Post by songstress on Nov 10, 2006 13:30:14 GMT -5
Style Description: Often compared to the style of Boxing the Right Season Worker's Glove is often seen as a style that relies less on physically strengthening the body and instead relying on the use of gloved weaponry of some sort. As such the generalization that most Worker's Glove users are in fact talented inventors that have created their weapons to use with this style is generally correct, however it is obvious that each user is generally diverse in the sense that the weapons on their gloves vary from person to person having different sets of attacks and as such this is where the diversity of each user can be seen.
The style in itself is neither graceful or powerful in the sense of barefisted styles, instead the physical merits one earns while slowly progressing in the style is caused from the necessary body conditioning one must undergo to sustain the physical constraints of weilding a weapon that is fueled by one's chakra. Regardless a Right Season Worker does know how to fight to a fair extent, as said earlier many often confuse this style as a lesser disciplined form of boxing, however unlike most forms of boxing the Right Season Worker's Glove puts more emphasis on trying to sneak in as many underhanded moves as possible while still fighting.
Training: Most forms of physical training remain the same as boxing which include jump rope, hitting the heavy bag, jogging and major calisthenics, heavy sparring, and reflex training by avoiding large swinging weights. However the true mark of a Right Season Worker is the mark of ingenuity and inventiveness in upgrading their weapon to adapt to their style. This is generally met by a number of different methods and can be as complicated as learning applied methods such as learning how machines work, of something as basic as just having the inherent intelligence neccessary to change a weapon to meet the needs of the fighter.
A: Stamina
B: Strength
C: Speed
D: Reserves
E: Tactics
Stage 1
Requirements: 5 Stamina, 3 Strength
Bonuses: +4 Stamina, +3 Strength (2 Special Techniques Sacrificed)
Physical Attack Diversity: At this level a Right Season Worker is barely applying the physical combat aspect of the style, as such his close-range game is never very impressive-looking and keeps his attacks very straightforward and almost to text-book perfection.
Evasive Manuvering: Blocking, blocking, and more blocking at Stage 1 a Right Season Worker is generally told to put more emphasis to blocking his attack and less on actually evading it. While this generally tires the practicioner quickly it makes him smarter in the sense that he is slowly learning where attacks come from. As such it gives him a foundation to learn how to evade in later stages.
Weapon Capability: Most likely not very impressive, generally the weapon capability of the glove right now is more or less a tool that could be found anywhere. If one were to look at the practicioner's weapon they would see it as horribly cumbersome for the specific tool installed on the weapon.
Regular Techniques
Jab: More or less a straight and quick punch to either the head or body. Right Season Workers are generally trained to aim for the nose/mouth area as a broken nose or tooth can quickly cause a distraction in the middle of a fight.
Hook: A curved punch thatis generally swung by the shoulders, generally aimed for the cheek or side. However Right Season Workers are trained quickly that a well placed Hook to the ear or even the temple can make someone's day a hell of a lot worse.
Buffalo Knuckle: More or less a straight jab, however the middle finger is jutted out a little farther then the rest of the fingers. This attack is generally aimed for right between the eyes, if it hits generally there's a moment of confusion for the opponent while he attempt to recollect himself.
Shoulder Ram: A move that is generally used when the opponent is trying to change the momentum of a fight by using a huge, hard hitting move. Using the shoulder ram one can bring themselves in the closest range possible, interrupt the opponents attack, and hopefully maintain the momentum of the fight.
Special Techniques
Foot Trap: Considered more of a "Dirty Move" then anything else, which more likely then explains why it is a stage 1 technique. Sending as much chakra as possible to one's foot the fighter stomps on his opponent's foot. The fighter's chakra propels the opponent's foot to be stuck to the ground, disabling him from moving his foot from the ground for the next post.
Stage 2
Requirements: 8 Stamina, 6 Strength, 6 Reserves
Bonuses: +4 Stamina, +3 Strength (2 Special Techniques Sacrificed)
Physical Attack Diversity: By this point in the Stages a Right Season Worker begins to show that he is without a doubt a simple boxer. While still applying punches that are normally learned through most textbooks, he is not applying them to the near perfection that he may of did in the last level instead adding his own diversity of how he must fight to survive. It is also during this stage the a Right Season Worker begins to use methods that others would deem "questionable".
Evasive Manuvering: Generally under the realization where someone is going to try to hit him the Right Season Worker will actually attempt to evade in the sense of performing straffing and feinting manuvers to avoid being hit, but will block when he absolutley must.
Weapon Capabitlity: Generally by now the user has thought up of an interesting weapon that no one may of seen before, and generally this weapon is something quite obvious that combines a number of items together to form a weapon of simple ingeniousness. One who is looking at the weapon may find it impressive but will see it as nothing more then another usless trick that is easily pulled from the user's bag.
Regular Techniques
Uppercut: Generally seen as a ending punch then anything else, and uppercut generally works wonders when your opponent is already dazed as it applies more external force to the body and possibly cause the opponent to fall down. A Right Season Worker is also generally told that while an uppercut works wonder to a person's chin hitting the fleshy area behind the throat where it meets the front part of one's throat works even better.
Elbow: Generally hitting someone with your elbow can be considered unethical, especially if he's already down. But of course that would never stop a Right Season Worker.
Knee: A good move to use when you're to close to someone to throw a punch. Especially useful for digging into soft, fleshy, vulnerable areas such as the stomach. Also a Right Season Worker wouldn't object to kneeing a man in the testicles, and if it's a woman... hit her there anyways a knee to the crotch is never a laughing matter.
Headbutt: Headbutts are generally done when a person is very close but has his face undefended. However novice Season Worker's tend to get the simple mechanics of a headbutt wrong. Many would believe that you swing your head back by the neck and rear that bad boy forward. While this works it can sometimes be more painful for you then the other guy, the true trick isn't to use your neck but to swing with your shoulders. This move is most likely why Right Season Workers wear their forehead protectors on their damn forehead.
Special Techniques
*Left Blank Intentionally*
Stage 3
Requirements: 11 Stamina, 9 Strength, 8 Reserves
Bonuses: +2 Stamina, + 2 Strength, +3 Speed (2 Special Techniques Sacrificed)
Physical Attack Diversity: While still applying the mechanics of fighting he had learned from Stages 1 and 2 the worker is now weening himself on "learning" how to fight, having now grasped the principle ideals he begins to put more emphasis on trying to make the weapons on his gloves effective enough to make a full rounded fighter.
Evasive Manuvering: Speed is put into more of an emphasis during Stages 3 and 4. Simply put while the worker knows how to block, feint, and roll to block or evade, he doesn't know how to do it quickly enough. Excercises in dexterity and agility are put into major emphasis for the next couple of stages. In this stage the character is showing his improvement in evading but still needs more improvement.
Weapon Capability: By this point generally an additional tool is added onto the glove for the sake of fighting in a more effective matter. It's generally well concealed and showing it in the middle of a fight would in general suprise anyone as they would have no clue it wasn't there. Additional work is also put to the machinery of the glove and generally by this point either an additional weapon has been added or one of the original weapons put on the glove have an improvement.
Regular Techniques
Liver Punch: A punch to the liver freaking hurts, such a hit could make a person step back for a couple moments and wait for the pain to subside while he thinks about what he should do. However one thing to realize is finding the exact place where the liver is can be a problem...
Rabbit Punch: This attack got it's name from hunters, they would put rabbits out of their misery by attacking the back of it's head where it meets the neck. Basically a Rabbit Punch is a swift curving close range punch aimed for one of two places, the back of the head or the kidneys. A rabbit punch to the back of the head can cause a quick moments of dizziness at this level, however at much much higher levels (and with a player's permission) worse things could happen. A rabbit punch to the kidney can also cause a lot of pain as well, and at much much higher levels can cause major discomfort later on.
Breadbasket Punch: Generally considered a quick, sometimes hooking, punch to the upper section of the stomach. However if hit properly one could hit the diaphragm knocking the wind out of an opponent, this attack could cause a person to struggle around while he thinks he's suffocating. However the shock can generally be subsided quickly and the person can breathe again.
Backhand/Spinning Backhand: A backhand punch generally hits harder then a normal punch, there's also generally more force put behind it as the fighter has to bring his hand back and then slam it into his opponent's face. Spinning Backhand is even more effective, but is harder to execute since you show your back to the opponent.
Special Techniques
*Left Blank Intentionally*
Stage 4
Requirements: 17 Stamina, 16 Strength, 10 Speed, 14 Reserves
Bonuses: +2 Stamina, +2 Strength, +3 Speed (2 Special Techniques Sacrificed)
Physical Attack Diversity: By Stage 4 the worker is no longer learning new moves, instead he takes what he knows and continues to practice his fighting. Adapting his ability to the conditions set.
Evasive Manuvering: While there will always be people out there quicker then you, the important thing is to attempt to stay sharp, block when you have to, and evade when it's possible. These are the final words that are generally given to a Right Season Worker as he finishes actual training. The truth is he has gotten faster, but only in the sense that when he has to he can evade, he can charge quickly in short burst, and he's barely fast enough to block an attack that he may of barely saw.
Weapon Capability: By Stage 4 the worker, thanks to his own ingenuity and body conditioning, is able to power his glove without any necessary external power and instead can generally power his weapon independently by means of chakra. Weapon capabilities generally remain the same but the fact that they are charged by internal power generally means additional power in some fashion, but in returns most likely means a inefficient cooldown period.
Special Techniques
*Left Blank Intentionally*
Stage 5
Requirements: 21 Stamina, 20 Strength, 15 Speed, 16 Reserves
Bonuses: +2 Stamina, +1 Strength, +4 Speed (2 Special Techniques Sacrificed)
Physical Conditioning: Since technically the worker is no longer learning but instead experiencing what's happening he generally continues additional training to condition his body to be stronger and faster and at the same time continues training in an attempt to strengthen his chakra reserves.
Weapon Capability: Stage Five is generally considered a monumental moment in the progress of the weapon that the worker is creating. By this stage he has realigned specific functions of his glove in an attempt to make it look more appealing, possibly streamlined, and slightly more comforting to the user. Besides appearance changes the weapon is generally given another huge power intensive tool/weapon. This item is generally out of the ordinary of the standard tools that have graced the weapon before hand, and as such when someone saw it, would most likely be impressed.
Special Techniques
*Left Blank Intentionally*
Stage 6
Requirements: 29 Stamina, 27 Strength, 19 Speed, 20 Reserves, 16 Tactics
Bonuses: +5 Stamina, +2 Strength (2 Special Techniques Sacrificed)
Physical Conditioning: Physical Conditioning is slowly getting more and more intensive, the emphasis of training is generally put on one's stamina including a number things like weight running as well as going about the every day processes of life with weights. Once again not so much to improve strength but just to have the ability to push one self to a higher threshold.
Weapon Capability: Weapon Capability hasn't changed much in all honesty. Generally during this period of time the worker is instead taking his time in getting accustomed to what his weapon is. Granted he may already be completly accustomed to it, after all he has built it for most of it's life time. But this time is generally spent in being able to perform an oddly amazing feat using one of the minor tools that is on the weapon, thanks to use of this intelligence and the additional body conditioning.
Special Techniques
*Left Blank Intentionally*
Stage 7
Requirements: 40 Stamina, 32 Strength, 27 Speed, 25 Reserves, 19 Tactics
Bonuses: +4 Stamina, +3 Strength (2 Special Techniques Sacrificed)
Weapon Capability: The final stage, generally by this stage the weapon (which has officially hit it's peak) can almost no longer be improved on. There is generally one last original weapon capability, or a tool of some sort that is added on. This item is generally a last measure, something that a character really doesn't want to use unless he's forced to defend his life.
Special Techniques
*Left Blank Intentionally*
The style in itself is neither graceful or powerful in the sense of barefisted styles, instead the physical merits one earns while slowly progressing in the style is caused from the necessary body conditioning one must undergo to sustain the physical constraints of weilding a weapon that is fueled by one's chakra. Regardless a Right Season Worker does know how to fight to a fair extent, as said earlier many often confuse this style as a lesser disciplined form of boxing, however unlike most forms of boxing the Right Season Worker's Glove puts more emphasis on trying to sneak in as many underhanded moves as possible while still fighting.
Training: Most forms of physical training remain the same as boxing which include jump rope, hitting the heavy bag, jogging and major calisthenics, heavy sparring, and reflex training by avoiding large swinging weights. However the true mark of a Right Season Worker is the mark of ingenuity and inventiveness in upgrading their weapon to adapt to their style. This is generally met by a number of different methods and can be as complicated as learning applied methods such as learning how machines work, of something as basic as just having the inherent intelligence neccessary to change a weapon to meet the needs of the fighter.
A: Stamina
B: Strength
C: Speed
D: Reserves
E: Tactics
Stage 1
Requirements: 5 Stamina, 3 Strength
Bonuses: +4 Stamina, +3 Strength (2 Special Techniques Sacrificed)
Physical Attack Diversity: At this level a Right Season Worker is barely applying the physical combat aspect of the style, as such his close-range game is never very impressive-looking and keeps his attacks very straightforward and almost to text-book perfection.
Evasive Manuvering: Blocking, blocking, and more blocking at Stage 1 a Right Season Worker is generally told to put more emphasis to blocking his attack and less on actually evading it. While this generally tires the practicioner quickly it makes him smarter in the sense that he is slowly learning where attacks come from. As such it gives him a foundation to learn how to evade in later stages.
Weapon Capability: Most likely not very impressive, generally the weapon capability of the glove right now is more or less a tool that could be found anywhere. If one were to look at the practicioner's weapon they would see it as horribly cumbersome for the specific tool installed on the weapon.
Regular Techniques
Jab: More or less a straight and quick punch to either the head or body. Right Season Workers are generally trained to aim for the nose/mouth area as a broken nose or tooth can quickly cause a distraction in the middle of a fight.
Hook: A curved punch thatis generally swung by the shoulders, generally aimed for the cheek or side. However Right Season Workers are trained quickly that a well placed Hook to the ear or even the temple can make someone's day a hell of a lot worse.
Buffalo Knuckle: More or less a straight jab, however the middle finger is jutted out a little farther then the rest of the fingers. This attack is generally aimed for right between the eyes, if it hits generally there's a moment of confusion for the opponent while he attempt to recollect himself.
Shoulder Ram: A move that is generally used when the opponent is trying to change the momentum of a fight by using a huge, hard hitting move. Using the shoulder ram one can bring themselves in the closest range possible, interrupt the opponents attack, and hopefully maintain the momentum of the fight.
Special Techniques
Foot Trap: Considered more of a "Dirty Move" then anything else, which more likely then explains why it is a stage 1 technique. Sending as much chakra as possible to one's foot the fighter stomps on his opponent's foot. The fighter's chakra propels the opponent's foot to be stuck to the ground, disabling him from moving his foot from the ground for the next post.
Stage 2
Requirements: 8 Stamina, 6 Strength, 6 Reserves
Bonuses: +4 Stamina, +3 Strength (2 Special Techniques Sacrificed)
Physical Attack Diversity: By this point in the Stages a Right Season Worker begins to show that he is without a doubt a simple boxer. While still applying punches that are normally learned through most textbooks, he is not applying them to the near perfection that he may of did in the last level instead adding his own diversity of how he must fight to survive. It is also during this stage the a Right Season Worker begins to use methods that others would deem "questionable".
Evasive Manuvering: Generally under the realization where someone is going to try to hit him the Right Season Worker will actually attempt to evade in the sense of performing straffing and feinting manuvers to avoid being hit, but will block when he absolutley must.
Weapon Capabitlity: Generally by now the user has thought up of an interesting weapon that no one may of seen before, and generally this weapon is something quite obvious that combines a number of items together to form a weapon of simple ingeniousness. One who is looking at the weapon may find it impressive but will see it as nothing more then another usless trick that is easily pulled from the user's bag.
Regular Techniques
Uppercut: Generally seen as a ending punch then anything else, and uppercut generally works wonders when your opponent is already dazed as it applies more external force to the body and possibly cause the opponent to fall down. A Right Season Worker is also generally told that while an uppercut works wonder to a person's chin hitting the fleshy area behind the throat where it meets the front part of one's throat works even better.
Elbow: Generally hitting someone with your elbow can be considered unethical, especially if he's already down. But of course that would never stop a Right Season Worker.
Knee: A good move to use when you're to close to someone to throw a punch. Especially useful for digging into soft, fleshy, vulnerable areas such as the stomach. Also a Right Season Worker wouldn't object to kneeing a man in the testicles, and if it's a woman... hit her there anyways a knee to the crotch is never a laughing matter.
Headbutt: Headbutts are generally done when a person is very close but has his face undefended. However novice Season Worker's tend to get the simple mechanics of a headbutt wrong. Many would believe that you swing your head back by the neck and rear that bad boy forward. While this works it can sometimes be more painful for you then the other guy, the true trick isn't to use your neck but to swing with your shoulders. This move is most likely why Right Season Workers wear their forehead protectors on their damn forehead.
Special Techniques
*Left Blank Intentionally*
Stage 3
Requirements: 11 Stamina, 9 Strength, 8 Reserves
Bonuses: +2 Stamina, + 2 Strength, +3 Speed (2 Special Techniques Sacrificed)
Physical Attack Diversity: While still applying the mechanics of fighting he had learned from Stages 1 and 2 the worker is now weening himself on "learning" how to fight, having now grasped the principle ideals he begins to put more emphasis on trying to make the weapons on his gloves effective enough to make a full rounded fighter.
Evasive Manuvering: Speed is put into more of an emphasis during Stages 3 and 4. Simply put while the worker knows how to block, feint, and roll to block or evade, he doesn't know how to do it quickly enough. Excercises in dexterity and agility are put into major emphasis for the next couple of stages. In this stage the character is showing his improvement in evading but still needs more improvement.
Weapon Capability: By this point generally an additional tool is added onto the glove for the sake of fighting in a more effective matter. It's generally well concealed and showing it in the middle of a fight would in general suprise anyone as they would have no clue it wasn't there. Additional work is also put to the machinery of the glove and generally by this point either an additional weapon has been added or one of the original weapons put on the glove have an improvement.
Regular Techniques
Liver Punch: A punch to the liver freaking hurts, such a hit could make a person step back for a couple moments and wait for the pain to subside while he thinks about what he should do. However one thing to realize is finding the exact place where the liver is can be a problem...
Rabbit Punch: This attack got it's name from hunters, they would put rabbits out of their misery by attacking the back of it's head where it meets the neck. Basically a Rabbit Punch is a swift curving close range punch aimed for one of two places, the back of the head or the kidneys. A rabbit punch to the back of the head can cause a quick moments of dizziness at this level, however at much much higher levels (and with a player's permission) worse things could happen. A rabbit punch to the kidney can also cause a lot of pain as well, and at much much higher levels can cause major discomfort later on.
Breadbasket Punch: Generally considered a quick, sometimes hooking, punch to the upper section of the stomach. However if hit properly one could hit the diaphragm knocking the wind out of an opponent, this attack could cause a person to struggle around while he thinks he's suffocating. However the shock can generally be subsided quickly and the person can breathe again.
Backhand/Spinning Backhand: A backhand punch generally hits harder then a normal punch, there's also generally more force put behind it as the fighter has to bring his hand back and then slam it into his opponent's face. Spinning Backhand is even more effective, but is harder to execute since you show your back to the opponent.
Special Techniques
*Left Blank Intentionally*
Stage 4
Requirements: 17 Stamina, 16 Strength, 10 Speed, 14 Reserves
Bonuses: +2 Stamina, +2 Strength, +3 Speed (2 Special Techniques Sacrificed)
Physical Attack Diversity: By Stage 4 the worker is no longer learning new moves, instead he takes what he knows and continues to practice his fighting. Adapting his ability to the conditions set.
Evasive Manuvering: While there will always be people out there quicker then you, the important thing is to attempt to stay sharp, block when you have to, and evade when it's possible. These are the final words that are generally given to a Right Season Worker as he finishes actual training. The truth is he has gotten faster, but only in the sense that when he has to he can evade, he can charge quickly in short burst, and he's barely fast enough to block an attack that he may of barely saw.
Weapon Capability: By Stage 4 the worker, thanks to his own ingenuity and body conditioning, is able to power his glove without any necessary external power and instead can generally power his weapon independently by means of chakra. Weapon capabilities generally remain the same but the fact that they are charged by internal power generally means additional power in some fashion, but in returns most likely means a inefficient cooldown period.
Special Techniques
*Left Blank Intentionally*
Stage 5
Requirements: 21 Stamina, 20 Strength, 15 Speed, 16 Reserves
Bonuses: +2 Stamina, +1 Strength, +4 Speed (2 Special Techniques Sacrificed)
Physical Conditioning: Since technically the worker is no longer learning but instead experiencing what's happening he generally continues additional training to condition his body to be stronger and faster and at the same time continues training in an attempt to strengthen his chakra reserves.
Weapon Capability: Stage Five is generally considered a monumental moment in the progress of the weapon that the worker is creating. By this stage he has realigned specific functions of his glove in an attempt to make it look more appealing, possibly streamlined, and slightly more comforting to the user. Besides appearance changes the weapon is generally given another huge power intensive tool/weapon. This item is generally out of the ordinary of the standard tools that have graced the weapon before hand, and as such when someone saw it, would most likely be impressed.
Special Techniques
*Left Blank Intentionally*
Stage 6
Requirements: 29 Stamina, 27 Strength, 19 Speed, 20 Reserves, 16 Tactics
Bonuses: +5 Stamina, +2 Strength (2 Special Techniques Sacrificed)
Physical Conditioning: Physical Conditioning is slowly getting more and more intensive, the emphasis of training is generally put on one's stamina including a number things like weight running as well as going about the every day processes of life with weights. Once again not so much to improve strength but just to have the ability to push one self to a higher threshold.
Weapon Capability: Weapon Capability hasn't changed much in all honesty. Generally during this period of time the worker is instead taking his time in getting accustomed to what his weapon is. Granted he may already be completly accustomed to it, after all he has built it for most of it's life time. But this time is generally spent in being able to perform an oddly amazing feat using one of the minor tools that is on the weapon, thanks to use of this intelligence and the additional body conditioning.
Special Techniques
*Left Blank Intentionally*
Stage 7
Requirements: 40 Stamina, 32 Strength, 27 Speed, 25 Reserves, 19 Tactics
Bonuses: +4 Stamina, +3 Strength (2 Special Techniques Sacrificed)
Weapon Capability: The final stage, generally by this stage the weapon (which has officially hit it's peak) can almost no longer be improved on. There is generally one last original weapon capability, or a tool of some sort that is added on. This item is generally a last measure, something that a character really doesn't want to use unless he's forced to defend his life.
Special Techniques
*Left Blank Intentionally*