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Posted: Thu Apr 07, 2011 12:21 pm
Throwing knives fast, precise, unpredictable The origin of knife-throwing stems from throwing wood (picture a boomerang), which was used as a weapon in battle and as a tool for hunting. In North Africa, evidence of throwing wood dates back to approximately 6000 B.C. In Egypt, throwing wood was discovered in the grave of Tut-anch-Amun (approximately 1340 B.C.). After the introduction of iron at about 600 B.C., throwing wood gradually developed into the throwing knife. strengths: -you technically have no gun, therefore no need to reload -some skills throw multiple knives at once, making them harder to dodge -some skills follow your enemies, although they can't make right angle turns. - most of your skills are hard to dodge -can pick up knives you've thrown - if an enemy pulls a knife out, chances are they'll bleed out - usually more painful than a bullet weaknesses - smaller ammo capacity (20 knives) - can't throw more than three knives a post unless it's a skill - an enemy can pull out a knife and throw it back at you - tend to be blown away easier by wind skills -smaller knives are fast but do less damage, and bigger knives are strong but travel slower. (I don't mean super slow, but slower than an average throwing knife) --Enter Skills Here-- knockout rank:E description: You spot your target and throw your knife exactly so that the blunt end of the knife strikes your opponent, hitting them hard. This skill causes damage if it hits anywhere, and if it hits the head it stuns them, leaving them open for a bigger attack. straight knife rank biggrin description: you throw the knife in a completely straight path, which means it doesn't spin. these knives are harder to dodge, since they have more aerodynamicy. trick knife rank biggrin description: you throw two knives at once, one in the shadow of the other. The second is slightly off to the side but in the shadow of the first so it is harder to see, and even harder to dodge. Knife trap rank:C description: You throw several knives around your opponent, missing them on purpose. The knives however catch on to their clothes or armour, and pull them back. they keep going for ten feet or until they hit something, and if they hit something they get pinned against it. triple knife Rank biggrin description: you throw three knives, all at varying altitudes and angles. This skill is hard to dodge as one is usually coming at you to the left, right and your center. interception rank:C description: you throw a knife in the direction of an oncoming arrow or bullet. You judge where the bullet is coming from by looking at the muzzle of the gun. The knife then has the chance to either block the bullet/ arrow, or slice it down the middle and allow it to keep going past you. You can use the second one to your advantage. curve knife rank:C description: you throw the knife, but flick your wrist in a certain direction so that the knife curves. This is useful if your opponent is behind a shield or behind cover or such. bank shot rank:C description: you throw the knife and it hits a wall or the floor or something. The knife bounces off of the surface and keeps going. Useful for hitting targets behind corners and other uses. knife flurry Rank:B description: you swing your arms in a windmill fashion, pulling two knives out of your scabbard each time your hand crosses it. Each time you pull out two knives you throw them, and it keeps going on like a continuous flurry. you empty out your entire ammo during this skill, and it is extremely fast and hard to dodge. change of direction Rank:B must know interception description: You throw your first knife wherever. It can be toward the target or away from the target. You throw a second knife however at the back of the first knife. It causes the second knife to make a sudden change of direction, and the opponent more than likely won't see it coming. tracker knife rank:B requires energy description: you imbue the knife you throw with enrgy. after that, you throw the knife, and it follows your opponent. It can make turns, but not right angled turns. It can also do wide U turns. knife hail rank:A requires:Energy, tracker knife, knife flurry description: you throw all of your knives in the air. They are suspended in the air for a moment, before they rain down on your enemies. After that, they can follow your enemies. Most shields can't block this due to how many knives there are and would eventually break from all the impact. knife circle rank:A description: you gather all of your knives in between your fingers, then throw them all simaltaneously while doing a 360. this can take out many targets at once. Noticed we didn't have an actual style for these, so I made it. I'm open to comments and suggestions on it. Oh, and a public style
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Posted: Mon Apr 11, 2011 12:21 pm
I honestly don't have much to say about this one, cept for the first skill. Knocking out your target completely with one E rank skill is rather OP. I would say that it doens't knock them out, but stuns them from the hit
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Posted: Tue Apr 12, 2011 12:41 am
Juijitsu Balance, Force, Leverage  Considered the parent to other grappling styles such as Hapkido, Judo, or Aikido, Jujitsu has existed as a powerful and recognizeable martial art for centuries. Though it is said to have originated in Japan, Jujitsu quickly spread since the time of its creation and now there is no real certainty as to its lineage. As a martial art jujitsu employs the philosophy of using an opponent's force against them, but in truth its power comes from its ability to defend and attack at the same time within close range. As such it is a powerful nullifier to other martial art styles should the user master it properly. Stage 1 The first stage only deals with the basics. Here instead of jumping straight into powerful locks or fancy throws the user simply learns how to move. If they can't master how to pull off the jujitsu moves correctly then they will surely fail at this stage. The training for this stage is strange. They invite others to attack them. By repeatedly having people throw strikes them the idea is that they'll learn how a person moves, observe the signs that tell them what kind of attack is coming, and then move before they can be hit. This is also to implore the main principle behind jujitsu, that is, moving around an opponent's strike to get them off balance, and stepping into an opponent to block or deflect an attack before it has enough space and time to build up speed and power. Phantom FeintRank: E Description: This is the most basic but necessary move to all Jujitsu masters. The idea is that as an opponent thrusts themselves at you in close range, you move to make it seem like you're moving forward as well, while in actuality you sweep over to their side. When done properly it would appear to the opponent that you'd vanished completely, if only for a moment, giving you the opportunity to strike or grab them from the side. Hip ThrowRank: E Description: This throw works just like a crowbar, where your leg is the lever and your hip is the fulcrum. The trick comes right after the user grabs the opponent's shoulders, in which they have to pivet to position themselves in just the right place. If you're just an inch off your thigh and hip can require over twice the energy (D-rank) to throw the opponent. Performed correctly the hip throw requires almost no energy, yet it can deliver up to 5k pounds of force for D-rank damage and a possible knockout. Snap ThrowRank: D Requires: Phantom Feint Description: Best when used in combination with Phantom Feint, but can also be done when you're simply facing an opponent's side. The user positions their leg behind the opponent while coiling their arm under their opponent's defenses to press on the middle of their chest. With a simple spin the user pulls their leg into the opponent to sweep them while the push flips the opponent and sends them head-first into the ground with impressive force. Stage 2 In this stage the user continues to learn more basic throws, but more importantly is introduced to the painful locks and chokes the style is famous for. As such these moves teach the user how to literally destroy an opponent's body piece by piece. Also, the user learns how to act aggressively to attack the opponent with their grabs rather than wait to use their weight against them. Thus from this point onward Juijitsu techniques can be done by simply grabbing an opponent and pulling them to you, or otherwise grabbing their sleeve or shirt. Training is done by practice with another fighter. You HAVE to have somebody help you out because there is no real substitute for a live human body that produces the same amount of restraint and resistance necessary for the user to use the skills appropriately in battle. Also a fair amount of balance is needed, so the user can also train by rolling and learning how to break their own falls. Sacrifice Throw Rank: D Description: The Sacrifice Throw is a simple lesson in conservation of energy. The harder the opponent attacks, the farther he gets thrown and the harder he's going to fall, so this skill does a rank more damage for every two ranks the opponent attacks it. The move itself works like a catapult, where the user grabs the shoulders of the opponent and places his foot on their center of gravity. The opponent's weight supplies the counterweight so as the user rolls onto his back and lets go of the shoulders, the opponent is flung over behind him. Guillotine ChokeRank: C Description: A very powerful strangulation technique best used against an opponent that is either trying to shoot or tackle the user, or otherwise has bent down, but can also be used in the air or on the ground. The user places his armpit on the back of the opponent's head and wraps his arm around their throat to squeeze it against their bicep and forearm. At the same time the user user wraps his other arm around to hold the opponent's arm back at the shoulder and also provide support as the hand of the choking arm latches onto the user's other arm, making the choke virtually unbreakable from the opponent's stance. Then the user only has to simply pull up on the choke, causing the opponent to black out after only a few seconds. Arm BreakRank: C Description: User grabs onto both arms of their opponent, or their sleeves, and pulls as they push their foot into the opponent's midsection to pull them down, but not necessarily to the ground. Instead the user's back rolls onto the ground first and from there they pivet to the opponent's side so they can pull their other leg onto the opponent's head and throw them to ground instantly from there. Then with one leg holding the opponent's midsection down and the other holding the head and locking the arm, the user uses his arms to bend the arm of whichever side of the opponent they're on. By bending the elbow across the hips you're subjecting the weak joint to the leverage of two strong forces, the pull of your thighs on the opponent's shoulder, and your hands on his wrist. With even just a little effort the user can destroy the elbow, effectively breaking the arm. Stage 3 This stage focuses more on combinations and violent strikes to take down an opponent. In it the user learns how to set an opponent up by giving them a very quick but almost harmless strike to push them off balance. This in turn becomes the perfect setup for many of the throws the style uses. Speed and strike training is thus needed so the user can land a strike quickly, or otherwise move across a great distance in an instant. Wrist ThrowRank: D Description: This is used as a counter for a punch, but can also be used once simply grabbing an opponent's wrist. After delivering a quick strike to either push the opponent off balance or promote them to strike, the user takes a half-step forward to meet and grab the oncoming attack before it can build up any speed or strength, making the opponent's strike useless. From here the user can either pull the grabbed arm over the opponent's head while the other hand pushes down on their face to ultimately throw them backwards onto ground, or they can shift past their opponent and swing the arm down. The pain thus causes the person to flip onto the ground rather than let their arm break out of its socket. Violent Vibration ComboRank: C Description: A fast charging technique where the user brings both hands up to their face like they're about to swing down with a katana, and then blast forward to strike down on an opponent's head. The user creates a soundwave of vibration from his hands to rattle the brain of the opponent, and because it is a vibration it can pass through just about any kind of head armor the opponent might be wearing. Hitting the head with the right hand vibration first before quickly following with the left, the user makes the opponent's head get battered bouncing around inside their own armor. While using this technique on an unarmored opponent can just as well cause them a lot of pain and dizziness, using it against an armored opponent in this sense will leave them unconscious. Stage 4 The style becomes even more deadly as the user is introduced to the more advanced grappling art of dislocation. Here the user will study the joints of the human body so that they can pinpoint exactly where to pull or strike in order to dislocate an opponent's limbs. Likewise they also learn how to pop them back into place if needed, so any partners they're training with don't suffer life-long injuries. In this stage the user employs the Training takes a less physical approach into studying books on human anatomy and testing the amount of pressure it takes to perform some dislocating attacks. Digit DislocationRank: D Description: A notoriously sadistic move where the user grabs either the hand or finger of their opponent, and then by raising it up and snapping it down, dislocates the hand from the wrist or otherwise breaks the finger. While this would be painful enough, the sadistic part comes from the user's tendency to hang onto the hand or finger once the damage is done, and then continue to move it around, causing tear-jerking pain and agony to the victim. Pure Aerial ThrowRank: C Description: This move only works on fighters Expert rank or above or fighters who have at least rank 9 speed. The user fires a number of quick strikes at an opponent, that they are actually expecting to dodge. The strikes are not meant to hit, but rather guide the opponent into making themselves fall through their own instinctual reflexes. Anaconda BiteRank B Description: Used when an opponent throws a punch, the user shifts their position and shoots their same arm of the corresponding side out. Then as their arms are about to collide the user snakes their arm around their opponent's to both lock it up and pull the arm into their armpit, which they squeeze down to imprison the arm. The user's same arm grabs into the opponent's shoulder, completely disabling the arm from moving. Then all in one violent motion the user pulls his arm back, moving down the opponent's arm, dislocating every joint in it down to the fingers. The victim will be pushed into a violent fit of agony from the pain and will be unable to move their destroyed arm. Human PretzelRank: B Description: A rather comical but efficient supressing technique where the user quickly folds and opponent's body into a painful and awkward position from which they cannot free themselves without outside help. Only works on either unconscious opponents or fighters two ranks or under the user. Stage 5 The final stage of Juijitsu marks the growth into a true master. Incredible and seemingly inhuman techniques are used that baffle the mind, and yet the user can often pull them off so effortlessly they no longer seem human at all. As a grappling master the user can thus grab and easily dislocate most limbs it can grab, making most attackers think twice before stepping within range of the user's reach. Training is taken to extremes and while it is left up to the user it must require them to rise to great levels of balance, speed, and strength. Phantom StepRank: C Description: An ancient jujistu technique that tricks the opponent into thinking the user disappears by having the user stay in the opponents blind spot. The user wears long pants to hide his knee movement and make an illusion of his center of gravity, when an opponent strikes they will be just a few inches off. He then enters the opponent's blind angles and makes use of the opponent's slightest movement to throw him. While the opponent thinks the user is gone and tries to retreat the user can surprise the opponent with a surprise attack. Lasts 2 posts, and has a 3 post cooldown. Dark WhirlwindRank: A Requires: Guillotine Choke Description: Can also be used during a Guillotine Choke already in progress, but usually the user strikes the opponent to force their head down and then instantly capture them in a Guillotine Choke. Using a quick and sudden spin the opponent's neck either breaks or they are simply made to pass out before the user spins them around through the air for up to 3 rotations before slamming their head into the ground. Counter Grab: Infinite Regenerating CircleRank: S Description: This is a really fast attack that is used as a counter-measure to being grabbed in the wrist, using this grab as a way to repeatedly throw the enemy headfirst into the surrounding environment so fast that the opponent's brain doesn't have enough time to recover from the shock of the throws. Even when the opponent instinctively lets go afterwards, they would have already been thrown multiple times. Berserker Only Techniques Pain ChainRank: A Requires: Human Pretzel Description: Same thing as the Human Pretzel technique but this time the user locks multiple enemies together in a bundle of limbs. Same limits as the Human Pretzel apply, and escaping is impossible from within.
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Posted: Tue Apr 12, 2011 5:53 pm
Chakram Dynamic, Swift, Flashy The chakram is a weapon that requires rather specific training to weild properly. Though they come in a variety of styles, the essential chakram is a circular piece of bladed metal. While similar to throwing weapons such as shuriken, chakram are large enough to use in both ranged and melee combat. Their circular design makes them ideal for spinning, while their aerodynamic shape prevents them from being knocked off course by wind. As such, the style for using them revolves around parrying and deflecting in a close-range defensive capacity, and rapid throws and rebounds for offensive use. Typically, this style incorporates the use of two chakram at once, though some have been known to only use one. -- Rapid Spin --Rank : E Description : This is the first skill required for the chakram style, and is required for the remainder of its techniques. While the function of spinning seems simple enough, proper execution on this skill requires precision. You can't simply spin the weapon about - you must spin the weapon for a certain number of posts for more potent effect, and in a specific direction depending on the result you want to achieve; Spinning the chakram forwards is used for offensive skills, including throwing attacks and melee fighting; Spinning the chakram in reverse is used for parrying melee attacks and deflecting incoming ranged attacks. You must first master the method for spinning before advancing onto what to actually do with the spin. -- Forward Spin --Rank : D Description : Once you've perfected spinning the chakram in the proper manner, you can begin to focus on how to execute proper form. The Forward Spin is used for offensive attacks, and has a greater effect (and uses more energy) the longer the chakram is spun. E - 1/2 Posts - The basic attack, and has no particular added effect whether ranged or melee. D - 3 Posts - This level of attack can break (not penetrate) an opponent's guard if melee, leaving them open briefly (the next post). Ranged attacks are normal. C - 4 Posts - Melee attacks penetrate an opponent's guard, dealing a small amount of damage and leaving them open. Ranged attacks can now break guard. B - 5 Posts - Both melee and ranged attacks penetrate the opponent's guard. dealing damage and leaving them open. A - 6 Posts - Melee attacks disarm opponents. If a ranged attack is used, the chakram rebounds and flies back to the user. S - 7 Posts - Melee and ranged attacks disarm opponents. Ranged attacks will return to the user. The Forward Spin can also be used to increase the effectiveness of chakram skills learned later. -- Back-Spin --Rank : D Description : Once you've perfected spinning the chakram in the proper manner, you can begin to focus on how to execute proper form. The Back-Spin is used for defense, and has a greater effect (and uses more energy) the longer the chakram is spun. E - 1/2 Posts - The basic deflection technique. Can properly parry basic melee attacks and melee weapon skills of equal rank (increases with rank). D - 3 Posts - Can deflect arrows and arrow-related skills of equal rank. C - 4 Posts - Can deflect projectile-based magic skills of equal rank. B - 5 Posts - If the chakram are thrown, arrows and arrow-related skills of equal rank are deflected and sent back at the opponent. A - 6 Posts - If chakram are thrown, magic skills of equal rank are deflected and sent back at the opponent. S - 7 Posts - Can deflect bullets and bullet-related skills of two-ranks below. -- Ricochet Assault--Rank : D Description : Requiring a precise method of both spinning and throwing, the Ricochet Assault incorporates spinning and throwing one chakram at a solid surface nearby, such as a wall, pillar, or other sturdy structure. The chakram will then bounce off of the structure and race towards the opponent. If the user spins the chakram for up to 3 posts, and the opponent blocks this move, the chakram will have enough momentum to ricochet back to the user. -- Dual Throw --Rank : C Description : A technique which is difficult to perform with accuracy, attempting to throw both chakram at once before learning this skill costs the energy of a B-rank skill rather than a C-rank. Once trained, though, the user can spin and hurl both chakram in a single fluid motion, directing both towards one target or one towards two separate targets. However, this technique leaves the user unarmed, and is generally considered a risky move unless the user can ricochet the chakram back to themselves or has another method of combat. -- Ricochet Return --Rank : C Description : Designed as an advanced form of Ricochet Assault, this skill is designed to bounce off of a solid structure, strike the enemy, and return to the user all in one smooth action. -- Dual Ricochet Assault --Rank : B Description : As the basic Ricochet Assault, yet both chakram may be thrown and rebounded at a single target. -- Dynamic Ricochet --Rank : B Description : Spinning a single chakram, this skill allows the user to ricochet the weapon off of a number of objects proportionate to the number of posts they spin (as per the table of posts for Forward and Back-Spin above). 1/2 Posts - 2 surfaces 3 Posts - 3 surfaces 4 Posts - 4 surfaces And so on. Of these objects ricocheted, half of them (rounded down) may be opponents. However, the chakram cannot return to the user if the last object struck is an opponent. -- Dual Dynamic Ricochet --Rank : A Description : As Dynamic Ricochet, except as following; Both chakram may be used, and; The last object struck can be an opponent, and the chakram will still return to the user. -- Arcane Chakram Form I : Ring of Fire --Rank : A Description : Using the basic fire elemental ability, the user can imbue either one or both of their chakram with burning energy for the duration of one throwing skill. Once thrown, the chakram leave a trail of flames in the air behind their path of travel, which linger on for two posts. After this, the energy leaves the weapon. -- Arcane Chakram Form II : Riddin' Spinners --Rank : A Description : Using the basic earth elemental ability, the user can imbue one of their chakram with energy that ties the weapons to the earth for the duration of three posts. During these posts, the user can hop onto the chakram and ride it as one might ride a board across rising waves. This allows them to travel at +2 their normal speed. After these three posts, the energy leaves the chakram. -- Arcane Chakram Form III : Razor Wind --Rank : A Description : Using the basic air elemental ability, the user can imbue either one or both of their chakram with potent wind energy. Throwing the chakram under this effect will cause them to spiral around the opponent for two posts, before returning to the user. After this, the energy leaves the chakram. -- Arcane Chakram Form IV : Maelstrom--Rank : A Description : Using the basic water elemental ability, the user can imbue either one or both of their chakram with aquatic energy. This skill can function similarly to Riddin' Spinners for up to two posts, for the uses of crossing bodies of water. But it can also be used against a water-based skill - such as Water Whips - during which the chakram will actually 'magnetize' itself to the water and trace it back to its source. After this, the energy leaves the chakram. -- Like A Record --Rank : S Description : The user spins the chakram with such incredible speed, they can deflect bullets and bullet-related skills of equal rank, as well as directing the bullets back towards the user. This skill is specific to bullets - any other ranged attacks that strike the chakram are simply destroyed by the rapid spinning. -- Elemental Spinner --Rank : S Description : If an elemental-based attack strikes the chakram while the user has been spinning them for at least 4 posts, the user can both deflect the skill and syphon off its energy, imparting the elemental trait into the weapon for the duration of the next skill used {{ Edited II }} ((Well, here we go. I'm sure this will require edits, like putting things like 'requires master rank' or some such on a couple skills, but I think it has a lot of potential. What's the verdict?))
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Posted: Tue Apr 12, 2011 8:47 pm
XxX_-allucard-_XxX Throwing knives fast, precise, unpredictable The origin of knife-throwing stems from throwing wood (picture a boomerang), which was used as a weapon in battle and as a tool for hunting. In North Africa, evidence of throwing wood dates back to approximately 6000 B.C. In Egypt, throwing wood was discovered in the grave of Tut-anch-Amun (approximately 1340 B.C.). After the introduction of iron at about 600 B.C., throwing wood gradually developed into the throwing knife. strengths: -you technically have no gun, therefore no need to reload -some skills throw multiple knives at once, making them harder to dodge -some skills follow your enemies, although they can't make right angle turns. - most of your skills are hard to dodge -can pick up knives you've thrown - if an enemy pulls a knife out, chances are they'll bleed out - usually more painful than a bullet weaknesses - smaller ammo capacity (20 knives) - can't throw more than three knives a post unless it's a skill - an enemy can pull out a knife and throw it back at you - tend to be blown away easier by wind skills -smaller knives are fast but do less damage, and bigger knives are strong but travel slower. (I don't mean super slow, but slower than an average throwing knife) --Enter Skills Here-- knockout rank:E description: You spot your target and throw your knife exactly so that the blunt end of the knife strikes your opponent, hitting them hard. This skill causes damage if it hits anywhere, and if it hits the head it stuns them, leaving them open for a bigger attack. straight knife rank biggrin description: you throw the knife in a completely straight path, which means it doesn't spin. these knives are harder to dodge, since they have more aerodynamicy. trick knife rank biggrin description: you throw two knives at once, one in the shadow of the other. The second is slightly off to the side but in the shadow of the first so it is harder to see, and even harder to dodge. Knife trap rank:C description: You throw several knives around your opponent, missing them on purpose. The knives however catch on to their clothes or armour, and pull them back. they keep going for ten feet or until they hit something, and if they hit something they get pinned against it. triple knife Rank biggrin description: you throw three knives, all at varying altitudes and angles. This skill is hard to dodge as one is usually coming at you to the left, right and your center. interception rank:C description: you throw a knife in the direction of an oncoming arrow or bullet. You judge where the bullet is coming from by looking at the muzzle of the gun. The knife then has the chance to either block the bullet/ arrow, or slice it down the middle and allow it to keep going past you. You can use the second one to your advantage. curve knife rank:C description: you throw the knife, but flick your wrist in a certain direction so that the knife curves. This is useful if your opponent is behind a shield or behind cover or such. bank shot rank:C description: you throw the knife and it hits a wall or the floor or something. The knife bounces off of the surface and keeps going. Useful for hitting targets behind corners and other uses. knife flurry Rank:B description: you swing your arms in a windmill fashion, pulling two knives out of your scabbard each time your hand crosses it. Each time you pull out two knives you throw them, and it keeps going on like a continuous flurry. you empty out your entire ammo during this skill, and it is extremely fast and hard to dodge. change of direction Rank:B must know interception description: You throw your first knife wherever. It can be toward the target or away from the target. You throw a second knife however at the back of the first knife. It causes the second knife to make a sudden change of direction, and the opponent more than likely won't see it coming. tracker knife rank:B requires energy description: you imbue the knife you throw with enrgy. after that, you throw the knife, and it follows your opponent. It can make turns, but not right angled turns. It can also do wide U turns. knife hail rank:A requires:Energy, tracker knife, knife flurry description: you throw all of your knives in the air. They are suspended in the air for a moment, before they rain down on your enemies. After that, they can follow your enemies. Most shields can't block this due to how many knives there are and would eventually break from all the impact. knife circle rank:A description: you gather all of your knives in between your fingers, then throw them all simaltaneously while doing a 360. this can take out many targets at once. Noticed we didn't have an actual style for these, so I made it. I'm open to comments and suggestions on it. Oh, and a public styleedited
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Posted: Wed Apr 13, 2011 8:48 pm
Allucard approved
Maddigan: Pending...watch out for my next post here
Fenrir: let me know when you're done
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Posted: Fri Apr 15, 2011 2:11 pm
Fenrir Graveheart Juijitsu Balance, Force, Leverage  Considered the parent to other grappling styles such as Hapkido, Judo, or Aikido, Jujitsu has existed as a powerful and recognizeable martial art for centuries. Though it is said to have originated in Japan, Jujitsu quickly spread since the time of its creation and now there is no real certainty as to its lineage. As a martial art jujitsu employs the philosophy of using an opponent's force against them, but in truth its power comes from its ability to defend and attack at the same time within close range. As such it is a powerful nullifier to other martial art styles should the user master it properly. Stage 1 The first stage only deals with the basics. Here instead of jumping straight into powerful locks or fancy throws the user simply learns how to move. If they can't master how to pull off the jujitsu moves correctly then they will surely fail at this stage. The training for this stage is strange. They invite others to attack them. By repeatedly having people throw strikes them the idea is that they'll learn how a person moves, observe the signs that tell them what kind of attack is coming, and then move before they can be hit. This is also to implore the main principle behind jujitsu, that is, moving around an opponent's strike to get them off balance, and stepping into an opponent to block or deflect an attack before it has enough space and time to build up speed and power. Phantom FeintRank: E Description: This is the most basic but necessary move to all Jujitsu masters. The idea is that as an opponent thrusts themselves at you in close range, you move to make it seem like you're moving forward as well, while in actuality you sweep over to their side. When done properly it would appear to the opponent that you'd vanished completely, if only for a moment, giving you the opportunity to strike or grab them from the side. Hip ThrowRank: E Description: This throw works just like a crowbar, where your leg is the lever and your hip is the fulcrum. The trick comes right after the user grabs the opponent's shoulders, in which they have to pivet to position themselves in just the right place. If you're just an inch off your thigh and hip can require over twice the energy (D-rank) to throw the opponent. Performed correctly the hip throw requires almost no energy, yet it can deliver up to 5k pounds of force for D-rank damage and a possible knockout. Snap ThrowRank: D Requires: Phantom Feint Description: Best when used in combination with Phantom Feint, but can also be done when you're simply facing an opponent's side. The user positions their leg behind the opponent while coiling their arm under their opponent's defenses to press on the middle of their chest. With a simple spin the user pulls their leg into the opponent to sweep them while the push flips the opponent and sends them head-first into the ground with impressive force. Stage 2 In this stage the user continues to learn more basic throws, but more importantly is introduced to the painful locks and chokes the style is famous for. As such these moves teach the user how to literally destroy an opponent's body piece by piece. Also, the user learns how to act aggressively to attack the opponent with their grabs rather than wait to use their weight against them. Thus from this point onward Juijitsu techniques can be done by simply grabbing an opponent and pulling them to you, or otherwise grabbing their sleeve or shirt. Training is done by practice with another fighter. You HAVE to have somebody help you out because there is no real substitute for a live human body that produces the same amount of restraint and resistance necessary for the user to use the skills appropriately in battle. Also a fair amount of balance is needed, so the user can also train by rolling and learning how to break their own falls. Sacrifice Throw Rank: D Description: The Sacrifice Throw is a simple lesson in conservation of energy. The harder the opponent attacks, the farther he gets thrown and the harder he's going to fall, so this skill does a rank more damage for every two ranks the opponent attacks it. The move itself works like a catapult, where the user grabs the shoulders of the opponent and places his foot on their center of gravity. The opponent's weight supplies the counterweight so as the user rolls onto his back and lets go of the shoulders, the opponent is flung over behind him. Guillotine ChokeRank: C Description: A very powerful strangulation technique best used against an opponent that is either trying to shoot (that is the physical attack, not gun shooting) or tackle the user, or otherwise has bent down, but can also be used in the air or on the ground. The user places his armpit on the back of the opponent's head and wraps his arm around their throat to squeeze it against their bicep and forearm. At the same time the user user wraps his other arm around to hold the opponent's arm back at the shoulder and also provide support as the hand of the choking arm latches onto the user's other arm, making the choke virtually unbreakable from the opponent's stance. Then the user only has to simply pull up on the choke, causing the opponent to black out after only a few seconds. Arm BreakRank: C Description: User grabs onto both arms of their opponent, or their sleeves, and pulls as they push their foot into the opponent's midsection to pull them down, but not necessarily to the ground. Instead the user's back rolls onto the ground first and from there they pivet to the opponent's side so they can pull their other leg onto the opponent's head and throw them to ground instantly from there. Then with one leg holding the opponent's midsection down and the other holding the head and locking the arm, the user uses his arms to bend the arm of whichever side of the opponent they're on. By bending the elbow across the hips you're subjecting the weak joint to the leverage of two strong forces, the pull of your thighs on the opponent's shoulder, and your hands on his wrist. With even just a little effort the user can destroy the elbow, effectively breaking the arm. Stage 3 This stage focuses more on combinations and violent strikes to take down an opponent. In it the user learns how to set an opponent up by giving them a very quick but almost harmless strike to push them off balance. This in turn becomes the perfect setup for many of the throws the style uses. Speed and strike training is thus needed so the user can land a strike quickly, or otherwise move across a great distance in an instant. Wrist ThrowRank: D Description: This is used as a counter for a punch, but can also be used once simply grabbing an opponent's wrist. After delivering a quick strike to either push the opponent off balance or promote them to strike, the user takes a half-step forward to meet and grab the oncoming attack before it can build up any speed or strength, making the opponent's strike useless. From here the user can either pull the grabbed arm over the opponent's head while the other hand pushes down on their face to ultimately throw them backwards onto ground, or they can shift past their opponent and swing the arm down. The pain thus causes the person to flip onto the ground rather than let their arm break out of its socket. Violent Vibration ComboRank: C Description: A fast charging technique where the user brings both hands up to their face like they're about to swing down with a katana, and then blast forward to strike down on an opponent's head. The user creates a soundwave of vibration from his hands to rattle the brain of the opponent, and because it is a vibration it can pass through just about any kind of head armor the opponent might be wearing. Hitting the head with the right hand vibration first before quickly following with the left, the user makes the opponent's head get battered bouncing around inside their own armor. While using this technique on an unarmored opponent can just as well cause them a lot of pain and dizziness, using it against an armored opponent in this sense will leave them unconscious. Stage 4 The style becomes even more deadly as the user is introduced to the more advanced grappling art of dislocation. Here the user will study the joints of the human body so that they can pinpoint exactly where to pull or strike in order to dislocate an opponent's limbs. Likewise they also learn how to pop them back into place if needed, so any partners they're training with don't suffer life-long injuries. In this stage the user employs the Training takes a less physical approach into studying books on human anatomy and testing the amount of pressure it takes to perform some dislocating attacks. Digit DislocationRank: D Description: A notoriously sadistic move where the user grabs either the hand or finger of their opponent, and then by raising it up and snapping it down, dislocates the hand from the wrist or otherwise breaks the finger. While this would be painful enough, the sadistic part comes from the user's tendency to hang onto the hand or finger once the damage is done, and then continue to move it around, causing tear-jerking pain and agony to the victim. Pure Aerial ThrowRank: C Description: This move only works on fighters Expert rank or above or fighters who have at least rank 9 speed. The user fires a number of quick strikes at an opponent, that they are actually expecting to dodge. The strikes are not meant to hit, but rather guide the opponent into making themselves fall through their own instinctual reflexes. Anaconda BiteRank B Description: Used when an opponent throws a punch, the user shifts their position and shoots their same arm of the corresponding side out. Then as their arms are about to collide the user snakes their arm around their opponent's to both lock it up and pull the arm into their armpit, which they squeeze down to imprison the arm. The user's same arm grabs into the opponent's shoulder, completely disabling the arm from moving. Then all in one violent motion the user pulls his arm back, moving down the opponent's arm, dislocating every joint in it down to the fingers. The victim will be pushed into a violent fit of agony from the pain and will be unable to move their destroyed arm. Human PretzelRank: B Description: A rather comical but efficient supressing technique where the user quickly folds and opponent's body into a painful and awkward position from which they cannot free themselves without outside help. Only works on either unconscious opponents or fighters two ranks or under the user. Stage 5 The final stage of Juijitsu marks the growth into a true master. Incredible and seemingly inhuman techniques are used that baffle the mind, and yet the user can often pull them off so effortlessly they no longer seem human at all. As a grappling master the user can thus grab and easily dislocate most limbs it can grab, making most attackers think twice before stepping within range of the user's reach. Training is taken to extremes and while it is left up to the user it must require them to rise to great levels of balance, speed, and strength. Phantom StepRank: C Description: An ancient jujistu technique that tricks the opponent into thinking the user disappears by having the user stay in the opponents blind spot. The user wears long pants to hide his knee movement and make an illusion of his center of gravity, when an opponent strikes they will be just a few inches off. He then enters the opponent's blind angles and makes use of the opponent's slightest movement to throw him. While the opponent thinks the user is gone and tries to retreat the user can surprise the opponent with a surprise attack. Lasts 2 posts, and has a 3 post cooldown. Dark WhirlwindRank: A Requires: Guillotine Choke Description: Can also be used during a Guillotine Choke already in progress, but usually the user strikes the opponent to force their head down and then instantly capture them in a Guillotine Choke. Using a quick and sudden spin the opponent's neck either breaks or they are simply made to pass out before the user spins them around through the air for up to 3 rotations before slamming their head into the ground. Counter Grab: Infinite Regenerating CircleRank: S Description: This is a really fast attack that is used as a counter-measure to being grabbed in the wrist, using this grab as a way to repeatedly throw the enemy headfirst into the surrounding environment so fast that the opponent's brain doesn't have enough time to recover from the shock of the throws. Even when the opponent instinctively lets go afterwards, they would have already been thrown multiple times. Berserker Only Techniques Pain ChainRank: A Requires: Human Pretzel Description: Same thing as the Human Pretzel technique but this time the user locks multiple enemies together in a bundle of limbs. Same limits as the Human Pretzel apply, and escaping is impossible from within. FINISHED!
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Posted: Fri Apr 15, 2011 10:16 pm
[Personal Style] [Please, bear in mind here that I'm trying to not copy everything from that damn "I can see everything" guy. The stage descriptions may be small, but I could fix it if its a problem... I'm tired as hell right now...] Baguazhang Quick, Evasive, Strategical  Baguazhang is an ancient fighting style thought to be lost within times own advancement, and only few would know its secrets. Baguazhang focuses more on strategy rather than charging in like an idiot. The users are often more strategical than others because this fighting style uses open palms for precise striking, and it sacrifices strength for speed. Bagua literally meaning 'Eight Trigram' and Zhang meaning 'Palm', this style uses unique skills rumored to block the passage of chi over time, though no one with the style has ever accomplished this before. Users of this style tend to be more fluid-like and tend to be very flexible. The users can let out a sort of aura of energy that, if needed, shows the user where the enemy currently is, but this range is quite short. Style Rules: -Must have at least 8 Speed to learn. -Must learn it from a master [meaning me], not that scroll crap. -Meditating is key to this style, because the users have to focus on just them and their opponent. -Elements can be added on to this style for a more dramatic effect. [Note: In this style, the palm strikes aren't a chain type attack. You can do eight palms normally if you want.] Stage 1 Stage one is the entrance to the style, and the user has begun t show fluid like movements. There are minor changed to his/her normal combat skills but not much. Stage one focuses on dodging, the user will have to become great at dodging since this style uses precision over strength. Requirements: None Chi Exertion Rank: E Requires: E Rank energy This skill becomes passive once the user reaches Adept Rank. At times, where the user is constantly dodging, there will be times where the user turns their back to their opponent, though this skill is only for 2 post, it is extremely useful. Once their back is turned, the user can exert their chi and use it to find disruptions in their chi area. This disturbance is any opponent within five feet of the opponent. Two Palms Rank: E A basic skill that is the base of the main skill of the style. Two jabs at the torso, simple as that. Though the users could add their element for a simple use of E Rank energy. Mental Trigram Rank: D Requires: D Rank Energy The user literally breaks everything down within a radius of 5 feet. They will have a chance at knocking down an opponent with the help of the epic random number. Using numbers 1-6, if number is 3 or 6, they have successfully spotted a weakness within the opponent and will have quickly striked at it completely. The disadvantage of this skill is that the possibility of failing in quite high being 4/6. Stage 2 After an introduction to the main skill, the user now has a base starting area in which he/she needs to improve on. This stage focuses on the skills of the style more than anything else. So the users style really doesn't change much. The user must be active nearly all of the time, being sluggish will only make it harder to learn for you. Run around the city at least once. [Run through at least five different topics.] Requirements: Novice Rank Four Palms Rank: D Requires: Two Palms A basic skill that is similar to the two palms, but its four palms. Can be done with element but will cost D Rank Energy. Eight Palms Rank: D Requires: Four Palms With the same intention as all of the others, just with 8 palms instead of 4 or 2. If done with element, cost D Rank energy. Chi Strike Rank: D Requires: Energy The user will use their palm and point it directly at the target and will fire off a near invisible, short blast of energy capable of knocking an enemy back several feet, though not hurting them too much. Stage 3 The user is diving into the more complex versions of the attacks of this fighting style. Its getting harder to keep up with the training and you find your self getting tired quickly during the training. In order to keep in touch with their physique the user must literally take at least ten post of non-stop exercising. Requirements: Adept rank. Chi Break Rank: C Requires: Energy, Chi Strike Similar to the Chi Strike, the Chi Break uses both palms for a more devastating effect. The skill is now capable of breaking to concrete, so if a person was hit, they would be severely hurt. Though this skill isn't as wide as an attack, because it is compressed. So its a little wider than a shot gun shell. Sixteen Palms Rank: C As the name says, the user strikes at the opponent 16 times with their open palm. If element is added, C Rank energy. Stage 4 At this stage, the user has become a nuisance to the opponent, making quick jabs and dodging. It’s taking a lot to get the user to get tired from moving because the user is quite literally constantly moving with grace. For training, the user will now take five post of stretching and doing moves that involves stretching the body like bridges etc. Requirements: Expert rank Chi Blast Rank: B Requires: Energy The Chi Blast is one of those moves to be reckoned with, because if you take the full blow, you might just get injured up to the point where you may not fight for a LONG TIME. The user will begin to emit their energy in quite a size, its almost as if its pouring out. While taking a solid pose so the user will not fall back, she will use her palm to shoot out a great spiraling wave of energy. This attack is almost as wide as a person’s head and while spiraling, the energy makes it seem almost twice as big. Though the full blast will easily break though the Adept ranked metals, the aura around it can only break through concrete. Stage 5 The final stage of the Baguazhang style, by this time the user should be moving in a graceful manner inside and outside of fights to the the tedious training. The user would have gained +1 to speed permanently, but would have gathered a -1 Strength. The training is quite simple now: stay fit. Do two post of stretching, two post of running, and two post of meditating to clear the mind. Requirements: Master rank Thirty-Two Palms Rank: B Like the other ones, the user will strike their target with the palms, but this time its 32 strikes. If element is added, cost B Ranked energy. Sixty-Four Palms Rank: A The final add on to the ‘Palms Strike’ and after getting hit with all sixty-four palms, it would be a miracle for the target to be standing, especially after adding the users element which would make it cost an A Rank. Berserker Only Techniques Final Break Rank: S Requires: Energy The user is basically giving her all in this last skill, the devastating effects will leave anyone caught in this skill dust. After coating their entire arm in energy, the user will strike toward their opponent and suddenly their favorite animal will shoot out of their arm in energy form to launch at the target.This animal is 5x the size of the user, and as stated above, will turn anyone it hits into dust due to the concentrated energy. One Hundred Twenty-Eight Palm Rank: S This skill was kept secret from most of the masters of the style because if certain people were to have it, then it could prove disastrous. Like the other ones, it uses the palms to strike 128 times at the opponent. If Element is added, it will cost an S Rank.
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Posted: Sat Apr 16, 2011 8:35 am
Flow Defesive, Control, Focus --  -- --Style Overview and History Here-- It was developed for the soul reason to protect others. No one truly knows who made this art because he truly didn't care for the attention. This Art takes years to make it completely Flawless. The art is focus on Defesive stances and counters, it only has very few offensive attacks. The user clears their mind of all other things prepared to make the the attacker disabled and unable to harm you or others. Stage 1 --The Basics-- --Focus-- E Rank Clearing you mind of all distractions and calming your body. Allowing the user to reach prefect state of mind. This only takes one undistrubed post to use-This is required for all skills- --Flip Kicks-- E Rank Requires:Focus When attacked with Bladed weapons, the user steps back and quickly back up dodging it and sending a small fury of kicks to the chest, head, or lower body doing light damage to the attacker but every kick forces them back with each kick Stage 2 --This goes with all the basic skills and adds more kicks and/or punches.All Skills need Focus to use.-- --Swarm of Fists-- D Rank When attacked they step to the side or bend back then quickly coming back sending 3-5 punches at the attacker. Doing alil more damage than flip kicks. --Push!- D Rank The name says it, before the attacker can completey finish the slash, the user steps up pulling both hands back and sending them into the attacks chest sending the though the air about 3 meters. Great for making distance between the user and attacker. --Roundhouse Kick-- D Rank Unlike the normal way people use this basic attack, it is put into it's ture use. When attacked the user brings his leg back and sends the leg up into the attacker if hit it lifts the attacker into the air leaving him open to more strikes Stage 3 --The Elements are you weapons now, using your elements to strike the enemy.-- --Elemental Focus-- C Rank Requires:E-C Rank energy The user goes deeper into their mind, tapping into their inner power, by using their elements to cover their Fists and legs. •Fire brusting from their skin making slight explosion from every hit. •Water curls around their skin and making the fist and legs into blades weapons. •Wind curls around their body making all the blows faster than normal(+1 Speed) •Earth comes from the ground and cover the fists and legs making much a much stronger blow. (Each only lasts 3-6 posts depending on energy use) Stage 4 --These is used when the the fight is getting worst and he starts to go into a fury of strikes or disabling moves. -- --Dont throw Things!-- B Rank In ranges based attack is fired at the user. While it flys at him time slows and the user closes his eyes. The sound of the projectdail vibrates though the air. If you get 1,3,6 you catch it! But if you get 2,4,7 you will get hit. Lycans/Werewolves chance of catching thanks to ears is 1,3,6,7 --I will take that.--- B Rank It strikes at with a close range weapon(not shotguns) the user could disable the attacker by going into the slash using their hands to grab the arm and quickly palm their weapon hand making then release the weapon. 2,4,6,8 To Disable. Failed 1,3,5,7 Lycans: 1,2,4,6,8 --Fury!-- B Rank This is one of the few offseive skills. By charging the attacked, they quickly moved close to them and sends a fury of kicks and punches. Roundhouse can be used with this to make it stronger and adding more attacks Stage 5 --The last and only choice if the attacker keep attacking the user. By go Ito their mind even more their reactions are quicker and more deadly.-- --Emotionless-- The user goes into their mind even deeper to were you lose your emotions. By losing your emotions, your mind is clear from everything but your attacker, increasing your reaction time and damage done (+1 both) It lasts for three posts --FINISH HIM!!!-- S Rank (Thank Mortal Kombat) The user does what none that learn this art want to do. They will adept to kill their attacker by breaking though the chest of the attacker and ripping out their spine. NOTE: This is only used if it has to be done. The users of this do not believe in mindless killing. Berserker Only Techniques --Enough of you-- S Rank This skill is extremely painfully. The user charges the enemy and goes for their limbs. Using their speed and power to adept to break their arms and legs with great force. Be creative (FIRST ONE TELL ME WHAT YOU THINK!)
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Posted: Sat Apr 16, 2011 9:17 pm
Fenrir: Yeah...I approve XP
Maddigan: Take the stages out. Weapon skills don't have stages. As for elemental skills...you should add a skill that specifically adds an element to the chakrams.
Kemo and Angel: Delibirating wink
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Posted: Sat Apr 16, 2011 9:34 pm
BluewolfofMibu Fenrir: Yeah...I approve XP Maddigan: Take the stages out. Weapon skills don't have stages. As for elemental skills...you should add a skill that specifically adds an element to the chakrams. Kemo and Angel: Delibirating wink Question what does that mean? I am a bit high(p.s. Sorry about pronta trouble)
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Posted: Sat Apr 16, 2011 9:36 pm
It means he is still thinking about it.
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Posted: Sat Apr 16, 2011 9:37 pm
It means that I'm reading through it still xp
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Posted: Sat Apr 16, 2011 10:07 pm
Sorry baking at the moment
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Posted: Sat Apr 16, 2011 11:03 pm
BluewolfofMibu Fenrir: Yeah...I approve XP Maddigan: Take the stages out. Weapon skills don't have stages. As for elemental skills...you should add a skill that specifically adds an element to the chakrams.Kemo and Angel: Delibirating wink Oh, I see. Alrighty, I'll go take the stages out. Also, I'm not entirely sure what you mean by your second point...the Arcane Chakram does add an element to the weapon, but I didn't think it would make sense to be able to add that element without already knowing the basic elemental skills. Her Guardain Angel Sorry baking at the moment Ah, partaking in them 'baked goods', eh? Man, I miss those days. So much burning_eyes that I could just sit on the couch and watch season 1 of Metalocaplypse over and over again until my friends and I were each a different member of the cast. I was always Pickles. cool
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