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Posted: Tue Aug 24, 2010 6:38 am
Shigure Shouen Style - Perfectly Flawless Style WEAPON STYLE Style Description : The Shigure Souen Style is a notoriously deadly sword style that is only passed down to worthy successors. Each 'form' of the style is only shown once to the student - if the student is worthy to succeed, he only needs to see it once to remember how to use it from then on. It originally only had one form that was passed down through generations of successors with each successor creating and adding their own forms resulting in many branches of Shigure Souen Style. However, as new forms were created the weaker branches deteriorate and others disappear as there is no worthy successor. Hence this style can be called as the perfect, flawless style.
Style Basis : Katana [ Elemental Chakra Control ]
Training Methods : The Shigure Souen Style was originated in Rain but spread across the world as it's master fled rain in akatsuki's grip. When taught this style the student is only shown once and if he is a worthy successor he will only need to see it one time to remember how to use it.
Flexibility: The stance of this is neutral neither in attack or defense use keep both hands on your blade and hold it up to your chest letting it stretch out to the right giving yourself the chance to attack or defend.
Stage One
The pupil is just now beginning his training under the style. He should know how to manipulate different elements around his blade to make more lethal and deadly in battle. This stage requires a good amount of Elemental Chakra Control.
Special Techniques
Kensho [ Comet Thrust ] - A simple technique that thrust the blade with powerful force enough to knock the foe off balance.
Rank - D
Shajiku no Ame [ Torrential Rain ] - A more powerful version of Kensho that applies the Fuuton Element [ Technically Wind around you ] giving you more velocity as you charge toward your opponent swinging with a more powerful thrust.
Rank - D
Stage Two
The pupil now can attain a great level of elemental control both externally and internally.
Regular Technqiues are Genin Level and Special Technqiues are Beginner Chuunin Level
Special Techniques
Reinkazu [ Stun Shock Wave ] - A dependable technique that when up against a strong opponent the user does not swing to kill but to stun by colliding with the opponents blade sending vibrations threw his blade with your own Chakra to stun the foe for a few seconds.
Rank - D
Henjiboshi [ Endless Fate ] - The user holds his sword behind him and gathers Chakra in both his hands and feet then releases it all at once giving him a great up rise in speed and hand quickness as the user vanishes and appears behind you he has already done exactly twelve slashes that could not been seen by the normal eye and each slash is hitting a vital organ or tendon which will result in sudden shock or paralysis.
Rank - C
Attacco Di Squalo [ Shark Attack ] - A very useful technique when hit by his blade causes a moment of Paralysis because it is fused with more of the users chakra. Now his entire body will not be able to move for the maximum time of 60 seconds. [ One Minute : One Of Your Post ]
Rank - B
Stage Three
The pupils control over elemental Chakra is beginning to increase but at a slow pace this is where they master the defensive side of the style.
This stage requires a good amount of Chakra Control. Regular Technqiues are Chuunin Level Special Technqiues Beginner Jounin Level
Special Techniques
Shibuki Ame [ Spraying Rain ] - The user holds the sword backwards on it dull side and spins to create a whirlwind-like shield that is applied with the air around him to negate and even revert there attack back at them.
Rank - C
Sakamaku Ame [ Surging Rain ] - The user swings around him creating a protective dome made from any element he choices best used with the Suiton element to blur the opponents vision the user then ducks putting his sword protectively in front.
Rank - C
Stage Four
This stage shows how the pupil is growing gradually but has not gained a great increase in elemental control but his defense has increased giving him both insight in attacking and defending cordially.
Special Techniques
Shinjikazu [ Essence Of Intent ] - After being trained in both defense and attack the user eyes have become more prone to oncoming attacks and is able to react much quicker giving him insight in battle. He is also able to since someone killer intent and feel the force coming from it.
Gofuu Juuu [ May Wind, October Rain ] - The user synchronizes with opponent's one’s breathing to match up with the opponent's flow and timing to evade attacks.
Stage Five
This stage of the training becomes most serious since they will be learning a trait that the rain shinobi created themselves. You must have a high level Elemental control.
Special Techniques
Yarazu no Ame [ Last Minute Rain ] - This is a technique for when in your in a tight spot. The user drops his blade and as it falls he kicks the bottom of the hilt sending it flying straight at the opponent applying the wind around you [ If you have the Fuuton Element you can apply that to add more speed ] sending flying at a high velocity and speed.
Rank - B
Samidare [ Early Summer Rain ] - The user slashes diagonally but in midway he drops the sword, switching hands, before finishing the attack and once it comes around with his other hand he can apply the speed with the wind around him [ Or if you have Katon you can apply it around your blade creating a burning upwards slash ]. Able to put off the timing in his opponent.
Rank - B
Shinotsuku Ame [ Pelting Rain ] - Th user charges toward the opponent and as he slashes he applies his arm with the wind around him to increase the speed of his slash letting him to be to slash three times at once slashing horizontal down and vertical left and vertical right mainly cutting the torso area of the opponent.
Rank - B
Stage Six
A state of Shigure Souen that is not often reachable to those outside of the Yamamoto Clan. Needing an astounding deal of Elemental control as well as Swordsmanship, the Mastery of this skill allows the previously known techniques to require slightly less elemental Chakra. Now the user is able to use the elements around him instead of using his own elemental Chakra to complete an attack saving more of his own Chakra in battle. The Masters of Shigure Souen have been known to be those of ranks such as Kage, Village Leader, or Sannin equals.
Special Techniques:
Utsushi Ame [ Duplicate Rain ] - The user creates a tidal wave with the water around him or his Suiton element then defends similar to Sakamaku Ame then as his opponents comes in to attack the user leaves the dome and strikes but the water from the tidal wave will create a reflection thinking that is is attacking from the front when he is really attacking from behind.
Rank - B
Scontro Di Rodine [Clash of the Swallow] - The user whips the water up around him or uses his Suiton element to create tidal waves that surround him while he uses the wind around him or the Fuuton element to increase his speed as he charges creating a devastating collision with the foe. Rank - B
Beccata Di Rodine [ Swallows Beak ] - The user whips the water up around him or uses his Suiton element to create a tidal waves that surround the user while he uses the wind around him or the Fuuton element to increase his speed as he charges creating a devastating collision but now the user thrust his blade endless to make the attack more deadly. Rank - A
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Posted: Tue Aug 24, 2010 6:39 am
8 Inner Gates StyleTAIJUTSU STYLE The Way the Gates Work8 inner gates usage, not including non gates techniques. Can only be trained by taijutsu specialists. You can learn to open 5 gates as a genin, then to 7 as a chunin, then as a jonin you can open the 8th gate. Description: Each gate lasts for three posts, and gives bonuses according to this table: 1st gate: Kaimon +20 to Agility and +10 to strength 2nd gate: Kyumon +20 to strength, +10 to Agility, +15 to Endurance 3rd gate: Seimon +10 to Strength, +10 to Agility, +15 to Endurance 4th gate: Shomon +10 to Strength and +10 to Agility 5th gate: Tomon +10 to Strength and +10 to Agility 6th gate: Keimon +10 to strength and +10 to Agility, +50 Chakra 7th gate: Kyomon +20 to Strength and +20 to Agility, +40 to chakra 8th gate: Shimon +80 to Strength, +80 to Agility, +40 to endurance, +60 to chakra Keep in mind that after a gate resolves and another is not opened, then the user WILL be tired and slower than usual until the ninja sleeps for a night or opens another gate. The first gate requires ten posts of training to use. Gates two through six require twenty posts to learn. Gates seven and eight cannot be trained, but opened by instinct. Additional Training requirements: The player must post ten posts of speed training and ten of strength training for every gate, and if this requirement is not met, the player will have to stay in the hospital for three days per gate REAL TIME, as well as death upon opening the 7th gate. Toll Booth (The Price) [Damage is not inflicted to jonin and above for gates six and under.] When you open the eight gates, you push your body far past it's limits. After opening the first gate, ninja that are jonin and under will have half of the normal speed and strength they normally do, unless they open the second gate. This rejuvenates the user and allows them to perform the other series of gates and techniques. Once the other gates are opened, the user runs the risk of damaging their bodies. Even so, this damage will not affect the user while the gates are open, but after their effects wear off the full extent of their injuries will become apparent. For every gate opened from the third gate up, a dice roll must be done once the user is done using the gates or the gate effects wear off. So, after the user has finished opening gates or allows more than 3 posts to pass before opening another one, a dice must be thrown. Now, each gate has certain numbers that do certain things: Gates 1-2: 1-5 is rolled, no damage. 6 is light muscle tearing. Gates 3-4: if 1-4 is rolled, no damage. 5 is light muscle tearing. 6 is moderate muscle tearing. Gate 5-6: 1-3 is rolled, no damage. 4 is light muscle tearing. Five is moderate muscle tearing. 6 is Heavy muscle tearing with ligament and tendon damage, as well as skeletal fractures. Gate 7: 1 is no damage. 2-3, moderate muscle tearing. 4-5, heavy tearing with ligament and tendon damage. Bone fractures and breaks. If a six is rolled, then one of two things happens: A. If chunin or lower, roll again and if anything above a three is rolled, then the user dies like they would from opening the 8th gate. B. If it is three or lower, then you get the 4-5 roll damage. C. If jonin, roll and do the same but you only die if you roll a 6. Gate 8: Death Healing: moderate tearing and lower heals overnight. Heavy damage requires a week REAL TIME in the hospital, or 2 days real time and 20 posts of rehab. Without Gates OpenedName: Leaf Hurricane Rank: D Description: Notoriously used by Rock Lee from Konoha, the user uses their body so that they always have a way to dodge or strike. A limb may on the ground so that the ninja may pivot to serve their needs. These attacks are powerful and hard to dodge once the user gets up close. Name: Severe Leaf Hurricane Rank: C Description: Same as the regular, except it allow you to do midair acrobatics and attacks with a lot of power. Inverse Roundhouse Rank: E Description: Used if the user roundhouse kicks or kicks straight at the opponent’s head and the opponent dodges in the direction of the heel. He/she can bring the heel in a reverse kick on the back of the opponent’s head. This can stun the opponent or at least knock them off balance. Doggie Kick Rank: D Description: The user is on all 4’s. Regardless if the ninja is moving, sliding, or staying still, he/she brings the legs into the chest, and then uses the arms and legs to propel a high powered kick at the opponent. Great setup for the inverse roundhouse. Name: Crossblock Rank: E-D Description: When a kick is aimed at the torso, the user catches the ankle between the knee and elbow, crushing bone and muscle. If you miss, the elbow will not hurt you. The D rank move is the same, except that it must be the last move used in that post, but there is a greater chance of breaking the bone. If you miss, you will bruise your leg and cannot kick or run full speed for 1 post. Needs the amount of training of a D rank technique to get the timing right. Will not work against ninja that can move faster than you. Name: Konoha Sempuu Rank: D Description: A leaping 720 that is followed by a high powered kick. Very powerful, but easy to dodge. Great for a midair fight. Name: Konoha Shoufuu Rank: D Description: A short range straight up jumping kick that is used to kick the jaw or disarm an opponent. Name: Great Kai Punch Rank: C Description: A powerful attack that pierces water, wind, and fire moves rank A and lower. Breaches earth barriers B rank and lower. Chakra is charged to protect the arm and provide the thrust necessary to breach the barrier. 1st Gate TechniquesName: Forward Lotus Rank: C Description: The user may unravel something to bind the opponent, and then launches them into the air. They use dancing leaf shadow to teleport behind the opponent, and wrap them up or grapple to keep them immobile. The ninja then rotates at super high velocities and drives the opponent into the ground, leaping away at the last second. Using any jutsu that come before the first lotus now use 2X the chakra because of injuries sustained from using the lotus. Name: Lotus Kickback Rank: D Description: The user is being attacked by the forward lotus. After the dancing leaf shadow technique, the user teleports on top of the opponent. This and the next move in this post cannot be dodged. Name: Full Body Sling Rank: D Description: The user uses an intense burst of speed to get right next to the opponent. He/she grabs the target’s ankle with both hands, and then jumps straight up into the air. He then uses all his strength to spin forward 3 times, confusing the opponent, and then throws them at maximum velocity to the ground or a wall. Does massive damage, and cannot be stopped after the ankle is grabbed. 2nd GateName: Body Rejuvenation Rank: N/A Description: The user’s body becomes fresh, like they have just started fighting. Speed and strength also receive big boosts. 3rd GateName: Catastrophic Kai Punch Rank: B Description: Will dispel and destroy any barrier S rank or lower without damaging the user with this punch and his body is sent into mach speed to hit the barrier full force. The thrust will also hit the target ninja if it is directly behind the barrier, dealing massive damage. This is a set up for the next gate or a finishing blow to the opponent. Can only be used once per day, as will all of the following jutsu. 4th GateName: Ultimate Release Rank: C Description: The user’s chakra release is so great from releasing this gate that they can release any genjutsu except mangekyo sharing an, as well as cure any curable poison. This technique does not have to be learned, it comes with the opening of the gate. 5th GateReverse Lotus Rank: B Description: the user moves too fast for the unaided eye to see. The user launches the target into the air with a kick, and then bounces the opponent back and forth and propelling himself behind the opponent as to keep doing it. These attacks do a ton a damage, and the user finishes it by hitting the opponent, bringing them back up with something wrapped around the opponent, and then delivers a final blow that launches the opponent into the ground with great force. 6th Gate TechniquesName: Morning Peacock Rank: A Description: The user launches the target into the air, and then jumps to the same level while moving even faster then the reverse lotus. The user’s attacks are coated in its primary element, and the user continues to launch the target into the air, completely stunning the opponent throughout the technique with the power and speed of the blows.. The user then punches the target dozens of times until it becomes a bag of pulp, and then delivers a final blow that launches the opponent into the ground. 7th Gate Name: Energy Blast Domination Rank: S Description: The user’s body is coated in chakra that renders any jutsu below SS useless. The blows of the userare above C4 demolition charge destructive power, and dodging is almost impossible. Nobody but taijutsu users of the same skill and stats or higher with gates open can block these blows with taijutsu. This technique does not have to be learned, it comes with opening the gate. It is the last step before the 8th gate is opened. 8th GateName: Beautiful Lotus Ragnarok Rank: Infinite [anyone who opens the 8th gate can use it] Description: This technique can target multiple enemies. The user can move as fast as teleportation techniques, and has the strength of a god. The use’s chakra flow is so powerful that it eats away at the body at an astonishing rate. His taijutsu breaks any barrier, no matter what. He can only be stopped by being obliterated or possessed. Poison stops affecting the user while this move is active. Master: Students: 1. 2. 3. [Add as needed] Created by Deil Grist
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Posted: Sun Sep 12, 2010 12:56 pm
Drunken Style Official Taijutsu Style of the Leaf Village TAIJUTSU STYLE
The Drunken Boxing Form is the personification of confusion and deception. The key to drunken boxing is making your opponent believe that they are winning; then retaliating with unexpected power. With drunken boxing, the user uses aspects of the drunken gods and improvises a new kata for each new fight. He never stands completely still, having an intoxicated tremor, while the gait between his legs constantly changes. His demeanor shifts from every sort of drunken behavior possible, from angry, to sleep deprived, pissed, and so forth. Drunken boxers often carry a flask of liquor and consume from it while engaged in combat.
This style consists of three basic movements: drinking movements (hand techniques); waist movements (dodging); and falling movements (dodging and attacking). These relatively simple moves though, mask powerful ways to disable unsuspecting opponents. Few can learn this powerful style. Those with a inherit low tolerance to the effects of alcohol becoming drunk after just one ochoko (roughly the size of a shot glass) of sake, are able to get drunk and use Suiken. After they become rather drunk, they will become unmanageable and will start destroying the inanimate objects around them causing a lot of damage. This fighting style is like a jumbled mess of multiple other taijutsu styles, using many attacks and forms. It is both direct and in it's offensive and defensive. The most unique part of this style of fighting is the wobbly, clumsy, staggering movement that a user of this style has which makes the user extremely hard to hit.
Dakai Ichi (Stage 1) First the practitioner must learn to hold ones booze effectively. They work on stability while drinking large amounts and movement in circles. The practitioner is taught basic strikes: as he will have a hard time at this point. Academy Students.
Dakai Ni (Stage 2) The practitioner is instructed again and again to think outside the box. The style is all about fluidity. The idea to hit several times before a large strike is reinforced. Several strikes are introduced and alot of work on flexibility. Genin
Dakai San (Stage 3) The practitioner is taught about rolling with the punches. The stumbling that is a staple of the style begins at this stage. Because of the relaxed state of the muscles when drunk, the practitioner can take several flooring punches and keep fighting. High Genin, Chuunin
Dakai Si (Stage 4) The practitioner uses what he learned about effectively taking blows to learn the various ground strikes, mostly kicks and flipping along the ground. Chuunin.
Dakai Go (Stage 5) The practitioner can bend at unearthly angles, holding their upper body parallel to the ground and perpendicular to their lower half is easy for them. This opens up the variety of strikes one can use. Chuunin and Jounin.
Dakai Roku (Stage 6) The practitioner can flip about through the air like the first drunken masters, the monkeys. They can attack numerous times with their lightning fast strikes. Almost any taijutsu without a cover can be countered and blocked at this point. Jounin.
Dakai Sachi (Stage 7) The chakra turns to a dark brown, almost black but not quite, which as it radiates out from the practitioner turns white (like the bubbles on the head of an imperial stout). These are the masters and without some sort of upper hand in taijutsu, nothing can out maneuver them. Sannin/Kage
Name: You [Inebriation] Type: Taijutsu Rank: E Effects: This technique is the basis behind Drunken Fist in which the user gets drunk. When drunk the brain is unable to hold some of your subconscious limits put on your self increasing your speed, strength and flexibility (+10 strength, agility, and defense). It also makes all Drunken Fist techniques have the immediate lower rank chakra cost (-1 rank). Your mind is unable to focus enough to use Ninjutsu, genjutsu or any other taijutsu style that you might have in your arsenal, meaning you can't use any jutsu other than drunken fist techniques. When the alcohol wears off, any user of this technique will have a wicked hangover. The drunkenness lasts for 8 posts. The hangover lasts:
10 posts for genin 7 posts for chuunin 5 posts for jounin 3 posts for sannin 1 post for kage
Name: Meiteisoushin [Drunken Stupor] Type: Taijutsu (Passive) Rank: D Effects: Drunken stupor prevents the user from feeling pain due to the fact that the pain sensors in there brain are not responding. However, once you have sobered, the pain will become intense, forming into a hangover. Not feeling pain does not prevent them from feeling when they are struck, nor does it allow them to ignore damage that effects the body in other ways. This technique automatically activates after Inebriation and has no cost to activate. It ends when Inebriation does.
Name: Meiteigatsuku [Drunken Awareness] Type: Taijutsu (Passive) Rank: D Effects: Though inebriated the users awareness of his surroundings is unusually superior, making him even harder to hit even when he is drunk. This frustrating his opponents and makes them lose focus, his reflexive ability beyond normal, both in how he moves and how efficiently. This technique automatically activates upon Inebriation being used, and costs no chakra. This ends when Inebriation ends.
Name: Muishiki Panchi [Pass-out Punch] Type: Taijutsu Rank: D Effects: The Pass-out Punch is used when the user passes out drunk and lays on the ground asleep until his opponent drops his guard and comes with in a few feet of the user then in one rapid and fluid motion the user leaps to his feet and punches the opponent right in the face.
Name: Meiteigai [Drunken Spirit] Type: Taijutsu Rank: C Effects: The chakra mixes with the alcohol, forming a sort of barrier around the user, similar to Gaara's sand shield. The skin layer becomes light when moving and immediately becoming hard when struck. This auto-shielding allows the user to move freely, making the drunk fighter not only hard to hit but difficult to beat. However, each turn this is active, the user must give up 3 points of chakra, not including the C-rank chakra cost needed to activate the technique. (+10 defense)
Name: Jousei kasumi (Beer mist) Type: Ninjutsu Rank: C Effects: A thick obscuring haze is released from the body. The mist comes from the pores of the skin and does not allow for individuals to normally see through it. This haze quickly causes those within it to become drunk. Lasts for 6 posts.
Name: Meitei Bouseki [Drunken Spin] Type: Taijutsu Rank: C Effects: The user will sluggishly begin spinning, seemingly becoming dizzy. In reality, however, as soon as an opponent nears the user their speed will ludicrously increase, becoming a torrent of leg and fist strikes that will knock away anything near them.
Name: Shimaru Renge [Sobering Lotus] Type: Taijutsu Rank: C Effects: This technique is used like the primary lotus, but it doesn't require the First Gate open to use it. This technique typically uses Drunken Shoufuu instead of a regular Konoha Shoufuu to launch a foe. This attack functions exactly like Primary Lotus, but more powerful.
Name: Kasumi Tensarute (Heaven's Mist Monkey Paw) Type: Taijutsu Rank: C Effects: The nin creates a pair of hands within the Jousei kasumi (Beer mist) which can be used to fight against any opponents within the haze. This hands cannot create jutsu, but can be used in the users jutsus.
Name: Hitoshirenu Kasumi Dageki (Hidden Mist Strike) Type: Taijutsu Rank: B Effects: The user begins to use the Jousei kasumi (Beer mist) in more interesting ways. They can gather the chakra, causing the poly carbon chains in the beers mist to link together. This begins to solidify the mist in a twisted and hazy form. Because of the chakra in the creation, it can be used to attack. Only one suck attack can be formed at a time at this point.
Name: Futsukayoi Renge [Hangover Lotus] Type: Taijutsu Rank: A Effects: This technique is used like the Reverse lotus. The combined force of the blows from makes you sober for 4 posts if you are using Inbrietion, getting you closer to your hangover. This attack functions exactly like Hidden Lotus, but more powerful, while only using B-Rank chakra.
Name: Biiru Jouki no Jutsu (Scalding Beer Technique) Type: Taijutsu Rank: A Effects: The mist is super heated to cause second degree burns upon the the victim. If the enemy is within the mist, this can only be overcome somehow, as it is almost unavoidable.
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Posted: Sat Sep 25, 2010 8:30 am
トンファー TonfasWEAPON STYLE  The tonfa can be gripped by the short perpendicular handle or by the longer main shaft. In defense, if the handle is grasped then the shaft protects the forearm and hand while the knob protects the thumb. If both ends of the shaft are held, the shaft can be used to ward off blows and the handle can be used as a hook to catch the opponent's weapons. In offense, one can swing the shaft to strike the target. Large amounts of momentum can be imparted to the shaft by twirling the tonfa by the handle. The tonfa can also be wielded in such a way as to use the knob as a striking implement, held either by the handle or by the shaft. One can also stab opponents with the shaft of the tonfa. By holding the shaft and the handle of the tonfa together, one can use it for holding or breaking techniques. Tonfa are traditionally wielded in pairs, one in each hand. This is unlike police nightsticks, which are generally used alone. As the tonfa can be held in many different ways, education in the use of the tonfa often involves learning how to switch between different grips at high speed. Such techniques require great manual dexterity. As with all Okinawan weapons, many of the forms are reflective of empty hand techniques Stage One: Genin When they first attain their Tonfa, the user is able to execute simple swings and punches, yet nothing truly fancy yet. They are able to use their chakra, yet not with the Tonfa, due to lack of practice. They need to get more of a feel for the weapon before they are able to do that. Stage One Techniques Burst Shot Rank D Using chakra, the user is able to re-enforce their punch with chakra, to make it stronger. Though, the range of increasing of the attack is minimal. It can crack boards of wood, but nothing more. The range of increase it around 5% of the shinobi's strength. Spinning Winds Rank C Again using chakra, the user will spin the tonfa around to make the longer end face forward. The user then spins on one foot, using the increase in strength, as well as the momentum from the spin, to cause a high strength hit from the end. Anyone hit by this will get a pretty bad bruise, and/or a cracked bone, but not a break. They will be pushed back about a foot, and anyone blocking it with a weapon will feel like they got hit by a baseball bat. Stage Two: Genin As the user becomes more accustomed to the Tonfa, they gain a much more versatile skill of being able to spin the tonfa in their hand, causing slight winds to build up. To gain this stage, the user must first train with their tonfa for a period of time[around fifteen posts only using the tonfa] Stage Two Techniques Pushing Winds Rank D Using chakra to build up in the user's hand, their strength increases by roughly 10%. When swung, the power from the swing creates slight winds, used to uproot dust and to slightly move a weapon off course(only a kinai or shuriken, able to be moved three inches at most) Boomerang Blade Rank C Using their ability to spin their tonfa, the user will spin the weapon quickly in their hands, using chakra to help with the spin. They then throw it, leaving a small amount of chakra attached to the tonfa. Using the ability to manipulate the chakra, after it hits, or misses and opponent, the tonfa will arc and come back to the user, like a boomerang Stage Three: Chunin By this point in time, the user is able to wrap their chakra around the Tonfa, and can easily move with it. The Tonfa is starting to feel a part of their arm, making it much easier to use, as well as maneuver while using it. The user, to attain this stage, must again train with the Tonfa, this time doing the training against a boulder, until it cracks. [Twenty posts of training with the Tonfa and then hitting a rock until it cracks] Stage Three Techniques Crushing Force Rank C By focusing a large amount of chakra around or into the Tonfa, the user can now punch right through wood like paper, and crack boulders, after training. The strength increase is now around one fifth the user's current strength. The move can be used like Spinning winds, this time able to push back kunai and shuriken easily, now able to deflect ninjutsu of Rank D or lower. Bladed Arm Rank B Using the chakra wrapped around the Tonfa, the user focuses it into an appendage to the side, or the front of the Tonfa. It can be either blunt, or sharp, and acts like whatever the object is, either crushing or slicing what it hits. The size of the appendage, depends on the user's chakra manipulation ability, as well as overall chakra level. Throwing Crush Rank C Using the same technique as Crushing Force, the user will wrap chakra around their arm, and then throw the Tonfa. The force that it is thrown at propels it forward, slamming against a person or object. If it hits a person and it is not blocked, it breaks bones. If it hits an object that is not made of metal, it breaks. Sine the move can crack boulders, it's only natural that it can break bones. Stage Four: Jonin By this stage, the user can now break rocks, and shatter bones. The Tonfa is an extension of the person's arm now, and can be used like the user's arm. Now the user can use their own element with the Tonfa, greatly increasing it's power and range Stage Four Techniques Wind Barrage: Burst Rank B Using the user's wind chakra, the user can use their chakra to increase their speed, striking multiple blows at once and in a short period of time. This allows a better overall effect. The user can also use their chakra to allow a better effect of Bladed Arm, making their chakra to look like an actual blade. Water's Rage: Storm Rank B Using Water from a nearby stream, or any other water source(even the water from the air), the water user will then punch forward, like Crushing Force, and the water will then continue forward, blasting right into whatever is in front of it. Since there is the same principal as Crushing Force, with the high increase in strength, whatever it hits will most likely be crushed, or pushed far back. Lightning's Palm: Current Rank B Using a current of electricity, the Raiton user will channel the current around or through the Tonfa, depending on what it is made of. When they punch, it will send a strong jolt of electricity through the object, or person. If the user also has the Fuuton element, they can use both Burst and Current, hitting many places at once and still causing a large shock. Rock Cover: Hard as Steel Rank B Using the Doton element, the user will wrap Earth around the Tonfa, making it sharp or blunt at the end. The user will then have the ability to manipulate Earth through the Tonfa, combining it with other ninjutsu to make it a powerful attack. Fire Storm: Searing Strike Rank B Wrapping the Tonfa in fire, the user can either shoot a fireball, or fireballs, from the tonfa, as well as swing the Tonfa and having a fire wave to emanate out from it. Master: Blast Rank A Using a large amount of chakra in or around the Tonfa, as well as in the arm using the Tonfa, the user can launch the Tonfa forward, the longer end facing forward, especially while thrown. The force that it hits something...is astounding. For instance, if thrown at a tree, it completely goes through the tree, but stops as the handle hits the tree. This shows that the longer end went cleanly through the tree, not breaking the tree as a whole. By this stage, the user is almost a master of the Tonfa, as well as rapidly progressing in chakra control. If it hits a person, it does the same thing as if it would hit a tree. It has the ability to crush through rocks, which says something. When they are able to do this, they are ready to become a master. Stage Five: Sanin By this stage, the user is almost a master of the Tonfa, using it as more than a part of their arm, but as a part of themselves. They never have the Tonfa away from them, and can use it as if it were light as a feather. For this to happen, the user must be able to use Blast, to move on. Stage Five Techniques Blunt: Blade Rank S Molding their chakra around the tonfa, the user can either make the end of the tonfa sharp, or blunt. Whichever is used, will determine what it can do. If the end is blunt, it will have the same effect as Blast, but the chara will act as an elongated end, doing it at a much larger reach. the chakra will attack not only the outer body, but if the jutsu is used by a ninja with very good chakra control, or a medical ninja, can attack the inside as well. If the end is like a blade, the technique will be able to cut through weak metal. This means senbon, or light blades. The chakra in this attack is much more difficult to use, which is why most go for Blunt, rather than Blade. But, if utilized correctly, the jutsu is the strongest of the style. This attack, if used by a medical nin or a nin with good chakra control, can make precise cuts into shinobi.
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