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.
ø secondaries- Twenty-six exploding notes [Twenty-one scrolled] Sixty feet of ninja wire [All scrolled] One retractable wrist blade
Two hundred and one shuriken [One hundred and eighty five scrolled] Ten exploding pouches [Five scrolled] Two kunai grenades [All scrolled] Two kunai blades [All scrolled[ Four giant shuriken [All scrolled] 100 ground spikes [All scrolled] Four chain wind staffs [All scrolled] Four light bombs [Three scrolled] Forty kunai [Thirty scrolled] One demon claw
Forty feet of chain installed One liquid socket installed Paralytic poison installed within liquid socket
ø items- Basic Radio Ankle Weights Paralytic Poison
Kawarimi no Jutsu (Body Replacement Technique) Rank: E Type: Supplementary / Ninjutsu Range: 0 - 5 meters Handseals: No Chakra: Low Special: Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects that range from equal in size to as small as half their size. Cannot switch with other living people or animals. Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log) the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise. Domain: Academy Ninjutsu.
Henge no Jutsu (Transformation Technique) Rank: E Type: Supplementary / Ninjutsu Range: 0 - 5 meters Handseals: Yes Chakra: Low Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained. Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents. Domain: Academy Ninjutsu.
Bunshin no Jutsu (Clone Technique) Rank: E Type: Supplementary / Ninjutsu Range: 0 - 5 meters Handseals: Yes. Chakra: Low Special: Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained. Description: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse. Domain: Academy Ninjutsu
Kakuremino no Jutsu (Magic Cloak of Invisibility Technique) Rank: E Type: Supplementary / Ninjutsu Range: 0 - 5 meters Handseals: No Chakra: Low Special: No other technique may be used while creeping. Invisible to the naked eye, but doujutsu and extra-sensorial skill will easily "see through" this technique. Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background. Domain: Academy Ninjutsu
Nawanuke no Jutsu (Escaping Skill) Rank: E Type: Supplementary / Ninjutsu Range: 0 - 5 meters Handseals: No. Chakra: Low Special: Ineffective against complex, electronic, or unique binds. Description: Nawanuke no Jutsu is a very basic Ninjutsu technique that allows a ninja to escape from regular rope binds. Domain: Academy Ninjutsu
Kinobori no Waza (Act of Tree Climbing) Rank: E Type: Supplementary. Range: - Handseals: - Chakra: Low to cast, free to sustain. Special: - Description: Kinobori no Waza, the art of tree climbing serves a dual purpose. Taking part in Kinobori Shugyou (Tree Climbing Training) helps a ninja learn how to focus their chakra. It also teaches the ninja how to run up trees and walk on vertical walls. The training helps the ninja learn how to focus just the right amount of chakra to a particular part of their body. The amount needed to climb is small but it must be precise. The feet are regarded as the hardest location to master chakra focusing. So by gaining the art of this skill, the ninja will have any jutsu available (theoretically) because they will be able to focus their chakra as needed. Domain: Academy Ninjutsu.
Suimen Hokou no Waza (Act of Water Surface Walking) Rank: E Type: Supplementary. Range: - Handseals: - Chakra: Low to cast, free to sustain. Special: - Description: A variation on the Kinobori no Waza (Act of Tree Climbing), the art of water surface walking allows a ninja to walk on water as if it was a solid surface. Focusing an even amount of chakra out of the soles of their feet, they can balance themselves on the very surface of the water. Domain: Academy Ninjutsu.
Kekkai • Tengai Houjin (Barrier • Dome Method Formation) Rank: D, C, B, A, S Type: Defensive. Range: 0 - 50 meters. Handseals: 7. Chakra: D - Low, C - Mid, B - Mid, A - High, S - x2 High. Special: D-rank is 10 meters, and each rank increases by 10. Must be standing still in order to use. Description: Kekkai • Tengai Houjin is a Ninjutsu technique named a barrier jutsu due to the field of chakra that it disperses around. After having their hands come together, the user can extend a sensory barrier to detect the movements of a hidden foe. Should the field touch their opponent, the user will know their position immediately. Domain: Universal Ninjutsu.
Kage Bunshin no Jutsu (Shadow Clone Technique) Rank: B Type: Supplementary. Range: 0 - 5 meters. Handseals: 1. Chakra: Halves the user's chakra. Special: When first learned, a single Shadow Clone can be produced. Each time re-learned, one additional clone can be made, for a maximum of 5. Please remember that regardless of the amount of clones made, the chakra is still divided evenly amongst all bodies. However, when a clone is defeated or chooses to disappear, whatever remaining chakra within their bodies, as well as their knowledge, returns to the user. The only exception is 'Bunshin Bakuha', which sacrifices the chakra return for a grand explosion. This technique can only be learned by Jounin ranked shinobi; no exceptions! Description: Kage Bunshin is an advanced, forbidden Ninjutsu technique, which grants the user the ability to create a tangible clone. The normal Bunshin technique creates a copy of the ninja that lacks any substance. However, Kage Bunshin distributes the ninja's chakra evenly among the clones and creates a real copy with form and substance, to the point the clone can utilize any jutsu the original ninja knows, and spawns with any equipment the user has one them at the time of the summoning. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones. Domain: Universal Ninjutsu.
Hien (Flying Swallow) Rank: B. Type: Offensive. Range: 1 foot extension. Chakra: High to cast, Mid to sustain. Special: Extends the blade of any bladed weapon through chakra by a maximum of twelve inches. Description: By consciously feeding their chakra into any bladed weapon, the user will manage to extend the length of the weapon by providing an extra extension of visible chakra. This creation will yield an extremely sharp edge that functions like the normal blade itself. By seeing only the user's bladed weaponry, the opponent may miss the Hien and misjudge how far they need to move to avoid an incoming strike. As a result, even if they manage to avoid the metal portion of the blade, the chakra portion may cut into them as well. Domain: Universal Taijutsu.
Tier One – Kenpou Tenshin: Also known as Forward Turning, those who have mastered the Hitenryuu style to this degree have learned to further exploit their opponents via the simplistic Tenshin technique. With this mastery, the user performs their Tenshin with such speed and precision that they may immediately follow-up with the Rekkaken (Blazing Fist) technique.
Tier Two – Hiken: It is no secret that the Hitenryuu is widely reknowned for its Nintaijutsu arts, combining the Katon element with a slew of its techniques. However, there are several masters who have learned to ignite every technique in their arsenal with their fiery, blazing chakra. For an increment of one Mid worth of chakra, the user can engulf all of their Hitenryuu attacks in a fiery sheath that deals a moderate amount of extra burn damage (comparable to third degree burns).
Tier Three – Sentou Shouten: Regarded as the Pinnacle of Focus, this level of mastery represents the user’s dedication to their mind and body under the philosophy of, “The limitations you feel are all in your head; ignore them!” By pushing their body to its true limits, the user has learned to tap into the true potential of their Shouten Batsu, increasing the techniques capable of being absorbed to A-rank and by eliminating the restriction of using it while in their danger zone and the bonus critical damage that would be applied if they were to try. However, this does not eliminate the fact that the accumulative damage will still befall the user if they are hit by any form of an attack while using Shouten Batsu in their danger zone. Likewise, the duration of their danger zone will stack, increasing with each technique absorbed.
Tenshin (Turning) Rank: D Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: Low
A simple technique used moreso for positioning, the user simply hooks their leg around an opponents and then proceeds to roll over their back and shoulders to the other side. If done quickly and effectively, the user can position their opponent for a timely follow-up assault. Unfortunately, the user cannot attack while using this technique.
Rekkaken (Blazing Fist) Rank: C Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Mid
The signature ability of the Hitenryuu, this ability involves delivering three very quick, powerful strikes to the opponent’s torso region. Each strike carries more force than the next, with the third knocking the opponent clean off their feet up to a maximum of two meters.
Note: Like most techniques involving multiple strikes, should the first hit, the subsequent two will as well.
Rekkuyaku (Air Tearing Kick) Rank: C Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Mid
A simple technique, though dealing with advanced movements, this is one of the Hitenryuu’s premiere ways of closing moderate amounts of distance rather quickly. By quickly pooling chakra in the soles of their feet and then jumping, the user can launch themselves toward their opponent with a flying kick, which then is linked into a front flip kick after striking the opponent with the original assault for a total of three dazzling strikes.
Note: Like most techniques involving multiple strikes, should the first hit, the subsequent two will as well.
Shienkyaku (Kindling Blaze Kick) Rank: B Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: High
One of the more advanced Hitenryuu techniques; this involves incorporating the Katon element into their basic Taijutsu. After focusing a large portion of chakra into their foot, the user then revolves it around their body while leaping upwards and kicking vertically. This motion is done with such speed that the chakra within erupts outward, igniting the leg in question in a sheath of fire that can deal severe damage to chose caught in its path.
Note: The user must possess the Katon Element in order to achieve the full effect of this technique. Otherwise, the user will simply perform a spiraling vertical kick. The flames from this kick are not fatal; however, they can deal a fairly great deal of additional damage (3rd degree burns) on victims.
Rekkashinken (True Blazing Fists) Rank: A Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: 2x High
The more advanced and empowered version of the Rekkaken, this technique adds two additional punches to the Rekkaken combination. However, the chakra infused within the punches throughout the entire course of the assault raise the power of each blow by a substantial degree. This technique possesses the ability to easily shatter multiple ribs, and the knock-back has been increased to three meters rather than two.
Note: Like most techniques involving multiple strikes, should the first hit, the subsequent four will.
Shien Renkyaku (True Kindling Blaze Kick) Rank: A Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: 2x High
The more advanced version of the Kindling Blaze Kick, this technique increases the dosage of chakra fed into the desired foot and thereby dramatically increases its destructive power. At this level, the flames engulfing the user’s legs becomes so hot that it varies between shades of blue and white (opposed to the red and orange). Furthermore, rather than a single kick, the spiraling rotating force allows for a maximum of four consecutive hits. This much damage is, without a doubt, fatal to any who might fail victim to it.
Note: This technique requires the user to have the Katon element, otherwise this will simply function as a four-hit kick. Like most techniques involving multiple strikes, should the first hit, the subsequent three will.
Ryuu Yassai (Imperial Heavy Rotation) Rank: A Range: Close (0m ~ 5m0 Type: Offensive Handseals: - Chakra Consumption: High
One of the stronger combination maneuvers of the Hitenryuu, this technique involves a series of two punches and a leaping kick. First, the user will strike their opponent with a flaming punch aimed toward their torso; upon connecting, they will then uppercut their opponent into the air. Finishing this circuit, the user will then leap forward and, with their leg that has been engulfed by a sheath of flame, kick their opponent clean across the face.
Note: This technique requires the user to have the Katon element; otherwise this will simply function as a three-hit combo. Like most techniques involving multiple strikes, should the first hit, the subsequent three will.
Shouten Batsu (Focus Attack) Rank: S Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: Low – Massive
This is a truly versatile technique involving the user’s raw chakra that the user can employ into almost any situation. By coating themselves in a layer of chakra, almost like a second skin, the user can effectively “absorb” a single attack (regardless of whether it is Ninjutsu or Taijutsu). Using this method, then can then deliver a single blow by redirecting the force and chakra of the previously assimilated technique immediately after (this punch or kick must be your next attack in order to facilitate this bonus damage). However, the user does not necessarily have to attack, and then can simply use it to absorb assaults and safely position themselves elsewhere.
Note: This attack can absorb the force or nature of any Taijutsu or Ninjutsu of B-rank and below, effectively neutralizing it and then immediately turning it (the sheer power) back on the opponent in a single strike. However, absorbing the force of these techniques comes with a risk. Each rank of a technique comes with its own “danger zone” duration, which is a point in time that should the user be struck by any form of an attack, they will suffer the full damage of the technique they previous absorbed on top of the strike in question.
D-rank Techniques: The duration of the user’s danger zone is one post after an attack has been absorbed. C-rank Techniques: The duration of the user’s danger zone is two posts after an attack has been absorbed. B-rank Techniques: The duration of the user’s danger zone is three posts after an attack has been absorbed.
It should be noted that a user is incapable of using this technique while their danger zone is active. Attempting to do so while it is will result in the accumulated damage befalling the user at once, as well as dealing an additional critical level.
Gekirinken (Imperial Wrath Fist) Rank: S Range: Close (0m ~ 5m) Type: Defensive Handseals: - Chakra Consumption: Massive
Considered the greatest counter in Taijutsu abroad, this ability focuses around dealing a large amount of damage after you have exposed a weakness in your opponent’s offense. After effectively evading a strike, the user will deliver a crippling kick to the side of their opponent’s leg to ensure they cannot move. From there, they will then deal a flurry of forward and backhanded strikes (totaling in 9) to their victim before stepping forward and pressing their fist so close it is but an inch away from the opponent’s chest (who, during this time, is dazed). With all of the chakra compressed into their knuckles, the user will then punch forward and unleash the full ferocity of their attack into the opponent’s torso, launching them back a maximum of five meters. Continuing a battle after being attacked in this fashion is highly unlikely.
Note: This ability can only be used as a counter attack to Taijutsu-based techniques. Furthermore, it must be a viable counter (i.e you can’t use this on a sweeping kick). Like most techniques involving multiple strikes, should the first attack connect, the subsequent ten will as well. Furthermore, the chakra cost only applies should the technique be successful (i.e attempting the opener does nothing).
Rekkashingeki (True Flaming Strikes) Rank: S Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Massive
Considered to be the succession technique of the Hitenryuu, this ultimate combination assault incorporates all of the style’s principle techniques into a single, explosive onslaught. The user will first begin with the traditional triple-strike of the Rekkaken. However, rather than launch their opponent away, the user will simply crumple them with the third punch. From there, the user will deliver a flurry of seven strikes, the last of which is an uppercut that launches the opponent high into the air. Sealing their fate, the user will then leap into the air and, with a leg that has been fully engulfed in flame, kick their opponent clean across the face. The sheer power behind this technique is enough to that, should anyone be unfortunate enough to fall victim to it, continuing a fight after would be nearly impossible.
Note: This technique requires the user to have the Katon element, otherwise this will simply function as a powerful twelve-hit combo. Like most techniques involving multiple strikes, should the first hit, the subsequent ten will.