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Shruikan Tenshi Vice Captain
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Posted: Fri Jan 15, 2010 8:36 pm
mrgreen dude I cannot wait for the first arc in your guild to start!!!!!!
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Posted: Sun Jan 17, 2010 11:42 pm
Tenshi:
the taijutsu style looks great, but it has no description of how one moves up through the ranks of it. How do you get from the first stage to the second and so on...
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Posted: Wed Jan 20, 2010 3:59 pm
Drunken Fist  Description: By drinking great quantities of alcohol, the Drunken Boxer makes his body tougher, his strength mightier, fury stronger, and he becomes suppler; but there is a price to pay. The Drunken Boxer must recover from his binges and he or she lose the ability to perform their other skills, while drunk. The Drunken Boxer might also become sluggish in the mind, slower to move, become a mean drunk (the alcohol changing his disposition) and in the worse cases, become addicted to alcohol. But those who master this odd, fighting, art become nearly indestructible.
The Drunken Stupor This has its advantages and disadvantages. All drunken boxing attacks are more powerful then done if sober. Attacks seem random and are very hard to block or dodge. Becomes very limber; giving a drunken boxer a greater chance to dodge. Unable to do any jutsus while drunk. (Weaving hand seals become’s too complex.)
The Hangover (This is what happens when you have a hangover.) Severe headaches. Stomach pains. Sensitivity to light and sounds. Sluggish movements.
Ranks Buzz Brawler. Drunk for last four posts. Can Learn all E and D rank attacks, plus one C rank. Can only use ‘Breaking Wind’ once. Hangover lasts for two posts.
Tipsy fighter. To obtain this rank, one must go through three fights and survive through all the hangovers. Drunk last for six posts. Can learn all C rank attacks plus one B rank attack. Can only use ‘Breaking Wind’ twice. Hangover lasts for three posts.
Drunken Boxer To obtain this rank, one must go through five fights and win at least three. Also must suffer through the hangovers. Drunk lasts for ten posts Can learn all B rank, plus one A rank attack (Cannot learn Tiger punches at ghost.) Can use ‘Breaking Wind’ three times. Hang over lasts for four posts.
Drunken master To become a master, one must go through eight fights, winning at least half of the fights. Also you must use ‘Bear drunk on honey’ and fracture three ribs to become a master. Drunk last for twelve posts. Can learn all attacks, plus all attacks are raised by one ranks. Can use ‘Breaking Wind’ five times. Hangover lasts for four posts.
Name: Breaking wind Rank: E Element: N/A Description: This is exactly what it sounds like. The user farts, creating a cloud of noxious fumes, that will make most people draw back. This also helps by giving the user one more post to their drunken state.
Name: Water to wine no jutsu Rank: E Element: Chakra Description: This is a very simple jutsu for any drunken boxer. The user is proficient in making alcohol (they can take a bottle of water and infuse it with chakra.) Fermenting the water and turning into 100 percent sake… (Yum)
Name: Iron Jug Rank: D Element: Taijutsu Description: This is another simple attack, infusing chakra into the jug making it as hard as iron. The user will smack the opponent in the head, without damaging their jug.
Name: Hung out to dry Rank: D Element: Taijutsu Description: This is a clothes line, that if it hits its opponent, they will be knocked down for a single post. (Or a single paragraph for our better Rper *looks at the screen* yeah you know who I am talking to.)
Name: Numb Drunk Rank: D Element: Taijutsu Description: During drunken state, the user can focus his body into becoming immune to low rank Taijutsu attack. If hit by projectile weapons, the attack will still do bodily damage to the user, but they will not feel it until after the jutsu wears off. (Last for 4 post. Two post if you are a Buzz Brawler.)
Name: Grizz cub got into the wine. Rank: C Element: Taijutsu Description: This is more of a counter to an attack. The opponent throws a kick at the Drunken Boxer, who can catch the kick with their own leg. This happens when the opponent kicks and the user fold their leg over their opponent’s, with the opponent's leg trapped where the back of the Drunken Boxers knee is. As the opponent is trapped, the drunken boxer can only strike three times before they have to let go. These strikes aren't powerful, but they do hurt.
Name: Spin the bottle Rank: C Description: User rolls their opponent in their arms, like a butter churn, than gives the opponent a big wet kiss at the end. To understand how this works, hold out your hands like you are making yourself a human basketball hoop. That is the position for spin the bottle.
Name: Wobbly whip Rank: C Element: Taijutsu Description: This is similar to the ‘Hung out to dry’ attack. This attack is much faster and does more damage than ‘hung out to dry’. If this attack lands then the opponent is knocked down for 2 posts (Or two paragraphs for the better rpers))
Name: Drinking song Rank: C Element: N/A Description: The user will sing a drunken song. In doing so this will infuriate opponents, while giving the user a speed boost. (Note: This will not give the user a massive speed boost; but the rate of punches and attacks do become slightly faster.)
Name: Drunken Ogre belches Rank: B Element: N/A Description: The user, while drunk, will belch within close proximity of their opponent. The belch is so filled with wine toxin, that it will intoxicate the opponent for two posts. One will be where the opponent is drunk, the other post will have them feeling the effects of a mild hangover (Mild headache sore muscles sluggish movements.)
Stumbling Elephant Rank: B Element: Taijutsu Description: User stumbles around, throwing his weight into his movement. If the users stumbles into an opponent, it can knock them off balance, knock them down or even knock the opponent out. This can also knock down heavy structure such as walls and trees so be careful when using this, it can be hazardous to the user as well.
Name: Dumb Drunk Rank: B Element Taijutsu Description: This is the second level to the previous ‘Numb Drunk’. This time, how ever the user will not be effect by any taijutsu under its own rank. (Meaning C rank or lower will have no effect) The same rules do apply to sharp edge weapons which do damage, but the user will not feel it until the hangover is in effect. (This last for six posts. Three if you are a Buzz Brawler.)
Name: Bear drunk on honey Rank: A Element: Taijutsu Description: User pulls their opponent into a bear hug. Gripping tightly; the user can stop their opponent from breathing and will fracture ribs if held for a short time.
Name: Grizzly hugs his other Rank: A Element: Taijutsu Description: This it the second part to Bear drunk on honey. The grip tightens and this will break ribs. If this attack isn't broken in a full post, then the user will be able to break their opponent’s spine.
Name: Tiger punches at ghost Rank: A Element: Taijutsu Description: In their hallucinogenic state, a Drunken Boxer can see invisible, ethereal, high speed movement they can track and even strike at their opponent. (Note: This is NOT like Sharingan or Byakugan. It can't be use constantly; only for four post. This doesn't mean that the user will be able to hit there opponent either. Just be able to strike at them.))
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Posted: Tue Jan 26, 2010 9:17 pm
Bankai - Devil's Sword Play Powerful, Fast, Execution
History Bankai, otherwise known as Devil's Swordplay is a powerful taijutsu style that requires the uses of katanas and other swords and is known only for the weapon master class or the samurai class. Tough discipline and tough training of the mind and body have been incorporated as well as chakra control, though on a minor scale. Speed and strength are practiced here and learning to feint and properly defend one self with the way of the blade. This style was created by both classes, showing that ninjutsu and genjutsu wasn't the only ways to win and at times weaker then that of swordplay. Akuma rediscovered this lost style and honed it, adjusting some of the master's ways and overall improving it. As strong as taijutsu users and as deadly as the assassins yet as proficient and precise as a medical shinobi, only those truely dedicated to the sword can learn this. They'll also learn to use their scabbers, if they have one, to aid combat and complicate things for their adversary
Requirements/Bonuses • A sword, preferably katanas or long sword ; broad sword etc • This adds to the number of taijutsu styles you can have • Can no longer learn any genjutsu • You HAVE to be of the Weapon Master Class or the Samurai Class
The Unawakened (Stage One - Available at the rank of genin)
Growth Requirements The basic stepping stone of the Bankai, the students will learn how to draw their weapon quickly and effectively. Simple movements and strikes are learned as well as the proper stance. To be ready to draw their sword at a blink of an eye at any time. Scabbers will be brought into use here.
((Takes five posts of training to master stage one))
Maneuvers Learned
Quick Draw - With alot of practice and timing, the student will learn to draw their sword out of its scabber within a moments notice, to properly defend themselves or to prepare for combat. But instead of just a sword they will learn, with time and training, to draw their scabbers instead, blocking an oncoming attack with it and drawing a sword while doing so from the scabber, as in one motion and reflex seemingly. This will not only defend or prepare, but allow to counter as well
Techniques available
Counter Strike - A very useful move that combined basic guarding and quick reflex. The student brings up their scabber blocking an oncoming attack such as a punch, a kick or even another sword/blade, parrying the blow with the scabber while drawing out the sword and striking the extended limb or body that is within reach, effectively landing a possible blow injuring the adversary while defending themselves at the same time. This also doesn't leave them open to another possible physical blow.
Quick Step - This technique is basic movement that is only usable if under attack in close range. The user releases a burst of speed suddenly stepping to the side leaving an faint image behind them, moving to the left or right of the attacker where its open to possibly land a blow on their side or legs. The speed is almost unseen to those of the same rank that of the student, where as those higher rank then them would be able to see the movement easier then that of equal or lower rank then themselves. If same rank the adversary would have a difficult time in seeing the movement, if lower rank the adversary wouldn't be able to see the movement and would have little or no time to react if the student strikes at them when movement is complete. Those with enhanced eyesight such as the sharingan and can read movements will be able to keep up with this movement.
Stage Two - Available to the rank of Chunin
Growth Requirement: The next level when the student has understood the basics of the first stage and learned the techniques it has to provide. The student here learns a few striking techniques, as well as more movements to move faster. The senses of the student will now be heightened for those who weilds a blade must be calm at mind and prepared for anything, therefore senses must be at their peak.
((Requires seven posts of training to master stage))
Manuvers Learned
Calamity of the Mind - A skill all sword-users need in order to survive combat in the long run, the student needs to learn to meditate and heighten their overall senses to its peak. It takes eight posts to properly learn this passive skill and to hone it. The student needs to go to a location where they are alone or at least away from the crazy noise of the village and be one with nature. A waterfall, a forest or even a desert or cliffs can help get one sync with their senses. The user empties their mind to start with, clearing all thoughts and worries casting them to the side. They learn to hear with not just their ears but their bodies, vibrations. The smallest noises such as breathing will become audiable. With the mind completely empty of thoughts the student will learn to heighten their sense of hearing and touch. Next the student opens their eyes and looks carefully about thier scenery, not noticing the larger details but rather the tiny small details, and in their mind focus them on a higher scale while maintaining a clear mind. With practice the student will be able to heighten their sense of sight, making it keener like a hawk. The next step is clearing the mind of all things again and all senses but the sense of smell. The student becomes more informative about the smells around them, learning individual smells by certain characteristics. With practice they learn to smell blood roughly about 50ft away. And the sense of taste is not learned here for it has no combative purposes.
Techniques available
Dual Strike - A technique where the student uses two swords or a scabber and a sword. The student strikes out at the aversary with a scabber or a sword, putting strength behind the blow intending to make the opponent block it in fear of being struck, while the other sword is following up to strike the opponent where they are open. A good way to keep the opponent on their toes.
Flash Strike - A manuver where the user braces themselves, getting ready to speed forward with a small push from chakra in their dominant leg. The student places a hand on the hilt of their sword and releases a burst of energy from the leg they are bracing on, suddenly moving past the opponent and appearing on the other side sheathing their sword. During the crossing the strike is made on the target, but happens so fast most do not even see the blow made, until they look down seeing the damage. Those who are of the same rank will barely see the movement, having little time to defend themselves much less turning around to confront the student to possibly defend from another attack. Lower rank will practically have no time at all to defend or see the strike, those will be incredibly lucky to even see it happen. Those higher rank then the user will have an easier time seeing the movement, properly defending themselves in time. Exceptions is those who can read movement better then others via the sharingan
Special Technique
Trickster's Triple Step - A special technique available once the normal techniques of the second stage is learned. The technique is similar to the quick step but improved and there are more steps involved. The user releases energy in their feet and performs three steps at high speed, moving about the opponent to confuse them and find an opening or to simply move faster to reach the target in mind. This can also be used to dodge and confuse then strike.
Revolution (Available to the rank of Chunin)
Growth Requirement: Upon mastering the stages up to this point, the student understands on how to use the sword in its basic styles and the movements and discipline that comes with it, enhancing the abilities and techniques learned up to this point. Now chakra is incorporated into the style, little bit but there
((this is like a bonus stage, requiring half the posts you had to do the previous stage.))
Cross Slash - The student learns to incorporate chakra into his blade, using it to attack and defend. In this special stage they use it for offensive first. The student stores chakra into the length of their sword, making it glow the color of their chakra with a small aura around the blade. The user then slashes his sword in an X formation, the chakra becoming the weapons instead and two waves of chakra is released, as narrow but sharp as the sword and upon finishing there would be an X in the ground from the chakra. Those caught in it would be cut as if they were sliced by a sword.
Art of the Long Sword - The student stores their chakra into the length of the blade, making it glow with chakra. By incorporating this chakra when the user slashes with their sword, the chakra will extend as if part of the blade, making it grow another ten inches increasing the odds of the blade hitting its target, the chakra is just as sharp as the sword was. After one swing the chakra would fade away, and the sword will resume its original length.
Sword Levitation - The student truely incorporates chakra in this technique. The user sends their chakra around the sword and once the sword is fully surrounded it'll glow the same color equal to that of the user's chakra, the student can now control the weapon without touching it, making it fly or even bring it back to them. However they can only maintain the control for up to 5 posts before losing control of it.
The Awakening (Stage Three - Available at the rank of Jonin)
Growth Requirements Now the student has reached a point where they are in the advanced stages of the Bankai Stages. Upon mastery of this stage the student will learn to block and attack more effectively. Strikes are more fluid and precise. Chakra is more incorporated into this stage
((Requires nine posts to master this stage))
Maneuvers Learned
Oni Supekutoru Kens - Oni Supekutoru Kens, otherwise known as Demon Spectral Swords, is a very unique manuver where the student draws the image of a sword in their head. The sword is like a short sword, but holds a spectral appearance with a strange blue glow. The swords themselves is an eletric blue color. The student can summon a total of five of these ghost like swords, which upon contact is like a burning sword. They can summon these swords anywhere from 0ft to 5ft, aiming and homing them onto the adversary. Only physical objects can stop these swords flight. As the student grows in rank, the amount of swords will increase as well as the range of which they can be summoned. Once the student is of the Special Jonin rank, the number of swords grows to eight and the range grows from 0ft-5ft to 5ft-10ft. Upon becoming Anbu the number of swords that can be summoned grows from eight to twelve and the range grows from 5ft-10ft to 10ft-15ft. Upon becoming a sannin/kage the number of swords grow from twelve to fifteen, the range growing from 10ft-15ft to 15ft-20ft.
Techniques Available
Windmill Sword - An defensive technique that is very useful when facing projectiles weapon wise and chakra related alike. The student take their sword into their hand and begins spinning it in their hands in a circular motion, almost like a windmill. All projectile like attacks, both weaponry and ninjutsu that isn't solid (like water or earth), will be redirected towards a different direction, protecting the student who is performing this technique. Jutsu wise it will only work on those equal to or lower then the rank of the user. Higher ones will be weakened but not stopped.
Judgement Cut - A powerful and unique offensive technique that involves the combination of chakra and sword alike. The user focuses chakra around the sword they are using, making it glow a bluish color. The student acts like they are prepared to draw their sword from their scabber, then focuses the chakra out of the sword making a vortex like appearance around the adversary, the user being the focal point of the vortex. The user then unsheathes their sword at incredible speed slashing the air and sliding the sword back into it's scabber, making it seem like it was only done in one second. A humming noise would be heard as the air twists around the target and slashes from the user appears around them, attemtping to slice through them multiple times (at max 10), this gives the illusion that the user was so fast they rushed in and slashed and went back, when in reality the chakra when the student released it from the blade, taking on its traits and then attacking the opponent
Special Technique
Bankai (Power Release) - A technique which brings out the inner power all swordsmen possess and normally uses when stuck in the tightests of situations. A powerful burst of energy surges through the body as the user's body muscle grows, becoming more sculptured and defined, as well as enhanced. All of the user's physical stats such as speed, agility, endurance, defense, reaction-time, strength and durability increases two fold. They are also surrounded by their own chakra. However there is a catch, the user while in this state cannot use any ninjutsu or genjutsu. This transformation state lasts up to 8 posts. No curse mark or demon-releases can be used during this transformation.
The Arrancar (Stage Four - Available at the rank of Special Jonin/Anbu)
Growth Requirement: At this stage the student is mastering the ways of the blade by now. They have learned to incorportate chakra successfully into their techniques with the blade. Now the student will learn to learn how to fully master the movements and technique of the blade, as well as more advanced defense techniques.
((Requires eleven post to master stage))
Manuvers Learned
Shunpo (Flash Steps) - a movement technique that allows the user to move faster than the eye can follow. The focal point that determines the bases of this technique is speed. As speed is the main point of the technique the method is best characterized by how fast one can get from point A to point B in the least amount of steps. Training and skill are what determines how fast a user of shunpo can move; those of little skill in the technique or those who haven't used it an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower, which requires the use of more steps to move the same distance and become winded far easier in a shorter amount of time. Without training, the flashstep will be considerably slower then it should be, though it'll be slightly faster then quick step. However to fully master this technique of movement the post number is 6 (seperate from mastering the stage).
Techniques Available
Blade's Wrath: Cero - A special technique available to those only who have made it this far. The user summons a surge of their chakra and mixes it with energy from their sword (if its custom, if not then it takes double the chakra) and makes the blade glow an ominous blackish red color. The student can hold the energy but only for three posts otherwise the blade will shatter from the immense energy. Once the user is ready to fire they point the sword towards the direction desire and releases the energy, sending a powerful stream of utter destruction, the beam is recognizable for the color is redish black. The beam keeps going until it hits something, the width of it is 10ft wide. Recharging takes about 3 posts before the technique is usable again. If the user trains enough (10 posts more) the Cero can be used from the hand or fingers. This technique can smash through most defenses
Blade's Defense: Caja Negación A powerful defensive technique. The user mixes their chakra with the blade's energy (if custom, if not then costs twice the amount of chakra) and then draws a circle with the tip of their blade. Upon completing the circle the user flicks the sword upwards so the tip is facing the sky and a large beam of light will shoot upwards from the circle, creating a barrier around the student which for one post will guard from any technique, negating the chakra in the technique or knocking back the physical attack. After the one post, the shield is dropped immideantly and like its opposing brother Cero, recharging requires three post cool down before its usable again
Blade's Inquiry: Pesquisa - A supplimentary and passive skill learned by the student once they have achieved this level of skill. This skill is used to determine location and level of chakra of the adversary, a way to size up thier opponent accurately. The user has several ways of using this move, depending on skill level. Some will put a finger on the ground, and their chakra will link to the one they are trying to locate and measure up. Another way is by focusing of the mind, spreading outwards to find the one they want to measure up. Like sonar. And another is by merely looking (must master the entire style to do this) at the person. To learn this passive skill it requires three additional posts
The Vizard (Stage Five - available at the rank of sannin/kage)
Growth Requirements The final stage where the student has now fully understood and mastered the ways of the sword. They have fully developed the sense of offense, defense, the five sense and chakra combination with their blade, making them formidable opponents. Those who have reached this stage usually wears a certain mask or a special mask of thier choice (optional) to show their skill and level. This is it, the final techniques are here and then the student becomes a master.
((requires 13 posts to master this style))
Manuvers Learned
Sword Telekinesis - A manuver only the masters can learn for they are truely one with their sword. Anytime the user and the sword is seperated, with a flick of their wrist the sword will come to them, as if it was a calling that would be met. The range of the telekinesis ranges all the way up to 100ft away, which once the user raises their hand the sword would fly off to their owner. If there is a force trying to keep the sword back, the sword will pull them along, or possibly struggle and try to turn on the one holding it back.
Techniques Available
Deadly Sword Release: Senkei - One of the most deadliest skills of the Devil's Sword Play. The user channels a vast amount of chakra into their sword and then concentrates upon the chakra in their sword, throwing the sword into the air and making a seal. The sword will glow hotly and brightly, then suddenly multiply at an incredible pace, making row upon row to surround both the user and the opponent. The swords will all be glowing the same color equal to that of the user. The swords will be above each other row by row, making a huge column of swords surrounding both user and opponent. An non-wary person will easily be killed in this attack. The user can control each sword via telekinesis, but its true purpose is giving the user a sword to use at all times, each time the user touches a sword it'll stop glowing, taking the shape of the sword it originated from (minus the powers if custom, but same physical stats). If the user choose to make the weapons attack the target, they can only do so many at a time due to the size of the sword equalling the original sword. The space between the walls and the fighters within the circle is great, allowing a strong amount of manuvering. There is a total of 300 swords. Due to the amount of chakra, the user can only use this once every three posts, the recharge is three posts. This technique is rarely used, and those who see it are considered lucky
Sword Release: Element Fissure - A unique yet devestating technique which only those who have mastered the stages can hope to learn it. The user channels a single element chakra they possess into the length of their sword. The user must continue charging the weapon with that single element chakra for one post, they are capable of using the sword still, but no ninjutsu or any of the swords powers can be used during this time. After one post, the user slashes the sword in the air, releasing all that compressed elemental chakra in a wave like motion. Each element has its own effect.
Fire - If fire chakra is used, a large wave of fire is released, shredding the ground up, leaving fire and melting rocks blazing behind it. The wave of fire isn't affected by most water techniques, only those that are B rank and higher can actually affect it due to its immense heat. The wave ranges to 250ft in length, and about 10ft in width, leaving a large wall of fire behind
Wind - If wind chakra is used, a blast of wind condensed is released, shredding the ground as a wall of wind rushes outwards in the direction released, slicing everything that comes into contact with. Fire attacks that strike it won't affect it, those that are B rank and higher will be able to due to the violent winds and mass difference of air pressure and oxygen lost. The wave ranges to 250ft in length, 10ft in width.
Lightning - If lightning chakra is used, a stretch of lightning is released, shredding the ground and eletricuting all in its path. From the intense concentration of lightning things around the path of destruction will be lit ablaze. Wind jutsu wouldn't have any effect on it, unless it was B rank or higher. Those caught in the cross fire will be severly eletricuted and possible limbs severed if caught in the blast of concentrated lightning. The wave ranges to 250ft in length, 10ft in width
Earth - If earth chakra is used, a massive fissure will rip open the ground, causing all within its wake to fall into seemingly bottomless pits. The width of the fissure is from 5ft to 100ft, the length stretches out to 100ft.
Water - If water chakra is used, a pressurized jet of water is released, ripping and shredding the ground from the intense speed of the water. From the concentration and element used, not only is the area around it flooded but those caught in it would be crushed and drowned, being caught up in the wall of water raging outwards. It'll shatter earth techniques without being slowed, only B rank and higher earth jutsu can affect it. The wave ranges to 250ft in length, 10ft in width.
Special Technique
The Hollow One (Final Release) - A technique that is forbidden and is only available to those who have mastered and learned every other technique in the style. Only the master of the Devil's Swordplay can teach this skill for they'll need to be around when this transformation takes place. The student will be given a mask of their choice possessing a powerful chakra source within it. When the user puts it on then they may proceed to learning this transformation. The first five post the effects are very much like the curse mark, the user becomes very violent and is "possessed", becoming evil and blood thirsty. But also their body is in a large amount of pain, pain beyond the understandings of humans. After the five posts are completed the user survives and is capable of transforming at will. After the initial transformation the user has to train in the transformation, mastering it and getting use to it. This will require another five posts. Once the training is complete, the user can now fully use the transformation.
When transformed in "Full Hollow Form" the user's physical statues triples, speed, agility, endurance, defense, strength, durability, and reaction time all increase by 3x. The muscles of the body grow alittle more, and the user's skin turns whitish grey and their eyes become black with yellow pupils. While in this transformation the user cannot use any ninjutsu or genjutsu nor medical jutsu. The transformation can only last up to five posts
*property and creation of Shruikan Tenshi*
((sorry, took forever xD the last move may have a problem, but the chakra cost to do the techniques is the same as the rank required to learn them at the stage. Let me know what you think, and if there are errors please please tell me so i can fix it. I tried my best to make this look good))
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Shruikan Tenshi Vice Captain
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Posted: Wed Jan 27, 2010 7:31 pm
Shruikan Tenshi Bankai - Devil's Sword Play Powerful, Fast, Execution History Bankai, otherwise known as Devil's Swordplay is a powerful taijutsu style that requires the uses of katanas and other swords and is known only for the weapon master class or the samurai class. Tough discipline and tough training of the mind and body have been incorporated as well as chakra control, though on a minor scale. Speed and strength are practiced here and learning to feint and properly defend one self with the way of the blade. This style was created by both classes, showing that ninjutsu and genjutsu wasn't the only ways to win and at times weaker then that of swordplay. Akuma rediscovered this lost style and honed it, adjusting some of the master's ways and overall improving it. As strong as taijutsu users and as deadly as the assassins yet as proficient and precise as a medical shinobi, only those truely dedicated to the sword can learn this. They'll also learn to use their scabbers, if they have one, to aid combat and complicate things for their adversary
Requirements/Bonuses • A sword, preferably katanas or long sword ; broad sword etc • This adds to the number of taijutsu styles you can have • Can no longer learn any genjutsu • You HAVE to be of the Weapon Master Class or the Samurai Class
The Unawakened (Stage One - Available at the rank of genin)
Growth Requirements The basic stepping stone of the Bankai, the students will learn how to draw their weapon quickly and effectively. Simple movements and strikes are learned as well as the proper stance. To be ready to draw their sword at a blink of an eye at any time. Scabbers will be brought into use here.
((Takes five posts of training to master stage one))
Maneuvers Learned
Quick Draw - With alot of practice and timing, the student will learn to draw their sword out of its scabber within a moments notice, to properly defend themselves or to prepare for combat. But instead of just a sword they will learn, with time and training, to draw their scabbers instead, blocking an oncoming attack with it and drawing a sword while doing so from the scabber, as in one motion and reflex seemingly. This will not only defend or prepare, but allow to counter as well
Techniques available
Counter Strike - A very useful move that combined basic guarding and quick reflex. The student brings up their scabber blocking an oncoming attack such as a punch, a kick or even another sword/blade, parrying the blow with the scabber while drawing out the sword and striking the extended limb or body that is within reach, effectively landing a possible blow injuring the adversary while defending themselves at the same time. This also doesn't leave them open to another possible physical blow.
Quick Step - This technique is basic movement that is only usable if under attack in close range. The user releases a burst of speed suddenly stepping to the side leaving an faint image behind them, moving to the left or right of the attacker where its open to possibly land a blow on their side or legs. The speed is almost unseen to those of the same rank that of the student, where as those higher rank then them would be able to see the movement easier then that of equal or lower rank then themselves. If same rank the adversary would have a difficult time in seeing the movement, if lower rank the adversary wouldn't be able to see the movement and would have little or no time to react if the student strikes at them when movement is complete. Those with enhanced eyesight such as the sharingan and can read movements will be able to keep up with this movement.
Stage Two - Available to the rank of Chunin
Growth Requirement: The next level when the student has understood the basics of the first stage and learned the techniques it has to provide. The student here learns a few striking techniques, as well as more movements to move faster. The senses of the student will now be heightened for those who weilds a blade must be calm at mind and prepared for anything, therefore senses must be at their peak.
((Requires seven posts of training to master stage))
Manuvers Learned
Calamity of the Mind - A skill all sword-users need in order to survive combat in the long run, the student needs to learn to meditate and heighten their overall senses to its peak. It takes eight posts to properly learn this passive skill and to hone it. The student needs to go to a location where they are alone or at least away from the crazy noise of the village and be one with nature. A waterfall, a forest or even a desert or cliffs can help get one sync with their senses. The user empties their mind to start with, clearing all thoughts and worries casting them to the side. They learn to hear with not just their ears but their bodies, vibrations. The smallest noises such as breathing will become audiable. With the mind completely empty of thoughts the student will learn to heighten their sense of hearing and touch. Next the student opens their eyes and looks carefully about thier scenery, not noticing the larger details but rather the tiny small details, and in their mind focus them on a higher scale while maintaining a clear mind. With practice the student will be able to heighten their sense of sight, making it keener like a hawk. The next step is clearing the mind of all things again and all senses but the sense of smell. The student becomes more informative about the smells around them, learning individual smells by certain characteristics. With practice they learn to smell blood roughly about 50ft away. And the sense of taste is not learned here for it has no combative purposes.
Techniques available
Dual Strike - A technique where the student uses two swords or a scabber and a sword. The student strikes out at the aversary with a scabber or a sword, putting strength behind the blow intending to make the opponent block it in fear of being struck, while the other sword is following up to strike the opponent where they are open. A good way to keep the opponent on their toes.
Flash Strike - A manuver where the user braces themselves, getting ready to speed forward with a small push from chakra in their dominant leg. The student places a hand on the hilt of their sword and releases a burst of energy from the leg they are bracing on, suddenly moving past the opponent and appearing on the other side sheathing their sword. During the crossing the strike is made on the target, but happens so fast most do not even see the blow made, until they look down seeing the damage. Those who are of the same rank will barely see the movement, having little time to defend themselves much less turning around to confront the student to possibly defend from another attack. Lower rank will practically have no time at all to defend or see the strike, those will be incredibly lucky to even see it happen. Those higher rank then the user will have an easier time seeing the movement, properly defending themselves in time. Exceptions is those who can read movement better then others via the sharingan
Special Technique
Trickster's Triple Step - A special technique available once the normal techniques of the second stage is learned. The technique is similar to the quick step but improved and there are more steps involved. The user releases energy in their feet and performs three steps at high speed, moving about the opponent to confuse them and find an opening or to simply move faster to reach the target in mind. This can also be used to dodge and confuse then strike.
Revolution (Available to the rank of Chunin)
Growth Requirement: Upon mastering the stages up to this point, the student understands on how to use the sword in its basic styles and the movements and discipline that comes with it, enhancing the abilities and techniques learned up to this point. Now chakra is incorporated into the style, little bit but there
((this is like a bonus stage, requiring half the posts you had to do the previous stage.))
Cross Slash - The student learns to incorporate chakra into his blade, using it to attack and defend. In this special stage they use it for offensive first. The student stores chakra into the length of their sword, making it glow the color of their chakra with a small aura around the blade. The user then slashes his sword in an X formation, the chakra becoming the weapons instead and two waves of chakra is released, as narrow but sharp as the sword and upon finishing there would be an X in the ground from the chakra. Those caught in it would be cut as if they were sliced by a sword.
Art of the Long Sword - The student stores their chakra into the length of the blade, making it glow with chakra. By incorporating this chakra when the user slashes with their sword, the chakra will extend as if part of the blade, making it grow another ten inches increasing the odds of the blade hitting its target, the chakra is just as sharp as the sword was. After one swing the chakra would fade away, and the sword will resume its original length.
Sword Levitation - The student truely incorporates chakra in this technique. The user sends their chakra around the sword and once the sword is fully surrounded it'll glow the same color equal to that of the user's chakra, the student can now control the weapon without touching it, making it fly or even bring it back to them. However they can only maintain the control for up to 5 posts before losing control of it.
The Awakening (Stage Three - Available at the rank of Jonin)
Growth Requirements Now the student has reached a point where they are in the advanced stages of the Bankai Stages. Upon mastery of this stage the student will learn to block and attack more effectively. Strikes are more fluid and precise. Chakra is more incorporated into this stage
((Requires nine posts to master this stage))
Maneuvers Learned
Oni Supekutoru Kens - Oni Supekutoru Kens, otherwise known as Demon Spectral Swords, is a very unique manuver where the student draws the image of a sword in their head. The sword is like a short sword, but holds a spectral appearance with a strange blue glow. The swords themselves is an eletric blue color. The student can summon a total of five of these ghost like swords, which upon contact is like a burning sword. They can summon these swords anywhere from 0ft to 5ft, aiming and homing them onto the adversary. Only physical objects can stop these swords flight. As the student grows in rank, the amount of swords will increase as well as the range of which they can be summoned. Once the student is of the Special Jonin rank, the number of swords grows to eight and the range grows from 0ft-5ft to 5ft-10ft. Upon becoming Anbu the number of swords that can be summoned grows from eight to twelve and the range grows from 5ft-10ft to 10ft-15ft. Upon becoming a sannin/kage the number of swords grow from twelve to fifteen, the range growing from 10ft-15ft to 15ft-20ft.
Techniques Available
Windmill Sword - An defensive technique that is very useful when facing projectiles weapon wise and chakra related alike. The student take their sword into their hand and begins spinning it in their hands in a circular motion, almost like a windmill. All projectile like attacks, both weaponry and ninjutsu that isn't solid (like water or earth), will be redirected towards a different direction, protecting the student who is performing this technique. Jutsu wise it will only work on those equal to or lower then the rank of the user. Higher ones will be weakened but not stopped.
Judgement Cut - A powerful and unique offensive technique that involves the combination of chakra and sword alike. The user focuses chakra around the sword they are using, making it glow a bluish color. The student acts like they are prepared to draw their sword from their scabber, then focuses the chakra out of the sword making a vortex like appearance around the adversary, the user being the focal point of the vortex. The user then unsheathes their sword at incredible speed slashing the air and sliding the sword back into it's scabber, making it seem like it was only done in one second. A humming noise would be heard as the air twists around the target and slashes from the user appears around them, attemtping to slice through them multiple times (at max 10), this gives the illusion that the user was so fast they rushed in and slashed and went back, when in reality the chakra when the student released it from the blade, taking on its traits and then attacking the opponent
Special Technique
Bankai (Power Release) - A technique which brings out the inner power all swordsmen possess and normally uses when stuck in the tightests of situations. A powerful burst of energy surges through the body as the user's body muscle grows, becoming more sculptured and defined, as well as enhanced. All of the user's physical stats such as speed, agility, endurance, defense, reaction-time, strength and durability increases two fold. They are also surrounded by their own chakra. However there is a catch, the user while in this state cannot use any ninjutsu or genjutsu. This transformation state lasts up to 8 posts. No curse mark or demon-releases can be used during this transformation.
The Arrancar (Stage Four - Available at the rank of Special Jonin/Anbu)
Growth Requirement: At this stage the student is mastering the ways of the blade by now. They have learned to incorportate chakra successfully into their techniques with the blade. Now the student will learn to learn how to fully master the movements and technique of the blade, as well as more advanced defense techniques.
((Requires eleven post to master stage))
Manuvers Learned
Shunpo (Flash Steps) - a movement technique that allows the user to move faster than the eye can follow. The focal point that determines the bases of this technique is speed. As speed is the main point of the technique the method is best characterized by how fast one can get from point A to point B in the least amount of steps. Training and skill are what determines how fast a user of shunpo can move; those of little skill in the technique or those who haven't used it an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower, which requires the use of more steps to move the same distance and become winded far easier in a shorter amount of time. Without training, the flashstep will be considerably slower then it should be, though it'll be slightly faster then quick step. However to fully master this technique of movement the post number is 6 (seperate from mastering the stage).
Techniques Available
Blade's Wrath: Cero - A special technique available to those only who have made it this far. The user summons a surge of their chakra and mixes it with energy from their sword (if its custom, if not then it takes double the chakra) and makes the blade glow an ominous blackish red color. The student can hold the energy but only for three posts otherwise the blade will shatter from the immense energy. Once the user is ready to fire they point the sword towards the direction desire and releases the energy, sending a powerful stream of utter destruction, the beam is recognizable for the color is redish black. The beam keeps going until it hits something, the width of it is 10ft wide. Recharging takes about 3 posts before the technique is usable again. If the user trains enough (10 posts more) the Cero can be used from the hand or fingers. This technique can smash through most defenses
Blade's Defense: Caja Negación A powerful defensive technique. The user mixes their chakra with the blade's energy (if custom, if not then costs twice the amount of chakra) and then draws a circle with the tip of their blade. Upon completing the circle the user flicks the sword upwards so the tip is facing the sky and a large beam of light will shoot upwards from the circle, creating a barrier around the student which for one post will guard from any technique, negating the chakra in the technique or knocking back the physical attack. After the one post, the shield is dropped immideantly and like its opposing brother Cero, recharging requires three post cool down before its usable again
Blade's Inquiry: Pesquisa - A supplimentary and passive skill learned by the student once they have achieved this level of skill. This skill is used to determine location and level of chakra of the adversary, a way to size up thier opponent accurately. The user has several ways of using this move, depending on skill level. Some will put a finger on the ground, and their chakra will link to the one they are trying to locate and measure up. Another way is by focusing of the mind, spreading outwards to find the one they want to measure up. Like sonar. And another is by merely looking (must master the entire style to do this) at the person. To learn this passive skill it requires three additional posts
The Vizard (Stage Five - available at the rank of sannin/kage)
Growth Requirements The final stage where the student has now fully understood and mastered the ways of the sword. They have fully developed the sense of offense, defense, the five sense and chakra combination with their blade, making them formidable opponents. Those who have reached this stage usually wears a certain mask or a special mask of thier choice (optional) to show their skill and level. This is it, the final techniques are here and then the student becomes a master.
((requires 13 posts to master this style))
Manuvers Learned
Sword Telekinesis - A manuver only the masters can learn for they are truely one with their sword. Anytime the user and the sword is seperated, with a flick of their wrist the sword will come to them, as if it was a calling that would be met. The range of the telekinesis ranges all the way up to 100ft away, which once the user raises their hand the sword would fly off to their owner. If there is a force trying to keep the sword back, the sword will pull them along, or possibly struggle and try to turn on the one holding it back.
Techniques Available
Deadly Sword Release: Senkei - One of the most deadliest skills of the Devil's Sword Play. The user channels a vast amount of chakra into their sword and then concentrates upon the chakra in their sword, throwing the sword into the air and making a seal. The sword will glow hotly and brightly, then suddenly multiply at an incredible pace, making row upon row to surround both the user and the opponent. The swords will all be glowing the same color equal to that of the user. The swords will be above each other row by row, making a huge column of swords surrounding both user and opponent. An non-wary person will easily be killed in this attack. The user can control each sword via telekinesis, but its true purpose is giving the user a sword to use at all times, each time the user touches a sword it'll stop glowing, taking the shape of the sword it originated from (minus the powers if custom, but same physical stats). If the user choose to make the weapons attack the target, they can only do so many at a time due to the size of the sword equalling the original sword. The space between the walls and the fighters within the circle is great, allowing a strong amount of manuvering. There is a total of 300 swords. Due to the amount of chakra, the user can only use this once every three posts, the recharge is three posts. This technique is rarely used, and those who see it are considered lucky
Sword Release: Element Fissure - A unique yet devestating technique which only those who have mastered the stages can hope to learn it. The user channels a single element chakra they possess into the length of their sword. The user must continue charging the weapon with that single element chakra for one post, they are capable of using the sword still, but no ninjutsu or any of the swords powers can be used during this time. After one post, the user slashes the sword in the air, releasing all that compressed elemental chakra in a wave like motion. Each element has its own effect.
Fire - If fire chakra is used, a large wave of fire is released, shredding the ground up, leaving fire and melting rocks blazing behind it. The wave of fire isn't affected by most water techniques, only those that are B rank and higher can actually affect it due to its immense heat. The wave ranges to 250ft in length, and about 10ft in width, leaving a large wall of fire behind
Wind - If wind chakra is used, a blast of wind condensed is released, shredding the ground as a wall of wind rushes outwards in the direction released, slicing everything that comes into contact with. Fire attacks that strike it won't affect it, those that are B rank and higher will be able to due to the violent winds and mass difference of air pressure and oxygen lost. The wave ranges to 250ft in length, 10ft in width.
Lightning - If lightning chakra is used, a stretch of lightning is released, shredding the ground and eletricuting all in its path. From the intense concentration of lightning things around the path of destruction will be lit ablaze. Wind jutsu wouldn't have any effect on it, unless it was B rank or higher. Those caught in the cross fire will be severly eletricuted and possible limbs severed if caught in the blast of concentrated lightning. The wave ranges to 250ft in length, 10ft in width
Earth - If earth chakra is used, a massive fissure will rip open the ground, causing all within its wake to fall into seemingly bottomless pits. The width of the fissure is from 5ft to 100ft, the length stretches out to 100ft.
Water - If water chakra is used, a pressurized jet of water is released, ripping and shredding the ground from the intense speed of the water. From the concentration and element used, not only is the area around it flooded but those caught in it would be crushed and drowned, being caught up in the wall of water raging outwards. It'll shatter earth techniques without being slowed, only B rank and higher earth jutsu can affect it. The wave ranges to 250ft in length, 10ft in width.
Special Technique
The Hollow One (Final Release) - A technique that is forbidden and is only available to those who have mastered and learned every other technique in the style. Only the master of the Devil's Swordplay can teach this skill for they'll need to be around when this transformation takes place. The student will be given a mask of their choice possessing a powerful chakra source within it. When the user puts it on then they may proceed to learning this transformation. The first five post the effects are very much like the curse mark, the user becomes very violent and is "possessed", becoming evil and blood thirsty. But also their body is in a large amount of pain, pain beyond the understandings of humans. After the five posts are completed the user survives and is capable of transforming at will. After the initial transformation the user has to train in the transformation, mastering it and getting use to it. This will require another five posts. Once the training is complete, the user can now fully use the transformation.
When transformed in "Full Hollow Form" the user's physical statues triples, speed, agility, endurance, defense, strength, durability, and reaction time all increase by 3x. The muscles of the body grow alittle more, and the user's skin turns whitish grey and their eyes become black with yellow pupils. While in this transformation the user cannot use any ninjutsu or genjutsu nor medical jutsu. The transformation can only last up to five posts
*property and creation of Shruikan Tenshi*((sorry, took forever xD the last move may have a problem, but the chakra cost to do the techniques is the same as the rank required to learn them at the stage. Let me know what you think, and if there are errors please please tell me so i can fix it. I tried my best to make this look good)) This is a custom weapon style. Please move it to the appropriate topic.
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Posted: Thu Jan 28, 2010 1:00 pm
incorrect, its a taijutsu style. Cobra told me. ALL Samurai and Weapon Masters can learn this, so its not just for one sword, such as classified in the custom weapon style, which is for one sword only.
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Shruikan Tenshi Vice Captain
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Posted: Thu Jan 28, 2010 3:24 pm
Shruikan Tenshi incorrect, its a taijutsu style. Cobra told me. ALL Samurai and Weapon Masters can learn this, so its not just for one sword, such as classified in the custom weapon style, which is for one sword only. Custom weapon styles are anything that is used as a fighting style other than fist-and-foot.
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Posted: Thu Jan 28, 2010 3:25 pm
[I'll be back in 15 to 20 minutes to have a real look at it and tell you what I think about it. This isn't a big deal anyway, I was just saying.]
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Shruikan Tenshi Vice Captain
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Posted: Thu Jan 28, 2010 3:26 pm
I know....but appearantly this is suppose to be here. Cobra said make it somethign with swords and put it in the taijutsu style. so...here it is
edit: ok ok. I hope its good it seriously took me a long time to get through it. Though the last move the hollow one I know may be discussed, but yeah. please read. Its restricted to two classes only so only a few will be able to learn it.
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Posted: Sat Jan 30, 2010 11:46 am
The 8 Drunken Gods
After attending numerous gatherings with the various spirit courts of Creation, the inventor of this style was inspired by the manner and actions of various little gods while they were intoxicated. This style relies and emphasizes on deception and confusion. It is a versatile Art, which is just as useful by itself, or in conjunction with other styles. As the artist progresses, he learns the style's eight techniques. Each technique is named after the little god whom influenced it. After learning the basic techniques, the practitioner of Eight Drunken Gods Style finds it necessary to consume large quantities of alcohol in order to perform specific movements, which a sober mind and body are not capable of. This consusmption is only required to properly execute the more advanced techniques, which are patterned after some of the spirit world's more notorious drunkards.
The Drunken Boxing Form is the personification of confusion and deception. The key to drunken boxing is making your opponent believe that they are winning; then retaliating with unexpected power. At this stage he understands how to use his own intoxicated state to his advantage. With drunken boxing, he uses aspects of the drunken gods and improvises a new kata for each new fight. He never stands completely still, having an intoxicated tremor, while the gait between his legs constantly changes. His demeanor shifts from every sort of drunken behavior possible, from angry, to sleep deprived, pissed, and so forth. Drunken boxers often carry a flask of liquor and consume from it while engaged in combat.
It consists of three basic movements: drinking movements (hand techniques); waist movements (dodging); and falling movements (dodging and attacking). These relatively simple moves though, mask powerful ways to disable unsuspecting opponents.
When drunken stylists reach for another swig from their wine cups, they are really demonstrating grabbing and striking techniques. These often involve wrist holds and then an attack with the hand holding the imaginary wine cup. These attacks are directed against sensitive pressure points and the opponent's center.
In contrast, waist movements trick opponents into thinking that practitioners are off balance and thus vulnerable to attacks. Drunken style martial artists will sway from side to side, almost falling over at times. Yet these moves double as dodges, preventing the opponent from landing strikes and attacking successfully.
Finally, falls make up the remaining moves of the drunken form. While some falls serve as dodges just like waist movements, they can also trap opponents. Once a drunken stylist pins an opponent to the ground with a fall, he or she can assault critical points and areas.
The drunken style is very freeform and with little effort the movements may be passed onto other styles of taijutsu, increasing the effectiveness of the other forms.
Rank One: The 8 Gods
Stage One: The God Lu: The Drunkard with Internal Strength
By mimicking drunken Lu, the artist's body sways and bends unpredictably. He stumbles and twitches, moving swiftly and slowly at random intervals. This deception makes striking the artist much more difficult. The artist is taught to know that by making it seem they are losing, they will win.
Stage Two: The God Li: The Drunken Cripple with a powerful right leg
This stage instructs the artist on using their left leg as nothing more then a way to move through the style. The right leg become extremely powerful as do the fists. In most leg strikes with his style the left leg is used to steady the artist of hold him up as he strikes with the right leg. The left is used for all spins and flips so the left may be used for strikes. The balance of the artist must be practiced at this point, for even though they seem to sway, everything is under control.
Stage Three: The God Fat Han: The Drunkard holding a pot in his arms.
The artist mimics a fat god carrying a large keg of ale. The both arms are left extended as he artist moves about with his back haunched over as if the imaginary weight held him down.The fists move in unison for powerful strikes and quick blocks.His movement is without rhythm, or fluid motion, yet he remains incredibly sturdy. He appears happy and blissfully ignorant while carrying the imaginary barrel.
Stage Four: The God Lan: The Drunkard with the sudden deadly waist attack
The artist's hands mimic holding glasses of hard liquor. Wincing and performing like an aristocratic snob, he makes toasts to himself and his opponents loss. As he drinks from the imaginary cups he strikes his opponent with blinding speed while giving no indication of his intended strike. The swiftness of the strikes may not even be seen by the fastest of shinobi as so many are delivered in quick succession. For this point one the artist has such a mastery of changing direction and his center of gravity that even the Sharingan cannot predict the movement. (This is to say that a 6 tomoe eye would be unable to predict the next movement as the artist hardly knows himself.)
Stage Five: The God Chung: The Drunkard with the swift double kicks
When this stance is used charka begins to dance over the muscles of the artist. The main chakra element is used for this. The blinding speed of the fists moves onto both legs, even though only the right will cause the real damage, now even the left will do some damage. The artist has the ability at this point to instantly recreate his last couple movements (within the last 3 of his posts). This attack confuses those with doujutsu as it appears from nowhere. The attack may be blocked if the opponent is fast enough, but few but Senbi are. This counts as a Chuunin level jutsu for amount of chakra spent and may only be used 1 every three posts. Larger flips are used in this stage and falling does little to hurt the artist as the body readies and compensates for the blow from striking the ground.
Stage Six: The God Tso: The Drunkard with the powerful throat lock
This stage causes the artist to act like a belligerent drunk. His eyes wince and his muscles tense noticeably. The fists become very powerful, breaking tempered steel with some ease as the blocks become lighting fast and steadfast enough to stop the brunt of even some jutsu. (Only those which could be caught physically)
Stage Seven: The God Han: The Drunkard flute player with the powerful wrists
The hands move as if a large wooden flute was held within their grasp. They move some force about as the artist plays a silent tune, and with some mysterious power; turn enemy strikes back at them, even enemy missiles may be deflected.
Stage Eight: The God Miss Ho: The Drunken Woman flaunting her body
The artist performs a bizarre dance of sorts, stumbling about like a drunken barmaid. The artist teases and flirts with his enemy, leaving what seems to be an opening in his defense before snatching away what appeared to be victory with a powerful attack. This stage can confuse an opponent and cause the enemy to begin to question themselves as to why they are fighting. Roll a d10, (1-10 if equal level, 2-10 if one rank lower, 3-10 if two ranks...etc.) if a 10 is rolled (or 9-10, 8-10 etc with rank) the opponent stops for one post wondering what they were doing.
Rank Two: The Ninth God
After many fights and more than one or two nice stories about the local pub maids, the practitioner's power becomes something of a legend around bars. His/her reputation is know far and wide by all those who brew, distill, or ferment. They will be able to gain free drinks at any pub and will be able to use them as free places to gather information.
Stage Nine: The God (Insert Name Here): The Drunkard who yelled at the gods
The pantheon of the drunkards is always more than welcome to open its doors to another who understands the bliss of the brew. This stage is pure perfection of motion. There is nothing as fluid and smooth, yet rigid and strong as this level of understanding. The strikes of the god are not something even the most seasoned of taijutsu specialists should take lightly and all others best keep their distance. The god may crack bones between his thumb and forefinger, move at unearthly angles as if they were a contortionist and is able to put large amounts of force behind even the least likely of strikes.
The god's body becomes very resilient to pain and anything less than the strongest of strikes may glance for his body. Though... ninjutsu and weapons still work.
At this stage the artist overcomes the limits of the other gods. His left leg is equal to his right, each being able to bring down the force of a guillotine on the opponent. The artist understands that this whole time they could have been jumping as well as falling to avoid attacks and continue their drunken rampage. Their legs can easily force them several feet into the air without the use of chakra, giving the god easy targets as he soars over an opponents head.
While being inebriated many people like to think they could take on the whole world, but sadly they can't. This style is not something you'll see everyday at the local pub, it is passed from master to student through rigorous training. The style does not require the practitioner to be sopping drunk, but it would be helpful and hell I'm sure they'd enjoy it.
The first rank is trainable to those Jounin and lower, to become the Ninth god one would need to achieve Saanin level powers.
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Posted: Sat Jan 30, 2010 12:48 pm
Tenshi:
As you would expect... I have many notes:
First off, to solve the debate between Weapon style and Taijutsu style... I have thought about it long and hard and have determined that a Weapon Style IS a Taijutsu style, except that it bears the requirement or use of a weapon... and sometimes a certain class of weapon, or specialized training (a.k.a Ninja class)
With that out of the way... on to Tenshi's Style:
1. Calamity of the Mind- By, "able to smell blood" I'm assuming you mean only when it has been drawn from the body, not like a vampire would be able to...right?
2. Cross Slash is too powerful for Chuunin, I think maybe a Jounin technique?
3. Sword levitation - I dont agree with this, it's too much for a taijutsu style to give. This is something we've only ever seen once in naruto and it was orochimaru's sword, kusanagi. I think this should be removed.
4. Oni Supekutoru Kens - Too many swords, reeuce the numbers for all levels please. make it clear that this is a jutsu that is granted and requires a B-A rank amount of chakra.
5. Windmill Sword needs a cooldown, and a defined chakra cost (in fact ALL of your granted techniques need required costs)
6. Judgement Cut - Requires chakra Cost... also, the number of slashes needs to be reduced.
7. Bankai lasts for too long. Chakra cost needed, and it needs a downside after the bankai is over.
(after this...I might remind you that this is a NARUTO guild, not Bleach. However, I will TRY to regrd it as such... but Bleach characters are vastly stronger and faster then Ninja are in Naruto)
8. Shunpo - Requires a Chakra cost and a cooldown time between uses (at least 3 posts)
9. Cero - 10ft wide? Yeah...this is a laser beam. Denied. Make this Cross slash and it will be fair.
10. Caj's negacion - Konaga has this... except when they use it, it requires S-rank chakra, hurts like hell, burns all of their limbs, risking internal injury and loss of use, and they can only use it once a day (not to mention its a bloodline ability, making it highly exclusive). Needless to say, this, as written your skill is too strong. S-rank techniques should be able to breach it, though they would be reduced. cooldown needs to be MUCH larger... 10 posts at least. Chakra cost is also needed.
(I really hope you are in a Bleach guild... becasue its clear that you should be)
11. Senkei - I'm not sure I want to allow Annihiliscope. Aside from the fact that Soren already created this as a bloodline ability... it doesn't really fit. How does the technique end? Can the user escape? the amount of chakra required for this should be CONSIDERABLE... like 2-S ranks. cooldown is once a day...(if you're using it twice in a day, you're godmodding)
...lets see what it looks like after the nerf and I'll make a final call on whether or not to allow it.
12. Element Fissure - these techniques should all count as S-rank jutsu, and should truly only be usable by Sannin/Kage. Use of the technique needs a 10 post cooldown.
(I read the note at the bottom of your post... I can see that you have chakra costs, but it should be spelled out in every technique... Along with hand seals (they can be one handed)
13. I'm vetoing the Hollow one. Sorry, but there is enough Bleach in this style, we don't need another heightened form. Bankai is good enough.
Let the negotiations BEGIN!
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Posted: Sun Jan 31, 2010 10:56 am
Bankai - Devil's Sword Play Powerful, Fast, Execution
History Bankai, otherwise known as Devil's Swordplay is a powerful taijutsu style that requires the uses of katanas and other swords and is known only for the weapon master class or the samurai class. Tough discipline and tough training of the mind and body have been incorporated as well as chakra control, though on a minor scale. Speed and strength are practiced here and learning to feint and properly defend one self with the way of the blade. This style was created by both classes, showing that ninjutsu and genjutsu wasn't the only ways to win and at times weaker then that of swordplay. Akuma rediscovered this lost style and honed it, adjusting some of the master's ways and overall improving it. As strong as taijutsu users and as deadly as the assassins yet as proficient and precise as a medical shinobi, only those truely dedicated to the sword can learn this. They'll also learn to use their scabbers, if they have one, to aid combat and complicate things for their adversary
Requirements/Bonuses • A sword, preferably katanas or long sword ; broad sword etc • This adds to the number of taijutsu styles you can have • Can no longer learn any genjutsu • You HAVE to be of the Weapon Master Class or the Samurai Class • All techniques require a short series of handsigns, but can be done with one hand. Only techniques that do not need it is those that do not include chakra to make the attack.( i.e: Oni Supekutoru Kens or Blade's Defense: Caja Negación need handsigns where Flash Strike doesn't.)
The Unawakened (Stage One - Available at the rank of genin)
Growth Requirements The basic stepping stone of the Bankai, the students will learn how to draw their weapon quickly and effectively. Simple movements and strikes are learned as well as the proper stance. To be ready to draw their sword at a blink of an eye at any time. Scabbers will be brought into use here.
((Takes five posts of training to master stage one))
Maneuvers Learned
Quick Draw - With alot of practice and timing, the student will learn to draw their sword out of its scabber within a moments notice, to properly defend themselves or to prepare for combat. But instead of just a sword they will learn, with time and training, to draw their scabbers instead, blocking an oncoming attack with it and drawing a sword while doing so from the scabber, as in one motion and reflex seemingly. This will not only defend or prepare, but allow to counter as well
Techniques available
Counter Strike - A very useful move that combined basic guarding and quick reflex. The student brings up their scabber blocking an oncoming attack such as a punch, a kick or even another sword/blade, parrying the blow with the scabber while drawing out the sword and striking the extended limb or body that is within reach, effectively landing a possible blow injuring the adversary while defending themselves at the same time. This also doesn't leave them open to another possible physical blow. (D rank)
Quick Step - This technique is basic movement that is only usable if under attack in close range. The user releases a burst of speed suddenly stepping to the side leaving an faint image behind them, moving to the left or right of the attacker where its open to possibly land a blow on their side or legs. The speed is almost unseen to those of the same rank that of the student, where as those higher rank then them would be able to see the movement easier then that of equal or lower rank then themselves. If same rank the adversary would have a difficult time in seeing the movement, if lower rank the adversary wouldn't be able to see the movement and would have little or no time to react if the student strikes at them when movement is complete. Those with enhanced eyesight such as the sharingan and can read movements will be able to keep up with this movement. (D rank)
Stage Two - Available to the rank of Chunin
Growth Requirement: The next level when the student has understood the basics of the first stage and learned the techniques it has to provide. The student here learns a few striking techniques, as well as more movements to move faster. The senses of the student will now be heightened for those who weilds a blade must be calm at mind and prepared for anything, therefore senses must be at their peak.
((Requires seven posts of training to master stage))
Manuvers Learned
Calamity of the Mind - A skill all sword-users need in order to survive combat in the long run, the student needs to learn to meditate and heighten their overall senses to its peak. It takes eight posts to properly learn this passive skill and to hone it. The student needs to go to a location where they are alone or at least away from the crazy noise of the village and be one with nature. A waterfall, a forest or even a desert or cliffs can help get one sync with their senses. The user empties their mind to start with, clearing all thoughts and worries casting them to the side. They learn to hear with not just their ears but their bodies, vibrations. The smallest noises such as breathing will become audiable. With the mind completely empty of thoughts the student will learn to heighten their sense of hearing and touch. Next the student opens their eyes and looks carefully about thier scenery, not noticing the larger details but rather the tiny small details, and in their mind focus them on a higher scale while maintaining a clear mind. With practice the student will be able to heighten their sense of sight, making it keener like a hawk. The next step is clearing the mind of all things again and all senses but the sense of smell. The student becomes more informative about the smells around them, learning individual smells by certain characteristics. With practice they learn to smell blood roughly about 50ft away. And the sense of taste is not learned here for it has no combative purposes.
Techniques available
Dual Strike - A technique where the student uses two swords or a scabber and a sword. The student strikes out at the aversary with a scabber or a sword, putting strength behind the blow intending to make the opponent block it in fear of being struck, while the other sword is following up to strike the opponent where they are open. A good way to keep the opponent on their toes. (D rank)
Flash Strike - A manuver where the user braces themselves, getting ready to speed forward with a small push from chakra in their dominant leg. The student places a hand on the hilt of their sword and releases a burst of energy from the leg they are bracing on, suddenly moving past the opponent and appearing on the other side sheathing their sword. During the crossing the strike is made on the target, but happens so fast most do not even see the blow made, until they look down seeing the damage. Those who are of the same rank will barely see the movement, having little time to defend themselves much less turning around to confront the student to possibly defend from another attack. Lower rank will practically have no time at all to defend or see the strike, those will be incredibly lucky to even see it happen. Those higher rank then the user will have an easier time seeing the movement, properly defending themselves in time. Exceptions is those who can read movement better then others via the sharingan (D rank)
Special Technique
Trickster's Triple Step - A special technique available once the normal techniques of the second stage is learned. The technique is similar to the quick step but improved and there are more steps involved. The user releases energy in their feet and performs three steps at high speed, moving about the opponent to confuse them and find an opening or to simply move faster to reach the target in mind. This can also be used to dodge and confuse then strike. (C rank)
Revolution (Available to the rank of Chunin)
Growth Requirement: Upon mastering the stages up to this point, the student understands on how to use the sword in its basic styles and the movements and discipline that comes with it, enhancing the abilities and techniques learned up to this point. Now chakra is incorporated into the style, little bit but there
((this is like a bonus stage, requiring half the posts you had to do the previous stage.))
Cross Slash - The student learns to incorporate chakra into his blade, using it to attack and defend. In this special stage they use it for offensive first. The student stores chakra into the length of their sword, making it glow the color of their chakra with a small aura around the blade. The user then slashes his sword in an X formation, the chakra becoming the weapons instead and two waves of chakra is released, as narrow but sharp as the sword and upon finishing there would be an X in the ground from the chakra. Those caught in it would be cut as if they were sliced by a sword. (B rank)
Art of the Long Sword - The student stores their chakra into the length of the blade, making it glow with chakra. By incorporating this chakra when the user slashes with their sword, the chakra will extend as if part of the blade, making it grow another ten inches increasing the odds of the blade hitting its target, the chakra is just as sharp as the sword was. After one swing the chakra would fade away, and the sword will resume its original length. (C rank)
The Awakening (Stage Three - Available at the rank of Jonin)
Growth Requirements Now the student has reached a point where they are in the advanced stages of the Bankai Stages. Upon mastery of this stage the student will learn to block and attack more effectively. Strikes are more fluid and precise. Chakra is more incorporated into this stage
((Requires nine posts to master this stage))
Maneuvers Learned
Oni Supekutoru Kens - Oni Supekutoru Kens, otherwise known as Demon Spectral Swords, is a very unique manuver where the student draws the image of a sword in their head. The sword is like a short sword, but holds a spectral appearance with a strange blue glow. The swords themselves is an eletric blue color. The student can summon a total of three of these ghost like swords, which upon contact is like a burning sword. They can summon these swords anywhere from 0ft to 5ft, aiming and homing them onto the adversary. Only physical objects can stop these swords flight. As the student grows in rank, the amount of swords will increase as well as the range of which they can be summoned. Once the student is of the Special Jonin rank, the number of swords grows to five and the range grows from 0ft-5ft to 5ft-10ft. Upon becoming Anbu the number of swords that can be summoned grows from five to seven and the range grows from 5ft-10ft to 10ft-15ft. Upon becoming a sannin/kage the number of swords grow from seven to nine, the range growing from 10ft-15ft to 15ft-20ft.
Techniques Available
Windmill Sword - An defensive technique that is very useful when facing projectiles weapon wise and chakra related alike. The student take their sword into their hand and begins spinning it in their hands in a circular motion, almost like a windmill. All projectile like attacks, both weaponry and ninjutsu that isn't solid (like water or earth), will be redirected towards a different direction, protecting the student who is performing this technique. Jutsu wise it will only work on those equal to or lower then the rank of the user. Higher ones will be weakened but not stopped. (C rank, cooldown is three posts)
Judgement Cut - A powerful and unique offensive technique that involves the combination of chakra and sword alike. The user focuses chakra around the sword they are using, making it glow a bluish color. The student acts like they are prepared to draw their sword from their scabber, then focuses the chakra out of the sword making a vortex like appearance around the adversary, the user being the focal point of the vortex. The user then unsheathes their sword at incredible speed slashing the air and sliding the sword back into it's scabber, making it seem like it was only done in one second. A humming noise would be heard as the air twists around the target and slashes from the user appears around them, attemtping to slice through them multiple times (at max 6), this gives the illusion that the user was so fast they rushed in and slashed and went back, when in reality the chakra when the student released it from the blade, taking on its traits and then attacking the opponent. (B rank)
Special Technique
Bankai (Power Release) - A technique which brings out the inner power all swordsmen possess and normally uses when stuck in the tightests of situations. A powerful burst of energy surges through the body as the user's body muscle grows, becoming more sculptured and defined, as well as enhanced. All of the user's physical stats such as speed, agility, endurance, defense, reaction-time, strength and durability increases two fold. They are also surrounded by their own chakra. However there is a catch, the user while in this state cannot use any ninjutsu or genjutsu. This transformation state lasts up to 5 posts. No curse mark or demon-releases can be used during this transformation. After the transformation the user experiences fatigue and reaction time is slower then normal from the fatigue. (A rank)
The Arrancar (Stage Four - Available at the rank of Special Jonin/Anbu)
Growth Requirement: At this stage the student is mastering the ways of the blade by now. They have learned to incorportate chakra successfully into their techniques with the blade. Now the student will learn to learn how to fully master the movements and technique of the blade, as well as more advanced defense techniques.
((Requires eleven post to master stage))
Manuvers Learned
Shunpo (Flash Steps) - a movement technique that allows the user to move faster than the eye can follow. The focal point that determines the bases of this technique is speed. As speed is the main point of the technique the method is best characterized by how fast one can get from point A to point B in the least amount of steps. Training and skill are what determines how fast a user of shunpo can move; those of little skill in the technique or those who haven't used it an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower, which requires the use of more steps to move the same distance and become winded far easier in a shorter amount of time. Without training, the flashstep will be considerably slower then it should be, though it'll be slightly faster then quick step. However to fully master this technique of movement the post number is 6 (seperate from mastering the stage). The cool down after uses is three posts. (B rank)
Techniques Available
Blade's Wrath: Cero - A special technique available to those only who have made it this far. The user summons a surge of their chakra and mixes it with energy from their sword (if its custom, if not then it takes double the chakra) and makes the blade glow an ominous blackish red color. The student can hold the energy but only for three posts otherwise the blade will shatter from the immense energy. Once the user is ready to fire they point the sword towards the direction desire and releases the energy, sending a powerful stream of utter destruction, the beam is recognizable for the color is redish black. The beam keeps going until it hits something, the width of it is 2ft wide. Recharging takes about 3 posts before the technique is usable again. If the user trains enough (10 posts more) the Cero can be used from the hand or fingers. This technique can smash through most defenses. (A rank)
Blade's Defense: Caja Negación A powerful defensive technique. The user mixes their chakra with the blade's energy (if custom, if not then costs twice the amount of chakra) and then draws a circle with the tip of their blade. Upon completing the circle the user flicks the sword upwards so the tip is facing the sky and a large beam of light will shoot upwards from the circle, creating a barrier around the student which for one post will guard from any technique, negating the chakra in the technique or knocking back the physical attack. S rank techniques can breach this defense but will be weakened. After the one post, the shield is dropped immideantly and like its opposing brother Cero, recharging requires ten post cool down before its usable again. (A rank)
Blade's Inquiry: Pesquisa - A supplimentary and passive skill learned by the student once they have achieved this level of skill. This skill is used to determine location and level of chakra of the adversary, a way to size up thier opponent accurately. The user has several ways of using this move, depending on skill level. Some will put a finger on the ground, and their chakra will link to the one they are trying to locate and measure up. Another way is by focusing of the mind, spreading outwards to find the one they want to measure up. Like sonar. And another is by merely looking (must master the entire style to do this) at the person. To learn this passive skill it requires three additional posts
The Vizard (Stage Five - available at the rank of sannin/kage)
Growth Requirements The final stage where the student has now fully understood and mastered the ways of the sword. They have fully developed the sense of offense, defense, the five sense and chakra combination with their blade, making them formidable opponents. Those who have reached this stage usually wears a certain mask or a special mask of thier choice (optional) to show their skill and level. This is it, the final techniques are here and then the student becomes a master.
((requires 13 posts to master this style))
Manuvers Learned
Sword Telekinesis - A manuver only the masters can learn for they are truely one with their sword. Anytime the user and the sword is seperated, with a flick of their wrist the sword will come to them, as if it was a calling that would be met. The range of the telekinesis ranges all the way up to 100ft away, which once the user raises their hand the sword would fly off to their owner. If there is a force trying to keep the sword back, the sword will pull them along, or possibly struggle and try to turn on the one holding it back.
Techniques Available
Deadly Sword Release: Senkei - One of the most deadliest skills of the Devil's Sword Play. The user channels a vast amount of chakra into their sword and then concentrates upon the chakra in their sword, throwing the sword into the air and making a seal. The sword will glow hotly and brightly, then suddenly multiply at an incredible pace, making row upon row to surround both the user and the opponent. The swords will all be glowing the same color equal to that of the user. The swords will be above each other row by row, making a huge column of swords surrounding both user and opponent. An non-wary person will easily be killed in this attack. The user can control each sword via telekinesis, but its true purpose is giving the user a sword to use at all times, each time the user touches a sword it'll stop glowing, taking the shape of the sword it originated from (minus the powers if custom, but same physical stats). If the user choose to make the weapons attack the target, they can only do so many at a time due to the size of the sword equalling the original sword. The space between the walls and the fighters within the circle is great, allowing a strong amount of manuvering. There is a total of 300 swords. Due to the amount of chakra, the user can only use this once every three posts, the recharge is three posts. This technique is rarely used, and those who see it are considered lucky. This can only be used once per day, escaping is possible, but very difficult without harm being inflicted. Usiing it more then once per day will cause the chakra system to collapse and the body will go into seizures from the over use of chakra (SS rank)
Sword Release: Element Fissure - A unique yet devestating technique which only those who have mastered the stages can hope to learn it. The user channels a single element chakra they possess into the length of their sword. The user must continue charging the weapon with that single element chakra for one post, they are capable of using the sword still, but no ninjutsu or any of the swords powers can be used during this time. After one post, the user slashes the sword in the air, releasing all that compressed elemental chakra in a wave like motion. Each element has its own effect. This has a ten post cooldown due to the high level of power being used. This technique is an S rank.
Fire - If fire chakra is used, a large wave of fire is released, shredding the ground up, leaving fire and melting rocks blazing behind it. The wave of fire isn't affected by most water techniques, only those that are B rank and higher can actually affect it due to its immense heat. The wave ranges to 250ft in length, and about 10ft in width, leaving a large wall of fire behind
Wind - If wind chakra is used, a blast of wind condensed is released, shredding the ground as a wall of wind rushes outwards in the direction released, slicing everything that comes into contact with. Fire attacks that strike it won't affect it, those that are B rank and higher will be able to due to the violent winds and mass difference of air pressure and oxygen lost. The wave ranges to 250ft in length, 10ft in width.
Lightning - If lightning chakra is used, a stretch of lightning is released, shredding the ground and eletricuting all in its path. From the intense concentration of lightning things around the path of destruction will be lit ablaze. Wind jutsu wouldn't have any effect on it, unless it was B rank or higher. Those caught in the cross fire will be severly eletricuted and possible limbs severed if caught in the blast of concentrated lightning. The wave ranges to 250ft in length, 10ft in width
Earth - If earth chakra is used, a massive fissure will rip open the ground, causing all within its wake to fall into seemingly bottomless pits. The width of the fissure is from 5ft to 100ft, the length stretches out to 100ft.
Water - If water chakra is used, a pressurized jet of water is released, ripping and shredding the ground from the intense speed of the water. From the concentration and element used, not only is the area around it flooded but those caught in it would be crushed and drowned, being caught up in the wall of water raging outwards. It'll shatter earth techniques without being slowed, only B rank and higher earth jutsu can affect it. The wave ranges to 250ft in length, 10ft in width.
*property and creation of Shruikan Tenshi*EDITTED!
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Shruikan Tenshi Vice Captain
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Posted: Mon Feb 01, 2010 2:49 pm
Mysterious Peacock Method (Bloodline)

Founded By: Aeldevera Mistalune History Behind It: Aeldevera Mistalune had family in the Hidden Village in the Stars. He was one of the few descendants who happened to be secretly taught the star training. His family came to Kumogakure, and brought it with them. His family along with himself took very large chunks from the meteor within the Hidden Star to Kumo, and placed all of it in Kumo to create a makeshift meteor.
The technique itself manifests in the form of a feather-shaped array behind the Star Ninja and spreading out from behind them like a peacock's tail feathers, hence the name.
This chakra is easily manipulated into various techniques, making it one of the most versatile jutsu around. These techniques are honed through Star Training, which requires the ninja to spend large amounts of time focusing on their chakra and meditating in the presence of the meteorite. The meteorite's radiation greatly improves the user's chakra, but is incredibly damaging to their physical body. The body of anyone attempting to master the technique would eventually take its toll if the trainee fails to complete the training soon, and those who do master it perish a few years after that.
Unique Traits of this style: >Has a chance to kill user when attempting to go through star training in the [place url here] forum. Must roll one ten sided dice and roll a 1-8, if 9 or 10, RPC is dead. The chance is greater to live, due to lower amount of radiation.
>Lower lifespan >Chakra is permanently changed to the peacock coloring. >Weakened physical form. >Ranged taijutsu. >Advanced skill in ninjutsu, granting two addition ninjutsu to the user's main element. >Chakra capacity is one rank above current rank. >Very weak against fire element >Must learn each individual technique which depends on rank
Stage 1 Peacock Awakening~ (Learned after ten attempts and survival of star training) -User is novice at controlling the mysterious peacock method release. User gains access to the first techniques of the Mysterious Peacock Method. Able to use radiation chakra as additional force in melee combat.
Chakra Predation - Activates with a handseal. A genin ranked ability, the user consumes the chakra of an opponent in the form of a draining purple vacuum, weakening them slightly as long as the predation is active.
Mysterious Peacock Method: Destroy - A chunin ranked technique. The user performs three hand seals. Two wings of chakra feathers are unleashed at the opponent to cause damage from the fists of the user. From there, the user is free to assault in the midst of the wings, taking no damage.
Mysterious Peacock Method: Wings - A chunin ranked technique, the user will focus their peacock chakra and extend it to all of their limbs, allow it to excess and then they will feel burns on the outside of their skin, permitting flight for 3 posts long. It may be extended to 5, but the fourth and fifth post inflict self radiation damage.
Mysterious Peacock Method: Beast - A genin ranked technique, the user performs three handseals, and use their peacock chakra to envelop their entire body in the form of an animal of the user's preference, they may create more if they use the join technique. From there they may use this to increase their physical damage upon an opponent.
Stage 2 ~ The Reincarnation of Flight (Learned after 12 attempts) -User is now an advanced fighter who can now fully implement the peacock chakras into their combat. The extensive exposure to radiation has directly affected their muscles, allowing oxygen flow to move far quicker. The user now strikes at double the original speed they had. All of the original peacock method techniques are increased in power by one rank, but cost an additional rank's worth of chakra. Chakra predation now drains a fourth more each post it is active, of the opponent's chakra.
Mysterious Peacock Method: Choke - A chunin ranked technique. The user will be within melee distance of the user. Without direction grabbing the opponent on the neck, the peacock chakra acts as an extension and tightens to asphyxiate them.
Mysterious Peacock Method: Join - A chunin ranked technique. After forming at least two beasts, the user may use their chakra to fuse them together into one larger beast as they assault an opponent.
Mysterious Peacock Method: Dragon - A chunin ranked techique, the user performs three handseals. Their body feels extreme physical pain as they take a new form. Combining with the peacock chakras, the user now appears as a chakra dragon, able to shoot balls of radiated chakra at the opponent, as well as slam into them for heavy damage.
Mysterious Peacock Method: Apparition - A Jounin + ranked technique. If the user is going to die, they may performed five handseals. Allowing the radiation to fully envelop their body, their soul will come from the apparition of its original form, made of pure peacock chakra. This is equivalent to the 6th gate in explosive physical damage.
Bloodline Members Head: Aeldevera Mistalune 1. 2. 3.
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Posted: Wed Feb 03, 2010 2:55 pm
Helloo? Somebody looksy at this?
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Posted: Fri Feb 05, 2010 12:54 pm
Everyone ignores our taijutsu style Aaron ]':
--IS HURT--
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