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Valentine Valtieri

Blessed Hunter

PostPosted: Mon Jul 22, 2013 5:34 pm


XxBlack_FlashxX
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?


I think you can only have one personal style, so yup. Your version of boxing is superior, and I need a place to keep Artitas Rubrae Dalamud in the personal style section, so I'm fine with it vanishing for good.
PostPosted: Mon Jul 22, 2013 5:38 pm


Valentine Valtieri
XxBlack_FlashxX
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?


I think you can only have one personal style, so yup. Your version of boxing is superior, and I need a place to keep Artitas Rubrae Dalamud in the personal style section, so I'm fine with it vanishing for good.


Said and done 3nodding
And thank you, I guess, lol. I didn't feel too great about it when I first put it up.

XxBlack_FlashxX

Shirtless Werewolf


XxBlack_FlashxX

Shirtless Werewolf

PostPosted: Mon Jul 22, 2013 7:56 pm


A style for the guild

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THE SHADOWHUNT
[Nephilim. Precise. Hidden-blade.]

xxxxxHISTORY
This is a style of which was developed for generations and generations upon end throughout the Nephilim race. It was one to suit all regardless of what their main abilities and training focused in this one style is universal to the Nephilim. It was built in order to protect any Nephilim in roughly any situation being placed upon the usage of a hidden-blade.

xxxxxDESCRIPTION
This style is one of which that revolves around a gauntlet-like contraption. Yes, the gauntlet can block and so on and so forth, for that is what a gauntlet is created for, however the gauntlet holds a small surprise for it's enemies. A hidden-blade of six inches length. Within this style the gauntlets are worn upon both arms. Meaning the usage of two blades in order to cripple an enemy. Most skills within such a style are based off of countering but do not doubt the offensive skills of such a way of fighting. As well, each Nephilim individual can create their own two forms of gauntlets(Custom Weapon - must be approved), or can simply stick with a basic steel gauntlet and blade. The techniques within this style can be executed with clenched fists or palm strike.


xxxxxSTAGE I: The "Know-How"
In this stage the Nephilim trains in the weak points of a generic, humanoid type form. Using the human body as a main basis for learning such things the Nephilim will begin to study the anatomy of the body and learn those "insta-kill" points in which their blade will kill in a single strike.
Techniques
Assassination E
Exactly what in sounds like. Played the Assassin Creed games? If not, here's the run-down. Whether in the heat of battle or just waltzing about calm cool and collected the Nephilim will approach their target. By grasping them by the shoulder, arm, or neck the Nephilim will pull them into a killing-blow with their blade. Literally, each an every time. Aiming for vitals such as the heart, throat, etc.
Tic-Toc D
Seemingly similar to a boxer's Double Jab the Nephilim will strike twice with a single arm. His aim precise as ever he will strike for two vitals; one within the torso and the next the throat. Swift enough, however it seems like one solid strike.


xxxxxSTAGE II: The Guard
Not to much of a hard style. However, it is one that hastens the reflexes of the user. This, in return, quickens their dodging/blocking capability. In this stage they acquire +1 speed only when dodging/blocking. They become attuned to using quick, hastened, formed blocks that seem like mere reflexive moments.
Techniques
Grind D
This technique allows for another's weapon to seemingly slip or grind off the gauntlet of the Nephilim by producing a small coating of energy making it easier for the Nephilim to block or push away things such as swords and whatnot. It is so effective it almost seems as if the Nephilim gained some strength(it would be like adding +1Str.) to seemingly be capable of smacking attacks aside with their blocks..


xxxxxSTAGE III: The Blade
You would have thought simple offense was learned within the first stage but this is merely partly correct. They learned to strike for vitals within the first stage. In this stage one actually learns how to utilize both of their blades as assault weapons. Learning how to pull off seemingly lengthy combinations and brutal "overkills".
Techniques
Double-Take D
Simple as ever. The Nephilim, utilizing both blades, will drive their blades into the body of their target simultaneously. These two points of entry can be virtually anywhere within the opponent's body but the Nephilim will be more than sure to aim for crippling areas, even vitals.
Last Stand C
This technique has this name for afterward it will have been the opponent's last stand. And most likely moment of life. The Nephilim will almost bypass his opponent upon whatever side he chooses. He will then drive one hand up, blade protruding, either into the throat or torso of the opponent. In doing so he will leap five or so feet into the air, driving his blade that much further. His second hand will then reach up and pierce the back of the opponent, as well as his heart, before the both swiftly fall back to earth and the Nephilim slams the body of the opponent to the floor with great force. (Strength is increased by one for this technique.)
Spray D
A rather swift technique. The Nephilim, with whatever hand is currently in lead - or closer - to the opponent, will slashed downward, diagonally, about the throat or chest of the opponent before whipping about backwards and performing the same exact slash with the other hand. Initially resulting in a spew of blood.


xxxxxSTAGE IV: The Hunt
It is in this stage that the Nephilim's style will begin to shine. It is for this stage that the style obtains a reputation as brutal and harsh. Quickly cutting down a foe in the most viciously, yet swift ways seemingly possible. It is in this stage that the Nephilim train to hasten their attacks as well. Resulting in an all around speed boost of +1.
Techniques
Unexpected Death D
This is a very simple technique. The Nephilim will find themselves swatting away an attack - whether punch, slash, etc. - in shut a way the attacker will find their balanced the disturbed. The disturbing aspect of the technique is that, at the same moment the Nephilim proceed to block, their second hand is more than on it's way to strike a vital within the torso area.
Slip Through D
By utilizing the Grind technique within the process of a block the Nephilim will bat away the attack, just barely, for as soon as the opponent's attack even slightly varies in course the same, defending hand will shoot for a strike in a combination of the Grind and Assassination techniques.
Onslaught C
It is preferred that this technique is utilized after a ducking dodge but it does not need to be. The Nephilim will drop to a crouch as one of their hands fly pass a leg of the opponent, slashing the knee. If this knee strike within the knee is successful the opponent will find themselves caught within the following combination: the slash to the knee, a spinning slash to the next knee, into a spinning hook kick that will smack into their head and draw them down, and finally a stab through the back piercing the lower spinal column.
Gone With The Wind B
Utilizing their natural ability to just leap and stay slightly suspended within air the Nephilim will leap up into the air. They will leap into the air to the level of their opponent's head and throw a roundhouse kick. Followed right behind the roundhouse is a slashing "backhand". This, however, is no ordinary slash. The slash throws about a blade of energy that can slice through steel. The energy slash completes itself once three spins are executed within the air. This creates three energy blades that lash out up to five meters of the Nephilim's body.
Last Stand Variant B
The Nephilim will evade an attack and drop into a sweeping roundhouse before the attack even finds itself up. If the opponent is swept off their feet the technique is activated, if not there is no cost. When the opponent is swept off their feet the Nephilim will use the momentum of their strike to follow through with a 360 degree turn. In doing so they will drive, what was their back hand's, elbow into throat of their opponent. Their other hand then follows up with a sickening palm-like-strike, driving there blade through the center of their abdomen.


xxxxxSTAGE V: The Secret
The only real training within this stage is the learning of seemingly secret techniques. These techniques may seem very basic but if one were to use them in conjunction with what they have learned, at right moments, it may be the end of a match.
Techniques
Caught Off Guard - Bullet B
This is a rather interesting technique for it literally disarms the Nephilim from the weapon they are fighting with, their hidden-blade. The Nephilim can launch the blade from his gauntlet at great rates with his energy(+2Spd). The blade itself will rip through the air but upon impact of an object or the target the blade will explode with enough concussive force to blast back the opponent up to ten feet and shred flesh.
Caught Off Guard - Extending Blade A
This technique can only be done as the blade his drawn out. The Nephilim, before the blade is with draw - in the previous post - will gather energy up into the blade. As the blade is shot forth so is the tremendous amount of energy behind it. This energy forms an ethereal blade which reaches up to ten feet in length. A damn near surprising attack.
Phantom Mirage S
This is a technique initially created to end an enemy swiftly, without a problem. This takes times to perform(1post to charge). After the Nephilim floods his entire body with energy he will let it erupt before him in a mass of thick, visible gold energy. He, however, will continue to move normally but the energy places a trick on the mind of the opponent. The energy shows the movements the Nephilim will make just a mere fraction of a second before he does. Creating what seems to be an "after-image" even though the end of the trail of images is the true Nephilim. This leads the opponent into foolishly attacking the first image of the Nephilim for he believes he is the source of the following.



[ Style created by --XxBlack_FlashxX-- ]
PostPosted: Mon Jul 29, 2013 7:42 pm


wolf4life13

Kusarigama



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The kusarigama is actually a hybrid weapon that crosses the hand sickle, chain, and weight to create a single deadly weapon. The normal usage for this is to swing the weight on the chain to distract, strike, or entangle opponents then use the hand sickle close up to kill them. However with the use of energy there are dozens of new variations that have become common and more are added as time passes. Some kusarigama actually have two sickles instead of a sickle and a weight but regardless of the design the weapon is deadly.




Ankle Biter/ Breaker
Rank: E
Description: A low sweep with the sickle portion of the kusarigama or the weighted end. If the sickle is used it’s referred to as an ankle biter and if the weight is used it becomes an ankle breaker. This move is deceptive because those that move forward to avoid the end often end up with the chain wrapping around their leg and possibly still have the blade or weight strike them as it wraps.



Toe Crusher
Rank: D
Description: A technique to slow opponents the goal is to strike their foot with the weight and can be done in a circular motion sending the weight overhead or near the ground or a linear motion that sends the weight directly at the foot. Often a broken toe or fractured foot or ankle will slow an opponent and prevent them from getting too close.


Snake Bite
Rank: D
Description: The user throws the hand sickle towards an opponent aiming to stab them with the point instead of the weight causing piercing damage.


Snapless
Rank: D
Description: This technique can also be called snapper and refers to using the weighted end of the kusarigama to strike an opponents hand to break the fingers making wielding a weapon difficult or impossible. The name refers to either the fact a target has trouble snapping their fingers afterwards or the sound made by their fingers breaking.


Wrap
Rank: D
Description: This is the ability to wrap either end of the chain around a person’s limb(s) to slow them or prevent them from using the limb fully/ at all.


Constrict
Rank: D
Requires: Wrap
Description: This is the name of the technique of using the chain to choke an opponent either by looping it around their neck directly and pulling it or throwing one end around the opponent’s neck from a distance.



Reaping
Rank: C
Description: A three part technique involving the sickle side of the weapon being spun to attack high, low, and middle in quick succession. This uses energy to accelerate the spinning of the weapon making all three slashes happen in an instant potentially cutting the lower legs, and stomach at once.



Extension
Rank: C
Description: This is an energy technique that extends the blade of the kama by several inches making it so that narrow dodges can result in serious wounds without the actual blade having to strike the opponent.



Shield Spin
Rank: C
Description: Flowing energy through the chain of the kusarigama the user is able to spin it at high speed creating an energy shield that can block most C rank and lower attacks save those designed to break C rank shields. However while the technique can be used on any one side it only defends from attacks from a single direction and drains energy each post it is used.




Chain Control
Rank: C
Description: A technique that allows the user to manipulate the chain of the kusarigama with their energy. This allows it to move in unpredictable manners as though it were a living animal.


Side Splitter
Rank: C
Requires: Chain control
Description: Simply throw the hand sickle portion of the weapon at an opponent but slightly to the side. If the kama misses use chain control to stop it, twist it so the blade faces the opponent’s side and pull it back to cut their side. This is a deceptive move that often works against opponents that have never encountered it but is useless against a knowing opponent.



Chin up
Rank: B
Description: When an opponent charges the user or moves into close range the user focuses energy into the weight of the kusarigama and drops it as though focusing on the hand scythe for defense. As it falls they move their foot under it and using their energy cause it to shoot upwards suddenly towards the opponent’s chin. This is a good surprise attack as it comes from the blind spot right below a person’s chin. Though it is called chin up the user can aim for genitals, the knees, or arms with the weight. .



Sky Crusher, Hell Sweeper
Rank: B
Description: The user channels their energy into the chain causing it to temporarily lengthen by pulling several links in the center apart and reconnecting them with ki. After the attack the links are returned to normal though the forceful separation weakens them quality of the weapon by 1 level. More than three uses destroys the links of the chain. As they lengthen the chain, they swing the weight up and over towards an opponent’s head then send the kama side in a sweep towards an opponents legs. Most people are unable to see both motions at once and clever use of chain control can cause harm to even those that dodge both strikes.



Wind cutter/ Rock splitter
Rank: A
Description: A technique that places energy into the area around the kama or weight and creates a swirling force that makes the kama so sharp it is said to cut the wind and the weight so heavy it can split rocks. This is actually not an exaggeration as the spinning of the energy can neutralize lower ranked wind attacks and the weight can shatter lower ranked earth attacks.


Armor piercer/ Breaker
Rank: A
Description: This attack consists of sending energy either into the weight or kama and after spinning the section at high speed strikes at an opponent with it. The momentum combined with the energy can result in devastating damage that can break through any defense of a lesser rank and weaken those of the same rank.


Chain Saw
Rank: A
Description: Using their energy the user is able to alter the chain section of their weapon into a bladed chain allowing attacks done while energy is spent on this technique to cause much more damage and making wrap and constrict attacks capable of severe lacerations and dismemberment much like a chain saw would cause.



Tornado cutter
Rank: S
Description: User first activates chain saw then using their energy causes the links of the chain to disconnect as it’s swung in a circle creating what seems to be a swirling wind around their bodies but is in fact small blades spinning at high speed. This can cause significant damage to anything that walks into it or can be directed away from the user and towards an opponent. Best used in confined spaces where dodging is not easily feasible. Because the weapon's mass is reduced the damage from this technique is C rank. The down side to this technique is that it can only last for up to three posts (costing energy each post) and afterwards the user must gather the links to remake their weapon and will only have the weight and kama until the links are reconnected.


Resubmitting.

wolf4life13

Eloquent Lunatic

6,150 Points
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wolf4life13

Eloquent Lunatic

6,150 Points
  • Person of Interest 200
  • Elocutionist 200
  • Forum Regular 100
PostPosted: Mon Jul 29, 2013 7:43 pm


wolf4life13
Personal style request:

Five Deadly Venoms
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--The five deadly venom style uses ki to greatly expand on the ancient concept of making a person poisonous by repeated exposure to toxins. This style at the earliest stages focuses mostly on learning Atemi and beginning to poison oneself than on direct offensive techniques. But as it progresses a practitioner is able to poison with a touch and gains immunity to most poisons. It is suspected that honing it to the highest levels will make the person’s ki itself toxic creating an untraceable assassination style.--


Stage 1
-- To begin training a recruit must endure the poison sands training for two weeks (IRL). This involves plunging their hands and arms into sand coated with poisons produced from many different animals until they can no longer continue after which they soak their arms in an antidote solution. This causes intense pain and makes them unable to put up a fight if attacked by others during this period of daily training. Once the basic training is completed the user learns how to poison others with a touch though at this stage the effects are minor.--

--Enter Skills Here--


Scorpion Claws
Rank:E
Description: This is actually very similar to the Muay Thai clench however by sending ki into the hands when gripping an opponent the grip becomes vice like and painful. Each hand is considered separate for this technique meaning it is possible to grab two people but to use both hands the skill must be paid for twice.

Lizard Rush
Rank:D
Description: This technique relies on using ki to alter the user’s center of gravity allowing them to move faster than they normally would. This is normally only used to improve reflexes for two posts making dodging more likely. However it can not be used more than twice a day without resulting in overstimulation of the muscles and cramps.

Centipede Fist
Rank:D
Description: User strikes at high speed with each hand using agility to get near an opponent, The punch is accelerated by ki and results in a ghost punch occurring at the same time as the user feints with the right arm before striking with the left, then strikes with the right and feints with the left. Despite the feints not reaching the target as the user’s arms move back the target will feel four punches landing as the ki filled feints release energy to become actual hits.

Snake Bite
Rank: D
Description: Forming one hand into a snake mouth using the index finger, middle finger, and thumb, the user strikes at an opponent and attempts to send toxic ki into the opponents body disrupting their own ki for two posts and preventing them from using techniques unless they exert C rank ki to cleanse the toxin. This is useful because even if an opponent knows how to flush out the toxic ki they will waste more energy doing it than the user did striking.

Spider Climb
Rank:D
Requires:Level 2 and all other Stage 1 techniques.
Description: The spider climb technique lets the user stick to walls and ceilings with their ki and despite needing D rank energy to begin using only costs E rank to continue using unless broken.

Toad Skin
Rank:C
Description: This is a technique based on the concept of the iron shirt, however instead of directly enduring an attack the user secretes a ki over their body that directs physical attacks C rank and lower off the user's body. The ki released for this technique helps push the attacks away but must be released forcefully making it also dispel quickly. Only lasts for one post. This like all but the supreme technique of the toad path is a defensive technique used to protect the practitioner. However in learning this style this only works on the arms and head at level one, the legs are included at level two, and only those level three or higher may cover their entire body.




Stage 2
--For the second stage of the five deadly venom style the user must endure further poisoning by ingesting toxic bugs and plants in place of a normal diet. The results in a week of severe pain as the antidote is only drank after the poisons are ingested. This stage focuses on different aspects of the poisonous animals it studies than the first stage and many of the techniques relate to flexibility and mobility.--

--Enter Skills Here--


Lizard Lash
Rank:D
Description: The user learns how to use their ki to relax their muscles granting them the flexibility of a contortionist and making circular strikes hit harder as they move like a whip instead of a bat. This increases the damage rank of all normal kicks or arm strikes by one if they go in a circular motion but reduces the damage rank by one if they are direct punches or kicks. This technique must be paid for each post it remains in use.

Scorpion Tail
Rank:C
Description: A powerful kick coated with toxic ki that is capable of paralyzing anyone of a lower level for one post. Even as the paralysis wears off someone struck will begin to feel feverish unless they use B rank ki to flush the toxins from their body. Those that do not flush the toxins that are struck a second time by this attack will become nauseous and if struck in the stomach without flushing out the ki will vomit uncontrollably for one post. Those of equal or higher level will not be paralyzed but will begin feeling feverish immediately. For higher level opponents it is able to cancel out the poison by simply exerting C rank ki instead of D rank.

Centipede Bite
Rank:C
Description: User strikes with a series of fast knife hand strikes that are coated with ki so that they can actually puncture flesh. If they successfully puncture the flesh they inject their ki causing a burning sensation as the targets ki is eaten away by one D rank per turn unless they use a B rank of ki to flush it out. The burning of the target’s ki being consumed by toxic ki results in severe pain.

Spitting Cobra
Rank: C
Description: One of the few long range attacks of this technique the user flicks their hand at an opponent projecting toxic ki that burns like acid. This is usually used at close range and aimed at the face to blind a foe but can be used from a range of up to twenty feet. After five feet though it spreads from a burst into a mist. This technique burns like acid on any animal or metal, but does not effect plants.

Toad Touch
Rank:B
Description: User focuses toxic ki into their hands and when coming in contact with an opponent slaps their skin at some point, on the next post the opponent will begin hallucinating as their vision begins to alter and they essentially are put on an acid trip. Roll dice 1 or 2 causes a nightmare, 3 or 4 causes good hallucination, 5 results in perceiving friends as foes and vice versa, 6 results in failure of the technique. A person can clear this from their system by using an A rank of Ki.

Spider’s Web
Rank:B
Requires:Level 3 and all other Stage 2 techniques.
Description: This stage of the spider form allows the user to manipulate their ki to form threads that can be used to bind something or attach to it. Because the 5 deadly venom style has so few long range techniques being able to attach these ki threads to an opponent and prevent their escape is a signature of the school. They can also be used as a garrote or to link to weapons to recall them. They are invisible to those that are not actively trying to sense the ki from them.



Stage 3
--In this stage the user begins learning how to not just use the toxins in their body or in their ki to poison others but how to combine them and interchange them. It also becomes possible to control their poisons to the extent of touching others without poisoning them. The poison sand training is repeated with the legs at this stage and meditation is used instead of an antidote to cure it.--


Toad Leap
Rank:C
Description: A powerful ki leap that can carry a person up to thirty feet vertically or horizontally. It is very quick to execute and is used for quick escapes. However it can only be used once per five posts.

Scorpion Spray
Rank:C
Description: User converts ki in their body into an actual poison that coats their hands, feet, and the saliva in their mouth with a hemotoxin. This can then be spit, flicked, or directly placed in an opponents wounds to cause severe pain and necrosis to the area it hits. In the eyes it can cause blindness, in the nose difficulty breathing, and in wounds gradual weakening and loss of strength to the limb it is applied to. The true power of this technique is that the resulting poison is not actually ki and can not be easily flushed from the body as ki toxins can.

Basilisk run
Rank:B
Description: This technique involves a series of fast kicks aimed at pressure points in a limb or the torso. Each kick releases a burst of ki that is projected through an opponent resulting in internal damage to that area. This causes shortness of breath if the torso is hit and if targeting a limb numbs the limb for one post. The strength of this technique is that it can be projected past ki defenses C rank or lower though it does not break them.

Centipede Trample
Rank:B
Description: This combines punches and kicks with piercing ki like the centipedes legs, however like most techniques in the venom style it is more insidious than it first appears as when used the range of the poison ki extends one foot from each hand and foot creating a range that even a near miss can poison. This is an acidic poison that eats away at the targets body.

Spider Affinity
Rank:A
Requires:Level 4 and all other Stage 3 techniques.
Description: This technique is an extension of Spider's web that causes the attached threads to release acidic ki that burns what it is attached to each post. This makes the threads easily detectable but can still do damage before the threads are severed. Has no effect on waxes, lead, or titantium. Minimal effect on other metals.



Stage 4
--In Stage 4 of the style the users learn techniques to negate the advantages of an opponent and come one step closer to the pinnacle of assassination. To train for this stage it is no longer enough to simple take in poisons, now the user must craft new poisons to absorb from their very own ki.--



Centipede Dart
Rank:B
Description: User is able to create toxic needles which are then sent at opponents limbs to paralyze them. This is often used to disrupt the techniques of an opponent instead of completely disable them. If this does hit the opponent still uses the ki for the targeted technique but does not get the result. These darts take time to craft as does the poison that coats them. User must make a B rank post to create and poison 10 darts. It is theorized that if a new poison were found or created it might alter the way the darts effect a target but this has yet to be proven.

Toad Field
Rank:B
Description: This technique focuses ki to the user’s vocal chords which then produces a deep rumbling sound as the ki fills the air in a five foot radius of the user and negates anything up to an A rank ki attack. This can be enhanced to prevent anything under S rank from working by paying S rank worth of energy.

Scorpion’s Wrath
Rank:A
Description: An acidic poison technique that actually creates a coating on the user out of toxic ki that burns anyone that strikes them for five posts. This coating burns like acid for the full five posts resulting in damage for those striking or struck by the user. However the ki coating only spreads through a victim or attacker's skin and not through inorganic materials.

Spider Hide
Rank:A
Requires:Level 4 and all other Stage 4 techniques except spider bite.
Description: This technique while sustained hides the user’s ki completely making them invisible to anything other than a person’s eyes. It even creates silence around them making them potent assassins.


Spider Bite
Rank:A
Requires:Level 4 and all other Stage 4 techniques.
Description: This technique fills the user’s saliva with an enzymatic poison that literally breaks down a targets ki much like a spider’s bite breaks down cells. The result is a steady draining of B rank of power unless an S rank of power is used to flush it out. Worse though the target will not recover their ki normally until the toxin is removed meaning an opponent suffering from this that exhausts all ki will not regain ki until a third party flushes the poison out for them. Even if it is days or weeks later.

Snake Venom
Rank: S
Description: One of the strongest of the venom techniques, the user is able to move with the speed of a striking snake to cease an opponent, when they do toxic ki is injected from both hands into the opponents ki instead of the opponent themselves. This technique cancels any ki technique of equal rank or all of lower rank protecting an opponent so long as the user pays cost equal to each technique beyond the first that is canceled.

Lizard Tail Loss
Rank:S
Description: This is a technique that allows the user to actually detach a limb severing and sealing both ends with ki to gain an advantage on an opponent. However the limb must be recovered and reattached or it will be lost permanently.

Stage 5
--In the final stage of the Five Deadly Venoms the user learns some of the most advanced and normally believed impossible feats of the style. The techniques require high amounts of ki for most but give impressive benefits as well. In this stage the user must meditate deeply and achieve a true state of being one with nature and the universe. For even assassination and death are simply a part of a cycle of life.--


Scorpion Tri-strike
Rank:B
Description: A simple technique where in an instant the user ceases an opponent with both hands and kicks them. However the hands are coated with cutting ki resulting in a scissor like grip and the kick can pierce a tree.

Snake Charmer
Rank: B
Description: By moving the hands rhythmically and locking eyes with an opponent the user can mesmerize their opponent causing them to forget what they were going to do and drop their guard. This can allow the user to approach a target and is not broken for those of equal or lower level until someone acts hostilely towards them. This means that anything that is not performed in a violent manner will not break the spell.

Centipede Rush
Rank:A
Description: The user forms four arms out of ki and proceeds to launch into a fast punch assault that makes any fist technique hit 3x more than usual for the next three posts. These arms can only be used for strikes and not grabbing or blocking.

Lizard gland
Rank:S
Description: The pinnacle of the lizard’s path, the user is able to alter their overall ki reserve so that all techniques contain poison ki. This is a passive technique that allows the user to pay 50% more for a normal technique to change it into a poison technique. The effect of the poison varies based on the rank of the skill.* This has a 3 post cool down.
E - Mild dizziness
D - Nausea
C - Vomiting for 1 post for equal level and 2 posts for lower level.
B - Palsy/ weakness of either arms or legs for 1 post for equal level and 2 for lower.
A - Paralysis for 1 post for lower level and vomiting for two posts for equal level.
S - Blindness for one post for equal level and 2 posts for lower.
* This has no effect on people of higher level.

Toad’s Rage
Rank:S
Description: The sole offensive attack of the toad stage, the user is able to actually create a large amount of toxic ki which then explodes outward causing acidic burns to anyone in the area. This ki can cover an area up to twenty feet. Those within five feet of the blast take damage for two posts and those beyond that take normal damage. However as this ki eats at flesh like an acid it can cause difficult to treat damage to those caught off guard. The amount of toxic ki used for this technique must be built up gradually as a reserve and as such this may only be used once a week.

Spider the Glutton
Rank:S
Requires:Level 5 and all other Stage 5 techniques except Spider Realm.
Description: User is able to drain poisons from a foe or that they produced for other attacks to recover ki equal to 1/2 the attacks effecting the target or consumed. This can also be used to simply steal S+C rank energy from a paralyzed opponent. Limit 2 uses a fight.

Spider Realm
Rank:SS
Requires:Level 5 and all other Stage 5 techniques.
Description: The spider realm is a technique that is hoped to be the pinnacle of assassination, it allows the user to truly erase their existence for a short time. This means not just hiding their ki but negating any ki that comes in contact with theirs by making it pass through them or around them. However this technique eats up ki quickly and as such is used sparingly and rarely continuously. This technique must be stopped to attack. This technique allows even light to pass through or around the user essentially hiding them from all senses.





Resubmitted.
PostPosted: Tue Jul 30, 2013 6:08 pm


A style for the guild

THE CIRCLES OF LIFE
[One-Handed. Unpredictable. Flurry.]

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xxxxxHISTORY
This is your round about style which is so versatile and universal any one-handed blade, whether it be a short-sword to great, can be used with such a style that has developed throughout the ages. It is one based upon the "Three Circle Concept".

xxxxxDESCRIPTION
In sword play there are three circles, or layers, which are indicated and marked be parts of the arm and the blade being wielded. The tip of the blade creates the first and foremost layer know as the Third Circle. The second layer is indicated at the hand whilst the last, The First Circle, is marked by the elbow. Also, when one takes an areal look on things and imagines a sort of tri-fold Venn Diagram with the target/opponent at the center. These envision the three paths about the man. The trick of the entire style to keep their opponent at the tip of their blade.


xxxxxSTAGE I: Your Blade
The first stage of them all meant for the worst of the worst, literally. It is within this stage that the user will take use of a blade of their choosing as long as it is no short than a short sword an can be held with one hand. They choose their particular hand within this stage which they wish to use and will always stick to that one hand.
Techniques
Side Bound E
Without this technique the entirety of the style would be useless. The swordsman will take a complete side stance where only his blade hand will be seen. This stance is the basis of the style and once is initiated won't have to be used again within the fight.


xxxxxSTAGE II: The Inner Most Circle
In this stage the swordsman focuses upon their innermost circle. This circle is marked by ones elbow. No swordsman ever wants another within this circle. They will do their utmost to keep them out of it. And so, this stage is one of which they perfect their defensive skills and few offensive of such close quarters.
Techniques
Parry D
Initially standing within the original side stance the swordsman points their blade forth. This technique is designed to work of the stance for it will allow the swordsman to swat a series of attacks away; up to ten strikes(15 for Adept+), with ease. At the same rate it boosts the speed of the swordsman by 1 whilst the technique is active.
Instinctive Counter D
If one just so happens to manage to get within range of ones First Circle they'd find themselves caught off guard by a quick rush of attacks. The moment the opponent enters the swordsman will throw a side-kick for their ribs with aim to both crush them and push the other back. From the side-kick the swordsman will leap forth and shoot a roundhouse-like, horizontal knee to slam into the skull and fracture it.


xxxxxSTAGE III: The Second Circle
It is within this stage the swordsman takes use of "hand-to-hand" combat a form of defense. Clearly this defense is used to encourage those of their opponents to keep their distance and don't try to get too close. The strikes of such being very fluid and continuous.
Techniques
Three Circles D
Starting from the side-ways stance of theirs the swordsman will bring their front leg up and launch themselves into a spin with a roundhouse. After the round house will come a hook kick from their back leg and then a horizontal slash right after.
Three Circles - Lift C
This is a variant of the technique from before hand. When the roundhouse is thrown is thrown with a simultaneous sword slash. The two of which angled in such a way to bat the opponent into the sky and then drive them back to earth with a finishing hook kick.
Three Circles - Tornado C
This a technique which occurs more as a counter for those who step into the First Circle. When the have gotten within range the swordsman will shoot a skull crushing elbow, with their free hand, aimed for their temple. Even if the elbow is missed the swordsman will spit about not once more, but twice as they slash their target twice with two back-slashes.


xxxxxSTAGE IV: The Outermost Circle
It is in this stage that the swordsman actually takes up using their sword for this last circle, the Third Circle, and will connect every attack with tip of their blade for the utmost effect of a slash. This, in return, making an even single slash that much more solid of a blow increasing their strength by one.
Techniques
Caught D
In this technique the aims to jam their blade, purposely, into one of the many bones about the torso; preferably their collar bone. The swordsman will then yank down upon the blade which brick their opponent crashing down into a rising uppercut or knee.
Swift Kill C
In this technique the swordsman will ever so precisely smack down the blade, or attack, from an opponent and just as hastily step forth and slash the throat of their opponent. What is dangerous about this technique is that the sudden reduction of distance created by the step in goes virtually unnoticed. Why this is, is due to the fact the step is taken while the original block is execute thus placing the swordsman right at the side of the opponent as they now aim to slash or decapitate.
Disarm C
A rather gruesome technique but efficient. The swordsman blocks the opponent's blade in such a way it is casted only ever so slightly to the back of the swordsman and with a mere flick of his wrist slice through the opponent's forearm and follow up with a swift hook kick to the skull.
Breathless B
These technique is one which is very simple. The swordsman will smack away the blade or attack of their opponent and step in slightly. As they do the slash their blade horizontally in aim for the opponent's throat not once but twice. In doing the swordsman channels their energy into the blade to extend it by an unexpected inch or two.


xxxxxSTAGE V: The Diagram
In this final stage the swordsman focuses upon their footwork and swift movements and evasions. This is a stage in which the entirety of the style begins to gain a bit of flare with acrobatic-like movements as evasive maneuvers.
Techniques
The Roll E
Simple as it sounds. A basic roll is performed to one side or the other of the opponent to create a swift opening. This evasive maneuver can be swiftly followed up by a single slash to take out the Achilles Tendon of an opponent.
Art of Movement A
This is technique for those species and bloodlines who don't have a natural knack for acrobatics. In exchange for a energy cost for constantly boost energy throughout their body the swordsman maintains hold a Nephilim-like fluidity. He will now become capable of seemingly natural producing flips and so on and so for as we as they evade. This only last for some time. (6 Posts)
Game Of Chance A
In this technique the swordsman gathers their energy into their arm. When they produce a slash the energy will release and produce a somewhat confusing image before the eyes of the opponent in order to fool them. It would seem as if he had been attacking three separate places at once when only one would be the true target.



[ Style created by --XxBlack_FlashxX-- ]

XxBlack_FlashxX

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PostPosted: Mon Aug 05, 2013 5:39 pm


xxblack_flashxx

Both styles approved.

wolf4life13

I approve the kusarigama style.

However, I know for a fact that the five deadly venoms was made by someone else, as I've seen it either here or in Ludus. Therefore, it should not be a 'personal style' to you.

I also think it should possibly be restricted to Arachnoid only. I'll think about that.
PostPosted: Mon Aug 05, 2013 5:51 pm


Shane Allgay Errday
xxblack_flashxx

Both styles approved.

wolf4life13

I approve the kusarigama style.

However, I know for a fact that the five deadly venoms was made by someone else, as I've seen it either here or in Ludus. Therefore, it should not be a 'personal style' to you.

I also think it should possibly be restricted to Arachnoid only. I'll think about that.


I designed it in ludus and I wasn't submitting it as a true personal style so much as a style for the guild though you are right the design makes it only really suitable for arachnoids or possibly Dawn elves since they have a natural mastery of poisons and nature.

Edit: I had submitted it as a personal style here before editing it for ludus and I forgot at the time I was allowed a hand to hand style.

wolf4life13

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PostPosted: Mon Aug 05, 2013 6:03 pm


wolf4life13
Shane Allgay Errday
xxblack_flashxx

Both styles approved.

wolf4life13

I approve the kusarigama style.

However, I know for a fact that the five deadly venoms was made by someone else, as I've seen it either here or in Ludus. Therefore, it should not be a 'personal style' to you.

I also think it should possibly be restricted to Arachnoid only. I'll think about that.


I designed it in ludus and I wasn't submitting it as a true personal style so much as a style for the guild though you are right the design makes it only really suitable for arachnoids or possibly Dawn elves since they have a natural mastery of poisons and nature.

Edit: I had submitted it as a personal style here before editing it for ludus and I forgot at the time I was allowed a hand to hand style.


Ah, alright. Well, if you made it there, then that's okay.

I guess it could work for the dawn elves.
Spider Realm seems really strong though. It feels as if you can just auto-kill anyone, because you can appear out of thin air and kill them instantaneously.
PostPosted: Mon Aug 05, 2013 6:13 pm


Shane Allgay Errday
wolf4life13
Shane Allgay Errday
xxblack_flashxx

Both styles approved.

wolf4life13

I approve the kusarigama style.

However, I know for a fact that the five deadly venoms was made by someone else, as I've seen it either here or in Ludus. Therefore, it should not be a 'personal style' to you.

I also think it should possibly be restricted to Arachnoid only. I'll think about that.


I designed it in ludus and I wasn't submitting it as a true personal style so much as a style for the guild though you are right the design makes it only really suitable for arachnoids or possibly Dawn elves since they have a natural mastery of poisons and nature.

Edit: I had submitted it as a personal style here before editing it for ludus and I forgot at the time I was allowed a hand to hand style.


Ah, alright. Well, if you made it there, then that's okay.

I guess it could work for the dawn elves.
Spider Realm seems really strong though. It feels as if you can just auto-kill anyone, because you can appear out of thin air and kill them instantaneously.


Easiest fix I can think of is making it so the user must be still to use it. That way it could allow a negation against attacks but not allow for moving into position for an instant kill. I might make a second arachnoid just to use it if it's approved though.

wolf4life13

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PostPosted: Thu Aug 15, 2013 3:13 am


wolf4life13
Shane Allgay Errday
wolf4life13
Shane Allgay Errday
xxblack_flashxx

Both styles approved.

wolf4life13

I approve the kusarigama style.

However, I know for a fact that the five deadly venoms was made by someone else, as I've seen it either here or in Ludus. Therefore, it should not be a 'personal style' to you.

I also think it should possibly be restricted to Arachnoid only. I'll think about that.


I designed it in ludus and I wasn't submitting it as a true personal style so much as a style for the guild though you are right the design makes it only really suitable for arachnoids or possibly Dawn elves since they have a natural mastery of poisons and nature.

Edit: I had submitted it as a personal style here before editing it for ludus and I forgot at the time I was allowed a hand to hand style.


Ah, alright. Well, if you made it there, then that's okay.

I guess it could work for the dawn elves.
Spider Realm seems really strong though. It feels as if you can just auto-kill anyone, because you can appear out of thin air and kill them instantaneously.


Easiest fix I can think of is making it so the user must be still to use it. That way it could allow a negation against attacks but not allow for moving into position for an instant kill. I might make a second arachnoid just to use it if it's approved though.

First thing's first, why don't we try and seep through it and get rid of the 'level 5's' and the such? Spider Realm is actually pretty okay, considering we have so many sensory skills. Werewolves can smell, dim mak can use chi sense and we even have skills that disrupt sustained abilities. It's honestly fine. It's approved.
PostPosted: Wed Aug 21, 2013 12:17 am


THIS IS A WORK IN PROGRESS
I am up for suggestions.
Fury of the Dragon
THREE WORD DESCRIPTION
User Image

--Style Overview and History Here--


Stage 1
--Enter Description Here--

--Enter Skills 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

Super_X_Kami_X _Guru

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PostPosted: Mon Sep 16, 2013 11:02 am


Neko-Te
Concealed, Deadly, unforgiving
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--A style that requires constant hours of training, practice, and determination to learn and use. This is one of the main weapons of the Kunoichis/Ninjas due to their easy of use and concealing ability. They were mainly used to take out the vital parts, such as the eyes, groin, and the soft spot in the neck. The Neko-te is a name given to several contraptions fitted in or over the hand, with sharp blades or pins sticking out. Some of these original neko-te that were shaped like metal gloves had pins standing up from the metal plate covering the back of the hand, designed to trap other weapons and leave minor damage when required. --


--Quick Draw Cut--
Rank: D
Energy Required
Description: A swift equip of the claws, able to be used out of style to changed straight into this style. This is a swipe at the eyes to catch their opponent's off guard while the user enters the Neko-Te Style. The moment the user enters the style, they are to discard any weapon in their hands to fight like a cat.

--Feint Slash--
Rank: D
Description: A tricking slash towards the face that is then redirected towards the chest of the foe before the user dashes back. The user enters a feral like stance once they finished dashing, allowing for faster attacks and quick dodges. The user stays in a cat stance for 2 posts while increasing their reflexes for the time being.

--Blind Slash--
Rank: C
Description: An attack that does what it says and slashes at the opponent's eyes, aiming for contact. If it strikes the eyes, or even anywhere on the body, the enemy will become blind for 5 posts. They can only see darkness at this point, unable to see anything unless they are trained to sensitize their hearing and touch.

--Dark Pierce--
Rank: B
Energy Required
Description: A technique that uses both energy, and the position of the user having to be in darkness to enact this. The user stabs the ground, their finger tips entering the darkness as tendrils of Black Energy raise out of the ground and stab at their. Most, if not all, will tend to aim at the abdomen, pelvic, and groin areas to inflict severe pain. Anyone hit with this will feel a small shock inside, hitting their opponent with a forced adrenaline.

--Unfair Shot--
Rank: A
Description: A skill that does what it says and strikes unfairly at the opponent's groin with their clawed fingers to cause terrible pain. This works on females as well since no one is perfect, or immune to low blows. This skill is looked down upon by others of the weapon users, but however it may be or look, this skill is quite deadly and works.

--Death Swipe Mark I--
Rank: S
Energy Required
Description: A forwards dash at the opponent, remnant of the quick draw dash attack of the Katana in many folklore, the user aims at the softest spot on the body, the neck. The skill requires an immense charge of focus, watching the foe as they ready themselves, remaining still for a single post. Though as they finally gain the time needed, they will dash out with incredible speed, going towards their opponent. The single touch of the dashing user, will cause them to appear behind the enemy. Only those with the quickest of eyes, will see a cut of wind flying at the neck of said foe, aiming at the jugular vein in the neck.

--Death Swipe Mark V--
Rank: SS
Energy Required
Prerequisites: Death Swipe Mark I, Quest Training Manual: Claws, and Master Rank
Description: The user is to be in cover at the time of this skill, this is your one and only warning with this skill. The user hides in the darkness, or even behind a cover for two posts, activating a small sense with their claws on the ground. Dragging it would give them some sense of earthly touch to feel the footsteps an enemy gives out. They would also have to discern who is foe, and who is their ally in this charge. After they have a full charge, they will dash out from the darkness, or cover, towards their foe with unhinging speed with a dark glow around their body. A single touch teleports the user behind the foe, even into the air as 4 wind slashes appear before the foe, at their sides, and behind them, all horizontal, all aimed at the neck. This is a killing move, and one to not have any fear of killing their foes, or contracted to kill their allies, will use this move once mastered.




Thing for the guild. We need a proper Claw Weapon....I plan for much better next.
PostPosted: Thu Sep 26, 2013 4:05 pm


(Personal Style for Alistair Maric)

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The beginning of this stage is to search for the inner fire within your being. The inner fire is often represented by one's will power, the core of your soul, or simply your heart. Once one finds the core of their fire, they will fuel it and draw it out, letting it flow throughout their body. This is done through meditation while surrounding oneself with fire and staring into it. The heat of the flames and the visual appearance of fire surrounding the individual strengthens the inner fire, making it expand and become stronger. Further meditation is then needed to control the flame, which by combining the person's inner ki with the flame and skin instinctively stops the very nature of the flame from burning or damaging the user. Users have reported that its something like wearing a leather glove. While glove is set on fire, their hand underneath feels nothing.

Flame Punch | Rank E
The user builds up flames around their fists with a quick and solid blow that'll knock the target into the air with enough strength. Because of it's almost explosive nature, even someone with low strength can knock some off their feet with this skill. 1st degree burns are left behind in the area struck, making the area tender and more yielding to damage if struck again. This can also set others on fire if clothing or flammable material is hit. Can be used with feet as well.

Burning Stamp | Rank D
A skill the user uses to cause the opponents movements to be miserable. By stamping the ground, the user releases a small pulse of searing fire that ranges out to five feet and is 2in in height. This is meant for close range, as the fire will sorch the feet of the target, making standing or moving around excruciating, as it burns through most shoes.

An Open Flame | Rank E
The user is capable of releasing a large amount of heat from their body. Just by learning this skill makes the user feverishly hot. When used, the surface of the user's skin becomes hot to the touch, as if their skin were a hot iron skillet. It makes touching the user excruciatingly painful. Lasts for 3 posts.

Heat Clap | Rank D
By accumulating a massive amount of heat in your hands, the user will suddenly clap and release a wave of heat capable of causing a brief moment of dizziness in a 30 feet radius. The heat lingers long enough (3 posts) to weaken the effect of water skills by one rank in that area.



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This stage teaches more in depth of the fire's nature, allowing the user to learn how to use its heat, explode, take shape or launch This is done by mixing the student's inner fire energy with outer energy, making them split for explosions, mix together to make shapes or projecting fire and heat. The training is done through meditation and being around and in fire, where heat is heavy and constant.

Flame Pitch | Rank D
Creating a tight packed ball of fire and energy in the user's palm, the user fires it at a desired target, fast enough to look like a mini comet. Impact is enough to knock someone off their feet and leave them breathless.

Heat Streak | Rank D
Using the sheer heat from fire, the user sends out a stream of pure heat from their palms, the stream being the size of the user's hands. Being hit by this leaves second degree burns from the heat, though would be in a larger spread of the body. Direct contact can cause worse burns and internal burning where the palm made contact.

Blaze Kick | Rank C
When the user kicks at their opponent, their leg will be engulfed with searing hot flames, delivering a powerful kick. This skill can be stacked onto another skill, increasing it's rank by one without having to spend the energy for it as long as it's C Ranked and below.

Exploding Fist | Rank C
Building up the fists with the burning energy, the user strikes a target with his fists. Upon impact the energy explodes, sending fire everywhere. Upon skin, it'll cause heavy burns but the explosion's power is very weak, only causing shallow wounds though if placed properly can be fatal. On C ranked metals, it can punch a hole into it.

Nitro Cannon | Rank B
Bringing their hands together, palms touching, the user builds up a mass volumn of burning energy. Creating a bright white ball of light in which the user then extends his arms outward with the palms still touching, releasing a large stream of condensed energy and fire (think kamehameha) in a desired location. The stream appears to be like a large beam, about ten feet wide and travels out until it reaches 35ft where it'll die out. Those caught in directly will be relentlessly rattled with burns, not to mention the beam would push them until it dies out or impacts another obstacle. After use the skill cannot be used for two posts.


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The third stage teaches students to have more control over their inner fire, as now emotions can now help. Passion, Love, Hatred, Rage, and Determination are key emotions in training, as they intensify the inner fire. Everything learned so far is used and the student is taught to fully control and combine it with different close combat skills. To learn this stage the user must be thrown into a desperate scenario where they become heavily emotional and filled with at least two of the emotions listed above. This desperation triggers the body's survival instincts.

Meteorite | Rank C
A stronger version of Flame Pitch, the user creates a bigger ball of condensed energy and fire, about the size of a a beach ball and fires it faster than its predecessor, taking on the appearance of a meteorite. The impact is strong enough to carry a person through the air until it reaches its limit and slams into the ground or into an obstacle and exploding with concussive force of a C4 explosion. The meteorite is extremely inaccurate at long range. (Flame Pitch prerequisite.)

Incendiary Bombs | Rank C
The user will concentrate on burning energy into their palms, focusing it into the size of hand held grenades where they will throw them where a second later will explode with the force of a grenade, sending searing hot flames capable of dishing out 1st degree burns everywhere within 5 meters. They don't work if touched with water.

Missile Fury | Rank B
Infusing inferno ki into their fingers, the user fires the ki off of their fingers, all becoming homing missiles. Each blazing energy missile is about the size and shape of a 9mm bullet. These missiles will pursue the target for three posts at the speed of a meteorite skill until colliding with something. Upon collision, each one explodes with the force of a Meteorite.

Bermuda Surprise | Rank B
A technique that requires planning and staging, but when finished holds deadly results. The user starts by generating burning energy to their finger, and slashing the air with it in the direction desired. It'll cause a slash in the ground about 25ft in length, and if the target is struck a line of fire will appear in their skin, inflicting minor burns. However, the user does this two more times at any point, in a pattern where the three lines form a triangle (doesn't have to be perfect). Once the triangle is made, once the opponent is within the triangle it'll activate and explode violently. This can take out multiple targets and those within 10ft of the explosion will be badly burnt and knocked onto the ground. From the force of the explosion, the target is stunned for a post.

Blazing Pillar | Rank B
Building up burning energy in the user's leg, the user stomps their foot on the ground. The energy jets into the earth, and then explodes elsewhere in the area within 25 ft of the user, creating a pillar of scorching flames about 5-6 ft wide. The pillar remains standing and burning for an extra post, hot enough to evaporate water weaker then itself and if one is caught in it can inflict horrific burns all over the body. Over exposure results in death (two posts, afterwards death ensues.) 25 ft is the range the attack can be used from the fighter, and cannot be increased by any other technique.

Heat Wave | Rank B
A step up from Heat Clap, the user builds an immense amount of flameless heat in their body, only to release it at a moments notice, expanding throughout the entire area. This skill has the same effect of Heat Clap, but it also raises fire and hell's grasp skills by one rank in power.


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In this stage, the user learns to transform their element and expand it, making it capable of utilizing a 'Hard Flame'. The training to power up and evolve the user's inner fire is by the user actually stepping into a large bonfire and meditating in it. To survive the extreme heat and be able to transform and enhance the inner fire, the user shrouds their energy around their body. This will protect them from the fire, and throughout the day slowly absorb the heat energy into their own energy source and overall make them immune to their own fire attacks and any fire attacks D Rank and lower, and overall provide a high resistance to the element itself. The Hard Flames have a unique look, its darker than normal fire and twice as deadly. This is the more destructive yet awe inspiring side of the style.

Flame Jet | Rank C
By shooting flames in the opposite directiong of where they intend to go, the user can propel himself forward, moving at a higher speed than normal. (+1) this can be used to launch yourself about 20 feet in the air, or even to soften a fall from ridiculous heights.

Flame Spin | Rank C
Creating a wheel of flames with the user in the center, the user shoots himself forward with increased speed and power (+1) and can completely knock off most B Ranked attacks, save for water attacks as it continues to launch itself at the target. Being directly hit would deliver enough force to knock someone back several feet, also delivering burns.

Inflamed Armor | Rank C
As the name implies, this is just basic armor that is made of the user's hard flames. Even though it only covers the torso, it is extremely durable. It will take 5 C Rank attacks to break the armor or one B rank attack. (Level sixprerequisite.)

Dragon Fist | Rank B
A technique where the user builds up immense amount of flames and energy around one arm, coating it from the elbow up. The coating will then take the form of a dragon's head, mouth and teeth and all. For three posts, the user will have "dragon fist" status, where the contact with the flames will cause horrible burns. The skill is named not just for the shape the flames take on, but the fact that the head seems to be alive, some believing the inner fire is a being or force on its own. The dragon's head can bite, spit fire equal to D rank Fire Stream.

Meteor | Rank A
The user will jump high into the air and coat their body with their hard flames. Once they begin falling back down, their bodies will look like a meteor crashing down into the earth. Once the user makes contact with the ground, they will first send a shockwave that will knock people over, or at least make them tremble a bit. Then the users sheer power will begin to make a crater on the ground that will have a depth of 10 feet and a radius of 15 feet. The users fire will send a wave of of fire over the ground where the crater is forming, and it will burn nearly anything in its path.

Meteor Mash | Rank S
The fighter charges their fist with immense amount of burning energy, their fist taking on the color of black with redish orangish cracks in it. The user then swings their fist to strike the target, which as they do so the fist will leave a trail, like a comet. Impact from the fist will explode with the force of 5 megatons. Direct impact with these will kill, and being near it upon impacting will result in being sent back flying from the force of the explosion and having burns on the side of the body facing the explosion (must be within 5 meters). If the strike doesn't hit anything, the user can hold it for three posts, but paying C rank energy each of those posts. Afterwards it has a cooldown of ten posts.


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The final stage, where the most powerful and extreme skills are learned. This stage takes everything the students have been learning and magnifies them. Their inner fire at its peak and even becomes pure, it is no longer simply called fire. It is power all by itself. Training for the last stage is given not through meditation or practice, but battle. The user will have to fight and use everything this style has to offer from stages 1 - 4.

Flash Fire | Rank D
When the user is about to be attacked by anything fire related, they will briefly surround themselves with a thin layer of fire to brace themselves, thus lowering the rank of the opponents fire attack by one.

Hephaestus's Rage | Rank A
Linking to Greek Mythology, this skill was named after the Greek god of fire: Hephaestus. The user will compress their fire until the point that a small marble could have the power of a enormous fireball. As the user holds the small ball in their hand, they will toss it at the opponent and once it makes contact with anything solid, it will expand into its true size and burn anything in its path. It will melt A Ranked metals completely, but will make S ranked metals extremely hot that one strike will break it.

Blades of Hades | Rank A
The user generates their inner fire, and exerts it out of their forearms and knees, creating a foot long blade of pure firey energy that is capable of even slicing through A ranked metals like butter. Wounds from these blades not only cuts but burns the wound. These blades can be held for three posts.

Meteor Shower | Rank A
The user will put raise their palms to the air and will begin to shoot out small burst of their pure fire. It will seem as if nothing happened until the next post. The fire will come down in a rain of heavenly fire that will rain down on every inch around the user. Has a radius of 10 feet. (Meteor prerequisite.)

Nova | Rank S
A devastating skill that will destroy anything in its path. This fire is something different, it's hunger can never be sated so it will burn through anything in its path and leave only ashes. 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 flames. The user will begin to emit a pulsing orange flame from behind them, this flame is capable of turning cement to charcoal. After a post of charging in this state, the user will commence the attack. Then the user will shoot out a dark orange flame out of the hand in front of them. This blast is about 25 feet wide and goes up to a mile before it vanishes. The flame is capable of melting nearly any type of metal. No normal shield can protect the opponent after the user has trapped the opponent.

Hell's True Grasp | Rank SS
Taking on a whole new level, the user must understand that playing with fire, no matter how in control they are with it, will back fire on them. Once they know this, then the user will understand that in order to dish out so much damage, a toll must be paid. A toll of understanding the pain that they inflict. The user will take one whole post and begin compressing flames so tightly inside of their body, if disturbed, the user will literally explode, emitting a large 'nuke' of a sorts on the land. (Capable of destroying the entire thread, if not the city.) Once this is done, the user will unleash hell upon the lands. Five enormous pillars of fire will surround the user, and in a matter of seconds the pillars will begin to take an entirely different form as they combine together. Though it takes another post, if the user is hit at this stage of the attack, the entire attack is canceled. Once the pillars combine, a rather hideous beast will take form (think Efrit from Final Fantasy). The beast will suddenly roar and then explode, literally destroying anything in its path. No metal can stand in front of this attack, however the user's arms will be burned off entirely.
 

Hiro the Herp

Dedicated Zealot

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

Great Lord Wulvengar

Enduring Prophet

8,150 Points
  • Brandisher 100
  • Elocutionist 200
  • Flatterer 200
PostPosted: Thu Sep 26, 2013 5:31 pm


Approved.
Hiro Allday Errday
Reply
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