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mynightmarestays

Dangerous Lunatic

PostPosted: Mon Sep 12, 2011 7:26 am


Done


Kempo Karate
--Basic, Hybrid, Personal
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--Kempo Karate is a Hybrid Martial Art. It has many different aspects of different Styles. The Grappling and throwing of Judo, the flowing of Thai Chi, the fighting style of Muy Thai, the Kicks of Tae Kwon Do, and so on. The Weapon Styles that the farmers used with their weapons they developed for defense against the Chinese Army. Kempo does have it’s own forums for their Katas, Taiokas, and Fourms.

History:
Kempo Karate is regarded as a beautiful and highly skilled martial art. The beginning of Kempo Karate is somewhat obscure; some say it began in China, some say it began in India, and others indicate elsewhere. It seems that Kempo Karate is as old as man.
The formal beginning of Kempo Karate is attributed to the Buddhist monk Bodhidharma (Tamo in Mandarin Chinese or Daruma in Japanese). Bodhidharma journeyed over sea from India to China where he remained at a monastery called Shaolin and taught Buddhism to the Chinese monks there. This was approximately in the year 525 A.D., when Bodidharma combined Kempo Karate and Zen Buddhism into a workable method of physical and spiritual fitness.
In the year 525 A.D., China was split into many kingdoms and bandit baronies, and the Canton War Lords had disarmed the civilian population. Bandits were raiding the villages for food, molesting people, burning houses, and robbing the Buddhist temples. The Canton War Lords failed to protect the people and they turned to the priest Bodhidharma. Bodhidharma fasted, prayed, and meditated to God for many days. Then, he conveyed the message that war and killing is wrong, but is also wrong not to be prepared to defend oneself against evil tyrants. Bodhidharma encouraged the people that although they didn't have weapons, to make every finger a dagger, every fist a mace, every arm a spear, and every open hand a sword.
As time went on, the monks at Shaolin won the reputation of being the most formidable fighters in China. Since that time, Kempo Karate has gradually developed into powerful and skillful techniques. Shaolin Chuan Fa is considered by most martial arts historians to be the forerunner of karate and kung fu. Chuan Fa means “law of the fist.” Kempo is commonly used in Okinawa to describe karate systems that have Chuan Fa roots. These are not associated with the Kenpo/Kempo systems from Hawaii.
Kenpo/Kempo systems have evolved in Hawaii since their beginnings. When Professor Buell began his training, the schools in Hawaii used the “Kenpo” spelling. Professor Buell's research revealed that his martial arts were roots profoundly influenced by Chinese Kempo. Subsequently, Professor Buell changed the “Kenpo” spelling to “Kempo” in 1974. Some of the other schools followed suit and some stayed with “Kenpo.”
Here--


Stage 1
--Novice Form—
Post: 3

--Jab And Punch --
Jab and Punch are the two basic punches learned at the Novice level. The Jab is performed with the lead leg in the fighting stance. It focuses more on speed then anything. The Punch is performed with the leg that’s back. The back foot rotates with the heel up off the floor. The Punch is more on power then it is on speed. The Two punches are mostly use as a combo move.

--Inward Block
The Inward Block is the main block for attacks coming in towards the torso area and the face. The move is the user creates an L position with the arm coming inward toward the attack. The hand can be in a fist which makes it a Hard Style block or open which makes it a flowing block move.

--Front Kick
The Front Kick is a very basic kick. It is performed with the leading leg. The user lifts the leg up pushes outward with the foot. The toes are curled back making the kick used with the ball of the foot.

Stage 2
--Apprentice Form—
Post: 5

--Judo Throw --
The Throw is taken from the Aspects of Judo. It is used to get into Grappling which is on the ground fighting. The user has the opponent on the user’s back. They grabbed a arm and wrap it around themselves and lift the opponent off the ground. With a swift movement, they throw them onto the ground with using their shoulder. This move is also called a Shoulder Throw.

-- Outward Block--
The Outward Block is a harder block then the Inward Block. It is use for defense in the same area as the Inward block. The user makes the same L position used in the Inward block. But instead of moving it inward, the user make the movement as if scooping Ice Cream bring the arm in a circular movement.

--Roundhouse Kick
The Roundhouse Kick is one of the strongest kicks in the arsenal of a User of Kempo Karate. The Kick is performed with the back leg of the fighting stance. The User brings the leg up, almost making it a Side Kick. Instead, they twist their hip bringing the kick around while twisting on their front foot. It performed right, the kicking foot will provide power to possibly knock their opponent over or at least knock them off balance. This also depends on the user’s own strength.

Stage 3
--Intermediate Form--
Post: 7

--Uppercut Punch
The Uppercut is one of the more dangerous punches because of where it strikes on the jaw or if the opponent is bent over, the stomach. With a swift movement, the user can use either legging leg hand or back leg hand to bring up a quick yet powerful punch. They bring down the arm slightly and with speed bring it up to the targeted area. Which ever hand is being use to punch with, the foot of the punching hand twist to provide the power of the punch.

--Arm Bar: Standing
The Arm Bar is the first move that can possibly break the arm is the opponent starts moving around to avoid the pain. There are two ways to perform this move while standing. The most common way of performing the move is from the behind. To get into the position, the user blocks any punch they are able to first. Then they grabbed the wrist and quickly lift up the arm and move under it to where they are now behind the enemy. Then the arm is force straight out on the side. While still holding on the wrist, they upward strike the elbow area with their forearm and rolled over the arm to where the forearm is on top of the arm. By now, the enemy is in pain from both the strike and the rolling they will do what the user says to do in order to escape the pain. From here, you can force the opponent to the ground.

--Flip Kick
The Flip Kick truly is called a Reverse Roundhouse. It is a Roundhouse performed with the leading leg. You bring up the leading leg and flip is out as a speed and power kick. People most commonly train with this kick by having a X-Ray film being held by someone or attached to something. The User kicks the film trying to get a snapping sound from the film to know they are kicking proply.


Stage 4
--Advanced Form—
Post: 10

--Arm-Shoulder Take Down
This is the most common take down to use to take the opponent to the ground. They are in the same position as they would for the Arm Bar: Standing expect they stay in front of the opponent. With their free arm, they start arm the shoulder and drag their arm with force to the beginning of the forearm. By now the opponent should be off balance. And with one quick moment, the user pulls them down as they turn to where the user is standing while holding the arm and the opponent is on their backs. To insure they stand down, the user strikes their knee onto the stomach.

--Arm Bar: Ground
You must know Arm-Shoulder Take Down to learn this move. From the Arm-Shoulder Take Down Position, the user places one foot on the other side of the body and the other is tucked in to the space of the neck and ground. They then quickly dropped to the ground while still holding the arm. As they go down, the arm is placed on the user’s groin, the thigh for females, and pulled towards them. This bends the arm to breaking point if not escaped or released and is done quickly.

--5 Punch Combo
This Combination has a total of five punches as the name says. The User does the following punches: Jab, Punch, Left Uppercut, Right Uppercut and a new punch: Right Hook. The Hook Targets the rib cage or the head. It’s a sideways Uppercut while twisting the foot of the punching hand. In this case as it being a Right Hook, you twist the right foot the same way for Roundhouse, Punch and Uppercut.


Stage 5
--Master Form--
Post: 15

--8 Kick Combo
As the Move is called, there are 8 kicks in this move. The order is: Front Kick, Back Leg Front Kick (Same way as the Front Kick but the stance stays the same), Low Flip Kick, Medium Flip Kick, High Flip Kick, Low Roundhouse, Medium Roundhouse, High Roundhouse. Low, Medium, and High are the heights of the kicks. Low is the knee/Thigh area, Medium is the torso and High is as High as you user can kick with the main goal the head.

--Neck Crank
Neck Crank is a very dangerous move. The Move requires the opponent to be bent over and how the user gets them into the position is however they wish. They place the opponent’s head into their stomach and wraps the right arm under the neck and the left over. Then they slowly turn the right arm to where the side of the arm has the bone area pressed against the neck. This can damage the windpipe or possibly cause one to fall unconscious or kill in some cases.

--Leg Lock
The user then picks up a leg and holds it in a way similar to Neck Crank. The Bone Edge of your arm rolls along the calf of the leg cause extreme amount of pain. For possible breaking of the leg, the user and drop down to the ground. This is a dangerous move as well.

PostPosted: Mon Sep 12, 2011 9:17 am


katsuro: The concept is alright but a the style needs some fixing. A few of your attacks I've noticed are simple General Skills, just upped one rank (Ram Fracture= Hammer Head, Rush Barrage= Violent Fist). Also I want more detail with moves like Direct Impact and Pain Release. In addition, I want you go back through all of your skills and descriptions and put a specific number on how much speed they're getting increased by, strength thats getting increased by, defense, ect. Because saying "a little" or general terms like that doesn't give me anything to go on.

nightmare: Denied. You need a description of how each stage is different, what it focuses on, and the unique training for that individual stage. Also you need to assign ranks to all of your skills. E-rank being weakest and S-rank being strongest. Also a lot of the skills are probably something I'll just put in general skills, and most of them already exist in our other styles like the arm bar for instance is already in the Juijitsu style.

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mynightmarestays

Dangerous Lunatic

PostPosted: Mon Sep 12, 2011 9:24 am


Fenrir Graveheart

nightmare: Denied. You need a description of how each stage is different, what it focuses on, and the unique training for that individual stage. Also you need to assign ranks to all of your skills. E-rank being weakest and S-rank being strongest. Also a lot of the skills are probably something I'll just put in general skills, and most of them already exist in our other styles like the arm bar for instance is already in the Juijitsu style.


Like I told you in the PM it is a mixed style. But I can work on it more and get the ranks and work on the stages
PostPosted: Mon Sep 12, 2011 6:48 pm


Gunslinger
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Gunslinging is a modern combat style that mixes a variety of guns with close combat training. Gunslingers can use a variety of guns with their style, but are most familiar with dual pistols of some kind to allow more flexible close combat and rapid fire mid-ranged attacks. The only weakness to a Gunslinger is that they only have limited ammo on them in most situations and all their tactics and abilities use up this ammo. Also, in mid combat, a gunslinger may give an opening for second to reload.
[Bullets provided at the academy are blunt and only send strong impacts through people, they can’t pierce skin]
[50 Bullets at level 1, 100 at level 7]


Stage 1
--Gun Fighting: The Gunner first trains their hand-eye coordination and to allow maximum use of aim time as to not give the opponent an opening to attack from.

-Quick Scope[E][1 Bullet]- The Gunner trains his body to aim his hand at whatever he/she looks at so there’s barely any time between picking a target and shooting.

-Point Blank[E][5 Bullets Max Per Usage]- The Gunner moves into close range and fires bullets as he/she jabs their gun into the opponent.

-Pause Snipe[D][1 Bullet]- The Gunners sight can momentarily pause their perception of time by a few seconds as they aim their gun at a distance to snipe enemies.

Stage 2
--Trigger Happy: This stage trains the Gunner to fire faster and accurately as well as reloading in mere seconds.

-Rapid Fire[C][5 Bullets]- The Gunner shoots five consecutive shots almost simultaneously at a single or multiple targets anywhere on their visible bodies.

-Suppressive Fire[C][20 Bullets]- The Gunner fires a wave of bullets at a general area that pushes the opponents back into corners and cover.

Stage 3
--Trick Shooter: The Gunner learns the dynamics and tricks of bullets to pull off shots that will trick and confuse the enemy.

-Ricochet[2 Bullets]- The Gunner shoots two consecutive bullets at the exact same spot. One bullet hits the target and will most likely stop if it’s too frail (wood, rock, ect.) and also loses momentum, so the second bullet hits to send a shockwave that gives the first bullet an extra thrust equal to its original speed. This allows the Gunner to bounce bullets off of other surfaces.

-Disorienting Shot[2 Bullets]- The Gunner fires two bullets two pass by both the target’s ears to disorient them with the bullet’s air shockwaves messing up the eardrums and disorienting the other senses.

Stage 4
--Super-Soldier: The Gunner uses bullets to the maximum to increase effectiveness and damage dealt by bullets as using tactful techniques to create openings.

-Tri-Legion Blitz[A][20 Bullets]- The Gunner first fires five consecutive and rapid bullets from each gun in a motion of any kind, leaving the bullet shells behind which the gunner then shoots with 10 more bullets, which sends them ricocheting in a random pattern towards the general direction of the target(s) along with 20 bullets hidden in the barrage.

-Gunner’s Spear[A][5 Bullets]- The gunner send out four bullets, two from each gun. Two of these bullets ricochet off another surface using thrust from the other two. The Gunner then sends a bullet aimed exactly in front of where the two ricocheted bullets clash, using both their shockwaves from impact to triple the speed and impact of the bullet at its target, which will undoubtedly break bones.

-Amputation Impact[A][1 Bullet]- The Gunslinger aims at a certain part in the target’s limbs that will numb and paralyze the targeted limb, making it fairly useless.

-Paralyzing Impact[4 Bullets]- The Gunslinger fires four bullets in a straight line at the target that, on impact, will pile up on the first bullet, sending multiple shockwaves through the target’s body. These impacts will temporarily paralyze the target in place.

Stage 5
--Slinger: The Gunner now uses bullets in unique ways to create unique effects that will effect the target externally now as well as internally using the bullets effect on wind.

-Bullet Blade[A][2 Bullets]- The Gunslinger fires two bullets side to side. The flow of wind around these bullets fuse into a thin, wing-like bridge between them which create more friction, making it give off a slight red glow. This blade can cut through skin and muscle, injuring the target externally as well as internally if also hit by the bullets.

-Tornado Shot[25 Bullets]- Currently the most powerful technique a Gunslinger can use, this technique uses 12 bullets to ricochet 12 other bullets into a spiral formation where a 25th bullet is fired in the center of, bending the heated and rapidly spinning wind made by the spiraled bullets into a tornado of wind around the bullet that adds an extreme rotation to the impact of the bullet. If hit, the victim will break all the bones around the area hit and also pierce the skin, running straight through and tearing up flesh and muscle.


Sergeant Bloodhound

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PostPosted: Mon Sep 12, 2011 7:25 pm


sergeant: Denied. Students aren't allowed to wield guns, first post in custom weapons could've told you that. After all, what kind of school would let their teenage students walk around with loaded guns? lol
PostPosted: Wed Sep 14, 2011 11:54 am


Masochist Unlimited
Pain, Adrenaline, No Rest
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The means of fighting beyond pain and using the sense of protection as a drive for increasing offensive capabilities. This is used to give a boost to strength and endurance while the user is under great physical pressure. This is works by using Ki to force the body into a state of sped up adrenaline giving the user mass amounts of stamina and a large boost in Ki effectivity making Ki attacks more powerful. This state means ripping the muscles and speeding up the users blood flow. Due to the nature of this ability the user cannot normally use this unless in battle and takes damage. The more damage you take the more stages that are available to someone to use of course the user must first learn the stage to use it and the training for it is quite painful as damage is needed to reach higher stages.

The long term damage from this style is shortened life span, the short term damage is comas and being bed striken for weeks at a time depending on the stages reached. User also is not able to keep fighting if internal injuries occur they are not gods.



Stage 1
Requirements sad in battle) 2 E ranked attacks or 1 D ranked Attack.
Drawback: 1 day bedrest(Real Time)
Bonus: +1 level of Endurance, -1 level of speed
The user at this level must train by inflicting minor damage to one self but at this level scraps and bruises are all that is needed to reach the first stage. This first step in the style is used to increase power slightly by ripping muscles and increasing strength.

Bull Charge
Rank:E-A(increases with stage)
Bonus: +1 Strength levels for duration of attack, +1 level of endurance
The user within the increased muscle mass can charge forward to tackle the opponent with increase weight which can send an opponent off of their feet and is capable of damaging stone at higher stages of the style. This is usually used to close the distance between the user and target and is really not effective for close range.

Turtle Muscle
Rank: D
Bonus:+3 levels of Endurance for up to 10 seconds
Drawback: Immobilized for duration of attack
A tactic in which the user flexes and uses muscle to take more damage without internal injury. This is useful but needs about 3 seconds to use making it a defense to be used before and attack is launched. While in use the user usually may not move unless skills permit so.

Turtle Fist
Rank:E
Bonus: +1 level of strength for duration of attack
The lowest Offensive technique this style uses is the Turtle fist, as it has power but no discipline. But this attack can be used during turtle muscle, making it special as the user would otherwise be stuck in a position when using turtle muscle. This technique is a slow and sloppy punch that has power but leaves the user open to an attack.


Stage 2
Requirement: 3 D ranked attacks, 2 C ranked attacks, 1 B ranked attack.
Drawback: 3 day Bedrest(RT)
Bonus: +1 level of Strength, +1 Level of Endurance
The next step in training is usually done by using vices to squeeze the users head, and muscles to a point of extreme pain before doing work-outs. The point of the next stage is more muscle mass and pain is less effective as the sense of touch is dulled by a layer of muscle.

Spring Impact
Rank: C
Requirements: must not be bond to ground
A skill to be used after an opponent is knocked onto the ground; once an opponent is vulnerable the user jumps up and aims both feet towards a target and proceeds to jump up and down off the opponent like a trampoline. This is quite unsportsman like but is an effective technique as it can break bones with each jump. Effectiveness goes up with the weight of the user.


Black Impact
Ranked:C-A
The user will dash towards a target and aim to clothes line an opponent and throw them into objects doing two mediums of damage.. The damage done by this depends on what object the target hits but initial damage is enough to bruise but not much more.

Mortar Impact
Ranked: C or A
Requirements: to boost to A rank user must learn the stage 3 skill "Jack Rabbit"
An attack which can break an opponents jaw and rattle a targets brain. The user jumps up and on the way up aims his knees to hit the chin of his opponent. With enough effort the attack is a winning move as long as the opponent isn't able to more before impact. This move gives no bonus but merely works with the present boost in the stage.

Stage 3
Requirements: 5 E ranked Attacks or, 4 D ranked,or 3 C ranked, or 2 b ranked, or 1 A ranked
Drawback: 5 day bedrest(RT)
Bonus: +1 Level of speed, + 1 level of strength, +1 Level of Endurance
The training for this training is large amounts of self inflicted damage before working out and is often done by ramming ones self into wall and structures to cause mass damage. By this point the movement of the user is finally increased by the burst of adrenaline and unlocks the speed tactics of the style.

Rush Blitz
Rank:C
Bonus: +2 levels of speed for up to 4 or 5 seconds
A short burst of speed using a shot amount of increased blood flow and better muscle control. This increases movements speed 2 levels, for 2 to 4 seconds.


Jack Rabbit
Rank: B
Bonus: + 3 levels of speed for 2 seconds
A spring like jump that quickly makes the user airborne and uses the muscles in the legs to quickly spring upwards. This is mainly used to dodge and launch mid air combos.

Rabbit Blitz
Rank:B
Bonus + 2 levels of speed
The user lowers them self and dashes towards and opponent and delivers a flash like punch towards the opponents stomach. This move makes use of Rush Blitz to focus momentum into a powerful punch as this punch is capable of breaking bones.


Stage 4
Requirments: 6 E ranked or 5 D ranked or 4 C Ranked or 3 B ranked or 2 A ranked or 1 S ranked.
Draw Back: 1 week of bed rest (RT)
Bonus:+1 strength, +2 Endurance, +1 Speed
The training is more extreme as anything that hurts will be useful, whips chains, vices, rocks, sticks to make sure the users is extremely hurt by the time they train. The users strength is at an extreme as strength level is up by 2 and speed is up 1, this stage gives the users further endurance as well as skills to reach the final stage. This is the second defense stage and is used as a way to take damage without losing or taking internal damage.

Dead Muscle
Rank:A
Drawback: - 1 level of speed when active
The user builds extra muscle over areas in need of protection and then removes the connection to the nerves making it numbed muscle and this is used to strengthen the arms and torso mainly but can be used anywhere if necessary. When this skill is active the user loses speed.

Ki Protection
Rank: A
Bonus: +5 levels of protection
The user with the increase of Ki can actually create a round shield from the palms of ones hands. The shield is enough to protect the torso and upper legs. So the size of the person makes this shield vary in size. The shield needs about 1 second to form making it great last minute protection.

Battle Shout
Rank:A
A loud shout fused with ki that has the ability to send a shock wave from out of their mouth. This acts like a strong wind and if nothing else makes oncoming enemies approach much slower. The shout also weakens dash attacks by 1 strength level and 1 speed level.


Stage 5
Requirements: 7 E Ranked or 6 d Ranked or 5 C Ranked or 4 B Ranked or 3 A Ranked or 2 S ranked or 1 SS ranked
Draw Back: 2 weeks bed rest(RT)
Bonus: + 2 Strength, + 2 Speed, + 2 Endrurance
Near death experience often acquired from dropping from a long drop or being brutally beat by a group, the things you will go through will not only make you cry for joy but finally give you the love for pain the creators of this style feasted for. Pain tolerance is actually a good thing at this stage as when breaking a bone or getting cuts or bruises won't slow you down as the pain is the greatest feeling you can experience. The strength and speed of the user is increased by 2 levels and endurance is increased a great amount to the point that breaking bones is like trying to break an iron bar. Pain is also no draw back for this stage it actually increases battle fluency.

Pain Release
Rank:S
Drawback: -1 level of speed, drains Ki Every post
It's painful to touch the user as the skin becomes rough like sand paper and making contact with it causes bleeding. This skill has a downside as the skin becomes stiff lowering mobility.It takes half a second to transform skin into this state. This skill is done by taking all moisture from outer layers of the skin then compressing the skin to harden it, over the process the user will bleed as the skin is dried and compressed. Then when compressed blemishes, cut, bruises become rough and sharp and regular skin is also given an impressive rough texture. This is not a very powerful defense but does cause the opponent to be less willing to attack making it more mental than anything as pain is the key defense behind this skill.

Cross Chop
Rank: S
A very powerful attack in which the user crosses their arms and hits a target in the chest which is not deadly but very, very painful as it makes the target unable to breathe for a post making movement near impossible as their rib cages is compressed for a short time. This attack by itself is capable of breaking bones.

Saciers Foot
Rank:SS
Strength boost: +3 for the duration of the attack(Only in leg)
A powerful kick that can break bones like a twig but can only be preformed after 3 posts of stage 5 use. The user draws all ki to one leg over the process of three posts before releasing a deathly kick.

Death Grip
Rank: S
Bonus: +5 strength for the duration of the attack(only in the hands grip)
An unbreakable grip that turns bones to dust as the user squeezes til the area they grab is mush. This is done by focusing Ki in the form of a vice in the hand and is quite a violent attack.


Katsuro Sony

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PostPosted: Wed Sep 14, 2011 12:42 pm


Direct Impact is...confusing. :/
PostPosted: Thu Sep 15, 2011 9:32 am


yeah.... well now its gone and I added a diffrent skill, this one is simple, I only realized how confusing that was when I was going to sleep last night lol

Katsuro Sony

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PostPosted: Fri Sep 16, 2011 4:45 pm


Alright, I'll re-judge this soon and get back to you.
PostPosted: Fri Sep 16, 2011 10:21 pm


katsuro: Approved

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PostPosted: Sat Sep 17, 2011 5:26 pm


Four Winds
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Stage 1
Here you will learn basics of air mastery, which encompasses the four winds. They are the North Wind, South Wind, East Wind, and West Wind. Through these four winds we are pushed and pulled down our life paths. Training is done through meditation in an area of high altitude. You must be still in order to appreciate and feel the pulls of the sky and learn their direction.

Wind Reading
Rank: D
Description:

Eastern Wind: Pull
Rank: D
Description: Pull small objects towards

Western Wind: Push
Rank: D
Description: Propel away

Southern Wind: Lift
Rank: D
Description: Lift weapons and small artifacts into the air

Northern Wind: Fall
Rank: D
Description: push self to the ground, or opponent for increased damage


Stage 2
Now that you have a firm grasp on the power of the individual winds you can start forcing them to flow together for increased manipulation and attacks. All damage is blunt, but forceful in this stage. Training for this stage is done through a leap of faith in which the user must cast themselves from one of the highest points on the island, and then manipulate the wind around their body to save themselves before they crash and/or die. I hear Hirakiri cliff, on the Golden Sands, is a fine place for this...

Air Bubble
Rank: D

Guiding Winds
Rank: D

Four Winds Gust
Rank: D

Jet Flight
Rank: C

Four Winds Burst
Rank: C

Four Winds Slice
Rank: C

Stage 3
--Enter Description Here--

Shaky Footing
Rank: D
Description:

Steady Footing
Rank: D
Description:

Eastern Wind: Greater Pull
Rank: C
Description: Pull people in one direction to you

Western Wind: Greater Push
Rank: C
Description:

Southern Wind: Greater Lift
Rank: C
Description: Lift standing people/persons

Northern Wind: Greater Fall
Rank: C
Description: Cloud camouflage.


Stage 4
--Enter Description Here--

Tornado Shield
Rank: B
Description:

Tornado Whip
Rank: B
Description:

Tornado Fist
Rank: A
Description:



Stage 5
--Enter Description Here--
mastery

Almighty Pull of the East Wind
Rank: A
Description: Everything that isn't rooted to the ground within 20ft is pulled to the user

Almighty Push of the West Wind
Rank: A
Description: Pushes self at great speeds to avoid attack

Almighty Lift of the South Wind
Rank: A
Description: anything that isn't rooted to the ground in one direction goes up

Almighty Fall of the North Wind
Rank: A
Description: People go squish

Breath of the Four Winds
Rank: S
Description:



STILL EDITING
PostPosted: Tue Sep 20, 2011 1:32 pm


Kage Shi

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The Kage Shi[Shadow Death] is a style that allows you to manipulate the shadows around you. After you reach stage 4, your body starts to transform into a Shadow-Being. You have near limitless ammunition because the shadows always come back.


Stage 1
This is where all great Shadow-beings begin. To start training in this style you must sit in the dark for ten hours[10 Posts] and meditate. During this meditation learn basic manipulation.

Basic Manipulation
Passive
During your meditation you learn how to manipulate the shadows around you. You can only control your own shadow right now.

Shadow Image
E rank
While manipulating you shadow, you can create an image of anyone you are looking at. This image can't do anything, but it messes with their minds.

Shadow Ball
E rank
Using your own shadow, you can create and launch a ball of shadows towards your opponent.


Stage 2
You now have to start the meditation process over again. You must go to a dark room, and meditate for another ten hours, but during this time you must not only meditate, but harness the power of the shadows around you.

Intermediate Manipulation
Passive/Replaced Basic Manipulation
During your training you learn how to use the shadows around yourself, now you can use shadows up to ten feet away.

Shadow Blade
D rank
Using the shadows around yourself you can now create a sword in your hands made of shadows. It lasts for three posts, and has a cool down of one post.

Shadow Bow/Arrow
C rank
You can create a bow made from shadows. You can also create arrows, but they cost E rank Ki per arrow.

Stage 3
You are now soon to be the master of shadows. You must meditate some more, another ten posts. This time you must focus on the shadows that are barely there.

Master Manipulation
Passive
You are now a master at manipulating shadows. All skills require 1 rank less in Ki usage.

Shadow Wave
B rank
You can now launch shadows off of your weapon. If you are using your fists you swipe your arm and shadows are launched from you.


Stage 4
After intense meditation[20 posts] you become one with the shadows.

Shadow Transformation
Passive
You have now become one with the shadows. You get to choose your own appearance, but you have to have it with black hair. You don't even need to be around shadows to use your skills.


Stage 5
You are the master of shadows, none can surpass you, only rival you.

Perfect Manipulation
Passive
You are now the master of Shadows. All skills in the style are treated as if they are 1 rank higher in power.

Mugetsu
S rank
You can now launch a large wave of shadows towards your opponent. It looks something like this; http://images1.wikia.nocookie.net/__cb20110216061848/bleach/en/images/8/81/Mugetsu.gif


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A City Of Fools

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PostPosted: Thu Sep 22, 2011 10:42 am


Pump Up
User Image - Blocked by "Display Image" Settings. Click to show.

Pump Up is a style that allows the user to redistribute and rearrange their muscles throughout their body. This allows them to concentrate everything into one point or even everything out. [If a skill doesn't say how long it lasts it is a constant skill until deactivated or changed.]


Stage 1
The user has a very basic understanding of their power and they can honestly barely even use it. The best way to train at this stage is just to do basic workouts to enhance your future prospects with this style. Remember, you cannot distribute what you do not have.

None. You can't even use it yet.


Stage 2
The user starts to understand the nature of their power and can effectively distribute it in small amounts, like taking a little bit out of their arms and putting it into their legs, etc. Simple stretches are fine with this training.

Pump Up
Rank: C
Description: Putting a small amount into their upper body, increasing their strength by one rank and decreasing their lower body strength by one rank.

Pump Down
Rank: C
Description: Putting a small amount into their lower body, increasing their speed by one rank and decreasing their upper body strength by one rank.

Stage 3
In this stage, you truly begin grasping the true power of this style. You can more effectively move around your muscles. Training for this stage requires unnaturally heavy weights. Specifically, holding them above you until you are nearly crushed.

Pump Up v2
Rank: B
Description: Directing your muscles into your upper body, increasing your punching strength by 2 ranks and decreasing your kicking strength by 1 rank.

Pump Down v2
Rank: B
Description: Directing your muscles into your lower body, increasing your lower body strength by 2 ranks and decreasing your punching strength by 1 rank.


Stage 4
On this stage you have near complete mastery over this style. You can understand the flow of your muscles as well as your opponents. You can almost fully utilize your powers. Training for this stage requires you to spend a few days just moving your muscles around, between each section of your body.

Pump Up v3
Rank: A
Description: Directing your muscles into your upper body, increasing your punching strength by 3 ranks and decreasing your kicking strength by 1 rank.

Pump Down v3
Rank: A
Description: Directing your muscles into your lower body, increasing your lower body strength by 3 ranks and decreasing your punching strength by 1 rank.

Balanced Body
Rank: C
Description: By evenly directing your muscles all throughout your body, you can create a perfectly balanced body. +1 rank to all attacks.

Stage 5
The user has completely mastered the use of this style. They can effectively move their muscles to any part of their body, no matter how small, including their brains, fingers, etc. To train for this stage, one must swim down to the deepest place they can find and withstand the pressure for as long as possible, making their body rock hard through constant pressurizing.

One point punch
Rank: A
Description: The user puts all of their muscles into one arm and delivers a truly crippling blow. +5 ranks of damage for that punch. It can easily snap even the thickest of bones clean in half, and if aimed correctly can rip an appendage off. Lasts one post.

One Point Kick
Rank: A
Description: The user puts all of their muscles into one leg and delivers an insanely powerful kick. This kick can easily break bones and at times tear off appendages, when aimed correctly. Lasts one post.

Speedy Gonzalez
Rank: A
Description: The user puts all of their muscles into their lower body, sharply increasing their speed for one post. [This can also be used to jump extremely high. About 20 to 30 feet high.] This speed boost allows them to move far faster than any human should. About 50 miles an hour.

Muscle Block
Rank: C
Description: The user directs their muscles into one point, where the opponent is striking to basically deflect the blow. The amount of energy put in is equal to the energy used for the opponents attack. [If it is a normal attack using no energy, it costs C rank.]


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