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Posted: Thu May 09, 2013 8:09 pm
The styles listed here are for personal use of a specific character. They are credited as the creators in RP and only they may have access to it until it is either copied. taught or given to the guild for open use.
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Posted: Thu May 09, 2013 9:12 pm
[God Hand]
The God Hand style revolves around using chakra to crush your opponent with devastating attacks. It requires the user to have a fairly decent control over their chakra, as well as be able to follow up with the taxing physical energy required for the attacks. There are a myriad of attacks all using various parts of the user's body.
[Training Methods] Each stage has it's own training style.
[Stage One: Movements of Lightning] In this stage, the user will practice the physical movements. Usually utilizing the basics of punching and "fancy footwork." The whole point is repetition, agility, and strength. The physical memories of the movement will be embedded into the body. Allowing the practitioner when putting it together after the next two stages, will make it easier to get the timing right for the techniques. The training method will have the user do repetitive movements to get the muscle memory of the attacks and footwork. The best way to train is with another or a dummy. [Abilities] • Stat caps for Speed, Perception and Strength Increased
[Rules] • Every ability costs chakra.
[Stage Two: The Calm of the Rain] In this stage, the user will meditate to gain better grasp of his or her chakra control. The user will be able to move on to the next stage, harnessing the chakra control to turn it into a deadly force. Meditate on gathering your chakra into your very core. You have to understand that chakra flows throughout the whole body. The main part of the this training is to focus your chakra into the fifth and sixth chakra points. The two gates, Limit and View. The user does not release the gates as they can't but can utilize it as chakra storage. Which in the next stage the user will use to perform the Taijutus's techniques. Also with the flow of chakra going, one can tap deep into their mind and create fighting scenarios of past fights. Creating various situations, they can in turn train in their mind. [Abilities] • Perception Passive [1/2 Rank Increase]
[Stage Three: Strikes of Thunder] In this stage, one will focus on timing. One must let out a burst of chakra as they extend their hand, fist, palm, foot, etc. Synchronizing the movement and the burst of chakra creating something like an explosion in front of the strike. Defense is useless here. Unless one knows how to fight this style. Even then it will still affect the defender. These attacks are capable of blowing away parts of walls and of the sort. With enough practice and power, one could destroy a whole building. The second part of the training is to master the footwork. Circulating chakra through the ankles and feet to gain an advantage over the opponent by moving, closer, further, out of sight, attacking, and the final and secret step guarded closely by the practitioners of the style. One needs to train the timing of the strikes and release of chakra, along with the movements of the footwork. Past training with the repetitive movements along with the chakra control meditation will make it easier to learn. [Abilities] • Strength Passive [1/2 Rank]
[Techniques] • Soul Crushing Strike - Rank: D A punch, open palm, knee, elbow, kick, etc. loaded with chakra. It will create an explosive outward force that can cut through the most hardest of defenses at its rank.
• Close Step - Rank: D The user will step forward unleashing chakra into their feet and ankles to crush the distance between them and the opponent. This has a range of 3m.
• Distance Step - Rank: D The user will step backwards unleashing chakra into their feet and ankles to retreat. This has a range of 3m
• Attack Step - Rank: C The user will unleash chakra into their feet and ankles to attack the opponent's feet, tripping them. This technique actually has a second purpose, it allows the user to look at the enemy's footwork so they can neutralize their movements. By intentionally tripping the opponent, the user can learn ways to effectively knock the target off balance after they have learned how to.
• Shadow Step - Rank: B The user will unleash a large amount of chakra into their feet and ankles to move so fast that they will create after images of themselves. It creates the feeling that the opponent is all over the place, but the truth is that they are going to strike at a very unexpected moment with a very powerful attack.
• Focus Stomp - Rank: C The user will stomp, unleashing chakra through their leg and foot creating a blast of chakra that can create a crater in the ground or wherever they stomp.
• Full Body Barrier - Rank: C The user will shoulder the opponent creating a blast of chakra through their shoulder, it will unleash a circular distribution of chakra that looks like a shield. Defends against physical attacks equal to its strength. Someone with higher strength could push past this.
[Stage Four: The Secret Art] This stage is for learning the secret art of the God Fist - Soul Crushing Style. There are two techniques. Both powerful, both destructive, both deadly. The techniques are made to let loose consecutive bursts of chakra to further power the strength of the strikes creating gigantic amounts of destructive force. [Abilities] • Speed Passive [1/2 Rank]
[Techniques] • Two Fold Soul Strike - Rank: B The Soul Crushing Strike unleashes a burst of chakra at the same time with the attack, with the Two Fold Soul Strike, one will time a second burst right behind the first. The timing is very precise, 1/75th of a second. The first hit nullifies the defense, then the second hit smashes the opponent with raw and blunt chakra.
• Three Fold Soul Strike - Rank: A This is basically the same attack above but one prepares a third burst of chakra also timed precisely, 1/50th of a second right behind the second burst of the attack. But after the second strike, the user opens their palm and blows the opponent away.
[Stage Five: Forbidden Art] This Forbidden Art is gives the practitioner great strength, speed, and reflexes for the cost of rational thought. They fight with savage and brutal attacks, aiming to utterly decimate their opponents. [Techniques] • Black Heaven and Earth - The Black Threshold - Rank: S Unleashing great amounts of chakra and power. For this, the user will lose their rational thought and go into a blind rage, destroying anything and everything. Once the user falls out of this rage (5 Posts) they will be drained of all chakra and not be able to move for a month. The only person impervious to being attacked is someone very dear and important to the user. They will gain a limit breaking rise to their strength and speed by 1 rank for those posts. This can only be used once per battle. After using this the user will not be able to use anything higher than a B-rank physical technique for 5 posts.
• White Heaven and Earth - The White Threshold - Rank: S This is actually a release to force the user out of the technique above. It will force the user out of the Black Threshold with the same consequences above. This is to stop the user from harming allies or destroying important things. Only a very important person to the user can learn this technique. The basics of this technique is to force another person's chakra into the user's body to stop the violent chakra flow
[Creator] - Kaze Taberu Property of Dainar Inferni, edits by A faint smile.
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Posted: Sun May 26, 2013 9:51 am
[Washing Fist]
It is said that the simplest of tasks can teach the most profound lessons: this is surely the philosophy behind this set of Taijutsu techniques. Dirt and grime can become persistent stains that can only be removed with patience and persistence, a constant and slow process of rinsing and wringing out an affront to one's self. Soak if stain is particularly stubborn.The opponent becomes as cloth, their attacks as dirt that must be cleaned from your presence.
[Training Methods] The practitioner trains by opening themselves up to a sparring partner who must initiate attacks on them so that they may learn how to counter them. At first the partner must offer little resistance but as the practitioner becomes more proficient it is necessary for the attacker to no longer comply with the counter-attacks allowing the practitioner to develop a sense of how a real enemy would resist.
[Woshu Wushu] [Abilities] • Perception Rank up ½ (Gained once Wring is learned) • Speed Rank up ½ (Gained once Soak is learned) • The power rank of the skills scale to equal the incoming attack's natural rank. ie. using Scrub against an A-Rank attack results in a A-Rank Scrub, a B-Rank kicking attack will be countered with a B-Rank Wring or Soak. The impact of the throws and counter-strikes is the equivalent of the skills scaled rank. The cost of each skill is equivalent to the cost of the incoming attack. This applies even when an attack rank is below a skill's initial rank: ie. Scrub is a B-Rank but if used to counter a C-Rank the counter-damage and impact is C-Rank as are any attached costs.
[Rules] • Can only be used to counter an attack. • Personal style of Dan Daidoji once he develops it in the RP. • Because the ranks scale so do the costs. • An opponent with 1 Rank of Strength or more over you will still injure you to a degree even if you successfully counter their attack. The more Strength over 1 the more damage received. Every ½ rank of Toughness above the natural amount negates ½ a rank of the enemy's enhanced Strength when calculating this factor.
[Techniques]
• Name: Soak - Rank: D-S Description: Duck under an incoming attack rather than intercept it and grab the enemy's throat, head or torso and slam them into the ground.
• Name: Wring - Rank: C-S Description: Catch an incoming kick or punch with one hand (Must have equal hand-to-hand combat skills or better to have a chance at succeeding) and twists the ankle or wrist of the attacker, and uses their momentum to throw them aside.
• Name: Scrub - Rank: B-S Description: Intercept an incoming attack with a palm thrust that combines the users own force with the incoming force of the enemy attack to negate the impact to the defender and redirect the full force back at the enemy in the form of a kinetic shockwave that explodes from the palm over the enemy's body. (Must have equal hand-to-hand combat skills or better to have a chance at succeeding).
[Creator] -Dan Daidoji
Property of [Auggie]. Inspired by Tsuru of One Piece.
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Posted: Sat Dec 28, 2013 6:15 pm
[The Dark Slayer]
This style is forged from the same principles that other samurai sword styles are based upon, those of bushido. However, the morals are much more loosely used as a guideline, and the true power of the style lies in powerful, single sword slashes that can literally tear through dimensions, and fast movement that put you in harms way and then back out again with fast strikes that are nigh impossible to follow without high perception. The creator of the style was dubbed the perfect swordsman by his employers in more primitive times, and evens till his swordsmanship is legendary. The Dark Slayer style gets its name because enemies of the state, human or otherwise, were slayed one and all by it's power. [Training Methods] The user will focus on refining the precision and speed of their sword strikes as well as pushing their body to the absolute limits in order to gain the speed their bodies require in order to properly use the attacks of the style. [Stage One: Royal Guard] The practitioner, at this level, isn't even taught how to use the blade outside of it's sheathe. At this point the user holds the sheathed blade in one hand, upside down, and swings it with only that hand. This is a mostly defensive method of fighting but it teaches fluidity as it is difficult to hold a blade upside down and be effective with it. [Abilities] • Swordplay Cap increased • Weapon Speed Cap increased
[Techniques] • Harden - Rank: E [Passive] This technique, once taught, increases the general hardness of both the sheathe and sword by enough to defend against other sword strikes without destroying them. At stage four this technique upgrades.
• Block - Rank: E With the use of this technique the practitioner will use the sheath, backed up by their arm, to defend against an approaching attack. It can defend against non-chakra based weapon and tai attacks up to C rank effectively, and opens the door to counter attacks.
• Parry - Rank: D This attack builds off of block, and is a gateway to plenty of other sword techniques. When contact is made with the weapon, the practitioner will spin the weapon against the momentum of the opponent, which will put the sword over the attacking enemies weapon, and put the user in the position needed to quickly deliver a swift kick or even unsheathe their blade in response. [Stage Two: Swordslinger] Now that they have learned basic functions of using a sheathed weapon, they are taught to actually use the weapon outside of the sheathe, while holding the sheathe in the other hand. [Abilities] • Swordplay Increased [+1/2 rank]
[Techniques] • Draw! - Rank: E This technique is what gets the blade out of it's sheathe in a battoujutsu fashion. With a hand on the sheathe the user will flick the guard of the sword with their thumb. The other hand will grab the weapon and unsheathe it in a fast motion that catches even opponents who have seen it once or twice off guard. From their, the basic stance, holding the sheathe in one hand and the blade in the other, is learned.
• Quickdraw - Rank: D Building upon the previous lessons learned, the practitioner will prepare to Draw! his or her weapon as usual. However, they will instead follow up the action with a second swing of the blade that will move in the shadow of the original. This high speed attack ends with the blade being put back in the sheathe; however, it isn't as fast as it could be yet, and it is easily followed.
• Moving Forward - Rank: D [passive] This gives our practitioner the ability to chain defending attacks with the sheathe in fluid motions with equally skilled thrusts and swings with the blade. [Stage Three: Tricky] At this point the user is becoming a dangerous fellow with very quick and deadly bladed attacks that push the boundaries of reality. They also learn how their swordsmanship can bend the world around them in odd ways with the use of a bit of chakra, which also holds true for their own bodies. [Abilities] • Weapon Speed Increased [+1/2 rank]
[Techniques] • Shuraba - Rank: C This odd ability is mostly used as a defensive one. The user will make a quick dash in any one direction and a bit of chakra will enhance the motion to make them seem to slide faster than they could move. It moves the user up to 5m in any direction and takes a post to cool down.
• Nopenopenopenope - Rank: E [Passive] As long as the practitioner is holding a blade they can spin it to deflect projectiles and defend against them. This spinning is so fast it makes the blade look like a see through shield. Any projectiles coming in contact with the "shield" will be stopped and knocked away.
• Speed up! - Rank: B Now that the practitioner is getting better at using his weapondry, he can use his chakra to increase the speed of any and all their sword techniques, turning them into complex attacks. This makes even the most basic sword attacks seem to move 1/2 a rank faster for D rank chakra.
• High Roller - Rank: B From a sheathed position, the user can unsheathe the weapon in a motion so fast it can send an opponent into the air, even if they block it. All they do is Draw the weapon in an upward motion instead of horizontally. For a less deadly version, the practitioner can do this with a sheathed or even wooden blade though a wooden blade is likely to be broken.
• Slayer Roulette - Rank: B If an opponent is ever above the user, or they just wish to launch off of the ground, they can do so why unsheathing the weapon and attacking towards the sky while jumping. This technique can be delayed up to the point where upward momentum has reached it's limit, and can increase the height of ones jump as well. The unsheathing is only the first of a flurry of spinning slashes that can be unveiled. [Stage Four: Swordsmaster] Here is where things get deadly. Before, the attacks weren't normally meant to straight kill, and it would take a few slashes to kill an opponent. Here, the user shows killer intent with every attack, which are fueled by chakra. [Abilities] • Swordplay Increased [+1/2 rank] • Weapon Speed Increased [+1/2 rank]
[Techniques] • Shuraba MK. II - Rank: B The upgraded version allows for a second dash to occur just after the first, which can change directions instantly. This also allows for a single dash to be used in midair.
• Red Queen - Rank: A The user will combine an improved Shuraba with a Draw! that makes the user seem to move past an opponent and swing a blade with such speed the strike is often not even seen. No matter how it happens if the user finds himself moving past an opponent's side, or even if an opponent is moving past them, they will Draw! the weapon, to deliver one attack, and turn on the way past, closing with another slash to their back before they have fully moved out of range. The second slash resheathes the weapon.
• Guillotine - Rank: A From above an enemy, the user will dash downward suddenly with Shuraba and give a hefty, chakra fueled slash that can tear through steel.
• Unseen force - Rank: S Purely with the force of drawing their blade, the practitioner sends a single, nearly invisible slash. It looks like a very thin piece of blurry glass as it flies. With at least 2 ranks in perception an opponent can see it coming with enough time to try and avoid the horizontal wave. It is literally near the pinnacle of sharpness, so it will continue to slash through anything until it reaches 20meters, where it turns into a harmless breeze, or until it strikes a living thing, which it will cut deeply into, but not through. In short, it keeps going through inatimate defenses, but it doesn't auto kill if it hits. [Stage Four: Darkslayer] Now the Dark Slayer is at the physical limit offered by this style, increasing their weapon's speed and swordsmanship to the maximum level. They themselves are often mistook for demons at this point. [Abilities] • BECOME THE SLAYER
[Techniques] • Dark Slayer - Rank: S By focusing their learned lessons, the user sharpens their blade and mind together. They will turn their blade in a circle in front of them, which has the effect of making it seem as though they have multiple arms. A circle of runic symbols appear and the user's hair and eyes turn white. This increases the speed of their strikes to the point where their arms are blurs, and their basic swordplay increases to near god level (+1/2 rank to swordplay.) The effect this has on Draw! and Quickdraw is that it will cause the slashes to discolor and distort the area in a cone towards it's opponent up to 10m away. This has more of a blunt damage, but it can crack bones easily if it lands a hit. The blade itself can now slice cleanly through a person. This lasts for five posts, and has a three post cooldown during which you lose the passive bonuses gained from this style.
• Blackest Night - Rank: S While Dark Slayer is active, the user will draw their weapon and sheath it again. They will have slashed 8 times and painted a picture like broken glass with tainted blue chakra around the opponent. These slashes are harmless, however. When the katana clicks a few seconds later, however, a single, all consuming slash will tear through the area and deal a lethal amount of damage to anyone caught within it. This attack can be done up to 15 meters away, or right on top of the user, which is harmless to him or her.
• Showoff - Rank: S [Passive] In Dark Slayer mode, the practitioners swings have increased range, and seem to cut around the weapon. This means that even if blocked, a swing of this weapon can still do moderate damage to the body of an opponent, the extent to which is cutting their arms or legs deep enough to bleed but nothing too drastic. If two Dark Slayers were to sword lock, or if another master swords man were to block the slash, multiple sparks and collisions appear to happen around them.
Property of The Prophet Wei. Also list where information/idea was taken from.
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___youwillknownihilism Vice Captain
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Posted: Sun Apr 13, 2014 6:44 am
[Ventus Falce]
 A scythe is known for its iconic look, but has never been known much for what it can do in combat. From what most have seen or heard about, the scythe travels in a long arc and have a destructive swing, but it is slow moving and easy to counter. This is not the case for those who learn to make the scythe a part of their own body. A master of the scythe fights as if they are a dancer, moving in and out of the opponents guard to strike them with melee attacks, and then following up with fluid movements of the weapon.
The scythe is a long staff, about six to seven feet in length, and is topped with a long, arcing blade. Most scythes have a blade that extends both ways, but extend further out of one side. Practitioners of the scythe tend to hold it with their hands only about a foot up the staff. This allows the ability to cover a long distance with their basic swings. From their, the practitioners can combine certain techniques from this style to make executions out of regular movements.
ALL PRACTITIONERS MUST HAVE THE WIND/FUUTON ELEMENT [Training Methods] To train in this style, one must begin by spending time swinging the scythe and getting accustomed to the abnormal weight of the weapon. They will have to practice moving around in a quick, erratic pattern with this weapon in order to properly prepare for the movements this style requires. All techniques in each stage must be learned before moving to the next stage. [Stage One: Flatus Levis] At this stage, the practitioner learns how to wield the scythe in the most basic manner. They will learn how to make every movement fluid while focusing solely on accuracy at this point. [Abilities] • +1/2 Rank in Accuracy • [Fluid Motion] All movements can be done in a rhythm that is difficult to interrupt, allowing the practitioner to escape counters by using different techniques
[Rules] • Techniques marked with [Basic] next to their rank do not cost chakra.
[Techniques] • Pull - Rank: E [Basic] The practitioner extends their reach with the scythe and swings. They swing so that the blade with end up behind the target and then they would pull. If used with one hand [only once technique is learned in second stage], then the practitioner can use the free hand to cast a jutsu to push the target back and increase killing potential.
• Butt Strike - Rank: E [Basic] The practitioner thrusts the butt at the target. This is intended to break the opponent away from being to close-range and gives the practitioner a range advantage. This must be down with two hands of the scythe to get the proper power needed to push the target back.
• Scythe Drop - Rank: E [Basic] The practitioner can stop their movements with the scythe at any time and drop one end of the scythe downward at the target. This is can be done in a split second as long as the user recognizes the time to make the move.
• Sideways Whirling Strike - Rank: E [Basic] The practitioner swipes the scythe and slashes horizontally around the stomach height of the target. This can be done in a succession of three times before the practitioner needs to stop. Any more than this and they will get too dizzy to stand.
• Upward Flay - Rank: E [Basic] The practitioner swipes upward with the scythe and aims to slash open the stomach upward or remove an extremity that is open to being cut. This attack is done quickly and usually breaks guards when they aren't prepared.
• Twirling Style - Rank: D [Passive] All movements are now done in a fluid motion while the staff is constantly twirling, allowing momentum to keep up. Interrupting momentum becomes near impossible for enemies because the practitioner can reverse the flow of the twirling instantly and counter-attack. Train by just performing the previous techniques learned in the manner that this techniques uses.
• Knee Drop Execution - Rank: D [Basic] If the practitioner can come at the target from a high vantage point, they can perform this technique with maximum efficiency. The practitioner launches themselves at a target with the force to knock them over [provided they have enough strength and speed]. They will use a method similar to "Pull" and will place the blade of the scythe behind the target. If they knock the target down while doing this, they will throw a knee into the target opposite of the blade. The hit will shove the body down against the blade and attempt to cleave through them. This technique is intended to be aimed at the neck so that it causes decapitation. [Stage Two: Gale Ventorum] Now that they have mastered basic movements of the scythe, the practitioner will now be allowed to get creative with their movements. Once they learn to use the environment around them and to wield the scythe with one hand, they can focus on their speed along with their accuracy while learning new techniques. Achieving Stage Two is after One-Handed Scythe Wielding and Balancing Act are learned - No other techniques can be learned before that. [Abilities] • +1/2 Rank in Perception • +1/2 Rank in Accuracy • +1/2 Rank in Weapon Proficiency • [Fluid Motion] All movements can be done in a rhythm that is difficult to interrupt, allowing the practitioner to escape counters by using different techniques
[Rules] • WIND ELEMENTAL • Techniques marked with [Basic] next to their rank do not cost chakra. • Chuunin Rank is required to train
[Techniques] • One-Handed Scythe Wielding - Rank: C [Passive] Now the the practitioner is much more capable of fighting with a scythe at this point, they would need to practicing using the scythe with one hand in order to further massive the tricky fighting style that is learned as they further their understanding of this style. Training for this technique requires the understanding of how to modify a technique by trying to modify Pull.
• Balancing Act - Rank: D [Passive] The focus of the style is to use ones own, small body to maneuver with the scythe acting almost as a fulcrum point. The practitioner must use the scythe simply to maneuver around and attack from while using their own body. Stabbing the blade into the ground and standing atop the end of the staff would be viable training if they can use it to fight against a monster or another person. Once this training is done, the practitioner would be able to use the scythe to hook themselves to any, solid object or can stab the blade into any, solid surface and use it to fight from. Note to RPer: Think creatively. You can swing from a light post and evade or you can jump off of the end of the staff, grab the scythe, do a flip for aesthetic appeal, and cleave down on a dude's head. It's like parkour with a scythe. Have fun with it, but keep it within this RP universe's limits.
• Wind Shear - Rank: D The practitioner swings the scythe violently in front of them. As they do this, they cast a gust of wind in front of them. It stretches wide and travels about fifteen meters. It can push back most things and deflect projectiles, provided that they aren't heavy like a cannonball. This also can push back opponents that are not properly braced.
• Sweep the Leg! - Rank: D [Basic] The practitioner performs the move "Pull", but aims the attack at the ankles of the target. This maneuver is intended to remove the feet and/or shins of the target, usually rendering them incapable of escaping or fighting back. This must be perform with both hands.
• Frontal Flip Cleave - Rank: C [Basic] The practitioner performs a front flip and cleaves down onto the target. This is down with great power and accuracy, usually breaking all guards.
• Backwards Flip Swipe - Rank: C [Basic] The practitioner performs an upward slash as they retreat away from the target. This can break guards that were not planned properly, but is usually done as a counter to a charge.
• Bladed Gale - Rank: B The practitioner will gather winds around the blade of the scythe and then swing violently in a direction, releasing the winds. Two gusts of winds will take on an almost solid appearance, much like a pair of blades. The two gusts will be arranged in an "X" manner and can slice into bone, but not through it on the first try. If a second attack were to hit, then the bones would be torn through.
• Lift Off! - Rank: C The practitioner will swing the butt of the staff upward from below the target and send a concentrated blast of wind up at the target. As the swing carries through and makes contact, the target is lifted into the air and left vulnerable. [Stage Three: Procellae] Mastering this style requires that the practitioner learn to truly use the wind to their advantage. Without mastery of the wind alongside their scythe-wielding, they will never be able to truly master this style. In this stage, they will push themselves to the furthest point they can for their speed and accuracy training while using wind in the techniques that require it. [Abilities] • +1/2 Rank in Speed • +1/2 Rank in Accuracy • [Fluid Motion] All movements can be done in a rhythm that is difficult to interrupt, allowing the practitioner to escape counters by using different techniques
[Rules] • WIND ELEMENTAL • Techniques marked with [Basic] next to their rank do not cost chakra. • Jounin Rank is required to train
[Techniques] • Bladed Gale Barrage - Rank: B The practitioner takes what he has learned about applying magic directly to weapon fighting and adapts the original "Blade Gale" technique. The practitioner will charge up a large amount of chakra into the blade of the scythe and ready the attack by pulling it back for a full force swing. The practitioner then puts all of their strength into one swing and lets loose ten [10] blades of wind that will curve out or up into the air and then converge on and around the target.
• Sonic Cutter - Rank: B When the practitioner swings the scythe, they can amplify the swing so that it moves at near-sonic speed. By releasing a blast of wind at the butt of the scythe's blade, the practitioner increases the speed of the swing in a short burst so that it moves to a speed that cannot be countered without a perception stat this is more than a rank higher than the practitioner's accuracy rank.
• Batter Up! - Rank: B [Basic] This is a full-on power swing that takes all the strength that the practitioner can muster. The practitioner swings the scythe and aims to catch the target in the corner of the where the blade begins to protrude and the staff. They then carry the swing around in a full rotation and then flick the target out of the scythe. When they are launched away, they roll off the scythe and are cut deeply by the entire length of the blade. This can gut and cut into most organs if the full effect goes through.
• Cherry Picker - Rank: B [Basic] The practitioner swings the scythe upward through the air to catch any airborne target by stabbing the blade through them or hooking around them. They then swing through and slam their caught target against anything they ccan slam the scythe into, which is usually just the ground.
• Mad Dash - Rank: B The practitioner kicks off and launches a blast of wind from their feet allowing them to move at +1.5 ranks in speed for a dash. They intend to pass their target with this dash. As they pass, they swing the scythe so that would hook around the target as they pass. Using the strength of the dash, the scythe would have the power to cleave a man in half.
• Destruction Run - Rank: A The practitioner kicks off and launches themselves forward with a monstrous blast of wind to push them forward at +2 ranks in speed for the next three posts. As they dash forward they can continuously swing the scythe with twirls and flips without getting dizzy. The target's perception stat has to be more than a rank above the user's accuracy stat to block. The practitioner can redirect themselves for C-Rank chakra during the dash.
Property of [iMama Harkles].
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