The blades of vengeances have fallen swiftly. The shinobi are no more as 'Absolute Justice' has returned...now, it is the Samurai that rule the Five Major Nations!
But at what cost? Have they become the very thing that they despised the most...? Heroes and villains seem to change roles every day, but one thing is for certain - we yearn for our freedom, for days gone by where we flew the skies unhindered.
Birth Name: Seikōna Rikaimeiro-no-Mikoto Akuyumetenkon Age: 27 Gender: Male Alias: Naitome Title: Kiri no Naka Saikyō ("The Strongest In The Mist") Clan: Uzumaki (Paternal), Kage-Hebi (Maternal) Birth Country: The Land Of Iron Current Residence: Mizu No Kuni Rank: Formerly Kirigakure Jōnin Profession: Medic Type: Ninjutsu Master Difficulty: Hard Chakra Pool: x2 Massive Experience: 1,965
1. --- 2. --- 3. --- 4. --- 5. ---
1. Ototon 2. Medical Ninjutsu 3. ---
Strength - D Agility - S Stamina - C Seal-Speed - A Instinct - C
Close Quarters Combat - B Reflexes - B Chakra Control - B Endurance - D Tracking - B
Appearance: Naitome has spiky red hair cut short on top, with a longer fringe low enough to partially cover his eyes and longer strands gathered into intricate braiding framing his face. His eyebrows are thin now, but still wide — not necessarily more care for his appearance, merely stress — and his eyes lack their youthful vertical black markings once surrounding and 'splitting' each eye at the center, carrying instead a thin dark red outline. He has grown slightly taller in adulthood and is athletically thin, an increase in physical labor lending to hardened muscle and swift adaptability. He moves quickly and abruptly from one position to the next, and due to the random nature of his natural gait, still has a difficult presence to mimic or predict. Regardless, his Kage-Hebi nature makes itself readily known with the unnatural golden color and slit pupils of the snake, now glowing slightly red, contributing to an overall sense of someone patiently waiting. To eat you.
Apparel: His typical attire was a worn red kimono, barely closed with a black sash, but this has changed. With his upper chest now completely exposed, any robes worn are those stolen from his handlers, his undergarments being a series of body-wraps and cloth bandaging, ornate golden rope, and pilfered red ribbons. He carries no weapon. The dreaded double-scythe Akuharu stripped from his possession nearly a decade ago. He walks barefoot, trudging through the murkiness of his new slave home without issue, if the mood strikes him.
Blemishes, Scars, Markings: Thin dark red coloration surrounding each eye, general paleness. A seal-like symbol of unknown origin discoloring and spread upon his abdomen. Summoning seal on left forearm. Fingernails/Toenails elongated, never cut, animalistic in shape. Visible fangs, thin goatee, strange Infuin symbol marked on forehead.
Academy Graduation Age: 6 Chunin Promotion Age: 9 Jonin Promotion Age: 10 IC Missions Completed: 2
• D, 0 • C, 1 • B, 1 • A, 0 • S, 0
Events Completed: 0
• ----- • ----- • -----
Alignment: Chaotic Neutral Allegiance: Unknown Sexuality: Heterosexual Marital Status: Single
Personality: Naitome is used to being unstable, but the rigors of slavery and torture have changed that. At what would be considered the furthest acceptable edge of insanity for enlisted military personnel; he was peering over that edge, reaching down, wiggling his fingers closer to what waits. But because it was not a breaking that caused this, not some internal wrongness, treatment that would have driven anyone else mad, has driven the already insane to clarity. He is noticeably calmer than the young man who only ten years before, stood defiantly as interim Mizukage of the Hidden Mist. The darkness of the last decade has allowed his mood to settle. There are still stirrings of psychosis, but they are manageable, if predicted, and can perhaps one day be eliminated altogether.
'Quick', and all the word's varied colloquial meanings, apply to a psyche once framed in psychosis. He is clever and intense and decisive. His brash teenage nonchalance has been replaced with a casual bravery, but a true bravery, the freedom from fear that only an immortal can perceive. There have been other changes, paradigm shifts, realizations. No longer fully trapped by the mortal coil, the former shinobi has learned the value of order, and can communicate far more purposeful intent through his demeanor.
To be a shinobi, to train and kill at the request of others, to follow a code, these used to be tricks. It allowed him to kill and was tolerated for that reason, though his motivation was not always bloodlust. He once killed to add to his 'great weave', the encompassing stitch-stitch-stitch of events masquerading as time and space, but now, each kill only fuels his power. His immortality. The only resolve he finds worthy of a test, is his own. The time for codes and tricks is past.
He is mostly lucid moments and thorough processing now, though sometimes he finds utility in catering to his own wild outbursts, his rage. He still occasionally uses honorifics inappropriately (with objects or events), but is polite to a fault, not considering his opponents enemies, only temporary obstacles. Though he once spoke in a lilting tongue of incomprehensible gibberish, over the years, this has merely become a quirky eccentricity of speech, ignored or excused or deciphered with small effort.
Quirks and Tendencies:
1. Speaking slowly. 2. Multi-tasking while appearing to be consumed with mundane tasks. 3. Counting large numbers of small things. 4. Changing his voice in response to the voices of others, mockingly. 5. Writing epic poetry (epic thematically, not a term suggesting quality)
Likes and Dislikes:
1. + Alcohol, smoking. 2. + Loud/misbehaved children. 3. + Animals that appear to have built in weapons. 4. + Contemplating the nature of reality. 5. + Pataphors. 6. - Birds. 7. - Senseless benevolence. 8. - Anyone who starts sentences with 'So...' 9. - The act of cooing. 10. - Samurai.
Jujutsu: Shiji Hyouketsu (Curse Technique: Death Controlling Possessed Blood) Rank: SS Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Offensive Handseals: 10 Chakra Consumption: Massive per symbol
First, the user makes every effort to draw blood from the opponent and consume it. After that, his or her skin turns black with white markings representing a skeleton, a symbol of absolute death. Once the hand seals are completed, the formation of a Jashin symbol will occur on the ground under the user.
Once this sacrificial ritual takes place, the victim is linked with the user until he or she either steps or is forced out of the circle. Any kind of injury that the user inflicts upon themselves (or an injury inflicted by anyone else) is inflicted upon the user’s target, be it a mere scratch or a pierce in the heart. If the user is forced to step out of the circle, the link is broken and the victim is set free, but all the user has to do is to step back into the circle to reactivate the link. Basically, this technique makes the user a living voodoo doll.
In addition to essentially turning the user into a living voodoo doll, this ritual is also used for collecting lives, to extend Jashinist’s life. The lives of the follower’s victims cannot be applied to them if they are taken without the ritual.
Note: Sacrificed characters contributing to the user's life: (post character name and graveyard profile link).
Any fatal hits will remove on sacrificed life. Mortal wounds, if left unchecked, will eventually expire sacrifices to immortality. Once the extended life is killed, the wound will stop bleeding and risk to any additional lives is ended. Once all sacrifices have been expired, the user is as mortal as the next. It should be noted that any fatal hits executed during the "ritual" do not consume a sacrificed life. By default, the user acquires two “sacrificial lives” upon learning this technique.
MASTERY Hands of Fate: A medic literally holds the fate of their patients in their hands. At this level of mastery, a medic has become able to heal with increased potency. The thresholds for the time it takes for people to be healed using Shousen no Jutsu (Mystical Hand Technique) is reduced by one turn across all levels of damage. Also, the medic in question becomes able to use Chakra no Mesu (Chakra Scalpel) without the need of handseals.
Intuitive Chakra Control: Dedicating their lives to the medical arts, the user has refined the method of chakra control. While they still have not mastered their craft to the point they can reduce the amount of chakra they expend, they have learned to better manage their chakra, especially with techniques that require sustained and steady supplies of chakra over time, rather than one single delivery. As a result, you have learned to mitigate all additional sustained chakra costs from any ninjutsu techniques techniques. This means any ninjutsu that carries a 'sustain' cost will have said cost waved!
Efficient Casting - Medic: By coupling their innate ability with extensive training, Medical Masters have better adjusted themselves to sustain the demands of precision chakra control, allowing them to channel energy more efficiently through their tenketsu. Because of this they now possess the ability to perform all medic ninjutsu & taijutsu (Souin) related jutsu for one less tier. This does not stack with other cost reducing masteries. Minimum amount of chakra used will always be "Miniscule". If a technique has a base cost of at least "Massive", the chakra cost will never go below that. Requires previous knowledge of the Intuitive Chakra Control mastery.
Surgical Precision: After spending so much time tending to the sick and curing illness, a medic adopts other unique skills – namely, the ability to transplant and perform low and high risk surgeries. With this, the user is capable of transplanting organs; they can also implant foreign DNA into a subject (this is the only surgery that has a high chance of failure, resulting in the subject’s death and destruction of the sample); they can even attach limbs to other bodies.
Shousen no Jutsu (Mystical Hand Technique) Rank: C Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: Mid
Shousen Jutsu is one of the most fundamental yet vital Medical Ninjutsu techniques utilized by medical ninja. This technique allows the ninja to heal wounds by focusing their own chakra to their hands, creating a special chakra designed to speed up the body's natural healing process exponentially. The chakra is represented by a faint glow around each of the user's hands, a perfect circle formed around the appendage, with the glow itself letting off a faint, blue hue.
Note: This technique is capable of healing a small or moderate amount quickly, such as a single injured appendage, (in the time of one post) after damage has been received. However, larger scales of damage require more extensive periods of time (for a maximum of three posts). The level of “damage” sustained should be judged to the best of your capabilities, and if needed, confirmed by a Moderator. It should also be noted that the healing effect of this technique can only be facilitated through the hands.
Horisageru no Karada (To Delve Into the Body) Rank: C Range: Close (0m ~ 5m) Type: Supplementary Handseals: 15 Chakra Consumption: Mid
A highly precise Medical ninjutsu, the user channels chakra into their hands and then places them both on the patient's solar plexus. The chakra pulses through the body in several waves, taking all important information about the condition of the body and relaying it to the user. In this way a Medical ninja is capable of instantly understanding what is wrong with the body, although not necessarily what is needed to fix the problem.
Chakra no Mesu (Chakra Scalpel) Rank: C Range: Close (0m ~ 5m) Type: Offensive Handseals: 3 Chakra Consumption: Mid to cast, Low to sustain
Chakra no Mesu is a special Ninjutsu technique used by medical ninjas. After forming the needed handseals, the medic will focus chakra to their hands, creating a distinct, colored hue of chakra. When their charged hands reach the body of their target, they can extend the chakra internally into the targets body to cut and neatly slice their muscles and blood vessels without harming the surface skin. This technique can be used in battle, but because of its hectic nature, the fine precision required for an instant kill is not feasible. Damage can still be done to the vital organs, but the technique should be used carefully in battle. Developed for surgery, it has since taken a unique aspect in battle.
Note: The damage inflicted by this technique is enough to severely injure internal organs and slice muscles for 50% reduction in functionality. Internal bleeding is somewhat steep near the more primary organs, and will result in the death of the victim in ten posts if no treated.
Chakra Ijou (Chakra Transfer) Rank: C Range: Close (0m ~ 5m) Type: Supplementary Handseals: 5 Chakra Consumption: Low - Massive
Chakra Exhaustion is a dangerous thing for shinobi to have to face. Medical Ninja developed a way to fix that problem. By touching the center of the patient's chest with both hands, the user is capable of sending chakra directly into the patient's chakra circulatory system, allowing the system to process the chakra and receive it as if the chakra were the person's own. While the user maintains their touch on the patient's body, the amount of chakra per turn varies on the user’s will.
Saikan Chuushutsu no Jutsu (Fine Affliction Extraction) Rank: C Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: Mid
Saikan Chuushutsu no Jutsu is a skill used by medical ninja to remove harmful poisons from a patient's body. The ninja will infuse their chakra into liquid bubble, which they will insert into the patient transdermally. Targeting the liver and kidneys, the medic can filter the patient’s blood rapidly, filling the bubble with the dangerous toxins which can be discarded once the procedure is complete.
Naite no Jutsu (Dead Hands Technique) Rank: B Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: 2x Mid; 2x High (optional)
Although most Medical Shinobi utilize this technique for combat, Naite no Jutsu may also be used to help the user combat things like cancerous growths by simply killing the cancerous cells. While active, the user is capable of causing massive cellular destruction of an area of one inch per second per rank of the technique. The chakra is represented by a faint glow around each of the user's hands, a perfect circle formed around the appendage, with the glow itself letting off a faint, black hue.
Note: This technique works in the opposite manner as Shousen no Jutsu. Immediately touching an area can result in “killing” the appendage and thusly making it unable to be used. However, charging this ability (for a maximum of three posts and offering 2x High) can provide the user will a one-hit kill, regardless of where they touch the victim.
Doku Kiri (Poison Mist Technique) Rank: B Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 5 Chakra Consumption: High
Ninpou: Doku Kiri is an advanced Medical Ninjutsu technique utilized by skilled medics. After the needed handseals, the medic inhales briefly before expelling a dense cloud of purple poisonous gas from their mouth at high speeds (in a 10x10 meter area in front of them). This poison serves as a very potent paralytic (capable of stunning a victim for two posts). This can serve as cover to escape and as an offensive technique against their opponent, or as a trap when luring opponents your way.
Note: The user is affected by this mist.
Sosei no Jutsu (Resuscitation Technique) Rank: B Range: Close (0m ~ 5m) Type: Supplementary Handseals: 10 Chakra Consumption: High
A tricky Medical Ninjutsu that has, nonetheless, saved many lives, Sosei no Jutsu works by channeling chakra directly to the heart of the patient, causing it to beat. This chakra disregards numbing effects, since the chakra causes the heart to beat against its' own will. Aside from that, when a person dies, their brain stays active from one to ten minutes before perishing. If the heart can be restarted, then the patient can be saved. With a two-person medical team, one Ninja may perform this technique while the other focuses upon treating the symptoms of death. If worked correctly, a patient who would otherwise be dead may be saved and, potentially, be brought back to life. If the brain has already ceased activity, then this technique will not work.
Note: This technique must be used within three posts of the user’s heart ceasing to beat.
Ranshinshou (Chaotic Mental Collison) Rank: B Range: Close (0m ~ 5m) Type: Offensive Handseals: 2 Chakra Consumption: High
Ranshinshou is an advanced Medical Ninjutsu technique that allows for the severe disruption of the medic's victims. Changing the chakra in their hand into an odd electric-like pulse, the medic successfully mimics and creates an electric field to disrupt their targets nervous system. Because the brain and body communicate using electrical impulses, the medic uses the field to disrupt their targets ability to move. What results in commands to move one body part being relayed to another, making it near impossible for them to move.
Note: This technique essentially renders the victim incapable of properly moving (you’re essentially just a flailing ball of limbs whenever you try to move) for a total of three posts.
In’yu Shoumetsu (Yin Healing Wound Destruction) Rank: A Range: Close (0m ~ 5m) Type: Defensive Handseals: - Chakra Consumption: Low – Massive
By anticipating damage, the user is capable of filling an area with healing chakra before taking a hit; in other words, they can begin the healing process for a wound before actually receiving it. When the wound finally does occur, the advanced healing process rapidly regenerates the flesh of the wounded area, healing it before the eyes of the user and the opponent; this results in an almost instant-healing of wounds. The larger and more complex the wound is, however, the more chakra is needed to heal it.
Note: The chakra cost is equivalent to the technique being countered. The user must be able to see the attack coming and have enough time to prepare in order for this technique to be effective. Techniques with high-impact capabilities will still cause a severe amount of internal injury.
Nai Ningen (Dead Human) Rank: A Range: - Type: Supplementary Handseals: 15 Chakra Consumption: Massive to cast, Low to sustain
A powerful Medical Ninjutsu that forces the target into a deep sleep. While within this sleep, their bodily functions are reduced to the bare minimum necessarily to keep an individual alive. The smallest sliver of a heartbeat, the shortest intake of breath, all are reduced to the point that it is nearly impossible to tell that the one suffering from the technique is actually alive at all. Such is the case that, when the technique is performed, only those who have a mastery over the Medical Arts will be capable of telling if the afflicted target is alive.
Note: In order to bring a patient out of this state, a medic (any medic will do) will need to perform this same technique.
Shikon no Jutsu (Dead Soul Technique) Rank: A Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Supplementary Handseals: 10 Chakra Consumption: High
Shikon no Jutsu is an advanced Medical Ninjutsu technique that uses a dead body to create the illusion of another living person. The medic can either animate a normal dead person, or alter the appearance of the dead person to resemble another. To do the second version, the ninja first changes the appearance of the dead body to resemble the person to be portrayed. Then using this jutsu they make the heart beat again, allowing them to control the actions of the dead body.
Note: This reanimated body can only move a maximum of fifty meters away from the user.
Chikatsu Saisei no Jutsu (Healing Resuscitation Regeneration) Rank: S Range: Close (0m ~ 5m) Type: Supplementary Handseals: 30 Chakra Consumption: Massive
Chikatsu Saisei is an advanced medical Ninjutsu technique. The technique allows the medical ninja to use the hair, or any other body part of the one injured as a medium to reconstruct damaged body tissue. The extent of the damage will control how difficult and long the procedure is. The injured person will be placed in the center of a square marked with rites for the procedure. One medical ninja will sit at each corner to provide precise chakra control to help in the cell conversion process. Another medical ninja will sit at the lead to guide the process. Due to its lengthy nature, the medics must remain uninterrupted or the technique will fail.
Note: By default, it takes one medic 5 turns for healing to be completed, plus 1 turn to prepare the seal. For each PC medic that knows this jutsu and assists in healing, the turn maximum goes down by one; procedure can never go less than a full turn. Able to fix almost any wound, as long as the target is still alive. PC medics can choose to split the chakra cost.
SOUIN - 435
Chakra no Iko (Chakra Strength Gathering) Rank: D, C, B, A Range: Close (0m ~ 5m) Type: Passive Handseals: - Chakra Consumption: -
The basics behind the Chakra Strength lies in gathering one's chakra at a fine point in their body while performing quick, volatile movements so that their strength is enhanced. By molding their chakra at the desired appendage, it glows a unique color, representing the presence of Chakra Strength. Users of this style should not be taken lightly.
Note: This technique serves as the basis for all Souin related techniques. Highest rank known determines the degree of chakra strength a medic can use, meaning the rank of Souin jutsu they can perform.
Oukashou (Cherry Blossom Collision) Rank: C Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Mid
Basic yet lethal, an immense amount of chakra is kneaded inside the body, and a moment later all of it it is gathered into the fist. That chakra is then released into the target, which does a great amount of damage. This technique can easily break multiple bones with a direct hit.
Kongouriki (Golden Thunder Power) Rank: C Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Mid
The Golden Thunder Power comes in the form of any powered up punch or kick with enough chakra behind it to send the victim behind the strike flying (up to a maximum of five meters) even if blocked. Such a strike often results in added injury from the forced flight, as well as the strike itself.
Katainigiri (Giant’s Grip) Rank: A Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: Mid to cast, Low to sustain
With a steady stream of precise chakra fed to their muscles, the medic is capable of a sudden boost to their lifting and throwing ability. Masters of this technique have been rumored to be capable of lifting and throwing large trees, boulders, and even buildings.
Note: The user has an increased lifting capacity, and can toss whatever object they are hold up to twenty-five meters away.
UNIVERSAL NINJUTSU - 30
Shunshin no Jutsu (Body Flicker Technique) Rank: D Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Supplementary Handseals: - Chakra Consumption: Miniscule
Shunshin no Jutsu is a basic Ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered a high-speed movement technique - to an observer caught in the optical illusion, it appears as if the user has teleported. This allows the user to escape or attack suddenly, should they need to. However, while a high-speed movement, if used in broad daylight, one will still be quite visible and as such, easier to be defended against. In order to achieve maximum effect, the user must combine it with a distraction.
Note: Despite popular belief, this is not an ability that allows an individual to teleport, or even move incomprehensibly fast. It simply combines high mobility with some disruption of visibility to conceal those movements. That in mind, if you can conceal your movement, it is common for this technique to allow very long-distance dashes before enemies may notice you.
Fuubaku Houjin (Exploding Seal Method Formation) Rank: D Range: - Type: Supplementary Handseals: 1 Chakra Consumption: Miniscule [detonates up to 5 tags at once]
Fuubaku Houjin is a Ninjutsu technique used by shinobi in conjunction with common explosive devices such as exploding notes. With this, the user can choose when their explosives detonate, opposed to being at the mercy of a countdown.
Note: This ability allows the user detonate his or her explosive notes instantly, opposed to their normal "timed" explosion. Without this technique, the user cannot automatically detonate their tags.
Kai (Release) Rank: D Range: - Type: Supplementary Handseals: 1 Chakra Consumption: Equivalent to affected Genjutsu + Miniscule
Kai is a Ninjutsu technique which allows the ninja to avoid the effects of a Genjutsu illusion. After forming the needed handseals, the Genjutsu technique will not affect the ninja. The ninja can also use the technique on another individual who was unable to avoid the attack. After forming the needed hand seals, the ninja touches the one affected to end the affect of the spell.
KAGE HEBI - 400
Jatai no Daija (Snake Scent) Rank: C Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Supplementary Handseals: 1 (hold) Chakra Consumption: Low to cast: Miniscule sustain
Snakes are wonderful sensors, able to locate things within their surroundings through changes in temperature, as well as the intermingling of odors within the micro-cells in its mouth, and finally, vibrations created across the air as received by their tongues. As such, the user’s birthed with the snake blood have learned to hone this ability, able to spot disturbances in their surroundings at all times.
Note: This ability can actively track targets up to thirty meters away. However, sensing becomes severely inhibited when the user is within ten meters of considerable amounts of either Hyouton (Ice), Futton (Boil), Katon (Fire) or Youton (Lava).
Gen’ei-Hebi (Snake Heat Tracking) Rank: C Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Supplementary Handseals: 1 to activate and deactivate Chakra Consumption: Low to cast: Miniscule sustain
Pit vipers, pythons, and some species of Boa possess the ability to “see” the radiated heat from a warm-blooded animal through special sensors located between the nostril and eyes. Like many Kage-Hebi techniques, this ability is based off of these snakes. With this, they can see heat via activating an infrared sight. This helps in tracking targets in the dark, or when they are hidden by physical objects.
Note: This heat-vision essentially replaces the user’s standard vision. This means that the Kage-Hebi will be incapable of seeing things which lack heat. Switching between normal vision and heat vision, or vice-versa, will have a delay of a second or two.
Nan-Kaizou (Soften Modification) Rank: B Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Supplementary Handseals: - Chakra Consumption: 1 limb: Low; 2 – 4 limbs: Mid ; Whole Body (torso): High
Nan Kaizou is one the most essential Kage-Hebi Nintaijutsu technique, as it allows a ninja to make their body extremely malleable, much like a snake. It was originally developed for spying activities, but perfected in the hands of the Kage-Hebi and their natural snake-infused blood. When used the clan member can stretch and twist their body at any angle, allowing them to surprise their opponents, spy on situations normally out of reach, and react much like a snake would. The only drawback is that while malleable, their bodies are highly susceptible to damage in this form as their bone structure is no longer ‘normal’.
Note: The maximum distance the user may stretch their body is twenty meters.
Yamata no Jutsu (Eight Branches Technique) Rank: S Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Supplementary Handseals: 8 Chakra Consumption: Massive [cast] | High [sustain]
The iconic symbol of a Kage-Hebi's dedication to the path of the snake and their willingness to sacrifice the very things that make them human, Yamata no Orochi is a Nintaijutsu technique that uses the clan members fine tuned chakra control and their dominion over the power of the snake and their bodies in order to generate a gigantic, eight-headed white snake. Birthed from their mortal body, the snake grows rapidly and, due to its large size, can cause massive destruction within seconds. Finally, as a sign of mastery, the user himself can appear within any one of the eight mouths belonging to the snakes, allowing them to use whatever main weapon they have equipped in order to strike their targets quickly and fatally.
Note: The size of this transformation is comparable to other large summons, and can be sustained as long as the user is willing to pay chakra for it. This technique can only be used once per thread.
OTOTON - 25
Akutibu (Sonar) Rank: C Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Supplementary Handseals: 1 Chakra Consumption: Low [cast] | Miniscule [sustain, per turn]
With this technique, the user is capable of enhancing their perception of sound via chakra to an unnatural degree. Though their eyes must remain closed for the technique to work, they are essentially granted an even better vision. Capable of discerning sounds to the faintest of heart beats, this allows the user to locate targets both near and far, even if they are not visible to the naked eye. Acting like a radar, it allows all sound-users to truly have an edge in combat! Its only downfall is too much noise concealing their target or loud sounds harming the user.
Note: Sonar extends up to 30 meters in all directions from the caster. Like all sound-enhancing technique, extremely loud or sharp noises will severely disrupt this process and hinder the user, causing disorientation and or nausea for one turn. While using sonar, no other chakra-based techniques can be performed, though the user can perform Taijutsu, as long as they remain with their eyes closed.
Primary Weapons. Nodachi Rank: C Type: Primary / Sword / Melee Description: Known as a 'Field sword', the Nodachi is a large two-handed weapon, retaining the shape of the traditional katana, but boasting a much longer blade - sometimes up to five feet in length. Cost: 10,000 Ryo
Senbon Launcher Rank: C Type: Primary / Ranged Special: Launcher holds up to 5 Senbon, which are launched all at once. Senbon travel 20 meters at double their normal speed before losing effectiveness and crashing. Description: Usually hidden on either of the user's forearm, this launcher can be used to send needles at their opponents at higher speeds with better accuracy. Up to five needles can be launched at once, resulting in deadly surprise. Cost: 10,000 Ryo
Kiri-Oni (Demon Claws) Rank: C Type: Primary / Melee / Ranged Description: Claws are useful weapons for a ninja to have as backup mainly due to their reliability. Though difficult to hide, they are nonetheless effective as a secondary means of attacking. Kiri-Oni even come with modification options, such as ranged options, and even a conjunction system which mixes the power of certain poisons and dispensable items alongside the claw. Cost: 10,000 Ryo per claw
Senbon (Throwing Needles) [x2 Packs] Rank: D Type: Secondary / Ranged Special: 10 per Pack. Description: Senbon were first used by doctors in acupuncture, but due to its reported widespread effectiveness, it was quickly adopted by ninja in order to hit points on the body that can induce paralysis, loss of consciousness, or even death. Cost: 1,000 Ryo per Pack
Kakkou (Retractable Wrist Blade) Rank: C Type: Secondary / Melee Special: 1 per Pack. Description: As its name implies, the user equips these retractable wrist blades so that the attach to their forearm without risking exposure. These blades can spring forth when needed to surprise any opponent fought in hand to hand combat. Cost: 10,000 Ryo per Pack
Flak Jacket Rank: B+ Type: Universal Accessory / Extension / Self Special: Allows the storage of 10 extra Item Slots, while taking up a single Accessory Slot itself. Only available to Chuunin+. Description: The Flack Jacket is a step above the Satchel, allowing for even more item space all across the user's upper body and torso. Excellent for easy access. Cost: 120,000 Ryo