The blades of vengeances have fallen swiftly. The shinobi are no more as 'Absolute Justice' has returned...now, it is the Samurai that rule the Five Major Nations!
But at what cost? Have they become the very thing that they despised the most...? Heroes and villains seem to change roles every day, but one thing is for certain - we yearn for our freedom, for days gone by where we flew the skies unhindered.
Karai Shin (Lightning Wrath's Reach) Rank: D, C, B, A, S Type: Supplementary. Range: 0 - 20 meters. Handseals: No Chakra: -- Special: Allows the user the ability to create, control and move Raiton (Thunder) chakra of their own for multiple purposes, as well as control that produced by nature. Highest rank known determines the strength of the thunder, the distance at which one can control it, and finally, the speed at which the user can displace it. • D: 5 meter range. • C: 10 meter range. Description: Though powerful, Raiton can become uncontrollable even in the hands of the experienced, forcing its users to focus first on controlling their power in small areas, and then, over time, expanding. As one's experience with thunder and its control grows, so does the range at which they can become deadly with it. Domain: Raiton.
Purazuma Booru (Plasma Ball Technique) Rank: D, C, B, A, S Type: Defensive / Raiton Ninjutsu Range: See special! Handseals: 8. Chakra: D - Low, C - Mid Special: Highest rank learned determines strength of lightning sphere. Though no handseals have to be held once the sphere is complete, no other jutsu may be cast while plasma is active. Can be held as long as the user's chakra reserves allow it. Highest rank known determines strength of sphere. Area of sphere is determine by the user's highest Karai Shin range, halved. Description: A highly strategic raiton jutsu, the Plasma Ball allows the user to create a thick sphere of Raiton around their body, able to shock anyone that comes in contact with it immediately. Domain: Raiton. Karai Shin of equal rank.
Mekurumeku (Blinding Flash) Rank: D, C, B, A, S Type: Raiton Ninjutsu Range: See special! Handseals: 5. Chakra: D - Low, C - Mid Special: Distance of flash depends on the user's Karai Shin range. Highest rank known determines light amplitude. Any person(s) effected are blinded for one turn.
• D: 20% Karai Shin range • C: 40% Karai Shin range Description: A basic yet effective Raiton technique, the user focuses a bit of chakra all over their body, letting the lightning gather and then quickly exploding, effectively providing a blinding light that leaves all within the range blind. Useful for disorientation and quick get-aways. Domain: Raiton. Karai Shin of equal rank.
Raikyuu (Lightning Ball) Rank: C, C. Type: Offensive. Range: See special! Handseals: 4. Chakra: Mid. Special: Travels in a straight line and cannot be altered once shot. Ball's size measure half a meter diameter, and grows by another half each time retrained. However, after every fourth retraining, the consumption will go up by one. The range it can cover depends on the user's 'Karai Shin'. Being struck by this results in the area in question being paralyzed for half a turn - a hit to the head affects the whole body. Paralysis effects do not stack once victim is struck. Description: A very simple and effective Raiton technique known throughout, the user either takes twin weaponry or their own appendages, focuses their chakra into their center, and forms a ball of pure lightning. This newly formed threat can either be smashed into an opponent’s face, or tossed from a nearby distance. Repetitive exposure to the shocking has been known to leave its victims stunned. Domain: Raiton. Karai Shin 'C'.
Danpen Inazuma (Shooting Thunder) Rank: C, C. Type: Raiton Ninjutsu Range: 0 - 50 meters Handseals: No Chakra: Mid Special: The range of the bolt is determined by user's 'Kirai Shin'. Description: Meant more as a reactionary technique than a main avenue of offense, this jutsu allows the user to essentially shoot out small lightning bolts from a free hand to anyone within a small range. This requires no seals to conjure, and can be shot out from one’s appendage during the most heated of combat. The damage is light and the bolts shoot off in a relatively straight line, at rapid speeds. Domain: Raiton. Karai Shin of equal rank.
Sutangan no Jutsu (Limb Stunning Technique) Rank: C, C. Type: Offensive. Range: - Handseals: 4. Chakra: Mid. Special: If used on a person’s head, they will be knocked out for a single post. Limbs are numbed for a whole turn. Stunning effect cannot be stacked. Due to the amount of shock suffered by the user's limb during the transference of energy, this can only be used once per thread, plus one more each time retrained for a total of five posts. The user must touch the victim with their hand to achieve the desired effects. Description: The electric influence that exists over the human body and its muscles allows one to control the later through unconventional methods, including through the means of chakra. After charging a small electric shock in the user’s hands, one can approach their victim and place the charged hand onto a limb or muscle on their body, unleashing the pent up shock and rendering the aforementioned target useless for the rest of the turn. Although simple, it’s highly effective when the user is faster than the victim, and can outmaneuver them as they strike. Also highly effective for keeping captives in place! Domain: Raiton. Karai Shin 'C'.
Matoudai Zeusu (Strike of Zeus) Rank: C, C. Type: Supplementary. Range: See special! Handseals: 6. Chakra: Mid. Special: Distance bolt can travel depends on the user's highest 'Karai Shin'. The bolt is about as long as a regular katana, and glows an intense deep blue. Each time retrained, the user can stack extra 'C' ranked shocking damage. However, after every fourth retraining, the consumption will go up by one. Can be learned a maximum of 8 times. Description: Named after the fabled imaginary leader of the sky and thunder, this technique allows the user to feel like Zeus himself as they summon a tight bolt of electricity in their hand, similar to a javelin, so that they could throw it with appeasing accuracy. The bolt will move through the sky quite fast, and carries deadly accuracy in the right hands. Upon making contact with the target, it immediately bursts into a vertical cylinder storm that surrounds the victim and delivers a plethora of constant shock damage. Domain: Raiton. Karai Shin 'C'.
BASIC TAIJUTSU - 325 EXP
Sennen Goroshi (One Thousand Years of Death) Rank: E, E, E, E, E, E. Type: Offensive. Range: - Chakra: Low. Special: Anal launch extends up to 5 meters, plus 1 one more each time retrained. Description: Though it is often referenced to as an "Ancient Supreme Technique", Sennen Goroshi serves more as an insulting shock technique rather than a skilled Taijutsu technique. The ninja forms their hands into the seal of the tiger, and then jabs their fingers into the nether regions of their target. The result is shocking violation of the targets sanctity and often their launching in the air to stop the awkward feeling. Domain: Universal Taijutsu.
Kaiten Kakatou Otoshi (Spinning Heel Drop) Rank: C, C. Type: Offensive. Range: - Chakra: Mid. Special: If kick connects with head, the victim will be stunned for one turn. Normally the user spins once before descending, but each time retrained, an additional spin is added, which adds more power (C ranked) each time. Each retrain stacks another Mid consumption to this technique. May be learned 8 times total (7 retrains). Description: A very basic but effective taijutsu attack, the Kaiten involves the user's leg in a reverse downward kick. After launching themselves into the air and begin to somersault, the user gains momentum within the chosen striking limb and come spinning down, laying their heels into the target's shoulders and head. Domain: Universal Taijutsu.
Hayabusa Otoshi (Peregrine Falcon Drop) Rank: C, C. Type: Offensive. Range: - Chakra: Mid. Special: Most effective when used on extremely hard surfaces. Description: A very deadly and efficient taijutsu attack. While at an elevated position, the user will grab their opponent from behind. Firmly locking themselves to their back, the user will then lock their ankles onto the opponent's neck in order to get their body rigid. Finally, on the descent, the user proceeds to drive and plant the victim head first into the ground. Essentially a belly to back pile-driver, the move can provide a great concussion to his opponent's head. Domain: Universal Taijutsu.
Shishi Rendan (Lion Combo) Rank: C, C. Type: Offensive / Taijutsu Range: - Chakra: Mid. Special: Due to the nature of the combination, once the first hit connects, the rest usually do. Damage stacks per successful hit. Up to 2 hits can be made per combo, plus 1 more each time retrained up to a maximum of five. Description: An effective aerial attack, the user first begins to maneuver to their opponent in a vulnerable aerial position. While shadowing them, the user will attempt to strike them from a vulnerable angle. First, they will strike as a feint in order to draw their target's attention and defense to one area. Then, a true strike is made towards the most undefended area, proceeded by several more until the user violently begins knocking them down and towards the ground. As the enemy falls back to the earth, the user will deftly rotate their body around to deliver a full force kick to their chest. Domain: Universal Taijutsu.
ACADEMY - 50 EXP
Kawarimi no Jutsu (Body Replacement Technique) Rank: E, E, E, E, E, E. Type: Supplementary / Ninjutsu Range: 0 - 5 meters Handseals: No Chakra: 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 that range from equal in size to as small as half their 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) 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, E, E, E. Type: Supplementary / Ninjutsu Range: 0 - 5 meters Handseals: Yes Chakra: 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, E, E. Type: Supplementary / Ninjutsu Range: 0 - 5 meters Handseals: Yes. Chakra: 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: 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: 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
Kinobori no Waza (Act of Tree Climbing) Rank: E Type: Supplementary. Range: - Handseals: - Chakra: Low to cast, free to sustain. Special: - Description: Kinobori no Waza, the art of tree climbing serves a dual purpose. Taking part in Kinobori Shugyou (Tree Climbing Training) helps a ninja learn how to focus their chakra. It also teaches the ninja how to run up trees and walk on vertical walls. The training helps the ninja learn how to focus just the right amount of chakra to a particular part of their body. The amount needed to climb is small but it must be precise. The feet are regarded as the hardest location to master chakra focusing. So by gaining the art of this skill, the ninja will have any jutsu available (theoretically) because they will be able to focus their chakra as needed. Domain: Academy Ninjutsu.
Suimen Hokou no Waza (Act of Water Surface Walking) Rank: E Type: Supplementary. Range: - Handseals: - Chakra: Low to cast, free to sustain. Special: - Description: A variation on the Kinobori no Waza (Act of Tree Climbing), the art of water surface walking allows a ninja to walk on water as if it was a solid surface. Focusing an even amount of chakra out of the soles of their feet, they can balance themselves on the very surface of the water. Domain: Academy Ninjutsu.
Bipolar: Hiroshi is mentally unstable with his emotions due to the destruction of the Fūma clan at the hands of Yokumaru, who he had considered as a brother.
Carefree: Despite his mental issues, Hiroshi doesn't seem to care about much else, just simply going with the flow of things; without a care in the world.
Energetic: As ways full of energy, Hiroshi is always up to do something, no matter what it is. The energy he possesses for anything is incomprehensible.
Wise: While being bipolar, carefree, and energetic, Hiroshi possesses something deep down within himself that most kids his age doesn't have or just simply ignores. The thing that he possesses is wisdom, being able to take from whatever he encounters and understand it to a certain degree. This allows him to somewhat understand things a bit better than most.