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Posted: Tue Apr 24, 2012 1:45 am
Fenrir Graveheart Therren Quote: Hoplomachus Empires were not made on just the words of politicians. They were forged on the backs of soldiers, fueled by sweat and blood. This truth was quickly realized by the ancient Romans and their Greeks predecessors. Soldiers needed to be stronger and smarter than their enemies, showing exemplary skill in both offense and defense. This is the founding principle behind Hoplomachus, a style of fighting that allowed the Legionnaires and their predecessors, the Hoplites, to fall among history's most recognized, revered, and reviled warriors. Hoplomachus emphasizes adaptability in combat. Favoring the spear and a large shield above all other weapons, disciples of Hoplomachus understand that a successful warrior is he who survives, not necessarily he who is victorious. As such, a shield is not just a tool for defense, nor is a spear just a tool for offense. This style is ideal for the warrior who is looking for strength in both of these areas and a wide array of combination attacks. However, due to the strict limitation of tools used it does not mesh well with other weapon styles. Furthermore, while the style grants great skill in both of these regions, it can only grant mastery in one, meaning the disciples will eventually have to choose which path they will follow: shield or spear. Hoplomachus is also relatively weak for distance fighting. While the disciples are not afraid to use their spears as thrown weapons (they are, in fact, encouraged to do so), the risk does not always equal the reward. Stage 1 The early stages of Hoplomachus involve the understanding of the basics and their application. The focus lies on simple maneuvers and developing an understanding of how to react quickly with the preferred tools of the trade. Physical conditioning and extensive practice with the shield and spear are a requirement (3 days IRL). This usually takes the form of distance running, weight training, sparring, and general practice in using the shield and spear interchangeably and swiftly. Furthermore, while training, the user must practice using the shield and spear as a focus for their own spiritual energies (3 days IRL). Shield and Spear Specialization Rank: E Description: Passive ability. The Shield and Spear Specialization allows disciples of Hoplomachus to use the tools provided to them with greater ease. User can react with their large shields as though they were light as bucklers and make attacks with their spear using only one hand. This skill is a prerequisite for many later skills.
Phalanx Rank: E Description: A basic defensive maneuver and the backbone for the defensive portion of Hoplomachus. Focusing their energy into their shield, the disciple hunkers down behind it, protecting their torso and keeping their spear ready to strike. At Rank E, the Phalanx position allows the deflection of attacks up to one rank higher for 2 posts. Attacks of greater rank break the Phalanx and when Phalanx is broken or expires it cannot be charged again 3 posts. At early stages, use of Phalanx slows the movement of the disciple. Note: Since the Phalanx position already charges the shield, shield based maneuvers made from Phalanx position do not require charging. However, these maneuvers will negate the position.
Aegis Smash: Rank: D, requires Rank E Phalanx and Spear and Shield Specialization Description: A shield bash attack which can be used in two ways. If used from the Phalanx position the user will smash the shield against their opponent in a staggering strike. If used otherwise they will charge the shield and perform a lunging strike to stagger their opponent. Once used this ability has a 2 post cooldown.
Heart Thrust Rank: D Description: A quick thrust with the spear, charged with the user's energy. The thrust is usually aimed at an opponent's vital spots. This can be used from the Phalanx position.
Stage 2 As the user becomes more versed in the use of the spear and shield through physical practice their ability to perform greater feats with these tools grows. However, while the basics are easy enough to grasp through simple practice, more advanced skills require some study to learn. As such, the user must spend time before their practice studying the techniques, either through reading or by watching someone who already understands them, and then take time in their practice to emulate them on top of the standard conditioning. Because of all the study involved, it takes a greater amount of time to enter this stage than it does most others (5 days IRL).
Phalanx Rank: C, requires Rank E Phalanx Description: An improved version of the basic Phalanx, the user's energy now extends beyond the shield to protect their thighs and head. This will deflect moves up to one rank higher for 2 posts. Attacks of higher rank will break the Phalanx. Attacks of lower stage will be deflected based on their rank: 3 posts for Rank D, 4 for Rank E. If the Phalanx is broken or expires, it cannot charged again for 3 posts. Phalanx no longer encumbers its user. Replaces Rank E Phalanx.
Spear Shot Rank: C Description: A precise spear throw charged with the user's energy, this skill allows the user to deal a heavy blow at a distance. However, throwing the spear requires that the user obtain it again afterwards, making this a risky maneuver should it miss.
Shield of Perseus Rank: C, requires Rank C Phalanx Description: The user focuses their energy into their shield, greatly improving their defense. While in the Phalanx position the Aegis of Perseus can be activated to deflect attacks up to Rank A. However, the user must remain stationary during this time. Aegis of Perseus lasts for 1 post and after it expires or breaks it cannot be used again for 6 posts.
Griffon Strike Rank: C, requires Shield and Spear Specialization Description: The user charges their spear with energy and then performs a leaping strike, leaping as far as 15 feet with a good running start. While the damage isn't superb (50% of standard C rank attacks), it makes for a strong distance closer and a good opener for other spear attacks.
Heart Strike Rank: C, requires Heart Thrust Description: An improved version of Heart Thrust. The user charges their spear with energy and makes a swift, precise strike against their opponent. Heart Strike is also generally aimed at an opponent's vitals, but its precision allows it a chance to bypass defenses (rank C: 10%, rank D: 20%, rank E: 30%, determined by d10 die roll). 3 post cooldown.
Stage 3 While single strikes and basic two-hit combinations make for some of Hoplomachus' most common and efficient tactics, one of the most important skills a student of this style can and must learn is how to press the offensive while still maintaining a strong defense. Rapid combination skills designed to deal significant damage and/or disable opponents while keeping the user protected at the same time are the mainstay of Hoplomachus. Extensive training both in the use of the spear as a rapid attack weapon. It also furthers the study of the spear as a ranged weapon, as well as the study of the shield as a tool to disable your foes. Practice in the form of sparring or target practice (spear throwing only) must be made in all three of these fields to gain proper understanding of the style (1 day IRL for each).
Aegis Crush Rank: B, requires Aegis Smash, Rank C Phalanx, and Shield and Spear Specialization Description: An improved version of Aegis Smash, the effects caused are greater. The staggering strike made from Phalanx position now has a 20% chance to stun, as does the leaping strike made outside Phalanx (chance to stun determined by d10 die roll). 2 post cooldown.
Jawbreaker Combo Rank: B, requires Shield and Spear Specialization Description: An excellent followup to Griffon Strike. The user charges both their spear and shield with energy and can attack in one of two ways: They can lunge forward and strike with the hard edge of their shield, following up with a spear strike to daze their opponent and deal moderate damage, or they can strike with the blunt end of their spear and follow up with a heavy shield bash to stun and potentially pin their opponent. 4 post cooldown.
Chimaera Combo Rank: B, requires Phalanx Rank C, Shield and Spear Specialization Description: A charged triple thrust strike that differs depending on the stance it is used in. While in Phalanx or a defensive position, three quick strikes are made for moderate damage (50% of standard B rank attacks). While in an offensive position, the strikes are slower and more precise, dealing heavy damage. The user also steps forward with each thrust, potentially forcing their opponent back. A strong followup to Griffon Strike when used offensively. 4 post cooldown.
Shattering Throw Rank: B, requires Spear Shot Description: The user charges their spear with energy, readying for a deadly and precise throw. Throwing the spear immediately will allow it to deal heavy damage. However, if they spend 1 uninterrupted post focusing on their target, they can instead throw the spear to break through defenses of up to Rank B while still dealing moderate damage (50% of standard B rank attacks).
Stage 4 When a student of Hoplomachus reaches this stage in their training, they begin to understand that though Hoplomachus is a style suited for adaptable combat one cannot attain complete mastery in all of its focuses. From this stage onward, students make a decision as to which study of Hoplomachus they intend to follow, favoring either the shield or the spear with their respective choices. Once that decision is made, the student must endure rigorous training and conditioning in order to tune their bodies to be better suited to their choice of mastery. This is coupled with in depth study of the style, either through books or demonstration, making entry into this stage the most difficult and lengthy of the style (1 week IRL).
Mastery Rank: A, requires Phalanx Rank C and Shield and Spear Specialization Description: At this point in the disciple's study, he must choose which path he will follow. Choosing Defensive Mastery will specialize him in attacks and maneuvers based around his shield. Choosing Offensive Mastery will specialize him in attacks and maneuvers based around his spear. To progress any further, one mastery MUST be chosen.
Defensive Mastery Abilities
Phalanx Rank: A, requires Phalanx Rank C and Defensive Mastery Description: As with previous ranks of Phalanx, the user can deflect attacks up to 1 rank higher for 2 posts. Attacks of higher rank will break the Phalanx. Once broken or once it expires, the Phalanx cannot be charged again for 3 posts. The Phalanx will deflect lower ranked attacks as follows: Rank B, 3 posts. Rank C, 4 posts. Rank D, 5 posts. Rank E, 6 posts. This replaces Rank C Phalanx.
Hammer of Hephaestus Rank: A, requires Defensive Mastery Description: A charged shield bash attack that not only staggers the target but is also specialized in breaking through their defenses. Can smash through defenses of up to S rank. Deals minimal damage (25% of standard A rank attacks). 6 post cooldown.
Offensive Mastery Abilities
Broken Wings of Icarus Rank: A, requires Offensive Mastery, Rank C Phalanx, and Aegis Crush, and Chimaera Combo Description: A devastating combination attack. The user charges their spear and shield, launching their opponent and themselves into the air with a shield slam into the ground. The user then releases part of the energy stored in their spear out its back to propel themselves, weapon first, into their opponent, using the remaining energy to punch through up to any B rank defenses and pierce their target. 8 post cooldown.
Ares' Deadly Thrust Rank: A, requires Heart Strike and Offensive Mastery Description: Representing the deadly and destructive power of the God of War, this ability is a single, swift, precise thrust as Heart Strike and Heart Thrust were. Charging the spear with energy, the user thrusts directly for their opponent's heart. The user can sacrifice the damage they would deal to instead shatter defenses of up to S rank.
Stage 5 As the student nears the pinnacle of their studies in Hoplomachus, they reflect more upon the history of the style and the stories of the great warriors and gods who used it. Revered as the greatest warriors of Greece, they look to a ritual the ancient Spartans undertook in order to prove themselves as warriors. The student must stand firm in the face of all dangers, even those beyond their control, and be ready to strike them down. They must endure the dangers of an incredibly harsh environment, usually in the form of a hot and barren desert or a bitter cold snow-capped mountain for one day with no supplies save their shield and spear. Whilst there, they must slay a single foe and spend the remainder of their time in reflection of what they endured and all they learned on their path. Only then can they access Hoplomachus' strongest techniques. Note: Progressing into this stage requires a roleplay challenge that should be overseen by a member of the Crew or Vice Crew. A single post will suffice, but it must include the prerequisites listed. The easiest way to achieve this would be to use the training room to do so, but if the RPers can manage to find a way to make this happen without the training room then more power to them. Judgement for whether or not they can pass into Stage 5 falls to the overseer. If they do not pass they can attempt again after spending time recovering (3 days IRL).
Defensive Mastery Abilities
Athena's Mighty Aegis Rank: S, requires Aegis Crush, Phalanx Rank A, and Defensive Mastery Description: The most powerful shield bash attack that a student of Hoplomachus can make. When made from a defensive position or from Phalanx the user charges the enemy, colliding into them with devastating force. The collision deals strong damage (75% of standard S ranked attacks) and can topple the opponent (60% chance), leaving them prone. When made out of a defensive position the user leaps through the air and slams the shield into the ground, unleashing a burst of energy that can send opponents in a 5 foot radius around him flying back up to 15 feet and deals moderate damage (50% of standard S ranked attacks). The closer opponents are to the center of the blast, the further back they are flung. Aerial enemies can be affected by the blast if they are within its range. 5 post cooldown.
Atlas' Crushing Fist Rank: S, requires Phalanx Rank A and Defensive Mastery Description: The user fills their shield with their energy and slams it into the ground. The energy travels outward in a 30 foot long cone that starts at a 5 foot width and ends at a 15 foot width and then erupts, rupturing the earth it traveled through and dealing heavy damage. Enemies caught in this area are also thrown off balance as it leaves four grooves in the ground that resemble large fingers clawing through the soil. 10 post cooldown.
Offensive Mastery Abilities
Zeus' Wrath Divine Rank: S, requires Shattering Throw, Griffon Strike, and Offensive Mastery Description: The disciple of Hoplomachus charges their spear with energy, causing it to resemble one of Zeus' legendary thunderbolts. He can then either choose to throw it or use it to make a leaping strike. If thrown the energy will explode out of the weapon when it hits, damaging opponents in a 5 foot radius around the weapon and sending them flying (the closer opponents are to the weapon, the further they are thrown). If used to make a leaping strike, the energy with explode out the spear's tip in a cone (5 ft long, 5 ft wide), dealing damage and forcing opponents back. In both cases the damage dealt is greater the closer opponents are to the weapon (100% within inner two feet, 75% within outer three). 6 post cooldown.
Spartan Arms Rank: S, requires Jawbreaker Combo, Chimaera Combo, and Offensive Mastery Description: The user charges their spear with energy and feels as though the might of the Spartan Army is behind them. They then unleash a devastating four hit combo, starting with a wide swing of their spear. This is followed up by an upward swing made by the butt of the spear to throw the target off balance, then a thrust and finally a leaping strike made with the edge of the shield for heavy damage and a chance to stagger the opponent (75% chance, determined by d4 roll). 10 post cooldown. Needs some tweaks. First off I apologize to only now inform you that we've stopped approving weapon styles without at least 5 stages to them. So first off you'll have to convert this to the 5 stages format of the other styles. Also...
Spear Shot is just as powerful as the general skill Weapon Throw which is also D-rank so this is a bit redundant as it is. I suggest either increasing the rank of it or taking it out completely.
With Heart Strike what do you mean it has a chance to bypass its defenses? Should this be done with a dice roll or something to decide chance? Same thing for Aegis Crush, plus how is does it strike from farther away? Details please.
Same for the Chimaera Combo, whats the difference in damage rank between these varying ways of striking? Same thing goes for Shattering Throw. Its B-rank so its assumed it deals B-rank damage so whats the difference in strength of charging it?
Also the defensive abilities of the Phalanx gets too high in the mastery level. It was passable before because it had limited coverage area but now you're giving it full coverage to defend from nearly any kinda attack despite its angle, and thats not even compatible with the shield itself. The short recharge time does little to make this skill seem passable. This skill is Denied as it is.
Aegis of Apollo: Why do shields blind people now? Why? Why!?
Athena's Mighty Aegis: Need details. Does this only hit people on the ground? How far does it blast people back? How far does it reach? What level of damage does it deal?
Spartan Guard: Denied
Shield of Olympus: Denied
Poseidon's Fury: Weapons made of energy belongs almost entirely to the Kinetic Weaponry style. Denied.
Might of the Titans: Denied
Touching specifically on the bolded point, I understand you being perplexed, but let me counter your question with another. Why can shields suddenly fire nine foot tall and nine foot wide gargantuan laser beams (see the final skill of the Shield style)? Granted, Aegis of Apollo was removed anyway because I wasn't happy with it to begin with, but the basic point is that the shield isn't doing it, the user is. The shield in the case of both of these skills is just something they can focus their energy into and project it from. Also, for Phalanx, the region defended does not act as a shell for the user's body, only as an extension of the shield's defenses. Basically, if an enemy gets around to the side or rear of the user then the Phalanx is now useless against that enemy unless the user faces them. I've gone ahead and removed the extension in Rank A and reduced the deflections for lower ranks to what they were initially. Apologies for the confusion this initially caused. As for everything else, stages have been added with prerequisites to enter them and I've added additional information on the requested skills and completely removed or altered the denied skills.
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Posted: Wed Apr 25, 2012 12:39 pm
Two things. Firstly, a thought occurred to me. I noticed most, if not all, the substyles don't have any really special requirements to enter the stages as far as time goes (I.E. taking 3 days IRL with a post each day or something), so should I remove those from Hoplomachus? Secondly, the edit I did is in the post up above, just in case you were looking to the other post and wondering "wait, where the hell is it?"
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Valentine Valtieri Vice Captain
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Posted: Sat Jul 07, 2012 9:14 am
Duel Stance (Under Construction) A duel generally signifies an arranged engagement in combat between two individuals, with matched weapons in accordance with agreed-upon rules. Duels in this form were chiefly practised in Early Modern Europe, with precedents in the medieval code of chivalry, and continued into the modern period (19th to early 20th centuries) especially among military officers. During the 17th and 18th centuries (and earlier), duels were mostly fought with swords (the rapier, later the smallsword, and finally the French foil), but beginning in the late 18th century and during the 19th century, duels were more commonly fought using pistols; fencing and pistol duels continued to co-exist throughout the 19th century. Pistol dueling was employed many times in the Colonial United States until it fell out of favor in Eastern America in the 18th century. It was retained however in the American Old West for quite some time due to the absence of common law. The duel was based on a code of honour. Duels were fought not so much to kill the opponent as to gain "satisfaction," that is, to restore one's honour by demonstrating a willingness to risk one's life for it, and as such the tradition of duelling was originally reserved for the male members of nobility; however, in the modern era it extended to those of the upper classes generally. From the early 17th century duels were often illegal in Europe, though in most societies where duelling was socially accepted, participants in a fair duel were not prosecuted, or if they were, not convicted. While duels are no longer done as openly the way of fighting has not died out. Ludus has preserved and enhanced duels, and now with just a simple katana a farmer can become the greatest duelist in the land.
Stage 1 The first stage teaches the user how to gain concentration beyond their normal means. The user must stand under a waterfall with no clothing while they rest their hand on their katana's grip, they cannot draw the sword at all during this period, and they cannot leave the waterfall or retrieve clothing. The freezing feeling of the water will eventually be lost on them as they complete the training, as long as they are dueling the pain they feel will be dull while they're focused. Afterwards the training of the mind will end and they will learn their first techniques of dueling. While not powerful they are meant to confound and trip up foes to open them up for stronger attacks.
First Movement: Provoke Rank: E Description: The user sticks two fingers in their mouth and whistles loudly. They channel the smallest amount of ki in to the air which causes all opponents to feel inclined to target the duelist. This is dangerous when ganged up on by too many opponents, and useless when fighting only one opponent. This technique is more useful for protecting a friend due to the attention the user can draw.
First Movement: Zatoichi Rank: E Description: This move is more useful for charging enemy lines, but it can be used in any situation thanks to how basic it is. The user charges forward with their hand on the grip of their katana, marking the positions of their enemies. The user takes a large step forward, keeping their feet from touching the ground. As they fly forward they unsheathe their katana and spin in the air three times, knocking their opponents in to the air with bleeding wounds. Their sword is quickly sheathed as their feet touch the ground once more with every single opponent the user flying in the air before smacking the ground with some serious force. If foes line up then this can knock each and every one of them in to the sky, but not very far. The user can also do this move while stationary and knock a single opponent in to the air with one spin, allowing follow-ups from there.
First Movement: Dancing Flower Rank: E Description: The user waits for the opponent to get close enough for a strike before quickly throwing themself forward passing around their opponent with little difficulty. While the opponent is still moving forward the user spins around, cutting their foes back and possibly cutting their spinal cord if close enough. The user finishes the turn completely while sheathing their sword, forcing them to face away from their opponent. The user then dashes forward while still moving, putting them away from their opponent. This movement only takes seconds, meaning the user can easily get to safety as long as they don't run in to an attack, but if they're slower than their opponent they can easily be caught.
First Movement: Shameful Slash Rank: E Description: The user seems to cut the opponent in two after passing by them in combat. At the moment the enemy feels nothing, but next time they run toward the user their pants will fall around their ankles and trip them up. This is a very hilarious move and can be done as many times as the enemy pulls their pants back up. It can also be used to open an opponent's shirt without damaging them, making it easier to come in to contact with skin.
First Movement: Fighting Back Rank: E Description: A technique useful for if the opponent is bring their arms down on the user. The user rushes forward and wraps them in a big hug, pressing the opponent's arms back to their body, now with the user restraining them. The user then throw the opponent on to the ground, where they can attack them from there. This can be used at any time to keep the opponent from moving their arms and putting them on the floor with no effort.
Stage 2 With concentration already mastered by the user they move on to training their will. They will purposely force themselves to run back and forth over a burning surface until they can do it without hesitation. The pain will still exist, but like with the waterfall, the user will learn to ignore it while dueling. This means they won't be stopped in the middle of an attack if they are hit, the only way to stop a duelist is to hit them with a very powerful strike. The techniques are also becoming more kill-oriented here.
Second Movement: Gaiden Rank: D Description: A technique that impresses upon the enemy the fact that they will never math the speed of a duelist's strikes. When the user strikes out with any limb the user can instantly respond with a debilitating stab. The striking speed alone makes this technique something to be feared, but those of a higher level will see the movement, as will those with Trained Eye. When not striking in revenge the attack can be used a total of eight times in a row focused on a single area and hitting each possible time.
Second Movement: Falcon Flight Rank: D Description: The user dashes forward and at the opponent before ramming their blade through their opponent's chest. The user then jumps over the opponent before they get a chance to react to it, landing behind the enemy and bending them backwards while a sword is still lodged in their body, most likely putting some strain on their back. During this time due to the way the sword is stuck in the opponent the user balances their enemy by placing their free hand on the enemy's back. The user then takes their sword back, leaving the opponent with a severe wound, but it isn't fatal unless the user strikes the heart.
Second Movement: Mirrored Edge Rank: D Description: The user spins their katana as the opponent attacks with a weapon, deflecting the enemy's strike as long as it isn't above D-Rank. This can be used to deflect up to E-Rank projectile attacks, but other than that it has no use. There is no possible way to use this as an actual attack.
Second Movement: Focus Rank: D Description: An interesting move that affects speed in a way not expected. The user sees the world one rank slower while focused instead of moving one rank faster. This only lasts for a single post, allowing the user to react faster than they would normally be able to. Moving faster and having a better reaction time are not the same thing.
Second Movement: Half Moon Steps Rank: D Description: The user does a half circle step around their enemy, making the opponent believe that they will strike from behind. When the opponent tries to hit the user they will shift their body back around behind the opponent who is now trying to hit where the user previously stood, allowing them to stay behind the opponent while fooling their perception, in some eyes the swiftness of the steps appears like teleportation, but it's nowhere near that kind of speed. This is weak and useless alone, but when compounded with another skill it makes walking around in a big circle around the enemy useful.
Stage 3 Training doesn't let up at this stage, the user balances themself on the pommel of their blade in order to learn balance. This is useful since the user needs to maintain their mobility as soon as they begin dueling, and falling down during a strike wouldn't be too useful. At this stage the user begins learning more powerful techniques, now incorporating ki in to their attacks even more often.
Third Movement: Drive of the Soul Rank: C Description: The user spins their blade around in a giant circle three times, each rotation appears to set their sword on fire, on the final rotation their blade is coated with energy, increasing the user's next dueling strike by one rank in strength, until the user uses a dueling skill on the opponent the blade will still appear to be on fire. After three posts the fire will wear off and the user will have to enable to skill once more.
Third Movement: Scissor Strike Rank: C Description: The user charges ki in to their blade before striking out at their opponent. At the same time a sword make of ki comes from the opposite direction, it is possible to cut an opponent in half with this technique depending on how far the user cuts in to the opponent's body with their actual sword, making damage dependant on how much damage the user wants to inflict.
Third Movement: Crowd Control Rank: C Description: With a single slash at the air the user can strike targets up to twenty feet around with a powerful, and unseen strike from behind due to the power of ki. The user can only strike three opponents at a time, if there are only two enemies the user can strike one twice, if there is only one opponent then they will take all of the attacks. The direction of the slashes is also dependant on how the user slashes, meaning a horizontal attack would most likely hit two enemies if they were close together.
Stage 4 --Enter Description Here--
--Enter Skills Here--
Stage 5 --Enter Description Here--
--Enter Skills Here--
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Posted: Sat Aug 04, 2012 1:05 pm
Rapunzel's Wrath  Advertisement: Are you sick of slow growing, damaged or loss of hair? Why not try out new our Gene-X? With Rapunzel's Wrath you'll never be bald again! To our amazement, this Gene-X was one of the first ever made and was classified as a failure until now! Rapunzel's Wrath was an accident made when trying to grow extra-limbs for another type of Gene-X still in the making, but instead we got a weird reaction when injected into one of our "test subjects". Instead of growing limbs, we noticed the subjects hair growing at an abnormal rate, this was due to the human's energy, or otherwise known as "ki" being transferred through each strand of hair making it stronger and longer. In fact the hair got so strong we needed to use a lawn mower to cut it! Okay thats a over exaggerated method we had never had to use. Lets get back on topic shall we? After many years of corrections and enhancements we have finally made a breakthrough! The hair's growth can now be controlled through the training that we have written down in multiple books. However knots are your worst enemy...That and fire and ice. GET RAPUNZEL'S WRATH TODAY! Stage 1 For the beginning stage of this Gene-X the user must focus on rapid growth of the hair and using it as an extension of the body. To do this the user must remember that each strand is like a copper wire in an electrical circuit. The hair itself is a conductor and path for your Ki and to make this path grow you must channel your Ki through the hair in a constant rate. If you do this enough times it will become like a natural habit whenever you need it to be done.
Hair Extend/Growth Rank: E Description: The user focuses on making their ki rapidly move through-out the strands of hair. By doing this the hair will grow rapidly and once this is learned the skill is passive.
Hair Retract Rank: E Description: The user focuses on making their ki rapidly come back into their head and thus retracting the hair back into a small length or even to a regular state. This skill is passive after its learned.
Hair Throw Rank: E Description: The user can lift rocks and other heavy objects with the ends of their hair. They can then throw them with enough force to dent wood, meaning that being hit dead on will cause some major bruising.
Fist of Hair Rank: D Description: The user can shape their hair into fists to strike at their target, this is very useful at close range to catch your target off guard or even to use to counter attack.
Hair Whip Rank: D Description: The user takes a bunch of hair and whips it at the target, due to the amount of hair and the force of the whipping motion the attack can break skin.
Stage 2 In this stage the user begins to strengthen and harden their hair with their Ki by forcing enough Ki to stay within the strands. By doing this and maintaining the Ki, the hair can be hardened and strengthened, thus making it more difficult to cut. After the user hardens their hair they must practice moving it and shaping it. Doing this is the first step to progressing further into this style. At this stage the user's hair is as strong as wood.
Hair Stab Rank: D Description: The user shapes their hair to have a point at the end of the stands. They then thrusts the tips of the hair to their target with enough force to somewhat impale them.
Hair Shield Rank: C Description: With this skill the user uses their hair to block an overhead enemy attack of C-rank or lower.
Hair Wrap Rank: C Description: The user whips their hair at an opponent's leg and wraps around it. This can also stop an incoming kick of D-rank or lower completely. The user then slings their target over head and slams them into the ground. Afterwards the user's hair then unwraps and retracts back to them.
Hair Hammer Rank: C Description: The user makes a giant sledge-hammer head with all of their hair and brings it down with enough force to break bones. Cannot use any other attacks of this main style in the same post this skills is used.
Hair Spear Rank: B Description: This is an upgraded form of the Hair Stab skill. The user forms all of their hair into a single spear head that can be used to impale enemies. The user cannot use any other attacks of this main style in the same post this skill is used.
Stage 3 The user now practices shaping, hardening, and rotating their hair to develop more versatile attacks. While doing these things the user attempts to break the hair off while sending it towards a target. The spin will give it enough air cutting power to keep it airborne, but to do this takes a lot of practice.
Tendril Threads Rank: D Description: This skill uses hair for stitching open wounds close, thus helping the character fight on so long as they don't move enough to jerk the wound open again. Even then the stitches can and WILL break, so be careful. Using the Threads does not stop bleeding but rather slows it down.
Hair Drill Rank: C Description: The user bunches up their hair into a single spike, and twists around a fine point to turn into a drill. The user then unwinds their hair while aiming to impale their target, creating the drill effect. If this hits, the hair will twist through the skin of the target and can inflict massive damage depending on how far the drill goes into the target.
Multi-Drill Rank: B Requires: Hair Drill The user bunches up multiple groups of hair (up to a total of five) and twists them to a fine sharp point, the user then untwists the hair at high speeds to create the drill-effects, and on contact these drills can rip through flesh. This skill is less dangerous than the regular Hair Drill but does have a higher chance to hit. This skill has D-rank power.
Hurling Drills of Hair Rank: B Requires: Multi-Drill Description: The user uses the Multi-Drill skill except that this time the user can untwist and knot the ends enough that the hair won't untangle. Then the user breaks the end of the knot so the hair spins through the air and towards the enemy like an arrow. There is enough spin for the hair to drill into the persons skin, but has a limited range of 15ft. Can only send up to five hair drills.
Stage 4 In this stage the student can shed parts of their hair and utilize the Ki within the strands to make them razor sharp. For training the student must practice cutting and breaking off their hair, and then rapidly regrow the hair in its place. This way the student can use the razor-sharp qualities of their fallen hair without actually losing the precious coat of hair on their head.
Razor Lash Rank: D Description: The user grows their hair out by one meter, while shedding the dull outer coating of their hair to reveal its razor sharp qualities. The user then whips their hair at their enemy, which can cause many small cuts that sting for two posts. The user then repairs their hair and retracts it back to their original length.
Razor Blade Rank: C Description: The user groups up all of their hair and makes a giant razor blade which, with enough force, can cut deep into flesh. Depending on where it hits the target my even lose a limb. No other Rapunzel's Wrath skills can be used in the same post as this skill is used.
Razor Wrap Rank: A Description: The user grows their hair to extreme lengths and grabs their target with it. Then the user wraps the hair tightly around the enemy and sheds the smooth coating of their hair to reveal the razor sharp quality. Then they pull their hair back and slash the target many times while unwrapping them, leaving deep cuts all over their body.
Stage 5 In this final stage the student gains the ability to control the hair they've lost, though this requires massive amounts of Ki to do. To master this stage the student must scatter hair in five different areas of the school and leave great amounts of ki in all the bunches of hair. The student then travels to another area and focuses the Ki they have left to move the hair to their location. By doing this the student will have an easier time controlling the hair they have left on the battlefield. This is great for traps and other diabolical needs.
Tendril Eruption Rank: D Description: The user's fallen hair erupts outwards and attempts to grab the enemy. If it does the hair will not let go until the target or itself has been destroyed.
Hair Geyser Rank: C Description: The user controls a pile of hair and makes it erupt into a seven foot long tower of needles in every direction. This tower of needles will be shorter and smaller depending on how much hair is in the pile the user controls.
Knot Your Day Rank: A Description: The user attempts to grab their target with their long hair, and if the do the hair will begin to knot itself and constrict the target with bone crushing force. Depending on how the skill is used this can be either a killing blow or an incapacitating blow.
Split Ends Rank: S Description: The user attempts to grab their targets by the legs with their long hair. If they do, the user will hang their target upside down and begin tear them in two from the privet area up. No other skills can be used in the same post as this attack. 5 post cool-down.
Rapunzel's Wrath Rank: S Requires Tendril Eruption Description: This skill is a follow up with the Tendril Eruption skill. If the target has been grabbed by the Tendrils, the hair will grow out on the ends and form dragon heads with razor sharp teeth, which will begin to bite their snagged target until the target is either dead or the hair has been destroyed. In this state the hair is very hard to destroy due to the ki that has been charged with, and takes an attack with B-rank power to cut.
Anything You wish to add go ahead.
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Posted: Tue Aug 07, 2012 8:46 pm
The Fate's Thread  A battle was never won by force alone, many fights were won by the strategy that the fighters used. This fighting style focused primarily on how deceitful and cunning the fighter could be rather than his/her power. Once the user is injected with the Gene-X they gain the ability to project threads of Ki out of their body but most of the time it is through the fingertips. Training themselves to be dexterous and agile at the same time they must plot where and how they would use their thread. This style requires proper dexterity of their hands and arms, with that said the fighters here are limited to lighter weaponry. This style quickly drains Ki from the user and thus they must be very careful and quick. The color of their Ki would normally be shades of purple or blue representing the grim nature of this style and its "guiding" principles, subtle, quick and deadly. NOTE: The Ki drain of creating and maintaining thread STACKS with the usage of a skill. So if you are maintaining a certain kind of thread, lets say it uses D ranked Ki and then use a D ranked skill, for the post you consume both. Stage 1 To get to the first stage of this style one must first enter a dark room and focus their Ki into a regular flow around their body. They must both visualize the Ki flowing in them and constantly let Ki flow out of their fingers, reducing the current amount of Ki in them. It is an exhausting ordeal that requires focus.
The early stages of The Fate's Thread is very basic, it focuses on being able to project their Ki into thread. The abilities are very basic and quite situational. The length of thread is quite limited as they have only begun to understand and control their new ability. The length of each thread is limited to 1.5 meters. This means no single thread can pass 1.5 meters but they can have several 1.5 meter threads, however they CANNOT weave them together to form one thread that passes 1.5 meters. The thread is normally as thick as yarn and just as strong.
Thread Projection Rank: E Description: As a basic requirement they must be able to hone their Ki into their hands and extend it from the tips of their fingers outwards. This requires them to visualize their Ki flowing not only out of them but back into their fingertips in a line creating the thread of Ki. In this state the Ki is relatively harmless, though one can still strangle you with it if it were not too weak. Threads can last 10 posts in this form. You may extend its duration for 5 more posts for every usage of E rank Ki.
Thread Strengthen: First Stage Rank: D Description: As the thread, as it is normally created, is as tough as thread it is quite useless. This skill temporarily increases the flow of Ki through it thus strengthening the Thread. Strengthening it to the strength of fair rope, it can still be cut by a swift slice of a sword or through brute strength, basically anything of D rank, but it is the only way to actually make the thread useful. Now you can actually tie objects together, strangle someone, trip someone and etc. Lasts for 5 posts, can be extended for 2 more posts for every E rank Ki spent.
Thread Manipulation Rank: E Description: As simple as its description, with some practice and training the user can now actually manipulate the thread. The user may now loop the thread, tie it or link it with more threads with simple movements of their hands. One may make the thread move about in directions but not yet create shapes or forms other than simple loops or twists. One may even extend or retract the thread but not extend beyond their limit. With this one can, if lucky or silent enough, lasso someone with the thread and strangle or disable. After spending E rank Ki one can manipulate the thread for 5 posts, spend another E rank Ki for another 5 posts.
Sticky Thread Rank: D Requires: Thread Manipulation Description: A bit of a misnomer as the thead is not at all sticky, the thread simply sticks itself onto an object using Ki rather than looping around the object. Useful for rapidly pulling objects towards you or, should your thread be strong enough, pull people in for the kill. Remember that the distance of your thread and its strength matters as you can't reach beyond your range or pull objects that would other wise snap your thread. A common combat use of this is to stick a dagger or knife at the end of the thread and use it as a weapon, especially dangerous when using Thread Manipulation.
Stage 2 The user now has to focus the Ki in its form as thread. The user must constantly and fluidly create threads of Ki and string it between their fingertips then snap the thread but as they pull the thread apart the user must try to maintain the flow of the Ki as to not break the thread. The constant strain on the user's Ki allows one to create more durable Ki thread and longer Ki thread.
Now begins the actual manipulation of the thread. After the user has gotten accustomed to the new flow of Ki through their fingertips they may begin to actually manipulate the Ki into shapes and forms.
Thread Extension: First stage Passive Description: One of the first things that the user learns upon reaching stage 2 is that they have more control over their thread. Upon this realization they can now practice extension of the thread. From 1.5 meters they can now reach 2.5 meters.
Thread Strengthen: Second Stage Rank: C Requires: Thread Strengthen: First Stage Description: This strengthens the thread even more so that the threads are even harder to cut. Once in this state the thread is as tough as well made rope taking up to D ranked attacks without snapping, a second one though or an attack of higher rank will actually cut the thread. This is very useful as it can keep the enemy occupied longer. Lasts for 5 posts, can be extended for 2 more posts for every E rank Ki spent.
Thread Ball Rank: D Requires: Thread Manipulation Description: The user would first begin to weave a ball of thread in one hand. This ball of Ki thread is a trap as once formed the ball of thread can be tossed and this ball will open outward upon impact and wrap onto objects it would touch. Practically useless if it is not used with the Thread Strengthening as it can easily be cut without it being strengthened. This ball of thread, once thrown, is no longer attached to you thus the Ki thread can no longer be manipulated other than its instinctive reaction to wrap onto objects. It will only maintain itself for 2 posts unless you make contact, upon making contact with it E rank Ki will be used up to maintain it for as long as you wish.
Thread Climber Rank: D Requires: Thread Manipulation, sticky thread Description: The user would first begin to weave a mesh of thread in their hand. They can then coat their hands or even feet in this mesh of thread. With this they can stick to walls and other objects, or keep objects stuck to their hands/feet. Very handy in escaping, staging ambushes or just keeping your weapon in hand. A C ranked blow and above can negate the stickiness of the thread and from there hanging onto the weapon will be a matter of your own strength.Requiring D rank Ki it just requires E rank to sustain unless the object is removed or you are removed from the object.
Thread Net Rank: C Requires: Thread Ball Description: Like thread ball it is for trapping the target. Unlike the thread ball this is still connected to your fingertips thus can be manipulated using the skill. The user weaves a square net 1 meter by 1 meter and this net can be tossed for around 2 meter's distance, however seeing as this is quite far they are limited to using only thread manipulation, unless they are already at a higher stage. Once trapped it is up to you what to do with the opponent. Remember if the thread is not strengthened during or prior to catching the opponent then it can easily be cut.
Thin Thread Rank: C Requires: Thread Manipulation, Thread Strengthen: Second Stage Description: Though this makes the thread strengthen weaker by a stage, thus cannot be used on thread that cannot be weakened. Once thinner the thread can be difficult to see as it is now as thin a literal thread, no longer at a thickness of yarn. Another effect is that thin tread is actually painful, while at normal thickness the Ki thread can strangle and is painful when tight, thin thread is much more painful as there is less surface area to spread the force.
Thread Dynamic Constriction Rank: B Requires: All previous Stage 2 Description: Once the user has truly mastered the Ki thread they can now rapidly move the thread resulting in quick constriction. Useful if the opponent is entangled in the thread. Though using this on thread not under "Thread Strengthen Second Stage" will actually just cause the thread to snap once it constricts the target. Cannot be used to crush only to suddenly tighten, can cause pain.
Thread Mesh: Gloves and Boots Rank: C Requires: Thread Manipulation, Thread Strengthen: Second Stage Description: A direct combat skill, this creates a mesh of thread into gloves that the user can wear. Not only can this be used in conjunction with Thread Climber for a quick escape or sticky thread for improved grip, this can enhance your physical attacks with your feet and Hands, IF and only if the thread is strengthened to Second stage. In the mentioned state the gloves and boots are quite flexible and weightless as it is your Ki but it is can also be durable, with the Strengthened Thread you may use it defensively to block attacks and it also makes your fists and feet feel harder upon impact increasing the force. The intelligent user can also use Sticky Thread, sharp small objects like glass shards and knives for added efficiency in battle. Lasts 5 posts, will drain E-ranked Ki for every post beyond the 5th.
Stage 3 At this point the user must first do the same training as before but now several threads of Ki should bind together to form one, not thick, but denser thread of Ki. It is common for the user to cut themselves with the more intense Ki as they train.
First creation and basic manipulation, then more complex manipulation, now the user learns advanced manipulation of their thread. Not only does the thread reach further but now they can create thicker spools of Ki thread or even sharper and deadlier spools of Ki thread.
Thread Extension: Second stage Passive Description: One of the first things that the user learns upon reaching stage 2 is that they have more control over their thread. Upon this realization they can now practice extension of the thread. From 2.5 meters they can now reach 5 meters.
Thread Strengthen: Third Stage Rank: C (uses an extra E -ranked Ki at skill usage) Requires: Thread Strengthen: First Stage Description: This strengthens the thread even more so that the threads are even harder to cut. Now the thread can withstand C at most two C ranked strikes. Its likeness is that of metal but still as fluid as thread. Lasts for 5 posts, can be extended for 2 more posts for every E rank Ki spent.
Thick Thread Projection Rank: C Requires: Thread Strengthen: Third Stage Description: The thread no longer extends from the fingertips but now from the palm of the user. This thread can also only reach up to half the maximum length of the thread. However it forms naturally at strongest stage of their Thread Strengthen and it also lasts longer at 12 posts. It will require constant drain of E rank Ki to maintain it for every post.
Natural Thread Strength: One Rank: C Passive Requires: Thick Thread Projection Description: After mastering how to create thread at Stage Three strength and creating thicker thread the user now unconsciously strengthens the thread they create. Thread from now on will be created at the strength level of Stage Two.
Thread Compression Rank: B Requires: Thin Thread Description: Instead of simply making a thinner thread you compress the thread of Ki as it gets thinner. This more concentrated amount of Ki makes the thread stronger, no it makes it sharper. Like how thin thread now has less surface area, compressed thread has less surface area as it is thin but now your Ki is focused thus the edge of the thread is sharp. Though not as sharp enough to slice clean through bone it is sharp enough co cut flesh. Be careful as you may also cut yourself. With this skill one should have creativity as how to attack, may it be through using the thread as a whip or using it in conjunction with other skills. Lasts 3 posts costs D rank Ki to keep active per post past the third. Cannot be used in conjunction with Thick Thread and sticky thread.
Thread Barrier Rank: C Requires: Natural Thread Strength: One, Thread Net Description: A bit of a misnomer as this barrier actually does not stop anything. First you start off by weaving a mesh as tall as you would be and as wide as a meter. This is the barrier but thread is not sturdy like wood or steel, it bends. As it receives physical force it would bend, its purpose is to merely slow down incoming attacks but never physically stop them giving you time to react. Lasts 3 posts or until broken, can use E ranked Ki to keep active. Using this in conjunction with other skills can prove dangerous.
Thread Barbs Rank: C Requires: Natural Thread Strength: One, sticky thread Description: Instead of simply having stronger thread or creating sticky thread one can choose to have barbed threads. This is completely up to your decision, though not as deadly as thread compression the barbs can latch onto flesh and tear it out. Lasts 3 posts costs E ranked Ki to keep active after 3rd post.
Stage 4 Now begins the true weponization of their Ki. The user has now been able to sustain more intense amounts of Ki in their thread and also focus this Ki, the next task for the user is to now to not just let the Ki flow out of them and project the Ki as a focused thread but to make this focused Ki flow.
The user's training is simple in theory but complicated to accomplish. They must create first a thread of Ki spanning from the left to the right hand fingers. While they sustain the thread, they must place a stone onto the threads. Using the physical manifestation of their Ki, the thread, they must move the stone left and right. This is done by letting the Ki flow from the right to the left. It takes great strain and pain on the user's arms as they would feel the Ki flow out of their right arm then into the left, and vice versa.
Thread Extension: Third stage Passive Description: One of the first things that the user learns upon reaching stage 2 is that they have more control over their thread. Upon this realization they can now practice extension of the thread. From 5 meters they can now reach 9 meters.
Thread Strengthen: Fourth stage. Rank: B Requires:: Thread Compression, Thread Strengthen: thirdStage Description: Now with a more proper flow of Ki achieved, the threads are now as tough as that of steel weaponry. Lasts for 5 posts, can be extended for 2 more posts for every D rank Ki spent.
Thread Shot Rank: B Description: Instead of merely creating thread out of your fingertips or palm the user is now able create thread rapidly that it seems to shoot out of the user. The opposite of dynamic constriction, this is perfectly harmless as it is not sharp but it does have its uses from trying to lasso someone to using it in conjunction with sticky thread. However it cannot be sharpened or used on sharpened thread.
Bladed Thread Rank: A Requires: Thread Strengthen: Fourth Stage Description: No longer limited to slicing mere flesh the sheer force of Ki now allows the thread to actually cut through stone, not yet metal but stone. Lasts for 5 posts, can be extended for 2 more posts for every C rank Ki spent.
The Loom of Fate Rank: A Description: Not so much focused on creating the thread as it is focused on the movement of the hands creating the thread. The user is skilled enough to move their hands incredibly fast as they weave their thread attacks, the speed is enough to cause their hands to blur as they move. The blurred hands hide what they are creating and at the same time the movement of the actual threads seem to blur as well. This serves as a tool as not only does the user create and move their threads faster but the blurred thread can be used to hid one's self and can distract the enemy from the incoming attack. Though this only applies to thread skills, their hands would not blur when trying to strike. Does NOT speed up the following: To Thread A Needle, Thread Shot. Does speed up creation of Thread Ball but the throwing speed is the sameLasts 5 posts, cannot be used twice in the same battle or else the arms will bleed and you will be unable to use them until healed.
To Thread A Needle Rank: A Requires: Bladed Thread, Thread Shot Description: A deadly attack of this style, To Thread A Needle is a rapid attack. The user begins by pointing their hands and fingers at their target. Once pointed with a release of Ki they shoot out thread that is sharp only at the very tip but incredibly sharp. This can serve to puncture targets, it is sharp enough that it can go through most objects, bone, stone, flesh, steel will be cut into but no further than a few millimeters as thread, even Ki thread, is not as firm as solid objects.
The Sewing Machine Rank: A Requires: Thread Barbs , Thread Mesh: Gloves and Boots Description: One of the few close combat attacks of this style, the sewing machine is a swift attack that can lead to serious injury or death. First the user has to get near, how that is done is completely their decision, once near they focus Kin into their arms. The would strike the opponent five times but not with their fists, their fingers. Upon impact Ki thread would bury into their opponent. The enemy would bleed out of the points of impact but seeing as the thread is thin the bleeding is not the real problem. The thread formed in this attack is naturally barbed and one may choose to forcibly pull the thread out of their target, ripping out flesh and making their opponent bleed even more.
Cross Stitch Rank: A Requires: Thread Barbs , Thread Mesh: Gloves and Boots Description: No not literally cross stitching but to cross Ki. The user focuses Ki into the fingertips similar to "The Sewing Machine" but only one hand. The Ki is harmless in this state, the user would then try to strike their opponent's head or abdomen. On impact the Ki thread would once again enter their opponent but not harm them, this causes a disruption in the opponent's flow of Ki. The opponent would "bleed out" their Ki, leaking D ranked Ki per post for 12 posts.
Thread Mesh: Armor Rank: S Requires: Thread Strengthen:Fourth Stage , Thread Mesh: Gloves and Boots Description: From merely the gloves and boots now the user is capable of covering themselves in a protective mesh of thread. It adds another layer to this style as now you can choose to have sections of the armor bladed,barbed or sticky upon creation, thus you don't acquire extra Ki usage. This lasts 5 posts and can be maintained for D ranked cost per extra post. It is best when strengthened. While in this form it is easy to perform other thread attacks.
Enter The Loom Rank: B Description: Again, one of the rare times that the hands are not in control of the creation of the threads, Ki thread would shoot out of the user's feet to the maximum length creating a circular web of thread on the floor. This can be used for support, defense or attack. You may use sticky thread, thread manipulation or bladed thread on this web by taping it, but it will cost its normal cost in Ki and an extra D rank Ki. Lasts 3 posts Takes D ranked ki to maintain for more posts.
Stage 5 To enter the fifth stage the user requires using all previous skills from stage 1 to 4 in battle at least 5 times for it is in combat when the Ki flow is more difficult to control. Another is for six (IRL) days the user must seclude themselves from the outside world and practice the techniques until their limit of Ki.
Thread Extension: Fourth stage Passive Description: One of the first things that the user learns upon reaching stage 2 is that they have more control over their thread. Upon this realization they can now practice extension of the thread. From 9 meters they can now reach 13 meters.
Natural Thread Strength: Two Rank: A Passive Requires: Thick Thread Projection Description: After mastering how to create thread at Stage Four strength and creating thicker thread the user now unconsciously strengthens the thread they create. Thread from now on will be created at the strength level of Stage Three.
Thread Strengthen: Fifth stage. Rank: A Requires: Thread Compression, Thread Strengthen: Fourth Stage Description: Now with a more consistent flow of Ki achieved, the threads are now incredibly durable, in this state only A ranked and higher strikes can cut through the thread of Ki. Lasts for 5 posts, can be extended for 2 more posts for every C rank Ki spent.
Sown Together Rank: C Requires: Cross Stitch Description: Seeing as you have previously mastered how to flow your own Ki now you use this to try and control the flow of your opponent's Ki. Just as in Cross Stitch you strike your opponent the same but this time after the strike you pull the Ki of your opponent into you. This results in a transfer of A rank Ki per post unless the opponent severs the thread, the thread may be severed by striking it or knocking the user out, breaking the user's hand.
Sewing Through Life Rank:S Description: A direct attack, this requires you to be dangerously close as you would have to grasp the target's head or abdomen.Creating thread only inches long you try to grasp the opponent's head or drive your hand into the opponent's abdomen. Upon impact the thread will wrap around the target's head or abdomen area. With a quick push of your Ki, the thread would tighten around the opponent but unlike "Thread Dynamic Constriction" this method crushes the opponent. This would either leave their head crushed or if the attack lands on the abdomen, crush their vital organs. Alternatively if you only manage to impact their legs/ arms you may also crush them rendering the limb useless.
((May be edited as you wish, its a combat style just... not a direct combat style))
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Posted: Wed Aug 08, 2012 6:33 pm
Approved, but I'm still editing Rapunzel's Wrath.
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Fist of the Bro Star Captain
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Posted: Mon Dec 03, 2012 5:43 pm
U/C Art of the Lotus Hands Stage 1 - Base Chakra Earth
I am safe, I trust in the natural flow of life. I take my natural place in the world content in the knowledge that all I need will come to me in the right time and space. I am secure and grounded in the physical form and give thanks to Mother Earth for the nourishment, shelter and stability she gives me. All power can be derived from the earth an no other source, even without a Ki center I am able to channel all natural power from the ground beneath me.
Defensive Stance: Rank: D
The first step in any martial arts is the ability to defend ones self to continue living, for what is a fighter who is not living. This stance utilizes a strong stance which is balanced evenly, and distributes Ki uniformly through the body. While in this stance the body becomes like the earth, much more solid and stable. The body is coated in a Ki allowing the body to endure major attacks.
Ki Shield: Rank: D
The user creates a "X' Block with their hands and generate a barrier of Ki in front of them. The "X" Block itself is to block physical attacks, while the Ki barrier is for Ki based attacks however it can also be used for physical attacks.
Impact [Earthbound] Punches: Rank: D
The earth is strong, and can serve offensively as well as defensively. Impact Punch channels the external Ki from the earth and internal Ki from within the user into punches. The punch becomes unbreakable in terms of stability, making it extremely strong physically. To explain its power the Punch upon contact will send a burst of Ki which would be able to break a solid boulder 2 feet thick. With such power one must never forget that if the channel of power from the ground is cut off, such as attempting the technique in the air it would be rendered useless.
Stage 2 --Enter Description Here--
--Enter Skills Here--
Stage 3 --Enter Description Here--
--Enter Skills Here--
Stage 4 --Enter Description Here--
--Enter Skills Here--
Stage 5 --Enter Description Here--
--Enter Skills Here--
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Posted: Tue Dec 04, 2012 8:04 am
I like the look of this style so far, but is it meant to be a main style or a sub-style?
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Fist of the Bro Star Captain
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Valentine Valtieri Vice Captain
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Posted: Thu Jan 03, 2013 1:54 am
Flawless Azure After extensive study of student records, performance data, stress tests, experimental usage a new style was created through the efforts of Ludus researchers. Due to the style being extremely new and just out of it's alpha stage it has no real history, but that doesn't mean the style itself is lacking in strength or ability. It focuses on incorporating ki in to techniques early on and builds on universal ki control, allowing Gene-X students of all types to learn and master the style. In theory, the style allows for delivering swift, but powerful strikes to enemies of all kinds. It lacks any real defensive ability, but it makes up for its lack of defense with a deadly offense. The style offers few long-range skills and focuses on drawing the opponent closer or getting closer to the opponent. All in all, studies show a well-balanced style that may very well pave the way for newever, more powerful styles later on. For now, however, this style will prove to be the origin of future martial arts styles. Stage 1 Already, Ludus researchers have discovered how to draw from the power of a deeper ki well than the students could originally control. In order to create a viable weapon using this new found vigor, the researchers based the first stage of the style on expelling all available energy in to range attacks. The first stage is all about discipline, but it's obviously more than that. It teaches the student patience as they begin to learn how to fight an enemy from a distance rather than trying to go toe-to-toe. Training involves using your ki to attack a distant target without physically touching it. Afterwards, the student will gain access to the first stage of Flawless Azure.
Majinken Rank: D Description: The brawler's hands glow blue as they charge up for an attack. For three posts their attack range involving every skill they use is increased by five feet. Majinken can also be condensed in to an orb and thrown at the enemy when it is no longer useful, causing D-Rank damage on impact. When Majinken is used in this way its name is changed to Azure Edge. Majinken has a cooldown of five posts.
Genryuuken Rank: D Description: Seemingly without moving the user strikes the opponent in an instant. This attack does no actual damage, and it can be seen by those of a higher rank, but on those of equal or lower level it is a good skill to keep them from moving any closer to the user. When used twice in a row the opponent is pushed backwards three feet instead of just being stopped in their tracks. It cannot be used on opponents who are too close or too far away. The minimum distance is five feet, while the maximum is twelve.
Majin Genryuuken Rank: D Description: When an enemy approaches the brawler they stop them by pushing against their chest in a flash quick movement. The speed of this skill may be surprising enough to halt them for a second, and that hesitation gives the user enough time to use a variation of Majinken. Their arm glows blue and as they strike at the enemy their ki takes the effect of a whip, although it does minimal damage this version of Majinken extends for ten feet. Be creative. This skill only has the strength of an E-Rank skill due to its impressive range and usability.
Bakugekishou Rank: D Description: The user throws a sharp uppercut that finds its mark underneath the ribs of the enemy. This painful blow holds the enemy in place, while the enemy is stunned the user pumps energy in to their free arm and strikes the opponent. The strike is explosive and sends the opponent either flying, or knocking them off their feet if they are a higher level.
Keigan Sairakugeki Rank: C Description: When an opponent is downed, in the same post the user attempts to grab them by any part of their body before tossing them in to the air. They jump up after them and slam them back in to the ground like a volleyball. This is, without a doubt, the most damaging stage one skill. However, it is still weak in comparison to other skills of this style, and should the ground underneath the combatants be soft this skill will do miniscule damage at best. The damage becomes D-Rank if the ground below the user and the enemy is soft.
Stage 2 The ki well is even deeper than the researchers had originally believed, all tests proved that there was far more they could draw upon to use in the style. Training stage two requires expelling one's own ki until nothing remains. Although this is normally a terrible idea, the student will find themselves gaining a deeper understanding of their hidden potential. The user will gain access to stage two of Flawless Azure as their understanding of their limits and strengths continues to build.
Funryuugeki Rank: D Description: An improved form of Bakugekishou is used as a regular uppercut. By adding extra ki it strikes the enemy in to the air, the user follows after. With a bit more ki exertion the user spins their body midflight and lands a crushing blow to the enemy. It should be aimed at the skull, but striking any other area works as well. When striking the skull it does C-Rank damage. Even so, it doesn't kill unless the enemy's skull is already weakened, it only dazes the foe.
Shinryuugeki Rank: D Description: The user strikes their enemy in their torso, grabbing whatever cloth they can before dragging the opponent closer. They follow up with a strong uppercut to the chin. This sends the user in to the air, but the opponent remains on the ground, only being forced to look up from the force of the strike. This can be very effective should the user have a skill that works in the air.
Yousoukyaku Rank: D Description: The user flips forward and lands on their enemy's face, stomping on their enemy three times rapidly. They then flip backwards, using both feet planted on the enemy's to propel themselves away. Furthermore, if the user is already in the air or above the enemy they automatically engage Yousoukyaku, disregarding the flip forward.
Rengan Hourakugeki Rank: D Description: Now, no matter what the floor is made of, the user does moderate damage to the enemy. When the enemy is downed the user grabs them by either their legs, arms, or head and flips over them. As the user's feet approach the ground the enemy flies over the user's head, still in their grasp. They are then smashed on their back, or their face when they hit the ground. Thanks to the speed of the skill it leaves little room for escape, if at all possible. The impact of the ground also causes the enemy to bounce, meaning they are off their guard for a few seconds more.
Goushourai Rank: D Description: The user focuses their ki in to a primal form of energy and releases it, breaking any minor stuns such as taking a strike to the head. It also increases the user's strength by a single level for two posts.
Hakugeki Goushourai Rank: C Description: The user charges and releases their ki in the form of a straight punch, ending up causing a small explosion on impact that knocks the enemy down and away. Instead of the user gaining a level in strength, the enemy loses a level of strength for two posts due to the conflict between their ki and the primal energy snaking it's way in to their system. This skill only has D-Rank power.
Stage 3 Ludus researchers have noted that due to the depth of the ki reserve, it is possible to completely destroy the body of the one training in the use of Flawless Azure. In order to keep the overflow from destroying the students, the researchers added another step to the training of the experimental style. The higher the stress on the body, the more the user will be able to endure later on. Training in high gravity enviroments may cause high amounts of pain, but should the user be able to withstand the crushing force, they will be able to withstand their own ki. Training under a waterfall is a very fair alternative. This allows the user access to stage three of Flawless Azure.
Hienrenkyaku Rank: C Description: The user hops lightly and launches in to a flurry of spinning kicks, making each one come in to contact with the enemy causes the foe's feet to leave the ground. Each of the four kicks is more powerful than the last. The fifth kick causes the user to spin, they drag one leg through the air and as their spin causes them to face their opponent once more it comes in to contact with their skull, knocking them in to the ground, and quite possibly knocking them out.
Hiren Genryuuken Rank: B Description: The user stops the enemy in their tracks by pushing against their chest in an instant. The user can then hop in to the air and launch a flurry of spinning kicks, making each one come in to contact with the enemy causes their feet to leave the ground. This skill is slightly more powerful than Hienrenkyaku, as every time the user throws a kick their legs blaze with blue fire. As they reach their fifth kick, which does the exact same thing Hienrenkyaku does, a blue dragon about the size of a human body appears in the burst of flame, adding additional damage due to the effects of Majinken being added instantly, and without cost.
Rekigan Hakurakugeki Rank: B Description: When the opponent is downed the user grabs them by either their legs, arms, or head and spins them around in huge circles. When the user feels it is time they jump in to the air and throw their enemy directly at the ground, plowing them partways through the surface. This attack can become a kill, and due to the ki involved enemys up to ten feet tall weighing five-hundred pounds can be thrown with ease, any higher won't work.
Rengaden Rank: C Description: The user launches in to a flurry of lightning fast kicks, striking the enemy in their weakpoints all around the front of their body. These kicks can break up to C-Rank defenses, but that's all it's meant for. To do actual damage an advanced form of Rengaden is needed.
Renga Hienkyaku Rank: C Description: The user launches in to a flurry of lightning fast kicks, number twenty in ten seconds. Instantly after the endless kicks end the user roundhouse kicks the enemy twice in a row without hesitation, ending with a third, and final kick that resembles the ending kick of Hiren Genryuuken. This version does not break defenses, but it does physical damage unlike its twin, Rengaden.
Rondosenpuu Rank: C Description: A kick that can end up being fatal if used correctly. The user fires off a roundhouse kick, and with a high amount of ki they get their foot stuck on to their opponent's body. With a swift jerk backwards the opponent is thrown toward the user on their hands and knees, landing right beside them and opening them up to more damage with the chaining abilities of this style.
Stage 4 Ludus researchers began to note that the style was reaching its peak, as the test subjects became stronger, the training had to become harsher in order to keep the body from breaking down due to excess energy. The user releases controlled energy in waves, attempting to gain control of the ki well before it rips them apart. After they regain control over their ki, it should be noted that their range has increase by a more than ample amount. Keeping the body from being destroyed by all of that energy allows access to the fourth stage of Flawless Azure, and the stage comes even closer to its climax.
Rondo Funryuurengeki Rank: B Description: The user fires off a roundhouse kick, and with a high amount of ki they get their foot stuck on to their opponent's body. With a swift jerk backwards the opponent is thrown toward the user on their hands and knees, landing right beside them and opening them up to more damage. Following this, the user strikes them with an uppercut that sends both user and enemy sailing. The user spins while in the air, raising their leg as they do so. As their spin reaches the enemy their leg should be at its height. The user then strikes the enemy back down to the ground before following after. When heading for the ground the user's body seems to turn blue as they drill kick their foe from above. This skill can, and will break what it hits.
Kyogan Retsurakgeki Rank: B Description: The user grabs the opponent by the legs or arms and raises them in to the sky. Unless the opponent exerts B-Rank energy they become an actual weapon for the user. If not used as a weapon the user will slam the opponent in to the hardest nearby surface, dealing A-Rank damage and shattering said surface. This could be used to break walls, but the human body's durability won't last long.
Majinken Souga Rank: B Description: An advanced form of Majinken, when used both of the user's arms glow blue and their strike distance is increased by twenty feet. Due to the range of the ability, however, blow become weaker the farther away the user is from the target. When trying to go past twenty feet Majinken Souga will vanish. As with Majinken this skill can be used as a projectile known as Twin Azure Edge. The orbs explode on impact with B-Rank damage, meaning they can break stone as well. After ten feet, the strength of this skill is lowered to C-Rank.
Majinken Ryuuga Rank: B Description: The user charges up a Majinken to its limit before allowing it to explode around them in a ten foot protective orb. This charging takes three posts of using no skills. The blowback from this powerful defensive move does D-Rank damage and creates a B-Rank barrier for a single post. It has a three post cooldown.
Garyuusai Rank: B Description: The user strikes upward, hitting the opponent in the chin if at all possible. This attack can, and will, take off the opponent's head if they are hit in the chin. If hit anywhere else they are launched thirty feet in to the sky. As such, the enemy should avoid the hands of the user from this point on.
Gakugan Zetsurakugeki Rank: B Description: The user slides underneath and behind the opponent and grabs them by their neck from behind before forcing them backwards. This can break their neck, but in cases where it doesn't the attack does still follow through. As the enemy falls backwards the user places one hand in between their shoulder blades and one hand at the base of their spine. The user then leaps in to the air with the opponent and switches their positions so the user lands on the opponent. An outward burst of ki at the moment of impact causes severe damage and rends the earth underneath the user. It may not be a killing blow, but it can cripple if done correctly.
Stage 5 The most frightening aspect of gaining an unknown amount of energy is losing control of it. At the fifth stage, the user has unlocked so much power, and become far more understanding of the concepts behind ki, that their body creates a copy of them without their knowledge. This copy will fight to kill them, and as observed by the researchers, destruction of the doppleganger is a mark of high improvement. At this stage, the user knows...almost everything concerning their own energy. However, they have not yet transcended the truth, nor themselves.
Bakuryuuken Rank: A Description: The user charges the enemy and throws up to ten taunting punches, none of them do actual damage to the enemy. That is because the enemy is seeing an afterimage of the user, the user is already behind the opponent, throwing the exact same strikes to the undefended spine of the opponent. This skill is powerful thanks to how unpredictable it is, the user may be in front of the opponent or behind them, the opponent won't know until they land a strike. Due to this skill allowing the user to move around the enemy much easier, the focus required lowers the strength of the skill down to C-Rank. It becomes B-Rank against enemies of a lower level.
Saigi Bakuryuuken Rank: A Description: The user engages the opponent in Bakuryuuken, but after landing the final strikes to the back the image of the user will vanish. The user then moves swiftly in front of the opponent who, while off guard, may not be able to defend themselves against a sneak Garyuusai. This is where the opponent may start losing track of the user's position. To clarify, it seems as though the user is in two places at the same time, but only one image is real. Either the user has activated Bakuryuuken, or they have not activated Bakuryuuken, and are only faking it in order to land Garyuusai. The ki required to maintain a speed high enough to cause the enemy to see double is what makes the cost of this skill so high.
Shishisenkou Rank: A Description: The user headbutts the opponent out of nowhere and draws their hands backwards. When the user moves their hands forward with a thrusting motion a blue beast erupts from their palms out of their ki. The beast exists for a single post, tackling the opponent to the ground, biting deep in to the opponent as a distraction and causing severe bleeding wounds. The reason for its short life is due to its composition being only of ki.
Bakugaden Rank: A Description: The user opens up with a flurry of twenty lightning fast kicks. Afterwads a roundhouse kick is thrown, but not with the intent of striking an opponent. Instead a massive burst of ki blows up the ground in front of the user and sends the enemy flying, also doing additional damage due to impalement from shards from the ground. The entire area in front of the user is destroyed, but the range is mediocre. At most, the burst affects up to four feet.
Hououtenku Rank: S Description: The user rises in to the air and covers themselves in blue ki. They then dive kick straight towards their opponent. It's obvious to see this skill coming, but the speed at which the user approaches the ground makes it difficult to dodge. Using this skill against an opponent will causes the user to go straight through their body, ensuring a messy kill. It can also break down doors.
Stage 6 The hidden sixth stage of Flawless Azure was ripped from the books, all records of it were destroyed, and the researchers who worked on this stage were never heard from again. While understanding ki and the body is all well and good, a small amount of researchers wondered if it were possible to transcend limits, and draw upon the ki well from even deeper than anybody could imagine, from the core. An experimental vial was created to unlock the use of this ki core, allowing for the release of massive amounts of ki that should normally destroy ones body. This vials location is known only by teachers in Ludus, and should a student desire to learn the final stage of Flawless Azure, they will have to goad a teacher in to revealing the location of the experiment. This is NOT a recommended course of action, and this final stage is also not recommended, but should a student desire to learn, it's there...as long as they can complete their mission. Steal the experiment, and come back alive.
Banbatsu Shintsuigeki Rank: SS Description: When faced with an opponent who is at least the size of a small house the user still requires an effective grapple. The knocked down the user grabs the enemy by the neck and pumps massive amounts of ki in to their arms to gain the strength needed to keep the monster in place. The user then raises them in the air and slams them backwards on the ground. The user then raises them once more and slams them forward, dealing amounts of damage just as massive as their opponent.
Touma Metsugeki Rank: SS Description: The user strikes a giant opponent so hard in the stomach they double over in pain, this allows the user access to their body. The user pries open the mouth of their monsterous foe and jumps inside, releasing their ki in waves that heavily damage the internal organs of the opponent. If the opponent refuses to throw up the user they will die of mass organ failure due to the user's ki. It is said this skill could even causes the king of demons to writhe.
Gyourin Sakutsuigeki Rank: SS Description: When grabbed by an opponent who is the size of a house, but not eaten, the user can still use Touma Metsugeki. When releasing their ki, instead of waves they concentrate all of that built up power in to the limb that has them held. This kills heavy amounts of cells on the opponent, and will continually do so until the user is released. At its height this skill can take off an arm.
Mujin Keitsuigeki Rank: SS Description: The user grabs any downed opponent by their legs and swings them around before throwing them in to the sky. The user glows blue for a moment and dashes over to the spot where the enemy would be. They then strike with a punch strong enough to send the opponent flying again. The user dashes again and uppercuts the enemy in to the sky, only to leap up after them. The user brings their hands together and brings them down on the opponent, launching them towards the ground. With the last bit of their energy the user dashes towards the ground and brings their fist up against the falling opponent's spine. They then burst with ki, sending the enemy flying once more, and most likely ending the battle for good. This is a one use skill, only once per battle can it be used.
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Posted: Mon Jan 14, 2013 1:06 pm
Pi Gua Quan Video Sample--Pi Gua Quan (劈掛拳, Chop-hanging fist), also known as Pi Qua Quan in the Dead or Alive series, is a style of Chinese martial arts that features explosive, long-range sweeping actions that generate speed through the hips and arms, to produce powerful strikes, with the intent of confusing the opponent with constant motion. The style is named from the movement of the hands during an offensive; the downward movement of the hand is referred to as ‘Pi’, while the upward movement is referred to as 'Gua'. As the name suggests, Pi Gua Quan is the circular motion of the hand, much like a windmill. A fist is seldom used; instead, much of the offensive comes from the hands relaxed with fingers extended, being used in a manner resembling a whip. The moves are smooth and flexible, yet the offenses are sharp and heavy, that demand a great degree of flexibility from the practitioner. Sometimes accused of being an impractical martial art because of the exaggerated nature of its open moves, Pi Gua Quan’s value lies in its simplicity and its ease to master. It is sometimes taught alongside Ba Ji Quan, and the two forms are thought to have been a single art before diverging some centuries ago.-- Stage 1 Simplistic motions, and a simple combo. The basics of this fighting style are easy to learn, and set the base needed for the more complicated stances to come.
Back Fist Rank: E Info: One of the few closed palm techniques of Pi Gua Quan. The user spins around and once facing the target again, brings their fist down as if they were slashing a sword.
Windmill Strikes Rank: E Info: The user swings both arms down, one after the other, in a arc towards the target. The downfall of this technique is that the enemy can grab the user's hands alot easier due to the slow speed of this technique.
Falling Cherry Blossom Rank: E Info: This technique acts as a dodge move and an attack. The user drops low, placing their weight carefully on one of their legs, then brings the other leg around in a sweeping arc to trip a opponent. Attack can leave bruises on the leg of the intended target and that of the user if enough force is applied.
Open Twin Strikes Rank: E Info: The user swings thier open palm at the target as the other palm darts forward to strike the target in the chest, forcing them backwards.
Demon Horn Fist Rank: D Info: This is the strongest technique of this stage in terms of grunt power. The user finds their center before performing a leaning strike with both hands extended like that of a bull, only sideways.
Twin Kicks Rank: D Info: The user runs towards their target, and jumps a little. One leg is raised high enough to strike the target in the face, the next leg comes up as the other is coming down, to strike the targets mid section.
Stage 2: Phoenix Stance Stage two introduces the first stance of this fighting style, as well as one of the first of it's intricate combos.
Phoenix Drop Rank: D Info: The user drops into the Phoenix position: A crouched stance where the arms are extended like wings, prepared to defend or attack.
Twin Windmill Rank: C Info: The user, while in the phoenix position, swings their arms in a upwards rotation, before bring their arms back down in a similar rotation. (Ends back in the phoenix stance.)
Twist of Fate Rank: C Info: The user, from the phoenix position, swings their arms in a upward arc for a two hit combo, before swinging one of their legs up to strike the target hard in the face. (lands back in the phoenix stance)
Low Blows Rank: D Info: The user, from the phoenix position, makes a rapid turn. Now in a crouched position with their back turned to the enemy, the user makes two rapid punches to the knees before jutting their leg out to return to the Phoenix position.
Demon Horn Clutch Rank: C Info: The more deadly of the techniques in this stage, deadly for the user. From the phoenix position the user darts towards the target, and holds both palms(one over the other), before striking the target in the stomach, knocking them upwards. (Can lead into other combos while the target is airborne).
Stage 3: Mirror Image Stage 3 involves a stance known as the 'Mirror Image'. This stance is even more difficult to utilize in combat because the user is not facing the
Mirror Image Rank: E Info: The user turns their back to the enemy, with their hands still in position for attack.
Mirror Image: Kick Combo Rank: D Info: The user raises their back leg to strike the target, then swings their fist around to strike the target before leading into the Twist of Fate kick.
Mirror Image: Windmill Combo Rank: C Info: The user brings their arm over in a arc to strike the target behind them, then brings their other arm over in a backwards arc to strike the target. Then the user quickly swings their arms over in a windmill formation, turning the user back around to face their target. It is then that the user would perform the Twin Windmill attack.
Mirror Image: Heel Drop Rank: B Info: Another Attack of Brute strength. The user brings their arm over in a arc to strike the target behind them, then brings their other arm over in a backwards arc to strike the target, before swinging their leg over high enough to strike the target in the top of the head.
Mirror Image: Tumble Rank: B Info: The user quickly drops down, performing a backwards summersault. As the user is coming out of the summersault they must extend their legs outwards, shifting them from a summersault to a backwards kick combo.
Mirror Image: Reflection Rank: B Info: As the enemy attempts to strike the user, the user side steps away and begins twirling around the target. As the user comes back around to the front of the target, with the edge of an open palm, the user strikes diagonally at the target's neck.
Stage 4 Stage Four involves more of the intricate combos but more of the brute force attacks, that come out as 1 to 2 hit attacks. The User must first begin forming an immovable stance in order to begin training this stage of the Martial Arts.
Ox Combo Rank: B Info: The user runs towards the enemy and leaps towards them. As they land, the user juts their leg out to confuse the enemy before shifting to the Demon Horn Fist to strike the target.
Windmill Kicks Rank: B Info: This technique requires leg speed from the user to fully utilize the technique. The user raises one leg and rapidly kicks. After the flurry of kicks, the user twirls around, striking the target with final, whip like kick.
Spinning Blades Rank: B Info: With open palms, the user spins with the edges of their open palms striking the target.
Return Ox Fist Rank: B Info: The user strikes a target in the neck with an open hand and a closed fist.
Rising Knee Combo Rank: B Info: The user swings their arms in a upward motion, bringing their knee up to strike the target at the end of the windmill strike, before extending the leg to forcefully strike the target.
Matterhorn Dance Rank: B Info: The user performs a 'no hands' cartwheel towards the target before dropping down and flips backwards, their legs striking the target as they do.
Twin fist Rank: B Info: The user strikes with an open palm diagonally before extending their other palm outwards to force the opponent backwards.
Power Blow Rank: A Info: The user performs a swings their arms around them, confusing the target before striking with a double palm to the stomach.
Stage 5 This stage requires the most timing as most of the techniques are grabs. The user has to be quick and agile while focusing on defense more than offense.
Mantis Throw Rank: B Info: The user sidesteps an incoming attack, slips in close to the target, extending their arm over the target's chest. The user then tosses the target backwards, finishing with a strike.
Peacock Jive Rank: A Info: The user grabs the punch of an enemy, and leaps over until they are balancing themselves on the fist. When the user is ready, they simply apply their weight downwards on the target, smashing them into the ground.
Peacock Dance Rank: A Info: The user grabs an incoming strike and smashes their free hand into the target's arm, breaking it. Once that is done, the same hand is used to forcefully strike the target in the gut.
Windmill Dance Rank: S Info: The user performs a quick one leg windmill kick, before striking with a twin windmill attack. After the twin windmill attack the user performs another upwards windmill attack leading into a Twist of Fate, finishing with a strong Demon Horn Fist. (Attack does quite a bit of lethal damage. Requires quick timing and the user must have learned all the techniques utilized in this combo in order to learn it.)
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Posted: Sun Jan 27, 2013 3:57 pm

~THE DARK PORTAL STYLE~
--HISTORY--
There have been great strides in the development of the Gene-X. The island of Ludus has been the birth place of super humans who can wield fire, control minds, turn skin to steel, and even alter one's genetic make-up in order to turn into a monstrous savage...but none of these discoveries have baffled Ludus scientist more than the users of the Dark Portal Style.
In truth, it was one of the first styles discovered, and yet scientists know barely nothing about it, other than it could potentially hold the greatest power known to man if mastered.....and survived. Examples of what was discovered can only be derived from observations of the original test subject, who disappeared after the reign of the original Nine Dragons.
At first, nothing seemed to happen upon injection. A few days later, the test subject was about to be deemed a failed experiment. She was exhibiting strange behavior, talking to herself or into thin air when nothing was present. She began speaking a strange language, constantly repeating the phrase "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn". When asked what this meant, she responded with..."In his house at R'lyeh, dead Cthulhu waits dreaming." A researcher recognized the terms R'lyeh and Cthulhu as part of a literary work written by famed cosmic horror author H.P Lovecraft. She was quoting a work of fiction, though why she was doing such a thing, she did not explain.
Eventually however, they got results, and what transpired was nothing short of astounding. They viewed the subject being able to open up rifts in the air in other dimensions and draw upon a strange and dark energy using ki. The subject was able to use that energy for various uses. Even more astonishing was that as they observed her grow in power, she was able to summon strange and unusual allies to her side. Some of them even astoundingly horrific, so horrific in fact that some of the scientists went mentally insane. The results were incredible, as through the Gene-X, they were able to discover the existence of another dimension were cosmic beings of horrific power lived.
From then on, they watched the test subject rise in power until she became one of the original Nine Dragons. However, as she grew in power, her mentality became increasingly unstable. Many feared she would summon to powerful a creature for even her to handle, and it was said that plans were underway to capture and eliminate her if need be. However, one day she disappeared, her whereabouts unknown....and with her went the main source of knowledge of the Dark Portal style. Much is still unknown and to this day remains to be one of the most feared styles out there, mainly because not much is still known about it...the limit of its potential currently unknowable.
--OVERVIEW--
The Dark Portal style is possibly the most mysterious of the Gene-X variations, and also one of the most dangerous style's to the user. By using ki to rip open invisible rifts in space and time, the user can draw Dark Matter (different from the universal Dark Matter) from the dimensional portal in which they opened. Dark Matter is a heavy and oppressive energy never seen before in are own world, and as far as Scientists of Ludus know, Dark Matter is only available in the dimensions that users of this style are able to open.
The uses of the Dark Matter are many. Alone and un-manipulated, Dark Matter infused with one's body grants the user enhanced physical capabilities. Early practitioners of the style quite often begin their training by learning to master the Dark Matter in the smallest of quantities, for the substance is volatile, and even it's own practitioners have succumbed to death from it, due to their over confidence. To much Dark Matter when the user is unprepared results in a very explosive and painful death.
Portal travel is also a specialty of the style. In the middle stages of their training, Dark Poral practitioners will be able to open up multiple portals big enough for them to travel through. They serve as gateways between two of any points within eye sight, and have both uses in battle and outside of it. It's essentially the closest thing scientifically linked to teleportation.
Even then, that isn't all what Dark Matter is capable of. A signature ability of all Dark Portal practitioners is the capability of opening up huge portals into the other Dimension, and bring forth familiars of great power and horror under their control. These powerful beings by their very nature are malevolent and intelligent, and care not for the death and destruction they cause. They are primal forces of nature, and only the strongest of the Dark Portal Style can summon and keep them in check.
--THE INSANITY SYSTEM--
This type of strange power comes at a steep price, and depending on how lucky or not you are, the price can be steeper than others. Practitioners of the Dark Portal style are dealing with forces beyond human comprehension, beings of such horror that any lesser man that laid eyes on them would immediately drop dead from their minds not being able to comprehend what their eyes see. Practitioners rely on these cosmic forces to grant them the power of Dark Matter. And while the students at Ludus have strong minds to be sure, they eventually degrade in some way shape or form as they dive further down the rabbit hole that is the Dark Portal Style. In the end, it all comes down to luck to determine how much sanity you have lost by the end of your training.
You lose your sanity with each stage of training, as becoming more powerful requires you to associate more with the Dark Powers that be. Just merely associating with such creatures causes a mortal mind to degenerate, but the pay-off is worth it, considered by some. During each stage of training, the user must roll a die, and if it lands on a certain set of numbers, then the user must choose a portion of their sanity to lose, as described by each stage. As the practitioner gets more powerful, the cost of sanity becomes more common and severe. However, a way has been discovered to nullify this.
The Great Old Ones within the dimension care not for humanity, but they do like being entertained. Acts of great evil and bloodshed caused by their mortal servants satiate their need for wanton destruction to some degree, and they are not above rewarding their servants for such actions in their name. A user of the style may perform a ritual in which they must sacrifice a live human (RPC only) by placing them face up on a flat surface, and stabbing them through the heart with a sacrificial dagger. In most cases, such acts of malevolence please the Old One's, and they would spare a minute amount of energy to keep the users mind intact while the user trains into the next stage of power.
This method can also be used to clear 1 instance of sanity loss from a previous stage of training. If the user wishes to clear another instance of sanity loss, another RPC must be sacrificed in the same fashion, and so on and so forth.
--THE MECHANICS OF A PORTAL--
Portals by their very nature are spherical in nature and can be created anywhere within eyesight. They lead to what some speculate as the 5th dimension, a dark and uninhabitable place where beings of great cosmic power roam and rule, or portals can be created as a shortcut to anywhere in the mortal world as long as the area the exiting portal is, is within sight. The size of a portal is determined by how powerful the user currently is. They can be small enough for human limbs to go through, and big enough for giant and horrific beasts to crawl through. Since they are spherical, anything can enter it at all sides. The way they close is incredibly simple, because in reality they really don't close at all, they simply just disappear from existence until they are made again. This is where the combat utility of portals come in, cause anything caught in the portal, be it entirely or halfway, can be killed or gravely injured, because when a portal closes, it's instantaneous. A closing portal cares not for what is caught halfway through, if say something like an arm is stuck through the portal and the portal closes, the portal takes whatever portion of the arm is in it with it when it closes, essentially severing the arm.
--ADDITIONAL RULES--
-- Dark Pact, Bond, Fusion, Rising, and Ascension does not make you generally stronger or faster, it makes abilities you perform one rank stronger, which can result in being faster and stronger --
-- Custom Skills and Weapons pertaining to this style is strictly forbidden --
-- If you decide to partake in the Sacrificial Rituals, take care not to bring attention to yourself, for it you are deemed a threat to other students, School Staff will hunt you down and eliminate your RPC --
-- There can be no talents or anything of the like that somehow works around,and or cancels out the Insanity System of this style. If you don't want the possibility of going insane, then don't choose this style. --
-- Dark Pact, Bond, Fusion, Rising, and/or Ascension must be activated in order to use ANY of the style's skills. Furthermore, in order to use the more powerful abilities, you must use the more powerful and expensive variant of the Dark enhancement skill. For example, to use Shoggoth, you must use Dark Ascension, otherwise it will not work. --
-- ALL DICE ROLLS USE A 10 SIDED DIE -- Stage 1 When dealing with such a dark and cosmic power, baby steps must be taken before the user tries anything to out of his/her league. Unlike most stages in other styles, the only thing required to unlock it is the injection of the Gene-X. When the user has Role Played his/her RPC injecting herself, the user must roll a die using the built in Dice Generator in the thread.
If the number lands on a odd number, then the user will begin to see images and hear things that are not there. They will actively talk to things unseen, not physically or currently present. What they see is ultimately up to the user, and the effect does not affect their ability in battle. They might see another version of themselves, or they might see some sort of monstrous figure. This effect lasts to the end of the RPC's days.
If the dice lands on a number that is even, then no sanity is lost.
Regardless, the training commences after the users body has accumulated to the Gene-X. The user will then practice drawing small amounts of Dark Matter and infuse it with their bodies to achieve small physical advantages. The first stage is essentially the preparation stage for all the stages to come after it. It introduces the concept of Dark Pact, an essential ability to make everything else work properly in the future. Without Dark Pact, all the rest of the skills are rendered unusable.
~Dark Pact~ Rank D By drawing Dark Matter and infusing it within the user's own body, the user prepares him/herself for the other abilities he will have access to later on. It is a prerequisite to all known moves within the style and must be activated in order to take full advantage of the Dark Matter. Performing Dark Pact also grants the ability of having punches become E Ranked Ki attacks without having to spend actual ki. Furthermore, any martial arts sub style abilities used in conjunction with Dark Pact (excluding Weapon Styles) is increased by one rank, however the user must pay 4x the original ki cost of the ability. (Example, an E rank ability costs 10 ki to use, however used in conjunction with Dark Pact, it costs 40 ki to use) The user cannot choose to opt out of the power increase. If he or she wishes to use a sub style ability without Dark Pact, Dark Pact must be deactivated. If the user then wishes to reactivate it, the user must pay the ki cost once more to activate Dark Pact.
(Aesthetically speaking, Dark Pact and any variations of it throughout the style surrounds the entire body with an aura of black swirling energy. This serves nothing to the user other than aesthetic and a indicator to all that Dark Pact is active)
~Night Gaunt~ Rank D Even the weakest of the malevolent beings that hail from the 5th dimension are dangerous, and the first summons that a person learns summons such a being. A Night Gaunt, a faceless demon the size of a average human. It's physique is that of a very skinny and gangling man, and it has very large wings. It's skin is black as night and it has 2 horns that curve inwards on each other. Probably the most notable feature however is it's faceless face. It's power is that of a level 1 student without sub styles and a Gene-X, however it's sharp claws and ability to fly make it somewhat dangerous. It's best use however is it's ability to relay images and sound into the summoners mind at any distance, making it an effective reconnaissance tool. The Night Gaunt is physically connected to the summoner so that it follows the masters every command. A Night Gaunt is not all that powerful, and despite it's weight is extremely slow to react and dies very easily. http://www.elfwood.com/art/m/i/mindsiphon/nightgaunt.jpg
~Insanity Strike, Level 1~ Rank D By fueling Dark Matter into one's limbs, a simple strike can transfer some Dark Matter into the opponents body, much like how the Great Old One's transferred Dark Matter into the user in order to prepare them for the style. Of course, the body that doesn't have the Gene-X of the Dark Portal style is unprepared for Dark Matter, and it will slightly ravage the mind depending on the opponent's luck. When struck, the opponent must roll a die, and if it lands on a even number, the opponent will start seeing hallucinations of their greatest fear for the entirety of the fight.
Stage 2 The user has now had a taste of what power the Old One's have to offer. The Old One's great beings of cosmic power trapped in the dimension from which you are drawing the Dark Matter. The Dark Matter you discover, is being gifted to you by these all powerful beings, and to receive more, to grow in power, to even dream of hoping to reach their league of ability...you must consort with them further. Take care however, such beings care not for you, only the blood and destruction you can wrought in their name, and as your soon beginning to realize, power comes at the cost of your sanity.
Your mind cannot fathom what you are experiencing, to even attempt to describe the very sound of their whispers is a maddening, sanity losing prospect. Yet you must press on to gain the power you desire. The next stage of training is where it gets seriously dangerous, and make a note that you might not have all your mind about you after the training is done.
You must open a dimensional portal using your natural abilities to do so, and then stare into the abyss until your eyes lock onto the source of what is giving you Dark Matter. You will know when it happens, for you will not be able to turn your gaze away from the mass of horrific, writhing flesh that is one of the Great Old Ones. They will speak to you...you will not understand it but yet at the same time you will. They use a language not meant for human tongues. They are establishing a stronger pyschic connection to you, a connection that would allow for more Dark Matter to pass through the rifts in space and time that you create. It is only when you hear silence and able to move freely that you know the process is done....but did you come out mentally unscathed?
During the training phase, the user must roll a die 2 times throughout the posting process. If the die lands on the numbers 1, 5, or 9, then sanity is lost. The affects of each number is explained below. Otherwise, if the die did not land on those numbers, no sanity is lost.
#1 : The RPC will start to exhibit symptoms of extreme paranoia for the rest of their days. Suddenly everything and everyone is against them.
#5 : The RPC will seemingly develop a rather unhealthy attachment to a single inanimate object that is in the immediate area. They view it as alive, giving it a name and in many cases a gender. They believe they can hear it speak and will often speak to it back in public regardless who is present.
#9 : The RPC will begin to have extremely abnormal mood changes, often beginning in a happy and calm mood to unexpectedly transitioning into a very rage filled demeanor, yelling at whoever they are talking to in the loudest voice possible, there voices dripping with utter hate and venom.
~Dark Bond~ Rank C Performing Dark Bond grants the ability of having punches and kicks become D Ranked Ki attacks without having to spend actual ki. Furthermore, any martial arts sub style abilities used in conjunction with Dark Bond(excluding Weapon Styles) is increased by one rank, however the user must pay 4x the original ki cost of the ability. (Example, an E rank ability costs 10 ki to use, however used in conjunction with Dark Bond, it costs 40 ki to use) The user cannot choose to opt out of the power increase. If he or she wishes to use a sub style ability without Dark Bond, Dark Bond must be deactivated. If the user then wishes to reactivate it, the user must pay the ki cost once more to activate Dark Bond.
~Portal Raid~ Rank C Considered the ultimate surprise attack, the user opens up a small dimensional portal (only big enough to stick human limbs inside), and then opens up another anywhere within eye sight. The portals themselves are of the general type, invisible to the eyes, for all but the rippling waves in the air that give away it's location. The user then punches or kicks into the portal they created, and their attacks come out of the other portal. This attack is extremely effective in catching the opponent offguard since the attack can come from anywhere, and disappear as quickly as it came. It's especially effective when using a weapon. The technique is designed to surprise, annoy, and keep the offensive up on the opponent. In the hands of more creative minds, this technique has the potential to have limitless uses.
~Mi-Go, Fungi From Yuggoth~ Rank C A four legged crustaceous being that is 5 ft long, with pinkish skin, a squidlike face and crab claws for arms. It is the arms that are the main threat of this horrific abomination of nature, and they serve as a reminder to all who see it of the existence of the great God Yuggoth, for these are just the fungi that grew off of his body. Being birthed from such a creature of unfathomable power and knowledge, each of these creatures hold a measure of its terrible knowledge. Just being around these creatures will make anyone at Level 1 or 2 sick to their stomachs while in their presence. Their wide wings allow it the gift of flight and can make for terrifying aerial combatants to those unprepared for it. http://th00.deviantart.net/fs70/PRE/f/2010/274/2/1/mi_go__the_fungi_from_yuggoth_by_cloister-d2zu4cf.jpg
Stage 3 Now the user will begin to truly experience what it means to serve the dark powers that be. Yes, your mind will most likely collapse further onto itself when the Old One's establish a great psychic connection to you, but in return, you will receive even greater power.
To unlock this stage of power through training, one must simply repeat the process of training in the last stage. They must open up a portal and establish a connection to their Dark Master. Once the Old One has finished preparing the connection, the stage of training is complete. However, as always your sanity is subject to great loss, and since this stage is even stronger than before, it would be considered uncommon to leave such a psychic connection with your mentality unscathed.
During training, the user must roll a die 4 times throughout the process of posting. The user must then take those numbers and add them all up. If the number they end up with is between 25 - 40, then sanity is lost and the user must CHOOSE one permanent affect below.
~ The user will gain a taste of human flesh and desire it constantly, effectively becoming a voracious cannibal ~
~ The user becomes a sexual deviant, a nymphomaniac that constantly craves sexual intercourse of some kind . The craving is so strong it sometimes overrides natural reasoning, effectively resulting in the user trying force their desires onto the intended person ~
~ The user loses the ability to communicate, through both speech and writing. He/she can still understand other people, but there is in no way shape or form (besides sign language, etc) the user can communicate through words ~
~Dark Fusion~ Rank B Performing Dark Fusion grants the ability of having punches and kicks become C Ranked Ki attacks without having to spend actual ki. Furthermore, any martial arts sub style abilities used in conjunction with Dark Fusion (excluding Weapon Styles) is increased by one rank, however the user must pay 4x the original ki cost of the ability. (Example, an E rank ability costs 10 ki to use, however used in conjunction with Dark Fusion, it costs 40 ki to use) The user cannot choose to opt out of the power increase. If he or she wishes to use a sub style ability without Dark Fusion, Dark Fusion must be deactivated. If the user then wishes to reactivate it, the user must pay the ki cost once more to activate Dark Fusion.
~Into The Void~ Rank B An extremely deadly, but ultimately avoidable attack. The user is able to create 1 human sized portal anywhere within eye sight, and close it at any time. The portal itself is different from the other portals. It's dark, and an eerie black ki swirls around it's edges. It leads to a uninhabitable and dangerous part of the dimension where demons and Old One's roam. It's essentially a trap ability, for it's use comes from being able to open and close one instantaneously. Anything caught in between the process of it closing, is separated from the dimensions, essentially severing/cutting anything that was caught in the process of it closing. Or it could be used to trap someone completely if anyone was foolish enough to blunder into one. Regardless, only one of these portals can be created at a time and the portal is stationary until closed, in which case the user must activate the ability again to open another portal.
~Tendril of the Old One~ Rank B The user is able to open up a large dimensional portal, allowing for a large, slimy tendril the size of a large barrel, and as long as a small house room to come forth. The user is able to psychically link to the tentacle and use it as an extension of their bodies. The tentacle has the swinging and crushing force to smash hard boulders to bits so a direct hit can and will break bones, if not kill whatever it's attacking. The Tendril can be summoned anywhere in sight, and more than one can be summoned, however once another Tendril is summoned along with the original one, an upkeep of 25 ki each post is required to maintain the physic connection. If more are summoned, then the upkeep keeps increasing by 25 ki. This ability is also not only for combat, but in the hands of more creative minds, it can also be a valuable transportation ability, a method to get to hard to reach places.
~Insanity Strike, Level 2~ Rank B Essentially the same as Level 1, however when the opponent is struck, he must roll a die 4 times, and if the number he/she adds up to a number between 25-40, then they must choose one effect from the Stage 3 effects to deal with for the entire day. The effect will disappear after a good night's rest. The effects can stack up with each strike, and choosing the same effect increases the length of which they must deal with it by another day.
Stage 4 It is at this point that if the user has not suffered some form of sanity loss, it would be considered quite a rarity, however to even think they would get away with it again during this stage of training is a arrogant, and frankly improbably notion. Yet for your sacrifice, it is here where the pay-off becomes absolutely worth it. The true power of the Dark Matter begins to reveal itself as you become a true and worthy servant of the Old Ones.
Training commences as it always has, by opening up a dimensional portal as your master strengthens the psychic pathways allowing even more Dark Matter to flow into your body. At the same time it ravages your mind preparing your mentality to even begin to conceive the very notion of being able to handle so much eldrtich energy. As always, there is a chance of sanity loss, but here it is much higher than others.
Throughout the posting process, the user must roll the die 5 times. If they ever land on the number 5 on any of those numbers, the user changes alignment. Meaning, if the character your are Roleplaying is inherently good, landing on the number 5 makes them completely and utterly evil. They desire the death and the destruction of all things on earth. Subsequently, if your character is inherently evil, then they become practically homicidal maniacs, effectively becoming even more of an evil being than what they originally were. If your character is possibly more of a gray area in terms of good and evil alignment, landing on a 5 turns them completely evil. However, if they land on 5 a second time throughout the process, the effect is canceled unless they once again land on 5 throughout training.
As always, if the user does not land on the number 5 throughout the process, the user is unaffected by the training.
~Dark Rising~ Rank A Performing Dark Rising grants the ability of having punches and kicks become B Ranked Ki attacks without having to spend actual ki. Furthermore, any martial arts sub style abilities used in conjunction with Dark Rising (excluding Weapon Styles) is increased by one rank, however the user must pay 4x the original ki cost of the ability. (Example, an E rank ability costs 10 ki to use, however used in conjunction with Dark Rising, it costs 40 ki to use) The user cannot choose to opt out of the power increase. If he or she wishes to use a sub style ability without Dark Rising, Dark Rising must be deactivated. If the user then wishes to reactivate it, the user must pay the ki cost once more to activate Dark Rising.
~Dimensional Travel~ Rank A The more advanced equivalent of Portal Raid. The user can now travel through dimensions to reach a desired place within your sight. By opening up a large, relatively invisible portal, the user just needs to move into the portal, and then reappear at a desired location within their sight. The portal from which they emerge from is also un-seeable, making them appear as if they are coming out of thin air. However, the location of the portals can be identified by outside onlookers by the intense rippling waves in the air. Where the air is rippling is where the portal is being made. The travel is for the most part instantaneous since the Dimension is uninhabitable to mortals. Users of the style can only stay in the Dimension for a total of 1 seconds before re-emerging in the desired location. Since the portal being opened is rather large than what the user is used to at this point, the technique can only be used 2 times every day.
~Banish~ Rank A Effectively this move is used to banish other dimensional creatures, summoned by other practitioners of the style. The user simply opens up a portal and through using other means, forces the creatures through before closing it.
~Hydra~ Rank A By opening up a large portal, a large snake like being will emerge halfway through the portal. It has black scaly skin and eyes of fire. It's teeth are overgrown and sharp as razor steel. It's length is 20 yards and it's as thick as a small car. It strikes quick and precise, but besides it's gaping jaws, it presents no real threat. Which is where it's danger comes in, for severing it's head allows 2 more to grow, and so on and so forth. Before long, the enemies would be facing the products of their mistake. The Hydra is psychically connected to the user, so it obeys his/her every command. http://bayonetta.wikia.com/wiki/Gomorrah?file=Gamorrah.jpg
~Mirror's Into The 5th Dimension~ Rank A Takes one full post to prepare, but afterwards, a total of 20 portals would appear around the user and the opponent in a dome shape fashion. The Dome is 20ft high and 40ft in width. The user would then disappear into the portals and then all the portals would reflect the user, while the user is free to travel from portal to portal, striking out at the opponent and retreating at will. The opponent cannot follow into the portals for only practitioners of the style can survive long enough to be in the 5th dimension. The opponent of course can attempt to escape the dome, however such a strategy could prove troublesome as the user can strike from all sides effectively keeping the opponent in the dome.
~Cloak of Insanity~ Rank A A powerful defensive ability where the user wraps himself in Dark Matter. The Dark Matter doesn't block anything, but anyone who physically touches anyone with this ability active is inflicted with a large amount of Dark Matter into the body, almost certainly affecting the mind. When a someone touches the user with the ability on, all the Dark Matter surrounding the body is injected into the attacker. When this happens the opponent must roll a die once, and if the number lands on a number 5 or lower, the opponent must choose an effect from Stage 3 to deal with for the entire day. However, if anyone is foolish enough to lay hands on someone with this ability activated for more than 5 seconds, the one who touched the user is automatically afflicted with insanity and the effect they choose is permanent unless they perform the sacrificial ritual described in the Dark Portal Style. Since a mere touch will transfer the Dark Matter, the user must activate and pay the ki cost again to once more put up the cloak. The Cloak doesn't stay up forever though, it only lasts 1 post, of course the user can keep paying A rank ki cost to keep it going.
Stage 5 It is at this point that the user has become the ultimate master of the Dark Portal style. Granted the user must complete the final stage of training, but the reward for doing so is the ability to bend the power of Dark Matter to the users will. The user will be able to call upon one of Old One's fiercest servants, the Shoggoth to do battle against his/her enemies. Furthermore, the user can now travel through Portals and use them with absolute ease and precision.
Training progresses the same way as it always does, but oddly enough, the possible consequences are quite low considering what the user has had to deal with in previous stages. As always, if the user doesn't land on the numbers provided, no sanity is lost.
The user must roll the die 6 times. If they land on a even number 3 times, the user must choose 2 effects from above, any of the effects from the previous stages, and then apply it to their character. Afterwards, the character may start training for the abilities.
~Dark Ascension~ Rank S Performing Dark Ascension grants the ability of having punches and kicks become S Ranked Ki attacks without having to spend actual ki. Furthermore, any martial arts sub style abilities used in conjunction with Dark Ascension (excluding Weapon Styles) is increased by one rank, however the user must pay 4x the original ki cost of the ability. (Example, an E rank ability costs 10 ki to use, however used in conjunction with Dark Ascension, it costs 40 ki to use) The user cannot choose to opt out of the power increase. If he or she wishes to use a sub style ability without Dark Ascension, Dark Ascension must be deactivated. If the user then wishes to reactivate it, the user must pay the ki cost once more to activate Dark Ascension.
~Blade of the Void~ Rank S An extremely creative and deadly use of the style's portal powers. The user essentially creates a 6ft long portal extending from their hands in the shape of a blade. The blade itself is a portal, and 2ft in width, and it is of the Dark Matter variant. Meaning it's a portal made of thick Dark Matter, so it's easily view able, though that does not make it any less deadly. This blade is extremely dangerous, because whatever it touches, enters the dimension, and by closing the portal, severs whatever it was connected to. (Example, the sword manages to connect with an opponents arm, by closing the portal, the arm is severed from the body.) It essentially follows the same concept of the Into the Void ability, except this portal is movable as it is attached to the hand. This makes it possibly the deadliest blade ever created, because it's power doesn't come from it's nonexistent cutting power, it comes from the ability to close portals instantly. Anything caught in the portal that is attached to it in the mortal realm when it closes is automatically separated, no matter what it is. One swipe of this blade spells the end for anybody who is unfortunate enough to be on the receiving end. When the portal is closed, the ability is stopped, and the user must activate the ability again to use it. It is possible to create one blade for each hand if the user is willing to pay the ki cost.
~Shoggoth~ Rank SS Opening up a portal the size of a large house, a creature of unspeakable horror will crawl forth. A mass of writhing flesh and tendrils, its body and skin always constantly squirming around changing shape and form. It is the size of a large house, and obeys the every command of it's summoner. It's tendrils are many and can crush boulders with a single swipe. It can shoot acid from it's mouth and dissolve pretty much everything. Merely looking at it will cause students levels 3 and under to vomit in disgust uncontrollably for 1 post before acclimating to it's present. Everyone else will become uncomfortable, some even fearful. Lesser attacks are ineffective against such a monstrous creature, and only attacks of A rank nature can damage it, and only S rank attacks can severely cripple it. Only students of the highest caliber would be able to go toe to toe against such a beast, and this is only a lesser slave monster to the Old Ones, one would shudder to think what fighting an actual Old One would be like. Only one can be summoned at a time, and the technique has a cool down of 2 weeks in real time. http://cdn.obsidianportal.com/assets/98342/Shoggoth.jpg
~Insanity Strike, Lvl 3~ Rank SS Basically the same concept as the other Insanity Strikes, however this is the most powerful version of the ability. If an opponent is struck with this technique, they must roll a die and if it lands on a even number, they must choose 2 effects from the entire style to be permanently afflicted with until the rest of their days, unless a sacrificial ritual is performed, as described in the style. This technique takes alot of Dark Matter to pull off and alot of focus. The technique is essentially a blessing from the user's dark master, and that blessing can only be given every 2 weeks, so once it is used, it can't be used again for another 2 weeks in Role Play, and in Real Life.
~Night of the Night Gaunts~ Rank SS A technique that oddly enough doesn't work until night has fallen. By using the Summon Night Gaunt skill, the user performs a simple sacrificial ritual and kills the Night Gaunt. The user then covers his/her hands in its blood and opens a very large portal, the size of a large building. What happens then, is that 1000 Night Gaunt's spill out of the portal. Each Night Gaunt is under the user's command and can be used for a variety of uses including sending them into a swarm or spreading them out to be the users eyes and ears across the island. As it's name-sake, this technique lasts an entire night. When the sun breaks, all the Gaunts die in the sun light via brilliant small implosions. This to is a blessing granted by the Old Ones, and it can only be used once every 2 weeks in RolePlay and in Real Life.
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Posted: Tue Jan 29, 2013 5:37 pm
All stages needs descriptions
Majinken: needs to be D-rank and have cooldown period, otherwise people could just spam this technique to increase the range of all their attacks all the time.
Genryuuken: change the word "rank" to "level", as there is a difference in this guild. Also this needs to be at least D-rank, and needs to only be able to stop techniques of E-rank. Furthermore, I want you to give this a range limit. This technique cannot work in close range (up to five feet) and it cannot extend past 15ft from the user. This is to essentially make it a medium-range only technique, and keep someone from instant-stopping someone from using...anything.
Majin Genryuuken: Give this technique a D-rank cost but E-rank power because of its impressive range and usability.
Hakugekishou: I don't see how this skill is any different from Genryuuken. Take it out.
Bakugekishou: This needs to be at least D-rank.
Keigan Sairakugeki: Make this a C-rank technique, and say it only does D-rank damage if the ground is soft.
Shinryuugeki: "ramins" should be "remains".
Yousoukyaku: another spelling error. It should say "Furthermore" instead of Further, and you should say "they can automatically engage" instead of "they automatically engage" since what you have makes it sound more like something they have to do rather than just an option.
Goushourai: again, change the word rank to level since physical stats are determined by level
Hakugeki Goushourai: same as above. Also change this to a C-rank cost but keep the D-rank power.
Hiren Genryuuken: Take away the stun this technique does at the beginning, and give this a B-rank cost.
Rekigan Hakurakugeki: Make this B-rank.
Majinken Souga: put down that strength of this technique goes down to C-rank after 10ft.
Majinken Ryuuga: Give this a charge time before it can be activated. Reduce the damage it does to D-rank.
Gakugan Zetsurakugeki: after the user slides underneath the opponent, do they come up with their back to the opponent or do they face their opponent for the choke. I'm just trying to understand how this technique works.
Bakuryuuken: This needs to be nerfed in some way. Make the punches, and therefore overall power of the technique, much weaker or give this some charge posts. Also give it a cooldown period, because this technique is very difficult to avoid and is too powerful as it is with that in mind.
Saigi Bakuryuuken: Is this supposed to be the same technique as the bakuryuuken, only this one has a shift of movement at the end? The sneak Garyuusai isn't part of the ki cost of this technique is it?
Hakugekisenkou: Denied
Bakugaden: What is the range?
Rondo Bakugaden: Denied.
Ryuuoutenku: Denied
I need a break. I'll look at the stage 6 skills in a bit. @_@
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Fist of the Bro Star Captain
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Fist of the Bro Star Captain
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Posted: Tue Jan 29, 2013 8:02 pm
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Posted: Thu Jan 31, 2013 9:19 am
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Fist of the Bro Star Captain
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Posted: Mon Feb 11, 2013 8:41 am
((I am open to suggestions on the style. it was kinda hard to come up with moves for the nunchucks that weren't too repetitive.)) Nunchaku --Pic Here--
The nunchaku typically consists of two sticks attached to each other by a small chain. They can be used to choke enemies out, or hit them from a medium range. They are particularly deadly due to the fact that they easily distract opponents by how much they are twirled and flipped about. However, despite how nifty they are as a weapon, they were originally a farming tool, used for rice and soybeans.
Stage 1 In this first stage, the user really has no idea how the nunchaku work. As such, they must practice twirling them around slowly and carefully, experimenting as how to move and catch the nunchaku without harming themselves.
Basic nunchuck training Rank: E passive once learned description: Nunchaku users have become adept at swinging their nunchucks around, and can hit the nunchucks off of certain parts of their body without causing themselves harm. This skill is needed to learn any other skills in this style.
Chain block: V1 rank: D description: The user grabs each end of the nunchuck with each hand and pulls them in opposite directions, infusing their ki into the chains. this allows them to block up to D ranked attacks with the chain. cannot block stabbing attacks. In later versions this attack can block projectiles, but not at this stage.
Confusion Rank: D The first confusing combination you learn in this style. While it isn't confusing to you, it has an extreme potential to confuse your opponent. First, you swing your nunchuck horizontally across your body. Regadless of whether you hit your opponent or not, you bounce the nunchuck off of your lower ribs and swing the nunchuck vertically upwards, attempting to catch your opponent in the groin. regardless of whether you hit your opponent or not, you bounce the nunchuck off of your body, but this time off of the back of your shoulder. Then once it bounces you swing the nunchuck vertically downwards, attempting to catch your opponent on the top of their head. Whether this hit lands or not, the user will catch the nunchuck in the armpit of the arm they are wielding the nunchuck with. Although it's only a simple three hit combination, the last hit has the chance of concussing an opponent on impact, and at the very least they'll see stars from it.
Nunchaku stab Rank: C description: the user grips both ends of the nunchaku in one hand and thrusts their arm forward. Although it's a simple attack without that much range, it shatters through shields lower than it's rank and does the damage. Shields equal to it's rank it breaks but does no damage to the opponent, and shields higher ranked than it aren't affected by it.
Stage 2 In this stage, the user is more focused on confusing the opponent. This is done by twirling the nunchuck about in a seemingly random, but intricate pattern of strikes to not only your opponent, but yourself as well. While it may seem random, the patterns are actually thought up and practiced by the user before hand, so they don't accidentally club themselves.
Poke Rank: D description: A rather simple skill, yet it's use is how extremely fast it is. the user grips both ends of the nunchuck with one hand and thrusts their arm forward, much like nunchaku stab. However it doesn't do nearly as much damage, and can be blocked. the use of the skill is how quick and unexpected the maneuver is. While it does almost no damage at all except for maybe a small bruise, and a very short range, it moves so fast it's almost a blur, and is primarily used to stop an opponent in mid combo, and to stop them from charging any powerful attacks up that have charge times.
Chain Block V2 rank: C same exact thing as V1, except now it blocks up to C ranked attacks
Watch this! Rank: C description: The user switches the hands of the nunchucks repeatedly by striking the chain of the nunchuck over one shoulder, catching it underneath the wielding armpit, gripping it with the opposite hand and swinging the nunchuck around the back of the body, hitting them against your own back before swinging them over this arms shoulder and catching it in the armpit, gripping the stick with the opposite arm and repeating the process. While doing this move roll a D6. 1-3 the ruse works and your opponent becomes too confused by the way the nunchucks move about so fluidly, and is subject to one free attack by you of your choosing as they try to comprehend the movement. 4-6 the ruse fails and your opponent will probably strike you while you're attempting to confuse them.
weapon counter Rank: C description: You swing your nunchaku at the base of a blade in the beginning of it's swing, stopping it's momentum completely. Works on attacks C rank or lower.
Rising crush Rank: B description: The nunchaku user swings their weapon upwards, infusing ki into their nunchucks. This attack can be dodged, but if the opponent doesn't dodge and is directly hit or attempts to block the attack however, they will be struck into the air. Upon being struck into the air, the nunchaku user will jump up and slam their nunchucks down onto their opponent. If the second attack lands, it will strike their opponent to the ground, breaking bones and causing cracks in the ground upon impact.
Stage 3 In stage 3 nothing much changes, but kicks are incorporated much more often into your attacks. in this stage the user must practice cartwheeling and flipping, as those two moved are incorporated a lot into this stage.
Spinning windmill Rank: B Description: The user does a cartwheel through the air without touching the ground with their hands. This attack is very quick and usually results in two quick kicks to the opponents face. Upon landing you stick your nunchuck out close to your opponent's head and spin it in a helicopter like fashion, hitting them in the face numerous times and possibly concussing them.
Helicopter Rank: B description: The user spins the nunchuck above their own head in a helicopter like fashion, allowing them to gain altitude. They can tilt their wrist in the direction they desire to go, but they only move as fast as their RPC can run.
Cheap shot Rank: C description: You do a no handed cartwheel once more, and this time you swing your nunchuck at your opponent's ankle as your flipped upside down. At the exact same time you do this your feet are moving through the air at a highspeed aiming to kick your opponent in the face. This attack usually confuses opponent's as they can't decide whether to duck or jump.
Chain Choke out Rank: C description: you wrap your nunchucks around your opponent's throat, cutting off their airflow. As you do this you place one foot in front of your targets leg and trip them forward. The next post, your target is passed out. This can only be used outside of combat on an opponent that doesn't see it coming.
Stage 4 In this stage of the style, the user has mastered most aspects of the Nunchaku. They are very adept at moving the nunchucks quickly around their entire body and in this stage are just learning more powerful techniques.
Soul Extension Rank: A Description: you swing your nunchuck outwards like a regular attack. However, as you swing your nunchuck you pump energy into the chain. The chain then grows, to a maximum of 10 yards. Then once the chain comes back at you it shrinks back to normal size. Good for a quick long ranged attack, as an opponent won't see long ranged attacks coming from a nunchaku user.
Headrush rank:B requirements: soul extension description: You swing your nunchuck at an opponent at close and use soul extension unexpectedly. The chain will then go around the back of their neck and you will catch the other end of the nunchaku. After this you release the soul extension and headbutt forward, making your nunchuck chain shrink to its original state and bring the opponent signifigantly closer to you. If this attack lands and you successfully headbutt them there is a high knockout success rate and they will be guaranteed to see stars.
Hammer and Nail Rank: A description: You infuse a heavy amount of ki into your nunchucks. In the next post you swing your nunchucks downwards on top of your opponent's head. If the first swing lands they will be slammed into the ground they are standing on, being buried to their calves. You then repeat the swing. If you land this swing the opponent will be buried to their abdomen. You repeat the swing one more time and if it lands they will be buried up to their neck in the ground.
Chain Block V3 Rank: A description: same exact thing as chain block V2, except now it blocks up to A ranked attacks. On top of that, this version can stop projectiles as well.
Divebomb Rank: S Requires: Helicopter Description: While being in the air during the helicopter technique, the user suddenly stops and dives towards their opponent, one arm extended like superman and holding both ends of the nunchuck in that one hand. They place ki over the tip of the nunchaku, making a visible deadly point on the end of their nunchucks, like a spear tip. Upon impact with the opponent the spear tip and momentum will allow the user to go straight through his target, leaving a large gaping hole wherever they hit and coming out of the other side. The advantage of this move is how fast it is, therefore while it is easy to see coming it is difficult to counter or block, and even dodge if you're not fast enough.
Strafe Run Rank: S requirement: Helicopter description: description: while using the helicopter skill, you imbue more ki into your nunchuck, making you one rank faster. Then you hold your free hand forward, palm out and aiming towards your target. Then, several balls of ki erupt from your arm in a machine gun fashion. The projectiles will go into your enemies like bullets, but due to the amount of projectiles fired it only counts for a C ranked attack.
Stage 5 At stage 5 the user has now mastered the extreme fluidity of the nunchaku. They move the weapon about their body flawlessly, seemingly in any direction they wish. In this stage the user will learn nunchaku techniques that can easily kill people, and some that even have a good chance of killing huge creatures. this stage requires a great amount of ki control so the user must meditate with heir nunchaku in hand, feeling the eb and flow of their own energy.
Welcome to your Burial Rank: SS description: The user jumps into the air, holding both ends of the nunchaku high above their head together as if they were holding a hammer. As they come back down, they infuse their nunchaku with rediculous amounts of ki. They then slam the butt of the nunchucks on the top of their opponent's head. Upon impact the ki is released. The attack is so strong it will send an enemy literally 9 feet underground. On top of this, their skull will be shattered upon impact and their neck and legs broken from the rediculous amount of pressure just placed on top of their skull.
Hang 'em up Rank: S Requires: Soul extension description: you use sould extension and throw your nunchuck at your opponent's neck, attempting to get the chain wrapped around it. You then throw the other end of your nunchuck at a tree branch, flag pole, etc. and try to wrap the chain around that as well. After that, you release the soul extension somewhat, but not completely. Your opponent will be lifted into the air by their neck by the end of the chain attached to the pole, branch, etc. and has a chance to break their neck, which would kill them. However if they live they will probably still get suffocated by the chain.
Boulder Break Rank: S description: Recommended for large targets. you jump above your target (or drop from above them), and bring one leg above your own head as high as you can. Once your about level with their face you bring your leg down like an axe kick. Quickly afterwards so fast it usually can't even be seen. This will usually turn your opponent's head into a big gory mess. It is named 'boulder break' as it has the potential to shatter boulders.
Chain Block V4 Rank: SS description: Similar to it's predecessor, the difference of this version is the fact that this one can block stabbing attacks as well. Blocks attacks up to it's rank.
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