Yaihara Momo
May 2, 2017 13:54:29 GMT -7
Post by momo on May 2, 2017 13:54:29 GMT -7
Note: I am very new to this site, and would appreciate it if any errors I’ve made when creating this application could be addressed with advice on how to fix it. Thank you!
Name:
Yaihara Momo
Bloodlimit:
None
Height:
5’4
Weight:
173 lbs
Age:
13 years
Gender:
Female
Alignment:
Neutral Good
Country:
Land of Fire
Village:
Village Hidden in the Leaves
Special:
NINJUTSU MASTER;
- water release
- earth release
- wood release
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-
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TAIJUTSU NONSPECIALIST;
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-
-
-
Primary Weapon:
Boomerang, Average (Overview)
Rank: "C"
Type: Main, Bludgeoning, Club
Effect: A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 10 meters. The boomerang is primarily a hunting tool, but it is not uncommon for these versatile thrown weapons to be carried into battle. A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head. Though the boomerang can be used in melee, it is not designed for such a purpose. A thrown boomerang does not fly in a returning path; returning boomerangs are solely recreational. These weapons reach up to just under 1.2 m (4 feet) in length.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Secondary Weapons:
Shuriken, Hira x 2 slots
Rank: "C"
Rank Type: Secondary, 15 per Slot, Piercing
Shuriken Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Hira-shuriken are constructed from thin, flat plates of metal and generally resemble popular conceptions of shuriken.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Kunai x 1 slots
Rank: "C"
Rank Type: Secondary, 2 per Slot, Piercing/Slashing
Knife Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Other Equipment:
Standard-Flask
Rank: "C"
Type: Main, Container
Flask Effect: A glass container used to hold various assortments. This is the standard size for holding large quantities.
Special: ---
Drawback: ---
Description: These glass containers are just a variation of a bottle. Most flasks have wide bases, preventing them from being easily tipped over. Some flasks, known as round-bottom flasks, have a completely rounded bottom. This makes it easier to more uniformly heat liquid contents, but they do not stand upright unassisted. These can be purchased as bottles and containers. These containers range in various sizes but normally do not have more than a volume of 1 1/2 pint. Number of Shots: 6 Shots. Number of Drops/Pinches: 12,000 Drops/Pinches.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 2,009 Ryo Each.
Footwear
Rank: "C"
Type: Main, Slot Holder, 0 Slots
Clothing Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear. Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Shirt
Rank: "C"
Type: Main, Slot Holder, 0 Slots
Clothing Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop. Cost: 500 Ryo Each.
Jacket
Rank: "C"
Type: Main, Slot Holder, 2 Slots
Clothing Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop. Cost: 1,000 Ryo each.
Pant
Rank: "C"
Type: Main, Slot Holder, 2 Slots,
Clothing Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture
There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop. Cost: 500 Ryo Each.
Pouch, Quick Loader x 4
Rank: "C" Type: Main, Slot Holder, 1 Slot
Pouch Effect: A short sized pouch capable of holding 1 slot of items of short length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, or other material pouch that can easily hold 1 slot worth of items not of Scroll Size.
The dimensions are 5.24 inches in height, 4.25 inches wide and 2.25 inches in depth. The primary purpose for these pouches are to hold all kinds of secondary items that do not exceed the height or width in dimensions. Primarily they hold smaller objects such as hira or bo-shurikens, alchemical pouches, and other items in similar size. For longer items see the Scroll Pouch. Quick Loader Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Characters attempting to conceal an item in a quick loader pouch gain a +10 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop. Cost: 200 Ryo Each.
Personality:
Momo most prominently is known for her overactive imagination. When she was living in the swamp, she would act out scenes and conversations, doing voices and accents for whatever crocodile she’d decided to use as a prop that day. Her first impressions tend to stay with her, often to a fault; if she’d seen a nice person do an unfortunate thing on the first day they’d met, from then on she would assume they were an unfortunate person in kind. Due to this, she has trouble making friends, and is a little difficult to get along with. She has an issue with assuming the worst of people.
She is also a possessor of motherly tendencies, and tends to take on “projects” instead of friends. This savior complex isn’t due to narcissism… It’s more like a sense of duty. She will go to extreme lengths to try to help someone she deems “in need”, sometimes to her own misfortune. She once was bitten hard on the leg by a crocodile that had a broken leg. She’d been trying to set the injury, and put healing ointment on the torn skin. She refused to leave the reptile alone until it was healed, and thus, has several tooth-shaped scars inching up her calf.
She is selfish; she will do anything to obtain a goal. However, due to her alignment, most of these goals are not evil or misguided. Her last main trait is her antisocial nature, which stems from being surrounded by nothing but reptiles for a solid two years of her life. She tends not to speak much, but when she does, words pour out of her like a waterfall. She’s known to her family as a person who monologues instead of making small talk. It takes a while to form a strong relationship with her, as she isn't talking unless she's addressed.
Appearance:
Momo is, overall, a very round person. Her cheeks are soft and rosy, her face is shaped like a heart, and her body is plump with rice she cooked herself. Her hair is thick, peach-colored, and curly; she usually keeps it up in a ponytail. She wears circular glasses at all times, as she’s incredibly nearsighted. She has wide brown eyes with thin eyelashes eyebrows. Her skin is ill-kept, but not horribly so; “normal teenage acne” is what the pediatrician called it once. Her nose is average sized. Her bangs have a tendency to fall in her eyes, so she sometimes pins them back.
She wears a thick tan hoodie with fluffy fabric on the inside, a Land of Fire headband around her neck (wound tightly), and a pair of olive green corduroy shorts that reach down to her knee. Her shoes are standard-issue and navy blue. She has no qualms with getting wet or dirty, and often neglects to wash her clothes more than thrice a week; thus, she is generally covered in stains. She doesn't usually smell too bad, though, as she's always outside. Her posture is generally straight, and she has a habit of bouncing her leg violently whenever she's sitting down.
Her body is what is usually described as pudgy; however, she has plenty of lithe muscle mass underneath to make up for the fat. When she eats, she tends to take her dinner with her, as she gets a grain of rice (or two, or five) stuck on her cheek after almost every meal. Her feet are large, as are her hands. She keeps her kunai, shuriken and flask in the four pouches in her shorts. She has several toothmark-shaped scars on her left calf from being bitten by a young crocodile.
Background:
Momo’s hometown was near a swamp, and said swamp was overcrowded with crocodiles. While they were a staple food source in her family, she refused to partake of any meal served with reptile meat. She’d always taken a liking to the monsters; she admired their gaping jaws and their ability to hunt prey several times larger than themselves. This, paired with her parents' strict nature, caused her to yearn for a wilder life. Thus, she resolved to become their friends.
She would sit and wait for hours in the swamps, her feet and pants soaked. Standing eerily still, watching the crocs in their natural habitats, she would eventually come to care for them more than she did her family. Thus, she left her home, and built a hut in the forest. She visited, occasionally, but most of her time was spent looking after her ginormous companions. She spent so much time with them, in fact, that she began to act like a reptile. She slept curled up in a ball, and spent most of her time hiding in the water, waiting to catch any prey that may pass by.
On her tenth birthday she traveled to the nearest city, the Village Hidden in the Leaves, to join the Ninja Academy, on the recommendation of her father. She spent most of her time training, and learning new techniques to become stronger. She had a natural aptitude for doing damage, so many villagers knew her to be somewhat destructive. She doesn't mind this image.She passed the Genin exam a year later with flying colors due to her family’s colorful ninjutsu background and her basic survival skills. Now, as a Genin, she is ready to start her quest as a Kunoichi. She hopes to find a teacher who knows a lot about Wood style Jutsu, as an aptitude for it runs in the family. Most of all, she wants to make friends whom she can look after just as she did her crocodiles.
Freebies:
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)
Semi-Crouch
Rank: "E"
Skill: TaiJutsu
Effect: A semi-crouched stance used in boxing
Special: ---
Drawback: ---
Description: 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)
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Havoc of the Society
Rank: "C"
Skill: Chakra Trait
Effect: Through countless hours studying vast libraries of Chakra power, they have learned how to cause greater damage to their foes.
Special: ---
Drawback: ---
Description: Whenever the user performs a Jutsu that deals damage, they gain +10 Armour Points in damage to the total damage dealt. This damage is considered Force damage regardless of the type of damage dealt by the Jutsu. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Water Release
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Water. This means that any NinJutsu or specialized TaiJutsu that deals the Water Release will need this in order to be performed correctly.
Limit: ---
Earth Release
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Earth. This means that any NinJutsu or specialized TaiJutsu that deals the Earth Release will need this in order to be performed correctly.
Limit: ---
Wood Release
Rank: "B"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Wood. This means that any NinJutsu or specialized TaiJutsu that deals the Wood Release will need this in order to be performed correctly.
Limit: Must have Doton no Jutsu (Earth Release Skill) and Suiton no Jutsu (Water Release Skill)
Training:
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: User has learned how to draw their weapon without taking up a movement.
Special: ---
Drawback: ---
Description: The user can draw a weapon without a movement. The user can draw a hidden weapon (With Sleight of Hand) without taking a movement. A user who has this technique may draw a throwing weapon and hurl the weapon within 1 movement. Without this technique, the user may draw a weapon as a movement.
Limit: Universal TaiJutsu Technique.
The Jab
Rank: "D"
Skill: TaiJutsu
Effect: A quick, straight punch thrown with the lead hand from the guard position.
Special: ---
Drawback: ---
Description: 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
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
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: 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
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
Slipping Outside
Rank: "D"
Skill: TaiJutsu
Effect: A basic technique that every boxer must learn in order to slip towards the outside of an attack.
Special: ---
Drawback: Only works against Singular attacks. Area effect attacks, or attacks that attack at a larger range then that of what the user may slip can still or is able of harming the user.
Description: Picture Executed by slightly moving the head to either side so that the opponent's punches "slip" by the boxer. This technique the user understands to movement of a straight like punch. This could be either done with the opponent's right or left. The slip is a technique in which the user rushes the opponent while bobbing their head, or "slipping" their head in the direction that goes to the outside of the opponent's body. This technique is used to help the user give out counters against the opponent. Whenever the opponent attacks with their left, you move in their left moving away from the body, to where the left ribcage is shown. Whenever the opponent attacks with their right the user moves in the right moving away from the body, to where the right ribcage is shown.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Pulling Away
Rank: "C"
Skill: TaiJutsu
Effect: A technique used in which the user measures an attack's length, and pulls away by bending their back backwards allowing to be used for counter attacks, or just simply an evasion.
Special: ---
Drawback: If a user is unable to predict the length of an attack, the user could very well get hit by an attack. Description: Picture The opponent makes an attacked such as a straight, or a hook. The attack must be a mid straight or under over attack such as an uppercut. An over under attack such as the overhand punch will work against the pulling away. For those types of attacks it is best to slip inside or outside an attack. When an opponent attacks the user bends backwards away from the attack or steps back away from an attack. This defense is great against overreaching attacks. When the opponent makes his mark the user must determine the length of the attack. Once determined they are able to dodge the attack by doing what was stated earlier.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Footwork
Rank: "D"
Skill: TaiJutsu
Effect: A simple technique in which is needed to know in order to keep the boxer moving keeping them light on their toes against opponents.
Special: ---
Drawback: Get caught flat-footed and you will be vulnerable to counterpunches.
Description: Keep your weight balanced on both feet. Stay on the balls of your feet so you can attack, spin or retreat quickly to safety. Practice moving side to side or in a circular motion around your opponent. Shift and shuffle your feet quickly, but keep them close to the ground so you have a solid base under you. Switch stances often when training. This means you'll change which foot is in front. Work your calf muscles by jumping rope, biking and doing bag drills while moving constantly. Good footwork requires training with an integrated approach to movement, strategy, punches thrown and balance. It all has to work together, so you should always be thinking about your footwork.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Suiton: Chiisaimizubakahatsu (Tiny Water Explosion)
Rank: “D”
Type: Ninjutsu
Effect: Creates a small wave of water that rushes towards an opponent.
Special: "Handseals"
Drawback: N/A
Description: The user performs the handseals described in special. There, they release chakra into the water and send a small tidal wave (about five feet tall) towards the opponent. The water moves at a speed of about ten miles per hour, so a direct hit from the water can be painful, but not life-threatening.
Limit: Water Release
Doton: Rikujou Douyou no Jutsu (Earth: Ground Shaking Technique)
Rank: "D" Rank
Skill: NinJutsu
Effect: The user slams their hands against the ground as the user creates a miniature like earthquake in order to try and unbalance the enemy or opponents all around for a more of a deadly like attack.
Special: "Hand Seals"
Drawback: The user's hands must stay upon the ground at all times. When the user is capable of reaching "A" Class the knowledge of placing their hands onto the very ground becomes obsolete, and the user is capable of performing the technique without having their hands along the ground.
Description: As the user slams their hands against the ground, the user is capable of creating a miniature like earthquake along the ground. The ground rumbles lightly as the very earth moves in all directions in a ten-meter radius. Every time the user gains ranking in difficulty class the distance of the technique increases by ten meters.
Limit: Needs the Earth Release.
Doton: Tamaishi Danmaku (Earth Element: Pebble Barrage)
Rank: "D" Rank
Skill: NinJutsu
Effect: A simple technique used as a distraction in which the user uses a few hand seals concentrating along the chakra towards the ground. Doing so, the user takes the chakra and the rocks to push forth sending multiple small grape sized like pebbles towards the opponent.
Special: "Hand Seals"
Drawback: The amount of pebbles depends on the rank of the user.
Description: Small like stones are created along the ground in pebble form as they are pushed up along the ground and sent flying towards the very enemy or enemies depending on the type of distance the enemy or where the enemy is standing. This type of attack is somewhat of a basic like attack and is to be considered more of an annoyance or distraction.
Limit: Needs the Earth Release.
Languages:
Common
Name:
Yaihara Momo
Bloodlimit:
None
Height:
5’4
Weight:
173 lbs
Age:
13 years
Gender:
Female
Alignment:
Neutral Good
Country:
Land of Fire
Village:
Village Hidden in the Leaves
Special:
NINJUTSU MASTER;
- water release
- earth release
- wood release
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-
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TAIJUTSU NONSPECIALIST;
-
-
-
-
Primary Weapon:
Boomerang, Average (Overview)
Rank: "C"
Type: Main, Bludgeoning, Club
Effect: A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 10 meters. The boomerang is primarily a hunting tool, but it is not uncommon for these versatile thrown weapons to be carried into battle. A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head. Though the boomerang can be used in melee, it is not designed for such a purpose. A thrown boomerang does not fly in a returning path; returning boomerangs are solely recreational. These weapons reach up to just under 1.2 m (4 feet) in length.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Secondary Weapons:
Shuriken, Hira x 2 slots
Rank: "C"
Rank Type: Secondary, 15 per Slot, Piercing
Shuriken Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Hira-shuriken are constructed from thin, flat plates of metal and generally resemble popular conceptions of shuriken.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Kunai x 1 slots
Rank: "C"
Rank Type: Secondary, 2 per Slot, Piercing/Slashing
Knife Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Other Equipment:
Standard-Flask
Rank: "C"
Type: Main, Container
Flask Effect: A glass container used to hold various assortments. This is the standard size for holding large quantities.
Special: ---
Drawback: ---
Description: These glass containers are just a variation of a bottle. Most flasks have wide bases, preventing them from being easily tipped over. Some flasks, known as round-bottom flasks, have a completely rounded bottom. This makes it easier to more uniformly heat liquid contents, but they do not stand upright unassisted. These can be purchased as bottles and containers. These containers range in various sizes but normally do not have more than a volume of 1 1/2 pint. Number of Shots: 6 Shots. Number of Drops/Pinches: 12,000 Drops/Pinches.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 2,009 Ryo Each.
Footwear
Rank: "C"
Type: Main, Slot Holder, 0 Slots
Clothing Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear. Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Shirt
Rank: "C"
Type: Main, Slot Holder, 0 Slots
Clothing Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop. Cost: 500 Ryo Each.
Jacket
Rank: "C"
Type: Main, Slot Holder, 2 Slots
Clothing Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop. Cost: 1,000 Ryo each.
Pant
Rank: "C"
Type: Main, Slot Holder, 2 Slots,
Clothing Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture
There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop. Cost: 500 Ryo Each.
Pouch, Quick Loader x 4
Rank: "C" Type: Main, Slot Holder, 1 Slot
Pouch Effect: A short sized pouch capable of holding 1 slot of items of short length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, or other material pouch that can easily hold 1 slot worth of items not of Scroll Size.
The dimensions are 5.24 inches in height, 4.25 inches wide and 2.25 inches in depth. The primary purpose for these pouches are to hold all kinds of secondary items that do not exceed the height or width in dimensions. Primarily they hold smaller objects such as hira or bo-shurikens, alchemical pouches, and other items in similar size. For longer items see the Scroll Pouch. Quick Loader Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Characters attempting to conceal an item in a quick loader pouch gain a +10 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop. Cost: 200 Ryo Each.
Personality:
Momo most prominently is known for her overactive imagination. When she was living in the swamp, she would act out scenes and conversations, doing voices and accents for whatever crocodile she’d decided to use as a prop that day. Her first impressions tend to stay with her, often to a fault; if she’d seen a nice person do an unfortunate thing on the first day they’d met, from then on she would assume they were an unfortunate person in kind. Due to this, she has trouble making friends, and is a little difficult to get along with. She has an issue with assuming the worst of people.
She is also a possessor of motherly tendencies, and tends to take on “projects” instead of friends. This savior complex isn’t due to narcissism… It’s more like a sense of duty. She will go to extreme lengths to try to help someone she deems “in need”, sometimes to her own misfortune. She once was bitten hard on the leg by a crocodile that had a broken leg. She’d been trying to set the injury, and put healing ointment on the torn skin. She refused to leave the reptile alone until it was healed, and thus, has several tooth-shaped scars inching up her calf.
She is selfish; she will do anything to obtain a goal. However, due to her alignment, most of these goals are not evil or misguided. Her last main trait is her antisocial nature, which stems from being surrounded by nothing but reptiles for a solid two years of her life. She tends not to speak much, but when she does, words pour out of her like a waterfall. She’s known to her family as a person who monologues instead of making small talk. It takes a while to form a strong relationship with her, as she isn't talking unless she's addressed.
Appearance:
Momo is, overall, a very round person. Her cheeks are soft and rosy, her face is shaped like a heart, and her body is plump with rice she cooked herself. Her hair is thick, peach-colored, and curly; she usually keeps it up in a ponytail. She wears circular glasses at all times, as she’s incredibly nearsighted. She has wide brown eyes with thin eyelashes eyebrows. Her skin is ill-kept, but not horribly so; “normal teenage acne” is what the pediatrician called it once. Her nose is average sized. Her bangs have a tendency to fall in her eyes, so she sometimes pins them back.
She wears a thick tan hoodie with fluffy fabric on the inside, a Land of Fire headband around her neck (wound tightly), and a pair of olive green corduroy shorts that reach down to her knee. Her shoes are standard-issue and navy blue. She has no qualms with getting wet or dirty, and often neglects to wash her clothes more than thrice a week; thus, she is generally covered in stains. She doesn't usually smell too bad, though, as she's always outside. Her posture is generally straight, and she has a habit of bouncing her leg violently whenever she's sitting down.
Her body is what is usually described as pudgy; however, she has plenty of lithe muscle mass underneath to make up for the fat. When she eats, she tends to take her dinner with her, as she gets a grain of rice (or two, or five) stuck on her cheek after almost every meal. Her feet are large, as are her hands. She keeps her kunai, shuriken and flask in the four pouches in her shorts. She has several toothmark-shaped scars on her left calf from being bitten by a young crocodile.
Background:
Momo’s hometown was near a swamp, and said swamp was overcrowded with crocodiles. While they were a staple food source in her family, she refused to partake of any meal served with reptile meat. She’d always taken a liking to the monsters; she admired their gaping jaws and their ability to hunt prey several times larger than themselves. This, paired with her parents' strict nature, caused her to yearn for a wilder life. Thus, she resolved to become their friends.
She would sit and wait for hours in the swamps, her feet and pants soaked. Standing eerily still, watching the crocs in their natural habitats, she would eventually come to care for them more than she did her family. Thus, she left her home, and built a hut in the forest. She visited, occasionally, but most of her time was spent looking after her ginormous companions. She spent so much time with them, in fact, that she began to act like a reptile. She slept curled up in a ball, and spent most of her time hiding in the water, waiting to catch any prey that may pass by.
On her tenth birthday she traveled to the nearest city, the Village Hidden in the Leaves, to join the Ninja Academy, on the recommendation of her father. She spent most of her time training, and learning new techniques to become stronger. She had a natural aptitude for doing damage, so many villagers knew her to be somewhat destructive. She doesn't mind this image.She passed the Genin exam a year later with flying colors due to her family’s colorful ninjutsu background and her basic survival skills. Now, as a Genin, she is ready to start her quest as a Kunoichi. She hopes to find a teacher who knows a lot about Wood style Jutsu, as an aptitude for it runs in the family. Most of all, she wants to make friends whom she can look after just as she did her crocodiles.
Freebies:
taijutsu;
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)
Semi-Crouch
Rank: "E"
Skill: TaiJutsu
Effect: A semi-crouched stance used in boxing
Special: ---
Drawback: ---
Description: 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)
traits;
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Havoc of the Society
Rank: "C"
Skill: Chakra Trait
Effect: Through countless hours studying vast libraries of Chakra power, they have learned how to cause greater damage to their foes.
Special: ---
Drawback: ---
Description: Whenever the user performs a Jutsu that deals damage, they gain +10 Armour Points in damage to the total damage dealt. This damage is considered Force damage regardless of the type of damage dealt by the Jutsu. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
release;
Water Release
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Water. This means that any NinJutsu or specialized TaiJutsu that deals the Water Release will need this in order to be performed correctly.
Limit: ---
Earth Release
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Earth. This means that any NinJutsu or specialized TaiJutsu that deals the Earth Release will need this in order to be performed correctly.
Limit: ---
Wood Release
Rank: "B"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Wood. This means that any NinJutsu or specialized TaiJutsu that deals the Wood Release will need this in order to be performed correctly.
Limit: Must have Doton no Jutsu (Earth Release Skill) and Suiton no Jutsu (Water Release Skill)
Training:
boxing;
Quick DrawRank: "C"
Skill: TaiJutsu/Supplementary
Effect: User has learned how to draw their weapon without taking up a movement.
Special: ---
Drawback: ---
Description: The user can draw a weapon without a movement. The user can draw a hidden weapon (With Sleight of Hand) without taking a movement. A user who has this technique may draw a throwing weapon and hurl the weapon within 1 movement. Without this technique, the user may draw a weapon as a movement.
Limit: Universal TaiJutsu Technique.
The Jab
Rank: "D"
Skill: TaiJutsu
Effect: A quick, straight punch thrown with the lead hand from the guard position.
Special: ---
Drawback: ---
Description: 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
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
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: 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
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
Slipping Outside
Rank: "D"
Skill: TaiJutsu
Effect: A basic technique that every boxer must learn in order to slip towards the outside of an attack.
Special: ---
Drawback: Only works against Singular attacks. Area effect attacks, or attacks that attack at a larger range then that of what the user may slip can still or is able of harming the user.
Description: Picture Executed by slightly moving the head to either side so that the opponent's punches "slip" by the boxer. This technique the user understands to movement of a straight like punch. This could be either done with the opponent's right or left. The slip is a technique in which the user rushes the opponent while bobbing their head, or "slipping" their head in the direction that goes to the outside of the opponent's body. This technique is used to help the user give out counters against the opponent. Whenever the opponent attacks with their left, you move in their left moving away from the body, to where the left ribcage is shown. Whenever the opponent attacks with their right the user moves in the right moving away from the body, to where the right ribcage is shown.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Pulling Away
Rank: "C"
Skill: TaiJutsu
Effect: A technique used in which the user measures an attack's length, and pulls away by bending their back backwards allowing to be used for counter attacks, or just simply an evasion.
Special: ---
Drawback: If a user is unable to predict the length of an attack, the user could very well get hit by an attack. Description: Picture The opponent makes an attacked such as a straight, or a hook. The attack must be a mid straight or under over attack such as an uppercut. An over under attack such as the overhand punch will work against the pulling away. For those types of attacks it is best to slip inside or outside an attack. When an opponent attacks the user bends backwards away from the attack or steps back away from an attack. This defense is great against overreaching attacks. When the opponent makes his mark the user must determine the length of the attack. Once determined they are able to dodge the attack by doing what was stated earlier.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Footwork
Rank: "D"
Skill: TaiJutsu
Effect: A simple technique in which is needed to know in order to keep the boxer moving keeping them light on their toes against opponents.
Special: ---
Drawback: Get caught flat-footed and you will be vulnerable to counterpunches.
Description: Keep your weight balanced on both feet. Stay on the balls of your feet so you can attack, spin or retreat quickly to safety. Practice moving side to side or in a circular motion around your opponent. Shift and shuffle your feet quickly, but keep them close to the ground so you have a solid base under you. Switch stances often when training. This means you'll change which foot is in front. Work your calf muscles by jumping rope, biking and doing bag drills while moving constantly. Good footwork requires training with an integrated approach to movement, strategy, punches thrown and balance. It all has to work together, so you should always be thinking about your footwork.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
water release;
Suiton: Chiisaimizubakahatsu (Tiny Water Explosion)
Rank: “D”
Type: Ninjutsu
Effect: Creates a small wave of water that rushes towards an opponent.
Special: "Handseals"
Drawback: N/A
Description: The user performs the handseals described in special. There, they release chakra into the water and send a small tidal wave (about five feet tall) towards the opponent. The water moves at a speed of about ten miles per hour, so a direct hit from the water can be painful, but not life-threatening.
Limit: Water Release
earth release;
Doton: Rikujou Douyou no Jutsu (Earth: Ground Shaking Technique)
Rank: "D" Rank
Skill: NinJutsu
Effect: The user slams their hands against the ground as the user creates a miniature like earthquake in order to try and unbalance the enemy or opponents all around for a more of a deadly like attack.
Special: "Hand Seals"
Drawback: The user's hands must stay upon the ground at all times. When the user is capable of reaching "A" Class the knowledge of placing their hands onto the very ground becomes obsolete, and the user is capable of performing the technique without having their hands along the ground.
Description: As the user slams their hands against the ground, the user is capable of creating a miniature like earthquake along the ground. The ground rumbles lightly as the very earth moves in all directions in a ten-meter radius. Every time the user gains ranking in difficulty class the distance of the technique increases by ten meters.
Limit: Needs the Earth Release.
Doton: Tamaishi Danmaku (Earth Element: Pebble Barrage)
Rank: "D" Rank
Skill: NinJutsu
Effect: A simple technique used as a distraction in which the user uses a few hand seals concentrating along the chakra towards the ground. Doing so, the user takes the chakra and the rocks to push forth sending multiple small grape sized like pebbles towards the opponent.
Special: "Hand Seals"
Drawback: The amount of pebbles depends on the rank of the user.
Description: Small like stones are created along the ground in pebble form as they are pushed up along the ground and sent flying towards the very enemy or enemies depending on the type of distance the enemy or where the enemy is standing. This type of attack is somewhat of a basic like attack and is to be considered more of an annoyance or distraction.
Limit: Needs the Earth Release.
Languages:
Common