.//Vamp
Mar 29, 2012 7:30:56 GMT -8
Post by .// h a y a t o on Mar 29, 2012 7:30:56 GMT -8
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[/U][atrb=border,0,true][atrb=CellPadding,4,true][atrb=CellSpacing,0,true][atrb=valign,top][atrb=style,width: 310px; padding: 10px; color: 91B4AD; text-align: center; background-color: 15317E; border: 5px solid #153E7E;][style=margin-top: 30px; font-family: Arial Black; font-size: 36px; letter-spacing: -4px; line-height: 90%; font-weight: bold; text-transform: uppercase; color: 1569C7;]Skies Fly High[/style][style=font-family: arial narrow; font-size: 24px; color: 1569C7; line-height: 90%; text-transform: uppercase; letter-spacing: 2px; text-align: center; margin-top: -4px;]YOU'RE ALL I EVER NEEDED[/style][style=font-family: arial; font-size: 10px; text-align: center; color: 1569C7; letter-spacing: 6px; margin-top: -2px;]SO TELL ME WHAT TO DO NOW[/style] [style=width: 300px; border-left: 1px dotted #C1F2EC; font-family: arial; font-size: 10px; padding-left: 10px; margin-left: 22px; margin-right: 20px; margin-bottom: 20px; text-align: justify;] ................................................................................... PERSONOLOGY |
- EIKI SASOKU
- EIGHTEEN
- -
- MIZU NO KUNI/ KIRIGAKURE
- CHUNIN
- INTERMEDIATE
- FUUTON [PRI], SUITON [SECONDARY]
- NIN, TAI, GEN
PHYSICALITY[/U]
COGNITION[/U]
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.//呑気者 | Happy-go-lucky
As a child, Sasoku was the kid to always had the life of the party attitude. He would always walk in a place with a smile or smirk on his face like nothing means anything to him. Sometimes its due to the sheer happiness that he was alive, or he was able to see his friends and classmates or if he was totally oblivious to something and he would smile it off. However sometimes his jovial side to him isn't as genuine as most. he can give the appearance of a fox when giving his innocent yet cunning gesture. His parents went missing after the age of five. They weren't pronounced dead, so this gave Sasoku a reason for happiness of the light he still had of his parents. While with his parents, Sasoku was your typical only child. Spoiled to an extent and always had his way. As he could remember his mother was more the disciplinarian while his father was like him and took things easy. He would always meet up with his classmates and play games with him and always had a blast with since he didn't have anyone at his home to play with while his parent were on missions. While his outside appearance didn't change, Sasoku began to feel a small speck of resentment and bitterness towards his parents. Always leaving him and risking their lives for the sake of the village.
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飄々| Aloof
During his Genin years with constant being happy people can to think that his jovial personality was a front from his peers. How can people judge him from his upbeat way of life? It was whatever for him. so he decided on his own to stop being so enthusiastic about hings and turn to being aloof on certain occasions. He would really show his true colors by giving not one damn to other people in terms of judging or trying to hurt him. This stuck along with his age and of course his rank. it lessened fro sever aloofness to mild. He will be his usual self, just he will not allow people to talk down on him.
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.//図太い | cheeky
With years of being alone, as well as his training, Sasoku, can be a little overconfident...just a tad. Combined with his oblivious and jovial personality makes his enemies and some of his allies and friends think that he is WAY over his head. In truth, he knows his techniques and moves and limits better than anyone. Why should he mask it? He would invite people to challenge his skill in the form of friendly competition or a form a provocation to his foes. Those who will fall for this tactic will have a challenge within the smile.
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.//正直一途 | Brutally Honest
Self explanatory ain't it? He hates to lie or being lied to. He also doesn't want to kiss anyone's ass if he had any say about it. For the sake of his friends, he will not lie to anyone regardless of the topic and situation.
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.//頼もしい | Trustworthy
Got a secret? Sasoku can keep one. Need a shoulder to lean on, he can be that guy. Sasoku is the guy to be the with the "brother" complex, he wants to be by everyone's side and will act as such. This can translate into being needy to the naked eye. But this this is what Sasoku himself was lacking as a child, without a sibling. He doesn't want younger people to feel that what he did as a child. He would occasionally stop by the ninja academy and would talk to the kids and show them new tricks. As well as playing with them and do mock sparring matches. for such things, he will carry a booken around him instead of a actually sword. He would go all out for a friend in need.
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.//酷薄無情 - Unrelenting
When there is a calm, there will be a storm. Sasoku is usuall the happy type, but when he sees a close ally or friend injured or worse, the calm will be radically changed into a maniac. This won't make him a berserk wreck shit maniac, he still has his calm within his training. This would make his sword even sharper in terms of killing in cold blood to his foes.
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.//刀 愛好者 | Sword Nerd
Sasoku LOVES swords, from regular katana, claymores, chokuto, exotic sword and the like. Being a swordsman himself, he takes great pride of utilizing swordsmanship as great skill. After a fight, Sasoku would clean his sword and polish it three times so it will not become rusty and break on him. To top it off, he would practice swinging his sword as a daily ritual [1] before he would do anything regarding the village. He will always devote himself to the sword. His fascination can be a little on the extreme if Sasoku would go to a sword-smith shop and see a plethora of an assortment of blades weapon. He would be like a child in his favorite candy store. Often his teachers, mentors and friend refrain the kid from being too hyper at the store. He is also a constant regular at the item shop. He can also look at the sword and tell how detailed the weapon is by the grade and care of the sword. He believes every sword has a piece of a spirit forged by their respective sword-smith. His main goal is to visit the Land of Iron and receive the trademark weapon of the samurai, the Empath. - NEUTRAL GOOD
- KIRIGAKURE
- LAUGHING AT SERIOUS MOMENTS
- LIKES- SWORDS, KIRIGAKURE, MIZUKAGE, MIST, SWORDSMEN, SUITON/ FUUTON USERS, WIND, WATER, SUSHI, WINTER MELONS, RAIN, SWALLOWS
DISLIKES - GENJUTSU, IWAGAKURE, FIRE, EXCESSIVE HEAT, KATON, LAZINESS, ANARCHISTS, DESTRUCTION, BETRAYAL
ARMAMENTS[/U]
- Ninjato
Rank: C
Type: Primary / Melee
Description: Short and straight, this blade takes a similar form of a katana, but without the curvature in the blade. With the blade measuring no more than three feet, and a square guard on top, this weapon has been popularized by many ninja, hence the name.
Cost: 5,000 Ryo - Shuriken (Ninja Star) [4]
Rank: D
Type: Secondary / Ranged
Special: 5 per Pack.
Description: A shuriken, like kunai, is one of the more basic weapons employed by ninja of all classes. They are sharpened, four-pronged metal stars, no more than a few inches long, and are extremely useful for throwing. Although small, they can be used to distract, or, if accurate enough, to kill. They have an open circle in the center, used for grabbing with a finger, to avoid cutting oneself, or to put thread through. The circle is also a benefit in aerodynamics, as it ensures more accurate trajectories.
Cost: 100 Ryo per Pack
Exploding Note [1]
Rank: D
Type: Tool / Area of Effect
Range: 0 - 5 meters
Special: 10 per pack
Description: The exploding note is a piece of parchment paper infused with special chakra, layered over with a special script on it that serves to enable and facilitate its explosive properties. Its execution is simple - the ninja can attach the note to another object such as a kunai or log, and upon activation, the note is set and begins either a slow countdown burn, which eventually results in a large explosion, or the explosion in itself upon command.
Cost: 500 per Pack - Basic Radio
Rank: C
Type: Accessory / Self
Special: Has a range up to 100 meters.
Description: The short range radio is capable of keeping ninja in contact across several miles. The radio can accept multiple frequencies and is activated to talk by pushing a button on the neck attachment, making it simple to use even in the most dire of situations. With a durable carapace, it is designed to withstand water damage and even the pressure of extreme altitudes.
Cost: 5,000 Ryo - Kawarimi no Jutsu (Body Replacement Technique)
Rank: E [x6]
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects equal or smaller in size; cannot switch with other living people or animals.
Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.
Domain: Academy Ninjutsu.
Henge no Jutsu (Transformation Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained.
Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
Domain: Academy Ninjutsu.
Bunshin no Jutsu (Clone Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained.
Description: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.
Domain: Academy Ninjutsu
Genjutsu Kai! (Release)
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu
Range: Self
Handseals: Yes.
Chakra: See special!
Special: User can only release themselves from illusions of equal or lower rank. Chakra costs is equal to the Genjutsu being dispelled.
Description: 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.
Domain: Universal Ninjutsu.
Shunshin no Jutsu (Body Flicker Technique)
Rank: D, D, D
Type: Supplementary / Ninjutsu / High-Speed Movement
Range: 0 - 10 meters
Chakra: Low
Special: Flickering is near-instantaneous forward movement, meaning the user will rush almost instantly to wherever they are facing as chakra pushes their legs to inhumane levels. The user can flicker once per thread, plus once more each time retrained. One cannot attack or perform techniques during Shunshin.
Description: 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 is a high-speed movement technique, it allows a ninja to move short to long distances at an almost untraceable speed - to an observer, it appears as if the user has teleported. Such a feat is accomplished by using chakra to temporarily vitalise the body and move at extreme speeds they would otherwise be unable to reproduce. In the end, the user will appear and disappear in an instant, allowing them to retreat or attack suddenly should they need it. To facilitate the movement the ninja will often use nearby elements such as mist, sand or leaves to mask their appearance or disappearance.
Domain: Shunshin - Universal Ninjutsu.
Kagura Shingan (Kagura Mind's Eye)
Rank: D, C, B, A, S
Type: Supplementary / Sensory Ninjutsu
Range: 0 - 50 meters
Handseals: Yes [1]
Chakra: Very Low - Very High
Special: Determines the range at which they can detect chakra, whether it comes from person, animal or even object, By closing their eyes and forming a simple seal, the world of chakra around the user becomes unveiled. Upon learing the 'S' ranked version, the user will no longer have to close their eyes nor form handseals to activate. Highest rank known also determines detection time, as well as the amount of chakra-related masteries needed in order for that level of Kagura to be reached. Keep in mind chakra masteries do not need to be from the same group; as long as it has chakra, any form of ninjutsu mastery (from releases to clan jutsu) will do.
D: Full Turn detection delay // 1 Mastery
C: 3/4 th of a Turn // 2 Masteries
B: Half a Turn // 3 Masteries
A: 1/4 th of a Turn // 4 Masteries
S: Near-Instant! // 5 Masteries
Description: Kagura Shingan is an advanced Sensory Ninjutsu technique used by all sensors, and serves as the root to the entire sensory tree. After a series of handseals, the sensor closes their eyes and uses their inate ability to detect chakra in order to determine the location of their opponent by the faintest of chakra trails, as well as discerning the size of an approaching unseen force, and even their chakra capacity.
Domain: Sensors.
Kagura Genzou (Kagura's Illusion)
Rank: D, C, B, A, S
Type: Supplementary / Sensory Ninjutsu
Range: See 'Mind's Eye'
Handseals: No
Chakra: Very Low - Very High [only when detection occurs!]
Special: Allows the Sensor to detect when a Genjutsu has been casted upon them. Highest rank known determines level of detectable genjutsu. Cannot stop Pain Genjutsu.
Description: With this enhancement to Kagura Shingan, the sensor is now able to detect the difference in chakra signatures, discerning illusionary threats that have been cast upon them. While this does not automatically break an illusion, it allows the sensor the knowledge of revealing hidden traps so that they can quickly escape the situation.
Domain: Sensors. (Requires Kagura Shingan of equal rank)
Kagura Uso (Kagura's Truth and Lies)
Rank: D
Type: Supplementary / Sensory Ninjutsu
Range: See 'Mind's Eye'
Handseals: No
Chakra: Low [initial + upkeep]
Special: Allows the Sensor to determine whether a particular target is lying or not by the chakra fluctuations triggered.
Description: Once the sensor begins to understand how to properly mold and detect their chakra, they will learn to look into the specifics of others. With this technique, a sensor is able to detect a truth from a lie by observing the way the chakra waves fluctuate within the one being interrogated. An excellent shinobi tool.
Domain: Sensors. (Requires Kagura Shingan 'D')
Kagura Kinzu (Kagura's Supression)
Rank: C
Type: Supplementary / Sensory Taijutsu
Range: See 'Mind's Eye'
Handseals: No
Stamina: Mid [initial + upkeep]
Special: Allows the Sensor to suppress their chakra so that other sensors or even chakra sensing vision cannot spot them.
Description: With this enhancement to Kagura Shingan, the sensor is now able to block out their chakra signal, so that other methods of chakra detection cannot trace them. While they remain nonetheless visible, without a chakra trail the sensor is free to move about stealthily without having fear of getting caught.
Domain: Sensors. (Requires Kagura Shingan 'C')
Kiroku Gaijuu (Blasting Wind Domain)
Rank: D, C, B, A, S
Type: Supplementary / Fuuton Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
Special: Allows the user the ability to create, control and move Fuuton (Wind) chakra of their own for multiple purposes, as well as control that produced by nature. Highest rank known determines the strength of the winds, the distance at which one can control them, and finally, the speed at which the user can displace them.
D: 10 meter range / 3 meter per second
C: 20 ms / 6 mps
B: 30 ms / 9 mps
A: 40 ms / 12 mps
S: 50 ms / 15 mps
Description: Though powerful, Fuuton can become uncontrollable even in the hands of the experienced, forcing its users to focus first on controlling their power in small areas, and then, over time, expanding. As one's experience with the wind release and its control grows, so does the range at which they can become deadly with it.
Domain: Fuuton.
Kaze Sōjū (Wind Manipulation)
Rank: D, C, B, A, S
Type: Defensive / Fuuton Ninjutsu
Handseals: Yes
Range: See special!
Chakra: Very Low- Very High
Special: Range of control is equal to half the user's Kiroku Gaijuu. Wind can't be manipulated unless hand movements are used to direct it. Highest rank determines what the winds can stop.
Description: After forming a string of hand seals, the user is able to control the air within a five meter radius of himself. Upon activation, a flick of the wrist, twirling of the hand, etc. will command the wind to do things such as altering an incoming kunai's direction, creating sharp rifts of Fūton-imbued chakra, etc. The higher the user's rank of the jutsu, the more powerful his or her manipulation will be.
Domain: Fūton. Kiroku Gaijuu (Blasting Winds Reach).
Kazekaeshi (Wind Return)
Rank: D, C, B, A, S
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance is equal to the user's 'Kiroku Gaijuu'. Cannot block jutsu whose attack power has been increased due to retraining or mastery, as those simply would pass through.
Description: No one knows the power of Fuuton more than a Fuuton specialist, and this technique was designed by those that met reality sooner than most. Varying by skill and rank, this technique allows the user to take hold of any offensive jutsu used upon them, as along as the attack’s nature allows for whatever is thrown to be controlled. With a great burst of chakra at either their hands or weapons, the user quickly returns the technique back at the opponent, in full effect.
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) of equal rank.
Daitoppa (Great Breakthrough)
Rank: C [x2]
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Distance at which blast can travel depends on the user's Kiroku Gaijuu range, halved. Each time retrained, additional 'C' ranked blasting wind damage is added. However, for every 4th one obtained, chakra consumption for this technique will go up by one!
Description: A staple Fuuton technique, Daitoppa allows the user to blow a single strong current from their mouth, expelled in a cone like fashion forward which carries enough power to knock anything in its way down. This technique is very simple to execute – the user makes the right seals, simply takes a deep breath, and let’s go!
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) 'C'.
Fuusajin (Dust Wind)
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: No
Chakra: Mid
Special: Produces a 180 degree cone of wind that disrupts all loose footing. Distance at which the blast can travel depends on the user's Kiroku Gaijuu range, halved; speed remains the same as 'Kiroku Gaiujuu' however.
Description: With the user’s weapon in hand or their limb extended, they will channel chakra across it so that when the weapon or limb is swung, a strong wind current comes forth. This current, although not heavy enough to do any threatening damage, can in fact knock opponents over, as well as severe loose sediment across the ground, bring up dust and whatever else lies on the floor. Useful for creating vision inhibiting storms, knocking people off balance, covering one’s tracks, escaping, and many, many more!
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) 'C '.
Kaze Dangan (Wind Bullet)
Rank: C [x2]
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Fires up to one bullet per use, plus one more each time retrained. However, after every fourth retraining, the consumption will go up by one. A half second cool down exists between bullet shots. Distance bullets travel depends on the user's Kiroku Gaiju.
Description: The user performs a set of handseals, ending with Tiger, and holds it. Chakra is focused into the point at the tip of their fingers; a bullet-sized and shaped ball of green energy begins to form. By aiming at an opponent as if using a gun, they can fire this streamlined pellet. It travels at twice the speed of a kunai thanks to a decrease in wind velocity around the bullet, and packs the same amount of power when it does hit. The drawback is that it shoots in a linear path and, like every other object, is pulled down by gravity as it travels. The farther away the target, the less likely it will be to connect.
Domain: Fuuton. Kiroku Gaijuu 'C'.
Sarutobi no Jutsu (Acrobatic Monkey Technique)
Rank: C
Type: Supplementary / Fuuton Ninjutsu
Range: Self
Handseals: Yes
Chakra: Mid
Special: By coating the user or a nearby being/object in wind chakra, the user is able to decrease the speed of the fall from the air greatly. Affects objects within the user's Kiroku Gaijuu range.
Description: This jutsu takes Fuuton chakra in the form of lifting the body's overall weight and aerodynamics around the human body. This jutsu gives the saying "light as a feather" to a new level. As the needed hand-seals are formed, the user or a nearby being/object will be coated with Fuuton chakra, slowly descending to the ground without fear of fall or gravity biting them in the ass. This doesn't give them the ability to fly, but rather the ability to avoid the consequence of a brutal fall, like a feather in the air.
Domain: Fuuton. Kiroku Gaijuu 'C'.
Shinkuu Gyoku (Vacuum Sphere)
Rank: C [x2]
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Creates up a single wind bullet no larger than 1 foot, plus one more each time retrained. Distance and speed at which wind bullet can travel depends on the user's Kiroku Gaijuu range. Travels in a straight line.
Description: After a deep breath, the user will allow the air to mix with their chakra; compressing the mixture into a large ball of wind chakra, bullet emerge from the users mouth,, moving fast and ravishing anything in its path.
Domain: Fūton. Kiroku Gaijuu (Blasting Winds Reach) 'C'
Ea Uingu (Air Wing)
Rank: B
Type: Supplementary / Fuuton Ninjutsu
Range: Self
Handseals: No
Chakra: High
Special: Grants the user the ability to accelerate their speed in the air. User can 'burst' at speeds akin to the winds of 'Kiroku Gaijuu' in order to avoid attacks. Due to its high speed nature, this can be used one per thread, plus one more each time retrained,
Description: A sub-skill of the Sarutobi no Jutsu, since it doesn't give the user the ability of flight, this is a useful variant. Once in the air, Without the need of handseals, the user simply gathers Fuuton chakra at their feet, then "kicks" the air, allowing the user to "push" off the air to speed up their momentum. The momentum of the wind burst at their feet sends the user in a specific direction a meter away instantly, nearly akin to that of Shunshin speed, the use of Sarutobi no Jutsu halting the sudden burst of momentum mid-air. This is often used as a successful mean for dodging attacks.
Domain: Fuuton. Sarutobi no Jutsu.
Shinkū Taigyoku (Vacuum Great Sphere)
Rank: B
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: High
Special: Creates a 10 meter wind blast in the form of a large ball that can travel and crash into anything the user targets, producing a nasty explosion of torrential slicing winds soon after. Distance at which wind sphere can travel upwards and outwards depends on the user's Kiroku Gaijuu range, and the size of the wind blast is equal to the size of the ball. Each time retrained, size of ball increases by a meter. However, after every third retraining, chakra consumption will increase by one.
Description: After a deep breath, the user will allow the air to mix with their chakra; compressing the mixture into a large ball of wind to be expelled with great force. Flying at impressive speeds, this jutsu soars towards its target in attempt to crush anything within it's path. The force of this wrecking ball can match the concussive force of many exploding notes, barreling through jutsu of equal prowess.
Domain: Fūton. Shinkuu Gyoku (Vacuum Sphere).
Shinkūha (Vacuum Wave)
Rank: B
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: High
Special: Releases wind blades up and around the user in a defensive, twisting manner, with the blades measuring 1/5th of the user's;s 'Kiroku Gaijuu' range. Up to three (3) blades may be fired off when first learned, plus one more each time retrained. However, after every third retraining, the consumption will go up by one. Finally, distance and speed at which they can travel upwards and outwards depends on the user's Kiroku Gaijuu range.
Description: After performing the requires seals the user takes a deep breath and spins while exhaling, compressing the released air into set of wind blades that cover a substantial area around the user due to their circular motion. After a deep breath, the user unleashes the blast. The resulting sharpened blast is large enough to slice through multiple targets located a significant distance from the user, causing grievous injuries amongst those hit, which may even prove fatal. .
Domain: Fūton. Kiroku Gaijuu (Blasting Winds Reach) 'B '.
For Fuuton -
CONSUMPTION - CHAKRA REDUCTION I, II, III, IV & V
CHAKRA MASTERY ALLOWS THE USER EXCELLENT CONTROL OVER THE CHAKRA THEY USE, HOW IT'S MOLDED, AND ULTIMATELY, HOW MUCH IS USED, SO MUCH SO THAT THEY CAN LOWER THE CHAKRA CONSUMPTION OF ALL MASTERY JUTSU. WHEN FIRST LEARNED, THE USER CAN CAST JUTSU OF THE MASTERY CLASS FOR ONE CHAKRA CONSUMPTION TIER LESS THAN NORMAL. EACH TIME RE-ACQUIRED, COST CONTINUES TO DROP BY ONE LESS TIER EACH TIME.
Suijinheki (Water Encampment Wall)
Rank:D,C, B, A, S
Type: Defensive / Suiton Ninjutsu
Range: Self
Handseals: Yes.
Chakra: D: Low; C, B: Mid; A, S: High
Special: Water barrier blocks attacks of equal rank.
Description: Suijinheki is one of the most impressive Suiton jutsu, and one of the few actually able to defend the user indefinitely from danger. The user will first do a string of hand seals, length varying by rank, and then they proceed to blow out a jet of water from their mouth. This stream moves at high speeds, and after five meters or so from the user, begins to form itself to a size equal and greater to that of the incoming attack, allowing it to act as a water barrier.
Domain: Suiton.
Mizuame Nabara (Starch Syrup Capture Field)
Rank: C
Type: Supplementary / Suiton Ninjutsu
Range: 0 - 10 meters
Handseals: Yes.
Chakra: Mid
Special: Glue freezes opponent in place for 1/2 a turn, plus 1/2 more each time retrained. Victims can only break free by providing a chakra burst equal to double that of the syrup cost, including retraining for extra turns. If the user does not coat their feet in special chakra, they can be stuck by this as well.
Description: Mizuame Nabara is a ninjutsu technique utilizing Suiton. After forming the needed handseals, the user will quickly expel a sticky liquid from their mouths. If the target runs on top of the liquid, their feet will become glued to its sticky surface. If the user focuses chakra to their feet before touching the surface, they can hover above and move over it without hindrance. This allows the caster or a comrade to charge and attack without fear of becoming bogged down as well, as long as they keep the chakra to their feet steady.
Domain: Suiton.
Mizu Bunshin no Jutsu (Water Clone Techqniue)
Rank: C [x3]
Type: Supplementary / Suiton Ninjutsu
Range: Self
Handseals: Yes.
Chakra: Mid
Special: Up to one clone can be made at a time, plus one more each time retrained. Being elementally based, this clone can use any c-ranked or lower suiton techniques the user knows. Can be relearned up to 4 times for a maximum of 5 clones created.
Description: With this technique, the Suiton user is able to call upon aid from a perfect copy of themselves. Comprised purely of water, this clone retains the user movement speed and strength. Best of all, due to its flowing essence, the water clone is capable of using a hefty amount of the original user's suiton-based techniques either for defensive means or offensive.
Domain: Suiton.
Ukemi (Receiving Body)
Rank:D,C, B, A, S
Stamina: D: Very Low, C: Low, B: Mid, A, High, S: Very High
Type: Defensive / Taijutsu
Range: Self
Special: Takes the edge off of enemy Taijutsu attacks, taking damage as though the technique was one rank lower. Can only be performed on the ground.
Description: One of the first things a Tumbler has to learn: how to fall. Or, more accurately, how to fall without getting hurt. Light on their feet as they are, the user can reduce the impact of many Taijutsu techniques simply by leaping backwards at the last second. As a second part of this technique, the user contorts their body in air so they land without unnecessary injury. This technique has a few obvious limitations, namely an inability to thwart piercing force, Ninjutsu or Genjutsu. This technique is also ineffective at ranks higher than what is currently learned by the user.
Domain: Karuwaza.
Tōchaku Ushiro Chūgaeri (Backflip Crescent)
Rank: D
Stamina: Low
Type: Offensive / Taijutsu
Range: Self
Special:
Description: Setting themselves up, the user of this technique will do any number of backwards handstands as they bridge the gap between themselves and their opponent. Then, with a back-flip, they lash out with a downward kick using the toe end of the foot in a circular motion. Despite it's rather long set-up, it uses rotational force to decent effect.
Domain: Karuwaza.
Ukemi - Takai (Receiving Body - Elevated)
Rank:D, C, B, A, S
Stamina: D: Very Low, C: Low, B: Mid, A, High, S: Very High
Type: Defensive / Taijutsu
Range: Self
Special: Takes the edge off of enemy Taijutsu attacks, taking damage as though the technique was one rank lower. Can only be used in mid-air.
Description: Taking the idea of Ukemi to it's natural extreme, experienced users can lessen the impact of attacks that hit them, even in mid-air where they have nothing to jump back from. To do this, users will accept the force of the attack and flip or rotate away from the force of the blow. This technique is tricky, and won't work on attacks that manage to hit dead center. (The solar plexus, from which there is no easy point of rotation.)
Domain: Karuwaza. Requires "Ukemi"
Tenjou no Shuuren (Discipline of Heaven and Earth)
Rank:D,C, B, A, S
Type: Supplementary / Taijutsu
Range: Self
Stamina: ---
Special: All Tenjouken techniques of equal or lesser rank take one tier less stamina to perform.
Description: The most basic technique of Tenjouken, this lays the foundation for the entirety of the style. It is a training of the body and a utilization of it to its utmost potential. Though not on the levels of the chakra-enhanced strength utilized by medic-nin, practitioners of Tenjouken have amazing physical power and speed with which to back it up. They focus on hitting hard and fast using efficient maneuvers. However, their training does not only cover offense; their bodies are extremely enduring and efficient.
Domain: Tenjouken
Tenchuu (Heaven's Punishment)
Rank: D
Type: Offensive / Taijutsu
Range: Self
Stamina: Low
Special: 125% speed boost gained during attack--does not receive any extra 'D-rank' damage.
Description: Standard Tenjouken technique. A technique that stresses speed. Whether a punch or a kick, the user aims to attack using the shortest path to the enemy--that is, a jab in a straight line as opposed to a hook, or a lower-body kick as opposed to an upper-body one. The "shortest path" changes with every movement, giving this technique a unique versatility.
Domain: Tenjouken, Tenjou no Shuuren 'D'
Tenshi (Heaven's Gift)
Rank: D
Type: Offensive / Taijutsu
Range: Self
Stamina: Low
Special: Adds 'D-rank' damage to one attack.
Description: Standard Tenjouken technique. A technique that stresses power. Whether a punch or a kick, the user aims to attack in such a way that they sacrifice speed for power--that is, a hook as opposed to a jab, or a spinning upper body kick as opposed to a swift lower body one.
Domain: Tenjouken, Tenjou no Shuuren 'D'
Keibi no Kougeki (Strike Guard)
Rank: C
Type: Offensive / Defensive / Taijutsu
Range: Self
Stamina: Mid
Special: Blocks 'C-rank' taijutsu attacks and below, whilst attacking in the same motion for 'C-rank' damage.
Description: When fighting against another Taijutsu user, Tenjouken users find that the best defense is in a good offense. That is, when they are put on the defense, they instead attack. When moving to guard an attack, instead of simply blocking or swatting the attack away, they strike at the body of the incoming attack in order to stop it (i.e. if a punch is coming, instead of swatting it away, the user will strike at the forearm or elbow of the incoming punch, thereby deflecting and attacking at the same time). If a weapon is used, they attempt to close in and strike at the body holding the weapon.
Domain: Tenjouken, Tenjou no Shuuren 'C'
Chouzan (Ruined Blossoms)
Rank: C
Type: Offensive / Taijutsu
Range: Self
Stamina: Mid
Special: Starts with two kicks. Each time retrained adds another kick, to a max of seven.
Description: A rapid set of kicks, performed in the same amount of time it takes to kick a single time. These kicks can vary from thrusting, to roundhouses, to front kicks, so long as they do not spin the user's body (i.e. spinning hook kick).
Domain: Tenjouken, Tenjou no Shuuren 'C'
Battojutsu (Art of the Drawing Sword)
Rank:D, C, B, A, S
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to deflect basic attacks of equal or lower rank, in conjunction with other, more advanced moves within the style.
Description: An offensive nature of fighting, all Battojutsu practitioners will tend to stand in looser patterns, letting their steel fly and attack at often irregular angles. Unlike its defensive counterpart, this form allows for quicker, more deliberate strikes, making it deadly in the hands of a true master.
Domain: Kenjutsu
Mae Zuki (Front Thrust)
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a standing position, the practitioner draws and thrusts a frontal attacker and then quickly sheathes his blade. As he invests more time and practice into the art of offensive sheathing, his overall offensive rating shall increase, although at the cost of greater stamina.
Domain: Kenjutsu. Battojutsu 'D'.
Ushiro Zuki (Rear Thrust)
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a kneeling position, the practitioner quickly turns and draws to thrust the rear as a simple attack then sheathes. As long as the user is aware of the target behind them, a quick unexpected offensive strike like this usually yields success.
Domain: Kenjutsu. Battojutsu 'D'.
Kesagiri (Diagonal Cut)
Rank: D [x2]
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a standing position, the practitioner draws and strikes an approaching attacker then sheathes. As they invest more time and practice into the art of offensive sheathing, their overall offensive rating shall increase.
Domain: Kenjutsu. Battojutsu 'D'.
=2100 exp
ORIG PRO:
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[style=font-family: arial; font-size: 9px; text-align: center; text-transform: uppercase;]TAGS, Fumito, Shuurai, Taiji
NOTES, blah blah
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