Kuroi, Daisuke
Sept 21, 2012 13:56:01 GMT -8
Post by Jett Kuroi on Sept 21, 2012 13:56:01 GMT -8
[1] Personology
Name: Kuroi, Daisuke "Yogiri Jett"
Age: 17
Gender: Male
Birth Country: Mizu no Kuni
Birth Village: Small Unknown Village in Mizu no Kuni
Rank & Profession: Genin
Types:
Primary: Ninjutsu
Secondary: Taijutsu
Difficulty Setting: Easy
Releases: Raiton
Brief History:
Daisuke was born in a small unknown village in the Water Country, the son of a father and mother married off to ensure some measure of peace between two warring clans. He was the last of five children, with three older brothers and one older sister. His mother died during childbirth, which got him animosity from his father, as he was blamed for her death. His sister was the only one in the family that showed him any love and care. She was treated ill and shown no love, as she could not master her ninjutsu, and for the care she showed Daisuke.
When Daisuke was still young, he had been bottling his anger up to protect himself, since rebuke against his father and brothers, for what they did only earned him more abuse. After a while however, bottling up the anger proved to no avail, as he snapped and wound up killing his father and brothers. He and his sister lived on their own, and adapted new names to hopefully not be recognized based off what their father's family had been responsible for.
The mother's family would come looking for them, and when Daisuke was 16 and his sister was 22, they made an attempt to take them, and use them for their own criminal deeds. A fight ensued, and once more Daisuke lost to his anger, and ended up killing. In the process, his sister went missing, and he remembers little of the fight. Fearing he may have killed his sister, though not giving up hope, he looks for any evidence of her wherever he can find answers.
Theme Songs: Crawling - Linkin Park, Broken - Seether ft/ Amy Lee, Papercut - Linkin Park
[2] Physicality
Height: 5’3”
Weight: 127 lbs
Bloodtype: A positive
Body Appearance:
Thin, and scrawny looking with no visible muscle definition. Such only belies the spry agility within him. He is no muscle-bound man, but his speed and responses are refined. On his chest, is a tattoo of a dragon taking flight. On both arms, are tattoos of a serpent coiling around his bicep. Short, spiky black hair, and intensely green eyes.
Apparel:
Multiple layers: 1) White cloth bandages are wrapped around his chest and arms entirely, all the way to his waist and wrists respectively. 2) Black pants and top, with typical genin attire (i.e. blue ninja sandals, gloves, belt and equipment packs strapped around thighs). 3) Finally, a blue vest with additional scroll/kunai slots, and a blue mask up over his face, covering mouth and nose.
Blemishes & Scars: N/A No physical scars touch his body, but the “scars” of his past pain are reflected in his eyes.
[3] Cognition
Personality:
Split (Fear/Anger) Normally, Jett is a very shy individual with a general lack of self-confidence. He will show more interest in keeping a peaceful relationship with whoever he interacts with. Such is an easier task with guys he can be friends with. With females, he loses his confidence further, which results in silence, stupid and random things blurted out, and plenty of blushing and stuttering. However, at the same time, he is quick to anger. He is self conscious about his height, which won't anger him over the edge, but is still one of the few things that will get a heated response out of his usually quiet self. Due to his past, when angered beyond his control, his personality shifts entirely, to a very cold individual with no lack of confidence in his ability to kill upon a whim. This half of him is quite the opposite of his normal attitude, making him into a guy who has no qualms with being quite open with women, to the point of being almost invasive.
Allegiance: Kirigakure no Sato
Alignment: True Neutral/Chaotic Neutral.
Quirks & Tendencies:
1: He is a very shy person that tends to accentuate this shyness when around women, and say totally random and stupid things with no reason other than the fact that he gets so scared that he doesn’t know what to say, and just spouts out anything to avoid lingering silence and awkwardness (which of course, fails).
2: Grips at his head when he fights with his anger.
3: Fails, most of the time, to make eye contact in a conversation.
4: Refers to his split personality as if it were an entirely different person, to the point of giving it the name "Jinnzou Ningen" (Artificial Human)
5: Has more nervous ticks than a lyme disease research center.
Likes & Dislikes:
Likes: His sister.
Dislikes: His father, brothers, people who comment on how short he is, people who abuse others physically or mentally, himself.
[4] Armaments
2 C-Rank Kodachi.
Type: Primary/Sword/Melee
Description: If a Nodachi is an oversized version of the Katana, then the Kodachi is the opposite. Just a bit larger than a Wakizashi, the sixty inch blade nonetheless retains its brethren's cutting ability, and with its compact size, makes it ideal for travel and rough terrain.
2 C-Rank Kakkou
Type: Secondary/Melee
Special: 1 per Pack.
Description: As its name implies, the user equips these retractable wrist blades so that the attach to their forearm without risking exposure. These blades can spring forth when needed to surprise any opponent fought in hand to hand combat.
1 D-Rank Kunai pack
Type: Secondary / 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.
(1) 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.
(1) 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.
(1) Smoke Grenade
Rank: C
Type: Tool / Area of Effect
Range: 0 - 10 meters
Special: 3 per pack
Description: This explodable comes in the form of a long, skinny cylinder, no more than a few inches long. At the top lies a pin which, when pulled, activates the grenade's internal components. Within seconds, thick, dark smoke begins to spew from the cylinder, covering a wide area and leaving all those nearby blinded and gagging.
2 C-Rank Scroll Sleeves
Type: Universal Accessory/Extension/Self
Special: Carries a single 'D' or 'C' ranked scroll. Each sleeve takes up half of an accessory slot.
Description: A simple, single-scroll carrying method, this sleeve is no more than five inches long and an inch or so wide, and can fit a scrolls snugly. Straps and laces exist to keep the scroll locked tightly, yet all the while still easily accessible when the time comes. Usually worn by one's hip.
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 accessory 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.
(1) Satchel
Rank: C
Type: Universal Accessory / Extension / Self
Special: Allows the storage of 5 extra Packs. Available to all ranks, including Non-Ninja. Each satchel takes up one (1) accessory slot. Can only begin with one when creating character!
Description: The Satchel is a simple holding device which can store extra secondary weapons should the user need to call on them quickly in battle. Appearing like a regular carrying, it is hung on one's side or worn at the hip for easy access.
[5] Jutsu
Academy Ninjutsu:
E-Ranked Kawarimi no Jutsu
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.
E-Ranked Henge no Jutsu
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.
E-Ranked Bunshin no Jutsu
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.
Universal Ninjutsu:
D-Ranked Shunshin no Jutsu
Type: Supplementary.
Range: 0 - 10m.
Handseals: -
Chakra: Low.
Special: Despite popular belief, this is not an ability that allows an individual to teleport, or even move incomprehensibly fast. It simply combines high mobility with some disruption of visibility to conceal those movements. That in mind, if you can conceal your movement, it is common for this technique to allow very long-distance dashes before enemies may notice you.
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 - 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. However, while a high-speed movement, if used in broad daylight, one will still be quite visible and as such, easier to be defended against. In order to achieve maximum effect, the user must to combine it with a distraction.
D, C-Ranked Genjutsu Kai
Type: Supplementary.
Range: -
Handseals: 1.
Chakra: Low - Massive.
Special: User can only release themselves from illusions of equal or lower rank. Chakra costs is equal to the Genjutsu being dispelled.
Description: Kai is a Ninjutsu technique which allows the ninja to avoid the effects of a Genjutsu illusion. After forming the needed handseals, the Genjutsu technique will not affect the ninja. The ninja can also use the technique on another individual who was unable to avoid the attack. After forming the needed hand seals, the ninja touches the one affected to end the affect of the spell.
C-Ranked Kuchiyose no Jutsu (Summoning Technique)
Type: Supplementary.
Range: -
Handseals: Yes.
Chakra: Low - Massive.
Special: The cost of the summoning is relative to the item or creature\person in question. For instance, summoning weaponry (kunai, shuriken, senbon) would cost a "low" amount of chakra, while a large beast of a summon may cost a "high" worth of chakra.
Description: A powerful jutsu intended to call forth aid when in dire need, Kuchiyose allows a ninja to summon a a variety of entities and items meant to assist them in a dire situation. From people to animals, to inanimate objects such as weapons and items, these creations come forth out of thin air near-instantly after the seals are done and into the battlefield. Keep in mind each summoning in question requires a previous contract to be filled out. Finally, signing this contract also allows said summoning to be able to reverse summon the human ninja to their own location.
Raiton Ninjutsu:
- Tier 1 - Static Focus: Sealing times for Raiton jutsu are reduced by one tier.
Karai Shin (Lightning Wrath's Reach)
Rank: D, C
Type: Supplementary.
Range: 0 - 10 meters.
Handseals: No
Chakra: --
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.
Description: Though powerful, Raiton 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 thunder and its control grows, so does the range at which they can become deadly with it.
Mekurumeku (Blinding Flash)
Rank: D, C
Type: Raiton Ninjutsu
Range: See special!
Handseals: 5.
Chakra: D - Low, C - Mid, B - Mid x2, A - High, S - High x2
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: 20% Karai Shin range
C: 40% Karai Shin range
B: 60% Karai Shin range
A: 80% Karai Shin range
S: Full Karai Shin range
Description: A basic yet effective Raiton technique, the user focuses a bit of chakra all over their body, letting the lightning gather and then quickly exploding, effectively providing a blinding light that leaves all within the range blind. Useful for disorientation and quick get-aways.
Raikyū (Lightning Ball)
Rank: D, C
Type: Offensive.
Range: See special!
Handseals: 4.
Chakra: Mid.
Special: Travels in a straight line and cannot be altered once shot. Ball's size measure half a meter diameter, and grows by another half each time retrained. However, after every fourth retraining, the consumption will go up by one. The range it can cover depends on the user's 'Karai Shin'. Being struck by this results in the area in question being paralyzed for half a turn - a hit to the head affects the whole body. Paralysis effects do not stack once victim is struck.
Description: A very simple and effective Raiton technique known throughout, the user either takes twin weaponry or their own appendages, focuses their chakra into their center, and forms a ball of pure lightning. This newly formed threat can either be smashed into an opponent’s face, or tossed from a nearby distance. Repetitive exposure to the shocking has been known to leave its victims stunned.
Danpen Inazuma (Shooting Thunder)
Rank: D, C
Type: Raiton Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
Special: The range of the bolt is determined by user's 'Kirai Shin'.
Description: Meant more as a reactionary technique than a main avenue of offense, this jutsu allows the user to essentially shoot out small lightning bolts from a free hand to anyone within a small range. This requires no seals to conjure, and can be shot out from one’s appendage during the most heated of combat. The damage is light and the bolts shoot off in a relatively straight line, at rapid speeds.
Purazuma Booru (Plasma Ball Technique)
Rank: D + C
Type: Defensive / Raiton Ninjutsu
Range: See special!
Handseals: 8.
Chakra: D - Low, C - Mid, B - Mid x2, A - High, S - High x2
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.
Eshaku Raikou (Lightning Bow)
Rank: C.
Type: Offensive.
Range: See special!
Handseals: 4.
Chakra: Mid.
Special: Range of arrows is determined by the user's highest 'Karai Shin' range. Up to one arrow can be made and shot each time, plus one more each time retrained. However, for every 4 arrows the user is able to fire off, their chakra consumption will automatically go up by one.
Description: After performing the needed handseals, the user will wave both arms through the air, leaving Raiton chakra behind in the shape of bow and arrow. The lightning arrow can then be shot at an opponent and stun them from afar. By taking extra time to focus their energy, the arrow can be re-shaped for distance, rather than power.
Sutangan no Jutsu (Limb Stunning Technique)
Rank: C + 4 retrains
Type: Offensive.
Range: -
Handseals: 4.
Chakra: Mid.
Special: If used on a person’s head, they will be knocked out for a single post. Limbs are numbed for a whole turn. Stunning effect cannot be stacked. Due to the amount of shock suffered by the user's limb during the transference of energy, this can only be used once per thread, plus one more each time retrained for a total of five posts. The user must touch the victim with their hand to achieve the desired effects.
Description: The electric influence that exists over the human body and its muscles allows one to control the later through unconventional methods, including through the means of chakra. After charging a small electric shock in the user’s hands, one can approach their victim and place the charged hand onto a limb or muscle on their body, unleashing the pent up shock and rendering the aforementioned target useless for the rest of the turn. Although simple, it’s highly effective when the user is faster than the victim, and can outmaneuver them as they strike. Also highly effective for keeping captives in place!
Matoudai Zeusu (Strike of Zeus)
Rank: C. + 2 retrains
Type: Supplementary.
Range: See special!
Handseals: 6.
Chakra: Mid.
Special: Distance bolt can travel depends on the user's highest 'Karai Shin'. The bolt is about as long as a regular katana, and glows an intense deep blue. Each time retrained, the user can stack extra 'C' ranked shocking damage. However, after every fourth retraining, the consumption will go up by one. Can be learned a maximum of 8 times.
Description: Named after the fabled imaginary leader of the sky and thunder, this technique allows the user to feel like Zeus himself as they summon a tight bolt of electricity in their hand, similar to a javelin, so that they could throw it with appeasing accuracy. The bolt will move through the sky quite fast, and carries deadly accuracy in the right hands. Upon making contact with the target, it immediately bursts into a vertical cylinder storm that surrounds the victim and delivers a plethora of constant shock damage.
Kanden (Gadget Overload)
Rank: D + 3 retrains
Type: Supplementary.
Range: -
Handseals: 2.
Chakra: Low.
Special: Disables all forms of small electronics touched by the user. Jamming effects last 1 turn, plus 1 more each time retrained. However, after every fifth retraining, the consumption will go up by one. The user must touch the device they wish to deactivate.
Description: Though simple, this technique was designed so that the user could approach an electronic creation, such as a camera, recording device, monitor, etc. and send several quick shocks into it, effectively destroying the mechanisms within and whatever data was stored. Highly useful for those aspiring espionage, as the shocking produces no noise whatsoever.
Bougaihouso no Jutsu (Wave Jammer Technique)
Rank: D + C
Type: Supplementary.
Range: See special!
Handseals: 2.
Chakra: D - Low, C - Mid, B - Mid x2, A - High, S - High x2
Special: Amount of turns jamming remains depends on the user's amount of 'Kanden' training. Distance of jam depends on the user's 'Karai Shin' range. Highest rank known determines wave amplitude, as well as the level (rank) of electronic objects that can be affected.
D: 20% Karai Shin range
C: 40% Karai Shin range
B: 60% Karai Shin range
A: 80% Karai Shin range
S: Full Karai Shin range
Description: A mostly supplementary technique, this allows the user to create an invisible sphere all around that will serve to jam and interfere with any radio signals attempting to pass through. Effectively, a target’s communicator can be knocked off, stopping them from calling for back-up as long as you’re around.
Domain: Raiton. Karai Shin of equal rank. Kanden (Gadget Overload).
Suiton Ninjutsu:
(+250 exp spent on unlocking Suiton)
Suiton Ryuuken (Water Dominion)
Rank: D, C, B
Type: Supplementary.
Range: 0 - 30 meters.
Handseals: No.
Chakra: -
Special: Allows the user the ability to control and move Suiton (Water) chakra of their own for multiple purposes; keep in mind Water technique require a water source! The user's range of water control is determined solely by their known rank in Suiton Ryuuken.
D: 10 meters.
C: 15 meters.
B: 20 meters.
A: 25 meters.
S: 30 meters.
Description: Suiton, the often mystic ability to control water at one's will. Though one cannot create their own amount of water, they can control any previously formed body of it, bending the source at their will and making it highly malleable. From prison type techniques to simple overwhelming the user with an abundance of waves, Suiton is truly a release to be feared once mastered.
Suijinheki (Water Encampment Wall)
Rank: C.
Type: Defensive.
Range: Range decided by Dominion rank.
Handseals: 5.
Chakra: Mid.
Special: The water barrier blocks a single attack of equivalent or lower rank before needing to be recast. The user can either spit the stream out, or cause a body of water to rise up and around them on all sides (must be on the body of water in question).
Description: Suijinheki is one of the most impressive Suiton jutsu, and one of the few actually able to defend the user indefinitely from danger. The user will first do a string of hand seals, and then-- either by releasing it from their mouth or controlling a nearby body of water --form a high-speed barrier of liquid to stand between them and the danger before them.
Domain: Suiton.
Black Clouds Technique (Kokuun no Jutsu)
Rank: C.
Type: Supplementary.
Range: Range determined by Dominion rank.
Handseals: 6.
Chakra: Low.
Special: Oil automatically adds a full tier of bonus damage to any Katon (Fire), Bakuton (Blast), Shakuton (Scorch), and Raiton (Lightning) creation. Highly combustible, it rains down upon the general area of the target (20 x 20 feet), making it easy to create large fires. Any elemental jutsu previously mentioned will consume all of the oil at once, forcing the user to recast it should they want another power up. Finally, it takes a single turn for the oil to fully gather.
Description: One of the many advantages of Suiton is its ability to assist other elements in their power. In this case, the user summons forth flammable oil so that they can use this in conjunction with other jutsu. After forming the necessary hand seals, a black mist will emit from the user’s body and will rise into the sky. In the next turn, black clouds will form, releasing an intense, heavy flammable rain of oil onto one’s targets.
Domain: Suiton.
Mizu Bunshin no Jutsu (Water Clone Techqniue)
Rank: C
Type: Supplementary.
Range: Range determined by Dominion rank.
Handseals: 3.
Chakra: Mid per clone created.
Special: Up to one clone can be made at a time, plus one more each time retrained, for a maximum of five (5). As elemental clones, they cannot exist outside the user's 'Suiton Ryuuken' range in terms of distance away from their creator, and as such, can never exit the thread they were made in nor travel unless by their creator's side. Due to their watery nature, water clones can absorb attacks one rank lower than their maximum 'Suiton Ryuuken' rank mainly by altering the density of their water; any attack above that will instantly burst them. When defeated, clone explodes in a mist of water. Finally, because they are mentally linked their creator, water clones can use any c-rank or lower suiton based jutsu their creator knows.
Description: With this technique, the Suiton user is able to call upon aid from a perfect copy of themselves. Comprised purely of water, this clone retains the user movement speed and strength. Best of all, due to its flowing essence, the water clone is capable of using a hefty amount of the original user's suiton-based techniques either for defensive means or offensive.
Domain: Suiton.
Mizu no Muchi (Whip of Water)
Rank: C.
Type: Offensive.
Range: Range determined by Dominion rank.
Handseals: 4.
Chakra: Mid.
Special: Whip is formed around the user's desired appendage, and is delivered with a simple flick of the wrist due to its weightless nature, and can reach a maximum of fifteen feet. If the user possesses the Raiton release, they can send a current through the whip with a simple thought, able to shock, stun and paralyze opponent’s should they be caught/ensnared by the whip. Those ensnared by the whip can break the whip with a burst of chakra (x2 Mid).
Description: Mizu no Muchi is a ninjutsu technique that utilizes nearby water to create a whip that will function in the normal fashion, such as allowing the ninja to whip their targets, ensnare them, or defend against weapons. As a bonus, the ninja can also send an electric current through the whip to electrocute their opponent, should they possess the Raiton release of course.
Domain: Suiton.
Mizurappa (Violent Water Wave)
Rank: C.
Type: Offensive.
Range: Range determined by Dominion rank.
Handseals: 5.
Chakra: Mid.
Special: Though stream is thin, it is nonetheless strong and fast (equivalent to the user's dominion rank), and can produce a knock-back effect should a victim be caught; knock-back is equal to one meter, plus one more each time retrained. However, after every fourth retraining, chakra consumption will go up by one.
Description: Mizurappa is a Ninjutsu technique utilizing Suiton. After forming the needed handseals, the user will expel a strong jet of water at their opponent from their mouths. This stream moves frighteningly fast, and carried enough force to knock over even strong boulders.
Domain: Suiton.
Teppoudama (Bullet)
Rank: C.
Type: Offensive.
Range: Range determined by Dominion rank.
Handseals: 2.
Chakra: Mid.
Special: Bullets are fired from the mouth, all at once in the form of straight lined fashion. Speed of the bullets is equivalent to the user's Suiton Ryuuken. Up to one bullet can be fired at once, plus one more each time retrained; however, after every fourth retraining, chakra consumption will go up by one.
Description: A simple yet effective suiton technique, after forming the necessary hand seals, the user manifests bullet sized water projectiles in their mouth, which can then spit at their opponent at fast speeds for a quick attack. As the user’s knowledge of the this technique increases, so does the amount of bullets they can fire off.
Domain: Suiton.
Suirou no Jutsu (Water Prison Technique)
Rank: C.
Type: Supplementary.
Range: Range determined by Dominion rank.
Handseals: Yes.
Chakra: 4.
Special: The user must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. While in prison, victims cannot perform handseals, and will slowly drown unless they can somehow hold their breath. In order for a victim to break free, they must offer a chakra burst equal to thrice that of the prison.
Description: Suirou no Jutsu is a Ninjutsu technique that utilizes water to imprison an opponent. After the shinobi forms the necessary hand seals, the water around the victim comes together in order to form a spherical prison which only allows for limited movement. When combined with a bunshin technique, the ninja can imprison their target but still allow for a clone to attack others nearby, or even have the bunshin be the one’s holding the target hostage.
Domain: Suiton.
Suigadan (Water Fang Projectile)
Rank: B.
Type: Offensive.
Range: Range determined by Dominion rank.
Handseals: 5.
Chakra: x2 Mid.
Special: Pierces through hard surfaces in the form of a drill which extends wherever the water is present and the user’s eye can see, in the form of a straight line; speed of drill is equal to the user's maximum 'Suiton Ryuuken' rank. Each time retrained, extra 'B' ranked drilling damage can be stacked. However, after every third retraining, chakra consumption will go up by one. Can be trained a maximum of 4 times.
Description: Suigadan is a ninjutsu technique utilizing Suiton. First, the user does a string of hand seals, making sure to keep eye contact with their target as they float over water. Then, when the sequence is complete, the user causes a nearby body of water to form a spinning drill from underneath the user, forming a rapid moving threat that could easily tear opponent’s to shred.
Domain: Suiton.
Suiryuudan no Jutsu (Water Dragon Projectile Technique)
Rank: B.
Type: Offensive.
Range: Range determined by Dominion rank.
Handseals: 25.
Chakra: High.
Special: Due to the nature of the attack, the dragon can strike available aerial targets as well, as long as they are within their 'Suiton Ryuuken' range. If the dragon’s head is severed from its body, the lost appendage reverts to its natural water state and the remaining severed stub attached to the water source can re-grow once more. Only focusing a strong attack 'A' ranked or higher on the head will defeat it for sure. Up to one dragon can be made per use, plus one more each time retrained. However, after every third retraining, chakra consumption will go up by one.
Description: Suiryuudan no Jutsu is one of Suiton’s strongest ninjutsu, mainly because of its impact force and its ability to attack enemies in the air and on the ground. The ninja does a long string of hand seals which then causes a column of water in the form of a dragon to rise from the water and then strike at their target. Upon striking its target and ensnaring it in its aquatic maw, the dragon explodes with great force, flooding all nearby and providing an ample amount of water for more Suiton techs, should any enemies remain standing.
Domain: Suiton.
Universal Taijutsu:
Kaiten Kakatou Otoshi (Spinning Heel Drop)
Rank: C
Type: Offensive.
Range: -
Chakra: Mid.
Special: If kick connects with head, the victim will be stunned for one turn. Normally the user spins once before descending, but each time retrained, an additional spin is added, which adds more power (C ranked) each time. Each retrain stacks another Mid consumption to this technique. May be learned 8 times total (7 retrains).
Description: A very basic but effective taijutsu attack, the Kaiten involves the user's leg in a reverse downward kick. After launching themselves into the air and begin to somersault, the user gains momentum within the chosen striking limb and come spinning down, laying their heels into the target's shoulders and head.
Kenjutsu Taijutsu:
Iaijutsu
Rank: D, C
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to progress through the teachings of Iaijutsu.
Description: A defensive nature of fighting, all Iaijutsu practitioners will tend to stand in closed positions, leaving little openings and making sure to make the least amount of wasted movement possible so as to remain solid like a rock. Once the swordsman has understood the basics of fortification, they move on to more complex defensive patterns.
D-Ranked Kawasu (To Parry)
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: Low
Special: Learning 'B' rank "Art of Mental Presence." increases defense by one rank. Learning 'S' rank version increases damage rank once more. Stops up to 1 attack per strike, plus 1 more each time retrained, for a maximum of 4.
Description: Commencing from any position, the practitioner draws their sword and moves to deflect or simply block the strike, then resheathes. As the user becomes more proficient in Iaijutsu, more strikes can be defending against in a fluid movement, before they are overwhelmed by the attacks.
D, C-Ranked Rasen Karasu-Zuki (Spiral Parry Thrust)
Rank: C
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: Mid
Special: Learning 'B' rank "Art of Mental Presence." increases defense by one rank. Up to 5 projectiles can be parried per use, plus 1 more each time retrained up to a maximum of 10.
Description: Commencing from any position, the practitioner proceeds to unsheathe their blade and quickly strike down an incoming projectile, either slicing it in half or redirecting its path away from the user. Useful when faced with opponents that prefer to strike from a distance, as long as the user is able to spot the incoming threat in time. Once the user becomes more proficient at judging the distance, speed and direction of projectiles, they will be able to cut down even more projectiles in a fluid movement.
D, C-Ranked Jitentate (Rotating Shield)
Type: Defensive / Supplementary / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: Low - High x2
Special: Up to 15 projectiles can be parried per use, plus 10 more for each rank above D obtained. The user may deflect incoming projectiles of the same rank as the user has obtained.
Description: Commencing from a standing position, the practitioner unsheathes their sword then rotates the hilt of their blade in a spiral motion, the result being a rapid rotation that easily deflects incoming projectiles, either slicing them in half or redirecting their path away from them user. Useful when faced with opponents that prefer to strike from a distance, as long as the user is able to spot the incoming threat in time.
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