Akiko(Character Transfer, take 2)
Apr 22, 2013 17:18:24 GMT -8
Post by Corvus on Apr 22, 2013 17:18:24 GMT -8
PERSONOLOGY
- Name
Ayumu Akiko
- Age
12
- Gender
Female
- Clan
Kage-Hebi
- Village
Mist
- Rank and Profession
Chunin, Medic
- Character Type
Ninjutsu Primary
- Difficulty
Advanced
- Releases and Fighting Styles
- Fuuton
Raiton- Goken
Souin- Kage-Hebi
- Kyuudou
PHYSICALITY
- Height
3'7
- Weight
39.6lbs
- Bloodtype
A+
- Apparel
Most who share certain Genetic material with her appear significantly younger than they truly are; Akiko takes that to new extremes. She appears to be barely five or six years old. Her skin is pale and smooth, with small, fair, soft hairs dotting the surface. Her flesh is supple and soft appearing accurate to her outward age. Her pores are small, and her epidermis is completely unmarred.
Her hair is just as soft as her skin. It take the shape of golden locks that seem to be woven the golden rays of the summer sun, highlighted with the golden shades of ripened wheat. Her eyelashes are a similar shade of golden blonde. Though most don't notice, her eyes are slightly heterochromatic; her right eye is a slightly different blue-green than her left, erring more on the side of blue, while the left falls more towards green. But the difference is minute, and very few people would notice, even Sharingan users may not be able to tell. Her cheeks are still slightly pink, the blood vessels close to the surface.
Her nails are kept slightly long, but well trimmed to allow for a combination of style and utility. Her Earlobes are also kept undecorated; no part of her body is pierced, tattooed, nor scarred. Her cheekbones are high, though this is almost completely unnoticeable under a layer of baby-fat, which never disappeared completely. This gives her face a rounded, child-like appearance that endears many to her, especially when combined with her large, adorable green eyes. - Body Appearance
As far as clothing is concerned, the most noticeable thing she wears, and quite possibly the least stealthy clothing on earth, is an orange hooded jacket. The sleeves are short, and button closed with large white buttons. The jacket is lined with a white fur that repels water, and helps to maintain homeostasis, irregardless of the environmental factors.
Underneath the jacket, she doesn't wear an undershirt, nor any other form of chest coverings. The jacket also has a very small split in each side, and white binding. Beyond that, she also wears a pair of gray pants over a simple pair of pink panties. she wears pair of black socks made from a very soft but durable, high quality cotton. With this she pairs a set of orange sneakers that fit her snugly but tightly. The shoes are designed in such a way as to provide proper arch support, help maintain homeostasis, and to flex about as well as the foot itself. These sneakers are a darker shade of orange compared to her jacket. - Blemishes & Scars
none
COGNITION
- Personality
Akiko is a unique child. Though she is actually 12, she appears to be closer to 5, less than half her true age. And she acts how she looks. She is energetic and youthful, always acting cheerful and inquisitive. Whenever events permit, her face is always adorned with a smile.
Akiko doesn't give her allegiance lightly, and toward those she trusts she is fiercely loyal. In particular, those that have done her some great kindness, such as her foster mother or the one who found her after the event which slew her parents are among the very few she completely trusts.
Her heart is free of any form of true malice or ill intent. Though she dislikes to harm others, she is unafraid of causing harm or even killing others. To goes so far that she will heal her opponents if it is safe to do so, or send their corpse back to their home if possible, or else bury them herself if not; giving them her best attempt at funeral rights.
Though she often acts her outward age, she is actually much more emotionally mature, her emotional age hovering around 74. They say the soul reflects the state of the flesh, and that might be true, if Akiko is any example. She will act as if she were five, yet think on a level most adults never reach. She looks upon all things for their inherent value, not what others have decided for it.
Akiko sees all things for their intrinsic, absolute value, treating all things with an equal hand. And because of that, she has a great potential for crafting. She sees not what she wants in the raw materials, but sees instead what is already in them, and nearly brings that out. - Alignment
Lawful Good
- Allegiance
Primarily the general public, especially those who are unable to properly defend themselves, secondarily the law, loosely to her village.
- Quirks & Tendencies
Akiko almost never reveals the true extent of her emotional development or scarring.
- Likes
- cute things
- tech
- old music
- Dislikes
- cruelty
- morons
- spicy food
ARMAMENTS
- Primary Weapons
Oroborus
50 lbs. Longbow x3
Rank: C-Rank
Type: Primary / Ranged
Description: A deceptively simple weapon comprised of a carved piece of wood and a string, the bow is one of the most ancient weapons made by man. By using a combination of leverage, torque and flexibility, the bow is able to launch projectiles at a deadly speed and over large distances. The 50 lbs. longbow has a default range of 90 meters, and can not be fired while running, jumping, riding on an animal or performing other aggressive movements. The longbow has a default nock and fire rate of 1 arrow per 5 seconds, and fires considerably slower than its Shortbow counterpart.
Cost: 25,000 Ryo
- Secondary Weapons
Arrows
Rank: D-Rank
Type: Secondary, Melee/Range
Special: 10 Arrows / Pack
Description: Arrows can come in multiple shapes and sizes, depending upon the user's choice. The average length of an arrow from tip to fletching is 27''
Cost: 500 Ryo / Pack
1 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
2 Packs
Hikari (Light Bomb)
Rank: C
Type: Tool / Area of Effect
Range: 0 - 10 meters
Special: 1 per pack
Description: Flash Bombs are supplementary explodables used mainly for diversions, creating a blinding light when they detonate that spreads quickly across a small area. Flash Bombs come in many shapes and sizes depending by region; some may look like small spheres wrapped in paper or, more conventionally, as cylindrical canisters.
Cost: 500 per Pack
3 packs
- Accessories
Satchel
Rank: C
Type: Universal Accessory / Extension / Self
Special: Allows the storage of 5 extra Packs. Available to all ranks, including Non-Ninja. Each satchel takes up one (1) accessory slot. Can only begin with one when creating character!
Description: The Satchel is a simple holding device which can store extra secondary weapons should the user need to call on them quickly in battle. Appearing like a regular carrying, it is hung on one's side or worn at the hip for easy access.
Cost: 30,000 Ryo
Handheld Radio
Rank: C
Type: Universal Accessory / Self
Special: Has a range of up to 50 meters all around the user. Waterproof, as well as built-in surge protection. Each radio takes up one (1) accessory slot.
Description: This handheld device weighs almost nothing, has a small extendable antenna at the end, and is activated by pushing a simple talking button. No more than a few inches in diameter, the radio can accept multiple frequencies, 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: 10,000 Ryo
Binoculars
Rank: C
Type: Universal Accessory / Self
Special: Has a range up to 50 meters. Each binocular takes up one (1) accessory slot.
Description: Similar to the radio in ease and effectiveness, the binoculars are sturdy and serve as a means to observe a target from afar. Measuring no more than six inches in diameter, this square shaped device sports a durable carapace designed to withstand water damage and even the pressure of extreme altitudes.
Cost: 10,000 Ryo
- Protectorates
none
- Jutsu
Shousen no Jutsu (Mystical Hand Technique)
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.
Horisageru no Karada (To Delve Into the Body)
Rank: C
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: 15
Chakra Consumption: Mid
A highly precise Medical ninjutsu, the user channels chakra into their hands and then places them both on the patient's solar plexus. The chakra pulses through the body in several waves, taking all important information about the condition of the body and relaying it to the user. In this way a Medical ninja is capable of instantly understanding what is wrong with the body, although not necessarily what is needed to fix the problem.
Chakra no Mesu (Chakra Scalpel)
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.
Chakra Ijou (Chakra Transfer)
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.
Saikan Chuushutsu no Jutsu (Fine Affliction Extraction)
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.
Kaze Bakudan (Wind Bomb)
Rank: D
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 2
Chakra Consumption: Mid, Mid x2 (optional)
Kaze Bakudan is a Ninjutsu technique which utilizes the Wind Element. After performing two handseals the user creates a highly condensed ball of wind, about the size of a baseball, in the palm of their hand. It can be thrown, and upon contact with a solid object will detonate in a concussive explosion one meter in diameter.
Note: If the user chooses instead to give up Mid x2 worth of chakra, they can create two bombs - one in each hand. The explosion is the most powerful at the site of detonation. This technique was created by Addy.
Kaze Dangan (Wind Bullet)
Rank: D
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 4
Chakra Consumption: Low
Kaze Dangan is a Ninjutsu technique which utilizes the Wind Element. The user performs a set of handseals, ending with Tiger, and holds it. A construct of condensed wind, bullet-shaped and -sized, forms at the tip of the fingers. By aiming at the opponent as if using a gun, they can fire this streamlined pellet at high speeds.
Note: The bullet travels in a linear path after being fired. Proper aiming is required, so opponents farther away are less likely to be hit. This technique was created by Addy.
Kamikaze (Hair Wind)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Supplementary
Handseals: 2
Chakra Consumption: Mid x2
Kamikaze is a Ninjutsu technique that utilizes the Wind Element. The user performs a set of handseals and then generates a gently spinning pillar of wind. Although this cannot harm an opponent, it is capable of increasing the offensive power of all Fire Element techniques within range by double through the constant fanning.
Daitoppa (Great Breakthrough)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 3
Chakra Consumption: Mid
Daitoppa is a Ninjutsu technique which utilizes the Wind Element. After performing the necessary handseals, the user blows a single strong current of wind from their mouth, shaped like a cone. This technique carries an enormous amount of force and is capable of leveling anything it hits.
Fuusajin (Dust Wind)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive, Defensive
Handseals: 3
Chakra Consumption: Mid
Fuusajin is a Ninjutsu technique which utilizes the Wind Element. After performing a set of handseals the user channels their chakra into their limb or weapon. When it is swung, it produces a current of wind that picks up dirt and dust, covering the surrounding area. The initial blast is capable of knocking over opponents that are hit with it, and the debris may serve to inhibit proper vision until it settles.
Shinkuu Gyoku (Vacuum Sphere)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 5
Chakra Consumption: Mid
Shinkuu Gyoku is a Ninjutsu technique which utilizes the Wind Element. After performing the requires hand seals, the user inhales and then exhales up to three penetrating bullets made of wind.
Kamaitachi (Cutting Whirlwind)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 5
Chakra Consumption: Mid
Kamaitachi is a Ninjutsu technique which utilizes the Wind Element. After performing a set of handseals, the user swings either their arm or a weapon, producing a blast of wind imbued with their chakra. Once an opponent is caught by this wind a tornado will raise them into the air, keeping them imprisoned with its fast gusts. It then begins to cut them with slicing currents.
Note: Only one opponent can be trapped at a time.
Danger Close
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: -
Chakra Consumption: Low
While Danger Close is arguably the most simplistic of all the Watcher techniques, that does not mean that it is the weakest. To the contrary, it is actually one of the most useful techniques an archer can have, as its primary function is to defend oneself against close-range fighters, the natural bane of all archers. After repeating the same nock and fire motions hundreds, if not thousands of times, an archer possesses the ability to briefly move purely through reflex and instinct, firing off a hastily aimed shot twice as fast as normal.
Note: The user nocks an arrow, aims, and fires one shot in half the time it normally takes them to do so. This ability can only be used once per thread.
Ricochet
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Supplementary
Handseals: -
Chakra Consumption: Mid
A tricky technique that exemplifies how cunning an archer can be. By bouncing their arrows off the surface of an object, they undercut the opponent’s ability to defend against it, striking deep into the target when they least expect it.
Shotgun
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
The technique is one of the hallmarks of the Watcher style, firing more arrows than a normal person would believe is possible. It's been said that with proper mastery of the technique, the user can fire up to six at a time with all the ability they fire a normal one.
Sharpshooter
Rank: C
Range: -
Type: Passive
Handseals: -
Chakra Consumption: Low
By firing an arrow in an arc instead of in a straight line, the user can “lob” an arrow, allowing it to travel further distances than normal. The downside to this art is that by curving the arrows trajectory, you are in fact adding more to the distance it needs to travel, thus increasing the amount of time it takes to actually reach the target.
Note: This ability effectively doubles the range of any single shot.
Shunshin no Jutsu (Body Flicker Technique)
Rank: D
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Supplementary
Handseals: -
Chakra Consumption: Low
Shunshin no Jutsu is a basic ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered is a high-speed movement technique - to an observer caught in the optical illusion, it appears as if the user has teleported. This allows the user to escape or attack suddenly, should they need to. However, while a high-speed movement, if used in broad daylight, one will still be quite visible and as such, easier to be defended against. In order to achieve maximum effect, the user must to combine it with a distraction.
Note: Despite popular belief, this is not an ability that allows an individual to teleport, or even move incomprehensibly fast. It simply combines high mobility with some disruption of visibility to conceal those movements. That in mind, if you can conceal your movement, it is common for this technique to allow very long-distance dashes before enemies may notice you.
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.
Kai (Release)
Rank: D
Range: -
Type: Supplementary
Handseals: 1
Chakra Consumption: Low
Kai is a Ninjutsu technique which allows the ninja to avoid the effects of a Genjutsu illusion. After forming the needed handseals, the Genjutsu technique will not affect the ninja. The ninja can also use the technique on another individual who was unable to avoid the attack. After forming the needed hand seals, the ninja touches the one affected to end the affect of the spell.
Kage Shuriken no Jutsu (Shadow Shuriken Technique)
Rank: D
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Offensive
Handseals: -
Chakra Consumption: Low
It's a simple technique where two shuriken, like the Fūma Shuriken, are piled one onto another and thrown simultaneously. However, depending on the way it's used, it can prove its absolute efficiency. The trick is to somehow draw the enemy's attention towards the upper shuriken. Then, they have to deal with the path of the lower, unnoticed shuriken. However, if the enemy notices both shuriken, the technique ends up losing all of its efficiency.
Soushuriken no Jutsu (Manipulated Shuriken Technique)
Rank: D
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Supplementary
Handseals: -
Chakra Consumption: Low
With this technique a translucent string, both elastic and highly durable, is attached to a shuriken, making it possible to alter its path after having thrown it. An expert will have the ability to freely glide the shuriken in any direction with just a single movement of their fingertip. The first attack, challenging the enemy, is avoided and after a time-lag of several seconds, it will come from behind. Depending on the performance, the possible tactics can be infinite.
Note: By combining this technique with a Chidori enhancement, the user may cause the wire to break the Shuriken apart into multiple sharp slabs that can be directed by the user.
Kugutsu no Jutsu (Puppetry Technique)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Supplementary
Handseals: -
Chakra Consumption: Mid to cast, Low to sustain
Kugutsu no Jutsu is a fundamental ninjutsu technique behind all forms of puppetry, and the preferred method of execution for shinobi that have discovered its use in battle. By emitting threads of chakra that allow perfect control between the user and their creation, it allows a ninja to use a puppet to attack from afar. The puppet itself can be loaded with many weapons and tools, allowing the puppet master to remain hidden while the puppet moves and attacks the target. However, puppet masters can also attack their strings to human beings as well (requires a physical touch first), and weapons as well!
Being comprised of chakra, these threads are immune to any and all physical assaults (including elemental ninjutsu). They can, however, be cut by items that are being charged with chakra (regardless of the element). The user can emit one thread per finger, each of which is capable of controlling a single item (a full puppet included).
Note: This technique is only available to Ninjutsu\Genjutsu Primaries.
Kuchiyose no Jutsu (Summoning Technique)
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).
Soushuuha (Manipulate Advancing Blades)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: 4
Chakra Consumption: Low
Soushuuha is a Ninjutsu technique used in order to give aerial projectiles a slight edge in combat. After the needed handseals, this technique allows the user to hover multiple projectiles (a maximum of five), like kunai, in the air while they approach a target. They can then unleash a torrent of projectiles much faster than if each was thrown individually.
Hitei Mushou (Flying Nail Mist Pierce)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: 3
Chakra Consumption: Mid
Ninpou - Hitei Mushou is Ninjutsu technique universally known by shinobi across the globe. After forming the needed handseal, the user will emit a flying mist of small nails from their mouth, created entirely of the user's chakra. These small nails can travel towards their opponent at quite a distance, moving at impressive speeds and retain even more impressive accuracy!
Saragi no Mai (Snake Pit Dance)
Rank: D
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Supplementary
Handseals: -
Chakra Consumption: Mid (storage cost), Low (recovery cost)
This technique allows the user to "store" their weapon within their body. At will, the user is able to regurgitate the weapon from their mouth or summon a snake from their mouth with the weapon inside said snake. Best of all, this technique also allows the user to retrieve their weapon from any distance by transforming it into a snake and letting it slither back to its owner.
Note: Only one primary weapon may be designated to be affected by this technique at any given time. Damage to the user's body does not damage the weapon.
Jatai no Daija (Snake Scent)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Supplementary
Handseals: 1 (hold)
Chakra Consumption: Low to cast and sustain
Snakes are wonderful sensors, able to locate things within their surroundings through changes in temperature, as well as the intermingling of orders within the micro-cells in its mouth, and finally, vibrations created across the air as received by their tongues. As such, the user’s birthed with the snake blood have learned to hone this ability, able to spot disturbances in their surroundings at all times.
Note: This ability can actively track targets up to thirty meters away. However, sensing becomes severely inhibited when the user is within ten meters of considerable amounts of either Hyouton (Ice), Futton (Boil), Katon (Fire) or Youton (Lava).
Gen’ei-Hebi (Snake Heat Tracking)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Supplementary
Handseals: 1 to activate and deactivate
Chakra Consumption: Low to cast and sustain
Pit vipers, pythons, and some species of Boa possess the ability to “see” the radiated heat from a warm-blooded animal through special sensors located between the nostril and eyes. Like many Kage-Hebi techniques, this ability is based off of these snakes. With this, they can see heat and via activating an infrared sight. This helps in tracking targets in the dark, or when they are hidden by physical objects.
Note: This heat-vision essentially replaces the user’s standard vision. This means that the Kage-Hebi will be incapable of seeing things which lack heat.
Udehebi (Arm of the Serpent)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Supplementary
Handseals: -
Chakra Consumption: Mid to cast, Low to sustain
This technique is an add-on to the Nan-Kaizou technique all Kage-Hebi are known to possess. When a Kage-Hebi extends their limb, they are able to transform said extended limb into a large anaconda-like snake. This grants the users extended limb extra durability due to being a large snake while at the same time enhancing the extended limbs strength.
Note: Only one limb may be transformed at a time. This technique was created by Yuri.
Senei Jashu (Hidden Shadow Snake Hands)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
Senei Jashu is a signature Kagehebi Nintaijutsu technique which allows the clan member to manifest a bundle of quick-striking snakes that extend from the user’s sleeves. The Kage-Hebi extends their arm and shoots out snakes to attack a target, having them move at impressive speeds and strike with their fangs. Though basic, this variation has been known to subdue even the strongest of foes with a single snake bite.
Note: By default, the user can summon up to six snakes from their sleeve. Likewise, these snakes can infect a target with the Kage-Hebi’s Tier 2 poisons.
Jagei Jubaku (Snake Authority Spell)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
Using their snake charming abilities, the Kagehebi can extend large snakes from their sleeves by way of the Senei Jashu, enveloping the target in a flurry of snakes which will coil around the them and bind of impact instantly. The further addition of the user's murderous intent can weaken their target's resolve, and only a giant burst of chakra such as the Gates may break free of the snake's hold, which constricts onto the victim's skin as if the reptiles were comprised of pure iron; digging into the skin and biting, a most horrendous way to expire.
Note: Only one snake may be conjured per sleeve (a maximum of two).
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.
Konoha Senpuu (Leaf Whirlwind)
Rank: D
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Low
A taijutsu where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint.
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 Tsumuji Senpuu (Leaf Coiling Whirlwind)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid (1 Low per shinobi)
A tandem jutsu, this involves two Goken style users performing the Leaf Whirlwind upon a single target. Due to the combined force of this technique, the chances of physical injury are drastically higher than the traditional Leaf Whirlwind when performed by a single shinobi.
Note: This technique has a 50% chance to break a victim’s bones where struck. This technique can only be performed by two people.