.// the sky azure archer
May 22, 2012 17:34:51 GMT -8
Post by Azur Arceau on May 22, 2012 17:34:51 GMT -8
[atrb=border,0,true][atrb=cellspacing,0,true][atrb=style, padding: 10px; width: 500px, bTable][cs=2][style=background-color: #82CAFF; width: 490px; padding: 5px;][style=font-family: arial; font-size: 20px; font-weight: bold; color: #357EC7; text-transform: uppercase; text-shadow: #357EC7 1px 1px 2px; letter-spacing: -2px; text-align: right;]arrows of sky[/style][style=background-color: #357EC7; width: 490px; height: 25px;][style=font-family: arial; color: #82CAFF; font-size: 15px; letter-spacing: -1px; font-weight: bold; text-align: left; text-shadow: #357EC7 1px 1px 2px; padding-top: 4px; padding-left: 5px;]HOLY BOW[/style][/style] |
[atrb=style, width: 350px;][style=font-family: arial; font-size: 11px; color: #82CAFF; text-align: justify; padding: 10px; line-height: 12px;] [style=background-color: #357EC7; padding: 2px; height: 155px; width: 350px; opacity: 0.8; margin-right: 5px; float: left;][/style] .//Privé |
- Arceau Azur [Lit. Blue Archer in French]
- Dix-sept [17]
- -
- Enfoui feuille d'arbre [Hidden Leaf]
- Genin
- Advance [Advanced]
- Air [Wind]
- Ninjutsuprimary, Taijutsusecondary, Genjutsutertiary
.//Physique [/U][/color]
- 177 cm (5'9½")
- 57 kg (125 lbs.)
[/li][li]APPAREL
[/spoiler]
[/spoiler]
[/blockquote]
[/li][li]BODY APPEARANCE
Arceau is a bespectacled teenager of average height. He has straight, chin-length raven-colored hair that frames both sides of his face and is fair-skinned with blue eyes.[/color]
[/li][li]BLEMISHES & SCARS
none
[/li][/ul]
.//Psychologique[/U][/color]
- Personnalité
Arceau is the silent accurate type. Like his fighting style, he has a pin-point straightforward approach to life with an added smug, aloof independence to boot. He hates to lie and will always be honest at all times. He has a certain position of pride in terms of his fighting style and will be angered if one were to insult his way of fighting. However, to Azur's credit he doesn't become angry in the conventional sense. He uses this anger to further sharpen his aim. He is indifferent with the laws and has no firm belief in justice. If the people are satisfied and happy by the action taken to prevent chaos, then it's alright.
Arceau due to his upbringing, he has a "Holy" archetype. Meaning he think he is doing a "holy order" if he defeats an enemy that has committed severe sins. This can make him elitist and downright pompous at times.
[/li][li]ALIGNMENT
Neutral Good is known as the "Benefactor" alignment. A Neutral Good character is guided by his conscience and typically acts altruistically, without regard for or against Lawful precepts such as rules or tradition. A Neutral Good character has no problems with co-operating with lawful officials, but does not feel beholden to them. In the event that doing the right thing requires the bending or breaking of rules, they do not suffer the same inner conflict that a Lawful Good character would.
[/li][li]ALLEGIANCE
His Pride, Konoha, His Beliefs
[/li][li]QUIRKS & TENDENCIES
+ tilting his glasses[/blockquote]
+ polishing his bow
+/- quoting from the bible
[/li][li]LIKES & DISLIKES
[/color]
+ clear skies
+ white
+ konoha
+ archers
+ class
+ elegance
- rain
- storms
- loud people
- iwagakure
- uncouth people
[/li][/ul]
.//Arme[/U][/color]
- Arme Initial
Standard Bow
Rank: C
Type: Primary / Ranged
Special: Fires off arrows at a default speed of 2 meters per second for a maximum range of 10 meters before losing accuracy, without the need of techniques. A half second delay exists between firing off a shot and a reloading the next arrow and drawing again. Keep in mind techniques which improve range and arrow speed act as bonuses, and stack with whatever the bow's base skill is.
Description: Includes Flat Bows and Self Bows. The standard, wooden bow with two curve endings, arched so that the middle is the arc which the user points towards their target. Finally, a string exists from each of the curved ends, allowing for the archer to load and pull their arrow back, creating brief tension which results in the power that thrusts the projectile forward. Light and very easy to use.
Cost: 5,000 Ryo
[/li][li] Arme Auxiliaire
Arrow
Rank: D x 2
Type: Secondary, Melee/Range
Special: 10 Arrows / Pack
Description: Arrows can come in multiple shapes and sizes, depending upon the user's choice. The average length of an arrow from tip to fletching is 27".
Cost: 500 Ryo / Pack
Ninja Wire Strings
Rank: D
Type: Secondary / Ranged
Special: 20 ft. of wire per pack.
Description: Wire Strings can be used for rappelling, manipulating weapons, or to tie down and restrict the movement of an opponent, sometimes even being able to slice through items when generating enough force to do so. They are a useful tool for a shinobi.
Cost: 200 Ryo per pack
Exploding Note x 2
Rank: D
Type: Tool / Area of Effect
Range: 0 - 5 meters
Special: 10 per pack
Description: The exploding note is a piece of parchment paper infused with special chakra, layered over with a special script on it that serves to enable and facilitate its explosive properties. Its execution is simple - the ninja can attach the note to another object such as a kunai or log, and upon activation, the note is set and begins either a slow countdown burn, which eventually results in a large explosion, or the explosion in itself upon command.
Cost: 500 per Pack[/blockquote]
[/li][li] Article
Star of the Archer
[/li][li]
Kawarimi no Jutsu (Body Replacement Technique)
Rank: E, E, E, E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects equal or smaller in size; cannot switch with other living people or animals.
Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.
Domain: Academy Ninjutsu.
Henge no Jutsu (Transformation Technique)
Rank: E, E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained.
Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
Domain: Academy Ninjutsu.
Bunshin no Jutsu (Clone Technique)
Rank: E, E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained.
Description: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.
Domain: Academy Ninjutsu
Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: No other technique may be used while creeping. Invisible to the naked eye, but doujutsu and extra-sensorial skill will easily "see through" this technique.
Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Domain: Academy Ninjutsu
Nawanuke no Jutsu (Escaping Skill)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Ineffective against complex, electronic, or unique binds.
Description: Nawanuke no Jutsu is a very basic Ninjutsu technique that allows a ninja to escape from regular rope binds.
Domain: Academy Ninjutsu
Rank: E, E, E, E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects equal or smaller in size; cannot switch with other living people or animals.
Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.
Domain: Academy Ninjutsu.
Henge no Jutsu (Transformation Technique)
Rank: E, E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained.
Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
Domain: Academy Ninjutsu.
Bunshin no Jutsu (Clone Technique)
Rank: E, E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained.
Description: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.
Domain: Academy Ninjutsu
Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: No other technique may be used while creeping. Invisible to the naked eye, but doujutsu and extra-sensorial skill will easily "see through" this technique.
Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Domain: Academy Ninjutsu
Nawanuke no Jutsu (Escaping Skill)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Ineffective against complex, electronic, or unique binds.
Description: Nawanuke no Jutsu is a very basic Ninjutsu technique that allows a ninja to escape from regular rope binds.
Domain: Academy Ninjutsu
Shunshin no Jutsu (Body Flicker Technique)
Rank: D, D
Type: Supplementary / Ninjutsu / High-Speed Movement
Range: 0 - 10 meters
Handseals: No.
Chakra: Low
Special: Shunshin no Jutsu is a high-speed movement in which the user moves in a linear fashion from one point to another. Usually facilitated with some sort of distraction (smoke bomb, explosion, or something of that nature to obscure one's vision), the user of the Shunshin no Jutsu can, in some cases, appear to have simply teleported from one location to another. Shunshin no Jutsu can be used once per thread, plus once more each time it is retrained.
Description: Shunshin no Jutsu is a basic ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered is a high-speed movement technique, it simple combines high mobility with a distraction to give off the appearance of vanishing - to an observer caught in the optical illusion, it appears as if the user has teleported. This allows the user to escape or attack suddenly, should they need to.
Domain: Shunshin - Universal Ninjutsu.
Notice: Contrary to popular belief, this technique is by no means instantaneous. While a high-speed movement, if used in broad daylight, you're still quite visible and easily defended against. Simply put, it isn't incomprehensibly fast. Beyond normal, most definitely, but not nearly as fast as it's been portrayed thus far. In order to achieve maximum effect, you'll need to combine it with a distraction of some sort.
Rank: D, D
Type: Supplementary / Ninjutsu / High-Speed Movement
Range: 0 - 10 meters
Handseals: No.
Chakra: Low
Special: Shunshin no Jutsu is a high-speed movement in which the user moves in a linear fashion from one point to another. Usually facilitated with some sort of distraction (smoke bomb, explosion, or something of that nature to obscure one's vision), the user of the Shunshin no Jutsu can, in some cases, appear to have simply teleported from one location to another. Shunshin no Jutsu can be used once per thread, plus once more each time it is retrained.
Description: Shunshin no Jutsu is a basic ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered is a high-speed movement technique, it simple combines high mobility with a distraction to give off the appearance of vanishing - to an observer caught in the optical illusion, it appears as if the user has teleported. This allows the user to escape or attack suddenly, should they need to.
Domain: Shunshin - Universal Ninjutsu.
Notice: Contrary to popular belief, this technique is by no means instantaneous. While a high-speed movement, if used in broad daylight, you're still quite visible and easily defended against. Simply put, it isn't incomprehensibly fast. Beyond normal, most definitely, but not nearly as fast as it's been portrayed thus far. In order to achieve maximum effect, you'll need to combine it with a distraction of some sort.
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.
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'.
Shinkuu Gyoku (Vacuum Sphere)
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Creates up a single wind bullet no larger than 1 foot, plus one more each time retrained. Distance and speed at which wind bullet can travel depends on the user's Kiroku Gaijuu range. Travels in a straight line.
Description: After a deep breath, the user will allow the air to mix with their chakra; compressing the mixture into a large ball of wind chakra, bullet emerge from the users mouth,, moving fast and ravishing anything in its path.
Domain: Fūton. Kiroku Gaijuu (Blasting Winds Reach) 'C'
Rank:
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.
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'.
Shinkuu Gyoku (Vacuum Sphere)
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Creates up a single wind bullet no larger than 1 foot, plus one more each time retrained. Distance and speed at which wind bullet can travel depends on the user's Kiroku Gaijuu range. Travels in a straight line.
Description: After a deep breath, the user will allow the air to mix with their chakra; compressing the mixture into a large ball of wind chakra, bullet emerge from the users mouth,, moving fast and ravishing anything in its path.
Domain: Fūton. Kiroku Gaijuu (Blasting Winds Reach) 'C'
Sujitama (Muscle Shot)
Rank:D, C, B, A, S
Type: Offensive / Taijutsu / Hosatsu
Range: See Maiuekaze
Stamina: Very Low - High
Special: Bow shots enhanced in this manner may pierce through defenses at a rank equal to one lower than this technique's rank.
Description: The basis of all Hosatsu techniques, Sujitama governs the power of all fired arrows. With time, the practitioner's arm gains the strength to create powerful draw upon his or her bow. The user may choose to actively utilize this strength to enhance the power of his or her bowshots. However, due to the use of a light bow, the user's shots will never achieve the sort of power that one who uses a heavier bow will be able to obtain. All shots move at twice the speed of a naturally thrown kunai, unless specifically modified by an additional technique.
Domain: Hosatsu
Kitsutsuki (Woodpecker)
Rank:D, C, B, A, S
Type: Passive / Taijutsu / Hosatsu
Range: ---
Stamina: n/a
Special: Determines the speed in which a user is capable of drawing, knocking, and firing an arrow.
Description: The woodpecker is an interesting creature, capable of raising and lowering its head at immense speeds in order to drill holes through wood. The user of Hosatsu attempts to mimick that speed in the way in which he raises his hand, pulls out an arrow, knocks the arrow to his bow, and then fires it. Since this is the product of training and not any sort of feat of strength, it requires no chakra or stamina upkeep. At D Rank, one may knock and fire an arrow once every three seconds. At C Rank, one may knock and fire an arrow once every 2.5 seconds. At B Rank, one may knock and fire an arrow every 2 seconds. At A Rank, one may knock and fire an arrow every 1.5 seconds. At S Rank, one may knock and fire an arrow every 1 second.
Domain: Hosatsu
Maiuekaze (To Dance Upon the Breeze)
Rank:D, C, B, A, S
Type: Taijutsu / Supplementary / Hosatsu
Range: Begins at 10 meters, increases by 10 meters for each rank gained. After 50 meters, each S Rank retrain gains an additional 10 meters up to 80 meters.
Stamina: Low stamina / 10 meters traveled
Special: Allows the user to choose how far his or her shots will travel before falling to the ground.
Description: Once one has had a bit of training, it is easy to determine how much force is necessary to send an arrow flying a certain distance. With a greater expenditure of force, an arrow shot will fly further. With this ability, the user may calculate a certain distance they wish to send the arrow flying and expend the correct amount of stamina to get it there.
Domain: Hosatsu
Hakobukiru (To Move and Kill)
Rank: C
Type: Taijutsu / Supplementary / Hosatsu
Range: ---
Stamina: Low per shot
Special: Allows the user to move and fire with accuracy.
Description: Since users of Hosatsu utilize a light bow, it is very possible to maintain mobility even while firing arrows into an opponent. The biggest thing to remember while performing this feat is that it is more difficult to aim and fire correctly. With the extra use of stamina, one becomes capable of firing properly, resulting in shots that travel their full distance. It is possible to move and shoot at the same time without using extra Stamina - however, doing so means that a shot may only travel half of its maximum distance.
Domain: Hosatsu
Fukutama (Multi Shot)
Rank: C, C
Type: Taijutsu / Supplementary
Range: ---
Stamina: Low per extra arrow
Special: Allows the user the ability to fire one extra arrow for each time this technique is trained to a maximum of 5 at a time.
Description: One of the more interesting techniques developed for use by Hosatsu warriors, this technique allows the user to knock and fire one additional arrow for each time the technique has been learned. They may be lined up side to side to increase the penetrating power of a single arrow, or spread out across the bow in order to create a 'spray' of arrows that shoots outwards. It should be noted that each arrow requires specific enhancement, meaning that overusing this technique will rapidly drain one's Stamina.
Domain: Hosatsu
Rasenya (Spiral Arrow)
Rank: B
Type: Taijutsu / Offensive / Hosatsu
Range: Reduces the range of fired arrows by 1/2.
Stamina: High
Special: Increases the physical damage potential of an arrow fired by 1 Rank.
Description: Talented archers may, at times, choose to add a little twist to their assaults. By turning the arrow while knocking, drawing, and firing the bow, the user creates a rapidly spinning arrow that, when shot, acts like a drill at impact. The drilling motion increases the penetrating power of the arrow, increasing the amount of damage that the shot could do. However, the spinning of the arrow also increases the wind resistance of the arrow, meaning it will only fly half as far as it normally would.
Domain: Hosatsu
Kihakuya (Spirit Arrow)
Rank:D, C, B, A, S
Type: Nintaijutsu / Offensive / Hosatsu
Range: Self
Chakra: Low - Massive
Special: Increases the potency of a fired arrow by an amount equal to rank of the technique.
Description: Not only are the users of Hosatsu talented Taijutsu artists, but followers of the style are able to imbue their arrows with their own chakra. The arrows, filled with the user's chakra, become both more powerful and more stable, increasing the piercing power of arrows fired. The major downside to this effect is the double drain of the shot, using up both Stamina and Chakra. Sometimes the reward is worth the risk, though. Beyond that, users of Kihakuya have the ability to further enhance their arrows, but at the additional cost of chakra.
Domain: Hosatsu
Wanatama (Trap Shot)
Rank: B
Type: Nintaijutsu / Offensive / Binding
Range: ---
Chakra: High
Special: Targets struck by this shot will have their movement reduced.
Description: Although Hosatsu primarily focuses on the kill, sometimes it is necessary to trap an opponent. Gathering his will, the user will then imbue that will into the arrow and let it fire. When the arrow makes impact, the chakra within the arrow will be released, forming an invisible chakra net around the target that inhibits movement. Taijutsu Primaries will have their speed reduced by 1/4 for 1. turns, Taijutsu Secondaries will have their speed reduced by 1/2 for 1. turns, and Taijutsu Tertiaries will be pinned for 1 turn. The user may retrain this technique to increase the duration of the trapping effect by 1 turn each time learned.
Domain: Hosatsu, must have Kihakuya 'B' Rank.
Nousatsu (Enchant)
Rank:D, C, B, A, S
Type: Nintaijutsu / Offensive
Range: 5 meters, +5 meters for each rank
Chakra: Low - Very High
Special: Imbues an arrow with an elemental property that the user has the ability to manipulate. Must be relearned for every Element the caster may use.
Description: It is clear to those who have been in combat that there are certain elements that have a natural weakness to others. This shot attempts to make use of that information. By channeling elemental chakra through an arrow, the weapon takes on the elemental property of the element. Upon impact, that elemental chakra is released in a blast that covers the distance denoted in the ranged effect. For example, an arrow filled with 'B' Rank Fire chakra will, upon impact, release a burst of fire from the impact zone to a diameter of the said range.
Domain: Hosatsu, must have Kihakuya of the same Rank.
Rank:
Type: Offensive / Taijutsu / Hosatsu
Range: See Maiuekaze
Stamina: Very Low - High
Special: Bow shots enhanced in this manner may pierce through defenses at a rank equal to one lower than this technique's rank.
Description: The basis of all Hosatsu techniques, Sujitama governs the power of all fired arrows. With time, the practitioner's arm gains the strength to create powerful draw upon his or her bow. The user may choose to actively utilize this strength to enhance the power of his or her bowshots. However, due to the use of a light bow, the user's shots will never achieve the sort of power that one who uses a heavier bow will be able to obtain. All shots move at twice the speed of a naturally thrown kunai, unless specifically modified by an additional technique.
Domain: Hosatsu
Kitsutsuki (Woodpecker)
Rank:
Type: Passive / Taijutsu / Hosatsu
Range: ---
Stamina: n/a
Special: Determines the speed in which a user is capable of drawing, knocking, and firing an arrow.
Description: The woodpecker is an interesting creature, capable of raising and lowering its head at immense speeds in order to drill holes through wood. The user of Hosatsu attempts to mimick that speed in the way in which he raises his hand, pulls out an arrow, knocks the arrow to his bow, and then fires it. Since this is the product of training and not any sort of feat of strength, it requires no chakra or stamina upkeep. At D Rank, one may knock and fire an arrow once every three seconds. At C Rank, one may knock and fire an arrow once every 2.5 seconds. At B Rank, one may knock and fire an arrow every 2 seconds. At A Rank, one may knock and fire an arrow every 1.5 seconds. At S Rank, one may knock and fire an arrow every 1 second.
Domain: Hosatsu
Maiuekaze (To Dance Upon the Breeze)
Rank:
Type: Taijutsu / Supplementary / Hosatsu
Range: Begins at 10 meters, increases by 10 meters for each rank gained. After 50 meters, each S Rank retrain gains an additional 10 meters up to 80 meters.
Stamina: Low stamina / 10 meters traveled
Special: Allows the user to choose how far his or her shots will travel before falling to the ground.
Description: Once one has had a bit of training, it is easy to determine how much force is necessary to send an arrow flying a certain distance. With a greater expenditure of force, an arrow shot will fly further. With this ability, the user may calculate a certain distance they wish to send the arrow flying and expend the correct amount of stamina to get it there.
Domain: Hosatsu
Hakobukiru (To Move and Kill)
Rank: C
Type: Taijutsu / Supplementary / Hosatsu
Range: ---
Stamina: Low per shot
Special: Allows the user to move and fire with accuracy.
Description: Since users of Hosatsu utilize a light bow, it is very possible to maintain mobility even while firing arrows into an opponent. The biggest thing to remember while performing this feat is that it is more difficult to aim and fire correctly. With the extra use of stamina, one becomes capable of firing properly, resulting in shots that travel their full distance. It is possible to move and shoot at the same time without using extra Stamina - however, doing so means that a shot may only travel half of its maximum distance.
Domain: Hosatsu
Fukutama (Multi Shot)
Rank: C, C
Type: Taijutsu / Supplementary
Range: ---
Stamina: Low per extra arrow
Special: Allows the user the ability to fire one extra arrow for each time this technique is trained to a maximum of 5 at a time.
Description: One of the more interesting techniques developed for use by Hosatsu warriors, this technique allows the user to knock and fire one additional arrow for each time the technique has been learned. They may be lined up side to side to increase the penetrating power of a single arrow, or spread out across the bow in order to create a 'spray' of arrows that shoots outwards. It should be noted that each arrow requires specific enhancement, meaning that overusing this technique will rapidly drain one's Stamina.
Domain: Hosatsu
Rasenya (Spiral Arrow)
Rank: B
Type: Taijutsu / Offensive / Hosatsu
Range: Reduces the range of fired arrows by 1/2.
Stamina: High
Special: Increases the physical damage potential of an arrow fired by 1 Rank.
Description: Talented archers may, at times, choose to add a little twist to their assaults. By turning the arrow while knocking, drawing, and firing the bow, the user creates a rapidly spinning arrow that, when shot, acts like a drill at impact. The drilling motion increases the penetrating power of the arrow, increasing the amount of damage that the shot could do. However, the spinning of the arrow also increases the wind resistance of the arrow, meaning it will only fly half as far as it normally would.
Domain: Hosatsu
Kihakuya (Spirit Arrow)
Rank:
Type: Nintaijutsu / Offensive / Hosatsu
Range: Self
Chakra: Low - Massive
Special: Increases the potency of a fired arrow by an amount equal to rank of the technique.
Description: Not only are the users of Hosatsu talented Taijutsu artists, but followers of the style are able to imbue their arrows with their own chakra. The arrows, filled with the user's chakra, become both more powerful and more stable, increasing the piercing power of arrows fired. The major downside to this effect is the double drain of the shot, using up both Stamina and Chakra. Sometimes the reward is worth the risk, though. Beyond that, users of Kihakuya have the ability to further enhance their arrows, but at the additional cost of chakra.
Domain: Hosatsu
Wanatama (Trap Shot)
Rank: B
Type: Nintaijutsu / Offensive / Binding
Range: ---
Chakra: High
Special: Targets struck by this shot will have their movement reduced.
Description: Although Hosatsu primarily focuses on the kill, sometimes it is necessary to trap an opponent. Gathering his will, the user will then imbue that will into the arrow and let it fire. When the arrow makes impact, the chakra within the arrow will be released, forming an invisible chakra net around the target that inhibits movement. Taijutsu Primaries will have their speed reduced by 1/4 for 1. turns, Taijutsu Secondaries will have their speed reduced by 1/2 for 1. turns, and Taijutsu Tertiaries will be pinned for 1 turn. The user may retrain this technique to increase the duration of the trapping effect by 1 turn each time learned.
Domain: Hosatsu, must have Kihakuya 'B' Rank.
Nousatsu (Enchant)
Rank:
Type: Nintaijutsu / Offensive
Range: 5 meters, +5 meters for each rank
Chakra: Low - Very High
Special: Imbues an arrow with an elemental property that the user has the ability to manipulate. Must be relearned for every Element the caster may use.
Description: It is clear to those who have been in combat that there are certain elements that have a natural weakness to others. This shot attempts to make use of that information. By channeling elemental chakra through an arrow, the weapon takes on the elemental property of the element. Upon impact, that elemental chakra is released in a blast that covers the distance denoted in the ranged effect. For example, an arrow filled with 'B' Rank Fire chakra will, upon impact, release a burst of fire from the impact zone to a diameter of the said range.
Domain: Hosatsu, must have Kihakuya of the same Rank.
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.[/style][/td][td][atrb=vAlign,top][atrb=style, width: 140px; padding: 5px;][style=font-family: arial; color: #357EC7; font-size: 15px; letter-spacing: -2px; text-align: left; border-bottom: 2px solid #357EC7; font-weight: bold;]TAGS[/style]
[style=font-family: tahoma; font-size: 10px; color: #357EC7; text-align: justify; margin-left: 10px;]tag some people here[/style]
[style=font-family: arial; color: #82CAFF; font-size: 15px; letter-spacing: -2px; text-align: left; border-bottom: 2px solid #82CAFF; font-weight: bold;]WORDS[/style]
[style=font-family: tahoma; font-size: 10px; color: #82CAFF; text-align: justify; margin-left: 10px;]###[/style]
[style=font-family: arial; color: #357EC7; font-size: 15px; letter-spacing: -2px; text-align: left; border-bottom: 2px solid #357EC7; font-weight: bold;]NOTES[/style]
[style=font-family: tahoma; font-size: 10px; color: #357EC7; text-align: justify; margin-left: 10px;]notes here yo yo yo[/style][/td][/tr][/table][style=font-family: courier new; font-size: 10px; text-align: center; text-transform: uppercase;]TEMPLATE BY JOHN OF OTE[/STYLE][/center]