Combat Practice 001 <1v1, Open, D Class>
Mar 5, 2015 17:57:40 GMT -7
Post by Nira on Mar 5, 2015 17:57:40 GMT -7
ooc:
A simple combat practice session. Something for people to get used to the combat system here, or to refresh their combat rping ability.
D class characters only. May use an existing one, or build one from scratch. Must be under 500 TP, so 495 TP is the maximum.
Setting is a grassy plain with a lake in the middle. Grass up to the ankles, as far as the eye can see. The lake will be 20 meters deep and 80 meters in diameter. There will be a strip of sand surrounding the lake, before the grassy soil. Strip is two meters across.
Picture:
My character for this session: Dilla Courtesin
Details:Specialist: Nin/Tai
Non-Specialist: Clan/Gen
Freebies:Chakra Resistance
Rank: "B"
Skill: Chakra Trait
Effect: Some Humans are even less affected by Chakra.
Special: ---
Drawback: ---
Description: Increases the characters natural bonus on saves vs. Chakra Jutsus & Chakra-like effects to +4 Trait Bonus. Users gain a Damage Resistance against Chakra Techniques equal to 20 points Racial Bonus. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
<Suna Sensu: Suna Taisha (Sand Style: Sand Regeneration)>
Signature Jutsu
Rank: "C"
Skill: Regional Trait
Effect: User has learned a mystical secret that empowers their Jutsu Performing.
Special: ---
Drawback: ---
Description: Pick one Jutsu when they choose this trait—from this point on, whenever the user performs this Jutsu, they do so at 1 Rank higher. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Earth Release
Wind Release
Sand Release
Techniques:30 + 80 TP
Suna Sensu: Karada Souran (Sand Style: Body Control)
Rank: "C", "B"
Skill: Ninjutsu
Effect: Allows the user to control and shape their body as they please.
Special: ---
Drawback: User can only make shapes and such up to their bodily size.
Description: User gains the ability to change their body and transform its shape as they see fit. User has a set amount of sand within their body they cannot have more then a set number, allowing them to have a human shape and form. They have mastered the shape and form so well, it allows them to make contours so that they not only appear to have skin and cloths, but it feels that very as well. They may also use it to regenerate lost limbs with either another sand source, of sand from the lost limb. This form at "C" Rank is always active, otherwise they would be nothing more then a pile of sand. They have been able to do this for so long however, the "C" Rank form of this technique only takes an "E"Rank amount of chakra per day. Thus, allowing them to keep this form forever. This technique also allows the user to perform some Sand techniques directly from their body. The "B"Rank Form of this technique simply allows them to take form of more advanced things. For example, a pile of sand, a giant arm, Drill, or whatever they can imagine, so long as the object does not go over their sand capacity.
Limit: Must be a Sadojin, Sand Release.
30 TP
Suna Sensu: Suna Kyuuchaku (Sand Style: Sand Absorbtion)
Rank: "C", "B", "A"
Skill: Ninjutsu
Effect: Allows the user the knowledge to absorb extra sand to their body.
Special: ---
Drawback: If the user does not have enough sand within them, they will form without limbs and look deformed.
Description: The user focuses chakra into a sand source whether from soil conversation or from a gourd, and begins to add that sand to their own bodily sand to increase their body mass. This is useful for storing sand within to be used for other sand techniques if the user so wishes, however with this, the body's size also increases as well.
"C" Rank: Grows 2 extra feet, stores enough sand for one C rank technique
"B" Rank: Grows 5 extra feet, stores enough sand for one B rank technique
"A" Rank: Grows 10 extra feet, stores enough sand for one A rank technique
Limit: Must be Sadojin
30 + 80 TP
Suna Sensu: Suna Taisha (Sand Style: Sand Regeneration)
Rank: "C", "B", "A"
Skill: Ninjutsu, Passive.
Effect: Allows the user to regenerate their form after having it broken and rearranged.
Special: ---
Drawback: Takes time depending on what needs to be repaired.
Description: Allows the user the knowledge of repairing their Sand form after being hit or having it disrupted by something, including their own will. User simply uses sand around them or sand from their old body part and recycles it to re-grow their lost limb or body part. Depending on the Rank of the technique, depends on how fast the user can regenerate.
"C" Rank takes one full post (6 seconds)
"B" Rank takes half a turn (3 seconds)
"A" Rank is instantaneous.
Limit: Must be Sadojin.
5 TP
Upright Stance
Rank: "E"
Skill: TaiJutsu
Effect: A Basic upright stance used in boxing.
Special: ---
Drawback: ---
Description: Picture To adopt an Upright Stance, you should stand with your legs roughly shoulder-width apart. Your back foot should be about half a step behind your front foot. If your dominant boxing hand is your right hand, your left foot will lead. Lift your right heel off the ground by about 3 inches and point both feet inward (although do not exaggerate this movement). If you lift your heel too far off the ground, or turn your feet too far inward, you will become unbalanced. As a test, imagine someone pushing you from any direction. In a properly balanced stance, you should be able to maintain an upright position and not fall to the ground or sway from side to side. To increase the stability of your stance, keep your knees and hips slightly bent but make sure your back is straight. Your lead fist (which will be your left fist if your dominant boxing hand is your right hand) should be positioned vertically at eye level, approximately six inches away from your face. Your right fist should be positioned next to your chin, with your elbow held against your ribcage. This is good defensive positioning and will effectively protect your body. Whilst watching televised boxing matches, you may have noticed the boxers tapping their cheeks with their hands. This repetitive action acts as a reminder to keep fists up at all times and is especially important as the match progresses and energy levels drop. To further protect yourself from blows from your opponent, keep your chin pressed against your chest. Punches to the jaw often cause knock-outs, so it is essential to keep this stance throughout the boxing match.
Limit: Must learn in a gym that teaches Bokushingu (Boxing)
5 TP
Semi-Crouch
Rank: "E"
Skill: TaiJutsu
Effect: A semi-crouched stance used in boxing.
Special: ---
Drawback: ---
Description: Picture You may choose to fight from a crouch (or semi-crouch) position during a boxing match. If you choose this option, lean forward rather than maintaining an upright position, whilst making sure your feet are kept close together. The most important thing to remember when adopting a balanced boxing stance is to relax. If you start to become tense, your balance will be negatively affected and you will be more likely to receive a harmful blow from your opponent. Your neck and back should never feel under any pressure. If your neck and back do feel tense, you may be leaning your shoulders too far forward and not rotating your hips in line with them. If you want to increase the range of your punches, try positioning your front foot ahead of your head. To see the difference that this new stance can make, stand in front of a punch bag whilst keeping your back foot steady and in the normal position. Punch forward slowly and keep your punch at its full extension. After this, move your lead foot in front of your head and repeat the punching movement. Stop the punch at its full extension and you should be able to notice the increased range now available to you. When practicing this variation, keep the other elements of the orthodox stance, such as the position of the elbows and chin, the same.
Limit: Must learn in a gym that teaches Bokushingu (Boxing)
10 TP
The Jab
Rank: "D"
Skill: TaiJutsu
Effect: A quick, straight punch thrown with the lead hand from the guard position.
Special: ---
Drawback: ---
Description: Picture Stand with your feet hip distance apart. Step your right foot back 18-24 inches with the weight of your right leg on the ball of your foot (right heel is somewhat elevated and the knees are slightly bent). Bring your right fist close to your right cheek bone and your left fist slightly in front of it about jaw height. Pull your elbows in towards your ribs so that they line up somewhat below your fists. Push off of the ball of the right foot, bend the left knee slightly and start to extend the left hand in a pushing type motion (there should be a subtle rotation as your left hand goes forward your right shoulder moves back). You may also rotate the fist so that when it reaches the desired destination your left palm will be facing down. Retract the left hand as fast as you extended it and return to the original position. Remember before punching relax the hand, snap it forward and clinch before making contact. Do your best to strike with the first two knuckles and keep your wrist in neutral position upon impact. Aim six to eight inches beyond your target. Extend the arm only about 90-95 percent. Keep your chin tucked down toward your chest--this protects your jaw from exposure to being hit. Bring your hand back as fast as you throw it. Move your head on an angle as you throw the punch.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
10 TP
The Cross/The Straight
Rank: "D"
Skill: TaiJutsu
Effect: A powerful, straight punch thrown with the rear hand.
Special: ---
Drawback: ---
Description: Picture Determine which hand is your strong hand. Although you can throw a straight hand punch with either your left or right hand, it will be most effective if you use your strongest hand. Most right-handed fighters have a stronger right hand, while left-handed fighters have stronger left hands. Get into a basic boxing stance. Keep your feet shoulder-width apart with your knees slightly bent. If you are right-handed, your left shoulder should be pointed toward the other fighter and your right shoulder should be back. The opposite is true if you are left-handed. Keep both hands up. They should hover just under the chin, with your forearms in front of your body. This will protect you from the opponent's punches. Begin the straight hand punch from the foot. Push off your back foot and pivot toward your opponent, twisting your foot, leg, torso and shoulders. Concentrate on bringing power up from your leg, hips, trunk and shoulders and channeling it into your fist as you twist your body. If you don't pivot your body, your punch will be much weaker than if you use the correct form. Aim for the other fighter's face. Punch out in a straight line and extend the arm out all the way. At the point of impact, your feet and body should be facing the other fighter. Snap your hand back to your chin as you twist your body back to the beginning position. Remember to keep your left hand up throughout the punch so you have a guard up to protect you from a counterpunch.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
10 TP
The Hook
Rank: "D"
Skill: TaiJutsu
Effect: A semi-circular punch thrown with the lead hand or rear hand to the side of the opponent's head.
Special: ---
Drawback: ---
Description: Picture Shift your weight subtly forward by slightly bending your front leg while elevating your lead elbow to about shoulder height. Push off your front leg to shift your weight more towards the back leg while rotating your torso in the same direction with your lead hand heading towards a specific target. For the purpose of this intro we'll aim face high. That rotation and shifting motion should be accompanied by a whipping or thrusting of the hips. If you have your left leg forward and are throwing a lead hand hook (left hand hook) your hips should thrust from left to right while executing this punch. The punch should reach its mark with tremendous force. This will happen by throwing it fast and aiming to land your fist 6 to 8 inches beyond your target. Your fist can either be positioned to have your palm facing you or the ground. Return to your original stance. Do your best to hit your target with your first two knuckles.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
10 TP
The Uppercut
Rank: "D"
Skill: TaiJutsu
Effect: A vertical, rising punch thrown with the lead hand or rear hand.
Special: ---
Drawback: ---
Description: Picture To throw a right uppercut, start in the classic boxing stance with the back (right) knee bent. Lower the right shoulder to drop the right side of the body in a semi-crouch position. Remember to keep the left fist up by the chin to protect the head. Now as you rotate the hips forward, push the ball of the back foot, (the right foot), and punch the right fist up towards the target. The right side of the back and the right shoulder will follow through with the rotation of the hips. The hips finish being squared to the front. The right arm always stays close to the body and moves upward in a semi-circle. To throw the left uppercut from the classic boxing stance, start with squared off hips, left knee bent and the left shoulder lowered. The body weight is then transferred to the ball of the left foot as the punch is delivered with a bent arm at a right angle and the hips will rotate into the classic boxing stance. Do your best to hit your target with your first two knuckles. Remember to bend the both of the knees and lean the body forward. Bring the first close to the side and remember to have the knuckles facing down. Extend the bent knees at full force Use the momentum and the body to thrust the fist upward.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
30 TP
Shotgun
Rank: "C"
Skill: TaiJutsu
Effect: A strong punching technique where the user hits multiple times with great speed in multiple random directions making it seem as if the user had shot a shotgun.
Special: ---
Drawback: Depending on the amount of movements the user has depends on the amount of attacks the user is capable of attacking.
Description: A rapid series of quick shots delivered from long range in a sequence so fast that it is nearly impossible to dodge them all. The Shotgun is especially troublesome to Infighters as they literally form a wall of punches, keeping them at bay. Hayami is able to use the Shotgun with either his left or right arm and usually alternates between the two in succession, though he can throw these high-speed punches with both arms simultaneously. Normally a person is capable of attacking with their left and right hand within one movement one time. With Shotgun the user is capable of attacking two times with their left hand, and two times with their right hand per movement equal to that of the whole round. When the user attacks they are capable of attacking faster, but they attack wildly, their attacks are never precise and they are not very accurate as well. Speed is gained but accuracy drops down dramatically. Some believe it is best to pin the opponent down against the wall, or against the ground before the user is capable of attacking correctly.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know the Four Punching Basics.
100 TP
D x 10
Doton: Ba-di-Kawaii no Jutsu (Earth Release: Art of the Pretty Birdies)
Rank: "D" Rank
Skill: Ninjutsu
Effect: Creates up to five birds made out of earth that fly towards the opponent and attempt to inflict damage equivalent to kunai.
Special: "Hand Seals"
Drawback: The technique must be relearned a number of times in order to make a large amount of birdies. The technique is fairly easy to dodge.
Description: After performing the required handseals, the user is then capable of channeling chakra into the earth. For each time that the user has learned this technique, they become capable of creating up to five birds of the user's choice, made out of stone. These birds have sharpened beaks and are used to attack the opponent, moving at the same speed as the normally thrown kunai as well as dealing approximately the same amount of damage. The technique is only capable of being learned up to a maximum of ten times.
Limit: Must know Doton no Jutsu.
10 TP
Fuuton Kaze no Senbon (Needles of the Wind)
Rank: "D"
Skill: NinJutsu
Effect: User hurls a mixture of senbon needles in the form of wind to cut into the opponent.
Special: "Handseals"
Drawback: ---
Description: The ninja gathers air with his hands and mixes it with chakra, by doing this he transforms them into sharp and deadly needles. The needles are almost invisible so it is hard for the enemies to see them. This technique may be blocked by large objects, however something small such as a sword, or a staff will allow the needles to seperate still moving towards the object it was originally sent to. Not a powerful technique as the user is capable of hurling up to ten senbon wind needles that gives out minor cuts. However this could be used as a more of a set up technique to allow the user to perform a more dangerous technique.
Limit: Must have the Wind Release
10 TP
Kaze Ya no Jutsu (Wind Arrow Technique)
Rank: "D"
Skill: NinJutsu
Effect: User is capable of breathing inwards and exerting outwards a large like arrow to pierce into the opponent's body.
Special: User takes in a deep breathe filling their lungs with air.
Drawback: Only one may be created at a time.
Description: The user molds chakra and breathes in. He or she then blows out and an arrow made of wind is shot from the user’s mouth. This arrow may be blocked as it is just a large consumption of wind, however it can not be deflected away. This means that the object must be large in size enough to defend from one against the wind. The size of the arrow is the size of the opponent's mouth with the length of three feet as it can travel up to the distance of twenty meters. This technique is used for short range to steer an opponent away from the user.
Limit: Must have the Wind Release
30 TP
Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush forward in almost instantaneous speed. Used to draw the user close to the opponent.
Special: ---
Drawback: May use 3 times a day. May perform 1 more each time learned. Passing amount renders the user's legs immobile due to severe pain. Unable to perform again unless gained medical treatment. Must move through an opening. Unable to maneuver around obstructing objects. Can't attack while performing any Shunshin or Variation.
Description: User is able to move forward in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. It is accomplished by focusing the user's chi along the ankles and foot. User mostly moves just with their ankles and feet. Jutsu takes up no movements. User may only use this Jutsu half of the movements may allow in a single round while rounding down. Example: User has 5 movements, user is able to perform Jutsu 2 times per round.
Limit: Universal NinJutsu or Universal TaiJutsu.
10 TP
Shunshin no Jutsu - Ko (Body Flicker Technique - Arc)
Rank: "D"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush in an arc in almost instantaneous speed. Allows the user to avoid the opponent's attack and gaze.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move in an arc along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. User may move forward, or backwards if they know Tweh version of Shunshin. This Jutsu is used to get around and behind an opponent without sacrificing multiple Shunshins. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)