Post by songstress on Nov 10, 2006 10:34:34 GMT -5
In the pursuit of balance in all things a weapon master sought to use every weapon available to him in the most balanced way possible. To this end, he worked for decades perfecting many different styles of fighting, the key to each being a balance of strength, speed, and stamina. It was his belief that by overspecializing in a single area a warrior could place themselves at a disadvantage against some opponents who had learned to take advantages of weaknesses created in specializing in speed, strength, or stamina. The weapon master believed that through true balance a warrior could defeat any specialized warrior simply by balancing out a method of fighting that offered no advantages and no disadvantages.
One of the styles developed by the master was Kyokugi-Ken, a sword style that relied on the largest and heaviest swords commonly used in combat. Development of the style proved to be a challenge even of the weapon master as he discovered the inherent problem with large weapons was their natural tendency to make the user rely less on speed, and more on strength. In order to decrease the styles dependence on strength the weapon master worked with a number of apprentice warriors until he finally managed to find a particularly acrobatic fighter that he found could use the motions of his own body and the natural power created by swinging such a large weapon in order to create a series of moves and motions that allowed the user of even a large weapon to achieve a balance of power, speed, and stamina.
The style proved to be extremely difficult to learn however when in later years masters of the style found it difficult to find students capable of using their body and the weapon in the fluid manner needed to create the motions required for the style. Even the most highly dedicated students who trained tirelessly proved insufficient in many cases and it was eventually found that the style contained a serious flaw: It could only be practiced by very specific people who had bodies conditioned well in advance of formerly training with the sword.
Note: It's difficult to 'describe' how this style works, so I'll show you some examples. For my example I will use a specific character but this is just meant to serve as an example.
Kisa might leap through the air and turn her body so that its horizontal with her face towards the ground, and the side of her body is toward her target. Kisa would then spin around in the air using her sword as she came down towards her target, creating a slashing motion. The sword would either hit the target or presumably the target would dodge, Kisa's sword would hit the ground creating a sort of 'pole vault' effect that allows her to use her momentum and the movement of the sword to propel herself clear of a counter attack.
If Kisa charges forward and thrusts her weapon out straight, the momentum will then allow Kisa to leap and twist her body, taking advantage of the energy her sword created and allowing her to use her acrobatic talents to possibly evade a counter attack or to put herself in a position to do a sweeping slash as her body turns. The style has the habit of being highly unpredictable due to its unorthodox methods but it's obviously not perfect, because no style could ever be perfect.
The style is meant to create a series of movements that can be combined with acrobatic feats allows the user to fight in a rather unconventional but effective fashion using a large weapon and the power created by its movement.
Level 1
Requirements: Strength: 4 Speed 4
Stat Bonus: +3 Strength, +3 Speed, +3 Stamina
Swings – The user has not yet learned to properly control the sword, so while the naturally large weapon does swing with significant amounts of force its user is not in control of how far those swings go or when they stop. A strike, even at this level, would mean significant damage to a target but even a Genin will not have a great amount of difficulty avoiding these attacks.
Thrust – The user is not taught to thrust at all at this level, and any attempt at doing so will result in almost comical failure as the weight of the blade drags the user forward, causing them to stumble, and possibly even falling flat on their face.
Acrobatics – The one and only decent trait at this level. The user is able to turn flips, rolls, cartwheels and even swing around the hilt of the blade once provided it’s stuck in the ground sufficiently. These acrobatic moves, while not particularly quick serve as a means of defense through dodging.
Defense – Blocking with the sword is difficult at this stage due to the lack of control. The user mostly just turns the sword side ways and crouches slightly with one shoulder against it like a large metal barricade. This is effective defense against throwing weapons but cannot be done quickly enough to block them if the move is done after they are thrown.
Regular Technique:
Over And Under – When the user performs this technique the first step involves thrusting the tip of the sword in to the ground and then either from momentum gained by running before planting the sword or a jumping motion preformed after planting the sword the user swings around the hilt by about 180 degrees, presumably to kick at a target in front of them. The kick, if successful, will provide the user with a means to push themselves back in an arc over the top of their planted weapon but if the attack is unsuccessful the users weight will pull the weapon out of the ground as they swing around it, causing them to fly forward and down, this is not a problem for the user however as it allows them through careful manipulation of their body to perform a low sweeping slash, presumably at the target they were just attempting to kick.
Level 2
Requirements: Stamina: 7 Strength: 7 Willpower: 6
Stat Bonus: +3 Strength, +3 Speed, +3 Stamina
Swings – The user can now swing the blade with some level of proper control without too much over swing. The attacks at this level have sufficient control to make the user dangerous considering the size of their weapon but the user still lacks precise direction of the blade so it is impossible for them to swing at anything other than a ‘general area’.
Thrust – The user is now able to perform a thrust properly but will be unable to follow it up with anything else. Thrusts at this level are still a bit dangerous for the user because if they miss then the user is left open to counter attack. Still, the thrust does provide a decent range of attack and packs enough punch to give an enemy some pause even if it misses.
Acrobatics – With the exception of the thrust, the user is now able to follow up most moves with some sort of acrobatic move that allows for a dodge following an attack. In addition to being able to follow up an attack with a dodge, the user is able to effectively utilize their skill to swing around round objects such as branches and poles, leap to and immediately spring off of a wall, and perform any number of complicated flips, leaps and jumps.
Defense – Rather than simply hiding behind the sword as a means of defense the user is now able to deflect some oncoming attacks simply by swinging the sword to intercept them. The force of the weapon is enough to knock most attacks aside or at the very least halt them in their tracks. It is not an effective defense against Ninjutsu techniques however and small throwing weapons are difficult to deflect, but at this point the user is able to move the sword up quickly enough to use it as a shield.
Regular Technique:
Spin Fury – When using this technique the user performs a sudden 360 spinning motion with the sword. The spinning motion is an excellent way to attack multiple opponents at once or to repeatedly slash at an opponent in melee range. The power and control of this technique depends on how far out the user holds the weapon. The closer they hold the weapon to their body as they spin, the faster they will go, and the greater power they will have. The user is ‘stuck’ in their selected range until they stop spinning and so the user will need to decide if a weaker, slower, longer range attack or a stronger, faster, shorter range attack is appropriate in the given situation.
Level 3
Requirements: Speed: 10 Stamina: 10 Willpower: 8
Stat Bonus: +3 Strength, +3 Speed, +3 Stamina
Swings - The user can now swing the blade and control it sufficiently enough that there is little if any over swing. It is at this level that the user really begins to take advantage of the size and power offered by their weapon by using the swings to generate momentum that can be used to open up dodges and even new attacks through the combined use of Acrobatics
Thrust – A thrust is now a powerful and dangerous attack that blasts out swiftly from the user. As a result of this increased power and control the user is no longer left as open to attack by missing a thrust and can take advantage of the power created by their attack to leap forward in the air quickly in order to dodge a counter attack.
Acrobatics – Acrobatics begin to take on greater complexity and speed, making it more difficult to determine exactly how the user will counter attack. Unwise opponents will try to follow the path of the sword in order to estimate how to defend themselves as the user spins in the air, only to find a kick placed squarely in their face or stomach. While the user is able to do use acrobatics to set up for a kick as well as a slash or thrust, the kicks lack precise focus and usually only serve to knock an opponent back painfully.
Defense – The improved defense at this level allows a user to precise enough control to use even their large weapon to defend against quick attacks. Defense still primarily relies upon the sheer size of the sword and the power of the use but at this stage a user has begun to understand fine control as well as power. While it is possible to deflect thrown weapons by swinging the sword, the user typically still just turns the blade sideways and uses it as a shield. The user is now able to defend against ranged Ninjutsu attacks by using their weapon to intercept them, but this defense is not perfect and the user will often suffer some injuries anyway. When attempting to intercept a ninjutsu technique it is important consider a few basic ideas: IF the character using the ninjutsu is stronger than your character, either by rank or level, it is generally extremely difficult or even impossible to successfully slash at their technique with the sword, if their is weaker than yours either by rank or by level, it should be generally assumed that blocking their ninjutsu is easier than normal. If they are at the same rank and level, then its purely up for grabs but remember: Blocking in this fashion still hurts, and their use of chakra is not nearly as harmful to them as taking partial damage from their attack is to you. Techniques with no range such as a technique used in the palm of the hand or wielded like a weapon, cannot be broken through with the sword but can be defended against normally. Series attacks, such as a group of fireballs, are difficult to defend against unless they are all packed together (which it is better to assume they are not).
Regular Technique:
Top Spin – A truly unconventional technique, the user of this technique actually swings the sword with one hand starting from the opposing side to the hand swinging the sword and moving in an approximate 270 degree arc with the weapon and arm swinging it extended behind them. This movement in and of itself is a decent enough attack but it is used only to set up for a more dramatic attack. As the sword swings around the back side of the user’s body the user will then suddenly move upwards and back as if doing a one handed hand spring. Using one hand to hold the sword and the other to touch the ground the user combines their body motion and weapon to create a forward moving spin attack. In addition to the sword swinging through the air, the user’s legs are also extended creating a powerful spinning kick motion in addition to the sword attack.
Level 4
Requirements: Strength: 14 Speed: 14 Stamina: 15 Willpower: 14
Stat Bonus: +3 Strength, +3 Speed, +3 Stamina
Swings – At this level the user has obtained enough control over the weapon that they are able to attack with increased speed and power. The increased power actually causes the weapon to make a distinctive sound when swung that resembles a loud whistling sound. The improvements in speed allow for more elaborate combinations and unpredictable attacks as well as making the strikes harder to block and more difficult to avoid.
Thrust – Thrusts actually generate a cone of air around the sword that rapidly blasts outward. While the blasts are not sufficient to do real harm they will knock a human sized target back a few steps away from the sword. This air does not extend forward any farther than the blade itself does. The thrusts at this level are dangerous tools in the hands of the right user and come out swiftly enough that avoiding them completely can be a problem. When a thrust is preformed the movement and air around the sword cause the blade to vibrate slightly, creating a ringing sound.
Acrobatics – The wider range of control and increased speed of the user now allows them to not only use an acrobatic move in order to dodge and set up another attack but also to become a bending, twisting, jumping machine that works as a universal defense system. Up until this level the primary use of the acrobatic tricks taught to the user was to allow them to use their power created by their weapon in unusual ways but now the acrobatics become an important tactical tool used to avoid all manner of attacks and counter.
Defense – The user has not only learned to use their weapon to defend against incoming attacks but has actually begun to take advantage of the weapons reach by blocking attacks using the end of the blade further away from the hilt. Normally a defensive move is less effective when the attack strikes further away from the hilt but this disadvantage has become an advantage to the user as they have learned to deal with the decreased leverage they experience when an attack strikes near the tip of their weapon. This new method of defense makes it difficult to get near the user of the weapon when they are defending due to the deliberate effort by the user to keep the sword between themselves and the attacker.
Regular Technique:
Javelin Thrust – With this technique the user literally leaps in to the air and throws their weapon much like a javelin. This is a slightly specialized attack in that it requires some very specific training to be done correctly and requires special training above and beyond what is required for normal level four skill. It is possible for a user to have obtained the level of skill required to learn this technique but still not know it because they haven’t undergone the special training it requires. Besides making for a highly effective ‘javelin’ attack, the sheer force of the weapon striking the ground is enough to momentarily stun anyone that it lands within five feet from. This stun, while brief, is usually sufficient to allow the user to retrieve their weapon.
Note: Stun does not last long enough to extend in to another post, so a ‘target’ need not stand around stunned for their post but they should probably react to it “…the effect only lasted a moment and then he responded by…”
Level 5
Requirements: Strength: 19 Speed: 19 Stamina: 18 Willpower 16
Stat Bonus: +4 Strength, +2 Speed, +3 Stamina
Swings – The ‘whistling’ sound that was heard at the last level is now very distinct and loud enough to be heard from some distance. This sound can be a bit of a problem for the user if they are trying to kill somebody quietly but the large nature of the weapon makes it impractical for stealthy use to begin with. Enemies familiar with the weapon and the person using it at this level have often come to know, respect, and possibly even fear this sound. Swings are now extremely swift and often not bothered by minor obstacles such as trees or wooden posts. Stone will often split and chip and split but proves an effective barrier while metal remains largely able to withstand repeated blows from the large weapon.
Thrust – The ringing sound is now accompanied by a roar of wind as the blade thrusts forward. As with the previous level, wind ‘blasts’ out away from the blade as it is thrust and while this wind is not any stronger than before it does now travel forward out from the blade. The combined power of the thrust along with the air it creates causes wood to split and several inches of stone to shatter but this only happens if the sword actually hits the wood or stone in question.
Acrobatics – The speed and seemingly random nature of the acrobatics at this level make predicting exactly which way the user will move next difficult. The control allows the user to endlessly bounce and leap between objects such as walls, trees, and rocks which not only makes them difficult to hit but also allows them to set up attacks from strange angles or to rapidly bounce between multiple opponents to keep them confused and in disarray tactically.
Defense – In terms of defense the user is only slightly better than the previous level but now they have one new advantage added to their defense: They are able to use the power of their weapon to block even ranged ninjutsu attacks, usually by simply slashing through the attack with the power of their weapon. Although this defense against ranged attacks looks spectacular and can be extremely unsettling to an attacker, it should not be taken lightly. The amount of power required to simply ‘blow through’ a ninjutsu attack like this is even greater than it appears to be and blocking more than a few attacks can be exhausting.
Regular Technique:
Shockwave – When using this technique the user holds the sword firmly in both hands and then extends it straight up suddenly before slashing back down abruptly. The sheer force of this blow is powerful enough but the real effect comes from the shockwave effect it creates in a wave formation in front of the user. The wave effect only extends a few feet out from the sword and its duration is extremely short but the sheer power of it is sufficient to shatter all but the most sturdy obstacles, including people as a direct hit from the shockwave produces enough force to cause serious injury (Injury will be ‘crushing’ as opposed to ripping and tearing).
Level 6
Requirements: Strength: 25 Speed: 25 Stamina: 25 Willpower: 20 Tactics: 16
Stat Bonus: +3 Strength, +2 Speed, +4 Stamina
Swings – The ‘whistle’ now sounds more like a roar and a visible trail is seen in the air as the huge sword seems to cleave the very air as it moves. Wood is now completely ineffective as a means to stop the weapons path and even stone provides little protection. Metal is still an effective barrier but metal still proves something of a barrier. Attempting to block a swing from the user at this level with another weapon will often result in the target reeling back in the direction the attack cave from, an effect which can be countered by the opponents own skill if they are at the same level.
Thrust – Thrusts are now so fast and so powerful that blocking them is a near impossibility and so targets usually and wisely move out the way instead if they can. Even if they dodge the sheer power of the attack sends out a blast of air strong enough to lift an adult sized person within one foot of the blade and toss them through the air hard enough to cause damage if they strike a hard object. Targets outside of the one foot radius around the blade still feel the rush of wind pushing against them, but they are not affected by it. Small throwing weapons that come within one foot of the sword during a thrust are also knocked aside.
Acrobatics – The user’s body is now literally a ball of reflexes that is best described as a human spring. They can turn, jump, dive, flip, roll and cartwheel over and around just about everything thrown at them so quickly that a doujutsu is required to follow the user’s movements. These acrobatic movements when combined with sword attacks make the user a seemingly endlessly slashing and thrusting blur of movement that can give even experienced opponents a moments hesitation before approaching within range of such a huge weapon spinning in the air.
Defense – While many of the methods of defense remain the same as previous levels the user is now able to perform them with incredible levels of speed and precision, seemingly able to knock aside attack after attack with their huge weapon. The main difference in the defense at this level is that the user has learned to swing their weapon in anticipation of an attack and unless an attacker compensates for this during their attack they will often find their arm or arms numbed from the impact unless they are using a very large weapon themselves.
Regular Technique:
Slam – Using extremely precise control of the sword the user swings the flat side of the blade toward a target and instead of following throw with the attack they stop it at just the right moment in order to produce a powerful slamming attack that works in similar fashion to a martial artist breaking a piece of wood or brick. While not precisely deadly the attack can still be devastating if properly used causing severe injury to an opponent. If a target should happen to block this technique with a weapon dead on without deflection the resulting impact will send severe vibration through the targets weapons and in to their body, rattling them head to toe.
Level 7
Requirements: Strength: 33 Speed: 33 Stamina: 33 Willpower: 24 Tactics: 20
Stat Bonus: +3 Strength, +3 Speed, +3 Stamina
Swings – A nearly unstoppable force. Only the skill of an opponent prevents weapons from shattering under the power the user puts forth at this level. The roar in the air created by one of these swings sounds and looks almost as if the sword is ripping the air as it moves. This ‘air ripping’ effect actually creates a violent stream of air directly behind the blade that is almost as violently rendering as the sword itself, this not only cases greater damage as the sword and then the air following it rips through an object, it also makes counterattacking the user from certain angles dangerous as the air makes moving behind the swing difficult.
Thrust – Only the most experienced fighters are able to predict and completely avoid this attack as it comes out so suddenly that it often renders a target in two pieces before they ever knew what hit them. Even the most experienced warriors will be pushed by and momentarily stunned if they attempt to block this attack. The vortex created around the weapon requires a split second to follow the weapon but the resulting pressure causes objects to explode violently if the sword penetrates them.
Acrobatics – The user now has such control over their body that they are literally capable of what seems like impossible feats, such as changing direction in mid air, attacking from inconceivable angles, and dodging through seemingly unavoidable attacks. This level of acrobatic skill is extremely quick, but its primary function is to combine speed with mastery over the body, allowing the user to be amazingly agile and extremely quick.
Defense – Defense is near perfect now, as the user has the speed, control, power and knowledge to effectively use their weapon in a seemingly perfect defense. The user takes full advantage of the size and weight of the weapon to keep control of the fight in conjunction with their acrobatic skills in order to keep their exact range where they desire it and maximize effectiveness. Of course, no defense is absolutely flawless but observers of this style have noted that it is as close to being flawless as is humanly possible with this particular weapon.
Special Technique:
The End – Simply put this technique is a single slash or single thrust that uses every ounce of power the user has remaining and channels it in to a single charging attack. There is almost no way to block this attack but it can be dodged by extremely skilled opponents. The resulting impact from this attack creates a sound that almost resembles an explosion and the effects of it are just as devastating. After performing this technique the user will fall to the ground, unable to do much beyond slow crawling.
One of the styles developed by the master was Kyokugi-Ken, a sword style that relied on the largest and heaviest swords commonly used in combat. Development of the style proved to be a challenge even of the weapon master as he discovered the inherent problem with large weapons was their natural tendency to make the user rely less on speed, and more on strength. In order to decrease the styles dependence on strength the weapon master worked with a number of apprentice warriors until he finally managed to find a particularly acrobatic fighter that he found could use the motions of his own body and the natural power created by swinging such a large weapon in order to create a series of moves and motions that allowed the user of even a large weapon to achieve a balance of power, speed, and stamina.
The style proved to be extremely difficult to learn however when in later years masters of the style found it difficult to find students capable of using their body and the weapon in the fluid manner needed to create the motions required for the style. Even the most highly dedicated students who trained tirelessly proved insufficient in many cases and it was eventually found that the style contained a serious flaw: It could only be practiced by very specific people who had bodies conditioned well in advance of formerly training with the sword.
Note: It's difficult to 'describe' how this style works, so I'll show you some examples. For my example I will use a specific character but this is just meant to serve as an example.
Kisa might leap through the air and turn her body so that its horizontal with her face towards the ground, and the side of her body is toward her target. Kisa would then spin around in the air using her sword as she came down towards her target, creating a slashing motion. The sword would either hit the target or presumably the target would dodge, Kisa's sword would hit the ground creating a sort of 'pole vault' effect that allows her to use her momentum and the movement of the sword to propel herself clear of a counter attack.
If Kisa charges forward and thrusts her weapon out straight, the momentum will then allow Kisa to leap and twist her body, taking advantage of the energy her sword created and allowing her to use her acrobatic talents to possibly evade a counter attack or to put herself in a position to do a sweeping slash as her body turns. The style has the habit of being highly unpredictable due to its unorthodox methods but it's obviously not perfect, because no style could ever be perfect.
The style is meant to create a series of movements that can be combined with acrobatic feats allows the user to fight in a rather unconventional but effective fashion using a large weapon and the power created by its movement.
Level 1
Requirements: Strength: 4 Speed 4
Stat Bonus: +3 Strength, +3 Speed, +3 Stamina
Swings – The user has not yet learned to properly control the sword, so while the naturally large weapon does swing with significant amounts of force its user is not in control of how far those swings go or when they stop. A strike, even at this level, would mean significant damage to a target but even a Genin will not have a great amount of difficulty avoiding these attacks.
Thrust – The user is not taught to thrust at all at this level, and any attempt at doing so will result in almost comical failure as the weight of the blade drags the user forward, causing them to stumble, and possibly even falling flat on their face.
Acrobatics – The one and only decent trait at this level. The user is able to turn flips, rolls, cartwheels and even swing around the hilt of the blade once provided it’s stuck in the ground sufficiently. These acrobatic moves, while not particularly quick serve as a means of defense through dodging.
Defense – Blocking with the sword is difficult at this stage due to the lack of control. The user mostly just turns the sword side ways and crouches slightly with one shoulder against it like a large metal barricade. This is effective defense against throwing weapons but cannot be done quickly enough to block them if the move is done after they are thrown.
Regular Technique:
Over And Under – When the user performs this technique the first step involves thrusting the tip of the sword in to the ground and then either from momentum gained by running before planting the sword or a jumping motion preformed after planting the sword the user swings around the hilt by about 180 degrees, presumably to kick at a target in front of them. The kick, if successful, will provide the user with a means to push themselves back in an arc over the top of their planted weapon but if the attack is unsuccessful the users weight will pull the weapon out of the ground as they swing around it, causing them to fly forward and down, this is not a problem for the user however as it allows them through careful manipulation of their body to perform a low sweeping slash, presumably at the target they were just attempting to kick.
Level 2
Requirements: Stamina: 7 Strength: 7 Willpower: 6
Stat Bonus: +3 Strength, +3 Speed, +3 Stamina
Swings – The user can now swing the blade with some level of proper control without too much over swing. The attacks at this level have sufficient control to make the user dangerous considering the size of their weapon but the user still lacks precise direction of the blade so it is impossible for them to swing at anything other than a ‘general area’.
Thrust – The user is now able to perform a thrust properly but will be unable to follow it up with anything else. Thrusts at this level are still a bit dangerous for the user because if they miss then the user is left open to counter attack. Still, the thrust does provide a decent range of attack and packs enough punch to give an enemy some pause even if it misses.
Acrobatics – With the exception of the thrust, the user is now able to follow up most moves with some sort of acrobatic move that allows for a dodge following an attack. In addition to being able to follow up an attack with a dodge, the user is able to effectively utilize their skill to swing around round objects such as branches and poles, leap to and immediately spring off of a wall, and perform any number of complicated flips, leaps and jumps.
Defense – Rather than simply hiding behind the sword as a means of defense the user is now able to deflect some oncoming attacks simply by swinging the sword to intercept them. The force of the weapon is enough to knock most attacks aside or at the very least halt them in their tracks. It is not an effective defense against Ninjutsu techniques however and small throwing weapons are difficult to deflect, but at this point the user is able to move the sword up quickly enough to use it as a shield.
Regular Technique:
Spin Fury – When using this technique the user performs a sudden 360 spinning motion with the sword. The spinning motion is an excellent way to attack multiple opponents at once or to repeatedly slash at an opponent in melee range. The power and control of this technique depends on how far out the user holds the weapon. The closer they hold the weapon to their body as they spin, the faster they will go, and the greater power they will have. The user is ‘stuck’ in their selected range until they stop spinning and so the user will need to decide if a weaker, slower, longer range attack or a stronger, faster, shorter range attack is appropriate in the given situation.
Level 3
Requirements: Speed: 10 Stamina: 10 Willpower: 8
Stat Bonus: +3 Strength, +3 Speed, +3 Stamina
Swings - The user can now swing the blade and control it sufficiently enough that there is little if any over swing. It is at this level that the user really begins to take advantage of the size and power offered by their weapon by using the swings to generate momentum that can be used to open up dodges and even new attacks through the combined use of Acrobatics
Thrust – A thrust is now a powerful and dangerous attack that blasts out swiftly from the user. As a result of this increased power and control the user is no longer left as open to attack by missing a thrust and can take advantage of the power created by their attack to leap forward in the air quickly in order to dodge a counter attack.
Acrobatics – Acrobatics begin to take on greater complexity and speed, making it more difficult to determine exactly how the user will counter attack. Unwise opponents will try to follow the path of the sword in order to estimate how to defend themselves as the user spins in the air, only to find a kick placed squarely in their face or stomach. While the user is able to do use acrobatics to set up for a kick as well as a slash or thrust, the kicks lack precise focus and usually only serve to knock an opponent back painfully.
Defense – The improved defense at this level allows a user to precise enough control to use even their large weapon to defend against quick attacks. Defense still primarily relies upon the sheer size of the sword and the power of the use but at this stage a user has begun to understand fine control as well as power. While it is possible to deflect thrown weapons by swinging the sword, the user typically still just turns the blade sideways and uses it as a shield. The user is now able to defend against ranged Ninjutsu attacks by using their weapon to intercept them, but this defense is not perfect and the user will often suffer some injuries anyway. When attempting to intercept a ninjutsu technique it is important consider a few basic ideas: IF the character using the ninjutsu is stronger than your character, either by rank or level, it is generally extremely difficult or even impossible to successfully slash at their technique with the sword, if their is weaker than yours either by rank or by level, it should be generally assumed that blocking their ninjutsu is easier than normal. If they are at the same rank and level, then its purely up for grabs but remember: Blocking in this fashion still hurts, and their use of chakra is not nearly as harmful to them as taking partial damage from their attack is to you. Techniques with no range such as a technique used in the palm of the hand or wielded like a weapon, cannot be broken through with the sword but can be defended against normally. Series attacks, such as a group of fireballs, are difficult to defend against unless they are all packed together (which it is better to assume they are not).
Regular Technique:
Top Spin – A truly unconventional technique, the user of this technique actually swings the sword with one hand starting from the opposing side to the hand swinging the sword and moving in an approximate 270 degree arc with the weapon and arm swinging it extended behind them. This movement in and of itself is a decent enough attack but it is used only to set up for a more dramatic attack. As the sword swings around the back side of the user’s body the user will then suddenly move upwards and back as if doing a one handed hand spring. Using one hand to hold the sword and the other to touch the ground the user combines their body motion and weapon to create a forward moving spin attack. In addition to the sword swinging through the air, the user’s legs are also extended creating a powerful spinning kick motion in addition to the sword attack.
Level 4
Requirements: Strength: 14 Speed: 14 Stamina: 15 Willpower: 14
Stat Bonus: +3 Strength, +3 Speed, +3 Stamina
Swings – At this level the user has obtained enough control over the weapon that they are able to attack with increased speed and power. The increased power actually causes the weapon to make a distinctive sound when swung that resembles a loud whistling sound. The improvements in speed allow for more elaborate combinations and unpredictable attacks as well as making the strikes harder to block and more difficult to avoid.
Thrust – Thrusts actually generate a cone of air around the sword that rapidly blasts outward. While the blasts are not sufficient to do real harm they will knock a human sized target back a few steps away from the sword. This air does not extend forward any farther than the blade itself does. The thrusts at this level are dangerous tools in the hands of the right user and come out swiftly enough that avoiding them completely can be a problem. When a thrust is preformed the movement and air around the sword cause the blade to vibrate slightly, creating a ringing sound.
Acrobatics – The wider range of control and increased speed of the user now allows them to not only use an acrobatic move in order to dodge and set up another attack but also to become a bending, twisting, jumping machine that works as a universal defense system. Up until this level the primary use of the acrobatic tricks taught to the user was to allow them to use their power created by their weapon in unusual ways but now the acrobatics become an important tactical tool used to avoid all manner of attacks and counter.
Defense – The user has not only learned to use their weapon to defend against incoming attacks but has actually begun to take advantage of the weapons reach by blocking attacks using the end of the blade further away from the hilt. Normally a defensive move is less effective when the attack strikes further away from the hilt but this disadvantage has become an advantage to the user as they have learned to deal with the decreased leverage they experience when an attack strikes near the tip of their weapon. This new method of defense makes it difficult to get near the user of the weapon when they are defending due to the deliberate effort by the user to keep the sword between themselves and the attacker.
Regular Technique:
Javelin Thrust – With this technique the user literally leaps in to the air and throws their weapon much like a javelin. This is a slightly specialized attack in that it requires some very specific training to be done correctly and requires special training above and beyond what is required for normal level four skill. It is possible for a user to have obtained the level of skill required to learn this technique but still not know it because they haven’t undergone the special training it requires. Besides making for a highly effective ‘javelin’ attack, the sheer force of the weapon striking the ground is enough to momentarily stun anyone that it lands within five feet from. This stun, while brief, is usually sufficient to allow the user to retrieve their weapon.
Note: Stun does not last long enough to extend in to another post, so a ‘target’ need not stand around stunned for their post but they should probably react to it “…the effect only lasted a moment and then he responded by…”
Level 5
Requirements: Strength: 19 Speed: 19 Stamina: 18 Willpower 16
Stat Bonus: +4 Strength, +2 Speed, +3 Stamina
Swings – The ‘whistling’ sound that was heard at the last level is now very distinct and loud enough to be heard from some distance. This sound can be a bit of a problem for the user if they are trying to kill somebody quietly but the large nature of the weapon makes it impractical for stealthy use to begin with. Enemies familiar with the weapon and the person using it at this level have often come to know, respect, and possibly even fear this sound. Swings are now extremely swift and often not bothered by minor obstacles such as trees or wooden posts. Stone will often split and chip and split but proves an effective barrier while metal remains largely able to withstand repeated blows from the large weapon.
Thrust – The ringing sound is now accompanied by a roar of wind as the blade thrusts forward. As with the previous level, wind ‘blasts’ out away from the blade as it is thrust and while this wind is not any stronger than before it does now travel forward out from the blade. The combined power of the thrust along with the air it creates causes wood to split and several inches of stone to shatter but this only happens if the sword actually hits the wood or stone in question.
Acrobatics – The speed and seemingly random nature of the acrobatics at this level make predicting exactly which way the user will move next difficult. The control allows the user to endlessly bounce and leap between objects such as walls, trees, and rocks which not only makes them difficult to hit but also allows them to set up attacks from strange angles or to rapidly bounce between multiple opponents to keep them confused and in disarray tactically.
Defense – In terms of defense the user is only slightly better than the previous level but now they have one new advantage added to their defense: They are able to use the power of their weapon to block even ranged ninjutsu attacks, usually by simply slashing through the attack with the power of their weapon. Although this defense against ranged attacks looks spectacular and can be extremely unsettling to an attacker, it should not be taken lightly. The amount of power required to simply ‘blow through’ a ninjutsu attack like this is even greater than it appears to be and blocking more than a few attacks can be exhausting.
Regular Technique:
Shockwave – When using this technique the user holds the sword firmly in both hands and then extends it straight up suddenly before slashing back down abruptly. The sheer force of this blow is powerful enough but the real effect comes from the shockwave effect it creates in a wave formation in front of the user. The wave effect only extends a few feet out from the sword and its duration is extremely short but the sheer power of it is sufficient to shatter all but the most sturdy obstacles, including people as a direct hit from the shockwave produces enough force to cause serious injury (Injury will be ‘crushing’ as opposed to ripping and tearing).
Level 6
Requirements: Strength: 25 Speed: 25 Stamina: 25 Willpower: 20 Tactics: 16
Stat Bonus: +3 Strength, +2 Speed, +4 Stamina
Swings – The ‘whistle’ now sounds more like a roar and a visible trail is seen in the air as the huge sword seems to cleave the very air as it moves. Wood is now completely ineffective as a means to stop the weapons path and even stone provides little protection. Metal is still an effective barrier but metal still proves something of a barrier. Attempting to block a swing from the user at this level with another weapon will often result in the target reeling back in the direction the attack cave from, an effect which can be countered by the opponents own skill if they are at the same level.
Thrust – Thrusts are now so fast and so powerful that blocking them is a near impossibility and so targets usually and wisely move out the way instead if they can. Even if they dodge the sheer power of the attack sends out a blast of air strong enough to lift an adult sized person within one foot of the blade and toss them through the air hard enough to cause damage if they strike a hard object. Targets outside of the one foot radius around the blade still feel the rush of wind pushing against them, but they are not affected by it. Small throwing weapons that come within one foot of the sword during a thrust are also knocked aside.
Acrobatics – The user’s body is now literally a ball of reflexes that is best described as a human spring. They can turn, jump, dive, flip, roll and cartwheel over and around just about everything thrown at them so quickly that a doujutsu is required to follow the user’s movements. These acrobatic movements when combined with sword attacks make the user a seemingly endlessly slashing and thrusting blur of movement that can give even experienced opponents a moments hesitation before approaching within range of such a huge weapon spinning in the air.
Defense – While many of the methods of defense remain the same as previous levels the user is now able to perform them with incredible levels of speed and precision, seemingly able to knock aside attack after attack with their huge weapon. The main difference in the defense at this level is that the user has learned to swing their weapon in anticipation of an attack and unless an attacker compensates for this during their attack they will often find their arm or arms numbed from the impact unless they are using a very large weapon themselves.
Regular Technique:
Slam – Using extremely precise control of the sword the user swings the flat side of the blade toward a target and instead of following throw with the attack they stop it at just the right moment in order to produce a powerful slamming attack that works in similar fashion to a martial artist breaking a piece of wood or brick. While not precisely deadly the attack can still be devastating if properly used causing severe injury to an opponent. If a target should happen to block this technique with a weapon dead on without deflection the resulting impact will send severe vibration through the targets weapons and in to their body, rattling them head to toe.
Level 7
Requirements: Strength: 33 Speed: 33 Stamina: 33 Willpower: 24 Tactics: 20
Stat Bonus: +3 Strength, +3 Speed, +3 Stamina
Swings – A nearly unstoppable force. Only the skill of an opponent prevents weapons from shattering under the power the user puts forth at this level. The roar in the air created by one of these swings sounds and looks almost as if the sword is ripping the air as it moves. This ‘air ripping’ effect actually creates a violent stream of air directly behind the blade that is almost as violently rendering as the sword itself, this not only cases greater damage as the sword and then the air following it rips through an object, it also makes counterattacking the user from certain angles dangerous as the air makes moving behind the swing difficult.
Thrust – Only the most experienced fighters are able to predict and completely avoid this attack as it comes out so suddenly that it often renders a target in two pieces before they ever knew what hit them. Even the most experienced warriors will be pushed by and momentarily stunned if they attempt to block this attack. The vortex created around the weapon requires a split second to follow the weapon but the resulting pressure causes objects to explode violently if the sword penetrates them.
Acrobatics – The user now has such control over their body that they are literally capable of what seems like impossible feats, such as changing direction in mid air, attacking from inconceivable angles, and dodging through seemingly unavoidable attacks. This level of acrobatic skill is extremely quick, but its primary function is to combine speed with mastery over the body, allowing the user to be amazingly agile and extremely quick.
Defense – Defense is near perfect now, as the user has the speed, control, power and knowledge to effectively use their weapon in a seemingly perfect defense. The user takes full advantage of the size and weight of the weapon to keep control of the fight in conjunction with their acrobatic skills in order to keep their exact range where they desire it and maximize effectiveness. Of course, no defense is absolutely flawless but observers of this style have noted that it is as close to being flawless as is humanly possible with this particular weapon.
Special Technique:
The End – Simply put this technique is a single slash or single thrust that uses every ounce of power the user has remaining and channels it in to a single charging attack. There is almost no way to block this attack but it can be dodged by extremely skilled opponents. The resulting impact from this attack creates a sound that almost resembles an explosion and the effects of it are just as devastating. After performing this technique the user will fall to the ground, unable to do much beyond slow crawling.