Post by songstress on Nov 10, 2006 13:42:03 GMT -5
Style Description: The Fool’s Bane style focuses on battle analysis. It is a style of timed reversals and pinpoint strikes that are executed after you have learned your opponents patterns of attack. Countered blows of hard chops and stinging pressure point strikes outline this style, using the speed of your attacks and your ability to analyze your opponent’s next move as a means to slowly draw the battle out with you as the winner, or at the least not the loser.
• Battle Stare: The sole reason for Fool’s Banes success as a style learns in this trained aspect of the style. Battle stare is a trained gaze that is used to analyze an opponent’s usual pattern of attack. While the Battle stare does nothing itself, it allows the Fool’s Bane user to watch an opponent for longer without missing subtle information, as Battle stare is slowly trained to last longer and longer without having to be broken. This also assist the use of the gaze based Genjutsu that is mixed with the style. Pattern information is gathered from following the eyes, and obvious body movements.
• Vital Strikes: Since an opponent will only open themselves to attack for a short amount of time, a Fool’s Bane user must learn to put damaging strikes into the opponent very fast. These attacks may not do permanent damage to the opponent, but are hard chops on a held opponent, or quick strikes to pressure points to make future attacks seem futile. Vital strikes are training in the accuracy of these strikes, making sure that these counter-attack attempts don’t veer too far off target.
• Response Time: Even when studying an opponent, it’s important to be able to stay alive through the initial attacks an opponent makes. An Ahou user must be able to go from the defenseless ‘calm’ stance to blocking an attack in an instant. Later in the style, the user must be able to take on several opponents in a timely manner and still attempt to avoid heavy damage.
As the style progresses, it uses different techniques to fool the opponent into thinking the fight is futile. Keeping a calm demeanor is part of this. If all else fails, members of this school of fighting can take on a different stance meant to assault a obviously stronger opponent. The different Styles of Fool’s Bane are:
• Calm: The calm stance is based on just that, calm. The user tries to keep a seemingly meaningless gaze on the opponent, though watching their every move. This is combined with disabling attacks to make a fight seem futile. As a rule, running breaks you from calm stance as your opponent will then be sure that you are ready for an assault, and its purpose is lost.
• Truth: The truth style is used when the Fool’s bane user is sure that the opponent can’t be fooled into conceding or can’t defeat the waning opponent. This style has the user hunch slightly forward, arms down and bent at the elbow. The hands should be ready to grapple and strike at the opponent when they get into striking range. This stance is more based in strength, and will quickly burn away all the stamina the Fool’s Bane user worked to save, but it better concentrates the strength of the chops and strikes by using your own momentum.
Style History: Originally used as a way for Jounin to keep down unruly Genin, the Fool’s Bane style is usually confused as just an upper level ninja outclassing smaller opponents. But the actual style was invited by a group of Genjutsu specialist shinobi who found other taijutsu styles brutish and foolish. The style was developed to allow Genjutsu experts to shut down an opponent with little to no physical exertion.
This worked for developing the first stages of the style, but as the style was tested in actual practice, it became obvious that not every opponent would easy give in to the styles illusions of futility, and so the ‘Truth’ stance was developed within the style, ripping away all the illusion and analysis of the early stages of the style to allow quick and strong disposing of targets.
The style is still universally considered a useful style for teachers and team leaders, allowing them to analyze student’s activities in battle and give pointers, as well as dispatch stronger targets using different facets of the same style.
Style Basis: Taijutsu/Genjutsu
Training Methods: Training for Fool’s Bane is best done with a live sparring partner. Having them continuously rush you and attempting one strike on you that you can either dodge or counter. This should be continued as long as possible to build up the Ahou user’s ability to continue a fight as long as needed, and to sustain his battle stare. If this isn’t available, using the swing of large branches when it is windy or anything else that has a slightly unpredictable pattern can create a training regimen.
Notes:
- Fool’s Bane is a style of analysis and tactics, using slowly calculated moves
- Running will break you out of Calm stance
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A = Stamina
B = Speed
C = Strength
D = Intelligence
E = Tactics
F = Willpower
Stage One
Stat Requirements: Stamina 5, Speed 3
Stage Bonuses: +3 Strength, +2 Speed, +4 Stamina (Three Spec. Techs sacked)
At this stage the User will even have trouble gauging one opponent. The first stage is used to memorize the grabs and pressure point strikes commonly used later in the style, the trademark stance ‘calm’ is yet to even be mentioned.
Battle Stare: At this stage, the user can only gauge completely obvious stutters of movement, like a person tripping before starting an assault. They will attempt to analyze and memorize styles for later use, but the details are lost to them. Their stare last no longer then a normal person (1-2 Post) before they will have to take a hard blink and miss information.
Vital Strikes: At the first stage, only obvious and easy counters are learned. Grabbing overextended arms to attempt to strike under the arms or chop at the neck is common.
Response Time: The idea of response time is just being learned, since the Calm style hasn’t been taught, blocking or countering moves is done from a natural taijutsu stance similar to the ‘truth’ stance.
Stage Two
Stat Requirements: Stamina 8, Speed 6, Intelligence 6
Stage Bonuses: +1 (+4) Strength, +2 (+4) Speed, +1 (+5) Stamina (Three Special Techs sacked)
At this stage the first stance is taught, ‘calm’. The Calm stance is utilized in conjunction with the Battle stare to better utilize a defensive position and over time make it into an offensive position.
Battle Stare: Through the battle stare, the user is now able to analyze some obvious patterns, like an opponent constantly moving to one side first, or countering to one side. The stare still last the normal 2 post maximum before forced to blink.
Vital Strikes: The user begins to learn sideswipes and other techniques to throw an opponent off balance so they can attempt a chopping counter-attack. The feet can now be used to strike at lower weak points, like buckling the knees or groin shots.
Response Time: Now that ‘Calm’ is being taught, the user is given a fresh taste of going from a relaxed stance to a blocking or countering stance in a short time. This is an exhausting effort that will usually end with the trainee covered in bruises from failed attempts.
Stances:
Calm
Truth
Stance Name: Calm
Stance Bonus: +2 Speed, +3 Stamina
Stance Description: At this level the calm stance is a nervous stance, filled with obvious mocking and badly acted moments of inattention. The user will attempt to keep them selves out of a defensive stance until the target is within 12 feet when charging, or 4 feet when close fighting. Then the trainee is advised to begin blocking so as to avoid damage.
Stance Name: Truth
Stance Bonus: +3 Strength, +2 Speed
Stance Description: At this stage Truth stance is nothing more then an idea. The user can learn to take the stance itself and can use it to fight while on the run, but all other aspects of Fool's Bane are lost.
Stage Three
Stat Requirements: Stamina 12, Speed 8, Intelligence 8
Stage Bonuses: (+4) Strength, +2 (+6) Speed, (+5) Stamina (Two Special Techs sacked)
At this stage Genjutsu is finally mixed into the style. Taking advantage of a simple yet effective Genjutsu technique, the user will attempt to make the target’s actions more obvious and easier to block or attempt to counter. This not only makes the battle easier on the user, but can add to the feeling of futility the Fool’s Bane user is attempting to create.
Battle Stare: The battle stare can now last for a 3 post maximum, the eyes of the user have been trained to stay open and take in details without watering up when they begin to dry out. More obvious patterns start to dawn on the user, creating moments of insight into the opponent’s next move allowing for an educated prediction of their next move.
Vital Strikes: The sideswipes are now more easily used to combo into punishing strikes to the neck, elbows, knees and pressure points. These strikes are near impossible to pull of on someone faster then you, and can only be attempted on someone who chooses to come to you.
Response Time: Now beginning to get used to the Calm style, the user will attempt to use the “Fool’s Glance” technique to make dodging attacks easier. Since strength and Stamina are ignored in the training around this level, the user must rely on more speed to get out of the way of oncoming ninjutsu instead of quick blocks.
Stances:
Calm
Truth
Stance Name: Calm
Stance Bonus: +2 (+4) Speed, +3 (+6) Stamina
Stance Description:
The Calm stance is now more familiar, leading to less nervous twitches and early attempts to block attacks. The user can now also utilize the stance better while walking, allowing to get closer to a defensive opponent without needing to break stance completely. Defensive stance should be taken when an opponent comes within 10 feet while charging, or 4 feet while in close combat.
Stance Name: Truth
Stance Bonus: +3 (+6) Strength, +2 (+4) Speed
Stance Description: The Truth stance still isn't developed from the last stage, it is used when staying still is not an option. This still forced the user out of all the benefits of Fool's Bane style.
Regular Techniques:
Name: Fool’s Errand
Description: Any opponent who has overcommitted to an attack deserves punishment. This attack is a defensive counter that is simply embarrassing to live through. With their hand on their hip, the Ahou user locks an incoming fist under their arm, and then circles back behind the person, bending their arm behind them. While the target attempts to move downwards to avoid getting their arm broken, the users other elbow is swung towards the back of their head.
Special Techniques
Name: Fool’s Glance
Requirements: none
Description: A simple genjutsu. Locking eyes with the target creates a gaze that can only be broken by the user (by blinking, or looking away, or the target’s eyes no longer being available.) This genjutsu forces the opponent to provide a small tell to their next move, something as simple as a stutter in step before moving, or a glance in the direction they are going, or a fidget hand movement.
Base Duration: 1 Post
Stage Four
Stat Requirements: Stamina 18, Speed 16, Strength 9, Intelligence 14
Stage Bonuses: +1 (+5) Strength, +2 (+8) Speed, +1 (+6) Stamina (Three Special Techs sacked)
With stage four the user finally learns to take on multiple opponents, which can be a difficult task as it requires the analysis of targets in stages of priority. Analysis of a single opponent’s style is now easily categorized to use for the general purpose of educated predictions of patterns (Which if used, may often fail to be correct). Opponents still can’t be properly used against each other, but with good enough timing, multiple targets can be swept aside and one can be dispatched. This stage also develops the Truth stance for engaging powerful single opponents.
Battle Stare: The Battle stare still last for a 3 post maximum before the user must take a hard blink. At this level the user can catch on to the movements of targets quicker, allowing them to spot the next possible move of an opponent and begin to watch another, for taking on multiple enemies. This stage doesn’t increase the general ability to recognize patterns or read opponents.
Vital Strikes: Counter strikes are beginning to become instinct, putting enemies off their balance with sweeps and glancing blows is developed. Now there is enough speed introduced to get attempts in on pressure points regardless of the type of counter strike or grab used to slow the opponent.
Response Time: Response time is now upped another level as training against multiple opponents is introduced. Timing your defensive strikes against more then one person requires new levels of speed and agility. Opponents should be quickly dispatched and moved aside if there are multiple ones, barring them attacking all at once of course.
Stances:
Calm
Truth
Stance Name: Calm
Stance Bonus: +2 (+6) Speed, +3 (+9) Stamina
Stance Description: The deeper uses of Calm style are finally becoming clear. Using the speed and stamina that is gained through training, the user is learning that coiled fast reactions are possible within the small space they are within; this makes the area within a foot or two of them dangerous for any opponent, as they can reach out and pull an opponent off their guard before attempting to strike them. Walking is still allowed without breaking stance. Users should guard when an opponent enters 8 feet while charging, and 3 feet while in close combat.
Stance Name: Truth
Stance Bonus: +3 (+9) Strength, +2 (+6) Speed
Stance Description: Starting at this stage Truth stance is used to fight opponents that are too strong to defeat over time, or can’t be tricked into quitting the fight. The stance is a hunched forward pose with arms down and bent at the waist (like a wrestlers pose). This stance is meant to sacrifice all the defensive and energy saving concepts of the ‘calm’ stance, and allows a person to sprint out to an opponent and engage them up close. This style concentrates more on the grapple strikes that are used on overextended opponents in the ‘calm’ style.
Stage Five
Stat Requirements: Stamina 24, Speed 20, Strength 12, Intelligence 16
Stage Bonuses: (+5) Strength, +2 (+10) Speed, (+6) Stamina (Two Special Techs sacked)
With stage five, the Fool’s bane user can now analyze not only taijutsu movements, but use their analysis to keep close watch on incoming Ninjutsu as well. Beginning to recognize patterns in the targeting and use of certain jutsu. The use of Calm for multiple opponents and Truth for single opponents is further developed, strengthening each style.
Battle Stare: Battle Stare can now last for 4 posts without needing to blink. In stage five the Battle stare is trained to be used while on the run, gauging opponents while sprinting towards them, this finally makes the battle stare relevant to the Truth fighting stance, while more ineffective while in fast movement, this allows the Battle stare to work on at least a stage 3 level while sprinting.
Vital Strikes: More acrobatic moves are incorporated into counters, leaving an opponent not only off balance but embarrassed as they are dodged, struck hard, and then tossed aside into the dirt. Major development in the use of strikes has stopped, but the strength and speed of the grapple chops and pressure point strikes continues to be developed.
Response Time: Response time is now used more offensively, pulling opponent in close with limb grabs that seem to come from nowhere, the opponent can be pulled into an off guard position when they taught they were a safe distance away. This requires moving a short distance in a quick strike and then executing one of the usual vital strikes.
Stances:
Calm
Truth
Stance Name: Calm
Stance Bonus: +2 (+8) Speed, +3 (+12) Stamina
Stance Description: The coiled reactions of the calm style are now becoming blindingly fast, allowing for surprise attacks against close opponents who are too afraid to attack. At this stage of the stance, trying to tire out a person in Calm stance is like trying to prank a prankster, you are already several steps behind. Walking is still allowed without breaking stance. Defense is vital when an opponent is within 6 feet charging and 3 feet in close fighting.
Stance Name: Truth
Stance Bonus: +3 (+12) Strength, +2 (+8) Speed
Stance Description: The truth style is being more refined, becoming a style of charges and retreats; hitting an opponent hard with quick grapples and strikes to vital areas while retreating backwards. The style still has stamina issues, the user quickly tiring out when switching to a style full of sprints and dashes.
Special Techniques:
Name: Fool’s Gambit
Requirements: Fool’s Glance
Description: Using a quick flurry of hand seals and then locking gazes with the target, this genjutsu will give the opponent an overwhelming need to charge the user, regardless of their current condition. This genjutsu is easily broken if it’s impossible for the target to charge, or against the target’s nature. This genjutsu is broken when the user blinks, or when its duration ends, whichever comes first.
Base Duration: 1 Post
Stage Six
Stat Requirements: Stamina 30, Speed 26, Strength 19, Intelligence 20, Tactics 16
Stage Bonuses: +1 (+6) Strength, +2 (+12) Speed, +1 (+7) Stamina (Three Special Techs sacked)
The user’s ability to analyze battle situations is now reaching a peak. Reacting and countering several weaker opponents is now a norm, and researching and memorizing enemy’s patterns is a skill to fear. Strikes are becoming quick and the need for to outlast even the strongest of opponents is still stressed.
Battle Stare: The Battle Stare can still extend a gaze to 4 post. Becoming more useable while in fast movement, the Battle stare is now up to par with stage four Battle stare while running. Watching multiple opponents is also developed, analyzing opponents quicker then ever to attempt to predict their next moves.
Vital Strikes: Users can now use the momentum of weaker opponents against other opponents, attempting to turn a dodge against one opponent into an obstacle for the next opponent. This allows another option against attempting to just take in or avoid several attacks at once.
Response time: Response time at this stage is more used towards the grabs and timing needed to propel targets at each other. Countering multiple targets at the same time is near impossible, proper timing is used to try to minimize the damage taken from a coordinated strike from several people by slowing one or two down (using what was learned in Vital Strikes).
Stances:
Calm
Truth
Stance Name: Calm
Stance Bonus: +2 (+10) Speed, +3 (+15) Stamina
Stance Description: At this stage the Calm user attempts to remove the limiting features of the Calm style, short burst of movement going forward can be accomplished, but attacking from these burst is still a pointless action that would break stance. Taking down several enemies over time with humiliating grabs, counters or grapple strikes is still the styles MO. Defense is vital when an opponent is within 4 feet charging and 2 feet in close fighting.
Stance Name: Truth
Stance Bonus: +3 (+15) Strength, +2 (+10) Speed
Stance Description: At this stage the Truth style is reaching a peak in strength, striking hard and fast to attempt to incapacitate targets. This includes any blow that would put someone out of combat, making the Truth style lend itself more to dirty attacks like attempts to strike the eyes or groin.
Stage Seven
Stat Requirements: Stamina 38, Speed 36, Strength 25, Intelligence 24, Tactics 20
Stage Bonuses: +1 (+7) Strength, +2 (+14) Speed, +1 (+8) Stamina (Three Special Techs sacked)
The final level of Fool’s bane, the user is now at peak performance, becoming a daunting opponent for any lesser Taijutsu user, and even scary for some Ninjutsu users. The Truth and Calm styles take on a balancing act, switching for different opponents and situations as analyzed by the user.
Battle Stare: The opponent can hold a stare for 5 post. Effectively making sure they never have to take their eyes off an opponent unless they choose to, the Battle Stare is at its strongest and can now gleam elements of a person’s style of combat off of simple muscle twitches and actions, allowing for guesses on not only patterns of attack, but even allowing a knowledgeable person to recall a person’s style from memory. This allows them to know other possible patterns the person will take on from past analysis.
Vital Strikes: Vital strikes at this level can finally go beyond stinging strikes and chops, at the level of strength and speed available to Fool’s Bane users at this level, some attacks can be more disabling on the body as a whole if they land.
Response Time: The user’s response time is now at its highest, their speed is directly affecting their ability to block and counter several attacks. Opponents that without sufficient strength or speed would have trouble beating the reaction time of a Fool’s Bane user, some may be better off just beating a guarding Fool’s bane user into submission through their guard.
Stances:
Calm
Truth
Stance Name: Calm
Stance Bonus: +2 (+12) Speed, +3 (+18) Stamina
Stance Description: At it’s peak, the Calm stance has no restrictions on when it should put up it’s guard, naturally lashing out and grabbing enemies instead of dodging attacks. Guarding against weaker opponents is almost always replaced with counter attempts, but stronger opponents still need to be effectively guarded against based on their analysis.
Stance Name: Truth
Stance Bonus: +3 (+18) Strength, +2 (+12) Speed
Stance Description: The Truth style at this stage becomes an unpredictable mix of strikes and retreats from the enemies range, putting the enemy out of commission as fast as possible while trying to keep themselves out of danger. Going into truth stance is now a declaration that the Fool’s Bane user wants to end the fight as soon as possible, as the disparity between the speed used and the stamina of the user is enough to make only a few attack attempts possible before tiring out.
• Battle Stare: The sole reason for Fool’s Banes success as a style learns in this trained aspect of the style. Battle stare is a trained gaze that is used to analyze an opponent’s usual pattern of attack. While the Battle stare does nothing itself, it allows the Fool’s Bane user to watch an opponent for longer without missing subtle information, as Battle stare is slowly trained to last longer and longer without having to be broken. This also assist the use of the gaze based Genjutsu that is mixed with the style. Pattern information is gathered from following the eyes, and obvious body movements.
• Vital Strikes: Since an opponent will only open themselves to attack for a short amount of time, a Fool’s Bane user must learn to put damaging strikes into the opponent very fast. These attacks may not do permanent damage to the opponent, but are hard chops on a held opponent, or quick strikes to pressure points to make future attacks seem futile. Vital strikes are training in the accuracy of these strikes, making sure that these counter-attack attempts don’t veer too far off target.
• Response Time: Even when studying an opponent, it’s important to be able to stay alive through the initial attacks an opponent makes. An Ahou user must be able to go from the defenseless ‘calm’ stance to blocking an attack in an instant. Later in the style, the user must be able to take on several opponents in a timely manner and still attempt to avoid heavy damage.
As the style progresses, it uses different techniques to fool the opponent into thinking the fight is futile. Keeping a calm demeanor is part of this. If all else fails, members of this school of fighting can take on a different stance meant to assault a obviously stronger opponent. The different Styles of Fool’s Bane are:
• Calm: The calm stance is based on just that, calm. The user tries to keep a seemingly meaningless gaze on the opponent, though watching their every move. This is combined with disabling attacks to make a fight seem futile. As a rule, running breaks you from calm stance as your opponent will then be sure that you are ready for an assault, and its purpose is lost.
• Truth: The truth style is used when the Fool’s bane user is sure that the opponent can’t be fooled into conceding or can’t defeat the waning opponent. This style has the user hunch slightly forward, arms down and bent at the elbow. The hands should be ready to grapple and strike at the opponent when they get into striking range. This stance is more based in strength, and will quickly burn away all the stamina the Fool’s Bane user worked to save, but it better concentrates the strength of the chops and strikes by using your own momentum.
Style History: Originally used as a way for Jounin to keep down unruly Genin, the Fool’s Bane style is usually confused as just an upper level ninja outclassing smaller opponents. But the actual style was invited by a group of Genjutsu specialist shinobi who found other taijutsu styles brutish and foolish. The style was developed to allow Genjutsu experts to shut down an opponent with little to no physical exertion.
This worked for developing the first stages of the style, but as the style was tested in actual practice, it became obvious that not every opponent would easy give in to the styles illusions of futility, and so the ‘Truth’ stance was developed within the style, ripping away all the illusion and analysis of the early stages of the style to allow quick and strong disposing of targets.
The style is still universally considered a useful style for teachers and team leaders, allowing them to analyze student’s activities in battle and give pointers, as well as dispatch stronger targets using different facets of the same style.
Style Basis: Taijutsu/Genjutsu
Training Methods: Training for Fool’s Bane is best done with a live sparring partner. Having them continuously rush you and attempting one strike on you that you can either dodge or counter. This should be continued as long as possible to build up the Ahou user’s ability to continue a fight as long as needed, and to sustain his battle stare. If this isn’t available, using the swing of large branches when it is windy or anything else that has a slightly unpredictable pattern can create a training regimen.
Notes:
- Fool’s Bane is a style of analysis and tactics, using slowly calculated moves
- Running will break you out of Calm stance
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A = Stamina
B = Speed
C = Strength
D = Intelligence
E = Tactics
F = Willpower
Stage One
Stat Requirements: Stamina 5, Speed 3
Stage Bonuses: +3 Strength, +2 Speed, +4 Stamina (Three Spec. Techs sacked)
At this stage the User will even have trouble gauging one opponent. The first stage is used to memorize the grabs and pressure point strikes commonly used later in the style, the trademark stance ‘calm’ is yet to even be mentioned.
Battle Stare: At this stage, the user can only gauge completely obvious stutters of movement, like a person tripping before starting an assault. They will attempt to analyze and memorize styles for later use, but the details are lost to them. Their stare last no longer then a normal person (1-2 Post) before they will have to take a hard blink and miss information.
Vital Strikes: At the first stage, only obvious and easy counters are learned. Grabbing overextended arms to attempt to strike under the arms or chop at the neck is common.
Response Time: The idea of response time is just being learned, since the Calm style hasn’t been taught, blocking or countering moves is done from a natural taijutsu stance similar to the ‘truth’ stance.
Stage Two
Stat Requirements: Stamina 8, Speed 6, Intelligence 6
Stage Bonuses: +1 (+4) Strength, +2 (+4) Speed, +1 (+5) Stamina (Three Special Techs sacked)
At this stage the first stance is taught, ‘calm’. The Calm stance is utilized in conjunction with the Battle stare to better utilize a defensive position and over time make it into an offensive position.
Battle Stare: Through the battle stare, the user is now able to analyze some obvious patterns, like an opponent constantly moving to one side first, or countering to one side. The stare still last the normal 2 post maximum before forced to blink.
Vital Strikes: The user begins to learn sideswipes and other techniques to throw an opponent off balance so they can attempt a chopping counter-attack. The feet can now be used to strike at lower weak points, like buckling the knees or groin shots.
Response Time: Now that ‘Calm’ is being taught, the user is given a fresh taste of going from a relaxed stance to a blocking or countering stance in a short time. This is an exhausting effort that will usually end with the trainee covered in bruises from failed attempts.
Stances:
Calm
Truth
Stance Name: Calm
Stance Bonus: +2 Speed, +3 Stamina
Stance Description: At this level the calm stance is a nervous stance, filled with obvious mocking and badly acted moments of inattention. The user will attempt to keep them selves out of a defensive stance until the target is within 12 feet when charging, or 4 feet when close fighting. Then the trainee is advised to begin blocking so as to avoid damage.
Stance Name: Truth
Stance Bonus: +3 Strength, +2 Speed
Stance Description: At this stage Truth stance is nothing more then an idea. The user can learn to take the stance itself and can use it to fight while on the run, but all other aspects of Fool's Bane are lost.
Stage Three
Stat Requirements: Stamina 12, Speed 8, Intelligence 8
Stage Bonuses: (+4) Strength, +2 (+6) Speed, (+5) Stamina (Two Special Techs sacked)
At this stage Genjutsu is finally mixed into the style. Taking advantage of a simple yet effective Genjutsu technique, the user will attempt to make the target’s actions more obvious and easier to block or attempt to counter. This not only makes the battle easier on the user, but can add to the feeling of futility the Fool’s Bane user is attempting to create.
Battle Stare: The battle stare can now last for a 3 post maximum, the eyes of the user have been trained to stay open and take in details without watering up when they begin to dry out. More obvious patterns start to dawn on the user, creating moments of insight into the opponent’s next move allowing for an educated prediction of their next move.
Vital Strikes: The sideswipes are now more easily used to combo into punishing strikes to the neck, elbows, knees and pressure points. These strikes are near impossible to pull of on someone faster then you, and can only be attempted on someone who chooses to come to you.
Response Time: Now beginning to get used to the Calm style, the user will attempt to use the “Fool’s Glance” technique to make dodging attacks easier. Since strength and Stamina are ignored in the training around this level, the user must rely on more speed to get out of the way of oncoming ninjutsu instead of quick blocks.
Stances:
Calm
Truth
Stance Name: Calm
Stance Bonus: +2 (+4) Speed, +3 (+6) Stamina
Stance Description:
The Calm stance is now more familiar, leading to less nervous twitches and early attempts to block attacks. The user can now also utilize the stance better while walking, allowing to get closer to a defensive opponent without needing to break stance completely. Defensive stance should be taken when an opponent comes within 10 feet while charging, or 4 feet while in close combat.
Stance Name: Truth
Stance Bonus: +3 (+6) Strength, +2 (+4) Speed
Stance Description: The Truth stance still isn't developed from the last stage, it is used when staying still is not an option. This still forced the user out of all the benefits of Fool's Bane style.
Regular Techniques:
Name: Fool’s Errand
Description: Any opponent who has overcommitted to an attack deserves punishment. This attack is a defensive counter that is simply embarrassing to live through. With their hand on their hip, the Ahou user locks an incoming fist under their arm, and then circles back behind the person, bending their arm behind them. While the target attempts to move downwards to avoid getting their arm broken, the users other elbow is swung towards the back of their head.
Special Techniques
Name: Fool’s Glance
Requirements: none
Description: A simple genjutsu. Locking eyes with the target creates a gaze that can only be broken by the user (by blinking, or looking away, or the target’s eyes no longer being available.) This genjutsu forces the opponent to provide a small tell to their next move, something as simple as a stutter in step before moving, or a glance in the direction they are going, or a fidget hand movement.
Base Duration: 1 Post
Stage Four
Stat Requirements: Stamina 18, Speed 16, Strength 9, Intelligence 14
Stage Bonuses: +1 (+5) Strength, +2 (+8) Speed, +1 (+6) Stamina (Three Special Techs sacked)
With stage four the user finally learns to take on multiple opponents, which can be a difficult task as it requires the analysis of targets in stages of priority. Analysis of a single opponent’s style is now easily categorized to use for the general purpose of educated predictions of patterns (Which if used, may often fail to be correct). Opponents still can’t be properly used against each other, but with good enough timing, multiple targets can be swept aside and one can be dispatched. This stage also develops the Truth stance for engaging powerful single opponents.
Battle Stare: The Battle stare still last for a 3 post maximum before the user must take a hard blink. At this level the user can catch on to the movements of targets quicker, allowing them to spot the next possible move of an opponent and begin to watch another, for taking on multiple enemies. This stage doesn’t increase the general ability to recognize patterns or read opponents.
Vital Strikes: Counter strikes are beginning to become instinct, putting enemies off their balance with sweeps and glancing blows is developed. Now there is enough speed introduced to get attempts in on pressure points regardless of the type of counter strike or grab used to slow the opponent.
Response Time: Response time is now upped another level as training against multiple opponents is introduced. Timing your defensive strikes against more then one person requires new levels of speed and agility. Opponents should be quickly dispatched and moved aside if there are multiple ones, barring them attacking all at once of course.
Stances:
Calm
Truth
Stance Name: Calm
Stance Bonus: +2 (+6) Speed, +3 (+9) Stamina
Stance Description: The deeper uses of Calm style are finally becoming clear. Using the speed and stamina that is gained through training, the user is learning that coiled fast reactions are possible within the small space they are within; this makes the area within a foot or two of them dangerous for any opponent, as they can reach out and pull an opponent off their guard before attempting to strike them. Walking is still allowed without breaking stance. Users should guard when an opponent enters 8 feet while charging, and 3 feet while in close combat.
Stance Name: Truth
Stance Bonus: +3 (+9) Strength, +2 (+6) Speed
Stance Description: Starting at this stage Truth stance is used to fight opponents that are too strong to defeat over time, or can’t be tricked into quitting the fight. The stance is a hunched forward pose with arms down and bent at the waist (like a wrestlers pose). This stance is meant to sacrifice all the defensive and energy saving concepts of the ‘calm’ stance, and allows a person to sprint out to an opponent and engage them up close. This style concentrates more on the grapple strikes that are used on overextended opponents in the ‘calm’ style.
Stage Five
Stat Requirements: Stamina 24, Speed 20, Strength 12, Intelligence 16
Stage Bonuses: (+5) Strength, +2 (+10) Speed, (+6) Stamina (Two Special Techs sacked)
With stage five, the Fool’s bane user can now analyze not only taijutsu movements, but use their analysis to keep close watch on incoming Ninjutsu as well. Beginning to recognize patterns in the targeting and use of certain jutsu. The use of Calm for multiple opponents and Truth for single opponents is further developed, strengthening each style.
Battle Stare: Battle Stare can now last for 4 posts without needing to blink. In stage five the Battle stare is trained to be used while on the run, gauging opponents while sprinting towards them, this finally makes the battle stare relevant to the Truth fighting stance, while more ineffective while in fast movement, this allows the Battle stare to work on at least a stage 3 level while sprinting.
Vital Strikes: More acrobatic moves are incorporated into counters, leaving an opponent not only off balance but embarrassed as they are dodged, struck hard, and then tossed aside into the dirt. Major development in the use of strikes has stopped, but the strength and speed of the grapple chops and pressure point strikes continues to be developed.
Response Time: Response time is now used more offensively, pulling opponent in close with limb grabs that seem to come from nowhere, the opponent can be pulled into an off guard position when they taught they were a safe distance away. This requires moving a short distance in a quick strike and then executing one of the usual vital strikes.
Stances:
Calm
Truth
Stance Name: Calm
Stance Bonus: +2 (+8) Speed, +3 (+12) Stamina
Stance Description: The coiled reactions of the calm style are now becoming blindingly fast, allowing for surprise attacks against close opponents who are too afraid to attack. At this stage of the stance, trying to tire out a person in Calm stance is like trying to prank a prankster, you are already several steps behind. Walking is still allowed without breaking stance. Defense is vital when an opponent is within 6 feet charging and 3 feet in close fighting.
Stance Name: Truth
Stance Bonus: +3 (+12) Strength, +2 (+8) Speed
Stance Description: The truth style is being more refined, becoming a style of charges and retreats; hitting an opponent hard with quick grapples and strikes to vital areas while retreating backwards. The style still has stamina issues, the user quickly tiring out when switching to a style full of sprints and dashes.
Special Techniques:
Name: Fool’s Gambit
Requirements: Fool’s Glance
Description: Using a quick flurry of hand seals and then locking gazes with the target, this genjutsu will give the opponent an overwhelming need to charge the user, regardless of their current condition. This genjutsu is easily broken if it’s impossible for the target to charge, or against the target’s nature. This genjutsu is broken when the user blinks, or when its duration ends, whichever comes first.
Base Duration: 1 Post
Stage Six
Stat Requirements: Stamina 30, Speed 26, Strength 19, Intelligence 20, Tactics 16
Stage Bonuses: +1 (+6) Strength, +2 (+12) Speed, +1 (+7) Stamina (Three Special Techs sacked)
The user’s ability to analyze battle situations is now reaching a peak. Reacting and countering several weaker opponents is now a norm, and researching and memorizing enemy’s patterns is a skill to fear. Strikes are becoming quick and the need for to outlast even the strongest of opponents is still stressed.
Battle Stare: The Battle Stare can still extend a gaze to 4 post. Becoming more useable while in fast movement, the Battle stare is now up to par with stage four Battle stare while running. Watching multiple opponents is also developed, analyzing opponents quicker then ever to attempt to predict their next moves.
Vital Strikes: Users can now use the momentum of weaker opponents against other opponents, attempting to turn a dodge against one opponent into an obstacle for the next opponent. This allows another option against attempting to just take in or avoid several attacks at once.
Response time: Response time at this stage is more used towards the grabs and timing needed to propel targets at each other. Countering multiple targets at the same time is near impossible, proper timing is used to try to minimize the damage taken from a coordinated strike from several people by slowing one or two down (using what was learned in Vital Strikes).
Stances:
Calm
Truth
Stance Name: Calm
Stance Bonus: +2 (+10) Speed, +3 (+15) Stamina
Stance Description: At this stage the Calm user attempts to remove the limiting features of the Calm style, short burst of movement going forward can be accomplished, but attacking from these burst is still a pointless action that would break stance. Taking down several enemies over time with humiliating grabs, counters or grapple strikes is still the styles MO. Defense is vital when an opponent is within 4 feet charging and 2 feet in close fighting.
Stance Name: Truth
Stance Bonus: +3 (+15) Strength, +2 (+10) Speed
Stance Description: At this stage the Truth style is reaching a peak in strength, striking hard and fast to attempt to incapacitate targets. This includes any blow that would put someone out of combat, making the Truth style lend itself more to dirty attacks like attempts to strike the eyes or groin.
Stage Seven
Stat Requirements: Stamina 38, Speed 36, Strength 25, Intelligence 24, Tactics 20
Stage Bonuses: +1 (+7) Strength, +2 (+14) Speed, +1 (+8) Stamina (Three Special Techs sacked)
The final level of Fool’s bane, the user is now at peak performance, becoming a daunting opponent for any lesser Taijutsu user, and even scary for some Ninjutsu users. The Truth and Calm styles take on a balancing act, switching for different opponents and situations as analyzed by the user.
Battle Stare: The opponent can hold a stare for 5 post. Effectively making sure they never have to take their eyes off an opponent unless they choose to, the Battle Stare is at its strongest and can now gleam elements of a person’s style of combat off of simple muscle twitches and actions, allowing for guesses on not only patterns of attack, but even allowing a knowledgeable person to recall a person’s style from memory. This allows them to know other possible patterns the person will take on from past analysis.
Vital Strikes: Vital strikes at this level can finally go beyond stinging strikes and chops, at the level of strength and speed available to Fool’s Bane users at this level, some attacks can be more disabling on the body as a whole if they land.
Response Time: The user’s response time is now at its highest, their speed is directly affecting their ability to block and counter several attacks. Opponents that without sufficient strength or speed would have trouble beating the reaction time of a Fool’s Bane user, some may be better off just beating a guarding Fool’s bane user into submission through their guard.
Stances:
Calm
Truth
Stance Name: Calm
Stance Bonus: +2 (+12) Speed, +3 (+18) Stamina
Stance Description: At it’s peak, the Calm stance has no restrictions on when it should put up it’s guard, naturally lashing out and grabbing enemies instead of dodging attacks. Guarding against weaker opponents is almost always replaced with counter attempts, but stronger opponents still need to be effectively guarded against based on their analysis.
Stance Name: Truth
Stance Bonus: +3 (+18) Strength, +2 (+12) Speed
Stance Description: The Truth style at this stage becomes an unpredictable mix of strikes and retreats from the enemies range, putting the enemy out of commission as fast as possible while trying to keep themselves out of danger. Going into truth stance is now a declaration that the Fool’s Bane user wants to end the fight as soon as possible, as the disparity between the speed used and the stamina of the user is enough to make only a few attack attempts possible before tiring out.