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Posted: Thu Sep 04, 2014 9:03 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ 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. Made by A faint smile
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Posted: Thu Sep 04, 2014 9:11 pm
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Posted: Thu Sep 04, 2014 9:11 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ KOPESH Dance of the Crescent Moon
An arakh is a curved blade on a long handle, similar to a hand-held scythe. The tip of the arrakh doubles back and forms a vicious hook. The fighting style relies a lot on getting within the guard of an opponent and lopping off various limbs. An arakh will not do good against longer blades in terms of straight up clashing, as it is not made for defense. Students of this style often find staying on the offense is best, as the blade does not provide a very good defense. Regardless, the arrakh is able to cause serious damage if it can be wielded properly. There are very few times an arakh is used in a thrust. Most of the attacks are slashes or grabs. It is not uncommon to see students use more than one arakh when fighting.
• Curved Catch D The Curved Catch happens when an opponent attempts to thrust their weapon out to the user, no matter if it is the initiation of a combo, within one, or the end. The user will allow the blade to pass through the curve of their arakh and dodge it themselves. With a quick twist of their arm and wrist the arakh will catch on two sides of the blade, wrenching it out of the opponent's hand.
• Pointed Crescent Grab D The user will either jump right by an opponent or slide/run low towards their target. They will use the wicked curve of the arakh to either hook the leg of an opponent and yank it up or use the tip to dig into the opponent and yank them to the ground. There is usually an immediate follow up to this attack.
• Spinning Dodge C One of the highlights of the Arakh style is how easily the users seem to slip by attacks. This is done by a moving pivot past the attack of an enemy. The user will always move to the outside of the attack, and grab the arm/leg by the joint. This way the opponent can't attack again nor get away. An attack can be followed up with this immediately.
• Crescent Slash C If the user dips under an attack or finds themselves beneath the opponent's guard they will push off the floor with all their might and aim the tip of the blade up to the chin of the opponent in a rising slash. Even if the tip does not catch the opponent the curve of the blade is large enough to cause a deep cut on the chest all the way up.
• Falling Crescent C If they are above the opponent via a jump or level difference they will bring down the arakh with a fearsome amount of momentum. The Arrakh can very easily split the head of anyone it catches. The best thing about the blade is that the arrakh is a difficult weapon to block because of the immense curve. A block may still let the blade slip past if the opponent doesn't block the tip.
• Grinding Reach Around B Once a blade is caught on the curve of the arakh the user will quickly step forward and grind their weapon against the enemies, until they have essentially trapped it from moving. With a quick thrust they will send the arakh forward in an attempt to reach behind the opponent and yank backward, hopefully taking a limb with them or in the least causing a serious gash.
• Crescent Blows A Crescent blows is a series of strikes done after the user dodges a strike of some sorts. They will begin to pivot and close the distance, striking out with the curved portion of their arakh. The aim is to catch their target on the outside of the arrakh and slice deeply. If that is not possible the arakh can still be used in a number of ways. The tip can be used to easily pierce and tear. Once the first blow is completed the user will pivot once more and try again to either lop off a limb/head or cause long and deep cuts. These cuts are fluid and without pause since the outside of the blade does not cause any catching.
• Headhunter's Cyclone A This technique is done after moving past/avoiding a blow. The user will begin to pivot and slash out with their arakh, aiming to take off the head of the opponent. As they pick up speed they begin to add in jump, rolls, twists, and turns all around the opponent. Each maneuver is accompanied by a very quick slash of the arrakh. This combo continues until the opponent can break it with their own counter or getting away legitimately.
• Double Edge S This technique is named thusly for the damage that is also dealt to the user. They purposely allow a hit to use them, and when the hit lands the latch onto the opponent's wrist or arm, holding them in place. They will then hook their arakh onto a limb of the enemy and yank backward, severing the limb. The hit isn't normally a superficial blow, but something that would actually cause the sword to momentarily get stuck. Made by A faint smile
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Posted: Thu Sep 04, 2014 9:28 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ BLAD ED KNUCKLE SIX VALLEYS OF DEATH
Knuckled Knife fighting is not often referred to as a weapon style, mostly because it involves many attacks that use the full body of the user. In essence, it is a boxing style mixed in with the wielding of bladed knuckle. Most attacks are combinations of punches and slices due to the different part of the bladed knuckle. There is the knuckle brace part which adds blunt damage and the actual blade, which can be used for stabs and thrusts. It is a versatile fighting style than can even be enhanced by energy.
• Energy Blade D The user is able to run energy through their hands and onto their weapon in order to lengthen the blade. This technique is used with the other moves within this style. All techniques buffed with this are upped in strength by a rank. It lasts for 10 posts.
• Quick Jabs D Quick Jabs are swift shots taken at the opponent with the knuckle bracer part of their weapon. These can be aimed at anywhere on the target's body and face. These hits land with blunt force, capable of easily bruising enemies.
• Hookshot C A Hookshot is when the user punches with their full force in an arcing manner. The aim is to smash the knuckle bracer part of their weapon into the opponent, but if they miss the initial attack the blade can be used to slice as well.
• Jackhammer C The user jumps above the enemy and slams their hands downward at the opponent. This is a double whammy technique in how it aims to use the blades as well as blunt damage from the bracer section of their weapon.
• Spinning Backslash C The user pivots and swings their arm around, aiming to slash the opponent with their blade. This is good for if an opponent makes their way behind or to the side of the wielder.
• Jab and Grab B The user will send out a quick jab with the knuckle bracer portion of their weapon and then quickly close the distance, locking their arms around one of the arm of the enemy. With their hand that is most near the target's back they will stab viciously down with the blade right into the shoulder/shoulder blade area.
• Rising Chin Smash to Body Slash B The user will push off the ground and smash their knuckled knife into the chin of the opponent, causing them to stagger back. They will take a step forward and use their free hand to slash at their midsection before kicking them away.
• Body Drop Feint B The user will swiftly and spontaneously drop under an attack and step forward, slamming one of the knuckle bracers into the torso of the opponent, aiming to break the ribs and then following up with a slash across their midsection. This is usually followed up by a gap creator such as rolling backward and kicking at the opponent's stomach.
• Rubberbanding A The user will bait an attack from the opponent, leaning slightly forward. When an attack is launched they will lean back swiftly, just out of range of the blow. Once the danger of the attack has passed the user will rapidly launch themselves forward and either smash the knuckle bracer part of their weapon or stab/slash with their blade. This technique is generally done to either the face or the neck/throat of the enemy.
• Parry to Face Smash A A move which requires precise hand placement and quick moves. The user will wait until the enemy strikes out, and they will knock their hand away with their weapon, easily breaking knuckles and causing them to drop any weapon they may hold. With a quick gap closer the user will slam their free hand straight into the face of the enemy, aiming to break the nose.
• Joint Snap A This is done when the user is able to either parry or step past the guard with another move in this style. They will aim at a special joint on their opponent, such as the shoulder, wrist, ankle, knees, etc. With devastating force they will smash their knuckled kunai into this area, snapping the bone from the joint.
• Haymaking Bone Crusher Combo S This combination is initiated via a haymaker. The user will put all their force behind a blow so strong it breaks bones on impact. The aim is normally to break the jaw of the opponent. Once the target is staggered the user will step forth and aim to smash another bone with their hits. Each time the opponent blocks they are potentially having their bones broken. On the last hit the user will slash twice, one with each blade as a finisher for the combo. Made by A faint smile
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Posted: Thu Sep 04, 2014 9:37 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ CHAIN-SICKLE KYOKETSU SHOGE
The Kyoketsu Shoge is a method of fighting based around a blade attached to a chain with a weight at the end. There are a numerous amount of variations to what the weapon is. It can range from a kusarigama, a sickle, a knife, to a larger sword as depicted above. This style can be used from a close range, where the blade is held in the hand, or mid range, where the blade is tossed out in conjunction with the weight and chain. Multiple enemies can be fought at once from multiple angles as well. It is versatile and very deadly when used in the right hands.
• Fulcrum Smash/Slash D The user is able to easily use either end of the kyoketsu shoge to swing around if it is blocked to either smash or slash at the opponent from a different angle.
• Weight Smash D The user spins the weight portion of their kyoketsu shoge and launches it out with great accuracy. They are aiming to use the weight to smash against the opponent's head, or other exposed and sensitive spots such as their fingers, wrists, even feet.
• Chain Wrap D The user launches the weight out at the opponent and at the proper moment tugs on the chain. This causes the weight to angle and begin to wrap the chain around whatever the target was.
• Chain Block C The user waits until the opponent is close enough and has struck out with an attack. They will hold the chain closely in their hands with about two feet of slack between their hands. They will wrap the chain around the weapon/limb and either disarm the enemy or continue to tighten the chain and cause potential fractures/ breaks.
• Whirlwind Strikes C Whirlwind Strikes happen when the user allows their blade portion of the kyoketsu shoge to hang down and swing. Manipulating the chain they will swing the blade out at high speeds, and rapidly. They must keep in mind the opening that is left when the blade is circling around them.
• Hooking Pull C The user will swing the bladed portion of the chain out with enough slack to cover a greater distance than where the opponent is. It comes down in an arc. When the opponent goes to block and they hit the chain the blade will swing down and stab into them, effectively hooking them. From there the user can pull the blade and yank the enemy towards them, creating an even greater gash.
• Hanging Wrap B This technique is generally done when the user is above the enemy or quickly rising. The user allows for a large amount of slack between their hands and wraps it around the opponent's neck, yanking them skyward. With enough force this could easily snap a neck.
• Spinning Bone Crusher B The user holds their blade close to themselves and manipulates the chain to constantly send the weight flying through the air. It is used to create a torrent of attacks that continue until the user is interrupted. The weight, if it makes contact, will fracture bones on impact due to its speed.
• Torrential Weight Smasher S The user will hold the chain from roughly a mid point, with enough slack between their hands to be used for blocking. Through a series of spins, twists, leaps, and other acrobatic maneuvers that would force the chain to spin they unleash a constant torrent of attacks with both the bladed end and the weight.
• Shredding/Smashing Spiral S This combination is initiated when the user has managed to either stab a large portion of their blade into the enemy or wrap the weight and chain around a large portion of their body. If the blade was used to catch the enemy then they will begin to spin the weight at such a fast pace it seems like it is constantly smashing into the enemy. The weight's speed and mass is enough to inflict terrible contusions and easily break bones. If the weight and chain were used to wrap around the enemy the user will Made by A faint smile. Yiiiiiiiiii
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Posted: Thu Sep 04, 2014 10:00 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰TWIN HOOKS HU TOU GOU
Twin Hooks are generally used for countering and hooking rather than all out offensive strikes that most styles consist of. Twin Hooks are very versatile, bringing swift counter strikes and easily disrupting the combination attacks of opponents. They can even be linked together to create an entire new fighting style.
▰ ▰ ▰ STAGE ONE: DUAL BLADES In the first stage the user must get used to dealing with two weapons and combining their attacks to make fluid and quick motions. Having two blades allows for an easy counter and then attack series of maneuvers. Their skill with blades has improved but they are not yet masters of the Twin Hook.
• Foot Snare D The shinobi hooks an opponent's foot with his hook blade and pulls up, forcing the opponent to the ground as he or she disrupts the opponent's footing.
• Halting Hook D A normal blade can only block another weapon to a certain degree. A simple twist or push can cause the blades to disengage. Using the twin hooks the user is able to catch a weapon and hold it in place, usually following up this move with a swipe from their other blade.
• Spiraling Hook Swipe C The user will first block an attack and then immediately pivot around the opponent, using their free blade to catch onto a body part of the opponent. The aim is to catch the foot and trip the opponent up. Because the blades are sharp this can easily be used to pierce an opponent and yank them.
• Flipping Throw B The user will position themselves above the opponent and will jump above them, flipping in the air. They will use their blades to catch the opponent under the arms or even pierce their shoulder. Using their momentum from flipping they will yank the opponent off their feet and sending them flying away.
• Pinning Guard Trap B The user leads first with a tripping move, pulling the leg of their opponent high into the air. With their other blade they will first smash the guard onto the opponent's face/throat and then hold them in place.
• Twisting Body Trap A The user will wait for the opponent to attack them, and with one of their blades they will catch the attack with the hook. A quick step forward and a simple twist will allow the user to hook another part of the opponent's body, usually trapping the arm against the body. In the motion the user disengages from the weapon, usually sliding their blade up and trapping the other arm, or even the neck of the opponent. From this position the user has a lot of ways they can manipulate and hurt their trapped opponent. ▰ ▰ ▰ STAGE TWO: LINKED BLADES At this stage the user has grown used to manipulating the blades separately and together, and is able to tap into a different and versatile continuation of the twin hooks. The user now works with their blades joined together at the hooks to create a single and malleable weapon. Blocking and attacking happen one after the other with very little hesitation.
• Spike Smash D The user will use the end of their twin hooks and smash the spike into the opponent's body. The spikes are sharp enough to pierce a person.
• Guard Block Blow D With their weapons linked the user will catch an attack on the guard of one of their twin hooks, letting it skirt off to the side safely. With their other twin hook they will shove it forward, using the guard as a sort of knuckle bracer to smash into the opponent.
• Spinning Locked Swipe C With their weapons locked the user will release the handle of one and spin the other, causing the first weapon to spin as if on a rope. They will lash out with the weapon, using the blade on the bottom of the twin hook or even the guard to hit the opponent.
• Yanking Trap B This move is usually aimed at the neck of an opponent. The user tries to slip past them or even jump over the target. With their weapons locked they will use the point where they meet and trap an opponent like that. If they can catch the neck of the target they can easily suffocate them or break their neck.
• Latching A Latching is the signature move of the Twin Hook style. The user will begin the series of this combination by swinging their locked blades and hitting their opponent. When they catch their blade they immediately step forward and use either end to batter the opponent. They continuously and spontaneously back up and slash at the opponent with their linked blades like a whip or step forward and use the blades as a battering system.
• Unlatching S Unlatching is the big brother technique of Latching. It is more difficult to perform and if not done correctly can easily be interrupted. Unlatching is initiated by ideally the yanking of a weapon away from its user. After this they will whip their blade through the air as it is linked to the other. Once it completes its revolution they will grab it and unlatch, using the hooks to grab at the opponent and yank them. Once the opponent has been disrupted they will latch once more and proceed to open a can of whoop a** with the guards of the blades as well as the spike at the bottom of them, unlatching only when they have to block or trip the opponent up again. Made by A faint smile SANCHIPS
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Posted: Thu Sep 04, 2014 10:06 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰A XE CRUSHING HELM
The Crushing Helm style is for those people who prefer to lop off limbs or smash them with larger weapons. This style can be performed with a number of weapons, namely axes, hammers, and maces of any sort. There is no finesse in this style, only brute force.
• Windmill's Sudden End D The user spins their weapon in hand as they raise their arm, creating a windmill effect as they smash the weapon into the opponent's chin.
• Guillotine C The user will raise their weapon high into the air and drop it down like a guillotine. This move is so strong it can easily split most metals.
• Annihilate C The user will grasp the end of their weapon and spin. If they are using a hammer the aim is to smash it into the enemy and cripple them. With an axe they are aiming to slice into them and tear them apart.
• Giant's Thrust C The user thrusts their weapon forward in a sudden movement, aiming to catch the opponent in the face. With blunt force this can easily break bones. If the weapon in question has a spike atop it this can be used as a piercing move.
• Off your feet, On the ground B The user will first bend low and swipe their weapon at the feet of the opponent. They will then fluidly spin their weapon in hand and raise it over head, bringing it down generally against the enemy's chest to crush ribs.
• Dragging Send Off A The user pushes out their weapon and yanks backward, catching the enemy by a limb or a body. When they yank them backward they spin and smash the weapon into the opponent, knocking them away.
• Obliteration A An enhanced version of Guillotine, the user smashes a blunt part of the weapon into the stomach of the opponent. This stuns the opponent and causes them to bend over. As this happens, the user uses an unnaturally fluid motion that is not normally used in the Crushing Helm style. The user spins and uses both hands to bring their weapon to the back of the neck of the target, putting all of their weight behind the attack. This technique is almost a promised kill if the target is not strong in defense and Obliteration connects.
• Decimation S The user leaps into the air and brings down the entirety of his or her strength and weight to the ground. This causes the ground in a fifteen meter range to shoot up and inclose the area in a spiked, natural wall ten feet high. Everyone within Decimation's area of effect will be hit by a massive shock wave that follows the initial impact that is equal to a B-ranked technique fades at the very edge of the surrounding wall. The wall can be broken through by a B-Ranked technique. The damage Decimation does on those within a one meter radius of the impact is enough to kill someone flat out. Props to A faint smile
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Posted: Thu Sep 04, 2014 10:15 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ DAGGER DEVIL'S SUICIDE
It is generally understood that the longer your weapon, the safer you are as a bukijutsu master or just user. Normally, the closer you are to an opponent, the more danger you are in. However, there is a flip side to the argument: the closer you are, the more damage you can inflict. This is the bases for the Devil's Suicide: Get through the suicide zone then tear your enemy apart.
• Footwork E The user lithely pivots around an opponent, stepping around and positioning themselves behind the enemy.
• Nudge D The user takes the bottom of their dagger and smashes it into the body of the opponent. They usually aim for the ribs or stomach to stagger them, but a blow to the face would suffice.
• Devil Sweep C The user sweeps their legs under the opponent to knock them into the air. They will swiftly rise and stab the opponent down into the ground.
• Devilish Lie C The user will feint a thrust and flip their dagger so that the blade is flush against their forearm, the edge facing outward. They will drag their blade either from the hip to the shoulder or vice versa.
• Weaving Strikes C Weaving Strikes is a series of continuous and fluid attacks that are all slashes. This is best done with two blades. The user flamboyantly flips and twists their blade(s), continuously swiping at the opponent. These can be done to any part of a body and can continue until it is countered or properly blocked. If there are two blades being used it is harder to stop this combo.
• Redoubted Twirl C The user will twirl in a diagonal angle, stepping forward and using both of their blades to slash with the edge of their blade(s). They end up in the same position that they started off in, merely a step forward. This can be done from a rising or falling motion.
• Devil's Grasp B The user will reach out and grab the hand of their opponent, twisting it behind their back and using their dagger to stab it and pin it against the opponent's back.
• Double Slash B The user first drags their dagger(s) across the enemy's chest one direction, and then in a motion so fluid and swift it seems like the attacks happen at once, in the other direction to widen the wound.
• Devil Dance B This technique is similar to Redoubted Twirl in the way that the user is spinning. This time they are aiming to stab their blade(s) tip(s) into the opponent and rip it out, causing a greater amount of damage. The user ends up in the same position they started in, merely a step forward.
• Devil's Judgment A The user dives at the opponent and stabs their blades into their shoulders. They then roll over the enemy in one motion and land behind them. They grab the daggers and use them as handles to yank the opponent backward, bringing them down on their knee. They then rip the blades out of the opponent while kicking at the opponent.
• Triangulate A This is a series of attacks that can easily ruin someone's day. The user first steps forward and thrusts their dagger(s) into the body of the target, quickly disengaging with a pivot around them to the left of them and slash across their back. With another pivot they slash once more before ending back at their starting point and finishing with a final thrust of their blade.
• Devil's Drop A The user gets behind the opponent and stabs their dagger(s) into the body of the enemy and bends backward, lifting them in a german suplex and slamming them onto their head. Not only does this do the initial stab, but it also tears the dagger(s) out and can easily cause serious head trauma.
• Devil's Hellstorm S The user will shove energy to their legs and in a burst of speed will practically teleport to the opponent. There is a split second that this technique can be successfully blocked. Each attack is a deep and horrid slash, jagged and uncontrolled. There is no order to these attacks, only a fierce hellstorm. Six slashes are done in total. A faint smile made dis yo
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Posted: Thu Sep 04, 2014 10:46 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ BAK MEI While the female body is not as strong as that of a male, the female has several attributes that make this style of fighting made specifically for their body type, or those like it. If focuses on using the naturally shorter body as well as the flexibility and lightness of the frame. This style also does most of it's damage through kicks and pressure points. ▰ ▰ ▰ STAGE ONE: GRASS STALK The user is only a beginner at using her body the way it is meant to be. The user can bend her body a good bit, but this advantage is not so great as to completely compensate for the lack of brute strength. However, they will get more bang for their buck than ninja that do not use this style.
• Split E The user is able to do a split without much preparation. This is great for dodging attacks that are aimed at the user's legs while in midair, or at the upper body while on the ground. This also gives the user the ability to hit the opponent from a lower angle. Can also be used as a kick.
• Twisting Dodge E While in the air, the user will twist and contort her body to avoid projectiles while in mid-air. These twists are at a higher reflex speed than regular dodging because of how nimble the user is.
• Roundhouse D Because of the flexibility of the hips a woman has, she is able to pivot on one foot and deliver a quick snap of her foot at the opponent's head, stunning or disorienting the target if it lands.
• Leg Blocks D The user can bring her legs up at good speed to block attacks, such as blocking a kick. this works great against low physical strikes.
• Light Feet E - Passive The user is able to lengthen her stride and step lightly when running, which is good for crossing large distances without attracting the attention of guards or scouts. They make little noise when running like this.
• Karate Chop D The user is able to chop her hand at joints of the opponent at decent speed, with her hand absorbing the shock of the blow to prevent damage to the hand while maximizing damage.
• ECT C The user uses her flexibility to get through weak blocks or when at close range under a target's guard. The user then strikes a blow to the target's Eyes, Crotch, or Throat to stun the opponent or maim him/her.
• Ear Clap C The user claps two hands against the ears of the target hard. The target will not be able to hear anything but high pitched ringing for 5 posts. The target will also be in a lot of pain for 2 posts.
• Ankle Snap C This technique is a counter. The user has blocked an opponent's kick with her arms and has a hold on the foot of the user. She then twists the foot violently like a steering wheel, which has a high chance of spraining the ankle.
• Chest Pressure Points C This technique focuses on applying pressure in two places. The first is just beneath the collar bone near the shoulder. This will keep the target from being able to push. The other is the solar plexus, which is found just below the sternum. Striking this area with a solid blow will stun the opponent so that they cannot breathe for one post as well as not be able to react at a reduced -1 rank in speed.
• Leg Pressure Point C This technique's targets are the Achilles heel and the kneecap. For the heel, the user tries to slice the big tendon on the back of your foot or at least bash it. If cut, the target's leg will be useless until it is completely healed. If bashed with decent force, ninja up to a rank above the user will not be able to run at run for 1 post. If the target deals a solid blow to the side of the knee or the back, then the tendons in the knee will tear and that leg will be useless until it is completely healed. ▰ ▰ ▰ STAGE TWO: BAMBOO STALK The user has mastered the art of bending her body, which is easily achievable with hard work. Blows that cause the joints of the body to bend at awkward angles do not affect the user, such as dislocated shoulders, twisted ankles, etc. However, the elbow and knee can still be broken if forced in the opposite direction.
• Always on the Offensive E- Passive The user is able to dodge or block attacks and still maintain an offense. This allows the user to attack while dodging on the ground and in the air.
• Hand Trap D The user sees a punch coming or successfully blocks one. She then grabs the wrist and bends it down against the underside of the arm which causes great pain and would allow the user to break the wrist if the target struggles.
• Spin Kick D While the user is in the air or doing a handstand, she can spin and deliver nimble kicks with decent damage.
• Shock Absorber C When the user takes a blow to the head or the lower torso, she is able to relax her muscles and distribute the blow throughout her body, which lessens the amount of damage taken by 1 rank
• Axe Kick C The user lifts her leg straight up, and brings it down in a powerful kick on the opponent. This requires a great amount of flexibility that mainly only women have.
• Hurricane Kick C By spinning and leaping on the ball of the foot, the user is able to kick with decent power and speed with a wide range of motion and rapid succession of the kicks.
• Arm Pressure Points B The user grabs on opposite sides of the elbow on the elbow and applies sharp pressure. The target will drop whatever it is holding, and be in immense pain. The target will not be able to use that arm for 1 post, hold something for 2, and use it fully again for 3. In the lower armpit near the back is a pressure point that makes any target up to a rank higher than the user drop whatever they are holding and not be able to swing a weapon with the same speed and strength they were before.
• Back Pressure Points B The targets for this are the neck and spine. If the user can get close enough to jab the opponent with fingers or a kunai, she jabs hard right under the meaty muscle between the shoulder and neck. There are several points along the back, but mainly just under the shoulder blades 1 inch from the spine. Sharp pressure here will keep the arms from working for one post, and being stabbed here will result in the respective arm being unable to move even after the blade is removed.
• Head Pressure Points A Temple: About an inch past the eyebrows is the Temple, which is the most dangerous pressure point on the body. If the blow is struck not only does the target lose eyesight for a post they also take full passive removals in terms of Strength, Speed, and Perception bonuses. Just under the ear against the base of it is a pressure point. When jabbed with a finger with a lot of force, the target will not be able to talk for one post, and will only be able to hear high-pitched ringing for 2 posts. If these points are hit again they could easily knock a person unconscious and unhinge the jaw respectively. Deil Grist made it, A faint smile tweaked it.
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Posted: Thu Sep 04, 2014 11:01 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ WOLF FANG FIST The Wolf Fang Fist is a style based on using energy to power the body and rapid attacks. There are no defense moves and this style is not made for countering. Chakra is not used as a palpable attack but instead it is used to enhance the body, similar to the Strong Fist Style. Unlike that style the chakra surges do not stay for a number of posts, merely for that single attack. Like a few other styles these moves can be chained together which is where the strength lays.
• Claw C The user slashes with their hands in the form of claws, imitating a wolf. The speed of this attack is 1 rank faster than the user.
• Howling Thrust C The user thrusts their open palm outward, smashing it into their opponent. This can be done with one or two hands. The strength of this attack is 1 rank stronger than the user.
• Straight Fang C The user thrusts out their leg right in front of them. The strength of this attack is 1 rank stronger than the user.
• Hunting Claw B The user pivots on one foot and swings the other around, aiming to connect with the opponent's face or neck. The strength of this attack is 1 rank stronger than the user.
• Howling Fang B The user launches their elbow backward and slams it into the opponent. The speed of this attack is 1 rank faster than the user.
• Predatory Pounce B The user jumps into the air and either uses their hands as claws to slash down or their feet to axe kick someone. The speed of this attack is 1 rank faster than the user.
• Launching Fang A The user either sends a foot skyward to the chin of an opponent or uses an open palm to launch the opponent into the sky. The speed of this attack is 1 rank faster than the user.
• Howling p***s Breaker S The user launches their knee with such power it has been known to crush every genital an opponent owns. Every. Genital. They. Own. Obviously a very debilitating attack. The speed and strength are 1 rank higher than the user's. Made by A faint smile. Lol
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Posted: Thu Sep 04, 2014 11:11 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰WAY OF THE SISSY SLAP Men over the centuries have long since feared one thing above all other: the temper of women. It has been said in a dozen different ways; hell hath no fury like a woman scorned for example. The stinging slaps of these women have been felt through time, and even till this day they threaten the manliness of all around them. A keen observer noted the shame on the faces of these men after the slaps have been felt, and decided to hash a bunch of the 'techniques' they had witnessed into an actual style. It has been formed and reformed over and over again until it is now a fully fledged style. ▰ ▰ ▰ STAGE ONE: STINGING FINGERS The first stage teaches the user how best to utilize the slaps and at what angles they should do it at. Their slaps are not yet powerful enough to break or even fracture bone but they sting like hell. A full on slap from the user at this point can easily bruise someone.
• Take out the trash! Slap C The user generally gets a running start and pulls their arm back fully. Their arm slingshots around in an arc and they make contact with just their fingers. While this does not have the normal knock back damage it stings like a biyatch.
• You never do anything! Low Kick C The user aims low for the shins and ankles of an opponent with a sharp swinging kick. This is good for making an opponent's leg seriously hurt. Unlike most of the other techniques this does not have launching capabilities.
• Tell me I'm pretty! Cuff B The user swings their hand around and smacks the opponent with the palm of their hand in one direction and then immediately backhand the opponent with the same hand from the other side. This has the ability to send an opponent 5 meters away from where they were hit.
• You were late for dinner again! Smack A This done generally from a standing point. The user spins on one foot and generates enough force to deliver a smack so powerful it is capable of lifting a full grown man off his feet. It can send an opponent back 10 meters. ▰ ▰ ▰ STAGE ONE: ITCHING HAND At this stage the user begins to use more of their hand to deliver painful smacks. Their attacks are able to cause deep bruising and some techniques can even fracture bones.
• You never notice my hair! Buffet C The user runs at an opponent and uses their hands to slap at them four times in rapid succession. They aim for the same point over and over to further the damage.
• Are you even listening?! Clout C This is a technique designed to disorientate an opponent. The user cups their hand and smashes it against the ear of the target. This causes the opponent to lose their balance and even makes their vision blurry for a post.
• You smell like beer! Swat B The user spins three times in rapid succession, each time slamming their palm into the enemy. On the fourth strike they squat while spinning and the shoot skyward with a rising open hand smack. This will launch an opponent into the air.
• Is that lipstick on your collar?! Wallop A The user initiates this by first kicking at the opponent's feet or shins. They immediately follow up with a rising open palm smack aimed at the chin or the side of the face of the opponent. A spin is performed and they backhand the opponent at a falling diagonal angle, aiming to smash them into the floor. ▰ ▰ ▰ STAGE ONE: BURNING PALM
• Does this dress make me look fat?! Whack C The user reaches out with one hand and smacks them first with the palm and then with the back of the hand. They immediately reach out with the other and deliver the same sort of double strike blow.
• Don't roll your eyes at me! Spank C The user kicks twice at the opponent's shins and then spins, raising their leg to deliver a harsh roundhouse to their midsection.
• My cooking tastes like WHAT?! Bash B The user jumps at the opponent after a low kick and unleashes a fury of open palm smacks over and over. The goal with the jump is to wrap their legs around the opponent and hopefully knock them to the floor. If not the user is still locked in place and able to deliver powerful stinging smacks of doom.
• What do you mean I sound like your mother?! Sock A The user thrusts their palm forward and essentially shoves the opponent backward for 25 feet. They leap after them and unleash a torrent of slaps and kicks to the opponent while they are in the air. The last hit is always the user once more thrusting their open palm to direct the opponent to the ground.
• You don't even appreciate me! Crack S This technique is considered the creme de la creme of the Sissy Slaps style. The user starts off with a devastating low kick to the opponent's groin. They then bend very low to the ground and shoot skyward, smashing their open palm into the chin of the target. This sends both the user and the target into the air. Once in the air the user wraps their legs and essentially straddles the opponent. They begin to smash their hands into the opponent, aiming for the face. If they can't hit the face they can still hit all over the place. Each hit causes them to fall faster and faster until they about to hit the ground. Just at the end the user unwraps their legs and delivers one last smack the sends the opponent slamming into the ground. Because of the position it is impossible for the user to escape unscathed. In most cases they have sprained their wrists and broken their fingers. A faint smile made dis, swag!
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Posted: Thu Sep 04, 2014 11:14 pm
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Posted: Fri Sep 05, 2014 2:30 am
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ EYE FOR AN EYE This style isn't for the faint of heart or the weak-chin types who always seek to dodge their opponent's attacks. You have to give a bit of yourself to take a bit from your opponent. Eye for an eye fighters willingly accept a blow and make their opponent pay for it with even more pain. The name is slightly misleading, because the user will rarely take on a full hit. Instead they dodge just enough to mostly shirk the blow, but still accept the pain that comes along with a hit. Once they've minimized the damage, the fighter will latch onto the poor b*****d who tried to hurt them. From that point, they can beat the crap out of them in any way they see fit.
• Rude Introduction D This can only be used when someone tries a frontal assault, whether it's a kick or punch doesn't matter. The fighter will let the hit make contact but will turn their body to lessen the blow. They then slide forward and smash their elbow into the target's face.
• Super Mega Brofist of Doom D-S In the event someone is attempting to punch the fighter hey can choose to match the strength/energy charge of it and slam their own fist right into their target's. This will cause the affect of the power punch to rebound on its user. The fighter will still suffer damage, but it will be reduced and not as severe as the other.
• Between the Lines C In the event someone is attempting to kick the fighter from the side (roundhouse, spin kicks, etc) the fighter can chose to catch the kick on his own terms. They will cushion the blow by willingly sliding with it and grab the target's ankle with one hand. Pressing firmly with their fingers they launch their other leg out and kick the victim firmly between the legs. This has been known to drop men with just this hit.
• Violent Oppression C The user has to specifically be attacked with a thrust or a punch from someone else.Twisting their body, they will minimize how much of their body is hit, turning what could have been a heavy hit into more of a scrape or being impaled into just a cut. They will wrap their hands around the wrist of the victim and press sharply. If that person is holding a weapon they will be forced to drop it. The next step is to take a step forward and swipe the target's leg out from under them, causing them to fall on their stomach. While they are falling the fighter pivots behind them, still firmly holding the wrist of the opponent. From this point, they can suppress the victim by placing a knee or foot on their back to keep them down. To inflict further damage, the wrist, elbow, or shoulder can be broken simply by further twisting and pushing up on the arm/wrist.
• Face Time B This can only happen when an opponent punches, thrust attacks, or tries to grapple. After minimizing the hit by maneuvering, the fighter will first knock away the arms of the target with either a hit or standard pushing (for one armed attacks or two, respectively). Next they will step forward and grab the crown of the target's head and pull down. As they do this, the fighter will push off of the ground and drive their knee right into the face of the victim. The next step is to disengage and shove the poor b*****d sharply into the ground, face first.
• You're locked in here with ME B This can only be used when an opponent has grabbed on to the fighter. Before the move is carried out they will hold the target firmly with the hand closest to where they are being held. From here, they can deliver any number of hits from that position. They can easily break the arm they are holding with their knee, punch them in the head or chest, or even kick at them. The fighter can also jump and perform an arm bar with their legs on their neck and chest to keep the victim hard in place. This will of course knock them to the floor if that is the course taken.
• Lasting Limp B This can only be done when the opponent kicks at the fighter. They will hold their ground, regardless if the kick is meant to send them flying via energy, and latch onto the leg of their target. The fighter will them drive their elbow straight down and into the knee cap of the victim, breaking it. They'll then pivot and straight toss the poor b*****d away from them.
• Stand Your Ground A This can only be used when someone is charging or trying to tackle the figher. They'll plant themselves firmly by spreading their legs and covering their body with energy. That energy will extend outward and act as the cushion between the fighter and their victim. Once the person has firmly made contact, Stand Your Ground lowers the strength of the attack's damage as well as completely denies them the chance to knock the fighter off their feet. Then, they will grab the opponent by the waist and lift them into the air. Using the force that they intercepted with their energy, the fighter will slam them head first right into the ground.
• Redecorating A This can only be used when an opponent has either tried to punch or thrust attack the fighter in some way. They will maneuver themselves in such a way via footwork so that they minimize the damage. From there they will yank the target in by pulling on their arm. Rearing backward and then rubberbanding forward, the fighter will slam their head against the victim's. This is of course energy charged and protects the user from knocking themselves out cold. Unfortunately for the victim, it can easily render them unconscious. It also has the ability to break a nose and make the victim fairly unrecognizable until recovery.
• Return to Sender S Returning to Sender is an incredibly dangerous move for both parties. The fighter has to take a full hit, but they are coated with energy which reduces the damage by a single rank. In the exact instant that they are hit all they need to do is make contact with the target. The force of the attack is doubled and sent right back at the victim. This still means the fighter takes what can be a serious blow Property of A faint smile
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Posted: Sun Sep 07, 2014 12:22 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰FEARLESS Flexibility, momentum, force, strength, and speed. These are the factors that can make a fighter into a Fearless warrior. This style is composed of two parts, a coalition of Force fighting and Free-running. Utilizing the Unseen Force the fighter can create all sorts of footholds to jump off of and add to their momemtum. Fighting with Fearless will have you constantly in motion, utilizing your environment where you can or creating something to give you that added edge. ▰ ▰ ▰ STAGE ONE
• Safety First E Fighting fearlessly requires the will to put your body in insane positions that may result in you falling awkwardly or otherwise landing in a compromising position. Safety First is a passive that the Fearless develop in response to the maneuvers they learn. It is a constant aura around them that dampens falling damage and always seems to allow them to keep on moving smoothly no matter how they land.
• Unseen Danger I E The fighter is able to add an extra hit to every move they do. This hit is able to reach a foot from the limb that is striking, meaning it can be curved or aimed at another target. It hits with the same force as the original hit. At novice this is passively added onto hits made by the fighter.
• Leg Up D Strength isn't the only factor when determining how hard a hit can be. Momentum is a huge variable as well. Even weaker fighters can hit like a truck with this move. The fighter will always at something near the opponent (walls, barriers, poles, etc) and push off of it, aiming to smash their knee or fist into the target. This requires no energy if there is a preexisting thing to push off of. If there is nothing to push off of the fighter will create something with their energy. This increases the strength of this single hit by 1 rank.
• Bounding C Fearless fighters tend to move in ways that require the utmost flexibility and strength of their body. Sometimes that would mean they are required to slow down. With bounding, which becomes a passive at Adept rank, they are able to continuously push themselves forth with force so as to leave as little time in between reaction and action as possible. This could mean after a roll they are able to instantly shift into attacks, or even during a flip they can use the force around them to gently slide them to another physical action with extreme fluidity.
• Crowded Room B The fighter will create an unseen aura around their body that is constantly fluctuating and pushing away from them. If an opponent was to attempt to grab them or even merely get within 5 feet of them they'd be constantly assaulted by the force. It would repeatedly shove at them from multiple locations in an attempt to throw them off their footing and trip them up. This aura lasts for 5 posts. ▰ ▰ ▰ STAGE TWO
• Unseen Danger II D The fighter is able to add an extra two hits to every move they do. These hits is able to reach two feet from the limb that is striking, meaning they can be curved or aimed at another target. These hit with the same force as the original hit. At adept this is passively added onto hits made by the fighter.
• Rubberbanding C The fighter can use this to dodge and counter an attack. Whenever an opponent strikes out at them in any way they can throw themselves onto their backs. Their legs will bend along with them as if they were getting ready to flip. Utilizing the force they can instantly launch themselves from the ground into a drop kick at the opponent's now exposed body. This can also be used as a recovery if the fighter is knocked off of their feet or thrown off their footing. It can be done off of walls or even absolutely nothing since the force can be manipulaed in as many ways as the mind can imagine.
• Unbound B Fearless fighters are dependent on movement, so trapping them sucks. Unbound is a series of footholds put together into a combination, requiring one single payment of energy that allows 4 separate force-created footholds to be created wherever the fighter wants. They act as bouncing pads which propel the fighter. These can be used to escape an intricate attack by executing an even more complex series of flips, twists, jumps, rolls, etc. It can be used to clear a high wall and send the fighter soaring into the air or launch them forward at immense speeds.
• Cannon Ball A The fighter will run at their opponent and launch themselves forward and tuck their knees to their chest, curling into a tight ball. The goal is to literally ram themselves into their target. Of course, force is shrouding them entirely. While to the opponent it feels like they are getting hit with a cinder block the fighter won't feel an impact nearly as powerful. This can very easily break bones, shields, dent armor, and most importantly knock an opponent clean off their feet. The last part to Cannon Balling someone is to rapidly unfurl and latch onto them, so not only has their guard been shattered but the fighter can now open a can of whup a** on them. ▰ ▰ ▰ STAGE THREE
• Unseen Danger III C The fighter is able to add an extra three hits to every move they do. These hits is able to reach two feet from the limb that is striking, meaning they can be curved or aimed at another target. These hit with the same force as the original hit. At expert this is passively added onto hits made by the fighter.
• Put Down B This is used in reaction to any sort of attack. The fighter will use force to slightly redirect the attack just enough for them to move in and latch onto their opponent. The moment a proper grip is made a torrent of force attacks launch from their body. The fighter doesn't even need to actually hit or make any gestures. So long as they remain holding onto the target, they will be bombarded with powerful attacks relative to the strength of the fighter.
• Free Fall A The fighter will attack the opponent with a rising knee strike, using force to launch them skyward. If the initial attack lands, the rest become incredibly difficutl to dodge. The target would be launched into the air and with each strike to come after would be propelled even higher and higher as the fighter creates footholds to keep them going. Once they reach the apex of the attack (can reach up to 60 feet) the fighter will begin to perform the attacks again, this time in a downward direction. The last hit is always done just before the opponent slams into the ground, to push them even harder into the earth. This attack can easily kill someone if it is done all the way through.
• Fearless S-SS The fighter pushes a skin tight layer of force all around their body and charges head first into battle. Every hit they make lands with 1 rank in added force. Not only that, but the aura around them takes on rebounding properties. Physical attacks that land onto them will add to the force and on the next hit the fighter will unleash the exact same hit added onto the power of their own attack. A rebounded attack is easily devastating and in the best case will debilatate an opponent who is caught by the blow. The fighter can rebound attacks equal to or lower to the rank of energy that is used. If they apply S-rank energy then the Fearless State lasts for 6 posts, with a 7 post cool down. If they use SS-rank energy then the state lasts for 5 psots, with an 8 post cool down. Made by A faint smile
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Posted: Sun Sep 07, 2014 1:12 pm
Eye for an Eye - Approved
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