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 Sabaku Kenfu- Desert Fist.

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PostSubject: Sabaku Kenfu- Desert Fist.   Sat Jan 17, 2009 11:03 pm

Sabaku Kenfu (Desert Fist Style)

=============================

Sabaku Kenfu is one of Sand’s most established, historic martial styles. Through vigorous, physical training, a student of the Desert Fist becomes strong and toned in body, and mighty in spirit. This style does not focus on blurring speed, choosing instead to emphasize upon a crushing strength, to end encounters with a few, decisive blows. To the warriors of the desert, overpowering – or at the very least, diverting – an enemy attack would be much more favoured than leaping aside. Parries and direct counters are a crucial tenet of Sabaku Kenfu.

The Desert Fist uses sand to increase the strength of the user’s hits, and a certain point of mastery, enables a sort of “double hit combo” with every strike. Normal users of Sabaku Kefu tote about weights filled with sand, and the sand is attached to their Chakra signature, following them everywhere when not contained in the weights (see special techniques).

The weights themselves are worn upon the wrists and ankles as a primitive form of training; if one can keep pace in a battle with them on, he would immediately gain the upper hand were he to remove them. However, as the practitioner progresses in this style, he begins to use the sand in a purer, more raw, elemental sense.

Notes:
- The sand must be carried around in the special weights (Sagan Omori).
- While the weights are on and the sand is inside the weights, the user will not gain the Speed bonuses of the style. If the weights are removed or all the sand inside them is drawn out, the Speed bonuses are enabled.
- While the weights are on and the sand is inside the weights, the user will only gain half of the Strength bonuses of the style. If the weights are removed or all the sand inside them is drawn out, the Strength bonuses are enabled in their entirety.
- The sand in the weights cannot be used for Sand Ninjutsu.
- After every special technique, the sand used will fall to the ground. It can be passively retrieved with a special technique, or can be gathered back into the weights manually (which will take one post per weight of sand).

Style Basis: Hybrid Taijutsu: Elemental (Sand)

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Stage One

As a novice to the style and still not used to the added weight of the Sagan Omori, the user tends to be quite awkward and slow in movements. However, it is in this stage that the fundamentals of the style are established. Slow, precise movements backed by steady power are preferred as opposed to the nimble, dodging movements of other practices. However, that is not to say that the user is rigid and unbending; quite the contrary, the user is trained to be supple and flexible (though at this point it’s nothing fantastic) to deliver an immediate counter attack from any angle. At this point in time, though, the counters are sluggish and movements are clunky.

Regular Techniques

Twin Hammers
A basic technique, the user will strike with both fists. Instead of holding the fists horizontally like a normal punch, they will be ‘vertical’, and one fist will punch out higher than the other – only by two inches or so - to spread out the force of the blow, yet still maintain a sense of localization. This is most often done to counter as opposed to an initiating assault as to do this offensively often would be quite awkward and unwieldy.

Special Techniques

Personal Desert
Although the sand is usually carried about in the weights, there are times when it is brought out for use and bits fall to the ground. Under normal circumstances, this would mean that the user’s supply of sand would gradually diminish until he had nothing left; with this beginner technique, it amplifies the sand’s attuning to his Chakra signature. For every stage of Sabaku Kenfu the user knows, the field of Personal Desert increases by two feet (starting at two feet for Stage One). If the sand falls within range, it will follow him about until drawn back into the weights by Chakra or used for another special technique. If the sand falls outside of the field, all the user has to do is step within range to pick it back up.

Stage Two

Getting more and more accustomed to the extra weight is a difficult task completed only through hard training. Just as the user was adapting to the ten pound level, the weights were increased to twenty-five per. Although it would seem as if this would set the user all the way back to square one, surprisingly, it isn’t so. The practitioner already understands the basics of applying extra weight to movements; starting up movements takes double the amount of effort, but the overall power is amplified by so much because of the added momentum. It’s more common for those of the Desert Fist to fight in a rhythmic type of motion, attacking in short but flurried batteries of sweeps, kicks, punches, and backhand swipes. Instead of maintaining a long string of combat, he will pause and retreat, only to strike again. Doing so minimizes an opponent’s chances at countering as well as empowering the user to decide when the encounters will take place.

Regular Techniques

Counter Palm
A simple move to counter simple attacks, the user simply waits until his adversary lashes out with a punch. With his non-dominant hand, the user will then use the palm to force aside the assaulting fist off course so that it shoots wide. With the open lane, the user will then use the other fist to attack.

Counter Knee
Similar to Counter Palm, this move requires that the foe first starts with a kick. The user will then lunge forwards with a knee to stunt the attack before launching his own kick with the other leg.

Special Techniques

Limbs of Shukaku
Utilising all the sand in the weights, the user covers his hands, forearms, feet, and shins in a layer of packed sand, much like the sandstone state the sand is in within the weights. Offering only minimal defensive capabilities (can resist a Strength level lower than that of the user’s; equal or higher levels will break the compact sand), the sand layer is actually used to give an additional level of damage in the form of irritation: The grains of sand rub against the point of impact like sandpaper. The coating stays in place one post for every stage of Sabaku Kenfu the student knows.

Stage Three6

While the sand in each weight has been increased to a hefty forty pounds, the user now has become adept at adjusting the strength required to put into his movements for combat – to an extent. Aerial techniques, while few in this style, are still slow and leave many openings, while extended strings of attacks grow more sluggish as the user attempts to time them all appropriately and act accordingly. Breaking up assaults into short bursts is definitely more beneficial to the user in the long run as it allows his muscles to recuperate for a split second before rocketing back into the fray. The movements themselves, while still a tad slower than the normal pace of battle, possess a sense of certainty and assuredness behind them now. No longer is the feeling that the user can barely control his own momentum; he is in control, more or less.

Weight transfer is especially crucial at this stage in training. Even a slight shift in weight can reduce a bone-crushing punch into a glancing strike. Flexibility is key in this as it allows the user to move with the flow, leaning backwards from an attack to absorb some of the force before retaliating and so on. The user learns approximately how much force is needed to initiate an attack and no more, thereby cutting back on expending excess strength; however, because of the additional weight on a limb, it makes it fairly obvious which limb the user will be attacking with.

Regular Techniques

Intercept
In name, Intercept is a simple technique, but in execution much more difficult. By now, the user has either seen enough battle or gone through enough practice to hone his reactions that he is able to catch an opponent’s arm or leg in a punch/kick. One hand will grasp the limb from below while the other locks in from above with a vice-like grip.
Requires target permission since it grapples and keeps a firm hold on the target.

Bombs Away
Here is where the user gets creative; usually initiated by spinning or some sort of movement to increase momentum and use the advantage of impetus, the user will slide one of the weights off of a limb and launch it directly at the opponent. If the weight were to hit, it would hit with the force of the user’s Strength including bonuses (bonuses of the weights being on), making this a sort of ranged punch or kick. The disadvantage, of course, is obvious in that the user will lose the weight and can only perform Bombs Away four times (unless he retrieves the weights in between).

Special Techniques

Fishing Line
Fishing Line seems like a useless technique in and of itself, but when used in tandem with other tactics can become rather handy and frustrating to the opponent. The user draws out thin ribbons of sand and loops them around his wrists and ankles (one per weight) so that he can flail the weights around like weapons, and if he were to throw one (eg. Bombs Away), he could retrieve them via pulling back on the line of sand. The lines only extend for ten feet and can be maintained for one post per three Reserves before a one post cooldown.

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PostSubject: Re: Sabaku Kenfu- Desert Fist.   Sat Jan 17, 2009 11:03 pm

Stage Four


The user’s repertoire is now filled with what could be denoted as “power moves”. Solid punches and devastating kicks are all tools of the user to be employed at will. The focus is to outlast the opponent; if it becomes a test of pure brawn, then the user and his opponent will go toe to toe. If the adversary is speedier but lightweight, all the Desert Fist fighter must do is wait for an opportune moment to strike and end the bout with a single blow. All moves from this point onwards are methodical and with a specific purpose; patience serves the practitioner well as sooner or later the enemy must commit an error, however small it may be. Weight transfer has been worked upon so that the moves the user intends to make are not as blatant.

Regular Techniques

Invert
Special Requirement: An opponent’s limb must have been Intercepted and currently in the grasp of the user.
A gruesome move, at best. With the foe’s arm or leg in a bind, the user will raise his elbow and bring it down on the trapped arm/leg’s joint, forcing it in the opposite direction it’s intended to go. This instantly breaks the joint and renders the limb useless.

Special Techniques

Two Hit Combo
This technique is what the style has been building up to, and where it takes flight. Taking all of the available sand in the weights (which is a fair amount, to be frank) the user creates a layer of sand over his hands, forearms, feet, and shins. What’s special about this particular layer is it leaves an empty buffer space of two inches between itself and the user’s actual skin. This way, if the user lands a punch, it actually lands two punches: First the layer of sand, then the fist itself. The sand layer has a Strength equal to half of the user’s (including bonuses, but the bonuses as if the weights are on). The layer doesn’t do much defensively and lasts one post for every five points of Reserves.

Stage Five

This point of training is what most teachers of the Desert Fist refer to as `the wall`. Students, for some reason, lack the ability to raise their ability past that of the previous stage. However, those that do become fearsome in their own respect. They battle with a furious rapidity, relenting at the oddest of moments to break the opponent’s rhythm and concentration. Diverting the enemy’s attack becomes a mere option now; the user commands enough power to simply strike back to nullify an assault, punch for punch, or backhanding an attack to knock it aside.

The feet also now come into play more than ever. Kicks can be as useful, if not more so, than punches. Attacks that drive the heel into an opponent’s body (eg. axe kick) pique the user’s interest because of their ‘finishing move’ classification. If anything, the user’s main strategy at this point is to end a battle as quickly as possible, before the opponent can get a chance to react. ‘Tit for tat’ is not an acceptable philosophy.

Regular Techniques

Temple Bash
Known to be a less-than-honourable move, the user will bring both fists inwards to crush the victim’s temples. It can cause an intense, almost overpowering pain in the target so much so that his head will spin and vision blur for a few moments; those weak in body (eg. non-Shinobi) have been known to lose consciousness after being struck in such a manner.

Special Techniques

Three Hit Combo
Special Requirement: Two Hit Combo
Building off of the foundations from Two Hit Combo, Three Hit Combo creates a secondary layer underneath the first one, directly in between the outermost sand and the user’s skin (one inch apart from each). Not only does this mean a single hit really means three hits, but the layers actually move. The top layer slowly spins counter-clockwise while the second layer slowly rotates clockwise. This generates enough friction to irritate and redden an opponent’s exposed skin (or tear through soft fabrics). The first (outer) layer hits with a force equal to a quarter of the user’s Strength, while the inner layer hits with a half of the user’s Strength (both including bonuses, but bonuses as if the weights are on). The layering lasts one post for every eight points of Reserves.

Stage Six

Now standing at one of the upper tiers in physical combat, the practitioner of the Desert Fist is truly a being to be respected. His moves are quick, but not hasty, strong, but not vicious, controlled, but not restricted. Battles are started and finished within minutes under the user’s onslaught; however, this is not to say that he has become a bloodthirsty fighting machine. The user has just become so efficient in combat that he has become adept at ending skirmishes quickly. A prolonged fight does neither combatant any good, it only wears them out and increases the probability of lasting, lifelong injuries.

Regular Techniques

Iron Claw
Iron Claw is the one pre-emptive move to halt a fight before it can even begin. Taking his dominant hand, the user will reach out and attempt to latch onto the opponent’s: Face, neck, or left bicep. From that point, all he does is squeeze. Hard. So hard that if the grip is on the face, the victim usually succumbs to the massive pain and surrenders. If the grip is on the neck or left bicep, it actually slows the circulation of blood to weaken and knock out the victim (but is far from being in danger of dying).

Special Techniques

Desert Sweep
This user will draw his dominant arm across to the opposite side (right arm will go to left, left to right) and all of his sand will focus about that arm. When the enemy attacks, the user will merely sweep back the other way in a backhand type of stroke, something that the user has likely done many times before now. However, the sand is unleashed in a monstrous blast to not only deflect attacks, but send the attacker reeling. Projectiles are negated and physical strikes based on a Strength level equal to the user’s minus two (and all subsequent lower Strength levels) are voided. Even Ninjutsu up to Stage Three are nullified. The blast of sand is ferocious enough to sting exposed flesh. Desert Sweep can only be done once every four posts.

Stage Seven

Only the highest echelons of hand-to-hand combat can hope to achieve this level of might. The user is now a mountain – or should it be dune? – of confidence and strength, immovable by all except the most terrifying of forces. The principles of combat still remain the same; intense bursts of combat interrupted now and then to break up the opponent’s concentration at such a fierce rapidity that the untrained victims can only stand by and be beaten to a pulp.

Regular Techniques

Counter Crush
Counter Palm and Knee have been taken to a new level. Instead of simply averting an attack, the user will mirror the opponent’s move and strike directly into it, using sheer power to overwhelm the enemy’s limbs and injure them (eg. the user punches an opponent’s punch, sending enough recoil that the opponent’s elbow and shoulder would dislocate). However, this kind of move requires utmost precision to pull off or else it simply negates the attack and leaves a stinging pain in the opponent, rather than dealing its maximum damage. Because of the focus required, Counter Crush cannot be done in quick succession. At best, it can be performed once every two posts while the user analyzes the enemy’s movements to determine where exactly to strike.

Special Techniques

The Desert is my Weapon
Special Requirement Personal Desert
With the mastery of sand control, the user can now form a jagged, double ended spike out of compacted sand in the air. The spike can then be launched to rocket towards the target with the intent of impaling. One spike takes all the sand from a single weight, so four spikes can be formed at once anywhere within the radius of Personal Desert. The spike itself is massive, roughly four feet long and two feet in diameter. However, the spike must remain within the area of Personal Desert or else it will disintegrate.

Drill Bit Combo
Special Requirement: Three Hit Combo
At this near-forbidden level, the sand has become something immensely wrong. Like in Three Hit Combo, two layers are formed above the user’s limbs. However, the gaps have increased to six inches for the outer layer and three inches for the inner. Both layers spin in opposite directions again, but this time at such a speed that they function like primitive drills. They can actually grind through an inch thick panel of wood, making it easy work to eat away at skin. while the inner layer hits at three quarters (including bonuses, but bonuses as if the weights were on).

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