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Posted: Tue Apr 17, 2012 8:33 pm
This is where you can apply for a custom bending art. I don't really have a format for it yet, so all I require is a well thought out Idea, 4 stages, and at least 4 bending skills per a stage.
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Posted: Tue May 15, 2012 12:56 pm
Illusive Lightbending Stage 1:At stage 1, the Bender learns to find certain strong, yet not overflowing emotions that they can bend with. Their movements are simple and easy to imitate, really, however in this stage they learn how to firebend without flame, only using the heat to create light and . FlashThe Bender simply claps or stomps in some way and releases a large amount of heat that creates an immense light that disorients the eyes of all who looked upon it. This blinding white light sends a small humming noise around from the sudden change in temperature, though it has no real effect. This is equivalent to a flash grenade. MirageThis technique creates a mirage using heat, creating false water on a surface or area. With little effort, the User can also manipulate this mirage to give the illusion that he is Waterbending. This can also be used to create a mirror. DoubleThis bends light around the User to create a mirror image of him that’s identical from all sides. This illusion still mimics the User perfectly in movement, but can be moved in any direction and the angle it’s turned at from the User can be freely manipulated. Fire MimicryDepending on mastery, this can create an illusion of any of the techniques of Traditional Firebending, by bending heat in similar ways. The User can’t mimic a technique that’s two stages above the mastery in the Traditional Firebending than the own User’s mastery of Lightbending. It doesn’t carry any of the physical effects of the copied ability, but makes for a good bluff or distraction. Stage 2: Now, the Bender is able to bend light in more complex ways, especially the act of bending it around them, which is crucial for large and greater illusions. CloakBending light around them completely and letting it leave on the other side, this essentially makes an invisible cloak that conceals the image of the User, though can’t completely hide their presence due to smell and sound. The User is also prone to run into things or get hit by stray attacks. This can be held over two other people near the User. At Stage Four, the User can make two things in the area invisible without being near them. TripleThe Bender creates two clones of themself, which can also be mirror images, meaning that if the User steps right, the clone can step left instead. They still mimic the User’s movements completely. DuplicateThe Bender uses light to either reflect or create a copy of a nearby surface or item. It can be anything that’s the same size as or smaller than an elephant. It’s perfect at every angle, but isn’t solid. Duplicating something not in the immediate area costs +10 chi. Super-SizeThe Bender magnifies their outer appearance with heat and light to make them seem more giant. This can be from slightly larger to 15 meters high with their body in proportion. The can also make other objects look larger than they are, up to ten fold as large. Stage 3: The complexity of the Bender’s ability is now shown, their illusions more life-like and detailed, even in movements. QuadrupleCreates four heat clones of the User, which all still follow the same mimicry rules. GeminiCreates a heat clone of the User, this one, though, can move separately from the User, meaning it can move while the User stays still and can stay still while the User moves. Of course, it still isn’t physical, but it makes it harder to predict. This can be used with Double, Triple, and Quadruple, but costs 10 chi per extra clone. DisguiseThe User can disguise himself as someone/something else for long periods of time by manipulating the light that reflects off their body. Stage 4: At the highest power of light, there are four main abilities that are known as the summit of Lightbending. TriminiThe Bender creates two images of himself that can both move separately than the Bender. This does not give them consciousness of any sort and will disappear if they leave the area. They can’t cause physical damage. Any extra mirror clones from Double, Triple, or Quadruple cost an extra 10 chi. Black FlameBy using an exact amount of heat to create a black light, the User can manipulate light to the extent of absorbing all the light in certain areas and absorbing the heat energy from them. This creates a pitch black flame that emits no light at all and is extremely hot. It’s only weaker than a normal flame at night or in places that don’t have a lot of light, such as caves. It’s black due to the fact that it’s absorbing all the light and emitting none, and can be used in other Firebending techniques, making them stronger than normal. Doing so costs 20 extra chi in addition to the technique used with it. Illusive WorldThe Bender uses a large amount of heat over the whole area, creating something like an atmosphere around it to make it much easier to manipulate the light. This means that they can create a false environment or world. This covers around a 100 foot radius, with the Bender in the center. Laser BeamBy forming a beam of light, manipulating the concentration and narrowness of the emission, the User can use the light to transfer heat energy quickly and lightly. The User creates a circle with both their hands and concentrates all the heat to that point. Using heat to also keep the light inside of the point and reflect it back and forth constantly, it creates a stronger energy concentration via wave resonance. The point is completely black and seems as if it’s a vortex absorbing all the light around it, like a black hole. When it’s fired, the point becomes shining white and the beam is a straight line of light. This is actually more powerful than lightning bending, but it’s harder to manipulate and extremely accurate so it has less destructive potential. For 20 chi more, this can be bent with extreme heat once. If the User also masters Traditional Firebending, they can create this with only one hand. This is one of, if not the only, purely offensive abilities of Lightbending.
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Posted: Tue May 15, 2012 2:01 pm
I'll approve this, but this will count as a specialized bending for fire, which, if you wish to keep, you will be able to learn at master rank . I should actually put out an announcement.
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Posted: Sun May 20, 2012 10:06 pm
Rogue Stage 1:This is a knife-based fighting style that uses a mix of short and mid range attacks to kill the opponent in the most efficient way possible, meaning without wasting much time or energy. The first stage of this simply teaches the weak and vital points of a body, not just applying to humans but also any living being in general. Hidden SleightThis is a simple technique to hide a number of small knives around the user’s body to make it easy to access and utilize. With a little sleight of hand, the user can put one of these blades in their hand almost as fast as they throw it. Dis-ArmorA simple technique that lets the user stab into small cinches of armor in a target and weaken or break the supports holding it together. Essentially, this is simply a technique that removes clothes/armor from a target. Pinning ShotA technique that utilizes powerful throws with accuracy to pin the target’s clothes to a surface, immobilizing that area of the body. With a bit of effort, the blades can be removed in a second or two, though is quite troublesome if pinned by multiple shots. This throws one knife at stage 1, two at stage 2, three at stage 3, and four at stage 4. FlashThe User simply uses the knife blade to flash light into the enemy’s eyes to blind them for a split second. Can’t be used at night or in dark places. Stage 2: Now the rogue not only swings his knife around randomly, but also learns some cool tricks to help gain an edge on the opponent. This stage specifically requires the rogue to be smart and to learn some mathematics and physics to help understand and grasp the concepts of the tricks. Blade DullerSacrificing one knife, the user engages a target in close combat. If the target has a bladed weapon, the user continuously counters and defends the attacks with his knife at certain angles to steadily dull the edge so that it won’t cut even if it hits. A bruise or impact, maybe, but not as fatal as being sliced. ShurikenLocking four knives around each other, this creates a shuriken-shaped structure from the blades. By throwing this, the blades will auto-lock into one another so it doesn’t fall apart. If this is blocked by the target, it doesn’t just deflect somewhere else, but instead the three other blades that didn’t make contact separate and try to hit the target after being released in random trajectories at the target from point-blank. Scorpion StrikeThis is a throwing technique that takes two knive in one hand and swings the hand in an upward motion to throw. Releasing the blades at different times, the first blade heads in a straight trajectory at the opponent, while the second blade is secretly thrown upwards, above the target. The first blade is just a distraction so that the hidden second knife can strike down on the opponent from above. Pincer StrikeThis takes two knive, both in one hand like the Scorpian Strike. Throwing one to an angle from the target, like a way off throw, then throwing the second one right after in the same straight and high-speed trajectory, the second one, having been thrown harder and faster, will ricochet off the first one. The second one will then turn and head towards the actual target. This can be used to attack two targets at once if the timing is right. This must be a horizontal throw. Stage 3: The rogue learns how to maneuver the blades with bodies more along with learning how to utilize the wind for longer throws. This requires re-learning all natural movements in the body and rebuilding reflexes. Armor of ThornsThe user slides knives around their body, letting them move the blades as armor to wherever it’s needed. This doesn’t automatically guard against anything and has its limits since the User can only make certain movements at the same time as defending. Joint BlockThis teaches the User joints to stab their knives into in order to stiffen the area and make it impossible to move it. Once the knife is removed, the joint is able to manuever freely. Steps of DeathA special form taught to rogues that applies a large set of maneuvers meant to kill the opponent, letting the rogue move deadlier than any other warrior. Every motion is is cut or stab to a fatal area and will most probably kill the target. It’s not strict that one uses this entire form at once, but more so to teach separate parts of the whole that can be effective in actual situations. Long ThrowA technique that helps the User read the wind to help them throw a knife over a long distance of a hundred meters. This isn’t fast due to the longer distance, but can be useful if used correctly. Stage 4:The rogue is now a master of the knife and utilizes some of the most difficult and deadly techniques in their artillery. This is perfect for assassins and the like, but also seems like magic tricks with the simplicity of it. In fact, these tricks and techniques are good because of their simplicity, like how it's so easy to say "all he needed to do is..." but most likely much harder to have actual done that maneuver in real time. Death’s Subtle TouchThis is a special throwing technique which makes the blade approach almost impossible for the target to track with their own eyes. The motion and actual skill is no different from a normal throw, but the true technique is hidden in the aim and angle. By throwing the knife at an angle that is in the exact same position as the target’s line of sight, then the blade will not appear to be anything but a sliver in the eyesight of the opponent, but just the act of making it hard to see isn’t the purpose of this technique. In truth, because it looks like just a sliver, it removes the ability of depth perception from the target, making it near impossible to track its movements or approach. This throw is aimed exactly between the eyes of the target, so this is a killing-only technique that can’t be used safely in a friendly spar. This can become a truly devastating and nearly a sure-kill ability with Shadow Knife. Shadow KnifeThis throws a knife in the shadow of another knife, which prevents it from shining any light, thus concealing it. The knife can be any distance away from the knife, but it must always be in the shadow of the initial.
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Posted: Sat May 26, 2012 3:30 pm
Sergeant Bloodhound Rogue Stage 1:This is a knife-based fighting style that uses a mix of short and mid range attacks to kill the opponent in the most efficient way possible, meaning without wasting much time or energy. The first stage of this simply teaches the weak and vital points of a body, not just applying to humans but also any living being in general. Hidden SleightThis is a simple technique to hide a number of small knives around the user’s body to make it easy to access and utilize. With a little sleight of hand, the user can put one of these blades in their hand almost as fast as they throw it. Dis-ArmorA simple technique that lets the user stab into small cinches of armor in a target and weaken or break the supports holding it together. Essentially, this is simply a technique that removes clothes/armor from a target. Pinning ShotA technique that utilizes powerful throws with accuracy to pin the target’s clothes to a surface, immobilizing that area of the body. With a bit of effort, the blades can be removed in a second or two, though is quite troublesome if pinned by multiple shots. This throws one knife at stage 1, two at stage 2, three at stage 3, and four at stage 4. FlashThe User simply uses the knife blade to flash light into the enemy’s eyes to blind them for a split second. Can’t be used at night or in dark places. Stage 2: Now the rogue not only swings his knife around randomly, but also learns some cool tricks to help gain an edge on the opponent. This stage specifically requires the rogue to be smart and to learn some mathematics and physics to help understand and grasp the concepts of the tricks. Blade DullerSacrificing one knife, the user engages a target in close combat. If the target has a bladed weapon, the user continuously counters and defends the attacks with his knife at certain angles to steadily dull the edge so that it won’t cut even if it hits. A bruise or impact, maybe, but not as fatal as being sliced. ShurikenLocking four knives around each other, this creates a shuriken-shaped structure from the blades. By throwing this, the blades will auto-lock into one another so it doesn’t fall apart. If this is blocked by the target, it doesn’t just deflect somewhere else, but instead the three other blades that didn’t make contact separate and try to hit the target after being released in random trajectories at the target from point-blank. Scorpion StrikeThis is a throwing technique that takes two knive in one hand and swings the hand in an upward motion to throw. Releasing the blades at different times, the first blade heads in a straight trajectory at the opponent, while the second blade is secretly thrown upwards, above the target. The first blade is just a distraction so that the hidden second knife can strike down on the opponent from above. Pincer StrikeThis takes two knive, both in one hand like the Scorpian Strike. Throwing one to an angle from the target, like a way off throw, then throwing the second one right after in the same straight and high-speed trajectory, the second one, having been thrown harder and faster, will ricochet off the first one. The second one will then turn and head towards the actual target. This can be used to attack two targets at once if the timing is right. This must be a horizontal throw. Stage 3: The rogue learns how to maneuver the blades with bodies more along with learning how to utilize the wind for longer throws. This requires re-learning all natural movements in the body and rebuilding reflexes. Armor of ThornsThe user slides knives around their body, letting them move the blades as armor to wherever it’s needed. This doesn’t automatically guard against anything and has its limits since the User can only make certain movements at the same time as defending. Joint BlockThis teaches the User joints to stab their knives into in order to stiffen the area and make it impossible to move it. Once the knife is removed, the joint is able to manuever freely. Steps of DeathA special form taught to rogues that applies a large set of maneuvers meant to kill the opponent, letting the rogue move deadlier than any other warrior. Every motion is is cut or stab to a fatal area and will most probably kill the target. It’s not strict that one uses this entire form at once, but more so to teach separate parts of the whole that can be effective in actual situations. Long ThrowA technique that helps the User read the wind to help them throw a knife over a long distance of a hundred meters. This isn’t fast due to the longer distance, but can be useful if used correctly. Stage 4:The rogue is now a master of the knife and utilizes some of the most difficult and deadly techniques in their artillery. This is perfect for assassins and the like, but also seems like magic tricks with the simplicity of it. In fact, these tricks and techniques are good because of their simplicity, like how it's so easy to say "all he needed to do is..." but most likely much harder to have actual done that maneuver in real time. Death’s Subtle TouchThis is a special throwing technique which makes the blade approach almost impossible for the target to track with their own eyes. The motion and actual skill is no different from a normal throw, but the true technique is hidden in the aim and angle. By throwing the knife at an angle that is in the exact same position as the target’s line of sight, then the blade will not appear to be anything but a sliver in the eyesight of the opponent, but just the act of making it hard to see isn’t the purpose of this technique. In truth, because it looks like just a sliver, it removes the ability of depth perception from the target, making it near impossible to track its movements or approach. This throw is aimed exactly between the eyes of the target, so this is a killing-only technique that can’t be used safely in a friendly spar. This can become a truly devastating and nearly a sure-kill ability with Shadow Knife. Shadow KnifeThis throws a knife in the shadow of another knife, which prevents it from shining any light, thus concealing it. The knife can be any distance away from the knife, but it must always be in the shadow of the initial.
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Posted: Thu May 31, 2012 3:12 pm
Ill give it a look over when im right in the head. Also, please wait for someone to get around to it. Do not quote tour posts. Please inform a member of crew instead
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Posted: Thu May 31, 2012 4:44 pm
Oh, sorry, didn't mean to seem rude.
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Posted: Fri Jun 01, 2012 9:57 am
Sergeant Bloodhound Oh, sorry, didn't mean to seem rude. I love the style, but the only issue i have with it is the killing blow one. What's to stop me from starting a fight and just head shotting you to begin with? If a skill is going to be that deadly, it'd need to be visible. A hidden strike is perfectly fine, it just cant be a killing blow.
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Posted: Fri Jun 01, 2012 10:19 am
Snuffins Sergeant Bloodhound Oh, sorry, didn't mean to seem rude. I love the style, but the only issue i have with it is the killing blow one. What's to stop me from starting a fight and just head shotting you to begin with? If a skill is going to be that deadly, it'd need to be visible. A hidden strike is perfectly fine, it just cant be a killing blow. Well, really, I'd like it if it wasn't a killing blow, but the trick that it uses that avoids a person's depth perception only works if it's aimed between the eyes. One can still see it, but can't see how fast it's moving or how far it is, making their timing off. However, slight shifts in position can allow it to be seen, or even just closing an eye. But I couldn't find a way to use that trick without it being a move that would most likely kill if it hits. I'll try to think of an alternative, or if you want it so the knife wouldn't kill but just kind of stick itself between people's eyes without killing them, that could work.
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Posted: Tue Jun 05, 2012 7:38 pm
Sergeant Bloodhound Rogue Stage 1:This is a knife-based fighting style that uses a mix of short and mid range attacks to kill the opponent in the most efficient way possible, meaning without wasting much time or energy. The first stage of this simply teaches the weak and vital points of a body, not just applying to humans but also any living being in general. Hidden SleightThis is a simple technique to hide a number of small knives around the user’s body to make it easy to access and utilize. With a little sleight of hand, the user can put one of these blades in their hand almost as fast as they throw it. Dis-ArmorA simple technique that lets the user stab into small cinches of armor in a target and weaken or break the supports holding it together. Essentially, this is simply a technique that removes clothes/armor from a target. Pinning ShotA technique that utilizes powerful throws with accuracy to pin the target’s clothes to a surface, immobilizing that area of the body. With a bit of effort, the blades can be removed in a second or two, though is quite troublesome if pinned by multiple shots. This throws one knife at stage 1, two at stage 2, three at stage 3, and four at stage 4. FlashThe User simply uses the knife blade to flash light into the enemy’s eyes to blind them for a split second. Can’t be used at night or in dark places. Stage 2: Now the rogue not only swings his knife around randomly, but also learns some cool tricks to help gain an edge on the opponent. This stage specifically requires the rogue to be smart and to learn some mathematics and physics to help understand and grasp the concepts of the tricks. Blade DullerSacrificing one knife, the user engages a target in close combat. If the target has a bladed weapon, the user continuously counters and defends the attacks with his knife at certain angles to steadily dull the edge so that it won’t cut even if it hits. A bruise or impact, maybe, but not as fatal as being sliced. ShurikenLocking four knives around each other, this creates a shuriken-shaped structure from the blades. By throwing this, the blades will auto-lock into one another so it doesn’t fall apart. If this is blocked by the target, it doesn’t just deflect somewhere else, but instead the three other blades that didn’t make contact separate and try to hit the target after being released in random trajectories at the target from point-blank. Scorpion StrikeThis is a throwing technique that takes two knive in one hand and swings the hand in an upward motion to throw. Releasing the blades at different times, the first blade heads in a straight trajectory at the opponent, while the second blade is secretly thrown upwards, above the target. The first blade is just a distraction so that the hidden second knife can strike down on the opponent from above. Pincer StrikeThis takes two knive, both in one hand like the Scorpian Strike. Throwing one to an angle from the target, like a way off throw, then throwing the second one right after in the same straight and high-speed trajectory, the second one, having been thrown harder and faster, will ricochet off the first one. The second one will then turn and head towards the actual target. This can be used to attack two targets at once if the timing is right. This must be a horizontal throw. Stage 3: The rogue learns how to maneuver the blades with bodies more along with learning how to utilize the wind for longer throws. This requires re-learning all natural movements in the body and rebuilding reflexes. Armor of ThornsThe user slides knives around their body, letting them move the blades as armor to wherever it’s needed. This doesn’t automatically guard against anything and has its limits since the User can only make certain movements at the same time as defending. Joint BlockThis teaches the User joints to stab their knives into in order to stiffen the area and make it impossible to move it. Once the knife is removed, the joint is able to manuever freely. Steps of DeathA special form taught to rogues that applies a large set of maneuvers meant to kill the opponent, letting the rogue move deadlier than any other warrior. Every motion is is cut or stab to a fatal area and will most probably kill the target. It’s not strict that one uses this entire form at once, but more so to teach separate parts of the whole that can be effective in actual situations. Long ThrowA technique that helps the User read the wind to help them throw a knife over a long distance of a hundred meters. This isn’t fast due to the longer distance, but can be useful if used correctly. Stage 4:The rogue is now a master of the knife and utilizes some of the most difficult and deadly techniques in their artillery. This is perfect for assassins and the like, but also seems like magic tricks with the simplicity of it. In fact, these tricks and techniques are good because of their simplicity, like how it's so easy to say "all he needed to do is..." but most likely much harder to have actual done that maneuver in real time. Death’s Subtle TouchThis is a special throwing technique which makes the blade approach almost impossible for the target to track with their own eyes. The motion and actual skill is no different from a normal throw, but the true technique is hidden in the aim and angle. By throwing the knife at an angle that is in the exact same position as the target’s line of sight, then the blade will not appear to be anything but a sliver in the eyesight of the opponent, but just the act of making it hard to see isn’t the purpose of this technique. In truth, because it looks like just a sliver, it removes the ability of depth perception from the target, making it near impossible to track its movements or approach. This throw is aimed exactly between the eyes of the target, so this is a dangerous technique that can’t be used safely in a friendly spar. While the throw isn't strong enough to pierce the skull, it would put a pretty bad gash between the target's eyes or nose, and if they try dodging too late they might poke an eye out. This can become a truly devastating ability with Shadow Knife. Shadow KnifeThis throws a knife in the shadow of another knife, which prevents it from shining any light, thus concealing it. The knife can be any distance away from the knife, but it must always be in the shadow of the initial. Boomerang StrikeThis reads the wind, adjusting the angle of the knife so that they throw it against the wind somehow, which then turns the knife around and changes the trajectory to be aimed at the back of the target, so defending against this is difficult if they don't know it's coming. This can't be used with the wind at your back. Changed it so it doesn't kill, just leaves a gash, and added another technique.
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Posted: Tue Jun 05, 2012 9:10 pm
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Posted: Wed Jun 06, 2012 8:02 pm
Finally decided to get off my butt and put this in. Anything that has a TBD post count, and really anything with a post count in it, can be modified as you need it as I didn't know a good amount for your guild Just tell me how many you want, and I shall edit them in. I just ask that the iron fist technique be left as is. 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. Limit BreakThis ability has a dual use: if focused into the user's strength, it allows them to go beyond the normal human strength levels, allowing a person to hurl potentially large boulders, or life heavy items with less effort. If focused on speed, a similar effect occurs, only they now can reach higher speeds. This of course makes it impossible for them to see anything more than a blur, so turning to aim is out of the question. The best a person could do is one or two degrees of change from their current trajectory. Wall ClimbThis speed based ability actually introduces a power into from it. With it, the user is given the ability to walk up smooth surfaces. There is a downside to this though. Everywhere the user steps, small craters and indentations are made, making it impossible to climb in the same place twice without someone smoothing it first. This of course means as well, a person could use it on the ground. Flickering PunchUsing the speed that has been trained at this stage, the weilder could use that to create something of an after image of their punch. What this means, is that a punch would come ever so slightly faster than where the defending person thinks it is coming from. The punch does lose a signifigant amount of power though as the speed required to create the image makes the follow-through non-existant and therefore, the power as well. 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. Chi LaunchUsing their newly-found chi control, the user of the iron fist is granted the new ability to actually project their punches at range. This gives the weilder a new found range, but it tends to be slower as once chi leaves the body, it tends to slow way down. But it does allow for a stronger punch. Ghost PunchThis is a similar ability to the Chi Launch in that chi is projected, but in this one, the projection is actually through a material, directly behind it. There are of course limitations and anything thicker than a standard wall tends to negate this, but it allows one to bypass a defense to launch a standard attack at someone. 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. Flash PunchAnother combo move, the speed of stage 2, and the stamina of stage 1 combine to create a quick burst of paired punches. The first is a simple removal of defense, while the second is the actual attack. No extra strength is imput in the second attack, but it does allow for an easier time getting the punch in. Limit Break 2Utilizing Stage 2 strength and speed, and stage 3 chi control, a second limit break becomes unlocked. In this break, the speed of movement, and strength of punches is increased to near superhuman levels. The main drawback to this though is a breaking down of the human body at this level, causing immense levels of pain during the whole process, and a loss of any and all iron fist techniques afterwards. (Post count TBD. Again, leaving it up to you)
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Posted: Tue Jun 12, 2012 2:18 pm
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.
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Posted: Sat Jun 16, 2012 7:19 am
U/C
Unorthodox Water Bending
Stage 1: To understand that water is the most corruptible element, so easily it is polluted, transformed, and changed into various forms. Unlike traditional water bending which shuns this concept, unorthodox water benders are neophytes who understand that it is waters nature and flow to branch off. Each Stage allows the user to understand and utilize this concept to achieve the ultimate level of bending.
Free Flow: The first stage manly focuses on the users connection with his spiritual self. To release all barriers within to become like water itself at its freest states. By unlocking these barriers makes the users body turn into a massive ocean of chi rather then having set flow paths throughout the body. This allows incredible easy access to spiritual energy to bend, but it also acts as immunity to chi blocking based on currents of chi through the body.
Aquatic World: To many water benders a source of water is very important to utilize their bending abilities, but for neophytes such as the users of this style it is not a problem. To understand that the entire world no matter where the location consist of water is a key concept. This skill allows users to create water by absorbing or accumulating it from the surroundings. Things such as plant life, air, and themselves. Water Sphere: The first offensive technique the user will learn while using this style is often this one. The water sphere makes the user create a spheres of water which are used as a projectiles. The user simulates numerous punches which the spheres will fly out hitting the opponent, exploding, and recollecting.
Liquid Movements: Water is a element with little solidity amongst its basic form, and defensive aspects of battle are key to survival. With Training the user learns how to move through the surrounding freely and so loosely that evasion becomes a great tool. The user seemingly moves like water itself with enough training allowing them to dodge attacks rather then attempting to block them.
Stage 2:
Disperse (Steam): The user learns to use water in its gas like state rather then in one liquid form. This way attacks come as a surprise for the opponent making it a lethal weapon no matter who the opponent happens to be. The user also gains the ability to disperse large amounts of water into a vacancy.
Burst: Water within the air liquifies and launches out at the opponent from a close impact point causing them to feel a force hit before disappearing into air again. The level of damage is based on the users control over water, as well as the amount of water within the air. This isn't a attack meant to be obvious, but catch the opponent by surprise.
Repulse: The user utilizes water within the air defensively by creating a explosion outward by liquifying the moisture in air creating a growing barrier of sorts from them. This serves manly to push back opponents as well as stopping incoming projectiles.
Aquatic World 2: The user will learn the final part of stage 2 which is learning the proportion of water within certain things. The user will learn to control things such as mud as long as its more then 50% liquid is water. This allows the user to create more powerful attacks with more solidified water based attacks. This also gives the user basics for branch skills such as Plant and Steam bending.
Stage 3:
Secret Art 1: The user learns one of the best offensive techniques which they will most likely use as a water bender. The technique requires the user to create 2 massive spheres for beginners. Then the user will start bending similar to a fire bender allowing the water to act as the flame. This allows them to user a wide range of movements similar to fire bending expect with water blasting outward and recollecting into the spheres which orbit around the user.
Secret Art 2: This art is known as Poison Bending or simply water which is mixed with a type of poison that takes up 30% of the liquid. The bending requires more skills, but it is perfectly manageable with training. The effects of this Poison are hallucination and the feeling of drowning after a certain amount of time without medical attention. Advanced Steam Bending: The user learns to transform any type of water into a thick mist or steam, and can even control hot boiling water regardless of heat level. With enough training the user can also convert cold water into a warmer state by slowly using its gas like qualities. Frost Wave: The user begins to understand that water is so powerful even when it is seemingly nonexistent. With this the user learns this technique which allows them to simply freeze the air around opponents, or the surrounding area causing frostbite to occur to those around them as well as pains from the sheer cold.
Stage 4:
Rain:
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