The Monkey's Movement vs. Chimp [Cadoc]
Aug 13, 2017 9:20:09 GMT -7
Post by Osoroshi Tachibana on Aug 13, 2017 9:20:09 GMT -7
It's a sunny day. There's no one outside who isn't on business because it's pretty hot. The waves of heat seem to make the rocks in the distance move, like when you open a window in a hot room. No one was bothered with the ninjas in the villages, and most of the Shinobi were busy with their own lives, on missions, or simply relaxing.
Osoroshi rests against the wall facing the outside of the village. His legs are crisscrossed after a morning training. Osoroshi had all his hair tied back in a bun / ponytail of sorts, revealing his second eye. Osoroshi hadn't planned on fighting so he'd on brought one gauntlet. There's sweat dripping from his temple but he wipes it with his sleeve. He then takes his headband and wraps it around his neck.
Equipment:
Skills:
Osoroshi rests against the wall facing the outside of the village. His legs are crisscrossed after a morning training. Osoroshi had all his hair tied back in a bun / ponytail of sorts, revealing his second eye. Osoroshi hadn't planned on fighting so he'd on brought one gauntlet. There's sweat dripping from his temple but he wipes it with his sleeve. He then takes his headband and wraps it around his neck.
Equipment:
Gauntlet (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Skills:
Direction Sense (45/125)
Rank: "E"
Skill: Skill
Effect: There are people who always seem to know where they're going as if they had an inner compass.
Special:
Drawback: ---
Description: Can be learned by an Animal. There are people who always seem to know where they're going as if they had an inner compass. The character with this skill is just such a person. They have an innate sense about which direction is north, south, east, west, etc. They need no compass. They also can read the stats and use them to navigate by, although they know nothing about navigating on the seas. They can read signs as well, using such information as the direction a river flows or which side a tree moss is growing on, in order to get a sense of where they are. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Current Affairs (43/125)
Rank: "E"
Skill: Skill
Effect: This skill helps a character know the goings-on in the world around them.
Special: ---
Drawback: ---
Description: This skill helps a character know the goings-on in the world around them. They try to keep informed of all the latest developments in any region. The information obtained is always publicly available knowledge and never secret or classified information. With a successful Current Affairs skill check, the character successfully asks questions and learns information about the local area. On a failed check, people either don’t know or refuse to answer the character’s nosey questions. Unskilled characters have access to local rumors as would be expected. Those with Average mastery should receive twice the ordinary amount of rumors while those of Expert mastery know all local rumors if they seek them out. In addition, those with Advanced mastery or above may check the veracity of any rumors they encounter by having a Game Master roll a [secret] skill check. If successful, the Character identifies a single false rumor. Look in Academia Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Engineering (42/125)
Rank: "E"
Skill: Skill
Effect: The character with this skill is trained as a designer of both great and small things.
Special: ---
Drawback: ---
Description: Characters with engineering can design gadgets both great and small. Engineers can prepare plans for everything from small machines to large transportation mechanical devices. An engineer must still find competent workmen to carry out their plans, but they are trained to supervise and manage their work (or they may be proficient in Technician to carry out their own plans). Engineering allows the user to create blueprints for pre-existing items. To create a blue print the user must "craft" the blue print but must only use the Engineering skill to do so. Crafting is equal to the cost of a blue print found in Gadgets. Each time learned user gets 5 die roll to increase the skill.
Limit: Must know Techcraft.
Techcraft (36/125)
Rank: "E"
Skill: Skill
Effect: Use this skill to recognize how a device works or even what a device does.
Special: ---
Drawback: ---
Description: Use this skill to recognize how a device works or even what a device does. For example, a user enters a building and discovers a strange-looking device in the center. With a successful Techcraft check, they can discover what the device does. With another successful check, they may determine that it has a sensor on the front and is therefore most likely controlled by a remote similar to a tracker. Anything the characters might have seen before does not require a check to identify. However, that still leaves a ton of gadgets left for the technician to figure out. A check is made when the device is strange, industrial, or specialized, or when the character has only a brief moment to examine it. All checks are Difficult, or Very Difficult. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Blacksmithing/Metalworking (49/125)
Rank: "E"
Skill: Skill
Effect: A character with the Blacksmithing Skill is capable of making simple tools and implements from iron and steel.
Special: ---
Drawback: ---
Description: Use of this skill requires a forge with a coal-fed fire and bellows, as well as a hammer and anvil. The character cannot make Armour or most Weapons, (he needs the appropriate skill fort hat) but can craft crowbars, grappling hooks, horseshoes, nails, hinges, plows, and most other iron objects. The list above gives examples of Mastery Level and what the character can do. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Cartography (Overland) (52/125)
Rank: "D"
Skill: Skill
Effect: If a character has parchment, quills and ink, this skill allows them to create relatively accurate maps.
Special: ---
Drawback: ---
Description: If the character fails to purchase these items, they cannot map the area. (Remember that parchment is flammable and a Character could easily lose their map in a Fireball, so take precautions.) Characters unskilled or with Novice mastery of Cartography may not use graph paper when mapping dungeons. If a character cannot see they cannot map. There are 3 types of Cartography. Dungeon, Overland, and Nautical.
Unskilled Draw a simple map of interconnected lines ("turned left here, went down a corridor for awhile, room here")
Novice Draw a rough, simple map
Average Draw a fairly accurate map. Can create Poor Quality Charts.
Advanced Draw a very accurate map. Can create Average Quality Charts.
Expert Create a topographical map while airborne. Can create Good Quality Charts.
Master Figure longitude, map continent-sized mass. Can create Amazing Quality Charts.
Each time learned user gets 5 die roll to increase the skill.
Limit: Must know Direction Sense.
Escape Artist (18/125)
Rank: "E"
Skill: Skill
Effect: A skill that enables a character to escape from bindings.
Special: ---
Drawback: ---
Description: This skill enables a character to escape from shackles, ropes, nasty tentacles, constrictor snakes or other immobilizing confinement. This is unusually accomplished by using deep inhalations or muscle tensing when confined (so that the ropes loosen when the body is relaxed), temporarily dislocating a joint or similar action. The Escape Artist requires a full 10 seconds to attempt this skill. With a successful check, the character escapes their bonds. On a failure, the character remains trapped however may reattempt an escape. The user may attempt to escape a binding within half a round by making a Very Difficult check. If user has 25 or more Ranks in Escape Artist user gains a Synergy Bonus +10 to Rope Use involving bindings. If user has 25 or more Ranks in Rope Use user gains a Synergy Bonus +10 to Escape Artist involving Ropes. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Jump Good (9/125)
Rank: "E"
Skill: TaiJutsu
Effect: Jump Good is the skill to make Jumps or to soften a fall.
Special: ---
Drawback: ---
Description: Jump good is a skill that needs no die roll. Jump Good skill determines how well the user can Jump. Without Jump Good the user can jump both vertically and horizontally up to 10 meters. All Jumps are assumed that the user is getting a running start of at least 6 meters in a straight line before Jumping. If the user does not run at least 6 meters, then the bonuses are cut in half. The Maximum Distance a user can jump is dependent on their Skill + their base Jump of 10 meters. There are no checks needed to determine if a user succeeds on a Jump, if they land prone, or any other variable. There are type Jumps calculated with Jump Good; Long Jump, and High Jump.
Long Jump: A long jump is a horizontal jump. At mid-point of the jump, the user attains a vertical height equal to 1-quarter of the horizontal distance. For every 5 Skill Points the user has in Jump Good they add +2 meters to their Base Jump. Example: If the user has 43 Skill points in Jump Good, their long jump will be 26 meters.
High Jump: A high jump is a vertical leap made to reach a ledge high above, or reach a vertical height. For every 5 Skill Points the user has in Jump Good they add +1 meters to their Base Jump. Example: If the user has 43 Skill Points in Jump Good, their high jump is 18 meters. Falling: When the user deliberately falls a distance, the Jump Good skill can be used to increase the length of falling. Base Falling distance is 10 meters. For every 5 Skill Points the user has in Jump Good they add +2 meters to their Base Fall distance. Example: If the user has 43 Skill Points in Jump Good, they can fall at a distance of 26 meters without consequences.
High Water Jump: Normally Jumps incur a -50 penalty when making a high jump out of water.
Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 1 die roll to increase the skill.
Limit: Must learn from Universal TaiJutsu.
Perfect Stance
Rank: "D", "C", "B", "A", "S"
Skill: Supplementary
Effect: A technique that decreases knock back distances.
Special: ---
Drawback: Only works if the user is standing on the floor and is not in any way brought into the air, or removed from their stance.
Description: This technique was devised against knock back techniques. The great fighters of olden times thought that being knocked away from an opponent would be considered very dangerous and for that created a technique in which the user brings down their center of gravity locking them down into place against the earth they stand on. Doing so they would propel their leg muscles forward holding themselves into place reducing knock back attacks. When the user first learns this technique knock back is quickly reduced by eighteen percent. This means that if a user is knocked back twenty meters initially they are really knocked back for only sixteen meters. When the user learns the "C" rank version of this technique knock back is reduced by thirty six percent. When the user learns the "B" rank version of this technique knock back is reduced by fifty four percent. When the user learns the "A" rank version of this technique knock back is reduced by seventy two percent. Then finally when the user learns the "S" rank version of this technique knock back is reduced by ninety percent. However if a user is knocked up into the air, or their footing is lose then they are no longer able to perform this technique.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know all Basics
Tsurutsuru Kobushi: Sotsuji Shindou (Sudden Impact)
Rank: D
Skill: Taijutsu
Effect: Knocks the target away from the user.
Special: None
Drawback: None
Description: A technique developed to push away an opponent rather than harm them. An inexperienced user of this stance and technique will need to slide on a surface in order to gain the proper momentum. This is an open palmed strike that is aimed towards a target’s torso. The user swings his/her palm from below the targets waist or lower half. If it connects, the strike will usually send the target flying backwards. Of course, weight and other factors will need to be considered.
Limit: Universal TaiJutsu
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)
The Jab
Rank: "D"
Skill: TaiJutsu
Effect: A quick, straight punch thrown with the lead hand from the guard position.
Special: ---
Drawback: ---
Description: Picture Stand with your feet hip distance apart. Step your right foot back 18-24 inches with the weight of your right leg on the ball of your foot (right heel is somewhat elevated and the knees are slightly bent). Bring your right fist close to your right cheek bone and your left fist slightly in front of it about jaw height. Pull your elbows in towards your ribs so that they line up somewhat below your fists. Push off of the ball of the right foot, bend the left knee slightly and start to extend the left hand in a pushing type motion (there should be a subtle rotation as your left hand goes forward your right shoulder moves back). You may also rotate the fist so that when it reaches the desired destination your left palm will be facing down. Retract the left hand as fast as you extended it and return to the original position. Remember before punching relax the hand, snap it forward and clinch before making contact. Do your best to strike with the first two knuckles and keep your wrist in neutral position upon impact. Aim six to eight inches beyond your target. Extend the arm only about 90-95 percent. Keep your chin tucked down toward your chest--this protects your jaw from exposure to being hit. Bring your hand back as fast as you throw it. Move your head on an angle as you throw the punch.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
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: Picture Shift your weight subtly forward by slightly bending your front leg while elevating your lead elbow to about shoulder height. Push off your front leg to shift your weight more towards the back leg while rotating your torso in the same direction with your lead hand heading towards a specific target. For the purpose of this intro we'll aim face high. That rotation and shifting motion should be accompanied by a whipping or thrusting of the hips. If you have your left leg forward and are throwing a lead hand hook (left hand hook) your hips should thrust from left to right while executing this punch. The punch should reach its mark with tremendous force. This will happen by throwing it fast and aiming to land your fist 6 to 8 inches beyond your target. Your fist can either be positioned to have your palm facing you or the ground. Return to your original stance. Do your best to hit your target with your first two knuckles.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
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
Parrying With the Gloves
Rank: "D", "C", "B", "A", "S"
Skill: TaiJutsu
Effect: To parry a user must know how to parry. They must know and see the attack coming towards the user. The user must also know when the attack is going to come.
Special: ---
Drawback: Depending on the rank the user knows in this technique depends on how well they may Parry without harming themselves.
Description: NOTE: Only works when the user is parries with their gloves or hands. When the user learns this technique, depending on what technique an opponent hits against them the user is able to parry without taking a hit. This means in order to parry attacks that are "C" rank, the user must know Parrying With the Gloves "C" rank. The problem with this technique is that the user will not know if they can parry an attack or not. It the user parries an attack that the user is incapable of doing so the attack goes through and smashes into the user. If the user is able to, then the user may simply move the attack to another direction making a counter come easier against the opponent.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch.
Blocking (With the Arms)
Rank: "D", "C", "B", "A", "S"
Skill: TaiJutsu
Effect: A blocking technique using the arms.
Special: ---
Drawback: Depending on the rank the user knows in this technique depends on how powerful the block may be.
Description: The user can withstand bludgeoning attacks more proficiently by blocking with their arms. The more the user learns the better they are able to block. NOTE: Only works when the user is blocking with their arms. A technique that is ideal for close combat, allowing the user to go toe to toe with the strongest foes without quickly succumbing to large amounts of damage. When first learned this technique gives the Armour a hardness of a 10 against Bludgeoning Damage. Each time learned the hardness of the Armour increases by 5 giving a max of a Hardness 30 at "S" Rank.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Peek-a-Boo
Rank: "D"
Skill: TaiJutsu
Effect: The peek-a-boo guard is a defensive style that is extremely popular with professional and amateur boxers. This type of guard is also commonly known as ‘the earmuffs’.
Special: ---
Drawback: ---
Description: Picture To adopt an effective peek-a-boo position, hold your hands next to each other in front of your face. Keep your elbows tight against your body whilst maintaining a relaxed stance. This guard will minimize damage from direct strikes to the head but it is a difficult guard from which to mount a counter-attack. The main drawback to the peek-a-boo is that it leaves the boxer vulnerable to hooks from the opponent. The peek-a-boo defensive style is especially suitable for shorter fighters. This is primarily because shorter boxers have shorter arms and are therefore able to gain more leverage in looping punches. Furthermore, shorter fighters will be able to cover the gaps in the guard position more effectively. Taller fighters, who will presumably have longer torsos, are more vulnerable to strikes on the body than shorter boxers. This is not to say that they should avoid employing the peek-a-boo guard but they should always be more aware of this increased vulnerability. NOTE: Only works when the user is in the Peek-a-Boo guard position. When first learned this technique gives the Armour a hardness of a 20 against Bludgeoning Damage. Each time learned the hardness of the Armour increases by 5 giving a max of a Hardness 40 at "S" Rank.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Freebies: Able Learner(2), Chakra Resistance(2), Air Touched(1), Flame Touched(1), Storm Touched(1), Unscathed(1), Water Touched(1), Will of Men(1)
Rank: "E"
Skill: Skill
Effect: There are people who always seem to know where they're going as if they had an inner compass.
Special:
Drawback: ---
Description: Can be learned by an Animal. There are people who always seem to know where they're going as if they had an inner compass. The character with this skill is just such a person. They have an innate sense about which direction is north, south, east, west, etc. They need no compass. They also can read the stats and use them to navigate by, although they know nothing about navigating on the seas. They can read signs as well, using such information as the direction a river flows or which side a tree moss is growing on, in order to get a sense of where they are. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Current Affairs (43/125)
Rank: "E"
Skill: Skill
Effect: This skill helps a character know the goings-on in the world around them.
Special: ---
Drawback: ---
Description: This skill helps a character know the goings-on in the world around them. They try to keep informed of all the latest developments in any region. The information obtained is always publicly available knowledge and never secret or classified information. With a successful Current Affairs skill check, the character successfully asks questions and learns information about the local area. On a failed check, people either don’t know or refuse to answer the character’s nosey questions. Unskilled characters have access to local rumors as would be expected. Those with Average mastery should receive twice the ordinary amount of rumors while those of Expert mastery know all local rumors if they seek them out. In addition, those with Advanced mastery or above may check the veracity of any rumors they encounter by having a Game Master roll a [secret] skill check. If successful, the Character identifies a single false rumor. Look in Academia Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Engineering (42/125)
Rank: "E"
Skill: Skill
Effect: The character with this skill is trained as a designer of both great and small things.
Special: ---
Drawback: ---
Description: Characters with engineering can design gadgets both great and small. Engineers can prepare plans for everything from small machines to large transportation mechanical devices. An engineer must still find competent workmen to carry out their plans, but they are trained to supervise and manage their work (or they may be proficient in Technician to carry out their own plans). Engineering allows the user to create blueprints for pre-existing items. To create a blue print the user must "craft" the blue print but must only use the Engineering skill to do so. Crafting is equal to the cost of a blue print found in Gadgets. Each time learned user gets 5 die roll to increase the skill.
Limit: Must know Techcraft.
Techcraft (36/125)
Rank: "E"
Skill: Skill
Effect: Use this skill to recognize how a device works or even what a device does.
Special: ---
Drawback: ---
Description: Use this skill to recognize how a device works or even what a device does. For example, a user enters a building and discovers a strange-looking device in the center. With a successful Techcraft check, they can discover what the device does. With another successful check, they may determine that it has a sensor on the front and is therefore most likely controlled by a remote similar to a tracker. Anything the characters might have seen before does not require a check to identify. However, that still leaves a ton of gadgets left for the technician to figure out. A check is made when the device is strange, industrial, or specialized, or when the character has only a brief moment to examine it. All checks are Difficult, or Very Difficult. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Blacksmithing/Metalworking (49/125)
Rank: "E"
Skill: Skill
Effect: A character with the Blacksmithing Skill is capable of making simple tools and implements from iron and steel.
Special: ---
Drawback: ---
Description: Use of this skill requires a forge with a coal-fed fire and bellows, as well as a hammer and anvil. The character cannot make Armour or most Weapons, (he needs the appropriate skill fort hat) but can craft crowbars, grappling hooks, horseshoes, nails, hinges, plows, and most other iron objects. The list above gives examples of Mastery Level and what the character can do. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Cartography (Overland) (52/125)
Rank: "D"
Skill: Skill
Effect: If a character has parchment, quills and ink, this skill allows them to create relatively accurate maps.
Special: ---
Drawback: ---
Description: If the character fails to purchase these items, they cannot map the area. (Remember that parchment is flammable and a Character could easily lose their map in a Fireball, so take precautions.) Characters unskilled or with Novice mastery of Cartography may not use graph paper when mapping dungeons. If a character cannot see they cannot map. There are 3 types of Cartography. Dungeon, Overland, and Nautical.
Unskilled Draw a simple map of interconnected lines ("turned left here, went down a corridor for awhile, room here")
Novice Draw a rough, simple map
Average Draw a fairly accurate map. Can create Poor Quality Charts.
Advanced Draw a very accurate map. Can create Average Quality Charts.
Expert Create a topographical map while airborne. Can create Good Quality Charts.
Master Figure longitude, map continent-sized mass. Can create Amazing Quality Charts.
Each time learned user gets 5 die roll to increase the skill.
Limit: Must know Direction Sense.
Escape Artist (18/125)
Rank: "E"
Skill: Skill
Effect: A skill that enables a character to escape from bindings.
Special: ---
Drawback: ---
Description: This skill enables a character to escape from shackles, ropes, nasty tentacles, constrictor snakes or other immobilizing confinement. This is unusually accomplished by using deep inhalations or muscle tensing when confined (so that the ropes loosen when the body is relaxed), temporarily dislocating a joint or similar action. The Escape Artist requires a full 10 seconds to attempt this skill. With a successful check, the character escapes their bonds. On a failure, the character remains trapped however may reattempt an escape. The user may attempt to escape a binding within half a round by making a Very Difficult check. If user has 25 or more Ranks in Escape Artist user gains a Synergy Bonus +10 to Rope Use involving bindings. If user has 25 or more Ranks in Rope Use user gains a Synergy Bonus +10 to Escape Artist involving Ropes. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Jump Good (9/125)
Rank: "E"
Skill: TaiJutsu
Effect: Jump Good is the skill to make Jumps or to soften a fall.
Special: ---
Drawback: ---
Description: Jump good is a skill that needs no die roll. Jump Good skill determines how well the user can Jump. Without Jump Good the user can jump both vertically and horizontally up to 10 meters. All Jumps are assumed that the user is getting a running start of at least 6 meters in a straight line before Jumping. If the user does not run at least 6 meters, then the bonuses are cut in half. The Maximum Distance a user can jump is dependent on their Skill + their base Jump of 10 meters. There are no checks needed to determine if a user succeeds on a Jump, if they land prone, or any other variable. There are type Jumps calculated with Jump Good; Long Jump, and High Jump.
Long Jump: A long jump is a horizontal jump. At mid-point of the jump, the user attains a vertical height equal to 1-quarter of the horizontal distance. For every 5 Skill Points the user has in Jump Good they add +2 meters to their Base Jump. Example: If the user has 43 Skill points in Jump Good, their long jump will be 26 meters.
High Jump: A high jump is a vertical leap made to reach a ledge high above, or reach a vertical height. For every 5 Skill Points the user has in Jump Good they add +1 meters to their Base Jump. Example: If the user has 43 Skill Points in Jump Good, their high jump is 18 meters. Falling: When the user deliberately falls a distance, the Jump Good skill can be used to increase the length of falling. Base Falling distance is 10 meters. For every 5 Skill Points the user has in Jump Good they add +2 meters to their Base Fall distance. Example: If the user has 43 Skill Points in Jump Good, they can fall at a distance of 26 meters without consequences.
High Water Jump: Normally Jumps incur a -50 penalty when making a high jump out of water.
Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 1 die roll to increase the skill.
Limit: Must learn from Universal TaiJutsu.
Perfect Stance
Rank: "D", "C", "B", "A", "S"
Skill: Supplementary
Effect: A technique that decreases knock back distances.
Special: ---
Drawback: Only works if the user is standing on the floor and is not in any way brought into the air, or removed from their stance.
Description: This technique was devised against knock back techniques. The great fighters of olden times thought that being knocked away from an opponent would be considered very dangerous and for that created a technique in which the user brings down their center of gravity locking them down into place against the earth they stand on. Doing so they would propel their leg muscles forward holding themselves into place reducing knock back attacks. When the user first learns this technique knock back is quickly reduced by eighteen percent. This means that if a user is knocked back twenty meters initially they are really knocked back for only sixteen meters. When the user learns the "C" rank version of this technique knock back is reduced by thirty six percent. When the user learns the "B" rank version of this technique knock back is reduced by fifty four percent. When the user learns the "A" rank version of this technique knock back is reduced by seventy two percent. Then finally when the user learns the "S" rank version of this technique knock back is reduced by ninety percent. However if a user is knocked up into the air, or their footing is lose then they are no longer able to perform this technique.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know all Basics
Tsurutsuru Kobushi: Sotsuji Shindou (Sudden Impact)
Rank: D
Skill: Taijutsu
Effect: Knocks the target away from the user.
Special: None
Drawback: None
Description: A technique developed to push away an opponent rather than harm them. An inexperienced user of this stance and technique will need to slide on a surface in order to gain the proper momentum. This is an open palmed strike that is aimed towards a target’s torso. The user swings his/her palm from below the targets waist or lower half. If it connects, the strike will usually send the target flying backwards. Of course, weight and other factors will need to be considered.
Limit: Universal TaiJutsu
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)
The Jab
Rank: "D"
Skill: TaiJutsu
Effect: A quick, straight punch thrown with the lead hand from the guard position.
Special: ---
Drawback: ---
Description: Picture Stand with your feet hip distance apart. Step your right foot back 18-24 inches with the weight of your right leg on the ball of your foot (right heel is somewhat elevated and the knees are slightly bent). Bring your right fist close to your right cheek bone and your left fist slightly in front of it about jaw height. Pull your elbows in towards your ribs so that they line up somewhat below your fists. Push off of the ball of the right foot, bend the left knee slightly and start to extend the left hand in a pushing type motion (there should be a subtle rotation as your left hand goes forward your right shoulder moves back). You may also rotate the fist so that when it reaches the desired destination your left palm will be facing down. Retract the left hand as fast as you extended it and return to the original position. Remember before punching relax the hand, snap it forward and clinch before making contact. Do your best to strike with the first two knuckles and keep your wrist in neutral position upon impact. Aim six to eight inches beyond your target. Extend the arm only about 90-95 percent. Keep your chin tucked down toward your chest--this protects your jaw from exposure to being hit. Bring your hand back as fast as you throw it. Move your head on an angle as you throw the punch.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
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: Picture Shift your weight subtly forward by slightly bending your front leg while elevating your lead elbow to about shoulder height. Push off your front leg to shift your weight more towards the back leg while rotating your torso in the same direction with your lead hand heading towards a specific target. For the purpose of this intro we'll aim face high. That rotation and shifting motion should be accompanied by a whipping or thrusting of the hips. If you have your left leg forward and are throwing a lead hand hook (left hand hook) your hips should thrust from left to right while executing this punch. The punch should reach its mark with tremendous force. This will happen by throwing it fast and aiming to land your fist 6 to 8 inches beyond your target. Your fist can either be positioned to have your palm facing you or the ground. Return to your original stance. Do your best to hit your target with your first two knuckles.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
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
Parrying With the Gloves
Rank: "D", "C", "B", "A", "S"
Skill: TaiJutsu
Effect: To parry a user must know how to parry. They must know and see the attack coming towards the user. The user must also know when the attack is going to come.
Special: ---
Drawback: Depending on the rank the user knows in this technique depends on how well they may Parry without harming themselves.
Description: NOTE: Only works when the user is parries with their gloves or hands. When the user learns this technique, depending on what technique an opponent hits against them the user is able to parry without taking a hit. This means in order to parry attacks that are "C" rank, the user must know Parrying With the Gloves "C" rank. The problem with this technique is that the user will not know if they can parry an attack or not. It the user parries an attack that the user is incapable of doing so the attack goes through and smashes into the user. If the user is able to, then the user may simply move the attack to another direction making a counter come easier against the opponent.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch.
Blocking (With the Arms)
Rank: "D", "C", "B", "A", "S"
Skill: TaiJutsu
Effect: A blocking technique using the arms.
Special: ---
Drawback: Depending on the rank the user knows in this technique depends on how powerful the block may be.
Description: The user can withstand bludgeoning attacks more proficiently by blocking with their arms. The more the user learns the better they are able to block. NOTE: Only works when the user is blocking with their arms. A technique that is ideal for close combat, allowing the user to go toe to toe with the strongest foes without quickly succumbing to large amounts of damage. When first learned this technique gives the Armour a hardness of a 10 against Bludgeoning Damage. Each time learned the hardness of the Armour increases by 5 giving a max of a Hardness 30 at "S" Rank.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Peek-a-Boo
Rank: "D"
Skill: TaiJutsu
Effect: The peek-a-boo guard is a defensive style that is extremely popular with professional and amateur boxers. This type of guard is also commonly known as ‘the earmuffs’.
Special: ---
Drawback: ---
Description: Picture To adopt an effective peek-a-boo position, hold your hands next to each other in front of your face. Keep your elbows tight against your body whilst maintaining a relaxed stance. This guard will minimize damage from direct strikes to the head but it is a difficult guard from which to mount a counter-attack. The main drawback to the peek-a-boo is that it leaves the boxer vulnerable to hooks from the opponent. The peek-a-boo defensive style is especially suitable for shorter fighters. This is primarily because shorter boxers have shorter arms and are therefore able to gain more leverage in looping punches. Furthermore, shorter fighters will be able to cover the gaps in the guard position more effectively. Taller fighters, who will presumably have longer torsos, are more vulnerable to strikes on the body than shorter boxers. This is not to say that they should avoid employing the peek-a-boo guard but they should always be more aware of this increased vulnerability. NOTE: Only works when the user is in the Peek-a-Boo guard position. When first learned this technique gives the Armour a hardness of a 20 against Bludgeoning Damage. Each time learned the hardness of the Armour increases by 5 giving a max of a Hardness 40 at "S" Rank.
Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Freebies: Able Learner(2), Chakra Resistance(2), Air Touched(1), Flame Touched(1), Storm Touched(1), Unscathed(1), Water Touched(1), Will of Men(1)