Grand Martial Arts
Oct 6, 2016 21:30:55 GMT -7
Post by The Blind Beast on Oct 6, 2016 21:30:55 GMT -7
Grand Martial Arts Tournament [GMAT]
Rules and Regulations
-This is for using Taijutsu for the most part so please stick to only Taijutsu
-The exception to this rule would be using Passive Techniques of ANY Rank, and “C” Rank Active Ninjutsu techniques. “B” ranks may be allowed; however they of course must be discussed before using them. Techniques that enhance Taijutsu are also allowed.
-Please be civil, this is all for practice, so just have fun!
-Also there is a new Tai damage table to see below, since I want this fight to be drawn out!
Regular strike damage “E” +3
“D” Rank Strike Damage +6
“C” Rank Strike Damage +9
“B” Rank Strike Damage +12
“A” Rank Strike Damage +15
“S” Rank Strike Damage +18
All extra Damage is +3
The arena is a circular raised platform made of tiles that is about 20m X 20m In Diameter. There is nothing special about it other than it is surrounded by a pit of water at the bottom. If a contestant falls into the water they are disqualified, as well as if they are unable to continue fighting. This is not a Death Match.
“Now for the first round of the Tournament, would both Fighters please ready themselves!”
Shenjie felt a sense of unrest come over him as he was lead into the south side of the ring, facing whoever would enter from the north. Whenever he had entered this tornament, he had not known what to expect. Of course he wanted to demonstrate the skills he had learned so far with other members of the martial arts community, but the atmosphere of this place was so intense, even if he couldn’t see it. His heart was pounding, and it was indeed the rush of pure excitement. He was wearing no weapons, and carried no equipment save for the pair of Nunchaku that were the lower portion of his bow staff. It was fastened in a holster on his right leg much like a scroll would be kept. He didn’t really want to use the weapon; however it was there if he felt the need to resort to it, or if there was someone else wielding a weapon and he needed to use it to compensate for the range difference. All the same he was dressed in his Gi, Barefooted and with his Black Goutetsu Karate Belt tied around his waist to represent his status as a master, with red embroidery at the end to represent his status as a student of Ansatsuken and a Master of the Sai form. He wore a simple chain shirt under his Gi to give him a little protection from piercing weapons as well as a pair of rope gauntlet like hand wraps that he had adopted when starting to learn Muay Thai.
“Osh, Thank you for the match, may you give it your all.” Shenjie would say to his opponent briefly as he would bow and get into the second Goutetsu stance, preparing himself for the combat that would ensue soon enough. He hoped that his opponent had a good head on his shoulders and could keep up. This might just be a learning experience for the both of them. He wanted to know who this person was, and the answer was in the heart of combat.
Traits
Rules and Regulations
-This is for using Taijutsu for the most part so please stick to only Taijutsu
-The exception to this rule would be using Passive Techniques of ANY Rank, and “C” Rank Active Ninjutsu techniques. “B” ranks may be allowed; however they of course must be discussed before using them. Techniques that enhance Taijutsu are also allowed.
-Please be civil, this is all for practice, so just have fun!
-Also there is a new Tai damage table to see below, since I want this fight to be drawn out!
Regular strike damage “E” +3
“D” Rank Strike Damage +6
“C” Rank Strike Damage +9
“B” Rank Strike Damage +12
“A” Rank Strike Damage +15
“S” Rank Strike Damage +18
All extra Damage is +3
The arena is a circular raised platform made of tiles that is about 20m X 20m In Diameter. There is nothing special about it other than it is surrounded by a pit of water at the bottom. If a contestant falls into the water they are disqualified, as well as if they are unable to continue fighting. This is not a Death Match.
“Now for the first round of the Tournament, would both Fighters please ready themselves!”
Shenjie felt a sense of unrest come over him as he was lead into the south side of the ring, facing whoever would enter from the north. Whenever he had entered this tornament, he had not known what to expect. Of course he wanted to demonstrate the skills he had learned so far with other members of the martial arts community, but the atmosphere of this place was so intense, even if he couldn’t see it. His heart was pounding, and it was indeed the rush of pure excitement. He was wearing no weapons, and carried no equipment save for the pair of Nunchaku that were the lower portion of his bow staff. It was fastened in a holster on his right leg much like a scroll would be kept. He didn’t really want to use the weapon; however it was there if he felt the need to resort to it, or if there was someone else wielding a weapon and he needed to use it to compensate for the range difference. All the same he was dressed in his Gi, Barefooted and with his Black Goutetsu Karate Belt tied around his waist to represent his status as a master, with red embroidery at the end to represent his status as a student of Ansatsuken and a Master of the Sai form. He wore a simple chain shirt under his Gi to give him a little protection from piercing weapons as well as a pair of rope gauntlet like hand wraps that he had adopted when starting to learn Muay Thai.
“Osh, Thank you for the match, may you give it your all.” Shenjie would say to his opponent briefly as he would bow and get into the second Goutetsu stance, preparing himself for the combat that would ensue soon enough. He hoped that his opponent had a good head on his shoulders and could keep up. This might just be a learning experience for the both of them. He wanted to know who this person was, and the answer was in the heart of combat.
Traits
Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Natural Drunkard
Rank: "C"
Skill: Trait
Effect: The moment alcohol touches the drinker's lips they instantly go under the effects of "Hammered".
Special: ---
Drawback: Unable to learn endurance techniques dealing with drinking Alcohol.
Description: The moment alcohol touches the drinker's lips they instantly go under the effects of "Hammered" gaining the benefits as well as the drawbacks of the effect. The user does not fall out of "Hammered" unless they fall unconscious from taking a series of too many blunt hits. The effects last for 1 hour in which they instantly sober up. The user can instantly fall out of the "Hammered" effect by taking "slashing", and "piercing" damage. The user stays in the effect of "Hammered" through elemental and chakra attacks as long as the effects of the damage does not include "slashing", or "piercing damage.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Heavy Hitter
Rank: "C"
Skill: Regional Trait
Effect: User has trained in martial arts and so their blows are especially painful.
Special: ---
Drawback: ---
Description: User gains a +10 Armour Points Trait bonus on damage made with Unarmed attacks. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Life of Toil
Rank: "C"
Skill: Social Trait
Effect: User has lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened the user's body and mind.
Special: ---
Drawback: ---
Description: User gains a +1 bonus on Foritude Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Beggar
Rank: "C"
Skill: Heritage Trait
Effect: User lived on the streets among the worst of humanity, relying on charity or your thieving skills to survive.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among History, Local, Tracking, and Pick-Pocket. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User chooses between having +10 bonus on Disguise and Forgery, or Heritage Bonus +30 Temporary Armour Points. User has a +5 competence bonus on History, Local, and Sleight of Hand. User gains a +1 bonus to Fortitude. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(+30 to tracking)
(+30 temporary armor points)
Finite Life
Rank: "C"
Skill: Heritage Trait
Effect: A trait that enables the user to survive after death.
Special: ---
Drawback: ---
Description: To be human is to be flawed, limited, and finite; but some humans nonetheless struggle through and work against or despite these limitations. That they live short lives and die gives their time in this life meaning and fuel for art, science, and creativity. Once per day, they do not die until their Temporary Armour Points drop to 0 after taking a death attack, this effect lasts for 5 minutes per Class Level, activation of this technique takes up no movements and happens after a death strike takes place. The amount of Armour Points they gain is 20 points per Class Level. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Thug
Rank: "C"
Skill: Heritage Trait
Effect: User was a killer, a brute, or a bully, capable of doing anything to get what they wanted.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Appraisal, History, Intimidate, Local, and Tracking. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User gains a Heritage bonus on +10 Armour Points in Unarmed damage, or Heritage bonus on +30 Temporary Armour Points. In addition user gains a +1 bonus on all Fortitude Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(+30 tracking)
(+30 temporary armor points)
Orphan
Rank: "C"
Skill: Regional Trait
Effect: User grew up in an Orphanage. Whether or not they took to their teachings, their strict indoctrination has toughened their body against punishment.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus on Fortitude Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies
Shitakuma PassivesRank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Natural Drunkard
Rank: "C"
Skill: Trait
Effect: The moment alcohol touches the drinker's lips they instantly go under the effects of "Hammered".
Special: ---
Drawback: Unable to learn endurance techniques dealing with drinking Alcohol.
Description: The moment alcohol touches the drinker's lips they instantly go under the effects of "Hammered" gaining the benefits as well as the drawbacks of the effect. The user does not fall out of "Hammered" unless they fall unconscious from taking a series of too many blunt hits. The effects last for 1 hour in which they instantly sober up. The user can instantly fall out of the "Hammered" effect by taking "slashing", and "piercing" damage. The user stays in the effect of "Hammered" through elemental and chakra attacks as long as the effects of the damage does not include "slashing", or "piercing damage.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Heavy Hitter
Rank: "C"
Skill: Regional Trait
Effect: User has trained in martial arts and so their blows are especially painful.
Special: ---
Drawback: ---
Description: User gains a +10 Armour Points Trait bonus on damage made with Unarmed attacks. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Life of Toil
Rank: "C"
Skill: Social Trait
Effect: User has lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened the user's body and mind.
Special: ---
Drawback: ---
Description: User gains a +1 bonus on Foritude Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Beggar
Rank: "C"
Skill: Heritage Trait
Effect: User lived on the streets among the worst of humanity, relying on charity or your thieving skills to survive.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among History, Local, Tracking, and Pick-Pocket. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User chooses between having +10 bonus on Disguise and Forgery, or Heritage Bonus +30 Temporary Armour Points. User has a +5 competence bonus on History, Local, and Sleight of Hand. User gains a +1 bonus to Fortitude. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(+30 to tracking)
(+30 temporary armor points)
Finite Life
Rank: "C"
Skill: Heritage Trait
Effect: A trait that enables the user to survive after death.
Special: ---
Drawback: ---
Description: To be human is to be flawed, limited, and finite; but some humans nonetheless struggle through and work against or despite these limitations. That they live short lives and die gives their time in this life meaning and fuel for art, science, and creativity. Once per day, they do not die until their Temporary Armour Points drop to 0 after taking a death attack, this effect lasts for 5 minutes per Class Level, activation of this technique takes up no movements and happens after a death strike takes place. The amount of Armour Points they gain is 20 points per Class Level. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Thug
Rank: "C"
Skill: Heritage Trait
Effect: User was a killer, a brute, or a bully, capable of doing anything to get what they wanted.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Appraisal, History, Intimidate, Local, and Tracking. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User gains a Heritage bonus on +10 Armour Points in Unarmed damage, or Heritage bonus on +30 Temporary Armour Points. In addition user gains a +1 bonus on all Fortitude Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(+30 tracking)
(+30 temporary armor points)
Orphan
Rank: "C"
Skill: Regional Trait
Effect: User grew up in an Orphanage. Whether or not they took to their teachings, their strict indoctrination has toughened their body against punishment.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus on Fortitude Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies
Kusomimi (HellsEars) X7
Rank: "C" Rank
Skill: NinJutsu
Effect: Without this Jutsu the Clan is capable of just listening with sharpen hearing. What this Jutsu does is by using the chakra along their eardrum, labyrinth system, as well as the outer ear of the body the user makes their ear into something of a sonar. This sonar system enables the brain to remember certain points by sound wave frequencies that hits the ear from a pebble hitting the water, to a person walking along grass. The Sonar system enables the Shitakuma clan to basically see. This is greatly used when Rain falls down for every time a drop hits the ground it emits a sound so basically they are capable to see for the first time in their lives. When first learned the distance that one is capable of understanding and remembering is the distance of fifty meters. After each time learned the distance goes up by twenty meters.
Special: The first time learned the user must do the signs of Dragon, Rabbit, Dragon, Ram. After the first time there would be no need for the seals.
Drawback: Must be trained into this more then once. Without the proper training of a technique such as Kusokesuni and Advanced version sounds could cause dizziness or damage to the user. The sounds to create this must be sounds that are greatly abrupt and fast which must be near the ear like a Flash/Bang grenade.
Description: When sound frequencies hit the ear it creates a sonar in which the mind remembers in a certain distance until the sound waves hit the ear once again. It looks as if the user is capable of seeing in such a way but it is just a technique that enables the user to know where to go and how far objects are at. They are capable of seeing shapes, and size, but the thing is they are not capable of seeing defined objects.
Limit: Only a technique for the Shitakuma Clan
Tremor Sense X10
Rank: "D" Rank
Skill: NinJutsu
Effect: By pouring their chakra into the ground, by using th earth release the user is capable of sensing or seeing in a sense what is along the ground, in the ground, identifying what is around them.
Special: ---
Drawback: Someone needs to touch the ground in order for the person to see. This means that even the user can see by stepping. This also means that the user must be touching the ground at all times. This technique does not work on water, sand, or metal or ice. The ground is to loose for the user to see the vibrations along the ground, or is to concentrated which creates less vibrations.
Description: When first learned the user is capable of seeing in a radius of five meters. After each time learned it increases by ten meters. When ever the user steps, or when another steps in the radius of tremor sense, the mind of the user picks up the vibrations along the feet creating a somewhat of a picture of the user. Since people have water constricted within their own bodies as well as metalic components of the body a user could see the movements of the body in blur like motion, where they can guess if an attack is coming towards them. This is the beginning stage of the tremor sense technique and is the foundation of the tremor sense techniques. When learned their is a thirty percent chance that the user is capable of defending against melee attacks within arms reach. This however does not mean that after each attack someone comes forth to role a die. It just means that the chances of trying to stop melee attacks is not as well or as concentrated as one would wish it to be.
Limit: Anyone can learn, but it takes an extreme amount of chakra unless they master earth techniques or is part of the Shitakuma clan. Can only be learned if learning the blind way of life.
Tremor Sense Advanced X5
Rank: "C" Rank
Skill: NinJutsu
Effect: By pouring their chakra into the ground, by using th earth release the user is capable of sensing or seeing in a sense what is along the ground, in the ground, identifying what is around them.
Special: ---
Drawback: Someone needs to touch the ground in order for the person to see. This means that even the user can see by stepping. This also means that the user must be touching the ground at all times. This technique does not work on water, sand, or metal. The ground is to loose for the user to see the vibrations along the ground, or is to concentrated which creates less vibrations. By this time the user has a more of a sense and understanding over the movement of vibrations. This is not a drawback but by now the user is capable of sensing vibrations off of the sense of ice. Now this does not mean that the user can see with the distance as Tremor Sense and Tremor Sense Advance for Ice, only Expertise gets to allow the user see with Ice vibrations.
Description: When first learned the user is capable of seeing in a radius of five meters. After each time learned it increases by ten meters. When ever the user steps, or when another steps in the radius of tremor sense, the mind of the user picks up the vibrations along the feet creating a somewhat of a picture of the user. Since people have water constricted within their own bodies as well as metalic components of the body a user could see the movements of the body in blur like motion, where they can guess if an attack is coming towards them. The technique here does not stack with the original version the first step of the technique. This means that this technique can never overlay the first step of Tremor sense. What this means is this. If a user knows Tremor sense of a Hundred meters, then they can not surpass that distance with Tremor Sense Advanced. The advanced form is much better to be capable of seeing then that of the First step. When learned their is a thirty percent chance that the user is capable of defending against melee attacks within arms reach. This however does not mean that after each attack someone comes forth to role a die. It just means that the chances of trying to stop melee attacks is not as well or as concentrated as one would wish it to be.
Limit: Anyone can learn, but it takes an extreme amount of chakra unless they master earth techniques or is part of the Shitakuma clan. Can only be learned if learning the blind way of life. Must have Tremor Sense that surpases in distance of Advanced
Tremor Sense Expertise X3
Rank: "B" Rank
Skill: NinJutsu
Effect: By pouring their chakra into the ground, by using th earth release the user is capable of sensing or seeing in a sense what is along the ground, in the ground, identifying what is around them.
Special: ---
Drawback: Someone needs to touch the ground in order for the person to see. This means that even the user can see by stepping. This also means that the user must be touching the ground at all times. This technique does not work on water, sand, or metal. The ground is to loose for the user to see the vibrations along the ground, or is to concentrated which creates less vibrations. By this time the user has a more of a sense and understanding over the movement of vibrations. This is not a drawback but by now the user is capable of sensing vibrations off of the sense of metal. Mtal is to constricted and the vibrations is weaker so this is why this is needed. Now this does not mean that the user can see with the distance as Tremor Sense and Tremor Sense Advance for Metal, only Expertise gets to allow the user see with Metal vibrations.
Description: When first learned the user is capable of seeing in a radius of five meters. After each time learned it increases by ten meters. When ever the user steps, or when another steps in the radius of tremor sense, the mind of the user picks up the vibrations along the feet creating a somewhat of a picture of the user. Since people have water constricted within their own bodies as well as metalic components of the body a user could see the movements of the body in blur like motion, where they can guess if an attack is coming towards them. The technique here does not stack with the original version the first step of the technique, as well as the second step. This means that this technique can never overlay the first step of Tremor sense, and Tremor Sense Advanced. What this means is this. If a user knows Tremor sense of a Hundred meters, Tremor sense of Fifty Yards then they can not surpass that distance of fifty meters with Tremor Sense Expertise. The advanced form is much better to be capable of seeing then that of the First step. When learned their is a Ninty percent chance that the user is capable of defending against melee attacks within arms reach. This however does not mean that after each attack someone comes forth to role a die. It just means that the chances of trying to stop melee attacks is not as well or as concentrated as one would wish it to be.
Limit: Anyone can learn, but it takes an extreme amount of chakra unless they master earth techniques or is part of the Shitakuma clan. Can only be learned if learning the blind way of life. Must have Tremor Sense Advancedthat surpases in distance of Expertise
Shitakuma ActivesRank: "C" Rank
Skill: NinJutsu
Effect: Without this Jutsu the Clan is capable of just listening with sharpen hearing. What this Jutsu does is by using the chakra along their eardrum, labyrinth system, as well as the outer ear of the body the user makes their ear into something of a sonar. This sonar system enables the brain to remember certain points by sound wave frequencies that hits the ear from a pebble hitting the water, to a person walking along grass. The Sonar system enables the Shitakuma clan to basically see. This is greatly used when Rain falls down for every time a drop hits the ground it emits a sound so basically they are capable to see for the first time in their lives. When first learned the distance that one is capable of understanding and remembering is the distance of fifty meters. After each time learned the distance goes up by twenty meters.
Special: The first time learned the user must do the signs of Dragon, Rabbit, Dragon, Ram. After the first time there would be no need for the seals.
Drawback: Must be trained into this more then once. Without the proper training of a technique such as Kusokesuni and Advanced version sounds could cause dizziness or damage to the user. The sounds to create this must be sounds that are greatly abrupt and fast which must be near the ear like a Flash/Bang grenade.
Description: When sound frequencies hit the ear it creates a sonar in which the mind remembers in a certain distance until the sound waves hit the ear once again. It looks as if the user is capable of seeing in such a way but it is just a technique that enables the user to know where to go and how far objects are at. They are capable of seeing shapes, and size, but the thing is they are not capable of seeing defined objects.
Limit: Only a technique for the Shitakuma Clan
Tremor Sense X10
Rank: "D" Rank
Skill: NinJutsu
Effect: By pouring their chakra into the ground, by using th earth release the user is capable of sensing or seeing in a sense what is along the ground, in the ground, identifying what is around them.
Special: ---
Drawback: Someone needs to touch the ground in order for the person to see. This means that even the user can see by stepping. This also means that the user must be touching the ground at all times. This technique does not work on water, sand, or metal or ice. The ground is to loose for the user to see the vibrations along the ground, or is to concentrated which creates less vibrations.
Description: When first learned the user is capable of seeing in a radius of five meters. After each time learned it increases by ten meters. When ever the user steps, or when another steps in the radius of tremor sense, the mind of the user picks up the vibrations along the feet creating a somewhat of a picture of the user. Since people have water constricted within their own bodies as well as metalic components of the body a user could see the movements of the body in blur like motion, where they can guess if an attack is coming towards them. This is the beginning stage of the tremor sense technique and is the foundation of the tremor sense techniques. When learned their is a thirty percent chance that the user is capable of defending against melee attacks within arms reach. This however does not mean that after each attack someone comes forth to role a die. It just means that the chances of trying to stop melee attacks is not as well or as concentrated as one would wish it to be.
Limit: Anyone can learn, but it takes an extreme amount of chakra unless they master earth techniques or is part of the Shitakuma clan. Can only be learned if learning the blind way of life.
Tremor Sense Advanced X5
Rank: "C" Rank
Skill: NinJutsu
Effect: By pouring their chakra into the ground, by using th earth release the user is capable of sensing or seeing in a sense what is along the ground, in the ground, identifying what is around them.
Special: ---
Drawback: Someone needs to touch the ground in order for the person to see. This means that even the user can see by stepping. This also means that the user must be touching the ground at all times. This technique does not work on water, sand, or metal. The ground is to loose for the user to see the vibrations along the ground, or is to concentrated which creates less vibrations. By this time the user has a more of a sense and understanding over the movement of vibrations. This is not a drawback but by now the user is capable of sensing vibrations off of the sense of ice. Now this does not mean that the user can see with the distance as Tremor Sense and Tremor Sense Advance for Ice, only Expertise gets to allow the user see with Ice vibrations.
Description: When first learned the user is capable of seeing in a radius of five meters. After each time learned it increases by ten meters. When ever the user steps, or when another steps in the radius of tremor sense, the mind of the user picks up the vibrations along the feet creating a somewhat of a picture of the user. Since people have water constricted within their own bodies as well as metalic components of the body a user could see the movements of the body in blur like motion, where they can guess if an attack is coming towards them. The technique here does not stack with the original version the first step of the technique. This means that this technique can never overlay the first step of Tremor sense. What this means is this. If a user knows Tremor sense of a Hundred meters, then they can not surpass that distance with Tremor Sense Advanced. The advanced form is much better to be capable of seeing then that of the First step. When learned their is a thirty percent chance that the user is capable of defending against melee attacks within arms reach. This however does not mean that after each attack someone comes forth to role a die. It just means that the chances of trying to stop melee attacks is not as well or as concentrated as one would wish it to be.
Limit: Anyone can learn, but it takes an extreme amount of chakra unless they master earth techniques or is part of the Shitakuma clan. Can only be learned if learning the blind way of life. Must have Tremor Sense that surpases in distance of Advanced
Tremor Sense Expertise X3
Rank: "B" Rank
Skill: NinJutsu
Effect: By pouring their chakra into the ground, by using th earth release the user is capable of sensing or seeing in a sense what is along the ground, in the ground, identifying what is around them.
Special: ---
Drawback: Someone needs to touch the ground in order for the person to see. This means that even the user can see by stepping. This also means that the user must be touching the ground at all times. This technique does not work on water, sand, or metal. The ground is to loose for the user to see the vibrations along the ground, or is to concentrated which creates less vibrations. By this time the user has a more of a sense and understanding over the movement of vibrations. This is not a drawback but by now the user is capable of sensing vibrations off of the sense of metal. Mtal is to constricted and the vibrations is weaker so this is why this is needed. Now this does not mean that the user can see with the distance as Tremor Sense and Tremor Sense Advance for Metal, only Expertise gets to allow the user see with Metal vibrations.
Description: When first learned the user is capable of seeing in a radius of five meters. After each time learned it increases by ten meters. When ever the user steps, or when another steps in the radius of tremor sense, the mind of the user picks up the vibrations along the feet creating a somewhat of a picture of the user. Since people have water constricted within their own bodies as well as metalic components of the body a user could see the movements of the body in blur like motion, where they can guess if an attack is coming towards them. The technique here does not stack with the original version the first step of the technique, as well as the second step. This means that this technique can never overlay the first step of Tremor sense, and Tremor Sense Advanced. What this means is this. If a user knows Tremor sense of a Hundred meters, Tremor sense of Fifty Yards then they can not surpass that distance of fifty meters with Tremor Sense Expertise. The advanced form is much better to be capable of seeing then that of the First step. When learned their is a Ninty percent chance that the user is capable of defending against melee attacks within arms reach. This however does not mean that after each attack someone comes forth to role a die. It just means that the chances of trying to stop melee attacks is not as well or as concentrated as one would wish it to be.
Limit: Anyone can learn, but it takes an extreme amount of chakra unless they master earth techniques or is part of the Shitakuma clan. Can only be learned if learning the blind way of life. Must have Tremor Sense Advancedthat surpases in distance of Expertise
None Used Yet
Boxing PassivesBoxers Mentality
Rank: ["D"], ["C"], ["B"], "A", "S"
Skill: Supplementary
Effect: By fighting on and on, a boxer becomes more proficient when an attack may come by. This happens usually when the boxer becomes unable to see the attack. However by being in combat for so much they can feel when an attack is coming making them less able to be flanked.
Special: ---
Drawback: The user may only learn this technique by the class that they are. This means that in order to learn the "C" Rank version they must be "C" Class, if they wish to learn the "B" Rank version they must be "B" Class.
Description: A technique where the subconscious mind, where the subconscious body reacts just as they are attacked while flanked or while their back is turn. The body reacts in such a way to where they are capable of withstanding so much. This technique makes it where the Boxer is incapable of being surprised attacked, a sudden second sense kicks in as their body screams out to them yelling at them telling them to move, duck, dodge or anything else within that manner. This works on whenever they are being attacked. This technique however has a major flaw. The user is capable of dodging only whenever the opponent's class is equal or lower to that of the rank of the technique they know. This means that a "D" Class user that knows this technique cannot use this against an opponent that is "C" Class or higher.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know all Basics
Techs UsedRank: ["D"], ["C"], ["B"], "A", "S"
Skill: Supplementary
Effect: By fighting on and on, a boxer becomes more proficient when an attack may come by. This happens usually when the boxer becomes unable to see the attack. However by being in combat for so much they can feel when an attack is coming making them less able to be flanked.
Special: ---
Drawback: The user may only learn this technique by the class that they are. This means that in order to learn the "C" Rank version they must be "C" Class, if they wish to learn the "B" Rank version they must be "B" Class.
Description: A technique where the subconscious mind, where the subconscious body reacts just as they are attacked while flanked or while their back is turn. The body reacts in such a way to where they are capable of withstanding so much. This technique makes it where the Boxer is incapable of being surprised attacked, a sudden second sense kicks in as their body screams out to them yelling at them telling them to move, duck, dodge or anything else within that manner. This works on whenever they are being attacked. This technique however has a major flaw. The user is capable of dodging only whenever the opponent's class is equal or lower to that of the rank of the technique they know. This means that a "D" Class user that knows this technique cannot use this against an opponent that is "C" Class or higher.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know all Basics
N/A