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.
[anatomy] — Blonde hair, blue eyes, and a confident smirk. The Uchiha appears to be the epitome of 'confident' and 'handsome'. He bears a youthful look in his eyes that spark a sort of enthusiasm in all those who see him. Though lean and toned, his body nearly always carries on with a relaxed and poised posture. His skin flaunts a light peach hue, flawless in texture. His countenance is sculpted with a firm jaw, and a somewhat narrow face. His shoulders are broad, but not excessively so. He carries an demeanor about him that is both alluring and charismatic. As such, he's prone to constant smiling.
[apparelcasual] — When in the comfort of his home village, or in the presence of friends and allies, the "militant" adorns himself with an ensemble that meets his need for relaxation. Though, at first glance, he would appear to be a mere student in uniform! Brown loafers precede a pair of neatly pressed khaki pants, alternating with denim jeans and green cargo pants when the mood should strike. A buttoned-up, long-sleeved white shirt remains partially hidden beneath a vest, decorated with several hues of brown. Over his torso, he bears a brown bomber jacket fabricated with authentic leather, ribbed cuffs and hem, dual entry pockets, an interior pocket, and a snap storm flap over the front zipper. More often that not, his carries no weaponry but his bowie knife.
[apparelofficial] — When participating on an assignment that would require a certain magnitude of professionalism, whether personal or official, the "militant" takes upon an entirely different array of attire. He wears a long-sleeved black shirt, beneath a flimsy piece of milky white vest armor that serves no purpose besides carrying a strange symbol on its back. Following his torso region, he flaunts a pair of neatly pressed black trousers, preceding a pair of midnight black boots. A long leather belt, adorned with a golden belt buckle, fastens his pants securely. He never forgets his weapons before going off on an assignment, and keeps them in various pockets, including any satchels he might have fastened to his belt. Sometimes, he wraps his flag across his chest as one would an ammunition belt. When he does, he tightly ties it into a neat knot on his lower back.
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[capricious] — The "militant" follows his own whims, and stresses his points and opinions strongly when he feels he should. That being the case, he is prone to exhibiting such thoughts through what some may call spontaneous, or unaccountable changes in mood or behavior. He is not, however, entirely random. The "militant" uses common sense, and judgment, in all that he does. He is fueled by personal interests, and acts on them.
[individualistic] — The "militant" has always been, first and foremost, an independent spirit. He is self-reliant and proudly exhibits his capabilities to handle his own affairs on a daily basis. The liberty that comes from having such a trait compels him to look after himself on a daily basis, to protect that liberty, and keep it alive. He does not, however, go out of his way to protect the liberties of others he does not know. At least, not typically.
[indifferent] — The "militant" often displays a particular lack of interest or sympathy in situations where most would hesitate, or reconsider, or generally stress over the subject at hand. He has been known to gladly, and for no apparent reason, risk and gamble everything he has. He can be and act as several different people- the conman, the vagabond, the gambler- and whether he chooses to do "good" or not is of no concern.
[insurgent] — The "militant" is extremely distrustful of government organizations. He has seen them infringe on the liberties of people, and does not respond well to higher authority because of it. Like the concept of honor, he feels as though the government stands against everything he believes in: his god-given right to liberty, and freedom, and the advancement of self-interests. It limits him, and others, and he loathes it.
[unfettered] — Despite his coalition with the current shinobi military of Konohagakure no Sato, the "militant" has learned to repress his anarchic urges under the pretense that they offered him shelter- when no one else would. Finding a balance of emotion between these two ideals, he is most often seen as an unconventional young man released from restraints or inhibition. He honors no authority above himself, and because of it, he is content in his home. Until the lawman gets in his way, he is to be perceived as nothing more than a pleasure-seeker. But, it is clear that he is much more than that.
Chokuto Rank: C Type: Primary / Sword / Melee Description: Chokutō were straight and single-edged (sometimes partially double) hacking swords spanning no more than 40 inches in blade length. Variations of this include the Aikuchi, which always has a hilt that matches the scabbard exactly, in colour, mass and shape. Cost: 5,000 Ryo
50 lbs. Shortbow Rank: C-Rank Type:Primary / Ranged Description: A deceptively simple weapon comprised of a carved piece of wood and a string, the bow is one of the most ancient weapons made by man. By using a combination of leverage, torque and flexibility, the bow is able to launch projectiles at a deadly speed and over large distances. The 50 lbs. short-bow has a default firing range of 55 meters; this range is lowered by 50% when the user fires while running, jumping, riding on an animal or performing other aggressive movements. The bow has a default nock and fire rate of 1 arrow per every 2 seconds, and discharges said projectile faster than its Longbow counterpart. Cost: 5,000 Ryo
Hikari (Light Bomb) Rank: C Type: Tool / Area of Effect Range: 0 - 10 meters Special: 1 per pack Description: Flash Bombs are supplementary explodables used mainly for diversions, creating a blinding light when they detonate that spreads quickly across a small area. Flash Bombs come in many shapes and sizes depending by region; some may look like small spheres wrapped in paper or, more conventionally, as cylindrical canisters. Cost: 500 per Pack
Ninja Wire Strings ( 2 Packs ) 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
Scroll Sleeve Rank: C 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. Cost: 10,000 Ryo
Breath Mask Rank: C Type: Universal Accessory / Self Special: Rank of mask determines the amount of time a user can spend underwater before needing to resurface and recharge the device. It takes a whole turn/post of being outside of the water in order for the apparatus to recharge. Additionally, mask is designed to keep out aerial objects that may harm the user, such as generic poisons and micro-fragments, equal to one rank lower than the rank of the mask. Each mask takes up one (1) accessory slot.
Description: With this accessory, the ninja is able to breath underwear for short periods of time. The apparatus appears to be a very small mask, and covers only the nose and mouth of the user. Although, it is quite hard and sturdy, and usually comes in a deep black color. Cost: 10,000
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. Cost: 10,000 Ryo
Sharingan [Ichi] Rank: C. Type: Supplementary. Range: Eyesight. Chakra: Mid to cast, low to sustain. Special: This is the first activated form of the Sharingan and, consequently, the weakest. This stage of the eye allows the user to pierce all c-ranked genjutsu and below, and predict and comprehend all taijutsu of c-rank and below, as well. Likewise, at this stage, the Sharingan can easily keep track of movements x2 the speed of your average shinobi. Keep in mind that regardless of foresight and prediction, in order to avoid incoming attacks, the Uchiha's speed, agility and RP ability will ultimately control whether they can move to avoid it. Description: The very first form of the Sharingan, once its true powers are unlocked. With only one tomoe, the eye itself is still very immature and lacking in any of its real powers, but it can nonetheless excell much more than any normal human eye can in battle. At this stage, the Uchiha begins to see the truth behind illusions, as well as gain a brief understanding of whatever movements are coming at them. Domain: Uchiha.
Enkou Shinka (Essence of the Sacred Flames) Rank: D, C
[/color], B, A, S Type: Supplementary. Range: 0 - 30 meters. Handseals: No Chakra: - Special: Allows the user the ability to create, control and move Katon (Fire) chakra of their own for multiple purposes. Range of flame control depends solely on the user's dominion rank. D: 10 meter range. C: 15 meter range. B: 20 meter range. A: 25 meter range. S: 30 meter range. Description: Katon, the birth of the flame itself. With but a mere thought, masters of the flame learn to birth their fire over large expanses. Intense training opens the door for other techniques, but they all rely on one simple core - the user's ability to birth a flame from a distance. Domain: Katon
Housenka no Jutsu (Mythical Fire Phoenix Technique) Rank: C, C, C, C, C, C, C, C, C, C Type: Offensive. Range: See special! Handseals: 6. Chakra: Low Special: Distance of fireballs depends on the highest rank known of 'Enkou Shinka'. Up to one fireball can be made, plus one more each time retrained. However, after every fourth retraining, chakra consumption will go up by one. Fireballs travel in a straight line, but can be manipulated individually if the user is still, is holding the last seal of the jutsu, and has eye contact with the fireball they wish to control. Description: Basic yet very effective within the Katon arsenal of jutsu, this technique allows the ninja to emit a series of small fire balls after a simple set of handseals are made. The ninja can also hurl a projectile which is covered in these same flames. To the opponent the attack appears to be only the balls of flame, because they do not see the hidden threat within the flames. The flames can be used to cover different projectiles like shuriken or kunai, and only select doujutsu and bloodline abilities allow the user to see through the deception. Domain: Katon. Enkou Shinka 'C'.
Ryuuka no Jutsu (Dragon Fire Technique) Rank: C, C Type: Offensive. Range: See special! Handseals: 8. Chakra: Mid. Special: Trapping each opponent consumes 10 meters worth of wire, so the user must have sufficient wire in the first place to trap his opponent. Although multiple opponents can be trapped, only one stream may be shot at once; each time retrained however, one can shoot an additionally stream down a different wire. However, after every fourth retraining, chakra consumption goes up by one. Description: With this technique, the user takes advantage of what projectiles and accessories grant a shinobi in battle. In this case, armed with extensive wire, the user uses their chakra to move and bind the opponent, and once trapped, a stream of hot fire travels across the wire and envelops the victim whole. Domain: Katon. Enkou Shinka 'C'.
Goukakyuu no Jutsu (Great Fireball Technique) Rank: C, C Type: Offensive. Range: See special! Handseals: 4. Chakra: Mid. Special: Produces an intense stream of fire that can move as far as one's 'Enkou Shinka' rank, halved. Because the flames are slightly more intense than other Katon jutsu, each time this is retrained, the user can stack 'C' ranked burning damage. However, for every fourth retraining, chakra consumption will go up by one. Can be trained a maximum of 8 times. Stream can last up to a whole turn, but when using this jutsu, the user must be standing still. Description: Goukakyuu no Jutsu is a fundamental Katon ninjutsu technique which allows the user to freely control fire itself as it leaves their body. The ninja does the necessary hand seals, draws chakra from their mouth into their chest and them immediately exhales it. During this point, they then blow a stream of fire which erupts into a large sphere of flames. To better manage the flames the ninja will bring their hand to their mouth to control it. Domain: Katon. Enkou Shinka 'C'.[/ul][/JUSTIFY][/font][/spoiler][/ul]
Shunshin no Jutsu (Body Flicker Technique) Rank: D. 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. Domain: Universal Ninjutsu.
Buyou no Bunshin (The Almighty Face in the Crowd Attack) Rank: D Type: Ninjutsu (Offensive) Range: 0-5 Meters Handseals: Yes Chakra: Low Special: Requires "Bunshin no Jutsu" retrained a minimum of three times. The specifics of the final attack rely mostly on user personality and weapon choice. Description: An offshoot of the classic Bunshin no Jutsu. The user of this technique will materialize a number of clones, who will proceed to charge the opponent in an overlapping scramble, jumping over and ducking under each other. With the user in the mix, the real ninja is obscured, much like the classic card game Three Card Monty. The ninja can then either attack the user in the crowd (theirs will naturally be the only attack that could connect) or circle around to attack from a blind spot once the clones all perform their assigned task (namely, bum rushing the target.). Naturally, only the real user's attack will be the one that does any real damage, since the clones are still illusory and intangible, but this technique's power is in its unpredictability, since the opponent can not easily determine which attack is real without the aid of extrasensory jutsu or especially sharp eyes. Domain: Universal Jutsu
Sūpa Henge Appugurēdo! (Super Transformation Upgrade!) Rank: C Type: Supplementary / Ninjutsu Range: Self Handseals: - Chakra: Changes Henge no Jutsu's cost to low. Special: Upgrades Henge no Jutsu to be more resilient, no longer breaking when the user is struck or falls unconscious. The only way for the Henge to break is if the user runs out of turns, runs out of chakra, or dispels it themselves. Description: An upgrade to Henge no Jutsu, this technique causes all of the user's Henge no Jutsu to become pseudo-permanent. That is, while their turn limit from Henge no Jutsu still applies, taking hits or even falling unconscious will not break the jutsu. Domain: Universal Ninjutsu
Kawarimi no Jutsu (Body Replacement Technique) Rank: E + E + E + E + 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 + E + E + E + 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 + E + E + E + E + E + E + 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.