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][li]Age -- sixteen twenty three [/li][li]Gender -- male [/li][li]Current Rank -- chuunin
[/li][li]Difficulty Setting -- advanced [/li][li]Birth Country -- Mizu no Kuni [/li][li]Village -- kirigakure no sato [/li][li]Kekkai Genkai -- none [/li][li]Profession --
[/b] -- Taijutsu Primaries, are able to perform their art to higher degrees than most. Able to delve into a plethora of unique fighting stales, Taijutsu users are more compelling with their bodies than Ninjutsu and Genjutsu primaries, but are less adept with chakra; able to focus their energy to such a precise point that they could manifest unimaginable stength and power in their hits. A diverse class, able to hold their ground long or close due to their abundant prowess into their art.
* = mastered * = learned
Last Edit: May 14, 2012 13:00:37 GMT -8 by Akihiko
Abstrusely Elegant. Kaito bears the manifestation of a vehemence disposition; unkempt opaque locks cascading from his crown, treading just ere of his shoulders. An enticing man, possessing an unscathed and healthy frame; his countenance touched with the perplexity of teal optics — stoic and diabolical in comparison to his rather illuminated demeanor. Adorning the loose fitting attire — comprising of ivory and ebony — of a shinobi, Kodachi bears a white tunic hanging neatly over the his black pants. Upon his countenance he garnishes a broken helmet made likely of the skull of an elk, however, it offers little protection—serving as recognition of his family. The number embedded on his chest, is his rank of prowess within his lineage, making him the forth in line for the head of his family.
--- A reticent figure, disposed to his own accord, he rarely steps outside of his comfort zone. That being one of little human interaction other than fighting when necessary. He isn't bold, but for those that lay eyes on him he seems rather distant. A cold aura creeping from his physique, he seems to be doused with sorrow and a blank look always apparent in his eyes. The lack of emotion portrays him as robotic, a scary concept to those who see pain.
Last Edit: Oct 30, 2011 11:00:20 GMT -8 by Akihiko
[li]Zanbatou Mochi (Charged Attack Sentinel)  Rank: D, C, B, A, Type: Supplementary / Specialty Taijutsu / Ju Kenshi Range: Self Stamina: Low - Massive Special: Highest rank known determines strength of charge, as well a charge time. Bonus damage calculator - add the base rank of the Ju Kenshi's sword plus any bonus it brings, PLUS the highest rank of this technique. The user can determine which rank they want to use, but it must be proportionate to the rank of any other technique used if used in tandem with something.
D: Full Post (5 seconds) C: 3/4th's of a Post (4 Seconds) B: Half a Post (3 Seconds) A: 1/4th a Post (2 Seconds) S: Near-Instant! (less than 1 Second)
Description: The basis of all Ju Kenshi techniques, Zanbatou Mochi alows the Ju Kenshi to briefly "charge" their attack, pausing momentarily in order to gather their might. Then, quicker than the blink of an eye, they can unleash their strike anywhere they please, extra force behind it to either defend against incoming strikes or deliver an extra useful strike. Though the brief charge and small period after the swing leaves the user open, the trade-off is a devastating swinging sword that can decimate anything in its way. Domain: Ju Kenshi
[li]Sujitama (Muscle Shot) Rank: D, C, B, A, S Type: Offensive / Taijutsu / Hosatsu Range: See Maiuekaze Stamina: Very Low - High Special: Bow shots enhanced in this manner may pierce through defenses at a rank equal to one lower than this technique's rank. Description: The basis of all Hosatsu techniques, Sujitama governs the power of all fired arrows. With time, the practitioner's arm gains the strength to create powerful draw upon his or her bow. The user may choose to actively utilize this strength to enhance the power of his or her bowshots. However, due to the use of a light bow, the user's shots will never achieve the sort of power that one who uses a heavier bow will be able to obtain. All shots move at twice the speed of a naturally thrown kunai, unless specifically modified by an additional technique. Domain: Hosatsu
[/li][li]Kitsutsuki (Woodpecker)  Rank: D, [C], B, A, S Type: Passive / Taijutsu / Hosatsu Range: --- Stamina: n/a Special: Determines the speed in which a user is capable of drawing, knocking, and firing an arrow. Description: The woodpecker is an interesting creature, capable of raising and lowering its head at immense speeds in order to drill holes through wood. The user of Hosatsu attempts to mimick that speed in the way in which he raises his hand, pulls out an arrow, knocks the arrow to his bow, and then fires it. Since this is the product of training and not any sort of feat of strength, it requires no chakra or stamina upkeep. At D Rank, one may knock and fire an arrow once every three seconds. At C Rank, one may knock and fire an arrow once every 2.5 seconds. At B Rank, one may knock and fire an arrow every 2 seconds. At A Rank, one may knock and fire an arrow every 1.5 seconds. At S Rank, one may knock and fire an arrow every 1 second. Domain: Hosatsu[/size][/li][/ul][/ul][/ul][/font][/justify]
[li]Ukemi (Receiving Body)  Rank: D, C, [ B ], A, S Stamina: D: Very Low, C: Low, B: Mid, A, High, S: Very High Type: Defensive / Taijutsu Range: Self Special: Takes the edge off of enemy Taijutsu attacks, taking damage as though the technique was one rank lower. Can only be performed on the ground. Description: One of the first things a Tumbler has to learn: how to fall. Or, more accurately, how to fall without getting hurt. Light on their feet as they are, the user can reduce the impact of many Taijutsu techniques simply by leaping backwards at the last second. As a second part of this technique, the user contorts their body in air so they land without unnecessary injury. This technique has a few obvious limitations, namely an inability to thwart piercing force, Ninjutsu or Genjutsu. This technique is also ineffective at ranks higher than what is currently learned by the user. Domain: Karuwaza.
[/li][li]Ukemi - Takai (Receiving Body - Elevated)  Rank: D, C, [ B ], A, S Stamina: D: Very Low, C: Low, B: Mid, A, High, S: Very High Type: Defensive / Taijutsu Range: Self Special: Takes the edge off of enemy Taijutsu attacks, taking damage as though the technique was one rank lower. Can only be used in mid-air. Description: Taking the idea of Ukemi to it's natural extreme, experienced users can lessen the impact of attacks that hit them, even in mid-air where they have nothing to jump back from. To do this, users will accept the force of the attack and flip or rotate away from the force of the blow. This technique is tricky, and won't work on attacks that manage to hit dead center. (The solar plexus, from which there is no easy point of rotation.) Domain: Karuwaza. Requires "Ukemi"[/size][/li][/ul][/ul][/ul][/font][/justify]
Last Edit: May 14, 2012 12:02:09 GMT -8 by Akihiko
[li]Shunpo (Flashing Light Steps)  [ten shunpo] Rank: 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.
[/li][li]Shunpo-Hawn (Light Step After-Image)  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.[/size][/li][/ul][/ul][/ul][/font][/justify]
[li] Kaimon (Gate of Opening)  [7 turns] Rank: C Type: Supplementary / Nintaijutsu / Kinjutsu Range: Self Chakra/Stamina: Mid [per turn] Handseals: No Special: See subjutsu. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt regular Genjutsu 'D' ranked and lower. Once activated, the user moves at twice (6 mps) their normal speed, to the point a normal eye will have a harder time focusing on the user, seeing the figure slightly blurry but still themselves, and a Sharingan Stage 2 would be the only one to truly see with clarity. Upon deactivation, fatigue settles and lasts as long as Gate was active, yields strain, but does not restrict the user's level of Taijutsu. Description: The first stage of the Eight Gates, the Gate of Opening (開門, Kaimon) is located in the brain, and upon activation, releases the brain's restraints, allowing full power usage of the body's muscles. Unlocking this gate allows the user to use extremely strong techniques, such as the Iron Fist's Frontal Lotus. Domain: Hachimon.
Strength Rank: C Type: Passive / Nintaijutsu / Kinjutsu Range: Self Special: Represents strength boost received from Kaimon. Once activated, all Taijutsu, basic or advanced, shall have 'C' ranked damage stacked on at all times, equal to the amount of times retrained.
[/li][li] Kyuumon (Gate of Rest)  [2 turns] Rank: B Type: Supplementary / Nintaijutsu / Kinjutsu Range: Self Chakra/Stamina: High [per turn] Handseals: No Special: See subjutsu. All effects of previous gates are passively carried over. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt advanced Genjutsu 'C' ranked and lower. Once activated, the user moves at thrice (9 mps) their normal speed, to the point a normal eye can barely keep up with the user, seeing blurs and streaks, and a Sharingan Stage 3 is the only eye that can truly see the user clearly. Upon deactivation, fatigue settles and lasts as long as Gate was active, yields moderate strain, and restricts user to Taijutsu 'S' ranked and under for the remainder of the fatigue. Description: Located within the brain, the second stage of the Eight Gates, the Gate of Rest, raises stamina and assists in recovery after being weakened. By further boosting one's inner strength, they subsequently re energize their body. Domain: Hachimon. Must be able to sustain 'Kaimon' for at least 7 turns.
Endurance Rank: C Type: Passive / Nintaijutsu / Kinjutsu Range: Self Special: Represents defensive endurance boost received from Kaimon. Once activated, the user shall have a defense to 'C' ranked Taijutsu damage stacked on at all times, equal to the amount of times retrained.
Last Edit: May 14, 2012 12:00:20 GMT -8 by Akihiko