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Ryan The Insane Vice Captain
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Posted: Wed May 16, 2012 2:16 pm
Desert Fist Style Stages to Mastering Desert Fist Style This style is for utilizing the power of sand for something other than Ninjutsu. One of the rare Taijutsu of the Sand Village, this uses sand to increase the hits of the user, and at one point, allows the user the ability to create a double-hit combo with every strike. Normal users of this style have weights filled with sand, and the sand is attached to their chakra signature, following them everywhere when not in the weights. Many practitioners of this style are said to be as fearsome as the Shukaku himself with their sand-powered movements. Style Basis: Elemental Taijutsu Training Methods: To train for the Sabaku-kenfu, the user must first wear the sand, whether in the weights or with Suna no Yoroi. Once getting used to the weight, the user must then learn the basics of the style in the weights. Once the level of knowledge is gained, the sand is able to be used, which is trained to attempt control of the sand. Only then is the level really learned. Rules: -Sand shinobi only. -The discipline is provided as the sand can be either carried two ways: onto their body like the Suna no Yoroi (in that case the technique is needed) or in special weights on the legs and/or arms (requires Sagan Omori). Those using Suna no Yoroi must carry a large gourd to have access to levels 3 and above. Notes: -The sand is incapable of any action without initiation of the Taijutsu. -This sand cannot be used for anything other than this Taijutsu style. -The sand cannot be used as a projectile of any kind. (In other words, there is no Gaara in this style) Stage One: No Rank Requirement Amount of Sand: 1.5 Gallons Weight: 30 pounds each set (60 with both arm and leg weights)
The sand is unable to move much on its own, seeing that the user's "control" of it is not very skilled. The sand instead covers the limbs for extra power. The sand cannot leave the user's body. The user must be like sand to be able to control it properly, so the user must learn to be as flexible as the sand, for without the flexibility, they cannot control the actual flexibility of the sand itself, and is also the reasoning behind their poor ability with sand. For the moment, the user can only bend their back to the point in which they are nearly level with their waist. Stage Two: Genin Amount of Sand: 3 Gallons Weight: 60 pounds each set (120 with both arm and leg weights)
The user's control over the sand increases only a small bit, but enough for a piece of the style's original purpose is made. The sand is able to separate from the user's body, but only for about an inch, which isn't enough for the desired effect. The user's attack would be executed in a fashion that would give extra damage, and more of a stinging sensation with the hit as the sand's physical properties apply to attacks at this point. The practitioner gains a little something at this stage. With more control over the sand, the flexibility is something that the user now quickly catches onto. The level that they have reached is rather superb, especially for a Genin-level practitioners. With this, they have been able to move their back all the way until their head reaches the ground and pull themselves back up. This comes in handy when using the Taijutsu as a practitioner can easily perform maneuvers that would help them dodge. Stage Three: Genin Amount of Sand: 4 Gallons Weight: 80 pounds (160 pounds total for both arms and legs)
The "control" over the sand is what is focused in this stage, the reason why the amount of sand carried in the weight didn't increase at the same rate as before. The sand ability has been developed well here, as the user of this style can now separate the sand from their body for up to 3 inches, enough for the first AND second hits to occur beautifully in cooperation. The sand's stinging sensation becomes multiplied once the user gets their hit off. The practitioners of this style now can perform on the streets like it was nearly nothing. Their flexibility training is to dance, to tell the truth. The user can easily perform a stationary backhand spring, and can spin their body on their heel while changing the body's position, such as leaning back. This is preparation for the next level. Stage Four: Chunin Amount of Sand: 5 Gallons Weight: 100 pounds (200 pounds total for both arms and legs) The "control" of the sand has increased further, but not too much. There is another focus in this stage of the style. However, the sand can now move during it's attack, and change form. Unable to take something sharp, though, the sand spread and be used as a shield from most attacks, but only when the user makes a defensive action. In a nutshell, defense is now a factor to practitioners. Also, the sand is now charged with more chakra when in the weights. The dance training continues, and now, the user has enough balance and flexibility to perform dances like as the windmil and such, basically become a break dancer. The user can move their waist to twist and turn for defense and offensive situations Stage Five: Chunin Amount of Sand: 7 Gallons Weight: 140 pounds (280 pounds total for both arms and legs) The sand moves with the user better then before as it follows the user's every movement to the point where if the user were to turn his body a certain way, the sand would turn with the user instinctively. Whether it hit the opponent doesn't matter, it just does it. But there's a part about this that makes things interesting. Since the sand had finally reached a stage in which the shape can be changed, the sand can now be controlled so that it spins when landing punches, thus creating more pain with each attack. The flexibility is now used in conjunction with the defense. Now being able to turn their body nearly in any direction while grounded, the user turns the body so that the sand moves with them and with the counterattack, put more power into the hit. Stage Six: Jonin Amount of Sand: 8.5 Gallons Weight: 160 (320 pounds total for both arms and legs) The sand is now at the stage where the power has increased to Strength equal to 1/2 the user's strength. Also, with the amount of sand available to the user, this is when it has some use. The sand creates two layers: One ahead the punch, one covering the fist of the user. This creates quite a strange level for those who wish to become serious with their opponent. It is nearly impossible for the user to not cause damage with this level of growth. The air is the practitioner's best friend. The user can now create manuevers in the air as if the air was their friend. Some perform dance moves in the air as if they could fly. Many of the practitioners gain money from dancing on the streets with the sand, creating dynamic moves and motions. Stage Seven: Sanin Amount of Sand: 10 Gallons Weight: 200 pounds (400 pounds total for both arms and legs) Requirements: Kage/Densetsu At this near-forbidden level, the sand has become something immensely wrong. The sand not only increases the space from the fist from 3 inches to 6 inches, but in the middle of that gap another layer of sand is created, so there's two layers of sand 3 inches apart. On top of that, one layer spins one way, and the other spins the other way, with the fist to do damage on top of that.
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Posted: Wed May 16, 2012 2:19 pm
Sunagakure no Taijutsu Pi Qua Quan Description:Pi Qua Quan, among all styles of Taijutsu, involves the most movements. Mainly, it emphasizes mid to long range attacks, in which the opponent is confused by the attacker’s constant motion. It is named from the movement of the hands during an offensive: the downward movement of the hand is referred to as “pi“, while the upward movement is referred to as “qua“. As the name suggests, Pi Qua Quan is the circular motion of the hand, much like a windmill; a fist is seldom used. Instead, much of the offensive comes from hands relaxed with fingers extended, being used in a manner resembling a whip. The moves are full of beauty, yet the offenses are sharp and heavy. In Pi Qua Quan the moves are smooth and flexible. It demands the greatest degree of flexibility in any known style of Taijutsu, for the user must learn to move gracefully and without the stiffness of many forms of Taijutsu possess. However, while the style is quite fast and fluid, it does lack the raw power of some other Taijutsu styles; as such every hit has to count. As a result, over the years countering has become a fundamental aspect of the style, and it has indeed become so recognized as a part of the style that many have expressed a great fear of attacking a user of Pi Qua Quan for fear of their devastating counters. As a result of this focus on countering, the style has evolved over time to incorporate chakra control to improve the users reflexes, better equipping them to counter attacks, making it easily the most formidable and most prominent Taijutsu style in the Wind Country. Notes:• As the practitioner progresses in stages, they become more flexible. Each stage gives a slight increase to flexibility. S t a g e O n e [1]Seiryu Kasho Simple :: E-Ranked A simple move done will facing away from the opponent. When the opponent is close. The user begins the move by starting to spin on one foot while at the same time swinging their arms downward in front of them, using the momentum from the spin to bring their arms up such that their hands strike the opponent typically below the chin making for a strong blow that is difficult to defend against. Bokuho Simple :: E-Ranked A basic stance that takes advantage of the user’s flexibility; the user crouches down with one leg bent, the other extended slightly. The arms are held out wide and outstretched high above their head, but loose and relaxed at the same time. This allows for the user to be able to target any part of the opponent’s body, whether it be their head or their feet. S t a g e T w o [2]Fukanro Simple :: D-Ranked Catching the opponents kick, the user holds it high while bending down low to quickly grab the opponent’s other foot, and in one swift movement they wrench the opponents other foot up high while pushing the other down low, the movement typically taking the opponent clear off the ground, causing them to spin in mid air before collapsing on the ground. Though this counter is not particularly damaging, it can provide an opening for additional attacks, making it quite useful in the right hands. Teishitsu-Jouhai-Sho Simple :: D-Ranked A move performed while the user is facing the enemy. Bending down slightly, the user executes a perfect 360 degree spin, striking upwards as they do so resulting in a powerful uppercut that, at higher levels, can easily lift an opponent off the ground. S t a g e T h r e e [3]Kasui-Sho Simple :: C-Ranked When an opponent attempts to kick the user while in their Bokuho stance, the user slides extended leg forward while crossing their arms over their head to defend against the kick. With the opponent’s leg pressed against their arms, the user then swiftly pushes his or her self upward, forcing the opponent’s leg high upwards, and sweeps their other foot through the opponent’s other leg, causing them to fall onto their back or neck. This is typically followed with a sharp kick to a vital area and can be devastating against ill-prepared opponents. S t a g e F o u r [4]Tenshin-Bansa Simple :: B-Ranked A deceptively simple counter, in which the user catches the opponent’s punch with both hands, then pulls the opponent forward and turns such that they are behind the opponent. The user then leans forward, forcing the opponent to the ground while still holding onto their arm, typically resulting in the arm breaking, or being dislocated at least. Koran Simple :: B-Ranked Another quite simple but powerful move. Quickly catching an opponents kick, the user immediately lashes out with a kick of their own to the opponents groin, and stepping forward as they do that, they finish it off with a kick to the opponents other foot, typically leaving them face down on the ground struggling to stand. S t a g e F i v e [5]Uryu-Banda Simple :: B-Ranked One of Pi Qua Quan’s signature moves, it is essentially a very fast spin in which both the users body and their arms spin rapidly, though their arms are focused in one direction making them appear much like the sails on a windmill. The speed and fluidity of this move is easily the most impressive part, and due to the swiftness with which the move can be started it is a very dangerous move to anyone foolish enough to get too close. Lastly, the move provides an ideal opportunity to move into the Bokuho stance, allowing the user to press the offensive further afterward. S t a g e S i x [6]Hebi Taba Simple :: Rank A One of the few submission techniques of Pi Qua Quan. The user will attempt to wrangle themself around their opponent in anyway possible. Abusing their flexibility, they will perform various constricting holds on the opponent's vital limbs. Even a few moments of being within the grip of an expert of Pi Qua Quan can be lethal. T a i j u t s u M a s t e r:•
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Ryan The Insane Vice Captain
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Ryan The Insane Vice Captain
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Posted: Wed May 16, 2012 2:21 pm
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Posted: Wed May 16, 2012 2:22 pm
Mist Stance Style History: Members of the hidden mist village lives in a constant fog and must pay attention to make sure they don't run into thing some shinobi have made this precaution into a fighting style to by using chakra to boost reflexes far past those of normal people. Purpose: To use quick Movements to avoid damage this requires the user to practice in heavy mist against another person so when in a normal fight reflexes are far better. -------------------------------------------------------- Stage One: Close Call Requirements:None Details:This stage is for Academy students who have had some experience with combat and this stage takes merely 3 posts to learn the user must learn in a misty area. Reflexes: Small boosts can predict an opponents move a fraction of a second faster than a normal ninja. Chakra Boosts: The user must use chakra to boost the bodies movement so they can keep up but at this stage the user has close to barley any or no chakra control advantages. Special Moves:None ----------------------------------------------------------- Stage two: Keeping Pace Requirements: Gennin level Details: At this stage the user must have practiced maybe a full day to fully understand the stage but in posts it would be about 7. Reflex: Now the user can predict an opponents moves almost a full second fatser than a normal person. Chakra Boost: This stage the user may focus their chakra to the front or back of their foot to boost speed to help their legs keep up with dodging and movement. Special Moves: Flash Forward: This is the basic attack move for the fighting style by focusing chakra to the users feet they may charge forward with more speed and confuse an enemy with the burst of speed. Center Shift: This is the basic defense and is used by the most esteemed fighters by shifting their center of gravity to make direct hits un-effective, the way this differs if the user shifts their body by releasing chakra from their hands or feet and can be done in mid air. A this low level the user may reduce damage by only a small bit by pushing away from the attacks and absorbing 5% of total physical damage ----------------------------------------------------------- Stage three: Kick Starting Requirements: Gennin Details: The users main focus must be taijutsu for the user to learn this stage at gennin the user must have spent 12 post practicing in heavy mist against an opponent this is mostly done by making clones Reflex: At this stage the user Reflexes really don't change all that much but their muscles are beginning to memorize the movement that users makes making punches more balanced and effective. Chakra Boost: The user may now emit more chakra making their body a small bit faster, and even able to force chakra out their knuckles making punches able to badly damage a 1 ft solid piece of wood and with human contact could leave bad bruises. Special Moves: Jump Start: This is the basic move for making sure the user get to higher ground and can even bounce more smoothly away from damage, this is done by pushing chakra out the sole of the foot and causing the illusion that they have lost a full 50 pounds without that weight the user may jump and good 7 feet straight up and makes getting out of tough situations much easier. ----------------------------------------------------------- Stage four: Moving Forward Requirements: Chunnin Details: The user must be very careful reaching this stage because they must practice for weeks or 16 posts to complete the stage but this stage is a huge step up from the lower levels and can mean the difference between life and death. Reflex: A huge difference can be felt the user can predict 1/5 as well as sharingan and can even force the users muscle to react quicker by 2 seconds! Chakra Boost: The users chakra control is most impressive the user may fire a small release of chakra that can send a target of 100 pounds 5 feet and can shatter a solid wood block as for damage if hit on an arm directly it can cause the bone in the arm to splinter. Special Moves: Second Strike: This is a very useful fighting move where the user can release chakra from the center of his fist and cause it to make a force equal to that of a full contact punch after the user makes contact the user releases chakra and if a target blocks the first strike will feel a powerful force blast against them works within 6 inches of the user fist. Kai Resistance: This is a jutsu that when used and will leave the user weak the next post, the user gathers chakra within half a second and releases it form his arms or legs if a target is near them it can cause them to be knocked back this technique is similar to the hyugas rotation but can only me emitted though the users arms and legs. ----------------------------------------------------------- Stage Five: Getting ahead Requirements: Chunin Details: After the user reaches this point they must have practiced 25 posts in mist fighting many clones of opponents this is very close to the users ultimate ability. Reflex: This stage is a huge step up the user can predict half as well as sharingan and muscle reaction is instant and gains 2.5 seconds ahead making fights with other taijutsu users a breeze. Chakra Boost: The user can force chakra threw out ever limb and this helps their body keep up with their mind making predictions about the enemy easy to counter punches can also can dent steel and shatter tree trunks within a few seconds as for human contact they may break bones easily and now getting hit physically by another taijutsus normal punches does almost nothing users at this stage compare normal punches to bug bites. Special Moves: Bird Watching: This is the ultimate high for jumping techniques the user may jump 25 feet into the air and can bounce extremely fast away from damage making hitting the user a difficult task. Reject: This a shield made of pure force by releasing chakra from the body they may reject many attacks but by doing so making the user weaker depending on how strong the attack is this is a sort of chakra armor that the user coats 3 inches above their skin and when something makes contact all chakra in the armor is released in that one spot. ----------------------------------------------------------- Stage 6: Final Stretch Requirements: Jounin Details: This stage is not required to reach the max stage and takes a month of 30 post to learn but makes learning the final stage easy, this stage is optional but it prepares the user for greater feats. Reflex: Reflex are not much improved form last stage the real change i now the users stamina is better making it easier to fight at max for much longer. Chakra Boost: No real changes the user may now make hand signs much quicker. Special Moves: Fast Learner: Learning Taijutsus of any kinda is easier any taijutsus that the users learns posts will be cut in half. ----------------------------------------------------------- Stage 7: Breaking Free Requirements: Sannin, Fighting a jounin+ ranked shinobi in mist for 10 posts, or 5 if last stage was learned. Details: The final Stage is forbidden the scroll for the final stage is hidden within the mist village takes 40 posts of normal training and 10 posts of real fighting with an opponent, totaling in 50 posts but if stage 6 is learned makes this stage much easier to learn. Reflex: Reflexes are just as good as sharingan users the body moves even before the target makes a move muscles and stamina is boosted making this stage less damaging to the user. Chakra Boost: the user can force large chakra out their limbs and can cause great force from their entire body, their hands move fast enough to confuse the enemy by making twice as many hand signs in half the time. Special Moves: Speeds Vengeance: This is a powerful punch that the user may launch at a target from 15 yards from his target merely by pointing their knuckles towards a target they may cause a shock wave to be launched at the equal force of a solid punch the attack is completely invisible to normal eyes. Crater Fist: The user by this time can launch a punch able to break through a tree trunk with one hit, and could break bones wit ha single finger chakra now is always flowing from the user making the user lose a gennin ranked jutsu ever post they are using this style but it cannot be switched out of easily the user must sit still for 2 posts to stop the chakra drain, this special punch can be used at anytime and can not be given any muscle force the user may lay one finger on the ground and can cause it to shatter and can be used to lunch a target 25 yards and will break bones. Total Reject: This is very familiar to piens shielding by launching chakra from every part of their body, making a shield that is visible it can send anything within 5 feet around go flying away but unlike pien this has a great cost by doing this the user cannot move for 2 posts but even with this great defense it is not 100% effective and many jutsu's may go through but not many things it may even cause the black flame of the sharingan to shrivel and can send large targets to fly hundreds of feet and ma send normal people a couple miles away and can leave them in a coma with many broken bones.
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Ryan The Insane Vice Captain
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Ryan The Insane Vice Captain
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Posted: Wed May 16, 2012 2:24 pm
Akuma Haraise - Devil's Retaliation Unpredictable.Speed.Destructive. Style Basis: Speed, On all fours. Training Methods: Training is usually done in attempts to increase speed, and use instincts. training Blindly, or without senses both are fine and enable the user to get used to fighting Demonically. Movement: unpredictable the higher the stage the harder to see through the stages. due to the level of mastery of the Akuma Haraise that the user has. Stage One: No Rank Requirements At stage one the user will crawl around on four's, as it is the basis of the style,Allowing their Darker side to control them, the animal side, they have little self awareness, making it hard to see friend from foe, also they are quite unpredictable but not too unpredictable meaning higher level shinobi can see through it with ease. Offense is the main part of this style, and as such the user will mainly always be attacking, using chakra to give short bursts of speed. Regular Techniques: Akuma Sutansu - Devil Stance: The user will stretch, becoming very nimble, most style users will have their nails cut longer, pointed, as though they are talons, they will crawl around on their hands and feet, similar to a beast. Allowing for rapid speeds, and quick attacks. Special Techniques: Kuro Tsume - Dark Talon: The user will run on all fours, quickly in a zig zag formation to confuse their opponent, then they will quickly use either their nails, or senbon, to slash their opponents side. Stage Two: Genin The user has basic control of the style but of course it seems like the user has no control at all, they still cannot tell friend from foe as they are using their darker instincts those of an animal, they will blindfold themselves, cutting off one sense making the others more powerful, relying on smell, which is becoming a new thing to try now. Regular Techniques: Akuma Kamu - Devil Bite:The user will sprint on all fours towards their enemy, throwing kunai as a diversion, they will lunge baring their teeth, as they enemy will try to block, they will sink their teeth deep into them, kicking them in any location in the process to weaken them. Special Techniques: Jinsoku Biribiri - Rapid Ripping: The user being blindfolded,will use smell to detect their opponent, with they will release a burst of chakra increasing their speed, with this they will jump into the air, trying to land on their opponent, while hitting them rapidly with their senbon, or Fingernails. Stage Three: Chunin The user can now tell friend from foe, though they are still oddly angered, as though a lust filled spirit has taken them over, all they want is battle, blood. Now they are using their chakra to their advantage, forcing chakra onto their nodes, they will force them into disability, cutting off taste, and sight (unless the have byakugan, or in my RPC case the Devil or Curse Eye) they will become faster, and have a better sense of smell, allowing one certain enemy to be located more easily. Regular Techniques: Akuma Ataru - Devil Strike: The user will release chakra, pushing off, allowing for a quick burst of speed, for the best effect they will be directly next to their opponent, they will rip their body threw the air, making a speed bust, and try to shove their hand through their opponent, with enough force they will kill them if hitting a major organ. Special Techniques: Akuma Sutansu Ni - Devil Stance Two: The user will begin to pop their limbs, making them more flexible, and even more deadly, they will force chakra onto four nodes, making movement more liable, and more rapid. Stage Four: Jonin The user will now be able to strike with enough force to level a small shack, they will begin moving with more speed, not enough to leave an after image, but enough to confuse one, they will be able to user their body more elegantly, with almost flawless agility, making them almost impossible to knock off balance as they are on all four's. Regular Techniques: Akuma Mochi - Devil Charge: The user will release a burst of speed, running rapidly digging their nails, or senbon deep into the earth they will use them to lunge out at their enemy, charging at them with their shoulder, with enough force to fracture bone. Special Techniques: Kuro Shippuu - Dark Hurricane: The user will jump into the air, releasing a rapid, large burst of chakra they will throw their own body down into a spiral, with enough force to shatter bone, if they strike, it may be enough to kill, but will also damage themselves. Stage Five: Sanin This is the final, master stage of Akuma Haraise the user at this point will only have hearing, and smell (unless the have byakugan, or in my RPC case the Devil or Curse Eye) their body will move faster enough to leave a small after image, lasting a fraction of a second, they will be moving so powerfully they could demolish a house with ease, though their muscles will be tearing, and if used for more then twenty minuets (twenty posts), they will experience sever exhausted, and are most likely going to rip several tendons, and muscles. Regular Techniques: Shi Sutansu - Death Stance: The user will activate all the nodes in their arms, and legs, making speed rapid, and hard to follow, while at the same time increasing force. Tendons, and muscle have been subject to rip if used to long. Special Techniques: Shi Saikuru - Death Cycle: The user will run, and release a burst of speed, running rapidly digging their nails, or senbon deep into the earth they will use them to lunge out at their enemy, they will spin their own body, so rapidly wind will flow around it making them into a moving tornado if hit it will slash up their opponents skin. Akuma Hasami - Devil Scissors: The user will run ast their enemy, while crossing their arms into an ex, with their nails, or senbon flat out, the will launch themselves into the air spinning, with enough speed and force the essentially become a drill, allowing for movement underground, being able to shoot up from underneath their opponent and attack. Forbidden Technique Akuma Jisatsu - Devil's Suicide: The user will release all of the nodes in their arms and legs, and release all restraints on their own body, this will kill them, this is their last attempt move, they will seal themselves with explosive, and ice tags, making them a deadly bomb, the will force all remaining chakra in their body to force them out at un-human speeds, making them almost impossible to follow (Sharingan, Sandetsu) using their nails, or senbon the will latch onto their enemy, and use the tags to blow themselves, and their enemy into oblivion.
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Posted: Wed May 16, 2012 2:26 pm
Kirigakure Style - The Elegant Flow Of Water Description: The Elegant Flow Of Water is a martial art that is practiced by certain skilled members of the Shijikin Clan. While deadly on land, The Elegant Flow Of Water has a number of devastating underwater moves designed to be suitable with the Merman strength and speed while under water. This fighting style emphasizes the Merman's greater power and mobility underwater. Stage One: E-Ranked Description: This is a very unique style that is mainly used by those of the Mist Village since they are surrounded by Water. This Style of Martial Arts is used with the mixture of the Suiton [ Water Element ] using as if they can control Water itself in actuality just using it in their Techniques. Abilities: Hand To Hand [ Suiton Elemental Control ] Graduation Requirements: The users of this Style are just now starting to begin their Training learning the Basics of how to mix the Suiton Element with their Techniques. This requires a good amount of control over the Suiton Element. Regular Techniques are Genin Level and the Special Techniques are beginner Chuunin Level. Techniques: ○ Karaku Sagawara Seiken [ Water Cannon Punch ] Description: The user punches at a fair distance from the intended target, so instead of the fist connecting, it releases a shock wave that sends them flying. ○ Gosen Maigawara Seiken [ True Water Punch ] Description: A much stronger version of the Karaku Sagawara Seiken. It is a very powerful punch that can send more than one Target flying. It is used like an uppercut, rather than a straight punch, sending the opponent flying skywards. ○ Joudan Bakushou [ Exploding Palm ] Description: Done underwater, An open palm attack to the chin of the user’s opponent. By using the Water around they will push against the Water to increase the impact of the attack. ○ Gekido Suiton Chikara [ Raging Water Force ] Description: By summoning Water you shoot it as if they are high pressured jets so you force your opponent back. ○ Kire Yoko Ashige [ Slicing Axel Kick ] Description: By summoning the Water around you the user will use that Water as they kick Horizontally having the Water mimic their kick making the Water turn into a Crescent Slash that will fly towards the opponent and slice him as if he was cut my a Katana. Stage Two: D-Ranked Description: The pupil now can attain a great level of Water Element control both external and internal increasing the strength behind the pupils combination attacks. Regular Techniques are Chuunin Level and the Special Techniques are Beginner Jounin Level. Abilities: none Graduation Requirements: learn all techniques Techniques:○ Kaisoku: Hara Kudashi [ Sea-Speed Stomach Kick ] Description: An underwater attack, the user uses the water around him to push him to increase his speed as he darts forward and uses that momentum to deliver a savage side kick to the opponent's stomach. ○ Kakato Otoshi [ Severing Heel Drop ]Description: Done underwater, the user uses the water around him as he spins to increase the speed of his rotation then hits his opponent with the heel of his foot. ○ Mizu Toku [ Water Shields ]Description: By Summoning the Water around the user will use that Water to form something similar to a Shield that is strong enough to protect them from blunt attacks from Taijutsu users. It can be defeated by its natural Elemental weakness. ○ Mizu Yaiba [ Water Sword ]Description: By summoning the water around the user will use that Water to form around their hand that will mold into the shape of a Sword that can be used like a Sword or sliced then release from your hand to catch someone from long range. It can be defeated by its Natural Elemental Weakness. Stage Three: C-Ranked Description: This stage shows how the pupil is growing gradually but has gained a great increase in Water Element control which is why they are able to use the Suiton Element with less work. Showing that their Combination of Techniques do not tire them out as easily. Abilities: none Graduation Requirements: learn all techniques Techniques:○ Suichuu Ukiyo [ Underwater Lifestyle ]Description: The user has grown accustom to using the Water around him when fighting underwater to wear it does not take as much time and energy when using it for Underwater Techniques. Stage Four: B-Ranked Description: This stage of the training becomes most serious since they will be learning traits that the Shijikin Clan created themselves. Regular Techniques are Jounin Level and the Special Techniques are Beginner Anbu Level. Abilities: noneGraduation Requirements: learn all techniques Techniques:○ Mizu Kiri [ Water Drill ]Description: After summoning up enough Water to hold within your Palms you will create a high-pressured, rotating column of water. Capable of exerting a significant amount of pressure upon a solid surface, that allows the action of a drill. ○ Mizu Kigen [ Water Spout ]Description: After summoning up enough Water to hold within your Palms you will create a whirlpool-like pillar of water as a similar to a Water Tornado, rotating it and directing its movements at the same time. ○ Mizu Arashi [ Water Maelstrom ]Description: While in a large body of Water the user will begin running in a circle moving at such a fast pace it will cause the Water to begin swirling as well creating a Whirlpool that is as large the radius you were running. Trapping those who were inside while this was taking place. Stage Five: B-Ranked Description: A state of The Elegant Flow Of Water Style that is not often reachable to those outside of the Shijikin Clan. Needing an astounding deal of Water Element Control as well as Martial Arts, the Mastery of these skill allows the previously known techniques to require slightly less Control. The Masters of the The Elegant Flow Of Water Style have been known to be those of ranks such as S-Rank, Village Leader, and Kage. Abilities: noneGraduation Requirements: noneTechniques:○ Gyojin Jujutsu : Mizugokoro [ Way of Yielding : Water Heart ]Description: An underwater technique that the user initiates by first performing a bowl-shaped gesture with his webbed hands [ one hand over the other ] while underwater right before giving the water itself around him a mighty yank; this allows the user to physically grab and redirect currents as if he were manipulating cloth. ○ Kairyu Ipponzeoi [ Sea Current Lifter ]Description: An underwater technique performed after Mizugokoro. The user heaves the current upward, where it erupts from the ocean surface as a towering stream of water. ○ Yarinami [ Spear Wave ]Description: A technique used on a body of water's surface. The user heaves a spear-shaped burst of water with enough force to punch a hole in solid structures. Master Of Taijutsu: Open
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Ryan The Insane Vice Captain
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Ryan The Insane Vice Captain
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Posted: Wed May 16, 2012 2:27 pm
Sazanami Using your enemy's power against them Description:The Sazanami (Ripples on Water) style uses the opponent’s attacks to do damage to any attackers, dictating the flow of battle with the back-and-forth movements that throw the enemy off balance and mold around the attacks. The style was formed when swordsmen and traditional fighters came together to learn each other’s ways, and has since been passed down undiluted by time. Many of the moves can also be executed with a sword or other bladed weapon without changing the move much, and as such the shinobi often uses a bladed when executing this style’s movements. “Finesse” refers to the ability to execute movements without excess damage, as in fine-point striking. It’s like having two thin boards of wood, one on top of the other with a small space in between, and striking it so that only the top board breaks. Another variation of this is hitting a cinder block placed on another one, and only breaking the lower one. Notes:• Training is usually done in attempts to learn each level’s footing. • Each stage learned gives a slight increase to reflexes. S t a g e O n e [1]Footing one Simple :: E Rank The first stance taught, the standing stance. The user places his/her feet, while standing casually, a small distance apart to provide extra stability when facing an opponent. Parry Simple :: E Rank A simple deflection of incoming techniques using either the hands or weaponry. While it does not change the direction of an attack entirely, the technique changes the direction enough for it to miss the user and sets up for a counterattack. S t a g e T w o [2]Footing Two: Horse Stance Simple :: D Rank The user places his/her feet at about one shoulder’s width apart and sinks down by bending the knees, sinking until they could be sitting on a bench and their height would not change, all the while keeping the back straight. Used mainly for training purposes. Bell Ring Simple :: D Rank Having mastered enough finesse not to move the shell of a bell, and yet still ring it with one strike, the user uses this skill to strike the opponent. This strike, aimed at the chest area, causes pain and the feeling of not being able to breathe in the opponent that lasts for a short while. (About two posts.) • Must be unarmed S t a g e T h r e e [3]Sweeping Strike Simple ::C Rank The user steps in to an attack, gently redirecting it with their forward hand or with a weapon in the same hand. After the strike has been deflected, the user thrusts his/her palm upward in to the opponent’s jaw, causing dizziness and disorientation in the opponent. The second attack must be unarmed. Half-Step Simple :: C Rank A very short step in one direction that is used to dodge incoming blows and set up for a counterattack. The range of movement cannot be more than two feet, but if used correctly, this range can serve as more than enough to avoid most Taijutsu attacks. Spin Step Simple :: C Rank This footwork is a fluid spinning movement that sets up and reinforces the offensive techniques of the style. While it adds power, this technique is not necessarily fast, and as such cannot be used without some prior setup. Attack Redirection: Upper Body Simple :: C Rank The user sidesteps a straight attack (Punch, lunge, etc.) by the opponent and grabs the outstretched limb before momentum is lost, pivoting to keep the movement going by yanking the limb in the direction that it was sent in. This sets the opponent greatly off balance, and possibly sends them sprawling on to the ground. S t a g e F o u r [4]Attack Redirection: Lower Body Simple :: B Rank The user, similarly to the Upper Body Redirection, sidesteps the opponent’s attack when he/she is attacking with the legs or some part thereof. This time, however, the user steps quickly towards the opponent while evading the attack, then grabs the offending leg and pivots, throwing the enemy towards the ground after setting them greatly off balance. This technique is often augmented with an offensive technique to increase effectiveness. Hummingbird’s Flight Simple :: B Rank The user, after practicing with many forms of throwing weapons, gains the ability to throw any weapon, regardless of size, with almost perfect accuracy over a very large range. While this does not compensate for any movement on the part of the opponent, the user can now create effective distractions that he/she can use to maneuver the opponent, or can even incapacitate the target. Cross Split Simple :: B Rank A two-part attack that ends in the snapping of an opponent’s bone, causing great pain and the loss of usage of the limb until it is healed by a medic. In the first part of the movement, the user blocks an incoming attack and grabs on to the limb. In the second part, the user brings in a strike from the opposite direction and strikes further down along the bone. The force snaps the bone at that particular point. If performed with weaponry, this technique can be used to break an opponent’s weapon or to disarm him/her. Third Footing (Back Stance) Simple :: B Rank The user stands with his/her feet around three feet apart, the user’s non-dominant side toward the opponent and far away from him/her and the dominant side closer to the core of his/her body. This stance is intended to provide power to strikes and make throws much easier, though it is slower than other stances. Flat Step Simple :: B Rank A long, quick step used to get around attacks and set up for a highly effective counterattack. The technique is used without lifting up either foot more than a few inches off of the ground, so it is not very feasible for usage on extremely uneven ground. This technique is faster than the Half-Step, but has a higher range of one to two meters. Sword Drawing Skill Simple :: B Rank Similar to a movement taught in Iaido, the user moves his/her hand across the body in a movement so quick that it is difficult to see. This technique will crack bones and can be used in place of a traditional blocking technique. If used with a sword or other blade, the user will draw the weapon out of its sheath and carry the strike across the body, making this move a great offensive attack, as the blade slices through most things in front of the user up to the end of the blade, and then stirs up the air to kick up small particles to hopefully blind the opponent. Can be used to set up a combo, but it is very difficult to go from this technique directly in to a defensive position. S t a g e F i v e [5]Fourth Footing (Cat Stance) Simple :: A Rank A very fast, agile, and coordinated stance that nevertheless lacks balance. The Cat Stance, starting from the Back Stance, is assumed by drawing the forward foot in so that it is very close to the backward foot and raising its heel from the ground, focusing weight on the back foot. Once successfully in the stance, the user’s back should be straight. From this stance it is very easy to go in to any movement in most Taijutsu and Bukijutsu Styles, and footwork is exceptionally fast. While this is the most difficult of the stances to learn, it is considered one of the most effective. River Flow Simple :: A Rank After evading an incoming attack using the Spin Step, the user counters with an exceptionally powerful kick to an opponent’s side or head. This counterattack carries with it enough force to shatter bones and can do serious damage to armor. In addition to this, the technique can slip through techniques meant to pinch it and hold it in place. River flow can be used more than once in quick succession without straining the body. Hawk Dive Simple :: A Rank A technique that allows the user to bounce one projectile off of another object, including other projectiles, to reach places that were otherwise unreachable through standard means and to confuse an opponent. Through this, the user can also return the opponent’s thrown weapons back to the opponent. S t a g e S i x [6]Palm of Heaven Simple :: S Rank The user strikes the air in the direction of the opponent using an open palm strike, a harmless-looking move. The air, however, carries the force quickly, and if the enemy is hit with this technique it is as if the user has struck them up close and with all of the force of a regular hit. Can only be used unarmed. Rising Star Simple :: S Rank After dodging an incoming attack, the user throws the attacker, not to the ground, but in to the air. This technique can be used on most attacks, and is usually followed up with Falling Star. Falling Star Simple :: S Rank A technique consisting of a single kick or palm strike to the upper body that crushes the bones of the opponent and causes the muscles in the entirety of the upper body to seize, preventing the target’s escape if he/she is even conscious after the fact. Can be executed on ground, in the air, or underwater, but can only be used once per fight. This attack cannot be dodged by an opponent more than one rank under the user’s rank, and can penetrate armor without significantly weakening. Ripples on the Water Simple :: S Rank A series of very fine strikes that cause no visible damage, but lock joints and prevent the escape of the opponent by slowing them to a near standstill. After the joints unlock, all movements still cause a great deal of pain until the affected rests out of battle or is healed. T a i j u t s u M a s t e r:• *Note: Master of this style gains a further plus one to reflexes.
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Posted: Wed May 16, 2012 2:28 pm
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Ryan The Insane Vice Captain
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Ryan The Insane Vice Captain
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Posted: Wed May 16, 2012 2:32 pm
Iwagakure no Taijutsu Body of stone Description:Iwagakure no Taijutsu is a style as old and timeless as the mountains themselves. It is unknown exactly when the style came into existence, but it has been passed down in various dojo in the Earth Country for generations. The purpose of this style is to train the body to take and deliver incredible amounts of physical damage. Because of this basic teaching, speed is typically ignored for strength and stamina training. Notes:• Practitioners cannot be of light body frames. • If any stage contains more than five [5] techniques, you need only learn four [4] in order to proceed. • Each stage gives a slight strength increase. S t a g e O n e [1]Tsuruhashihijishou [ Pickaxe Elbow ] Simple :: Rank E The user delivers a solid downward or backward elbow drop. S t a g e T w o [2]Shoushitsu [ Rising Knee ] Simple :: Rank D The user brings up his knee in order to deliver a swift, winding, blow. Hourakushou [ Cave-in Palm ] Simple :: Rank D The user slams their opened palm into the target, typically aiming for the stomach as a direct hit there can wind them. S t a g e T h r e e [3]Hasai Houyou [ Crushing Hug ] Simple :: Rank C The user lunges forward, attempt to wrap their arms around their target. If successful, the user will then apply crushing pressure while lifting the target into the air. With enough force, this technique can easily shatter rib bones. It should also be noted that stronger shinobi are able to break out of this rather easily. Axe Kick Simple :: Rank C The user swings his back foot upward, then brings it slamming down to hit the opponent with the bottom of the heel, usually on the shoulder. If the user misses, the foot can just swing back into position. Kuma Kobushi [ Bear Fist ] Simple :: Rank C A stiff, yet swift, swatting attack. The user raises their hand high and slams down with either a stiffened or fully outstretched palm. It should be noted that the power of this attack comes from the legs and having sturdy footing, rather than the arm itself. Kannyuu Tanima [ Collapsing Valley ] Complex :: Rank C The user readies either one of his palms against his target’s sides. With a sudden, sharp undulation, the user pounds their hand into the weaker point of the aligned area, causing excruciating damage. Because of its slow method, this technique is hard to perform, but the benefits are self-evident. Maruton: Goryu Dango [ Null Release: Mud Beachball ] Complex :: Rank C The user will slam both of their fists into the ground, then, using their chakra to stabilize, rip a hunk of stone and clay from the ground. This piece of Earth is typically one half the size of the user, and the max distance it can be thrown is obviously a variable depending on the user’s own physical strength. Maruton: Gurabo [ Null Release: Stone Gloves ] Complex :: Rank C The user will slam both of their fists into the ground, then, using their chakra to stabilize, force the dirt and mud to wrap around them. These newly formed gauntlets work well to inflict additional damage, or act as shields. S t a g e F o u r [4]Mountain Rising Simple :: Rank B The user first adjusts himself to achieve a comfortable and powerful footing, they will then swing either arm in a lower arc in order to perform an extremely powerful palm-uppercut that can send weaker shinobi flying. Double Rock Swing Simple :: Rank B A powerful two-hit combo that is capable of faking an opponent out. The user first swings forward with a roundhouse kick from the back foot. Using this momentum, the user continues his turn, brining up either arm in order to clothesline the opponent. If the two hits do not make contact together, it is likely the second half alone will still make contact. Jishin Kobushi [ Earthquake Fist ] Simple :: Rank B The user will assume a rock steady fighting post, their right arm extended, the left tucked near their stomach. When the time seems right, they user will release an extremely powerful, close range, punch. If contact is made with the chest, this attack can easily fracture the sternum. Shougekishou [ Rising Impact Palm ] Simple :: Rank B The user delivers an open-palm uppercut attack from a sturdy position. The attack is designed not to deal external or internal damage, rather, to lift heavy opponents off of their feet. Tokken [ Tackle Charge ] Simple :: Rank B As the name would suggest, this technique is a powerful shoulder thrust. The user rushes forward, aims his shoulder to his target, and attempts to break through anything in his way. Yamayagi Mozou [ Mountain Goat Mimic ] Simple :: Rank B Requiring no additional momentum, the user performs a full front head butt attack. Because the opponent is likely physically weaker than the user, only minor recoil is taken. Stone Floor Sweep Simple :: Rank B Quickly crouching, the user swings one of his legs in order to knock out the opponent’s legs. If successful, and the opponent begins to fall, the user will follow up by using the swinging momentum to bring forth his other leg in the same sweeping motion. Seeing as the second kick hits as the opponent is falling, there are many areas where it could possibly land. Jagged Armor of Dust Complex :: Rank B The user manipulates their chakra in order to attach a thin layer of debris and shrapnel to their outer body. Thanks to this newly applied skin, any attack performed by the user becomes a bit stronger, and any attack taken by the user is reduced slightly. S t a g e F i v e [5]Banjin Houru [ Savage Throw ] Simple :: Rank A This technique calls for the user to perform a close range grapple maneuver. The user will attempt to grab their target at two key points- the shoulder and the knee. After successfully doing so, they will perform a number of circular rotations, discombobulating the opponent. When the user sees it fit, they will flip their prey, so their face is aiming the ground, and end the throw will one solid and brutal face slam. If done correctly, this should be a rather fluid and impossible to break move. Hishoumaruish [ Flying Boulder ] Simple :: Rank A The user grabs the opponent by the limbs or body, and spins while such a firm grip is present. When enough speed and power has been gathered through the rotations, the user will let loose, tossing the opponent into something solid. Steady Mountain Palm Simple :: Rank A A very powerful Taijutsu counter-attack. The user adjusts to get a firm and comfortable footing, they will then wait, anticipating their opponent’s next move. When the moment seems right, they will lift either arm, their hands opened in order to block the attack. When the opponent’s attack makes contact with the palm, they will feel as though they’ve just tried to strike the side of a mountain. Meteor Drop Simple :: Rank A While the target is in the air, the user will manipulate their physical strength to jump upward and latch onto them. If successful in doing so, they will then flip their opponent so that they are both aiming face first to the ground below. The user will them adjust himself to be sure that the opponent will make contact with the ground before he does, and merely enjoy the descent back down. It is rather obvious that the damage inflicted by this attack is incredible, but screwing up a move like this is more lethal to the user than the target. Gangeki [ Boulder Strike ] Simple :: Rank A Rather than tackling, the user will rush an opponent with their arm cocked, building focus and power into one point. When the timing seems right, they will release an incredibly powerful hook punch, capable of turning boulders into fine powder. Rising Earth Fragments Complex :: Rank A The user will channel chakra into a single hand, then slam it hard into the ground beneath them- releasing it all in one big impulse. The force and chakra together causes the earth below to fragment and rise up in lethal sharp hunks. Without Doton [ Earth ] elemental chakra, this technique is radial, but if the user does have Doton, they can pinpoint the location of where the earth will rise up. S t a g e S i x [6]Saido Nadare [ Second Avalanche ] Simple :: Rank S When someone is hit, their body naturally absorbs the shock of the impact. This technique manipulates that resistance to deal maximum damage. The user delivers a quick punch, dealing a respectable amount of damage and triggering that natural resistance. Within a split second, the user will let loose an additional punch with the same fist- hitting the opponent before their natural resistance has recovered. Because it hits during a weak point, this technique is capable of dealing absolutely brutal damage all throughout the body. Ishi Suji [ Stone Muscle ] Simple :: Rank S Through their vast training sessions, the user’s skin has become tempered and tough, and this technique further manipulates that fact. Before the user is hit by an oncoming attack, they will stop dead in their tracks, flexing their muscles. During this momentarily ironed out state, the user is capable of withstanding most any attack and brushing it off as if it were nothing. • Can only be used twice per battle. T a i j u t s u M a s t e r:•
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Posted: Wed May 16, 2012 2:34 pm
Eternal Style of the Broken Sword [Hateshiganai-ryu no Kujikeruken] The Eternal Style of the Broken Sword is one of the oldest and most respected fighting styles in the Earth Country. It is considered to be one of the greatest fighting styles because little has changed in the style since its conception back before the shinobi ever existed. The style has two main principals to it: •Power without focus is not power, it is arrogance. •Your weapon is your body, nothing else. The creator of the style actually gained the idea through watching a star fall from the sky. When he saw a star fall he went to its crash site to examine it. Once he got there he noticed the raw power the star had in the crater left but it had no accuracy and missed a city by only a few miles. This star seemed like a sign from the gods. It told him one of the main principals of his future fighting style; Power without focus is not power, it is arrogance. Taking this concept and another one of his own creation the creator manifested all of his knowledge of fighting into one physical form known as the Style of the Broken Sword, later to be renamed the Eternal Style of the Broken Sword because of the length of it's existence. The Eternal Style of the Broken Sword relies heavily on three different physical attributes; Strength, Agility, and Accuracy. Strength and Agility are obvious attributes in a fighting style but not so much Accuracy. Unlike other styles that focus on pure power and speed or pain tolerance the Hateshiganai-ryu no Kujikeruken focuses on power, speed, and the delivery system. According to the creator there are parts of the body that will always be weaker than others because they cannot be trained (groin, neck, joints, etc.) and if you deliver a powerful attack that is too quick to be blocked that hits dead on to one of the weak points you will do much more damage than you would with a hundred wild and random attacks that are equally as powerful. The practitioner also believes that with only speed and power the user will be an enemy to be reckoned with but one that can also be easily beaten because at high speeds it gets much harder to hit someone just right. Though this seems odd for a power hungry country like Rock to adopt such an offbeat style as their official style it has proven itself time and again that it is not to be underestimated. Stage 1 Academy Rank EThe Bound Wolf that will Devour God [Chouyouookami Kurau Jouten] The name of the style refers to an ancient legend in the Earth Country that one day a giant wolf will devour the creator of the earth. This legendary allusion makes reference as the wolf being the practitioner foreshadowing the future power that they will have at their fingertips. The significance of this first stage is to put the practitioner one step in front of non-practitioner by training their speed at a young age. This speed also gives the practitioner a better stage to which they can start training their accuracy so that the attacks will be much more exact than normally. Stage 2 Academy Rank DThe Giant Slayer is Born [Kiritateru no Kyojin Bo-n] Due to the speed of the user being trained in the previous stage this stage trains the two other attributes essential to the style; strength and accuracy. The practitioner goes under several different tests that push their strength to the limit then force them to be delicate and accurate with it like throwing a heavy rock into a certain goal. Strength is emphasized more than accuracy in this stage so many times mistakes in hitting targets dead on will be forgiven while mistakes in feats of strength will not be. Stage 3 Genin Rank DThe Hanged Man Who Became God [Jin no Hangunai Omomuku Jouten] More skilled genin level practitioners can move on to this stage in which the focus of the style is temporarily switched. With a new found strength and accuracy in battle the practitioner begins to focus again on their speed so that it doesn't fall behind their other attributes. The practitioner will now don weighted armlets and leglets to train their speed. The weights hold back the practitioner's natural speed making them push their bodies in fights to compensate for the lost. To help make up in the difficulty of training the practitioner begins learning how to make their punches more devastating by working out the accuracy of their punches. To train this special targets are usually thrown at the practitioner, which burst open with a red corn syrup when hit in a particular spot marked with a bulls-eye. These are thrown at the practitioner at a relatively slow pace because instead of trying to train over all accuracy they are trying to train putting a lot of strength behind a punch but keeping it accurate as well. To be officially recognized at this level the practitioner must take a chip out of granite slab, which is actually very difficult. Stage 4 Genin Rank DThe Condemned Moon and the Damned Sun [Shikeisutsuki Bachiataridainichi] Continuing on the focuses from the last level the practitioner continues to train their speed and their accuracy. Lightweight rocks are tied down to all over the practitioner's body. While these are not heavy enough to weigh the practitioner down much they are placed in certain awkward positions that force the practitioner to try and avoid them while moving or be struck by it. To make this more of a challenge some of the rocks may be sharp. The accuracy of the practitioner is also trained. Instead of being trained to make a decisive hit to a certain spot though they are instead learning to make their average hits more accurate. So when they go to hit the targets this time their goal is to not bust it open but to knock it back at the thrower and to do so as many times as possible. Stage 5 Chuunin Rank CThe Great Eye that Knows All [Omanako Unchiku] After becoming thoroughly swift the practitioner begins to pick up on their strength training once again. They don the rocks once again but this time they are more conforming to the body and much heavier making even simple movements difficult to perform. As they grow stronger they continue to learn how to focus this power so that it doesn't become uncontrollable. To kill two birds with one stone a myriad of large rocks are found. Someone will look for the weak points on the rock and once found they will be marked and then thrown at the practitioner. If they miss the weak point with one of their attacks they are penalized with the pain of striking a rock that they are not yet strong enough to destroy. If they hit the weak point that is marked they are rewarded with a rock crumbling at their attack. While the rock throwing training obviously has its accuracy training down it also trains the practitioner's strength with a simple concept; have enough power to get the job done or get hurt trying. It is very good at convincing those that are too weak to break the rocks even when striking the weak point to work a bit harder. To be officially recognized at this level the practitioner must completely destroy a granite slab with one punch Stage 6 Chunin Rank CThe Arrow of the Blind Brother [Burahakuya] Taking the main focus of the last stage and putting it on the back burner the practitioner now focuses on their Accuracy and somewhat on their strength. This stage is very important to the development of the practitioner of the style. Instead of trying to train their eye sight trying to hit dead on the user is taught how to not rely on their eyesight so much and work their way around the need for it and using their trained eye sight along with this new training the user is more able to hit their target without mistake. They continue on with the practice of using a rock to train but instead of rocks being thrown at them they are brought to a very large rock where a weak point for them to exploit is created and the same concept of the last stage rings true; you miss you hits a solid rock that you can't break. Stage 7 Jounin Rank BJoy Hath Been Slain [Joiyaru] True to its name this is the style in which the training becomes much more intense. In fact at this point the main philosophy is 'Do or Die' and it reflects in the newfound life risking training methods. This stage trains speed, reaction time, and how important being able to put a lot of force behind a single shot is. The way the practitioner is trained is that they stand at the bottom of a hill and large boulders are sent at him at a horrifying rate. The boulders have a white 'X' painted on them and when they are sent at the practitioner he has two options; destroy the boulder or get out of the way. The latter is anything but acceptable. Though it takes a while for the practitioner to get used to the training they are eventually able to run into the rolling boulders and hit the 'X' dead on because in layman terms their lives depend on it. The test for this stage is being able to bust through 5 consecutive boulders without fail. Stage 8 Jonin Rank BThe Spear of the Fallen Valkyrie [Yari no Rakuvarukyrie] At this point the practitioner takes a well-deserved break when it comes to their accuracy and instead goes on training the rest of their body in hopes of improving it. The practitioner begins going through several serious obstacle courses and training. One of their most infamous training methods is to try and stop boulders that are falling down a hill or if they are especially confident trying to stop rockslides. Unlike in the previous stages where they focused mainly on one attribute then sort of worked with the other both strength and agility are trained equally. Their agility is put to the test when they have to out run avalanches on some of the biggest mountains in the Earth country. They can also train their agility by working with several weight systems and training methods but outrunning the avalanches are the more favored. Stage 9 Saanin Rank AThe Maiden Who Cried Red Gold [Tennin Ikkatsu Niirokogane] This is the real deal. This is when it all comes down to the practitioner and his will. This is where the anticipated question is answered; 'When it comes down to it, will you swing the bat?' The practitioner spends a month doing nothing but training their strength and accuracy. Once that month has passed the test to end all tests comes. The practitioner stands in the middle of a rocky wasteland and awaits a fake meteor created by a higher up practitioner. The entire point of the test is to strike the meteor in just the right place before it hits the ground to completely destroy it. Needless to say not many survive. Stage 10 Sanin Rank SThe Blade Known as Balmung [Ittou Omotedatsu Barumungu] Fast as a lightning bolt, Strong as a falling meteor, and a deadly accurate shot the practitioner has now reached the full epitome of the Eternal Style of the Broken Sword. Ironically the name of the style is based on a legendary sword wielded by an ancient pagan god from the Earth Country but it is named so for good reason. In his final battle throws the god died in battle by another god's hand but this was because his blade had been destroyed in the battle. This story is meant to teach humility to the practitioners that reach this level so they do not become too arrogant and fool hardy. In this final stage the practitioner works on all of the attributes that they were working on in the style trying to give everything one last balance out.
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Ryan The Insane Vice Captain
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Ryan The Insane Vice Captain
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Posted: Wed May 16, 2012 2:41 pm
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Posted: Wed May 16, 2012 2:44 pm
Mirror Image Replicates acting as original Description:A very diverse Taijutsu style that makes heavy use of chakra in order to create material afterimages for additional damage. Because of its odd origins and method, this style is not often learned by typical Taijutsu shinobi, rather by Ninjutsu shinobi who wish to make use of their massive chakra pools. The style focuses on releasing chakra to create an afterimage-clone during movements. These afterimage-clones mimic the actions of the user, resulting in follow through combinations, and additional stun. Because of their pure chakra composition, the afterimage-clones cannot be destroyed, rather, they fade after the allotted action has been performed. Successful or not. Notes:• There are three types of afterimages- [ Solid, ] [ Transparent, ] and [ Partial. ] • Solid: An afterimage with mass. Able to make contact with objects or people. • Transparent: An afterimage without mass. Able to phase through, or have things phase through it. • Partial: An afterimage with mass. Comes out of the user’s body, and is typically only a single limb. S t a g e O n e [1]Side Image Complex :: Rank E Transparent afterimage. The user will sidestep an attack, leaving an afterimage to take the blow. Because the move will whiff through the image, the attacker will likely be confused or offset. This technique is most effective against Taijutsu or weak, close range, Ninjutsu. S t a g e T w o [2]Delayed Punch Complex :: Rank D Solid afterimage. The user will throw a punch at his target, missing intentionally. After missing, the user will duck, or sidestep, allowing an afterimage to make contact with the target. The damage dealt is no different than if the original user were to make contact. S t a g e T h r e e [3]Triple Kick Complex :: Rank C Solid afterimage. The user will throw a kick while moving, attempting to make contact, but still keep the target in place. After making contact, a pair of afterimages will appear from the original’s movement trail, attempting to land an additional two kicks. Counter Clone Complex :: Rank C Partial afterimage. While defending, the user will release a portion of an afterimage-clone from his upper or lower body. This afterimage-clone will attempt to punch or kick the attacker, depending on its actual spawn point. Because of its method, this technique is really only effective against Taijutsu. Falling Punch Complex :: Rank C Solid afterimage. The user will manipulate falling momentum in order to deliver a heavy overhead punch. As the punch makes contact with the target, an afterimage will provide a follow through hit. S t a g e F o u r [4]Rising Barrage Complex :: Rank B Solid Afterimage. The user delivers an uppercut which is then followed by a trio of afterimages. The original punch sends an opponent off of their feet, and the trailing afterimages hit them further into the air. Knee Combination Complex :: Rank B Partial afterimage. The user drives their knee upward, attempting to strike an opponent in the stomach. As the user makes contact, a trio of partial afterimages will split from the user’s leg in order to deliver three more knees. After-Wall Complex :: Rank B Solid afterimage. The user will hop backwards before a projectile or some other attack makes contact. In this brief moment, the user creates a sturdy afterimage to take most of the impact of said attack. • Absorbs the impact of any attack up to Rank B. Shadow’s Dash Complex :: Rank B Transparent afterimage. The user will produce up to five afterimages during a quick movement. Four of these afterimages will trail, while the fifth ties closely to original. If something should intercept the user during his run, he will quickly escape, leaving the fifth afterimage to take the blow. However, rather than erupt, the afterimage will phase through whatever intercepted the original. Because of this, it is likely the opponent will be confused or offset. False Cyclone Complex :: Rank B Transparent afterimage. The user will attempt to confuse their opponent by running circles around them, while simultaneously releasing afterimages. Because of the motion and multiple afterimages, this is an excellent way to make someone dizzy while evading at the same time. S t a g e F i v e [5]Cyclone Breach Simple :: Rank A During [ False Cyclone ], the user will abuse their speed, seemingly vanishing and reappearing next to the opponent- typically behind them. Because of the attack this branches from, this is a perfect way to deliver a sneaky, fatal, attack. Unknown Attacker Complex :: Rank A Transparent afterimage. The user will rush their opponent, typically before they are able to attack, or during their handsign formation. The user will then proceed by throwing a flurry of punches, each accompanied by at least two afterimages in order to confuse the opponent, and prevent them from blocking actual attacks. S t a g e S i x [6]Spider’s Red Flurry Complex :: Rank S Partial afterimage. The user will release a barrage of punches and kicks, each accompanied by partial afterimages splitting from any point on the arms or legs. Because of the amount of chakra used to perform this technique, the user can spawn up to 100 additional limbs. T a i j u t s u M a s t e r:•
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Ryan The Insane Vice Captain
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Ryan The Insane Vice Captain
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Posted: Wed May 16, 2012 2:45 pm
Tame Za Kyokudo Description: This style of fighting was derived from boxing, it still holds the formal boxing stance, but as the master of this style became more and more furious with his fighting he began add kicking into his style. This is where Tame Za Kyokudo came from. Restrictions: ○ Rigorous: This style consumes two [2] taijutsu slots, and cannot be learned if you possess another rigorous style. Stage One: E-Ranked Description: Still being a fresh student to the style the user is only about the same speed as a normal shinobi, and reflexes haven't changed at all. Abilities: none Graduation Requirements: Rapid repeats of savage attacks, reflexes trained by putting yourself in danger by throwing weapons at yourself, Crushing trees, stones, and people. Techniques:○ Resu Tame Taibu Description: This is a technique where the user takes the normal stance, once the user does they instantly throw a quick jab with the front fist as the enemy come toward the user, this is just a bluff, or to slightly stun the enemy, as the user throws this fist they will bring their back fist level with their shoulder, and then instantly slam it into the enemy. Special Techniques:○ Rosutoai Description: Focusing chakra into just the knuckles of their back fist the user will lean there shoulder into the punch and thrust their fist outward, at the moment of contact, or supposed contact the user will release the chakra resulting in a swirl of wind that even if it doesn't hit it will cut the enemy. Stage Two: D-Ranked Description: This stage in the training the users strength has slightly increased. Reflexes are slightly increased, but faced with a greater shinobi the user will be dominated against. Abilities: none Graduation Requirements: none Techniques:○ Tsuyoi Senkou Description: In the original stance the user will swing his leg upward toward the enemies head with his leg slightly limp at close range, this is to hook the foot around the enemies head and throw him downward with the force behind the kick. Stage Three: C-Ranked Description: As in strength the user hasn't really progressed, but the users reflexes have improved to where they can deflect or block a hit easily, but if more than one attack comes at once the user will be hit. Reflexes are now increased. Abilities: none Graduation Requirements: none Techniques:○ Kire Ono Description: In the original stance the user will quickly bring their leg upward over the enemies head and bring it down apon the top of their head with much force, enough to make the enemies head slam into the ground. Stage Four: B-Ranked Description: At this stage the user's strength has increased. The users reflexes are enough to block, deflect, or counter several blows at once. The user's reflexes are sharply increased. Abilities: none Graduation Requirements: none Techniques:○ Hyoushi Tentou Description: Catching the enemies punch the user will move the fist to the side of the user and throw their elbow into the enemies head with enough force to knock them off their feet. ○ Assai Hiza Description: Rushing at the enemy the user will leap just to the side of the enemy, at the moment they are beside the enemy the will bring their knee up toward the enemy, at the same time the user will slam their palm into the back of the enemies head, the effects of this blow is enough to injure severely if not kill. Stage Five: B-Ranked Description: At this stage the users strength has not changed much, but the reflexes of the user has risen dramatically to where they can block, deflect, or counter the enemies attack the instant it is thrown. Their speed development has made them so quick greatly increasing the users speed. The reflexes are greatly increased. Abilities: none Graduation Requirements: none Techniques:○ Rinten Atemi Description: As the enemy approaches the user, they will slid their forward foot beside the enemies and slid it to the side bringing them off balance, after so the user will with rotate around the enemy and bring their knee up to the back of the enemies head. ○ Rokettokobushi Description: Focusing chakra into the users arm the user will rush forward, and just pasted the enemy as the user does they will slam their fist into the enemies stomach and force the chakra out while slinging their arm forward sending the enemy flying back. Stage Six: A-Ranked Description: At this stage if ever achieved the users strength is greatly increased, as for the users reflexes the user is able to block, deflect, or counter mulitpule attacks, at the moment they are thrown. Strength greatly increased, reflexes greatly increased still. Abilities: none Graduation Requirements: none Techniques:○ Saidohandou Description: In the original stance the use will wait till the enemy is right at them, and swiftly sling their leg at the enemies legs bringing the crashing to the ground, but before the enemy can hit the ground the user will bend downward and kick backwards and up toward the enemies head hitting them into the air. ○ Kouki Roketto Description: This attack is like the Rokettokobushi, but different when the user connect to fist they will uppercut the enemy in the stomach and send them into the air. After than the user will leap into the air till they are just beside the enemy and send a kick directly into the back of the enemies head, slamming them into the ground. Stage Seven: S-Ranked Description: This stage is almost unheard of to any shinobi, the only person ever know to achieve this level was Syi Yanshi, the first ever Otokage. At this level the user's speed has increased enormously, also the strength of the user has enormously increased. The reflexes of the user are also enormously increased. Abilities: none Graduation Requirements: all other stages learned Techniques:○ Falcon Kick Description: The user slides forward at unbelievable speed raising a foot to generally hit the chest section of the opponent. The user will then infuse their leg with what would appear to be a flame aura but isn't really tangible flame. When the user connects with the foe there is no chance of the connected bones from being unbroken and would cause severe breathing problems at the least. Users without speed, agility, or reflexes, at least the same rank as the user's speed, have no chance to avoid this attack. Master Of Taijutsu: Open
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Posted: Wed May 16, 2012 2:49 pm
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Ryan The Insane Vice Captain
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Ryan The Insane Vice Captain
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Posted: Wed May 16, 2012 2:51 pm
Kanjo-Tekina Ikari Description: Kanjo-Tekina Ikari is a style solely derived from emotions, turning your feelings into fuel for power. This style is enigmatic, and not much is known behind the mechanics of how it works. The only way to learn more about the way of Kanjo-Tekina Ikari is to learn the style itself. Pupils are normally very emotional; they normally reach extremes of how they feel. When they are happy, they are jubilant. When they are angry, they are furious. Masters of this style have complete command over their emotions and always appear calm, nearly to the point of emotionless. It is assumed that chakra is affected by emotions, which is what may make this style so powerful. Apprentices and Masters of this style are known for their secrecy and temperance. Masters and disciples alike will feel mentally drained after using the Kanjo-Tekina Ikari. This Taijutsu belongs to no one group of people; its origins are unknown, so it is passed down sporadically. The style centers around agile movements and enormously powerful attacks. Blows are swift and deadly, strikes revolving around pressure points and vital spots. Its disciples have very low stamina and the higher you climb through the stages, the more likely you are to receive serious injury. An unfortunate trade-off for its ludicrous power. Stage One: Hate (E-Ranked) Description: The user is completely new to the technique, and the idea of using emotions to rule your actions is extremely strange. They will know no defensive techniques, but they will have an access to a myriad of powerful, yet slow techniques. Whether in training or battle, disciples will be forced to meditate for a period of time in order to gather their emotions. Their power can be drawn from literally any negative experience. Abilities: In using this stage, the user will grow unnaturally strong. Fury is the baseline of every attack and the disciple will push his/her physical abilities to the far extremes. Inexperienced users can easily hyper-extend limbs and break their own bones if not careful. Those who have become accustomed to this stage can become blind with rage. Your stance is wide and open. Graduation Requirements: Complete mastery of this stage means meditating and physical training such as weight lifting, stretching, and sprints. (5 posts) Techniques:○ Spiteful Strike Requirements: NONE Description: Concentrate on your hatred and unleash it with a furious strike. It is strictly close range. A fairly unsafe technique without proper execution. The power put behind the attack can shatter boulders and blow through trees, but is also capable of tearing muscles and fracturing bones of both your enemies and your own. ○ Disdainful Elbow Requirements: NONE Description: Concentrate on your hatred and aim a strike into the sternum or face with your elbow. Support the strike by forming a fist with the striking arm and grasping it with the other. Shatter bones and smash faces with this technique. It is easy to break your own elbow if not careful. ○ Unrefined Kick Requirements: NONE Description: Concentrate on your frustration and release it into a strike aimed for the torso. Stand on one leg, pull the other up to your chest and make an all-or-nothing side-ways kick into your opponent. It can bury your foot in rock, but careful, for it puts much stress on your leg if not practiced properly. Stage Two: Envy (D-Ranked) Description: In the initial stages of learning this style, the user will find himself/herself very emotionally unstable from hours of meditation centering around stirring emotions. Despite this drawback, the user's body will be in incredibly good shape, assuming that he/she had not already injures themselves. Muscles will be sore from constant misuse and the user will be constantly mentally exhausted. Users will definitely doubt the value of such tiring training, but they'll fail to notice the strength they have gained. This stage immerses learners into agile movements and meticulous techniques. Naturally, jealousy is what builds this stage, instilling caution and suspicion. Abilities: Users will find themselves flexible and they'll begin to gain a fundamental understanding of the Kanjo-Tekina Ikari. Since this particular stage is not quite as intense as Hate, the amount of muscle required to utilize this technique is much lower. When in this stage, the user will appear cynical and anxious. Centers around quick and oily movements. Graduation Requirements: Learn at least two techniques and go through rigorous meditation (2 Posts) and outrageous stretches (2 Posts). Techniques:○ Introverted Step Requirements: Stage 1 Mastered Description: Some consider it cowardly, others call it "playing it smart". Disappear from sight and reappear at your opponent's exposed back. ○ Distressed Block Requirements: Stage 1 Mastered Description: Catch your opponents lunge, sword swing, punch, or kick in between your arm and body, holding it firm so that your opponent will have trouble moving. If done correctly, the user can lead into an attack while still holding onto the enemy. ○ Step Counter Requirements: Stage 1 Mastered + Introverted Step Description: When assaulted by an opponent, place your left palm on their weapon/limb and spin on one foot to your left, allowing a clear chance to jam an elbow/dagger into your enemy's back. (It's possible on reversed sides as well. it's only easier to explain while talking of a specific side) ○ Dishonorable Strike Requirements: Stage 1 Mastered + Distressed Block Description: Disappear from sight and reappear before your opponent, especially in midst of confusion and aim a punch/kick to the crotch, stomach, sternum, throat, nose, or eyes. ○ False Sweep Requirements: Stage 1 Mastered + Dishonorable Strike Description: Make a feint to the upper body, creating an after image, while you actually drop to the ground and sweep your opponents legs from underneath them. Stage Three: Fury (C-Ranked) Description: Stage Three revolves around balanced, elegant, yet very powerful techniques, using anger as cause for powering techniques. Disciples will just begin to learn how to use the Kanjo-Tekina Ikari without causing themselves physical harm. Though they are still temperamental, they have better control over their emotions. Users will not have to think as much about how they should feel. They are in great physical health, but they will feel worn out or tired all the time, if following the proper training regimen. Every technique in this particular stage can be made fatal. Abilities: Users will have great balance and their movements gain a certain uniformity. Muscles are tempered and disciples will be able to exercise control over their power. Fury, unlike hate, is a very tame emotion (comparatively). Moves are straight-forward and uniform. Graduation Requirements: Learn at least three techniques and undergo intense meditation (4 posts) and temper your body and precision of your strikes through target practicing, swinging dummies, etc (3 posts) in order to reduce extraneous movements. Techniques:○ Invisible Spear Strike Requirements: Stage 2 Mastered Description: Modeled after eastern martial arts. Slam a palm into an enemy while sending out a pulse of chakra. Can cause internal damage. Its original purpose was to bypass armor or overcome blocks with weapons. It is a swift strike, but the stance taken is difficult to maneuver from. ○ Burst-Step Strike: Tantrum Requirements: Stage 2 Mastered + Distressed Block Description: With one hand, block a "straight attack" by letting it slide across the forearm to one side. The user then stomps on the ground and sends an elbow into an enemy's torso. Utilize the combined momentum of you and your enemy. Has enough force to rupture organs. Developed after eastern martial arts. ○ Burst-Step Strike: Treachery Requirements: Stage 2 Mastered + Break-Step Strike: Tantrum Description: A unique kick that is more like an upward jab, where you jam your foot into the underside of your enemy's chin. In doing so, you can launch your enemies into the air, often breaking necks in the process. Derived from eastern martial arts; it is initiated from a low point, where the user will place their palms on the ground and hoist themselves up for the attack. ○ Break-Step Strike: Devastation Requirements: Stage 2 Mastered + Introverted Step Description: Become blind with rage; stomp down to create a small crater and use the force and momentum generated to propel your arm(s) into your enemy(-ies). Fashioned after eastern martial arts and improvised into a strike that can cause internal destruction or merely blow enemies away from the air pressure. ○ Break-Step Strike: Frenzy Requirements: Stage 2 Mastered + Break-Step Strike: Devastation Description: Go berserk: send an all-or-nothing knee flying onto your enemy. Generates enough force to create a crater from where you had launched off and has the capability to shatter boulders. Derived from Muay Thai and improvised into a strike that break bones and smash faces. Stage Four: Sorrow (B-Ranked) Description: This particular stage is strictly defensive. A common attribute of all disciples who have progressed from this stage is their incredibly sturdy bodies and rock-hard muscles. Users will have achieved a new stage of calm and will no longer feel the ache and pains of their difficult training; either that or they don’t care anymore. Their understanding of how the Kanjo-Tekina Ikari comes naturally to them; the experience tends to be different for every person. Abilities: Steel muscles that do not make users’ bodies appear physically larger. Enemies may underestimate your strength. The basis of this stage centers around defense: the kind that hardens your body to withstand explosions, swords, and jutsu. However, never overestimate your capabilities. Attacks will hurt. Graduation Requirements: Users must learn two techniques while undergoing fierce meditation while hardening their bodies through unbelievable exercises such as sitting underneath of a waterfall for hours on end, or sitting while having enormous weights placed on your body (6 posts). Techniques:○ Iron Body Requirements: Stage 3 Mastered Description: A technique mostly used in more dire situations. Minimize damage done to your body by hardening all of the muscles in your body and gritting your teeth together for an enemy strike. It will hurt, and chances are, you will be injured (but to a lesser extent). ○ Cross-Block Requirements: Stage 3 Mastered Description: Simply cross your arms, enabling you to shield your face, torso, or lower body with a mere pivot of your limbs. ○ Hook Block Requirements: Stage 3 Mastered + Cross-Block Description: Defend from high attacks with a ludicrously muscled arm. Hook your arm over your head and brace for some impact. Not to be confused with the hooking block. ○ Flash Counter Requirements: Stage 3 Mastered + Iron Body Description: Mimic a movement/attack closely to neutralize the force that you would otherwise take. Strictly centers on weapons and other physical attacks. Limbs can be used in place of bladed weapons. Does not actually fully mimic attacks. ○ Passive Redirection Requirements: Stage 3 Mastered + Flash Counter Description: Usually used as enemies’ are about to hit you. It is then you use a palm or the back of a hand and slap the attack to another direction. ○ Flash Redirection Requirements: Stage 3 Mastered + Passive Redirection Description: When an attack comes from above and you have no choice but to brace yourself, place your forearm by your head, slanted slightly off to your side. In doing so, you force the attack to slide down your arm. Can block anything from sword strikes to drop kicks. It will hurt. Stage Five: Serenity (B-Ranked) ||Activation Period: 20 Posts||Passive Effects: Minor Mental Instability + Minor Muscle Damage|| Description: At this point in training, disciples will have reached a level of calm beyond what nonmembers could possibly ever hope to achieve. Users can easily control their emotions and their individual strength is quite remarkable. The next step in training is to incorporate chakra control and chakra manipulation. Doing so takes an enormous amount of dedication. The stage centers around non-hand-to-hand combat, specializing in distanced strikes. Users in this stage of Kanjo-Tekina Ikari will begin to appear unbelievably calm and their expression is nearly unreadable. However, their emotions are still easily swayed. Abilities: Users will have a strong control over their emotions and have the ability to strategize and calculate in even the most desperate of situations. Channeling chakra into this style is going to be very foreign for them since users have thus far relied on emotions to do all of the work. But now that they must master serenity, they must learn to not always rely on emotions to fuel their power, seeing as emotions are not a very reliable source. CAN ONLY PERFORM TECHNIQUES IN THIS STAGE WHILE ACTIVATEDGraduation Requirements: You must first learn at least three techniques. Also, master your emotions through rigorous meditation; find a quiet spot with no disturbances (3 Posts). Chakra exercises are also essential. For example, adjusting your output of chakra, push-ups on water, and moving objects with bursts of chakra (3 Posts). Techniques:○ Spacial Fist Requirements: Stage 4 Mastered Description: Make a simple punch to the air and release a burst of chakra. It is normally invisible, but the more strength you put into it, the more powerful it will end up being. It has the range of approximately 20 meters. ○ Spatial Uppercut Requirements: All previous techniques in this stage Description: Make a flat palm strike to the air to help shape your chakra into a strike beneath your enemy's chin. Not particularly powerful, but useful for pressuring enemies and pushing them back. It has a range of approximately 15 meters. ○ Moon Sickle Strike Requirements: All previous techniques in this stage Description: Disappear from enemy sight and reappear behind them, having already stricken them several times with sharp blades of invisible chakra. Nearly impossible to track under normal circumstances. It can be easily countered since users are forced to slide to a stop. ○ Twin Star Strike Requirements: All previous techniques in this stage Description: Master your inner strength and unleash a two pronged attack. An apparition of your self will aim a shop to the back of your opponents head while you make an assault to the stomach. ○ Dragon Drop-Dive Requirements: All previous techniques in this stage Description: Drop from the sky spiraling. Concentrate chakra below you as you fall, allowing your spin and momentum to create a flashy, yet powerful drilling move. Breaks rock, stone, and faces. ○ Earth's Artifice Requirements: All previous techniques in this stage Description: Stomp the ground with all of your might while sending a burst of chakra through your foot. The result is a sizable shockwave of earth, hurtling giant boulders through the air and raising walls of rock twice your own size, making it a choice defensive technique. The tremor has its maximum effect within a 20 meter radius of the user. Stage Six: Happiness (A-Ranked) ||Activation Period: 15 Posts||Passive Effects: Mental Decay + Muscle/Tendon Tears|| Description: Originally thought to be the final stage within the Kanjo-Tekina Ikari. Disciples will now incorporate all of their past learning into this one stage. By far, happiness is the most difficult to master and utilize. Only "true happiness" can fuel this technique, so users will have to use feelings of love, affection, achievement, and hopes in order to make full use of this stage; there is no meeting halfway. User's will have complete mastery over their emotions. At this point, they may have trouble expressing emotions at all. One of the dangers of reaching this stage is the loss of differentiation. For few, they grow more logical, meaning the loss of a "human" personality. For others, they notice these changes and fight them. Emotions will not come as naturally since users constantly meditate upon and single out emotions to carry out assaults. Abilities: Users will have a great air of calm about them. Both their mind and bodies are strong, incredibly so, making them tolerant to lower leveled genjutsu and strong enough to withstand having entire boulders dropped on top of them. Their level of discipline exceeds even the masters of the most ancient arts. CAN ONLY PERFORM TECHNIQUES IN THIS STAGE WHILE ACTIVATEDGraduation Requirements: Master all techniques. Techniques:○ Soul Reflection Assault Requirements: Stage 5 Mastered Description: Master your inner spirit and attack with countless images of yourself. These apparitions will only last a maximum of three seconds each and are all restricted to basic attacks. IE Punches, kicks, knees, elbows, etc. Takes an enormous amount of concentration, allowing for no diversions. ○ Flawless Suffocation Requirements: Stage 5 Mastered Description: Disappear from sight and reappear upside-down above the head of your enemy, arms placed beneath their chin. Use them as a pivoting point to ground yourself. Will snap their neck in most cases. ○ Shatter Strike Requirements: Stage 5 Mastered Description: Disappear from sight and reappear, sending a flying knee into your enemy from any angle. Is coated with a layer of chakra. Will rupture organs, break bones and tear off skin. ○ Heaven's Blitz Requirements: Stage 5 Mastered Description: Appear in the air and as you all, rain apparitions of your inner self hurtling towards your enemy, each performing their own action. ○ Inner Might Projection Requirements: Stage 5 Mastered Description: Send a small blast of air infused with trace amounts of chakra towards your enemy. Incredibly forceful and is normally invisible to the naked eye. It can turn your enemy into a living rag doll being flung through the air. ○ Air Walk Requirements: Stage 5 Mastered Description: Literally walk through the air by fanning your chakra underneath of your feet. Your mobility is reduced slightly since the air is obviously much less dense than the ground, but once you get up to speed, there will be little difference in speed. ○ Eternal Plight: Imperfection Requirements: All previous techniques in this stage Description: Sacrifice the remainder of your activation time for 3 posts of blindingly fast speed. Your strength is lowered, but you cannot be seen unless you stop completely, or unless your enemy has a unique technique/bloodlines that can allow them to track such movements. You can only travel in straight lines, so to turn, you must stop to redirect yourself. Stage Seven: Pandemonium (S-Ranked) ||Activation Period: Refer to "Description"||Passive Effects: Refer to "Description"|| Description: A truly frightening mile stone in Taijutsu history, and the unofficial "Final Stage" of the Kanjo-Tekina Ikari. It was established by ancient masters who had ventured far beyond the realm of human possibilities. Merely using the techniques under this stage can prove extremely harmful to one's physical and mental health. In many ways, Kanjo-Tekina Ikari is still incomplete, since users cannot gauge what is within the capabilities of their own body's any longer. They will tend to think that they have grown more powerful or reached new stages of flexibility, but all their doing is growing numb to pain. The longer you stay within the activation time, the more damage you do unto yourself: Activation Time: 5 Posts - Minor Muscle Tears + Temporary Slight Mental Instability Activation Time: 10 Posts - Major Muscle Tears + Mental Decay (long recovery time) Activation Time: 15 Posts - Major Tendon and Muscle Damage + Major Mental Decay (hospitalized recovery/permanent) Activation Time: 20 Posts - Muscle and Tendon Tears + Bone Fractures + Major Brain Damage + Loss of Functions (Sight, Hearing, etc) || MAY LEAD TO DEATHActivation Time: 30 Posts (MAX) - DEATHAbilities: Unbelievable strength and speed. All techniques and periods of activation are incredibly dangerous. It is best to use them sparingly. Bypass their natural limiters. CAN PERFORM TECHNIQUES FROM ALL STAGES DURING ACTIVATIONGraduation Requirements: Master all techniques Techniques:○ Break-Step Strike: Perfection Requirements: Mastery of all "Break Step Techniques" Description: Create a chain of three feints, each leaving behind disorienting after images: one to the face, one to the kidneys, and one to the legs. The fourth strike is the heart. ○ Burst-Step Strike: Perfection Requirements: Mastery of all "Burst-Step" Techniques Description: In the event of being stricken, disappear from sight at the moment of contact and reappear behind your enemy, counter attacking with a strike to any vitals open.
○ Life-Force Battalion Requirements: None Description: Send an army of apparitions hell-bent on latching onto your enemy. No time limit, however, will disappear after being stricken.
○ Eternal Plight: I Requirements: None Description: Your body is engulfed by a black, flame-like chakra. Burns away clothing and surrounding objects. Users will gain unbelievable speed. Perfected Eternal Plight allows for non-stop motion.
○ Celestial Nexus: II Requirements: None Description: Your body shimmers in white, flame-like chakra. Burns away clothing and surrounding objects. Users will gain unbelievable strength.
○ Heaven-Hell Correspondence: III Requirements: Eternal Plight + Celestial Nexus Description: Your body is covered with glowing white markings that map your "Ki" paths, or Chakra Paths, while your entirety is consumed by a rolling, black, flame-like chakra. Users will gain both unbelievable strength and speed.
Master Of Taijutsu: Open
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