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Hugin the Raven

PostPosted: Mon Oct 17, 2011 6:18 pm


Fenrir Graveheart

And now you see why we don't have as many styles as we'd like to have. XD


Well, I think I'm doing okay so far... what do you think now that the first two stages are done?
PostPosted: Tue Oct 18, 2011 9:18 am


Hugin the Raven
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'. Training can come in the form of anything from bag work to shadow boxing, but in order to properly judge distance and build a quick reaction time, partner sparring is the best method.

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. It's like a whip with a crow bar at the end of it. 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.

Battering Ram
Rank D
This involves putting one's opponent in a very bad situation by controlling an arm, ducking under it, bending it against the target's back, and forcing the hand toward the neck in one swift motion... 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.

Slippery
Rank D
The key component in evading getting one's head knocked in is escaping a clinch hold, a method of controlling one's opponent that originates from various styles such as Judo, Muai Thai, and Combat Sambo. Amounting to a throw escape, this technique 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 C
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.

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. Requiring knowledge of posture, position, and basic clinch holds, this stage is best trained with a sparring partner who understands safe practice.

C.E. Tie
Rank C
The basis of grappling is not just position or posture. The Collar & Elbow Tie ensures that no matter what, you and your opponnent are equal in position. This hold is the basis for all kinds of setups and takedowns, and serves as the initial struggle for position in a grappling match. The hold involves grabbing onto the back of the neck with one hand, with the elbow against the chest. The other hand hooks onto the target's elbow or bicep on the other side. If one can get hold of the bicep, just below the shoulder... they are in position for some good times.

Fireman's Carry Takedown
Rank C
The fighter has to get to their knees to pull this one, but it's worth it as one takes control of an arm, drags them over their shoulders while hooking an arm around the thigh on the same side, and dumping them on their back. Takedown naturally ends in Side Control.

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.

Double-Leg Cannon
Rank C
A variant of the standard Double-Leg takedown, this serves as more of a charge than anything else. The arms are in the same position, hooking around the knees, except the head rams right into the chest. The initial thrust from the legs is no longer upward, but forward, driving them to the mat or pavement with even more force. Takedown naturally ends in Mount Position. Causes extra damage when done near a wall, car or any other object that will leave a bruise when smashed into.

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.

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.

Inside Leg Trip
Rank C
From Greco-Roman grappling comes this deceptively simple move that involves capturing an arm, bringing the leg opposite to the captured arm toward the ankle for a trip, and leaning forward. This is all done in one quick, fluid motion and results in the opponnent going down hard, depending on the speed of the attacker.

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. Understanding the various positions can be done alone, but proper training has to be done, again, with a sparring partner.

Mount Position Rush
Rank C
Getting on top of someone is a good thing to do in a ground fight. It's also a hard thing to do, as one is trying to kick you away, trap you between their legs, or just plain stand up. This technique cuts the effort of gaining this advantageous position by a significant amount. Focusing ki in the legs to increase speed, one rushes toward a downed target in an attempt to pounce right on top of them.

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.

Fists for Lunch
Rank B
Requires Successful Takedown or Mount Position
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
Rank C
A variant of Mount Postion, this requires one to be on either side of the opponnent with their chest pinning the target. Whichever side one ends up on though, they must slide one arm underneath the arm near their head and a knee underneath the other arm. If one doesn't accomplish this, an escape is highly possible.

Side Control Smash
Rank B
Requires Successful Takedown or Side Control
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.

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. Safe training is always important, and one with a jujitsu background will know how to properly submit. Otherwise, one must execute strict control over their movements to safely practice these techniques.

Minus One Arm
Rank B
Requires Fists for Lunch
Any time during Fists for Lunch, this trick can be pulled out. It's called an arm bar, and it's the best way to take away a punch. While mounted, one takes control of either arm, turns their body so their legs end up over the chest area, and lays on their back, bringing the arm with them. With the elbow trapped between the legs, all that has to happen is a raise of the hips, and the arm essentially bends in a direction it's not supposed to.

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. While on the ground and in Guard Position, one must grab an arm, pull it to their chest, turn so that one leg is over the back of the target's neck and the other is as close to the shoulder as possible, 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 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
One of the style's iconic finishers, this technique is capable of applying up to six hundred pounds of pressure on the neck, causing significant damage if the opponent is unable to escape. Requires the opponent to be face down. 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.

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.





Yay, it's done!

Hugin the Raven


vineco

4,150 Points
  • Hygienic 200
  • Full closet 200
  • Signature Look 250
PostPosted: Wed Oct 19, 2011 12:13 am


Stolen Sands
User Image

A relatively rare Gene-X mutation, the ability to rot or smash objects such as wood, stone, plants, etc into sand and have the ability to manipulate that sand in forms of attack and defensive skills. One's own will power is needed to be dark enough in beginning of it's stages to rot things, a wounded soul is ripe for the style. Large amount of ki is needed to break down objects into their special sands as well as use them in skills and carry the sands amongst their body though this can be altered by how much their will power desires the death of things. The user sand generally takes a unusual color such as silver, purple, blood-red, or black.


Stage 1
The beginning of this stage is searching yourself for the will power to destroy, to take something that was once beautiful and turn it into nothing but sand. Often if one doesn't have this desire they themselves turn into sand for it is constantly needed to create if you have the ability otherwise it overwhelms the user. Once you have conjured the sands, mediation is needed to control the sand and move it to form attacks and defenses. In the early stage, the user has maybe 2-3 attacks with the same sand before he loses the ability to control it and has to break down objects into more sand.
The user must destroy objects into sand at least twice a day or risk having their ability consume the user into sand.

Desire Acquired
Rank: E
Des: Through either reliving dark events in one's past or having a pure dark broken heart, the user finds objects around him and breaks it down into the sand it can use in attacks and defenses. The sand quickly moves over to the user through some mental connection with the simplest of things.

Daggers Materialization
Rank: D
Des: The user makes his sands airborne forming into three cone shape sands sharp enough to pierce and launches them towards his target(s). They are breakable & block-able but if it makes contact it does pierce.

Sand Shield
Rank: D
Des: Building up the sand into a two foot thick layer of itself, the user can use it multiple times to deflect attacks but is extremely weak against water based attacks. In the user's earlier stage this move cannot be used in combination with moves such as Daggers Materialization but it is possible later on to use the Sand shield and other weapon based moves together.

Sand Shield Launch
Rank: D
Des: Building up sand into a two foot thick layer of itself all around the user, the user launches it outward all around him which acts as a shield to all attacks except aerial and underground. It isn't intended as a attack but can push opponents further away from the user. In the user's earlier stage this attack/defense drains it's sand deposit making the user have to gain more from surrounding objects.

Stage 2
In this stage the user begins to conjure more sand through destroying objects and keeping the sands with them similar to Hell's Grasp's style of wearing it like a glove. The user must destroy objects into sand at least once a day or risk having their ability consume the user into sand.

Leaching Sands
Rank: C
Des: This sand attack is simply thrown at a target, the user having mold it to be extremely clingy to it's target making the user able to sense the target whether he is hiding, invisible, airborne, or running. The range on this is 500ft and duration is 15mins but like other skills that is weakened by water, if the user is washed or takes a swim in water, the Leaching Sands instantly becomes useless. This attack is also useless on users that are no longer in this dimension but becomes active again if the opponent comes back to this dimension within the skill's time limit.

Lashing Sands
Rank: D
Des: The user wields two sand-made whips that he uses to slap at his opponent inflicting stinging and sometimes cutting wounds. Unlike the attack Daggers Materialization where if deflected it dissolves, the whips of the user materializes if cut down ranging from 2-4 times.

Engulfing Bury
Rank: C
Des: The target is swarmed with a onslaught of sand in one general direction seemingly acting as a magnet for the sand surrounding him/her generally up to his or her neck. The attack is meant to slow the opponent so the user can stop a opponent during a dangerous attack, reposition himself, and/or prepare a larger attack. This attack lasts only one post and is freed before the user can attack during his/her entrapment.

Sand Gauntlets
Rank: C
Des: The user conjures two large mighty fists on either side of him and swinging his own fists moves the larger ones packing quite the punch. The user may sacrifice one of his fists to block a major attack then he has to wait two posts before he can materialize a replacement fist.

Stage 3
In this stage the user begins to accumulate more experience with the sand skills giving him less expense on his ki when he uses his attacks. It also allows the dissolving of objects into sand at a much faster speed than before, allowing him a better chance to strike first. The user no longer has to use the Desire Acquired skill to receive sand for his attacks. The user is also no longer required the once daily consumption of objects into sand or risk being consumed into sand himself.

Sands Dunes Explosion Spikes
Rank: B
Des: Throughout the battle the sand that had been left on the battlefield begins to form into piles. Once there is 3-4 piles of sand leveling up to 4ft or more they explode outward in the form of sand spikes intent on piercing anything in it's path. The sand dissolves before contact with it's user but the attack has no accuracy, relying on sheer numbers of spikes. The user must wait two posts before implementing this skill after using a move that leaves a large amount of sand on the battlefield such as Overwhelming Wave or Sand Column.

Demolishing Defense
Rank: B
Des: In a pure defensive skill, the user can quickly destroy nearby objects and fling the sand in a sacrificial style defense to defend against a barrage like attack from a opponent. The sand forms into 2ft thick layer walls hoovering above the opponent and is often stacked back to back in case the first attack cannot stop a piercing move, the second layer is intended to be that barrier.

Shining Spear
Rank: B
Des: One of the stronger sand conjurations, the user conjures a spear in which he can two-hand wield or launch at opponents. Unlike skills such as Dagger Materialization, the Shining Spear Skill cannot be destroyed by deflection and if it is chip or broken it materializes almost instantly. The tip of the spear is infused with the poison that dissolves objects into sand and though it doesn't dissolve human flesh it weakens the body giving it a temporarily painful aging feeling.

Overwhelming Wave
Rank: B
Des: The user destroys a massive amount of objects from behind him or uses sand that was left in the back of the battlefield and sends it crashing in the form of a giant wave over it's head, it's tips are spiked intending to deal either a massive pain or turn the battlefield into a advantage for the user. Unlike other skills from the user, this ability is weaken by both water skills and wind skills for it's sheer amount of sand is not enough for the user to control all at once unless it begins to gather into piles for the skill, Sands Dunes Explosion Spikes. The sands avoid the user completely, parting into a hole as it passes by.

Stage 4
The user begins to dissolve and recreate himself from the waist down with the sand giving him a constant supply of sand that appears to have himself buried halfway in his own sand whereas he can move almost as fast as before with the sand following. Unlike other abilities of the Stolen Sands that are weakened by water, this ability cannot destroy the user even if the sand is altered, he seemingly instantly breaks apart from any mushes, glassed sand into his normal full body. The speed in which the user's skills is also increased due to his seemingly new found alliance with the sand.

Hailing Spikes
Rank: B
Des: The user launches numerous globs of sand into the air and somewhere up there they form into spikes making it rain down onto the battlefield. The amount is impressive, it is wise that one defend the attack for it last a good 30secs. The attack isn't affected by weather effects by the other opponents, say it is raining or pouring down fire, the sand spikes falls alongside them. The spikes turn back into sand if they seem to be heading for the user.

Sand Column
Rank: A
Des: The user launches a impressive 15ft well rounded 6ft thick column of sand out from his massive supply of sand all around him. It is intended as a direct hit attack but he can move it once 4ft to the left and once 8ft to the right or vise-verse. The column is extremely tough needing a impressive attack to deflect it and nearly no head-on attack can destroy it. ((Pst: Try chopping it from the air or if you evade it, chop it's side.))

Wall of Clones
Rank: A
Des: Also a column like ability where the user launches the column on his left and right side then molds numerous doppelganger of itself within the column and seemingly the user turns into sand whereas instead he layers himself with his sand and vanishes amongst the 6 other similar sand beings of himself. The doppelgangers are molded with a typical sand weapon, i.e. spear, shield, daggers, or gauntlets and attack with the weapons after detaching from the column. The user is amongst the attackers with a weapon but he cannot use another sand skill until his clones are destroy since it takes was too much concentration to control all of the clones.


Stage 5
In the final stage large objects such as houses, trees, and large metals are destroyed into sand for the use of the user. He no longer needs to conserve his sand in fear or losing it for a attack nor have to constantly destroy and repair his own body into sand since it seems to be in large supply. Within this stage the user desires nothing but the destruction of his opponents or perhaps the world. Only after his ki is depleted or he is unconscious that objects around him is stopped being destroyed and turned into sand.

Moving Dunes, Mass Spears
Rank: A
Des: With a large amount of sand piles lingering around the battlefield they begin to mass towards the opponent(s) with spears forming outward from the piles intending on trapping and piercing it's victim. The mass of the piles of sands are so large that unless it's a equally massive water attack they still move towards it's target.

Sand Storm
Rank: S
Des: With the mass of sand around, the user creates a massive sand storm intending to blind it's opponent and hit him with the large amount of flying sand whereas the user has a visual amongst his own attack though the concentration of the storm to be consistent only allows the user to use moves such as sand daggers, shield, whips, and spear.

Quicksand
Rank: S
Des: With the mass of sand around, the user creates a dissolving sand pit sucking objects and people inward into the ground. The sheer mass of the attack doesnt allow the user to create any other moves but also the sheer amount creates a area of quicksand unheard of in nature.

Ultimate Attack & Defense, Spike Ball.
Rank: S
Des: The user gathers a large amount of sand all around him and morphs it into a ball burying himself within it and hardening the sand then creates spikes all around the outside of it. Finally the user can roll himself sensing his opponent due to the mass of sand all across the battlefield. He intends to run the opponent over impaling him on a spike or crushing his opponent with the weight. Within the spike ball is a empty center where the user is though his arms and legs are buried in the sand controlling it's movement. The duration in which the user can maintain the spike ball is the longest than any other of his moves, unless he is stopped by someone's skills or other means he won't stop until the opponent is down. Finally the user is ultimately defended within his spike ball.

Stage Death

Reversal of Destruction
Rank: SSS
Des: If the user is killed ((In battle)) all of which he has ever converted into sand with his ability is reformed into what it was before hand. That means houses, trees, cars, precious items, even intellectual life is brought back from sand in the surrounding areas of his death. That might mean some trees end up inside of buildings or cars in lakes depending on where he is at the time of his death. This is a one time life thing, see below skill to understand.

Sands of Time
Rank: SSS
Des: If the user dies from any other means besides killed in battle or having the sand consume him before reaching Stage 3 including a attack that had him injured for more than 2 days and poison than the body converts to sand and a young child of maybe 6yrs is left in it's place. The child is purged of the Gene-X mutation on the rebirth as well as all memories of it's past life. The child can contract the mutation again though the likeness that it is the Stolen Sands Mutation again is extremely unlikely. The user cannot use either of these after-death abilities again if they do once more have the Stolen Sands mutation.

PostPosted: Wed Oct 19, 2011 8:47 am


Retribution Style
User Image - Blocked by "Display Image" Settings. Click to show.

A style only now revealed to the world after having been developed for months. Those who have faced this style before have fallen for believing it is as slow as it's other counterparts, they were wrong. This style focuses on speed that can only be acheived through intense training. This style also focuses on moves that trick the enemy in to acting one way instead of the other and striking before they can correct themselves. While this style has speed, tricky techniques, and high damage capabilities it also has flaws. It is finding those flaws that is the challenge. Sources say before Ludus got their hands on this style it was used by a purple-haired swordsman who vanished before they could question him...


Attack Counter
Rank: D
Description: As the name states, the user brings their greatsword in front of their body and uses it as a crude shield to block incoming blows before swinging it around in a complete circle to gain momentum before attacking the enemy with enough cutting force to end them right there if the blow lands correctly.

Dancing Wheel
Rank: D
Description: The user slams their weapon in to the ground and throws their body over the sword while holding on to the handle, when they come back to the ground they will slam it in to their foe, crushing them underneath the weight. This attack happens quickly just like every other attack in this style.

Spear To The Heavens
Rank: D
Description: The user charges forward and actually stabs their blade forward even though it has zero stabbing capabilities. This attack is actually meant to stun an enemy by knocking the wind out of them. If the user is a higher rank than the enemy there is a chance their ribs will break after being hit. It takes multiple hit to break an opponent's rib that is equal or higher rank.

Ripping Scythe
Rank: D
Description: The user slashes quickly three times at their enemy, the speed this technique uses is sure to give the enemy pause, just enough to give the user enough time to land at least one slash. If the user's greatsword is serated is does much more damage than it should when it rips in to an enemy.

Gift of Peace
Rank: D
Description: The user flips their blade to its flat side and slams it in to the enemy once before spinning their body in a circle while moving to the side of their opponent and swinging the sword on its sharp side. Being beside the enemy gives the user a chance to bypass any defenses the enemy may have prepared, but that doesn't mean this attack is unblockable or unavoidable.

Flurry
Rank: C
Description: Like using a rapier, the user can use their greatsword with the speed of one of these weapons and damage their enemy more times than they can count in a short amount of time. The attack is easily blockable by those who are calm enough to read the user's movements however. One would wonder how such a heavy weapon could be swung so quickly...

Dragonslayer
Rank: C
Description: The user swings their blade horizontally at their enemy, cutting their stomach, they then redirect their blade before finishing the cut and slash their foe's neck diagonally. The cut to the neck should be deep enough so the enemy's head falls off, but it is fatal either way.

Hero's Farewell
Rank: C
Description: The user slashes upward and knocks their enemy in to the air before jumping up after them and knocking them in to the ground with another well placed strike. The user will then bring their blade down upon the enemy and sever their spine with one final strike, killing them if the blow lands. The two bleeding lacerations are something that should be worried about too.

Darkened Heart
Rank: C
Description: The user knocks their enemy in to the air with an upward slash and grabs their leg before slamming them in to the ground painfully. While their enemy is on the ground the user cuts their body in half swiftly and mercilessly. That alone should be enough to kill somebody. The enemy can still save themself if they get knocked in to the air, or even on the ground.

Imbroglio
Rank: C
Description: Another instance in which the opponent can be knocked in to the air by the user, something that happens quite often. The user throws their blade in to the air and might knock the enemy in to the air also. The user then jumps in to the air and grabs the blade before spinning twice like a ball in midair and brings the sword down in a mighty slash along with the enemy, most likely cutting them in half or injuring them greatly.

Fatalis
Rank: B
Description: The user cuts across the enemy's stomach like with Dragonslayer, but then grabs the enemy by the neck with one hand while holding the blade in the other hand. The then throw their enemy on to the ground and stab their blade in to the sword wound with enough force to send it through the other end of their body. This attack is actually faster than most due to how much the user must have trained up to that point.

Moonlit Sky
Rank: B
Description: The user knocks the enemy in to the air with a slash that could kill them if they aren't defensive enough already. The user then jumps after them and begins slashing them repeatedly until they are sure the foe is damaged enough before bringing their sword high above their head and gathering an insane amount of ki in to it before bringing it down on the enemy and slamming them in to the floor. If one were to see the attack from a distance they would see ki flying off the user's sword with every slash like a fire, this has no effect on the enemy really.

Ravager
Rank: B
Description: The user moves as fast as they can swing their blade and cuts the enemy before speeding away and doing the same thing from another angle until they hit twelve different times. They then gather as much ki as they can in to their next slash and strikes, blowing the enemy away with the force of their ki, even if the final blow itself did not make contact. In fact, it is better not to make the final blow actually touch the enemy as that last strike and gathering ki takes a short time to charge up.

Star In The Sky
Rank: A
Description: A simple and comical technique depending on who you are. The user denies an enemy the chance to strike them by countering with an upward slash that sends them flying high in to the air. There is no need for anything else, if they hit the ground the damage alone can stop them from attacking the user. Star In The Sky is normally fatal however so it is better not to use it in a spare more than once. It won't kill a target the first time it is used so that is the only time it can work on an enemy without death following after. This is a slightly slower skill so if the enemy is faster it may not work.

Critical Pain
Rank: S
Description: The user punches the opponent in the stomach once to make them double over in pain before they sheathe their blade in their enemies back. If that misses or the user decides they want to go the non-fatal route the blade will be stabbed in to the ground. The S-Rank ki comes from the intense outburst of ki coming from the user which can blow an enemy two threads away from the user amazingly. It blinds the enemy for two posts after they land where they will and gives the user enough time to escape. It can only be used once per day.

Critical Finisher
Rank: SS
Description: The user stabs their opponent in the stomach and lifts them in to the air before slamming them on to the ground and raising their blade high above their head and gathering ki, making the blade much longer. They then slash downward on the enemy and their foe dies from the massive burst of ki running through their body if they are hit. This can only be used once every three days. This is the slowest technique there is and it requires the opponent to be heavily injured before use.

Critical Devestation
Requires: Level 5
Rank: SSS
Description: A skill that can destroy a thread from the massive power. The user slashes the enemy a total of ONE THOUSAND times with their sword filled to the brim with ki. The ground around them starts collapsing and the air vibrates with their power across the entire island. The user then uses all of their ki, ALL OF IT, to strike their enemy and completely destroy an entire area plus their opponent. This can only be used one every month due to the intense power it has. It also puts a strain on the user so painful they cannot fight for the next week. This takes a painful five posts to charge up while fighting an opponent at a range so close you could smell each other. The one thousand slashes happen in a span of two minutes, that is most of the reason for all of the strain put on the user's body, it was enhanced with ki to create that kind of speed, something impossible to obtain by any normal or human means.


Valentine Valtieri
Vice Captain

Blessed Hunter


Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Thu Oct 20, 2011 2:11 am


Panthers7
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.

Panthers7
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.

Alright thats fine, but Taizan Hougou needs a few more details or limitations so players don't just shrug their shoulders and destroy someone. Add in something like at least 4 or 5 steps must be taken for this charge to build up that amount of force, and maybe lower the actual damage it does to about C-rank so it can still blast people back but not actually kill them. Unless...you know...like they fall back on a spike or something.

Anyways make that and the previous edits I mentioned so I can move on to the last two stages and get this style approved already.
PostPosted: Sun Oct 23, 2011 9:03 pm


hugin: All of your stages need to describe the unique ways of training for MMA so that the students of this style know what to do to learn the skills within each stage.

Slippery- So does this technique only work on attacks aimed at their head? Or is it used to escape a grab move? What do you mean by "clinch" exactly?

Battering Ram- Give me a little more detail on this "hammer lock" move. Like where is the opponent initially grabbed and where it goes from there.

Fireman's Carry Takedown- This one is also a little confusing. More detail please.

Minus One Arm- So what does the user do to get them into that position where they're forcing the elbow back? How does this stop a rampage?

G-Bar- "so that one leg"? Is this attack made from the ground? The way you described it is kinda confusing. Go from the assumption that both fighter are standing and facing each other before you make any other assumptions about position. It avoids confusion.

Crucifix- I know this move and what it looks like, but others may not. Try to add in a little more detail here to avoid confusion.

Drop the Hammer- I'm confused again. So is this like the Suicide Throw of Jujitsu where the user is falling backwards, except you hold onto the opponent after you're flipped them, or...what? And how does the hips hurt the opponent's arm?

The Long Kiss Goodnight- Denied. This seems more like a General Skills move, and certainly one that wouldn't be S-rank.

On the Button- A "side" heel kick? o_O What's that? A heel kick doesn't seem like something that would definitely kill somebody...maybe make this A-ranked?



@ana and vin: I'll get to you guys tomorrow...maybe...

Fist of the Bro Star
Captain

Shirtless Seraph


Panthers7

PostPosted: Tue Oct 25, 2011 1:59 am


Fenrir Graveheart
Panthers7
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.

Panthers7
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.

Alright thats fine, but Taizan Hougou needs a few more details or limitations so players don't just shrug their shoulders and destroy someone. Add in something like at least 4 or 5 steps must be taken for this charge to build up that amount of force, and maybe lower the actual damage it does to about C-rank so it can still blast people back but not actually kill them. Unless...you know...like they fall back on a spike or something.

Anyways make that and the previous edits I mentioned so I can move on to the last two stages and get this style approved already.
Done ^-^
PostPosted: Wed Oct 26, 2011 9:06 am


vineco: Desire Acquired- Converting materials must require physical contact and you cannot convert materials that have another's Ki inside. This is to prevent users from converting people into sand or their weapons.

sand shield- this can only defend against attacks coming from one direction right?

sand shield launch- Give this a 5 post cool-down period.

Stage 2- once a day is a little extreme man. Lets make that once a week.

Leaching Sands- instead of "15mins" make it "10 posts"

Lashing Sands- the second sentence is worded a little strange. Go back and re-word it for me because the "materializes" bit is throwing me off. What does it mean? Does it just get shorter or...what?

Engulfing Bury- Can only be used twice in a fight. User cannot use any other techniques in the post where they use this attack.

Sand Gauntlets- Lasts 5 posts.

Stage 3- Even if the user doesn't have to pay the cost for Desire Acquired skill anymore, I still expect them to require physical contact to dematerialize objects. If not then I need definite distances from which they can shift objects into sand and limitations.

Demolishing Defense- 5 post cool-down period

Shining Spear- No poison. Thats not part of your style.

Stage 4- How is this training? Is this effect permanent? Shouldn't this be a skill?

Hailing Spikes- Lasts 2 posts instead of "30 seconds".

Sand Column- How can the user move this column in mid-air? Is this just like a large blunted throwing-spear type of attack?

Wall of Clones- This is going to require the user stand still for one post and focus on the technique. I don't want someone abusing this technique to cheat death by just shifting into sand and joining the clones.

Stage 5- I want you to go back through these styles and come up with a unique training method for each stage. This is supposed to be your character's coming to power! Don't make it boring! Make it challenging!

Moving Dunes, Mass Spears- This seems like an upgrade from the Sands Dunes Explosion Spikes skill. If thats the case then shouldn't there also be a requirement as to how much sand needs to be around for this skill to work?

Sand Storm- Lasts 4 posts.

Quicksand- Requires the user to stand still and charge their hands for one post. Then on the next post they place both hands on the ground to trigger the effect. Requires the user be outside. Lasts until the user pulls their hands from the ground.

Stage Death- Denied. lol Lets just work on editing the rest of the style first.

Fist of the Bro Star
Captain

Shirtless Seraph


Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Thu Oct 27, 2011 9:08 am


ana: Critical Pain- So is all of the Ki coming from the punch of the stab in the back? I'm a little confused.

Critical Devastation- This is fine but please add that the user must be at least level 5 to learn.
PostPosted: Thu Oct 27, 2011 9:29 am


No, it comes directly from the user's body.

And fixed.

Valentine Valtieri
Vice Captain

Blessed Hunter


Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Thu Oct 27, 2011 11:24 am


ana: Approved!
PostPosted: Thu Oct 27, 2011 1:10 pm


Hugin the Raven
Mixed Martial Arts
Brutal/Efficient/Adaptable


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'. Training can come in the form of anything from bag work to shadow boxing, but in order to properly judge distance and build a quick reaction time, partner sparring is the best method.

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. It's like a whip with a crow bar at the end of it. 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.

Pick Your Shot
Rank D
Training with a sparring partner for long periods of time improves reaction time, the physical response to an observed event. The result of this training is the ability to calm the body using one's ki, making it possible to deliver a counter-attack that beats one's opponnent to the punch. Effects last two turns, or until a kick or punch is delivered, whichever comes first.

Battering Ram
Rank D
This involves putting one's opponent in a very bad situation by controlling an arm, ducking under it, bending it against the target's back, and forcing the hand toward the neck in one swift motion... 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.

Slippery
Rank D
The key component in evading getting one's head knocked in is escaping a clinch hold, a method of controlling one's opponent that originates from various styles such as Judo, Muai Thai, and Combat Sambo. Amounting to a throw escape, this technique 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 C
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.

Foot Flurry
Rank C
Tae Kwon Do fighters train with one general principle in mind: sheer leg speed. This technique from the Korean martial art uses both legs in an attempt to do more damage than any punch can. A series of five ki-induced kicks, one right after the other, are executed with formidable speed in a left-right pattern.



First stage, new and improved.

Hugin the Raven


vineco

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PostPosted: Fri Oct 28, 2011 11:53 am


vineco
Stolen Sands
User Image

A relatively rare Gene-X mutation, the ability to rot or smash objects such as wood, stone, plants, etc into sand and have the ability to manipulate that sand in forms of attack and defensive skills. One's own will power is needed to be dark enough in beginning of it's stages to rot things, a wounded soul is ripe for the style. Large amount of ki is needed to break down objects into their special sands as well as use them in skills and carry the sands amongst their body though this can be altered by how much their will power desires the death of things. The user sand generally takes a unusual color such as silver, purple, blood-red, or black.


Stage 1
The beginning of this stage is searching yourself for the will power to destroy, to take something that was once beautiful and turn it into nothing but sand. Often if one doesn't have this desire they themselves turn into sand for it is constantly needed to create if you have the ability otherwise it overwhelms the user. Once you have conjured the sands, mediation is needed to control the sand and move it to form attacks and defenses. In the early stage, the user has maybe 2-3 attacks with the same sand before he loses the ability to control it and has to break down objects into more sand.
The user must destroy objects into sand at least once a day or risk having their ability consume the user into sand.

Desire Acquired
Rank: E
Des: Through either reliving dark events in one's past or having a pure dark broken heart, the user makes contact with objects around him and breaks it down into the sand it can use in attacks and defenses. The sand quickly moves over to the user through some mental connection with the simplest of things. These items can be anything but humans and their currently worn equipment or something they used often such as a weapon.

Daggers Materialization
Rank: D
Des: The user makes his sands airborne forming into three cone shape sands sharp enough to pierce and launches them towards his target(s). They are breakable & block-able but if it makes contact it does pierce.

Sand Shield
Rank: D
Des: Building up the sand into a two foot thick layer of itself, the user can use it multiple times to deflect attacks, the shield follows it's users directly in front of him so if he turns around the shield follows his visual direction. It is extremely weak against water based attacks. In the user's earlier stage this move cannot be used in combination with moves such as Daggers Materialization but it is possible later on to use the Sand shield and other weapon based moves together.

Sand Shield Launch
Rank: D
Des: Building up sand into a two foot thick layer of itself all around the user, the user launches it outward all around him which acts as a shield to all attacks except aerial and underground. It isn't intended as a attack but can push opponents further away from the user. In the user's earlier stage this attack/defense drains it's sand deposit making the user have to gain more from surrounding objects. Due to it being a earlier stage, the user must way 5 posts before using such a massive amount of sand again. Those who reached the 4th stage only needs to wait 2 posts

Stage 2
In this stage the user begins to conjure more sand through destroying objects and keeping the sands with them similar to Hell's Grasp's style of wearing fire like a glove. The user must destroy objects into sand at least once a week or risk having their ability consume the user into sand. The user is still haunted by his memories or corrupted by his dark heart and in this stage, all the training he needs to be able to use his abilities is to let himself be drowned in misery.

Leaching Sands
Rank: C
Des: This sand attack is simply thrown at a target, the user having mold it to be extremely clingy to it's target making the user able to sense the target whether he is hiding, invisible, airborne, or running. The range on this is 500ft and duration is 10 posts but like other skills that is weakened by water, if the user is washed or takes a swim in water, the Leaching Sands instantly becomes useless. This attack is also useless on users that are no longer in this dimension but becomes active again if the opponent comes back to this dimension within the skill's time limit.

Lashing Sands
Rank: D
Des: The user wields two sand-made whips that he uses to slap at his opponent inflicting stinging and sometimes cutting wounds. Unlike the attack Daggers Materialization where if deflected it dissolves, the whips of the user reform nearly instantly if cut down, this re-materialization of the whips can happen up to 4 times. Lashing sands is a dual wielding attack so any other attack of the Stolen Sands user cannot be done while he is using Lashing Sands.

Engulfing Bury
Rank: C
Des: The target is swarmed with a onslaught of sand in one general direction seemingly acting as a magnet for the sand surrounding him/her generally up to his or her neck. The attack is meant to slow the opponent so the user can stop a opponent during a dangerous attack, reposition himself, and/or prepare a larger attack. This attack lasts only one post and is freed before the user can attack during his/her entrapment. The user can only use this ability twice in a single battle since the amount of weight it takes to keep the opponent trap drains a lot of the user's energy.

Sand Gauntlets
Rank: C
Des: The user conjures two large mighty fists on either side of him and swinging his own fists moves the larger ones packing quite the punch. The user may sacrifice one of his fists to block a major attack then he has to wait two posts before he can materialize a replacement fist. The conjuration lasts only 5 posts which is including the 2 posts it takes to reform another gauntlet if one is lost.

Stage 3
In this stage the user begins to accumulate more experience with the sand skills giving him less expense on his ki when he uses his attacks. It also allows the dissolving of objects into sand at a much faster speed than before, allowing him a better chance to strike first. The user no longer has to use the Desire Acquired skill to receive sand for his attacks but still needs physical contact or at least being 5 feet away from the object(s) to crush it into sand. The user is also no longer required the once daily/weekly consumption of objects into sand or risk being consumed into sand himself. The training in this stage circles around massing the sand for larger attacks and fine tuning it to do exactly as the user desired.

Sands Dunes Explosion Spikes
Rank: B
Des: Throughout the battle the sand that had been left on the battlefield begins to form into piles. Once there is 3-4 piles of sand leveling up to 4ft or more they explode outward in the form of sand spikes intent on piercing anything in it's path. The sand dissolves before contact with it's user but the attack has no accuracy, relying on sheer numbers of spikes. The user must wait two posts before implementing this skill after using a move that leaves a large amount of sand on the battlefield such as Overwhelming Wave or Sand Column.

Demolishing Defense
Rank: B
Des: In a pure defensive skill, the user can quickly destroy nearby objects and fling the sand in a sacrificial style defense to defend against a barrage like attack from a opponent. Unlike normal circumstances, the user is able to destroy objects into stand at a 10ft radius around him. The sand forms into 2ft thick layer walls hoovering above the opponent and is often stacked back to back in case the first attack cannot stop a piercing move, the second layer is intended to be that barrier. Considering the high amount of speed needed to destroy objects and form them into something in this retreat style defense,a cool down of 5 posts is needed before attempting this ability again.

Shining Spear
Rank: B
Des: One of the stronger sand conjurations, the user conjures a spear in which he can two-hand wield or launch at opponents. Unlike skills such as Dagger Materialization, the Shining Spear Skill cannot be destroyed by deflection and if it is chip or broken it reforms almost instantly. The high pack of sand in this attack allows to it survive 2 posts from water attacks before it completely turns to mush. Also unlike other attacks, if launched, dropped, or even wielded by his opponent the spear does not lose it's shape.

Overwhelming Wave
Rank: B
Des: The user destroys a massive amount of objects from behind him or uses sand that was left in the back of the battlefield and sends it crashing in the form of a giant wave over it's head, it's tips are spiked intending to deal either a massive pain or turn the battlefield into a advantage for the user. Unlike other skills from the user, this ability is weaken by both water skills and wind skills for it's sheer amount of sand is not enough for the user to control all at once unless it begins to gather into piles for the skill, Sands Dunes Explosion Spikes. The sands avoid the user completely, parting into a hole as it passes by.

Stage 4
Reaching this stage the user no longer has the need to go to a dark place to get the desire to destroy things into sand for it's ability. Though the damage could have already been done, how far had he gone to his dark heart or bad memories to gain the willpower to create his sands? In this stage the user trains for giant attacks and massing sand around him changing the battlefield in his favor or at least half the battlefield, his opponents had never been drowning in the amount of sand than he/she has before.

Hailing Spikes
Rank: B
Des: The user launches numerous globs of sand into the air and somewhere up there they form into spikes making it rain down onto the battlefield. The amount is impressive, it is wise that one defend the attack for it last a good 2posts. The attack isn't affected by weather effects by the other opponents, say it is raining or pouring down fire, the sand spikes falls alongside them. The spikes turn back into sand if they seem to be heading for the user.

Sand Column
Rank: A
Des: The user launches a impressive 15ft well rounded 6ft thick column of sand out from his massive supply of sand all around him. It is intended as a direct hit attack but due to it's size it cannot change directions once created so a attack of opportunity is ideal when using this ability. The column is extremely tough needing a impressive attack to deflect it and nearly no head-on attack can destroy it. ((Pst: Try chopping it from the air or if you evade it, chop it's side.))

Wall of Clones
Rank: A
Des: Also a column like ability where the user launches the column on his left and right side then molds numerous doppelganger of itself within the column and seemingly the user turns into sand whereas instead he layers himself with his sand and vanishes amongst the 6 other similar sand beings of himself. The doppelgangers are molded with a typical sand weapon, i.e. spear, shield, daggers, or gauntlets and attack with the weapons after detaching from the column. The user is amongst the attackers with a weapon but he cannot use another sand skill until his clones are destroy since it takes was too much concentration to control all of the clones.
This is a two post ability, one is where he creates the column in which he has to stand still to do so, the other is where he creates the clones and they detach and begin their attack.


Stage 5
In the final stage large objects such as houses, trees, and large metals are destroyed into sand for the use of the user, he has a 10ft range or a touch to dissolve objects into sand. He no longer needs to conserve his sand in fear or losing it for a attack since it seems to be in large supply. Training here is the last stage, towards creating the world's typical sand phenomenons such as sand storms and quicksand, something that the god(s) create and now he has that ability. It is also the final stage where he puts all his training together, allowing him to command such a large amount of sand for large attacks.

Moving Dunes, Mass Spears
Rank: A
Des: With a large amount of sand piles lingering around the battlefield, when reaching about 4-5 sand dunes leveling some 5 feet, they begin to mass towards the opponent(s) with spears forming outward from the piles intending on trapping and piercing it's victim, they pick up any sand they run across along the way growing in height and spears. The mass of the piles of sands are so large that unless it's a equally massive water attack they still move towards it's target. Unfortunately they are rather slow to get to the opponent but continue in growth of amount of dunes if the opponent goes to other sand areas of the battlefield. ((The Stolen Sands, not normal sands.))

Sand Storm
Rank: S
Des: With the mass of sand around, the user creates a massive sand storm intending to blind it's opponent and hit him with the large amount of flying sand whereas the user has a visual amongst his own attack though the concentration of the storm to be consistent only allows the user to use moves such as sand daggers, shield, whips, and spear. This storm lasts 5 posts, it is ideal for scattering the battlefield with a large amount of sand for other attacks.

Quicksand
Rank: S
Des: With the mass of sand around, the user creates a dissolving sand pit sucking objects and people inward into the ground. The sheer mass of the attack doesnt allow the user to create any other moves but also the sheer amount creates a area of quicksand unheard of in nature. Requires the user to stand still and charge their hands for one post. Then on the next post they place both hands on the ground to trigger the effect. Requires the user be outside. Lasts until the user pulls their hands from the ground.

Ultimate Attack & Defense; Spike Ball.
Rank: S
Des: The user gathers a large amount of sand all around him and morphs it into a ball burying himself within it and hardening the sand then creates spikes all around the outside of it. Finally the user can roll himself sensing his opponent due to the mass of sand all across the battlefield. He intends to run the opponent over impaling him on a spike or crushing his opponent with the weight. Within the spike ball is a empty center where the user is though his arms and legs are buried in the sand controlling it's movement. The duration in which the user can maintain the spike ball is the longest than any other of his moves, unless he is stopped by someone's skills or other means he won't stop until the opponent is down. Finally the user is ultimately defended within his spike ball.

((I edited it as requested and rewrote stage 4, not converting what had been there into a ability. I apologize if i am not good with the training part of the stages. ^.^))


PostPosted: Fri Oct 28, 2011 10:07 pm


vineco:
stage 1- converting objects once a day is still too extreme man. Make it once a week. Not everyone can get online every day.

sand shield launch- take away the bonus gained 4th stage and only make edits that I ask for, please.

Moving Dunes, Mass Spears- Just realized this but how long is this skill meant to last? Just one post? With how slow it is it sounded like it should last longer. Maybe 2 or 3 posts if so?

Sand Storm- I said this technique should only last 4 posts, not 5.

Fist of the Bro Star
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Shirtless Seraph

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