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Posted: Tue Jan 17, 2012 8:34 pm
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Posted: Tue Jan 17, 2012 10:02 pm
Unless otherwise noted to use a ability you must have the associated style activated
Boar Style: Focusing on thrusting "Spear" punch, while using this -style attacks from you fist tare open the flesh of your target, causeing deep daggerlike injerys from unarmed attacks, instead of the forcuful brusing punches of norm -Boar Shred: Cost X stam. Unleash a two hit rending attack at you opponets flesh ripping open a massive bleeding gash that continues to bleed.
Djinni Style: Pereq: Lightning element XCp cost to activat + Costs XCP/round, you bathe you fists in electrical chakra, hitting you opponent with "Tazer" punches with each strike -Djinni Spirit: Costs even more cp/round, the electrical energy swirling around your fists arcs across you body, the lightning arcs to anyone who comes within 5ft of you -Djinni Spinn:cost Xcp With a violent spinning motion unleash a swirl of electrical energy covering an area of ~10 feet around you, ends your Djinni style when used
Efreet Style Pereq: Fire Element XCp cost to activat + Costs XCP/round, you bathe you fists in Fiery chakra, Hitting your opponent with flaming strikes with each punch. -Efreet Stance: Costs even more cp/round, The flames on you fists spread across your body the flames burn anyone that stand within 5ft of you -Efreet Blast: cost Xcp Condense the flames on your fists into a sphere, then unleash it in a 60ft cone shaped blast of fiery energy ends your Efreeti style when used
Marid Style Prereq: Water element XCp cost to activat + Costs XCP/round, Water forms around your fists Hitting your opponent causes bits of the water to latch onto your opponent lowering there jutsu/post by 1 -Marid Spirit: Costs even more cp/round The water on your fists turns to long whip like percentages, that can attack and bind foes -Marid Shackles:Costs Xcp unleashes the water on your fists as the water rushes forth in a 30ft line binding anything in thick watery chains if struck ends your Marid style when used
Twin mountains Style Pereq: Proficiency one-handed Maces Required weapon(s) biggrin ual one-handed Maces The chained heavy blows of your one-handed Maces stun your target reducing there jutsu/post by 1 -Twin Peaks: costs Xsp' A powerful attack done by hitting your opponent with both maces at once, delivering powerful force strong enough to shatter stone, Lowers your opponents jutsu/post by an additional 1 as well as smashing the structure of what ever part of your opponets limb you hit Example: breaking an arm, or shattering a rib cage, or skull -Shatter the Cornerstone: Costs Xsp,by taking a moment to focus and line up a pair of blows, with two strikes you can cause the ripples of force from each strike to echo and reinforce each other, the resulting attack ripples throwout a structure causeing it to come crashing down
Titan Style Prereq: Str. X ,Proficiency with an Over-sized weapon Required weapon(s): any over-sized Your blows Carry immense weight and power your blows that are blocked physically by your target, lowers your opponents remaining Sp by X -Rend earth: Cost Xsp by attacking the ground below you you can unleash a jaged fissure towards you opponent, ripping open the earth and flinging chunks of rock into the air sucking the opponent, in and partially crushing there body, the fissure is a jagged line that fires out to 30 feet -Red meteor: Costs XsP, You weapon's head/blade glows with red energy and unleashes with the power of a meteor on impact. this technique unleashes a single attack that decimates anything it hits leaving a large crater. having enough force to even put a massive dent in thick metal, blocking this technique threw mondaine means (Such as with a sword) destroys the object without slowing down the attack
Pereq: Required weapon(s):
Getting late more to come tomarrow
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Posted: Wed Jan 18, 2012 2:28 pm
Styles Format:-Style Name- Description: Here you will give a brief overview of the style and how it works. This will sum up the skills of each style, but will not explain any of the rules or mechanics in detail. This is what people will read to get a general understanding of a style and decide if they want to learn it. Prerequisites/Requirements: Though undecided in name, this is were we briefly list what you must have in order to train this style.
Stage 1(Name) Description: Just as above you give a brief overview of what is hell in the fist stage. You explain the bonuses granted and the skills learned, without going into extreme detail or rules. This only hold information about stage one, and not any there stages. Rank: Mostly for training and cost purposes, here you give the particular stage a rank. This is always a parent jutsu. Requirements sad if any) Most styles will simply remove this, but in some cases a particular stage may have different requirements than the general style. Bonuses: Either passive or active bonuses are explained here. Every stage should give one bonus just for training into it. This can be the equivilant of a jutsu, or something that augments the user. These are the things that stack from style to style. Skill(s): Just a tag to represent that the next list of things are jutsu. You do not auto learn these jutsu, and i have yet to decide if these jutsu are parent or child jutu off the stage itself. Every stage should have a good # of jutsu.
Name: Name of the Taijutsu Rank Rank of the jutsu for Training and cost. Description: Explain what the jutsu does.
you then repeat the above steps till your out of jutsu, then move on to new stage and format it the same. Every style should have around 6 stages, but this is a rouge # and in no way a limit. For example some advanced styles may only have 2-3 stages, but you can't even learn them till forever late. Tiered styles is completely legit, so long as the gap is not enormous, given the fact that the # of stlyes you can learn are limited.
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