The blades of vengeances have fallen swiftly. The shinobi are no more as 'Absolute Justice' has returned...now, it is the Samurai that rule the Five Major Nations!
But at what cost? Have they become the very thing that they despised the most...? Heroes and villains seem to change roles every day, but one thing is for certain - we yearn for our freedom, for days gone by where we flew the skies unhindered.
[appearance] — Quiet and composed. A sterling mane falls from an upright crown and reserved composure, worn unkempt. Bangs contour to the left, brushed aside to keep argent locks from deluding an onyx gaze; his dark beady eyes contrast a strange black that covers the entire optic, giving off an eerie appeal. A thick brow raises over the bridge of his nose, which extends to a small point. Thin red lips ensue the olfactory organ, fitted with rows and rows of razor sharp teeth, descending into a rounded chin and the high ascent of his jawline. High cheek bones protrude slightly from his flesh, drawing attention to the hue of his eyes, and the gills on his neck. Beyond his face, his body is above that of a practical shinobi. Thick, lean muscle scales every breadth of his athletic frame, healthy and untarnished, save for a single scar running the length of his chest.
Dressed in the rudimentary uniform of a shinobi, Mugen bears the symbol of a behemoth upon his back. This slim black shirt tucks into the ebony slacks of his village, thereafter covering the crest of his sandals. Each limb hangs free of fabric, allowing a greater sense of mobility in his movements. His form is canvased by a dark gray cloak that ties at the neck by a silver button, the curtains revealing a slight opening on his right side. This dark anorak is temperature resistant, and serves to conceal his movements, and at times his face when the hood is lifted.
The hoshigake wears his headband around his waist, tied off in a simple black cloth.
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[trust] — As a result of his inclination to Agreeableness, Akihiko tends to trust others easily, believing people to be genuinely honest and benevolent. Rather than viewing people's actions as suspicious, dishonest, or dangerous; the shinobi believes that all possess a kind intent, regardless of how they work towards their aim. Those often misconstrued as evil, are viewed differently by him, and he tends to look to the source of their bad behaviors. Oftentime, he finds that while their actions are bad, their true purpose comes from a sense of caring. If no one cared, there would be neither love nor hatred in the world; in other words, his trust comes from a sense of optimism, or better yet, faith in humanity.
[straightforwardness] — The ability to honestly express yourself is held in high regards with the behemoth. He finds, out of necessity and compassion, that others deserve to know his opinions, which at times can be difficult to hear from a friend. Direct and frank, the shinobi will say what needs to be said with confidence, however, not so blinded by confidence that he will willingly bash another. Rather, he speaks his truth with a kind tone, and through such, hopes to acheive a higher understanding between himself and others.
[altruism] — Rather than acting on his behalf, the shinobi has the tendency to act for the greater good of society, expressing great selflessness in his daily encounters. For the "greater good", which he defines as a benefitting to society as a whole, rather than himself, he is willing to self-sacrifice himself to insure a better outcome. Likewise, his generosity and concern for others is strong, insuring actions in suit of consideration and courtesy for others. This kindness takes the form of chivalry in the presence of women, whom he treats with the utmost kindness—out of respect as opposed to pity.
[compliance] — Compliance is defined as one's typical response to conflict, and prefer to act with another to solve conflict, rather than working against them. While at times he may seem mild, or someone lacking the strength to stand up for himself, however, he'd prefer to end conflict through humble submission as opposed to resorting to violence—as someone who treasures life, he'd feel great remorse for taking it. A greater willingness to cooperate is seen as weak amongst his people—the hoshigake clan—and has resulted in his exile.
[modesty] — For the hoshigake, modesty goes against everything he was taught as a child of the hoshigake: where dominance and aggression ruled all. However, the shinobi has chosen an alternate path for himself. Unlike most shinobi, who express great arrogance, Akihiko values an unassuming or moderate view of his own capabilities. While he is confident, he refuses to overestimate his strength and worth, rather, he chooses not to draw attention to his real—or supposed—accomplishments or even his desirable attributes. Similar terms used to define his modesty include things such as humility, shyness, or simplicity.
[tender-mindedness] — Tender-mindedness is defined as the extent to which a person's judgements or attitudes are determined by emotion. This predominantly takes the form of sympathy in the behemoth's case. Through a greater understanding of people, and common feelings shared between them, the shinobi is able to relinquish anger or doubt towards someone. In the same right, he often acts out of pity or sorrow for someone's misfortune, displaying great compassion in social interactions. While he denies his power, others can see it, and it serves to give importance to the character of his mercy and forgiveness.
[suppressed bloodthirst] — The Akihiko Hashigake has made dire attempts to escape the fate determined for him by his people. Birthed of a clan, bent on power and dominance, he felt outcast by his people, although unintentional, for his views greatly differed from their own. However, there is always a part of you that you can never fully escape: and his shadow is that of his ancestor's bloodthirst. While he manages to mostly suppress any desire to kill, there are times in which he cannot hold back his bubbling rage. Oftentimes, this bloodthirst emerges in the scent of blood, or even the pain inflicted on his own being. When it does emerge, there are few that can pull him back from a mindless rage, and death is sure to coincide his surfacing emotions.
[ACT I] — In the land of the blind, the one-eyed man is king. Born amongst the ferocious brutes of the Hoshigake clan, his teeth were sharpened from a young age. The scent of blood coincides early memories, in the same sense that cookies remind a person of their grandparents, but the visual treasury of his life experience was far from the fantasy that most lived. His father, a ruler to the people of Hoshigake, Akihiko Idai was born a prince of his lands—Mizu no Kuni. However, because of his royal blood, he more than anyone else, had to prove himself to the bloodthirsty barbarians of his tribe; from a young age, he endured the trials of battle, and tasted the triumphant blood of victory. Like any other among his people, he was battle-prone, and eager to kill. His aggression only strengthened by his ego, and the willingness to ascend, as society pushed him to do.
Some argue that fate is predetermined, and that regardless of what you try, there is an undeniable path before you. For the young prince, his path was that of a ruler, and that of a beast. Destined for the greatness of war, it was only natural to feel the pride of your people, but strangely, the hoshigake felt far from it. While there was one experience in particular that brought drastic change to his sentiment, he had always been somewhat different, and some speculate this was a result of his mother's kindness and tender-heartedness. Perhaps the queen's nurturing had spoiled him, and turned his natural aggression soft, for the hostility of his heritage had been buried deep within, beneath an honest expression. And as he grew into a capable young boy, his understanding of society flourished, and it was clear that he harbored other aims—the life of a ruler was not his to have.
No more than nine years old, his father had arranged a battle with the son of his rival hoshigake. A long standing hatred between their ruler and an opposing noble, had resulted in a fight to the death between their children, through which they would boast the strength of their blood through the worth of their offspring. Akihiko, drawn into fray by his fathers foolish pride, fell into the trap of his people and found himself bathing in the blood of his enemy. His opponent, a young boy who'd yet to have lived his life, was killed by the rage that boiled within the young prince. And while his father praised him for his worthy display, he was unable to swallow the guilt that clung to his throat. Slipping into his chambers, he let the tears flow, unable to accept the fact a person's pride was worth the slaughter of an innocent child. It was then he decided, the life of a king, was not for him.
Suddenly withdrawn from the brutish behavior of his people, he found himself an outcast, even amongst his family. Not because he couldn't hide his true feelings, but the depth of his determination to change, left him absent of a sense of belonging. He endured it no longer, and fled his country in the middle of the night, a small raft stolen from the nearby shores carried him to the great lands overseas. This was possibly the first time he'd left the safety of his kingdom, and the culture shock was immense, in fact it was hard to grasp the ideas of such a self-sufficent and resourceful society, he'd always been given—and this new change gave him a greaty sense of fulfillment, furthemore, encouraging him to interact with the people he met. Survival is difficult on your own, but if you branch out and accept the help of others, it's easy to find your way—and where you belong.
While his travels lasted only a couple months, it was quite the impressive feat for a nine year old boy, especially that of royal descent. His perserverence had carried him all the way to the lands of grass, and the prince who had everything in the palm of his hands, found himself with nothing. Doubt filled a tired mind, and famine pushed him to primative behavior; his occassional outbursts of rage, were beginning to increase. After being denied food from a traveling merchant, because of his race, Akihiko's rage boiled over. The results of his blind fury left him without food, for it had been destroyed, and responsible for the death of another. Falling to his knees before dead merchant, blood crawled across the cobblestone path, tears fell from his face—an hope seemed like a distant memory. Everything was over, and his dreams of a different life faded into the harsh reality before him.
It was then that he met her, an ethereal soul, with boundless golden curls falling from her precious mane. Approaching with a tender touch, she called out to him, lifting him from the blood of his victim. It reminded him of his mother, and the woman, whom he later came to know as Kikkawa, Blanche, had saved him from his reality. She promised—upon hearing the depths of his story, and his determination to change—to keep a watchful eye over him, and to insure that he'd blossom into the bright character he aspired to be. In his eyes, she was both a savior and a friend, and he continues to hold her in the highest of regards. For after she lifted him from his mess, she carried him to her village of Kusagakure, cleaned him up, and enrolled him in the academy. In turn for her protection, he would offer his services, this was a woman worth his loyalty. And her kindness far exceeded his expectations of war and bloodshed. It seemed that fate was in the hands of it's pioneer, and that life is yours for the taking.
Blanche had given the young prince, a chance at reincarnation, and his efforts to fully endorse the change brought great results. As he progressed through the ranks of a shinobi, he found himself growing in both maturity and wisdom. No longer was he forced to resort to the violent ways of his people, but, with the ideals of Kusagakure supporting him—Akihiko Idai welcomed diplomacy, resorting to violence as a last resort. Ten years later, he's become a well reputable shinobi, known by his village as the iron behemoth of kusagakure. While he's developed a greater sense of self, and a humbled expression, the darkness inside is growing. The deep seeded hatred of his people, which was planted deep within, seems to grow everyday. A war has begun for the reign of his mind, and soon enough, one side will emerge victorious. Whether that be the bloodthirst of his people, or the kind character he has become, it is too soon to tell. One thing is certain, if Akihiko is unable to triumph these dormant emotions—death will come. It is only through the support of his comrades, and his unyielding determination, that he poses a threat to his former lineage. What will become of the Hoshigake prince, will his exile bring destruction, or the creation of something beautiful?
Their first encounter has set the pace for the relationship, yielding the results of a close friendship. Akihiko, the younger of the two, views Blanche as a motherlike figure, and respects her dedication and kindness. As a result of her caring, she has earned an unwavering loyalty from the kind-hearted hoshigake. Through thick and thin, he will continue to regard her as he did when he first met her, and her support with his personal struggle creates a stronger connection between them. While Blanche at times, may act out of emotion, the shinobi is very forgiving, offering her a smile when she holds a blade to his throat. FIRST APPEARANCE IN; thread name. BOND; close friends (motherly). STATUS; active.
Broadsword Rank: C Type: Primary / Sword / Melee Description: A broadsword is a sword with a blade that is heavy, straight, and usually double-edged. With a blade as long as four feet, it is used primarily for slashing and thrusting. Cost: 5,000 Ryo
Ninjato Rank: C Type: Primary / Sword / Melee Description: Short and straight, this blade takes a similar form of a katana, but without the curvature in the blade. With the blade measuring no more than three feet, and a square guard on top, this weapon has been popularized by many ninja, hence the name. Cost: 5,000 Ryo
Meteor Hammer Rank: C Type: Primary / Chain & Whip / Melee Description: Of all the soft weapons, perhaps the most flashy and equally brutal is the meteor hammer. Like the rope dart it is often a staple in most monks' martial arts regiments that involve weapons. The meteor hammer consists of a lengthy hardened rope or chain that holds at its end a steel ball the size of a cantaloupe. For more experienced practitioners the meteor hammer can have both ends attached to a steel ball. Cost: 5,000 Ryo
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: 100 per Pack
Senbon (Throwing Needles)  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: 100 Ryo per Pack
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
Gourd Rank: D, C, B, A, S Type: Universal Accessory / Self Special: Gourd rank determines the amount of basic/kekkei touta chakra that can be kept and used (a 'C' ranked gourd can be used for 'C' ranked jutsu). Gourds tend to be no bigger than a meter or so in diameter, and will slow the player down by half their normal speed when equipped. However, they tend to hold moderate amounts, able to power a few of the user's jutsu - the exact amount shall be left to RP. Each gourd takes up two (2) accessory slots. Description: Shaped and colored to the player's liking, these items usually hang at the shinobi's back, and provide ample storage room for certain elements advantageous to the user that are otherwise unavailable to the area. From sand and water to much, much more, this accessories provides a wide variety of uses. Cost: 11,000 / 15,000 / 20,000 / 30,000 / 50,000 Ryo
Radio Headset Rank: B Type: Universal Accessory / Self Special: Has a range up to 100 meters. Waterproof, as well as built-in surge protection Each device takes up one (1) accessory slot. Description: This advanced radio makes listening and communicating easier by making its use complete hand's free. The radio can accept multiple frequencies and is activated to talk by pushing a button on the neck attachment, 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: 20,000 Ryo
Tracker Rank: B Type: Universal Accessory / Self Special: Has a range up to 100 meters. Each tracker takes up one (1) accessory slot. Description: Similar to the radio in ease and effectiveness, the range finder can function both as binoculars and as a means to measure the distance to a target. Snug and sleek, it fits across only one eye, and has a see-through lens that establishes visual information. With a durable carapace, it is designed to withstand water damage and even the pressure of extreme altitudes. Cost: 30,000 Ryo per Tracker
Blinding Bubbles Technique  Rank: D Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Supplementary Handseals: 4 Chakra Consumption: Low Utilizing the Water Element, the user will blow half a dozen bubbles after performing the necessary handseals. These bubbles will rush toward an opponent, and when popped, release puff of red powder that momentarily blinds the opponent (for one full post).
Note: Water is not necessary beforehand to perform this technique.
Soap Bubble Slime  Rank: D Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Supplementary Handseals: 6 Chakra Consumption: Mid Utilizing the Water Element, the user will blow half a dozen bubbles after performing the necessary handseals. These bubbles will rush toward an opponent, and when popped, release a sticky slime, delaying and or trapping an opponent.
Note: Water is not necessary beforehand to perform this technique.
Homatsu no Jutsu (Bubbles Technique)  Rank : C Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 5 Chakra Consumption: Mid Homatsu no Jutsu is a Ninjutsu technique utilizing the Water Element. After performing the necessary handseals, the user will blow a dozen bubbles (which are no larger than their palm). These bubbles can move to surround their target. Even the slightest amount of physical contact with an object is required to make these bubbles burst, resulting in a small but powerful explosion (comparable to an explosive note) when they do. Likewise, the user can make them detonate on command with a snap of their fingers.
Note: Water is not necessary beforehand to perform this technique.
Mizu Bunshin no Jutsu (Water Clone Technique)  Rank: C Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Supplementary Handseals: 3 Chakra Consumption: Mid per clone. Mizu Bunshin no Jutsu is a Ninjutsu technique that utilizes water to create a Bunshin clone. Unlike a normal Bunshin, the Mizu Bunshin has the ability to interact more with the environment due to it having physical substance. This allows the clone to carry out limited attacks on its target. The range of the clone is limited however, it cannot travel very far from the original body. If the Mizu Bunshin is injured, the clone will usually revert back into its natural water state.
Note: This clone has x2 High cap of chakra. These clones are limited to water-based jutsu and elementary chakra channeling. This includes simple abilities like water walking and tree climbing but not more advances channeling techniques such as Hien.
Mizurappa (Water Trumpet)  Rank: C Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 5 Chakra Consumption: Mid Mizurappa is a Ninjutsu technique utilizing the Water Element. After forming the necessary handseals, the user will expel a strong jet of water at their opponent. This jet is easily capable of swamping up to three targets, pinning them against any surface with its pressure.
Note: Water is not necessary beforehand to perform this technique.
Mizurappa (Violent Water Wave)  Rank: C Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 5 Chakra Consumption: Mid Mizurappa is a ninjutsu technique utilizing the Water Element. After forming the needed handseals, the user will expel a strong, pike-like jet of water at their opponent.
Note: Water is not necessary beforehand to perform this jutsu.
Suirou no Jutsu (Water Prison Technique)  Rank: C Range: Close (0m ~ 5m) Type: Supplementary Handseals: 5 Chakra: Mid Suirou no Jutsu is a Ninjutsu technique that utilizes water to imprison an opponent. The ninja forms the necessary handseals which causes water to form around the target, shaping into a spherical prison which only allows for severely limited movement. The ninja must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. When combined with a bunshin technique, the ninja can imprison their target but still alow for a clone to attack others nearby.
Note: This jutsu will be treated as seen in the Kakashi vs. Zabuza fight. Once captured by the water prison, the character inside is almost completely immobilized, making escaping from within the water prison very difficult. Any attacks or actions that require substantial, fluid motions are greatly hindered and all but impossible (things like handseals, stabs, punches). Staying within this prison for a total of ten posts will result in the victim drowning.
Daibakuryuu no Jutsu (Great Exploding Current Technique)  Rank: C Range: Close (0m ~ 5m) Type: Offensive Handseals: 10 Chakra Consumption: High Daibakuryuu no Jutsu is a Ninjutsu technique utilizing the Water Element. After doing the necessary handseals, a vortex of water will form, sucking anything on the surface above it down into the depths below.
Floating Bubble Technique  Rank : B Range: Close (0m ~ 5m) Type: Supplementary Handseals: 5 Chakra Consumption: Mid Utilizing the Water Element, the user will create a single, particularly large bubble after performing the necessary handseals and jump inside of it. Under their command, the bubble will take the user wherever they wish to go. It’s quite capable of traveling very long and high distances, with no apparent risk of popping. The user can also make the bubble camouflage to hide from anyone who is after them. This bubble can also support up to one additional person.
Note: Water is not necessary beforehand to perform this technique.
Kibakuhou (Explosive Bubble)  Rank : B Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Offensive Handseals: 7 Chakra Consumption: High The stronger and more potent version of its parent jutsu, Kibakuhou is a Ninjutsu technique utilizing the Water Element. After performing the necessary handseals, the user will blow two dozen worth of bubbles that make their way towards their opponent(s). Upon popping, either by contact or by the user’s command, they create bright yellow and white flashes along with variously strong explosions (up to x2 that of an explosive note). These explosions also produce a large amount of smoke, which can be used to obstruct the opponent’s vision.
Note: Water is not necessary beforehand to perform this technique.
Suishouha (Water Collision Destruction)  Rank: B Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Offensive, Supplementary Handseals: 1 Chakra Consumption: High Suishouha is a Ninjutsu technique utilizing the Water Element. After performing the necessary handseal, the user will then cause a large volume of water to encircle them. This water can then be directed toward their target(s).
Note: The user must remain still while forming and directing this jutsu. They are at the center of the technique.
Mizuame Nabara (Starch Syrup Capture Field)  Rank: B. Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Defensive, Supplementary Handseals: 10 Chakra Consumption: Mid Mizuame Nabara is a Ninjutsu technique utilizing the Water Element. After forming the needed handseals, the user will expel a sticky liquid from their gullet. This liquid can cover approximately 20 square meters. If the target runs on top of the liquid, their feet will become glued to its sticky surface. If the ninja focuses chakra to their feet before touching the surface, they can hover above and move over it without hindrance.
Note: Water is not necessary beforehand to perform this jutsu.
Mizu no Tatsumaki (Tornado of Water)  Rank: B Range: Close (0m ~ 5m) Type: Offensive Handseals: 10 Chakra: Mid Mizu no Tatsumaki is a Ninjutsu technique that utilizes water to create a spinning water vortex around the ninja. The water acts both as a barrier and attack mechanism. The power of the vortex is enough to knock an opponent unconscious.
Note: The user must remain still throughout the duration of this technique.
Suiryuudan no Jutsu (Water Dragon Projectile Technique)  Rank: B Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Offensive Handseals: 10 Chakra Consumption: High Suiryuudan no Jutsu is a Ninjutsu technique utilizing the Water Element. The ninja does a long string of handseals which then causes a column of water to rise and form into the shape of a large dragon. They can then direct this dragon to strike their target with devastating force.
Note: Though this jutsu has extended range, it must be formed within five meters of the user.
Fuubaku Houjin (Exploding Seal Method Formation)  Rank: D Range: - Type: Supplementary Handseals: 1 Chakra Consumption: Low 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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
Sorasetsudanchen (Chain Severing Sky)  Rank: B Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Mid, 2x Mid (optional) After a brief charge, the users grips their blade tightly and twirls in place, creating a vicious circle of bladed slashes, striking their opponent multiple times as they become a veritable spinning top of destruction, aimed to cut foes completely in half at the waist.
Note: By offering a 2x Mid increment of chakra, instead of the base one Mid, the user’s spin can deal five strikes.
Mukou (Void)  Rank: B Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: Mid, 2x Mid (optional) The user slams the full weight of their blade in a downward diagonal strike aimed specifically to drive an opponent into the ground. The flat edge of their heavy sword is used to assist in the pushing motion, causing significant blunt force trauma and a 'knock down' effect, where the victim’s body creates its own impact crater, severely hampering their next attempted movements.
Note: By offering a 2x Mid increment of chakra, instead of the base one Mid, the user can create crater that is five meters deep. This ‘knock down’ effect can, of course, only be formed on surfaces which would logically allow for it.
Wabisuke (The Penitent One)  Rank: A Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: High When making contact with an opponent’s weapon after the appropriate charge, the user is able to load that charge directly into an enemy's blade, but with a truly awe-inspiring twist. The opponents weapon, not the Ju Kenshi practitioner’s, has its weight affected, and when used in conjunction with the S Rank Senchineru Taidenkōgeki, can quadruple the weight of their blade, making all but the mightiest of foes unable to wield their own swords.
Note: This technique can backfire on the user if used against another practitioner of the Ju Kenshi style, who decides to counter with this same technique. Affects an enemy’s weapon only; it cannot be used on parts of the body, accessories, etc. If successful, the victim’s weapon will remain at this weight for a total of five posts.
Shinkounohiyaku (Leap of Faith)  Rank: A Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: - Chakra Consumption: 2x Mid By swinging their blade towards an opponent with great force and loading their charged chakra into the very tip of their sword, the Ju Kenshi practitioner uses this extra momentum to boost a mighty leap towards an enemy within 10 meters at roughly 3 times their base speed, crashing their weapon into the body of their foe with the ability to break bone on impact if not properly defended against. This is not an incomprehensibly fast movement however, but if it can be combined with a distraction, has truly devastating potential, allowing them to close distance between themselves and more mid-ranged fighters quite effectively.
Note: This technique can only be used with the 2x High version of the Charged Attack Sentinel technique. The speed granted by this technique does not stack with the Taijutsu Primary speed bonus.
Ouibureka (Throne Breaker)  Rank: A Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: - Chakra Consumption: 2x Mid Holding their enormous blade horizontally as if it were a bat or a club, the user swings with all their might as the loaded chakra courses through the blade allowing its increased weight to create a massive knockback, the sheer force of which can even take opponents who attempt to block the strike off of their feet. This creates a visible shockwave of force which easily sends foes flying, and if used in conjunction with the bladed edge of the weapon as opposed to the flat of the blade, is one of the most deadly techniques in the Ju Kenshi arsenal.
Note: This technique can only be used with the 2x High version of the Charged Attack Sentinel technique. Furthermore, this technique is capable of knocking up to three enemies a total of ten meters away.
Rokudenashi-ryo (Bastard Charge)  Rank: S Range: - Type: Supplementary Handseals: - Chakra Consumption: - Grants the user the knowledge of how to charge and hold enough chakra to perform more than one Ju Kenshi technique in succession, allowing them to temporarily overcome the restriction of contact which would normally disrupt the Senchineru Taidenkōgeki technique. This knowledge can be very dangerous, as the chakra cost of techniques performed back to back stacks, as well as the total charge time, but given enough opportunity to prepare, this allows for a truly terrifying number of combination moves capable of slaughtering almost any enemy force one faces.
Note: This technique costs 600 EXP to learn; there are no exceptions to this rule. With this, the user can charge and hold the chakra to perform four Ju Kenshin techniques in succession. The charge times and chakra cost stack, but so does the weight of the weapon in question.
Goken (Strong Fist)  Rank: D Range: - Type: Passive Handseals: - Chakra Consumption: Low Strong Fist is a Taijutsu style, the purpose of which is to cause extreme forms of external damage to a target, alongside breaking as many bones as possible. It is the exact opposite of the Gentle Fist, which is used exclusively by the Hyuuga clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi.
Note: For a Low increment of chakra, Goken practitioners can marginally raise the destructive force of any standard attack (non-jutsu) they perform; each strike will have a 10% chance to break the target’s bones. This cannot stack with the Goken Tier 3 Mastery, Tekken.
Konoha Reppuu (Leaf Gale)  Rank: D Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Low This technique is a good example of how even simple taijutsu can become a pre-eminently destructive, lethal technique. The attack is a simple rear spinning low kick, but a strong enough user can send a large adult flying on their back as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
Raiken (Thunder Fist)  Rank: C Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Mid Yet another wild and unpredictable Goken technique, the user proceeds to rush at their opponent with all their might, jump and then spin to gain momentum, so that they may lay a powerful strike onto their target.
Note: If struck in the head, the victim will be severely dazed for a total of two posts (25% reduced vision, 25% reduced hearing, 50% reduced balanced). If struck in the stomach the victim will vomit.
Konoha Daisenkou (Leaf Great Flash)  Rank: B Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Mid One of the more powerful kicks of the Goken style, this involves charging at the opponent and then unleashing a powerful lateral kick aiming at the head. This kick holds so much force that it can easily knock a fully grown adult off their feet, regardless of if it is blocked, and will undoubtedly render a person unconscious if connecting with the skull as intended.
Note: This technique will render an opponent unconscious for two full posts if it connects with their head. Presuming their allowed to wake up, they will operate in a dazed state (at 25% capacity) for an additional five posts.
Konoha Kaiganshou (Leaf Rock-Destroying Rise)  Rank: B Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Mid One of the more powerful offensive techniques of the Goken style, this is a taijutsu technique where the user smashes their elbow into their opponent using the other arm as support. It deals a powerful blow to the target and as the name suggests, is even strong enough to destroy coral. Connecting with a human body yields much more devastating results, and can easily shatter bones beneath the inhuman pressure.
Note: This technique has a 25% chance to shatter the target’s bones of whatever area the user strikes. Likewise, this technique can easily dismantle thick, jagged walls of stone and coral.
Konoha Gouriki Senpuu (Leaf Strong Whirlwind)  Rank: B Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Mid A taijutsu using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that not a single person can follow the user's movement, smashing his enemy with overwhelming strength.
Note: This technique has a 25% chance to shatter the target’s bones of whatever area the user strikes.
Seishun Furu Pawa (Springtime of Youth Full Power)  Rank: B Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: High The user releases a flurry of attacks on the opponent, finally kicking the victim into the air. Once airborne, the user will continue his assault before a powerful drop kick back down earth, emitting a light of "youthful" energy. The technique's name "Springtime of Youth Full Power" comes from the notion that the user's strength is augmented by their youth.
Note: The maximum number of hits, prior to sending the victim driving down into the earth, is ten. All of these hits combine to do a fairly moderate amount of damage, with the final strike being quite severe. It goes without saying that, presuming a target is not properly defended, this assault could easily render them incapable of doing battle.
Ura Renge (Reverse Lotus)  Rank: A Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: 2x High This technique is an advanced and more destructive version of the Front Lotus, which requires that at least three chakra gates be opened (in every instance in which it has been used, five gates are opened). Once enough gates are open, the user launches the target into the air and strikes them at inhuman speed before hitting them with one arm and one foot, sending the target crashing into the ground. This is usually fatal due to the speed and power behind the attack.
Note: At least three of the eight Chakra Gates must be opened in order to perform this technique. Due to the immense strain this technique places on the body, stacked with the Gates, themselves, this technique can only be used once per thread.
Asakujaku (Morning Peacock)  Rank: A Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: x3 High The Morning Peacock is a certain-kill taijutsu born from the philosophy of Goken. The principle of this taijutsu is to rapidly increase the body's abilities by opening up to and including the sixth of the Eight Gates, and then to strike the enemy down with countless punches. The technique is started by kicking the enemy into the air, which for most would be an instant kill. The user then jumps into the air in a distinctive stance and begins punching the enemy repeatedly. The speed of the punches is so fast that they are set ablaze by sheer speed and friction. This creates a peacock-like fan of flaming chakra around the opponent. Once the attack is finished, the enemy will be sent crashing back to the ground, covered with the attack's aura.
Note: Usage of this technique requires that the user be under the influence of the Sixth Gate. Furthermore, this technique is capable of attacking up to five targets simultaneously with equal lethality. Like most techniques dealing with multiple hits, presuming the first connects, the subsequent plethora of others will, as well.
Kaimon (Gate of Opening)  Rank: C Range: - Type: Supplementary Handseals: - Chakra Consumption: Mid to activate and sustain The first stage of the Eight Gates, the Gate of Opening is located in the brain, and upon activation, releases the brain's restraints, allowing full power usage of the body's muscles. Unlocking this gate allows the user to use extremely strong techniques, such as the Iron Fist's Frontal Lotus.
Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of d-rank and lower. This gate grants the user increased feats of strength, roughly x2 that of your average shinobi. Because of this increase in strength, a marginal increase in speed is also obtained (due to the muscles being able to generate more power). Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active.
Note: Accessing this and the subsequent techniques require than the user have mastered a single fighting style (all three mastery points spent within it).
Kyuumon (Gate of Rest)  Rank: B Range: - Type: Supplementary Handseals: - Chakra Consumption: Mid to activate, 2x Mid to sustain Located within the brain, the second stage of the Eight Gates, the Gate of Rest, raises stamina and assists in recovery after being weakened. By further boosting one's inner strength, they subsequently re-energize their body.
Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of c-rank and lower. This gate grants the user increased feats of strength, roughly x3 that of your average shinobi, and temporarily rejuvenates the body (1 High worth of chakra for the duration this gate is active). Because of this increase in strength, a marginal increase in speed is also obtained (due to the muscles being able to generate even more power). Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active.
Note: The user must know Kaimon, the 1st Gate.
Seimon (Gate of Life)  Rank: B Range: - Type: Supplementary Handseals: - Chakra Consumption: High to activate, 2x Mid to sustain Located within the spinal cord, the third gate, the Gate of Life, begins to prepare the body for extreme movement and muscle destruction. Enemies without refined dojutsu (any non-Uchiha or Hyuuga) have a very difficult time keeping up with the user's movements, as this gate gives off the appearance of simply vanishing and reappearing on a whim. However, the user's body is left intact for the most part, as this new level brings the user mostly benefits. A notable feature of this gate is that the user's skin suddenly begins to turn red.
Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of c-rank and lower. This gate grants the user increased feats of strength and speed, roughly x4 that of your average shinobi. Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active. During this fatigued period, the player will only be able to use taijutsu-based techniques of a-rank and below.
Note: The user must know Kyuumon, the 2nd Gate.
Shoumon (Gate of Wound)  Rank: A Range: - Type: Supplementary Handseals: - Chakra Consumption: High to activate, 2x Mid to sustain Located within the spinal cord, the fourth gate, the Gate of Wound, further's the body's destructive potential, evident by a more intense shade of red taking the user over, as well as a powerful aura that flows all around them. With this gate in effect, enemies without a refined dojutsu (any non-Uchiha or Hyuuga) have an extremely difficult time comprehending the user's movements; they're barely able to make out a blur. Furthermore, even those possessing the fabled Sharingan and Byakugan now have a high difficulty keeping track of actions executed at such a high speed. At this point, the user's muscles slowly begin to tear from use.
Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of b-rank and lower. This gate grants the user increased feats of strength and speed, roughly x5 that of your average shinobi. Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active. During this fatigued period, the player will only be able to use taijutsu-based techniques of b-rank and below.
Note: The user must know Seimon, the 3rd Gate.
Tomon (Gate of Closing)  Rank: A Range: - Type: Supplementary Handseals: - Chakra Consumption: High to activate, High to sustain Located within the abdomen, the fifth gate, the Gate of Closing, further's the body's destructive potential, evident by a more intense shade of red taking the user over, as well as a powerful aura that flows all around them. Typical shinobi simply cannot comprehend the user's movements past this point, and are often struck before they even realize what has happened. Those possessing the aforementioned dojutsu (Sharingan and Byakugan) can rarely catch a glimpse of the user's movements, though nothing more of a muddled blur and hardly coming in use for anything battle related. The environment itself takes a brutal beating from even the faintest of the user's movements, often causing massive explosions of dust and debris to spew in every which direction. This gate causes severe trauma to the user's body, as both their muscle tissue and skeletal structure are heavily damaged from the strain this gate causes.
Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of b-rank and lower. This gate grants the user increased feats of strength and speed, roughly x6 that of your average shinobi. Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active. During this fatigued period, the player will be unable to use any form of taijutsu. Once the fatigued period is finished, they will only be able to use c-ranked taijutsu and below for the remainder of the thread.
Note: The user must know Shoumon, the 4th Gate.
Keimon (Gate of Joy)  Rank: A Range: - Type: Supplementary Handseals: - Chakra Consumption: 2x High to activate, High to sustain Located within the 'stomach', the sixth gate, the Gate of Joy, further's the body's destructive potential, evident by a more intense shade of red taking the user over, as well as a powerful aura that flows all around them, causing any loose and malleable substances such as water to swirl and vortex around the user. At this point, visualizing the user (even with the aid of a dojutsu) is all but impossible while at full speeds. The user, quite literally, seems to simply vanish and appear where they wish. The free flowing chakra and life energy is almost a pleasurable feeling, the being of joyfulness. Unfortunately, the pain and damage caused to the user's body by this gate is quite extensive, nearly double that of the fifth gate.
Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of a-rank and lower. This gate grants the user increased feats of strength and speed, roughly x7 that of your average shinobi. Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active. During this fatigued period, the player will be unable to use any form of taijutsu. Once the fatigued period is finished, they will only be able to use d-ranked taijutsu and below for the remainder of the thread.
Note: The user must know Tomon, the 5th Gate.
Last Edit: Dec 28, 2012 15:41:11 GMT -8 by Akihiko
Tier One - King of the Sea: The ocean, itself, is just as much a part of the Hoshigake as their shark ancestors which bestowed upon them such fearsome, unprecedented power. This has led to many of the Hoshigake becoming masters of the suiton element. Due to this symbiotic relationship between the two, Hoshigake of this level can reduce the cost of all suiton based jutsu by one tier.
Tier Two - Blues of the Seven Seas: It is said that, though a land-walker, the Hoshigake’s true home is the ocean itself. Again, they possess an incredibly unique bond with the element, which typically grants them astounding feats in respective areas. When surrounded by large bodies of natural water (non-jutsu created), Hoshigake of this level are capable of healing all injuries twice per thread.
This does not work on absolute fatal blows (i.e if your head gets cut off and you fall into water, you won’t be healed; the same goes for if you’re cut in half). However, should the user be beaten to within an inch of their life and manage to climb into a small lake or so, they will be able to completely remove all bruises, cuts, and internal injuries through dramatically accelerated healing.This ability does not, however, replenish their chakra.
Tier Three - Bloodthirst: One of the Hoshigake’s greatest asset is their raw, unadulterated strength. Most notable through their Shark Frenzy technique, there are those who possess such a ferocious thirst for blood that they have managed to push the limits of this innate craze even further. This level of savagery is reserved solely for the purist, war-hungry Hoshigake the clan has to offer. Those who ascend to this level are capable of increasing the strength benefits of Shark Frenzy to a maximum of 600%, as well as reducing the low chakra increment needed to sustain the technique.
Suichuu Binkatsu (Underwater Alacrity)  Rank: D Range: - Type: Supplementary Handseals: 2 Chakra Consumption: Low The Hoshigaki Clan are very much used to fighting underwater, and in fact feel at home in it. This is why their whole fighting style is based upon flooding the field and then forcing the opponent to fight underwater, where the user will have the advantage. Because of their constant fighting underwater, they've learned how to move and manipulate their own bodies while submerged, making them terribly difficult opponents to match when they're in their element. This ability, once learned, allows the user to fight with grace and ease underwater, to the very point that it seems like they were fighting naturally above it.
Note: This allows the user to move at x2 the speed of your average shinobi (as if they were on ground), greatly increasing their mobility while underwater.
Chi Kaori (Blood Scent)  Rank: C Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Supplementary Handseals: 3 Chakra Consumption: Mid, Low to sustain After injuring an opponent, the Hoshigake will generally try to force an underwater fight by flooding the field or trapping someone with some other water-based techniques. By doing this, the user is capable of using their sense of smell to track the scent of the blood of the opponent, making it much more difficult to hide from them.
Note: Though this technique is based in water, it can be used without it present. The maximum range for a target in water is one mile, while the maximum range for targets out of water is fifty meters.
Same Kyouran (Shark Frenzy)  Rank: S Range: - Type: Supplementary Handseals: 6 Chakra Consumption: 2x High to cast, Low to sustain (after first stage of frenzy is achieved) Nothing is quite as frightening as a shark who has entered a frenzy. When the shark becomes enraged or maddened, it enters a state of mind that effectively forces the creature to become nerve-dead. During this time, they cannot feel any pain, and are capable of fighting with the intense need for survival. This survival mechanism allows the clan member to fight with a truly unprecedented sense of ferocity. After the frenzy, the user will become exhausted, reducing his or her ability to fight dramatically.
Note: Initiating this technique allows the user to enter a sort of 'berserk' status each time they land a strike (drawing blood) on their victim(s). Thise self-induced frenzy dramatically increases their strength, speed, agility, and endurance by 100% each strike for a maximum of 400%. Each increase slowly begins to deteriorate the user’s cognitive process, so that on the final strike (the one giving 400%) the user can no longer distinguish friend from foe. This technique cannot be deactivated once cast. While in the completed frenzy state, the use of any form of ninjutsu, genjutsu, and fuuinjutsu are prohibited. Furthermore, while in this frenzied state, the user’s pain receptors have been augmented to a profound degree; the user will feel no pain, no matter the severity (torn off limb; eviscerated, etc).
This strength buff can only be stacked with Same no Rykoku.
Same no Ryoku (Strength of the Shark)  Rank: S Range: - Type: Passive Handseals: - Chakra Consumption: - Yet another fierce factor regarding sharks is their monstrous strength, represented in this passive ability that greatly increases the clan member's brute strength (x3 that of your average shinobi). With the shark DNA sprouting within, the clan member's muscles have become greatly enhanced and are capable of performing much greater actions of lifting and overpowering the opponent.
Note: This technique does not stack with other strength increases, such as the Eight Celestial Gates.
Last Edit: Dec 28, 2012 15:42:20 GMT -8 by Akihiko