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Posted: Mon Dec 05, 2011 6:03 am
Electric Parfait Imperial Arrow Precision, Forceful, Strict
The Imperial Arrow style was originally developed for a vast army that was led by a man who sought to unify the countries through utter domination, although his plan and the army failed, their deadly skills which brought much ruin to the countries still remain. The would-be ruler, a master of contraptions himself, favored the crossbow for both its mechanical complexities and its simplicities; this style plays off both the structure and workings of the crossbow more than an individual's skill.
Rules: -Can only be used with a Crossbow -Unless marked otherwise the Chakra and Stamina Costs of these jutsus are fixed and cannot be lowered or raised by any means
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- Stage One - | D |
This is the most basic stage of the Imperial Arrow weapon style, upon attaining this the user has gone through the motions of loading and firing their crossbow so many times, and while not flawless, their movements now have a certain fluidity. At this stage they must still hold the crossbow with two hands when firing or else their aim becomes so shaky they're likely to miss 8/10 shots.
Abilities:
Stone-filled Palm Rank: E Cost: None Description: Many users of bows, crossbows and projectiles panic when an opponent gets into close quarters and they don't have the time or space to get away or load a prepare an attack. This very basic technique has the crossbow user quickly bash their opponent with the butt of their crossbow, usually in the face.
March at Dawn Rank: D Cost: 1 Stamina, 2 Chakra Description: A technique borrowed from Dokujin (Assassin's Arrow) then modified to play off the innate strengths of the crossbow. The user channels chakra into the crossbow arrow or bolt then releases it, as the arrow flies some of the chakra explodes out the back of the arrow causing it to rocket forward. The rest of the chakra gathers at the tip as a buffer that prevents the arrow from penetrating the target but allows the rocketing speed of the arrow to come forward as a kinetic force and push whatever it hits backwards. If it hits a person the arrow can possibly knock them off their feet and carry them a distance however the arrow breaks apart along with the technique from stress around 15 seconds after making contact with a person or object.
Given the force released by this technique the user does not lose Stamina due to the loading and firing actions of the arrow but rather the kick back from the chakra force as the projectile is loosed.
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- Stage Two - | C |
The user has now adapted to holding the crossbow and its weight so they can now hold it and fire it one handed with only a minor loss of stability and aim.
Abilities:
Stalwart Guard Rank: C Cost: 1 Stamina, 1 Chakra Description: Very similar to the Stone-filled Palm technique, except now the user can reinforce the butt of their crossbow with chakra and swing with more deadly precision dealing much more damage.
Shadow of the Willow Rank: C Cost: 4 Chakra Description: This technique is a low-grade imitation of the high level Dokujin (Assassin's Arrow) technique: 'Death Murmur' and allows the user to channel chakra into an arrow that, once it scores a hit, becomes exceedingly difficult to remove from the body. The chakra forces the head of the bolt to expand, forcibly damaging the person by widening the wound from the inside while keeping the point of penetration small, thus trying to remove it worsens the wound.
The arrow's chakra effect naturally wears off after 3 posts causing the tip to shrink back down to normal and then the arrow can be removed normally without causing extra damage due to the bigger point. Alternatively any person possessing the Medical Ninjutsu: Tekishutsu (Extraction) can negate the chakra of the arrow and remove it instantly with said technique.
- Stage Three - | B |
Loading and firing the crossbow has become an instinctual art form and the wielder can do it without even looking at their crossbow. They no longer shake when firing a crossbow one handed though their aim still suffers a minor penalty.
Abilities:
Hungry Demon Rank: B Cost: 7 Chakra Description: By imbuing an arrow with chakra that stimulates the blood flow while preventing coagulation the user allows their shot, should it land, to deal no more physical damage than usual, but for so long as the arrow remains in the person they will bleed as if they'd been struck deeply with a sword and the blood will not harden. Once the arrow is removed the bleeding returns to a rate normal for that type of wound.
Cast off the Rainclouds Rank: B Cost: 5 Chakra, 2 Stamina Description: Fire an arrow imbued with chakra that radiates the chakra as it soars through the air, the radiated chakra causes disturbances in the air flow causing other projectiles in a 7 foot circular radius around it to swerve off path or drop from the air. Once it makes contact with a solid object the arrow shatters apart from the stress of the technique and the effect ends. The stamina drain on this technique can be attributed to the massive recoil from firing such a heavily infused arrow.
- Stage Four - | A |
At this stage the user can fire the crossbow and hold it two-handed or one-handed with no penalty to aiming at all. They now instinctively react to changes in the wind direction and only particularly strong winds can make them hesitate about firing. A strong wind blown at the arrow or bolt after it is fired can obviously still throw it off course.
Abilities:
Emperor's Lucky Fist Rank: A Cost: 2 Chakra, 5 Stamina Description: As opposed to the other close-quarters combat skills of the Imperial Arrow, this one is not for fighting off an opponent who has gotten close but for closing the distance and unleashing a brutal combo at close range. By releasing a small amount of chakra into their crossbow to reinforce its entire structure:
They rush the enemy as fast as they can and smash them mercilessly with their crossbow, the reinforced status of the crossbow lasting for exactly 7 strikes.
Emperor's Shout Rank: A Cost: 7 Chakra Description: The master of the Imperial Arrow fires a shot laden with chakra and once the bolt scores a hit on anything the chakra consumes the arrow reducing it to nothing before condensing and exploding in a concussive blast equal to that of an explosive tag. Even if this technique should fail and the arrow does not bury itself completely, is caught, deflected or hits an inanimate object it will still detonate and releases its concussive force. .
- Stage Five - | S |
If you actually see a master of the Imperial Arrow style load their crossbow, the person you're either looking at is not truly a master or your delusional. Upon mastering the style the loading process is near instantaneous and the user can fire shots with such precision that they can split another arrow clean down the center mid-flight.
Abilities:
Imperial Decree Rank: S Cost: None. Passive. Description: The leader of the Imperial Army dictates that you should fight better and more efficiently. By training in the forms of meditation and fitness that the soldiers used to comply with this order, all jutsu that are a part of this style now cost 1 less Chakra and Stamina to use to a minimum of 2 Chakra or Stamina (barring jutsu that cost 1 or 0 already).
Here you go, I've finally finalized it.
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Posted: Thu Dec 08, 2011 1:58 pm
Daidoumyaku – Great Pulse Fist
Style Description: By using chakra to concentrate energy within their hands the user of this taijutsu can transfer the energy from their hand into their target, creating violent vibrations. This involves a slight bit of chakra control, but this is not the focus of the style. Instead the focus is on speed and cunning in movement and striking, which helps to create stable sound waves. These vibrations can damage soft tissue of internal organs but the primary function of this style is to damage bones and create numbness in nerves.
Style Basis: Taijutsu (Speed), Cunning.
Rules: -As you go up in rank, naturally the palm strikes begin to get stronger. -Stages one through three only leave minor burns and bruises for basic palm strikes. Four to six cause second degree burns and much heavier bruising. The final stage palm strikes can leave third degree burns and serious internal bleeding can occur. -Palm strikes that are blocked still leave burns on the contacted areas. -Vibrating Heart ninja lose one less stamina point from this style's techniques. -This style takes an extra two chakra points in addition to normal taijutsu costs.
Stage One Genin
Palm Strikes – At this level the user is just learning the proper motions of the style and has yet to study the methods used to create vibrations in a targets body. Palm strikes, while certainly painful cause only normal external injury such as burns and
Kick-Push – After sprinting towards an enemy, you will slide kick at there legs in order to send the falling over you. Then you will deliver a double palm thrust into their abdomen, sending them flying over you and leaving them with a minor vibration burn where you hit.
Special Techniques:
Hakike no Tsuki (Nausea Thrust) This technique uses the very basis of the style, the vibrating of the palm, as the principle for this elementary but potentially devastating attack. By first striking an open handed attack to the stomach of the foe, the user then vibrates his palm. These vibrations adversely affect the digestive system of the target, therefore causing severe nausea and all the associated ramifications. The sickness caused by this technique lasts for three posts.
Stage 2 Genin
Palm Counter- When an enemy goes to punch you, all you have to do is use your forearm to deflect it to the side, and then drive your palm, vibrating of course, into the tricep of the enemy where it will leave a burn and lower the effectiveness of said arm due to the pain.
Counter kick- To stop an enemy's kick and deal damage at the same time, the counter kick is the way to go. From any angle, catch a kick thrown by your enemy and use your other leg to sweep them off of their feet. While they are still grounded, use your palm to crush their chest and cause slightly more painful burns as you hit.
Special Techniques:
Daidoumyaku – Mimi Senshi (Ear Stab) Description: This uses external force and vibrations to turn any blow to the head from a palm strike into a disorienting strike. This attack must be done at close range. This blow disrupts the center of gravity of the person hit causing them to lose a rank of evasion for a short time. (1 post)
Stage 3: Chuunin
Air Palm- After falling from the air, the practitioner will aim there knee at the shoulder-neck area of an opponent, putting all there weight and momentum there. The chances of a broken bone from this are great, but the real damage from from the palm here as well. As your knee makes contact drive your vibrating palm into the head of an enemy which can cause an Ear Stab effect.
Counter Air Palm- If an enemy is falling from the sky, an ally can drive his palm straight up into the head (for an Ear Stab effect), stomach (for nausea), or the chest (winding) which lasts for a single post and will leave a burn mark on the enemy as well. It will also send an enemy flying a few feet backwards from you.
Special Techniques:
Daidoumyaku – Saidan Assaiki (Altar Crusher) Description: This taijutsu attack is aimed at either of the two collarbones. Using the principle of the Daidoumyaku, this causes the nerves to overload. This sudden strike also drags the opponent’s torso down with it. At the end of the attack that whichever half of the body the user struck is more difficult to use due to the tremendous numbness brought about by the impact for three posts. (-1 evasion)
Stage 4 Chuunin
Burning Vibration- (Vibrating Heart clan members need not learn it) The user, after having grabbed hold of an enemy, with vibrate their palms in order to create intense burns on that spot of their skin. In addition, if this is held for longer than a post, internal bleeding on the area will be caused, creating heavy bruises. Another post they are still held and skin will begin to tear apart from the friction burns.
Knee slapper- Should an enemy ever try to rush you, or you are somehow in the position to do so, you would drop under there attempted punch and give them a straight palm thrust to both knees, toppling them and if not breaking the knees completely.
Special Techniques:
Daidoumyaku – Ibukuro Gusarito (Stomach Thrust) Description: This powerful palm strike is different then the standard ones taught by the style. The fingers are clenched into the hand to help concentrate the force and the extension of the arm is much longer then normal. The attack is aimed at the sternum, right about where the fifth ribs are. The force goes straight through the bone and reaches the lungs causing the victim to go into spastic coughing. The pain usually keeps other ninja down for a short while (1 post) while they get back their air and bearings, while also giving them a minus one post speed reduction.
Stage 5 Special Jounin
Palm Strikes-Glancing Blows – Having now been through the previous stages of mastery and learned to use your vibrations to create burns on the skin and bruises beneath it, this techniques allows you to, even with a glancing strike, leave burns across the area of effect. Direct palm strikes result in now worse burns and heavy internal bleeding which cause extremely painful bruises.
Double Palm Crush – A simple yet effective technique that can be dangerous when used properly. The practitioner will make both of his palms vibrate, and then slap an opponent on either side of his head. This blow sends both vibrations through an enemies brain, disorienting them and confusing them. It causes a heavy nosebleed, and also has been known to leave minor burns on either side of the afflicted location.
Vibrating Block- This technique allows you to vibrate your arms whenever you go to counter or defend an attack. Not only does this increase your defense by 1 rank for that one block, but it also leaves painful but minor burns on the surface of the body that touched it. It can also be used in combination with the palm counter ability.
Special Techniques:
Daidoumyaku – Juushin Tomosen (Brutal Heart Stopper) Description: This dangerous jutsu is dangerous to say the least. Striking the opponent where the heart would be, the force goes inside and causes a sudden jump in the heart stopping it for just one second where it all of a sudden kicks back. The sudden pain of death stuns opponents and leaves one all of a sudden short of breath and exhausted.
Stage 6 Jounin
The Broken Sword- This technique allows a practitioner to defend against a bladed attack, be it dagger, katana, or if done properly battleaxe, with a simple move. First, avoid the bladed attack. Then, while your palm vibrates, smack the weapon with an extremely high powered vibration from your palm that will snap the weapon, or make it vibrate so hard that it shakes free of the holder's grip and falls to the ground. When done against an opponents arm, the vibration causes the arm to violently shake and it will be riddled with burns and unusable for the next post. A three post cool down will be imposed afterwards however.
Upper-Cut – From a crouched position, a practitioner will send their palm straight up into the chin of an enemy. From there, the ninja will jump with them into the air and deliver a double palm thrust into their chest and stomach, which would leave two distinct bruises and burns on their body.
Special Techniques:
Daidoumyaku – Parusuha Saiganki (Pulse Rock Crusher) Description: This dangerous attack is difficult to use but when used properly it can deal enough damage to render men useless. Starting from the chest, a double palm strike is done, this sends force all across the body, crushing capillaries and causing damage other minor internal injuries.
Stage 7 Kage
Multi-strike – At this level, the user of this style can unleash a flurry of palm stirkes at a single enemy as if they were Wing Chun chain punching. Though less damaging than the typical palm strike of this level, the strikes are numerous and will leave moderate burns across all contacted surfaces, as well as minor bruising. The exact number of attacks possible is unknown, but the attack is known to be able to keep going rapidly for minutes at a time. (Up to three continuous posts with a five post cool down.)
Crushing Blow- The master will bring both of their palms together perpendicular to each other and have them vibrate in perfect unison. It would take a few seconds to get the vibrating going, which gives an enemy time to move. But after thrusting both hands forward, should they connect, the enemy would suffer heavy burning, and deadly levels of internally bleeding from the effect. Ribs will typically snap, as would any other bones attempting to obscure the path to the body of the enemy ninja. If it connects and no legitimate defense (something other than just blocking) occur, than the attack will have the described effect.
Special Techniques:
Daidoumyaku – Manako Oshi (Eye Push) Description: Only truly despicable and horrendous people use this technique against their enemies. This technique first requires that the user place his finger in front of the eye of an enemy. He then uses a vibrating "poke" and thrusts it forward. The forward force actually pushes the victim’s eyeball into his head, tearing the muscles that hold it in place. The pain caused by this usually stuns an enemy and leaves them unable to attack for a single post. However, far more debilitating is the second effect. The impulse that forces the eye back also damages it considerably, blinding the victim in that eye until he is treated by a jounin-level medical nin.
Property and originally made in POTS. TAKE AND I WILL HUNT YOU DOWN AND LET THE BALROG AND GANDALF FREE ON YOU AT THE SAME TIME. YOU. SHALL. NOT. STEAL.
Edited version.
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Posted: Sat Dec 24, 2011 8:01 am
Stone-filled Palm is the only technique without a listed cost. Does this mean it's treated as a normal E-rank in terms of cost?
As to the costs in general, I would like to see everything cost at least 1 stamina. This is kenjutsu, meaning anything that uses chakra is going to be draining to the body just like ninjutsu, even if the actual effort of the body in terms of physical exertion is miniscule. If you need to lower some chakra costs to balance this requirement, I'm open to it.
Emperor's Lucky Fist needs an actual combo instead of just saying a combo is unleashed, otherwise it's just a means of reinforcing the structural strength of the crossbow, not a kenjutsu technique.
Lastly, would you be able to use the combo specialty with this style's arrow firing techniques when not at sannin level (since you would have to reload, fire, reload, fire in the same post, which seems like it would only be practical at sannin stage according to the stage descriptions)."-Ninja a rank higher in defense suffer less damaging effects, and the same goes for those with."You can remove this, since it's already a given because of the way our systems work.
I would also like to point out that because this style uses chakra to create its vibrations, it needs to have some sort of chakra cost for its techniques that create vibrations (which is all of them, I assume)."-Vibrating Heart ninja lose one less stamina point from this style."Just for clarity, you should edit it to say "style's techniques."Knee slapper: "reducing speed adn agility (and by consequence agility) by one rank."This seems way too steep a penalty just for having your legs taken out from under you. You're better off just following up with a combo while they're off their feet than trying to force a stat reduction of that degree on them.
Daidoumyaku – Ibukuro Gusarito (Stomach Thrust) would be deserving of the stat reduction of the original form of knee slapper, though probably only to speed. Because they're unable to focus on reducing the damage of further blows when they land, you might even be able to pass on a toughness reduction for those without the toughness attribute if the chakra cost fits.
Snap Kicks don't seem to fit this style at all, because they focus on the actual speed of the kick instead of the theme of the style, which is fast vibrations not fast lateral movement. Creating air slashes with the kick also doesn't seem to fit the style's focus.
What is a "palm kick?" It was mentioned in Vibrating Block.
Even though the KO effect of Daidoumyaku – Manako Oshi (Eye Push) is justifiable, I simply can't allow auto-KO effects for balance reasons. Might I also suggest just poking them in the eye and vibrating the finger instead of breaking your own wrist trying to vibrate their entire head?
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Posted: Sat Dec 24, 2011 10:20 am
Alright I edited every thing we discussed, and I took out the KO effect completely. Also, I removed the stat reduction, altogether for the Knee Slapper. I didn't add it to the Stomach thrust since it says they'll be winded heavily anyway. Palm kick was supposed to say palm counter, and I added a two cp requirement to get any vibration started. Also reworded the things you asked me to.
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Posted: Mon Dec 26, 2011 11:19 am
Gin tamashī o ken no yōshiki(Sword Style of the Silver Soul)
Fast, Agile, Adaptive

The Gintama o ken no yoshiki was derived from the sword-style of one known as the White Devil. No one knows the White Devil's true identity, but he was a Samurai of great skill and prowess in the latest Great Shinobi War. His Style focused on speed and maneuver, to create opening and gaps in a foes defense which could then be exploited in an instant.
Rules -Speed and Agility are required as Primary and Secondary Attributes
-Katana must be primary weapon.
General Fighting Style
The Gintama sword styles relies on speed and quick reflexes to outmaneuver and kill an opponent. The user only keeps one hand on the katana at most times, only adding his other hand for blocking or when power is needed. Otherwise, the second hand is held near the waist, to be used to grapple an opponent, to gain leverage over an opponent, or to be used as a weapon itself. At later stages, a user can pick up a one handed weapon of any sort and use it effectively as an offhanded weapon at the price of sacrificing the ability to use their off-hand for grappling and other techniques. Users also become very flexible as many of their techniques require them to move their bodies about in rapid secession.
Training Methods
A practitioner trains in the Gintama sword style via basic swordplay and drills. They practice drawing and swinging their sword and often use training dummies to stimulate targets. However, many prefer to find a willing training partner and spare with them using a Boken. In order to advance to the next rank, the user must have trained for a designated number of post, and then be involved in either an intense spar or a life or death match in order to advance.
Stage One Mastery: 6 post of training, no fight required
Stage Two Mastery: 10 post of training, atleast a 5 post spar
Stage Three Mastery: 15 post of training, atleast a 8 post spar.
Stage Four Mastery: 20 post of training, atleast a 10 post spar.
Stage Five Mastery: 25 Post of training, atleast a 15 post spar. -----------------------------------------
| Genin | - Stage One -
The user learns the basics of the style and learns to hone in on their speed and reflexes. Basic strikes as well as how to effectively use their off-hand as a weapon on its own in partner with the sword in the main hand. Users are also taught how to be more fluid and dynamic in their motions, to add a sense of unpredictability to their attacks.
Techniques learned: Quick Draw: The user practices drawing their sword from their sheath so much, it has become second nature to them and that can draw their blade in an instant and at a moment's notice. The draw is preformed so quickly that only a Shinobi whose evasion rank is at or above the user's speed rank can avoid it entirely. If below, then the draw comes so quickly that if they do not already have their weapon drawn, they will be forced to attempt to dodge the strike.
Speed Slash: This technique involves the user creating somewhat of an optical illusion. With a flick of his wrist, the users makes the blade flash for a brief moment, making it seem like a strike in coming from one direction. Then with another quick flick of the wrist and a turn of the elbow, the strike comes from the completely opposite direction, catching the enemy off guard. Only a foe with fairly keen awareness would be able to catch the feint while in motion.
Headache Counter: Used when countering a strike that the user can effectively see coming. The user will parry the strike with his sword, and then quickly bring his off off-hand up to perform an uppercut the foes chin, followed back a quickly back-hand from the off-hand as well. The goal is to knock the foe off balance so a quick strike can be performed with the blade.
| Chunnin| - Stage Two -
At Stage Two, the user focuses on become more maneuverable and agile so that he can effectively weave circles around his foe to effectively create gaps in their defenses. The user, though intense training becomes more agile and flexible, as these become vital during this stage of training as the basics of gain leverage over the opponent are learned as well as, maneuvers that, if preformed wrong, can put the user in a dangerous position, but if preformed correct, can create large gaps for the user to exploit.
Techniques Learned:
Disarm Counter: A more advanced counter that takes considerable practice to master. When the users is able to successfully read and dodge a strike, he can being his offhand up to the foe's wrist and attempt to pinch the nerve points around their wrist, forcing them to drop their weapon. Wither he succeeds or fails, he will attempt to deliver a swift kick to the gut at his foe to create distance after the attempted disarm. The roll will only occur if the user manages to get his hand on the foes wrist which is determined mainly by each RPC's Agility score.
To determine wither or not the disarm will be successful, the roll of a six-sided dice by the users opponent will be used. For opponents of equal ranks, a roll of a 4,5,or 6 will result in being disarmed. For opponents one rank higher than the user, a roll of 6 is needed to be disarmed. For opponents of two ranks higher, then cannot be disarmed. For opponents one rank lower than the user, a 2 through 6 will result in being disarmed, if the opponent is two or more ranks lower, they will automatically be disarmed.
Spinning Strike: This technique is preformed in order to stun an opponent. First the user will slash at the side of the foe followed quickly by a knee to the gut in order to get the foes disoriented.
Pivot Counter: A counter designed to deal damage to the foe. The user will rush the foe and as the foe attempts to strike him, he will dodge the strike by either going low, that being dodging below the strike by crouching. Or going high, that being if the user decides to jump over the intended strike. If the users dodges high, then he strikes at the foe's shoulder with his sword. If the user dodges lower, he aims for the kidney.
Vital Point Attack: The user at this rank learns the location of the major vital points in the body, Liver, Lungs, Spine,Cervical Vein, Neck Vain, Brain, Kidneys and Heart. At this rank, the user can single out a single vital point and then proceed to attack it with extreme precision. It takes triple the amount of post to learn this technique due to the nature of muscle memory. | Sp. Jounin | - Stage Three -
At Stage Three, the users learns how to effective wield weapons in their off-hand. Weapons used in the off-hand can run the gauntlet from simply another katana to any range of other one handed weapons such as maces, knives and other forms of swords. While wielding an off-handed weapon, any technique that requires grabbing an opponent to be used cannot be preformed while the off-handed weapon is in place. Also, because it is the users off hand, it is naturally slower than their primary hand and therefore, every strike delivered with an off-hand weapon is one rank lower in speed and evasion, unless using a short sword, dagger, or small hammer. Techniques learned:
Soaring Strike: The User will run towards in opponent, and then, using his superior speed, literally run up the side of his opponent's chest, while delivering a blow to the head with his off-handed weapon, followed by a quick pivot and strike at the back with his katana.
Double Quick Draw: An advanced version of the normal Quick Draw, the Double Quick Draw involves drawing both weapons within an instant of each other for maximum damage. The user will actually draw their off-handed weapon first in an attempt to hit their opponent with their slower moving hand first, follow almost instantly by the drawing of the katana with the primary hand to carry on the attack.
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| Jounin | - Stage Four - At this stage, acrobatics and extreme precision are added to the users already deadly arsenal of skills. Users learn the locations of the bodies vital spots and training to hit them with extreme precision. Also, in the state, the users is taught how to send takes into the air and how to effectively give chase while the target is still airborne. Also, at this point, the swordsman has matured enough to understand the White Devil's true meaning of fighting..and it is not to kill, but to protect one's soul, which includes everything one holds dear.If the user has not learned this lesson by this point, then his effectiveness in combat decreases, taking a -1 rank drop in both speed and agility and cannot advance to the final stage.
Arial Chase:The user launches the foe into the air, the user kicks the foe in the chin to get the foe airborne, and then proceeds to kick the foe in the chest three times to get them further up. The reason for kicking the foe in the chin is because the initial kick to the chin will get the foe airborne the most, the three kicks that follow gets the foe a few feet off the ground which allows the user then to jump above the foe and thrust his katana forward, using his own power and gravity to deliver a devastating blow.
Vital Points Strike: The users has learned all the exact locations and proceeds to aim quick and precise strikes at theses points. Normally occurring in rapid succession that a normal person would see it as one strike, when actually there is one strike per vital spot. To block all the strikes requires amazing reflexes. The strikes proceed as follows. It begins with a slash to the side for the liver, followed by a diagonal slice upward, handling the heart and lungs, then a downward chop with the offhand weapon for the brain, followed by two rapid strikes to the neck vain, cervical and spine, and then a side chop with the katana for the kidney. The reason the strikes all appear to be one is the fact that the users speed is so high that to a normal person, the strikes occur so quickly they are one.
|Sannin/Kage | - Stage Five -
At this stage, the users has reached the pinnacle of speed and agility, moving so quickly that only the best of the best trackers can even hope to keep up with them. Also at this stage, the users has surpassed caring about protecting his life and instead protects his soul, that is, his values and friends more then he does his own life. The user will fight to great lengths to protect his soul, but his actual life in danger often to do so.
Howling Stirke: This technique actually starts by the user drawing his sword back so quickly, that a vacuum of air is created in front of him, sucking all surrounding opponents into the void, effectively off-footing them and leaving them completely exposed to the forthcoming strike by either the katana or the offhand weapon. If the foes strength level is Jounin or above, then they are merely knocked off-balanced slightly, but not completely sucked in. If the foes evasion is higher than the users, then they are able to avoid the void completely by dodging. The range is three yards directly in front of the draw arc of the user.
Current of Death: The users rushes the opponent slashing his blade in such rapid succession that it doesn't even appear to exist to the normal eye. Multiple strikes are aimed at all the vital spots on the body and for someone not on par speed and agility wise with the user, this spells almost certain death. The foe's speed and agility rank would both have to be on par with the users in order to escape the current completely unharmed, if either is below then they either cannot perceive it in time or if they can they cannot react quickly enough.
Blade Shatter: By coating their blade in chakra, the user user becomes able to shatter normal blades with ease when the two blades come into contact, rendering other swordsmen useless. This is normally followed by a prompt asking the foe to surrender peacefully. This technique will not work against custom weapons. ((Cost A rank Jutus chakra to coat the blade and the coating last for two blades or up to four post.))
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Posted: Mon Jan 02, 2012 10:55 am
I don't see anything wrong with it now. If something gets pointed out, we'll edit it further then. But as it is for now, approved!
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Posted: Mon Jan 02, 2012 5:33 pm
Deil Grist I don't see anything wrong with it now. If something gets pointed out, we'll edit it further then. But as it is for now, approved! YESSS! *Dances with Lee and Gai*
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Posted: Wed Feb 08, 2012 12:21 pm
Unless issues arise later on, your style is hereby approved!
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