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Posted: Thu Sep 25, 2014 10:57 am
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰TRUE DARK HAND
This style is known as the True Dark Hand, created by the the original shadowknight, Kumori has found his skill journal to re-teach this to other shadowknights. It can be learned by shadowknights only however due to most of the demented skills that lie within. The moves listed within are filled with the known powers of Fury and despair, making a mockery of the Berzerker's Hand to hand mastery as this is class exclusive. The user is advised to have their Deathly Aura active to use this Hand to Hand style safely.
▰ ▰ ▰ Phase One The user practices their techniques, mainly for a small beginning with their hands and legs. They gain a touch of dark arts for their hand as they begin to experiment the use of their legs with the Scythe spawn techniques. This focuses on the Shadowknight's abilities to adapt on the battlefield with small techniques first.
• Heartless Thrust E A swift motion of the Shadowknight, they do not use energy as they strike outwards with their arm. The punch is faster than an ordinary punch and utilizes the Shadowknight's strength, in an attempt to break the sternum to weaken the chest.
• Deathly Gallows D Another swift technique, great for an anti-air technique as the user jumps towards an airborne foe. Should their speeds match or if the user's speed out-classes the foe's, the user will be capable of grasping the foe's neck as they rise, presenting a choking problem as if they're being hanged in the gallows. The user can dive with the strangling foe as they gasp for air to drive the back of their skulls into the ground or water. However, this will not work against aerial moving targets(I.E. Flying creatures). This only works as an aerial attack counter from either jumping foes or a falling foe. This does not take energy to use.
• Cruel Flip D This technique requires the user to have their Deathly Aura active to use this technique. The user performs a standing backflip, kicking their legs out at the foe as they flip back. Scythe blades spawn out of the shin aiming downwards as they cover the tops of the user's feet, granting slashing damage. This can take a limb if the foe is not careful approaching this.
• Forceful Palm C The user channels their energy into the palm of their less-dominate hand, striking at the foe. Even if it does not work, the user emits a random type of effect that resembles their element. Fire: The Shadowknight produces black flames as they release their energy outwards towards the foe, covering 10 feet. Water: The Shadowknight creates a full sphere of water to encase their foe for a single post. The water is filled with toxic oil so be careful on drinking it. The sphere is large enough to contain a full grown Draconian. Wind: The shadowknight creates a blast of black air at the foe, aiming to force them back 25 feet. Earth: Should the palm connect, the Shadowknight's strike inflicts C rank damage instead as the earth energy hardens the user's hands to that of black granite.
• Scythe Guard EX C The user's arm becomes covered in scythe blades, matching that of a quad pincer. The hand is hardened with the steel of the scythe blades and allows the user to catch any metallic weapon equal to or less than the skills rank. Should the hand catch the weapon, the user's arm produces the blades to grab the weapon as the user attempts to kick the foe away. The power lasts for 4 posts in the process.
▰ ▰ ▰ Phase Two Leg work is very important in any type of hand to hand style, even in weaponry. As such, these moves focus mainly on leg techniques, focusing on swift steps and even harder strikes. A single kick could cause even the bones of the foe to shatter after a glancing hit.
• Stepping Stone D A quick moving technique, used to either close the distance with the foe or create distance away from the foe. The shadowknight can perform this on water and even stand on it for a small amount of time, up to two posts. Each step they take creates a small amount of devoidance, draining the life out of the 14 inch diameter around their step. This blackens water and the user takes three steps, closing or creating a 20 feet distance to/from an opponent.
• Hard Thrust C More of a physical move, even resistant to shields, the user takes a step and thrusts their risen leg out towards the foe. This technique has a basis of effects that can be performed depending on the strength of the user. 3-6: The Strike is strong, pushing the foe back, but it does not damage the skeleton of the foe. 7-8: The attack hits hard, any ordinary shield will be dented as it could break human bones with it. 9-11: The strike is hard enough it could be felt throughout the foe's body, even if the foe blocks it with a shield. This can break the forearm of a draconian while any other creature will have their whole arm shattered, requiring Clerical aid.
• Rising Blade C A much more unexpected technique by most other beings except for the shadowknight. The rising blade technique is a bit of a catch technique, great for an anti-air attack or for sending a foe up. The user swings their right leg up in a circling motion, sending the user up into the air while their follow through with their left leg to strike once more. The blade part comes in as the user summons up their scythe blades, created to where the sharp side would hit the foe as the user rises.
• Drawing Flip C A better technique form of the cruel flip technique, the user summons the scythe blade from behind their ankles. As they flip backwards, the slash will draw the enemy towards the user as they perform it again, damaging and drawing the foe even more. Like cruel flip, this can take a limb if the foe isn't careful.
• Crashing Kick B Adept rank required: A high risk, but high rewarding attack, the user raises their right leg up for a moment before slamming it down on their foe. It appears to be a regular ax kick, but the crashing part comes from what happens upon connection. Due to the design of the fighting style, should it collide with a foe's body, or even a shield, the result is a damaging kick. The user's leg is coated in what would appear to be destructive energy, invisible to soldier eyes. If it connects with a shield, weaker than the kick itself, the user's leg will break through it like it was nothing. Upon connecting with the foe's body, unless the foe is armored, the kick will force them to the ground and break whatever part they've connected with. It is hard to land though as the range lies directly on the risen right leg.
▰ ▰ ▰ Phase Three With the kicks set perfectly, the user begins training their entire body the abilities of the deathscythe powers. In this, they begin to learn the new techniques of mixing martial arts, with the deadliest weapon arm known to the shadowknights. Beware all who learn this phase, for your own body can break down if the scythes are used too much.
• Crushing Slam C The user raises both of their arms into the air, spawning their scythe blades with the bladed edge facing their elbow's direction. They then swing their arms down, as the blades drive their foe's into the ground. They keep swinging their arms down as the blades come full circle until the tips come back and are capable of impaling the foe.
• Brutal Grasp C Beware of the being who can grasp their foe like a wrestler. The user reaches out to grasp their foe's right arm quickly. Should it work, the user will strike the foe's abdomen to get them to bend over towards the user. Keeping their hand there, they will exert their energy to change their hand into a bone spike, stabbing through the foe unless they have armor. They revert their hand back and push the foe away.
• Banishing Kick B A swift kick that takes no energy as the shadow knight takes a step in towards the foe. They strike with their leg towards the foe's skull, aiming for the connection point of the skull and neck. On connection, the kick hits and the leg is retracted almost instantly as the foe experiences phantom kicks to their back due to the harsh damage done at the connection point.
• Deathly Whirl B The user spins in place, would be the least of your worries. The user actually jumps towards their foe, perfoming a whirlwind kick. The leg is covered in a few scythe blades as the user moves towards the foe. This can severly harm the foe on whatever this connects with. This can shread even basic shields apart easily.
• Sickle Blades B The user charges up their deathly energy into their hands, spawning what would appear to be a triple ring covering their hands. The rings are in fact, ghostly sickle blades spinning around at high velocity. These can cut through solid stone even as the user punches with them. The enhancement lasts for 5 posts and only have the range of 3 inches away from the user's own fist.
▰ ▰ ▰ Phase Four In the previous three phases, the user has gained knowledge about both hand to hand, and utilizing the deathscythe. In this, they will utilize their own inner body's workings to use these techniques, requiring the user to be an Expert to unlock and use these skills.
• Twin Crasher C A strong technique, capable of knocking foes back even if they guard. The user takes a step forward, towards the opponent as they swing their hand out, purposely missing the foe with their hand. They then generate twin large scythe blades, reaching 4 feet long that thrust out towards the foe. On connection, the foe will be knocked back and sent flying backwards, skidding on the ground for 15 feet. If it was blocked, the foe will be pushed back half the distance as their use of defense will either be dented or broken if the rank is equal or lower than the skill.
• Demon Low B A swift low sweep kick, used to knock foes down onto their back unless they can fly. The user appears to go for a high kick as they raise their leg, soon stopping and moving it downward to strike at the foe's legs as they turn, effectively sweeping the unprepared foe. This can knock the knees of a draconian out of place.
• Scythe Saw B The user flips forward towards the foe several times, attacking with their legs one after another. Both of the legs are covered in deadly sharp scythe blades, capable of mincing foes without protection. The user flips a total of 5 times in the air before they land. This skill can be counted as 10 C rank hits should the first flip connects. After the 10th his is struck, the user performs a crashing kick down onto the foe, grounding them as they skid backwards.
• Bladed Blast A The user channels their energy through their body, mixing their cursed energy with their deathly aura. Once the energy is fully mixed, the user creates a sphere of sharp force around them, like a small bomb as it goes off. The range reaches 20 feet in diameter all around the sphere. The attack is instantaneous, the blades doing B ranked damage around the user, but it can be blocked by a higher ranked shield. The user can charge this skill up for a post to make it S ranked, reducing the spherical distance by half, but the blades are highly capable of mincing opponents easily.
• Rising Saw -> Explosive Blade A The user summons up their scythe blade onto their left hand, the blade facing the hand's direction. The user spins horizontally at point blank, going at a fast rotation to the point where they rise quickly. The opponents hit by this will be dragged into the air as this hits 5 times dealing B ranked damage before the user soon blasts the enemies out of the sky with exploding dark blades from the scythe. The explosion is directed at the opponents so the user gets out safely.
▰ ▰ ▰ Phase Five Mastering the past four phases, the user gains access to the sacred techniques of the style. These include several techniques known exclusively by the Original Shadowknight, who had left these techniques in scrolls. As such, in order to master the final five techniques, the learner must go and collect each one of the scrolls from their hidden locations.
• Legend: Earth Splitter B Location of Scroll: In what was once Pronta's Volcanic lands, underneath the frozen wastelands still grasped in an obsidian hand. The originator of this technique belonged to Kias of the Earthquakes. This Shadowknight has performed many earth shattering techniques, including the Earth Splitter. The user raises their left arm in the air, pulling it back before they slam their fist down onto the ground. They release pure energy into the earth as they spawn in four scythe spikes out of the ground. The spikes travel outward from where the fist connected as they are 3 feet tall in total. Should this be performed on a laying foe, they will not live to tell the tale.
• Legend: Terrifying Whirlwind A Location of Scroll: Located in the bleak skies over the great ocean, nested in a Draconian's lair. The originator of this technique belonged to Vorpal of the Tornados. This shadowknight has performed many sky shredding techniques, including the technique: Terrifying Whirlwind. The user ducks down, dodging any obvious horizontal thrust as they strike upwards towards the foe with a straight punch. The punch can be aimed at the abdomen, chest, or the face, but the result will be the same. The user produces vasts amount of energy around them as they produce black wind from their forearm as the wind aim to swirl around the foe. This can bypass shields but the winds will not effect armored foes. This dark wind is comprised of black steel scythe blades, aiming to slash and dice the foe into nothing more than pure pieces. This technique cannot work if the punch does not connect with the foe.
• Legend: Void Thrust A Location of Scroll: Located in the depths of space, only a being who does not need to breathe in the vacuum of space can collect it. The originator of this technique belonged to Sur, once the body of Envy. This shadowknight had learned to take even the darkness from the vacuum of space to perform this skill with deadly results. The user stands still for a single post, an arm raised in the air as they channel in the spread out energy in space. After the user is finished channeling the energy, their arm will have a small dark aura around it, keeping the light from penetrating. The user can hold this charge indefinitely until they perfom a thrust punch. Upon performing, or upon connection with the thrust punch, the user will release an explosive amount of energy directly forward, creating a beam of pure dark energy reaching 20 feet of distance. The punch and the beam are capable of piercing through the enemy and the armor that is equal to or less than this skill's power.
• Legendary Art: Spacial Cut S Location of Scroll: Found in the bowels of the underworld, only access can be made via a demon. The originator of this technique belonged to Zid of the Underworld. This Shadowknight had the mastery over their greatsword, so much so that even their hands were swift enough to be swung like a blade. The user firsts channels their energy into their arms and legs, so much so that even their limbs gain afterimages. As they move their limbs around, three after images of their hand will follow in pursuit. Should the user perform an uppercut, roundhouse, or any kind of swinging punch or kick, a small cut in the space of the attack will appear. These will trap foes who have been hit inside of it for a moment. The user can use this skill up to 12 times after the first activation for free, but the space cuts only do B ranked damage. This can trap and block weaponry weaker than the Spacial cut before the cuts shatter and release shards of underworld energy out towards the foe, cutting them for B ranked damage.
• Legendary Art: Life Consumption S or SS Location of Scroll: Scythe, the One of Earth has control over this Scroll. An active aura that can only last for so long... Scythe is the only one capable of teaching the user this. Scythe is the full embodiment of death, the being who helped in the creation of the first Shadowknight. The aura itself lasts for a total of 5 posts, but reaches a total of 50 feet. It takes a single post to build up dead energy inside of the user to generate this aura. Those within it who are the enemy of the shadowknight, will begin to feel their energy drain out of them. The aura drains D rank energy from each of the foes for as long as they remain in the aura's range. Each opponent will be covered in the smell of death, allowing the shadowknight to locate them with ease. Unfortunately this takes away a bit of the Shadowknight's speed(-1 point) due to overwhelming concentration the aura takes. The user can over charge this skill with SS ranked energy and the aura is now skin tight. The aura protects them from physical harm for a total of 3 posts, but a single touch from their body on an unarmored part of the foe can result in a life drain result. Those who are touched by the SS ranked aura user, will feel their strength and stamina slip away from them(-1 to each) for three posts. The drain effect can be stacked more times, but should their strength reach zero, the foe will perish. This requires a 6 post cooldown for the user own deathly aura will be collapsed in power, limiting their Shadowknight skills down to B ranked power.
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Posted: Sat Sep 27, 2014 9:32 am
• Phase One
- Forceful Palm Should be C-rank to count for all effects.
• Phase Four - Twin Crasher Lessen the 8 foot blades and the distance they are sent flying.
• Black Neuro Electrocution This is incredibly out of place in this style. As far as I've seen there's like one place where electricity and lighting is actually used, so I'm going to have to veto this.
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Posted: Thu Dec 11, 2014 8:31 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰BROKEN ARM(KUMORI) Single Broken Arm: Greatsword
• Utilize Broken Strength Passive This is automatically activated upon the user achieving a broken arm. The energy and muscle stimulating shocks sent to the broken arm are transfered from the arm to the rest of the user, most of it going to the other arm. This allows the broken limb to be numbed to pain but can be restored at an easier pace. This helps the broken being to weild heavy weaponry with only a single arm like a weapons master, except they do not have access to any of the Weapon Master's skills.
▰ ▰ ▰ STAGE ONE This style is painful start out with for the being who just broke their arm, even though it is now numb to pain, the initial point of breaking lingers on the user. As such, they utilize their pain to enhance their attacks, the dark tempting them to succumb to evil for pure battle tactics. Kumori does not succumb to evil however and insteads utilizes this style with Miza at it's fullest form of action with her Greatsword techniques.
• Black Cutter D The user channels their strength into their swordarm, swinging their blade before them to exert their pain and anger. This is strong enough to cut through a C rank defending technique due to the pain of a lost limb and the anger of ignoring said pain. This is a horizontal slash technique and can be ducked by agile foes or by small beings.
• Aggresive Slash D The user channels their strength into their sword arm, taking a single step forward as they bring their greatsword up before attempting to crash it down on the foe. The power of this attack is equal to the rank of the sword, allowing the user to cut through the shields of foes, almost breaking the shield in the process. If it were to hit a shield however, it will only force the opponent's guard to be broken, and cannot be chained with anything to keep the attack set going. This is a hard vertical downward slash, capable of being dodged to the left or right, but the user can follow the foe if they dodge too early.
• Painful Upper Slash C Energy Required The user channels their very own pain into their sword arm before channeling their energy into the greatsword itself. The user slides forward, dragging their greatsword in the process before thei spin backwards, dragging the greatsword up and towards the opponent. This utilizes the full length of the greatsword as, if any part of the blade hits the foe, they are sent up into the air, being vertically lifted. This is a vertical upward slash, capable of being dodged to the left or right, but the user can follow the foe if they dodge too early.
• Hard Kick C The user steps forward towards their foe, slow and appearing to be predictable as they ready a slash. Their broken arm sways side to side as the user then surprises their foe with a hard kick to their side. The power of the kick is as strong as the user, utilizing the Shadowknight area for power. As such, this can be much stronger than it appears from shadowknight enhancing techniques.
• Pommel Blast C Energy Required The user brings their greatsword up with their sword arm, bringing their energy into their arm before transferring it to the pommel of the blade. The then bring down their pommel either to their foe or into the ground, either way hits, something will break. It can break bones and even shatter the forehead of the skull, or it can create a small fissure in the ground before the user, stretching 3 feet in length but 5 feet in width to capture foes. ▰ ▰ ▰ STAGE TWO The user's broken arm has gotten a tad better in resisting pain, the user's initial reaction to having their broken arm is less than their initial shock. As such, this reduces the user's pain and anger transgressions from their broken limb, allowing them to calmly approach the situation of their foe much more easily. With that in mind, their techniques are all capable of having stronger states whenever the user is in a state of pain.
• Leaping Wave C Energy Required The user pulls their arm back, bending their knees as they duck downward, the sword being lifted up above their head as their energy coat the greatsword. The user then swing the sword backwards before dragging it forward, launching the blade up and into the air, dragging the user along. The moment the tip of the blade leaves the ground, a large wave of destructive energy travels along the ground towards the foe. The wave only goes 9 feet from where the user stands, which is as far as the User goes, landing behind the foe while the wave ends quickly. Foes hit with this wave will be stunned and carried over to the user where they land.
• Fierce Thrust B The user brings their greatsword back to where it is straight behind them, calming their heart rate in the process. Their eyes close for the moment, letting the enemy mark themselves to where they are to the user, who them opens their eyes. Depending on where the enemy is, the user will turn as they thrust their greatsword with powerful ferocity. The power of the thrust is added onto the normal strength of the user's greatsword to allow piercing ability of normal shields. However, due to the start-up time, the length of the greatsword, and predictable steps, this can be dodged easily, but cannot be parried.
• Driving Force B Energy Required The user takes a step back, their greatsword angled towards the ground before the user channeling their energy into the Greatsword. They then drive their greatsword down to the ground, a small force of energy collecting around the weapon and before the user. Enemies hit by this will be stunned and be hit two more times the farther the user goes before they stop and launch any enemies caught by the drive of the run into the air with a rising cut to put the greatsword back into the sheathe.
• Cleave B Energy Required The User brings their greatsword up onto their shoulder, letting their energy flow into the greatsword itself as they calm themself from anger. The user then brings their blade off of their shoulders as the energy coat the blade with sharp energy, allowing the blade to cut through weapons and armor of equal rank in a horizontal slash. This is capable of being ducked, but the forceful wave of the cut can lift up debris to brind the ducking foe.
• Jin-Zoken A Energy Required The user brings their energy into their greatsword, letting the energy build up before it creates a spiritual recreation of the greatsword. The recreation however, is 20 feet long and deals unholy damage as it holds the cutting power of the greatsword itself. Should the enemy be hit within the 6 feet length of the Greatsword, will be cleaved through their body and through their armor with ease. ▰ ▰ ▰ STAGE THREE The user's strength of their sword arm when their arm is broken, almost doubled the strength of their single arm. Their back and legs have gained the greater strength thanks to the broken arm, now capable of performing easy air techniques. The passive technique below grants the user the following access to later skills.
• Acrobatics Passive Full learning of all the other skills in this stage required. The user's training with their greatsword has given them swift movement while their arm remains broken, and as such their movement is less restricted with the greatsword. This allows the user to perform dodging flips and high jumps so long as their arm remains broken, granting access to some aerial techniques in the later skillset.
• The True Black Knight A Energy Required The user channels their energy into their legs as they keep their greatsword on their shoulders, ducking down, almost to a deep crouch. They then kick off of the ground, their movements homing in on the enemy, even capable of changing directions in air as the user channels their energy into their greatsword. They crash down into either the ground, or the enemy, safely, their greatsword slamming down and creating a small crater where the user had crashed in. This can cleave enemies into two, or even shatter shields to the point of nothing. Those who avoid it will be shaken off of their feet and forced onto their rear from the ground shaking from the impact.
• Sky Rave A The user crouches down before their foe, as if they were kneeling to their opponent as their greatsword is placed before them. The length of the greatsword is a trap zone and if the opponent were to cross the radius from the user, as they can turn as they rise with the blade. The user slashes up at the foe hard, almost in an instant as they rise up into the air with the foe, the weight and strength of the blade and user respectively launching them into the air. They soon follow it up with a hard strike with the blade of the greatsword, aiming to send their foe into the ground hard.
• Calm Cut A The user calms their heart and entrusts their power into their greatsword, enhancing the attack of the sword for a total of 6 posts. They cannot use any other skill than the Calm Blade techniques, and the enhance increases the blade's physical damage by a full rank. The blade cannot harm the innocent nor the defenseless, allowing the blade to vibrate through their being without hurting them. The blade can only damage those who are the full enemy of the user and rely on the User's soul to guide them.
• Grounding Array S Energy Required The user brings their greatsword up and behind them, channeling their energy through out their entire body before taking a step forward. They swing and thrust the sword up into the air only, this generates a powerful force of earthen energy, blasting sharp shards of Earth in the diameter around the user(14 feet all around) straight up. This can turn enemies into swiss cheese as the sword's resonance increases the stone's power to be akin to pure blade shards, matching the blade's metal. ▰ ▰ ▰ STAGE FOUR The user's own anger and pain has finally subsided, but only to the back of their mind. This creates a dual personality in this style, one utilizing the user's quiet rage and their calm demeanor while the rest focused on their anger and pain. This stage unlocks the Calm sheathed stance, which grants the user a stronger set of techniques known as Glyph attack counters. They only work once per post and can only work on certain types of attacks.
• Calm State Stance Passive(D rank) Energy Required The user must be in Pain state to use this technique. The user calms their anger into the back of their mind, numbing their body and emotions on their attacks. They cannot use any of the previously known techniques and can only use their Calm techniques. All of the techniques in this stance require energy to use and the stance obviously lasts indefinitely. To enter the state, they use a small amount of their energy to enter this stance. During the calm state, the user cannot heal under any circumstances. The user stands straight up, their greatsword on their back as their unbroken arm is held up before them as their broken arm stays at their side.
• Pain State Stance Passive(D rank) Energy Required The user must be in Calm state to use this technique. The user releases their pain and anger from the back of their mind, letting the pain and anger show on their face as they gain a slight pain resistance upon entering(lasting for 2 posts for D rank attacks and below). The user cannot use any of their calm techniques and can only use the previous skills learned prior to this and other Pain skills. The user's stance has him hunched over, staring his foe down as his greatsword is being dragged on the ground slowly. They appear slow, but the user saves their strength for every single one of their attacks.
• Alpha Counter Glyph A Calm State Only, Energy Required The user brings their unbroken arm up, taking a step forward as they push their torso forward as their shoulder keeps them steady. The user channels their energy into their arm and outward, creating a small shield before them that is large enough to cover their torso. This is created with dark energy, and as such can counter Holy attacks at physical range, arms length required however. IF the shield is hit, the user thrusts their hand out to strike their foe in the chest to put them off guard and forcing them back slightly before the user brings the hand that hit the foe up to the greatsword's handle. They grasp it and whip it out to slash downward on the foe, breaking through armor of equal rank to the technique as they send the enemy backwards hard. This does not kill, but can break the collarbone of the foe or their shoulders to render their limbs very damaged or broken.
• Harsh Blade S Pain State Only, Energy Required The user channels their energy into the greatsword and into their sword arm and legs, their eyes focused on their foe. The user then leaps 50 feet into the air as they use the energy in their legs for both the extra height and mid-air movements as they attempt to crash into the foe. Should the user meet the foe with their feet first, the foe will only have a moment's glimpse of what is happening before they are crashed into the ground, the greatsword pushing through their chest in the process as the user pulls it back up, only by an inch before they force another full feet of the greatsword into the foe's chest to end their life before the user pulls the blade out.
• Wave Shot Counter S Calm State Only, Energy Required The user stands where they are, channeling energy throughout their body before they get into a draw stance with their greatsword. The user's body soon has a dark brown aura around it and if the user would be stricken with the aura around it with any physical weapon, the weapon will bounce off and stun the foe from shock. The user draws their blade out and swings it in a full circle before them as they kick the foe in the abdomen hard. The kick and the wave of earthen dust summoned from the full circle spin creates a dust wave of energy to send the enemy flying backwards until they hit something physical.
• Flying Crash S Pain State Only The user's legs have gone underneath intense training, and as such the user can jump at a very high height compared to mose. They bend their knees and crouch down, glaring at their foe before they launched themselves high into the air, their body already arcing in the jump range. They take their greatsword and stab towards the foe, launching themselves down to the foe with the sword first instead of their legs. The user can crash and pierce through defenses of up to S rank before the user stands back up without any damage to their body. The sword can only be stopped or blocked by SS rank shields or barriers, even explosives of lower rank won't sway this sword from it's path. ▰ ▰ ▰ STAGE FIVE The user has achieved their full potential with their broken arm, allowing full use of both Calm and Pain states to be switched up to fool foes. They cannot be healed still during their calm state and will only endure more punishment from their foes if they are not careful. This stage houses the strongest technique of the Pain state and the rest of the Calm state techniques, the user must be careful however when using the Calm techniques as it will leave them open and they cannot use any calm techniques for two posts after one is used.
• Delta Counter Glyph S Calm state only, Energy Required The user brings their unbroken arm up, bring it close to their chest as they take a step back, leaning their torso back as their waist keeps them balanced. The user channels their energy into their arm and shoulder, producing a small barrier shield before them as it is enough to cover their mid section area. This glyph is created with the death energy inside of the user, allowing them to counter physical attacks from their foes with ease. This allows them to counter physical attacks, energy enhanced or not, of the equal rank or less that are aimed at the mid section of the user. IF the shield is hit, the user will step in and hit the abdomen of the foe with their elbow as the foe's weapon is parried off to the side. The elbow hit stuns the foe as the user reaches up quickly to grab the handle of their greatsword and quickly draws it out. They slash at the side of the foe from right to left before returning the slash from the left to right before sheathing the blade. This causes severe muscle weakening in the arms or the torso of the foe depending on where the blade hits.
• Agony SS Pain state only, Energy Required The user channels their energy into the greatsword and into their arm as well, the user swings their greatsword upwards before them, slashing the foe up into the air. The momentum of the hit causes the foe to be stunned as they are launched, being unable to fly as the user's sword lands behind him before they bring their sword up to beside them, the tip pointed to their foe. The user then thrusts the sword out towards the falling foe as their energy explodes out of the sword, creating a sphere of destruction using the greatsword's length as the radius. This can annihilate the foe's body into pure burnt dust.
• Beta Counter Glyph SS Calm state only, Energy Required The user brings their unbroken arm down, bring it close to their front leg as they take a step back, bringing their waist back as they lean forward, keeping them balanced. The user channels their energy into their arm, shoulder, and leg, producing a small barrier shield before them as it is enough to cover their entire body, but only protects the lower body half. This glyph is created with the earthen energy inside of the user, allowing them to counter physical attacks from their foes with ease. This allows them to counter physical attacks, energy enhanced or not, of the equal rank or less that are aimed at the legs of the user. IF the shield is hit, the user will straight uppercut the foe to drag them into the air while their weapon or limb is parried off to the side. The user then grabs the handle of their blade and slams the flat side of the greatsword to knock them hard into the ground as the attack can break their ribs.
• Misery SS Pain state only, Energy Required The user drags their sword back to behind them, a small barrier emerging from their bodies as a quick shock. The barrier is a full greatsword length around the user and can deflect B rank and below projectiles. Those hit with the barrier from the surprise are put into a stunned state as the user spins to the foe, slashing them once. The user spins once more and slashes the foe again, this time much faster, almost instant as the foe will be bisected at the entire midsection of their body. Shields are usually shattered into pieces from blocking all three attacks.
• Zeta Counter Glyph SSS Calm state only, Energy Required The user stays standing still as they place their unbroken arm down before them, the palm facing the foe as they do not create a shield before them. Instead they create a skin-tight barrier around themself as the barrier is infused with all of their energy and even their rawest energy is infused with it. The user gains a single post immunity to any ranged techniques lower than the energy used by the user, but the user absorbs the ranged attack of either physical or energy substance and brings it to their arm. The user then releases the ranged power out at the foe at the double of the range attack's strength, maxing out at SSS rank damage. After the technique is used, the user's energy lingers on their body, slowly decaying for 5 posts. Until the energy is cleared from their body, they cannot use this technique again. E-D: C C: A B: S A: SS S: SSS SS: SSS
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Posted: Tue Dec 30, 2014 9:56 am
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰IMMOLATION xx(Lilith Odam) Immolation is a collection of Fire Spells made specifically for utterly destroying a target through heat and raw power. These spells are hotter than normal flames by a single rank. Immolation is something only mages can learn. It is not to be used in conjunction with weapons because metal tends to melt when exposed to intense flames, making that a really dumb idea. Control over these flames requires intelligence and determination. It is very easy for these flames to get out of control because they will not die down unless put out by some means. ▰ ▰ ▰ STAGE ONE
• Brand D Control over fire so intense is difficult for beginners. Mages first learn how to focus the flames over the palms of their hands. By pressing their hands to their target they can sear their opponent's skin. Even just managing to press their hands on for a moment is enough to leave a lasting burn. Holding their hands on for any period of time will cause lasting harm.
• Flare I D By using momentum and spinning or performing any other sweeping motion the bender can generate a wave of flames, similar to sun flares. Obviously these are on very much smaller and less potent than the sun. At this level there is little knock back power or true flaming potential. The flare is always shot out in a crescent, and at this level it is roughly five feet wide and five feet away from the bender at max range.
• Scorch D-S Like many of the abilities within the Immolation style, this one raises in strength and ferocity the stronger the user is. Building a scorching hot flame from their mouth they can release it in a long stream, similar to that of a dragon. ▰ ▰ ▰ STAGE TWO
• Flare II C Growing in strength with the mage, their flare is more potent. The crescent is larger and burns hotter. It doubles in size and distance from the previous level.
• Incinerate D-S Rather than launching out short bursts of flames, the bender will channel the fire through an intense stream, meant to utterly incinerate someone caught in it for a period of time. The flames grow in strength with the sorcerer, and at master rank these are very deadly and can knock someone back entirely.
• Sear B Crescents and jets of fire are only a few examples of attacking available in this style. With sear, the mage is capable of creating a great line of fire, which groes in height and ferocity as they grow in power. Slices or chops with both hands are what generate a Sear because they need to be more finely tuned in order for the flames to resemble a blade of sorts. The line is always thin, long, and tall. ▰ ▰ ▰ STAGE THREE
• Flare III B Flares at this level are able to knock people back with the force it comes with. It is hot enough to easily leave third degree burns. The crescent is very wide and can be launched out for a long distance. It doubles in size and length from its previous version.
• Cremate B This is typically done after the elementalist has fallen for a distance or has the upper ground. They will leap/fall/propel themselves towards the ground and either release a powerful punch or kick of fire from them. The flames emit has a very large stream that, once it meets the ground, spread outward in all directions like an inverted mushroom.
• Combust A Releasing a stream of flames from a number of limbs, the mage can create a devastasting attack that comes from multiple angles and areas. The flames resemble tendrils (they cannot be controlled after initial release) that all are aimed for the same target. Depending on the number of limbs used (including flames from the mouth) the attacks can essentially cover the range of angles and make escaping difficult, though not impossible.
• RoastA By directing their flames together and upward the weilder can create a very large wall of flames. Getting near it is difficult enough and passing through it would be suicide. The wall is similar to a geyser in that it shoots up and then dissipates if the bender chooses to not hold it. ▰ ▰ ▰ STAGE FOUR
• Flare IV A Flares at this level of power are very deadly. They can wrap almost fully around a bender in a single swipe and are very, very hot. This is large enough to create a very large wall of flames all around the bender that spreads out until it reaches max distance.
• Propulsion A One of the key abilities in Immolation is their power to propel themselves with flames shooting out of their limbs. They can fly almost as fluidly as something with wings though turning is more difficult as their control is not as potent. This needs only to be activated once for it to last until the mage turns it off. • Cauterize S Creating a flame so hot and precisely formed the bender can create a drill of flames. This must be relatively close to their body, within fifteen feet or the flames lose composure. The spear is actually three streams of flames tightly wound together to create a drill of sorts. When it is launched out it spins and can go clean through someone. It's name comes from the flames being so hot whatever wound it creates is burned all the way through and cauterizes almost immediately. It utterly immolates anything it passes through, especially organic materials.
• Ashes SS The mage must first build up an extremely compacted ball of flames for a single post. When it is launched it cannot be controlled by them or redirected through their own power. Upon impact an explosion of flames so hot is released that anything left in its wake would be nothing more than ashes. This is capable of destroying a thread. It is like a nuclear warhead going off in an area, scorching anything living and reducing it to dust.
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Posted: Thu Jan 01, 2015 5:43 pm
A faint smile ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰IMMOLATION xx(Lilith Odam) Immolation is a collection of Fire Spells made specifically for utterly destroying a target through heat and raw power. These spells are hotter than normal flames by a single rank. Immolation is something only mages can learn. It is not to be used in conjunction with weapons because metal tends to melt when exposed to intense flames, making that a really dumb idea. Control over these flames requires intelligence and determination. It is very easy for these flames to get out of control because they will not die down unless put out by some means. ▰ ▰ ▰ STAGE ONE
• Brand D Control over fire so intense is difficult for beginners. Mages first learn how to focus the flames over the palms of their hands. By pressing their hands to their target they can sear their opponent's skin. Even just managing to press their hands on for a moment is enough to leave a lasting burn. Holding their hands on for any period of time will cause lasting harm.
• Flare I D By using momentum and spinning or performing any other sweeping motion the bender can generate a wave of flames, similar to sun flares. Obviously these are on very much smaller and less potent than the sun. At this level there is little knock back power or true flaming potential. The flare is always shot out in a crescent, and at this level it is roughly five feet wide and five feet away from the bender at max range.
• Scorch D-S Like many of the abilities within the Immolation style, this one raises in strength and ferocity the stronger the user is. Building a scorching hot flame from their mouth they can release it in a long stream, similar to that of a dragon. ▰ ▰ ▰ STAGE TWO
• Flare II C Growing in strength with the mage, their flare is more potent. The crescent is larger and burns hotter. It doubles in size and distance from the previous level.
• Incinerate D-S Rather than launching out short bursts of flames, the bender will channel the fire through an intense stream, meant to utterly incinerate someone caught in it for a period of time. The flames grow in strength with the sorcerer, and at master rank these are very deadly and can knock someone back entirely.
• Sear B Crescents and jets of fire are only a few examples of attacking available in this style. With sear, the mage is capable of creating a great line of fire, which groes in height and ferocity as they grow in power. Slices or chops with both hands are what generate a Sear because they need to be more finely tuned in order for the flames to resemble a blade of sorts. The line is always thin, long, and tall. ▰ ▰ ▰ STAGE THREE
• Flare III B Flares at this level are able to knock people back with the force it comes with. It is hot enough to easily leave third degree burns. The crescent is very wide and can be launched out for a long distance. It doubles in size and length from its previous version.
• Cremate B This is typically done after the elementalist has fallen for a distance or has the upper ground. They will leap/fall/propel themselves towards the ground and either release a powerful punch or kick of fire from them. The flames emit has a very large stream that, once it meets the ground, spread outward in all directions like an inverted mushroom.
• Combust A Releasing a stream of flames from a number of limbs, the mage can create a devastasting attack that comes from multiple angles and areas. The flames resemble tendrils (they cannot be controlled after initial release) that all are aimed for the same target. Depending on the number of limbs used (including flames from the mouth) the attacks can essentially cover the range of angles and make escaping difficult, though not impossible.
• RoastA By directing their flames together and upward the weilder can create a very large wall of flames. Getting near it is difficult enough and passing through it would be suicide. The wall is similar to a geyser in that it shoots up and then dissipates if the bender chooses to not hold it. ▰ ▰ ▰ STAGE FOUR
• Flare IV A Flares at this level of power are very deadly. They can wrap almost fully around a bender in a single swipe and are very, very hot. This is large enough to create a very large wall of flames all around the bender that spreads out until it reaches max distance.
• Propulsion A One of the key abilities in Immolation is their power to propel themselves with flames shooting out of their limbs. They can fly almost as fluidly as something with wings though turning is more difficult as their control is not as potent. This needs only to be activated once for it to last until the mage turns it off. • Cauterize S Creating a flame so hot and precisely formed the bender can create a drill of flames. This must be relatively close to their body, within fifteen feet or the flames lose composure. The spear is actually three streams of flames tightly wound together to create a drill of sorts. When it is launched out it spins and can go clean through someone. It's name comes from the flames being so hot whatever wound it creates is burned all the way through and cauterizes almost immediately. It utterly immolates anything it passes through, especially organic materials.
• Ashes SS The mage must first build up an extremely compacted ball of flames for a single post. When it is launched it cannot be controlled by them or redirected through their own power. Upon impact an explosion of flames so hot is released that anything left in its wake would be nothing more than ashes. This is capable of destroying a thread. It is like a nuclear warhead going off in an area, scorching anything living and reducing it to dust.
Approved.
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Posted: Fri Jan 09, 2015 10:14 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰P U R E F O R C E (Amias Nicht)
The Pureforce method of fighting was a style developed by Amias when he realized that his typical up-close-and-personal style of applying his Djinn force would no longer be enough. Using this series of skills, the Djinn was able to draw out his power in more utilitarian ways, bringing out what he considers the true form of Djinn's force. All skills in this style are considered bloodline techniques for the Djinn.
• Rejection B-S Taking advantage of his ability to manipulate force, Amias will expel a burst of force from any point on his body--or even as an aoe skill from his entire body--to repel attackers and their attacks alike. The higher echelons of power are capable of breaking multiple bones, and perhaps even killing at the pinnacle of this skill's strength. Any attack or person of similar ranking to the level of the skill used will be unable to resist repulsion.
• Attraction B-S A moderate opposite to Rejection. Using force energy in the opposite respect, Amias is able to manipulate the force around opponents to pull them towards him. A wonderful skill for ensuring close range encounters, as well as surprise attacks on an unsuspecting opponent. When combined with a devastating physical strike, the opposing force in both directions may just possess the capability of killing opponents outright. The potency of this skill scales with rank, just like the previous. Opponents of higher rank than the level of the skill will be able to resist, but for equal and lower ranks...nearly impossible.
• Vectors C A very simple idea in concept, much more diverse in application. With one use of energy creating up to five marks, Amias will press a part of his body to a surface, leaving a mark in the shape of an arrowhead. Depending on the direction of the arrow's tip, any object that passes over the arrow will be propelled in that direction with +1 of their regular speed, up to a max distance of fifty feet before the speed starts to decay. Although this speed bonus may stack for objects that pass over multiple marks, a living being may not exceed the +1 bonus. Marks last for up to five posts before they must be replaced.
• Anti-Vectors C A skill much like its predecessor. Applying energy in the reverse fashion, Amias is able to create a set of five Anti-Vectors. These arrowheads act in the exact opposite way as the previous technique; whatever direction they're pointing in, the object will be propelled in the opposite direction, suffering a -1 to its speed. Stacking rules function similarly to the previous skill. Marks last up to five posts before they must be replaced.
• Force Duplication A By expending a fair amount of energy, Amias is able to shed his coating of force energy--thus losing the passives Al Djinn and three wishes--to create a duplicate of himself. This duplicate has the same stats as it's creator, which can function as a double-edged sword. This means that--whatever Amias' speed and strength is--the clone duplicates it instantaneously. meaning that someone with stat debuffing is able to weaken both Amias and his duplicate by only hitting the original. This duplicate also gains an additional +1 to each stat for each rank of power above the original skill. Should the clone hit max stats, it instead applies the rank boost to skill resistance; with each rank boost, it can instead survive another technique of its rank without dispelling, up to a maximum of three. The duplicate lasts for five posts before energy must be spent to maintain it.
• Force Reincarnate A By applying force energy itself to the muscles, Amias is able to enter a sort of unrestrained form. With raw energy coursing through his body, amplifying his muscles, he experiences a +1 to his speed, and +3 to his strength. A truly frightening power for any opponents he should face. This skill lasts for up to three posts, with a six post cooldown between uses. While using this release, Amias' strikes are further empowered, with a nearly-invisible layer of force extending two feet past his strikes, catching off-guard opponents by the nuts.
• The Descent B - S An amplified version of the Djinn's original 'drop' skill. Upon using this skill, Amias is surrounded in a protective layer of energy relative to the rank of the skill as he descends from up to two hundred feet in the air. At max rank, this skill is capable of launching a shockwave apt to destroy most of a thread. This requires a helluva lot of energy, however.
• The Great Sphere B - S A sphere of pure energy will take shape in Amias' hand. Around that, a ring of pulsing white energy...this is the most dangerous projectile attack Amias possesses. After concentrating this sphere for a short while, the user of this skill launches it at the opponent with vicious force. Upon coming into contact with a physical object, the sphere will explode in a ten [plus five meters per rank] explosion of raw physical energy. This explosion acts similarly to the Rejection skill, and can break bones simply on impact with the initial blast. But the resulting shockwaves can knock over opponents and even level large stretches of land if fragile enough.
• The Legendary Fists SS Of all Amias' most powerful skills, this takes the cake. After the energy from previous force techniques overtakes his arms and chest, supercharging his entire upper body for a ferocious onslaught of strikes that will shatter the body and scar the mind. After getting within five meters of an opponent, Amias will unleash a flurry of punches with a speed and strength enhanced to +3 of his regular values. Should these values hit the cap, the speed of his fists will temporarily transcend the stat system, requiring an extremely powerful defense. Hundreds of punches will erupt from his body at a brutal speed within the span of ten seconds, threatening the life of any opponent who is caught within the vicious onslaught. While unleashing this barrage, the raw energy around Amias will pulse outwards, making an attack on his physical body unlikely and improbable. In other words...when Amias uses this technique, your best options are to outlast or run.
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Posted: Sat Jan 10, 2015 10:56 am
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Posted: Tue May 19, 2015 11:49 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰VIOLENT KUMORI Violent Kumori The True Hand-to-Hand style is moreso a sadistic style that Kumori manifested out of anger after suffering another defeat by a duo. Upon developing this style, he learns to channel his anger into a much more dangerous outlet: The Spirit. Utilizing everything he has in his own potential, using everything he has inside of his body, pulling out every single ounce of strength, he has proven a shade can, and will be more dangerous than a berzerker and a knight.
• Pure, unadulterated, Rage Passive A more, notable thing about Kumori is how he gets when he has been lit off by a trigger of anger. He begins to seep out what appears to be a weaker aura, coaxing enemies slowly into a fight with him if they are exposed to the 20 feet radius just long enough(4 posts). This is triggered by being beaten, or when an opponent cheats(uses skills or exploits a weakness of the bloodline) during an hon0rable sword fight. When this passive activates, Kumori can only use this style, Miza the Terror, Earth-based & Shadow-based skills, and the Broken Arm style.
▰ ▰ ▰ STAGE ONE 'Enough!' Kumori's first stage has him combating the large over-draw in the new style, which is controlling his rage and violent tendencies. But upon learning this style, he starts off with five auto-matic new skills off the bat. But with their higher than normal energy, it's hard to control their energy uses, but with a little bit of training, it is capable to even out the energy use while keeping the strength of other skills.
• Fighting Spirit B A technique Kumori learns off the bat, this boosts the user's strength and speed by one each off the bat, lasting for a total of 3 posts until it fades away. A simple technique, utilized and fueled by the user's own rage and lust to continue battle till it is finished. It's higher than normal energy usage remains the same no matter what until the user finds little use for using the skill even more.
• Violent Spirit A The true miracle of this entire skill set, the user known as Kumori becomes consumed with their anger that it transforms their body. This boosts all of the user's skill techniques by one rank while having no upkeep. However, this form is very frail, without knowledge of how to keep it up, Kumori releases the form after 5 posts without being able to re-enter it for an additional 3 posts upon release.
• Violent Claw B A strong technique developed by Kumori to realize his own dream, of insatiable power. A swing with their left hand going up is nothing without the power of anger. Kumori generates five small spheres of energy, each for a finger's tip as he swipes his left hand up, creating five large spikes of energy that follow his hand. The waves are 2 feet wide, but stretch past the hand at the high point of 15 feet from the hand as it completes the upward sweep. However, he can use this skill as a full frontal swipe instead of an uppercut, slashing from left to right in a large wave of energy.
• Tendril Spear B A simple move, but Kumori's own shadow tendril shoots out of one of his shoulder blades, with him leaning forward. The tendril will pierce through anything equal to or weaker than Kumori, before releasing a black electrical shock, electrocuting the insides of the opponent for a bit before he tosses them aside with a swing of the tendril. It is apart of Kumori, and very physical, so it is capable of being chopped off or knocked away, but it regenerates.
• Violent Breaker A A much stronger attack than it truly appears as a direct hit will kill anything it hits. Kumori raises his left hand up, channeling a large amount of unseen energy directly to his hands before he brings them down, crashing the sides of his fist into the ground. But that isn't the only thing that happens, if he hits the ground, the entire area(the thread) will begin to shake and quake from the sheer power put into this attack before fissures appear and tactonic plates break apart to create several holes in the ground, some leading to Axiom's core. If performed in the air, Kumori will not drop to the ground, but instead he will strike the air and release a rainstorm of several dark energies, all B ranked in power but capable of decimating a full radius of 40 feet. This move has one draw-back, and that it can only be used ONCE per fight.▰ ▰ ▰ STAGE Two Kumori's anger can only rise from his previous state, getting angrier and stronger, Kumori taps into his ancestral's techniques, even accessing new and strange out of the world techniques. As his anger grows, so does the energy he is required to spend, some of the moves here aren't even usable until he physically get's stronger. The body is fragile, which is why he needs to improve it, improve himself completely to even ascend beyond this state.
• Void Shot A One of the old Shade's first granted technique, always handed down by generation, but getting weaker, becoming just a plain shadow ball. But Kumori has learned of how to use it at it's original state, when it was normally one of the techniques that Envy tried to steal. This move is very offensive and unable to defend, or be defended, by any attack, but the downside is that it is a beam technique. To use this skill, requires one hand of the user only, channeling their anger and the shadows into a condensed black sphere before stripping it of any physical matter. This creates a weightless semi-clear sphere, with only the center being completely visible. The charging aspect can vary depending on how strong the user wants to use it. At it's full power, it requires a single post to charge, but if the user needs to fire it now, the skill loses two ranks of power and energy but can be charged instantly to fire. Upon releasing the energy, the beam itself does not change in size, but stays generously around 5 feet in diameter while it travels endlessly in a straight line. On contact, those hit will feel their body being burned away, normally taking limbs or a life if it hits the head. But it travels the speed of a human berzerker's own fist, normally fast, but not faster than a bullet or an arrow.
• Black Sweep A Kumori performing a simple roundhouse would be too weak for his violent energy. But as he performs a roundhouse, black electric energy channels through his legs, projecting outward to generate a large gash in the air before him. It is made of shadow energy and can even protect Kumori from attacks of similar rank. Those hit with the large gash, estimating of 20 feet long with the width of 15 feet at the center part of the wave while reaching 8 feet away from his body, are sent flying away from the shear force of the attack.
• Violent Spirit Ph.2 Ax2 A more advanced stage of the 1st Phase of Violent Spirit, costing an extra A-rank energy if the user is already in Violent Spirit. Upon entering this state, the user loses their skill-buff power-up, but instead appear to be stronger, gaining +3 to their attack while also gaining -2 to their speed. However, in this state, the de-buff only effects movement speed of the legs, but actually enhances their reaction time in Close quarters combat.
• Tendril Grasp A A specialty technique that plays on Kumori's make-up as a shade being, spawning forth a tendril as strong as the user. The user swings their tendril of either shadow or pure energy to grip around whatever they can around their foe, making it quick as it reaches 13 on the speed stat for just the attack to try and reach, but it can only reach 19 feet away from the user. Once caught, the user will swing their tendril with the user up and over, planting them with great force into the ground 19 feet behind them. In Violent Spirit, the user can repeat the process up to 7 times, the 7th swing results in the opponent throwing the foe away from the user to 100 feet away, even breaking through pure stone. If the user is a Shade or a Shadowknight, they do not need to use energy for this skill.
• Violent Switch A A more skillful way of avoiding confrontation, whilst the user harms the opponent with force. It does not use any energy as the user will grab at any part of the top of the foe, usually the shoulder, neck, head, and/or hair. They will then yank the upper area down to disbalance their foe by harshness while the user hops over them. This usually has the foe, of almost any size who are weaker than the user to be falling down onto their face. ▰ ▰ ▰ STAGE Three Requires Master Rank: Kumori achieves this through allowing his anger to channel through his body, until he finally learns how to condense it down to a more focused state. Once focused, he can achieve a greater form, and even more sacred moves that were once lost to him and his kind, who's stronger powers derive from their emotions, usually anger or sorrow.
• Motionless Cannon S A powerful technique, capable of destroying the moon of Axiom itself. It charges up the same way as the Void shot, however if the user continues to purify it, the semi-clear sphere becomes non-existant. It takes a full post to fully charge and amplify the power of the void shot to turn it into a powerful technique. A single thrust of his hand releases a nigh-invisible force of destructive energy that fires at the speed of sound, reaching from one end of the town to the other, ranging for 15 miles.
• Anguishing Howl S Whenever Kumori is stricken by attacks, he can release some of his energy into a banshee like shriek, damaging his opponent's ears. However, this also causes them to use double the energy output for any of their skills while lowering their strength. This can only be used as a retaliation as the debuff only lasts a total of 3 posts.
• Tendril Strike S Another simple skill that uses the power of Shadowknights, using no energy whatsoever. A thrust of Kumori's left hand and a tendril shoots out from the palm of his hand, aiming to impale whatever is 20 feet away from the direction of his hand. This can deal devastating blows if it pierces an enemy's skull. However it deals a small amount of damage to Kumori as he is forcing the tendril through his hand.
• Merciless Killer S Description
• Quiet Rage(Sage) SS Description
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Posted: Sun Jun 28, 2015 2:18 am
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰PERSONAL STYLE SCORCH RUSH
A style made by Daimon Gilleti-Malik. The style combines the effectiveness of close ranger attacking with that of the fire element and the wind element. It should be noted that this fire burns hotter than your average fire and thus while using this style, any fire related technique gains a +1 in rank and changes to blue in color. It produces scorching heat which is capable of heating up an enemy to the point where all the liquid inside their body evaporates, killing the victim and leaving them a desiccated corpse. This style cannot be learned unless you have a fighting slot for unarmed combat open, the element of wind, and the element of fire. If any of these are not available then this style is not available to you. It cannot be used with weapon styles. This power was not learned by harnessing any raw emotion but rather by meditation and understanding that while fire and combat is used to obliterate, fire also creates new life and hands may heal. The fire does not burn any hotter due to emotional issues. To learn this style, one must be able to become enlightened.
▰ ▰ ▰Stage One | Relax the Mind
In order to begin to understand the basic concepts that are involved in this complex style, one must meditate and focus on their past. They must bring up recent events that have clouded their judgement and find serenity in them. As one finds themselves closer to serenity and peace of mind in these situations, they will find that their fire now burns with a more of a slight blueish color than what it normally would. However, while the beginning process of understanding your base emotions and most recent events is calming and reassuring, you still have a long way to go before you ascertain the true power of the style.
Calm | Rank E Description: By focusing on what has and always will be the base things around you, you may use this skill to hone in on a certain sense to fully concentrate on so that your other senses are not clouding your judgement.
Rationale | Rank E Description: You have begun to understand the concept of rationalization and are now able to fully think for yourself without being hindered by outside forces. This means you are able to be calm, whether in or out of battle, and see things for how they really are or deduce something that might otherwise be unclear.
Relax! Don't Tense Up! | Rank C Description: You've been in battles before. You've honed in on the countless times you have replayed them in your head to try and negate or counter an attack that has been landed on you prior. You know what it is like to feel pain and you know the more you relax, the more flexible your muscles and bones are and the less you will be injured. Because of this, you gain a one rank in damage reduction for three posts. Cooldown of 2 posts.
▰ ▰ ▰Stage Two | Hone thy Power
Holy Crappers you managed to do it. You were able to focus and relive your trying moments and learned how to ascertain peace through them. Bet you noticed some pretty neat battle scenario's too and how people move after certain attacks. Well guess what, to learn this stage you must become better. After learning this style, you will be able to passively predict what your opponent is going to do next. You must focus in on the way people move and how to use your abilities better. Let's get started.
Elemental Combo! | Rank C-A Description: You surround your arms and legs in a thin layer of scorch release, thicker layers depending on the amount paid, and when you strike at your opponent, the wind propels the scorch closer to the enemy in the size of a multiplied sized fist that is 3x bigger. It only extends by 10 feet at C but goes up another 10 feet per extra rank paid.
Everybody Screams on Halloween | Rank B Description: You may let out a scream of pure scorch release that is funnel shaped, growing wider as it goes farther away and is about 40ft in length, while the safest place may look to be inside, if someone were to go inside, the ending of the funnel would collapse and either melt the person from within or collapse on them completely, the results being up to the user.
Foot Blocked| Rank A Description: Depending on the rank paid, the user may shift their foot and summon from it a wall of scorch before them. The size is 5 by 5 feet and extends by 5ft per rank paid. The main point of this is to block oncoming attacks the user may be unable to dodge.
Charge of the Light Brigade | Rank B Description: You gain an aura around your entire body being covered in scorch with the wind pushing it out three feet from your body in all directions and rush at your opponent, leaving behind a trail of scorch. This aura lasts for three posts on your body and the scorch on the ground lasts until it is put out.
▰ ▰ ▰Stage Three | Unleash the Beast
Wow. You have made it this far. You are quite the something aren't you? You are probably an a*****e. Sorry, but it's true. Why? Because, well that's not important. The next stage of this style requires you to focus on how to control the scorch even more. You will learn how to make it in tune with your body. Once you have mastered this stage, your body is thinly covered by scorch but only in battle.
Overloading | Rank B Description: You gain an aura around your entire body being covered in scorch. During this you can activate this ability and it has one of the two following effects: This only works on physical things. A) It blocks any technique of two ranks below your level for three posts. or B) For three turns the scorch can negate any level of technique used on you so long as you pay the equivalent in energy per skill they use each time. This is not a one cost negate all for three posts.
Scorching Hands | Rank A Description: By touching your enemy with scorch, you drain that limb or body part of all water from the inside out. This is extremely painful but is only fatal if they touch your face or spinal column.
Outward Heat | Rank A Description: As shown in the picture of the style, the user may apply their scorch to an area and while the flames only travel a short distance, the heat travels much further by another 70 feet and crushes anything it may touch in scorching heat resulting in severe 3rd degree burns. While it may be colorless after a certain movement space, it does give off strong enough heat for someone to know it is coming. Charge of one post.
▰ ▰ ▰Stage Four | I Am One With the Scorch
You've now mastered most combat, but can you master the next? Hands can heal as well as destroy, heat is able to do this. In order to master this stage, you must be just as good at mid-evil style healing as you are at fighting. Care to show what you've got?
Not the Most Pleasant of Treatments | Rank B Description: The user is able to seal closed a wound that is open or a torn ligament by focusing on the area and burning it shut or fusing it together with heat from the scorch. This should be noted that it only works on one injury per use and cannot heal your entire body in one go unless it just happens to be one gigantic thing that has injured you such as a broken arm for example. This can only be used once every two posts.
Burn Baby Burn | Rank A Description: The user is able to form a more impressive coating around their body, any metal that would come into contact with them will actually melt. They are that hot. This lasts for three posts.
Fire Eternal | Rank SSS Description: The user is able to charge for two posts. This is something that happens inside, their eyes will change to the color red and during this time, it can be stopped, however once it is released it will burst outward and covering the entire area outwards from the user in a scorch type blast dome that encompasses the entire thread. This may only be used once per battle.
▰ ▰ ▰Stage Five | From Novice to Master
To master this last style you must at least be an Adept. All techniques require double cost to learn. Even by means of freebies. This being said, these techniques are by far the most powerful in the Scorch Arsenal. By mastering this style, you must give up all fear of dying as using these techniques may cost you your life. All of them come with a price.
Fire Fighter | Rank SS Description: The user can teleport for the next 5 posts between any of the fire that is on the ground. That being said, at the end of the five posts, the user of this technique takes an additional +1 in damage for 3 posts and cannot be nullified.
Roar with Pride | Rank A Description: The user engulfs their body in scorch and grows an additional two arms on each side made purely of scorch. When this technique ends, the user is covered in light burns. This lasts for 5 posts.
Vanquish | Rank SS Description: The user is able to snap their fingers if there is a spark present in their fingertips and creates steam as well on the target, they can then put a blast of scorch that is 20ft by 20ft big anywhere that they can see. The users fingers will be badly burned after each use.
Die | Rank SS Description: The user is able to charge for one post, afterwards the user can direct a blast of pure scorch energy. This blast can affect a mile long radius but can only follow a single line of direction.
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Posted: Mon Aug 17, 2015 6:56 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ PERSONAL STYLE THE WAR GOD'S WRATH The War God's wrath... this unique method of fighting has been the death of many a man foolish enough to challenge a god-tier warrior. Such a style can only have been designed by the deity, crafted by the mind of the Pagan God of War until it was nearly flawless. This is the his signature style, a combination of his lethal war pantheon, and the dragoon's natural talent for polearm weaponry. Utilizing his innate Pantheon ability that enables him to manifest as well as levitate multiple weapons with his mind and utilize them so dexterously in the first place, Tiranus uses this advantage to a devastating effect. While in the starting stages skilled opponents would be able to defeat him, at later ranks he is a serious threat indeed with this style. This style was originally made to be a spear style, however any melee weapon can be added into the mix. It counts as a spear style however, as the style is heavily spear oriented, as he is a dragoon and which are known for their innate ability with masterful polearm combat. The total amount of Spears the Pagan can wield matches with his rank. This is how the leveling will go. Novice: Can only wield 2 spears mentally Adept: Can wield 3 spears mentally Expert: Can wield 4 spears mentally Master: Can wield 5 spears mentally
▰ ▰ ▰ SKILLS
Wrath Of The Mantis E The user of this style uses each spear to stab repeatedly, resulting in a flurry of quick stabs from each of the spears. With multiple spears out upon the field attacking one opponent, this is extremely hard to completely dodge; since as soon as one stab lands, more will commonly follow.
Snakes In The Grass E-SSS Requirements: Energy Tiranus will cover each of his spears with a reflective barrier of light based energy. While this does nothing for the attack power of the weapons themselves, it renders them completely invisible to the naked eye. Though they still cast shadows, these weapons can not be visually detected through normal means. E rank energy lasts for 2 posts, and every rank after that adds on an additional post of duration.
Spear Sweep D Bringing the spears in a low downwards and quick sweep at the legs, Tiranus will attempt to take the legs out from underneath his opponent. If this is successful than the adversary will either fall either backwards on their a**, or forwards onto their face.
Interception D This attack is used in direct combination with the spear sweep. It is not a deadly attack by any means, but it useful to get your opponent a good distance away from you. Should the opponent choose to jump over the Spear sweep, the sweep goes upward and makes a sharp U turn, hitting enemies that jumped over the spears and sending them flying due to the added energy. This attack is mostly just a knockback attack, and the most the opponent can expect from getting hit by this attack is a large bruise.
Contempt C Positioning a weapon out several feet in front of him or to the side of him, the polearm will begin spinning so fast that it resembles an industrial fan blade. This is a purely defensive skill, as it will stop projectile attacks from reaching the pagan. It can stop all bullets, arrows, grenades, rockets, etc. as all explosives that come into contact with the spear will simply explode upon impact. However, it can't stop elemental attacks or strongly energy based attacks (Attacks made of solely energy). So long as he is the same rank of his enemy, this tactic is successful.
Dismount C The warrior jumps into the air high over their opponent, grabbing two spears within his actual hands before stabbing them both downwards into the enemies shoulders. The third spear stabs directly behind the opponent in case they attempt to move backwards. Then, as the two spears in his hands stab into the enemy, Tiranus will be airborne above while holding the spears stabbed into their shoulders. He will then drop down and kick off of the opponents face, flipping off of their face as he lands in a crouch.
Death To The Non Believer B Tiranus stabs the spears at the opponent quickly. The spears then lift the stabbed target into the the air, making the target flip before stabbing him into the ground. One of the spears will then pull out of the target, the other spears still pinning the target to the ground as the spear in the air stabs into the target again.
Fatal Drill B Requirements: energy Making all of his spears meet at the tips, they will then begin to spin in an extremely fast motion. They then fly towards the opponent in a drilling fashion, ready to drill through opponents. It can even pierce straight through defenses of it's rank and keep going.
The Iron Maiden B requirements: energy, master rank The spears will form around the target. One to the left, one to the right, one from the front, one from the back, and one from above. They then all stab into the target, impaling them numerous times like the infamous 'iron maiden'... Not as many spikes as the authentic version of course, but still rather deadly.
Polearm Explosion A Requirements: Master Rank, requires energy If a spear misses it's target, Tiranus can simply make the spear explode for an A ranked energy cost. These explosions are concussive in force, and are able to pierce the enemy with the flying shrapnel resulting in the polearm's destruction. The concussive blast holds a 20 foot radius.
The Iron Rain A Using his incredible leaping abilities, Tiranus will jump skyward, over the head of his opponents. With all of his spears pointing downwards undearneath his feet, they will rain down in a hail of spears. If there are multiple enemies, each spear will go for an individual enemy. If there is one enemy, the spears will converge on the enemy as they fall from the air.
Stairway to Elysium S Upon activation of this skill, the amount of spears that are able to be summoned are nearly doubled; scattered at the time of manifestation in strategic positions about the battle field of the user's choosing. Using the incredible leaping abilities and extraordinary aerial coordination granted to him as a dragoon, Tiranus will leap from his current position to the first airborne polearm, barely touching one foot against it before the weapon is used as a stepping stone for the leap towards his next weapon. As soon as his foot breaks contact with the spear, it is sent flying forwards at ridiculous speeds towards the opponent. Using each spear as a stair, this is repeated until either every one of them is lodged into flesh, or his opponent manages to break the concentration required to keep the stairway going by knocking him off trajectory. If by chance one of the missiles misses it's mark, it shall ricochet off of the floor and reposition itself in another area to give it's master another shot. Gains +2 to speed whilst jumping from spear to spear, and this chain of attacks is very difficult to dodge for an opponent with inferior speed to himself.
The War God's wrath SS requirements: energy The war god's wrath is the pinnacle of this style. It is a skill that is rarely seen, and is essentially never spoken of because there is rarely somebody left to tell the tale of this skill. Basically, the spears that Tiranus had created will fly around him in a circle, getting faster and faster at an extremely fast rate at all angles around him in this short circumfrence. The spears at this point are only circling around the war god quickly,making him extremely difficult to see as they continue to spin around him so fast, but not doing much else yet. In the next post, the spears will have been spinning so quickly around the man they cause a vortex. This vortex will suck all targets within 10 yards into it, which is almost always fatal due to the fact that the target will be inside the vortex with a bunch of spears flying around like a blender, in a sense.
Bolt of Olympus SS-SSS Requirements: Energy A technique that start with a spear held within one of the warrior's hands. All of the energy possible is charged into this weapon, and it will glow with a bright, terrible crimson light as the power within reaches max capacity. Once the spear is ready, the dragoon will hastily hurl the projectile forwards. As soon as this weapon leaves the user's hands however, it changes composition entirely. The metal casing holding all of the pent up energy is obliterated, and a vermilion beam of epic proportions erupts from metal confines. This beam is twenty five feet in diameter, and reaches out for around a half mile before finally coming to a stop. It is able to penetrate defenses of it's rank and lower.
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Posted: Fri Aug 21, 2015 8:01 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ HARMONIOUS SPIRIT
A I K I D O
The greatest forces one encounters are those that oppose them. With this philosophy the Harmonious Spirit style was conceived. Every single fighter, no matter their style, has their own particular flow. By reading their movements and grasping how their actions are performed, a student of Aikido can position their own body and react to counter or deflect an attack with ease and speed. On its own this style is not incredibly powerful. There are no attacks that will blow up a thread or nuke someone, but when used to reject an opponents attack it becomes incredibly potent.
▰ ▰ ▰ STAGE ONE
• Harmonious Spirit C, Passive at Expert Users of this style know this to be the true signature technique of it. Harmonious Spirit entails the user first observing their opponent and then matching themselves to their movements. So long as they are within the same speed class there is no difference between the two of them. The user will mimic their actions, mirroring their every footstep until it appears they are almost predicting the future. The opponent is unable to get the upper hand even if they have a bonus that states they are better than everyone else at a particular fighting method. While this is active, the user is on constant equal footing if the terms are met.
• Deny C Once an opponent has made their intentions clear and strikes in any way that puts a hand of theirs in range of the user this technique can be used. The user will step to the outside of the attack, generally a thrust or vertical slash, and firmly grasp their target's wrist tightly while turning it in an outer direction, squeezing on the ulnar nerve in the wrist. They will slide the length of their arm and grasp the elbow of their target. By pulling on the wrist nerve and pushing forcefully on the elbow they will force the target's arm down, painfully applying pressure along the joints of their arm. From here it would be very simple to break the arm, dislocate the shoulder, or even force an opponent to drop their weapon. It has to happen swiftly else anyone with an equal or higher strength will be able to stop the user from breaking their arm.
• Learning Experience C While being attacked the user shall look for an opening, generally the hand of their target that is either dominant or wielding a weapon. Similar to Deny, they must first dodge an attack, this time towards the inside. Grasping the target's wrist they twist it fast and sharp internally until the target's shoulder can no longer turn. From this vantage point the user has many choices. They can grasp the same pained shoulder of the arm they are twisting and force an opponent to the ground face first. They could strike at them or direct their body around by force.
• Wiser Choice C This is one of the few techniques in Aikido that is best done before an opponent strikes out. It is used in anticipation of an ability. By reading a charged situation and acting first, the user slides forth and grasps the wrist of the target, pushing past them and twisting the arm in the process. They will pull that wrist backward and up, forcing great pain in the shoulder and elbow joint by pushing it to its limits. The rising motion accompanied by it generally forces the target to bend over or even fall to their knees in hopes of alleviating the pressure. ▰ ▰ ▰ STAGE TWO
• Removal of Chance B A student of Aikido can choose to deescalate a situation before it happens, or allow their target a single change to attack them. After moving along the outside of an attack and sliding their body the length of the opponent's arm the user will quickly latch on to their forearm with one hand. By rapidly pressing their palm against the place just before the elbow of their target they can easily snap the joint.
• Missed Opportunity B This ability is available only when another opponent has initiated a grasp or attempts to grab the user. The student will always seek to only have their arm grabbed if force, never another body part. With the opponent holding the outer forearm/wrist, the user will move their body outward until they are side by side with the opponent, simultaneously lifting their arm. Stepping through the arc of arms they will force the opponent's arm to be up behind their head, painfully pulled back. Then, the user will push their own grasp of that arm forward by the elbow and down, tossing the opponent completely over and forcing them to the ground.
• Taking Away B This ability is best used as a direct response to an overhead attack by an opponent. In the event someone was wielding any weapon they will be forced to drop it should this maneuver go through. When the opponent attacks overhead the user will step forth and in to their comfort zone, leaving little space between them. Using both hands they will first halt the initial strike by meeting them with equal force at the elbow, locking it. Then they move away and grab the wrist from underneath and turn, other hand pushing downward on the target's shoulder. Locking them in place with their knee on the ground the user will bent the target's arm at the elbow, slide their wrist beneath them and force their hand to open. In this position it is impossible to make a fist with that hand due to the pressure of the user pushing down on the elbow, which the forearm down on the wrist.
• Refusal to Participate B If the user is ever standing face to face with their opponent and has been apprehended via the arm this is when this can be used. They will move off-line and away from the attack, twisting around til they are side by side with their opponent. The entire time they have placed one hand over their opponent's, clutching very tightly . Taking a step back and forcing their attacker to look at them, they shall have their opponents wrist forced back so that their fingers are pointing at their own face. Then while pushing forward, they make their target's arm bend backward and whip them around, effectively tossing them like a rag doll.
• Graciously Denied B Heated moments are often what causes a battle to spark. Enraged opponents who do not think clear often leave their body open for attacks. When an opponent charges at the user, they will grab their wrist and then place their hand on the opposite shoulder, twisting around and throwing the opponent harshly to the ground via the hip. With high strengths and high speeds coming in to play people can easily be severely damaged by this ability especially when a follow through is used. ▰ ▰ ▰ STAGE THREE
• Last Warning A After having gotten in to an opponent's guard just as their body was about to connect with the user is when this move is used. The student will grasp the target's arm and turn their back to the opponent and crouch with their legs spread for leverage, hips lower in height than their target. In one fluid motion they bend forward and wrench on the opponent's arm, dislocating it that instant. The opponent is forced to flip over the user's body and then is slammed on the ground face up. From this position any number of follow up attacks may be used.
• Crushing Silence S This is done after latching onto an opponent's wrist regardless of what the initial attack was supposed to be. There are any number of ways to do it, though two primary methods. If from a stand still point the user must pull the opponent towards them as they twirl, forcing them to twist with them. Then they will pull them towards an epic clothes line that slams them on to the ground. This will crush the larynx of their target. With enough force added on to them it can effectively destroy their throat and render them unable to draw breath, which will lead to suffocation if not immediately treated. If the opponent is actually running at the user all they must do is grab their wrist and force it away while pushing their own body forward and clothes lining from that side. Either way it can effectively end a fight, all that it needs is the momentum to do so.
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Posted: Tue Aug 25, 2015 12:20 pm
Scorch Rush Denied
War God Approved
Aikido Approved
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___youwillknownihilism Captain
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Posted: Tue Jul 19, 2016 10:26 am
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰DRAGON'S SIGHT (TIRANUS) A style that had been created by the pagan god of war, who finds traditional archery to be lacking in today's day and age. Most are able to erect barriers in the blink of an eye that make arrows look like gnats against a windshield, whilst others can even turn the missiles against their original sender. This style remedies most problems like this by being heavily energy reliant (possibly the most energy reliant weapon style in the guild), enabling the archer to smash through most barriers with very little complication. Of course, this functions as a double edged blade. Since the style is so energy reliant most archers that partake in it find their reserves depleted at an alarming rate. As such it is typically used against opponents that are more difficult to wear down, ex. adversaries with ridiculously high damage resistance. ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ Skills • Sensory Shot D Requires Energy By imbuing a single shot with energy and shooting it towards something to stick into (walls, floors, etc.) The arrow will pick up vibrations from the ground, acting as a sort of seismic sight. Connected to an intangible and invisible thread to the wielder, they can pick up on these seismic reading and react accordingly. Useful for when normal sight is impeded or unconventional.
• Fatal Draw D-SS Requires Energy imbuing the head of their missile with energy, It will burn brightly with their natural energy color. This arrow flies at twice the speed of one typically launched, and will shatter defenses of it's rank or lower.
• Hydra Tip C This technique shatters the arrow head into five different even segments upon striking anything other than a target. These segments will then ricochet off of walls, ceilings, and floors several times in an attempt to impale an enemy who thought they were safe after dodging. Each of these pieces can ricochet twice before losing their momentum.
• Scatter Shot C-B Requires Energy This energy is applied to the entirety of the arrow, and is released right at the moment it takes flight. The missile will suddenly multiply so that twelve more are flying in it's direction composed of solely energy so that the target is forced to deal with a baker's dozen worth of arrows. For B rank energy, up to twenty five arrows will be summoned. These arrows will hit no harder than their original counterpart.
• Elemental Arrow B-SS Requires Energy This energy imbues the arrow currently on the drawstring with it's owner's elemental properties. Based upon the user's element, this shot will have varying effects. For elements with an AoE, the base range is twenty feet: increasing by ten feet for each additional rank of energy applied.
Fire: engulfs the target in an explosive gout of searing hot flames for up to three posts; requiring water of at least equivelant rank to put it out. At S rank, this attack will melt metal by the second post from it's sheer heat.
Wind: Upon striking something, it creates a vortex of winds that will pull anything up to twenty feet outside of it's radius inwards. These winds are cutting in nature and extremely sharp, able to leave three inch deep gashes in an opponent.
Earth: Significantly increases the impacting force behind the arrow by adding additional weight at the moment before impact. Elemental shots of this nature may penetrate defenses one rank higher than the energy payed.
Water: upon leaving the bow, the arrow turns into a jet of water ten feet in width; more powerful than military grade hydro cannons. This shot will mercilessly batter an enemy's body for it's duration, and at S rank will shatter the skeletal frame of an opponent it strikes.
Lightning: Arrows move at the speed of an actual lightning bolt when this element is used. Not only this, but the arrow will stun the target on impact. For each additional amount of energy paid, the arrow will stun the enemy for an additional post.
No Element: For users that do not naturally possess a conventional element, The arrow will release an invisible shockwave upon impact. This shockwave will crush and obliterate anything of it's rank or lower within the radius of it's eruption, perfectly spherical in shape.
• Release the Hounds B Requires Energy Placing up to three arrows upon the bowstring, they are all fired simultaneously. These arrows require no aiming thanks to the energy added to them, and will pursue their target for up to two posts.
• Disarm B By firing an arrow aimed at the base of an enemy's weapon, the user will send it spiraling away from even the tightest of grips so long as the enemy does not possess more strength than themselves. Enemies possessing greater strength than the archer will not be affected by this technique.
• Sonic Arrow A requires energy Charging the shaft of the arrow with energy, it will begin to drastically vibrate as it is drawn back. Upon release, a sonic cloak will surround the missile within a fifteen foot diameter; causing the air to waver and displace around it. This tunnel of sonic sound will follow the arrow until it impacts something; shredding apart anything of it's rank or lower within it's radius; and harm the ears of anybody with sensitive senses up to fifteen feet away from it.
• Slowed Sight A By calming their mind and steadying their hammering pulse, the archer can perceive things in a much clearer state than they normally would have. Time seems to be moving in slow motion for you, your own actions included. This does nothing to slow down the actual flow of time, it merely enhances the user's perception of it; making fast moving targets much easier to hit. It lasts for three posts before requiring a cool down of one post.
• Warp Arrow A requires energy this arrow is charged with a large amount of energy to facilitate it's effect. It is then fired, towards what does not matter. At any time during or after it's flight, the user can choose to teleport to the location the missile is currently in; always appearing directly behind or on top of it to avoid impaling themselves. This energy can thrum within the arrow for up to three posts before harmlessly dissipating into the air.
• Explosive tip S Requires Energy The head of the arrow is charged with a large amount of energy for this skill. Upon being fired, it typically flies like a normal arrow; for it's effect does not take place until it is stuck in a target. Once embedded in an opponent the tip will erupt in a massive concussive blast, literally exploding them from the inside out.
• Dragon Cataclysm S-SSS Requires energy Imbuing the entirety of this arrow with energy, it is launched forward as normal. Once it reaches five feet away from the archer, it will erupt into twin lung dragons, each bearing a width of thirty feet. They will spiral about each other while retaining a straight trajectory, like snakes orbiting a caduceus. The dragons will continue in a straight line regardless of what is in their path, grinding away at obstacles and ripping them apart; be it walls, skyscrapers, or even defenses of it's rank or lower. The default range this technique can reach is two hundred feet, and increases by one hundred and fifty feet for each additional rank of energy applied; capping at five hundred feet in total range.
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Posted: Tue Jul 19, 2016 2:35 pm
The King of Razgard Approved Begrudgingly. Have fun!
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___youwillknownihilism Captain
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___youwillknownihilism Captain
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Posted: Tue Jul 26, 2016 2:58 am
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰NIGHT PARADE The Night Queen's Parade
A Style born from a very powerful Vampire Princess's ambitious goal to conquer and destroy any and all who would stand in opposition to her, The Night Queen's Parade is a masterful blend of ruthless aggression and boundless power. It is very much a style rooted in maintaining ones composure until an appropriate time to release any pent up rage on an opponent in a flurry of blows.
▰ ▰ ▰ STAGE ONE/WEAPON MASTER ONLY
• Name Rank Description
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