The blades of vengeances have fallen swiftly. The shinobi are no more as 'Absolute Justice' has returned...now, it is the Samurai that rule the Five Major Nations!
But at what cost? Have they become the very thing that they despised the most...? Heroes and villains seem to change roles every day, but one thing is for certain - we yearn for our freedom, for days gone by where we flew the skies unhindered.
㊙ If you can keep your head when all about you Are losing theirs and blaming it on you; If you can trust yourself when all men doubt you, But make allowance for their doubting too: If you can wait and not be tired by waiting, Or being lied about, don’t deal in lies, Or being hated don’t give way to hating, And yet don’t look too good, nor talk too wise ㊙
name→Emiya Kekkai | age→13 |gender→Male | clan→None | country→Mizu No Kuni | hidden village→Kirigakure no Sato | rank→Genin | profession→Medic | difficulty→Hardcore | speciality→ Nin|Gen|JutsuPri TaijutsuSec chakra nature→Raiton | theme song→Cruel.A.T | Kekkei-Genkai→none | Kekkei-Touta→none
㊙Falling down is how we grow. Staying down is how we die㊙
Last Edit: Sept 19, 2012 16:15:52 GMT -8 by Śākyamuni
Eymia Royaru is something of a wild card. A genin with big dreams. Nothing new. Nothing untrue. He has no popular background. He seeks to further his dreams -whatever they may be- and to find something in this world that will allow people to co-exist peacefully. He shall continue to seek this place where he can build his Kingdom. A young boy with great dreams, has anything changed?
㊀ Who hath not seen thee oft amid thy store? Sometimes whoever seeks abroad may find Thee sitting careless on a granary floor, Thy hair soft-lifted by the winnowing wind; Or on a half-reap'd furrow sound asleep, Drowsed with the fume of poppies, while thy hook Spares the next swath and all its twinèd flowers: And sometimes like a gleaner thou dost keep Steady thy laden head across a brook;㊀ [/sup][/i]
Seraphic. Holy. Fragile. In essence the perfect Ninja. Emiya does not appear threatening unless the situation presses. He does not seem over bearing or seem to posses the caring that some show. He is certainly by any means 'beautiful', or 'pretty'. Even so, there is a certain air about him, the best way to describe it would be simply to say' he is an acquired taste', you can start off thinking him beautiful or abnormally so, for there is a surpluss of that. He does perhaps posses a little more then the average man's charm, but it does little to impede his stealth in populated areas. If Emiya where to vanish within a crowd, it would be almost ridiculously easy to find him unless you were colour blind or he was surrounded by a group of look-alikes. He simply sticks out like a sore thumb. His sanguine hair is medium and unruly, nonchalantly refusing to be tamed no matter the level of physical concretion. He wears it around his head in a series of bangs; each varying in length. His eyes possess a glint of intelligence, or more correctly, a slight twinkle that might alert those who would over look him. To the passer-by however, they are red, not the sort of hypnotic purples and blues that one might find. Certainly not the more exotic conditions either, it is a deep three dimension fuchsia. Plain and simple. His irises are slitted in the same manner as many a cat. His skin tone is not impressive, instead it remains stubbornly obstinate, refusing too tan or to loose any of it's texture, which might have been preferable to it's wearer: this is simply because the degree to which the skin of Emiya gleams is a dead give away to someone who spends too much time in the sun, not such a good look for someone trying to stay hidden. When Esdras is actively on duty, he tends to wear a simple mask, plain white with two blacked out gaps for eye pieces, a thin concave crimson line to represent the mouth, and a bolt of lightning, skilfully bisecting his right eye slot. The pigmentation of the flamboyant artwork is coloured a royal purple, the only bit of the mask that actually calls out for attention. This mask is only worn when Esdras is actively attempting to ambush someone. It is usually donned when their are potential eye-witnesses to the event, and he does not wish for his face to be memorized. His face is usually held in sober expression, reflecting someone who has seen too much in life, or a busybody with a desk full of work, typically Esdras will assume the false persona of the latter. His choice of attire is not different then his expression, wearing plane clothes and often inter-changing them, leaving little to no gaps in his wardrobe, even though as a Wanderer he has to pack light, and keep moving. Lest he be captured and killed. This effectively explains his need for perpetual employment and the majority of clothing store crimes can be largely attributed to him for a short period of time in one specific area, before he moves on. He usually wears the plain civilian clothes that are the cheapest and most common in the stores, when on 'business', he dons a black tench-coat, while the outside is dark, the inside is a dark green, letting him switch between the two colours as the need for camouflage changes. Unlike most shinobi, he does not choose to wear thongs or boosts. The norm being the latter. When the need arises, and dons his mask and trench-coat, he places a pair of light leather boots, curiously adorned with multiple straps, this prevents the leather from creaking and keeps a high amount of feedback to the young Wanderer. Other miscellaneous pieces of equipment that he casually adorns is a necklace, this is a plain object; but carries vast significance to the possessor of the jewellery. As is the everlasting curse of a Wanders, they remain attached to their headbands, and despite their attempts to leave the incriminating piece of equipment in their lonesome paths, they cannot. Be it sentimentality or simple regret; they are bound to their markers. Esdras is not different, but unlike some, he does not wear it openly, unlike those who are seemingly crazed with regret and do so almost willingly, instead it has been used as a belt for the Wanders, who had it converted after a fatal run in with a tailor, predictably the tailor was who the encounter proved fatal for.
That the world is a game; which is an excuse used by more than one soul to explain away precisely -why- they find the ideas of mundane thought to be alternately boring and hysterical or hypocritical and backwards, but it is again applied to Esdras. Take a mind gifted with a proper intellect and give it room to grow, and then introduce to it the lure that all of reality could be understood and controlled-one only had to study it from the proper angle. This mind would belong to a young boy born in the shadow of the towers of others. Yet nobody is born with ideas in their heads, therefore; watching the growth of ideas of otheres allows one to cite from an introspective viewing point. And so is born the methods of rationalism. For those who have defined the rules of the game, or more accurately, the guidelines upon which the game can be played for reliable and accurate results. A double six, so to speak. There are twelve rules. Twelve methods of rationality that must be obeyed, ‘lest you loose your path.
The first virtue is curiosity. A burning itch to know is higher than a solemn vow to pursue truth. To feel the burning itch of curiosity requires both that you be ignorant, and that you desire to relinquish your ignorance. But first you must accept your ignorance, and wear it on your sleeve, for if you lie to others about your abilities, you soon lie to yourself, and therein lies the sin of arrogance and unneeded confidence. If in your heart you believe you already know, or if in your heart you do not wish to know, then your questioning will be purposeless and your skills without direction. Curiosity seeks to annihilate itself; there is no curiosity that does not want an answer. For not to be so is to be sloth-like and willfully blind, two deviations of the path of rationalism. The glory of glorious mystery is to be solved, after which it ceases to be mystery. Be wary of those who speak of being open-minded and modestly confess their ignorance. There is a time to confess your ignorance and a time to relinquish your ignorance. For to willingly confess your ignorance to those who need not know of the extent of your abilities is called stupidity.
The second virtue is relinquishment. Do not flinch from experiences that might destroy your beliefs. The thought you cannot think controls you more than thoughts you speak aloud. Submit yourself to ordeals and test yourself in fire. Have confidence in what you hold dear and submit it time and time again to renew that confidence. Relinquish the emotion which rests upon a mistaken belief, and seek to feel fully that emotion which fits the facts. If the iron approaches your face, and you believe it is hot, and it is cool, reality opposes your fear. If the iron approaches your face, and you believe it is cool, and it is hot, reality opposes your calm. Evaluate your beliefs first and then arrive at your emotions. Let yourself say: “If the iron is hot, I desire to believe it is hot, and if it is cool, I desire to believe it is cool.” Beware lest you accept a reality which is falsely constructed.
The third virtue is lightness. Let the winds of evidence blow you about as though you are a leaf, with no direction of your own. Beware lest you fight a rearguard retreat against the evidence, grudgingly conceding each foot of ground only when forced, knowing that slowly the troops that stand between you and the evidence are thinning. If you fail to submit to this virtue, you must also deny the virtue of relinquishment and free flowing will. Surrender to the truth as quickly as you can. Do this the instant you realize what you are resisting; the instant you can see from which quarter the winds of evidence are blowing against you. Be faithless to your cause and betray it to a stronger enemy. If you regard evidence as a constraint and seek to free yourself, you sell yourself into the chains of your whims. For you cannot make a true map of a city by sitting in your bedroom with your eyes shut and drawing lines upon paper according to impulse. You must walk through the city and draw lines on paper that correspond to what you see. If, seeing the city uncleanly, you think that you can shift a line just a little to the right, just a little to the left, according to your caprice, this is just the same mistake. To do so is to compromise reality itself, and impose a false view on the world.
The fourth virtue is evenness. One who wishes to believe says, “Does the evidence permit me to believe?” One who wishes to disbelieve asks, “Does the evidence force me to believe?” Beware lest you place huge burdens of proof only on propositions you dislike, and then defend yourself by saying: “But it is good to be skeptical.” If you attend only to favorable evidence, picking and choosing from your gathered data, then the more data you gather, the less you know. You become flawed in your views and thinking, choosing only which appeals to your beliefs, and not that surrounds you in it’s entirety. What do you do when you see the seams of the world and also see just how frail they truly are? When you can shake out the game of mortal lives and bind it to your own ambition to give it its only worth, what rule is there to command you when the nights are quiet and the rewards not as bright as they had once seemed to be? If you are selective about which arguments you inspect for flaws, or how hard you inspect for flaws, then every flaw you learn how to detect makes you that much stupider. If you first write at the bottom of a sheet of paper, “And therefore, the sky is green!”, it does not matter what arguments you write above it afterward; the conclusion is already written, and it is already correct or already wrong. To be clever in argument is not rationality but rationalization. Intelligence, to be useful, must be used for something other than defeating itself. It must be used to question itself and that which surrounds it. Listen to hypotheses as they plead their cases before you, but remember that you are not a hypothesis, you are the judge. Therefore do not seek to argue for one side or another, for if you knew your destination, you would already be there.
The fifth virtue is argument. Those who wish to fail must first prevent their friends from helping them. Those who smile wisely and say: “I will not argue” remove themselves from help, and withdraw from the communal effort. In argument strive for exact honesty, for the sake of others and also yourself: The part of yourself that distorts what you say to others also distorts your own thoughts. Do not believe you do others a favor if you accept their arguments; the favor is to yourself, not them. Do not think that fairness to all sides means balancing yourself evenly between positions; truth is not handed out in equal portions before the start of a debate. You cannot move forward on factual questions by fighting with fists or insults. Seek a test that lets reality judge between what you know and what they know. Understandably, one thus must think of the divine as being nothing more than overgrown humans who have power that they should keep better watch over lest it be taken from them. There is no reason in his eyes as to why a human cannot attain that level, particularly not when the gods pluck away souls and then bind them to their wants. By the same token, one must suffers from feeling as if there are no absolutes in the world. He occasionally tires of his own games, knowing by his own logic that reality is only what he is reaching for, and if he should put his side of the playing pieces down then there are no stories of justice or morals to rally him back. He is far too proud to resort to giving into such illusions, however.
The sixth virtue is empiricism. The roots of knowledge are in observation and its fruit is prediction. What tree grows without roots? What tree spreads it’s diversity us without fruit? If a tree falls in a forest and no one hears it, does it make a sound? One says, “Yes it does, for it makes vibrations in the air.” Another says, “No it does not, for there is no auditory processing in any brain.” Though they argue, one saying “Yes”, and one saying “No”, the two do not anticipate any different experience of the forest. Do not ask which beliefs to profess, but which experiences to anticipate. Always know which difference of experience you argue about. Do not let the argument wander and become about something else, such as someone’s virtue as a rationalist. What does you in is not failure to apply some high-level, intricate, complicated technique. It’s overlooking the basics. Not keeping your eye on the ball. Do not be blinded by words. When words are subtracted, anticipation remains of the thoughts that spawned them, pay attention to the tones and feel they placed within their words.
The seventh virtue is simplicity. Perfection is achieved not when there is nothing left to add, but when there is nothing left to take away. Simplicity is virtuous in belief, design, planning, and justification. When you profess a huge belief with many details, each additional detail is another chance for the belief to be wrong. Each specification adds to your burden; if you can lighten your burden you must do so. There is no straw that lacks the power to break your back, because each only adds to the load. Of artifacts it is said: The most reliable gear is the one that is designed out of the machine. Of plans: A chain of a thousand links is only as strong as it’s weakest joint, if every link is as strong as the ones surrounding it, there is no ground for one to grab hold. But if one step is wrong it may carry you anywhere. In mathematics a mountain of good deeds cannot atone for a single sin. Therefore, be careful on every step.
The eighth virtue is humility. To be humble is to take specific actions in anticipation of your own errors, to for see your own fallibility and then do nothing about it is not humble; it is boasting of your modesty, and professing your carelessness to the world. Who are most humble? Those who most skillfully prepare for the deepest and most catastrophic errors in their own beliefs and plans, they are pessimistic, because if you present yourself the worst case scenario, and thus plan for it, you will never be taken by surprise. A rationalist hates fortune telling, horoscopes, fengshui, psychics and anyone whose trade involves taking money from people for things that they cannot see. This is typically because it enrouches on his beliefs of the plausibility of greater realm of reality.
Because this world contains many whose grasp of rationality is abysmal, beginning students of rationality win arguments and acquire an exaggerated view of their own abilities. But it is useless to be superior: Life is not graded on a curve, it is a race, with those who achieve the most distance are eventually judged as the gap between the observers and the competitors/competition grows wider. The best physicist in ancient Greece could not calculate the path of a falling apple. There is no guarantee that adequacy is possible given your hardest effort; therefore spare no thought for whether others are doing worse. If you compare yourself to others you will not see the biases that all humans share. To be human is to make ten thousand errors, to make no errors within this world makes you shallow and easily led, because a error provides you with direction, and a willingness to correct this error. No one in this world achieves perfection.
The ninth virtue is perfectionism. The more errors you correct in yourself, the more you notice. As your mind becomes more silent, you hear more noise. Becoming one who finds the errors in others work and then fixes them. When you notice an error in yourself, this signals your readiness to seek advancement to the next level. If you tolerate the error rather than correcting it, you will not advance to the next level and you will not gain the skill to notice new errors. In every art, if you do not seek perfection you will halt before taking your first steps. If perfection is impossible that is no excuse for not trying. Hold yourself to the highest standard you can imagine, and look for one still higher. Do not be content with the answer that is almost right; seek one that is exactly right.
The tenth virtue is precision. One comes and says: The quantity is between 1 and 100. Another says: the quantity is between 40 and 50. If the quantity is 42 they are both correct, but the second prediction was more useful and exposed itself to a stricter test. It contains a narrower margin for error and consequently; guesswork. What is true of one apple may not be true of another apple; thus more can be said about a single apple than about all the apples in the world. The narrowest statements slice deepest, the cutting edge of the blade. As with the map, so too with the art of mapmaking: rationalism is a precise Art. Do not walk to the truth, but dance. On each and every step of that dance your foot comes down in exactly the right spot, any deviation leaves you stranded forevermore.
The eleventh virtue is scholarship. Study many sciences and absorb their power as your own. Each field that you consume makes you larger. If you swallow enough sciences the gaps between them will diminish and your knowledge will become a unified whole, you will begin to see the inter-linking spaces between each Art as it’s own language. If you are gluttonous you will become vaster than mountains. It is especially important to eat math and science which impinges upon rationality: Evolutionary psychology, heuristics and biases, social psychology, probability theory, decision theory. But these cannot be the only fields you study. The Art must have a purpose other than itself, or it collapses into infinite recursion.
Before these eleven virtues is a virtue which is nameless.
“The primary thing when you take a sword in your hands is your intention to cut the enemy, whatever the means. Whenever you parry, hit, spring, strike or touch the enemy’s cutting sword, you must cut the enemy in the same movement. It is essential to attain this. If you think only of hitting, springing, striking or touching the enemy, you will not be able actually to cut him. More than anything, you must be thinking of carrying your movement through to cutting him.” Every step of your reasoning must cut through to the correct answer in the same movement. More than anything, you must think of carrying your map through to reflecting the territory. If you fail to achieve a correct answer, it is futile to protest that you acted with propriety or concern of such. How can you improve your conception of rationality? Not by saying to yourself, “It is my duty to be rational.” By this you only enshrine your mistaken conception. Perhaps your conception of rationality is that it is rational to believe the words of the Great Teacher, and the Great Teacher says, “The sky is green,” and you look up at the sky and see blue. If you think: “It may look like the sky is blue, but rationality is to believe the words of the Great Teacher,” you lose a chance to discover your mistake, because you failed to see the flaws in another work. Do not ask whether it is “the Way” to do this or that. Ask whether the sky is blue or green. If you speak overmuch of the Way you will not attain it, having is not possessing. Owning it is impossible. Attaining it is not. You may try to name the highest principle with names such as “the point on the map that reflects the territory” or “experience of success and failure” or “here by monsters”. But perhaps you describe incorrectly the nameless virtue. How will you discover your mistake? Not by comparing your description to itself, but by comparing it to that which you did not name. If for many years you practice the techniques and submit yourself to strict constraints, it may be that you will glimpse the center. Then you will see how all techniques are one technique, and you will move correctly without feeling constrained.
These then are twelve virtues of rationality: Curiosity, relinquishment, lightness, evenness, argument, empiricism, simplicity, humility, perfectionism, precision, scholarship, and the void.
These are the twelve building blocks on which Emiya rests. A hungering dragon bound on it's moors.
㊙The contemplation of things as they are, without substitution or imposture, without error or confusion, is in itself a nobler thing than a whole harvest of invention.㊙ [/color][/sup]
㊀f you can make one heap of all your winnings And risk it on one turn of pitch-and-toss, And lose, and start again at your beginnings And never breathe a word about your loss; If you can force your heart and nerve and sinew To serve your turn long after they are gone, And so hold on when there is nothing in you Except the Will which says to them: 'Hold on!'
Rope Dart Rank: C Type: Primary / Melee Description: The rope dart is a typical kung-fu weapon that in the hands of an expert can be a devastating weapon. The weapon consists of a long loop of rope with an attached and sharpened kunai head like blade at the end which cuts on all sides. The rope dart is typically flung, swung, and wildly whipped around to make a fast, hard to see, and deadly weapon. Cost: 5,000 Ryo
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
Shuriken (Ninja Star) Rank: D Type: Secondary / Ranged Special: 5 per Pack. Description: A shuriken, like kunai, is one of the more basic weapons employed by ninja of all classes. They are sharpened, four-pronged metal stars, no more than a few inches long, and are extremely useful for throwing. Although small, they can be used to distract, or, if accurate enough, to kill. They have an open circle in the center, used for grabbing with a finger, to avoid cutting oneself, or to put thread through. The circle is also a benefit in aerodynamics, as it ensures more accurate trajectories. Cost: 100 Ryo per Pack
Kunai (Throwing Knife) Rank: D Type: Secondary / Melee + Ranged Special: 2 per Pack. Description: This throwing knife is one of the common weapons of a ninja. It is often kept in a holster on the leg in a pouch attached to the belt. What makes it so versatile and universal is the fact the Kunai can be used in conjunction with explosive tags and other weapons to form deadly combos out of simple, easily accessible items. Cost: 100 Ryo per Pack
Exploding Note 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
Exploding Pouch Rank: C Type: Tool / Area of Effect Range: 0 - 5 meters Special: 5 per pack Description: A variation on the exploding note, these pouches contain a myriad of ball bearings and other metallic projectiles that, when detonated, spread forth even more Cost: 500 per Pack
Blank Scrolls Rank: C Type: Universal Accessory / Self Special: Rank of scroll determines the type of object that may be sealed within, the amount it can hold, and finally, the amount of accesory slots they take up (and can store within the seal on top of the packs!) without the use of a scroll extension. Main weapons, armor and shields consume one full scroll, with nothing else able to be sealed within along side them.
C: 10 pack spaces / 2 slots
Description: Scrolls remain one of the most important pieces of equipment in a ninja's arsenal. Because of their size, multiple scrolls can be carried into battle in the front pouches of a flak jacket or in a satchel. This will save space and not sacrifice a much needed piece of equipment which may be required later. In the end, the scroll is useful because it allows the ninja to summon creatures, people and items to their aid. There are also larger scrolls that ninja keep on their back, these are notably A and S-ranked. Cost: 10,000
Last Edit: Sept 17, 2012 16:50:47 GMT -8 by Śākyamuni
㊀If you can talk with crowds and keep your virtue, ' Or walk with Kings - nor lose the common touch, if neither foes nor loving friends can hurt you, If all men count with you, but none too much; If you can fill the unforgiving minute With sixty seconds' worth of distance run, Yours is the Earth and everything that's in it, And - which is more - you'll be a Man, my son!㊀
Kawarimi no Jutsu (Body Replacement Technique) Rank: E Type: Supplementary / Ninjutsu Range: 0 - 5 meters Handseals: No Chakra: 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 that range from equal in size to as small as half their 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) the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise. Domain: Academy Ninjutsu.
Henge no Jutsu (Transformation Technique) Rank: E Type: Supplementary / Ninjutsu Range: 0 - 5 meters Handseals: Yes Chakra: Low Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained. Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents. Domain: Academy Ninjutsu.
Bunshin no Jutsu (Clone Technique) Rank: E Type: Supplementary / Ninjutsu Range: 0 - 5 meters Handseals: Yes. Chakra: 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: 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: 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
Kinobori no Waza (Act of Tree Climbing) Rank: E Type: Supplementary. Range: - Handseals: - Chakra: Low to cast, free to sustain. Special: - Description: Kinobori no Waza, the art of tree climbing serves a dual purpose. Taking part in Kinobori Shugyou (Tree Climbing Training) helps a ninja learn how to focus their chakra. It also teaches the ninja how to run up trees and walk on vertical walls. The training helps the ninja learn how to focus just the right amount of chakra to a particular part of their body. The amount needed to climb is small but it must be precise. The feet are regarded as the hardest location to master chakra focusing. So by gaining the art of this skill, the ninja will have any jutsu available (theoretically) because they will be able to focus their chakra as needed. Domain: Academy Ninjutsu.
Suimen Hokou no Waza (Act of Water Surface Walking) Rank: E Type: Supplementary. Range: - Handseals: - Chakra: Low to cast, free to sustain. Special: - Description: A variation on the Kinobori no Waza (Act of Tree Climbing), the art of water surface walking allows a ninja to walk on water as if it was a solid surface. Focusing an even amount of chakra out of the soles of their feet, they can balance themselves on the very surface of the water. Domain: Academy Ninjutsu.
Mastery Tier One – Intuitive Chakra Control: Dedicating their lives to the medical arts, the user has refined the method of chakra control. Because of this, the cost of all chakra related techniques (Souin included) have been reduced by a single tier. This also grants the user the ability to access the Souin tier 1 mastery.
Shousen no Jutsu (Mystical Hand Technique) Rank: D'C Type: Supplementary. Range: - Handseals: - Chakra: D - Low, C - Mid, B - x2 Mid, A - High, S - x2 High. Special: Heals and counters damage equal to highest rank known. If healing is stronger than the damage taken, remaining 'Shousen' chakra will course through the target's body until more damage is suffered, essentially helping the medic prevent future injury. Cannot be used on a target with perfect health. Aside from s-rank healing, which occurs instantly, all others require one full post to heal. Description: Shousen Jutsu is one of the most fundamental yet vital Medical Ninjutsu techniques utilized by medical ninja. This technique allows the ninja to heal wounds by focusing their own chakra to their hands, creating a special chakra designed to speed up the body's natural healing process exponentially. The chakra is represented by a faint glow around each of the user's hands, a perfect circle formed around the appendage, with the glow itself letting off a faint, blue hue. The higher the Medic's skill, the stronger the healing process will be. As such, master medics can use their techniques to perform surgeries that otherwise would not be possible. Domain: Iryou Ninjutsu.
Naite no Jutsu (Dead Hands Technique) Rank: D'C Type: Offensive. Range: - Handseals: - Chakra: D - Low, C - Mid, B - x2 Mid, A - High, S - x2 High. Special: Performs the opposite of Shosen no Jutsu, instantly breaking down cellular structures upon impact, allowing the Medic to do both miraculous and deadly things. Highest rank known also determines the amount of time a medic must spend over their target in order for the damaging chakra to be passed on correctly. D: Full post damaging contact. C: 3/4th of a post. B: Half of a post. A: 1/4th of a post. S: Near-Instant Description: Although most Medical Shinobi utilize this technique for combat, Naite no Jutsu may also be used to help the user combat things like cancerous growths by simply killing the cancerous cells. While active, the user is capable of causing massive cellular destruction of an area of one inch per second per rank of the technique. The chakra is represented by a faint glow around each of the user's hands, a perfect circle formed around the appendage, with the glow itself letting off a faint, black hue. Domain: Iryou Ninjutsu. Shousen no Jutsu.
In'yu Shōmetsu (Yin Healing Wound Destruction) Rank: D'C Type: Defensive. Range: - Handseals: - Chakra: See special! Special: Chakra used for this technique is equal to the one being absorbed (without buffs/reductions used by the opponent!). User employs highest 'Shosen' rank in order to heal. Description: By anticipating damage, the user is capable of filling an area with healing chakra before taking a hit; in other words, they can begin the healing process for a wound before actually receiving it. When the wound finally does occur, the advanced healing process rapidly regenerates the flesh of the wounded area, healing it before the eyes of the user and the opponent; this results in an almost instant-healing of wounds. The larger and more complex the wound is, however, the more chakra is needed to heal it. Domain: Iryou Ninjutsu. Shousen no Jutsu.
Chakra no Mesu (Chakra Scalpel) Rank: D'C'B Type: Supplementary / Offensive / Medical Ninjutsu Range: Self Handseals: No Chakra: D - Low, C - Mid, B - x2 Mid, A - High, S - x2 High. Special: Produces unique chakra cutting damage that bypases physical barriers such as skin, clothing or armor and cuts within the body. Highest rank known establishes the lethality of the scalpel, as well as the opportunity for internal damage and bleeding if it strikes; internal damage, if successful, leads to ranked damage per turn until treated, with the damage rank being whatever 'Chakra Scalpel' level was used against the victim.
D: Slices the inside with a shallow cut, resulting in no internal bleeding. Muscles cut with this rank will only suffer a slight reduction in mobility. C: Cuts with this rank will cause minimal internal bleeding and will limit mobility by 25% B: Damage inflicted with B rank chakra scalpel is enough to damage internal organ and slice muscles for a 50% reduction in functionality. A: The A ranked version of this technique can cause fatal organ failure after 5 turns of affliction and can disable muscles to a degree of 75% loss of strength, speed, and range of motion. S: Slices with an S ranked chakra scalpel can instantly shared a muscle, disabling all motion associated with it. This rank can inflict fatal organ damage, bleeding out within 2 turns if not treated. The scalpel is so sharp at this rank it can cut through nerve fibers if the medic chooses to aim for them.
Description: Chakra no Mesu is a special Ninjutsu technique used by medical ninjas. After forming the needed handseals, the medic will focus chakra to their hands, creating a distinct, colored hue of chakra. When their charged hands reach the body of their target, they can extend the chakra internally into the targets body to cut and neatly slice their muscles and blood vessels without harming the surface skin. This technique can be used in battle, but because of its hectic nature, the fine precision required for an instant kill is not feasible. Damage can still be done to the vital organs, but the technique should be used carefully in battle. Developed for surgery, it has since taken a unique aspect in battle. Domain: Iryou Ninjutsu. Shousen no Jutsu.
Chakra Ijou (Chakra Transfer) Rank: D'C Type: Supplementary. Range: - Handseals: 5 Chakra: D- Low, C- Mid, B- High, A- Very High, S- Massive Special: Allows the user to open a link of chakra transference between the user and the patient so that the user may send chakra to the patient. Amount of chakra used is the same as the amount given. Description: Chakra Exhaustion is a dangerous thing for shinobi to have to face. Medical Ninja developed a way to fix that problem. By touching the center of the patient's chest with both hands, the user is capable of sending chakra directly into the patient's chakra circulatory system, allowing the system to process the chakra and receive it as if the chakra were the person's own. While the user maintains their touch on the patient's body, the amount of chakra per turn may be sent to the patient up to the rank this technique is trained. Domain: Iryou Ninjutsu.
Saikan Chuushutsu no Jutsu (Fine Affliction Extraction) Rank: D'C Type: Supplementary. Range: Self. Handseals: No. Chakra: Mid. Special: Allows the removal of poison through a similar chakra method as 'Shosen'. The rank of this technique determines the rank of the affliction that can be removed. Description: Saikan Chuushutsu no Jutsu is a skill used by medical ninja to remove harmful poisons from a patient's body. The ninja will infuse their chakra into liquid bubble, which they will insert into the patient transdermally. Targeting the liver and kidneys, the medic can filter the patient’s blood rapidly, filling the bubble with the dangerous toxins which can be discarded once the procedure is complete. Domain: Iryou Ninjutsu.
Doku Kiri (Poison Mist Technique) Rank: D'C Type: Offensive. Range: 0 - 5. Handseals: 5 Chakra: D - Low, C - Low, B - Mid, A - x2 Mid, S - High. Special: Highest rank known determines the the range it can cover and the size of the spread. Paralysis lasts a full post for any rank. Only equally ranked Fuuton and Katon based jutsu can burn or blow the poison away, because as the rank in this technique rises, so does the poison's density.
D: 1 meter cloud range & spread, no paralysis. C: 2 m r&s. 1 second paralysis. B: 3 m r&s. 2 second paralysis. A: 4 m r&s. 4 second paralysis. S: 5 m r&s. full turn paralysis.
Description: Ninpou: Doku Kiri is an advanced Medical Ninjutsu technique utilized by skilled medics. After the needed handseals, the medic inhales briefly before expelling a dense cloud of purple poisonous gas from their mouth at high speeds. This poison serves as a very potent paralytic, with the duration of the paralysis depending on rank learned. This can serve as cover to escape and as an offensive technique against her opponent, or as a trap when luring opponents your way. Domain: Iryou Ninjutsu; Saikan Chuushutsu no Jutsu (Fine Affliction Extraction).
Sosei no Jutsu (Resuscitation Technique) Rank: B. Type: Supplementary. Range: - Handseals: 10 Chakra: High. Special: Uses chakra to cause the target's heart to beat, regardless of the living condition of the body. Can be used once per thread, plus once more for each time retrained. Description: A tricky Medical Ninjutsu that has, nonetheless, saved many lives, Sosei no Jutsu works by channeling chakra directly to the heart of the patient, causing it to beat. This chakra disregards numbing effects, since the chakra causes the heart to beat against its' own will. Aside from that, when a person dies, their brain stays active from one to ten minutes before perishing. If the heart can be restarted, then the patient can be saved. With a two-person medical team, one Ninja may perform this technique while the other focuses upon treating the symptoms of death. If worked correctly, a patient who would otherwise be dead may be saved and, potentially, be brought back to life. If the brain has already ceased activity, then this technique will not work. Domain: Iryou Ninjutsu. Shousen no Jutsu.
Shikon no Jutsu (Dead Soul Technique) Rank: A. Type: Supplementary. Range: 0 - 50 meters. Handseals: 10 Chakra: x2 High. Special: Requires a dead body. Once the dead person extends more than fifty meters away from the user, it crumples into place as if nothing happened. Remains in use until defeated or if forced out of range. These bodies can perform any jutsu of a-rank and lower that they knew if life. May only be used on 1 body at a time, plus an additional 1 for each time retrained. Description: Shikon no Jutsu is an advanced Medical Ninjutsu technique that uses a dead body to create the illusion of another living person. The medic can either animate a normal dead person, or alter the appearance of the dead person to resemble another. To do the second version, the ninja first changes the appearance of the dead body to resemble the person to be portrayed. Then using this jutsu they make the heart beat again, allowing them to control the actions of the dead body. Domain: Iryou Ninjutsu.
Ranshinshou (Chaotic Mental Collision) Rank: B'B Type: Supplementary. Range: - Handseals: No Chakra: High Special: Forces all physical movement to be destroyed, to the point a normal movement produces the opposite effect. Lasts a total of 1 post, plus 1 more for each time retrained. Description: Ranshinshou is an advanced Medical Ninjutsu technique that allows for the severe disruption of the medic's victims. Changing the chakra in their hand into an odd electric-like pulse, the medic successfully mimics and creates an electric field to disrupt their targets nervous system. Because the brain and body communicate using electrical impulses, the medic uses the field to disrupt their targets ability to move. What results is commands to move one body part being relayed to another, making it near impossible for them to move. Domain: Iryou Ninjutsu.
Last Edit: Sept 11, 2012 22:21:42 GMT -8 by Śākyamuni
Post by Śākyamuni on Sept 12, 2012 19:46:34 GMT -8
previous character: Revamp total exp: 750 exp used: 1075 note: I noticed a while back that people whose former characters had undertaken EXP reductions due to starting with either a Bloodline or a KT were being reimbursed. Don't know if that still applies. If not I'll make the required edits.
Last Edit: Sept 12, 2012 23:14:14 GMT -8 by Śākyamuni