Tanuki Summoning Scroll
Apr 26, 2012 10:59:15 GMT -8
Post by Kenchiro on Apr 26, 2012 10:59:15 GMT -8
Name: Uncle Akirta
Classification: Senior
Rank: A
Kind: Grounder
Specialties: Taijutsu (And nothing else)
Description: Uncle Akirta was a very violent tanuki before he got his magical powers. He saved his brother countless times in their youth, and now, even though he appears to have developed no Tanuki Magic, he has become Papa's right paw badger. Years of countless battles have rendered him even more decrepit than his older brother. He has patches of fur missing, a nasty notch in his left ear, and a sneer made even more vicious by a few missing and chipped canines in his mouth. He tends to dress in light clothing, and when going into battle tends to wear boxing paraphernalia (gloves, head protector, boots, etc.). Outside of direct warfare, he has earned a reputation as the resident personal trainer of the family. Instead of valuing discretion, those who summon him for help often get training or instruction on matters of war.
His favorite treasure appears to be weapons and articles of war. Also, despite his age and wisdom, he cannot help dipping into Tanukese* when he is speaking.
Equipment: Boxing Gloves
Techniques:
[1] Kaimon (Gate of Opening)
Rank: C
Type: Supplementary / Nintaijutsu / Kinjutsu
Range: Self
Chakra/Stamina: Mid [per turn]
Handseals: No
Special: See subjutsu. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt regular Genjutsu 'D' ranked and lower. Once activated, the user moves at twice (6 mps) their normal speed, to the point a normal eye will have a harder time focusing on the user, seeing the figure slightly blurry but still themselves, and a Sharingan Stage 2 would be the only one to truly see with clarity. Upon deactivation, fatigue settles and lasts as long as Gate was active, yields strain, but does not restrict the user's level of Taijutsu.
Description: The first stage of the Eight Gates, the Gate of Opening (開門, Kaimon) is located in the brain, and upon activation, releases the brain's restraints, allowing full power usage of the body's muscles. Unlocking this gate allows the user to use extremely strong techniques, such as the Iron Fist's Frontal Lotus.
Domain: Hachimon.
Strength
Rank: C
Type: Passive / Nintaijutsu / Kinjutsu
Range: Self
Special: Represents strength boost received from Kaimon. Once activated, all Taijutsu, basic or advanced, shall have 'C' ranked damage stacked on at all times, equal to the amount of times retrained.
[2] Kyuumon (Gate of Rest)
Rank: B
Type: Supplementary / Nintaijutsu / Kinjutsu
Range: Self
Chakra/Stamina: High [per turn]
Handseals: No
Special: See subjutsu. All effects of previous gates are passively carried over. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt advanced Genjutsu 'C' ranked and lower. Once activated, the user moves at thrice (9 mps) their normal speed, to the point a normal eye can barely keep up with the user, seeing blurs and streaks, and a Sharingan Stage 3 is the only eye that can truly see the user clearly. Upon deactivation, fatigue settles and lasts as long as Gate was active, yields moderate strain, and restricts user to Taijutsu 'S' ranked and under for the remainder of the fatigue.
Description: Located within the brain, the second stage of the Eight Gates, the Gate of Rest, raises stamina and assists in recovery after being weakened. By further boosting one's inner strength, they subsequently re energize their body.
Domain: Hachimon. Must be able to sustain 'Kaimon' for at least 7 turns.
Endurance
Rank: C
Type: Passive / Nintaijutsu / Kinjutsu
Range: Self
Special: Represents defensive endurance boost received from Kaimon. Once activated, the user shall have a defense to 'C' ranked Taijutsu damage stacked on at all times, equal to the amount of times retrained.
[3] Seimon (Gate of Life)
Rank: BB
Type: Supplementary / Nintaijutsu / Kinjutsu
Range: Self
Chakra/Stamina: High2 [per turn]
Handseals: No
Special: See subjutsu. All effects of previous gates are passively carried over. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt regular Genjutsu 'C' ranked and lower. Once activated, the user moves at 4x (12 mps) their normal speed, to the point a normal eye will have almost no idea where the person is going (a blur is seen, and it will not give anyone an idea of where they are moving), and only a MS Sharingan can truly understand the movement. Upon deactivation, fatigue settles and lasts as long as Gate was active, yields intense strain that makes moving hard, and restricts user to Taijutsu 'A' ranked and under for the remainder of the fatigue.
Description: Located within the spinal cord, the third gate, the Gate of Life, begins to prepare the body for extreme movement and muscle destruction. However, the user's body is left intact for the most part, as this new level brings the user mostly benefits. A notable feature of this gate is that the user's skin suddenly begins to turn red.
Domain: Hachimon. Must be able to sustain 'Kyuuimon' for at least 6 turns.
Attack Speed
Rank: B
Type: Passive / Nintaijutsu / Kinjutsu
Range: Self
Special: Represents speed boost in overall appendage agility for kicking and general hand to hand combat. Once activated, the user shall be able to deliver 2 attacks per regular Taijutsu strike, plus 1 more each time retrained.
[4] Shoumon (Gate of Wound)
Rank: A
Type: Supplementary / Nintaijutsu / Kinjutsu
Range: Self
Chakra/Stamina: Very High [per turn]
Handseals: No
Special:See subjutsu. All effects of previous gates are passively carried over. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt advanced Genjutsu 'B' ranked and lower. Once activated, the user moves at 5x (15 mps) their normal speed, leaving the user untraceable. Upon deactivation, fatigue settles and lasts as long as Gate was active, yields intense strain that makes moving nearly impossible, and restricts user to Taijutsu 'B' ranked and under for the remainder of the fatigue.
Description: Located within the spinal cord, the fourth gate, the Gate of Wound, further's the body's destructive potential, evident by a more intense shade of red taking the user over, as well as a powerful aura that flows all around them. At this point, the user's muscles slowly begin to tear from use.
Domain: Hachimon. Must be able to sustain 'Seimon' for at least 5 turns.
Inner Strength
Rank: B
Type: Passive / Nintaijutsu / Kinjutsu
Range: Self
Special: Represents the user's inner strength, and how long they can sustain the stress of the gates before succumbing. By default, the user can only open and close Gates 1-4 once per thread before needing rest. Retraining this adds an additional Gate use, representing the user's improving inner strength.
[5] Tomon (Gate of Closing)
Rank: AA
Type: Supplementary / Nintaijutsu / Kinjutsu
Range: Self
Chakra/Stamina: Very High2 [per turn]
Handseals: No
Special:See subjutsu. All effects of previous gates are passively carried over. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt advanced Genjutsu 'B' ranked and lower. Once activated, the user moves at 6x (18 mps) their normal speed, leaving the user untraceable. Upon deactivation, fatigue settles and lasts as long as Gate was active, yields intense strain that makes moving nearly impossible, and restricts user to Taijutsu 'C' ranked and under for the remainder of the fatigue.
Description: Located within the abdomen, the fifth gate, the Gate of Closing, further's the body's destructive potential, evident by a more intense shade of red taking the user over, as well as a powerful aura that flows all around them. At this point, the user's muscles slowly begin to tear from use.
Domain: Hachimon. Must be able to sustain 'Shoumon' for at least 5 turns.
Enhanced Endurance
Rank: B
Type: Passive / Nintaijutsu / Kinjutsu
Range: Self
Special: Represents the user's inner stamina // Endurance, and how just how much physical stress and damage the user can withstand have being boosted from Tomon. Once activated the user will have a defense against all Taijutsu 'B' ranked attacks // damage which is stacked on at all times - equal to the amount of times retrained.
[6] Keimon (Gate of Joy)
Rank: S
Type: Supplementary / Nintaijutsu / Kinjutsu
Range: Self
Chakra/Stamina: Massive [per turn]
Handseals: No
Special: See subjutsu. All effects of previous gates are passively carried over. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt advanced Genjutsu 'A' ranked and lower. Once activated, the user moves at 7x (21 mps) their normal speed, making them untraceable. Upon deactivation, fatigue settles and lasts as long as Gate was active, yields intense strain that makes moving nearly impossible, and restricts user to Taijutsu 'D' ranked and under for the remainder of the fatigue.
Description: Located within the 'stomach', the sixth gate, the Gate of Joy, further's the body's destructive potential, evident by a more intense shade of red taking the user over, as well as a powerful aura that flows all around them, causing any loose and malleable substances such as water to swirl and vortex around the user. The free flowing chakra and life energy is almost a pleasurable feeling, the being of joyfulness.
Domain: Hachimon. Must be able to sustain 'Tomon' for at least 4 turns.
Youthful Speed
Rank: A
Type: Passive / Nintaijutsu / Kinjutsu
Range: Self
Special: Represents speed boost in overall appendage agility for kicking and general hand to hand combat. Once activated, the user shall be able to deliver 3 attacks per regular Taijutsu strike, plus 1 more each time retrained.
Masteries: 'X' Striking I
Brawn I, II, III
Senkotsu no Kouseinou (Art of the Augmented Physique)
Rank: D, C, B, A, S
Type: Passive / Offensive / Taijutsu
Range: Self
Special: Improves the user's physical brawn, granting all Taijutsu performed enhanced strength, even basic physical attacks, heightening the power of the assault with bonus damage equal to the highest rank known of this technique. However, due to the layers of muscle stacked on the user's body, their agility suffers greatly after certain points of advancement, their movement decreased by one-fourth after obtaining the 'C' Rank version of this technique, and decreased even further, by one-half after obtaining the 'A' Rank version. Due to their great physical prowess, the user can also gain significant lifting capabilities, the weight determined by the highest rank known of this technique:
D - Max Body Weight
C - 2x Max Body Weight
B - 3x Max Body Weight
A - 4x Max Body Weight
S - 5x Max Body Weight
Description: Through rigorous exercise and training methods, one is capable of advancing their physical capabilities to mighty heights, bringing fear to those who witness the brawn behind their newfound strength. This method is not simple as it seems, requiring the user to actually transform their body over time, muscle stacking several times over the further they advance into the art of reckless power. Those who obtain the higher levels of this art always appear to be extremely muscular and hulking in appearance, showcasing their hidden strength. However, due to the increase in physical mass, the user sustains significant disadvantages with the augmented strength, their speed and ability to react hindering the more they continue to build muscle. With this attribute in mind, it is wise of the practitioners of this style to understand patience, as well as the responsibilities that come with such power.
Domain: Akusen.
Muteki (Juggernaut)
Rank: D, C, B, A, S
Type: Supplementary / Defensive / Taijutsu
Range: Self
Stamina: Very Low - Massive
Special: Can successfully endure a blunt attack used against the user without slowing their momentum or sustaining any physical damage, but requires the user to sacrifice Stamina of equal rank to each technique used against them. Piercing/slashing techniques, those that exploit elemental weaknesses, or techniques of higher rank are unaffected by this technique. Cannot be used against Genjutsu.
Description: Those of the Akusen style have come to understand that their muscular mass has both offensive and defensive qualities, manipulating both to the best of their abilities. The initiation of this technique is quite simple, the user builds energy and stamina, preparing themselves for the incoming assault. Then, once the technique comes into contact with the user of this technique, their iron-clad muscle sustains the damage like a suit of armor, preventing the user from being affected in any way. The user must be careful when utilizing this ability, due to the equivalent drain of stamina, which can render them useless in battle, even if they survive the assault.
Domain: Akusen. Senkotsu no Kouseinou per rank.
Okaeshi (Revenge)
Rank: D, C, B, A, S
Type: Supplementary / Offensive / Taijutsu
Range: Self
Stamina: Low - Very High
Special: Amplifies the user's next Taijutsu technique after using 'Muteki', the bonus damage and stamina consumed equivalent to the combined amount of damage sustained. The user must successfully survive the opponent's techniques with 'Muteki' in order to increase their own strength. Does not affect multiple Taijutsu techniques after this technique's use. User must wait a single turn before utilizing 'Muteki' again, while 'Okaeshi' has a cooldown of three turns.
Description: The next step to increasing one's brawn within the art of augmented muscle, the user is able to transfer damage nullified by 'Muteki' into adrenaline, increasing the power of their next technique based on the strength of the techniques used against them. This technique requires patience, and if the user cannot successfully defend themselves against the opponent's techniques, the build of adrenaline disappears. The idea of this technique is based primarily on the scientific explanation of the transfer of energy: momentum inflicted upon the user does not simply become nonexistent, but is transformed into adrenaline, which is inflicted back upon the opponent through the user's own Taijutsu. However, this amplified strength does not come passively, and still requires the user to consume additional Stamina.
Domain: Akusen. Muteki per rank.
Kyoudai Sentou (Mighty Punch) (Retrained 3 Times)
Rank: D
Type: Offensive / Taijutsu
Range: 0 - 25 meters
Stamina: Low - High
Special: Can be retrained three times, stacking 'D' ranked damage each time. Inflicts knockback if the target is struck, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 5 meters
C - 10 meters
B - 15 meters
A - 20 meters
S - 25 meters
Description: A simple maneuver of Akusen, and known as one of the very basic, Kyoudai Sentou is a strong punch thrown with the momentum of the user's thick muscles assisting the delivery of the blow. The direction from which the fist approaches is unimportant, making this quite useful in hand-to-hand combat.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Haneru Kire (Decapitating Chop)
Rank: D, C, B, A, S
Type: Offensive / Taijutsu
Range: Self
Stamina: Low - Very High
Special: Causes numbness and the inability to utilize the targeted limb for a specific amount of time, based on the highest rank known. Any strike to the head will render the target completely unconscious for the same specified duration:
D - 1/4th of a turn
C - Half of a turn
B - One whole turn
A - Two whole turns
S - Three whole turns
Description: Haneru Kire, a powerful strike known for it's debilitating capabilities. The user positions their hand in a narrow formation, gathering strength before aiming the chop for a specific area on the opponent's body. If the hit succeeds, the opponent's affected limb will feel extremely numb, and will be rendered useless for a specific amount of time. However, if the opponent is struck on the head, they will become knocked unconscious, making this technique quite deadly in combat.
Domain: Akusen. Senkotsu no Kouseinou per rank.
Shindou Hirate (Impact Thrust)
Rank: D, C, B, A, S
Type: Offensive / Taijutsu
Range: 0 - 25 meters
Stamina: Low - Very High
Special: Causes hardened breathing and slowness in movement, which halves the opponent's speed, for a specific amount of time, the strength and knockback distance based on the highest rank known:
D - 1/4th of a turn; 5 meters
C - Half of a turn; 10 meters
B - One whole turn; 15 meters
A - Two whole turns; 20 meters
S - Three whole turns; 25 meters
Description: Shindou Hirate, a deadly palm thrust known for determining the fate of battles. The user gathers strength in their hand, preparing the assault once close enough to the opponent. Once within a hand-reach distance, the user thrusts their palm into the chest if the opponent, the sudden strike causing abnormal functioning in their lungs, which forces the opponent to lack proper breathing and hinders their speed severely. The following knockback is just the after-effect of the user's incredible strength, and can cause other damaging effects to the target's body as well.
Domain: Akusen. Senkotsu no Kouseinou per rank.
Rousuru Jinrai (Deafening Thunderclap)
Rank: D, C, B, A, S
Type: Offensive / Taijutsu
Range: Self
Stamina: Low - Very High
Special: Causes lack of hearing and disorientation for a specific amount of time, based on the highest rank known:
D - 1/4th of a turn
C - Half of a turn
B - One whole turn
A - Two whole turns
S - Three whole turns
Description: Rousuru Jinrai, a technique rivaling the effects of many Sound-based capabilities, which targets the opponent's auditory system through physical contact instead. The user gathers strength and both their hands, closing in on the opponent. Then, the user performs a 'clapping' motion toward the target's head, each hand striking the sides of their head. The powerful clap sends the momentum of the strike through the target's membrane, causing temporary damage, such as the sudden lack of hearing and disorientation in their sight and movement.
Domain: Akusen. Senkotsu no Kouseinou per rank.
Kongou Kensei (Adamantine Constraint)
Rank: C
Type: Offensive / Taijutsu
Range: Self
Stamina: Mid
Special: The target is incapable of escaping the fierce grip for a single turn, plus another turn for each new rank attained in 'Senkotsu no Kouseinou'. If the target is a Taijutsu Secondary, the specified duration is doubled, and if the target is a Taijutsu Tertiary, the specified duration is tripled.
Description: Kougou Kensei, a technique that undoubtedly displays the incredible brawn of the Akusen. The user simply gathers strength in an area of their body, then detains the target through some form of retaining method, whether it be a headlock, a nelson, an ankle-lock, a chokehold, or even a bearhug. The purpose of the technique is to be able to completely immobilize the target by utilizing the user's awe-inspiring brawn to overpower them. This does not mean the target is incapable of maneuvering themselves, this is only a mean for grasping the opponent, and being incapable of removing that constraint, unless the user is overwhelmed.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Omotai Chakushu (Colossal Launch)
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 50 meters
Stamina: Mid
Special: The damage and range of the toss is determined by the highest rank known of 'Senkotsu no Kouseinou':
D - 10 meters
C - 20 meters
B - 30 meters
A - 40 meters
S - 50 meters
Description: Omotai Chakushu, another excellent display of the Akusen's incredible physical strength. The initiation of the technique is quite simple, once the user is within hand's reach of the opponent, the user grabs them, gathering strength in their hands and muscles, then with tremendous force, the user spins and throws the target in a specific distance. The range of this technique can be quite grand depending on the level of the user's brawn, and can cause devastating damage upon landing if the opponent cannot recover from the flight.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Gekiha Hiji (Crushing Elbow)
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 25 meters
Stamina: Mid - Very High
Special: Can be retrained three times, stacking 'C' ranked damage each time. Inflicts knockback if the target is struck, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 5 meters
C - 10 meters
B - 15 meters
A - 20 meters
S - 25 meters
Description: Gekiha Hiji, a powerful elbow strike which can be performed from any direction. Although the technique is normally performed from a distance with the use of a single arm, in order to gain momentum, the user can choice a different method of completing the task. Without the need of a running head-start, while in extreme close-range, the user can simply place their opposite hand upon the fist of the 'charging elbow' arm that they plan to use as their weapon. Then, once the user forces the elbow into it's target, the force of applying pressure with their opposite hand onto the 'charging elbow' arm allows sufficient damage to take place, whereas a simple dash can inflict the same amount of damage, without the need to apply force with their opposite hand. However, the separate variations still grant the user unimaginable damage.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Nenshou Rariatto (Burning Lariat) (Retrained 3 times)
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 25 meters
Stamina: Mid - Very High
Special: Can be retrained three times, stacking 'C' ranked damage each time. Inflicts knockback if the target is struck, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 5 meters
C - 10 meters
B - 15 meters
A - 20 meters
S - 25 meters
Description: Nenshou Rariatto, a deadly arm thrust known to end the lives of many who challenge the Akusen. From close-range or from a running distance, the user gathers strength in their biceps, prepared to plummet into the target. Then, with a single, swift motion, the user performs a clothesline-like maneuver, their arm plowing through the target's chest with incredible brawn, potentially breaking bone due to it's power. In addition to the physical damage, the user furthers the chance of injury, their arm launching the target into the distance with tremendous force. The straightforwardness of the attack can be extremely deadly in combat.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Satsujin Hiza (Titanic Knee) (Retrained 3 times)
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 10 meters
Stamina: Mid - Very High
Special: Can be retrained three times, stacking 'C' ranked damage each time. The force of the strike can knock the target greatly into the air, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 2 meters
C - 4 meters
B - 6 meters
A - 8 meters
S - 10 meters
Description: Satsujin Hiza, a incredible knee strike that is quite unpredictable due to it's shallow position. Though normally performed while securing a tight grip on the target, the blow can truly be initiated from any position, as long as the momentum is sustained. The user gathers strength in their feet and legs, power building before pushing their kneecap into the opponent, the damage inflicted capable of being extremely effective if not defended against. As stated earlier, due to the rising knee being commonly initiated from the ground, the opponent's chances of recognizing the strike before it connects is quite slim if the user is close and agile enough.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Funsai Mubou (Battering Headbutt) (Retrained 3 Times)
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 25 meters
Stamina: Mid - Very High
Special: Can be retrained three times, stacking 'C' ranked damage each time. Inflicts knockback if the target is struck, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 5 meters
C - 10 meters
B - 15 meters
A - 20 meters
S - 25 meters
Description: Funsai Mubou, a straightforward technique which transfers energy built within the user's body into their opponent through a simple headbutt. The user builds momentum, stamina gathering as they set their eyes on the target like a raging bull. Then, either through close or medium range, the user charges their head into the target, the unorthodox assault being quite unexpected and brutal enough to inflict severe damage. The headbutt can be performed from up-close while already holding the opponent in a tight grip, or through a rampaging charge from a specific distance, meaning the variation and unconventional maneuver can be quite useful in combat.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Noroshi Appakatto (Skyrocket Uppercut) (Retrained 3 Times)
Rank: B
Type: Offensive / Taijutsu
Range: 0 - 50 meters
Stamina: High - Massive
Special: Can be retrained three times, stacking 'B' ranked damage each time. The force of the strike can knock the target greatly into the air, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 10 meters
C - 20 meters
B - 30 meters
A - 40 meters
S - 50 meters
Description: Noroshi Appakatto, a powerful rising punch often used by professional boxers, which can be deadly in the hands of an Akusen practitioner. The user gathers stamina in their leading arm, legs, and feet, several areas not common to most techniques within this fighting style. Then, the user lowers their body to the ground by bending their knees, the crouch position signifying the massive supply of strength, which is then followed by an extremely swift uppercut, the punch aimed for the target's jaw. Once the ascending strike connects, the transfer of momentum launches the opponent like a rocket into the air, the height being tremendous if the force allows it. Due to the incredible power behind the uppercut, this punch is quite feared as one of the Akusen's most threatening techniques, and can inflict damage upon impact into the ascension and from the descent.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Bakuyaku Gachan (Explosive Slam) (Retrained 3 Times)
Rank: B
Type: Offensive / Taijutsu
Range: 0 - 15 meters
Stamina: High - Massive
Special: Can be retrained three times, stacking 'B' ranked damage each time. Causes the ground below the user and the target to become ruptured and unsettled due to the strike's concussive strength, the force inflicting knockback on those within the technique's range outside of it, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 3 meters
C - 6 meters
B - 9 meters
A - 12 meters
S - 15 meters
Description: Bakuyaku Gachan, a forceful slam that requires incredible brawn to complete. The user gathers stamina in several areas of the body, such as their arms and legs, the target being within arm's reach. Then, by simply obtaining a secure grasp on the opponent, the user lifts the target into the air, rotating their body with the intent of flipping the opponent directly into a threatening slam. The spin drives the momentum of the technique, and with a single, swift motion, the user slams the target into the ground below, the force being enough to shatter bones throughout their body. In addition to the divine strength of the technique, the environment is disturbed as well, intense energy flowing through the body of the target into the ground below, turning the earth into cracked rubble, causing movement to be difficult. However, this effect only occurs if the target is successfully thrusted into the ground, meaning the user must be nimble when performing this technique.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Jaianto Habatobi (Hulking Jump)
Rank: B
Type: Supplementary / Taijutsu
Range: 0 - 50 meters
Stamina: High
Special: Grants the user the ability to jump dozens of meters into the air through the use of their own physical strength, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 10 meters
C - 20 meters
B - 30 meters
A - 40 meters
S - 50 meters
Description: Jaianto Habatobi, one of the Akusen's greatest variants, allowing the use of an astounding leap into the atmosphere, commonly used for a method of escape or for a follow-up technique. The user builds stamina in their legs and feet, their knees bending into a crouched position as the user determines the direction in which they plan to ascend. Then, appearing like a blur in the wind, the user forces their hulking strength into the ground below, acting as a launch pad as their body rockets through the air, reaching up to fifty meters if capable. Due to the power behind the leap, the ascension is quite vast and requires a few seconds at best, praising the technique as vital for most Akusen practitioners. Upon returning the ground, the user sustains no drawbacks at all, their muscular build cushioning the landing.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Nagareboshi Tobikomi (Meteor Dive)
Rank: B
Type: Offensive / Taijutsu
Range: 0 - 15 meters
Stamina: High - Massive
Special: Can be retrained three times, stacking 'B' ranked damage each time. Causes the ground below the user and the target to become ruptured and unsettled due to the strike's concussive strength, the force inflicting knockback on those within the technique's range outside of it, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 3 meters
C - 6 meters
B - 9 meters
A - 12 meters
S - 15 meters
Description: Nagareboshi Tobikomi, a special footdive that allows the user to descend upon the opponent like a sword with their feet, the assault capable of pummeling though even the greatest defenses. The user builds momentum, stamina gathering in their legs and feet as they lock their eyes on the target. Then, upon leaping nearly five meters in the air, the user completes an instant front-flip, the speed rivaled by none, before returning to the earth, their body aimed narrowly toward the opponent with their feet guiding them like a missile. The gravity forcing the user to the ground along with their own physical prowess creates a deadly footdive capable of piercing great barriers, and smashing those unwary of it's strength into the ground below. In addition to the divine strength of the technique, the environment is disturbed as well, intense energy flowing through the body of the target into the ground below, turning the earth into cracked rubble, causing movement to be difficult. However, this effect only occurs if their feet are successfully thrusted into the ground, meaning the user must be nimble when performing this technique.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Monosugoi Hougeki (Earth-Shattering Powerbomb)
Rank: A
Type: Offensive / Taijutsu
Range: 0 - 25 meters
Stamina: Very High - Massive
Special: Can be retrained three times, stacking 'A' ranked damage each time. Causes the ground below the user and the target to become ruptured and unsettled due to the strike's concussive strength, the force inflicting knockback on those within the technique's range outside of it, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 5 meters
C - 10 meters
B - 15 meters
A - 20 meters
S - 25 meters
Description: Monosugoi Hougeki, one of the final stages determining the growth of a young Akusen practitioner, only taught to those worthy of it's command. The user builds momentum in their arms and hands, the target requires to be within arm's reach. Upon confining the specific amount of stamina needed, the user grasps the target, their incredible strength lifting the helpless body of the opponent into a sitting position on their shoulders, their legs dangling behind the user. With their hands gripping tightly onto the target's waist, the user suddenly throws the target forward onto the ground, vast amount of strength allowing momentum to plummet the opponent into the earth like a meteor, their back completely exposed. The technique, if done correctly, is capable of breaking several bones throughout the target's body, placing them within severe condition that only the finest Medical Ninjutsu could cure. In addition to the divine strength of the technique, the environment is disturbed as well, intense energy flowing through the body of the target into the ground below, turning the earth into cracked rubble, causing movement to be difficult. However, this effect only occurs if their body successfully connects with the ground, meaning the user must be nimble when performing this technique.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Name: Cousin Tami
Classification: Senior
Rank: B
Kind: Grounder
Specialties: Ninjutsu Primary
Genjutsu Secondary
Taijutsu Tertiary
Description: The leader of the Tanuki Triumvira-ta, of which she is the lead singer. She dresses in bright colors, like a famous pop-star. Normally a shy, reserved young badger, she is often one of the hardest to call into the real world on purpose, more because of her unwillingness to be seen in public. She becomes a completely different tanuki, however, when she is performing. Like the other members of the Triumvira-ta, she has a sub-specialty in elemental chakra (in this case wind.).
Her favorite treasures are autographed pictures of celebrities and other such bric a brac. She also has mastered the art of singing without dipping into her native Tanukese, however, she tends to speak with that dialect.
Equipment: Her lucky microphone
Techniques:
Mastery: Chakra Reduction I
Ototon Ryouuken (Sound Dominion)
Rank: D, C, B, A, S
Type: Supplementary / Ototon Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
Special: Highest rank determines the range the sound waves produced by the user can travel, as well as their speed.
D: 10 meters // 5 meters per second
C: 20 m // 10 mps
B: 30 m // 15 mps
A: 40 m // 20 mps
S: 50 m // 25 mps
Description: The basis behind the majority of Ototon techniques lie in the user's ability to control the very sound waves around them. 'Sound Dominion' is just as its name implies, a fundamental supplementary jutsu of Ototon nature that allows the user to intermingle their chakra with that of nature, harmonizing the two in order to create complete control over all sound around them. Once this link is achieved, the door is opened for greater creations to be made.
Domain: Ototon.
Ototon no Tate (Shield of Sound)
Rank: D, C, B, A, S
Type: Supplementary / Defensive / Ototon Ninjutsu
Range: Self
Handseals: Yes
Chakra: Very Low - Very High
Special: The shield of sound is only capable of sending incoming attacks off course, and does not actually "block" them. As such, it interferes with incoming items one rank less than the highest rank known.
Description: A fairly basic oto-based ninjutsu, the shield of sound is used to send projectiles veering off course. After forming the needed handseals, the user aims to create sound-waves through whichever means possible, like singing or even clapping their hands, creating enough sound for the chakra to manifest into an opposing current that sends the impeding projectiles in any which direction.
Domain: Ototon. Ototon Ryouuken of equal rank.
Dabingun (Ventriloquism)
Rank: D, C, B, A, S
Type: Supplementary / Ototon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Very Low - Very High
Special: Allows the user to throw their voice across long distances, making it appear as if they were standing wherever the voice comes from. Distance voice can travel depends on the user's highest 'Ototon Ryouuken' rank, doubled. Highest rank known determines type of message to be sent.
D: 1 word per turn
C: 2-4 words
B: 5-7 words
A: 8-10 words
S: Unlimited
Description: A very simple and basic technique, this allows the user to throw their voice across large areas, to the point it can go wherever they wish with sufficient practice. This includes through moving through objects, so that the user can truly make it sound as if they’re within a room.
Domain: Ototon. Ototon Ryouuken of equal rank.
Akutibu (Sound Hunting Sonar)
Rank: D, C, B, A, S
Type: Supplementary / Ototon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Very Low - Very High
Special: Range at which sonar works depends on the user's highest 'Sound Dominion' rank; sonar works in all directions. Highest rank known determines how many different sound-disruptors the user can take before becoming overwhelmed and thus deaf for a while turn. A sound disruptor is not something like a passing wind or a sneeze, but something unnatural, like an explosion or the growl of a huge beast. Upon hitting the 'S' rank, the user no longer needs to close their eyes to perceive the sound. Finally, highest rank also determines the delay between the sonar's first pulse and the information it brings back.
D: 5 disruptors // Full Turn sonar
C: 10 // 3/4 ths of a Turn
B: 15 // Half of a Turn
A: 20 // 1/4 th of a Turn
S: Unlimited // Near-Instant!
Description: 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! It's only downfall? Too much noise, making the radar hard to read.
Domain: Ototon. Ototon Ryouuken of equal rank.
Kiai (Scream!)
Rank: D, C, B, A, S
Type: Offensive / Ototon Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Scream range depends on the user's highest 'Sound Dominion' range, and it effects friends and foe alive, including the user. Scream induces heavy vomiting, disorientation, lack of balance, lack of overall bodily homeostasis, and panic. While screaming, user must remain in place. Highest rank known determines how long the effects of the user's scream can last upon its victims; effects cannot stack.
D: 1 second
D: 2 s
C: 3 s
B: 4 s
A: 5 s
Description: A very straight forward and offensive technique, scream allows the user to attack multiple targets at once with a powerful, almost deafening scream. The user will need to draw in a deep breath before performing the technique, which will then expand all around the user for the duration of the technique.
Domain: Ototon. Ototon Ryouuken of equal rank.
Oto Bunshin no Jutsu (Sound Clone Technique)
Rank: C
Type: Supplementary / Ototon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Up to one clone can be made at a time, plus one more each time retrained. Being "elementally" based, the clone use any "C" ranked or lower Ototon techniques the user knows. Can be relearned up to 4 times for a maximum of 5 clones created.
Description: With this technique, the Ototon user is able to call upon aid from a perfect copy of themselves. Comprised purely of elementally recomposed sound chakra, this clone retains the user's movement speed and strength. Best of all, due to its flowing essence, the clone is capable of using a hefty amount of the original user's sound-based techniques either for defensive means or offensive.
Domain: Ototon. Ototon Ryouuken 'C'.
Oto-Juugan (Sound Bullet) (Retrained 3 Times)
Rank: B
Type: Offensive / Ototon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: High
Special: Range and bonus vibrating damage depends on the user's highest 'Sound Dominion'. Up to one bullet can be shot per use, plus one more each time retrained; regardless of bullets shot however, they still shoot forth in a straight line one after another, not simultaneously. User must remain in place while firing.
Description: As the name would imply, the sound bullet technique allows the user to shoot small pockets of sound at their target from any source of sound they create. After forming a few small hand seals, the user will produce a quick intense sound, such as clapping, screaming, or anything that can power the bullets. This whistle is the creation and expulsion of the bullet(s), with the number varying on the rank of the technique.
Domain: Ototon. Ototon Ryouuken 'B'.
Classification: Senior
Rank: A
Kind: Grounder
Specialties: Taijutsu (And nothing else)
Description: Uncle Akirta was a very violent tanuki before he got his magical powers. He saved his brother countless times in their youth, and now, even though he appears to have developed no Tanuki Magic, he has become Papa's right paw badger. Years of countless battles have rendered him even more decrepit than his older brother. He has patches of fur missing, a nasty notch in his left ear, and a sneer made even more vicious by a few missing and chipped canines in his mouth. He tends to dress in light clothing, and when going into battle tends to wear boxing paraphernalia (gloves, head protector, boots, etc.). Outside of direct warfare, he has earned a reputation as the resident personal trainer of the family. Instead of valuing discretion, those who summon him for help often get training or instruction on matters of war.
His favorite treasure appears to be weapons and articles of war. Also, despite his age and wisdom, he cannot help dipping into Tanukese* when he is speaking.
Equipment: Boxing Gloves
Techniques:
[1] Kaimon (Gate of Opening)
Rank: C
Type: Supplementary / Nintaijutsu / Kinjutsu
Range: Self
Chakra/Stamina: Mid [per turn]
Handseals: No
Special: See subjutsu. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt regular Genjutsu 'D' ranked and lower. Once activated, the user moves at twice (6 mps) their normal speed, to the point a normal eye will have a harder time focusing on the user, seeing the figure slightly blurry but still themselves, and a Sharingan Stage 2 would be the only one to truly see with clarity. Upon deactivation, fatigue settles and lasts as long as Gate was active, yields strain, but does not restrict the user's level of Taijutsu.
Description: The first stage of the Eight Gates, the Gate of Opening (開門, Kaimon) is located in the brain, and upon activation, releases the brain's restraints, allowing full power usage of the body's muscles. Unlocking this gate allows the user to use extremely strong techniques, such as the Iron Fist's Frontal Lotus.
Domain: Hachimon.
Strength
Rank: C
Type: Passive / Nintaijutsu / Kinjutsu
Range: Self
Special: Represents strength boost received from Kaimon. Once activated, all Taijutsu, basic or advanced, shall have 'C' ranked damage stacked on at all times, equal to the amount of times retrained.
[2] Kyuumon (Gate of Rest)
Rank: B
Type: Supplementary / Nintaijutsu / Kinjutsu
Range: Self
Chakra/Stamina: High [per turn]
Handseals: No
Special: See subjutsu. All effects of previous gates are passively carried over. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt advanced Genjutsu 'C' ranked and lower. Once activated, the user moves at thrice (9 mps) their normal speed, to the point a normal eye can barely keep up with the user, seeing blurs and streaks, and a Sharingan Stage 3 is the only eye that can truly see the user clearly. Upon deactivation, fatigue settles and lasts as long as Gate was active, yields moderate strain, and restricts user to Taijutsu 'S' ranked and under for the remainder of the fatigue.
Description: Located within the brain, the second stage of the Eight Gates, the Gate of Rest, raises stamina and assists in recovery after being weakened. By further boosting one's inner strength, they subsequently re energize their body.
Domain: Hachimon. Must be able to sustain 'Kaimon' for at least 7 turns.
Endurance
Rank: C
Type: Passive / Nintaijutsu / Kinjutsu
Range: Self
Special: Represents defensive endurance boost received from Kaimon. Once activated, the user shall have a defense to 'C' ranked Taijutsu damage stacked on at all times, equal to the amount of times retrained.
[3] Seimon (Gate of Life)
Rank: BB
Type: Supplementary / Nintaijutsu / Kinjutsu
Range: Self
Chakra/Stamina: High2 [per turn]
Handseals: No
Special: See subjutsu. All effects of previous gates are passively carried over. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt regular Genjutsu 'C' ranked and lower. Once activated, the user moves at 4x (12 mps) their normal speed, to the point a normal eye will have almost no idea where the person is going (a blur is seen, and it will not give anyone an idea of where they are moving), and only a MS Sharingan can truly understand the movement. Upon deactivation, fatigue settles and lasts as long as Gate was active, yields intense strain that makes moving hard, and restricts user to Taijutsu 'A' ranked and under for the remainder of the fatigue.
Description: Located within the spinal cord, the third gate, the Gate of Life, begins to prepare the body for extreme movement and muscle destruction. However, the user's body is left intact for the most part, as this new level brings the user mostly benefits. A notable feature of this gate is that the user's skin suddenly begins to turn red.
Domain: Hachimon. Must be able to sustain 'Kyuuimon' for at least 6 turns.
Attack Speed
Rank: B
Type: Passive / Nintaijutsu / Kinjutsu
Range: Self
Special: Represents speed boost in overall appendage agility for kicking and general hand to hand combat. Once activated, the user shall be able to deliver 2 attacks per regular Taijutsu strike, plus 1 more each time retrained.
[4] Shoumon (Gate of Wound)
Rank: A
Type: Supplementary / Nintaijutsu / Kinjutsu
Range: Self
Chakra/Stamina: Very High [per turn]
Handseals: No
Special:See subjutsu. All effects of previous gates are passively carried over. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt advanced Genjutsu 'B' ranked and lower. Once activated, the user moves at 5x (15 mps) their normal speed, leaving the user untraceable. Upon deactivation, fatigue settles and lasts as long as Gate was active, yields intense strain that makes moving nearly impossible, and restricts user to Taijutsu 'B' ranked and under for the remainder of the fatigue.
Description: Located within the spinal cord, the fourth gate, the Gate of Wound, further's the body's destructive potential, evident by a more intense shade of red taking the user over, as well as a powerful aura that flows all around them. At this point, the user's muscles slowly begin to tear from use.
Domain: Hachimon. Must be able to sustain 'Seimon' for at least 5 turns.
Inner Strength
Rank: B
Type: Passive / Nintaijutsu / Kinjutsu
Range: Self
Special: Represents the user's inner strength, and how long they can sustain the stress of the gates before succumbing. By default, the user can only open and close Gates 1-4 once per thread before needing rest. Retraining this adds an additional Gate use, representing the user's improving inner strength.
[5] Tomon (Gate of Closing)
Rank: AA
Type: Supplementary / Nintaijutsu / Kinjutsu
Range: Self
Chakra/Stamina: Very High2 [per turn]
Handseals: No
Special:See subjutsu. All effects of previous gates are passively carried over. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt advanced Genjutsu 'B' ranked and lower. Once activated, the user moves at 6x (18 mps) their normal speed, leaving the user untraceable. Upon deactivation, fatigue settles and lasts as long as Gate was active, yields intense strain that makes moving nearly impossible, and restricts user to Taijutsu 'C' ranked and under for the remainder of the fatigue.
Description: Located within the abdomen, the fifth gate, the Gate of Closing, further's the body's destructive potential, evident by a more intense shade of red taking the user over, as well as a powerful aura that flows all around them. At this point, the user's muscles slowly begin to tear from use.
Domain: Hachimon. Must be able to sustain 'Shoumon' for at least 5 turns.
Enhanced Endurance
Rank: B
Type: Passive / Nintaijutsu / Kinjutsu
Range: Self
Special: Represents the user's inner stamina // Endurance, and how just how much physical stress and damage the user can withstand have being boosted from Tomon. Once activated the user will have a defense against all Taijutsu 'B' ranked attacks // damage which is stacked on at all times - equal to the amount of times retrained.
[6] Keimon (Gate of Joy)
Rank: S
Type: Supplementary / Nintaijutsu / Kinjutsu
Range: Self
Chakra/Stamina: Massive [per turn]
Handseals: No
Special: See subjutsu. All effects of previous gates are passively carried over. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt advanced Genjutsu 'A' ranked and lower. Once activated, the user moves at 7x (21 mps) their normal speed, making them untraceable. Upon deactivation, fatigue settles and lasts as long as Gate was active, yields intense strain that makes moving nearly impossible, and restricts user to Taijutsu 'D' ranked and under for the remainder of the fatigue.
Description: Located within the 'stomach', the sixth gate, the Gate of Joy, further's the body's destructive potential, evident by a more intense shade of red taking the user over, as well as a powerful aura that flows all around them, causing any loose and malleable substances such as water to swirl and vortex around the user. The free flowing chakra and life energy is almost a pleasurable feeling, the being of joyfulness.
Domain: Hachimon. Must be able to sustain 'Tomon' for at least 4 turns.
Youthful Speed
Rank: A
Type: Passive / Nintaijutsu / Kinjutsu
Range: Self
Special: Represents speed boost in overall appendage agility for kicking and general hand to hand combat. Once activated, the user shall be able to deliver 3 attacks per regular Taijutsu strike, plus 1 more each time retrained.
Masteries: 'X' Striking I
Brawn I, II, III
Senkotsu no Kouseinou (Art of the Augmented Physique)
Rank: D, C, B, A, S
Type: Passive / Offensive / Taijutsu
Range: Self
Special: Improves the user's physical brawn, granting all Taijutsu performed enhanced strength, even basic physical attacks, heightening the power of the assault with bonus damage equal to the highest rank known of this technique. However, due to the layers of muscle stacked on the user's body, their agility suffers greatly after certain points of advancement, their movement decreased by one-fourth after obtaining the 'C' Rank version of this technique, and decreased even further, by one-half after obtaining the 'A' Rank version. Due to their great physical prowess, the user can also gain significant lifting capabilities, the weight determined by the highest rank known of this technique:
D - Max Body Weight
C - 2x Max Body Weight
B - 3x Max Body Weight
A - 4x Max Body Weight
S - 5x Max Body Weight
Description: Through rigorous exercise and training methods, one is capable of advancing their physical capabilities to mighty heights, bringing fear to those who witness the brawn behind their newfound strength. This method is not simple as it seems, requiring the user to actually transform their body over time, muscle stacking several times over the further they advance into the art of reckless power. Those who obtain the higher levels of this art always appear to be extremely muscular and hulking in appearance, showcasing their hidden strength. However, due to the increase in physical mass, the user sustains significant disadvantages with the augmented strength, their speed and ability to react hindering the more they continue to build muscle. With this attribute in mind, it is wise of the practitioners of this style to understand patience, as well as the responsibilities that come with such power.
Domain: Akusen.
Muteki (Juggernaut)
Rank: D, C, B, A, S
Type: Supplementary / Defensive / Taijutsu
Range: Self
Stamina: Very Low - Massive
Special: Can successfully endure a blunt attack used against the user without slowing their momentum or sustaining any physical damage, but requires the user to sacrifice Stamina of equal rank to each technique used against them. Piercing/slashing techniques, those that exploit elemental weaknesses, or techniques of higher rank are unaffected by this technique. Cannot be used against Genjutsu.
Description: Those of the Akusen style have come to understand that their muscular mass has both offensive and defensive qualities, manipulating both to the best of their abilities. The initiation of this technique is quite simple, the user builds energy and stamina, preparing themselves for the incoming assault. Then, once the technique comes into contact with the user of this technique, their iron-clad muscle sustains the damage like a suit of armor, preventing the user from being affected in any way. The user must be careful when utilizing this ability, due to the equivalent drain of stamina, which can render them useless in battle, even if they survive the assault.
Domain: Akusen. Senkotsu no Kouseinou per rank.
Okaeshi (Revenge)
Rank: D, C, B, A, S
Type: Supplementary / Offensive / Taijutsu
Range: Self
Stamina: Low - Very High
Special: Amplifies the user's next Taijutsu technique after using 'Muteki', the bonus damage and stamina consumed equivalent to the combined amount of damage sustained. The user must successfully survive the opponent's techniques with 'Muteki' in order to increase their own strength. Does not affect multiple Taijutsu techniques after this technique's use. User must wait a single turn before utilizing 'Muteki' again, while 'Okaeshi' has a cooldown of three turns.
Description: The next step to increasing one's brawn within the art of augmented muscle, the user is able to transfer damage nullified by 'Muteki' into adrenaline, increasing the power of their next technique based on the strength of the techniques used against them. This technique requires patience, and if the user cannot successfully defend themselves against the opponent's techniques, the build of adrenaline disappears. The idea of this technique is based primarily on the scientific explanation of the transfer of energy: momentum inflicted upon the user does not simply become nonexistent, but is transformed into adrenaline, which is inflicted back upon the opponent through the user's own Taijutsu. However, this amplified strength does not come passively, and still requires the user to consume additional Stamina.
Domain: Akusen. Muteki per rank.
Kyoudai Sentou (Mighty Punch) (Retrained 3 Times)
Rank: D
Type: Offensive / Taijutsu
Range: 0 - 25 meters
Stamina: Low - High
Special: Can be retrained three times, stacking 'D' ranked damage each time. Inflicts knockback if the target is struck, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 5 meters
C - 10 meters
B - 15 meters
A - 20 meters
S - 25 meters
Description: A simple maneuver of Akusen, and known as one of the very basic, Kyoudai Sentou is a strong punch thrown with the momentum of the user's thick muscles assisting the delivery of the blow. The direction from which the fist approaches is unimportant, making this quite useful in hand-to-hand combat.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Haneru Kire (Decapitating Chop)
Rank: D, C, B, A, S
Type: Offensive / Taijutsu
Range: Self
Stamina: Low - Very High
Special: Causes numbness and the inability to utilize the targeted limb for a specific amount of time, based on the highest rank known. Any strike to the head will render the target completely unconscious for the same specified duration:
D - 1/4th of a turn
C - Half of a turn
B - One whole turn
A - Two whole turns
S - Three whole turns
Description: Haneru Kire, a powerful strike known for it's debilitating capabilities. The user positions their hand in a narrow formation, gathering strength before aiming the chop for a specific area on the opponent's body. If the hit succeeds, the opponent's affected limb will feel extremely numb, and will be rendered useless for a specific amount of time. However, if the opponent is struck on the head, they will become knocked unconscious, making this technique quite deadly in combat.
Domain: Akusen. Senkotsu no Kouseinou per rank.
Shindou Hirate (Impact Thrust)
Rank: D, C, B, A, S
Type: Offensive / Taijutsu
Range: 0 - 25 meters
Stamina: Low - Very High
Special: Causes hardened breathing and slowness in movement, which halves the opponent's speed, for a specific amount of time, the strength and knockback distance based on the highest rank known:
D - 1/4th of a turn; 5 meters
C - Half of a turn; 10 meters
B - One whole turn; 15 meters
A - Two whole turns; 20 meters
S - Three whole turns; 25 meters
Description: Shindou Hirate, a deadly palm thrust known for determining the fate of battles. The user gathers strength in their hand, preparing the assault once close enough to the opponent. Once within a hand-reach distance, the user thrusts their palm into the chest if the opponent, the sudden strike causing abnormal functioning in their lungs, which forces the opponent to lack proper breathing and hinders their speed severely. The following knockback is just the after-effect of the user's incredible strength, and can cause other damaging effects to the target's body as well.
Domain: Akusen. Senkotsu no Kouseinou per rank.
Rousuru Jinrai (Deafening Thunderclap)
Rank: D, C, B, A, S
Type: Offensive / Taijutsu
Range: Self
Stamina: Low - Very High
Special: Causes lack of hearing and disorientation for a specific amount of time, based on the highest rank known:
D - 1/4th of a turn
C - Half of a turn
B - One whole turn
A - Two whole turns
S - Three whole turns
Description: Rousuru Jinrai, a technique rivaling the effects of many Sound-based capabilities, which targets the opponent's auditory system through physical contact instead. The user gathers strength and both their hands, closing in on the opponent. Then, the user performs a 'clapping' motion toward the target's head, each hand striking the sides of their head. The powerful clap sends the momentum of the strike through the target's membrane, causing temporary damage, such as the sudden lack of hearing and disorientation in their sight and movement.
Domain: Akusen. Senkotsu no Kouseinou per rank.
Kongou Kensei (Adamantine Constraint)
Rank: C
Type: Offensive / Taijutsu
Range: Self
Stamina: Mid
Special: The target is incapable of escaping the fierce grip for a single turn, plus another turn for each new rank attained in 'Senkotsu no Kouseinou'. If the target is a Taijutsu Secondary, the specified duration is doubled, and if the target is a Taijutsu Tertiary, the specified duration is tripled.
Description: Kougou Kensei, a technique that undoubtedly displays the incredible brawn of the Akusen. The user simply gathers strength in an area of their body, then detains the target through some form of retaining method, whether it be a headlock, a nelson, an ankle-lock, a chokehold, or even a bearhug. The purpose of the technique is to be able to completely immobilize the target by utilizing the user's awe-inspiring brawn to overpower them. This does not mean the target is incapable of maneuvering themselves, this is only a mean for grasping the opponent, and being incapable of removing that constraint, unless the user is overwhelmed.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Omotai Chakushu (Colossal Launch)
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 50 meters
Stamina: Mid
Special: The damage and range of the toss is determined by the highest rank known of 'Senkotsu no Kouseinou':
D - 10 meters
C - 20 meters
B - 30 meters
A - 40 meters
S - 50 meters
Description: Omotai Chakushu, another excellent display of the Akusen's incredible physical strength. The initiation of the technique is quite simple, once the user is within hand's reach of the opponent, the user grabs them, gathering strength in their hands and muscles, then with tremendous force, the user spins and throws the target in a specific distance. The range of this technique can be quite grand depending on the level of the user's brawn, and can cause devastating damage upon landing if the opponent cannot recover from the flight.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Gekiha Hiji (Crushing Elbow)
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 25 meters
Stamina: Mid - Very High
Special: Can be retrained three times, stacking 'C' ranked damage each time. Inflicts knockback if the target is struck, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 5 meters
C - 10 meters
B - 15 meters
A - 20 meters
S - 25 meters
Description: Gekiha Hiji, a powerful elbow strike which can be performed from any direction. Although the technique is normally performed from a distance with the use of a single arm, in order to gain momentum, the user can choice a different method of completing the task. Without the need of a running head-start, while in extreme close-range, the user can simply place their opposite hand upon the fist of the 'charging elbow' arm that they plan to use as their weapon. Then, once the user forces the elbow into it's target, the force of applying pressure with their opposite hand onto the 'charging elbow' arm allows sufficient damage to take place, whereas a simple dash can inflict the same amount of damage, without the need to apply force with their opposite hand. However, the separate variations still grant the user unimaginable damage.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Nenshou Rariatto (Burning Lariat) (Retrained 3 times)
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 25 meters
Stamina: Mid - Very High
Special: Can be retrained three times, stacking 'C' ranked damage each time. Inflicts knockback if the target is struck, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 5 meters
C - 10 meters
B - 15 meters
A - 20 meters
S - 25 meters
Description: Nenshou Rariatto, a deadly arm thrust known to end the lives of many who challenge the Akusen. From close-range or from a running distance, the user gathers strength in their biceps, prepared to plummet into the target. Then, with a single, swift motion, the user performs a clothesline-like maneuver, their arm plowing through the target's chest with incredible brawn, potentially breaking bone due to it's power. In addition to the physical damage, the user furthers the chance of injury, their arm launching the target into the distance with tremendous force. The straightforwardness of the attack can be extremely deadly in combat.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Satsujin Hiza (Titanic Knee) (Retrained 3 times)
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 10 meters
Stamina: Mid - Very High
Special: Can be retrained three times, stacking 'C' ranked damage each time. The force of the strike can knock the target greatly into the air, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 2 meters
C - 4 meters
B - 6 meters
A - 8 meters
S - 10 meters
Description: Satsujin Hiza, a incredible knee strike that is quite unpredictable due to it's shallow position. Though normally performed while securing a tight grip on the target, the blow can truly be initiated from any position, as long as the momentum is sustained. The user gathers strength in their feet and legs, power building before pushing their kneecap into the opponent, the damage inflicted capable of being extremely effective if not defended against. As stated earlier, due to the rising knee being commonly initiated from the ground, the opponent's chances of recognizing the strike before it connects is quite slim if the user is close and agile enough.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Funsai Mubou (Battering Headbutt) (Retrained 3 Times)
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 25 meters
Stamina: Mid - Very High
Special: Can be retrained three times, stacking 'C' ranked damage each time. Inflicts knockback if the target is struck, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 5 meters
C - 10 meters
B - 15 meters
A - 20 meters
S - 25 meters
Description: Funsai Mubou, a straightforward technique which transfers energy built within the user's body into their opponent through a simple headbutt. The user builds momentum, stamina gathering as they set their eyes on the target like a raging bull. Then, either through close or medium range, the user charges their head into the target, the unorthodox assault being quite unexpected and brutal enough to inflict severe damage. The headbutt can be performed from up-close while already holding the opponent in a tight grip, or through a rampaging charge from a specific distance, meaning the variation and unconventional maneuver can be quite useful in combat.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Noroshi Appakatto (Skyrocket Uppercut) (Retrained 3 Times)
Rank: B
Type: Offensive / Taijutsu
Range: 0 - 50 meters
Stamina: High - Massive
Special: Can be retrained three times, stacking 'B' ranked damage each time. The force of the strike can knock the target greatly into the air, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 10 meters
C - 20 meters
B - 30 meters
A - 40 meters
S - 50 meters
Description: Noroshi Appakatto, a powerful rising punch often used by professional boxers, which can be deadly in the hands of an Akusen practitioner. The user gathers stamina in their leading arm, legs, and feet, several areas not common to most techniques within this fighting style. Then, the user lowers their body to the ground by bending their knees, the crouch position signifying the massive supply of strength, which is then followed by an extremely swift uppercut, the punch aimed for the target's jaw. Once the ascending strike connects, the transfer of momentum launches the opponent like a rocket into the air, the height being tremendous if the force allows it. Due to the incredible power behind the uppercut, this punch is quite feared as one of the Akusen's most threatening techniques, and can inflict damage upon impact into the ascension and from the descent.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Bakuyaku Gachan (Explosive Slam) (Retrained 3 Times)
Rank: B
Type: Offensive / Taijutsu
Range: 0 - 15 meters
Stamina: High - Massive
Special: Can be retrained three times, stacking 'B' ranked damage each time. Causes the ground below the user and the target to become ruptured and unsettled due to the strike's concussive strength, the force inflicting knockback on those within the technique's range outside of it, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 3 meters
C - 6 meters
B - 9 meters
A - 12 meters
S - 15 meters
Description: Bakuyaku Gachan, a forceful slam that requires incredible brawn to complete. The user gathers stamina in several areas of the body, such as their arms and legs, the target being within arm's reach. Then, by simply obtaining a secure grasp on the opponent, the user lifts the target into the air, rotating their body with the intent of flipping the opponent directly into a threatening slam. The spin drives the momentum of the technique, and with a single, swift motion, the user slams the target into the ground below, the force being enough to shatter bones throughout their body. In addition to the divine strength of the technique, the environment is disturbed as well, intense energy flowing through the body of the target into the ground below, turning the earth into cracked rubble, causing movement to be difficult. However, this effect only occurs if the target is successfully thrusted into the ground, meaning the user must be nimble when performing this technique.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Jaianto Habatobi (Hulking Jump)
Rank: B
Type: Supplementary / Taijutsu
Range: 0 - 50 meters
Stamina: High
Special: Grants the user the ability to jump dozens of meters into the air through the use of their own physical strength, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 10 meters
C - 20 meters
B - 30 meters
A - 40 meters
S - 50 meters
Description: Jaianto Habatobi, one of the Akusen's greatest variants, allowing the use of an astounding leap into the atmosphere, commonly used for a method of escape or for a follow-up technique. The user builds stamina in their legs and feet, their knees bending into a crouched position as the user determines the direction in which they plan to ascend. Then, appearing like a blur in the wind, the user forces their hulking strength into the ground below, acting as a launch pad as their body rockets through the air, reaching up to fifty meters if capable. Due to the power behind the leap, the ascension is quite vast and requires a few seconds at best, praising the technique as vital for most Akusen practitioners. Upon returning the ground, the user sustains no drawbacks at all, their muscular build cushioning the landing.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Nagareboshi Tobikomi (Meteor Dive)
Rank: B
Type: Offensive / Taijutsu
Range: 0 - 15 meters
Stamina: High - Massive
Special: Can be retrained three times, stacking 'B' ranked damage each time. Causes the ground below the user and the target to become ruptured and unsettled due to the strike's concussive strength, the force inflicting knockback on those within the technique's range outside of it, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 3 meters
C - 6 meters
B - 9 meters
A - 12 meters
S - 15 meters
Description: Nagareboshi Tobikomi, a special footdive that allows the user to descend upon the opponent like a sword with their feet, the assault capable of pummeling though even the greatest defenses. The user builds momentum, stamina gathering in their legs and feet as they lock their eyes on the target. Then, upon leaping nearly five meters in the air, the user completes an instant front-flip, the speed rivaled by none, before returning to the earth, their body aimed narrowly toward the opponent with their feet guiding them like a missile. The gravity forcing the user to the ground along with their own physical prowess creates a deadly footdive capable of piercing great barriers, and smashing those unwary of it's strength into the ground below. In addition to the divine strength of the technique, the environment is disturbed as well, intense energy flowing through the body of the target into the ground below, turning the earth into cracked rubble, causing movement to be difficult. However, this effect only occurs if their feet are successfully thrusted into the ground, meaning the user must be nimble when performing this technique.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Monosugoi Hougeki (Earth-Shattering Powerbomb)
Rank: A
Type: Offensive / Taijutsu
Range: 0 - 25 meters
Stamina: Very High - Massive
Special: Can be retrained three times, stacking 'A' ranked damage each time. Causes the ground below the user and the target to become ruptured and unsettled due to the strike's concussive strength, the force inflicting knockback on those within the technique's range outside of it, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 5 meters
C - 10 meters
B - 15 meters
A - 20 meters
S - 25 meters
Description: Monosugoi Hougeki, one of the final stages determining the growth of a young Akusen practitioner, only taught to those worthy of it's command. The user builds momentum in their arms and hands, the target requires to be within arm's reach. Upon confining the specific amount of stamina needed, the user grasps the target, their incredible strength lifting the helpless body of the opponent into a sitting position on their shoulders, their legs dangling behind the user. With their hands gripping tightly onto the target's waist, the user suddenly throws the target forward onto the ground, vast amount of strength allowing momentum to plummet the opponent into the earth like a meteor, their back completely exposed. The technique, if done correctly, is capable of breaking several bones throughout the target's body, placing them within severe condition that only the finest Medical Ninjutsu could cure. In addition to the divine strength of the technique, the environment is disturbed as well, intense energy flowing through the body of the target into the ground below, turning the earth into cracked rubble, causing movement to be difficult. However, this effect only occurs if their body successfully connects with the ground, meaning the user must be nimble when performing this technique.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Finaru Raiga Bomu (Devastating Liger Bomb) (Retrained 3 Times)
Rank: S
Type: Offensive / Taijutsu
Range: 0 - 30 meters
Stamina: Massive
Special: Can only be used once per thread, plus once more each time retrained. Can be retrained three times, stacking 'S' ranked damage each time. Causes the ground below the user and the target to become ruptured and unsettled due to the strike's concussive strength, forcing those within thirty meters to be thrown back until a complete thirty meters is between the user and the thrown beings/objects.
Description: Finaru Raiga Bomu, the ultimate Taijutsu technique of the Akusen style without the need of the Eight Chakra Gates, allowing raw strength and utter devastation to unfold through the use of a deadly powerbomb. The user begins the opponent's demise by building strength into their arms and legs, stamina gaining rapidly. Then, once the target is within arm's reach, the user slams the head of the target between their user's legs, prepared to lift the target into a powerbomb. However, this does not occur just yet, the utilized stamina in their legs thrusting them several meters in the air, allowing even more momentum to build. Through the use of gravity and their own physical strength, upon reaching the climax, the user initiates the lifting maneuver, the target placed upon a sitting position on their shoulders as the user descends. Once the ground is mere feet from being met, the user completes the threatening technique, the weight of gravity and the user's own defines muscles colliding the target's head with the earth itself. The technique, if done correctly, is not only capable of shattering every bone in the target's body, but can easily kill them. In addition to the divine strength of the technique, the environment is disturbed as well, intense energy flowing through the body of the target into the ground below, turning the earth into cracked rubble, causing movement to be difficult. However, this effect only occurs if their body successfully connects with the ground, meaning the user must be nimble when performing this technique.
Domain: Akusen. Monosugoi Hougeki. Senkotsu no Kouseinou 'S'.
Name: Cousin Tami
Classification: Senior
Rank: B
Kind: Grounder
Specialties: Ninjutsu Primary
Genjutsu Secondary
Taijutsu Tertiary
Description: The leader of the Tanuki Triumvira-ta, of which she is the lead singer. She dresses in bright colors, like a famous pop-star. Normally a shy, reserved young badger, she is often one of the hardest to call into the real world on purpose, more because of her unwillingness to be seen in public. She becomes a completely different tanuki, however, when she is performing. Like the other members of the Triumvira-ta, she has a sub-specialty in elemental chakra (in this case wind.).
Her favorite treasures are autographed pictures of celebrities and other such bric a brac. She also has mastered the art of singing without dipping into her native Tanukese, however, she tends to speak with that dialect.
Equipment: Her lucky microphone
Techniques:
Tanuki's Perfect Transformation Technique! (Retrained Once)
Rank: B
Type: Ninjutsu
Range: Self
Handseals: Yes
Chakra: High
Special: Results in a complete, almost indistinguishable transformation. Users can maintain the form for one post, plus one more with each retraining.
Description: The Henge, as perfected by the masters of shape shifting. With this, the user places a special magic leaf on their forehead and channels magic through it, turning them into whatever form they desire. They even gain the physical properties of whatever it is they turn into and, since the transformation is physical instead of illusory, it cannot be detected by sensory jutsu and cannot be dispelled by damage. However, it does have limitations. The user can only become solid objects and suffers the physical effects of whatever they turn into (becoming heavier does nothing for their ability to carry their increased weight, for instance). In addition, no matter what form they take, their ears are always visible somewhere on the object, though it can be hidden (such as with hats or other objects.) Damaging the leaf on their forehead and/or removing it will dispel the jutsu instantly.
Domain:Tanuki Magic
Tanuki's Flawless Doppelganger Technique
Rank: B
Type: Ninjutsu
Range: 0-5 Meters
Handseals: Yes
Chakra:Very High
Special: Creates physical clones of the user. Can create one clone, plus an extra one for each retraining, however every third retraining will raise the chakra consumption by one level.
Description: This technique summons identical clones of the user to the field in a whirlwind of leaves. These clones are formed out of magic leaves themselves, giving them a modicum of physical form. They can fight and attack the opponent just like regular elemental clones, and when struck will return to a pile of green leaves. They can also use Tanuki Magic up to their rank that the user knows.
Domain:Tanuki Magic
Rank: B
Type: Ninjutsu
Range: Self
Handseals: Yes
Chakra: High
Special: Results in a complete, almost indistinguishable transformation. Users can maintain the form for one post, plus one more with each retraining.
Description: The Henge, as perfected by the masters of shape shifting. With this, the user places a special magic leaf on their forehead and channels magic through it, turning them into whatever form they desire. They even gain the physical properties of whatever it is they turn into and, since the transformation is physical instead of illusory, it cannot be detected by sensory jutsu and cannot be dispelled by damage. However, it does have limitations. The user can only become solid objects and suffers the physical effects of whatever they turn into (becoming heavier does nothing for their ability to carry their increased weight, for instance). In addition, no matter what form they take, their ears are always visible somewhere on the object, though it can be hidden (such as with hats or other objects.) Damaging the leaf on their forehead and/or removing it will dispel the jutsu instantly.
Domain:Tanuki Magic
Tanuki's Flawless Doppelganger Technique
Rank: B
Type: Ninjutsu
Range: 0-5 Meters
Handseals: Yes
Chakra:Very High
Special: Creates physical clones of the user. Can create one clone, plus an extra one for each retraining, however every third retraining will raise the chakra consumption by one level.
Description: This technique summons identical clones of the user to the field in a whirlwind of leaves. These clones are formed out of magic leaves themselves, giving them a modicum of physical form. They can fight and attack the opponent just like regular elemental clones, and when struck will return to a pile of green leaves. They can also use Tanuki Magic up to their rank that the user knows.
Domain:Tanuki Magic
Note: Ranton techniques can only be performed when all three members of the Triumvira-ta (Tami, Tannon, and Sorta) are on the field at once. All members suffer the chakra loss, and must perform the technique in unison (that is, doing nothing else but casting). Also, masteries cannot be attained.
Reizaa Saakasu (Laser Circus - Diligent Crushing Chain Torment Element)
Rank: D, C, B, A, S
Type: Offensive / Ranton Kekkei Touta
Range: See special!
Chakra: Very Low - Very High
Special: Distance and speed at which lasers travel depends on the user's highest 'Ranton Ryuuken' rank. Lasers are as thick as the diameter of a baseball, and travel/are as long as their 'Ranton Ryuuken' range. Highest rank known determines the amount of lasers shot out, as well as how severe of a turn they can take while in midair. In order to ensure a strike, the user's target must remain within their general visible eyesight at all times, as well as within 'Ryuuken' range at all times.
D: 2 lasers / 30 degree turn
C: 4 lasers / 60 degrees
B: 6 lasers / 90 degrees
A: 8 lasers / 120 degrees
S: 10 lasers / 150 degrees
Description: Upon refining their chakra molding skills, the Ranton user is able to send out electrical bursts of light which can bend towards their opponent and deliver an explosive charge. First a halo of bright energy spreads around the user's hands as this technique is activated, which quick prompts bright beams to be shot out towards the enemy. Best of all, the user is able to alter the beam's direction after being shot, making it possible to strike multiple enemies with pinpoint accuracy, even bypassing hostages held in close proximity. The user can increase the number of beams to a great amount to pin down an enemy.
Domain: Ranton. Ranton Ryuuken.
Sousagatakoushi no Jutsu (Shooting Laser Storm Technique)
Rank: A
Type: Offensive / Ranton Ninjutsu
Range: See special!
Chakra: Very High
Special: Summons a powerful Ranton laser storm that emits a thick, blasting bolt capable of tearing through even the strongest of earth. Diameter of the laser storm blast and distance it can tear into the earth is equal to 1/5th the user's highest 'Ranton Ryuuken' range; distance from which they can cast this is equal to the whole 'RR' range. User can target area in which blast lands, but cannot move storm. Up to one laser can be summoned, plus one more each time retrained; however, after every second retraining, chakra consumption shall go up by one. User cannot summon an amount of laser blasts that will be bigger than the area in which they can control.
Description: After the necessary handseals are created, a strong thunderstorm descends from the skies, darkening the clouds and inciting a cold air about. Quickly after, a powerful thick ranton blast descends in the form of a straight, constant flowing thunder beam. Light blue in nature, its radius spans in a circular, spherical pattern, and its constant output can destroy even the hardest of surfaces. With enough training, multiple blasts can be brought forth at once!
Domain: Ranton. Ranton Ryuuken 'A'
Reizaa Saakasu (Laser Circus - Diligent Crushing Chain Torment Element)
Rank: D, C, B, A, S
Type: Offensive / Ranton Kekkei Touta
Range: See special!
Chakra: Very Low - Very High
Special: Distance and speed at which lasers travel depends on the user's highest 'Ranton Ryuuken' rank. Lasers are as thick as the diameter of a baseball, and travel/are as long as their 'Ranton Ryuuken' range. Highest rank known determines the amount of lasers shot out, as well as how severe of a turn they can take while in midair. In order to ensure a strike, the user's target must remain within their general visible eyesight at all times, as well as within 'Ryuuken' range at all times.
D: 2 lasers / 30 degree turn
C: 4 lasers / 60 degrees
B: 6 lasers / 90 degrees
A: 8 lasers / 120 degrees
S: 10 lasers / 150 degrees
Description: Upon refining their chakra molding skills, the Ranton user is able to send out electrical bursts of light which can bend towards their opponent and deliver an explosive charge. First a halo of bright energy spreads around the user's hands as this technique is activated, which quick prompts bright beams to be shot out towards the enemy. Best of all, the user is able to alter the beam's direction after being shot, making it possible to strike multiple enemies with pinpoint accuracy, even bypassing hostages held in close proximity. The user can increase the number of beams to a great amount to pin down an enemy.
Domain: Ranton. Ranton Ryuuken.
Sousagatakoushi no Jutsu (Shooting Laser Storm Technique)
Rank: A
Type: Offensive / Ranton Ninjutsu
Range: See special!
Chakra: Very High
Special: Summons a powerful Ranton laser storm that emits a thick, blasting bolt capable of tearing through even the strongest of earth. Diameter of the laser storm blast and distance it can tear into the earth is equal to 1/5th the user's highest 'Ranton Ryuuken' range; distance from which they can cast this is equal to the whole 'RR' range. User can target area in which blast lands, but cannot move storm. Up to one laser can be summoned, plus one more each time retrained; however, after every second retraining, chakra consumption shall go up by one. User cannot summon an amount of laser blasts that will be bigger than the area in which they can control.
Description: After the necessary handseals are created, a strong thunderstorm descends from the skies, darkening the clouds and inciting a cold air about. Quickly after, a powerful thick ranton blast descends in the form of a straight, constant flowing thunder beam. Light blue in nature, its radius spans in a circular, spherical pattern, and its constant output can destroy even the hardest of surfaces. With enough training, multiple blasts can be brought forth at once!
Domain: Ranton. Ranton Ryuuken 'A'
Mastery: Chakra Reduction I
Ototon Ryouuken (Sound Dominion)
Rank: D, C, B, A, S
Type: Supplementary / Ototon Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
Special: Highest rank determines the range the sound waves produced by the user can travel, as well as their speed.
D: 10 meters // 5 meters per second
C: 20 m // 10 mps
B: 30 m // 15 mps
A: 40 m // 20 mps
S: 50 m // 25 mps
Description: The basis behind the majority of Ototon techniques lie in the user's ability to control the very sound waves around them. 'Sound Dominion' is just as its name implies, a fundamental supplementary jutsu of Ototon nature that allows the user to intermingle their chakra with that of nature, harmonizing the two in order to create complete control over all sound around them. Once this link is achieved, the door is opened for greater creations to be made.
Domain: Ototon.
Ototon no Tate (Shield of Sound)
Rank: D, C, B, A, S
Type: Supplementary / Defensive / Ototon Ninjutsu
Range: Self
Handseals: Yes
Chakra: Very Low - Very High
Special: The shield of sound is only capable of sending incoming attacks off course, and does not actually "block" them. As such, it interferes with incoming items one rank less than the highest rank known.
Description: A fairly basic oto-based ninjutsu, the shield of sound is used to send projectiles veering off course. After forming the needed handseals, the user aims to create sound-waves through whichever means possible, like singing or even clapping their hands, creating enough sound for the chakra to manifest into an opposing current that sends the impeding projectiles in any which direction.
Domain: Ototon. Ototon Ryouuken of equal rank.
Dabingun (Ventriloquism)
Rank: D, C, B, A, S
Type: Supplementary / Ototon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Very Low - Very High
Special: Allows the user to throw their voice across long distances, making it appear as if they were standing wherever the voice comes from. Distance voice can travel depends on the user's highest 'Ototon Ryouuken' rank, doubled. Highest rank known determines type of message to be sent.
D: 1 word per turn
C: 2-4 words
B: 5-7 words
A: 8-10 words
S: Unlimited
Description: A very simple and basic technique, this allows the user to throw their voice across large areas, to the point it can go wherever they wish with sufficient practice. This includes through moving through objects, so that the user can truly make it sound as if they’re within a room.
Domain: Ototon. Ototon Ryouuken of equal rank.
Akutibu (Sound Hunting Sonar)
Rank: D, C, B, A, S
Type: Supplementary / Ototon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Very Low - Very High
Special: Range at which sonar works depends on the user's highest 'Sound Dominion' rank; sonar works in all directions. Highest rank known determines how many different sound-disruptors the user can take before becoming overwhelmed and thus deaf for a while turn. A sound disruptor is not something like a passing wind or a sneeze, but something unnatural, like an explosion or the growl of a huge beast. Upon hitting the 'S' rank, the user no longer needs to close their eyes to perceive the sound. Finally, highest rank also determines the delay between the sonar's first pulse and the information it brings back.
D: 5 disruptors // Full Turn sonar
C: 10 // 3/4 ths of a Turn
B: 15 // Half of a Turn
A: 20 // 1/4 th of a Turn
S: Unlimited // Near-Instant!
Description: 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! It's only downfall? Too much noise, making the radar hard to read.
Domain: Ototon. Ototon Ryouuken of equal rank.
Kiai (Scream!)
Rank: D, C, B, A, S
Type: Offensive / Ototon Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Scream range depends on the user's highest 'Sound Dominion' range, and it effects friends and foe alive, including the user. Scream induces heavy vomiting, disorientation, lack of balance, lack of overall bodily homeostasis, and panic. While screaming, user must remain in place. Highest rank known determines how long the effects of the user's scream can last upon its victims; effects cannot stack.
D: 1 second
D: 2 s
C: 3 s
B: 4 s
A: 5 s
Description: A very straight forward and offensive technique, scream allows the user to attack multiple targets at once with a powerful, almost deafening scream. The user will need to draw in a deep breath before performing the technique, which will then expand all around the user for the duration of the technique.
Domain: Ototon. Ototon Ryouuken of equal rank.
Oto Bunshin no Jutsu (Sound Clone Technique)
Rank: C
Type: Supplementary / Ototon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Up to one clone can be made at a time, plus one more each time retrained. Being "elementally" based, the clone use any "C" ranked or lower Ototon techniques the user knows. Can be relearned up to 4 times for a maximum of 5 clones created.
Description: With this technique, the Ototon user is able to call upon aid from a perfect copy of themselves. Comprised purely of elementally recomposed sound chakra, this clone retains the user's movement speed and strength. Best of all, due to its flowing essence, the clone is capable of using a hefty amount of the original user's sound-based techniques either for defensive means or offensive.
Domain: Ototon. Ototon Ryouuken 'C'.
Oto-Juugan (Sound Bullet) (Retrained 3 Times)
Rank: B
Type: Offensive / Ototon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: High
Special: Range and bonus vibrating damage depends on the user's highest 'Sound Dominion'. Up to one bullet can be shot per use, plus one more each time retrained; regardless of bullets shot however, they still shoot forth in a straight line one after another, not simultaneously. User must remain in place while firing.
Description: As the name would imply, the sound bullet technique allows the user to shoot small pockets of sound at their target from any source of sound they create. After forming a few small hand seals, the user will produce a quick intense sound, such as clapping, screaming, or anything that can power the bullets. This whistle is the creation and expulsion of the bullet(s), with the number varying on the rank of the technique.
Domain: Ototon. Ototon Ryouuken 'B'.
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.
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
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 '.
Kamaitachi (Cutting Whirlwind) (Retrained 3 Times)
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes [No with Fan]
Chakra: Mid
Special: Can capture up to 1 victim in a mini tornado finisher, plus one more each time retrained. This technique requires no hand seals when used with a fan type weapon; however, the technique will requires seals if the arm is used to facilitate it. Distance at which the blast can travel and coverl depends on the user's Kiroku Gaijuu range.
Description: This jutsu was brought to fame by a legendary Suna shinobi from long ago, and was named after a mythical creature able to command the winds on a whim. After channeling wind chakra at either their weapon, the user swings it around and brings forth a most intense tornado, coming out from the weapon. Once it strikes the opponent, the tornado tips upward and takes the user up, keeping them imprisoned by the strong currents, and delivering multiple waves of cutting/slicing damage onto their bodies, as well as dropping them hard onto the ground afterward.
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) 'C'.
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.
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
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 '.
Kamaitachi (Cutting Whirlwind) (Retrained 3 Times)
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes [No with Fan]
Chakra: Mid
Special: Can capture up to 1 victim in a mini tornado finisher, plus one more each time retrained. This technique requires no hand seals when used with a fan type weapon; however, the technique will requires seals if the arm is used to facilitate it. Distance at which the blast can travel and coverl depends on the user's Kiroku Gaijuu range.
Description: This jutsu was brought to fame by a legendary Suna shinobi from long ago, and was named after a mythical creature able to command the winds on a whim. After channeling wind chakra at either their weapon, the user swings it around and brings forth a most intense tornado, coming out from the weapon. Once it strikes the opponent, the tornado tips upward and takes the user up, keeping them imprisoned by the strong currents, and delivering multiple waves of cutting/slicing damage onto their bodies, as well as dropping them hard onto the ground afterward.
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) 'C'.