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Super_X_Kami_X _Guru

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PostPosted: Sat Feb 15, 2014 1:39 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰

Longswords have long cruciform hilts with grips over 10 to 15 cm length (providing room for two hands). Straight double-edged blades are often over 1 m to 1.2 m (40" to 48") length, and weigh typically between 1.2 and 2.4 kg (2½ to 5 lb), with light specimens just below 1 kg (2.2 lb), and heavy specimens just above 2 kg (4½ lb). The longsword is commonly held in combat with both hands, though some may be used single-handed. Longswords are used for hewing, slicing, and stabbing. The specific offensive purpose of an individual longsword is derived from its physical shape. All parts of the sword are used for offensive purposes, including the pommel and crossguard. These are some moves not classified in any of the styles


Twisting Talon C
A move thats usually used for the kill its actually pretty quick and silent. Approach the enemy from the side or behind and ram the sword downward into their neck. Make it at an angle so it goes through their wind pipe and then jump onto them and ram them into the ground.


Defiance Style

The single broadsword style without the shield or anything. Usually a knight or paladin's back up style when their shield has been knocked off. The stance is simple, you hold the broadsword with both hands keeping it slightly lower than your chest and slightly to the left or right This allows for easier movement without affecting a great area. Best used in tight places. Teredan has his own take on the style as he keeps the sword over the head with both hands, this is actually the best stance since it allows him to bring the sword down with full force all the time. Even attacking the legs in this stance is difficult because of the speed you can swing the sword downwards the only problem is it cannot be easily used in tight places.

Double Slash D
The most basic of the longsword skills, the user takes their stance as the opponent rushes at them. Waiting for the attack, the user will slash their blade once, tapping on the weapon of the opponent and brushing the attack aside by swinging the blade to the left or right. From this position, the user will take a single step back, swinging their blade in the opposite direction of their first slash in order to counter the enemy attack.

Hilt Hit D
A variation of the double slash, the Hilt Hit takes advantage of the fact that the entirety of the sword can be used as a lethal weapon. Upon being attacked, the user will slash down using the blade of the sword, swatting the attack downwards. At this point, the user will take a step forward and bring the sword up, slamming the bottom of the sword against the bottom of the opponent's chin.

Dual Edged Defense D
As it states it can be a double edged attack since the broadsword is a double edged weapon. You hold the blade over your head slightly but angle it so it points down and quickly ram into the enemy. This is best used right after a dodge to catch them by surprise.

Thruster D
A simple stab taken a bit more seriously. You take three steps forward and thrust the sword with full force using one hand. This attack is quick and can knock someone over even if they block it with a shield.

O'l one Two D
The basic of basics really. It starts off with an upward swing and then take a step forward for a stab.

Full Commit C
A Speedy offensive move that allows little mistakes. Starts off with a powerful upward slash to either knock the enemy into the air or the enemy's weapon out of their hand. Use both hands with that slash. You immediately swing the sword downwards in a C shape to cut into the side of the enemy.

Crowning C
More of an insult than an actual powerful attack its best used when the enemy is off guard. Starting off from a crouching position you use both hands to keep the blade pointed straight and you lift up with your feet. Thats how you will slash them from under their weapon to knock them over and then take a step forward and drive the sword into their skull.

Tri-spin C
This is a heavy hitting attack that can easily surprise the enemy. The first attack will be to the enemy's legs. You raise your sword and swing it down diagonally to chop at their legs and let yourself spin while you swing so that by the time you make a full spin your sword is also about to swing upward into the enemy's head. As soon as that is done pull the bladed down to slash at his/her side.

Thruster C
Instead of parrying a blow, the user will directly block an attack with their blade, stopping the blow completely. At this point, the user will kick at the opponent's stomach, breaking the standstill from their weapons. The finishing blow...a quick yet powerful thrust to pierce through the opponent's flesh.

Braver C
The user will wait for the attack of the opponent. Instead of taking the attack head on and parrying like the Double Slash skill, the user will leap into the air, dodging the first strike. The user can jump over or to the side of the opponent, regardless the user must be in range for the oncoming strike. Raising their blade in the air, the blade will glint in the light of the hovering moon or sun and come down upon their opponent, slashing downwards to cut through their foe.

Sword Flash C
Unlike the natural stance, the user will hold their blade out in front of them, oustretching their hand. Maintaining this stance, the user will wait for the oncoming strike from their opponent. The user will use their sword as a ruler, waiting for the opponent's strike to reach the point where the blade and guard meet. At this point, the user will side step to either the left or the right. The opponent by the time that they have reached the guard, will not be able to retract their attack. It is at this point where the user will fluidly flick their wrists, aiming to slash at the neck of their opponent.

Lateral Moon C
This skill is used when an attack comes from above, requiring fast reflexes and versatile movement in order to be carried out effectively. Upon being attacked from above, the user will flip backwards, holding tight the blade in one hand while using the other to push off the ground and back unto their feet. Landing on their feet, the user will dash forward while the enemy is still getting over that their attack just missed. Bringing the blade across your chest, the user will slice through their opponent's chest in one powerful yet graceful slash.

Rough Divine B
Energy Required

One of the few offensive skills of this style, the user will place their free hand across the face of the blade. This will cause the user's energy to travel from within unto the blade itself. Coating the blade in energy, the user will dash forward towards their enemy. Stopping before the enemy, the user will slash upwards, using the momentum of the swing to send them flying into the air higher than they normally could. The energy coating the blade extends roughly two feet from the blade, meaning that the blade does not necesarily have to be touching the opponent in order for the opponent to be sliced in half. This skill has enough force to break through shields of equal rank or lower.

Fated Circle A
Energy Required

Similar to the Rough Divide, the user will place their hand upon the blade of their sword, transfering their energy unto the blade itself. Once the opponent has come within five meters of the user, or the user charges and is within five meters of his opponent, they will spin their body rapidly in a 360 degrees spin. Letting the blade cut through the air, the user will come to a sudden stop upon making the full spin, releasing a wave of pure energy around them. This wave of energy cuts through all that is five meters of the point of origin. This wave emanates from the blade itself and the wave extends from where the tip of the blade was directed. This means that others can jump over, or even duck under the skill should they be given enough time to do so.

Rev Roulette A
A lightning quick and powerful attack this is unusual non the less. Starts of by slashing upwards but make sure that you step to the right or left. You then let the let go of the sword causing it to spin rapidly and slash at the enemy. You make a mad dash as it spins around slashing into the enemy and grip it again for one final downward slash. This attack was first done by Rolan but was easily countered by Kegroth.

▰ ▰ ▰ WEAPON MASTER ONLY

Shall not Surrender S
This combination of attacks is best suited to be done after the enemy barely misses on their close ranged attack. Point the blade downwards but hold it over head just like in Dual Edged Defense but slash upwards as you try to ram the enemy. You raise your leg as you bring it back down onto your enemy to increase the force this slash ends with you in a crouching position. Its not yet done You slash upwards again with FULL force as you rise up making sure that your upward slash starts with the blade in between the legs to slice them in half.
 
PostPosted: Sat Feb 15, 2014 1:40 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰LONGSWORD AND SHIELD

Longswords have long cruciform hilts with grips over 10 to 15 cm length (providing room for two hands). Straight double-edged blades are often over 1 m to 1.2 m (40" to 48") length, and weigh typically between 1.2 and 2.4 kg (2½ to 5 lb), with light specimens just below 1 kg (2.2 lb), and heavy specimens just above 2 kg (4½ lb).

Swift Judgment

Teredan's Sword and shield style. This shares a few attacks from Rolan's style but Teredan is more attack based. The style of Rolan is best suited in protecting from frontal attacks while Teredan's is best at plain offense despite the shield being a defensive tool. Learning this style means you also learn the shield weapon style.

Imprint D
A simple attack that is pretty basic. Start off by making sure your stab hits, instead of pulling out the sword you slash to the left or right while its still inside then ram them with the shield.

Go Down D
A fairly simple combination of attacks that is easy to insert in any situation. First start off with the basic downward slash and then upward slash attack and quickly follow up with a jab from that shield of yours.

Comet C
A pretty basic attack combination best utilized when the enemy is off guard. Crouch down as you take a step to the left of your enemy. Once there preform a spinning upward slash and then point the sword directly down onto your enemy as you land.

No Holding Back B
A quick combination of attacks that will easily catch the enemy off guard. Start off with a diagonal slash downward while stepping forward. Step back with the same foot as you slash horizontally and then quickly step forward with a slash. As soon as you have stepped forward turn your entire body to make a spin before slamming your shield into them

No Quarter B
A power combo that can devastate the unprepared. Starting off in the stance you take a step forward as you spin to swing the shield at the enemy and bring down your sword onto the enemy as soon as this is finished. Swing it upwards quickly and spin again but in place and keep the sword extended as to chop at the enemy.

Hard Fall A
Start off by taking steps towards the enemy as you make two circular upward slashes. At the end of the second slash you swing in as if you are going to stab the enemy but instead enter the stance and then spin and swing the shield into the enemy. Quickly jump up and slash downward on your opponent.

▰ ▰ ▰ WEAPON MASTER ONLY

Unrelenting S
Start off by swinging the shield downwards onto the enemy's weapon and then use it to uppercut them into the air. Remember to jump after them and spin as you jump so you can slash. After the slash try to tilt your body so will land onto the falling enemy. Position the sword in front of your shield as you fall to and another cut into them and crush them.

Impregnable Wall

This was known as Rolan's personal take on the sword and shield style and is mostly defensive there are few attacks to it because of its defensive nature. Another reason for the few skills to this style is because Rolan primarily uses the shield. The stance is simple you keep the shield in front of you at all times close to the chest to block most frontal attacks easily while the sword depending which arm you hold it is extended in that direction for easy swinging. Learning this style means you also learn the shield weapon style.

Determination C
A simple quick hit combo that can result to more combination with some imagination. Starting off from the stance you slash diagonally at the enemy and let the momentum of the slash spin you and swing the shield into the enemy and quickly move your arm in for a stab. Remember to rapidly swing out to the side when pulling out creating a slash.

Haze Charge B
A repetitive combination of attacks that can overwhelm most defenses. Utilized by Rolan against Cheval this was a good counter to Cheval's attacks. By staying in the stance he gains a lot of defense but not much of an attack, you use your defense as your attack. Keep the stance and run towards the enemy alternate a slash from your sword with shield bashing. Up to attacks are done. At the final of the eight attacks you preform a powerful slash diagonaly and then spin to uppercut the enemy with your shield. Best used as you keep running at the enemy to confuse them.

Outline C
Usually just used when the enemy is off guard its pretty basic. You stab forward with your sword and quickly stab him three more times and on the third spin to uppercut them with the shield.

Snap In B
A sudden quick attack that brings you back into the stance leaving your opponent little room to attack. Face away from the enemy and then spin to slash quickly followed by your shield swinging into them get into stance quickly and then slash downward and make another spin to bash them with the shield.

Aether A
One of the defining moves of this style its primarly shield based attacks. Starting of by running quickly crouch and rise as you swing your shield into the enemy spin the other way and swing the shield again and then crouch as you spin to slash. Quickly spin the other way and upper cut with the shield with as much force as you can.

▰ ▰ ▰ WEAPON MASTER ONLY

Defensive Attack S
An almost purely shield based attack this is on the borderline of the shield and sword styles. Start off by taking a step forward and ramming your shield at the enemy. Suddenly turn after the ram to swing the shield at the enemy. Crouch down right after swinging and uppercut the enemy with the shield while jumping. In the air twist your body to spin and swing the shield into the enemy then toss your sword at the enemy and once it is lodged in them kick it deeper.
 

Super_X_Kami_X _Guru

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Super_X_Kami_X _Guru

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PostPosted: Sat Feb 15, 2014 1:41 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰LONGSWORD AND SPEAR

Longswords have long cruciform hilts with grips over 10 to 15 cm length (providing room for two hands). Straight double-edged blades are often over 1 m to 1.2 m (40" to 48") length, and weigh typically between 1.2 and 2.4 kg (2½ to 5 lb), with light specimens just below 1 kg (2.2 lb), and heavy specimens just above 2 kg (4½ lb).

A spear is a pole weapon consisting of a shaft, usually of wood, with a pointed head. The head may be simply the sharpened end of the shaft itself, as is the case with bamboo spears, or it may be made of a more durable material fastened to the shaft, such as flint, obsidian, iron, steel or bronze. The most common design for hunting or combat spears since ancient times has incorporated a metal spearhead shaped like a barbed triangle, lozenge or leaf. The heads of fishing spears usually feature barbs or serrated edges. Spears can be divided into two broad categories: those designed for thrusting and those designed for throwing. Spears used primarily for thrusting may be used with either one or two hands and tend to have heavier and sturdier designs than those intended exclusively for throwing. Those designed for throwing, often referred to as javelins, tend to be lighter and have a more streamlined head, and they may be thrown either by hand or with the assistance of a spear thrower such as the atlatl or woomera. From the atlatl dart, the arrow for use with bows eventually developed.

Inheritance Stance

This is the broadsword and spear style commonly used by the soldiers of Derzen an extinct kingdom. Narathos was the one to destroy this kingdom in the first book and used it as a base of operations. The Inheritance Stance is debatable if its actually a spear or a broadsword style thus it is included in both. Most of the attacks do use the spear more often. Usually using the broadsword to keep close enemies at bay then using the spear to charge the enemy this is the basics of this stance. Learning this style lets you learn one Free spear style.

Flashing Dismantle D
A quick spear and sword combination it is quite basic. First you use the hand with the spear to either drive it into the enemy or past the enemy's head. Once contact has been made or it passed the head pull back, if you stabbed the enemy you pull him towards you if it just passed over or next to their head make sure you cut them when you pull back. This is most effective when you actually hit the enemy because you pull them towards you and hopefully head first into your sword.

Dumb Flash E
Not really a powerful attack but more of an opener. You first hold the spear with your hand closer to the bladed end spin the spear upward to make the enemy avoid the bladed end only to lure them into getting hit by the blunt end in the gut then you swing your sword at their neck.

Direct Flicker C
A quick basic move usually for countering slower but more powerful moves. You will spin 360 but before that point the spear directly upwards and slash out at the enemy with the sword then swing the spear down and then thrust it into the enemy.

Vlad's Forest B
Named because of Vlad the impaler and its impaling effect this move is not one to be taken lightly it can possibly take out two enemies. You start off with a charge at the enemy and you jump thrusting the spear into the first enemy which would be bellow or at an angle from you. While the spear impales the enemy you use it as a pole vault to send yourself into the next enemy, if they are within reach, and thrust the sword into them. After that you use your strength to turn the spear, yes you never let go of it, and impale the enemy you just stabbed with the sword. supposedly ending with two enemies on a stick.

Flicker Finish B
A quick and possibly devastating set of attacks the soldiers of Derzen use this to decapitate their foes in battle to lower the enemy morale. It starts off with a sudden horizontal slash. This slash is specifically done with the sword and its specifically held that the blunt end will impact the back of the enemy's neck in a sort to drag them into the spear. You then twist the sword as you push forward with the spear pushing the enemy into your sword as well and decapitating their head.

Impalement B
Its a two step move that would usually end with the target impaled on the spear. You swing the spear at them in a wide arc to hit their lower abdomen thus sending them up into the air, quickly you toss your sword at them while they are still in the air and position yourself where they would land then thrust the spear into them.

▰ ▰ ▰ WEAPON MASTER ONLY

Wolf Bane S
A combination of attacks that will leave the enemy at least near dead when pulled off correctly. It begins by thrusting the spear at their lower abdomen then turning it upwards to send the target in the air as they fall you slash your sword making sure that after the slash it is closer to you and then slash outward quickly at the end of this you thrust the spear into them sealing their fate.
 
PostPosted: Sat Feb 15, 2014 1:42 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰NEKO-TE
CONCEALED, DEADLY, UNFORGIVING

A style that requires constant hours of training, practice, and determination to learn and use. This is one of the main weapons of the Kunoichis/Ninjas due to their easy of use and concealing ability. They were mainly used to take out the vital parts, such as the eyes, groin, and the soft spot in the neck. The Neko-te is a name given to several contraptions fitted in or over the hand, with sharp blades or pins sticking out. Some of these original neko-te that were shaped like metal gloves had pins standing up from the metal plate covering the back of the hand, designed to trap other weapons and leave minor damage when required.

Quick Draw Cut D
Energy Required

A swift equip of the claws, able to be used out of style to changed straight into this style. This is a swipe at the eyes to catch their opponent's off guard while the user enters the Neko-Te Style. The moment the user enters the style, they are to discard any weapon in their hands to fight like a cat.

Feint Slash D
A tricking slash towards the face that is then redirected towards the chest of the foe before the user dashes back. The user enters a feral like stance once they finished dashing, allowing for faster attacks and quick dodges. The user stays in a cat stance for 2 posts while increasing their reflexes for the time being.

Blind Slash C
An attack that does what it says and slashes at the opponent's eyes, aiming for contact. If it strikes the eyes, or even anywhere on the body, the enemy will become blind for 5 posts. They can only see darkness at this point, unable to see anything unless they are trained to sensitize their hearing and touch.

Dark Pierce B
Energy Required

A technique that uses both energy, and the position of the user having to be in darkness to enact this. The user stabs the ground, their finger tips entering the darkness as tendrils of Black Energy raise out of the ground and stab at their. Most, if not all, will tend to aim at the abdomen, pelvic, and groin areas to inflict severe pain. Anyone hit with this will feel a small shock inside, hitting their opponent with a forced adrenaline.

Unfair Shot A
A skill that does what it says and strikes unfairly at the opponent's groin with their clawed fingers to cause terrible pain. This works on females as well since no one is perfect, or immune to low blows. This skill is looked down upon by others of the weapon users, but however it may be or look, this skill is quite deadly and works.

Death Swipe Mark I S
Energy Required

A forwards dash at the opponent, remnant of the quick draw dash attack of the Katana in many folklore, the user aims at the softest spot on the body, the neck. The skill requires an immense charge of focus, watching the foe as they ready themselves, remaining still for a single post. Though as they finally gain the time needed, they will dash out with incredible speed, going towards their opponent. The single touch of the dashing user, will cause them to appear behind the enemy. Only those with the quickest of eyes, will see a cut of wind flying at the neck of said foe, aiming at the jugular vein in the neck.

Death Swipe Mark V SS
Energy Required
Prerequisites: Death Swipe Mark I, Quest Training Manual: Claws, and Master Rank

The user is to be in cover at the time of this skill, this is your one and only warning with this skill. The user hides in the darkness, or even behind a cover for two posts, activating a small sense with their claws on the ground. Dragging it would give them some sense of earthly touch to feel the footsteps an enemy gives out. They would also have to discern who is foe, and who is their ally in this charge. After they have a full charge, they will dash out from the darkness, or cover, towards their foe with unhinging speed with a dark glow around their body. A single touch teleports the user behind the foe, even into the air as 4 wind slashes appear before the foe, at their sides, and behind them, all horizontal, all aimed at the neck. This is a killing move, and one to not have any fear of killing their foes, or contracted to kill their allies, will use this move once mastered.

Created by KnightsRoyal, Approved by Hiro  

Super_X_Kami_X _Guru

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Super_X_Kami_X _Guru

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PostPosted: Sat Feb 15, 2014 1:45 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰RAPIER

The word "rapier" generally refers to a relatively long-bladed sword characterized by a complex hilt which is constructed to provide protection for the hand wielding it. While the blade might be broad enough to cut to some degree the long thin blade lends itself to thrusting. The blade might be sharpened along its entire length, sharpened only from the center to the tip, or completely without a cutting edge as called “estoc”. A typical example would weigh 1 kilogram (2.2 lb) and have a relatively long and slender blade of 2.5 centimetres (0.98 in) or less in width, 1 meter (39 in) or more in length and ending in a sharply pointed tip.

The Blooming Flower

Anne's fighting style is similar to Cheval's but hers consist more aerial attacks in contrast to Cheval's grounded movements. Most attacks in the blooming flower style are combination. This can be known only at Adept rank.

Tempo C
Its a simple combo that must be executed with speed. The first is a simple stab to the head or upper chest and you quickly recoil to preform another stab to the upper chest again and for the last stab you actually move your entire body back half a step and then fully extend your arm for the final stab through the heart. Shields can easily defend this attack though you would scratch the shield up.

Skull Slasher C
A quick two hit combo that can easily result in decapitation. You preform a quick and light stab to the throat of the person as to catch them off guard as you pull back the rapier from this attack you proceed to spin your body but keep the rapier pointed up once you are about to get to a full spin bring down the tip of the sword onto the head or shoulder of the target.

Heavy Thorn C
You preform a spinning kick to the person's gut as a sort of diversion. Once they block/grab or get hit by it you twist your body and thrust the rapier into them.

Bud Needle C
As simple as stabbing someone really but with a bit of an acrobatic flair. Starting of with a vertical slash to try and lift the enemy into the air you use the momentum and spin then leap forward and keep the rapier's hilt to your chest as you close the distance to stab them once your rapier,without extending, touches the enemy you thrust it forward and pull back. Though not devastatingly powerful it is quick and even if they are not lifted into the air you can easily preform the stab since the vertical slash is only actually a distraction.

Stem and Rose B
Requires Energy

One of the signature acrobatic attacks of the Blooming flower style you begin by running at your opponent. You slash downwards at them with all your force causing you to crouch at the same time your rapier is coated by energy and this will not only sharpen your blade so it will cut an inch deeper into steel. As you slash downwards you begin to spin. You spin one direction three times as you rise thus causing you to slash at them, preferably through them, two more times and then you extend your leg to kick them on the third spin.

Crescendo A
An unorthodox move for the Rapier you drag it across the floor as you run towards the enemy and then swing it upward, this is to lure the enemy into blocking it because if they do they will be sent upward in an arc to your back, dont worry its part of the attack. As they are lifted into the air you hold the rapier close to your chest and back flip over them and then drive the rapier into them while both are in the air. Upon landing is only when you yank the Rapier out.

Grave maker SS
Requires Master Rank, S Rank Energy

Known as Anne and Cheval's finishing move it is normally a simple stab but due to the channeling of energy through the blade's tip and only the tip it can actually go clean through steel as Rolan sadly discovered when it went through Kegroth's sword, his shield, his sword and armor. Lucky for Rolan Cheval's rapier is not that long and it was stopped by its guard impacting the side of kegroth's sword before it stabbed too deep . You start of flicking your rapier upwards, preferably to counter an attack and then you take a step back as you spin and then before the spin ends you step forward and stab the enemy through the heart. The energy focused at the tip of your rapier is what allows you to cut clean through lots of materials.

The Mind Game

Cheval's common fighting style is once again similar to Anne's but his consist of dodging and countering the attacks of the opponent. The attacks here are usually single stabs or slashes. This can be known only at Adept rank.

Roulette D
One of the simple stances known to this style. You twirl the rapier towards you rapidly when you see an enemy attack to deflect their weapon upwards. This will deflect a straight stab or a horizontal slash. If you preform this during an enemy's upward slash you can disarm them.

Prepared Sting C
The user will bend backwards, dodging an oncoming attack made by the opponent. At this point, the user will bring their sword to their chest, for added protection in case the opponent attempts to pull a fast one. Because the opponent has just left himself open thanks to his attack, the user will flick their blade forward, taking a single step as the blade will be aimed at either the shoulders or beneath their arms in order to dehabilitate their arms.

Alpha Counter C
One of Cheval's favorite counters against stabs or downward vertical slashes. The movement is simple as side stepping but you slash at the enemy sword as you side step driving it into the ground and then pull the rapier towards your chest. This leaves the enemy open for another attack.

Roulette: Drive B
An attack during the Roulette stance. As you deflect the enemy weapon or just when you find an opening. You suddenly grip the sword regularly and thrust it into the enemy a total of seven times, during the time that you pull the rapier out make sure you do so at an angle thus yanking out chunks of their skin to maximize damage.

Eye Opener B
You first await for an attack from the enemy, this is the key element into making it effective. As their slash or stab is coming towards you dont really block it with your rapier but the two swords must connect. When they do come into contact you slide backwards a step and crouch while twisting the rapier and bringing it close to your chest doing so will loosen the enemy's grip onto their weapon. At the moment you crouch twist the rapier the other way and thrust into the enemy this will actually remove the enemy weapon. At master rank it can be done to two enemy weapons as long as your rapier comes into contact with them.

Infinite Strike A
A clearly lethal move you begin by pulling the enemy with your free hand into the rapier during a parry. Usually used after Alpha Counter. As you finish stabbing him the first time keep release your free hand and preform four more stabs quickly. Your fifth and final stab will be done as a lunge forcing the entire rapier up till the guard through the enemy.

Finale A
Another lethal move preformed usually after the Alpha counter. You again pull the enemy into your rapier by the free hand but this time you thrust the rapier through their spine. The movement is like this. Once you pull them towards you, you thrust the rapier from above only an inch deep then you spin a full circle as you thrust it in making full use of the momentum.

Grave maker SS
Requires Master Rank

Known as Anne and Cheval's finishing move it is normally a simple stab but due to the channeling of energy through the blade's tip and only the tip it can actually go clean through steel as Rolan sadly discovered when it went through Kegroth's sword, his shield, his sword and armor. Lucky for Rolan Cheval's rapier is not that long and it was stopped by its guard impacting the side of kegroth's sword before it stabbed too deep. You start of flicking your rapier upwards, preferably to counter an attack and then you take a step back as you spin and then before the spin ends you step forward and stab the enemy through the heart. The energy focused at the tip of your rapier is what allows you to cut clean through lots of materials.

Farewell SS
Restriction: Weapons Master, Requires Energy

The ultimate thrusting strike, this skill is used when all else fails. The user will place their hand upon the guard, aiming the tip of the sword at their opponent. The other hand will remain at their side. This is the stance of Farewell. Gathering their energy at their feet, the user will suddenly lunge at the opponent. The power of this skill comes from the fact that the user goes from being stationary to their top speed instantly. It is the most powerful and fastest thrust known to man, and few are those who are able to even see it coming, let alone evade.
 
PostPosted: Sat Feb 15, 2014 1:47 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰SCYTHE

Originating as a farming tool, the Scythe became a popular weapon during peasant uprising in early history. As a pole weapon, the war scythe is characterised by long range and powerful force (due to leverage): there are documented examples where a scythe has cut through a metal helmet. They could be used, depending on construction and tactics, to make slashing or stabbing attacks, and due to their uncommon looks and significant power, could have a psychological impact on an unprepared enemy.

Bifurcation Style

Bifurcation means the splitting of a main body into two parts, perfect for what the Scythe is capable off. Great for fighting at a distance it does however have a few skills that pull the enemy towards the user. Most attacks are heavy hitting single moves, aimed for slicing through even the strongest of foes.

Evil Moon C
You swing out the scythe in a wide arc as quick as possible. This is to stab the scythe through one side of the enemy, going around the shield. Once it enters their body swing them brutally to the left or right, you either slice them clean in half or they get a huge gaping hole in their body as they get tossed to the left or right.

Torment C
Primarily used to maim the target rather than kill this is usually for those who are sadistic. You thrust the scythe at the legs of your opponent. Remember only the inner edge is sharp so this will only trip your enemy at most. Once you trip them turn the scythe and pull back so that they will land on the sharp point..

Off with their heads! C
A simple move mainly used on a tired enemy or just to demoralize others. You first grab the enemy's head and knee him in the gut while you use your other hand to position the scythe under him. While he is reeling in pain use the scythe to lift you up and drop yourself onto the enemy's shoulder and make them fall neck first into the scythe

Lotus Flower B
Requires Energy

The Lotus Flower is a powerful skill that is used against opponents who are airborne. Using your energy and channeling at the feet, the user is able to push themselves upwards at higher heights, reaching the opponent at high speeds. Upon coming closer, the user will spin their body in the air. By this point, the user will have coated their blade with energy, and as they spin, the scythe comes around them filled with energy. The energy cuts through one foot in front of blade, an attack that is difficult to counter considering that is an airborne attack.

Devil's Wheel B
Requires energy

The ground version of Lotus Flower, the user will channel their energy at the blade of the scythe. The energy cuts through even one foot from the blade, the energy so sharp and powerful. The user will then proceed to spin several times, stretching out the scythe to get maximum range for this attack. The user will be able to move their arms up and down, being able to counter attacks from below or above by doing so.

Reaper's Touch A
Requires Energy

Reaper's Touch is a powerful skill that uses the wielder's energy to draw in the opponent close to them for the final strike. The user will first slash at the opponent. Should the strike miss, this is when Reaper's Touch is activated. The user will use the momentum from the missed slash to jump into the air, dodging any oncoming attack by jumping above them. By this point, the energy gathered by the user will begin drawing the opponent in, even from yards away the strongest of foes will be sucked in by the user's energy. At this point, the user will slash their scythe downwards, not at the head, but at the shoulders of the opponent. This will completely sever the arm completely. Should the opponent decide to block with a shield or another blade, the user can adjust their strike, performing a downwards Evil Moon.

Reaper's Pinwheel A
Requirements: Energy, Necromancer

This skill takes advantage of the Necromancer's energy bomb and applies it to the blade of the scythe. By doing this, the user is able to strengthen the energy bomb attack by several ranks, to A rank. Bringing the scythe above their heads, the user will swing downwards, unleashing a pinwheel from the blade of the sword. The green, energy based pinwheel will pierce through the air, having so much cutting power that even energy based shields equal to this rank will be destroyed by this attack, shields of lesser rank will be cut through.

Reaper's Dance A
Requirements: Master, Energy

Reaper's Dance is the most powerful scythe attack. It starts out with the user swinging their blade horizontally, slashing at the enemy. Using the momentum of the blade, the user will go into a spin, leaping into the air. At this point, the user will come full circle, their scythe raised above them as they began spinning it within their hands. Channeling energy into their blade, the user will come down, performing a ferocious downwards slash at the enemy. Should the opponent dodge, the user will slam the tip of the blade unto the ground, transfering their energy unto it. At this point, twelve giant spikes of energy towering over 8 feet will surround the user entirely. These spikes explode out of the ground, aiming to pierce through the opponent within a 1 meter radius of the user.
 

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PostPosted: Sat Feb 15, 2014 1:49 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰SHIELD

A shield is a type of personal armor, meant to intercept attacks, either by stopping projectiles such as arrows or redirecting a blow from a sword, mace or battle axe to the side of the shield-bearer.

Shields vary greatly in size, ranging from large panels that protect the user's entire body to small models (such as the buckler) that were intended for hand-to-hand-combat use. Shields also vary a great deal in thickness; whereas some shields were made of relatively deep, absorbent, wooden planking to protect soldiers from the impact of spears and crossbow bolts, others were thinner and lighter and designed mainly for deflecting blade strikes.

Shields can come in different shapes and sizes and it is up to the rper to depict what kind of shield they are using. They range from Bucklers, which are rather small, to the larger Scutum which is heavier but protects more of the body.

Shield Bash D
Smashes the enemy with the shield. A simple skill for pushing the enemy slowly backwards and making them lose ground.

Feint D
The user goes into a more relaxed state to give the impression their guard has been let down. This provokes the enemy into attacking and they then make a quick movement to disarm their opponent with the shield by smashing it against the weapon when the enemy goes for an attack.

Shield Charge D
The user charges forward with their shield. They go for a bash and then lift their shield at the last second to stab or otherwise wound the enemy. The momentum of this skill adds to the power of the shield, causing broken bones unto the opponent.

Shield Boomerang D
Requires: Shield Bash, Energy

By fusing your energy into the shield, the user can launch their shield at their opponent. Wether it misses the opponent or strikes a hit, the user needs to only will it and the shield will return to them.

Shield Maiden's Blessing C
Requires: Paladin only

The user calls for a blessing from the Shield maiden. Roll to see if successful. There is a 20% chance of the skill works which means that numbers 1-2 equal success. 3-10 equal failure. Should the blessing succeed, the shield can defend against attacks one rank higher. It can only be done once every five in battle posts. Doing it more than four times in a battle will cause your shield to crumble as you have not earnt the blessing of the Shield maiden clearly.

Aegis C
Requires: Knowledge of all previous shield skills. Adept Rank.

Coat the shield in a protective barrier relating to its element or the class of the wielder. The ability lasts for 20 attempted strikes against the shield which make the barrier deactivate.

- Fire: The Shield is coated in a barrier of fire. It burns away attacks and can melt swords if they meet the shield an excessive amount of times. (15 hits against the shield will melt a typical weapon. 30 for high class weapons)
- Earth: Forms an Earthen barrier on the shield. This reinforces its strength and also increases its size by about 50 inches.
- Wind: Forms a wind barrier on the shield. This softens strikes against it and prevents projectiles hitting it meaning it can take more strikes until breaking or until the wielder is disarmed.
- Water: The shield is covered in a barrier of ice. It freezes all those who touch it except the wielder. A strike against it for example will freeze a sword after five strikes, a sixth strike will cause it to shatter.
- Shadowknight: The shield absorbs the essence of an unknown horror from beyond the plane of man. This creature attempts to bring others towards it with its numerous tentacles. If a person is brought into direct contact with the shield it fuses them with the shield. It is a manner in which a Shadowknight can bind souls to their shield.
- Paladin: The shield give an intense glare. It can be used to light up caverns and also to repel evil creatures as its light is sickening to creatures of the night. Vampires, Succubus, Incubus, Werewolf. The like.

Modify Shield: Outer Coating C
Requires: Adept rank, Knowledge of all previous skills

The wielder of the shield modifies it to give it an outer coating. This makes it much more durable and means that even if one coating of the shield is broken it has a second.

Magic Mirror C
By activating this spell you have a fifteen percent chance to reflect magic attacks back at enemies. This number is calculated on a 100 sided dice. Anything from 1-15 is success and the spell is reflected. Anything from 16 upwards to 100 is failure. Failing to reflect the magic will cause it to do double damage to the person trying to reflect it back. It can however reflect literally almost any magic back with the exception of anything at SS class or above.

Shield Surf B
Requires: Expert Rank, Energy Required

This skill allows the wielder of the shield to ride upon it using their very own energy. Using the shield as a platform, they can hover over fifteen feet in the air and travel at the speeds of a Berserker (Speed=8 ). The wielder can only ride their shield for a total of four posts before energy needs to be sacrificed once more.

Rising Star B
Requirements: Energy

This skill is the perfect counter against aerial attacks, or when the opponent is right in front of them. Crouching down, the user will unleash an explosion of energy out of the pores of their backs, sending them flying upwards to meet their foe. Buckling the shield at their shoulder, the user will protect themselves not only from the attack, but will plow their shield into the opponent causing heavy damage upon them.

Charging Star A
Requirements: Energy

A more powerful ground version of the Rising Star, the user will not only cause an explosion of energy that propels them forward, but will also coat the shield with pure energy. This skill is powerful enough to plow through other skills A rank and lower and is best to be avoided completely. Upon reaching the foe, the user will slam their shield unto their opponent for heavy blunt damage. Two post recharge.

Final Justice S
Requirements: Master Rank, Energy

The user will use their energy to have themselves jump high into the air, facing the direction of their foe. Bracing their shield against their shoulders, the user will then proceed to use their energy once again to have themselves launched towards their enemy. It is at this point where the user's shield will be glowing fiercely with energy, their opponent seeing a meteor falling upon the Earth. A devastating blow that plows through any attack of its rank or lower, even if the attack misses, the user's energy explodes outwards covering a radius of five meters, causing blunt force to knock back even the mightiest of foes unto the ground.

Guardian of All Mankind S
Requires: Knowledge of all previous skills, Paladin, Energy

Upon throwing your shield towards your allies, the shields hovers in front of them to put a barrier on your allies that protects against any attack of S rank or lower. Has a cooldown of three posts.

Shield of the Just SS
Requires: Sage, Energy, Class that is profficient with Shields

One of the few offensive shield techniques, this skill is in fact the most powerful shield skill. Taking a single uninterrupted post in order to focus their energy into their shield, the user will point their shield at their target. Declaring the name of this skill out loud, the user will unleash a blast of pure energy from the center of the blade towards their target. The beam of energy is approximately nine feet wide and nine feet tall from the ground, this devastating attack will tear through anything lower than its rank.

Iron Defense

Throughout the waves of time, weapons have changed, technology will become more advanced, and warfare will never be what it once was. Contrary to this change, there has been a single weapon that has stood the test of time: The shield. Technology has allowed these shields to be lighter, more durable, and even in certain aspects reflective.

▰ ▰ ▰ STAGE ONE

Iron Wall E
The most basic of all techniques, the user places their shield in-front of them, usually on the ground to cover their lower body, and crouches behind it to keep cover from fire or other attacks. Although effective defensively, it almost negates all options of mobility or counters, but is absolutely effective against ranged attackers.

Iron Ceiling E
Almost identical to Iron Wall in terms of usage except for this is used for aerial defense or vertical attacks. Like before, the user places their shield in front but this time high above their heads. This is meant to defend against arrow volleys and overhand blows. This skill can instantly switched to at any time.

Forward! E
When faced with an attack that is a continual onslaught, the user pushes forward with the strength of their legs into the attack moments before impact, causing it to occur prematurely and forcing the attacker out of position. From here, the user can lower their defense and expose themselves allowing for a form of counter attack to be put back at the enemy.

Reflex Blocking E
After being caught off guard or surprised, the user quickly raises their shield in-front of them to defend against an attack, whatever form it may come from. Although effective, the user’s positioning is slightly off and can be pushed back or off balanced by sheer force attack.

▰ ▰ ▰ STAGE TWO

Iron Wall Closing D
The user keeps their shield in front of them, raising it ever so slightly as to not have it drag on the ground. This is able to instantly switch into Iron Wall. At this point the user is only able to walk with their shield while able to cover their body rather well from enemy attacks. This is a crouched advance.

Iron Wall Rotation D
Now slightly more adept at moving with their shield, the user is able to walk on an angle, but still perfectly eclipsing their body with their shield, allowing them to move with more freedom while keeping protected. This is a sheer defensive technique, offering little ability to counter attack physically, although offhand weapons such as daggers are much easier to handle.

Wall Planter D
The user, once in melee range, quickly pushes their shield forward into the opponent, aiming primarily for the upper body or face area. This is a quick attack that the user can use to push off an attack, off balance, or catch them by surprise as this technique can occur even if the user is on a complete defensive.

Wall Perfection Stance D, E per post
The user keeps their shield in-front of them at all time, offering very little if any openings at all for the enemy to attack them at. Although useful in not getting the user hit, it reduces the chances and effectiveness of counter attacking at the cost of having an almost impenetrable defensive shell.

▰ ▰ ▰ STAGE THREE

Iron Wall Advancing C - If attacking, requires energy
The user now holds their shield in-front of them like a battering ram and quickly charges the enemy. This is extremely effective against long range attackers, especially if their firing lanes and trajectories are confined to a single direction. If the user wishes, they can actually use their shield as a battering ram and bump/run over an enemy, either knocking them down or off balancing them.

Wall Deflection E-B
The user, when faced with a melee attack, shifts into the attack and bashes the attack with their shield, arcing it in a direction away from the user while keeping his shield clear of return fire. Cannot deflect skills of a higher rank without the energy used being higher than the opposing skill. If a stronger skill is used, the user is pushed back but can instantly resort to Iron Wall or Iron Ceiling. Situation may vary. A Ranked attacks and above will break this deflection.

Iron Wall Clipping C
The user, at melee range, quickly arcs the side of their shield for the enemy by swinging their arm. The side of the shield will smash into the head, usually throat, of the enemy causing them extreme pain and damage while opening them ups for other counter attacks. Can be done in multiple successions at half the cost (after paying full cost first time.)

Iron Wall Halving Stance C - E Rank Energy Per Post
The user stands with their shiled eclipsing most of their body, but leaves their other arm slightly exposed to allow for a much more effective and efficient stance for counter attacking with multiple types of weapons. In this stance, the user is also more mobile then the defensive stance, but has less ability for absolute defense and cover.

▰ ▰ ▰ STAGE FOUR

Iron Wall Rushing B
Usually in the halving stance, the user is able to now full out run with their shield up. Their body is largely covered with only their legs and their other weapon arm and shoulder exposed. Although effective for attacking and retreating, their movements and awkward weighting makes ranged attacking during this difficult.

Iron Wall Suplex B
The user runs at their opponent, or hunkers down while they are running at him, and at the moment of impact bashes their shield at the opponent but gets it under them. Stepping in and under the opponent, the user raises their shield sending the opponent hurtling over them to the ground below. From here, the user has multiple counter attack options they can choose from.

Iron Wall Coverage B
When faced with a fast melee opponent, the user is capable of moving their shield repeatedly while at the same time moving their feet to maintain the strongest defensive position while keeping mobility and allowing some, thought little, form of counter attack to be returned when the combination is done.

- Minimum cost is a B rank. If the opponent uses a higher hank combination (A or S) then the user can pay the identical amount to make this technique effective. Only effective against one combination per usage.

Iron Wall Mobility B - C Rank Energy per post when in Use
The user has now done so many defensive positions with their shield that they are much faster at reacting, getting into a defensive position. Defensive technique speed increased. When using Shields and Shield Skills, speed is +2 during its execution. Does not apply to attacking or countering -- defense only. Cannot be stacked with other speed bonuses.

▰ ▰ ▰ STAGE FIVE

Iron Bunker A
A very simple but effective technique, the user ceases all motion and presses into their shield with their strong legs. This position, being a geometrically stable, is effective against resisting stronger types of attacks (concussion blasts, ect) and shockwaves (from bombs or fire blasts) ruling in the shield can actually handle that much damage.

Iron Wall's Freedom Return A
The user keeps themselves covered to take any damage or attack the opponent sends their way at bay, then quickly frees their shield from their body to allow more freedom of motion, making all forms of melee counter attacks extremely effective. Once it is done, the shield returns as fast it had left, keeping the body covered.

Iron Wall Onslaught A
The user performs 5-7 continual bashing of their shield at either one or multiple enemies sending their attacks away from them allowing the user to counter attack. If the shield is aimed for the opponent, then great physical damage can be done, knocking the enemy down and even taking them off their feet.

Iron Wall Framework A - C Rank Energy per post when in use.
The User has dealt several strong attacks, with much of the physical momentum going through the shield into his body. After such repeated training and physical abuse, the user now has a greater understanding of their frame, of mechanics, and body structure to make their movements more precise and structurally strong. The users ability to cause physical damage with their shield as well as defend against strong attacks is increased. Defense against skills is increased by a rank and strength with shields is +1 when attacking.

▰ ▰ ▰ STAGE SIX

Iron Wall Full On Offense S
The user waits for a moment of impact on their shield, and continues the contact with the melee weapon like a weapon lock. Stepping in to dominate the space, the user now has an ample amount of room and positioning to counter attack the opponent.

Iron Wall Fortitude S
The user enters a full defensive stance, without any capability of counter attack. However, this does not mean they cannot attack. They have a good body behind them to do it for them! The user acts as mobile cover for a friend to come in and “stack up” with them, allowing the user to defend both of them with the partner only revealing themselves when they are counter attacking.

Iron Wall Aggression S
The user waits for an enemy to be in med melee attack when the suddenly drop low, slamming their shield into the foot of the attacking opponent, usually stopping the attack dead in its tracks. From here the user bursts forwards and raises their shield to clear the possible attack away before the slamming the but of the shield into the enemies throat, or bumping into them and knocking them to the ground.
 
PostPosted: Sat Feb 15, 2014 1:50 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰SNAKE SWORD
The snake sword is one of the most interesting and dynamic weapons: It is both whip and sword in one controlled by the energy of the user. A blade that doesn't focus on strength but flexibility of the user's mind.

The snake sword is basically a sword broken apart and reconnected by a chain. Its chain can be recoiled into the hilt of the sword. Most snake swords are at a five meter range when in their whip mode and hold between 8 to 10 blades. Pressing a gem or button on the cross guard of the snake sword will release the grip of the chain thus when you swing it it will extend out like a whip. Most attacks of the snake sword are curved in nature since it is whip like in nature. At Master rank pairs can be used two of the same attack may be done.

Recall E
Requires Energy

One of the problems with the Snake sword is the speed in which the sword recoils back into its original, it's rather slow. This skill will negate that. By letting the energy flow into the blade, the energy will create an immense pull on the chain, causing the snake sword to recoil almost instantly.

Bolt D
Bolt is a skill best used when the opponent is less than halfway to the point where the snake sword ends. A useful counter or even attacking skill, the user will uncoil the blade while thrusting their sword forward. The tip of the snake sword will shoot forward at rapid speeds, a skill that although not powerful enough to pierce through bone, is still a rather fast attack. Though one thing to note, if you hit your opponent past the halfway mark, it will loose half of its attack power and only give a tiny cut.

Slither D
During its whip like state you swing it upward vertically then before the tip of it leaves the body of the enemy you swing it downward. This is actually very useful because it can hook into the enemy as it goes up and the downward motion will shred.

Wrap D
Spinning 360 degrees, the user will release the blade, causing the snake sword to wind around the user. Coming around full spin, the user will outstretch their sword hand forward, the snake sword coming around and wrapping around a body part of your opponent. The blades will dig deep into the skin of the opponent, piercing it and drawing blood. At this point, the user can use recall to shred through their skin, causing a deeper and more lethal cut.

Strike C
Requires: Bolt, Energy

A more powerful version of the bolt, the Strike utilizes both your momentum and energy. You turn 180 degrees to your opponent as you bring the sword over your shoulder and at the exact moment you end your spin your sword should be over your shoulder. Injecting into it a large amount of energy, release the blade in a straight line towards where it is pointed. The forceof the strike can not only rip cut through the skin easily even passed the halfway mark, but anyone blocking it directly with either a weapon or a shield will find themselves disarmed.

Viper's Tail C
Requires: Adept rank

The viper's tail is a devastating attack, coming from below against unsuspecting victims. The range of this attack is 1 meter less than the size of the blade, the user will thrust their blade into the ground. Launching the blade through the ground and directing it, the blade will rise at an angle below the opponent, aiming to pierce through their flesh. A blow used for surprise attacks or to cause a distraction.

Viper's twin C
Requires: Viper's Tail, Adept rank

An advance form of the Viper's Tail, the user will drive their sword at an angle unto the ground. Extending the blade in the underground, the blade will suddenly emerge behind the opponent, aiming to strike at their back at an angle. The distance it can travel is once again 1 meter less than the range of the blade itself.

Bonding C
Requires: Wrap

You first swing the snake sword during its whip state at the enemy. Upon impact you pull back causing the blades to dig into the enemy then you preform recall pulling the enemy towards you at the same time ripping out flesh, best used if you have two snake swords. As you pull the enemy towards you use bolt with the second sword.

Twisting solitude B
You simply spin twice and during this time you are uncoiling the snake sword. This will stay uncoiled for first spin and you slowly coil the sword during the second spin. During the time it is uncoiling it will sink into the target and during the recoiling state it will slowly rip off chunks from the target. The spin is quite fast thus you can actually cut an inch into steel.

Serpent's lick A
During sword state you drive it into the enemy. Once it is through the target, the user will press the trigger, extending it like how you would if you performed bolt. As you remove it from the target, you wriggle it around causing it to shred the insides of the target as it is removed.

Viper's Pit S
Requirement: Sage Rank, Energy

At this point, this is the ultimate skill for the average snake sword user. Similar to the Viper skills, the user will stab the blade unto the ground in an angle. At this point, the user will push the trigger, causing the blade to expand deep underground. This is the part where this skill earns its fearsome name...by this point, the energy overcharged into the blade will have manifested itself, creating a long blade of energy four times the size of the average snake sword. The energy blade is just as lethal as the regular blade of the snake sword, and as the blade rises from the underground, the blade will shoot back down, chasing the opponent down until it hits its mark. Unfortunately for the opponent, this is not the end of the skill. The point of the skill is to trap the opponent inside the very chains of the energy snake sword, creating a pit in which the user will simply retract the blade. Upon retracting it, the energy blade will unwind, ripping apart anything caught inside the Viper's Pit.

▰ ▰ ▰ WEAPON MASTER ONLY

Anaconda's Embrace S
Requires: Wrap Master Rank

You simply do a compete spin while taking a step to the left or right. This is done during the sword state but you have to be pressing the button thus letting it uncoil as you spin. The sword will latch onto a portion of the enemy and you run around the enemy wrapping them in quickly in coils and you slowly recall the blade crushing and shredding them them to bits.

Snake Bits S (Requires S Rank energy to trigger, D rank energy to maintain)
Requires: Sage Rank

The ultimate snake sword skill, this ability is only available to those who have infused their very souls into the sword, hence swordmasters. The user will infuse their energy into the very blade, uncoiling the chain that holds the blade together. The blades, rather than fall unto the ground along with the chain, will begin levitating in front of the user. With a flick of the wrist, the blades will launch themselves forward at the enemy, aiming to cut through the user's foe. During this time, the user cannot use energy based attacks, for every post that the user is performing this skill it will drain energy equievelant to a D rank skill for every post this is used. The user can control the bits at will and can stop them, change their direction, at a moment's notice.
 

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PostPosted: Sat Feb 15, 2014 1:53 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰SPEAR

A spear is a pole weapon consisting of a shaft, usually of wood, with a pointed head. The head may be simply the sharpened end of the shaft itself, as is the case with bamboo spears, or it may be made of a more durable material fastened to the shaft, such as flint, obsidian, iron, steel or bronze. The most common design for hunting or combat spears since ancient times has incorporated a metal spearhead shaped like a barbed triangle, lozenge or leaf. The heads of fishing spears usually feature barbs or serrated edges. Spears can be divided into two broad categories: those designed for thrusting and those designed for throwing. Spears used primarily for thrusting may be used with either one or two hands and tend to have heavier and sturdier designs than those intended exclusively for throwing. Those designed for throwing, often referred to as javelins, tend to be lighter and have a more streamlined head, and they may be thrown either by hand or with the assistance of a spear thrower such as the atlatl or woomera. From the atlatl dart, the arrow for use with bows eventually developed.

Zilong Style

Zilong is a style of fast strikes or flowing movement. Use on the battlefield against one or many opponents. Remember to watch your back as this style leaves it completely open.

Lieying Quanda E
Requires Energy

Build up a little energy into your spear and arms. Hold the spear in both hands, keeping it level with the ground. When you are ready thrust the spear forward fast, the energy you put into it travels through your arms, the shaft and the head to your opponent, making the attack stronger than a normal attack. The stronger you are, the stronger this technique.

Diqiu She E
Planting your heel into the earth you hold your spear straight out from your body. You make one spin on your heel until you are facing the direction you initiated the skill with. Though not meant to do much damage wise but is effective in getting your opponent(s) at a distance that you want them to be.

Richu D
Flipping your spear around use the heavy end of the spear to increase the power of an upwards thrust with the blunt-end of the pole. This should send your opponent into the air to be at mercy from attacks from below such as Xiezi.

Hudie D
While running you spin your spear from either side of you, covering you from attacks on either side and ahead of you.

Long Houjiaosheng C
Like a simple thrust of your spear but with a little something more. Charge energy into your weapon and thrust it forward towards an opponent. The energy will convert at the tip of the spear into an attack of your element; earth will erupt in line with your spear, a ball of fire will fly towards your opponent, a gust of wind will emanate from the tip, a column of water will shoot from the tip.

Diyide Da C
Requires Energy (D rank)

Usually used as the initiator of the fight. Charging your opponent hold your spear tightly in your hand. Just as you are about to close range with your opponent stop, placing a little energy in your feet and your weapon. Thrust the spear forward. You will slide forward a couple more feet and a small energy burst will emanate from the tip of your weapon. This should knock your opponent back, off guard, and/or confuse their sense of distance temporarily. Use this at the beginning of a fight to give you an early advantage.

Dizhen C
Requires Energy

Gathering energy into your spear you stab the end of it into the ground and release the energy into the ground and create an earthquake. Your rank determines the distance that the earthquake travels from your position.

- Trainee – 10 feet
- Novice – 20 feet
- Adept – 30 feet
- Expert – 40 feet
- Master – 50 feet
- Sage – 60 feet

Xiezi C
Three quick successive stabs. The movements are so fast that if the first connects, the next two attacks will also connect.

Zuihou Da C
Meant to be the finish of a battle. Rotate your spear so that the head is down and stab it into your opponent’s leg. Drag his leg out from under him, bringing him to one knee. Remove the spear and perform a quick, strong strike to his ribs with the blunt end of your spear, then strike the head with the same force with the head of the spear.

Maotouying C
Requires Energy

First send a wave of energy through your body. Afterwards leap into the air, swing your spear to catch and sweep up an opponent. Release the energy allowing you to remain airborne for a short amount of time while you attack your opponent in the air. You remain airborne for only one post, use it well.

Long Zhuazi B
Requires Energy

This skill begins by swinging the spear completely around your body, getting your opponent(s) within the right range. Without stopping step forward and swing the end of the spear up, launching your opponent into the air. Follow by leaping into the air above your opponent and launching your energy as a wave towards him. Finish by diving at the opponent, forcing him back to earth.

Canren Chengfa B
Swing your spear down aiming for your opponent’s leg. If it connects dig the head of your spear deep into the flesh and force him down. The pain should be excruciating enough to keep him from moving. Move to his side, removing your spear from his leg, then rotate the spear to the center of your opponents body and swing it forward, propelling him away from you. Your opponent should barely have any use of that leg.

Liuxing B
While running or using one of the running techniques stab the head of your spear into the ground. Use your momentum to take you up off the ground and into the air, pulling the spear out of the earth as you ascend. Make one flip to right yourself up then hurl yourself back to the ground, swinging your spear towards your opponent. The added momentum to the swing should cause more damage, or at least knock him off balance.

Zhenshi Kuaisu A
Requires Energy

Putting some energy into your feet your speed is boosted one rank. You hold your spear in a defensive position as you run. Acting like a bulldozer you can run through a group of enemies and defend against most attacks. You cannot attack, and if you are struck, the technique ends.

San Xing S
Requires Energy

A three-part attack heavily utilizing energy. It is initiated by swinging the blunt end of your spear in a feint attack, causing your opponent to retreat slightly. You then stab the spear into the ground and surge energy into it, creating a small burst meant to cause your enemies to lose their balance. Using your spear as an anchor you lift yourself into the air and over your spear. Upon impact surge energy into the ground again, sending a second shock wave through it. Pull the spear from the ground and swing it around in a circle, when you stop release an energy wave through the air to finally knock them down if they haven't fallen already.
 
PostPosted: Sat Feb 15, 2014 1:54 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰SPEAR AND SHIELD

The Spartan's Right Hand
Defensive, Offensive, Well Balanced


This is a style designed around a well balanced and extremely lethal mix of offense and defense. This style heavily utilizes the spear and the shield, utilizing the shield protect the user and to keep close enemies at bay, and utilizing the spear to really go in for the kill and keep enemies at a distance. This style was particularly used by the fierce Legions of Kratos, who conquered many northeastern lands in ancient times. This style is very versatile to say the least, partially covering all ranges of combat, from short to long ranged. Many practitioners of the spear will take a liking to this style, as it doesn't require you to sacrifice defense for offense, as most spear styles usually require.

Crashing Waves C
Requirements: Adept Rank

You bash your shield forward twice, really putting a lot of power and force into the second bash. The first bash is simply meant to stop an enemy's sword and push it off course, delaying their ability to pop back into a ready stance to defend or attack again. The second shield bash will send enemies with a strength rating lower than yours on tumbling backwards onto their a**. Anybody with a strength rating equal to or greater than yours will simply be sent staggering. After the second bash, you will do a lightning quick spin before stabbing your spear into your opponent, the momentum of the strike easily able to puncture thick (but crudely crafted) steel.

Viper's Bite v1 D
Requirements: Energy

You throw your spear in an extremely straight and accurate path. This attack speeds up the spear considerably, giving the spear the speed of an arrow. While the spear is extremely difficult to dodge in this stage, it is still possible if the opponent is very fast, with supernatural reflexes.

Cobra's Bite C
The user ducks underneath a horizontal slashing or swinging attack, simaltaneously slamming the bottom lip of their shield down onto the toes of the opponent, completely shattering the bones in the toes and making the opponent's guard open up. As soon as the opponent's guard opens (Because who wouldn't at least partially open their guard after having every bone in their foot smashed?) they stab the spear upwards into the target. this stab can be aimed at the opponent's Torso, or their midsection. No face shots.

Python's Bite C
When confronted with a vertical slash, the user will move one foot behind the other and sidestep, shifting their center line and allowing the strike to move past their body by mere inches with their spear arm facing the target. They then stab their spear directly at the target in retaliation, attempting to run the enemy through while he is still completing the downwards slash. Obviously if the vertical attack is too wide to sidestep (a GIGANTIC ball of fire, a dragon's tail, etc.) you will still probably get hit by it.

Will Breaker C
Requires: Energy

Useful when somebody swings a sword or other weapon at you. Instead of blocking the attack with your shield, you meet it with the shaft of your spear. When the weapons clash in the air you parry the enemy's weapon to either the left or to the right before stabbing forward. The parry will leave opponents who are not equipped with a shield or another weapon practically defenseless, as it leaves their entire body open to attack.

Shield of The Epic C
Requires: Energy

The user will charge energy into their shield, and they then thrust it forward towards the enemy and emit an extremely flashy and blinding white light from it. This will blind anybody looking directly at the shield wielder for the one whole post. It also harms those directly effected by bright lights. (shades, etc.)

Spear of The mighty C
Requires: Energy

The user will focus energy into the entire composition of their spear. After this is accomplished, they stab the spear forward in an attempt to impale the enemy. This technique is useful because of the fact that even if the enemy manages to jump backwards and dodge the spear tip, the spear grows rapidly to twice it's original length, impaling the enemy before reverting to it's original size. During this time, the spear will glow brightly, though not brightly enough to blind anybody.

Vault Kick C
You stab your spear into the ground, jumping into the air while still holding the shaft of the spear stuck in the earth, twirling yourself around the spear and kicking the opponent in the chest or face whilst spinning around the spear. This kick has enough momentum to break bones.
the kick looks like this... just with a spear. and without the retards

THIS IS SPARTA B
This skill is the ultimate counter. First, you either wait for your opponent to swing their weapon at you, or to throw a punch at you. You then bash your shield out and sideways at their attack whilst taking a step forward. This will send an opponent wielding a weapon staggering off balance slightly and open for the next part of the attack. it will cause somebody punching the shield to stagger as well, with the additional affect of breaking their fist. For the next part of the skill the user will do a full frontal spartan kick, sending the enemy stumbling backwards, and more than likely falling to the ground. (recommendation: Use this near a cliff ledge/gigantic hole for epic King Leonidas effect.8D)

March of The Legion B
Requires: Energy

With this skill, every step you take is imbued with energy. These steps will cause tremors, which are very slight at first but will gain in strength with every step taken. They steadily gain in power up until the fourth step. It should be noted that if you are caused to stagger or are interrupted during this skill, it stops altogether.
- First step: A very small tremor. Noticeable, but not very. Doesn't really affect anybody much.
- Second step: A decent tremor, may cause somebody to stumble but not fall.
- Third step: A very noticeable tremor. most humans will be knocked on the ground by the tremor.
- Fourth step: Large tremor. All but the strongest opponents will be knocked on the ground by these tremors. (Opponents with a strength of 10 or higher)

Viper's Bite V2 A
Requires: Energy, Master Rank

You throw your spear swiftly and accurately, just like with the last version of this skill. However, the speed of the spear is heightened considerably. The spear now moves with the speed of a crossbow bolt upon leaving contact with your hand. It's penetration power is heightened considerably, and can usually pierce through heavy armors made of blood steel and lower.

Shield Wall S
Requires: Energy

The ultimate defensive technique of this style, though despite it's rank it is performed fairly simply. The user will crouch behind their shield and march forward at a slow pace, spear tip bristling dangerously to the side of them much like any normal spartan taking apart in the shield wall. The shield wall can protect from up to five A ranked attacks, and a single S ranked attack. Anything after the single S ranked attack will break the wall's formation though. Anything below A rank will simply glance off the wall with impunity.

Strength In Numbers SS
This skill is only really useful if the spartan is in a group of people. Basically what it does is raise everybody in the groups speed and strength by one. Practically useless by itself, with a few allies this skill could help turn the tides of battle. Lasts five posts, with a five post cooldown.

Style created by Razieltheprince  

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PostPosted: Sat Feb 15, 2014 1:55 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰THROWING KNIVES
FAST, PRECEISE, UNPREDICTABLE

The origin of knife-throwing stems from throwing wood (picture a boomerang), which was used as a weapon in battle and as a tool for hunting. In North Africa, evidence of throwing wood dates back to approximately 6000 B.C. In Egypt, throwing wood was discovered in the grave of Tut-anch-Amun (approximately 1340 B.C.). After the introduction of iron at about 600 B.C., throwing wood gradually developed into the throwing knife.

Strengths
• You technically have no gun, therefore no need to reload
• Some skills throw multiple knives at once, making them harder to dodge
• Some skills follow your enemies, although they can't make right angle turns.
• Most of your skills are hard to dodge
• Can pick up knives you've thrown
• If an enemy pulls a knife out, chances are they'll bleed out
• Usually more painful than a bullet

Weaknesses
• Smaller ammo capacity (20 knives)
• Can't throw more than three knives a post unless it's a skill
• An enemy can pull out a knife and throw it back at you
• Tend to be blown away easier by wind skills
• Smaller knives are fast but do less damage, and bigger knives are strong but travel slower. (I don't mean super slow, but slower than an average throwing knife)

Knockout E
You spot your target and throw your knife exactly so that the blunt end of the knife strikes your opponent, hitting them hard. This skill causes damage if it hits anywhere, and if it hits the head it stuns them, leaving them open for a bigger attack.

Straight Knife D
You throw the knife in a completely straight path, which means it doesn't spin. these knives are harder to dodge, since they have more aerodynamicy.

Trick knife D
You throw two knives at once, one in the shadow of the other. The second is slightly off to the side but in the shadow of the first so it is harder to see, and even harder to dodge.

Knife trap C
You throw several knives around your opponent, missing them on purpose. The knives however catch on to their clothes or armour, and pull them back. they keep going for ten feet or until they hit something, and if they hit something they get pinned against it.

Triple knife D
You throw three knives, all at varying altitudes and angles. This skill is hard to dodge as one is usually coming at you to the left, right and your center.

Interception C
You throw a knife in the direction of an oncoming arrow or bullet. You judge where the bullet is coming from by looking at the muzzle of the gun. The knife then has the chance to either block the bullet/ arrow, or slice it down the middle and allow it to keep going past you. You can use the second one to your advantage.

Curve Knife C
You throw the knife, but flick your wrist in a certain direction so that the knife curves. This is useful if your opponent is behind a shield or behind cover or such.

Bank shot C
You throw the knife and it hits a wall or the floor or something. The knife bounces off of the surface and keeps going. Useful for hitting targets behind corners and other uses.

Knife flurry B
You swing your arms in a windmill fashion, pulling two knives out of your scabbard each time your hand crosses it. Each time you pull out two knives you throw them, and it keeps going on like a continuous flurry. you empty out your entire ammo during this skill, and it is extremely fast and hard to dodge.

Change of direction B
Requirements: Must know interception

You throw your first knife wherever. It can be toward the target or away from the target. You throw a second knife however at the back of the first knife. It causes the second knife to make a sudden change of direction, and the opponent more than likely won't see it coming.

Tracker knife B
Requires energy

You imbue the knife you throw with enrgy. after that, you throw the knife, and it follows your opponent. It can make turns, but not right angled turns. It can also do wide U turns.

Knife Hail A
RequiresEnergy, tracker knife, knife flurry

You throw all of your knives in the air. They are suspended in the air for a moment, before they rain down on your enemies. After that, they can follow your enemies. Most shields can't block this due to how many knives there are and would eventually break from all the impact.

Knife Circle A
You gather all of your knives in between your fingers, then throw them all simaltaneously while doing a 360. this can take out many targets at once.
 
PostPosted: Sat Feb 15, 2014 6:46 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰TWINBLADE

Stormy Sea Style

The Stormy Sea Style is the dual broadsword OR KATANA style utilized in intense combat. It was only shown once by Cheval's eldest brother.

Dread Smash D
You thrust both swords into the enemy's gut. Make sure that the blunt side of broadsword or katana is pointed upwards. After thrusting the swords into them Raise them up and smash them onto the ground with force.

Upper Impalement C
A simple quick finisher to be honest. First use both swords to slash upwards and send the enemy into the air. Quickly jump after and stab the enemy with one sword after the other twice then slam them into the ground.

Rapidity C
Simple as rapidly stabbing the enemy with both swords four times.

Crosswave C
A very risky move it can leave you open if it does not work. Extend your arms as much as you can to the left and right and rush your enemy. When you are near swing your arms to thrust the swords at the enemy's sides. The blades will not be in front and come from the sides so it will be hard for them to block but you are left open when you are charging.

Raging Waters B
First start with swinging both swords to either left or right. One sword is higher than the other. The lower sword starts off by slashing to the waist of the enemy then take a step forward as you swing the upper sword down onto the enemy's shoulder then swing the sword that slashed down upward. As soon as that happens take a step forward and stab with the other sword.

Whirlpool B
You extend both swords out and rush your enemy as you get near spin rapidly to slash them pull your swords closer to spin faster and cut deeper up to 4 spins.

Slick Soul B
A powerful slash combination it can easily decapitate you. First approach the enemy with you holding the swords pointed at opposite ends, make sure that your hands are close to each other. Slash diagonally with both and then swing one downwards and the other one is thrusted into their gut.

Ill Waters A
If you want to make fun and kill the enemy this is a good choice. Spin and slash out with one sword while you use the other one to stab them in the gut. If you manage to stab them raise them up and swing your other sword down onto them as you do to cut deeper.

Tempest S
Though not especially stylish it does serve its purpose. You swing one sword back as you drive one into the chest of the enemy and with full force the sword that you swung back is swung down onto the enemy.

▰ ▰ ▰ WEAPON MASTER ONLY

Sea's Wave B
Though not especially powerful it is quite useful. When the enemy attacks somersault over them and upon landing drive the two swords into the back of your enemy.

Torrent S
Requires: Sea's wave

Simple combination that can easily wound the enemy to death. First of swing both swords downward to cut their chest and then once they are on the ground spin to chop at their leg. Quickly twirl the sword to hold then in a reversed grip and stab them into the enemy. Slash to the side as you pull them out.
 

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PostPosted: Thu Sep 04, 2014 10:24 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ STAFF/SPEAR

DIVINE STORM

Many weapon styles revolve around the user wielding various sized blades. The Staff Fighting style forgoes that and instead gives the fighter a very diverse weapon. With a staff the fighter can cause blunt damage, smash bones, block, counter, and attack from a mid-range. There are a multitude of different staffs to be used, wooden, iron, and even bladed staffs such as a naginata or other spears. The wielder will learn how to both attack and defend swiftly in this style. These moves are meant to be fluid and combined to create a constant storm of attacks.

• Pole Vault E
Using the staff as a fulcrum, the user will launch themselves forward or over an opponent for an attack with added momentum.

• Pole Thrusts D
Firmly planting their feet on the ground and gaining a good drip on their staff, the user will swiftly thrust it outward. They are aiming to slam the butt of the staff onto the opponent. This damage is done to a specific point and with a strength of 7 or more can cause fractures to bones.

• Inocuous Strikes E-S
Innocuous Strikes is a series of pokes and thrusts with the staff that seemingly do no damage. That is because they are done to small points and don't aim to raise contusions and bruises. Instead, these strikes are actually targeting inner muscles and key points on the body. At low ranks this does nothing more than make the target feel sore. At novice, three hits on the same limb can disable it for a 3 posts. At adept this is capable of completely disabling a limb and at Expert the innocuous strikes become strong enough to cause internal bleeding and hemorrhaging.

• Sky Splitter D
This is a very simple move in which the user swings their staff around and uses it like a hammer. It is usually aimed for the head or shoulder/neck area. A jump is usually used in combination to further the strength. At adept or higher this could easily render someone unconscious.

• Floor Sweep D
A very simple move where the user drops low to the ground while pivoting. They will swing their legs around and swipe the legs out from underneath an opponent. This is usually followed up with the Sky Splitter or another attack such as that.

• Guarded Spin C
Spinning the staff like a propeller the user is able to knock away projectiles and even stop the advancement of weapon/physical based attacks up to B-rank. This has a very good chance of knocking weapons out of people's hands as well as hurting whatever body part is hit with the staff.

• Rising Strike C
This is a very fast and normally underhanded technique. It can be done from any stance, even if the user has the staff planted in the ground. They hold one end of the staff and usually kick the staff forward. The bottom of the staff suddenly shoots up and catches the opponent under the chin. The user will immediately grab the staff once more and use it to hit the opponent once more in the air.

• Breaker C
Holding their hands relatively close to the middle of the staff the user is able to use either end of the staff to either deflect, interrupt, or block incoming attacks. This cannot be used in conjunction with an offensive move.

• Eye of the Storm B
The user will begin to spin their staff above their head. They will move it down towards their neck and body and very skillfully spin and twist. The staff is moving at a very fast pace around their body and makes the user look like a mini-tornado. This is used to attack multiple opponents at once and make people back away from the user.

• Serpent's Reach A
Serpent's reach is done immediately after a counter or block. The user will begin to thrust out with their staff and swing it from the very end. This lets them fight safely from people who must fight from a close range while still delivering a high amount of damage. The attacks are all either thrusts or quick slices aimed to batter the ever loving hell out of the enemy.

▰ ▰ ▰WEAPON MASTER/DRAGOON ONLY

• Hydra Strikes S
The Hydra strikes is actually a state of being where the user is able to strike thrice per hit. This lasts five posts and can be applied to any other technique listed in this style.

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Skill List

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