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Reply ☆[4} List of Jutsu :: Techniques
[T] Taijutsu :: Body Techniques Goto Page: [] [<] 1 2 3 [>] [»|]

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GamerGoneSry

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PostPosted: Thu Sep 23, 2010 6:59 am
Kyouzou
Mirror Image
User Image


___D e s c r i p t i o n :
___A very diverse Taijutsu style that makes heavy use of chakra in order to create material after-images for additional damage. Because of its odd origins and method, this style is not often learned by typical Taijutsu users, but rather by Ninjutsu users who wish to make use of their massive chakra pools. The style focuses on releasing Chakra to create an after-image-clone during movements. These after-image-clones mimic the actions of the user, resulting in follow-through combinations.
___Because of their pure chakra composition, the after-image-clones cannot be destroyed; rather, they fade after the allotted action has been performed, successful or not. Additionally, there are two types of after-images: solid and intangible. As this suggests, only the solid ones can interact with anything, and the intangible ones will just phase through anything in their way.
___Relevant Training: Hard Mental.

___N o t e s:
• Each known clone technique (excluding Bunshin no Jutsu, unless it is not known at character creation) affords a learning reduction of 1 post for all techniques in this Style up to the rank of the clone technique.
• Each post spent using this Style against an opponent that is employing Taijutsu or Bukijutsu grants the user one post of concentration toward any relevant Formless Styles for use with the Hard Mental Formless Style, up to the user’s maximum learned rank thereof.
• After-images repeat the user’s actions exactly as they occurred without variation unless otherwise specified. Techniques that are not Taijutsu or Bukijutsu are not usable with After-images, though the motions will still be mimicked.
• Unless otherwise specified, the techniques in this Style do not have an inherent strength above E-Rank. It is intended to be used in conjunction with other Styles and the Formless Styles. If used as such, the stamina costs for Complex techniques in this Style are halved, unless otherwise specified.
• If used in conjunction with another Taijutsu or Bukijutsu technique, the techniques of this Style do not consume an activation, unless otherwise specified.
• Attacks by after-images do not affect the user.
• Gains a slight increase to speed with every mastered stage for a total of a supreme increase upon mastery.

___S t a g e O n e [ E ]
Sidestep
Rank: E :: Complex
Description: The user sidesteps an incoming attack, leaving an intangible after-image to take the blow.

Ghost Strike
Rank: X :: Spiritual
Description: When using a Taijutsu or Bukijutsu attack, the user can exert Chakra to leave partial, intangible after-images of the attack without creating a full after-image. These partial after-images move with and are attached to the user. Creates one partial after-image per rank.


___S t a g e T w o [ D ]
Radial Split
Rank: X :: Complex
Description: As soon as the user begins moving, he or she creates a solid after-image that mimics the movement in a different direction. To the naked eye of a Shinobi of equal or lesser rank, it is nearly impossible to tell which one is the user. Creates one after-image per rank.

Fake Strike
Rank: X :: Complex
Description: The user projects an intangible after-image forward just before launching an attack. The intangible after-image executes the strike fully, leaving the target unharmed and confused, throwing them off guard for the user’s actual strike. Creates one after-image per rank above D.

Sliding Stance
Rank: X :: Complex :: Stance
Description: The user hunches over, drawing their hands up to chest height and keeping their knees bent and at about shoulder-width apart. Increases the limit for Reflex descriptive increases slightly per rank. While in this stance with any number of after-images present, the user can choose to pay for any complex evasive techniques that employ after-images with only Stamina. Upkeep of this technique’s rank is paid every post.


___S t a g e T h r e e [ C ]
Multistrike
Rank: X :: Complex
Description: Creates a solid after-image behind the user that mimics the user’s movements and attacks. Creates one after-image per rank above D-Rank.

Delayed Strike
Rank: X :: Complex
Description: The user launches an attack, projecting a solid after-image in front of himself or herself to follow through on the attack. Creates one after-image per rank above D-Rank, each one moving farther and farther forward.

Multiple Arms
Rank: C :: Spiritual
Description: Creates an extra set of arms just above the user’s own. These arms cannot be used to form hand seals, but can be used in hand-to-hand fighting. Consumes two activations.


___S t a g e F o u r [ B ]
Rising Barrage
Rank: X :: Complex
Description: The user delivers an uppercut which is then followed through by after-images. The original punch sends an opponent off of their feet, and the trailing after-images hit them farther into the air. Creates one after-image per rank. The damage caused by this attack is C-Rank; if used in conjunction with a Formless Style technique, the stamina cost of this attack disappears.

Cicada Shell
Rank: X :: Spiritual
Description: When using a technique that employs solid after-images, the user can pay the cost of a known clone technique to convert after-images into actual clones, up to the maximum number of clones typically created by that technique but no more than the number of after-images made by this technique. These clones will act as after-images until the end of the technique, at which point they act as normal clones. Non-clone after-images function as usual.


___S t a g e F i v e [ A ]
False Cyclone
Rank: X :: Complex
Description: The user runs circles around the opponent, releasing intangible after-images that will run in slightly different directions at the same time. Typically used to confuse or distract an opponent. Releases two after-images per rank. The opponent's reflexes are decreased by two descriptive ranks per rank for the duration of this technique.

Stampede
Rank: X :: Spiritual
Description: Can be used during the execution of a technique in this Style to increase the number of after-images in it. The additional after-images are all intangible. Creates two additional intangible after-images per rank.

Reflecting Stance
Rank: X :: Simple :: Stance
Description: The user lowers their arms and bends their knees to drop their center of mass. The forward fist is typically pointed toward the ground while the back fist is tucked up by the user’s side. Reduces the user’s Reflexes slightly per rank. Techniques in this Style up to this technique’s rank gain a reduction to their Chakra costs that scales with the number of after-images already in existence, using those instead of creating more. The reduction starts at 5 Chakra with 2 after-images present and increases by 5 for double the number of after-images as the last reduction (i.e. 2 yields a 5 Chakra reduction; 6 (2+4) yields 10; 14 (2+4+8) yields 15; 30 (2+4+8+16) yields 20; etc.). While in this stance, the user’s movements are the opposite of their after-images. Upkeep of this technique’s rank is paid every post.


___S t a g e S i x [ S ]
Mirror Image
Rank: X :: Spiritual
Description: When performing a Taijutsu or Bukijutsu technique, the user can expend Chakra to create a ring of solid after-images around the opponent that also perform the same technique. Creates one solid after-image per rank, at even intervals around the opponent.

Spider’s Fury
Rank: X :: Spiritual
Description: The user channels Chakra into his or her limbs and attacks, each movement leaving behind an absurd number of solid after-images. State lasts for two posts. Creates four after-images per rank.
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© Ergo War, 2014-2016, permission of use to: Shinobi Nations
 
PostPosted: Thu Sep 23, 2010 7:15 am
Great Justice!
The method of a Hero!
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___Description:
___From all across the universe, the power of justice has shone bright as the flames of a phoenix! But only few possess the heart to hold such a blaze within their grasp. Those who have managed to tame these powers of virtue are known as Heroes. The fighting style known by these Heroes is a reflection of their innermost flame, the source of their power. It represents grace, speed, and sheer power. The basic techniques are performed with a starting pose, that erupt into powerful and speedy taijutsu smack downs.
___It is a fighting style beloved by the pure, and held in contempt by the wicked!
___Relevant Training: Hard Physical, Soft Physical.

___Notes:
• All techniques malfunction hilariously in the hands of evil practitioners.
• Grants a Slight Increase to speed for every other stage mastered starting at the first stage. Additionally, gives a slight increase to strength for every other stage mastered starting at two. (Speed is granted at stages 1/3/5. Strength is granted at stages 2/4/6.)

___S t a g e O n e [ E ]
Judgment Chop
Rank: X :: Simple
Description: The user will throw his right or left arm across his chest, flatten his hand, then let loose a horizontal karate chop of justice! Gains two descriptive ranks in strength per rank against those the user believes wholeheartedly are evil.

Super Justice Stance
Rank: X :: Simple :: Stance
Description: In order to utilize the benefits of this stance, the user must begin and end each post in a trademarked bizarre pose, or spend half the post lecturing the target on morality, with the required intensity and/or impact of either scaling based on this technique’s rank. Increases the limit for Strength and Fortitude descriptive increases slightly per rank. Can be made complex to add a visual explosion in the background whenever the user makes their bizarre pose or to work as a Kai [ Release ] attempt on a brainwashed or controlled ally.


___S t a g e T w o [ D ]
Heartfelt Knee
Rank: X :: Simple
Description: From any position, the user will drive up his knee at incredible speed, delivering a very close range blow of beauty! Gains a slight increase to strength per rank against opponents the user considers to have strayed from the path of justice.

Emergence Rolling
Rank: D :: Simple
Description: A Hero's entrance! With just a light amount of momentum, the user will curl into a ball while in the air and spin at wild speeds. This technique does not have much battle purpose, but boy is it flashy! During the post it is used, this technique prevents anyone in the area from gathering posts of concentration toward the Mental Formless Styles or any other technique that requires concentration.


___S t a g e T h r e e [ C ]
Honor Raising
Rank: X :: Simple
Description: With a bit of momentum, the user will leap up, extend a leg, and let loose a jump kick of virtue! Gains a slight increase to strength and speed if the user speaks the truth while performing it.

Couple's Debut
Rank: X :: Simple
Description: With a bit of momentum, the user will leap up, limbs tucked, and when the moment seems right extend both legs in a lovely bone crushing double kick! The user gains a mild increase to strength and fortitude for the remainder of the post if a loved one is nearby.

Righteous Right
Rank: X :: Complex
Description: With a surge of chakra, the user will throw an extremely fast right hook to their wicked target! Causes the target to fully consider the user's position on a matter if delivered alongside some heroic shouting.


___S t a g e F o u r [ B ]
Bright Star Falling
Rank: X :: Simple
Description: The user begins by throwing both of his arms skyward, then, with a quick adjustment to footing, he will drop both with enough force to shatter boulders. The end result is a fine dust of dignity! Can restore honor to shamed and/or dishonorable foes, should they survive.

Crossing Tackle
Rank: B :: Simple
Description: The user will throw his arms across his chest, forming an 'X', he will then gain momentum in any way possible and pound into his target with the bone breaking might of honest hard work! Gains a slight increase to strength for every job or smithing title the user has.

Cross Hair Flip
Rank: X :: Complex
Description: The user will flow his chakra into his legs, tightening his muscles whether they want to or not, then looses the chakra in a powerful surge. This causes the user to spin-flip in any direction of his choosing at a speed that can only be described as magnificent! Gains two descriptive ranks to speed per rank.


___S t a g e F i v e [ A ]
Words of Truth!
Rank: A :: Training
Description: The user hones their heroic tongue, turning it into a perfect tool for justice! If a situation-appropriate pun is used during a post, the user gains a mild increase to their strength, speed, fortitude, and reflexes for that post.

Symphonic Flash
Rank: A :: Simple
Description: The trademark Hero technique! The user will cross his left arm to his right shoulder and hold his right arm straight out, both palms flat. When the opportunity arises, he will bolt forward in a rapid movement- leaving a maximum trail of three afterimages -in an attempt to bring his right hand to his target's chest or stomach. If the attack makes contact, the Hero will successfully have delivered a massive structural puncture. Within a few moments, the hit area will sear and burn, as though it were just cut through by the blade of epicness! Can only be used twice per battle. Inflicts damage once per post for the next two posts if the target is an antagonist, but is treated as a rank lower against anyone who also knows this technique.

Blitz of Honor
Rank: X :: Complex
Description: An advanced form of [ Honor Raising ]. Performing the same jump kick motion, the user will torrent a large amount of chakra around their leg- sparking an elemental reaction. Depending on the element used, the effects will differ, but the end result is always the same. Pure. Smiting. Force! Ignores elemental weaknesses when used against the dishonorable.


___S t a g e S i x [ S ]
Last Resort! Hyper Symphonic Flash Alpha!
Rank: S :: Complex
Description: The final technique known by all those who have hearts ablaze with eternal fire! The user will begin by crossing his arms across his chest, he will then swing his left arm sky high, and c**k back his right. In this one swift motion he will channel an incredible amount of chakra into his arms. After his arms have begun to shine with his wondrous power, the user will dash at his target, (or close the gap in some other way) leaving a solid trail of astral color, and place both of his arms, completely straightened to one side, as if he were holding a sword. When the opportune arises, he will attempt to bring both of his hands, in a slicing motion, to his target's chest or stomach. If the attack makes contact, the Hero will successfully have delivered an incredible amount of structural damage to his target. Within a few moments, the hit area will sear, and burn, as though it were just punctured by the blade of epicness! A few moments after this sensation is felt, the afflicted area will burst- an explosion of justice in its greatest form! Explosion demoralizes and terrifies all villains in the area, causing them to either flee, repent, or turn themselves in.

Mark of the Hero
Rank: S :: Complex
Description: The user will begin by charging chakra all throughout his body, then, in a burst, expel it in an aura from his body. This aura takes the shape of any piece of clothing the user desires. Literally anything from a pair of gloves to a full body suit. As long as this aura glows, the Hero will be filled with an unending desire to do what he sees right. His fortitude and stamina increase heavily and it seems like nothing can bring him down. In addition to this incredible boost of will power, he will emit afterimages whenever he runs or performs any technique of Great Justice! Can only be used once per battle. Lasts six posts, or eight posts when used by a recognized superhero of a region.

Justice is Eternal! These Kids Will Save the Future!
Rank: X :: Spiritual :: Stance
Description: A stance only used by a hero who can no longer continue fighting. They stand up as best they can and raise their fist defiantly toward the enemy, causing fighting spirit to overflow from their own comrades. The user can distribute their passive descriptive increases among anyone in the area they have trained Korabo with, capped at 2 descriptive increases per this technique’s rank. Upkeep of this technique’s rank is paid every post. Upon leaving this stance, the user falls unconscious, during which time killing strikes will succeed against them without outside interference.

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© Shinobi Nations, 2016
 

GamerGoneSry

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GamerGoneSry

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PostPosted: Thu Sep 23, 2010 7:28 am
Xinyi Liuhe Quan
Mind and body together in great harmony
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___Description:
___Xinyi Liuhe Quan 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.
___Relevant Training: Hard Physical, Hard Mental, Soft Mental.

___Notes:
• In order to advance beyond Stage Two [2], you must defeat (real fight or spar) an opponent of your rank or higher using only taijutsu.
• In order to advance beyond Stage Four [4], you must defeat (real fight or spar) an opponent of your rank or higher using only techniques from this style.
• Grants a Slight Increase to speed for every other stage mastered starting at the first stage. Additionally, gives a slight increase to strength for every other stage mastered starting at two. (Speed is granted at stages 1/3/5. Strength is granted at stages 2/4/6.)


___S t a g e O n e [ E ]
Shishi Ashi [ Lion Paw ]
Rank: X :: Simple
Description: 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. Causes more pain than a normal strike, granting it a slight increase to strength per rank against unarmored targets.

Tora no Kobushi [ Tiger Fists ]
Rank: X :: Simple
Description: A simple volley of fast fists aimed at no particular section of the enemy. Launches two punches, plus an additional punch every two ranks above E-Rank.

Ryū Kiba [ Dragon Fang ]
Rank: X :: Simple
Description: 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. Disrupts concentration in physically weak opponents with a body rank at or below this technique's rank.

Gurīndesutinī [ Crouching Tiger ]
Rank: X :: Simple
Description: A simple parry and trip/punch counterattack, in which the user can stop a sequence of Taijutsu or Bukijutsu attacks. Only successful when used at the rank of the parried attack or higher, and inflicts damage as a technique the rank of the parried technique.

Gaō Tetsushi [ Roaring Iron Finger ]
Rank: X :: Simple
Description: 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. Compatible with techniques that would enhance an ordinary knife's strike.


___S t a g e T w o [ D ]
Soudou Shō [ Double Pulsating Palms ]
Rank: X :: Simple
Description: 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. Knocks the opponent back one meter per rank and gains a mild strength bonus per rank if the target resists the knockback.

Bibu no Mouko [ Tail of the Fierce Tiger ]
Rank: X :: Simple
Description: 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. Gains a slight speed bonus per rank against advancing opponents.

Fukumigoe no Sho-ro [ Cry of a Muffled Voice ]
Rank: X :: Complex
Description: An extension performed midway through Roaring Iron Finger. While the finger is still piercing the target, 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. The afflicted will lose any bonuses to their strength and fortitude until the wound is treated by a medic or they naturally heal.


___S t a g e T h r e e [ C ]
Uraate [ Backing ]
Rank: C :: Training
Description: 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. Uraate can be used to make any "Simple" technique "Complex", thusly dealing more damage, but requiring chakra. Techniques powered up that are above rank C require an additional [10] chakra.

Unari o Diashi Tai [ Roar on Mount Tai ]
Rank: C :: Complex
Description: A technique which makes use of Uraate 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.

Jūshichishiki Kandōka [ 17th Variation Piercing Bronze Flower ]
Rank: X :: Simple
Description: A quick back wrist strike that is thrown twice: once 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.

Shin'dou, Ichiwa: Nyoro Hebi [ Heart and Mind, One Harmony: Slithering Serpent ]
Rank: C :: Simple
Description: 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. Any physical techniques that land at the struck point within the next two posts have their effective strength increased moderately.


___S t a g e F o u r [ B ]
Tategami no Shishi [ Mane of the Lion ]
Rank: X :: Simple
Description: 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. Gains a mild increase to strength per rank.

Shin'dou, Niwa: Hane no Karasu [ Heart and Mind, Two Harmonies: Wings of the Crow ]
Rank: B :: Simple
Description: 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. Gains a moderate strength boost against opponents slower than the user.

Shin'dou, Sanwa: Bateihouken [ Heart and Mind, Three Harmonies: Trampling Horse Fist ]
Rank: B :: Complex
Description: 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 Uraate 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, causing heavy internal bleeding.

Shin'dou no Heian [ Tranquility of Body and Mind ]
Rank: B :: Simple
Description: The user assumes a meditative state. While maintaining this concentrated state, they regenerate [10] chakra every post. Has no cost after the initial activation.

Shin’dou: Tatara [ Heart and Mind: Lungs ]
Rank: B :: Training
Description: The user practices breathing as they move through the strikes and blocks of the style, honing their mind until they reach a state where they can fully commit to any mode of combat. When using a technique from this style that specifies it’s executed from a stance, the user can choose to increase the limit for one type of descriptive increases slightly per that technique’s rank for 1 post. These increases do not stack with any granted by a stance or with themselves.


___S t a g e F i v e [ A ]
Toumon Ketsu Hashisou [ Still Gate Collapsing, Cave Finger Strike ]
Rank: A :: Simple
Description: 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. Gains a supreme increase to strength against unarmored opponents, but cannot be used if a concentration-disrupting technique has been used in the last post.

Shin'dou, Shiwa: Kongoutaihou [ Heart and Mind, Four Harmonies: Tempered Diamond Body ]
Rank: A :: Complex
Description: The user concentrates a large amount of chakra, via Uraate, 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 that negates heavy impact damage to the affected area. For every usage after the first, this costs an additional [15] chakra.

Shin'dou, Gowa: Chuutetsu Ryu [ Heart and Mind, Five Harmonies: Cast Iron Dragon ]
Rank: A :: Complex
Description: Manipulating Uraate 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.


___S t a g e S i x [ S ]
Shin'dou, Muwa: Enten Tsuin Ryu Hira [ Body and Mind, Six Harmonies: Blazing Heat Twin Dragon Palm ]
Rank: S :: Complex
Description: 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 for one post. 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.

Ryuhari Funzento no Arashi [ Dragon Needle in a Storm of Rage ]
Rank: S :: Complex
Description: A single needle is produced via the Uraate 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 ( 7th 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.

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© Yo-ko, 2013-2016, permission of use to: Shinobi Nations
 
PostPosted: Sat Nov 06, 2010 2:28 pm
Hsing-I Pakua
The Imaginary Intellectual Fist
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___Description:
___Hsing-I Pakua was a martial art developed by monks of the Far North. This art, unlike most other martial arts, developed the user spiritually as well as physically, allowing them to form a harmony of Body and Spirit. The martial art, although simple at first, requires the user to vigorously train the spirit along with their body. The style of Hsing-I Pakua is characterized by the user of the 5 relationship, or "Elements," as well as the analysis and usage of the animals as inspiration for self-exploration.
___Physically, Hsing-I Pakua is utilized as a form of tempered ferocity, a way of allowing the user to express the true nature of humanity. The forms are almost always aggressive in nature, attacking almost continually, but seamlessly transitioning between offense and defense.
___Relevant Training: Soft Physical, Soft Mental, Hard Mental.


___S t a g e O n e [ E ]
Fire: Bursting [ Hou: Pao ]
Rank: X :: Spiritual :: Stance
Description: The user must first train and meditate to understand the true essence of Fire. Bursting, exploding, dancing, never still, when the user taps into this concept, it slightly increases the limit for Speed descriptive increases per rank. Upkeep of this technique’s rank is paid every post. By increasing this technique’s upkeep cost by one rank, this technique can be used alongside a simple stance.

Earth: Crossing [ Tu: Heng ]
Rank: X :: Spiritual :: Stance
Description: The user must first train and meditate to understand the true essence of Earth. Solid, firm, strong, yet active underneath, when the user applies this concept to a technique, they stand their ground while they increase their stability and defensive power, often stopping larger opponents and their techniques. If the technique can’t be stopped, then it can be redirected, especially into the ground. Slightly increases the limit for Fortitude descriptive increases per rank. Upkeep of this technique’s rank is paid every post. By increasing this technique’s upkeep cost by one rank, this technique can be used alongside a simple stance.

Metal: Splitting [ Jin: Pi ]
Rank: X :: Spiritual :: Stance
Description: The user must first train and meditate to understand the true essence of Metal. Hard, decisive, sharp, when the user taps into this concept, they slightly increase the limit for Strength descriptive increases per rank. Upkeep of this technique’s rank is paid every post. By increasing this technique’s upkeep cost by one rank, this technique can be used alongside a simple stance.

Water: Drillng [ Shui: Zuan ]
Rank: X :: Spiritual :: Stance
Description: The user must first train and meditate to understand the true essence of Water. Flowing, formless, yet soft, nothing is softer than water. When the user taps into this concept, they increase the penetrating power of their techniques, allowing force, power, and damage to be transferred even through armor up to this technique's rank. Upkeep of this technique’s rank is paid every post. By increasing this technique’s upkeep cost by one rank, this technique can be used alongside a simple stance.

Wood: Smothering [ Mu: Beng ]
Rank: X :: Spiritual :: Stance
Description: The user must first train and meditate to understand the true essence of Wood. The greater the branches, the deeper and wider the roots. When the user taps into this concept, they slightly increase the limit for Reflex descriptive increases per rank. Upkeep of this technique’s rank is paid every post. By increasing this technique’s upkeep cost by one rank, this technique can be used alongside a simple stance.


___S t a g e T w o [ D ]
Coiled Snake
Rank: X :: Simple
Description: The user makes a small step forward, compressing the body like a coiled snake. Rocketing his body forward while twisting his hips, the user rockets a quick punch, front hand or back hand, towards the opponent like a snake, usually aiming for the face or torso. Gains a slight increase to speed per rank.

Extending Rooster
Rank: X :: Simple
Description: The user sinks their body by bending their knees, while at the same time lifting a single knee about chest level. Shifting their hips forward like in a pendulum motion, the user quickly extends their leg in a powerful front kick aiming for the opponent, quickly followed by another kick by jumping forward with the back leg. This is a versatile technique that can be used to off balance an enemy aiming for the legs or an attacking limb, or go straight through and aim for the enemies face or torso. This technique is very easily followed up by “Coiled snake” and grants a slight strength increase to that technique per this technique's rank if it is used immediately afterward.

Bear Withdrawing, Shocking, then Following
Rank: X :: Simple
Description: The user will hollow out, or scoot back, just out of the way of an incoming taijutsu or bukijutsu attack, and then bounces back in. Using a strong palm strike, either to clear the attack out of the way or as a preemptive strike to loosen up the enemy, the user has then pushed the offensive and closed the distance, allowing them to push the offensive.

Phoenix Spanning and Turning
Rank: X :: Simple
Description: The user brings one hand up, like a bird looking at its wing, while at the same time putting the other hand down at the ground like a bird hovering over a kill. Turning at the hips, the user has now created a defensive barrier that can parry most attacks. The spanning hand handles everything up top, the turning hand covers everything low. After the deflection, the user has the ability to attack again. Counts as two defensive techniques (one blocking the upper body, one the lower), but only consumes one activation.


___S t a g e T h r e e [ C ]
Lion Sweeping and Chopping
Rank: X :: Simple
Description: The user opens their hips by rotating their front foot out. Then sinking, pivoting, twisting and shifting their hips the user unleashes a powerful torquing round house kick, aiming for the leg to cripple or off balance the opponent. Following with a same side elbow to the back of the head, the user then drops the same elbow vertically into the shoulder, sweeping the enemy off the feet. This is easily followed by “Phoenix Launching and Hunting”, increasing its strength slightly per rank.

Phoenix Launching and Hunting
Rank: X :: Simple
Description: The user launches themselves into the air towards the opponent, either over an attack or around it and crashes into them with a double knee strike either into the chest or into the head with enough force to knock the target down. Keeping contact, the user rides the enemy down to the ground, and uses his knees to pin his opponent to the ground, like a bird hovering over a kill. Conversly, if the target is already on the ground, the user may just simply drop the knees on them, and enter the position that way. From here, the user can rain down strikes repeatedly, damaging the enemy.

Snake Entrapping and Striking
Rank: C :: Complex
Description: The user lashes out with a single hand, utilizing a chakra enhanced grip strength, and grabs anything he can get a hand on, torso, skin, limb, clothes. From here, the user can push, shove, and shake the enemy making sure to keep them off balance as they rain 2-3 strikes down on the enemy, utilizing his body and his limb as a rubber band to ferociously rain punches, elbows, or palms, wherever they can land them. The last strike is almost always a palm to the head, aiming to knock the enemy down.

Unicorn Charging and Goring
Rank: C :: Simple
Description: The user shifts their hips in the direction of the target while performing a fast side kick aimed for either the leg or the torso of the enemy, striking them heavy to collapse the guard and compromise their frame. To follow this kick, the user then rolls his hands to strike, trap and ensnare a guarding limb or to push and clear a weapon for just a second, then unleashes a quick but vicious uppercut into the chin or neck of the opponent.

Python Wrapping and Constricting
Rank: C :: Simple
Description: The user, usually at a close distance, parries or clears away the opponents limbs or weapons while utilizing their own body to wrap up, pin, and immobilize the enemy. After striking twice, the use then aims to wrap around the enemies neck or limbs, constricting blood flow to make a fast choke out or trapping and immobilizing a limb to limit the opponents defenses, mobility, and counter attack potential. Weakness occurs after 1 post effects, after and the limb is numb after 2 posts of being held, or the opponent is unconscious.


___S t a g e F o u r [ B ]
Dragon Raising Then crashing
Rank: X :: Complex
Description: The user sends some chakra through their body to vastly increasing their strength for a moment. Once at a close distance, the user lifts the enemy high over their head quickly, then turns the opponent and spikes them on their head in a very damaging body drop. Deals damage to armored opponents as if they were unarmored.

Rushing Rooster
Rank: B :: Simple
Description: In a near instant burst of motion, the user unleashes a massive array of 9-10 "rolling" machine gun style punches to the opponent, keeping a constant flow of strikes while impacting a single target, or changing targets every strike on the centerline of the opponent. Hitting multiple points makes it more difficult to defend, but continually hitting a single point does massive damage.

Vibrating Palm
Rank: B :: Complex
Description: The user focuses chakra into their palm and aims to strike their enemy in the torso. After allowing their hand to vibrate, the chakra displaced in the enemy will also vibrate, causing the enemies vision to go blurry as well as make muscle contraction and movement difficult for 2 posts or until treated by a medic.

Rushing Spirit
Rank: B :: Complex
Description: The user coats their body in chakra, and utilizes it as a small propulsion system, with speed comparable to a shunshin, that quickly closes the distance between the user and the opponent. Once the user is close, a wave of dense chakra is released off of the user. Against an opponent of lesser rank, this blast could launch them off of their feet. Against a user of same rank, this blast off balances them and sends them stumbling. Against an enemy of higher rank it can simply move limbs, clear the weapon, and blind the person for a split second, offering a little opening.


___S t a g e F i v e [ A ]
Bear Backing, Rocking, and Striking
Rank: X :: Simple
Description: The user, utilizing all the power their body can generate swings an open palmed claw strike for the opponent. This strike has enough power to send the enemy flying, and can easily knock out the enemy or incapacitate them if they are hit in the head. In fact, this swipe is so strong that, once chakra has been added to the technique, it can deflect ninjutsu of its rank and lower.

Battlefield Meditation
Rank: A :: Spiritual
Description: The user enters a meditative state, linking his mind with anyone willing to accept his presence. By utilizing their chakra, the user is able to reduce fear, panic disorder, as well as reducing the feeling of fatigue while giving his side a great sense of courage. This effect lasts 4 posts before the user must pay more chakra. Only one user may use this effect per side of the battle, ranging in a limit of 1 mile. If the user desires, they can pay an additional amount of chakra to restore their sides chakra and stamina by the amount of chakra offered. Technique has a 1 post cool down allowing the user's mental state to return back to their body, meaning the user cant simply end the technique on the fly and get up and run. If the user is a practitioner of Ninshuu, this technique also negates the weakness to Genjutsu for the affected Ninshuu chakra network.

Invigorate
Rank: A :: Spiritual
Description: The user utilizes chakra, and sends it to the body to eliminate fatigue and restore stamina. For every 10 chakra sent, 20 stamina is restored.

Blocking Lion, Tearing Python
Rank: A :: Simple
Description: The user positions themselves, and quickly issue a hard style counter attack to an attacking limb or weapon with any of their limbs to either block the incoming attack or to parry it away. With a perfect opening, the user attacks the opponent's joints on the attacking limb utilizing any strike they can, aiming for a quick hyper extension or a break, depending on the angle and direction of the incoming attack. If the enemy is utilizing a weapon, the user can utilize this technique to strip the weapon away, though this limits the actually damage done to the enemies limbs. Easily transitions to other techniques, conferring a moderate speed boost to any technique from this Style used after it.


___S t a g e S i x [ S ]
True Belief
Rank: S :: Training
Description: The user has meditated and trained long enough in this monk art to understand how important true belief is. By understanding the power of the spirit over the mind, and the mind over the body, the user has increased their stamina by sheer will power alone, as well as increased their toughness and durability. Increases Stamina by +25 for every style mastered.

Entering Rising Dragon
Rank: S :: Simple
Description: The user moves forward into the opponent, dropping low to the ground to gain more power as well as avoid any incoming attacks. Quickly exploding with all the power stored in their legs and their performs a double rising uppercut into the chin of the enemy, hitting with enough force to send them slightly into the air. From here, the user then “bounces” the enemy while they are in the air with 5-6 strong, vicious strikes to the gut, ending with a raising kick that turns the opponent so that they crash to the ground on their back with the foot stomping into their torso.

Kneading Unicorn
Rank: S :: Complex
Description: The user, now enlightened to the forms and flows of combative chakra, aims to defend against an incoming taijutsu or bukijutsu technique. By coating their defending limb in chakra, when the opponents strike hits the user, it will feel like they lose all power in their strike. The user, absorbing the kinetic energy of the strike, then returns the energy to the opponent by utilizing a strike of their own, enhanced by the user’s own energy! By striking, the user’s own chakra is extending in the form of chakra fist that extends for up to 20 meters. The strike is limited to a single technique, and takes on the rank of technique absorbed. This technique has a 2 post cool down, and can only be used 3 times a battle.

Satori [ Enlightenment ]
Rank: S :: Training
Description: Meditation and spiritual exploration and understand yields interesting results. Due to the greater understanding of the self, the user is more aware of the connection between their mind, body and spirit, and how to utilize that connection. The user is now slightly more skilled at just about everything. Striking, blocking, moving, absorbing, and taking damage. The user's strength and fortitude is increased heavily.

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© Yo-ko, 2013-2016, permission of use to: Shinobi Nations
 

Shinsua

Wheezing Gekko


Shinsua

Wheezing Gekko

PostPosted: Sun Sep 18, 2011 9:04 pm
Kiss of Flesh and Steel
A swift and turbulent death
User Image


___Description:
___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.
___Relevant Training: Any medium swords, Soft Physical.

___Notes:
• Versatile: This style can be learned as either Taijutsu or Bukijutsu. (Whatever section you put it under on your profile determines its reductions and other bonuses.)
• Reflex bonus: For each stage of this style learned, the practitioner's reflexes are slightly increased.

___S t a g e O n e [ E ]
Shikyuu Koushin [ Pressing Lips ]
Rank: E :: Simple
Description: 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: E :: Simple
Description: 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: E :: Simple
Description: 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.


___S t a g e T w o [ D ]
Kowakuteki Nameru [ Alluring Lick ]
Rank: D :: Simple
Description: 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: D :: Simple
Description: 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.

Shita Seppun [ Tongue Kiss ]
Rank: D :: Complex
Description: 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.


___S t a g e T h r e e [ C ]
Furue Koushin [ Trembling Lips ]
Rank: C :: Simple
Description: 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 :: Simple
Description: 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 :: Simple
Description: 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: C :: Simple
Description: 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.


___S t a g e F o u r [ B ]
Shitsuren no Seppun [ Broken Heart's Kiss ]
Rank: B :: Simple
Description: 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 :: Simple
Description: 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 :: Complex
Description: Silently bleeding chakra into their weapon for a short amount of unnoticeable 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. ( This technique is learned as and traditionally performed as Complex, but chakra is only required to pierce armor. )

Oritatami-shiki no Koushin [ Folding Lips ]
Rank: B :: Complex
Description: 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.


___S t a g e F i v e [ A ]
Retsu Koushin [ Cold Lips ]
Rank: A :: Simple
Description: 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.

Arai Seppun [ Rude Kiss ]
Rank: A :: Simple
Description: 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.

Nushi no Shita [ Lover's Tongue ]
Rank: A :: Simple
Description: The practitioner weaves their blade from its sheath / rest, performing a very powerful, instantaneous, full circle slash.


___S t a g e S i x [ S ]
Kudaketa Kaiwa [ Casual Chat ]
Rank: X :: Simple :: Stance
Description: The user slouches slightly but keeps on the balls of their feet, trying to appear casual while increasing their ability to react at a moment’s notice. Increases the limit for Reflex descriptive increases mildly per rank. Upkeep of this technique’s rank is paid every post.

Kuuso Seppun [ Futile Kiss ]
Rank: S :: Simple
Description: 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 :: Complex
Description: 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.
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.

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© Shinobi Nations, 2016
 
PostPosted: Fri Dec 14, 2012 9:52 am
King of the Iron Fist
Rebel With an Iron Fist
User Image


___Description:
___Inside the Land of Iron, there was a small village that was tired of the occupation of the samurai. Due to the lack of weapons and proper training, these people had to develop a martial art form to help protect themselves, and to aid in their freedom fighting. The art is characterized by the use of armor as a total weapon, to aid in striking and impacting as well as overall defense. Due to the weight of usual armor, masters of this style are known, especially when they are outside of their armor.
___Relevant Training: Hard Physical, Soft Physical, any armor.

___Restrictions:
• User must be in armor, or utilizing an armor technique to train/use these skills.
• In between stages, the user must vigorously train their body to be accustomed to the stress of the martial art, focusing on explosive power, endurance, strength, and mental/physical toughness for 3 posts.
• Grants a Slight Increase to fortitude for every other stage mastered starting at the first stage. Additionally, gives a slight increase to strength for every other stage mastered starting at two. (Fortitude is granted at stages 1/3/5. Strength is granted at stages 2/4/6.)


___S t a g e O n e [ E ]
Front Jab
Rank: X :: Simple
Description: The user shifts their hips forward, unleashing a fast front jab. Gains a slight speed increase per rank.

Back Punch
Rank: X :: Simple
Description: The user pushes with their back foot while torquing and shifting their hips, dropping a simple but strong back leg punch. Decreases the speed of the target's next movement technique by one descriptive rank per rank.

Foot Sweep
Rank: E :: Simple
Description: The user pushes forward while attaching, gets under the opponent making them light. Reaching with their front foot, they wrap up the front supporting leg of the opponent and throw them to the ground. This is easily followed by a weapon draw, or descending physical attacks.

Iron Umph
Rank: E :: Training
Description: The users ability to tense, stabilize, and execute hard blocks and strikes has increased, slightly increasing the strength of blocks.


___S t a g e T w o [ D ]
Horizontal Elbow
Rank: X :: Simple
Description: The user horizontally twists their hips while stepping, circling and extending their elbow, they aim a strong elbow for the enemy. This technique can also be used as a block, and in armor can redirect some weapons.

Vertical Elbow
Rank: X :: Simple
Description: The user shifts forward and pushes with their hips and unleashes a powerful upward vertical elbow against the opponent. This technique can also be used as a block, and in armor can redirect certain weapons. Is treated as complex if the user is wearing armor.

Disarming Foot Sweep
Rank: X :: Simple
Description: The user rushes forward and then quickly bursts to the outside of the opponent. Dropping an elbow on the weapon hand of the opponent, the user then grabs the weapon with their back hand then aims a small circling back fist to knock the enemy back and up, then quickly pulls the foot of the enemy out from under them in a foot sweep. This sweep not only takes the enemy down, but also disarms the opponent allowing the user to use their weapon against them.

Weight Distribution
Rank: X :: Simple :: Stance
Description: The user plants their feet and shifts their weight to be evenly spread across each foot, increasing their purchase and decreasing the stress of movement even in heavy armors. While armored, increases the limit for Strength and Fortitude descriptive increases slightly per rank; while unarmored, increases the limit for Fortitude and Speed descriptive increases slightly per rank. Upkeep of this technique’s rank is paid every post.

Iron Resiliency
Rank: D :: Training
Description: The user has gone through tough enough training, being roughed up and moved around in armor to understand what it feels like. The user's fortitude is mildly increased.


___S t a g e T h r e e [ C ]
Straight Knee
Rank: X :: Simple
Description: The user moves their hips in a pendulum motion, most times pulling down on the opponent at the same time to increase the force at the impact site, and thrust their knee up into the target location on the opponents body aiming for any high value target. The impact force is devastating…especially in armor. If the user is wearing armor, this technique is treated as complex.

Round Knee/Round Kick
Rank: X :: Simple
Description: A versatile technique that is as powerful as it is elusive. The user opens the hips and presses with the attacking leg while torquing their body, bringing the knee up in an elliptical motion. If the knee misses, then the user can easily extend their shin to make the impact. This technique's force is slightly less then the straight knee, but can crack ribs, or when attacking the opponents lower body, mess with footing, stance, or even sweep the opponent.

Suplex Take-down
Rank: X :: Simple
Description: The user, usually after a knee strike, wraps around the opponents neck and shifts their hips forward. Then they will extend and expand their back as they stand up, lifting their opponent high above them. Falling with them to the ground, the high velocity of the opponents impact on normal ground would easily cause them to lose their breath, or lose a weapon. In extreme cases, ribs would be broken and the enemy would be left incapacitated. If the battle takes place on harder, less forgiving, even jagged terrain, this technique could simply kill and crush the opponent. Gains a mild increase to strength per rank if used on hard ground.

Iron Disciple
Rank: C :: Training
Description: The user, through hours of intense training in multiple bad scenarios, has learned the old saying of “to kill with one punch.” Because they do not want to find themselves outnumbered, or maybe for pure enjoyment sake, the user is able to hit with great intensity when striking a foe, focusing on tension, grounding, stability, and strength at the impact sight. The user's striking strength is mildly increased.


___S t a g e F o u r [ B ]
Ridge Hand Strike
Rank: B :: Simple
Description: The user torques their hips while allowing their relaxed arm to shoot out to the side, then turn over and move across their center line for the opponent. The striking surface for the user can be anywhere from their first knuckle of the thumb to the meaty part of their inner forearm. Usually this strike is aimed for the temples, throat, or any high value head target, and because the user usually has armor around the impacting weapon, this technique is not only fast but hard and quite devastating. Can possibly cause concussions, other sorts of head trauma, as well as can knock the opponent out quickly, even taking their feet out from under them (like a clothesline). Gains a moderate increase to speed if used unarmored, or a moderate increase to strength if armored.

Blast Uppercut
Rank: B :: Simple
Description: The user will dip out to the side, either to avoid a weapon or change the angle of the attack, while simultaneously bending their knees to avoid other attacks and to add dynamic tension and potential energy. Then exploding with all the force in their legs while swinging their hips and blasting upwards with their hand, the user aims a nasty uppercut into the opponent, be it the body or the head. This strike is so powerful that it could lift the opponent off the ground, making them fall back or at least stagger. Disrupts stances A-Rank or lower.

Hip/shoulder throw disarm
Rank: B :: Simple
Description: The user has trained and performed many techniques against opponents both with and without armor, finding those with armor difficult to muscle into a throw. However, through the clever use of physics, the user is now able to perform almost effortless throws over their shoulder and hip against enemies of all sizes and shapes. They are so effective and trained with this, that they are able to track and drape the enemies weapon hand, and disarm them as they fall. Possible throws: Ashi Garuma, Hane Goshi, harai goshi, Ippon seoinage, Kata guruma, morote seoinagi, O goshi, O Garuma, osoto gari/guruma, tsuri goshi, tsurikomi goshi. All throws now disarm the opponent, if the opponent's weapon is of medium size or smaller.

Iron Clinch
Rank: B :: Simple
Description: The user rushes forward, quickly thrusting their forearms into the opponent's clavicle as they wrap their hands around the back of the opponent's neck. With this position, they could whip the opponent around while continually raining blows on the enemy, and easily transitioning to a take-down or disarm. Techniques used in this position have moderately increased speed. The user can pay a continual stamina cost co continue this position after the initial post. The second post will cost the user 80 stamina, and the third and last post will cost the user 160 stamina. There is a post cool down equal to the number of posts the user continues the clinch.


___S t a g e F i v e [ A ]
Overhand Elbow
Rank: A :: Simple
Description: The user moves their body like they would for any other elbow, but lets their elbow go above their head, moving their arm like they are swimming (but keeping the hand tucked into the body by the shoulder). Allowing their elbow to fall like an axe, the user aims a powerful elbow for the opponent, utilizing this devastating and damaging technique as either a strike, a parry, or even a block.

Iron Drop
Rank: A :: Simple
Description: The user attacks the opponent on the ground, usually as a result of a take down they performed, by dropping a knee into their body to keep them in place while at the same time aiming a powerful punch for the chin, neck, or temple of the opponent. When this attack hits, it usually is used to keep the opponent still then finish them with a single powerful blow. If this blow doesn’t finish the opponent off, then the user can mount them, then continue to rain devastating “bombs” on their face.

Iron Barrier
Rank: A :: Simple
Description: The user bursts forward without hesitation, regret, or fear for the opponent despite what weapon they are carrying. Once close enough, the user performs a series of powerful forearm strikes, hammer fists, and elbows into the attacking limbs of the opponent, keeping them clear of the weapon and allowing them to stay clear of damage even if they are without armor. This is a pinnacle technique in the philosophy of “King of the Iron Fist.” Treated as complex against an armed opponent.

Iron Resolve
Rank: A :: Training
Description: The user has been thrown around and beaten down so many times that they are not just physically more resistant, they are mentally used to getting their a** beaten! The user's physical and mental toughness is increased, granting a passive stamina increase of +50 stamina for every style mastered.

Iron Bar
Rank: X :: Simple :: Stance
Description: The user shifts their weight forward on their feet and slides one foot back so as to avoid sacrificing stability. The limit for Fortitude and Reflex descriptive increases is increased slightly per rank. Upkeep of this technique’s rank is paid every post.


___S t a g e S i x [ S ]
Iron Block
Rank: S :: Simple
Description: The user choose to perform one of their strikes, but utilizing it as a block, most time aiming for the attacking limb of the opponent. The attack creates a powerful collision, hitting so hard, heavy, and solidly that it actually stops the incoming attack and often times causes the opponent to lose their grip on their weapon, if they are using one. The weight and force applied to this technique can cause the opponent to be off balance, allowing for an easier counter attack. Counts as an Offensive activation, even if used defensively.

Flying Iron Strike
Rank: S :: Simple
Description: The user swiftly jumps forward at the opponent, throwing their leg back to set up their hip while unleashing a vicious (superman) punch, elbow, or knee. This movement easily covers a lot of distance that would normally be advantageous for a weapon…and it was quickly taken away by a flying armored warrior. The trauma caused from this powerful attack could be simple broken bones, to a nerve strike that causes the opponent to be knocked out, knocked down, or the very least lose their footing.

Iron Slam and Disarm
Rank: S :: Simple
Description: The user quickly bursts in, using entering and angling foot work to avoid any sort of weapon attack, it be horizontal, vertical, linear, or circular. Using the arm to wrap up the weapon arm of the enemy, the user squeezes just above the elbow, securing the arm and limiting all movement from it allowing him to be safe from continued attacks from the opponent's weapon. Following with a web-hand strike to the throat with the other hand, the user grips in strongly into the opponents neck and settles his hips and legs underneath the center of gravity of the opponent. Utilizing perfect technique, as well as some brute strength and slight arrogance, the user expands strongly, lifting the opponent off the ground and above their head. Moving the opponents legs and hips out of the way to create momentum and force in the technique, the user drops down while bringing the opponent down flattened out into a vicious chokeslam, making their body spread out as to take away all possibilities of absorbing or “breakfalling.” The Iron Slam can easily cause massive internal trauma, allowing the user to easily transition into other ground based techniques, often pinning the opponent to the ground and quickly disarming them.

Swift Foot
Rank: S :: Training
Description: A well trained individual is usually faster than an untrained individual, and the practitioners of the Iron Fist understand this fact more than anyone. However, those of the Iron fist not only accomplish this boost of speed….they also do it in armor! The user is now unaffected by the additional weight of armor (to a logical limit), and when the user is out of armor, their body and technique speed is greatly increased at the loss of the protection. They are much more adept at bursting into action, going from standing to 100% in single moments. Conversely, the user can now perform these techniques without needing armor. Must relearn every technique at half the learning cost to perform techniques without armor to learn the different distances and timing of the techniques. Overrides restriction.

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© Yo-ko, 2013-2016, permission of use to: Shinobi Nations
 

Yo-ko

Hallowed Prophet


Yo-ko

Hallowed Prophet

PostPosted: Thu Mar 21, 2013 9:13 pm
Olympia
The Wrath of the Gods

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___Description:
___Deep in the Earth country, where the coast meats the mountainous landscape, simple fisherman and farmers lived simple lives, still removed from the rest of the world. Their life style, diet, and good genetics allowed them to grow and adapt to their environment, giving them a high strength to weight ratio and high muscular fitness. Local lore states that they were gifted by the Gods, and they were descendants of the Hero Hercules. When in combat, they showed their true heritage.
___When faced against the ninja of the Hidden Rock Village, the villagers were more then prepared. Their martial art form, simply named Olympia for their village, allowed to utilize their sheer strength and size as an advantage. Even though their fighting style was "barbaric" and "primitive" in comparison to many other martial arts of the area and the time, it was more then effective against the ninja despite the fact most villages didn't even know what chakra was. The rock ninja found out very quickly that it was hard to cast ninjutsu when you were on your back fighting for you life...usually with a broken limb.
___Relevant Training: Hard Physical.

___Notes:
• In order to learn this form, the user must already have a strength increase.
• Takedowns are only able to be performed from a certain stance.
• Takedowns with multiple variations are only trained once.
• For every stage the user masters, they gain a slight strength increase.

___Lock Defenses:
• Many of the Techniques in this style are labeled "Lock". These techniques have special rules applying to them. If the victim does not have an official technique to defend against these techniques, then they must pay the combined stamina equivalent of +2 ranks above the techniques utilized rank. For an example, the user performs a B rank Technique. The victim must then pay 240 stamina (a=80 S=160, 80+160=220) to successfully defend against the lock, and only the lock. If using An S rank technique, then S+ (320) is counted as both +1 and +2 ranks, costing 640 to defend. This counts as a defensive activation.
• For someone trained in the lock being used, they need to only pay the same cost of stamina to successfully defend, and 1.5x the stamina to successfully escape the lock, and only the lock.

___Position Escapes:
• Many of the Techniques in this style are labeled "Position". These technique have special rules applying to them. In order to escape the position, simply stopping the user from controlling the position, they must pay the combined stamina equivalent of +2 ranks above the techniques utilized rank. For an example, the user performs a B rank Technique. The victim must then pay 240 stamina (A=80, S=160, 80+160=220) to successfully defend against the position. This counts as a defensive activation.
• To simply "power out" of a position and get back to standing (counting as a single offensive activation) the victim can burn the combined stamina cost of +3 ranks of the given position. For an example, the user performs a B rank Technique. The victim must then pay 560 stamina (a=80 S=160 S+=320, 80+160_320=560) to successfully power out of the position.


___S t a g e O n e [ E ]
Hades Stance
Rank: X :: Simple :: Stance
Description: The user takes their weight and shifts it low, storing the energy in their legs to be able to explode with power when necessary. When attaching to the opponent, the user will typically grab the back of the neck with one hand, and grab behind the elbow on the other hand. This stance is used for upward driving power and when the user needs to get under the opponent. Slightly increases the limit for Strength descriptive increases per rank for upward-directed techniques. Upkeep of this technique’s rank is paid every post.

Olympian Stance
Rank: X :: Simple :: Stance
Description: The user stands tall, flat footed, attempting to keep their posture straight and unbreakable. When attaching to the opponent, the user would typically grab around the opponents collar, vest, arm, armpit, or wrap up the head. This stance is used for downward crushing power and when the user needs to be over the opponent. Slightly increases the limit for Strength descriptive increases per rank for downward-directed techniques. Upkeep of this technique’s rank is paid every post.

Mortal Transition
Rank: X :: Simple
Description: The user, looking to create an opening or create force and power whips the opponent either up or down, and changes their stance. If they were in Hades Stance, they are now in the Olympian Stance, and vice versa. This is generally used to offset an opponent, set up an opportunity, as well as generate extra force into the take downs and slams. The cost of this technique supplements any throw the user wishes to perform in the same post by adding the stamina cost of this technique to the stamina of the throw to make a total value for the damage possible. Each rank must be trained separately to be used.

Titan’s Grip
Rank: X :: Simple
Description: Obtaining a connection point is crucial to Olympia. Connection is crucial to gaining control over the opponent. Thus, the user practices tirelessly with their grip strength, learning and practicing many different holds in which to control the opponent with. This technique is effective against other close range warriors, as after they defend against a strike they can quickly grab the opponent, making this an effective supplemental technique to both offensive and defensive techniques. Counts as an offensive activation even if used defensively or as a supplement to a technique. If prior contact is made, then this may be used as an augmentation, not counting as an activation. In order to perform a throw, the user must be in the proper stance/position for the desired throw. If a throw is interrupted/stopped while this technique is used, the user is refunded the stamina as if the technique was -2 ranks. To clarify, if the user tried to perform an A rank (80 stamina throw), then they are refunded 60 stamina, as C-Rank is 2 ranks away from A-Rank. Each rank must be trained separately, with no reductions. There is no elevator to Mount Olympus!!


___S t a g e T w o [ D ]
Position of Fates
Rank: X :: Simple/Position
Description: The user positions themselves, when the opponent is on their back, with the bottom leg towards the head and the top leg towards the opponent, spread apart. Using this side of their body, the user sinks and settles around the diaphragm area, slightly inhibiting it while taking the near arm and controlling it in some fashion. Although this pressure may not cause the opponent to die or pass out it is very useful for controlling and inhibiting motion and breath... which usually lead to the user finding a way to finish the opponent.
Visual reference

Dominating Hercules
Rank: X :: Simple/Position
Description: The user positions themselves, when the opponent is on their back, with their body chest to chest with them and their feet spread out on the balls of their feet. This extra weight is useful for inhibiting breathing as well as shocking and immobilizing the opponent, often creating opportunities to finish.

Mount Olympus
Rank: X :: Simple/Position
Description: The user positions themselves, then the opponent is on their back, by sitting on their opponent and settling in a mounted position. Although not the most controlling position, it offers the user the most freedom, creativity, and versatility for finishing an opponent.

Hero's Transition
Rank: X :: Simple
Description: Although a simple philosophy to accept, it is often difficult to properly apply when facing a skilled opponent. The user, taking the training of continued weight, domination, and pressure, now transitions from one ground position to another smoothly. Also, the user now understand how to reverse or escape from a position. Used as a transition between positions, a method to escape a position, as well as a method reverse a position. When transitioning between positions, the user just simply pays a stamina cost and it counts as a technique of that rank. To escape a position, the user must simply pay +1 rank of stamina above the chosen position. To reverse the position, the user pays the cost of +2 ranks of the given position rank.


___S t a g e T h r e e [ C ]
Act of Hercules
Rank: X :: Simple
Description: The user, dropping low and grabbing the enemies legs while using the should to move the enemies hips in a versatile move with three separate versions.
Sweeping Hercules: The user pushes the opponents hips backwards to off balance then and pulls on their legs, taking their feet out from under them in a simple take down. This technique is quick, but lacks force and damage. Costs a D rank of Stamina
Blasting Hercules: The user rushes into the user much like the Sweeping version, but this time continuing to and through their opponents hips into a brilliant spear tackle take down. This version has some force behind it, but usually just knocks the air out of the opponent. Costs a C rank of Stamina
Lifting Hercules: The user, using their upward burst and strength picks up the opponent by their legs while using their hips as a lever to drive the opponent upward and off their feet. Turning and wheeling their arms, the opponent will turn sideways and land either on their back or worse on the back of the head/neck. The user ends up in Dominating Hercules. Costs a B rank of stamina. This is trained as a C technique. Technique must be used from Hades Stance.

Fall to Tartarus
Rank: C :: Simple
Description: The user wraps around the users head in a front head lock, using their chest and weight to apply pressure to the back to keep the enemy from rising up. Shifting the weight back and down, usually while swinging one of their supporting legs to knock out of one of the opponents legs, the user aims to smash the opponents head down onto the ground. The terrain this technique is used on greatly affects the outcome, force, and damage. This technique easily flows into Nemian grip or Mount Olympus position. Can only be performed from Olympian Stance

Nemian Grip
Rank: X :: Simple/Lock
Description: The user, usually after performing "Fall to Tartarus" wraps their legs around the opponents waist and squeezes them together while extending and squeezing at the same time. Simultaneously, the user squeezes their arms and raising their hips to perform a violent and simple choke on the enemy. Although powerful, it is a rather slow choke requiring 3 posts to make the victim unconscious. Because the user's limbs are all occupied during this technique, they are susceptible to hidden weapons. Performable from Mount Olympus or after Fall to Tartarus, as well as anytime the user has the opponent in a front head lock.

Ajak's Club
Rank: X :: Simple
Description: The user, after grabbing onto the opponent swings violently and forcefully with their forearm, making it like a club to slam their forearm into the neck or face of the opponent, taking them down to the ground. Additionally, just the strike can be performed while on the ground. Usable only from Olympian Stance. User ends in either Position of Fates or Dominating Hercules

Hephaestus's Hammer
Rank: C :: Simple
Description: The user takes their hand and swings it like they would a hammer (falling, inward sideways or outward sideways), hitting with the bottom of their fist on many different of targets on the body. Because the style isn't exactly known for its precise strikes and accurate movements, the targets are more generic like "the face" or "the chest" etc. While performed standing may feel a little awkward, when performed on the ground it can be quite devastating. While on the ground, one cost of stamina allows the user to perform this technique twice.


___S t a g e F o u r [ B ]
Cutting the Hydra Head
Rank: X :: Simple/Lock
Description: The user, when having the opponent on the ground, has discovered a very powerful way to destroy joints. Stacking the opponents shoulders (so the shoulders are now vertical) the user then takes one leg and steps over the opponents neck, usually in a stomping motion. Sitting the butt down and rolling their hips up under the opponent, the user uses the hips as a fulcrum while treating their opponents arm as a lever. Usually raising the hips and pulling the arms in a ballistic motion, the user can break the opponents arm. Additionally, this technique can be performed on the ground from the Mount Olympus position. Although effective, it is a weak position and susceptible to hidden weapons, often leaving the users legs and groin wide open. Visual Reference

Perseus Suplex
Rank: B :: Simple
Description: The user sinking and ducking under the opponent's arms, and defenses, makes it behind them. Hipping into them while driving up with the legs and their arms, the user hurls them over their head, aiming to slam the back of their enemies head into the ground. Although the terrain will greatly affect the damage of the throw, the simple fact of the opponent going up and over their own body height and slamming on their head/neck can cause considerable damage. Additionally, this can collapse the opponents diaphragm, knocking the wind out of them. Visual Reference. Can only be performed in the Hades stance.

Bow of Odysseus
Rank: X :: Simple/Lock
Description: The user, while they have the opponent on the ground, will pick one of the opponents limbs and trap it. Taking their other arm, they will slide it under the elbow, pull everything in, then forcefully lift the elbow, separating the shoulder. Can be performed from any ground position, but is also easily defended. If the user has a hidden weapon, or even a short weapon, this lock becomes near impossible. Visual reference

Agamemnon's Wrath
Rank: B :: Simple
Description: The user, from the Olympian stance, grabs hold of the enemies arm, head, or head and arm from the inside wrapping out. Shifting the hips through, the user takes the enemy up and over their hip, and taking them to the ground, landing in Position of fates. Even if the terrain is forgiving, the fact the user actually lands on the opponent makes this technique have force no matter how nice and soft the landing ground is. Visual Reference. Can only be performed from Olympian Stance.


___S t a g e F i v e [ A ]
Hector's sword
Rank: A :: Simple
Description: The user, drawing their hand in close to their body, unleashes a fast and powerful crossing elbow for the opponent usually for the head or soft spots like the body or ribs. A strong and versatile technique, this crossing elbow can be performed standing or on the ground. When performed on the ground, the user can use the technique twice for one stamina cost.

Hoist of Icarus
Rank: A :: Simple
Description: The user, grabbing hold of the enemy, gets below their center of mass and hoists them up and onto their shoulders. Standing up to a full height, the user can then pick two methods of crashing the enemy to the floor. This technique can only be performed during the Hades stance.
Icarus Fall: The user, deciding not to engage themselves on the ground, or maybe have found a terrain weapon that would be beneficial, decides to launch the enemy fully off their shoulders. The opponent would then fall a distance that was above the user, adding additional force to the throw. The terrain greatly affects the impact force of the throw, but the additional height and velocity can cause serious damage no matter how forgiving the ground may be. Visual Reference
Icarus Spike: The user, in an attempt to destroy the opponent after finding the terrain suitable that it wont kill him as well, loads the opponents head slightly lower while lifting the legs above the head. Jumping with it, the user allows their mass to be perfectly in line wit the back of the opponents head, having them slam into the ground with the force of both masses on the back of the targets head. This technqiue is severely damaging, and has been known to claim many victims lives. Visual Reference

Hypnosis Dream
Rank: X :: Simple/Lock
Description: The user, after taking control of the enemy on the ground, takes the opportunity to finish the opponent. By taking his forearms and placing them on either carotids of the opponent, the user can then roll and press them together in a vicious and powerful choke. knocking out occurs on the post if the user does not escape. if continued for 3 posts, the victim is dead. Visual reference

Colossal Might
Rank: A :: Simple
Description: The user attaches to the opponent, and uses their entire body to lift the opponent up. This method creates a lot of potential energy with the elevation, and allows the user to magnify the force by adding extra force and power by adding energy downwards. This technique can only be performed from the Olympian stance.
Fall of the Colossus: The user, grabbing hold of the enemy around their midsection, lifts the opponent off their feet. Swinging their opponents legs around their body, the user adds extra force and momentum to the slam as they push and drop their forearms and chest on the opponent, slamming them hard on their back. This technique is powerful and devastating while at the same time easy to control where the enemy is landing, maximizing the potential for damage. Depending on the terrain, this can knock out or severely wound the enemy with internal trauma, concussion, or at the very least a severe case of whiplash. This technique ends in Dominating Hercules. Visual Reference
Crashing Colossus: Taking the enem'es arm and throwing it over their head, the user wraps up the oponents body with their right arm, controlling the enemy from their right armpit to left shoulder. Using the strength and power of their entire body, the user launches the enemy into the air. adding downward force after the apex of the throw, the user falls and adds mass to the slam as the opponent on their back of the head, neck, or back. This throw has alot of power to it, possibly causing a concussion, whiplash, broken bones, and take the wind out of them. Visual reference


___S t a g e S i x [ S ]
Theseus Cut
Rank: S :: Simple
Description: This is a powerful technique as it is versatile, being able to be performed in either stance. The user, in any method and direction that they wish, wraps the opponents head up and utilizes their shoulder as a fulcrum in the neck of the opponent. Jumping and landing, the user pulls down on the head and shoves up with the shoulder into the enemies neck, causing a great deal of damage, even death.

Pegasus Spike
Rank: S :: Simple
Description: The user, taking the opponent from the Olympian Stance into a front head lock. Hipping in, and using their massive strength the user vaults the enemy high over their head in a full extension suplex slam. This slam has been known to kill people due to neck injuries, spinal injuries, and even puncture wounds from the terrain. Can only be performed in the Olympian stance.

Divine Blood
Rank: S :: Spiritual
Description: The user has now began to understand their strength and power, and their conditioning and style has brought them a long way. Unfortunately, sometimes training and genetics is not enough to lift a powerful, heavy, and bigger opponent. Utilizing chakra, the opponent is able to double their strength, allowing them to lift way more then before. However, repeated use without recovery can cause the user to actually damage and injure themselves. State lasts 5 posts, and only usable 2 times in a battle. Defending against techniques while the user in this state forces the victim to expend an additional 160 stamina against locks, and 80 stamina for positions.

Gift of the Gods
Rank: S :: Training
Description: The user has thrown, slammed, and taken down enemies on any and all terrain, and have felt the punish side effects of doing so. But where there is pain, there is gain. The user now has increased pain tolerance, and is more resistant to physical damage and recoil from their own techniques, allowing them to perform more risky and dangerous attacks on an opponent without risk of recoil or major injury.

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© Yo-ko, 2013-2016, permission of use to: Shinobi Nations
 
PostPosted: Thu Mar 21, 2013 9:16 pm
Jing Shen Jie Fang
The Spirit Which Cannot be Bound
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___Description:
___Deep in swamp country, where the civilized world rarely, if at all, comes to interact, the villagers and ninja of the local area were faced with an unusual set of circumstances and problems. Because the area is swamp land, full of non-sturdy land, knee high water, mud, tall grass, and other random unhelpful traits to the area, combat became quite a hassle of unsuccessful chaotic motion, floundering, and flailing. It was because of this that the Ninja village called upon an unlikely set of hero's to turn this liability into an asset. They needed an art form that was always useful, despite conditions, terrain, and tools that were available.
___The ninja village looked to the local families and tribes that lived in small village gatherings in the area, families that had not only lived and survived, but had also managed to prosper in the area. They first asked the elder of one village, Florendo Visitacion, about where to start. He Explained that the style needed to versatile, encompassing simple movements that can be translated from their every day movements and tools to the battle field. The firs step was to take the local every day tool, the Machete, and apply it as a weapon. Taking this new found knowledge, they went to visit another family, the legendary Thours family that was known for their skilled and unforgiving blade work. A man solely known as "Uncle" explained one of the basic rules of combat: "make sure you have a weapon, and make sure they do not. If they have a weapon take it...now you have a weapon." Still not satisfied, they ventured further into the Jungle to find a simple nomad by the name of Pukish. From here, they watched a fantastic and almost unreal set of events, as the nomad defended himself against 5 tigers with only two blades...and came out without a scratch. Even when he lost a weapon, his hands kept moving, and attacking, ripping and tearing. "If i can kill an enemy with a single strike, then 70 makes me pretty much unstoppable." After taking and learning multiple lessons from multiple visits, it would be a warrior known as Rick Hernandez who was credited with the creation of Jing Shen Jie Fang. Allowing the form to be used with a one machete, two machetes, and even unarmed made the form very adaptable to any and all situations and circumstances. In those next few years, when the raids and war broke out, the style was put to the test. Those who survived could only explain one thing about these "new" swamp ninja, their form was a versatile as it was ferocious.
___The style is characterized by its ferociousness and versatility, utilizing strikes in combination rather than one overpowering strike. The user trains to utilize superior mobility to obtain a superior position, then defeat the opponent with overwhelming power and ferocity. When taking the opponent to the ground, the user seeks to make sure that they never get back up.
___Relevant Training: Any short swords, Hard Physical.

___Notes:
• This style uses a single short sword (usually a machete), two short swords, or is performed unarmed.
• Before one may progress to learn a stage, the user must perform additional training for 5 posts, according to the given principle of that stage. These principles, when trained, act as a passive bonus for the user.
• Intensive: This style costs [1] Bukijutsu slot and [1] Taijutsu slot.

___Lock/Disarm Defenses:
• Many of the Techniques in this style are labeled "Physical/Locks." These technique have special rules applying to them. If the victim does not have an official technique to defend against being locked/disarmed, then they must pay the combined stamina equivalent of the rank used, and +1 rank. For an example, the user performs a B rank Technique. The victim must then pay 120 stamina (B=40 A=80, 40+80=120) to successfully defend against the lock, and only the lock, while losing their weapon. If using An S rank technique, then S+ (320) is counted as +1 rank costing 480 to defend. If the opponent wishes to defend and keep their weapon, then they must pay the combined stamina equivalent of +2 ranks above the techniques utilized rank. Using the above example, this would cost 240 stamina. This counts as a defensive activation.
• For someone trained in the lock being used, they need to only pay the same cost of stamina to successfully defend and lose their weapon, and 1.5x the stamina to successfully escape the lock, and only the lock, with their weapon.

___Position Escapes:
• Many of the Techniques in this style are labeled "Physical/Positions." These technique have special rules applying to them. In order to escape the position, simply stopping the user from controlling the position, they must pay the combined stamina equivalent of +2 ranks above the techniques utilized rank. For an example, the user performs a B rank Technique. The victim must then pay 240 stamina (a=80 S=160, 80+160=220) to successfully defend against the position. This counts as a defensive activation.


___S t a g e O n e [ E ]
Principle: Move first then Block
Description: It doesn't take a medical ninja specializing in brain surgery to know that a moving target is more difficult to to hit then a still target. By practicing always moving, especially right before they block, the user allows their movements to become slightly more difficult to pin down. By moving with the direction of the attack, the user can even lessen the impact force, making their defenses easier to perform. When engaging a physical force that will defeat their same rank defense (i.e.: berserker discipline, weapon specialist discipline, sage mode) the user may expend the additional half-rank stamina to allow the defense, of this style, to work. If you possess one of the above disciplines, then you may only do this for the style you do not receive an increase for.

Rising Jungle
Rank: E :: Simple
Description: This is a basic rising movement for the style with a single hand, and is usable both armed and unarmed, offensive and defensive. While using a weapon, the attack can be a rising parry, slash, or stab. Unarmed, this can be a rising parry, back fist, uppercut, elbow, or forearm. Gains a slight strength boost for each trained rank in the Formless Style that corresponds to the user's weapon (Hard Physical if unarmed, etc.), up to one descriptive rank per this technique's rank.

Entering Jungle
Rank: E :: Simple
Description: This is a basic forward movement for the style with a single hand, and is usable both armed and unarmed, offensive and defensive. While using a weapon, the attack is stab or impalement. Unarmed, this can be a forward push, punch, spear hand, or elbow. Gains a slight speed boost for each trained rank in the Formless Style that corresponds to the user's weapon (Hard Physical if unarmed, etc.), up to one descriptive rank per this technique's rank.

Backward Jungle
Rank: E :: Simple
Description: This is a basic backward movement for the style with a single hand, and is usable both armed and unarmed, offensive and defensive. While using a weapon, the movement can be a stab, slash, or parry to something behind you. Unarmed, this can be a punch, elbow, sucker punch back fist, or hammer fist. Is treated as complex when interacting with Formless Techniques.

Inner Jungle
Rank: E :: Simple
Description: This is a basic inward movement for the style with a single hand, and is usable both armed and unarmed, offensive and defensive. While using a weapon, the attack can be an inward brush/slap parry, slash, or stab. Unarmed, this can be an inward parry, inverted back fist, hook punch, ridge hand/slap, elbow, or forearm. Gains a slight increase to strength per rank against unarmored opponents.

Outer Jungle
Rank: E :: Simple
Description: This is a basic outward movement for the style with a single hand, and is usable both armed and unarmed, offensive and defensive. While using a weapon, the attack can be an outward brush/cover parry, slash, or stab. Unarmed, this can be an outward parry, back fist, horizontal hammer fist, or elbow. Gains a slight increase to speed per rank if preceded by Inner Jungle technique.

Downward Jungle
Rank: E :: Simple
Description: This is a basic downward movement for the style with a single hand, and is usable both armed and unarmed, offensive and defensive. While using a weapon, the attack can be a downward crash/parry/trap, slash, or stab. Unarmed, this can be a downward parry, roll over back fist, open palm, vertical hammer fist, or elbow. Gains a mild increase to strength per rank against opponents smaller than the user.

Lower Jungle
Rank: E :: Simple
Description: The user lowers themselves in their stance, and uses their other movements (rising, inward, outward, downward) to attack either the legs/base of an opponent, or to engage an enemy on the ground. Bladed techniques used against an opponent on the ground gain a mild increase to strength per rank.


___S t a g e T w o [ D ]
Principle: Circles and Angles
Description: The user, through a little combative understanding and sheer combative need, begins to understand the idea of moving and attacking on circles and angles. This way, they are able to circularly avoid attacks and danger, or simply slip off the angle of attack their opponent uses. When faced with a taijutsu or non-projectile based bukijutsu technique of C-Rank or lower, the user can simply expend that rank of Stamina to augment a given technique of this style to perform a fast shift and dodge to avoid the technique. If used during a combination, this counts as one of the techniques.

Free Spirit Stance
Rank: X :: Simple :: Stance
Description: It's interesting enough to think that a style that sells itself as being free and without boundaries would have a stance associated with it. Although a method of standing, it is mainly a practice of allowing the user to go from standing to full alert quickly, able to quickly burst into action after assessing a threat. The user brings their arms close to their body, hands close to their chin and open with palms facing outward, their feet with one foot forward. Increases the limit for Reflex descriptive increases slightly per rank. Transitioning from this stance to any other does not consume an activation. Upkeep of this technique’s rank is paid every post.

Single Spirit Stance
Rank: X :: Simple :: Stance
Description: Taking the "Free Spirit" stance, the user now adds a single one-handed weapon to in their front hand, holding it slightly lower with the tip facing the enemy with their other hand close to the weapon. This way, the user's other hand can stay engaged in combat easier. Increases the limit for Reflex and Speed descriptive increases slightly per rank. Upkeep of this technique’s rank is paid every post.

Quick Draw
Rank: D :: Simple
Description: In the jungle, the need to be able to “show your claws” is paramount to a successful mission and coming home alive. The user must practice repeatedly to draw and replace their weapons in the blink of an eye. It costs an E-Rank for quickly drawing a single weapon, and a D-Rank to quickly draw both of them, counting as a single supplemental activation. It costs a D-Rank to quickly re-sheathe a single weapon and have hands back up, or a C-Rank to quickly re-sheathe both of them, counting as a single supplemental activation.

Double Claw
Rank: D/C :: Simple
Description: The uses performs 2 of their techniques as a seamless combination, either as purely offense, defense, or mix of the two. Combinations with the same limb moving in the same direction (Inward-inward) are the fastest. Combinations using one limb in opposite directions (In to out, up to down) open the defender the most to reveal targets. Combinations with two hands moving in the same direction can deal the most potential damage. This is only usable once a post. If an offensive technique is used, it counts as an offensive activation.

Snap Kick
Rank: D/C :: Simple
Description: In the jungle, due to unsure footing, kicks are not mainly used or performed due to the possibility of falling, being taken down, and being ganged up on. This kick, be it a round house kick or stomp kick, is done in a quick snapping motion, looking for more speed than crushing power. Although they can hurt and cause injury, the kicks are usually designed to interrupt the opponent's attack, or off balance them to allow the user to continue their ferocious attack. Gain a moderate increase to speed if used at C-Rank.


___S t a g e T h r e e [ C ]
Principle: Sticking and Tracking
Description: When in the jungle, gaining control of your opponent is crucial. The longer the battle continues, the longer it has the chance of continuing. If you can't see your opponent, then you cant fight your opponent. The user must train to utilize their body as a form of sensory unit, gaining a sensitivity to feeling pressure and movement as they attach to their opponent. By attempting to obtain constant contact with the opponent, with multiple points of attachment, the user is better able to combat a single opponent by transitioning from technique to technique while staying attached to the opponent. When attached to a given limb prior to the opponents attack using said limb, the user may use a single defensive technique and pay half the stamina cost to defend it/parry it/avoid it. This counts as a single offensive activation.

Binding Jungle
Rank: C/B :: Simple
Description: The user performs a two handed defensive parry in the desired direction, using sticking and tracking to stay connected and attached to their targets limb or weapon for just a moment. Extending the opponent along their projected path, the user will then shift them hard in another direction, effectively taking their balance and controlling their frame. While this is not an effective means of taking the enemy to the ground it is perfect for causing them to stumble, or be grounded and immobile in their stance/frame and leave them open for counter attacks. If fighting multiple opponents, this can force them to get in each other's way. Removes any boosts to strength or reflex the target has for one post if used at B-Rank.

Monkey Disarm Combo
Rank: C :: Simple
Description: This is performed when the user is close to the opponent, usually after defending against a strike. Taking their forearm and placing it above the elbow of the opponent, then applying quick pressure to the opponents wrist to extend the arm, the user performs a violent and fast hyper extension, usually causing the enemy to let got of their weapon. When performed with weaponry, the user can decide to allow the back of the blade track down the hilt of the enemies weapon, stripping it from their hand to ensure that the opponent is then disarmed. Stripping method only works against single handed weapons. Even if target is using a long arm, as long as the user is in the right position they can perform the hyper extension.

Jungle Roots
Rank: C :: Training
Description: To fall during combat is to die, and after countless bouts and sparring sessions the user has found this to be undoubtedly true. To minimize this, the user practices their stance, balance, and foot work to ensure that their feet stay on the ground. Any technique designed to throw the user off-balance loses any descriptive increases to its strength.

Two Spirit Stance
Rank: X :: Simple :: Stance
Description: The user practices and performs drawing his two weapons and entering a stance similar to the Free Spirit and One Spirit stances. With the two weapons, the user is now able to perform more ferocious attacks and combinations, utilizing their two weapons to slice and dice not just one attacker, but multiple. One-handed techniques used in this stance can be repeated/copied with the other hand without consuming an extra activation. Both attacks lose any descriptive increases. Upkeep of this technique’s rank is paid every post.


___S t a g e F o u r [ B ]
Principle: There is Never an Idle Limb
Description: In the jungle, combat is hectic, ferocious, and often brutal. To maximize their survivability, masters of Jing Shen Jie Fang utilize the principle of constant motion with all of their limbs, all the time and not get hung up in one action. By focusing on this principle, the user understands that by utilizing all their limbs during offense, as well as defense, that they can become an overwhelming force, like the roots of the jungle trees that smoothen the ground. The user can now use their legs instead of their hands or weapons to defend an attack and perform combinations by using the stage 1 directions to defend the torso and lower body, leaving their hands free to engage an attacker.

Rolling Thunder
Rank: B/A :: Simple
Description: The user performs 3 of their techniques as a seamless combination, either as purely offense, defense, or mix of the two. These combinations are free form to the users desire, and can consist of using one limb for all three techniques, or using a different limb for each technique. By allowing the mind and awareness to expand, the practitioner of Jing Shen Jie Fang knows there is no perfect technique or combination, only the right one for the situation. This is only usable once every two posts. If an offensive technique is used, it counts as an offensive activation.

Python Disarm
Rank: B :: Simple
Description: The user, when close to the opponent, throws a quick outward straight elbow to the opponent's head. From here, they wrap their arm over the opponents arm, placing their inside forearm underneath the opponents elbow. Applying pressure to the opponents wrist, adding a small twist, the user aims to lock up and hyper extend or break the target's arm, attempting to disarm and cause great pain.

The Spider's Web
Rank: B :: Simple/Position
Description: A moving opponent is a hard opponent, and a fighting opponent is one that can kill you. Thus, the user wraps their arms around the opponent in many different ways to take their balance and force them into the user's control, while they both remain standing. Most times this involves using one arm to immobilize one of the opponents while threading it through to wrap and control the opponent's neck. This position is great for sneaky stealth kills, taking hostages, or using another as a shield to fight multiple opponents. This position can be performed on the ground, but is treated as -1 rank.

Constrictor
Rank: B :: Simple/Lock
Description: The user, most times after entering “The Spiders Web” position, performs any strangle/choke hold that is open to immobilize and possibly kill the opponent. This may be a scissor choke, an arm triangle, rear naked choke, or any other variation that cuts blood off from the head. This technique puts the victim unconscious in the post they do not escape, and kills them if continued for 3 posts. This technique can be performed outside the “Spider's Web" Position, but counts as -1 Rank. If the target escapes this lock, but not the position, then this technique may be performed at half cost for the next time until the opponent escapes.

Stomping Kick
Rank: B :: Simple
Description: The user performs a kick with the idea of full commitment to following through with a technique, performing either a front kick or round house kick designed to crush the enemies mobility and render them unable to avoid the ferocious onslaught of attacks from the user. When performed against the knee, the kick has enough force to cause it to buckle or hyper extend. When performed to the upper body, usually square to the torso, they send the opponent staggering back, most times taking them off their feet and sending them to the ground, now at the mercy of the user.


___S t a g e F i v e [ A ]
Principle: Block off the back, Attack with the Front
Description: The ability to reach out and touch your enemy while not having them touch you has been the very defining thing of modern combat. By effective understanding of range, its variability, and constant flux, the user begins to change their offensive and defensive structure to block/parry with the rear weapon and attack with the front weapon. With no change in power, it can greatly increase the effectiveness of the user, allowing them to possibly land more strikes and attacks by distance alone. Confers a mild boost to reflex.

Panther's Pounce
Rank: A :: Training
Description: Thanks to the unforgiving and often sticky/gummy terrain of the jungle, the user has to develop a way of overcoming this situation. By focusing on the explosive power with the legs, the user has developed a much greater sense of control of movement and distance, allowing them to close the distance quicker as well as increase the power of their attacks. This is also a useful tactic to cover over and pounce on an opponent who is on the ground. User's mundane mobility increased. Techniques utilized when performing spring step will be treated as an A-Rank attack, as well as cost an A-Rank of stamina. Can only be used once a post.

Jungle Boogeyman
Rank: A :: Simple
Description: The user performs a powerful burst forward, using a single weapon to perform a brutal impaling, seeking to eliminate any distance as well as maintain maximal contact with the opponent. Using a free mind, the user can perform this technique from nearly any possible direction: right, left, in front, behind, above, and below. If performed in conjunction with “Panther’s pounce,” and stage 6 is mastered, this is treated as an S rank technique. If performed from behind the target while hiding/hidden, then the user may enter “The Spiders Web” position as an augmentation for half the cost. If “Hunter’s Instincts” is known, this can be a lethal or non lethal technique, using the impaled blade as a form of control and leverage. If performed unarmed, then the user can reach and use one of the opponents blades, so long as it is in a reachable spot. Technique is only usable once a post, and has a 1 post cool down. This technique is not capable of being used in conjunction with a combination.

Hunters instincts
Rank A :: Training
Description: You don’t have to be a combat expert to know that the longer you fight, the higher the chance you are not coming out alive. Therefore, the practitioner of Jing Shen Jie Fang recognizes that understanding your opponent is important. Through this training, the user may learn the vital points to 1 organism type (human, canine, feline, etc). This technique may be trained twice.

Fly Trap Takedown
Rank A :: Simple
Description: The user, when unarmed, grabs the opponent by the head or neck, and performs a brutal twisting motion. The force is so great that it will cause the opponent to fall off balance and be taken to the ground. This versatile and simple technique can be performed from almost any direction around the opponent, and can be used to move the opponent in almost any direction following the simply principle "where the head goes the body follows." Treated as +1 rank when performed from "The Spiders Web" position.

Spirit of the Animal
Rank A :: Training
Description: From a style born from the jungle, it couldn't possibly exist without some animal influence. Taking their hands and analyzing how animals move and fight, the creators managed to take the empty hand user and give them weapons, even when they are unarmed. These fists are easy to use and transition to, often allowing the user to use multiple during a combination:
Monkey Fist: The user keeps their hand relaxed cupping their palm just slightly with their fingers slightly extended. Any time the user aims to strike the opponent, they can choose to use this fist instead, allowing for a powerful and heavy cupped hand strike to occur. Due to the shape of the fist, after impact it would cause the fingers to want to close, allowing the user to instantly transition into a powerful grab on the opponent, usually allowing the user to control the given limb. This technique is particularly brutal when performed to the head, as it offers a great control point, with the strike making it feel like a grenade went off in the opponents head. This fist adds +5 Stamina to each strike the user uses this fist on.

Leopard Fist: The user takes their hand and curls their fingers in while keeping their palm open to strike with. However, unlike a simple palm strike, this attack has the spirit of the leopard in it. Designed for ripping and tearing the opponent, the user, after palm striking the target, closes their fist and clamps down with the finger tips while pulling back. The pulling against the body is exceptionally painful, and can sometimes causing muscle and skin to actually be pulled or ripped off. This fist adds +10 stamina to each technique the user uses this fist on.

Coconut Fist: Although not a animal, this fist is not just named for a food. The user takes their fist and squeezes it tightly, rolling their wrist in slightly, and throws a punch as they normally would. Just at the moment of impact, the user adds a small downward angle cut to the attack. This adds a distinct addition of power, dubbed a "stinger," to the strike. When the user attacks a limb, usually when holding a weapon, this can be enough to cause the weapon to be sent flying from the opponents hand due to the extreme pain this strike can cause. This fist adds +15 stamina to each strike the user performs with this fist.

Tree Limb Disarm
Rank A :: Simple
Description: This is a powerful and effective technique designed to take a weapon away from the opponent, from the simplest of knives to the greatest of pole arms. The user finds themselves in front of or to the side of the opponent, and attaches to the limb holding the weapon that needs to be gone. Getting below the opponents elbow, the user makes their shoulder like a fulcrum and drives upward, attempting to break the opponent's arm and disarm them. Inflicts equal damage to armored opponents.


___S t a g e S i x [ S ]
Principle: Whipping and Swimming the Arms
Description: When in close quarters, the user needs to be able to move themselves effectively to make sure they are not surrounded or flanked by multiple opponents or a single opponent getting a lucky shot. By whipping and swimming their arms and limbs, the user can transition from outside to inside of the opponent, offering different angles and attacking opportunities while limiting the opponent's options. This can also allow the user to slightly manipulate their opponent with defensive and parry techniques to make multiple opponents block each other, or risk hitting each other instead of the user.

Tatau
Rank S :: Training
Description: From a style that prides itself of the freeness and versatility for the warrior, there have been some archetypes that appear as a general rule. In training this technique, the user may pick ONE of the below bonuses as a benefit to their character. Once selected, this may not be switched out.
Mark of the Monkey: The user is bursting with combative energy, and thus combination techniques are allowed to be used 2 times a post. Additionally, Monkey Fist is free to perform when doing unarmed techniques.
Mark of the Shark: The shark's teeth care not what it bites into, nor do the hands of the user. The user is capable of using the technique “Hunter’s Blade” on unarmed techniques, acting as if the armor isn’t even there for the various ranks.
Mark of the Spider: The user is as crafty as he is quiet and is thus able to perform the techniques in this style from any position, as well as use any set of one-handed weapons in conjunction with this style. Additionally, any techniques performed while hidden are treated as a rank higher.
Mark of the Python: The python, to defeat, larger, faster, stronger, meaner opponents must use precision and vital strikes to eliminate its foes. Thus he is capable learning 4 organisms' vital points for the technique “Hunter’s Instincts.” Additionally, the technique “Constrictor” Counts as +1 ranks.
Mark of the Tiger: The tiger is the king of the jungle, using powerful claws and mass to dominate and control anything in its way. The basic techniques from stage 1 can now be retrained for use up to S-Rank, and can be used as takedowns (usually when using opposite direction combinations) if the user so desires.

The Spirit That Cannot Be Bound
Rank S :: Custom
Description: The user has found their own way. With all of their training, the user is capable of making one unique custom technique of this style for themselves. It can be of any rank, and must be submitted to the Custom Jutsu approval area.

Hunter’s Blade
Rank S :: Spiritual
Description: The user recognizes that in the jungle you will be faced with many tough and durable warriors, and sometimes a simple weapon is not going to get the job done. By lacing their blade with chakra, they can effectively increase its sharpness to cut through various levels of armor as if it was not there at all. At the cost of 40 chakra, the weapon can punch through light armor, if this is not possible already. For 80 Chakra, the weapon can punch through medium armor, if this is not possible already. For 160 Chakra, the weapon can punch through almost any armor. The increase lasts for all techniques used in a post, and if the techniques are unsuccessful, the increases stays around until they are, or the user exits combat.

Into the Wild
Rank S :: Simple
Description: The uses performs 4 of their techniques as a seamless combination, either as purely offense, defense, or mix of the two. These combinations are free form to the users desire, and can consist of using one limb for all the techniques, or using a different limb for each technique. By allowing the mind and awareness to expand, the practitioner of Jing Shen Jie Fang knows there is no perfect technique or combination, only the right one for the situation. Only usable once per post.

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© Yo-ko, 2013-2016, permission of use to: Shinobi Nations
 

Yo-ko

Hallowed Prophet


Yo-ko

Hallowed Prophet

PostPosted: Thu Mar 21, 2013 9:22 pm
Western Bursting Fist
Hands like Projectiles
User Image


___Description:
___Amegakure, being an industrialized and more modern form of village, have smaller corridors and alley ways then most larger villages. This makes combat interesting, as their is little room for movement and weapons in the ever volatile area, making the people develop an interesting fighting style of their own. Taking their hands and maximizing their potential, the citizens of this village developed a powerful taijutsu style unique to their area.
___This style is characterized by powerful punches, combinations, and interesting uses of chakra and striking. However, due to the training and the style's creation, it is weak against attacks to the legs and attacks with the lower body.
___Relevant Training: Hard Physical.
___Notes:
• Grants a Slight increase to Strength for every other stage mastered starting at the first stage. Additionally, gives a Slight increase to Reflex for every other stage mastered starting at two. (Strength is granted at stages 1/3/5. Reflex is granted at stages 2/4/6.)

___S t a g e O n e [ E ]
Single Action
Rank: X :: Simple
Description: The user, takes their closest hand to the opponent and quickly throws a punch, aiming for anywhere on the target's face or midsection. This fast technique is designed mostly as a shock or stun tactic, and only holds power at higher levels. Gains a slight speed boost per rank, but strength is slightly decreased per rank.

Double Action
Rank: X :: Simple
Description: The user takes their back side hand and throws a powerful crossing punch for the opponent's head or midsection. This powerful technique is designed for heavy damage, designed to greatly injure the opponent, and does so effectively at higher levels. Is slower than "single action" but hits with much more power. Gains a slight strength boost per rank, but speed is slightly decreased per rank.

Curving Projectile
Rank: X :: Simple
Description: The user twists their hips allowing their fist to stay in perfect alignment with their elbow, hitting with a powerful hook punch aiming for the opponents head or midsection. This evasive, powerful, and versatile technique can be performed from the front side or back side, and is thrown around an opponents guarding limb. Gains a slight strength boost per rank against defensive Taijutsu and Bukijutsu techniques.

Breaching Charge
Rank: X :: Simple
Description: The user presses up with their legs while they attack with their arm, using their entire body to generate a powerful uppercut to the opponents head or body. Gains a slight strength boost per rank if used as the first or last action in a post.


___S t a g e T w o [ D ]
Full Metal Jacket
Rank: D :: Spiritual
Description: The user takes their chakra and wraps their hands up with it protecting their hands with a wall of chakra. Additionally, if the user punches an incoming ninjutsu while utilizing "Full Metal Jacket" they can pay double the ninjutsu's chakra cost to negate it, but this also costs them their chakra gloves. Technique lasts for 5 posts.

Double Tap
Rank: D :: Complex
Description: The user flows chakra through their arm and enhances the speed of their jab to the point where they can now perform two jabs in the time it would take them to perform one normally. Adds a D-Rank of chakra to whatever rank of "Single action" the user chooses to utilize. The two jabs occur for only one Stamina cost at the rank of the users choosing, plus the chakra cost. The second jab is treated as a second activation without actually consuming another activation.

Mixing Rounds
Rank: D :: Simple
Description: The user can perform any two techniques from stage one like they were one technique. Picking whatever rank of technique they wish, the user adds a D-Rank amount of stamina to their costs to collapse them into a single action. To clarify, this would mean the cost of technique 1 plus cost of technique 2, adding in the additional D-Rank of stamina makes this combination count as one technique.

Shooter Stance
Rank: X :: Simple :: Stance
Description: The user enters a stance designed to maximize their punching potential at the cost of their ability to perform any lower body technique (such as a kick) in the same post as one of the techniques from this style. The user takes a foot and stands naturally, putting one side of their body forward while keeping their hands up in front of their head to protect themselves. Increases the limit for Strength descriptive increases slightly per rank and increases Strength slightly per mastered stage of this style.


___S t a g e T h r e e [ C ]
Ricochet
Rank: X :: Simple
Description: The user will take their hand and move it inward, like a cat pawing at an object, to parry away a an incoming upper body attack. This technique cannot defend against lower body attacks, or techniques performed with the lower body. This technique can only parry taijutsu attacks equal to its rank. Can be made complex or spiritual to allow the user to defend against complex taijutsu techniques and ninjutsu attacks.

Taking Cover
Rank: X :: Simple
Description: The user, unable to move or parry an incoming technique, hunkers down by covering their head and midsection to defend against the attack. This technique can defend against attacks performed with the lower body, but does not protect the user's lower body. This technique can defend against taijutsu techniques of the one [1] rank higher. Making this technique complex allows the user to defend against complex taijutsu techniques.

Mortar Shell
Rank: X :: Simple
Description: The user shifts their weight while throwing their hand over their head, like they are swimming, into a powerful over hand punch. Being one of the most widely used, and powerful renditions of a punch, it is widely used and effective when done correctly, most time going over defenses in a surprising manner. Treats complex defensive techniques as though they were simple.

Dodging Projectiles
Rank: X :: Simple
Description: The user, when faced with an attack, utilizes the motion on their hips to move their head and body, generally avoiding their opponents attack just by a hair, most times making the enemy believe that they can still hit the target. This makes it easy for the user to sneak in a quick and powerful set of strikes of their own. This technique does not avoid attacks to the lower body. Allows the user to launch one attack in the same activation.


___S t a g e F o u r [ B ]
Loading
Rank: B :: Simple
Description: The user drops low to load their legs, or to duck underneath an incoming strike, then explodes with all the power in their legs to attack the opponent, moderately increasing the strength of the strike. This strike only compatible with physical techniques from this style.

Shotgun Fist
Rank: B :: Complex
Description: The user flows chakra into their fist, allowing it to form a dense orb around the fist. Shifting with all of their weight and power the user throws a punch, allowing 6 of these fist-sized chakra orbs to fly off like projectiles. Due to the lack of mass to the chakra orbs, they fly at a greatly increased speed, roughly 3x the speed of the user's punch impacting at the strength of a twice the user's punch. These orbs can travel thirty meters before dissipating. Due to the versatility of strike, the user can impact one person with multiple targets, or impact up to three people so long as their are in one direction from the user.

Upgraded Caliber
Rank: B :: Training
Description: The user has impacted enough on people, a bag, or any other surface worth training their fists. When in the Shooter Stance, their Fortitude is increased moderately.

Mercury Round
Rank: B :: Spiritual
Description: The user creates their chakra gloves, but can now add one of their elemental affinities to the mix. This offers a new set of striking, impacting, and damaging opportunities. Technique lasts for 10 posts.


___S t a g e F i v e [ A ]
Burst Fire
Rank: A :: Complex
Description:The user flows chakra into their arms, enhancing their speed and ability to expand and contract. By utilizing this increased speed and power, the user performs a three technique combination utilizing any of the physical techniques learned in this style, A rank and lower. This combination consumes only one activation.

Protective Vest
Rank: X :: Spiritual
Description:The user laces their entire upper body in a protective coating of chakra, giving them a defensive barrier capable of defending against Bukijutsu and Taijutsu techniques its rank and lower. If the technique is a physical technique, then the user absorbs and replenishes the rank of stamina of the technique that impacted their armor. The user can continually pay chakra to continue the technique, but increases its cool down. 1 post of usage = 1 post of cool down.

Magnum
Rank: A :: Training
Description: The user has almost mastered the simple but effective art form of punching. There several millions of repetitions has granted them a slight striking speed increase per mastered stage of this style.


___S t a g e S i x [ S ]
Suppressing Fire
Rank: S :: Simple
Description: The user bursts into action, attacking the enemy like a warrior has his enemy pinned down, and it's time to get the job done. The user takes any 5 of the physical techniques of this style and strings them into one powerful and effective combination. Consumes a single activation.

One shot, One Kill
Rank: S :: Simple
Description: Its time to finish the opponent, and take them down with one swift attack. Focusing all their intent and attention into a single crossing punch, the user unleashes the almost instantaneous bomb of a punch for the opponents head or torso. This technique is enough to send even the most stable and grounded of fighters flying unconscious, often demonstrating how dangerous the user is, in both speed and power. This technique gains double the users speed and strength modifiers.

Designated Marksman
Rank: S :: Training
Description: The user has always sacrificed range for power, all up until now. By making their physical offensive techniques of this style complex, the user can send dense chakra orbs from their fists to extend their impacting range as well as allowing them to now "punch" ninjutsu. The chakra orbs will hit with 2x the strength of their normal punch, and travel at 2x the speed of their punch for 30 meters.

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© Yo-ko, 2013-2016, permission of use to: Shinobi Nations
 
PostPosted: Fri Nov 28, 2014 7:16 pm
Animal Tai

User Image


Description: Based on many of years of evolution, animals have grown to specialize in unique ways of attacking. Enhanced by the sudden appearance of chakra and shinobi training methods, these unique ways of fighting have come to the spotlight. Companion animals have now become even more dangerous with their natural abilities because of this. Being able to add an element to your attacks kind of helps you get ahead of the pack.

Restrictions:
• It is only for animals and those of the Inuzuka bloodline.
• Those of the Katei no Neko bloodline may learn this, but they must first establish the Bond of Combat and Eternity.
• Those of the tamer class can only use this through their pets; they themselves cannot learn it.


-_-_-_S t a g e O n e [ E ]
The Spirit Within
Rank: E :: Spiritual
Description: A small animal takes their chakra and uses it to make their attacking limb larger. This is so that any of the smaller animals that might have a problem with techniques, due to size, can use them. Only for small animals.

Swipe
Rank: E :: Simple
Description: The animal takes any of their desired natural weapons or appendages and makes a single swipe-style attack. Can be used offensively or defensively.

Bite
Rank: E :: Simple
Description: The animal takes their pincers, jaws, fangs, etc, and aims to sink them into any part of the target and victim. This is a simple movement, and one that is very natural to animals. This action does not yield too much damage though.

Pin
Rank: E :: Complex
Description: The animal uses either sheer size and power, or fast movement and creative thinking, completely immobilizes the target on the ground, offering a chance for very vicious and often grotesque means of finishing an opponent. After the initial cost to start the technique, there is an upkeep cost to maintain control (battle of stamina basically, defender must spend more stamina then the animal to escape.) Falls under the Auto-Grapple rule, if the pin is not distinctly harmful.


-_-_-_S t a g e T w o [ D ]
Double Swipe
Rank: D :: Simple
Description: The animal takes any of their desired natural weapons or appendages and makes a 1-2 swipe with them. Can be used offensively or defensively

Crunch
Rank: D :: Simple
Description: A more powerful form of bite, this time the animals clamps down and attempts to keep their pincers, jaws, fangs, etc, clamped on the target. This is highly painful, and serves as a means of control for the animal to subdue, immobilize, or incapacitate the target.


-_-_-_S t a g e T h r e e [ C ]
Lashing Out
Rank: C :: Complex
Description: The animal bursts into a furious set of attacks, using almost all of their natural weapons or appendages for a full blown explosive combination. 1 attack per appendage per use. Counts as all activations in the post it was used in.

Maul
Rank: C :: Complex
Description: The most powerful and destructive version of bite. This time, the animal sinks their pincers, jaws, fangs, etc, and saws them together, pulling away in an attempt to remove flesh, bone, or an appendage, causing massive damage. Only one attempt can be made if the target is still freely moving, two attempts may be made if the target is partially immobilized, and three attempts may be performed if the target is immobilized via “Pin”.

Ram
Rank: C :: Simple
Description: The animal uses its head, shoulder, or side to ram into a target, knocking the target off balance or to the ground. This attack can be easily followed by Maul.


-_-_-_S t a g e F o u r [ B ]
Pounce
Rank: B :: Simple
Description: A sneak attack, this is a vicious leaping assault that is designed to catch enemies by surprise, and often times offers the animal a chance to latch on, restrain, or immobilize the target. Can be done from below to an above target, above to a below target, or done on the same level when the animal is hidden or obscured by some method.

Stalk
Rank: B :: Simple
Description: The user of body mastery, environment, patience, and agility to stealthily move. While using this technique, the animal can track, follow, and ambush the target, so long as the target is in an acceptable position to do so. It is easier for smaller animals to stay hidden, as larger animals are seen too easily. A large animal can expend 50 extra stamina to be hidden completely.


-_-_-_S t a g e F i v e [ A ]
Gore
Rank: X :: Complex
Description: Probably the simplest and most instinctual attack, the animal gains speed and slams into the victim hard! This is in an effort to knock the target to the ground, to continue a vicious assault. If Pin is used in the post after this technique was used, you can perform Pin at half the stamina cost for that post. Counts as all activations in the post it was used in.

Protection
Rank: A :: Complex
Description: The animal uses their natural weapons, hide, armor, and grit to defend against an incoming attack. Must spend 1 rank higher stamina than the attack, to defend. Requires an active Elemental Backing to defend against ninjutsu. Attacker has to spend a total of 2 ranks higher of stamina/chakra to break through.


-_-_-_S t a g e S i x [ S ]
Lock Jaw
Rank: S :: Complex
Description: The animal literally is able to lock their jaw around whatever they are holding within their mouth, causing immobility to that limb. This can easily be followed up with Consume. The one being attacked must expend a greater amount of stamina/chakra to dislodge the animal.

Consume
Rank: S :: Complex
Description: The animal is able to demolish whatever is within their mouth, consuming it in its entirety, whether it be a limb or what have you. With this the animal can regain 30 of their stamina, depending on if this attack hits or not. Organics only.

Pursue
Rank: X :: Complex
Description: The animal bursts into an all out sprint, utilizing the speed of a trained ninja as well as their inherent, natural, animalistic attributes for very high speeds. Continued running costs only stamina, so the maximum running speed tapers off by a rank for each post after the second. Has a cool down equal to the continued duration (of posts) this was used.

Elemental Backing
Rank: X :: Simple
Description: The animal can add their element to any of the above techniques, costing either equal to (counting as ninjutsu) or less than (counting as complex tai/buki) the rank of stamina that technique costs. Still observes elemental weaknesses and strengths.

Devour
Rank: S+ :: Complex
Description: The animal is able to demolish whatever is within their mouth, consuming it in its entirety, whether it be a limb or what have you. Inorganics only. Kage-ranked only.

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© XAyame_HatakeX & others, 2014, permission of use to: Shinobi Nations
 


AandOE

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Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Mon Jan 19, 2015 5:25 pm
Tendou no Fuuki
Heaven’s Riches
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___D e s c r i p t i o n :
___Heaven’s Riches stylistically focuses on the separation of the practitioner from the enemy, even in close quarters. It was developed several centuries before the creation of the Ninja Villages by feudal royalty, and has since been passed down through a nomadic clan—a loosely related group of families that remained nomadic even after the establishment of the Villages—mostly unadulterated in spirit. The actual physical aspects of the style, however, have undergone periodic revisions to keep up with the practices and norms of the modern Shinobi world, and have at times emphasized attack redirection, striking, holding, and various other tactics.
___In its original form, Heaven’s Riches was designed so that royalty could defend themselves against assassins until help could arrive, but as the wars raged and assassins started to attack in greater numbers, it was adapted with a stronger emphasis on offensive techniques. The most commonly used techniques have been optimized to the extent that they can be used by practically any body type, since it was originally intended that they be used by royalty. Weapons were never intended to be used with this style, as they were unreliable, occupied one or both hands, and tended to be broken fairly easily; as such, all of the many attempts to integrate weaponry into Heaven’s Riches have failed. After the establishment of the Ninja Villages and the subsequent lack of a need for the daimyou to protect themselves, the style became more utilitarian, focusing on self-defense and a simple, devastating offense with an open hand. It is said that a master of this style cannot be touched by mortal hands.
___Relevant Training: All (primarily Hard Mental, Soft Mental, and Soft Physical).

___N o t e s:
• Techniques in this Style take twice the normal amount of posts to learn.
• Training in the Hard or Soft Mental Formless Styles grants double the normal learning reductions due to relevant training. Any additional Taijutsu or Bukijutsu Styles known grant a learning reduction of 1 post per Style up to the maximum learned rank in each Style.
• When in combat with a foe using Taijutsu or Bukijutsu, the user gains one post’s worth of concentration toward either the Soft or Hard Mental Formless Styles without having to stop and observe.
• When in combat with a foe who is not battling with a Formless Style, the user can decide to apply the benefits of the Hard Mental Formless Style toward use of any Formless Style he or she has previously encountered. (It may help to keep a list of any Formless Styles encountered!)
• This Style is considered rigorous and thus consumes two Taijutsu Style slots.

___S t a g e ○ O n e [ E ]
Half Step
Rank: X :: Simple
Description: A fast step to one side, typically used as an evasive maneuver, that grants a boost in speed to any one attack that immediately follows it. Higher stamina consumption results in a greater boost to the next technique’s speed and increases the speed of the step itself.

Redirection
Rank: X :: Simple
Description: Allows the user to redirect physical attacks by paying a stamina cost one rank less than the rank of the incoming technique. This does not end the attack or enhance the user’s speed, but can be used to redirect Chakra-based attacks as well if the user has a way to physically touch them. Is treated as one rank higher in strength if the user has mastered the Soft Physical Formless Style up to the rank used.

Calmness
Rank: X :: Simple :: Stance
Description: The user soothes their heart and regains their composure if they’ve lost it. They bring their hands close to their chest, keeping them open so as to not appear hostile. The user gains an additional post of concentration toward the Hard or Soft Mental Formless Style each time a person they’re observing uses a Taijutsu or Bukijutsu technique under this technique’s rank. Can only observe one person in this manner per post. Upkeep of this technique’s rank is paid every post.

___S t a g e ○ T w o [ D ]
Wrist Movement
Rank: X :: Simple
Description: A physical manifestation of the speed of Shunshin, concentrated solely in the hands, wrists, and arms. Any movement with these limbs will operate at greatly increased speeds for one post per rank above E-Rank. At E-Rank, the bonus applies only to the next action. This technique consumes one activation if it is not immediately followed by a hand-centered technique from this Style. When interacting with people moving at or above Shunshin speed, movements are considered to be at Shunshin speed.

Angel’s Caress
Rank: X :: Simple
Description: An attack used immediately after a dodge. Immediately after evading an incoming attack, the user closes the distance and delivers a powerful blow to a nearby opponent. Is treated as a rank higher in strength if the target is of frail constitution and receives double any active speed boosts. Damage is determined by the technique’s rank. Any of the mobility techniques in this Style may be used to close the distance after this attack is prepared; the first such technique will consume no activations.

Training: Enlightenment
Rank: D :: Training
Description: The user meditates on the utility of Ninjutsu in Taijutsu-heavy battles. At any time after the training is completed, the user can then sacrifice a number of Ninjutsu slots to grant their Taijutsu abilities up to a certain rank a permanent elemental affinity. The element must be one the user has access to, and repeating the process with another element stacks the benefit. Two Ninjutsu slots may be given up to increase the highest rank of techniques affected by this; for Shinobi whose Ninjutsu count is split amongst different categories, as in the Ninjutsu Class, the slots lost affect all categories. (i.e.: paying 2 slots will grant all Taijutsu techniques up to E-Rank with an element, paying 10 slots will affect up to A-Rank, etc.) Doing this will negate any and all learning reductions toward all Taijutsu, including those granted by personal attributes, being taught, being in a dojo, etc. If initially performed after this stage of training is mastered, the user must train every known technique in every known Taijutsu Style for the difference between the old required post count and the new one. Slots consumed this way must be marked as such on the user’s profile. Techniques altered this way count as both Taijutsu AND Ninjutsu in combat.

___S t a g e ○ T h r e e [ C ]
Sweep
Rank: X :: Simple
Description: A simple sweep of the foot used to set the opponent off-balance. Can be used to disrupt stances of this technique’s rank. If used at a rank higher than the stance’s own, the afflicted cannot re-enter a stance for one post per rank difference.

Blind
Rank: X :: Spiritual
Description: A Chakra-enhanced palm strike. Upon making contact with the opponent’s body, the Chakra is used to cloud over their vision and render them effectively blind until Kai of an appropriate rank is used to escape. Doujutsu users will still be able to see, but will lose any other benefits their eyes may give them.

Full Step
Rank: C :: Complex
Description: Increases the user’s movement speed to mimic the speed of Shunshin for one post. Consumes an activation of Shunshin for the fight.

___S t a g e ○ F o u r [ B ]
Cross Block
Rank: X :: Complex
Description: A Chakra-infused block using both arms crossed one over the other. Can stop simple Taijutsu and Bukijutsu techniques a rank below itself and complex ones of the same rank. If used at a higher rank than an incoming attack, the attack is completely repulsed. If used at minimally two ranks higher than an incoming attack, any passive bonuses the attacker has with the method of attack used are negated for one post per rank of difference. Active bonuses or augmentations to the attack have their durations reduced by one post per rank of difference, or are outright canceled if there is no stated duration or if the reduction is greater than the remaining number of posts on it. Counts for two posts toward Soft or Hard Mental concentration and has a two post cooldown.

Crescent Block
Rank: X :: Simple
Description: A block that redirects an incoming attack in a circular manner in front of the user. Significantly increases the effective strength of any counterattacks launched during its use.

Bursting Palm
Rank: B :: Complex
Description: The user concentrates Chakra into the palm and releases it upon contact with an enemy. The force of this strike is enough to send someone flying and can immediately hospitalize unarmored opponents on a direct hit.

Shattering Cross
Rank: X :: Complex
Description: The user infuses his or her palm with Chakra and attempts to hit the enemy with a knife hand. If direct contact is made, the Chakra will disperse through the target, leaving a cross-shaped hole in them. A B-Rank cost, minimum, is required to consistently kill anyone this way. If the strike misses, the user can launch the Chakra outward and achieve the same effect at up to 2 meters away per rank. Size of the cross is one meter across per rank above E, with E-Rank being of negligible size. If the target is wearing armor, this technique will strip the armor without damaging the target. Chakra armor is only stripped if this is used at the armor’s rank; for physical armor, the entire suit can be stripped for C-Rank if it’s light armor, B-Rank if it’s medium armor, or A-Rank if it’s heavy armor.

Vacuum Strike
Rank: X :: Spiritual
Description: The user cloaks his or her arms in a haze of Chakra that lasts for one post per rank above C-Rank. This haze increases the range of all simple and complex Taijutsu techniques to up to five meters. Cannot be used below C-Rank. If used at C-Rank, affects only one technique.

Duality
Rank: B :: Training
Description: Allows the practitioner to substitute feet for hands in any Taijutsu technique when learned, and vice-versa. Techniques function the same, regardless of how useful the result may be. Training is typically completed either through meditation or repetition of physical training; in the latter case, this training takes an extra post to complete.

___S t a g e ○ F i v e [ A ]
Empty Fist
Rank: X :: Complex
Description: Allows the user to convert any amount of his or her own Chakra to Stamina or vice-versa for a base cost of 20 Chakra and Stamina. Consumes two activations. Reducing either Chakra or Stamina to below 5 will hospitalize the user.

Unravel
Rank: A :: Spiritual
Description: The user charges his/her body with Chakra, thus becoming able to physically interact with Chakra-based attacks without triggering their effects. Costs one rank less Chakra if the user already has a Chakra-based armor active. Lasts for four of the user’s posts.

Buffer
Rank: A :: Spiritual
Description: Creates a thick, low-density Chakra armor around the user. Any attacks that hit this armor will provide two posts’ worth of concentration toward either the Soft or Hard Mental Formless Style. Lasts for four of the user’s posts.

Heavenly Mirror
Rank: X :: Complex
Description: A very wide range crescent block that interrupts incoming attacks--including physical Ninjutsu--of its rank or below in a hemispherical region in front of the user and stops them dead in their tracks. Any effects of the attacks are redirected around the user if they are below the rank of this technique. Has a range of four meters and consumes two activations for the post.

Reflection
Rank: X :: Simple OR Spiritual
Description: The user blocks an incoming attack and redirects it back toward the attacker. Can be used as a Spiritual technique in conjunction with the Heavenly Mirror to reflect all attacks so intercepted; when used this way, this technique does not consume any additional activations.

Empty Spirit
Rank: A :: Complex
Description: A state of enhanced awareness brought on by the abandonment of non-physical methods of fighting. While this technique is active, the user can feel every movement within five meters (ten meters for a sensor), but cannot activate any new Ninjutsu or Genjutsu during this time without the technique automatically failing. The state will automatically end if the user is placed under a Genjutsu, and will also end the Genjutsu if it is of a lower rank than the user, up to the user’s maximum learned rank of the Hard or Soft Mental Formless Style. Lasts for five of the user’s posts.

___S t a g e ○ S i x [ S ]
Heaven’s Acceptance
Rank: X :: Simple :: Stance
Description: The user lowers their hands and spreads their arms slightly, palms forward. The limit for Reflex and Speed descriptive increases is increased slightly per rank. By spending 2 posts’ worth of concentration with either the Hard or Soft Mental Formless Style, the user can have their redirecting and evasive techniques treated as spiritual for one post. Upkeep of this technique’s rank is paid every post.

Eye of Heaven
Rank: S :: Spiritual
Description: Rids the user’s mind of any distractions, allowing them to focus fully on the battle at hand and thereby drastically reducing reaction time. The new reaction time is on par with an Uchiha of a similar rank. If the user is under any Genjutsu when this is activated, Chakra is consumed to release all of them. Lasts for five of the user’s posts.

Void Strike
Rank: X :: Complex
Description: A strike that can damage through defenses without interrupting them. The strike’s strength is reduced by one rank per defensive technique it goes through and is not interrupted by either the Interference or Non-Interference methods of the Kekkai Houin [ Barrier Sealing ] technique, but is affected doubly if it encounters both. Will only travel through defenses lesser than its initial strength, regardless of its strength at the time it hits those defenses. If a technique creates multiple obstacles, each one is counted separately. Any defenses not actively infused with or made of Chakra are counted as D-Rank.

Heavenly Step
Rank: S :: Complex
Description: Allows the user to move freely for one post, regardless of any techniques that would hinder this action. Movement-inhibiting techniques do not cease to function during this time, but rather move with the user.
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© Ergo War, 2014, permission of use to: Shinobi Nations
 
PostPosted: Tue Dec 29, 2015 1:22 pm
Nigirikobushi no Shintou
Impact of the Clenched Fist
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___Description:
___A form of combat with origins closer to street fighting than formalized martial arts, Nigirikobushi no Shintou [ Impact of the Clenched Fist ] places great emphasis on nullifying the opponent's defenses and bringing them down (or up) to the practitioner's level. A favorite for those who want a good, clean fist fight. As the primary weapon of the Style is the cestus, it is very easy for Taijutsu users to pick it up, and is also compatible with armored gloves and other, similar instruments. While use of the Style is frowned upon in certain circles for its lack of refinement, there is no denying its effectiveness.
___Relevant Training: Cestus, armored glove, Hard Physical.

___Notes:
• This Style can be learned as either Bukijutsu or Taijutsu. It counts as both when interacting with techniques that affect certain categories of techniques (i.e. If a technique gives a boost to Taijutsu, this Style gets that boost; if it gives a boost to Bukijutsu, it gets that boost; if it boosts both, then techniques of this Style are boosted twice).
• Gains a slight increase to strength with every mastered stage for a total of a supreme increase upon mastery.

___S t a g e O n e [ E ]
Shindoutaisei [ Impact Resistance ]
Rank: E :: Training
Description: The user acclimates to using the cestus in a battle setting by pounding away at a training dummy with the cestus. By analyzing the feedback of different forms of strikes, the user finds a way to minimize any damage they may take from their own strikes. Upon completing this training, the user suffers no recoil damage from techniques from any non-Rigorous Taijutsu or Bukijutsu Style up to either the highest trained rank in this Style or the highest trained rank in the Hard Physical Formless Style, whichever is lower, and does not suffer damage from striking anything harder than their fists.

Sokyaku Ouda [ Rejection Strike ]
Rank: X :: Simple
Description: A strike of excellent form, employing the user's whole body to destroy whatever is being struck. Anything hit by this strike is treated as having the base durability of a typical sample of its material (i.e. Hyouton ice is treated as normal ice, any attributes that naturally increase the durability of something are negated, etc.). Any Chakra-based reinforcements still apply. Damage caused to the object struck is determined by this technique's rank.

Kenka no Kamae [ Scuffle Stance ]
Rank: X :: Simple :: Stance
Description: A simple stance wherein the user keeps on the balls of their feet and raises their fists to between chest and eye level. Increases the limit for Speed descriptive increases slightly per rank. The user can choose to sacrifice any Strength descriptive increases that a fist-based attacking technique would grant and gain half as many descriptive increases to Speed instead. Upkeep of this technique’s rank is paid every post.


___S t a g e T w o [ D ]
Hanchou [ Recoil ]
Rank: X :: Simple
Description: A technique best used against a strong defense. Those struck by this technique are sent flying backward one meter per rank of this technique. Additionally, any stances up to this technique's rank are disrupted upon impact, and defensive techniques with a duration lose one post per this technique's rank of their remaining duration when struck.

Jiten Atemi [ Spinning Blow ]
Rank: X :: Simple
Description: A technique designed purely as a reaction to an opponent's movement. Should an initial strike miss, the user pivots and redirects the strike to a different target without losing any of the initial force. The speed of the spin is determined entirely by the rank of this technique.


___S t a g e T h r e e [ C ]
Shouten [ Focal Point ]
Rank: C :: Training
Description: The user meditates through combat, taking time to narrow their focus to their Chakra pathways. In so doing, they become innately aware of when they are being observed in combat, and can pinpoint the locations of anyone below their rank observing them within one meter.

Hyouji [ Marking ]
Rank: X :: Spiritual
Description: The user injects some of his or her Chakra into the opponent through a touch. Mark lasts for two posts per rank and is compatible with any techniques that require the user know where a target is, though it does not impart any locational knowledge to the user. This can be used with the auto-grapple rule. Marks can be removed with a rank-appropriate Kai [ Release ].

Hyouryuu [ Drift ]
Rank: X :: Complex
Description: A technique that automatically activates given the following conditions are met: the opponent is marked, the user is attacking, and the opponent uses a technique to create distance. When the opponent is attacking a marked opponent and that opponent flees, the user can have this technique automatically activate to follow the target without consuming any activations. The rank of this technique is the rank of whatever technique the opponent used to flee. Using this technique, the distance between the user and the enemy remains constant.

Hibiware [ Fissure ]
Rank: X :: Simple
Description: A strike that shatters whatever it touches. When used on the ground, naturally occurring structures, or buildings, it causes large fissures to appear in a 2 meter radius per rank around the point of impact; if used against armor or defensive techniques, it does normal damage as though it were one rank higher, but only affects the area within half a meter of the impact point, allowing the user to create holes in otherwise sturdy defenses. Destroys unreinforced weapons.


___S t a g e F o u r [ B ]
Renzoku Mouda [ Repeated Heavy Blows ]
Rank: X :: Complex
Description: A series of three sharp blows. Should all three land against an unarmored opponent, the opponent's Stamina recovery rate is quartered until they receive medical treatment for their injuries.

Kenka no Mouda [ Heavy Blows of the Brawl ]
Rank: X :: Complex
Description: A Chakra-infused punch meant to force the opponent into a brawl. Knocks the Chakra out of a technique the enemy has prepared, in addition to doing regular damage. If the target is marked with the user's Chakra, the next Ninjutsu or Genjutsu technique they activate consumes one more activation than normal. Does not work if the punch lands on medium armor or heavier (B-Rank or higher, for armor techniques).

Gyounen no Kamae [ Stance of Concentration ]
Rank: X :: Simple :: Stance
Description: The user shifts between standing on the balls of their feet and planting their feet to maximize both the impact and swiftness of their movements. Increases the limit for Strength and Speed descriptive increases slightly per rank. If used while someone is marked with Hyouji [ Marking ], the user can instead choose to raise the limits of Fortitude and Reflex. Upkeep of this technique’s rank is paid every post.


___S t a g e F i v e [ A ]
Reiki no Mouda [ Heavy Blows of the Aura ]
Rank: X :: Complex
Description: A Chakra-infused punch. The main power of the punch is not located in the fist, but around it; should the punch not make contact, a wave of Chakra will carry the full force of the technique outward and deliver it to the target as an invisible blast of force. Damage is one rank lower if the punch makes a direct hit. The wave of energy flies in a straight line if no target is marked with the user's Chakra, and flies straight for the nearest Chakra marking the user has laid down otherwise.

Konsen [ Free-for-All ]
Rank: X :: Complex
Description: A punch with little force behind it, meant to antagonize an opponent. When used against an opponent of this technique's rank or lower, this technique negates any descriptive increases the opponent has and suppresses any Ninjutsu- or Genjutsu-related bonuses for three posts.

Toushi [ Will to Fight ]
Rank: A :: Spiritual
Description: Shares any bonuses to Taijutsu and Bukijutsu the user has with a marked target. At the same time, the user gains any bonuses they have. Lasts for four posts.


___S t a g e S i x [ S ]
Zenmenhitei [ Complete Denial ]
Rank: X :: Simple
Description: The epitome of the Style's philosophy: the strike that negates armor. While it deals damage as a technique a rank lower than its own, it also destroys any armor of its rank or lower and reduces the duration of any armor reinforcement techniques lower than its rank by three posts. If the target is marked with the user's Chakra, their armor takes damage even if it has been reinforced with a technique, in addition to the technique's duration being lessened.

Sousoushin [ Belligerence ]
Rank: S :: Spiritual
Description: A suffusion of the user's body with their fighting spirit, flooding their muscles with Chakra. Increases the strength of Taijutsu and Bukijutsu techniques mildly per their rank, as well as the user's fortitude. Any enemies who are marked with the user's Chakra also gain this bonus to Taijutsu and Bukijutsu strength, but allies do not. If no enemies are marked, Formless Techniques are treated as complex for interacting with other techniques for this technique's duration. Lasts for seven posts.

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© Ergo War, 2016, permission of use to: Shinobi Nations
 

Ergo War
Vice Captain

Enduring Guildsman


Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Sat Jan 23, 2016 10:29 pm
Jiyūgata Senpū
Freestyle Whirlwind
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___Description:
___Born from the dreams of one man wanting to put the wrath of a hurricane in to fighting style and hoping for that sort of fluidity and power, Jiyūgata Senpū [ Freestyle Whirlwind ] was formed. Mixing tumbling, parkour, tricking and martial arts in to an ultimate fighting style, Freestyle whirlwind was born. Practitioners of this style are born with a natural sense of flow and momentum, and through this style learn how to use that flow to their advantage to chain techniques to overwhelm enemies. Once chains have been established, this style is great for crowd control.
___Relevant Training: Soft Formless.

___Notes:
• Double the normal post reductions are granted by the Soft Physical Formless Style if it is the practitioner's locked Formless Style.
• Practitioners cannot be of a heavy build.
• Certain techniques in this Style are labeled "Supplemental". These techniques are learned as though they are Complex techniques, but consume no Chakra or Stamina to activate and grant an effect that lasts for a single post. Unless otherwise stated, these techniques only affect techniques within this Style. Only one "Supplemental" technique can be activated per post.
• Any speed boosts granted by the techniques in this Style vanish as soon as the user comes to a stop, and are limited to a gain of 1 descriptive rank per the user’s body rank per post.[This Excludes the Ranks gained from Whirlwind Training]
• This style can be learned as either a normal or rigorous Style. If it is learned as a rigorous style, techniques of this style are treated as being a full rank higher in all aspects when interacting with other techniques and the limit to the number of descriptive ranks the user gains from techniques is doubled.
• The maximum number of active descriptive increases the user can gain from this Style is 12.

___S t a g e O n e [ E ]
Whirlwind Training
Rank: E :: Training
Description: The user trains to be better suited to dealing with the shock of landing and training the muscles of their legs and arms. This makes for faster movement and stronger kicks, raising the base level of the user's speed by one descriptive rank per learned stage of this Style. These descriptive ranks cannot be drained by the techniques in this Style.

Somersault
Rank: X :: Simple
Description: A simple move almost all ninjas are capable of: a somersault. The user trains their body to be able to somersault when landing after a long fall to mitigate any damage taken. This technique allows the user to survive falls up to 4 meters per rank with minimal damage. Consumes no activations and confers two descriptive ranks of speed to a movement technique used directly after the fall when used this way. If used in combat, it takes the form of a roll designed to get around an enemy, and is treated as a rank higher for purposes of evading physical techniques.

Power Slide
Rank: X :: Simple
Description: The user uses an obstacle of some sort about waist-height and propels themselves over it. As they propel over the obstacle they bring one leg up, slamming it in to the opponent. This technique adds any descriptive ranks from the user’s speed to its power. If there is no opponent, the user’s speed gains one descriptive rank per this technique’s rank for one post.


___S t a g e T w o [ D ]
Switchblade
Rank: D :: Training
Description: This is a training technique that teaches the user how to switch directions when landing a flip, allowing for one to flip backwards and then forwards and vice versa without a moment's hesitation. After this training is complete, the user may use up to one technique per post that would lower the descriptive ranks affecting their speed without suffering that reduction. If this Style is being learned as a rigorous Style, the user gains the ability to use Somersault to evade once per post without it consuming an activation, but only against opponents whose body rank is at or lower than the user’s. This Somersault cannot be immediately followed by an attack.

Kickflip
Rank: X :: Simple
Description: The user flips on the spot, using their powerful leg muscles in one leg to propel themselves through the air while the other stays stationary. The stationary leg comes down on the opponent in the downswing or upswing with significant force. This can be completed either backwards or forwards. If used while running, this technique gains double any increases to the user’s speed as a boost in power, but resets any descriptive ranks for speed afterward.

Roundabout
Rank: X :: Simple
Description: By using the momentum of a running start, the user grabs a pole of some sort (either naturally there or a polearm of some sort stabbed in to the ground) or person and propels their body around it. Using the power of the spin, the user kicks out at the enemy, slamming their foot into either the opponent's face, chest, or abdomen. This technique gains any descriptive ranks the user’s speed has to its power, but resets them afterward.

Sprinter’s Posture
Rank: X :: Simple :: Stance
Description: A sort of pseudo-stance that consists of assuming proper running form to optimize lung capacity for long sprints. Increases the limit for Speed descriptive increases slightly per rank. Can be entered as part of any movement technique without consuming an additional activation. Is broken by doing anything other than running. Upkeep of this technique’s rank is paid every post.


___S t a g e T h r e e [ C ]
Perfecting Balance
Rank: C :: Training
Description: The user trains their body, pushing it to the extreme. After dealing with their own personal momentum and flow, the user works on balance. By training the body even more past their normal limits, the user's balance and endurance are increased, allowing them to run faster than the average person without losing their balance. Every Soft Physical Formless technique used confers one descriptive rank of speed to the user for the duration of the fight, and attempts to throw the user off-balance that are of a lower rank than the user’s highest trained rank in the Soft Physical Formless Style automatically fail to do so.

Scissor Handspring
Rank: X :: Simple
Description: This is a move that can be completed either backward or forward. The user quickly propels themselves either backward or forward and vaults over something as in Power Slide; however, this time, they swing their legs around from the side instead of sliding over the obstacle, aiming to kick the target with both feet. If the first hit lands, the second one does as well. If the user is able to hook their feet onto something on the other side (including things like an opponent’s arms and legs), they gain two descriptive ranks of speed per this technique’s rank.

Wall Kick
Rank: X :: Simple
Description: A technique turning the surrounding environment to an advantage. The user rushes a straight face of something (a tree, wall, pole, another person, etc.) and uses the momentum from their run to propel themselves back off the surface in to a round-house like kick. If hit in areas like the face, it's not abnormal for someone to go spinning. All descriptive rank increases to the user’s speed apply to this technique’s power, but any descriptive ranks in speed are reset afterward.

Swinging Fury
Rank: X :: Simple
Description: The user grabs support above them, either after propelling themselves in to the air after a flip or jumping up and grabbing it after running. Once they have grabbed hold of the support, they swing up using the momentum that got them there and bring up both feet before kicking out. The user can then dismount with a somersault or a flip if they wish. This technique gains one descriptive rank in power for every descriptive rank in speed the user has going into this technique, but the user’s descriptive ranks in speed are reset if this technique makes contact with an opponent.


___S t a g e F o u r [ B ]
Lesser Combo
Rank: B :: Supplemental
Description: The user uses their speed to stitch together a string of three attack activation's in quick succession, consuming only one activation. If the first attack is blocked, then the combo is broken; however, if the first attack is not blocked then all three attacks land. Any opponent whose reflexes are two ranks higher than the user's speed can block these attacks separately, however any opponent whose reflexes are lower then the users current speed cannot block the first strike. All attacks are treated as simple. Has a two post cooldown before it can be used again.

Standing Hurricane
Rank: X :: Simple
Description: The user gets in to a handstand-like stance while having rotational momentum, either from a following move or spinning the legs. Using the rotational momentum, the user kicks out their legs, creating a barrage of kicks. Launches two kicks per rank, with each one being one rank lower than this technique in power, but consumes only two activations regardless of how many kicks are used. The user loses a descriptive rank in speed for every kick launched.

Flying Hurricane
Rank: X :: Simple
Description: The user, using rotational momentum either from twisting the legs as they jump or twisting the legs mid-flip, snaps out their feet and delivers a dizzying barrage of kicks. Launches two kicks per rank, with each one being one rank lower than this technique in power, but consumes only two activations regardless of how many kicks are used. The user loses a descriptive rank in speed for every kick launched, unless this technique is blocked.

Falling Hurricane
Rank: B :: Complex
Description: The user imbues their leg muscles with chakra to propel themselves farther in the air, the user then proceeds to flip mid-air to produce momentum as they fall. They then bring down their leg on their opponent as they fall. This technique can be used without launching themselves into the air if the user is already falling. Transfers any damage the user would have taken on impact to the target.


___S t a g e F i v e [ A ]
Advanced Whirlwind Training
Rank: A :: Training
Description: The user becomes one with their momentum, learning how to harness their body as an almost perfect machine. After completing this training, the user’s reflexes gain any and all bonuses afforded to their speed.

Moderate Combo
Rank: A :: Supplemental
Description: The user uses their speed to stitch together a string of four attack activation's in quick succession, consuming only one activation. If the first attack is blocked, then the combo is broken; however, if the first attack is not blocked then all four attacks land. Any opponent whose reflexes are two ranks higher than the user's speed can block these attacks separately. However any opponent whose reflexes are lower then the users current speed cannot block the first strike. All attacks are treated as simple. Has a cooldown of two posts before it can be activated again.

Wheelbarrow Kick
Rank: X :: Simple
Description: The user uses their momentum from any other move to propel themselves into a series of sideways flips, each one punctuated with a kick. The direction of the flips can be changed mid-move and can continue until a kick lands, increasing by two descriptive ranks in speed after each kick but also decreasing by one descriptive rank in power. Launches a maximum of one kick per rank.


___S t a g e S i x [ S ]
Advanced Combo
Rank: S :: Supplemental
Description: The user uses their speed to stitch together a string of five attack activation's in quick succession, consuming only one activation. If the first attack is blocked, then the combo is broken; however, if the first attack is not blocked then all four attacks land. Any opponent whose reflexes are two ranks higher than the user's speed can block these attacks separately. However any opponent whose reflexes are lower then the users current speed cannot block the first strike. Has a cooldown of three posts before it can be used again.

Whirlwind Buffer
Rank: S :: Spiritual
Description: The user releases Chakra into a mass of thin, swirling clouds around themselves. Any physical techniques that enter this area lose one rank in speed for the time that they remain inside it. While this is active, the user cannot activate more than one offensive technique per post. Lasts for five posts and covers an area three meters around the user. The user is unaffected by the speed lowering.

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© I Tortured Sleep I & Ergo War, 2016, permission of use to: Shinobi Nations
 
PostPosted: Sat Jan 23, 2016 10:33 pm
Kishitou Yoroi
Knight's Blade, the Armor
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___Description:
___Armor is frowned upon by the Shinobi world. There are certainly those Shinobi who still wear armors, but these defenses are typically light, since stealth plays a great role in many of the missions that they run. Outside of the samurai traditions, any sort of medium or heavy armor is frowned upon or ignored completely, since it's unwieldy, loud, does a poor job of protecting against Ninjutsu, and a questionable job of protecting against a skilled weapons user. Put quite frankly, the widespread sentiment at the time of this Style's founding was that armor had no place on a Shinobi.
___The founders of the Kishitou Yoroi [ Knight's Blade, the Armor ] school took exception to this train of thought, arguing that Shinobi were just too weak and foolhardy to learn how to use armor properly. Over the course of a decade, they honed their arts in secret, searching for the most effective way to cover the flaws in their armors. The school has since opened to the public, boasting that the masters of its teachings would never know harm. Time will tell how truthful this statement is.
___Relevant Training: Any armors, Hard Physical.

___Notes:
• All Simple techniques in this Style are treated as Spiritual when interacting with other techniques.
• This Style can be learned as either Bukijutsu or Taijutsu.
• For interacting with physical techniques, light armor is treated as granting C-Rank defense, medium armor B-Rank defense, and heavy armor A-Rank defense.
• While wearing armor, the user is capable of using all Taijutsu techniques they know as normal. However, any techniques involving or related to the Soft Physical Formless Style have their effects reduced by one rank if the user is wearing medium armor or two ranks if the user is wearing heavy armor.
• Gains a slight increase to Fortitude with every mastered stage for a total of a supreme increase upon mastery.

___S t a g e O n e [ E ]
Junka [ Acclimation ]
Rank: E :: Training
Description: The user acclimates to moving in their armor by wearing it during normal daily activities. After completing this training, the user can move in any armor as though it were properly fitted for them personally. This provides one descriptive rank in strength and fortitude to techniques using the armor per stage learned in this Style.

Gamankurabe [ Endurance Contest ]
Rank: X :: Simple
Description: A very basic endurance technique. When faced with an incoming physical attack, the user plants their feet and leans in to the attack. Incoming complex techniques are treated as simple when interacting with this technique. Gains a mild bonus to fortitude per rank.

Tokkumukoto [ Tackling ]
Rank: X :: Simple
Description: The user lowers their head and tackles the opponent, causing damage and upsetting the opponent's balance. Gains a slight bonus to strength and fortitude per rank.


___S t a g e T w o [ D ]
Kabe [ Wall ]
Rank: X :: Simple
Description: The user brings their arms up to cover their face and upper torso. Any physical attack that lands on this defense loses all descriptive rank increases and is treated as simple.

Touha [ Crushing Underfoot ]
Rank: X :: Simple
Description: A powerful stomp that takes advantage of the defensive properties of the user's armor. Gains a mild bonus to strength per rank if the user is wearing medium armor or a moderate bonus per rank if the user is wearing heavy armor. The user can gain the bonus of wearing heavier armor, but in return their leg takes half the damage caused.

Kabuto Washitsukami [ Beetle Grabbing Hold ]
Rank: X :: Simple
Description: A grab that was designed after observing beetles. The user swings their arms at the opponent in a pincer motion, intending to strike and immediately grab. After taking damage from this technique, the opponent is considered grappled and must break the user's grip to escape. The user's grip is considered to be the rank of this technique for the first post, plus one rank if the user is wearing medium armor or two ranks if the user is wearing heavy armor. The user can maintain this technique to continue grappling the opponent, but loses any bonuses due to armor after the first post.


___S t a g e T h r e e [ C ]
Tenshin [ Shifting Position ]
Rank: C :: Training
Description: The user practices their art by moving across a shifting surface--such as sand or mud--with their armor. Following the completion of this training, the user becomes significantly harder to topple while armored; all incoming techniques that would move the user are treated as one rank lower in strength when determining of how far the user is moved, and the user can no longer be toppled by techniques lower in rank than their armor.

Tonkachi [ Hammer ]
Rank: X :: Simple
Description: The user clenches their fists together and swings them at something. If this technique hits flesh, it causes damage as a technique of one rank lower, but if it meets anything else, it damages as a technique one rank higher.

Rikusentai [ Landing Force ]
Rank: X :: Simple
Description: The user jumps high in the air, then comes down hard. Causes damage in a one meter radius per rank around the user. Jump height is one meter per rank.

Keinari [ Promotion to a Knight ]
Rank: X :: Complex :: Stance
Description: The user plants their feet and coats the bottom of their feet, their hands, and their core muscles in Chakra to better handle incoming blows. Physical defensive techniques count as armor techniques from this style while in this stance. Increases the limit for Fortitude descriptive increases slightly per rank. Upkeep of this technique’s rank is paid every post.


___S t a g e F o u r [ B ]
Akuto [ Heel ]
Rank: X :: Complex
Description: The user charges the armor around their foot with Chakra, then plants the heel of their foot in whatever they want. This technique damages as a simple technique, but disperses any techniques lower than its rank that it comes into contact with.

Tsunokabuto [ Spiked Helmet ]
Rank: X :: Spiritual
Description: The user exerts themselves and covers their armor in spikes made of Chakra. Any incoming Taijutsu attacks that strike the armor cause the attacker to take damage at this technique's rank. Additionally, Ninjutsu attacks damage the spikes as if the spikes were a defensive technique a rank lower, and do not harm the user at all unless the spikes are destroyed. Lasts for one post per rank.

___S t a g e F i v e [ A ]
Anaume [ Filling Gaps ]
Rank: A :: Spiritual
Description: The user lets their Chakra seep into the cracks in their armor, bolstering its defensive properties but making it more difficult to move in. For the duration of this technique, the armor is treated as one class higher (e.g. light is treated is medium, medium as heavy), simple physical attacks lose any descriptive bonuses against this technique, and complex techniques are treated as simple. Lasts for five posts.

Kakuheki [ Barrier Wall ]
Rank: X :: Complex
Description: The user brings their limbs in to form a perfect guard, adding a buffer of Chakra in front of themselves to reinforce their defenses. Any incoming techniques are deflected around the user's armor, leaving a cone behind them that is unaffected by the technique at all. Can protect against Ninjutsu. Gains a mild fortitude bonus per rank against simple and complex techniques.


___S t a g e S i x [ S ]
Kishitou [ Knight's Blade ]
Rank: S :: Training
Description: The user studies and acquaints themselves with the many different types of defensive armaments, from shields to armor to defensive items like the forehead protectors that Shinobi Villages use. In the process, they become able to apply any armor techniques to protective armaments and vice-versa.

Ooyure [ Turbulence ]
Rank: S :: Complex
Description: The user stomps the ground, exerting Chakra as they do so. The stomp cracks the ground in a five meter radius, and moments later the user's Chakra starts to disperse upward from the cracks. For the duration of this technique, techniques that would bypass the user's armor (i.e. sound, gas, etc.) instead have no effect on the user as long as they remain in this area. Lasts for six posts.

Kishi no Yoroi [ Knight’s Armor ]
Rank: X :: Simple :: Stance
Description: The user plants their feet and raises their guard, becoming a stalwart barrier against all attacks. Increases the limit for Fortitude descriptive increases slightly per rank. This stance can be exited by using an activation to move between an ally and an incoming attack. For 1 post after this stance is left, the limit for Strength descriptive increases is increased slightly per this technique’s rank. Upkeep of this technique’s rank is paid every post.

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© Ergo War, 2016, permission of use to: Shinobi Nations
 

Ergo War
Vice Captain

Enduring Guildsman


Wolfe Whitehorn

Eloquent Elocutionist

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PostPosted: Sun Jun 26, 2016 7:03 pm
Kunst des Fechtens
The Art of Longsword Fencing
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___Description:
___All arts have length and measure. Whatever you undertake, use deliberation. In earnest or in play, be of good cheer and vitality, so you may be attentive and with good courage ponder what action you should take, so that none may touch you, since good courage and strength make your enemies hesitate. Keep in mind to give no-one any advantage.
___The Kunst des Fechtens style was born of the writings of one man, Johannes Lichtenauer, far outside of the Shinobi Nations. While expanded upon by several generations of warrior-scholars, often known as Knights, the style holds itself to Eight core tenents or Principles. Unlike many other styles, Kunst des Fechtens focuses not only on swordplay, but on wrestling when in close range combat, as taking down armored opponents is not easily achieved with traditional slashing weapons.
___Relevant Training: Hard Physical, Medium Weapon: Longsword/Bastardsword (Requires European Style Crossguards), Large Weapon: Greatsword/Warsword (Requires European Style Crossguards)

___Notes:
• All Longsword Techniques in this Style Require a Two-Handed Grip on the Sword, until {Mastery Technique} is learned.
• This Style can be learned as either Bukijutsu or Taijutsu. It counts as both when interacting with techniques that affect certain categories of techniques (i.e. If a technique gives a boost to Taijutsu, this Style gets that boost; if it gives a boost to Bukijutsu, it gets that boost; if it boosts both, then techniques of this Style are boosted twice).
• Knightly Armaments: Kunst de Fechens, Kishitou Yoroi, Mori no Ichigeki, and Madoukishi each confer a +1 Reduction to the others, cumulatively, if the Practitioner has trained the style to at least Stage Four.
• This Style contains two Special categories: First, Stances
- It costs 5 Stamina, and an activation, to enter a Stance
- Certain Techniques have a Stance Requirement or preference to enter them.
-- Entering Required Stance techniques from any other Stance requires 5 more Stamina per rank of technique.
• Preferred Stance: If a technique is entered from its 'Preferred Stance' (Not required), then it doubles the Stance Bonus for the use of that technique. If it is entered from any other stance, it gains no bonus. (This is reiterated in each technique solely for ease of recall)
• Second Category Transitions:
-Transitions allow a technique to move into one of two stances free of charge.
- Entering an incompatible Stance costs an activation and an additional 5 Chakra (10 Chakra, not 5 to enter).
- Immediately after a technique hits the Transition Stage, within the same post, the follow up Stance must be declared. Failure to do so makes the user exit stances, and a new stance must be reapplied.
• Stances of this technique only give their bonuses while in that stance, or in an appropriate technique derived from that stance.
• Techniques in this style only affect Descriptives from within this style.
- I.E. If using a technique that doubles Speed Bonuses, it only doubles bonuses given from this style, coming from the appropriate stance.

___S t a g e O n e [ E ]
Die Vier Haltungen [ The Four Stances ]

vom Tag ( From the Day/Roof )
Rank: E :: Simple :: Stance
Description: The Standard or Strong Stance, the most powerful blows tend to come from this stance, which is often followed up by the Kron or Hengetort Transitions. The wielder stands with his sword held either on the right shoulder or above the head, at a nearly forty-five degree angle over themselves, in both hands. One hand beneath the Crossguard, the other upon the base or pommel.
- Entering this stance costs 5 Stamina
- This stance gives Techniques of this style or the Longsword Medium Weapon Formless a Slight Strength increase, per Stage of this Style Learned.
-- To garner this bonus, you have to enter this stance and strike from it. Changing Stances, outside of shifting from Transitions, can only occur once per post.

Kron ( Crown )
Rank: Null :: Transition
Description: Following a strike, the wielder ends with the sword held at head height, with their blade upwards. This technique lends quickly to return to the vom Tag Stance or lowered into the Pflug Stance, with little to no effort.
- Techniques ending in this stance may transition into either the vom Tag Stance or the Pflug stance as part of their next activation, with no stamina cost.
- Entering this stance resets the descriptives of said stance to it's base ( See Stance ), if following a Preferred Stance Technique. ( Descriptive Bonuses End at Transition Phase )

Pflug ( Plough )
Rank: E :: Simple :: Stance
Description: The Plough, the position of Reflex. Positioning the sword to either side of the body, keeping your pommel near your back hip and the point of your blade aimed for the face or chest of your opponent. When this guard is held on the right side of the body, the short edge (Edge that faces your wrist) should face up, while on the left, the short should be faced down.
- Entering this stance costs 5 Stamina
- This stance gives Techniques of this style or the Longsword Medium Weapon Formless a Slight Reflex increase, per Stage of this Style Learned.
-- To garner this bonus, you have to enter this stance and strike from it. Changing Stances, outside of shifting from Transitions, can only occur once per post.

Longort ( Longpoint )
Rank: Null :: Transition
Description: A transitional stance in which the blade is extended, pointed at the opponent. Many strikes transition through to this stage as it is the natural ending point of a thrust. By drawing the blade back towards the sides, one may transition from Longort into Pflug, or by relaxing the arms and lowering the blade, may enter the stance of Alber.
- Techniques ending in this stance may transition into either the Pflug Stance or the Alber stance as part of their next activation, with no stamina cost.
- Entering this stance resets the descriptives of said stance to it's base ( See Stance ), if following a Preferred Stance Technique. ( Descriptive Bonuses End at Transition Phase )

Alber ( Fool )
Rank: E :: Stance
Description: The "Fool's Guard", the fastest of the Guards, Alber, is a stance in which the point of the sword is lowered towards, but not touching the ground. This 'foolishly' exposes one's upper body, while guarding the lower body with ease. From this guard, attacks or parries can be thrown, using the short edge of the sword, or tossing techniques that lead into Hengetort [ The Hanging Point ] transition.
- Entering this stance costs 5 Stamina
- This stance gives Techniques of this style or the Longsword Medium Weapon Formless a Slight Speed increase, per Stage of this Style Learned.
-- To garner this bonus, you have to enter this stance and strike from it. Changing Stances, outside of shifting from Transitions, can only occur once per post.

Hengetort ( Hanging Point )
Rank: Null :: Transition
Description: The Hengetort, or Hanging Point, is a transitional guard that mirrors the Kron, Crown, transition. With the hilt held at head height, the blade is pointed downwards, instead of skywards. With a twisting motion of the wrists and relaxing of the forearms, the blade may easily transition into the Alber Stance, or by tightening the elbows and remaining at head height, this transitions into the Ochs, or Oxen, Stance.
- Techniques ending in this stance may transition into either the Alber Stance or the Ochs stance as part of their next activation, with no stamina cost.
- Entering this stance resets the descriptives of said stance to its base ( See Stance ), if following a Preferred Stance Technique. ( Descriptive Bonuses End at Transition Phase )

Ochs ( Oxen )
Rank: E :: Stance
Description: The Stance of Fortitude, standing in a slight crouch, with the hilt of the blade on either side of the head and their blade pointed towards the opponent's face, as if the horn of an Oxen. This stance is one of the easier stances to recover to, and provides the most stability for defense.
- Entering this stance costs 5 Stamina
- This stance gives Techniques of this style or the Longsword Medium Weapon Formless a Slight Fortitude increase, per Stage of this Style Learned.
-- To garner this bonus, you have to enter this stance and strike from it. Changing Stances, outside of shifting from Transitions, can only occur once per post.


___S t a g e T w o [ D ]
Die Meisterhäue [ The Master-cuts ]

Zornhau [ Wrath Hew ]
Rank: X :: Simple
Description:
Requires: vom Tag Stance
A powerful diagonal hewing stroke dealt from the vom Tag guard that ends in the Longtort Transition. This strike is normally thrown to the opponent's upper opening.
Transition: Longtort

Krumphau [ Crooked Hew ]
Rank: X :: Simple
Description:
Requires: vom Tag or Ochs Stance
A vertical hew from above that reaches across the direct line to the opponent, traveling left from a right position and vice versa. The user transitions force by pushing or pulling on their pommel to strike downwards from above.
Transition: Hengetort

Zwerchau [ Thwart-Hew ]
Rank: X :: Simple
Description:
Requires: Ochs
A high horizontal hew, with the 'short' (backhand) edge when thrown from the right side and with the 'long' edge when thrown from the left side. If blocked with an oncoming Bukijutsu technique, the user may use a second Zwerchau in response, without consuming an activation.
Transition: None; Ends in Opposite side Ochs.

Schielhau [ Squinting Hew ]
Rank: X :: Simple
Description:
Requires: vom Tag
A short edge (backand) hew dealt from the vom Tag guard that ends in an upper hanger on the opposite side and usually targets the head or the right shoulder. As the user strikes out, offensively, they twist the blade to either bind their opponents or to deliver a backhand blow to the shoulders of their opponent. If used defensively, the blow strikes the opponent's weapon and drives it downwards.
Transition:
Offensive: Kron
Defensive Longort

Scheitelhau [ Part-Hew ]
Rank: X :: Simple
Description:
Requires: vom Tag
A vertical descending hew that ends in the transitional Longort. This hew is dealt to the opponent's upper openings, most often to the opponent's head. The draw of the technique is that depending on the choice of follow through, it lends to the motions of Pflug or a high Alber. Attacks ending high return to a raised Alber, while low attacks tend to curve the body back into the Pflug.


___S t a g e T h r e e [ C ]
Die Ersten Lehren [ The First Teachings ]
• Techniques of this stage, unless otherwise written, may be entered from any Stance, but gain a bonus if entered from a Preferred Stance.

Winden [ Winding ]
Rank: X :: Complex
Description:
Preferred Stance: vom Tag
Shifting your stance so that the base of your blade is against the last quarter of your opponents blade, you bring your point to bear facing into your opponents openings. If entered from vom Tag Stance, the strength descriptives from that stance are doubled in regards to this counter.
Transition: Longort

Nachreisen [ After-traveling ]
Rank: X :: Complex
Description:
Preferred Stance: Alber
Taking advantage of your opponent's speed or perhaps after they missed an assault, you press in on your opponent. When your opponent is preparing or recovering from an assault, you travel your blade into the opening as an interrupt. If entered from Alber, you double the Speed bonus of that stance for this assault.
- This technique is considered an Interrupt, in that your opponent must react to this technique, refunding any chakra or stamina to your opponent from techniques that may have followed the interrupted.
- Your opponent gains an amount of activations equal to the remainder of the interrupted post in their next action.
- You cannot interrupt techniques that are defending against techniques of your last post.
Transition: Hengeort

Händedrücken [ Pressing of Hands ]
Rank: X :: Complex
Description:
Preferred Stance: Pflug
Thrusting your sword to bind an opponents, you make a quick thrust and pull motion while riding the opponent's sword on your crossguard. If your opponent is unable to separate themselves from your binding and defend or withdraw, your assault may very well lead to injuries upon your opponents wrists, causing them to attack slower. If you enter this technique from Pflug it doubles the reflex bonus of that stance in this counter.
- A successful strike with this technique results in the Reflex Descriptives of your opponent to be halved.
-- This injury must be treated with an equivalent ranked medical technique.
- Leather or non-metallic gauntlets, cestus, or wrist guards reduces reflex damage one-quarter damage instead, and can be healed for half cost.
- Wearing Metal Gauntlets, Cestus, or wrist guards prevents the reflex damage.
Transition: Longort

Überlaufen [Overrunning ]
Rank: X :: Complex
Description:
Preferred Stance: Ochs
In response to a strike coming from below the guard of your blade, you strike downwards and make a retreating step, while relying on your superior reach to deflect the enemy strike downwards and without a proper grip may disarm the opponent. This technique treats any physical technique aimed at the lower body as one rank lower. Entering this strike from the Ochs Stance doubles the descriptives of that stance for this attack.
- If the opponents technique is 2 or more effective ranks beneath this attack, it counts as a disarming technique, forcing the opponents weapon to the ground.
- Against Simple Taijutsu techniques the effect changes to a stagger, resulting in a loss of one activation in their next round.
- An opponent who would be disarmed may sacrifice an activation to retain grip of their weapon, or else spend an activation to retrieve it from the threatened range.
Transition: Hengetort

Duplieren [ Doubling ]
Rank: X (Cost of technique Doubled) :: Supplementary
Description:
Preferred Stance: None
When forced outside of a technique, you immediately reapply the technique with more force. By re-applying the technique you force your blade back into the assault, you use your skill and surprise to force the enemy into the defensive.
- This technique is considered a counter-counter. It can only be applied to the last technique of your last post, and acts as an interrupt by increasing the rank of the technique by one.
- If the Opponent's guard technique was a Rank higher than your own, then the techniques are considered neutralizing. If your opponent matched your last technique, they must now respond to the increased rank with a new defense.
Transition: Same as Doubled technique.

Hängen [ Hanging ]
Rank: Null :: Stance
Description: A non-traditional stance, used more often as a Guard during combat. The user may enter this stance at the cost of an activation from either Hengetort or Kron Transitions and follow up with techniques that require either vom Tag or Ochs stances without repercussion, but the technique will garner no descriptive bonuses from the descriptives of either stance.


___S t a g e F o u r [ B ]
Kampfringen [ Grappling ]
• Techniques in this Stage may be entered from any stance.
• Techniques beginning AFTER the Initial Grapple technique do not gain Stance bonuses.

Schieben Sie den Vorteil [ To Push the Advantage ]
Rank: Null ( Learned as B ) :: Supplementary
Description: The best knowledge of grappling is the knowledge of pressing the advantage. In learning this fundamental truth, you learn to act and seize upon simple grapples and binds. Not in a multitude of actions, but in a single action enacted as soon as you have bound your opponent.
- If you counter a technique that leads into a successful Grapple ( Counter/Grapple of 2 effective Ranks higher than the countered action ) you may sacrifice an Activation to confirm your grapple, and act with a single technique following that.
-- An opponent in a confirmed grapple, must first react to the follow up technique, before they can address breaking the grapple.
-- If a follow up technique states that it releases the grapple, or is a technique that does continue a grapple, they do not have to pay to break the grapple.

Griefen und Binden [ To Grip and Bind ]
Rank: X :: Simple
Description: Meeting your opponent's blade with the strong [ base ] of your own and forcing their blade to bind with yours upon the guard, you step in and grapple with your opponent, seeking to entangle their arm or to grip their armor. Contact with this technique forces your opponent to struggle to free their blade. If the technique is two effective ranks above that of your opponent, they are considered grappled.
- To break a grapple the opponent must pay the next highest rank in Stamina to break free.

Festzunageln [ To Pin ]
Rank: X :: Complex ( Grapple )
Description: In grappling the best result you can achieve, is to take your enemy to ground or force them into a corner and pin them. When in a confirmed Grapple, you exert your force to throw an enemy to the ground or to force them into a corner, gaining greater advantage over them in the grapple. This technique increases the requirement of breaking from from a grapple by one more rank, however, any Bukijutsu or Sword Based Techniques launched from this position incur a loss of one rank.
- Grapple Break Cost increases by One Rank, but you lose one rank to any Bukijutsu or Sword Based technique, excluding Grapple based techniques.
- I.E. After a successful Grapple and Pin the opponent must pay a total of +2 Ranks to break free.
- This technique cannot be stacked beyond a +2 Rank to escape, and is not compatible with any grapples of the Olympia or Jing Shen Jie Fang Grapples.

Werfen [ To Toss ]
Rank: X :: Simple
Description: When grappling or when grappled, the user makes a sweep of the leg to break the balance of their opponent, before attempting to overpower them and toss them aside. This technique is entirely based on creating distance between you and your opponent, and breaks any grapple you have maintained.
- Technique tosses an opponent 2 meters per Rank if they are wearing medium or lighter armor. 1 meter per rank if wearing Heavy Armor.
- Opponents tossed cannot be re-grappled in the same post.
- Tossing an opponent who is grappling, but has not pinned, requires the technique to be one effective rank higher than the initial grapple.

Entwaffnen [ To Disarm ]
Rank: X :: Complex
Description: Thrusting to meet your opponent's assault, you attempt to disarm your opponent and force them into a grapple. Alternatively, you may attempt to disarm an already grappled opponent, to end any immediate threat to your own life. By overpowering your opponent by a single rank in this counter, you may disarm them of their currently held weapon. By meeting their assault by Two ranks difference, you may discard their weapon and attempt to maintain a grapple upon them. However, weapons already within the grapple are much harder to remove.
- By using this technique as a counter and defeating your opponents technique by one rank, you may force them to discard their weapon.
-- The Opponent may sacrifice an Activation to maintain their grip.
- Defeating the technique by two effective ranks enters a confirmed grapple.
-- If your opponent chooses to sacrifice an activation, they may maintain their weapon into the grapple.
- Disarming DURING a grapple is much harder, and the opponent's attempt to defend versus being disarmed count as being 1 Ranks higher since the weapon is in a somewhat locked position already.

Brechen [ To Break ]
Rank: X :: Simple
Requirement: This technique must be trained as the last technique of Stage Four ( All techniques of Stage Four must be learned, not just three )
Description: In learning how to grapple, how to pin, how to lead into grapples, and how people react while within a grapple, you are able to break Grapple Techniques at Cost instead of at the heightened requirements. If under the effect of multiple Grapple or Pin Techniques, you are only required to pay the highest to break free of them all.

Also, when grappled, you may break the grapple prior to follow up assaults, but defenses versus follow up assaults are considered to be one rank lower, because you have placed yourself into a compromising position to break free.


___S t a g e F i v e [ A ]
Die fortgeschrittenen Lehren [ The Advanced Teachings ]

Durchlauffen [ Running Through ]:
Rank: X :: Complex
Description:
Preferred Stance: vom Tag
Meeting your opponent's strike with one of your own, you charge forward, using the leverage of your blade to keep theirs from threatening you as you deliver a shoulder check into their abdomen. Contact with this technique is a knockback effect, with the range of knockback being 1 meter per Rank of the technique ( Paid Rank, not effective ), and if the technique is delivered at 2 effective ranks higher than the incoming technique, it acts as a knockdown, but not a pin or a grapple. Opponents 1 or more Body Ranks beneath the user are knocked onto the flat of their back. Entering this strike from vom Tag stance doubles the descriptives of that Stance for this strike.
Transition: Ends in Pflug Stance.

Durchwechseln [ Changing Through ]
Rank: X :: Complex
Description:
Preferred Stance: Pflug
Matching strikes with your opponent, to meet their assault at an even footing [ even effective rank ], and bind your blades at the strong [base]. From such a locked position, the wielder shifts the point and weight of their blade, driving it forward as a piercing strike for the opponent's lower body before returning back with their blade in a hanging guard. This secondary strike counts as one rank lower than the initial strike's effective rank, and gains no further bonuses from descriptives. Both parts of this strike are considered Simple, excluding bonuses from Disciplines. Entering this strike from the Pflug Stance doubles the Reflex Bonuses of that stance for this strike.
- i.e. X strikes at Y with a Simple A-ranked attack. Y responds with a C-ranked attack, but his descriptive modifiers make this effectively an A-ranked technique. The following stab is measured as a B-ranked assault, with no further modifiers.
Transition: Hengetort

Absetzen [ Off-Setting ]
Rank: X :: Complex
Description:
Preferred Stance: Alber
In attempt to break your opponent's striking or cutting pattern, you thrust your blade through their assault. In countering their attack, you muster up and thrust quite quicker, but with the same dedication. This technique must be used at rank (before descriptives) with the assault of your opponents [ effective strike ] in order to effectively defend yourself while still pushing your assault through. Entering this strike from Alber doubles the Speed Bonuses of that stance for this strike.
Transition: Longort

Versetzen [ Displacement ]
Rank: X :: Complex
Description:
Preferred Stance: Ochs
Taking yourself into guard you seize the brief moment of opening in your opponent's assault and drive their weapon back with a well executed press, knowing to avoid a bind you clear your opponent's weapon back, staggering them. A keen eye may also discern incoming ninjutsu or projectile assaults and redirect them with this technique. While you cannot directly reverse the technique, you may send it to any other opponent, as one lower rank, within the vicinity. Entering this technique from the Ochs Stance doubles the Fortitude bonus of that stance for this strike.
- If this technique matches or bypasses an incoming physical (non-ranged) technique, the user of that technique will suffer a stagger (Loss of one activation in their next post)
- If this technique matches or bypasses an incoming ranged or ninjutsu attack, the user may designate a new target for the technique, and it is treated as one rank less in regard to that person.
Transition: Kron

Zucken [ Tugging ]
Rank: A :: Training
Description: A teaching of interactions between blades, traditionally used when two blades end up in a strong bind, the practitioner must learn when to draw their blade to a weaker leverage to disengage and return pressure. This teaching is fundamental in matching versus other techniques in general, mastering this teaching leads to Simple and Complex techniques defeating matching Physical or Formless techniques.

Mutieren [ Mutating ]
Rank: A :: Training
Description: Often in combat, one finds new styles of swordplay or new returns to classic teachings. In this we must often trade and exchange blows like those we have had taken against us. Understanding this technique, as well as having a mastery of other styles, allows the practitioner to learn a single technique of another school and apply it to their own general practices.
- In learning this technique, you may learn a single technique of another 'sword' based style, either that you know or are taught by one who does, and add it into your repetoir.
- Relearning that technique as a Technique of this style allows it to interact and receive benefits of the Stances in this style. It is treated as a standard technique, and thus does not receive the Preferred Stance bonuses.


___S t a g e S i x [ S ]
Harnischfechten [ Armored Combat ]

Halbschwert [ Half Swording ]
Rank: S :: Simple :: Stance
Description: To fight an enemy clad in plate, one cannot hope to slash through the formed steel and maille worn beneath. Thus was the methodology of the Half-Sword devised. To grasp the blade in varying stances allowed a fighter to present more precise strikes and parries versus an enemy armor-clad. Half-swording techniques treat armor defenses, including armor techniques, as being of two ranks lower.
- Techniques utilizing armor for defense or assault are considered as two ranks lower versus techniques launched from the Halbschwert Stance.
- Stated Defense Values of Armor and Armor techniques are lowered by two Ranks versus techniques launched from the Halbschwert Stance.

Eindringen [ To Penetrate ]
Rank: S :: Complex
Description: The foot is the basis of any and all swordplay and wrestling maneuvers. To disable the foot is to rend your opponent immobile, and thus easier to obliterate. From any stance or from within a grapple, the user thrusts the blade into the feet of his opponent. If the opponent is unable to ward off this assault, then they loose any and all Speed Descriptives they would gain, until such a time as their injuries are tended to.
- The effect of this technique requires use of an A-ranked Healing Jutsu or an S-ranked Medical Job to correct.
- This technique renders all Speed bonuses, both Applied and Technique Based, unusable until it is corrected.

Zerstören [ To Destroy ]
Rank: S :: Complex
Description: To rend your foe unable to fight, you must take away his strength. The shoulder prefaces the arm in the basis of strength, strike true and rend maille, pierce it thus, that your opponent may not raise sword against you. From within any stance, or within a grapple the user pressed with hand to pommel, in an endeavor to pierce the shoulder of their opponent. Should the opponent be unable to prevent this strike, they will find their Strength severely limited, losing any and all Strength Bonuses until such a wound is healed.
- The effect of this technique requires use of an A-ranked Healing Jutsu or an S-ranked Medical Job to correct.
- This technique renders all Strength bonuses, both Applied and Technique Based, unusable until it is corrected.

Mordhau [ Murder Strike ]
Rank: S :: Complex
Description:
Required Stance: Halbschwert
Of your sword, the blade is not your only weapon. To transition to the Mordhau, both hands upon the blade, and swing the pommel and guard as though a warhammer. Such a blow can rend and concuss, not only those in armor, but those without. Such a powerful blow rends the opponent's reflexes, with the ringing in their head and the blurred vision, one cannot react in such a manner as a clear-headed combatant. A successful strike denies the opponent their clearer mind, and removes any and all Reflex bonuses they have until they are tended to, properly.
- The effect of this technique requires use of an A-ranked Healing Jutsu or an S-ranked Medical Job to correct.
- This technique renders all Reflexes bonuses, both Applied and Technique Based, unusable until it is corrected.

Entkräften [ to Enfeeble ]
Rank: S :: Complex
Description: The breast, the gut, the spine, to hew any of these vital points robs your opponent of his vitality and Fortitude. To do such to a man is to invalidate him on the field of battle, and places him in a position whereupon he must retreat, lest his life be forsaken. To wrench the gut of a man in armor is hard, but in our methods we teach, to pierce where armor is weak or non-existent and wrench the blade. For man unarmored, to parry is their only hope. This strike, delivered to the gut or sides of the opponent, is delivered in such a way that it robs them of their Fortitude, denying them any Fortitude bonus until their wounds are tended to.
- The effect of this technique requires use of an A-ranked Healing Jutsu or an S-ranked Medical Job to correct.
- This technique renders all Fortitude bonuses, both Applied and Technique Based, unusable until it is corrected.

Meisterschaft [ Mastery ]
Rank: S :: Training
Description: Achieving this level of technical mastery allows the wielder of the longsword to wield his blade in one hand, and to make his strike in conjunction with an offhand item, but when wielding in a single hand, Preferred Stance bonuses are not applied. This mastery also grants a passive +50 Chakra for each physical style Mastered (This bonus chakra does not stack with any other Per Mastery Chakra increases.

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© Wolfe Whitehorn, 2016, permission of use to: Shinobi Nations
 
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☆[4} List of Jutsu :: Techniques

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