Takeda
Apr 16, 2012 19:28:35 GMT -8
Post by Juro on Apr 16, 2012 19:28:35 GMT -8
PERSONOLOGY[/u]
PHYSICALITY[/u]
COGNITION[/u]
ARMAMENTS[/u]
'X' Joutou! ('X' Jump)
Rank: C
Type: Supplementary / Taijutsu
Range: Self
Stamina: Mid
Special: Can only be performed during or after the apex of the user's initial jump. Can execute up to 1 mid-air jump before hitting the ground, plus 1 more each time retrained.
Description: Once in the air, only the most advanced Taijutsu users can manage to use their brute strength to actually jump against the air using friction, effectively jumping again before hitting the ground.
Domain: Universal Taijutsu.
Hayabusa Otoshi (Peregrine Falcon Drop)
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Most effective when used on extremely hard surfaces. Retraining this stacks 'C' ranked blunt damage, which occurs during impact.
Description: A very deadly and efficient taijutsu attack. While at an elevated position, the user will grab their opponent from behind. Firmly locking themselves to their back, the user will then lock their ankles onto the opponent's neck in order to get their body rigid. Finally, on the descent, the user proceeds to drive and plant the victim head first into the ground. Essentially a belly to back pile-driver, the move can provide a great concussion to his opponent's head.
Domain: Universal Taijutsu.
[/spoiler]
Rank: D
Type: Supplementary / Specialized Taijutsu / Kendo
Range: 0-5 Meters
Stamina: Low
Special: Enables the user to strike at a weak point in an adversaries clothing, effectively creating an opening. Hitting a strap, button or stitch in the right way to cause the fabric to tear and lose of the clothing to occur. Works on any fabric made item. Though this does not automatically guarantee a disrobement as RP determines everything, it increases the chances of it occurring greatly.
Description: By utilizing their immense analytical ability, the practitioner is able to spot out a weak point in fabric made equipment. With just a quick strike they can disrobe an opponent, causing embarrassment, an impediment in fighting ability as well as a general loss of gear. This can only unhinge gear of an Equal rank to the users highest known Cunning Mind rank.
Domain: The Gentleman's Art, Cunning Mind "D"[/blockquote]
Driving Thrust
Rank: D, C, B, A, S
Type: Passive / Specialized Taijutsu / Kendo
Range: 0-5 meters
Stamina: N/A
Special: Allows the user to increase the accuracy and danger of their thrusting maneuvers, thus resulting in more 'critical hits' - this translates to bonus damage depending on the highest rank known of this jutsu. Made possible by continual work on form and offensive training, this makes up the base of the users attacking capabilities. Highest rank known determines technique strength at which these deadly piercing techniques take place.
D: +20% critical chance
C: +40%
B: +60%
A: +80%
S: +100%
Description: The basis of any real offensive game for a fencer, this technique determines their ability to thrust. Through long practice of form, strength and speed building as well as analysis of grip and striking mechanics, the user is able to generate much greater forces for their piercing attacks.
Domain: The Gentleman's Art
[/li][li]Push Point
Rank: D
Type: Offensive / Specialized Taijutsu / Kendo
Range: 0-5 Meters
Stamina: Low
Special: A quick maneuver done by one whose thrust isn't well formed. By pushing out their thin blade quickly, the user is able to push a target back various degree, almost to the level of being a warning, with no true damage is ever incurred, save for a bruise. The user can push victims back up to one (1) meter, plus one more each time retrained. Please note that this will NOT work if the user's 'Driving Thrust' rank is higher than the target they wish to push back.
Description: How does one compete in combat if they have no way to stop a charging opponent? As well, what does one do if their fighting their friend and wish not to harm him, yet still want to win. In those circumstances Push Point works perfectly. By driving their sword forward and then quickly pulling back they generate force without piercing the enemy. This push and pulled force causes the enemy to move back varying degrees and can become quite the annoyance when used properly.
Domain: The Gentleman's Art, Driving Thrust "D"
[/li][li]Elegant Barrage
Rank: C
Type: Offensive / Specialized Taijutsu / Kendo
Range: 0-5 Meters
Stamina: Mid
Special: A quick and steady stream of aimed attacks. By utilizing proper form and muscular agility, the user is able to let loose with a blinding volley of precision strikes. The user can initially perform two (2) quick attacks at once when first learned, plus one (1) more each time retrained. Keep in mind that if the first strike lands the rest almost always will, but subsequently, if the first misses, then most likely so will the rest as they are near-instant in terms of occurance time.
Description: One of the stand points of the Gentleman's Art is it's mastery of quick thrusting strikes. A hallmark of the style and possibly the most dangerous aspect, outside of counters. Such techniques allow the user to fit several attacks in the span of time another would only be able to make one.
Domain: The Gentleman's Art, Driving Thrust "C"[/blockquote]
Exquisite Counter
Rank: D, C, B, A, S
Type: Passive / Specialized Taijutsu / Kendo
Range: 0-5 Meters
Stamina: N/A
Special: Allows the user to increase the accuracy and speed of his countering maneuvers. Made possible by continual work on form and reflexive training, this makes up the base of the users defensive capabilities. Each rank earned allows stronger, faster and much more game changing counter techniques to take place.
D: Whole Turn countering capabilities
C: 3/4 th of a Turn
B: Half a Turn
A: 1/4 of a Turn
S: Near-Instant
Description: One of, if not the, most important aspect of fencing is that of the counter. It enables such a thin and some would say fragile blade stand up to all manner of horrendous offensive devices. Utilizing it's quick speed and maneuverable form to speedily snap attackers away from it.
Domain: The Gentleman's Art
[/li][li]Tap Away
Rank: D
Type: Defensive / Specialized Taijutsu / Kendo
Range: 0-5 Meters
Stamina: Low
Special: By utilizing their quick reflexes and slender blade, the user can speedily smack away any basic attack one rank lower than 'Exquisite Counter' and leave an opening to step in with a return of their own. Please keep in mind the deflection must be realistic, as it is impossible to redirect large, area covering objects or abstract concepts, such a meteors, giant monsters, streams of fire, lightning bolts, love, emotions, the meaning of life, sexuality, etc.
Description: The most basic of all deflection techniques, a simple smacking away with a bit of force. Made possible by a combination of a strong wrist movement, firm grip and the design of a slender sword. When confronted with a basic level attack, the user watches the direction it's coming and simply taps it a bit to send it of course. Once moved, this leaves an immediate opening for the user to strike with their own technique.
Domain: The Gentleman's Art, Exquisite Counter "D"[/blockquote]
[/spoiler]
[/li][/ul]
- Takeda Takahashi
- 17
- No significant clan
- Iwagakure; Iwa no Kuni
- Genin (No secondary profession)
- Hard/Advanced
- Earth Release
- Primary:Taijutsu
Secondary: Genjutsu
Tertiary: Ninjutsu
PHYSICALITY[/u]
- 5' 2''
- 114 lbs
- Apparel:
Takeda's choice of clothing has two things in mind; utility and anonymity. He prefers outfits that, while not altogether unfashionable, allow him to stay out of the public eye. Muted, drab colors get that effect across, usually. He also has a tendency to wear long sleeves, long pants, and generally cover up every inch of his body in fabric excepting his face (something about how it was ungentlemanly to hide one's identity), no matter what the temperature is outside. He keeps his ninja tools at his hip, and proudly wears his ninja headband at all times across his forehead. - Body Appearance:
Dedicated training has given Takeda the typical ninja physique: strong without being unnecessarily bulky, with compact, wiry muscles. He stands a hair shorter than the average person which tend to lend an air of "ignorability" to him when combined with his average clothes, average hairstyle and general average appearance. He has black hair of medium length, held away from his face in a ponytail, and he has dark green eyes. - Takeda has a light pink birthmark in the vague shape of a heart at the small of his back. Naturally, he takes great pains to hide this particular blemish.
COGNITION[/u]
- Takeda, more than the average ninja, has placed an utmost importance in his "nindo," or ninja way. Specifically, he appears to have devoted himself to the concept of being a "consummate gentleman." What exactly defines a gentleman seems to change slightly depending on the situation, but the gist of the belief appears to be able to be boiled down to three main points:
1: A gentleman protects his Lord come what may.
2: A gentleman takes pains not to stand out, except when necessity dictates.
3: A true gentleman is just as competent as he needs to be.
As could be expected by someone who models himself after such a lofty concept, he has impeccable, occasionally pedantic manners. He speaks articulately, albeit stiffly, as the nobility might speak in an old book. He also tends to have a rather black and white view of morality. He is notoriously easy to scandalize, and has been seen to get extremely uncomfortable around attractive, less than properly dressed women. - Lawful Good
- Iwagakure and all its people.
- Dresses head to toe despite the weather outside.
Reads old novels of chivalry.
Takes up any number of artistic and scholarly hobbies in his free time, depending on what he believes he might need later. - Likes: Art
Cultural pursuits
Iwagakure
Having something to do.
Dislikes: Inactivity
"Unrefined" people
Animals (They don't get along with him, typically)
ARMAMENTS[/u]
- Rapier
Rank: C
Type: Primary / Melee
Description: A rapier is a slender, sharply pointed sword, ideally used for thrusting attacks. The long-bladed sword, three to four feet at the blade, is characterized by a complex hilt which is constructed to provide protection for the hand wielding it. While the blade might be broad enough to cut to some degree, the long thin blade lends itself to thrusting as the preferred means of attack.
Cost: 5,000 Ryo - Senbon (Throwing Needles) (2 Packs)
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
Kakkou (Retractable Wrist Blade) (1 Pack)
Rank: C
Type: Secondary / Melee
Special: 1 per Pack.
Description: As its name implies, the user equips these retractable wrist blades so that the attach to their forearm without risking exposure. These blades can spring forth when needed to surprise any opponent fought in hand to hand combat.
Cost: 500 Ryo per Pack
Ninja Wire Strings (1 Pack)
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
Kama (1 Pack)
Rank: C
Type: Secondary / Ranged + Melee
Special: 1 per pack
Description: A "kama" is a Japanese sickle used as a weapon. It has a short handle and a sharp beak that inflicts more damage than a kunai or shuriken but is considerably slower through the air.
Cost: 500 per pack - Blank Scrolls
Rank: C
Type: Accessory / Self
Special: -
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: 500 // 1,000 // 5,000 // 10,000 // 20,000 (price per scroll!) - Kawarimi no Jutsu (Body Replacement Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
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
Handseals: Yes.
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
Handseals: Yes.
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
Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: No other technique may be used while creeping. Invisible to the naked eye, but doujutsu and extra-sensorial skill will easily "see through" this technique.
Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Domain: Academy Ninjutsu
Nawanuke no Jutsu (Escaping Skill)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Ineffective against complex, electronic, or unique binds.
Description: Nawanuke no Jutsu is a very basic Ninjutsu technique that allows a ninja to escape from regular rope binds.
Domain: Academy NinjutsuShunpo (Flashing Light Steps)
Rank: D
Type: Supplementary / Taijutsu / High-Speed Movement
Range: 0 - 10 meters
Stamina: Low
Special: Shunpo is a high-speed movement in which the user travels in a linear fashion from one point to another. Usually facilitated with some sort of distraction (smoke bomb, explosion, or something of that nature to obscure one's vision), the user of the Shunpo can, in some cases, appear to have simply teleported from one location to another. The user can Shunpo once per thread, plus once more each time retrained. One cannot attack or perform techniques during Shunpo.
Description: Shunpo, a Taijutsu master's response to the Body Flicker Technique, relies solely on the user's ability to harness their inner ki and gain enough stamina to withstand the sudden strain imposed on one's legs. However, once properly trained, the Taijutsu Type will find their legs moving at speeds unknown to common man, to the point most would make the foolish mistake of assuming one is using Shunshin. However, unlike that chakra inspired run, Shunpo is pure stamina and movement skill, allowing for tighter, quicker, and more reactionary movements essential for someone that relies on movement. Although Shunpo itself moves in a single line, its many variations is what makes it so lethal.
Domain: Shunpo - Universal Taijutsu.
Notice: Contrary to popular belief, this technique is by no means instantaneous. While a high-speed movement, if used in broad daylight, you're still quite visible and easily defended against. Simply put, it isn't incomprehensibly fast. Beyond normal, most definitely, but not nearly as fast as it's been portrayed thus far. In order to achieve maximum effect, you'll need to combine it with a distraction of some sort. - Shunpo-Tweh (Light Step Retreat)
Rank: B
Type: Passive / Taijutsu / High-Speed Movement
Range: Shunpo!
Stamina: --
Special: Gives the user the option to perform a Shunpo backwards.
Description: Although Shunpo is normally executed in a linear fashion, with enough training, the Taijutsu Master can learn to limit their forward travel speed in exchange for a near-instantaneous backwards move. This essentially allows rapid movement to retreat or create distance between user and opponent.
Domain: Shunpo - Universal Taijutsu.
'X' Joutou! ('X' Jump)
Rank: C
Type: Supplementary / Taijutsu
Range: Self
Stamina: Mid
Special: Can only be performed during or after the apex of the user's initial jump. Can execute up to 1 mid-air jump before hitting the ground, plus 1 more each time retrained.
Description: Once in the air, only the most advanced Taijutsu users can manage to use their brute strength to actually jump against the air using friction, effectively jumping again before hitting the ground.
Domain: Universal Taijutsu.
Hayabusa Otoshi (Peregrine Falcon Drop)
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Most effective when used on extremely hard surfaces. Retraining this stacks 'C' ranked blunt damage, which occurs during impact.
Description: A very deadly and efficient taijutsu attack. While at an elevated position, the user will grab their opponent from behind. Firmly locking themselves to their back, the user will then lock their ankles onto the opponent's neck in order to get their body rigid. Finally, on the descent, the user proceeds to drive and plant the victim head first into the ground. Essentially a belly to back pile-driver, the move can provide a great concussion to his opponent's head.
Domain: Universal Taijutsu.
[/spoiler]
Cunning Mind
Rank: D, C, B, A, S
Type: Passive / Specialized Taijutsu / Kendo
Range: 0-5 Meters
Stamina: N/A
Special: Allows the user to become highly perceptive of their opponent, allowing them to analyze their mannerisms in order to zone in on weaknesses and vulnerable areas to strike. It is important to note that while this does not automatically grant the user evasion against one single attack, this allows the user to have a much, much improved chance at understanding a Taijutsu attack one rank lower than the highest one known.
Description: Through repeated duals, clashing of swords and study of adversaries, the user has gained an uncanny knack for analysis. This manifests itself in numerous ways, such as discovering hidden weaknesses, finding vulnerable points in both weapons and attire as well determining the opportune moment to strike by observing patterns.
Domain: Kendo.
[/li][li]DisrobedRank: D, C, B, A, S
Type: Passive / Specialized Taijutsu / Kendo
Range: 0-5 Meters
Stamina: N/A
Special: Allows the user to become highly perceptive of their opponent, allowing them to analyze their mannerisms in order to zone in on weaknesses and vulnerable areas to strike. It is important to note that while this does not automatically grant the user evasion against one single attack, this allows the user to have a much, much improved chance at understanding a Taijutsu attack one rank lower than the highest one known.
Description: Through repeated duals, clashing of swords and study of adversaries, the user has gained an uncanny knack for analysis. This manifests itself in numerous ways, such as discovering hidden weaknesses, finding vulnerable points in both weapons and attire as well determining the opportune moment to strike by observing patterns.
Domain: Kendo.
Rank: D
Type: Supplementary / Specialized Taijutsu / Kendo
Range: 0-5 Meters
Stamina: Low
Special: Enables the user to strike at a weak point in an adversaries clothing, effectively creating an opening. Hitting a strap, button or stitch in the right way to cause the fabric to tear and lose of the clothing to occur. Works on any fabric made item. Though this does not automatically guarantee a disrobement as RP determines everything, it increases the chances of it occurring greatly.
Description: By utilizing their immense analytical ability, the practitioner is able to spot out a weak point in fabric made equipment. With just a quick strike they can disrobe an opponent, causing embarrassment, an impediment in fighting ability as well as a general loss of gear. This can only unhinge gear of an Equal rank to the users highest known Cunning Mind rank.
Domain: The Gentleman's Art, Cunning Mind "D"[/blockquote]
Driving Thrust
Rank: D, C, B, A, S
Type: Passive / Specialized Taijutsu / Kendo
Range: 0-5 meters
Stamina: N/A
Special: Allows the user to increase the accuracy and danger of their thrusting maneuvers, thus resulting in more 'critical hits' - this translates to bonus damage depending on the highest rank known of this jutsu. Made possible by continual work on form and offensive training, this makes up the base of the users attacking capabilities. Highest rank known determines technique strength at which these deadly piercing techniques take place.
D: +20% critical chance
C: +40%
B: +60%
A: +80%
S: +100%
Description: The basis of any real offensive game for a fencer, this technique determines their ability to thrust. Through long practice of form, strength and speed building as well as analysis of grip and striking mechanics, the user is able to generate much greater forces for their piercing attacks.
Domain: The Gentleman's Art
[/li][li]Push Point
Rank: D
Type: Offensive / Specialized Taijutsu / Kendo
Range: 0-5 Meters
Stamina: Low
Special: A quick maneuver done by one whose thrust isn't well formed. By pushing out their thin blade quickly, the user is able to push a target back various degree, almost to the level of being a warning, with no true damage is ever incurred, save for a bruise. The user can push victims back up to one (1) meter, plus one more each time retrained. Please note that this will NOT work if the user's 'Driving Thrust' rank is higher than the target they wish to push back.
Description: How does one compete in combat if they have no way to stop a charging opponent? As well, what does one do if their fighting their friend and wish not to harm him, yet still want to win. In those circumstances Push Point works perfectly. By driving their sword forward and then quickly pulling back they generate force without piercing the enemy. This push and pulled force causes the enemy to move back varying degrees and can become quite the annoyance when used properly.
Domain: The Gentleman's Art, Driving Thrust "D"
[/li][li]Elegant Barrage
Rank: C
Type: Offensive / Specialized Taijutsu / Kendo
Range: 0-5 Meters
Stamina: Mid
Special: A quick and steady stream of aimed attacks. By utilizing proper form and muscular agility, the user is able to let loose with a blinding volley of precision strikes. The user can initially perform two (2) quick attacks at once when first learned, plus one (1) more each time retrained. Keep in mind that if the first strike lands the rest almost always will, but subsequently, if the first misses, then most likely so will the rest as they are near-instant in terms of occurance time.
Description: One of the stand points of the Gentleman's Art is it's mastery of quick thrusting strikes. A hallmark of the style and possibly the most dangerous aspect, outside of counters. Such techniques allow the user to fit several attacks in the span of time another would only be able to make one.
Domain: The Gentleman's Art, Driving Thrust "C"[/blockquote]
Exquisite Counter
Rank: D, C, B, A, S
Type: Passive / Specialized Taijutsu / Kendo
Range: 0-5 Meters
Stamina: N/A
Special: Allows the user to increase the accuracy and speed of his countering maneuvers. Made possible by continual work on form and reflexive training, this makes up the base of the users defensive capabilities. Each rank earned allows stronger, faster and much more game changing counter techniques to take place.
D: Whole Turn countering capabilities
C: 3/4 th of a Turn
B: Half a Turn
A: 1/4 of a Turn
S: Near-Instant
Description: One of, if not the, most important aspect of fencing is that of the counter. It enables such a thin and some would say fragile blade stand up to all manner of horrendous offensive devices. Utilizing it's quick speed and maneuverable form to speedily snap attackers away from it.
Domain: The Gentleman's Art
[/li][li]Tap Away
Rank: D
Type: Defensive / Specialized Taijutsu / Kendo
Range: 0-5 Meters
Stamina: Low
Special: By utilizing their quick reflexes and slender blade, the user can speedily smack away any basic attack one rank lower than 'Exquisite Counter' and leave an opening to step in with a return of their own. Please keep in mind the deflection must be realistic, as it is impossible to redirect large, area covering objects or abstract concepts, such a meteors, giant monsters, streams of fire, lightning bolts, love, emotions, the meaning of life, sexuality, etc.
Description: The most basic of all deflection techniques, a simple smacking away with a bit of force. Made possible by a combination of a strong wrist movement, firm grip and the design of a slender sword. When confronted with a basic level attack, the user watches the direction it's coming and simply taps it a bit to send it of course. Once moved, this leaves an immediate opening for the user to strike with their own technique.
Domain: The Gentleman's Art, Exquisite Counter "D"[/blockquote]
[/spoiler]
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
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 Zuki (Rear 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 kneeling position, the practitioner quickly turns and draws to thrust the rear as a simple attack then sheathes. As long as the user is aware of the target behind them, a quick unexpected offensive strike like this usually yields success.
Domain: Kenjutsu. Battojutsu 'D'.
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
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 Zuki (Rear 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 kneeling position, the practitioner quickly turns and draws to thrust the rear as a simple attack then sheathes. As long as the user is aware of the target behind them, a quick unexpected offensive strike like this usually yields success.
Domain: Kenjutsu. Battojutsu 'D'.
Kouryoku no Genjutsu (Genjutsu Potency)
Rank: D, C, B, A, S
Type: Passive / Genjutsu Skill
Handseals: No
Chakra: --
Special: Highest rank determines the base range of any Genjutsu creation the user is able to produce.
D: 10 meters
C: 20 meters
B: 30 meters
A: 40 meters
S: 50 meters
Description: An essential passive Genjutsu Skill, this represents the user's ability to manipulate illusionary chakra and the senses around them. The more and more they hone their Genjutsu skill, the stronger their illusion will be.
Domain: Genjutsu Skill.
Extra range training = 'C' ranked + 1 meter per retrain! [requires 'S' ranked Duration]
Sonzoku no Genjutsu (Genjutsu Duration)
Rank: D, C, B, A, S
Type: Passive / Genjutsu Skill
Handseals: No
Chakra: --
Special: Highest rank determines the length at which the illusion elapses.
D: 1 turns
C: 2
B: 3
A: 4
S: 5
Description: An essential passive Genjutsu Skill, this represents the user's ability to manipulate illusionary chakra in order to make it last longer. The more and more they hone their Genjutsu skill, the longer their illusions will last.
Domain: Genjutsu Skill.
Extra length training - 'B' ranked + 1 extra turn per retrain! [requires 'S' ranked Duration]
Yuukou no Genjutsu (Genjutsu Effectiveness)
Rank: D, C, B, A, S
Type: Passive / Genjutsu Skill
Handseals: No
Chakra: --
Special: Highest rank determines the amount of targets one can affect with an illusion.
D: 1 target
C: 2
B: 3
A: 4
S: 5
Description: An essential passive Genjutsu Skill, this represents the user's ability to manipulate illusionary chakra and the amount targets it can affect. The more and more they hone their Genjutsu skill, the more senses they will be able to affect.
Domain: Genjutsu Skill.
Extra target training - 'A' ranked + 1 extra turn per retrain! [requires 'S' ranked Effectiveness]
Rank: D, C, B, A, S
Type: Passive / Genjutsu Skill
Handseals: No
Chakra: --
Special: Highest rank determines the base range of any Genjutsu creation the user is able to produce.
D: 10 meters
C: 20 meters
B: 30 meters
A: 40 meters
S: 50 meters
Description: An essential passive Genjutsu Skill, this represents the user's ability to manipulate illusionary chakra and the senses around them. The more and more they hone their Genjutsu skill, the stronger their illusion will be.
Domain: Genjutsu Skill.
Extra range training = 'C' ranked + 1 meter per retrain! [requires 'S' ranked Duration]
Sonzoku no Genjutsu (Genjutsu Duration)
Rank: D, C, B, A, S
Type: Passive / Genjutsu Skill
Handseals: No
Chakra: --
Special: Highest rank determines the length at which the illusion elapses.
D: 1 turns
C: 2
B: 3
A: 4
S: 5
Description: An essential passive Genjutsu Skill, this represents the user's ability to manipulate illusionary chakra in order to make it last longer. The more and more they hone their Genjutsu skill, the longer their illusions will last.
Domain: Genjutsu Skill.
Extra length training - 'B' ranked + 1 extra turn per retrain! [requires 'S' ranked Duration]
Yuukou no Genjutsu (Genjutsu Effectiveness)
Rank: D, C, B, A, S
Type: Passive / Genjutsu Skill
Handseals: No
Chakra: --
Special: Highest rank determines the amount of targets one can affect with an illusion.
D: 1 target
C: 2
B: 3
A: 4
S: 5
Description: An essential passive Genjutsu Skill, this represents the user's ability to manipulate illusionary chakra and the amount targets it can affect. The more and more they hone their Genjutsu skill, the more senses they will be able to affect.
Domain: Genjutsu Skill.
Extra target training - 'A' ranked + 1 extra turn per retrain! [requires 'S' ranked Effectiveness]
Kasumi Juusha no Jutsu (Mist Servant Technique)
Rank: D
Type: Basic Genjutsu
Handseals: Yes
Chakra: Low
Special: Creates a single Mist Servant, plus one more each time retrained. However, after every fifth retraining, the chakra consumption of the technique will go up by one. Servants mimic the user in appearance in every way and exists solely to distract the opponent. This is achieved via false attacks which incorporate user's equipment in the hands of the illusionary clone.
Description: Kasumi Juusha no Jutsu is a universal sight Genjutsu technique that creates false attackers to delay and confuse the enemy. Though these servants are not real, the actual ninja is able to remain hidden and throw projectiles such as kunai and shuriken matching the movements of the servants. This makes it appear the false servants are capable of attacking. When the enemy attempts to attack the servant, they will merely disrupt the servants illusion body but not destroy it.
Domain: Universal Genjutsu
Kori Shinchuu no Jutsu (Sly Mind Affect Technique)
Rank: C
Type: Basic Genjutsu
Handseals: Yes
Chakra: Mid
Special: Effective only when target is traveling along enclosed paths which have objects that can be visually altered - trees, buildings, doors, etc. Illusion uses victim as center, and alters their immediate surroundings. Affects up to 5 meters around the victim, plus 5 more each time retrained. However, after every fourth retraining, the chakra consumption of this technique will go up by one. Multiple targets may see multiple things, and the wider sly mind effect, the more believable it will be to the victim.
Description: Kori Shinchuu no Jutsu is a simple yet effective Genjutsu technique which allows the user to play a nasty visual truck on their opponents, causing them to travel around an area lost, in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically when they are unable to reach their desired target by traveling along the same path over and over. Most effective in enclosed areas such as forests or jungle.
Domain: Universal Genjutsu
Genjutsu Kai! (Release)
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu
Range: Self
Handseals: Yes.
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.
Ayatsuito no Jutsu (String Reeling Technique)
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu
Range: See special!
Handseals: No.
Chakra: Low - Very High
Special: Adds chakra strength to the ninja wire equal to the highest rank learned. Makes the strings unbreakable by techniques lower than the rank learned.
Description: Ayatsuito no Jutsu is a Ninjutsu technique utilizing wire. This string can be used in rappeling, or as a method to tie down and restrict the movement of an opponent. The Uchiha clan also utilizes the wire in their Sharingan Soufuusha Sannotachi technique. The wire allows the clan member to pin down an opponent, and then unleash a torrent of fire upon them. This is just one of many ways, however, that the string can be made useful - as long as the user is in control of their string, they shall be sending special chakra that reinforces it, making it almost unbreakable.
Domain: Universal Ninjutsu.
Kagonome (Mesh Cage)
Rank: D, C, B, A, S
Type: Supplementary / Defensive / Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Low - Very High
Special: User must be still when using. Wire source acquires temporary defensive properties equal to the highest rank known.
Description: Ninpou: Kagonome is a Ninjutsu technique used in conjunction with the common ninja item, ninja wire, though any kind of wiring will do. After forming the needed hand seals, the user can manipulate their wires into a tight string, which conerges into an interlocking dome for protection. This dome can repel most basic Taijutsu and Ninjutsu attacks. Best of all, the user can reshape the wire within the dome as needed, changing it from a defensive structure to a binding string with ease.
Domain: Universal Ninjutsu.
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu
Range: Self
Handseals: Yes.
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.
Ayatsuito no Jutsu (String Reeling Technique)
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu
Range: See special!
Handseals: No.
Chakra: Low - Very High
Special: Adds chakra strength to the ninja wire equal to the highest rank learned. Makes the strings unbreakable by techniques lower than the rank learned.
Description: Ayatsuito no Jutsu is a Ninjutsu technique utilizing wire. This string can be used in rappeling, or as a method to tie down and restrict the movement of an opponent. The Uchiha clan also utilizes the wire in their Sharingan Soufuusha Sannotachi technique. The wire allows the clan member to pin down an opponent, and then unleash a torrent of fire upon them. This is just one of many ways, however, that the string can be made useful - as long as the user is in control of their string, they shall be sending special chakra that reinforces it, making it almost unbreakable.
Domain: Universal Ninjutsu.
Kagonome (Mesh Cage)
Rank: D, C, B, A, S
Type: Supplementary / Defensive / Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Low - Very High
Special: User must be still when using. Wire source acquires temporary defensive properties equal to the highest rank known.
Description: Ninpou: Kagonome is a Ninjutsu technique used in conjunction with the common ninja item, ninja wire, though any kind of wiring will do. After forming the needed hand seals, the user can manipulate their wires into a tight string, which conerges into an interlocking dome for protection. This dome can repel most basic Taijutsu and Ninjutsu attacks. Best of all, the user can reshape the wire within the dome as needed, changing it from a defensive structure to a binding string with ease.
Domain: Universal Ninjutsu.
[/li][/ul]