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Posted: Mon Aug 27, 2012 2:46 am
This is the thread for creating Taijutsu Arts. Just use the layout and edit it to your specifications. You may feel free to add in parts to the layout to fit your created taijutsu art as well.
Layout:
[align=center][img]http://i235.photobucket.com/albums/ee203/pinoyexpatsreddot/Divider/Black.jpg[/img]
[size=18][b][color=crimson]NAME OF TAIJUTSU ART HERE[/color][/b][/size]
[img]http://i235.photobucket.com/albums/ee203/pinoyexpatsreddot/Divider/Black.jpg[/img]
[img]IMGURLGOESHERE[/img]
[size=9][b][u]Description[/u][/b]
[b][u]Background[/u][/b]
[b][u]Requirements & Rules[/u][/b] ● . ● ● ● ● ● .
[b][u]Techniques[/u][/b]
[img]http://i235.photobucket.com/albums/ee203/pinoyexpatsreddot/Divider/Black.jpg[/img][/size][/align]
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Posted: Tue Dec 25, 2012 6:41 pm
Hummingbird Style Description The Hummingbird style is a martial arts style that essential revolves around speed and swift movements to confuse, stun and overwhelm the opponent. The trade mark of the style is an effect of afterimages that follow the persons body as the perform different movements and techniques caused by the swift speed of the Taijutsu art..
Background The fighting style was created by a well known, Taijutsu-based shinobi from the Hidden Cloud Village named Rai. He created the style during the Eternal War of the shinobi world to defend against an invasion on the cloud. His fighting style allowed him to defeat thousands of soldiers, granting him a position as one of the five generals of the second shinobi allied forces.
Requirements & Rules ● Adequate SP in the Taijutsu stat. ● Must have Speed as a Specialty
Techniques D Rank - Flicker Step The user's appearance flickers as they shift to the side or opposite direction away from an incoming attack, leaving a afterimage to for the attack to pass through.
C Rank - False Image Technique The user circles around the opponent at with such high speed side dashes that four images of the user surround their opponent from each side. This technique is used to turn the tables in a fight by confusing the opponent's sense of sight.
C Rank - Hummingbird Clone Technique The user moves back and forth between two different positions so fast that their after image can deal physical blows and take them as well as if it were a clone of the user.
C Rank Hummingbird Cyclone Technique The taijutsu user swiftly circles the opponent a with a high speed sprinting movement to form the illusion of a circle filled with with running after images. This technique halts the opponent in their tracks by trapping them in "cyclone" of movement.

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Posted: Fri Dec 28, 2012 11:56 am
Fubatsu Ki - Hidden Grass Taijutsu Style Description A defensive style of taijutsu and very potent as well. Much like the large trees that grow in grass and stand against all opposition, this style defines that spirit. Practitioners are able to take a multitude of attacks and to stand against them waiting for a moment to strike. The training is long and grueling, quite possibly the hardest part of it is learning how to take as much blows as the style demands it. Masters of his style have been said to stop the simultaneous attack of 5 different men.
Background In the years of Kusagakure’s existence, the weakest aspect of its ninja was lack of a taijutsu style. This changed over three hundred years ago by a man by the name of Hanatsume Yashiro. The creation of this style came about after many battles from ninja of other countries.
Yashiro had examined each of their styles and started to find holes in it. He slowly started to see weaknesses in each of them. The weakness was the speed of their counter attacks and their resilience. From that point Yashiro started to try and create this now well known taijutsu style. He looked at his home land and saw something he never really saw before. The trees, no matter what happens they withstand and adapt, with solid roots and many branches for balance… it gave him an idea. It had taken him about 10 years before his training had shown him any real results but once he saw the results he knew the path he had to follow. Yashiro’s body had changed over these years of training; he was a much larger man before this. Now his body was light and flexible, able to contort to shapes that would baffle all of his friends, yet his sudden rushing power was what created the greatest buzz. The final piece of this taijutsu style was mastered when he had first tried it in battle. It was against another taijutsu specialist; though the style of said specialist is unknown the outcome of the battle is what mattered. Yashiro had come out of that battle without a single bruise or cut. Yashiro had swerved away from blows, bent away from kicks and counter attacking certain joints. Slowly, patiently much like how trees grow, Yashiro had broken down his opponent to the point where the opponent was unable to even stand properly. Yashiro had then started to teach his style to genin he chose.
From these beginnings came the style of Grass, Fubatsu Ki.
Requirements & Rules ● Adequate SP in the Taijutsu stat. ● 1000 word training post to condition body and unlock this style.
Techniques
E Rank: Ha Setsudanki (Leaf Cutter) A simple technique that involves the shinobi to step into his attacker and palm strike at his or her chest. This counter is mainly performed against punches and done as follows. If the enemy attacks with his right hand, you the shinobi must place your right hand to defend where your enemy strikes. Now with that in place you ready your opposite hand to strike quickly.
D Rank: Kaze Nenten (Wind Twisting) This is the beginning of the special techniques of Fubatsu Ki, now it may seem odd naming it after wind but it has its purpose. The shinobi follows the attack of his enemies punch much like sailors follow the wind for better speed. This counter involves precise timing in order for it to be done properly, the shinobi allows his enemy to get in close and attack him or her. Now the shinobi in response begins to bend according to where he or she is being hit. The user follows through with this movement allowing him or her to suddenly be at their enemies blind spot for a precise counter attack.
D Rank: Shibu Kei (Branch Whip) The first instance where the practitioners speed is utilized. The shinobi throws a quick snapping punch. But unlike normal punches done with this style, this utilizes everything the shinobi has trained for. This punch creates a small snap that when the enemy is hit by it, it creates a small welt. Now what might seem like a small welt can develop into a problem. Precise attacks with this attack can slowly cripple an enemy, strikes to the eye quickly cause them to close, strikes to elbows and knees cause them to stiffen. The direct damage isn’t this attacks importance but rather how it slows down your opponent.
C Rank: Kaze Panpan (Wind Slap) Though again not a direct hit but something that can cripple their enemies. This is a slap to the ear but the slap never actually hits the ear. It is the sudden rush of air into the ear that does the damage. This rushing air causes slight vertigo that allows the shinobi a better chance of striking their opponents. Although genin cannot perform this technique to Jonin as the force created by a genin is not enough to disturb a jonin’s trained body.
C Rank: Shibu Ashige (Branch Kick) At this level the shinobi’s new range of flexibility is put to the test. Normally the range of ones kick is dependent on height and leg length. That is the limitation of other styles, Fubatsu Ki though is different. Due to all of the frantic and endless stretching and flexing of the human body, the extension of the Fubatsu ki user is slightly longer than others. The stretch of the kick starts at the hip and continues stretching around the knee and ankles into a long toe kick. While the opposite leg is on its toes as well, this kick when precisely used allows the user to stop his or her enemy from a good distance and keep them at bay.
B Rank: Kaze Bakushin (Wind Dash) The shinobi’s speed has taken a point to where he or she can move in sudden bursts. This quick burst of speed is categorized by the same snapping sound that occurs when the Shibu Kei is performed. This quick burst of speed allows the shinobi to quickly move away from taijutsu attacks though ninjutsu attacks are a lot harder to dodge.
B Rank: Miki Shishou (Trunk Stab) A relatively simple attack that can quickly turn the tide in any battle. The shinobi winds him or herself up and then unleashes himself, this resulting attack creates a sharp elbow strike that could easily break ribs of other shinobi. Though if the attack misses the shinobi is in a rather dangerous spot, unable to defend himself from the prone position he puts himself in.
B Rank: Kenrou Funsai (Solid Smashing) Using ones flexibility and dodging ability to create massive amounts of force is the name of the game. This is an over hand blow but the force moves from the ankles all the way upward generating enough energy and power to crush most defenses. Though taijutsu specialists with power based taijutsu styles would laugh at this attack other styles would find it much more troublesome. A direct hit from this normally causes a concussion and if the person hit is rather weak it can render them unconscious.
B Rank: Kaze Benso (Wind Defense) By relaxing ones arms and keeping them loosened the shinobi is able to use his or her incredible flexibility to deflect an assortment of taijutsu attacks from all around him. This is an advanced form of the Shibu kei, as the shinobi is able to defend attacks from his entire field of vision. Now weapon based attacks such as projectiles are very difficult to stop and ninjutsu cannot be stopped, genjutsu as well is out of the question. This attacks greatest power is its versatility, as it can defend against many taijutsu specialists at a time or it can slowly defeat one who enjoys pain.
B Rank: Kashiwa Mitsudo (Oak Density) With the use of some precise chakra the shinobi can use his body as a bell, this property is of course coupled with the right stance. This stance takes the shock from a blow by allowing ones chakra to act as a buffer, the body vibrates with the blow and the chakra reacts. The chakra sends the pain as a wave across the body instead of one solid blow. This allows the chuunin to withstand a straight blow from even power taijutsu specialists. The force is normally sent to the bottom of the feet while the rest is sent to joints with cartilage. The cartilage takes the blunt of this attack so doing this often will result in agonizing joint pains.
A Rank: Keiyou Wana (Fly Trap) This attack involves using two body parts. If one uses the right leg one must use the left arm and vice versa. The attack starts with the kick that sends the enemy into the air, the arm then comes over head with a chopping blow that not only hits the enemy but sends him or her slamming onto the ground. Due to the Fubatsu Ki’s specialist amazing joint flexibility the fall after kick feels as if one is slamming onto concrete.
A Rank: Tsuiraku Kire (Falling Chop) By creating a condensed movement, it can cause a rather tricky situation. Normally as seen throughout the style, movements are long and can some times be drawn out. But this attack calls an end to that; this attack is a swift two movement strike. First the body goes upward; the user staying on the toes of one foot, the body is positioned a little oddly though. The right arm is in the air bent at a 90 degree angle while the left hand is under the elbow. The other leg, the one in the air is bent; the next movement is when it all comes down. All the power the body can muster is sent to the users hand and crushes must guards and even does some damage. Powerful taijutsu specialists can block this still with ease.
A Rank: Hageshii Kaze (Furious Wind) This counter attack is one of the most dangerous in the entire Fubatsu Ki’s specialist’s arsenal. The counter starts with the Fubatsu Ki specialist doing the Kaze Nenten (Wind Twisting) normally after the Kaze Nenten (Wind Twisting) one would do only one counter strike but now while the Fubatsu Ki Specialist is so deep inside his enemy’s territory while her the specialist unleashes a barrage of body attacks that would normally stop enemies from breathing. This barrage of whip like strikes centered on the stomach make breathing difficult for nearly any taijutsu specialist, battles are more difficult from this point on.
A Rank: Kyousei Kashiwa Hanpatsu (Great Oak Rebound) This difficult technique is something that baffles opponents when used. It looks identical to Kashiwa Mitsudo (Oak Density) but it is entirely different. When hit all of the force that normally goes through the body as in Kashiwa Mitsudo (Oak Density) is reflected back to the enemy most likely causing his or her arm to break or cause a dislocated shoulder. This still does not work against power taijutsu styles but it can withstand them.
S Rank: Haganeki Kujiku (Steel Tree Crush) The ultimate physical attack of the Fubatsu ki specialist. Using chakra to harden’s ones supple muscles this turns the arm into a near steel like hardness. Soon jumping into the air and driving this arm downward creates a weapon strong enough to crush even some power specialists. (If the power specialist is under the strength of the Fubatsu Ki specialist the guard is penetrated.) Guarding this attack is pointless. Dodging is always the way to go.
S Rank: Gorimuchuu Kinkou (Mystified balance) This is a passive jutsu of Fubatsu ki masters. As long as some limb of the Fubatsu ki master is touching the ground, he or she can balance easily. No matter what the terrain is unless it is something truly extreme. (Massive fissure followed by earthquakes, F-5 tornado)
S Rank: Soukei Akaki Bannin (Total Red Wood guard) A technique that few have seen and have caused many a taijutsu specialist to quit taijutsu. This is the ultimate defense of the Fubatsu Ki master. At this point the flexibility of the Fubatsu Ki specialist allows him to send his arm into nearly any direction possible. No matter what sort of physical attack comes their way the Fubatsu Ki specialist can most likely stop it with this. This is the final form of the Kaze Benso (Wind Defense), now due to training the Fubatsu Ki specialist can react to anything within his arms length. At the speed he or she is moving this creates a vacuum, if anything disrupts it then something is coming from that direction allowing the specialist to defend against it.

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Posted: Tue Jul 02, 2013 2:39 am
Gouken - Strong Fist Style Description Gouken or Strong Fist is Guy's and Lee's characteristic fighting style, the purpose of which is to cause external damage and break bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi. It has two known arts.
External: External martial arts style is a fighting style which is characterized by the focus on fast, explosive movements and developing the practitioner's physical strength and agility. Training regimes for external styles focus around muscular power, speed and application, developing the user's muscle memory and their stamina, building it all up to the desired 'hard' physical level for real combat.
Hard: Hard martial arts style is a fighting style which is characterized by its approach by intercepting and countering an opponent's incoming force with equal and/or greater force: In these styles, the practitioner either directly blocks the incoming attack with an attack of their own or by cutting through the attack at an angle. These styles rely on external power; in the case of a Strong Fist practitioner, it is the user's superior strength and physical conditioning, that creates success. The practitioner fights head-on offensively, and their offence becomes their defence.
Background -----
Requirements & Rules ● Taijutsu needs to be either specialty or profession. ● Taijutsu needs to be at least 10 SP at starter. ● 500 word training post to condition body and unlock this style.
Techniques E Rank: Gouken no Kamae (Iron fist stance) Not exactly a technique, but a fighting style. It packs tons of speed and power and relies on the user's physical strength and fitness. It is also the prime holder of the majority of Konoha's elite taijutsu techniques. Standing with one arm behind their back and one extended, the user is ready for a quick strick with their fists and feet. This leaves them open for quick spins and jumps that will power their attacks. Limit: N/A
D Rank: Dainamikku-Entori (Dynamic Entry) Nothing more than a flying jump kick straight to the face. Used as an opening attack. The user jumps straight at their opponent one foot forward hoping to knock them back. Limit: Must know Gouken no Kamae
D Rank: Konoha Reppu (Leaf Gale) With a burst of agility and speed, the user of this move quickly performs a low spinning kick at their opponent’s feet. If successful this will knock an opponent down and leave them open for some of Goken’s more powerful attacks. Limit: Must know Gouken no Kamae
D Rank: Douyou Kobushi (Shaking Fist) Upon striking the opponent, one makes their fist vibrate slightly before impact to do more damage than a regular punch could do. This punch’s secret is in the vibration causing the internal organs to be vibrated/shocked. They bump around due to the movement and damage is caused. Limit: Must know Gouken no Kamae.
D Rank: Konoha Senpu (Konoha Hurricane) Spinning quickly at an upward angle, the user kicks their opponent in the jaw sending them HIGH into the air and open for another attack.. This is a more effective way of sending opponents flying than Dynamic Entry. Leaves the user open if they miss. Limit: Must know Gouken no Kamae
C Rank: Konoha Shoufuu (Leaf Rising Wind) In the middle of combat, the user sends a quick kick at the opponent’s arms and chest the user knocks them back a step and makes them lose their breath for a second, if it hits. If it is blocked it numbs the blocking arm, or sends the blocking weapon This attack can send a blocking weapon flying from the power behind it. It is also very dangerous due to the leg being wide open to attack after the move. If missed the leg is open to a counter attack. Limit: Must know Gouken no Kamae
C Rank: Konoha Boufuu (Leaf Winding Wind) Jumping into the air and spinning, the user brings their head down in a drop kick atop the opponent’s head. This can cause a concussion if a direct hit is made or can cause dizziness if only slightly hit. During the spin the user is open to attack. Limit: Must know Gouken no Kamae.
C Rank: Kage Konoha Buyo (Shadow of the Dancing Leaf) Jumping into the air in a manner that surprises the opponent, making them think you are still on the ground, you appear beside them and are open now to using many more of Goken’s powerful attacks. The user jumps in a way that makes the opponent think they are below them, when in fact they appear in the air beside them. Set up for other attacks. While in air the user is vulnerable to attacks. Limit: Opponent must be in the air(Dynamic Entry, Konoha Senpu allow this), must know Gouken no Kamae
C Rank: Konoha Daisenpu (Leaf Great Whirlwind) Running forward and spin kicking, the user sends to kicks out. One low and one very high that are nearly simultaneously used due to the speed of the attacker make this move very effective. This will send the opponent flying backward and in a lot of pain. Nearly unblockable. Jumping forward and doing two spin kicks at the opponent, one low and one high, this attack is nearly unstoppable and will send the opponent onto his back a few feet away. It is very painful to the opponent due to the jump adding speed and power to the kick. Limit: Must know Konoha Senpu, Gouken no Kamae
B Rank: Konoha Goriki Senpu (Leaf Strong Whirlwind) A much more powerful version of Konoha Daisenpu the user’s spins are much faster and his power is multiplied. The attack will cause major damage if landed and cause the opponent to be dazed or given a concussion if hit high, if hit low it may break leg bones and send them flying. Jumping forward and doing two spin kicks at the opponent, one low and one high, this attack is nearly unstoppable and will send the opponent onto his back a few feet away. It is very painful to the opponent due to the jump adding speed and power to the kick. Limit: Must know Konoha Senpu, Daisenpu, Gouken no Kamae
B Rank: Omote Renge (Front Lotus) This technique puts a lot of strain on the user's muscle fibers, and is basically a suicidal attack. Normally, humans use the power of their muscles at only about 20 percent of their full power; the brain regulates muscle usage to ensure this, since any higher and the muscles will be damaged or destroyed. The Omote Renge requires the opening of one of the inner celestial gates- the Initial Gate, which releases the brain's regulation on muscle usage. The result is a much more powerful brand of Taijutsu than normal, but at the cost of damage to the user. The user kicks his opponent into the air, then wraps the bandages around his arms around them, and he then proceeds to piledrive them into the ground with enough force to create a crater. This causes MAJOR damage to the human body, must have the Initial Gate Open Limit: Need Bandages, Must know the First Gate, Opponent must be in the air, and must know Gouken no Kamae, is a Forbidden Technique.
B Rank: Ura Renge (Reverse Lotus) Opening the Chakra gates to the Third gate, the user appears behind their opponent who is in midair. Punching and kicking them at the same time with full force, the user sends them flying into the ground, this attack can kill and often leaves the opponent unable to fight. For more damage one may open more gates before attacking, but this is not necessary. Very Costly to the user, causes major damage, almost death, to the user. Once done the battle is most likely over. Limit: Must know the Third Gate, Opponent must be in the air, and must know Gouken no Kamae, is a Forbidden Technique.
A Rank: Asaku Jaku (Morning Peacock) Description: Opening the Sixth Chakra gate, the user can suddenely begin to punch at such high speeds that fire envelops their hand. They punch their opponent thousands of times with these fire enveloped punches leaving them devastated by the speed and power behind these nearly impossible to block punches. Limit: Must know the Sixth Gate, Gouken no Kamae, is a Forbidden Technique.
A Rank: Makai Lotus (Hells Lotus) The user opens the first two chakra gates and then dashes at his opponent and hits them square in the stomach they then fly backwards. The user then goes behind them and kicks them upward. The user then goes into the air and kicks the opponent in the back to make them glide across the air then gets underneath them and grapples them. They then begin to plummet closer to the ground at extreme speeds and then pulls up and throws the opponent at a nearby object. Limit: Must know the Second Gate, Gouken no Kamae
A Rank: Joukai Lotus (Heavens Lotus) The user opens the first two chakra gates and does a sweeping kick and kicks the opponent in the chest. The user then appears behind him and grabs him around the waist and throws him towards the ground the user then appears in front him and grabs him from the front and throws him into the ground and landing safely. Limit: Must know the Second Gate, Gouken no Kamae
S Rank: Makai Joukai Lotus (Heavens and Hells Lotus) The user opens the first four chakra gates and then does a sweeping king then hits the opponent causing the opponent to fly backwards the user then kicks the opponent in the back and causes the opponent to fly up into the air. The user then grabs the opponent by the feet and begins to fall while flipping rapidly. Once they got close to the ground the user would let go of the opponents feet and fling them into the ground. The user then landing safely. Requires opening of the first four gates and causes mild muscle strain on the user. Limit: Must know the Fourth Gate, Gouken no Kamae
S Rank: Handou Sono Ryuuki Taiyou (Kick Of The Rising Sun) User displays a high level of speed by circling around the enemy, as the user creates three after images in order confuse the target unable to see where the attack is going to come from. The user then attacks by launching a kick to the side (which is meant to be blocked). Following that up the user leaps upward trying for an ax kick (also meant to be blocked). Then the real attack begins as in a burst of speed, the user flips from the the position of the ax kick immediately appearing behind the enemy. Finally with great force he kicks the target upward pushing himself off with his hands as the two soar into the air. Moving can strain the muscles. High level of speed is required. (Must know the after image technique) Limit: Must know the Fourth Gate, Gouken no Kamae
S Rank: Kage No Iri (Shadow Of The Setting Sun) Can be tough for the muscles and very chakra depleting, using it more than once is not recommended. User opens the fourth chakra gate in order to provide the necessary speed and muscle strength as the target and the user soar into the air (see kick of the rising sun). The user then unleashes a barrage of punches as he/she appears randomly around the target's body by taking advantage of the surroundings to ricochet themselves to gain added speed. The user then appears above the target, driving his feet into the target's chest sending him flying downward. The user then uses his surroundings to bounce himself back to the ground below the target with amazing speed and in the final act, the user extends his hand upward as the target falls into it the user holding the target's limp body and tossing it aside. Dealing heavy damage. Limit: High level of speed is required and fourth gate opened. (Must know kick of the rising sun)

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Posted: Tue Jul 02, 2013 3:18 am
Hachimon - Eight Gates Released Formation Description The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
Rock Lee has demonstrated the ability to open at least the first five gates. Might Guy, who taught Lee the skill, is able to open all eight. Kakashi can open at least one gate, as shown during Kakashi's one-handed rock climbing where a shot of his brain shows the relevant point activating, as well as in his usage of the Front Lotus in the anime. Opening the gates is a difficult feat even for the most talented ninja, and Kakashi was surprised to find out that at that time, a 13-years old Lee could open as many as five of them.
Background ----
Requirements & Rules ● 800 word training post to condition body and unlock this style.
Techniques
Gate of Opening The Gate of Opening, located in the brain. This gate removes the restraints of the brain on the muscles so 100% of their strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. Unlocking this gate allows the user to use the Front Lotus. Limit: 100 words, Genin and above, Consumes 10 chakra per post, Strength increased by 5+ temporarily.
Gate of Healing The Gate of Healing, located in the brain. Forcibly increases one's physical strength and temporarily re-energises the body. Limit: 200 words, Genin and above, Consumes 20 chakra per post, Strength increased by 7.5+ temporarily.
Gate of Life The Gate of Life, located on the spinal cord. Allows the user to use the Reverse Lotus. The increased blood flow turns the skin red. Limit: 300 words, Chunin and above, Consumes 30 chakra per post. Strength and Speed are increased by 12.5+ temporarily.
Gate of Pain The Gate of Pain, located on the spinal cord. Increases the user's speed and power. May cause muscle tissue to tear on use. Limit: 400 words, Chunin and above, Consumes 40 chakra per post. Strength and Speed are increased by 15+ temporarily.
Gate of Limit The Gate of Limit, located in the abdomen. Increases the user's speed and power. Limit: 500 words, Chunin and above, Consumes 50 chakra per post. Strength and Speed are increased by 17.5+ temporarily.
Gate of View The Gate of View, located in the stomach. Increases the user's speed and power. Allows the user to perform the Morning Peacock. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Limit: 600 words, Jonin and above, Consumes 60 chakra per post. Strength and Speed are increased by 20+ temporarily.
Gate of Wonder The Gate of Wonder, located below the stomach. Further increases the user's speed and power. Allows the user to perform the Daytime Tiger. Those who open this gate will pour glowing green sweat from every inch of their body, blue in the anime, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a chakra coating. Unfortunately, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds, causing intense pain if anything or anyone touches them. Limit: 700 words, Jonin and above, Consumes 70 chakra per post. Strength and Speed are increased by 22.5+ temporarily.
Gate of Death The Gate of Death, located at the heart. Releasing this gate uses up all of the body's energy. It makes the heart pump at maximum power and exceeds the power of every other gate. Opening this gate gives the user power that is even beyond the five Kage, but comes at the expense of the user's life shortly after. Limit: 800 words, Jonin and above, Consumes 80 chakra per post, Kills your character. Strength and Speed are increased by 25+ temporarily.

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Posted: Tue Jul 02, 2013 11:45 am
Reduce the stat bonuses for the 8 gates..those numbers are way too much for our Stat System..considering the characters may already have SP in Speed and Strength..
I'd advice that the bonus starts from 5, then to +7.5, then to +10, then to +12.5... These numbers better fit our stat system.
Also, once you make those necessary changes, please note that this will be added as a second tier to the Strong Fist Style.
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Posted: Mon Jul 08, 2013 1:44 am
Hachimon - Eight Gates Released Formation Description The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
Rock Lee has demonstrated the ability to open at least the first five gates. Might Guy, who taught Lee the skill, is able to open all eight. Kakashi can open at least one gate, as shown during Kakashi's one-handed rock climbing where a shot of his brain shows the relevant point activating, as well as in his usage of the Front Lotus in the anime. Opening the gates is a difficult feat even for the most talented ninja, and Kakashi was surprised to find out that at that time, a 13-years old Lee could open as many as five of them.
Background ----
Requirements & Rules ● 700 word training post to condition body and unlock this style. ● Must learn Gouken before unlocking this taijutsu.
Techniques
Gate of Opening The Gate of Opening, located in the brain. This gate removes the restraints of the brain on the muscles so 100% of their strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. Unlocking this gate allows the user to use the Front Lotus. Limit: 100 words, Genin and above, Consumes 10 chakra per post, Strength increased by 5+ temporarily.
Gate of Healing The Gate of Healing, located in the brain. Forcibly increases one's physical strength and temporarily re-energises the body. Limit: 200 words, Genin and above, Consumes 20 chakra per post, Strength increased by 7.5+ temporarily.
Gate of Life The Gate of Life, located on the spinal cord. Allows the user to use the Reverse Lotus. The increased blood flow turns the skin red. Limit: 300 words, Chunin and above, Consumes 30 chakra per post. Strength and Speed are increased by 12.5+ temporarily.
Gate of Pain The Gate of Pain, located on the spinal cord. Increases the user's speed and power. May cause muscle tissue to tear on use. Limit: 400 words, Chunin and above, Consumes 40 chakra per post. Strength and Speed are increased by 15+ temporarily.
Gate of Limit The Gate of Limit, located in the abdomen. Increases the user's speed and power. Limit: 500 words, Chunin and above, Consumes 50 chakra per post. Strength and Speed are increased by 17.5+ temporarily.
Gate of View The Gate of View, located in the stomach. Increases the user's speed and power. Allows the user to perform the Morning Peacock. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Limit: 600 words, Jonin and above, Consumes 60 chakra per post. Strength and Speed are increased by 20+ temporarily.
Gate of Wonder The Gate of Wonder, located below the stomach. Further increases the user's speed and power. Allows the user to perform the Daytime Tiger. Those who open this gate will pour glowing green sweat from every inch of their body, blue in the anime, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a chakra coating. Unfortunately, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds, causing intense pain if anything or anyone touches them. Limit: 700 words, Jonin and above, Consumes 70 chakra per post. Strength and Speed are increased by 22.5+ temporarily.
Gate of Death The Gate of Death, located at the heart. Releasing this gate uses up all of the body's energy. It makes the heart pump at maximum power and exceeds the power of every other gate. Opening this gate gives the user power that is even beyond the five Kage, but comes at the expense of the user's life shortly after. Limit: 800 words, Jonin and above, Consumes 80 chakra per post, Kills your character. Strength and Speed are increased by 25+ temporarily.

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Posted: Tue Jul 09, 2013 2:19 pm
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Posted: Fri Jul 19, 2013 2:55 pm
HAND OF ZEUS Description The Hand of Zeus is a style that uses a technique called nintaijutsu. This technique is a blend of elemental ninjutsu with the physical taijutsu attacks. This particular style blends together the raiton element with taijutsu to create a brutal and stunningly beautiful choreography in a fighting style. Using this style does require a slightly diverse mastery of skills. Those who train in this style must be capable of using ninjutsu, taijutsu, and be very quick on their feet in a fight. Physical strength isn't a necessity as this style uses ninjutsu to increase the power of taijutsu.
Background Master Zeus was a man who was feared as a fighter. His legendary fists became the undoing of thousands of men in battle. He first began to grow his power when he learned how to control his lightning element jutsu as he fought with taijutsu. It was simple in theory, but put a huge strain on the body to learn the ability. Over time, Zeus became very well adapted to the technique and could freely use it in battle. It led him to victory countless times and he finished his campaign with a winning streak of just over two hundred. He retired to the village of Sunagakure, where he took in a boy, Hikari Inazuma, and would train him in the ways of his nintaijutsu so that he may carry on the legacy of Zeus.
Requirements & Rules ● Must Raiton as main element ● Must have Taijutsu profession ● Must have Taijutsu Specialist sub-class ● Must have at least ten SP in Ninjutsu to begin training ● Must have at least ten SP in Taijutsu to begin training ● Must have at least ten SP in Speed to begin training ● Must learn style from someone who knows it* ● CANNOT AUTO-LEARN THESE TECHNIQUES ● The master of the style will be given the title of "Zeus"
Current Zeus: N/A [Reserved for Hikari Inazuma] Practitioners - Hikari Inazuma [iMama Harkles] - - -
[* If you are the first to begin learning, an NPC master will be provided as a teacher. Once you are the first to learn the style, nobody else is allowed to begin training with the NPC master. Only you can pass on the style. If an NPC master cannot be provided, then with mod permission can you learn from a scroll "that is given to you" by the master.]
Techniques
[E-Rank] - Pulse The practitioner charges up raiton chakra into their arm and then throws a punch. They have the snap the end of the punch by yanking their arm back. As they snap the punch, they release the chakra into a small blast. It causes minor shocks, but has more of a knockback effect than a damaging effect. If you're not properly balancing when getting hit, you'll be knocked over easily.
[E-Rank] - Let's Hold Hands! It seems like a silly technique, but can prove to be very effective. The practitioner will interlock their fingers with the target's and then maintain an electrical charge running through their arm. This electrical charge will render the target's arm completely useless until the link is broken. The target cannot move the arm that is locked down, though, and has to resort to other ways of breaking the grasp. The locked down hand also will not let go on its owner's command.
[D-Rank] - Double Quick Jab The practitioner will throw two jabs within less than a second of each other with the same arm. Using raiton chakra to shock their arm, they gain two added effects. The first effect they gain is the shocking effect upon impact. The second effect is muscles of the practitioner being enhanced to allow them to punch at a speed that is difficult to see with the naked eye. However, the strain caused from this technique causes the user's arm to take a toll. This technique requires a cooldown period of two posts before it can be used again. Those whom have obtained the title of Zeus will not have to wait for a cooldown.
[D-Rank] - Shock Tackle The practitioner darts towards the target and will launch themselves at them for a tackle. If it connects, they will throw their shoulder into the target and let loose a heavy hit of electricity. The shocks will cause the target to move sluggish for one post and causes -10 speed for that time.
[D-Rank] - Shocking Lapel Slam The practitioner will grab the lapels of the target and then lift them into the air, over their head, and slam them onto the ground. During this slam, the practitioner will send a long shock through their arms and into the target's body. It's painful and prevents the target from escaping the technique once they've been caught by the lapels.
[C-Rank] - SUPER SLAP O' DOOM The practitioner will charge their hand with raiton chakra and then administer a painful slap to the target. If hit, the sting will remain for a few days, but the target will be dizzy for three posts. The sound of the slap will echo throughout an entire village normally. It is rumored that if Zeus were to perform this technique, it can be heard in every adjacent country to the one where it was used.
[C-Rank] - Shock Collar The practitioner will try to grasp the target at the collar bone. If both hands are connected to the collar bone, then the practitioner can let loose a powerful jolt of electricity that will debilitate the body of the target and instantly drop them to their knees in pain. They are stunned for one post after this technique is successful used.
[C-Rank] - Thunderstruck Knee The practitioner will slam their knee into the target with maximum force and launch a powerful jolt of electricity through their body. This jolt has a painful effect, as well as a knockback effect. When hit, an off-balance or stunned person will be launched back about fifteen feet.
[C-Rank] - Axe (Kick) of Lightning The practitioner will lift their leg high above their head and then send it down like an axe and cleave down anything in its path. Only someone with at least ten points of strength more than the striker can block the technique. Even if blocked, the technique lets loose a pulse blast of lightning and chakra that will shatter the ground below and administer painful shocks. If hit directly, this technique could easily end a fight by smashing the skull and plowing the body into the earth.
[C-Rank] - Dropkick Pulse The practitioner will lift their body off of the ground and go completely horizontal as they simultaneously perform a two footed dropkick. Electrical pulses will be launched out at the target and slam against them if they are within ten feet of the launch and in its trajectory. The slam will send someone back about ten feet.
[B-Rank] - Shock Boxing [Becomes a passive technique once learned] The practitioner will have trained themselves well enough at this point to coat their arms and legs in lightning as they fight normally. An extra three hundred words is required for the training of this technique and the practitioner will have to have legitimately won a total of three fights minimally. These fights have to have been against RPCs of equal or greater rank.
----THE TECHNIQUES BELOW ARE AVAILABLE ONLY TO ZEUS----
[S-Rank] - Gungnir Although a technique named after Odin's legendary weapon, it is quite fitting. Gungnir is a legendary spear that is said to never miss. This technique is unlike the mythical Gungnir in that sense, but still holds a massive power level. Zeus will launch themselves straight forward with a punch readied. Zeus can launch themselves up to one hundred feet away. The attack, if it connects, lets loose a powerful explosion of chakra, pulses, and lightning. Zeus can use this technique to blast off the side of a mountain. If it hits a body directly, it is likely to devastate it beyond repair and cause instantaneous death.

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Posted: Wed Jul 24, 2013 5:05 pm
Kiriha Style - Mist Blade Style Description
Not to be confused with any form of Kenjutsu, the Kiriha Style is a form of Taijutsu built to focus almost solely on the speed and maneuverability of the user, with the only real need for strength involved in allowing longer ranging maneuvers, meaning that higher leg ad arm strength would allow leaps to higher points and such. This was a method designed to allow physically weak fighters to compensate for the low capability for damage of their individual blows with mobility, agility, and acrobatics, allowing them to hit faster and more often with their blows. People who have observed this style have sometimes summarized it as 'a style where the rule is "why hit once what you can hit five times?" ' This can be demonstrated by any skilled practitioner of Kiriha Taijutsu, utilizing speed and athletics to strike from almost any angle, retreat, re-position, and strike from another.
Background
The Mist Blade style is a very recent development, created as a form of collaborative effort between several shinobi of Kiragakure. Taking pointers from portions of the Hummingbird style, the Kiriha Style of Taijutsu was built through extremely major effort on the part of one rather overly obsessed Genin, constantly working with the various Chuunin and Jonin of the village, learning bit's of their special styles, getting help from them, and ultimately assembling it into his own specialized style. As a physically below-average Genin, most conventional Taijutsu were very inefficient for him, requiring single blows to transfer maximum damage to the target, ultimately needing a user with more physical power. This style is built around rapidly firing off average strikes at a target, striking around and behind their guard or, failing that, simply battering it down with a barrage of attacks, rather then hitting it more slowly with attacks hosting the full power of the user's body. This change in the most basic aspect in Taijutsu allows weaker users to more effectively fight stronger opponents.
Requirements & Rules ● . Must have at least fifteen SP in the Speed Stat to use style ● Must have at least ten SP in the Taijutsu stat to use style ● Your Strength must be BELOW your Speed Stat to learn this style*
*: The basic tenet of this style is a focus on speed to compensate for weakness, so being stronger will make it almost impossible to properly learn the Mist Blade style.
Techniques
E-Rank: Kabe no Koi Teishi (Act of Wall Braking): A basic technique that almost any Genin could theoretically do, this technique is used when you are launched at an object such as a wall at high speed. By focusing chakra in your feet and emitting it right before contact, the chakra will slam into the object, the impact force slowing you down, allowing a safe landing against the object that flows into the Act of Tree Climbing effortlessly.
E-Rank: (Cold Drop): This technique is rather simple, it is literally a barrage of downwards kicks at an airborne enemies chest, best used to force an airborne opponent to the ground. The purpose of this technique is to force enemies out of the air, so whether they block or not is irrelevant.
D-Rank: Chakurakikku (Chakra Kick): A perfect indicator of why this style requires agility, this technique is used directly in front of an opponent. The user brings his secondary leg up for a kick aimed at the jaw of the enemy, accelerating it with a pulse of chakra from his foot. This sends the attack significantly faster then a typical kick at this akward angle would, and accelerates the ninja's leg so much that the user is forced to actually perform a full backflip using their primary leg to recover, which also helps evade immediate counterattacks aimed at the seemingly exposed leg.
D-Rank: Sonikkukurōn (Sonic Clone Technique): This bears more then a passing resemblance to the Hummingbird Clone Technique, but has critical functional differences. While the user moves rapidly between points, only one of the visible copies is the real user, while the other is a substance less copy, unable to attack or take hits. But, the core difference from a typical Clone Jutsu is, the clone can be maintained even if an attack hits it, because the user is moving between both points. The attack will phase through the false image, showing that it is fake, but that image will not disappear
D-Rank: (Flicker Step): The user seems to flicker in the eyes of others as they suddenly shift positions, moving just out of the way of an oncoming attack, the flickering form getting hit by the attack rather then the real user.
D-Rank: (Pressure Point Jab): This technique relies on accuracy, ducking a two fingered jab beneath the enemies guard, and hitting a pressure point to cause the enemy pain, possibly dropping their guard or just slowing their reaction times.
D-Rank: (Repeater Strike): A flurry of blows, initially directed at the opponents chest to force their guard to that location, then redirected all over the opponent's body, battering them before they can defend against all the attacks.
D-Rank: Asenshonsutoraiku (Ascension Strike): Similar to the Konoha Hurricane, this technique relies on you getting extremely close to an opponent, then using a low start spinning kick directed upwards into their jaw to knock them high into the air. You actually use a barrage of several extremely fast kicks after the initial kick, balancing solely on your hands to achieve this result. Depending on your skill, you may be able to leap with your hands to move back if this technique fails to launch your opponent. (A character with a speed of 20 or higher can flip out of melee range after the attack launches, leaving no easy counterattack opening in case of a failed or missed launch.)
C-rank: (Mist Hurricane): A barrage of kicks, starting with a volley of spin kicks in one jump, spinning the users body over so they can land on their hand, surprising the opponent with a continued barrage.
C-Rank: Misuto sutoraiki (Mist Strike): The signature attack of this style, this technique splits you into a pair of Sonic Clones, which dash around towards either side of the opponent. Both clones lunge at the opponent, then vanish as the opponent guards or counter's, leaving the real you coming from straight ahead at top speed, unleashing a flurry of strikes at all points of their body. If they fell for the clones, the enemy won't be able to guard properly, resulting in a larger then usual number of hits. This results in a number somewhere in the range of five to seven hits, depending on your speed rank. (B-Rank speed is 5, A-Rank is 6, S-Rank is 7)
C-Rank: Misuto no kage (Shadow of the Mist): Commonly used after the Asenshonsutoraiku (Ascension Strike), this technique is used to move to and attack an airborne target. Usually after knocking an enemy airborne, the user moves in such a way to cause a flicker in front of the enemy, making them believe a strike is coming from in front of them. As they react, the user appears behind, grabbing the opponent, and hurling them forward, kicking off of the enemy as they release them. This causes the enemy to accelerate dramatically from the speed transferred from the user's launch and throw, while the user can land. Usually used to hasten an impact with a wall, tree, or other nearby vertical surface that the enemy is heading towards after being knocked airborne.
C/A-Rank: Jentoru Sekkai (Gentle Incision): Using speed and precise placement, you form both hands into what looks like the single hand Tiger seals, then use these to rapidly bombard several of the enemies pressure points, causing severe pain to the enemy, which will reduce their reaction times, making your attacks that much harder to deflect or block. The A-Rank Variant bombards different pressure points, and if all attacks connect it can disable limbs by causing them to fall completely numb with specific pressure point shots, along with causing severe pain. This A-Rank variant disables the target limb for one post on succesful connection, and can only have one limb disabled at any time.
C/B-Rank: (Mist Spiral): This technique is used to force a single or close together group of enemies to stop moving, by dashing rapidly around them trailing mist behind you, leaving a thin circle of mist whirling around the target, through which glimpses of your shape can be seen as you dash. this forces them to stay still, or else they risk getting attacked if they try to leave the circle. (C-Rank can only hold one shinobi, others can escape. B-Rank can hold any shinobi caught inside the initial spiral.)
B-Rank: Mistblade Counter-clone Technique: Using a variation of the Mistblade Clone, you build your chakra then launch into a flurry, appearing in several locations at once to attack several opponents at once. Generally used to eliminate several clones at once, hence the name, as you can only attack each target one time. (Must be used on multiple targets, cannot hit any one target more then once)
A-Rank: (Mistblade Clone Technique): This technique sends the user darting between two points at an extreme speed, fast enough that he leaves no afterimage, instead appearing to be at both points at once, creating two copies of himself, each of which can deal or take blows like the real user. He can choose at any time to stop this technique, appearing at either of the two clones locations and causing the other to vanish. (Requires 21 Speed to execute this technique properly, speed below that leaves a visible trail between both clones, allowing a sly fighter to hit you between the two points, where you cannot defend or counterattack.)
 ((If anyone reading this actually speaks and reads Japanese, sorry for the terrible translating jobs, I'm running this off of Google Translate. Techniques and the like sound better with a Japanese name attached to them after all))
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Posted: Wed Jul 24, 2013 6:34 pm
- Not Approved - Please read over what I've suggested, fix it and then we will look at it again ^_^
E-Rank: (Mist Flash): The user charges some of their chakra into their hand, then emits it as a blast of whatever their primary element is, mist for a water user, light for a lightning user, sparks for a fire user, a gust of wind for an air user, or dust for an earth user. This is blasted out, causing a momentary reduction in visibility for anyone hit by it, making it a little easier to slip away or in closer. - This seems more like a ninjutsu, and it doesn't really seem like a Taijutsu move.
D-Rank: Sonikkukurōn (Sonic Clone Technique): This bears more then a passing resemblance to the Hummingbird Clone Technique, but has critical functional differences. While the user moves rapidly between points, only one of the visible copies is the real user, while the other is a substance less copy, unable to attack or take hits. But, the core difference from a typical Clone Jutsu is, the clone can be maintained even if an attack hits it, because the user is moving between both points. -This Jutsu contridictes itself. Saying that the clone cannot take a hit but is different because it is able to take a hit due to the user moving between at least two points.
D-rank: (Mist Hurricane): A barrage of kicks, starting with a volley of spin kicks in one jump, spinning the users body over so they can land on their hand, surprising the opponent with a continued barrage. - C Ranked Technique.
C-Rank: Misuto sutoraiki (Mist Strike): The signature attack of this style, this technique splits you into a pair of Sonic Clones, which dash around towards either side of the opponent. Both clones lunge at the opponent, then vanish as the opponent guards or counter's, leaving the real you coming from straight ahead at top speed, unleashing a flurry of strikes at all points of their body. If they fell for the clones, the enemy won't be able to guard properly, resulting in a larger then usual number of hits. - I would Specify how many hits that the Real You connects with.
C/A-Rank: (Gentle Incision): Using speed and precise placement, you form both hands into what looks like the single hand Tiger seals, then use these to rapidly bombard several of the enemies pressure points, causing severe pain to the enemy, which will reduce their reaction times, making your attacks that much harder to deflect or block. The A-Rank Variant bombards different pressure points, and if all attacks connect it can disable limbs by causing them to fall completely numb with specific pressure point shots, along with causing severe pain. - A Rank can paralyze a limb for at least one post, but can only be one limb at a time.
C-Rank: (Mistblade Clone Technique): This technique sends the user darting between two points at an extreme speed, fast enough that he leaves no afterimage, instead appearing to be at both points at once, creating two copies of himself, each of which can deal or take blows like the real user. He can choose at any time to stop this technique, appearing at either of the two clones locations and causing the other to vanish. (Requires 21 Speed to execute this technique properly, speed below that leaves a visible trail between both clones, allowing a sly fighter to hit you between the two points, where you cannot defend or counterattack.) - Leaves no afterimage, instead appearing? So.....what? Also this Technique should be bumped up to at least a A ranked technique, simply because he can Attack and take hits as well.
C-Rank: (Mist Spiral): This technique is used to force a single or close together group of enemies to stop moving, by dashing rapidly around them trailing mist behind you, leaving a thin circle of mist whirling around the target, through which glimpses of your shape can be seen as you dash. this forces them to stay still, or else they risk getting attacked if they try to leave the circle. - Needs to at least be B Ranked, to wrangle a group of Ninja.
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Posted: Wed Jul 24, 2013 7:19 pm
E Ranked techniques are a little more basic than the ones that you've created and focused on academy students learning how to use and control chakra. They also tend to be a little more childish.
[E-Rank] - Pulse The practitioner charges up raiton chakra into their arm and then throws a punch. They have the snap the end of the punch by yanking their arm back. As they snap the punch, they release the chakra into a small blast. It causes minor shocks, but has more of a knockback effect than a damaging effect. If you're not properly balancing when getting hit, you'll be knocked over easily. ---Needs to be D ranked.
[E-Rank] - Let's Hold Hands! It seems like a silly technique, but can prove to be very effective. The practitioner will interlock their fingers with the target's and then maintain an electrical charge running through their arm. This electrical charge will render the target's arm completely useless until the link is broken. The target cannot move the arm that is locked down, though, and has to resort to other ways of breaking the grasp. The locked down hand also will not let go on its owner's command. --Because of the whole 'Can't use that arm until the user lets go or you figure out a way to make them let you go' this should also D Ranked.
[D-Rank] - Double Quick Jab The practitioner will throw two jabs within less than a second of each other with the same arm. Using raiton chakra to shock their arm, they gain two added effects. The first effect they gain is the shocking effect upon impact. The second effect is muscles of the practitioner being enhanced to allow them to punch at a speed that is difficult to see with the naked eye. However, the strain caused from this technique causes the user's arm to take a toll. This technique requires a cooldown period of two posts before it can be used again. Those whom have obtained the title of Zeus will not have to wait for a cooldown. --Any technique that moves soo fast that the average victim cannot see it need to be C ranked or higher.
[D-Rank] - Shock Tackle The practitioner darts towards the target and will launch themselves at them for a tackle. If it connects, they will throw their shoulder into the target and let loose a heavy hit of electricity. The shocks will cause the target to move sluggish for one post and causes -10 speed for that time. --Because this technique is taking down the opponents speed by such a drastic level it needs to be B ranked. Can be C ranked if you change it to -5 for one post.
[C-Rank] - SUPER SLAP O' DOOM The practitioner will charge their hand with raiton chakra and then administer a painful slap to the target. If hit, the sting will remain for a few days, but the target will be dizzy for three posts. The sound of the slap will echo throughout an entire village normally. It is rumored that if Zeus were to perform this technique, it can be heard in every adjacent country to the one where it was used. --What is your definition of dizzy?
C-Rank] - Axe (Kick) of Lightning The practitioner will lift their leg high above their head and then send it down like an axe and cleave down anything in its path. Only someone with at least ten points of strength more than the striker can block the technique. Even if blocked, the technique lets loose a pulse blast of lightning and chakra that will shatter the ground below and administer painful shocks. If hit directly, this technique could easily end a fight by smashing the skull and plowing the body into the earth. --Because of power needs to be B ranked
C-Rank] - Dropkick Pulse The practitioner will lift their body off of the ground and go completely horizontal as they simultaneously perform a two footed dropkick. Electrical pulses will be launched out at the target and slam against them if they are within ten feet of the launch and in its trajectory. The slam will send someone back about ten feet. --Because of power needs to be B ranked
[B-Rank] - Shock Boxing [Becomes a passive technique once learned] The practitioner will have trained themselves well enough at this point to coat their arms and legs in lightning as they fight normally. An extra three hundred words is required for the training of this technique and the practitioner will have to have legitimately won a total of three fights minimally. These fights have to have been against RPCs of equal or greater rank. --Because of power needs to be A ranked technique. Once it becomes "passive" it should take -5 chakra down from the user with each effective hit.
[S-Rank] - Gungnir Although a technique named after Odin's legendary weapon, it is quite fitting. Gungnir is a legendary spear that is said to never miss. This technique is unlike the mythical Gungnir in that sense, but still holds a massive power level. Zeus will launch themselves straight forward with a punch readied. Zeus can launch themselves up to one hundred feet away. The attack, if it connects, lets loose a powerful explosion of chakra, pulses, and lightning. Zeus can use this technique to blast off the side of a mountain. If it hits a body directly, it is likely to devastate it beyond repair and cause instantaneous death. --"If it hits a body directly, it is likely to devastate it beyond repair and cause instantaneous death." This technique has to either be pretty easy to avoid or can cause devastating damage that'll land the victim in the hospital but the whole instantaneous death thing is a bit much even for an S ranked technique.
Overall nice technique. A bit random but who's your favorite Tekken character? O.O Also this style will be off limits to anyone with a bloodline or bijuu. The mods as a collective believe that it would be too much.
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Posted: Wed Jul 24, 2013 8:23 pm
E-Rank: (Mist Flash): The user charges some of their chakra into their hand, then emits it as a blast of whatever their primary element is, mist for a water user, light for a lightning user, sparks for a fire user, a gust of wind for an air user, or dust for an earth user. This is blasted out, causing a momentary reduction in visibility for anyone hit by it, making it a little easier to slip away or in closer. - This seems more like a ninjutsu, and it doesn't really seem like a Taijutsu move.
I realize that it's basically a ninjutsu, I was mostly hoping to use it for this Taijutsu so that characters like Taijutsu Specialists could have access to the ability. If you want me to remove it then I will.
D-Rank: Sonikkukurōn (Sonic Clone Technique): This bears more then a passing resemblance to the Hummingbird Clone Technique, but has critical functional differences. While the user moves rapidly between points, only one of the visible copies is the real user, while the other is a substance less copy, unable to attack or take hits. But, the core difference from a typical Clone Jutsu is, the clone can be maintained even if an attack hits it, because the user is moving between both points. -This Jutsu contridictes itself. Saying that the clone cannot take a hit but is different because it is able to take a hit due to the user moving between at least two points.
I explained that poorly, and I should alter it to explain better. what I meant was, like a normal clone, it has no substance. But since it is actually an afterimage, it doesn't disperse if hit like a clone. That's why it's D-Ranked. I hope that explanation helps.
D-rank: (Mist Hurricane): A barrage of kicks, starting with a volley of spin kicks in one jump, spinning the users body over so they can land on their hand, surprising the opponent with a continued barrage. - C Ranked Technique.
Edited
C-Rank: Misuto sutoraiki (Mist Strike): The signature attack of this style, this technique splits you into a pair of Sonic Clones, which dash around towards either side of the opponent. Both clones lunge at the opponent, then vanish as the opponent guards or counter's, leaving the real you coming from straight ahead at top speed, unleashing a flurry of strikes at all points of their body. If they fell for the clones, the enemy won't be able to guard properly, resulting in a larger then usual number of hits. - I would Specify how many hits that the Real You connects with.
That's a good idea, I didn't decide, but it would have to depend on the speed of the user I suppose. I never really considered that aspect actually. I suppose something like 5 through 7. I was contemplating a larger number, but then I considered the reletive damage being inflected by each succesful hit, and decided on that. I have edited the taijutsu to match.
C/A-Rank: (Gentle Incision): Using speed and precise placement, you form both hands into what looks like the single hand Tiger seals, then use these to rapidly bombard several of the enemies pressure points, causing severe pain to the enemy, which will reduce their reaction times, making your attacks that much harder to deflect or block. The A-Rank Variant bombards different pressure points, and if all attacks connect it can disable limbs by causing them to fall completely numb with specific pressure point shots, along with causing severe pain. - A Rank can paralyze a limb for at least one post, but can only be one limb at a time.
Edited ^^
C-Rank: (Mistblade Clone Technique): This technique sends the user darting between two points at an extreme speed, fast enough that he leaves no afterimage, instead appearing to be at both points at once, creating two copies of himself, each of which can deal or take blows like the real user. He can choose at any time to stop this technique, appearing at either of the two clones locations and causing the other to vanish. (Requires 21 Speed to execute this technique properly, speed below that leaves a visible trail between both clones, allowing a sly fighter to hit you between the two points, where you cannot defend or counterattack.) - Leaves no afterimage, instead appearing? So.....what? Also this Technique should be bumped up to at least a A ranked technique, simply because he can Attack and take hits as well.
Well, this technique was based pretty much in it's entirety on the Hummingbird Style's Hummingbird Clone, and it's supposed to function basically the same way, allowing both figures to attack, and attacks directed against either figure affecting the user. As for the afterimage thing, it's simply an indicator of the increased speed of this style versus it's predeccesor in the Hummingbird style, which presumably left afterimages. That's also why it was C-ranked, the same rank for basically the same abilities as the technique it was based off of.
C-Rank: (Mist Spiral): This technique is used to force a single or close together group of enemies to stop moving, by dashing rapidly around them trailing mist behind you, leaving a thin circle of mist whirling around the target, through which glimpses of your shape can be seen as you dash. this forces them to stay still, or else they risk getting attacked if they try to leave the circle. - Needs to at least be B Ranked, to wrangle a group of Ninja.Edited ^^
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Posted: Wed Jul 24, 2013 8:30 pm
I realize that it's basically a ninjutsu, I was mostly hoping to use it for this Taijutsu so that characters like Taijutsu Specialists could have access to the ability. If you want me to remove it then I will. - Yes Please, Remove.
I explained that poorly, and I should alter it to explain better. what I meant was, like a normal clone, it has no substance. But since it is actually an afterimage, it doesn't disperse if hit like a clone. That's why it's D-Ranked. I hope that explanation helps. - OK....Umm I would still state something like that after it's been hit, the Opponent should know that it's just a Image.
That's a good idea, I didn't decide, but it would have to depend on the speed of the user I suppose. I never really considered that aspect actually. I suppose something like 5 through 7. I was contemplating a larger number, but then I considered the reletive damage being inflected by each succesful hit, and decided on that. I have edited the taijutsu to match. - Very good ^_^
Well, this technique was based pretty much in it's entirety on the Hummingbird Style's Hummingbird Clone, and it's supposed to function basically the same way, allowing both figures to attack, and attacks directed against either figure affecting the user. As for the afterimage thing, it's simply an indicator of the increased speed of this style versus it's predeccesor in the Hummingbird style, which presumably left afterimages. That's also why it was C-ranked, the same rank for basically the same abilities as the technique it was based off of. - Still needs to be a A ranked technique, if the Image is allowed to Take and Give hits out.
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Posted: Wed Jul 24, 2013 8:49 pm
I realize that it's basically a ninjutsu, I was mostly hoping to use it for this Taijutsu so that characters like Taijutsu Specialists could have access to the ability. If you want me to remove it then I will. - Yes Please, Remove.
Will do, darn though, need to come up with replacement's for those techniques so I dont waste Jutsu Points XD
I explained that poorly, and I should alter it to explain better. what I meant was, like a normal clone, it has no substance. But since it is actually an afterimage, it doesn't disperse if hit like a clone. That's why it's D-Ranked. I hope that explanation helps. - OK....Umm I would still state something like that after it's been hit, the Opponent should know that it's just a Image.
Alright, I'll add that in.
That's a good idea, I didn't decide, but it would have to depend on the speed of the user I suppose. I never really considered that aspect actually. I suppose something like 5 through 7. I was contemplating a larger number, but then I considered the reletive damage being inflected by each succesful hit, and decided on that. I have edited the taijutsu to match. - Very good ^_^
Well, this technique was based pretty much in it's entirety on the Hummingbird Style's Hummingbird Clone, and it's supposed to function basically the same way, allowing both figures to attack, and attacks directed against either figure affecting the user. As for the afterimage thing, it's simply an indicator of the increased speed of this style versus it's predeccesor in the Hummingbird style, which presumably left afterimages. That's also why it was C-ranked, the same rank for basically the same abilities as the technique it was based off of. - Still needs to be a A ranked technique, if the Image is allowed to Take and Give hits out.Alright... I still don't see why, seeing as the Hummingbird style thats almost exactly the same is two ranks lower, but i'll change it. Edit: I just made a new Rank C technique, the Shadow of the Mist Technique, please look at that too. I made it to fill the three point gap made by moving the Mistblade Clone technique out of the reach of a typical Genin, so that this style can style be picked up by a Taijutsu Specialist so they won't lose any points. (Just letting you know why I 'Had' to make it now)
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