.//Eiki Sasoku
Dec 5, 2011 22:13:50 GMT -8
Post by .// h a y a t o on Dec 5, 2011 22:13:50 GMT -8
[/i][/div]To become a blessed shower..
[/style][style=color:FFEFD5; text-shadow: 1px 1px 1px #444444; font-family: arial; margin-bottom: -8px; text-transform: lowercase]..that settles conflict.. | and washes everything away.
[atrb=border,0,true] | [atrb=border,0,true] adopted nameSasoku surnameEiki gender男 age十八年 - 18 yrs aliasSaso, birth counrty水の国 - Land of Water home霧隠れの里 - Village Hidden in the Mist rank中忍 - Chunin profession- difficulty settingIntermediate alignmentneutral good types[忍nin| 体tai| 幻gen] release風遁 - Wind(primary) height168cm weight42kg apparelAs seen here |
personality
.//呑気者 | Happy-go-lucky
As a child, Sasoku was the kid to always have the life of the party attitude. He would always walk in a place with a smile or smirk on his face like nothing means anything to him. Sometimes its due to the sheer happiness that he was alive, or he was able to see his friends and classmates or if he was totally oblivious to something and he would smile it off. However sometimes his jovial side to him isn't as genuine as most. he can give the appearance of a fox when giving his innocent yet cunning gesture. His parents went missing after the age of five. They weren't pronounced dead, so this gave Sasoku a reason for happiness of the light he still had of his parents. While with his parents, Sasoku was your typical only child. Spoiled to an extent and always had his way. As he could remember his mother was more the disciplinarian while his father was like him and took things easy. He would always meet up with his classmates and play games with him and always had a blast with since he didn't have anyone at his home to play with while his parent were on missions. While his outside appearance didn't change, Sasoku began to feel a small speck of resentment and bitterness towards his parents. Always leaving him and risking their lives for the sake of the village.
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飄々| Aloof
During his Genin years with constant being happy people can to think that his jovial personality was a front from his peers. How can people judge him from his upbeat way of life? It was whatever for him. so he decided on his own to stop being so enthusiastic about hings and turn to being aloof on certain occasions. He would really show his true colors by giving not one damn to other people in terms of judging or trying to hurt him. This stuck along with his age and of course his rank. it lessened fro sever aloofness to mild. He will be his usual self, just he will not allow people to talk down on him.
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.//図太い | cheeky
With years of being alone, as well as his training, Sasoku, can be a little overconfident...just a tad. Combined with his oblivious and jovial personality makes his enemies and some of his allies and friends think that he is WAY over his head. In truth, he knows his techniques and moves and limits better than anyone. Why should he mask it? He would invite people to challenge his skill in the form of friendly competition or a form a provocation to his foes. Those who will fall for this tactic will have a challenge within the smile.
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.//正直一途 | Brutally Honest
Self explanatory ain't it? He hates to lie or being lied to. He also doesn't want to kiss anyone's ass if he had any say about it. For the sake of his friends, he will not lie to anyone regardless of the topic and situation.
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.//頼もしい | Trustworthy
Got a secret? Sasoku can keep one. Need a shoulder to lean on, he can be that guy. Sasoku is the guy to be the with the "brother" complex, he wants to be by everyone's side and will act as such. This can translate into being needy to the naked eye. But this this is what Sasoku himself was lacking as a child, without a sibling. He doesn't want younger people to feel that what he did as a child. He would occasionally stop by the ninja academy and would talk to the kids and show them new tricks. As well as playing with them and do mock sparring matches. for such things, he will carry a booken around him instead of a actually sword. He would go all out for a friend in need.
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.//酷薄無情 - Unrelenting
When there is a calm, there will be a storm. Sasoku is usuall the happy type, but when he sees a close ally or friend injured or worse, the calm will be radically changed into a maniac. This won't make him a berserk wreck shit maniac, he still has his calm within his training. This would make his sword even sharper in terms of killing in cold blood to his foes.
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.//刀 愛好者 | Sword Nerd
Sasoku LOVES swords, from regular katana, claymores, chokuto, exotic sword and the like. Being a swordsman himself, he takes great pride of utilizing swordsmanship as great skill. After a fight, Sasoku would clean his sword and polish it three times so it will not become rusty and break on him. To top it off, he would practice swinging his sword as a daily ritual [1] before he would do anything regarding the village. He will always devote himself to the sword. His fascination can be a little on the extreme if Sasoku would go to a sword-smith shop and see a plethora of an assortment of blades weapon. He would be like a child in his favorite candy store. Often his teachers, mentors and friend refrain the kid from being too hyper at the store. He is also a constant regular at the item shop. He can also look at the sword and tell how detailed the weapon is by the grade and care of the sword. He believes every sword has a piece of a spirit forged by their respective sword-smith. His main goal is to visit the Land of Iron and receive the trademark weapon of the samurai, the Empath.
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[/i][/div]Inventory.
[/style][style=color:FFEFD5; text-shadow: 1px 1px 1px #444444; font-family: arial; margin-bottom: -8px; text-transform: lowercase]sword sharpened. | destinies are forged.
primary weaponKodachi
Rank: C
Type: Primary / Melee
Description: If a Nodachi is an oversized version of the Katana, the the Kodachi is the opposite. Just a bit larger than a Wakizachi, the sixty inch blade nonetheless retains its brethren's cutting ability, and with its compact size, makes it ideal for travel and rough terrain.
secondary weaponKunai (Throwing Knife) [1]
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.
Shuriken (Ninja Star) [2]
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.
Exploding Note [1]
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.
- Exploding Pouch [1]
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.
items
Radio
Rank: C
Type: Accessory / Self
Special: Has a range up to 10 miles.
Description: The short range radio is capable of keeping ninja in contact across several miles. The radio can accept multiple frequencies and is activated to talk by pushing a button on the neck attachment, making it simple to use even in the most dire of situations. With a durable carapace, it is designed to withstand water damage and even the pressure of extreme altitudes.
Cost: 3,000 Ryo per Radio
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Jutsu.
[/style][style=color:FFEFD5; text-shadow: 1px 1px 1px #444444; font-family: arial; margin-bottom: -8px; text-transform: lowercase]when energy flows.. | miracles happen
1175
Kawarimi no Jutsu (Body Replacement Technique)
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
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
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.
Rank:
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)
Rank: D, D, 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.
Rank: D, D, 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.
Kazekaeshi (Wind Return)
Rank: D
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Chakra: D: Low
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.
Dai Yakushin (Great Leap)
Rank: D
Type: Supplementary / Fuuton Ninjutsu
Range: 5 - 50 meters
Chakra: Low
Special: At the basic level, this technique allows the user to jump 5 meters. Each time retrained, however, another 5 meters are added on, until they have reached a maximum of 50 meters.
Description: Fuuton has a variety of uses, primarily offensive in nature, but this technique is one of the exceptions. The user performs three handseals and focuses their chakra into their legs. When they leap from their position, the wind itself will help them lengthen the height of their jump. By using more or less chakra the exact height can be controlled, but it does require a good judge of distance and fair chakra control to perform correctly.
Domain: Fuuton.
Shinkūha (Vacuum Wave)
Rank: C, C
Type: Offensive / Fuuton Ninjutsu
Range: 10 + meters
Chakra: Low
Special: Wind blade can travel 10 meters, plus 10 more each time relearned. Also when re-trained the user can fire up to one more blade of wind allowing yet another target.
Description: After performing the requires seals the user takes a deep breath and spins while exhaling, compressing the released air into a solitary blade of wind that covers a substantial area; roughly 10 meters around the user, due to their circular motion. Each blade of wind is exhaled a fraction of a second after the other while turning The resulting sharpened blast is large enough to slice through multiple targets located a significant distance from the user, causing grievous injuries amongst those hit, which may even prove fatal. Fires a total of three blades of wind able to strike a total of three opponents.
Domain: Fuuton.
Fuuton: Shinkūgyoku (Vacuum Sphere)
Rank: C, C
Type: Fuuton, offensive
Range: 10 meters
Special: The user can expel one (1) more bullet each time retrained. 10 max.
Description: Immediately following the three required hand seals, users of this jutsu will inhale deeply; taking in a great amount of air. Mixing the air with their own chakra, they will than expel up to five (5) small spherical bullets of wind. Each shot will be expelled simultaneously, leaving but a second to adjust for aiming purposes. The shots will travel at twice the speed, but do the same amount of damage as thrown projectiles. Piercing through clothing, to cut the flesh beneath.
Domain: Fuuton
Sarutobi no Jutsu (Acrobatic Monkey Technique)
Rank: C
Type: Supplementary / Fuuton Ninjutsu
Range: Self
Chakra: Mid to activate; Low to maintain per turn
Special: By coating the user or a nearby being/object in wind chakra, the user is able to decrease the speed of the fall from the air greatly.
Description: This jutsu takes Fuuton chakra in the form of lifting the body's overall weight and aerodynamics around the human body. This jutsu gives the saying "light as a feather" to a new level. As the needed hand-seals are formed, the user or a nearby being/object will be coated with Fuuton chakra, slowly descending to the ground without fear of fall or gravity biting them in the ass. This doesn't give them the ability to fly, but rather the ability to avoid the consequence of a brutal fall, like a feather in the air.
Domain: Fuuton.
Fuukire no Jutsu (Wind Slice Technique)
Rank: B
Type: Offensive / Fuuton Ninjutsu
Range: 0 - 25 meters
Chakra: High
Special: Allows the user to shoot out a rapid current of wind chakra at their opponent. Jet of wind measures merely a few inches in thickness, and can travel up to 5 meters, plus 5 meters each time retrained, for a max of 25 meters.
Description: This jutsu is similar to Katon: Karyuu Endan in terms of appearance and effect. The user performs the necessary hand-seals, inhaling a decent amount of oxygen in their lungs. By fusing the chakra with the inhaled air, wind builds in their lungs, before the user expels it in a jet of pressurized wind at the opponent. This rapid stream of wind can pierce through skin and bone easily if not evaded.
Domain: Fuuton.
Kaze Dangan (Wind Bullet)
Rank: C, C
Type: Offensive / Fuuton Ninjutsu
Range: 20 meters
Chakra: Mid
Special: There is a one second cool down between shots, meaning that the user can only fire three bullets per post.
Description: The user performs a set of handseals, ending with Tiger, and holds it. Chakra is focused into the point at the tip of their fingers; a bullet-sized and shaped ball of green energy begins to form. By aiming at an opponent as if using a gun, they can fire this streamlined pellet. It travels at twice the speed of a kunai thanks to a decrease in wind velocity around the bullet, and packs the same amount of power when it does hit. The drawback is that it shoots in a linear path and, like every other object, is pulled down by gravity as it travels. The farther away the target, the less likely it will be to connect.
Domain: Fuuton.
Naiteki Maki no Jutsu (Protective Wind Dome Technique)
Rank:D, C, B, A, S
Type: Defensive / Fuuton Ninjutsu
Range: 0 - 5 meters
Chakra: Low - Very High
Special: Creates a cylinder-like twister of wind around the user to protect themselves from incoming attacks of the equivalent rank used. Extremely vulnerable to Katon or fire-based explosions.
Description: This jutsu is rather a defensive tactic when utilizing the Wind Element. After the needed hand-seals, the user can manipulate the wind around them to create a miniature twister around their person. Depending on the ranked used, the user is capable of protecting themselves with the spinning vortex, successfully deflecting any incoming attacks.
Domain: Fuuton.
Kaze Sōjū (Wind Manipulation)
Rank:D, C, B, A, S
Type: Ninjutsu / Offensive / Defensive
Handseals: Yes.
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.
DAITOPPA (GREAT BREAKTHROUGH)
RANK: C
TYPE: OFFENSIVE / FUUTON NINJUTSU
RANGE: 10+ METERS
HANDSEALS: YES.
CHAKRA: MID
SPECIAL: WIND BLAST CAN TRAVEL 10 METERS, PLUS 10 MORE EACH TIME RELEARNED. DUE TO THE PRESSURE OF THE WIND BLASTS ON THE LUNGS, THIS CAN ONLY BE USED ONCE PER THREAD, PLUS ONCE MORE EACH TIME RETRAINED.
DESCRIPTION: A STAPLE FUUTON TECHNIQUE, DAITOPPA ALLOWS THE USER TO BLOW A SINGLE STRONG CURRENT FROM THEIR MOUTH, EXPELLED IN A CONE LIKE FASHION FORWARD WHICH CARRIES ENOUGH POWER TO KNOCK ANYTHING IN ITS WAY DOWN. THIS TECHNIQUE IS VERY SIMPLE TO EXECUTE – THE USER MAKES THE RIGHT SEALS, SIMPLY TAKES A DEEP BREATH, AND LET’S GO!
DOMAIN: FUUTON.
Rank: D
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Chakra: D: Low
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.
Dai Yakushin (Great Leap)
Rank: D
Type: Supplementary / Fuuton Ninjutsu
Range: 5 - 50 meters
Chakra: Low
Special: At the basic level, this technique allows the user to jump 5 meters. Each time retrained, however, another 5 meters are added on, until they have reached a maximum of 50 meters.
Description: Fuuton has a variety of uses, primarily offensive in nature, but this technique is one of the exceptions. The user performs three handseals and focuses their chakra into their legs. When they leap from their position, the wind itself will help them lengthen the height of their jump. By using more or less chakra the exact height can be controlled, but it does require a good judge of distance and fair chakra control to perform correctly.
Domain: Fuuton.
Shinkūha (Vacuum Wave)
Rank: C, C
Type: Offensive / Fuuton Ninjutsu
Range: 10 + meters
Chakra: Low
Special: Wind blade can travel 10 meters, plus 10 more each time relearned. Also when re-trained the user can fire up to one more blade of wind allowing yet another target.
Description: After performing the requires seals the user takes a deep breath and spins while exhaling, compressing the released air into a solitary blade of wind that covers a substantial area; roughly 10 meters around the user, due to their circular motion. Each blade of wind is exhaled a fraction of a second after the other while turning The resulting sharpened blast is large enough to slice through multiple targets located a significant distance from the user, causing grievous injuries amongst those hit, which may even prove fatal. Fires a total of three blades of wind able to strike a total of three opponents.
Domain: Fuuton.
Fuuton: Shinkūgyoku (Vacuum Sphere)
Rank: C, C
Type: Fuuton, offensive
Range: 10 meters
Special: The user can expel one (1) more bullet each time retrained. 10 max.
Description: Immediately following the three required hand seals, users of this jutsu will inhale deeply; taking in a great amount of air. Mixing the air with their own chakra, they will than expel up to five (5) small spherical bullets of wind. Each shot will be expelled simultaneously, leaving but a second to adjust for aiming purposes. The shots will travel at twice the speed, but do the same amount of damage as thrown projectiles. Piercing through clothing, to cut the flesh beneath.
Domain: Fuuton
Sarutobi no Jutsu (Acrobatic Monkey Technique)
Rank: C
Type: Supplementary / Fuuton Ninjutsu
Range: Self
Chakra: Mid to activate; Low to maintain per turn
Special: By coating the user or a nearby being/object in wind chakra, the user is able to decrease the speed of the fall from the air greatly.
Description: This jutsu takes Fuuton chakra in the form of lifting the body's overall weight and aerodynamics around the human body. This jutsu gives the saying "light as a feather" to a new level. As the needed hand-seals are formed, the user or a nearby being/object will be coated with Fuuton chakra, slowly descending to the ground without fear of fall or gravity biting them in the ass. This doesn't give them the ability to fly, but rather the ability to avoid the consequence of a brutal fall, like a feather in the air.
Domain: Fuuton.
Ea Uingu (Air Wing)
Rank: B
Type: Supplementary / Fuuton Ninjutsu
Range: Self
Chakra: High
Special: Grants the user to accelerate their speed in the air.
Description: A sub-skill of the Sarutobi no Jutsu, since it doesn't give the user the ability of flight, this is a useful variant. Once in the air, Without the need of handseals, the user simply gathers Fuuton chakra at their feet, then "kicks" the air, allowing the user to "push" off the air to speed up their momentum. The momentum of the wind burst at their feet sends the user in a specific direction a meter away instantly, akin to that of Shunshin speed, the use of Sarutobi no Jutsu halting the sudden burst of momentum mid-air. This is often used as a successful mean for dodging attacks.
Domain: Fuuton. Sarutobi no Jutsu.
Fuukire no Jutsu (Wind Slice Technique)
Rank: B
Type: Offensive / Fuuton Ninjutsu
Range: 0 - 25 meters
Chakra: High
Special: Allows the user to shoot out a rapid current of wind chakra at their opponent. Jet of wind measures merely a few inches in thickness, and can travel up to 5 meters, plus 5 meters each time retrained, for a max of 25 meters.
Description: This jutsu is similar to Katon: Karyuu Endan in terms of appearance and effect. The user performs the necessary hand-seals, inhaling a decent amount of oxygen in their lungs. By fusing the chakra with the inhaled air, wind builds in their lungs, before the user expels it in a jet of pressurized wind at the opponent. This rapid stream of wind can pierce through skin and bone easily if not evaded.
Domain: Fuuton.
Kaze Dangan (Wind Bullet)
Rank: C, C
Type: Offensive / Fuuton Ninjutsu
Range: 20 meters
Chakra: Mid
Special: There is a one second cool down between shots, meaning that the user can only fire three bullets per post.
Description: The user performs a set of handseals, ending with Tiger, and holds it. Chakra is focused into the point at the tip of their fingers; a bullet-sized and shaped ball of green energy begins to form. By aiming at an opponent as if using a gun, they can fire this streamlined pellet. It travels at twice the speed of a kunai thanks to a decrease in wind velocity around the bullet, and packs the same amount of power when it does hit. The drawback is that it shoots in a linear path and, like every other object, is pulled down by gravity as it travels. The farther away the target, the less likely it will be to connect.
Domain: Fuuton.
Naiteki Maki no Jutsu (Protective Wind Dome Technique)
Rank:
Type: Defensive / Fuuton Ninjutsu
Range: 0 - 5 meters
Chakra: Low - Very High
Special: Creates a cylinder-like twister of wind around the user to protect themselves from incoming attacks of the equivalent rank used. Extremely vulnerable to Katon or fire-based explosions.
Description: This jutsu is rather a defensive tactic when utilizing the Wind Element. After the needed hand-seals, the user can manipulate the wind around them to create a miniature twister around their person. Depending on the ranked used, the user is capable of protecting themselves with the spinning vortex, successfully deflecting any incoming attacks.
Domain: Fuuton.
Kaze Sōjū (Wind Manipulation)
Rank:
Type: Ninjutsu / Offensive / Defensive
Handseals: Yes.
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.
DAITOPPA (GREAT BREAKTHROUGH)
RANK: C
TYPE: OFFENSIVE / FUUTON NINJUTSU
RANGE: 10+ METERS
HANDSEALS: YES.
CHAKRA: MID
SPECIAL: WIND BLAST CAN TRAVEL 10 METERS, PLUS 10 MORE EACH TIME RELEARNED. DUE TO THE PRESSURE OF THE WIND BLASTS ON THE LUNGS, THIS CAN ONLY BE USED ONCE PER THREAD, PLUS ONCE MORE EACH TIME RETRAINED.
DESCRIPTION: A STAPLE FUUTON TECHNIQUE, DAITOPPA ALLOWS THE USER TO BLOW A SINGLE STRONG CURRENT FROM THEIR MOUTH, EXPELLED IN A CONE LIKE FASHION FORWARD WHICH CARRIES ENOUGH POWER TO KNOCK ANYTHING IN ITS WAY DOWN. THIS TECHNIQUE IS VERY SIMPLE TO EXECUTE – THE USER MAKES THE RIGHT SEALS, SIMPLY TAKES A DEEP BREATH, AND LET’S GO!
DOMAIN: FUUTON.
SUIJINHEKI (WATER ENCAMPMENT WALL)
RANK:
TYPE: DEFENSIVE / SUITON NINJUTSU
RANGE: SELF
HANDSEALS: YES.
CHAKRA: D: LOW; C, B: MID; A, S: HIGH
SPECIAL: WATER BARRIER BLOCKS ATTACKS OF EQUAL RANK.
DESCRIPTION: SUIJINHEKI IS ONE OF THE MOST IMPRESSIVE SUITON JUTSU, AND ONE OF THE FEW ACTUALLY ABLE TO DEFEND THE USER INDEFINITELY FROM DANGER. THE USER WILL FIRST DO A STRING OF HAND SEALS, LENGTH VARYING BY RANK, AND THEN THEY PROCEED TO BLOW OUT A JET OF WATER FROM THEIR MOUTH. THIS STREAM MOVES AT HIGH SPEEDS, AND AFTER FIVE METERS OR SO FROM THE USER, BEGINS TO FORM ITSELF TO A SIZE EQUAL AND GREATER TO THAT OF THE INCOMING ATTACK, ALLOWING IT TO ACT AS A WATER BARRIER.
DOMAIN: SUITON.
MIZUAME NABARA (STARCH SYRUP CAPTURE FIELD)
RANK: C
TYPE: SUPPLEMENTARY / SUITON NINJUTSU
RANGE: 0 - 10 METERS
HANDSEALS: YES.
CHAKRA: MID
SPECIAL: GLUE FREEZES OPPONENT IN PLACE FOR 1/2 A TURN, PLUS 1/2 MORE EACH TIME RETRAINED. VICTIMS CAN ONLY BREAK FREE BY PROVIDING A CHAKRA BURST EQUAL TO DOUBLE THAT OF THE SYRUP COST, INCLUDING RETRAINING FOR EXTRA TURNS. IF THE USER DOES NOT COAT THEIR FEET IN SPECIAL CHAKRA, THEY CAN BE STUCK BY THIS AS WELL.
DESCRIPTION: MIZUAME NABARA IS A NINJUTSU TECHNIQUE UTILIZING SUITON. AFTER FORMING THE NEEDED HANDSEALS, THE USER WILL QUICKLY EXPEL A STICKY LIQUID FROM THEIR MOUTHS. IF THE TARGET RUNS ON TOP OF THE LIQUID, THEIR FEET WILL BECOME GLUED TO ITS STICKY SURFACE. IF THE USER FOCUSES CHAKRA TO THEIR FEET BEFORE TOUCHING THE SURFACE, THEY CAN HOVER ABOVE AND MOVE OVER IT WITHOUT HINDRANCE. THIS ALLOWS THE CASTER OR A COMRADE TO CHARGE AND ATTACK WITHOUT FEAR OF BECOMING BOGGED DOWN AS WELL, AS LONG AS THEY KEEP THE CHAKRA TO THEIR FEET STEADY.
DOMAIN: SUITON.
Name: Ukemi
Rank: D
Stamina Consumption: D: Very Low
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: The Tumbler
Name: Backflip Crescent
Rank: D
Stamina Consumption: Low
Type: Offensive / Taijutsu
Range: Self
Special:
Description: Setting themselves up, the user of this technique will do any number of backwards handstands as they bridge the gap between themselves and their opponent. Then, with a back-flip, they lash out with a downward kick using the toe end of the foot in a circular motion. Despite it's rather long set-up, it uses rotational force to decent effect.
Domain: The Tumbler
Name: Aerial Ukemi
Rank: D
Stamina Consumption: D: Very Low
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: The Tumbler. Requires "Ukemi"
Name: Corkscrew Crescent
Rank: D
Stamina Consumption: Low
Type: Offensive / Taijutsu
Range: Self
Special:
Description: With a bit of a set-up, the user rushes forward and leaps, spinning in mid-air sideways like a top at a slight angle to the ground. They then lash out with their leg, striking at opponents in a circular path going diagonally left to right
Domain: The Tumbler
Name: Handstand Shoulder Throw
Rank: C
Stamina Consumption:Mid
Type: Offensive / Taijutsu
Range: Self
Special:
Description: A surprise attack designed to use leverage and rotational force in place of brute strength. The user leaps on the opponent, performing a handstand on his victim's shoulders so that he is upside down, facing in the same direction. They then finish their flip, grabbing their victim's shoulders and using the force of their fall to throw the opponent clear over their back.
Domain: The Tumbler
Rank: D
Stamina Consumption: D: Very Low
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: The Tumbler
Name: Backflip Crescent
Rank: D
Stamina Consumption: Low
Type: Offensive / Taijutsu
Range: Self
Special:
Description: Setting themselves up, the user of this technique will do any number of backwards handstands as they bridge the gap between themselves and their opponent. Then, with a back-flip, they lash out with a downward kick using the toe end of the foot in a circular motion. Despite it's rather long set-up, it uses rotational force to decent effect.
Domain: The Tumbler
Name: Aerial Ukemi
Rank: D
Stamina Consumption: D: Very Low
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: The Tumbler. Requires "Ukemi"
Name: Corkscrew Crescent
Rank: D
Stamina Consumption: Low
Type: Offensive / Taijutsu
Range: Self
Special:
Description: With a bit of a set-up, the user rushes forward and leaps, spinning in mid-air sideways like a top at a slight angle to the ground. They then lash out with their leg, striking at opponents in a circular path going diagonally left to right
Domain: The Tumbler
Name: Handstand Shoulder Throw
Rank: C
Stamina Consumption:Mid
Type: Offensive / Taijutsu
Range: Self
Special:
Description: A surprise attack designed to use leverage and rotational force in place of brute strength. The user leaps on the opponent, performing a handstand on his victim's shoulders so that he is upside down, facing in the same direction. They then finish their flip, grabbing their victim's shoulders and using the force of their fall to throw the opponent clear over their back.
Domain: The Tumbler
Battoujutsu (Art of the Drawing Sword)
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: An offensive nature of fighting, all Battojutsu practitioners will tend to stand in looser patterns, letting their steel fly and attack at often irregular angles. Unlike its defensive counterpart, this form allows for quicker, more deliberate strikes, making it deadly in the hands of a true master.
Domain: Kenjutsu
Mae Zuki (Front Thrust)
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a standing position, the practitioner draws and thrusts a frontal attacker and then quickly sheathes his blade. As he invests more time and practice into the art of offensive sheathing, his overall offensive rating shall increase, although at the cost of greater stamina.
Domain: Kenjutsu. Battojutsu 'D'.
Kesagiri (Diagonal Cut)
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a standing position, the practitioner draws and strikes an approaching attacker then sheathes. As they invest more time and practice into the art of offensive sheathing, their overall offensive rating shall increase.
Domain: Kenjutsu. Battojutsu 'D'.
Ōkyūkōgeki (Hasty Attack)
Rank: D, D
Type: Offensive / Battoujutsu
Range: 0 - 5 meters.
Stamina: Low.
Special: Stack damage each time retrained. Can be retrained 5 times.
Description: Ōkyūkōgeki is a Battoujutsu technique created by Kenjutsu masters to quickly deliver a finishing blow to their foe's behind them. While in a standing position, the user will quickly unsheathe their blade, and then quickly perform a turning-horizontal slash from which ever upper side of the torso they are turning to. Once the slash is successful, the user will sheathe their blade.
Domain: Kenjutsu. Battoujutsu "D".
NIBAIGIRI (DOUBLE CUT)
RANK: C
TYPE: OFFENSIVE / TAIJUTSU / KENJUTSU
RANGE: 0 - 5 METERS
STAMINA: MID
SPECIAL: DAMAGE IS CALCULATED PER STRIKE. CAN BE USED ONCE PER THREAD, PLUS ONE MORE EACH TIME RETRAINED.
DESCRIPTION: COMMENCING FROM A KNEELING POSITION, THE PRACTITIONER RISES AND DRAWS, MAKING A RISING STRIKE ON THE DRAW AND A DROPPING STRIKE AS HE SHEATHES. THE MOVEMENT IS FLASHY AND HARD TO TRACE, LEAVING UNGUARDED OPPONENT'S IN TROUBLE.
DOMAIN: KENJUTSU. BATTOJUTSU 'C'.
Rank:
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: An offensive nature of fighting, all Battojutsu practitioners will tend to stand in looser patterns, letting their steel fly and attack at often irregular angles. Unlike its defensive counterpart, this form allows for quicker, more deliberate strikes, making it deadly in the hands of a true master.
Domain: Kenjutsu
Mae Zuki (Front Thrust)
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a standing position, the practitioner draws and thrusts a frontal attacker and then quickly sheathes his blade. As he invests more time and practice into the art of offensive sheathing, his overall offensive rating shall increase, although at the cost of greater stamina.
Domain: Kenjutsu. Battojutsu 'D'.
Kesagiri (Diagonal Cut)
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a standing position, the practitioner draws and strikes an approaching attacker then sheathes. As they invest more time and practice into the art of offensive sheathing, their overall offensive rating shall increase.
Domain: Kenjutsu. Battojutsu 'D'.
Ōkyūkōgeki (Hasty Attack)
Rank: D, D
Type: Offensive / Battoujutsu
Range: 0 - 5 meters.
Stamina: Low.
Special: Stack damage each time retrained. Can be retrained 5 times.
Description: Ōkyūkōgeki is a Battoujutsu technique created by Kenjutsu masters to quickly deliver a finishing blow to their foe's behind them. While in a standing position, the user will quickly unsheathe their blade, and then quickly perform a turning-horizontal slash from which ever upper side of the torso they are turning to. Once the slash is successful, the user will sheathe their blade.
Domain: Kenjutsu. Battoujutsu "D".
NIBAIGIRI (DOUBLE CUT)
RANK: C
TYPE: OFFENSIVE / TAIJUTSU / KENJUTSU
RANGE: 0 - 5 METERS
STAMINA: MID
SPECIAL: DAMAGE IS CALCULATED PER STRIKE. CAN BE USED ONCE PER THREAD, PLUS ONE MORE EACH TIME RETRAINED.
DESCRIPTION: COMMENCING FROM A KNEELING POSITION, THE PRACTITIONER RISES AND DRAWS, MAKING A RISING STRIKE ON THE DRAW AND A DROPPING STRIKE AS HE SHEATHES. THE MOVEMENT IS FLASHY AND HARD TO TRACE, LEAVING UNGUARDED OPPONENT'S IN TROUBLE.
DOMAIN: KENJUTSU. BATTOJUTSU 'C'.
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.
Mae (Front)
Rank: 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'.
Ushiro (Rear)
Rank: 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 quickly turns and draws to forestall an attack from the rear as a simple defense 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'.
Tsukate (Defending with the Hilt)
Rank: 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'.
Rank:
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.
Mae (Front)
Rank: 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'.
Ushiro (Rear)
Rank: 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 quickly turns and draws to forestall an attack from the rear as a simple defense 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'.
Tsukate (Defending with the Hilt)
Rank: 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'.
Kagura Shingan (Kagura Mind's Eye)
Rank:D, C, B, A, S
Type: Supplementary / Sensory Ninjutsu
Range: 0 - 50 meters
Special: When first learned, the Sensor can extend their Mind's Eye up to 10 meters in any direction. Each new rank extends the range by 10 more meters, for a maximum of 50 meters. Upon learing the 'S' ranked version, the user will no longer have to close their eyes nor form handseals to activate.
Description: Kagura Shingan is an advanced Sensory Ninjutsu technique used by all sensors, and serves as the root to the entire sensory tree. After a series of handseals, the sensor closes their eyes and uses their inate ability to detect chakra in order to determine the location of their opponent by the faintest of chakra trails, as well as discerning the size of an approaching unseen force, and even their chakra capacity.
Domain: Sensors
Rank:
Type: Supplementary / Sensory Ninjutsu
Range: 0 - 50 meters
Special: When first learned, the Sensor can extend their Mind's Eye up to 10 meters in any direction. Each new rank extends the range by 10 more meters, for a maximum of 50 meters. Upon learing the 'S' ranked version, the user will no longer have to close their eyes nor form handseals to activate.
Description: Kagura Shingan is an advanced Sensory Ninjutsu technique used by all sensors, and serves as the root to the entire sensory tree. After a series of handseals, the sensor closes their eyes and uses their inate ability to detect chakra in order to determine the location of their opponent by the faintest of chakra trails, as well as discerning the size of an approaching unseen force, and even their chakra capacity.
Domain: Sensors
Kagura Uso (Kagura's Truth and Lies)
Rank: D
Type: Supplementary / Sensory Ninjutsu
Range: See 'Mind's Eye'
Special: Allows the Sensor to determine whether a particular target is lying or not by the chakra fluctuations triggered.
Description: Once the sensor begins to understand how to properly mold and detect their chakra, they will learn to look into the specifics of others. With this technique, a sensor is able to detect a truth from a lie by observing the way the chakra waves fluctuate within the one being interrogated. An excellent shinobi tool
Domain: Sensors. Kagura Shingan 'D'
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