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Posted: Tue Sep 07, 2010 3:33 pm
Both of you are approved
http://www.gifbin.com/bin/1237811519_chuck-norris-approves.gif
also, i hate to be a bother, but would you guys mind if these become one of the official taijutsu styles of your villages? if not, its cool. but we don't have that many and it would help us greatly sweatdrop
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Posted: Wed Sep 08, 2010 1:19 am
Cool, thanks dude.
And yeah, I see no reason why it can't be. My RPC's village is going to be Kumogakure.
Also, can I edit the Intended Weapon description of Sai Ikuko from:
Normally it defaults to bare fists, but fist-type weapons may be used with this style as well.
to:
Normally it defaults to bare fists and feet, but weapons of similar classification may be used with this style as well.
Since there are some feet attacks as well.
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Posted: Wed Sep 08, 2010 10:53 am
thank you, and I guess it could be, though that would give kumo a total of four taijutsu/weapon styles as kumo is also my village
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Posted: Wed Sep 08, 2010 3:08 pm
hmm.....i might switch the styles around. but anyway, thank you both. you have just contributed from the school cool
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Posted: Wed Sep 08, 2010 4:20 pm
No problem.
So, can I edit the Intended Weapons part? It kinda slipped my mind. sweatdrop
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Posted: Wed Sep 08, 2010 4:25 pm
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Posted: Fri Sep 10, 2010 11:09 am
Lance Fulgurant Butoukai Sono Raijin [Dance of the Thunder God]Fast, Effecient, Fluid  Weapon type: typically a katana, but any weapon could potentially be used with the style This swordstyle, named for it's quick and fluid movements, is said to to be the fastest swordstyle in the world. Legend tells of masters striking with such speed that they rivaled lightning bolts. This is of course legend, but it is true that masters of the style are some of the fastest beings on the planet. The style originated in the land of lightning where it is said that the first practitioner sof the Dance of the Thunder God was born. some say he was the progeny of the Thunder God himself, and his name was Raiku Momuji. He was born into a family of samurai, but at an early age he showed such an aptitude for sword-fighting that he began creating his own style. After decades spent alone honing his body and mind, Raiku finally finished the style that would come to be known as the Dance of the Thunder God. Stage 1(Academy Student) The first stage of this style teaches the very basic concepts of the style, namely the fluidity of motion. Training does not even involve a weapon at this stage to the style, instead students of the style practice moving from the various stances, drilling into them how to move fluidly through changes of stance and simple movement. Stat Bonus: +3 dexterity Stage 2(Genin) The second stage focuses on speed, training students to move in the most effecient way possible so that they minimize energy use when traveling at faster speeds. From this point onward all students of the style will wear training weights, as the practitioners of this style become stronger the weights they wear will grow progressivel heavier. Genin start off wearing weights that weigh a total of 50 lbs. These weights can be taken off when in combat to dramatically increase speed. Stat Bonus: +5 Agility Stage 3(Genin) At this stage of training students learn to utilize their speed and fluidity of motion in combat, learning how to reach their target in the quickest most effecient way. They also learn how to dodge more effectively by utilizing that fluidity of motion, learning to move so that even when dodging they are positioning themselves effectively to strike at their opponents. By this stage the practitioner can use what he has learned to effectively fight without a weapon, though he still won't be as effective as taijutsu specialists. The weight of the practitioners training weights will be increased to 75 lbs. Stat Bonus: +5 agility, +15 to Agility Cap Techniques: Path of the Thunder God- At this stage students are taught to move quickly and effeciently, teaching them how to find the quickest path to their targets. Students will naturally move faster than other ninja (though not as fast as a speed ninja), even learning how to move through crowds and debris more effeciently than others. (This is a passive ability) Thoughtful Dodge(I couldn't think of a better name)- The practitioner has learned to dodge much more effeciently. Hitting a practitionrer of the style with any kind of direct assault is very difficult, unless they are fighting someone much faster than themselves. In addition they have learned how to dodge in such a way that they are put in optimum position to counter immediately. Stage 4(Chunin) At this stage students are finally given their first sword. Because of their repetition of the the stances without the sword, it is fairly easy to integrate the sword into what they already know. The most important part of this stage is learning how to maintain the fluidity of motion and effeciency of motion while wielding a blade. Once the student has learned to effectively integrate his blade into the style his potential greatly increases, making him much more deadly. Though they move quickly, their stikes are not overly powerful, but the effeciency with which they strike makes each strike a threat. Training weights will now weigh 100 lbs. Stat Bonus: +3 Dexterity, +5 Agility Techniques: Flurry of the Thunder God: The user has learned to strike so quickly that they can strike twice as fast as shinobi of equal rank, able to strike three or four times in rapid succession while still maintaining a good defense. Stage 5(Chunin) The practitioner has now spent enough time wearing training weights that when he is takes them off his speed is unrivaled, and even when wearing the weights they move as fast as speed ninja of equal rank. Practitioners skill with the blade also increases as they become even more comfortable with the feel of it. Their striking efficiency increases yet again, their blade seeming to find its way into even the smallest of openings. The training weights now weigh 150 lbs. Stat Bonuses: Dexterity +5, Agility +5 Stage 6(Jounin) The practitioner has reached legendary speeds, appearing as a blur to most other ninja even with the weights on and when the weights come off the user moves so fast that they can actually create after-images. Only doujutsu possessors with high level movement tracking skills have any chance of keeping up with the user with any real hope of success. The practitioner still doesn't have a huge amount of strength behind their attacks, but the momentum of their strikes makes each strike very difficult to stop. This level of speed cannot be maintained forever, and in fact most masters must wear weights in order to keep from moving too fast for fear of tearing muscles. The weights usually weigh anything from 200-300 lbs, depending on the user. Stat bonus: Agility +10 Stage 7(Kage/Saanin) Once this stage is reached the practitioner has attained true mastery of the style. Practitioners must learn to move effectively without any of their weights, a task that is much harder than it might sound. Because of the great speed at which the user moves their muscles are under constant strain of over-exstending, simply because their mind cannot fully keep up with the movement in order to stop it. The practitioner learns to utilize this momentum by moving their blade in wide sweeping arcs, and quick thrusts. Other movements are certainly possible, but the concentration required to move most effectively can only be maintained for short periods of time. Anyone that reaches this stage must constantly wear training weights which they must constantly replace with heavier and heavier weights, or else they risk tearing muscles accidentally with even the smallest of movements. Some masters must wear at least some weight even when utilizing the 7th stage, because they have simply become so fast that their mind cannot possibly keep up with their bodies. Legends say that the first master, Raiku Momuji, had to wear 1000 pounds of weight even when using the styles 7th stage. Stat Bonus: Agility +20, Agility Cap +15 Techniques: Embodiment of the Thunder God: The user has reached the final stage of the Dance of the Thunder God, and have become true embodiments of the Thunder God, able to strike with the speed and force of a lightning bolt. However this power does not come without risk. This speed can only be maintained for 2 posts without risking tearing all the muscles in their body, however even then their muscles are so strained that the user will move at roughly half their normal speed for 4 posts. If the user wishes they can maintain the speed and power for 4 posts, but afterwords every muscle in their body will tear to shreds and they must spend at least 3 real days under close supervision before they can even move. After the three days their speed will be equivalent to roughly 2/3 their regular speed. After an additional four days after they are partially recovered the user will be completely recovered and they could potentially use the technique again if they had to. alright, I edited the style based on the idea we discussed about styles giving stat bonuses in the crew forum, so what do you think?
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Posted: Fri Oct 15, 2010 3:16 pm
Hiten Mitsurugi RyuFlying Heaven Honorable Sword Flow History: The sword technique developed by the first Hiko Seijiro used to protect the people from tyranny and national fear, to protect the weak from opression. It is a style that requires Shin Soku (God-like speed) and the will to live and nothing with guilt. This technique is famed for the user's incredible speed; speed of the sword, speed of reading the opponent's moves, speed of reacting towards it. Passed down through thirteen generations, this style roughly translates as "the sword which soars through heaven." The practitioner can anticipate the moves of an opponent based on intent and react before a move is made.
Abilities Attained: Aside from the god like speed in which the practioner attains, he also learns the ability to predict his enemies's movements, as if they can tell the future or read the minds of their opponents. This in actuality is similar to the Sharingan abilities. The truth of the matter is, that the practioner gains the reflexes to predict the opponents moves by fraction of seconds for every stage that they have attained as well as being able to feel the emotions of the opponent. Using these two in conjuction, the practioner learns to easily counter attacks based on reflex and instinct alone.
Training Methods: Training is usually done with a sword. Any type of sword will do, though the usual is katana or cleaver sword. High amounts of sword swings, target practice, muscle building, and agility practice are done, to bring about the full potential of the shinobi. The various techniques, stances, and forms must be taught by Master to Pupil.
Stage 1 Ran Geki Jutsu Chuunin
The first part is called Ran-Geki-Jutsu, which means to wield the sword to attack sequentially at once. At this stage the practioner is given a sword and taught how to wield it effectively. The user is also taught to be able to predict an opponents move for a fraction of a second. The user also learns to use chakra to boost the body's movment so they can keep up. To master this stage the user must learn all the techniques and fight against the master for 4 posts.
Techniques:
-Battoujutsu (Instant Sword Draw): To use this technique the user must place the right leg in front of the left leg to avoid cutting your own leg. This is an instant draw technique, ussually used for countering, since the user does not move from his spot. In a stance form and waiting for an opponent with the correct timing, a powerful swing with the twist of waist. This technique is extremely lethal and difficult to dodge unless the opponent has great reaction skills.
-Ryu-Kan-Sen (Dragon Wind Up Flash): A technique used once one has gotten beside an opponent, it involves a very powerful swing with the twist of your whole body, inflicting a direct blow under the skull.
Do-Ryu-Sen (Ground Dragon Flash): A technique where it strikes the ground and with the force of the strike, the ground will explode towards the opponent. Ryu-Sou-Sen (Dragon Double Flash): This involves multiple slashes to its opponent, without giving the opponent the chance for a counter attack. It is effective in dealing with those who will not get knocked out with one move.
Stage 2 Totsu-Shin-Jutsu Jounin
To attack immediately and just wield the sword once, that is Totsu-Shin-Jutsu. At this stage, the user can predict an opponents moves almost a full second fatser than a normal person. The user may also focus their chakra to the front or back of their foot to boost speed to help their legs keep up with dodging and movement. To master this stage, the practitioner must learn all techniques as well as be in a single fight/spar for at least 10 posts.
Techniques:
Ryu-Tsui-Sen (Dragon Mallot Flash): This move is like a Dragon diving into its opponent from the sky and hammering down with a vertical slash by using its weight.
Ryu-Kan-Sen Tsumuji (Dragon Wind Up Flash Hair-spin): Ryu-Kan-Sen-Tsumuji is another variety of Ryu-Kan-Sen. It begins by dashing into an opponent without gravity and at a tremendous speed. After getting into position beside your opponent, a Ryu-Kan-Sen will be performed. The damage is more powerful than Ryu-Kan-Sen, due to its speed. However, landing poses a problem due to its speed.
Ryu-Sho-Sen (Dragon Rising Flash): This move is like a dragon that lifts up into the air with the blade of the sword attacking its opponent's vital points with the force of its jump. It is the perfect counter attack against opponents attacking from above, or even when crouching down.
Stage 3 Battoujutsu Sannin
The third part is called Battoujutsu, the reason for this is that the techniques in this stage expand on the first technique the practioner learned, the Instant Draw Strike or Battoujutsu. Taking a huge step up the user can predict half as well as the sharingan and muscle reaction is instant, gaining 2.5 seconds, making fights with other taijutsu users a breeze. The user has now gained enough control of chakra to release it throughout every limb as this helps their body keep up with their mind, making predictions about the enemy. This makes it easy to counter attacks. To master this stage, the practioner must learn all the techniques as well as be in two fights/spars of at least 15 posts.
Hi-Ryu-Sen (Flying Dragon Flash): This move may be accomplished using the left hand only. As you twist your body around in the air while launching yourself at the opponent, the sword is sprung from the sheath with the left hand coupled with the centrifugal force, so the key here is to aim the hilt of the sword at your opponent's weak point, like between the eyes in order for the slash to connect.
Sou-Ryu-Sen (Paired Dragon Flash): Sou-Ryu-Sen is one of the variaties of Battoujutsu. Sou-Ryu-Sen contains double attack with the sword and the sheath. It is best used when the sword is blocked then without moment of waste, the second Battou-Jutsu using the sheath will strike the opponent, quite a bone breaker.
Stage 4 Ama-Kakeru-Ryu-No-Hirameki Kage
The final stage of the Hiten Mitsurugi Ryu can only be taught by the Master of this style, and teaching it to the pupil will mean almost certain death to the Master, which is the reason why there has never been more than one master of this style at a time. At this point, the practioner's reflexes are so extraordinary that the user's body moves even before the target moves their muscles. The user can force a large amount of chakra out their limbs, their hands move fast enough to confuse the enemy by making twices as many hand signs in half the time. Also by using this same concept, the practioner can move at such speeds, that the user simply dissapears from sight. Only the most experienced of sharingan are able to follow this individuals movement.
Ku-Zu-Ryu-Sen (9 Headed Dragon Flash): This is a move that was taught before the succession technique. It is to wield the sword nine times from nine different directions at once and strike all nine vital points instantly: Kara Take: Head Kesa Giri: Left Shoulder Saka Gesa: Right Shoulder Shita Ina: Left Wrist Migi Nari: Right Wrist Hidaki Kiriagi: Left Waist Migi Kiriagi: Right Waist Saka Kaze: Between the Legs Tsuki: Chest Because of that, it is nearly impossible to dodge or to defend against every sword strike, since at least one strike is bound to hit, especially if defending with a single weapon. According to Hiko, since this move is nearly impossible to be avoided or blocked, the only way to break it is by making one's move before one's opponent uses the 9 Headed Dragon Flash, i.e. by using a Battoujutsu which surpasses the "God-like Speed". This is the technique used to teach the Final Technique.
Ama-Kakeru-Ryu-No-Hirameki (Heaven's Soaring Dragon Flash): The succession technique. The secret of the Ama-Kakeru-Ryu-No-Hirameki is revealed by Soujirou after his last fight with Kenshin. Normally, when using the Battou-Jutsu, the right leg is placed in front of the left leg so to avoid cutting your own leg (since the sword is at the left side). However, at the very last moment of attack, the user places his LEFT leg in front of his RIGHT leg before drawing his sword, thus bringing the speed and might of the sword to its very maximum. At that very moment, he must calculate the MOMENT of attack and how to twist his body properly in order not to cut himself. To do this, he must possess a strong desire to live. It is the fastest swordskill known to man, dodging this technique is nearly impossible. In addition, if the initial strike is avoided or blocked, the force of the unusually fast slashing motion displaces the air around it, generating a vacuum in its wake and sucking the opponent in; as this happens, the body is spun around for a second strike, with the previous action adding force and momentum to the swing, making the subsequent strike far stronger. This technique takes a heavy toll on the body since it was designed for someone with a wide-framed muscular build. Meaning that if this does not apply, then the practioner can only perform this technique once a day...if performed twice, the user will no longer be able to move for several days.
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Posted: Fri Oct 15, 2010 5:57 pm
The Nerdbot Hiten Mitsurugi RyuFlying Heaven Honorable Sword Flow History: The sword technique developed by the first Hiko Seijiro used to protect the people from tyranny and national fear, to protect the weak from opression. It is a style that requires Shin Soku (God-like speed) and the will to live and nothing with guilt. This technique is famed for the user's incredible speed; speed of the sword, speed of reading the opponent's moves, speed of reacting towards it. Passed down through thirteen generations, this style roughly translates as "the sword which soars through heaven." The practitioner can anticipate the moves of an opponent based on intent and react before a move is made.
Abilities Attained: Aside from the god like speed in which the practioner attains, he also learns the ability to predict his enemies's movements, as if they can tell the future or read the minds of their opponents. This in actuality is similar to the Sharingan abilities. The truth of the matter is, that the practioner gains the reflexes to predict the opponents moves by fraction of seconds for every stage that they have attained as well as being able to feel the emotions of the opponent. Using these two in conjuction, the practioner learns to easily counter attacks based on reflex and instinct alone.
Training Methods: Training is usually done with a sword. Any type of sword will do, though the usual is katana or cleaver sword. High amounts of sword swings, target practice, muscle building, and agility practice are done, to bring about the full potential of the shinobi. The various techniques, stances, and forms must be taught by Master to Pupil.
Stage 1 Ran Geki Jutsu Chuunin
The first part is called Ran-Geki-Jutsu, which means to wield the sword to attack sequentially at once. At this stage the practioner is given a sword and taught how to wield it effectively. The user is also taught to be able to predict an opponents move for a fraction of a second. The user also learns to use chakra to boost the body's movment so they can keep up. To master this stage the user must learn all the techniques and fight against the master for 4 posts.
Techniques:
-Battoujutsu (Instant Sword Draw): To use this technique the user must place the right leg in front of the left leg to avoid cutting your own leg. This is an instant draw technique, ussually used for countering, since the user does not move from his spot. In a stance form and waiting for an opponent with the correct timing, a powerful swing with the twist of waist. This technique is extremely lethal and difficult to dodge unless the opponent has great reaction skills.
-Ryu-Kan-Sen (Dragon Wind Up Flash): A technique used once one has gotten beside an opponent, it involves a very powerful swing with the twist of your whole body, inflicting a direct blow under the skull.
Do-Ryu-Sen (Ground Dragon Flash): A technique where it strikes the ground and with the force of the strike, the ground will explode towards the opponent. Ryu-Sou-Sen (Dragon Double Flash): This involves multiple slashes to its opponent, without giving the opponent the chance for a counter attack. It is effective in dealing with those who will not get knocked out with one move.
Stage 2 Totsu-Shin-Jutsu Jounin
To attack immediately and just wield the sword once, that is Totsu-Shin-Jutsu. At this stage, the user can predict an opponents moves almost a full second fatser than a normal person. The user may also focus their chakra to the front or back of their foot to boost speed to help their legs keep up with dodging and movement. To master this stage, the practitioner must learn all techniques as well as be in a single fight/spar for at least 10 posts.
Techniques:
Ryu-Tsui-Sen (Dragon Mallot Flash): This move is like a Dragon diving into its opponent from the sky and hammering down with a vertical slash by using its weight.
Ryu-Kan-Sen Tsumuji (Dragon Wind Up Flash Hair-spin): Ryu-Kan-Sen-Tsumuji is another variety of Ryu-Kan-Sen. It begins by dashing into an opponent without gravity and at a tremendous speed. After getting into position beside your opponent, a Ryu-Kan-Sen will be performed. The damage is more powerful than Ryu-Kan-Sen, due to its speed. However, landing poses a problem due to its speed.
Ryu-Sho-Sen (Dragon Rising Flash): This move is like a dragon that lifts up into the air with the blade of the sword attacking its opponent's vital points with the force of its jump. It is the perfect counter attack against opponents attacking from above, or even when crouching down.
Stage 3 Battoujutsu Sannin
The third part is called Battoujutsu, the reason for this is that the techniques in this stage expand on the first technique the practioner learned, the Instant Draw Strike or Battoujutsu. Taking a huge step up the user can predict half as well as the sharingan and muscle reaction is instant, gaining 2.5 seconds, making fights with other taijutsu users a breeze. The user has now gained enough control of chakra to release it throughout every limb as this helps their body keep up with their mind, making predictions about the enemy. This makes it easy to counter attacks. To master this stage, the practioner must learn all the techniques as well as be in two fights/spars of at least 15 posts.
Hi-Ryu-Sen (Flying Dragon Flash): This move may be accomplished using the left hand only. As you twist your body around in the air while launching yourself at the opponent, the sword is sprung from the sheath with the left hand coupled with the centrifugal force, so the key here is to aim the hilt of the sword at your opponent's weak point, like between the eyes in order for the slash to connect.
Sou-Ryu-Sen (Paired Dragon Flash): Sou-Ryu-Sen is one of the variaties of Battoujutsu. Sou-Ryu-Sen contains double attack with the sword and the sheath. It is best used when the sword is blocked then without moment of waste, the second Battou-Jutsu using the sheath will strike the opponent, quite a bone breaker.
Stage 4 Ama-Kakeru-Ryu-No-Hirameki Kage
The final stage of the Hiten Mitsurugi Ryu can only be taught by the Master of this style, and teaching it to the pupil will mean almost certain death to the Master, which is the reason why there has never been more than one master of this style at a time. At this point, the practioner's reflexes are so extraordinary that the user's body moves even before the target moves their muscles. The user can force a large amount of chakra out their limbs, their hands move fast enough to confuse the enemy by making twices as many hand signs in half the time. Also by using this same concept, the practioner can move at such speeds, that the user simply dissapears from sight. Only the most experienced of sharingan are able to follow this individuals movement.
Ku-Zu-Ryu-Sen (9 Headed Dragon Flash): This is a move that was taught before the succession technique. It is to wield the sword nine times from nine different directions at once and strike all nine vital points instantly: Kara Take: Head Kesa Giri: Left Shoulder Saka Gesa: Right Shoulder Shita Ina: Left Wrist Migi Nari: Right Wrist Hidaki Kiriagi: Left Waist Migi Kiriagi: Right Waist Saka Kaze: Between the Legs Tsuki: Chest Because of that, it is nearly impossible to dodge or to defend against every sword strike, since at least one strike is bound to hit, especially if defending with a single weapon. According to Hiko, since this move is nearly impossible to be avoided or blocked, the only way to break it is by making one's move before one's opponent uses the 9 Headed Dragon Flash, i.e. by using a Battoujutsu which surpasses the "God-like Speed". This is the technique used to teach the Final Technique.
Ama-Kakeru-Ryu-No-Hirameki (Heaven's Soaring Dragon Flash): The succession technique. The secret of the Ama-Kakeru-Ryu-No-Hirameki is revealed by Soujirou after his last fight with Kenshin. Normally, when using the Battou-Jutsu, the right leg is placed in front of the left leg so to avoid cutting your own leg (since the sword is at the left side). However, at the very last moment of attack, the user places his LEFT leg in front of his RIGHT leg before drawing his sword, thus bringing the speed and might of the sword to its very maximum. At that very moment, he must calculate the MOMENT of attack and how to twist his body properly in order not to cut himself. To do this, he must possess a strong desire to live. It is the fastest swordskill known to man, dodging this technique is nearly impossible. In addition, if the initial strike is avoided or blocked, the force of the unusually fast slashing motion displaces the air around it, generating a vacuum in its wake and sucking the opponent in; as this happens, the body is spun around for a second strike, with the previous action adding force and momentum to the swing, making the subsequent strike far stronger. This technique takes a heavy toll on the body since it was designed for someone with a wide-framed muscular build. Meaning that if this does not apply, then the practioner can only perform this technique once a day...if performed twice, the user will no longer be able to move for several days. Just keep in mind, If the person you are fighting with is faster than you, he can still dodge both Succession techniques. other than that try not to abuse the supposed Sharingan like ability to read another's movements. I call upon The ancient powers and cast an approval spell on this.
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Posted: Sat Oct 16, 2010 7:57 am
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Posted: Sun Oct 17, 2010 9:12 pm
Fists of Balance style Speed and Power in equal proportion
If it's a weapon style what is the intended weapon: Fists, and some type of chain weapon such as a whip, a kunai with a chain at the end, etc.
Description: Fists of Balance was a style developed by Nobu Nakayama, a taijutsu user that wasn't quite as powerful or fast as most, but one who learned, through training with a weapon known as a meteor hammer, that if momentum could be conserved from blow to blow, that a stronger hit could be achieved by the third or fourth strike. He also learned that adding chakara could create a blow that hit with the force of a hammer. And thus began his development of the style.
The style, as its name suggests, balances power and speed, unlike most styles which have either a fast speed but a low striking power, or a hard hit but a low speed. Training in the style relies on upping your reaction speed, and strengthening your muscles to continuously rain blows long after someone would have tired from the strikes.
The weapons used with the style, mostly at Jounin rank, are chain-esque weapons, weapons such as a whip or meteor hammer, that can ensnare the opponent to allow for powerful strikes, and to bring them closer for some powerful moves. Beyond that, the style relies on the fists and feet of the user in equal measure.
The style has one downside: when a combo is initiated, it's often difficult for a user to break free from it and get ready to attack again or block. This is due to the momentum-conservation mindset of the user, in which the user doesn't want to stop or slow down to change direction.
Training for the style, as mentioned, is rigorous, and depends almost entirely on improving your muscle strength and endurance, as well as your reaction times, all of it essential to string together the devastating blows common to the combos of the Fists of Balance style.
Each time a blow is laced with chakara in a combo, or anything else by a Fists of Balance user, it hits with the power of one rank higher than them, but just that one blow. This stacks as time goes on: if a Jounin uses a Genin combo, they'll strike with the power of a Kage rank.
Stage 1 (Academy Student)
As an Academy Student learning this style, you learn the theory behind the style. A student will learn the value of keeping their momentum, and will train with their weapon of choice in the style. The student at stage 1 will not learn any combos or offensive manoeuvres from the style, just the basic ideas behind everything, so he has a groundwork for the later stages.
Stage 2 (Genin)
At Genin, the student finally learns some combos. He's been training hard to get his strength, endurance, and reaction times up, and now he's ready for the two basic moves of the style. He also learns the thing that makes the blows devastating: the implementation of chakara into the area that will strike the opponent. The Genin's chakara control at this point will be low, and as a result, the final, chakara-laced blow will vent off 2 additional points of chakara, whether it's part of one of their techniques or not. As a trade-off, it will strike with the power of a chuunin taijutsu user's normal strike.
Cross combo (D-rank) A basic combo and one of the first the genin will learn. It's your basic 3-punch combo: the genin will strike with his dominant hand first, then his off hand, then dominant hand. The strikes are delivered with a fluid, constant rate, except for the last punch which, due to the chakara infused in it, will strike takes half the time to reach its target, and hits with an added force. Costs 5 chakara points to use: 3 for the technique, plus the additional 2 vented off.
Dragon Kick (D-rank) A powerful but easy to dodge technique. The genin will attack with a standard back kick. As soon as it connects, the genin flows chakara to his leg, and initiates a fast combo of four additional hits. On the final (fifth in total) hit, the chakara moves directly to the foot, and hits with the added force. Any other of the kicks after the opening strikes does 0.5x more damage than a genin's normal kick (For example, if their kick hit with 100 pounds of pressure, then any kick between the first and final blows hits with 150 pounds, while the last kick might be 250. This is just an example, and no real statistics). Uses 5 chakara, again, 3 for the technique, and 2 vented from poor control.
Stage 3 (Chuunin)
Now the user starts to get into some interesting strikes. These are some of the only times a Fists of Balance user won't use combos, but still get the effect of the added striking power. Each technique uses an additional 1 chakara point, vented off, as now the user is getting better at controlling his chakara. The trade off is a chakara-laced strike will hit with the power of a jounin taijutsu user.
Hell Raiser (C-rank) Can be preformed either with an uppercut or bicycle-style kick. It first starts with the chuunin punching his opponent into the stomach to cause them to be stunned. The second strike is an uppercut to the jaw. The final strike is either an uppercut or bicycle kick which will send the opponent flying upwards a few feet due to the sheer power of the strike. The momentum will also carry the user up a little bit. Uses 6 chakara, 5+1 vented.
Death from Above (C-rank] One of the mentioned single strikes that delivers devastating power, this is used while the chuunin is in the air. Chakara is flowed to the user's feet, and he rockets straight down immediately, crashing into the ground with devastating force, leaving a small crater about three feet in diameter and a foot deep. The downside to this is the chuunin will be unable to move for a few seconds after the strike, due to temporary nerve overload from the fall, and any subsequent use of this attack without a fair pause in between will break the user's legs, both of them, as well as fracture their hip, and possibly even their spinal column. 6 chakara points.
Power Split Kick (C-rank) A powerful, single strike move. The user jumps off the ground, and in the same movement, preforms a split kick in midair. Chakara flows to the feet the entire time, allowing the user to propel themselves quite high and with a quick speed, and also strike opponents on either side of them with a devastating force. From their now mid-air vantage point, the user could even drop down hard on them with a Death From Above strike.
Reverse Combo (C-rank) A fast, two strike combo used for enemies behind the chuunin. The user will quickly turn around with a reverse roundhouse aimed for the target's face. After connecting and allowing their spin to complete, chakara will be added to their fist as they complete the spin, then punch their target with either a fast punch to the stomach, or an uppercut, both of which hit with devastating force and knock a person down.
Stage 4 (Jounin)
Stage 4 can only be entered if the jounin is proficient with his weapon of choice, as every move in this stage requires the use of a chain-style weapon. These moves are rather devastating, but mostly rely on the weapon to do the first strikes, and the momentum comes from the user moving, or the target being moved toward the user. At this stage a Fists of Balance user will have enough control over their chakara that no extra chakara is vented during the strikes. At this level, powered strikes hit with the force of an S-ranked taijutsu user.
Cannon Ball (A-rank) The user strikes the opponent with their weapon to disorient and stun the opponent. A second strike is made, conserving the momentum of the first, to attempt to wrap the weapon securely around a part of the target. Once the target is hooked, the user charges their feet with chakara and jumps toward the opponent, following along the chain and crashing into them with a powerful double-footed kick to the chest, knocking them over and causing the user to be standing on their chest. The opponent is in a prime position for a follow up attack.
Roadblock (A-rank) Similar to the move above, except in the case of the final blow. Instead of propelling themselves at the target, the user pulls the target rapidly toward them, delivering a powerful chakara-laced blow as soon as the target arrives within range, sending them back a few feet and to the ground.
Drill Strike (A-rank) A multiple hit combo, the user attacks their enemy first with a dominant hand hook, to knock them off balance. The user then grabs the opponent by the head and administers three quick knee strikes to the stomach, lifting the target in the air with each strike. A fourth knee strike is administered, with the user letting go of their head on that strike, to cause them to fall back. The user, in mid-air, follows up with a powerful attack: they charge chakara into their knee, and then dive down at the opponent, drilling their knee hard into the stomach.
Paralysing Blow (A-rank) A devastating combo. The user attacks first with another hook to disorient the opponent. An uppercut to the stomach follows, then the target is grabbed from behind, with one arm against his throat, while the user charges his fist with chakara and slams it into the target's back. There's a 5% chance of absolute, permanent paralysis from the strike, a 35% chance of temporary total paralysis, a 45% chance of single limb paralysis, and a 3% chance of instant death with this strike. Determined by using the "Random number" post action, out of 100. If a number from 1-the % happens (so 1-35 for temporary paralysis), that effect happens. Otherwise, it's just a powerful strike.
Stage 5 (Kage/Sannin)
At this stage, the user has learned pretty much all there is to know. They can strike with devastating power, and even the combos learned at Genin rank are exceptionally powerful with the user's current ability and strength. There are no new combos to learn...just a secret technique developed by Nobu Nakayama himself to provide him the edge over his opponents.
Nakayama's Wrath (S-rank) The epitome of Fists of Balance techniques. The user invokes the spirit of Nobu Nakayama himself to deliver devastating strikes with almost impossible speed. The user's reaction speeds increase twenty-fold, causing the world around them to move in slow motion, and causing them to appear to react with inhuman ability, able to dodge even the fastest of attacks. It was said that Nobu used this to dodge a lightning bolt at one time. To someone watching the user, it will appear as if they almost teleport to safety, often only a few inches from being hit.
The jutsu also increases the person's strength by almost three times for the final blow of a combo. Even a genin-ranked combo like the Cross Combo could kill a shinobi very easily. However, there's a downside to using this technique. Firstly, all of the user's chakara is drained from the effort of using this technique. Secondly, there's a 50% chance that the strain on the user's body causes them to collapse after the 3 posts the technique lasts. The user is then rendered unconscious for the next six posts. Again, use Random Number post action, 1-50 to determine if the user falls unconscious.
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Posted: Sun Oct 17, 2010 9:23 pm
DemonDays2 Fists of Balance style Speed and Power in equal proportion
If it's a weapon style what is the intended weapon: Fists, and some type of chain weapon such as a whip, a kunai with a chain at the end, etc.
Description: Fists of Balance was a style developed by Nobu Nakayama, a taijutsu user that wasn't quite as powerful or fast as most, but one who learned, through training with a weapon known as a meteor hammer, that if momentum could be conserved from blow to blow, that a stronger hit could be achieved by the third or fourth strike. He also learned that adding chakara could create a blow that hit with the force of a hammer. And thus began his development of the style.
The style, as its name suggests, balances power and speed, unlike most styles which have either a fast speed but a low striking power, or a hard hit but a low speed. Training in the style relies on upping your reaction speed, and strengthening your muscles to continuously rain blows long after someone would have tired from the strikes.
The weapons used with the style, mostly at Jounin rank, are chain-esque weapons, weapons such as a whip or meteor hammer, that can ensnare the opponent to allow for powerful strikes, and to bring them closer for some powerful moves. Beyond that, the style relies on the fists and feet of the user in equal measure.
The style has one downside: when a combo is initiated, it's often difficult for a user to break free from it and get ready to attack again or block. This is due to the momentum-conservation mindset of the user, in which the user doesn't want to stop or slow down to change direction.
Training for the style, as mentioned, is rigorous, and depends almost entirely on improving your muscle strength and endurance, as well as your reaction times, all of it essential to string together the devastating blows common to the combos of the Fists of Balance style.
Each time a blow is laced with chakara in a combo, or anything else by a Fists of Balance user, it hits with the power of one rank higher than them, but just that one blow. This stacks as time goes on: if a Jounin uses a Genin combo, they'll strike with the power of a Kage rank.
Stage 1 (Academy Student)
As an Academy Student learning this style, you learn the theory behind the style. A student will learn the value of keeping their momentum, and will train with their weapon of choice in the style. The student at stage 1 will not learn any combos or offensive manoeuvres from the style, just the basic ideas behind everything, so he has a groundwork for the later stages.
Stage 2 (Genin)
At Genin, the student finally learns some combos. He's been training hard to get his strength, endurance, and reaction times up, and now he's ready for the two basic moves of the style. He also learns the thing that makes the blows devastating: the implementation of chakara into the area that will strike the opponent. The Genin's chakara control at this point will be low, and as a result, the final, chakara-laced blow will vent off 2 additional points of chakara, whether it's part of one of their techniques or not. As a trade-off, it will strike with the power of a chuunin taijutsu user's normal strike.
Cross combo (D-rank) A basic combo and one of the first the genin will learn. It's your basic 3-punch combo: the genin will strike with his dominant hand first, then his off hand, then dominant hand. The strikes are delivered with a fluid, constant rate, except for the last punch which, due to the chakara infused in it, will strike takes half the time to reach its target, and hits with an added force. Costs 5 chakara points to use: 3 for the technique, plus the additional 2 vented off.
Dragon Kick (D-rank) A powerful but easy to dodge technique. The genin will attack with a standard back kick. As soon as it connects, the genin flows chakara to his leg, and initiates a fast combo of four additional hits. On the final (fifth in total) hit, the chakara moves directly to the foot, and hits with the added force. Any other of the kicks after the opening strikes does 0.5x more damage than a genin's normal kick (For example, if their kick hit with 100 pounds of pressure, then any kick between the first and final blows hits with 150 pounds, while the last kick might be 250. This is just an example, and no real statistics). Uses 5 chakara, again, 3 for the technique, and 2 vented from poor control.
Stage 3 (Chuunin)
Now the user starts to get into some interesting strikes. These are some of the only times a Fists of Balance user won't use combos, but still get the effect of the added striking power. Each technique uses an additional 1 chakara point, vented off, as now the user is getting better at controlling his chakara. The trade off is a chakara-laced strike will hit with the power of a jounin taijutsu user.
Hell Raiser (C-rank) Can be preformed either with an uppercut or bicycle-style kick. It first starts with the chuunin punching his opponent into the stomach to cause them to be stunned. The second strike is an uppercut to the jaw. The final strike is either an uppercut or bicycle kick which will send the opponent flying upwards a few feet due to the sheer power of the strike. The momentum will also carry the user up a little bit. Uses 6 chakara, 5+1 vented.
Death from Above (C-rank] One of the mentioned single strikes that delivers devastating power, this is used while the chuunin is in the air. Chakara is flowed to the user's feet, and he rockets straight down immediately, crashing into the ground with devastating force, leaving a small crater about three feet in diameter and a foot deep. The downside to this is the chuunin will be unable to move for a few seconds after the strike, due to temporary nerve overload from the fall, and any subsequent use of this attack without a fair pause in between will break the user's legs, both of them, as well as fracture their hip, and possibly even their spinal column. 6 chakara points.
Power Split Kick (C-rank) A powerful, single strike move. The user jumps off the ground, and in the same movement, preforms a split kick in midair. Chakara flows to the feet the entire time, allowing the user to propel themselves quite high and with a quick speed, and also strike opponents on either side of them with a devastating force. From their now mid-air vantage point, the user could even drop down hard on them with a Death From Above strike.
Reverse Combo (C-rank) A fast, two strike combo used for enemies behind the chuunin. The user will quickly turn around with a reverse roundhouse aimed for the target's face. After connecting and allowing their spin to complete, chakara will be added to their fist as they complete the spin, then punch their target with either a fast punch to the stomach, or an uppercut, both of which hit with devastating force and knock a person down.
Stage 4 (Jounin)
Stage 4 can only be entered if the jounin is proficient with his weapon of choice, as every move in this stage requires the use of a chain-style weapon. These moves are rather devastating, but mostly rely on the weapon to do the first strikes, and the momentum comes from the user moving, or the target being moved toward the user. At this stage a Fists of Balance user will have enough control over their chakara that no extra chakara is vented during the strikes. At this level, powered strikes hit with the force of an S-ranked taijutsu user.
Cannon Ball (A-rank) The user strikes the opponent with their weapon to disorient and stun the opponent. A second strike is made, conserving the momentum of the first, to attempt to wrap the weapon securely around a part of the target. Once the target is hooked, the user charges their feet with chakara and jumps toward the opponent, following along the chain and crashing into them with a powerful double-footed kick to the chest, knocking them over and causing the user to be standing on their chest. The opponent is in a prime position for a follow up attack.
Roadblock (A-rank) Similar to the move above, except in the case of the final blow. Instead of propelling themselves at the target, the user pulls the target rapidly toward them, delivering a powerful chakara-laced blow as soon as the target arrives within range, sending them back a few feet and to the ground.
Drill Strike (A-rank) A multiple hit combo, the user attacks their enemy first with a dominant hand hook, to knock them off balance. The user then grabs the opponent by the head and administers three quick knee strikes to the stomach, lifting the target in the air with each strike. A fourth knee strike is administered, with the user letting go of their head on that strike, to cause them to fall back. The user, in mid-air, follows up with a powerful attack: they charge chakara into their knee, and then dive down at the opponent, drilling their knee hard into the stomach.
Paralysing Blow (A-rank) A devastating combo. The user attacks first with another hook to disorient the opponent. An uppercut to the stomach follows, then the target is grabbed from behind, with one arm against his throat, while the user charges his fist with chakara and slams it into the target's back. There's a 5% chance of absolute, permanent paralysis from the strike, a 35% chance of temporary total paralysis, a 45% chance of single limb paralysis, and a 3% chance of instant death with this strike. Determined by using the "Random number" post action, out of 100. If a number from 1-the % happens (so 1-35 for temporary paralysis), that effect happens. Otherwise, it's just a powerful strike.
Stage 5 (Kage/Sannin)
At this stage, the user has learned pretty much all there is to know. They can strike with devastating power, and even the combos learned at Genin rank are exceptionally powerful with the user's current ability and strength. There are no new combos to learn...just a secret technique developed by Nobu Nakayama himself to provide him the edge over his opponents.
Nakayama's Wrath (S-rank) The epitome of Fists of Balance techniques. The user invokes the spirit of Nobu Nakayama himself to deliver devastating strikes with almost impossible speed. The user's reaction speeds increase twenty-fold, causing the world around them to move in slow motion, and causing them to appear to react with inhuman ability, able to dodge even the fastest of attacks. It was said that Nobu used this to dodge a lightning bolt at one time. To someone watching the user, it will appear as if they almost teleport to safety, often only a few inches from being hit.
The jutsu also increases the person's strength by almost three times for the final blow of a combo. Even a genin-ranked combo like the Cross Combo could kill a shinobi very easily. However, there's a downside to using this technique. Firstly, all of the user's chakara is drained from the effort of using this technique. Secondly, there's a 50% chance that the strain on the user's body causes them to collapse after the 3 posts the technique lasts. The user is then rendered unconscious for the next six posts. Again, use Random Number post action, 1-50 to determine if the user falls unconscious. Denied based on the this very quote. DemonDays2 Each time a blow is laced with chakara in a combo, or anything else by a Fists of Balance user, it hits with the power of one rank higher than them, but just that one blow. This stacks as time goes on: if a Jounin uses a Genin combo, they'll strike with the power of a Kage rank. As wolverine would say, " Not happening, BUB!"
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Posted: Sun Oct 17, 2010 9:42 pm
I don't see why that's a problem, being that it's one hit out of many in a combo, one that's not guaranteed to hit. If you read the whole style, you'd notice that I distinctly say that once a combo is initiated, it's hard for the user to stop said combo, making it easy for a person to dodge the final hit, or any of the other hits, for that matter. I don't see why it's any different than being a speed ninja which makes me move as if I was one rank higher. Let me edit that last part, in saying the effect of the last strike in a combo for my taijutsu style has the same effect as an Offensive Ninja type, who hits ALWAYS at one rank higher. In fact any tier 2 ninja types give them a permanent +1 rank. So why is that allowed, but not this?
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Posted: Sun Oct 17, 2010 10:05 pm
DemonDays2 I don't see why that's a problem, being that it's one hit out of many in a combo, one that's not guaranteed to hit. If you read the whole style, you'd notice that I distinctly say that once a combo is initiated, it's hard for the user to stop said combo, making it easy for a person to dodge the final hit, or any of the other hits, for that matter. I don't see why it's any different than being a speed ninja which makes me move as if I was one rank higher. Let me edit that last part, in saying the effect of the last strike in a combo for my taijutsu style has the same effect as an Offensive Ninja type, who hits ALWAYS at one rank higher. In fact any tier 2 ninja types give them a permanent +1 rank. So why is that allowed, but not this? That's not in the least how it is described. you describe it as a Jounin can use a genin combo and strike with the power of a kage. Not only is a Jounin two ranks lower then a Kage, The technique in question is 4 ranks away from being kage level. This is stating a +4 rank increase.
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Posted: Sun Oct 17, 2010 10:16 pm
Clearly your reading comprehension is down tonight. The combos aren't techniques in the traditional sense, so they're based off of the user's strength, not a set power.
So, if a genin uses the Cross Combo, his final hit will strike at chuunin level. If a chuunin uses Cross Combo, his final hit will strike at jounin level. Or special jounin, what have you. One rank higher. If a jounin uses Cross Combo, his final hit will strike at Kage level, or whatever is one rank above jounin.
Now, let's analyze their other strikes. If a genin uses the Cross Combo, hit one and two will be at genin level. If a chuunin uses Cross Combo, hit one and two will be at chuunin level.
Seeing a pattern there?
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