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Posted: Sun May 26, 2013 9:56 am
[Kiss of Flesh and Steel] During a forgotten war between the restless and unruled samurai of a young Land of Iron, a radical mixture of swordsmanship and unarmed combat was developed to identify certain recluse sword slingers. Quick movements blended with unorthodox strikes and defenses best describes the common place of this style's techniques, but to an extent even this is incorrect. The Kiss of Flesh and Steal was not developed by a single man, school, or ideology; it is the fusion of thoughts and techniques that samurai had exchanged by crossing swords... and fists. [Training Methods] The user trains to combine swordsmanship and Taijutsu in the style. The style can be used as either or, allowing the user to be more flexible when fighting. If the user loses their weapon, they are still able to fight with their barehands. Keep in mind that the style was initially developed as a Bukijutsu. [Stage One] [Abilities] • Speed Passive stat cap increased • Weapon Speed stat cap increased
[Techniques] • Shikyuu Koushin [ Pressing Lips ] - Rank: D The practitioner will draw their weapon from its sheath / rest, deliver two relaxed outward slashes and then assume a desired standing.
• Iori Seppun [ Retreating Kiss ] - Rank: D The practitioner will deliver a relaxed outward slash and then return their weapon to its sheath / resting position.
• Seppun no Hoppeta [ Kiss on the Cheek ] - Rank: D The practitioner fakes unsheathing / readying their weapon and instead delivers a quick loose-knuckle punch or swift jab with the blunt side of the weapon
• Kowakuteki Nameru [ Alluring Lick ] - Rank: D A full-momentum horizontal slash that is followed by a second rotational swing, a spin kick, or a roll into a sudden kick.
• Ueito Seppun [ Waiting Kiss ] - Rank: C The practitioner will assume an alert stance, weapon outward, awaiting an acceptable attack from the opponent. As the attack nears, a wide parry is delivered which offsets both parties; however, the practitioner makes use of the momentum to spin and finish with a backhand or spin kick. [Stage Two] [Abilities] • +1/2 increase to Weapon Speed
[Techniques] • Furue Koushin [ Trembling Lips ] - Rank: C The practitioner performs a few loose horizontal slashes before ending on an off-step in order to awkwardly close distance and deliver a sneaky punch.
• Fuki Seppun [ Accidental Kiss ] - Rank: C During a weapon deadlock, the practitioner performs a wide parry to offset footing, and then back flips in order to create distance and hopefully kick the opponent at the same time.
• Kisumaku [ Hickey ] - Rank: C The practitioner makes an exaggerated dodge, typically falling to their back, only to catch themselves as to perform a fluid full circle sweep kick or slash.
• Boushi Shita [ Spinning Tongue ] - Rank: B The practitioner performs an abrupt front flip while extending either their weapon or leg, as to smash or slice on contact with the target. Although not particularly viable, it can be a rather surprising maneuver, especially from a height.
• Shita Seppun [ Tongue Kiss ] - Rank: B While running, the practitioner performs a single chakra enhanced snap-slash to open the target's defenses, and then finishes by delivering a straightforward punch or kick to the torso. [Stage Three] [Abilities] • +1/2 Increase to Speed
[Techniques] • Shitsuren no Seppun [ Broken Heart's Kiss ] - Rank: B The practitioner grabs a hold of the opponent's arm, and then yanks them close while viciously kicking outward. If the opponent can't figure a way out, and the practitioner has enough physical strength, this swift gesture can easily separate limbs from their sockets. If a weapon with proper length is used, one can substitute the kick for a stab.
• Kyuu Seppun [ Sudden Kiss ] - Rank: B The practitioner falls to one knee, their weapon firmly in hand to their side. When the opportunity arises, they will kick off and roll in the needed direction while performing a very swift slash.
• Iki-jisan Seppun [ Breath Taking Kiss ] - Rank: B Silently bleeding chakra into their weapon for a short amount of time ( 1 post ), the practitioner prepares to partake in a gruesome impalement. After cutting into the target like a molten knife through liquid butter, the practitioner will give a hard straight kick to ruthlessly "clean" their blade.
• Oritatami-shiki no Koushin [ Folding Lips ] - Rank: B The practitioner places the blunt side of their weapon, or their foot or palm against a broad section on the target, surges chakra to the corresponding area, and then pushes it outward in the same motion. The pulse should be more than enough to offset other ninja, creating a decent opening for a quick melee strike.
• Arai Seppun [ Rude Kiss ] - Rank: B While deadlocked with an opponent, the practitioner will drop their grip while simultaneously kicking the back of their own blade in order to continue the clashing of weapons.
• Retsu Koushin [ Cold Lips ] - Rank: A The practitioner adjusts their weapon to their side, takes a deep breath, and quietly focuses their mind. When they see it fit, the practitioner will perform a very powerful and heavy footed slash. Often used as a hasty counter, stopping an opponent's assault before they can even begin. Like a few others within the style, this technique is designed as a contradiction to the more fluid and wild attacks that may overcome certain opponents, but fall short against others. [Stage Four] [Abilities] • +1/2 to Speed and Weapon Speed passives
[Techniques] • Nushi no Shita [ Lover's Tongue ] - Rank: A The practitioner weaves their blade from its sheath / rest, performing a very powerful, instantaneous, full circle slash
• Kuuso Seppun [ Futile Kiss ] - Rank: S Awaiting an attack with their weapon in hand, the practitioner prepares to powerfully parry downward; completely offsetting or even causing the opponent to fall to the ground. If the opponent doesn't have a strong grip at the time, this could easily disarm them as well.
• Wakare no Seppun [ Farewell Kiss ] - Rank: S The practitioner, unable to penetrate the opponent's defenses, resorts to this final technique. Charging chakra around their arms, a twisting aura is developed which shortly after becomes a powerful rotational force; churning cloth and flesh until they're slowly being mutilated by each spinning strand of chakra. This technique can be used with a weapon or with barehands. This has a cooldown of [3] post, the user takes damage to their arms each time they use this technique. Barehanded: By harshly pressing their palms against the target, the practitioner releases the rotational force in one large burst. This causes an abrupt "vortex" to fluctuate at the point of impact; shredding everything from flesh to steel. Weapon: By thrusting their weapon forward, the practitioner releases the rotational force as a "tornado" projectile. Although it dissipates after roughly thirty [30] feet, it penetrates and shreds most anything in its way. Property of the many other Naruto Guilds. This was adapted and edited for use in this guild.
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Posted: Mon Jun 17, 2013 11:56 am
[Clockwork Sniping] As its name suggests, the Clockwork Crossbow style originated from the tinkering that Soragakure is known for. This Soragakure-native style is the result of years of battle-oriented mechanics realizing the sniping potential in specially constructed crossbows and bows. These creations were much stabler and more accurate than their simpler counterparts. Soon, the practice of using these precision long-range weapons became something to be refined. After years of trial-and-error, the style came into its present form, a bit more focused on the crossbow than the bow, but continuing to retain elements of both weapons.
Unlike most other battle methods, a successful sniping starts from the preparation, as far back as the creation of the tool. Staying true to the zany, mechanical spirit of Soragakure, the Clockwork Sniping style has a healthy mix of the usual combat techniques as well as constructive techniques labeled as "Upgrades". As the name suggests, upgrades are additions to the crossbow/bow that generally improve their performance in one way or another. Because these mechanical additions naturally don't require chakra, the Clockwork Sniping style has a whole host of passives. [Training Methods] Training can be quite sporadic compared to other styles as the stages do not necessarily need to be learned in order. In fact, they are meant to be learned simultaneously as each stage focuses on only one aspect of the style as a whole rather than working as a step to another stage.
While the pinnacle of this style is accompanied by carefully constructed weapons, few actually get to start with such advanced weaponry. Besides, unless properly trained, advanced varieties of the weapon do little to improve the performance of their users. Most trainees simply start with the regular variants until they can progress.
[Rules] • Can only be learned by Soragakure ninja. [Stage One: Crossbow] This stage focuses on the crossbow and various ways to use it. This includes fighting techniques as well as upgrades to the crossbow. [Abilities] • Crossbow Master Passive [1/2 Rank] • Stat cap for Accuracy increased
[Techniques] • Upgrade: Scope - Rank: E [Passive] With some tinkering, the user can upgrade any crossbow with a scope to improve accuracy over a distance [limit-breaking 1/2 Rank to Accuracy at long-range]. This usually interferes with short-range combat, though, so the scope is only assumed to be applied to crossbows that are either meant for long-range or clearly say that they are scoped.
• Upgrade: Silent Shot - Rank: D [Passive] With some tinkering, the user can upgrade any crossbow so that shooting with it does not create noise. It is assumed that this upgrade is applied to all crossbows that the user owns. The upgrade can be seen in the type of string that is used.
• Shank 'n Shoot - Rank: D Simple and one of the more vulgar techniques, Shank 'n Shoot has pretty much only managed to withstand the test of time because it's a handy close-range attack. As the name suggests, the user stabs the target with the front of the crossbow, reinforcing the impact with chakra so that any immediately following attacks will ignore 1/2 toughness, and then shoots the target immediately after stabbing.
• Upgrade: No Recoil - Rank: C [Passive] With some tinkering, the user can upgrade any crossbow so that shooting with it does not create recoil. It is assumed that this upgrade is applied to all crossbows that the user owns. The upgrade can be seen in the arrangement of the string. Rather than just one, taut strand, the string crosses with itself several times and is accompanied by gears that take in the force of the recoil.
• Upgrade: Double Bolt - Rank: C [Passive] With some tinkering, the user can upgrade any crossbow so that there are two places to load bolts instead of one. This allows for one shot to follow consecutively and seamlessly after the next. The upgrade can be usually seen by the placement of two bolts, rather than one, on the crossbow.
• Slugger - Rank: C Much like Shank 'n Shoot, Slugger has only managed to withstand the test of time because it filled an usually neglected close-range niche. Protecting the crossbow with chakra, which also doubles to increase the power of the attack, the user than swings their crossbow much like a baseball bat to hit the opponent. The chakra and impact of the hit work together to send the opponent flying, or at the very least staggering and out of breath, in a believable direction of the user's choice
• Upgrade: Automatic - Rank: B [Passive] A tricky bit of tinkering that looks similar to the No Recoil upgrade (but any experienced tinkerer would easily tell the difference) allows for the crossbow to auto reload with the click of a trigger from a stash of bolts connected to it. Among other things, this allows the dual-wielding of smaller crossbows (remember to take the weight of the weapon into consideration as normal sized crossbows are quite heavy). Like the scope, this upgrade isn't assumed to be present on all crossbows as several restrictions and weakness follow it. First of all, the Double Bolt upgrade is not possible on crossbows with Automatic. Lastly, this upgrade is recommended for only short-range crossbows. While the mechanism does reliably set bolts in the correct position, they don't have the sense of the human hand and so do not allow for accurate shots over medium- to long-range. The stash carries up to 5 bolts, and after it runs out a new batch must be inserted into the ammo container.
• Clockwork Trap - Rank: B The user stores chakra within their crossbow and sets it to release in a certain pattern upon triggering. The trigger is the performance of a hand sign by the user. This allows for set-ups of crossbow-based traps that can be activated remotely.
• Gear Wind-up - Rank: B Taking advantage of the gears present on an upgraded crossbow, the user can use chakra to wind up a crossbow more than it usually does after an bolt is loaded into it. This makes a tauter string, which in turns sends out an arrow with more force. Bolts sent out like this travel farther, faster, and stronger [overall 1/2 rank increase to the attack properties].
• Tactical Tumbling - Rank: A Tumbling is a handy evasive maneuver for crossbow users. It allows the user to both move quickly and drastically reduce the amount of their body that can be targeted by enemies. Furthermore, the crossbow, being activated with only a trigger, can be easily used in the middle of a tumble unlike many other projectiles. The only glaring issue to this evasive maneuver is the lack of vision. The tumbler is far from invincible and can be left quite open in some cases. Therefore, in an attempt to mitigate this weakness, a chakra shield can be erected for the short duration of a tumble. The small size and short duration of the shield, both much less than the average shield, make it 1 rank stronger than the norm for A-rank shields. Obviously, this can only be used while tumbling (technically, it can also be used while crouching but it won't do much since it doesn't last for long). [Stage Two: Bow] A bow does not have the mechanical potential of a crossbow, relying more on the strength of the user than any sort of trigger or other mechanical parts. Unsurprisingly, the tinker-savvy shinobi of Soragakure found the bow and arrow inferior to the crossbow for this reason. However, they weren't fools either and did at least admit that when it came to firing multiple shots in a short period of time, the bow was better. For this reason, some practice is done with the bow. [Abilities] • Accuracy increased [1/2 Rank]
[Techniques] • Upgrade: Counter-balance - Rank: D [Passive] By using gears and a weight on the side of the bow opposite of the string, the bow would swing down after firing an arrow. While not the most convenient thing to happen when rapid fire is necessary, it does smooth the release of the arrow, thus increasing the consistency of its flight pattern [1/2 Rank to Accuracy]. The drawbacks and benefits relegate this upgrade to only appearing on specified bows. It's recommended for long bows and other variations that are meant for long-range sniping over close-range combat.
• Training: Barrage I - Rank: C [Passive] After training, the user can shoot without penalty while holding a believable amount of arrows in the hand that draws back the bow string, and after the first arrow is released, rotate one of the held arrows into position on the bow and shoot that arrow also without penalty. This allows for a rapid succession of arrows to be shot without having to expend chakra for chakra arrows.
• Drill Arrow - Rank: C While shooting an arrow, the user coats the sides of the head with chakra molded in the shape of a drill and applies a spin to it with the fingers. Easier said than done because the spin must be of some force while not changing the trajectory of the arrow, hence the level of this technique. The molded chakra enhances the initial spin, utilizing both the shape of the chakra and chakra itself by having it also apply a spinning force to the arrow. These factors mesh together to create quite a powerful drill with what would otherwise be a normal arrow. Obviously, the piercing capabilities of the arrow this technique is used on is increased. The chakra also remains on the arrow for up to two posts after release the arrow, making it incredibly difficult to pull out until the two posts are up.
• Training: Barrage II - Rank: B [Passive] The user trains to shoot up to three arrows at the same time by lodging an arrow between each finger. After this training, up to three arrows can be shot at once without any penalty to accuracy. This cannot be stacked with Barrage I.
• Training: Barrage III - Rank: A [Passive] Barrage I can now be used in tandem with Barrage II. [Stage Three: Bolts and Arrows] While bolts and arrows are only ammunition, they are still the things that hit the opponent, and this style focuses on improving and creating them. In fact, by focusing on the various arrows and bolts (most importantly, going through repeated tests with them), the practitioner's accuracy actually goes up, which is just good for sniping as a whole. Besides, not all non-normal ammunition is devastatingly strong. Some are quite simple, and for this reason, this stage doesn't necessarily come either after (or even before) the other stages. [Abilities] • Accuracy Passive [1/2 Rank]
[Rules] • For the techniques in this stage, the user can only use techniques up to their rank.
[Techniques] • Upgrade: Fletching I - Rank: E [Passive] With some tinkering, the user can upgrade their bolts and arrows to be more aerodynamically stable, increasing the accuracy of the shots. It is assumed that this upgrade is applied to all bolts and arrows (even darts) that the user owns.
• Chakra Shot - Rank: E Identical to a normal bolt/arrow except it's made out of chakra. Ideal to create quicker reloads or for when the user simply runs out of regular ammo.
• Curve Shot - Rank: E-S The bolt/arrow curves/angles in the user's choice of direction. It can only curve once and the extremity of the curve/angle varies with the chakra invested within the shot. E-rank is akin to a curve ball in baseball or a slight change in angle while S-rank can cause an arrow to travel in the opposite direction it was shot in.
• Pulse Shot - Rank: E-S A pulse of chakra is released either upon impact or the user's choice from whatever bolt/arrow has been shot by the user. This pulse is quite strong, able to easily blow anyone out of its range , but also uniform and not very damaging at all. It's not hard to maintain control even while being pushed back. At the very least those affected will stagger. The user is also affected by the pulse of chakra if they're close enough to it, being able to use it as a quick burst of movement. The range of the skill varies with the rank, starting at 1/2 m at E-rank, and can be visualized as a circle around the head of the shot.
• Blunt Shot - Rank: E-S The tip of the arrow/bolt is blunted with chakra, very useful when the target is not meant to be killed. Upon impact, the chakra also adds in its own punch to increase the impact force. It's not a lot, but it's enough to make a shot capable of knocking someone out cold when shot in the right places. Strength of the skill varies with the rank, starting at equivalent to a sharp tap of the hand at E-rank.
• Blade Shot - Rank: E-S A blade of chakra is formed upon an arrow/bolt that has just been shot. The blade has a total length of 1 m and is centered on the head of the projectile. It could be curved in any which way or even straight. Likewise, the angling of the blade (horizontal, diagonal, etc.) is up to the user. Strength of the blade varies with rank, starting at equivalent to iron at E-rank.
• Training: Moving Target I - Rank: D [Passive] With some training, the practitioner can now shoot at moving targets with the same accuracy as shooting a still target.
• Explosive Chakra Shot - Rank: D A bit more costly than a regular chakra bolt/arrow, but no more trickier. Hits just as hard as a regular bolt/arrow and, as a bonus, explodes with the force of one explosive tag.
• Tag - Rank: D Upon contact with the target either directly or via weapon, the user can Tag the contact area.
• Upgrade: Fletching II - Rank: C [Passive] With some tinkering, the user can upgrade their bolts and arrows to be more aerodynamically stable than the first fletching technique. This increases the distance that the arrows and bolts can travel. It is assumed that this upgrade is applied to all bolts and arrows (even darts) that the user owns.
• Shotgun Chakra Shot - Rank: C What appears to be a single bolt/arrow of chakra splits into an cone-shaped array of 10 Chakra Shots.
• Whistle Shot - Rank: C Requires a whistle bolt/arrow (can be bought). Whistle bolts/arrows have grooves on their arrow head that can be manipulated with chakra to create different sounds while the projectile travels through the air. The volume (murmur to shriek), note(s) made (straight low C, full D minor scale, "Mary had a Little Lamb"), and length (2 beats, 1 eight note, 1 eight note than a whole note) can be all controlled by the user. Although, of course, the whistle must be prepared before the arrow is shot.
• Seeking Shot - Rank: C Using chakra stored within the bolt/arrow when it was shot, the user can cause the projectile to home in on a Tag. Of course, the arrow/bolt only stays in the air for so long (as long as it normally would), though, so it's far from a guaranteed shot.
• Elemental Shot - Rank: C-S The user loads whatever bolt/arrow they're using with whatever basic element they have access to (only one). Side-effects vary on the type of element used. Note that despite corresponding to elements, these side-effects do not carry the weaknesses and strengths of their corresponding element. The elements of wiling allies can also be used so long as the sniper is present to mold the chakra properly. Water- Pierces through water and fire one rank higher and lower with ease. Wind- Pierces through anything of its rank and lower except for water with ease. Lightning- Shocks on contact (power varies with rank). Fire- Sparks a fire on contact (power varies with rank; past A-rank creates a small explosion in addition to the flame). Earth- Shatters any inanimate objects on contact (power varies with rank; past B-rank can shatter bones; S-rank reduces inanimate and nonliving objects to dust).
• Net Shot - Rank: C-S Chakra is stored within the head of an arrow/bolt and, upon either impact or the user's decision, released from the back of the bolt/arrow head to form a net of chakra meant to hinder/capture anyone in front of the arrow/bolt. The strength of the net varies with strength.
• Training: Moving Target II - Rank: B [Passive] Further training allows even more extremes for the practitioners accuracy. Now, even wildly erratic movements, such as tumbling while shooting, don't throw off aim.
• Seal Shot - Rank: A An arrow/bolt charged with this technique spreads a seal over whatever it comes into contact with after being shot. The seals do no damage but they do cause an excruciating pain for a certain length of time, which varies depending on how much of the arrow comes into contact with the victim. A direct hit creates one post of searing pain with the pain and seals lingering for 3 more posts and sensitizing the body to further pain. The pain for lesser hits last for a shorter time and do not linger. The pain targets the nerves directly so no amount of training will allow the victim to completely ignore the pain. After the effects of the technique end, the seals fade. Property of Kagetsukiko. Idea taken from Ro Mayvine (Shank 'n Shoot in particular).
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Posted: Mon Jun 17, 2013 11:57 am
[Kaiten Kenbu]
A sword style that makes use of any sword, but mainly the Kodachi. The Kodachi is a sword that is half the length of Katana. It's light weight allows the user to be more flexible, such as being able to wield two Kodachi's. It also allows the user to make quick parries and counter attacks. The practitioner can also use other blades such as a Katana or a longsword, but they are to heavy to dual wield effectively to use the style. [Training Methods] The user will start by using just one Kodachi in the first couple of stages. In the final stage, the user will then learn how to utilize two Kodachi's. [Stage One] The user begins learning the basics with quick blocks and redirections, paired with some counter strikes. They also begin to learn how to move in style, that will be important later on when learning the more advanced techniques. Stage one is more of a defensive style than offense. The user is able to use a Kodachi or a sword that they are able to hold in one hand. This includes Rapiers, Katana's, and other weapons of the sort. [Abilities] • Perception cap increase.
[Rules] • Can only use one Kodachi or Sword.
[Techniques] • Deceptive Cross - Rank: D The user redirects their opponents attack by side stepping and connecting their free hand with their opponents arm or hand. The user then pushes it to the side as they move pass them. The user then turns, slashing their Kodachi (Or Sword) towards their opponent.
• Blind Cross - Rank: D The user blocks an oncoming strike with their Kodachi, redirecting it pass them. The user either sends a kick or punch at their opponent as they move pass them.
• Counter Strike - Rank: C The user blocks an oncoming attack and quickly strikes back with two slashes, interrupting their opponents next move. Has a cooldown of [1] post.
• Yin - Yang Strike - Rank: C The user quickly attacks, sending two quick slashes towards their opponents throat. The user then backs off into a defensive stance, ready for the counter attack.
• Flowing Movement - Rank: C Requires [5] chakra to activate. This is moving technique that has not been completely developed. The user charges chakra in their feet and moves around silently, rapidly alternating between fast and slow movements and confusing the opponent due to the fluid motion & continuously changing speed. It can be countered by watching for the moment the user attempts to strike [Must have equal Perception to users Speed]. This last for [5] post and grants the user a +1/2 Speed buff. It has a cooldown of [2] post. [Stage Two] Here the user will learn advanced level redirection and counter attacks. They will also learn a few offensive level techniques. This includes heavy offensive combo sets that are called dances. The user is able to use a sword, other than the Kodachi just like in stage one. [Rules] • Can only use one Kodachi or Sword
[Techniques] • Shadow Cross - Rank: B The user redirects their opponents attack, by side stepping and connecting their hand with their opponents by pushing it to the side as they move pass them. The user then turns, and unleashes three clean slashes and cuts at their opponent. If the opponent is struck, they will not feel the cuts for [1] post. After that the opponent will feel the full pain of being cut, as if they were being cut at that time. Has a cooldown of [1] post.
• Light Cross - Rank: B The user blocks an oncoming strike with their Kodachi or sword, redirecting it pass them. The user then unleashes three quick punches at their opponent as they pass by. If they hit, they will not be felt for [1] post. After that the opponent will feel the full pain of punches. Has a cooldown of [1] post.
• Spiral Sword Dance - Rank: B This involves the user rapidly spinning around three times, while holding the kodachi or sword backhand, to slash at the opponent. This requires [Flowing movement] to be active in order to perform.
• Actual-Battle Sword-Dance - Rank: A This requires [Flowing movement] to be active in order to perform. A Combo attack using [Flowing Movement] to flow around the enemy, confusing them with a constant change in speed. They will then strike from various points, slashing them with their kodachi or sword. The user ends the combo by coming on their opponents flank and slashing across their opponents neck. [Stage Three] This is the most advanced stage of the style. The user will learn to perfect their [Flowing Movement] techniques to a more fluid like dance. They learn other offensive attacks, and these attacks tend to be very deceptive. The users can only use two Kodachi's for the stage and nothing else, as the light weight can allow the user to be more flexible and efficient. [Abilities] • +1/2 to Perception
[Rules] • Can now use and only use two Kodachi's for techniques in this stage.
[Techniques] • Shadow-Light Cross - Rank: B The user blocks an enemies striking weapon with one kodachi, redirecting it pass them, then sends a stab forward with the second one. Cooldown of [1] post.
• Dusk to Dawn Strike - Rank: A The user throws both kodachi at the opponent, having the second one tail the other Kodachi closely. The second kodachi is hidden directly behind the first, so the opponent would only see one kodachi heading for them in their line of sight. [If the opponent has equal or higher perception than the users speed, then the opponent can easily see this trick].
• Flowing-Water Movement - Rank: A Requires [10] chakra to activate. This is a moving technique that has been developed. The user charges chakra in their feet and moves around silently, more rapidly alternating between fast and slow movements and confusing the opponent due to the fluid motion & continuously changing speed. It can be countered by watching for the moment the user attempts to strike [Must have +1/2 Perception or more to users Speed]. This last for [5] post and grants the user a +1 Speed buff. It has a cooldown of [3] post.
• Spinning-Heavenly Sword-Dance Six-Series - Rank: A The attack involves the user gripping his kodachi backhand, then slashing the opponent six times in rapid succession, an upgrade from [Spiral Sword Dance] made possible by the use of two kodachi. The move relies on [Flowing-Water Movement] confusing the opponent on the direction from which each subsequent strike is going to come from. Opponents with [Perception equal to the users speed can easily track where the strikes are coming from]. Property of Gunblaze Shadow Spec. Based off of Aoshi Shinomori's style.
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