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Naruto: Ultimate Roleplaying (NUR) [CLOSED]

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A long-lived guild, filled with memories of a time long-gone. RIP NUR. 

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NUR Guild Mule

PostPosted: Thu Jul 03, 2014 10:31 pm
[size=11][b]Gaia Name:[/b]
[b]RPC Name:[/b]
[b]Rank:[/b]
[b]Village:[/b]
[b]Would you like to Donate your Style: (This means you want a copy of this style to be placed in your village for anyone to learn, and will be added to the official taijutsu/weapon styles of the village. If not, it will be a personal style. It will still be posted up, just people will not be able to learn it with your RPC character's direct consent.)[/b]

[b]Style Name [/b]
[i]( Insert three words that describe your style ) [/i]
[b]Picture:[/b]
[b]History: (how your style came to be formed)[/b]
[b]Style Requirements:(What you need to be able to use this includes elements, jutsu, or weapons)[/b]
[b]Movement Description( for styles with specific movement) [/b]
[b]Stage( 5 Minimum, though we do like more then 5. The following format is for each stage)[/b]
[b]Stage Description: [/b]
[b]Stage Powers: (What you gain by completing this stage)[/b]
[b]Stage Training: (What you need to do to train yourself, including how many posts)[/b]
[b]Stage Jutsu: (Jutsu you can use after completing this stage)[/b][/size]
 
PostPosted: Wed Jul 09, 2014 5:48 pm
Gaia Name: thefire158
RPC Name: Armand Tikoshi
Rank: Jounin
Village: Mist
Would you like to Donate your Style: Only to Mist

Style Name Hidden Mist Privateer Style
Dextrous. Unrelenting. Balanced.
Picture: Image
History: Due to Water Country's island chains and great amounts of shipping channels, piracy is a prevalent issue. After Armand Tikoshi's study of privateers and pirates through various combat and bodyguard missions, the jounin derived a style based on the commonality of skilled pirates' weapon styles. Armand would study the various motifs of their movements, which included perfect balance, savage perseverance, and precise and purposeful movement.

Style Requirements: Two blades that will balance each other (Two identical weapons, or a light and heavy weapon) - Must be melee weapons
Movement Description Unrelenting and agile slashing and smashing

Stage 1 - Private
Stage Description: Like all styles, the pitiful first stage. You're just learning now how to use both arms instead of leading with your dominant arm. You can fight with both weapons, but your dominant arm will lead, and you will most likely only use your second weapon for blocking.
Stage Powers: None
Stage Training: Time to do some weight training. You'll need to bulk up so your arms are ready to handle the weapons on their own. (3 Posts)
Stage Jutsu: None


Stage 2
Stage Description: All those push-ups paid off. You're now swinging like a champ and you're starting to get comfortable with both arms. Still, you will lead with your dominant arm, but you'll be able to start using that second weapon to attack now with floundering about.
Stage Powers: None
Stage Training: Make movements and strike using only your non-dominant arm, focus on accuracy. (5 posts)
Stage Jutsu:

Half Sail - D : A way to deceive opponents from striking, Half Sail is able to shunt a small burst of chakra to alter the swing of the weapon, making it harder to be anticipated. Consequently, it is also able to stop it mid-swing so the direction made be changed completely, or the strike can be retracted for a retreat.

Stage 3
Stage Description: Your non-dominant arm is finally up to speed, and your constant training has pumped up those muscles. The user is now using both arms to attack and defend, almost seamlessly, but symmetrically. It is still very hard to control each weapon individually.
Stage Powers: (What you gain by completing this stage) +1 Str/+0 Spd
Stage Training: The user will now practice attacking and defending with both arms at multiple threats, preferably their own clones. They will start to utilize both arms to their full potential as individuals. With their combined efforts and ability to use both weapons, their strength behind the attacks has increased. (7 Posts)
Stage Jutsu:

Shanghai - C : A sort of surprise attack, the user utilizes the walking-on-walls chakra techniques through their swords and makes a false throw with one weapon. With a quick swing the user is able to catch the thrown weapon with their held weapon at its farthest point and connect the two, surprising the enemy with a strike that has now increased suddenly in length. The user is able to hold this connection until the jutsu is released.

Stage 4
Stage Description: The user can now use both arms to attack and defend and give no notion of the one arm's movement with the other arm. The user has almost complete control over both weapons as individual striking tools. This has improved the user's speed with the style greatly.
Stage Powers: (What you gain by completing this stage) +1 Str/+1 Spd
Stage Training: The user should now begin drilling with complex movements and keeping the weapons from scraping or ever touching each other. Blades during spins and flourishes should come as close as possible. (9 Posts)
Stage Jutsu:

Full Sail - B : Another surprise attack meant to be used when the weapons are locked in combat. When the enemy parries a strike, the weapon suddenly gains a sudden explosive propulsion of chakra, plowing past most weapon defenses and leaving them open to a follow up.

Stage 5
Stage Description: The user's mind is now used to keeping track of multiple objects and multiple attacks, leading them to become aware of enemy movements and have improved reaction times. Their strikes are almost flawless, two blades acting with one purpose with constant attacking and unrelenting force.
Stage Powers: (What you gain by completing this stage) +1 Str/+1 Spd + 50% Reaction Time Increase
Stage Training: Training against hordes of the user's own clones with the goal of never once having to parry an attack. Continually dodge and weave around attacks. If you've gone two seconds without swinging, start again. (11 Posts)
Stage Jutsu:

The Kraken - A : A flurry of blows is launched by the user, each producing a small wave of cutting chakra followed by the actual weapon's blow. However, an amount of chakra is channeled through the weapons to produce afterimages and the appearance of false strikes, making it seem as if the user possesses eight arms and is striking from many directions. It is a very difficult attack to defend against.

Stage 6
Stage Description: The user has become a monster to rival even the most infamous of pirate captains. Each blade and its arm has become an agent of death and destruction. The user is so attuned to their body and the anticipation of enemy movements that their reaction times have doubled. Each strike is followed up with a second...and so on. Enemy's under the onslaught have little time to attack after defending.
Stage Powers: (What you gain by completing this stage) +1 Str/+1 Spd + Doubled Reaction Time Increase
Stage Training: (13 Posts)
Stage Jutsu:

Mast-Cutter - S : Charging chakra through both weapons, the user brings them both together and keeps both weapons touching for one post. This is to build and loop chakra through them to the breaking point. After the preparation period, the user aims the weapons towards the intended direction and the chakra finally bursts. The blades are thrown outward to the sides as far as the user's arm-span can bend. An equal-length wave of cutting chakra launches forward horizontally at a speed faster than sound, creating a sonic boom. Even missing with the attack can put the enemy against a strong concussive force. This move is only able to be used once per battle, as it would break the weapons it utilizes.

 

thefire158

Dangerous Capitalist

3,050 Points
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___youwillknownihilism
Captain

PostPosted: Sat Jul 26, 2014 2:04 am
Gaia Name: not important
RPC Name: Kya Jager
Rank: Kage
Village: Grass
Would you like to Donate your Style: No

Shuraba - The Bloody Scene
.:. Sharp .:. Fast .:. Cunning .:.
Picture: Boom
History:
Style Requirements:Weapon Master, or samurai. Wind Element. The style is best suited to sabers, rapier, and katana, though specializing in one is typically the best course to take.
Movement Description( for styles with specific movement) Fast, subtle movements that can almost trick the eye. Direct, but not always predictable.
Stage 1 The Slow
Stage Description: At first, you will be sloppy. This is unavoidable. Your bladed attacks only barely out do your peers, unless they have any modicum of training. However completion of this stage trains your eye to examine and view the skills of others, eventually allowing you to work directly against them with your blades more efficiently.
Stage Powers: None other than the description.
Stage Training: 3 posts training with the sword of your choice, working on speed and strength.
Stage Jutsu:
Razor Edge (Passive)
Now, when adopting this method of fighting your blades will be sharper, to a slight degree, and more resistant to being destroyed, but only when dedicatedly using the Shuraba style.

Stage 2 The Hungry
Stage Description: At this point, the name of the game is pain and gain. The training will be intensive, forcing you to use the blades in situations where chakra control, as well as self control, will push you to the edge. WHen the training is complete, you will be faster still with the swords, almost to the point where a single swing is faster than the normal eye can see. Like the wind, you will be fluid, but do not be fooled. You go for the throat, and are not merciful. This ties in with the training of the eyes to learn in combat. The more you fight an opponent the better at fighting them you get.
Stage Powers: Lowers reaction time a noticeable degree, and increases the speed and strength of your sword based attacks.
Stage Training: 5 posts of dedicated training with your blade.
Stage Jutsu:
Razor wind - C
With a swing of the sword and a bit of chakra, the user of the Shuraba causes the air around the blades to sharpen and cut down along side it. This effect can be stacked onto other sword-based abilities, carrying their power into multiple attacks. This slash is as strong as the attack it is mimicking.

Henjiboshi - C
The practitioner will dash forward, pushing past even their own normal level of speed in the process and delivering up to five attacks at once as the user moves past an enemy. This skill makes it appear as though the practitioner has teleported, and it requires higher level doujutsu to see and react to it.


Stage 3 The Envious
Stage Description: Now things start to get interesting, as usually, here a second blade is added on and defense becomes just as important as offense. The practitioner practices keeping on beat with an opponent and going from parrying attacks straight to offense and back with precise and decisive movements. They become faster and deadlier with their blade or blades than other swordsman as well, taking their skills a step farther and deeper than mere sword attacks.
Stage Powers: Is now considered a force with bladed weapondry, and has even better reaction time and attacking speeds.
Stage Training: 5 posts of weapon training with weights added to the arms and legs while fighting another opponent.
Stage Jutsu:
Disarming - B
In the early stages of an opponent’s Taijutsu or Kenjutsu attack, the user raises his or her blade and alters the course of the incoming attack so that it is rendered useless, allowing for a quick counterattack by the user.

Advancing Scene - (Passive)
A very quick movement that doubles the strength and effectiveness of all offensive and defensive techniques and makes them very difficult to dodge by anyone of the user’s speed rank or lower.

Stage 4 The Lusting
Stage Description: At this point, practice makes perfect. Stronger is one who practices a single set of swings one thousand times than one who practices one thousand sets one time.
Stage Powers: Speed of sword attacks is now increased along with the general swordsmanship of the user increasing to lethally high levels.
Stage Training: 7 posts of weapon training in more creative but consistent ways.
Stage Jutsu:
Pressure Wave - B
When swinging your weapon, you can create a crescent shaped wave of wind, five feet wide by one foot long, that can travel up to about 50ft before dissipating. A hit from it can cut cleanly through skin and bone, even some materials harder than steel. It can even cut through all but fire techniques up to B rank. This max distance of 100ft and moves as fast as the shinobi.

Stage 5 The Greedy
Stage Description: Bored of the usual, the practitioner decides that they will finally begin learning something that makes it different than other swordstyles. This one will begin infusing wind with movement and sword slashes. This makes it dangerous for both the user and the opponent at this point as missteps could cause them to get seriously hurt.
Stage Powers: Swordsmanship is key, and chakra control over the wind increased. At this stage, the user can infuse wind techniques into the sword for 1.5x the chakra, and unleash them with a swing of the blade.
Stage Training: 7 posts of weapon training while blending wind into his attacks.
Stage Jutsu:
None

Stage 6 The Prideful
Stage Description: Full of yourself, are you? At this point the swordsmaster is keenly aware that they are simply better than most with their blades. They forgo learning techniques for just being better than the next guy, even should they be more diverse. No one will best you with a blade, or you will simply have to kill them. Plain and simple.
Stage Powers: Swordsmanship is near the level of a god, and your speed is increased by 2 at this stage over all. This also halfs your reaction time with this style alone. You are almost omniscient after fighting an opponent after a few posts as you learn to read and exploit them. You swing your blade so fast that without doujutsu, or extensive sword training, your opponent has little chance of reacting to your attacks in time to respond to them.
Stage Training: 9 posts of weapon training.
Stage Jutsu:

Stage 7 The Wrathful
Stage Description: To have someone stand against you in battle is simply disrespectful. At this point, entire armies would run from you as you approach them, as if it matters. Your goal is annihilating your opponents. Your goal is showing them that you are not to be challenged. Your blades are a means to achieve this goal. No. Your blades are your entire world. Standing against a master of this style is a horrible idea unless you yourself are a master of the blade.
Stage Powers: Your reaction time is at 1/4th what it was, rivaling a three tomoe sharingan. You could say that without occular jutsu or sword training, an opponent is hopelessly outmatched in close range, and your speed gets a plus 3 bonus total. Your blades seem to heat up as they are swung, causing them to heat up to the point where touching them causes burns to appear on surfaces. This also makes them shear the air, cutting cleanly through it and making small vacuums behind sword slashes that add force to sword attacks after the connect with something.
Stage Training: 12 posts of weapon training and chakra control training.
Stage Jutsu:
Shuraba - S
With one step you cross up to 50 meters instantly. This effect can put you basically on top of an opponent before they even know you moved. As you move at this speed your body slashes through the air, causing you and your blades to heat up from the friction built along the way.
 
PostPosted: Sat Jul 26, 2014 8:15 am
thefire158
Gaia Name: thefire158
RPC Name: Armand Tikoshi
Rank: Jounin
Village: Mist
Would you like to Donate your Style: Only to Mist

Style Name Hidden Mist Privateer Style
Dextrous. Unrelenting. Balanced.
Picture: Image
History: Due to Water Country's island chains and great amounts of shipping channels, piracy is a prevalent issue. After Armand Tikoshi's study of privateers and pirates through various combat and bodyguard missions, the jounin derived a style based on the commonality of skilled pirates' weapon styles. Armand would study the various motifs of their movements, which included perfect balance, savage perseverance, and precise and purposeful movement.

Style Requirements: Two blades that will balance each other (Two identical weapons, or a light and heavy weapon) - Must be melee weapons
Movement Description Unrelenting and agile slashing and smashing

Stage 1 - Private
Stage Description: Like all styles, the pitiful first stage. You're just learning now how to use both arms instead of leading with your dominant arm. You can fight with both weapons, but your dominant arm will lead, and you will most likely only use your second weapon for blocking.
Stage Powers: None
Stage Training: Time to do some weight training. You'll need to bulk up so your arms are ready to handle the weapons on their own. (3 Posts)
Stage Jutsu: None


Stage 2
Stage Description: All those push-ups paid off. You're now swinging like a champ and you're starting to get comfortable with both arms. Still, you will lead with your dominant arm, but you'll be able to start using that second weapon to attack now with floundering about.
Stage Powers: None
Stage Training: Make movements and strike using only your non-dominant arm, focus on accuracy. (5 posts)
Stage Jutsu:

Half Sail - D : A way to deceive opponents from striking, Half Sail is able to shunt a small burst of chakra to alter the swing of the weapon, making it harder to be anticipated. Consequently, it is also able to stop it mid-swing so the direction made be changed completely, or the strike can be retracted for a retreat.

Stage 3
Stage Description: Your non-dominant arm is finally up to speed, and your constant training has pumped up those muscles. The user is now using both arms to attack and defend, almost seamlessly, but symmetrically. It is still very hard to control each weapon individually.
Stage Powers: (What you gain by completing this stage) +1 Str/+0 Spd
Stage Training: The user will now practice attacking and defending with both arms at multiple threats, preferably their own clones. They will start to utilize both arms to their full potential as individuals. With their combined efforts and ability to use both weapons, their strength behind the attacks has increased. (7 Posts)
Stage Jutsu:

Shanghai - C : A sort of surprise attack, the user utilizes the walking-on-walls chakra techniques through their swords and makes a false throw with one weapon. With a quick swing the user is able to catch the thrown weapon with their held weapon at its farthest point and connect the two, surprising the enemy with a strike that has now increased suddenly in length. The user is able to hold this connection until the jutsu is released.

Stage 4
Stage Description: The user can now use both arms to attack and defend and give no notion of the one arm's movement with the other arm. The user has almost complete control over both weapons as individual striking tools. This has improved the user's speed with the style greatly.
Stage Powers: (What you gain by completing this stage) +1 Str/+1 Spd
Stage Training: The user should now begin drilling with complex movements and keeping the weapons from scraping or ever touching each other. Blades during spins and flourishes should come as close as possible. (9 Posts)
Stage Jutsu:

Full Sail - B : Another surprise attack meant to be used when the weapons are locked in combat. When the enemy parries a strike, the weapon suddenly gains a sudden explosive propulsion of chakra, plowing past most weapon defenses and leaving them open to a follow up.

Stage 5
Stage Description: The user's mind is now used to keeping track of multiple objects and multiple attacks, leading them to become aware of enemy movements and have improved reaction times. Their strikes are almost flawless, two blades acting with one purpose with constant attacking and unrelenting force.
Stage Powers: (What you gain by completing this stage) +1 Str/+1 Spd + 50% Reaction Time Increase
Stage Training: Training against hordes of the user's own clones with the goal of never once having to parry an attack. Continually dodge and weave around attacks. If you've gone two seconds without swinging, start again. (11 Posts)
Stage Jutsu:

The Kraken - A : A flurry of blows is launched by the user, each producing a small wave of cutting chakra followed by the actual weapon's blow. However, an amount of chakra is channeled through the weapons to produce afterimages and the appearance of false strikes, making it seem as if the user possesses eight arms and is striking from many directions. It is a very difficult attack to defend against.

Stage 6
Stage Description: The user has become a monster to rival even the most infamous of pirate captains. Each blade and its arm has become an agent of death and destruction. The user is so attuned to their body and the anticipation of enemy movements that their reaction times have doubled. Each strike is followed up with a second...and so on. Enemy's under the onslaught have little time to attack after defending.
Stage Powers: (What you gain by completing this stage) +1 Str/+1 Spd + Doubled Reaction Time Increase
Stage Training: (13 Posts)
Stage Jutsu:

Mast-Cutter - S : Charging chakra through both weapons, the user brings them both together and keeps both weapons touching for one post. This is to build and loop chakra through them to the breaking point. After the preparation period, the user aims the weapons towards the intended direction and the chakra finally bursts. The blades are thrown outward to the sides as far as the user's arm-span can bend. An equal-length wave of cutting chakra launches forward horizontally at a speed faster than sound, creating a sonic boom. Even missing with the attack can put the enemy against a strong concussive force. This move is only able to be used once per battle, as it would break the weapons it utilizes.



lol this was made so long ago. Someone isn't doing there job. Approved. Btw, doubled reaction times is still not on par with people with Sharingan and stuff like that.  

ShiningAce

Bashful Smoker


Valentine Valtieri

Blessed Hunter

PostPosted: Wed Aug 06, 2014 5:44 pm
Gaia Name: Uhh...it's Valentine right now, I think.
RPC Name: I have many names. Kagirinari Tsuyoi, Vincente Valtieri, Endless Illusion...
Rank: Kage
Village: Konoha
Would you like to Donate your Style: Nooooope

User Image


Grieve Edge
Break All Boundaries
History: A greave is a piece of armor that protects the leg. The primary purpose of greaves is to protect the tibia from attack. The tibia is a bone very close to the skin, and is therefore extremely vulnerable to just about any kind of attack. Furthermore, a successful attack on the shin results in that leg being rendered useless, greatly hampering one's ability to maneuver in any way. Greaves were used to counteract this. Greaves usually consisted of a metal exterior with an inner padding of felt. The felt padding was particularly important because, without it, any blow would transfer directly from the metal plating to the shin, rendering the piece of armor almost useless.

Grieve Edges are an entirely different beast, but operate on the same principle. Greaves are strapped on to protect both the front and back of the leg, with added plating for the feet, which were then used as combat weapons. Grieve Edges often came equipped with two blades, one for the front of the foot, and one for the back/heel, giving an almost falcon talon appearance to the weapon. Grieve Edge became about using the protection offered from the leg armor to absolutely destroy an enemy, along with the blades to rend apart any hope of defense the enemy could muster. This makes users of Grieve Edges very dangerous. Understandably, this style was not developed for large-scale warfare, but over time, it began to evolve, and Grieve Edges became a viable weapon in their own right for use on the field of battle.
Style Requirements: You need two legs. Two good legs.
Movement Description: Grieve Edge is all about using overwhelming speed, and most of all, power to crush an enemy beneath your heels. Grieve Edge is, generally, about using wide sweeping strikes to take out multiple opponents, or precise attacks to destroy a single opponent. While Grieve Edge is a fast style due to the use of ones legs, all the user should be concentrated on is how much damage they can deal. People who fight wearing Grieve Edges are normally very bouncy in their movements, or dance-ish in nature, giving them an air of unpredictability, but the attacks will never come from anywhere but the legs. Naturally, the user wears greaves to prevent their legs from being cut off while using Grieve Edge.
Stage 1 Faltering Striker
Stage Description: Grieve Edges are heavy weapons, and difficult to master. Upon learning to use them for the first time, the practitioner might find themselves confused or sluggish, with their attacks frequently missing the mark unless they have finished training. The only certainty is that the practitioner will know how to kick by time they finish stage one of their training, but that alone will not assure victory in battle. It was never meant to. At the very least, it makes them a viable threat on the battlefield once they learn to properly balance the weight placed on their legs.
Stage Powers: The only stage where a strength boost is given is the first stage. Afterwards, strength comes so easily to the user that training anymore with the Grieve Edges will only make them faster. While that's a fundamental part of strength, they will not end up lifting trucks over their head by time they're done with all of their training. Grieve Edge, stage one, gives a +1 boost to strength, and is the only stage in the entire style to do that.
Stage Training: Training with Grieve Edges is troublesome, but the user must learn to overcome the weapon in order to master it. Spending 1000 words fighting opponents will awaken the user to what will then be a very easy to use weapon for them, whereas others will simply falter under the difficulty of using such odd armaments for battle with such strange techniques.
Stage Jutsu:
Snap Pivot (Passive)
The user, if their speed surpasses the enemy by any amount, will be able to "vanish" before the enemy's eyes by forcing their body to move at speeds they've become accustomed to while using Grieve Edges. Snap Pivot works on enemies of all ranks, but those of a higher rank will always see while, while those of higher speed will always be able to move with your Snap Pivot. Snap Pivot is better used once an attack is dodged while the enemy is recovering from attacking. Note that Snap Pivot involves no actual vanishing, nor even close enough to a speed to vanish unless the user is naturally that fast.

Snap Stance (Passive)
It's very easy to be thrown off your game when you get hit. Snap Stance prevents you from having to roll all about the ground while trying to stand up. Once thrown off balance, a Grieve Edge user will find themselves at a disadvantage, but they can use their training and the blades of their Grieve Edges to brace themselves against all type of ground, keeping them standing unless their legs get taken off. Snap Stance can be used at any time, but the user may sometimes want to be knocked down, in which case, they don't need to use Snap Stance. If the user is downed, they cannot use Snap Stance to instantly get back up.

Shell Shocked (Passive)
Power is everything. The user learns this lesson as soon as they begin, and it affects their kicks for as long as they are wearing Grieve Edges. When somebody who has practiced stage one strikes, it hurts...a lot. The blow is actually stunning as the enemy feels their insides and outsides shaken around like they were just in an earthquake. Normal people collapse from a kick of that magnitude, but while shinobi don't collapse, they may feel threatened and want to back off from that kick, or they may simply fall to their knees if they were too weak to withstand the power the user put behind the strike. As a stage one *passive* don't expect to knock everybody out with a single kick...but *do* expect to make them regret challenging you.

Rolling Girl (Passive)
A more acrobatic move that may hit an enemy, but it certainly won't hurt or kill them unless you're extraordinarily lucky. The user can flip from any position without start-up, allowing them to suddenly snap in to a barrel roll or do a back-tuck through the air with zero effort at all. Doing all of these moves will keep an enemy guessing, but remember that although you don't have to prep your body to flip, you can still get hit while you're soaring through the sky like a bird. You also can't jump fifty feet...your acrobatic prowess is that of a normal gymnast. You can do all the moves, but don't expect them to give you suddenly extraordinary evasive abilities unless you were already a skilled evader.

Stage 2 Standard Striker
Stage Description: At this point, the user begins to grow stronger as far as their kicks are concerned. Nothing much has changed beyond how experienced the user is, and how used to Grieve Edges they are. They are, at this point, a force to be reckoned with. Most that have felt the practitioner's kicks avoid fighting the user a second time, but most who understand that the practitioner is still inexperienced will see through the guise of strength. Even so, the user is far from weak. Take caution when battling these tricky foes.
Stage Powers: At this point, the user has become accustomed to using Grieve Edges. Now all of their attacks move at the same speed as the shinobi, presenting a very dangerous threat if the shinobi in question is far faster than the target in question.
Stage Training: A 1200 word training session involving, mostly, reading about techniques of old. The user studies from when Grieve Edges were, originally, the weapons of acrobats and performers that wanted to entertain. From this, they learn interesting techniques that allows them to play the battlefield and their opponent's vision and instincts to their advantage.
Stage Jutsu:
Don't Run! - E
A bit of a childish attack, but a useful one if the user knows when to pull it off. If they're standing next to their opponent, and able to put their feet anywhere near the enemy, they will hook their enemies front leg from the back and swing it in to the air, throwing off their enemies balance. At this point, they may do something like kick in the opponent's back knee and destroy their ability to move, or simply back away from the enemy. Whatever they do, it's all fair game. All that matters is crushing the enemy, after all.

Cannon Shooting - E
The practitioner remembers that, in battle, keeping the opponent guessing is the key to victory, even if strength is their most fundamental trait. Cannon Shooting allows the user to bring up their legs at nigh impossible speeds, keeping the enemy away so long as they don't want to get kicked in the neck or anything. Cannon Shooting allows for chaining abilities, but it is mostly used for threatening the enemy since, if they're in range, a practitioner will likely kick them in the neck if they're given the chance.

Bravado - E
The user enhances their next kick with chakra, throwing a feint at the opponent. The kick itself seems extremely powerful, and chakra wise, this fake kick looks like it could demolish a building, but the user has already prepared this ability as a feint. The wise would back away, but the strong would try to attack. Bravado does virtually nothing as a feint, but it allows the user to drag an enemy in to attacking them so they can Snap Pivot or pull off any other counter they have in mind.

Second Thoughts - E
The user sends chakra through their Grieve Edges, making them stick to whatever hits them. The user then takes a defensive posture, ready to take any attack that comes their way. They lower the damage of the attack by a single rank, and also, prevent whatever the enemy hit them with from moving for just an instant. In that instant, the enemy is under the user's control, as the user may jerk their leg in any direction to throw the enemy off guard. The user may also want to follow up with a strike using their second leg. This only works on physical attacks that hit the user specifically in the leg.


Stage 3 Advanced Striker
Stage Description: Advance Mark is the point where most practitioners stop learning. At this stage they feel invulnerable, as if they could take on the world, but at best, they could take on a skirmish force. At this point in their lives, their attacks start to become more wide-sweeping, and capable of taking down target after target with incredible ease. Still, these are only the weakest techniques practitioners learn. There is still much to be discovered.
Stage Powers: Since speed is becoming more fundamental, and the faster the speed the harder the kick, the user begins their second step on the path to fundamental growth. They gain one point in speed, but this is one of the last few boosts they gain. Unlike momentary boosts, this doesn't affect the speed boost cap, so if the user is at 10 speed with three available boosts, this will make it 11 with three available boosts.
Stage Training: 1400 words are needed for this next training session. The user spends their time fighting and taking down massive tigers, pitting their strength and speed against that of a wild animal, or rather, a horde of wild animals. Coming out on top means learning even more than what was previously known.
Stage Jutsu:
Draw and Down - D
The user slides themselves across the ground at a high speed, opening their legs like scissors and closing them around an opponent's ankle in a scissor lock. The user then jerks hard in one direction while at the same time striking the opponent hard in the back of the leg. This will rip out a good portion of flesh and muscle from the enemy's body, and put them on the ground as well. This takedown means putting oneself on the ground, so it's better to be sure that the attack will land before trying it. Luckily, it also means that you'll be so close to the opponent that they won't be able to effectively aim at, or strike you.

Flying Shot - D
The user throws their body forward, jumping in to the air and aiming a powerful kick straight at their enemy. If it actually lands, then that's good for the user, but that's not the reason for its namesake. This move can be considered a feint as well, since the user may cancel out of it at any time. While flying through the air, they create a platform of chakra to momentarily bounce off of, which sends them even higher in to the air, and potentially over their confused enemy. Flying Shot requires precise timing and pre-planning for a victory.

Bladed Cycle - D
The user infuses their kicks with their energy, increasing the distance they can attack by to five more feet. This gives them, practically, the same length of attack as a sword. Bladed Cycle can be used indefinitely for whatever post it was used it, but the user has to pay the cost again on the next post if they wish to continue using Bladed Cycle. Its strength entirely depends on the user, so if the user is very weak, or their Grieve Edge is made of poor material, Bladed Cycle will be weak as well. Otherwise, it may dash steel if the user can do it.

Rapid Beat - D
This attack may deal miniscule damage, but it is very useful for counter attacking the opponent. The user begins throwing kicks with a single leg that gradually grow faster. These kicks will destroy any C-Rank defense and lower, but upon breaking that defense, if the user is still attacking the enemy with Rapid Beat, they will find that they can very barely damage the enemy with it since the kicks are moving so quickly and withdrawing just as quickly. Rapid Beat may actually deal viable damage if the user is strong enough, but otherwise, it's a very fancy move that forces the enemy to put up stronger defenses. Rapid Beat cannot be traced by eye techniques, but everybody can see the wind shifting and contorting around the user's single leg, which makes that a moot point.

Stage 4 Honed Striker
Stage Description: Is there really much to say here beyond the user becomes a far better striker than they were before? They also learn that balance and power are interconnected, so when training and fighting, they learn to balance themselves accordingly so they can use the maximum amount of power allowed to them from their body.
Stage Powers: Balance is the spice of life, and combat both. Losing your balance means death. Now, under normal conditions, you won't ever trip or fall, and could balance on very small surfaces, or walk tightropes with no difficulty. It would take an attack of B-rank magnitude to throw you off your feet, or of heavy impact, at least.
Stage Training: 1600 words of training in harsher conditions...ones that could kill a man. The user learns balance while surrounded by flame, or practicing in a raging waterfall that could throw them off of their feet. Whatever the condition is, it has to be extreme for the user to have learned something about finding balance within combat.
Stage Jutsu:
You're Not Going Anywhere! - C
Returning back to the passive strength the user seems to posses means using it for something. The user, upon striking the enemy anywhere in their torso, can use their chakra to increase the impact of the blow to unnatural proportions. The kick will always send the enemy in to a state of shock, and people watching will see the a stream of chakra, turned white like steam flowing from the point of contact and through the enemy's back. This kick makes everybody that feels it collapse to their knees, but after they stand up, they're ready once more. Using this attack again on a stunned enemy will not re-stun them. It must be applied while the enemy is still moving around and fighting.

Vanishing Act - C
This trick is one meant to confuse the enemy altogether when they wonder where the enemy has gone. Upon the user diverting their foe's attention, they quickly stomp the ground with both feet, ripping away at whatever is underneath them until they've dug themselves a hole to hide in. The hole is covered by the user as well, but beyond that, there's nothing special about this move. It's simply a way of hiding when the user has to either take a break, retreat, or enact a new strategy to defeat the enemy.

Catch and Draw - C
When attacked by a weapon of any kind save for ones that are directly on the body, the user can catch that weapon with their foot since Grieve Edges cover the entirety of the leg. Chakra causes the weapon to stick to the enemy, and if they so decide, in the instant that they caught the weapon, they'll flip and use residual chakra to blast the weapon away a grand total of 50 meters. This is very situational, and the user has to be both quick and lucky to cause an opponent to strike them on the bottom of their foot. This will most likely happen while attacking.

Stage 5 Demon Striker
Stage Description: Those who are seen at this stage are often called demon strikers because of the fierce nature and speed of their attacks. This is not actually a misconception, but a myth born of the simple fact that the user has become experienced beyond their years. To compliment their growth, more abilities are learned to give them a greater edge over their enemy.
Stage Powers: The user gains another +1 to speed, putting them up at +2 in terms of speed. Their natural stunning kicks also lock people in place for a longer amount of time, sometimes causing the enemy to have double-vision if they get kicked hard enough.
Stage Training: 1800 words of training, same as before, but the user tries their hardest to use their fast kicks to destroy objects or put of flame. They attempt to cut certain things in half with a single kick, or to put out a candle fire without knocking over the candle. Whatever they do, they're all observed simply throwing their kicks.
Stage Jutsu:
Steel - B
The only skill of this stage. The practitioner takes a strong stance and explodes their chakra around their body. This causes any enemy within five feet of the user to be thrown in to the air. Steel is a very strong force as well, dealing B-rank damage to all hit by it, allies or enemies. It's best to stay away from the user when they're using Steel since it can be fired off so quickly.

Blast Shot - B
The user shoots their leg out, firing a stream of chakra from their foot that can easily encase an entire body. This massive beam will, pretty much, slice anybody caught within it to ribbons as well as blasting them backwards in to things like trees or walls. It's less painful at a fair distance, but close up to the user, Blast Shot can be fatal. This attack also goes through the target, and can hit others standing behind or next to the original target.

Stage 6 Perfect Striker
Stage Description: 2200 words of, would you believe it, physical training. After the user trains, they'll find that they've worked their body so hard for so long that they can effectively use their stamina, even if they have very little amounts of it left. Only completely exhausting their body will stop them, as they will learn.
Stage Powers: The user laughs off exhaustion with an easy smile. Grieve Edges, or rather, combat in general, will never tire them out. They can grow exhausted under circumstances such as heat, lack of nutrition, dehydration, and the like, but they can run for miles and come back with that same smile on their face. They have superhuman stamina, but they will still tire eventually based on how they fight. Wasting lots of energy quickly will exhaust them like it does to everybody, and so will fighting for hours when they know they can't continue. The thing is, their stamina hasn't increased, but they've learned to work through the exhaustion with the same vigor they had when they began.
Stage Training: 2000 words of speed training this time around. Grieve Edges are very heavy weapons, after all, so the user doesn't want to be weighed down when using them for more advanced moves. This is where all of that training begins to slow...the user has nearly reached their peak. Very few have even gotten this far, after all.
Stage Jutsu:
Eclipsing Moon - A
One of the two techniques of this stage, and a very powerful one as well. The user moves so quickly that it appears as though there are four of them all moving in conjunction with one another. Each image of the user surroundings the enemy, and because they're all the user, this means the user can pull off four strikes in the same instance, far faster than the human mind can even fathom processing. After one use, the images will vanish. They can be used to confuse, or in the case of being outnumbered, to gain an even footing against the enemy.

Image - A
Nothing overly powerful when considered alone. As the user moves, after-images follow their moves, creating a confusing combination that the enemy cannot follow. Even a dojutsu cannot trace these movements since all are chakra infused. This visual trick, when combined with other moves, makes for a viable threat. For example, when combined with Eclipsing Moon, the user can make it seem as if there is a veritable army of them, even though there is, in the end, only one fighter. Unlike Eclipsing Moon, the after-images cling very closely to the user.

Stage 7 Standard-Bearer, The Ultimate Striker
Stage Description: There's nothing left to say at this point. It is what it is. You're at your peak after all of the training, and Grieve Edges feel like your skin at this point. You could pick people up with their legs if you really tried...in fact, that's most of what you'll be doing anyway!
Stage Powers: The user gains their final +1 to speed, which stops with the boosts of +1 and +3 speed. At this point, they've mastered their style, and great caution must be taken when trying to defeat the user. Because of their high speed count, they gain nothing more in terms of power.
Stage Training: 2400 posts, but this time is a bit different. The user will face another fighter with Grieve Edges, and the challenge is to overcome this person who shadowed your progress and strength. Defeating this shadow of the world will officially mark the end of your training.
Stage Jutsu:
Quake - S
The user slams their foot in to the ground and filters chakra through it, using their chakra and the force of the strike to the ground to amplify considerably. This causes everybody standing on the ground, save for the user, to fall down immediately. Quake can only be used once every three posts, however, because of its ability.

Cyclone Beat - S
The user spins their body quickly enough to draw everybody standing within a fair distance in. This also means they can land impossibly high speed kicks with fatal power. After Cyclone Beat ends, everyone drawn in by those kicks will be blasted away. If the user wants to focus on a single person, they condense their power, striking a single target at breakneck speeds, causing a burst of wind to blow away those who would approach while the combination takes place. The final kick will send the opponent soaring if it doesn't kill them.

Cyclone Rave - SS
The user's strongest attack involves using the entire body to strike. The moment they stun the enemy, they begin kicking them even faster than if they were using Cyclone Beat. While using Cyclone Rave, the user begins to rise in to the air, and the enemy does as well. Each kick carries fatal potential with it, but one the user and the enemy have completely left the ground, the user strikes one last time, either up or down. If the user strikes down, they fall to the ground with the enemy, sending a massive wave of wind in every direction. Striking up will send the enemy soaring. This is fatal most of the time. If used non-fatally, it will send the target either up one thread in a sub-forum, or down one. Like Cyclone Beat, each kick radiates a burst of wind out from the center of the strike that pushes away other aggressors. These bursts of wind are A-rank in nature, and deflect attacks of that level.

 
PostPosted: Fri Aug 08, 2014 3:08 pm
Valentine Valtieri
Gaia Name: Uhh...it's Valentine right now, I think.
RPC Name: I have many names. Kagirinari Tsuyoi, Vincente Valtieri, Endless Illusion...
Rank: Kage
Village: Konoha
Would you like to Donate your Style: Nooooope

User Image


Grieve Edge
Break All Boundaries
History: A greave is a piece of armor that protects the leg. The primary purpose of greaves is to protect the tibia from attack. The tibia is a bone very close to the skin, and is therefore extremely vulnerable to just about any kind of attack. Furthermore, a successful attack on the shin results in that leg being rendered useless, greatly hampering one's ability to maneuver in any way. Greaves were used to counteract this. Greaves usually consisted of a metal exterior with an inner padding of felt. The felt padding was particularly important because, without it, any blow would transfer directly from the metal plating to the shin, rendering the piece of armor almost useless.

Grieve Edges are an entirely different beast, but operate on the same principle. Greaves are strapped on to protect both the front and back of the leg, with added plating for the feet, which were then used as combat weapons. Grieve Edges often came equipped with two blades, one for the front of the foot, and one for the back/heel, giving an almost falcon talon appearance to the weapon. Grieve Edge became about using the protection offered from the leg armor to absolutely destroy an enemy, along with the blades to rend apart any hope of defense the enemy could muster. This makes users of Grieve Edges very dangerous. Understandably, this style was not developed for large-scale warfare, but over time, it began to evolve, and Grieve Edges became a viable weapon in their own right for use on the field of battle.
Style Requirements: You need two legs. Two good legs.
Movement Description: Grieve Edge is all about using overwhelming speed, and most of all, power to crush an enemy beneath your heels. Grieve Edge is, generally, about using wide sweeping strikes to take out multiple opponents, or precise attacks to destroy a single opponent. While Grieve Edge is a fast style due to the use of ones legs, all the user should be concentrated on is how much damage they can deal. People who fight wearing Grieve Edges are normally very bouncy in their movements, or dance-ish in nature, giving them an air of unpredictability, but the attacks will never come from anywhere but the legs. Naturally, the user wears greaves to prevent their legs from being cut off while using Grieve Edge.
Stage 1 Faltering Striker
Stage Description: Grieve Edges are heavy weapons, and difficult to master. Upon learning to use them for the first time, the practitioner might find themselves confused or sluggish, with their attacks frequently missing the mark unless they have finished training. The only certainty is that the practitioner will know how to kick by time they finish stage one of their training, but that alone will not assure victory in battle. It was never meant to. At the very least, it makes them a viable threat on the battlefield once they learn to properly balance the weight placed on their legs.
Stage Powers: The only stage where a strength boost is given is the first stage. Afterwards, strength comes so easily to the user that training anymore with the Grieve Edges will only make them faster. While that's a fundamental part of strength, they will not end up lifting trucks over their head by time they're done with all of their training. Grieve Edge, stage one, gives a +1 boost to strength, and is the only stage in the entire style to do that.
Stage Training: Training with Grieve Edges is troublesome, but the user must learn to overcome the weapon in order to master it. Spending 1000 words fighting opponents will awaken the user to what will then be a very easy to use weapon for them, whereas others will simply falter under the difficulty of using such odd armaments for battle with such strange techniques.
Stage Jutsu:
Snap Pivot (Passive)
The user, if their speed surpasses the enemy by any amount, will be able to "vanish" before the enemy's eyes by forcing their body to move at speeds they've become accustomed to while using Grieve Edges. Snap Pivot works on enemies of all ranks, but those of a higher rank will always see while, while those of higher speed will always be able to move with your Snap Pivot. Snap Pivot is better used once an attack is dodged while the enemy is recovering from attacking. Note that Snap Pivot involves no actual vanishing, nor even close enough to a speed to vanish unless the user is naturally that fast.

Snap Stance (Passive)
It's very easy to be thrown off your game when you get hit. Snap Stance prevents you from having to roll all about the ground while trying to stand up. Once thrown off balance, a Grieve Edge user will find themselves at a disadvantage, but they can use their training and the blades of their Grieve Edges to brace themselves against all type of ground, keeping them standing unless their legs get taken off. Snap Stance can be used at any time, but the user may sometimes want to be knocked down, in which case, they don't need to use Snap Stance. If the user is downed, they cannot use Snap Stance to instantly get back up.

Shell Shocked (Passive)
Power is everything. The user learns this lesson as soon as they begin, and it affects their kicks for as long as they are wearing Grieve Edges. When somebody who has practiced stage one strikes, it hurts...a lot. The blow is actually stunning as the enemy feels their insides and outsides shaken around like they were just in an earthquake. Normal people collapse from a kick of that magnitude, but while shinobi don't collapse, they may feel threatened and want to back off from that kick, or they may simply fall to their knees if they were too weak to withstand the power the user put behind the strike. As a stage one *passive* don't expect to knock everybody out with a single kick...but *do* expect to make them regret challenging you.

Rolling Girl (Passive)
A more acrobatic move that may hit an enemy, but it certainly won't hurt or kill them unless you're extraordinarily lucky. The user can flip from any position without start-up, allowing them to suddenly snap in to a barrel roll or do a back-tuck through the air with zero effort at all. Doing all of these moves will keep an enemy guessing, but remember that although you don't have to prep your body to flip, you can still get hit while you're soaring through the sky like a bird. You also can't jump fifty feet...your acrobatic prowess is that of a normal gymnast. You can do all the moves, but don't expect them to give you suddenly extraordinary evasive abilities unless you were already a skilled evader.

Stage 2 Standard Striker
Stage Description: At this point, the user begins to grow stronger as far as their kicks are concerned. Nothing much has changed beyond how experienced the user is, and how used to Grieve Edges they are. They are, at this point, a force to be reckoned with. Most that have felt the practitioner's kicks avoid fighting the user a second time, but most who understand that the practitioner is still inexperienced will see through the guise of strength. Even so, the user is far from weak. Take caution when battling these tricky foes.
Stage Powers: At this point, the user has become accustomed to using Grieve Edges. Now all of their attacks move at the same speed as the shinobi, presenting a very dangerous threat if the shinobi in question is far faster than the target in question.
Stage Training: A 1200 word training session involving, mostly, reading about techniques of old. The user studies from when Grieve Edges were, originally, the weapons of acrobats and performers that wanted to entertain. From this, they learn interesting techniques that allows them to play the battlefield and their opponent's vision and instincts to their advantage.
Stage Jutsu:
Don't Run! - E
A bit of a childish attack, but a useful one if the user knows when to pull it off. If they're standing next to their opponent, and able to put their feet anywhere near the enemy, they will hook their enemies front leg from the back and swing it in to the air, throwing off their enemies balance. At this point, they may do something like kick in the opponent's back knee and destroy their ability to move, or simply back away from the enemy. Whatever they do, it's all fair game. All that matters is crushing the enemy, after all.

Cannon Shooting - E
The practitioner remembers that, in battle, keeping the opponent guessing is the key to victory, even if strength is their most fundamental trait. Cannon Shooting allows the user to bring up their legs at nigh impossible speeds, keeping the enemy away so long as they don't want to get kicked in the neck or anything. Cannon Shooting allows for chaining abilities, but it is mostly used for threatening the enemy since, if they're in range, a practitioner will likely kick them in the neck if they're given the chance.

Bravado - E
The user enhances their next kick with chakra, throwing a feint at the opponent. The kick itself seems extremely powerful, and chakra wise, this fake kick looks like it could demolish a building, but the user has already prepared this ability as a feint. The wise would back away, but the strong would try to attack. Bravado does virtually nothing as a feint, but it allows the user to drag an enemy in to attacking them so they can Snap Pivot or pull off any other counter they have in mind.

Second Thoughts - E
The user sends chakra through their Grieve Edges, making them stick to whatever hits them. The user then takes a defensive posture, ready to take any attack that comes their way. They lower the damage of the attack by a single rank, and also, prevent whatever the enemy hit them with from moving for just an instant. In that instant, the enemy is under the user's control, as the user may jerk their leg in any direction to throw the enemy off guard. The user may also want to follow up with a strike using their second leg. This only works on physical attacks that hit the user specifically in the leg.


Stage 3 Advanced Striker
Stage Description: Advance Mark is the point where most practitioners stop learning. At this stage they feel invulnerable, as if they could take on the world, but at best, they could take on a skirmish force. At this point in their lives, their attacks start to become more wide-sweeping, and capable of taking down target after target with incredible ease. Still, these are only the weakest techniques practitioners learn. There is still much to be discovered.
Stage Powers: Since speed is becoming more fundamental, and the faster the speed the harder the kick, the user begins their second step on the path to fundamental growth. They gain one point in speed, but this is one of the last few boosts they gain. Unlike momentary boosts, this doesn't affect the speed boost cap, so if the user is at 10 speed with three available boosts, this will make it 11 with three available boosts.
Stage Training: 1400 words are needed for this next training session. The user spends their time fighting and taking down massive tigers, pitting their strength and speed against that of a wild animal, or rather, a horde of wild animals. Coming out on top means learning even more than what was previously known.
Stage Jutsu:
Draw and Down - D
The user slides themselves across the ground at a high speed, opening their legs like scissors and closing them around an opponent's ankle in a scissor lock. The user then jerks hard in one direction while at the same time striking the opponent hard in the back of the leg. This will rip out a good portion of flesh and muscle from the enemy's body, and put them on the ground as well. This takedown means putting oneself on the ground, so it's better to be sure that the attack will land before trying it. Luckily, it also means that you'll be so close to the opponent that they won't be able to effectively aim at, or strike you.

Flying Shot - D
The user throws their body forward, jumping in to the air and aiming a powerful kick straight at their enemy. If it actually lands, then that's good for the user, but that's not the reason for its namesake. This move can be considered a feint as well, since the user may cancel out of it at any time. While flying through the air, they create a platform of chakra to momentarily bounce off of, which sends them even higher in to the air, and potentially over their confused enemy. Flying Shot requires precise timing and pre-planning for a victory.

Bladed Cycle - D
The user infuses their kicks with their energy, increasing the distance they can attack by to five more feet. This gives them, practically, the same length of attack as a sword. Bladed Cycle can be used indefinitely for whatever post it was used it, but the user has to pay the cost again on the next post if they wish to continue using Bladed Cycle. Its strength entirely depends on the user, so if the user is very weak, or their Grieve Edge is made of poor material, Bladed Cycle will be weak as well. Otherwise, it may dash steel if the user can do it.

Rapid Beat - D
This attack may deal miniscule damage, but it is very useful for counter attacking the opponent. The user begins throwing kicks with a single leg that gradually grow faster. These kicks will destroy any C-Rank defense and lower, but upon breaking that defense, if the user is still attacking the enemy with Rapid Beat, they will find that they can very barely damage the enemy with it since the kicks are moving so quickly and withdrawing just as quickly. Rapid Beat may actually deal viable damage if the user is strong enough, but otherwise, it's a very fancy move that forces the enemy to put up stronger defenses. Rapid Beat cannot be traced by eye techniques, but everybody can see the wind shifting and contorting around the user's single leg, which makes that a moot point.

Stage 4 Honed Striker
Stage Description: Is there really much to say here beyond the user becomes a far better striker than they were before? They also learn that balance and power are interconnected, so when training and fighting, they learn to balance themselves accordingly so they can use the maximum amount of power allowed to them from their body.
Stage Powers: Balance is the spice of life, and combat both. Losing your balance means death. Now, under normal conditions, you won't ever trip or fall, and could balance on very small surfaces, or walk tightropes with no difficulty. It would take an attack of B-rank magnitude to throw you off your feet, or of heavy impact, at least.
Stage Training: 1600 words of training in harsher conditions...ones that could kill a man. The user learns balance while surrounded by flame, or practicing in a raging waterfall that could throw them off of their feet. Whatever the condition is, it has to be extreme for the user to have learned something about finding balance within combat.
Stage Jutsu:
You're Not Going Anywhere! - C
Returning back to the passive strength the user seems to posses means using it for something. The user, upon striking the enemy anywhere in their torso, can use their chakra to increase the impact of the blow to unnatural proportions. The kick will always send the enemy in to a state of shock, and people watching will see the a stream of chakra, turned white like steam flowing from the point of contact and through the enemy's back. This kick makes everybody that feels it collapse to their knees, but after they stand up, they're ready once more. Using this attack again on a stunned enemy will not re-stun them. It must be applied while the enemy is still moving around and fighting.

Vanishing Act - C
This trick is one meant to confuse the enemy altogether when they wonder where the enemy has gone. Upon the user diverting their foe's attention, they quickly stomp the ground with both feet, ripping away at whatever is underneath them until they've dug themselves a hole to hide in. The hole is covered by the user as well, but beyond that, there's nothing special about this move. It's simply a way of hiding when the user has to either take a break, retreat, or enact a new strategy to defeat the enemy.

Catch and Draw - C
When attacked by a weapon of any kind save for ones that are directly on the body, the user can catch that weapon with their foot since Grieve Edges cover the entirety of the leg. Chakra causes the weapon to stick to the enemy, and if they so decide, in the instant that they caught the weapon, they'll flip and use residual chakra to blast the weapon away a grand total of 50 meters. This is very situational, and the user has to be both quick and lucky to cause an opponent to strike them on the bottom of their foot. This will most likely happen while attacking.

Stage 5 Demon Striker
Stage Description: Those who are seen at this stage are often called demon strikers because of the fierce nature and speed of their attacks. This is not actually a misconception, but a myth born of the simple fact that the user has become experienced beyond their years. To compliment their growth, more abilities are learned to give them a greater edge over their enemy.
Stage Powers: The user gains another +1 to speed, putting them up at +2 in terms of speed. Their natural stunning kicks also lock people in place for a longer amount of time, sometimes causing the enemy to have double-vision if they get kicked hard enough.
Stage Training: 1800 words of training, same as before, but the user tries their hardest to use their fast kicks to destroy objects or put of flame. They attempt to cut certain things in half with a single kick, or to put out a candle fire without knocking over the candle. Whatever they do, they're all observed simply throwing their kicks.
Stage Jutsu:
Steel - B
The only skill of this stage. The practitioner takes a strong stance and explodes their chakra around their body. This causes any enemy within five feet of the user to be thrown in to the air. Steel is a very strong force as well, dealing B-rank damage to all hit by it, allies or enemies. It's best to stay away from the user when they're using Steel since it can be fired off so quickly.

Blast Shot - B
The user shoots their leg out, firing a stream of chakra from their foot that can easily encase an entire body. This massive beam will, pretty much, slice anybody caught within it to ribbons as well as blasting them backwards in to things like trees or walls. It's less painful at a fair distance, but close up to the user, Blast Shot can be fatal. This attack also goes through the target, and can hit others standing behind or next to the original target.

Stage 6 Perfect Striker
Stage Description: 2200 words of, would you believe it, physical training. After the user trains, they'll find that they've worked their body so hard for so long that they can effectively use their stamina, even if they have very little amounts of it left. Only completely exhausting their body will stop them, as they will learn.
Stage Powers: The user laughs off exhaustion with an easy smile. Grieve Edges, or rather, combat in general, will never tire them out. They can grow exhausted under circumstances such as heat, lack of nutrition, dehydration, and the like, but they can run for miles and come back with that same smile on their face. They have superhuman stamina, but they will still tire eventually based on how they fight. Wasting lots of energy quickly will exhaust them like it does to everybody, and so will fighting for hours when they know they can't continue. The thing is, their stamina hasn't increased, but they've learned to work through the exhaustion with the same vigor they had when they began.
Stage Training: 2000 words of speed training this time around. Grieve Edges are very heavy weapons, after all, so the user doesn't want to be weighed down when using them for more advanced moves. This is where all of that training begins to slow...the user has nearly reached their peak. Very few have even gotten this far, after all.
Stage Jutsu:
Eclipsing Moon - A
One of the two techniques of this stage, and a very powerful one as well. The user moves so quickly that it appears as though there are four of them all moving in conjunction with one another. Each image of the user surroundings the enemy, and because they're all the user, this means the user can pull off four strikes in the same instance, far faster than the human mind can even fathom processing. After one use, the images will vanish. They can be used to confuse, or in the case of being outnumbered, to gain an even footing against the enemy.

Image - A
Nothing overly powerful when considered alone. As the user moves, after-images follow their moves, creating a confusing combination that the enemy cannot follow. Even a dojutsu cannot trace these movements since all are chakra infused. This visual trick, when combined with other moves, makes for a viable threat. For example, when combined with Eclipsing Moon, the user can make it seem as if there is a veritable army of them, even though there is, in the end, only one fighter. Unlike Eclipsing Moon, the after-images cling very closely to the user.

Stage 7 Standard-Bearer, The Ultimate Striker
Stage Description: There's nothing left to say at this point. It is what it is. You're at your peak after all of the training, and Grieve Edges feel like your skin at this point. You could pick people up with their legs if you really tried...in fact, that's most of what you'll be doing anyway!
Stage Powers: The user gains their final +1 to speed, which stops with the boosts of +1 and +3 speed. At this point, they've mastered their style, and great caution must be taken when trying to defeat the user. Because of their high speed count, they gain nothing more in terms of power.
Stage Training: 2400 posts, but this time is a bit different. The user will face another fighter with Grieve Edges, and the challenge is to overcome this person who shadowed your progress and strength. Defeating this shadow of the world will officially mark the end of your training.
Stage Jutsu:
Quake - S
The user slams their foot in to the ground and filters chakra through it, using their chakra and the force of the strike to the ground to amplify considerably. This causes everybody standing on the ground, save for the user, to fall down immediately. Quake can only be used once every three posts, however, because of its ability.

Cyclone Beat - S
The user spins their body quickly enough to draw everybody standing within a fair distance in. This also means they can land impossibly high speed kicks with fatal power. After Cyclone Beat ends, everyone drawn in by those kicks will be blasted away. If the user wants to focus on a single person, they condense their power, striking a single target at breakneck speeds, causing a burst of wind to blow away those who would approach while the combination takes place. The final kick will send the opponent soaring if it doesn't kill them.

Cyclone Rave - SS
The user's strongest attack involves using the entire body to strike. The moment they stun the enemy, they begin kicking them even faster than if they were using Cyclone Beat. While using Cyclone Rave, the user begins to rise in to the air, and the enemy does as well. Each kick carries fatal potential with it, but one the user and the enemy have completely left the ground, the user strikes one last time, either up or down. If the user strikes down, they fall to the ground with the enemy, sending a massive wave of wind in every direction. Striking up will send the enemy soaring. This is fatal most of the time. If used non-fatally, it will send the target either up one thread in a sub-forum, or down one. Like Cyclone Beat, each kick radiates a burst of wind out from the center of the strike that pushes away other aggressors. These bursts of wind are A-rank in nature, and deflect attacks of that level.




So, from initial looks, this seems more like a leg based taijutsu style that a weapon style (even more so as the greaves are armor designed to protect, not a weapon designed to attack) But ignoring that....
You stages dont have rank requirements, meaning that a genin could master this style if given the time. May want to rectify that.
Stage 1 gives a +1, which as styles already give you a +1/+1 just by being active puts you at +2/+1 with one style.
Stage 3 gives a speed boost that ignores the soft cap (which isn't allowed). Not sure if i agree with that as activating a style already gives you a +1/+1, you are now at +2/+2
Stage 5 gives another boost in speed, putting the overall boost from activating this style +2/+3, with +1 of this ignoring the cap.
Stage 7 gives another boost, putting you are +2/+4, even though earlier in stage 3 it says "They gain one point in speed, but this is one of the last few boosts they gain". Not really a last boost if there is 2 more after it and only 1 before it.

So yeah, i'm gonna Say

Denied.

For now, until you can fix it to be not op  

theholyest

Wealthy Fatcat

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theholyest

Wealthy Fatcat

4,100 Points
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  • Wall Street 200
PostPosted: Fri Aug 08, 2014 3:18 pm
Bahd grammer is reel
Gaia Name: not important
RPC Name: Kya Jager
Rank: Kage
Village: Grass
Would you like to Donate your Style: No

Shuraba - The Bloody Scene
.:. Sharp .:. Fast .:. Cunning .:.
Picture: Boom
History:
Style Requirements:Weapon Master, or samurai. Wind Element. The style is best suited to sabers, rapier, and katana, though specializing in one is typically the best course to take.
Movement Description( for styles with specific movement) Fast, subtle movements that can almost trick the eye. Direct, but not always predictable.
Stage 1 The Slow
Stage Description: At first, you will be sloppy. This is unavoidable. Your bladed attacks only barely out do your peers, unless they have any modicum of training. However completion of this stage trains your eye to examine and view the skills of others, eventually allowing you to work directly against them with your blades more efficiently.
Stage Powers: None other than the description.
Stage Training: 3 posts training with the sword of your choice, working on speed and strength.
Stage Jutsu:
Razor Edge (Passive)
Now, when adopting this method of fighting your blades will be sharper, to a slight degree, and more resistant to being destroyed, but only when dedicatedly using the Shuraba style.

Stage 2 The Hungry
Stage Description: At this point, the name of the game is pain and gain. The training will be intensive, forcing you to use the blades in situations where chakra control, as well as self control, will push you to the edge. WHen the training is complete, you will be faster still with the swords, almost to the point where a single swing is faster than the normal eye can see. Like the wind, you will be fluid, but do not be fooled. You go for the throat, and are not merciful. This ties in with the training of the eyes to learn in combat. The more you fight an opponent the better at fighting them you get.
Stage Powers: Lowers reaction time a noticeable degree, and increases the speed and strength of your sword based attacks.
Stage Training: 5 posts of dedicated training with your blade.
Stage Jutsu:
Razor wind - C
With a swing of the sword and a bit of chakra, the user of the Shuraba causes the air around the blades to sharpen and cut down along side it. This effect can be stacked onto other sword-based abilities, carrying their power into multiple attacks. This slash is as strong as the attack it is mimicking.

Henjiboshi - C
The practitioner will dash forward, pushing past even their own normal level of speed in the process and delivering up to five attacks at once as the user moves past an enemy. This skill makes it appear as though the practitioner has teleported, and it requires higher level doujutsu to see and react to it.


Stage 3 The Envious
Stage Description: Now things start to get interesting, as usually, here a second blade is added on and defense becomes just as important as offense. The practitioner practices keeping on beat with an opponent and going from parrying attacks straight to offense and back with precise and decisive movements. They become faster and deadlier with their blade or blades than other swordsman as well, taking their skills a step farther and deeper than mere sword attacks.
Stage Powers: Is now considered a force with bladed weapondry, and has even better reaction time and attacking speeds.
Stage Training: 5 posts of weapon training with weights added to the arms and legs while fighting another opponent.
Stage Jutsu:
Disarming - B
In the early stages of an opponent’s Taijutsu or Kenjutsu attack, the user raises his or her blade and alters the course of the incoming attack so that it is rendered useless, allowing for a quick counterattack by the user.

Advancing Scene - (Passive)
A very quick movement that doubles the strength and effectiveness of all offensive and defensive techniques and makes them very difficult to dodge by anyone of the user’s speed rank or lower.

Stage 4 The Lusting
Stage Description: At this point, practice makes perfect. Stronger is one who practices a single set of swings one thousand times than one who practices one thousand sets one time.
Stage Powers: Speed of sword attacks is now increased along with the general swordsmanship of the user increasing to lethally high levels.
Stage Training: 7 posts of weapon training in more creative but consistent ways.
Stage Jutsu:
Pressure Wave - B
When swinging your weapon, you can create a crescent shaped wave of wind, five feet wide by one foot long, that can travel up to about 50ft before dissipating. A hit from it can cut cleanly through skin and bone, even some materials harder than steel. It can even cut through all but fire techniques up to B rank. This max distance of 100ft and moves as fast as the shinobi.

Stage 5 The Greedy
Stage Description: Bored of the usual, the practitioner decides that they will finally begin learning something that makes it different than other swordstyles. This one will begin infusing wind with movement and sword slashes. This makes it dangerous for both the user and the opponent at this point as missteps could cause them to get seriously hurt.
Stage Powers: Swordsmanship is key, and chakra control over the wind increased. At this stage, the user can infuse wind techniques into the sword for 1.5x the chakra, and unleash them with a swing of the blade.
Stage Training: 7 posts of weapon training while blending wind into his attacks.
Stage Jutsu:
None

Stage 6 The Prideful
Stage Description: Full of yourself, are you? At this point the swordsmaster is keenly aware that they are simply better than most with their blades. They forgo learning techniques for just being better than the next guy, even should they be more diverse. No one will best you with a blade, or you will simply have to kill them. Plain and simple.
Stage Powers: Swordsmanship is near the level of a god, and your speed is increased by 2 at this stage over all. This also halfs your reaction time with this style alone. You are almost omniscient after fighting an opponent after a few posts as you learn to read and exploit them. You swing your blade so fast that without doujutsu, or extensive sword training, your opponent has little chance of reacting to your attacks in time to respond to them.
Stage Training: 9 posts of weapon training.
Stage Jutsu:

Stage 7 The Wrathful
Stage Description: To have someone stand against you in battle is simply disrespectful. At this point, entire armies would run from you as you approach them, as if it matters. Your goal is annihilating your opponents. Your goal is showing them that you are not to be challenged. Your blades are a means to achieve this goal. No. Your blades are your entire world. Standing against a master of this style is a horrible idea unless you yourself are a master of the blade.
Stage Powers: Your reaction time is at 1/4th what it was, rivaling a three tomoe sharingan. You could say that without occular jutsu or sword training, an opponent is hopelessly outmatched in close range, and your speed gets a plus 3 bonus total. Your blades seem to heat up as they are swung, causing them to heat up to the point where touching them causes burns to appear on surfaces. This also makes them shear the air, cutting cleanly through it and making small vacuums behind sword slashes that add force to sword attacks after the connect with something.
Stage Training: 12 posts of weapon training and chakra control training.
Stage Jutsu:
Shuraba - S
With one step you cross up to 50 meters instantly. This effect can put you basically on top of an opponent before they even know you moved. As you move at this speed your body slashes through the air, causing you and your blades to heat up from the friction built along the way.




These are the rules set in the master rules for post to learn a style.

First stage training is 3 posts,
Second stage training is 5 posts,
Third stage training is 7 posts,
Fourth stage training is 9 posts,
Fifth stage training is 11 posts,
Sixth stage training is 13 posts,
And all stages past that are 15.

Please edit your Weapons style to follow this. Also please set ranks for each stage so that chakra cost to activate the stage can be applied. Finally, not sure if a +1/+4 total stat game is a balanced thing for the activation of a single style, so please see if u can tone it down a bit.

Will decide fully once edits are made.  
PostPosted: Wed Aug 20, 2014 7:01 pm
This was a style approved before the reset, just took a bit to get.

Gaia Name: Sergeant Bloodhound
RPC Name: Katsu Naikiri
Rank: Sannin
Village: Mist
Would you like to Donate your Style: Sure

Style Name Hidden Mist Advanced Sword Style
Picture: User Image
History: (how your style came to be formed) As generations rolled by, the Katsu began to worry that the Mist Standard Sword Style became less reliable as a military asset as it had been in the beginning, now with all the village mingling and breeding. The Standard Style is now used in almost every village with varying mastery of it, which would equal mutual destruction in the case of war. Katsu, in response to this revelation, collected a series of techniques he revised and perfected to create a new and even greater Sword Style based less on speed and chakra, but more so on pure sword skill.
Style Requirements: Must be a Weapon User and Mastery of the Mist Standard Sword Style.
Movement Description This Style no longer focuses on the single aspect of speed, but is now such a style that has evolved into a more balanced way of fighting. Since the Standard Style focused on footwork and chakra control, this Advanced Style works on handwork and muscle control. Many of the techniques involve the control of the body's vibrations, building up stress and tension internally with muscle and organs, then releasing it in one moment to transfer this kinetic force in the form of waves. Unlike most modern styles of taijutsu and bukijutsu, this uses little to no chakra.

Aftereffect: After ten posts of having the style active in battle(with 3 or less posts between the activation posts) the User's strength depletes by two due to the extreme stress this puts on the User's body.

Stage 1:
Stage Description: This stage emphasizes delicate and precise hand and arm exercises more than simple fast footwork, as the Standard Mist Style did. Less power is put in, however it makes it a simple thing to just cut the opponent than to land a killing blow.
Stage Powers: (What you gain by completing this stage)
Stage Training: (What you need to do to train yourself, including how many posts) 7 Posts simply mastering the art of controlling the blade in the following techniques, and also learning the basics of vibration control.
Stage Jutsu: (Jutsu you can use after completing this stage)
-Water Path Slash[B ]: Like water, this movement lets the blade enter an opening, even if it is blocked by something at first. Using the dormant hand on the bottom of the blade, the User shifts the direction of the whole katana carefully, and with superhuman reaction, to change the trajectory of the blade. This skill is not as easy as it sounds, and only works if there is an opening in the defense, so it can’t cut someone on the other side of a wall.
-Hazy Mist Strike[A]: Controlling the natural vibrations in one’s body, the User builds up internal tension and stress to then release the strong disturbance into the blade. Waves travel through the blade, making it look like a hazy metallic mist in the eyes of others, when truly the blade is vibrating so violently that eyes can’t comprehend its unnatural and unpredictable movements. Due to this, when the User slashes like this, the sword looks like it phases through blocks, simply whipping around it, though the defender will feel the rattling of their limb or weapon. This technique has been used without a weapon, though through a different combat type, making direct contact with the target and sending the vibrations straight into them, disorienting their sight and hearing, making everything seem “Hazy.”

Stage 2: Chuunin
Stage Description: Unlike the last stage, this one focuses on overwhelming power, using methods to increase attack strength in order to hack through defenses instead of avoid them.
Stage Powers: (What you gain by completing this stage)
Stage Training: (What you need to do to train yourself, including how many posts) 8 Posts of practice slashes and muscle work outs, needing the strength to hold a heavy katana(a giant sword) that weighs more than the average Akimichi with a single hand.
Stage Jutsu: (Jutsu you can use after completing this stage)
-Wave Hack[B ]: This slice was made while thinking of waves, with one hand to “Ebb” the sword, and another to have it “Flow” out like a wave. The User draws their sword to the opposite side like he was going to do a horizontal slash, than grabs their main wrist with their dormant hand to hold it back. Building up as much power as possible in a second, the User lets go. The result is a powerful slash, capable of cutting straight through most metals and up to jounin rank defenses. Not only does it have power, but the build up gave it a sudden acceleration as well, making it invisible to the naked eye. This can’t be used as often as one might hope due to the opening it gives and the second pause needed to build power can prove to be a fatal weakness.
-Ebbing Slash[B ]: Instead of using the power of the “Flow”, or the extension of ones body, this specific slash uses the power of pulling back, putting their dominant hand on the bottom and pulling it towards them and the other hand uses its thumb & palm to keep the top hilt in place, making the blade move like a catapult contraption. This slash is usually nothing, however when one adds their weight to the dormant hand and “falls” on it, forcing it down, this makes the attack more like being hit by a giant war ax then a sword, able to hack through chuunin defenses and also leaves less of an opening than the Wave Hack.


Stage 3: Chuunin
Stage Description: Focusing on the speed of attacking, this is not as accurate the first stage, nor as powerful as the second stage, but instead barrages the enemy with series of strikes they can’t follow. While the attacks themselves aren’t incredibly momentous alone, the stage more so focuses on shortening the delay between the attacks, not giving the enemy room to recover.
Stage Powers: (What you gain by completing this stage)
Stage Training: (What you need to do to train yourself, including how many posts) 9 Posts of none-stop, rapid, whack-a-mole, or some variant of it to force the User into training their arms for rapid movements.
Stage Jutsu: (Jutsu you can use after completing this stage)
-Piercing Rain[B ]: Pelting the opponent with furious stabs like water droplets, this attack is hard to dodge and block. The User holds the hilt up to his chest and has the blade pointed at his enemy, his hand stiffening in place. With his other hand, he strikes the butt of the katana with his palm while his sword hand makes a quick shaking motion. As his hilt returns, his palm is already in place, making a short, subtle strike to the butt to push it away again, starting another stab as soon as it barely returns to place. Doing this multiple times, the User’s hand isn’t able to stay in a straight trajectory as the hilt is constantly hit, making it stab somewhere different each time. This results in a cone of pelting sword tips, and for anything in there, a hundred slits in it. The sword is near impossible to block, and is likely to cut something important, though what is out of both the User’s and target’s control.
-Rising Tide Cut[C]: Using this stage, each cut equals two, for once one hit lands, the sword stops the moment it exits the body, the blade turning around due to a slight twist in the User’s hands and fingers, then cuts again, meaning the moment one is hit by a User of this stage, they consequently get two cuts on their body instead of one, forming a random angle out of the cuts.

Stage 4: Jounin
Stage Description: This is the most defensive stage, using advancing in normal parries and more advanced heavy blocks.
Stage Powers: (What you gain by completing this stage)
Stage Training: (What you need to do to train yourself, including how many posts) 10 Posts of sparring with another creature, having to defend the whole time and no dodging, basically nailing their own feet to the ground. They finish once they can go a round without being hit.
Stage Jutsu: (Jutsu you can use after completing this stage)
-Defensive Bubble[A]: This defensive technique has the User make multiple cuts around themselves, cutting the wind and creating a sustained backlash. Using intense speed, the user soon has a sphere of these cuts around him, which merge and form a bubble from the condensed air. This usually deflects taijutsu and projectiles off the bat, but only lasts for five seconds, extraordinarily long given its unstableness. It can defend against Chuunin rank ninjutsu, using the direct air to redirect or absorb the jutsu before it hits the User, but will disappear after such. Jounin ninjutsu will break through it easily and powerful piercing attacks or jounin rank Taijutsu techniques will break through it. The User won't be able to use his arm for five seconds after performing this technique due to the extreme motions required.
-Pressure Shield[A]: Tossing the katana into the air for a split second, the User does a dual strike to the blade with roughly a foot between their hands. At the moment of the strike, the User uses Hazy Mist Strike to amplify the vibrations made, the greatest disturbances happening through the blade between the hands, having the force of both strikes at its peak. This shock reverberates through the air, moving off of both sides of the blade. The User, being well trained and hardened, absorbed the shock and transfers it into his/her footing, while the other side forms a shock wave of air, capable of defending against jounin rank ninjutsu and taijutsu. This can be held for an indefinite amount of time, but the User cannot move while defending, having to constantly send vibrations through and into the ground. This shield still only defends attacks in front of it.

Stage 5: Jounin
Stage Description: At this stage, the User combines all the lessons they learned in the past stages, including strength, speed, and accuracy amplification via restraint, release, and vibration.
Stage Powers: (What you gain by completing this stage) +1 Speed/Strength
Stage Training: (What you need to do to train yourself, including how many posts) 6 Posts of repeating all past stage training, learning to use them all in a more coordinated fashion.
Stage Jutsu: (Jutsu you can use after completing this stage)

Stage 6: Sannin
Stage Description: This stage is possibly the most fearsome thing one may ever see a single swordsman do. Before, this style has mildly used vibrations, concentration, and release to create more proficient attacks and defenses, however this stage has only a single attack that is capable of taking out even a giant summon if it hits. Instead of using the power of oneself, this stage uses the power of one’s environment.
Stage Powers: (What you gain by completing this stage)
Stage Training: (What you need to do to train yourself, including how many posts) 16 Posts to just master the Maelstrom technique.
Stage Jutsu: (Jutsu you can use after completing this stage)
-Maelstrom[SS-Rank]: The user focuses for a brief moment on just feeling all the vibrations in the ground, air, and water near them, then releases a shock from their entire body that reverberates through all these mediums, before the wave reverses. Doing this, the wave specially meant to resonate and “grab” the other vibrations pulls them all in and returns to the User, who now hold the resonating force of everything within a half mile radius. Focusing all this into his sword, the force become greater than that of a meganewton(1,000,000 Newtons). With a single swing, it can destroy a landscape, even leave a visible scar on a mountain. The User is able to make a single dash before attacking with this, due to the unstable nature of the vibrations. Also, there is a warning section of this sword technique, meaning that there is a brief moment during the absorption of the vibrations in which all non-animal movements are stopped, so there is no wind, no waves, no sound, and no vibrations of steps in the earth, as if the whole world had gone silent. If one were to notice this instant, it is possible to predict the timing of the attack. While this is powerful, it essentially breaks the user's entire body down, leaving him completely wrecked for 3 weeks(IRL) after this is done, likely in a full body cast.  

Sergeant Bloodhound

Distinct Lunatic

6,500 Points
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  • Brandisher 100
  • Survivor 150

IrIshInjun95

Ice-Cold Sage

11,315 Points
  • Alchemy Level 1 100
  • Battle: Mage 100
  • Battle: KO 200
PostPosted: Tue Aug 26, 2014 10:37 pm
Gaia Name: Irishinjun95
RPC Name: Michael Draconiquis
Rank: Chuunin
Village: Iwagakure
Donate to the guild Yes for Iwagakure

Style Name Sutōnhoippu (The Stone Whip)
Fast, Distracting, Powerful
Picture: User Image
History: This style was made by Manuel "Sutōn'āmu" (Stone-Arm) Draconiquis to allow him to knock over opponents and stay rooted in place. At early levels it will be hard to knock over people but easier to stay in one place
Style Requirements: A Whip (can have a hook at the end if you want) and Doton Element
Stage 1 Āmu (Arm)
Rank Required: No Rank
Stage Description: This is the basics of the style such as how to use your whip and how to stay rooted
Stage Powers: The ability to basically use a whip and slight grounding
Stage Training: This style is very basic so you only need one post for begining grounding and two posts of Flicking your whip without hitting yourself.
Stage Technique: none

Stage 2 Te (Hand)
Rank Required: Genin
Stage Description: This is where your training really picks up. People who have mastered this stage are still a little shackey but they can still resist being knocked down.
Stage Powers: Slightly better chakra control to your feet
Stage Training: This training is where someone (preferably clones) rushes at you and tries to knock you over. For three posts you have to learn how to charge your chakra into the ground and prevent yourself from falling. It does not matter if you are pushed back for now.
Stage Technique: none

Stage 3 Tasseru (Tassel)
Rank Required: Chuunin
Stage Description: This is the last stage amd most Dangerous stage that focuses on standing your ground. After this stage is mastered no one will be able to knock over the user
Stage Powers: +1 Strength
Stage Training: The user is to stand at the bottom of a mountain and someone is to push boulders at them. The object of this is to make sure you are not moved by the boulder as you are catching it. Multiple attempts are almost a guantee due to fear and other factors
Stage Technique: none

Stage 4 Handoru (Handle)
Rank Required: Jounin
Stage Description: Now the user has made it to where they will actually begin using their whip.
Stage Powers: You will be able to possibly be able to knock someone from their feet and one new technique
Stage Training: This time the user will definately have to have a clone,The clone must attemp to dodge the whip as the actual ninja must attempt to snare the clones foot. Being the user is still new to using the whip this will be difficult
Stage Technique: Leg Snare: The User will snare their opponents leg and knock them to the ground by pulling the leg out from underneath them.

Stage 5 Muchi (Whip)
Rank Required: Sannin
Stage Description: This is where it all is put together. The grounding and the whip will be used together. This is the final stage of this style and a master of it will be an unmovable and destructive force
Stage Powers: +1 Speed and one new technique
Stage Training: The user must now put everything together, while using this training the user must not move his legs but increase their arm speed to grip their opponents leg with their whip. A clone must jump all around a rather large area and attempt to dodge the users whip. But the clone must also try to attack the user and they must not move at all.
Stage Technique: Whip Snare II: This is a more advanced version of the original. This time the user will be able to use their whip to snare an enemies leg using their whip as an actual snare in the ground. This can be used either two ways: One way will knock them down on their face and the second requires a tree and hangs them from the tree upside down by their ankle.
 
PostPosted: Wed Sep 03, 2014 11:44 pm
Gaia Name: XxBlack_FlashxX
RPC Name: Hikari Joukai Hyuuga
Rank: Chuunin
Village: Kumogakure
Would you like to Donate your Style: Yes, but only native villagers may learn.


Yumiya - Bow & Arrow:
Kyudo - The Way of the Bow & Kyujutsu - Art of the Bow
Versatile, Unique, Ranged
User Image
History: Within this one style lies two; yes, you read correctly. The "two styles" placed together come to create a true mastery over the weapons known as bows&arrows.
Kyudo, or The Way of the Bow, was created with the intent to focus upon mastery of the traditional yumi(bow). The traditional yumi is also referred to as daikyu. The daikyu, or great bow, is what is commonly referred to as a long bow. When one "masters" Kyudo they have come to master the ways of the daikyu.
On the otherhand, there is the development of Kyujutsu, also known as the Art of the Bow. Kyujustu is, to an extent, the sole opposite of its significant half due to the fact that it's mastery revolves about the hankyu, or half bow; commonly, the short bow. When one masters Kyujustu they are, in turn, gaining mastery over the hankyu.
Style Requirements & Rules: Let's get some things straighten out beforehand. Originally stated, there are two styles in this one. What does that mean? Only Weapons Class shinobi may fully master this style at the cost of one weapon style. All others who are interested in completely mastering the Yumiya style must accept the fact that this one style will take up two weapon style skill slots. If they don't have two slots to spare they must choose a specific path of training; either they pick Kyudo or Kyujustu.
Atop that, one who is not a Weapons Specialist must learn one before the other rather than simultaneously learning them. A Weapons Class may use any technique on any bow they desire as they work their way through mastering the style. However, they must train as hard as any other to master this style. NO post reduction when training. For any other shinobi the ability to use the techniques on either bow comes only after they have mastered both paths of training.
Movement Description: Kyudo and Kyujustu do slightly differ when it comes to movement and execution. Kyujustu, being the style of the short bow, has a more evasive and mobile aspect to it. As well, it is proned to a mid-ranged style of combat. Kyudo, being of the long bow, has a very stationary and bold fighting style which definitely has some major range.

STAGE 1 - Academy

Kyudo - The Breath
Stage Description: This is the beginning stage of training with a daikyu. It is in this stage that the practitioner, or kyudoka, gets used to drawing, aiming, and firing all in a single breath. The purpose of syncing their physical movements with a single inhale&exhale is to allow the draw to become like second nature to the kyudoka. In turn, the absence of worry when it comes to a draw allows the kyudoka to focus solely upon their target as they draw.
Stage Powers: The drawing of an arrow becomes absolutely effortless. When released upon the exhale the arrow will always strike it's intended target. Unless it moves, of course. If you aim for an eye it is an eye you will hit.
Stage Training: Simply repetition. The kyudoka will practice grabbing an arrow, stringing it, drawing it, and releasing it over and over till it matches their breathing pattern perfectly.

Kyujustu - The Draw
Stage Description: This stage is similar to Kyudo's first stage in many ways. The practitioner will learn to make the drawing of the hankyu like second hand nature. This is done in an opposite way than what a kyudoka would do. Oddly enough, the drawing&firing of the arrow is made as the practitioner exhales. The reasoning for drawing during exhalation, rather than inhalation, is to boost the speed of the draw to some degree. Something similar to the idea of exhaling whilst weightlifting for the extra boost. By the end of the exhale the arrow will have been fired.
Stage Powers: The drawing of an arrow becomes absolutely effortless. As well, the draw will be much swifter for it is a smaller bow. In a sense it is like a +0.5 speed boost for the draw and the draw alone. Their arrow is not moving faster. Their entire body is not moving faster. Simply, the action of stringing and releasing is faster. Keep in mind, being a sort of "rushed" technique of drawing, The practitioners are no where near as accurate as a kyudoka; their arrows tending to be a couple of inches off a specific target. They tend to aim for the head, limbs, and torso in general, rather than specifically aiming for the eyes, throat, heart, etc.
Stage Training: The practitioner's of this path will spend countless hours attempting to link up all these individual motions into one fluid motion that can all fit into a single exhalation. Normally, most will place minor weights upon their wrists to help improve their speed.

STAGE 2 - Gennin

Kyudo - The Daisan (The Great Three)
Stage Description: As they advance onto the second stage the kyudoka begins to practice in the usefulness of firing multiple arrows at once. Even though they begin to load more arrows per draw opponents beware, they are still as devastatingly accurate as before. Within this stage they also practice different ways of firing these three arrows.
Stage Powers: The completion of this stage simply allows the kyudoka to fire up to three arrows in a single draw, as well as a handful of techniques.
Stage Training: The kyudoka becomes comfortable with having to grip three arrows at one time. As well, they begin to practice channeling their chakra into their arrows.
Stage Jutsu: Gennin-Ranked Techniques
Name: Horizontal Shot
Description: As the name so blatantly points out the three arrows will be fired from the bow as it is turned horizontally to parallel the ground. The kyudoka will then begin to place chakra into the three arrows. This chakra is a slight form of a guided system, in the sense that it will cause the arrows to separate upon release. It is a trick shot.The arrows will spread about in different directions. The main, or middle, arrow will be launched directly at the opponent, while the other two take flight to their respective left&right sides. As the middle arrow gets within a meter's range of the target the imbued chakra will force the other two arrows to "regroup". This allows the target to be shot from three separate sides. If the course of the main arrow changes than the other two will change as well.

Name: Twister Shot
Description: The twister shot is a polar opposite of the Horizontal shot technique. This technique allows three chakra imbued arrows to take flight from the bow. As they do the outer two begin to rotate about the main. However, this is also a trick. For, a release of chakra from the main arrow will push the arrows apart. This separation allows the arrows to hit three targets at once. Each target being up to five feet apart. (10ft at Chuunin, 20ft Jounin, 30ft Sannin)

Name: Head of the Pack
Description: Instead of imbuing all three arrows with chakra the kyudoka will only weave their chakra into the main arrow. Upon the release of the three arrows the main arrow will explode with energy about halfway to the target. The sudden exertion of energy will make the arrow double in its speed and strength. Thus, allowing it to pierce up to several inches of iron and about two centimeters of steel. The other two arrows will not fall off course of their target as this happens.

Kyujutsu - The Strafe
Stage Description: Being that their hankyu tend to have about half the range of the kyudoka's daikyu they are more at risk of being caught by an opponent's attack. In turn, the practitioner's of the shorter bow will begin to practice upon their skills of evasion. As well, they also become attuned to firing while on the move. Because they have to become used to this they also begin to train their draw speed even further.
Stage Powers: The shinobi can now fire while they are in motion. The advantage given by this stage is more in its techniques.
Stage Training: Whatever it is they are doing, be it running, jumping, walking, etc., they can fire off an arrow while at it. As well, they will continue to keep their weights upon their wrists.
Stage Jutsu:
Name: Subayai Ya Tsuzukete - Rapid Arrow Succession (Gennin)
Description: This is a technique which allows the user to fire a burst round of arrows in, well, rapid succession. A Gennin can fire up to three arrows in the amount of time it usually takes to fire one. With every rank they grow they can fire an additional two arrows within the same timeframe.

Name: Taisoukyougisha - Gymnast (Academy)
Description: The shinobi will leap into the air to perform any numerous stunt of acrobatics. They will leap with enough force to push themselves ten feet into the air. This height allows them the time perform Rapid Succession in conjunction with this technique. Either upon ascension or decension; or, both if they so choose to spend their chakra in such ways. Of course, the shinobi could also choose to stick with two individual arrows for decension&ascension respectively.

Name: Sasae Utsu - Support Strike (Chuunin)
Description: This technique is one used to evade an oncoming attack. The user of such a technique will channel their chakra into their feet beforehand. They will then, upon the risk of being struck, evade with a burst of chakra from their feet. This burst will propel the shinobi in one of three directions: to their left, right, or back. It comes off seeming like a super-jump as they can leap up to a total of fifteen feet in either direction. The main part to this technique is the fact that, upon evading, the user will naturally fire off a spree of six arrows before they touch ground again. When charging for this technique the user can use other techniques, but they must not move their feet. They can then choose when they'd like to use it.

STAGE 3 - Chuunin

Kyudo - Shoujiki (Straightforward)
Stage Description: Now with the natural knack to fire off three arrows simultaneously, the kyudoka begins to practice more on their defensive capabilities. To a kyudoka the saying, "the best defense is a great offense", rings true. This is the stage of which the kyudoka will begin to become one with their bow as they begin to imbue mass amounts of chakra into their daikyu with the intent to keep it from breaking beneath immense strain and pressure. This chakra boost to maintain&enhance the durability has only but a positive effect on the propulsion of the arrows.
Stage Powers: The power and speed of their arrows as they soar through the air have a +1/+2 speed/strength boost. Just the arrows alone and nothing more. As well, their bow, even if only made of bamboo or another wood, becomes a strong as steel in their hands; this does include the string.
Stage Training: Once again, it is their breath that a kyudoka focuses upon as they channel their energy into their weapon. They want, as much as possible, to feel at one with their weapon. Once the kyudoka has achieved this they may advance.
Stage Jutsu:
Name: Bouryoku-Teki Ya - Destructive Arrow (Chuunin)
Description: Whether they are shooting one or several arrows does not matter for this technique. As they string their arrow the kyudoka will run energy throughout the entirety of the arrow; from feather, through shaft, to the very tip. The arrow will soar throughout the air as usual but as it does the kyudoka will keep a single hand remained in a seal. When the seal is released the arrow will split into five individual parts; the arrowhead is one, and the shaft will split into quarters. These five parts will then spread just enough to hit five individual targets upon a person's body.

Name: Hittakuru Ya - Snatch Arrow (Gennin)
Description: When the kyudoka strings their arrow they attach their chakra to the notch of the arrow in the form of chakra strings. When the arrow, or arrows, are launched at their target, for once, it would seem as if the kyudoka missed their target. This, of course, was on purpose. The kyudoka will snag on the cords and the arrows will immediately change their course of direction. This can only be done once per use and the direction remains the same for all arrows fired. Atop that, when the switch in direction has occurred the arrows will lose their speed/strength increase.

Name: Samatageru - Prevent (Chuunin)
Description: This technique is just about the main defensive technique which kyudoka will learn and eventually branch off from as they progress. As they are now used to infusing their chakra into their daikyu to strengthen the weapons material composure to the strength of steel they actually make it useful to defend with. By spinning their bow extremely fast the create, basically, a steel circle of protection as wide as the daikyu is long. This has the capability to repel the usual arsenal of shinobi weaponry and lower-ranking projectile Ninjutsu.

Kyujutsu - Nagaredama (Stray Bullet)
Stage Description: It is in this stage that those who practice with the hankyu begin to develop their fair share of "trick shots". It is in this stage that the shinobi begin to learn to fire two arrows at once. Unlike the sister path of Kyudo, those who practice with the hankyo focus their chakra into their arrows and only their arrows for much more devastating projectile techniques.
Stage Powers: The techniques, of course!
Stage Training: One focuses upon being able to load his chakra into an arrow within the time it is drawn an release. For now, they focus only placing small, quick bursts of energy to "prime" their arrows for the technique at hand.
Stage Jutsu:
Name: Kage Ya no Jutsu - Shadow Arrow Technique (Chuunin)
Description: With this technique the shinobi will focus his chakra not into the arrows but around them. The faint glow of energy can be clearly seen as the arrows rip towards their target. This encasing of chakra, when the user creates a brief handseal, will split from the arrows and arrows of condensed chakra will be found sailing beneath their material counterparts; in route for the same targets. This is not to be confused with the Shadow Clone technique and its variants.

Name: Owari - Act of Terminating (Jounin)
Description: In this technique the user will fire off two arrows as they usually would upon attacking. They will, as trained to do, burst a blast of chakra into both of the arrows. This sudden burst of chakra is to act as a connection. A connection so fine and condensed it is slightly beyond that of razor wire. This chakra wire will extend between the two arrows as they split up to a range of twenty feet apart. Anything in between will find itself in the path of wire so damaging it could cut through inches of iron, and - easily - flesh and bone.

Name: Sukuryuu Ya - Propeller Arrow (Chuunin)
Description: The shinobi will fire off two arrows as usual. Like, with one of the earlier techniques, the shinobi will form a connection between the two arrows. Once the arrows are launched they will spin about each other in with enormous speed and energy to form a greater, single arrow of chakra. This arrow of chakra, upon impact, will explode and erupt with massive concussive-like force. Capable of destroying boulders, and if a person is struck bones will be broken and internal bleeding will occur.

STAGE 4 - Jounin

Kyudo - Oomono (Big Shot)
Stage Description: It is in this stage that the kyudoka will begin to learn an array of trick shots. A majority of these shots are meant to allow the kyudoka to have a "spread fire" effect alongside their precision accuracy. To this same degree the capability of firing three arrows at once is highly worked upon so each individual arrow can hit a separate target after launch.
Stage Powers: With a single release of the string the kyudoka can fire his three arrows at the same time, as usual, but the arrows - now - can each be individually aimed at three separate targets as long as they are within a meters range of each other. The kyudoka become very skilled in aiming for important vital points.
Stage Training: The kyudoka will practice positioning the three arrows correctly between their fingers and they are strung. As well, the kyudoka will also begin to practice loading these arrows with their chakra for techniques to come.
Stage Jutsu:
Name: Shottogan - Shotgun (Jounin)
Description: Three arrows will be fired from the daikyu simultaneously. When these arrows are fired the kyudoka will prepare another three arrows. He will fire off the second set of arrows with a chakra blast added to them to allow them to catch up to the first set. With the great precision a kyudoka has, the second set will ram directly into the notch of the first. When this happens, the first three will split into five pieces each (as with the Bouryoku-Teki Ya technique). This makes up a total of fifteen projectiles from the first set alone. Upon the collision of the two sets of arrows, both sets will speed. This creates a shotgun-like burst of senbon-like weapons created from the splitting of the arrows' shaft, plus the six arrowheads.

Name: Eagle Eye's Precision Shot (Jounin)
Description: With this technique the focuses upon fine tuning his chakra about the arrow. This encasing of chakra allows the arrows to fly so straight and narrowly they can precisely strike a grain of rice tossed into the air.

Name: Spearing Arrow (Jounin)
Description: This technique allows the arrows strung to be both encased and filled with chakra. With the kyudoka's energy running through the daikyu and arrows the arrows will turn into a devastating spear of chakra. Once fired it will tear through the air in a super rotation cloaked with condensed chakra. Each arrow will blow a hole six inches in diameter in another's body.


Kyujustu - Misebirakasu (Show Off)
Stage Description: In this stage the shinobi becomes slicker and smoother upon his feet to perform what could almost seem to be as close quarters combat techniques, and even learn how to defend against basic close quarters in
Stage Powers: Whenever the shinobi attempts to dodge they cover their feet with chakra in order to slide about. During this evasive motion they are as fast as an Assassin Classed shinobi of their current rank. If they attempt to use for offense they will literally face-plant due to the chakra coat upon their feet.
Stage Training: This is something an archer would normally never wish to do, but them must be comfortable with using their movements and firing arrows at point blank range.
Stage Jutsu:
Name: Subayai Ya Tsuzukete x2 - Rapid Arrow Succession x2 (Jounin)
Description: With the precursor technique from a previous stage a Jounin ranked archer could only only fire up to seven arrows because they had a single arrow today fire per shot. In the time it takes to make a single side-step the archer can shoot off a total of fourteen arrows with such speed they almost group together.

Name: Tsuuretsu Sukuryuu Ya - Bitter Propeller Arrow (Jounin)
Description: After utilizing a block of any kind the archer will immediately counterattack with the Sukuryuu technique, from the previous stage, at point blank range.

STAGE 5 - Sannin

Kyudo&Kyujustu - Dai Ichi (Great One)
Stage Description: This stage is the stage of "true mastery" over each path's bow. Each path ends exactly the same way. The archers learn to fine tune their chakra and imbue it into all their bow and arrows. The fine tuning of their chakra is, in turn, represented by their main - first - element.
Stage Powers: Within this stage the each archer of each path gain such mastery over their bows with their energy their arrows soar at a +1/+2 speed/strength increase. Plus the a boost from each element.
Katon - Arrows Explode Upon Impact
Fuuton - Arrows Fly Through Iron With Ease
Doton - Arrows Break Up Like A Shrapnel Grenade Within Target
Raiton - Arrows Charged With Lightning Can Strike A Target With Minor Charge Up To Six Inches Away
Suiton - Arrows For Drills Of Water Capable Of Melting Rock It's So Scalding Hot.
Stage Training: Massive chakra control. Repetitive training beyond belief.
Stage Jutsu:
Name: True Arrow (S-Ranked)
Description: Once learned with a bow this technique can be done without it. For the cost of an S-Rank technique the archer summons up a massive amount of chakra into their dominant hand. When exerted an eruption of energy will take form of a condensed chakra bow and arrow. This single shot is capable of damaging a Bijuu. If a normal person was struck, they'd have no chance. Afterwards, the technique requires a two post cooldown before used again.

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XxBlack_FlashxX

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PostPosted: Sun Feb 08, 2015 8:46 pm
Gaia Name: Kitten Kashensu
RPC Name: Haruko Senju
Rank: Jounin
Village: Konohagakure
Would you like to Donate your Style: Nope


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xxxxxxxxxxPrecise Striking [精密印象的な -- Seimitsuinshō-tekina]
[Thousand Perfect Strikes]



History: Long ago, battles involving weapons steadily became less and less about style and more about brute strength. Shinobi would train to wield massive weapons, bent on inflicting as much damage as they possibly could in a single strike, hoping to overwhelm their opponents in this way. However, there was a group of shinobi who planned to change all that. Training in secret, they focused on speed and precession over raw power. Where their counter parts would wield great swords, they would wield daggers and rapiers. Where their counterparts focused on one massive strike, they would focus on a number of smaller, quicker strikes that struck at weak spots and openings. This quickly became a deadly style, with shinobi flying across the ground at great speed, elegantly filling their foes with holes. But as quickly as the style gained notoriety, it vanished, presumed lost.
Movement Description: High Speed Strikes



Stage One: The Fundamentals - Gennin
Stage Description: Before you can ever hope to move with high speed and strike with unmatched accuracy, you must start with the fundamentals. Wielding wooden sticks, trainees will run in circles while trying to stab at a stationary target, aiming for highlighted weak points on its structure. This instills an understanding of what the style is about, praising speed and accuracy over raw power.
Stage Powers: Already you can feel yourself getting faster and more accurate with your strikes. You still have a long way to go before you can even call yourself good, but you are already a rank faster then before, increasing speed by one [1]. (+1 Speed while stage is active)
Stage Training: With a wooden practice saber, you run in circles striking a target dummy as quickly as you can, not focusing on where you are aiming.
Stage Jutsu: N/A


Stage Two: Essence of Accuracy - Chuunin
Stage Description: Speed is great, but it doesn't mean anything if you can't hit the target. This stage of training highlights the importance of not just striking a target hard, but in its weak points. Even the smallest strike can bring down a giant if it is in the right place. However, do not move during this training, as this stage focuses only on increasing the accuracy with which you strike.
Stage Powers: N/A
Stage Training: The shinobi will use the same wooden training sword as before, but this time will strap a weight to one end, and use that as the striking end. They will then repeatedly strike the joints of a training dummy until it becomes second nature.
Stage Jutsu:
Analyze D Rank
The shinobi quickly scans their target, locating weak points in their defense and armor, increasing the likelihood they have to strike that location as well as greatly raising the accuracy of strikes. It also allows them roughly gauge the amount of equipment their opponent has.


Stage Three: Essence of Speed - Chuunin
Stage Description: Where the last stage focused only on imporving accuracy, this stage focuses on increasing speed. The shinobi will focus on running as fast as possible while still maintaining the ability to strike the target.
Stage Powers: The users speed has increased even more, granting an increase of an additional 1 Speed. (2 Speed while this stage is active)
Stage Training: Instead of putting a weight on their weapon, the shinobi will strap weights to their legs and wrists totaling over 150 pounds. They will then attempt to run as fast they can while still striking the target. This lasts until the shinobi is no longer hampered by the additional weight.
Stage Jutsu:
Blink Step C Rank
The shinobi sends a large volume of chakra into their feet and legs, unleashing it all at once, allowing the shinobi to move forward at great speed, almost appearing to teleport forward 10 feet. This does not allow them to go through objects. If anything is within 10 feet of them when they do this, they will slam into at full force (note: this can be used as a high speed tackle if it a person or soft object in front of the shinobi). This can also be used defensively to dodge in any direction.


Stage Four: Essence of Perfection - Jounin
Stage Description: The time has come to combine all the Fundamentals with the increased speed and accuracy learned in the previous stages. The shinobi is now profecient at moving at high speeds while maintaining above human accuracy, making them a deadly foe.
Stage Powers: All bonuses granted by previous stages
Stage Training: The shinobi attaches weights to their body once more, this time, totaling 250 pounds of weight, and instead of using a wooden practice sword, the shinobi uses a real blade.
Stage Jutsu:
Feint C Rank
The shinobi purposely lowers part of their defense to entice their opponent to launch an attack against that area. This area however has been lightly layered with chakra to dampen any damage that may be caused.

Riposte C Rank
After successfully parrying an opponents attack (usually after Feint), the shinobi will send chakra to all the muscles in their arm, rapidly extending it in an attempt to strike their opponent before they can recover. (+1 Speed, can extend past cap)


Stage Five: Essence of Grace - Jounin
Stage Description: The training wheels are finally off. The shinobi no longer wears weights wile training, and they no longer fight a stationary target, but instead fight another person. This stage focuses on the graceful movements that set this style apart from others. The shinobi will learn to almost float around the battlefield, gracefully sliding through the air, dropping below attacks and through defenses to strike.
Stage Powers: The users preception is increased, allowing them to react quicker then most, but not to the level of the sharingan. This perception comes with intense training and comes almost as second nature.
Stage Training: Train with another person, focusing on avoiding attacks and capitalizing on openings.
Stage Jutsu:


Stage Six: Mastery of Perfection - Sannin
Stage Description: The shinobi has reached the final stage of the style, and is now what can only be described as graceful deadliness. They are a master of dodging, parrying, and counterattacking. They can strike their opponent with little fear of missing their target. Few can hope to battle them in close range, and even fewer can hope to survive.
Stage Powers: The shinobi is now a master of speed, increasing by one final point, granting a 3 point bonus at this stage.
Stage Training: Meditate on everything previously learned and continue to master the fundamentals.
Stage Jutsu:
Flurry of Strikes A Rank
The shinobi launches a vicious assault upon their target, using chakra enhanced reflexs to guide dozens of strikes towards their target in the span of a few seconds, making it almost impossible to block every hit at close range.

Blade Storm A Rank
The shinobi fills their legs with chakra, and charges in a circle around their target, stabbing anything that happens to be within range dozens of times. (+1 Speed)
 
PostPosted: Sun Feb 08, 2015 9:08 pm
Kitten Kashensu


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Ningishzida

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PostPosted: Sat Feb 28, 2015 1:48 am
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Gaia Name: -EM- Epic Muffin
RPC Name: Kaisen Uchiha
Rank: SS
Village: Kirigakure
Would you like to Donate your Style: Nah

Style Name: Searing Blade
( Merciless, Ferocious, Unrelenting )
History: By experimenting with the combination of his physical strength, and a chakra edge so supersaturated that its cutting potential exceeded that of most any other blade.
Style Requirements: Jian, considered a sword style.
Movement Description: This style is based entirely on strength, and the speed of the upper body. By wielding a weapon that can nearly slice through the air with hulking strength, insane rushes of extremely fast attacks can be made in the span of seconds, slicing opponents to bits.
Stage: Final
Stage Description: Your strength when wielding this style is +3 past the cap. Your blade can be wielded with such dexterity that flying through combos is near-effortless, and extremely deadly. At the peak of your speed, your blade can begin moving so fast that it becomes difficult to track with the naked eye. With chakra, this ability can be amplified further, making you one of the deadliest close-range combatants out there. The superheated chakra in your blade is able to passively slice through techniques of B-rank and lower.
Stage Powers: +3 strength, +1 speed past the cap when active, access to the jutsu below.
Stage Training: Auto-unlock
Stage Jutsu:
Unrelenting Assault: D - S
A skin tight coating of chakra, applied for the sole purpose of not having to stop your relentless assault. This coating in chakra will deflect one technique of its rank, persisting with the ability to block a technique of three ranks lower than the original power before fading away. This technique defends any equipment the user is wielding, as well.

My Blade, Your Heart: C - S
By further enhancing their blade with chakra, the user of this skill may not only increase the strength of their superheated weapon, but also the length. At lowest rank, an increase of three feet at each end is obtained, scaling upward by five feet with each rank. As for the strength of the blade, assume this; with the style active, the superheated blade is capable of slicing through B-rank and lower passively. Meaning that--with S-rank chakra expenditure--the blade is capable of slicing through most any technique with energy to spare. The user of this skill will make their strikes extremely formidable to all who oppose them.
 
PostPosted: Sat Feb 28, 2015 1:59 am
-EM- Epic Muffin
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Gaia Name: -EM- Epic Muffin
RPC Name: Kaisen Uchiha
Rank: SS
Village: Kirigakure
Would you like to Donate your Style: Nah

Style Name: Searing Blade
( Merciless, Ferocious, Unrelenting )
History: By experimenting with the combination of his physical strength, and a chakra edge so supersaturated that its cutting potential exceeded that of most any other blade.
Style Requirements: Jian, considered a sword style.
Movement Description: This style is based entirely on strength, and the speed of the upper body. By wielding a weapon that can nearly slice through the air with hulking strength, insane rushes of extremely fast attacks can be made in the span of seconds, slicing opponents to bits.
Stage: Final
Stage Description: Your strength when wielding this style is +3 past the cap. Your blade can be wielded with such dexterity that flying through combos is near-effortless, and extremely deadly. At the peak of your speed, your blade can begin moving so fast that it becomes difficult to track with the naked eye. With chakra, this ability can be amplified further, making you one of the deadliest close-range combatants out there. The superheated chakra in your blade is able to passively slice through techniques of B-rank and lower.
Stage Powers: +3 strength past the cap when active, access to the jutsu below.
Stage Training: Auto-unlock
Stage Jutsu:
Unrelenting Assault: D - S
A skin tight coating of chakra, applied for the sole purpose of not having to stop your relentless assault. This coating in chakra will deflect one technique of its rank, persisting with the ability to block a technique of three ranks lower than the original power before fading away. This technique defends any equipment the user is wielding, as well.

My Blade, Your Heart: C - S
By further enhancing their blade with chakra, the user of this skill may not only increase the strength of their superheated weapon, but also the length. At lowest rank, an increase of three feet at each end is obtained, scaling upward by five feet with each rank. As for the strength of the blade, assume this; with the style active, the superheated blade is capable of slicing through B-rank and lower passively. Meaning that--with S-rank chakra expenditure--the blade is capable of slicing through most any technique with energy to spare. The user of this skill will make their strikes extremely formidable to all who oppose them.

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