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Posted: Sun Sep 29, 2013 7:10 am
Death Hand - Grapple The Clench of Death - Just one touch and it's over. ∫ The Death Hand's creation was made by perhaps the most unlikely of fighters. To capture, bind and crush is the goal of the Death Hand with energy enhanced grips, grab and grapples to defensive sleights of the hand and take downs similar to that of wrestling with little movement involved - only pure strength. Its practice isn't widespread and its invention has came to be known only by the mangled flesh left behind this devil of the night. The Death Hand was invented by the Succubus, Mara Brenora.
The Death Hand teaches basic grapples and other associated moves but it does not focus on strength, rather energy consumption in order to amplify strength in ways that prove to be deadly. ▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄ Ⓢ ⓣ ⓐ ⓖ ⓔ ➊
∫ This is the first step to perfecting the art of the Death Hand, practicing manipulating energy to the hands is key. Teachings of common grapples and grabs are followed with this stage.
Coil E A simple grapple technique that aims to clasp one's hand(s) over a section of an opponent's body. Energy is applied to their hand(s) to augment the grabbing power that can easily bruise someone with a lower strength than the user. Typical points to aim for are the joints, wrists, and even the neck to choke an enemy.
Aided Grapple E An energy assisted grapple to where the user is assisted in grappling a target as if they were a magnet to the opponent's body, allowing them to latch on with ease with their hands. This can be used in conjuration with other techniques of the Death Hand Style.
Parry D One of the few defensive techniques in this style that focus on the hands. When an enemy goes for a punch, kick or a blunt attack with a weapon they can touch without harm with their hands, this comes into play. With energy assisted to the hands, the user shuffles into the victim's attacking range and swats at their weapon or weapon hand to bat away the weapon. Take in consideration of both energy and strength when using this.
▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄ Ⓢ ⓣ ⓐ ⓖ ⓔ ➋
∫ The teachings of grapples remain thus the same, stick to the basics of wrestling and other similar methods of grappling. However this stage focuses on the user's defensive qualities as well as honing energy usage in grapples.
Vice D An upgraded form to grapple another opponent that can start to hurt an opponent a lot worse than a simple 'Coil'. When using Vice, the user's energy is applied to a grapple and amplifies their strength by a margin to where it'll bruise even those with equal or high strength (common sense plays about here.) This is more painful and more stronger but it isn't Death Hand worthy as of yet.
Dislocate C When used with Coil or Vice, this is a specialized skill taught that aims to not only apply pain when grappling but to disable a target upon doing so. While not strong enough to break bone, this technique is an energy supplied skill that uses the user's own strength to magnify their grappling in addition to some technique. When used on a limb (from fingers and toes to elbows and even the shoulder), the user uses a technique in their skillset to dislocate the bone out from its socket. An opposing enemy's strength does not come into account of dislocation but comes into account of resisting grapples. Dislocated joints and bones can be healed by potions, self-repair (its possible to snap ones joints back into place, but common sense must take place) and by medics and clerics. Energy is used to be able to make this harder to resist.
Redirect C One of the other defensive skills listed in the Death Hand style that comes in handy when dealing with an overpowering opponent or multiple foes. When an opponent commences an attack, the user maneuvers in with a grapple to be able to set them off balance or disrupt their attack altogether with a redirectional parry to send their entire body off balance. This can be anywhere to shoving, throwing (pulling them and making them run another direction) or tripping them. Energy is made to amplify the user's strength, making this skill harder to resist.
▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄ Ⓢ ⓣ ⓐ ⓖ ⓔ ➌
∫ The user is being taught more in depth grapples and take down techniques with being able to dislocate and further amplify their energy grabs to agonizing levels. Both offensive and defensive styles are taught at this level. From this point on, this is the last step of a Death Hand practitioner's defensive abilities.
Crab Grip B Another upgrade of the grappling techniques to where more energy is supplied to the user's hands to make their attacks all the more deadly. In relevance, the user's hands start to feel like claws digging into the flesh as the channeling energy applies more pressure to the focal area. The grip starts to break the skin of a victim and tear the muscle. Again, strength must be taken into account. This skill bypasses a Berserker's Iron Form. Enemies wearing armor are also not safe from the sheer power of this grapple as the pressure alone harms the foe.
Disarm B The final and most useful defensive technique of the death hand style. When an opponent comes in for an attack, the user readies themself and uses their known skillset of grapples and applies it to weaponry itself. By wrenching the victim's grip over a weapon, they typically grab both the weapon itself and the dominate hand grasping it but other methods are known to be used. Results may vary. Energy is used with this move.
▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄ Ⓢ ⓣ ⓐ ⓖ ⓔ ➍
∫ The last step for some and the start for others. This stage is teaching more ruthless skill and gives the user the ability to finally embrace the true nature of the discipline - To crush and end it. Yet, one may find it difficult to learn this as the nature of Death hand... can be difficult with more force applied. As such, only true masters of their art can master this stage.
Breaker A One of the pinnacle skillsets of the Death Hand style and probably one of the most used skills in Death Hand. Much like dislocate, the user takes ahold of an opponent and Crab Hand must be activated in order for this to be truly effective. By using maneuvers and raw strength of energy, the user is now capable of snapping bones and cause further damage than just dislocation. If done with a bear hug over an enemy's ribcage or the neck, death is likely to occur -- additionally, if a male's groin is grasp, castration is highly likely by crushing the manhood completely.
Guillotine A The user's hands have came a long way since the introduction of energy usage to common grabs and grapples. Now the user has honed their energy usage to where their hands are much like miniature guillotines in comparison. While only an analogy, the user's strength is so well amplified and focused with energy, their grip is like a dull sword digging into flesh. Armored foes will feel this intense pressure and thing a sword had turned into a hand. The sheer pressure breaks the skin, tears muscles and even bruises bones if applied long enough for lacerations. The favored target is, of course, the neck or groin for an intense disabling grasp or even death. Energy usage makes a strength check almost void, yet a stronger foe can still break free.
*Berserker Only*
▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄ Ⓢ ⓣ ⓐ ⓖ ⓔ ➎
∫ The road was long and the teachings have been rigorous. The user is able to snap, break and even tear bones and muscle but there were no limits to what energy alone can do. As Death Hand focuses on energy, not strength, this stage combines both into a lethal combination that has literally been banned to teach by many and is rumored to only be taught by Mara. Yet, since Mara's memory is lost, this just may be long gone. ... Or is it? The original Death Hand was far too energy consuming for some, but there are still pinnacle skills that masters of their art can still utilize for their own benefit.
Ripper S The Death hand has taught much and has given much. From being able to break bones and lacerate with just the hands alone, there is nothing more satisfying than going overboard with things. Following the principal of dislocation, there is one technique that brings the teachings of the grapples associated with this to an all new high. The Guillotine must be use with this as well in order for it to be truly effective as the user can now... wait for it... tear off entire limbs! This skill is essentially called the ripper, and for good reason. It is a forbidden ability to where it is often deemed cruel to teach by many rulers in Axiom's distant past. This requires energy.
*Berserker Only*
Death Hand SSS However... there is still one solid skill left that gave the name for this entire style. That is the Death Hand, the strongest grapple technique in all of Axiom. By applying massive amounts of energy to one's hand, their hand becomes a weapon of mass destruction by being able to crush a man's bone with one hand, a skull if it were small enough and ultimately collapse a man's throat in a single grasp. it is so deadly, so strong, the user will even be able to crush armor as if it were a wet noodle and apply the same effects to an enemy hiding behind their wall of steel.
This is, truly, the Death Hand - Get caught, life is practically forfeit.
*Berserker Only - Quest*
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-Personal Style of Succubus Berserker Mara Brenora *Made by Reiko Zena for my use*
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Posted: Fri Oct 04, 2013 4:12 pm
Can someone please look at my style?
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Posted: Wed Oct 09, 2013 1:38 am
KnightsRoyal Neko-Te Concealed, Deadly, unforgiving  --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. Approved.
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Posted: Wed Oct 09, 2013 1:39 am
Chiyo Shimamura Death Hand - Grapple The Clench of Death - Just one touch and it's over. ∫ The Death Hand's creation was made by perhaps the most unlikely of fighters. To capture, bind and crush is the goal of the Death Hand with energy enhanced grips, grab and grapples to defensive sleights of the hand and take downs similar to that of wrestling with little movement involved - only pure strength. Its practice isn't widespread and its invention has came to be known only by the mangled flesh left behind this devil of the night. The Death Hand was invented by the Succubus, Mara Brenora.
The Death Hand teaches basic grapples and other associated moves but it does not focus on strength, rather energy consumption in order to amplify strength in ways that prove to be deadly. ▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄ Ⓢ ⓣ ⓐ ⓖ ⓔ ➊
∫ This is the first step to perfecting the art of the Death Hand, practicing manipulating energy to the hands is key. Teachings of common grapples and grabs are followed with this stage.
Coil E A simple grapple technique that aims to clasp one's hand(s) over a section of an opponent's body. Energy is applied to their hand(s) to augment the grabbing power that can easily bruise someone with a lower strength than the user. Typical points to aim for are the joints, wrists, and even the neck to choke an enemy.
Aided Grapple E An energy assisted grapple to where the user is assisted in grappling a target as if they were a magnet to the opponent's body, allowing them to latch on with ease with their hands. This can be used in conjuration with other techniques of the Death Hand Style.
Parry D One of the few defensive techniques in this style that focus on the hands. When an enemy goes for a punch, kick or a blunt attack with a weapon they can touch without harm with their hands, this comes into play. With energy assisted to the hands, the user shuffles into the victim's attacking range and swats at their weapon or weapon hand to bat away the weapon. Take in consideration of both energy and strength when using this.
▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄ Ⓢ ⓣ ⓐ ⓖ ⓔ ➋
∫ The teachings of grapples remain thus the same, stick to the basics of wrestling and other similar methods of grappling. However this stage focuses on the user's defensive qualities as well as honing energy usage in grapples.
Vice D An upgraded form to grapple another opponent that can start to hurt an opponent a lot worse than a simple 'Coil'. When using Vice, the user's energy is applied to a grapple and amplifies their strength by a margin to where it'll bruise even those with equal or high strength (common sense plays about here.) This is more painful and more stronger but it isn't Death Hand worthy as of yet.
Dislocate C When used with Coil or Vice, this is a specialized skill taught that aims to not only apply pain when grappling but to disable a target upon doing so. While not strong enough to break bone, this technique is an energy supplied skill that uses the user's own strength to magnify their grappling in addition to some technique. When used on a limb (from fingers and toes to elbows and even the shoulder), the user uses a technique in their skillset to dislocate the bone out from its socket. An opposing enemy's strength does not come into account of dislocation but comes into account of resisting grapples. Dislocated joints and bones can be healed by potions, self-repair (its possible to snap ones joints back into place, but common sense must take place) and by medics and clerics. Energy is used to be able to make this harder to resist.
Redirect C One of the other defensive skills listed in the Death Hand style that comes in handy when dealing with an overpowering opponent or multiple foes. When an opponent commences an attack, the user maneuvers in with a grapple to be able to set them off balance or disrupt their attack altogether with a redirectional parry to send their entire body off balance. This can be anywhere to shoving, throwing (pulling them and making them run another direction) or tripping them. Energy is made to amplify the user's strength, making this skill harder to resist.
▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄ Ⓢ ⓣ ⓐ ⓖ ⓔ ➌
∫ The user is being taught more in depth grapples and take down techniques with being able to dislocate and further amplify their energy grabs to agonizing levels. Both offensive and defensive styles are taught at this level. From this point on, this is the last step of a Death Hand practitioner's defensive abilities.
Crab Grip B Another upgrade of the grappling techniques to where more energy is supplied to the user's hands to make their attacks all the more deadly. In relevance, the user's hands start to feel like claws digging into the flesh as the channeling energy applies more pressure to the focal area. The grip starts to break the skin of a victim and tear the muscle. Again, strength must be taken into account. This skill bypasses a Berserker's Iron Form. Enemies wearing armor are also not safe from the sheer power of this grapple as the pressure alone harms the foe.
Disarm B The final and most useful defensive technique of the death hand style. When an opponent comes in for an attack, the user readies themself and uses their known skillset of grapples and applies it to weaponry itself. By wrenching the victim's grip over a weapon, they typically grab both the weapon itself and the dominate hand grasping it but other methods are known to be used. Results may vary. Energy is used with this move.
▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄ Ⓢ ⓣ ⓐ ⓖ ⓔ ➍
∫ The last step for some and the start for others. This stage is teaching more ruthless skill and gives the user the ability to finally embrace the true nature of the discipline - To crush and end it. Yet, one may find it difficult to learn this as the nature of Death hand... can be difficult with more force applied. As such, only true masters of their art can master this stage.
Breaker A One of the pinnacle skillsets of the Death Hand style and probably one of the most used skills in Death Hand. Much like dislocate, the user takes ahold of an opponent and Crab Hand must be activated in order for this to be truly effective. By using maneuvers and raw strength of energy, the user is now capable of snapping bones and cause further damage than just dislocation. If done with a bear hug over an enemy's ribcage or the neck, death is likely to occur -- additionally, if a male's groin is grasp, castration is highly likely by crushing the manhood completely.
Guillotine A The user's hands have came a long way since the introduction of energy usage to common grabs and grapples. Now the user has honed their energy usage to where their hands are much like miniature guillotines in comparison. While only an analogy, the user's strength is so well amplified and focused with energy, their grip is like a dull sword digging into flesh. Armored foes will feel this intense pressure and thing a sword had turned into a hand. The sheer pressure breaks the skin, tears muscles and even bruises bones if applied long enough for lacerations. The favored target is, of course, the neck or groin for an intense disabling grasp or even death. Energy usage makes a strength check almost void, yet a stronger foe can still break free.
*Berserker Only*
▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄ Ⓢ ⓣ ⓐ ⓖ ⓔ ➎
∫ The road was long and the teachings have been rigorous. The user is able to snap, break and even tear bones and muscle but there were no limits to what energy alone can do. As Death Hand focuses on energy, not strength, this stage combines both into a lethal combination that has literally been banned to teach by many and is rumored to only be taught by Mara. Yet, since Mara's memory is lost, this just may be long gone. ... Or is it? The original Death Hand was far too energy consuming for some, but there are still pinnacle skills that masters of their art can still utilize for their own benefit.
Ripper S The Death hand has taught much and has given much. From being able to break bones and lacerate with just the hands alone, there is nothing more satisfying than going overboard with things. Following the principal of dislocation, there is one technique that brings the teachings of the grapples associated with this to an all new high. The Guillotine must be use with this as well in order for it to be truly effective as the user can now... wait for it... tear off entire limbs! This skill is essentially called the ripper, and for good reason. It is a forbidden ability to where it is often deemed cruel to teach by many rulers in Axiom's distant past. This requires energy.
*Berserker Only*
Death Hand SSS However... there is still one solid skill left that gave the name for this entire style. That is the Death Hand, the strongest grapple technique in all of Axiom. By applying massive amounts of energy to one's hand, their hand becomes a weapon of mass destruction by being able to crush a man's bone with one hand, a skull if it were small enough and ultimately collapse a man's throat in a single grasp. it is so deadly, so strong, the user will even be able to crush armor as if it were a wet noodle and apply the same effects to an enemy hiding behind their wall of steel.
This is, truly, the Death Hand - Get caught, life is practically forfeit.
*Berserker Only - Quest*
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-Personal Style of Succubus Berserker Mara Brenora *Made by Reiko Zena for my use* This is pretty good, accepted.
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Posted: Thu Oct 10, 2013 5:27 pm
((I enjoyed making this style. keep in mind, many of the skills listed in this style he can do passively, like wield multiple weapons with his mind efficiently. my main concerns were the energy based moves I put in here, as well as how many weapons he should be able to wield mentally per rank.)) The War God's Wrath Overwhelming, Unique, Powerful  The War God's wrath... this unique style has been the death of many people that have considered taking on Tiranus. Such a style can only have been designed by him, crafted by the mind of the Pagan God of War until it was nearly flawless. This is the Pagan's signature style, a combination of his lethal war pantheon, and the dragoon's natural talent for polearm weaponry. Utilizing his innate War God Pantheon ability that enables him to manifest as well as levitate multiple weapons with his mind and utilize them so dexterously in the first place, Tiranus uses this advantage to a devastating effect. While in the starting ranks skilled fighters would be able to defeat him, at later ranks he is a serious threat indeed with this style. This style was originally made to be a spear style, however any melee weapon can be added into the mix. It counts as a spear style however, as the style is heavily spear oriented, as he is a dragoon and Dragoon's are known for their innate ability with masterful spear combat, as well as their affinity for dragon magic. Due to this potent hybrid of techniques, It should be noted that only Tiranus can use this style, unless he takes on an apprentice that has the ability to manifest and levitate weapons as well, and possesses similar mastery in the knowledge of polearm combat techniques. The chances of this are highly unlikely, as you can see. The total amount of Spears the Pagan can wield matches with his rank. This is how the leveling will go. Novice: Can only wield 2 spears mentally Adept: Can wield 3 spears mentally Expert: Can wield 4 spears mentally Master: Can wield 5 spears mentally SkillsSpear SweepRank: E Description: Bringing his spears in a low downwards quick sweep at the legs, Tiranus will attempt to take the legs out from underneath his opponent, making them fall either backwards on their a**, or forwards onto their face. stab happyRank: E description: the user of this style uses each spear to stab repeatedly, resulting in a flurry of quick stabs from each of the spears. Knock 'em downRank: D description: this attack is used in direct combination with the spear sweep. It is not a deadly attack by any means, but it useful to get your opponent a good distance away from you. Should the opponent choose to jump over the Spear sweep, the sweep goes upward and makes a sharp U turn, hitting enemies that jumped over the spears and sending them flying due to the added energy. This attack is mostly just a knockback attack, and the most the opponent can expect from getting hit by this attack is a large bruise. You've gotta try harder than thatRank: C requirements: energy description: Putting a spear out several feet in front of him or to the side of him, the spear will begin spinning so fast that it resembles an industrial fan blade. This is a purely defensive skill, as it will stop projectile attacks from reaching the pagan. It can stop bullets, arrows, grenades, rockets, etc. as all explosives that come into contact with the spear will simply explode upon impact. However, it can't stop elemental attacks or strongly energy based attacks (Attacks made of solely energy) DismountRank: C description: Tiranus will jump into the air, grabbing two spears within his actual hands before stabbing them both downwards into the enemies shoulders. The third spear stabs directly behind the opponent in case they attempt to move backwards. Then, as the two spears in his hands stab into the enemy, Tiranus will be airborne above while holding the spears stabbed into their shoulders. He will then drop down and kick off of the opponents face, flipping off of their face as he lands in a crouch. Spear ExplosionRank: C Requirements: Master Rank, requires energy Description: If a spear misses it's target, Tiranus can simply make the spear explode for a C ranked energy. While the explosions never have any concussive force, they are extremely loud, and are still dangerous due to the shrapnel that would be emitted from the spear. Death to the non believerRank: B description: Tiranus stabs the spears at the opponent quickly. The spears then lift the stabbed target into the the air, making the target flip before stabbing him into the ground. One of the spears will then pull out of the target, the other spears still pinning the target to the ground as the spear in the air stabs into the target again. Death DrillRank: B Requirements: energy description: making all of his spears meet at the tips, they will then begin to spin in an extremely fast motion. They then fly towards the opponent in a drilling fashion, ready to drill through opponents. it can even pierce straight through defenses of it's rank and keep going. The Iron MaidenRank: A requirements: energy, master rank description: The spears will form around the target. One to the left, one to the right, one from the front, one from the back, and one from above. They then all stab into the target, impaling them numerous times like the infamous 'iron maiden'... not as many spikes of course, but still rather deadly. The Iron RainRank: A Description: Using his incredible leaping abilities, Tiranus will jump skyward, over the head of his opponents. With all of his spears pointing downwards undearneath his feet, they will rain down in a hail of spears. If there are multiple enemies, each spear will go for an individual enemy. if there is one enemy, the spears will converge on the enemy as they fall from the air. The War God's wrathRank: SS requirements: energy description: The war god's wrath is the pinnacle of this style. It is a skill that is rarely seen, and is essentially never spoken of because there is rarely somebody left to tell the tale of this skill. Basically, the spears that Tiranus had created will fly around him in a circle, getting faster and faster at an extremely fast rate at all angles around him in this short circumfrence. The spears at this point are only circling around the war god quickly,making him extremely difficult to see as they continue to spin around him so fast, but not doing much else yet. In the next post, the spears will have been spinning so quickly around the man they cause a vortex. This vortex will suck things in, which is almost always fatal due to the fact that the target will be inside the vortex with a bunch of spears flying around like a blender, in a sense.
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Posted: Sat Oct 19, 2013 3:18 pm
Art of the Shadow Prince Arrogant, Fast, and Manipulative  --The style created by the prince of all shadows, though it reflects his personality, it also shows his courage in the art of combat. Kumori mixed together his greatsword style with his own body to create a mix of MQC of Shadowcery. Those who are connected to the Shade Bloodline may be taught this style, but they will only learn a special skill once mastered. This entire style is set for all various combat ranges due to the malleablity of shadows as this style is best used at night time due to the shadows being everywhere. While this style is exceptional in the form of medium-range combat, the style is usually a natural for Kumori. Art of the Shadow Prince, also called Shadowcery, is all about the mastery of darkness, and it can only be taught to Mages and Shades. This style will teach you basic combat skills that are a mix of hand-to-hand skills and summoning random weapons or things at a distance. This style can be learned easily if the user has more than 3 weapon styles learned to use in this style set-- Stage 1 --Learning this stage will grant the user the basic information of shadowcery, but this entire stage will require to be used at night for most of the power and easy usage. You will learn skills such as 'Shadow Horseback Riding' and 'Shadow MQC' to help with both travel and actual combat as the user will be commanding the shadows around him. Mages will be learning how to manipulate their shadows to learn how to summon it or use it as combat and Energy replenishment.-- --Shadow Horseback Riding-- Rank: E You bend the shadows around you to your will to form a shadow steed for you, with a Shade being capable to ride it. Mages can command it to attack their enemy's shadow to cause harm to them via the transfer of state of shadow and body. This Shadow Steed only lasts for 3 posts in combat, and unlimited when used for Shades as a riding steed. The skill increases in rank with each stage learned, making the Shadow Steed stronger and faster, but it does not last longer than 3 posts and only gets as strong as an A rank summon. --Shadow MQC-- Rank: D(Passive) You can now bend the shadows around you to reach your opponent that would be two spears away from you as you can attack them normally while retaining regular damage. The Shade can perform D-ranked damage when at their full strength while in this fighting style, but this is the only range modifyer this style has. This does not spread to other styles, nor weapons can benefit from learning this ability as this is to be the shade's main Fighting style. --Shadow Switch-- Rank: E You and your partner can connect via their own shadow, or by connecting the darkness around you to their shadow. For as long as their shadow, or the darkness connects you and your partner, you are able to shift through the darkness and trade spots with them. This skill can be used with allied Clerics and Paladins, but it goes up two ranks higher in cost to use them due to their holy nature. This Shadow Switch is like the shade's own shadow traveling where they can transfer to another another shadowy place, but this is much better in ways of switching places instead. Mages can only use this to switch places with their Shade Familiar. --Shadow Longsword-- Rank: D The Shadowceror can summon up a black longsword at a distance, more than likely at their opponent and strikes them twice before knocking them down with a hard third slash. The blade is dull, and hits as hard as being struck with a stick to the stomach as it is to harm and knock foes away from the Shade/mage. Mages can grant their own shadow a black longsword to use to protect them while they are using this style, but beyond that, the Shade is still a familiar, and weak on their own. --Shadow Shot-- Rank: D You can now bring shadows off the ground itself to generate a pure ball of Shadow Energy, can also be used with Shadow Knights as negative life energy to restore their own health. But, used on its own, the Shadowceror can summon up the ball of Shadow Energy can be used as a ranged blast technique, but only reaches as far as Shadow MQC allows it too. This can be used at close range for a push-back strike to force their foe away to damage them and get them away as quickly as possible. Mages can only use this skill as a range spell, and are able to shoot it as far away as a hand-gun bullet. Stage 2 --The art of the Shadow Prince becomes more of a nature to Kumori, while Shadowcery becomes a second nature to shades and Mages. The Shade Familiar can learn more weapon skills and another class in stage 2, getting stronger and learning easily. Kumori is able to summon up more weapons and even chain them into other attacks much quicker. The mage and his familiar however, are able to learn more of the skills of darkness, even upgrading the Shade to have a few more skills from his bloodline.-- --Shadow Scythe-- Rank: D Description: Summons up a scythe blade underneath the foe before the user sends his hands up. This is a lifting technique as it launches the foes up into the air, but the skill itself can be chained once more into it's self. The 2nd Scythe blade with strike with it's top part and send the foe flying away from the area they were at. It reaches at most, 50 feet away from the user since it is still a new stage skill. Using this skill as a Mage, summons up a scythe for the Shade, turning them into a Shadowknight (7/4) with the skill of Evil Moon. --Large Spike Meld-- Rank: D Description: The user summons up several spikes while hiding in the darkness, fusing them together to create a rather large spike. It is then hurled at the foe quite easily, but this is now the only way to conjure this skill up. The user is also capable of summoning up the spike by manipulating the ground itself in broad daylight, causing spikes to shoot from the ground due to their already dark nature. --Black Sludge-- Rank: C Description: Kumori can summon up a ball of his own essence into his throat before spitting it out as a black sticky substance. The amount can be summed up as a bile as it burns on contact like if it was acid, but it's merely the liquid essence of shades. Mages can shoot this ball of Black Sludge from their hands if they have their Shade alongside them as well. --Shadow Shield-- Rank: C Description: A more condensed version of the Shadow Wall of the Shade Bloodline, with a more accurate appearance, but with an added twist. If the user adjusts the power with A ranked energy, it becomes like a glass pane in appearance and unable to be seen. This skill blocks any C ranked attack and can be used as an arm shield, or in the form of a bubble shield. --Feign Strike-- Rank: E Description: A strike that is known as a counter, the user acts getting hit before striking with a debilitating knee. The attack isn't that damaging, but it is more of a countering façade to catch the opponent's off-guard. This is more effective as it reacts to any ranked technique, maxed out at the rank of C. If the opponent is hit by the unfortunate knee, half the damage done to the user is returned, but this is only IF it connects by a cocky opponent. Stage 3 --The Darkness of the Shadow Realm will begin to seep into Kumori, and the mage who learns this stage. This grants knowledge required to learn this 3rd stage as it will be pulling power and the purest of darkness from the realm where Shades live at their own peace. The user will learn more weapon summons, more range control, and even a way to protect themselves.-- --Fated Strike-- Rank: C Description: The user is covered in a black aura and sends out a burst of black tendrils from the ground before them. A single touch of these tendrils forces the black aura on the user through the tendrils onto the enemy. The sudden covering creates a black pressure on the enemy's heart before releasing them and pushing them back. The effect creates a mark of death-like insignia on where the tendril touched, lasting for 3 posts and increases the damage from all techniques by one rank. --Shadow Hound's Bite-- Rank: C Description: The user summons up a beast's head, resembling a wolf as it reaches out 10 feet from where the user summons it to bite down on the foe. As simple as it sounds, the user has to summon up a black insignia on the ground for the summoning of the wolf head. The moment it bites, the user will need a strength of 8 or more to break the bite, or tear the head off the elongated neck of the wolf. --Shadow Rapier-- Rank: C Description: Summons up a black rapier in the air that Kumori can use at a range to strike his foes. He swipes twice with the weapon before he crowns his foe on the top of their skull with the pommel of the rapier. This is to send the enemy reeling back and away from the spot as the rapier remains to be used by Kumori himself unlike the last two weapons. Shade Familiars are equipped with the Rapier and transform into the Seul class(6/7) with the Heavy Thorn C rank skill. --Small Drill Spike(Down)-- Rank: B - A Description: The user summons up a small black disc in the air that hovers for three posts after it's initial summon. As it remains, the user can summon up more to remain foir three posts. When the user uses this skill with the initial B ranked energy, they can summon between 1-5 discs into the air. If the user increases the energy use with A ranked powers, they generate a total of 10 black discs that hover in the air for 2 posts. Enemies unfortunate enough to be caught underneath the discs, will soon be showered with a single drill spike from each disc. --Blessings of the Shadow World-- Rank: B(Passive/Active) Description: Kumori: Kumori gains the ability of incorporeal striking abilities, able to attack while remaining untouchable as it is. While he is able to stay in this form, all his skills cost double in energy while his incorporeal attacks are now capable of harming physically. While this is passive, he can only use this blessing while remaining in Incorporeal form's duration as it remains. Mages: While it may require B ranked learning to achieve this skill, the pay off is grand as they learn the ability to summon the shadows of the world. Depending on how much energy they choose to use, they can summon a large variety of shadows of the physical world. All summons last 3 posts only and this has a 2 post cool down. They all die in one hit, besides the rooster. E: A rooster will be summoned that can act like a regular chicken. The Mage can kick it at the foe to cause it to erupt and become feathers. D: The user summons up a normal human, armed with a curved dagger as they are set for combat, throwing shurikens whenever their boss commands it. C: A shadow form of an Ordinary Knight appears and charges at the foe with a quick thrust of their blade. B: The user summons up a Werewolf in their feral state as they charge at the foe with bloodlust on their minds. They obey the commands of the Mage that summons them however. A: The mage summons up a Shadow Golem to obey it's command, to protect the user and to dish out some heavy damage to the foes. S: Summons up a strong being, the Wraith to torment the foe with hallucinations and nightmares. It brings them to life to attack the foe for the duration of 3 posts as it stays near the Mage to guard it. --Armour of The Shadow Knight-- Rank: B Description: Kumori summons up a dark substance from the ground, a bright red but blackening liquid from the earth, Lava to the surface. The sudden exposure to the fresh air of the skies hardens the lava at a rapid rate, also cooling it down before it wraps around the user safely. It creates a nigh unbreakable and Obsidian Black Armor, matching the appearance of the Shadow Knight. While this skill is in it's active state, it can block any regular attack like nothing, but when it comes to skills, it Nullifies damage from 3 B Ranks before it is destroyed. It can withstand 5 C ranks attack as well, nullifying damage done to it, and due to the nature of the armour's materials, it isn't capable of being penetrated. It lasts for 5 posts. Stage 4 --This is where the skills get much more stronger, causing a small commotion within the heads of the users. They begin to hear voices, voices of the weak, voices of the strong, soon learning that they have much more to do. They will be required to learn the Blessings of the Shadow World and use the active form in order to travel into the realm of darkness. In there, they must learn the tongue of the shadow dwellers, or in Kumori's case, relearn how to speak in the tongue of darkness. This is where the Shade Familiar reaches max potential in their power and weapon usage.-- --Shadow Blades-- Rank: C Description: Kumori or the Mage enchants their hands with utter darkness that trail with their hands own movements. Kumori can trail it onto the weapon he uses to project 4 waves of black energy, reaching as far as Shadow MQC allows the shadow waves to, however, when in night time, this wave can extend a longer duration. On weapons, this is heavily effective as wave slashing with a limit of distance, but on hands, it extends half the range of MQC, even in night time. --Shadow Throwing Knives-- Rank: B Description: As simple as it may be, this is to be mainly thrown by the user who summons them, not summoning at a distance. Kumori is able to threw all of them at once and control them with ease due to his shadowy nature as he can summon up to a total of 24. With that amount, he throws 8 at a time and can control them without fail as they could swarm the foe like birds. Mages can throw them one at a time themselves, or give them to their shade Familiar as to change their class once more. The shade would become an assassin with the following stats(4/9) as they are quick to stay with their master in the process with the Tracker Knife B ranked skill. --Black Claw-- Rank: B Description: Kumori: Kumori threws off a black ball towards his foe, enhancing it to create a tracking ability for the foe's energy. It is able to make sharp turns and can rebound off of non-living objects. It is not a good idea to try and cut it as the ball's material make up make it nigh impossible to destroy it. Once it latches onto a foe, the substance sticks in a formation of a paint ball splatter as it sends out a small shaking signal that vibrates the air around it. Soon, it becomes a large claw that wraps around the torso as shadows gather to where the splatter was to create an arm as the claw raises the foe up and forces him down. Mage: This skill is quite easy to use as it sends the shadow down and causes the shadow pool to travel to the foe. As it does so, the shade becomes a batch of scratching claws that continues for another spears worth of travel before it stops. --Nightmare's Revenge-- Rank: A Description: This is a skill only Kumori can learn as it is related to his main Soul weapon: Miza The Terror. Kumori let's Miza's own aura speak as a violent gray aura appears around the blade, lasting for a total of 7 posts. The attack do another rank in damage even being just regular striking, and whenever Miza is swung around, the aura releases an extremely loud screech, harming the ears of Kumori's foes. Shadow Knight Skills done with Miza now cause a fear and sickness effect onto anyone Miza strikes if it involves the blade itself. Shadow Weapon enchantment on Miza is not effected by this skill itself due to the blade of Miza having to be physically touching the foe. --Shade Onslaught-- Rank: A Description: Only Learned by Kumori Kumori overcharges his body with his A-Ranked energy to transform into a Nocturnal beast of shadows. He then charges at his foe, with murderous in his mind as he is equipped with large shadow claws for hands and elongated hind claws. He remains in this form for 3 posts as he has no damage changes, but is capable of not flinching attacks up to B ranked from elemental to physical. Light and Fire still affect Kumori in this form but he is able to resist a bit slightly more damage from Light and Fire. Stage 5: Welcome the Prince --This is the final stage, can only be reachable via a quest kill. The Kill for mages, is a Shadow Giant, can have a team to help, but the Mage must get the shadow soul of the Giant to bring home. For Kumori however, his quest kill is his father, the King of the shadow world, having to bring back his sword as proof of the kill. This style holds the strongest of shadow skills, and a legendary skill only Kumori can master.-- --Style of the Shadow Prince-- Rank: B Description: Kumori: Kumori summons up a bladed rapier with a fancy handguard to his left hand as he summons up a condensed rock shield to his side. As simple as this may seem, the shield weighs a ton and Kumori is using his mastery over the earth element to keep it up as it can dish heavy amounts of damage. The bladed rapier can remain indefinitely, but can be broken if it comes in contact with a skill of B-ranked or higher in forms. The Dense Earth Shield wanes slowly over time, disappating after 3 posts into sand from the constant condensing. Mage: The Mage summons up a bladed rapier with a fancy handguard to their shade's hand as they return to their Seul form once more, but this time the energy use is cut in half for 5 energy per post. However, this form lasts for 5 posts itself, and the user is unable to gain back their energy if they were to try and rest to let the shadow do their work. The Seul Shade also gets a new skill to use as they learn how to use The True Spell-Edge technique along with the Heavy Thorn technique. --Shield of the Shadow Prince-- Rank: A Description: The user summons up a tower shield before them, but they don't need to hold it as it projects out of their left hand, capable of running with the shield and keeping it out of their hand. The user is able to knock enemies down with a charge of the shield as they runs, but they can skid to a stop like a car trying to stop itself with the brakes. It is able to withstand any Beam, Elemental, and Physical attacks up to A rank now, but the shield can be broken by a charging car's ironic fist attack. The shield itself lasts 4 posts with a single post cooldown and can be used to create a shadow for Kumori to reach his strongest form at the time. --Shadow Rain-- Rank: C Description: The user of this skill makes it rain black liquid from the sky, without any need of explaination, the black liquids on the ground form collective spots of darkness. Whenever any of these spots are stepped into, except for shades, the unfortunate soul's vision decreased for 3 to 5 feet before them so long as they remain in the black liquid. Shades that step in the waters gain their bonus as it becomes an area of darkness, making sure no form of light can enter the murky water's field of darkness. --Shadow Combat-- Rank: A Description: Kumori: Kumori turns himself into pure darkness, entering the shadow realm while his aura spreads out towards his chosen foe's shadow. Their shadows appear in the realm as he takes it upon himself to dish out damage towards them for 6 posts in length. This has a 5 post cooldown when he exits the shadow realm, however he can only use his fists and legs and cannot bring any weapons with him. Shadow Combat is also used to help him store equipment here and there inside of the shadow realm, but that become static and cannot be removed until the end of the skill. Mage: The user encases themselves with their own shade to gain an enhanced understanding of the dark energy of shadows. This lasts for 3 posts, but all their skills are increased in two ranks of damage, but once the shade removes itself from the user, while the cost is A ranked, the exit costs another A rank to separate the user from the shade. If they are unable to do so, they will experience Shadow Sickness for 2 more posts before it is forced off, vomiting black sludge while their blood begins to turn black from the infusion with their shade. --Art of the Shadow King-- Rank: SS Prerequisites: The Sword of the Shadow King must be obtained. Description: Only for Kumori This skill requires Kumori to enter his King's Awakening form in order to use this skill, the Sword of the Shadow King can must be obtained as well as it is absorbed by Miza to allow her the ability to split into two much more easily. Kumori soon cuts before him with both blades in a cross, soon following it with the reverse formation of a cross cut, sending a wave before him into the foe. He then cuts before him in an inverse X-formation, chaining it to the outward X-cross cut as the blades become enchanted with the gray aura of Miza. He then jumps up and knees his foe in the chin before stabbing the foe multiple times in multiple parts of their body(10 stabs total) while pushing them back to where the tips of the rapiers were hitting now. Kumori then stabs forward, his entire body moving with him to get hilt deep to the solarplex of his foe, lifting them up and blasting the foe away with a black flames shock shot. This move can be used as a counter against an oncoming foe, and can only work as a counter to intercept an oncoming foe's attack. Mage Only Techniques --Mage Special: Shade Familiar-- Rank: E Prerequisites: Mastering Stage 1 The Mage can summon up a single Shade familiar that are of no class(4/6 main set.). They are equipped with nothing, but the ability to summon up Shadow Spikes, but also being capable of holding everything their master gives them. With the shadow longsword, they are changed from being no class, to a Trickster Class(3/9). Shade Familiar costs 10 Energy to hang around, doubling with each post they last in till they are either defeated, or the mage banishes them. They are mainly used by lazy mages to do stuff around the house for them, and since they aren't in combat, are used without energy expense. As described in multiple weapon skills, they can also be changed into other classes.
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Posted: Sun Oct 20, 2013 1:16 pm
razieltheprince ((I enjoyed making this style. keep in mind, many of the skills listed in this style he can do passively, like wield multiple weapons with his mind efficiently. my main concerns were the energy based moves I put in here, as well as how many weapons he should be able to wield mentally per rank.)) The War God's Wrath Overwhelming, Unique, Powerful  The War God's wrath... this unique style has been the death of many people that have considered taking on Tiranus. Such a style can only have been designed by him, crafted by the mind of the Pagan God of War until it was nearly flawless. This is the Pagan's signature style, a combination of his lethal war pantheon, and the dragoon's natural talent for polearm weaponry. Utilizing his innate War God Pantheon ability that enables him to manifest as well as levitate multiple weapons with his mind and utilize them so dexterously in the first place, Tiranus uses this advantage to a devastating effect. While in the starting ranks skilled fighters would be able to defeat him, at later ranks he is a serious threat indeed with this style. This style was originally made to be a spear style, however any melee weapon can be added into the mix. It counts as a spear style however, as the style is heavily spear oriented, as he is a dragoon and Dragoon's are known for their innate ability with masterful spear combat, as well as their affinity for dragon magic. Due to this potent hybrid of techniques, It should be noted that only Tiranus can use this style, unless he takes on an apprentice that has the ability to manifest and levitate weapons as well, and possesses similar mastery in the knowledge of polearm combat techniques. The chances of this are highly unlikely, as you can see. The total amount of Spears the Pagan can wield matches with his rank. This is how the leveling will go. Novice: Can only wield 2 spears mentally Adept: Can wield 3 spears mentally Expert: Can wield 4 spears mentally Master: Can wield 5 spears mentally SkillsSpear SweepRank: E Description: Bringing his spears in a low downwards quick sweep at the legs, Tiranus will attempt to take the legs out from underneath his opponent, making them fall either backwards on their a**, or forwards onto their face. stab happyRank: E description: the user of this style uses each spear to stab repeatedly, resulting in a flurry of quick stabs from each of the spears. Knock 'em downRank: D description: this attack is used in direct combination with the spear sweep. It is not a deadly attack by any means, but it useful to get your opponent a good distance away from you. Should the opponent choose to jump over the Spear sweep, the sweep goes upward and makes a sharp U turn, hitting enemies that jumped over the spears and sending them flying due to the added energy. This attack is mostly just a knockback attack, and the most the opponent can expect from getting hit by this attack is a large bruise. You've gotta try harder than thatRank: C requirements: energy description: Putting a spear out several feet in front of him or to the side of him, the spear will begin spinning so fast that it resembles an industrial fan blade. This is a purely defensive skill, as it will stop projectile attacks from reaching the pagan. It can stop bullets, arrows, grenades, rockets, etc. as all explosives that come into contact with the spear will simply explode upon impact. However, it can't stop elemental attacks or strongly energy based attacks (Attacks made of solely energy) DismountRank: C description: Tiranus will jump into the air, grabbing two spears within his actual hands before stabbing them both downwards into the enemies shoulders. The third spear stabs directly behind the opponent in case they attempt to move backwards. Then, as the two spears in his hands stab into the enemy, Tiranus will be airborne above while holding the spears stabbed into their shoulders. He will then drop down and kick off of the opponents face, flipping off of their face as he lands in a crouch. Spear ExplosionRank: C Requirements: Master Rank, requires energy Description: If a spear misses it's target, Tiranus can simply make the spear explode for a C ranked energy. While the explosions never have any concussive force, they are extremely loud, and are still dangerous due to the shrapnel that would be emitted from the spear. Death to the non believerRank: B description: Tiranus stabs the spears at the opponent quickly. The spears then lift the stabbed target into the the air, making the target flip before stabbing him into the ground. One of the spears will then pull out of the target, the other spears still pinning the target to the ground as the spear in the air stabs into the target again. Death DrillRank: B Requirements: energy description: making all of his spears meet at the tips, they will then begin to spin in an extremely fast motion. They then fly towards the opponent in a drilling fashion, ready to drill through opponents. it can even pierce straight through defenses of it's rank and keep going. The Iron MaidenRank: A requirements: energy, master rank description: The spears will form around the target. One to the left, one to the right, one from the front, one from the back, and one from above. They then all stab into the target, impaling them numerous times like the infamous 'iron maiden'... not as many spikes of course, but still rather deadly. The Iron RainRank: A Description: Using his incredible leaping abilities, Tiranus will jump skyward, over the head of his opponents. With all of his spears pointing downwards undearneath his feet, they will rain down in a hail of spears. If there are multiple enemies, each spear will go for an individual enemy. if there is one enemy, the spears will converge on the enemy as they fall from the air. The War God's wrathRank: SS requirements: energy description: The war god's wrath is the pinnacle of this style. It is a skill that is rarely seen, and is essentially never spoken of because there is rarely somebody left to tell the tale of this skill. Basically, the spears that Tiranus had created will fly around him in a circle, getting faster and faster at an extremely fast rate at all angles around him in this short circumfrence. The spears at this point are only circling around the war god quickly,making him extremely difficult to see as they continue to spin around him so fast, but not doing much else yet. In the next post, the spears will have been spinning so quickly around the man they cause a vortex. This vortex will suck things in, which is almost always fatal due to the fact that the target will be inside the vortex with a bunch of spears flying around like a blender, in a sense. For the final skill, you have to be a bit more specific. There is a vortex, sure. But if you aren't specific as to how powerful the suction ability is, anyone can just ignore it.
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Posted: Sun Oct 20, 2013 1:29 pm
KnightsRoyal Art of the Shadow Prince Arrogant, Fast, and Manipulative  --The style created by the prince of all shadows, though it reflects his personality, it also shows his courage in the art of combat. Kumori mixed together his greatsword style with his own body to create a mix of MQC of Shadowcery. Those who are connected to the Shade Bloodline may be taught this style, but they will only learn a special skill once mastered. This entire style is set for all various combat ranges due to the malleablity of shadows as this style is best used at night time due to the shadows being everywhere. While this style is exceptional in the form of medium-range combat, the style is usually a natural for Kumori. Art of the Shadow Prince, also called Shadowcery, is all about the mastery of darkness, and it can only be taught to Mages and Shades. This style will teach you basic combat skills that are a mix of hand-to-hand skills and summoning random weapons or things at a distance. This style can be learned easily if the user has more than 3 weapon styles learned to use in this style set-- Stage 1 --Learning this stage will grant the user the basic information of shadowcery, but this entire stage will require to be used at night for most of the power and easy usage. You will learn skills such as 'Shadow Horseback Riding' and 'Shadow MQC' to help with both travel and actual combat as the user will be commanding the shadows around him. Mages will be learning how to manipulate their shadows to learn how to summon it or use it as combat and Energy replenishment.-- --Shadow Horseback Riding-- Rank: E You bend the shadows around you to your will to form a shadow steed for you, with a Shade being capable to ride it. Mages can command it to attack their enemy's shadow to cause harm to them via the transfer of state of shadow and body. This Shadow Steed only lasts for 3 posts in combat, and unlimited when used for Shades as a riding steed. The skill increases in rank with each stage learned, making the Shadow Steed stronger and faster, but it does not last longer than 3 posts and only gets as strong as an A rank summon. --Shadow MQC-- Rank: D(Passive) You can now bend the shadows around you to reach your opponent that would be two spears away from you as you can attack them normally while retaining regular damage. The Shade can perform D-ranked damage when at their full strength while in this fighting style, but this is the only range modifyer this style has. This does not spread to other styles, nor weapons can benefit from learning this ability as this is to be the shade's main Fighting style. --Shadow Switch-- Rank: E You and your partner can connect via their own shadow, or by connecting the darkness around you to their shadow. For as long as their shadow, or the darkness connects you and your partner, you are able to shift through the darkness and trade spots with them. This skill can be used with allied Clerics and Paladins, but it goes up two ranks higher in cost to use them due to their holy nature. This Shadow Switch is like the shade's own shadow traveling where they can transfer to another another shadowy place, but this is much better in ways of switching places instead. Mages can only use this to switch places with their Shade Familiar. --Shadow Longsword-- Rank: D The Shadowceror can summon up a black longsword at a distance, more than likely at their opponent and strikes them twice before knocking them down with a hard third slash. The blade is dull, and hits as hard as being struck with a stick to the stomach as it is to harm and knock foes away from the Shade/mage. Mages can grant their own shadow a black longsword to use to protect them while they are using this style, but beyond that, the Shade is still a familiar, and weak on their own. --Shadow Shot-- Rank: D You can now bring shadows off the ground itself to generate a pure ball of Shadow Energy, can also be used with Shadow Knights as negative life energy to restore their own health. But, used on its own, the Shadowceror can summon up the ball of Shadow Energy can be used as a ranged blast technique, but only reaches as far as Shadow MQC allows it too. This can be used at close range for a push-back strike to force their foe away to damage them and get them away as quickly as possible. Mages can only use this skill as a range spell, and are able to shoot it as far away as a hand-gun bullet. Stage 2 --The art of the Shadow Prince becomes more of a nature to Kumori, while Shadowcery becomes a second nature to shades and Mages. The Shade Familiar can learn more weapon skills and another class in stage 2, getting stronger and learning easily. Kumori is able to summon up more weapons and even chain them into other attacks much quicker. The mage and his familiar however, are able to learn more of the skills of darkness, even upgrading the Shade to have a few more skills from his bloodline.-- --Shadow Scythe-- Rank: D Description: Summons up a scythe blade underneath the foe before the user sends his hands up. This is a lifting technique as it launches the foes up into the air, but the skill itself can be chained once more into it's self. The 2nd Scythe blade with strike with it's top part and send the foe flying away from the area they were at. It reaches at most, 50 feet away from the user since it is still a new stage skill. Using this skill as a Mage, summons up a scythe for the Shade, turning them into a Shadowknight (7/4) with the skill of Evil Moon. --Large Spike Meld-- Rank: D Description: The user summons up several spikes while hiding in the darkness, fusing them together to create a rather large spike. It is then hurled at the foe quite easily, but this is now the only way to conjure this skill up. The user is also capable of summoning up the spike by manipulating the ground itself in broad daylight, causing spikes to shoot from the ground due to their already dark nature. --Black Sludge-- Rank: C Description: Kumori can summon up a ball of his own essence into his throat before spitting it out as a black sticky substance. The amount can be summed up as a bile as it burns on contact like if it was acid, but it's merely the liquid essence of shades. Mages can shoot this ball of Black Sludge from their hands if they have their Shade alongside them as well. --Shadow Shield-- Rank: C Description: A more condensed version of the Shadow Wall of the Shade Bloodline, with a more accurate appearance, but with an added twist. If the user adjusts the power with A ranked energy, it becomes like a glass pane in appearance and unable to be seen. This skill blocks any C ranked attack and can be used as an arm shield, or in the form of a bubble shield. --Feign Strike-- Rank: E Description: A strike that is known as a counter, the user acts getting hit before striking with a debilitating knee. The attack isn't that damaging, but it is more of a countering façade to catch the opponent's off-guard. This is more effective as it reacts to any ranked technique, maxed out at the rank of C. If the opponent is hit by the unfortunate knee, half the damage done to the user is returned, but this is only IF it connects by a cocky opponent. Stage 3 --The Darkness of the Shadow Realm will begin to seep into Kumori, and the mage who learns this stage. This grants knowledge required to learn this 3rd stage as it will be pulling power and the purest of darkness from the realm where Shades live at their own peace. The user will learn more weapon summons, more range control, and even a way to protect themselves.-- --Fated Strike-- Rank: C Description: The user is covered in a black aura and sends out a burst of black tendrils from the ground before them. A single touch of these tendrils forces the black aura on the user through the tendrils onto the enemy. The sudden covering creates a black pressure on the enemy's heart before releasing them and pushing them back. The effect creates a mark of death-like insignia on where the tendril touched, lasting for 3 posts and increases the damage from all techniques by one rank. --Shadow Hound's Bite-- Rank: C Description: The user summons up a beast's head, resembling a wolf as it reaches out 10 feet from where the user summons it to bite down on the foe. As simple as it sounds, the user has to summon up a black insignia on the ground for the summoning of the wolf head. The moment it bites, the user will need a strength of 8 or more to break the bite, or tear the head off the elongated neck of the wolf. --Shadow Rapier-- Rank: C Description: Summons up a black rapier in the air that Kumori can use at a range to strike his foes. He swipes twice with the weapon before he crowns his foe on the top of their skull with the pommel of the rapier. This is to send the enemy reeling back and away from the spot as the rapier remains to be used by Kumori himself unlike the last two weapons. Shade Familiars are equipped with the Rapier and transform into the Seul class(6/7) with the Heavy Thorn C rank skill. --Small Drill Spike(Down)-- Rank: B - A Description: The user summons up a small black disc in the air that hovers for three posts after it's initial summon. As it remains, the user can summon up more to remain foir three posts. When the user uses this skill with the initial B ranked energy, they can summon between 1-5 discs into the air. If the user increases the energy use with A ranked powers, they generate a total of 10 black discs that hover in the air for 2 posts. Enemies unfortunate enough to be caught underneath the discs, will soon be showered with a single drill spike from each disc. --Blessings of the Shadow World-- Rank: B(Passive/Active) Description: Kumori: Kumori gains the ability of incorporeal striking abilities, able to attack while remaining untouchable as it is. While he is able to stay in this form, all his skills cost double in energy while his incorporeal attacks are now capable of harming physically. While this is passive, he can only use this blessing while remaining in Incorporeal form's duration as it remains. Mages: While it may require B ranked learning to achieve this skill, the pay off is grand as they learn the ability to summon the shadows of the world. Depending on how much energy they choose to use, they can summon a large variety of shadows of the physical world. All summons last 3 posts only and this has a 2 post cool down. They all die in one hit, besides the rooster. E: A rooster will be summoned that can act like a regular chicken. The Mage can kick it at the foe to cause it to erupt and become feathers. D: The user summons up a normal human, armed with a curved dagger as they are set for combat, throwing shurikens whenever their boss commands it. C: A shadow form of an Ordinary Knight appears and charges at the foe with a quick thrust of their blade. B: The user summons up a Werewolf in their feral state as they charge at the foe with bloodlust on their minds. They obey the commands of the Mage that summons them however. A: The mage summons up a Shadow Golem to obey it's command, to protect the user and to dish out some heavy damage to the foes. S: Summons up a strong being, the Wraith to torment the foe with hallucinations and nightmares. It brings them to life to attack the foe for the duration of 3 posts as it stays near the Mage to guard it. --Armour of The Shadow Knight-- Rank: B Description: Kumori summons up a dark substance from the ground, a bright red but blackening liquid from the earth, Lava to the surface. The sudden exposure to the fresh air of the skies hardens the lava at a rapid rate, also cooling it down before it wraps around the user safely. It creates a nigh unbreakable and Obsidian Black Armor, matching the appearance of the Shadow Knight. While this skill is in it's active state, it can block any regular attack like nothing, but when it comes to skills, it Nullifies damage from 3 B Ranks before it is destroyed. It can withstand 5 C ranks attack as well, nullifying damage done to it, and due to the nature of the armour's materials, it isn't capable of being penetrated. It lasts for 5 posts. Stage 4 --This is where the skills get much more stronger, causing a small commotion within the heads of the users. They begin to hear voices, voices of the weak, voices of the strong, soon learning that they have much more to do. They will be required to learn the Blessings of the Shadow World and use the active form in order to travel into the realm of darkness. In there, they must learn the tongue of the shadow dwellers, or in Kumori's case, relearn how to speak in the tongue of darkness. This is where the Shade Familiar reaches max potential in their power and weapon usage.-- --Shadow Blades-- Rank: C Description: Kumori or the Mage enchants their hands with utter darkness that trail with their hands own movements. Kumori can trail it onto the weapon he uses to project 4 waves of black energy, reaching as far as Shadow MQC allows the shadow waves to, however, when in night time, this wave can extend a longer duration. On weapons, this is heavily effective as wave slashing with a limit of distance, but on hands, it extends half the range of MQC, even in night time. --Shadow Throwing Knives-- Rank: B Description: As simple as it may be, this is to be mainly thrown by the user who summons them, not summoning at a distance. Kumori is able to threw all of them at once and control them with ease due to his shadowy nature as he can summon up to a total of 24. With that amount, he throws 8 at a time and can control them without fail as they could swarm the foe like birds. Mages can throw them one at a time themselves, or give them to their shade Familiar as to change their class once more. The shade would become an assassin with the following stats(4/9) as they are quick to stay with their master in the process with the Tracker Knife B ranked skill. --Black Claw-- Rank: B Description: Kumori: Kumori threws off a black ball towards his foe, enhancing it to create a tracking ability for the foe's energy. It is able to make sharp turns and can rebound off of non-living objects. It is not a good idea to try and cut it as the ball's material make up make it nigh impossible to destroy it. Once it latches onto a foe, the substance sticks in a formation of a paint ball splatter as it sends out a small shaking signal that vibrates the air around it. Soon, it becomes a large claw that wraps around the torso as shadows gather to where the splatter was to create an arm as the claw raises the foe up and forces him down. Mage: This skill is quite easy to use as it sends the shadow down and causes the shadow pool to travel to the foe. As it does so, the shade becomes a batch of scratching claws that continues for another spears worth of travel before it stops. --Nightmare's Revenge-- Rank: A Description: This is a skill only Kumori can learn as it is related to his main Soul weapon: Miza The Terror. Kumori let's Miza's own aura speak as a violent gray aura appears around the blade, lasting for a total of 7 posts. The attack do another rank in damage even being just regular striking, and whenever Miza is swung around, the aura releases an extremely loud screech, harming the ears of Kumori's foes. Shadow Knight Skills done with Miza now cause a fear and sickness effect onto anyone Miza strikes if it involves the blade itself. Shadow Weapon enchantment on Miza is not effected by this skill itself due to the blade of Miza having to be physically touching the foe. --Shade Onslaught-- Rank: A Description: Only Learned by Kumori Kumori overcharges his body with his A-Ranked energy to transform into a Nocturnal beast of shadows. He then charges at his foe, with murderous in his mind as he is equipped with large shadow claws for hands and elongated hind claws. He remains in this form for 3 posts as he has no damage changes, but is capable of not flinching attacks up to B ranked from elemental to physical. Light and Fire still affect Kumori in this form but he is able to resist a bit slightly more damage from Light and Fire. Stage 5: Welcome the Prince --This is the final stage, can only be reachable via a quest kill. The Kill for mages, is a Shadow Giant, can have a team to help, but the Mage must get the shadow soul of the Giant to bring home. For Kumori however, his quest kill is his father, the King of the shadow world, having to bring back his sword as proof of the kill. This style holds the strongest of shadow skills, and a legendary skill only Kumori can master.-- --Style of the Shadow Prince-- Rank: B Description: Kumori: Kumori summons up a bladed rapier with a fancy handguard to his left hand as he summons up a condensed rock shield to his side. As simple as this may seem, the shield weighs a ton and Kumori is using his mastery over the earth element to keep it up as it can dish heavy amounts of damage. The bladed rapier can remain indefinitely, but can be broken if it comes in contact with a skill of B-ranked or higher in forms. The Dense Earth Shield wanes slowly over time, disappating after 3 posts into sand from the constant condensing. Mage: The Mage summons up a bladed rapier with a fancy handguard to their shade's hand as they return to their Seul form once more, but this time the energy use is cut in half for 5 energy per post. However, this form lasts for 5 posts itself, and the user is unable to gain back their energy if they were to try and rest to let the shadow do their work. The Seul Shade also gets a new skill to use as they learn how to use The True Spell-Edge technique along with the Heavy Thorn technique. --Shield of the Shadow Prince-- Rank: A Description: The user summons up a tower shield before them, but they don't need to hold it as it projects out of their left hand, capable of running with the shield and keeping it out of their hand. The user is able to knock enemies down with a charge of the shield as they runs, but they can skid to a stop like a car trying to stop itself with the brakes. It is able to withstand any Beam, Elemental, and Physical attacks up to A rank now, but the shield can be broken by a charging car's ironic fist attack. The shield itself lasts 4 posts with a single post cooldown and can be used to create a shadow for Kumori to reach his strongest form at the time. --Shadow Rain-- Rank: C Description: The user of this skill makes it rain black liquid from the sky, without any need of explaination, the black liquids on the ground form collective spots of darkness. Whenever any of these spots are stepped into, except for shades, the unfortunate soul's vision decreased for 3 to 5 feet before them so long as they remain in the black liquid. Shades that step in the waters gain their bonus as it becomes an area of darkness, making sure no form of light can enter the murky water's field of darkness. --Shadow Combat-- Rank: A Description: Kumori: Kumori turns himself into pure darkness, entering the shadow realm while his aura spreads out towards his chosen foe's shadow. Their shadows appear in the realm as he takes it upon himself to dish out damage towards them for 6 posts in length. This has a 5 post cooldown when he exits the shadow realm, however he can only use his fists and legs and cannot bring any weapons with him. Shadow Combat is also used to help him store equipment here and there inside of the shadow realm, but that become static and cannot be removed until the end of the skill. Mage: The user encases themselves with their own shade to gain an enhanced understanding of the dark energy of shadows. This lasts for 3 posts, but all their skills are increased in two ranks of damage, but once the shade removes itself from the user, while the cost is A ranked, the exit costs another A rank to separate the user from the shade. If they are unable to do so, they will experience Shadow Sickness for 2 more posts before it is forced off, vomiting black sludge while their blood begins to turn black from the infusion with their shade. --Art of the Shadow King-- Rank: SS Prerequisites: The Sword of the Shadow King must be obtained. Description: Only for Kumori This skill requires Kumori to enter his King's Awakening form in order to use this skill, the Sword of the Shadow King can must be obtained as well as it is absorbed by Miza to allow her the ability to split into two much more easily. Kumori soon cuts before him with both blades in a cross, soon following it with the reverse formation of a cross cut, sending a wave before him into the foe. He then cuts before him in an inverse X-formation, chaining it to the outward X-cross cut as the blades become enchanted with the gray aura of Miza. He then jumps up and knees his foe in the chin before stabbing the foe multiple times in multiple parts of their body(10 stabs total) while pushing them back to where the tips of the rapiers were hitting now. Kumori then stabs forward, his entire body moving with him to get hilt deep to the solarplex of his foe, lifting them up and blasting the foe away with a black flames shock shot. This move can be used as a counter against an oncoming foe, and can only work as a counter to intercept an oncoming foe's attack. Mage Only Techniques --Mage Special: Shade Familiar-- Rank: E Prerequisites: Mastering Stage 1 The Mage can summon up a single Shade familiar that are of no class(4/6 main set.). They are equipped with nothing, but the ability to summon up Shadow Spikes, but also being capable of holding everything their master gives them. With the shadow longsword, they are changed from being no class, to a Trickster Class(3/9). Shade Familiar costs 10 Energy to hang around, doubling with each post they last in till they are either defeated, or the mage banishes them. They are mainly used by lazy mages to do stuff around the house for them, and since they aren't in combat, are used without energy expense. As described in multiple weapon skills, they can also be changed into other classes. This will have to be Shade exclusive. I won't allow mages to learn this style considering the fact that they can only learn the staff or sword style. - Blessings of the Shadow World: It's not going to be passive. You activate it for B Ranked energy and it will take C Ranked energy for each post it is still activated. - Art of the Shadow King: As long as you understand that it won't be an auto-hit, it's fine. I've seen a few people who think that skills that are used as a counter (that are fatal) are able to be used instantly. They aren't.
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Posted: Sun Oct 20, 2013 1:36 pm
Hiro Allday Errday KnightsRoyal Art of the Shadow Prince Arrogant, Fast, and Manipulative  --The style created by the prince of all shadows, though it reflects his personality, it also shows his courage in the art of combat. Kumori mixed together his greatsword style with his own body to create a mix of MQC of Shadowcery. Those who are connected to the Shade Bloodline may be taught this style, but they will only learn a special skill once mastered. This entire style is set for all various combat ranges due to the malleablity of shadows as this style is best used at night time due to the shadows being everywhere. While this style is exceptional in the form of medium-range combat, the style is usually a natural for Kumori. Art of the Shadow Prince, also called Shadowcery, is all about the mastery of darkness, and it can only be taught to Mages and Shades. This style will teach you basic combat skills that are a mix of hand-to-hand skills and summoning random weapons or things at a distance. This style can be learned easily if the user has more than 3 weapon styles learned to use in this style set-- Stage 1 --Learning this stage will grant the user the basic information of shadowcery, but this entire stage will require to be used at night for most of the power and easy usage. You will learn skills such as 'Shadow Horseback Riding' and 'Shadow MQC' to help with both travel and actual combat as the user will be commanding the shadows around him. Mages will be learning how to manipulate their shadows to learn how to summon it or use it as combat and Energy replenishment.-- --Shadow Horseback Riding-- Rank: E You bend the shadows around you to your will to form a shadow steed for you, with a Shade being capable to ride it. Mages can command it to attack their enemy's shadow to cause harm to them via the transfer of state of shadow and body. This Shadow Steed only lasts for 3 posts in combat, and unlimited when used for Shades as a riding steed. The skill increases in rank with each stage learned, making the Shadow Steed stronger and faster, but it does not last longer than 3 posts and only gets as strong as an A rank summon. --Shadow MQC-- Rank: D(Passive) You can now bend the shadows around you to reach your opponent that would be two spears away from you as you can attack them normally while retaining regular damage. The Shade can perform D-ranked damage when at their full strength while in this fighting style, but this is the only range modifyer this style has. This does not spread to other styles, nor weapons can benefit from learning this ability as this is to be the shade's main Fighting style. --Shadow Switch-- Rank: E You and your partner can connect via their own shadow, or by connecting the darkness around you to their shadow. For as long as their shadow, or the darkness connects you and your partner, you are able to shift through the darkness and trade spots with them. This skill can be used with allied Clerics and Paladins, but it goes up two ranks higher in cost to use them due to their holy nature. This Shadow Switch is like the shade's own shadow traveling where they can transfer to another another shadowy place, but this is much better in ways of switching places instead. Mages can only use this to switch places with their Shade Familiar. --Shadow Longsword-- Rank: D The Shadowceror can summon up a black longsword at a distance, more than likely at their opponent and strikes them twice before knocking them down with a hard third slash. The blade is dull, and hits as hard as being struck with a stick to the stomach as it is to harm and knock foes away from the Shade/mage. Mages can grant their own shadow a black longsword to use to protect them while they are using this style, but beyond that, the Shade is still a familiar, and weak on their own. --Shadow Shot-- Rank: D You can now bring shadows off the ground itself to generate a pure ball of Shadow Energy, can also be used with Shadow Knights as negative life energy to restore their own health. But, used on its own, the Shadowceror can summon up the ball of Shadow Energy can be used as a ranged blast technique, but only reaches as far as Shadow MQC allows it too. This can be used at close range for a push-back strike to force their foe away to damage them and get them away as quickly as possible. Mages can only use this skill as a range spell, and are able to shoot it as far away as a hand-gun bullet. Stage 2 --The art of the Shadow Prince becomes more of a nature to Kumori, while Shadowcery becomes a second nature to shades and Mages. The Shade Familiar can learn more weapon skills and another class in stage 2, getting stronger and learning easily. Kumori is able to summon up more weapons and even chain them into other attacks much quicker. The mage and his familiar however, are able to learn more of the skills of darkness, even upgrading the Shade to have a few more skills from his bloodline.-- --Shadow Scythe-- Rank: D Description: Summons up a scythe blade underneath the foe before the user sends his hands up. This is a lifting technique as it launches the foes up into the air, but the skill itself can be chained once more into it's self. The 2nd Scythe blade with strike with it's top part and send the foe flying away from the area they were at. It reaches at most, 50 feet away from the user since it is still a new stage skill. Using this skill as a Mage, summons up a scythe for the Shade, turning them into a Shadowknight (7/4) with the skill of Evil Moon. --Large Spike Meld-- Rank: D Description: The user summons up several spikes while hiding in the darkness, fusing them together to create a rather large spike. It is then hurled at the foe quite easily, but this is now the only way to conjure this skill up. The user is also capable of summoning up the spike by manipulating the ground itself in broad daylight, causing spikes to shoot from the ground due to their already dark nature. --Black Sludge-- Rank: C Description: Kumori can summon up a ball of his own essence into his throat before spitting it out as a black sticky substance. The amount can be summed up as a bile as it burns on contact like if it was acid, but it's merely the liquid essence of shades. Mages can shoot this ball of Black Sludge from their hands if they have their Shade alongside them as well. --Shadow Shield-- Rank: C Description: A more condensed version of the Shadow Wall of the Shade Bloodline, with a more accurate appearance, but with an added twist. If the user adjusts the power with A ranked energy, it becomes like a glass pane in appearance and unable to be seen. This skill blocks any C ranked attack and can be used as an arm shield, or in the form of a bubble shield. --Feign Strike-- Rank: E Description: A strike that is known as a counter, the user acts getting hit before striking with a debilitating knee. The attack isn't that damaging, but it is more of a countering façade to catch the opponent's off-guard. This is more effective as it reacts to any ranked technique, maxed out at the rank of C. If the opponent is hit by the unfortunate knee, half the damage done to the user is returned, but this is only IF it connects by a cocky opponent. Stage 3 --The Darkness of the Shadow Realm will begin to seep into Kumori, and the mage who learns this stage. This grants knowledge required to learn this 3rd stage as it will be pulling power and the purest of darkness from the realm where Shades live at their own peace. The user will learn more weapon summons, more range control, and even a way to protect themselves.-- --Fated Strike-- Rank: C Description: The user is covered in a black aura and sends out a burst of black tendrils from the ground before them. A single touch of these tendrils forces the black aura on the user through the tendrils onto the enemy. The sudden covering creates a black pressure on the enemy's heart before releasing them and pushing them back. The effect creates a mark of death-like insignia on where the tendril touched, lasting for 3 posts and increases the damage from all techniques by one rank. --Shadow Hound's Bite-- Rank: C Description: The user summons up a beast's head, resembling a wolf as it reaches out 10 feet from where the user summons it to bite down on the foe. As simple as it sounds, the user has to summon up a black insignia on the ground for the summoning of the wolf head. The moment it bites, the user will need a strength of 8 or more to break the bite, or tear the head off the elongated neck of the wolf. --Shadow Rapier-- Rank: C Description: Summons up a black rapier in the air that Kumori can use at a range to strike his foes. He swipes twice with the weapon before he crowns his foe on the top of their skull with the pommel of the rapier. This is to send the enemy reeling back and away from the spot as the rapier remains to be used by Kumori himself unlike the last two weapons. Shade Familiars are equipped with the Rapier and transform into the Seul class(6/7) with the Heavy Thorn C rank skill. --Small Drill Spike(Down)-- Rank: B - A Description: The user summons up a small black disc in the air that hovers for three posts after it's initial summon. As it remains, the user can summon up more to remain foir three posts. When the user uses this skill with the initial B ranked energy, they can summon between 1-5 discs into the air. If the user increases the energy use with A ranked powers, they generate a total of 10 black discs that hover in the air for 2 posts. Enemies unfortunate enough to be caught underneath the discs, will soon be showered with a single drill spike from each disc. --Blessings of the Shadow World-- Rank: B(Passive/Active) Description: Kumori: Kumori gains the ability of incorporeal striking abilities, able to attack while remaining untouchable as it is. While he is able to stay in this form, all his skills cost double in energy while his incorporeal attacks are now capable of harming physically. While this is passive, he can only use this blessing while remaining in Incorporeal form's duration as it remains. Mages: While it may require B ranked learning to achieve this skill, the pay off is grand as they learn the ability to summon the shadows of the world. Depending on how much energy they choose to use, they can summon a large variety of shadows of the physical world. All summons last 3 posts only and this has a 2 post cool down. They all die in one hit, besides the rooster. E: A rooster will be summoned that can act like a regular chicken. The Mage can kick it at the foe to cause it to erupt and become feathers. D: The user summons up a normal human, armed with a curved dagger as they are set for combat, throwing shurikens whenever their boss commands it. C: A shadow form of an Ordinary Knight appears and charges at the foe with a quick thrust of their blade. B: The user summons up a Werewolf in their feral state as they charge at the foe with bloodlust on their minds. They obey the commands of the Mage that summons them however. A: The mage summons up a Shadow Golem to obey it's command, to protect the user and to dish out some heavy damage to the foes. S: Summons up a strong being, the Wraith to torment the foe with hallucinations and nightmares. It brings them to life to attack the foe for the duration of 3 posts as it stays near the Mage to guard it. --Armour of The Shadow Knight-- Rank: B Description: Kumori summons up a dark substance from the ground, a bright red but blackening liquid from the earth, Lava to the surface. The sudden exposure to the fresh air of the skies hardens the lava at a rapid rate, also cooling it down before it wraps around the user safely. It creates a nigh unbreakable and Obsidian Black Armor, matching the appearance of the Shadow Knight. While this skill is in it's active state, it can block any regular attack like nothing, but when it comes to skills, it Nullifies damage from 3 B Ranks before it is destroyed. It can withstand 5 C ranks attack as well, nullifying damage done to it, and due to the nature of the armour's materials, it isn't capable of being penetrated. It lasts for 5 posts. Stage 4 --This is where the skills get much more stronger, causing a small commotion within the heads of the users. They begin to hear voices, voices of the weak, voices of the strong, soon learning that they have much more to do. They will be required to learn the Blessings of the Shadow World and use the active form in order to travel into the realm of darkness. In there, they must learn the tongue of the shadow dwellers, or in Kumori's case, relearn how to speak in the tongue of darkness. This is where the Shade Familiar reaches max potential in their power and weapon usage.-- --Shadow Blades-- Rank: C Description: Kumori or the Mage enchants their hands with utter darkness that trail with their hands own movements. Kumori can trail it onto the weapon he uses to project 4 waves of black energy, reaching as far as Shadow MQC allows the shadow waves to, however, when in night time, this wave can extend a longer duration. On weapons, this is heavily effective as wave slashing with a limit of distance, but on hands, it extends half the range of MQC, even in night time. --Shadow Throwing Knives-- Rank: B Description: As simple as it may be, this is to be mainly thrown by the user who summons them, not summoning at a distance. Kumori is able to threw all of them at once and control them with ease due to his shadowy nature as he can summon up to a total of 24. With that amount, he throws 8 at a time and can control them without fail as they could swarm the foe like birds. Mages can throw them one at a time themselves, or give them to their shade Familiar as to change their class once more. The shade would become an assassin with the following stats(4/9) as they are quick to stay with their master in the process with the Tracker Knife B ranked skill. --Black Claw-- Rank: B Description: Kumori: Kumori threws off a black ball towards his foe, enhancing it to create a tracking ability for the foe's energy. It is able to make sharp turns and can rebound off of non-living objects. It is not a good idea to try and cut it as the ball's material make up make it nigh impossible to destroy it. Once it latches onto a foe, the substance sticks in a formation of a paint ball splatter as it sends out a small shaking signal that vibrates the air around it. Soon, it becomes a large claw that wraps around the torso as shadows gather to where the splatter was to create an arm as the claw raises the foe up and forces him down. Mage: This skill is quite easy to use as it sends the shadow down and causes the shadow pool to travel to the foe. As it does so, the shade becomes a batch of scratching claws that continues for another spears worth of travel before it stops. --Nightmare's Revenge-- Rank: A Description: This is a skill only Kumori can learn as it is related to his main Soul weapon: Miza The Terror. Kumori let's Miza's own aura speak as a violent gray aura appears around the blade, lasting for a total of 7 posts. The attack do another rank in damage even being just regular striking, and whenever Miza is swung around, the aura releases an extremely loud screech, harming the ears of Kumori's foes. Shadow Knight Skills done with Miza now cause a fear and sickness effect onto anyone Miza strikes if it involves the blade itself. Shadow Weapon enchantment on Miza is not effected by this skill itself due to the blade of Miza having to be physically touching the foe. --Shade Onslaught-- Rank: A Description: Only Learned by Kumori Kumori overcharges his body with his A-Ranked energy to transform into a Nocturnal beast of shadows. He then charges at his foe, with murderous in his mind as he is equipped with large shadow claws for hands and elongated hind claws. He remains in this form for 3 posts as he has no damage changes, but is capable of not flinching attacks up to B ranked from elemental to physical. Light and Fire still affect Kumori in this form but he is able to resist a bit slightly more damage from Light and Fire. Stage 5: Welcome the Prince --This is the final stage, can only be reachable via a quest kill. The Kill for mages, is a Shadow Giant, can have a team to help, but the Mage must get the shadow soul of the Giant to bring home. For Kumori however, his quest kill is his father, the King of the shadow world, having to bring back his sword as proof of the kill. This style holds the strongest of shadow skills, and a legendary skill only Kumori can master.-- --Style of the Shadow Prince-- Rank: B Description: Kumori: Kumori summons up a bladed rapier with a fancy handguard to his left hand as he summons up a condensed rock shield to his side. As simple as this may seem, the shield weighs a ton and Kumori is using his mastery over the earth element to keep it up as it can dish heavy amounts of damage. The bladed rapier can remain indefinitely, but can be broken if it comes in contact with a skill of B-ranked or higher in forms. The Dense Earth Shield wanes slowly over time, disappating after 3 posts into sand from the constant condensing. Mage: The Mage summons up a bladed rapier with a fancy handguard to their shade's hand as they return to their Seul form once more, but this time the energy use is cut in half for 5 energy per post. However, this form lasts for 5 posts itself, and the user is unable to gain back their energy if they were to try and rest to let the shadow do their work. The Seul Shade also gets a new skill to use as they learn how to use The True Spell-Edge technique along with the Heavy Thorn technique. --Shield of the Shadow Prince-- Rank: A Description: The user summons up a tower shield before them, but they don't need to hold it as it projects out of their left hand, capable of running with the shield and keeping it out of their hand. The user is able to knock enemies down with a charge of the shield as they runs, but they can skid to a stop like a car trying to stop itself with the brakes. It is able to withstand any Beam, Elemental, and Physical attacks up to A rank now, but the shield can be broken by a charging car's ironic fist attack. The shield itself lasts 4 posts with a single post cooldown and can be used to create a shadow for Kumori to reach his strongest form at the time. --Shadow Rain-- Rank: C Description: The user of this skill makes it rain black liquid from the sky, without any need of explaination, the black liquids on the ground form collective spots of darkness. Whenever any of these spots are stepped into, except for shades, the unfortunate soul's vision decreased for 3 to 5 feet before them so long as they remain in the black liquid. Shades that step in the waters gain their bonus as it becomes an area of darkness, making sure no form of light can enter the murky water's field of darkness. --Shadow Combat-- Rank: A Description: Kumori: Kumori turns himself into pure darkness, entering the shadow realm while his aura spreads out towards his chosen foe's shadow. Their shadows appear in the realm as he takes it upon himself to dish out damage towards them for 6 posts in length. This has a 5 post cooldown when he exits the shadow realm, however he can only use his fists and legs and cannot bring any weapons with him. Shadow Combat is also used to help him store equipment here and there inside of the shadow realm, but that become static and cannot be removed until the end of the skill. Mage: The user encases themselves with their own shade to gain an enhanced understanding of the dark energy of shadows. This lasts for 3 posts, but all their skills are increased in two ranks of damage, but once the shade removes itself from the user, while the cost is A ranked, the exit costs another A rank to separate the user from the shade. If they are unable to do so, they will experience Shadow Sickness for 2 more posts before it is forced off, vomiting black sludge while their blood begins to turn black from the infusion with their shade. --Art of the Shadow King-- Rank: SS Prerequisites: The Sword of the Shadow King must be obtained. Description: Only for Kumori This skill requires Kumori to enter his King's Awakening form in order to use this skill, the Sword of the Shadow King can must be obtained as well as it is absorbed by Miza to allow her the ability to split into two much more easily. Kumori soon cuts before him with both blades in a cross, soon following it with the reverse formation of a cross cut, sending a wave before him into the foe. He then cuts before him in an inverse X-formation, chaining it to the outward X-cross cut as the blades become enchanted with the gray aura of Miza. He then jumps up and knees his foe in the chin before stabbing the foe multiple times in multiple parts of their body(10 stabs total) while pushing them back to where the tips of the rapiers were hitting now. Kumori then stabs forward, his entire body moving with him to get hilt deep to the solarplex of his foe, lifting them up and blasting the foe away with a black flames shock shot. This move can be used as a counter against an oncoming foe, and can only work as a counter to intercept an oncoming foe's attack. Mage Only Techniques --Mage Special: Shade Familiar-- Rank: E Prerequisites: Mastering Stage 1 The Mage can summon up a single Shade familiar that are of no class(4/6 main set.). They are equipped with nothing, but the ability to summon up Shadow Spikes, but also being capable of holding everything their master gives them. With the shadow longsword, they are changed from being no class, to a Trickster Class(3/9). Shade Familiar costs 10 Energy to hang around, doubling with each post they last in till they are either defeated, or the mage banishes them. They are mainly used by lazy mages to do stuff around the house for them, and since they aren't in combat, are used without energy expense. As described in multiple weapon skills, they can also be changed into other classes. This will have to be Shade exclusive. I won't allow mages to learn this style considering the fact that they can only learn the staff or sword style. - Blessings of the Shadow World: It's not going to be passive. You activate it for B Ranked energy and it will take C Ranked energy for each post it is still activated. - Art of the Shadow King: As long as you understand that it won't be an auto-hit, it's fine. I've seen a few people who think that skills that are used as a counter (that are fatal) are able to be used instantly. They aren't. So I have to remove all the Mage stuff, but in the end it becomes available to be used? BSW: Alright then, I can handle that. ASK: I understand that completely. Cause even if the opponent is coming at you, or are attacking, they can block the skill's first strike completely, and nullify it to the end. I understand! ^^
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Posted: Sun Oct 20, 2013 1:50 pm
Art of the Shadow Prince Arrogant, Fast, and Manipulative  --The style created by the prince of all shadows, though it reflects his personality, it also shows his courage in the art of combat. Kumori mixed together his greatsword style with his own body to create a mix of MQC of Shadowcery. Those who are connected to the Shade Bloodline may be taught this style, but they will only learn a special skill once mastered. This entire style is set for all various combat ranges due to the malleablity of shadows as this style is best used at night time due to the shadows being everywhere. While this style is exceptional in the form of medium-range combat, the style is usually a natural for Kumori. Art of the Shadow Prince, also called Shadowcery, is all about the mastery of darkness, and it can only be taught to Shades. This style will teach you basic combat skills that are a mix of hand-to-hand skills and summoning random weapons or things at a distance. This style can be learned easily if the user has more than 3 weapon styles learned to use in this style set-- Stage 1 --Learning this stage will grant the user the basic information of shadowcery, but this entire stage will require to be used at night for most of the power and easy usage. You will learn skills such as 'Shadow Horseback Riding' and 'Shadow MQC' to help with both travel and actual combat as the user will be commanding the shadows around him.-- --Shadow Horseback Riding-- Rank: E You bend the shadows around you to your will to form a shadow steed for you, with a Shade being capable to ride it. This Shadow Steed only lasts for 3 posts in combat, and unlimited when used for Shades as a riding steed. The skill increases in rank with each stage learned, making the Shadow Steed stronger and faster, but it does not last longer than 3 posts and only gets as strong as an A rank summon. --Shadow MQC-- Rank: D(Passive) You can now bend the shadows around you to reach your opponent that would be two spears away from you as you can attack them normally while retaining regular damage. The Shade can perform D-ranked damage when at their full strength while in this fighting style, but this is the only range modifyer this style has. This does not spread to other styles, nor weapons can benefit from learning this ability as this is to be the shade's main Fighting style. --Shadow Switch-- Rank: E You and your partner can connect via their own shadow, or by connecting the darkness around you to their shadow. For as long as their shadow, or the darkness connects you and your partner, you are able to shift through the darkness and trade spots with them. This skill can be used with allied Clerics and Paladins, but it goes up two ranks higher in cost to use them due to their holy nature. This Shadow Switch is like the shade's own shadow traveling where they can transfer to another another shadowy place, but this is much better in ways of switching places instead. --Shadow Longsword-- Rank: D The Shadowceror can summon up a black longsword at a distance, more than likely at their opponent and strikes them twice before knocking them down with a hard third slash. The blade is dull, and hits as hard as being struck with a stick to the stomach as it is to harm and knock foes away from the Shade. --Shadow Shot-- Rank: D You can now bring shadows off the ground itself to generate a pure ball of Shadow Energy, can also be used with Shadow Knights as negative life energy to restore their own health. But, used on its own, the Shadowceror can summon up the ball of Shadow Energy can be used as a ranged blast technique, but only reaches as far as Shadow MQC allows it too. This can be used at close range for a push-back strike to force their foe away to damage them and get them away as quickly as possible. Stage 2 --The art of the Shadow Prince becomes more of a nature to Kumori, while Shadowcery becomes a second nature to shades. Kumori is able to summon up more weapons and even chain them into other attacks much quicker. While it may seem as though his attacks become faster, they are highly chainable into almost any other skill in stage 2 and below.-- --Shadow Scythe-- Rank: D Description: Summons up a scythe blade underneath the foe before the user sends his hands up. This is a lifting technique as it launches the foes up into the air, but the skill itself can be chained once more into it's self. The 2nd Scythe blade with strike with it's top part and send the foe flying away from the area they were at. It reaches at most, 50 feet away from the user since it is still a new stage skill. --Large Spike Meld-- Rank: D Description: The user summons up several spikes while hiding in the darkness, fusing them together to create a rather large spike. It is then hurled at the foe quite easily, but this is now the only way to conjure this skill up. The user is also capable of summoning up the spike by manipulating the ground itself in broad daylight, causing spikes to shoot from the ground due to their already dark nature. --Black Sludge-- Rank: C Description: Kumori can summon up a ball of his own essence into his throat before spitting it out as a black sticky substance. The amount can be summed up as a bile as it burns on contact like if it was acid, but it's merely the liquid essence of shades. The substance stays on for 3 posts, causing D ranked damage each post before it disappates. In bright light, it lasts for one post with D ranked damage. --Shadow Shield-- Rank: C Description: A more condensed version of the Shadow Wall of the Shade Bloodline, with a more accurate appearance, but with an added twist. If the user adjusts the power with A ranked energy, it becomes like a glass pane in appearance and unable to be seen. This skill blocks any C ranked attack and can be used as an arm shield, or in the form of a bubble shield. --Feign Strike-- Rank: E Description: A strike that is known as a counter, the user acts getting hit before striking with a debilitating knee. The attack isn't that damaging, but it is more of a countering façade to catch the opponent's off-guard. This is more effective as it reacts to any ranked technique, maxed out at the rank of C. If the opponent is hit by the unfortunate knee, half the damage done to the user is returned, but this is only IF it connects by a cocky opponent. Stage 3 --The Darkness of the Shadow Realm will begin to seep into Kumori and any other shade he teaches. This grants knowledge required to learn this 3rd stage as it will be pulling power and the purest of darkness from the realm where Shades live at their own peace. The user will learn more weapon summons, more range control, and even a way to protect themselves.-- --Fated Strike-- Rank: C Description: The user is covered in a black aura and sends out a burst of black tendrils from the ground before them. A single touch of these tendrils forces the black aura on the user through the tendrils onto the enemy. The sudden covering creates a black pressure on the enemy's heart before releasing them and pushing them back. The effect creates a mark of death-like insignia on where the tendril touched, lasting for 3 posts and increases the damage from all techniques by one rank. --Shadow Hound's Bite-- Rank: C Description: The user summons up a beast's head, resembling a wolf as it reaches out 10 feet from where the user summons it to bite down on the foe. As simple as it sounds, the user has to summon up a black insignia on the ground for the summoning of the wolf head. The moment it bites, the user will need a strength of 8 or more to break the bite, or tear the head off the elongated neck of the wolf. --Shadow Rapier-- Rank: C Description: Summons up a black rapier in the air that Kumori can use at a range to strike his foes. He swipes twice with the weapon before he crowns his foe on the top of their skull with the pommel of the rapier. This is to send the enemy reeling back and away from the spot as the rapier remains to be used by Kumori himself unlike the last two weapons. Shade Familiars are equipped with the Rapier and transform into the Seul class(6/7) with the Heavy Thorn C rank skill. --Small Drill Spike(Down)-- Rank: B - A Description: The user summons up a small black disc in the air that hovers for three posts after it's initial summon. As it remains, the user can summon up more to remain foir three posts. When the user uses this skill with the initial B ranked energy, they can summon between 1-5 discs into the air. If the user increases the energy use with A ranked powers, they generate a total of 10 black discs that hover in the air for 2 posts. Enemies unfortunate enough to be caught underneath the discs, will soon be showered with a single drill spike from each disc. --Blessings of the Shadow World-- Rank: B(Active) Description: Kumori: Kumori gains the ability of incorporeal striking abilities, able to attack while remaining untouchable as it is. While he is able to stay in this form, all his skills cost double in energy while his incorporeal attacks are now capable of harming physically. While this is activated, he has to spend C ranked energy to keep the skill on going before it disipates. Once he runs out of energy, he is forced back to normal. --Armour of The Shadow Knight-- Rank: B Description: Kumori summons up a dark substance from the ground, a bright red but blackening liquid from the earth, Lava to the surface. The sudden exposure to the fresh air of the skies hardens the lava at a rapid rate, also cooling it down before it wraps around the user safely. It creates a nigh unbreakable and Obsidian Black Armor, matching the appearance of the Shadow Knight. While this skill is in it's active state, it can block any regular attack like nothing, but when it comes to skills, it Nullifies damage from 3 B Ranks before it is destroyed. It can withstand 5 C ranks attack as well, nullifying damage done to it, and due to the nature of the armour's materials, it isn't capable of being penetrated. It lasts for 5 posts. Stage 4 --This is where the skills get much more stronger, causing a small commotion within the heads of the users. They begin to hear voices, voices of the weak, voices of the strong, soon learning that they have much more to do. They will be required to learn the Blessings of the Shadow World and use the active form in order to travel into the realm of darkness. In there, they must learn the tongue of the shadow dwellers, or in Kumori's case, relearn how to speak in the tongue of darkness. This is where the Shade Familiar reaches max potential in their power and weapon usage.-- --Shadow Blades-- Rank: C Description: Kumori or the Shade enchants their hands with utter darkness that trail with their hands own movements. Kumori can trail it onto the weapon he uses to project 4 waves of black energy, reaching as far as Shadow MQC allows the shadow waves to, however, when in night time, this wave can extend a longer duration. On weapons, this is heavily effective as wave slashing with a limit of distance, but on hands, it extends half the range of MQC, even in night time. --Shadow Throwing Knives-- Rank: B Description: As simple as it may be, this is to be mainly thrown by the user who summons them, not summoning at a distance. Kumori is able to threw all of them at once and control them with ease due to his shadowy nature as he can summon up to a total of 24. With that amount, he throws 8 at a time and can control them without fail as they could swarm the foe like birds. --Black Claw-- Rank: B Description: Kumori: Kumori threws off a black ball towards his foe, enhancing it to create a tracking ability for the foe's energy. It is able to make sharp turns and can rebound off of non-living objects. It is not a good idea to try and cut it as the ball's material make up make it nigh impossible to destroy it. Once it latches onto a foe, the substance sticks in a formation of a paint ball splatter as it sends out a small shaking signal that vibrates the air around it. Soon, it becomes a large claw that wraps around the torso as shadows gather to where the splatter was to create an arm as the claw raises the foe up and forces him down. --Nightmare's Revenge-- Rank: A Description: This is a skill only Kumori can learn as it is related to his main Soul weapon: Miza The Terror. Kumori let's Miza's own aura speak as a violent gray aura appears around the blade, lasting for a total of 7 posts. The attack do another rank in damage even being just regular striking, and whenever Miza is swung around, the aura releases an extremely loud screech, harming the ears of Kumori's foes. Shadow Knight Skills done with Miza now cause a fear and sickness effect onto anyone Miza strikes if it involves the blade itself. Shadow Weapon enchantment on Miza is not effected by this skill itself due to the blade of Miza having to be physically touching the foe. --Shade Onslaught-- Rank: A Description: Can be learned by Shades Willing to risk their lives Kumori overcharges his body with his A-Ranked energy to transform into a Nocturnal beast of shadows. He then charges at his foe, with murderous in his mind as he is equipped with large shadow claws for hands and elongated hind claws. He remains in this form for 3 posts as he has no damage changes, but is capable of not flinching attacks up to B ranked from elemental to physical. Light and Fire still affect Kumori in this form but he is able to resist a bit slightly more damage from Light and Fire. Stage 5: Welcome the Prince --This is the final stage, can only be reachable via a quest kill. The Kill for Shades, is a Shadow Giant, can have a team to help, but the Shade must get the shadow soul of the Giant to bring home. For Kumori however, his quest kill is his father, the King of the shadow world, having to bring back his sword as proof of the kill. This style holds the strongest of shadow skills, and a legendary skill only Kumori can master.-- --Style of the Shadow Prince-- Rank: B Description: Kumori: Kumori summons up a bladed rapier with a fancy handguard to his left hand as he summons up a condensed rock shield to his side. As simple as this may seem, the shield weighs a ton and Kumori is using his mastery over the earth element to keep it up as it can dish heavy amounts of damage. The bladed rapier can remain indefinitely, but can be broken if it comes in contact with a skill of B-ranked or higher in forms. The Dense Earth Shield wanes slowly over time, disappating after 3 posts into sand from the constant condensing. --Shield of the Shadow Prince-- Rank: A Description: The user summons up a tower shield before them, but they don't need to hold it as it projects out of their left hand, capable of running with the shield and keeping it out of their hand. The user is able to knock enemies down with a charge of the shield as they runs, but they can skid to a stop like a car trying to stop itself with the brakes. It is able to withstand any Beam, Elemental, and Physical attacks up to A rank now, but the shield can be broken by a charging car's ironic fist attack. The shield itself lasts 4 posts with a single post cooldown and can be used to create a shadow for Kumori to reach his strongest form at the time. --Shadow Rain-- Rank: C Description: The user of this skill makes it rain black liquid from the sky, without any need of explaination, the black liquids on the ground form collective spots of darkness. Whenever any of these spots are stepped into, except for shades, the unfortunate soul's vision decreased for 3 to 5 feet before them so long as they remain in the black liquid. Shades that step in the waters gain their bonus as it becomes an area of darkness, making sure no form of light can enter the murky water's field of darkness. --Shadow Combat-- Rank: A Description: Kumori: Kumori turns himself into pure darkness, entering the shadow realm while his aura spreads out towards his chosen foe's shadow. Their shadows appear in the realm as he takes it upon himself to dish out damage towards them for 6 posts in length. This has a 5 post cooldown when he exits the shadow realm, however he can only use his fists and legs and cannot bring any weapons with him. Shadow Combat is also used to help him store equipment here and there inside of the shadow realm, but that become static and cannot be removed until the end of the skill. --Art of the Shadow King-- Rank: SS Prerequisites: The Sword of the Shadow King must be obtained. Description: Only for Kumori This skill requires Kumori to enter his King's Awakening form in order to use this skill, the Sword of the Shadow King can must be obtained as well as it is absorbed by Miza to allow her the ability to split into two much more easily. Kumori soon cuts before him with both blades in a cross, soon following it with the reverse formation of a cross cut, sending a wave before him into the foe. He then cuts before him in an inverse X-formation, chaining it to the outward X-cross cut as the blades become enchanted with the gray aura of Miza. He then jumps up and knees his foe in the chin before stabbing the foe multiple times in multiple parts of their body(10 stabs total) while pushing them back to where the tips of the rapiers were hitting now. Kumori then stabs forward, his entire body moving with him to get hilt deep to the solarplex of his foe, lifting them up and blasting the foe away with a black flames shock shot. This move can be used as a counter against an oncoming foe, and can only work as a counter to intercept an oncoming foe's attack.
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Posted: Sun Oct 20, 2013 9:38 pm
Hiro Allday Errday razieltheprince ((I enjoyed making this style. keep in mind, many of the skills listed in this style he can do passively, like wield multiple weapons with his mind efficiently. my main concerns were the energy based moves I put in here, as well as how many weapons he should be able to wield mentally per rank.)) The War God's Wrath Overwhelming, Unique, Powerful  The War God's wrath... this unique style has been the death of many people that have considered taking on Tiranus. Such a style can only have been designed by him, crafted by the mind of the Pagan God of War until it was nearly flawless. This is the Pagan's signature style, a combination of his lethal war pantheon, and the dragoon's natural talent for polearm weaponry. Utilizing his innate War God Pantheon ability that enables him to manifest as well as levitate multiple weapons with his mind and utilize them so dexterously in the first place, Tiranus uses this advantage to a devastating effect. While in the starting ranks skilled fighters would be able to defeat him, at later ranks he is a serious threat indeed with this style. This style was originally made to be a spear style, however any melee weapon can be added into the mix. It counts as a spear style however, as the style is heavily spear oriented, as he is a dragoon and Dragoon's are known for their innate ability with masterful spear combat, as well as their affinity for dragon magic. Due to this potent hybrid of techniques, It should be noted that only Tiranus can use this style, unless he takes on an apprentice that has the ability to manifest and levitate weapons as well, and possesses similar mastery in the knowledge of polearm combat techniques. The chances of this are highly unlikely, as you can see. The total amount of Spears the Pagan can wield matches with his rank. This is how the leveling will go. Novice: Can only wield 2 spears mentally Adept: Can wield 3 spears mentally Expert: Can wield 4 spears mentally Master: Can wield 5 spears mentally SkillsSpear SweepRank: E Description: Bringing his spears in a low downwards quick sweep at the legs, Tiranus will attempt to take the legs out from underneath his opponent, making them fall either backwards on their a**, or forwards onto their face. stab happyRank: E description: the user of this style uses each spear to stab repeatedly, resulting in a flurry of quick stabs from each of the spears. Knock 'em downRank: D description: this attack is used in direct combination with the spear sweep. It is not a deadly attack by any means, but it useful to get your opponent a good distance away from you. Should the opponent choose to jump over the Spear sweep, the sweep goes upward and makes a sharp U turn, hitting enemies that jumped over the spears and sending them flying due to the added energy. This attack is mostly just a knockback attack, and the most the opponent can expect from getting hit by this attack is a large bruise. You've gotta try harder than thatRank: C requirements: energy description: Putting a spear out several feet in front of him or to the side of him, the spear will begin spinning so fast that it resembles an industrial fan blade. This is a purely defensive skill, as it will stop projectile attacks from reaching the pagan. It can stop bullets, arrows, grenades, rockets, etc. as all explosives that come into contact with the spear will simply explode upon impact. However, it can't stop elemental attacks or strongly energy based attacks (Attacks made of solely energy) DismountRank: C description: Tiranus will jump into the air, grabbing two spears within his actual hands before stabbing them both downwards into the enemies shoulders. The third spear stabs directly behind the opponent in case they attempt to move backwards. Then, as the two spears in his hands stab into the enemy, Tiranus will be airborne above while holding the spears stabbed into their shoulders. He will then drop down and kick off of the opponents face, flipping off of their face as he lands in a crouch. Spear ExplosionRank: C Requirements: Master Rank, requires energy Description: If a spear misses it's target, Tiranus can simply make the spear explode for a C ranked energy. While the explosions never have any concussive force, they are extremely loud, and are still dangerous due to the shrapnel that would be emitted from the spear. Death to the non believerRank: B description: Tiranus stabs the spears at the opponent quickly. The spears then lift the stabbed target into the the air, making the target flip before stabbing him into the ground. One of the spears will then pull out of the target, the other spears still pinning the target to the ground as the spear in the air stabs into the target again. Death DrillRank: B Requirements: energy description: making all of his spears meet at the tips, they will then begin to spin in an extremely fast motion. They then fly towards the opponent in a drilling fashion, ready to drill through opponents. it can even pierce straight through defenses of it's rank and keep going. The Iron MaidenRank: A requirements: energy, master rank description: The spears will form around the target. One to the left, one to the right, one from the front, one from the back, and one from above. They then all stab into the target, impaling them numerous times like the infamous 'iron maiden'... not as many spikes of course, but still rather deadly. The Iron RainRank: A Description: Using his incredible leaping abilities, Tiranus will jump skyward, over the head of his opponents. With all of his spears pointing downwards undearneath his feet, they will rain down in a hail of spears. If there are multiple enemies, each spear will go for an individual enemy. if there is one enemy, the spears will converge on the enemy as they fall from the air. The War God's wrathRank: SS requirements: energy description: The war god's wrath is the pinnacle of this style. It is a skill that is rarely seen, and is essentially never spoken of because there is rarely somebody left to tell the tale of this skill. Basically, the spears that Tiranus had created will fly around him in a circle, getting faster and faster at an extremely fast rate at all angles around him in this short circumfrence. The spears at this point are only circling around the war god quickly,making him extremely difficult to see as they continue to spin around him so fast, but not doing much else yet. In the next post, the spears will have been spinning so quickly around the man they cause a vortex. This vortex will suck all targets within 10 yards into it, which is almost always fatal due to the fact that the target will be inside the vortex with a bunch of spears flying around like a blender, in a sense. For the final skill, you have to be a bit more specific. There is a vortex, sure. But if you aren't specific as to how powerful the suction ability is, anyone can just ignore it. I edited it, does it sound better?
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Posted: Tue Oct 22, 2013 10:49 pm
KnightsRoyal Art of the Shadow Prince Arrogant, Fast, and Manipulative  --The style created by the prince of all shadows, though it reflects his personality, it also shows his courage in the art of combat. Kumori mixed together his greatsword style with his own body to create a mix of MQC of Shadowcery. Those who are connected to the Shade Bloodline may be taught this style, but they will only learn a special skill once mastered. This entire style is set for all various combat ranges due to the malleablity of shadows as this style is best used at night time due to the shadows being everywhere. While this style is exceptional in the form of medium-range combat, the style is usually a natural for Kumori. Art of the Shadow Prince, also called Shadowcery, is all about the mastery of darkness, and it can only be taught to Shades. This style will teach you basic combat skills that are a mix of hand-to-hand skills and summoning random weapons or things at a distance. This style can be learned easily if the user has more than 3 weapon styles learned to use in this style set-- Stage 1 --Learning this stage will grant the user the basic information of shadowcery, but this entire stage will require to be used at night for most of the power and easy usage. You will learn skills such as 'Shadow Horseback Riding' and 'Shadow MQC' to help with both travel and actual combat as the user will be commanding the shadows around him.-- --Shadow Horseback Riding-- Rank: E You bend the shadows around you to your will to form a shadow steed for you, with a Shade being capable to ride it. This Shadow Steed only lasts for 3 posts in combat, and unlimited when used for Shades as a riding steed. The skill increases in rank with each stage learned, making the Shadow Steed stronger and faster, but it does not last longer than 3 posts and only gets as strong as an A rank summon. --Shadow MQC-- Rank: D(Passive) You can now bend the shadows around you to reach your opponent that would be two spears away from you as you can attack them normally while retaining regular damage. The Shade can perform D-ranked damage when at their full strength while in this fighting style, but this is the only range modifyer this style has. This does not spread to other styles, nor weapons can benefit from learning this ability as this is to be the shade's main Fighting style. --Shadow Switch-- Rank: E You and your partner can connect via their own shadow, or by connecting the darkness around you to their shadow. For as long as their shadow, or the darkness connects you and your partner, you are able to shift through the darkness and trade spots with them. This skill can be used with allied Clerics and Paladins, but it goes up two ranks higher in cost to use them due to their holy nature. This Shadow Switch is like the shade's own shadow traveling where they can transfer to another another shadowy place, but this is much better in ways of switching places instead. --Shadow Longsword-- Rank: D The Shadowceror can summon up a black longsword at a distance, more than likely at their opponent and strikes them twice before knocking them down with a hard third slash. The blade is dull, and hits as hard as being struck with a stick to the stomach as it is to harm and knock foes away from the Shade. --Shadow Shot-- Rank: D You can now bring shadows off the ground itself to generate a pure ball of Shadow Energy, can also be used with Shadow Knights as negative life energy to restore their own health. But, used on its own, the Shadowceror can summon up the ball of Shadow Energy can be used as a ranged blast technique, but only reaches as far as Shadow MQC allows it too. This can be used at close range for a push-back strike to force their foe away to damage them and get them away as quickly as possible. Stage 2 --The art of the Shadow Prince becomes more of a nature to Kumori, while Shadowcery becomes a second nature to shades. Kumori is able to summon up more weapons and even chain them into other attacks much quicker. While it may seem as though his attacks become faster, they are highly chainable into almost any other skill in stage 2 and below.-- --Shadow Scythe-- Rank: D Description: Summons up a scythe blade underneath the foe before the user sends his hands up. This is a lifting technique as it launches the foes up into the air, but the skill itself can be chained once more into it's self. The 2nd Scythe blade with strike with it's top part and send the foe flying away from the area they were at. It reaches at most, 50 feet away from the user since it is still a new stage skill. --Large Spike Meld-- Rank: D Description: The user summons up several spikes while hiding in the darkness, fusing them together to create a rather large spike. It is then hurled at the foe quite easily, but this is now the only way to conjure this skill up. The user is also capable of summoning up the spike by manipulating the ground itself in broad daylight, causing spikes to shoot from the ground due to their already dark nature. --Black Sludge-- Rank: C Description: Kumori can summon up a ball of his own essence into his throat before spitting it out as a black sticky substance. The amount can be summed up as a bile as it burns on contact like if it was acid, but it's merely the liquid essence of shades. The substance stays on for 3 posts, causing D ranked damage each post before it disappates. In bright light, it lasts for one post with D ranked damage. --Shadow Shield-- Rank: C Description: A more condensed version of the Shadow Wall of the Shade Bloodline, with a more accurate appearance, but with an added twist. If the user adjusts the power with A ranked energy, it becomes like a glass pane in appearance and unable to be seen. This skill blocks any C ranked attack and can be used as an arm shield, or in the form of a bubble shield. --Feign Strike-- Rank: E Description: A strike that is known as a counter, the user acts getting hit before striking with a debilitating knee. The attack isn't that damaging, but it is more of a countering façade to catch the opponent's off-guard. This is more effective as it reacts to any ranked technique, maxed out at the rank of C. If the opponent is hit by the unfortunate knee, half the damage done to the user is returned, but this is only IF it connects by a cocky opponent. Stage 3 --The Darkness of the Shadow Realm will begin to seep into Kumori and any other shade he teaches. This grants knowledge required to learn this 3rd stage as it will be pulling power and the purest of darkness from the realm where Shades live at their own peace. The user will learn more weapon summons, more range control, and even a way to protect themselves.-- --Fated Strike-- Rank: C Description: The user is covered in a black aura and sends out a burst of black tendrils from the ground before them. A single touch of these tendrils forces the black aura on the user through the tendrils onto the enemy. The sudden covering creates a black pressure on the enemy's heart before releasing them and pushing them back. The effect creates a mark of death-like insignia on where the tendril touched, lasting for 3 posts and increases the damage from all techniques by one rank. --Shadow Hound's Bite-- Rank: C Description: The user summons up a beast's head, resembling a wolf as it reaches out 10 feet from where the user summons it to bite down on the foe. As simple as it sounds, the user has to summon up a black insignia on the ground for the summoning of the wolf head. The moment it bites, the user will need a strength of 8 or more to break the bite, or tear the head off the elongated neck of the wolf. --Shadow Rapier-- Rank: C Description: Summons up a black rapier in the air that Kumori can use at a range to strike his foes. He swipes twice with the weapon before he crowns his foe on the top of their skull with the pommel of the rapier. This is to send the enemy reeling back and away from the spot as the rapier remains to be used by Kumori himself unlike the last two weapons. Shade Familiars are equipped with the Rapier and transform into the Seul class(6/7) with the Heavy Thorn C rank skill. --Small Drill Spike(Down)-- Rank: B - A Description: The user summons up a small black disc in the air that hovers for three posts after it's initial summon. As it remains, the user can summon up more to remain foir three posts. When the user uses this skill with the initial B ranked energy, they can summon between 1-5 discs into the air. If the user increases the energy use with A ranked powers, they generate a total of 10 black discs that hover in the air for 2 posts. Enemies unfortunate enough to be caught underneath the discs, will soon be showered with a single drill spike from each disc. --Blessings of the Shadow World-- Rank: B(Active) Description: Kumori: Kumori gains the ability of incorporeal striking abilities, able to attack while remaining untouchable as it is. While he is able to stay in this form, all his skills cost double in energy while his incorporeal attacks are now capable of harming physically. While this is activated, he has to spend C ranked energy to keep the skill on going before it disipates. Once he runs out of energy, he is forced back to normal. --Armour of The Shadow Knight-- Rank: B Description: Kumori summons up a dark substance from the ground, a bright red but blackening liquid from the earth, Lava to the surface. The sudden exposure to the fresh air of the skies hardens the lava at a rapid rate, also cooling it down before it wraps around the user safely. It creates a nigh unbreakable and Obsidian Black Armor, matching the appearance of the Shadow Knight. While this skill is in it's active state, it can block any regular attack like nothing, but when it comes to skills, it Nullifies damage from 3 B Ranks before it is destroyed. It can withstand 5 C ranks attack as well, nullifying damage done to it, and due to the nature of the armour's materials, it isn't capable of being penetrated. It lasts for 5 posts. Stage 4 --This is where the skills get much more stronger, causing a small commotion within the heads of the users. They begin to hear voices, voices of the weak, voices of the strong, soon learning that they have much more to do. They will be required to learn the Blessings of the Shadow World and use the active form in order to travel into the realm of darkness. In there, they must learn the tongue of the shadow dwellers, or in Kumori's case, relearn how to speak in the tongue of darkness. This is where the Shade Familiar reaches max potential in their power and weapon usage.-- --Shadow Blades-- Rank: C Description: Kumori or the Shade enchants their hands with utter darkness that trail with their hands own movements. Kumori can trail it onto the weapon he uses to project 4 waves of black energy, reaching as far as Shadow MQC allows the shadow waves to, however, when in night time, this wave can extend a longer duration. On weapons, this is heavily effective as wave slashing with a limit of distance, but on hands, it extends half the range of MQC, even in night time. --Shadow Throwing Knives-- Rank: B Description: As simple as it may be, this is to be mainly thrown by the user who summons them, not summoning at a distance. Kumori is able to threw all of them at once and control them with ease due to his shadowy nature as he can summon up to a total of 24. With that amount, he throws 8 at a time and can control them without fail as they could swarm the foe like birds. --Black Claw-- Rank: B Description: Kumori: Kumori threws off a black ball towards his foe, enhancing it to create a tracking ability for the foe's energy. It is able to make sharp turns and can rebound off of non-living objects. It is not a good idea to try and cut it as the ball's material make up make it nigh impossible to destroy it. Once it latches onto a foe, the substance sticks in a formation of a paint ball splatter as it sends out a small shaking signal that vibrates the air around it. Soon, it becomes a large claw that wraps around the torso as shadows gather to where the splatter was to create an arm as the claw raises the foe up and forces him down. --Nightmare's Revenge-- Rank: A Description: This is a skill only Kumori can learn as it is related to his main Soul weapon: Miza The Terror. Kumori let's Miza's own aura speak as a violent gray aura appears around the blade, lasting for a total of 7 posts. The attack do another rank in damage even being just regular striking, and whenever Miza is swung around, the aura releases an extremely loud screech, harming the ears of Kumori's foes. Shadow Knight Skills done with Miza now cause a fear and sickness effect onto anyone Miza strikes if it involves the blade itself. Shadow Weapon enchantment on Miza is not effected by this skill itself due to the blade of Miza having to be physically touching the foe. --Shade Onslaught-- Rank: A Description: Can be learned by Shades Willing to risk their lives Kumori overcharges his body with his A-Ranked energy to transform into a Nocturnal beast of shadows. He then charges at his foe, with murderous in his mind as he is equipped with large shadow claws for hands and elongated hind claws. He remains in this form for 3 posts as he has no damage changes, but is capable of not flinching attacks up to B ranked from elemental to physical. Light and Fire still affect Kumori in this form but he is able to resist a bit slightly more damage from Light and Fire. Stage 5: Welcome the Prince --This is the final stage, can only be reachable via a quest kill. The Kill for Shades, is a Shadow Giant, can have a team to help, but the Shade must get the shadow soul of the Giant to bring home. For Kumori however, his quest kill is his father, the King of the shadow world, having to bring back his sword as proof of the kill. This style holds the strongest of shadow skills, and a legendary skill only Kumori can master.-- --Style of the Shadow Prince-- Rank: B Description: Kumori: Kumori summons up a bladed rapier with a fancy handguard to his left hand as he summons up a condensed rock shield to his side. As simple as this may seem, the shield weighs a ton and Kumori is using his mastery over the earth element to keep it up as it can dish heavy amounts of damage. The bladed rapier can remain indefinitely, but can be broken if it comes in contact with a skill of B-ranked or higher in forms. The Dense Earth Shield wanes slowly over time, disappating after 3 posts into sand from the constant condensing. --Shield of the Shadow Prince-- Rank: A Description: The user summons up a tower shield before them, but they don't need to hold it as it projects out of their left hand, capable of running with the shield and keeping it out of their hand. The user is able to knock enemies down with a charge of the shield as they runs, but they can skid to a stop like a car trying to stop itself with the brakes. It is able to withstand any Beam, Elemental, and Physical attacks up to A rank now, but the shield can be broken by a charging car's ironic fist attack. The shield itself lasts 4 posts with a single post cooldown and can be used to create a shadow for Kumori to reach his strongest form at the time. --Shadow Rain-- Rank: C Description: The user of this skill makes it rain black liquid from the sky, without any need of explaination, the black liquids on the ground form collective spots of darkness. Whenever any of these spots are stepped into, except for shades, the unfortunate soul's vision decreased for 3 to 5 feet before them so long as they remain in the black liquid. Shades that step in the waters gain their bonus as it becomes an area of darkness, making sure no form of light can enter the murky water's field of darkness. --Shadow Combat-- Rank: A Description: Kumori: Kumori turns himself into pure darkness, entering the shadow realm while his aura spreads out towards his chosen foe's shadow. Their shadows appear in the realm as he takes it upon himself to dish out damage towards them for 6 posts in length. This has a 5 post cooldown when he exits the shadow realm, however he can only use his fists and legs and cannot bring any weapons with him. Shadow Combat is also used to help him store equipment here and there inside of the shadow realm, but that become static and cannot be removed until the end of the skill. --Art of the Shadow King-- Rank: SS Prerequisites: The Sword of the Shadow King must be obtained. Description: Only for Kumori This skill requires Kumori to enter his King's Awakening form in order to use this skill, the Sword of the Shadow King can must be obtained as well as it is absorbed by Miza to allow her the ability to split into two much more easily. Kumori soon cuts before him with both blades in a cross, soon following it with the reverse formation of a cross cut, sending a wave before him into the foe. He then cuts before him in an inverse X-formation, chaining it to the outward X-cross cut as the blades become enchanted with the gray aura of Miza. He then jumps up and knees his foe in the chin before stabbing the foe multiple times in multiple parts of their body(10 stabs total) while pushing them back to where the tips of the rapiers were hitting now. Kumori then stabs forward, his entire body moving with him to get hilt deep to the solarplex of his foe, lifting them up and blasting the foe away with a black flames shock shot. This move can be used as a counter against an oncoming foe, and can only work as a counter to intercept an oncoming foe's attack. Approved.
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Posted: Tue Oct 22, 2013 10:54 pm
razieltheprince Hiro Allday Errday razieltheprince ((I enjoyed making this style. keep in mind, many of the skills listed in this style he can do passively, like wield multiple weapons with his mind efficiently. my main concerns were the energy based moves I put in here, as well as how many weapons he should be able to wield mentally per rank.)) The War God's Wrath Overwhelming, Unique, Powerful  The War God's wrath... this unique style has been the death of many people that have considered taking on Tiranus. Such a style can only have been designed by him, crafted by the mind of the Pagan God of War until it was nearly flawless. This is the Pagan's signature style, a combination of his lethal war pantheon, and the dragoon's natural talent for polearm weaponry. Utilizing his innate War God Pantheon ability that enables him to manifest as well as levitate multiple weapons with his mind and utilize them so dexterously in the first place, Tiranus uses this advantage to a devastating effect. While in the starting ranks skilled fighters would be able to defeat him, at later ranks he is a serious threat indeed with this style. This style was originally made to be a spear style, however any melee weapon can be added into the mix. It counts as a spear style however, as the style is heavily spear oriented, as he is a dragoon and Dragoon's are known for their innate ability with masterful spear combat, as well as their affinity for dragon magic. Due to this potent hybrid of techniques, It should be noted that only Tiranus can use this style, unless he takes on an apprentice that has the ability to manifest and levitate weapons as well, and possesses similar mastery in the knowledge of polearm combat techniques. The chances of this are highly unlikely, as you can see. The total amount of Spears the Pagan can wield matches with his rank. This is how the leveling will go. Novice: Can only wield 2 spears mentally Adept: Can wield 3 spears mentally Expert: Can wield 4 spears mentally Master: Can wield 5 spears mentally SkillsSpear SweepRank: E Description: Bringing his spears in a low downwards quick sweep at the legs, Tiranus will attempt to take the legs out from underneath his opponent, making them fall either backwards on their a**, or forwards onto their face. stab happyRank: E description: the user of this style uses each spear to stab repeatedly, resulting in a flurry of quick stabs from each of the spears. Knock 'em downRank: D description: this attack is used in direct combination with the spear sweep. It is not a deadly attack by any means, but it useful to get your opponent a good distance away from you. Should the opponent choose to jump over the Spear sweep, the sweep goes upward and makes a sharp U turn, hitting enemies that jumped over the spears and sending them flying due to the added energy. This attack is mostly just a knockback attack, and the most the opponent can expect from getting hit by this attack is a large bruise. You've gotta try harder than thatRank: C requirements: energy description: Putting a spear out several feet in front of him or to the side of him, the spear will begin spinning so fast that it resembles an industrial fan blade. This is a purely defensive skill, as it will stop projectile attacks from reaching the pagan. It can stop bullets, arrows, grenades, rockets, etc. as all explosives that come into contact with the spear will simply explode upon impact. However, it can't stop elemental attacks or strongly energy based attacks (Attacks made of solely energy) DismountRank: C description: Tiranus will jump into the air, grabbing two spears within his actual hands before stabbing them both downwards into the enemies shoulders. The third spear stabs directly behind the opponent in case they attempt to move backwards. Then, as the two spears in his hands stab into the enemy, Tiranus will be airborne above while holding the spears stabbed into their shoulders. He will then drop down and kick off of the opponents face, flipping off of their face as he lands in a crouch. Spear ExplosionRank: C Requirements: Master Rank, requires energy Description: If a spear misses it's target, Tiranus can simply make the spear explode for a C ranked energy. While the explosions never have any concussive force, they are extremely loud, and are still dangerous due to the shrapnel that would be emitted from the spear. Death to the non believerRank: B description: Tiranus stabs the spears at the opponent quickly. The spears then lift the stabbed target into the the air, making the target flip before stabbing him into the ground. One of the spears will then pull out of the target, the other spears still pinning the target to the ground as the spear in the air stabs into the target again. Death DrillRank: B Requirements: energy description: making all of his spears meet at the tips, they will then begin to spin in an extremely fast motion. They then fly towards the opponent in a drilling fashion, ready to drill through opponents. it can even pierce straight through defenses of it's rank and keep going. The Iron MaidenRank: A requirements: energy, master rank description: The spears will form around the target. One to the left, one to the right, one from the front, one from the back, and one from above. They then all stab into the target, impaling them numerous times like the infamous 'iron maiden'... not as many spikes of course, but still rather deadly. The Iron RainRank: A Description: Using his incredible leaping abilities, Tiranus will jump skyward, over the head of his opponents. With all of his spears pointing downwards undearneath his feet, they will rain down in a hail of spears. If there are multiple enemies, each spear will go for an individual enemy. if there is one enemy, the spears will converge on the enemy as they fall from the air. The War God's wrathRank: SS requirements: energy description: The war god's wrath is the pinnacle of this style. It is a skill that is rarely seen, and is essentially never spoken of because there is rarely somebody left to tell the tale of this skill. Basically, the spears that Tiranus had created will fly around him in a circle, getting faster and faster at an extremely fast rate at all angles around him in this short circumfrence. The spears at this point are only circling around the war god quickly,making him extremely difficult to see as they continue to spin around him so fast, but not doing much else yet. In the next post, the spears will have been spinning so quickly around the man they cause a vortex. This vortex will suck all targets within 10 yards into it, which is almost always fatal due to the fact that the target will be inside the vortex with a bunch of spears flying around like a blender, in a sense. For the final skill, you have to be a bit more specific. There is a vortex, sure. But if you aren't specific as to how powerful the suction ability is, anyone can just ignore it. I edited it, does it sound better? I assume since the last skill isn't instant, it's fine. Approved.
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Posted: Sun Dec 01, 2013 8:57 pm
((This is a style I made for the guild as a whole, not just for me. Figured it wouldn't hurt for us all to have a shield and spear style >.>)) The Spartan's Right Hand Defensive, Offensive, Well Balanced Description:This is a style designed around a well balanced and extremely lethal mix of offense and defense. This style heavily utilizes the spear and the shield, utilizing the shield protect the user and to keep close enemies at bay, and utilizing the spear to really go in for the kill and keep enemies at a distance. This style was particularly used by the fierce Legions of Kratos, who conquered many northeastern lands in ancient times. This style is very versatile to say the least, partially covering all ranges of combat, from short to long ranged. Many practitioners of the spear will take a liking to this style, as it doesn't require you to sacrifice defense for offense, as most spear styles usually require. Skills Crashing WavesRank: Ddescription: You bash your shield forward twice, really putting a lot of power and force into the second bash. The first bash is simply meant to stop an enemy's sword and push it off course, delaying their ability to pop back into a ready stance to defend or attack again. The second shield bash will send enemies with a strength rating lower than yours on tumbling backwards onto their a**. Anybody with a strength rating equal to or greater than yours will simply be sent staggering. After the second bash, you will do a lightning quick spin before stabbing your spear into your opponent, the momentum of the strike easily able to puncture thick steel. Viper's Bite v1Rank: Ddescription: You throw your spear in an extremely straight and accurate path. This attack speeds up the spear considerably, giving the spear the speed of an arrow. While the spear is extremely difficult to dodge in this stage, it is still possible if the opponent is very fast, with supernatural reflexes. Cobra's Bite Rank: Ddescription: The user ducks underneath a horizontal slashing or swinging attack, simaltaneously slamming the bottom lip of their shield down onto the toes of the opponent, breaking completely shattering the bones in the foot and making the opponent's guard open up. As soon as the opponent's guard opens (Because who wouldn't at least partially open their guard after having every bone in their foot smashed?) they stab the spear upwards into the target. Python's BiteRank: CDescription: When confronted with a vertical slash, the user will move one foot behind the other and sidestep, shifting their center line and allowing the strike to move past their body by mere inches with their spear arm facing the target. They then stab their spear directly at the target in retaliation, attempting to run the enemy through while he is still completing the downwards slash. Will BreakerRank: Cdescription: Useful when somebody swings a sword or other weapon at you. Instead of blocking the attack with your shield, you meet it with the shaft of your spear. When the weapons clash in the air you parry the enemy's weapon to either the left or to the right before stabbing forward. The parry will leave opponents who are not equipped with a shield or another weapon practically defenseless, as it leaves their entire body open to attack. Disarming StrikeRank: Crequires: energydescription: one of the first countering techniques in this style. You wait for the opponent to swing their weapon at you, before you augment your shield with energy and bash your shield directly at the weapon with such force it will disarm the enemy. You then stab your spear forward immediately after the shield bash in an attempt to impale the enemy. Shield of The EpicRank: Crequires: energydescription: the user will charge energy into their shield, and they then thrust it forward towards the enemy and emit an extremely flashy and blinding white light from it. This will blind anybody looking at or towards the shield for the one whole post. This also enhances the durability of the shield for the post it was activated in. Spear of The mightyRank: CRequires: energydescription: The user will focus energy into the entire composition of their spear. After this is accomplished, they stab the spear forward in an attempt to impale the enemy. This technique is useful because of the fact that even if the enemy manages to jump backwards and dodge the spear tip, the spear grows rapidly to twice it's original length, impaling the enemy before reverting to it's original size. During this time, the spear will glow brightly, though not brightly enough to blind anybody. Vault Kickrank: Cdescription: you stab your spear into the ground, jumping into the air while still holding the shaft of the spear stuck in the earth, twirling yourself around the spear and kicking the opponent in the chest or face whilst spinning around the spear. This kick has enough momentum to break bones. the kick looks like this... just with a spear. and without the retardsTHIS IS SPARTARank: Bdescription: this skill is the ultimate counter. First, you either wait for your opponent to swing their weapon at you, or to throw a punch at you. You then bash your shield out and sideways at their attack whilst taking a step forward. This will send an opponent wielding a weapon staggering off balance slightly and open for the next part of the attack. it will cause somebody punching the shield to stagger as well, with the additional affect of breaking their fist. For the next part of the skill the user will do a full frontal spartan kick, sending the enemy stumbling backwards, but not quite falling. Then for the closure of the skill the user will stab their spear forwards and impale the enemy straight through with the tip. March of The LegionRank: Brequires: Energydescription: With this skill, every step you take is imbued with energy. These steps will cause tremors, which are very slight at first but will gain in strength with every step taken. They steadily gain in power up until the fifth step. For the fifth step however, you must use A ranked energy instead of B ranked energy at the beginning of the skill. First step: very small tremor. Noticeable, but not very. Doesn't really affect anybody much. Second step: a decent tremor, may cause somebody to stumble but not fall. Third step: A very noticeable tremor. most humans will be knocked on the ground by the tremor. Fourth step: Large tremor. All but the strongest opponents will be knocked on the ground by these tremors. (Opponents with a strength of 10 or higher) Fifth step: The most powerful of the steps, this step will cause cracks in the ground and knock all enemies off of their feet. Viper's Bite V2Rank: ADescription: You throw your spear swiftly and accurately, just like with the last version of this skill. However, the speed of the spear is heightened considerably. The spear now moves with the speed of a bullet upon leaving contact with your hand. It's penetration power is heightened considerably, and can usually pierce through heavy armors and such. The Buzz SawRank: Arequires: EnergyDescription: the user will coat their shield in energy before throwing the shield at an enemy,sending it flying towards them at the speed of an arrow. The energy coats the entire rim of the shield and makes it razor sharp to the touch. The shield will spin viciously with the properties of a buzz saw, it's energy augmented edges slicing through opponents as it makes contact. This attack can easily eviscerate heavily armored targets and cut through barriers up to it's rank. Any barriers that it doesn't manage to slice through it will usually leave heavily damaged and rather easy to break afterwards. Shield WallRank: Srequires: Energydescription: The ultimate defensive technique of this style, though despite it's rank it is performed fairly simply. The user will crouch behind their shield and march forward, spear tip bristling dangerously to the side of them much like any normal spartan taking apart in the shield wall. An invisible sphere of energy forms around the user, blocking them from all attacks of the shield walls rank. Now the reason the shield wall is the most powerful defensive technique in a spartan's repitoire is because for every spartan partaking in shield wall, the cost is divided between them. So let's say there are two spartans taking part in the shield wall. Each of them will only have to pay half of the energy cost, thus a full S rank energy is being payed to sustain the wall. Strength In Numbersrank: S description: This skill is only really useful if the spartan is in a group of people. Basically what it does is raise everybody in the groups speed and strength by one for every member in the group. Practically useless by itself, with a few allies this skill could help turn the tides of battle. As one could imagine, due to the high energy cost of this skill it won't be useful at all unless the user finds themself to be part of a particularly large combat group, which is highly unlikely at best.
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