Goomoonryong - AKA - Nine Arts Dragon
Aug 18, 2011 11:16:03 GMT -8
Post by Testament on Aug 18, 2011 11:16:03 GMT -8
PERSONOLOGY[/u]
PHYSICALITY[/u]
COGNITION[/u]
ARMAMENTS[/u]
[spoiler=PRIMARY WEAPONS][/li][li]Jian
Rank: C
Type: Primary / Melee
Description: The jian is a double-edged straight sword, with one-handed versions having blades varying from 45 to 80 centimeters (17.7 to 31.5 inches) in length. The weight of an average sword of 70-centimeter (28-inch) blade-length would be in a range of approximately 700 to 900 grams (1.5 to 2 pounds). There are also larger two-handed versions used for training by many styles of Kenjutsu.
Cost: 1,000 Ryo[/spoiler]
[spoiler=SECONDARY WEAPONS / ACCESSORIES][/li][li]Kunai (Throwing Knife)
Rank: D
Type: Secondary / Melee + Ranged
Special: 2 per Pack.
Description: This throwing knife is one of the common weapons of a ninja. It is often kept in a holster on the leg in a pouch attached to the belt. What makes it so versatile and universal is the fact the Kunai can be used in conjunction with explosive tags and other weapons to form deadly combos out of simple, easily accessible items.
Cost: 100 Ryo per Pack
[/li][li]Kunai Spring
Rank: C
Type: Modification
Special: May hold only one kunai. Takes up two 'pack' slots. Kunai springs out twice as fast as a kunai travelling through the air, to be used as a melee weapon or for defence.
Description: This item allows the user to instantly extend and retract kunai from their sleeve using a spring-loaded wire.
Cost: 500 Ryo
[/li][li]Kakkou (Retractable Wrist Blade)
Rank: C
Type: Secondary / Melee
Special: 1 per Pack.
Description: As its name implies, the user equips these retractable wrist blades so that the attach to their forearm without risking exposure. These blades can spring forth when needed to surprise any opponent fought in hand to hand combat.
Cost: 500 Ryo per Pack
[/li][li]Kiri-Oni (Demon Claws)
Rank: B
Type: Secondary / Melee
Special: 1 per Pack.
Description: Claws are useful weapons for a ninja to have as backup mainly due to their reliability. Though difficult to hide, they are nonetheless effective as a secondary means of attacking. Kiri-Oni even come with modification options, such as ranged options, and even a conjunction system which mixes the power of certain poisons and dispensable items alongside the claw.
Cost: 5,000 Ryo per Pack
[/li][li]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: 500 per Pack
[/li][li]Exploding Pouch
Rank: C
Type: Tool / Area of Effect
Range: 0 - 5 meters
Special: 5 per pack
Description: A variation on the exploding note, these pouches contain a myriad of ball bearings and other metallic projectiles that, when detonated, spread forth even more
Cost: 500 per Pack[/spoiler]
[spoiler=ITEMS][/li][li]Battle Gear
Rank: B
Type: Torso & Shoulders
Limit: Taijutsu Secondaries
Description: Stronger than a simple flack jacket, this Battle Gear serves like an exoskeleton that covers the user's torso and shoulders well, keeping them safe while not slowing their movement down. Standard issue is all black, but users may alternate the color to their liking.
Cost: 10,000 Ryo
[/li][li]Tracker
Rank: C
Type: Accessory / Self
Special: Has a range up to 1000 yards.
Description: Similar to the communication's device 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: 3,000 Ryo per Tracker
Training Weights
Rank: B
Type: Accessory / Self
Special: 'C' ranked version is for Tai Tertiaries; 'B' for Tai Secondaries; finally, 'A' ranked version is for Taijutsu Primaries. When worn, all leg related Taijutsu is improved by the equivalent weight rank, but the user suffers a speed loss equivalent to half their normal movement speed. However, when removed, a large speed boost is gained, equal to double the user's normal speed, and lasts for as many turns as the user had the weights equipped for. Once a boost is used, another cannot be performed until the user re-equips the weights for double the amount of turns used to charge the previous boost - i.e. if the user has it on the first time for 3 turns and took it off, then they can only boost again in the same thread if the user now wears it for 6 turns. The recounter is restarted once the user leaves the thread.
Description: Though an old fashioned training method, taijutsu specialists use these extremely heavy weights to increase their speed and movement. These weights are usually worn under the warmers on the user's lower legs. When removed, the user gains a great increase in their speed and mobility. The weights are marked with the kanji for "guts".
[/spoiler]
TECHNIQUES
[spoiler=RAITON 325/1000 ][/li][li]Karai Shin (Lightning Wrath's Reach)
Rank: D, C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: 0 - 50 meters
Chakra: Mid
Special: Allows the user the ability to create, control and move Raiton (Thunder) chakra of their own for multiple purposes, as well as control that produced by nature. Strength of thunder and distance at which one can control it depends on the highest rank known.
D: 10 meters
C: 20 meters
B: 30 meters
A: 40 meters
S: 50 meters
Description: Though powerful, Raiton can become uncontrollable even in the hands of the experienced, forcing its users to focus first on controlling their power in small areas, and then, over time, expanding. As one's experience with thunder and its control grows, so does the range at which they can become deadly with it.
Domain: Raiton.
Cost: 175 exp.
[/li][li]Mekurumeku (Blinding Flash)
Rank: D , C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: 0 - 50 meters
Chakra: Low - Massive
Special: Distance of flash depends on the user's 'Karai Shin' range. Highest rank known determines light amplitude. Any person(s) effected are blinded for one turn.
D: 1/5th (20%) Karai Shin range
C: 2/5th's (40%) Karai Shin range
B: 3/5th's (60%) Karai Shin range
A: 4/5th's (80%) Karai Shin range
S: Full Karai Shin range
Description: A basic yet effective Raiton technique, the user focuses a bit of chakra all over their body, letting the lightning gather and then quickly exploding, effectively providing a blinding light that leaves all within the range blind. Useful for disorientation and quick get-aways.
Domain: Raiton. Karai Shin
Cost: 25 exp.
[/li][li]Purazuma Booru (Plasma Ball Technique)
Rank: D, C, B, A, S
Type: Defensive / Raiton Ninjutsu
Range: See special!
Chakra: Mid - Very High
Special: Highest rank learned determines strength of lightning sphere.Though no handseals have to be held once the sphere is complete, no other jutsu may be cast while plasma is active. Can be held as long as the user's chakra reserves allow it. Highest rank known determines strength of sphere. Area of sphere is determine by the user's highest 'Karai Shin' range, halved.
Description: A highly strategic raiton jutsu, the Plasma Ball allows the user to create a thick sphere of Raiton around their body, able to shock anyone that comes in contact with it immediately.
Domain: Raiton. Karai Shin.
Cost: 25 exp.
[/li][li]Hiraishin Kiru (Human Lightning Rod)
Rank: D, C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: Touch
Chakra: Mid - Very High
Special: Once the victim is struck by lightning, the user is required to re-apply the effects. If the victim is not struck by lightning before they leave the given battle thread, the effects are neutralized and the jutsu must be reapplied. Highest rank determines the strength of the charge placed on the victim, and thus, the strength of lightning that can strike them.
Description: As the name implies, this simple technique allows the user to alter their internal electric charge temporarily, so that all Raiton chakra subsequently made by the user (as well as natural lightning!) is more susceptible to strike the victim, as well as damage them higher than normal. This alteration usually occurs during some form of contact, where the user’s charged appendage can simple tough, strike or graze the victim and quickly place the effects on them.
Domain: Raiton. Karai Shin.
Cost: 25 exp.
[/li][li]Danpen Inazuma (Shooting Thunder)
Rank: D, C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: 0 - 50 meters
Chakra: Mid - Very Highh
Special: Does not require handseals. Highest rank known determines range of bolt, as well as the level (rank) at which it is shot out.
D: 1/5th (20%) Karai Shin range
C: 2/5th's (40%) Karai Shin range
B: 3/5th's (60%) Karai Shin range
A: 4/5th's (80%) Karai Shin range
S: Full Karai Shin range
Description: Meant more as a reactionary technique than a main avenue of offense, this jutsu allows the user to essentially shoot out small lightning bolts from a free hand to anyone within a small range. This requires no seals to conjure, and can be shot out from one’s appendage during the most heated of combat. The damage is light and the bolts shoot off in a relatively straight line, at rapid speeds.
Domain: Raiton. Karai Shin.
Cost: 25 exp.
Raiton Bunshin no Jutsu (Shocking Clone Technique)
Rank: C
Type: Supplementary / Raiton Ninjutsu
Range: See special!
Chakra: Mid
Special: Up to one clone can be made at a time, plus one more each time retrained. Because of its light essence, most physical strikes pass through the clone, and when struck, the clone's thundery essence submits whatever struck it with intense shocks, as if it had just struck the center of lightning bolt delivered directly from Zeus himself. Clone cannot perform any jutsu, but when defeated, it explodes in a burst of bolts, spreading its shocking essence everywhere. Explosion range covers 5 meters all around the clone, and leave victims caught in it paralyzed for a whole turn, friend and foe alike. User's 'Karai Shin' range determines how far the clones can travel from the user before dissipating, and once the user exits the thread in which they were created, clones automatically disperse.
Description: With this technique, the Raiton user is able to call upon aid from a perfect copy of themselves. Comprised purely of lightning, this clone retains the user movement speed and can share linked mental judgement. Best of all, due to its flowing essence, many solid attacks pass through the clone, shocking instead whatever was used to strike them. Finally, when defeated, the clone explodes into a storm of lightning that aims to take over the nearest opponent available, taking over their body whole as it is shocked.
Domain: Raiton. Karai Shin 'C'.
[/spoiler]
[spoiler=UNIVERSAL NINJUTSU 50/1000][/li][li]Hitei Mushou (Flying Nail Mist Pierce)
Rank: C
Type: Supplementary / Ninjutsu
Range: 0 – 20 meters
Chakra: Mid
Special: When first learned, the user can spit out up to 5 chakra nails in an an arc like manner, traveling at the speed of a well thrown kunai. Re-training this jutsu adds 5 additional nails each time. For every 20 needles the user can make, consumption goes up one rank.
Description: 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!
Domain: Universal Ninjutsu.
Cost: 50 exp.
[/spoiler]
[spoiler=ACADEMY NINJUTSU 50/1000 ][/li][li]Kawarimi no Jutsu (Body Replacement Technique) x5
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects equal or smaller in size; cannot switch with other living people or animals.
Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.
Domain: Academy Ninjutsu.
Cost: 5 exp.
[/li][li]Henge no Jutsu (Transformation Technique) x2
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained.
Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
Domain: Academy Ninjutsu.
Cost: 5 exp.
[/li][li]Bunshin no Jutsu (Clone Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained.
Description: A ninjutsu that creates an intangible copy of one's own body, without any substance. Since the clone itself doesn't have the ability to attack, and thus can only be used to confuse the enemy, it is mainly used in combination with other ninjutsu. It's a basic technique, but depending on one's ingenuity, it can be used effectively. The clones will dissipate when they come into contact with something.
Domain: Academy Ninjutsu
Cost: 5 exp.
[/li][li]Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: No other technique may be used while creeping. Invisible to the naked eye, but doujutsu and extra-sensorial skill will easily "see through" this technique.
Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Domain: Academy Ninjutsu
Cost: 5 exp.
[/li][li]Nawanuke no Jutsu (Escaping Skill)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: Ineffective against complex, electronic, or unique binds.
Description: Nawanuke no Jutsu is a very basic Ninjutsu technique that allows a ninja to escape from regular rope binds.
Domain: Academy Ninjutsu
Cost: 5 exp.
[/spoiler]
[spoiler=IRYOU NO JUTSU 550/1000 ]Shousen Jutsu (Mystical Hand Technique)
Rank: D, C, B, A, S
Type: Supplementary / Medical Ninjutsu
Range: Self
Special: Heals and counters damage equal to highest rank known.
Description: 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. If the ninja is highly skilled, they are able to heal more critical injuries. Highly skilled medical-nin can use their techniques to perform surgeries that otherwise would not be possible.
Domain: Medics
In'yu Shōmetsu (Yin Healing Wound Destruction)
Rank: D, C, B, A, S
Type: Defensive / Medical Ninjutsu
Range: Self
Special: By anticipating damage, the user is capable of filling an area with healing chakra before taking a hit. Therefore, when the strike does occur, healing is already occurring before damage is taken. This allows for almost instant-healing of wounds. The larger and more complex the wound is, however, the more chakra is needed to heal it. User employs highest 'Shosen' rank in order to heal.
Description: Filling an area with Shosen-style chakra before taking damage, the user is capable of anticipating an assault and thus 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.
Domain: Medical. Shosen of the same rank.
Chakra no Mesu (Chakra Scalpel)
Rank: C
Type: Supplementary / Offensive / Medical Ninjutsu
Range: Self
Special: Produces unique chakra cutting damage that can stack in power each time retrained.
Description: 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.
Domain: Medics
Saikan Chuushutsu no Jutsu (Fine Affliction Extraction)
Rank: D, C, B, A, S
Type: Supplementary / Medical Ninjutsu
Range: Self
Chakra: Low - Very High
Special: Rank determines healing capability when dealing with different strengths of poison.
Description: 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. They will then use the liquid as a medium to draw out the poison from the cells. This mix can then be removed from the body. Depending on the deadliness of the poison, further treatment with an antidote or medicine may be required.
Domain: Medics
Doku Kiri (Poison Mist Technique)
Rank: D, C, B, A, S
Type: Offensive / Medical Ninjutsu
Range: 0 - 50 meters
Chakra: Low - Very High
Special: When first learned, poison gas cloud reaches up to 10 meters. Each rank re-learned adds an additional 10 meters to the maximum, for a maximum of fifty meters. Strength of poison is also determined by highest rank attained.
Description: Ninpou: Doku Kiri is an advanced Medical Ninjutsu technique utilized by skilled medics. After the needed handseals, the medic inhales briefly before expelling poision gas from their mouth at high speeds. This can serve as cover to escape and as an offensive technique against her opponent, or as a trap when luring opponents your way.
Domain: Medics.[/spoiler]
[spoiler=SOUIN NO JUTSU 0/1000][/spoiler]
[spoiler=KENJUTSU 25/1000]Iaijutsu (Art of Mental Presence)
Rank: D, C, B, A, S
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to deflect basic attacks of equal or lower rank, in conjunction with other, more advanced moves within the style.
Description: A defensive nature of fighting, all Iaijutsu practitioners will tend to stand in closed positions, leaving little openings and making sure to make the least amount of wasted movement possible so as to remain solid like a rock. Once the swordsman has understood the basics of fortification, they move on to more complex defensive patterns.
Domain: Kenjutsu.[/spoiler]
[spoiler=FUUINJUTSU 0/1000][/spoiler]
[spoiler=TAIJUTSU 200/1000][/li][li]Shougekishou (Demolishing Rising Palm Thrust)
Rank: B
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: High
Special: Knock-back range equals 5 meters, plus 5 more each time retrained.
Description: By unconsciously feeding their chakra into their palms, the user will quickly rush forward, driving the charged appendage forward and into their opponent. The result is devastating, with all the accumulated power of the palm being unloaded onto the user's victim. Finally, with all the chakra released, the opponent's body is knocked back several feet, left to rag-doll and wither.
Domain: Universal Taijutsu.
Cost: 100 exp.
[/li][li]Senshi 1 Mirrioun! (Million Man Stab)
Rank: B
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: High
Special: Delivers up to 2 stabs per use, plus 1 more each time retrained. Attacks are delivered at blinding speed, and regardless of amount, take up only a single technique/action.
Description: By unconsciously feeding their chakra into any bladed weapon, the user will rush forward, unleashing their weapon in a stabbing motion with the tip to their target. The chakra unleashes in order to increases appendage speed, and with much training, the user can find themselves delivering many strikes in a single instance.
Domain: Universal Taijutsu.
Cost: 100 exp.[/spoiler]
[spoiler=SHUNSHIN NO JUTSU 25/1000]Shunshin no Jutsu (Body Flicker Technique)
Rank: D
Type: Supplementary / Ninjutsu / High-Speed Movement
Range: 0 - 10 meters
Chakra: Low
Special: Flickering is near-instantaneous forward movement, meaning the user will rush almost instantly to wherever they are facing as chakra pushes their legs to inhumane levels. The user can flicker once per thread, plus once more each time retrained. One cannot attack or perform techniques during Shunshin.
Description: 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, it allows a ninja to move short to long distances at an almost untraceable speed - to an observer, it appears as if the user has teleported. Such a feat is accomplished by using chakra to temporarily vitalise the body and move at extreme speeds they would otherwise be unable to reproduce. In the end, the user will appear and disappear in an instant, allowing them to retreat or attack suddenly should they need it. To facilitate the movement the ninja will often use nearby elements such as mist, sand or leaves to mask their appearance or disappearance.
Domain: Shunshin - Universal Ninjutsu.
[/spoiler]
[spoiler=KAGURA NO JUTSU 0/1000][/spoiler]
- Tenchishinmei Satsui
- 17
- Raiton
- Kaminari no Kuni/ Kumogakure no Sato
- Genin
- Easy Beginner
- Primary [NINjutsu]
Secondary [TAIjutsu]
Tertiary [GENjutsu]
PHYSICALITY[/u]
- 5’ 11”
- 145 lbs
- Satsui is the product of centuries of selective breeding and his body is a testament of human potential. Generations of Tenchishinmei males have sought out the fiercest and most barbaric women they could find in order to pass their strength to their children but even this fails to fully explain the gift of nature they call "The Strongest To Wield The Blade", otherwise known as Tenchishinmei Satsui. His normal apparel consists of a suit made from snow-white linen that covers his entire body, minus his head and hands. Above that he wears a robe made from a mixture of extremely durable fibers. A sash of the same material encircles his waist and keep his clothes quite secure against his body.
- Satsui’s hair is exceedingly dark and falls just below his shoulders although, more often than not, he keeps it tied in a bun. His skin is light without being pale which comes as a result of living in the mountains of Kaminari no Kuni. Orbs of amber flecked with red speckles fill his eyes and draw attention away from his compact yet athletically muscular frame. His body resembles a strong cross between a swimmer and a dancer but years of stringent martial arts experience have given his muscles unnatural strength and stunning definition.
- Two scars remain on Satsui’s body, neither of which he ever discusses, and although they seem unrelated they are actually two sides of the same coin. A stab wound rests atop his solar plexus and leads into a dramatic “X” on opposite side of his torso. Mentioning either blemish usually brings a rather erratic response from Satsui.
COGNITION[/u]
- Satsui is a youth possessed of a singular goal; his entire life has been a constant struggle for power in all forms of the word. He will never be satisfied with his accomplishments so he will move ever onward toward the next opponent or the next level of proficiency. He equates weakness with evil and strength with justice but he does recognize that those who seek evil are the truly weak. His warrior code allows him to transcend human, and even rational, motivations for engaging in combat. In his mind, life is a constant journey from one battle to the next and war against one's self to strive past self-imposed limits. Most come to know him as an ally that remains ever ready to stand alongside them yet some know his blade, and heart, hold no love for them. He must become stronger, he must become faster, he must become smarter, he must exceed whatever expectations are placed before him, and he must never fail for he is, Tenchishinmei Satsui.
- Satsui's alignment is not something that can easily be codified or cataloged; it has been shown to be flowing and dynamic like many of the naturally occurring phenomenon visible in nature. True, he is not implicitly evil in any given sense, yet his morals and principles seem to reflect whatever might best benefit his current situation. Satsui can generally be described as the type of person who values privacy and he does not interact with people on a regular basis, often seeking to avoid the presence of others. Some have accused him of exhibiting something akin to sadistic personality disorder but no one has spent sufficient time with him to properly diagnose this or any other pathology.
- The Tenchishinmei existed long before the time of the Rikudô Sennin and as such their history and culture were largely shaped by ancient mysticisms. Since time immemorial, the clan has looked to the Akutenshi {Evil Angels} for guidance and direction on all matters pertaining to the clan. The leader of these creatures, named Jidaishisou, was thought at one time to be the physical maifestation of all power in the known universe. Satsui's ultimate allegiance falls to none other but Jidaishisou and many believe him to be insane for holding to such outdated perceptions.
- Once, on a mission to defend a wealthy businessman's son, Satsui's slight frame was taken advantage of by disguising him as a maiden in the service of the young man. No one, not even the son he was protecting, knew of the subterfuge and so when the boy's own advisors attempted to take his life it was Satsui who brutally cut them down. His orders were to leave at least one of the traitors alive for questioning but when the time came to turn them over it was found that he'd slaughtered five of them already, and the sixth had gone mad due to an intense session of torture he'd been subjected to over several hours.
- Seemingly devoid of emotion at times.
- When so ordered, will stop at nothing to achieve his mission.
- Has never met a strong opponent he hasn't thought of killing.
- Gifted with disguise but prefers power over subtlety.
- Does not tolerate being looked down on by his peers.
- Often seeks to validate his perspective through mutual combat.
- Seemingly devoid of emotion at times.
- L&D
- {L} Having strong opposition to overcome.
- {L} Being able to display his strengths in battle.
- {L} Completely and utterly dismantling those who seek to do him harm.
- {D} Being disrespected or laughed at.
- {D} People who have little control over their emotions.
- {D} Those with power intentionally seeking out the weak.
- {L} Having strong opposition to overcome.
ARMAMENTS[/u]
[spoiler=PRIMARY WEAPONS][/li][li]Jian
Rank: C
Type: Primary / Melee
Description: The jian is a double-edged straight sword, with one-handed versions having blades varying from 45 to 80 centimeters (17.7 to 31.5 inches) in length. The weight of an average sword of 70-centimeter (28-inch) blade-length would be in a range of approximately 700 to 900 grams (1.5 to 2 pounds). There are also larger two-handed versions used for training by many styles of Kenjutsu.
Cost: 1,000 Ryo[/spoiler]
[spoiler=SECONDARY WEAPONS / ACCESSORIES][/li][li]Kunai (Throwing Knife)
Rank: D
Type: Secondary / Melee + Ranged
Special: 2 per Pack.
Description: This throwing knife is one of the common weapons of a ninja. It is often kept in a holster on the leg in a pouch attached to the belt. What makes it so versatile and universal is the fact the Kunai can be used in conjunction with explosive tags and other weapons to form deadly combos out of simple, easily accessible items.
Cost: 100 Ryo per Pack
[/li][li]Kunai Spring
Rank: C
Type: Modification
Special: May hold only one kunai. Takes up two 'pack' slots. Kunai springs out twice as fast as a kunai travelling through the air, to be used as a melee weapon or for defence.
Description: This item allows the user to instantly extend and retract kunai from their sleeve using a spring-loaded wire.
Cost: 500 Ryo
[/li][li]Kakkou (Retractable Wrist Blade)
Rank: C
Type: Secondary / Melee
Special: 1 per Pack.
Description: As its name implies, the user equips these retractable wrist blades so that the attach to their forearm without risking exposure. These blades can spring forth when needed to surprise any opponent fought in hand to hand combat.
Cost: 500 Ryo per Pack
[/li][li]Kiri-Oni (Demon Claws)
Rank: B
Type: Secondary / Melee
Special: 1 per Pack.
Description: Claws are useful weapons for a ninja to have as backup mainly due to their reliability. Though difficult to hide, they are nonetheless effective as a secondary means of attacking. Kiri-Oni even come with modification options, such as ranged options, and even a conjunction system which mixes the power of certain poisons and dispensable items alongside the claw.
Cost: 5,000 Ryo per Pack
- Liquid Socket
Rank: B
Type: Modification
Special: A single socket comes with the claws. Extra sockets cost the same during re-purchasing. Up to 3 sockets per claw.
Description: Sockets essentially are pathways towards the Claw's modification. With this version, the Kiri-Oni will receive a series of internal passageway which essentially feeds any liquid the user desires and preloads into their weapons towards the bladed tips for immediate use.
Cost: 500 Ryo per socket - Gaseous Socket
Rank: B
Type: Modification
Special: A single socket comes with the claws. Extra sockets cost the same during re-purchasing. Up to 3 sockets per claw.
Description: Sockets essentially are pathways towards the Claw's modification. With this version, the Kiri-Oni will receive a series of internal passageway which essentially condenses any gas the user desires and preloads into their weapons towards the bladed tips for immediate use.
Cost: 500 ryo per socket
[/li][li]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: 500 per Pack
[/li][li]Exploding Pouch
Rank: C
Type: Tool / Area of Effect
Range: 0 - 5 meters
Special: 5 per pack
Description: A variation on the exploding note, these pouches contain a myriad of ball bearings and other metallic projectiles that, when detonated, spread forth even more
Cost: 500 per Pack[/spoiler]
[spoiler=ITEMS][/li][li]Battle Gear
Rank: B
Type: Torso & Shoulders
Limit: Taijutsu Secondaries
Description: Stronger than a simple flack jacket, this Battle Gear serves like an exoskeleton that covers the user's torso and shoulders well, keeping them safe while not slowing their movement down. Standard issue is all black, but users may alternate the color to their liking.
Cost: 10,000 Ryo
[/li][li]Tracker
Rank: C
Type: Accessory / Self
Special: Has a range up to 1000 yards.
Description: Similar to the communication's device 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: 3,000 Ryo per Tracker
Training Weights
Rank: B
Type: Accessory / Self
Special: 'C' ranked version is for Tai Tertiaries; 'B' for Tai Secondaries; finally, 'A' ranked version is for Taijutsu Primaries. When worn, all leg related Taijutsu is improved by the equivalent weight rank, but the user suffers a speed loss equivalent to half their normal movement speed. However, when removed, a large speed boost is gained, equal to double the user's normal speed, and lasts for as many turns as the user had the weights equipped for. Once a boost is used, another cannot be performed until the user re-equips the weights for double the amount of turns used to charge the previous boost - i.e. if the user has it on the first time for 3 turns and took it off, then they can only boost again in the same thread if the user now wears it for 6 turns. The recounter is restarted once the user leaves the thread.
Description: Though an old fashioned training method, taijutsu specialists use these extremely heavy weights to increase their speed and movement. These weights are usually worn under the warmers on the user's lower legs. When removed, the user gains a great increase in their speed and mobility. The weights are marked with the kanji for "guts".
[/spoiler]
TECHNIQUES
[spoiler=RAITON 325/1000 ][/li][li]Karai Shin (Lightning Wrath's Reach)
Rank: D, C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: 0 - 50 meters
Chakra: Mid
Special: Allows the user the ability to create, control and move Raiton (Thunder) chakra of their own for multiple purposes, as well as control that produced by nature. Strength of thunder and distance at which one can control it depends on the highest rank known.
D: 10 meters
C: 20 meters
B: 30 meters
A: 40 meters
S: 50 meters
Description: Though powerful, Raiton can become uncontrollable even in the hands of the experienced, forcing its users to focus first on controlling their power in small areas, and then, over time, expanding. As one's experience with thunder and its control grows, so does the range at which they can become deadly with it.
Domain: Raiton.
Cost: 175 exp.
[/li][li]Mekurumeku (Blinding Flash)
Rank: D , C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: 0 - 50 meters
Chakra: Low - Massive
Special: Distance of flash depends on the user's 'Karai Shin' range. Highest rank known determines light amplitude. Any person(s) effected are blinded for one turn.
D: 1/5th (20%) Karai Shin range
C: 2/5th's (40%) Karai Shin range
B: 3/5th's (60%) Karai Shin range
A: 4/5th's (80%) Karai Shin range
S: Full Karai Shin range
Description: A basic yet effective Raiton technique, the user focuses a bit of chakra all over their body, letting the lightning gather and then quickly exploding, effectively providing a blinding light that leaves all within the range blind. Useful for disorientation and quick get-aways.
Domain: Raiton. Karai Shin
Cost: 25 exp.
[/li][li]Purazuma Booru (Plasma Ball Technique)
Rank: D, C, B, A, S
Type: Defensive / Raiton Ninjutsu
Range: See special!
Chakra: Mid - Very High
Special: Highest rank learned determines strength of lightning sphere.Though no handseals have to be held once the sphere is complete, no other jutsu may be cast while plasma is active. Can be held as long as the user's chakra reserves allow it. Highest rank known determines strength of sphere. Area of sphere is determine by the user's highest 'Karai Shin' range, halved.
Description: A highly strategic raiton jutsu, the Plasma Ball allows the user to create a thick sphere of Raiton around their body, able to shock anyone that comes in contact with it immediately.
Domain: Raiton. Karai Shin.
Cost: 25 exp.
[/li][li]Hiraishin Kiru (Human Lightning Rod)
Rank: D, C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: Touch
Chakra: Mid - Very High
Special: Once the victim is struck by lightning, the user is required to re-apply the effects. If the victim is not struck by lightning before they leave the given battle thread, the effects are neutralized and the jutsu must be reapplied. Highest rank determines the strength of the charge placed on the victim, and thus, the strength of lightning that can strike them.
Description: As the name implies, this simple technique allows the user to alter their internal electric charge temporarily, so that all Raiton chakra subsequently made by the user (as well as natural lightning!) is more susceptible to strike the victim, as well as damage them higher than normal. This alteration usually occurs during some form of contact, where the user’s charged appendage can simple tough, strike or graze the victim and quickly place the effects on them.
Domain: Raiton. Karai Shin.
Cost: 25 exp.
[/li][li]Danpen Inazuma (Shooting Thunder)
Rank: D, C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: 0 - 50 meters
Chakra: Mid - Very Highh
Special: Does not require handseals. Highest rank known determines range of bolt, as well as the level (rank) at which it is shot out.
D: 1/5th (20%) Karai Shin range
C: 2/5th's (40%) Karai Shin range
B: 3/5th's (60%) Karai Shin range
A: 4/5th's (80%) Karai Shin range
S: Full Karai Shin range
Description: Meant more as a reactionary technique than a main avenue of offense, this jutsu allows the user to essentially shoot out small lightning bolts from a free hand to anyone within a small range. This requires no seals to conjure, and can be shot out from one’s appendage during the most heated of combat. The damage is light and the bolts shoot off in a relatively straight line, at rapid speeds.
Domain: Raiton. Karai Shin.
Cost: 25 exp.
Raiton Bunshin no Jutsu (Shocking Clone Technique)
Rank: C
Type: Supplementary / Raiton Ninjutsu
Range: See special!
Chakra: Mid
Special: Up to one clone can be made at a time, plus one more each time retrained. Because of its light essence, most physical strikes pass through the clone, and when struck, the clone's thundery essence submits whatever struck it with intense shocks, as if it had just struck the center of lightning bolt delivered directly from Zeus himself. Clone cannot perform any jutsu, but when defeated, it explodes in a burst of bolts, spreading its shocking essence everywhere. Explosion range covers 5 meters all around the clone, and leave victims caught in it paralyzed for a whole turn, friend and foe alike. User's 'Karai Shin' range determines how far the clones can travel from the user before dissipating, and once the user exits the thread in which they were created, clones automatically disperse.
Description: With this technique, the Raiton user is able to call upon aid from a perfect copy of themselves. Comprised purely of lightning, this clone retains the user movement speed and can share linked mental judgement. Best of all, due to its flowing essence, many solid attacks pass through the clone, shocking instead whatever was used to strike them. Finally, when defeated, the clone explodes into a storm of lightning that aims to take over the nearest opponent available, taking over their body whole as it is shocked.
Domain: Raiton. Karai Shin 'C'.
[/spoiler]
[spoiler=UNIVERSAL NINJUTSU 50/1000][/li][li]Hitei Mushou (Flying Nail Mist Pierce)
Rank: C
Type: Supplementary / Ninjutsu
Range: 0 – 20 meters
Chakra: Mid
Special: When first learned, the user can spit out up to 5 chakra nails in an an arc like manner, traveling at the speed of a well thrown kunai. Re-training this jutsu adds 5 additional nails each time. For every 20 needles the user can make, consumption goes up one rank.
Description: 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!
Domain: Universal Ninjutsu.
Cost: 50 exp.
[/spoiler]
[spoiler=ACADEMY NINJUTSU 50/1000 ][/li][li]Kawarimi no Jutsu (Body Replacement Technique) x5
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects equal or smaller in size; cannot switch with other living people or animals.
Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.
Domain: Academy Ninjutsu.
Cost: 5 exp.
[/li][li]Henge no Jutsu (Transformation Technique) x2
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained.
Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
Domain: Academy Ninjutsu.
Cost: 5 exp.
[/li][li]Bunshin no Jutsu (Clone Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained.
Description: A ninjutsu that creates an intangible copy of one's own body, without any substance. Since the clone itself doesn't have the ability to attack, and thus can only be used to confuse the enemy, it is mainly used in combination with other ninjutsu. It's a basic technique, but depending on one's ingenuity, it can be used effectively. The clones will dissipate when they come into contact with something.
Domain: Academy Ninjutsu
Cost: 5 exp.
[/li][li]Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: No other technique may be used while creeping. Invisible to the naked eye, but doujutsu and extra-sensorial skill will easily "see through" this technique.
Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Domain: Academy Ninjutsu
Cost: 5 exp.
[/li][li]Nawanuke no Jutsu (Escaping Skill)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Chakra: Very Low
Special: Ineffective against complex, electronic, or unique binds.
Description: Nawanuke no Jutsu is a very basic Ninjutsu technique that allows a ninja to escape from regular rope binds.
Domain: Academy Ninjutsu
Cost: 5 exp.
[/spoiler]
[spoiler=IRYOU NO JUTSU 550/1000 ]Shousen Jutsu (Mystical Hand Technique)
Rank: D, C, B, A, S
Type: Supplementary / Medical Ninjutsu
Range: Self
Special: Heals and counters damage equal to highest rank known.
Description: 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. If the ninja is highly skilled, they are able to heal more critical injuries. Highly skilled medical-nin can use their techniques to perform surgeries that otherwise would not be possible.
Domain: Medics
In'yu Shōmetsu (Yin Healing Wound Destruction)
Rank: D, C, B, A, S
Type: Defensive / Medical Ninjutsu
Range: Self
Special: By anticipating damage, the user is capable of filling an area with healing chakra before taking a hit. Therefore, when the strike does occur, healing is already occurring before damage is taken. This allows for almost instant-healing of wounds. The larger and more complex the wound is, however, the more chakra is needed to heal it. User employs highest 'Shosen' rank in order to heal.
Description: Filling an area with Shosen-style chakra before taking damage, the user is capable of anticipating an assault and thus 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.
Domain: Medical. Shosen of the same rank.
Chakra no Mesu (Chakra Scalpel)
Rank: C
Type: Supplementary / Offensive / Medical Ninjutsu
Range: Self
Special: Produces unique chakra cutting damage that can stack in power each time retrained.
Description: 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.
Domain: Medics
Saikan Chuushutsu no Jutsu (Fine Affliction Extraction)
Rank: D, C, B, A, S
Type: Supplementary / Medical Ninjutsu
Range: Self
Chakra: Low - Very High
Special: Rank determines healing capability when dealing with different strengths of poison.
Description: 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. They will then use the liquid as a medium to draw out the poison from the cells. This mix can then be removed from the body. Depending on the deadliness of the poison, further treatment with an antidote or medicine may be required.
Domain: Medics
Doku Kiri (Poison Mist Technique)
Rank: D, C, B, A, S
Type: Offensive / Medical Ninjutsu
Range: 0 - 50 meters
Chakra: Low - Very High
Special: When first learned, poison gas cloud reaches up to 10 meters. Each rank re-learned adds an additional 10 meters to the maximum, for a maximum of fifty meters. Strength of poison is also determined by highest rank attained.
Description: Ninpou: Doku Kiri is an advanced Medical Ninjutsu technique utilized by skilled medics. After the needed handseals, the medic inhales briefly before expelling poision gas from their mouth at high speeds. This can serve as cover to escape and as an offensive technique against her opponent, or as a trap when luring opponents your way.
Domain: Medics.[/spoiler]
[spoiler=SOUIN NO JUTSU 0/1000][/spoiler]
[spoiler=KENJUTSU 25/1000]Iaijutsu (Art of Mental Presence)
Rank: D, C, B, A, S
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to deflect basic attacks of equal or lower rank, in conjunction with other, more advanced moves within the style.
Description: A defensive nature of fighting, all Iaijutsu practitioners will tend to stand in closed positions, leaving little openings and making sure to make the least amount of wasted movement possible so as to remain solid like a rock. Once the swordsman has understood the basics of fortification, they move on to more complex defensive patterns.
Domain: Kenjutsu.[/spoiler]
[spoiler=FUUINJUTSU 0/1000][/spoiler]
[spoiler=TAIJUTSU 200/1000][/li][li]Shougekishou (Demolishing Rising Palm Thrust)
Rank: B
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: High
Special: Knock-back range equals 5 meters, plus 5 more each time retrained.
Description: By unconsciously feeding their chakra into their palms, the user will quickly rush forward, driving the charged appendage forward and into their opponent. The result is devastating, with all the accumulated power of the palm being unloaded onto the user's victim. Finally, with all the chakra released, the opponent's body is knocked back several feet, left to rag-doll and wither.
Domain: Universal Taijutsu.
Cost: 100 exp.
[/li][li]Senshi 1 Mirrioun! (Million Man Stab)
Rank: B
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: High
Special: Delivers up to 2 stabs per use, plus 1 more each time retrained. Attacks are delivered at blinding speed, and regardless of amount, take up only a single technique/action.
Description: By unconsciously feeding their chakra into any bladed weapon, the user will rush forward, unleashing their weapon in a stabbing motion with the tip to their target. The chakra unleashes in order to increases appendage speed, and with much training, the user can find themselves delivering many strikes in a single instance.
Domain: Universal Taijutsu.
Cost: 100 exp.[/spoiler]
[spoiler=SHUNSHIN NO JUTSU 25/1000]Shunshin no Jutsu (Body Flicker Technique)
Rank: D
Type: Supplementary / Ninjutsu / High-Speed Movement
Range: 0 - 10 meters
Chakra: Low
Special: Flickering is near-instantaneous forward movement, meaning the user will rush almost instantly to wherever they are facing as chakra pushes their legs to inhumane levels. The user can flicker once per thread, plus once more each time retrained. One cannot attack or perform techniques during Shunshin.
Description: 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, it allows a ninja to move short to long distances at an almost untraceable speed - to an observer, it appears as if the user has teleported. Such a feat is accomplished by using chakra to temporarily vitalise the body and move at extreme speeds they would otherwise be unable to reproduce. In the end, the user will appear and disappear in an instant, allowing them to retreat or attack suddenly should they need it. To facilitate the movement the ninja will often use nearby elements such as mist, sand or leaves to mask their appearance or disappearance.
Domain: Shunshin - Universal Ninjutsu.
[/spoiler]
[spoiler=KAGURA NO JUTSU 0/1000][/spoiler]
. . . Transmitting Additional Data . . .