Post by songstress on Nov 10, 2006 12:17:10 GMT -5
Style Description:
The Fuuma Shuriken.
Normally seen as just something to use as a distraction, the Fuuma is actually a powerful weapon when used correctly. Most ninja use basic shuriken and go for weapons like swords to specialize in, but the Fuuma provides and excellent direct and indirect weapon on it’s own.
The stages are split into the following categories:
IMPORTANT: You need a Fuuma with some sort of handle to use thrusts.
Thrusts- Similar to in a sword style, this determines the users ability to thrust the Fuuma. Namely, how hard they can thrust while keeping it under control, and how accurately they can strike at the desired area.
Swings- Also adapted from sword styles, this determines the Fuuma’s swinging ability. Once again, it’s about the accuracy, control over and force of the Fuuma during swings, but this also determines the fluidity of close combat. Leading swings into other swings is much easier than leading thrusts, and learning fluid swing movements is essential to the Fuuma’s close combat ability.
Aim- Accuracy of your Fuuma throws. If you can’t hit what you aim at, your throw is useless. As aim increases, sight is also slightly enhanced.
Maneuvring- Moving the Fuuma in mid throw. Many times in the ninja world have weapons changed course mid-throw, usually only small projectiles like shuriken and kunai. This determines how well a Fuuma can twist and turn through the air, throwing off the opponent.
A: Tactics
B: Intelligence
C: Willpower
D: Stamina
E: Strength
F: Speed
Style Requirements: You must have the Handled Fuuma.
Style History:
Since early times, the ninja has used shuriken. It’s no surprise why. Small, easy to conceal and good for throwing and stealth. And originally, ninja were all about stealth.
But ninja grew past their stealth. They needed close-combat weapons. Before they went to other sources for the weapons, they experimented to see if they could turn the shuriken into a direct weapon. And out came the Fuuma.
Unfortunately, the weapon was never popular. By the time the Fuuma emerged, the ninja were already fascinated with other weapons they had discovered, and the Fuuma was left behind.
There were still many who carried around the weapon, but very few specialized in it. To prove it’s usefulness when compared to other weapons, the Whirling Stars style was invented to incorporate the Fuuma for all forms of combat.
Style Basis: Weapon (the Fuuma Shuriken)
Stances:
Stance Name: Direct Combat
Stance Bonus:
Stance Description: The user stands with their right shoulder facing the target and looks in that direction. The right hand holds the Fuuma down by the ankle, relaxed. The left hand is behind the user, often holding a small kunai or shuriken.
This stance is used for close combat. The Fuuma can easily be led into a thrust or swing, but would require more effort than required to throw. Best used when being charged at.
Stance Name: Launcher
Stance Bonus:
Stance Description: The user stands with their left shoulder facing the target and slightly bending their knees. The left hand is held mid-level in a claw formation. The right hand holds the Fuuma and is at the users head level, held behind them on a slight angle.
This stance allows a quick and effective throw, making it suitable when trying to track a moving opponent from a distance.
Stance Name: Star Shield
Stance Bonus:
Stance Description: The user is facing the target straight on. Both hands are held in front and holding the Fuuma. The broad side of the weapon is facing the target.
The defensive stance of the Whirling Stars style, it allows the target to quickly shield from projectiles and close up attacks.
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Stage One (Academy)
Stat Requirements: Tactics 4, Intelligence 4
Stage Bonuses: Speed + 2, Stamina + 1
Thrusts- Very pathetic at this level. Thrusting usually causes the user to stumble forward at this stage, and is avoided. The user can only “poke” the Fuuma forward, which is ineffective in battle for anything.
Swings- Like the thrusts, the swings usually cause the user to lose balance at this level. The max distance it can be swung without stumbling is only a few inches, more like a wave than a swing.
Aim- The only decent trait at this level. If aimed at a bulls eye, it can strike about halfway between the edge and the center. Fairly useless on moving targets unless the user is lucky.
Maneuvering- Decent for this level. The Fuuma can make very light sways to the left or right, causing the illusion it will go straight but it actually ends up a good foot or so to the side.
Regular Techniques:
Name: Elementary Combo
Description: An extremely basic technique known by all practicers of the style. It simply involves thrusting forward and swinging up. The thrust gets the Fuuma close enough to allow the upwards swing to cut the target.
Name: Half-Moon
Description: Holding the Fuuma at mid level, the user swings the Fuuma in a 180 upwards, missing on purpose. The target then believes the other 180 of the circle will be a low strike at the feet and probably prepares accordingly. However, instead of completing a full circle, the Fuuma stops after the top 180 and is thrust forward (well, poked forward) into the target, pushing them back.
Special Techs:
Name: Fuuma Yo-Yo
Description: Tying chakra string to the Fuuma, the user tosses it and pulls it back with the string after it reaches the extent of the throw, allowing the user to throw it again, back and forth.
Stage Two (Beginner Genin)
Stat Requirements: Tactics 7, Intelligence 7, Stamina 6
Stage Bonuses: Strength + 1, Speed + 1, Stamina + 1
Thrusts- The user is starting to learn how to properly thrust. Though balance isn’t completely held, the user often sways rather than stumbles during a thrust. This allows it to actually be useful now. The actual force of the thrust is low due to not being completely comfortable with the weapon, and the aim of the thrust isn’t too great. The user is probably happy they even can thrust.
Swings- Like thrusts, these can be done now while retaining fair balance. The user is starting to see how to lead swings into each other, but at best can do a three swing combo before falling over. They are not yet skilled with swinging the Fuuma’s points at a specific area of a target, and so aim isn’t too good.
Aim- Aim at even this level is great. The user can hit near the center of a bulls eye every time, though rarely do they nail it. They are also starting to learn how to target moving opponents, starting with learning to predict where they will be. This prediction can only go to two seconds ahead currently, and doesn’t take jutsu into account.
Maneuvering- With better aim, this can be done more intelligently, but it is more adept on it’s own as well. The Fuuma can make wide turns, but turns nonetheless, to the left or right.
Regular Techniques:
Name: Parry
Description: Another basic move. The user locks their Fuuma with the opponent’s weapon. They then push it slightly to the side (while still locked with it) and quickly raise the Fuuma and slam it down on the targets weapon, which is then sent into the ground but still held. While the opponent picks up their weapon again, they can be attacked.
Name: Spin Strike
Description: Swings Fuuma diagonally upwards and to the right as the user spins a 360 quickly on the back of their heel. As they are about to reface their starting facing, they swing again in the same way. It looks like two fluid swings in the same direction, and is useful to throw off the target as they won’t expect to so quickly get struck from the same exact direction twice.
Name: Wild Swing
Description: Holding out the Fuuma with their outstretched dominant arm, the user continuously spins 360s with the Fuuma out, striking anything nearby. Really just a berserker attack, but useful when surrounded.
Stage Three (Advanced Genin)
Stat Requirements: Tactics 10, Intelligence 10, Control 8
Stage Bonuses: Strength + 1, Speed + 2
Thrusts- Amazing! The user now has near perfect balance with thrusts. Which means they can begin looking into the force and aim rather than worrying about falling over. Aim is decent at this level, but only large areas such as thighs or the head can be struck at. Assuming the target is still. Otherwise, aim is all about luck.
Swings- As with the thrusts, the user doesn’t have to worry about balance anymore. The swings can be decently wide at this stage, up to a foot during a single swing. The points often just graze the target, so aim is still needing work.
Aim- Much better. Not bulls eye, but close enough on still targets. A still person can be struck right in the eye at this level. Against moving targets, the Fuuma can graze the targets shoulders or arm most of the time. Generally, moving opponents can be hit now, but not a specific point on them.
Maneuvering- Though extremely wide, the Fuuma can be turned straight around the way it came. Of course, in an area full of trees, it will probably get blocked before it can turn.
Regular Techniques:
Name: Windmill
Description: Possibly the most important technique in the tree. This is the ability to cause the Fuuma to spin while held. t uses an extremely small amount of chakra. While spun, it can be used with the Star Shield formation for added defense against projectiles. It can also be in physical contact with the opponent before beginning to spin, creating a weak buzz saw effect.
Name: Return
Description: The level of maneuvering at this stage is enough to make the Fuuma do U-Turns, effectively returning to the thrower and surprising the target with an attack from behind.
Stage Four (Beginner Chunin)
Stat Requirements: Tactics 15, Intelligence 15, Willpower 13, Stamina 14
Stage Bonuses: Strength + 1, Speed + 1, Stamina + 1
Thrusts- Beginning to learn to aim properly. The Fuuma can now be aimed properly at areas like the shoulder or even hand. Force is also decent at this level, though it still can’t utilize the users full strength because the thrust will cause the user to miss what they aim at.
Swings- Swinging is now wider and can use more of the users strength. The swings can easily be chained, say a diagonal up-right swing to a right-to-left swing. Up to three swings can be linked with good accuracy, allowing a decent three-hit combo.
Aim- Aim is literally perfect against still targets. If the opponent is caught off guard (and asleep), this can easily land a killing blow. On moving opponents, the Fuuma can be aimed at where the target will be in a second or two and actually strike them, usually in the stomach or leg.
Maneuvering- Starting to learn tighter turns. It can be turned to the sides in an almost right angle now, making a decently sharp twist. The U-Turn factor is less wide, but still takes two feet during the turn around, making it hard to use unless the area is free of obstacles.
Regular Techniques:
Name: Platform
Description: During a rush, the user thrusts the Fuuma into the ground, sticking it in via a point. They then flip over the grounded Fuuma and lands their feet on the shuriken’s broad side. They then kick off it and fly forward through the air with decent force a few feet. A good last-minute rush tech.
Name: Bowling
Description: The Fuuma is first spun via the Windmill, then rolled along the ground to the foe. While on the ground, it cannot be maneuvered, but it can go just as far a distance as a thrown Fuuma.
Special Techniques:
Name: Walk the Dog-Fuuma Style
Description: After tying chakra string, the holder uses the Windmill technique before throwing the Fuuma forward along the ground. It continues to spin as it rolls down the ground via the string, and is pulled back while the spin is ending. Basically allows you to re-enact the yo-yo trick of the same name, but have it in battle.
Name: Demon Wind Shuriken (Special Tech)
Requirements: Fuuma Shuriken
Description: A famous technique that uses the art of illusion to aid in fighting with a Fuuma Shuriken.
Holding one Fuuma out in front of them, the user runs forward and quickly jumps into the air. While rising, they take out the second Fuuma and place it behind the first, holding them so it looks like there is only one Fuuma.
The user then throws both Fuuma at the same time, but the second Fuuma is hidden in the shadow of the first. The first Fuuma is therefore above or in front of the second. The blind spot based on the target's view is where the second Fuuma hides, so that it can't be seen.
In reality, the first Fuuma is about four feet in front of the second, so the target does have some time to dodge; just very little. Both Fuuma would probably strike in the same post.
Stage Five (Advanced Chunin)
Stat Requirements: Tactics 20, Intelligence 19, Willpower 17, Stamina 16
Stage Bonuses: Strength + 2, Stamina + 1
Thrusts- Aim is getting pretty good. The palm or the knee or similar sized areas can be targeted. The Fuuma can also utilize the full force of the user and still hit the right spots. Thrusts can be pulled back quickly too, allowing the user to begin seeing the fluidity of thrusts.
Swings- Linking swings is deadly and allows up to four swings linked in a quick combo. Also uses full force of the Fuuma wielder. The swings can be as wide as the user’s arms will allow and still strike with decent accuracy.
Aim- Moving targets are starting to be understood. They can be nailed in the head if predicted where they will be in two seconds, and the user is beginning to see past that. They can now predict where the target will be in five seconds, and still graze them every time with their superb aim.
Maneuvering- The maneuvering allows sharp, 90 degree turns to the left or right. The U-Turns are also decent now, being able to make narrower Us that span only a foot max. This means it can be highly effective even in tree-filled areas.
Special Techniques:
Name: Encircle
Description: Starting out like Wild Swing, the user continuously spins 360s until a circular current of air is created around them purely from their speed. The Fuuma is released, but continues travelling along the circular current and so goes around and around the user. During the one post this lasts, it makes a weak barrier which is up while the user’s hands are free for jutsu.
Name: Special Delivery (requires inhalable poison)
Description: Each of the four points of the Fuuma have a little package of the inhalable poison tied on by chakra string. The Fuuma is then thrown at the enemy, but the chakra starts concentrating by the packages as it flies through the air. After a few seconds (within the same post usually) the chakra concentrates enough to cause the four packages to explode, spreading the powder in the air. Because of the users aim at this level, it can be made so the poison will be released near the target even if they are moving. Poison sold separately.
Stage Six (Beginner Jounin)
Stat Requirements: Tactics 30, Intelligence 25, Willpower 20, Stamina 20, Strength 16
Stage Bonuses: Speed + 2, Stamina + 1
Thrusts- Vital organs can be singled out and aimed for, but not with enough force to kill. Thrusts can fluidly be pulled back to allow more thrusts, and continuously thrusting no longer causes a strain to the users arms.
Swings- Very high level of swings. The swings can be chained to as many other swings and thrusts as possible. They are also slashed in such a way so that the point deeply cuts the target, making great bleeding.
Aim- The Fuuma can be aimed five seconds ahead and still strike the legs or arms. Knowing the movements of the target from watching also allows things other than Fuuma to be used with great intelligence.
Maneuvering- Sharp U-Turns, never crashing during the turn. The Fuuma can also be made to make two turns during a throw.
Regular Techniques:
Name: Air Platform
Description: While in the air, the Fuuma is held below the users feet and kicked off of in mid-air. The user actually has enough arm strength and grip to keep the Fuuma held, allowing them to kick off it then throw it down at their foe. It can be let go of if wanted, but the option to hang onto the Fuuma is there.
Special Techniques:
Name: Emerging Star
Description: After using the Windmill, the Fuuma is thrown right at the ground ahead. It digs deep into the ground while continuing to go forward. It makes a semi-circle while continuing forwards, soon emerging (same post or one later) and lands a surprising strike to the foe.
Stage Seven (Advanced Jounin)
Stat Requirements: Tactics 35, Intelligence 34, Willpower 30, Stamina 25, Strength 19
Stage Bonuses: Strength + 2, Speed + 1
Thrusts- The highest level (obviously). Thrusts can be near fatal and can be aimed with enough force for single hit unconsciousness to lower ranked ninja. Can be thrust with amazing speed multiply.
Swings- Brutal, fast, easily chainable. That’s really all that can describe this level of swings other than possible single hit KO’s to lower ranks.
Aim- Dead on to moving targets to five seconds ahead. A target can be struck in the temple where they will be in five seconds.
Maneuvering- The Fuuma can actually continue to zig zag forward through the air, or make tiny swirls as it goes forward. This makes it nearly impossible to stop, and difficult to dodge.
Special Techniques:
Name: Cyclone
Description: Requires physical contact with the enemy. The user throws the Fuuma in a semi-circle behind the targets back from the left hand to the right, then quickly turns around (back facing target) and throws the Fuuma in another semi-circle, this time around the enemy’s front. They don’t catch it however, as a circular wind current is created around the target, which the Fuuma travels along. However, one point is in contact with the enemy as it spins, not to mention Windmill is also used beforehand. Thus, it continuously tears at the target and is trapping them is a cyclone.
The Fuuma Shuriken.
Normally seen as just something to use as a distraction, the Fuuma is actually a powerful weapon when used correctly. Most ninja use basic shuriken and go for weapons like swords to specialize in, but the Fuuma provides and excellent direct and indirect weapon on it’s own.
The stages are split into the following categories:
IMPORTANT: You need a Fuuma with some sort of handle to use thrusts.
Thrusts- Similar to in a sword style, this determines the users ability to thrust the Fuuma. Namely, how hard they can thrust while keeping it under control, and how accurately they can strike at the desired area.
Swings- Also adapted from sword styles, this determines the Fuuma’s swinging ability. Once again, it’s about the accuracy, control over and force of the Fuuma during swings, but this also determines the fluidity of close combat. Leading swings into other swings is much easier than leading thrusts, and learning fluid swing movements is essential to the Fuuma’s close combat ability.
Aim- Accuracy of your Fuuma throws. If you can’t hit what you aim at, your throw is useless. As aim increases, sight is also slightly enhanced.
Maneuvring- Moving the Fuuma in mid throw. Many times in the ninja world have weapons changed course mid-throw, usually only small projectiles like shuriken and kunai. This determines how well a Fuuma can twist and turn through the air, throwing off the opponent.
A: Tactics
B: Intelligence
C: Willpower
D: Stamina
E: Strength
F: Speed
Style Requirements: You must have the Handled Fuuma.
Style History:
Since early times, the ninja has used shuriken. It’s no surprise why. Small, easy to conceal and good for throwing and stealth. And originally, ninja were all about stealth.
But ninja grew past their stealth. They needed close-combat weapons. Before they went to other sources for the weapons, they experimented to see if they could turn the shuriken into a direct weapon. And out came the Fuuma.
Unfortunately, the weapon was never popular. By the time the Fuuma emerged, the ninja were already fascinated with other weapons they had discovered, and the Fuuma was left behind.
There were still many who carried around the weapon, but very few specialized in it. To prove it’s usefulness when compared to other weapons, the Whirling Stars style was invented to incorporate the Fuuma for all forms of combat.
Style Basis: Weapon (the Fuuma Shuriken)
Stances:
Stance Name: Direct Combat
Stance Bonus:
Stance Description: The user stands with their right shoulder facing the target and looks in that direction. The right hand holds the Fuuma down by the ankle, relaxed. The left hand is behind the user, often holding a small kunai or shuriken.
This stance is used for close combat. The Fuuma can easily be led into a thrust or swing, but would require more effort than required to throw. Best used when being charged at.
Stance Name: Launcher
Stance Bonus:
Stance Description: The user stands with their left shoulder facing the target and slightly bending their knees. The left hand is held mid-level in a claw formation. The right hand holds the Fuuma and is at the users head level, held behind them on a slight angle.
This stance allows a quick and effective throw, making it suitable when trying to track a moving opponent from a distance.
Stance Name: Star Shield
Stance Bonus:
Stance Description: The user is facing the target straight on. Both hands are held in front and holding the Fuuma. The broad side of the weapon is facing the target.
The defensive stance of the Whirling Stars style, it allows the target to quickly shield from projectiles and close up attacks.
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Stage One (Academy)
Stat Requirements: Tactics 4, Intelligence 4
Stage Bonuses: Speed + 2, Stamina + 1
Thrusts- Very pathetic at this level. Thrusting usually causes the user to stumble forward at this stage, and is avoided. The user can only “poke” the Fuuma forward, which is ineffective in battle for anything.
Swings- Like the thrusts, the swings usually cause the user to lose balance at this level. The max distance it can be swung without stumbling is only a few inches, more like a wave than a swing.
Aim- The only decent trait at this level. If aimed at a bulls eye, it can strike about halfway between the edge and the center. Fairly useless on moving targets unless the user is lucky.
Maneuvering- Decent for this level. The Fuuma can make very light sways to the left or right, causing the illusion it will go straight but it actually ends up a good foot or so to the side.
Regular Techniques:
Name: Elementary Combo
Description: An extremely basic technique known by all practicers of the style. It simply involves thrusting forward and swinging up. The thrust gets the Fuuma close enough to allow the upwards swing to cut the target.
Name: Half-Moon
Description: Holding the Fuuma at mid level, the user swings the Fuuma in a 180 upwards, missing on purpose. The target then believes the other 180 of the circle will be a low strike at the feet and probably prepares accordingly. However, instead of completing a full circle, the Fuuma stops after the top 180 and is thrust forward (well, poked forward) into the target, pushing them back.
Special Techs:
Name: Fuuma Yo-Yo
Description: Tying chakra string to the Fuuma, the user tosses it and pulls it back with the string after it reaches the extent of the throw, allowing the user to throw it again, back and forth.
Stage Two (Beginner Genin)
Stat Requirements: Tactics 7, Intelligence 7, Stamina 6
Stage Bonuses: Strength + 1, Speed + 1, Stamina + 1
Thrusts- The user is starting to learn how to properly thrust. Though balance isn’t completely held, the user often sways rather than stumbles during a thrust. This allows it to actually be useful now. The actual force of the thrust is low due to not being completely comfortable with the weapon, and the aim of the thrust isn’t too great. The user is probably happy they even can thrust.
Swings- Like thrusts, these can be done now while retaining fair balance. The user is starting to see how to lead swings into each other, but at best can do a three swing combo before falling over. They are not yet skilled with swinging the Fuuma’s points at a specific area of a target, and so aim isn’t too good.
Aim- Aim at even this level is great. The user can hit near the center of a bulls eye every time, though rarely do they nail it. They are also starting to learn how to target moving opponents, starting with learning to predict where they will be. This prediction can only go to two seconds ahead currently, and doesn’t take jutsu into account.
Maneuvering- With better aim, this can be done more intelligently, but it is more adept on it’s own as well. The Fuuma can make wide turns, but turns nonetheless, to the left or right.
Regular Techniques:
Name: Parry
Description: Another basic move. The user locks their Fuuma with the opponent’s weapon. They then push it slightly to the side (while still locked with it) and quickly raise the Fuuma and slam it down on the targets weapon, which is then sent into the ground but still held. While the opponent picks up their weapon again, they can be attacked.
Name: Spin Strike
Description: Swings Fuuma diagonally upwards and to the right as the user spins a 360 quickly on the back of their heel. As they are about to reface their starting facing, they swing again in the same way. It looks like two fluid swings in the same direction, and is useful to throw off the target as they won’t expect to so quickly get struck from the same exact direction twice.
Name: Wild Swing
Description: Holding out the Fuuma with their outstretched dominant arm, the user continuously spins 360s with the Fuuma out, striking anything nearby. Really just a berserker attack, but useful when surrounded.
Stage Three (Advanced Genin)
Stat Requirements: Tactics 10, Intelligence 10, Control 8
Stage Bonuses: Strength + 1, Speed + 2
Thrusts- Amazing! The user now has near perfect balance with thrusts. Which means they can begin looking into the force and aim rather than worrying about falling over. Aim is decent at this level, but only large areas such as thighs or the head can be struck at. Assuming the target is still. Otherwise, aim is all about luck.
Swings- As with the thrusts, the user doesn’t have to worry about balance anymore. The swings can be decently wide at this stage, up to a foot during a single swing. The points often just graze the target, so aim is still needing work.
Aim- Much better. Not bulls eye, but close enough on still targets. A still person can be struck right in the eye at this level. Against moving targets, the Fuuma can graze the targets shoulders or arm most of the time. Generally, moving opponents can be hit now, but not a specific point on them.
Maneuvering- Though extremely wide, the Fuuma can be turned straight around the way it came. Of course, in an area full of trees, it will probably get blocked before it can turn.
Regular Techniques:
Name: Windmill
Description: Possibly the most important technique in the tree. This is the ability to cause the Fuuma to spin while held. t uses an extremely small amount of chakra. While spun, it can be used with the Star Shield formation for added defense against projectiles. It can also be in physical contact with the opponent before beginning to spin, creating a weak buzz saw effect.
Name: Return
Description: The level of maneuvering at this stage is enough to make the Fuuma do U-Turns, effectively returning to the thrower and surprising the target with an attack from behind.
Stage Four (Beginner Chunin)
Stat Requirements: Tactics 15, Intelligence 15, Willpower 13, Stamina 14
Stage Bonuses: Strength + 1, Speed + 1, Stamina + 1
Thrusts- Beginning to learn to aim properly. The Fuuma can now be aimed properly at areas like the shoulder or even hand. Force is also decent at this level, though it still can’t utilize the users full strength because the thrust will cause the user to miss what they aim at.
Swings- Swinging is now wider and can use more of the users strength. The swings can easily be chained, say a diagonal up-right swing to a right-to-left swing. Up to three swings can be linked with good accuracy, allowing a decent three-hit combo.
Aim- Aim is literally perfect against still targets. If the opponent is caught off guard (and asleep), this can easily land a killing blow. On moving opponents, the Fuuma can be aimed at where the target will be in a second or two and actually strike them, usually in the stomach or leg.
Maneuvering- Starting to learn tighter turns. It can be turned to the sides in an almost right angle now, making a decently sharp twist. The U-Turn factor is less wide, but still takes two feet during the turn around, making it hard to use unless the area is free of obstacles.
Regular Techniques:
Name: Platform
Description: During a rush, the user thrusts the Fuuma into the ground, sticking it in via a point. They then flip over the grounded Fuuma and lands their feet on the shuriken’s broad side. They then kick off it and fly forward through the air with decent force a few feet. A good last-minute rush tech.
Name: Bowling
Description: The Fuuma is first spun via the Windmill, then rolled along the ground to the foe. While on the ground, it cannot be maneuvered, but it can go just as far a distance as a thrown Fuuma.
Special Techniques:
Name: Walk the Dog-Fuuma Style
Description: After tying chakra string, the holder uses the Windmill technique before throwing the Fuuma forward along the ground. It continues to spin as it rolls down the ground via the string, and is pulled back while the spin is ending. Basically allows you to re-enact the yo-yo trick of the same name, but have it in battle.
Name: Demon Wind Shuriken (Special Tech)
Requirements: Fuuma Shuriken
Description: A famous technique that uses the art of illusion to aid in fighting with a Fuuma Shuriken.
Holding one Fuuma out in front of them, the user runs forward and quickly jumps into the air. While rising, they take out the second Fuuma and place it behind the first, holding them so it looks like there is only one Fuuma.
The user then throws both Fuuma at the same time, but the second Fuuma is hidden in the shadow of the first. The first Fuuma is therefore above or in front of the second. The blind spot based on the target's view is where the second Fuuma hides, so that it can't be seen.
In reality, the first Fuuma is about four feet in front of the second, so the target does have some time to dodge; just very little. Both Fuuma would probably strike in the same post.
Stage Five (Advanced Chunin)
Stat Requirements: Tactics 20, Intelligence 19, Willpower 17, Stamina 16
Stage Bonuses: Strength + 2, Stamina + 1
Thrusts- Aim is getting pretty good. The palm or the knee or similar sized areas can be targeted. The Fuuma can also utilize the full force of the user and still hit the right spots. Thrusts can be pulled back quickly too, allowing the user to begin seeing the fluidity of thrusts.
Swings- Linking swings is deadly and allows up to four swings linked in a quick combo. Also uses full force of the Fuuma wielder. The swings can be as wide as the user’s arms will allow and still strike with decent accuracy.
Aim- Moving targets are starting to be understood. They can be nailed in the head if predicted where they will be in two seconds, and the user is beginning to see past that. They can now predict where the target will be in five seconds, and still graze them every time with their superb aim.
Maneuvering- The maneuvering allows sharp, 90 degree turns to the left or right. The U-Turns are also decent now, being able to make narrower Us that span only a foot max. This means it can be highly effective even in tree-filled areas.
Special Techniques:
Name: Encircle
Description: Starting out like Wild Swing, the user continuously spins 360s until a circular current of air is created around them purely from their speed. The Fuuma is released, but continues travelling along the circular current and so goes around and around the user. During the one post this lasts, it makes a weak barrier which is up while the user’s hands are free for jutsu.
Name: Special Delivery (requires inhalable poison)
Description: Each of the four points of the Fuuma have a little package of the inhalable poison tied on by chakra string. The Fuuma is then thrown at the enemy, but the chakra starts concentrating by the packages as it flies through the air. After a few seconds (within the same post usually) the chakra concentrates enough to cause the four packages to explode, spreading the powder in the air. Because of the users aim at this level, it can be made so the poison will be released near the target even if they are moving. Poison sold separately.
Stage Six (Beginner Jounin)
Stat Requirements: Tactics 30, Intelligence 25, Willpower 20, Stamina 20, Strength 16
Stage Bonuses: Speed + 2, Stamina + 1
Thrusts- Vital organs can be singled out and aimed for, but not with enough force to kill. Thrusts can fluidly be pulled back to allow more thrusts, and continuously thrusting no longer causes a strain to the users arms.
Swings- Very high level of swings. The swings can be chained to as many other swings and thrusts as possible. They are also slashed in such a way so that the point deeply cuts the target, making great bleeding.
Aim- The Fuuma can be aimed five seconds ahead and still strike the legs or arms. Knowing the movements of the target from watching also allows things other than Fuuma to be used with great intelligence.
Maneuvering- Sharp U-Turns, never crashing during the turn. The Fuuma can also be made to make two turns during a throw.
Regular Techniques:
Name: Air Platform
Description: While in the air, the Fuuma is held below the users feet and kicked off of in mid-air. The user actually has enough arm strength and grip to keep the Fuuma held, allowing them to kick off it then throw it down at their foe. It can be let go of if wanted, but the option to hang onto the Fuuma is there.
Special Techniques:
Name: Emerging Star
Description: After using the Windmill, the Fuuma is thrown right at the ground ahead. It digs deep into the ground while continuing to go forward. It makes a semi-circle while continuing forwards, soon emerging (same post or one later) and lands a surprising strike to the foe.
Stage Seven (Advanced Jounin)
Stat Requirements: Tactics 35, Intelligence 34, Willpower 30, Stamina 25, Strength 19
Stage Bonuses: Strength + 2, Speed + 1
Thrusts- The highest level (obviously). Thrusts can be near fatal and can be aimed with enough force for single hit unconsciousness to lower ranked ninja. Can be thrust with amazing speed multiply.
Swings- Brutal, fast, easily chainable. That’s really all that can describe this level of swings other than possible single hit KO’s to lower ranks.
Aim- Dead on to moving targets to five seconds ahead. A target can be struck in the temple where they will be in five seconds.
Maneuvering- The Fuuma can actually continue to zig zag forward through the air, or make tiny swirls as it goes forward. This makes it nearly impossible to stop, and difficult to dodge.
Special Techniques:
Name: Cyclone
Description: Requires physical contact with the enemy. The user throws the Fuuma in a semi-circle behind the targets back from the left hand to the right, then quickly turns around (back facing target) and throws the Fuuma in another semi-circle, this time around the enemy’s front. They don’t catch it however, as a circular wind current is created around the target, which the Fuuma travels along. However, one point is in contact with the enemy as it spins, not to mention Windmill is also used beforehand. Thus, it continuously tears at the target and is trapping them is a cyclone.