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Posted: Tue Jul 12, 2011 2:20 pm
Deil Grist 1. Why would you call this a genjutsu combat style if it's not genjutsu, but a natural optical illusion? 2. What's causing the optical illusion if it's not a genjutsu? 3. "• Is neither solely a taijutsu or kenjutsu, so anyone could learn it (if you character can only learn taijutsu, he can learn this. vice versa with kenjutsu)" This is incompatible with the jutsu system. Categorize it as one thing. 4. We already have the Mirror Image style which creates afterimages by expelling chakra as the user moves.. How is this any different? 1. well, the style is combining taijutsu and genjutsu, but it cannot be solely classified as only one. similar to the Raikage and his nintaijutsu. it has elements of both, but simply calling it only taijutsu or only ninjutsu would be incorrect. 2. the optical illusions would be caused by chakra. again, it wouldn't be called a single style of fighting, because of its use of nin, gen, and taijutsu. 3. eh, taijutsu, i suppose. 4. well, i was aware of that style being in existence, i just wasn't aware of it being in the guild. however, since it is in the guild, that does give more reason to deny my style. since the styles are so similar, i would gracefully accept the decline in my application and take up the after image style. in fact, i think that would be the best option (guilds with too much taijutsu styles become.....lame) so, in short, i guess you can view my application as void.
oh, and the difference was that afterimages were just one of the techniques in the style. true, it was the basis and groundwork of the style, but it still didn't make up the whole style. still, i guess that is irrelevant now.
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Posted: Tue Jul 12, 2011 3:20 pm
We need more styles, just not styles that essentially duplicate each other. So yeah, I'm going to deny your style to prevent redudancy.
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Posted: Wed Jul 13, 2011 9:09 am
Shadowplay (Private Kenjutsu of Konaga Sai) (Kenjutsu accompanying 'The Shadow Blade' [link])
History and Development: Obtained by Konaga Sai by less then savory means on a botched assassination mission by an assassin (now dead), the 'Shadow Blade' as he came to call it would prove an invaluable weapon in his future. Originally knowing nothing of the blade's abilities besides what he had already seen, Sai has trained with the blade for many years, growing to understand it more and more, but still never truly knowing if he had been using it to it's fullest potential or if he had tapped into all of the abilities it granted. Despite this however, there is much he has learned, and the blade itself has taught him much concerning the use of the shadows, enabling him to blend into and out of them seamlessly in a way that even most assassins cannot duplicate. Through practice, he has also learned to use the blade with a variety of abilities utilizing his chakra. Over time, he has developed this into a style all it's own which is known only to him and made usable only through the powers of the Shadow Blade itself.
The more he has learned of the blade however, and in contemplating the abilities of the assassin sent to kill him, Sai has theorized that the abilities the Shadow Blade grants could be learned by others if they were to attain a Shadow Blade of their own. After careful though, Sai has ascertained that the Shadow Blade itself, though unique in it's own right, might not be the only Shadow weapon of it's kind. Sai has theorized that with the proper skill and materials, he could have another one forged and then pass the style on to another... though with Sai's outlook on life, it would not be likely that he would respect anyone enough to divulge this information, or train them for that matter. It is however, completely possible that it's former user learned it's abilities from someone else and that other ninja have similar weapons... but Sai has not yet encountered another who wields such a weapon.
Rules: - This style's techniques count as ninjutsu when determining cost. - You must have a custom weapon with the "Shadowplay" ability in order to use this style. - The abilities granted with this style do not work as [Stealth] does, nor would they give any bonuses to your effective rank in [Stealth], nor do they grant the benefits of the 'Stealth Specialty'.
1st Act (available at the rank of Genin)
Required Growth: At this level, the user learns how to meld into the shadows and hide within them. The user also learns how to react quickly to incoming danger, enabling them to defend themselves and the hopefully retreat to a safer position. [This level requires 5 posts of training to learn. Once learned, all maneuvers become available, but all techniques must be individually trained)]
Maneuver(s) Learned
Quick Draw - After great practice with the blade, a familiarity is born to where the user is able to draw the blade from it's scabbard in a mere instant, almost as a reflex, ready to counter any attack even when caught off guard. The user can also, just as easily return the blade to it's sheath with the same accuracy and speed.
Technique(s) Learned
Shadow Step - When the blade rests in it's scabbard, and the ninja is holding the hilt of the Shadow Blade, the user is able to merge with the shadows and disappear to the naked eye. Upon activating the ability, the user's image fades and blurs into darkness as they seem to be drawn into the shadows around them and disappear. However, though they are invisible to the eye and indistinguishable from the shadows themselves, they are still physically present within the shadows and therefore can still be injured or attacked within them. This technique can be initiated at any time, even when in combat, or when someone is looking directly at the user.
- The shadow the Shadowplay practitioner merges into must be large enough to hide the user's full size.
- Shinobi with the 'Sensor' specialty will still be able to detect a Shadowplay practitioner when they are in the shadows, but they will not be able to pinpoint them within the shadow exactly as the nature of the technique spreads their chakra throughout the entirety of the shadow.
- A Doujutsu such as the Byakugan or Sharingan however, if activated, will be able to detect the user's exact location. The same is true of the Inazuka clan's ability to sniff out an opponent's presence within the shadow.
2nd Act (available at the rank of Chuunin)
Required Growth: The second level of growth is found when the user begins to realize that while merged with the shadow, he gains a greater knowledge of all the shadows in his general vicinity. The user also learns to reach out to these shadows and transport himself between them while still keeping himself merged within them. The user also gains insight on the blade itself, learning how to manipulate it's unique composition to make the blade's movements seemingly invisible. [This level requires 5 posts of training to learn. Once learned, all maneuvers become available, but all techniques must be individually trained)]
Maneuver(s) Learned
Invisible Blade - The Shadow Blade is made of a strange material which appears jet black in one light, but then ghostly translucent, almost clear in the next, depending on the angle it is held to the sun. One second, the blade will appear to be flying towards you, but with the proper twist of the wrist, the blade's edge will all but disappear, making it rather hard to see the attack, though the ghostly image of the blade is still visible.
Shadow Sensory - (Passive Technique) - While in the shadows, the user is now able to detect the presence and exact location of any other objects or beings within the shadow he is merged with. Additionally, he can detect the presence of others within all other shadows within a 25 foot radius of him. This is regardless of whether or not a user is in [Stealth] within the shadow.
Technique(s) Learned
Shadow Jump - While in Shadow Step, the user is able to supernaturally jump between shadows as long as they are no further then 15 feet apart. Using a specialized hand seal in one hand, and two chakra points, the user is able to reach out to the other shadow's presence and draw himself into it, creating no visual effect to the jump aside from a slight blurring at the edge of each shadow as the ninja exits and enters.
3rd Act (available at the rank of Special Jounin)
Required Growth: Upon reaching this level of mastery with the blade and the style, the user is able to emerge from the shadows just as fluidly and stealthily as they merge into them. Also, as they emerge from the shadows, they are able to take part of the shadow with them as they tear through the barrier of darkness. [This level requires 7 posts of training to learn. Once learned, all maneuvers become available, but all techniques must be individually trained)]
Maneuver(s) Learned
Shadow's Deception - Any strike made by the user is able to absorb it's owb casted shadow around it and mask the size, shape and reach of the attack. The shadow adds no physical effect at all, but does make it hard to gauge where the blade's edge is, thus making it harder to dodge or deflect accurately. The amount of shadow that can be applied to mask the blade cannot be manipulated more then 2 inches away from the blade itself.
Technique(s) Learned
Shadow Strike - From Shadow Step, the user is able to emerge from the shadows and make an attack agaisnt their enemy in one fluid striking motion. The strike actually begins while they are still in the shadow as the user's blade rips open the shadow's rift, allowing the ninja to emerge from it forceably and attack in an incredibly swift motion, giving his enemy almost no time to respond. During this attack, the user's body is blurred by the shadow, creating a trail of shadowy black and grey lines ahead of and behind them as they appear. Whereas the effect make's it appear they are moving at incredible speed, it is merely that the shadow's deception does not allow the eye to see the movement until the last second, making it seem like they have come out of nowhere. The visual effects of the shadow linger behind the user for a few seconds before disappearing.
Intermission (available at the rank of Special Jounin)
Required Growth: As part of reaching this level of mastery, the user begins to understand the abilities granted by the blade on a deeper level, thus enhancing all of it's abilities: [This is gained automatically after mastering all techniques in Act 3]
Shadow Step Cloak: For one post, a Shadowplay practitioner can condense the shadows around them and wrap themselves within it, hiding their presence from all Sensors, Doujutsu users, and otherwise for one post. This requires 5 chakra and has a cooldown of 3 posts.
Shadow Jump: Users can jump to a shadow 25 ft away.
Shadow Sense : The range of detection increases to a 35 foot radius and the practitioner can now distinguish between individuals based on their chakra color and signature.
4th Act (available at the rank of Jounin)
Required Growth: In the fourth act, the Shadowplay practitioner begins to master the ways of shadow, learning how to manipulate them through the power of the shadow blade. Through communing with the shadows, the user begins to be able to control them better, bending them to their will and even materializing them beyond their normal constraints. [This level requires 10 posts of training to learn. Once learned, all maneuvers become available, but all techniques must be individually trained)]
Maneuver(s) Learned
Shadow Thread - This is an advancement form of the Shadow Deception maneuver, which allows the Shadowplay student to use any absorbed shadows as a thread which attaches to the hilt of the Shadow Blade. The user is then able to use the blade in a projectile attack, using the attached shadow as a tether from the user's hand. The maximum range of this tether can be up to 20 ft, and the Shadow thread cannot be broken.
Shadow Speech - (Passive) - A Shadowplay practitioner is capable of sending messages to friends or foe, so long as they are within a shadow nearby. Using the shadows themselves as a conduit, the user is able to send a message to another person who is hidden within a shadow within 50 feet of him. The message is sent solely to the desired recipient(s) and is delivered as an eerie and echoing whisper to their ear.
Technique(s) Learned
Shadow Projection - From Shadow Step, the Shadowplay student is able to channel chakra into their freehand and perform a palm thrust in front of them, sending a portion of the shadow beyond it's normal constraints towards an opponent. If the glob of shadows makes contact with any part of the victim's body, it will immobilize the area for 1 post. If the shadow strikes the eyes, it blinds them for 1 post. the maximum size of the projected shadow cannot exceed the size of the user's hand.
Shadow Image - Being well attuned to the shadows, especially those currently around them, the Shadowplay student is capable of projecting their chakra through the shadows, generating shadow images of themselves which run forward toward an opponent and attempt to grapple them. During Shadow Step, the user must perform a series of hand seals with one arm to mold the chakra into the surrounding shadows and project the images.
...only a maximum of 4 images can be formed, and it requires the presence of 4 sufficiently large shadows within a 25 foot radius around the target (the target itself must be within 25 feet of the user). If the image makes contact with the user, it immediately grapples them and holds them still for a period of 1 post. If two images grapple the user, they are held for 2 posts, 3 images, 3 posts, etc.
5th Act (available at the rank of Sannin/Kage)
Required Growth: This is the final act of Shadowplay and marks a level of mastery over the blade and shadows that is unparalleled. A Shadowplay student who has reached this level is able to control multiple shadows at once and can even go as far a to project images of himself from the shadows to immobilize, or choke the enemy. [This level requires 10 posts of training to learn. Once learned, all maneuvers become available, but all techniques must be individually trained)]
Maneuver(s) Learned
Shadow Rift - From Shadow Step, the user is able to project a 5 foot crescent blade of shadow towards an opponent in a straight line up to a maximum distance of 50 ft. Focusing chakra into their blade, the user quick draws their weapon from within the shadow, the arc and movement of the blade through the shadow creating the crescent blade as the user is dropped out of the shadow.
Technique(s) Learned
Shadow Grip - In an instance when 3 or more shadow images are grappling an opponent, from Shadow Step, the Shadowplay student can activate a jutsu which will bend the shadows of the images to form shadowy hands which reach up to the opponents neck and attempt to asphyxiate them. The victim can stop the asphyxiation if they project enough chakra against the shadows to hold them back, but this is very difficult and taxing on the victim. (If the user attempts to choke the victim, it is the only action they can take for that post, and if it is resisted, they cannot use it again on that same enemy.)
Finale (available at the rank of Sannin/Kage)
Required Growth: The Shadowplay student is now a Master of Shadows. [This is gained automatically after mastering all techniques in Act 5]
Technique(s) Learned
Shadow Assault - A Shadowplay master has finally mastered all aspects of utilizing the shadows around them. Now being able to merge with the shadows seamlessly, the Shadowplay master is able to use three successive 'Shadow Strike' maneuvers in a row. Each Shadow Strike occurs in a second, the Shadowplay master appearing from the shadow and disappearing back into it after each attack, re-emerging from another shadow and from a new angle for the next two. This technique then drops the user out of the shadows. This attack requires an S-rank amount of chakra and can only be used once every 5 posts.
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Posted: Tue Jul 19, 2011 12:44 pm
Shadowplay (Private Kenjutsu of Konaga Sai) (Kenjutsu accompanying 'The Shadow Blade' [link])
History and Development: Obtained by Konaga Sai by less then savory means on a botched assassination mission by an assassin (now dead), the 'Shadow Blade' as he came to call it would prove an invaluable weapon in his future. Originally knowing nothing of the blade's abilities besides what he had already seen, Sai has trained with the blade for many years, growing to understand it more and more, but still never truly knowing if he had been using it to it's fullest potential or if he had tapped into all of the abilities it granted. Despite this however, there is much he has learned, and the blade itself has taught him much concerning the use of the shadows, enabling him to blend into and out of them seamlessly in a way that even most assassins cannot duplicate. Through practice, he has also learned to use the blade with a variety of abilities utilizing his chakra. Over time, he has developed this into a style all it's own which is known only to him and made usable only through the powers of the Shadow Blade itself.
The more he has learned of the blade however, and in contemplating the abilities of the assassin sent to kill him, Sai has theorized that the abilities the Shadow Blade grants could be learned by others if they were to attain a Shadow Blade of their own. After careful thought, Sai has ascertained that the Shadow Blade itself, though unique in it's own right, might not be the only Shadow weapon of it's kind. Sai has theorized that with the proper skill and materials, he could have another one forged and then pass the style on to another... though with Sai's outlook on life, it would not be likely that he would respect anyone enough to divulge this information, or train them for that matter. It is however, completely possible that it's former user learned it's abilities from someone else and that other ninja have similar weapons... but Sai has not yet encountered another who wields such a weapon.
Rules: 1. You must have a custom weapon with the "Shadowplay" ability in order to use this style.
2. The abilities granted with this style do not work as [Stealth] does, nor would they give any bonuses to your effective rank in [Stealth], nor do they grant the benefits of the 'Stealth Specialty'.
3. In order to grant the practitioner the abilities it does, the Shadow Blade pulls on the darkness within one's soul. To prevent such a power from overtaking them, the user's body must resist this pull, which causes a drain on the user's Stamina when utilizing Shadowplay techniques. Because of this, in any post where a Shadowplay technique is invoked, the user suffers a 2 point Stamina Drain on top of any other cost associated with the technique.
{A member of the Konaga Clan, who has the Ninja Class: Samurai, reduces this cost to 1 point of Stamina Drain per post with their [Channel] ability. They can also decrease the active Stamina cost of Shadowplay techniques by 1 Stamina maximum by the same means... except in the case of Shadow Images, in which case, the reduction only affects the first image. No other stamina cost reductions can be applied to this style.}
1st Act (available at the rank of Genin)
Required Growth: At this level, the user learns how to meld into the shadows and hide within them. The user also learns how to react quickly to incoming danger, enabling them to defend themselves and the hopefully retreat to a safer position. [This level requires 5 posts of training to learn. Once learned, all maneuvers become available, but all techniques must be individually trained]
Maneuver(s) Learned
Quick Draw - [No additional cost] After great practice with the blade, a familiarity is born to where the user is able to draw the blade from it's scabbard in a mere instant, almost as a reflex, ready to counter any attack even when caught off guard. The user can also, just as easily return the blade to it's sheath with the same accuracy and speed.
Technique(s) Learned
Shadow Step - [Cost: Requires 20 chakra to initiate. The chakra is refunded when the user exits the shadow.] When the blade rests in it's scabbard, and the ninja is holding the hilt of the Shadow Blade, the user is able to merge with the shadows and disappear to the naked eye. Upon activating the ability, the user's image fades and blurs into darkness as they seem to be drawn into the shadows around them and disappear. However, though they are invisible to the eye and indistinguishable from the shadows themselves, they are still physically present within the shadows and therefore can still be injured or attacked within them. This technique can be initiated at any time, even when in combat, or when someone is looking directly at the user.
- The shadow the Shadowplay practitioner merges into must be large enough to hide the user's full size. The arrested chakra required on initiating the shadow step spreads out over the entire area of the shadow the user is currently in.
- Shinobi with the 'Sensor' specialty will still be able to detect a Shadowplay practitioner when they are in the shadows, but they will not be able to pinpoint them within the shadow exactly as the nature of the technique spreads their chakra throughout the entirety of the shadow. They would however be able to detect the outline of shadow they are in due to the chakra spread, giving the Sensor an idea of where they could be.
- A Doujutsu such as the Byakugan or Sharingan however, if activated, will be able to detect the user's exact location. The same is true of the Inazuka clan's ability to sniff out an opponent's presence within the shadow.
2nd Act (available at the rank of Chuunin)
Required Growth: The second level of growth is found when the user begins to realize that while merged with the shadow, he gains a greater knowledge of all the shadows in his general vicinity. The user also learns to reach out to these shadows and transport himself between them while still keeping himself merged within them. The user also gains insight on the blade itself, learning how to manipulate it's unique composition to make the blade's movements seemingly invisible. [This level requires 5 posts of training to learn. Once learned, all maneuvers become available, but all techniques must be individually trained]
Maneuver(s) Learned
Invisible Blade - [No additional cost] The Shadow Blade is made of a strange material which appears jet black in one light, but then ghostly translucent, almost clear in the next, depending on the angle it is held to the sun. One second, the blade will appear to be flying towards you, but with the proper twist of the wrist, the blade's edge will all but disappear, making it rather hard to see the attack, though the ghostly image of the blade is still visible.
Shadow Sensory - (Passive Technique) - [No additional cost] While in the shadows, the user is now able to detect the presence and exact location of any other objects or beings within the shadow he is merged with. Additionally, he can detect the presence of others within all other shadows within a 25 foot radius of him. This is regardless of whether or not a user is in [Stealth] within the shadow.
Technique(s) Learned
Shadow Jump - [Cost: 3 Chakra per jump] While in Shadow Step, the user is able to supernaturally jump between shadows as long as they are no further then 15 feet apart. Using a specialized hand seal in one hand, and two chakra points, the user is able to reach out to the other shadow's presence and draw himself into it, creating no visual effect to the jump aside from a slight blurring at the edge of each shadow as the ninja exits and enters.
3rd Act (available at the rank of Special Jounin)
Required Growth: Upon reaching this level of mastery with the blade and the style, the user is able to emerge from the shadows just as fluidly and stealthily as they merge into them. Also, as they emerge from the shadows, they are able to take part of the shadow with them as they tear through the barrier of darkness. [This level requires 7 posts of training to learn. Once learned, all maneuvers become available, but all techniques must be individually trained]
Maneuver(s) Learned
Shadow's Deception - [No additional cost] Any strike made by the user is able to absorb it's own casted shadow around it and mask the size, shape and reach of the attack. The shadow adds no physical effect at all, but does make it hard to gauge where the blade's edge is, thus making it harder to dodge or deflect accurately. The amount of shadow that can be applied to mask the blade cannot be manipulated more then 2 inches away from the blade itself.
Technique(s) Learned
Shadow Strike - [Cost: 5 Chakra and an additional 1 Stamina drain] From Shadow Step, the user is able to emerge from the shadows and make an attack agaisnt their enemy in one fluid striking motion. The strike actually begins while they are still in the shadow as the user's blade rips open the shadow's rift, allowing the ninja to emerge from it forceably and attack in an incredibly swift motion, giving his enemy almost no time to respond. During this attack, the user's body is blurred by the shadow, creating a trail of shadowy black and grey lines ahead of and behind them as they appear. Whereas the effect make's it appear they are moving at incredible speed, it is merely that the shadow's deception does not allow the eye to see the movement until the last second, making it seem like they have come out of nowhere. The visual effects of the shadow linger behind the user for a few seconds before disappearing.
Intermission (available at the rank of Special Jounin)
Required Growth: As part of reaching this level of mastery, the user begins to understand the abilities granted by the blade on a deeper level, thus enhancing all of it's abilities: [This is gained automatically after mastering all techniques in Act 3]
Shadow Step Cloak - [Cost: 7 Chakra and additional 2 Stamina drain] For two posts, a Shadowplay practitioner can condense the shadows around them and wrap themselves within it, hiding their presence from all Sensors, Doujutsu users, and otherwise for one post. This has a cooldown of 3 posts.
Shadow Jump - [No additional cost] Users can jump to a shadow 25 ft away.
Shadow Sense - [No additional cost] The range of detection increases to a 35 foot radius and the practitioner can now distinguish between individuals based on their chakra color and signature.
4th Act (available at the rank of Jounin)
Required Growth: In the fourth act, the Shadowplay practitioner begins to master the ways of shadow, learning how to manipulate them through the power of the shadow blade. Through communing with the shadows, the user begins to be able to control them better, bending them to their will and even materializing them beyond their normal constraints. [This level requires 10 posts of training to learn. Once learned, all maneuvers become available, but all techniques must be individually trained]
Maneuver(s) Learned
Shadow Thread - [Cost: 3 Chakra] This is an advanced form of the Shadow Deception maneuver, which allows the Shadowplay student to use any absorbed shadows as a thread which attaches to the hilt of the Shadow Blade. The user is then able to use the blade in a projectile attack, using the attached shadow as a tether from the user's hand. The maximum range of this tether can be up to 25 ft, and the Shadow thread cannot be broken, tangled, or otherwise disturbed. For all intensive purposes, the thread itself is non-corporeal.
Shadow Speech - (Passive) - [No additional cost] A Shadowplay practitioner is capable of sending messages to friends or foe, so long as they are within a shadow nearby. Using the shadows themselves as a conduit, the user is able to send a message to another person who is hidden within a shadow within 50 feet of him. The message is sent solely to the desired recipient(s) and is delivered as an eerie and echoing whisper to their ear.
Technique(s) Learned
Shadow Projection - [Cost: 7 Chakra and additional 1 Stamina drain] From Shadow Step, the Shadowplay student is able to channel chakra into their freehand and perform a palm thrust in front of them, sending a portion of the shadow beyond it's normal constraints towards an opponent. If the glob of shadows makes contact with any part of the victim's body, it will immobilize the area for 1 post. If the shadow strikes the eyes, it blinds them for 1 post. the maximum size of the projected shadow cannot exceed the size of the user's hand.
Shadow Image - [Cost: 7 Chakra and additional 2 Stamina drain] Being well attuned to the shadows, especially those currently around them, the Shadowplay student is capable of projecting their chakra through the shadows, generating shadow images of themselves which run forward toward an opponent and attempt to slash them in a run-by maneuver with a shadow-based replica of the Shadow Blade. During Shadow Step, the user must perform a series of hand seals with one arm to mold the chakra into the surrounding shadows and project the images. Additional images can be made for an additional 5 chakra and 1 Stamina point each, up to a maximum of three images. This counts as a single technique regardless of how many clones are sent out, but it requires the presence of sufficiently large adjacent shadows within a 25 foot radius around the target (the target itself must be within 25 feet of the user).
If the Shadow Images manage to slice the opponent, it leaves a Shadow Wound, a dark purple scar with shadowy black edges in the area struck. This causes no true damage, but creates extreme pain for several minutes and a burning sensation which continues afterward for two days. The wound cannot be healed, and the victim has a tendency to suffer from nightmares while such wounds are still present.
5th Act (available at the rank of Sannin/Kage)
Required Growth: This is the final act of Shadowplay and marks a level of mastery over the blade and shadows that is unparalleled. A Shadowplay student who has reached this level is able to control multiple shadows at once and can even go as far a to project images of himself from the shadows to immobilize, or choke the enemy. [This level requires 10 posts of training to learn. Once learned, all maneuvers become available, but all techniques must be individually trained]
Maneuver(s) Learned
Shadow Rift - [Cost: 10 Chakra and additional 2 Stamina drain] From Shadow Step, the user is able to project a 5 foot crescent blade of shadow towards an opponent in a straight line up to a maximum distance of 50 ft. Focusing chakra into their blade, the user quick draws their weapon from within the shadow, the arc and movement of the blade through the shadow creating the crescent blade as the user is dropped out of the shadow.
Technique(s) Learned
Shadow Curse - [Cost: 10 Chakra and additional 1 Stamina drain] In an instance when 3 or more Shadow Wounds have been created on a victim, a special series of signs can be initiated which will cause the Shadow Wounds to spread across the victim's body causing immense pain and immobilizing them for 1 post. The victim will be unable to move or mold chakra during this time and they are subjected to terrifying screams of agony and whispered voices of doom all around them. The technique is traumatizing to say the least and causes stamina drain as a Genjutsu would when released.
...at the end of the technique, the Shadow Wounds receed and disappear from the user rather then lasting for days afterward as they normally would.
Finale (available at the rank of Sannin/Kage)
Required Growth: None. The Shadowplay practitioner is now a Master of Shadows. [This is gained automatically after mastering all techniques in Act 5]
Technique(s) Learned
Shadow Assault - [Cost: 20 Chakra and additional 3 Stamina drain] A Shadowplay master has finally mastered all aspects of utilizing the shadows around them. Now being able to merge with the shadows seamlessly, the Shadowplay master is able to use three successive 'Shadow Strike' maneuvers in a row and a final 'kill' maneuver.
This requires that there be at least 3 shadows of sufficient size within 20 ft around an opponent. Each Shadow Strike occurs in a second, the Shadowplay Master appearing from one shadow, striking at the opponent swiftly before quickly disappearing into another shadow via Shadow Jump, only to re-emerge a second later from another shadow at an entirely new angle. This occurs three times before a final strike where the Shadowplay Master drops out of the shadows to perform the final attack. This attack requires a cooldown of 5 posts.
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Posted: Thu Jul 21, 2011 6:59 am
Shadowplay and accompanying Shadow Blade:
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Posted: Fri Jul 22, 2011 10:19 pm
Style Name Gatotsu -Assassination, Powerful, Explosive
Picture: 
History: This move is created by Yukimura Sanada. Born in the mist of Samurai's, though he took the path of Assassination instead. But even with this being so, the blood of the Samurai still pumped thickly through his veins and it was futile to think that he would never touch a blade and not have the want to find the secrets of his might. Which is where, Gatotsu comes in; mixing the talents and theories of the Assassin's debilitating and method of making one crippling strike with the power, pride and fury of the Samurai.
Style Requirements: *) Must learn it from the master/Creator of the technique. Either Yukimura Sanada, or those of the Juuyuushuu. *) Must be a Samurai or Assassin Class *) Must have a long blade
Movement Description It is executed as a 'tsuki' or thrust while stepping through, releasing the right hand at the last moment, leaving the left holding the end of the hilt. The grip-change and the step grant an extra foot or more of reach, completely changing the spacing of the fight, but it must be done suddenly to be most effective.
Stage: 1- ((Genin)) Stage Description: The Way of the Swordsmen. At this stage,the practitioner is learning the way of the sword. They will first need to know at least '5' Taijutsu moves as the style requires that the body be toned. Due to the weapon being so large, one will need the strength to hold it as well as the required power behind it. As well, as the user will need to lastly have the power to form the immediate acceleration to form some of the techniques.
To obtain: *) They will have to do training of speed. 20 posts of speed training. *) 20 posts in plyrometrics. *)They will also be given weights to build up strength and speed. Which they will have to carry on their person for 30 Posts until the weights will begin to feel 'light.'
Stage Powers once mastered: There will be few.The trainee at this level will increase in speed by a little though not in the manner that they are simply fast. Though that does increase, the real thing that increases is explosiveness. Being able to move from a stand-still to a full out sprint though at this level it is very basic. This will make them have a speed of an extremely well trained Genin in speed but their strength will also be up to par because of the weights. But if a speed nin. were to go through this training, this would further their capabilities in speed.
Stage Training: Basic strikes with the sword and speed training. *Increased speed in the sense of explosiveness. *Increased Strength [ b]Stage Jutsu: Extremely basic sword play.Thrusts,slashes,and angled cuts will be the only thing the Genin will truly be able to do at this time. Although,they will be quite fast for a Genin. Providing some difficulty for some nin to keep up and for a speed based Nin it will uplift their abilities for all the hard work they put into the training. ~~~~~~~~~~~~~~~~~~~~~ Stage 2 -'Gatotsu Ishiki' (( Chuunin)) Stage Description: This is the stage the trainee will finally learn the arts of Gatotsu. In this stage,they will learn the actual stance of Gatotsu and will become even faster. Although, in this stage, there is only a single thrusting action. Or better known as a parallel thrust. But with the speed the user is coming at it is very difficult to dodge unless you have the abilities stated earlier. Genin will have extreme trouble dodging it,while Chuunin will have less trouble but they still need to be wary of this technique for the power that is packed behind the thrust. It's designed for Assassination while the power of the Samurai stance provides the power to attempt to break down enemy's defenses. Without the abilities specified earlier this move can still be quite trouble some.
Movement description: One will get into a back stance,or a stance that has one foot in front with the front leg tilted, which puts nearly eighty percent upon the back leg. The blade of the users choosing will be held parallel to the body with the blade angled to the side. One's finger will be tracing the side of the blade that's close to the body which determines aim and makes the attack precise. When the user has his target,they will kick back on the leg that's behind them,and in a great amount of speed and strength make the attempt impale their opponent.
Stage Powers: A higher increase in speed. Genin will have extreme trouble following with this move,as will Chuunin if they don't have the visual help or the swordsmenship to help them somewhat understand the power of Gatotsu.
Stage Training: *)25 posts of Strength training *)20 posts of Speed training *)30 posts of learning Getotsu Ichiki *)20 posts of plyometrics Stage Jutsu: The user will be able to perform 'Gatotsu Ichiki.' ~~~~~~~~~~~~ Stage: 3- Gatotsu Nishiki -Jounin Stage Description: In this move,the user is now able to do Gatotsu from the air-down. If they are in the air,or thrown in the air and have the ability to recover they will be able to perform this devastating attack while airborne. With chakra and power sent into this attack, it and be devastating even with a miss. Mostly because of the sheer power from the technique added on by gravity, and the power of the practitioner. There is another ability that the user will be able to use and known as 'After Imaging.' Where the user uses a sharp amount of chakra into each portion of their body, their training with having explosiveness in their attacks, which ultimately make them procure an after-image. This can be used for defensive and offensive purposes. In which they can counter-act their opponents speed.
Movement Description: Since one can't really make solidity out of air to push off from, they will have to learn 'Air Walking.' In this move, the person will release high amounts of chakra to sustain themselves within the air and burst down to attack their opponent(s). The hand positioning is the same as before, as this is the basic of the main stance within Gatotsu, which they will then utilize their chakra to form a light density to push off from and strike from the air.
Stage Powers: *Gain the ability to 'Air walk': A move in which the user will make a small platform in the air for minimal seconds. It technically isn't really walking as the ability is so short that one can't actually walk,but with the force of chakra,they can make the air around their feet condense enough that it becomes solid in which they can then push off from it. If one gets skilled at it, they can push off with both feet and increased their speed.
*After-Imaging: It is better known as Zanzoken. Yukimura's guard Seizo, is famous for his talent in speed. Yukimura took his method of speed added chakra into the entire body to create this move. Zanzoken, is an ability, to move so swiftly from a starting point that an image of the user is left behind. Most often it is used to dodge an incoming attack or trick an opponent with the image. *Increased speed *Increased Strength *Gatotsu Nishiki
Stage Training - 25 posts of speed training - 25 posts of strength training - 35 posts to learn 'Air Walk' - 30 posts to learn 'Zanzoken' - 20 Gatotsu Nishiki ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage: 4- Gatotsu Sanshiki (Jounin +) Stage Description: At this stage,it is the reverse of what the person learned in the third stage. Gatotsu Sanshiki, is an anti-aerial attack. If an opponent tries to jump and attack the user, they will launch themselves into the air to meet their attacker with the tremendous force and attempt to impale the opponent from the ground up.
Movement Description:The hand positioning is the same as with the stance. The only thing different is that the user is aiming upwards instead of parallel to them. Issuing chakra to the legs, they will launch themselves into the air and attack. The more chakra pushed into the legs the faster and harder the strike will be But they can only issue so much chakra into the muscles or else they will rip a ligament. At this level, all the speed and muscle training will keep the user from being harmed or stressed from the attack unless they put too much chakra into the move.
Stage: *'Air Walk Lv.2:This time the user will be able to make a more solid platform to stand on and help them to then push off from within the air with both feet. Procuring more power to the strike. *Taju Zanzoken (Multi-Imaging After-Image):This is where the user spins around his/her opponent, leaving many afterimages of himself/herself. This is rather the mastery level of Zanzoken. *Increased Speed *Increased Strength *Gatotsu Sanshiki
Stage Training * 25 posts Strength Training * 25 posts Speed Training * 30 posts Taju Zanzoken -Not required * 30 posts 'Air Walk' Lv.2 -Not required. Also Lv.1 must by achieved in order to even get it. * 20 posts:Gatotsu Sanshiki ~~~~~~~~~~~~~~~~~~~ Stage: Gatotsu Zeroshiki (Sanin ) Stage Description:The ultimate form of Gatotsu. It requires upper body strength as the legs are not much used aside from support. It is at point blank attack that usually surprises opponents as all the other Gatotsu forms require some from of distance to provide strength and speed to the forward thrust.
Stage Movement: Same as always except the stab isn't until the last second. The user will use the months,and months, onto a year of training to it's fullest extent. They will charge at the opponent with that destructive speed and strike their opponent at the last moment. There is only milliseconds in which the opponent will be able to dodge the technique as this move has rarely missed due to it being so up-close. This is more so the Samurai portion of Gatotsu where the user strikes their victim at the very last moment.
Stage Powers: *) Frightening Speed *) Extreme Power in their attacks *) Gotatsu Zeroshiki
Stage Training *) 20 posts for strength *) 20 posts for speed *) 30 posts for Gatotsu Zeroshiki
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Posted: Sat Jul 23, 2011 7:34 am
Hey Panthers, Deil obviously has the final say here in everything, but I wanted to just point a few things out to you.
1. Your formatting is hard to comprehend, try spacing things out and making it look more aesthetically pleasing. makes the reader more apt to understand what you are going for and see it as a polished idea.
2. You say that the techniques require all of these training aspects, but it raises many questions... Does the training literally increase the Speed and Strength of the Gatotsu practitioner, or are they just the training posts needed to learn the maneuvers.
...if it is the former, we have an issue. The way it works for Taijutsu users is that you can only [TRAIN] to the point where you have +2 [Passive] ranks in any one stat, and that includes benefits from attributes.
This style would seem to raise stats far beyond that, which we cannot allow. Any beyond that, [Train] to increase stats is only available to Taijutsu Class at the moment... so making it part of a Kenjutsu style that anyone can learn, well, that just introduces a whole host of imbalances.
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Posted: Sat Jul 23, 2011 7:57 pm
Cobra_X Hey Panthers, Deil obviously has the final say here in everything, but I wanted to just point a few things out to you.
1. Your formatting is hard to comprehend, try spacing things out and making it look more aesthetically pleasing. makes the reader more apt to understand what you are going for and see it as a polished idea.
2. You say that the techniques require all of these training aspects, but it raises many questions... Does the training literally increase the Speed and Strength of the Gatotsu practitioner, or are they just the training posts needed to learn the maneuvers.
...if it is the former, we have an issue. The way it works for Taijutsu users is that you can only [TRAIN] to the point where you have +2 [Passive] ranks in any one stat, and that includes benefits from attributes.
This style would seem to raise stats far beyond that, which we cannot allow. Any beyond that, [Train] to increase stats is only available to Taijutsu Class at the moment... so making it part of a Kenjutsu style that anyone can learn, well, that just introduces a whole host of imbalances. Point taken. Thanks for the information Cobra.
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Posted: Tue Jul 26, 2011 12:16 pm
allowed permission from The Nerdbot to edit it as pleased.
Name of Taijutsu Style: Jambe de Sang [Blood Leg Style] Intended weapon: Legs, Sword Description: This style, created by the pirate Gold Roger, is designed to use one's legs, instead of hands, as to prevent the hands from becoming damaged during a battle, for to chefs, as Gold Roger was, hands were considered sacred. Practitioners tend to drop into certain stances in which their upper-body portions are most relaxed, their hands usually in their pockets or behind their heads.
As a fighting style, Jambe de Sang boasts a wide and impressive array of kicks, coupled with super acrobatic skill, making it a very versatile fighting technique, allowing the user to effectively weave continuous and powerful attacks upon adversaries and combine the power of his kicks. The style uses strange, unpredictable moves to outmaneuver any opponent. Although both secret and deadly to both the Western and Eastern worlds, the lucky few who are able to learn it prove to be the best fighters in the world. Most of the attack names are French words referring to various dishes, for Gold Roger was a renowned chef.
Stage 1: Hors d'œuvre [Appetizers] [Academy Student] Description: - The beginning stage of the Blood Leg style. This stage focus on agility training and leg maneuverability, an important component in the overall style.
Training Method: One must possess agility and reflexes. Thus, the ideal training method is to skip through a terrain bare-footed, the harsher the terrain, the better. This will hones your feet’s senses to keep the connection with the ground as minimal as possible.
Techniques:
Suberu [Slide] - Through training, one can now move through the battlefield as if they were sliding, allowing for much quicker evasive maneuvers, and counter-attacks.
Hazumu [Bounce] - Due to training one’s feet in harsh conditions, one can now set foot upon even the most unlikely of places, such as an enemy’s head.
Ichi Ni [one two] - A simple, but effective two step technique. Before an attack connects, a quick Suberu allows one to slide back, completely avoiding the attack. Then, seizing the opportunity, another Suberu slides one back towards the opponent, before a quick and unexpected counter-attack impact upon the opponent.
Stage 2: Plat Principal [Main Dish] [Genin]
Description: - Now that the user's leg formations are focused on, he/she focuses on attacking, defending, and counter attacking with not only his legs, but his weapon as well. Training Method: One must possess coordination, for they must learn how to attack at odd angles while being held in uncomfortable positions. Thus, the ideal training method is repeated kicks, performed simultaneously after the other, to some kind of object, usually a tree. This will create a mental connection between you and your feet. Also, to train your weapon skills, you must learn the basics of sword fighting, and must learn how to balance it with your footwork.
Techniques:
Collier [Neck] -The user jumps high into the air and lands a powerful kick to the opponent's neck.
Épaule [Shoulder] -The user jumps into the air then brings his/her heel down on the opponent's shoulder.
Tendron [Collar] -A straight on side kick targeting the middle area of the opponent's collar bone.
Flanchet [Stomach/Belly] -A simple kick to the opponent's stomach.
Slice Shoot [Sliced Shoot] -A disarming attack where the user runs forward, jumps into the air and kicks the opponent's hand to do damage and knock a weapon from their hand.
Yeux [Eye] -A straight on kick to the opponent's eyes.
Nez [Nose] -A straight on kick to the opponent's nose.
Joue [Cheek] -A straight-on kick to the opponent's cheek.
Bouche [Mouth] -A straight on kick to the opponent's upper jaw, this attack targets the roof of their mouth, and thus can only be used when the opponents mouth is open.
Dents [Teeth] -A straight on kick to the opponent's teeth, Sanji hits both the upper and lower sets of teeth at the same time, and thus he can only use his attack when the opponent's mouth is closed.
Menton [Chin] -A straight on kick to the opponent's lower jaw/chin.
Stage 3: Plats Combo [Combo Dishes] [Chuunin]
Description: - The user, learning the basics of kicking, now uses his agility, chakra, and legs strength to create combinations attacks. These attacks involve kicks, and with the opponent stunned, brings in the sword strikes expectantly. Training Method: One must learn how to rely on quick thinking and their legs to move for them. So, the user continues to practice their kicking strength, as well as critical thinking, and overall physical body training. There sword training also continues, usually with somebody of a different style. Techniques:
Quasi [Rump] -The user flips over into a double-handed handstand, spins around and kicks the opponent. This attack is usually followed by Queue.
Queue [Tail] -Commonly used as a combo attack with Quasi, the user continues spinning with the momentum from Quasi and swings his other leg around to kick the opponent's tail bone.
Cuisseau [Thigh] -The user sends a hard kick to the opponent's thigh. This can be used to attack or block an incoming kick. Usually used before or with in combination with Jarret.
Jarret [Shin] -The user sends a hard kick to the opponent's shin. This can be used to attack or block an incoming kick. Usually used after or with in combination with Cuisseau.
Côtelette [Rib Meat] -Dropping down into a one-handed handstand position, the user kicks the opponent hard in the ribs.
Sélle [Lower Back Meat] -Commonly used as a combo attack with Côtelette, using the momentum from the Côtelette attack, the user (still in a handstand) spins around in the opposite direction to deliver a fast kick to the opponent's lower back region.
Longé [Loin] -A sweeping kick, usually performed from the back targeting the opponent's back, very useful for sending an opponent flying in preparation for another kick.
Bouquetiere Shot [Mixed Vegetables Shot] -Often used as the final blow in a series of attacks, the user lands on his hands underneath an opponent's chin, then uses both hands to spring upwards to deliver a blow to the opponent's chin with both feet.
Pāteī Tēburu Kikku Kōsu [Party Table Kick Course] -An attack for fighting against large groups, the user jumps into the air and lands on the head of one of the opponents in a hand stand. He then spins around rapidly to deliver a savage kick to the face of anyone within range. After he runs out of targets, he dismounts and kicks the person he was spinning on.
Yeux, Nez, Joue, Bouche, Dents et Menton Combo [Eyes, Nose, Cheek, Mouth, Teeth, and Chin Combo] -the user delivers a barrage of kicks to every single section of the opponent's face. This is one of the key combos used in this style.
Stage 4: Repas Complet [Full Course Meal] [Special Jounin]
Description: - At this stage, the opponent requires no further provocation to attack. However, the ability to overwhelm them with speed and agility still exists, and has been enhanced at this stage. Now, one is capable of unleashing a barrage of attacks towards the opponent, overwhelming them not by sheer power, but by sheer speed and agility.
Training Method: One must further enhance one’s speed. Thus, the ideal training method is to add weights to one’s limbs while performing the training method. This will cause one’s legs to gain a god-like striking speed. Sword skill is now adept and equal to the footwork, but again, weapons are not the primary focus of this style . Techniques:
Totsuzen no Ame [sudden rain] - Jumping well above the opponent, a series of straight kicks aimed downwards is performed with such speed that they appear like a rain of feet threatening to crush the opponent under heel, quite literally. Though not all of the feet are real, the sheer number and direction is enough to cause panic and distress, as well as enormous pain
Shishinabe Shoot [Boar Hot Pot Shoot] -The user attacks with a powerful flying sidekick, he also uses this attack to break down walls.
Deuxième Haché [Second-Rate Mincemeat] -The user does a running jump and kicks with both legs into an opponent's stomach.
Extra Haché [Highest-Rate Mincemeat] -A barrage of hard kicks launched at multiple directions, this move must be performed at close range. Due to the monstrous force that the user can deliver while administering his kicks, this is considered one of the strongest attacks in the whole style
Santen Découpage [Three Point Cut] -The user throws three powerful near-simultaneous roundhouse kicks with one leg to the opponent's throat, chest and stomach, striking them with the entire length of his leg
Collier Frit [Fried Neck] - A powerful kick to the neck, the user leans forwards and launches his foot up into his opponent's throat.
Concassé [Crush] - Another finisher, the user leaps high into the air and starts flipping over rapidly to gain speed, then he brings the heel of his foot down on the opponent's head.
Resepushon [Reception] - the user lifts one of his legs up high and hooks his foot around the opponent's neck, then uses that leg to smash the opponent's face into the ground hard.
Anchimanā Kikku Kōsu [Anti-Manner Kick Course] - The user gathers all the power he can muster and delivers a massive vertical kick by lifting one of his legs a full 180 degrees in the air. This attack is usually aimed at the very center of the opponent's torso (front or back) and is almost always enough to defeat any opponent with one shot. For much taller and gigantic targets, the user usually jumps to the desired height to execute the move.
Stage 5: Diable Jambe [Devil's Leg] [Jounin]
Description: - Diable Jambe is a stage where the user uses air friction to set his leg on fire, adding extreme heat to the impact of his kicks. In this form, the user, due to the high temperature, has more speed, more strength, and the ability to burn his opponents. While like this, he can light his opponent on fire. This stage has been shown to have adverse effects, if the user uses it for too long or too frequently he could cause serious injury to his body.
Training Method: The user must learn how to harness the air around them to create enough friction for the technique. Therefore, after practicing their kicks and agility enough, they work on using chakra to condense the air around them.
Techniques:
Diable Jambe [Devil's Leg] - In this technique, the user spins rapidly, causing his legs to heat up so much that they turn red.
Flambage Shot [Flaming Shot] - In the air (sometimes several feet from the ground), the user kicks the side of an opponent's head with his foot (or the middle of their torso) and Diable Jambe's heat greatly increases the power, usually with explosive effect. The target is usually kicked downwards, causing them to come crashing into the ground.
Extra Haché [Highest-Rate Mincemeat] - the user leaps into the air and launches a fierce barrage of flaming kicks, the light from the attack and the speed at which it is delivered makes it look like one big fire blast.
Venaison Shoot [Venison Shoot] -The user, spinning horizontally in the air, kicks the opponent repeatedly in the chest and belly, finishing the attack with a powerful axe kick on the head with the speed, heat and strength of the Diable Jambe mode.
Notes: - Users must have agility as either their primary or secondary attribute - User does not have to individually learn all the attacks from each stage. He/she must only learn that stage, and the attacks are auto learned. This applies to all stages except Diamble Jambe. - Diamble Jambe cost B-rank chakra per turn it is activated. Can only be activated for 5 posts, and has a 10 post cooldown.
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Posted: Tue Jul 26, 2011 8:07 pm
Hiten Mitsurugi Ryu Flying Heaven Honorable Sword Flow History: The sword technique developed by the first Hiko Seijiro used to protect the people from tyranny and national fear, to protect the weak from opression. It is a style that requires Shin Soku (God-like speed) and the will to live and nothing with guilt. This technique is famed for the user's incredible speed; speed of the sword, speed of reading the opponent's moves, speed of reacting towards it. Passed down through thirteen generations, this style roughly translates as "the sword which soars through heaven." The practitioner can anticipate the moves of an opponent based on intent and react before a move is made.
Abilities Attained: Aside from the god like speed in which the practioner attains, he also learns the ability to predict his enemies's movements, as if they can tell the future or read the minds of their opponents. This in actuality is similar to the Sharingan abilities. The truth of the matter is, that the practioner gains the reflexes to predict the opponents moves by fraction of seconds for every stage that they have attained as well as being able to feel the emotions of the opponent. Using these two in conjuction, the practioner learns to easily counter attacks based on reflex and instinct alone.
Training Methods: Training is usually done with a sword. Any type of sword will do, though the usual is katana or cleaver sword. High amounts of sword swings, target practice, muscle building, and agility practice are done, to bring about the full potential of the shinobi. The various techniques, stances, and forms must be taught by Master to Pupil.
Rules -Must have Speed Attribute in at least Secondary Or -Must have Agility Attribute in at least Secondary Or -Must have Tactical Shinobi specialty -This style increases these already increased stats slightly
Stage 1 Ran Geki Jutsu Genin
The first part is called Ran-Geki-Jutsu, which means to wield the sword to attack sequentially at once. At this stage the practioner is given a sword and taught how to wield it effectively as well as use chakra to boost the body's movements. To master this stage the user must learn all the techniques in the style. Once they have learned all the techniques, they have learned how to properly wield a blade. The next step is to spend four posts defending against the master's attacks in order to increase their reaction time by a fraction of a second. Though that timing seems small, sometimes it can make all the difference in a battle.
Techniques:
-Battoujutsu (Instant Sword Draw): To use this technique the user must place the right leg in front of the left leg to avoid cutting your own leg. This is an instant draw technique, ussually used for countering, since the user does not move from his spot. In a stance form and waiting for an opponent with the correct timing, a powerful swing with the twist of waist. This technique is extremely lethal and difficult to dodge unless the opponent has great reaction skills.
-Ryu-Kan-Sen (Dragon Wind Up Flash): A technique used once one has gotten beside an opponent, it involves a very powerful swing with the twist of your whole body, inflicting a direct blow under the skull.
Do-Ryu-Sen (Ground Dragon Flash): A technique where it strikes the ground and with the force of the strike, the ground will explode towards the opponent. Ryu-Sou-Sen (Dragon Double Flash): This involves multiple slashes to its opponent, without giving the opponent the chance for a counter attack. It is effective in dealing with those who will not get knocked out with one move.
Stage 2 Totsu-Shin-Jutsu Chuunin
To attack immediately and just wield the sword once, that is Totsu-Shin-Jutsu. At this stage, the user can predict an opponents moves half a second fatser than a normal person. The user may also focus their chakra to the front or back of their feet to boost speed to help their legs keep up with dodging and movement. This takes 2 chakra points to perform. Not only that, the user is able to read the emotions of the people around them even if they do not show it in their face. They can feel killing intent, happyness and sorry from those within the vicinity. To master this stage, the practitioner must learn all techniques as well as be in a single fight/spar for at least 10 posts.
Techniques:
Ryu-Tsui-Sen (Dragon Mallot Flash): This move is like a Dragon diving into its opponent from the sky and hammering down with a vertical slash by using its weight.
Ryu-Kan-Sen Tsumuji (Dragon Wind Up Flash Hair-spin): Ryu-Kan-Sen-Tsumuji is another variety of Ryu-Kan-Sen. It begins by dashing into an opponent without gravity and at a tremendous speed. After getting into position beside your opponent, a Ryu-Kan-Sen will be performed. The damage is more powerful than Ryu-Kan-Sen, due to its speed. However, landing poses a problem due to its speed.
Ryu-Sho-Sen (Dragon Rising Flash): This move is like a dragon that lifts up into the air with the blade of the sword attacking its opponent's vital points with the force of its jump. It is the perfect counter attack against opponents attacking from above, or even when crouching down.
Stage 3 Battoujutsu Jounin
The third part is called Battoujutsu, the reason for this is that the techniques in this stage expand on the first technique the practioner learned, the Instant Draw Strike or Battoujutsu. Taking a huge step up the user can predict half as well as the sharingan and muscle reaction is instant, gaining 2 seconds, making fights with other taijutsu users a breeze. The user has now gained enough control of chakra to release it throughout every limb as this helps their body keep up with their mind, making predictions about the enemy. This makes it easy to counter attacks. To master this stage, the practioner must learn all the techniques as well as be in two fights/spars of at least 15 posts.
Hi-Ryu-Sen (Flying Dragon Flash): This move may be accomplished using the left hand only. As you twist your body around in the air while launching yourself at the opponent, the sword is sprung from the sheath with the left hand coupled with the centrifugal force, so the key here is to aim the hilt of the sword at your opponent's weak point, like between the eyes in order for the slash to connect.
Sou-Ryu-Sen (Paired Dragon Flash): Sou-Ryu-Sen is one of the variaties of Battoujutsu. Sou-Ryu-Sen contains double attack with the sword and the sheath. It is best used when the sword is blocked then without moment of waste, the second Battou-Jutsu using the sheath will strike the opponent, quite a bone breaker.
Stage 4 Ama-Kakeru-Ryu-No-Hirameki Saanin
The final stage of the Hiten Mitsurugi Ryu can only be taught by the Master of this style, and teaching it to the pupil will mean almost certain death to the Master, which is the reason why there has never been more than one master of this style at a time. At this point, the practioner's reflexes are so extraordinary that the user's body moves even before the target moves their muscles. The user can force a large amount of chakra out their limbs, their hands move fast enough to confuse the enemy by making twices as many hand signs in half the time. Also by using this same concept, the practioner can move at such speeds, that the user simply dissapears from sight. Only the most experienced of fighters are even able to follow this individuals movement.
Ku-Zu-Ryu-Sen (9 Headed Dragon Flash): This is a move that was taught before the succession technique. It is to wield the sword nine times from nine different directions at once and strike all nine vital points instantly: Kara Take: Head Kesa Giri: Left Shoulder Saka Gesa: Right Shoulder Shita Ina: Left Wrist Migi Nari: Right Wrist Hidaki Kiriagi: Left Waist Migi Kiriagi: Right Waist Saka Kaze: Between the Legs Tsuki: Chest Because of that, it is nearly impossible to dodge or to defend against every sword strike, since at least one strike is bound to hit, especially if defending with a single weapon. According to Hiko, since this move is nearly impossible to be avoided or blocked, the only way to break it is by making one's move before one's opponent uses the 9 Headed Dragon Flash, i.e. by using a Battoujutsu which surpasses the "God-like Speed". This is the technique used to teach the Final Technique.
Ama-Kakeru-Ryu-No-Hirameki (Heaven's Soaring Dragon Flash): The succession technique. The secret of the Ama-Kakeru-Ryu-No-Hirameki is revealed by Soujirou after his last fight with Kenshin. Normally, when using the Battou-Jutsu, the right leg is placed in front of the left leg so to avoid cutting your own leg (since the sword is at the left side). However, at the very last moment of attack, the user places his LEFT leg in front of his RIGHT leg before drawing his sword, thus bringing the speed and might of the sword to its very maximum. At that very moment, he must calculate the MOMENT of attack and how to twist his body properly in order not to cut himself. To do this, he must possess a strong desire to live. It is the fastest swordskill known to man, dodging this technique is nearly impossible. In addition, if the initial strike is avoided or blocked, the force of the unusually fast slashing motion displaces the air around it, generating a vacuum in its wake and sucking the opponent in; as this happens, the body is spun around for a second strike, with the previous action adding force and momentum to the swing, making the subsequent strike far stronger. This technique takes a heavy toll on the body since it was designed for someone with a wide-framed muscular build. Meaning that if this does not apply, then the practioner can only perform this technique once a day...if performed twice, the user will no longer be able to move for several days.
Masters: Hiko Seijiro (NPC)
*Note: Only two practioners can be taught at a time (Jade and Silent Reaper since both of them had asked me to bring this style over)
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Posted: Thu Jul 28, 2011 12:45 am
BluewolfofMibu Masters: Hiko Seijiro (NPC) This is, as Cobra said, Deil territory however I would like to inform you, that there is no such NPC in TUP. If you think such a NPC should exist then please PM me about it with details equivalent to the ones provided in other NPC threads, however if the sole purpose of a NPC is to provide Ken/Taijutsu style training of a style that is only to be accessed by only 2 people, then I can guarantee that you will have a very, very, very hard time getting it accepted. P.S. Deil, Imperial Arrow is finished as a style, and it conforms to all that you have asked for in the 1st post, could I get a yay or nay or on it?
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Posted: Fri Aug 05, 2011 10:14 pm
Not to be rude, but I have a style that's been waiting for quite a while now. 10 days now.
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