Post by Zatoshi Kizukara on Jul 9, 2022 16:22:15 GMT -5
Technique Name: Jiujutsu: Nage-waza
Class: 7
Technique Type: Physical
Usable By (Technique is available to which races?): Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): This technique is designed to represent throwing techniques within the Jiujutsu family of martial arts in entirety, codifying them into categories.
Te-waza: Hand throws. Techniques that originate as the result of an enemy attack that utilizes the opponent’s momentum against them.
(Ippon Seionage, a Judo Te-waza technique)
Ashi-waza: Foot throws. Foot-sweeps or blocks that take advantage of vulnerability in balance.
(O-Guruma, a Judo Ashi-waza technique)
Koshi-waza: Hip throws. Turn throws or ‘power’ throws, efficient use of body mechanics to force a throw.
(O-Goshi, a Judo Koshi-waza technique)
Sutemi-waza: Sacrificial throws. Throws that utilize the full extent of both the user and the opponent’s momentum and strength, throwing both to the ground.
(Yoko-wakare, a Judo Sutemi-waza technique)
Te-waza throws can occur when an enemy throws a striking attack. Upon the attack being thrown, the practitioner attempts to intercept the strike before redirecting its momentum to whip the opponent into the ground. For this purpose the practitioner may add 15% of the opponent’s strength to the throw at ‘Learned’ with a Jiujutsu martial art also at [1]. When proficient with [2] in a JJ martial art they may add 25%. When mastered with a [3], they may add 50% percent of the opponent’s strength to the throw. With a [4] and mastery, they can add 70% of the opponent’s strength to their own for the purpose of the throw.
Ashi-waza throws occur when an opponent is grappled by the practitioner and is in the process of attempting to conduct movement. This movement can be induced by the practitioner pulling or pushing an opponent to force them to move, or the opponent voluntarily moving to either attempt to pull or break out of the grapple or to attempt to push and overpower the practitioner. When an Ashi-waza throw is attempted, it follows the same schema for utilizing the opponent’s strength as Te-waza does.
Koshi-waza is a different type of throw than Ashi-waza or Te-waza. Rather than operating off of the opponent’s momentum, Koshi-waza utilizes efficient body mechanics to attempt to force a throw of the opponent. They begin by the practitioner having grappled the opponent with both hands. Then the user typically drops their center of mass below their opponents before violently lifting them over the hip using an explosive jolt upwards while levering the opponent’s body with the hands. Koshi-waza allows the practitioner to add their own speed to their strength for the purposes of executing the throw using the following schema: Learned/[1] = 30% speed added to strength. Proficient/[2] = 40%, Mastered/[3] = 50%. Mastered/[4] 60%.
Finally, Sutemi-waza are sacrificial throws that end with both the practitioner and enemy prone. They utilize both the enemy’s momentum and power against him, but leave the practitioner prone and thus in a vulnerable state. They begin with the enemy either charging at the practitioner, or as in Ashi-waza, when the enemy is grappled and attempting to ‘bull-rush’ and knock down the practitioner. Sutemi-waza allows the practitioner to add both the opponent’s strength as well as the speed they are currently moving at to the throw against him using the following schema: Learned/[1] = 20% of both the enemy’s strength and current speed added to throw. Proficient/[2] = 40%. Mastered/[3] = 60%. Mastered/[4] = 80%.
Sutemi-waza throws are notoriously dangerous, especially if elected to be used against an opponent utilizing step techniques that massively multiply their speed. If sum of the user's unadjusted strength and speed after type is less than sum of the boost to strength being added to the technique, then the user will take damage from the technique with 50% of the throw's final strength. When mastered and with a [4] in a JJ martial art, this drops to 25%.
Technique Drawbacks (Limitations, repercussions for use, etc): For the purposes of this family of techniques, a Jiujutsu martial art is considered any of the following: Japanese Jiujutsu, Brazilian Jiujutsu, and Jiujutsu derivatives such as Sambo, Judo, or Aikido.
Mastery of Nage-waza does not change the 'entry' criteria for performing a certain type of throw. Te-waza will always be in reaction to enemy attack, for example. Mastery influences the proficiency in which someone executes Nage-waza throws, as well as ultimately affecting the bonuses the practitioner gets when attempting a throw, but they are distinct, different tools for different situations.
For any Nage-waza throw to be successful the final total of the throw's strength must exceed the opponent's strength.
An opponent that also has knowledge of Nage-waza is better equipped to not only defend against Nage-waza, but to counter attempted throws with their own. Grappling martial arts that are not a part of the Jiujutsu martial arts family, such as Greco-Roman Wrestling also have enough stand-up grappling fundamentals to offer defense and counter-play to Nage-waza. Such affairs generally come down to raw skill and athleticism.
When attempting to throw an opponent who is also versed in this technique, subtract their tier in Nage-waza from your own. When facing an opposing martial artist who has no knowledge of Nage-waza, but has knowledge of another stand-up grappling martial art, subtract one from your effective tier if they have a lower skill value in their martial art than you do. If they know their martial art just as well as you, or better, subtract two from your effective tier in Nage-waza. At minimum you will always have the base Learned/1 bonus.
Made By: Ancient samurai
Reserved? (Yes/No) (Can others use your technique, or just your character?): No.
Technique Name: Hojojutsu: Quick Snaring
Class: 7
Technique Type: Physical
Usable By (Technique is available to which races?): Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): Quick Snaring is a Hojojutsu technique in which one ensnares an opponent with a cord during combat. It has two forms it may present as.
If ensnaring at range the pracitioner must use a hayanawa; or 'capturing cord'. This cord has a tri-pointed, blunt hook that is sharply angled. The hayanawa is a two-strand cord with a knot a few feet from the hook, designed for the hook to catch on and cinch when tension is applied - forming a closing loop. The practitioner then whips the catch-hook end of the cord over an opponent’s limb and draws it taut after the hook catches on the knot, snaring a limb. It may also be used against the neck if mastered. This first method of snaring is ‘offensive’.
The second form is a defensive snaring in which the practitioner spindles the cordage over the thumb and pinky of one of their hands, leaving a manageable length drawn out to be held by the other hand. Upon an enemy attacking with a physical strike, the practitioner parries the wrist or the leg just over the ankle with a taut cord before twisting the cord end over end. This motion binds the limb. If mastered this disarms any weapon held by the parried limb as well. This form is designed to seamlessly blend into any manner of Jiujutsu throws. For the purposes of the Nage-waza technique in specific, it can be used with any form of Nage-waza.
Technique Drawbacks (Limitations, repercussions for use, etc): The first form of this technique requires a hayanawa, or ‘capturing cord’, a cord which is fitted with a blunt, sharply angled tri-hook on one end and a special knot. The second form of this technique can be used by any cord, rope, belt or similar.
In order to successfully disarm an opponent with a defensive snare, the practicioner must possess at least 50% of the opponent's strength.
Snaring an opponent does not ensure the ability to control them. Suitable physical attributes are required to ‘follow on’ to a snare. This technique requires a 1 in Hojojutsu or a 2 in a Jiujutsu family martial art.
Made By: Ancient samurai
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Jiujutsu: Tamashī-waza
Class: 4
Technique Type: Spiritual/Physical
Usable By (Technique is available to which races?): Anyone with 300+ SpPr
Technique Element: Spirit
Technique Description and Effects (Explain appearance, powers, and effect): Literally meaning ‘Soul-technique’,Tamashī-waza is the equivalent for grappling in Jiujutsu martial arts as Combat Cutback is for striking ones. In the same way that one floods their body with reiatsu to augment their strikes, with key alterations they may augment their capability to apply force to move another object or person.
To increase their strength, the user pays 100 reiatsu per 100 strength, maxing out at their spiritual pressure. This strength cannot be maintained the same way Combat Cutback is, rather it is paid in the instant that a throw, a push, or other whole-body execution of force is being performed.
This boost in strength adds to strength used to qualify for Nage-waza techniques, such as Te-waza, Ashi-waza, and Koshi-waza as well as adding to the final effective strength of the throw.
Technique Drawbacks (Limitations, repercussions for use, etc): As with Combat Cutback, this technique results in reiatsu burns. Unlike combat cutback, as throwing martial arts utilize the entire body, burns will appear across major muscle groups spread across the body such as over the back, hips, thighs and shoulders. The only blessing is as the reiatsu is diffused over a larger area, and for less time, these burns are slower to appear, showing up at 1st degree burns after 5 uses, 2nd degree at 7 uses, and 3rd degree after nine uses. At ten uses, the body’s major muscle groups have been burned to a point where further fighting is completely inhibited.
Using both Tamashī-waza and Combat Cutback at the same time is incredibly dangerous for obvious reasons. If a practitioner activates Tamashī-waza while Combat Cutback is active, the resulting overcharge of Reiatsu will burn out the user's body much faster.
Each time this is done, that post will count as one more post of use for Combat Cutback's burns as well as an additional use for Tamashī-waza.
In example, if one were to activate Combat Cutback and then use Tamashī-waza twice with it active, that post would count as three posts using Combat Cutback and four for Tamashī-waza.
The use counter for as Tamashī-waza with Combat Cutback can be set back by healing the burns that appear.
Made By: Ancient samurai
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Hojojutsu: Garrote
Class: 4
Technique Type: Physical
Usable By (Technique is available to which races?): Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): Garrote is a Hojojutsu technique thought to have been invented by ninja or assassins in feudal era Japan. Typically it occurs from behind an opponent when a cord held by the practitioner in both hands is wrapped around the neck of an opponent and the hands are crossed to provide maximum leverage by which to strangle them. At the same time a practitioner breaks an opponent’s stature. Sometimes this is achieved by a swift kick to the back of a knee, or turning to place the practitioner’s back against the opponent’s back before leaning forwards to pull the opponent either to the tip of their toes or off of the ground.
A practitioner can also fluidly perform Koshi-waza while performing a garrote, maintaining it through the throw. With the opponent’s posture broken and blood flow cut off to the brain entirely, unconsciousness tends to quickly occur after a garrote is performed, with escape being very difficult.
The speed at which this occurs is dependent upon the opponent’s strength after type. If the opponent has less than 200 strength after type, they will fall unconscious after being garrotted if they are unable to escape within a single post. They have the entire post to attempt their escape, and if they fail they would fall unconscious at the start of their next post. From 200 strength to 299, this takes two posts to occur, falling unconscious at the start of the third. From 300-599 strength this takes three posts. However any character no matter how strong cannot stay conscious after four consecutive posts of being garrotted without escape. Even if still conscious, for each post in which an opponent has been strangled without escape reduces their strength and speed by 20% at the start of their next post as their brain begins to starve of oxygen. If they do escape after prolonged strangling, their strength and speed will return to normal at 20% per post they are able to breathe normally.
When mastered, garrote can be performed from the front of an opponent so long as they are leaned forward over their center of gravity.
Technique Drawbacks (Limitations, repercussions for use, etc): To garotte a character requires that the practitioner be holding a length of cord wrapped around the opponent's neck on either side. Thus even if a quick snare is used on an opponent’s neck they may not be garroted off of that purchase alone.
A garotte may be ‘parried’ by managing to get a hand or fingers between the cord and the neck before the garrote is tightened. This doubles the length of time it takes for the opponent to be strangled, as well as halving the rate of strength and speed penalties.
Requires a 2 in Hojojutsu or a 3 in a Jiujutsu family martial art.
Made By: Ancient ninja
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Jiujutsu: Throw Specialization
Class: 3
Technique Type: Physical
Usable By (Technique is available to which races?): Any. Requires knowledge of Jiujutsu: Nage-waza.
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): Practitioners of Jiujutsu have individual strengths and weaknesses just like anyone else. A practitioner who takes this technique must choose one category of Nage-waza throws to permanently treat as one tier higher than it actually has, due to focusing a majority of their training on these techniques. In addition, if a practitioner is already at Mastery/[4] for Nage-waza, after mastering Throw Specialization they qualify for a fifth tier beyond 4’s ‘special mastery’.
Te-waza [5]: A master Te-waza specialist's throws not only allow the practitioner to disarm the enemy of their weapon with Te-waza throws, but to end with the weapon in the practitioner's possession.
Ashi-waza [5]: A master Ashi-waza specialist need not start most Ashi-waza techniques with the enemy already grappled, if at all. For a judo example, Deashi-harai may be performed merely by sweeping the foot from the outside with a well-timed push.
Koshi-waza [5]: A master Koshi-waza specialist utilizes their Koshi-waza throws to set up debilitating joint locks and chokes, which rarely fail if the parent throw succeeds.
Sutemi-waza [5]: A master Sutemi-waza specialist is used to the hard-knocks that Sutemi-waza often results in. They often recover from hard impacts much faster than their opponents do (equivalent to an extra point in pain tolerance).
Technique Drawbacks (Limitations, repercussions for use, etc): After choosing a type of throw specialization, also choose one type of throw to have neglected due to your narrower focus. Throws from this category of Nage-waza are treated as one tier less than your usual proficiency in Nage-waza.
Made By: Ancient samurai
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Class: 7
Technique Type: Physical
Usable By (Technique is available to which races?): Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): This technique is designed to represent throwing techniques within the Jiujutsu family of martial arts in entirety, codifying them into categories.
Te-waza: Hand throws. Techniques that originate as the result of an enemy attack that utilizes the opponent’s momentum against them.
(Ippon Seionage, a Judo Te-waza technique)
Ashi-waza: Foot throws. Foot-sweeps or blocks that take advantage of vulnerability in balance.
(O-Guruma, a Judo Ashi-waza technique)
Koshi-waza: Hip throws. Turn throws or ‘power’ throws, efficient use of body mechanics to force a throw.
(O-Goshi, a Judo Koshi-waza technique)
Sutemi-waza: Sacrificial throws. Throws that utilize the full extent of both the user and the opponent’s momentum and strength, throwing both to the ground.
(Yoko-wakare, a Judo Sutemi-waza technique)
Te-waza throws can occur when an enemy throws a striking attack. Upon the attack being thrown, the practitioner attempts to intercept the strike before redirecting its momentum to whip the opponent into the ground. For this purpose the practitioner may add 15% of the opponent’s strength to the throw at ‘Learned’ with a Jiujutsu martial art also at [1]. When proficient with [2] in a JJ martial art they may add 25%. When mastered with a [3], they may add 50% percent of the opponent’s strength to the throw. With a [4] and mastery, they can add 70% of the opponent’s strength to their own for the purpose of the throw.
Ashi-waza throws occur when an opponent is grappled by the practitioner and is in the process of attempting to conduct movement. This movement can be induced by the practitioner pulling or pushing an opponent to force them to move, or the opponent voluntarily moving to either attempt to pull or break out of the grapple or to attempt to push and overpower the practitioner. When an Ashi-waza throw is attempted, it follows the same schema for utilizing the opponent’s strength as Te-waza does.
Koshi-waza is a different type of throw than Ashi-waza or Te-waza. Rather than operating off of the opponent’s momentum, Koshi-waza utilizes efficient body mechanics to attempt to force a throw of the opponent. They begin by the practitioner having grappled the opponent with both hands. Then the user typically drops their center of mass below their opponents before violently lifting them over the hip using an explosive jolt upwards while levering the opponent’s body with the hands. Koshi-waza allows the practitioner to add their own speed to their strength for the purposes of executing the throw using the following schema: Learned/[1] = 30% speed added to strength. Proficient/[2] = 40%, Mastered/[3] = 50%. Mastered/[4] 60%.
Finally, Sutemi-waza are sacrificial throws that end with both the practitioner and enemy prone. They utilize both the enemy’s momentum and power against him, but leave the practitioner prone and thus in a vulnerable state. They begin with the enemy either charging at the practitioner, or as in Ashi-waza, when the enemy is grappled and attempting to ‘bull-rush’ and knock down the practitioner. Sutemi-waza allows the practitioner to add both the opponent’s strength as well as the speed they are currently moving at to the throw against him using the following schema: Learned/[1] = 20% of both the enemy’s strength and current speed added to throw. Proficient/[2] = 40%. Mastered/[3] = 60%. Mastered/[4] = 80%.
Sutemi-waza throws are notoriously dangerous, especially if elected to be used against an opponent utilizing step techniques that massively multiply their speed. If sum of the user's unadjusted strength and speed after type is less than sum of the boost to strength being added to the technique, then the user will take damage from the technique with 50% of the throw's final strength. When mastered and with a [4] in a JJ martial art, this drops to 25%.
Technique Drawbacks (Limitations, repercussions for use, etc): For the purposes of this family of techniques, a Jiujutsu martial art is considered any of the following: Japanese Jiujutsu, Brazilian Jiujutsu, and Jiujutsu derivatives such as Sambo, Judo, or Aikido.
Mastery of Nage-waza does not change the 'entry' criteria for performing a certain type of throw. Te-waza will always be in reaction to enemy attack, for example. Mastery influences the proficiency in which someone executes Nage-waza throws, as well as ultimately affecting the bonuses the practitioner gets when attempting a throw, but they are distinct, different tools for different situations.
For any Nage-waza throw to be successful the final total of the throw's strength must exceed the opponent's strength.
An opponent that also has knowledge of Nage-waza is better equipped to not only defend against Nage-waza, but to counter attempted throws with their own. Grappling martial arts that are not a part of the Jiujutsu martial arts family, such as Greco-Roman Wrestling also have enough stand-up grappling fundamentals to offer defense and counter-play to Nage-waza. Such affairs generally come down to raw skill and athleticism.
When attempting to throw an opponent who is also versed in this technique, subtract their tier in Nage-waza from your own. When facing an opposing martial artist who has no knowledge of Nage-waza, but has knowledge of another stand-up grappling martial art, subtract one from your effective tier if they have a lower skill value in their martial art than you do. If they know their martial art just as well as you, or better, subtract two from your effective tier in Nage-waza. At minimum you will always have the base Learned/1 bonus.
Made By: Ancient samurai
Reserved? (Yes/No) (Can others use your technique, or just your character?): No.
Technique Name: Hojojutsu: Quick Snaring
Class: 7
Technique Type: Physical
Usable By (Technique is available to which races?): Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): Quick Snaring is a Hojojutsu technique in which one ensnares an opponent with a cord during combat. It has two forms it may present as.
If ensnaring at range the pracitioner must use a hayanawa; or 'capturing cord'. This cord has a tri-pointed, blunt hook that is sharply angled. The hayanawa is a two-strand cord with a knot a few feet from the hook, designed for the hook to catch on and cinch when tension is applied - forming a closing loop. The practitioner then whips the catch-hook end of the cord over an opponent’s limb and draws it taut after the hook catches on the knot, snaring a limb. It may also be used against the neck if mastered. This first method of snaring is ‘offensive’.
The second form is a defensive snaring in which the practitioner spindles the cordage over the thumb and pinky of one of their hands, leaving a manageable length drawn out to be held by the other hand. Upon an enemy attacking with a physical strike, the practitioner parries the wrist or the leg just over the ankle with a taut cord before twisting the cord end over end. This motion binds the limb. If mastered this disarms any weapon held by the parried limb as well. This form is designed to seamlessly blend into any manner of Jiujutsu throws. For the purposes of the Nage-waza technique in specific, it can be used with any form of Nage-waza.
Technique Drawbacks (Limitations, repercussions for use, etc): The first form of this technique requires a hayanawa, or ‘capturing cord’, a cord which is fitted with a blunt, sharply angled tri-hook on one end and a special knot. The second form of this technique can be used by any cord, rope, belt or similar.
In order to successfully disarm an opponent with a defensive snare, the practicioner must possess at least 50% of the opponent's strength.
Snaring an opponent does not ensure the ability to control them. Suitable physical attributes are required to ‘follow on’ to a snare. This technique requires a 1 in Hojojutsu or a 2 in a Jiujutsu family martial art.
Made By: Ancient samurai
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Jiujutsu: Tamashī-waza
Class: 4
Technique Type: Spiritual/Physical
Usable By (Technique is available to which races?): Anyone with 300+ SpPr
Technique Element: Spirit
Technique Description and Effects (Explain appearance, powers, and effect): Literally meaning ‘Soul-technique’,Tamashī-waza is the equivalent for grappling in Jiujutsu martial arts as Combat Cutback is for striking ones. In the same way that one floods their body with reiatsu to augment their strikes, with key alterations they may augment their capability to apply force to move another object or person.
To increase their strength, the user pays 100 reiatsu per 100 strength, maxing out at their spiritual pressure. This strength cannot be maintained the same way Combat Cutback is, rather it is paid in the instant that a throw, a push, or other whole-body execution of force is being performed.
This boost in strength adds to strength used to qualify for Nage-waza techniques, such as Te-waza, Ashi-waza, and Koshi-waza as well as adding to the final effective strength of the throw.
Technique Drawbacks (Limitations, repercussions for use, etc): As with Combat Cutback, this technique results in reiatsu burns. Unlike combat cutback, as throwing martial arts utilize the entire body, burns will appear across major muscle groups spread across the body such as over the back, hips, thighs and shoulders. The only blessing is as the reiatsu is diffused over a larger area, and for less time, these burns are slower to appear, showing up at 1st degree burns after 5 uses, 2nd degree at 7 uses, and 3rd degree after nine uses. At ten uses, the body’s major muscle groups have been burned to a point where further fighting is completely inhibited.
Using both Tamashī-waza and Combat Cutback at the same time is incredibly dangerous for obvious reasons. If a practitioner activates Tamashī-waza while Combat Cutback is active, the resulting overcharge of Reiatsu will burn out the user's body much faster.
Each time this is done, that post will count as one more post of use for Combat Cutback's burns as well as an additional use for Tamashī-waza.
In example, if one were to activate Combat Cutback and then use Tamashī-waza twice with it active, that post would count as three posts using Combat Cutback and four for Tamashī-waza.
The use counter for as Tamashī-waza with Combat Cutback can be set back by healing the burns that appear.
Made By: Ancient samurai
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Hojojutsu: Garrote
Class: 4
Technique Type: Physical
Usable By (Technique is available to which races?): Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): Garrote is a Hojojutsu technique thought to have been invented by ninja or assassins in feudal era Japan. Typically it occurs from behind an opponent when a cord held by the practitioner in both hands is wrapped around the neck of an opponent and the hands are crossed to provide maximum leverage by which to strangle them. At the same time a practitioner breaks an opponent’s stature. Sometimes this is achieved by a swift kick to the back of a knee, or turning to place the practitioner’s back against the opponent’s back before leaning forwards to pull the opponent either to the tip of their toes or off of the ground.
A practitioner can also fluidly perform Koshi-waza while performing a garrote, maintaining it through the throw. With the opponent’s posture broken and blood flow cut off to the brain entirely, unconsciousness tends to quickly occur after a garrote is performed, with escape being very difficult.
The speed at which this occurs is dependent upon the opponent’s strength after type. If the opponent has less than 200 strength after type, they will fall unconscious after being garrotted if they are unable to escape within a single post. They have the entire post to attempt their escape, and if they fail they would fall unconscious at the start of their next post. From 200 strength to 299, this takes two posts to occur, falling unconscious at the start of the third. From 300-599 strength this takes three posts. However any character no matter how strong cannot stay conscious after four consecutive posts of being garrotted without escape. Even if still conscious, for each post in which an opponent has been strangled without escape reduces their strength and speed by 20% at the start of their next post as their brain begins to starve of oxygen. If they do escape after prolonged strangling, their strength and speed will return to normal at 20% per post they are able to breathe normally.
When mastered, garrote can be performed from the front of an opponent so long as they are leaned forward over their center of gravity.
Technique Drawbacks (Limitations, repercussions for use, etc): To garotte a character requires that the practitioner be holding a length of cord wrapped around the opponent's neck on either side. Thus even if a quick snare is used on an opponent’s neck they may not be garroted off of that purchase alone.
A garotte may be ‘parried’ by managing to get a hand or fingers between the cord and the neck before the garrote is tightened. This doubles the length of time it takes for the opponent to be strangled, as well as halving the rate of strength and speed penalties.
Requires a 2 in Hojojutsu or a 3 in a Jiujutsu family martial art.
Made By: Ancient ninja
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Jiujutsu: Throw Specialization
Class: 3
Technique Type: Physical
Usable By (Technique is available to which races?): Any. Requires knowledge of Jiujutsu: Nage-waza.
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): Practitioners of Jiujutsu have individual strengths and weaknesses just like anyone else. A practitioner who takes this technique must choose one category of Nage-waza throws to permanently treat as one tier higher than it actually has, due to focusing a majority of their training on these techniques. In addition, if a practitioner is already at Mastery/[4] for Nage-waza, after mastering Throw Specialization they qualify for a fifth tier beyond 4’s ‘special mastery’.
Te-waza [5]: A master Te-waza specialist's throws not only allow the practitioner to disarm the enemy of their weapon with Te-waza throws, but to end with the weapon in the practitioner's possession.
Ashi-waza [5]: A master Ashi-waza specialist need not start most Ashi-waza techniques with the enemy already grappled, if at all. For a judo example, Deashi-harai may be performed merely by sweeping the foot from the outside with a well-timed push.
Koshi-waza [5]: A master Koshi-waza specialist utilizes their Koshi-waza throws to set up debilitating joint locks and chokes, which rarely fail if the parent throw succeeds.
Sutemi-waza [5]: A master Sutemi-waza specialist is used to the hard-knocks that Sutemi-waza often results in. They often recover from hard impacts much faster than their opponents do (equivalent to an extra point in pain tolerance).
Technique Drawbacks (Limitations, repercussions for use, etc): After choosing a type of throw specialization, also choose one type of throw to have neglected due to your narrower focus. Throws from this category of Nage-waza are treated as one tier less than your usual proficiency in Nage-waza.
Made By: Ancient samurai
Reserved? (Yes/No) (Can others use your technique, or just your character?): No