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Posted: Sun Nov 20, 2011 9:59 pm
Here is the Custom Jutsus Section in which a RPC can create a jutsu of their own. ○ Nobody can Auto-Learn Custom Techniques, even if you are the creator. ○ All custom techniques must be approved by Vice-Captain or Higher ○ NO jutsus may be based off another anime/show/manga/idea. They must all be original and Naruto oriented. ○ If one of Crew denies your Custom Technique, please do not send it to another, it will result in a limitation of future techniques you want to create. ○ Follow the form. ○ Please no complaining, there is always a good reason why the technique you created was unaccepted. ○ Once Approved, please post in the thread pertaining to your status. [b]Would you like to donate your style to the guild?[/b] (This allows everyone to learn it.)
[align=center] [b]Name of Style:[/b] (What's it called?) [b]Picture:[/b] (Optional)
[b]History:[/b] (How your style came to be formed)
[b]Style Requirements:[/b] (What you need to be able to use this includes elements, jutsu, or weapons)
[b]Movement Description:[/b] (for styles with specific movement)
[b]Stage 1:[/b] (Name of Stage, Rank Requirement)
[b]Stage Description:[/b] (What is this stage about?)
[b]Stage Powers: [/b] (What abilities does this stage gain?)
[b]Stage Training:[/b] (How do you train to master this stage?)
[b]Stage Jutsu: [/b] (What techniques come with this stage?)
[b]Stage 2:[/b]
[b]Stage Description: [/b]
[b]Stage Powers: [/b]
[b]Stage Training:[/b]
[b]Stage Jutsu: [/b]
[b]Stage 3:[/b]
[b]Stage Description: [/b]
[b]Stage Powers: [/b]
[b]Stage Training:[/b]
[b]Stage Jutsu: [/b]
[b]Stage 4:[/b]
[b]Stage Description: [/b]
[b]Stage Powers: [/b]
[b]Stage Training:[/b]
[b]Stage Jutsu: [/b]
[b]Stage 5:[/b]
[b]Stage Description: [/b]
[b]Stage Powers: [/b]
[b]Stage Training:[/b]
[b]Stage Jutsu: [/b] [/align]
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Posted: Thu Dec 29, 2011 9:29 pm
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klgirebdnchajdelfianemdke
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klgirebdnchajdelfianemdke
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Posted: Thu Dec 29, 2011 9:32 pm
Gin tamashī o ken no yōshiki(Sword Style of the Silver Soul) Fast, Agile, Adaptive

The Gintama o ken no yoshiki was derived from the sword-style of one known as the White Devil. No one knows the White Devil's true identity, but he was a Samurai of great skill and prowess in the latest Great Shinobi War. His Style focused on speed and maneuver, to create opening and gaps in a foes defense which could then be exploited in an instant.
Rules -Katana must be primary weapon.
General Fighting Style
The Gintama sword styles relies on speed and quick reflexes to outmaneuver and kill an opponent. The user only keeps one hand on the katana at most times, only adding his other hand for blocking or when power is needed. Otherwise, the second hand is held near the waist, to be used to grapple an opponent, to gain leverage over an opponent, or to be used as a weapon itself. At later stages, a user can pick up a one handed weapon of any sort and use it effectively as an offhanded weapon at the price of sacrificing the ability to use their off-hand for grappling and other techniques. Users also become very flexible as many of their techniques require them to move their bodies about in rapid secession.
Training Methods
A practitioner trains in the Gintama sword style via basic swordplay and drills. They practice drawing and swinging their sword and often use training dummies to stimulate targets. However, many prefer to find a willing training partner and spare with them using a Boken. In order to advance to the next rank, the user must have trained for a designated number of post, and then be involved in either an intense spar or a life or death match in order to advance.
Stage One Mastery: 6 post of training, no fight required
Stage Two Mastery: 10 post of training, atleast a 5 post spar
Stage Three Mastery: 15 post of training, atleast a 8 post spar.
Stage Four Mastery: 20 post of training, atleast a 10 post spar.
Stage Five Mastery: 25 Post of training, atleast a 15 post spar. -----------------------------------------
| Genin | - Stage One -
The user learns the basics of the style and learns to hone in on their speed and reflexes. Basic strikes as well as how to effectively use their off-hand as a weapon on its own in partner with the sword in the main hand. Users are also taught how to be more fluid and dynamic in their motions, to add a sense of unpredictability to their attacks.
Techniques learned: Quick Draw: The user practices drawing their sword from their sheath so much, it has become second nature to them and that can draw their blade in an instant and at a moment's notice. The draw is preformed so quickly that only a Shinobi whose evasion rank is at or above the user's speed rank can avoid it entirely. If below, then the draw comes so quickly that if they do not already have their weapon drawn, they will be forced to attempt to dodge the strike.
Speed Slash: This technique involves the user creating somewhat of an optical illusion. With a flick of his wrist, the users makes the blade flash for a brief moment, making it seem like a strike in coming from one direction. Then with another quick flick of the wrist and a turn of the elbow, the strike comes from the completely opposite direction, catching the enemy off guard. Only a foe with fairly keen awareness would be able to catch the feint while in motion.
Headache Counter: Used when countering a strike that the user can effectively see coming. The user will parry the strike with his sword, and then quickly bring his off off-hand up to perform an uppercut the foes chin, followed back a quickly back-hand from the off-hand as well. The goal is to knock the foe off balance so a quick strike can be performed with the blade.
| Chunnin| - Stage Two -
At Stage Two, the user focuses on become more maneuverable and agile so that he can effectively weave circles around his foe to effectively create gaps in their defenses. The user, though intense training becomes more agile and flexible, as these become vital during this stage of training as the basics of gain leverage over the opponent are learned as well as, maneuvers that, if preformed wrong, can put the user in a dangerous position, but if preformed correct, can create large gaps for the user to exploit.
Techniques Learned:
Disarm Counter: A more advanced counter that takes considerable practice to master. When the users is able to successfully read and dodge a strike, he can being his offhand up to the foe's wrist and attempt to pinch the nerve points around their wrist, forcing them to drop their weapon. Wither he succeeds or fails, he will attempt to deliver a swift kick to the gut at his foe to create distance after the attempted disarm. The roll will only occur if the user manages to get his hand on the foes wrist which is determined mainly by each RPC's Agility score.
To determine wither or not the disarm will be successful, the roll of a six-sided dice by the users opponent will be used. For opponents of equal ranks, a roll of a 4,5,or 6 will result in being disarmed. For opponents one rank higher than the user, a roll of 6 is needed to be disarmed. For opponents of two ranks higher, then cannot be disarmed. For opponents one rank lower than the user, a 2 through 6 will result in being disarmed, if the opponent is two or more ranks lower, they will automatically be disarmed.
Spinning Strike: This technique is preformed in order to stun an opponent. First the user will slash at the side of the foe followed quickly by a knee to the gut in order to get the foes disoriented.
Pivot Counter: A counter designed to deal damage to the foe. The user will rush the foe and as the foe attempts to strike him, he will dodge the strike by either going low, that being dodging below the strike by crouching. Or going high, that being if the user decides to jump over the intended strike. If the users dodges high, then he strikes at the foe's shoulder with his sword. If the user dodges lower, he aims for the kidney.
Vital Point Attack: The user at this rank learns the location of the major vital points in the body, Liver, Lungs, Spine,Cervical Vein, Neck Vain, Brain, Kidneys and Heart. At this rank, the user can single out a single vital point and then proceed to attack it with extreme precision. It takes triple the amount of post to learn this technique due to the nature of muscle memory. | Sp. Jounin | - Stage Three -
At Stage Three, the users learns how to effective wield weapons in their off-hand. Weapons used in the off-hand can run the gauntlet from simply another katana to any range of other one handed weapons such as maces, knives and other forms of swords. While wielding an off-handed weapon, any technique that requires grabbing an opponent to be used cannot be preformed while the off-handed weapon is in place. Also, because it is the users off hand, it is naturally slower than their primary hand and therefore, every strike delivered with an off-hand weapon is one rank lower in speed and evasion, unless using a short sword, dagger, or small hammer. Techniques learned:
Soaring Strike: The User will run towards in opponent, and then, using his superior speed, literally run up the side of his opponent's chest, while delivering a blow to the head with his off-handed weapon, followed by a quick pivot and strike at the back with his katana.
Double Quick Draw: An advanced version of the normal Quick Draw, the Double Quick Draw involves drawing both weapons within an instant of each other for maximum damage. The user will actually draw their off-handed weapon first in an attempt to hit their opponent with their slower moving hand first, follow almost instantly by the drawing of the katana with the primary hand to carry on the attack.
-----------------------------------------
| Jounin | - Stage Four - At this stage, acrobatics and extreme precision are added to the users already deadly arsenal of skills. Users learn the locations of the bodies vital spots and training to hit them with extreme precision. Also, in the state, the users is taught how to send takes into the air and how to effectively give chase while the target is still airborne. Also, at this point, the swordsman has matured enough to understand the White Devil's true meaning of fighting..and it is not to kill, but to protect one's soul, which includes everything one holds dear.If the user has not learned this lesson by this point, then his effectiveness in combat decreases, taking a -1 rank drop in both speed and agility and cannot advance to the final stage.
Arial Chase:The user launches the foe into the air, the user kicks the foe in the chin to get the foe airborne, and then proceeds to kick the foe in the chest three times to get them further up. The reason for kicking the foe in the chin is because the initial kick to the chin will get the foe airborne the most, the three kicks that follow gets the foe a few feet off the ground which allows the user then to jump above the foe and thrust his katana forward, using his own power and gravity to deliver a devastating blow.
Vital Points Strike: The users has learned all the exact locations and proceeds to aim quick and precise strikes at theses points. Normally occurring in rapid succession that a normal person would see it as one strike, when actually there is one strike per vital spot. To block all the strikes requires amazing reflexes. The strikes proceed as follows. It begins with a slash to the side for the liver, followed by a diagonal slice upward, handling the heart and lungs, then a downward chop with the offhand weapon for the brain, followed by two rapid strikes to the neck vain, cervical and spine, and then a side chop with the katana for the kidney. The reason the strikes all appear to be one is the fact that the users speed is so high that to a normal person, the strikes occur so quickly they are one.
|Sannin/Kage | - Stage Five -
At this stage, the users has reached the pinnacle of speed and agility, moving so quickly that only the best of the best trackers can even hope to keep up with them. Also at this stage, the users has surpassed caring about protecting his life and instead protects his soul, that is, his values and friends more then he does his own life. The user will fight to great lengths to protect his soul, but his actual life in danger often to do so.
Howling Stirke: This technique actually starts by the user drawing his sword back so quickly, that a vacuum of air is created in front of him, sucking all surrounding opponents into the void, effectively off-footing them and leaving them completely exposed to the forthcoming strike by either the katana or the offhand weapon. If the foes strength level is Jounin or above, then they are merely knocked off-balanced slightly, but not completely sucked in. If the foes evasion is higher than the users, then they are able to avoid the void completely by dodging. The range is three yards directly in front of the draw arc of the user.
Current of Death: The users rushes the opponent slashing his blade in such rapid succession that it doesn't even appear to exist to the normal eye. Multiple strikes are aimed at all the vital spots on the body and for someone not on par speed and agility wise with the user, this spells almost certain death. The foe's speed and agility rank would both have to be on par with the users in order to escape the current completely unharmed, if either is below then they either cannot perceive it in time or if they can they cannot react quickly enough.
Blade Shatter: By coating their blade in chakra, the user user becomes able to shatter normal blades with ease when the two blades come into contact, rendering other swordsmen useless. This is normally followed by a prompt asking the foe to surrender peacefully. This technique will not work against custom weapons. ((Cost A rank Jutus chakra to coat the blade and the coating last for two blades or up to four post.))
This is property of Malfrost, and I am using it with his permission.
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Posted: Thu Dec 29, 2011 10:23 pm
Antonio Kage Inferni Gin tamashī o ken no yōshiki(Sword Style of the Silver Soul) Fast, Agile, Adaptive

The Gintama o ken no yoshiki was derived from the sword-style of one known as the White Devil. No one knows the White Devil's true identity, but he was a Samurai of great skill and prowess in the latest Great Shinobi War. His Style focused on speed and maneuver, to create opening and gaps in a foes defense which could then be exploited in an instant.
Rules -Katana must be primary weapon.
General Fighting Style
The Gintama sword styles relies on speed and quick reflexes to outmaneuver and kill an opponent. The user only keeps one hand on the katana at most times, only adding his other hand for blocking or when power is needed. Otherwise, the second hand is held near the waist, to be used to grapple an opponent, to gain leverage over an opponent, or to be used as a weapon itself. At later stages, a user can pick up a one handed weapon of any sort and use it effectively as an offhanded weapon at the price of sacrificing the ability to use their off-hand for grappling and other techniques. Users also become very flexible as many of their techniques require them to move their bodies about in rapid secession.
Training Methods
A practitioner trains in the Gintama sword style via basic swordplay and drills. They practice drawing and swinging their sword and often use training dummies to stimulate targets. However, many prefer to find a willing training partner and spare with them using a Boken. In order to advance to the next rank, the user must have trained for a designated number of post, and then be involved in either an intense spar or a life or death match in order to advance.
Stage One Mastery: 6 post of training, no fight required
Stage Two Mastery: 10 post of training, atleast a 5 post spar
Stage Three Mastery: 15 post of training, atleast a 8 post spar.
Stage Four Mastery: 20 post of training, atleast a 10 post spar.
Stage Five Mastery: 25 Post of training, atleast a 15 post spar. -----------------------------------------
| Genin | - Stage One -
The user learns the basics of the style and learns to hone in on their speed and reflexes. Basic strikes as well as how to effectively use their off-hand as a weapon on its own in partner with the sword in the main hand. Users are also taught how to be more fluid and dynamic in their motions, to add a sense of unpredictability to their attacks.
Techniques learned: Quick Draw: The user practices drawing their sword from their sheath so much, it has become second nature to them and that can draw their blade in an instant and at a moment's notice. The draw is preformed so quickly that only a Shinobi whose evasion rank is at or above the user's speed rank can avoid it entirely. If below, then the draw comes so quickly that if they do not already have their weapon drawn, they will be forced to attempt to dodge the strike.
Speed Slash: This technique involves the user creating somewhat of an optical illusion. With a flick of his wrist, the users makes the blade flash for a brief moment, making it seem like a strike in coming from one direction. Then with another quick flick of the wrist and a turn of the elbow, the strike comes from the completely opposite direction, catching the enemy off guard. Only a foe with fairly keen awareness would be able to catch the feint while in motion.
Headache Counter: Used when countering a strike that the user can effectively see coming. The user will parry the strike with his sword, and then quickly bring his off off-hand up to perform an uppercut the foes chin, followed back a quickly back-hand from the off-hand as well. The goal is to knock the foe off balance so a quick strike can be performed with the blade.
| Chunnin| - Stage Two -
At Stage Two, the user focuses on become more maneuverable and agile so that he can effectively weave circles around his foe to effectively create gaps in their defenses. The user, though intense training becomes more agile and flexible, as these become vital during this stage of training as the basics of gain leverage over the opponent are learned as well as, maneuvers that, if preformed wrong, can put the user in a dangerous position, but if preformed correct, can create large gaps for the user to exploit.
Techniques Learned:
Disarm Counter: A more advanced counter that takes considerable practice to master. When the users is able to successfully read and dodge a strike, he can being his offhand up to the foe's wrist and attempt to pinch the nerve points around their wrist, forcing them to drop their weapon. Wither he succeeds or fails, he will attempt to deliver a swift kick to the gut at his foe to create distance after the attempted disarm. The roll will only occur if the user manages to get his hand on the foes wrist which is determined mainly by each RPC's Agility score.
To determine wither or not the disarm will be successful, the roll of a six-sided dice by the users opponent will be used. For opponents of equal ranks, a roll of a 4,5,or 6 will result in being disarmed. For opponents one rank higher than the user, a roll of 6 is needed to be disarmed. For opponents of two ranks higher, then cannot be disarmed. For opponents one rank lower than the user, a 2 through 6 will result in being disarmed, if the opponent is two or more ranks lower, they will automatically be disarmed.
Spinning Strike: This technique is preformed in order to stun an opponent. First the user will slash at the side of the foe followed quickly by a knee to the gut in order to get the foes disoriented.
Pivot Counter: A counter designed to deal damage to the foe. The user will rush the foe and as the foe attempts to strike him, he will dodge the strike by either going low, that being dodging below the strike by crouching. Or going high, that being if the user decides to jump over the intended strike. If the users dodges high, then he strikes at the foe's shoulder with his sword. If the user dodges lower, he aims for the kidney.
Vital Point Attack: The user at this rank learns the location of the major vital points in the body, Liver, Lungs, Spine,Cervical Vein, Neck Vain, Brain, Kidneys and Heart. At this rank, the user can single out a single vital point and then proceed to attack it with extreme precision. It takes triple the amount of post to learn this technique due to the nature of muscle memory. | Sp. Jounin | - Stage Three -
At Stage Three, the users learns how to effective wield weapons in their off-hand. Weapons used in the off-hand can run the gauntlet from simply another katana to any range of other one handed weapons such as maces, knives and other forms of swords. While wielding an off-handed weapon, any technique that requires grabbing an opponent to be used cannot be preformed while the off-handed weapon is in place. Also, because it is the users off hand, it is naturally slower than their primary hand and therefore, every strike delivered with an off-hand weapon is one rank lower in speed and evasion, unless using a short sword, dagger, or small hammer. Techniques learned:
Soaring Strike: The User will run towards in opponent, and then, using his superior speed, literally run up the side of his opponent's chest, while delivering a blow to the head with his off-handed weapon, followed by a quick pivot and strike at the back with his katana.
Double Quick Draw: An advanced version of the normal Quick Draw, the Double Quick Draw involves drawing both weapons within an instant of each other for maximum damage. The user will actually draw their off-handed weapon first in an attempt to hit their opponent with their slower moving hand first, follow almost instantly by the drawing of the katana with the primary hand to carry on the attack.
-----------------------------------------
| Jounin | - Stage Four - At this stage, acrobatics and extreme precision are added to the users already deadly arsenal of skills. Users learn the locations of the bodies vital spots and training to hit them with extreme precision. Also, in the state, the users is taught how to send takes into the air and how to effectively give chase while the target is still airborne. Also, at this point, the swordsman has matured enough to understand the White Devil's true meaning of fighting..and it is not to kill, but to protect one's soul, which includes everything one holds dear.If the user has not learned this lesson by this point, then his effectiveness in combat decreases, taking a -1 rank drop in both speed and agility and cannot advance to the final stage.
Arial Chase:The user launches the foe into the air, the user kicks the foe in the chin to get the foe airborne, and then proceeds to kick the foe in the chest three times to get them further up. The reason for kicking the foe in the chin is because the initial kick to the chin will get the foe airborne the most, the three kicks that follow gets the foe a few feet off the ground which allows the user then to jump above the foe and thrust his katana forward, using his own power and gravity to deliver a devastating blow.
Vital Points Strike: The users has learned all the exact locations and proceeds to aim quick and precise strikes at theses points. Normally occurring in rapid succession that a normal person would see it as one strike, when actually there is one strike per vital spot. To block all the strikes requires amazing reflexes. The strikes proceed as follows. It begins with a slash to the side for the liver, followed by a diagonal slice upward, handling the heart and lungs, then a downward chop with the offhand weapon for the brain, followed by two rapid strikes to the neck vain, cervical and spine, and then a side chop with the katana for the kidney. The reason the strikes all appear to be one is the fact that the users speed is so high that to a normal person, the strikes occur so quickly they are one.
|Sannin/Kage | - Stage Five -
At this stage, the users has reached the pinnacle of speed and agility, moving so quickly that only the best of the best trackers can even hope to keep up with them. Also at this stage, the users has surpassed caring about protecting his life and instead protects his soul, that is, his values and friends more then he does his own life. The user will fight to great lengths to protect his soul, but his actual life in danger often to do so.
Howling Stirke: This technique actually starts by the user drawing his sword back so quickly, that a vacuum of air is created in front of him, sucking all surrounding opponents into the void, effectively off-footing them and leaving them completely exposed to the forthcoming strike by either the katana or the offhand weapon. If the foes strength level is Jounin or above, then they are merely knocked off-balanced slightly, but not completely sucked in. If the foes evasion is higher than the users, then they are able to avoid the void completely by dodging. The range is three yards directly in front of the draw arc of the user.
Current of Death: The users rushes the opponent slashing his blade in such rapid succession that it doesn't even appear to exist to the normal eye. Multiple strikes are aimed at all the vital spots on the body and for someone not on par speed and agility wise with the user, this spells almost certain death. The foe's speed and agility rank would both have to be on par with the users in order to escape the current completely unharmed, if either is below then they either cannot perceive it in time or if they can they cannot react quickly enough.
Blade Shatter: By coating their blade in chakra, the user user becomes able to shatter normal blades with ease when the two blades come into contact, rendering other swordsmen useless. This is normally followed by a prompt asking the foe to surrender peacefully. This technique will not work against custom weapons. ((Cost A rank Jutus chakra to coat the blade and the coating last for two blades or up to four post.)) This is property of Malfrost, and I am using it with his permission. These are individual requirements for each rank, correct? As in, by the end, they will have posted 76 posts of training and have posted 38 times total in a fight?
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klgirebdnchajdelfianemdke
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Posted: Thu Dec 29, 2011 10:25 pm
Firu Shinra Antonio Kage Inferni Gin tamashī o ken no yōshiki(Sword Style of the Silver Soul) Fast, Agile, Adaptive

The Gintama o ken no yoshiki was derived from the sword-style of one known as the White Devil. No one knows the White Devil's true identity, but he was a Samurai of great skill and prowess in the latest Great Shinobi War. His Style focused on speed and maneuver, to create opening and gaps in a foes defense which could then be exploited in an instant.
Rules -Katana must be primary weapon.
General Fighting Style
The Gintama sword styles relies on speed and quick reflexes to outmaneuver and kill an opponent. The user only keeps one hand on the katana at most times, only adding his other hand for blocking or when power is needed. Otherwise, the second hand is held near the waist, to be used to grapple an opponent, to gain leverage over an opponent, or to be used as a weapon itself. At later stages, a user can pick up a one handed weapon of any sort and use it effectively as an offhanded weapon at the price of sacrificing the ability to use their off-hand for grappling and other techniques. Users also become very flexible as many of their techniques require them to move their bodies about in rapid secession.
Training Methods
A practitioner trains in the Gintama sword style via basic swordplay and drills. They practice drawing and swinging their sword and often use training dummies to stimulate targets. However, many prefer to find a willing training partner and spare with them using a Boken. In order to advance to the next rank, the user must have trained for a designated number of post, and then be involved in either an intense spar or a life or death match in order to advance.
Stage One Mastery: 6 post of training, no fight required
Stage Two Mastery: 10 post of training, atleast a 5 post spar
Stage Three Mastery: 15 post of training, atleast a 8 post spar.
Stage Four Mastery: 20 post of training, atleast a 10 post spar.
Stage Five Mastery: 25 Post of training, atleast a 15 post spar. -----------------------------------------
| Genin | - Stage One -
The user learns the basics of the style and learns to hone in on their speed and reflexes. Basic strikes as well as how to effectively use their off-hand as a weapon on its own in partner with the sword in the main hand. Users are also taught how to be more fluid and dynamic in their motions, to add a sense of unpredictability to their attacks.
Techniques learned: Quick Draw: The user practices drawing their sword from their sheath so much, it has become second nature to them and that can draw their blade in an instant and at a moment's notice. The draw is preformed so quickly that only a Shinobi whose evasion rank is at or above the user's speed rank can avoid it entirely. If below, then the draw comes so quickly that if they do not already have their weapon drawn, they will be forced to attempt to dodge the strike.
Speed Slash: This technique involves the user creating somewhat of an optical illusion. With a flick of his wrist, the users makes the blade flash for a brief moment, making it seem like a strike in coming from one direction. Then with another quick flick of the wrist and a turn of the elbow, the strike comes from the completely opposite direction, catching the enemy off guard. Only a foe with fairly keen awareness would be able to catch the feint while in motion.
Headache Counter: Used when countering a strike that the user can effectively see coming. The user will parry the strike with his sword, and then quickly bring his off off-hand up to perform an uppercut the foes chin, followed back a quickly back-hand from the off-hand as well. The goal is to knock the foe off balance so a quick strike can be performed with the blade.
| Chunnin| - Stage Two -
At Stage Two, the user focuses on become more maneuverable and agile so that he can effectively weave circles around his foe to effectively create gaps in their defenses. The user, though intense training becomes more agile and flexible, as these become vital during this stage of training as the basics of gain leverage over the opponent are learned as well as, maneuvers that, if preformed wrong, can put the user in a dangerous position, but if preformed correct, can create large gaps for the user to exploit.
Techniques Learned:
Disarm Counter: A more advanced counter that takes considerable practice to master. When the users is able to successfully read and dodge a strike, he can being his offhand up to the foe's wrist and attempt to pinch the nerve points around their wrist, forcing them to drop their weapon. Wither he succeeds or fails, he will attempt to deliver a swift kick to the gut at his foe to create distance after the attempted disarm. The roll will only occur if the user manages to get his hand on the foes wrist which is determined mainly by each RPC's Agility score.
To determine wither or not the disarm will be successful, the roll of a six-sided dice by the users opponent will be used. For opponents of equal ranks, a roll of a 4,5,or 6 will result in being disarmed. For opponents one rank higher than the user, a roll of 6 is needed to be disarmed. For opponents of two ranks higher, then cannot be disarmed. For opponents one rank lower than the user, a 2 through 6 will result in being disarmed, if the opponent is two or more ranks lower, they will automatically be disarmed.
Spinning Strike: This technique is preformed in order to stun an opponent. First the user will slash at the side of the foe followed quickly by a knee to the gut in order to get the foes disoriented.
Pivot Counter: A counter designed to deal damage to the foe. The user will rush the foe and as the foe attempts to strike him, he will dodge the strike by either going low, that being dodging below the strike by crouching. Or going high, that being if the user decides to jump over the intended strike. If the users dodges high, then he strikes at the foe's shoulder with his sword. If the user dodges lower, he aims for the kidney.
Vital Point Attack: The user at this rank learns the location of the major vital points in the body, Liver, Lungs, Spine,Cervical Vein, Neck Vain, Brain, Kidneys and Heart. At this rank, the user can single out a single vital point and then proceed to attack it with extreme precision. It takes triple the amount of post to learn this technique due to the nature of muscle memory. | Sp. Jounin | - Stage Three -
At Stage Three, the users learns how to effective wield weapons in their off-hand. Weapons used in the off-hand can run the gauntlet from simply another katana to any range of other one handed weapons such as maces, knives and other forms of swords. While wielding an off-handed weapon, any technique that requires grabbing an opponent to be used cannot be preformed while the off-handed weapon is in place. Also, because it is the users off hand, it is naturally slower than their primary hand and therefore, every strike delivered with an off-hand weapon is one rank lower in speed and evasion, unless using a short sword, dagger, or small hammer. Techniques learned:
Soaring Strike: The User will run towards in opponent, and then, using his superior speed, literally run up the side of his opponent's chest, while delivering a blow to the head with his off-handed weapon, followed by a quick pivot and strike at the back with his katana.
Double Quick Draw: An advanced version of the normal Quick Draw, the Double Quick Draw involves drawing both weapons within an instant of each other for maximum damage. The user will actually draw their off-handed weapon first in an attempt to hit their opponent with their slower moving hand first, follow almost instantly by the drawing of the katana with the primary hand to carry on the attack.
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| Jounin | - Stage Four - At this stage, acrobatics and extreme precision are added to the users already deadly arsenal of skills. Users learn the locations of the bodies vital spots and training to hit them with extreme precision. Also, in the state, the users is taught how to send takes into the air and how to effectively give chase while the target is still airborne. Also, at this point, the swordsman has matured enough to understand the White Devil's true meaning of fighting..and it is not to kill, but to protect one's soul, which includes everything one holds dear.If the user has not learned this lesson by this point, then his effectiveness in combat decreases, taking a -1 rank drop in both speed and agility and cannot advance to the final stage.
Arial Chase:The user launches the foe into the air, the user kicks the foe in the chin to get the foe airborne, and then proceeds to kick the foe in the chest three times to get them further up. The reason for kicking the foe in the chin is because the initial kick to the chin will get the foe airborne the most, the three kicks that follow gets the foe a few feet off the ground which allows the user then to jump above the foe and thrust his katana forward, using his own power and gravity to deliver a devastating blow.
Vital Points Strike: The users has learned all the exact locations and proceeds to aim quick and precise strikes at theses points. Normally occurring in rapid succession that a normal person would see it as one strike, when actually there is one strike per vital spot. To block all the strikes requires amazing reflexes. The strikes proceed as follows. It begins with a slash to the side for the liver, followed by a diagonal slice upward, handling the heart and lungs, then a downward chop with the offhand weapon for the brain, followed by two rapid strikes to the neck vain, cervical and spine, and then a side chop with the katana for the kidney. The reason the strikes all appear to be one is the fact that the users speed is so high that to a normal person, the strikes occur so quickly they are one.
|Sannin/Kage | - Stage Five -
At this stage, the users has reached the pinnacle of speed and agility, moving so quickly that only the best of the best trackers can even hope to keep up with them. Also at this stage, the users has surpassed caring about protecting his life and instead protects his soul, that is, his values and friends more then he does his own life. The user will fight to great lengths to protect his soul, but his actual life in danger often to do so.
Howling Stirke: This technique actually starts by the user drawing his sword back so quickly, that a vacuum of air is created in front of him, sucking all surrounding opponents into the void, effectively off-footing them and leaving them completely exposed to the forthcoming strike by either the katana or the offhand weapon. If the foes strength level is Jounin or above, then they are merely knocked off-balanced slightly, but not completely sucked in. If the foes evasion is higher than the users, then they are able to avoid the void completely by dodging. The range is three yards directly in front of the draw arc of the user.
Current of Death: The users rushes the opponent slashing his blade in such rapid succession that it doesn't even appear to exist to the normal eye. Multiple strikes are aimed at all the vital spots on the body and for someone not on par speed and agility wise with the user, this spells almost certain death. The foe's speed and agility rank would both have to be on par with the users in order to escape the current completely unharmed, if either is below then they either cannot perceive it in time or if they can they cannot react quickly enough.
Blade Shatter: By coating their blade in chakra, the user user becomes able to shatter normal blades with ease when the two blades come into contact, rendering other swordsmen useless. This is normally followed by a prompt asking the foe to surrender peacefully. This technique will not work against custom weapons. ((Cost A rank Jutus chakra to coat the blade and the coating last for two blades or up to four post.)) This is property of Malfrost, and I am using it with his permission. These are individual requirements for each rank, correct? As in, by the end, they will have posted 76 posts of training and have posted 38 times total in a fight? For each stage, you have to do the # of training stated to complete it and the fight in at least the # of posts required. So pretty much, yes.
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Posted: Thu Dec 29, 2011 10:26 pm
Antonio Kage Inferni Firu Shinra Antonio Kage Inferni Gin tamashī o ken no yōshiki(Sword Style of the Silver Soul) Fast, Agile, Adaptive

The Gintama o ken no yoshiki was derived from the sword-style of one known as the White Devil. No one knows the White Devil's true identity, but he was a Samurai of great skill and prowess in the latest Great Shinobi War. His Style focused on speed and maneuver, to create opening and gaps in a foes defense which could then be exploited in an instant.
Rules -Katana must be primary weapon.
General Fighting Style
The Gintama sword styles relies on speed and quick reflexes to outmaneuver and kill an opponent. The user only keeps one hand on the katana at most times, only adding his other hand for blocking or when power is needed. Otherwise, the second hand is held near the waist, to be used to grapple an opponent, to gain leverage over an opponent, or to be used as a weapon itself. At later stages, a user can pick up a one handed weapon of any sort and use it effectively as an offhanded weapon at the price of sacrificing the ability to use their off-hand for grappling and other techniques. Users also become very flexible as many of their techniques require them to move their bodies about in rapid secession.
Training Methods
A practitioner trains in the Gintama sword style via basic swordplay and drills. They practice drawing and swinging their sword and often use training dummies to stimulate targets. However, many prefer to find a willing training partner and spare with them using a Boken. In order to advance to the next rank, the user must have trained for a designated number of post, and then be involved in either an intense spar or a life or death match in order to advance.
Stage One Mastery: 6 post of training, no fight required
Stage Two Mastery: 10 post of training, atleast a 5 post spar
Stage Three Mastery: 15 post of training, atleast a 8 post spar.
Stage Four Mastery: 20 post of training, atleast a 10 post spar.
Stage Five Mastery: 25 Post of training, atleast a 15 post spar. -----------------------------------------
| Genin | - Stage One -
The user learns the basics of the style and learns to hone in on their speed and reflexes. Basic strikes as well as how to effectively use their off-hand as a weapon on its own in partner with the sword in the main hand. Users are also taught how to be more fluid and dynamic in their motions, to add a sense of unpredictability to their attacks.
Techniques learned: Quick Draw: The user practices drawing their sword from their sheath so much, it has become second nature to them and that can draw their blade in an instant and at a moment's notice. The draw is preformed so quickly that only a Shinobi whose evasion rank is at or above the user's speed rank can avoid it entirely. If below, then the draw comes so quickly that if they do not already have their weapon drawn, they will be forced to attempt to dodge the strike.
Speed Slash: This technique involves the user creating somewhat of an optical illusion. With a flick of his wrist, the users makes the blade flash for a brief moment, making it seem like a strike in coming from one direction. Then with another quick flick of the wrist and a turn of the elbow, the strike comes from the completely opposite direction, catching the enemy off guard. Only a foe with fairly keen awareness would be able to catch the feint while in motion.
Headache Counter: Used when countering a strike that the user can effectively see coming. The user will parry the strike with his sword, and then quickly bring his off off-hand up to perform an uppercut the foes chin, followed back a quickly back-hand from the off-hand as well. The goal is to knock the foe off balance so a quick strike can be performed with the blade.
| Chunnin| - Stage Two -
At Stage Two, the user focuses on become more maneuverable and agile so that he can effectively weave circles around his foe to effectively create gaps in their defenses. The user, though intense training becomes more agile and flexible, as these become vital during this stage of training as the basics of gain leverage over the opponent are learned as well as, maneuvers that, if preformed wrong, can put the user in a dangerous position, but if preformed correct, can create large gaps for the user to exploit.
Techniques Learned:
Disarm Counter: A more advanced counter that takes considerable practice to master. When the users is able to successfully read and dodge a strike, he can being his offhand up to the foe's wrist and attempt to pinch the nerve points around their wrist, forcing them to drop their weapon. Wither he succeeds or fails, he will attempt to deliver a swift kick to the gut at his foe to create distance after the attempted disarm. The roll will only occur if the user manages to get his hand on the foes wrist which is determined mainly by each RPC's Agility score.
To determine wither or not the disarm will be successful, the roll of a six-sided dice by the users opponent will be used. For opponents of equal ranks, a roll of a 4,5,or 6 will result in being disarmed. For opponents one rank higher than the user, a roll of 6 is needed to be disarmed. For opponents of two ranks higher, then cannot be disarmed. For opponents one rank lower than the user, a 2 through 6 will result in being disarmed, if the opponent is two or more ranks lower, they will automatically be disarmed.
Spinning Strike: This technique is preformed in order to stun an opponent. First the user will slash at the side of the foe followed quickly by a knee to the gut in order to get the foes disoriented.
Pivot Counter: A counter designed to deal damage to the foe. The user will rush the foe and as the foe attempts to strike him, he will dodge the strike by either going low, that being dodging below the strike by crouching. Or going high, that being if the user decides to jump over the intended strike. If the users dodges high, then he strikes at the foe's shoulder with his sword. If the user dodges lower, he aims for the kidney.
Vital Point Attack: The user at this rank learns the location of the major vital points in the body, Liver, Lungs, Spine,Cervical Vein, Neck Vain, Brain, Kidneys and Heart. At this rank, the user can single out a single vital point and then proceed to attack it with extreme precision. It takes triple the amount of post to learn this technique due to the nature of muscle memory. | Sp. Jounin | - Stage Three -
At Stage Three, the users learns how to effective wield weapons in their off-hand. Weapons used in the off-hand can run the gauntlet from simply another katana to any range of other one handed weapons such as maces, knives and other forms of swords. While wielding an off-handed weapon, any technique that requires grabbing an opponent to be used cannot be preformed while the off-handed weapon is in place. Also, because it is the users off hand, it is naturally slower than their primary hand and therefore, every strike delivered with an off-hand weapon is one rank lower in speed and evasion, unless using a short sword, dagger, or small hammer. Techniques learned:
Soaring Strike: The User will run towards in opponent, and then, using his superior speed, literally run up the side of his opponent's chest, while delivering a blow to the head with his off-handed weapon, followed by a quick pivot and strike at the back with his katana.
Double Quick Draw: An advanced version of the normal Quick Draw, the Double Quick Draw involves drawing both weapons within an instant of each other for maximum damage. The user will actually draw their off-handed weapon first in an attempt to hit their opponent with their slower moving hand first, follow almost instantly by the drawing of the katana with the primary hand to carry on the attack.
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| Jounin | - Stage Four - At this stage, acrobatics and extreme precision are added to the users already deadly arsenal of skills. Users learn the locations of the bodies vital spots and training to hit them with extreme precision. Also, in the state, the users is taught how to send takes into the air and how to effectively give chase while the target is still airborne. Also, at this point, the swordsman has matured enough to understand the White Devil's true meaning of fighting..and it is not to kill, but to protect one's soul, which includes everything one holds dear.If the user has not learned this lesson by this point, then his effectiveness in combat decreases, taking a -1 rank drop in both speed and agility and cannot advance to the final stage.
Arial Chase:The user launches the foe into the air, the user kicks the foe in the chin to get the foe airborne, and then proceeds to kick the foe in the chest three times to get them further up. The reason for kicking the foe in the chin is because the initial kick to the chin will get the foe airborne the most, the three kicks that follow gets the foe a few feet off the ground which allows the user then to jump above the foe and thrust his katana forward, using his own power and gravity to deliver a devastating blow.
Vital Points Strike: The users has learned all the exact locations and proceeds to aim quick and precise strikes at theses points. Normally occurring in rapid succession that a normal person would see it as one strike, when actually there is one strike per vital spot. To block all the strikes requires amazing reflexes. The strikes proceed as follows. It begins with a slash to the side for the liver, followed by a diagonal slice upward, handling the heart and lungs, then a downward chop with the offhand weapon for the brain, followed by two rapid strikes to the neck vain, cervical and spine, and then a side chop with the katana for the kidney. The reason the strikes all appear to be one is the fact that the users speed is so high that to a normal person, the strikes occur so quickly they are one.
|Sannin/Kage | - Stage Five -
At this stage, the users has reached the pinnacle of speed and agility, moving so quickly that only the best of the best trackers can even hope to keep up with them. Also at this stage, the users has surpassed caring about protecting his life and instead protects his soul, that is, his values and friends more then he does his own life. The user will fight to great lengths to protect his soul, but his actual life in danger often to do so.
Howling Stirke: This technique actually starts by the user drawing his sword back so quickly, that a vacuum of air is created in front of him, sucking all surrounding opponents into the void, effectively off-footing them and leaving them completely exposed to the forthcoming strike by either the katana or the offhand weapon. If the foes strength level is Jounin or above, then they are merely knocked off-balanced slightly, but not completely sucked in. If the foes evasion is higher than the users, then they are able to avoid the void completely by dodging. The range is three yards directly in front of the draw arc of the user.
Current of Death: The users rushes the opponent slashing his blade in such rapid succession that it doesn't even appear to exist to the normal eye. Multiple strikes are aimed at all the vital spots on the body and for someone not on par speed and agility wise with the user, this spells almost certain death. The foe's speed and agility rank would both have to be on par with the users in order to escape the current completely unharmed, if either is below then they either cannot perceive it in time or if they can they cannot react quickly enough.
Blade Shatter: By coating their blade in chakra, the user user becomes able to shatter normal blades with ease when the two blades come into contact, rendering other swordsmen useless. This is normally followed by a prompt asking the foe to surrender peacefully. This technique will not work against custom weapons. ((Cost A rank Jutus chakra to coat the blade and the coating last for two blades or up to four post.)) This is property of Malfrost, and I am using it with his permission. These are individual requirements for each rank, correct? As in, by the end, they will have posted 76 posts of training and have posted 38 times total in a fight? For each stage, you have to do the # of training stated to complete it and the fight in at least the # of posts required. So pretty much, yes. Alright, just checking.
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Posted: Sat Dec 31, 2011 10:39 pm
Would you like to donate your style to the guild? No
Name of Style: The Royal Blade of Frost Picture: History: Was created by the royal families of Frost; specifically, Noel's father. Upon gaining one of the rare swords of the world, he gathered up a method to wield the monstrous weapon. It was extremely heavy. Only those of the royal family know of the training method to utilize the weapon with such as speed that it can almost be considered to be a Katana with a lag in it's cut. It is through this style, that makes it all possible. Style Requirements: ❅Must be apart of the Frost Royal Family ❅ Must have a very long sword. One of the muramasume's. ❅ Must be a Weapon User or a Taijutsu User Movement Description: Long strikes, as the blade is rather heavy and long. But, one certain moves, the strikes in speed and pick up, but nothing to the point that it would leave after-imaging or reach the level of a battojutsu type move. Stage 1: Soft Snow - Genin Stage Description: At stage one, you are a new wielder of the blade, meaning it is quite heavy for you. The sword is always strapped to your back almost pulling you down. But you are able to swing the sword with some strength. When you swing the sword, it will hit the ground casing it to crack a little at least 6 inch radius. Swinging is rather slow, but still powerful. Stage Powers: - 1+ Rank of Strength ( Will not stack) - 1+ Rank of Stamina ( Will not stack ) - Strength enough to wield the blade, but nothing extraordinary with it. Basic cuts, stabs, and slices. Stage Training: - 20 posts of strength training - 10 posts of stamina training - 5 posts with utilization of the blade Stage Jutsu: Genin Cleave Description: This jutsu is a simple but powerful horizontal strike of the sword. A Katana an an unable bodied nin will not be able to handle the magnitude of this slash without having quite some strength to back it up. A Chuunin will even pose to have some trouble to this powerful strike due to the amount of training the user goes through.
Haymaker Description: Another powerful technique that is just as deadly as the first. Bringing the blade straight up, the user will let gravity and the strength they have obtained to slam down upon the opponent. Causing a crater ( 10 ft) where the blade has fell, and if it hits the opponent directly, will most definitely split them into. [ For every rank after the user is raised, another 5 extra ft will be extended to the crater. ]
Stage 2: Chuunin
Stage Description: At this point in time, the blade his lighter in the hands of the wielder. The weight of the weapon will resemble more like a buster or b*****d sword to them, meaning it will enable them to attack at a much faster rate and with more power. The strength of your swings are now significantly stronger, as well. Making the power of the weapon connecting be even more detrimental.
Stage Powers: - 1+ Rank of Strength ( Will not stack) - 1+ Rank of Stamina ( Will not stack ) - Ample strength enough to wield the blade, and more dexterity and manipulating it. Access to more attacks advanced attacks will occur at this level.
Stage Training: - 10 posts of strength training - 10 posts of stamina training - 5 posts with utilization of the blade
Stage Jutsu: Chuunin Vortex of Frost -Description: During this technique, the user will now start to add in the element of Frost into their technique. Taking the hilt of the massive blade, the user will begin to spin it vigorously above them. Spinning a such a speed and velocity that a tornado of wind will produce. If someone Chuunin or below run into this wind, they have a high chance of not only being launched or trapped into the vortex. But also have a possibility of having the tornado suck the individual into the blade to be chopped up like mince meat. For once one is stuck in the tornado, it is very hard to get out.
But that is rather only half of the technique. Should the user want to rid themselves of the vortex, in mid-spin of the blade, the user will cast down their weapon with great strength and elemental chakra of Frost. The now light blue tinted vortex will be sent towards the opponent, and rather suck up anything within a 10yrd perimeter. If an opponent as been sucked into the tornado, this is when the "Frost Body Stipulation" occurs. Within three posts, the opponent will be automatically freed, for the tornado has dwindled down; but by this time, they will suffer severely. In order to get out opponent must utilize the 'Random Generator' option. [ 1-6] If they get a 3 or a 5 they are freed. If not, they will remain in the tornado. Which will leave them to these ailments:
- First Failure to escape: The body will be dusted over by the elemental frost. It will make maneuvering a bit more difficult.
- Second Failure to escape: The previous dusting of Frost, will get thicker. Making the body colder and more susceptible to pain. Making physical attacks stronger by a half rank as well as encumbering the speed of the opponent by a similar half rank.
- Third Failure to escape: The final and last failure will leave the opponent completely Frosted over. Making will be hindered by a full rank now, as well as physical pain to the body will increase similarly. The but will move at a completely encumbered speed and will have any form of agility or nimbleness severed at this point. Or at least until there is an equal amount of treatment or equal amount of heat encasing the body.
Horns of the Ice King -Description: This is another brutal and more personal striking move. By Putting the blade in front of the users body, they will utilize all the strength they have gathered and charge the opponent. Ramming them with the blunt of the blade causing a wide scale trauma to the entire body.
Gladiators Cleave - Description: Upon taking stance that would usually be held for a smaller sword, or in other words holding the blade to where a hip draw will be made, the user will push forward and make a vicious cut towards the opponent. The power of the strike is enough to slice through the opponent with relative ease, due to the stance and the swing made. But should the user miss or the opponent manage to somehow block the might of the blade, if the opponent is within 5 yards of the opponent the wind created by the user will start to draw them in. A vacuum affect it you will, preparing the user to strike once more.
Stage 3: Jounin
Stage Description: Like the other stage, the element of Frost will still be applied but with more strength and avail. The strength of the user after achieving this stage will be anything less than monstrous. The speed of the weapon being handled now will be like that of a heavy Katana. Making the user wield the large weapon with extraordinary dexterity and increase the amount of damage the weapon can hold due to the amount of hits the user can now make.
Stage Powers: - 1+ Rank of Strength ( Will not Stack ) - 1+ Rank of Stamina ( Will not stack ) - Ample strength enough to wield the blade, and more dexterity and manipulating it. Access to more attacks advanced attacks will occur at this level.
Stage Training: - 10 posts of strength training - 10 posts of stamina training - 5 posts with utilization of the blade
Stage Jutsu: Frost Dragon -Description: With the strength to hold the blade and it be more versatile, the user will charge the opponent, charging the element of Frost into the weapon. Upon cutting and releasing the magnificent force the blade provides, a dragon made of ice will open it's maw in attempt to 'swallow' the opponent. Upon direct contact, the user will suffer the powers of forest. Hindering their nimblness, agility, speed, and evasiveness by -1.5 of a Rank
Ice King's Second Blade -Description: With the strength the user has gained so far, the availability to the deadliness of the style will start to open up. By forming a single seal with one hand, the user will form a replicated blade of Ice, like the one that hold before. Increasing the amount of attacks further and bringing the user to strike down the opponent with two blades of the same strength. It will take a Jounin level attack directly to the blade of ice to break it, or a Chuunin level Katon technique.
X-Factor Strike -Description: In cooperation of the 'Ice King's Second Blade' technique, the user will push off of a hard surface. Usually above the opponent or in some angle above them and will attempt to strike the opponent with the blades ending in an X. A direct cut will completely sever the opponent into three parts. Even more so, blocking it without having the strength to go up against the strength of this technique may be similarly dangerous.
Stage 4: Jounin At stage Four, your power with strength is quite strong. With a swing of a sword you can cut down a tree with one strong blow again. It cuts it like a knife throw jello. If the sword were to hit the ground, it would cause the blade to create a crater at least 15 ft radius, causing once again vibrations, almost like an earth quake. Stage Description: Blocking by an opponent that doesn't have a sword of the caliber to protect them, will get them slaughtered at the level and strength this jutsu requires. The amount of force and power the user has at this level is almost inhuman. It is no wonder that the Ice King or the Daiymo of Shimo, became such a giant of men, and the power of his swing is known to create small chasms.
Stage Powers: - 1+ Rank of Strength ( Will not Stack ) - 1+ Rank of Stamina ( Will not stack ) - Even more monstrous strength enough to wield the blade, and more dexterity and manipulating it. Access to higher leveled attacks and more monstrous strength. Handling the blade at this level, will be like handling a Katana. Making the speed and power of the strikes arrive at the opponent with such strength and power they will have to be one their toes or risk having a severed limb, or worse, a severed body.
Stage Training: - 10 posts of strength training - 10 posts of stamina training - 5 posts with utilization of the blade
Stage Jutsu: Strike of a Thousand Snow Flakes -Description: This is when speed is starting to be exhibited into the style now that the sword has become light enough for them to hold. Upon closing the distance to their opponent, like a lance, the user will thrust their sword at their opponent in nearly blinding speeds. The only one to survive the technique, counted the move goes on for about a hundred jabs. That of which will tire out a non-trained opponent, but to the user of this style stamina has built them enough to not get too winded from this technique. Being hit once by one of jab, if you haven't been struck in a lethal zone, makes it harder to dodge the other jabs. Or in other words, being hit once multiplies the chance of being hit again.
Ice Prism -Description: This is a technique to add a bit of distance to the user's attack. A geyser of water will envelop the opponent followed by a frost to freeze the opponent. If the opponent has been caught by one, they will be caught by the other, for the geyser of water lifts the opponent off the ground so the chances of being frozen rises. The opponent will be frozen until they are able to break out. Using the Random Number Generator ( 1-2). If the number is odd, then the user breaks free, if the number is even, the user is trapped for another post until they are able to break out.
Frozen Injection -Description: Like the 'Frost Dragon' technique, the user will burst forwards and put their chakra into the blade. Upon swiping said weapon, hundreds of dagger sized chakra filled icicles will release from the weapon. What makes the technique truly dangerous, is the sword upon slamming into another weapon or being blocked in some manner, the needles will still release out. Having the opponent take an up and close stabbing of the 'cicles.
Stage 5: Sannin
Stage Description: This is the last and final stage of being a master, after this last training you have become one of the masters. You truly have become royalty of the Frost and can hold claim to the throne when the time comes. When you swing down your sword your smash creates a large crater around you for 20 ft. The ground shakes and almost cuts the earth in half, (around you). You can swing at full speed now thanks to the training you have done and will be able to wield the weapon like a wooden katana. Quick furious attacks will be slamming into the opponent now, as will the techniques that this stage provides.
Stage Powers: - 1+ Rank of Strength ( Will not Stack ) - 1+ Rank of Stamina ( Will not stack ) - Even more monstrous strength enough to wield the blade, and more dexterity and manipulating it. Access to higher leveled attacks and more massive strength. Handling the blade at this level, will be like handling a Wooden Katana. Making the speed and power of the strikes arrive at the opponent with such strength and power they will have to be one their toes or risk meeting a very untimely end.
Stage Training: - 10 posts of strength training - 10 posts of stamina training - 5 posts with utilization of the blade
Stage Jutsu: Strike from the Frozen Royal Heavens -Prerequisites: Ice King's Second Blade -Description: Here, the user will utilize the abilities of froze to make it seem like the snow around them are like blades. Thrusting their sword up into the air, a massive snow storm will plague the area. The blizzard, except for the user, will be blinded by the snow above. With the sound of the snow and wind whipping around them, it will mask the sound of the user sprinting and bringing the distance between the opponent and themselves.
If the opponent hasn't struck the user by the next post, the next technique comes into play. The user will close in distance with the opponent and slam the blunt end of their blades into the opponent, sending them airborne. Forcing them into the final and ending strike of the technique if they are not able to, once more, strike the user before the final strike.
For like Kage Buyou, the user will appear from out of the snow behind their opponent and utilize the 'Ice King's Second Blade' to it's fullest extent. Surrounding the opponent, will be seven blades including the blade that they are holding. From there, the strikes will proceed. Eight strikes in total until they plummet to the ground from taking that many strikes to the body.
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Posted: Sun Jan 01, 2012 1:21 pm
Panthers7 Would you like to donate your style to the guild? No Name of Style: The Royal Blade of Frost Picture: History: Was created by the royal families of Frost; specifically, Noel's father. Upon gaining one of the rare swords of the world, he gathered up a method to wield the monstrous weapon. It was extremely heavy. Only those of the royal family know of the training method to utilize the weapon with such as speed that it can almost be considered to be a Katana with a lag in it's cut. It is through this style, that makes it all possible. Style Requirements: ❅Must be apart of the Frost Royal Family ❅ Must have a very long sword. One of the muramasume's. ❅ Must be a Weapon User or a Taijutsu User Movement Description: Long strikes, as the blade is rather heavy and long. But, one certain moves, the strikes in speed and pick up, but nothing to the point that it would leave after-imaging or reach the level of a battojutsu type move. Stage 1: Soft Snow - Genin Stage Description: At stage one, you are a new wielder of the blade, meaning it is quite heavy for you. The sword is always strapped to your back almost pulling you down. But you are able to swing the sword with some strength. When you swing the sword, it will hit the ground casing it to crack a little at least 6 inch radius. Swinging is rather slow, but still powerful. Stage Powers: - 1+ Rank of Strength ( Will not stack) - 1+ Rank of Stamina ( Will not stack ) - Strength enough to wield the blade, but nothing extraordinary with it. Basic cuts, stabs, and slices. Stage Training: - 20 posts of strength training - 10 posts of stamina training - 5 posts with utilization of the blade Stage Jutsu: Genin Cleave Description: This jutsu is a simple but powerful horizontal strike of the sword. A Katana an an unable bodied nin will not be able to handle the magnitude of this slash without having quite some strength to back it up. A Chuunin will even pose to have some trouble to this powerful strike due to the amount of training the user goes through.
Haymaker Description: Another powerful technique that is just as deadly as the first. Bringing the blade straight up, the user will let gravity and the strength they have obtained to slam down upon the opponent. Causing a crater ( 10 ft) where the blade has fell, and if it hits the opponent directly, will most definitely split them into. [ For every rank after the user is raised, another 5 extra ft will be extended to the crater. ]
Stage 2: Chuunin
Stage Description: At this point in time, the blade his lighter in the hands of the wielder. The weight of the weapon will resemble more like a buster or b*****d sword to them, meaning it will enable them to attack at a much faster rate and with more power. The strength of your swings are now significantly stronger, as well. Making the power of the weapon connecting be even more detrimental.
Stage Powers: - 1+ Rank of Strength ( Will not stack) - 1+ Rank of Stamina ( Will not stack ) - Ample strength enough to wield the blade, and more dexterity and manipulating it. Access to more attacks advanced attacks will occur at this level.
Stage Training: - 10 posts of strength training - 10 posts of stamina training - 5 posts with utilization of the blade
Stage Jutsu: Chuunin Vortex of Frost -Description: During this technique, the user will now start to add in the element of Frost into their technique. Taking the hilt of the massive blade, the user will begin to spin it vigorously above them. Spinning a such a speed and velocity that a tornado of wind will produce. If someone Chuunin or below run into this wind, they have a high chance of not only being launched or trapped into the vortex. But also have a possibility of having the tornado suck the individual into the blade to be chopped up like mince meat. For once one is stuck in the tornado, it is very hard to get out.
But that is rather only half of the technique. Should the user want to rid themselves of the vortex, in mid-spin of the blade, the user will cast down their weapon with great strength and elemental chakra of Frost. The now light blue tinted vortex will be sent towards the opponent, and rather suck up anything within a 10yrd perimeter. If an opponent as been sucked into the tornado, this is when the "Frost Body Stipulation" occurs. Within three posts, the opponent will be automatically freed, for the tornado has dwindled down; but by this time, they will suffer severely. In order to get out opponent must utilize the 'Random Generator' option. [ 1-6] If they get a 3 or a 5 they are freed. If not, they will remain in the tornado. Which will leave them to these ailments:
- First Failure to escape: The body will be dusted over by the elemental frost. It will make maneuvering a bit more difficult.
- Second Failure to escape: The previous dusting of Frost, will get thicker. Making the body colder and more susceptible to pain. Making physical attacks stronger by a half rank as well as encumbering the speed of the opponent by a similar half rank.
- Third Failure to escape: The final and last failure will leave the opponent completely Frosted over. Making will be hindered by a full rank now, as well as physical pain to the body will increase similarly. The but will move at a completely encumbered speed and will have any form of agility or nimbleness severed at this point. Or at least until there is an equal amount of treatment or equal amount of heat encasing the body.
Horns of the Ice King -Description: This is another brutal and more personal striking move. By Putting the blade in front of the users body, they will utilize all the strength they have gathered and charge the opponent. Ramming them with the blunt of the blade causing a wide scale trauma to the entire body.
Gladiators Cleave - Description: Upon taking stance that would usually be held for a smaller sword, or in other words holding the blade to where a hip draw will be made, the user will push forward and make a vicious cut towards the opponent. The power of the strike is enough to slice through the opponent with relative ease, due to the stance and the swing made. But should the user miss or the opponent manage to somehow block the might of the blade, if the opponent is within 5 yards of the opponent the wind created by the user will start to draw them in. A vacuum affect it you will, preparing the user to strike once more.
Stage 3: Special Jounin
Stage Description: Like the other stage, the element of Frost will still be applied but with more strength and avail. The strength of the user after achieving this stage will be anything less than monstrous. The speed of the weapon being handled now will be like that of a heavy Katana. Making the user wield the large weapon with extraordinary dexterity and increase the amount of damage the weapon can hold due to the amount of hits the user can now make.
Stage Powers: - 1+ Rank of Strength ( Will not Stack ) - 1+ Rank of Stamina ( Will not stack ) - Ample strength enough to wield the blade, and more dexterity and manipulating it. Access to more attacks advanced attacks will occur at this level.
Stage Training: - 10 posts of strength training - 10 posts of stamina training - 5 posts with utilization of the blade
Stage Jutsu: Frost Dragon -Description: With the strength to hold the blade and it be more versatile, the user will charge the opponent, charging the element of Frost into the weapon. Upon cutting and releasing the magnificent force the blade provides, a dragon made of ice will open it's maw in attempt to 'swallow' the opponent. Upon direct contact, the user will suffer the powers of forest. Hindering their nimblness, agility, speed, and evasiveness by -1.5 of a Rank
Ice King's Second Blade -Description: With the strength the user has gained so far, the availability to the deadliness of the style will start to open up. By forming a single seal with one hand, the user will form a replicated blade of Ice, like the one that hold before. Increasing the amount of attacks further and bringing the user to strike down the opponent with two blades of the same strength. It will take a Jounin level attack directly to the blade of ice to break it, or a Chuunin level Katon technique.
X-Factor Strike -Description: In cooperation of the 'Ice King's Second Blade' technique, the user will push off of a hard surface. Usually above the opponent or in some angle above them and will attempt to strike the opponent with the blades ending in an X. A direct cut will completely sever the opponent into three parts. Even more so, blocking it without having the strength to go up against the strength of this technique may be similarly dangerous.
Stage 4: Jounin At stage Four, your power with strength is quite strong. With a swing of a sword you can cut down a tree with one strong blow again. It cuts it like a knife throw jello. If the sword were to hit the ground, it would cause the blade to create a crater at least 15 ft radius, causing once again vibrations, almost like an earth quake. Stage Description: Blocking by an opponent that doesn't have a sword of the caliber to protect them, will get them slaughtered at the level and strength this jutsu requires. The amount of force and power the user has at this level is almost inhuman. It is no wonder that the Ice King or the Daiymo of Shimo, became such a giant of men, and the power of his swing is known to create small chasms.
Stage Powers: - 1+ Rank of Strength ( Will not Stack ) - 1+ Rank of Stamina ( Will not stack ) - Even more monstrous strength enough to wield the blade, and more dexterity and manipulating it. Access to higher leveled attacks and more monstrous strength. Handling the blade at this level, will be like handling a Katana. Making the speed and power of the strikes arrive at the opponent with such strength and power they will have to be one their toes or risk having a severed limb, or worse, a severed body.
Stage Training: - 10 posts of strength training - 10 posts of stamina training - 5 posts with utilization of the blade
Stage Jutsu: Strike of a Thousand Snow Flakes -Description: This is when speed is starting to be exhibited into the style now that the sword has become light enough for them to hold. Upon closing the distance to their opponent, like a lance, the user will thrust their sword at their opponent in nearly blinding speeds. The only one to survive the technique, counted the move goes on for about a hundred jabs. That of which will tire out a non-trained opponent, but to the user of this style stamina has built them enough to not get too winded from this technique. Being hit once by one of jab, if you haven't been struck in a lethal zone, makes it harder to dodge the other jabs. Or in other words, being hit once multiplies the chance of being hit again.
Ice Prism -Description: This is a technique to add a bit of distance to the user's attack. A geyser of water will envelop the opponent followed by a frost to freeze the opponent. If the opponent has been caught by one, they will be caught by the other, for the geyser of water lifts the opponent off the ground so the chances of being frozen rises. The opponent will be frozen until they are able to break out. Using the Random Number Generator ( 1-2). If the number is odd, then the user breaks free, if the number is even, the user is trapped for another post until they are able to break out.
Frozen Injection -Description: Like the 'Frost Dragon' technique, the user will burst forwards and put their chakra into the blade. Upon swiping said weapon, hundreds of dagger sized chakra filled icicles will release from the weapon. What makes the technique truly dangerous, is the sword upon slamming into another weapon or being blocked in some manner, the needles will still release out. Having the opponent take an up and close stabbing of the 'cicles.
Stage 5: Sannin
Stage Description: This is the last and final stage of being a master, after this last training you have become one of the masters. You truly have become royalty of the Frost and can hold claim to the throne when the time comes. When you swing down your sword your smash creates a large crater around you for 20 ft. The ground shakes and almost cuts the earth in half, (around you). You can swing at full speed now thanks to the training you have done and will be able to wield the weapon like a wooden katana. Quick furious attacks will be slamming into the opponent now, as will the techniques that this stage provides.
Stage Powers: - 1+ Rank of Strength ( Will not Stack ) - 1+ Rank of Stamina ( Will not stack ) - Even more monstrous strength enough to wield the blade, and more dexterity and manipulating it. Access to higher leveled attacks and more massive strength. Handling the blade at this level, will be like handling a Wooden Katana. Making the speed and power of the strikes arrive at the opponent with such strength and power they will have to be one their toes or risk meeting a very untimely end.
Stage Training: - 10 posts of strength training - 10 posts of stamina training - 5 posts with utilization of the blade
Stage Jutsu: Strike from the Frozen Royal Heavens -Prerequisites: Ice King's Second Blade -Description: Here, the user will utilize the abilities of froze to make it seem like the snow around them are like blades. Thrusting their sword up into the air, a massive snow storm will plague the area. The blizzard, except for the user, will be blinded by the snow above. With the sound of the snow and wind whipping around them, it will mask the sound of the user sprinting and bringing the distance between the opponent and themselves.
If the opponent hasn't struck the user by the next post, the next technique comes into play. The user will close in distance with the opponent and slam the blunt end of their blades into the opponent, sending them airborne. Forcing them into the final and ending strike of the technique if they are not able to, once more, strike the user before the final strike.
For like Kage Buyou, the user will appear from out of the snow behind their opponent and utilize the 'Ice King's Second Blade' to it's fullest extent. Surrounding the opponent, will be seven blades including the blade that they are holding. From there, the strikes will proceed. Eight strikes in total until they plummet to the ground from taking that many strikes to the body. Where's stage four?
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Posted: Sun Jan 01, 2012 4:54 pm
Firu Shinra Panthers7 Would you like to donate your style to the guild? No Name of Style: The Royal Blade of Frost Picture: History: Was created by the royal families of Frost; specifically, Noel's father. Upon gaining one of the rare swords of the world, he gathered up a method to wield the monstrous weapon. It was extremely heavy. Only those of the royal family know of the training method to utilize the weapon with such as speed that it can almost be considered to be a Katana with a lag in it's cut. It is through this style, that makes it all possible. Style Requirements: ❅Must be apart of the Frost Royal Family ❅ Must have a very long sword. One of the muramasume's. ❅ Must be a Weapon User or a Taijutsu User Movement Description: Long strikes, as the blade is rather heavy and long. But, one certain moves, the strikes in speed and pick up, but nothing to the point that it would leave after-imaging or reach the level of a battojutsu type move. Stage 1: Soft Snow - Genin Stage Description: At stage one, you are a new wielder of the blade, meaning it is quite heavy for you. The sword is always strapped to your back almost pulling you down. But you are able to swing the sword with some strength. When you swing the sword, it will hit the ground casing it to crack a little at least 6 inch radius. Swinging is rather slow, but still powerful. Stage Powers: - 1+ Rank of Strength ( Will not stack) - 1+ Rank of Stamina ( Will not stack ) - Strength enough to wield the blade, but nothing extraordinary with it. Basic cuts, stabs, and slices. Stage Training: - 20 posts of strength training - 10 posts of stamina training - 5 posts with utilization of the blade Stage Jutsu: Genin Cleave Description: This jutsu is a simple but powerful horizontal strike of the sword. A Katana an an unable bodied nin will not be able to handle the magnitude of this slash without having quite some strength to back it up. A Chuunin will even pose to have some trouble to this powerful strike due to the amount of training the user goes through.
Haymaker Description: Another powerful technique that is just as deadly as the first. Bringing the blade straight up, the user will let gravity and the strength they have obtained to slam down upon the opponent. Causing a crater ( 10 ft) where the blade has fell, and if it hits the opponent directly, will most definitely split them into. [ For every rank after the user is raised, another 5 extra ft will be extended to the crater. ]
Stage 2: Chuunin
Stage Description: At this point in time, the blade his lighter in the hands of the wielder. The weight of the weapon will resemble more like a buster or b*****d sword to them, meaning it will enable them to attack at a much faster rate and with more power. The strength of your swings are now significantly stronger, as well. Making the power of the weapon connecting be even more detrimental.
Stage Powers: - 1+ Rank of Strength ( Will not stack) - 1+ Rank of Stamina ( Will not stack ) - Ample strength enough to wield the blade, and more dexterity and manipulating it. Access to more attacks advanced attacks will occur at this level.
Stage Training: - 10 posts of strength training - 10 posts of stamina training - 5 posts with utilization of the blade
Stage Jutsu: Chuunin Vortex of Frost -Description: During this technique, the user will now start to add in the element of Frost into their technique. Taking the hilt of the massive blade, the user will begin to spin it vigorously above them. Spinning a such a speed and velocity that a tornado of wind will produce. If someone Chuunin or below run into this wind, they have a high chance of not only being launched or trapped into the vortex. But also have a possibility of having the tornado suck the individual into the blade to be chopped up like mince meat. For once one is stuck in the tornado, it is very hard to get out.
But that is rather only half of the technique. Should the user want to rid themselves of the vortex, in mid-spin of the blade, the user will cast down their weapon with great strength and elemental chakra of Frost. The now light blue tinted vortex will be sent towards the opponent, and rather suck up anything within a 10yrd perimeter. If an opponent as been sucked into the tornado, this is when the "Frost Body Stipulation" occurs. Within three posts, the opponent will be automatically freed, for the tornado has dwindled down; but by this time, they will suffer severely. In order to get out opponent must utilize the 'Random Generator' option. [ 1-6] If they get a 3 or a 5 they are freed. If not, they will remain in the tornado. Which will leave them to these ailments:
- First Failure to escape: The body will be dusted over by the elemental frost. It will make maneuvering a bit more difficult.
- Second Failure to escape: The previous dusting of Frost, will get thicker. Making the body colder and more susceptible to pain. Making physical attacks stronger by a half rank as well as encumbering the speed of the opponent by a similar half rank.
- Third Failure to escape: The final and last failure will leave the opponent completely Frosted over. Making will be hindered by a full rank now, as well as physical pain to the body will increase similarly. The but will move at a completely encumbered speed and will have any form of agility or nimbleness severed at this point. Or at least until there is an equal amount of treatment or equal amount of heat encasing the body.
Horns of the Ice King -Description: This is another brutal and more personal striking move. By Putting the blade in front of the users body, they will utilize all the strength they have gathered and charge the opponent. Ramming them with the blunt of the blade causing a wide scale trauma to the entire body.
Gladiators Cleave - Description: Upon taking stance that would usually be held for a smaller sword, or in other words holding the blade to where a hip draw will be made, the user will push forward and make a vicious cut towards the opponent. The power of the strike is enough to slice through the opponent with relative ease, due to the stance and the swing made. But should the user miss or the opponent manage to somehow block the might of the blade, if the opponent is within 5 yards of the opponent the wind created by the user will start to draw them in. A vacuum affect it you will, preparing the user to strike once more.
Stage 3: Special Jounin
Stage Description: Like the other stage, the element of Frost will still be applied but with more strength and avail. The strength of the user after achieving this stage will be anything less than monstrous. The speed of the weapon being handled now will be like that of a heavy Katana. Making the user wield the large weapon with extraordinary dexterity and increase the amount of damage the weapon can hold due to the amount of hits the user can now make.
Stage Powers: - 1+ Rank of Strength ( Will not Stack ) - 1+ Rank of Stamina ( Will not stack ) - Ample strength enough to wield the blade, and more dexterity and manipulating it. Access to more attacks advanced attacks will occur at this level.
Stage Training: - 10 posts of strength training - 10 posts of stamina training - 5 posts with utilization of the blade
Stage Jutsu: Frost Dragon -Description: With the strength to hold the blade and it be more versatile, the user will charge the opponent, charging the element of Frost into the weapon. Upon cutting and releasing the magnificent force the blade provides, a dragon made of ice will open it's maw in attempt to 'swallow' the opponent. Upon direct contact, the user will suffer the powers of forest. Hindering their nimblness, agility, speed, and evasiveness by -1.5 of a Rank
Ice King's Second Blade -Description: With the strength the user has gained so far, the availability to the deadliness of the style will start to open up. By forming a single seal with one hand, the user will form a replicated blade of Ice, like the one that hold before. Increasing the amount of attacks further and bringing the user to strike down the opponent with two blades of the same strength. It will take a Jounin level attack directly to the blade of ice to break it, or a Chuunin level Katon technique.
X-Factor Strike -Description: In cooperation of the 'Ice King's Second Blade' technique, the user will push off of a hard surface. Usually above the opponent or in some angle above them and will attempt to strike the opponent with the blades ending in an X. A direct cut will completely sever the opponent into three parts. Even more so, blocking it without having the strength to go up against the strength of this technique may be similarly dangerous.
Stage 4: Jounin At stage Four, your power with strength is quite strong. With a swing of a sword you can cut down a tree with one strong blow again. It cuts it like a knife throw jello. If the sword were to hit the ground, it would cause the blade to create a crater at least 15 ft radius, causing once again vibrations, almost like an earth quake. Stage Description: Blocking by an opponent that doesn't have a sword of the caliber to protect them, will get them slaughtered at the level and strength this jutsu requires. The amount of force and power the user has at this level is almost inhuman. It is no wonder that the Ice King or the Daiymo of Shimo, became such a giant of men, and the power of his swing is known to create small chasms.
Stage Powers: - 1+ Rank of Strength ( Will not Stack ) - 1+ Rank of Stamina ( Will not stack ) - Even more monstrous strength enough to wield the blade, and more dexterity and manipulating it. Access to higher leveled attacks and more monstrous strength. Handling the blade at this level, will be like handling a Katana. Making the speed and power of the strikes arrive at the opponent with such strength and power they will have to be one their toes or risk having a severed limb, or worse, a severed body.
Stage Training: - 10 posts of strength training - 10 posts of stamina training - 5 posts with utilization of the blade
Stage Jutsu: Strike of a Thousand Snow Flakes -Description: This is when speed is starting to be exhibited into the style now that the sword has become light enough for them to hold. Upon closing the distance to their opponent, like a lance, the user will thrust their sword at their opponent in nearly blinding speeds. The only one to survive the technique, counted the move goes on for about a hundred jabs. That of which will tire out a non-trained opponent, but to the user of this style stamina has built them enough to not get too winded from this technique. Being hit once by one of jab, if you haven't been struck in a lethal zone, makes it harder to dodge the other jabs. Or in other words, being hit once multiplies the chance of being hit again.
Ice Prism -Description: This is a technique to add a bit of distance to the user's attack. A geyser of water will envelop the opponent followed by a frost to freeze the opponent. If the opponent has been caught by one, they will be caught by the other, for the geyser of water lifts the opponent off the ground so the chances of being frozen rises. The opponent will be frozen until they are able to break out. Using the Random Number Generator ( 1-2). If the number is odd, then the user breaks free, if the number is even, the user is trapped for another post until they are able to break out.
Frozen Injection -Description: Like the 'Frost Dragon' technique, the user will burst forwards and put their chakra into the blade. Upon swiping said weapon, hundreds of dagger sized chakra filled icicles will release from the weapon. What makes the technique truly dangerous, is the sword upon slamming into another weapon or being blocked in some manner, the needles will still release out. Having the opponent take an up and close stabbing of the 'cicles.
Stage 5: Sannin
Stage Description: This is the last and final stage of being a master, after this last training you have become one of the masters. You truly have become royalty of the Frost and can hold claim to the throne when the time comes. When you swing down your sword your smash creates a large crater around you for 20 ft. The ground shakes and almost cuts the earth in half, (around you). You can swing at full speed now thanks to the training you have done and will be able to wield the weapon like a wooden katana. Quick furious attacks will be slamming into the opponent now, as will the techniques that this stage provides.
Stage Powers: - 1+ Rank of Strength ( Will not Stack ) - 1+ Rank of Stamina ( Will not stack ) - Even more monstrous strength enough to wield the blade, and more dexterity and manipulating it. Access to higher leveled attacks and more massive strength. Handling the blade at this level, will be like handling a Wooden Katana. Making the speed and power of the strikes arrive at the opponent with such strength and power they will have to be one their toes or risk meeting a very untimely end.
Stage Training: - 10 posts of strength training - 10 posts of stamina training - 5 posts with utilization of the blade
Stage Jutsu: Strike from the Frozen Royal Heavens -Prerequisites: Ice King's Second Blade -Description: Here, the user will utilize the abilities of froze to make it seem like the snow around them are like blades. Thrusting their sword up into the air, a massive snow storm will plague the area. The blizzard, except for the user, will be blinded by the snow above. With the sound of the snow and wind whipping around them, it will mask the sound of the user sprinting and bringing the distance between the opponent and themselves.
If the opponent hasn't struck the user by the next post, the next technique comes into play. The user will close in distance with the opponent and slam the blunt end of their blades into the opponent, sending them airborne. Forcing them into the final and ending strike of the technique if they are not able to, once more, strike the user before the final strike.
For like Kage Buyou, the user will appear from out of the snow behind their opponent and utilize the 'Ice King's Second Blade' to it's fullest extent. Surrounding the opponent, will be seven blades including the blade that they are holding. From there, the strikes will proceed. Eight strikes in total until they plummet to the ground from taking that many strikes to the body. Where's stage four? Edited. I don't think I need more than five stages. ^^;
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Posted: Mon Jan 02, 2012 7:26 pm
Antonio, they both look well thought out, approved on both.
Panthers, approved, but I guess you wanted it as a custom family one, eh?
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Posted: Mon Jan 02, 2012 7:41 pm
Firu Shinra Antonio, they both look well thought out, approved on both. Panthers, approved, but I guess you wanted it as a custom family one, eh? Lol yush. But thank you!!!
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Posted: Sun Aug 12, 2012 7:00 pm
Enzio Kageryuu Gin tamashī o ken no yōshiki(Sword Style of the Silver Soul) Fast, Agile, Adaptive

The Gintama o ken no yoshiki was derived from the sword-style of one known as the White Devil. No one knows the White Devil's true identity, but he was a Samurai of great skill and prowess in the latest Great Shinobi War. His Style focused on speed and maneuver, to create opening and gaps in a foes defense which could then be exploited in an instant.
Rules -Katana must be primary weapon.
General Fighting Style
The Gintama sword styles relies on speed and quick reflexes to outmaneuver and kill an opponent. The user only keeps one hand on the katana at most times, only adding his other hand for blocking or when power is needed. Otherwise, the second hand is held near the waist, to be used to grapple an opponent, to gain leverage over an opponent, or to be used as a weapon itself. At later stages, a user can pick up a one handed weapon of any sort and use it effectively as an offhanded weapon at the price of sacrificing the ability to use their off-hand for grappling and other techniques. Users also become very flexible as many of their techniques require them to move their bodies about in rapid secession.
Training Methods
A practitioner trains in the Gintama sword style via basic swordplay and drills. They practice drawing and swinging their sword and often use training dummies to stimulate targets. However, many prefer to find a willing training partner and spare with them using a Boken. In order to advance to the next rank, the user must have trained for a designated number of post, and then be involved in either an intense spar or a life or death match in order to advance.
Stage One Mastery: 6 post of training, no fight required
Stage Two Mastery: 10 post of training, atleast a 5 post spar
Stage Three Mastery: 15 post of training, atleast a 8 post spar.
Stage Four Mastery: 20 post of training, atleast a 10 post spar.
Stage Five Mastery: 25 Post of training, atleast a 15 post spar. -----------------------------------------
| Genin | - Stage One -
The user learns the basics of the style and learns to hone in on their speed and reflexes. Basic strikes as well as how to effectively use their off-hand as a weapon on its own in partner with the sword in the main hand. Users are also taught how to be more fluid and dynamic in their motions, to add a sense of unpredictability to their attacks.
Techniques learned: Quick Draw: The user practices drawing their sword from their sheath so much, it has become second nature to them and that can draw their blade in an instant and at a moment's notice. The draw is preformed so quickly that only a Shinobi whose evasion rank is at or above the user's speed rank can avoid it entirely. If below, then the draw comes so quickly that if they do not already have their weapon drawn, they will be forced to attempt to dodge the strike.
Speed Slash: This technique involves the user creating somewhat of an optical illusion. With a flick of his wrist, the users makes the blade flash for a brief moment, making it seem like a strike in coming from one direction. Then with another quick flick of the wrist and a turn of the elbow, the strike comes from the completely opposite direction, catching the enemy off guard. Only a foe with fairly keen awareness would be able to catch the feint while in motion.
Headache Counter: Used when countering a strike that the user can effectively see coming. The user will parry the strike with his sword, and then quickly bring his off off-hand up to perform an uppercut the foes chin, followed back a quickly back-hand from the off-hand as well. The goal is to knock the foe off balance so a quick strike can be performed with the blade.
| Chunnin| - Stage Two -
At Stage Two, the user focuses on become more maneuverable and agile so that he can effectively weave circles around his foe to effectively create gaps in their defenses. The user, though intense training becomes more agile and flexible, as these become vital during this stage of training as the basics of gain leverage over the opponent are learned as well as, maneuvers that, if preformed wrong, can put the user in a dangerous position, but if preformed correct, can create large gaps for the user to exploit.
Techniques Learned:
Disarm Counter: A more advanced counter that takes considerable practice to master. When the users is able to successfully read and dodge a strike, he can being his offhand up to the foe's wrist and attempt to pinch the nerve points around their wrist, forcing them to drop their weapon. Wither he succeeds or fails, he will attempt to deliver a swift kick to the gut at his foe to create distance after the attempted disarm. The roll will only occur if the user manages to get his hand on the foes wrist which is determined mainly by each RPC's Agility score.
To determine wither or not the disarm will be successful, the roll of a six-sided dice by the users opponent will be used. For opponents of equal ranks, a roll of a 4,5,or 6 will result in being disarmed. For opponents one rank higher than the user, a roll of 6 is needed to be disarmed. For opponents of two ranks higher, then cannot be disarmed. For opponents one rank lower than the user, a 2 through 6 will result in being disarmed, if the opponent is two or more ranks lower, they will automatically be disarmed.
Spinning Strike: This technique is preformed in order to stun an opponent. First the user will slash at the side of the foe followed quickly by a knee to the gut in order to get the foes disoriented.
Pivot Counter: A counter designed to deal damage to the foe. The user will rush the foe and as the foe attempts to strike him, he will dodge the strike by either going low, that being dodging below the strike by crouching. Or going high, that being if the user decides to jump over the intended strike. If the users dodges high, then he strikes at the foe's shoulder with his sword. If the user dodges lower, he aims for the kidney.
Vital Point Attack: The user at this rank learns the location of the major vital points in the body, Liver, Lungs, Spine,Cervical Vein, Neck Vain, Brain, Kidneys and Heart. At this rank, the user can single out a single vital point and then proceed to attack it with extreme precision. It takes triple the amount of post to learn this technique due to the nature of muscle memory. | Sp. Jounin | - Stage Three -
At Stage Three, the users learns how to effective wield weapons in their off-hand. Weapons used in the off-hand can run the gauntlet from simply another katana to any range of other one handed weapons such as maces, knives and other forms of swords. While wielding an off-handed weapon, any technique that requires grabbing an opponent to be used cannot be preformed while the off-handed weapon is in place. Also, because it is the users off hand, it is naturally slower than their primary hand and therefore, every strike delivered with an off-hand weapon is one rank lower in speed and evasion, unless using a short sword, dagger, or small hammer. Techniques learned:
Soaring Strike: The User will run towards in opponent, and then, using his superior speed, literally run up the side of his opponent's chest, while delivering a blow to the head with his off-handed weapon, followed by a quick pivot and strike at the back with his katana.
Double Quick Draw: An advanced version of the normal Quick Draw, the Double Quick Draw involves drawing both weapons within an instant of each other for maximum damage. The user will actually draw their off-handed weapon first in an attempt to hit their opponent with their slower moving hand first, follow almost instantly by the drawing of the katana with the primary hand to carry on the attack.
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| Jounin | - Stage Four - At this stage, acrobatics and extreme precision are added to the users already deadly arsenal of skills. Users learn the locations of the bodies vital spots and training to hit them with extreme precision. Also, in the state, the users is taught how to send takes into the air and how to effectively give chase while the target is still airborne. Also, at this point, the swordsman has matured enough to understand the White Devil's true meaning of fighting..and it is not to kill, but to protect one's soul, which includes everything one holds dear.If the user has not learned this lesson by this point, then his effectiveness in combat decreases, taking a -1 rank drop in both speed and agility and cannot advance to the final stage.
Arial Chase:The user launches the foe into the air, the user kicks the foe in the chin to get the foe airborne, and then proceeds to kick the foe in the chest three times to get them further up. The reason for kicking the foe in the chin is because the initial kick to the chin will get the foe airborne the most, the three kicks that follow gets the foe a few feet off the ground which allows the user then to jump above the foe and thrust his katana forward, using his own power and gravity to deliver a devastating blow.
Vital Points Strike: The users has learned all the exact locations and proceeds to aim quick and precise strikes at theses points. Normally occurring in rapid succession that a normal person would see it as one strike, when actually there is one strike per vital spot. To block all the strikes requires amazing reflexes. The strikes proceed as follows. It begins with a slash to the side for the liver, followed by a diagonal slice upward, handling the heart and lungs, then a downward chop with the offhand weapon for the brain, followed by two rapid strikes to the neck vain, cervical and spine, and then a side chop with the katana for the kidney. The reason the strikes all appear to be one is the fact that the users speed is so high that to a normal person, the strikes occur so quickly they are one.
|Sannin/Kage | - Stage Five -
At this stage, the users has reached the pinnacle of speed and agility, moving so quickly that only the best of the best trackers can even hope to keep up with them. Also at this stage, the users has surpassed caring about protecting his life and instead protects his soul, that is, his values and friends more then he does his own life. The user will fight to great lengths to protect his soul, but his actual life in danger often to do so.
Howling Stirke: This technique actually starts by the user drawing his sword back so quickly, that a vacuum of air is created in front of him, sucking all surrounding opponents into the void, effectively off-footing them and leaving them completely exposed to the forthcoming strike by either the katana or the offhand weapon. If the foes strength level is Jounin or above, then they are merely knocked off-balanced slightly, but not completely sucked in. If the foes evasion is higher than the users, then they are able to avoid the void completely by dodging. The range is three yards directly in front of the draw arc of the user.
Current of Death: The users rushes the opponent slashing his blade in such rapid succession that it doesn't even appear to exist to the normal eye. Multiple strikes are aimed at all the vital spots on the body and for someone not on par speed and agility wise with the user, this spells almost certain death. The foe's speed and agility rank would both have to be on par with the users in order to escape the current completely unharmed, if either is below then they either cannot perceive it in time or if they can they cannot react quickly enough.
Blade Shatter: By coating their blade in chakra, the user user becomes able to shatter normal blades with ease when the two blades come into contact, rendering other swordsmen useless. This is normally followed by a prompt asking the foe to surrender peacefully. This technique will not work against custom weapons. ((Cost A rank Jutus chakra to coat the blade and the coating last for two blades or up to four post.)) This is property of Malfrost, and I am using it with his permission.
I still have permission to use this...
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Posted: Tue Aug 14, 2012 9:30 pm
Staff Fighting Oldest, Classic, DistanceDescription: Before bladed weapons came into play, staffs were the ultimate form of weaponry. You can easily attack and defend at the same time, fight off multiple enemies, and duel in close to mid-range. Wielding a staff properly takes time though. utilizing it in battle takes even longer. Staff masters have been known to also power their moves with chakra, causing for an even deadlier skill. Stage One: No Rank Requirement At this stage, the user is beginning to hold their staff properly, and learning balance. The user is learning how to attack and defend in different scenarios Staff Twist - The user will twist their staff in a circular motion, able to block projectiles, and weapons. Rank - D Pole Thrust - The user will thrust their staff into the chest of the opponent. Depending on the strength used, the opponent can be knocked back. Rank - C Staff Slam - The user will jump and spin downwards once. Using the momentum of the swing, they will bring their staff down onto an opponent. If hit properly, the opponent can suffer from broken bones. Rank - C Stage Two: Genin At this stage, the user is feeling more comfortable with a staff, being more used to the balance that is necessary. Staff Parry - The user must first be attacked in order for this to work properly. The user will extend their pole, rather than block, and make contact with the opponent's weapon. They will then spin the staff, which will knock the opponent's weapon out of their hand. Rank - C Staff Uppercut - The user will swing their staff upwards, striking the opponent usually under the chin. This can have obvious amounts of damage, as well as cause some head trauma Rank - C Stage Three: Genin The user has become moderately balanced, and is gaining speed and power for their attacks. Staff Sweep - The user will sweep their staff in hopes to knock the enemy off their feet. In some cases, this maneuver is known to break ankles and legs. Rank - C Pole Vault - The user will use their staff as a fulcrum, launching themselves out of harms way, or opening for another attack. Rank - C Stage Four: Chunin The user has mastered the balance piece of staff fighting, and now focuses on adding chakra to attacks. Power Slam - The user will charge chakra to their staff, and then slam it into the ground, causing pure chakra to shoot out all around them. The chakra can push back enemies with such force, it can even cause broken bones. Rank - C Power Thrust - The user will charge chakra to their staff, and then thrust it forward, shooting out a blast of chakra in a straight line. It will hit the opponent with blunt force. Rank - C Stage Five: Jonin The user has mastered the power piece of staff fighting, and is now working on speed. Muscle Stimulant: Speed Thrusts - The user will stimulate their muscles with chakra, causing them to be very loose, making the user able to thrust extremely fast in rapid succesion. The user can hold this move for 3 posts before their muscles cramp. A 4 post cool down time is necessary. Over use of this move can cause muscle rupture or permanent damage. Rank - B Muscle Stimulant: Speed Slash - The user will stimulate their muscles with chakra, cuasing them to be very loose, making the user able to slash their staff in an extremely fast rapid succession. The user can hold this move for 4 posts before their muscles cramp. A 5 post cool down time is necessary. Over use of this move can cause muscle rupture or permanent damage. Stage Six: Sanin The user has become one with their staff. They are able to combine speed and power with their moves, proving to be a tough opponent. This is the final stage of Staff Fighting. Berserk: Chakra Slashes - The users muscles will relax and become loose, providing easier fluid movements. Chakra will be stored inside their staff, and they will release a power held within. The will continuously slash at their opponent, shooting blasts of chakra in the process. The blasts are similar to slices of a blade.The user can hold this move for 5 posts before they wear out. a 10 Post cool down is necessary. Rank - B Berserk: Killing Counter - The user must first charge chakra to their staff, giving it a short and sharp point made of pure chakra. They must then be attacked, and they shall counter the opponent. If done correctly, the user will thrust their pole towards the opponent. While usually hitting with blunt force, the chakra point will dig into the opponent, and then the user will unleash the chakra they have stored directly into the opponent. This move has been known to explode people, depending on how much chakra is inserted. The user must not use any other chakra powered attack after this move for 6 posts, or death is sure to come. Rank - A
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Posted: Mon Dec 17, 2012 9:16 am
( Permission acquired to use this through various sources. Now for the approval bit ) Kyoukan Ya The bolt which flies true. ___D e s c r i p t i o n: Kyoukan Ya happens to be one of the few existing arrow techniques utilized by the shinobi world, as it makes use of tricks and variability in its arts, meant to take down its foes from a distance. Most practitioners of the Assassin's Arrow tend to be killers from the shadows.
___N o t e s: •For each stage learned apply a slight increase to Agility. ___S t a g e O n e [1] Simple Shot Rank: E : : Simple Description: What else does a rookie with a bow? Draw back and shoot! Be sure to hit that mark!
Quick Draw! Rank: E : : Simple Description: A technique used for showing off, more than it is used combat wise, as the user draws their arrow and fires it quickly, sacrificing most accuracy for speed.
Arc Bolt Rank: E : : Complex Description: The user utilizes their chakra to make their arrow turn once in the air gradually. This effect is immediate, and the arc will be noticed quite quickly. ___S t a g e T w o [2] Rapid Fire Rank: D : : Simple Description: Calling upon one's stamina, the user begins to build up from some basic skills, and draws their arrows with speed, firing them off. One after another. At this point in time, the user while quick, doesn't have the accuracy to make it work that great. Time to spray and pray, huh?
Sidewinder Rank: D : : Complex Description: A technique to defeat walls in the user's way, where they apply chakra to coerce a more fierce arc in the arrow to move around the side of the wall. While it isn't a guaranteed hit, it'll shock 'em out of cover!
Heaven's Spear Rank: D : : Complex Description: A technique which requires some time to work up in power, the user fires their arrow directly up into the sky. While this makes the user seem egotistical, they've imbued the arrow with a flexible chakra, which allows it to pick up an electrical charge as it rises and falls back to the earth. If the attack should work, the enemy will find themselves moving rather sluggish from the electrical discharge. • Two posts of reduced mobility. • Requires an additional post for the arrow to fall. ___S t a g e T h r e e [3] Trip Wire Rank: C : : Simple Description: Attaching a line to the user's arrow, they send their arrow flying into one location, and attach the other side of the line to a nearby anchor of some sort. The user may apply chakra to add additional effects such as shallow cuts, numbness or minor burns. • Can be performed complex. • Learned as if complex.
Rocket Bolt Rank: C : : Complex Description: The user applies their chakra to their arrow, and when it's sent off through the air, the chakra is used to provide extra thrust, because of this, there's little flexibility in its flight, but it's speed is doubled.
Cluster Training Rank: C : : Training Description: At this point in time, the user will practice firing multiple arrows at one time from their bow. • Once learned this is treated as a passive.
Bomb Arrow Rank: C : : Training Description: The user goes through a process prior to battle to create detonating arrows, by attaching an exploding note to the arrow carefully and camouflaging it to appear as a normal shaft yet. The enemy is in for a surprise when the user chooses to detonate the seemingly normal arrows for an explosion. • Once learned this is treated as a passive. ___S t a g e F o u r [4]Seekers Rank: B : : Complex Description: Applying chakra in a way to match the enemy's base chakra signatures, the seeker arrows are far more flexible in their movement, tracking the enemy much like a homing arrow. Depending on the arrow type, the enemy is in for quite a blitz.
Pincer Arrows Rank: B : : Complex Description: Utilizing two arrows, the user applies their chakra to the both of them, to have them arc in two different directions, attacking the enemy from two sides.
Restraint Shot Rank: B : : Complex Description: Drawing five arrows on one's bow, the user connects them in a seemingly simple way, so that they might appear loosely connected. Little does the enemy know, the truth is the arrows are connected in a more complicated way than they could have guessed, forming a net made of chakra to pin the enemy against a surface. • Elemental chakra of all kinds may be applied for additional effects.
Venom Sting Rank: B : : Training Description: The user learns of the ways to create a poisonous arrow unique to the possessors of the Kyoukan Ya arts, which as it spreads will begin to slow the body's reactions, followed by delirium and finally unconsciousness. Not meant to kill, but rather provide an opening to it, it's easily countered by eisejutsu. • Requires three posts for each stage of the poison to activate. • Treated as a passive after learning • Gives the user three additional custom jutsu slots specifically for Kyoukan Ya poisons. ___S t a g e F i v e [5] Flick Draw Rank: A : : Simple Description: Building upon the basics of earlier techniques, the user remains seemingly casual. The user appears unable to fire their bow, not in hand, or at the ready. Not even an arrow in their hand. With blinding speed, the user proves they aren't as unable to fire as they seem, with an arrow launched in the surprise, it's hard to avoid!
Bore Bolt Rank: A : : Simple Description: The user learns to fire off an arrow with a surprising skill. The rotation of the arrow is increased, providing for extra piercing capabilities, able to pierce through stone with ease. With a certain chakra type, the user is capable of sending the arrow off with enough force to create a localized area of impact, symbolized in stone with a small "crater" an inch across. • Learned as if complex. • Requires fuuton chakra for complexity.
Cripple Rank: A : : Complex Description: The user applies chakra in a unique manner, as they fire the arrow. Sacrificing its usual piercing capabilities, the chakra will form a blunt head of sorts. As a result the arrow will make contact, but it will not pierce the flesh. Rather, the arrow itself will be crushed against the chakra, and the force will be transferred into the hit location, as if the enemy has been struck by hammer, leaving bruising at the least, and possible breakage at the most.
Sun Spot Rank: A : : Complex Description: The user harnesses their chakra into one localized spot, on the tip of their index finger, and when they fire their arrow, the chakra is released in a blinding burst to provide cover for the arrow, while it soars to strike the enemy.
Death Murmur Rank: A : : Complex Description: The user applies their chakra to the arrow they are firing, yet it appears as if the chakra isn't doing anything. Upon impact into the enemy, the user forms a ninja seal, and the chakra becomes active, creating barbs to keep the arrow head embedded into the enemy. • Only three murmur arrows may be activated at any time. • Barbs remain active for four posts. ___S t a g e Six [6] Slip Stream Rank: S : : Simple Description: The user draws two arrows, but only knocks one to fire off. The second of which is knocked and fired nearly immediately after the first. While not drawn with as much power, the absence of air provided by the first arrow allows for surprising acceleration in the second, creating a "one-two" shot, in a localized area. With true precision, the second will smash the first into the target, embedding the head and hindering use of the limb.
Shatter Shot Rank: S : : Training Description: A third type of arrow the user is taught in the Kyoukan Ya skills. The user is taught the method to inserting what is similar to an exploding note into the core of the arrow's shaft, and how to cut it to fly true yet. Beneath its head are narrow openings to the note, which will use the blood of the enemy to extinguish its detonating capabilities, if it has hit true. If not, the arrow will explode into shards, hitting the enemy with wooden shrapnel. • Learned as if complex. • Requires 30 chakra to activate the "fuse" of each arrow.
Nature Siphon Rank: S : : Complex Description: A technique which allows the user to create elemental arrows of sorts, depending on their chakra natures. What makes this technique most useful is the fact that it may take even advanced chakra natures, for additional effects. • Requires 25 chakra per arrow for simple elements. • Requires 40 chakra per arrow for advanced elements (hyouton, mokuton, etc.).
Essence Siphon Rank: S : : Complex Description: The user makes use of pre-stored materials, allowing for quick arrow creation mid-battle. Applying their chakra to the material, it becomes aggravated and applies its attributes to the arrow, making it appear a flawless and unmodified arrow. At this point, the user may make use of pre-mixed Kyoukan Ya poison, or even explosive notes to create arrows of varying effects. • The user may apply two materials to an arrow through this method. • Requires 20 chakra per material for an arrow.
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Posted: Mon Dec 17, 2012 9:33 am
I'll approve it smile it'll be nice to have a bow style
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