Fujiwara, Sei | [Jutsu Purchase I]
May 28, 2012 18:15:43 GMT -8
Post by Seijūrō on May 28, 2012 18:15:43 GMT -8
Name: Fujiwara Seijūrō
Account: Link.
Jutsu/Technique Cost: 1075
EXP: 1615[pre-transaction] | 540[post-transaction]
Chakra Pool: 500[pre-transaction] | 1575[post-transaction]
[/size][/font][/justify]♦ RAITON JUTSURaiton, or 'Lightning Element', takes the form of electrical and lightning based attacks. An affinity based on electricity created by oneself, it grants the user the power to alter various elements of nature carrying some sort of electrical charge. Raiton jutsu usually involve shocking, blinding, paralysis, and other quick strikes and ailments. When used in conjunction with metal based weapons, the power becomes amplified. While not a useful release for defensive purpose, its offensive prowess is what makes it a deadly and effective. Finally, lightning is most effective for middle to long-range attacks.EXP: 275
Karai Shin (Lightning Wrath's Reach)
Rank: D, C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
Special: Allows the user the ability to create, control and move Raiton (Thunder) chakra of their own for multiple purposes, as well as control that produced by nature. Highest rank known determines the strength of the thunder, the distance at which one can control it, and finally, the speed at which the user can displace it.
- 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
Rank: D, C, B, A, S
Type: Defensive / Raiton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Highest rank learned determines strength of lightning sphere.Though no handseals have to be held once the sphere is complete, no other jutsu may be cast while plasma is active. Can be held as long as the user's chakra reserves allow it. Highest rank known determines strength of sphere. Area of sphere is determine by the user's highest 'Karai Shin' range, halved.
Description: A highly strategic raiton jutsu, the Plasma Ball allows the user to create a thick sphere of Raiton around their body, able to shock anyone that comes in contact with it immediately.
Domain: Raiton. Karai Shin.
Mekurumeku (Blinding Flash)
Rank: D, C, B, A, S
Type: Raiton Ninjutsu
Range: 0 - 50 meters
Handseals: Yes.
Chakra: Very Low - Very High
Special: Distance of flash depends on the user's 'Karai Shin' range. Highest rank known determines light amplitude. Any person(s) effected are blinded for one turn.
- D: 1/5th (20%) Karai Shin range
- C: 2/5th's (40%) Karai Shin range
- B: 3/5th's (60%) Karai Shin range
- A: 4/5th's (80%) Karai Shin range
- S: Full Karai Shin range
Domain: Raiton. Karai Shin.
Hiraishin Kiru (Human Lightning Rod)
Rank: D, C, B, A, S
Type: Raiton Ninjutsu
Range: Touch
Handseals: Yes
Chakra: Very Low - Very High
Special: Once the victim is struck by lightning, the user is required to re-apply the effects. If the victim is not struck by lightning before they leave the given battle thread, the effects are neutralized and the jutsu must be reapplied. Highest rank determines the strength of the charge placed on the victim, and thus, the strength of lightning that can strike them.
Description: As the name implies, this simple technique allows the user to alter their internal electric charge temporarily, so that all Raiton chakra subsequently made by the user (as well as natural lightning!) is more susceptible to strike the victim, as well as damage them higher than normal. This alteration usually occurs during some form of contact, where the user’s charged appendage can simple tough, strike or graze the victim and quickly place the effects on them.
Domain: Raiton. Karai Shin.
Danpen Inazuma (Shooting Thunder)
Rank: D, C, B, A, S
Type: Raiton Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Very Low - Very High
Special: Highest rank known determines range of bolt, as well as the level (rank) and speed at which it is shot out.
- D: 1/5th (20%) Karai Shin range + speed
- C: 2/5th's (40%) KS range
- B: 3/5th's (60%) KS range
- A: 4/5th's (80%) KS range
- S: Full KS range
Domain: Raiton. Karai Shin.
♦ KENJUTSUThe ability to fight with the sword is one of the most sacred of arts. There are many different swordstyles, but the most basic of all forms is usually considered to be Kenjutsu (Sword Arts). While the techniques are generally fairly simple to understand and use, they are by no means to be considered weak or underpowered. In fact, they stand as a testament to some of the most powerful attacks within the world.EXP: 225(pre-transaction) + 800(cost) = 1025 EXP(post-transaction)
Kenjutsu itself is broken down into two arts: Battoujutsu and Iaijutsu. The first, Battoujutsu, is a style that focuses almost completely on offense, sacrificing many defensive qualities just for the ability to rapidly cut, slash, and kill the opponent. On the flipside of that, Iaijutsu is a style that focuses primarily of defense through evasion, parry, and riposte. While the masters of Kenjutsu are incredibly proficient at one style, they may only learn the basics of the other style due to a conflict of training and utility.
♦ MASTERYStamina Reduction IThe Stamina Reduction mastery allows the user ultimate control over their martial arts, to the point they can control wasteful movement and use that to eliminate delays in execution, as well as extended longevity. In the end, it determine how much Stamina is used, so much so that they can lower the stamina consumption of all mastery jutsu. When first learned, the user can cast jutsu of the Mastery class for one Stamina consumption tier less than normal. Each time re-acquired, cost continues to drop by one less tier each time.
Battojutsu (Art of the Drawing Sword)
Rank: D, C, B, A, S [C→S]
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to deflect basic attacks of equal or lower rank, in conjunction with other, more advanced moves within the style.
Description: An offensive nature of fighting, all Battojutsu practitioners will tend to stand in looser patterns, letting their steel fly and attack at often irregular angles. Unlike its defensive counterpart, this form allows for quicker, more deliberate strikes, making it deadly in the hands of a true master.
Domain: Kenjutsu
Nibaigiri (Double Cut)
Rank: C2
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a kneeling position, the practitioner rises and draws, making a rising strike on the draw and a dropping strike as he sheathes. The movement is flashy and hard to trace, leaving unguarded opponent's in trouble.
Domain: Kenjutsu. Battojutsu 'C'.
Tsukesagiri (Cut and Thrust)
Rank: C2
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a standing position, the practitioner draws, attempts to cut one opponent, then thrust into another before quickly sheathing. The variation of attacks is quite useful in a situation where the user is surrounded by two or more opponents.
Domain: Kenjutsu. Battojutsu 'C'.
Sanpo Zuki (3-Way Thrust)
Rank: C
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a standing position, the practitioner draws and thrusts his sword into three opponents around him, then quickly sheathes. The movement is capable of impaling a group of opponents easily, if they are not cautious.
Domain: Kenjutsu. Battojutsu 'C'.
Rank: D, C, B, A, S [C→S]
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to deflect basic attacks of equal or lower rank, in conjunction with other, more advanced moves within the style.
Description: An offensive nature of fighting, all Battojutsu practitioners will tend to stand in looser patterns, letting their steel fly and attack at often irregular angles. Unlike its defensive counterpart, this form allows for quicker, more deliberate strikes, making it deadly in the hands of a true master.
Domain: Kenjutsu
Nibaigiri (Double Cut)
Rank: C2
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a kneeling position, the practitioner rises and draws, making a rising strike on the draw and a dropping strike as he sheathes. The movement is flashy and hard to trace, leaving unguarded opponent's in trouble.
Domain: Kenjutsu. Battojutsu 'C'.
Tsukesagiri (Cut and Thrust)
Rank: C2
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a standing position, the practitioner draws, attempts to cut one opponent, then thrust into another before quickly sheathing. The variation of attacks is quite useful in a situation where the user is surrounded by two or more opponents.
Domain: Kenjutsu. Battojutsu 'C'.
Sanpo Zuki (3-Way Thrust)
Rank: C
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a standing position, the practitioner draws and thrusts his sword into three opponents around him, then quickly sheathes. The movement is capable of impaling a group of opponents easily, if they are not cautious.
Domain: Kenjutsu. Battojutsu 'C'.