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Fist of the Bro Star Captain
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Posted: Fri May 06, 2011 3:51 pm
This is where you request to make a custom Major style or Sub-style. To make one of these styles you need at least 5 stages. Submit your request using the code.Before you put all of your energy on something I'll deny in a heartbeat ask yourself a few simple questions. 1. Is this a kind of style that lets you do just about anything and everything? Kinda like what the chaos style was like? 2. Does this style have a weakness? If it makes your character too impossible to hurt or hit it'll be denied on the spot. 3. Is it unique? What that means is does it have its own feel, its own base thats different from everything else in the guild, and concentrates almost entirely on that unique principle?
[align=center][u][size=18][b]STYLE NAME HERE[/b][/size][/u] --Pic Here--
--Style Overview and History Here--
[size=10] [b][u]Stage 1[/u] [/b] --Enter Description Here--
--Enter Skills Here--
[b][u]Stage 2[/u][/b] --Enter Description Here--
--Enter Skills Here--
[b][u]Stage 3[/u][/b] --Enter Description Here--
--Enter Skills Here--
[b][u]Stage 4[/u][/b] --Enter Description Here--
--Enter Skills Here--
[b][u]Stage 5[/u][/b] --Enter Description Here--
--Enter Skills Here--
[/size][/align]
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Posted: Sat May 14, 2011 5:37 pm
Chaos x Gale The Chaos Gale is a force brought about by the blended manipulation of wind and gravitational flux, forming a potent substance that is essentially 'dark matter'. This produces a myriad of effects, and can be applied to a variety of situations. Most of the effects produced by the Chaos Gale are meant to be used on their own, and very few facilitate any function along with a weapon style. The Chaos Gale is divided into three distinct forms - Cold Chaos, Warm Chaos, and Hot Chaos. Cold forms are typically more solid, concentrating in one position or shape, and can remain active for a certain length of time. Warm forms begin in motion, and can be maintained for a short time before fading away. Hot forms are swift and exacting, moving far and fast and often end in a burst of energy.
Stage 1 The first forms of the Chaos Gale are simplistic, and provide the most fundamental functions of the style. These are the simplest manifestations of dark matter, and are mostly for defensive use, having no longevity for extended periods of combat.
Cold Sleeve Rank : E Description : Through a mild manipulation of Cold Chaos, the user forms a layer of protective, solid substance over an area requiring protection. This small layer can protect against most conventional melee attacks briefly, but cannot be maintained for longer than two posts. If it meets an attack higher than the user's rank by one, it loses one post's worth of srength - any higher and it's shattered.
Cold Step Rank : E Description : Through the use of Cold Chaos, the user can create a small platform which they can step up onto. This can be used to increase the height of a jump, or place them at a higher position for a combat advantage. The step cannot last more than two rounds, and can be destroyed by an attack of one rank higher than the user.
Warm Pads Rank : E Description : Used to produce temporary covering around the hands, feet, elbows, knees, and anywhere else a blow can be struck, this skill utilizes whisps of Warm Chaos to surround the area making the attack. This forms a solid surface, dense and tough, that increases the damage of an unarmed attack. It can be maintained for two posts.
Hot Recoil Rank : D Description : Through the use of Hot Chaos, a rapid shield is formed in the path of an attack of equal rank to the user, lasting only long enough to repel the attacker away from the user.
Stage 2 In this stage, a few of the basic traits in Stage One become enhanced, and several more new techniques are introduced. Even so, most of these are still not meant for long bouts of combat - doing so would require a precise, methodic application of several of the skills in unison.
Cold Staircase Rank : D Description : By extending the use of Cold Chaos used in its progenitor skill, Cold Step, the Cold Staircase can be used to bring the user much higher, or even allow others to join them above the battleground, by creating a maximum of four additional steps. Each additional step costs D-rank energy, and remain active for an additional post per step created. However, the weaknesses of Cold Step still apply.
Cold Suit Rank : D Description : As with Cold Sleeve, this skill creates a layer of Cold Chaos that provides defense against weaker attacks. However, the Cold Suit can cover a larger portion of the body, and remains durable for four posts. Also, as with the Cold Sleeve, an attack of one rank higher than the user weakens it by one post, while two ranks higher reduces its srength by three posts. Any higher, and the suit shatters.
Cold Trail Rank : C Description : The first of the higher-level Cold Chaos techniques, the Cold Trail is a wall of dark matter that is left behind the user as they run. It can last up to four posts, and stays in place from the floor to the height of the user until the time is up or it's struck by a stronger attack. A skill one rank higher reduces it by one post, while a skill two ranks higher reduces its durability by three posts. Any higher, and the trail shatters.
Warm Edge Rank : D Description : The Warm Edge forms in a similar manner to the Warm Pads, but instead of a simple solid layer, it forms a slim blade, which runs along the side of the layer formed. This can be maintained for up to four posts, costing D-ranked energy for each post.
Warm Spike Rank : D Description : The Warm Spike forms in a similar manner to the Warm Pads, but instead of a simple solid layer, it forms an elongated spike, which protrudes outwards from along the edge of the layer formed. This can be maintained for up to four posts, costing D-ranked energy for each post.
Warm Thread Rank : D Description : The Warm Thread trails out from the user's hand, foot, or somewhere around them, and serves as an inseverable connection to whatever the user attaches to each end. This thread is up to 10 feet long, can be maintained for up to six posts, costs D-ranked energy for each post, and can only be cut by a skill of at least one rank higher.
Hot Toss Rank : D Description : The first offensive Hot Chaos attack, Hot Toss forms a small sphere of dark matter, which is immedietly sent flying from the user's hand at a target. The sphere explodes with force upon impact, creating a small radius of splash damage.
Hot Repulsor Rank : C Description : Formed directly beneath the feet of the user, this skill uses Hot Chaos to form a tightly compact collection of dark matter, which then bursts open to launch the user high into the air. This is most effectively used at the height of a jump, but can be used at other times.
Stage 3 This is when the Chaos Gale's more offensive capabilities begin to manifest. While a couple of the skills introduced are extensions of previous abilities, this stage of learning sees a dramatic reappraisal of this style's function, as well as the amount of control the user can exact upon it.
Cold Shell Rank : C Description : By using Cold Chaos, the user can raise a large section of dark matter in a section of space around themselves. The shell is is several feet wide and equally as tall, and thus can protect against numerous attacks from that direction. It remains in place for five turns, unless met with resistance. Weaknesses listed for Cold Suit still apply.
Cold Staff Rank : C Description : The first object-based skill of the Chaos Gale, the Cold Staff forms a solid rod of dark matter, which can be held and utilized as one would a normal quarterstaff. The staff lasts five turns, with the usual weaknesses applied - when it meets an attack of one rank higher than the user, it's durability is reduced by one post; two ranks higher reduces it by three posts; any higher destroys it.
Cold Blade Rank : B Description : Similar to the Cold Staff, the Cold Blade forms a sword-like mass of dark matter, no longer than two and a half feet. The blade can be held and used like a normal weapon for up to six turns, and the weaknesses of Cold Staff apply.
Warm Chains Rank : C Description : Similar to the Warm Thread, Warm Chaos is used to create a length of chains, longer and more durable than the skill's predecessor. It runs a maximum of twenty feet, can be maintained for up to five posts costing C-ranked energy for each, and can only be cut by a skill two ranks higher than the user - though a skill of one ranks higher will weaken the chains by one post.
Warm Points Rank : C Description : An expansion of the Warm Spike skill, Warm Points forms dozens of jagged spikes on a surface of Warm Chaos conjured somewhere on the user. This technique can be used for offense or defense, and the spikes can be maintained for a maximum of five posts, costing C-ranked energy for each.
Warm Thorns Rank : B Description : A tricky use of Warm Chaos, the Warm Thorns skill sends dark matter underground from beneath the user's feet. The energy can travel up to ten feet away from the user, and can branch off any length of this trail, reemerging above ground as a large grouping of vicious spikes. This patch of spikes can trap a target in place, and can be maintained for up to six posts, costing B-ranked energy for each. An attack of equal rank to the user can weaken the thorns by one post, while one rank higher weakens them by three posts. Any higher-ranked attacks break the thorns.
Hot Surge Rank : C Description : With a burst of Hot Chaos placed behind the user, they're sent rocketing in the direction they're facing. This is particularly useful in mid-run, mid-air, or in conjunction with another skill like Cold Trail.
Hot Impact Rank : B Description : A concentration of Hot Chaos is placed at the end of the user's fist, foot, or another place about to strike a target. As the attack collides with the target - or anything else, really - the dark matter bursts open, launching that which is struck away from the user
Stage 4 Further expansion into both offensive and defensive abilities, this stage of development with the Chaos Gale begins to branch outwards, entering more complex uses of all three forms of the style.
Cold Wall Rank : B Description : The Cold Wall technique is a potent defensive ability, summoning a ten foot tall, five foot wide wall anywhere within thirty feet of the user. The wall is sturdy enough to withstand attacks of equal rank, and lasts six posts. If struck by an attack one rank higher than the user, it loses one post of durability; if two ranks higher, it loses three posts of durability. Any higher, and the wall is destroyed. Multiple walls can be conjured into being, each costing B-ranked energy.
Cold Lance Rank : B Description : Another Cold Chaos weapon form, the Cold Lance is a long polearm weapon that can have various kinds of edges - a spike, a small blade, or even a dull edge. The lance is solid, ten feet long, remains active for six posts, and shares the weaknesses of the Cold Staff.
Cold Room Rank : A Description : Similar to Cold Wall, except up to four walls can be conjured into being at once. The walls are ten feet tall and five feet wide, last seven rounds, share the weaknesses of Cold Wall, and can be grouped however the user wishes - they can be all in a straight line, two on either side of a target, or all four can be placed in a box formation around one spot (hence the skill's title, 'Room' ).
Warm Zephyr Rank : B Description : A rush of energy surges around the user, surrounding them in a miniature burst of swirling wind. Hidden throughout this zephyr are small specks of Warm Chaos, which expand into defensive plates when an attack draws close to the user. This rush of wind can be maintained no longer than five rounds. If an attack one rank higher than the user enters the rush of wind and strikes one of the plates, the piece of dark matter will shatter. However, if the attack is two ranks higher than the user, the plate's energy recoils back into the zephyr, causing a burst of Hot Chaos, which blasts the user backwards, causing minor backlash damage.
Warm Flurry Rank : A Description : Along the outside of the user's arms and legs, or next to the user's weapon(s), a concentration of Warm Chaos gathers into the shape of the user's extremities/weapon(s). Every time one attack is made by the user, the flurry-copy rushes forward and performs a second attack of equal strength. This functions as two attacks within the same post. The flurry-copies can be maintained for up to five rounds, and can also be used to add extra defense to a block. However, if they defend an attack of one rank higher, the user loses one post of maintenance; any higher-ranked attacks destroy that specific flurry-copy. Any destroyed flurry-copy cannot be replaced until three posts have passed.
Hot Bombardment Rank : B Description : An advanced form of the Hot Toss, this skill launches three spheres of Hot Chaos at a target, each erupting in a burst of energy and causing a larger blast radius of splash damage. The user can launch them all at the same spot, or send them in a line of motion if they move their arm as they fire.
Hot Clone Rank : A Description : An avoidance technique, the clone created is comprised entirely of Hot Chaos. This is meant to be a last minute replacement - the user is sent backwards as the clone stands in their place, erupting with force once the incoming attack strikes it. The clone doesn't last any length of time - if an attack hasn't struck it by the end of the opponent's next post, it explodes one way or another.
Stage 5 The most advanced stage of development in the Chaos Gale style. Here, the most powerful applications of 'dark matter' are put to use, in terms of both attack and defense. Many of the techniques are taxing on the user, but if used strategically, the proper grouping of them can provide a devastating effect with minimal expenditure of energy.
Cold Rejuvination Rank : Varies Description : A technique used to return energy to skills using Cold Chaos. In order to rejuvinate a Cold Chaos construct (such as a Cold Wall or a Cold Lance), the user must pour as much energy into the construct as was initially used to form it. For each dose of energy, the item is replenished by one posts - however, the construct cannot be made more durable than it would normally be on its first post, nor can it be reassembled if it's already been shattered.
Cold Zweihänder Rank : A Description : One of the most potent Cold Chaos weapon forms, the Zweihänder is a massive concentration of dark matter forming a two-handed sword up to five feet in length and with massive durability. The blade lasts six posts, and is able to meet attacks of equal rank with ease. Attacks one rank higher than the user reduce it by one post, and any higher ranking abilities reduce it by only two posts.
Cold Scythe Rank : A Description : Another powerful Cold Chaos weapon skill - the scythe formed by this skill is as long as the Cold Lance, with a wicked curved blade protruding from one side. The scythe lasts for six posts, and is far more durable than its progenitor skills. If it meets an attack of one rank higher, it's reduced by one post - any higher-ranked skills reduce its durability by only two posts.
Cold Gale Scythes Rank : S Description : This is the most powerful Cold Chaos weapon skill - three scythes are conjured into being, the same size and ferocity of the basic Cold Scythe, with one held in the user's hand and the other two kept aloft by surging wind. The scythes lasts for seven posts. If one meets an attack of one rank higher, it's reduced by one post - any higher-ranked skills reduce its durability by only two posts. However, only the scythe struck can be weakened - the other two remain at the durability determined by the number of posts.
Warm Clone Rank : A Description : Similar to the Hot Clone, the Warm Clone is a replica of the user and can be moved about remotely with the user's mind. While it's clear that the clone is a substitution for the user, and only someone with considerably poor eyesight would mistake the two, the user can maneuver a clone in the path of an opponent, taking the damage in place of the user. A Warm Clone can be maintained for up to three posts, and with an extra dose of A-ranked energy, it can be detonated in a burst of Hot Chaos.
Warm Clone Gale Rank : S Description : This skill summons a maximum of five clones, each able to be maintained up to four posts. These clones function as the basic Warm Clone, with one exception - they each carry the ability to explode with Hot Chaos without the user having to put extra energy into the skill. However, the explosion can deal damage to the user, as well, if the clones are too close when they detonate - which they can do on command or whenever they're struck with an attack of equal or higher rank.
Hot Hailstorm Rank : A Description : By launching a large sphere of Hot Chaos into the air somewhere close to the user (typically above), a series of blasts are launched out of the sphere, rocketing down to the ground in a large radius. Each blast erupts with power as it strikes any solid object - an opponent, a passerby, an animal, an inanimate structure, whatever happens to be around. This hailstorm lasts one post, but an extra dose of A-ranked energy can make it linger for an additional post.
Hot Chaotic Galeforce Rank : S Description : A massive attack of Hot Chaos, and the only of its form that can be kept around for an extended number of posts. In a radius of twenty feet around the user, a brutal rush of high-speed winds burst into life, carrying within them small pockets of Hot Chaos. Any attacks directed at the user within this radius, or any person or object that enters the area of wind, will be struck by one of these floating pockets, which explode violently with Hot Chaos. If they're lucky or close to the edge of the galeforce, the attacker will be launched out of range - if not, the blast backwards runs the risk of sending them careening into another pocket or series of pockets until they're out of range, unconcious, or worse. This Galeforce only lasts two posts initially, but can be pumped up to five with extra doses of S-ranked energy.
{{Huzzah and jubilations, I posted the first one. And I've been workin' on this since yesterday. Alright, so, what's the verdict? What looks good, what needs fixin'?}}
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Fist of the Bro Star Captain
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Posted: Sat May 14, 2011 6:00 pm
So...how is chaos a physical substance again?
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Posted: Sat May 14, 2011 6:05 pm
What? Oh, whoops. No, no, the chaos is mostly a title, as well as a sumarry of what wind tends to be. The solidity comes from the compacted layers of gravity...as in, like...gravity folded up on itself until it's hyper-dense.
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Fist of the Bro Star Captain
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Posted: Sat May 14, 2011 6:16 pm
So why not just call it "Gravity Gale" or something like that? If the moves aren't really hot or cold then won't that kinda confuse people?
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Posted: Sat May 14, 2011 6:24 pm
Well, that wasn't the intent. I based the style largely off of dark matter, and through my research, I found that dark matter has three sub-types : cold, which is slow, warm, which is moderate, and hot, which is fast. So I was trying to use that as a basis. Then the Chaos thing sorta came from...eh, I dunno. The name used to be Chaos Fire, and I wanted to stick with the Chaos theme, even though I realized it really had nothing to do with fire. I thought about, like...Dark Gale, or Dark Wind...Gravity Gale had crossed my mind. But none of it seemed to carry the same power that Chaos did.
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Posted: Sat May 14, 2011 7:06 pm
Blue Crash  This style utilizes Ki to give user’s further control of water, especially the moisture in the air, for both offensive and defensive purposes. This style works best with users who have a close affinity with the ocean or just water in general, or people who seclude themselves from others. Some advantages of this style are ability to activate it almost anywhere, and having access to powerful and fast attacks and defense. Some disadvantages are lack of many support moves, and how taxing training can be on the body. Stage 1 This stage focuses on the basics of using water in attacks. Every user who learns this stage has to go through three different basic steps. The first step is learning how to ‘grab’ the moisture out of the air using their Ki. After this has been accomplished, they move on to the second step, which is learning how to form the moisture together into water, which is the color of the user’s Ki. The third step is then forming the water into shapes needed for techniques. Water Blob E rank The user forms a glob of water, about as big as a soccer ball, and can make it float around them. It does no damage, and loses form if it gets more than 5 feet from the user. It can be used to put out fires, or to drink, etc. Puddle E rank The user forms a puddle that is three feet in diameter, and one foot deep. It is formed by a user pointing at a spot on the ground within ten feet of them. At once a user reaches the second stage, this can be done without pointing. Water Needles E rank The user creates 5 needles of water, which float in front of them. They can then be propelled through the air by Ki, just like they were thrown. The needles are about as strong as metal ones. Water Gloves E rank The user forms water around their hands. This can be used to clean them, or protect against fire. Water Boots E rank The user forms water around their feet or shoes. This can protect against heat, or just simply to clean. Water Thrust E rank The most basic water attack in the style. They thrust forward with one hand, and for up to 4 feet away, a triangle shape of water flies forward very quickly in a line, and it can push a foe or object back easily as well as knock the wind out of someone. Stage 2 At this stage, the user has mastered the basics of manipulating water, and can now perform more difficult attacks using Ki enhanced water. Most of this style focuses on physical training, to develop the strength and endurance later needed for the style. At this stage it keeps important to be hydrated at all times. Water Whip D rank The user creates a ball of water the size of a basketball. They keep it afloat in the air by holding one hand below it. With the other hand, they make sweeping motions, causing the water to transform into a whip and lash out up to 8 feet. This attack has the force to break wooden panels. Water X D rank The user makes and slashing motion with their arms in an X, and two blades of water up to 3 feet away do the same thing. This attack can put dents in steel. Water Buckler D rank The user makes a buckler of water on their wrist. It can take any hits D rank or lower without shattering. Water slick D rank The user creates a slick of water from them to a point 10 feet away in a straight line. The water seems to appear suddenly, which can surprise foes, and cause them to slip. Water Blast D rank The user creates a ball of water the size of a soccer ball, and hurls it at the foe. On contact, it explodes, causing painful bruises. Stage 3 At this stage, the user should be very fit, as the next techniques in the style can be highly taxing on one’s health. It is extremely important as well to keep hydrated at all times. The user can now execute moderately powerful water attacks and defenses. At this stage, Blue Crash starts to became a dependable weapon. Water Discus D rank The user creates a Frisbee of water, which is thrown. It can slice through wood fairly easily. Water fence D rank The user stomps, and a water wall 5 feet high and about 2 feet wide appears in front of them, and can block all attacks D rank and below for one post. Water Arrow C rank The user punches, and a cylinder about 3 feet long of water, surrounded by swirls of water flies forward. It has massive piercing power, able to break through a warrior’s armor with enough effort. Crush C rank The user creates water and hardens it with Ki. It creates the shape about the size of a fridge, and hurls it at the foe. Cleave C rank The user swipes with one of their hands and a thick, blue wave of water will make a slashing motion, following the pattern of the hand but a few feet out. This attack can cut through steel if contact is made with most of the wave. Aqua Fist C rank Requires: Water Arrow The user gains water seem to be two “water arrows” around both their hands for three turns. The punches of the user have a slightly longer reach now, and have much more power and piercing force. Stream C rank The user holds out one hand and a steady current of water pours out, going up to fifteen feet. This can cause major damage due to water pressure; or a foe can just drown. Stage 4 At this stage the user is reaching the pinnacle of their training in this style. Complex water techniques become easy to them, and they have great endurance to keep up with the physical demands of the style. The only weakness is that if a user forgets to stay hydrated, they will soon enter a very bad case of heat stroke or exhaustion. The user can now use any two attacks of the style B rank or under at the same time, while still costing the proper amount of Ki. Rain Arrow Requires: Water Arrow B rank The user creates a water arrow about 20 feet in the air, and shoots it at a foe from above. This is the same as water arrow, but it has an element of surprise, and travels much faster giving it more power. Stream Fighting Requires: Stream B rank The user creates two “streams” from their hands, and for two turns, can move them around and fight with them like whips. Swirling Water Disc Requires: Water Discus B rank The user creates a large water Frisbee, swirling like a whirlpool. It is about as tall as the user. It can then be flung with Ki, going extremely fast, able to cut steel. Water Wall Requires: Water Fence B rank The user creates a square of water 7 feet by 7 feet, which can block any attack B rank or lower for one turn. Water Twister A rank The user spins their arms in a windmill fashion, and then sticks out both arms, palms out, fingers up. Around the span of the user’s arms, a twister of water fifteen feet high sprouts up and anything touching it from the outside will be mangled. Lasts for one turn. Blocks any attack A rank or lower. Shark Blast A rank The user creates a shark out of water, and hurls it at the foe. It is basically a kamikaze bomb technique, the shark exploding in a eight foot radius of extremely highly pressured water, enough to kill. Wolf pack A rank The user slaps both hands on the ground, and five wolfs of water charge the foe, eventually turning into tornado like drills of water, and can pierce and tear an unfortunate target in seconds. Stage 5 The user of Blue crash is now at the peak of their abilities. They now focus less on projectile attacks and defensive walls like other stages, and now work on creating masses of water for deadly effect. After this stage, masters of the style now go to try and develop new techniques. River Flow S rank The user creates a river at their feet, which rushes forward, the river can be as long as the user feels it needs to be, but can be no longer than one mile, and is not usually wider than three of the user standing shoulder to shoulder. Heavy rain S rank The user creates rain in a half mile radius of them. The rain is very heavy, but the user and masters of Blue crash can move easily through it. The rain moves with the user. Water Dragon S rank The user creates a large serpent like dragon out of water, which crashes into the foe, tearing them up and most likely drowning them. If made out of thin air, it is eight feet tall, but doubles in height if made in water. Flood Globe. S rank The user creates a large globe of water, about ten feet in diameter above their head. They then use Ki to hurl it with considerable speed, and then it explodes into pressurized water when willed too. This attack can easily drown any plant or animal caught in its blast.
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Posted: Sat May 14, 2011 8:32 pm
maddigan: Alright, you need to put more description into your stages. Ask yourself how do I train for this stage? What do I learn in this stage thats different from the others? Things like that. Because if you don't know the answer, then neither will anyone else.
Hot Recoil- Explain this one to me with a little more detail.
Cold Suit- This is too strong. This style generates a little too much defense so I'm thinking there should be a kinda limit such that the user can only use one skill of a type of the style at a time. For example if they're using the cold suit, they can't use any other "cold" skills of the style while it is still being used.
Also this dark matter thing is really starting to get to me. I get what it is, but its going to confuse the s**t out of anybody else who reads this and isn't a space nerd. Try to change the wording in the skills to either "gravity" or "Ki" depending on what its really using.
Cold Trail- How high is the wall? We need to know.
Warm Edge- How long is the blade? We need to know. Also, what's the difference between the edge and spike? They're both the same rank, and both form 'gravity' blades out of the user's hands/feet.
Those are all the comments I have for the first two stages. I'll get to the rest when the changes are made.
crimson: Despite the name of the style only being one letter away from a movie, I'm glade someone came up with a water style.
Water Thrust- I feel like this should be D-rank, considering it was enough force to push someone back and knock the wind out of them.
Water X- typo here, "and" should be "a". Dents in steel is too impossible with D-rank strength. I get that it can stab through somebody, or even light armor, but lets not get ahead of ourselves with damaging strong metals. Replace it with "wood" or something like most of your other D-rank skills mention they can do.
Water Buckler- Add in here that the user has to keep whatever hand the buckler arm is attached to clenched. That way this shield at least makes one of their hands useless in order to keep this technique up indefinitely.
Cleave- Again with the steel...
Stage 5- you don't mention how to train for this one... Also, 4 stages on water and no water healing!? Everything Water Boy and Avatar the Last Airbender taught me about water has been a LIE! crying
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Fist of the Bro Star Captain
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Posted: Sat May 14, 2011 8:36 pm
okay, yeah, i was a little iffy if some of the stuff would get excepted.
Ill fix the stuff u said.
Also, i put emphasis on more combat than support. I was thinking about making a water style more focused on healing and trickery, but i was doubtful if you would allow multiple water styles.
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Posted: Sat May 14, 2011 8:40 pm
Crimsondot Blue Crash  This style utilizes Ki to give user’s further control of water, especially the moisture in the air, for both offensive and defensive purposes. This style works best with users who have a close affinity with the ocean or just water in general, or people who seclude themselves from others. Some advantages of this style are ability to activate it almost anywhere, and having access to powerful and fast attacks and defense. Some disadvantages are lack of many support moves, and how taxing training can be on the body. Stage 1 This stage focuses on the basics of using water in attacks. Every user who learns this stage has to go through three different basic steps. The first step is learning how to ‘grab’ the moisture out of the air using their Ki. After this has been accomplished, they move on to the second step, which is learning how to form the moisture together into water, which is the color of the user’s Ki. The third step is then forming the water into shapes needed for techniques. Water Blob E rank The user forms a glob of water, about as big as a soccer ball, and can make it float around them. It does no damage, and loses form if it gets more than 5 feet from the user. It can be used to put out fires, or to drink, etc. Puddle E rank The user forms a puddle that is three feet in diameter, and one foot deep. It is formed by a user pointing at a spot on the ground within ten feet of them. At once a user reaches the second stage, this can be done without pointing. Water Needles E rank The user creates 5 needles of water, which float in front of them. They can then be propelled through the air by Ki, just like they were thrown. The needles are about as strong as metal ones. Water Gloves E rank The user forms water around their hands. This can be used to clean them, or protect against fire. Water Boots E rank The user forms water around their feet or shoes. This can protect against heat, or just simply to clean. Water Thrust D rank The most basic water attack in the style. They thrust forward with one hand, and for up to 4 feet away, a triangle shape of water flies forward very quickly in a line, and it can push a foe or object back easily as well as knock the wind out of someone. Stage 2 At this stage, the user has mastered the basics of manipulating water, and can now perform more difficult attacks using Ki enhanced water. Most of this style focuses on physical training, to develop the strength and endurance later needed for the style. At this stage it keeps important to be hydrated at all times. Water Whip D rank The user creates a ball of water the size of a basketball. They keep it afloat in the air by holding one hand below it. With the other hand, they make sweeping motions, causing the water to transform into a whip and lash out up to 8 feet. This attack has the force to break wooden panels. Water X D rank The user makes a slashing motion with their arms in an X, and two blades of water up to 3 feet away do the same thing. This attack can slice through wood. Water Buckler D rank The user makes a buckler of water on their wrist. It can take any hits D rank or lower without shattering. To keep this skill going, the user must keep the fist of the buckler hand clenched. Water slick D rank The user creates a slick of water from them to a point 10 feet away in a straight line. The water seems to appear suddenly, which can surprise foes, and cause them to slip. Water Blast D rank The user creates a ball of water the size of a soccer ball, and hurls it at the foe. On contact, it explodes, causing painful bruises. Stage 3 At this stage, the user should be very fit, as the next techniques in the style can be highly taxing on one’s health. It is extremely important as well to keep hydrated at all times. The user can now execute moderately powerful water attacks and defenses. At this stage, Blue Crash starts to became a dependable weapon. Water Discus D rank The user creates a Frisbee of water, which is thrown. It can slice through wood fairly easily. Water fence D rank The user stomps, and a water wall 5 feet high and about 2 feet wide appears in front of them, and can block all attacks D rank and below for one post. Water Arrow C rank The user punches, and a cylinder about 3 feet long of water, surrounded by swirls of water flies forward. It has massive piercing power, able to break through a warrior’s armor with enough effort. Crush C rank The user creates water and hardens it with Ki. It creates the shape about the size of a fridge, and hurls it at the foe. Cleave C rank The user swipes with one of their hands and a thick, blue wave of water will make a slashing motion, following the pattern of the hand but a few feet out. This attack can cut through stone if contact is made with most of the wave. Aqua Fist C rank Requires: Water Arrow The user gains water seem to be two “water arrows” around both their hands for three turns. The punches of the user have a slightly longer reach now, and have much more power and piercing force. Stream C rank The user holds out one hand and a steady current of water pours out, going up to fifteen feet. This can cause major damage due to water pressure; or a foe can just drown. Stage 4 At this stage the user is reaching the pinnacle of their training in this style. Complex water techniques become easy to them, and they have great endurance to keep up with the physical demands of the style. The only weakness is that if a user forgets to stay hydrated, they will soon enter a very bad case of heat stroke or exhaustion. The user can now use any two attacks of the style B rank or under at the same time, while still costing the proper amount of Ki. Rain Arrow Requires: Water Arrow B rank The user creates a water arrow about 20 feet in the air, and shoots it at a foe from above. This is the same as water arrow, but it has an element of surprise, and travels much faster giving it more power. Stream Fighting Requires: Stream B rank The user creates two “streams” from their hands, and for two turns, can move them around and fight with them like whips. Swirling Water Disc Requires: Water Discus B rank The user creates a large water Frisbee, swirling like a whirlpool. It is about as tall as the user. It can then be flung with Ki, going extremely fast, able to cut steel. Water Wall Requires: Water Fence B rank The user creates a square of water 7 feet by 7 feet, which can block any attack B rank or lower for one turn. Water Twister A rank The user spins their arms in a windmill fashion, and then sticks out both arms, palms out, fingers up. Around the span of the user’s arms, a twister of water fifteen feet high sprouts up and anything touching it from the outside will be mangled. Lasts for one turn. Blocks any attack A rank or lower. Shark Blast A rank The user creates a shark out of water, and hurls it at the foe. It is basically a kamikaze bomb technique, the shark exploding in a eight foot radius of extremely highly pressured water, enough to kill. Wolf pack A rank The user slaps both hands on the ground, and five wolfs of water charge the foe, eventually turning into tornado like drills of water, and can pierce and tear an unfortunate target in seconds. Stage 5 The user of Blue crash is now at the peak of their abilities. They now focus less on projectile attacks and defensive walls like other stages, and now work on creating masses of water for deadly effect. Training for this stage is mostly meditation, and preparing the body for the use of massive water attacks. After this stage, masters of the style now go to try and develop new techniques. River Flow S rank The user creates a river at their feet, which rushes forward, the river can be as long as the user feels it needs to be, but can be no longer than one mile, and is not usually wider than three of the user standing shoulder to shoulder. Heavy rain S rank The user creates rain in a half mile radius of them. The rain is very heavy, but the user and masters of Blue crash can move easily through it. The rain moves with the user. Water Dragon S rank The user creates a large serpent like dragon out of water, which crashes into the foe, tearing them up and most likely drowning them. If made out of thin air, it is eight feet tall, but doubles in height if made in water. Flood Globe. S rank The user creates a large globe of water, about ten feet in diameter above their head. They then use Ki to hurl it with considerable speed, and then it explodes into pressurized water when willed too. This attack can easily drown any plant or animal caught in its blast. fixed.
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Fist of the Bro Star Captain
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Posted: Sat May 14, 2011 8:43 pm
Crimsondot okay, yeah, i was a little iffy if some of the stuff would get excepted. Ill fix the stuff u said. Also, i put emphasis on more combat than support. I was thinking about making a water style more focused on healing and trickery, but i was doubtful if you would allow multiple water styles. I probably wouldn't. I don't like variations of the same style. If somebody can control water, then there's little reason, to me, why they couldn't learn to do the same thing another water user does. They both use the same thing (Ki) to control the same element (water) so why shouldn't one be able to learn the other?
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Posted: Sat May 14, 2011 8:46 pm
Fenrir Graveheart Crimsondot okay, yeah, i was a little iffy if some of the stuff would get excepted. Ill fix the stuff u said. Also, i put emphasis on more combat than support. I was thinking about making a water style more focused on healing and trickery, but i was doubtful if you would allow multiple water styles. I probably wouldn't. I don't like variations of the same style. If somebody can control water, then there's little reason, to me, why they couldn't learn to do the same thing another water user does. They both use the same thing (Ki) to control the same element (water) so why shouldn't one be able to learn the other? Yeah, what your saying makes prefect sense. I was sorta coming from the point that different people use their Ki in different ways for different results, but your the guild leader, and in the long run it will probably cause less clutter and confusion. But i think ill leave the style like it is for now.
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Fist of the Bro Star Captain
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Posted: Sat May 14, 2011 8:47 pm
crimson: Then Accepted. Nice work.
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Posted: Sat May 14, 2011 8:50 pm
Do i post it in the main styles thread?
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Posted: Sat May 14, 2011 8:51 pm
Friction Impact  This style is one best suited for those with hand to hand combat as a specialty. The Gene-X which was injected into the user allows them to use their Ki to manipulation the friction created from moving even just a little in multiple ways based on their stage of the style. It seems that those who have taken this injection go through ki color changes through the style. Stage One Being an Orange like color, Stage Three their ki color becomes Blue, and Stage Five their Ki Color becomes White. Stage 1 The first stage, the start of this style is rather simple. This is the use of the ki manipulated friction, turning it into a heat, and manipulating the heat created by the friction. Training is strenuous, as it requires one to partake in activities until their body feels like it is burning, and then continue on until it seems they have reached their limit for such. Heat Fist: While mid punch or strike in general from their arms or hands, through the friction created while moving in the air, the user wraps their arm in heat. This punch can cause minor burns but nothing serious. This is not literally a fist, but it is more likely for fist use. [E Rank] Heat Kick: While mid kick, or any form of striking with the legs or feet, the friction created from the leg moving through the air is manipulated, wrapping their leg in heat for a strike. This can cause minor burns as well, still nothing serious. [E Rank] Flash Kick: A kick in which the user flips into the air, kicking upwards during the flip at their target. During this time, their leg becomes covered in heat, and the velocity of the kick allows the heat to tail behind the foot, and push outwards a little, meaning even if the target is able to dodge there is still a chance for them to be hit by the heat. [D Rank] Heat Force Strike: The user throws a punch at the opponent, similar to the Heat Fist Move. This time the heat surrounding their fist moves forwards into a ball of heat like a projectile sort of, giving this technique somewhat mid ranged striking capabilities. [D Rank] Stage 2 The second stage of this style seems to take it into another level of heat. Rather than manipulating it on an outer level, the user manipulates it on an inner bodily level as well, causing different effects to occur within their bodies from the heat. Heated Heart: Allowing their heat manipulation to come from his heart's beating. The heat manipulated allows the heart to begin pumping faster and faster, allowing the blood to move through the body quicker, distributing more and more oxygen through the body. This effect is similar to increase in adrenaline through the body, and allows them to become somewhat faster and stronger. Becomes One Level Faster and Stronger for Three Posts[D Rank] Searing Skin: The User manipulates the friction around their body, and then heats their whole body. The body will appear red, and will seem to be smoking, from the heat being high enough to evaporate their sweat as they sweat. This heat also allows normal strikes to burn the target, and doubles the heat behind the main style techniques. Two Levels Stronger for Five Posts[C Rank] Stage 3 At this level, the manipulation through Ki use on the friction allows the user to form a chemical reaction in the air. Creating flames from the ki usage. Not only this but the level of heat manipulation similar to the previous stages are increased significantly. Flame Fist: Mid punch the user covers their whole fist in a ball of flames, the color of their ki energy. The flames are extremely hot, as they are flames obviously. They can catch things on fire, and cause mid level burns, likely 2nd Degree Burns. [D Rank] Fire Ball: Punching or kicking, then manipulation of the frictino, creates a chemical reaction in the air. The force of the kick or punch creates a fireball that flys in the direction of the kick or punch [E Rank] Flame Stream: Creates a stream of flames through the manipulation of friction and creating a continuous chemical reaction. The flame stream lasts as long as you have the energy to keep it going. [C Rank] Heat Wave: The user manipulates the friction around their whole body, releasing a large wave of heat through the area, from all parts of their body. [C Rank] Stage 4 The forth stage is slowly proceeding in the creation of the flames and higher heat manipulation they have. Making it become faster and stronger and what not. Burning Flame Wave: Creates a wave of fire through swinging their arms or legs. The wave of flames is a ranged and shaped like a crescent shockwave of fire, and light anything it passes a flame. [C Rank] Wildfire Flame Wave: The user applies high pressure to the ground through a stomp or a punch into the ground. Creating a large wave of fire from the ground in the direction of which they are facing that travels in that direction. [B Rank] Burning Armor: The User creates an armor of flames around their body. [C Rank] Flare Tornado: The user spins their arms together, creating friction, and also pulling the air along with the friction they create. The chemical reaciton in the air allows for the friction to make the flames appear in a cyclone like tornado of flames traveling towards the opponent. [B Rank] Dragon Fist: A Bunch, which creates flames that travel in the direction of the punch, taking the form of a large dragon's head. [B Rank] Stage 5 The highest level of the stage, the users seem to show the friction and heat manipulation on a scale of being able to reflect light to create slight illusions of the mind, as well as high intense heat techniques, and higher flame techniques. Blink: The user creates friction, manipulating it on a scale it seems to form like mirrors. Reflecting the light using the heat backwards, allowing them to disappear from sight as long as they have the energy to keep up the manipulation. [B Rank] Hell's Pillar: Stomping on the ground, the user is able to create a pillar of fire that shoots straight up from the ground within a 40 foot range. [A Rank] Overload: By striking multiple points on a target's body, the user overloads the body with heat, and causes their opponent to begin feeling sluggish, and slow from their body acting up. [B Rank] Servant of Light: The user manipulates light on the scale of being able to create heat as if it were a mirror, giving the light manipulation a sort of reflective property, and allowing the user to create illusionary clones of themselves. They are not physical being, simple illusions. Only Five Clones[A Rank] Hell's Playground: The user sends their Ki through the whole area, creating a wide spread of fire in the area, all of which the flames can be manipulated by the user. Flames Last for Ten Posts[S Rank] Time Stop: One of the most advanced techniques used in this style. The user manages manipulation of the light with heat, overloading the system of someone looking at them by simple movement. This causes the person in question to literally freeze in place, as if they are being stopped in time from the technique. Lasts Two Posts[SS Rank]
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