Spendable Experience: 130
Total Experience: 1305[1380/1650 : Class Up]
Renown: 0
- Stat stuff:
Skills:
-Suiton 1
-*Kugutsu: 1
-Sensory: 1
-Kyujutsu: 1
-Kuchiyose: 1
-Raiton: 1
-Kamizuru (hidan clan): 1
Crafting:
*Weapon Craft: C ran (4 D rank, 1 C rank)
Armor craft: D Rank
*Chemistry: D rank
Engineering: -
Stats: traded 3 stat raises for 3 skill points (8/17 stat raises)- Strength: E
- Constitution: D
- Stamina: D
- Speed: D
- Coordination: C
- Intelligence: C
- Perception: B
Limit Break Points:- Physical: 1
- Technique: 1
- Destiny: 1
Elements: Raiton, Maiton- Strength: E
- Unique Abilities:
Heavy lean on Bee's
All Bee jutsu cost one rank down, E rank Cost .5, unless there is no cost.
All Raiton Jutsu cost one rank higher.
Blissful Arrogance of the elite: The body is a vassal, and defeat is just not an option. Shinoskay can pull out a hidden well of reserves when he's pushed to her limits, choosing to push himself farther than he should naturally be able to. When he accesses these hidden reserves, his Stamina is increased by a tier, granting an increased pool of chakra. This drains vitality, lowering Constitution by a tier in the process. Any point after Shinoskay's stamina pool dips below 30%, he may restore his reserves by 20% but once that 20% is used up then the exhaustion penalty is doubled. For the cases of S-Rank Stamina, once the 20% is used up, exhaustion is applied as normal instead of being immune.
Learning Class Advantage: A player may have access to learning technique one rank above of what their class allows. This early access must result in stunted growth forcing the player to spend an additional 10% experience to advance into the next class. This *can* be stacked with other modifiers (Sensei, Intelligence, etc..)
Many bees make many hands
Shinoskay may brute force crafting by hastily having hundreds of Construct Bee's also help with reducing leg work and moving material and tools to keep space clutter and movement to a minimum. When selectively using this ability, the time he spends crafting something is cut in half [rounds down if ending in a decimal], in exchange for his Coordination losing a tier limiting what he could apply this feature to.
Reactional over Rationale:
There comes a time when one needs to act, when action is more important then thought and they just need to give in to their intuition.
Shinoskay may focus remaining alert and ready at a moments notice, prepared to act without analyzing, trading his Perception and or speed by +1 tier while simultaneously decreasing his Strength and or Intelligence by -1 tier at a 1 for 1 basis. My not be used with Rationale over Reactional
Rationale over Reactional:
There comes a time when one needs to remain cool headed, to think and act with coordination rather then reckless abandon.
Shinoskay may concentrate on what he is doing over just doing it on poor intuition to increase Coordination, Stamina, and or Intelligence +1 and decrease Strength, Constitution, and or Speed by -1 at 1 for 1 basis. May not be used with Reactional over Rationale.
Field Craftsman: Outdoors-man know how to craft with what they find in the field, as such they are able to forage for Crafting material, Shinoskay can effectively buy up to B rank crafting material without needing to be inside of the marketplace. The impurity and quality of these ingredients are inevitable, also processing raw material causes some to go to waste, thus extra measures must be taken to ensure his equipment is clean and ready to use. "Buying" Chemistry equipment this way Increases price by 25% of the total.
Making the Hive, Many hands and all that:
Kamizuru, on top of have more exposure to salves and poisons then the average due to their heavy Bee theme, have been around bee's making hives for quite some times.
Living on your own, and having the aid of the many hands of Bee's, you get pretty good at making whatever you need and can even improvise a little to make what would normally be too difficult for someone of your skill. May craft/engineer items/Chemistry at one rank higher than what someone of his rank normally could. Any such craft allowed this this alone costs an extra 50%
The Bee To the Hive:
Bee's are designed to be efficient working and building drones.
-Resource Collection Sites owned by Shinoskay produce twice as much money. Also as Bee's are good at making things but not improving them Resource Collection Sites cost twice as much to be upgraded to double efficiency by paying the standard price of building one.
-may invest a sum of money and expect returns to a maximum of 5% per month. The player must roll a 1d10 to determine the outcome of the success. An outcome of 6-10 means that the investment failed and all of the money is lost, but an outcome of 1-5 means a successful investment and 5% of that money is paid to him once per month, permanently.
-Additional shops can be purchased to increase the return on Shinoskays' investments by 10% each, up to a maximum of 50% but these shops cost 50% more to build.
-All scouting/counter espionage and applicable npc actions conducted by Shinoskay receive double efficiency (for example: scouting reveals two Points of Interest each time committed rather then the normal 1 point of interest) , While doing so, people have double the amount of time to interrupt you than they normally would.
- Grear owned:
20 D rating Copper Kunai
40 D rating Copper Bolts
20 D rating Rubber Bolts
12 C rating Holster | 25 ryo ea.
1 A rating Spider-silk Vladverian Cloak
1 C rating Vest | A plain leather vest which protects your torso
2 C rating Backpack |
2 C rating Hip Pouch |
3 C rating Iron Kunai | (Buki)
1 C rating Iron Trench Knife | (Versatile, Tai|Buki)
1 C rating Wrist-Mounted Senbon Launcher | Five senbon slots. Senbon not included. Can be loaded with poison.
10 C rating Iron Senbon | (Simple)
15 C rating Iron Caltrops | (Simple)
60 ft C rating Steel Wire | (Simple)
5 Explosive Tag | 15 feet blast radius.
2 Smoke Bomb | 10 cubic meters of smoke.
2 Medikit | Includes one syringe, blood drawing kit, two rolls of bandage wrap, grain alcohol, one tourniquet, one roll of gauze, soothing cream, needle, thread, tweezers, scalpel, and shears.
[20 doses left] Military Ration Pills | Counts as a chakra recovery period when moving between short topics. Restores 10 points of the user's chakra in battle. Three usages per topic.
What you see:
A Hip puch low on right thigh and one on small of back
- Whats in what:
- Right thigh hip pouch
1 Medikit
4 C-rating Iron Kunai
- Right thigh hip pouch
- Supplies:
Ryo: 268,493
Slime (from slime knight) 50 lbs
Gold 3 lbs (presently as a cover plate of a suit of armor, need to reforge)
iron 105 lbs (presently as a suit of armor, need to reforge)
Rubber | 10 lbs
Copper | 60 lbs
Wood | ea. 15'x3' log 12K (26.5 lbs) Total 41.5 lbs
Sinew | 26 ft.
- Puppet:
Name: Rabid Sentinel* (Rabid Sentinel Astrid), Aka Ground Bee
Rank: C
Materials: C
Weapons:
It has mandables, Stinger, hands, drill antenna. Can Load and launch bolts into; 5 in stinger and shoots 1 at a time from stinger tip, 10 at a time in the head and shoots 1-2 between the mandibles. A transducer in the puppet creates electricity and allows it to charge shots with electricity in power equal to the puppet's rank rating. The ends of its fore and hind legs are sharpened with small reverse direction thorn like protrusions to both catch surfaces as desired as well as to be used as sharp weapons against foes. the mandibles are also made with many thorn like, reverse direction, protrusions to aid in damaging or grabbing and holding targets.
can dig through, or thorn hold, anythin with the same or less constitution/hardness to its coordination rating.
Defenses:
The puppet is made segmentational so it can move more easily, detach and re attach, and any damaged parts can be quickly/easily replaced as needed. This makes the puppet more impact resistant due to the extra give it has. Segments are roughly 6 square inches in surface area, but it is also segmented at joints for flexibility.
(sources of impact count as 1 tier lower and only damage the segmented point of impact rather then the integrity of the puppet as a whole)
Abdomen can open from almost any direction, thanks to the segmented design of the puppet, and the wings move to shield the abdomen or the thorax saddle seat as needed. Transducer in puppet will draw electricity to it to absorb and store for later use.
General Description:
A slightly elongated, wider, bee shape designed after a digging bee
Stats:
Constitution: C
Strength: C
General Description:
A burrowing Bee, more elongated and wider then a normal bumble bee, that is capable of flight and using its stinger and mandibles to fight. One off exception is that its antenna's are actually small drills, its middle legs are designed to as omni-flexible ball jointed humanoid arms and hands, while its abdomen is actually hollowed out and long enough to contain Shinoskay and still have a little stretching room. The abdomen is designed to be able to either rise to stand on top of the thorax or lowered to hang below the thorax while it also able to twist using a gyro like dual joint so that the containing space that holds Shinokay can be moved around as needed. The jointed space between the thorax and abdomen, as well as the rear part of the thorax, is designed to allow one to sit on it if they so choose as opposed to sitting in the abdomen.
Overall, the puppet is 2 meters long with 6, instead of the standard 4, wings nearly the same length. its wings are able to be moved to either shield the Thorax area or the abdomen, allowing the puppet to protect these areas, and this is why it has extra wings.
Can fly and burrow at puppets coordination rating.
Weaknesses:
-1 tier coordination if supporting a persons weight while flying over 5 meters off the ground
- cant fly with less then 2 wings.
Jutsu
- E rank:
Name: Unsealing Technique
Rank: E
Activation Cost: 1
Range: Contact
Speed: -
Element: N/A
Skill: General Skill
Classification: Open/Academy Technique
Requirements: -
Parent Technique: -
Hand Seals: N/A
Description: A general skill anybody can learn in which, by applying a minuscule amount of chakra, will unseal the contents sealed within a scroll or tag.
Weaknesses: Without having the Fuuinjutsu skill the user may not know the contents of a seal resulting in a potential trap.
Name: Fusee
Rank: E
Power: E
Activation Cost: E
Upkeep Cost: N/A
Range: N/A
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: Created as a chakra control exercise. The user projectcs chakra from their hand to generate a small orb typically between the size of a marble and a golfball. One formed the orb uses the energy stored inside of it to glow with a bright heatless light. This light is the users color of choice and will last for up to an hour before burning out. This function is independet of the orginal caster.
As a source of illuimantion it's commonly used to indicate obstacles or advise caution on roadways at night as well as to perform hand signals.
Weaknesses: Having a bright light on you is a great way to give away your position.
Name: Demonstration of Power
Rank: -
Power: -
Activation Cost: N/A
Upkeep Cost: N/A
Range: 0-5m
Speed: -
Element: -
Skill: Ninjutsu [doesn't require the skill]
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: No handseal; more or less an action that triggers it. This is still optional.
Description: The user surges their chakra within them and allows it to surface and shape to their will. Their current emotions or the intent behind doing this will unconsciously reshape the "aura" of chakra that makes appearance. For people with the same tier, there's no means of intimidation.
A one tier difference is comparable to a chill up an onlooker's spine. A two tier difference is like being hit by a gust of incredible wind, warding off the person with the inferior tier [comparable to Sasuke & Suigetsu when Hashirama/Tobirama did something like this while reanimated]. A three tier difference has the potential to immobilize with fear if there's killing intent behind it, though this can be cancelled out by the victim being harmed, or demonstrating their own power. [Comparable to Sasuke & Orochimaru in the Forest of Death].
For those among the most potent in terms of chakra reserves [S-Tier Stamina], exuding their chakra cracks stone, or just the ground below them in general, suggesting just how strong they are.
Weaknesses: This is more or less just a show of power or an intimidation method. It does nothing against actual techniques or attacks, unless in the case of a high-levelled shinobi using it.
Name: Body Replacement Technique
Rank: E
Activation Cost: 1
Upkeep Cost: -
Range: -
Speed: -
Element: -
Skill: Ninjutsu
Classification: General Skill
Requirements: -
Parent Technique: -
Hand Seals: -
Description: This technique is done by animating an object temporarily to look and act like the user. This is more of an illusion, as it cannot attack nor does it think or have a mind of its own. When taking damage the object will react to it as the user would before being reduced to its regular form. To use this technique requires speed and deftness, as well as a general idea of when an attack is oncoming. This is used to fool inexperienced Shinobi into believing their attack has landed on their victim giving the user an opportunity to either escape or land a surprise attack. The animation only lasts a couple seconds as well as the illusion after being hit, so it must be timed precisely for maximum effectiveness.
Weaknesses: -
Name: Tree Climbing Practice
Rank: E
Power: N/A
Activation Cost: 0
Upkeep Cost: 0
Range: Self
Speed: N/A
Element: None
Skill: None
Classification: Open
Requirements: None
Parent Technique: None
Hand Seals: None
Description: Tree Climbing Practice is a training method used to gain more skills with chakra control. This training involves focusing a fixed amount of chakra to the bottom of one's feet, and using that to climb a tree without using one's hands. If the stream of chakra is too weak, the user will lose their footing on the tree and fall off. If it is too strong, the user will be pushed away from the tree, causing the tree to break around the point of contact and the user will fall. The concept of this exercise is similar to magnetics and can be applied to other objects within close vicinity of the user's body, such as catching and throwing a kunai that comes within several inches of the user's foot by using chakra alone.
Weaknesses: Inexperienced shinobi may lose focus and cause their chakra to become unstable, which will release any hold their chakra has on a surface and may even forcibly eject them off of it. This technique is automatically known by all characters.
Name: Water Surface Walking Practice
Rank: E
Power: N/A
Activation Cost: 0
Upkeep Cost: 0
Range: Self
Speed: N/A
Element: None
Skill: None
Classification: Open
Requirements: None
Parent Technique: Tree Climbing Practice
Hand Seals: None
Description: This training method is used to gain better chakra control. To do this, the user has to be emitting a constant stream of chakra from the bottom of the their feet and using the repellent force to walk across the water's surface. This technique is more difficult to master than the Tree Climbing Practice, because the amount of chakra that needs to be emitted changes constantly.
It has also been shown that one can use their chakra to "skate" across the water surface, like an ice skater, instead of just walking or running. And the more one trains this technique the more they reach a state where they stand on water without even noticing it or basically even trying.
It doesn't have to just be at the feet. A user under water can focus chakra on their hands or any other body part that makes contact with the surface of the water. If they were submerged, they can climb atop the water as if they were climbing out of a pool.
Weaknesses: Even Genin can sometimes have trouble with this technique, due to the constantly shifting nature of water, and as such may misjudge the flow of their chakra and fall into the water. This technique is automatically known by all characters.
Name: Clone Technique
Rank: E
Activation Cost: 1
Upkeep Cost: -
Range: 0m-10m
Speed: -
Element: -
Skill: Ninjutsu
Classification: General Skill
Requirements: -
Parent Technique: -
Hand Seals: Ram → Snake → Tiger
Description: A ninjutsu that creates an intangible copy of one's own body, without any substance. Since the clone itself doesn't have the ability to attack, and thus can only be used to confuse the enemy, it is mainly used in combination with other ninjutsu. It's a basic technique, but depending on one's ingenuity, it can be used effectively. The clones may not dissipate when they come into contact with something. These clones can be easily distinguished by people with dōjutsu. A person with normal eyes can also distinguish the clones from the original, since the clones do not have shadows and will not disrupt the area around themselves with their movement (i.e. won't kick up dust, crush grass, etc.). These clones are extremely simplistic and cannot talk nor move very far from the creator. Their utility is restricted to distractions and confusion. A maximum of 2 clones can be created from one casting of this technique.
Weaknesses: -
- D Rank Ninjutsu:
Name: Flare gun technique
Rank: D
Power: D
Activation Cost: D
Upkeep Cost: N/A
Range: 150m
Speed: C
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: Fusee
Hand Seals: Dragon
Description: The user takes a Fusee orb and infuses it with even more chakra inducing an overload that will cause it to launch off like a rocket. Shooting rapidly up to a height of about 150m they explode with a loud bang and release a brightly burning flare that drifts very slowly downward, maximizing the amount of time for which it can be seen. Extemely conspicuous this flare can been spotted up to 25 miles or so in good visibility.
It's also not intented for offensive use making it extemely limited in that regard to the point that even taking one directly to the face will do little more then cause tempoary blindness in a similar manner to a flash bang grenade.
Weaknesses: Did I mention they are conspicuous? Using this jutsu will absolutely give the users position away.
Name: Ninja Leap
Rank: D-rank
Power: D-rank
Activation Cost: 0
Upkeep Cost: None
Range: Self
Speed: -
Element: -
Skill: Ninjutsu
Classification: -
Requirements: -
Parent Technique: Tree climbing/Surface walking
Hand Seals: None
Description: By applying the reverse of tree climbing or surface walking as one jumps or lands, effectively repelling the earth, one's jump and landing is improved. Chakra aids the jump to spring one up with the additional momentum and speed to add 30 meters to ones jump as well as as they land the repelling force will mitigate and aid in rotating the force of motion for 30 meters a second worth of force.
Weaknesses: -
Insect Name: Apis Cerana (Asian Honey Bee)
Constitution: D + [but it would be hard to swat them all seeing they mostly travel in swarms]
Rank: D
Power: D
Speed: B Rank
Strength: D (with C sharpness stingers)
Perception: C
Intelligence: D (but can be semi directed by creator)
Coordination: C
Range: 500 meters
Cost: .1 per 10, minimum .1 for 1 and maximum .5 for 50.
no more then 50 per application of chakra.
Skill: N/A
Requirements: E Rank Kamizuru [Starter Bug]
Abilities: Apis Cerana (Asian Honey Bee) is an insect, a slightly smaller Bee, chakra construct utilized by the Kamizuru clan. Based on the common regional honey bee it is semi independent (can act and react without direction) and is the clan's most common tool. The most common use of the Apis Cerana in combat is to silently ambush, or swarm, an opponent either as an assault in itself or in preparation for a derived jutsu. Other uses include simply tracking down a target, serving as a protective shield and as a prison to hold and detain a target in place. Aside from what is listed here, while the bee's have all the same shape, including a stinger, they do not produce bodily fluids and as such will not have poison unless through a means outside of this specific creation technique, Apis Cerana have the ability to use all senses available to a normal bee. With this technique alone, that is to say unless another Kamizuru technique is used that has a different range, these bee's are formed no further then 1 inch from the user. If the user is rendered unconscious or unable to direct the bees then they follow the last directive given.
If a basic Apis Cerana, that is not being used in a jutsu, is smashed while on a person, much like the pheromone left on a smashed bee, then there is a chakra marker left on the person that a bug can track from a maximum of 2 miles. The Apis Cerana are revealed to be largely unaffected by genjutsu because they have no nervous systems as constructs however they can be influenced by commands of from a creator who is trapped in a genjutsu (their ability to effectively command them depending on the nature of the genjutsu in question). The maximum amount that can be used is 750 bugs.
Name: Dark Yin Convergence
Rank: D/C/B/A
Power: -
Activation Cost: -
Upkeep Cost: -
Range:
Speed: -
Element: Yin/Dark Release
Skill: Bloodline
Classification: Bloodline
Requirements: Dark Release/Hidan Bee summoning
Parent Technique: -
Hand Seals: -
Description: "
Using a combination of Dark Release and Bee Summoning one is able to infuse the devouring effects of Dark release into the users bees while also reshaping what is devoured to new and unique effect.
At D rank, allows Constructed Bee's to act as a conduit for devouring following the same mechanics as Inhaling maw, or highest known bloodline absorbing/devouring learned, except for using the bee's as the conduit. Chakra devoured in this way can either be infused into the bees or turned into either a sap or honeycomb spheres 2 inches in diameter. may devour or absorb as appropriate, per inhaling maw, and then the bees, sap, or honeycomb spheres may be consumed or absorbed to restore chakra as if done so using inhaling maw or highest dark release used to absorb the chakra. While bees are absorbing techniques, the user is capped at D-Rank Speed and C rank Coordination.
Once one learns Dark Flame, they may advance this technique to C rank where in addition to Dark Flames normal effects one is now also able to direct infused bees or honey spheres to explode with the same effect and definition as Dark flame except in a spherical burst rather then as a directed cone. Sap works per normal Dark flame but is meant to be used through techniques. At this stage, bees may absorb from half a meter away. Explosive range is determined at 2 meters times rank, for example an A rank would have a range of 10meters. Honeycombs and sap may now be used from Dark Release users own seals or mouth via chakra devoured by the same without needing to through Bees. While bees are absorbing techniques, the user is capped at C-Rank Speed and C rank coordination
One may advance this technique to B rank when they learn Chimera and at B rank Sap, infused bee, or Honeycomb sphere chakra may be used, as conduits, for the jutsu it came from to target applicable targets, as if one was using Chimera dark release normally. at this stage, bees may may literally eat other chakra constructs(must bite to do so) and anything made, influenced, or sustained by chakra(including puppets) to absorb and convert it into chakra in addition to how Chimera normally works. To use the jutsu as intended, either smear it on the target, eat it or have target eat it, or have the bee 'attack' the target in an applicable manner, means, or method. Dark Release user may now make Sap or Honey Comb Spheres from own Chakra pool without the need to devour foreign chakra. While bees are absorbing techniques, the user is capped at C-Rank Speed and C rank coordination
One may advance this thechnique to A rank by knowing Any A rank Hidan Technique and the previous rank of this technique. At this rank Kamizuru constructs may absorb chakra equal to their numbers, making each one committed to the action infused (forming an infused swarm), per post while moving if needed, as well as Kikachu chakra absorption skills act as only one rank higher. can can now absorb/devour up to 1 meters away. At this Rank, each Hidan Bee in an infused swarm can count as .1 chakra, or 1 chakra if infused, and used as chakra for jutsu for directing Hidan Bee's. If an infused bee is holding the chakra for 1 whole jutsu rather then been a part of an infused swarm then it may be expended for the amount of chakra of the jutsu rather then just 1 chakra. While bees are absorbing techniques, the user is capped at B-Rank Speed but no longer capped in coordination.
In all ranks, Kamizuru/Yin/Bloodline may incorporate this technique where applicable, any Kamizuru/Yin/Bloodline Technique may be used per highest qualifying rank of this technique. Kamizuru/Yin jutsu may not absorb Jutsu above B rank, if absorbed Katon would have been enough to destroy absorbing Kamizuru/Yin jutsu then the absorbing entity will be destroyed upon absorbing.
Weaknesses:
Per Hidan bee summon:
The Aburame clan has the advantage against the Kamizuru if wielding Kikachu, Kikachu chakra absorption skills act as two ranks higher when used against any bee skill.
Fire release does +1 damage to bee's
Per Dark Release:
Dark release user must have the appropriate fighting style.
Bees will take a post, minimum, to absorb and they must be stationary.
Name: Haze Clone Technique
Rank: D
Activation Cost: 3
Upkeep Cost: -
Range: 0m-10m
Speed: -
Element: -
Skill: Ninjutsu
Classification: General Skill
Requirements: -
Parent Technique: Clone Technique
Hand Seals: Dog → Tiger
Description: At first glance it seems like a regular Clone Technique, but the haze clone uses a cunning trap to lure out the enemy. As the haze clones are not physically real, the attack will just pass through them. While attention is drawn to the clones, the real body attacks from the blind spot. During the illusion and resulting chaos, the enemy, who is caught up in the technique, can then be defeated. This technique allows for the creation of 10 clones total in a single casting. Like the parent technique however the clones are restricted in range and their ability to speak or act in any manner not consistent with a distraction.
Weaknesses: -
Name: Body Flicker Technique
Rank: D
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: 50m
Speed: -
Element: -
Skill: Ninjutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: Half Tiger
Description: This technique enhances the user's movements by fortifying their step with chakra. This is essentially a burst of energy to make their body function at higher speeds. This technique boosts the user's movement speed by one tier up to 100 meters. If at any time they stop running they must require an reactivation. The hand seal may be held to constantly refresh the 100 meter limit providing a constant speed increase. [/size]
Weaknesses: Just like a full sprint the user must remain in a straight line in order to benefit from the bonus. If the user were to change direction they must reactivate the technique.
- D Rank Taijutsu:
Name: Spring Chant
Rank: D
Power: C
Activation Cost: N/a
Upkeep Cost: 3
Range: Self
Speed: N/a
Element: N/a
Skill: Taijutsu
Classification: Open
Requirements: C rank Coordination w/o taijutsu skill or D rank with the taijutsu skill.
Parent Technique: N/a
Hand Seals: N/a
Description: This style of combat focuses on fast, flowing combinations utilizing basic principles of Taijutsu. The style uses sheer speed and number of attacks to achieve its goals in contrast to other more strength reliant Taijutsu styles. While those who aren't trained in Taijutsu find that faster strikes tend to lose out on power, a Taijutsu user who has trained in the skill can utilize this style without losing any of their striking power, allowing body mechanics to make up for any power lost. Boosts coordination by one tier with the taijutsu skill and by one plus without it.
Weaknesses: The boosts are lowered by -- if the user doesn't have the taijutsu skill. Their strength is also lowered by - if they don't possess the Taijutsu Skill to represent their lack of true effort in mastering their body.
Name: Rising Scissor Kick
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: -
Range: melee
Speed: N/A
Element: -
Skill: Taijutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description:
The user raises on leg 180° into the air from standstill, dropping said leg/foot onto an opponent. This can also be used while jumping. If the user has the taijutsu skill, this technique's power becomes C rank as a display of their mastery of the ways of taijutsu.
Weaknesses:-
Name: Rising Defense Kick
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: melee
Speed:N/A
Element: -
Skill:Taijutsu
Classification: Open
Requirements: Taijutsu
Parent Technique: -
Hand Seals: -
Description:
When facing a low ranked (D at most) attack or technique of a solid nature (won't work on raiton for instance) the user rather than defending with their hands, raise their leg and use the soles of their shoes/feet to defend and redirect the attack to the ground.
Weaknesses: -
Name: Rising Side Kick
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: -
Range: Melee
Speed: N/A
Element: -
Skill: Taijutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description:
The user swiftly launches their leg from standstil position into an at most 6-7' high side-swipe kick. While using this technique, if the user has the taijutsu skill, this technique's power becomes C rank as a display of their mastery of the ways of taijutsu.
Weaknesses: -
- D Rank Kugutsu:
Name: Nimble Fingers
Rank: D
Power: D
Activation Cost: 2
Upkeep Cost: N/A
Range: Self
Speed: N/A
Element: N/A
Skill: Kugutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: A puppeteer's hands are quick and nimble as a result of years of training. They have mastered the art of using chakra to increase their coordination in general and their dexterity for their hands in particular. The user's Coordination is increased by a + and their coordination for the purpose of anything involving their hands or arms are increased by a ++. Lasts 5 posts.
Weaknesses: N/A
Name: Chakra Thread Suppression
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: N/A
Range: Self, threads
Speed: N/A
Element: N/A
Skill: Sensory/Kugutsu
Classification: Kugutsu
Requirements: Chakra Suppression/Chakra Threads
Parent Technique: Sensing Technique/Chakra Suppression/Chakra Threads
Hand Seals: N/A
Description: This technique allows the user to suppress their or their Chakra threads to the point that it becomes so fine it is invisible to the unassisted eye. That is to say, without a means to sense chakra beyond standard vision, you will not see the chakra threads. In Addition, kugutsu jutsu up to C rank will not break chakra suppression do to the ability to suppress its presence.
Weaknesses: Offensive uses of chakra threads requires too much power too be suppressed, as such if you use chakra threads, specifically chakra threads, to physically harm someone then they will break suppression and both be detectable as well as visible. So long as you are not causing damage, though, with chakra threads then it will remain suppressed. While in use, changes 'The strings can be cut by any chakra based or infused weapon or technique C Rank or greater' into 'The strings can be cut by any chakra based or infused weapon or technique D Rank or greater'
Name: Chakra Strings Technique
Rank: D
Cost: C (Activation) D (Upkeep)
Range: 0m-60m
Element: N/A
Classification: Open
Handseals: N/A
Requirements: Kugutsu Skill
Description: The Chakra Strings Technique allows the user to focus and manipulate their chakra into fine tuned strings that can be used to manipulate objects. Once attached, chakra strings can be used to manipulate any object in accordance to the user's Coordination stat. Obviously the user's ability to successfully manipulate an heavy object will depend on their Strength stat. This generally applies only to objects as opposed to people and puppets which are considered to complex to manipulate via strings alone and thus require a secondary technique for utilization. Chakra strings can be temporarily suppressed to minute stubs on a puppeteers fingers when not in active use (although an upkeep must be paid lest the want to repay the activation cost).
Drawbacks: The strings can be cut by any chakra based or enfused weapon or technique C Rank or greater. Cut strings must be re-activated by the user.
Name: Puppet Technique
Rank: D
Cost: E
Range: 0m-60m
Element: N/A
Classification: Open
Handseals: N/A
Requirements: Kugutsu Skill/D Rank Coordination
Description: The Puppet Technique refers to the art of using Chakra Strings to manipulate the complex inner-workings of puppets for the purpose of battle. Normally, manipulating an object as heavy as a standard puppet would require tremendous strength but by using Chakra Strings to control various gears within a puppet via distinct movements of the hands, a Puppeteer can control gargantuan constructs without raw strength. The Puppet Technique is useful in that it can also be used to trigger projectiles or other weapons hidden inside the puppet allowing for offensive and defensive capabilities. The Coordination stat is a critical part of determining a puppeteer's skill with the Puppet Technique. Coordination determines how many puppets the user can control at one time and at one what level of complexity. A base Coordination of D is required for the Puppet Technique.
Guide
D: 1 Puppet/ D Ranked Puppets
C: 4 Puppets/ C Ranked Puppets
B: 6 Puppets/ B Ranked Puppets
A: 8 Puppets/ A Ranked Puppets
S: 10 Puppets/ S Ranked Puppets
Drawbacks: N/APuppet Creation
Puppets of C Rank or lower can be created by anyone with the Kugutsu Skill however puppets beyond B Rank require the knowledge of the Metalworking or Leatherworking Skill. Puppets like jutsu are ranked E-S and as such have the same word count training requirements. The Speed and Coordination of the puppet itself is governed by the user's Coordination stat assuming normal manipulation with The Puppet Technique and Chakra Strings (although puppeteers may register their own custom means of puppet manipulation). The Strength and Constitution of the puppets are determined by their rank, however both stats are capped at A even for S Rank puppets.
- Sensory Jutsu:
Name: Sensing Technique
Rank: A
Cost: 0.5/Post
Range: Varies by Natural Perception:- E-Tier: 5m
- D-Tier: 25m
- C-Tier: 50m
- B-Tier: 125m
- A-Tier: 250m
- S-Tier: 500m
Speed: Instant
Element: None
Classification: Sensory Ninjutsu
Handseals:- Base: None
- Focused: Touch
Requirements: Sensory Skill
Description: The Sensing Technique is the basic method of Sensory that is automatically granted once the Sensory Skill is unlocked. Perception determines the potency of the user's ability, extending the range as listed above. The classic use of sensory is almost a passive ability, requiring only that the cost be paid to maintain awareness. There is also a focused variation through which the user can double the range by making physical contact with an object via the hands or fingers. Whichever object is touched is the medium for range extension, meaning that beyond the original range value, only things making contact with the medium can be detected. This medium is almost always the ground.
The medium doesn't need to be the ground, and while using the ability inside a building will transmit one's sensing across all walls, floors, ceilings, and the ground upon which the building stands, there are other structures which may not be tied to the ground. Using this inside a blimp or other aircraft, for example, will extend the user's range over the aircraft, up to the maximum range, which may well cover the entire aircraft. Given that an aircraft isn't making contact with anything, the user's sensory range will be limited to that aircraft.
Drawbacks: Focusing the range forces one to remain in place. Anything not making contact with the medium cannot be sensed with the extended range; this won't help them if they're within the base range, however, as they can still be sensed as normal. The Sensing Technique is not a passive process and will require activation; if the cost is not being paid, the technique is not active. This technique is also required as a prerequisite for most Sensory-related techniques and abilities, excluding only a certain few.
Name: Chakra Suppression
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: N/A
Range: Self
Speed: N/A
Element: N/A
Skill: Sensory
Classification: Open
Requirements: None
Parent Technique: Sensing Technique
Hand Seals: N/A
Description: This technique allows the user to suppress their or their allies' chakra to the point that it becomes completely undetectable. This makes it impossible for sensor type shinobi to track them via chakra. This technique is very useful in the sense of allowing the user to infiltrate the enemy's ranks undetected.
Weaknesses: The use of this technique is restricted to only those with the sensory skill. Also since the user is suppressing their chakra they may not use techniques except for C Rank Taijutsu and below.- E-Tier: 5m
- D Rank Genjutsu:
Name: Lost Soul
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: 0-25m
Speed: -
Element: -
Skill: Genjutsu
Classification: Open
Requirements: Intelligence D Tier
Parent Technique: -
Hand Seals: Dragon
Description:
By gazing at the user’s body they initiate the trigger to this technique. The affected target would see a ghostly white figure just behind the user. The figure generally has only one distinguished feature and that happens to be the doll-like face. A face that is identical to the target as it stares at them with eyes that possess no emotion or indication that it is alive.
Weaknesses: Those who have equivalent tier in Perception would see it for what it is. A mere shadow cast from the user. It is mostly harmless by itself as it is only meant to shake the children up a bit.
Name: Mist Servant Technique
Rank: D
Cost: D
Range: 0m-30m
Element: N/A
Classification: Open
Handseals: N/A
Requirements: Genjutsu Skill/Weapon
Description: This genjutsu creates eerie black ninja illusions, which appear one by one from trees and rocks, and then corners the enemy. It is triggered by the opponent entering the general thirty meter area of casting. Their movements are somehow slow, but when attacked they multiply, and in this way they appear like ghosts inhabiting the mist. Kunai knives are added to this technique, by throwing them to match illusions movement, making them seem real. As the clones continue to multiply rapidly, the victim can eventually be worn down.
Drawbacks: N/A
Name: Hazy Genjutsu
Rank: C
Cost: C
Range: 0m-40m
Element: N/A
Classification: Open
Handseals: N/A
Requirements: Genjutsu Skill
Description: This technique casts an illusion on the enemy that blurs the target's vision of the entire area. In addition, it causes the victim to react as though they're sinking in quicksand, partially immobilising the target.
Drawbacks: N/A
Name: Flower Ninja Art: Mirror Flower Water
Rank: D
Cost: D
Range: 0m-25m
Element: N/A
Classification: Open
Handseals: N/A
Requirements: Genjutsu Skill
Description: The user casts an illusion which surrounds the target in flower petals and darkens the surroundings around them.
Drawbacks: N/A
- C rank Ninjutsu:
Name: Ninja Art: Shuriken Giant Body Technique
Rank: C
Power: C
Activation Cost: 5
Range: 15m
Speed: Instant
Element: None
Skill: Ninjutsu
Classification: Open
Requirements: None
Parent Technique: None
Hand Seals: Tiger
Description: This technique is used to instantly increase the size of a projectile by up to ten times, greatly increasing the damage potential and the overall force of the object. Typically, this technique is used with Fuuma Shuriken, as their already large size easily increases the jutsu's potential. Interestingly, while the size and weight of the weapon multiplies, the momentum does not slow, moving with the same force and speed as initially thrown, but with much greater destructive capability.
Weaknesses: If the projectile isn't moving, this technique won't do much good, unless the user is capable of lifting the increased weight. The indicated range is the limit on how far a projectile can be from the user to activate this technique, while the actual distance that can be traveled by the projectile is determined by the stats of the user.
Name: Lightning Release: Lightning Rod
Rank: C
Power: B
Activation Cost: 5
Upkeep Cost: -
Range: Melee
Speed: N/A
Element: Lightning
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: After coming into physical contact with the opponent, the user raises their arm into the air, generating a powerful bolt of electricity which travels through their body transferring the electricity to the body of the opponent. This can also be used without physical contact, in which case the user's body is electrified, electricuting anything that comes in contact with them.
Weaknesses: Requires physical contact.
Name: Lightning Release: Young Lightning
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: Melee
Speed: N/A
Element: Lightning
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user charges a single hand with electricity. Upon striking an opponent, they release the chakra in a sudden burst shocking them on top of the physical impact.
Name: Lightning Release: Thunderclap Arrow
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: Refer to Projectile Information
Speed: Refer to Projectile Information
Element: Lightning
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user moulds, then shapes lightning-natured chakra into the form of an arrow. They can then throw the arrow as a projectile-based attack, or combine it with a Water Release technique to electrocute a target. Upon impact, the attack explodes into a field of electricity, spanning five meters in diameter. When used with a Water Release technique, the arrow disperses into an electric field regardless of having impacted something first. This field of electricity spans ten meters in diameter.
Weaknesses: N/A
Name: Lightning Release: Snake Thunder
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: 0-30m
Speed: C
Element: Lightning
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Clap hands → Monkey
Description: The user creates a discharge of electricity from their body to shock an opponent. It can also be released from a distance as a thunderbolt; when used in that way, it takes on a form of a snake with up to a diameter of 4 meters. Both variations hit for the same power and same speed, although the discharge is melee-based, whereas the projectile fires up to 30 meters before it disperses.
Weaknesses: N/A
Name: Telegram Flash
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: 0-25m
Speed: C
Element: Lightning
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Rabbit → Rat → Horse → Ram
Description: The user slams their hand onto the ground and cause lightning to arc out and spread from their hand to underneath the opponent, shocking them. This can be used when someone is giving chakra with the Chakra Transfer technique, in which case the technique's Power is boosted by 1 tier. In the case of not actually shocking the opponent by directing the lightning chakra under them, it tears apart the ground beneath them, possibly ruining their footing while they're attempting to avoid the technique.
Weaknesses: Requires contact with the ground.
Name: Lightning Release: Spider Web
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 2
Range: 0-15m
Speed: N/A
Element: Lightning
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Dog → Dragon → Rat → Ram
Description: After kneading chakra in the body and converting it to lightning, the user places their hand on the ground, releasing a surge of electricity around them in the form of a web, which electrocutes anyone caught in its vicinity. Despite not functioning like an actual spider web, it relentlessly electricutes whatever is in its range, apart from the user. As long as they remain on the web, they can continue funneling lightning chakra into it to maintain the field, but cannot use any other techniques in the meantime.
Weaknesses: If someone is in its vicinity but not directly standing on it, the technique does not work.
Name: Lightning Release: Lightning Ball
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: 0-50m
Speed: User's Coordination -1 tier.
Element: Lightning
Skill: Ninjutsu
Classification: N/A
Requirements: D-Rank Coordination
Parent Technique: N/A
Hand Seals: Bird → Snake → Monkey → Ram
Description: The user creates spheres of electrical energy and launches them at the enemy. When they makes contact with the enemy, the spheres electrocute them and throw them back. This technique can also be used in rapid succession or fire multiple balls at once. 5 spheres of lightning [per tier of Coordination past D-Rank] can be created and then fired at the user's Coordination -1 tier. They're also able to be controlled individually, but at the user's Coordination -2 tiers.
Weaknesses: N/A
Name:Bee's wax Clone
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: N/A
Range: 40 meters from users position
Speed: One rank lower than the users
Element: N/A
Skill: N/A
Classification: Clan technique
Requirements: Kamizuru Clan
Parent Technique: N/A
Hand Seals: Clan Specific
Description: The user makes a clone made of beeswax and when injured enough it dissolves back down into wax. Unlike the generic shadow clone, this technique doesn't use as much chakra, nor does it allow the clone to utilize any of the users jutsu, it is limited to basic chakra control and can be easily distinguished by doujutsu or sensory ninja.
Weaknesses:
Dissolves when hit
- C Rank Genjutsu:
Name: Demonic Illusion: Descending Hell Technique
Rank: C
Cost: C
Range: 0m-25m
Element: N/A
Classification: Open
Handseals: Boar → Dog → Bird → Monkey → Ram
Requirements: Genjutsu Skill
Description: This genjutsu is triggered by the opponent looking at the user's body. Once triggered, this technique causes the illusion of a tremendous ball of fire falling from the sky into a designated area. The targets involved in the illusion literally feel the ball's hot temperature getting closer thus serving as a major environmental distraction.
Drawbacks: N/A
Name: Demonic Illusion: False Surroundings Technique
Rank: C
Cost: C
Range: 0m-50m
Element: N/A
Classification: Open
Handseals: N/A
Requirements: Genjutsu Skill
Description: This genjutsu is triggered by the opponent walking in a certain area inlaid with the user's chakra. This general area of effect can be within 50 meters of the user's location. This genjutsu allows one to trick others into mistaking the place they're in for another. This technique's main feature is that it can be cast over an extensive surface, therefore any and all who step into the illusion's area of effect will fall under the spell. This technique allows the user to sculpt and shift the area into a place of their own choosing via illusion.
Drawbacks: N/A
Link to Character Updates:
Link to Character Application:
Link to Known Techniques:
- Code:
[b]Update Type:[/b]
[b]Information:[/b]
[b]Link:[/b]
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Memorized:
Zurui uses Katon and fuuton
voice, chakra, appearance (including scent), possibly konoha affiliation but unconfirmed.
Akihiro Uchiha uses Fuuton, uchiha are known for using katon so assuming he knows it.
voice, chakra, appearance (including scent), Konoha Affiliation
Eden Syn, Kojima Ueda, Seid Otsusuki, Akari, Yun (Lëí Zhênyün of the Ïnäzümä), Count Volseig, Morikawa Mikiri : voice, chakra, appearance (including scent), Affiliation
Kanna, Yomi Halcyon's : voice, chakra, appearance (including scent)
Sebastian Pennyworth, Kotoshura Yui, Rin Uchiha, Masuyo Kaede, Kazumi Yuki, Raijin, Ryuko, Sakata, Alkaid, Nozomi, Tetsudashi Ken: Chakra signature's and scent
Last edited by Shinoskay on Tue Nov 13, 2018 4:46 pm; edited 50 times in total