Post by songstress on Nov 10, 2006 13:41:26 GMT -5
Style Description: What's that, whizzing through the air? Why, it's one of the most common throwing weapons from back in the day! A javelin! A spear! All that other cool jazz! And now what?! Someone pulling it out and using it as a weapon! My, my. First Lord's Charge is about the verstalite use of spears- either as a missile weapon or a close-range weapon.
Combat: The user's current level of profficeny in using the spear- movements range from that similar of a bo staff to long, thrusting strikes towards the target.
Throwing Accuracy: In a nutshell, how accurately you can throw that big stick.
Style Basis: Weapon
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Stage I:
Stat Requirements: 4 Stamina, 4 Speed
Stage Bonuses: +5 Speed, +4 Strength
Combat: You're just starting. There's no fancy super moves, and the signature technique of the style isn't even close to your level of mastery yet. None the less, you'd be pretty useless if you couldn't even fight with your spear yet, so naturally, you're already learning as much as you can. The spear is a weapon with reach, and it's most lethal part is small- you won't be slicing someone in half with it, so right now, you're making sure you can keep a distance from your oppoent, leaving him within reach of the spear, while keeping him out of his weapon's reach. Should the enemy be using a weapon of similar reach, or for some god forsaken reason a longer one, the fight becomes more defense, and whenever a opening comes up, it's usually taken- attacks are varied, and hitting the enemy is usually good enough for the user at this stage, even if it's with the side of the spear.
Throwing Accuracy: Throwing isn't anything special yet. Right now, they're mainly learning how to most effectively throw it- you're not going to hit jack with it until you can do the movements correctly. Usually, the non-domiant foot is placed in front, with the domiant foot parrell to the other. One hand is held in front of the user to steady himself, as well as to give him a rough estimate to where they're actually aiming. The spear is held above the user, the arm shaped like a L, with the spear point aimed at the target. Domiant foot moving forward, the arm moves forward as well, before launching the spear- nothing fancy, yet, as aiming can take a few seconds too long for most genin to be satisfied with. Sadly, they aren't very accurate yet with the actual throw. Obviously, they can hit the broad side of a barn, but not the exact place they were targetting- maybe three or four rings away from bullseye.
Regular Techniques:
Name: Pole Vault
Descripiton: A running head start is usually pretty damn useful in any kind of jump. And for some of the genin using this style, some extra leverage is just as useful. Running forward with their spear's point over their shoulder, the butt aimed at the ground, they press it forward into the ground, holding it with two hands. Jumping with the momentum gained by this movement, they gain the spear's length into their jump- pretty nifty.
Name: Thrust
Descripiton: Well, this speaks for itself. The user reaches out with their spear..and they poke someone with it. Not much else to it. There's several variations, but you should be smart enough to figure out a way or two to jam a spear into someone.
Name: Whack
Descripiton: You should be able to figure this one out. Someone using a spear at this level is bound to get jumpy and impatient while trying to poke them with your big, pointy stick. So, let's ignore the fact the weapon we're holding is a spear. Whacking someone is pretty much just hitting them with the pole of the weapon- maybe a quick chop to the ear, right below the spear's sharp point.
Stage II:
Stat Requirements: 7 Stamina, 7 Speed, Willpower 6
Stage Bonuses: +5 Speed, +4 Strength
Combat: Ah, that's better then the last time. You're starting to realize the sometimes close combat is completely unavoidable against faster opponets, and have developed your own tactics for dealing with such foes. Thrusts become shorter, whacking more often, and the odd time you might decide to hit someone with the butt of the spear. Still, you've also progressed in your distanced fighting. The movement is starting to feel more natural- any fight against one specializing in the Ecliptic Fall in taijutsu becomes rather typical: the enemy moves forward, while the user moves diagonally away from them, soon making himself and the enemy move in a slow circle, where he can most accurately counter-attack a vital.
Throwing Accuracy: Again, the stance is the same, but the time it takes to aim has drastically reduced, taking only a few seconds to get a good shot. Accuracy, however, hasn't really improved that much. You're much more likely to get a bulls-eye then the last time around, but if you only have five shots to do so, chances are you're still going to miss the bulls-eye almost every time.
Regular Techniques
Name: Bounce Back
Description: Let's face it. You're probably a genin when you're learning this, and it's never pleseant to lose your weapon because someone decided to dodge it and it's too far away, or maybe you're tired of running over there, pulling it out of the tree, and running back to the white line. Ignoring to do what they've been taught to do- throw a spear so it goes in point first into a eye or something like that, they hold it so the blunt end points at the target, before hurling it with all their might at the target- for a genin, it would feel as if a rock was thrown at you from a twelve year old child, which can usually hurt. Afterwards, the force from the spear's toss causes it to bounce back in the same arc as it travelled- effectively bringing it back to a positon where the user can grab it mid-air and resume combat or, if they're a wussy, let it land behind them where they can pull it out.
Name: Short Thrust
Descripiton: Well, well, well. Now that we're more into close quarters, we might as well start to reflect that in actual combat. Short Thrusting is similar to a regular thrust- you pull back the spear, before stabbing the point forward at the target. In close combat, we don't have the joy of being able to thrust that far all the time. Pulling back the spear once more, the user thrusts it forward. Instead of carrying it in, it's stopped arubtly, usually just poking, pricking, or entering the enemy ever so slightly. Due to the lack of need to pull it back and thrust all the way forward, several thrusts can be made per attack ala a combo, with the opponent's permission OOC-wise, of course.
Name: Redirect
Descripiton: Well, this is just great. A sword is slashing at you, and you don't have time to pull up your spear into a suitable blocking positon. What are we to do? Die? Like hell. When pretty much any weapon with a blunt side is being slashed vertically towards the user, they often strike at the weapon- slamming the side of the spear at the approaching weapon. Not only does this often cause the blade to miss, but the resulting force is often enough to divest the enemy of his weapon. Nifty.
Name: Swipe
Descripiton: Again, not everything that happens goes according to plan. Sometimes people will sidestep a thrust- which is when we decide to swipe. Or we can just swipe..it's up to you, really. Swiping deals with a slice instead of the usually stabbity we have going on- a horizontial pull of the spear, bringing the tip of the spear across the target area, usually hitting in and slitting the skin.
Stage III:
Stat Requirements: 10 Stamina, 10 Speed, Willpower 8
Stage Bonuses: +5 Speed, +4 Strength
Combat: Whoa snap, guy. You're crazy-zee now. Well, not really. You're at your max- for a genin, anyways. Barring that, ground combat remains fairly unchanged from previous levels; they've gotten better with the spear, but now they are starting to get a bit of inventive with the style.
Throwing Accuracy: Aiming takes roughly a second, and the spear is more accurate then before- out of those five throws, you might even get two in the bull's eye regularly. Anyways, that doesn't really matter at the moment. Now the user can aim and fire mid-air, which could be useful- you never know, after all.
Normal Techniques:
Name: Trip
Descripiton: Any enemy striking usually puts their entire weight into a attack- which is what makes it easy to put them on the ground. During a enemy's strike, the user first avoids the attack- maybe a duck, or a quick hop. Afterwards, the side of the spear, just a few inches below the spearhead, is hit at the enemy's ankle as they recover from the failed strike. A hit naturally knocks them down, where the fight can be easily finished.
Stage IV:
Stat Requirements: 16 Speed, 14 Stamina, 13 Strength, Willpower 14
Stage Bonuses: +5 Speed, +4 Strength
Combat: Alright, now that you're done with your third portray into the Fall style, you're ready to move on in life. Now that you're done learning how to expertly fall on someone so a spear jams into their head, it's time to get back on track with ground combat. The user could effectively use a bo at this stage- the sides of the spear are often used for parrying other weapons as well as knocking some sense into them. Of course, there's a blade on the end of the weapon. You should use it. Repeated long thrusts happen every now and then, and once in a millineum someone tries a vertical slice- certainly not recommended for a spear, but do what you gotta do.
Throwing Accuracy: No change.
Normal Techniques
Name: Thrust Chain
Descripiton: The user takes a step back, before moving forward quickly- the spear in their hands pojinted outward. The pointy metal head is quickly thrusted out, pulled back, and thrusted again rather rapidly- usually five or six times, before the user takes a hop back, pulling the spear with them, and thrusting it all the way forward at the enemy.
Name: Twirl
Descripiton: Oh dearie me. Look at those small whirling stars, little knifes, and smaller..whirling stars, I guess, coming right at you! What are you to do?! Take twenty?! Of course not! Holding the spear out in front of them the user begins to twirl it quickly, creating a whiz-like sound. Not only could getting a sword caught up in this would be rather unpleseant, but most projectiles tend to fall down upon meeting the weapon.
Special Techniques:
None
Stage V:
Stat Requirements: Speed 20, Stamina 18, Strength 18, Willpower 16
Stage Bonuses: +4 Speed, +3 Strength
Combat: What can I say? You're starting to get really good at what you know about: using the spear. You're certainly not perfect yet, but it's only a little while away. Until then, keep up the good work.
Throwing Accuracy: Well, sir, we did neglect you're accuracy during our last lesson, so let's work on it this time around. Aiming is almost instant, with barely a second's delay in it. Accuracy has again bumped up: it's not uncommon to see the user throw from almost any position he can muster up in his head. Accuracy is nigh perfect; unlike previous stages, you'll be hitting bulls-eye four times, usually.
Special Techniques
Name: Overpass
Descripiton: Ah hell. That guy has so much damned armor on- or maybe a shield. You're used to fighting people lightly-armoed people..which was a lot easier to break through then metal. Screw that, let's just go through it. Charging chakra throughout the spear, it suddenly becomes slightly more..fadeish, and that kind of stuff. The spear will move through corperal objects, and once the weapon has penetrated a enemy's defence to the flesh, the spear will slide back to the user's hands, the spear tip near his hand. If it was thrown, well, you're going to have to get it. This lasts three posts. It cannot go through ninjutsu-based defense.
Stage VI:
Stat Requirements: Speed 30, Stamina 23, Strength 22, Willpower 20, Tactics 16
Stage Bonuses: +4 Speed, +3 Strength
Combat: A notable difference from before. You're a professional in wiedling your spear, and it shows. Movements are fluid and graceful, quickly leading into the next. Lesser learned novices may stop and stare at the movements of the user, while even masters of similar strength would agree that the user is, well, pretty damn good.
Throwing Accuracy: You've reached the pinnacle of you're spear/javelin/whatever throwing. Aiming isn't even needed anymore, you know where it's going to go, how fast it's going to go, and what kind of damage it'll do. You're also guaranteed to be pretty cocky in you're aim: you have every right to be. It's essentially flawless; you're not going to miss the bulls-eye. That guy standing right there would be incredibly easy to pierce from sixty meters upwards. Hmm, but you could make it more slow and agonizing easily- maybe throw it into his kneecap?
Special Techniques
One slot
Stage VII:
Stat Requirements: Speed 38, Strength 32, Stamina 29, Willpower 26, Tactics 18
Stage Bonuses: +4 Speed, +3 Strength
Combat: The pinnacle of the tree. You're spear is a branch from the tree of death; a weapon that vanquishes life, even when being used for good; but on the same hand, it could easily become the root of a tree that protects life and combats the branch of evil. Anywho, enough of those god damn forsakened metaphors between life and death. They're really cheesy. If you didn't get it before, you should get it now: you're a master at what you do. People with skills lesser then you might stare in awe, or even be intimidated by your raw mastery. Blades are pushed back effortlessly, openings are spotted with suprising ease and exploited quickly: a single wrong movement may mean death for a enemy.
Throwing Accuracy: Uh, no comment, dude. No change: you're still a flawless thrower.
Special Techniques
One Slot
Combat: The user's current level of profficeny in using the spear- movements range from that similar of a bo staff to long, thrusting strikes towards the target.
Throwing Accuracy: In a nutshell, how accurately you can throw that big stick.
Style Basis: Weapon
---------------------------------------------------------------------
Stage I:
Stat Requirements: 4 Stamina, 4 Speed
Stage Bonuses: +5 Speed, +4 Strength
Combat: You're just starting. There's no fancy super moves, and the signature technique of the style isn't even close to your level of mastery yet. None the less, you'd be pretty useless if you couldn't even fight with your spear yet, so naturally, you're already learning as much as you can. The spear is a weapon with reach, and it's most lethal part is small- you won't be slicing someone in half with it, so right now, you're making sure you can keep a distance from your oppoent, leaving him within reach of the spear, while keeping him out of his weapon's reach. Should the enemy be using a weapon of similar reach, or for some god forsaken reason a longer one, the fight becomes more defense, and whenever a opening comes up, it's usually taken- attacks are varied, and hitting the enemy is usually good enough for the user at this stage, even if it's with the side of the spear.
Throwing Accuracy: Throwing isn't anything special yet. Right now, they're mainly learning how to most effectively throw it- you're not going to hit jack with it until you can do the movements correctly. Usually, the non-domiant foot is placed in front, with the domiant foot parrell to the other. One hand is held in front of the user to steady himself, as well as to give him a rough estimate to where they're actually aiming. The spear is held above the user, the arm shaped like a L, with the spear point aimed at the target. Domiant foot moving forward, the arm moves forward as well, before launching the spear- nothing fancy, yet, as aiming can take a few seconds too long for most genin to be satisfied with. Sadly, they aren't very accurate yet with the actual throw. Obviously, they can hit the broad side of a barn, but not the exact place they were targetting- maybe three or four rings away from bullseye.
Regular Techniques:
Name: Pole Vault
Descripiton: A running head start is usually pretty damn useful in any kind of jump. And for some of the genin using this style, some extra leverage is just as useful. Running forward with their spear's point over their shoulder, the butt aimed at the ground, they press it forward into the ground, holding it with two hands. Jumping with the momentum gained by this movement, they gain the spear's length into their jump- pretty nifty.
Name: Thrust
Descripiton: Well, this speaks for itself. The user reaches out with their spear..and they poke someone with it. Not much else to it. There's several variations, but you should be smart enough to figure out a way or two to jam a spear into someone.
Name: Whack
Descripiton: You should be able to figure this one out. Someone using a spear at this level is bound to get jumpy and impatient while trying to poke them with your big, pointy stick. So, let's ignore the fact the weapon we're holding is a spear. Whacking someone is pretty much just hitting them with the pole of the weapon- maybe a quick chop to the ear, right below the spear's sharp point.
Stage II:
Stat Requirements: 7 Stamina, 7 Speed, Willpower 6
Stage Bonuses: +5 Speed, +4 Strength
Combat: Ah, that's better then the last time. You're starting to realize the sometimes close combat is completely unavoidable against faster opponets, and have developed your own tactics for dealing with such foes. Thrusts become shorter, whacking more often, and the odd time you might decide to hit someone with the butt of the spear. Still, you've also progressed in your distanced fighting. The movement is starting to feel more natural- any fight against one specializing in the Ecliptic Fall in taijutsu becomes rather typical: the enemy moves forward, while the user moves diagonally away from them, soon making himself and the enemy move in a slow circle, where he can most accurately counter-attack a vital.
Throwing Accuracy: Again, the stance is the same, but the time it takes to aim has drastically reduced, taking only a few seconds to get a good shot. Accuracy, however, hasn't really improved that much. You're much more likely to get a bulls-eye then the last time around, but if you only have five shots to do so, chances are you're still going to miss the bulls-eye almost every time.
Regular Techniques
Name: Bounce Back
Description: Let's face it. You're probably a genin when you're learning this, and it's never pleseant to lose your weapon because someone decided to dodge it and it's too far away, or maybe you're tired of running over there, pulling it out of the tree, and running back to the white line. Ignoring to do what they've been taught to do- throw a spear so it goes in point first into a eye or something like that, they hold it so the blunt end points at the target, before hurling it with all their might at the target- for a genin, it would feel as if a rock was thrown at you from a twelve year old child, which can usually hurt. Afterwards, the force from the spear's toss causes it to bounce back in the same arc as it travelled- effectively bringing it back to a positon where the user can grab it mid-air and resume combat or, if they're a wussy, let it land behind them where they can pull it out.
Name: Short Thrust
Descripiton: Well, well, well. Now that we're more into close quarters, we might as well start to reflect that in actual combat. Short Thrusting is similar to a regular thrust- you pull back the spear, before stabbing the point forward at the target. In close combat, we don't have the joy of being able to thrust that far all the time. Pulling back the spear once more, the user thrusts it forward. Instead of carrying it in, it's stopped arubtly, usually just poking, pricking, or entering the enemy ever so slightly. Due to the lack of need to pull it back and thrust all the way forward, several thrusts can be made per attack ala a combo, with the opponent's permission OOC-wise, of course.
Name: Redirect
Descripiton: Well, this is just great. A sword is slashing at you, and you don't have time to pull up your spear into a suitable blocking positon. What are we to do? Die? Like hell. When pretty much any weapon with a blunt side is being slashed vertically towards the user, they often strike at the weapon- slamming the side of the spear at the approaching weapon. Not only does this often cause the blade to miss, but the resulting force is often enough to divest the enemy of his weapon. Nifty.
Name: Swipe
Descripiton: Again, not everything that happens goes according to plan. Sometimes people will sidestep a thrust- which is when we decide to swipe. Or we can just swipe..it's up to you, really. Swiping deals with a slice instead of the usually stabbity we have going on- a horizontial pull of the spear, bringing the tip of the spear across the target area, usually hitting in and slitting the skin.
Stage III:
Stat Requirements: 10 Stamina, 10 Speed, Willpower 8
Stage Bonuses: +5 Speed, +4 Strength
Combat: Whoa snap, guy. You're crazy-zee now. Well, not really. You're at your max- for a genin, anyways. Barring that, ground combat remains fairly unchanged from previous levels; they've gotten better with the spear, but now they are starting to get a bit of inventive with the style.
Throwing Accuracy: Aiming takes roughly a second, and the spear is more accurate then before- out of those five throws, you might even get two in the bull's eye regularly. Anyways, that doesn't really matter at the moment. Now the user can aim and fire mid-air, which could be useful- you never know, after all.
Normal Techniques:
Name: Trip
Descripiton: Any enemy striking usually puts their entire weight into a attack- which is what makes it easy to put them on the ground. During a enemy's strike, the user first avoids the attack- maybe a duck, or a quick hop. Afterwards, the side of the spear, just a few inches below the spearhead, is hit at the enemy's ankle as they recover from the failed strike. A hit naturally knocks them down, where the fight can be easily finished.
Stage IV:
Stat Requirements: 16 Speed, 14 Stamina, 13 Strength, Willpower 14
Stage Bonuses: +5 Speed, +4 Strength
Combat: Alright, now that you're done with your third portray into the Fall style, you're ready to move on in life. Now that you're done learning how to expertly fall on someone so a spear jams into their head, it's time to get back on track with ground combat. The user could effectively use a bo at this stage- the sides of the spear are often used for parrying other weapons as well as knocking some sense into them. Of course, there's a blade on the end of the weapon. You should use it. Repeated long thrusts happen every now and then, and once in a millineum someone tries a vertical slice- certainly not recommended for a spear, but do what you gotta do.
Throwing Accuracy: No change.
Normal Techniques
Name: Thrust Chain
Descripiton: The user takes a step back, before moving forward quickly- the spear in their hands pojinted outward. The pointy metal head is quickly thrusted out, pulled back, and thrusted again rather rapidly- usually five or six times, before the user takes a hop back, pulling the spear with them, and thrusting it all the way forward at the enemy.
Name: Twirl
Descripiton: Oh dearie me. Look at those small whirling stars, little knifes, and smaller..whirling stars, I guess, coming right at you! What are you to do?! Take twenty?! Of course not! Holding the spear out in front of them the user begins to twirl it quickly, creating a whiz-like sound. Not only could getting a sword caught up in this would be rather unpleseant, but most projectiles tend to fall down upon meeting the weapon.
Special Techniques:
None
Stage V:
Stat Requirements: Speed 20, Stamina 18, Strength 18, Willpower 16
Stage Bonuses: +4 Speed, +3 Strength
Combat: What can I say? You're starting to get really good at what you know about: using the spear. You're certainly not perfect yet, but it's only a little while away. Until then, keep up the good work.
Throwing Accuracy: Well, sir, we did neglect you're accuracy during our last lesson, so let's work on it this time around. Aiming is almost instant, with barely a second's delay in it. Accuracy has again bumped up: it's not uncommon to see the user throw from almost any position he can muster up in his head. Accuracy is nigh perfect; unlike previous stages, you'll be hitting bulls-eye four times, usually.
Special Techniques
Name: Overpass
Descripiton: Ah hell. That guy has so much damned armor on- or maybe a shield. You're used to fighting people lightly-armoed people..which was a lot easier to break through then metal. Screw that, let's just go through it. Charging chakra throughout the spear, it suddenly becomes slightly more..fadeish, and that kind of stuff. The spear will move through corperal objects, and once the weapon has penetrated a enemy's defence to the flesh, the spear will slide back to the user's hands, the spear tip near his hand. If it was thrown, well, you're going to have to get it. This lasts three posts. It cannot go through ninjutsu-based defense.
Stage VI:
Stat Requirements: Speed 30, Stamina 23, Strength 22, Willpower 20, Tactics 16
Stage Bonuses: +4 Speed, +3 Strength
Combat: A notable difference from before. You're a professional in wiedling your spear, and it shows. Movements are fluid and graceful, quickly leading into the next. Lesser learned novices may stop and stare at the movements of the user, while even masters of similar strength would agree that the user is, well, pretty damn good.
Throwing Accuracy: You've reached the pinnacle of you're spear/javelin/whatever throwing. Aiming isn't even needed anymore, you know where it's going to go, how fast it's going to go, and what kind of damage it'll do. You're also guaranteed to be pretty cocky in you're aim: you have every right to be. It's essentially flawless; you're not going to miss the bulls-eye. That guy standing right there would be incredibly easy to pierce from sixty meters upwards. Hmm, but you could make it more slow and agonizing easily- maybe throw it into his kneecap?
Special Techniques
One slot
Stage VII:
Stat Requirements: Speed 38, Strength 32, Stamina 29, Willpower 26, Tactics 18
Stage Bonuses: +4 Speed, +3 Strength
Combat: The pinnacle of the tree. You're spear is a branch from the tree of death; a weapon that vanquishes life, even when being used for good; but on the same hand, it could easily become the root of a tree that protects life and combats the branch of evil. Anywho, enough of those god damn forsakened metaphors between life and death. They're really cheesy. If you didn't get it before, you should get it now: you're a master at what you do. People with skills lesser then you might stare in awe, or even be intimidated by your raw mastery. Blades are pushed back effortlessly, openings are spotted with suprising ease and exploited quickly: a single wrong movement may mean death for a enemy.
Throwing Accuracy: Uh, no comment, dude. No change: you're still a flawless thrower.
Special Techniques
One Slot