Kaifuu Yotsuki
Dec 4, 2012 13:11:01 GMT -8
Post by Kaifuu on Dec 4, 2012 13:11:01 GMT -8
㊀ PERSONALOGY
Kaifuu Yotsuki
∙ — epithet
Tatsumaki
∙ — age
16
∙ — gender
Male
∙ — clan
Yotsuki
∙ — kekkei genkai
None
∙ — rank
Genin
∙ — occupation
None
∙ — type
Nin/Gen & Tai
∙ — difficulty
Expert
∙ — nature
風
㊁ PHYSICALITY
∙ — height
5'3"
∙ — weight
110 lbs
∙ — bloodtype
B
㊂ COGNITION
∙ — alignment
Lawful Neutral
∙ — village
Kumogakure
∙ — country
Kaminari no Kuni
㊃ HISTORY
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㊄ ARSENAL
Genkei (Prototype)
Rank: C
Type: Puppet / Offensive / Defensive / Supplementary
Special: -
Description: See Kaifuu
Cost: Free
[x1]
Integrated Weapon[Wrist][Blades]
Rank: C
Type: Puppet Attachment / Melee
Special: Takes up 4 slots per the rank of the weapon. Allows the puppet to integrate a weapon directly into their body such a sword, spear, dagger, etc. The weapon can be automatically sheathed, unsheathed and fired from the puppets body at kunai speed. This only works with a specific type of weapon per use. If one gets this for a sword it only works for that specific type of sword. One can use this attachment as many times as they have slots for it with as many different weapons as they like.
Description: One of many styles of internal sheathe systems made to sheathe, unsheathe, operate and fire a non thrown weapon. These include daggers, spears, hammers, swords, shields, bows, whips or any other non secondary weapon.
Cost: 500 Ryo
[x2]
Spider Limbs[Feet]
Rank: D
Type: Puppet Part / Melee
Special: Consumes a certain amount of slots depending on attachment quality (rank). Rank determines how much climbing can be done per turn before sticky fluid loses effectiveness and must be reapplied. Prices include 2 sticky limbs per purchase.
- 'D' - 2 slots // 10 meter climb
- 'C' - 4 slots // 20 meters climb
- 'B' - 6 slots // 30 meters climb
- 'A' - 8 sots // 40 meters climb
- 'S' - 10 slots // 50 meters climb
Description: A system of microscopic tubes that excretes a sticky spider like substance from the puppets limbs at all times. This allows the puppet to climb walls and other vertical substances with ease.
Cost: 250 Ryo
[x1]
Sound Cannon[Mouth]
Rank: D
Type: Puppet Launcher / Ranged
Special: Consumes a certain amount of slots and travels a certain distance depending on attachment quality (rank). Speaker system and Sound Battery (100 Uses) included in cannon design. Burst is equivalent to a single jutsu use, and sound pressure levels depend on cannon's rank. Rank determines the amount of bursts that can be used per turn; surpassing that number forces the cannon to overload and thus become unusable for the rest of the battle/thread.
- 'D' - 4 slots // 3 Bursts @ 5 meters
- 'C' - 8 slots // 6 Bursts @ 10 meters
- 'B' - 12 slots // 9 Bursts @ 15 meters
- 'A' - 16 slots // 12 Bursts @ 20 meters
- 'S' - 20 slots // 15 Bursts @ 25 meters
Description: A cannon style tube leading to an internal battery and speaker in the puppet. The cannon can lead out through any body part. Using proper circuiting and superior echoing principle the user can expel sound at a dangerous decibel.
Cost: 250 Ryo
[x1]
Radar[Chest]
Rank: D
Type: Puppet Gear / Ranged
Special: Consumes a certain amount of slots depending on attachment quality (rank). This can be jammed by anything that would jam a normal electronic device. Does not work on constructs or anything inorganic. Range of radar depends on quality (rank) of equipment.
- 'D' - 2 slots // 10 meters
- 'C' - 4 slots // 20 meters
- 'B' - 6 slots // 30 meters
- 'A' - 8 slots // 40 meters
- 'S' - 10 slots // 50 meters
Description: An internal radar system that uses a combination of bouncing sound waves and heat sensing technology to pick up on hiding or stealth organic targets. When detected the puppet turns to the direction of the target and emits a beeping noise that increases in tempo as the distance shortens. If multiple targets are detected it will face one, then face another and continue this with the beeping tempo being specific to each one.
Cost: 250 Ryo
[x1]
Stealth Systems[Brain] [Invisibility]
Rank: D
Type: Puppet Gear / Self
Special: Consumes a certain amount of slots depending on attachment quality (rank). This can be jammed by any device that would jam a normal electronic. Usage of heat sensing or sonar will still detect this.
- 'D' - 2 slots // 1 sense
- 'C' - 4 slots // 2 senses
- 'B' - 6 slots // 3 senses
- 'A' - 8 slots // 4 senses
- 'S' - 10 slots // 5 senses
Description: An internal stealth device that generates a myriad of masking fields. These fields include sound dampening, scent masking, taste masking and invisibility. One can keep this active for five posts before needing to cool it down for two.
Cost: 250 Ryo
[x1]
Recording & Projection Systems[Eyes]
Rank: D
Type: Puppet Gear / Self
Special: Consumes a certain amount of slots depending on attachment quality (rank). Allows the puppet to record anything it sees for playback. Recording range and time (in turns) depends on the quality (rank) of the device.
- 'D' - 4 slots // 10 meters & 2 posts
- 'C' - 8 slots // 20 meters & 4 posts
- 'B' - 12 slots // 30 meters & 6 posts
- 'A' - 16 slots // 40 meters & 8 posts
- 'S' - 20 slots // 50 meters & 10 posts
Description: A combination of recording and projecting devices installed in the puppets body. Their position is up to the person installing them in the puppet. Image playback appears with sound, in a fully clear, crisp three-dimensional hollographical display.
Cost: 250 Ryo
[x1]
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
[x1]
25 lbs. Longbow
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 25 lbs. longbow has a default range of 70 meters, and can not be fired while running, jumping, riding on an animal or performing other aggressive movements.. The longbow has a default nock and fire rate of 1 arrow per 4 seconds, and fires considerably slower than its Shortbow counterpart.
Cost: 5,000 Ryo
[x1]
Kunai (Throwing Knife) [Ninja Wire Strings]
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]
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]
Arrows
Rank: D-Rank
Type: Secondary, Melee/Range
Special: 10 Arrows / Pack
Description: Arrows can come in multiple shapes and sizes, depending upon the user's choice. The average length of an arrow from tip to fletching is 27''
Cost: 500 Ryo / Pack
[x1]
Scroll Sleeve [Blank Sealing Scrolls]
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
[x1]
Blank Sealing Scrolls [Puppet/Kunai/Ninja Wire Strings/Arrows]
Rank: C
Type: Universal Accessory.
Special: The rank of the scroll determines the number of items, elements, or techniques that can be sealed within them. Likewise, the rank also determines how many accessory slots the scroll takes up (without an extension item purchased). It should be noted that elements being sealed inside of the scrolls are raw and uncontrollable, and not in unnecessarily large quantities. The "burst" of element extends roughly five meters fanning out from the scroll's open face, and can harm the user in certain situations. Likewise, the scroll must be open in order to summon the element in question.
- D: D-rank scrolls can store a total of five secondary weapon packs, or one basic element. This scroll takes up one accessory slot.
- C: C-rank scrolls can store a total of ten secondary weapon packs, or one basic element. This scroll takes up two accessory slots.
- B: B-rank scrolls can store a total of fifteen secondary weapon packs, or one two basic elements. This scroll takes up three accessory slots.
- A: A-rank scrolls can store either a total of twenty secondary weapon packs, ten primary weapons, or three basic elements. This scroll takes up four accessory slots.
- S: S-rank scrolls can store either a total of twenty-five secondary weapon packs, fifteen primary weapons, or four basic elements. This scroll takes up five accessory slots.
Description: Scrolls remain one of the most important pieces of equipment in a ninja's arsenal. Because of their size, multiple scrolls can be carried into battle in the front pouches of a flak jacket or in a satchel. This will save space and not sacrifice a much needed piece of equipment which may be required later. In the end, the scroll is useful because it allows the ninja to summon creatures, people and items to their aid. There are also larger scrolls that ninja keep on their back, these are notably A and S-ranked.
Cost: 4,000 Ryo
[x1]
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]
Kugutsu no Jutsu (Puppetry Technique)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Supplementary
Handseals: -
Chakra Consumption: Mid to cast, Low to sustain
Kugutsu no Jutsu is a fundamental ninjutsu technique behind all forms of puppetry, and the preferred method of execution for shinobi that have discovered its use in battle. By emitting threads of chakra that allow perfect control between the user and their creation, it allows a ninja to use a puppet to attack from afar. The puppet itself can be loaded with many weapons and tools, allowing the puppet master to remain hidden while the puppet moves and attacks the target. However, puppet masters can also attack their strings to human beings as well (requires a physical touch first), and weapons as well!
Being comprised of chakra, these threads are immune to any and all physical assaults (including elemental ninjutsu). They can, however, be cut by items that are being charged with chakra (regardless of the element). The user can emit one thread per finger, each of which is capable of controlling a single item (a full puppet included).
Note: This technique is only available to Ninjutsu\Genjutsu Primaries.
[50EXP]
Kaze Bakudan (Wind Bomb)
Rank: D
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 2
Chakra Consumption: Mid, Mid x2 (optional)
Kaze Bakudan is a Ninjutsu technique which utilizes the Wind Element. After performing two handseals the user creates a highly condensed ball of wind, about the size of a baseball, in the palm of their hand. It can be thrown, and upon contact with a solid object will detonate in a concussive explosion one meter in diameter.
Note: If the user chooses instead to give up Mid x2 worth of chakra, they can create two bombs - one in each hand. The explosion is the most powerful at the site of detonation. This technique was created by Addy.
[25EXP]
Kaze Dangan (Wind Bullet)
Rank: D
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 4
Chakra Consumption: Low
Kaze Dangan is a Ninjutsu technique which utilizes the Wind Element. The user performs a set of handseals, ending with Tiger, and holds it. A construct of condensed wind, bullet-shaped and -sized, forms at the tip of the fingers. By aiming at the opponent as if using a gun, they can fire this streamlined pellet at high speeds.
Note: The bullet travels in a linear path after being fired. Proper aiming is required, so opponents farther away are less likely to be hit. This technique was created by Addy.
[25EXP]
Kamikaze (Hair Wind)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Supplementary
Handseals: 2
Chakra Consumption: Mid x2
Kamikaze is a Ninjutsu technique that utilizes the Wind Element. The user performs a set of handseals and then generates a gently spinning pillar of wind. Although this cannot harm an opponent, it is capable of increasing the offensive power of all Fire Element techniques within range by double through the constant fanning.
[50EXP]
Daitoppa (Great Breakthrough)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 3
Chakra Consumption: Mid
Daitoppa is a Ninjutsu technique which utilizes the Wind Element. After performing the necessary handseals, the user blows a single strong current of wind from their mouth, shaped like a cone. This technique carries an enormous amount of force and is capable of leveling anything it hits.
[50EXP]
Fuusajin (Dust Wind)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive, Defensive
Handseals: 3
Chakra Consumption: Mid
Fuusajin is a Ninjutsu technique which utilizes the Wind Element. After performing a set of handseals the user channels their chakra into their limb or weapon. When it is swung, it produces a current of wind that picks up dirt and dust, covering the surrounding area. The initial blast is capable of knocking over opponents that are hit with it, and the debris may serve to inhibit proper vision until it settles.
[50EXP]
Shinkuu Gyoku (Vacuum Sphere)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 5
Chakra Consumption: Mid
Shinkuu Gyoku is a Ninjutsu technique which utilizes the Wind Element. After performing the requires hand seals, the user inhales and then exhales up to three penetrating bullets made of wind.
[50EXP]
Kamaitachi (Cutting Whirlwind)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 5
Chakra Consumption: Mid
Kamaitachi is a Ninjutsu technique which utilizes the Wind Element. After performing a set of handseals, the user swings either their arm or a weapon, producing a blast of wind imbued with their chakra. Once an opponent is caught by this wind a tornado will raise them into the air, keeping them imprisoned with its fast gusts. It then begins to cut them with slicing currents.
Note: Only one opponent can be trapped at a time.
[50EXP]
Kaiten Shuriken (Rotating Shuriken)
Rank: B
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Supplementary
Handseals: 4
Chakra Consumption: Mid, Mid (upkeep)
Kaiten Shuriken is a Ninjutsu technique which utilizes the Wind Element. After performing the required handseals, the user coats their bladed weapon in wind chakra. Once launched at an opponent the weapon will begin spinning rapidly, making it appear like a disk. So long as the user continues to maintain the coating of chakra they are capable of manipulating the direction in which the disk flies.
Note: Can only be used on one weapon at a time.
[100EXP]
Shinkuu Taigyoku (Vacuum Great Sphere)
Rank: B
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Offensive
Handseals: 5
Chakra Consumption: High
Shinkuu Taigyoku is a Ninjutsu technique which utilizes the Wind Element. After performing the necessary handseals, the user inhales deeply and then expels a concussive bullet from their mouth. The bullet is slightly larger than the average person's head, and upon making contact with a solid object will explode.
Note: The user must know Shinkuu Gyoku in order to use this jutsu.
[100EXP]
Dai Kamaitachi (Great Cutting Whirlwind)
Rank: B
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Offensive
Handseals: 10
Chakra Consumption: High
Dai Kamaitachi is a Ninjutsu technique which utilizes the Wind Element. After performing handseals to channel their chakra into their arm or a weapon, the user executes a swipe that produces a cone of wind. This wind does intense cutting damage to anything within range, including people and the surrounding area.
Note: The user must know Kamaitachi in order to use this jutsu. While the winds have been shown capable of cutting clean through trees, they can be stopped by more resilient materials, such as iron and bone.
[100EXP]
Kami Oroshi (Godly Winds From the Mountain)
Rank: B
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 7
Chakra Consumption: High
Kami Oroshi is a Ninjutsu technique which utilizes the Wind Element. After performing the required handseals, the user will produce a one meter wide whirling vortex of wind that is capable of drilling through wood and rock. The drill moves at a fast pace, but in a straight line from where the user let it loose.
[100EXP]
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]
Ricochet
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Supplementary
Handseals: -
Chakra Consumption: Mid
A tricky technique that exemplifies how cunning an archer can be. By bouncing their arrows off the surface of an object, they undercut the opponent’s ability to defend against it, striking deep into the target when they least expect it.
[50EXP]