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A faint smile
Vice Captain

Dedicated Friend

PostPosted: Tue Dec 29, 2009 1:34 pm


Shunkō {Flash Cry}

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History:
An advanced technique that combines hand-to-hand combat and chakra energy to explosively increase a Shinobi's offensive capabilities. A high-pressured chakra surges throughout the user's body, enhancing their arms and legs for battle. The chakra itself can also be controlled and fired at opponents from the body at later stages. This technique has been mainly used by Medical Ninjas, as it requires a large amount of chakra control. Since this skill as been honed for the Medical Classes, alot of dodging and counter attacking has been incorporated.

Stage I:
The user has just begun using Shunkō, and is therefore generally weak in it, no matter the chakra control.

Techniques:

•Minor Shunkō
The user is able to focus chakra to the finger tips, as well as the tips of their feet, adding damage to their punches and kicks.

•Fall Break
The user can emit chakra from the body, and soften a landing by the use of chakra.

•Wall Climb
Now more comfortable with Shunkō, the user can effectively use the chakra in the foot to propel themselves up a vertical object.

Stage II:
The user is much more comfortable with Shunkō, making them a bit of a threat when it comes to close combat, as well as a good maneuverer.

Techniques:

•Hand Shunkō
The user can now engulf a single hand in full chakra, making their punches extra strong.

•Foot Shunkō
The user can now engulf a single foot in chakra, making their kicks much harder.

•Shunkō Slide
The user can alternate chakra in the feet, allowing them to slide on the ground for a much easier transgression from offense to defense, allowing them to slip away from attacks.

Stage III:
The past techniques now come to the user so easily, and they now have a higher perception of Shunkō

•Double Hand Shunkō
The user can now engulf both hands in chakra, obviously packing a much harder punch

•Double Foot Shunkō
The user can now engulf both feet in chakra, obviously packing a much harder kick

•Double Jump
The user can now use chakra to propel themselves a bit higher, once they are already in the air. The user must jump once, and at the apex of their arc, they can jump once more, allowing for a much easier escape of an attack, or preparation of another one.

Stage IV:
The user has been using Shunkō techniques for quite some time, and thus they have learnd other ways to utilize it.

Techniques:

•Shunkō Arms
The user can engulf their arms in chakra, which allows them to pick up large and bulky objects, such as boulders and hurl them a good distance

•Shunkō Legs
The user can enguld their legs in chakra, which speeds them up 3 fold.

•Flash Step
The user can now use flash steps, which allow them to transport themselves a short distance in a very quick maneuver, known as Flash Steps.

Stage V:
The user has now become a master of Shunkō, and now can control much more devastating moves

Techniques:

•Shunkō Blasts
The user, after engulfing a certain part in chakra, can emit short blasts on impact, which can be catastrophic to a human body.

•Flash Steps II
The user has mastered the use of Shunkō in their legs, and can now use that to flash step. The flash steps are so advanced, they leave after images behind them.

Stage VI:
The user has mastered everything, and has one ace left.

Techniques:

•Shunkō Cannon
The user will charge chakra into a specific area into their body, such as the hands. After a charge of 2 posts, the user can shoot a large blast of chakra. The chakra can be extremely catastrophic, as it is raw and burns to the touch. After this technique is used, the user cannot utilize it for 8 posts, assuming they use no more Shunkō techniques. If they do, they can be knocked unconscious, leaving them extremely vulnerable.


Users of this Style:
-Gin Tsukikage {Shruikan Tenshi}
-
-
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Property of Jaded_Propaganda  
PostPosted: Thu Jan 14, 2010 3:41 pm


8 Inner Gates Style

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The Way the Gates Work

8 inner gates usage, not including non gates techniques.
Cannot be used by assassin, genjutsu, and medical classes.

Ninjutsu Class: Must be Chunnin or higher. You can learn to open the first four gates as Chunnin, but must be jonin or higher to learn to seven, and sannin the 8th.

Weapon master: Same as Ninjutsu, but can use five at Chunnin

Taijutsu: Can open all eight as Chunnin, can start learning five at genin. Also requires half as many posts to learn/train for.

Description: Each gate lasts for three posts, and multiplies the speed and strength of the user by two for each release. Keep in mind that after a gate resolves and another is not opened, then the user WILL be tired and slower than usual until the ninja sleeps for a night or opens another gate. The first gate requires ten posts of training to use. Gates two through six require twenty posts to learn. Gates seven and eight cannot be trained, but opened by instinct. On gate seven, a post action roll of a six sided dice will be required after the gate is used. If a one or a six is rolled, the player will die immediately after the three posts, unless the user is a taijutsu class that is jonin or higher, which will not die. Any person who uses the eight gate will die after use.

Additional Training requirements: The player must post twenty posts of speed training and 20 of strength training for every gate, and if this requirement is not met, the player will have to stay in the hospital for three days per gate REAL TIME, as well as death upon opening the 7th gate.

Toll Booth (The Price)
[damage is not inflicted to taijutsu class ninja jonin and above for gates six and under.]

When you open the eight gates, you push your body far past it's limits. After opening the first gate, ninja that are jonin and under will have half of the normal speed and strength they normally do, unless they open the second gate. This rejuvenates the user and allows them to perform the other series of gates and techniques. Once the other gates are opened, the user runs the risk of damaging their bodies. Even so, this damage will not affect the user while the gates are open, but after their effects wear off the full extent of their injuries will become apparent. For every gate opened from the third gate up, a dice roll must be done once the user is done using the gates or the gate effects wear off.
So, after the user has finished opening gates or allows more than 3 posts to pass before opening another one, a dice must be thrown. Now, each gate has certain numbers that do certain things:
Gates 1-2: 1-5 is rolled, no damage. 6 is light muscle tearing.
Gates 3-4: if 1-4 is rolled, no damage. 5 is light muscle tearing. 6 is moderate muscle tearing.
Gate 5-6: 1-3 is rolled, no damage. 4 is light muscle tearing. Five is moderate muscle tearing. 6 is Heavy muscle tearing with ligament and tendon damage, as well as skeletal fractures.
Gate 7: 1 is no damage. 2-3, moderate muscle tearing. 4-5, heavy tearing with ligament and tendon damage. Bone fractures and breaks. If a six is rolled, then one of two things happens:
A. If chunin or lower, roll again and if anything above a three is rolled, then the user dies like they would from opening the 8th gate. YOU WILL NOT KNOW THE EXTENT OF DAMAGE UNTIL YOUR GATE BONUS ENDS, SO YOU CANNOT JUST OPEN THE 8th GATE JUST BECAUSE YOU WILL DIE ANYWAY.
B. If it is three or lower, then you get the 4-5 roll damage.
C. If jonin, roll and do the same but you only die if you roll a 6.
Gate 8: Death

Healing: moderate tearing and lower heals overnight. Heavy damage requires a week REAL TIME in the hospital, or 2 days real time and 20 posts of rehab.




Without Gates Opened

Name: Leaf Hurricane
Rank: D
Description: Notoriously used by Rock Lee from Konoha, the user uses their body so that they always have a way to dodge or strike. A limb may on the ground so that the ninja may pivot to serve their needs. These attacks are powerful and hard to dodge once the user gets up close.

Name: Severe Leaf Hurricane
Rank: C
Description: Same as the regular, except it allow you to do midair acrobatics and attacks with a lot of power.

Inverse Roundhouse
Rank: E
Description: Used if the user roundhouse kicks or kicks straight at the opponent’s head and the opponent dodges in the direction of the heel. He/she can bring the heel in a reverse kick on the back of the opponent’s head. This can stun the opponent or at least knock them off balance.

Doggie Kick
Rank: D
Description: The user is on all 4’s. Regardless if the ninja is moving, sliding, or staying still, he/she brings the legs into the chest, and then uses the arms and legs to propel a high powered kick at the opponent. Great setup for the inverse roundhouse.

Name: Crossblock
Rank: E-D
Description: When a kick is aimed at the torso, the user catches the ankle between the knee and elbow, crushing bone and muscle. If you miss, the elbow will not hurt you. The D rank move is the same, except that it must be the last move used in that post, but there is a greater chance of breaking the bone. If you miss, you will bruise your leg and cannot kick or run full speed for 1 post. Needs the amount of training of a D rank technique to get the timing right. Will not work against ninja that can move faster than you.

Name: Konoha Sempuu
Rank: D
Description: A leaping 720 that is followed by a high powered kick. Very powerful, but easy to dodge. Great for a midair fight.

Name: Konoha Shoufuu
Rank: D
Description: A short range straight up jumping kick that is used to kick the jaw or disarm an opponent.

Name: Great Kai Punch
Rank: C
Description: A powerful attack that pierces water, wind, and fire moves rank A and lower. Breaches earth barriers B rank and lower. Chakra is charged to protect the arm and provide the thrust necessary to breach the barrier.


1st Gate Techniques

Name: Forward Lotus
Rank: C [A training level]
Description: The user may unravel something to bind the opponent, and then launches them into the air. They use dancing leaf shadow to teleport behind the opponent, and wrap them up or grapple to keep them immobile. The ninja then rotates at super high velocities and drives the opponent into the ground, leaping away at the last second. Using any jutsu that come before the first lotus now use 2X the chakra because of injuries sustained from using the lotus.

Name: Lotus Kickback
Rank: D [B Training Level]
Description: The user is being attacked by the forward lotus. After the dancing leaf shadow technique, the user teleports on top of the opponent. This and the next move in this post cannot be dodged.

Name: Full Body Sling
Rank: D [B Training Level]
Description: The user uses an intense burst of speed to get right next to the opponent. He/she grabs the target’s ankle with both hands, and then jumps straight up into the air. He then uses all his strength to spin forward 3 times, confusing the opponent, and then throws them at maximum velocity to the ground or a wall. Does massive damage, and cannot be stopped after the ankle is grabbed.

2nd Gate

Name: Body Rejuvenation
Rank: N/A
Description: The user’s body becomes fresh, like they have just started fighting. Speed and strength also receive big boosts.

3rd Gate

Name: Catastrophic Kai Punch
Rank: B
Description: Will dispel and destroy any barrier S rank or lower without damaging the user with this punch and his body is sent into mach speed to hit the barrier full force. The thrust will also hit the target ninja if it is directly behind the barrier, dealing massive damage. This is a set up for the next gate or a finishing blow to the opponent. Can only be used once per day, as well as all of the following jutsu.

4th Gate

Name: Ultimate Release
Rank: C
Description: The user’s chakra release is so great from releasing this gate that they can release any genjutsu except mangekyo sharing an, as well as cure any curable poison. This technique does not have to be learned, it comes with the opening of the gate.

5th Gate

Reverse Lotus
Rank: B [A Training Level]
Description: the user moves too fast for the unaided eye to see. The user launches the target into the air with a kick, and then bounces the opponent back and forth and propelling himself behind the opponent as to keep doing it. These attacks do a ton a damage, and the user finishes it by hitting the opponent, bringing them back up with something wrapped around the opponent, and then delivers a final blow that launches the opponent into the ground with great force.


6th Gate Techniques

Name: Morning Peacock
Rank: A [S Training Level]
Description: The user launches the target into the air, and then jumps to the same level while moving even faster then the reverse lotus. The user’s attacks are coated in its primary element, and the user continues to launch the target into the air, completely stunning the opponent throughout the technique with the power and speed of the blows.. The user then punches the target dozens of times until it becomes a bag of pulp, and then delivers a final blow that launches the opponent into the ground.

7th Gate

Name: Energy Blast Domination
Rank: S
Description: The user’s body is coated in chakra that renders any jutsu below SS useless. The blows of the userare above C4 demolition charge destructive power, and dodging is almost impossible. Nobody but taijutsu users of the same skill and stats or higher with gates open can block these blows with taijutsu. This technique does not have to be learned, it comes with opening the gate. It is the last step before the 8th gate is opened.

8th Gate

Name: Beautiful Lotus Ragnarok
Rank: Infinite [anyone who opens the 8th gate can use it]
Description: This technique can target multiple enemies. The user can move as fast as teleportation techniques, and has the strength of a god. The use’s chakra flow is so powerful that it eats away at the body at an astonishing rate. His taijutsu breaks any barrier, no matter what. He can only be stopped by being obliterated or possessed. Poison stops affecting the user while this move is active.


Master: Deil Grist [Deil Grist]
Students:
1.
2.
3.
[Add as needed]

Created by Deil Grist

Deil Grist
Crew


Deil Grist
Crew

PostPosted: Tue Feb 16, 2010 9:03 am


Kunoichi Combat Style

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While the female body is not as strong as that of a male, the female has several attributes that make this style of fighting made specifically for their body type. If focuses on using the naturally shorter body as well as the flexibility and lightness of the frame. This style also does most of it's damage through kicks and pressure points.
Requirements: Female
Training Requirements: 10 posts strictly related to flexibility training per stage.

Stage 1:
The user is only a beginner at using her body the way it is meant to be. The user can bend her body a good bit, but this advantage is not so great as to completely compensate for the lack of brute strength.However, you will get more bang for your buck than ninja that do not use this style.


Split:
Rank: E [D in training difficulty] The user is able to do a split without much preparation. This is great for dodging attacks that are aimed at the user's legs while in midair, or at the upper body while on the ground. This also gives the user the ability to hit the opponent from a lower angle. Can also be used as a kick.

Twist-dodge:
Rank: E [Rank D in training difficulty]
While in the air, the user will twist and contort her body to avoid projectiles while in mid-air. These twists are at a higher reflex speed than regular dodging because of how nimble the user is.

Roundhouse:
Rank: E
Because of the flexibility of the hips a woman has, she is able to pivot on one foot and deliver a quick snap of her foot at the opponent's head, stunning or disorienting the target if it lands.

Leg Blocks:
Rank: D
The user can bring her legs up at good speed to block attacks, such as blocking a kick.

Light Feet:
Rank: E
The user is able to lengthen her stride and step lightly when running, which is good for crossing large distances without attracting the attention of guards or scouts.

Karate Chop:
Rank: D
Description: The user is able to chop her hand at joints of the opponent at decent speed, with her hand absorbing the shock of the blow to prevent damage to the hand while maximizing damage.

ECT:
Rank: D
Description: The user uses her flexibility to get through weak blocks or when at close range under a target's guard. The user then strikes a blow to the target's Eyes, Crotch, or Throat to stun the opponent or maim him/her.

Ear-Clap:
Rank: D
The user claps two hands against the ears of the target hard. The target will not be able to hear anything but high pitched ringing for 5 posts NO MATTER CLASS OR RANK. The target will also be in a lot of pain for 2 posts.

Die Foot Die:
Rank: D [C training]
The user has blocked an opponent's kick with her arms and has a hold on the foot of the user. She then twists the foot violently like a steering wheel, which has a high chance of spraining the ankle. This move is a C rank because the user has to have this action drilled into muscle memory in order to have a chance to perform the desired action in time before the opponent strikes back or escapes.


Chest Pressure Points:
Rank: E [B training for non medical classes, but D if medical class]
This technique focuses on applying pressure in two places. The first is just beneath the collar bone near the shoulder. This will keep the target from being able to push.
The other is the solar plexus, which is found just below the sternum. Striking this area with a solid blow will stun the opponent so that they cannot breathe for one post as well as not be able to react at more that 3/4 normal speed NO MATTER THE RANK OR CLASS for two posts.

Leg Pressure Points:
Rank: E [B training for non medical classes, but D if medical class]
This technique's targets are the Achilles heel and the kneecap.
For the heel, the user tries to slice the big tendon on the back of your foot or at least bash it. If cut, the target's leg will be USELESS NO MATTER RANK OR CLASS until it is completely healed. If bashed with decent force, ninja up to a rank above the user will not be able to run at higher than 80% speed for 1 post.
Knee: If the target deals a solid blow to the side of the knee or the back, she rolls a 20 sided dice. If the roll is a 16 or higher, then the tendons in the knee will tear and that leg will be useless NO MATTER RANK OR CLASS until it is completely healed.


Stage 2:
The user has mastered the art of bending her body, which is easily achievable with hard work. Blows that cause the joints of the body to bend at awkward angles do not affect the user [Example: dislocated shoulders, twisted ankles]. However, the elbow and knee can still be broken if forced in the opposite direction. [Medical Nin can learn this stage after they have mastered all Chunin level medical jutsu and are a chunin. You have to be a chunin to learn taijutsu as a medic anyways, so...]


Hand-Trap:
Rank: D
The user sees a punch coming or successfully blocks one. She then grabs the wrist and bends it down against the underside of the arm which causes great pain and would allow the user to break the wrist if the target struggles.

Back-flips:
Rank: D
Exactly what it says, the body flips backward at a higher speed than normal ninja could due to flexibility, and also are able to change direction or do things while flipping.

Spin-Kick:
Rank biggrin
While the user is in the air or doing a handstand, she can spin and deliver nimble kicks with decent damage.

Shock Absorber:
Rank: D [Training rank C]
When the user takes a blow to the head or the lower torso, she is able to relax her muscles and distribute the blow throughout her body, which lessens the amount of damage taken.

Axe-Kick:
Rank: D
The user lifts her leg straight up, and brings it down in a powerful kick on the opponent. This requires a great amount of flexibility that mainly only women have.

Light Feet Mastery:
Rank: D
The user can sprint without making a lot of noise.

Cat Landing: The user can land from large heights or from falling fast without injuring herself, and without making much noise at all. This is accomplished by landing and bending the knees, which lessens the strain on the body and makes it quiet because of the lightness of a woman's form.

Hurricane Kick:
Rank: C
By spinning and leaping on the ball of the foot, the user is able to kick with decent power and speed with a wide range of motion and rapid succession of the kicks.


Arm Pressure Points:
Rank: E [B training for non medical classe, but C for medical class]
Elbow: The user grabs on opposite sides of the elbow on the elbow and applies sharp pressure. The target will drop whatever it is holding, and be in immense pain NO MATTER RANK OR CLASS. The target will not be able to use that arm for 1 post, hold something for 2, and use it fully again for 3.
Armpit: In the lower armpit near the back is a pressure point that has a 50% chance of making any target up to a rank higher than the user drop whatever they are holding and not be able to swing a weapon with more than 75% speed and strength for 2 posts. This is determined by rolling a 6 sided die and getting a 4 or higher.

Back Pressure Points:
Rank: E [B training for non medical classes, but D for medical class]
The targets for this are the neck and spine.
Neck: If the user can get close enough to jab the opponent with fingers or a kuni, she jabs hard right under the meaty muscle between the shoulder and neck. This causes a lot of pain, and if a roll of 20 is rolled on a 20 sided dice, a target up to a rank above the user will have half the strength, speed, and reaction time for 2 posts. If a 17-19 is rolled, then the target will not be able to use their arms in combat for 2 posts.
Back: There are several points along the back, but mainly just under the shoulder blades 1 inch from the spine. Sharp pressure here will keep the arms from working for one post, and being stabbed here will result in the respective arm being unable to move even after the kuni is removed.

Head Pressure Points:
Rank: E [A training difficulty for non medical classes, C for medical classes.]
Temple: About an inch past the eyebrows is the Temple, which is the most dangerous pressure point on the body. If struck with a blow, a 20-sided roll is performed. 18-19 = 2 posts of half speed, strength, and reflex times. A 20 will result in 3 posts of the above consequences.
Lower Ear: Just under the ear against the base of it is a pressure point. When jabbed with a finger with a lot of force, the target will not be able to talk for one post, and will only be able to hear high-pitched ringing for 2 posts NO MATTER RANK OR CLASS.


Twist-Dodge offensive:
Rank:C training difficulty, no stamina use [All other moves must have been learned]
Description: The user is able to dodge or block attacks and still maintain an offense. This allows the user to attack while dodging on the ground and in the air.



Practitioners:
1. Koutaya Sorikata [Jaded_Propaganda]
2. Yasukawa Zenko [Metaphorically Insane]
3. Misuki Sindoue [White Water Lilly]
4.
[Add as needed]

Created by Deil Grist  
PostPosted: Wed Mar 03, 2010 3:32 am


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Stone Wall



Description

The user of this style will have a higher pain toerance than anyother ninja he will come across. Blows that would normaly render body parts useless will have little effect on someone well trained in this style of combat. They will also be very strong. However the useres will be slow and won't be able to dodge taijutsu attacks very easily.


History

This style was made by a young ninja by the name of Havik. He controled the seven tailed beast and was in constant worry of loseing control of himself in battle due to pain or being knockd out. So he trained himself to take pain better than anyone else ever could he used his chakra to stregthin his muscles so that they could with stand even the greatest of taijutsu styles, and even Jutsu that were ment to hit the opponent whith a blunt force.As he trained in the himself he thought of knew ways to mold his chakra in his body so that he could with stand almost anything, and he could deliver blows that could cripple a moutain.

Rules
-Must have durability as a trait
-Must have a reason to want this style
-Must be trained by Haik himself or someone who was givin a scroll or learned the style
-The ninja who use this fighting style canot have speed or agility as a strenth, wich means the user of this style are slow and not able to doge easily [unless of course they have a Bijuu, Cure Mark, or Bloodline that give a boost in speed or agility]


Training methods

The ninja training for this will have to take beating after beating. They will have to be beat to a pulp and then get up and fight. If their will isn't strong enough then they will not be able to stand after being beaten to a pulp{This is why they will need a reason to learn this style, if the are not motivated to push past normal barriers than they will not be able to learn this style. There will also have to be some kind of healing or recuparation after being beatin to a pulp before you are able to train again.}The ninja will also have to were weights on their arms and legs and throw countless punches and kicks to build strikeing power and endurance.

-Genin-

The ninja will have to had at least two fights or spars were thet were beaten to a pulp and yet still fought on befor training the following.

The ninja can focuse chakra into their stomach to weaken blows to th adomen by one rank. if the blow is delt by a Genin it will be half the attack power a Genin should be able to deliver. User is un able to dodge any taijutsu attack(they can still block and parry ) at this level and must take the blow if they have entered this fighting style.

[Note unless the user says they have used something from this fighting style they are not useing the fighting style yet and can try and dodge attacks]

Rising Knee
rank biggrin
Desciption:The user brings his knee upward with enough force to knock the wind out of the target if connected to the lungs. If it connect with other body parts it will do enough damage to leave nasty brused. If the blow lands to the lunges of the opponent and the wind is knocked out of them they will be stunned for the next post and will have a hard time countering attacks

Elbow Strike
Rank biggrin
Description: The User will swing their bent arm bringing their elbow to strike their target. The force behind the blow is the same as the rising knee but do more damage seeing as how the elbow is more concentrated than the knee.

-Chuunin-

The user will have to go threw four more fights or spars were they were beaten to a pulp but still stood to fight.

The User is learning how to focuse their Chakra into their arms to inprove power and defence. If the user blocks with their arms Damage is reduced by half a rank

Twisting Fist
Rank:C
Desciption:The use throws a punch while rotating his fist, this punch in renforced with chakra to improve power. If the blow lands to the lung the target they will lose their breath and for three post they will have trouble breathing. If it is landed to the arm, leg, or chest they will have trouble using those parts of their body. If the blow is landed to the face it can hender the targets ability to focuse for the his or her next post. The throat however is more dangerouse, if the blow lands in the throat of the target it can crush their wind pipes which can cause death, or at the very least it will make it impposible to breath for four post in which time the target will not be able to mold chakra and their reflexas and streghth will be hendered as well, due to lack of oxegen.

Rising Fist
Rank:C
Description:This is a upper cut wich is infused with chakra, if the user land this to the tagets chin they will be sent five feet into the air, they will also be stunned for the next post allowing for a mid air combo

Stones Round House
Rank:C
Description:The user build Chakra into his or her leg, then spins around delivering a powerful kick able to crack bones.
[This will not break someone leg or arm unless their are added factors]






This is the entire Fighting style as of right now, I would like to be able to add onto the style as my Character develops as a ninja, I vow to not add anything to this style that has not been approved in this thread. I think this is fair seeing as how I want my RPC to develop this style as he grows.



-o-Havik-o-
Crew

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