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Posted: Wed Apr 03, 2013 12:19 pm
[Strong Fist Style]
The Strong Fist Style was originally created in Konoha. It at first only consisted of many basic and randomly strewn together attacks. After joining with another style it became refined and held a very good structure. The Strong Fist Style is widely known and accepted as the opposite of the Hyuuga Clan's Gentle Fist style. Where the Gentle Fist aims to do refined damage to specific points, the Strong Fist style aims to do widespread damage and break bones. This style is High Risk, but High Reward as well.
[Training Methods] • Training to open the next gate is how the user would advance in stages. Each technique is to be learned as well before moving on. Learning to open the gates in training won't kill the user, but they'll have to visit the hospital to recuperate.
[Stage One: Open and Rest] The first gate is located on the left side of the brain, and is known as the Gate of Opening. This first Gate technically does not give a bonus, but unlocks the body's full potential in terms of muscle usage. It does not have to be active in order to perform the techniques of this stage. [Abilities] • Access to Limit Breaking Gates
[Rules] • Each Gate must be opened before the next one is. Meaning everyone has to start at the first gate, then the second, and so forth till the eighth.
• This Taijutsu style gives no stat cap increases at all, because all of the gates break limits.
• Each Gate is only opened for 3 posts. The user either moves to the next gate or stops using them.
[Techniques] • Gate of Opening - Rank: D The user taps into their full potential and opens up the first Gate. This is a requirement before opening all of the other gates. The user's muscles begin to become overstimulated the longer this is open, making the user feel sore. [3 Posts]
• Dynamic Entry - Rank: D This is simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack it is always paired with at least one other.
• Dynamic Action - Rank: D The user will launch him/herself at the opponent and then use a barrage of strikes and kicks to confuse and damage the opponent.
• Pressure Palm - Rank: D This is a taijutsu technique where the ninja drives their fist into their opponent while they are on the ground, crushing and grinding them into the earth. When used by a nin with impressive strength, this technique could be quite devastating if not fatal.
• Falcon Drop - Rank: D The attacker grabs a falling opponent by their ankles, wraps his legs around their waist, and drives them head first into the ground. This technique is simple, yet effective, and can most certainly be crippling or fatal when used by a nin with a grasp on chakra control and how to use it to increase their downward momentum.
• Crushing Fist - Rank: D A taijutsu technique where the ninja's palm strikes their enemy, hurling them away. Since this move is a power based one, it is almost entirely dependent upon the user's strength and chakra control. This move is capable of knocking an opponent approximately 30-40 feet back.
• Shadow Dance - Rank: D An attack which on its own does pretty much nothing yet can inflict great damage when in combination with other jutsus. This jutsu is an aerial set-up, meaning the enemy has to be in the air for it to fully function. Once in the air, the shinobi positions himself just below the opponent while in the air. Thus, the ninja becomes their opponent's shadow, leaving the opponent unable to escape from a follow-up attack.
• Leaf Violent Whirlwind - Rank: D This is a very simple, yet effective technique, which can be used against anybody who comes charging in with a direct attack. Using his leg, the shinobi swipes the attacker's feet off the ground by moving his dominant leg across the opponent's feet, tripping him. This sends the opponent flying away from the defender in an awkward position, and probably smashing into another object such as trees or walls.
• Leaf Spinning Wind - Rank: D This taijutsu attack uses a combination of speed, strength, and the element of surprise. It is a perfect move to link up with other aerial attacks. For this taijutsu, the ninja first disappears using a really fast movement. The opponent, obviously, is totally confused. However, seconds later, the attacking shinobi appears just below their opponent, and by raising his dominant leg, kicks the enemy right on the chin. This would send the victim flying up into the air. The attacker can then proceed with an even more devastating follow-up attack. Leaf spinning wind is very hard to dodge, since the movement is so fast the opponent won't probably know about the attack until he gets kicked and is already high up in the air.
• Knee Strike A Taijutsu technique where the ninja braces against the ground and drives a powerful knee into their enemy, hurling them away. With impressive strength, this technique can be devastating.
• Tackle Charge A Taijutsu technique where the ninja shoulder charges their enemy, driving them away or even into something stable. With impressive strength, this technique can be quite devastating.
• Leaf Gale - Rank: D This technique is a good example of how even simple taijutsu can become a pre-eminently destructive, lethal technique. The attack is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
• Gate of Rest - Rank: D The effects of the Gate of Opening are washed away and the user feels rejuvenated and refreshed. This gate lasts 3 posts before the user will feel sore once more.
• Front Lotus - Rank: C The Front Lotus is a combination of attacks, namely the Leaf Spinning Wind and the Shadow Dance, in that order. Once the user is behind the opponent they will wrap their arms/legs/bandages/chains/rope around their body and begin to spin at incredible speeds. They will ram their opponent head first into the ground and disengage at the last second just before they themselves are hurt. Requires Gate of Rest.
• Lion Combo - Rank: C A Taijutsu technique following the Shadow Leaf Dance, putting both the ninja and their opponent in the air, giving the attacking ninja the advantage. Four separate blows are delivered: a roundhouse kick, followed by a powerful backhand blow, followed by a driving blow to propel them towards the ground faster, and finishing with a hard-hitting axe kick into the ground, reinforcing the blow. This technique puts a great deal of strain on the user's body, which is why it is concluded that it is not a technique one could come to rely on.
• Leaf Great Whirlwind - Rank: C This technique is a series of kicking attacks, starting from a low kick and linking into a middle kick and high kick then finishing off with a heel drop. As the rotation speed picks up the user gains buoyancy, which they use to shift into gradually higher attacks.
[Stage Two: Life and Pain] The second stage grants the user access to the Gates of Life and Pain. These are the first introductions to limit breaking stat increases. At this stage the user will begin to tear their muscles using the techniques and can face serious consequences if the gates are overused. [Techniques] • Gate of Life - Rank: C The Gate of Life is located along the spine, and taps into the user's full potential. Upon releasing this gate the user's skin turns red, their veins bulge, and a burst of chakra shoots away from their body. For three posts they are granted 1/2 a rank increase in speed, breaking limits. After using this gate the user will experience an extreme fatigue and muscle soreness.
• Reverse Lotus - Rank: B This technique is an advanced and more destructive version of the Front Lotus, which requires that at least three chakra gates be opened. Once enough gates are opened, the user kicks the target into the air and continues to strike them at inhuman speeds before hitting them with a final, powerful open-handed strike and kick at the same time, sending the target crashing into the ground which is usually fatal due to the speed and power behind the attack. Requires the Gate of Life
• Gate of Pain - Rank: B The next gate is also located along the spine. Upon releasing it gives the user a 1/2 rank stat increase in strength. The bonus from the Gate of Life remains as well. After using this gate the user will notice they have torn some of their muscles after the 3 posts.
[Stage Three: Limit and View] The third stage grants the user access to the further limit breaking stat boosters of the Limit and View. After using these gates the user's body has been put under immense stress. There is no way for them to continue fighting without harming themselves beyond repair. [Techniques] • Gate of Limit - Rank: B The Gate of Limit is located in the abdomen. Releasing the Gate of Limit gives the user another 1/2 rank increase to speed, totalling at a limit breaking stat boost of 1 rank in speed and 1/2 a rank in strength.
• Gate of View - Rank: A The Gate of View is located in the stomach. Upon releasing the user will gain a limit breaking stat boost of 1rank in speed and 1 rank in strength, replacing all other bonuses from previous gates. A huge burst of chakra is released and they gain a 25% increase to their total chakra at that moment.
• Morning Peacock - Rank: A The principle of this taijutsu is to rapidly increase the body's abilities by opening up to and including the sixth of the Eight Gates, and then to strike the enemy down with countless punches. The technique is started by kicking the enemy into the air. The user then jumps into the air in a distinctive stance and begins punching the enemy repeatedly. The speed of the punches is so fast that they are set ablaze by sheer speed and friction. This creates a peacock-like fan of flaming chakra around the opponent. Once the attack is finished, the enemy will be sent crashing back to the ground, covered with the attack's aura. This attack is so debilitating and incapacitating it brings the target right to death's door. It needs to be set up though, first with a kick to the air and then proper placement.
[Stage Four: Wonder and Death] The last two gates are known as the Gates of Wonder and Death. They give the highest bonuses, but leave the user battered and mangled. The last gate is certain death, but almost guarantees a win. [Rules] • The user dies after using the Eighth Gate.
[Techniques] • Gate of Wonder - Rank: A 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 fibres are ripped to shreds, causing intense pain if anything or anyone touches them. The user is granted a 1 1/2 rank increase in both Speed and Strength.
• Daytime Tiger - Rank: S After opening the seventh of the Eight Gates, the user places a palm facing forward in front of their face with one hand and then taps it with his other hand, formed into a fist, which creates a massive amount of air pressure. Next, the user forms a unique hand seal resembling a tiger, which launches the air pressure at the opponent in the shape of a tiger, by leaving a gigantic tiger-shaped impression into the initially built-up air pressure with the hand seal. The air pressure will condense as it's moving and be focused into a single point. The technique then explodes on command, releasing the built up air pressure in an instant. A massive concussive explosion is created which can be felt a significant distance away. This will easily break a large number of bones, tear muscles, and destroy an opponent if landed.
• Gate of Death - Rank: S The Gate of Death is located in the heart. It gives the user a limit breaking stat increase of 2 ranks to both their Speed and Strength. The power given from this gate is immense and practically guarantees a win. The user is incredibly fast and each blow lands like a boulder. Unfortunately the chakra vented to the muscles tears them to shreds and kills the user at the end of the three posts.
Property of W.H.Y.. Idea taken from Naruto. Information taken from a collective of guilds, reworked for usage in this guild. Narutopedia/Leafninja credits as well.
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Posted: Wed Apr 03, 2013 12:35 pm
[Mirror Image]
A very diverse Taijutsu style that makes heavy use of chakra in order to create material afterimages for additional damage. Because of its odd origins and method, this style is not often learned by typical Taijutsu shinobi, rather by Ninjutsu shinobi who wish to make use of their massive chakra pools. The style focuses on releasing chakra to create an afterimage-clone during movements. These afterimage-clones mimic the actions of the user, resulting in follow through combinations, and additional stun. Because of their pure chakra composition, the afterimage-clones cannot be destroyed, rather, they fade after the allotted action has been performed. Successful or not.
[Training Methods] • The user trains to release their chakra and create an afterimage. Each stage is advanced by learning the next type of afterimage, as well as each technique involved in the stage.
[Stage One: Transparent] At this stage the user is able to use their chakra to create what is known as a Transparent afterimage. It is merely a false image and holds no physical mass. It is at best a mere illusion which serves as a distraction. [Abilities] • Speed Cap increased by 1/2 a rank, though they do not receive a passive just yet.
[Rules] • Afterimages cannot actually land punches at this rank.
• Unlike most taijtusu styles, every move costs chakra unless it is listed as a passive.
[Techniques] • Side Image - Rank: D The user will sidestep an attack, leaving an afterimage to take the blow. Because the move will whiff through the image, the attacker will likely be confused or offset. This technique is most effective against Taijutsu or weak, close range, Ninjutsu.
• Shadow's Dash - Rank: C The user will produce up to five afterimages during a quick movement. Four of these afterimages will trail, while the fifth ties closely to original. If something should intercept the user during his run, he will quickly escape, leaving the fifth afterimage to take the blow. However, rather than erupt, the afterimage will phase through whatever intercepted the original. Because of this, it is likely the opponent will be confused or offset.
• False Cyclone - Rank: B The user will attempt to confuse their opponent by running circles around them, while simultaneously releasing afterimages. Because of the motion and multiple afterimages, this is an excellent way to make someone dizzy while evading at the same time.
• Unknown Attacker - Rank: B The user will rush their opponent, typically before they are able to attack, or during their handsign formation. The user will then proceed by throwing a flurry of punches, each accompanied by at least two afterimages in order to confuse the opponent, and prevent them from blocking actual attacks.
[Stage Two: Partial] The second stage grants the user the ability to create Partial after images with mass. All techniques before this stage can be used, but now have a physical form. Because the user is not yet adept at manipulating their chakra they still are not able to make an afterimage for their entire body. [Abilities] • Partial After images are able to actually hit people.
[Rules] • After images at this level are only done on a single limb or body part at a time if they have physical mass.
• All techniques can be done with a transparent afterimage for 2 less chakra. [Techniques] • Delayed Punch - Rank: C The user will throw a punch at his target, missing intentionally. After missing, the user will duck, or sidestep, allowing an afterimage to make contact with the target. The damage dealt is no different than if the original user were to make contact.
• Triple Kick - Rank: D The user will throw a kick while moving, attempting to make contact, but still keep the target in place. After making contact, a pair of after images will appear from the original’s movement trail, attempting to land an additional two kicks.
• Counter Clone - Rank: C While defending, the user will release a portion of an afterimage-clone from his upper or lower body. This afterimage-clone will attempt to punch or kick the attacker, depending on its actual spawn point. Because of its method, this technique is really only effective against Taijutsu.
• Knee Combination - Rank: C The user drives their knee upward, attempting to strike an opponent in the stomach. As the user makes contact, a trio of partial after images will split from the user’s leg in order to deliver three more knees.
• Splitting Image Flurry - Rank: A The user will release a barrage of punches and kicks, each accompanied by partial after images splitting from any point on the arms or legs. Because of the amount of chakra used to perform this technique, the user can spawn up to 100 additional limbs.
[Stage Three: Solid] The third stage allows the user to create Solid images. These images can be imagined as actual clones, though they do not perform any techniques. They hold a complete physical mass and are capable of dealing damage equal to whatever the user themselves could do. The user is able to create full body clones now. [Abilities] • The user is able to perform all techniques that use solid after images with other images, such as the transparent and partial. If they use partial after images the techniques require 2 chakra less. If they use transparent after images they will require 3 chakra less. On the opposite side they are able to use past techniques and create solid afterimages for 3 more chakra.
• The user fills the stat cap increase with a 1/2 a rank increase in speed.
[Rules] • After images do not act on their own. They are essentially high speed copies of the user. They do exactly what the user does.
[Techniques] • Falling Punch - Rank: C The user will manipulate falling momentum in order to deliver a heavy overhead punch. As the punch makes contact with the target, an afterimage will provide a follow through hit.
• Rising Barrage - Rank: B The user delivers an uppercut which is then followed by a trio of afterimages. The original punch sends an opponent off of their feet, and the trailing after images hit them further into the air.
• After-wall - Rank: B The user will hop backwards before a projectile or some other attack makes contact. In this brief moment, the user creates a sturdy afterimage to take most of the impact of said attack. The user is able to absorb techniques up to B rank.
Property of W.H.Y.. Idea taken from a number of guilds, reworked and reformatted for usage here.
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Posted: Thu Apr 04, 2013 5:46 pm
[Kunoichi Combat Style]
While the female body is not as strong as that of a male, the female has several attributes that make this style of fighting made specifically for their body type. If focuses on using the naturally shorter body as well as the flexibility and lightness of the frame. This style also does most of it's damage through kicks and pressure points. [Training Methods] • The user trains their body through intense flexibility training. They push their body beyond their limits and become very fluid. [Stage One: Grass Stalk] The user is only a beginner at using her body the way it is meant to be. The user can bend her body a good bit, but this advantage is not so great as to completely compensate for the lack of brute strength. However, they will get more bang for their buck than ninja that do not use this style. [Abilities] • The Speed cap as well as the Perception Cap is increased for the user, but they do not receive a Speed passive nor a Perception passive.
[Rules] • This style is completely physical, requiring not an ounce of chakra. The ninja becomes well above agile and speedy as well. They do not build up strong resistances or a heavy amount of strength.
[Techniques] • Split - Rank: E The user is able to do a split without much preparation. This is great for dodging attacks that are aimed at the user's legs while in midair, or at the upper body while on the ground. This also gives the user the ability to hit the opponent from a lower angle. Can also be used as a kick.
• Twist Dodge - Rank: E While in the air, the user will twist and contort her body to avoid projectiles while in mid-air. These twists are at a higher reflex speed than regular dodging because of how nimble the user is.
• Roundhouse - Rank: E Because of the flexibility of the hips a woman has, she is able to pivot on one foot and deliver a quick snap of her foot at the opponent's head, stunning or disorienting the target if it lands.
• Leg Blocks - Rank: D The user can bring her legs up at good speed to block attacks, such as blocking a kick. this works great against low ranking taijutsu.
• Light Feet - Rank: E [Passive] The user is able to lengthen her stride and step lightly when running, which is good for crossing large distances without attracting the attention of guards or scouts. They make little noise when running like this.
• Karate Chop - Rank: D The user is able to chop her hand at joints of the opponent at decent speed, with her hand absorbing the shock of the blow to prevent damage to the hand while maximizing damage.
• ECT - Rank: D The user uses her flexibility to get through weak blocks or when at close range under a target's guard. The user then strikes a blow to the target's Eyes, Crotch, or Throat to stun the opponent or maim him/her.
• Ear Clap - Rank: D The user claps two hands against the ears of the target hard. The target will not be able to hear anything but high pitched ringing for 5 posts. The target will also be in a lot of pain for 2 posts.
• Ankle Snap - Rank: C This technique is a counter. The user has blocked an opponent's kick with her arms and has a hold on the foot of the user. She then twists the foot violently like a steering wheel, which has a high chance of spraining the ankle.
• Chest Pressure Points - Rank: C This technique focuses on applying pressure in two places. The first is just beneath the collar bone near the shoulder. This will keep the target from being able to push. The other is the solar plexus, which is found just below the sternum. Striking this area with a solid blow will stun the opponent so that they cannot breathe for one post as well as not be able to react at more that 1/2 normal speed for two posts.
• Leg Pressure Points - Rank: C This technique's targets are the Achilles heel and the kneecap. For the heel, the user tries to slice the big tendon on the back of your foot or at least bash it. If cut, the target's leg will be useless until it is completely healed. If bashed with decent force, ninja up to a rank above the user will not be able to run at run for 1 post. If the target deals a solid blow to the side of the knee or the back, then the tendons in the knee will tear and that leg will be useless until it is completely healed. [Stage Two: Bamboo Stalk] The user has mastered the art of bending her body, which is easily achievable with hard work. Blows that cause the joints of the body to bend at awkward angles do not affect the user, such as dislocated shoulders, twisted ankles, etc. However, the elbow and knee can still be broken if forced in the opposite direction. [Abilities] • Perception Passive [1/2 Rank stat increase] • Speed Passive [1/2 Rank stat increase]
[Techniques] • Hand Trap - Rank: D The user sees a punch coming or successfully blocks one. She then grabs the wrist and bends it down against the underside of the arm which causes great pain and would allow the user to break the wrist if the target struggles.
• Back Flips - Rank: D Exactly what it says, the body flips backward at a higher speed than normal ninja could due to flexibility, and also are able to change direction or do things while flipping.
• Spin Kick - Rank: D While the user is in the air or doing a handstand, she can spin and deliver nimble kicks with decent damage.
• Shock Absorber - Rank: D When the user takes a blow to the head or the lower torso, she is able to relax her muscles and distribute the blow throughout her body, which lessens the amount of damage taken.
• Axe-Kick - Rank: D The user lifts her leg straight up, and brings it down in a powerful kick on the opponent. This requires a great amount of flexibility that mainly only women have.
• Light Feet Mastery - Rank: D [Passive] The user can now sprint without making any detectable noise. The user can land from large heights or from falling fast without injuring herself, and without making much noise at all. This is accomplished by landing and bending the knees, which lessens the strain on the body and makes it quiet because of the lightness of a woman's form.
• Hurricane Kick - Rank: C By spinning and leaping on the ball of the foot, the user is able to kick with decent power and speed with a wide range of motion and rapid succession of the kicks.
• Arm Pressure Points - Rank: B The user grabs on opposite sides of the elbow on the elbow and applies sharp pressure. The target will drop whatever it is holding, and be in immense pain. The target will not be able to use that arm for 1 post, hold something for 2, and use it fully again for 3. In the lower armpit near the back is a pressure point that makes any target up to a rank higher than the user drop whatever they are holding and not be able to swing a weapon with more than regular speed and strength for 2 posts. [Takes away any stat increases for the time being]
• Back Pressure Points - Rank: B The targets for this are the neck and spine. If the user can get close enough to jab the opponent with fingers or a kunai, she jabs hard right under the meaty muscle between the shoulder and neck. This causes a lot of pain and stops the passives of stat increases and turns the target into a regular additionless ninja in terms of passive speed and strengths. There are several points along the back, but mainly just under the shoulder blades 1 inch from the spine. Sharp pressure here will keep the arms from working for one post, and being stabbed here will result in the respective arm being unable to move even after the kunai is removed.
• Head Pressure Points - Rank: A Temple: About an inch past the eyebrows is the Temple, which is the most dangerous pressure point on the body. If the blow is struck not only does the target lose eyesight for a post they also take full passive removals in terms of Strength, Speed, and Perception bonuses. Just under the ear against the base of it is a pressure point. When jabbed with a finger with a lot of force, the target will not be able to talk for one post, and will only be able to hear high-pitched ringing for 2 posts. If these points are hit again they could easily knock a person unconscious and unhinge the jaw respectively.
• Always on the Offensive - Rank: E [Passive] The user is able to dodge or block attacks and still maintain an offense. This allows the user to attack while dodging on the ground and in the air.
Property of W.H.Y.. Idea taken from Deil Grist of TUP. Reworked and Reformatted for usage in this guild.
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Posted: Thu Apr 04, 2013 7:21 pm
[Pi Gua Quan]
 The Pi Gua Quan is well known for needing the utmost flexibility and movement.The attacks emphasize not only mid to long range strikes by also constant motion in order to mesmerize and confuse opponents. Coming from ancient Sunagakure, Pi Gua Quan is named for the movements of hands during an offense. Pi refers to the hand movement upward, where Gua refers to the hand motion downward. Thusly, Pi Gua refers to the circle motion of the hands. Although it lacks raw power that is shown through some Taijutsu, this style relies on fast and fluid blows, making it a much more situational method. The body, under hard training, will become flexible and muscle toned. As the user attempts to gather their speed far before their strength. It is because of its striking methods, that Pi Gua Quan has become known as a vastly countering style. [Training Methods] • The user works to increase their flexibility and keep up constant motions as they attack and defend. Training alone is difficult because many of the Pi Gua Quan techniques are counters. [Stage One: Unravel] Movements are awkward at this stage, lacking the fluid motion that masters of Pi Qua Quan possess. The user is still unsure of their stance and move with a bit of difficulty, making each strike rough and slow. Arm movements are difficult to control as the user hasn't learned to keep their arms properly relaxed, and have a tendency to form their hands into fists, which slow down their movements. [Abilities] • Speed Cap is increased by 1/2 a rank, but no passives are earned yet.
[Rules] • Each attack is done with either an open palm or swift strike. There are few straight punches and brutal attacks. This style is fluid and graceful.
[Techniques] • Stance - Rank: E [Passive] A basic stance that takes advantage of the user’s flexibility; the user crouches down with one leg bent, the other extended slightly. The arms are held out wide and outstretched high above their head, but loose and relaxed at the same time. This allows for the user to be able to target any part of the opponent’s body, whether it be their head or their feet.
• Eagle Peck - Rank: D The user flattens his/her hand, and attempts to swat at their target from above. Because of its angling, the user is capable of striking certain vital joints. This technique requires a minor amount of focus, but is ultimately one of the more fluid attacks of the basic style
• Spinning Palm Strike - Rank: D A simple move done will facing away from the opponent. When the opponent is close. The user begins the move by starting to spin on one foot while at the same time swinging their arms downward in front of them, using the momentum from the spin to bring their arms up such that their hands strike the opponent typically below the chin making for a strong blow that is difficult to defend against. [Stage Two: Unwind] Movements are more fluid, but the user remains at a mindset that the fist will cause more damage than an open palm. However, they have managed to realize that the movements of their legs are very important to the success of their style’s strikes. [Abilities] • Flexibility is increased. • Strikes easily cause bruises.
[Techniques] • Countering Kick Spin - Rank: D Catching the opponents kick, the user holds it high while bending down low to quickly grab the opponent’s other foot, and in one swift movement they wrench the opponents other foot up high while pushing the other down low, the movement typically taking the opponent clear off the ground, causing them to spin in mid air before collapsing on the ground. Though this counter is not particularly damaging, it can provide an opening for additional attacks, making it quite useful in the right hands.
• Rising Backhand - Rank: D While facing the opponent, the user will spin forward on their heel and foot, and attempt to strike their target with an uppercut-style backhand.
• Snake Jab - Rank: D While turned from the opponent, the user will spin backwards on their heel and foot, and attempt to strike their target with a sideswipe style chop. [Stage Three: Loose] The user’s body has become somewhat relaxed at all points of movement…additionally, it has become obvious that their strength has increase passed that of most basic shinobi. It should also be noted that their flexibility training has also increased their reflexes. [Abilities] • Perception Passive [1/2 Rank Increase]
[Techniques] • Rising Fang - Rank: C While facing the opponent, the user will motion to their opponent in mix-matched steps in order to bewilder. When the opportune arises, they will then rise up one of their arms, striking with palm. Because of this techniques methods, it is likely a successful hit will stun the target for a short while
• Countering Leg Sweep - Rank: C The user slides extended leg forward while crossing their arms over their head to defend against a kick. With the opponent’s leg pressed against their arms, the user then swiftly pushes his or her self upward, forcing the opponent’s leg high upwards, and sweeps their other foot through the opponent’s other leg, causing them to fall onto their back or neck. This is typically followed with a sharp kick to a vital area and can be devastating against ill-prepared opponents. [Stage Four: Relax] The user has removed all doubt from their head about their stance and strikes: no longer performing simple mistakes that were common in the first stage. Their muscle tone has become sharp and smooth, and yet they have not lost any of their previous flexibility or speed. [Abilities] • Speed Passive [1/2 Rank Increase] • Hits can cause sprains and dislocated bones at this point.
[Techniques] • Capturing Twist - Rank: C The user will attempt to counter an attack by catching their assailants arm and twist around in various fluid moments to crack and dislocate bones.
• Weak Spot Exploit - Rank: B Another quite simple but powerful move. Quickly catching an opponents kick, the user immediately lashes out with a kick of their own to the opponents groin, and stepping forward as they do that, they finish it off with a kick to the opponents other foot, typically leaving them face down on the ground struggling to stand.
• Constricted Prey - Rank: B A violent and destructive counter attack. The user will begin by catching an opponent’s arm at its farthest point, to keep it straight out, and then quickly rise up their own corresponding leg in order to kick the captured limb. It is more than likely that this attack will prevent usage of the caught limb until medically tended because it usually breaks it. [Stage Five: Fluid] The user has become adept in their methods. Their body runs like water, yet their muscles are solid. Their ability to perceive the world no matter their bodily formation has become perfected, no longer capable of becoming dizzy from their own movements. [Abilities] • Extreme Flexibility increase. It is hard to dislocate bones, sprain ankles, or even knock the shinobi off their feet.
• Hits can cause fracture bones.
[Techniques] • Continuous Striking Palms - Rank: A The user will adjust themselves to a proper position of their liking, and follow up by performing several spins with their arms extended in a position of their choosing. This technique is capable of striking multiple times in a short time, causing severe trauma. It should be noted that the attack leaves the user open, so making a successful attack is almost mandatory. [Stage Six: Frictionless] The user has reached their peak level of fluidity and flexibility. Their attacks come in one after another and defense is easily mixed in. [Abilities] • Hits will break bones.
[Techniques] • Snake Bind - Rank: S The user will attempt to wrangle themselves around their opponent in anyway possible. Abusing their flexibility, they will perform various constricting holds on the opponent's vital limbs. Even a few moments of being within the grip of an expert of Pi Qua Quan can be lethal.
Property of W.H.Y.. Information taken from a collective of other guilds.
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Posted: Thu Apr 04, 2013 8:16 pm
[Drunken Fist]
 Some would think that Drunken Fist isn't a literal term, that this style merely mimics the nature of a stumbling drunkard and uses that to remain unpredictable and fluid. Well, they are WRONG. You, the chosen few, will be imitating the movements of a drunkard to gain the fluidity and unpredictability, but you will be doing so while drunk! Suiken is the style of future alcoholics, as well as future badasses. The practitioners are graceful, unpredictable, and fluid beyond understanding, all from first watching the drunken movements of their masters, then by emulating and finally, partaking of the sauce and becoming masters themselves. These masters are combat pragmatists, no move being too dirty or dishonorable. After all, when you're a drunken wretch, how much honor can you possibly have? When you're a numb, graceful wreck, they'll laugh. Only until you crack a brew and beat them to death with it.
[Training Methods] • The users will practice fluid moments and quick reactions. They will drink excessive amounts of alcohol and raise their tolerance level. While drunk they will train again in seemingly pointless fighting styles. [Stage One: Two Shots] At this stage the user does not actually fight drunk. If they try to do so they will fail and take many shots to the face. The user comes off as very clumsy and stupid, but its supposed to look like that. The techniques still come off as predictable and rigid at this stage. [Abilities] • Stat caps for Speed increased.
[Rules] • No drinking at this stage.
[Techniques] • Drunken Dancing - Rank: E [Passive] The first move one will learn in this style, it is nonetheless the most important. Drunken dancing is simply that: moving around, be it stumbling or the Tango, as if you're drunk. It prepares the neophyte, really, and can really add some flair to whatever situation is at hand. This is the most basic move in the arsenal of a Suiken master, but the most important. Required to learn before moving on to other techniques.
• Drunk Dropper - Rank: E A simple combo, normally learned after the Drunk Dance. The user simple belts out a quick one-two combo, but this combo isn't specific in what is involved in the one-two combo. Rather, it allows the student to learn and adapt that unpredictable nature this style is famed for. In the hands of a novice, a stepping stone, but in the hands of a master this is a useful teaching method, if not a useful combo.
• Fallen Drunk - Rank: E The fallen drunk is ground-fighting, simply put. It's ground-fighting for the drunken master, however. The user practices fighting while knocked down, whether they're on all fours or flat on the back, if they aren't standing up then they're on the ground. The user will practice basic spastic strikes, a common staple of the style, in an attempt to keep the opponent from gaining an edge. There's no move that's off-limits. Throwing sand, biting, gouging, groin kicks, anything goes.
• Headbutt - Rank: D A simple, if useful, technique. Can be used at any time, really. The user is most likely under the influence, or this would be pretty painful. Anyway, it's a simple headbutt. The kicker is that, while the user is probably under the influence and thus dulled to pain, the victim is most certainly not. Used for disorienting an opponent, but it can kill with enough force. If you somehow include a kunai on your head, you're a mad genius. Using chakra is possible, in lieu of alcoholic numbness. Disorientation for the opponent lasts one post, as well as the user if not protected.
• Crazy Legs/Jazz Hands - Rank: D [Passive] The user simply focuses on fluidity, movement and simple attack routines. From now on, the user's movement is a bit more graceful and liquid. This permanently. [Stage Two: Tipsy] This is the stage where the user begins to actually drink while fighting. They do not become fully intoxicated. Their techniques are slightly more sporadic but they are still too rigid and graceful. [Abilities] • Ability to cohesively fight tipsy.
[Rules] • The user must fight tipsy.
[Techniques] • Slapfest - Rank: C Kind of an infuriating technique, to be honest. The user pumps chakra into their palms and goes to town on whoever they're fighting. Normally, this would be nothing but an annoyance, but with the chakra in the hands these blows have the tendency to rip skin of of wherever they hit. It's the first real, deadly technique. Just be careful not to slap yourself!
• Drunken Counterblow - Rank: C The user takes a stance resembling that of a Muay Thai fighter. Every attack thrown at them has the ability to be countered from this stance, with either a quick snap kick or any combination of punches. Takes timing and training, but useful once mastered. [Stage Three: Buzzed] At this stage the user can fully fight buzzed without having to puke and pass out. Their movements are more fluid and they are becoming much more unpredictable. [Abilities] • Ability to cohesively fight while drinking.
[Rules] • The user must fight buzzed.
[Techniques] • Rancid Breath - Rank: C A distraction technique, all in all. The user, after chugging a bit of whatever drink they have, focuses some chakra into the mouth and turns that normal bad-breath into straight foul territory. Then they simply breath on the enemy. Nausea, vomiting, blurred vision and cotton mouth are all possible outcomes. Immediate vomiting is the most common, however.
• Drunken Deception - Rank: D A deceptive move, it requires a lot of cheating. Normally, the user will throw sand in the face of the enemy and use the momentary respite as a chance to attack, but anything will do. Usually opens the enemy up for a nasty combo.
• Influenced Battle Dancer - Rank: B Dance Battler requires a good amount of alcohol, and it's the last step from student to master. After imbibing the sauce, the user harnesses all that raw potential and training so far and melds it into an unpredictable dance of death. Punches and kicks hit harder, the user moves faster, and moves in ways previously thought impossible. The user in numb to feeling of any kind. This lasts 5 posts, and breaks stat limits with a 1/2 rank increase to strength and speed.
• Belly Slam - Rank: B The user begins by pumping chakra to the legs and jumping into the air; any height will do. Then, the user focuses that chakra into their entire body and becomes dense, very very dense and heavy. One could call them almost diamond-like. Then they drop, belly-first, onto whatever they want with all the power they can muster. [Stage Three: Drunk] This is the stage of true mastery. The users are able to fight while completely wasted without any drawbacks to them. Their attacks are spontaneous, impossible to read, and usually zany. [Abilities] • Ability to cohesively fight drunk.
[Rules] • The user must be drunk
[Techniques] • Dead Drunk Sweep Combo - Rank: A The user pumps themselves full of chakra, and performs what seems to be a simple leg sweep. Then, once the opponent is swept off of their feet, the user explodes into motion and quickly delivers a kick to the solar plexus, knocking them into the ground with enough force to, if not knock them unconscious, than at least knock the wind out of them. While on the ground, the user proceeds to stomp the victim's face into the floor with enough power to turn that hairline fracture into a full-on broken face. Not a very kind technique. It should be noted that if the sweep is successful, the rest falls into place easily.
• Dead Drunk Fisticuffs Counter - Rank: A Just like the Drunken Sweep, this technique works on the same principal; with a few twists. The user grabs the arm of an opponent, blocking whatever blow they would have landed, and proceeds to whale on the victim with impunity. Mainly, this starts with a jab to the throat. Once that is done, and the victim is gasping for breath, the user drops the held hand/arm/leg and goes to town on the body and head of the enemy. With chakra pumping through their arms, the user is hitting much harder than normal. Easily a killing move, or, with some self retrains, a fight-ender. It should be noted that if the throat jab is successful, the rest should fall into place easily.
• Alcoholic Mist - Rank: A The master of this style wants to share the booze with everyone, even the enemy. By turning their chakra into sweet, sweet liquor, the user excretes a drunken aura. The color corresponding to their chakra color. Every exhale made by the user forms a sickly sweet smelling booze cloud, the size of the user's torso, and the color of their aura. - Exposed for 1 post: Tipsy. - Exposed for 3 posts: Drunk. - Exposed for 5 posts: Blacks most people out.
• Scotch Slammer - Rank: S It begins as a simple grapple, but the user suddenly shifts into a full nelson and lifts the enemy of the ground and slams them back down with frightening speed and strength. All but guaranteed to break the neck, arms, spine and possibly the rib cage, resulting in nasty, debilitating and possibly permanent damage should the victim survive. All through the technique, the user is pumped full of chakra and drunk as a skunk. They don't feel a thing, and the chakra also works to release the mental blocks on muscles, so the user is utilizing their complete, full strength. The penultimate move in any Suiken masters' arsenal.
• Enlightened Drunkenness - Rank: S [Passive] Difficult, yet for the Master Drunk, essential. The practitioner of this style is able to, once true drunken enlightenment and zen-like status have been bestowed upon him/her, induce a perpetual drunk or tipsy state by sheer force of will. This means no alcohol is needed, ever. Yay!
Property of W.H.Y.. Original idea taken from Shinobi Yochi.
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Posted: Thu Apr 04, 2013 8:37 pm
[Stone Body]
 Iwagakure no Taijutsu is a style as old and timeless as the mountains themselves. It is unknown exactly when the style came into existence, but it has been passed down in various dojo in the Earth Country for generations. The purpose of this style is to train the body to take and deliver incredible amounts of physical damage. Because of this basic teaching, speed is typically ignored for strength and stamina training. [Training Methods] • The user trains their body to take incredible blows, and focuses on doling out incredible damage. There is no speed or perception training, only strength and endurance.
[Abilities] • Stat cap for strength increased by 1 rank. • Strength Passive received at Chuunin Level: 1/2 Rank • Strength Passive received at Jounin Level: 1 Rank • Toughness Passive received at Chuunin Level: 1/2 Rank • Toughness Passive received at Jounin Level: 1/2 Rank
[Rules] • There are no stages. • The users cannot be of small body frames.
[Techniques] • Pickaxe Elbow - Rank: D An elbow attack that is delivered downward or backward, because of its smoothness, it is often delved into a combination.
• Rising Knee - Rank: D The user brings his knee upward to knock the air out of an enemy. If it makes contact, it is more than likely the target will be left open for a much more powerful technique.
• Cave-In Palm - Rank: C Somewhat similar to the Gentle Fist attack style, the user will strike his open palm into his target. If the attack lands in the target's stomach, it will typically be winded, and open for a follow up.
• Crushing Hug - Rank: C The user endows his body with a significant amount of chakra, in order to shell himself from light and medium projectiles. In the brief moment the shell is active, he will attempt to lunge forward, and grasp his enemy's entire body. If successful, he will connect hands around his target's back, and begin to suppress the withheld. Most any shinobi caught between this technique will suffer broken bones. Unfortunately, during this time, the user is completely wide open.
• Collapsing Volley - Rank: C The user readies both fists at any two points on his target, then quickly presses at a downward angle to inflict pain in two areas at once.
• Axe Kick - Rank: C The user swings his back foot upward, then brings it slamming down to hit the opponent with the bottom of the heel, usually on the shoulder. If the user misses, the foot can just swing back into position.
• Bear Fist - Rank: C A stiff, yet swift, swatting attack. The user raises their hand high and slams down with either a stiffened or fully outstretched palm. It should be noted that the power of this attack comes from the legs and having sturdy footing, rather than the arm itself.
• Elbow Smash - Rank: C The user will get close to the opponent, and attempt to grab the back of the neck of the enemy with one hand. If successful, they will then bring their opposite elbow to the face of the held- causing severe facial trauma.
• Mountain Rising - Rank: B The user first adjusts himself to achieve a comfortable and powerful footing, they will then swing either arm in a lower arc in order to perform an extremely powerful palm-uppercut that can send weaker shinobi flying.
• Double Rock Swing - Rank: B A powerful two-hit combo that is capable of faking an opponent out. The user first swings forward with a roundhouse kick from the back foot. Using this momentum, the user continues his turn, bringing up either arm in order to clothesline the opponent. If the two hits do not make contact together, it is likely the second half alone will still make contact.
• Earthquake Fist - Rank: B The user will assume a rock steady fighting post, their right arm extended, the left tucked near their stomach. When the time seems right, they user will release an extremely powerful, close range, punch. If contact is made with the chest, this attack can easily fracture the sternum.
• Rising Impact Palm - Rank: B The user delivers an open-palm uppercut attack from a sturdy position. The attack is designed not to deal external or internal damage, rather, to lift heavy opponents off of their feet.
• Tackle Charge - Rank: B As the name would suggest, this technique is a powerful shoulder thrust. The user rushes forward, aims his shoulder to his target, and attempts to break through anything in his way.
• Mountain Goat Mimic - Rank: B Requiring no additional momentum, the user performs a full front head butt attack. Because the opponent is likely physically weaker than the user, only minor recoil is taken.
• Stone Floor Sweep - Rank: B Quickly crouching, the user swings one of his legs in order to knock out the opponent’s legs. If successful, and the opponent begins to fall, the user will follow up by using the swinging momentum to bring forth his other leg in the same sweeping motion. Seeing as the second kick hits as the opponent is falling, there are many areas where it could possibly land.
• Offset Punch Wave - Rank: A The user will boast his strength by clashing his knuckles, but in this gesture, he is also generating friction and chakra around one hand. After enough energy has been gathered in a hand, the user will drop down to one knee and slam it into the ground, forcing out a radial wave of chakra. The technique is not meant to do damage, but if the wave makes contact with a shinobi, they will find their leg muscles to be paralyzed, preventing them from moving for either 2 posts or until they are forcefully moved. The range is 5 yards.
• Savage Throw - Rank: A This technique calls for the user to perform a close range grapple maneuver. The user will attempt to grab their target at two key points- the shoulder and the knee. After successfully doing so, they will perform a number of circular rotations, discombobulating the opponent. When the user sees it fit, they will flip their prey, so their face is aiming the ground, and end the throw will one solid and brutal face slam. If done correctly, this should be a rather fluid and impossible to break move.
• Flying Boulder - Rank: A The user grabs the opponent by the limbs or body, and spins while such a firm grip is present. When enough speed and power has been gathered through the rotations, the user will let loose, tossing the opponent into something solid.
• Steady Mountain Palm - Rank: A A very powerful Taijutsu counter-attack. The user adjusts to get a firm and comfortable footing, they will then wait, anticipating their opponent’s next move. When the moment seems right, they will lift either arm, their hands opened in order to block the attack. When the opponent’s attack makes contact with the palm, they will feel as though they've just tried to strike the side of a mountain.
• Meteor Drop - Rank: A While the target is in the air, the user will manipulate their physical strength to jump upward and latch onto them. If successful in doing so, they will then flip their opponent so that they are both aiming face first to the ground below. The user will then adjust himself to be sure that the opponent will make contact with the ground before he does, and merely enjoy the descent back down. It is rather obvious that the damage inflicted by this attack is incredible, but screwing up a move like this is more lethal to the user than the target.
• Boulder Strike - Rank: A Rather than tackling, the user will rush an opponent with their arm cocked, building focus and power into one point. When the timing seems right, they will release an incredibly powerful hook punch, capable of turning boulders into fine powder.
• Second Avalanche - Rank: S When someone is hit, their body naturally absorbs the shock of the impact. This technique manipulates that resistance to deal maximum damage. The user delivers a quick punch, dealing a respectable amount of damage and triggering that natural resistance. Within a split second, the user will let loose an additional punch with the same fist- hitting the opponent before their natural resistance has recovered. Because it hits during a weak point, this technique is capable of dealing absolutely brutal damage all throughout the body.
• Stone Muscle - Rank: S Through their vast training sessions, the user’s skin has become tempered and tough, and this technique further manipulates that fact. Before the user is hit by an oncoming attack, they will stop dead in their tracks, flexing their muscles. During this momentarily ironed out state, the user is capable of withstanding most any attack and brushing it off as if it were nothing. Can only be used once per battle.
• Mountain Shattering Smash - Rank: S The most deadly technique in the current array of Stone Body Style moves. The user will focus incredible raw strength into a single arm, causing his veins to stretch and his muscles to ripple. He will then do whatever means necessary to close the distance with his target and delivery an absolutely devastating straight punch. The impact received from this technique is beyond terrible- if an opponent blocks with their arms or legs, the bones will certainly be broken. But, if the opponent doesn't block the technique, the fist will connect regardless, shattering every single rib and puncturing the lungs. As thus, the only true way to escape unscathed, is to run away! (Although it has been said that those of equivalent strength have been able to defend a good portion of the attack with chakra assistance) Requires two posts to ready of no other attacks to ready. After usage, the user cannot perform techniques over Rank B for the remainder of the battle. Property of W.H.Y.. Ideas taken from a collective of other guilds.
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Posted: Thu Apr 04, 2013 9:22 pm
[Haraise]
The style Haraise was first adopted by the Inuzuka clan to train with there partner dogs and wolves. Soon after many other types of tamer ninja with other varieties of beasts adapted and changed this fighting style to suit their own beast partners forming countless numbers of look alike styles to the Inuzuka clan but changing from tamer to tamer. Now its completely different per person but still has the hint of the original adapters in the style. [Training Methods] • The user practices to gain speed and how to fight on all fours. Most attacks are not dealt with fists, but instead with claws and teeth.
[Abilities] • Stat cap for speed increased • Chuunin receive a 1/2 rank stat increase to speed. • Jounin receive a 1/2 rank stat increase to speed. • Enhanced senses: Can fight without using sight.
[Techniques] • Animal Stance - Rank: D The user will stretch their body out, becoming very nimble. Most style users will have their nails cut longer and pointed, as though they are talons. They will crawl around on their hands and feet, similar to a beast.
• Vicious Elbow - Rank: D The user will lunge at an opponent, aiming their elbow at the diaphragm. If it lands properly this can easily knock the wind out of someone.
• Dark Talon - Rank: D The user will run on all fours, quickly in a zigzag formation to confuse their opponent. Then they will quickly use either their nails or senbon to slash their opponent's side.
• Vicious Bite - Rank: C The user will sprint on all fours towards their enemy, throwing kunai as a diversion. They will lunge baring their teeth. As they enemy will try to block they will sink their teeth deep into them, kicking them in any location in the process to weaken them.
• Skullcrusher - Rank: C To use this technique, the defending ninja must be stunned or otherwise paused for a second. The user grabs the stunned opponent around the abdomen and picks them up. Then, with a sudden twist of the arms, they invert their captive and slam the defender's head into the ground. This causes fairly intense pain and disorientation if the opponent isn't knocked out by the blow.
• Rapid Shredding - Rank: C The user tries to launch themselves at the opponent and latch onto them with their teeth. They will proceed to claw, kick, and bite at the opponent for the time they are latched on.
• Cleave - Rank: B The user will release chakra pushing off towards their opponent. They will rip their body through the air in a burst of speed, and try to shove their hand through their opponent with enough force they will kill them if they hit a major organ.
• Animal Stance Two - Rank: B The user will begin to pop their limbs, making them more flexible,and deadly. They will force chakra onto four nodes, making movement more nimble and more rapid. This breaks limits and increases speed and strength by 1/2 a rank for 3 posts.
• Decimate - Rank: A The user will release a burst of speed and try to ram their shoulder into the opponent. Full contact to the chest would easily break ribs. Even if it is a glancing blow it still has the power to launch someone backward.
• Dark Hurricane - Rank: A The user will jump into the air releasing a large burst of chakra. They will throw their own body down into a spiral, with enough force to shatter bone, if they strike, it may be enough to kill, but will also damage themselves.
•Mutilate - Rank: A The user will run at their enemy, while crossing their arms into an 'x'. With their nails or senbon flat out, they will launch themselves through the air. They are aiming to cross their hands and bring them down in a powerful slash, capable of lopping off limbs.
• Eviscerate - Rank: S The user shoves chakra throughout their entire body and overwhelms their body with extra force. This is akin to using the eight gates style. The user gains a literal back breaking 2 ranks to speed for three posts. Once these three posts are up the user is left mangled and unable to move. If they fail to deliver a killing blow with this technique it is essentially a suicide. Property of W.H.Y.. Information taken from a collective of guilds.
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Posted: Thu Apr 04, 2013 10:07 pm
[Mind, Intention, and Six Harmonies]
 Xinyi Liuhe Quan [Mind, Intention, and Six Harmonies] is a style that focuses on the usage of the practitioner's chakra in a very specific way: Rather than attempting to use chakra in its raw state, the style moves it around the body after it has become dense- be the density natural, or via techniques in the style itself. By channeling these dense chakras into certain parts of the body, the practitioner can deliver concentrated blows that deal an extreme amount of damage both externally and internally. [Training Methods] • The user trains by focusing chakra to certain points of their body and releasing it upon impact. Members of this Taijutsu are very strong.
[Abilities] • Melee Master Combat [1/2 Rank increase] • Strength Cap increased • Strength Passive 1/2 a rank at the rank of chuunin
[Techniques] • Lion Paw - Rank: E An extremely basic striking technique. The user holds one hand in front of them with their palm opened and sideways. From here, they will simply execute a diagonal palm attack. Repeated contact with this blunt strike can cause trauma quicker than typical punches, however.
• Tiger Fists - Rank: D A simple volley of fast fists aimed at no particular sect of the enemy.
• Dragon Fang - Rank: D From a crouched position, taking aim and precision, the user leaps up and sends an uppercut to the jaw of the target, lifting them high into the air.
• Crouching Tiger - Rank: D A simple parry and trip/punch counter attack, in which the user can stop a sequence of taijutsu or bukijutsu related attacks. Can only be used to parry one 1 attack in a sequence. In other words, either the beginning or the ending to a combo, or just a single attack.
• Roaring Iron Finger - Rank: D The user assumes a powerful stance, both legs tightened and slightly spread, both arms tucked to the side in fists. When the opportunity comes, the user will then thrust either hand's finger forward in a swift jab. This finger jab is strong enough to pierce the skin and cause serious contained injury- essentially like being stabbed by a short knife.
• Double Pulsating Palms - Rank: C A move that uses the palms and a stiff stance to transfer momentum from the practitioner to the opponent in one fierce action. With the legs spread slightly apart, and the arms tucked at the sides - palms out - the user will lean inward and perform a swift body blow with both hands. The impact is not extremely lethal, but is very capable of sending the target a good distance away.
• Tail of the Fierce Tiger - Rank: C The user performs a very swift rotational sidestep on one foot, meanwhile lifting the other in order to land a sneaky whiplash blow on their target.
• Cry of a Muffled Voice - Rank: C While the finger is still piercing the target, (such as at the end of a combo) the user will burst the chakra in their finger forward, forcing it to cause radial internal damage. If the user managed to strike at a vital location, this additional attack could easily end someone's life.
• Backing - Rank: C [Passive] The act of shifting chakra into a focused form, either surrounding or extended from a limb. Unlike most chakra gathering and focusing techniques, Uraate needs the chakra to be collected in a rotational force. By gathering the chakra while it is rotating, the practitioner forces it to extend from a limb in an aura. From here, the aura can be pressed as a powerful needle like piercing force with an additional motion. Backing can be used to make any attack into a chakra based one, thusly dealing more damage. This would require an addition of 3 chakra points.
• Roar on Mount Tai - Rank: C A technique which makes use of Backing control to release a bolt of chakra from a stiff-shoulder attack. The chakra bolt is roughly the same size as the shoulder and upper arm portion of the user.
• Mane of the Lion - Rank: C The user assumes a stance where both hands are held out front, fingers curled in, yet palms revealed. From here, they will attempt to close the distance with their target in anyway possible, and then release a pair of powerful palm bashes in two different "forward-to-side" directions.
• 17th Variation Piercing Bronze Flower - Rank: B A quick back wrist strike that is thrown twice with both hands. If used by a master of Xinyi Liuhe Quan, it can be very deadly- even going as far as to paralyze the target with just a single snap to the neck.
• Heart and Mind, One Harmony: Slithering Serpent - Rank: B From a focused position, the user anticipates an oncoming attack of speed and technique they can comprehend. After a successful parry or grab-block, the user will thrust their preferred/free hand into an exposed area of their target. Because it basically generates a weakness in the opponent, this is a very useful technique against other taijutsu users.
• Heart and Mind, Two Harmonies: Wings of the Crow - Rank: B Performed while the arms are at lower diagonal positions. The user will flatten both hands, and execute a very swift rising cross chop which is capable of breaking boulders thanks to its points of impact.
• Heart and Mind: Three Harmonies: Trampling Horse Fist - Rank: B This technique is used by throwing a single punch from a position that resembles drawing an arrow to a bow. The knuckles of the first two fingers dig into the target's chest, sending waves of Backing style chakra throughout the impact zone. When performed at maximum range (2 meters), the wave of chakra can be enough to send someone off their feet. When performed so that contact is actually made, the chakra can distort the cardiac order of the target.
• Tranquility of Body and Mind - Rank: A The user assumes a meditative state. While maintaining this concentrated state, they regenerate 10 chakra every post. During this meditative state they are unable to attack or defend while regenerating chakra.
• Still Gate Collapsing, Cave Finger Strike - Rank: A Using sheer strength and physical control, the user is capable of delivering a blow which breaks bones while leaving the external structure of the target intact. Rather than a powerful punch or chop, this technique is a pinpoint single-finger strike which ruptures bone structure in the contacted area. Unfortunately, this technique requires much focus, and most practitioners cannot perform the technique under pressure.
• Heart and Mind, Four Harmonies: Tempered Diamond Body - Rank: A The user concentrates a large amount of chakra, via Backing, to a certain section of the body to make it become as hard as diamond (roughly one limb per usage.) This provides a momentary nearly indestructible defense (negates heavy impact damage to the concentrated area up to its rank.)
• Heart and Mind, Five Harmonies: Cast Iron Dragon - Rank: A Manipulating Backing to a high degree, the user will gather circular-motion chakra into a single hand, generating a powerful aura which can be thrown off in a punching motion. This results in the powerful spinning chakra to act as a cannonball. It should also be noted that this projectile is able to take on elemental properties of the user. It hits with explosive power.
• Body and Mind, Six Harmonies: Blazing Heat Twin Dragon Palm - Rank: S A "perfected" version of the Heart and Mind, Five Harmonies: Cast Iron Dragon technique. Using the same principle as the fifth harmony, the user will generate chakra to both hands. However, rather than immediately casting off the technique, they will further add chakra and concentrate on speeding up the rotation ( 1 post of preparation. ) After additional preparations have been completed, the user will thrust both hands forward, releasing a pair of matching chakra torrents in the shape of serpent-like dragons. It should also be noted that these projectiles are able to take on elemental properties of the user. These attacks hit with such a tremendous force they are capable of shattering boulders and utterly breaking a body.
• Dragon Needle in a Storm of Rage - Rank: S A single needle is produced via the Backing technique. This needle of swirling and cloudy chakra is held between the index and middle fingers' knuckles. This needle is then jammed into the target by a simple punch. From here, the needle will sink into the target, locking itself into position. After a short amount of time ( 2nd post ), the needle will send chakra all throughout the target, causing severe muscle cramps and ultimately crippling them. As time goes on ( 4th post ), the needle's chakra feed will increase, causing waves of pain to overcome the target. As the technique comes to an end ( 6th post ), the pain will be so severe that the afflicted will actually be more willing to take their own life rather than deal with the horrid amount of internal suffering. Property of W.H.Y.. Information taken from a collective of other guilds.
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Posted: Thu Apr 04, 2013 10:21 pm
[Lightning Kickboxing]
This method works best for those who are taijutsu specialists. This is a style where it is based on leg techniques primarily, although the usage of hands is also used as well, making the two go hand in hand. The upper body focuses on defensive maneuvers. Used as transitions to offensive techniques. While the opponent is subdued by destructive kicks and swift punches. The attacks are swift and powerful, which is how it earned its name "Lightning" Kickboxing. The punches are not what is powerful though, but the kicks are devastating. [Training Methods] • The user trains their legs to deliver shark and devastating blows. They try to enhance their speed as well with kicks. The user's would tie weights to their legs and practice for days before removing them. [Stage One: Basics] The first stage is learning basic balance and kicking strikes as well as deflecting with one's arm or hand. This will be key so later stages can be usable without harming one's self. Throughout this style of taijutsu balance is needed. This is a stepping stone where the kicks are faster. Small rapid successions are expected from one in this stage. [Abilities] • Speed Cap is increased, no passive earned just yet.
[Techniques] • Deflection Skill - Rank: D The user must be attacked for this to work. Whenever the foe comes at the user with a sword, knife, fist the user uses the back of his hand and knocks it off course, leaving the target briefly open to an attack.
• Drop Axe Kick - Rank: D The user takes advantage of their flexibility and their balance, they drop onto their hands and twist their body to first sweep out the legs from beneath the opponent, and the second leg comes down by twisting the body once more and drops an axe kick on their body.
• Deflect Kick - Rank: C When the user is attacked by being punched, or stabbed at with a kunai or sword, the user knocks it aside with the side of their hand and aims a kick at the side that was used to attack, making it very difficult to defend against.
• Double Kick - Rank: C If an opponent is running at the target, the user leaps slightly in the air, kicking into them twice. The first kick hits the enemy in the stomach which would make them double over, which the second kick connects with their chin, stunning them and sending them flipping backwards. The user would land on one foot, balanced and capable of countering if needed. [Stage Two: Balance] In this stage the user has a great balanced, but not quite mastered yet. A method of learning great balanced is usually to stand on the point of a tall tall beam, on one foot, and not moving for long periods of time. The strength of a strike is enough to fracture bones, flexibility and speed are higher from here on out. [Abilities] • The user is very hard to knock off their feet.
[Techniques] • Bullet Kick - Rank: C The user uses their arm to knock an oncoming punch or stabbed at them and leaps onto one foot and launches a volley of powerful kicks into the opponent, up to ten kicks. The speed of the kicks are quite remarkable, though not astonishing.
• Volleying Kick - Rank: C When the user is around an object such as a rock or log, they kick it from the base straight up into the air and jumps spinning around and kicks it, launching the object at high speed. This can be useful for a surprise and a follow up combo.
• Jaw Smash - Rank: B When the opponent rushes in with an arm extend or so the user weaves their hand under their arm and drops to one hand and foot, the other hand pulling the opponent down slightly and drives their other foot straight up into their jaw, delivering a devastating blow. With enough force this could break the opponent's jaw.
• Wheels of Hell - Rank: A If the opponent is close enough or when they go to strike, the user gets behind them and grabs their arms, and wraps their legs around the ankles of their opponent locking their legs so they cannot move. Then the user forces, with the opponent, them into a cartwheel, which upon where their heads were to touch the ground the user smashes it into the ground, but using the momentum presses off the ground using the opponent's head as a stand and in mid air does another cartwheel and landing smashing the opponent's head once more into the ground, and again using the momentum to launch into the air higher and the user lets go by twisting themselves around and pushes off the opponent, then slams their foot into their back and drives them into the ground. This technique is brutal and one who is caught in this will most likely suffer greatly and possibly with their life. [Stage Three: Speed] This stage is when one has truly mastered balancing, and here is where they master the speed and flexibility of their kicks and punches. This stage is the mark where most taijutsu specialists look like nothing in comparison, with the exception of a few. The impact from a hit in this stage is enough to break bones. This is where the kicks become as "fast" as lightning. [Abilities] • Speed Passive [1/2 Rank increase]
[Techniques] • Bullet Barrage - Rank: A When the user is attacked by the opponent with their hands, the user parries their hand off from the inside and launch a fast yet strong jab into their stomach in an upper cut like motion, then quickly follows up with a palm thrust up their chin smashing it and knocking the opponent in the air, but its not over. The user then appears above them aiming a light tap of a kick on their head enough to flip them to where their back is facing them in midair then launches a powerful kick into their back.
• Chaotic Strike - Rank: S The user gets into a stance similar to rock lee's. When the user and opponent is close enough, the user sends a kick into their stomach at blinding speed. If the kick connects, the opponent is stunned for a split second, but is launched into a devastating series of kicks and punches throughout the body. The power of them is only strong enough to cause bruising, but if consecutive hits land it can become very lethal. The flexibility in this move is very astonishing, as combo hits range from 10 to 200 strikes. The hits are spread out in 50 counter increments per post. If the opponent cannot break the combo they are screwed for 4 posts.
• Lightning Stance Kick - Rank: S The user stands in a stance waiting for the opponent to come at them. Once the opponent attacks with their fist the user counters with their hand deflecting it to the side and at incredible speed kicks them in the stomach three times with such a force it sounds like lightning hitting the ground upon the final blow. Property of W.H.Y.. Information taken from a collective of other guilds.
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Posted: Fri Apr 05, 2013 11:44 am
[Wing Chun]
 The Wing Chun is vastly different from most taijutsu styles already known. Many styles focus on either hard hits or fast attacks. Punches thrown in other styles come from the shoulder and are usually coupled with large movements and forward thrusts. Kicks are the same, often utilizing the entire body for power. Wing Chun teaches the user not to throw their body, and focus on learning how to create strong attacks without ever leaving stance. Wing Chun will overwhelm an opponent with their precise speed attacks and body strength.
Wing Chun techniques are uncommitted. This means that if the technique fails to connect, the practitioner's position or balance is less affected. If the attack fails, the practitioner is able to "flow" easily into a follow-up attack. All Wing Chun techniques permit this. Any punches or kicks can be strung together to form a "chain" of attacks. According to Wing Chun theory, these attacks, in contrast to one big attack, break down the opponent gradually causing internal damage. [Training Methods] • Training alone is nearly impossible, since most of the maneuvers are counters. The user would practice mostly with another person to get down the proper countering techniques. When alone it becomes a matter of learning to strike from the elbow, and in rapid succession. [Stage One: Seed] At this stage the user is just learning how to focus on their stance. Wing Chun stances are compared to bamboo; firm but flexible, rooted but yielding. The stance that most users favor is high and narrow stance with the elbows kept close to the body. Within the stance, arms are positioned across the vitals of the centerline. Shifting or turning within a stance is carried out variantly on the heels, balls, or middle of the foot depending on lineage. All attacks and counter-attacks are initiated from this firm, stable base. Wing Chun rarely compromises structure for more powerful attacks because this is believed to create defensive openings which may be exploited. They are just learning how to fight in this stance, and learning to hit without leaving their stance.
The punch is the most basic and fundamental in Wing Chun and is usually thrown with the elbow down and in front of the body. Depending on the lineage, the fist is held anywhere from vertical to horizontal (palm side up). The contact points also vary from the top two knuckles, to the middle two knuckles, to the bottom three knuckles. In some lineages of Wing Chun, the fist is swiveled at the wrist on point of impact so that the bottom three knuckles are thrust forward adding power to the punch while it is at maximum extension.
The punches may be thrown in quick succession in a "straight blast" or "chain punching". When executed correctly, it can be used as a disorienting finisher. When executing the punch, you must relax and not use your shoulders. If your shoulders gets tired from using the punch, you did something wrong. The punch comes from the body and not the arm. Unlike most other punches in martial art, Wing Chun punches with the body. The user is working on 'Directness'. At this stage the user is not good at combining their attacks. [Abilities] • Stat Caps for Speed, Strength, and Perception are increased
[Techniques] • Snap Punch - Rank: E The user will shoot one of their fists out from the initial stance. It is a quick snap, fast and precise. Because the user does not 'load' their arm by rolling the shoulder back most opponents will not initially see such an attack coming. The arm is brought back up to the initial position and not the face, making these attacks incredibly easy to chain attack with.
• Nail - Rank: E This is a countering attack. The user must wait until the opponent strikes at them. With either their leg or fist they will punch at the joint of whatever it is they are attacking with. If the opponent attacks with a fist they will strike the wrist. If the opponent attacks with a kick they will strike the ankle.
• Snap Kick - Rank: E The user will deliver a quick snap kick to the opponent's body, immediately returning their foot to the resting position. The kick is always delivered with the hardest part of the foot; the heel.
• Reverse Elbow - Rank: E This is a counter-attacking method. The user will wait for the opponent to attack. They will pivot at the last moment and dodge the blow. The user will remain in their stance once more and launch their elbow back at the opponent before shifting their stance once more and facing their opponent. [Stage Two: Seeking the Bridge] The second form, Chum Kiu, focuses on coordinated movement of body mass and entry techniques to "bridge the gap" between practitioner and opponent and move in to disrupt their structure and balance. Close-range attacks using the elbows and knees are also developed here. It also teaches methods of recovering position and centerline when in a compromised position where Siu Nim Tao structure has been lost. For some branches bodyweight in striking is a central theme, whether it be from pivoting (rotational) or stepping (translational). The user works on 'Protection' in this stage. All techniques before are now able to be chained together in combo attacks. [Abilities] • Melee Master Passive [1/2 Rank increase]
[Techniques] • Nail and Hammer - Rank: D This technique is a block and counter setup. When an opponent attacks the user will use one hand to block the attack by redirecting it, normally down or away from their own body. They will quickly step forward and deliver a sharp blow to the opponent's now open body/face.
• Roll - Rank: D This is a combination of attacks. The user first waits for the opponent to strike out at them. They will roll one shoulder back and shift their stance, making the initial attack miss. Because they have not left stance, they can close the distance with a simple forward step and deliver a sharp blow to the opponent's face/body.
• Forward Flurry Push - Rank: D This is the real first combination of attacks that the user will begin to use. After dodging/blocking/redirecting an attack, they will step in close to their enemy and begin a furious assault of attacks. Because Wing Chun users punches are from the elbows it is generally hard for an enemy to react. This is the first time the user will use a 'Flurry' combo. Each attack will flow into the next, meaning there is no pause. [Stage Three: Darting Fingers] The third form, Biu Jee, is composed of extreme short-range and extreme long-range techniques, low kicks and sweeps, and "emergency techniques" to counter-attack when structure and centerline have been seriously compromised, such as when the practitioner is seriously injured. As well as pivoting and stepping, developed in Chum Kiu, a third degree of freedom involving more upper body and stretching is developed for more power. Such movements include very close range elbow strikes and finger thrusts to the throat. The user is working on 'Strength and Impact'. [Abilities] • Strength Passive [1/2 Rank increase]
[Techniques] • Rising Elbow - Rank: C Once an opponent launches an attack the user will block it with their forearm. They will step forward and close the gap, launching up their elbow to catch the opponent under the chin.
• Throat Shot - Rank: C After an opponent strikes out at the user they will shift their stance and sidestep the attack, moving to the inside of the opponents guard. Their hand will shoot out and smash into the opponent's throat.
• Sweeping Leg Drop - Rank: C The user will wait until the opponent comes forward to attack. Normally enemies strike on a forward step, which is what the user must watch out for. They will drop low, swiping one leg at the opponent's forward one, knocking them off their feet. The user will then rapidly rise and use that same leg to kick them down into the ground.
• Rising Knee - Rank: C The user will first block an attack and step into the guard of an opponent. They will raise their knee and strike at the opponent's diaphragm, causing them to stagger backward.
• Solar Plexus Crush - Rank: C The user will begin the combination of attacks by first redirecting an attack and beginning a combination of Flurry Strikes. After a few rounds of striking and stepping they will suddenly finish the combo by thrusting their elbow straight at the opponent's solar plexus. The sudden fourth step and strike to such a sensitive spot has the ability to completely knock the wind out of someone and send them to the floor. [Stage Four: Advance] Now that the Wing Chun student has mastered the basic concepts of Wing Chun (Directness, Protection, Strength and Impact) they are able to piece everything together and work at the Advance stage. This entails constantly pushing forward to the enemy. The true goal of Wing Chun is to keep the enemy on the defensive. In this stage the student will learn how to do so. [Abilities] • Speed Passive [1/2 Rank increase]
[Techniques] • Trap Advance - Rank: C The Wing Chun student will wait until the opponent strikes at them before initiating an attack. They will intercept a blow by grabbing the joint (wrist/ankle) and will shove that limb against the opponent's body. With their free hand/leg they will continuously pound on them until they wish to disengage.
• Fury Flurry - Rank: C The Fury Flurry is perhaps the most famous of all Wing Chun techniques. It is a barrage of strikes that most people refer to as the 'Random Fist' because of how sporadic the strikes seem. This technique combines all aspects of Wing Chun and utilizes them all. It is initiated first by the user deflecting a blow, and then immediately closing in the gap. Afterward, every limb is used to lash out at the opponent. Contrary to popular belief, each strike is aimed at a nerve point on the body. One strike may aim for the solar plexus, the other for the ribs, the other for the side of the femur, etc. The end of the combo is always finished with an elbow straight to the diaphragm. [Stage Five: Empty Hand] Now that the user has mastered the basics and Advance, they move onto the Empty Hand. These attacks are all performed with an open palm, which spreads the strength and impact around rather than hitting with a smaller target such as fists or heels. This style is legendary for its build upon 'Protection', turning simple deflects into devastating counter strikes. [Techniques] • Arrow Palm - Rank: B The user will wait for an opponent to strike out before pivoting and shifting their stance around the attack and to the outside of the opponent's guard. With one hand they will latch onto the joint (wrist/ankle) and use their palm to slam against the major limb joint (elbow/knee). This technique has been known to break bones.
• Rising Palm - Rank: B The user will first enter the guard of an opponent by slipping past an attack via deflection. With their initial forward step they will bend slightly on one leg and then rise, launching their palm skyward. Their palm primarily should aim for the nose of the opponent, but may also hit the chin or neck.
• Empty Palm - Rank: A This technique is generally only ever used when the student is in danger or is harmed. They will focus all of their attention on deflecting attacks and not advancing. Whenever a strike comes in they will swat at the joint of the limb that is used. Continuous blocks in this manner can easily fracture/break bones. [Stage Six: Devastate] The last stage of the Wing Chun focuses completely on devastating the opponent. All of the attacks aim for areas that will have debilitating effects. Every skill set in Wing Chun is utilized and combined to provide explosive results. [Abilities] • All comboed techniques are reduced in cost by a rank.
[Techniques] • Stunning Flurry - Rank: A The Stunning Flurry technique is one that has the capability to completely change the tides of a battle. The user will lead first by stepping straight into the opponent's guard and leading with a terrifyingly fast lead hit straight to the sternum. If the blow is landed the opponent is stunned, and the Flurry hits begin. Each hit can be any combination of attacks (empty palm, knee, elbow, etc) as long as each are able to flow easily and continuously into the other.
• Devastator - Rank: S The Devastator is a combination of attacks that leave the opponent completely battered. The first attack is performed after slapping away an enemy's attack. The user will pivot and deliver a punishing backhand to the ear of the opponent, disorientating them. The next thing they will do is unleash a lightning quick jab to the throat. The student will then slam their hand just where the opponent's liver is. The fourth strike is for them to either kick or knee the patella. The fifth is to strike the diaphragm and the final attack will send the last devastating blow straight to the solar plexus. Property of A faint smile. Original idea fools.
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Posted: Wed Apr 17, 2013 11:07 pm
[Cannon Fist]
 The Cannon Fist is a two fighting style consisting of two different methods of doing the same attacks. There is the Little Cannon, a style dealing precise and swift attacks. It involves fluidity and grace, accurate and specific hits. The Big Cannon fist deals with harsh and slow attacks. It is brutal and barbaric, savage and area affect hits. When combined together the Cannon Fist is created. [Training Methods] • The user trains to learn how to control the strength of their attacks. To use the Little Cannon Fist they must have controlled, swift, and strong attacks. To use the Big Cannon Fist they must have brutal and savage attacks.
[Abilities] • Stat cap increase for both the Speed and Strength Passives
[Rules] • The two sections of Cannon Fist cannot be used at the same time.
[Techniques] • Little Cannon Fist - Rank: S [Passive] The Little Cannon Fist is done from a fluid and bending stance. The user focuses on delivering numerous hits to key locations on the body such as muscles, organs, pressure points, etc. Most attacks are done with the tips of fingers or even the knuckles and the heel of the palm. The user receives a limit breaking bonus of 1 1/2 rank to speed for 6 posts.
• Big Cannon Fist - Rank: S [Passive] The Big Cannon Fist is done from a stiff and sturdy stance. The user focuses on delivering as few hits as they can to the body of a target, aiming for joints, bones, organs and other key locations. Most attacks are done with the full fist or open palm. The user receives a limit breaking bonus of 1 1/2 rank to strength for 6 posts. Property of A faint smile/iSuperKamiTenchi-Kun. Original idea hoes.
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Posted: Tue Apr 23, 2013 11:26 pm
[Wolf Fang Fist]

The Wolf Fang Fist is a style based on using chakra to power the body and rapid attacks. There are no defense moves and this style is not made for countering. Chakra is not used as a palpable attack but instead it is used to enhance the body, similar to the Strong Fist Style. Unlike that style the chakra surges do not stay for a number of posts, merely for that single attack. Like a few other styles these moves can be chained together which is where the strength lays. The more techniques that are combined the higher the limit breaks.
[Training Methods] • The user trains themselves to break their own limits over and over again. It is a taxing style to chakra but yields high results.
[Abilities] • Stacking limit breakers • Easy Combos
[Rules] • All techniques cost chakra.
• All limit breaks last for that single post, though they may be stacked as long as they are chained. If the user is successfully interrupted or uses any other type of attack not in this style the combo breaks and the limits are reset. - Example: First post (Claw, Straight Kick used = 1 rank to speed. Uninterrupted next post = Claw, Claw used = 2 ranks to speed)
[Techniques] • Claw - Rank: C The user slashes with their hands in the form of claws, imitating a wolf. This limit breaks their Speed by 1/2 rank for the duration of the attack.
• Howling Thrust - Rank: C The user thrusts their open palm outward, smashing it into their opponent. This can be done with one or two hands. This limit breaks their Strength by 1/2 for the duration of the attack.
• Straight Fang - Rank: C The user thrusts out their leg right in front of them. This limit breaks their Speed by 1/2 a rank duration of the attack
• Hunting Claw - Rank: C The user pivots on one foot and swings the other around, aiming to connect with the opponent's face or neck. This limit breaks their Strength by 1/2 a rank duration of the attack.
• Howling Fang - Rank: C The user launches their elbow backward and slams it into the opponent. This limit breaks their Strength by 1/2 a rank duration of the attack.
• Predatory Pounce - Rank: C The user jumps into the air and either uses their hands as claws to slash down or their feet to axe kick someone. This limit breaks their Speed by 1/2 a rank for the duration of the attack.
• Launching Fang - Rank: C The user either sends a foot skyward to the chin of an opponent or uses an open palm to launch the opponent into the sky. This limit breaks their Speed by 1/2 a rank for the duration of the attack.
• Howling p***s Breaker - Rank: C The user launches their knee with such power it has been known to crush every genital an opponent owns. Every. Genital. They. Own. This limit breaks their Strength by 1/2 a rank for the duration of the attack.
Property of A faint smile/iSuperKamiTenchi-Kun. Original Idea hoes.
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Posted: Sat Nov 30, 2013 3:27 am
[Way of the Sissy Slap]
Men over the centuries have long since feared one thing above all other: the temper of women. It has been said in a dozen different ways; hell hath no fury like a woman scorned for example. The stinging slaps of these women have been felt through time, and even till this day they threaten the manliness of all around them. A keen observer noted the shame on the faces of these men after the slaps have been felt, and decided to hash a bunch of the 'techniques' they had witnessed into an actual style. It has been formed and reformed over and over again until it is now a fully fledged style.
[Training Methods] • All of the stages can be trained by practicing open hand slaps as well as backhand slaps. The user needs to strengthen their hands as well as their legs. This style revolves around a series of slaps and kicks to get the job done.
[Stage One: Stinging Fingers] The first stage teaches the user how best to utilize the slaps and at what angles they should do it at. Their slaps are not yet powerful enough to break or even fracture bone but they sting like hell. A full on slap from the user at this point can easily bruise someone. [Abilities] • Strength Stat Cap increase. • Slaps can bruise easily.
[Techniques] • Take out the trash! Slap - Rank: C The user generally gets a running start and pulls their arm back fully. Their arm slingshots around in an arc and they make contact with just their fingers. While this does not have the normal knock back damage it stings like a biyatch.
• You never do anything! Low Kick - Rank: C The user aims low for the shins and ankles of an opponent with a sharp swinging kick. This is good for making an opponent's leg seriously hurt. Unlike most of the other techniques this does not have launching capabilities.
• Tell me I'm pretty! Cuff - Rank: B The user swings their hand around and smacks the opponent with the palm of their hand in one direction and then immediately backhand the opponent with the same hand from the other side. This has the ability to send an opponent 5 meters away from where they were hit.
• You were late for dinner! Smack - Rank: A This done generally from a standing point. The user spins on one foot and generates enough force to deliver a smack so powerful it is capable of lifting a full grown man off his feet. It can send an opponent back 10 meters.
[Stage Two: Itching Hand] At this stage the user begins to use more of their hand to deliver painful smacks. Their attacks are able to cause deep bruising and some techniques can even fracture bones. [Abilities] • Strength Passive [1/2 Rank] • Can cause contusions.
[Techniques] • You never notice me! Buffet - Rank: C The user runs at an opponent and uses their hands to slap at them four times in rapid succession. They aim for the same point over and over to further the damage.
• You never listen! Clout - Rank: C This is a technique designed to disorientate an opponent. The user cups their hand and smashes it against the ear of the target. This causes the opponent to lose their balance and even makes their vision blurry for a post.
• You smell like sake! Swat - Rank: B The user spins three times in rapid succession, each time slamming their palm into the enemy. On the fourth strike they squat while spinning and the shoot skyward with a rising open hand smack. This can launch an opponent into the air.
• Is that lipstick on your collar?! Wallop - Rank: A The user initiates this by first kicking at the opponent's feet or shins. They immediately follow up with a rising open palm smack aimed at the chin or the side of the face of the opponent. A spin is performed and they backhand the opponent at a falling diagonal angle, aiming to smash them into the floor.
[Stage Three: Burning Palm] By the third stage the user is able to break bones with their smacks and cause serious damage. Each of the hits in this stage sends an opponent flying in whatever direction the user hits them in. [Abilities] • Strength Passive [1/2 rank increase] • Hits can fracture bones.
[Techniques] • Does this dress make me look fat?! Whack - Rank: C The user reaches out with one hand and smacks them first with the palm and then with the back of the hand. They immediately reach out with the other and deliver the same sort of double strike blow.
• Don't roll your eyes at me! Spank - Rank: C The user kicks twice at the opponent's shins and then spins, raising their leg to deliver a harsh roundhouse to their midsection.
• My cooking tastes like WHAT?! Bash - Rank: B The user jumps at the opponent after a low kick and unleashes a fury of open palm smacks over and over. The goal with the jump is to wrap their legs around the opponent and hopefully knock them to the floor. If not the user is still locked in place and able to deliver powerful stinging smacks of doom.
• What do you mean I sound like your mother?! Sock - Rank: A The user thrusts their palm forward and essentially shoves the opponent backward for 25 feet. They leap after them and unleash a torrent of slaps and kicks to the opponent while they are in the air. The last hit is always the user once more thrusting their open palm to direct the opponent to the ground.
• You don't even appreciate me! Crack - Rank: S This technique is considered the creme de la creme of the Sissy Slaps style. The user starts off with a devastating low kick to the opponent's groin. They then bend very low to the ground and shoot skyward, smashing their open palm into the chin of the target. This sends both the user and the target into the air. Once in the air the user wraps their legs and essentially straddles the opponent. They begin to smash their hands into the opponent, aiming for the face. If they can't hit the face they can still hit all over the place. Each hit causes them to fall faster and faster until they about to hit the ground. Just at the end the user unwraps their legs and delivers one last smack the sends the opponent slamming into the ground. Because of the position it is impossible for the user to escape unscathed. In most cases they have sprained their wrists and broken their fingers.
Property of A faint smile. Original Idea.
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Posted: Sun Dec 29, 2013 1:53 am
[Kiss of Flesh and Steel] During a forgotten war between the restless and unruled samurai of a young Land of Iron, a radical mixture of swordsmanship and unarmed combat was developed to identify certain recluse sword slingers. Quick movements blended with unorthodox strikes and defenses best describes the common place of this style's techniques, but to an extent even this is incorrect. The Kiss of Flesh and Steal was not developed by a single man, school, or ideology; it is the fusion of thoughts and techniques that samurai had exchanged by crossing swords... and fists. [Training Methods] The user trains to combine swordsmanship and Taijutsu in the style. The style can be used as either or, allowing the user to be more flexible when fighting. If the user loses their weapon, they are still able to fight with their barehands. Keep in mind that the style was initially developed as a Bukijutsu. [Stage One] [Abilities] • Speed Passive stat cap increased • Weapon Speed stat cap increased
[Techniques] • Shikyuu Koushin [ Pressing Lips ] - Rank: D The practitioner will draw their weapon from its sheath / rest, deliver two relaxed outward slashes and then assume a desired standing.
• Iori Seppun [ Retreating Kiss ] - Rank: D The practitioner will deliver a relaxed outward slash and then return their weapon to its sheath / resting position.
• Seppun no Hoppeta [ Kiss on the Cheek ] - Rank: D The practitioner fakes unsheathing / readying their weapon and instead delivers a quick loose-knuckle punch or swift jab with the blunt side of the weapon
• Kowakuteki Nameru [ Alluring Lick ] - Rank: D A full-momentum horizontal slash that is followed by a second rotational swing, a spin kick, or a roll into a sudden kick.
• Ueito Seppun [ Waiting Kiss ] - Rank: C The practitioner will assume an alert stance, weapon outward, awaiting an acceptable attack from the opponent. As the attack nears, a wide parry is delivered which offsets both parties; however, the practitioner makes use of the momentum to spin and finish with a backhand or spin kick. [Stage Two] [Abilities] • +1/2 increase to Weapon Speed
[Techniques] • Furue Koushin [ Trembling Lips ] - Rank: C The practitioner performs a few loose horizontal slashes before ending on an off-step in order to awkwardly close distance and deliver a sneaky punch.
• Fuki Seppun [ Accidental Kiss ] - Rank: C During a weapon deadlock, the practitioner performs a wide parry to offset footing, and then back flips in order to create distance and hopefully kick the opponent at the same time.
• Kisumaku [ Hickey ] - Rank: C The practitioner makes an exaggerated dodge, typically falling to their back, only to catch themselves as to perform a fluid full circle sweep kick or slash.
• Boushi Shita [ Spinning Tongue ] - Rank: B The practitioner performs an abrupt front flip while extending either their weapon or leg, as to smash or slice on contact with the target. Although not particularly viable, it can be a rather surprising maneuver, especially from a height.
• Shita Seppun [ Tongue Kiss ] - Rank: B While running, the practitioner performs a single chakra enhanced snap-slash to open the target's defenses, and then finishes by delivering a straightforward punch or kick to the torso. [Stage Three] [Abilities] • +1/2 Increase to Speed
[Techniques] • Shitsuren no Seppun [ Broken Heart's Kiss ] - Rank: B The practitioner grabs a hold of the opponent's arm, and then yanks them close while viciously kicking outward. If the opponent can't figure a way out, and the practitioner has enough physical strength, this swift gesture can easily separate limbs from their sockets. If a weapon with proper length is used, one can substitute the kick for a stab.
• Kyuu Seppun [ Sudden Kiss ] - Rank: B The practitioner falls to one knee, their weapon firmly in hand to their side. When the opportunity arises, they will kick off and roll in the needed direction while performing a very swift slash.
• Iki-jisan Seppun [ Breath Taking Kiss ] - Rank: B Silently bleeding chakra into their weapon for a short amount of time ( 1 post ), the practitioner prepares to partake in a gruesome impalement. After cutting into the target like a molten knife through liquid butter, the practitioner will give a hard straight kick to ruthlessly "clean" their blade.
• Oritatami-shiki no Koushin [ Folding Lips ] - Rank: B The practitioner places the blunt side of their weapon, or their foot or palm against a broad section on the target, surges chakra to the corresponding area, and then pushes it outward in the same motion. The pulse should be more than enough to offset other ninja, creating a decent opening for a quick melee strike.
• Arai Seppun [ Rude Kiss ] - Rank: B While deadlocked with an opponent, the practitioner will drop their grip while simultaneously kicking the back of their own blade in order to continue the clashing of weapons.
• Retsu Koushin [ Cold Lips ] - Rank: A The practitioner adjusts their weapon to their side, takes a deep breath, and quietly focuses their mind. When they see it fit, the practitioner will perform a very powerful and heavy footed slash. Often used as a hasty counter, stopping an opponent's assault before they can even begin. Like a few others within the style, this technique is designed as a contradiction to the more fluid and wild attacks that may overcome certain opponents, but fall short against others. [Stage Four] [Abilities] • +1/2 to Speed and Weapon Speed passives
[Techniques] • Nushi no Shita [ Lover's Tongue ] - Rank: A The practitioner weaves their blade from its sheath / rest, performing a very powerful, instantaneous, full circle slash
• Kuuso Seppun [ Futile Kiss ] - Rank: S Awaiting an attack with their weapon in hand, the practitioner prepares to powerfully parry downward; completely offsetting or even causing the opponent to fall to the ground. If the opponent doesn't have a strong grip at the time, this could easily disarm them as well.
• Wakare no Seppun [ Farewell Kiss ] - Rank: S The practitioner, unable to penetrate the opponent's defenses, resorts to this final technique. Charging chakra around their arms, a twisting aura is developed which shortly after becomes a powerful rotational force; churning cloth and flesh until they're slowly being mutilated by each spinning strand of chakra. This technique can be used with a weapon or with barehands. This has a cooldown of [3] post, the user takes damage to their arms each time they use this technique. Barehanded: By harshly pressing their palms against the target, the practitioner releases the rotational force in one large burst. This causes an abrupt "vortex" to fluctuate at the point of impact; shredding everything from flesh to steel. Weapon: By thrusting their weapon forward, the practitioner releases the rotational force as a "tornado" projectile. Although it dissipates after roughly thirty [30] feet, it penetrates and shreds most anything in its way. Property of the many other Naruto Guilds. This was adapted and edited for use in this guild.
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___youwillknownihilism Vice Captain
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