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Posted: Wed Jun 20, 2012 8:11 pm
Ish: Denied. While it's a good idea, I won't allow things that boost stats or anything in the guild.
Zarud: I really like the first looks from it, but here's what I'm going to do. I'm gonna take it, and do a little work on it in crew, then when Bending Specializations are released, I'll put this out as a non-bender specialization.
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Posted: Wed Jun 20, 2012 9:09 pm
Hopefully this one works. Removed as much as I could without damaging the base idea of the style. If anything else is wrong, just PM me, and I will remove/change it and edit this one to save time. call_me_ishmail1 Iron Fist Stage 1A hand to hand style focusing on the control of ones chi, the Iron Fist first stage sets the groundwork for further expansion of the art. This stage works on increasing stamina and and the ability to find weakness in everything. Expose WeaknessBy making nothing but dodges of a person's attack, or letting someone else fight for them, the wielder of the iron fist can eventually find, and then exploit the weak spots of their opponent thereby disabling them but not outright killing them. This obviously is very difficult to achieve as a person's natural inclination is to counter-attack, but if one can avoid it long enough, the results are very good. (Long of the short: super senses. I need to figure out post counts on these, or I might let you do it since you would know how to be balance things in your own guild's rules. This is one of those that I have no idea of a good amount of time to achieve the desired results. Of course after that, this just becomes a normal "I attack your weakspot" ability that drains chi.) Energy ReservesBecause of the first stage's training, a user of the iron fist has the ability to extend their fighting time ever so slightly by tapping into reserves of energy that must eventually be replenished when in times of dire need. (This one just gives a small boost of chi, probably 50 or 100 points that will be drained the next time they fight. Can't be used twice in a fight or in consecutive fights obviously. Also can't be regenerated via any means outside of entering another fight.) Break BricksAnother exposure of weakness, only this one is in walls and armor. With an innate sense of where materials are at their weakest, the wielder can theoretically break armor with a single hit. This has obviously has never been obtained and the best that has ever happened is large cracks in armor, and holes in medium thickness walls. (Standard wall break. Earth and stone mostly. Still takes a bit at this stage. Best you will do is really crack thinner walls and barely dent armor, but it's designed to be much better at the final stage.) Stage 2In stage 2, the wielder now focuses on their strength and speed to avoid attacks and increase their counter attack potential. CounterThis allows for an attack to be displaced on the user. In essence, the attack will hit, but because the user was prepared, their new speed allows for a quick dodge and a weak, but immediate punch or kick to the enemy. Vital ThrowOne of the few strong offensive abilities, this attack allows the user to grab the enemy by the torso and actually slam them hard into the ground, causing some serious pain. This can be used either in an offensive manner with the user initiating, or in a defensive manner with them simply avoiding the attack and countering with their own. Focused PunchBy focusing their strength into their arm, this attack allows for a primitive form of the iron fist technique. Although it only lasts for the attack, it is rather strong, and a direct hit could cause some serious pain. Stage 3Stage 3 is where the Chi Control required for the final stage, and further training into agility is introduced. Resist DamagePrimarily a counter, this ability allows the iron fist user to avoid the largest damage from an ability. This doesn't prevent things like broken bones or torn ligaments, but it will stop the user from being winded and feeling the pain of one attack. Sadly this is a one use only as afterwards, the user is left exhausted and unable to concentrate enough to keep it going. (Effectively negates one attack's effects. One use only per fight as this is rather strong.) BounceThis ability allows for a rather unusual way of dodging attacks, utilizing the strength and speed from stage 2, combined with the observation of stage 1, the user has the ability to actually "bounce" off anything in the area like trees or even the ground itself, while still being able to figure out the trajectory, and land safely anywhere they might want. FlipAnother style of dodge, this is a relatively standard flip in one direction. The unique attribute of this though is how it can be used in an offensive manner. As an enemy begins to block, this would allow you to interrupt your normal attack, and actually flip off their arms and make a few other flips away and back into a standard stance. Fake-OutIn this attack, the user actually fakes a series of punches, stopping just before making contacy to throw the user off as to when the real attack is coming in. Once the enemies defenses falter, the true attack comes in, delivering a serious blow both physically and mentally, making them question when the user's attacks are going to be real. Stage 4The final stage, this one introduces the ultimate ability of the Iron Fist technique, and gives a final boost to the rest of the user's skills while teaching them how to combine them into powerful combinations. Iron FistThe namesake ability of the Iron Fist technique, this empowers one of the weilder's fists to be strong as iron, and gives only the fist an imperviousness to pain and damage to ensure the user's damage potential is maximized. This ability of course has a serious downside. The amount of time the user keeps the fist active, gives twice the amount of time the user is unable to activate it again, to give their chi a chance to recharge. This ability also negates any other effects the iron fist wielder might be using or wish to use as the chi required to keep this up drains their ability to use anything else. (Effectively twice the number of posts it was active to be able to activate again, this is in and out of battle) ImmovableBy utilizing the strength from stage 2, and the chi control from stage 3, the iron fist wielder is able to stand their ground against most attacks by infusing their chi into their feet and ground around them, making it a lot more difficult to move them. ReversalBy utilizing their agility and weakness finding abilities, the user is actually able to stop and return a close combat attack. In essence, this allows the user to use the enemie's own strength against them.
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Posted: Thu Jun 21, 2012 6:55 am
it still feels like you still dont understand chi all the way. When I read this, I feel like it's a Taijutsu style from naruto. Chi is not chakra. A martial art in this guild wont gain benefits from enhanced chi work or anything. A martial art is just a combo of punches and kicks to beat someone's a** in close range.
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Posted: Thu Jun 21, 2012 11:42 am
Snuffins it still feels like you still dont understand chi all the way. When I read this, I feel like it's a Taijutsu style from naruto. Chi is not chakra. A martial art in this guild wont gain benefits from enhanced chi work or anything. A martial art is just a combo of punches and kicks to beat someone's a** in close range. Now, that's not entirely true, Beth. Not to overstep my boundary or anything... Chi, Chakra, Ki, Energy, and Fatigue (Oblivion, tee hee)... They are all the same thing. Measurements of life force. The style itself looks fine now that he took out the speed and strength increase. Though, I would suggest you work on the stage descriptions. You need to put the training for each stage, there are too many styles where people have to guess on because the stage descriptions are not... descriptive enough. xd
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Posted: Thu Jun 21, 2012 1:49 pm
Zarud Helviiryn Chi Blocking History: Created by monks as a non-violent form of stopping your opponent Chi Blocking was taken to new hieghts by the fire nation gymnast Ty Lee. By picking out the different pressure points across the body the user of this form of fighting can disrupt the flow of energy passing through these points effectively paralysing the limb in question. Ty Lee also found that hitting these points also disrupts the opponents bending, which is the reason why it is used so much by the Equalist Movement. This connection to the anit-bending group has made it seem that anyone who practises this style of combat is connected to this group. Rules:- Can only chi block one limb per post. - Can not be a bender. - Chi Blcoking does not work against a foe in metal armor. Though the attacks can still hurt the energy flow won't be disrupted. Stage 1: The first stage of chi blocking is fairly basic and easy to grasp. By learning where the pressure points are the user can block the chi energy to the limb. However at this stage the moves aren't very fast or accurate. Chi Blocking effect lasts for 1 post. Four Stroke Points; the most basic technique in the chi blockers arsenal. This attack strike for points on the part of the body you target and block off the chi energy. Fire Ferret Paws: A fast palm strike used to throw the opponent off balance. Sparrowceet Claw; This pinching strike is very effective as the user twists as they strike causing the muscles in the striked area to strain. this can cause a fair bit of pain for a few minutes if the muscle is relaxed. But if it is still in use then it can last for some time. Turtle Duck Shell: named after how the hand is positioned like that of a duck's head, this move is used to push the opponents hand upwards and deflect a blow. Stage 2: Faster then the first satge, stage two users are also much more agile and can bend further than before. Although still not perfect the second stage is still fairly effective. Chi Block lasts for 2 posts. Sea Raven Drop; This move is a basic jumping axe kick, but adds a back flip to increase the power of the strike. Eel Hound Trip: With this technique the user slides between the opponents legs and grabs them, causing them to fall. Tiger Dillo Claw: This advanced version of Sparrowceet Claw is much more painfull. Rather than straining the muscle this move actually tears it. The pain is much worse and can take some to heal properly, during this time any unnecesary strain on the muscle can cause even more damage. Seven Strike Take Down: A follow up move to Four Stroke Points. After performing the first four strikes to disable to target area the user then performs two more on the legs then a final one on the abdomen in order to not only knock the opponent down but also wind them. Stage 3: The third stage of Chi Blocking is the level used by most Equalists. It is very fast and very effective but still not perfect. At this stage the user is also much more flexible allowing for free-er movement. Chi Blocking effect last for 3 posts. Buzzard Wasp Sting: A tough move which strikes a single pressure point near the neck that causes the body to spasm for a moment. Although it won't harm the opponent it can give the user a second to strike. Wolf Bat Fangs: This dual chop attack strikes at two sides at once, be it the neck, arms or legs. This can be painfull even if the opponent is blocking. Spider Snakes Prey: After getting the opponent into an arm lock the user then strike the lower half of the neck, knocking their opponent out. Unless the opponent knows about this move then they will be knocked out, but if they do know it or have experienced it before they can prevent themselves from falling unconcious. Eight Gates Of The Body: By punching these eight pressure points rather then jabbing at them the user can cause sevre muscle damage to the opponent and render them helpless. Stage 4: The final stage of Chi Blocking has only ever been mastered by Ty Lee and the Equalist leader Amon. The speed the user now possesses is unmatched by any fighting style and they can now bend their bodies in all manner of positions. it has even been known that stage four masters can even use their feet to block chi energy. At this point the effect of Chi Blocking is at its maximum of 4 posts. Divine Dragon Spear: A very fast move where the user can actually dislocate a limb with a single strike. The point being to subdue their opponent rather than kill them. Komodo Rhino Thrust: An uppercut attack with a difference. Instead of using a fist for the strike the user uses the normal two fingers of a Chi Blocker. this makes the attack far more dangerous as if used on a weakened opponent it can crush their wind pipe. Cat Owl's Wing: A defensive technique where the user moves forwards as the opponent punches, grabs their arm beneath thier own and twists, causing the arm to lock in place. Final Fate: The most powerfull move in the chi blockers arsenal. The Final Fate is a deadly mover where the user strikes exretemly hard at the heart of their opponent. This causes the muscles around the heart to contract and lead to a stroke. Unless medical attention is recieved the opponent is very likely to die. You skipped from stage 2 to 4 also your spelling is off.
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Posted: Thu Jun 21, 2012 1:52 pm
Snuffins Zarud: I really like the first looks from it, but here's what I'm going to do. I'm gonna take it, and do a little work on it in crew, then when Bending Specializations are released, I'll put this out as a non-bender specialization. Thats fine by me. Now prepare to have your to be brain washed by the dancing GIR!!!
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Posted: Thu Jun 21, 2012 2:00 pm
Quaylan Zarud Helviiryn Chi Blocking History: Created by monks as a non-violent form of stopping your opponent Chi Blocking was taken to new hieghts by the fire nation gymnast Ty Lee. By picking out the different pressure points across the body the user of this form of fighting can disrupt the flow of energy passing through these points effectively paralysing the limb in question. Ty Lee also found that hitting these points also disrupts the opponents bending, which is the reason why it is used so much by the Equalist Movement. This connection to the anit-bending group has made it seem that anyone who practises this style of combat is connected to this group. Rules:- Can only chi block one limb per post. - Can not be a bender. - Chi Blcoking does not work against a foe in metal armor. Though the attacks can still hurt the energy flow won't be disrupted. Stage 1: The first stage of chi blocking is fairly basic and easy to grasp. By learning where the pressure points are the user can block the chi energy to the limb. However at this stage the moves aren't very fast or accurate. Chi Blocking effect lasts for 1 post. Four Stroke Points; the most basic technique in the chi blockers arsenal. This attack strike for points on the part of the body you target and block off the chi energy. Fire Ferret Paws: A fast palm strike used to throw the opponent off balance. Sparrowceet Claw; This pinching strike is very effective as the user twists as they strike causing the muscles in the striked area to strain. this can cause a fair bit of pain for a few minutes if the muscle is relaxed. But if it is still in use then it can last for some time. Turtle Duck Shell: named after how the hand is positioned like that of a duck's head, this move is used to push the opponents hand upwards and deflect a blow. Stage 2: Faster then the first satge, stage two users are also much more agile and can bend further than before. Although still not perfect the second stage is still fairly effective. Chi Block lasts for 2 posts. Sea Raven Drop; This move is a basic jumping axe kick, but adds a back flip to increase the power of the strike. Eel Hound Trip: With this technique the user slides between the opponents legs and grabs them, causing them to fall. Tiger Dillo Claw: This advanced version of Sparrowceet Claw is much more painfull. Rather than straining the muscle this move actually tears it. The pain is much worse and can take some to heal properly, during this time any unnecesary strain on the muscle can cause even more damage. Seven Strike Take Down: A follow up move to Four Stroke Points. After performing the first four strikes to disable to target area the user then performs two more on the legs then a final one on the abdomen in order to not only knock the opponent down but also wind them. Stage 3: The third stage of Chi Blocking is the level used by most Equalists. It is very fast and very effective but still not perfect. At this stage the user is also much more flexible allowing for free-er movement. Chi Blocking effect last for 3 posts. Buzzard Wasp Sting: A tough move which strikes a single pressure point near the neck that causes the body to spasm for a moment. Although it won't harm the opponent it can give the user a second to strike. Wolf Bat Fangs: This dual chop attack strikes at two sides at once, be it the neck, arms or legs. This can be painfull even if the opponent is blocking. Spider Snakes Prey: After getting the opponent into an arm lock the user then strike the lower half of the neck, knocking their opponent out. Unless the opponent knows about this move then they will be knocked out, but if they do know it or have experienced it before they can prevent themselves from falling unconcious. Eight Gates Of The Body: By punching these eight pressure points rather then jabbing at them the user can cause sevre muscle damage to the opponent and render them helpless. Stage 4: The final stage of Chi Blocking has only ever been mastered by Ty Lee and the Equalist leader Amon. The speed the user now possesses is unmatched by any fighting style and they can now bend their bodies in all manner of positions. it has even been known that stage four masters can even use their feet to block chi energy. At this point the effect of Chi Blocking is at its maximum of 4 posts. Divine Dragon Spear: A very fast move where the user can actually dislocate a limb with a single strike. The point being to subdue their opponent rather than kill them. Komodo Rhino Thrust: An uppercut attack with a difference. Instead of using a fist for the strike the user uses the normal two fingers of a Chi Blocker. this makes the attack far more dangerous as if used on a weakened opponent it can crush their wind pipe. Cat Owl's Wing: A defensive technique where the user moves forwards as the opponent punches, grabs their arm beneath thier own and twists, causing the arm to lock in place. Final Fate: The most powerfull move in the chi blockers arsenal. The Final Fate is a deadly mover where the user strikes exretemly hard at the heart of their opponent. This causes the muscles around the heart to contract and lead to a stroke. Unless medical attention is recieved the opponent is very likely to die. You skipped from stage 2 to 4 also your spelling is off. Stage 3 is there but I forgot to space it from the text. Also when I tried to spell check it first time round my internet glitched up and I had to start over. Now tell me, why are you pointing out these things after Snuffins has already said she'd work it out?
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Posted: Thu Jun 21, 2012 2:21 pm
Hiro_Uzaki Snuffins it still feels like you still dont understand chi all the way. When I read this, I feel like it's a Taijutsu style from naruto. Chi is not chakra. A martial art in this guild wont gain benefits from enhanced chi work or anything. A martial art is just a combo of punches and kicks to beat someone's a** in close range. Now, that's not entirely true, Beth. Not to overstep my boundary or anything... Chi, Chakra, Ki, Energy, and Fatigue (Oblivion, tee hee)... They are all the same thing. Measurements of life force. The style itself looks fine now that he took out the speed and strength increase. Though, I would suggest you work on the stage descriptions. You need to put the training for each stage, there are too many styles where people have to guess on because the stage descriptions are not... descriptive enough. xd shut up, Hiro scream this is my domain! I am the alpha and the other alpha...cause omegas are for wusses. @Zarud and Quaylan play nice kids....
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Posted: Thu Jun 21, 2012 2:27 pm
...But it's opposite day.... emotion_0A0
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Posted: Thu Jun 21, 2012 5:11 pm
Well this is a pickle. I mean really for me to remove every last aspect of chi use would completly invalidate the whole purpose of this custom then.
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Posted: Fri Jun 22, 2012 12:10 am
Zarud Helviiryn Quaylan Zarud Helviiryn Chi Blocking History: Created by monks as a non-violent form of stopping your opponent Chi Blocking was taken to new hieghts by the fire nation gymnast Ty Lee. By picking out the different pressure points across the body the user of this form of fighting can disrupt the flow of energy passing through these points effectively paralysing the limb in question. Ty Lee also found that hitting these points also disrupts the opponents bending, which is the reason why it is used so much by the Equalist Movement. This connection to the anit-bending group has made it seem that anyone who practises this style of combat is connected to this group. Rules:- Can only chi block one limb per post. - Can not be a bender. - Chi Blcoking does not work against a foe in metal armor. Though the attacks can still hurt the energy flow won't be disrupted. Stage 1: The first stage of chi blocking is fairly basic and easy to grasp. By learning where the pressure points are the user can block the chi energy to the limb. However at this stage the moves aren't very fast or accurate. Chi Blocking effect lasts for 1 post. Four Stroke Points; the most basic technique in the chi blockers arsenal. This attack strike for points on the part of the body you target and block off the chi energy. Fire Ferret Paws: A fast palm strike used to throw the opponent off balance. Sparrowceet Claw; This pinching strike is very effective as the user twists as they strike causing the muscles in the striked area to strain. this can cause a fair bit of pain for a few minutes if the muscle is relaxed. But if it is still in use then it can last for some time. Turtle Duck Shell: named after how the hand is positioned like that of a duck's head, this move is used to push the opponents hand upwards and deflect a blow. Stage 2: Faster then the first satge, stage two users are also much more agile and can bend further than before. Although still not perfect the second stage is still fairly effective. Chi Block lasts for 2 posts. Sea Raven Drop; This move is a basic jumping axe kick, but adds a back flip to increase the power of the strike. Eel Hound Trip: With this technique the user slides between the opponents legs and grabs them, causing them to fall. Tiger Dillo Claw: This advanced version of Sparrowceet Claw is much more painfull. Rather than straining the muscle this move actually tears it. The pain is much worse and can take some to heal properly, during this time any unnecesary strain on the muscle can cause even more damage. Seven Strike Take Down: A follow up move to Four Stroke Points. After performing the first four strikes to disable to target area the user then performs two more on the legs then a final one on the abdomen in order to not only knock the opponent down but also wind them. Stage 3: The third stage of Chi Blocking is the level used by most Equalists. It is very fast and very effective but still not perfect. At this stage the user is also much more flexible allowing for free-er movement. Chi Blocking effect last for 3 posts. Buzzard Wasp Sting: A tough move which strikes a single pressure point near the neck that causes the body to spasm for a moment. Although it won't harm the opponent it can give the user a second to strike. Wolf Bat Fangs: This dual chop attack strikes at two sides at once, be it the neck, arms or legs. This can be painfull even if the opponent is blocking. Spider Snakes Prey: After getting the opponent into an arm lock the user then strike the lower half of the neck, knocking their opponent out. Unless the opponent knows about this move then they will be knocked out, but if they do know it or have experienced it before they can prevent themselves from falling unconcious. Eight Gates Of The Body: By punching these eight pressure points rather then jabbing at them the user can cause sevre muscle damage to the opponent and render them helpless. Stage 4: The final stage of Chi Blocking has only ever been mastered by Ty Lee and the Equalist leader Amon. The speed the user now possesses is unmatched by any fighting style and they can now bend their bodies in all manner of positions. it has even been known that stage four masters can even use their feet to block chi energy. At this point the effect of Chi Blocking is at its maximum of 4 posts. Divine Dragon Spear: A very fast move where the user can actually dislocate a limb with a single strike. The point being to subdue their opponent rather than kill them. Komodo Rhino Thrust: An uppercut attack with a difference. Instead of using a fist for the strike the user uses the normal two fingers of a Chi Blocker. this makes the attack far more dangerous as if used on a weakened opponent it can crush their wind pipe. Cat Owl's Wing: A defensive technique where the user moves forwards as the opponent punches, grabs their arm beneath thier own and twists, causing the arm to lock in place. Final Fate: The most powerfull move in the chi blockers arsenal. The Final Fate is a deadly mover where the user strikes exretemly hard at the heart of their opponent. This causes the muscles around the heart to contract and lead to a stroke. Unless medical attention is recieved the opponent is very likely to die. You skipped from stage 2 to 4 also your spelling is off. Stage 3 is there but I forgot to space it from the text. Also when I tried to spell check it first time round my internet glitched up and I had to start over. Now tell me, why are you pointing out these things after Snuffins has already said she'd work it out? Less work for her.
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Posted: Wed Jul 04, 2012 3:36 am
As per the request of Ish and my own need for a better HtH style that isn't an offensive powerhouse. Quote: Way Of The Iron Monk "No matter how hard he may try, a man cannot simply punch iron and be victorious." Note: This style is mostly defensive. It does have much offensive abilities. If you're looking for a style that is mostly offense, you may want to look elsewhere. The Extreme Conditioning skills in this style are not only optional but aren't required to master a stage. You also can use most of these skills with a weapon.
Stage 1: The first stage of this style is about avoidance and reading your opponent. You will also learn the basics of controlling your bodies tolerance to impact and pain. To train this stage you must concentrate on everything around you while you hold large weights on your shoulders. The training is complete when you cease feeling the weight and can fully focus on your surroundings.
Read Movements This technique does nothing than increases your reaction time by allowing you to read the movements of your opponent and then react. Simply put, when using this skill you are able to read any attack equal to or below your rank. Every post you use this in you must pay the chi cost for it.
Evasive Stance You get into a stance that allows you to react quickly to oncoming attacks. However, you have to have Read Movements active. While active you can dodge a single incoming attack as if it were one rank lower for each cost of energy you spend on it. Cannot dodge an attack that is two ranks above your rank. You cannot attack when using Evasive Stance.
Expose Weakness After dodging three attacks in a row you can activate Expose Weakness to figure out where and how to strike most effectively. This has a five post cooldown and you cannot strike in the same post that you use Expose Weakness in. After using Expose Weakness, you cannot use Read Moments or Evasive Stance for two posts. The energy cost doubles each time this is used in the same fight.
Extreme Conditioning: Stage One This ability is passive once learned. It also takes twice as long to learn. This ability grants the user the ability to ignore minor pains. Small cuts and bruises mainly. Does nothing to stop the bleeding or actual bodily harm however. Permanently reduces max chi by 10 once learned.
Hardened Fist The user focuses their chi and punches. The focusing of the chi not only hardens the fist for impact, but for protection. Allowing the user to essentially punch anything with the hardness of flesh as if it were nothing. This will essentially increase the power of your punches by roughly twenty-five percent. Costs energy for each use, cannot be used more than twice in a row without having to wait two posts.
Stage 2: The second stage of this style focuses on defense and blocking attacks as well expands on your pain tolerance. To train this stage of the style focus on breathing and chi control. If you have a partner you can have them take punches at you. If not lift weights while concentrating on your breathing and chi control.
Defensive Stance When activated this allows you to block an attack as if it were one rank less than it actually is. Essentially decreasing it's overall effectiveness. While active you can block a single incoming attack for each cost of energy you spend on it. Cannot block an attack that is two ranks above you.
Hold Your Ground This is an ability that allows you to take a hit that would knock you back and negate the knockback effects. This cannot be used more than once every two posts.
Come and Get Me The user taunts an opponent who is in combat and not attacking them. This forces the opponent to attack them for one turn. Cannot be used more than once every two turns.
Extreme Conditioning: Stage Two This ability is passive once learned. It also takes twice as long to learn. This ability grants the user the ability to ignore more pain than the first stage. Larger cuts and bruises, fractured bones, torn muscles. Does nothing to stop the bleeding or actual bodily harm however. Permanently reduces max chi by an additional 15 once learned.
Stone Fist The user focuses their chi and punches. The focusing of the chi not only hardens the fist for impact, but for protection. Allowing the user to essentially punch anything with the hardness of stone as if it were nothing. This will essentially increase the power of your punches by roughly fifty percent. Costs energy for each use, cannot be used more than twice in a row without having to wait two posts. Requires and replaces Hardened Fist.
Stage 3: The third stage of this style starts getting into utility and a bit of offense. You mainly focus on preventing the opponents ability to land an attack.To train this stage you must do some training with leg and arm weights while doing various exercises.
Quick Disarm Utilizing your training in reading an opponent you gain the ability to disarm an enemies weapon. You must be using Read Movements. You cannot use this skill on enemies higher rank than you. Cannot be used more than once every ten posts or it can be used again if a different fight encounter has been initiated and the previous one is over.
Bending Deflect By utilizing your training in blocking and dodging you are allowed to deflect a bending technique. Must pay additional chi for the rank of the deflected attack. Cannot deflect a technique above your rank. Cannot be done more than once every three posts.
Heroic Leap/Agile Flip This is a two part skill. The first half called Heroic Leap allows you to leap to an opponent up to three meters away. While leaping you are almost impossible to target unless by someone of a higher rank. Then you land you release a small shockwave one meter in radius, equal to novice rank. The second part called Agile Flip allows you to flip out of the way another three meters, giving you the same targeting immunity as Heroic Leap. Must be done right after Heroic Leap, and if done you release a smaller shockwave of half a meter in radius, equal to adept rank. You have one post to use Agile Flip before the skill goes on cooldown.. This has a one post cooldown, two if you use both halves.
Extreme Conditioning: Stage Three This ability is passive once learned. It also takes twice as long to learn. This ability grants the user the ability to ignore even more pain. More severe cuts and bruises, fractured and minor broken bones, torn muscles, and some internal injuries. Does nothing to stop the bleeding or actual bodily harm however. Permanently reduces max chi by an additional 25 once learned.
Bronze Fist The user focuses their chi and punches. The focusing of the chi not only hardens the fist for impact, but for protection. Allowing the user to essentially punch anything with the hardness of bronze as if it were nothing. This will essentially increase the power of your punches by roughly seventy-five percent. Costs energy for each use, cannot be used more than twice in a row without having to wait two posts. Requires and replaces Stone Fist.
Stage 4: The final stage of this style takes everything you have learned from the first three stages and refines it. To train this style meditate while wearing weights and holding a large weight on your shoulders. You may also want to do various exercises.
Guardian This skill allows you to move with blinding speed to block the attack that was targeting an ally within five meters. You pay chi cost for the rank of the blocked skill as well. This cannot be used more than once every ten posts.
Sunder By mastering your ability to study your opponent you gain the ability to strike their armor, weakening it. If you sunder the same area twice it begins to break. Three times and it does break. This cannot be used once per post, and cannot be used more than twice in a row before it has a three post cooldown.
Untouchable This skill allows you to enter a zen-like state causing you to essentially see everything at once. This allows you to dodge and/or parry virtually all attacks for three posts. Once the three posts are up none of the skills but the the bronze/iron fist skill becomes unusable for two posts. This has a ten post cooldown.
Extreme Conditioning: Mastered This ability is passive once learned. It also takes twice as long to learn. This ability grants the user the ability to ignore more pain than the first stage. More severe cuts and bruises, fractured and broken bones, torn muscles, and internal injuries. Essentially as long as you're able to breath and stay conscious you can ignore the pain. Does nothing to stop the bleeding or actual bodily harm however. Permanently reduces max chi by an additional 50 once learned.
Iron Fist The user focuses their chi and punches. The focusing of the chi not only hardens the fist for impact, but for protection. Allowing the user to essentially punch anything with the hardness of iron as if it were nothing. This will essentially doubles the power of your punches. Costs energy for each use, cannot be used more than twice in a row without having to wait two posts. Requires and replaces Bronze Fist.
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Posted: Tue Jul 10, 2012 10:36 pm
looks good DG, approved go ahead and post it
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Posted: Tue Jan 07, 2014 4:21 pm
Earthly Mirage Stage 1: By studying water and airbending in their traditional and basic form the practitioner will learn the basic flow of energy and how to manipulate the earth in it's most loose and malleable form. Conversion If there is no sand, the user can stomp and send out a wave of their chi to convert an amount of earth equal to the chi spent into sand. Trainee chi can get you a 10 meter radius converted into sand instead of earth. Novice can convert 20, adept 30, and a Master can convert fifty. Flow The practitioner will make a fluid movement with either their hands or their feet. The sands will respond by moving in a wave in that direction. This wave is only up to 6 feet tall but it is think and heavy and can act as a deterrent to oncoming assailants as it will bury them in sand, which they then have to spend time trying to get free of, which isn't all that hard. Twist The practitioner will twist an open hand and which makes the sand beneath an opponents foot twist suddenly. This can create imbalances when opponents are running as the sand underthem will be moving, often causing them to fall or spin with it, throwing them off for just long enough for a sand bender to take an advantage. Shift The user takes a strong stance and makes a wave with either a hand or a foot. The sands they focus on will suddenly shift quickly in the direction of that wave, making for a surprise below an enemy. Stage 2: With the basics down packed a sand bender now learns to make more impressive sand based attacks thhat are more dangerous to their enemies, while focusing on flowing freely instead of directly influencing like traditional earth benders tend to do. Ride the Wave By swinging their arms the bender will force the sands either below them or in front of them to rise and move backwards before rushing forward in a much larger wave that overtakes and forces back most things that aren't rooted to the ground. Alternatively the user can ride a wave of sand over large expanses of ground by keeping up the motion that created it. Ripple With a punch or stomp to the sand the practitioner sends a ripple through it towards an enemy in what looks like a resonating wave. When it arrives near an opponent it will make the sand below them burst upwards, knocking the enemy skyward. This ripple moves rather fast, almost seconds after the contact with the ground the sand will arrive at it's target. Military Movement Sand benders at this level can hide in the sand below ground and pop up like a mole somewhere else in that sand pit by quickly swimming below it. No bending can be done while underground. Whip The practitioner will spin and deliver a quick kick through the air with sand trailling through the air behind their foot. The sand will whip outwards towards the opponent and deal painful lacerating damage to a foe much like a water whip. This has the added effect of leaving sand in the wound. This can also be done through the hands if they were previously on the ground. Stage 3:Through practice the earth bender becomes a true sand bender with movements too fluid to be earth bending but too strong not to be. Here the merits of their training become more evident. Give and TakeThe user will pull one hand back and turn their body 270 degrees while the sand on that side of their body is pulled backwards. Upon the end of the turn they will force that hand outwards, sending that sand around their body and straight towards a foe. The impact is as strong as if an air or water bender hit head on but not so much as if earth had hit them. It does, however, have very stinging pain attached as you are beeing assaulted by a stream of sand. Sand Dune The practitioner stomp and bend low in a wide stance with closed fists. They will then push upwards with their palms and bodies to raise the sand they created or are around into a large, slippery dune. Then from atop this dune they will send slabs of the sand or even earth that is caught in it down the dune towards enemies. Twister When a large amount of sand is present a Sand bender can begin moving in a fluid circular motion that causes the sand to churn and spin around them self rather quickly. Veil A sandbender can make a heavy layer of sand coat their body to protect against an attack, and then force it outwards towards an opponent hazardously. Stage 4: At the highest level Sandbenders will make waterbenders and Earthbenders alike envious of their skillz. Rupture By stomping on solid ground a fissure will crack beneath the foot of the user and extend past the enemy. They will then raise their arm to the sky and make a semi circle forward. This will raise a huge amount of sand from that fissure and send it forward with enough force to knock over trees and collapse buildings without structural soundness. Sand TornadoBy flailing like an airbender a sandbender can cause all the sand in an area to spin around them in a potentially huge tornado.
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___youwillknownihilism Vice Captain
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Posted: Thu Jan 09, 2014 8:42 pm
Forbidden Voidbending This style of bending had been lost for many decades, and for a reason. Ancient decree of the air temples dictated the use of Voidbending forbidden, as it goes against all that Airbending stood for. Instead of air which flows freely, void is the lack of any and all flow. It is death. Those who learn Voidbending should expect no home in the Temples. The basis of Voidbending is a cycle of constant control. One must control the nothingness and not the air, yet to control this nothingness you must control the container, the air. Thus, Airbending in this is simply the means to the end. While it is truly a strong, offensive style of Airbending, the philosophical concept of it makes it forbidden. Stage 1- Void Gamma: The Bender uses an uppercut motion to attack the opponent, however is not actually aiming to hit, but instead bends with the motion, removing the air around the target’s mouth/nose and thus using a vacuum to suck out and force all air from their lunges. - Void Delta: Near or on impact, the User can forcefully push all the air around a body part away to create a vacuum in the air around it. Due to its nature, this technique is a double threat. Firstly, the blast of the expansion increase both the force and the range of the attack. Second, using the vacuum, the User can pull back in whatever was hit to add a normal hit to it as well. - Pull: A basic technique that seems simple, yet is the opposite of a traditional Airbender’s style of using wind to push objects away. This technique creates a vacuum powerful enough to pull objects towards the Bender with great force. - Null Wind: This technique is one of the bases of Voidbending. Using this, the Bender unwinds and manipulates the force of Airbending techniques through a reverse movement. In turn, the Voidbender can cancel Airbending. The cost to do so is equal to the technique nullified plus 5 chi. To do this, the Bender must either be close to the technique, whether it be as it forms or as it is launched. Stage 2- Vacuum Leap: By removing all air in a path the Bender decides, the Bender can then follow the path like a blur unmatched in speed. This technique takes thought to use, so if done incorrectly it can leave the Bender vulnerable as he takes in his surroundings, given that even if he can move fast enough, being able to comprehend the speed is completely different. This movement cannot be done consecutively, requiring calculation and concentration to pull off. - Pull Whip: Creating a vortex through a void continuously pulling one side and releasing on the other, the Bender is able to create a tornado-like whip that actually grabs things 5 feet in front of it, allowing the Bender to drag things along and throw even people up into the air with ease. Anything less than a ten tons can be pulled, given this is more powerful than the “push” of normal airbending. - Null Effect: Using the same principles of Null Wind, Null Effect is simply releasing a wide wave of energy to stop the momentum of free projectiles. This can be used to buy time against a falling object or simply to stop a heavy-caliber attack. - Void Beta: Void Beta is a signature technique of Voidbending, Simply put, it can create a “Void Fist” impact anywhere 20 feet from the user by manipulating the wind to expand in a particular area. The movement associated with this is a strike that mimics the direction the Bender is aiming to hit from, thus it seems as if the strikes are long-ranged melee attacks. Stage 3- Null Wave: This defensive technique is performed by the Bender waving both hands in a spiraling motion across the area they wish to create the barrier on. A streak of distorted air will visibly spread across the area to more or less cover the User. This can defend well against most elements well head-on, thus attacks of Master cannot normally defeat this by ramming into it, with a few exceptions. When hit by flame, the vacuum within the wave of air, when the initial barrier of air is pierced, will suffocate the flames and make them null. When hit by earth, the buoyancy of the bubble-like barrier of air surrounding the vacuum will be enough to absorb the blow. Against water and air, this vacuum will quickly swallow volume of the attack so long as it isn’t enough to destroy buildings, containing the water as to nullify the bending controlling it. Exceptions are techniques that can either travel through vacuums, such as lightning. The Null Wave is destroyed after blocking an attack of equal or greater rank. - Void-Make: This technique allows the Bender to create a solid-like surface out of the nothingness between the air, actually using the density of the air barrier of the void to become the surface of the non-existent. This can be used for many things, such as walking on air or stopping an opponent in mid-air. - Void Alpha: This is an upgrade of Void Beta’s long-ranged attack. First of all, the Bender first users a molding/rounding circular motion with his/her hands to isolate the target area. The Bender then claps his hands dramatically hard, forcing all the air in the area to collapse inwards all at once. Within the area, any solids in the vicinity will be ripped off of whatever they may be attached too and forced into the center due to the extreme net-force of the attack. Due to this, it seems almost as if the Bender can make things disappear into nothingness, thus a Voidbender. The volume of this attack is around a foot in diameter. Each extra foot in size equals +5 chi needed. Stage 4- Null Field: The Bender dances in a strange form, as if trying to bend a cyclone around themselves with no result. This, however, is untrue, as what they are truly doing is creating a incredibly large hurricane-like cyclone around the field. Within the eye, there is no wind. Flames are shut down, and only water and earth bending can be used. The Voidbender can only use Voidbending in this field as well. - Void Soul; Chi Nullification: Instead of bending the nothingness around the Bender, the Bender instead manipulates the “nothingness” within themselves to thin the chi densities and create a void within the Bender’s own energies. While doing this he cannot bend, of course. However, for physical attacks on the chi, this technique can nullify such damage by making the chi itself nearly non-existent within his body. - Void Omega: This is much like Alpha with the exception that, through this, one can manipulate the shape of the void to become more adaptable and flexible to the nature of an Airbender. For instance, a slash or a rod for wider or more direct attacks. These won’t be physical, so by manipulating the shape one can more easily capture an opponent into the area of effect. - Void Zeta: This is simply the ability to create multiple small Void Alphas at a higher speed. This technique is done by striking out with a hand and use the spin of the strike to isolate the area and clasp the hand shut by the end of the strike to collapse the wind. Each use of this gives 10 uses, thus is a more fast-paced technique than the original.
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