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.
Kitsuné likes to dress in style, though she rarely gets to spend any on time on fashion because of her extensive medical studies. The girl has long locks of chocolate brown hair - as a genin she chose to tie some of it up in a bun, but by the time she reached Chuunin status her hair grew longer and fell half-way down her back. She has wide, mahogany-brown eyes with a tint of amber-yellow in them, they always seem to sparkle beautifully, something many friends and allies she would meet along her journey, would recognize.
She currently wears a black shirt, which is shrouded by a long sleeved rose-pink Kimono. She struts a wide black sash around her waist, holding her kimono closed. The sash is unusually similar to the one in which her mother once wore. On her hands she wears black gloves, which she purchased years ago to protect her hands from the hard and rough obstacles they'd be punching frequently. Underneath the Kimono; Kitsuné wears black lycra shorts which only extend about 15cm past her waist. These shorts are fortunately covered by her Kimono, which falls down just past her waist, and drapes to touch the point between her thighs and her knees.
Just below her shorts, Kitsuné wears matching black boots which reach the whole way up her legs, leaving only a small bare area between where the boots and shorts meet. The tips of the boots reveal her toes, and as such this footwear is rather unusual, as it appears to be a mixture of both traditional village sandals and more unique womens boots. Kitsunés prized possesion is kept around her neck - a golden pendant given to her by her mother, Aya. The pendant always has a fantastic shine to it.
Kitsuné was a reserved young girl with few friends - indeed her most dominant trait was her lack of social ability, and as such she often felt rather lonely during her early years in the academy. Throughout her academic life, she felt as no one wanted her, even her own father expressed no desire to love a daughter with no outstanding talent in anything. Kitsuné's mother; Aya, often reminded her that such ways of thinking were ridiculous and untrue, which almost always cheered the young girl up. . but those feelings never truly went away.
Eventually, during her fourth and final year at the academy, Kitsuné felt as though she was finally fitting in, people were talking to her more (if only slightly more), and she was even getting invited out to birthday parties and social events.
On one grueling day, she would be invited to Mayuris birthday - a slumber party, filled with balloons and cake, and games like pass the parcel. Or at least, that's what poor little Kitsunéthought the party was going to be like. She most certainly did not expect to have been egged the minute she knocked on the door. The children laughed at her as she stood drenched in the yolk of dozens of eggs, the girl quickly realized her social standing had hardly improved at all, and her confidence took another major blow.
She ran home in an upset and frantic fit, urging to jump into her mothers arms as she usually did on days that went wrong (which occurred often). She ran through the wooden doors of her house, tears streaming down her pale cheeks and dripping onto the cold wooden floor. However, she heard the voices of her parents, they were loud and aggressive - it appeared that they were arguing. What was going on? What had happened ?
One step at a time, she made her way towards the kitchen, where her parents rowed relentlessly. With a quick sweep of her arm, the door slid open, and it was there and then she was thrown into a state of brief shock. Stood before her minute, innocent frame, was her tall, slim father, who wielded a sharpened glass bottle, with black liquids still dropping from the many jagged protrusions which encompassed it. As a smirk took control of his visuals, he aimed his weapon at his own flesh and blood, his own daughter had been targeted. His arm swung backwards, and then launched forwards - heading right towards her cutely sized neck--
s p l a t t e r
Standing before the little girl stood Aya, who ensured the protection of her daughter right until the very last moment. Having been impaled in the stomach with such a sharp weapon, her time would end soon, just as she ended her drunk husbands life with a senbon through the skull.
Huge masses of blood escaped the womans mouth, and as she tried to talk it only escaped at a faster rate. The girl's eyes were now flooding with tears, she knew the worst was yet to come - her father had always been aggressive, but never to this extent. " Mother...are you..going to-" A touch of emotion came to her mothers eye- " Kitsuné. . this pendant, take it from me . . and hold it close to your heart " Aya ripped the pendant from her neck using whatever strength she could muster up, and placed it into the cupped palms of her daughter, which were abnormally hotter than her own.
On that day, Kitsuné swore to never be useless again, and worked for years trying to hone her medical skills, as to ensure she never had to sit through such horrific experiences again. However, the promise she made to herself was continually broken, as all three members of her genin team were killed before her - leaving her emotionally scarred. Although ten years later, she managed to move on from mourning her losses, and while her confidence in her abilities has grown, she is still shaken at the concept of losing someone dear to her.
Kitsuné is a strong willed person, she has firm beliefs in fair treatment and equality of all, and from her fierce loyalty of Konoha, she has developed an equally as strong belief in thewill of fire, which has been passed through leaf's generations for decades. As a medical shinobi, she is remarkably level headed and analytic, both in and outside of combat, her intelligence was frequently referred to as her most prominent talent during her early years as a shinobi.
Coming from a family of good values, she was taught to be polite and mannerly, though she isn't above abandoning such traits when she feels insulted or enraged. Indeed, she has a foul temper when in a bad mood. Although this makes her undisputably threatening in combat, it also makes her rash, for she often rushes into confrontation head-first without having properly assessed the situation, which is something she is trained not to do as a medic. Not only that, but while in a rage she inflicts devastating damage to the surrounding area, meaning everyone; friend or enemy, is at risk when she throws herself into such a fit of rage.
Her interests lie in medical ninjutsu and study of anatomy, hoping that if she masters all forms of powerful healing abilities, she will be of use to her friends and loved ones in life or death situations. She isn’t overly keen at the thought of training, but does what she can to improve.
Her general curiosity is very apparent, even if one had only just met her. As someone who is always keen know the little details, and ins and outs of almost everything, she can be highly talkative, loud and even outspoken.
Description: A butterfly knife a essentially a folding pocket knife with two handles counter-rotating around the tang such that, when closed, the blade is concealed within grooves in the handles. With a single flick of the wrist, the user can bring the blade out in a flipping or fanning motion.
Cost: 5,000 Ryo
Type: Primary / Blunt / Melee
Description: This giant hammer comes in many variations, and although each owner is different in terms of how they treat their hammer, one thing is certain - it takes monstrous strength to wield such a thing! With a handle roughly four feet long and a head the same length in diameter, these types of weapons are not to be taken lightly.
Cost: 5,000 Ryo
Brass Knuckle Duster
Type: Primary / Fist / Melee
Description: In brass or steel, knuckle dusters are a typical civillian weapon that are easy to hide and very effective in close quarters. Placed over the fingers, these heavy connected rings fit just under the knuckles and allow regular punches to be a force to reckon with. They come in reinforced brass, bladed, and with spiked variations.
Cost: 5,000 Ryo
Special: Adds additional "B" ranked damage to certain techniques. When used without combination technique, damage is solely B-Ranked per connected strike. User must know "Line walk" in order for heels to be used correctly. Otherwise; tripping, falling over and twisting or breaking ankles can be a risk!
Description: Adopted by Kunoichi and fashionable males, Supaiku Hi-ru are heeled shoes and come in a variety of different styles and colours. Bearing such pointy heels, they prove useful in combat for those trained in battling whilst wearing them, and can deal bonus damage on top of any connected hand-to-hand techniques which deal with foot-related attacks! Of course- wearing these not only makes you look like a queen, it also makes you walk like one, allowing you to strut in to battle and use these heels to their extent. This means that you can puncture, stab, bruise and tear at people using the heel on top of existing damage, if you use them wisely enough. How fabulous! This means you can look gorgeous and be deadly at the same time!
Cost: 50,000 Ryo.
★ ii. secondary weapons★
Type: Tool / Area of Effect
Range: 0 - 5 meters
Special: 10 per pack
Description: The exploding note is a piece of parchment paper infused with special chakra, layered over with a special script on it that serves to enable and facilitate its explosive properties. Its execution is simple - the ninja can attach the note to another object such as a kunai or log, and upon activation, the note is set and begins either a slow countdown burn, which eventually results in a large explosion, or the explosion in itself upon command.
Cost: 500 per Pack
Giant Shuriken x1
Type: Secondary / Ranged
Special: 1 per Pack.
Description: Although there is nothing special about these enlarged creation, they are nonetheless deadly. These large shuriken are hurled by the user at an opponent, as their large size increases the damage they inflict on the target as they fly through the air and gain momentum.
Cost: 500 Ryo per Pack
Shuriken (Ninja Star) x1
Type: Secondary / Ranged
Special: 5 per Pack.
Description: A shuriken, like kunai, is one of the more basic weapons employed by ninja of all classes. They are sharpened, four-pronged metal stars, no more than a few inches long, and are extremely useful for throwing. Although small, they can be used to distract, or, if accurate enough, to kill. They have an open circle in the center, used for grabbing with a finger, to avoid cutting oneself, or to put thread through. The circle is also a benefit in aerodynamics, as it ensures more accurate trajectories.
Cost: 100 Ryo per Pack
Senbon (Throwing Needles) x2
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
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
★ iii. accessories★
Kusuribin (Vial Case)
Type: Medical Accessory.
Special: Case can hold up to 5 vials any given time. Each case takes up one (1) accessory slot. Finally, when a filled vial is secured and locked within a case, its current decay stops, as the vial is properly maintained within the confines of the case.
Description: This small case, resembling a perfect square and measuring no more than twelve inches on all sides, holds vials in securely through several straps and locks, so that the vials are kept in place perfectly at all times during travel. The inside of the case is made of a very soft black material, with internal cut-out shapes of each vial for maximum holding capacity. When locked, it is secured by two latches on either side of a small carrying handle in the middle of the case.
Cost: 40,000 Ryo.
Iryo Sakuka (Organic Preservation Vial) x2
Type: Medical Accessory.
Special: Vials are designed to hold blood, and carry a one-time use needle which springs out of the bottom and lets it be filled; once the vial is filled, the flow automatically stops and the vial and the needle detach. Each vial can hold roughly 5% of a human body's entire current blood supply. Without this, blood belonging to a Player Character can only last the thread in which the victim died before it loses its effectiveness for transplanting purposes. Blood in a vial lasts a total of 25 consecutive IC posts, starting right after the part is secured in the vial, before it begins to decay and loses its integrity. Each vial takes up half (1/2) an accessory slot.
Description: A metallic and glass vial approximately 5 inches long, it protects a crystalline test tube ideal for holding small body parts, such as eyes, ears, noses, fingers, etc. Once secured, the capsule auto-fills with a small preservation fluid, keeping whatever is within in mint condition until it is ready for its use. Used primarily to hold a specific amount of blood for certain medical procedures.
Cost: 2,000 Ryo.
Inrou (Pill Box)
Type: Medical Item.
Special: Pill box can hold up to 5 pills of any kind at any given time, and takes up one (1) accessory slot.
Description: A simple yet vital item for those wishing to properly store their pills, this pillbox attaches to the user's belt, allowing for quick access and switching of various different pills. Excellent when in the heat of battle, or in the middle of a complex medical procedure.
Cost: 35,000 Ryo.
Zoketsugan (Blood Increasing Pill)
Type: Medical Item.
Special: Only one pill may be used per thread, otherwise the user will mass produce blood, which causes serious blood pressure and heart failure, meaning death. Only to be used if the user has lost more than 50% of their blood. This pill allows the user to fight with a major injury such as loss of limb or internal bleeding for an amount of turns equal to the time from when the user was injured to the time they took the pill. However, afterwards the user will faint. Each pill takes up one (1) pack slot.
Description: The Blood Increasing Pill (増血丸, Zōketsugan) is a pill used by ninja to speed up the formation and increase of blood in the body. After having lost a significant amount of blood in battle, a ninja can use this pill to replenish the blood, so they can keep on fighting.
→ dedicating their lives to the medical arts, the user has refined the method of chakra control. as a result of this, the cost of all chakra related techniques (souin included) have been reduced by a single tier.
tier two mastery - brilliantly efficient
→ taking the practice of chakra control even further, the user has learned to mitigate all additional chakra costs from "sustained" techniques. techniques retain their original costs, but will not cost more than this amount regardless of the number of times it has been upgraded.
tier three mastery - extensive surgery
→ after spending so many years tending to the sick and curing illness, a medic adopts other unique skills – namely, the ability to transplant and perform low and high risk surgeries. with this, the user is capable of transplanting organs; they can also implant foreign DNA into a subject (this is the only surgery that has a high chance of failure, resulting in the subject’s death and destruction of the sample); they can even attach limbs to other bodies.
Shousen no Jutsu (Mystical Hand Technique) 50 Rank: C Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: Mid Shousen Jutsu is one of the most fundamental yet vital Medical Ninjutsu techniques utilized by medical ninja. This technique allows the ninja to heal wounds by focusing their own chakra to their hands, creating a special chakra designed to speed up the body's natural healing process exponentially. The chakra is represented by a faint glow around each of the user's hands, a perfect circle formed around the appendage, with the glow itself letting off a faint, blue hue. Note: This technique is capable of healing a small or moderate amount quickly, such as a single injured appendage, (in the time of one post) after damage has been received. However, larger scales of damage require more extensive periods of time (for a maximum of three posts). The level of “damage” sustained should be judged to the best of your capabilities, and if needed, confirmed by a Moderator. It should also be noted that the healing effect of this technique can only be facilitated through the hands.
Chakra no Mesu (Chakra Scalpel) 50 Rank: C Range: Close (0m ~ 5m) Type: Offensive Handseals: 3 Chakra Consumption: Mid to cast, Low to sustain Chakra no Mesu is a special Ninjutsu technique used by medical ninjas. After forming the needed handseals, the medic will focus chakra to their hands, creating a distinct, colored hue of chakra. When their charged hands reach the body of their target, they can extend the chakra internally into the targets body to cut and neatly slice their muscles and blood vessels without harming the surface skin. This technique can be used in battle, but because of its hectic nature, the fine precision required for an instant kill is not feasible. Damage can still be done to the vital organs, but the technique should be used carefully in battle. Developed for surgery, it has since taken a unique aspect in battle. Note: The damage inflicted by this technique is enough to severely injure internal organs and slice muscles for 50% reduction in functionality. Internal bleeding is somewhat steep near the more primary organs, and will result in the death of the victim in ten posts if no treated.
Saikan Chuushutsu no Jutsu (Fine Affliction Extraction) 50 Rank: C Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: Mid Saikan Chuushutsu no Jutsu is a skill used by medical ninja to remove harmful poisons from a patient's body. The ninja will infuse their chakra into liquid bubble, which they will insert into the patient transdermally. Targeting the liver and kidneys, the medic can filter the patient’s blood rapidly, filling the bubble with the dangerous toxins which can be discarded once the procedure is complete.
Ranshinshou (Chaotic Mental Collison) 100 Rank: B Range: Close (0m ~ 5m) Type: Offensive Handseals: 2 Chakra Consumption: High Ranshinshou is an advanced Medical Ninjutsu technique that allows for the severe disruption of the medic's victims. Changing the chakra in their hand into an odd electric-like pulse, the medic successfully mimics and creates an electric field to disrupt their targets nervous system. Because the brain and body communicate using electrical impulses, the medic uses the field to disrupt their targets ability to move. What results in commands to move one body part being relayed to another, making it near impossible for them to move. Note: This technique essentially renders the victim incapable of properly moving (you’re essentially just a flailing ball of limbs whenever you try to move) for a total of three posts.
Chakra Ijou (Chakra Transfer) 50 Rank: C Range: Close (0m ~ 5m) Type: Supplementary Handseals: 5 Chakra Consumption: Low - Massive Chakra Exhaustion is a dangerous thing for shinobi to have to face. Medical Ninja developed a way to fix that problem. By touching the center of the patient's chest with both hands, the user is capable of sending chakra directly into the patient's chakra circulatory system, allowing the system to process the chakra and receive it as if the chakra were the person's own. While the user maintains their touch on the patient's body, the amount of chakra per turn varies on the user’s will.
In’yu Shoumetsu (Yin Healing Wound Destruction) 150 Rank: A Range: Close (0m ~ 5m) Type: Defensive Handseals: - Chakra Consumption: Low – Massive By anticipating damage, the user is capable of filling an area with healing chakra before taking a hit; in other words, they can begin the healing process for a wound before actually receiving it. When the wound finally does occur, the advanced healing process rapidly regenerates the flesh of the wounded area, healing it before the eyes of the user and the opponent; this results in an almost instant-healing of wounds. The larger and more complex the wound is, however, the more chakra is needed to heal it. Note: The chakra cost is equivalent to the technique being countered. The user must be able to see the attack coming and have enough time to prepare in order for this technique to be effective. Techniques with high-impact capabilities will still cause a severe amount of internal injury.
Sosei no Jutsu (Resuscitation Technique) 100 Rank: B Range: Close (0m ~ 5m) Type: Supplementary Handseals: 10 Chakra Consumption: High A tricky Medical Ninjutsu that has, nonetheless, saved many lives, Sosei no Jutsu works by channeling chakra directly to the heart of the patient, causing it to beat. This chakra disregards numbing effects, since the chakra causes the heart to beat against its' own will. Aside from that, when a person dies, their brain stays active from one to ten minutes before perishing. If the heart can be restarted, then the patient can be saved. With a two-person medical team, one Ninja may perform this technique while the other focuses upon treating the symptoms of death. If worked correctly, a patient who would otherwise be dead may be saved and, potentially, be brought back to life. If the brain has already ceased activity, then this technique will not work. Note: This technique must be used within three posts of the user’s heart ceasing to beat.
Doku Kiri (Poison Mist Technique) 100 Rank: B Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 5 Chakra Consumption: High Ninpou: Doku Kiri is an advanced Medical Ninjutsu technique utilized by skilled medics. After the needed handseals, the medic inhales briefly before expelling a dense cloud of purple poisonous gas from their mouth at high speeds (in a 10x10 meter area in front of them). This poison serves as a very potent paralytic (capable of stunning a victim for two posts). This can serve as cover to escape and as an offensive technique against their opponent, or as a trap when luring opponents your way. Note: The user is affected by this mist.
Naite no Jutsu (Dead Hands Technique) 100 Rank: B Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: 2x Mid; 2x High (optional) Although most Medical Shinobi utilize this technique for combat, Naite no Jutsu may also be used to help the user combat things like cancerous growths by simply killing the cancerous cells. While active, the user is capable of causing massive cellular destruction of an area of one inch per second per rank of the technique. The chakra is represented by a faint glow around each of the user's hands, a perfect circle formed around the appendage, with the glow itself letting off a faint, black hue. Note: This technique works in the opposite manner as Shousen no Jutsu. Immediately touching an area can result in “killing” the appendage and thusly making it unable to be used. However, charging this ability (for a maximum of three posts and offering 2x High) can provide the user will a one-hit kill, regardless of where they touch the victim.
Nai Ningen (Dead Human) 150 Rank: A Range: - Type: Supplementary Handseals: 15 Chakra Consumption: 3x High to cast, Low to sustain A powerful Medical Ninjutsu that forces the target into a deep sleep. While within this sleep, their bodily functions are reduced to the bare minimum necessarily to keep an individual alive. The smallest sliver of a heartbeat, the shortest intake of breath, all are reduced to the point that it is nearly impossible to tell that the one suffering from the technique is actually alive at all. Such is the case that, when the technique is performed, only those who have a mastery over the Medical Arts will be capable of telling if the afflicted target is alive. Note: In order to bring a patient out of this state, a medic (any medic will do) will need to perform this same technique.
Shikon no Jutsu (Dead Soul Technique) 150 Rank: A Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Supplementary Handseals: 10 Chakra Consumption: 2x High Shikon no Jutsu is an advanced Medical Ninjutsu technique that uses a dead body to create the illusion of another living person. The medic can either animate a normal dead person, or alter the appearance of the dead person to resemble another. To do the second version, the ninja first changes the appearance of the dead body to resemble the person to be portrayed. Then using this jutsu they make the heart beat again, allowing them to control the actions of the dead body. Note: This reanimated body can only move a maximum of fifty meters away from the user.
Chikatsu Saisei no Jutsu (Healing Resuscitation Regeneration) 300 Rank: S Range: Close (0m ~ 5m) Type: Supplementary Handseals: 30 Chakra Consumption: Massive Chikatsu Saisei is an advanced medical Ninjutsu technique. The technique allows the medical ninja to use the hair, or any other body part of the one injured as a medium to reconstruct damaged body tissue. The extent of the damage will control how difficult and long the procedure is. The injured person will be placed in the center of a square marked with rites for the procedure. One medical ninja will sit at each corner to provide precise chakra control to help in the cell conversion process. Another medical ninja will sit at the lead to guide the process. Due to its lengthy nature, the medics must remain uninterrupted or the technique will fail.
Note: By default, it takes one medic 5 turns for healing to be completed, plus 1 turn to prepare the seal. For each PC medic that knows this jutsu and assists in healing, the turn maximum goes down by one; procedure can never go less than a full turn. Able to fix almost any wound, as long as the target is still alive. PC medics can choose to split the chakra cost.
→ as a more combat experienced medic, shinobi with this mastery are incredibly more agile than your typical shinobi. because of this, the user moves at x1.5 the speed of your typical shinobi.
tier two mastery - herculean might
→ with refined chakra precision comes a greater force from it’s release. from this, the user has effectively learned to double the effects of all Souin based jutsu (including the damage done to the surroundings, such as craters and the like).
tier three mastery - yin seal compression
→ at this level, the chakra precision is so great that the user can gather chakra into a singular point on their body. small partitions of chakra are stored over a long period of time to a degree that the medic will not feel the drain. the user will gain one Infuin stack for every two IC posts they make. stacks are consumed by activating the seal with the proper techniques, listed below.
Chakra no Iko (Chakra Strength Gathering) 300 Rank: S Range: - Type: Supplementary Handseals: - Chakra Consumption: - The basics behind the Chakra Strength lies in gathering one's chakra at a fine point in their body while performing quick, volatile movements so that their strength is enhanced. By molding their chakra at the desired appendage, it glows a unique color, representing the presence of Chakra Strength. Users of this style should not be taken lightly. Note: This technique serves as the basis for all Souin related techniques.
Oukashou (Cherry Blossom Collision) 50 Rank: C Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Mid Basic yet lethal, an immense amount of chakra is kneaded inside the body, and a moment later all of it it is gathered into the fist. That chakra is then released into the target, which does a great amount of damage. This technique can easily break multiple bones with a direct hit.
Katainigiri (Giant’s Grip) 150 Rank: A Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: High to cast, Low to sustain With a steady stream of precise chakra fed to their muscles, the medic is capable of a sudden boost to their lifting and throwing ability. Masters of this technique have been rumored to be capable of lifting and throwing large trees, boulders, and even buildings. Note: The user has a x15 lifting capacity, and can toss whatever object they are hold up to twenty-five meters away.
]Kongouriki (Golden Thunder Power) 50 Rank: C Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Mid The Golden Thunder Power comes in the form of any powered up punch or kick with enough chakra behind it to send the victim behind the strike flying (up to a maximum of five meters) even if blocked. Such a strike often results in added injury from the forced flight, as well as the strike itself.
Tsuuten Kyaku (Bruising Sky Leg) 100 Rank: B Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: High Using the monstrous strength gathered from their fine turned chakra, the medic will raise their leg in a high arc, and bring it thundering down causing massive damage to whatever it impacts, creating a ten meter crater in diameter. If one of these kicks or strikes were to connect, they would kill a normal ninja. Note: By jumping in the air prior to bringing their leg down, the user can increase the diameter of the crater to twenty meters.
Okami no Sora (Rising Sky Emperor) 150 Rank: B Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Supplementary Handseals: - Chakra Consumption: Mid Yet another versatile aspect of the Medic's Chakura no Iko style is their ability to produce fine amounts of chakra, at once, for destructive reasons. In this case, the medic sends a healthy wave of chakra at their feet, initiating an explosion that allows them an impressive forward leap (up to twenty-five meters). As they land, another chakra burst serves to cushion their landing, as the area around is slightly destroyed (in a five meter radius) by the sudden displacement of one's chakra to soften the landing.
Sangaiheki (Havoc Break) 100 Rank: B Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Supplementary Handseals: - Chakra Consumption: Mid Utilizing their chakra-imbued strength, the Souin practitioner bends down, thrusting their hands into the ground. They grip at the earth and pull, ripping the ground from its confines (a chunk no larger than ten meters in diameter). This force extends ahead, like an upwards tidal wave, causing anyone standing on the area to be sent flying into the air. Can also be used defensively, if the earth is pulled up to block most attacks. Offensively, this technique is limited, as it cannot lift opponents into the air very forcefully--most of the chakra-imbued strength is utilized to rip the earth out, and not to hurdle enemies into the air. In general, it is used as a disruption more than anything; most shinobi will be able to land safely even after being flung by the earth.
Infuin Kai: Sozo Saisei (Yin Seal Release: Creation Rebirth) 300 Rank: S Range: - Type: Defensive Handseals: 5 Chakra Consumption: 50 stacks of Infuin stored chakra After forming hand seals, the user releases a massive amount of chakra stored within their Infuin seal. Upon activation, the seal will spread out a few inches and begin to deliver a tremendous dose of healing energy to the user’s entire body in order to regenerate their bodies to peak fighting condition without expending any of their natural chakra pool. The seal will then begin to deliver a constant and massive dose of healing energy to the user’s entire body (for 20 packs of Infuin chakra per turn), allowing them to shrug off amputation, impaling, and other massive blows that would otherwise kill any other shinobi. In essence, the user becomes nearly invincible for the duration of this technique, with the rare exception of a few modes of death like decapitation, extreme cranial trauma, or suffocation. Note: This ability requires the Souin Tier 3 Mastery.
Infuin Kai: Ame-no-Ukihashi (Yin Seal Release: Floating Bridge to Heaven) 300 Rank: S Range: Offensive Type: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Handseals: 12 Chakra Consumption: 100 packs of Infuin chakra Considered the ultimate Souin attack, Ame no Ukihashi unleashes the full might of the user’s stored chakra in one glorious assault. Well beyond a “finishing move,” this punch carries with it the power to decimate anything and everything in its path. Whether it be the side of a mountain or an enemy unfortunate enough to be caught in the user’s path, Ame no Ukihashi promises to deliver the most catastrophic and deadly results a medic could hope to produce.
Note: After activating the seal, the user fills their fist with an enormous amount of stockpiled chakra, which takes 1 turn to complete. After charging, the user punches with all their might, releasing all of the pent up energy in a single attack. The shockwave of damage stretches out 50 meters from the point of impact, decimating everything in its path and capable of leveling forests, cities, and virtually anything else in its path. The infuin chakra protects the user from being harmed by their own technique, as this technique travels at an alarmingly fast pace, and fills an area determined by the users attack. This technique, if used on a living creature, would easily kill the target on contact (if struck in the chest or head); it also carries enough force to effortlessly severe limbs clean from the body. This punch can also pierce a-rank barriers and below.
Kuchiyose no Jutsu (Summoning Technique)700 Rank: C Range: Close (0m ~ 5m) Type: Supplementary Handseals: 3 Chakra Consumption: Low - Massive A powerful jutsu intended to call forth aid when in dire need, Kuchiyose allows a ninja to summon a a variety of entities and items meant to assist them in a dire situation. From people to animals, to inanimate objects such as weapons and items, these creations come forth out of thin air near-instantly after the seals are done and into the battlefield. Keep in mind each summoning in question requires a previous contract to be filled out. Finally, signing this contract also allows said summoning to be able to reverse summon the human ninja to their own location. Note: All summons have their own chakra cost, which the user will need to meet in order to bring them forth. In terms of inanimate objects, the user can summon up to ten secondary weapons for a Low amount of chakra (per summoning); on the other hand, they may summon up to five primary weapons for a Mid amount of chakra (per summoning).