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-o-Havik-o-
Vice Captain

PostPosted: Wed Aug 10, 2011 11:16 am


Azeiel The Fallen
First this is a Pots, Iwa style, so you must get the creators permission for this style.

After that I am sure we can come up with something.
PostPosted: Wed Aug 10, 2011 11:18 am


-o-Havik-o-
Azeiel The Fallen
First this is a Pots, Iwa style, so you must get the creators permission for this style.

After that I am sure we can come up with something.

I am currently in the process of doing so. I would request that no mods judge this until I hear back from him.

Azeiel The Risen

Feline Pumpkin

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-o-Havik-o-
Vice Captain

PostPosted: Wed Aug 10, 2011 11:23 am


Azeiel The Fallen
-o-Havik-o-
Azeiel The Fallen
First this is a Pots, Iwa style, so you must get the creators permission for this style.

After that I am sure we can come up with something.

I am currently in the process of doing so. I would request that no mods judge this until I hear back from him.
Your post has been deleted, please refrain from posting anything until you have creators permission. This is to prevent any sort of drama, or misunderstandings.
PostPosted: Thu Aug 18, 2011 11:08 pm


iJwlz-kun
Tousenjutsu
Speed, Control, Range

User Image
______________________________________________________________


History
- During the previous war ninja have realized that close combat can lead immediate injury or death, so they have studied the style of puppet masters in order to create effective weapon techniques that can be used from a distance. This group of researchers began to write and develop a style based on how ninja had already used wires for traps, or alter ninjutsu and the movement of weapons. By combining these ideas, ninja have been taught a new, useful bukijutsu style.

Description
- This style that requires the use of wires by themselves or with various weapons like a sword, daggers, a yo-yo, kunai, or shuriken. Using wires is a tactical style meant for close to mid range combat that keeps the fighter from being hurt by overwhelming the foe with speed and quantity. It can also be used for long range, but not until a further stage is reached. The fighter's hand-eye coordination is superior to most other ninja of their rank, and he should have a body that moves quickly in order to stay ahead of the opponent. Because the wires can be a weak defense and hard to control, the fighter also learns how to become very agile in order to evade opposing attacks.


The bold section: How?

You need to explain how the wires work with those weapons

Quote:


Training
- Training should be bare handed so to develop dry skin. Gloves are recommended for real fights to prevent the hands from bleeding too much. Naturally, as a fighter, your style will be at a distance. This can only be learned as a primary bukijutsu style.
Stages 1 & 2-- The methods of training should consist of aiming for targets as you learn your techniques. Because this is primarily a defensive style, it's best to train with a partner or teacher for blocking, grappling, and evading



Quote:
.
Stages 3 & 4-- Practice maneuvering on wires as you control them. Don't fall. You can also practice using your wires with any weapon in your arsenal. The benefit of reaching this stage is that a partner isn't needed, you can practice using weapons targets.


If I'm reading this right the person is moving on the wire they've thrown? Even by ninja magic that's impossible unless the wire is anchored at both ends.

Quote:

Stages 5 & 6-- You're pretty much the master. Now you should aim for long distance targets, practice controlling wires without touching them, and fight against multiple partners for training.


Quote:

Also try mixing your element with the wires.


This might cause some issues because we don't want to impinge on the Weapon Master territory.

Quote:

______________________________________________________________


~Stage One~
+
Should compose of the oh-so-horrid basics: they start by learning how to use a single wire for trapping the opponent and in combination with physical attacks. Then they move on to evading and parries in case the enemy counterattacks. By the end of this stage, they should be able to use two separate wires and have great coordination.

Requriement: Must have agility has either a primary or secondary attribute



Fine

Quote:

-Stage One Techniques

Grip Block [E-Rank]
Description:
By holding onto a wire and supporting it with your thumbs, you can block a hard swing. This technique works best when the wire is wrapped around your hands.



I think i get what you're saying here, but it's physically unlikely to support any blocking of a weapon, but fists. Make it exclusively affect Taijutsu attacks and even then you need a NOT AUTO-BLOCK ANY TECHNIQUE clause.

Quote:

Grip Choke [E-Rank]
Description:
After getting behind the opponent, you can weave the wire over the enemy's head and begin to choke them by pulling back.



Great
Quote:

Far Evasion [E-Rank]
Description:
An elegant dodge that makes it seem as if a physical attack has missed by a mile. It's an intimidating move, but it leaves almost no chance for counterattacks.


Obviously this move does not actually increase your evasion but make it seem like you're better than you actually are, and consumes your jutsu for the post. Needs an NOT AUTO-DODGE clause, or if you want it to actually increase the ability to dodge your need an extra Stamina Drain that scales with the rank of the technique being dodged.

Quote:

Grip Pull [E-Rank]
Description:
Usually used in a combination. The wires are thrown behind the opponent to yank them in for more hits.



Excellent.
Quote:

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

~Stage Two~
+
Moving on to multiple wires while learning more complex strategies and traps. They also continue to practice basics in order to stay agile. This is also the stage that ninja can learn how to start controlling the movement of a single wire. Eventually handling a handful of wires will be no problem and a single wire should be completely under control.
Prerequisites: Learn all techniques from stage one.



Cool

-Stage Two Techniques

Quote:

- Massive Block [E-Rank]
Description:
A block with multiple wires to greatly increase resistance.


Same thing as the first block, make it rank D, but now won't be broken by weapon attacks of E rank

Quote:

Massive Pull [E-Rank]
Description:
Tossing multiple wires around the enemy in order to pull them in. There is less of a chance that the enemy will escape due to the fact that the wires would be pulling from head to toe.


Fine but needs to be D-Rank

Quote:

Close Call [E-Rank]
Description:
Attacks can be evaded to the point when they are scraping against clothing without causing damage. It's much easier to counterattack now.

D-rank + what I said about the other dodge move.

Quote:

Fix It [D-Rank]
Description:
If a wire is not in the position or setting you want it to be, you can use chakra to move it quickly.


Fantastic but needs to be set as D Stamina + 1 unlowerable Chakra as cost

Quote:

Trap Choke [D-Rank]
Description:
A wire is set in a loose, circular tie. When the loop ends up around the opponents head, you pull on the other end which will cause the wire to wrap around the neck. The harder you pull, the tougher the choke.


Fine.
Quote:

Slow Trap [D-Rank]
Description:
A single wire quietly moves on the battlefield. It slowly wraps around a limb to trap it in place.


Another one that needs a +1 chakra to the cost.

Quote:

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

~Stage Three~
+
Finally, fighters are taught how to utilize weapons with the wires as they continue wire control practice with their chakra. Soon they can fluently use their other weapon styles with the wires and lightly control a few wires.
Prerequisites: Learn all techniques from stage two. Must be chuunin rank.



Clarity required on how the style is used with other weapons.

-Stage Three Techniques

Quote:

Projectile Trap [D-Rank]
Description:
Tossing one, or multiple, projectiles around the opponent in order to get them caught in the wires.

In order to use this technique you need to make a post clearly prepping the projectiles and wires (does not count as a jutsu action) but using the actual jutsu does. Must link to preparation post when used.

Quote:

Barbed Wire [D-Rank]
Description:
Spikes grow all around whichever wire that is being controlled by your chakra.
COSTS CHAKRA



Does not make sense. Chakra does not equal magic effects. Maybe coating the wire in chakra that inflicts light cuts on whatever it touches (except user) and friendly fire is possible. I like a clear Chakra and Stamina cost. like E Stamina + D or C Chakra is my suggestion. Technique needs to be C-rank.

Quote:

Thread Walking I [D-Rank]
Description:
Now that you're becoming one with your weapon, you can stand or quickly walk across wires without falling or using chakra.



Useless ability as already provided by Agility in Slot 1 or 2 which is a style requirement. Already established that running on thrown wires that are not anchored is impossible.

Quote:

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

~Stage Four~
+
The ninja is finally developing his own unique style. By combining ninjutsu, taijutsu, and bukijutsu, he has officially graduated from the beginner stages to an upper class novice. Here you learn how to control multiple wires with ease, but they cannot move at a speed that would hurt the enemy.
Prerequisites: Practice for 7 posts and learn at least 2 techniques from the stage three.


Sounds fine.

-Stage Four Techniques

Quote:

Wire Fade [C-Rank]
Description:
Wires can pass through each other if necessary.



Does not make sense. Perhaps moving the wires rapidly with precision to give the illusion of them phasing through it each other but otherwise this can't be included as it passes into time/space territory.

Quote:

Wire Formation [C-Rank]
Description:
By placing a hand on any metal, you can form wires. This doesn't work if the opponents chakra is directly running through the metal.
COSTS CHAKRA



doesn't make sense. If you mean drawing out metal with chakra and shaping it into wires for use that is a slippery slope of approval, it would need at least a B or A rank cost plus a bi or tri-postly upkeep cost of D-rank chakra if not using the wire for named attacks but C chakra for named attack or else the wire falls apart. would need a chakra cost only no stamina in the cost section.

Quote:

Wire Burst [C-Rank]
Description:
Wires are bundled up, or are formed into a spiral/circular shape, and then they expand outward quickly with a powerful force.
COSTS CHAKRA



Sort of like a small drill of wires? Sounds cool. Mark its stamina and chakra costs clearly. define powerful.

Quote:

Quick Catch [C-Rank]
Description:
After being knocked over, you can use your agility and speedy thinking to recover yourself before hitting the ground with wires or your bare hands.

Set as a no cost for not using wires, but an E cost of stamina when using wires, with a cooldown of 3 posts. Mind you, Agility ninja cannot be knocked off their feet and always land on their feet, so perhaps it is best to note this as a mid-air tech? SPIDERMAN!

Quote:

Projectile Combo [C-Rank]
Description:
After tossing a projectile weapon, the wires can be pulled in order to rapidly toss and throw them back at close range, or to catch an enemy off guard from behind.
• Projectile Trap


Excellent. Follow the instructions for prep post and linking that post for this one as well (like in projectile trap)

Quote:

Thread Walking II [C-Rank]
Description:
You now have the ability to run across the wires without a problem.
• Thread Walking I



Same issue with the original

Quote:

potato


I've only done some of the style because im a tad busy right now but I'll review the rest soon, so that should give you time to make some edits while I do the other half. PM me ONLY when edits are made for the entire style are done following my evaluation of the rest of the style. Working on some suggestions for techniques for you.

Augoeides
Vice Captain

Romantic Hunter


Augoeides
Vice Captain

Romantic Hunter

PostPosted: Thu Aug 18, 2011 11:10 pm


Deil sends his apologies to everyone, life removed the stick from its a** and tried to beat him to death with it. Well not quite, but life has been life. He is reviewing things, and I'll be doing what I can to ease some of the burden and hopefully he'll be able to respond soon.

Until then, forward queries and requests to me via PM to avoid cluttering the thread.

Thankyou.
-Auggie.
PostPosted: Sun Aug 21, 2011 8:30 pm


Small Arms Style

Small, Underestimated, Deadly
User Image


History: For as long as there have been shinobi there have been small concealable weapons. These began as close range weapons, though many evolved to eventually be used as long range projectiles. Nevertheless, the strengths of using these weapons up close and personal have not been overlooked by some ninja and these proud shinobi have perfected this form of fighting into an art of death.

Rules:
1. This style uses senbon and kunai at close range in various ways. Some abilities require one rather than the other.
2. Cunning must be one of your character’s attributes(it doesn’t matter which one). It takes a sharp mind to pinpoint where to strike for the maximum effect
.

Training: Each level of this kenjutsu requires a certain number of posts training a certain area. (precision striking, blocking, using multiple weapons, etc.)



E Rank Stage
Description: At this stage the shinobi only has enough skill to use a single kunai or senbon at a time.
Training: This stage requires 5 posts of training the precision of your strikes to master.


Precise Strike
Rank: E
Requirements: Kunai or senbon. (single or dual, though only one will be used in the event of dual wielding.)
Description: The shinobi aims a stab or a slash at an opening in the opponent’s guard
.


D Rank Stage
Description: At this stage the shinobi has acquired the familiarity with their weapons to use two at once.
Training: This stage requires 5 post of training to use two weapons at once to master.


Dual Strike
Rank: D
Requirements: Dual kunai or senbon
Description: A double stab using both kunai(or senbon) to strike from two different angles.


Cross Slash
Rank: D
Requirements: Dual Kunai
Description: A move where both kunai are slashed horizontally in opposite directions, (the left hand kunai would be swung to the left and the right hand one to the right) parallel to each other, and so close that they almost touch as they meet in the center. This move is used both to lock an opponent’s weapon with one kunai on either side or simply as a straightforward attack aimed at a vital area. (most notably the neck or Achilles tendon
.)


C Rank Stage
Description: At this stage the shinobi has become quite competent when it comes to using two weapons at once. With this competence comes the knowledge that defense is as important as offense and so they have now begun training defensive maneuvers.
Training: Must train for 7 posts blocking attacks with your weapons. Single wield or double. This requires a helper or clone to do the attack.


Angle Block
Rank: C
Requirements: Kunai (dual or single)
Description: By holding the kunai parallel to their forearm with the point towards their elbow the shinobi deflects attacks that they would otherwise not be able to. (A sword can be deflected to the side in this way. If the opponent is two ranks higher than you in strength then the attack isn’t deflected, though it can still be blocked from doing as much damage as it would normally do. A weapon the size of Zabuza’s sword would have the same effect from someone one rank lower in strength. A weapon of equivalent size in the hands of someone two ranks higher in strength will fully break through the block.)


Cross Block
Rank: C
Requirements: Dual kunai
Description: By holding the kunai with the blades pointing out the top of the fist and crossing them in front of them, the shinobi can block much stronger attacks then they would normally be able to. The kunai take the brunt of the force and bending the joints of the body slightly absorbs even more. In this way the force of the strike is lessened enough to the point where the weapon doesn’t break through. (This technique is useful for a weapon too heavy to be fully blocked by the angle block. Because of the absorption of the force generated by the attack it can easily block a weapon the size of Zabuza’s sword with only a little difficulty. Only an opponent three ranks higher than you in strength can even force a little of the attack through. Though if this happens they run the chance of hitting you in the head and killing you anyway if you are not careful.)


B Rank Stage
Description: At this stage the shinobi has learned the necessity of reinforcing and improving on the basics principals of fighting with kunai/senbon and precise attacks.
Training: This stage requires the shinobi to train and improve the precision of their attacks even further for 12 posts to master.


Pressure Point Paralysis
Rank: B (Rank C for training purposes if a medical ninja)
Requirements: Senbon (dual or single, though in the event of dual wielding only a single senbon is used)
Description: The shinobi takes their senbon and stabs it into a pressure point on a certain part of their opponent’s body, paralyzing that part for two posts, or until the senbon is pulled out(must specify which part). (Note: If the forearm or hand is hit than the forearm and hand are paralyzed, if the lower leg or foot is hit then both are paralyzed, if the shoulder/upperarm is hit the entire arm/hand is paralyzed, if the upper leg is hit the entire leg and foot are paralyzed. This technique has no real effect on the chest or head.)


Armor Piercing
Rank B
Requirements: Kunai (Single or dual, though in the event of dual wielding only one is used)
Description: Using a kunai for its original purpose of piercing through armor, the shinobi strikes the weak point of an opponent’s armor and punctures straight through
.


A Rank Stage
Description: At this stage the shinobi has practically mastered the normal techniques of the Small Arms Style and has begun to adapt their style to their own personal strengths. At this level all shinobi also gain the ability to fight with three kunai in each hand, each one held between two fingers with the blade pointing out. (Fighting this way of course restricts range and the attack angles, but grants more damage on a successful attack.)
Training: Training is based on the character’s own strengths. If they use speed, strength, cunning, or intelligence the training must reflect that. Beyond that at least 7 of the 15 posts used to master this stage must be about training to use three kunai in each hand.


Pressure Point Destruction
Rank: A (Rank B for training purposes if a medical ninja)
Requirements: Senbon (single or dual), Speed attribute as primary or secondary
Description: An incredibly fast shinobi can move fast enough to strike several pressure points in a single technique. If they hit every body part enough to paralyze them then the opponent will be completely paralyzed for 5 posts. (or until the needles are pulled out.)


Armor Destruction
Rank: A
Requirements: Kunai (single or dual, though in the case of dual wield only one is used), Strength attribute as primary or secondary
Description: By combining their superior strength with the kunai’s own normal armor piercing capabilities the shinobi can stab through most armors with relative ease without needing to try to find a weak point.


Deceptive Fighter
Rank: A
Requirements: Dual wielding senbon or kunai, Cunning as primary or secondary attribute
Description: The shinobi uses their cunning and wit to make the opponent focus on one of their weapons while attacking with the other. This is usually done by spinning one weapon in their hand, thus drawing the opponent’s attention to it, and quickly striking with the other, attacking heavily with one weapon so that the opponent is expecting an attack from that one and then attacking with the other, or simply attacking with both so that they can only block one attack.


Agile Strike
Rank: A
Requirements: Kunai or senbon(single or dual), Agility as primary or secondary attribute
Discription: Using the momentum of an attack with the kunai or senbon the shinobi is able to send a kick at their opponent, seamlessly comboing it with their previous attack. (This can be done while wielding one of two kunai/senbon)


Tactical Strike
Rank: A
Requirements: Kunai or senbon (single or dual), Intelligence as primary or secondary attribute
Description: This technique is meant to try to create an opening for an ally. Without doing a follow up attack the shinobi knocks the opponent’s weapon to the side(or tries to occupy both his/her hands if they have no weapon) so that an ally can use the opportunity to attack.


Ventilate
Rank: A
Requirement: 3 kunai or senbon in each hand
Description: A quick series of jabs (three at most, four if you have the speed attribute as primary or secondary) aimed at the opponent’s chest with the intention of puncturing their lungs or stabbing the heart
.


S Rank Stage
Description: At this stage the shinobi is now a true master of the Small Arms Style. While they will continue to push themselves, as all great warriors do, there is truly nothing more this shinobi can learn.
Training: Requires that the shinobi knows every technique in this style that they can learn as well as 20 posts of actual sparring or fighting where they use a technique from this style.


Corkscrew
Rank: S
Requirements: Dual kunai (also requires an extra 5 posts of practicing the handstand beyond the normal number of posts needed to learn this technique. If you have Agility as a primary or secondary attribute then it only requires the normal amount of posts to learn.)
Description: The final attack for the Small Arms Style. This technique is best used when the enemy is not suspecting it or has left themselves wide open. The shinobi holds one of kunai with the blade pointing up from their fist while the other points down. They then jump so that they are doing a handstand with their hands on either side of the opponent’s neck and quickly twist their entire body, simultaneously slitting the opponent’s throat in a complete 360 degree circle all around. They then land behind the opponent.
 

Illusion158


Deil Grist
Vice Captain

PostPosted: Sun Aug 21, 2011 9:21 pm


Illusion158

While I appreciate the effort, your style is just too simplistic to admit. What I mean by that is techniques such as this:
Precise Strike
Rank: E
Requirements: Kunai or senbon. (single or dual, though only one will be used in the event of dual wielding.)
Description: The shinobi aims a stab or a slash at an opening in the opponent’s guard.

If we allow this style to be made, that means its techniques cannot be done without having the style. If I were to accept a technique like that, then nobody but people with the style could stab or slash at opponents. Even your A-rank attacks, like the tactical strike, are too generic to allow. Parrying a strike so someone else can attack is a very simple maneuver. So essentially what I'm trying to say is you need attacks that aren't so generic. The projectile custom being created by Jwlz is going to be themed around causing your projectiles to bounce off each other in flight to change direction, and she's going to build her techniques from there. So decide on the theme of the techniques you are going to use other than the fact that they only include projectiles, and then we can work from there! ^v^

*Also, can you make your font size a little smaller please?
PostPosted: Sun Aug 21, 2011 10:00 pm


Deil Grist


Alright. The real reason the E rank technique and the tactical strike technique are so simplistic was because I couldn't quite come up with a low rank technique or a technique that utilized intelligence. (wanted to make it so anyone could gain something special from A rank. But I honestly have no idea what to give intelligence.)

Beyond that, well I'm not really sure what kinds of flashy things could be done with kunai and senbon in close range that wouldn't rely on one attribute or another. I tried to make this style so that anyone could gain something from it. (In real life you can have a fast person and a strong person who both use the same style. They'd have some moves the same but some would be unique to one or the other or done slightly different. I tried to show that with this style.)

As for theme, I just thought a weapon style was well, a weapon style. Simply a way of fighting with a specific weapon. In real life the kunai was only used for stabbing, in the show its just stabbing and slashing. Perhaps I simply thought to realistically, but I'm not really sure how I could give a style like this a theme beyond precision and then adding a person's own strengths. As I said, I wanted to make a style that was really accessible to everyone, the only reason I added the cunning rule is I thought it might not be allowed if it didnt have some sort of restriction. If necessary I can simply remove it, though I would like to find some way to change it to work, I just can't think of one that really stays with what I envisioned.

Illusion158


-o-Havik-o-
Vice Captain

PostPosted: Sun Aug 21, 2011 10:35 pm


Illusion158
Deil Grist


Alright. The real reason the E rank technique and the tactical strike technique are so simplistic was because I couldn't quite come up with a low rank technique or a technique that utilized intelligence. (wanted to make it so anyone could gain something special from A rank. But I honestly have no idea what to give intelligence.)

Beyond that, well I'm not really sure what kinds of flashy things could be done with kunai and senbon in close range that wouldn't rely on one attribute or another. I tried to make this style so that anyone could gain something from it. (In real life you can have a fast person and a strong person who both use the same style. They'd have some moves the same but some would be unique to one or the other or done slightly different. I tried to show that with this style.)

As for theme, I just thought a weapon style was well, a weapon style. Simply a way of fighting with a specific weapon. In real life the kunai was only used for stabbing, in the show its just stabbing and slashing. Perhaps I simply thought to realistically, but I'm not really sure how I could give a style like this a theme beyond precision and then adding a person's own strengths. As I said, I wanted to make a style that was really accessible to everyone, the only reason I added the cunning rule is I thought it might not be allowed if it didnt have some sort of restriction. If necessary I can simply remove it, though I would like to find some way to change it to work, I just can't think of one that really stays with what I envisioned.

What if you based the style off Vin Deisl's movements from the chronicles of Riddic?

They were fast, and strong, so you might excel in the spinning, and precession of the style, were Havik would excel in the brute force thrust he does. The spinning, and unpredictable of Riddic's style would also fit your cunning requirement, and since he uses small knife like weapons then it seems a perfect fit. This is of course just a rough idea, to give you a bit of a basis to start from, if I suggest watching the movie, and thinking about what you want your RPC to do, doing that will give you some GREAT idea's, works for me every time I do it. (Different situations of course.)
PostPosted: Sun Aug 21, 2011 10:46 pm


Hmm, not too bad an idea. It's been a while since I watched the movies, though I know someone who owns them so that wouldn't be too difficult. I'd just have to remember to pay attention rather than simply watch lol I'll see if that gives me any ideas. Though I wont get to see it until this upcoming weekend so I suppose itll have to go on the backburner until then unless I figure something else out in the meantime.

Illusion158


Malfrost

PostPosted: Wed Sep 07, 2011 7:08 pm


Gin tamashī o ken no yōshiki(Sword Style of the Silver Soul)

Fast, Agile, Adaptive


User Image


The Gintama o ken no yoshiki was derived from the sword-style of one known as the White Devil. No one knows the White Devil's true identity, but he was a Samurai of great skill and prowess in the latest Great Shinobi War. His Style focused on speed and maneuver, to create opening and gaps in a foes defense which could then be exploited in an instant.

Rules
-Speed and Agility are required as Primary and Secondary Attributes

-Katana must be primary weapon.

General Fighting Style

The Gintama sword styles relies on speed and quick reflexes to outmaneuver and kill an opponent. The user only keeps one hand on the katana at most times, only adding his other hand for blocking or when power is needed. Otherwise, the second hand is held near the waist, to be used to grapple an opponent, to gain leverage over an opponent, or to be used as a weapon itself. At later stages, a user can pick up a one handed weapon of any sort and use it effectively as an offhanded weapon at the price of sacrificing the ability to use their off-hand for grappling and other techniques. Users also become very flexible as many of their techniques require them to move their bodies about in rapid secession.

Training Methods

A practitioner trains in the Gintama sword style via basic swordplay and drills. They practice drawing and swinging their sword and often use training dummies to stimulate targets. However, many prefer to find a willing training partner and spare with them using a Boken. In order to advance to the next rank, the user must have trained for a designated number of post, and then be involved in either an intense spar or a life or death match in order to advance.

Stage One Mastery: 6 post of training, no fight required

Stage Two Mastery: 10 post of training, atleast a 5 post spar

Stage Three Mastery: 15 post of training, atleast a 8 post spar.

Stage Four Mastery: 20 post of training, atleast a 10 post spar.

Stage Five Mastery: 25 Post of training, atleast a 15 post spar.
-----------------------------------------

| Genin |
- Stage One -

The user learns the basics of the style and learns to hone in on their speed and reflexes. Basic strikes as well as how to effectively use their off-hand as a weapon on its own in partner with the sword in the main hand. Users are also taught how to be more fluid and dynamic in their motions, to add a sense of unpredictability to their attacks.

Techniques learned:
Quick Draw: The user practices drawing their sword from their sheath so much, it has become second nature to them and that can draw their blade in an instant and at a moment's notice. The draw happens so quickly that only a Shinobi whose evasion rank it at or above the user's speed rank. If below, the draw is simple unnoticed by the opponent until there is a rather large gash makes it apparent what occurred

Speed Slash: This technique involves the user creating somewhat of an optical illusion. With a flick of his wrist, the users makes the blade flash for a brief moment, making it seem like a strike in coming from one direction. Then with another quick flick of the wrist and a turn of the elbow, the strike comes from the completely opposite direction, catching the enemy off guard. Only a foe with fairly keen awareness would be able to catch the feint while in motion.

Headache Counter: Used when countering a strike that the user can effectively see coming. The user will parry the strike with his sword, and then quickly bring his off off-hand up to perform an uppercut the foes chin, followed back a quickly back-hand from the off-hand as well. If goal being to off foot the foe so a quick strike can be performed with the blade.

| Chunnin|
- Stage Two -

At Stage Two, the user focuses on become more maneuverable and agile so that he can effectively weave circles around his foe to effectively create gaps in their defenses. The user, though intense training becomes more agile and flexible, as these become vital during this stage of training as the basics of gain leverage over the opponent are learned as well as, maneuvers that, if preformed wrong, can put the user in a dangerous position, but if preformed correct, can create large gaps for the user to exploit.

Techniques Learned:

Disarm Counter: A more advanced counter that takes considerable practice to master. When the users is able to successfully read and dodge a strike, he can being his offhand up to the foe's wrist and attempt to pinch the nerve points around their wrist, forcing them to drop their weapon. Wither he succeeds or fails, he delivers a swift kick to the gut at his foe to create distance after the attempted disarm.

To determine wither or not the disarm will be successful, the roll of a six-sided dice by the users opponent will be used.
For opponents of equal ranks, a roll of a 4,5,or 6 will result in being disarmed.
For opponents one rank higher than the user, a roll of 6 is needed to be disarmed. For opponents of two ranks higher, then cannot be disarmed.
For opponents one rank lower than the user, a 2 through 6 will result in being disarmed, if the opponent is two or more ranks lower, they will automatically be disarmed.

Spinning Strike: This technique is preformed via gaining partial leverage over a foe. The user will first attempt to strike at the foe with his sword, before proceeding to use his off-hand to either grab the foes shoulder and spin him, or to deliver a swift and fast strike to the side to knock the foe off-balance which is followed quickly by a kick to cause the foe to spin and stumble, leaving him open to attack.

Pivot Counter: A counter designed to deal damage to the foe. The user will rush the foe and as the foe attempts to strike him, he will dodge the strike by either going low or going high, then using either the side or shoulder of his opponent as support, he will push off with his off hand and pivot his body around, which leaves him able to strike at the foe's now exposed back.

| Sp. Jounin |
- Stage Three -

At Stage Three, the users learns how to effective wield weapons in their off-hand. Weapons used in the off-hand can run the gauntlet from simply another katana to any range of other one handed weapons such as maces, knives and other forms of swords. While wielding an off-handed weapon, any technique that requires grabbing an opponent to be used cannot be preformed while the off-handed weapon is in place. Also, because it is the users off hand, it is naturally slower than their primary hand and therefore, every strike delivered with an off-hand weapon is .5 in rank slower.
Techniques learned:

Soaring Strike: The User will run towards in opponent, and then, using his superior speed, literally run up the side of his opponent's chest, while delivering a blow to the head with his off-handed weapon, followed by a quick pivot and strike at the back with his katana.

Double Quick Draw: An advanced version of the normal Quick Draw, the Double Quick Draw involves drawing both weapons within an instant of each other for maximum damage. The user will actually draw their off-handed weapon first in an attempt to hit their opponent with their slower moving hand first, follow almost instantly by the drawing of the katana with the primary hand to carry on the attack.

Swift Counter: Another counter designed to do harm to the user's foe, the user will block an incoming strike with one of his weapons and then proceed to force open an opponent's defenses by pressing home his attack with both his weapons in rapid succession of each other.
-----------------------------------------

| Jounin |
- Stage Four -
At this stage, acrobatics and extreme precision are added to the users already deadly arsenal of skills. Users learn the locations of the bodies vital spots and training to hit them with extreme precision. Also, in the state, the users is taught how to send takes into the air and how to effectively give chase while the target is still airborne. Also, at this point, the swordsman has matured enough to understand the White Devil's true meaning of fighting..and it is not to kill, but to protect one's soul, which includes everything one holds dear.If the user has not learned this lesson by this point, then his effectiveness in combat decreases, taking a -1 rank drop in both speed and agility and cannot advance to the final stage.

Arial Chase:The user launches the foe into the air, normally with a series of kicks and then quickly jumps above the foes and strikes at them with their blade, normally going for impalement of the gut as the users simply lets gravity do the work for them.


Vanishing Strike: The user will leap into the air and descend upon the foe like lightning, then, at the last moment the user will strike, moving so quickly that only a trailing image of the user will be seen by the foe before the user is behind them...having created a nice gash on the foes side in the process. Only high level trackers will be able to detect the users true intent.

Vital Points Strike: The users has learned all the exact locations and proceeds to aim quick and precise strikes at theses points. Normally occurring in rapid succession that a normal person would see it as one strike, when actually there is one strike per vital spot. To block all the strikes requires amazing relflexes


|Sannin/Kage |
- Stage Five -

At this stage, the users has reached the pinnacle of speed and agility, moving so quickly that only the best of the best trackers can even hope to keep up with them. Also at this stage, the users has surpassed caring about protecting his life and instead protects his soul, that is, his values and friends more then he does his own life. The user will fight to great lengths to protect his soul, but his actual life in danger often to do so.

Howling Stirke: This technique actually starts by the user drawing his sword back so quickly, that a vacuum of air is created in front of him, sucking all surrounding opponents into the void, effectively off-footing them and leaving them completely exposed to the forthcoming strike by either the katana or the offhand weapon.


Current of Death: The users rushes the opponent slashing his blade in such rapid succession that it doesn't even appear to exist to the normal eye. Multiple strikes are aimed at all the vital spots on the body and for someone not on par speed and agility wise with the user, this spells almost certain death.

Blade Shatter: By coating their blade in chakra, the user user becomes able to shatter normal blades with ease when the two blades come into contact, rendering other swordsmen useless. This is normally followed by a prompt asking the foe to surrender peacefully. This technique will not work on custom weapons. ((Cost A rank Jutus chakra to coat the blade and the coating last for three blades))


To Protect One's Soul: The final technique the user learns, and it can only be used when something more important then the users life on the line. The user will sheath his sword and await for his opponent to either do the or for his opponent to charge him. Then the user will draw his sword with all his conviction, putting his very life on the line, totally exposing himself to take down his foe, but the strike will be so fast that only someone on the same speed and agility level will even see the draw on time, then if this is met, the foe will use a random number generator. If even, the foe is hit by the strike, if odd, they manage to avoid it and have a clear strike at the user. If the strike hits, the user will determine wither to merely shatter the blade, or land a near fatal strike on the opponent.

 
PostPosted: Sun Sep 11, 2011 1:03 pm


iSuperKamiTenchi-kun
Kanjo-Tekina Ikari

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Description: Kanjo-Tekina Ikari is a style solely derived from emotions, turning your feelings into fuel for power. This style is enigmatic, and not much is known behind the mechanics of how it works. The only way to learn more about the way of Kanjo-Tekina Ikari is to learn the style itself. Pupils are normally very emotional; they normally reach extremes of how they feel. When they are happy, they are jubilant. When they are angry, they are furious. Masters of this style have complete command over their emotions and always appear calm, nearly to the point of emotionless. It is assumed that chakra is affected by emotions, which is what may make this style so powerful. Apprentices and Masters of this style are known for their secrecy and temperance. Masters and disciples alike will feel mentally drained after using the Kanjo-Tekina Ikari. This Taijutsu belongs to no one group of people; its origins are unknown, so it is passed down sporadically. The style centers around agile movements and enormously powerful attacks. Blows are swift and deadly, strikes revolving around pressure points and vital spots. Its disciples have very low stamina and the higher you climb through the stages, the more likely you are to receive serious injury. An unfortunate trade-off for its ludicrous power.


Stage One: Hate (E-Ranked)

Description: The user is completely new to the technique, and the idea of using emotions to rule your actions is extremely strange. They will know no defensive techniques, but they will have an access to a myriad of powerful, yet slow techniques. Whether in training or battle, disciples will be forced to meditate for a period of time in order to gather their emotions. Their power can be drawn from literally any negative experience.
Abilities: In using this stage, the user will grow unnaturally strong. Fury is the baseline of every attack and the disciple will push his/her physical abilities to the far extremes. Inexperienced users can easily hyper-extend limbs and break their own bones if not careful. Those who have become accustomed to this stage can become blind with rage. Your stance is wide and open.
Graduation Requirements: Complete mastery of this stage means meditating and physical training such as weight lifting, stretching, and sprints. (5 posts)
Techniques:

○ Spiteful Strike
Requirements: NONE
Description: Concentrate on your hatred and unleash it with a furious strike. It is strictly close range. A fairly unsafe technique without proper execution. The power put behind the attack can shatter boulders and blow through trees, but is also capable of tearing muscles and fracturing bones of both your enemies and your own.

○ Disdainful Elbow
Requirements: NONE
Description: Concentrate on your hatred and aim a strike into the sternum or face with your elbow. Support the strike by forming a fist with the striking arm and grasping it with the other. Shatter bones and smash faces with this technique. It is easy to break your own elbow if not careful.

○ Unrefined Kick
Requirements: NONE
Description: Concentrate on your frustration and release it into a strike aimed for the torso. Stand on one leg, pull the other up to your chest and make an all-or-nothing side-ways kick into your opponent. It can bury your foot in rock, but careful, for it puts much stress on your leg if not practiced properly.


Stage Two: Envy (D-Ranked)

Description: In the initial stages of learning this style, the user will find himself/herself very emotionally unstable from hours of meditation centering around stirring emotions. Despite this drawback, the user's body will be in incredibly good shape, assuming that he/she had not already injures themselves. Muscles will be sore from constant misuse and the user will be constantly mentally exhausted. Users will definitely doubt the value of such tiring training, but they'll fail to notice the strength they have gained. This stage immerses learners into agile movements and meticulous techniques. Naturally, jealousy is what builds this stage, instilling caution and suspicion.
Abilities: Users will find themselves flexible and they'll begin to gain a fundamental understanding of the Kanjo-Tekina Ikari. Since this particular stage is not quite as intense as Hate, the amount of muscle required to utilize this technique is much lower. When in this stage, the user will appear cynical and anxious. Centers around quick and oily movements.
Graduation Requirements: Learn at least two techniques and go through rigorous meditation (2 Posts) and outrageous stretches (2 Posts).
Techniques:

○ Introverted Step
Requirements: Stage 1 Mastered
Description: Some consider it cowardly, others call it "playing it smart". Disappear from sight and reappear at your opponent's exposed back.

○ Distressed Block
Requirements: Stage 1 Mastered
Description: Catch your opponents lunge, sword swing, punch, or kick in between your arm and body, holding it firm so that your opponent will have trouble moving. If done correctly, the user can lead into an attack while still holding onto the enemy.

○ Step Counter
Requirements: Stage 1 Mastered + Introverted Step
Description: When assaulted by an opponent, place your left palm on their weapon/limb and spin on one foot to your left, allowing a clear chance to jam an elbow/dagger into your enemy's back. (It's possible on reversed sides as well. it's only easier to explain while talking of a specific side)

○ Dishonorable Strike
Requirements: Stage 1 Mastered + Distressed Block
Description: Disappear from sight and reappear before your opponent, especially in midst of confusion and aim a punch/kick to the crotch, stomach, sternum, throat, nose, or eyes.

○ False Sweep
Requirements: Stage 1 Mastered + Dishonorable Strike
Description: Make a feint to the upper body, creating an after image, while you actually drop to the ground and sweep your opponents legs from underneath them.


Stage Three: Fury (C-Ranked)

Description: Stage Three revolves around balanced, elegant, yet very powerful techniques, using anger as cause for powering techniques. Disciples will just begin to learn how to use the Kanjo-Tekina Ikari without causing themselves physical harm. Though they are still temperamental, they have better control over their emotions. Users will not have to think as much about how they should feel. They are in great physical health, but they will feel worn out or tired all the time, if following the proper training regimen. Every technique in this particular stage can be made fatal.
Abilities: Users will have great balance and their movements gain a certain uniformity. Muscles are tempered and disciples will be able to exercise control over their power. Fury, unlike hate, is a very tame emotion (comparatively). Moves are straight-forward and uniform.
Graduation Requirements: Learn at least three techniques and undergo intense meditation (4 posts) and temper your body and precision of your strikes through target practicing, swinging dummies, etc (3 posts) in order to reduce extraneous movements.
Techniques:

○ Invisible Spear Strike
Requirements: Stage 2 Mastered
Description: Modeled after eastern martial arts. Slam a palm into an enemy while sending out a pulse of chakra. Can cause internal damage. Its original purpose was to bypass armor or overcome blocks with weapons. It is a swift strike, but the stance taken is difficult to maneuver from.

○ Burst-Step Strike: Tantrum
Requirements: Stage 2 Mastered + Distressed Block
Description: With one hand, block a "straight attack" by letting it slide across the forearm to one side. The user then stomps on the ground and sends an elbow into an enemy's torso. Utilize the combined momentum of you and your enemy. Has enough force to rupture organs. Developed after eastern martial arts.

○ Burst-Step Strike: Treachery
Requirements: Stage 2 Mastered + Break-Step Strike: Tantrum
Description: A unique kick that is more like an upward jab, where you jam your foot into the underside of your enemy's chin. In doing so, you can launch your enemies into the air, often breaking necks in the process. Derived from eastern martial arts; it is initiated from a low point, where the user will place their palms on the ground and hoist themselves up for the attack.

○ Break-Step Strike: Devastation
Requirements: Stage 2 Mastered + Introverted Step
Description: Become blind with rage; stomp down to create a small crater and use the force and momentum generated to propel your arm(s) into your enemy(-ies). Fashioned after eastern martial arts and improvised into a strike that can cause internal destruction or merely blow enemies away from the air pressure.

○ Break-Step Strike: Frenzy
Requirements: Stage 2 Mastered + Break-Step Strike: Devastation
Description: Go berserk: send an all-or-nothing knee flying onto your enemy. Generates enough force to create a crater from where you had launched off and has the capability to shatter boulders. Derived from Muay Thai and improvised into a strike that break bones and smash faces.


Stage Four: Sorrow (B-Ranked)

Description: This particular stage is strictly defensive. A common attribute of all disciples who have progressed from this stage is their incredibly sturdy bodies and rock-hard muscles. Users will have achieved a new stage of calm and will no longer feel the ache and pains of their difficult training; either that or they don’t care anymore. Their understanding of how the Kanjo-Tekina Ikari comes naturally to them; the experience tends to be different for every person.
Abilities: Steel muscles that do not make users’ bodies appear physically larger. Enemies may underestimate your strength. The basis of this stage centers around defense: the kind that hardens your body to withstand explosions, swords, and jutsu. However, never overestimate your capabilities. Attacks will hurt.
Graduation Requirements: Users must learn two techniques while undergoing fierce meditation while hardening their bodies through unbelievable exercises such as sitting underneath of a waterfall for hours on end, or sitting while having enormous weights placed on your body (6 posts).
Techniques:

○ Iron Body
Requirements: Stage 3 Mastered
Description: A technique mostly used in more dire situations. Minimize damage done to your body by hardening all of the muscles in your body and gritting your teeth together for an enemy strike. It will hurt, and chances are, you will be injured (but to a lesser extent).

○ Cross-Block
Requirements: Stage 3 Mastered
Description: Simply cross your arms, enabling you to shield your face, torso, or lower body with a mere pivot of your limbs.

○ Hook Block
Requirements: Stage 3 Mastered + Cross-Block
Description: Defend from high attacks with a ludicrously muscled arm. Hook your arm over your head and brace for some impact. Not to be confused with the hooking block.

○ Flash Counter
Requirements: Stage 3 Mastered + Iron Body
Description: Mimic a movement/attack closely to neutralize the force that you would otherwise take. Strictly centers on weapons and other physical attacks. Limbs can be used in place of bladed weapons. Does not actually fully mimic attacks.

○ Passive Redirection
Requirements: Stage 3 Mastered + Flash Counter
Description: Usually used as enemies’ are about to hit you. It is then you use a palm or the back of a hand and slap the attack to another direction.

○ Flash Redirection
Requirements: Stage 3 Mastered + Passive Redirection
Description: When an attack comes from above and you have no choice but to brace yourself, place your forearm by your head, slanted slightly off to your side. In doing so, you force the attack to slide down your arm. Can block anything from sword strikes to drop kicks. It will hurt.


Stage Five: Serenity (B-Ranked)
||Activation Period: 20 Posts||Passive Effects: Minor Mental Instability + Minor Muscle Damage||

Description: At this point in training, disciples will have reached a level of calm beyond what nonmembers could possibly ever hope to achieve. Users can easily control their emotions and their individual strength is quite remarkable. The next step in training is to incorporate chakra control and chakra manipulation. Doing so takes an enormous amount of dedication. The stage centers around non-hand-to-hand combat, specializing in distanced strikes. Users in this stage of Kanjo-Tekina Ikari will begin to appear unbelievably calm and their expression is nearly unreadable. However, their emotions are still easily swayed.
Abilities: Users will have a strong control over their emotions and have the ability to strategize and calculate in even the most desperate of situations. Channeling chakra into this style is going to be very foreign for them since users have thus far relied on emotions to do all of the work. But now that they must master serenity, they must learn to not always rely on emotions to fuel their power, seeing as emotions are not a very reliable source. CAN ONLY PERFORM TECHNIQUES IN THIS STAGE WHILE ACTIVATED
Graduation Requirements: You must first learn at least three techniques. Also, master your emotions through rigorous meditation; find a quiet spot with no disturbances (3 Posts). Chakra exercises are also essential. For example, adjusting your output of chakra, push-ups on water, and moving objects with bursts of chakra (3 Posts).
Techniques:

○ Spacial Fist
Requirements: Stage 4 Mastered
Description: Make a simple punch to the air and release a burst of chakra. It is normally invisible, but the more strength you put into it, the more powerful it will end up being. It has the range of approximately 20 meters.

○ Spatial Uppercut
Requirements: All previous techniques in this stage
Description: Make a flat palm strike to the air to help shape your chakra into a strike beneath your enemy's chin. Not particularly powerful, but useful for pressuring enemies and pushing them back. It has a range of approximately 15 meters.

○ Moon Sickle Strike
Requirements: All previous techniques in this stage
Description: Disappear from enemy sight and reappear behind them, having already stricken them several times with sharp blades of invisible chakra. Nearly impossible to track under normal circumstances. It can be easily countered since users are forced to slide to a stop.

○ Twin Star Strike
Requirements: All previous techniques in this stage
Description: Master your inner strength and unleash a two pronged attack. An apparition of your self will aim a shop to the back of your opponents head while you make an assault to the stomach.

○ Dragon Drop-Dive
Requirements: All previous techniques in this stage
Description: Drop from the sky spiraling. Concentrate chakra below you as you fall, allowing your spin and momentum to create a flashy, yet powerful drilling move. Breaks rock, stone, and faces.

○ Earth's Artifice
Requirements: All previous techniques in this stage
Description: Stomp the ground with all of your might while sending a burst of chakra through your foot. The result is a sizable shockwave of earth, hurtling giant boulders through the air and raising walls of rock twice your own size, making it a choice defensive technique. The tremor has its maximum effect within a 20 meter radius of the user.


Stage Six: Happiness (A-Ranked)
||Activation Period: 15 Posts||Passive Effects: Mental Decay + Muscle/Tendon Tears||

Description: Originally thought to be the final stage within the Kanjo-Tekina Ikari. Disciples will now incorporate all of their past learning into this one stage. By far, happiness is the most difficult to master and utilize. Only "true happiness" can fuel this technique, so users will have to use feelings of love, affection, achievement, and hopes in order to make full use of this stage; there is no meeting halfway. User's will have complete mastery over their emotions. At this point, they may have trouble expressing emotions at all. One of the dangers of reaching this stage is the loss of differentiation. For few, they grow more logical, meaning the loss of a "human" personality. For others, they notice these changes and fight them. Emotions will not come as naturally since users constantly meditate upon and single out emotions to carry out assaults.
Abilities: Users will have a great air of calm about them. Both their mind and bodies are strong, incredibly so, making them tolerant to lower leveled genjutsu and strong enough to withstand having entire boulders dropped on top of them. Their level of discipline exceeds even the masters of the most ancient arts. CAN ONLY PERFORM TECHNIQUES IN THIS STAGE WHILE ACTIVATED
Graduation Requirements: Master all techniques.
Techniques:

○ Soul Reflection Assault
Requirements: Stage 5 Mastered
Description: Master your inner spirit and attack with countless images of yourself. These apparitions will only last a maximum of three seconds each and are all restricted to basic attacks. IE Punches, kicks, knees, elbows, etc. Takes an enormous amount of concentration, allowing for no diversions.

○ Flawless Suffocation
Requirements: Stage 5 Mastered
Description: Disappear from sight and reappear upside-down above the head of your enemy, arms placed beneath their chin. Use them as a pivoting point to ground yourself. Will snap their neck in most cases.

○ Shatter Strike
Requirements: Stage 5 Mastered
Description: Disappear from sight and reappear, sending a flying knee into your enemy from any angle. Is coated with a layer of chakra. Will rupture organs, break bones and tear off skin.

○ Heaven's Blitz
Requirements: Stage 5 Mastered
Description: Appear in the air and as you all, rain apparitions of your inner self hurtling towards your enemy, each performing their own action.

○ Inner Might Projection
Requirements: Stage 5 Mastered
Description: Send a small blast of air infused with trace amounts of chakra towards your enemy. Incredibly forceful and is normally invisible to the naked eye. It can turn your enemy into a living rag doll being flung through the air.

○ Air Walk
Requirements: Stage 5 Mastered
Description: Literally walk through the air by fanning your chakra underneath of your feet. Your mobility is reduced slightly since the air is obviously much less dense than the ground, but once you get up to speed, there will be little difference in speed.

○ Eternal Plight: Imperfection
Requirements: All previous techniques in this stage
Description: Sacrifice the remainder of your activation time for 3 posts of blindingly fast speed. Your strength is lowered, but you cannot be seen unless you stop completely, or unless your enemy has a unique technique/bloodlines that can allow them to track such movements. You can only travel in straight lines, so to turn, you must stop to redirect yourself.


Stage Seven: Pandemonium (S-Ranked)
||Activation Period: Refer to "Description"||Passive Effects: Refer to "Description"||

Description: A truly frightening mile stone in Taijutsu history, and the unofficial "Final Stage" of the Kanjo-Tekina Ikari. It was established by ancient masters who had ventured far beyond the realm of human possibilities. Merely using the techniques under this stage can prove extremely harmful to one's physical and mental health. In many ways,
Kanjo-Tekina Ikari is still incomplete, since users cannot gauge what is within the capabilities of their own body's any longer. They will tend to think that they have grown more powerful or reached new stages of flexibility, but all their doing is growing numb to pain. The longer you stay within the activation time, the more damage you do unto yourself:

Activation Time: 5 Posts - Minor Muscle Tears + Temporary Slight Mental Instability

Activation Time: 10 Posts - Major Muscle Tears + Mental Decay (long recovery time)

Activation Time: 15 Posts - Major Tendon and Muscle Damage + Major Mental Decay (hospitalized recovery/permanent)

Activation Time: 20 Posts - Muscle and Tendon Tears + Bone Fractures + Major Brain Damage + Loss of Functions (Sight, Hearing, etc) || MAY LEAD TO DEATH

Activation Time: 30 Posts (MAX) - DEATH

Abilities: Unbelievable strength and speed. All techniques and periods of activation are incredibly dangerous. It is best to use them sparingly. Bypass their natural limiters. CAN PERFORM TECHNIQUES FROM ALL STAGES DURING ACTIVATION
Graduation Requirements: Master all techniques
Techniques:

○ Break-Step Strike: Perfection
Requirements: Mastery of all "Break Step Techniques"
Description: Create a chain of three feints, each leaving behind disorienting after images: one to the face, one to the kidneys, and one to the legs. The fourth strike is the heart.

○ Burst-Step Strike: Perfection
Requirements: Mastery of all "Burst-Step" Techniques
Description: In the event of being stricken, disappear from sight at the moment of contact and reappear behind your enemy, counter attacking with a strike to any vitals open.

○ Life-Force Battalion
Requirements: None
Description: Send an army of apparitions hell-bent on latching onto your enemy. No time limit, however, will disappear after being stricken.

○ Eternal Plight: I
Requirements: None
Description: Your body is engulfed by a black, flame-like chakra. Burns away clothing and surrounding objects. Users will gain unbelievable speed. Perfected Eternal Plight allows for non-stop motion.

○ Celestial Nexus: II
Requirements: None
Description: Your body shimmers in white, flame-like chakra. Burns away clothing and surrounding objects. Users will gain unbelievable strength.

○ Heaven-Hell Correspondence: III
Requirements: Eternal Plight + Celestial Nexus
Description: Your body is covered with glowing white markings that map your "Ki" paths, or Chakra Paths, while your entirety is consumed by a rolling, black, flame-like chakra. Users will gain both unbelievable strength and speed.


(( Try this again... and yes, I have permission from Shinsua to pass thing along to TUP ))

TDG Super Kami

Dapper Werewolf

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Illusion158

PostPosted: Sun Sep 11, 2011 4:28 pm


Eien no ame (The Eternal Rain)

Graceful, Beautiful, Inspired
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History: This style was developed by Yobi Kogata, a ninja turned playwright. Though he retired from his original profession, he never stopped training. When he became a playwright he moved from place to place with his performers, and quickly realized that bandits assumed (wrongly) that they’d have an abundance of money. To help protect his performers, as well as keep what little money they actually had,he developed this kenjutsu style, modeling it after the characters in the play of the same name that he’d written.

The main style centers around using the user’s chakra to stick kunai to their body either for close range attacks, defensive maneuvers, or mid-range attacks. This ability is used by the play’s main male protagonist, Howaito Asshu (called Ho for short by several of the other characters). This style has an alternate variant towards the end based on long range attacks from all directions, which is used by the female antagonist of the play, Kuro Dansu. Both versions utilize a summoning scroll, the first only using it sparingly while the other relies on it. In either case, both character’s styles make use of their vast skill in chakra control in the play, and the real life styles do the same. The branch of this style used by Kuro has been called the White Rain while the users of the branch used by Howaito refer to the skills they alone use as the Eternal Dance.


Rules:
1. Requires Chakra Control as a Specialty.
2. The techniques in this style use the same amount of chakra as a ninjutsu of the same rank but use the stamina cost of a kenjutsu technique rather than the normal one used for ninjutsu.
3. The chakra costs in this style are not affected by Chakra Control’s bonus until the user reaches Act 6: Finale. Even then only Act 5 and lower are affected and the -1 added once the user of the Chakra Control Specialty reaches Jounin is NOT used.
4. Requires Wall/Tree Walking Technique

Training:Each stage requires a certain number of posts training chakra control in certain ways to master/unlock (the chakra expended in each training post is equivalent to an E rank justsu multiplied by whatever act they are training for. So Act 1 would use an E rank jutsu’s chakra while Act 2 would use double it.) The abilities themselves are given so much detail in Yobi’s famous play that the acts of the play themselves are used to teach them.



Act 1 (E Rank Stage)
Description: At this stage the shinobi is still learning the basics of controlling their chakra enough to hold kunai in the manner required.
Training: This stage requires 5 posts training chakra control/pouring into the hand to hold things to master.


Chakra Hold
Rank: E
Requirements: Kunai
Description: By pooling chakra into their hand, the user of this jutsu can stick a kunai to their hand(one or both) and then release it by ending the flow of chakra. Coupled with a hand movement this can throw the kunai, though not very far at this point. While this is a relatively simplistic technique, it is the technique that all others in this style are based on and can be quite dangerous in the hands of a skilled and fast moving ninja. This technique requires an E rank amount of chakra every post it is active after the original. (they cannot turn the kunai once they have picked them up with their chakra until they have reached Act 3)


Act 2 (D Rank Stage)
Description: At this stage the shinobi is learning to better control their chakra to hold and release the kunai.
Training: This stage requires 5 post of training chakra control by pouring chakra into the feet to pick things up to master.


Kunai Spike
Rank: D
Requirements: Kunai
Description: By pouring chakra to the bottom of their foot (or feet) they can stick a kunai to the sole of their feet. This of course makes their kicks more dangerous since they now have a spike that will be driven into their opponent on a successful hit. They can also cut the flow of chakra while kicking in order to send the kunai flying at their opponent. The downside to this jutsu is that the kunai make it difficult to walk until one is more skilled with the style. This technique costs an E ranked amount of chakra every post it is in use after the initial post. (they cannot turn the kunai once they have picked them up with their chakra until they have reached Act 3)


Act 3 (C Rank Stage)
Description: At this stage the shinobi has become quite skilled with holding a weapon in place using only their chakra. Once this stage has been mastered they can now also turn the kunai while they are holding them with the chakra for no cost. This allows attacks from more angles to be achieved.
Training: Must train for 7 posts turning items that they have picked up with their chakra and another 2 posts pouring chakra to various parts of the body (not the palm/underside of the hand or sole of the foot) to master this stage. (They must also learn The Art of Water Walking.)


Kunai Sawblade
Rank: C
Requirements: Kunai
Description: This technique is used once either Kunai Spike or Chakra Hold has become active. The shinobi turns the kunai at high speed, essentially turning it into a sawblade. This makes it akward to block the kunai as the intense speed of the spin tends to knock blocks in whatever direction the kunai is spinning in.

Kunai Claws
Rank: C
Requirements: Multiple kunai
Description: By pouring chakra to the tops of their fingers, a shinobi with this style can now stick kunai to their hand and use them as if they were a set of claws. (up to five per hand) As always, these kunai can be tossed at the opponent with a hand movement and stopping the flow of chakra. (though this is not very accurate)


Act 4: Climax (B Rank Stage)
Description: At this stage the shinobi has mastered the basics of this style and must now make a choice. If they prefer close to mid-range fighting then they will get a single scroll and have a specialist put a couple hundred kunai into it (these kunai do not have the ring at the bottom and rather simply end with a flat bottom on their handles), if they wish to become a long range fighter than they will get two scrolls and put several hundred senbon within them.
Training: This stage requires the shinobi to train for 12 posts by either pouring chakra to several places on their body at once and holding things there or by pouring their chakra into two special scrolls used for training accuracy when summoning weapons as well as sticking the paper to their hands while doing so to master. (Must also learn The Art of Wire Walking.)


Steel Rain
Rank: B
Requirements: Must have chosen the Eternal Dance path.
Description: Taking out their summoning scroll the user draws a line of their blood on the bottom of the scroll before tossing it into the air where it unfurls. The summoning activates and the kunai that had been put into the scroll rain down onto the battlefield, though they are not forced out of the scroll and only the force of gravity is affecting them. As such pretty much any defensive jutsu will block them. The real purpose of this technique is to set up the other abilities for this rank and onwards.

Kunai Armor
Rank B
Requirements: Must have used Steel Rain/must have chosen the Eternal Dance Path.
Description: Must be close to (able to touch some of) a large number of the kunai released by Steel Rain. By covering their entire body in chakra, except for their head, the shinobi picks up a large number of kunai and moves them along the chakra until they are completely covered in what looks like scale armor. Their fingers each have a kunai attached to them that act like claws as well. (any jutsu that requires hand signs for the user cannot be done while this is active) The user can make each individual kunai stick straight out at will, or make several spin around a body part to make a saw like attack. These kunai cannot, however, be thrown outwards at this level. Obviously this jutsu makes the user susceptible to Raiton jutsu since they are wearing metal all over their body.(this jutsu uses a C rank amount of chakra every post it is active after the initial post and can only be active for 5 posts with a 3 post cooldown.)

Kunai Lance
Rank B
Requirements: Must have used Steel Rain/must have chosen the Eternal Dance Path.
Description: Must be close to (able to touch some of) a large number of the kunai released by Steel Rain. By covering one entire arm in chakra and moving the kunai along this arm, the user can create a lance made out of kunai that doubles as armor for that arm. These kunai can be made to stick out individually, but they cannot be made to spin or be thrown. No jutsu that requires handsigns for the user to do them may be done, unless the user has the one handed seals ability.(though throwing them can be done at a later stage) Obviously this ability makes the user susceptible to Raiton jutsu since they are wearing a bunch of metal on their arm. (this jutsu uses a C rank amount of chakra every post it is active after the initial post and can only be active for 5 posts with a 3 post cooldown.)

White Rain
Rank B
Requirements: Must have chosen the White Rain path.
Description: The first ability of the White Rain path bears the same name as its user’s style. The user throws two scrolls into the air, the ends of which stay attached to their hands thanks to chakra being poured into their palms. As the scrolls unfurl they unleash a barrage of senbon onto the head of the enemy. They are sent out with enough force to stick into stone, but not penetrate it or armor. After the attack the scrolls can be pulled back to the user thanks to the ends attached to their hands.

White Rain Bracers
Rank B
Requirements: Must have chosen the White Rain path.
Description: The user pours chakra into their forearms and wraps the summoning scrolls around them, with the summoning seals on the outside. The paper reacts to the chakra and becomes rigid and stands up at about a 30 degree angle from the wrist. (for every post this jutsu is active after the initial post it uses a C rank amount of chakra and it can only be active for 5 posts with a 3 post cooldown.) No technique with the exception of White Mist may be done while this is active.

White Mist
Rank B
Requirements: Must have used White Rain Bracers or White Rain Greaves/must have chosen the White Rain path.
Description: Senbon shoot out of the scrolls around the user’s forearms or legs (legs require a kick to be performed), spraying at the opponent in a cone shape. If the scrolls are damaged this technique cannot be done. (This can also be done with White Rain Armor but if that is the case then the user must choose which body part sends out the senbon.)


Act 5 (A Rank Stage)
Description: At this stage the shinobi has practically mastered the art of chakra control. They are also a skilled enough ninja at this rank that using Kunai Spike no longer hinders their movement. If they chose the Eternal Dance path then they can now shoot the kunai attached to their bodies in Kunai Armor and Kunai Lance out for a C rank amount of chakra. (up to five at a time) If they chose the White Rain path then they can now use their chakra to move the paper scrolls around while they are attached to their body via chakra when using White Rain, allowing for the senbon barrage to be used back to back more easily. (This costs a C rank amount of chakra for every post that the scrolls are attached and another D rank amount if they are moved around using this. Though that doesn’t count as their action for the turn.)
Training: The shinobi must train for 15 posts in seamlessly linking combos together if they have chosen the Eternal Dance path as well as have used at least 5 Cat 4 techniques in this style in at least one fight. (Can be all in one, can be 2 in one 3 in another, can be one each in five separate ones.) If they have chosen the White Rain path then they must train for 15 posts in controlling their scrolls using their chakra as well as use at least 5 Act 4 techniques in this style in at least one fight. (Can be all in one, can be 2 in one 3 in another, can be one each in five separate ones.)


Kunai Spreadshot
Rank: A
Requirements: Must have chosen the Eternal Dance Path and have Kunai Lance active.
Description: By forcing a large amount of chakra to the points where the kunai touch him, the user can spray out all of the kunai composing the lance in a mid-range spread shot directly in front of them.

Kunai Blast
Rank: A
Requirements: Must have chosen the Eternal Dance path and have Kunai Armor active.
Description: By forcing chakra out from their body in all directions, the user of this technique shoots out all of the kunai comprising their Kunai Armor in all directions in a mid-range attack.

Eternal Dance
Rank: A
Requirements: Must have chosen the Eternal Dance path.
Description: This technique was the favored of Howaito, thus his branch of the style being named after it. The user picks up multiple kunai by pouring chakra to their hands and feet, and continually hits the opponent with them, stopping the flow of chakra as the hit connects so that the kunai is left embedded wherever it hits and restarting the flow to pick up another one from the ground. A total of twenty kunai can be used to strike the opponent in this manner. (thirty if the RPC has Speed and forty if they have Speed AND Agility)

White Rain: Eternal Spiral
Rank: A
Requirements: Must have chosen the White Rain path.
Discription: The user takes out their two summoning scrolls and attaches their hands to the ends using chakra. But unlike White Rain, the user throws the scrolls forward, manipulating them with chakra to spiral horizontally so that the opponent will be standing with paper spiraling around them. The senbon barrage is then unleashed from all sides. The spiral is such that the two scrolls are opposite each other, so any senbon that misses the target will go right back into the summoning scrolls to be sent out again. The downside to this ability is that the senbon only come from two sides, so the opponent does have an avenue of escape if they are fast enough. (This jutsu uses a C rank amount of chakra every post after its initial post if it is maintained for multiple posts and can only be active for 3 posts with a 2 post cooldown.)

White Rain Greaves
Rank: B
Requirements: Must have chosen the White Rain path.
Description: Essentially the same as White Rain Bracers except that they are attached to the bottoms of the user’s legs and the user can use other techniques besides White Mist while they are active. (They cost a C rank amount of chakra for every post they are active after the initial post and it can only be used for 5 posts with a 3 post cooldown.)

White Mist Dome
Rank: A
Requirement: Must have chosen the White Rain path.
Description: The user attaches the ends of their two scrolls to their hands with chakra and controls them to wrap around them in a dome shape with the summoning seals on the outside. They then send out senbon in all directions. (They can use this jutsu back to back for 4 posts with a 2 post cooldown.)


Act 6: Finale (S Rank Stage)
Description: At this stage the shinobi is now a true master of chakra control and can use their chakra effortlessly with a just a thought. The chakra costs for Act 5 and lower techniques of this style are now affected by the Chakra Control Specialty, so too is any continuous chakra cost (though the -1 given to Jounin is still not used). If they have chosen the Eternal Dance path then they must now also find a way, be it doing it themselves or finding a smith to do it for them, to make a hollow tube go through each kunai. (one end at the hilt and the other at the point of the blade). If they have chosen the White Rain path then they must get two more summoning scrolls to put senbon in. (for a new total of four scrolls.)
Training: Requires that the shinobi knows every technique in this style that they can learn as well as 20 posts of training channeling the shinobi’s chakra through an object to control an object touching it/keeping the objects attached by the chakra if they chose the Eternal Dance path. (More than simply one attached to another since in the end they will need to channel their chakra through hundreds of kunai at once, keeping them all attached together and moving them. Attaching multiple objects together in a row is recommended.) If they have chosen the White Rain path then they need to know every technique in this style that they can learn and train attaching/controlling scrolls using chakra from different parts of their body for 20 posts.


Final Dance: Whip
Rank: A
Requirements: Must have chosen the Eternal Dance path and must have used Steel Rain.
Description: The shinobi grabs a kunai that is touching another kunai and, using the hollow tubes within them, threads his chakra throughout as many as he is able to touch via the kunai. In the end he will have a long whip made out of kunai who’s movements he can control through the chakra. Conversely he can create two whips at half the length. (This jutsu has a C rank continuous chakra cost for every post after the initial one.) Jutsu that require handsigns for the user to use cannot be used while this is active unless the user has the One Handed Seals ability.

Final Dance: Hidden Strike
Rank: A
Requirements: Must have chosen the Eternal Dance path and must have used Final Dance: Whip.
Description: The shinobi sends their kunai whip (one or both if they are using two) into the ground point first. The whip can then come rushing out of the ground point first at the opponent from any direction that the whip can reach.

Final Dance: Blooming Rose
Rank: S
Requirements: Must have chosen the Eternal Dance path and must have used Final Dance: Whip.
Description: Using the kunai whip, the shinobi surrounds the opponent with it on all sides,(must only be using one whip)pulling on the whip to crush the kunai in around them and restrict their movement. The shinobi then controls some of the kunai wrapped around them to disengage from the whip and shoot themselves at the opponent trapped within. The spray of blood from this technique is where it gets its name because many people have said it looks like a red rose with a black stem blooming.

Eternal White Rain
Rank: A
Requirements: Must have chosen the White Rain path.
Description: Partially unrolling their four scrolls on the ground side by side with the side that still needs to unfurl facing their opponent, the user steps on the two inner ones and puts their hands on the two outer ones. Pouring their chakra into the scrolls, they cause them to fully unfurl and wrap around the opponent (though there is about a foot of space between the opponent and the scrolls on all sides and the ceiling is about three feet above their head) making a cone like structure with the summoning seals on the inside. They then unleashed the barrage of senbon from all sides except the top. Any senbon that do not hit the opponent and are not deflected to land on the ground are reabsorbed into the scrolls and reshot out. At any point the user can stop the assault from the sides to unleash all of the senbon inside the scrolls to rain down form the top. (this technique can only be used for 3 posts in a row with a 5 post cooldown before it can be used again. It also costs a C rank amount of chakra for every post after the first one that it is kept up.) While doing this technique the shinobi cannot move, or else the technique will be canceled and the scrolls will stop their barrage and fall to the ground, or use any other jutsu.

White Rain: Crimson Lake
Rank: A
Requirements: Must have chosen the White Rain path.
Description: The shinobi partially unfurls their four scrolls while holding them in their hands and touches the open ends to their back. By pouring chakra into the spots where the scrolls touch they can stick them to their back and control them at will. The user now throws the scrolls in a forward arc over their opponent and the paper stays in place once unfurled, shooting a shower of senbon at the opponent from four angles which can be moved (for a cost of C rank chakra.)The real part that makes this technique so deadly is that the user can still perform hand seals and use other jutsu. (for every post this is active it costs C rank amount of chakra and can be active for 5 posts with a 4 post cooldown.)

White Rain Armor
Rank: A
Requirements: Must have chosen the White Rain path.
Description: The shinobi channels chakra through their four scrolls and makes them wrap around every part of their body except their head, with the summoning seals on the outside. (Uses a C rank amount of chakra every post it is active after the initial post and can be active for 5 posts with a 3 post cooldown.)

White Mist: Cloud
Rank: S
Requirements: Must have chosen the White Rain path and must have used White Rain Armor.
Description: Every last senbon in the scrolls is released in all directions. This technique does not play favorites. Any ally caught in the area of the attack will be hurt too. The only safe place is a small area directly over the user’s head where no senbon are shot. This is because, if they were shot there, they would end up hitting the user in the head and neck as well.


(NOTE: Okay so. I looked up some stuff and realized that my original style.........well I wasn't going to get it passed and couldn't think up a way to modify it to get passed while staying what I wanted. That being said, this new style came about from random thoughts and looking at some accepted styles (the hundred sword style in particular, simply because I thought it looked cool =P). The random thoughts included a scene from naruto in which either Naruto or Sasuke (forget which one) channel chakra to their foot to launch a kunai. I wasn't going to post it at first, mostly because I thought it wouldn't be accepted for one reason or another, but it kept scratching the inside of my skull until I did. So, if this is in no way usable I completely understand. If, on the other hand, it shows promise and just needs some cost/duration/cooldown tweaking, (or the removal of the branching White Rain path) well I'd be happy to do so.)
 
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