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Posted: Thu Oct 06, 2011 11:48 pm
Fenrir Graveheart Ana Helios Fenrir Graveheart Ana Helios Fenrir Graveheart Ultima- Explain just how this technique lets the user block attacks and what are its limitations. After all it surely can't block "every" attack or this would obviously be too op, even with the use limited number of uses. Empty Sky- explain this one more clearly. Why do they feel like its seven slashes? What do you mean the user blocks before an enemy's attack? Are you saying the user has to make a certain kind of block and then if the opponent attacks that area then you can use this counter? Awakening The Chaos- Denied. Needs more drawbacks before I can even think about it.
1. I will fix this. 2. Well...I like the number seven...and the user has to block a post before the enemy attacks, it's kind of like a gamble, maybe they'll hit you while you're using Empty Sky, maybe not. So it's kind of like the user is the one attacking, they make the first move, the opponent makes the last. Empty Sky is also in reality just one slash, it is more or less meant to make the opponent give up because of pain, not because they were actually slashed seven times. 3. I will fix this. No no, with the Empty Sky, I mean like do they just feel 7 slashes? Or does the user move so quickly that they can't see the 7 slashes, if thats true then why does it look like 1? Or does the Ki fly off of the user's blade in different directions to cut them or...what? I'm fine with the concept its just...what? lol Ki in different directions, only one slash is real. The other are painful, but don't do actual cutting damage, just the illusion of the pain. Think back to this. ]http://www.youtube.com/watch?v=SwtFz-8Dv9gohhhh ok, thats fine then. @panthers: I know its definitely gonna need some changes. But I don't have enough time to go into it at the moment. Will probably go through it all sometime this weekend. Lol, alright XS
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Posted: Fri Oct 07, 2011 9:01 am
Marked Best suited for fighters who like to pull wins out of their hats when they have nothing left to fight with besides their own body. This style is unique since the injection of Gene-X gives the user tattoos all over their body that can't be used until trained. When released these tattoos have various effects that can heal, harm, or destroy others. Due to the unpredictable way this style works the user's ki color will be grey, but changes when a skill is used. The greatest tattoos on a user of this style are completely unknown, they've never been seen by anyone and should never be seen. Another note, all the user's tattoos are grey until they are in use, then they glow white. Due to the user's skin being marked they normally fight without their shirt so they can show their tattoos and use them, it is impossible to use them with something obscuring them. Stage 1 The user trains by coursing ki throughout their entire body to give their tattoos the strength to actually be used. It only gets harder from there, but the user may have unlocked some lesser abilities to use until they get stronger. Techniques in this stage are varied highly.
Flare Tattoo Rank: E Description: A tattoo that resides on the left palm. By pushing ki through the hand the tattoo will produce a blinding flash for a single post, opening the enemy up to attacks. The flash is not so bright that they won't be able to see at all, it's just a stunning flash. If the user is holding on to an enemy it causes light burn damage.
Burst Tattoo Rank: E Description: A tattoo that resides on the right palm. By pushing ki through it the tattoo will produce a short burst of wind that will blow the enemy away from the user for a short distance. This is useful for keeping a foe away while recovering.
Recovery Tattoo Rank: E Description: A tattoo that resides over the heart. If used it will actually multiply the user's ki and send it back throughout their entire body, healing very small wounds. This cannot be used to heal moderate to severe wounds, only bruises and small cuts.
Burn Tattoo Rank: D Description: A tattoo that resides on the back of the right palm. By coursing ki though there the user can actually fire a small burning projectile at their enemy. This causes light burn wounds, but used many times in a row to gain a succesive hit on the same area may actually set the target on fire.
Stage 2 The user must now train by being in a spare for a set amount of time using only their tattoo techniques, they cannot even use their hands or feet to help them fight. They can quit after they finish learning the stage, now that their tattoos have gotten a good workout they have more power. More power equals better skills, and better skills equals newer skills too. Techniques still vary highly between distraction, healing, and battle.
Rage Tattoo Rank: D Description: A tattoo that resides on the neck, coursing ki through here will give the user a level of strength, but causes them to attack those who are near them for three posts. This is useful when fighting alone, not with teammates. It also causes headaches after use so it isn't wise to use too many times.
Heavy Care Tattoo Rank: D Description: A better version of the recovery tattoo that actually cures moderate cuts. It still cannot cure anything severe or deadly, but if a spare goes wrong or an enemy almost gets a good hit count on this tattoo to save you from bleeding out some time later. A good tattoo to have on your side.
Frost Tattoo Rank: D Description: A tattoo found on the right cheek. The user can actually freeze an enemy by grabbing some part of their body, not their clothing, and holding on to it for two posts. This will allow the user to get a good hit in, but focusing ki on another skill will make the ice break.
Rose Tattoo Rank: C Description: An amusing skill which makes the target victim fall for the user and attack their allies for three posts, they also share strength and speed boosts with the user. After this wears off the target cannot be affected again. It can also be used on a single opponent with no allies, but the user cannot move during the effect. This tattoo resides on the user's forearm. Can only be used on those of same or lower rank, higher ranking enemies will only get a dizzy feeling, but they will be in completely control of themselves.
Stage 3 The user trains this stage by using their ki to various effects on objects and people around them, making odd or amazing things happen as they walk by for the enjoyment of others. By this stage the user begins to learn even more effects that can turn a battle around. This makes them a dangerous weapon in their own right. This stage is focused purely on supporting the user.
Armor Tattoo Rank: C Description: This tattoo resides near the the center of the body. The users of this style cannot wear clothing to defend their bodies since they must be shirtless to use their tattoos, this skill makes up for that weakness by giving them light cover for five posts that can resist C-Rank damage and lower. Any higher will destroy the effect. The user cannot use any other tattoos while this is active.
Angel Tattoo Rank: C Description: This tattoo resides on the back and covers most of it. The user can send ki through there and this will allow them to grow grey ki wings and float down safetly to the ground if they fall. The ability to glide ends after the user's feet touch the ground.
Shadow Tattoo Rank: C Description: The user can use this tattoo on their second forearm to blend in to their surroundings if it isn't a wide open area like a beach, it has to be used in a place like a forest or a dark building. For three posts they can sneak around unseen, but they can be heard. The user cannot attack while using this skill unless they wish to reveal themselves.
Chain Tattoo Rank: B Description: This tattoo looks like it wraps around the user's entire hand. If the user gets an okay from an ally they can make a chain made of ki and wrap it around their ally, this allows them to channel two ranks of speed and strength from themselves in to their friend. This is very risky and shouldn't be used often due to how dangerous it is for the user. As long as nobody walks between the user and the ally the chain will not break until the user wills it to.
Stage 4 At this stage the user begins to channel even more ki throughout their body in an increased manner, it is slightly dangerous to those who haven't been fighting long enough. After this they can focus on the combat techniques of this stage, this is purely to harm the enemy and possibly an ally if they get in the way.
Darkness Tattoo Rank: B Description: This tattoo actually covers the entire arm, only up to the forearm where it begins to look like a fire. If the user makes direct contact with an enemy they can blind them for a short time. Being blind for two posts doesn't hinder their fighting at all, but it would make it tough to defend. The blindness isn't complete, it actually only makes it hard to see so there is a high chance an enemy can guard if they focus.
Sword Tattoo Rank: B Description: This tattoo is on the leg of the user believe it or not, from the thigh all the way down to the ankle. The user can push ki through their and make their ki strike like a blade and defend just as well. This can be continued without having to reactivate the skill, but it still costs B-Rank ki. Remember, tattoos can only be used when the tattoo itself is uncovered, that means the user may have to modify their pants for battle.
Infinity Tattoo Rank: A Description: This tattoo rest underneath the left eye. If the user can make eye contact with an enemy they can cause them to loop around and do the same exact technique they just did. This makes it easy to dodge or causes the enemy to waste a large amount of ki if used at the right time. This can only be done once per battle.
Stage 5 This stage brings everything to light for the user, the only way to even begin training is to get permission from the principal first. The user must then use only their tattoos to win a sparring battle with somebody the same rank or one rank lower than are. They can then use the ultimate tattoos they've unlocked.
Ragnarok Tattoo Rank: SSS Description: This tattoo completely covers the user's abdomen, it looks like a raging inferno. That's actually what the skill does too, if ki goes through the tattoo it will multiply it, a massive amount of ki will be sent through it and it will create a burning ring of fire around the user. The fire doesn't burn the user at all, only enemies. This skill ends after three turns and can only be used once per battle.
Cross Tattoo Rank: SSS Description: This tattoo resides underneath the user's right eye. This skill is just like the last two healing skills, only it heals severe wounds twice per battle. Afterwards it is useless for the rest of the day. The healing is instant, but it cannot heal internal wounds.
Grim Reaper Tattoo Rank: SSS Description: Death. Death is what awaits all who meet the user on the field of a true battle and see this tattoo. It resides in the center of their foreheard and obviously resembles the reaper. If the user is in physical contact with an opponent for five posts it will drain SSS-Rank energy from them and transfer it to the user, not only that, but they will be knocked out from the massive drain in such a short amount of time. This skill can only be used once every seven days. Trying it again requires two burst of SSS-Rank energy from the user and will kill them along with their enemy if they are in contact for ten posts straight.
[[I'm fairly certain this is the most powerful thing I've ever created...tell me if I went a little overboard with it.]]
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Valentine Valtieri Vice Captain
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Fist of the Bro Star Captain
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Posted: Fri Oct 07, 2011 9:16 am
ana: Denied, yeah you went overboard. When this style was first brought up I was under the impression that the user would just be making the tattoos on their body come to life, but you've taken that and have ran off in another direction. Now its just like the user of this style can just do anything, all they need is a symbol for what they're after, not the actual tattoo itself. This makes this style extremely overpowered because really it can do anything. I mean just look at the style. It can create fire and burn effects, like Hell's Grasp, it can freeze like in Absolute Zero, it creates wind attacks, it heals, it raises stats, ect.
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Posted: Fri Oct 07, 2011 9:29 am
Aww...well I guess I sorta saw that before I even posted the thing. By come to life can you explain what you mean, I may not be good at first shots, but I'm a master at making things right. Let's do an example, like the sword, the tattoo would come to life and be an actual sword, right? Is that what you were after or am I wrong again...
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Valentine Valtieri Vice Captain
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Fist of the Bro Star Captain
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Posted: Mon Oct 10, 2011 6:03 am
Panthers7 Zhen Chi Quan [ Red Wing Fist ] - Is called by Family Members / Exorcist Li Long Quan [ Exorcist Dragon Fist ] - Is called by the public The Red Wing Fist, or to those of the Red Feather Family, is a descendant of the creator of the Clan or family known as Magabarari. He was an monk, way back in the times where China was still in it's feudal era, and was learning the ways of Gung Fu when it first was developed. Learning the ways of the animals and the ways to defend the temple utilizing the methods the animals fight to preserve the sanctity of the temple. But there was one attack on his particular temple, that unfortunately came to a loss. A loss where the temple was destroyed and the relics therein where stolen. It was after this defeat, that the Monk took knowledge that learning only one assortment of a fighting style was not going to help him achieve the true aspect of Martial Arts. Taking his new found belief that to become a true Martial Artist, one must dwell themselves in various types of Martial Arts, he took his temporary leave from the temple to learn other styles. And that, he did. Learning the styles of Tai Chi Quan, Wushu, and many other types of Chinese arts. Enough that he got to a point of knowledge that he could create his own fighting style.
But alas, there was something missing from his style. Something that he couldn't quite grasp. He held the fluidity within power that Gung Fu stresses, the strength and power that Japanese styles held, yet there was just something missing that would truly make his style unique. This is where, the story becomes somewhat of Chinese Lore as to how the descendants of the Magabarai gain their power, but it was said that during one particular day that he descended from his training grounds withint he forest did he come upon a village that had a dragon surrounded. As they prepared to slay the beast, the retired yet devout Monk appeared before the blades and halted the crowd. Telling the townspeople that to slaughter and innocent beast simply because of it's looks and because of the stories that were made of dragons of evil intent, did not mean they should kill an innocent dragon just to sedate their fears and hatred for them; or else they, would be no better than the one's they hate. His words calmed the crowd, and took notice of the dragon, who would thank him for any wish that the man wished to be granted. Magabarai wanted only one thing. To have himself become the Martial Artist, that will be able to protect that which he cherishes and to find the missing component to his Martial Arts Style. The Dragon watched the man as he performed the techniques of his style to him, and gave Magabarai what he desired. Giving him the Ki, of a Dragon to further his goals to protect that which he cherishes the most; and promised him, that his seed will be granted this gift, for as long as you keep the will to protect that wish you cherish dear.
With the Dragon's Ki flowing with his own, the Monk returned to his home a new man. Who upon the next time, held off the invaders with little to no worry; in fact even chased some of the bandits down to force them to speak on where the stolen goods stolen from their temple and other's temples lay. After a challenge with the bandit's bosses ghost before his region of China, the crowd was amazed by the stamina, the ferocity, and the absolute extent of Ki Masabarai held. It was monstrous. To the point that some, more specifically the bandit leader, witnessed seeing the Ki swirling around him. The image of a golden dragon coiled around his body while it's fangs laid pointed at him. As if his Ki was simply going to devour him and remove his sin from the world for good. It was after Masabari's landside victory, that he became famous and started to spreed the power of his Clan to others; or at least those that were kin and were able to learn the techniques. When the time came that he was passed, he was known as the Exorcist Dragon because of all the evil he vanquished from the land, until his part of China made those of wrong in their heart to fear coming nito Masabari's region.
After the death of the creator, the seed of Magarai have constantly continued to keep his tradition alive. Making it known of the certain traits of a Red Wing Fist or those within the family. One, would be their stamina. The Dragon's Ki that flows within them has strengthen the stamina within them, somewhat boosting their abilities to a great height. Also, each member of the Red Wing Family hold some form of a dragon that represents their Ki or rather personality. For example, Magarai held a Golden Dragon to represent his Ki, meaning perfection. No one else has obtained such a Ki, but their have been cases where the Ki of the Clan member is extremely vibrant. Illustrating the true power of the individual. But the last, and most fiercesome ability of the Red Wing Family is their Dragon Gates. Where, upon high emotional need to protect what they cherish or to lose themselves in anger, will open up their Dragon Gates; or at least until they learn how to control it. [ Will be able to be controlled after Stage 3 ] This occurs, by 'absorbing' ki in a constant rate while then at the same time releasing it out. Making a continuous flow of Ki which provides the user to assess superhuman abilities. Their hair will turn black and their physical attributes will jump; making them a deadly opponent for a set amount of time. For with them being human, as everyone else is, the body cannot release and absorb Ki at such a frequent rate without taking some form of extreme exhaustion. Stage 1 This is the Stage that the descendant of the great Magabarai in their veins. From here, they will learn how to fine tune their abilities of the Red Wing Fist and learn how to better cultivate the powers of the Dragon's Ki, which will later help in developing the member's Dragon Gates.
Uraate [ Backing ] Rank D This is fulcrum-based transference skill; an example of Ki transmission that teaches one to shift the point and force of impact by striking the dead center of an object.
Tetsushikō [ Iron Finger ] D Known to be a particularly lethal technique; using one finger or hand to punch through the muscle and directly striking the internal organs, or the area which is struck. It usually can't only do true lethal damage unless the opponent is two ranks below the user. In which the strike will rather just be a nicely powered punch. Masters of this technique though, will usually puncture through a person's body in a stealthful manner, and leave the opponent to be die.
Mukuuken [ Empty Fist ] D Is Chinese martial art technique, where the user is trained to empty their minds and allow the body to strike out. Meaning, that the user will in a fighting situation utilize this move out to confuse his or her opponent. With an empty mind and letting the body strike, the user will make the opponent be somewhat looking at a blank book. In which striking at them with such an empty mind, makes it sort of hard for a Martial Artist or even just the regular 'ole joe read when the attack is coming.
Saga Dragon Muscle Bomb D This is a technique that utilizes the power of the Red Wing family in an instant; or at least until their inner Dragon's usage. By pushing one's Ki to flow directly into the muscles, the user will in the most blatant terms buff out. Of course, the user cannot move during this point, but they will be able to negate attacks that are ranked lower than themselves.
Gaō Tetsushi Kikoku Ken [ Wailing Demon Fist] D This technique is used if the event the user comes behind the other. Wrapping the arms around the lower waist of the opponent, the user will hoist them up into the air and quickly bend their backs into a bridge; therefore making the opponent's head slam forcefully upon the ground.
Stage 2 At this Stage the Red Feather family member will start to learn more about their Dragon Ki. At this level, they will be able to outbreak into their Exorcist Dragon Form, but won't be able to control it in the least. Their outbreaks will be violent, and will lash out at any and all those that stand around. In order to reach this level, they will have to be at the level adequate to learn the Stage and will start to exhibit greater Ki and stamina to help out with the techniques they have.
Tetsu Te ( Iron Hand ) C This is the next stage of the beginner technique 'Tetsushikō [ Iron Finger ]'. This technique will utilize the entire hand instead of simply utilizing a single finger. After conditioning the hand enough ( Through multiple microfractures and toning of the bones ) the user will be able to hold a hand like that of Iron. With enough force and torque of the hips, the user can inevitably pierce skin like a blade or dagger.
Great Saga Muscle Bomb C Again, this is simply a stronger version of the Saga Muscle Bomb, enabling the user to move to an extent. With the toning of the body, as it should be at this stage, the user should be able to grab at the opponent or throw a muscle bound fist at them. It will be slow no doubt about it, although it's main purpose is to defend the body from a strike of an opponent that utilizes a technique that is below or equal to that of their own. Of course, technique's above B rank, when the user becomes strong enough, will take at least some of the damage. For their is indeed an extend on how much the mortal body can take even with conditioning.
Kakuu Gaō Tetsushi Kikoku Ken [ Aerial Wailing Demon Fist] C Unlike the beginning version, this technique will take the opponent to the air. in the event that the user puts the opponent up into the air, the user will position themselves behind the opponent while airborne and tilt themselves to perform the aerial version of the usual Wailing Dragon Fist. Or in other words, tilt the opponent until they are upside down and then drop the opponent straight upon their heads from the height they were in the air, to the point they are now laying on the ground.
Hakka Soudou Shō C A move that uses the palms to transfer momentum from the fighter to opponent in one fierce action, normally yielding incredible force, sending the opponent flying backwards and holding a sever loss of breath.
Shin'irikugō Taihōtenshi Tsūhaiken C This Ki-based technique is fundamentally similar to the "Ryukei Qigong Tashinkō", but the martial artist transmits their ki through a solid medium (such as a tree, a concrete construct or even a living being) rather than air. When done to an opponent, the Ki will pass violently through the body and usually does direct internal damage when struck directly.
Stage 3 Here is where the fun starts. This is near the stage that the Dragon Wing Member will start to unlock the powers and truth of the Red Wing Fist. The powers that this style has been feared for way back in the times of Ancient China. Here, is there the practitioner starts to learn about the 'Dragons' within them, and their true heritage within this style. The technique's here get deadlier, hold more power, and the practitioner gets closer to unlocking the hidden stage that lies within every Red Feather Family Member.
Kongou Hasshiki: Taizan Hougou B A technique which uses "reverse striking" transference through a stiff-shoulder charge to shift the force and impact of the blow over a distant; demolishing most anything upon impact with its pressure wave.
Kongou Hasshiki: Renkan Tenpen Tetsukageki B This move is a set of precise, bone-crushing blows. The user will charge at the opponent, forming their Ki into their muscles although not in the manner like in the Sage Muscle Bomb, but enough to strengthen the muscles without losing speed or power. It will rather be a 'bum-rush' of strikes, in which if one part of the combo strikes, it usually is hard to defend against the others. For though this style isn't totally built around speed, the power along with the speed it does have is hard to put up a solid fight against.
Radotenko B A technique combining a fierce shoulder charge with an immediate release of Ki upon impact; that sends the opponent flying backwards, along with internal damage along with the strike.
Tsuwan B A technique that is rather one of the few, that provides the Red Feather Member the ability to experience a burst of speed at one single point. Upon being attacked, the user will indeed take the damage of the strike, but only half due to the user positioning him/herself in an angle to absorb the strike. Immediately, the user will make a 'disappearance', and strike the opponent from below or outside of their Line of Sight. The move makes it seem like the user has disappeared, due to the fluidity and the agility the user utilizes to counter strike the opponent.
Stage 4
 Congratulations on finally making it to Stage Five. Now it is time for you to experience the brutality of what made this style so legendary. At this Stage, the body should be conditioned enough that the user can tap into the Exorcist Dragon Form. Every member, will tap into it eventually at this stage due to their bodies now being able to hold the strain that this transformation provides. This usually occurs or rather activates, first, when the Red Wing member is watching someone they truly careful be destroyed and them not being able to do anything about it. The stress and shame of not being able to help, awakens what legends within the family say, the dragon's blood within them and allows them to tap into their Dragon Ki Gates. The hair will turn black, and their physical attributes will skyrocket while at the same time their strikes will increase due to the constant rate of Ki flowing in and out of the body.
After the initial release of the Dragon Gate, the user will be able to tame their Dragon Ki Gate. They will only be able to stay in the Gates for 8 posts but at a dire cost; due to the Ki flowing constantly in and out of the body the body can't handle but so much before it breaks down; which will be felt after the release. If one were to, for example, go through the max limit of their Dragon Ki Gates, they will have to spend equal days in Real Time, to recover as well as going into a coma immediately once the Gates release. It is a price to pay, for the power that was bestowed upon the family so many years ago.
Dragon Ki Gates -- The Dragon Ki Gate will be needed to be trained after the initial release of the gates, if one wishes to hone their body enough to hold the form longer, they will need to go off of this chart:
Dragon Ki Gate Stages
Ⅰ. Initial Release - Needs high emotional release of needing to protect someone, and having the inability to protect them. After the first release the user will be able to hold up the form for 3 Posts.
Ⅱ. Beginner Dragon Ki Gate User - After that first release, the user will have to have 5 more releases in order to unlock the beginner stage. Upon unlocking this, they will be able to hold the transformation up to 5 Posts.
Ⅲ. Intermediate Dragon Ki Gate User - During this Stage, the user has transformed up to 10 more times after the last five, conditioning the body to last in the Dragon Ki Gates longer. They will now be able to hold the form for 6 Posts and show more prowess and control over the transformation itself.
Ⅳ. Exorcist Form Mastery - The practitioner has mastered the style of their Dragon Ki Gates. They will now be able to utilize the full limitation of their bodies and utilize the maximum length that one can stay in the form. ( 8 Posts ) In order to do this, they must have transformed 20 times before unlocking this mastered form.
Stage 5 Your are a master of your kind. This is the final stage that a Red Wing member hold. It holds the ultimate technique that has been passed down to the family for generations. Though this stage holds only one technique, it is said this is the only technique that is needed for you to finish off your opponent.
Ryukei Qigong Tashinkou Shinden: Gaō Sōryu Enrenshō S+ This high-class, Ki-based technique works off the principles of the Dragon-Ki Qigong "Forged Needle" technique; which applies the fulcrum-based transference skill of "Uraate" to transmit the user's Ki through the air. The technique follows the same required preparation as the "Forged Needle", though the most distinct difference lays in execution; firing out the rotational energy in a dual-palm strike instead a traditional straight punch. However, the technique's most defining quality lays in strength and Ki capacity.
Iron Finger should be C-rank Saga Dragon Muscle Bomb- Denied. Wailing Demon Fist- Denied. This already exists as the German Suplex in the Wrestling Style. Iron Hand should be B-rank Great Saga Dragon Muscle Bomb- Denied as well. Too op. Aerial Wailing Demon Fist- Reword this and it might be able to be approved. Shin'irikugō Taihōtenshi Tsūhaiken- What kind of internal damage are we talking here? I just looked up through the first two stages. Will get to the others later.
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Posted: Wed Oct 12, 2011 2:58 am
Edited~
The damage, being that it is only Stage 2, the damage will be of medium range. To where minor to moderate damage to the internal functions will occur.
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Fist of the Bro Star Captain
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Posted: Fri Oct 14, 2011 12:18 am
Works for me. Also whats the difference between Radotenko and Taizan Hougou in stage 3? They both seem the same but with different wording.
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Posted: Mon Oct 17, 2011 4:49 am
Gale Force
Wind is like water. It goes where it will, never entirely still. One cannot simply grasp it in their hands. But it can be guided, harnessed.
The introduction of Gene-X in one's system does a variety of things. Different syringes provide a number of effects, beneficial or not. Some are said to drive one to madness, while others have nothing but benefits to offer. This vial in particular provides acute and fine control over the wind, if one has the mindset for it.
Using one's own vital energy, or ki as it is known, a wielder can harness and drive air currents to their advantage, providing added agility, flexibility, reach, and control. From a thin blade of air to a mighty blast akin to a shotgun at close range, the possibilities are many, and yet not limitless.
A key weakness for the wind is it deals concussive force only in second-hand incidents. Blowing someone away is much different from ramming them against a wall, or against the ground. Using the wind takes far more subtlety than most elements, and its propensity for holding an opponent at bay instead of incapacitating or injuring them causes many to shun the element.
But air can be compressed and pressurized, transformed into a weapon for a brief moment in time, potentially causing concussive damage, internal injuries, or slashing damage. Given a medium with a slim enough profile, such as a spear, staff, or rapier, it becomes a lethal force of nature that is difficult to counter. Fists and feet do not fall short either, transforming the air into a ferocious complement to one's unarmed attacks.
Evolution 1
The induction of Gene-X is a painful process, and at first, one cannot fathom how to use it. Thus, control of air currents is limited at best, and impossible for the impatient. Of top priority is learning how not to grasp hold of the wind, but to channel it.
Streaming the Wind D Breath control is of great importance to using this element, and this simple technique is a testament to the basic tenet. Capable of holding an adversary at bay with one's breath, though this is limited to a 38 mph wind. Those with enough tenacity or brute force can easily break through. Lasts for one turn.
Basic Redirect D Any action taken with a thrown object can be countered for one post, using the wind to guide the object off of its path of origin. Only light weapons and small-sized objects apply to this however, and if the object is any heavier than a throwing knife or dagger, the technique is null and void.
Air Shot - Rank 1 D A shotgun-like blast of compressed air from either one or both hands rams into the target, dealing concussive damage and a possible knockdown on light opponents. Best used at ranges where the target is within a few feet of the wielder.
Air Shield - Rank 1 D Compressing the air a few inches around one's person provides a defensive barrier for one turn. This ki-infused shield however can be bypassed with a technique at C-rank or higher. In addition, due to the concentration involved, movement in any direction is impossible. That said, any standard strike or light thrown weapon is incapable of breaking the barrier.
Evolution 2
This stage involves fine-tuning one's control of their chosen element, by refining the manner of ways one can manipulate it. Understanding that the wind cannot be entirely controlled, those at this stage instead guide it to their purposes.
Cutting Wind - Rank 1 C Using a tool with a slim profile, be it one's hand, leg, or any kind of ranged weapon or blade, the user executes a pressurized cutting strike that extends out for ten meters before dissipating. Due to the slim profile and straight line of the attack however, this becomes easy to predict and evade with repeated usage.
Breath of Wind C Advanced form of Streaming the Wind, this is a technique capable of moving objects and effectively keeping an opponent pinned with a breath of air equal to a 46 mph gale-force wind. Heavier opponents will now have trouble moving, while lighter foes are rendered unable to stay on their feet. As with any breath control technique however, this can only last so long. In effect for two turns.
Air Shot - Rank 2 C More akin to a bullet now than a shotgun, this technique extends both the range and concussive force of the compressed blast, up to six feet before the effort dies down. Multiple attacks can be issued, as long as one's vital energy holds up...
Novice Redirect C For one turn, Light objects are blown completely off course, and moderately-sized objects, such as light swords, are effectively redirected when thrown. Using this technique at the wrong time however can aid in momentum, with the wielder on the wrong end.
Air Shield - Rank 2 C The defensive aspects of the wind element are improved, transforming from a personal field to a dome with a five-foot radius. This technique allows one to not only stop attacks at C-rank or below, but a second person within the range of the shield is covered as well. Movement becomes impossible for one turn, and this shield can be defeated by higher ranking techniques. Note: This is a work in progress until all evolutions are cleared and all techniques validated by a crew member.
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Fist of the Bro Star Captain
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Posted: Mon Oct 17, 2011 11:30 am
hugin: Actually, I'm already working on a wind style. o_O lol You could've literally tried making any other style and it would've been fine, but right now I'm nearing completion of my Four Winds style, and we can really only have one. If you have a lot of confidence in your style though then I can leave it up to an unbiased crew decision to determine which of our styles is best and then whichever they choose in the one we'll use but...yeah.
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Posted: Mon Oct 17, 2011 11:58 am
Fenrir Graveheart hugin: Actually, I'm already working on a wind style. o_O lol You could've literally tried making any other style and it would've been fine, but right now I'm nearing completion of my Four Winds style, and we can really only have one. If you have a lot of confidence in your style though then I can leave it up to an unbiased crew decision to determine which of our styles is best and then whichever they choose in the one we'll use but...yeah. lololol. Well, I suppose I should pretend this never happened.
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Posted: Mon Oct 17, 2011 1:04 pm
Fenrir Graveheart Works for me. Also whats the difference between Radotenko and Taizan Hougou in stage 3? They both seem the same but with different wording. Ok with Radotenko, There is actual physical contact. But with Taizan Hougou, it is a wave of pressurized Ki that will blast towards an opponent.
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Posted: Mon Oct 17, 2011 3:56 pm
Mixed Martial Arts Brutal/Efficient/Adaptable
Known around the world for its combination of technique and power, the style known today as Mixed Martial Arts is no longer a derivative of any one style, but three different methods of combat. Any style can be used to execute any of the maneuvers involved, with the goal of victory as the only prerequisite. Starting as no-holds barred combat between competing styles from different countries, it evolved into a full-on combat style, transferring from professional cage fights into a fully-developed self-defense art.
Combat in this form does not end even when one is grounded. Defense on one's back is crucial to remain an active threat, and changing the tide in one's favor is possible even in this supposedly helpless situation. It is this integral component that makes MMA special: the ability to adapt to any given situation and shift it to one's favor.
That said, a punch is still a punch, and a kick is certainly still a kick. Just because you know how to blend styles does not mean you are not incapable of being knocked out... Because there's always someone better.
Stage 1
Striking, or stand-up fighting, is the basis of all combat. Punches, kicks, knees and elbows are the order of the day in a cage, but on the street it's a whole different story. Shots to illegal locations in combat sport are pefectly fine in a street situation. As the saying states, 'anything goes'.
Inside Kick Rank D A quick round kick with the front leg meant to cause the target's forward leg to give out. Aimed for the knee or inner thigh, this kick, when properly thrown, can crank out a nice thirty mile-per-hour whack with a crowbar. Enough of these, and movement can and will be hindered.
Double-Up Rank D The inside kick followed by an outside kick is a basic combination. Used mostly on an exposed front leg, this will more than likely be a painful experience. A successful inside kick can be chained into this without hesitation.
Slippery Rank D The key component in evading getting your head knocked in is escaping a clinch. This allows one an opportunity to get away from this potentially life-threatening situation if one is the same level as their opponent, or if their foe is lower. But if they are one level higher, the chances are slimmer, and two levels forces the attempt to fail, opening them to a free hit. Use with caution.
Rushdown Rank D A flurry of punches from close-in, with the chance to ruin ribs and knock the wind out of the opponent. Five shots in total, this combination is sure to leave the target in stiches.
Battering Ram Rank D This involves putting one's opponent in a very bad situation by catching them in a hammer lock, a shoulder-wrenching move that has the target's arm behind their back in an awkward angle, before driving them into a nearby wall, car, or any other hard and painful object. Ki is used to power the initial launch, giving this move a lot of kick upon impact.
Stage 2
Takedowns are vital to succeeding in combat when one wants to end a fight as quickly as possible. Ramming someone on their back or neck can ruin their day, but that's not the half of what could happen when one has an opponent on the ground.
Fireman's Carry Takedown Rank C Up and over the shoulders! The fighter has to get to their knees to pull this one, but it's worth is as one drags the target down by their arm and onto their back.
Walldown Rank C Forcing one's opponent against the wall will more than likely be a good situation, but it can be made even better. All one has to do is put their center of gravity below their target's, grab the legs, and pull the foe down. Hard.
Double-Leg Rank C The traditional method of shooting for one's legs as they call it, is this right here. The goal is not to drop one's head too low, because... well, the neck will be a fine target for a savvy defender. Just grab the legs under the knees, pick 'em up, and put 'em down with authority.
Ankle Pick Rank C This move takes out one of the legs as a support while pushing back on the opponent's upper body. It requires proper positioning to get just right, because if timed improperly, it will lead to serious concequences and a loss of position.
Not today! Rank C Ah, the sprawl. The basic defensive technique against all takedown attempts. Impossible in certain situations, but invaluable in all others, this involves sliding one's legs backward, so that any attempt to pull, drag, or sweep them out from under the fighter is null and void. Used to counter a takedown attempt with the possibility of forcing the foe's head to the ground, putting them in a sticky situation...
Stage 3
What does one do when they're on the wrong end of a ground struggle? Fight back, of course. The ability to shift one's position in such a crucial stage is critical to survival, because when you're on your back, you are in deep, deep trouble. Of course, if you're the one in control, on the offensive... well, it's just a matter of making the guy below you miserable.
Fists for Lunch Rank B Requires Successful Takedown One of the best ways to make someone give up is by this royal, grand beatdown. All you have to do is get on top and let the fists and gravity do the work for you. The rain of punches however, lasts only for so long, either for two turns or until a successful attempt to escape or counter is made.
Side Control Smash Rank B Requires Successful Takedown Moving to either side of one's target while they're down is a good way to get more leverage. It's also a good way to drive the point of a knee into a few ribs. Three knee slams from this position are executed with authority. Ki can be infused into this maneuver to increase the chances of breaking something... fragile.
Mount Reversal Rank C Someone else is on top. One is now in deep s**t. But they can get out using the leverage of the hips and a swift turnover. Who's the boss now? Of course this won't work if the aggressor is two levels higher, so make sure you have at least an even match before trying this. Ki can be infused in this technique to make it more explosive, and thus more effective.
Guard Position Rank C More than just a mere change of position, the guard is a position of opportunity! Sure it just involves wrapping one's legs around the torso of an opponent on top, but it offers control, leverage, and the setup for some nasty comebacks. Used for when one actually tries to get up top after a takedown.
Guard Break Rank C The fighter is on top... but still not dominant. Someone has their legs around their waist, and they're still in control of how and where the attacker moves. This is a matter of getting the legs out of the way so one can do what they do best. However this involves some struggle, and if the target is two levels higher than the fighter, it's not going to end well.
Back Control Rank C This is something that everyone wants, a position of total control. If a fighter locks this in, there's a massive struggle to escape from the opponent. Avoiding this position is great, but getting it is even better. It has the requirements of a mount, but getting them on their belly instead, hooking the legs onto the waist and the arms around the upper torso. All one has to do from there is either roll over or lean back until the target is sitting, and they have back control.
Get Off Me! Rank C Having someone on one's back is no fun, and a sure way to lose a fight. But... get at least one leg out of the way and keep the arms from locking around the upper torso, and one can effectively worm their way into a guard. This requires the attacker to be at the same level or lower to be successful. One level higher will result in a struggle, and two levels higher will result in failure... and a free hit.
Stage 4
Finishing the battle is what's important, and there are many ways of doing so... but if one wants to do it right, these techniques are the best method of truly ending things. Destroy an arm, and you take away a punch. Take out a knee and you remove an opponent's ability to stand. Cut off the blood supply for long enough... and the fight is over in seconds. All finishers have a three turn escape-or-submit window before the effects take hold.
Minus One Arm Rank B Requires Fists for Lunch Any time during one's destructive rampage, this trick can be pulled out. It's called an arm bar, and it's the best way to take away a punch. Forcing one's elbow to bend the wrong way for long enough, or with a hard enough tweak, will disable the arm entirely.
G-Bar Rank B Requires Guard Position A different take on the arm bar, from the last place one would want to be... on their back. One must grab an arm, pull it to their chest, turn so that one leg is on the head and the other is on the back, and from there it's just a tweak of the hips.
Minus One Leg Rank B Requires Side Control Smash The arm bar... on a leg. This one's simpler than it sounds, actually. Same principle, different limb. From Side Control, all it takes is grabbing the leg on the side the fighter is facing, trapping the knee with one's own legs, and bending it in a direction it's not supposed to be bent in.
Sleep Tight! Rank B Requires Back Control If one is ever in a position where they end up behind their foe and they're on the ground, this is a nice, solid way to get things done. With one arm around their neck and the other hand pushing on the back of their head, it's a simple manner of squeezing the arms together and pulling the shoulders back. The best part is, they're not bruised, battered, or dead afterwards!
Triangle Choke Rank B Requires Guard Position Just because someone's on their back, doesn't mean the fight's over. This move proves just how fatal underestimating an opponent can be, as one drags one of the opponent's arms down, puts the opposite leg over the back of their neck, and the other leg over the ankle. Given the proper angle, one can simply pull down on the target's head and essentially choke them with their own arm.
Arm Triangle Rank B So one is on their back, being being beat to a bloody pulp and they need an offensive option. Just catch a fist, drag the arm down, put one arm underneath said arm and behind their head and use one's other arm to grab onto the target's head. Sound familiar? It should... because it's the Triangle using the arms instead of the legs, with the fighter in a bad position. If anything else, they'll never see it coming.
Crucifix Rank B Requires Back Control Starting from a side mount... from behind... The fighter traps one arm between their legs and hooks under the other. There are only three steps from this point. Roll over, spread one's arms, and pull on the far side of the target's head. Six hundred pounds of pressure on the neck equals some serious pain...
Stage 5
The moves that have flash and flair, the best ways to destroy someone's will to keep going. Requires a massive opening, but delivers specacular results.
Sambo Leg Breaker Rank A It's hard enough to catch someone in a knee bar while on the ground. But how about while standing? This trademark move from Combat Sambo requires one to somehow get side to side with the opponent during the struggle, then hook one of their legs between the target's and an arm between the fighter's legs. After the arm snags the target limb, the roll becomes simple... and painful, as it drives the target onto their neck and shoulders. From there, the kneebar is the final touch, and the same three turns are required to escape.
Drop the Hammer Rank A One of those moves that makes everyone stop and stare. Performed from a standing, close-in position, the fighter takes control of an arm, throws their legs up until both are in front of the opponent with one at the head and one at the chest, and with the momentum gained... the target goes down on their back, hard. Once on the ground, a simple tweak of the hips will render the opponent in even more pain.
The Long Kiss Goodnight Rank S Requires Nearby Wall or Object The fighter springs off of any nearby wall or rebound surface, delivering a shocking roundhouse kick with the shin. A massive opening is needed for this to fully connect, but if it does, victory is easily concievable.
On The Button Rank S A final, swift side heel kick to the head, straight to the nose or jaw. This has all the fighter's weight behind it, and is easy to evade if done at the wrong time. But also has the effect of blasting the target back for ten feet should it successfully connect, and the delivery of a decisive ending.
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Fist of the Bro Star Captain
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Posted: Mon Oct 17, 2011 4:35 pm
hugin: I was actually hoping somebody would make an MMA style so we can have moves like shooting the legs or ground and pound, but keep in mind that this style must be unique. Any moves that are the exact same from another style, or if I find you copying moves off of one of our other styles, then this could become a problem. But just keep that precaution in mind as you make the skills for the style and this should make for an excellent style.
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Posted: Mon Oct 17, 2011 5:54 pm
Fenrir Graveheart hugin: I was actually hoping somebody would make an MMA style so we can have moves like shooting the legs or ground and pound, but keep in mind that this style must be unique. Any moves that are the exact same from another style, or if I find you copying moves off of one of our other styles, then this could become a problem. But just keep that precaution in mind as you make the skills for the style and this should make for an excellent style. You can see I'm really trying to think of things no one else has thought of. It's... hard. XD
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Fist of the Bro Star Captain
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Posted: Mon Oct 17, 2011 6:05 pm
Hugin the Raven Fenrir Graveheart hugin: I was actually hoping somebody would make an MMA style so we can have moves like shooting the legs or ground and pound, but keep in mind that this style must be unique. Any moves that are the exact same from another style, or if I find you copying moves off of one of our other styles, then this could become a problem. But just keep that precaution in mind as you make the skills for the style and this should make for an excellent style. You can see I'm really trying to think of things no one else has thought of. It's... hard. XD And now you see why we don't have as many styles as we'd like to have. XD
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