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XxBlack_FlashxX

Shirtless Werewolf

PostPosted: Wed Jul 10, 2013 8:08 pm


A style for the guild

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BOXING
[CQC. Rapid Offense. Combinations.]

xxxxxHISTORY
This is a "rough 'em up" style that is more or less a reformed style of brawling. Been around as long as mankind can remember. No one man or being can be named for bringing about such a style into the world. It sort of just came into the world and evolved over time to become what it is today. Hardcore, literal hand-to-hand combat.

xxxxxDESCRIPTION
This style is based around using attacks all delivered by the fists. However there is much more to it than simply smacking your knuckles into the face of another. Various techniques are used in order to dodge, move, block, and attack. Some of the times, so swiftly, it seems - or truly is - as if these can be happening all about the same time. This is a style of creativity more than anything for it only maintains a few ways of truly attacking...most brutal strategy game you'll ever play.


xxxxxSTAGE 1: Movement - Footwork
Simple really. The boxer learns how to take a generic stance against his opponent. Properly placing his feet beneath him and staying upon his toes. In doing so they properly learn to move about without tripping themselves up. They'd literally have to be tripped somehow in order to lose balance.
Techniques
Side-Step E
Just as simple as how it sounds. The practitioner picks up how to swiftly sidestep to avoid an attack. Though it does not have to truly be done to the side alone and can be take into any eight directions of the eight trigrams configuration, even forward. In doing so the speed of the movement is slight greater (in a sense equivalent to +0.5Spd. Not even a whole stat).
Null D
Learning to maintain near perfect balance allows the boxer to maintain steadiness. This technique allows him to take on the blow of an attack, equivalent to their strength or below, and continue to stand with being "rocked" of balance.


xxxxxSTAGE 2: Punching
This is where the user learns to throw a solid punch. They learn the four basic strikes within the boxing arsenal: Jab, Straight, Hook, & Uppercut. Training with weights within the hands is normal for a boxer to hasten his strikes to look like a blur for those below his speed level or without heightened reflexes.
Techniques
Double Jab D
With whatever hands in lead, closest to the opponent, the boxer will throw two swift jabs. The jabs being so fast, to the normal eye, it would seem as if the boxer merely threw a single punch at his opponent. Even if the first is blocked a second punch is still deployed.
One, Two D
The boxer will toss out a jab first, either as a faint or to stun the opponent, and then right behind it will come soaring a straight with enough to force to break bones.
Double Hook E
Similar to the Double Jab, but a bit slower considering the jab is a boxer's fastest strike. This is done with a single hand as well. A hook is thrown for the torso of the opponent at a normal rate of speed. It is intend to make the opponent flinch, block, etc.; react in a way to leave their face open, although the strike can land and still follow up with the second hook. Now the second hook is devastatingly faster than the first. Regardless of who its thrown at all they'll see is a blur.


xxxxxSTAGE 3: Movement - Dodging
In this stage of training the boxer starts to learn how to dodge what's thrown at him. The basis of ducking and dodging is a concept that is picked up easily and allows for the boxer to perform the most minute of dodges, most attacks narrowly escaped by the slightest of movement.
Techniques
Duck E
Nothing more simple than learning how to duck. Same as the Side-Step the speed about such a basic movement is even a tad bit more than usual. This, however - and like many other techniques - will soon find themselves necessary for others.
Sway E
Simple as the Duck and Side-Step, as well as allowing for slightly a bit more agility like the others do, simply swaying to and fro, left and right tends to leave the boxer finding such a dodge very helpful.
Bob & Weave D
If the opponent flies at the boxer with a series of ferocious combinations of attacks they will find it counteracted by a series consecutive dodges no matter how close together the two are. This can only be done, however, if the speed of the two are equivalent or the boxer "outranks" the opponent in speed. As well this can only be done against physical attacks such as other combat styles, weaponry, and magic which takes physical forms(i.e. Elemental magic).


xxxxxSTAGE 4: Placing It All Together - Combinations and Counterattacks
Exactly what it sounds like. In this stage the user will begin to put what he has learned into a compilation. This will allow for them new movements and combinations and such which they would have never had believed to be possible by simply stringing together the "basics".
Techniques
Surprise! - Rising Uppercut C
The boxer will Duck beneath an oncoming attack. After the Duck is performed they use their, now compact form, to spring them up into an uppercut. Being they just dodge this would normally seem very unexpected. If the uppercut connects with the target, whether torso or head, bones will be broken and organs surely ruptured.
Surprise! - Disemboweling Hook C
Close to exactly the same as the Rising Uppercut. But now it is the hook's turn to be thrown. As soon as the boxer ducks they will send a hook flying for the side of the opponent's torso, considering they are fighting another man - feel free to use creativity. If the hook connects the target can expect to have their rib cage shattered.
Endless Onslaught C
This technique fires off a seemingly endless amount of attacks for the opponent but, for any watching, is truly rather brief. If a punch is landed up to fifteen more punches are thrown right behind it. This is done in a mere matter of seconds while the opponent suffers through an onslaught of attacks. Depending on the strength difference of the two fighters this could lead to some severe injuries for the opponent or be not more than taps. (If the opponent is one Rank bellow the boxer this will cause internal bleeding. Two Ranks it will break bones. At three it will rupture various organs, nothing lethal - just painful - and shatter bones. Equivalent Rank will do basic bruising and damage. One above they will feel the attacks' pain. Two, they feel it but aren't even affected. Three, still caught within the onslaught, but nothing will be done to them.)
Gone B
This technique is a technique in which the boxer will seemingly disappear from sight simply by the execution of the technique. In a mixture of all three basic techniques - Side-Step, Duck, and Sway - the boxer will essential perform a seemingly different move all together for they are done nearly simultaneously. Whilst swaying to the outside of an attack, like a punch/stab/etc., they will also step forward and duck. At such close intervals(for it is a CQC style) the boxer will disappear out the line of sight. The step taken can either propel them as far as behind the opponent or right at there side. This technique can only be used for a dodge but does boost the rate of speed +1.
Shoryuken! - Killer Rising Uppercut (Berzerkers Only) A
The technique will go about the same way as before. But now there is a more devastating, crucial element. The uppercut is backed by nothing but energy that literally launches them into the air. The burst of energy provides for a burst in strength and speed(+1 Each) that will probably shatter the skull and cause organs to explode depending upon the area of the strike.


xxxxxSTAGE 5: Ultimate Defense
In boxing attacking is virtually the only thing there is. Counterattacking is usually the best defense to a good offense and spotting openings and so on and so forth. Rarely a boxer is pushed to the point they need to take up an actual blocking defense but when they are they do not really block at all. They take the impact correctly.
Techniques
Just Roll With It B
Regardless of where they are struck the boxer will twist either one way or the other and simply allow the kinetic energy behind an attack to continue flowing as well as allowing the physical attack to virtually slip off of him. This does not completely prevent an attack at all. Just weakens it (-1Str.)
Philly Shell (Berzerker Only) S
This technique is a crucial to those who can utilize it. By taking a specific stance in boxing, known as the Philly Shell, the boxer actual plants his feet firmly upon the ground. The same twist and turn method is used as before. But now the boxer coats himself in his own energy. This allows the act to just slip past him without any damage. This can only be done for a small amount of time, however(2 Posts. Can only use once within combat.).



[ Style created by --XxBlack_FlashxX-- ]
PostPosted: Wed Jul 10, 2013 10:19 pm


A Lycan's Hunt
Savage, Brutal, Feral
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--The hunt has begun for the stalkers of the night Full beast, shapeshifter, Half man & half beast -- whatever they may be -- they prowl and ready to lunge, strike and unleash their inner savage to the unexpected prey. Various creatures with claws, fangs and instinct that of a beast follow their innate sensations of hunting. A Beast's Hunt is a collective list of what most would consider a universal style many can learn, and devour their next prey with. With use of the natural weapons granted to their bodies, A Beast's Hunt is truly a style to behold in terms of utility and savagery. Look at your precious house cat again and see if this will make you think twice about messing with it. Who knows, the kitty cat just may know a thing or two of this...--


Stage 1
--Enter Description Here--


Stage 2
--Enter Description Here--

--Enter Skills Here--

Stage 3
--Enter Description Here--

--Enter Skills Here--


Stage 4
--Enter Description Here--

--Enter Skills Here--


Stage 5
--Enter Description Here--

--Enter Skills Here--

Berserker Only Techniques


Stage One
xxx▪ Techniques Name ⊰ Lunge
xxxxxxC ▪ Physical Method ▪ 20
xxxxxx▪ The most basic technique within the style of raging beasts and other creatures in the shape of both man and beast. All predators know how to hunt and their primal instincts show for it even down to the most basic approach. With a single hand or foot, the beastman will lunge out at a target with quick speed to typically strike with the claws on their fingers or anything else used to damage a foe. While basic, it's primal nature will almost overwhelm and trample conventional means of combat with humans and elves as quite a bit of power behind the single blow, be it a swipe, jab, etc. This requires [30] strength to use.


xxx▪ Techniques Name ⊰ Stalk
xxxxxxE ▪ Physical Method ▪ 5 Per Turn
xxxxxx▪ *Must state somewhere in OOC that you're "Stalking"* The humans think the beasts to all be mindless and savage, to rid their thought for only violence and strength. Many of which are wrong, for this skill is one that derives from the instinctive nature of the beastman's primal half. They are able to move like they were stalking an animal out in the wilderness, hunched down low and creep toward a target with barely a sound to be made. Whilst the beastman obviously wouldn't be as quick as an assassin or hide in the shadows, their steps are softened still and can catch most unaware. This requires [30] Prowess.


xxx▪ Techniques Name ⊰ Pounce
xxxxxxD ▪ Physical Method ▪ 10
xxxxxx▪ *Can be used free of cost when stalking!* Now how do lions manage to take down animals twice their size? Cheetahs to Antelope or Lions to Buffalo? Ambush, or in an animal's term pouncing. Typically used while stalking, the beastman will suddenly spring out of their hiding spot or from while they're stalking to attack. By using claws or raw strength with their hands grasp and tackle the victim into the ground. This is generally a pinning maneuver which can easily be followed up by Gnaw or Lunge, doubling the power of the skills if used immediately after this.


xxx▪ Techniques Name ⊰ Gnaw
xxxxxxB ▪ Physical Method ▪ 40
xxxxxx▪ The most primal skill someone or anything could do besides ripping and shredding apart flesh with claws and talons. With the jaw, a beastman will typically lunge forth with their head to clamp their jaws down on the flesh. As the jaw typically has more force and power behind it, the user's bite is truly more fearsome than their bark or swipes. With bone breaking qualities and potentially lethal qualities, this works especially well with Pounce. This requires [50] strength to use.


Stage Two
xxx▪ Techniques Name ⊰ Scent
xxxxxxB ▪ Physical Method ▪ Passive Once Learned
xxxxxx▪ The passive ability of any beast or animal in the world. Upon learning their innate ability, they are able to pick up on the scent of any creature within the thread or zone they are in. Only [1] creature can be tracked at one time


xxx▪ Techniques Name ⊰ Scaling Beast
xxxxxxE ▪ Physical Method ▪ 5
xxxxxx▪ One of the more simpler techniques of the style but probably one of the most useful as well for it allows the beast to gain access to new areas. By finding any rugged surface or any wall that is not made of a completely indestructible surface the beast can cling to and be able to scale the surface. It should be noted that one's strength should at least be [40] before being able to scale walls. If a wall has no foot or hand holds, it is easy to simply create one with their strength but it must be above [60] and the suface cannot be immune to destruction.


xxx▪ Techniques Name ⊰ War Cry
xxxxxxC ▪ Physical Method ▪ 20
xxxxxx▪ A primal roar, snarl or howl, this is a skill used to communicate or to scare off weaker foes. By howling or screeching loudly, this War Cry hurts the ears of foes within five feet and can be used to intimidate an opponent.


xxx▪ Techniques Name ⊰ Feel No Pain
xxxxxxE-B ▪ Physical Method ▪ 5-40
xxxxxx▪ A semi-passive ability of a beastman with this style, for they typically ignore pain they can even ignore pain to a greater extent. When struck by a B-Ranked attack or lower, they can exert physical energy to use adrenaline to act as a pain killer to temporarily ignore the pain inflicted by a technique for three posts. Multiple blows will mean this technique will have to be paid each time according to the rank of said techniques that hit them. *This cannot be used with any Adrenaline State*


Stage Three
xxx▪ Techniques Name ⊰ Adrenaline State: Fight
xxxxxxB ▪ Physical Method ▪ 40
xxxxxx▪ The brain's natural instinct of 'fight or flight.' Through this, the brain has chosen 'Fight' over flight, choosing to ravage whatever is threatening the user. Sacrificing the will to flee and fueling the body with the oh-so-addicting adrenaline high, they are more than capable of winning by sheer force alone should they face a mage or an assassin. For [3] Posts the blood of the beast pumps faster and the invigorating fluids allow them to push beyond their normal limits and achieve what would not normally be possible. Their strength is emulated to be about 60% higher than normal along with their physical defense, allowing them to shrug off blows by ignoring much of the pain that follows suit. After this short fit of rage and blood pumping adrenaline, the user is fatigued for [3] posts by having their own stats cut in half. *Only one Adrenaline State can be used at one time. Cannot use any Adrenaline State when in cool down*


xxx▪ Techniques Name ⊰ Adrenaline State: Flight
xxxxxxB ▪ Physical Method ▪ 40
xxxxxx▪ The brain's natural instinct of 'fight or flight.' Through this the brain has chosen 'Flight' over fight, choosing to escape whatever is threatening the user. Sacrificing the will to fight, adrenaline flows through the body and allows the beastman to achieve speeds and feats they are not normally capable of. When running, their speed is emulated to be about 60% higher than its original listing along with their reaction speed. After this short dose of blood pumping adrenaline, the user is fatigued for [3] posts by having their own stats cut in half. *Only one Adrenaline State can be used at one time. Cannot use any Adrenaline State when in cool down*


xxx▪ Techniques Name ⊰ Night Sight
xxxxxxA ▪ Physical Method ▪ Passive Once Learned
xxxxxx▪ The ability to see into the dark is one thing that any beastman can achieve. After learning and training many skills of their racial bodies, they can achieve the innate ability to actually see in the dark which can be turned 'on' or 'off' as their eyes reflect light with a glow and may given them off when stalking.


xxx▪ Techniques Name ⊰ Bone Break
xxxxxxA ▪ Physical Method ▪ 80
xxxxxx▪ The upgrade to Lunge and one of the final and signature skills of the style. Much like lunge, this attack is done as a swipe, jab, etc but it is much more deadlier in terms of power. By pushing the body to its limit, the user will exert much more power behind a single swing to be able to crush bones and rupture organs. This requires [70] Strength to use.


xxx▪ Techniques Name ⊰ Crunch
xxxxxxS ▪ Physical Method ▪ 160
xxxxxx▪ The upgrade to Gnaw and one of the final and signature skills of the style. As the jaws are much more powerful than any punch or kick someone could ever hope to achieve, this technique is used primarily as a finishing blow or one to kill a victim. By clamping their jaws down upon a victim, they are able to rip apart bone, flesh and even prove to be lethal given the correct usage. This requires [120] Strength to use.


Style adaption is U / C - This is my original work, do not touch until finished.

The Sorting Helmet


The Sorting Helmet

PostPosted: Wed Jul 10, 2013 10:50 pm



Wreak O' Rama - Meteor Hammer
Wild! Crazy! Destructive!

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Style History:
The meteor hammer could be easily concealed as a defensive or surprise weapon, being of a flexible construction. The primary advantage for using a meteor hammer was (in a similar way to the nunchaku) its sheer speed. It acquired its name because it was said to strike "as fast as a meteor".

Using a meteor hammer involves swinging it around the body to build up considerable speed, before releasing the meteor to strike at any angle. Since the meteor has two heads, one could be used offensively, while the other could be used to defend, parrying attacks or ensnaring an opponent's weapon to disarm them. When used by a skilled fighter, its speed, accuracy and unpredictability make it a difficult weapon to defend against. While being swung, a meteor may be wrapped around its user's arms, legs, torso, neck or waist, before being unwrapped by a powerful jerk of the body to deliver a devastating and lightning fast punch. A master is fully capable of striking, ensnaring or strangling from a distance.

The double-headed meteor hammer is typically 2–3 meters in length (traditionally 2 meters) with a spherical head on each end. While the ends of the meteor hammer can be heavier than a rope dart head, the difference in weight is not normally great. Some meteor hammer versions have heads which are much lighter than most rope dart heads. The lighter versions of this weapon are typically used for practice and for modern wu shu displays since they are faster and less dangerous.

The single-headed version of this weapon is used in a similar manner to the rope dart in that it is a long reach weapon with a single head. The main difference between the single headed meteor hammer and a rope spear is that traditionally the meteor hammer has an end shaped similar to an egg or melon. The single end can traditionally weigh up to 3 kg and is attached to a rope that can be 5 meters in length (in contrast a rope dart is typically 3.6 meters long). Because of these traits, a single headed meteor hammer can be a very effective weapon, despite being very difficult to control. In modern times, this version is rarely studied or taught since a weapon of this nature isn't needed and is very complex to learn. The double headed version is flashier and better known.


Rules for Style:
• Single-Head Method: Much more complex to learn but has a heavier head and strikes deal more damage. Combos cannot be used as well as the double-head method but generally overpowers single targets if they're hit. Sometimes inaccurate.
• Double-head method: While each individual ball is not as heavy as the single head method, it makes up for this in speed and fluidity. Combos are devastating and are preferred with this method.

• Must choose one of the two methods as two require different disciplines and training.
• This is a two-handed style, even the single head style cannot be used efficiently with one hand for many techniques require manipulation of the chain.
• Discipline is required as this is based off an actual martial art, learning this takes an additional post despite any and all reductions.


Style Strengths:
• Range
• Speed - Double Head / Power - Single Head
• Unpredictable

Style Weaknesses:
• Difficult to learn
• Range - Getting close is deadly to the user
• Uncontrollable at times


Techniques List:

Stage One
xxx▪ Techniques Name ⊰ Lash out
xxxxxxE ▪ Physical Method ▪ 5
xxxxxx▪ A simple linear attack used by the Meteor Hammer. Typically involved with the use of the double headed style, it can be very well be used just as easily with a single head. By grabbing one end of the chain the user swings their arm forward as if using a whip and snaps the heavy ball forward. This is used for striking the center mass or in a linear matter, snapping back is harder for the single head as for the double head can be used in a combo. This technique can also be used by kicking the chain as well as they would to normally fling the weapon.


xxx▪ Techniques Name ⊰ Storm from Above
xxxxxxD ▪ Physical Method ▪ 10
xxxxxx▪ This powerful attack involves a wide overhead arc, resulting in a vertical strike. Difficult to counter, but relatively easy to dodge, this attack can be repeated a number of times, similar to the technique used with a Bō. Basically the user swings their arm over their own head for the meteor hammer to rise up and gain momentum before slamming down in a vertical swipe. As stated, it is easy to dodge but hard to block.


xxx▪ Techniques Name ⊰ Coiling Chain
xxxxxxD ▪ Physical Method ▪ 10
xxxxxx▪ A correctly placed throw can cause the meteor to wrap itself around an object and grab it. If done correctly, the meteor will wrap over itself and ensnare a weapon, an object or even an opponent's limb. Alternatively, if the meteor does not wrap over itself, it can be used to spin an object, providing a helpful way of swiftly disorienting an opponent.


xxx▪ Techniques Name ⊰ Strike from afar
xxxxxxE ▪ Physical Method ▪ 5
xxxxxx▪ A meteor may be thrown, while holding one of the heads to enable its retrieval. This is a highly unpredictable form of attack, often used effectively to catch an opponent off guard. A throw can be initiated quickly and efficiently by a skilled fighter, with a simple pull in the correct direction.


xxx▪ Techniques Name ⊰ Swinging Pendulum
xxxxxxE ▪ Physical Method ▪ 5
xxxxxx▪ The swing is a simple side attack, capable of tripping an opponent. A basic move to learn, but a difficult one to master, being as a horizontal swing can very easily backfire and injure the one wielding the meteor. This is a simple lashing attack and can easily be done in a multitude of attacks with both the double and single head methods by twirling the chain around the head or spinning along with the meteor.


xxx▪ Techniques Name ⊰ Power Smash
xxxxxxC ▪ Fusion Method ▪ 20
xxxxxx▪ A type of unorthodox motion used with both the single and double meteor. By working the chain at key points, energy is released from the body and into the meteor about to be in use and augments it with volatile energy. Through this, a simple swing of the hammer can do what it normally could not such as crushing rock and breaking apart wooden doors not including bones, flesh and even dent weak metal.


Stage Two
xxx▪ Techniques Name ⊰ Chain block
xxxxxxD ▪ Physical Method ▪ 10
xxxxxx▪ Derived from Coiling Chain, this is a skill used solely for defending and blocking against an opposing foe's weapon, limb or melee strike. By manipulating the chain when an attack comes into range, the user catches the blow with the chain and has the chance to coil it around, therefore trapping it.


xxx▪ Techniques Name ⊰ Double Coiling Chain
xxxxxxC ▪ Physical Method ▪ 10
xxxxxx▪ A more advanced method of Coiling Chain but instead of aiming to lash out at one object, the user can now freely manipulate the chain to coil around two objects, be this a post and an opponent's neck of their weapon and limb. This method of coiling is far more devastating as one can pull back upon the chain and gain additional leverage when using Constrict.


xxx▪ Techniques Name ⊰ Constrict
xxxxxxC ▪ Physical Method ▪ 20
xxxxxx▪ This is a technique used when an opponent or an object is trapped in Coiling Chain or Double Coiling Chain and is quite infamous for it's favored method of choking someone. When lashed around an object or the opponent, the user pulls tight on the chain as the meteor head acts as a counter weight. The target in question is subject to the chain itself being tightened as the user can gets closer and closer while pulling tighter and tighter each time.


xxx▪ Techniques Name ⊰ Bone Breaker
xxxxxxB ▪ Physical Method ▪ 40
xxxxxx▪ A technique that uses speed and momentum to deliver a nasty strike to an opponent from afar. By twirling the chain once, the user flings the meteor head at an opponent at a key area such as the knee, elbow or chest. By using centrifugal force of the swinging momentum, this strike can quite easily break a bone or dislocate a joint when used right.

xxx▪ Techniques Name ⊰ Figure Eight
xxxxxxB ▪ Physical Method ▪ 40
xxxxxx▪ Another Offensive/Blocking technique associated with the meteor hammer. By twirling the meteor head or heads around, the user exerts energy through the chain of the weapon to the point of where the meteor heads quickly picking up in speed. By doing a multitude of figure eights, the user can knock away slow moving projectiles with the twirling hammer heads and chain while. At the same time the user is creating a defensive and offensive zone of the swirling meteor heads. Getting caught within this skill will not out right stop it as it can easily follow through with a multitude of strikes.


Stage Three
xxx▪ Techniques Name ⊰ Fissure
xxxxxxD ▪ Fusion Method ▪ 10
xxxxxx▪ A simple technique that uses the meteor hammer in terms of raw power and magic in one technique. Starting up the momentum, the user flings the chain in circular motion before striking the ground. Similar to how Quake works, the technique ruptures the ground but in a linear path to which it divides in two. This creates a small crevice going from three to five feet deep and a few inches at the origin to six feet in width as it travels to a maximum of ten feet.


xxx▪ Techniques Name ⊰ Shockwave
xxxxxxC ▪ Fusion Method ▪ 20
xxxxxx▪ By circling the meteor hammer, the user channels energy into their weapon. Again by striking the ground, the meteor hammer breaks apart the earth but in a different matter. This time the user would strike the ground first and then follow it up with an additional swipe of the meteor. A ripple effect will occur along the ground by which soil and loose rocks will 'roll' about four feet high to batter an opponent and engulf them under the soil and loose rock.


xxx▪ Techniques Name ⊰ Earthen Geyser
xxxxxxB ▪ Fusion Method ▪ 40
xxxxxx▪ Twirling the meteor hammer in a circular motion, the user concentrates energy into their weapon before striking the ground. When striking the earth, a ripple will trail across the ground before an explosive force erupts from the ground below. From this eruption, rocks and other chunks of earth shoot up to about five feet and mimics a geyser. This skill, when in use is given off by its rumble effect as a warning before the ground itself will erupt.


xxx▪ Techniques Name ⊰ Storming of Rock
xxxxxxC ▪ Fusionl Method ▪ 20
xxxxxx▪ By slamming one head of the meteors, the user ejects energy through the weapon and into the ground. This breaks apart smaller chunks of rock and soil which will clump together to the meteor head. This increases the size of the meteor hammer by about double it's normal size to increase the striking area. When striking an opponent or a hard surface will cause the rocks to erupt outwards like shrapnel. In addition the user can make this also shoot out the rocks with a simple snap or throw along with an extra [10] Stamina to shoot them like pellets.


xxx▪ Techniques Name ⊰ Quake
xxxxxxA ▪ Fusion Method ▪ 80
xxxxxx▪ With a spin and a vertical strike into the ground, the explosive force in the meteor head sends out a violent energy wave into the ground. This breaks apart the rock and earth in a twenty foot radius. It emulates the effects of an earthquake and causes rocks and earth chunks to jut up around the user's radius while giving a violent shaking effect.


xxx▪ Techniques Name ⊰ Crater Creator
xxxxxxS ▪ Fusion Method ▪ 160
xxxxxx▪ Infusing massive amounts of energy into the meteor head, this is perhaps the most devastating technique of Wreak O' Rama. Much like a reversed form of Geyser and a much more destructive scale. When striking the ground, the energy used is then shot outwards much like how Power Smash is used to crush the ground or an object in. Like a cannon the meteor hammer breaks apart surfaces up to ten feet in diameter whilst producing an aftershock similar to Quake.


Style adaptation is U // C

This is my original work with some of the history from various sources.
PostPosted: Sun Jul 14, 2013 2:05 pm


Valentine Valtieri

Atritas Rubrae Dalamud, accepted. I will get onto looking over your other style when I get the chance, btw... I would totally love to learn this style with my Nephilim in Yuran, lol.

XxBlack_FlashxX

Shirtless Werewolf


XxBlack_FlashxX

Shirtless Werewolf

PostPosted: Sun Jul 14, 2013 2:15 pm


Valentine Valtieri

Power of the Light
Cruxifix Cut (Cross Slash)
Rank: S
Description: The ultimate attack of the style, the user charges energy in to their sword and slashes a horizontal line across the enemy, sending the wave of energy across their body for twenty feet. This actually holds the enemy in place while the user jumps in to the air above their enemy and brings the sword down one more time, tracing another line through their opponent. From a distance, a beautiful cross would've been erected, but for the enemy...it matters not who they are, death awaits them.


My only problem with this entire style would be the range of this one technique. Instead of twenty feet in length I feel as if the wave of energy should be only fifteen feet. Especially since there's two flying at you xD

Other than that, I see not a problem with it.
PostPosted: Sun Jul 14, 2013 8:25 pm


XxBlack_FlashxX
Valentine Valtieri

Power of the Light
Cruxifix Cut (Cross Slash)
Rank: S
Description: The ultimate attack of the style, the user charges energy in to their sword and slashes a horizontal line across the enemy, sending the wave of energy across their body for twenty feet. This actually holds the enemy in place while the user jumps in to the air above their enemy and brings the sword down one more time, tracing another line through their opponent. From a distance, a beautiful cross would've been erected, but for the enemy...it matters not who they are, death awaits them.


My only problem with this entire style would be the range of this one technique. Instead of twenty feet in length I feel as if the wave of energy should be only fifteen feet. Especially since there's two flying at you xD

Other than that, I see not a problem with it.


Alright, after I change it to fifteen would it be accepted?

Valentine Valtieri

Blessed Hunter


XxBlack_FlashxX

Shirtless Werewolf

PostPosted: Sun Jul 14, 2013 8:38 pm


Valentine Valtieri
XxBlack_FlashxX
Valentine Valtieri

Power of the Light
Cruxifix Cut (Cross Slash)
Rank: S
Description: The ultimate attack of the style, the user charges energy in to their sword and slashes a horizontal line across the enemy, sending the wave of energy across their body for twenty feet. This actually holds the enemy in place while the user jumps in to the air above their enemy and brings the sword down one more time, tracing another line through their opponent. From a distance, a beautiful cross would've been erected, but for the enemy...it matters not who they are, death awaits them.


My only problem with this entire style would be the range of this one technique. Instead of twenty feet in length I feel as if the wave of energy should be only fifteen feet. Especially since there's two flying at you xD

Other than that, I see not a problem with it.


Alright, after I change it to fifteen would it be accepted?

3nodding
PostPosted: Sat Jul 20, 2013 12:58 pm


XxBlack_FlashxX
A style for the guild

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BOXING
[CQC. Rapid Offense. Combinations.]

xxxxxHISTORY
This is a "rough 'em up" style that is more or less a reformed style of brawling. Been around as long as mankind can remember. No one man or being can be named for bringing about such a style into the world. It sort of just came into the world and evolved over time to become what it is today. Hardcore, literal hand-to-hand combat.

xxxxxDESCRIPTION
This style is based around using attacks all delivered by the fists. However there is much more to it than simply smacking your knuckles into the face of another. Various techniques are used in order to dodge, move, block, and attack. Some of the times, so swiftly, it seems - or truly is - as if these can be happening all about the same time. This is a style of creativity more than anything for it only maintains a few ways of truly attacking...most brutal strategy game you'll ever play.


xxxxxSTAGE 1: Movement - Footwork
Simple really. The boxer learns how to take a generic stance against his opponent. Properly placing his feet beneath him and staying upon his toes. In doing so they properly learn to move about without tripping themselves up. They'd literally have to be tripped somehow in order to lose balance.
Techniques
Side-Step E
Just as simple as how it sounds. The practitioner picks up how to swiftly sidestep to avoid an attack. Though it does not have to truly be done to the side alone and can be take into any eight directions of the eight trigrams configuration, even forward. In doing so the speed of the movement is slight greater (in a sense equivalent to +0.5Spd. Not even a whole stat).
Null D
Learning to maintain near perfect balance allows the boxer to maintain steadiness. This technique allows him to take on the blow of an attack, equivalent to their strength or below, and continue to stand with being "rocked" of balance.


xxxxxSTAGE 2: Punching
This is where the user learns to throw a solid punch. They learn the four basic strikes within the boxing arsenal: Jab, Straight, Hook, & Uppercut. Training with weights within the hands is normal for a boxer to hasten his strikes to look like a blur for those below his speed level or without heightened reflexes.
Techniques
Double Jab D
With whatever hands in lead, closest to the opponent, the boxer will throw two swift jabs. The jabs being so fast, to the normal eye, it would seem as if the boxer merely threw a single punch at his opponent. Even if the first is blocked a second punch is still deployed.
One, Two D
The boxer will toss out a jab first, either as a faint or to stun the opponent, and then right behind it will come soaring a straight with enough to force to break bones.
Double Hook E
Similar to the Double Jab, but a bit slower considering the jab is a boxer's fastest strike. This is done with a single hand as well. A hook is thrown for the torso of the opponent at a normal rate of speed. It is intend to make the opponent flinch, block, etc.; react in a way to leave their face open, although the strike can land and still follow up with the second hook. Now the second hook is devastatingly faster than the first. Regardless of who its thrown at all they'll see is a blur.


xxxxxSTAGE 3: Movement - Dodging
In this stage of training the boxer starts to learn how to dodge what's thrown at him. The basis of ducking and dodging is a concept that is picked up easily and allows for the boxer to perform the most minute of dodges, most attacks narrowly escaped by the slightest of movement.
Techniques
Duck E
Nothing more simple than learning how to duck. Same as the Side-Step the speed about such a basic movement is even a tad bit more than usual. This, however - and like many other techniques - will soon find themselves necessary for others.
Sway E
Simple as the Duck and Side-Step, as well as allowing for slightly a bit more agility like the others do, simply swaying to and fro, left and right tends to leave the boxer finding such a dodge very helpful.
Bob & Weave D
If the opponent flies at the boxer with a series of ferocious combinations of attacks they will find it counteracted by a series consecutive dodges no matter how close together the two are. This can only be done, however, if the speed of the two are equivalent or the boxer "outranks" the opponent in speed. As well this can only be done against physical attacks such as other combat styles, weaponry, and magic which takes physical forms(i.e. Elemental magic).


xxxxxSTAGE 4: Placing It All Together - Combinations and Counterattacks
Exactly what it sounds like. In this stage the user will begin to put what he has learned into a compilation. This will allow for them new movements and combinations and such which they would have never had believed to be possible by simply stringing together the "basics".
Techniques
Surprise! - Rising Uppercut C
The boxer will Duck beneath an oncoming attack. After the Duck is performed they use their, now compact form, to spring them up into an uppercut. Being they just dodge this would normally seem very unexpected. If the uppercut connects with the target, whether torso or head, bones will be broken and organs surely ruptured.
Surprise! - Disemboweling Hook C
Close to exactly the same as the Rising Uppercut. But now it is the hook's turn to be thrown. As soon as the boxer ducks they will send a hook flying for the side of the opponent's torso, considering they are fighting another man - feel free to use creativity. If the hook connects the target can expect to have their rib cage shattered.
Endless Onslaught C
This technique fires off a seemingly endless amount of attacks for the opponent but, for any watching, is truly rather brief. If a punch is landed up to fifteen more punches are thrown right behind it. This is done in a mere matter of seconds while the opponent suffers through an onslaught of attacks. Depending on the strength difference of the two fighters this could lead to some severe injuries for the opponent or be not more than taps. (If the opponent is one Rank bellow the boxer this will cause internal bleeding. Two Ranks it will break bones. At three it will rupture various organs, nothing lethal - just painful - and shatter bones. Equivalent Rank will do basic bruising and damage. One above they will feel the attacks' pain. Two, they feel it but aren't even affected. Three, still caught within the onslaught, but nothing will be done to them.)
Gone B
This technique is a technique in which the boxer will seemingly disappear from sight simply by the execution of the technique. In a mixture of all three basic techniques - Side-Step, Duck, and Sway - the boxer will essential perform a seemingly different move all together for they are done nearly simultaneously. Whilst swaying to the outside of an attack, like a punch/stab/etc., they will also step forward and duck. At such close intervals(for it is a CQC style) the boxer will disappear out the line of sight. The step taken can either propel them as far as behind the opponent or right at there side. This technique can only be used for a dodge but does boost the rate of speed +1.
Shoryuken! - Killer Rising Uppercut (Berzerkers Only) A
The technique will go about the same way as before. But now there is a more devastating, crucial element. The uppercut is backed by nothing but energy that literally launches them into the air. The burst of energy provides for a burst in strength and speed(+1 Each) that will probably shatter the skull and cause organs to explode depending upon the area of the strike.


xxxxxSTAGE 5: Ultimate Defense
In boxing attacking is virtually the only thing there is. Counterattacking is usually the best defense to a good offense and spotting openings and so on and so forth. Rarely a boxer is pushed to the point they need to take up an actual blocking defense but when they are they do not really block at all. They take the impact correctly.
Techniques
Just Roll With It B
Regardless of where they are struck the boxer will twist either one way or the other and simply allow the kinetic energy behind an attack to continue flowing as well as allowing the physical attack to virtually slip off of him. This does not completely prevent an attack at all. Just weakens it (-1Str.)
Philly Shell (Berzerker Only) S
This technique is a crucial to those who can utilize it. By taking a specific stance in boxing, known as the Philly Shell, the boxer actual plants his feet firmly upon the ground. The same twist and turn method is used as before. But now the boxer coats himself in his own energy. This allows the act to just slip past him without any damage. This can only be done for a small amount of time, however(2 Posts. Can only use once within combat.).



[ Style created by --XxBlack_FlashxX-- ]

Approved.

Hiro the Herp

Dedicated Zealot

5,550 Points
  • Profitable 100
  • Signature Look 250
  • Tycoon 200

Hiro the Herp

Dedicated Zealot

5,550 Points
  • Profitable 100
  • Signature Look 250
  • Tycoon 200
PostPosted: Sat Jul 20, 2013 1:24 pm


[Personal Style]

Fists of Wrath
Energy, Power, Rage
User Image


A style made by Alistair, for Alistair. By mastering his rage, Alistair is able to exert a special type of energy around his fists and feet. The energy isn't just for show, it increases the pain of basic strikes, giving Alistair a huge advantage in hand to hand combat (+1 Str.). The only way to learn the style is to devote yourself to it, devote yourself to your rage. It is because of this that Lycan's master this style with relative ease.

Learning the style changes the users energy to a color to suit their rage, A.K.A. a new color of their choice.


Stage 1 - Rage Within
To master your rage, the user must first understand their rage. Learn about what fuels the rage, and what can be done about it. This can be as minor as someone bullying them since the user was a child, to the murderer of a loved one. Either way, it will suffice. Most of the training is spent meditating, separated from noise. Somewhere peaceful, or someplace that the user feels that the place means something to them. However, in this current stage, the user merely looks like he is fighting solely on his rage. Due to the user only fighting on rage, he will sacrifice defense for offense

Skills:

Anger
Rank: E
Description: They say anger is contagious, in a way, this skill proves that. By simply touching the opponent, the user will insert his distorted energy into the opponent, causing them to grow slightly angry. The next skill the opponent preforms will ultimately fail, but the energy the opponent spent will be the same. Has a cool down of 10 post.

Fist of Rage
Rank: D
Description: A simple, yet powerful punch, only possible by finding the strength that the user's rage possesses. With enough power to easily destroy incoming boulders, being hit by this could easily break a bone or two.


Stage 2 - Utilizing the Rage
Rage is an interesting thing, it can drive us insane or give us the strength to do things we normally can't do. So if someone could use that strength whenever they wanted to, wouldn't that make them a formidable opponent? Good, because that is what this stage is all about. Once you can fully understand your rage, the only thing left to do is to use it. At this stage the user gains a permanent +2 boost to strength, as long as this stage has been learned by the user, the strength bonus is available.

Ax Kick
Rank: C
Description: The user will leap into the air over the opponent and raise his leg high into the air, while doing so he will coat his leg with energy for more damage. As the user is falling down, he will forcibly bring his leg down onto the enemy. The energy on the user's foot will protect the leg from a possible counter from a sword attack. The attack itself bring nearlys a half ton of pressure down the the enemy.

Unrelenting Force
Rank: C
Description: The user will thrust their elbow at the enemy, coating heir body with energy to stop incoming C Ranked attacks while coating his feet in energy and using his free hand to propel himself forward, almost as if he is rocket skating toward the opponent. Should the elbow strike, it'd easily break bones and dent metal.

Open Palm Strike
Rank: D
Description: A simple strike for incoming opponents, or simply for just for the sake of close combat. Usually done to the opponents chest, upon impact the user can literally knock the breath out of the opponent.

Stage 3 - Strengthening the Rage
Now that the user is capable of controlling his rage, a power that is to be reckoned with, the user must find a way to strengthen it. This is done by finding the resolve of the user. Resolve is the determination of the user, finding how strong someones resolve is key to strengthening the users rage, because an angry man with nothing to fight for, will be easily defeated in battle. Now the user can literally shoot out a beam of energy, capable of piercing steel. The user is now capable of user the energy emitted from their hands to propel them toward their enemy, for a price.

Propel
Rank: D
A skill where the user uses the energy emitting from his hands to shoot himself in any direction. While dodging, it gives the user a small boost of 1 speed, but its only while dodging. While attacking, the speed remains the same. Cooldown post of 2.

Explosive Punch
Rank: C
Description: By almost supercharging their fist with their energy, the user will will kick off with their hind leg and swing at their opponent. If contact is made with armor or a shield, the energy would literally explode, pushing the target several feet back, almost certainly knocking them off their feet if the user's strength is lower than theirs. If not, it still shoots the enemy back several feet. If it makes contact with flesh, the energy serves as a tool to harden the user's fist, making it easy to simply punch right through wherever the user hit.

Shadow Lunge
Rank: C
Using propel in a more devastating manner, the user will suddenly shoot an enormous amount of energy in the opposite direction to shoot toward the opponent. Within a blink of an eye, the user will be literally right in front of the user. Once this is done, the user will aim a punch at the opponent. The dangerous part of this skill, is that while he does this, he once again sacrifices speed for strength.

Chaos Shot
Rank: B
Restrictions: Expert Rank
Description: A devastating skill that will destroy anything in its path. The user will place one hand in front of them then the other behind them. The hand in front of the user will be the actual attack, while the hand behind the user will act as a 'stabilizer' that will keep the user from propelling back wards do to the sudden blast of energy. The user will begin to emit a pulsing beam behind them, this flame is capable of destroying earthen structures, buildings that are not re-enforced. Then the user will shoot out a darkened colored beam of the hand in front of them. This blast is about 10 feet wide and goes up to 20 feet before it vanishes. The energy is capable of tearing apart B Ranked materials and nearly any type of metal. No normal shield can protect the opponent after the user has trapped the opponent, only those of higher rank.


Stage 4 - Peace is Key
This stage is only achievable once the user has sorted his rage, and this is only possible through forgiveness. Although it is not to the person that fuels your rage, it is to the user. The user has spent years being angry at this person, meanwhile he has been ignoring his own life. Once the user knows this, he will be empowered considerably. The user will no longer be fighting on rage and hatred, his face will be calm. With the power of rage and resolve, the now calm user is effected not only in combat but outside of it as well.

Counter
Rank: D
Description: A basic counter. Once an opponent throws a punch at the user, the user will grab the users fore arm and quickly elbow the opponents face... I'd say an elbow to the face really hurts...

Mental Battleground
Rank: C
Description: Becomes Passive at Expert rank. Now that the user is calm, and uses a new approach to battle, the user can emit a pulsing energy that can sense disturbances (or movements) five feet around the user. This gives the user a split second to either counter, or dodge.

Big Bang Axle
Rank: B
Description: A devastating skill involves charging the energy surrounded around the users hand, causing it to spin rapidly. Once done, the user can either shoot it at the enemy at high speeds, or use it at close range. With enough power to decimate C Ranked materials, its best to steer clear of this attack.

Stage 5 A Whole New Level
Not much is different from stage four, this stage is just a small step up. At this point, the user is now a 'master' of the style and can now teach it to others, if they choose to. Opening an entirely new set of skills, the fifth stage harbors an extremely strong attack.

Devastator
Rank: S
Requirements: Big Bang Axle
Description: This skill is done just like the Big Bang Axle, but with a lot more power. The ball now resembles the size of a basketball. Now able to tear down A Ranked materials, the skill can only be used twice per battle. Once the skill has made contact with something solid, it will 'explode' in a way, with a diameter of the feet, the explosion is just as powerful as the Axel itself.

Farewell
Rank: SS
Requirements: Chaos Shot
Description: A major step up from Chaos Shot, because the user no longer needs to stabilize himself while attacking. However it takes a full post the charge up enough power to use the skill. The user will start by taking a firm stance, then he will put his palms up toward the opponent, while he does this, he will use his energy to keep him stabilized on the ground. Suddenly he will shot out a rather large beam of energy with twice the power of the Chaos Shot and twice its size, making it devastating. There is hardly any chance for survival once hit with this skill.

PostPosted: Sat Jul 20, 2013 2:10 pm


Highwind Style
Churn the winds with one's spear and use it to strike from the sky.

User Image - Blocked by "Display Image" Settings. Click to show.
    Those who take to the skies and those who root themselves to only the ground are different indeed. Spears and lances have been used for hundreds, thousands of years even before the Highwind. With the introduction of the impossible and the realm of fantasy come to life, the creation of the Highwind style was inevitable for those who seek to soar without wings. With quick and erratic movements complete with its wide arcs and area of effect the Highwind style makes use of the spear's normal reach to its highest potential to strike and devastate foes from a distance. Foes who fly or achieve high heights may find themselves matched up with a Highwind user with its high jumps and air-elemental skills. This was a style invented for high jumps, long range and aerial dominance at later levels, making the lancer a force to reckon with on and off the ground, making only the sea their only inadequate fighting ground.


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        Description: A simple skill that becomes the staple of the first stage of this style. By shuffling the feet, the user closes the distance to targets and sets up for later techniques. This skill is often used to also transition between the Linear and Omni stances while also shifting one's positioning on the battlefield, making it easy to change targets consecutively when used several times in a row.

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W I P - Shall be done within the night,

The Sorting Helmet


Great Lord Wulvengar

Enduring Prophet

8,150 Points
  • Brandisher 100
  • Elocutionist 200
  • Flatterer 200
PostPosted: Sun Jul 21, 2013 10:23 pm


Personal Style
Vengeful Cycle
Skillful,Dangerous,Destructive
User Image

--Vengeful Cycle is the project of the reaper, Raven Higuard, and through countless centuries he had studied many hand to hands trying to find a way to find the perfect reaper hand to hand style. The style itself was not welcomed to into The Reaper Order like he had planned when he first came to them with it. Calling it too burtal or reckless. Taking this as a person challagen Raven would work on this for another thousand years to personal go with his style of fighting. He plans personally to become famous for this all reaper fighting style. The style revolves around the gauntlet itself thou still mixes in the rest of the body in the process. The manner of strikes come from the anything from their gauntlet balling up in a fist to using the sharp claws on the edge. The style is all around attacking and defending style mixing in both defence and offense skills. This Style is For Reapers and Those taught by Raven himself. Any others can not learn it unless they form a Bond with the reaper learning this style. --


Stage 1
--Focusing solely on the gauntlet requires the fighter to know how to use it effectively without getting themselves in a thick spot or getting their gauntlet destroyed. The Reaper training for this stage is about learning about how to launch out attacking effectively with their gauntlet. Grabbing a dummy the user with practice slashing and striking at it, mixing in the other arm as well. After getting the basic motions done the fighter must go against another person leanring how to work against a live target getting the feel how fighting like this would be. This improves the reaction timing faintly as the reaper will start to watch how the person moves as they strike.--

-- Razor
E rank
Much like the sharpen skill from the weapon master skill tree the reaper itself will focus its energy around the claws on his gauntlet(s). Depending on what rank they are it increases how quickly they rip through a material or simply make it easier to take flesh off. It last for five posts.
Easier than appears
E rank
The eyes of the reaper come into play along with their training in this stage. By watching the movements of the striking foreword towards them the user quickly predicts their strike. Taking a low stanced side step it gives the user to follow up on the now open mid-section of the attacker when they had used vertical or hortizontal stirkes
Hit like a Brick
D rank
The user will quickly close the distance between him and the target and will quickly seem to striking out with their non-gauntlet hand. Instead the user will quickly pull their fist back and twist with their hips launching their gauntlet fist straight into the torso or face of the target. The fist itself depending on hardness can break the small bones in the face and can knock the air out of someone if hit in the chest. At expert this can be done with both hands due to the fact it now has moved to both sides. --


Stage 2
--Requires Novice Rank
This stage of the Vengeful Cycle is about focusing on the increased power the user has learn now they have became Novice. The gauntlet itself has not fully taken over the domant arm of the fighter but it has increased in strength. The fighter will learn to use quick bursts of energy from their gauntlet react and strike with ease. The training involved with this stage is simply that the fighter must learn to unleash small burst of energy from their gauntlet at anytime. The fighter will take time to focus on their gauntlet and the energy flowing through it. Once they have mapped the flow itself this allows them to launch out small blast of energy from the end of their gauntlet and from their elbows. Once they are able to simply unleash these tiny bursts they must try using it to dodge and close the distance with another live target infront of them getting them used to the head to head mind set. --

--Hand Thurster
D rank
The user when in close combat or when closing the distance to a target will focus their energy in palm of their gauntlet. Charging this energy in the palm for a few moments the Reaper will point their palm out in whatever direction and will sudden be launched five feet in the opposite direction the palm is facing. This launches the fighter back a mere 5ft allowing them to dodge close ranged attacks or get that extra distance away from an incoming attack. Another use to this skill is when the palm is touching a target or only six inches off the blast can be used to push the target back five feet. Expert this can used with both hands to get an extra five feet or can be used one at a time to quickly dodge in one direction than another. Same goes with touching target
Concussive Force
D rank
Focusing on the idea of allow the energy to flow in the gauntlet the energy itself will cover the hand of the gauntlet. By launching a hook,straight punch, or uppercut once the gauntlet makes contact with a target it will unleash a blunt force of energy into the target. The gauntlet itself hurts as it is but with concussive energy built up the strike will knock people back a few feet leaving them a bit light head and unfocused. This gives the fighter enough time to follow up and keep up his assault. Three post cool down
Feint Hand
C rank
The user will quickly perform a series of three punches with their gauntlet hand with small burst of energy firing off at the top of the palm making them quick and a bit more painful. It is followed up the opposite arm launching either a hook or an uppercut straight in to the jaw of the target. They seem almost ghost like when they strike due to their quick nature. At expert the follow up hook/uppercut has the same effects the three gauntlet punches and has the possibitily to knock the target out it hit right.
Gut Buster
C rank
By charging up the energy in the middle of the gauntlet for a few moments the user will strike at their target with a low strike to the gut. The nasty trick to this is once the user starts to throw the punch the elbow of the arm ignites with energy giving a quick jolt of energy and power. The strike itself will cause the target to bend over in pain and will break as few ribs if hit right.This is usually used as a follow up attack but can be used on it own.
Havoc Knee
C rank
By focusing the energy in the gauntlet into the middle once more the user mixes things up a bit instead of simply striking with his hands. Getting in close the user comes in acting he about to perform an uppercut only to send a burst of energy out of the elbow once more and launches their knee into the mid section of the target. Much like Gut Buster it will make the target bend over in pain but launches them off their feet in the process. Expert Rank the user can follow up with a quick hammerfist to the back of the target assisted with a quick burst of energy costing D rank energy slamming them back down to the ground.--

Stage 3
--Requires Adept
Now that the gauntlet has taken over the domiant arm fully the fun can really start with the reapers. With the knowledge learned from the past stage the reaper start mixes in kicks, deadlier strikes into their books and now changing their gauntlets faintly to help in close range combat. The training for this stage involves the user to train all major muscles for five hours straight with only two allowed breaks for fifteen mins. Once this is done they will start to work with the creation skill they have under their belt to change the gauntlet into different forms, adding or simply morphing it into what they can think of. Once this is done the user must go against a living fighter once more to get used to the more powerful bursts of energy and changing of their gauntlet with out much thought --

--Here I come!!!
C rank
Focusing that increased energy that is now flowing through out the gauntlet the user will use the basics learned from hand thruster and start to focus there energy in their gauntlet's elbow. A large burst of energy will launch the user in whatever direction the arm is facing at the time a good fifteen feet allowing them to close the distance quickly and start wailing on their target. This can be used for dodging reasons as well allowing the user to burst in whatever direction its pointing. Master the user can launch themselves a whole 20ft in the directs they both face or quickly go in one direction and straight into another
Spiked and Shining
C rank
This involves the gauntlet changing alittle bit but in a small dose. By focusing on the knowledge of the creation skill at this time the user will start to form for one inch spikes on each knuckle of the gauntlet(s) giving them a much deadlier effect when they smack into flesh. The strike can start to crack bones and the it can punch small holes in armor. These spike knuckles last for five posts but if you pay D ranked energy they can stay out for another three.
Explosive Force
B rank
Requires Concussive Force
Much like the Concussive Force skill this moves a soft energy around the gauntlet as the user goes to strike at their target. But unlike Concussive this one does some real damage behind it. Once the fist makes contact it will unleash a blast of energy in a small one foot radius. This blast breaks rock and it will leave burns around the area hit even breaking bones if hit right. Though when hit does knock back the user's hand causing the to skid back a moment thou if using this style that will not be much of a problem. Cool down rate of five posts.
Blazing Kick
B rank
Requires Hand Thuster and Here I come!!!
Unlike most strikes this one will take the target off guard abit if they have been watching the style. Using energy to quickly spin you up hovering for a two spins will suddenly launch you towards them with a great burst of speed. Coming towards them your gauntlet will unleash another burst of energy as you arc in the direction you wish to turn and launch a powerful round house into their bodies. Such force is great enough to launch them off their feet and send them skidding across the ground. It will cause a concussion from the sheer force and will hurt like hell. If it hits the mid-section your ribs will break.
This Is Gonna Hurt!
B rank
Requires Hand Thuster and Here I come!!
By blasting energy out of the elbow of the gauntlet the user will be launched foreword with great speed towards the target. This is a high risk move when it comes to hitting or not. When closing in the user brings back their fist and hooks its straight into their torso or jaw launching them into the air. This breaks bones when hit and it will make the target highly lightly headed. If this misses the user goes foreword for another few feet in a spin. They can quickly recover if they know what there doing. --


Stage 4
--Requires Expert Rank
Now at the rank of expert the user has expanded the gauntlet to the other arm allowing the user to mix things up with the other side of his body. Once more the user increased power comes into play enhancing his abilities to use his gauntlets abilities to greater feats. The training is much like before but this time they must learn how to get out their ways of focusing on the sole gauntlet arm and start using both sides. The combat training requires now two people for the user to go against to quickly get them used to mixing things up and doing stuff on the fly. This also adds a situitonal boost +1 speed when the user is attacking the target..--

--Havoc Slashers
D rank
This is the first skill to mix in both hands and what the user has learned so far in the style. Getting in close to the target the user with send a fury of quick slashes towards to the target with small bursts of energy flaring off the top of the palms aiding them in this increased attacking speed. the five total slashes at this point destroy steel and cut most targets up when they are hit by the whole attack.
OH F@!k My Gut!
D rank
This is a weaker form of gut buster but it has its own special twist in it. Sending a Burst of energy out the elbow of the first fist the user with strike the target with bone cracking force only to follow up with another strike with the other arm in the same spot and finally ending with the first arm striking again. This tenderizes the insides of the target with the last strike knocking them off their feet.
Lightining Fient
C rank
This is the advanced form of Feint Hand skill. Much like the start of the skill it will unleash a series of three energy burst assisted strikes towards the target but instead of heading up with the uppercut the user follows up with another series of three strikes from the other fist pushing the target back. This is followed up with both hands being locked together and striking with them both up against the jaw of the target sending them into the air.
Unstable Blade
C rank
Much like the Spiked and Shining this insteads focuses on the forearms of the user forming a two foot curved blade that extends out six inches from the gauntlet(s). These blades as the hardness of the gauntlets themselves making them increasingly effectivie in close combat. These stay out five posts but can be extend an extra three for D rank energy.
Havoc Hurricane
C Rank
This skill come from the Capoeira and twisted into Raven's own verison. Quickly moving up on the enemy the user will roll foreword only to get into a handstand. This handstand is highly unstable though so once pushed off from this position the users uses their gauntlets to start spinning them quickly forming the user in a hovering top of doom. This strike will usually get five to six kicks in if the user is close the target before they quickly readjust and spin back on to their feet away form the target. Skill has five post cooldown
Vengence!
A rank
Focusing the energy into both arms the user will launch themselves foreword with their fully developed gauntlet closing the distance quickly. Once in close the opposite gauntlet will send a quick burst of energy through it quickly turning launching a powerful round house in to the target. This will knock them down ot the ground allowing the now spinning reaper to readjust and quickly aim his fists towards the grounded enemy. Launching a series of fifteen burst strikes the user will pummel the target into a slam carter before bursting back a foot. Cooldown Seven posts
The Bond
A Rank
Requires Another Rpc
The Bond is the only non-combative skill in the whole style where it mere focuses on the bond between Raven and another non-reaper that he is willing to give the ability to learn this style. The Bond itself links the Souls of those two who wish to become one, this a holy thing in the Reaper order itself only done to those found worthy. By taking a oath to stand by one another the reaper links his gauntlet with the others hand. This infuses a piece of a soul into each other causing them to ever be bonded to each other. This causes the non-reaper to have werid runes form across their dominate arm much like the one on the reaper that gave it to them. This allows the non-reaper to learn the systle it self and gives the two a +1 boost in speed when they are both in battle and one is attacking. The draw back to this is if one falls the other dies as well. This Bond is something very serious to the Reapers and nothing to goof around with. This can only be done once and only once!--


Stage 5
--Requires Master and The Bond To be made
This is finally stage of the style were the reapers power tops out into that of a grandmaster and they have formed a bond with their fellow fighter. This was what many believe was the rather werid part of style because the need of another. To be honest the other is not need but the energy used in this stage is unstable making it very dangerous to handle slowly by yourself. The abilities unlocked from stage are that of a true master berserker reaper. Most of this stages skills must be custom for the reaper themselves because they know how their own chaotic nature is.--

--Sixed Armed Fury
B rank
Through his fight with Phantom Raven had unlocked a special way to use his creation ability. Using the matter around him he would form two pairs of gauntlets from his body all of which act on Raven's command. The thing about these gauntlets was that they are just hollow copies of his real thing and so when destroyed they do not harm him. They are destroyed with B rank skills and go away after fights.
--

Berserker Only Techniques
PostPosted: Mon Jul 22, 2013 5:30 pm


Boverk & Hiro: Approved. I'll be keeping an eye out as to how you guys use these styles. Judging Personal Styles are always hard for me when they seemed based around the RPC..

XxBlack_FlashxX

Shirtless Werewolf


Valentine Valtieri

Blessed Hunter

PostPosted: Mon Jul 22, 2013 5:31 pm


XxBlack_FlashxX
Boverk & Hiro: Approved. I'll be keeping an eye out as to how you guys use these styles. Judging Personal Styles are always hard for me when they seemed based around the RPC..


As crew, can you replace my version of boxing with my Artitas Rubrae Dalamud style? The thing disappoints me, so I'd prefer if it was never heard from again.
PostPosted: Mon Jul 22, 2013 5:32 pm


Valentine Valtieri
XxBlack_FlashxX
Boverk & Hiro: Approved. I'll be keeping an eye out as to how you guys use these styles. Judging Personal Styles are always hard for me when they seemed based around the RPC..


As crew, can you replace my version of boxing with my Artitas Rubrae Dalamud style? The thing disappoints me, so I'd prefer if it was never heard from again.

Will do. Sure you want to scrap it though?

XxBlack_FlashxX

Shirtless Werewolf

Reply
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