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Posted: Mon Jan 04, 2010 6:16 pm
Hitoshirenu BureedoQuick, Fatal, Surprising Style Basis: Weapons, Hand-to-Hand Weapon(s) Hidden blades Stance: N/A
History: A long time ago, during the great shinobi war, when everything stood wasted and destroyed, this style came into being. With everything destroyed, the fellow shinobi had to rely on stealth instead of power and jutsu. They crafted hidden blades, which laid under the wrists of whoever wielded them. The hidden blades were given to a choice few, who were given the name of 'Assassin.' With the help of the assassin's the war was brang to an end, and all ended well until the style was uncovered from the rubble of time once again.
Techniques:
Name: Iinogare no Jutsu (Evasion Technique) Range: N/A Rank: D Orientation: Supplementary Function: Dodging/Evading Description: A technique utilized by the users of this style, and only users of this style can properly use it. After the opponent attacks, the user of this skill will jump back the perfect amount, just enough to dodge the attack. This limits stamina usage, and allows for combos that couldn't be normally executed.
Name: Irege-Bureido Douke (Switch-Blade Antics) Range: N/A Rank: C Orientation: Offensive/Defensive Function: Countering Description: After grabbing an attacking opponent's arm, leg, or another appendage, the user will have their hidden blades extend to stab the opponent.
Name: Shinji no Jutsu (Acupuncture Technique) Range: Melee Rank: C Orientation: Offensive Function: Harming Description: By using one or two of their blades, the user will lunge forward at the target at high speeds during an opening. After arriving at the desired destination, the user will crouch down and stab the victim in the stomach twice with each blade before jumping back. This is a great finisher.
Name: Hien's Butsu (Flying Swallow's Strike) Range: Melee Rank: B Orientation: Offensive/Defensive Function: Countering Description: While the opponent is in the middle of their physical attack, the user will reach forward with their blade extended, aiming to cut the attacker's jugular, and perhaps eyes.
Name: Torokasu (Disarm) Range: Grapple Rank: A Orientation: Defensive/Supplementary Function: Disarming Description: While the opponent is swing their weapon, the user will catch the weapon with both hands in order to minimize damage. This can be done with a bladed weapon. Upon catching the weapon, the user will grasp the weapon as they punch the attacker's armpit, and elbow, loosening their grip. After ripping the weapon out of the opponent's hands, the user will kick the opponent in the ribs, and make them back-off.
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Posted: Tue Jan 05, 2010 10:35 pm
Uh...is this an addition to my style because there is already a style very similar to this... question
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A faint smile Vice Captain
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Posted: Thu Jan 07, 2010 2:02 pm
I like it Cory! Approvootles! Though, and excuse my Grammar Nazi moment, in the part that states, "With the help of Assassin's the war was brang to an end, it should be brought. Other than that it looks good, though I do recommend making this available to the assassin class only o.o
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Posted: Thu Jan 07, 2010 3:59 pm
Jaded_Propaganda I like it Cory! Approvootles! Though, and excuse my Grammar Nazi moment, in the part that states, "With the help of Assassin's the war was brang to an end, it should be brought. Other than that it looks good, though I do recommend making this available to the assassin class only o.o Well I was spacing out towards that part... Not so good with grammar all the time.
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Posted: Thu Jan 07, 2010 8:33 pm
Jaded_Propaganda Shunkō {Flash Cry} 
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.
Medical Class Only
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.
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.
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.
Most of the things are one-liners...
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Posted: Sun Jan 10, 2010 1:45 pm
8 Inner Gates Style The Way the Gates Work8 inner gates usage, not including non gates techniques. Cannot be used by assassin, genjutsu, and medical classes. Ninjutsu: Must be Chunin or higher. You can learn to open the first four gates as Chunin, but must be jonin or higher to learn to seven, and sannin the 8th. Weapon master: Same as Ninjutsu, but can use five at Chunin Taijutsu: Can open all eight as Chunin, 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. 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 OpenedName: 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 TechniquesName: Forward Lotus Rank: A 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: B 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: A 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 GateName: Body Rejuvenation Rank: B Description: The user’s body becomes fresh, like they have just started fighting. Speed and strength also receive big boosts. 3rd GateName: Catastrophic Kai Punch Rank: A 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 will all of the following jutsu. 4th GateName: Ultimate Release Rank: A 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 GateReverse Lotus Rank: A 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 TechniquesName: Morning Peacock Rank: S 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: SS 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 GateName: 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.
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Posted: Tue Jan 12, 2010 5:16 pm
Deil:
First off, GREAT job here. It's very well organized and the techniques are well described. However, a few things are needed:
I'm not The ONLY thing it needs are the requirements to gain the ability to open each gate. (in terms of the amount of posting and training necessary to access them. )
...also, so kind of Drawback, or after effect should be added to each gate so that a user knows how much of a toll on their stamina opening each gate takes.
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Posted: Tue Jan 12, 2010 6:07 pm
[Thanks, and I changed it. I don't know how to make the thing where it shows who is the sensei and who is a student, but I want to make it clear that ONLY this character can teach the style. That is, until he has taught someone else. If it is approved, can you show me how to do it?]
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Posted: Wed Jan 13, 2010 4:12 pm
Drunken Fist  Description: By drinking great quantities of alcohol, the Drunken Boxer makes his body tougher, his strength mightier, fury stronger, and he becomes suppler; but there is a price to pay. The Drunken Boxer must recover from his binges and he or she lose the ability to perform their other skills, while drunk. The Drunken Boxer might also become sluggish in the mind, slower to move, become a mean drunk (the alcohol changing his disposition) and in the worse cases, become addicted to alcohol. But those who master this odd, fighting, art become nearly indestructible.
The Drunken Stupor This has its advantages and disadvantages. All drunken boxing attacks are more powerful then done if sober. Attacks seem random and are very hard to block or dodge. Becomes very limber; giving a drunken boxer a greater chance to dodge. Unable to do any jutsus while drunk. (Weaving hand seals become’s too complex.)
The Hangover (This is what happens when you have a hangover.) Severe headaches. Stomach pains. Sensitivity to light and sounds. Sluggish movements.
Ranks Buzz Brawler. Drunk for last four posts. Can Learn all E and D rank attacks, plus one C rank. Can only use ‘Breaking Wind’ once. Hangover lasts for two posts.
Tipsy fighter. To obtain this rank, one must go through three fights and survive through all the hangovers. Drunk last for six posts. Can learn all C rank attacks plus one B rank attack. Can only use ‘Breaking Wind’ twice. Hangover lasts for three posts.
Drunken Boxer To obtain this rank, one must go through five fights and win at least three. Also must suffer through the hangovers. Drunk lasts for ten posts Can learn all B rank, plus one A rank attack (Cannot learn Tiger punches at ghost.) Can use ‘Breaking Wind’ three times. Hang over lasts for four posts.
Drunken master To become a master, one must go through eight fights, winning at least half of the fights. Also you must use ‘Bear drunk on honey’ and fracture three ribs to become a master. Drunk last for twelve posts. Can learn all attacks, plus all attacks are raised by one ranks. Can use ‘Breaking Wind’ five times. Hangover lasts for four posts.
Name: Breaking wind Rank: E Element: N/A Description: This is exactly what it sounds like. The user farts, creating a cloud of noxious fumes, that will make most people draw back. This also helps by giving the user one more post to their drunken state.
Name: Water to wine no jutsu Rank: E Element: Chakra Description: This is a very simple jutsu for any drunken boxer. The user is proficient in making alcohol (they can take a bottle of water and infuse it with chakra.) Fermenting the water and turning into 100 percent sake… (Yum)
Name: Iron Jug Rank: D Element: Taijutsu Description: This is another simple attack, infusing chakra into the jug making it as hard as iron. The user will smack the opponent in the head, without damaging their jug.
Name: Hung out to dry Rank: D Element: Taijutsu Description: This is a clothes line, that if it hits its opponent, they will be knocked down for a single post. (Or a single paragraph for our better Rper *looks at the screen* yeah you know who I am talking to.)
Name: Numb Drunk Rank: D Element: Taijutsu Description: During drunken state, the user can focus his body into becoming immune to low rank Taijutsu attack. If hit by projectile weapons, the attack will still do bodily damage to the user, but they will not feel it until after the jutsu wears off. (Last for 4 post. Two post if you are a Buzz Brawler.)
Name: Grizz cub got into the wine. Rank: C Element: Taijutsu Description: This is more of a counter to an attack. The opponent throws a kick at the Drunken Boxer, who can catch the kick with their own leg. This happens when the opponent kicks and the user fold their leg over their opponent’s, with the opponent's leg trapped where the back of the Drunken Boxers knee is. As the opponent is trapped, the drunken boxer can only strike three times before they have to let go. These strikes aren't powerful, but they do hurt.
Name: Spin the bottle Rank: C Description: User rolls their opponent in their arms, like a butter churn, than gives the opponent a big wet kiss at the end. To understand how this works, hold out your hands like you are making yourself a human basketball hoop. That is the position for spin the bottle.
Name: Wobbly whip Rank: C Element: Taijutsu Description: This is similar to the ‘Hung out to dry’ attack. This attack is much faster and does more damage than ‘hung out to dry’. If this attack lands then the opponent is knocked down for 2 posts (Or two paragraphs for the better rpers))
Name: Drinking song Rank: C Element: N/A Description: The user will sing a drunken song. In doing so this will infuriate opponents, while giving the user a speed boost. (Note: This will not give the user a massive speed boost; but the rate of punches and attacks do become slightly faster.)
Name: Drunken Ogre belches Rank: B Element: N/A Description: The user, while drunk, will belch within close proximity of their opponent. The belch is so filled with wine toxin, that it will intoxicate the opponent for two posts. One will be where the opponent is drunk, the other post will have them feeling the effects of a mild hangover (Mild headache sore muscles sluggish movements.)
Stumbling Elephant Rank: B Element: Taijutsu Description: User stumbles around, throwing his weight into his movement. If the users stumbles into an opponent, it can knock them off balance, knock them down or even knock the opponent out. This can also knock down heavy structure such as walls and trees so be careful when using this, it can be hazardous to the user as well.
Name: Dumb Drunk Rank: B Element Taijutsu Description: This is the second level to the previous ‘Numb Drunk’. This time, how ever the user will not be effect by any taijutsu under its own rank. (Meaning C rank or lower will have no effect) The same rules do apply to sharp edge weapons which do damage, but the user will not feel it until the hangover is in effect. (This last for six posts. Three if you are a Buzz Brawler.)
Name: Bear drunk on honey Rank: A Element: Taijutsu Description: User pulls their opponent into a bear hug. Gripping tightly; the user can stop their opponent from breathing and will fracture ribs if held for a short time.
Name: Grizzly hugs his other Rank: A Element: Taijutsu Description: This it the second part to Bear drunk on honey. The grip tightens and this will break ribs. If this attack isn't broken in a full post, then the user will be able to break their opponent’s spine.
Name: Tiger punches at ghost Rank: A Element: Taijutsu Description: In their hallucinogenic state, a Drunken Boxer can see invisible, ethereal, high speed movement they can track and even strike at their opponent. (Note: This is NOT like Sharingan or Byakugan. It can't be use constantly; only for four post. This doesn't mean that the user will be able to hit there opponent either. Just be able to strike at them.))
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Posted: Wed Jan 13, 2010 7:28 pm
Deil Grist [Thanks, and I changed it. I don't know how to make the thing where it shows who is the sensei and who is a student, but I want to make it clear that ONLY this character can teach the style. That is, until he has taught someone else. If it is approved, can you show me how to do it?] I don't know what you are talking about in terms of Sensei/Student , but this is incredibly detailed and very well defined all around!
Very Impressive!
*strikes nice guy pose and gives a thumbs up* APPROVED!
Thank You! smile I really like the idea of the 8 gates, so I wanted it to be really good. I hope people enjoy it!
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Shruikan Tenshi Vice Captain
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Posted: Fri Jan 15, 2010 8:26 pm
Sound Village Taijutsu
Style Name: Daidoumyaku – Great Pulse Fist
Style Description: By using chakra to concentrate energy within their hands the user of this taijutsu can transfer the energy from their hand into their target, creating violent vibrations. This involves a slight bit of chakra control, but this is not the focus of the style. Instead the focus is on speed in movement and striking, which helps to create stable sound waves. These vibrations can damage soft tissue of internal organs but the primary function of this style is to damage bones and create numbness in nerves.
Style Basis: Taijutsu (Speed)
Stage One: The first stage of the style, users are commonly genin and academy students. This serves as the stepping stone and learn to manipulate sound and incorporate them into their attacks
Palm Strikes – At this level the user is just learning the proper motions of the style and has yet to study the methods used to create vibrations in a targets body. Palm strikes, while certainly painful cause only normal external injury.
Kicks – Kicks at this level are slow and awkward, and thus they connect poorly and do minimal damage. Most users of this style have problems effectively using kicks in combat and tend to avoid doing so. If a kick does connect, it is painful but not focused enough to do real damage.
Defense – Defense is poor at this stage, as the user has not yet learned to properly anticipate attacks. Blocks, dodges, and other defensive gestures are effective if the attack is slow enough for the user to respond. Attempting to deflect thrown objects at this level will almost always result in failure.
Special Techniques:
Hakike no Tsuki (Nausea Thrust) This technique uses the very basis of the style, the vibrating of the palm, as the principle for this elementary but potentially devastating attack. By first striking an open handed attack to the stomach of the foe, the user then vibrates his palm. These vibrations adversely affect the digestive system of the target, therefore causing severe nausea and all the associated ramifications. The sickness caused by this technique lasts for three posts.
Level Two: After one has learned to incorporate the sound element into their taijutsu, they motions are rather slow and not too good. But like usual its only the stepping stone. Stage two is once the shinobi learns the basics and the special technique it has to provide. This technique is commonly used by genins and chunins, though with the taijutsu class they can learn this with academy level. Here the students can create a slightly stronger vibrations allowing multiple attacks to land consecutatively. The kicks are more fluid and deal with attacks that are not consecutatively. The special technique learned here can cause unbalance for a period of time
Palm Strikes – The user has now begun to learn the basics of what makes this style truly dangerous. The user is now able to transfer the energy in to a target to create minor painful vibrations. The damage is not significant from an individual attack but multiple attacks and the pain associated with them will begin to wear at a target. The primary difference between this level and the previous level is that attacks are slightly more focused and obviously more painful.
Kicks – The kicks at this stage have become more fluid as the user has learned to perform them more gracefully. Kicks are now effective combat moves that can now be used properly in a fight, resulting in a painful and damaging addition to the user’s arsenal.
Defense – At this stage the user has begun to learn to anticipate and deal with attacks provided they do not come in rapid succession. Blocks, dodges, and other defensive gestures are now more effective and allow the user the opportunity to counter attack if one is possible. A user has a reasonable chance of deflecting a single thrown weapon.
Special Techniques:
Daidoumyaku – Mimi Senshi (Ear Stab) Description: This is not actually a direct attack to the ear. Instead, the user makes an attack, missing on purpose and uses external force and chakra to send a sound wave directly into the ear. This attack must be done at close range. This blow disrupts the center of gravity of the person hit causing them to lose their balance for a short time. (1 post)
Level Three: Teh third stage is obtainable to those who are chunin or higher, though a genin with taijutsu class can also master this stage. They must fully master the first two stages of the great pulse fist style. In this stage the power is becoming more important, a palm strike can crack the bark of a tree and if a direct blow is made can cause sever pain that lasts for days. Their kicks by now is mastered of the basic motions, and can even extinguish a candle in three kicks, creating something like a gust of wind
Palm Strikes – Power has become an important factor now. The palm strike can now crack the bark of trees and leave a real sense of pain. If a target is struck by a direct attack they will feel severe pain in the immediate area and repeated attacks to the same area will cause minor hemorrhaging of tissues resulting in severe bruising and pain that will last several days unless treated. They can even defend themselves and move their body into a proper position to retaliate.
Kicks – At this stage the user has mastered the proper motion of the kick and all that remains is finding the proper balance and power. The kicks snapping motion creates a quick wind gust sufficient enough to extinguish a candle at three feet. Aside from the kick being able to inflict the normal physical damage when it connects, the ‘air’ created by the kick now actually lashes against the target like a whip, creating a stinging sensation.
Defense – The user has learned not only to block and dodge attacks but to sometimes use blocks or dodges to set themselves in proper position for an attack. The user is now able to block or dodge single thrown projectiles and can sometimes even accomplish this feat against faster moving projectiles such as arrows.
Special Techniques:
Daidoumyaku – Saidan Assaiki (Altar Crusher) Description: This taijutsu attack is aimed at either of the two collarbones. Using the principle of the Daidoumyaku, this causes the nerves to overload. This sudden strike also drags the opponent’s torso down with it. At the end of the attack that whichever half of the body the user struck is more difficult to use due to the tremendous numbness brought about by the impact.
Level Four:
Palm Strikes – The Daidoumyaku style takes its true form at this level. Palm strikes here are a true show of power and skill. Even blocking the attacks now is painful unless done properly. Palm strikes have the power here to put out a candle from 3 yards away. When a target is struck vibrations go through their body from the point of contact and out slightly in a cone, with the main damage being at the center of the cone while damage along the outside of the cone is less severe. These attacks now literally rattle bones causing extreme pain and hit nerves, causing both pain and numbness.
Kicks – The power of the kick has made a small jump, able to blow away candles from 5 feet away. The increased control allows for a greater snapping sound when the kick is performed. The snap of the air is now pronounced enough to lash at a target even if the kick does not connect directly and is more severe if the kick does connect directly.
Defense – The user is now highly proficient in the art at blocking or dodging then counter attacking. Single thrown weapons are now completely useless against the user of this style unless the attacker can catch them by surprise. This is the first level where a user is able to turn aside more than one ranged attack at once but the effectiveness of this ability drops significantly as the number of attacks increase.
Special Techniques:
Daidoumyaku – Ibukuro Gusarito (Stomach Thrust) Description: This powerful palm strike is different then the standard ones taught by the style. The fingers are clenched into the hand to help concentrate the force and the extension of the arm is much longer then normal. The attack is aimed at the sternum, right about where the fifth ribs are. The force goes straight through the bone and reaches the lungs causing the victim to go into spastic coughing. The pain usually keeps other ninja down for a short while (1 post) while they get back their air and bearings.
Level Five:
Palm Strikes – Having now begun to reach the early stages of mastery, the palm strikes at this level are dangerous indeed. A targets bone will literally rattle inside them, causing severe pain and possibly lead to minute fractures of the bone along with tears to the surrounding tissues. The nerves in the area are also rattled which has the effect of dulling the severe pain after a few moments but at the same time it also renders the area temporarily useless.
Kicks – The motion of the kick is quick, almost impossible to perceive with the naked eye and the resulting impact is like being snapped with an enormous whip. The air lash created by this attack is sufficient to tear cloth and will cause lacerations to skin, this is in addition to the physical damage that results from the kick itself.
Defense – At this stage even a defensive move can be used as offense. By using their hands to turn attacks aside the user is now actually able to focus their energy while defending, resulting in a block becoming a small attack. Individual blocks do not cause significant damage but an attacker will soon feel their arms growing sore and numb after prolonged combat. The user is also now able to turn aside several ranged weapon attacks in rapid succession.
Special Techniques:
Daidoumyaku – Juushin Tomosen (Brutal Heart Stopper) Description: This dangerous jutsu is dangerous to say the least. Striking the opponent where the heart would be, the force goes inside and causes a sudden jump in the heart stopping it for just one second where it all of a sudden kicks back. The sudden pain of death stuns opponents and leaves one all of a sudden short of breath and exhausted.
Level Six:
Palm Strikes – A direct hit at this stage will almost always result in a broken or fractured bone where as a glancing blow will result in severe tissue damage and bruises. Having almost reached the pinnacle of perfection in their art, users at this level are dangerous and deadly opponents that few wish to contend with.
Kicks – Striking with almost unperceivable speed and landing like the sting of a thousand whips, the kicks at this level are sufficient to cause severe injury to any portion of the body they strike. In addition to the damage from the kick the airwave created by this kick will cause severe lacerations and air burns to skin.
Defense – At this stage the defenses of the target grow to a stage of startling skill. The user is capable of using their superior speed to block long flurries of attacks, as well as using their own chakra to deflect stronger, more concentrated blows. Furthermore, at this stage the user is quite proficient at channeling his own energy into a kind of defensive weapon, therefore allowing them to hasten the pace of the numbing of the foe’s striking limbs. Finally, the user is able to deflect an even greater number of projectiles, making all but the largest and most accurate of volleys to deviate from their course.
Special Techniques:
Daidoumyaku – Parusuha Saiganki (Pulse Rock Crusher) Description: This dangerous attack is difficult to use but when used properly it can deal enough damage to render men useless. Starting from the chest, a double palm strike is done, this sends force all across the body, crushing capillaries and causing damage other minor internal injuries.
Level Seven:
Palm Strikes – At this level, the user of this style achieves a frightening level of power. Here, a direct blow from an attack will not only result in broken bones, but brutal, crushing blows. Often is the time when the limb of a shinobi struck by one of these blows is rendered limp and useless; a victim of compound fractures as well as chipped fragments of bone caused by the vibrations of the user’s palm. Furthermore, the tissue damage caused at this stage is intensive, as the blows now strikes harder and deeper than ever before, rending and bruising muscle tissue with an almost unspeakable ferocity, a fact that further adds to the sheer devastation of each landed strike.
Kicks- The kicks of a user at this level are now at their peak, capable of inflicting severe damage to any part of the target’s body at unprecedented speeds. Furthermore, the airwaves created by the kick now create messy gashes, painful bleeding wounds, and devastating burns to the flesh of the target. The wounds caused by this tend to cause excruciating pain to the victim, and thus tend to hamper the combat ability of the afflicted greatly.
Defense- The user has learned to block attacks purely by instinct and react to them almost before they are launched. Unless an attacker is careful, the results of their attack could leave them worse off than their opponent as the user can now inflict severe injury just by blocking. Without the aid of some type of jutsu technique, throwing weapons are virtually useless against the user now and can be turned aside in almost unlimited numbers.
Special Techniques:
Daidoumyaku – Manako Oshi (Eye Push) Description: Only truly despicable and horrendous people use this technique against their enemies. This technique first requires that the user place his hand over the eye of an enemy. He then uses a palm strike to thrust it forward. However, the reciprocal force will break the user’s wrist and fingers. The forward force actually pushes the victim’s eyeball into his head, tearing the muscles that hold it in place. The pain caused by this usually renders the victim unconscious. However, far more debilitating is the second effect. The impulse that forces the eye back also damages it considerably, blinding the victim in that eye until he is treated by a jounin-level medical nin
*credited to Bluewolfofmibu*
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Posted: Fri Jan 15, 2010 8:34 pm
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