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"Dreams within our Grasp". A naruto roleplay set up with different systems and a whole new style. Come and walk down your own ninja road! 

Tags: Naruto, Roleplay, Ninja, Shinobi, Jutsu 

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Kunesume2

Militant Genius

PostPosted: Tue Dec 31, 2013 9:13 am


My goody basket of hidden goodies.  
PostPosted: Tue Dec 31, 2013 9:14 am


MAIN INFORMATION
User Image

Name: Magnus Vain Tou
Nickname/Famous Name: The Naturalist

Age: 10
Birthdate: 01-08

Gender: Male
Sexuality: Straight
Ethnicity: Sorakara

Height: 4’10”
Weight: 98 lbs

Personality: Magnus is a relaxed, calm, and caring man.
Family: Tou/Mayu Clans

Theme Songs: The Angels Among Demons
Nindo: “A sound soul exists within a sound body and a sound mind.”
Background:

NINJA INFORMATION

Village: Soragakure
Rank: Genin

Fame/Infamy: 0
Ryo: 0

Class: Enhanced Fighter
- Path: [Melee Master] Users receive a 1/2 rank increase in Melee Combat
Bloodline: Mayu
- Stage: Two: Comprehension
Clan: Tou
Summoning(s):

Element(s): Raiton
Chakra Points: 20

Passives:
- Speed: 1/2
- Strength: 1/2
- Perception: 1 ½ [Mayu]
- Melee Combat: 1 1/2 [Class, Six Harmonies St.1, Wing Chun St.2]
- Genjutsu Resistance: 1/2
- Access to 'Phase Blade' techniques
- Ability to use all bloodline techniques without hand seals
- [Elemental Fighter] Users are able to perform the seals for B rank techniques and below and seal it into their body. Afterward they are able to release this jutsu with a gesture that logically fits when they wish while fighting.
- Electricity Resistance
While not necessarily a technique that must be taken, most Cloud-nin are taught this at the Academy. As most know electricity in general is a deadly and somewhat scarce element, generally one could only collect the necessary electricity necessary to perform techniques if they were fighting in the middle of a thunderstorm, or near an electrical source. However current training standards in the academy show how a cloud-nin tends to make electricity through the use of chakra, turning most Cloud-nin in to human capacitors, technically. The process is generally quite painful and requires about 5 months of mental and physical conditioning to resist the charges you activate onto your body. As it is written, this technique is optional. A person who doesn't take this skill will generally feel pain when even performing their own electricity based techniques, also one who tends to take this ability tends to notice that minor shocks generally do not hurt them as badly. This Jutsu may not be copied by the Sharingan, simply because it is more of a trained skill than an actual ninjutsu.
- Pi Gua Quan: Stance
A basic stance that takes advantage of the user’s flexibility; the user crouches down with one leg bent, the other extended slightly. The arms are held out wide and outstretched high above their head, but loose and relaxed at the same time. This allows for the user to be able to target any part of the opponent’s body, whether it be their head or their feet.
Personal Attributes:
- 20% Reduction to Clan techniques
- Scavenger 6 Days [400 Ryo]

Strengths:
- Close Combat
- Body is a Weapon in its own
- Raiton Nin/Tai attacks
Weakness:
- Long Range Battle
- Tou Ethereal Form

Fears:
- Losing his self in Astral Form
- Failing his Family

Missions:
- D:
- C:
- B:
- A:
- S:

Special Items:
- Items
- Gained
- In RP [link to all]

Weapons:
- 1 Steel Dagger
- Two Trench Knives

JUTSU INFORMATION

Bloodline Techniques:
- Basic Telepathy
The user is able to communicate with a person with his/her mind. The user can use this to talk, and to 'scream' at opponents to distract them. The user can hear the thoughts of a person that opens their mind to the user. The user can sense the minds of anyone within range of this technique and get a general feel of what their emotions are. If someone knows you are listening in on their thoughts, they can choose to block you out. At that point neither of you can hear each other’s thoughts while the block is up. Mayu at genin level do not have the ability to override this block.
- Self Levitation
The user can levitate naturally by creating a repelling telekinetic force beneath them and any surface. The max height a person can levitate at is 5 feet. Because of how the force works, if a Mayu member was to be traveling at terminal velocity while falling this technique would not save them. It would be the same as smashing into the floor because you are repelling yourself against it.
- Light Telekinetic Push [E]
The user is able perform a light push against an object. This can be used to slightly alter the path of a blade, to stop an incoming kunai, and to make a kunai fly at the opponent faster. The user is able to affect objects within 20 feet of them.
-Light Telekinetic Pull [E]
The user can use this technique to pull light objects such as projectiles, swords, or scrolls toward them. They are able to affect objects within 20 feet of them.
-Telekinetic Enhancement [D]
The user is able to make his/her blows deal more damage by adding force with the mind. This is active for a single hit and makes the hit 1/2 a rank stronger.
-Repel I [D]
They create a repelling source all around the enemy which reduces their speed by 1/2 a rank. This lasts for 1 post.
-Disassemble [D-S]
This technique requires the Mayu to shoot out a blast of chakra equal to any rank of the jutsu they wish to counter. Once the jutsu gets within 15 feet of the user it dismantles and dissipates into raw energy.
-
-Average Telepathy
The user is able to do everything Basic Telepathy can, and more. The user can also project a light 'static' into the target's mind. This kind of white noise makes thinking more difficult by agitating the target, but this is not as effective as shouting. However, it allows the user to think without focusing on shouting. You can form up to as many mental links as there are minds within range. At this level the user is able to break through mind barriers and force their voice to be heard in the minds of others, but they cannot search through the thoughts of the enemy, only what is present at the forefront of their mind.
-Repel II [D]
They create a repelling source all around the enemy which reduces their speed by 1 a rank. This lasts for 2 post.

Clan Techniques:
- Blade Phasing [E]
The user glows a white chakra in their hands, using this chakra to phase the matter of their hand in and out. This technique has a cooldown of [1] post before they can use it again. It cost [2] chakra per activation. This is the main skill for the style.
-
-

Universal Techniques:
- Transformation Technique
- Magic Cloak of Invisibility
- Rope Untying
- Unlocking

- Tree/Wall/Water Walking

- Release

Element 1: Raiton
- Static Strings E-Ranked
- Burst D-Ranked
- Current Transfer D-Ranked
- Lightning Bolt D-Ranked
-
-

Genjutsu:
-
-
-

Lightning Kickboxing:
- Deflection Skill D-Ranked
-
-

Pi Gua Quan:
- Eagle Peck D-Ranked
-
-

Mind, Intention, and Six Harmonies:
-
- Tiger Fist D-Ranked
- Dragon Fang D-Ranked
- Roaring Iron Finger D-Ranked

Wing Chun:
- Snap Kick E-Ranked
- Nail E-Ranked
- Snap Punch E-Ranked
- Reverse Elbow E-Ranked

Six Valleys of Death:
-
-
-

Devil's Suicide:
-
-
-

CUSTOM INFORMATION

Weapon Name: namehere
Length:
Ability:
 

Kunesume2

Militant Genius


Kunesume2

Militant Genius

PostPosted: Tue Dec 31, 2013 9:39 am


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PostPosted: Tue Dec 31, 2013 9:41 am


[Enhanced Fighter]

User Image


Members of the Enhanced Fighter Class are people who excel at both Taijutsu and Ninjutsu. They are able to mix physical attacks with ninjutsu. While they are good at both they are masters of neither.

[base Passive]
• [Elemental Fighter] Users are able to perform the seals for B rank techniques and below and seal it into their body. Afterward they are able to release this jutsu with a gesture that logically fits when they wish while fighting.
• Access to Nin/Tai techniques

[Abilities]
• [Melee Master] Users receive a 1/2 rank increase in Melee Combat

[Limits]
• 4 Taijutsu Styles
• 2 Bukijutsu Style
• 1 Element
• Can learn Ninjutsu
• Can learn Genjutsu
• 40 Slots for techniques
 

Kunesume2

Militant Genius


Kunesume2

Militant Genius

PostPosted: Tue Dec 31, 2013 9:48 am


[Mayu]
User Image


The Mayu clan produce offspring with extremely advanced mind abilities. They excel in telekinetic abilities to such an extent that they are able to even conjure shapes, items, and barriers with their brain. They are masterful at manipulating their chakra and have tuned their abilities to not require any hand seals. Instead all of the Mayu abilities are done with gestures relative to each technique. The Mayu members are able to thrust, pull, twist, turn, create barriers, levitate, and even conjure. Because of their extreme chakra control they are able to pick up on the slightest hints of alterations to their chakra. They are very resistant to genjutsu because of this. Due to the intense brain power the Mayu members have always been unable to speak. Instead they use telepathy to communicate with others who will allow them to. Only at higher levels are they able to force their voice into other people's brain.

[Abilities]
• Ability to use all bloodline techniques without hand seals.
• 1 rank to Genjutsu resistance at final stage
• Perception Passive 1 1/2 ranks at final stage

[Rules]
• All techniques must be used by the appropriate gesture. When you gesture with a hand for a telekinetic move, you cannot do so with the same hand the following post.
• Lightning techniques disrupt your mental abilities, leaving you unable to use them for 2 posts.
• The user can only control the directional movement of a person, not the actions of their body [You can move them like chess pieces, but not force them to stab themselves with a kunai]. The user can control objects not held by the opponent's hands in any way desired. Objects in the hand of the opponent can be pushed, but not directed to maim the opponent. [With an advanced enough manipulation technique, you can deflect a blow from a blade.]

[Stage One: Knowledge]
People of this rank have only a basic understanding of what their minds can do. Manipulation of potential power is minimal at this level.

[Abilities]
• +1/2 Perception
• +1/2 Genjutsu Resistance

[Techniques]
• Basic Telepathy
- Rank: N/A
The user is able to communicate with a person with his/her mind. The user can use this to talk, and to 'scream' at opponents to distract them. The user can hear the thoughts of a person that opens their mind to the user. The user can sense the minds of anyone within range of this technique and get a general feel of what their emotions are. If someone knows you are listening in on their thoughts, they can choose to block you out. At that point neither of you can hear each others thoughts while the block is up. Mayu at genin level do not have the ability to override this block.

• Self Levitation
- Rank: N/A
The user can levitate naturally by creating a repelling telekinetic force beneath them and any surface. The max height a person can levitate at is 5 feet. Because of how the force works, if a Mayu member was to be traveling at terminal velocity while falling this technique would not save them. It would be the same as smashing into the floor because you are repelling yourself against it.

• Light Telekinetic Push
- Rank: E
The user is able perform a light push against an object. This can be used to slightly alter the path of a blade, to stop an incoming kunai, and to make a kunai fly at the opponent faster. The user is able to affect objects within 20 feet of them.

• Light Telekinetic Pull
- Rank: E
The user can use this technique to pull light objects such as projectiles, swords, or scrolls toward them. They are able to affect objects within 20 feet of them.

• Light Telekinetic Shield
- Rank: C
The user is able to immediately throw up a spherical telekinetic shied around his or herself. This shield is able to block attacks C-rank and below. It is transparent but it shimmers with the user's chakra color. Projectiles that hit the shield ricochet back at the launcher.

• Telekinetic Enhancement
- Rank: D
The user is able to make his/her blows deal more damage by adding force with the mind. This is active for a single hit and makes the hit 1/2 a rank stronger.

• Repel I
- Rank: D
They create a repelling source all around the enemy which reduces their speed by 1/2 a rank. This lasts for 1 post.

• Disassemble
- Rank: D-S
This technique requires the Mayu to shoot out a blast of chakra equal to any rank of the jutsu they wish to counter. Once the jutsu gets within 15 feet of the user it dismantles and dissipates into raw energy.

[Stage Two: Comprehension]
The user has tapped into the power of his mind, and can do much more that a lowly genin.

[Abilities]
• +1/2 Perception

[Techniques]
• Average Telepathy
- Rank: N/A
The user is able to do everything Basic Telepathy can, and more. The user can also project a light 'static' into the target's mind. This kind of white noise makes thinking more difficult by agitating the target, but this is not as effective as shouting. However, it allows the user to think without focusing on shouting. You can form up to as many mental links as there are minds within range. At this level the user is able to break through mind barriers and force their voice to be heard in the minds of others, but they cannot search through the thoughts of the enemy, only what is present at the forefront of their mind.

• Average Telekinetic Manipulation
- Rank: C
This technique allows the user to control the movements of an object to an extent. The user can easily deflect the path of projectiles as well as force them to fly back toward the enemy. This also allows the user to pull weapon's out of weapon holsters and pouches but if an enemy is holding onto the targeted object they will be strong enough to resist the pull. This technique is like "Force Push" or "Force Pull", but it allows the user to manipulate an object into any direction.

• Average Telekinetic Shield
- Rank: B
This technique is the same as the light telekinetic shield, but with some differences. This move can stop any number of techniques rank C and lower, as well as 1 B rank move. This technique will also send projectiles back at the opponent at the same speed they were thrown, as well as cause lightning jutsu to bounce back toward the opponent that are D-rank and lower. This technique has the same rules as Light Telekinetic Shield.

• Powerful Mind Enhancement
- Rank: C
At this level the user is able to use their telekinetic abilities to not only increase the strength of their blows but also the length of them. The user can punch the air in front of him, and the target will feel the force of the blow at 5 feet or less away. However, the opponent will not suffer cuts from a weapon that is in the user's hand if the target receives the blow through a medium. This technique shows its most promise under water, where fighting a water user is difficult due to the density of water compared to the air.

• Repel II
- Rank: D
They create a repelling source all around the enemy which reduces their speed by 1 a rank. This lasts for 2 post.

[Stage Three: Application]
The user is fully comfortable and adept at using the mind to manipulate objects, which shows in the increased potency of the attacks of the user. Also, the user in now able to perform other kinds of attacks besides telekinesis and telepathy. These attacks use mental energy in its raw form, and as such they unleash much more damage than telekinesis alone.

[Abilities]
• +1/2 Perception

[Techniques]
• Advanced Telepahty
- Rank: N/A
The user has virtually mastered communication with the mind, and the user can now do much more than talk through telepathy. The user can also send images or "video feeds" to other people, so long as the user is actually experiencing the images sent. The user can also operate as a "conference call" to allow all members of a squad to talk to each other through a telepathic feed the user creates. Other people in the network, however, can only talk. Only the user can send visual and sensual information. The user is also able to hear all the thoughts of anyone within range, even enemies. Nobody except members of this bloodline can stop the user from hearing all their thoughts. When this is activated, it will take time for the user to realize that when conversing with someone, they may not mean everything that comes to mind, and that they are not necessarily lying when they don't say what they think.

• Powerful Push
- Rank: B
The user will create a barrier around then and rapidly extend it outward. It has the ability to push away anything its rank up to 10 feet. It does not send anything flying away, merely acts as if there is a wall between the user and the target.

• Expert Manipulation
- Rank: B
The user is able to manipulate car sized objects now. Their movements are so deft that they would be able to remove all the tools from a ninja' s person.

• Repel III
- Rank: B
They create a repelling source all around the enemy which reduces their speed by 1 1/2 a rank. This lasts for 3 post.

• Suspend
- Rank: A
Using your psychic power, you can lift people into the air and throw them. They must be within fifty feet of you to initiate the throw, which is similar to "force throw".

• Solid Shield
- Rank: A
The user creates a telekinetic barrier around them that is capable of stopping A-rank attacks. All the rules of the other shield techniques apply to this one as well.

• Multiple Psychic Manifestations
- Rank: B
Rank: C [Requires Aiming at the target]
The user is able to focus his mental energy and chakra together to form 8 balls of psychic energy. These balls are launched from the hands of the user with telekinesis and are controlled with their minds. Once the balls come into contact with something they explode with the concussive force of an explosive tag. These balls move at high speeds, similar to a thrown projectile.

[Stage Four: Evaluation]
The user is a master of using the mind in his attacks and in all aspects of his life. The user can best anyone at any test of intellect, and can do almost anything he puts his mind to. The attacks by the user are devastating, however such moves can be very costly.telekinesis alone.

[Abilities]
• +1/2 Rank to Genjutsu Resistance

[Techniques]
• Master Telepathy
- Rank: N/A
The user has mastered the art of communication through brain power. They have all the abilities as before, such as connecting minds together and sharing sensory data. If they focus on their actions they can share sensory data to all of the minds they are connected with as if they are a hive mind. Breaking into brains now is very simple for someone at this level. They can force their thoughts and feelings onto someone as well as sensory data, and even create a static so loud it makes it very hard to focus on anything else. Of course the user has to be focusing on the target for this.

• Master Manipulation
- Rank: A
At this level the user is able to manipulate objects as big as houses. They can even apply telekinetic forces against a person to create pressure against them. As long as they using a proper gesture they would be able to keep a person from lifting their arm for example.

• Repel IV
- Rank: A
They create a repelling source all around the enemy which reduces their speed by 2 ranks. This lasts for 4 posts.

• Psyprotect
- Rank: S
A forcefied created by your psychic energy. This ability can defend against techniques up to S rank, and will only break from techniques higher than that. It also cannot take more than one S rank hit before it breaks. The radius of this force field is up to twenty feet around you, though you can move it by using both hands and gesturing a "push" forward.

• Psywave
- Rank: S
This technique is the most destructive and powerful force a Mayu can use. They must not use any other Mayu abilities for two posts. On the second they charge up a mass amount of chakra and release it all at once. The chakra is shot out in a completely raw form, causing third degree chakra burns and being powerful enough to knock anything its rank away. This technique extends for 50 meters and will push through buildings, trees, etc.
 
PostPosted: Tue Dec 31, 2013 9:50 am


[Tou]
User Image


The Tou clan was a nomad clan, known to travel the world seeking fighting knowledge. They walked the lands, collecting knowledge of various Taijutsu and martial arts styles before eventually creating their own. They have the power to control chakra to make the perfect weapon using their body. They utlize a style called Jigen Tou as their main Taijutsu.

[Abilities]
• 20% Reduction to Clan techniques
• Access to 'Phase Blade' techniques

[Rules]
• Cooldowns DO NOT Include your opponents post
• The Blade is limited to the size of the user's hand
• The style is unable to block blades of any type, however it is possible for the user to destroy or slice up blunt weapons.
• Cannot have a bloodline with this clan.

[Techniques]
• Blade Phasing
- Rank E
The user glows a white chakra in their hands, using this chakra to phase the matter of their hand in and out. This technique has a cooldown of [1] post before they can use it again. It cost [2] chakra per activation. This is the main skill for the style.

• Lacerating Strike
- Rank: C
The user, after learning how to control their chakra, is able to use one of their hands as a blade. Channeling their chakra in their arm and hand (One of their choosing), they can cut through small objects. They leave medium size gashes on opponents, but none that are life threatening (With the exception of vulnerable areas on the body of course. The neck area for example).

• Spear hand
- Rank: B
The user thrust their hand at their opponent or object. The technique is able to penetrate through objects its rank, leaving holes the size of their hand or completely destroying the object if it is not big enough. This technique can be deadly if it hits the right areas of the body. This technique has a cooldown of [2] post.

• Suspension
- Rank: B
The user phases out all of the matter in their entire body, making them into a ghostly, astral figure. All physical attacks are nullified while in this state, but the user can only move to the side three steps. All chakra based attacks will still hurt them (Ninjutsu, Taijutsu that uses Chakra, Genjutsu). They cannot make a counter attack and it takes [2] full post to fully phase all of their matter back together. This has a cooldown of [5] post per use, this does not include the time you are still phased out. If you do the math, you have wait [7] post before you can do it again.

• Decimating Slash
- Rank: B
The user can now attack using both hands as blades. With increased speed from the previous training, this technique becomes more dangerous. The user is completely sever arms, feed, and even heads with this technique (Can be with the use both hands or one hand). Cutting through large rocks and trees has also become easier for the users.

• Attack of a Hundred Blades
- Rank: A
The user charges in stabbing and slashing with both hands, attacking their opponent relentlessly.

• Crescent Wave
- Rank: A
The user charges their hand full of chakra like normal and swings their hand down or sideways to launch a crescent shaped wave of chakra at their opponent. This wave is able to cut through anything and it's range is fifty feet. The wave is twice the size of the user and has destructive capabilities, able to destroy buildings of medium size. The wave is described as a bright light of chakra, that is visible. This technique has a [1] Post cooldown.

• Blades of destruction
- Rank: A
The user uses their speed to catch their opponent off guard by moving in front of them. The then slash upward, like an uppercut, trying to cut them in half or at least injure them.

• Twin Crescent Wave
- Rank: S
The user launches two waves at once at the opponent in the form of an "X". The waves are the same size as the normal crescent wave with the same distance of fifty feet. The waves are described as a bright light of chakra, that is visible. This technique has a [2] Post cooldown.

• Decimating Crescent Slash
- Rank: S
The user sends a huge crescent wave at their opponent that is five times bigger than a normal crescent wave. The wave can travel up to seventy-five feet, causing destruction and destroying anything in it's path. Has a cooldown of [3] Post.

• Advance of a Thousand Blades
- Rank: S
A combo that the user intiates by charging at their opponent, with a relentless attack. The attack changes mid way, the user puts there body in astral form and walks through their opponent, and quickly recovers their matter and ends up behind them. The draw back is the user will cough up blood and lose [25] Chakra points after the completion of the technique, due to the force recovery of their matter. The attack is hard to see without good perception. This combo has a cooldown of [1] post.

• Astral Form
- Rank S
The user is able to phase out their body for long periods of time. The difference from suspension is, they are able to move around while in this form. However the draw back is that it takes longer to recover matter back to the users body.
[1] post while phased out = 2 post to recover. Meaning that it takes double the time recover. [2] post = 4 post to recover and [3] post = [6] post and so on.
After [5] post of being phased out, the user will experience some pain and upon recovery of matter, the user will cough of blood and lose [15] Chakra points. This consumes [B rank] chakra per post.
 

Kunesume2

Militant Genius


Kunesume2

Militant Genius

PostPosted: Tue Dec 31, 2013 10:01 am


-Jutsu List-
Genin: 20 Cp


• E=1
• D=2
• C=5
• B=7
• A=10
• S=20

Universal Techniques


• Transformation Technique [E]
Using this skill, a ninja can transform their outer appearance to that of another form, whether it be a person or object. However, due to the physical restrictions on the body, the user cannot transform into anything extremely small or larger than what they already are. (Example, you could not transform into a shuriken or a small animal, nor could you transform into an enlarged or distended form of anything... so therefore no such thing as a small human-sized adult elephant, or a human-sized ant). The user must always be within the same proportions as the original form of the object. Also, the user does not gain any extra physical ability through Henge (i.e. transforming into a cheetah will not give you a cheetah's speed). Henge is dispelled when the user is touched in an offensive matter. Thus after the user hits the target in their transformed state they revert.

• Magic Cloak Of Invisibility Technique [E]
A very basic skill utilizing a sheet to help the user in blending with the background. This is actually only used by Academy students.

• Rope Untying Technique [E]
A basic skill that allows the user to channel chakra into a rope or chain in order to push the knot the right way, so it loosens.

• Unlocking Technique [E]
A relatively easy jutsu to perform, this is used mostly on stealth and espionage missions to gain access to locked areas. By concentrating chakra on a basic lock such as a door lock or on a safe, the user can force the mechanism to unlock even without the key or knowing the code. Nothing about the lock will have changed other than it will open once before it locks up again. This skill leaves no signs of tampering.

• Tree/Wall/Water Walking [D]
By focusing chakra into the soles of their feet, a shinobi can attach themselves to a hard surface, such as trees or solid walls and walk or run up them with ease. A careful balance must be struck between applying too much chakra, which would crush the surface on contact and thus make you lose your footing, and applying too little chakra causing you to fall off the surface. Water walking takes a bit more practice and constant chakra fluxing, but is the same general idea. (This technique costs 2 chakra points to initiate, but has no retention cost)

• Release

Raiton Techniques


• Static Strings E-Ranked
This skill allows the user to create strings of electricity that can either act physically as strings, or as a medium that can send small shocks to an opponent. One of this technique's most useful features is its ability to allow the user to detect outsiders. When the strings are placed around an area, they are often fairly difficult to see, and unnoticed by the quick eye. But when the string is used to detect outsiders, they can adapt a quality that is string-like and electrical at the same time. This quality makes the static strings into a string of electricity, but with such a weak current that it is rarely noticed by Shinobi who accidentally walk through the strings. However, when this happens, the user at once will feel a small shock in their fingers, or wherever else they are keeping the strings intact. But unless the opponent felt the weak current as they walked through the strings, the opponent will usually never know the strings were there. But beyond its ability to detect outsiders, this skill can be used as a normal string when it is needed but none is around, or it can be used to create small shocks to other people. However, the shocks are only a little bit stronger than static electricity, and usually do no damage at all.








•  
PostPosted: Sun Feb 02, 2014 7:07 pm


[Lightning Kickboxing]

User Image


This method works best for those who are taijutsu specialists. This is a style where it is based on leg techniques primarily, although the usage of hands is also used as well, making the two go hand in hand. The upper body focuses on defensive maneuvers. Used as transitions to offensive techniques. While the opponent is subdued by destructive kicks and swift punches. The attacks are swift and powerful, which is how it earned its name "Lightning" Kickboxing. The punches are not what is powerful though, but the kicks are devastating.

[Training Methods]
• The user trains their legs to deliver shark and devastating blows. They try to enhance their speed as well with kicks. The user's would tie weights to their legs and practice for days before removing them.

[Stage One: Basics]

The first stage is learning basic balance and kicking strikes as well as deflecting with one's arm or hand. This will be key so later stages can be usable without harming one's self. Throughout this style of taijutsu balance is needed. This is a stepping stone where the kicks are faster. Small rapid successions are expected from one in this stage.

[Abilities]
• Speed Cap is increased, no passive earned just yet.

[Techniques]
• Deflection Skill
- Rank: D
The user must be attacked for this to work. Whenever the foe comes at the user with a sword, knife, fist the user uses the back of his hand and knocks it off course, leaving the target briefly open to an attack.

• Drop Axe Kick
- Rank: D
The user takes advantage of their flexibility and their balance, they drop onto their hands and twist their body to first sweep out the legs from beneath the opponent, and the second leg comes down by twisting the body once more and drops an axe kick on their body.

• Deflect Kick
- Rank: C
When the user is attacked by being punched, or stabbed at with a kunai or sword, the user knocks it aside with the side of their hand and aims a kick at the side that was used to attack, making it very difficult to defend against.

• Double Kick
- Rank: C
If an opponent is running at the target, the user leaps slightly in the air, kicking into them twice. The first kick hits the enemy in the stomach which would make them double over, which the second kick connects with their chin, stunning them and sending them flipping backwards. The user would land on one foot, balanced and capable of countering if needed.

[Stage Two: Balance]

In this stage the user has a great balanced, but not quite mastered yet. A method of learning great balanced is usually to stand on the point of a tall tall beam, on one foot, and not moving for long periods of time. The strength of a strike is enough to fracture bones, flexibility and speed are higher from here on out.

[Abilities]
• The user is very hard to knock off their feet.

[Techniques]
• Bullet Kick
- Rank: C
The user uses their arm to knock an oncoming punch or stabbed at them and leaps onto one foot and launches a volley of powerful kicks into the opponent, up to ten kicks. The speed of the kicks are quite remarkable, though not astonishing.

• Volleying Kick
- Rank: C
When the user is around an object such as a rock or log, they kick it from the base straight up into the air and jumps spinning around and kicks it, launching the object at high speed. This can be useful for a surprise and a follow up combo.

• Jaw Smash
- Rank: B
When the opponent rushes in with an arm extend or so the user weaves their hand under their arm and drops to one hand and foot, the other hand pulling the opponent down slightly and drives their other foot straight up into their jaw, delivering a devastating blow. With enough force this could break the opponent's jaw.

• Wheels of Hell
- Rank: A
If the opponent is close enough or when they go to strike, the user gets behind them and grabs their arms, and wraps their legs around the ankles of their opponent locking their legs so they cannot move. Then the user forces, with the opponent, them into a cartwheel, which upon where their heads were to touch the ground the user smashes it into the ground, but using the momentum presses off the ground using the opponent's head as a stand and in mid air does another cartwheel and landing smashing the opponent's head once more into the ground, and again using the momentum to launch into the air higher and the user lets go by twisting themselves around and pushes off the opponent, then slams their foot into their back and drives them into the ground. This technique is brutal and one who is caught in this will most likely suffer greatly and possibly with their life.

[Stage Three: Speed]

This stage is when one has truly mastered balancing, and here is where they master the speed and flexibility of their kicks and punches. This stage is the mark where most taijutsu specialists look like nothing in comparison, with the exception of a few. The impact from a hit in this stage is enough to break bones. This is where the kicks become as "fast" as lightning.

[Abilities]
• Speed Passive [1/2 Rank increase]

[Techniques]
• Bullet Barrage
- Rank: A
When the user is attacked by the opponent with their hands, the user parries their hand off from the inside and launch a fast yet strong jab into their stomach in an upper cut like motion, then quickly follows up with a palm thrust up their chin smashing it and knocking the opponent in the air, but its not over. The user then appears above them aiming a light tap of a kick on their head enough to flip them to where their back is facing them in midair then launches a powerful kick into their back.

• Chaotic Strike
- Rank: S
The user gets into a stance similar to rock lee's. When the user and opponent is close enough, the user sends a kick into their stomach at blinding speed. If the kick connects, the opponent is stunned for a split second, but is launched into a devastating series of kicks and punches throughout the body. The power of them is only strong enough to cause bruising, but if consecutive hits land it can become very lethal. The flexibility in this move is very astonishing, as combo hits range from 10 to 200 strikes. The hits are spread out in 50 counter increments per post. If the opponent cannot break the combo they are screwed for 4 posts.

• Lightning Stance Kick
- Rank: S
The user stands in a stance waiting for the opponent to come at them. Once the opponent attacks with their fist the user counters with their hand deflecting it to the side and at incredible speed kicks them in the stomach three times with such a force it sounds like lightning hitting the ground upon the final blow.

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Kunesume2

Militant Genius


Kunesume2

Militant Genius

PostPosted: Sun Feb 02, 2014 7:09 pm


[Pi Gua Quan]

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The Pi Gua Quan is well known for needing the utmost flexibility and movement.The attacks emphasize not only mid to long range strikes by also constant motion in order to mesmerize and confuse opponents. Coming from ancient Sunagakure, Pi Gua Quan is named for the movements of hands during an offense. Pi refers to the hand movement upward, where Gua refers to the hand motion downward. Thusly, Pi Gua refers to the circle motion of the hands. Although it lacks raw power that is shown through some Taijutsu, this style relies on fast and fluid blows, making it a much more situational method. The body, under hard training, will become flexible and muscle toned. As the user attempts to gather their speed far before their strength. It is because of its striking methods, that Pi Gua Quan has become known as a vastly countering style.

[Training Methods]
• The user works to increase their flexibility and keep up constant motions as they attack and defend. Training alone is difficult because many of the Pi Gua Quan techniques are counters.

[Stage One: Unravel]

Movements are awkward at this stage, lacking the fluid motion that masters of Pi Qua Quan possess. The user is still unsure of their stance and move with a bit of difficulty, making each strike rough and slow. Arm movements are difficult to control as the user hasn't learned to keep their arms properly relaxed, and have a tendency to form their hands into fists, which slow down their movements.

[Abilities]
• Speed Cap is increased by 1/2 a rank, but no passives are earned yet.

[Rules]
• Each attack is done with either an open palm or swift strike. There are few straight punches and brutal attacks. This style is fluid and graceful.

[Techniques]
• Stance
- Rank: E [Passive]
A basic stance that takes advantage of the user’s flexibility; the user crouches down with one leg bent, the other extended slightly. The arms are held out wide and outstretched high above their head, but loose and relaxed at the same time. This allows for the user to be able to target any part of the opponent’s body, whether it be their head or their feet.

• Eagle Peck
- Rank: D
The user flattens his/her hand, and attempts to swat at their target from above. Because of its angling, the user is capable of striking certain vital joints. This technique requires a minor amount of focus, but is ultimately one of the more fluid attacks of the basic style

• Spinning Palm Strike
- Rank: D
A simple move done will facing away from the opponent. When the opponent is close. The user begins the move by starting to spin on one foot while at the same time swinging their arms downward in front of them, using the momentum from the spin to bring their arms up such that their hands strike the opponent typically below the chin making for a strong blow that is difficult to defend against.

[Stage Two: Unwind]

Movements are more fluid, but the user remains at a mindset that the fist will cause more damage than an open palm. However, they have managed to realize that the movements of their legs are very important to the success of their style’s strikes.

[Abilities]
• Flexibility is increased.
• Strikes easily cause bruises.

[Techniques]
• Countering Kick Spin
- Rank: D
Catching the opponents kick, the user holds it high while bending down low to quickly grab the opponent’s other foot, and in one swift movement they wrench the opponents other foot up high while pushing the other down low, the movement typically taking the opponent clear off the ground, causing them to spin in mid air before collapsing on the ground. Though this counter is not particularly damaging, it can provide an opening for additional attacks, making it quite useful in the right hands.

• Rising Backhand
- Rank: D
While facing the opponent, the user will spin forward on their heel and foot, and attempt to strike their target with an uppercut-style backhand.

• Snake Jab
- Rank: D
While turned from the opponent, the user will spin backwards on their heel and foot, and attempt to strike their target with a sideswipe style chop.

[Stage Three: Loose]

The user’s body has become somewhat relaxed at all points of movement…additionally, it has become obvious that their strength has increase passed that of most basic shinobi. It should also be noted that their flexibility training has also increased their reflexes.

[Abilities]
• Perception Passive [1/2 Rank Increase]

[Techniques]
• Rising Fang
- Rank: C
While facing the opponent, the user will motion to their opponent in mix-matched steps in order to bewilder. When the opportune arises, they will then rise up one of their arms, striking with palm. Because of this techniques methods, it is likely a successful hit will stun the target for a short while

• Countering Leg Sweep
- Rank: C
The user slides extended leg forward while crossing their arms over their head to defend against a kick. With the opponent’s leg pressed against their arms, the user then swiftly pushes his or her self upward, forcing the opponent’s leg high upwards, and sweeps their other foot through the opponent’s other leg, causing them to fall onto their back or neck. This is typically followed with a sharp kick to a vital area and can be devastating against ill-prepared opponents.

[Stage Four: Relax]

The user has removed all doubt from their head about their stance and strikes: no longer performing simple mistakes that were common in the first stage. Their muscle tone has become sharp and smooth, and yet they have not lost any of their previous flexibility or speed.

[Abilities]
• Speed Passive [1/2 Rank Increase]
• Hits can cause sprains and dislocated bones at this point.

[Techniques]
• Capturing Twist
- Rank: C
The user will attempt to counter an attack by catching their assailants arm and twist around in various fluid moments to crack and dislocate bones.

• Weak Spot Exploit
- Rank: B
Another quite simple but powerful move. Quickly catching an opponents kick, the user immediately lashes out with a kick of their own to the opponents groin, and stepping forward as they do that, they finish it off with a kick to the opponents other foot, typically leaving them face down on the ground struggling to stand.

• Constricted Prey
- Rank: B
A violent and destructive counter attack. The user will begin by catching an opponent’s arm at its farthest point, to keep it straight out, and then quickly rise up their own corresponding leg in order to kick the captured limb. It is more than likely that this attack will prevent usage of the caught limb until medically tended because it usually breaks it.

[Stage Five: Fluid]

The user has become adept in their methods. Their body runs like water, yet their muscles are solid. Their ability to perceive the world no matter their bodily formation has become perfected, no longer capable of becoming dizzy from their own movements.

[Abilities]
• Extreme Flexibility increase. It is hard to dislocate bones, sprain ankles, or even knock the shinobi off their feet.

• Hits can cause fracture bones.

[Techniques]
• Continuous Striking Palms
- Rank: A
The user will adjust themselves to a proper position of their liking, and follow up by performing several spins with their arms extended in a position of their choosing. This technique is capable of striking multiple times in a short time, causing severe trauma. It should be noted that the attack leaves the user open, so making a successful attack is almost mandatory.

[Stage Six: Frictionless]

The user has reached their peak level of fluidity and flexibility. Their attacks come in one after another and defense is easily mixed in.

[Abilities]
• Hits will break bones.

[Techniques]
• Snake Bind
- Rank: S
The user will attempt to wrangle themselves around their opponent in anyway possible. Abusing their flexibility, they will perform various constricting holds on the opponent's vital limbs. Even a few moments of being within the grip of an expert of Pi Qua Quan can be lethal.

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PostPosted: Sun Feb 02, 2014 7:12 pm


[Mind, Intention, and Six Harmonies]

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Xinyi Liuhe Quan [Mind, Intention, and Six Harmonies] is a style that focuses on the usage of the practitioner's chakra in a very specific way: Rather than attempting to use chakra in its raw state, the style moves it around the body after it has become dense- be the density natural, or via techniques in the style itself. By channeling these dense chakras into certain parts of the body, the practitioner can deliver concentrated blows that deal an extreme amount of damage both externally and internally.

[Training Methods]
• The user trains by focusing chakra to certain points of their body and releasing it upon impact. Members of this Taijutsu are very strong.

[Abilities]
• Melee Master Combat [1/2 Rank increase]
• Strength Cap increased
• Strength Passive 1/2 a rank at the rank of chuunin

[Techniques]
• Lion Paw
- Rank: E
An extremely basic striking technique. The user holds one hand in front of them with their palm opened and sideways. From here, they will simply execute a diagonal palm attack. Repeated contact with this blunt strike can cause trauma quicker than typical punches, however.

• Tiger Fists
- Rank: D
A simple volley of fast fists aimed at no particular sect of the enemy.

• Dragon Fang
- Rank: D
From a crouched position, taking aim and precision, the user leaps up and sends an uppercut to the jaw of the target, lifting them high into the air.

• Crouching Tiger
- Rank: D
A simple parry and trip/punch counter attack, in which the user can stop a sequence of taijutsu or bukijutsu related attacks. Can only be used to parry one 1 attack in a sequence. In other words, either the beginning or the ending to a combo, or just a single attack.

• Roaring Iron Finger
- Rank: D
The user assumes a powerful stance, both legs tightened and slightly spread, both arms tucked to the side in fists. When the opportunity comes, the user will then thrust either hand's finger forward in a swift jab. This finger jab is strong enough to pierce the skin and cause serious contained injury- essentially like being stabbed by a short knife.

• Double Pulsating Palms
- Rank: C
A move that uses the palms and a stiff stance to transfer momentum from the practitioner to the opponent in one fierce action. With the legs spread slightly apart, and the arms tucked at the sides - palms out - the user will lean inward and perform a swift body blow with both hands. The impact is not extremely lethal, but is very capable of sending the target a good distance away.

• Tail of the Fierce Tiger
- Rank: C
The user performs a very swift rotational sidestep on one foot, meanwhile lifting the other in order to land a sneaky whiplash blow on their target.

• Cry of a Muffled Voice
- Rank: C
While the finger is still piercing the target, (such as at the end of a combo) the user will burst the chakra in their finger forward, forcing it to cause radial internal damage. If the user managed to strike at a vital location, this additional attack could easily end someone's life.

• Backing
- Rank: C [Passive]
The act of shifting chakra into a focused form, either surrounding or extended from a limb. Unlike most chakra gathering and focusing techniques, Uraate needs the chakra to be collected in a rotational force. By gathering the chakra while it is rotating, the practitioner forces it to extend from a limb in an aura. From here, the aura can be pressed as a powerful needle like piercing force with an additional motion. Backing can be used to make any attack into a chakra based one, thusly dealing more damage. This would require an addition of 3 chakra points.

• Roar on Mount Tai
- Rank: C
A technique which makes use of Backing control to release a bolt of chakra from a stiff-shoulder attack. The chakra bolt is roughly the same size as the shoulder and upper arm portion of the user.

• Mane of the Lion
- Rank: C
The user assumes a stance where both hands are held out front, fingers curled in, yet palms revealed. From here, they will attempt to close the distance with their target in anyway possible, and then release a pair of powerful palm bashes in two different "forward-to-side" directions.

• 17th Variation Piercing Bronze Flower
- Rank: B
A quick back wrist strike that is thrown twice with both hands. If used by a master of Xinyi Liuhe Quan, it can be very deadly- even going as far as to paralyze the target with just a single snap to the neck.

• Heart and Mind, One Harmony: Slithering Serpent
- Rank: B
From a focused position, the user anticipates an oncoming attack of speed and technique they can comprehend. After a successful parry or grab-block, the user will thrust their preferred/free hand into an exposed area of their target. Because it basically generates a weakness in the opponent, this is a very useful technique against other taijutsu users.

• Heart and Mind, Two Harmonies: Wings of the Crow
- Rank: B
Performed while the arms are at lower diagonal positions. The user will flatten both hands, and execute a very swift rising cross chop which is capable of breaking boulders thanks to its points of impact.

• Heart and Mind: Three Harmonies: Trampling Horse Fist
- Rank: B
This technique is used by throwing a single punch from a position that resembles drawing an arrow to a bow. The knuckles of the first two fingers dig into the target's chest, sending waves of Backing style chakra throughout the impact zone. When performed at maximum range (2 meters), the wave of chakra can be enough to send someone off their feet. When performed so that contact is actually made, the chakra can distort the cardiac order of the target.

• Tranquility of Body and Mind
- Rank: A
The user assumes a meditative state. While maintaining this concentrated state, they regenerate 10 chakra every post. During this meditative state they are unable to attack or defend while regenerating chakra.

• Still Gate Collapsing, Cave Finger Strike
- Rank: A
Using sheer strength and physical control, the user is capable of delivering a blow which breaks bones while leaving the external structure of the target intact. Rather than a powerful punch or chop, this technique is a pinpoint single-finger strike which ruptures bone structure in the contacted area. Unfortunately, this technique requires much focus, and most practitioners cannot perform the technique under pressure.

• Heart and Mind, Four Harmonies: Tempered Diamond Body
- Rank: A
The user concentrates a large amount of chakra, via Backing, to a certain section of the body to make it become as hard as diamond (roughly one limb per usage.) This provides a momentary nearly indestructible defense (negates heavy impact damage to the concentrated area up to its rank.)

• Heart and Mind, Five Harmonies: Cast Iron Dragon
- Rank: A
Manipulating Backing to a high degree, the user will gather circular-motion chakra into a single hand, generating a powerful aura which can be thrown off in a punching motion. This results in the powerful spinning chakra to act as a cannonball. It should also be noted that this projectile is able to take on elemental properties of the user. It hits with explosive power.

• Body and Mind, Six Harmonies: Blazing Heat Twin Dragon Palm
- Rank: S
A "perfected" version of the Heart and Mind, Five Harmonies: Cast Iron Dragon technique. Using the same principle as the fifth harmony, the user will generate chakra to both hands. However, rather than immediately casting off the technique, they will further add chakra and concentrate on speeding up the rotation ( 1 post of preparation. ) After additional preparations have been completed, the user will thrust both hands forward, releasing a pair of matching chakra torrents in the shape of serpent-like dragons. It should also be noted that these projectiles are able to take on elemental properties of the user. These attacks hit with such a tremendous force they are capable of shattering boulders and utterly breaking a body.

• Dragon Needle in a Storm of Rage
- Rank: S
A single needle is produced via the Backing technique. This needle of swirling and cloudy chakra is held between the index and middle fingers' knuckles. This needle is then jammed into the target by a simple punch. From here, the needle will sink into the target, locking itself into position. After a short amount of time ( 2nd post ), the needle will send chakra all throughout the target, causing severe muscle cramps and ultimately crippling them. As time goes on ( 4th post ), the needle's chakra feed will increase, causing waves of pain to overcome the target. As the technique comes to an end ( 6th post ), the pain will be so severe that the afflicted will actually be more willing to take their own life rather than deal with the horrid amount of internal suffering.

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Kunesume2

Militant Genius


Kunesume2

Militant Genius

PostPosted: Sun Feb 02, 2014 7:16 pm


[Wing Chun]

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The Wing Chun is vastly different from most taijutsu styles already known. Many styles focus on either hard hits or fast attacks. Punches thrown in other styles come from the shoulder and are usually coupled with large movements and forward thrusts. Kicks are the same, often utilizing the entire body for power. Wing Chun teaches the user not to throw their body, and focus on learning how to create strong attacks without ever leaving stance. Wing Chun will overwhelm an opponent with their precise speed attacks and body strength.

Wing Chun techniques are uncommitted. This means that if the technique fails to connect, the practitioner's position or balance is less affected. If the attack fails, the practitioner is able to "flow" easily into a follow-up attack. All Wing Chun techniques permit this. Any punches or kicks can be strung together to form a "chain" of attacks. According to Wing Chun theory, these attacks, in contrast to one big attack, break down the opponent gradually causing internal damage.

[Training Methods]
• Training alone is nearly impossible, since most of the maneuvers are counters. The user would practice mostly with another person to get down the proper countering techniques. When alone it becomes a matter of learning to strike from the elbow, and in rapid succession.

[Stage One: Seed]

At this stage the user is just learning how to focus on their stance. Wing Chun stances are compared to bamboo; firm but flexible, rooted but yielding. The stance that most users favor is high and narrow stance with the elbows kept close to the body. Within the stance, arms are positioned across the vitals of the centerline. Shifting or turning within a stance is carried out variantly on the heels, balls, or middle of the foot depending on lineage. All attacks and counter-attacks are initiated from this firm, stable base. Wing Chun rarely compromises structure for more powerful attacks because this is believed to create defensive openings which may be exploited. They are just learning how to fight in this stance, and learning to hit without leaving their stance.

The punch is the most basic and fundamental in Wing Chun and is usually thrown with the elbow down and in front of the body. Depending on the lineage, the fist is held anywhere from vertical to horizontal (palm side up). The contact points also vary from the top two knuckles, to the middle two knuckles, to the bottom three knuckles. In some lineages of Wing Chun, the fist is swiveled at the wrist on point of impact so that the bottom three knuckles are thrust forward adding power to the punch while it is at maximum extension.

The punches may be thrown in quick succession in a "straight blast" or "chain punching". When executed correctly, it can be used as a disorienting finisher. When executing the punch, you must relax and not use your shoulders. If your shoulders gets tired from using the punch, you did something wrong. The punch comes from the body and not the arm. Unlike most other punches in martial art, Wing Chun punches with the body. The user is working on 'Directness'. At this stage the user is not good at combining their attacks.

[Abilities]
• Stat Caps for Speed, Strength, and Perception are increased

[Techniques]
• Snap Punch
- Rank: E
The user will shoot one of their fists out from the initial stance. It is a quick snap, fast and precise. Because the user does not 'load' their arm by rolling the shoulder back most opponents will not initially see such an attack coming. The arm is brought back up to the initial position and not the face, making these attacks incredibly easy to chain attack with.

• Nail
- Rank: E
This is a countering attack. The user must wait until the opponent strikes at them. With either their leg or fist they will punch at the joint of whatever it is they are attacking with. If the opponent attacks with a fist they will strike the wrist. If the opponent attacks with a kick they will strike the ankle.

• Snap Kick
- Rank: E
The user will deliver a quick snap kick to the opponent's body, immediately returning their foot to the resting position. The kick is always delivered with the hardest part of the foot; the heel.

• Reverse Elbow
- Rank: E
This is a counter-attacking method. The user will wait for the opponent to attack. They will pivot at the last moment and dodge the blow. The user will remain in their stance once more and launch their elbow back at the opponent before shifting their stance once more and facing their opponent.

[Stage Two: Seeking the Bridge]

The second form, Chum Kiu, focuses on coordinated movement of body mass and entry techniques to "bridge the gap" between practitioner and opponent and move in to disrupt their structure and balance. Close-range attacks using the elbows and knees are also developed here. It also teaches methods of recovering position and centerline when in a compromised position where Siu Nim Tao structure has been lost. For some branches bodyweight in striking is a central theme, whether it be from pivoting (rotational) or stepping (translational). The user works on 'Protection' in this stage. All techniques before are now able to be chained together in combo attacks.

[Abilities]
• Melee Master Passive [1/2 Rank increase]

[Techniques]
• Nail and Hammer
- Rank: D
This technique is a block and counter setup. When an opponent attacks the user will use one hand to block the attack by redirecting it, normally down or away from their own body. They will quickly step forward and deliver a sharp blow to the opponent's now open body/face.

• Roll
- Rank: D
This is a combination of attacks. The user first waits for the opponent to strike out at them. They will roll one shoulder back and shift their stance, making the initial attack miss. Because they have not left stance, they can close the distance with a simple forward step and deliver a sharp blow to the opponent's face/body.

• Forward Flurry Push
- Rank: D
This is the real first combination of attacks that the user will begin to use. After dodging/blocking/redirecting an attack, they will step in close to their enemy and begin a furious assault of attacks. Because Wing Chun users punches are from the elbows it is generally hard for an enemy to react. This is the first time the user will use a 'Flurry' combo. Each attack will flow into the next, meaning there is no pause.

[Stage Three: Darting Fingers]

The third form, Biu Jee, is composed of extreme short-range and extreme long-range techniques, low kicks and sweeps, and "emergency techniques" to counter-attack when structure and centerline have been seriously compromised, such as when the practitioner is seriously injured. As well as pivoting and stepping, developed in Chum Kiu, a third degree of freedom involving more upper body and stretching is developed for more power. Such movements include very close range elbow strikes and finger thrusts to the throat. The user is working on 'Strength and Impact'.

[Abilities]
• Strength Passive [1/2 Rank increase]

[Techniques]
• Rising Elbow
- Rank: C
Once an opponent launches an attack the user will block it with their forearm. They will step forward and close the gap, launching up their elbow to catch the opponent under the chin.

• Throat Shot
- Rank: C
After an opponent strikes out at the user they will shift their stance and sidestep the attack, moving to the inside of the opponents guard. Their hand will shoot out and smash into the opponent's throat.

• Sweeping Leg Drop
- Rank: C
The user will wait until the opponent comes forward to attack. Normally enemies strike on a forward step, which is what the user must watch out for. They will drop low, swiping one leg at the opponent's forward one, knocking them off their feet. The user will then rapidly rise and use that same leg to kick them down into the ground.

• Rising Knee
- Rank: C
The user will first block an attack and step into the guard of an opponent. They will raise their knee and strike at the opponent's diaphragm, causing them to stagger backward.

• Solar Plexus Crush
- Rank: C
The user will begin the combination of attacks by first redirecting an attack and beginning a combination of Flurry Strikes. After a few rounds of striking and stepping they will suddenly finish the combo by thrusting their elbow straight at the opponent's solar plexus. The sudden fourth step and strike to such a sensitive spot has the ability to completely knock the wind out of someone and send them to the floor.

[Stage Four: Advance]

Now that the Wing Chun student has mastered the basic concepts of Wing Chun (Directness, Protection, Strength and Impact) they are able to piece everything together and work at the Advance stage. This entails constantly pushing forward to the enemy. The true goal of Wing Chun is to keep the enemy on the defensive. In this stage the student will learn how to do so.

[Abilities]
• Speed Passive [1/2 Rank increase]

[Techniques]
• Trap Advance
- Rank: C
The Wing Chun student will wait until the opponent strikes at them before initiating an attack. They will intercept a blow by grabbing the joint (wrist/ankle) and will shove that limb against the opponent's body. With their free hand/leg they will continuously pound on them until they wish to disengage.

• Fury Flurry
- Rank: C
The Fury Flurry is perhaps the most famous of all Wing Chun techniques. It is a barrage of strikes that most people refer to as the 'Random Fist' because of how sporadic the strikes seem. This technique combines all aspects of Wing Chun and utilizes them all. It is initiated first by the user deflecting a blow, and then immediately closing in the gap. Afterward, every limb is used to lash out at the opponent. Contrary to popular belief, each strike is aimed at a nerve point on the body. One strike may aim for the solar plexus, the other for the ribs, the other for the side of the femur, etc. The end of the combo is always finished with an elbow straight to the diaphragm.

[Stage Five: Empty Hand]

Now that the user has mastered the basics and Advance, they move onto the Empty Hand. These attacks are all performed with an open palm, which spreads the strength and impact around rather than hitting with a smaller target such as fists or heels. This style is legendary for its build upon 'Protection', turning simple deflects into devastating counter strikes.

[Techniques]
• Arrow Palm
- Rank: B
The user will wait for an opponent to strike out before pivoting and shifting their stance around the attack and to the outside of the opponent's guard. With one hand they will latch onto the joint (wrist/ankle) and use their palm to slam against the major limb joint (elbow/knee). This technique has been known to break bones.

• Rising Palm
- Rank: B
The user will first enter the guard of an opponent by slipping past an attack via deflection. With their initial forward step they will bend slightly on one leg and then rise, launching their palm skyward. Their palm primarily should aim for the nose of the opponent, but may also hit the chin or neck.

• Empty Palm
- Rank: A
This technique is generally only ever used when the student is in danger or is harmed. They will focus all of their attention on deflecting attacks and not advancing. Whenever a strike comes in they will swat at the joint of the limb that is used. Continuous blocks in this manner can easily fracture/break bones.

[Stage Six: Devastate]

The last stage of the Wing Chun focuses completely on devastating the opponent. All of the attacks aim for areas that will have debilitating effects. Every skill set in Wing Chun is utilized and combined to provide explosive results.

[Abilities]
• All comboed techniques are reduced in cost by a rank.

[Techniques]
• Stunning Flurry
- Rank: A
The Stunning Flurry technique is one that has the capability to completely change the tides of a battle. The user will lead first by stepping straight into the opponent's guard and leading with a terrifyingly fast lead hit straight to the sternum. If the blow is landed the opponent is stunned, and the Flurry hits begin. Each hit can be any combination of attacks (empty palm, knee, elbow, etc) as long as each are able to flow easily and continuously into the other.

• Devastator
- Rank: S
The Devastator is a combination of attacks that leave the opponent completely battered. The first attack is performed after slapping away an enemy's attack. The user will pivot and deliver a punishing backhand to the ear of the opponent, disorientating them. The next thing they will do is unleash a lightning quick jab to the throat. The student will then slam their hand just where the opponent's liver is. The fourth strike is for them to either kick or knee the patella. The fifth is to strike the diaphragm and the final attack will send the last devastating blow straight to the solar plexus.

Property of A faint smile. Original idea fools.  
PostPosted: Sun Feb 02, 2014 7:21 pm


[Six Valleys of Death]

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Knuckled Kunai fighting is not often referred to as a weapon style, mostly because it involves many attacks that use the full body of the user. In essence, it is a boxing style mixed in with the wielding of knuckled kunai. Most attacks are combinations of punches and slices due to the different part of the kunai. There is the knuckle brace part which adds blunt damage and the actual blade, which can be used for stabs and thrusts. It is a versatile fighting style than can even be enhanced by chakra natures.

[Training Methods]
• Fighting with knuckled kunai requires the user to be up close and within the guard of an opponent. Training is usually done against someone with a larger weapon so they can learn how to slip within their guard.

[Abilities]
• Melee Master Passive [1/2 Rank increase]
• Ability to mix in chakra with attacks to lengthen blades

[Rules]
• All chakra additions must be added to attacks when in use.

[Techniques]
• Chakra Blade
- Rank: D
The user is able to run chakra through their hands and onto their knuckled kunai in order to lengthen the blade. This technique is used with the other moves within this style. All techniques buffed with this are upped in strength by a rank.

• Quick Jabs
- Rank: D
Quick Jabs are swift shots taken at the opponent with the knuckle bracer part of their weapon. These can be aimed at anywhere on the target's body and face. These hits land with blunt force, capable of easily bruising enemies.

• Hookshot
- Rank: D
A Hookshot is when the user punches with their full force in an arcing manner. The aim is to smash the knuckle bracer part of their weapon into the opponent, but if they miss the initial attack the blade can be used to slice as well.

• Jackhammer
- Rank: C
The user jumps above the enemy and slams their hands downward at the opponent. This is a double whammy technique in how it aims to use the blades as well as blunt damage from the bracer section of their weapon.

• Spinning Backslash
- Rank: C
The user pivots and swings their arm around, aiming to slash the opponent with their blade.

• Jab and Grab
- Rank: B
The user will send out a quick jab with the knuckle bracer portion of their weapon and then quickly close the distance, locking their arms around one of the arm of the enemy. With their hand that is most near the target's back they will stab viciously down with the blade of their knuckled kunai right into the shoulder/shoulder blade area.

• Rising Chin Smash to Body Slash
- Rank: B
The user will push off the ground and smash their knuckled kunai into the chin of the opponent, causing them to stagger back. They will take a step forward and use their free hand to slash at their midsection before kicking them away.

• Body Drop Feint
- Rank: B
The user will swiftly and spontaneously drop under an attack and step forward, slamming one of the knuckle bracers into the torso of the opponent, aiming to break the ribs and then following up with a slash across their midsection. This is usually followed up by a gap creator such as rolling backward and kicking at the opponent's stomach.

• Pull Counter
- Rank: A
The user will bait an attack from the opponent, leaning slightly forward. When an attack is launched they will lean back swiftly, just out of range of the blow. Once the danger of the attack has passed the user will rapidly launch themselves forward and either smash the knuckle bracer part of their weapon or stab/slash with their blade. This technique is generally done to either the face or the neck/throat of the enemy.

• Parry to Face Smash
- Rank: A
A move which requires precise hand placement and quick moves. The user will wait until the enemy strikes out, and they will knock their hand away with their weapon, easily breaking knuckles and causing them to drop any weapon they may hold. With a quick gap closer the user will slam their free hand straight into the face of the enemy, aiming to break the nose.

• Joint Snap
- Rank: A
This is done when the user is able to either parry or step past the guard with another move in this style. They will aim at a special joint on their opponent, such as the shoulder, wrist, ankle, knees, etc. With devastating force they will smash their knuckled kunai into this area, snapping the bone from the joint.

• Haymaking Bone Crusher Combination
- Rank: S
This combination is initiated via a haymaker. The user will put all their force behind a blow so strong it breaks bones on impact. The aim is normally to break the jaw of the opponent. Once the target is staggered the user will step forth and aim to smash another bone with their hits. Each time the opponent blocks they are potentially having their bones broken. On the last hit the user will slash twice, one with each blade as a finisher for the combo.

Property of A faint smile. Original idea.  

Kunesume2

Militant Genius


Kunesume2

Militant Genius

PostPosted: Sun Feb 02, 2014 7:23 pm


[Devil's Suicide]

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It is generally understood that the longer your weapon, the safer you are as a bukijutsu master or just user. Normally, the closer you are to an opponent, the more danger you are in. However, there is a flip side to the argument: the closer you are, the more damage you can inflict. This is the bases for the Devil's Suicide: Get through the suicide zone then tear your enemy apart.

[Training Methods]
Users of the Devil's Suicide practice predicting movements, using a feline agility to position their bodies how they need to, and deft hand movements to quickly change hand positions for grapples or dagger attacks.

[Abilities]
• Perception Passive [1/2 Rank]
• Dagger Master Passive [1/2 Rank]

[Rules]
• Must use daggers

[Techniques]
• Footwork
- Rank: D
The user lithely pivots around an opponent, stepping around and positioning themselves behind the enemy.

• Nudge
- Rank: D
The user takes the bottom of their dagger and smashes it into the body of the opponent. They usually aim for the ribs or stomach to stagger them, but a blow to the face would suffice.

• Devil's Sweep
- Rank: C
The user sweeps their legs under the opponent to knock them into the air. They will swiftly rise and stab the opponent down into the ground.

• Devil's Angle
- Rank: C
The user will feint a thrust and flip their dagger so that the blade is flush against their forearm, the edge facing outward. They will drag their blade either from the hip to the shoulder or vice versa.

• Weaving Strikes
- Rank: C
Weaving Strikes is a series of continuous and fluid attacks that are all slashes. This is best done with two blades. The user flamboyantly flips and twists their blade(s), continuously swiping at the opponent. These can be done to any part of a body and can continue until it is countered or properly blocked. If there are two blades being used it is harder to stop this combo.

• Redoubted Twirl
- Rank: C
The user will twirl in a diagonal angle, stepping forward and using both of their blades to slash with the edge of their blade(s). They end up in the same position that they started off in, merely a step forward. This can be done from a rising or falling motion.

• Devil's Grasp
- Rank: B
The user will reach out and grab the hand of their opponent, twisting it behind their back and using their dagger to stab it and pin it against the opponent's back.

• Double Slash
- Rank: B
The user first drags their dagger(s) across the enemy's chest one direction, and then in a motion so fluid and swift it seems like the attacks happen at once, in the other direction to widen the wound.

• Circular Stab
- Rank: B
This technique is similar to Redoubted Twirl in the way that the user is spinning. This time they are aiming to stab their blade(s) tip(s) into the opponent and rip it out, causing a greater amount of damage. The user ends up in the same position they started in, merely a step forward.

• Devil's Judgment
- Rank: A
The user dives at the opponent and stabs their blades into their shoulders. They then roll over the enemy in one motion and land behind them. They grab the daggers and use them as handles to yank the opponent backward, bringing them down on their knee. They then rip the blades out of the opponent while kicking at the opponent.

• Triangulate
- Rank: A
This is a series of attacks that can easily ruin someone's day. The user first steps forward and thrusts their dagger(s) into the body of the target, quickly disengaging with a pivot around them to the left of them and slash across their back. With another pivot they slash once more before ending back at their starting point and finishing with a final thrust of their blade.

• Devil's Drop
- Rank: A
The user gets behind the opponent and stabs their dagger(s) into the body of the enemy and bends backward, lifting them in a german suplex and slamming them onto their head. Not only does this do the initial stab, but it also tears the dagger(s) out and can easily cause serious head trauma.

• Devil's Slashing Hellstorm
- Rank: S
The user will shove chakra to their legs and in a burst of speed will practically teleport to the opponent. There is a split second that this technique can be successfully blocked. Each attack is a deep and horrid slash, jagged and uncontrolled. There is no order to these attacks, only a fierce hellstorm. Six slashes are done in total.

Property of A faint smile. Original Idea.  
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