Post by songstress on Nov 10, 2006 13:40:46 GMT -5
My weapon is one with heaven and hell
Kusarigama, the sickle and the chain is a weapon that was created by shinobi, for shinobi. This style uses the more traditional kusarigama - which is a sickle connected to a weight with a long piece of chain. Its greatest aspect being that it is a completely offensive weapon that has no real flaw – the chain capable of striking down enemies from afar, the sickle capable of killing them up close.
Chain launch
One of the greatest assets of the kusarigama is what I have referred to as the chain launch. By spinning the weighted end of the chain, building up centrifugal force and then release it with the momentum, it will fly toward its target at a faster speed than you could throw it.
Physics aside these are the “rules” or whatever you’d call them for the launched chain-end.
Quote:
Velocity of the chain (speed) = User’s Strength including taijutsu bonus
Force if impact (strength) = User’s Strength including taijutsu bonus
--------------------------------------------------------------------------------------
* Acrobatics – Considering that the kusarigama is not a very defensive weapon, being able to get out of the way is a crucial skill to learn if you want to survive for long. Balance is extremely important as they can launch an attack at any time, even while leaping over the opponent if necessary. Regardless if it is to take some distance and crush their skulls with the chain or dodge attacks to come up close and cut their throats.
* Chain of heaven – As a person becomes more experienced with this style his skill in manipulating the chain increases as well, making him even more lethal from afar as his enemies will be crushed by the might of heaven.
* Sickle of hell – You guessed it; this is the part where it will describe some of the nifty things you can do with a blade stuck to a piece of wood connected with the chain. The sickle is mostly just used to finish an opponent but can also serve several other purposes.
Style Basis: Weapon
A = Strength
B = Speed
C = Stamina
D = Willpower
E = Tactics
--------------------------------------------------------------------------------------
Stage One: Armed Civilian
Stat Requirements: Strength 4, Speed 4
Stage Bonuses: +5 Strength +4 Speed
Acrobatics – Nothing fancy here at all to be completely honest. The user will be forced to train up his sense of balance, walking while spinning the chain without losing any momentum.
Chain of heaven – The user must learn to know how much of the chain he must release to hit is foe and keep it at that. He has yet acquired the skill to shoot it toward his foe so at most he can use it as long-ranged flail.
Sickle of hell – Practically nothing is taught in the use of the sickle at this stage. You can always just try to cut someone with it, but it would be dodged easily.
Regular Techniques:
Smash
Also know as “trying to hit that other guy in the head with the weight”. Releasing a length of the chain, the user spin and strikes out with it like a flail.
Stage Two: Initiate
Stat Requirements: Strength 7, Speed 7, Willpower 6
Stage Bonuses: +5 Strength +4 Speed
Acrobatics – Once again these are still at a very basic level. He has yet to completely master what he has learned at the first stage and must train to improve those.
Chain of heaven – It is at this stage that you can actually use the “chain launch” ©. Your feet must however be completely planted to the ground and the weight will travel in a completely linear path.
Sickle of hell – What is taught at this stage is mostly common defensive manoeuvres when facing an armed opponent. It is still not advisable to go into melee with it though.
Regular Techniques:
Grapple
The user throws the weight toward the opponent with the purpose of having the chain wrap itself around the target. This could be the leg of the foe in order to send him/her off balance.
Stage Three: Adept
Stat Requirements: Strength 11, Speed 9, Willpower 8
Stage Bonuses: +5 Strength +4 Speed
Acrobatics – A flexible body as well as the balance are the keys here. By being able to sway backward and weave the body, the user can avoid the attacks and take a safe distance once more.
Chain of heaven – You have by now acquired the necessary balance to be able to move around without losing the momentum of the spin. The chain can be thrown while moving but will still travel in a rather linear path.
Sickle of hell – When parrying attacks with the sickle and the chain, you can either parry it with the sickle or with the chain by grabbing a hold of two parts of it.
Regular Techniques:
These two techniques could be called variations of the Grapple technique.
Disarm
A technique used against armed opponents. Launching the weight at their foe’s sword for example, the chain will wrap itself around it. In that same motion the user will tug the chain back, hopefully disarming them before they will realize the danger with the chain interlocked with their weapon.
False disarm
One could say this is another option instead of disarming the foe. If the opponent struggles against it, the user will hold it for a moment before letting go of it, hopefully sending the opponent open as well as slightly off balance. They will literally jump as close to them as possible and ram the sickle in their back.
Stage Four: Armed and Deadly
Stat Requirements: Strength 18, Speed 15, Stamina 10, Willpower 14
Stage Bonuses: +4 Strength +3 Speed
Acrobatics – At this stage you could say that you take the first step toward a more offensive use of the sickle. Quick dashes combined with your by now great agility will increase your chances of getting within range of the opponent unharmed.
Chain of heaven – By now the thrown chain can now be thrown in a curving path. This will increase the chances of hitting your enemy.
Sickle of hell – The weighted end is not the only part that can be thrown. At this level you can do so; however it is a risky move as it will leave you unable to attack up close effectively.
Regular Techniques:
Heavenly Protection
The user spins the chain in front of him and uses it to deflect incoming projectile attacks.
Knuckle breaker
This specific technique is a weight thrown so that it will travel along the ground and the curve upward, hitting the opponent in the knuckles or the wrist with the intent of breaking them. Due to the path it will travel will make it an attack which is hard to notice.
Grasscutter
A technique which combines element of the Smash and the new option of a curving throw. It is the sickle that is thrown and will travel in a horizontal motion with the intent that the blade will reach and cut the opponents calf, effectively hindering their movement.
Chain Feint (aka Shooting Blanks)
The user will throw the chain but will retract it within a meter, spin it once more before releasing it again. While this may sound simple it requires a tremendous strength. This makes it possible to stop the shot and adjust it to a new target, or used as a feint.
Special Techniques:
Anchor
With precise chakra control the user may change the direction of the chain. For every five points of control the user may shift the direction of the attack. This ability makes it not only harder to dodge the chain; it will be able to strike with a much higher accuracy.
Authors note: If you are wondering, yes I have CB's permission to use this technique for this style.
Stage Five: Homicidal Bastard
Stat Requirements: Strength 26, Speed 20, Stamina 10, Willpower 16
Stage Bonuses: +4 Strength +3 Speed
Acrobatics – This is where actual acrobatics will be introduced. The user will now use their nimbleness in order to get behind the opponent and strike from a weak spot.
Chain of heaven – The user can throw the chain in the middle of a somersault without losing any of the momentum or a decrease in accuracy.
Sickle of hell – You will now learn to use it more offensively without necessarily leaving yourself open for opposing counterattacks. Grabbing hold of the chain in the middle you will be unable to launch the chain, but will become a whirling storm of weights and blades.
Regular Techniques:
Heaven’s decree
An advanced version of the Smash. The user throws the weight up into the air above him as high as he can, then with a quick lashing motion sends the weight and the chain crashing down on the opponent. The collected force in this attack is almost enough to create a crack in the ground where the weight and the chain lands.
Dance of the Hurricane
Grabbing a hold of the middle of the chain the user will spin around while also spinning both ends. There is not set pattern that the user will follow but move in a wild dance while crashing skulls and swinging the sickle of death spinning past his opponent. In short it is a combo attack with both ends in one post with the hope that one of them will land.
Necktie party
First the user will block an attack or attack their opponent in order to keep their attention to the sickle. The user will then use their free hand to snare the chain around the foe’s neck, slip past their guard, putting a knee on their back and attempt to strangle the foe.
Special Techniques
1 Open slot
Stage Six: Master
Stat Requirements: Strength 29, Speed 26, Stamina 20, Willpower 18, Tactics 18
Stage Bonuses: +4 Strength +3 Speed
Acrobatics – More or less improvement of stage five.
Chain of heaven – The user has improved on how quickly he can build up the necessary momentum, enabling him to throw the chain even if the enemy is really close. Plus this stage it is not impossible for them to throw both ends at the same time or one after the other (ie a chain throw followed by grasscutter)
Sickle of hell – Improvement on stage five
Regular Techniques:
Eye of the storm
An attack that falls into the same category as “Dance of the Hurricane”. The user spins both ends and releases both of them at the same time. These will fly toward the opponent where they will catch and encircle him, causing damage not only by the weight but by the sickle that will certainly embed itself in his flesh. As this leave the user completely defenceless it is not something that should be used carelessly.
Chain Feint II (aka Shooting Blanks II)
Like the similar technique except that the user can now stop it after it has travelled one meter. It can also be stopped a second time after finally being launched a third.
Special Techniques
1 Open slot
Stage Seven: Natural Disaster
Stat Requirements: Strength 37, Speed 34, Stamina 28, Willpower 22, Tactics 22
Stage Bonuses: +4 Strength +3 Speed
The user has now reached the peak of skill with the kusarigama and can be fittingly only be referred to as a ‘natural disaster’. Walls and building turns to rubble when hit by it and forests are cut down by the sickle of hell. Their movement are but nigh impossible to read neither is there a single hole in their offence or defence as they move in a fleet footed manner and rain death upon their enemies. They are the living incarnations of both heaven and hell, destruction following in their wake.
Regular Techniques:
Chain Feint III (aka Shooting Blanks III)
They can now stop the chain once after it has travelled up to one meter, once after it has travelled up to one and a half meter and once after its travelled two meters.
Special Techniques
1 Open Slot (with the requirement that it’ll be suitably awesome. By awesome, I mean like really freaking horse-whipping, mountain-crushing, forest-cuttingly awesome)
Kusarigama, the sickle and the chain is a weapon that was created by shinobi, for shinobi. This style uses the more traditional kusarigama - which is a sickle connected to a weight with a long piece of chain. Its greatest aspect being that it is a completely offensive weapon that has no real flaw – the chain capable of striking down enemies from afar, the sickle capable of killing them up close.
Chain launch
One of the greatest assets of the kusarigama is what I have referred to as the chain launch. By spinning the weighted end of the chain, building up centrifugal force and then release it with the momentum, it will fly toward its target at a faster speed than you could throw it.
Physics aside these are the “rules” or whatever you’d call them for the launched chain-end.
Quote:
Velocity of the chain (speed) = User’s Strength including taijutsu bonus
Force if impact (strength) = User’s Strength including taijutsu bonus
--------------------------------------------------------------------------------------
* Acrobatics – Considering that the kusarigama is not a very defensive weapon, being able to get out of the way is a crucial skill to learn if you want to survive for long. Balance is extremely important as they can launch an attack at any time, even while leaping over the opponent if necessary. Regardless if it is to take some distance and crush their skulls with the chain or dodge attacks to come up close and cut their throats.
* Chain of heaven – As a person becomes more experienced with this style his skill in manipulating the chain increases as well, making him even more lethal from afar as his enemies will be crushed by the might of heaven.
* Sickle of hell – You guessed it; this is the part where it will describe some of the nifty things you can do with a blade stuck to a piece of wood connected with the chain. The sickle is mostly just used to finish an opponent but can also serve several other purposes.
Style Basis: Weapon
A = Strength
B = Speed
C = Stamina
D = Willpower
E = Tactics
--------------------------------------------------------------------------------------
Stage One: Armed Civilian
Stat Requirements: Strength 4, Speed 4
Stage Bonuses: +5 Strength +4 Speed
Acrobatics – Nothing fancy here at all to be completely honest. The user will be forced to train up his sense of balance, walking while spinning the chain without losing any momentum.
Chain of heaven – The user must learn to know how much of the chain he must release to hit is foe and keep it at that. He has yet acquired the skill to shoot it toward his foe so at most he can use it as long-ranged flail.
Sickle of hell – Practically nothing is taught in the use of the sickle at this stage. You can always just try to cut someone with it, but it would be dodged easily.
Regular Techniques:
Smash
Also know as “trying to hit that other guy in the head with the weight”. Releasing a length of the chain, the user spin and strikes out with it like a flail.
Stage Two: Initiate
Stat Requirements: Strength 7, Speed 7, Willpower 6
Stage Bonuses: +5 Strength +4 Speed
Acrobatics – Once again these are still at a very basic level. He has yet to completely master what he has learned at the first stage and must train to improve those.
Chain of heaven – It is at this stage that you can actually use the “chain launch” ©. Your feet must however be completely planted to the ground and the weight will travel in a completely linear path.
Sickle of hell – What is taught at this stage is mostly common defensive manoeuvres when facing an armed opponent. It is still not advisable to go into melee with it though.
Regular Techniques:
Grapple
The user throws the weight toward the opponent with the purpose of having the chain wrap itself around the target. This could be the leg of the foe in order to send him/her off balance.
Stage Three: Adept
Stat Requirements: Strength 11, Speed 9, Willpower 8
Stage Bonuses: +5 Strength +4 Speed
Acrobatics – A flexible body as well as the balance are the keys here. By being able to sway backward and weave the body, the user can avoid the attacks and take a safe distance once more.
Chain of heaven – You have by now acquired the necessary balance to be able to move around without losing the momentum of the spin. The chain can be thrown while moving but will still travel in a rather linear path.
Sickle of hell – When parrying attacks with the sickle and the chain, you can either parry it with the sickle or with the chain by grabbing a hold of two parts of it.
Regular Techniques:
These two techniques could be called variations of the Grapple technique.
Disarm
A technique used against armed opponents. Launching the weight at their foe’s sword for example, the chain will wrap itself around it. In that same motion the user will tug the chain back, hopefully disarming them before they will realize the danger with the chain interlocked with their weapon.
False disarm
One could say this is another option instead of disarming the foe. If the opponent struggles against it, the user will hold it for a moment before letting go of it, hopefully sending the opponent open as well as slightly off balance. They will literally jump as close to them as possible and ram the sickle in their back.
Stage Four: Armed and Deadly
Stat Requirements: Strength 18, Speed 15, Stamina 10, Willpower 14
Stage Bonuses: +4 Strength +3 Speed
Acrobatics – At this stage you could say that you take the first step toward a more offensive use of the sickle. Quick dashes combined with your by now great agility will increase your chances of getting within range of the opponent unharmed.
Chain of heaven – By now the thrown chain can now be thrown in a curving path. This will increase the chances of hitting your enemy.
Sickle of hell – The weighted end is not the only part that can be thrown. At this level you can do so; however it is a risky move as it will leave you unable to attack up close effectively.
Regular Techniques:
Heavenly Protection
The user spins the chain in front of him and uses it to deflect incoming projectile attacks.
Knuckle breaker
This specific technique is a weight thrown so that it will travel along the ground and the curve upward, hitting the opponent in the knuckles or the wrist with the intent of breaking them. Due to the path it will travel will make it an attack which is hard to notice.
Grasscutter
A technique which combines element of the Smash and the new option of a curving throw. It is the sickle that is thrown and will travel in a horizontal motion with the intent that the blade will reach and cut the opponents calf, effectively hindering their movement.
Chain Feint (aka Shooting Blanks)
The user will throw the chain but will retract it within a meter, spin it once more before releasing it again. While this may sound simple it requires a tremendous strength. This makes it possible to stop the shot and adjust it to a new target, or used as a feint.
Special Techniques:
Anchor
With precise chakra control the user may change the direction of the chain. For every five points of control the user may shift the direction of the attack. This ability makes it not only harder to dodge the chain; it will be able to strike with a much higher accuracy.
Authors note: If you are wondering, yes I have CB's permission to use this technique for this style.
Stage Five: Homicidal Bastard
Stat Requirements: Strength 26, Speed 20, Stamina 10, Willpower 16
Stage Bonuses: +4 Strength +3 Speed
Acrobatics – This is where actual acrobatics will be introduced. The user will now use their nimbleness in order to get behind the opponent and strike from a weak spot.
Chain of heaven – The user can throw the chain in the middle of a somersault without losing any of the momentum or a decrease in accuracy.
Sickle of hell – You will now learn to use it more offensively without necessarily leaving yourself open for opposing counterattacks. Grabbing hold of the chain in the middle you will be unable to launch the chain, but will become a whirling storm of weights and blades.
Regular Techniques:
Heaven’s decree
An advanced version of the Smash. The user throws the weight up into the air above him as high as he can, then with a quick lashing motion sends the weight and the chain crashing down on the opponent. The collected force in this attack is almost enough to create a crack in the ground where the weight and the chain lands.
Dance of the Hurricane
Grabbing a hold of the middle of the chain the user will spin around while also spinning both ends. There is not set pattern that the user will follow but move in a wild dance while crashing skulls and swinging the sickle of death spinning past his opponent. In short it is a combo attack with both ends in one post with the hope that one of them will land.
Necktie party
First the user will block an attack or attack their opponent in order to keep their attention to the sickle. The user will then use their free hand to snare the chain around the foe’s neck, slip past their guard, putting a knee on their back and attempt to strangle the foe.
Special Techniques
1 Open slot
Stage Six: Master
Stat Requirements: Strength 29, Speed 26, Stamina 20, Willpower 18, Tactics 18
Stage Bonuses: +4 Strength +3 Speed
Acrobatics – More or less improvement of stage five.
Chain of heaven – The user has improved on how quickly he can build up the necessary momentum, enabling him to throw the chain even if the enemy is really close. Plus this stage it is not impossible for them to throw both ends at the same time or one after the other (ie a chain throw followed by grasscutter)
Sickle of hell – Improvement on stage five
Regular Techniques:
Eye of the storm
An attack that falls into the same category as “Dance of the Hurricane”. The user spins both ends and releases both of them at the same time. These will fly toward the opponent where they will catch and encircle him, causing damage not only by the weight but by the sickle that will certainly embed itself in his flesh. As this leave the user completely defenceless it is not something that should be used carelessly.
Chain Feint II (aka Shooting Blanks II)
Like the similar technique except that the user can now stop it after it has travelled one meter. It can also be stopped a second time after finally being launched a third.
Special Techniques
1 Open slot
Stage Seven: Natural Disaster
Stat Requirements: Strength 37, Speed 34, Stamina 28, Willpower 22, Tactics 22
Stage Bonuses: +4 Strength +3 Speed
The user has now reached the peak of skill with the kusarigama and can be fittingly only be referred to as a ‘natural disaster’. Walls and building turns to rubble when hit by it and forests are cut down by the sickle of hell. Their movement are but nigh impossible to read neither is there a single hole in their offence or defence as they move in a fleet footed manner and rain death upon their enemies. They are the living incarnations of both heaven and hell, destruction following in their wake.
Regular Techniques:
Chain Feint III (aka Shooting Blanks III)
They can now stop the chain once after it has travelled up to one meter, once after it has travelled up to one and a half meter and once after its travelled two meters.
Special Techniques
1 Open Slot (with the requirement that it’ll be suitably awesome. By awesome, I mean like really freaking horse-whipping, mountain-crushing, forest-cuttingly awesome)