Hayato -scrap bio-
Oct 26, 2011 14:26:30 GMT -8
Post by .// h a y a t o on Oct 26, 2011 14:26:30 GMT -8
[/i][/div]When the sky opens
[/style][style=color:FFEFD5; text-shadow: 1px 1px 1px #444444; font-family: georgia; margin-bottom: -8px; text-transform: lowercase]clouds spin | eagles reign
[atrb=border,0,true] | [atrb=border,0,true] adopted nameSarugaki surnameAori gendermale agefifth-teen aliasThe sky child birth countryMizu no Kuni homeKirigakure no Sato rankGenin professionhere difficulty settingMedium alignmentneutral good types[Ninjutsu| Taijutsu| Genjutsu] releaseWind Release height5'9" weight150 lbs. apparelAs seen here original biohere |
In battle Hayato wears his hitai-ite on his forehead similar to how boys wear their protectors. He due to his style, he wears it tilted to the left slightly to make him differentiate his style to normal people. When in important matters, he will wear his protector regularly only for the Mizukage. He also wears on his left ear, hoop steel earring attached with a feather of an eagle. The length of the feather is five inches and an inch in width. Around his neck he would wear a necklace of a certain design.
He dons a white t-shirt on with the kanji of '飛行' in vertical in small print with a navy blue color. Around his body is a sky blue leather strap around his upper torso to carry his weapon. He also wears blue wrist-bands with the Kirigakure symbol as his hitai-ite. Also on his right forearm, Hayato, has his senbon launcher already loaded.
He wears a cerulean blue belt around his cargo shorts. He likes having loose and baggy clothes versus tight confined spaces. He can also have an extra pack of kunai, shuriken or and small ninja tool he can put in the pockets. To end his wardrobe, he wears white tabi socks up to his shin with navy blue strip with blue shinobi sandals.
personality
Sky Brat
Hayato though born from Kirigakure, he's more in tune with wind than the typical water oriented nature of his fellow ninja. He tends to be in high places and likes being in high altitudes to talk to the birds. Yeah, he likes to talk to birds So damn what? He'd rather listen to the chirping and screams of birds than the complaining, screaming and crying of humans. He somehow has the ability to "sense" with the wind. On his off days, he likes to go on the top point of a tree, building, whatever has a high canopy and take refuge. As a signature, Hayato always seems to have a feather from a bird on his person. He also has an earring with a white eagle's father on his left ear. Like the air, Hayato tends to be a little frivolous with his actions and the later consequences that will follow after.
Blue Haired Flirt
Don't let his baby like facial features fool you. Underneath the azure almost angelic face and hair fool you, he's a player. He likes to try females that he might not go for. He likes to play coy and have airy wordplay with females, similar to a poet. However his lyrics have a hidden allegory within them. Though even at his teen, he is easily one of the more mature males in the village. He can chivalrous, but why should he be? He likes to be as coy as possible. Women want to be equal, why should he hold their hand and cater to them? It seems backwards to him. However in certain dire situations, he'll bit the bullet and perform a courteous deed. Some with no rewards, others with an alternative motive. He is not above gender when it comes to flirting. When he is dominant-sly with women, he is totally aloof yet flirty with guys. He loves to make them think they got a chance. Easier for him to make fun of right? He's not that type of cat to do that. He will however do random, intentional or not, sexual advances to either gender.
Sly Talker
Though he respects his peers to an extent and his elders, he has an unusual way of speaking. He can be articulate if he puts effort into it but..that's effort. He likes to talk low and slur his words a lot as if he were to drink liquor and adds "yo" to his sentences. He also has a tendency to make up honorifics on the fly. For instance using -sama and -chan he will create -samachan. To those who don't know him, it may come off disrespectful and off, but to his close people, they get the translation clear.
Stylin'
Hayato likes to makes things fly. He likes to make everything he does have a level of his own style and no one can copy, not even with a Sharingan. You can't copy uniqueness. Sure, he can be a prima-donna in terms of this, but ask him this; "does he give one damn"? Didn't think so. He likes to keep up with the times in terms of style and aesthetics, but he prefers his own remix of things.
No B.S Past this Point
Hayato hates drama especially if it doesn't concern. He's not a starter or drama. His lax persona doesn't have the tolerance for that level of stupidity. It's all a "he said, she said" things and if people couldn't settle their problems logically, why raise their voices and fight over it? All a waste of breath to him. Instead of tolerating the stupid, Hayato would choose to leave and distance himself from it.
Not Your Average
Usually guys like to flaunt their talents and achievements when in battle or not, Hayato isn't the one. He is confident in his abilities, but he knows there are people stronger and smarter than he is. He's only a teen but he had scrapes with death before. This made him a more mature person than your average fifth-teen year old. He likes to be a free soul where ever he goes and he rarely shows his anger. However, when he does feel anger, not even the gods can stop his rage.
Battle ThemeReincarnate
ThemeEmotionless Passion
VoiceWalter Jones a.k.a Black Ranger
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Inventory.
[/style][style=color:FFEFD5; text-shadow: 1px 1px 1px #444444; font-family: georgia; margin-bottom: -8px; text-transform: lowercase]calm before a storm | the air drops
primary weapon
Chokuto
Rank: C
Type: Primary / 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: 1,000 Ryo
secondary weapon
Shuriken (Ninja Star) [2]
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
Senbon (Throwing Needles) [1]
Rank: D
Type: Secondary / Ranged
Special: 10 per Pack.
Description: Senbon were first used by doctors in acupuncture, but due to its reported widespread effectiveness, it was quickly adopted by ninja in order to hit points on the body that can induce paralysis, loss of consciousness, or even death.
Cost: 200 Ryo per Pack
Senbon Launcher
Rank: C
Type: Modification
Special: Launcher holds up to 5 Senbon. Takes up 2 'Pack' slots. Senbon travel 20 meters at double their normal speed before losing effectiveness and crashing.
Description: Usually hidden on either of the user's forearm, this launcher can be used to send needles at their opponents at higher speeds with better accuracy. Up to five needles can be launched at once, resulting in deadly surprise.
Cost: 500 Ryo
itemshitai-ite
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Jutsu.
[/style][style=color:FFEFD5; text-shadow: 1px 1px 1px #444444; font-family: georgia; margin-bottom: -8px; text-transform: lowercase]when the storm starts | feathers descend
1150 XP
Kawarimi no Jutsu (Body Replacement Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects equal or smaller in size; cannot switch with other living people or animals.
Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.
Domain: Academy Ninjutsu.
Henge no Jutsu (Transformation Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained.
Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
Domain: Academy Ninjutsu.
Bunshin no Jutsu (Clone Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained.
Description: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.
Domain: Academy Ninjutsu
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects equal or smaller in size; cannot switch with other living people or animals.
Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.
Domain: Academy Ninjutsu.
Henge no Jutsu (Transformation Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained.
Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
Domain: Academy Ninjutsu.
Bunshin no Jutsu (Clone Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained.
Description: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.
Domain: Academy Ninjutsu
Genjutsu Kai! (Release)
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu
Range: Self
Chakra: See special!
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.
Domain: Universal Ninjutsu.
XP:: 75
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu
Range: Self
Chakra: See special!
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.
Domain: Universal Ninjutsu.
XP:: 75
Shunshin no Jutsu (Body Flicker Technique)
Rank: D
Type: Supplementary / Ninjutsu / High-Speed Movement
Range: 0 - 10 meters
Chakra: Low
Special: Flickering is near-instantaneous forward movement, meaning the user will rush almost instantly to wherever they are facing as chakra pushes their legs to inhumane levels. The user can flicker once per thread, plus once more each time retrained. One cannot attack or perform techniques during Shunshin.
Description: Shunshin no Jutsu is a basic ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered is a high-speed movement technique, it allows a ninja to move short to long distances at an almost untraceable speed - to an observer, it appears as if the user has teleported. Such a feat is accomplished by using chakra to temporarily vitalise the body and move at extreme speeds they would otherwise be unable to reproduce. In the end, the user will appear and disappear in an instant, allowing them to retreat or attack suddenly should they need it. To facilitate the movement the ninja will often use nearby elements such as mist, sand or leaves to mask their appearance or disappearance.
Domain: Shunshin - Universal Ninjutsu.
XP:: 25
Rank: D
Type: Supplementary / Ninjutsu / High-Speed Movement
Range: 0 - 10 meters
Chakra: Low
Special: Flickering is near-instantaneous forward movement, meaning the user will rush almost instantly to wherever they are facing as chakra pushes their legs to inhumane levels. The user can flicker once per thread, plus once more each time retrained. One cannot attack or perform techniques during Shunshin.
Description: Shunshin no Jutsu is a basic ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered is a high-speed movement technique, it allows a ninja to move short to long distances at an almost untraceable speed - to an observer, it appears as if the user has teleported. Such a feat is accomplished by using chakra to temporarily vitalise the body and move at extreme speeds they would otherwise be unable to reproduce. In the end, the user will appear and disappear in an instant, allowing them to retreat or attack suddenly should they need it. To facilitate the movement the ninja will often use nearby elements such as mist, sand or leaves to mask their appearance or disappearance.
Domain: Shunshin - Universal Ninjutsu.
XP:: 25
Kazekaeshi (Wind Return)
Rank: D
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Chakra: D: Low
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance starts off at 10 meters, and increases by 10 more with each new rank acquired.
Description: No one knows the power of Fuuton more than a Fuuton specialist, and this technique was designed by those that met reality sooner than most. Varying by skill and rank, this technique allows the user to take hold of any offensive jutsu used upon them, as along as the attack’s nature allows for whatever is thrown to be controlled. With a great burst of chakra at either their hands or weapons, the user quickly returns the technique back at the opponent, in full effect.
Domain: Fuuton.
Dai Yakushin (Great Leap)
Rank: D
Type: Supplementary / Fuuton Ninjutsu
Range: 5 - 50 meters
Chakra: Low
Special: At the basic level, this technique allows the user to jump 5 meters. Each time retrained, however, another 5 meters are added on, until they have reached a maximum of 50 meters.
Description: Fuuton has a variety of uses, primarily offensive in nature, but this technique is one of the exceptions. The user performs three handseals and focuses their chakra into their legs. When they leap from their position, the wind itself will help them lengthen the height of their jump. By using more or less chakra the exact height can be controlled, but it does require a good judge of distance and fair chakra control to perform correctly.
Domain: Fuuton.
Kaiten Shuriken (Rotating Shuriken)
Rank: D
Type: Supplementary / Fuuton Ninjutsu
Range: 10+ meters
Chakra: Low
Special: Wind boost travels up to 10 meters and can control up to 5 projectiles at a time; when relearned, the wind gains 10 extra meters of travel and 5 more projectiles to control.
Description: One of the simplest Fuuton techniques, this supplementary technique allows the user to take any secondary/projectile weaponry they have on them and coat them in Fuuton chakra. This allows the user to shoot them at high speeds under the wind manipulation, adding rotation and tumbling power to increase the speed of normal weapon attacks, as well as its deadliness.
Domain: Fuuton.
Shinkūha (Vacuum Wave)
Rank: C, C
Type: Offensive / Fuuton Ninjutsu
Range: 10 + meters
Chakra: Low
Special: Wind blade can travel 10 meters, plus 10 more each time relearned. Also when re-trained the user can fire up to one more blade of wind allowing yet another target.
Description: After performing the requires seals the user takes a deep breath and spins while exhaling, compressing the released air into a solitary blade of wind that covers a substantial area; roughly 10 meters around the user, due to their circular motion. Each blade of wind is exhaled a fraction of a second after the other while turning The resulting sharpened blast is large enough to slice through multiple targets located a significant distance from the user, causing grievous injuries amongst those hit, which may even prove fatal. Fires a total of three blades of wind able to strike a total of three opponents.
Domain: Fuuton.
Fuuton: Shinkūgyoku (Vacuum Sphere)
Rank: C
Type: Fuuton, offensive
Range: 10 meters
Special: The user can expel one (1) more bullet each time retrained. 10 max.
Description: Immediately following the three required hand seals, users of this jutsu will inhale deeply; taking in a great amount of air. Mixing the air with their own chakra, they will than expel up to five (5) small spherical bullets of wind. Each shot will be expelled simultaneously, leaving but a second to adjust for aiming purposes. The shots will travel at twice the speed, but do the same amount of damage as thrown projectiles. Piercing through clothing, to cut the flesh beneath.
Domain: Fuuton
Sarutobi no Jutsu (Acrobatic Monkey Technique)
Rank: C
Type: Supplementary / Fuuton Ninjutsu
Range: Self
Chakra: Mid to activate; Low to maintain per turn
Special: By coating the user or a nearby being/object in wind chakra, the user is able to decrease the speed of the fall from the air greatly.
Description: This jutsu takes Fuuton chakra in the form of lifting the body's overall weight and aerodynamics around the human body. This jutsu gives the saying "light as a feather" to a new level. As the needed hand-seals are formed, the user or a nearby being/object will be coated with Fuuton chakra, slowly descending to the ground without fear of fall or gravity biting them in the ass. This doesn't give them the ability to fly, but rather the ability to avoid the consequence of a brutal fall, like a feather in the air.
Domain: Fuuton.
Fuukire no Jutsu (Wind Slice Technique)
Rank: B
Type: Offensive / Fuuton Ninjutsu
Range: 0 - 25 meters
Chakra: High
Special: Allows the user to shoot out a rapid current of wind chakra at their opponent. Jet of wind measures merely a few inches in thickness, and can travel up to 5 meters, plus 5 meters each time retrained, for a max of 25 meters.
Description: This jutsu is similar to Katon: Karyuu Endan in terms of appearance and effect. The user performs the necessary hand-seals, inhaling a decent amount of oxygen in their lungs. By fusing the chakra with the inhaled air, wind builds in their lungs, before the user expels it in a jet of pressurized wind at the opponent. This rapid stream of wind can pierce through skin and bone easily if not evaded.
Domain: Fuuton.
Kaze Dangan (Wind Bullet)
Rank: C, C
Type: Offensive / Fuuton Ninjutsu
Range: 20 meters
Chakra: Mid
Special: There is a one second cool down between shots, meaning that the user can only fire three bullets per post.
Description: The user performs a set of handseals, ending with Tiger, and holds it. Chakra is focused into the point at the tip of their fingers; a bullet-sized and shaped ball of green energy begins to form. By aiming at an opponent as if using a gun, they can fire this streamlined pellet. It travels at twice the speed of a kunai thanks to a decrease in wind velocity around the bullet, and packs the same amount of power when it does hit. The drawback is that it shoots in a linear path and, like every other object, is pulled down by gravity as it travels. The farther away the target, the less likely it will be to connect.
Domain: Fuuton.
Naiteki Maki no Jutsu (Protective Wind Dome Technique)
Rank:D, C, B, A, S
Type: Defensive / Fuuton Ninjutsu
Range: 0 - 5 meters
Chakra: Low - Very High
Special: Creates a cylinder-like twister of wind around the user to protect themselves from incoming attacks of the equivalent rank used. Extremely vulnerable to Katon or fire-based explosions.
Description: This jutsu is rather a defensive tactic when utilizing the Wind Element. After the needed hand-seals, the user can manipulate the wind around them to create a miniature twister around their person. Depending on the ranked used, the user is capable of protecting themselves with the spinning vortex, successfully deflecting any incoming attacks.
Domain: Fuuton.
XP:: 650
Rank: D
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Chakra: D: Low
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance starts off at 10 meters, and increases by 10 more with each new rank acquired.
Description: No one knows the power of Fuuton more than a Fuuton specialist, and this technique was designed by those that met reality sooner than most. Varying by skill and rank, this technique allows the user to take hold of any offensive jutsu used upon them, as along as the attack’s nature allows for whatever is thrown to be controlled. With a great burst of chakra at either their hands or weapons, the user quickly returns the technique back at the opponent, in full effect.
Domain: Fuuton.
Dai Yakushin (Great Leap)
Rank: D
Type: Supplementary / Fuuton Ninjutsu
Range: 5 - 50 meters
Chakra: Low
Special: At the basic level, this technique allows the user to jump 5 meters. Each time retrained, however, another 5 meters are added on, until they have reached a maximum of 50 meters.
Description: Fuuton has a variety of uses, primarily offensive in nature, but this technique is one of the exceptions. The user performs three handseals and focuses their chakra into their legs. When they leap from their position, the wind itself will help them lengthen the height of their jump. By using more or less chakra the exact height can be controlled, but it does require a good judge of distance and fair chakra control to perform correctly.
Domain: Fuuton.
Kaiten Shuriken (Rotating Shuriken)
Rank: D
Type: Supplementary / Fuuton Ninjutsu
Range: 10+ meters
Chakra: Low
Special: Wind boost travels up to 10 meters and can control up to 5 projectiles at a time; when relearned, the wind gains 10 extra meters of travel and 5 more projectiles to control.
Description: One of the simplest Fuuton techniques, this supplementary technique allows the user to take any secondary/projectile weaponry they have on them and coat them in Fuuton chakra. This allows the user to shoot them at high speeds under the wind manipulation, adding rotation and tumbling power to increase the speed of normal weapon attacks, as well as its deadliness.
Domain: Fuuton.
Shinkūha (Vacuum Wave)
Rank: C, C
Type: Offensive / Fuuton Ninjutsu
Range: 10 + meters
Chakra: Low
Special: Wind blade can travel 10 meters, plus 10 more each time relearned. Also when re-trained the user can fire up to one more blade of wind allowing yet another target.
Description: After performing the requires seals the user takes a deep breath and spins while exhaling, compressing the released air into a solitary blade of wind that covers a substantial area; roughly 10 meters around the user, due to their circular motion. Each blade of wind is exhaled a fraction of a second after the other while turning The resulting sharpened blast is large enough to slice through multiple targets located a significant distance from the user, causing grievous injuries amongst those hit, which may even prove fatal. Fires a total of three blades of wind able to strike a total of three opponents.
Domain: Fuuton.
Fuuton: Shinkūgyoku (Vacuum Sphere)
Rank: C
Type: Fuuton, offensive
Range: 10 meters
Special: The user can expel one (1) more bullet each time retrained. 10 max.
Description: Immediately following the three required hand seals, users of this jutsu will inhale deeply; taking in a great amount of air. Mixing the air with their own chakra, they will than expel up to five (5) small spherical bullets of wind. Each shot will be expelled simultaneously, leaving but a second to adjust for aiming purposes. The shots will travel at twice the speed, but do the same amount of damage as thrown projectiles. Piercing through clothing, to cut the flesh beneath.
Domain: Fuuton
Sarutobi no Jutsu (Acrobatic Monkey Technique)
Rank: C
Type: Supplementary / Fuuton Ninjutsu
Range: Self
Chakra: Mid to activate; Low to maintain per turn
Special: By coating the user or a nearby being/object in wind chakra, the user is able to decrease the speed of the fall from the air greatly.
Description: This jutsu takes Fuuton chakra in the form of lifting the body's overall weight and aerodynamics around the human body. This jutsu gives the saying "light as a feather" to a new level. As the needed hand-seals are formed, the user or a nearby being/object will be coated with Fuuton chakra, slowly descending to the ground without fear of fall or gravity biting them in the ass. This doesn't give them the ability to fly, but rather the ability to avoid the consequence of a brutal fall, like a feather in the air.
Domain: Fuuton.
Ea Uingu (Air Wing)
Rank: B
Type: Supplementary / Fuuton Ninjutsu
Range: Self
Chakra: High
Special: Grants the user to accelerate their speed in the air.
Description: A sub-skill of the Sarutobi no Jutsu, since it doesn't give the user the ability of flight, this is a useful variant. Once in the air, Without the need of handseals, the user simply gathers Fuuton chakra at their feet, then "kicks" the air, allowing the user to "push" off the air to speed up their momentum. The momentum of the wind burst at their feet sends the user in a specific direction a meter away instantly, akin to that of Shunshin speed, the use of Sarutobi no Jutsu halting the sudden burst of momentum mid-air. This is often used as a successful mean for dodging attacks.
Domain: Fuuton. Sarutobi no Jutsu.
Fuukire no Jutsu (Wind Slice Technique)
Rank: B
Type: Offensive / Fuuton Ninjutsu
Range: 0 - 25 meters
Chakra: High
Special: Allows the user to shoot out a rapid current of wind chakra at their opponent. Jet of wind measures merely a few inches in thickness, and can travel up to 5 meters, plus 5 meters each time retrained, for a max of 25 meters.
Description: This jutsu is similar to Katon: Karyuu Endan in terms of appearance and effect. The user performs the necessary hand-seals, inhaling a decent amount of oxygen in their lungs. By fusing the chakra with the inhaled air, wind builds in their lungs, before the user expels it in a jet of pressurized wind at the opponent. This rapid stream of wind can pierce through skin and bone easily if not evaded.
Domain: Fuuton.
Kaze Dangan (Wind Bullet)
Rank: C, C
Type: Offensive / Fuuton Ninjutsu
Range: 20 meters
Chakra: Mid
Special: There is a one second cool down between shots, meaning that the user can only fire three bullets per post.
Description: The user performs a set of handseals, ending with Tiger, and holds it. Chakra is focused into the point at the tip of their fingers; a bullet-sized and shaped ball of green energy begins to form. By aiming at an opponent as if using a gun, they can fire this streamlined pellet. It travels at twice the speed of a kunai thanks to a decrease in wind velocity around the bullet, and packs the same amount of power when it does hit. The drawback is that it shoots in a linear path and, like every other object, is pulled down by gravity as it travels. The farther away the target, the less likely it will be to connect.
Domain: Fuuton.
Naiteki Maki no Jutsu (Protective Wind Dome Technique)
Rank:
Type: Defensive / Fuuton Ninjutsu
Range: 0 - 5 meters
Chakra: Low - Very High
Special: Creates a cylinder-like twister of wind around the user to protect themselves from incoming attacks of the equivalent rank used. Extremely vulnerable to Katon or fire-based explosions.
Description: This jutsu is rather a defensive tactic when utilizing the Wind Element. After the needed hand-seals, the user can manipulate the wind around them to create a miniature twister around their person. Depending on the ranked used, the user is capable of protecting themselves with the spinning vortex, successfully deflecting any incoming attacks.
Domain: Fuuton.
XP:: 650
Name: Ukemi
Rank: D
Stamina Consumption: D: Very Low
Type: Defensive / Taijutsu
Range: Self
Special: Takes the edge off of enemy Taijutsu attacks, taking damage as though the technique was one rank lower. Can only be performed on the ground.
Description: One of the first things a Tumbler has to learn: how to fall. Or, more accurately, how to fall without getting hurt. Light on their feet as they are, the user can reduce the impact of many Taijutsu techniques simply by leaping backwards at the last second. As a second part of this technique, the user contorts their body in air so they land without unnecessary injury. This technique has a few obvious limitations, namely an inability to thwart piercing force, Ninjutsu or Genjutsu. This technique is also ineffective at ranks higher than what is currently learned by the user.
Domain: The Tumbler
Name: Backflip Crescent
Rank: D
Stamina Consumption: Low
Type: Offensive / Taijutsu
Range: Self
Special:
Description: Setting themselves up, the user of this technique will do any number of backwards handstands as they bridge the gap between themselves and their opponent. Then, with a back-flip, they lash out with a downward kick using the toe end of the foot in a circular motion. Despite it's rather long set-up, it uses rotational force to decent effect.
Domain: The Tumbler
Name: Aerial Ukemi
Rank: D
Stamina Consumption: D: Very Low
Type: Defensive / Taijutsu
Range: Self
Special: Takes the edge off of enemy Taijutsu attacks, taking damage as though the technique was one rank lower. Can only be used in mid-air.
Description: Taking the idea of Ukemi to it's natural extreme, experienced users can lessen the impact of attacks that hit them, even in mid-air where they have nothing to jump back from. To do this, users will accept the force of the attack and flip or rotate away from the force of the blow. This technique is tricky, and won't work on attacks that manage to hit dead center. (The solar plexus, from which there is no easy point of rotation.)
Domain: The Tumbler. Requires "Ukemi"
Name: Corkscrew Crescent
Rank: D
Stamina Consumption: Low
Type: Offensive / Taijutsu
Range: Self
Special:
Description: With a bit of a set-up, the user rushes forward and leaps, spinning in mid-air sideways like a top at a slight angle to the ground. They then lash out with their leg, striking at opponents in a circular path going diagonally left to right
Domain: The Tumbler
Name: Handstand Shoulder Throw
Rank: C
Stamina Consumption:Mid
Type: Offensive / Taijutsu
Range: Self
Special:
Description: A surprise attack designed to use leverage and rotational force in place of brute strength. The user leaps on the opponent, performing a handstand on his victim's shoulders so that he is upside down, facing in the same direction. They then finish their flip, grabbing their victim's shoulders and using the force of their fall to throw the opponent clear over their back.
Domain: The Tumbler
XP::150
Rank: D
Stamina Consumption: D: Very Low
Type: Defensive / Taijutsu
Range: Self
Special: Takes the edge off of enemy Taijutsu attacks, taking damage as though the technique was one rank lower. Can only be performed on the ground.
Description: One of the first things a Tumbler has to learn: how to fall. Or, more accurately, how to fall without getting hurt. Light on their feet as they are, the user can reduce the impact of many Taijutsu techniques simply by leaping backwards at the last second. As a second part of this technique, the user contorts their body in air so they land without unnecessary injury. This technique has a few obvious limitations, namely an inability to thwart piercing force, Ninjutsu or Genjutsu. This technique is also ineffective at ranks higher than what is currently learned by the user.
Domain: The Tumbler
Name: Backflip Crescent
Rank: D
Stamina Consumption: Low
Type: Offensive / Taijutsu
Range: Self
Special:
Description: Setting themselves up, the user of this technique will do any number of backwards handstands as they bridge the gap between themselves and their opponent. Then, with a back-flip, they lash out with a downward kick using the toe end of the foot in a circular motion. Despite it's rather long set-up, it uses rotational force to decent effect.
Domain: The Tumbler
Name: Aerial Ukemi
Rank: D
Stamina Consumption: D: Very Low
Type: Defensive / Taijutsu
Range: Self
Special: Takes the edge off of enemy Taijutsu attacks, taking damage as though the technique was one rank lower. Can only be used in mid-air.
Description: Taking the idea of Ukemi to it's natural extreme, experienced users can lessen the impact of attacks that hit them, even in mid-air where they have nothing to jump back from. To do this, users will accept the force of the attack and flip or rotate away from the force of the blow. This technique is tricky, and won't work on attacks that manage to hit dead center. (The solar plexus, from which there is no easy point of rotation.)
Domain: The Tumbler. Requires "Ukemi"
Name: Corkscrew Crescent
Rank: D
Stamina Consumption: Low
Type: Offensive / Taijutsu
Range: Self
Special:
Description: With a bit of a set-up, the user rushes forward and leaps, spinning in mid-air sideways like a top at a slight angle to the ground. They then lash out with their leg, striking at opponents in a circular path going diagonally left to right
Domain: The Tumbler
Name: Handstand Shoulder Throw
Rank: C
Stamina Consumption:Mid
Type: Offensive / Taijutsu
Range: Self
Special:
Description: A surprise attack designed to use leverage and rotational force in place of brute strength. The user leaps on the opponent, performing a handstand on his victim's shoulders so that he is upside down, facing in the same direction. They then finish their flip, grabbing their victim's shoulders and using the force of their fall to throw the opponent clear over their back.
Domain: The Tumbler
XP::150
Battojutsu (Art of the Drawing Sword)
Rank:D, C, B, A, S
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to deflect basic attacks of equal or lower rank, in conjunction with other, more advanced moves within the style.
Description: An offensive nature of fighting, all Battojutsu practitioners will tend to stand in looser patterns, letting their steel fly and attack at often irregular angles. Unlike its defensive counterpart, this form allows for quicker, more deliberate strikes, making it deadly in the hands of a true master.
Domain: Kenjutsu
Mae Zuki (Front Thrust)
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a standing position, the practitioner draws and thrusts a frontal attacker and then quickly sheathes his blade. As he invests more time and practice into the art of offensive sheathing, his overall offensive rating shall increase, although at the cost of greater stamina.
Domain: Kenjutsu. Battojutsu 'D'.
Kesagiri (Diagonal Cut)
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a standing position, the practitioner draws and strikes an approaching attacker then sheathes. As they invest more time and practice into the art of offensive sheathing, their overall offensive rating shall increase.
Domain: Kenjutsu. Battojutsu 'D'.
XP::75
Rank:
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to deflect basic attacks of equal or lower rank, in conjunction with other, more advanced moves within the style.
Description: An offensive nature of fighting, all Battojutsu practitioners will tend to stand in looser patterns, letting their steel fly and attack at often irregular angles. Unlike its defensive counterpart, this form allows for quicker, more deliberate strikes, making it deadly in the hands of a true master.
Domain: Kenjutsu
Mae Zuki (Front Thrust)
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a standing position, the practitioner draws and thrusts a frontal attacker and then quickly sheathes his blade. As he invests more time and practice into the art of offensive sheathing, his overall offensive rating shall increase, although at the cost of greater stamina.
Domain: Kenjutsu. Battojutsu 'D'.
Kesagiri (Diagonal Cut)
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a standing position, the practitioner draws and strikes an approaching attacker then sheathes. As they invest more time and practice into the art of offensive sheathing, their overall offensive rating shall increase.
Domain: Kenjutsu. Battojutsu 'D'.
XP::75
Iaijutsu (Art of Mental Presence)
Rank:D, C, B, A, S
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to deflect basic attacks of equal or lower rank, in conjunction with other, more advanced moves within the style.
Description: 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.
Domain: Kenjutsu.
Mae (Front)
Rank: D
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Stops up to 1 attack per strike, plus 1 more each time retrained, for a maximum of 4.
Description: Commencing from a kneeling position, the practitioner draws their sword to forestall a frontal attack as a simple defense then sheathes. As they invest more time and practice into the art of defensive sheathing, their overall defensive rating shall increase.
Domain: Kenjutsu. Iaijutsu 'D'.
Ushiro (Rear)
Rank: D
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Stops up to 1 attack per strike, plus 1 more each time retrained, for a maximum of 4.
Description: Commencing from a kneeling position, the practitioner quickly turns and draws to forestall an attack from the rear as a simple defense then sheathes. As long as the user is aware of the danger behind them, a quick unexpected defensive strike like this usually yields success.
Domain: Kenjutsu. Iaijutsu 'D'.
Tsukate (Defending with the Hilt)
Rank: D
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Up to 2 strikes can be blocked, plus 1 more each time retrained, for a maximum of 4.
Description: Commencing from a kneeling position, the practitioner uses the hilt to block a frontal assault, then draws and forestalls an attack from the rear, then sheathes. As long as the user is aware of the danger behind them, a quick unexpected defensive strike like this usually yields success.
Domain: Kenjutsu. Iaijutsu 'D'.
XP::100
Rank:
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to deflect basic attacks of equal or lower rank, in conjunction with other, more advanced moves within the style.
Description: 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.
Domain: Kenjutsu.
Mae (Front)
Rank: D
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Stops up to 1 attack per strike, plus 1 more each time retrained, for a maximum of 4.
Description: Commencing from a kneeling position, the practitioner draws their sword to forestall a frontal attack as a simple defense then sheathes. As they invest more time and practice into the art of defensive sheathing, their overall defensive rating shall increase.
Domain: Kenjutsu. Iaijutsu 'D'.
Ushiro (Rear)
Rank: D
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Stops up to 1 attack per strike, plus 1 more each time retrained, for a maximum of 4.
Description: Commencing from a kneeling position, the practitioner quickly turns and draws to forestall an attack from the rear as a simple defense then sheathes. As long as the user is aware of the danger behind them, a quick unexpected defensive strike like this usually yields success.
Domain: Kenjutsu. Iaijutsu 'D'.
Tsukate (Defending with the Hilt)
Rank: D
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Up to 2 strikes can be blocked, plus 1 more each time retrained, for a maximum of 4.
Description: Commencing from a kneeling position, the practitioner uses the hilt to block a frontal assault, then draws and forestalls an attack from the rear, then sheathes. As long as the user is aware of the danger behind them, a quick unexpected defensive strike like this usually yields success.
Domain: Kenjutsu. Iaijutsu 'D'.
XP::100
Kagura Shingan (Kagura Mind's Eye)
Rank: D, C, B, A, S
Type: Supplementary / Sensory Ninjutsu
Range: 0 - 50 meters
Special: When first learned, the Sensor can extend their Mind's Eye up to 10 meters in any direction. Each new rank extends the range by 10 more meters, for a maximum of 50 meters. Upon learing the 'S' ranked version, the user will no longer have to close their eyes nor form handseals to activate.
Description: Kagura Shingan is an advanced Sensory Ninjutsu technique used by all sensors, and serves as the root to the entire sensory tree. After a series of handseals, the sensor closes their eyes and uses their inate ability to detect chakra in order to determine the location of their opponent by the faintest of chakra trails, as well as discerning the size of an approaching unseen force, and even their chakra capacity.
Domain: Sensors
XP:: 50
Rank: D, C, B, A, S
Type: Supplementary / Sensory Ninjutsu
Range: 0 - 50 meters
Special: When first learned, the Sensor can extend their Mind's Eye up to 10 meters in any direction. Each new rank extends the range by 10 more meters, for a maximum of 50 meters. Upon learing the 'S' ranked version, the user will no longer have to close their eyes nor form handseals to activate.
Description: Kagura Shingan is an advanced Sensory Ninjutsu technique used by all sensors, and serves as the root to the entire sensory tree. After a series of handseals, the sensor closes their eyes and uses their inate ability to detect chakra in order to determine the location of their opponent by the faintest of chakra trails, as well as discerning the size of an approaching unseen force, and even their chakra capacity.
Domain: Sensors
Kagura Uso (Kagura's Truth and Lies)
Rank: D
Type: Supplementary / Sensory Ninjutsu
Range: See 'Mind's Eye'
Special: Allows the Sensor to determine whether a particular target is lying or not by the chakra fluctuations triggered.
Description: Once the sensor begins to understand how to properly mold and detect their chakra, they will learn to look into the specifics of others. With this technique, a sensor is able to detect a truth from a lie by observing the way the chakra waves fluctuate within the one being interrogated. An excellent shinobi tool
Domain: Sensors. Kagura Shingan 'D'
XP:: 50
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Misc.
[/style][style=color:FFEFD5; text-shadow: 1px 1px 1px #444444; font-family: georgia; margin-bottom: -8px; text-transform: lowercase]when the storm starts | feathers descend
Missions
- D-rank1
- C-rank4
- B-rank0
- A-rank0
- S-rank0
Death Thread
Previous Character: Soragaki Taiji
Death Thread:here[/url]
Total EXP: 875
EXP Used: All 875/875
EXP Lost: - [/size]
Relationships
Reserved..
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