Post by songstress on Nov 10, 2006 13:37:22 GMT -5
Style Description: This is a style that focuses on the use of kunai as throwing weapons, with one twist. Strings looped through the holes at the end of the kunai are attached to the user, usually around their fingers. After throwing the kunai the user can manipulate the weapon’s flight through the use of the strings, using chakra and various hand motions as necessary. As mastery progresses the user is able to manipulate more kunai at one time, and over greater distances. This manipulation forms a kind of dance; users of this style are fairly acrobatic as they twist and turn to control, and avoid, their weapons. The shinobi eventually becomes so skilled that the opponent may never see the one that just made the kunai that flew past their ear hit them in the back.
Note: User cannot substitute razor wire for strings
Style Basis: Weapon
Requirements: Kunai w/ strings
Stat Block
A: Speed
B: Stamina
C: Strength
D: Tactics
E: Willpower
Stage One
Stat Requirements: Speed 4; Stamina 4
Stage Bonuses: Strength +5; Stamina +4 (Three slots sacrificed)
Everybody has to start somewhere. At this stage of the game this style is best practiced alone with a good supply of bandages handy. At this point the user is limited to manipulating only two kunai, one tied to a finger on each hand. The flowing movements that make up the style are virtually nonexistent; the users are normally stationary as they have to focus and controlling their weapons. Throws are linear in nature; at this point the user is unable to curve the blades flight in midair as they will be able to in later stages.
String Length: 15 feet
Regular Techniques
Name: Quick Draw
Description: One of the few benefits at this stage of the game, the quick draw technique is used to slide a kunai swiftly into the user’s hand. Because of the kunai always being attached to the user, a simple twitch of a muscle will bring the weapon to bear without alerting the opponent to its presence by reaching for it.
Name: Return to Sender
Description: The basis upon which all other techniques are built. Basically by giving a sharp tug on the string after throwing the kunai the user is able to pull the weapon back towards them. Downside? The weapon flies back to the user point first. Another move cannot be used after this technique as the user is more focused on dodging and catching their blade.
Stage Two
Stat Requirements: Speed 8; Stamina 6; Tactics 6
Stage Bonuses: Strength +4; Speed +5
So, you survived your initial training. The user can now perform simple throw and return moves fairly decently, and the basics of flight control are beginning to be explored. Instead of simply throwing the blade forward, the user is now able to curve the blades’ flight once the strings become taut. The user has added two more kunai to their arsenal, allowing them to manipulate four at once. Doing so however once again limits the user to simple throw and return techniques.
String Length: 20 feet
Manipulation: By tugging the string the user is able to curve the kunai slightly a few feet (2-4) to the left or right. After one manipulation the kunai falls to the ground.
Regular Techniques
Name: Kunai Pirouette
Description: At this stage this is probably the only time the user actually moves their feet. Throwing two kunai in opposite directions, the user begins to spin rapidly. With the kunai cutting through the air, this provides a formidable defense and offense.
Name: Compass Rose
Description: Best used when fighting multiple enemies. The user simultaneously throws four kunai; one north, south, east, and west of their location. Tugging them back the user spins and throws them again. Fast and unexpected, many shinobi may dodge the first assault only to be hit by the second.
Stage Three
Stat Requirements: Speed 12; Stamina 8; Tactics 8
Stage Bonuses: Speed +5; Stamina +2 (2 Slots Sacrificed)
So you think you’re good now, eh? A shinobi at this stage has mastered manipulating four kunai at once while still curving their flight in midair, but they still have yet to even breach the iceberg of what this style is truly capable of. Stationary footwork has now given over to more fluid movements; the shinobi will often be seen sliding and weaving as he or she manipulates their flying weaponry. Once again the shinobi has added two more kunai to their arsenal, though unlike in previous stages the user is still able to use the flowing movements that they developed earlier on. Still, kunai manipulation is limited to waiting for the weapon to reach the end of the string before making it move in an arc.
String Length: 25 feet
Manipulation: By tugging the string the user is able to curve the kunai a few feet (4-8 ) to the left or right. After one manipulation the kunai falls to the ground.
Regular Techniques
Name: Quick Draw (Advanced Version)
Description: A very sneaky attack. Instead of pulling the kunai into their hand, the shinobi is now able to launch the weapon right from wherever they are storing it. Not only does this technique give the user an edge over their opponent, it allows them to use one low level jutsu while performing it. Still, only two kunai may be launched at a time.
Name: Return to Sender (Advanced Version)
Description: Having mastered the beginning stage of this technique, the user now adds a twist to it. Instead of catching the kunai as it comes back to them the user will shift their weight, moving out of the way of the weapon and allowing it to hit an enemy behind them. After the attack has been made the user must once again return the kunai to their hand.
Special Techniques
Name: Harden
Description: By now the shinobi has realized the fundamental flaw in this style. While Attaching kunai to strings makes it so one can manipulate them, one has to take into account that strings are easily cut. Therefore, a solution has been devised for this problem. By focusing chakra through their strings the shinobi is able to harden them, making them extremely difficult to cut. This is not to say that they are unbreakable, but it will take more than one slice from a sword in order to disarm the shinobi now (About as hard to break as a katana). It takes one post for it to come into effect.
((Note: This is a perquisite for all other techniques to come, and must be preformed before other techniques can be used. However, once performed this technique lasts until the end of the thread.))
Stage Four
Stat Requirements: Speed 20; Stamina 12; Strength 11; Tactics 14
Stage Bonuses: Speed +5; Stamina +4 (Three slots sacrificed)
I like the way you dance. Those watching users of this style finally begin to comprehend why it is called a dance. The shinobi will leap, spin, and twist in midair while manipulating their kunai and getting out of their way. It is getting hard to discern where each attack will come from, so fast are the shifting movements of the user’s kunai. The user now able to manipulate eight kunai at one time making for a beautiful and deadly dance. Now longer does the user have to wait for the kunai to reach the limit of the string in order to be manipulated, sending small bursts of chakra through the string and twitching it just right will now make the kunai change direction in mid-flight. Already trying to avoid eight kunai flying around at once, the enemy will be hard pressed dealing with a weapon that suddenly changes direction.
String Length: 30 feet
Manipulation: By tugging the string the user is able to curve the kunai a few feet (8-12) to the left or right. By sending chakra down the string the user is able to make the kunai shift in a 30 degree angle mid-flight. After one manipulation the kunai falls to the ground.
Regular Techniques
Name: Grasp
Description: What the use of having strings if you can’t grab things with them. This technique allows the user to grasp onto stationary objects such as tree limbs and use them to swing themselves around. Particularly useful in setting up traps for your opponent the user can wrap a string around a distant object while still manipulating their other weapons. Other, more ingenious uses have also been found for this technique.
Name: Compass Rose (Advanced Version)
Description: Just like the earlier version, this technique allows the user to throw and retract kunai in different directions. With the mastery of eight kunai however comes the ability to throw in eight different directions, making a true compass rose. It’s a devastating attack against multiple enemies, especially when combined with the Quick Draw technique.
Name: Deflect
Description: With eight kunai flying around in seemingly random manners most enemies have thought it best to take their opponent from outside their range. Therefore users of this style learn how to deflect thrown weapons away from them using their kunai; some are even able to deflect a thrown weapon right back at the aggressor. This provides for an excellent defense, forcing the opponent to braze the user’s circle of kunai if they wish to engage in hand-to-hand combat.
Stage Five
Stat Requirements: Speed 30; Stamina 14, Strength 12; Tactics 16
Stage Bonuses: Speed +5; Stamina +4 (Three slots sacrificed)
You are one with your kunai. The user has now progressed far enough that changing the blade’s flight midair has become a simple task. The speeds at which they manipulate the kunai make them extremely hard to track; combined with the thinness of the strings enemies begin to truly wonder why they took on such a fighter. Attacks now come from all directions, though they are still waiting to approach the final fluidity that marks a master of this style.
String Length: 35 feet
Manipulation: By tugging the string the user is able to curve the kunai to the left or right (12-16 feet). By sending chakra down the string the user is able to make the kunai shift in a 45 degree angle mid-flight. After two manipulations the kunai falls to the ground.
Regular Techniques
Name: Disarm
Description: Just as the name suggests, the user now wraps their strings around the enemy’s weapon, pulling it from their grasp. The enemy will be automatically disarmed unless their base strength or speed stat is greater than the user’s speed stat.
Name: Golden Compass
Description: One of the most devastating techniques of this style, it must be performed while the user is in midair. Manipulating their kunai the user begins to spin rapidly. As they fall towards their enemy the kunai form a seeming cage of metal around them. Providing excellent offense and defense, the best idea would be merely to get out of their way.
Stage Six
Stat Requirements: Speed 35; Stamina 22; Strength 18; Tactics 18; Willpower 18
Stage Bonuses: Speed +5; Strength +4 (Three slots sacrificed)
So now we learn why it is called the Dance of the Kunai. As if returning to the basics of the style, the user’s footwork once again becomes pretty much stationary. Control over their kunai has grown so great that the shinobi no longer needs to waste such precious energy on dodging their own weapons. The speeds at which they manipulate their weapons is so great it is almost impossible to see the kunai anymore, the only warning the opponent gets is a stage whistling before they are cut to pieces. Anything within the blades’ radius has little chance of surviving, the blades cut cleanly even through the strongest of trees. By this time most opponents try slipping past the user's range, only to find that being whipped in the face by a hardened string is not a pleasant experiance.
String Length: 40 feet
Manipulation: By tugging the string the user is able to curve the kunai to the left or right (16-20 feet). By sending chakra down the string the user is able to make the kunai shift in a 60 degree angle mid-flight. After two manipulations the kunai falls to the ground.
Regular Techniques
None
Stage Seven
Stat Requirements: Speed 40; Stamina 31; Strength 28; Tactics 22; Willpower 22
Stage Bonuses: Speed +5; Strength +2 (Two slots sacrificed)
I bow to the beauty of your dance. There is no more need for movement, with closed eyes and bowed head this master can destroy anything within their range, only the slight twitching of their fingers to enlighten the enemy as to what is the foci of the destruction. The blades seem to fly with a mind of their own, seeking out the enemies flesh no matter where they try to hide. A master of this style is a frightening thing to come across; in the space of a thought they can cut a man in half. With unmatchable speed and control, their dance is truly a beauty to behold.
String Length: 50 feet
Manipulation: By tugging the string the user is able to curve the kunai to the left or right (20-24 feet). By sending chakra down the string the user is able to make the kunai shift in a 90 degree angle mid-flight. After three manipulations the kunai falls to the ground.
Regular Techniques
None
Special Techniques
Name: Direction to Heaven
Requirements: Elemental Bunshin
Description: From this, there is no escape. The user and their bunshins circle around their enemy. Swinging their kunai, the whistling of the blades cutting through the air makes a strange and yet beautiful music. It is the last music the enemy ever hears, as they are sliced to pieces.
Note: User cannot substitute razor wire for strings
Style Basis: Weapon
Requirements: Kunai w/ strings
Stat Block
A: Speed
B: Stamina
C: Strength
D: Tactics
E: Willpower
Stage One
Stat Requirements: Speed 4; Stamina 4
Stage Bonuses: Strength +5; Stamina +4 (Three slots sacrificed)
Everybody has to start somewhere. At this stage of the game this style is best practiced alone with a good supply of bandages handy. At this point the user is limited to manipulating only two kunai, one tied to a finger on each hand. The flowing movements that make up the style are virtually nonexistent; the users are normally stationary as they have to focus and controlling their weapons. Throws are linear in nature; at this point the user is unable to curve the blades flight in midair as they will be able to in later stages.
String Length: 15 feet
Regular Techniques
Name: Quick Draw
Description: One of the few benefits at this stage of the game, the quick draw technique is used to slide a kunai swiftly into the user’s hand. Because of the kunai always being attached to the user, a simple twitch of a muscle will bring the weapon to bear without alerting the opponent to its presence by reaching for it.
Name: Return to Sender
Description: The basis upon which all other techniques are built. Basically by giving a sharp tug on the string after throwing the kunai the user is able to pull the weapon back towards them. Downside? The weapon flies back to the user point first. Another move cannot be used after this technique as the user is more focused on dodging and catching their blade.
Stage Two
Stat Requirements: Speed 8; Stamina 6; Tactics 6
Stage Bonuses: Strength +4; Speed +5
So, you survived your initial training. The user can now perform simple throw and return moves fairly decently, and the basics of flight control are beginning to be explored. Instead of simply throwing the blade forward, the user is now able to curve the blades’ flight once the strings become taut. The user has added two more kunai to their arsenal, allowing them to manipulate four at once. Doing so however once again limits the user to simple throw and return techniques.
String Length: 20 feet
Manipulation: By tugging the string the user is able to curve the kunai slightly a few feet (2-4) to the left or right. After one manipulation the kunai falls to the ground.
Regular Techniques
Name: Kunai Pirouette
Description: At this stage this is probably the only time the user actually moves their feet. Throwing two kunai in opposite directions, the user begins to spin rapidly. With the kunai cutting through the air, this provides a formidable defense and offense.
Name: Compass Rose
Description: Best used when fighting multiple enemies. The user simultaneously throws four kunai; one north, south, east, and west of their location. Tugging them back the user spins and throws them again. Fast and unexpected, many shinobi may dodge the first assault only to be hit by the second.
Stage Three
Stat Requirements: Speed 12; Stamina 8; Tactics 8
Stage Bonuses: Speed +5; Stamina +2 (2 Slots Sacrificed)
So you think you’re good now, eh? A shinobi at this stage has mastered manipulating four kunai at once while still curving their flight in midair, but they still have yet to even breach the iceberg of what this style is truly capable of. Stationary footwork has now given over to more fluid movements; the shinobi will often be seen sliding and weaving as he or she manipulates their flying weaponry. Once again the shinobi has added two more kunai to their arsenal, though unlike in previous stages the user is still able to use the flowing movements that they developed earlier on. Still, kunai manipulation is limited to waiting for the weapon to reach the end of the string before making it move in an arc.
String Length: 25 feet
Manipulation: By tugging the string the user is able to curve the kunai a few feet (4-8 ) to the left or right. After one manipulation the kunai falls to the ground.
Regular Techniques
Name: Quick Draw (Advanced Version)
Description: A very sneaky attack. Instead of pulling the kunai into their hand, the shinobi is now able to launch the weapon right from wherever they are storing it. Not only does this technique give the user an edge over their opponent, it allows them to use one low level jutsu while performing it. Still, only two kunai may be launched at a time.
Name: Return to Sender (Advanced Version)
Description: Having mastered the beginning stage of this technique, the user now adds a twist to it. Instead of catching the kunai as it comes back to them the user will shift their weight, moving out of the way of the weapon and allowing it to hit an enemy behind them. After the attack has been made the user must once again return the kunai to their hand.
Special Techniques
Name: Harden
Description: By now the shinobi has realized the fundamental flaw in this style. While Attaching kunai to strings makes it so one can manipulate them, one has to take into account that strings are easily cut. Therefore, a solution has been devised for this problem. By focusing chakra through their strings the shinobi is able to harden them, making them extremely difficult to cut. This is not to say that they are unbreakable, but it will take more than one slice from a sword in order to disarm the shinobi now (About as hard to break as a katana). It takes one post for it to come into effect.
((Note: This is a perquisite for all other techniques to come, and must be preformed before other techniques can be used. However, once performed this technique lasts until the end of the thread.))
Stage Four
Stat Requirements: Speed 20; Stamina 12; Strength 11; Tactics 14
Stage Bonuses: Speed +5; Stamina +4 (Three slots sacrificed)
I like the way you dance. Those watching users of this style finally begin to comprehend why it is called a dance. The shinobi will leap, spin, and twist in midair while manipulating their kunai and getting out of their way. It is getting hard to discern where each attack will come from, so fast are the shifting movements of the user’s kunai. The user now able to manipulate eight kunai at one time making for a beautiful and deadly dance. Now longer does the user have to wait for the kunai to reach the limit of the string in order to be manipulated, sending small bursts of chakra through the string and twitching it just right will now make the kunai change direction in mid-flight. Already trying to avoid eight kunai flying around at once, the enemy will be hard pressed dealing with a weapon that suddenly changes direction.
String Length: 30 feet
Manipulation: By tugging the string the user is able to curve the kunai a few feet (8-12) to the left or right. By sending chakra down the string the user is able to make the kunai shift in a 30 degree angle mid-flight. After one manipulation the kunai falls to the ground.
Regular Techniques
Name: Grasp
Description: What the use of having strings if you can’t grab things with them. This technique allows the user to grasp onto stationary objects such as tree limbs and use them to swing themselves around. Particularly useful in setting up traps for your opponent the user can wrap a string around a distant object while still manipulating their other weapons. Other, more ingenious uses have also been found for this technique.
Name: Compass Rose (Advanced Version)
Description: Just like the earlier version, this technique allows the user to throw and retract kunai in different directions. With the mastery of eight kunai however comes the ability to throw in eight different directions, making a true compass rose. It’s a devastating attack against multiple enemies, especially when combined with the Quick Draw technique.
Name: Deflect
Description: With eight kunai flying around in seemingly random manners most enemies have thought it best to take their opponent from outside their range. Therefore users of this style learn how to deflect thrown weapons away from them using their kunai; some are even able to deflect a thrown weapon right back at the aggressor. This provides for an excellent defense, forcing the opponent to braze the user’s circle of kunai if they wish to engage in hand-to-hand combat.
Stage Five
Stat Requirements: Speed 30; Stamina 14, Strength 12; Tactics 16
Stage Bonuses: Speed +5; Stamina +4 (Three slots sacrificed)
You are one with your kunai. The user has now progressed far enough that changing the blade’s flight midair has become a simple task. The speeds at which they manipulate the kunai make them extremely hard to track; combined with the thinness of the strings enemies begin to truly wonder why they took on such a fighter. Attacks now come from all directions, though they are still waiting to approach the final fluidity that marks a master of this style.
String Length: 35 feet
Manipulation: By tugging the string the user is able to curve the kunai to the left or right (12-16 feet). By sending chakra down the string the user is able to make the kunai shift in a 45 degree angle mid-flight. After two manipulations the kunai falls to the ground.
Regular Techniques
Name: Disarm
Description: Just as the name suggests, the user now wraps their strings around the enemy’s weapon, pulling it from their grasp. The enemy will be automatically disarmed unless their base strength or speed stat is greater than the user’s speed stat.
Name: Golden Compass
Description: One of the most devastating techniques of this style, it must be performed while the user is in midair. Manipulating their kunai the user begins to spin rapidly. As they fall towards their enemy the kunai form a seeming cage of metal around them. Providing excellent offense and defense, the best idea would be merely to get out of their way.
Stage Six
Stat Requirements: Speed 35; Stamina 22; Strength 18; Tactics 18; Willpower 18
Stage Bonuses: Speed +5; Strength +4 (Three slots sacrificed)
So now we learn why it is called the Dance of the Kunai. As if returning to the basics of the style, the user’s footwork once again becomes pretty much stationary. Control over their kunai has grown so great that the shinobi no longer needs to waste such precious energy on dodging their own weapons. The speeds at which they manipulate their weapons is so great it is almost impossible to see the kunai anymore, the only warning the opponent gets is a stage whistling before they are cut to pieces. Anything within the blades’ radius has little chance of surviving, the blades cut cleanly even through the strongest of trees. By this time most opponents try slipping past the user's range, only to find that being whipped in the face by a hardened string is not a pleasant experiance.
String Length: 40 feet
Manipulation: By tugging the string the user is able to curve the kunai to the left or right (16-20 feet). By sending chakra down the string the user is able to make the kunai shift in a 60 degree angle mid-flight. After two manipulations the kunai falls to the ground.
Regular Techniques
None
Stage Seven
Stat Requirements: Speed 40; Stamina 31; Strength 28; Tactics 22; Willpower 22
Stage Bonuses: Speed +5; Strength +2 (Two slots sacrificed)
I bow to the beauty of your dance. There is no more need for movement, with closed eyes and bowed head this master can destroy anything within their range, only the slight twitching of their fingers to enlighten the enemy as to what is the foci of the destruction. The blades seem to fly with a mind of their own, seeking out the enemies flesh no matter where they try to hide. A master of this style is a frightening thing to come across; in the space of a thought they can cut a man in half. With unmatchable speed and control, their dance is truly a beauty to behold.
String Length: 50 feet
Manipulation: By tugging the string the user is able to curve the kunai to the left or right (20-24 feet). By sending chakra down the string the user is able to make the kunai shift in a 90 degree angle mid-flight. After three manipulations the kunai falls to the ground.
Regular Techniques
None
Special Techniques
Name: Direction to Heaven
Requirements: Elemental Bunshin
Description: From this, there is no escape. The user and their bunshins circle around their enemy. Swinging their kunai, the whistling of the blades cutting through the air makes a strange and yet beautiful music. It is the last music the enemy ever hears, as they are sliced to pieces.