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.
[li] Given the absolute abnormality of this name, one can see most of this name can be coined from creativity. The first name is a sense of personal ownership in that "Kaeor" isn't popular at all and completely made up. Yet it is followed by the middle name "Drake" which encompasses the power behind his name. Drake in itself references to the elder dragon ancestors of the creature and everything about them from beauty to strength. They hold an enormous amount of power over legends alike, known for destroying cities and ravaging towns. Finally his surname "Nakashima" means "middle island". The logic of this doesn't necessarily mean a land surrounding but can denote a property surrounded by other holdings.
AGE; Twenty-Six D.O.B; Twenty-fourth of October BIRTH COUNTRY; Hi no Kuni VILLAGE; Kumogakure no Sato HERITAGE; Main House
[li] How does a main house ninja from Konoha reach the settlement of Kumogakure? Easy. The strife and chaos that ensued during the war didn't make allies of any person. Every man, woman, and being would ultimately become assaulted whether if it by by a long hated enemy village, or the colossal bijuu itself that appeared from thin air. Sesshou was part of a pack of ninja sent to combat enemies from Sunagakure during the war, but unfortunately he would never fully make it to his destined area. with a mighty ambush that even left zero openings for his god like byakugan, there was simply no escape.
His own life would have been claimed too if the earth didn't break with the bijuu's arrival. This brief opening gave him the time to flee and in doing so he ditched his headband and any of Konoha's recognizable gear. he believed that for a reason, this was exactly the fresh start he had been hoping for all of his life. With his identity hidden, he stumbled upon a camp of survivors from Kumogakure. Immediately they questioned his village and loyalty and he merely stated that he was a survivor of the bijuu and had no qualms with any shinobi any longer. That was when they agreed to let him stay near their camp until the sun rose once more. They already had sent a bird to get a rescue group and medic.
Upon the next day Kumogakure's relief would arrive on time, ready to rescue its shinobi and provide what medical support they could. The only thing they would see was burnt bodies of their once comrades and Sesshou nowhere to be seen. He had taken the map to the village and the gear and had forged a new destiny for himself that required sacrifices. But in the end it was all worth it once he arrived at the gates of the village and claimed to be a survivor of the disaster that shook the world.
ALLEGIANCE; Self; Rentsuki; Areru ALLEGIANCE2; Kumogakure no Sato ALIGNMENT; Chaotic Neutral PSYCHE;
[li] Kaeor's personality on the exterior is reminiscent of someone with emotional scars that just wants to be left alone. Yet beneath his tough shell, he has a slew of traits that define him as an individual. For one, he's extremely intelligent. He reacts logically to most situations in a steadfast manner and shrewdly uses his wits when he comes into any sort of obstacle. Simultaneously he's courageous and decisive, making him a very powerful leader no matter the location. He's an ally that just about anyone would benefit from having on their side. Not to mention that he's rather cunning and observant, always giving himself the time to learn and understand something foreign instead of rendering it valueless - at most times at least.
On the gloomy side, he also hosts a fair amount of traits that contribute to his sinister core. The fact that he's mainly pretty distant from others fuel his "lone wolf" concept. He's never been someone to seek out friends for reasons such as emotions or emptiness. There's always some sort of twisted and unknown method to his madness. Such a trait has brewed arrogance in his persona and has made him manipulative of others to certain extents. He can certainly be apathetic when it comes to doing tasks for reasons beyond his own and manages to be quite sarcastic around unwanted company.
[li] The appearance of Kaeor resembles garbs that currently fit the era he was born in. His leggings are skin tight black pants that completely match and mesh with his sandals in hue. The right forearm and neck of the shinobi is wrapped in elaborate black bandages. On his chest he wears a regular white tee shirt made of cotton with an draping white kimono around it. He ties it with a purple sash yet above that sash he also keeps has his headband wrapped around his waist as a second belt. Last but not least, he has a tattoo of the name Areru in cursive upon his neck.
[li] What began as a short, awkward, and indirect bus conversation has blossomed into something rather serious. According to his thoughts, his relationship with Areru Sansutomu has gotten uncontrollably and blissfully serious. He's been with this woman for seven months and they can be seen frequently in each others company. He even has a tattoo on his neck with her name inked into his skin. With that acknowledged, it isn't surprising that she is considered his girlfriend and he remains quite serious to her.
[/li][/ul] FIRST APPEARANCE IN;[/b] scientifically invalid BOND;[/b] Cloud Ninja Comrade | Fiance STATUS;[/b] Active THREADS;[/b] confessions[/li][/ul][/ul] ____________________________________________________
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Marked On World Map;
• INSERT NAME HERE
[/b] [/li][li] story here.[/blockquote][/li][/ul] FIRST APPEARANCE IN;[/b] --- ITEMS GAINED;[/b] --- INJURIES SUSTAINED;[/b] ---[/ul] ____________________________________________________
Bowie Knife Rank: C Type: Primary / Melee Description: A long knife, at least six inches long, with a clip point at the top of the blade which brings the tip lower than the spine for better control. Where the guard and sharp edge of the blade meet, a small curvature inward towards the metal makes the end thinner than the top. The handle itself is big enough to suit a single hand comfortably. Cost: 1,000 Ryo
Exploding Note Rank: C Type: Tool / Area of Effect Range: 0 – 10 meters Special: 10 per pack. 40 in total. 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 a slow countdown burn, which eventually results in a large explosion.
Kunai (Throwing Knife) Rank: D Type: Secondary / Melee + Ranged Special: 2 per Pack. One 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.
Hikari (Light Bomb) Rank: C Type: Tool / Area of Effect Range: 0 - 10 meters Special: 1 per pack. 1 in total. 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.
[/b] Rank: C Type: Tool / Area of Effect Range: 0 - 10 meters Special: 3 per pack. 3 in total. Description: This explodable comes in the form of a long, skinny cylinder, no more than a few inches long. At the top lies a pin which, when pulled, activates the grenade's internal components. Within seconds, thick, dark smoke begins to spew from the cylinder, covering a wide area and leaving all those nearby blinded and gagging.
Makibishi (Ground Spikes)[/b] Rank: D Type: Secondary / Ranged Special: 20 per Pack. 20 in total. Description: Makibishi are small, sharp objects that are mainly used to inhibit someone from walking in a certain direction or area, since they would injure the ninja's feet if they tried to walk over them. Although ineffective when used individually, they can severely cripple a whole enemy unit with appropriate use.
Hajikidama (Marbles)[/b] Rank: D Type: Supplementary / Ranged Special: 30 per pack. 30 in total. Description: Hajikidama’s are sphere shaped small objects that when thrown in massive amounts upon the floor are used for a tripping device. Any victim moving into the area where Hajikidama’s lay will easily trip falling to the floor quickly. Though very ineffective alone, if used right Hajikidama’s can be a great object used in a combination.
Senbon (Throwing Needles)[/u] Rank: D Type: Secondary / Ranged Special: 10 per Pack. 10 in total. 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.[/spoiler]
[/u] Rank:B, A Type: Doujutsu / Supplementary Range: Byakugan Special: 'B' ranked version reveals Basic Releases, while 'A' ranked version reveals Kekkei Touta. Must re-train multiple times in order to detect all releases. Description: One of the perks behind Byakugan is its ability to read the chakra nature before it. Rather than simply seeing flowing energy all at once, the Hyuuga now learns to distinguish each release by a unique color coding only they can see. Best of all, as an opponent prepares a jutsu from a particular elemental nature already known to the clan member, the chakra traces burst forth, affording the user a small window of anticipation. Releases Recognized: Raiton. Domain: Hyuuga.
Genshosenshi (Genjutsu Sense) Rank:B, A Type: Doujutsu / Supplementary Range: Byakugan Special: 'B' ranked version reveals non-harmful, basic Genjutsu Senses, while 'A' ranked version reveals harmful, powerful advanced Genjutsu Senses. Must re-train multiple times in order to detect all releases. In order to break a Genjutsu, the Hyuuga must provide a raw chakra burst equal or greater to that of the illusion being used - i.e. is an 'S" ranked Gen is used on you, you need a bit over 'S' ranked chakra from your own reserves to break it. Description: One of the perks behind Byakugan is its ability to read the chakra nature before it. Rather than simply seeing flowing energy all at once, the Hyuuga now learns to distinguish each Genjutsu Sense by a unique color coding only they can see. Best of all, as an opponent prepares a jutsu from a particular Genjutsu Sense already known to the clan member, the chakra traces burst forth, affording the clan member a chance to break the illusion with an equal burst of chakra of their own. Genjutsu Recognized: Illusions of sight. Domain: Hyuuga. __________________________________________________
Hakke Shouhen (Eight Divination Signs, Creation Rebirth)[/u] Rank: B, B, B, B, B, B, B, B, B, B, B, B, B Type: Offensive / Clan Taijutsu Range: See special! Chakra: Low Special: Creates a hakke field for Jyuuken that extends 5 meters in every direction, plus 1 more meter each time retrained. | 17 meters. Description: The basis of all Gentle Fist techniques relies on the opponent entering the Hakke, or Eight Divination Signs field. Visible only to the user, this circular area is represented by a ying-yang symbol and other clan variations appearing below the opponent they are targeting. With intense training, the Hyuuga will be able to extend their Hakke, thus furthering their reach with all techniques that are executed in conjunction with the field. Domain: Hyuuga.
Hakkeshou Kaiten (Eight Divination Palms of the Hand, Heavenly Spin)
[/u] Rank:D, C, B, A, S Type: Offensive / Defensive / Clan Taijutsu Range: See special! Consumption: Chakra: D-C: Low, B-A: Mid, A-S: High; Stamina: D-C: Low, B-S: Mid Special: Blocks taijutsu and ninjutsu of equal rank. Kaiten dome extends as far as the Hyuuga's maximum Hakke range. Description: Like many of the Jyuuken techniques, Kaiten is a special technique passed down through the main family line. Kaiten takes advantage of several of the unique abilities of the Byakugan eye, including an almost complete 360 degree view of their surroundings, so that the member to see all angles around them. As such, if an attack is near, the clan member will release a large of amount of chakra from their tenketsu and, simultaneous to the release, begins to spin like a top, creating a whirling vortex that can nullify almost any attack. Said to be a Hyuuga's ultimate defense. Domain: Hyuuga. Main House exclusive.
Hakke Sanjuunishou (Eight Divination Signs, Thirty-Two Palms of the Hand)[/u] Rank: C Type: Offensive / Clan Taijutsu Range: 0 - 5 meters Consumption: Chakra: Low; Stamina: Mid Special: Each successful set of strikes can seal off one particular type of chakra flow - be it a certain release, genjutsu, or ninjutsu - for up to three posts, plus one more each time retrained. Moves around the Hakke to strike at near-shunshin speeds. Description: Once the Hyuuga is comfortable envisioning their Hakke domain and establishing it as their own personal striking grounds, they are taught the art of striking and sealing tenketsu. Moving their hands and arms and bullet like speeds, the Hyuuga extends their palm towards their enemy, and leads with both hands outstretched, so that their fingers land first - 2 strikes, then 4, 8, 16, and finally, 32 tenketsu. As the victim is caught in attack, they are temporarily paralyzed if they are touched even once. Although the result isn't as drastic as 64 or 128 strikes, it can nonetheless close off a specific type of chakra flow within the victim of the Hyuuga's choosing. Domain: Hyuuga.
Hakke Rokujuuyonshou (Eight Divination Signs, Sixty-Four Palms of the Hand)[/u] Rank: B Type: Offensive / Clan Taijutsu Range: 0 - 5 meters Consumption: Chakra: Low; Stamina: High Special: Seals off the victim's chakra for the rest of the thread. Moves around the Hakke to strike at near-shunshin speeds. Description: The second level of Hakke strikes involves doubling the previous 32, although with a few notable differences - Hakke Rokujuuyonshou is a special technique passed down through the main family line only. When an opponent is within the clan members divination field of attack, they can quickly begin their assault. Like with the previous 32, they can force their chakra through their hands into the tenketsu of the opponent's body. First the clan member will strike 2 times, then 4, 8, 16, 32 and finally 64. This damage forceably closes 64 tenketsu, stopping the chakra flow of the opponent, thus limiting their opponent's ability to use jutsu much greater than ever. Domain: Hyuuga. Main House exclusive.
Hakke Hyakunijuuhachishou (Eight Divination Signs, One-Hundred and Twenty-Eight Palms of the Hand)[/u] Rank: A Type: Offensive / Clan Taijutsu Range: 0 - 5 meters Consumption: Chakra: Mid; Stamina: Very High Special: Seals off the victim's chakra until they seek specialized, medical attention. Moves around the Hakke to strike at near-shunshin speeds. Description: The final level of Hakke strikes involves doubling the previous 64, and like its younger brother, remains passed down only through the main family line. When an opponent is within the clan members divination field of attack, they can quickly begin their assault. As the amount of strikes is double from before once more, the Hyuuga ends up striking 254 accumulated times against their individual foe or opponents. First the clan member will strike 2 times, then 4, 8, 16, 32, 64 and finally 128 times, leaving their victim paralyzed and without chakra. Domain: Hyuuga. Main House exclusive. [/ul]
Jūkenpō Ichigekishin (Ultimate One Body Blow)[/u] Rank:D, C, B, A, S Type: Defensive / Offensive / Clan Taijutsu Range: Self Chakra: Low - Massive Special: Uses up chakra proportionate to highest rank learned. Requires contact. Breaks through prisons equal to highest rank learned. Description: Using their ability to expel chakra from every chakra point on their body, a member of the Hyuuga clan can hit their opponent with a blast of chakra that will send them flying away from the user in the form of a single handtap, or even when the enemy attempts to touch the Hyuuga or trap them. It is also useful when the Hyuuga has been bound by an enemy, targeting weak points in the prison that they see with their Byakugan with their sudden chakra rush in order to dispel it. This technique was made legendary when its creator employed it to save themselves from sudden crystallization at the hands of a Shoton master. Domain: Hyuuga.
Hakke Negi (Eight Divination Signs Heel Palm)[/u] Rank: B Type: Offensive / Clan Taijutsu Range: Self Chakra: High Special: Sends a sudden burst of corrosive chakra into an enemy. Paralysis the target for a whole turn (non-stackable), and deals minor, constant internal damage (stackable) unless the victim seeks medical attention. Each time retrained, internal damage is stacked. Description: Before the Hyuuga can learn to burst forth with their chakra, they must understand the art of summoning it all at once into a single strike, something this jutsu teaches. This attack consists of a quick, precise thrust of the users' palm to an opponent's body, or more specifically with the aid of Byakugan, a series of tenketsu. Like other Gentle Fist techniques, it sends chakra into the target in order to cause internal damage, which in result will temporarily paralyze an opponent. Domain: Hyuuga.
Hakke Kuushou (Eight Divination Signs Air Palm)
[/u] Rank: A Type: Offensive / Clan Taijutsu Range: 0 - 10 meters Chakra: Very High Special: Chakra burst measures roughly the size of an adult male's chest cavity, and travels roughly at twice the speed of a kunai, reaching up to 10 meters, plus 10 more each time retrained. Knock-back is determined by halving the user's maximum Palm range. Chakra can pass through solid armor, and can damage tenketsu, causing internal damage. Description: Once the Hyuuga understands the art of summoning energy all at once into a single, fine strike, they are able to execute with the same precision, but from a distance. Extending chakra from their body, the Hyuuga will thrust their palm at the target, sending out an invisible wave of chakra that can knock the opponent back greatly. Worst of all, should this burst strike the victim's tenketsu, they shall be paralyzed. Domain: Hyuuga. Must know Hakke Negi[/spoiler] [/blockquote][/ul]
[/u] Rank: D, D, D, D, D, D, D, D, D, D, D, D, D, D, D, D  Type: Supplementary / Taijutsu / High-Speed Movement Range: 0 - 10 meters Stamina: Low Special: Shunpo is much like Shunshin, a forward-moving high-speed technique that transports the user across a short space in the blink of an eye. When used, the user will rush almost instantly to wherever they are facing. The user can Shunpo once per thread, plus once more each time retrained. One cannot attack or perform techniques during Shunpo. Description: Shunpo, a Taijutsu master's response to the Body Flicker Technique, relies solely on the user's ability to harness their inner ki and gain enough stamina to withstand the sudden strain imposed on one's legs. However, once properly trained, the Taijutsu Type will find their legs moving at speeds unknown to common man, to the point most would make the foolish mistake of assuming one is using Shunshin. However, unlike that chakra inspired run, Shunpo is pure stamina and movement skill, allowing for tighter, quicker, and more reactionary movements essential for someone that relies on movement. Although Shunpo itself moves in a single line, its many variations is what makes it so lethal. Domain: Shunpo - Universal Taijutsu.
Shunpo-Tweh (Light Step Retreat)
[/u] Rank: B Type: Passive / Taijutsu / High-Speed Movement Range: Shunpo! Stamina: -- Special: Gives the user the option to perform a Shunpo backwards. Description: Although Shunpo is normally executed in a linear fashion, with enough training, the Taijutsu Master can learn to limit their forward travel speed in exchange for a near-instantaneous backwards move. This essentially allows rapid movement to retreat or create distance between user and opponent. Domain: Shunpo - Universal Taijutsu.
Shunpo-Jin (Light Step Advance)[/u] Rank: B Type: Passive / Taijutsu / High-Speed Movement Range: Shunpo! Stamina: -- Special: Gives the user the option to perform a Shunpo that allows the user to curve in the direction of their target. If the target is out of the user's Shunpo range, the user will be drawn as close as possible. Description: Although Shunpo is normally executed in a linear fashion, with enough training, the Taijutsu Master can learn to read an opponent's movement and Shunpo in a curved way towards their target's last known location. With the angled attack, it increases the user's ability to strike after the Shunpo. Domain: Shunpo - Universal Taijutsu.
Shunpo-Kyuk (Light Step Shimmer)[/u] Rank: B Type: Passive / Taijutsu / High-Speed Movement Range: Shunpo! Stamina: -- Special: Gives the user the option to perform a Shunpo that allows the user to side-step around at high speeds. Description: Useful for evading attacks or moving in and confusing an opponent, Kyuk, allows the Taijutsu Master to do whatever they desire with their newfound zigzagging/shimmying/side-stepping powers. Domain: Shunpo - Universal Taijutsu.
Shunpo-Hawn (Light Step After-Image)[/u] Rank: B Type: Passive / Taijutsu / High-Speed Movement Range: Shunpo! Stamina: -- Special: Allows the user to perform a Shunpo so fast it leaves an After Image behind. One image may be produced per Shunpo, plus one more each time this jutsu is retrained. Description: Nearing their Shunpo mastery, the user has nearly mastered all the aspects behind the natural high-speed movement. Not only can they now move about freely at such impressive speeds with little restrictions, but they are now able to move so fast that copies of themselves are left behind, perfectly resembling their master for a brief moment in order to provide confusion for the enemy. Only chakra sensing methods will be able to discern the faux presentation, but everything moves so fast the opponent is often left without time to react, turning them quickly into a victim. Domain: Shunpo - Universal Taijutsu.[/ul][/spoiler][/blockquote][/li][/ul]
[/u] Rank: D, C, B, A, S Type: Defensive / Fuuton Ninjutsu Range: See special! Chakra: D: Low; C, B: Mid; A, S: High Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance starts off at 10 meters, and increases by 10 more with each new rank acquired. Description: No one knows the power of Fuuton more than a Fuuton specialist, and this technique was designed by those that met reality sooner than most. Varying by skill and rank, this technique allows the user to take hold of any offensive jutsu used upon them, as along as the attack’s nature allows for whatever is thrown to be controlled. With a great burst of chakra at either their hands or weapons, the user quickly returns the technique back at the opponent, in full effect. Domain: Fuuton.
Kamaitachi (Cutting Whirlwind)[/u] Rank: C, C Type: Offensive / Fuuton Ninjutsu Range: 10+ meters Chakra: Mid Special: Size of tunnel opening measures 5 meters, and wind blasts can travel 10 meters; each time relearned, the mouth grows by 5 meters and the blast itself travels an extra 10 meters.. Description: This jutsu was brought to fame by a legendary Suna shinobi from long ago, and was named after a mythical creature able to command the winds on a whim. After channeling wind chakra at either their weapon or limb, the user swings it around and brings forth a most intense tornado, coming out from the weapon/arm. Once it strikes the user, the tornado tips upward and takes the user up, keeping them imprisoned by the strong currents, and delivering multiple waves of cutting/slicing damage onto their bodies, as well as dropping them hard onto the ground afterward. Domain: Fuuton.[/spoiler][/blockquote][/li][/ul]
[/u] 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.
Henge no Jutsu (Transformation Technique)[/u] 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.
Bunshin no Jutsu (Clone Technique)[/u] 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: 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
Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)[/u] 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
Nawanuke no Jutsu (Escaping Skill)[/u] 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[/spoiler]
Stamina mastery allows the user ultimate control over their martial arts, to the point they can control wasteful movement and use that to eliminate delays in execution, as well as extended longevity. In the end, it determine how much Stamina is used, so much so that they can lower the stamina consumption of all mastery jutsu. When first learned, the user can cast jutsu of the Mastery class for one Stamina consumption tier less than normal. Each time re-acquired, cost continues to drop by one less tier each time.
15Very Low = 1Low 12Low = 1Mid 9 Mid = 1High 6High = 1Very High 3Very High = 1Massive
VERY LOW // Unless specified, jutsu of this consumption usually fall in 'E/D' rank.
[/li][li] LOW // Unless specified, jutsu of this consumption usually fall in 'E/D' rank.[/u]
[/li][li] MID // Unless specified, jutsu of this consumption usually fall in 'C' rank[/u]
[/li][li] HIGH // Unless specified, jutsu of this consumption usually fall in 'B/A' rank.[/u]
Using jutsu with consumption levels higher than 2 or more pools over the user's overall Chakra Pool will exhaust the Player greatly!
[/li][li] VERY HIGH // Unless specified, jutsu of this consumption usually fall in 'A' rank.[/u]
[/li][li] MASSIVE // Although these techniques tend to range in rank depending on circumstance, because of their taxing consumption these techniques usually wind up being forbidden or special for that very reason. Unless specified, jutsu of this consumption usually fall in 'S' rank.[/u] [/li][/ul][/SIZE][/spoiler]