|
Post by songstress on May 1, 2006 21:27:08 GMT -5
here is where you put up your ideas for jutsus, equipment, or whatever else note that you cannot use them or put them on a sheet until its approved, to get something approved you need three full approvals I can give a double approval ashley williams and seraphina can give a full approval and anyone else who has a charecter approved can give half approval however you need at least one full approval (myself, ashley, sera can give them) to have it finally approved.
|
|
|
Post by GM on May 1, 2006 21:28:37 GMT -5
hey can I use mephiasu's swords I cant find where I have the exact stats written down but if I need to I will re-write them.
|
|
|
Post by songstress on May 1, 2006 21:30:02 GMT -5
yeah I remeber those just post them if you find them if not then re-write them but for now I remeber them being worth 10 weapon points each.
double approved
|
|
|
Post by seraphina on May 1, 2006 21:31:08 GMT -5
ahh yes those swords are evil as hell...
approved at 10.. bastard.
|
|
|
Post by Evil Ash on May 2, 2006 15:41:21 GMT -5
OK. you said I needed to post my wirlwind style so this is it... I think.
Whirlwind spear style
stage one (these are passive) name: multi spear holding requirements: 3 stamina, 5 strength, 4 power, 6 control Description: at stage one this skill allows one to hold four spears (one in each hand wail two float behind the user) stage four is allowed to hold six spears (two in each hand wail two float behind the user) stage six is allowed to hold eight spears (two in each hand wail four float behind the user) stage seven is allowed to hold ten spears (two in each hand wail six float behind the user)
name: floating spear shield Requirements: 5 control, 6 reserves description: all floating spears spin to parry most tijutsu and block some ninjutsu allowing the user to counter with the other spears
Stage two name: multi spear thrust Requirements: 8 power, 10 control, 6 strength description: manipulating the wind the user throws all his spears at remarkable speeds each spear thrusts four times. After the spears have attacked they return to the user
name: jump Requirements: 6 strength, 12 control description: manipulating the wind to jump high off the ground, then propelling to the target at high speeds. At stage three height and speed increases. Stage two-height and speed: 20ft and 75mph Stage three-height and speed: 40ft and 125mph Stage four-height and speed: 60ft and 175mph Stage five-height and speed: 80ft and 225mph Stage six-height and speed: 100ft and 275mph Stage seven-height and speed: 120ft and 325mph
Stage three Name: flying Dragon spear stance Requirements: 13 intelligence, 10 tactics, 4 control Description: this genjutsu looks like a Kuchiyose but what it is, is the user manipulating the air so his spears fly in a straight line with him standing on the "head" and genjutsu of a dragon. In this formation the user gains a +3 in strangth and a +4 in stamnia, also the "tail" is the only thing that can attack because the spears go like this; (front) <-<-<-<-<-> (back). For every 4 control the user can have one other person on as well.
Name: Dragon tornado Requirements: flying Dragon spear stance, 18 power, 17 control Description: wail in flying Dragon spear stance the user starts to fly in circles until a tornado is created. At stage three the user makes an F1 tornado (74-122mph) Stage four- F2 (113-157mph) Stage five- F3 (158-206mph) Stage six- F4 (207-260mph) Stage seven- F5 (261-318mph)
Stage four Name: dragon blast Requirements: flying Dragon spear stance, 18 power, 20 control, 19 reserves Description: wail in flying Dragon spear stance the "dragon's" mouth opens and the user uses his chakra to force the air into a very powerful "beam" with his spears flying at the opponent at "Rock Lee" speeds after which the user "dismisses" the "dragon". at stage four it uses 100lbs. of air pressure. stage five-200lbs. stage six-400lbs. stage seven-600lbs.
name: Berserk dance requirements: 31 days of intence training, 14 strangth, 15 speed, 12 stamnia description: in this stance the user gains a +10 to strangth and speed, but takes a -5 to stamnia. the dance will stop after 10 hits (this stage) or when the user is tired. during the dance the user's attacks cannot be stopped by a person whose strangth is less than or = to the users current strangth. when the dance is done the user needs to rest for 3 posts or 6 if he ran out of stamnia. stage five-15 hits, +15 to strangth and speed, -7 to stamnia stage six-20 hits, +20 to strangth and speed, -10 to stamnia, if user is stopped the spears keep going stage seven-25 hits, +25 to strangth and speed, -13 to stamnia, is not tired after dance, if user is stopped the spears keep going
|
|
|
Post by Evil Ash on May 13, 2006 16:17:07 GMT -5
Style Description: the whirlwind spear style is sakungs personal style it is unique in the fact that it uses taijutsu, ninjutsu, and genjutsu to be effective.
StyleBasis: taijutsu, ninjutsu, and genjutsu.
stage one: stat requirements 4 speed, 3 stanima Stage Bonuses: +3 speed, +3 stanima, +1 strength
basic usage of the whirlwind style it is relativly akward due to the amount of chakra and dexterity it takes to wield the spears which at this level are one in each hand and two behind him floating on wind
stabs: at this point stabs arent more than the average user and trying to stab with all four at once is bound to miss however stabbing with two isnt unduable.
slashs: useually only one spear at a time at this point.
special techniques: spear shield : this technique allows the user to move the floating spears into a "shield" that is used to block taijutsu and projectiles.
stage two: stat requirements: 7 speed, 7 stanima, 5 strength stat bonuses: +2 speed, +3 stanima, +2 strength
slightly less akward yet still roughly the same as last stage.
stabs: less likly to miss but still not quite accurate yet.
slash: bit more powerful but still restricted to one hand at a time.
special techniques: multi spear thrust: stabs with all spears simultaniously once then return to user.
stage three: 10 speed, 10 stanima, 8 strength. stage bonuses: +3 speed, +3 stanima, +1 strength
wielder doesnt have anymore problems with akwardness he is comfertable with the spears and can now add another one to each hand having the spears float behind him dont tire him out as much.
stabs: good stabs with all four hand spears fairly accurate
slash: can now do it with both spears in one hand.
stance: flying Dragon spear stance description: this stance uses genjutsu that looks like a Kuchiyose but what it is, is the user manipulating the air so his spears fly in a straight line with him standing on the "head" and genjutsu making people see a dragon. In this formation the user gains a +3 in strangth and a +4 in stamnia, also the "tail" is the only thing that can attack because the spears go like this; (front) <-<-<-<-<-> (back). For every 4 control the user can have one other person on as well.
special techniques: jump: uses the wind to boost into air once in air comes down on opponent spear first.
all for now.
|
|
|
Post by Evil Ash on May 16, 2006 10:49:02 GMT -5
stage four requierments:10 Strength, 13 speed, 13 stamnia bonuses: +4 strength, +3 speed, +3 stamnia
|
|
xenocide
Superhuman
umm.. can I borrow some paper.
Posts: 41
|
Post by xenocide on May 17, 2006 17:37:29 GMT -5
name and brief hisroty:the hi no sutaffu (staff of fire) is a weapon created and used by hiro it uses chakra to the ends of the staff on fire used for many of hiro's jutsus. appearence: see avatar for all my posts it is exactly like that.
|
|
xenocide
Superhuman
umm.. can I borrow some paper.
Posts: 41
|
Post by xenocide on May 17, 2006 18:24:44 GMT -5
sen sutaffu dageki (thousand staff blows) is a style that focuses on the speed of the blow to kill an oppoonent users often use weights on there arms and legs in training and just normally to increase speed with them on and off they will also practice striking fast with the weights on since that is what the style is all about speed and uses the hi no sutaffu for all of its special techniques.
weights per stage: Stage 1: 20 pounds Stage 2: 40 pounds Stage 3: 60 pounds Stage 4: 100 pounds Stage 5: 140 pounds Stage 6: 200 pounds Stage 7: 300 pounds
stage one Stage One Stat Requirements: Speed 5, Stamina 3 Stage Bonus: Speed +5, Strength +2, Stamina +2
the user of this style is still new to it but still faster than an average staff user. motions however are jerky at best and not fluid like you would wish a staff.
Stage Two Stat Requirements: Speed 9, Stamina 5, Power 6 Stage Bonus: Speed +4, Strength + 2, Stamina +3 the user is a bit more adept and now is slightly faster but the best part is that the user isnt nearly as jerky any more.
special techniques: honoo no dageki (flame blow) this technique is used so that when an opponent is struck with an end of the staff there cloathing and skin ignites burning them slightly still its only a small burning sensation.
Stage Three Stat Requirements: Speed 12, Stamina 8, Willpower 8 Stage Bonus: Speed + 4, Strength +1, Stamina +4 the user is now starting flow with the staff well and is starting to show significant signs of speedy attacks are hard to follow for the genin eye.
Stage Four Stat Requirements: Speed 16, Stamina 14, Strength 13, Power 14 Stage Bonus: Speed +4, Strength +2, Stamina +3 now the user is becoming quite the speed demon attacks are impossible for a genin to follow and the fire on the ends of the staff have become more than just embers.
special technique hijou ni atsui dageki (burning blow) this technique is used to burn those attacked with it the fire is strong enough to leave a sever burn as the end of the staff striked with explodes in flame.
Stage Five Stat Requirements: Speed 21, Stamina 19, Strength 16, Willpower 16 Stage Bonus: Speed +5, Strength +1, Stamina +3 the users staff is a blur to genin and lower chunin virtually unfollowable.
special techniques moeru dageki (blazing shot) this technique is used to fire a burst of fire from the end of the staff up to five feet away used mostly right after a dodge backwards.
Stage Six Stat Requirements: Speed 28, Stamina 25, Strength 22, Power 18, Control 18 Stage Bonus: Speed +4, Strength +2, Stamina +3 The staff is able to cause second-degree burns onto the skin when going through the clothes. The users staff is a blur to all but jounin.
special techniques moeru ken (blazing sword) this technique focuses the fire into adding a flaming sword of sort onto the ends of the staff adding another foot and half or so of reach.
Stage Seven Stat Requirements: Speed 37, Stamina 32, Strength 30, Willpower 23, Tactics 21 Stage Bonus:, Speed +3, Strength +1, Stamina +4 the staff is a blur to anyone but the experinced jounin an experinced jounin can see it but cant keep up.
special techniques hageshii shi no jutsu (fiery death technique) the best technique known to sen sutaffu dageki it spreads the fire on the end of the staff into flames 6 feet tall and 2 feet wide the user then spins around making a flaming top that almost certainly destroys anything it encounters.
|
|
|
Post by GM on May 17, 2006 18:27:03 GMT -5
staff full approval at 9
tech tree full approval
|
|
|
Post by songstress on May 17, 2006 18:30:47 GMT -5
staff approved at 9
tree approved
|
|
|
Post by Frederic Bourgault-Christie on May 17, 2006 21:49:08 GMT -5
This is Omani's family unique form. The attribute requirements are high and it requires their unique body type, making it almost a clan-unioque form, ergo some of the higher power of the abilities.
Shuuren Teikiatsu: This form combines drilling circular motions, the usage of gravity and physics, pressure points and anatomical strikes, to form an art that is truly hellish in that it combines piercing, crushing and grappling strikes and techniques flawlessly. While not the most effective against multiple assailants (unless he is able to get a grip on one and use him as a shield against the others), it is devastatingly effective against other individual ninja, even ones much stronger than him. The spinning motion of him art makes him effective at all sorts of combat ranges, meaning that most foes' attempt to stay out of the reach of a particular attack is counterproductive; however, that same effect does mean that at least for most of the art's ascension attacks come out in discrete strikes and motions are vulnerable to interruption. If he can build enough torque, he can be truly devastating and unstoppable, meaning the art is also very good at long fights. While the form does not build existing Chakra, someone with it can use it to great effect; indeed, Omani's brother cultivates massive amounts of chakra to make his blows have a horrible area of effect.
Stage One:
Stat Requirements: Strength 9 Speed 6
Stage Bonus: +2 Str, +1 Speed
Stances:
Neutral Drill: This stance is one whime the body is straight, eithim facing a foe laterally or vertically. The arms are tense and open, and the legs are slightly bowlegged. All this builds tension that can be released quite naturally in inverted drilling motions.
Moves:
Spin Step: This evasive motion quickly slides the feet along the ground.
Twister Comes Down: A powerful punch or kick, this is the penultimate form of the art, a devastating blow that grinds through defenses and twists the flesh and muscles horribly.
Stage Two:
Stat Requirements: Strength 10 Speed 8 Stamina 7
Stage Bonus: +2 Strength, +1 Speed
Stances:
Neutral Drill: This stance is one where the body is straight, either facing a foe laterally or vertically. The arms are tense and open, and the legs are slightly bowlegged. All this builds tension that can be released quite naturally in inverted drilling motions. Stat Bonus: +3 Speed, +1 Str
Moves:
Spin Step: This evasive motion quickly slides the feet along the ground. The Spin Step is now not a one-off evasion but can be used repeatedly.
Twister Comes Down: A powerful punch or kick, this is the penultimate form of the art, a devastating blow that grinds through defenses and twists the flesh and muscles horribly. At this level the tissue damage is much more protracted.
Tearing Bolt: This grappling move uses powerful twisting to, however used (i.e. in response to a punch or done actively), twist and tear tendons, countering the classic problem of throwing forms: Throws don't hurt except for the fact that you hit the ground. Someone who is struck by too many of these will be quickly crippled.
Stage 3:
Stat Requirement: Strength 13 Speed 10 Stamina 9
Stat Bonus: 1 Strength, 1 Speed, 1 Stamina
Stances:
Neutral Drill: This stance is one whime the body is straight, eithim facing a foe laterally or vertically. The arms are tense and open, and the legs are slightly bowlegged. All this builds tension that can be released quite naturally in inverted drilling motions. Stat Bonus: +2 Speed, +4 Str
Constant Deflection: This is the passive form of a constant Spin Step. By constantly keeping the body twirling, stepping and moving, Omani can keep blows shunting off of him. Stat Bonus: +4 Stamina, +2 Speed
Moves:
Spin Step: This evasive motion quickly slides the feet along the ground. The Spin Step is now not a one-off evasion but can be used repeatedly. The Spin Step is still used despite the Constant Deflection.
Twister Comes Down: A powerful punch or kick, this is the penultimate form of the art, a devastating blow that grinds through defenses and twists the flesh and muscles horribly. At this level the tissue damage is much more protracted.
Tearing Bolt: This grappling move uses powerful twisting to, however used (i.e. in response to a punch or done actively), twist and tear tendons, countering the classic problem of throwing forms: Throws don't hurt except for the fact that you hit the ground. Someone who is struck by too many of these will be quickly crippled. The throw now has a disorienting effect from the spinning and is much easier to perform.
Stage Four:
Stat Requirement: Strength 20 Speed 14 Stamina 13 Intelligence 11
Stat Bonus: 3 Strength
Stances:
Neutral Drill: This stance is one whime the body is straight, eithim facing a foe laterally or vertically. The arms are tense and open, and the legs are slightly bowlegged. All this builds tension that can be released quite naturally in inverted drilling motions. Stat Bonus: +2 Speed, +5 Str
Constant Deflection: This is the passive form of a constant Spin Step. By constantly keeping the body twirling, stepping and moving, Omani can keep blows shunting off of him. Stat Bonus: +5 Stamina, +2 Speed
Moves:
Spin Step: This evasive motion quickly slides the feet along the ground. The Spin Step is now not a one-off evasion but can be used repeatedly. The Spin Step is still used despite the Constant Deflection.
Twister Comes Down: A powerful punch or kick, this is the penultimate form of the art, a devastating blow that grinds through defenses and twists the flesh and muscles horribly. At this level the tissue damage is much more protracted.
Tearing Bolt: This grappling move uses powerful twisting to, however used (i.e. in response to a punch or done actively), twist and tear tendons, countering the classic problem of throwing forms: Throws don't hurt except for the fact that you hit the ground. Someone who is struck by too many of these will be quickly crippled. The throw now has a disorienting effect from the spinning and is much easier to perform.
Flesh Spin: This is a brutal assault that grabs and tears the flesh, bones and tendons. It can be used to cripple opposing ninja, especially those reliant on hand seals.
Break Stomp: This spinning piledriving stomp is designed to Kung Fu Hustle-style drive a foe's leg into uselessness and into the ground below.
Stage Five:
Stage Requirements: Strength 24 Speed 16 Stamina 14 Intelligence 13
Stage Bonus: +3 Speed
Stance:
Neutral Drill: This stance is one whime the body is straight, eithim facing a foe laterally or vertically. The arms are tense and open, and the legs are slightly bowlegged. All this builds tension that can be released quite naturally in inverted drilling motions. Stat Bonus: +1 Speed, +4 Str
Constant Deflection: This is the passive form of a constant Spin Step. By constantly keeping the body twirling, stepping and moving, Omani can keep blows shunting off of him. Stat Bonus: +4 Stamina, +1 Speed
Active Attack: This form is a purely offensive one. The body is constantly wound Stat Bonus: +5 Strength
Ubiquitous Top: The Ubiquitous Top is the first break into raw speed of the form, doing constant attacks. Stat Bonus: +4 Speed
Move:
Spin Step: This evasive motion quickly slides the feet along the ground. The Spin Step is now not a one-off evasion but can be used repeatedly. The Spin Step is still used despite the Constant Deflection.
Twister Comes Down: A powerful punch or kick, this is the penultimate form of the art, a devastating blow that grinds through defenses and twists the flesh and muscles horribly. At this level the tissue damage is much more protracted.
Tearing Bolt: This grappling move uses powerful twisting to, however used (i.e. in response to a punch or done actively), twist and tear tendons, countering the classic problem of throwing forms: Throws don't hurt except for the fact that you hit the ground. Someone who is struck by too many of these will be quickly crippled. The throw now has a disorienting effect from the spinning and is much easier to perform.
Flesh Spin: This is a brutal assault that grabs and tears the flesh, bones and tendons. It can be used to cripple opposing ninja, especially those reliant on hand seals.
Break Stomp: This spinning piledriving stomp is designed to Kung Fu Hustle-style drive a foe's leg into uselessness and into the ground below.
Stage Six:
Stage Requirement: Strength 25 Speed 16 Stamina 14 Intelligence 13 Tactics 13
Stage Bonus: +2 Speed, +2 Str
Stance:
Active Propulsion: This stance uses constant spinning to throw Omani where he needs to go. +3 Speed, +2 Stamina
Neutral Drill: This stance is one whime the body is straight, eithim facing a foe laterally or vertically. The arms are tense and open, and the legs are slightly bowlegged. All this builds tension that can be released quite naturally in inverted drilling motions. Stat Bonus: +2 Speed, +4 Str
Constant Deflection: This is the passive form of a constant Spin Step. By constantly keeping the body twirling, stepping and moving, Omani can keep blows shunting off of him. Stat Bonus: +3 Stamina
Active Attack: This form is a purely offensive one. The body is constantly wound Stat Bonus: +6 Strength
Ubiquitous Top: The Ubiquitous Top is the first break into raw speed of the form, doing constant attacks. Stat Bonus: +4 Speed
Moves:
Vicious Fusillade: This ability drills into a surface, whethim the ground or a wall, and sends a spinning cyclone at a target. The spread is dense at the bottom and light at the top, spreading fragments and blinding effects as well as crushing foes and sucking them into the crushing.
Spin Step: This evasive motion quickly slides the feet along the ground. The Spin Step is now not a one-off evasion but can be used repeatedly. The Spin Step is still used despite the Constant Deflection.
Twister Comes Down: A powerful punch or kick, this is the penultimate form of the art, a devastating blow that grinds through defenses and twists the flesh and muscles horribly. At this level the tissue damage is much more protracted.
Tearing Bolt: This grappling move uses powerful twisting to, however used (i.e. in response to a punch or done actively), twist and tear tendons, countering the classic problem of throwing forms: Throws don't hurt except for the fact that you hit the ground. Someone who is struck by too many of these will be quickly crippled. The throw now has a disorienting effect from the spinning and is much easier to perform.
Flesh Spin: This is a brutal assault that grabs and tears the flesh, bones and tendons. It can be used to cripple opposing ninja, especially those reliant on hand seals.
Break Stomp: This spinning piledriving stomp is designed to Kung Fu Hustle-style drive a foe's leg into uselessness and into the ground below.
Stage Seven:
Stage Requirement: Strength 27 Speed 17 Stamina 15 Intelligence 14 Tactics 14
Stage Requirements:
Stage Bonus: +3 Str
Stance:
Active Propulsion: This stance uses constant spinning to throw Omani whime he needs to go. +4 Speed, +3 Stamina
Neutral Drill: This stance is one whime the body is straight, eithim facing a foe laterally or vertically. The arms are tense and open, and the legs are slightly bowlegged. All this builds tension that can be released quite naturally in inverted drilling motions. Stat Bonus: +2 Speed, +5 Str
Constant Deflection: This is the passive form of a constant Spin Step. By constantly keeping the body twirling, stepping and moving, Omani can keep blows shunting off of him. Stat Bonus: +4 Stamina, +2 Speed
Active Attack: This form is a purely offensive one. The body is constantly wound Stat Bonus: +7 Strength
Ubiquitous Top: The Ubiquitous Top is the first break into raw speed of the form, doing constant attacks. Stat Bonus: +6 Speed
Moves:
Vicious Fusillade: This ability drills into a surface, whethim the ground or a wall, and sends a spinning cyclone at a target. The spread is dense at the bottom and light at the top, spreading fragments and blinding effects as well as crushing foes and sucking them into the crushing.
Spin Step: This evasive motion quickly slides the feet along the ground. The Spin Step is now not a one-off evasion but can be used repeatedly. The Spin Step is still used despite the Constant Deflection.
Twister Comes Down: A powerful punch or kick, this is the penultimate form of the art, a devastating blow that grinds through defenses and twists the flesh and muscles horribly. At this level the tissue damage is much more protracted.
Tearing Bolt: This grappling move uses powerful twisting to, however used (i.e. in response to a punch or done actively), twist and tear tendons, countering the classic problem of throwing forms: Throws don't hurt except for the fact that you hit the ground. Someone who is struck by too many of these will be quickly crippled. The throw now has a disorienting effect from the spinning and is much easier to perform.
Flesh Spin: This is a brutal assault that grabs and tears the flesh, bones and tendons. It can be used to cripple opposing ninja, especially those reliant on hand seals.
Break Stomp: This spinning piledriving stomp is designed to Kung Fu Hustle-style drive a foe's leg into uselessness and into the ground below.
Kaze Drill: This devastating attack creates a powerful funnel of air that strikes targets.
|
|
|
Post by songstress on May 17, 2006 21:56:49 GMT -5
take out the hovor top technique and its approved.
|
|
|
Post by Frederic Bourgault-Christie on May 17, 2006 22:10:46 GMT -5
No problem. Can that be a level 8 or 9?
|
|
|
Post by songstress on May 19, 2006 16:40:43 GMT -5
no it cannot, also I noticed that not all of your stages have stat requirements and bonuses which they need, lastly a lot of your stances seem to have too many bonuses all of your four stances have a +9 bonus by the time they reach stage 7 which is wrong. note that more stances equal less stance bonuses as it makes you more versatile but less focused.
|
|
|
Post by Frederic Bourgault-Christie on May 19, 2006 17:43:53 GMT -5
Okay, will double-check and make sure each stage has reqs and bonuses, and will alter the stances. For example, U. Top should have less Speed than the Active Motion one.
|
|
|
Post by songstress on May 23, 2006 0:13:30 GMT -5
stat requirements should be higher towards the later stages (esspecially tactics as most taijutsu seem to stress that) and you need to lower all of the stances not just the u.top one as but about six or seven on each should be fine.
|
|
|
Post by Frederic Bourgault-Christie on May 23, 2006 2:13:03 GMT -5
Decreased high stage stance bonuses by 2 or so and stage requirements for Tactics by +6 as well as adding one or two to all of the high level stances.
Also: Items for Omani that need to be approved? Zanbato? Scalpels?
|
|
|
Post by songstress on May 23, 2006 8:06:10 GMT -5
stage one gives you a stage bonus also.
|
|
|
Post by Frederic Bourgault-Christie on May 23, 2006 11:28:21 GMT -5
Oh, sweetipie. Added.
|
|
|
Post by GM on May 23, 2006 11:41:55 GMT -5
full approval
|
|
|
Post by songstress on May 23, 2006 11:46:07 GMT -5
double approval, approved!
|
|
|
Post by Frederic Bourgault-Christie on May 23, 2006 18:44:07 GMT -5
The zanbato is the weapon used by Sanosuke Sagara in Kenshin among others. It is a large, probably fictional blade (inspired by the nodachi) that was large enough that it could be used by one strong man or a squad of normal men to kill cavalry, either slicing their legs and breaking or tearing or simply skewering like a spear! www.starstore.com/acatalog/SamuraiX_Sanosuke-01.jpg . Notice the wedge shape, much like a non-curved katana, which is designed to break open armor or thick bone but does reduce the cutting edge.
|
|
|
Post by songstress on May 23, 2006 18:59:22 GMT -5
well the idea is nice but you see that sword is kinda redciulous but I will approve with the requirements 15 strength, a physical tree primary requirement, and you cannot start with it without knowing a taijutsu style for it (i.e. universal great sword or certain mist styles) because otherwise its kinda rediculous so you couldnt start with it sorry but then again why would a sound medical nin be carrying around a 7 foot long sword anyway.
|
|
|
Post by Frederic Bourgault-Christie on May 23, 2006 19:15:35 GMT -5
Because I have huge strength? I'll build up to it, probably getting a unique style for it since it is such a different weapon from a sword. Could I get a smaller training version for now, perhaps in the six foot area or less? The drum is a large leather-skin drum, probably four feet in diameter at least, that can be played with a beater or with large hand motions. It is designed for signaling as well as magnifying sound. The beads over the body are designed to make sound like wind chimes. Omani, of course, will use this with her spinning motion and her combat to build up sound that she can use Jutsus with. The idea is to filter out bad sound and train to control good sound so she can master combining her martial art with oscillating sound attacks.
|
|
|
Post by songstress on May 23, 2006 19:31:20 GMT -5
yeah well I can shoot a gun but I dont bring one to school and shoot people (dont give me tha look you son of a bitch!)
the drum is double approved at four and the beads are double approved for six (as you done need to actually use your hand for them)
as for the training sword I doubt how you would still have one I would prefer you just use another of the swords there preferably nodachi as it would just be easier on me.
|
|
|
Post by Frederic Bourgault-Christie on May 23, 2006 22:35:57 GMT -5
Oh yeah, a nodachi is actually probably the real-life inspiration for the zanbato. The nodachi would be totally fine as a training weapon for the zanbato. I'll be A-OK doing that, my good sir.
|
|
|
Post by songstress on May 23, 2006 22:44:58 GMT -5
um in case you didnt notice by now im a girl....
|
|
|
Post by Frederic Bourgault-Christie on May 24, 2006 0:11:33 GMT -5
YOU WILL BE A SIR AND YOU WILL LIKE IT!
I'm sorry, I see you and Ash's display pic being high-action low-quality GIFs and I get them confused.
|
|
|
Post by songstress on May 24, 2006 0:49:03 GMT -5
really cause mine looks just fine on my computer mabey your computer just sucks or you have really high standards.
|
|