Ho Chi Minch
Oct 29, 2011 14:23:43 GMT -8
Post by Ho Chi Minch on Oct 29, 2011 14:23:43 GMT -8
Minch, Ho Chi
[bg=444444] "Let It Rock!" |
PERSONOLOGY||
✿ Name: Ho Chi Minch
✿Age: 19
✿Gender: Male
✿ Kage-Hebi
✿Country: Kaminari no Kuni
✿Hidden Village: Kumogakure No Sato
✿Village Rank : Genin
✿Profession: None
✿Difficulty Setting:Hard
✿ Voice
✿Types: Ninjutsu,Taijutsu,Genjutsu
PHYSICALITY||
✿Height: 4'9
✿Weight: 95.9 Lbs
✿Apparel:
He wears a black short-sleeved shirt with a high collar and long sleeved red undershirt, a zip in the middle which is usually up half way, exposing his neck. He wears long black shorts, with kunai holder strapped in his right knee.
✿Body Appearance: Ho Chi Minch stands at 4'5 rather small for a boy his age,but works with well with his body has he has a rather lean figure. So not to fat nor to little just in shape to keep up with the others.
Ho Chi Minch hair is black and hangs down in his eyes when unkempt. It is long, messy, and shaggy at most times, though sometimes he will comb it to the side with his fingers. Also a tilt or small shake of the head, often leading to him cracking the bones in his neck, will also allow him to make his hair fall away from his eyesight. Even then he will still have the style of "curtains" as his long bangs will frame his face. The strands are wavy, thick, and also soft.
After 7 Years Has Passed!
Ho Chi Minch has aged slightly; he cut his long hair to a short cut; he has gained a little height he now stands at 5'1. Other things has changed too his small frame is now a muscular build to him. He wears a dark gray fur-lined hoodie he wears lazily off his shoulders. Under the hoodie is a dark outfit consisting of an overlong shirt,with red bandage hand guards, Kumogakure shin guards and a standard Kumogakure Flank vest [white].
✿Hitai-ate:
Before his Hitai-ate use to be on his forehead during the genin years,but a sudden change of Minch has tempted Minch to have the Kumogakure symbol headband on his upper right jacket sleeve.
✿Blemishes & Scars: None
COGNITION||
✿Personality:
Hothead? : A spirited individual with great lust for a good fight, Ho Chi Minch is one of the willful individuals within his village. He is someone that doesn't really care for others within the range of the battle as long as they don't screw with him. Most consider him to be within downright crazy nature.
Hardass? : Not known for his deep intellect outside of fighting, he is inevitably "stupid" and also very rude. He doesn't really care what most think about him, and is an arrogant and stubborn male. Who is someone that will consider someone a friend who can give him a good fight or help him to get stronger. He is often seen as gullible and tricked, especially when someone is a good fighter. He also doesn't really "fear" anything
Battle Ready? : He is extremely ruthless, and doesn't really care about the people he doesn't know; meaning he may not have that soft of a heart towards people he doesn't have a conscious effort of friendship. The fact that he is like this is because he has a notion of survival of the weak and the strong. Though, he is not "evil" he is definitely not a heroic individual and is someone who wouldn't give-up his life for someone he didn't know. He is also not very keen on authority; and often says "screw it".
Courageous/Foolishness?
He is someone that doesn't back-down, keeping a smile on his face throughout entire situations that become him. Even when people think its suicide to do something, he always transcend the shortcomings that people provide for him. He loves them actually.
Open-Minded?
He is someone that is open to anything, his ability to cope with situations at his own discretion, knowing that "the world is not always black and white" as it may seem. Because of this, he is good with handling situations that seem unbelievable to others. As a result, he is often calm and relax keeping his focus in stride.
Honest
He is an honest man, and is someone who is able to talk towards any and ever person he meets with a firm grasp of the situation. Being a bad liar also helps in his ability to tell lies and truths. He feels he doesn't need to lie, as all it does is make things confusing. He won't even lie to enemies.
Battle Genius
Whether this is good for his allies or bad for his enemies, he understands the process of battle, and is a firm expert on using his opponents weaknesses against them. Although a brawler in nature and ruthless, he excels at battling and is a capable fighter. Not much to say about actual smarts, as he proves his "intelligence" with action or violence.
Attention Span
He was never able to pay much attention. Allowing things to go into one ear and out the other. He usually has to be held down or have something interesting in a conversation to actually listen. Otherwise he does his own thing, and doesn't listen to planning or reason.
Brutal
When he fights, he is a person who is more bent on causing the total destruction of his opponent. He attacks harshly, not allowing for much in the face of opportunity.He will break spines, tear through walls, and destroy whatever is in his path. He even shows a large demonic grin when doing so.
An Eye for An Eye
If you do something, to him or his comrades, expect that you won't get off with just a warning. He will punish you to a similar extent of which you tried to give him, it is usually on the same as done to him or the others. Though, if it doesn't work, he shall give what he considers and equal punishment. Whether a scar or death itself; an eye for an eye and a tooth for a tooth.
Vulgar & Rude
Incredibly rude to both ally and enemy alike. He doesn't speak in a respectful tone and is someone that doesn't really care how much power others have over organization. He doesn't care about what wrongs he causes either, and says "deal with it". He can curse up a storm when angry.
✿Alignment:
Neutral
Neutral alignment, also referred to as True Neutral or Neutral Neutral, is called the "Undecided" or "Nature's" alignment. This alignment represents Neutral on both axes, and tends not to feel strongly towards any alignment.
Some Neutral characters, rather than feeling undecided, are committed to a balance between the alignments. They may see good, evil, law and chaos as simply prejudices and dangerous extremes.
✿Allegiance: Kumogakure no Sato
SECOND POST!!!
Minch, Ho Chi
[bg=444444] "Don't let the smile fool you!" |
ARMAMENTS||
✿Primary Weapons:
Katana
Rank: C
Type: Primary / Melee
Description: Commonly refereed to as a 'Samurai sword', the katana is characterized by its distinctive appearance: a curved, slender, single edged blade up to three feet in length, circular or squared guard, and long grip to accommodate two hands. As such, it has become renowned for its sharpness and cutting ability.
Cost: 1,000 Ryo
Rank: C
Type: Primary / Melee
Description: Commonly refereed to as a 'Samurai sword', the katana is characterized by its distinctive appearance: a curved, slender, single edged blade up to three feet in length, circular or squared guard, and long grip to accommodate two hands. As such, it has become renowned for its sharpness and cutting ability.
Cost: 1,000 Ryo
✿Secondary Weapons:
Shuriken (Ninja Star)[15]
Rank: D
Type: Secondary / Ranged
Special: 5 per Pack.
Description: A shuriken, like kunai, is one of the more basic weapons employed by ninja of all classes. They are sharpened, four-pronged metal stars, no more than a few inches long, and are extremely useful for throwing. Although small, they can be used to distract, or, if accurate enough, to kill. They have an open circle in the center, used for grabbing with a finger, to avoid cutting oneself, or to put thread through. The circle is also a benefit in aerodynamics, as it ensures more accurate trajectories.
Cost: 100 Ryo per Pack
Makibishi (Ground Spikes)[40]
Rank: D
Type: Secondary / Ranged
Special: 20 per Pack.
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.
Cost: 200 Ryo per Pack
Senbon (Throwing Needles) [20]
Rank: D
Type: Secondary / Ranged
Special: 10 per Pack.
Description: Senbon were first used by doctors in acupuncture, but due to its reported widespread effectiveness, it was quickly adopted by ninja in order to hit points on the body that can induce paralysis, loss of consciousness, or even death.
Cost: 200 Ryo per Pack
Kunai (Throwing Knife) [12]
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
Smoke Grenade [3]
Rank: C
Type: Tool / Area of Effect
Range: 0 - 10 meters
Special: 3 per pack
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.
Cost: 600 per Pack
Exploding Note [20]
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
Hikari (Light Bomb) [1]
Rank: C
Type: Tool / Area of Effect
Range: 0 - 10 meters
Special: 1 per pack
Description: Flash Bombs are supplementary explodables used mainly for diversions, creating a blinding light when they detonate that spreads quickly across a small area. Flash Bombs come in many shapes and sizes depending by region; some may look like small spheres wrapped in paper or, more conventionally, as cylindrical canisters.
Cost: 500 per Pack
✿Items:
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 Tracke
FINAL POST!!!
Minch, Ho Chi
[bg=444444] "Feel my Rage!" |
TECHNIQUES||
✿Releases: Fuuton | 風 | Wind Release
✿ Jutsu's
Nan-Kaizou (Way of the Snake - Soften Modification)
Rank:D, C, B, A, S
Type: Supplementary / Special Bloodline Technique / Nintaijutsu
Range: Self
Chakra/Stamina: Low
Special: By default, this jutsu allows the user to move one appendages (legs or arms) to stretch. With each rank earned, one more appendage can be stretched at the same time, as well as for longer distances. The head and torso can only be stretched once the user learn the ‘S’ ranked version of this jutsu. Limbs move at the speed of one meter per second.
D: 1 limb @ 10 meters
C: 2 limbs @ 20 meters
B: 3 limbs @ 30 meters
A: 4 limbs @ 40 meters
S: 4 limbs + Neck/Head @ 50 meters
Description: Nan Kaizou is one the most essential Kagehebi Nintaijutsu technique, as it allows a ninja to make their body extremely malleable, much like a snake. It was originally developed for spying activities, but perfected in the hands of the Kagehebi and their natural snake-infused blood. When used the clan member can stretch and twist their body at any angle, allowing them to surprise their opponents, spy on situations normally out of reach, and react much like a snake would. The only drawback is that while malleable, their bodies are highly susceptible to damage in this form as their bone structure is no longer ‘normal’.
Domain: Kagehebi.
Jatai no Daija (Body of the Snake - Limb Speed)
Rank:D, C, B, A, S
Type: Passive / Special Bloodline Technique / Nintaijutsu
Range: Self
Chakra/Stamina: --
Special: Determines the speed at which the clan member's limbs move, whether through regular stretching or through technique. Limb speed plus maximum stretching distance determines effectiveness of all clan techniques.
D: 2 meters per second
C: 4 meters per second
B: 6 meters per second
A: 8 meters per second
S: 10 meters per second
Description: Although the shooting speed of a clan member is somewhat set and basic at the start, as they begin to develop their powers and strength as Kagehebi, they are able to make their limb snapping speed quicker and stronger, until their snake-like essence makes them a blur, no longer recognizable by human eye.
Drawback: Kagehebi.
Jatai no Sasori (Body of the Snake - Venom Fangs)
Rank: D, C, B, A, S
Type: Supplementary / Special Bloodline Technique / Nintaijutsu
Range: Self
Chakra/Stamina: High
Special: Adds a unique poison to all Kage Hebi related techniques and strikes. Highest rank known determines amount of time needed for bite to sustain before poisoning is successful. Poison comes from a unique snake venom, leaving struck victims to suffer a variety of effects based on its strength (highest rank known.) The only known antidote for this poison is literally the blood of a Kage Hebi being commingled with one's own - the blood of the one that inflicted the victim with the poison has a 90% chance of negating the effects of the poison; the blood of an immediate relative has a 50% chance; the blood of any Kage-Hebi has a 10% chance.
D: Dizziness; lack of focus [1 turn]
C: Nausea & diarrhea; uncontrollable twitching [3/4th's of turn]
B: Poor balance; minor hallucinations [Half of turn]
A: Intense vomiting; mini-seizures [1/4th of turn]
S: No balance; unresponsive limbs [Near-Instant]
Description: Snakes are one of the most venomous creatures of the animal kingdom, an important attribute for survival and dominance. In the case of the Kagehebi, this trait has not been overlooked. With intense training, the clan member can learn to produce a uniquely strong poison which can be added to their clan jutsu in order to leave their victims helpless.
Drawback: Kagehebi.
Senei Jashu (Hidden Shadow Snake Hands)
Rank: D,D,D
Type: Offensive / Special Bloodline Technique / Nintaijutsu
Range: See special!
Chakra/Stamina: Low
Special: Distance and strength of extending snakes depends on the user's understanding of the 'Way of the Snake'. Speed of snakes depends on the user's highest known rank of 'Jatai no Daija'. Initially 1 snake comes forth, with 1 more added for a maximum of 10 each time retrained.
Description: Senei Jashu is a signature Kagehebi Nintaijutsu technique which allows the clan member to manifest a bundle of quick-striking snakes that extend from the user’s sleeves. The Kagehebi extends his palm and shoots out snakes to attack a target, having them move at impressive speeds and strike with their fangs. Though basic, this variation has been known to subdue even the strongest of foes with a single snake bite.
Domain: Kagehebi. Nan-Kaizou 'D'.
Kibotoku (Scalehide)
Rank: D, C, B, A, S
Type: Special Bloodline Supplementary Nintaijutsu
Range: Self
Chakra/Stamina: Low - Massive
Special: User is able to block one attack of equal rank to their skill in this technique. Scale armor last one turn plus one more turn for every rank.
Description: By channeling their chakra into their skin, Kage-Hebi users are able to change the properties of their skin to replicate scales like those of a snake. These scales effectively provide the user with armored skin to grant them enhanced durability. This technique is not confined to the Kage-Hebi themselves and can extend to their summoned snakes as well. Color of scales created is up to the users discretion.
Domain: Kage-Hebi.
Saragi no Mai (Snake Pit Dance)
Rank: D
Type: Special Bloodline Supplementary Nintaijutsu
Range: Self
Chakra/Stamina: Very Low
Special: One weapon can be designated to be affected by this technique; increasing by one upon each retrain.
Description: This technique allows the user to "store" their main weapon within their body. Though the weapon is stored within the body, any damage done to the user does not cause damage to the weapon nor does the weapon damage the user. At will, the user is able to regurgitate the weapon from their mouth or summon a snake from their mouth with the weapon inside said snake. This technique also allows the user to retrieve their weapon from any distance by allowing the weapon to transform into a snake and letting it slither back to its owner.
Domain: Kage-Hebi.
Garagarahebi (Rattlesnake)
Rank: D, C, B, A, S
Type: Special Bloodline Supplementary Nintaijutsu
Range: Self
Chakra/Stamina: Low - Massive
Special: Is able to nullify the damage of physical (punches, thrown rocks, sword strikes, etc) attacks of equal rank. Reduces the power of non-physical (fire, water, wind, etc) attacks by two ranks; can only affect techniques equal to this techniques rank. Vibrations cease once an attack has been defended against otherwise the technique persist for one turn plus an additional turn every rank.
Description: Did you know that the muscles of a Rattlesnake are some of the fastest known, being able to fire about 50 times per second and can be sustained for 3 hours? Garagarahebi is a technique based off this fact by using the Kage-Hebi's snake-like constitution and chakra to allow them to vibrate at high speeds. With these vibrations, the user is able to stop physical attacks in their tracks by using the vibrations to cease any momentum said object may. Non-physical attacks have their damage reduced due to the vibrations acting as an invisible shield and warding off direct damage to the user. While this technique is active, the distinct sound of a rattlesnakes rattle can be heard emanating from the user.
Domain: Kage-Hebi.
Yuri Kabinshou (Hypersensitivity to Vibrations)
Rank: D, C, B, A, S
Type: Special Bloodline Suppmentary Nintaijutsu
Range: 0 - 50 Meters
Chakra/Stamina: High
Special: Allows the user to feel the vibrations in the air and ground to detect any movement in their vicinity. Technique requires a cooldown period equal to amount of turns skill was active.
Description: Snakes, using their scales, are able to pick up the vibrations in the air and ground to allow them to detect creatures in the area. Using a special and complex system of inner resonances, they are able to differentiate between vibrations in the air and ground to allow them to anticipate the movement of prey or predator. The Kage-Hebi with their snake-like constitution are able to replicate this skill to eliminate the chance of being caught off-guard. It also effectively grants them a pseudo-360 degree view of what is going on around them.
Domain: Kage-Hebi
Gen'ei-Hebi (Snake Vision)
Rank: C
Type: Special Bloodline Supplementary Jutsu
Range: Self
Chakra/Stamina: Low
Special: Allows the user to see and track heat signatures. Is able to see through walls but heat signatures are blurry when hidden by non-transparent objects.
Description: Pit vipers, pythons, and some species of boa possess the ability to "see" the radiated heat from warm-blooded animals through special sensors located between the nostril and eyes. Like many Kage-Hebi techniques, this ability is based off these snakes abilities to see heat and allowing the user to see in infrared. This helps in tracking targets in the dark or when they are hidden by non-transparent objects.
Domain: Kage-Hebi
Constriction (Shuushuku)
Rank: D, C, B, A, S
Type: Special Bloodline Supplementary Nintaijutsu
Range: Self
Handseals: No.
Chakra/Stamina: Low - Massive
Special: Strength of constriction/grip is equivalent to skill rank.
Description: Snakes like the anaconda and python do not rely on poison to take down their prey like many snakes. Instead, they rely on their large size, strong jaws, and superior constitution to constrict their preys to death. In a similar style, the Kage-Hebi user supplies an amount of Chakra to their hand or extended limb to increase its physical abilities; granting them a strong grip similar to an anacondas bite or giving their extended limb the ability to squeeze their opponent with enough force to make their head pop.
Domain: Kage-Hebi.
Majiru (To be Blended With)
Rank: C
Type: Special Bloodline Supplementary Nintaijutsu
Range: Self
Handseals: No.
Chakra/Stamina: Low per turn
Special: Moving will easily reveal the user.
Description: Recent discovery of a new snake has revealed its ability to change the color of its skin at will without shedding. The Kapuas Mud Snake has been found to freely change color when it feels threatened. Attempting to copy this ability, the Kage-Hebi have created a technique to perfectly blend in with their surroundings, however, the camouflage is not reactionary. This means the camouflage will not change when the user is moving; only when they have stopped.
Domain: Kage-Hebi.
Tsukurimekura (Feigned Blindness)
Rank: C
Type: Special Bloodline Supplementary Nintaijutsu
Range: Self
Handseals: No.
Chakra/Stamina: Low per turn
Special: Grants immunity to bright lights and blindness caused by such lights.
Description: Snakes are unable to blink like humans thus their eyes are constantly exposed to the harsh UV rays of the sun. In order to prevent permanent damage to their eyes, snakes possess an filter over their lens that protects their eyes from the UV rays. Copying this basic function, Kage-Hebi practitioners have learned to create a filer over their own eyes that protects them from intense light and invisible UV rays. This technique even allows Kage-Hebi's to state at the sun without harm or discomfort.
Domain: Kage-Hebi. Gen'ei-Hebi.
Kawarimi no Jutsu (Body Replacement Technique)[x3] [Total:4]
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)
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)
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: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.
Domain: Academy Ninjutsu
Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
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)
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
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)
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)
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: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.
Domain: Academy Ninjutsu
Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
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)
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
Mae (Front)
Rank: D,D
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Stops up to 1 attack per strike, plus 1 more each time retrained, for a maximum of 4.
Description: Commencing from a kneeling position, the practitioner draws their sword to forestall a frontal attack as a simple defense then sheathes. As they invest more time and practice into the art of defensive sheathing, their overall defensive rating shall increase.
Domain: Kenjutsu. Iaijutsu 'D'.
Tsukate (Defending with the Hilt)
Rank: D D
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Up to 2 strikes can be blocked, plus 1 more each time retrained, for a maximum of 4.
Description: Commencing from a kneeling position, the practitioner uses the hilt to block a frontal assault, then draws and forestalls an attack from the rear, then sheathes. As long as the user is aware of the danger behind them, a quick unexpected defensive strike like this usually yields success.
Domain: Kenjutsu. Iaijutsu 'D'.
Genjutsu Kai! (Release)
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu
Range: Self
Chakra: See special!
Special: User can only release themselves from illusions of equal or lower rank. Chakra costs is equal to the Genjutsu being dispelled.
Description: Kai is a Ninjutsu technique which allows the ninja to avoid the effects of a Genjutsu illusion. After forming the needed handseals, the Genjutsu technique will not affect the ninja. The ninja can also use the technique on another individual who was unable to avoid the attack. After forming the needed hand seals, the ninja touches the one affected to end the affect of the spell.
Domain: Universal Ninjutsu
Shunshin no Jutsu (Body Flicker Technique)x5[Total:6]
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.
Kaze Sōjū (Wind Manipulation)
Rank: D, C, B, A, S
Type: Ninjutsu / Offensive / Defensive
Range: 0-5 Meters
Chakra: Low - Massive. (See Special)
Special: Initial activation cost is low, maintaining control requires an additional low amount of chakra to be consumed every turn. While maintaining, Chakra cost is furthered depending on how the jutsu is utilized. Range of manipulation varies by rank — D/C is basic, B/A is advanced, S grants the user complete control. Wind can't be manipulated unless hand movements are used to direct it.
Description: After forming a string of hand seals, the user is able to control the air within a five meter radius of himself. Upon activation, a flick of the wrist, twirling of the hand, etc. will command the wind to do things such as altering an incoming kunai's direction (basic), creating sharp rifts of Fūton-imbued chakra (advanced), etc. The higher the user's rank of the jutsu, the more powerful his or her manipulation will be.
Domain: Fūton.
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu
Range: Self
Chakra: See special!
Special: User can only release themselves from illusions of equal or lower rank. Chakra costs is equal to the Genjutsu being dispelled.
Description: Kai is a Ninjutsu technique which allows the ninja to avoid the effects of a Genjutsu illusion. After forming the needed handseals, the Genjutsu technique will not affect the ninja. The ninja can also use the technique on another individual who was unable to avoid the attack. After forming the needed hand seals, the ninja touches the one affected to end the affect of the spell.
Domain: Universal Ninjutsu
Shunshin no Jutsu (Body Flicker Technique)x5[Total:6]
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.
Kaze Sōjū (Wind Manipulation)
Rank: D, C, B, A, S
Type: Ninjutsu / Offensive / Defensive
Range: 0-5 Meters
Chakra: Low - Massive. (See Special)
Special: Initial activation cost is low, maintaining control requires an additional low amount of chakra to be consumed every turn. While maintaining, Chakra cost is furthered depending on how the jutsu is utilized. Range of manipulation varies by rank — D/C is basic, B/A is advanced, S grants the user complete control. Wind can't be manipulated unless hand movements are used to direct it.
Description: After forming a string of hand seals, the user is able to control the air within a five meter radius of himself. Upon activation, a flick of the wrist, twirling of the hand, etc. will command the wind to do things such as altering an incoming kunai's direction (basic), creating sharp rifts of Fūton-imbued chakra (advanced), etc. The higher the user's rank of the jutsu, the more powerful his or her manipulation will be.
Domain: Fūton.
[/div]Created by Taiga[/td] [/td][/tr][/table][/center]