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List of Fighting Styles

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iMistah-kun
Captain

PostPosted: Fri Aug 20, 2010 2:06 pm


Here is where you can find a directory of fighting styles.  
PostPosted: Fri Aug 20, 2010 2:08 pm


Akuma Fist
Ω Fighting Style Ω



[ Information ]
† This fighting style is one that specializes in combos and using strength to overcome opponents. The fighting style originated by an warrior in the Dark Fire Mountains many years ago. With the use of this style this one man stood against armies. Over the years many have come to learn from the man and he had taken in a few apprentices. It seemed like the fighter was unstoppable but it turned out that the one thing that could stop the man was old age. Even though he had passed his legacy continued. Over the years the style migrated around the Oukoku Seken and many practitioners began to arise.

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Novice Skills

[ Shattering Blow From Hell ]
† This technique is one of the first techniques learned when one begins this fighting style. The fighter unleashes a powerful hay-maker in which they put much of their strength into. This attack can lead to the opponent getting stunned if they are hit with full contact.

[ Demonic Uppercut ]
† The fighter can achieve this attack when they squat down and come up with a powerful uppercut. If the attack makes full contact it can lead to a broken jaw and the lost of -10 Endurance.

[ Hell's Aura: Stage 1 ]
† This skill is the pinnacle of the Akuma Fist Fighting Style. The fighter takes an offensive stance, lowering all defenses (Defense -25) so that they can unleash continous strikes. Whenever the opponent lands an attack that comes from the Akuma Fist Style, they are able to instantly follow up with a regular minor damaging attack. This skill lasts for three posts.

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Adept Skills

[ Devils Horn ]
† This technique is achieved when the users flexes all of his or her muscles and puts all of their power into one of their limbs and attacks. The selected limb will be stronger and able to cut like a sword. If hit in a critical part of the body this skill could induce severe bleeding. The extra stress on the limbs of the user will cause minor damage and a -5 Endurance loss but if the attack is landed it will be more then likely be worth it.

[ Demonic Uppercut Combo ]
† The fighter can achieve this attack when they squat down and come up with a powerful uppercut. If the attack makes full contact it can lead to a broken jaw and the lost of -10 Endurance. After the first attack lands the user can then land a devastating blow to the stomach of the opponent, possibly dazing and stunning the opponent.

[ Hell's Aura: Stage 2 ]
† At Stage two, a indigo aura will visibly appear around the user. The fighter takes an offensive stance, lowering all defenses (Defense -50) so that they can unleash continuous strikes. Whenever the opponent lands an attack that comes from the Akuma Fist Style, they are able to instantly follow up with a regular medium damaging attack. The user is also able to take more damage without being effected as much. D Ranked and lower attacks can only deal minor damage. This skill last for five posts.

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Master Skills

[ Mark of Satan ]
† The hands of the fighter will glow red when this skill is activated. The first time it is activated during a fight the user will lose -15 Endurance. When the user lands an attack a small "6" will appear on the opponents chest and in two turns one of their stat parameters will fall to zero (except Magic or Endurance). The second time it is activated during a fight the user will lose -30 Endurance (this stat can not go into the negatives, meaning you have to actually have enough stat points). If the fighter is able to land another hit then another "6" will appear on the opponent's chest and in another two turns another stat parameter will fall to zero(except Endurance). The third time it is activated during a fight the user will lose -45 Endurance (this stat can not go into the negatives, meaning you have to actually have enough stat points to sacrifice). If the fighter is able to land another hit then another "6" will appear on the opponent's chest and in another two turns another stat parameter will fall to zero.

[ Hell's Aura: Stage 3 ]
† At Stage three, a indigo aura will visibly appear around the user and lightning will appear around the user. The fighter takes an offensive stance, lowering all defenses (Defense >> 0) so that they can unleash continuous strikes. Though when the user is attacked physically the person who attacked will receive medium level lightning damage. Whenever the opponent lands an attack that comes from the Akuma Fist Style, they are able to instantly follow up with two regular medium damaging attacks or 1 heavy damaging attack. The user is also able to take more damage without being effected as much. C Ranked and lower attacks can only deal minor damage.

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Master: Jinsoku Fuzen
Adept Practitioners:
1.
2.
3.
4.
5.
Novice Practitioners:
1.
2.
3.
4.
5.

iMistah-kun
Captain


iMistah-kun
Captain

PostPosted: Fri Aug 20, 2010 2:08 pm


Drunken Fist



[ Information ]
Zui Quan, or Drunken Fist, is a category of techniques, forms and fighting philosophy that appear to imitate a drunkard's movements.[1] The postures are created by momentum and weight of the body, and imitation is generally through staggering and certain type of fluidity in the movements. It is considered to be among the most difficult fighting styles to learn due to the need for powerful joints and fingers. There are two different forms in this style: Sober Imitation, and Intoxicated Movement.

Sober Imitation
Sober Imitation is more imitating the movements of a drunkard rather than being actually intoxicated. All adept users must master this form before learning Intoxicated Movement, and even then, users prefer to use this more than Intoxicated Movement. While using Sober Imitation, users retain a sense of balance, intelligence, and common sense, but lack the speed, power, and flexibility of the Intoxicated Movement.

Intoxicated Movement
Intoxicated Movement is advanced form of Drunken Fist, and can be unpredictable. Drinking actual alcohol, users gain incredible skill in strength, speed, flexibility, and can use momentum to their advantage. However, they lose their common sense and can rarely tell friend from foe. To ahieve this style, users must take 10 drinks of alcohol, and they stay drunk for 10 posts.


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Forms


Form One: The God Lu: The Drunkard with Internal Strength

By mimicking drunken Lu, the artist's body sways and bends unpredictably. He stumbles and twitches, moving swiftly and slowly at random intervals. This deception makes striking the artist much more difficult. The artist is taught to know that by making it seem they are losing, they will win.

Form Two: The God Li: The Drunken Cripple with a powerful right leg

This stage instructs the artist on using their left leg as nothing more then a way to move through the style. The right leg become extremely powerful as do the fists. In most leg strikes with his style the right leg is used to steady the artist of hold him up as he strikes with the left leg. The right leg is used for all spins and flips so the left may be used for strikes. The balance of the artist must be practiced at this point, for even though they seem to sway, everything is under control.

Form Three: The God Fat Han: The Drunkard holding a pot in his arms.

The artist mimics a fat god carrying a large keg of ale. The both arms are left extended as he artist moves about with his back haunched over as if the imaginary weight held him down.The fists move in unison for powerful strikes and quick blocks. His movement is without rhythm, or fluid motion, yet he remains incredibly sturdy. He appears happy and blissfully ignorant while carrying the imaginary barrel. Strength becomes +5 for each rank higher than your opponent.

Form Four: The God Lan: The Drunkard with the sudden deadly waist attack

The artist's hands mimic holding glasses of hard liquor. Wincing and performing like an aristocratic snob, he makes toasts to himself and his opponents loss. As he drinks from the imaginary cups he strikes his opponent with blinding speed while giving no indication of his intended strike. The swiftness of the strikes may not even be seen by opponents as too many are delivered in quick succession. Agility increases by 5 for each rank higher than opponent.

Form Five: The God Chung: The Drunkard with the swift double kicks

When this stance is used magic begins to dance over the muscles of the artist. The main magic element is used for this. The blinding speed of the fists moves onto both legs, even though only the right will cause the real damage, now even the left will do some damage. The artist has the ability at this point to instantly recreate his last couple movements (within the last 3 of his posts). Larger flips are used in this stage and falling does little to hurt the artist as the body readies and compensates for the blow from striking the ground. Users can enforce magic into their attacks, though only of their main element.

Form Six: The God Tso: The Drunkard with the powerful throat lock

This stage causes the artist to act like a belligerent drunk. His eyes wince and his muscles tense noticeably. The fists become very powerful, breaking tempered steel with some ease as the blocks become lighting fast and steadfast enough to stop the brunt of even some skilled magic spells. Roll a d10, (1-10 if equal level, 2-10 if one rank lower, 3-10 if two ranks...etc.) if a 10 is rolled, you can negate a level one spell.

Form Seven: The God Han: The Drunkard flute player with the powerful wrists

The hands move as if a large wooden flute was held within their grasp. They move some force about as the artist plays a silent tune, and with some mysterious power; turn enemy strikes back at them, even enemy missiles may be deflected. Roll a d10, (1-10 if equal level, 2-10 if one rank lower, 3-10 if two ranks...etc.) if a 10 is rolled, you can stop any attack the opponent uses and auto counter.

Form Eight: The God Miss Ho: The Drunken Woman flaunting her body

The artist performs a bizarre dance of sorts, stumbling about like a drunken barmaid. The artist teases and flirts with his enemy, leaving what seems to be an opening in his defense before snatching away what appeared to be victory with a powerful attack. This stage can confuse an opponent and cause the enemy to begin to question themselves as to why they are fighting. Roll a d10, (1-10 if equal level, 2-10 if one rank lower, 3-10 if two ranks...etc.) if a 10 is rolled, the opponent stops for one post wondering what they were doing.


(Novice users may start off with 1 form. They achieve adept status when they learn 5 forms. They then achieve master status when they achieve all 8 forms. To achieve a form, you must spend 10 posts learning, all at least 250 words, past one large post, at least 1000 words, and defeat an opponent, any opponent, with the said status. User must stay in a form for 3 posts before switching to another. Roll dice abilities can only be used 3 times per battle.)



Master: Teishoku
Adept Practitioners:
1. Meitei Genkaku
2.
3.
4.
5.
Novice Practitioners:
1.
2.
3.
4.
5.
PostPosted: Fri Aug 20, 2010 2:10 pm


Standing Penguin
Ω Official Water Empire Fighting Style Ω



[ Information ]
†Standing Penguin originated in the water empire years back, when it was just a bunch of growing colonies. There would be all kind of fights in markets or town squares to show of fighting prowess and to gain money. Most fighters used different fighting styles hailing from all over the world, but since the fights were often ring out matches, a lot of styles didn't work. Then, a prominent and powerful style rose up, and most fighters then used it. Standing Penguin, with little movement, the fighter stands tall, rigid, strong, and proud. Some of these skills can be used with dual warhammers, which will be outlined in blue.

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Novice Skills

[ Penguin Stance ]
† This is the very first technique all users of the style must learn before they can progress to the other attacks. The user stands feet shoulder length apart, knees slightly bended. When in this stance, the user only uses half of their agility, but gains 7 strength and Defence, as well as using one endurance every 2 turns.

[ Wing Chop ]
† The user does a powerful karate chop with their hand onto the head or shoulder of the foe, inflicted the stunned condition. Plus 6 strength for hit. 3 defence the following turn.

[Power Peck]
†The user gains a cone of water energy around their mouth and nose, and can still breath. This cone can grind through stone with time, and can easily pierce human flesh. The user impales the foe with this, and after they attempt to attack, can fire the cone at the foe with magic.

[Hammer dance]
† The user takes a hammer and smashes into the foe, this can cause concussion status. After that, they gain two light hammer hits, and then execute a fourth hammer hit, which is not an auto hit, which has plus 8 strength and 4 dexterity, and can cause concussion.

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Adept Skills

[ Wing Slice ]
†Basically a double wing chop, the user does a diagonal wing chop and then a horizontal one. The first had plus 7 strength and can stun, the second has plus 10 strength and can cut stone.

[ Wing Block ]
†The user empowers themselves with water energy, and holds both arms in front of them, together, elbows bended, in a shield. This shield extends with energy about 4 inches on each side, and can block attacks and spells lower than your rank. Then, If wanted, the user is still blocking, then ends the shield and infuses their head with the same power, and smashes it into the foe. Can destroy attacks and spells lower than your rank. Plus 6 strength.

[ Hammer deflect ]
† Similar to wing block, the user infuses twin hammers with water energy, then spins them around in large circles around the body vertically. This can deflect or reflect any spell or attack of your rank or lower.

[ STOP! HAMMER TIME! ]
† This user takes a turn, charging their hammer with energy, then, on the next turn, they perform a devilishly powerful blow with plus 25 dexterity.


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Master Skills

[ Crashing Penguin ]
† The user jumps up into the air, and quickly plummets to the ground on top of the foe, with plus 15 strength. Can cause paralysis. If wanted, the user can then hop off the foe, and come back down with a wing chop, with plus 6 strength.

[Feather slash]
† The user extends their fingers on both hands, fingers together. They then extend their arms, like wings. Feathers of ice form around the arms. When the user makes a slashing motion with the 'wings,' the feathers, about the size of normal feathers, fly at the foe, able to cut stone. There are 15 feathers per arm.

[Finisher: Hammer Crush]
† This is by far one of the most powerful moves in the style, used with twin hammers. Using superhuman strength, the user jumps up about 20 feet in the air, and when they come back down, they smash both hammers into the target, with a outstanding blow with 15 strength and dexterity. This attack is so powerful, it can break a metal oil tanker ship in half. - 40 endurance afterwards.

[ Special Skill: PENGUIN BULLET! ]
† The user most have a penguin pet. They then harmonize their energies, and pick the penguin up, and throw them javelin style. The pet moves a little slower than a bullet, and can rip steel without harming the penguin. Minus 15 endurance to fighter and pet.

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Master: Old guy in the Water Empire (soon to change)
Adept Practitioners:
1.
2.
3.
4.
5.
Novice Practitioners:
1.
2.
3.
4.
5.

iMistah-kun
Captain


iMistah-kun
Captain

PostPosted: Fri Aug 20, 2010 2:11 pm


Eternal Root of The Sword
Ω Sword Fighting Style Ω



[ Information ]
† This fighting style is one of the first to be invented, back when the world was new and all of the races were crawling out of the cracks to make a name for themselves. At this time, the humans were proving to be one of the most resourceful of the species. They had already created the weapons they used to fight with, but came to a problem. There was many was to use these weapons, but no real set in stone basics. This was especially so for the long sword and Katana. So, and old man set out to create these basics, and to this day, those basics have been known as the Eternal Root of The Sword. It used with a katana or longsword, and a metal forearm guard on the off hand. When fighting with this style, the user loses half their agility, as the style focuses on patience and solid strikes rather than quick aggression. Magic is also unable to be used while using the style.

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Novice Skills

[ Two hit Strike ]
† This technique is the most basic strike learned when using this style, besides learning how to hold the sword and attack with it. The user does a powerful thrust towards the foe's chest, and if it lands or is blocked, they quickly retracted the blade, spin around and bring the blade down in a diagonal downward slash. Plus 3 dexterity for the first hit, plus 4 dexterity and strength for the second hit as well as momentum status if the second lands.

[ Cut ]
† This s another one of the most basic moves in the style. Al the user does is concentrate on the blade, imagining themselves as one with the blade. Once they reach a high state of concentration, they may make a powerful sword strike, with 8 plus dexterity. This allows the fighter to have an increased power strike whenever they need it.

[Defensive Stance Ichi]
†This is the first defensive stance learned in the Eternal root of the sword style. The user stands with one foot a step forward more than the other, both hands gripped on the sword, holding the sword in front of them. This allows them to focus on their foe, and make an appropriate counter to almost an melee attack, as well as avoid some longer ranged attacks. or as long as the stance is active, user gains 6 defence.
[Galloping Thrust]
Another basic attack. This one focuses more on surprising the foe with a sudden burst of speed. The user points the sword at a downwards angle. They hold it with both hands so that their hands are by their head, to the side. The user then gains the full of their Agility, along with 2 strength and Dexterity for the hit. Their Agility is now at its original before the style. They quickly shuffle towards the foe, thrusting the blade forward and downwards toward the foe's organs. After the attack, the Agility goes back to half.

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Adept Skills

[ Defensive Stance Ni ]
†The second stance in the style is not more advanced, but it still helps with defending yourself. The user stands feet shoulder length apart, with their sword arm completely extended, the sword straight forward. The other hand is gripping the sword arm at the elbow join. The sword is aimed at the foe, helping them focus. For as long as the stance is active, the user gains 6 defence and momentum status.

[ Power Cutter ]
†The user enters a deep state of concentration, just like cut. But instead, they only gain 4 Dexterity, and every slash they make unleashes a gray energy blast of D Rank.

[ Piercing Thrust ]
† This attack can make a lot of efforts made by the foe to defend useless. The user focuses on the weak points of the foe, and releases a powerful thrust, and the foe has half of their defence stat for the hit.

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Master Skills

[ Shining Carve ]
† This is a powerful attack, and in the right hands, can end a fight in one fell swoop. The user's blade glows blinding light, and they thrust at the foe. If this lands, the user instantly executes a crescent moon slash inside the foe, deal very large amounts of damage. The blade is enriched with magic energy, destroying cells along with the sword, for extra damage. Both fighters minus 15 endurance after the attack.

[ Razor Blade ]
† The user's blade glows gray, and all around the edge of the blade, razor sharp energy collects. This allows the blade to cut through stone and steel like butter, as well as 8 extra dexterity for every attack, at the cost of 4 extra endurance per turn.

[Final Cutter]
† The user's eyes and blade glow a startling scarlet as the user bypasses the half agility rule for the attack. The user plows forward towards the foe, and executes a devilishly powerful vertical slash, capable of cutting an enemy in two without much effort. Plus 10 Dexterity for the hit. Momentum.

[ Superior Strength ]
† The fighter pours every last bit of strength in their soul into their body, at a great cost. The User gains 20 strength, Defence, and Dexterity and gives momentum on every hit, at teh cost of 15 endurance a turn.

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Master: Some Old guy who will gladly teach you. ((You gotta find him though! XD))
Adept Practitioners:
1.
2.
3.
4.
5.
Novice Practitioners:
1.
2.
3.
4.
5.
PostPosted: Fri Aug 20, 2010 2:15 pm


Flow of Energy
Ω An Official Fighting Style of the Light Empire Ω


[ Information ]
† This fighting style specializes in magic and defense. The user has a deep connection with his/her Chi, allowing him/her to manipulate it at their will. This fighting style has been around for thousands of years. Dating back to the beginning of time, the Flow of Energy is something that has always been practiced. However, not always for fighting, that does not mean that it isn't a very powerful method of combat. This fighting style requires a massive amount of meditation.


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Novice Skills

[ Energy Bullets ]
† This technique is the first learned on the path to Absolute Control. Once mastered, the fighter can shoot tiny balls of energy from any of their Chi points. These bullets are very fast, however, they cause minimal damage to anyone of equal or more Defense than the fighter. This skill is used mainly for introduction to the art of energy manipulation and distracting ones opponent.

[ Chi Grace ]
† The fighter takes a defensive stance in which Chi strings quickly flow from the fighters energy points, invisibly wrapping themselves around the opponent. The fighter then pulls upward, locking the opponents feet together and pulling him/her onto the ground in a graceful, almost dance-like move.

[ Shield of Enlightenment ]
† This is a Defensive power, the fighter releases Chi from the points on his/her body wrapping them tightly around them self, creating a shield (Strength of the Shield depends upon the fighters Defense) that last for as long as a user wants but it depletes Endurance rapidly.


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Adept Skills

[ Inner Element ]
† Acquired after much meditation, the fighter can begin to combine his/her element with their energy. This can increase the Strength of the previous attacks and the Defense of the Shield of Enlightenment. The skill adds an extra strain on Endurance.

[ Chi Blasts ]
† Chi is shot in powerful blasts similar to the Energy Bullets but a lot bigger. This ability is used by focusing one's energy into their hands, creating balls of whatever element the fighter focuses on. This ability uses up endurance fast, increases the Magic of the fighter and decreases his/her Strength.

[ Energy Puppet ]
† This ability is very powerful when used correctly. Chi strings are released from the fighters energy points, wrapping themselves tightly around the opponent's wrists or ankles. This ability allows the fighter to delay the opponents actions or manipulate his/her moves, lowering his/her Agility and Defense. This can only be used once every 20 posts and only if the fighters Agility and Strength is more than his/her opponents.


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Master skills

[ Energy waves ]
† From the palms of the users hands emerge great amounts of energy that create a wave towards the opponent. The wave penetrates defenses, sending the opponent to the ground and if their Magic is much less than the users, potentially crushing them.

[ Shield of Enlightenment II ]
† This is an upgrade to the original Shield. The fighter can now release Chi from the points in his/her body to create an actual shield to protect not only them self but whoever is around him/her. Same rules apply, Endurance is depleted rapidly but Defense goes up.

[ Weapons of the Mind ]
† This ability allows the fighter to create weapons from their Chi. Chi flows out of the points in the hand and collect there, becoming solid and forming a weapon that lasts for 3 posts. This ability drains Endurance but increases Dexterity and Strength.


iMistah-kun
Captain

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