in order to deliver a swift knee while lunging into the target's abdomen. Gains a [1] point increase in strength if holding the neck, if the user chooses to release the neck, sends target flying five feet per rank of the technique.

                        Rupturing Blow | Rank X | Simple
                        The user slams their fist into the target, typically aiming for the stomach as a direct hit there can wind a target. This strike reduces the opponents activations by one their following post. In addition, the user gains a [1] point increase in strength per rank of this technique.


Stage Three

                        Vice Grip | Rank X | Simple
                        The user grasps the target's torso, crushing their ribs between both arms. If successfully held, the user applies all their might to the attack, crushing the opponent in one fell attack and reducing one activation for 1 post per rank of the technique. This technique reduces the endurance of the target by a [1] point amount per rank of the technique. In addition, the user may pay the cost of a basic combat throw if unblocked. This allows the user to send the opponent to the ground after crushing them.

                        Overhand Strike | Rank X | Simple
                        A mighty, superman style punch that impacts targets with a heavy concussive force. For each rank of the technique, the user gains a [1] point increase to strength but suffers a [1] point decrease to speed. The target is knocked backward five feet per rank. If the target impacts a barrier or wall before extending the full length of the knockback, the target has an additional rank of damage applied per five feet they did not travel fully.

                        Fracture Smash | Rank X | Complex
                        The user performs a heavy roundhouse kick to the target's rib cage. This carries a [1] point increase to strength per rank of the technique. In addition, B rank and above execution fractures the ribs of the target, causing them to expend ten stamina per rank of this technique once per post for the remainder of the fight.


Stage Four

                        Morning Sun Strike | Rank X | Simple
                        The user delivers a mighty uppercut. This technique gains a [1] point increase per rank of the technique in strength. In addition, those stricken by it are elevated two feet from the ground. This technique disrupts concentration attacks and other techniques that require upkeeps if unblocked.

                        Strike and Smash | Rank X | Simple
                        A powerful two-hit combo that is capable of faking an opponent out. The user first swings forward with a roundhouse kick from the back foot. Using this momentum, the user continues his turn, bringing up either arm in order to clothesline the opponent. Counts as two different attacks when interacting with defenses. Both attacks gain a [1] point increase in speed.

                        Cranial Havoc | Rank X | Simple
                        The user delivers a powerful headbutt to the target. This strike penetrates armor of any tier. In addition, the target suffers tier one blindness. Gains a [1] point increase to strength per rank of the technique.


Stage Five

                        Double Assault | Rank A | Simple
                        The user delivers a sweeping kick at the target's legs. If unblocked this sends the target into the air, allowing the second strike to land. When the target is falling, the user performs a flip, allowing an ax kick to implant into their chest and smashing the target to the earth. The second kick gains double any strength bonuses against airborne targets.

                        Monster Toss | Rank X | Simple
                        This technique calls for the user to perform a close range grapple maneuver. The user will attempt to grab their target at the shoulder and knee. After successfully doing so, they will perform a number of circular rotations, dizzying the foe. When the user sees it fit, they will flip their prey, so their face is aiming the ground, and end the throw will one solid and brutal face slam by planting their fist against the back of the target's head. This technique gains a [1] point increase to strength per rank of the technique.


Stage Six

                        Zero Resistance Smash | Rank S | Simple
                        The user strikes with the middle knuckle of their fingers while making a fist. This initial strike is executed at a [2] point increase in speed. If unblocked, the user clenches their fist, making it whole and driving forward to allow the actual knuckles of the fist to strike. This strike removes all physical stats for endurance from the opponent as well as shattering any armor impacted by the strike An additional S Ranked amount of stamina is automatically deducted, allowing the user's strike to impact the opponent through the armor in addition to breaking it. This strike shatters bone and causes internal bleeding, bursting organs in the process. This is one of the deadliest techniques of any taijutsu. Due to its immense strain, this technique also fractures the bones of the hand it is used with unless of the Kaguya bloodline.

                        Impervious Body | Rank S | Simple
                        The user flexes their muscles, hardening their entire body through special breathing. When done, the user's stat increases to strength are transferred to their endurance. Has a cooldown of one post.
 

Rocket Punches

Dapper Hunter

2,775 Points
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Rocket Punches

Dapper Hunter

2,775 Points
  • Hygienic 200
  • Treasure Hunter 100
  • Launch Party 100
PostPosted: Mon Apr 23, 2018 12:45 pm
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                        ▰ Description:
                        The Gentle Art consists of throws, chokes, submissions and joint locks with supplementary striking techniques where allowed. It's mantra ' Minimum Effort, Maximum Efficiency' teaches that one should always use their opponents' physical actions in combination with their own to achieve the best results. It's founder taught his pupils that mutual benefit and welfare for humanity was their ultimate goal and that practitioners should personify these teachings. While these things have been lost for some schools, older lineages of the style still pass this tradition on.

                        ▰ Notes:
                        • Breaking Gripping techniques and choking techniques require the target pay not only the cost of the technique to defend, but the difference in their strength paid in ranks of stamina rounded down. ( A [2] point difference in strength requires a rank of stamina be paid. If there is less than a full [2] point difference, the technique does not require the difference for that to be paid. )
                        • Unblocked throwing techniques of this style reduce the target's endurance by [1] point per rank of the technique for the following post.


                        ▰ Style Creation Credits:
                        • Kondo Kaicho


Stage One

                        Standard Grip | Rank X | Simple
                        The user grasps the target's collar with their right hand just under the collar bone. With their left hand, they grasp the target's sleeve just below the elbow, cinching it towards their center to prevent free use of the arm. This grip is the standardized grip of the Gentle Art. Techniques executed after this grip is established negate the target's agility stat. For each rank of this technique, the user's strength is increased by [1] point.

                        Off Balancing | Rank X | Spiritual
                        As the user initiates a throwing technique, the cost of the target's body rank is reduced from the user's chakra pool automatically. This technique costs the user no additional activation. This expelling of chakra lifts the gripped target from the earth high enough to prevent them from regaining their footing without paying chakra equal in amount to prevent this action. Defending this action requires no activation from the target.

                        Single Shoulder Throw | Rank X | Simple
                        The user, after grasping the target's arm pivoting towards that arm to place the small of their back against the front of the target's torso with the user's knees bent slightly. Using the hand that is not grasping the target's arm, the user tucks it under their target's trapped arm's triceps. With the target glued to the user's back while bent over, the user explodes from their knees, torquing the target over their shoulder and slamming the target's back into the earth. If unblocked, the target's endurance is decreased by [1] point per rank of the technique.


Stage Two

                        High Grip | Rank X | Simple
                        The user grasps the target's collar with their right hand as far back on the opponent's neck that they can reach. With their left hand, they grasp the target's sleeve just below the elbow, cinching it towards their center to prevent free use of the arm. The High Grip prevents the target from standing up, keeping their balance off center and tripping forward while the user attacks. Techniques executed after this grip is established negate the target's agility stat and require the target pay an additional 5 stamina per rank of the technique they are defending that is paired with this attack. For each rank of this technique, the user's strength is increased by [1] point.

                        Fall Breaking | Rank X | Simple
                        A method for reinforcing one's body when being thrown to the ground. The user tucks their chin to their chest to prevent themselves from smashing it on the ground. In unison, the user slaps one hand on the ground upon impact while holding the opposite arm to the front of their chest. Techniques that are defended against in this manner require the technique be paid at the cost of the technique it interacts with. This does not defend against hazards, burning, shock, etc. Only blunt force applies.

                        Reaping Leg Attack | Rank X | Simple
                        The user grasps their target, stepping off to the side of their foe. The user steps side by side with the foe, straightening their closest leg to the target out and reaping it back towards them from behind the target. This action draws the opponents leg out from under them and skyward, sending them plummeting to their backs. If blocked, the user may pay only half the cost of the Shoulder Throw technique as long as they retain the grip initiated with this attack.


Stage Three


                        Kiai! | Rank X | Spiritual
                        The user focuses their chakra, releasing it in a powerful shout to display their fighting spirit. Their chakra infused shout affects five feet in every direction from the user per rank of the technique. Those within range of the technique have all stat increases reduced by [1] point per rank of the technique.

                        Cross Choke | Rank X | Simple
                        The user grasps the target's right collar with their left hand and left collar with their right, the backs of their hands facing the target as they draw both hands inward, cutting off the corroded arteries in the neck. This technique has the effects of a grip technique applied to it, however for each post the target is held with this choke, they are drained of stamina/chakra equal to the cost applied to this technique. After three posts, if the technique is not escaped, the target is rendered unconscious. If this technique is performed on an opponent on their back, the user's strength is increased by [1] point per rank of the technique.

                        Standing Arm Lock | Rank X | Simple
                        The user grasps the target's outstretched hand, twisting it toward their center. At the same time, the user moves their body to the outside of the target's arm, securing the arm against the user's abdomen and hyperextended into an arm lock. This technique has the effects of a grip technique applied to it. If not broken by the following post, the user is able to break the target's arm at the elbow. For each rank of the technique, the user gains a [1] point increase in strength.


Stage Four

                        Inner Thigh Reap | Rank X | Simple
                        Using the same entry as the Single Shoulder throw, the user instead uses their hand not gripping the arm to go around the target's head and gripping the neck with their pinched arm. Staggering off to the outside of the target's body, the user utilizes their leg closest to the target's center to reap upward against the inside of their thigh. This action may lead to a groin strike for those less forgiving. This action causes the target to be thrown to the ground as the user torques their body towards the arm around the target's neck. If undefended, the target's stamina use per post for the next three posts is capped at double.

                        Cross Lock Technique | Rank X | Simple
                        The user may enter this arm lock either independently after the opponent is thrown to the ground or by using this technique as a supplementary one after executing a throwing technique and maintaining control of the arm held by the grip. While the target is on the ground, the user grasps the arm nearest their body and pulls it out to hyperextend the limb, trapping it between their legs which are thrown over the target's torso to keep them from rolling into the user and escaping. If this technique is not escaped from by the user's following post, the user may break the arm.

                        Single Shoulder Drop Throw | Rank X | Simple
                        The user, after grasping the target's arm pivoting towards that arm to place the small of their back against the front of the target's torso. Using the hand that is not grasping the target's arm, the user tucks it under their target's trapped arm's triceps. With the target glued to the user's back while bent over, the user drops to their knees, torquing the target over their shoulder and drawing them downward towards the earth with them at a much faster pace than the standard Single Shoulder Throw. The user gains a [1] point increase to speed per rank when using this technique.


Stage Five


                        Shoulder Carry | Rank X | Simple
                        The user ducks beneath the target's center of gravity, using their own shoulders to lift the target from the ground, scooping them up and dropping them directly before the user on the ground. If the target does not evade or block this action, their available stamina and chakra is reduced by half for the next two posts. Gains a [1] point increase in strength per rank of the technique.

                        Rear Throw | Rank X | Simple
                        The user grasps the target with both hands using any of the listed grips. The user lifts a single foot into the target's abdomen and throws themselves onto their backs, using their foot to spring the target over their heads and crashing to the ground behind them. The target is thrown five feet per rank of the technique.

                        Double Sleeve Grip | Rank X | Simple
                        The user grasps the target's left sleeve with their right hand and their right sleeve in their left, cinching both arms towards their center to prevent free use of the arm. The double sleeve grip prevents the target from bringing their hands together to form hand seals. For each rank of this technique, the user's strength is increased by [1] point.


Stage Six


                        Combination Training | Rank S | Training
                        Once every three posts, the user is able to deliver a choking or locking technique for no activation when following a successful throwing technique.

                        Minimum Effort; Maximum Efficiency | Rank S | Training
                        The user's throwing techniques require 5 less stamina per rank of the technique with a minimum cost of 5 stamina.

                        Gentle Counter | Rank X | Simple
                        The user executes this technique at the rank of the target's incoming physical attack. The user grasps their limb and is able to effortlessly convert their action into any of the gripping techniques of the style that are within reason for the action. Entering the grip by use of this technique does not cost the user an activation but the cost of the grip must still be paid.
 
PostPosted: Mon Apr 23, 2018 12:46 pm
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                        ▰ Description:
                        Fissure Kicking was founded by a woman who had monstrous strength, exclusively in her legs. Despite being physically weak in her upper torso, she was quick and agile which allowed her to score combinations by the dozen at blinding speeds against her peers while keeping them off balance.

                        ▰ Notes:


                        ▰ Style Creation Credits:
                        • Kondo Kaicho


Stage One

                        Round Fissure | Rank X | Simple
                        The user controls their core, twisting their body as they deliver a round house kick to their opponent. If landing a strike on the target's head unblocked, the opponent is drained 5 stamina per rank of the technique. Gains a [1] point bonus to speed per rank of the technique.

                        Side Fissure | Rank X | Simple
                        The user coils their body while placing most of their weight onto their supporting leg. Aiming the heel and knee in alignment, the user springs outward unleashing a powerful side kick aimed for the leg, torso or head. Gains a [1] point increase to strength per rank.


Stage Two


                        White Fissure | Rank X | Simple
                        The user executes a round house kick that propels them toward the target five feet per rank. Using this motion to gain momentum, the user may deliver a striking technique at or below the rank of this technique for no additional activation.

                        Hooking Fissure | Rank X | Simple
                        The user delivers a hook kick, using the back of their heel to target the opponent's body. Opponents stricken by this technique are knocked back five feet per rank of the technique regardless of being blocked.


Stage Three


                        Upper Fissure | Rank C | Simple
                        The user has learned to perfectly balance their upper body in a manner that does not compromise their punching and melee attacks using the arms. Once every three posts, the user can combine a taijutsu or bukijutsu technique using their upper body with a kick. The user must pay both activations for these skills but the cost of the secondary attack is reduced by half.

                        Double Fissure | Rank C | Training
                        The user is able to perform a very fast 2-hit combination with any physical strikes from this style without consuming an additional activation. The second technique must be executed at or below the rank of the first.

                        Straight Fissure | Rank X | Simple
                        The user draws their knee to their chest, extending their leg outward with the intent of ramming their heel through an opponent's body. If stricken by this technique the opponent's endurance increases are negated for one post per rank of this technique.


Stage Four


                        Nerve Strike | Rank B | Complex
                        The user delivers a swift roundhouse kick to the opponent. The kick is executed at D Rank strength but recieves A rank speed. This kick, while lacking power strikes nerve clusters of the target, causing the stricken limb to cease functioning for the next post.

                        Flying Fissure | Rank X | Complex
                        Utilizing their powerful lower body, the user takes off into the air, launching their entire body towards the opponent. The impact of this strike is able to treat barrier techniques as though they were one rank lower in potency. The user is able to clear five feet per rank of the technique.


Stage Five

                        Moving Fissure | Rank A | Training
                        By using a quick twist of the hips, the user can change the momentum of a kick that has been executed in order to change it's direction completely. Doing so requires half the cost of the technique be paid and the newly directed attack gains an additional [1] point increase to speed per rank of the technique. This ability may only be used once every three posts.

                        Absorb and Redirect | Rank A | Simple
                        A tactic created for times when the opponent is too fast to dodge and to agile to strike back at. The user allows themselves to be stricken by a technique of the opponents. In unison, the user launches their own basic combat strike ( via this technique ) at A Rank. This A ranked strike harbors all the stat increases of the user's as well as the total stat increases the opponent's strike carried during its execution.

                        Triple Fissure | Rank A | Simple
                        The user delivers three basic combat kicks. Each of these kicks must be executed at the rank of this technique and the cost of each paid separately. Each of the kicks are treated as their own attack while only consuming two of the user's activations. Each of these kicks receives a [1] point increase to speed per rank of the technique.


Stage Six

                        Quaking Armor | Rank S+ | Spiritual
                        The user coats their body in chakra, maximizing either their offensive and defensive capabilities. The chakra that coats the user's body takes the form of a heavy looking armor. However, due to it's chakra nature this armor is weightless. While active, this armor defends against damage equal in chakra and potency to it's rank. All 'Fissure' techniques utilized while this armor is active create shockwaves that span in 5 feet per rank of the technique it is used in conjunction with in the direction of their execution. In addition, strength of kicking techniques is increased by [2] points for the five post duration of this technique.

                        Fissure Cannon | Rank S | Spiritual
                        The user prepares a lethal kick as they manifest an orb of chakra that is approximately one foot in width just before their foot. The kick launches the orb of chakra as it plows through objects up to one hundred feet away. This technique gains a [2] point increase in speed. In addition, this orb is able to ricochet off the first physical object it touches, smashing it to pieces while redirecting itself at another target for no additional cost.
 

Rocket Punches

Dapper Hunter

2,775 Points
  • Hygienic 200
  • Treasure Hunter 100
  • Launch Party 100

Rocket Punches

Dapper Hunter

2,775 Points
  • Hygienic 200
  • Treasure Hunter 100
  • Launch Party 100
PostPosted: Mon Apr 23, 2018 12:47 pm
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                        ▰ Description:
                        The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By opening these gates, the user can surpass their own physical limits at the cost of extreme damage to their own bodies.

                        The state of having all Eight Gates open is known as "Eight Gates Released Formation" (八門遁甲の陣, Hachimon Tonkō no Jin; English TV "Eight Inner Gates Formation"). Any shinobi who activates this state will temporarily gain powers a hundred times greater than their normal self, but will die because of the damage done to their body. This was seen when Might Guy opened all eight gates and was able to fight on par with and gradually overwhelm Madara Uchiha, much to the latter's excitement. Due to the immense amount of chakra flooding the body all at once, drastic changes can occur upon the user's body. The most common of these changes are the changes to skin color, an eruption of veins around the temples, and the eyes turning completely white. The green aura surrounding the user could be easily mistaken as chakra as in Kisame's case when fighting Guy. Guy corrected this misconception explaining that the green substance surrounding him is his sweat evaporating at a rapid rate, due to the intense rise in body temperature of the user.


                        ▰ Notes:
                        • This style cannot be learned unless the user is a taijutsu class specialist. (Taijutsu primary and secondary class)
                        • Taijutsu used during the gates only consumes stamina, but are treated as complex (for damage calculations) against other techniques.
                        • Training in this style takes five [5] paragraphs, for each Gate. This amount cannot be reduced.
                        • If the first hit in a technique is not properly defended, the rest will continue unabated.
                        • For each gate active, the user receives an increase of 0.5 to their stats cap. At the eighth gate, the user gains an additional 4 cap increase. This means that if you have 8 in every stat then on the eighth gate then you can reach 12 which is a 6 ranks increase in total. The stats increases will return to 8 once the gates are no longer active.
                        • The user may exchange the technique that accompanies each gate with a custom technique for no cost to their custom points. These customs must have the same limitation on gate usage as the technique they are replacing.


                        ▰ Restrictions:
                        • Each Gate, upon being opened, lasts a total of three of the user's posts.
                        • Once the effects of each Gate wear off, you have a maximum of one [1] post to open another, for Gate five [5] and below. Know that in the post that follows, you are required to follow the General After Usage Chart.
                        • Users can open up to the third gate at D-Rank, the fifth and sixth at C-Rank, the seventh at B rank, and the eighth at A rank.
                        • Opening a gate does not require an activation unless mentioned within the specific gate's description.
                        • In physical transformations from the 6th gate and above, the user's body is subject to extreme stress fractures from physical C and B Ranked techniques. A rank physical techniques and above can cause nerve damage and various other serious wounds up to shattering bones due to the stress the body is put under.
                        • These are the stat limits depending on which gate has been opened:
                        First Gate - 10 in one stat.
                        Second Gate - 10 in two stats.
                        Third Gate - 10 in three stats.
                        Fourth Gate - 10 in four stats.
                        Fifth Gate - 12 in one stat.
                        Sixth Gate - 12 in two stats.
                        Seventh Gate - 12 in three stats.
                        Eighth Gate - 12 in four stats.


First Gate of Opening

                        Null Rank | Simple
                        Located in the brain, this removes the restraints of the brain on the muscles so 100% of the user's strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. Unlocking this gate allows the user to use the Front Lotus. Speed and reaction time are now double what they normally are, increasing one's abilities to the next highest rank or title. Strength is now five times one's own normal; Raises physical strength to just over two ranks higher.

                        Once the user has trained to access the first gate, they may begin training in the first "move" within the Eight Celestial Gates formation. The effects of the first gate itself are not all that extreme in that they provide the user with a 1 point increase to their strength, speed, and agility. Once the effects of the first gate wear off the user experiences moderate pain from hyperactivation of the sympathetic nervous system. Requires 1 activation to use.


Second Gate of Healing

                        Null Rank | Simple
                        Located in the brain, this forcibly increases the user's physical strength and temporarily re-energizes the body. Raises stamina and assists in recovery after being weakened. This does not heal major wounds such as stab wounds or slashes. It will however restore the user's muscles to their original condition and restore one quarter of the users total chakra and stamina used.(rounded up to the nearest whole number) Raises strength another 20%; Total physical strength is now three ranks higher. Speed and reaction times are unchanged.

                        By forcing the users chakra into the brain and overloading the seals the user can activate the second gate. While the effects of this gate itself are, again, not that strong in and of themselves. The effects do stack with the previous gate and the true might of the gates starts to be shown. Once the gate has been activated, the gates create a sort of awakening effect within the users chakra system forcing it to cultivate chakra at a much higher rate then normal. This results in the user's being granted one quarter, rounded down, of their maximum chakra and stamina as a refund. In addition to this, the user gains another 1 point increase to their strength speed and agility. This increase stacks with the previous gates' increases.


Third Gate of Life

                        Null Rank | Simple
                        Located on the spinal cord, this allows the user to use the Reverse Lotus. The increased blood flow turns the skin red. Capable of deflecting C-rank ninjutsu with the same or less chakra.

                        By forcing the users chakra into the upper spine and overloading the seals the user can activate the Third gate. While the effects of this gate itself are, again, not that strong in and of themselves. The effects do stack with the previous gate. By manipulating the nerves which control heart rate and blood flow, the user will force excessive amounts of blood through the body. This results in the users skin taking on a red hue. In addition to this the hyper cultivation of chakra from the previous gate now results in a visible and thick spiraling aura of chakra around the user. This chakra can protect the user from incoming ninjutsu up to C-Rank. However, the cost of doing so is automatically deducted from the users chakra pool and consumes a single activation to unlock. Again as before the user gains another 1 point increase to their strength speed and agility. This increase stacks with the previous gates' increases. Once the user opens this gate they will immediately notice the backlash it has upon their body. This includes muscle stiffening, micro-tearing of muscles and tendons, and mild overheating.


Fourth Gate of Pain

                        Null Rank | Simple
                        Located on the spinal cord, this increases the user's speed and power. May cause muscle tissue to tear on use. Further increases speed and reaction time to a total of just over 2 ranks higher now, and usage will begin to tear the body's muscles. Pure physical strength is raised to a total of just over 3 ranks higher.

                        By forcing the user's chakra into the central portion of the spinal column and overloading the seals the user can activate the fourth gate. While the effects of this gate itself are, again, not that strong in and of themselves. The effects do stack with the previous gate. With the user's chakra now coursing through their body, resulting in a 1 point increase to their strength speed and agility. This increase stacks with the previous gates' increases. Once the user opens this gate they will immediately notice the backlash it has upon their body. This is when the gates start to seriously degrade the user's body. The moment they move the muscles used in the movement begin to tear and rip themselves apart. It should be noted that this pain is extreme even for the most hardened of shinobi.


Fifth Gate of Limit

                        Null Rank | Simple
                        Located in the abdomen, this increases the user's speed and power. Further increases speed and reaction time to a total of 3 ranks higher now, and usage will tear the body's muscles. Pure physical strength is raised to a total of 4 ranks higher. At this point, it is hard for anyone of B or below body rank to even see you let alone counter you. By forcing the user's chakra into the central portion of the abdomen and overloading the seals the user can activate the fifth gate. While the effects of this gate itself are, again, not that strong in and of themselves. The effects do stack with the previous gate. With the user's chakra now coursing through their body, resulting in a 1 point increase to their strength speed and agility. This increase stacks with the previous gates' increases. Once the user opens this gate they will immediately notice the backlash it has upon their body. This is when the gates start to seriously degrade the user's body. The moment they move the muscles used in the movement tear and rip themselves apart. It should be noted that this pain is extreme even for the most hardened of shinobi.


Sixth Gate of View

                        Null Rank | Simple
                        Located in the stomach, this increases the user's speed and power. Opening of this gate releases such enormous amounts of energy that it can cause nearby water bodies to form a vortex around the user. Once opened, capable users can perform the Morning Peacock (Asakujaku). Further increases speed and reaction time to a total of just over 3 ranks higher now, and usage will tear the body's muscles as well as break limbs. Pure physical strength is raised to a total of just over 4 ranks higher. Capable of deflecting a B-rank ninjutsu with the same or less chakra.

                        By forcing the users chakra into the stomach, where they cultivate chakra in the first place, and overloading the seals the user can activate the sixth gate. While the effects of this gate itself are, again, not that strong in and of themselves. The effects do stack with the previous gate. As with the third gate, opening the sixth gate unleashes a massive torrent of chakra from the body. This torrent radiates outwards away from the user in an overlapping double helix pattern. This chakra can protect the user from incoming ninjutsu up to B-Rank. However, the cost of doing so is automatically deducted from the user's chakra pool and consumes a single activation in the process. Again as before the user gains another 1 point increase to their strength speed and agility. This increase stacks with the previous gates' increases. Once the user opens this gate they will immediately notice the backlash it has upon their body. Any physical maneuver, ie any offensive or defensive taijutsu or bukijutsu attack, results in limb breakage & muscle tearing, and major overheating. As you can imagine the pain from something like this if not deadened via painkillers is excruciating and almost debilitating.


Seventh Gate of Wonder

                        Null Rank | Simple
                        Located below the stomach, this further increases the user's speed and power. Only after this gate is activated, can a capable user perform the Daytime Tiger (Hirutora). Those who open this gate will secrete glowing green — blue in the anime — sweat from every inch of their body which immediately evaporates from their own heat energy, creating an aura which people mistake as a chakra coating. Unfortunately, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds, causing intense pain if anything or anyone touches them. Further increases speed and reaction time to a total of 4 ranks higher now, and usage will tear the body's muscles as well as break limbs. Pure physical strength is raised to a total of 5 ranks higher.

                        By forcing the user's chakra into the lower abdomen, and overloading the seals the user can activate the seventh gate. While the effects of this gate itself are, again, not that strong in and of themselves. The effects do stack with the previous gate. Due to the extreme amount of blood and chakra flowing through the body, the user's temperature soars causing them to sweat profusely. However, this sweat is not normal in that its mixed with their chakra. Once it is secreted through the pores, it is instantly evaporated causing a green tinge to the chakra that has previously been surrounding the user. These effects, as before grant the user another 1 point increase to their strength speed and agility. This increase stacks with the previous gates' increases. Once the user opens this gate they will immediately notice the backlash it has upon their body. Any physical maneuver, ie any offensive or defensive taijutsu or bukijutsu attack, results in Intense sweating due to extreme overheating. Any maneuver that lands a physical blow results in the complete shattering of the entire skeletal structure of the limb that landed the blow.


Eighth Gate of Death

                        Null Rank | Simple
                        Located at the heart, this will cause the user's blood to emanate a flaming aura of red steam from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is granted approximately a hundred times their normal power, far beyond that of the five Kage, but comes at the expense of their life once the technique ends. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. For each post that the user remains in this state, their body burns to ash from within, reducing their maximum stat cap by 1 point in base form for each stat should they live through this transformation. The eighth gate cannot be closed of the user's own accord. Repairing one who has suffered damage of the eight gates requires five paragraphs depicting the repairing of their body through medical treatment, requiring 30,000 ryo to cover the cost of surgery per stat point lost. Additionally, if the user remains in this transformed state for it's full duration death of the user occurs as they burn to ash.


Eight Gates Techniques


                        Front Lotus | Rank B | Complex
                        The user vanishes from sight while standing before their target up to thirty feet away. They then appear directly below the target, supporting their weight with their hands as they deliver a kick to the opponent's torso or chin. This singular strike carries the force to fracture bone while throwing them thirty feet into the air. If this first strike is unevaded, the remainder of the technique is guaranteed to hit. The user vanishes once again, appearing above the opponent and gripping them in a bear hug, rotating rapidly causing the pair to look like a twister as they descend. At the last moment, the user releases the target as they collide with the ground, allowing the user to land without harming themselves. The user must be within the first gate minimum to use this technique.

                        One Man Lotus | Rank B | Complex
                        The user descends from the above the target, spinning rapidly as in the front lotus technique. As the fall they appear like a twister, devastating an opponent on contact, breaking bones with ease and forming a crater thirty feet in width upon landing. The user must be within the second gate minimum to use this technique.

                        Reverse Lotus | Rank A | Complex
                        Just as in the Opening Lotus, the user vanishes from sight while before the target within thirty feet. They appear below the target, supporting their weight upon their hands as they deliver a powerful kick, launching them into the air with enough force to break bones. If this is unevaded, the remainder of the attack will be successful. The opponent is thrown into the air as they are blown away by a series of strikes where the user hits the target, throwing them the opposite direction only to reappear before their path and knock them another direction. This occurs six times before the opponent is knocked downward. Upon being knocked to the earth, the user delivers a final devastating blow, just before reaching the ground which shatters bone and creates a crater forty feet in width. The user must be within the third gate at a minimum to execute this technique.

                        Morning Peacock | Rank A
                        The user delivers a kick that is unrivaled in power to send the opponent flying fifty feet into the air. If this kick is not evaded, the remainder of the technique continues successfully. The user proceeds, vanishing from the ground an appearing roughly fifteen feet from the target in the air. The user then proceeds to deliver ten punches at incredible strength and speed which ignite the air with their friction despite their simple nature. The air pressure produced in the direction of the target that has ignited creates ten flaming fireball-like projectiles that crush the target with each impact, assuring bones to be shattered. From afar, the technique is said to look like the tail of a peacock, giving it the trademarked name. In a finale of the attack, the user vanishes once more, delivering an ax kick that sends the target flying into the earth. The user must be within the fourth gate at a minimum to execute this technique.

                        Strong Thunder Lotus Chain | Rank S
                        The user delivers a lethal strike to the opponent that throws them fifty feet into the air. The impact of the strike creates a shockwave an equal distance around the user that blows back incoming ninjutsu and opponents of it's rank and lower unless stamina is paid equal to the blast. Should the opponent knocked into the air not evade the attack, the remainder of the attack is guaranteed to hit. The user vanishes, flying above the target as they chain a total of three taijutsu techniques of B Rank and lower together for no additional activation that devastates the target before sending them flying back down to the earth with a mighty right hook. This technique requires the fifth gate at a minimum to execute.

                        Daytime Tiger | Rank S
                        The user places a palm facing forward in front of their face with one hand and then taps it with his other hand, formed into a fist, which creates a massive amount of air pressure. Next, the user forms a unique hand seal resembling a tiger, which launches the air pressure at the opponent in the shape of a tiger, by leaving a gigantic tiger-shaped impression into the initially built-up air pressure with the hand seal. The air pressure will condense as it's moving and be focused on a single point. The technique then explodes on command, releasing the built up air pressure in an instant. The impact of this technique covers a fifty-foot radius and sends a monstrous concussive wave of force through the area, acting with hurricane like forces to blow everything at and below its rank away. The sheer force of the attack, when impacted directly, is enough to shatter bone throughout a person's entire body, even if wearing armor. Requires the user be in the sixth gate minimally to use this technique.

                        Evening Elephant | Rank S
                        The user strikes the target, hurling them into the air while shattering bone at the point of impact and causing internal hemorrhaging. If this attack goes unevaded, the remainder of the strikes will be successful. As the target flies through the air, the user appears several feet from them and proceeds to deliver a single punch. The sheer force of this strike creates a beam of compressed air that measures roughly ten feet in width. The user then vanishes, appearing at various angles a total of five times to deliver a beam of compressed air like the first. After each is executed, they remain in place, seemingly holding the target in position as they are crushed from all angles by the attack. Those impacted by the attack lose all stat increases to endurance while having all their bones crushed under the weight of the attack. It is impossible for those who are hit with its full force to continue combat. This requires the user to be in the seventh gate minimally to execute the technique.

                        Night Guy | Rank S+
                        The pinnacle of the eight gate's techniques and the strongest of it's given move set. Night Guy, when performed causes the user's body to form a hellish red aura as their body is burned away, their hair appearing to ignite as their body is put under immeasurable strain. This transformation may last as long as the gates duration sustains itself. When the user moves while Night Guy is active the space around them distorts, increasing their movements with a 8 point stat increase. Due to the space distortion, the user is able to bypass barriers and defenses below the rank and potency of this technique. Each physical impact while in this transformative state shatters the bones of the user while ensuring the same occurs to each target stricken by their attacks. When the technique ends with the gate transformation, the user's body begins to crumble away as it burns from the inside out. This technique requires the eighth gate be in use.
 
PostPosted: Mon Apr 23, 2018 12:47 pm
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                        ▰ Description:
                        Drunken Fist is a unique style of combat where "the more you drink, the drunker you get, and the stronger you become". It cannot be learned, taught, nor refined through training and practice, but rather the aspiring practitioner must learn it by executing the techniques while drunk. Drunken Fist fighters are not simply drunk: they become human powerhouses who'll strike unpredictably with an explosive fury and without any second thoughts about their actions. Once drunk, the user will lose their ability to know friend from foe and attack whoever is in their vicinity.

                        ▰ Notes:
                        • Practitioners train by training while drunk, typically sparring. The number of times a technique must be used before it can be put on the profile is the number of posts one would normally have to write to learn it, to a minimum of one.
                        • Practitioners need a container for their alcohol. It can be anything, from a gourd, flask, wine skin, or what have you. They must keep it on them at all times.
                        • Any benefits gained from the Mental Basic Combat are nullified after getting drunk. Additionally one cannot use Ninjutsu or Genjutsu whilst intoxicated.
                        • While drunk, all unnamed attacks that would typically fall under basic combat are usable (even if the user has not trained in either of those) up to and have the strength and cost of their maximum learned rank in this Style.
                        • Simple techniques in this Style are treated as Complex when interacting with other techniques.
                        • All variable rank techniques can be used up to one rank above any of the user’s basic combat.


                        ▰ Style Creation Credits:
                        • NecroPlant


Stage One


                        Ever Thirsting Stance | Training | Stance
                        The Drunken Fist is broken into six stances often interchanging with one another to create greater moments of confusion these stances are known among practitioners as the Stances of Six Drunken Gods. The Ever Thirsting stance is one typically seen in drunken fist media. It prioritizes the main tenants of the drunken fist which is stumbling and coiling and balances them equally. Two hands up loose with two fingers in the shape of a C as if holding a shot glass. Forward with one leg bent in front while the user typically seems to appear to have difficulty standing. Entering the Ever Thirsting Stance takes an activation and after need not be sustained. The stance treats all the oncoming 'physical' attacks as simple and the evasions of techniques are mixed and mingled with falling down, rolling, and standing up again. When one falls down to evade when they rise again they can korabo any other technique in this style upon rising again.

                        Double Tapping | Rank X | Simple
                        The user swings whatever they can reach in a quick one-two combo or a rapid unexpected two back palmed strike typically to the gut. This is treated as two separate attacks with the rank divided by two per strike. Gain a [1] point increase to [Strength] per rank when using an improvised weapon or [1] point increase to [Speed] when using one's hands alone.

                        Empty Glass | Rank X | Simple
                        The user attempts to take a swig of a non-exsistant shot. For the purpose of dodging projectile ninjutsu and other projectiles within reason, this technique is treated as Spiritual.

                        Kegging | Training | Spiritual
                        The user learns or rather...is lucked with the ability to send chakra to their fists and limbs despite their drunken state. It is known as kegging for the chakra in these limbs is stored as alcohol would be in a keg. Any technique may be treated as Spiritual so long as pure chakra was spent for the technique. These techniques would then not benefit from stats in any way shape or form.


Stage Two


                        Sudden Waist Stance | Training | Stance
                        The Drunken Fist is broken into six stances often interchanging with one another to create greater moments of confusion these stances are known among practitioners as the Stances of Six Drunken Gods. Momentum and deception is the core of the Drunken Fist this stance accentuates both but it is also the most tiring of stances as there is no rest period. This stance capitalizes on whipping the body in loose and limber circles and angles with a heavy concentration on the waist. When using techniques in this stance the cost of techniques increases by 1.5x but are treated as {Overwhelming} and having a {1} point increase in [Strength].

                        Hard Spirits | Rank X | Complex
                        The user drunkenly sends Chakra to their head, then headbutts the opponent. The Chakra prevents damage to the user as a result of this technique and increases the force behind it significantly, but also makes the user dizzy for a post afterward. The dizziness increases [Agility] by [1] point per rank of the technique when it comes to evasions using fumbling and flailing but reduces [Speed] an equal amount until the dizziness fades. If the opponent was preparing a Ninjutsu the impact causes them to lose it.

                        Onslaught of Flailing Kicks | Rank X | Complex
                        A kick or series of kicks that the user launches unpredictably toward any part of the opponent’s body. Up to one kick per rank can be launched, each kick decreasing in strength linearly but if one hitting the rest follow suit due to the unpredictability of the style. I.e
                        A-rank reproduces 5 wild Kicks. The First is A, The Second is B, The Third is C.

                        Stumbling | Rank X | Simple
                        The user loses balance and stumbles out of the path of an incoming attack, then either falls to the ground or rights themselves. Righting oneself consumes an extra activation, but falling down makes the user stay on the ground for the rest of the post. Higher ranks allow for more elaborate trip-ups. The user is not protected from any damage their stumbling may cause them, and any damage accidentally caused to their surroundings or indirectly to the opponent is at this technique's rank.


Stage Three


                        Drying Throat Stance | Training | Stance
                        The Drunken Fist is broken into six stances often interchanging with one another to create greater moments of confusion these stances are known among practitioners as the Stances of Six Drunken Gods. The Drying Throat Stance a.k.a the Powerful Throat Stance is one that relies on grappling. It also revolves around having strong fingers. The Drying Throat Stance is most known for its powerful full body weight drops and impossibly strong chokeholds and grabs. While at the end of any string of techniques in this stance. The technique may end in an auto-grapple following the auto-grappling rules in order to break free. While remaining in this stance after the grapple, if it is not broken, the next attack involving the grapple does not consume an activation to do. The stance additionally increases {Endurance} by a {1} point amount, and solely the strength of one's hands for the purpose of grappling by a {1} point amount.

                        Onslaught of Flailing Wrist | Rank X | Simple
                        A strike or series of strikes that the user launches unpredictably toward any part of the opponent’s body. Up to one strike per rank can be launched, each strike decreasing in strength linearly every [2] but if one hitting the rest follow suit due to the unpredictability of the style. Follows a progression as though it were already a rank weaker initially I.e
                        A-rank reproduces 5 wild strikes. The First is B, The Second is B, The Third is C, the Fourth is C.

                        Absentmindedness | Rank X | Spiritual
                        When using this technique the user's chakra floods into their head and sort of...well..causes it to fry. The user does not know their own strength, they will also typically seem to act confused. Or utterly misplaced in terms of mind and body. The users stat becomes [0] in all four categories, however...the enemies stat also is treated as [0] when it comes to attempting to land attacks on the Absentminded drunk as they seem to miraculously gain the ability to dodge from pure goofiness and dumb luck. The user may continue to use evasive or defensive type techniques while in this state of mind, however, if they end up receiving any form of damage they snap out of the stupor. Inadvertently contrary to popular belief they are actually highly susceptible to genjutsu in this state. Lasts [1] post per rank of chakra spent.

                        Tripping | Rank X | Simple
                        Tripping is often the follow up to stumbling when falling on the ground. The user will either reel back and launch both their legs forward for devastating damage, perform sweeping kicks, or spring back up in a weak but recovering attack. The sweeping kicks will guarantee the opponent falls if it lands.
                        •Sweeping: Causes the opponent to trip making it required they spend an activation to stand.
                        •Reeling: Reels back the legs and launches a significantly damaging strike treated to have a [1] point increase in [Strength] per Rank of the technique. The user remains on the ground in this case.
                        •Springing: Builds momentum in the lower legs to rise inflicting a fast but weak strike and returning the user to an upright position...well as upright as a drunken fist user can get. [1] point increase to [Speed] per rank of the technique but a [1] point reduction to [Strength] per rank.


Stage Four


                        Crippled Leg & Double Kick Stance | Training | Stance
                        The Drunken Fist is broken into six stances often interchanging with one another to create greater moments of confusion these stances are known among practitioners as the Stances of Six Drunken Gods. The Crippled Leg Stance is a very risky but rewarding stance. The users [Speed], and [Agility] are both reduced by [1/2]. The stance requires one constantly have one leg risen off the ground and the other leg straight. It is filled with openings but deception has always been the key to the Drunken Fist. [Stumbling] no longer takes an activation in order to rise again or re-adjust, [Stumbling] also does not injure the user when used into a fall, when having Stumbled and fallen to the ground following up a with [Tripping] does not consume an activation but it will require the user to spend an activation to stand again assuming they are still on the ground. In instances where they Stand again the Crippled Leg Stance is re-entered. HOWEVER! There is a second key component to this stance. That is by forsaking the benefits of Crippled Leg Stance beginning to hop on one leg it essentially becomes the opposite. [Speed] and [Agility] increase by [1] point and the [Strength] of kicks is increased by [1] point. For you see the crippled leg stance is but a mere ploy to have the enemy believe the user is on the defensive only to enhance the power of one's kicks when they do go on the offensive. The user may also execute an additional kick at no cost of activation between the transitions of the Crippled Leg and Double Kick. Typical Progression
                        Crippled Leg > Tripping{Into Recovery} > Assumed Crippled Leg{a.k.a Double Kick} > {One Free Kick} + {Additional Kick} > May Switch back to Crippled Leg or Remain in Double Kick

                        Alocoholic Exhale | Rank B | Complex
                        After a swig of the old gourd a red cheeked mixture of chakra occurs. The effects of the exhaled result are solely dependent on the user's natures and will have a single varying effect decided ahead of time but often randomly.
                        • Katon: The Exhale releases a plume of flames forward shortly after emitting the foul stenched exhale that could only be compared to waste and gasoline.
                        • Suiton: The Alcohol rather than swallowed is emitted in full drenching a target. Said target is then susceptible to fire techniques wherein being struck by Katon is treated as one rank higher and the target combusts.
                        • Fuuton: The Exhale is more of an explosive belch that causes anyone unanchored to be lifted off the ground in a wide radius.
                        • Doton: The Exhale is putrid and foul if not bile like, the stench induces nausea, sickness, and heaving. The symptoms escalating with each additional post of exposure.
                        • Raiton: Similiar to Fuuton in that it is more of a belch but thundering is loudness which can cause temporary deafness and ringing ears while also destroying any accumulated concentrations.

                        Shinobi Bon Dance | Rank B | Simple
                        The user starts this technique typically with horrid dancing or singing, or raving. At any point, after these actions have started, the user can 'accidentally' include any other Taijutsu or Bukijutsu attacks he or she knows and can execute them at half the normal cost, though techniques outside this Style that are not Basic Combat Suffer a Rank Reduction. Consumes two activations on the post it starts and is sustained by a C-rank amount of stamina thereafter. The user cannot enter stances unless first ending the Shinobi Bon Dance. The users Third Activation may be Offensive.


Stage Five


                        Piping Flute Stance | Training | Stance
                        The Drunken Fist is broken into six stances often interchanging with one another to create greater moments of confusion these stances are known among practitioners as the Stances of Six Drunken Gods. The piping flue stance gets its name from after every strike pre-meditated and after the user appears to be imbibing a shot or drink. This is because these acts of stumbling are not solely designed to throw off an opponent but to additionally build up momentum in the wrist discreetly for follow up attacks. When using [Stumbling] to not fall down but rather right oneself a follow-up attack may be made that does not consume an activation. The attack gains an amount of {Strength} and {Speed} equal to a [1] point amount per rank of [Stumbling]. After said strike [Stumbling] must be used again to correct one's posture or risk falling down. Suffice to say if one uses The Piping Flute Stance twice consecutively in attacking again most commonly here they will end up on the floor. The Progression of the Piping Flute Stance is usually as follows
                        [Stumbling] > [Attack] > [Stumbling] {Posture}
                        [Stumbling] > [Attack] > [Stumbling] > [Attack] {Fall}
                        if an extra activation is awarded by some means.
                        [Stumbling] > [Attack] > [Stumbling] > [Attack] > [Stumbling] {Posture} or [Attack] {Fall}

                        Ms.Ho's Stance | Training | Stance
                        The Drunken Fist is broken into six stances often interchanging with one another to create greater moments of confusion these stances are known among practitioners as the Stances of Six Drunken Gods. The stance gets its name by assuming what is typically seen as a dainty weak fragile woman. The users [Strength] and [Endurance] are reduced by [1/2] in this stance. Unusual and awkward feeling to the user and the target alike due to the sounds the drunk makes which make it somewhat uncomfortable to be around. The moves may seem feminine, but they are very graceful, a complete juxtaposition to what the drunken fist user normally does. Since people are often confused or think less of this style, it is more effective than head-on assaults. When using this style a sensory means will determine the strength of the techniques being one-rank lower than they actually are. The grace of the style increases the user's [Speed] and [Agility] by a [1] point amount per rank of the techniques it's used in tandem with.

                        Wa-TAH! | Rank X | Simple
                        This technique is an emulation of the ever popular Iron Fist only done so drunkenly. Some might say it's just as effective if not more so. This technique is but a single punch done by placing the two legs firmly in the ground sideways like a person ready to Sumo. While not even facing the opponent the punch is thrown with immense force, this technique ignores an opponent's Endurance stat entirely should it land and is capable of destroying armors both chakra and otherwise equal to its rank. This technique, however, must be done last in any chain of attacks and the user must end their post in this sumo like position, that or fall down completely. The technique gets its name from what's typically said upon connecting.


Stage Six


                        Happy Hour | Rank S | Spiritual
                        By concentrating their chakra in a drunken state usually with the desire to 'spread the fun' the use produces and intoxicating aura of chakra. Those exposed to the intoxicating aura will then start becoming intoxicated themselves closing off their access to Ninjutsu and Genjutsu as molding the chakra is difficult to do under the influence {Oni excluded}. This occurs once being under the effects of the Aura for a full three [3] posts. If being exposed to the Aura for a full six [6] posts {8} for Oni the targets under its influence fall into an unconscious stupor. Self-inflicted injury slows this effect reducing the intoxicating effects by [1] and receiving a blow of B-rank or higher will also lessen it by [1]. Lasts for three posts, but can be maintained after that for a B-Rank cost per post.

                        Drunken Frenzy | Rank S+ | Simple | Stance
                        Does not impart a cost. After imbibing a significant amount of alcohol the user enters a frenzied drunken state. The Drunken Frenzy is not a reliable technique because this 'drunken frenzy' that the alcohol induces does not hold for prolonged periods of time; the user is often easily awakened from Drunken Frenzy with a simple scratch from anything which draws blood, sobering up almost immediately. However, while not reliable it is incredibly powerful. The Drunken Frenzy allows the user to utilize other taijutsu techniques just as efficiently if not more so in the drunken state. The users {Speed}, {Agility}, {Endurance}, and {Strength} are all increased by [1] point. They also gain an additional offensive action. When exiting the drunken frenzy the user is often left incredibly confused, they are unable to enter the drunken frenzy again for the rest of combat, and the increases provided by the style are lost. Suffice to say one should use the Drunken Frenzy carefully as becoming sober could literally mean your inevitable death.

                        Mastery of the Six Drunken Gods | Training
                        The stances in this style no longer require an activation to switch between. Instead one may pay an amount of stamina equal to the rank of the stance to transition from one stance to another even in mid-attack. This can completely throw opponents out for a loop and is the peak of all drunken fist users mastery. This, however, does not allow a user to re-enter Drunken Frenzy after it's ended but CAN, however, save one from sobering after receiving a hit that would have otherwise ended it. However, one will find doing so constantly will be particularly exhausting.
 

Rocket Punches

Dapper Hunter

2,775 Points
  • Hygienic 200
  • Treasure Hunter 100
  • Launch Party 100

Rocket Punches

Dapper Hunter

2,775 Points
  • Hygienic 200
  • Treasure Hunter 100
  • Launch Party 100
PostPosted: Mon Apr 23, 2018 12:50 pm
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                        ▰ Description:
                        The Kaiser Fist is a powerful Taijutsu that was created with the ideology that only the weak run, strike first, strike last and never accept defeat. The style's famed Kaiser Armor bolsters it's practitioners physical abilities, granting them fabled power.

                        ▰ Notes:


                        ▰ Style Creation Credits:
                        • Kondo Kaicho


Stage One

                        Heavy Punch | Rank E | Training
                        The basis of the style, punch hard, punch first. The user is able to spend stamina in order to increase the strength of their punches for no activation. For each rank applied, a [1] point increase to strength is conferred.

                        Sudden Straight | Rank X | Complex
                        The user channels chakra into their fist, releasing a straight punch at blinding speeds. For each rank of the technique the user's speed is increased by [1] point. If unblocked, the user's speed is transferred to strength during damage calculations for this attack.


Stage Two

                        Kaiser Crown | Rank X | Simple
                        The user delivers a downward head butt while directly before the target. This headbutt is delivered with such force that it stuns the target, removing an activation from their next post. For each rank of the technique the user gains a [1] point increase in strength.

                        Crumbling Overhead | Rank X | Simple
                        The user delivers a powerful elbow drop on their target's head. This technique negates all endurance of the target while delivered a with a [1] point increase to strength per rank of the technique. For each rank of this technique the ground splits in a five foot diameter in all directions of the target.


Stage Three

                        Kaiser Armor | Rank C-S | Spiritual
                        The Kaiser armor is a staple of the style. In it's base form it is not visible to the naked eye but chakra floods every inch of the user's body. While active, the armor prevents damage equal to it's own rank. In addition, it prevents the user from having their stat decreased below their natural states.This armor lasts for three posts at C rank and an additional post for every rank additionally applied.

                        Elbow Bolt | Rank X | Simple
                        The user charges forward five feet per rank of the technique with a [1] point increase in speed per rank of the technique. The user extends their elbow outward as they reach the target, slicing into them with the joint. The sharp impact of the strike stuns the target, removing all agility increases when interacting with this technique.

                        Guillotine Drop | Rank X | Complex
                        The user raises their leg above their heads and brings it down in a might axe kick that fells the strongest foe, flooding their heel with chakra. For each rank of the technique it gains a [1] point increase in strength. This technique treats barriers and defensive ninjutsu one rank lower.

                        Iron Backhand | Rank X | Complex
                        The user channels chakra into their hand, delivering a swift and powerful backhand. The chakra infused backhand has the power to slap ninjutsu of equal chakra and potency aside like they were garbage. In addition, all strength increases the user has are converted to speed increases for the duration of this strike. When used on persons, A rank and above of this technique break skin and break bones.


Stage Four

                        Breaking Lariat | Rank X | Simple
                        The user darts toward their foe in an instant, covering five feet per rank of the technique. With a massive show of force, the target is stricken with the user's forearm in a clothesline fashion that floors them with terrifying power. The target's endurance is decreased by a [1] point amount per rank of the technique and remains affected until the end of the fight. E-C rank execution causes deep brusing, B-A rank causes broken bones while S-S+ shatter bones beyond repair.

                        Invigorating Kaiser Armor Training | Rank B | Training
                        The user's armor retains it's former effects. Now, the armor emits a crackling, bright, white hot chakra that appears like a thin aura around the user. The chakra causes mild burns on contact. In addition, the user gains a [1] point increase to strength and speed per rank of the armor.


Stage Five

                        Liger Bomb | Rank A | Simple
                        The user grasps the target with both hands and launches them skyward. If this is not blocked, the rest of the attack is successful. The user leaps into the air, hovering just above the target before delivering a mighty axe kick into their body. The foot remains planted in their body as they plummet to earth. Upon impact, the earth is torn apart into a twenty five foot crater that measures ten feet deep. This technique negates any endurance increases the target carries and can shatter bone.

                        Kaiser Fist | Rank A | Complex
                        A powerful straight forward punching attack that requires the Kaiser Armor be active. The user gathers their chakra into their fist, releasing it in a straight punch, rotating the fist as they extend the arm outward. The strike releases a fifty foot wave of concussive force that easily bruises those who are impacted by it. If stricken directly by the user's fist, bones are easily shattered. The user's strength is increased [1] point per rank of the technique.

                        Bolstering Kaiser Armor Training | Rank A | Training
                        This training adds to the previous effects of the Kaiser armor's technique. In addition to that, the target's armor now allows them to regenerate 10 stamina per rank of chakra applied to each technique while the armor is active. The user may not generate more stamina than their reserves may hold.


Stage Six

                        Kaiser Armor Mastery | Rank S | Training
                        The final stage of training for the Kaiser Armor. In addition to it's previous effects, the Kaiser armor now causes searing burns upon contact that blister due to the crackling chakra. Additionally, the user's strength and speed are increased by [1] point per rank of the armor instead of it's original [1] point. Taijutsu and bukijutsu techniques used while this armor is active create shock waves five feet in the direction of the attack per rank of the technique.

                        Kaiser's Annihilation Hammer | Rank S+ | Complex
                        While Kaiser Armor is active, the user raises both of their arms over their head, clasping their hands together as they bring them down like a mighty, mythical norse god's hammer. All strength increases are mirrored as increases as this strike fells their foe. The impact on a persons body breaks every bone in their body as they are knocked unconscious. The armor's white crackling aura is projected through the target and into the earth which causes earthquakes affecting the entire area. These earthquakes expel the white crackling chakra from beneath the earth, frying those who it contacts. This technique requires two activations to use.
 
PostPosted: Mon Apr 23, 2018 12:51 pm
User Image


                        ▰ Description:
                        This style of fighting was derived from boxing, it still holds the formal boxing stance, but as the master of this style became more and more furious with his fighting he began add kicking into his style.

                        ▰ Notes:


                        ▰ Style Creation Credits:
                        • Kondo Kaicho

Stage One

                        One Two Combination | Rank X | Simple
                        The user feints with a quick jab with the front fist to draw the enemies attention. Should the opponent react to the jabbing strike, the secondary punch is guaranteed to strike. The second strike is a devastating punch with the opposite fist that gains a [1] point increase in strength per rank.

                        Snapping Punch | Rank X | Complex
                        The user coats their knuckles with chakra, delivering a swift punch while snapping their fist back after the attack. The chakra that coated the knuckles shreds flesh on contact. E-C potency leaves a laceration only on the point of contact. B-A leaves lacerations that bleed profusely over the entire limb or body part stricken. S-S rank shred the opponent's entire body with lacerations that cause them to bleed out rapidly. Each rank of the technique bleeds the target out for a single post, draining 25 stamina for each post of bleeding.


Stage Two

                        Traditional Stance | Rank X | Simple
                        The user raises their fists up to protect their head and balances on the balls of their feet, making them ready to either kick or punch at a moment’s notice. This stance grants a [1] point increase in speed per rank of the technique. This stance requires a single activation to enter. After executing melee attacks from this stance, the user may reenter this stance for no activation.

                        High Kick | Rank X | Simple
                        The user delivers a roundhouse kick toward the opponent's head, aiming to hook their head with the top of their foot. This attack slams the opponent's head into the ground, removing agility stats from the target for one post per rank of this technique.


Stage Three

                        Smashing Heel | Rank X | Simple
                        The user raises their leg up high, then drops their heel down on the target’s head or shoulders. This technique reduces the target's strength by [1] point per rank of the technique for one post per rank.

                        Swift Kick | Rank X | Complex
                        The user is able to deliver a swift kick that is increased by [1] in speed per rank of the technique. This chakra infused kick is able to reflect ninjutsu of it's rank and potency and lower back at it's source.


Stage Four

                        Under and Over Counter | Rank X | Simple
                        The user ducks beneath the opponent's incoming punching attack while standing centered on the target.The drives their upper body across the target's body beneath the extended arm, wheeling their arm up and over the target's limb. As the user circles their arm over the target's they will be able to grip the arm and hold it, effectively blocking it's attack and holding them in place. With their opposite arm, the use will deliver a sharp basic combat attack to the target at or below the rank of the target's original technique. This technique requires it be executed at the rank of the technique being countered. The target's endurance stat increases are negated for this counter.

                        Pivoting Fist | Rank X | Simple
                        The user rushes towards the enemy, clearing five feet per rank of the technique in the blink of an eye, moving [1] point faster per rank of the technique. As they reach the target, they pivot around the target which allows them to deliver a devastating superman punch to the back of the target's head, driving them into the earth.


Stage Five

                        Explosive Contact | Rank X | Complex
                        The user imbues their fist with chakra, slamming it into the target's with an uppercut. Should the strike land on the torso or stomach of the target, they are thrown backward five feet per rank of the technique. If the chin is stricken, the opponent suffers a mild concussion and is thrown the same distance into the air. If the target is not able to catch themselves they are sure to break bones upon landing. This technique gains a [1] point increase in strength per rank.

                        Windmill Kicking | Rank X | Simple
                        A quick one-two kicking combo that requires stamina be paid for each physical strike, requiring only this activation and the strikes must be executed at the rank of this technique. The user first kicks the opponent’s feet to set them off-balance, then follows through with a swift kick to the head or jaw. The second kick sends the target spinning head over heel in the direction of the strike, causing severe bruising E-C Rank, B-A Rank broken limbs and a mild concussion and S-S+ Rank severe concussion and shattered bones. Should the first strike of this technique be successful, the remainder will hit.


Stage Six

                        Triple Threat Combo | Rank X | Simple
                        A quick one-two-three punch-kick combo that requires stamina be paid for each physical strike, requiring only this activation and the strikes must be executed at the rank of this technique. The user hits the target with an uppercut that lifts a target off the ground, reducing their endurance by a [1] point per rank of the technique. Next, the user follows up with a kick to the back of the head that launches the target back downward, slamming them into the earth with a [1] point increase to strength per rank. Finally, the user performs a front flip, delivering an ax kick into the target's spine. This kick causes spinal fractures and torn muscles E-C Rank, a broken spine at B-A Rank and a shattered spine at S-S+. Damage from the kick ignores armor and armor techniques, and the punch can end stances at or below this technique’s rank if unblocked. Should the first strike of this technique be successful, the remainder will hit.

                        Grand Ultimate Rhythm | Rank S | Training
                        The user has trained extensively on combinations of punches and kicks, turning them into a master of the striking arts. The user is able to strike [1] point harder per rank of a technique following an evasive, defensive or counter move.
 

Rocket Punches

Dapper Hunter

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Rocket Punches

Dapper Hunter

2,775 Points
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PostPosted: Mon Apr 23, 2018 12:52 pm
User Image


                        ▰ Description:
                        The Mirror Image Art was created by an Uchiha who seamlessly melded Taijutsu and Genjutsu into his arsenal. The art revolves around creating chakra based images that follow or come before physical actions that mislead the opponent on the user's real position. In it's more advanced stages, these chakra images of the user are made tangible, dealing damage and multiplying the lethal potential of the user's actions. Because of their pure chakra composition, the after-image-clones cannot be destroyed; rather, they fade after the allotted action has been performed, successful or not. Additionally, there are two types of after-images: solid and intangible. As this suggests, only the solid ones can interact with anything, and the intangible ones will just phase through anything in their way.

                        ▰ Notes:
                        • Genjutsu Class Ninja can add a single sense to the illusory images produced by this style, treating them as instance genjutsu.
                        • After-images repeat the user’s actions exactly as they occurred without variation unless otherwise specified. Techniques outside of Taijutsu or Bukijutsu cannot be used in conjunction with this style unless stated otherwise.
                        • Attacks by after-images do not affect the user.


                        ▰ Style Creation Credits:
                        • Kondo Kaicho


Stage One

                        Sidestep | Rank X | Complex
                        The user sidesteps an incoming attack, leaving an intangible after-image to take the blow. The user's agility is increased by [1] per rank of the technique.

                        Ghost Strike | Rank X | Spiritual
                        When using a simple or complex attack, the user can spend chakra to create intangible after-images of their limbs that are indiscernible to those without dojutsu for no additional activation. For each rank of the technique, the user creates an after image of the limb striking for the technique. For each rank of the technique, the user's speed is increased by [1] while the target's agility is decreased by [1]. When possessing dojutsu able to discern the real striking limb, the opponent is able to negate their agility decrease.


Stage Two

                        Radial Split | Rank X | Complex
                        As soon as the user begins moving, he or she creates a solid after-image that mimics the movement in a different direction. To the naked eye this copy is identical in every way. Only those with sensory abilities or dojutsu able to detect chakra are able to tell the difference naturally. For each rank of the technique, the user's agility is increased by [1].

                        False Strike | Rank X | Complex
                        A technique that is executed at the rank of the simple or complex technique it is paired with, requires no activation. The user projects a chakra based illusory fist before the user's real strike. The illusory image moves [1] point faster than the user's real attack per rank. Should the opponent defend against the illusory image of the fist, the real attack lands without fail. Those with dojutsu able to discern chakra are able to see through this strike.


Stage Three

                        Multistrike | Rank X | Complex
                        When using a simple or complex attack, the user can spend chakra to create tangible after-images of their limbs that are indiscernible to those without dojutsu for no additional activation. For each rank of the technique, the user creates a mirror image of the limb striking for the technique. This technique replicates the attack used in conjunction with it once per rank with D rank potency, requiring the chakra/stamina cost for the D Rank copies be paid. Requires no additional activation. User's of the Mystic Hero or Brawler discipline are able to use this technique in conjunction with ninjutsu, creating D rank copies of their ninjutsu.

                        Projected Strike | Rank X | Complex
                        The user expels chakra from the front of their body, sending a chakra projection of themselves toward the opponent with a [1] point increase to speed per rank of the technique. This chakra projection can replicate a simple or complex technique of the user's up to it's own rank. The cost of this technique is taken from the user while requiring no additional activation. When used, the user is able to move untracked unless the opponent has access to sensory techniques or dojutsu to discern chakra.

                        Multiple Arms | Rank C-A | Spiritual
                        Creates an extra set of arms that extend from the user's own as though they grew naturally, producing one set at C rank and one additional set per rank afterward. These arms cannot be used for hand seals unless the user is Mystic Hero or Brawler Discipline.


Stage Four

                        Rising Barrage | Rank X | Complex
                        The user launches a swift uppercut to the opponent which is replicated by mirror images that follow the user to replicate the attack time and time again. For each rank of the technique, the user's uppercut is replicated a single time, sending the opponent flying ten feet into the air per rank of the technique. A shockwave is created from this technique when used at A Rank or above which sends opponents within a ten foot radius of the user flying the distance the targeted opponent is thrown skyward.

                        Cicada Shell | Rank B | Training
                        After learning the Shadow Clone Technique from the maruton list, the user may cast the Shadow Clone technique in conjunction with techniques from this style to replace mirror images with the clones. Casting Shadow Clones in this manner does not consume an activation.


Stage Five

                        False Cyclone | Rank X | Complex
                        Paying the cost of this technique at the same time they prepare to use a simple or complex technique on the opponent, the user creates two mirror images of themselves per rank of the technique that surround the opponent with roughly twenty feet distance between them on all sides. The opponent is unable to discern these copies from the user without the use of sensory techniques or dojutsu that discern chakra. When the user attacks, all copies of the user attack in unison, fading after the action is made. The opponent's agility is negated for this technique.

                        Multi-Mirror Image Training | Rank A | Training
                        The user has learned to control their chakra in a fine manner which allows them to create an additional mirror image per rank of the technique it is executed with. These additional images do not increase the strength of the parent technique.


Stage Six

                        Perfect Mirror Image Circle | Rank X | Spiritual
                        Paying the cost of this technique at the same time they prepare to use a simple or complex technique on the opponent, the user creates two mirror images of themselves per rank of the technique that surround the opponent with roughly twenty feet distance between them on all sides. These mirror copies of themselves are tangible and each require a D Rank technique or higher to destroy singularly. When the user attacks, all copies of the user attack in unison, executing D rank copies of the parent technique. If a mirror image copy is combated against with chakra/stamina of equal rank and potency, it is destroyed while ignoring it's attack.

                        Spider's Fury | Rank X | Spiritual
                        The user floods their attacking limb with chakra in unison with a simple or complex technique for no additional activation. For each rank of this technique, the user creates five illusory copies of the attack that stem from the user's real body. Each of these attacks are indecipherable from the original unless in possession of sensory techniques or dojutsu able to discern chakra.
 
PostPosted: Mon Apr 23, 2018 12:53 pm
User Image


                        ▰ Description:
                        Founded by a man who believed that they could destroy anything with the human body, turning it into the ultimate weapon. Their desire to create an unparalleled striking system in unison with a great sense of justice founded the Oblivion fist. The heroic style destroys its adversaries with mighty blows that rival the Strong Fist's iconic style. It is said many of the world's modern Taijutsu have taken parts of this style's skill sets and adapted it to their own.

                        ▰ Notes:


                        ▰ Style Creation Credits:
                        • Kondo Kaicho


Stage One

                        Judgement Chop | Rank X | Simple
                        The user will throw his right or left arm across his chest, flatten his hand, then let loose a swift chopping attack using the length of their arm as the striking object, their hand extended into a knife edge.This technique is able to treat defensive techniques one rank lower when interacting with them.

                        Signature Stance | Rank X | Complex
                        The user's left foot leads before them, toes pointed forward as the right foot is placed at a forty five degree angle in the rear at shoulder width apart. The user's left arm is raised, guarding the face from the front while the right arm is tucked to the side against the ribs, elbow pointed back with the fist aimed towards the target. Punches and upper body strikes executed from this stance gain a [1] point increase in strength per rank of the technique. In addition, the user's affected strikes from this position have a chakra projection of the striking point used in the technique sent flying forward five feet per rank, allowing striking techniques to be transmitted through long distances. This technique does not affect the size of the striking area, meaning that each projection is only the size of a fist, foot, elbow, ect

                        Dynamic Ending | Rank X | Spiritual
                        The user, after executing a taijutsu or bukijutsu technique that places them behind the target is able to utilize this technique once every three posts for no activation. The user returns to any stance known to them at the cost of this technique's usage and at it's executed strength for no additional cost. From behind the user after entering this stance, an explosion of chakra, carrying the desired element they possess is formed in five feet per rank in size, expanding towards the target and beyond them.


Stage Two

                        Floating Knee | Rank X | Simple
                        The user delivers a rising knee strike as they launch themselves from the ground. With a powerful explosion of chkara projecting them upward five feet per rank, the knee's piercing power is also augmented by chakra, removing stat bonuses to endurance by a [1] point per rank and ignoring armor's defenses.

                        First Blood | Rank D | Simple
                        The user delivers a single, straight punch. This strike gains a [1] point increase to strength per rank of the technique. In addition, if used from any stance, the user's next attack gains a [1] point increase to it's speed.


Stage Three

                        Origin Kick | Rank X | Simple
                        The user delivers a kick to their side, delivering a powerful blow to the target. When this technique is used in combination with another kicking technique, the user is able to chain a third kicking technique to it for no additional activation at the rank of this technique.

                        Striking Parry | Rank X | Simple
                        A physical block that is executed by using fist to block an incoming phyiscal attack. By blocking with the fist and flicking the wrist in unison, the user is able to cause a painful physical injury to the target while defending from their attack. This technique must be used at the cost of the technique it is defending against, the opponent takes physical damage on the location of the block equivalent to two ranks below this technique's execution. ( A Rank block leaves C Rank Damage ).

                        Backfist | Rank X | Complex
                        The user draws their striking hand to the opposite side of their body, placing the elbow before the user's face and their fist near their ear. The opposite hand is pressed against the abdomen at a ninety degree angle, defending the torso. The user steps forward in a rapid motion, advancing upon the target and extending their striking hand outward, utilizing the back of the fist to strike the target, aiming for the side of their head. This strike when used after any other punching technique gains a [1] point increase to strength per rank of the technique. If used from a stance, the user's next technique gains a [1] point increase in speed.


Stage Four

                        Spinning Backfist | Rank X | Simple
                        A technique that's strike is identical to the basic Back Fist technique. However, the user executes that strike after performing a full bodied spin of 360 degrees. The spin acts as a dodging technique, requiring this technique to be executed at the rank of the technique being avoided. The technique gains a [1] point increase to agility per rank. The physical strike of the technique is executed at one rank below this technique's execution.

                        Cross Tackle | Rank X | Simple
                        The user will throw his arms across his chest, forming an 'X', he will then charge forward with explosive speed, ending the technique behind the target. Gains a [1] point increase to speed per rank. The user is able to enter any stance at the rank of this technique after it's execution.

                        Comrardery | Rank B | Training
                        A skill obtained upon learning all other techniques in this stage. The user's stamina cost of taijutsu techniques are reduced by 5 per rank of the technique being used if they are fighting along side another practitioner of this style.


Stage Five

                        Kiai! | Rank X | Spiritual
                        The user focuses their chakra, releasing it in a powerful shout to display their fighting spirit. Their chakra infused shout affects five feet in every direction from the user per rank of the technique. Those within range of the technique have all stats reduced by [1] point per rank of the technique.

                        Power Chop | Rank X | Complex
                        This technique becomes effective when the target is unable to avoid their opponent's actions. As a physical attack or projectile attack approaches the user, they hold their hands up before the attack. With a swift wrist turn the user performs a chopping motion of a single hand, imbuing chakra into it as they execute the technique. This action redirects the attack in the direction of the action the user performed. Additionally, should this be performed on a limb instead of projectile, it has the power to break the arm cleanly for ranks above B Rank. This technique gains a [1] point increase in endurance per rank of the technique.

                        Form of Destruction | Rank A-S+ | Spiritual
                        The user enters an almost trance like state of mind, focusing on nothing more than complete and utter destruction of their target. This visualization is almost akin to a self hypnosis, allowing the user to believe they are invincible and immune to bodily harm. This technique allows for the user to gain a [1] point increase in two stats of their choice per rank, stated at the beginning of this technique's use. In addition, while this trance is active, the user's body ignores physical pain and delays poisons for two posts longer at A Rank and an additional post every rank following. This ability is able to stack with that of the berserker. This state lasts a total of five posts before ending and has a five post cool down.


Stage Six

                        Oblivion Fist | Rank S | Complex
                        This technique requires the user have the Form of Destruction active. While under it's influence, the user releases an unrestrained punch with the intent to maim or kill the target. This single, direct punch is thrown straight forward. The chakra imbued within it causes a compressed air wave to shoot forth measuring twenty feet in width and traveling two hundred feet. The sheer force of this punch causes everything on either side of it to be blown back fifty feet. Those stricken by it without defending have their bones crushed, suffering a severe concussion as they are blown from the topic into the nearest land of.

                        Oblivion Fist: Havoc | Rank S+ | Complex
                        Requires the user be in the Form of Destruction.The user delivers three identical punches to the Oblivion Fist technique's.Each of them carrying the same destructive power individually, requiring the user pay an additional S Rank amount of reserves to use this technique. If all three of these punches are launched towards the same direction, the three path's combine into a single path, tripling the size of it's width and flattening anything in the topic that is not directly impacted by the technique. If one is hit by all three punches while unblocked, they are rendered unconscious, having every bone shattered and suffering severe brain damage, requiring hospitalization at a minimum or a medical ninja using a healing technique of S Rank or higher.
 

Rocket Punches

Dapper Hunter

2,775 Points
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Rocket Punches

Dapper Hunter

2,775 Points
  • Hygienic 200
  • Treasure Hunter 100
  • Launch Party 100
PostPosted: Mon Apr 23, 2018 12:54 pm
User Image


                        ▰ Description:
                        The Harmonic Death Arts was named after it's guiding principles. Harmonizing the body with death. To be specific, combining the body with venom, poisons, and toxins, learning to use these elements as a part of their taijutsu arts. Their unorthodox methods are heavily favored by assassins as even the smallest open wound could lead to a brush with death.

                        ▰ Notes:
                        • Statuses Inflicted upon the target must be specified within each technique applying the status to clearly state which status is being applied per technique.
                        • Although the user has trained to inflict several statuses, only one status per attack may be applied unless specified within a technique or other systematic structure.
                        • The user's Poison does not affect them.
                        • Grand Master Toxin Chemists are resistant to Tier 1 Poisons.


                        ▰ Style Creation Credits:
                        • Kondo Kaicho


Stage One

                        Toxicity Training | Rank E | Training
                        The user before beginning their journey into the Harmonic Death Arts must first show their dedication to death by introducing the style's key element into their bodies, poison. The user must perform five paragraphs of training. In these training paragraphs, they must ingest poisonous plants, soak their limbs in giant jars of venom, and other methods of introducing poisons to their body. This training will bring the user to the brink of death, often requiring hospitalization, especially those whose bodies reject the poisons. After succeeding, the user's physical strikes that draw blood will administer Tier 1 Poison for each attack which draws blood.

                        Serpent Striking | Rank X | Simple
                        The user straightens their fingers together, placing the thumb against the bottom of the fingers. Imbuing chakra into their hand, they lash out at an opponent, gaining a [1] point increase in speed per rank of the technique. Should the user strike the target's body, even through clothing the technique is able to break the skin in order to introduce the toxins to the target's body.

                        Palm Strike | Rank X | Simple
                        The user delivers an open-palmed slap. This slap carries a [1] point increase in speed per rank of the technique. In addition, if this slap is blocked by the body or strikes the body in any way, the top layer of flesh is ripped from the point of impact, introducing the toxins in the body to the target.

                        Lethal Thrust | Rank X | Simple
                        The user delivers a straight jab to the target, bringing their fingers together to form a knife hand. This strike is able to easily cause bleeding upon impact while treating armor one tier lower. For each rank of the technique the user is granted a [1] point increase to speed.


Stage Two

                        Venomous Chakra | Rank X | Spiritual
                        The user cuts their own hand, allowing their toxic blood to flow. Channeling chakra to coat their entire body, this corrupts their chakra, giving the chakra aura surrounding them the venomous nature for one post per rank of this technique. Spiritual techniques that extend from the user while this is active are able to infect the target with their venom.

                        Scorpion's Needle | Rank X | Complex
                        The user is able to channel chakra around their hand, creating a three-foot long thin needle that is opaque in color and nearly invisible to the naked eye aside from the tinge of the user's chakra color. This needle is able to be used for 3 posts. This needle is able to inject the user's poison into the target with ease. When this application is used, the natural tier 1 poison the user creates is treated as tier 2 E-C Rank, Tier 3 B-A, and Tier 4 for S-S+.

                        Demon's Claw | Rank D | Spiritual
                        The user creates a claw of chakra around their hand, giving each finger ten-inch razor-sharp blades of chakra that are able to slash and pierce the flesh with ease. If used while Venomous Chakra is active, the user is able to transmit their poison through these claws. For each rank of the technique, the opponent's agility are reduced by a [1] point amount if they are stricken, this lasts for one post per rank of the technique.


Stage Three

                        Form of the Serpent | Rank C | Training
                        This technique requires the user perform several unorthodox augments on their body through training and sometimes surgical procedure. By completing this training, the user is able to move their arms, legs and abdomen fluidly as though they had no bones. This training requires five paragraphs and is needed to use any techniques of this style that involve these fluid boneless motions.

                        Anaconda's Grip | Rank X | Simple
                        The user slings their arm at the opponent, using their unnatural body to treat their arm as a rope. The user's arm wraps around the target's limb or entire body, restricting them from movement or utilizing this to bring them to the user. In order to break this grip, the target must pay the rank of this technique. In addition, for each [2] point difference in the user and target's strength in the user's favor, the target must pay an additional rank of stamina to break free.

                        Serpents Den | Rank X | Simple
                        The user, after completing their training to move as though boneless slings their arms at the target, using these limbs, the user is able to stretch their arms a total of five feet further and deliver two open-handed strikes that impact so heavily they remove the skin below their striking surface, infecting the target with the user's poison. This technique may only apply a single stack of poison at ranks E, B and S, totaling in 3 stacks at S Rank.


Stage Four

                        Paralytic Training | Rank B | Simple
                        The user repeats their Toxicity training, completing another five paragraphs of similar training. This new training however grants the user the ability to inflict Tier 1 paralysis upon an opponent through the same methods as Toxicity Training.

                        Venom Spraying | Rank B | Simple
                        The user cuts their own finger, causing it to bleed profusely. For the next five posts the user is able to sling blood with every technique, spattering the ground within fifteen feet of them with it each time they attack or defend. Should the venom be ingested or enter through the eyes during these five paragraphs, the posts required for the toxins to take effect is reduced by one additional post.

                        Toxic Atmosphere | Rank B | Spiritual
                        A supplementary technique that may be paid at the same time the user activates Venomous Chakra. Activating this technique requires no activation, only the chakra cost. The user's toxic chakra spreads over a five foot radius around them. Anyone within that radius who does not make a filter their air through some method will have the user's active toxin inhaled, allowing it to take hold as a gas would making prolonged close quarters combat dangerous. This atmosphere technique ends when the Toxic Chakra technique ends.


Stage Five

                        Shatter Touch | Rank C-S | Simple
                        Seemingly out of the ordinary, this technique revolves around a hard-hitting strike as opposed to the style's lethal rapid strikes. The user performs a single fingered thrust that is aimed to pierce whatever it encounters. This piercing strike is capable of shattering light armors at C Rank, medium armors at B rank and heavy armors at A rank. If executed beyond A rank, the user is able to pierce the flesh of the target, injecting the chosen toxin. The user gains a [1] point increase in strength per rank of the technique.

                        Twin Pythons | Rank X | Simple
                        The user uses their unorthadox body training to sling their arms at a foe. The user's arms extend up to ten feet, seeming to slither along the ground and rising up to coil around the target's feet. The hands will slap the at the skin just at the ankle in order to secure the target while breaking the skin, infecting them. This technique gains a [1] point increase in speed per rank of the technique.


Stage Six

                        Toxicologist | Rank S | Training
                        The user is now able to apply higher tier poisons and paralysis agents to the techniques of this style. In addition, the user is able to apply two status conditions with one if the given trainings are complete. This training requires that the practitioner be a Grand Master Toxin Chemist.

                        Death Touch | Rank S | Spiritual
                        For the next six posts, the user's skin becomes a darkened purple color. This is brought on by the toxins in their body being rapidly circulated and their potency increased by the user's chakra. During these posts, should the user make any physical contact with an object or technique that is S rank or less in potency and cost, it is dissolved as though it were being introduced to acid. Should the user touch flesh during this time, their target's skin begins to melt, introducing the level of toxin they have applied to their technique the following post instead of its normal time frame.
 
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