Helios Marushagan [REVAMP]
Feb 12, 2012 8:19:19 GMT -8
Post by Guyviroth on Feb 12, 2012 8:19:19 GMT -8
Helios Marushagan
[atrb=border,0,true] | [atrb=border,0,true] Gender Male Age 14 Bloodline: None Home Konohakagure no Sato Alignment Chaotic Neutral Rank Genin Difficulty Hard Mode Weight 166 lbs Height 5'2'' Type [Taijutsu > Ninjutsu > Genjutsu] Releases None |
"Isshin Sengeki. One moment, a thousand strikes."
Appearance
Helios isn't particularly one of the most physically built people within the realm of Fire, although it is because of his more lean, athletic and, as some may rudely say, scrawny build, that he accels in terms of speed especially due to the fact that he is a Taijutsu specialists, specifically in Kenjutsu. Standing at merely 5 feet and 8 inches, he isn't astonishingly tall although for his age it could be considered rather glamorous considering he's still got two years left to grow into. At 166 pounds he is also considerably light, which can prove to be beneficial to his speed but also detrimental when taking on heavy blows.
As much as the eye can see, Helios appears to be almost completely white; his hair consists of a very light shade of white like snow, while some parts show accents of a light grey color as though he was accelerating through his age, although this is just a natural occurance. His skin is also similarly pale, although some suspect that it is due to the Yukina blood that pulses through his veins. His eyes are, not surprisingly, of an ice-blue hue that seem to reflect light as though they were sapphires. Rather oddly, while the base of his skin color is a rather pale, almost grey color, his palms and underside of his arms and such are a pale blue.
Underneath the majority of his clothing shows rather surprising discoveries. Helios is a spectacularly long scar running along the entirety of the left side of his body where his outfit covers, from the underside of the arm, along the side of the ribcage and down to the upper leg area; it is unknown how exactly how he recieved this scar as few people even know it exists. Around the back of the neck Helios also has an odd tattoo of six overlapping magatama, stating that it is a marking of the Marushagan family.
Attire
Helios never changed his attire regardless where he is, which often garners him the name "Raging Blizzard". Helios' garments consist of a pair of hakama pants, though not split hakamas. Along the upper body Helios where a short, cut off kimono that has one of the sleeves cut off; this is so the free, cutting hand that is the right arm has unhindered maneuverability when executing strikes from the sword. The left arm has the sleeve remained in tact in order to conceal items or weapons that may be used to attack the opponent by surprise or in order to conceal equipment that may aid in escape, such as explosive tags or smoke bomb.
Helios also only wears a single glove upon the elft hand that has designed grip with grooves that match along the base of his sword's scabbard so that it doesn't slip from his grasp when executing hard and fast attacks, while his right, naked hand has enough grip on the sword handle's cloth ribbons. Along the waist Helios wears a large blue rope tied into a bow at the back, similar to japanese Obi, in which carries his sword. Helios also wears a pair of white, knee-high sandals that allows him better grip on slippery surfaces.
Personality
Some say that he is often more stern and more serious than even the higher level swordsmen, despite his young age, and that he only seeks to better himself and to restore what was once a great family. Considerably arrogant, unempathetic to the displeasure that others may show towards him, although extremely overconfident in the roles and responsibilities that are given to him, Helios could be considered an anti-social individual although this is purely down to personal opinion. The majority of Helios' life has been bettering himself is all that he was capable of; the ways of Taijutsu, the strength of his Eight Gates, and the mastery of Iaido. Discovering the skills of the swordsman has only helped Helios progress deeper and further into the mysteries of the powers that lay before him, and as much as chaotic neutrality goes, regardless of who stands in his way be it friend or foe he will not falter on his path to becoming stronger.
"To act once but to think twice."
Helios never rushes into a battle headong and in recklessness. Before a battle can commence, and even before anyone who can be considered dangerous has entered the area, Helios tends to scan his surroundings, both out of caution and out of necessity to asses the surrounding to see how he can play the environment to his advantage should the need to fight arises; this gives him almost a look of attention deficit or even as a shifty character, but it is because of this that Helios remains ever so vigilant of attackers, and is often very difficult to surprise in combat.
Within this mindset Helios tends to remain two steps ahead of his opponents, but only if Helios knows the capabilities and the techniques his opponent possesses; almost like a computer Helios can process different variables through his mind quickly, detailing his own actions, the opponents possible reactions, and even the consequences of these chain of actions for both himself and the enemy. of course, being only human Helios can often be incorrect, or simply does not have the time or the focus to persue these possibilities.
"To deliver a clean death in a single stroke."
Despite many people believing that Helios is rather jittery, overcautious, perhaps even overprotective of himself, he will not deliver any cause of action within thinking it through and heralding deliverance in a calm manner. Due to the nature of his training in the principles of Iaido and Kyuudo, the way of drawing and the way of the bow respectively, Helios takes atmost care and utmost patience in whatever he does, and uses these principles in everyday life. An example would be that, through the art of Iaido, Helios tends to do whatever he can in a single take with no mishaps, and through Kyuudo he has the ability to focus intently on a single task or a single target that relates to his activity, even going as far as to slow down his own heart rate to provide absolute concentration. Even cracking an egg becomes a part of his exercises of these skills.
"Names and labels wash away in the flow of war."
An awkward trait of Helios is that he is difficult for him to remember or even recall the names of people, places, objects etc, as he only cares about what they are, what they do, and how well they do things. It is because of this that Helios refers to people by their most prominent charactertistic such as "That carpentry guy", or "The girl with the strong fists", such and such, while objects or landmarks may be referred to as "that huge steel bridge", "that sword that channels fire", "the place where we found that relic", etc. It is often a large misconception that this is because Helios is rather arrogant and only cares about things that show interest to him, but it's really just a case that he is hopeless with names, especially common names in terms of people.
"There are no friends, only foes exist on the fields of strife."
Helios remains steadfast as a Chaotic Neutral character as he suspects anyone and everything around him to be able to take his life at a moments glance, which in turn resulted in his overcautious behaviour when venturing on his own, or even with a partner or squad team. Helios also wishes only to better himself, which can lead to unsavory settings such as attacking fellow shinobi that may be from the same affiliations as him, dealing with evil characters in terms of power or knowledge, etc. Helios finds no love in rules, regulations or laws as he finds that they only hinder shinobi from their true potential, and also what they truly feel in their lives.
Equipment
[atrb=border,0,true] | [atrb=border,0,true] 1x Chokuto Rank: C Type: Primary / Melee Description: Chokuto were straight and single-edged (sometimes partially double) hacking swords spanning no more than 40 inches in blade length. Variations of this include the Aikuchi, which always has a hilt that matches the scabbard exactly, in colour, mass and shape. Cost: 1000 Ryo |
[atrb=border,0,true] | [atrb=border,0,true] 1x 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: 5000 Ryo |
[atrb=border,0,true] | [atrb=border,0,true] 1x Kakkou Rank: C Type: Secondary / Melee Special: 1 per pack Description: As its name implies, the user equips these retractable wrist blades so that the attach to their forearm without risking exposure. These blades can spring forth when needed to surprise any opponent fought in hand to hand combat. Cost: 500 per pack |
[atrb=border,0,true] | [atrb=border,0,true] 2x Smoke Grenade 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 |
[atrb=border,0,true] | [atrb=border,0,true] 2x Explosive Note Rank: C 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 |
Jutsu
Kawarimi no Jutsu (Body Replacement Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
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
Handseals: Yes.
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
Handseals: Yes.
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
Handseals: No.
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
Handseals: No.
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
Handseals: No.
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
Handseals: Yes.
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
Handseals: Yes.
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
Handseals: No.
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
Handseals: No.
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
[1] Kaimon (Gate of Opening)
Rank: C.
Type: Supplementary.
Range: -
Chakra: Mid to activate and sustain.
Handseals: -
Special: Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of d-rank and lower. This gate grants the user increased feats of strength, roughly x2 that of your average shinobi. Because of this increase in strength, a marginal increase in speed is also obtained (due to the muscles being able to generate more power). Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active.
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.
[2] Kyuumon (Gate of Rest)
Rank: B.
Type: Supplementary.
Range: -
Chakra: Mid to activate, x2 Mid to sustain.
Handseals: -
Special: Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of c-rank and lower. This gate grants the user increased feats of strength, roughly x3 that of your average shinobi, and temporarily rejuvenates the body (1 High worth of chakra for the duration this gate is active). Because of this increase in strength, a marginal increase in speed is also obtained (due to the muscles being able to generate even more power). Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active.
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 - Gate 1.
[3] Seimon (Gate of Life)
Rank: B.
Type: Supplementary.
Range: -
Chakra: High to activate, x2 Mid to sustain.
Handseals: -
Special: Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of c-rank and lower. This gate grants the user increased feats of strength and speed, roughly x4 that of your average shinobi. Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active. During this fatigued period, the player will only be able to use taijutsu-based techniques of a-rank and below.
Description: Located within the spinal cord, the third gate, the Gate of Life, begins to prepare the body for extreme movement and muscle destruction. Enemies without refined dojutsu (any non-Uchiha or Hyuuga) have a very difficult time keeping up with the user's movements, as this gate gives off the appearance of simply vanishing and reappearing on a whim. However, the user's body is left intact for the most part, as this new level brings the user mostly benefits. A notable feature of this gate is that the user's skin suddenly begins to turn red.
Domain: Hachimon - Gate 2.
[4] Shoumon (Gate of Wound)
Rank: A.
Type: Supplementary.
Range: -
Chakra: High to activate, x2 Mid to sustain.
Handseals: -
Special: Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of b-rank and lower. This gate grants the user increased feats of strength and speed, roughly x5 that of your average shinobi. Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active. During this fatigued period, the player will only be able to use taijutsu-based techniques of b-rank and below.
Description: Located within the spinal cord, the fourth gate, the Gate of Wound, further's the body's destructive potential, evident by a more intense shade of red taking the user over, as well as a powerful aura that flows all around them. With this gate in effect, enemies without a refined dojutsu (any non-Uchiha or Hyuuga) have an extremely difficult time comprehending the user's movements; they're barely able to make out a blur. Furthermore, even those possessing the fabled Sharingan and Byakugan now have a high difficulty keeping track of actions executed at such a high speed. At this point, the user's muscles slowly begin to tear from use.
Domain: Hachimon - Gate 3.
Hien (Flying Swallow)
Rank: B.
Type: Offensive.
Range: 1 foot extension.
Chakra: High to cast, Mid to sustain.
Special: Extends the blade of any bladed weapon through chakra by a maximum of twelve inches.
Description: By consciously feeding their chakra into any bladed weapon, the user will manage to extend the length of the weapon by providing an extra extension of visible chakra. This creation will yield an extremely sharp edge that functions like the normal blade itself. By seeing only the user's bladed weaponry, the opponent may miss the Hien and misjudge how far they need to move to avoid an incoming strike. As a result, even if they manage to avoid the metal portion of the blade, the chakra portion may cut into them as well.
Domain: Universal Taijutsu.
Battojutsu (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
Dorokendageki (Draw and Strike)
Rank: D (B+C)
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: Low
Special: Learning 'B' rank "Art of Sword Drawing" increases damage by one rank. Learning 'S' rank version increases damage rank once more.
Description: Commencing from any position, the practitioner draws, thrusts or slashes with the sharp edge of their blade and then quickly sheathes his blade. As they invest more time and practice into the art of offensive sheathing, their overall offensive rating shall increase, which allows their fundamental knowledge to stay relevant, even at the apex of their ability.
Domain: Kenjutsu. Battōjutsu 'D'.
Tsukesagiri (Cut and Thrust)
Rank: C (B+C)
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: Mid (Low)
Special: Learning 'B' rank "Art of Sword Drawing" increases damage by one rank. Damage is calculated per strike.
Description: Commencing from any position, the practitioner draws, attempts to stab at or thrust into the opponent and then punctuates the movement with a harsh vertical or diagonal slash, which leads them to sheathe their sword once again. By stabbing into the opponent, this allows them to capitalize on the wound and make it even deadlier.
Domain: Kenjutsu. Battōjutsu 'C'.
Nibaigiri (Double Cut)
Rank: C (B+C)
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: Mid (Low)
Special: Learning 'B' rank "Art of Sword Drawing" increases damage by one rank. Damage is calculated per strike.
Description: Commencing from any position, the practitioner proceeds to draw, cutting a fluid swath before using the same momentum to deliver a final slash, which leads to them sheathing once again. The movement is flashy and hard to trace, leaving unguarded opponent's in trouble.
Domain: Kenjutsu. Battōjutsu 'C'.
Joushou Giri (Rising Cut)
Rank: B (A+C)
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: High (Mid)
Special: Learning 'S' rank ''Art of Sword Drawing" increases damage by one rank.
Description: Commencing from a crouching position, the practitioner rises, grips their blade with both hands and then delivers a devastating slash that allows them to capitalize on an overextending opponent. By continuing with the motion, the user can utilize the momentum behind the attack and follow it up with 'Morote Giri' for a fluid one-two combination.
Domain: Battōjutsu 'B'.
Morote Giri (Two Handed Cut)
Rank: B (A+C)
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: High (Mid)
Special: Learning 'S' rank "Art of Sword Drawing" increases damage by one rank.
Description: Commencing from a standing position, the practitioner gathers their strength for one moment, and then strikes with their sword in both hands, performing a single strong attack that is capable of breaking through defenses and delivering massive damage. This technique is notable for being associated with 'Joushou Giri', as it has been known to follow the aforementioned strike perfectly.
Domain: Kenjutsu. Battōjutsu 'B'.
Marugiri (Circle Cut)
Rank: B (A+C)
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: High (Mid)
Special: Learning 'S' rank "Art of Sword Drawing" increases damage by one rank. User performs a single spiral cut per use when first learned, plus one more each time retrained. Every third cut stacks an additional 'High' cost ontop of the attack.
Description: Commencing from a kneeling position, the practitioner draws, rises and spins in one fluid motion, forestalling opponents all around and then quickly sheathes. Rotating a full three hundred and sixty degrees, this cutting strike is useful for assaulting targets all around the user at once. Upon finishing the twisting cut, the user sheathes the weapon.
Domain: Kenjutsu. Battōjutsu 'B'.
Sandangamaegiri (Triple Cut)
Rank: B-B-B (A+C)
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: High (Mid)
Special: Learning 'S' rank "Art of Sword Drawing" increases damage by one rank. Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from any position, the user unsheathes, slashes once and then continues on with their forward movement, which allows them to cut the opponent two more times while maintaining their momentum and footing. Regarded as an extremely flashy maneuver, it is also incredibly useful for offensive evasion, as the spinning motion of the user allows them to keep moving and avoid certain attacks.
Domain: Kenjutsu. Battōjutsu 'B'.
Iaijutsu (Art of Mental Presence)
Rank: D, C, B, A, S
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to progress through the teachings of Iaijutsu.
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.
Kawasu (To Parry)
Rank: D-D-D-D (B+C)
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: Low
Special: Learning 'B' rank "Art of Mental Presence." increases defense by one rank. Learning 'S' rank version increases damage rank once more. Stops up to 1 attack per strike, plus 1 more each time retrained, for a maximum of 4.
Description: Commencing from any position, the practitioner draws their sword and moves to deflect or simply block the strike, then resheathes. As the user becomes more proficient in Iaijutsu, more strikes can be defending against in a fluid movement, before they are overwhelmed by the attacks.
Domain: Kenjutsu. Iaijutsu 'D'.
Rasen Karasu-Zuki (Spiral Parry Thrust)
Rank: C (B+C)
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: Mid (Low)
Special: Learning 'B' rank "Art of Mental Presence." increases defense by one rank. Up to 5 projectiles can be parried per use, plus 1 more each time retrained up to a maximum of 10.
Description: Commencing from any position, the practitioner proceeds to unsheathe their blade and quickly strike down an incoming projectile, either slicing it in half or redirecting its path away from the user. Useful when faced with opponents that prefer to strike from a distance, as long as the user is able to spot the incoming threat in time. Once the user becomes more proficient at judging the distance, speed and direction of projectiles, they will be able to cut down even more projectiles in a fluid movement.
Domain: Kenjutsu. Iaijutsu 'C'.
Jitentate (Rotating Shield)
Rank: D, C, B, A, S
Type: Defensive / Supplementary / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: Low - High x2
Special: Up to 15 projectiles can be parried per use, plus 10 more for each rank above D obtained. The user may deflect incoming projectiles of the same rank as the user has obtained.
Description: Commencing from a standing position, the practitioner unsheathes their sword then rotates the hilt of their blade in a spiral motion, the result being a rapid rotation that easily deflects incoming projectiles, either slicing them in half or redirecting their path away from them user. Useful when faced with opponents that prefer to strike from a distance, as long as the user is able to spot the incoming threat in time.
Domain: Kenjutsu. Iaijutsu of the same rank. 'Rasen Karasu-Zuki'.
Ridairekuto (Redirect)
Rank: C (B+C)
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: Mid (Low)
Special: Learning 'B' rank "Art of Mental Presence." increases defense by one rank and extends disorientation to a full turn. Once parried, the opponent is left off balance and unable to find their footing for half a turn, or one full turn if the prerequisites are reached.
Description: Commencing from any position, the practitioner proceeds to unsheathe their blade and quickly strike against an incoming physical attack. But, instead of simply blocking it, the user will instead use the opponents momentum against them, which in turn forces them off balance and leaves them vulnerable to a strike afterwards. While off balance, the opponent will be unable to perform actions involving high amounts of dexterity, due to the surprise of being knocked off center.
Domain: Kenjutsu. Iaijutsu 'C'.
Sumasshu (Smash and Defend)
Rank: C
Type: Defensive / Supplementary / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: Mid (Low)
Special: Learning 'B' rank "Art of Mental Presence." increases disorientation by half a turn. Once struck, the opponent is left slightly dazed and without a proper guard for half a turn, or one full turn if the prerequisites are reached.
Description: Commencing from any position, the practitioner strikes with the hilt at a frontal opponent's face, forcing him to stumble back, which allows them to follow up with a quick slash or cut. Following the mindset of 'the best defense is a great offense', the user will seek to stop an opponent from throwing an attack out in the first place, leaving them on the defensive and unable to fully utilize their offense.
Domain: Kenjutsu. Iaijutsu 'C'.
Busoukaijo (Disarmament)
Rank: B
Type: Defensive / Supplementary / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: High (Mid)
Special: Due to the high-speed nature of the counter, this can only be used once per thread, plus one more each time retrained.
Description: Commencing from any position, the practitioner strikes with the hilt or blade at the opponent's wrist, mid-strike or not, forcing them to drop any item or weapon they are holding, then the user sheathes. This method is used to prevent the user from becoming overwhelmed by a stronger foe, or to simply provide the opportunity for a successful follow-up attack.
Domain: Kenjutsu. Iaijutsu 'B'.
Kenjutsu
Tier 1 - Tatsujin-ken Sōgiri: Due to their dedication to the blade, the practitioners techniques cost 1 tier less of chakra to perform.
Tier 2 - Sōgiri: Every Kenjutsu attack utilized by the swordsman is accompanied by an extra "C" rank effectiveness. This rank increases with each mastery in Kenjutsu the swordsman attains, maxing out at "B". Maximum damage per strike maxes out at 'S' rank.