Post by songstress on Nov 10, 2006 13:29:29 GMT -5
Description: Kanbeki Kenkou is a style of combat that utilizes a mastery of balance in battle. Shifting of bodyweight is an absolute necessity for the evasion, leaps, and attacks that are learned within the style. The entirety of the methods of fighting in the style rely on muscle memory, allowing the user to perform flawlessly once he becomes proficient in the style. With such an intense dedication, the user's other skills are hindered. Learning any other Taijutsu is impossible, as it will utterly destroy the skill of Kanbeki Kenkou. Ninjutsu becomes more difficult to use as the user's mind must dwell most often on movement, not hand seals. Genjutsu is hindered even more so, as the user cannot waster his mental ability on complex illusions.
All aspects of the user's skills remain fairly balanced throughout the style, though it does not stay constant with each stage of development. At certain points, an emphasis on quickness may result in slightly more speed needed, while an important offensive technique could require additional strength. At the final stage of development, however, the user becomes completely balanced in terms of physical ability.
Note: This style is available only to Chuunin and higher.
Style Basis: Taijutsu
A: Stamina
B: Strength
C: Speed
D: Willpower
E: Tactics
Super Points Penalty: Because of the necessity of physical focus for this style, the person taking it must be a Taijutsu Specialist primary archetype, and must also have another physically focused archetype as the secondary. This can be either something purely bodily, such as Quicksilver, or a weapon-based archetype, such as Spear Master. Should the person have a weapon-based archetype second, he must be able to balance himself out, as the entire style requires extreme balance. This means that weapons should come in pairs, or be wielded with two hands. Cleaver swords, however, are not allowed.
The intense physical focus also causes the user's chakra to become severely stunted. All chakra stats become capped at 10 for Jounin and 8 for Chuunin, and any extra tertiary stat points cannot be sacrificed for item points. Furthermore, the maximum level of Ninjutsu that the user can ever attain is stage 4, while the maximum level of Genjutsu is limited to stage 3. Even the taijutsu prowess of someone using this style is stunted, as he becomes unable to take any other taijutsu style, or anything made in a "taijutsu" layout.
When flexibility begins to grow beyond the normal human limits, it begins to present some danger for the user. At stage three, the user becomes able to twist his back to a harsh angle, beginning the dangers. If any overly flexed position is held for more than two posts, the user becomes stuck in that position for a number of posts equal to seven minus the stage of the style he has mastered.
Any position that would be otherwise impossible for a normal human, namely bending arms and legs the wrong way (stage six and higher), is even more dangerous. If held for more than a post, the user becomes trapped in the position for the remainder of the thread.
Stage 1
Requirements: 5 Stamina, 3 Strength
Stage Bonus: +5 Strength, +5 Speed, +5 Stamina
Balance: At this level of development, the uses sees very little change in his physical ability. Above average balance allows the user to walk along narrow paths without much worry of falling, but when any outside influence tries to make him fall, he will go down just as easily as anyone else.
Flexibility: There is no defining difference between the user and any other person. Natural flexibility is all he has.
Jumps: The user is only able to reach heights that any other person would be able to.
Regular Techniques:
None
Special Techniques:
None
Stage 2
Requirements: Stamina 6, Strength 8, Willpower 6
Stage Bonus: +5 Strength, +5 Speed, +5 Stamina
Balance: At this point, the user's balance is growing quickly. Handstands are a simple task, and the user can even fight on one foot if necessary. It is still possible to be knocked down, of course, but it is highly unlikely that the user will trip.
Flexibility: While still not excellent, flexibility is growing in some areas. Currently, the user's most flexible area is the back. He is able to bend backwards without a problem, though getting back up again can be a bit of a challenge in mid battle.
Jumps: Jumping height is limited to about 10 feet, while the total distance that can be jumped is about 20 feet.
Regular Techniques:
Vertical Kick
Description: With the level of flexibility growing, but the balance not quite at a sufficient level, the user attempts a dodge coupled with a counter offensive. By leaning backwards and kicking up his leg, the user unleashes a strong attack, catching himself with his hand to keep from falling.
Wall Vault
Description: A very simple skill, really. When the user jumps up into the air, he positions himself in a way so that his feet will come into contact with a stable surface, then jumps off of it again with his full jumping height, but in any direction he should choose. This can only be done once per jump, so multiple launches are impossible.
Special Techniques:
None
Stage 3
Requirements: Stamina 11, Strength 9, Willpower 8
Stage Bonus: +5 Strength, +5 Speed, +5 Stamina
Balance: Even at this relatively early stage, the user shows proficiency in the aspect of balance. Now, the user is able to perform some difficult feats, and performing is not unthinkable. The limitations on the user still keep him within fairly normal limits, however.
Flexibility: More flexibility is available in the back, now, allowing the user to twist more than ninety degrees at the waist, allowing him to turn around in mid-battle. Arms and legs are also getting the flexible effects, though it is not incredibly noticeable.
Jumps: Jumping height is limited to about 15 feet, while the total distance that can be jumped is about 30 feet.
Regular Techniques:
Feint Kick
Description: The user swings his leg out at the opponent. At the last moment, the leg is bent slightly, just missing the opponent. With a quick reaction, the leg is brought back, smashing the heel into the opponent's side with full force. By using the first strike slightly differently, it can knock a weapon away, lowering defenses, but it makes the second strike more difficult to carry out.
Twist
Description: As flexibility increases, the user becomes able to shift his body into more difficult positions. This technique has the user twist his upper body ninety degrees, making the surface area that can be hit by an attack much smaller.
Wall Rebound
Description: Using the same principles as Wall Vault, the user twists his body about in the air to properly position himself, and then leaps off of a wall or other stable surface. However, with the increase in flexibility and control of the body, the user can reposition himself in midair several times to accomplish the Wall Vault several times. However, there must be a second surface to jump off of, either a perpendicular wall (meaning a corner, for instance), or a parallel wall (such as an alleyway). For every 5 points in stamina, the user can accomplish an additional Rebound beyond the first.
Special Techniques:
None
Stage 4
Requirements: Stamina 12, Strength 14, Speed 17, Willpower 14
Stage Bonus: +5 Strength, +5 Speed, +5 Stamina
Balance: Normal limitations on balance are now being broken, to a small degree. The user becomes able to stand in very strange positions, such as leaning back at a 45 degree angle to the ground, without worry of falling. Getting back up from these positions is still a bit of work, though.
Flexibility: In conjunction with the increased level of balance, the user's flexibility makes for a very strange person. Now the user is becoming on par with an amateur contortionist, able to mash his body into places others would find cramped. With the excellent balance, the user can stand in some very odd positions.
Jumps: Jumping height is limited to about 20 feet, while the total distance that can be jumped is about 40 feet.
Regular Techniques:
Radial Assault
Description: Either from a run or a standstill, the user leaps forward slightly, rolling forward in the air. His legs extend to their full length, smashing down both upon the target in front of the user. As the spinning continues, his legs hit the ground, allowing both arms to attack as well while the feet catch the ground, returning the user to a slightly crouched position.
Fall Back
Description: A very simple technique in execution. The user simply leans backwards a great deal, keeping his feet firmly on the ground and using his ankles to lean at a 45 degree angle to the ground. By itself, the technique can only evade attacks aimed at the upper body. After being back for the moment, the user leans back up to a standing position. Usually, the user can go about two feet backwards with his head, and the distance tapers off as attacks are aimed lower.
Air Vault
Description: Identical in execution to the Wall Vault, this skill has only one major difference. While Wall Vault requires a stable surface, Air Vault does not. Using the now excellent physical control of the style, the user is able to jump from anything, as long as it is roughly the same weight as the user. If, for instance, the user jumped into the air and used another person for a surface, that other person's trajectory would not be affected at all, while the user could jump fully in whatever direction desired.
Special Techniques:
None
Stage 5
Requirements: Stamina 18 , Strength 22 , Speed 16 , Willpower 16
Stage Bonus: +5 Strength, +5 Speed, +5 Stamina
Balance: This is the point in the style where any limbo practitioner would become jealous to no end. Balance is so efficient now that the user can bend at the knees, his back becoming parallel to the ground, and remain in that position with ease, even walking forward. Speed is reduced, of course, but it is still impressive.
Flexibility: Just as balance has reached an incredible level, so has flexibility. Now the user is a full blown contortionist, nearly able to wrap his body around itself, fitting it into small crates and places. With both balance and flexibility at such levels, the user would be considered quite the freak among other taijutsu practitioners.
Jumps: Jumping height is limited to about 25 feet, while the total distance that can be jumped is about 50 feet.
Regular Techniques:
Gyro Assault
Description: A more advanced version of Radial Assault, Gyro Assault adds a third dimension to the attack, as well as several more strikes. The spin is lateral, now, but done at a slight angle. The user runs up and leaps into the air, spinning and attacking with one arm and leg first, followed by the other arm and leg. After the two sets of strikes, the user's body twists, changing the angle he is spinning at by ninety degrees, and following up with a second attack, the mirror of the first.
Limbo
Description: A technique that mimics a limbo dancer in the way it is used, but its purpose is quite different. Bending at the knees, the user leans backwards until his body becomes parallel to the ground. This allows him to dodge any attacks aimed above the knees.
Wall Climb
Description: Another advancement to the Wall Vault, though much more practical than Wall Rebound. Multiple jumps are possible along a single wall, the user simply rising vertically with each and every jump. For every 10 points of Stamina, he can perform another jump without touching the ground. The number of additional jumps per post is determined by the person using it, and must be agreed upon by the other member(s) of the thread.
Special Techniques:
None
Stage 6
Requirements: Stamina 30, Strength 25, Speed 20, Willpower 19, Tactics 17
Stage Bonus: +5 Strength, +5 Speed, +5 Stamina
Balance: There is very little change from the previous level of balance. Knocking the user down is nearly impossible; reflex and sense of balance make quick recoveries a simple task. Impossible positions are elementary for the user, such as balancing on a single finger and even "walking" on a pair of fingers.
Flexibility: The user is becoming almost serpentine, now. An odd stealth method involves the user lying on the ground and slithering like a snake, using bodily strength to propel across the ground. Flexibility is also going far beyond what even the most perfectly double-jointed person would be able to do, allowing limbs to bend in reverse if necessary, though this cannot be done too often.
Jumps: Jumping height is limited to about 30 feet, while the total distance that can be jumped is about 60 feet.
Regular Techniques:
Omni Kick
Description: Utilizing the amount of speed the user has obtained through massive training, he becomes able to release a flurry of kicks in a short instance. Flexibility plays a big part in this attack, as the leg is whipped around to attack so much. Each kick is fired straight out at the opponent. The number of kicks is equal to the user's speed + strength divided by ten, and this technique can be used a number of times equal to the user's stamina divided by ten per thread.
Floater
Description: A very similar technique to Limbo, floater goes one step further. The position for limbo is assumed instantly, and then the user propels himself backwards by kicking off from the ground. His entire body becomes parallel to the ground, making it nearly impossible to strike him.
Feather Step
Description: The abilities of the Air Vault are enhanced remarkably with the user's incredible control of his body. Air Vault required the user to jump from something of equal mass, but Feather Step does not have such a requirement. With such great knowledge and control of his body, the user can leap off of anything that is a mere fraction of his mass. Anything less than half of his mass will be pushed back by the force of the leap, but the user will still be able to jump with his full ability. For this technique to be used, the object must be solid and at least the size of a shuriken.
Slither
Description: Lying on the ground, the user pushes with his abdomen to move at full speed. This technique is used most often for stealth, as it is very difficult to see the user sliding along smoothly. However, the drawback is that the user is in a very vulnerable position while moving along.
Special Techniques:
None
Stage 7
Requirements: 33 Stamina, 33 Strength, 33 Speed, 22 Willpower, 22 Tactics
Stage Bonus: +5 Strength, +5 Speed, +5 Stamina
Balance: No change.
Flexibility: Joints are no matter to the user anymore, as he can bend his body past their limits with ease, allowing him to assume horrendous positions and even invent new, untraditional methods of fighting.
Jumps: Jumping height is limited to about 50 feet, while the total distance that can be jumped is about 100 feet.
Regular Techniques:
None
Special Techniques:
Unhinge
Description: A disgusting technique, as far as most are concerned. The user unhinges all of his joints throughout the body, causing massive pain for an instant. Afterwards, he becomes mass of scarcely-connected bones and skin, giving him ultimate flexibility, surpassing all previous levels. This dislocated form lasts for 1 post per every 5 points of willpower.
Sky Step
Description: This is the most incredible technique the user is able to attain within the style. Feather Step allowed him to leap from a small object, but Sky Step allows him to leap from nothing but air. Because of the utter complexity of the technique, it can only be used once per jump.
All aspects of the user's skills remain fairly balanced throughout the style, though it does not stay constant with each stage of development. At certain points, an emphasis on quickness may result in slightly more speed needed, while an important offensive technique could require additional strength. At the final stage of development, however, the user becomes completely balanced in terms of physical ability.
Note: This style is available only to Chuunin and higher.
Style Basis: Taijutsu
A: Stamina
B: Strength
C: Speed
D: Willpower
E: Tactics
Super Points Penalty: Because of the necessity of physical focus for this style, the person taking it must be a Taijutsu Specialist primary archetype, and must also have another physically focused archetype as the secondary. This can be either something purely bodily, such as Quicksilver, or a weapon-based archetype, such as Spear Master. Should the person have a weapon-based archetype second, he must be able to balance himself out, as the entire style requires extreme balance. This means that weapons should come in pairs, or be wielded with two hands. Cleaver swords, however, are not allowed.
The intense physical focus also causes the user's chakra to become severely stunted. All chakra stats become capped at 10 for Jounin and 8 for Chuunin, and any extra tertiary stat points cannot be sacrificed for item points. Furthermore, the maximum level of Ninjutsu that the user can ever attain is stage 4, while the maximum level of Genjutsu is limited to stage 3. Even the taijutsu prowess of someone using this style is stunted, as he becomes unable to take any other taijutsu style, or anything made in a "taijutsu" layout.
When flexibility begins to grow beyond the normal human limits, it begins to present some danger for the user. At stage three, the user becomes able to twist his back to a harsh angle, beginning the dangers. If any overly flexed position is held for more than two posts, the user becomes stuck in that position for a number of posts equal to seven minus the stage of the style he has mastered.
Any position that would be otherwise impossible for a normal human, namely bending arms and legs the wrong way (stage six and higher), is even more dangerous. If held for more than a post, the user becomes trapped in the position for the remainder of the thread.
Stage 1
Requirements: 5 Stamina, 3 Strength
Stage Bonus: +5 Strength, +5 Speed, +5 Stamina
Balance: At this level of development, the uses sees very little change in his physical ability. Above average balance allows the user to walk along narrow paths without much worry of falling, but when any outside influence tries to make him fall, he will go down just as easily as anyone else.
Flexibility: There is no defining difference between the user and any other person. Natural flexibility is all he has.
Jumps: The user is only able to reach heights that any other person would be able to.
Regular Techniques:
None
Special Techniques:
None
Stage 2
Requirements: Stamina 6, Strength 8, Willpower 6
Stage Bonus: +5 Strength, +5 Speed, +5 Stamina
Balance: At this point, the user's balance is growing quickly. Handstands are a simple task, and the user can even fight on one foot if necessary. It is still possible to be knocked down, of course, but it is highly unlikely that the user will trip.
Flexibility: While still not excellent, flexibility is growing in some areas. Currently, the user's most flexible area is the back. He is able to bend backwards without a problem, though getting back up again can be a bit of a challenge in mid battle.
Jumps: Jumping height is limited to about 10 feet, while the total distance that can be jumped is about 20 feet.
Regular Techniques:
Vertical Kick
Description: With the level of flexibility growing, but the balance not quite at a sufficient level, the user attempts a dodge coupled with a counter offensive. By leaning backwards and kicking up his leg, the user unleashes a strong attack, catching himself with his hand to keep from falling.
Wall Vault
Description: A very simple skill, really. When the user jumps up into the air, he positions himself in a way so that his feet will come into contact with a stable surface, then jumps off of it again with his full jumping height, but in any direction he should choose. This can only be done once per jump, so multiple launches are impossible.
Special Techniques:
None
Stage 3
Requirements: Stamina 11, Strength 9, Willpower 8
Stage Bonus: +5 Strength, +5 Speed, +5 Stamina
Balance: Even at this relatively early stage, the user shows proficiency in the aspect of balance. Now, the user is able to perform some difficult feats, and performing is not unthinkable. The limitations on the user still keep him within fairly normal limits, however.
Flexibility: More flexibility is available in the back, now, allowing the user to twist more than ninety degrees at the waist, allowing him to turn around in mid-battle. Arms and legs are also getting the flexible effects, though it is not incredibly noticeable.
Jumps: Jumping height is limited to about 15 feet, while the total distance that can be jumped is about 30 feet.
Regular Techniques:
Feint Kick
Description: The user swings his leg out at the opponent. At the last moment, the leg is bent slightly, just missing the opponent. With a quick reaction, the leg is brought back, smashing the heel into the opponent's side with full force. By using the first strike slightly differently, it can knock a weapon away, lowering defenses, but it makes the second strike more difficult to carry out.
Twist
Description: As flexibility increases, the user becomes able to shift his body into more difficult positions. This technique has the user twist his upper body ninety degrees, making the surface area that can be hit by an attack much smaller.
Wall Rebound
Description: Using the same principles as Wall Vault, the user twists his body about in the air to properly position himself, and then leaps off of a wall or other stable surface. However, with the increase in flexibility and control of the body, the user can reposition himself in midair several times to accomplish the Wall Vault several times. However, there must be a second surface to jump off of, either a perpendicular wall (meaning a corner, for instance), or a parallel wall (such as an alleyway). For every 5 points in stamina, the user can accomplish an additional Rebound beyond the first.
Special Techniques:
None
Stage 4
Requirements: Stamina 12, Strength 14, Speed 17, Willpower 14
Stage Bonus: +5 Strength, +5 Speed, +5 Stamina
Balance: Normal limitations on balance are now being broken, to a small degree. The user becomes able to stand in very strange positions, such as leaning back at a 45 degree angle to the ground, without worry of falling. Getting back up from these positions is still a bit of work, though.
Flexibility: In conjunction with the increased level of balance, the user's flexibility makes for a very strange person. Now the user is becoming on par with an amateur contortionist, able to mash his body into places others would find cramped. With the excellent balance, the user can stand in some very odd positions.
Jumps: Jumping height is limited to about 20 feet, while the total distance that can be jumped is about 40 feet.
Regular Techniques:
Radial Assault
Description: Either from a run or a standstill, the user leaps forward slightly, rolling forward in the air. His legs extend to their full length, smashing down both upon the target in front of the user. As the spinning continues, his legs hit the ground, allowing both arms to attack as well while the feet catch the ground, returning the user to a slightly crouched position.
Fall Back
Description: A very simple technique in execution. The user simply leans backwards a great deal, keeping his feet firmly on the ground and using his ankles to lean at a 45 degree angle to the ground. By itself, the technique can only evade attacks aimed at the upper body. After being back for the moment, the user leans back up to a standing position. Usually, the user can go about two feet backwards with his head, and the distance tapers off as attacks are aimed lower.
Air Vault
Description: Identical in execution to the Wall Vault, this skill has only one major difference. While Wall Vault requires a stable surface, Air Vault does not. Using the now excellent physical control of the style, the user is able to jump from anything, as long as it is roughly the same weight as the user. If, for instance, the user jumped into the air and used another person for a surface, that other person's trajectory would not be affected at all, while the user could jump fully in whatever direction desired.
Special Techniques:
None
Stage 5
Requirements: Stamina 18 , Strength 22 , Speed 16 , Willpower 16
Stage Bonus: +5 Strength, +5 Speed, +5 Stamina
Balance: This is the point in the style where any limbo practitioner would become jealous to no end. Balance is so efficient now that the user can bend at the knees, his back becoming parallel to the ground, and remain in that position with ease, even walking forward. Speed is reduced, of course, but it is still impressive.
Flexibility: Just as balance has reached an incredible level, so has flexibility. Now the user is a full blown contortionist, nearly able to wrap his body around itself, fitting it into small crates and places. With both balance and flexibility at such levels, the user would be considered quite the freak among other taijutsu practitioners.
Jumps: Jumping height is limited to about 25 feet, while the total distance that can be jumped is about 50 feet.
Regular Techniques:
Gyro Assault
Description: A more advanced version of Radial Assault, Gyro Assault adds a third dimension to the attack, as well as several more strikes. The spin is lateral, now, but done at a slight angle. The user runs up and leaps into the air, spinning and attacking with one arm and leg first, followed by the other arm and leg. After the two sets of strikes, the user's body twists, changing the angle he is spinning at by ninety degrees, and following up with a second attack, the mirror of the first.
Limbo
Description: A technique that mimics a limbo dancer in the way it is used, but its purpose is quite different. Bending at the knees, the user leans backwards until his body becomes parallel to the ground. This allows him to dodge any attacks aimed above the knees.
Wall Climb
Description: Another advancement to the Wall Vault, though much more practical than Wall Rebound. Multiple jumps are possible along a single wall, the user simply rising vertically with each and every jump. For every 10 points of Stamina, he can perform another jump without touching the ground. The number of additional jumps per post is determined by the person using it, and must be agreed upon by the other member(s) of the thread.
Special Techniques:
None
Stage 6
Requirements: Stamina 30, Strength 25, Speed 20, Willpower 19, Tactics 17
Stage Bonus: +5 Strength, +5 Speed, +5 Stamina
Balance: There is very little change from the previous level of balance. Knocking the user down is nearly impossible; reflex and sense of balance make quick recoveries a simple task. Impossible positions are elementary for the user, such as balancing on a single finger and even "walking" on a pair of fingers.
Flexibility: The user is becoming almost serpentine, now. An odd stealth method involves the user lying on the ground and slithering like a snake, using bodily strength to propel across the ground. Flexibility is also going far beyond what even the most perfectly double-jointed person would be able to do, allowing limbs to bend in reverse if necessary, though this cannot be done too often.
Jumps: Jumping height is limited to about 30 feet, while the total distance that can be jumped is about 60 feet.
Regular Techniques:
Omni Kick
Description: Utilizing the amount of speed the user has obtained through massive training, he becomes able to release a flurry of kicks in a short instance. Flexibility plays a big part in this attack, as the leg is whipped around to attack so much. Each kick is fired straight out at the opponent. The number of kicks is equal to the user's speed + strength divided by ten, and this technique can be used a number of times equal to the user's stamina divided by ten per thread.
Floater
Description: A very similar technique to Limbo, floater goes one step further. The position for limbo is assumed instantly, and then the user propels himself backwards by kicking off from the ground. His entire body becomes parallel to the ground, making it nearly impossible to strike him.
Feather Step
Description: The abilities of the Air Vault are enhanced remarkably with the user's incredible control of his body. Air Vault required the user to jump from something of equal mass, but Feather Step does not have such a requirement. With such great knowledge and control of his body, the user can leap off of anything that is a mere fraction of his mass. Anything less than half of his mass will be pushed back by the force of the leap, but the user will still be able to jump with his full ability. For this technique to be used, the object must be solid and at least the size of a shuriken.
Slither
Description: Lying on the ground, the user pushes with his abdomen to move at full speed. This technique is used most often for stealth, as it is very difficult to see the user sliding along smoothly. However, the drawback is that the user is in a very vulnerable position while moving along.
Special Techniques:
None
Stage 7
Requirements: 33 Stamina, 33 Strength, 33 Speed, 22 Willpower, 22 Tactics
Stage Bonus: +5 Strength, +5 Speed, +5 Stamina
Balance: No change.
Flexibility: Joints are no matter to the user anymore, as he can bend his body past their limits with ease, allowing him to assume horrendous positions and even invent new, untraditional methods of fighting.
Jumps: Jumping height is limited to about 50 feet, while the total distance that can be jumped is about 100 feet.
Regular Techniques:
None
Special Techniques:
Unhinge
Description: A disgusting technique, as far as most are concerned. The user unhinges all of his joints throughout the body, causing massive pain for an instant. Afterwards, he becomes mass of scarcely-connected bones and skin, giving him ultimate flexibility, surpassing all previous levels. This dislocated form lasts for 1 post per every 5 points of willpower.
Sky Step
Description: This is the most incredible technique the user is able to attain within the style. Feather Step allowed him to leap from a small object, but Sky Step allows him to leap from nothing but air. Because of the utter complexity of the technique, it can only be used once per jump.