Moeru Kekkai
Dec 3, 2012 18:40:21 GMT -8
Post by Moeru on Dec 3, 2012 18:40:21 GMT -8
㊀ PERSONALOGY
∙ — name
Moeru Kekkai
∙ — epithet
Mouka
∙ — age
16
∙ — gender
Male
∙ — clan
Kekkai
∙ — kekkei genkai
None
∙ — rank
Genin
∙ — occupation
None
∙ — type
Tai & Nin/Gen
∙ — difficulty
Expert
∙ — nature
火㊁ PHYSICALITY
∙ — height
5'4"
∙ — weight
100 lbs
∙ — bloodtype
A㊂ COGNITION
∙ — alignment
Chaotic Good
∙ — villageKonohagakure
Amegakure
∙ — countryHi no Kuni
Ame no Kuni㊃ HISTORY
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[/li][li]CH.3:
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[li]CH.1:
[/li][li]CH.2:
[/li][li]CH.3:
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㊄ ARSENAL
Claymore
Rank: C
Type: Primary / Sword / Melee
Description: The claymore is a two-handed, double-edged sword with a cross hilt, of which the guards were usually turned down. Heavy and long, the blade can surpass five feet, and requires great strength to weild.
Cost: 5,000 Ryo
Kunai (Throwing Knife) [Exploding Note]
Rank: D
Type: Secondary / Melee + Ranged
Special: 2 per Pack.
Description: This throwing knife is one of the common weapons of a ninja. It is often kept in a holster on the leg in a pouch attached to the belt. What makes it so versatile and universal is the fact the Kunai can be used in conjunction with explosive tags and other weapons to form deadly combos out of simple, easily accessible items.
Cost: 100 Ryo per Pack
[x1]
Exploding Note
Rank: D
Type: Tool / Area of Effect
Range: 0 - 5 meters
Special: 10 per pack
Description: The exploding note is a piece of parchment paper infused with special chakra, layered over with a special script on it that serves to enable and facilitate its explosive properties. Its execution is simple - the ninja can attach the note to another object such as a kunai or log, and upon activation, the note is set and begins either a slow countdown burn, which eventually results in a large explosion, or the explosion in itself upon command.
Cost: 500 per Pack
[x1]
Ninja Wire Strings
Rank: D
Type: Secondary / Ranged
Special: 20 ft. of wire per pack.
Description: Wire Strings can be used for rappelling, manipulating weapons, or to tie down and restrict the movement of an opponent, sometimes even being able to slice through items when generating enough force to do so. They are a useful tool for a shinobi.
Cost: 200 Ryo per pack
[x1]
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.
- D: 2 turns
- C: 4 turns
- B: 6 turns
- A: 8 turns
- S: 10 turns
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 Ryo
Satchel [Ninja Wire Strings/Kunai/Breath Mask/Handheld Radio]
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
Handheld Radio
Rank: C
Type: Universal Accessory / Self
Special: Has a range of up to 50 meters all around the user. Waterproof, as well as built-in surge protection. Each radio takes up one (1) accessory slot.
Description: This handheld device weighs almost nothing, has a small extendable antenna at the end, and is activated by pushing a simple talking button. No more than a few inches in diameter, the radio can accept multiple frequencies, making it simple to use even in the most dire of situations. With a durable carapace, it is designed to withstand water damage and even the pressure of extreme altitudes.
Cost: 10,000 Ryo
Kawarimi no Jutsu (Body Replacement Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: 0
Chakra Consumption: Low
Kawarimi no Jutsu is an Academy Ninjutsu technique. When in danger the user will quickly substitute themself with another nearby object - generally a block of wood, but sometimes even another person - the moment an attack lands. This creates an optical illusion, making the enemy think the attack was successful. From this, the user can use the lapse in the enemy's attention to attack or flee from the battlefield. Explosvie tags can be attached to the placement for an added surprise!
Note: Switch is near-instantaneous. The technique can only be used once per turn.
[0EXP]
Henge no Jutsu (Transformation Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: 3
Chakra: Low, Low (upkeep)
Henge no Jutsu is an Academy Ninjutsu technique. After performing a set of handseals, the user takes on the form of another object, whether it be an animal, plant, or inanime object. This transformation is exactly like the genuine article, so it is impossible to tell the two apart without special methods.
Note: The user can transform themself into an object of average, small, or miniature size. This means that one cannot Henge into a bijuu, summon, or other gigantic object.
[0EXP]
Bunshin no Jutsu (Clone Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: 3
Chakra: Low (per clone)
Bunshin no Jutsu is an Academy Ninjutsu technique. After performing a set of handseals, the user creates an intangible copy of themself. This clone has no substance, so it is not able to attack, and thus can only be used to confuse the enemy. It is mainly used in combination with other ninjutsu. These clones can be easily distinguished by opponents with doujutsu, but even opponents with normals eyes can tell tell it apart from the original if they are observant, as the clone does not have a shadow and will not disrupt the area aroun themself with their movement. As soon as this clone comes in contact with an opponent or gets attacked, it will dispurse.
Note: The clone's movement speed is equal to the user's. Bunshin cannot mold chakra to perform jutsu, nor can they physically harm an opponent.
[0EXP]
Kakuremino no Jutsu (Cloak of Invisibility Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra: Low, Low (upkeep)
Kakuremino no Jutsu is an Academy Ninjutsu technique that allows the user to take a cloak or a piece of cloth and infuse it with their chakra, allowing them to blend into the background. This creates an optical illusion where the user is basically invisible to the naked eye.
Note: No other techniques can be used while disguised.
[0EXP]
Nawanuke no Jutsu (Rope Escape Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra: Low
Nawanuke no Jutsu is an Academy Ninjutsu technique. Should the user be tied up by normal ropes, they can exert a small amount of chakra to frey their bindings and effectively escape.
Note: Ineffective against complex, electrionic, or unique binds.
[0EXP]
Kinobori no Waza (Act of Tree Climbing)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra: Low, Low (upkeep)
Kinobori no Waza is an Academy Ninjtusu technique. By focusing a small amount of chakra to the bottom of their feet, the user can climb a tree (or other vertical wall) without utilizing their hands. This technique has a dual purpose, since it is the perfect way to increase skills with chakra control - if the stream of chakra is too weak, the user will loose their footing; if the stream is too strong, the user will be pushed away from the surface.
[0EXP]
Suimen Hokou no Waza (Act of Water Surface Walking)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra: Low, Low (upkeep)
Suimen Hokou no Waza is an Academy Ninjutsu technique, and is a variant of Kinobori no Waza. By emitting a constant stream of chakra from the bottom of their feet and using this repllent force, the user is able to walk across the water's surface. This technique is vastly more difficult than its counterpart because the amount of chakra that needs to be focused changes constantly, but it helps to build chakra control in the user. After much practice, it is even possivle to 'skate' across the water's surface instead of just walking or running.
Note: The user must know Kinobori no Waza in order to use this technique.
[0EXP]
Shunshin no Jutsu (Body Flicker Technique)
Rank: D
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Supplementary
Handseals: -
Chakra Consumption:
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.
Note: 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.
[25EXP]
Fuubaku Houjin (Exploding Seal Method Formation)
Rank: D
Range: -
Type: Supplementary
Handseals: 1
Chakra Consumption:
Fuubaku Houjin is a Ninjutsu technique used by shinobi in conjunction with common explosive devices such as exploding notes. With this, the user can choose when their explosives detonate, opposed to being at the mercy of a countdown.
Note: This ability allows the user detonate his or her explosive notes, opposed to allowing them to be "timed" explosives. Without this technique, the user cannot automatically detonate their tags.
[25EXP]
Kai (Release)
Rank: D
Range: -
Type: Supplementary
Handseals: 1
Chakra Consumption: Low
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.
[25EXP]
Kuchiyose no Jutsu (Summoning Technique)
Rank: C
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: 3
Chakra Consumption: Mid - Massive
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.
Note: All summons have their own chakra cost, which the user will need to meet in order to bring them forth. In terms of inanimate objects, the user can summon up to ten secondary weapons for a Low amount of chakra (per summoning); on the other hand, they may summon up to five primary weapons for a Mid amount of chakra (per summoning).
[50EXP]
Soushuuha (Manipulate Advancing Blades)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: 4
Chakra Consumption: Low
Soushuuha is a Ninjutsu technique used in order to give aerial projectiles a slight edge in combat. After the needed handseals, this technique allows the user to hover multiple projectiles (a maximum of five), like kunai, in the air while they approach a target. They can then unleash a torrent of projectiles much faster than if each was thrown individually.
[50EXP]
Hitei Mushou (Flying Nail Mist Pierce)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: 3
Chakra Consumption: Mid
Ninpou - Hitei Mushou is Ninjutsu technique universally known by shinobi across the globe. After forming the needed handseal, the user will emit a flying mist of small nails from their mouth, created entirely of the user's chakra. These small nails can travel towards their opponent at quite a distance, moving at impressive speeds and retain even more impressive accuracy!
[50EXP]
Bakuhatso no Shotto (Exploding Shot)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: 4 to activate, 1 to deactivate
Chakra Consumption: Mid per flame shot created
By creating a spark of Fire Release chakra from their hands, this jutsu allows the user to throw multiple balls of orange flame from their hands, which are able to cause fiery explosions on impact. The shots can also light the opponent on fire if contact is made.
Note: The explosion created by this technique is slightly less than that of an explosive note. The explosions cover about a 1 meter radius. The four hand seals are good for as long as the chakra is steadily channeled; while this jutsu is activated, no other jutsu may be performed.
[50EXP]
Enshou O Okoshite Buki (Inflamed Weaponry)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: 2
Chakra Consumption: Mid, low to sustain
After performing the necessary handseals, the user will channel their Katon chakra into their weapon (primary or secondary), allowing them to significantly increase the temperature of any weapon in their grasp. The user must maintain contact with the item in question.
Note: This technique was created by Estilo.
[50EXP]
Kasumi Enbu no Jutsu (Mist Waltz Technique)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 5
Chakra Consumption: Mid
Kasumi Enbu no Jutsu is a Ninjutsu technique utilizing the Fire Element. After performing the necessary handseals, the user then proceeds to blow a large combustible mist at their target(s). When the mist hits flame, it will ignite in an explosion of fire.
[50EXP]
Housenka no Jutsu (Mythical Fire Phoenix Technique)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: 5
Chakra Consumption: Low
Housenka no Jutsu is a Ninjutsu technique utilizing the Fire Element. After performing the necessary handseals, the user will then emit a series of fireballs (up to a maximum of four). The ninja can also simultaneously hurl a projectile which is covered in these flames, masking them. To the opponent the attack appears to be only the balls of flame, as they do not see the hidden threat within the flames. These flames can cover different projectiles like shuriken, kunai and senbon.
[50EXP]
Ryuuka no Jutsu (Dragon Fire Technique)
Rank: C
Range: Mid (5m ~ 10m)
Type: Offensive
Handseals: 5
Chakra Consumption: Mid
Ryuuka no Jutsu is a Ninjutsu technique utilizing the Fire Element. After binding an opponent, the ninja uses the wire to guide and unleash a large torrential fire burst onto the target.
Note: The target does not need to be bound in order to use this technique. However, it is highly inaccurate without a guide wire and thusly easy to avoid otherwise.
[50EXP]
Goukakyuu no Jutsu (Great Fireball Technique)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: 6
Chakra Consumption: Mid
Goukakyuu no Jutsu is a Ninjutsu technique utilizing the Fire Element. After performing the necessary handseals, the user draws chakra from their mouth into their chest and then immediately exhales it. They then blow a stream of fire which erupts into a large sphere of flames. To better manage the flames, the user can bring their hand to their mouth to control it.
[50EXP]
Endan (Fireball)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 5
Chakra Consumption: Low
Endan is a Ninjutsu technique utilizing the Fire Element. After performing the necessary handseals, the user will then emit a steady gout of flames from their mouth (which can be sustained for two posts). This gout fans out at its peak, easily capable of consuming several nearby targets all at once.
[50EXP]
Shishi Rendan (Lion Combo)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
An effective aerial attack, the user first begins to maneuver to their opponent in a vulnerable aerial position. While shadowing them, the user will attempt to strike them from a vulnerable angle. First, they will strike as a feint in order to draw their target's attention and defense to one area. Then, a true strike is made towards the most undefended area, preceded by several more until the user violently begins knocking them down and towards the ground. As the enemy falls back to the earth, the user will deftly rotate their body around to deliver a full force kick to their chest.
Note: The maximum amount of hits, not including the final heel drop, is five hits.
[50EXP]
Senchineru Taidenkougeki (Charged Attack Sentinel)
Rank: C
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra Consumption: Low, Mid, or 2x High
The most basic principal of all Ju Kenshi techniques, and the reason their enormous blades seem so easily wielded in the hands of a master. One who has learned this technique charges their hands with chakra to lighten the physical strain of wielding such cumbersome weapons, then loads that charge directly into the blade at the moment of attack, drastically increasing its apparent weight, as well as its destructive potential, and lending credence to the title "Heavy" Blade Skill. Due to their sheer power, the user sacrifices speed in order to deliver attacks that are incredibly difficult to adequately defend against. Senchineru Taidenkōgeki must always be used first if the user wishes to perform specific Ju Kenshi techniques, but is sufficient on its own to create intensely powerful basic attacks. Any form of Senchineru Taidenkōgeki known to the practitioner can be used in conjunction with the fighting style techniques, so long as it is equal to or greater than the technique used.
Note: The charging process is disrupted when physical contact by anything other than the user is made with their weapon (the user cannot Charge while in the middle of defending/attacking with the blade). While charging, the user cannot also utilize the Taijutsu Primary movement speed perk.
The cost of Ju Kenshi techniques is added onto the cost offered for this charge ability.
Charging a weapon with a Low increment of chakra doubles its weight; charging a weapon with a Mid increment of chakra triples its weight; and charging a weapon with a 2x High increment of chakra quadruples its weight. However, it should be noted that the user does not feel this change and wield the blade as if it were its relatively light (as effectively as one can wield a traditional sword, like a katana).
[50EXP]
Gekitotsu (Clash Crash)
Rank: D
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Low
The user charges their weapon before intentionally striking their opponents blade, using the sudden increase in weight to redirect the force of blocking/parrying maneuvers and cause a target to damage themselves with their own weapon. The purpose of this technique is quite literally to overpower an opponent into harming themselves, and can only be used to that end, meaning simple deflection in a direction that would not result in the opponents blade coming in contact with their own body cannot be achieved.
[25EXP]
Inkaten (Flash Point)
Rank: D
Range: Close (0m ~ 5m)
Type: Defensive
Handseals: -
Chakra Consumption: Low
After a brief charge, the user allows the flat side of their massive blade to be loaded with chakra, and pushes back against attacks targeting any vital focal point with great force in order to defend against them. The added weight of the Ju Kenshi practitioners strike is used in this manner specifically to break an opponents grip on the hilt of their sword, to break their hand/leg, etc. and can cause a moderate amount of damage due to the strength of the recoil.
Note: This technique can only be used against piercing/stabbing/blunt taijutsu attacks attempting to concentrate damage into a single point against the Ju Kenshi practitioner.
[25EXP]
Zankokuha (Brutality Edge)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: 2x Low, Mid (optional)
An upward sweeping slash, where the enhanced weight behind the strike is directed to knock an opponent into the air on contact, as well as setting them up for the next attack. If this attack successfully connects, its effects take place whether the opponent blocks or not, though successfully blocking reduces the 'knock-up' distance by 50%.
Note: By default, the user can launch a victim one meter into the air. However, for a Mid increment of chakra, the user can increase this distance to three meters.
[50EXP]
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