Age: 29
Gender: Male
Rank: A-Class | Shogun
Village: Tetsumura
Bloodline: n/a
Experience:
Total EXP - 4335/6000
Spendable Exp - 85
Ryo: 987,115
Items:
- Spoiler:
- Standard Recurve Bow
50 Broadhead Arrows
Kusurigama
1 Vial Spinal Tap
- Tora:
Species: Siberian Tiger
Price: 150,000
Rank: A
Perks:
Billowing Roar: Other animals fear the alpha predator Siberian Tiger, and its roar scares off all animals within a 3km radius. Particularly loyal pets will not run, but will be shaken and unwilling to approach the Tiger.
Nimble Climber: A Siberian Tiger is an apex predator, and has mastered the art of climbing trees in order to gain a better vantage spot over their prey, or attack prey that is high in trees. They move at their regular speed up trees and are able to easily navigate steep cliff faces.
Strong Back: A Siberian tiger is one of the strongest animals in the world, and as such is easily able to carry a mounted rider. Their strength makes it so that they do not suffer a negative to their speed while moving.
Maintenance Value: A
Stats
Strength: B
Constitution: B
Stamina: C
Speed: C+
Coordination: A
Intelligence: D
Perception: B
Loyalty: A
Nutrition Value: D
Yield: 4
- Demon Katana:
- Name: Demon Katana
Item Rank: A
Material Rank: A++
Materials Used: Ebony 4 lbs
Description: A perfectly balanced dark katana blade with a razor sharp edge.
Requirement: Weapon crafting
Crafting Time: 3 days (9 days for a normal crafter)
- Demon Wakazashi:
- Name: Demon Wakizashi
Item Rank: A
Material Rank: A++
Materials Used: Ebony 2 lbs
Description: A perfectly balanced dark Wakizashi blade with a razor sharp edge.
Requirement: Weapon crafting
Crafting Time: 3 days (9 days for a normal crafter)
- Devil Shogun's Yumi:
- Name: Devil Shogun's Yumi
Item Rank: A
Material Rank: B+
Units Used: Senju Wood 1 unit
Description: This bow stands at 230cm and is the bow traditionally used by the samurai. The Doh (body) of the bow is carved from Senju Wood, with a wrapping of shark skin where you would hold it and the Tanahashi Family crest stamped into it. The Zuru is a durable string, made to be able to take B Rank force in a pull.
Requirement: n/a
Crafting Time: 7 Days
- Midnight Ore Arrows:
- Name: Midnight Ore Arrows
Item Rank: S
Material Rank: S+
Units Used: 1 unit Midnight Ore
Description: A quiver of arrows that are made from Midnight Ore. When fired from a bow, these arrows move at +1 tier speed.
Requirement: Midnight Ore is listed under Matherials
Crafting Time: 14 Days/7 with Master Craftsman
Yield: 1 quiver of 20
- Samurai Armour Pieces:
Name: Ebony Breastplate
Item Rank: A
Material Rank: A++
Materials Used: Ebony (2 Units)
Description: Heavy ebony armour that covers the chest and back
Requirement: N/A
Crafting Time: 3 Days for Okane (7 days for a normal crafter)
Name: Ebony Bracers
Item Rank: A
Material Rank: A++
Materials Used: Ebony (1 Unit)
Description: Heavy ebony bracers that strap on the forearms
Requirement: N/A
Crafting Time: 3 Days for Okane (7 days for a normal crafter)
Name: Ebony Tassets
Item Rank: A
Material Rank: A++
Materials Used: Ebony (1 Unit)
Description: Heavy ebony armour that covers thighs and Hip
Requirement: N/A
Crafting Time: 3 Days for Okane (7 days for a normal crafter)
Name: Ebony Helmet
Item Rank: A
Material Rank: A++
Materials Used: Ebony (1 Unit)
Description: Heavy ebony armour that covers the head, with a removable faceplate
Requirement: N/A
Crafting Time: 3 Days for Okane (7 days for a normal crafter)
Name: Ebony Pauldrens
Item Rank: A
Material Rank: A++
Materials Used: Ebony (1 Unit)
Description: Heavy ebony armour that covers the shoulder and upper arm
Requirement: N/A
Crafting Time: 3 Days for Okane (7 days for a normal crafter)
Name: Ebony Grieves
Item Rank: A
Material Rank: A++
Materials Used: Ebony (1 Unit)
Description: Heavy ebony armour that covers the Shin and top of the foot.
Requirement: N/A
Crafting Time: 3 Days for Okane (7 days for a normal crafter)
Skills: Kyujutsu, Sensory, Kenjutsu
Elements: Futon
Jutsu:
S-rank
- Spoiler:
- Iaido:
- Name: Iaido
Rank: S
Activation Cost: n/a
Upkeep Cost: 20 CP
Range: Self
Speed: N/A
Element: N/A
Skill: Kenjutsu
Classification: Secret (Land of Iron Exclusive)
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: Iaido is a style of Kenjutsu that focuses on quick and precise strikes, starting from the way that the weapon is drawn from the saya with the push of the thumb into the tsuba in order to give maximum speed to the draw, and from there moving into quick and aggressive strikes in order to quickly eliminate one's opponent. This is the signature style of the Samurai of the Land of Iron.
This stance enhances the user's Coordination by +1 Tier and +2 Advantages, and their strength by +2 advantages.
Weaknesses: N/A
- Iai Beheading:
- Name: Iai Beheading
Rank: S
Activation Cost: 30
Range: Self
Speed: N/A
Element: N/A
Skill: Kenjutsu
Classification: Secret (Land of Iron Exclusive)
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: A specific strike of Iaido that is concerned with the smooth, controlled movements of drawing the sword from its scabbard, striking or cutting an opponent, removing blood from the blade, and then replacing the sword in the scabbard. The linear motion and force applied to draw the sword from the scabbard results in slashes that are faster and stronger than ones executed with the sword already drawn.
This technique grants the user +1 tier and +2 advantages to Coordination and -1 tier to the opponent's Perception for the duration of the technique.
Weaknesses: This technique can only be performed once per round
- Spoiler:
- Samurai Sabre Technique:
- Name: Samurai Sabre Technique
Rank: A
Activation Cost: 20
Upkeep Cost: 10
Range: 0 - 2 m.
Speed: One tier below user's Coordination
Element: Non-Elemental
Skill: Kenjutsu
Classification: Secret (Land of Iron Exclusive)
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: Through any weapon the user channels their chakra through the object and can manipulate it to such skill in order to makeshift any weapon they please out of raw chakra. This chakra cannot extend more than two meters off the weapon in any direction. At any moment the user can change the shape of their chakra leaving room for surprise attacks. This change happens at -1 tier below their Coordination stat.
Weaknesses: N/A
- Flash:
Name: Flash
Rank: A
Activation Cost: 20
Range: 0 - 25 m.
Speed: User's Coordination
Element: Non-Elemental
Skill: Kenjutsu
Classification: Secret (Land of Iron Exclusive)
Requirements: N/A
Parent Technique: Samurai Sabre Technique
Hand Seals: N/A
Description: A swift ranged attack where the user swings their sword at a target after coating it in chakra, releasing a sharp crescent of chakra in the arc that the blade was swung. The arc cannot be larger than two meters wide.
Weaknesses: The swing must be fully completed. If the swing is interrupted the technique fails.
- Sensing Technique:
- 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.
- Hummingbird Arrow:
- Name: Hummingbird Arrow
Rank: A-Rank
Power: n/a
Activation Cost: 20
Upkeep Cost: n/a
Range: Self
Speed: n/a
Element: fuuton
Skill: Kyujutsu
Classification: Secret
Requirements: Arrow
Parent Technique: n/a
Hand Seals: n/a
Description: The user of this jutsu embues an arrow with his fuuton chakra, causing it to become lighter and increasing its speed by 1++ tiers.
Weaknesses:
- Eye of the Storm:
- Name: Eye of the Storm
Rank: A
Activation Cost: 5
Upkeep Cost: 1 per post
Range: Range Varries by Natural Perception
E-Tier: 5m
D-Tier: 25m
C-Tier: 50m
B-Tier: 100m
A-Tier: 200m
S-Tier: 400m
Speed: Instant
Element: Fuuton
Skill: Sensory
Classification: Secret
Requirements: Sensory/Fuuton skills
Parent Technique: Sensing Technique
Hand Seals: n/a
Description: This technique was developed as an offshoot of the Sensory Technique. By using Sensory and infusing it with Fuuton chakra, the user is able to heighten their attrention to the areas around them. This goes beyond simple chakra sensory, as the user of this technique is also able to sense anything that is disturbing the air in the effective range of the jutsu. This includes people, animals, arrows, or anything else that would move in any way, as it would effect the flow of the air.
Weaknesses: In order to process the amount of information sent to the brain by this technique, the user must have intelligence of at most one rank below their perception. If not it will automatically be reduced to one tier range above their intelligence.
- Spoiler:
- Dancing Blade Risk:
- Name: Dancing Blade Risk
Rank: B
Activation Cost: 10 CP
Upkeep Cost: N/A
Range: Self/ 20m
Speed: N/A
Element: N/A
Skill: Kenjutsu
Classification: Secret (Land of Iron Exclusive)
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: Dancing Blade Risk is a technique in which the user focuses their chakra and dashes towards their opponent, delivering a blow at blinding speed. The user's speed is increased by +1 Tier and ++ Advantages for this strike. They are able to dash up to 20m while using this.
Weaknesses: This technique can only be used for one strike, and should it be used again, they will need to pay the full activation cost once more.
- Rupture:
- Name: Rupture
Rank: B
Activation Cost: 5
Range: Self
Speed: N/A
Element: N/A
Skill: Kenjutsu
Classification: Secret (Land of Iron Exclusive)
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user violently swings their sword with the intention of striking an approaching opponent. This technique is best used in conjunction with Flash to increase the speed of their chakra crescent.
The user receive +1 tier and +1 advantage to their Coordination stat.
- Stance of the Swallow:
- Name: Stance of the Swallow
Rank: B-Rank
Power: n/a
Activation Cost:
Upkeep Cost: 5
Range: Self
Speed: n/a
Element: n/a
Skill: Kyujutsu
Classification: Secret
Requirements: Bow
Parent Technique: n/a
Hand Seals: n/a
Description: The archer takes up a stance designed to use their chakra to hide their arrows from their opponents, embuing each of them in a way that they become harder to detect. When an arrow is shot from this stance, it will reduce the perception of anyone but the user by 1 tier when related to the arrow itself
Weaknesses:
- Secret Sword:
- Name: Secret Sword: Moonlight
Rank: B
Power: A
Activation Cost: 15
Upkeep Cost: N/A
Range: 0 - 25 m.
Speed: -
Element: -
Skill: Kenjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: The user dashes to their opponent with great speed before attacking them with a quick lateral sword strike. The tremendous speed leaves a trace of afterimage in the process.
The user gains +1 tier and +2 advantages to their Speed when dashing towards their opponent for their attack.
Weaknesses: N/A
- Hazy Moon Night:
- Name: Hazy Moon Night
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: N/A
Range: -
Speed: -
Element: -
Skill: Kenjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: The user swings their sword in a circular motion, leaving a trace of afterimages behind, which befitting to name, mirrors that of a moon. The user can then rush at their opponent to deliver a blow, taking advantage of the difficulty in following their movement.
The user gains a +1 advantage to their Coordination and debuffs the target's Perception by 1 tier.
Weaknesses: N/A
- Manipulated Shuriken Wire Binding:
- Name: Manipulated Shuriken Wire Binding
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: 0 - 10 m.
Speed: -
Element: -
Skill: Bukijutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: By using shuriken with wire strings attached to them, the user can set a trap for their target. Using the shuriken to spread and set the wires around, they can position them as to bind their target, requiring only to trigger a change of position of the set wires, such as cutting one of them, causing the others to rearrange. The user can create a field as large as ten meters in diameter to trap the opponent. The shuriken do not lose momentum when using this technique.
The target suffers a -1 tier in Perception when under the influence of this technique. The user gains +1 advantage in Coordination when controlling the Shuriken. When triggering the wire trap, the wire encloses on the target at a speed of their Strength and Coordination (refer to projectile information) +1 tier in Speed.
- Twin Rising Dragons:
- Name: Twin Rising Dragons
Rank: B
Activation Cost: 10
Upkeep Cost: -
Range: Projectile Rules
Speed: Projectile Rules
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: Two custom scrolls sealed with ninja tools
Parent Technique: -
Hand Seals: Tiger → Dragon → Monkey → Hare → Snake → Cross arms
Description: The starts by placing the scrolls on either side of her in an upright position. After completing the necessary hand signs, the scrolls rise up and spin around each other cloaked in smoke shaped like a dragon. The smoke covers a 20 meter diameter. When the smoke disperses, the user jumps in between the scrolls, where they summon weapons in a barrage at their target in quick succession by motion of their hand.
This technique grants the user +1 tier in Strength in terms of projectile speed, and +1 advantage in Coordination for projectile accuracy.
Weaknesses: This technique leaves the user vulnerable as they are suspended in air.
- Spoiler:
- Kendo:
- Name: Kendo
Rank: C
Power: B
Activation Cost: -
Upkeep Cost: 5
Range: Self
Speed: N/A
Element: N/A
Skill: Kenjutsu
Classification: Open
Requirements: Kenjutsu weapon
Parent Technique: N/A
Hand Seals: N/A
Description: A basic Kenjutsu style that focuses on quick, precise strikes followed by strength. It is considered the foundation Kenjutsu style mastered by all users of the sword before branching out into the other various fields.
Coordination is boosted by +1 tier and Strength by +1 advantage.
Weaknesses: N/A
- Chakra Flow:
- Name: Chakra Flow
Rank: C
Power: C
Activation Cost: N/A
Upkeep Cost: 3
Range: 0 - 5 in.
Speed: -
Element: -
Skill: Kenjutsu/Bukijutsu
Classification: Open
Requirements: None
Parent Technique: N/A
Hand Seals: N/A
Description: Chakra Flow refers to both the flowing of chakra through an object. Generic Chakra Flow simply increases the weapon's Durability OR Hardness by +1 rank. By channeling in different elements this also influences the effects by changing the nature of the chakra flow. (Note: elemental chakra flow also carries over the +1 tier for Durability/Hardness from the original technique.)
Earth: Turns the blade into a deep black. Increases grade or hardness by +1 rank (so basically +2 ranks on hardness/grade or +1 rank in each.)
Fire: Ignites the blade in fire. B-rank Fire damage and spreading fire on contact.
Lightning: Creates sparks along the chakra flow. C-rank Lightning damage and numbness in the affected area. (-1 advantage to Coordination for two posts.)
Wind: Causes the chakra flow to grow in size. B-rank Wind cutting potential and a longer chakra extension (up to 3 feet.)
Water: Encases the blade in a thick skin of water flowing either away or towards the user. Reduces the opponent's Strength of their swing on contact by -1 tier as well as pushes their attack in the direction of the water current with B-tier Strength.
Weaknesses: N/A
- Moonlight:
- Name: Moonlight
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: N/A
Range: -
Speed: -
Element: -
Skill: Taijutsu/Kenjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: The user stabs their sword into the ground, balances themselves on it and kicks their opponent away. The kick is usually aimed at the upper abdomen or the neck area.
The user gains +2 advantages in Coordination and +2 advantages in Strength.
Weaknesses:
- Spoiler:
- Manipulated Shuriken:
- Name: Manipulated Shuriken Technique
Rank: D
Power: D
Activation Cost: -
Upkeep Cost: 1
Range: 0 - 100 m.
Speed: -
Element: -
Skill: Bukijutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: With this technique a translucent string, both elastic and highly durable, is attached to a shuriken, making it possible to alter its path after having thrown it. An expert will have the ability to freely glide the shuriken in any direction with just a single movement of their fingertip. The first attack, challenging the enemy, is avoided and after a time-lag of several seconds, it will come from behind. Depending on the performance, the possible tactics can be infinite.
When using this technique the user's Coordination increases by +2 advantages regarding Shuriken control. Shuriken do not lose momentum when using this technique. The user may also "re-throw" a shuriken that has lost momentum, whether it got stuck in a tree or ground. The shuriken does not benefit from the user's Coordination when regarding its speed using this method.
Weaknesses: N/A
- Mist Servant Technique:
- Name: Mist Servant Technique
Rank: D
Activation Cost: 3
Upkeep Cost: 1
Range: 0 - 25 m.
Speed: C
Element: N/A
Skill: Genjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: This Genjutsu creates eerie black ninja illusions, which appear one by one from trees and rocks, and then corners the enemy. Their movements are somehow slow (E-tier Coor and Speed), 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 will eventually be worn down.
This technique covers a 30 meter diameter that can be cast 25 meters from the user.
Weaknesses: This Genjutsu can be avoided by stepping outside of the field of influence.
- Body Flicker Technique:
- 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.
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.
- Haze Clone Technique:
- 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: -
- Chakra Suppression:
- 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.
- Leaf Whirlwind:
- Name: Leaf Whirlwind
Rank: D
Activation Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: A taijutsu where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint. The technique can also be used in the form of a spinning-roundhouse kick through the air, either alone or in unison with another user for more efficiency.
Boosts Strength by +1 advantage and Coordination by +1 advantage
Weaknesses: N/A
- Leaf Gale:
- Name: Leaf Gale
Rank: D
Activation Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: A simple, yet efficient attack that involves the user aiming at the opponent's leg and knocking them off their feet with a swift rotating kick.
Increases Coordination for the sweep by +2 advantages.
Weaknesses: N/A
- Dynamic Entry:
- Name: Dynamic Entry
Rank: D
Power: C
Activation Cost: 5
Range: 0 - 20 m.
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: The technique is basically the user performing a jump kick into their opponent's face from a distance. Usually preceded by some form of distraction to make it easier to land the kick.
Increases Strength by +1 advantage and Speed by +2 advantages.
Weaknesses: The user attacks in a straight line using this technique, and it's pretty easy to avoid if one is paying even the smallest bit of attention.
- Arhat Fist:
- Name: Arhat Fist
Rank: D
Power: C
Upkeep Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: C-tier Strength without Taijutsu or D-tier Strength with Taijutsu.
Parent Technique: N/A
Hand Seals: -
Description: This style of combat focuses on simple physical attacks such as palm strikes, shoulder thrusts, knee strikes, and punches. The style uses brute strength to achieve its goals, keeping things simple by not attempting extended combination attacks. Instead it uses single attacks or short combinations with power behind them instead of speed, packing enough strength with some users to shatter large rocks.
Boosts Strength by +1 tier with Taijutsu or by a +1 advantage without Taijutsu.
Weaknesses: Without Taijutsu the user's Speed is also lowered by -2 advantages.
- Rising Knee:
- Name: Rising Knee
Rank: D
Activation Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: Arhat Fist
Hand Seals: -
Description: A simple technique where the user drives their knee upwards into an opponent's abdomen.
Boosts Strength by +2 advantages.
Weaknesses: N/A
- Shoulder Charge:
- Name: Shoulder Charge
Rank: D
Activation Cost: 3
Range: 0 - 3 m.+
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: Arhat Fist
Hand Seals: -
Description: The user throws all their weight behind a shoulder thrust aimed at driving their opponent off their feet. The user may choose to further enhance the strength of their impact by rushing their opponent by at least three meters.
Boosts Strength by +2 advantages. Boosts Strength by +1 tier if charged at least three meters.
Weaknesses: In order to benefit from the charging bonus you must rush your opponent in a straight line.
- Temporary Paralysis Technique:
- Name: Temporary Paralysis Technique
Rank: D | A
Activation Cost: 3 | 20
Range: Touch
Speed: B (A-rank version only)
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: Base S-tier Coordination (A-rank version only)
Parent Technique: -
Hand Seals: Tiger
Description: A technique that physically restrains an opponent, as if the opponent had been tied in invisible steel ropes. It debilitates the victim for a short period of time, which allows the user to either strike again, or take the target into custody. In order to use this technique the user must place their middle and index finger against the spine, eyes, or head of their opponent. Users with incredible control over their chakra (base S-tier Coordination) can execute this technique through their eyes by having eye contact with their opponent.
This restrains the target for one round.
Weaknesses: N/A
- Verdant Mountain Gale:
- Name: Wind Release: Verdant Mountain Gale
Rank: D
Activation Cost: 3
Upkeep Cost: 1
Range: 0 - 40 m/
Speed: C
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake
Description: By using wind-based chakra, the user can infuse their bladed weapons with it from a distance and manipulate them.
Weaknesses: Doesn't add any power to the weapon, only allows for manipulation of it. Holding the hand seal leaves the user more vulnerable than before.
- Passing Typhoon:
- Name: Wind Release: Passing Typhoon
Rank: D
Activation Cost: 3
Range: 0 - 100 m.
Speed: C+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user creates a gust of wind in a radius around them that blows away all weather conditions. It is powerful enough to dispel even the Hiding in Mist Technique and can even be used to deflect small projectiles.
Weaknesses: The lack of concentration and speed makes this a poor offensive technique
- Hell's Viewing:
- Name: Demonic Illusion: Hell's Viewing
Rank: D
Activation Cost: 3
Range: 0 - 20 m.
Speed: C
Element: N/A
Skill: Genjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake -> Rat
Description: This is a Genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This Genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great.
Once cast, this technique takes two posts to set in dealing D-rank psychological damage. If the user chooses, the victim may wait three posts to deal C-rank psychological damage. This technique is triggered by the user sending their chakra at their opponent. This must connect and the user must be aware of their target's position with no obstructions in the way.
Weaknesses: N/A
E-rank
- Spoiler:
- all Academy Techs
Stats:
Strength: B (A)
Constitution: A
Stamina: A
Speed: B
Coordination: A
Intelligence: D
Perception: A
Unique Abilities:
Big Boost (Str): Kensai has trained his entire life to hone his body and fighting spirit, and is able to tap into a reserve of strength when needed. This conveys a 1 tier boost to strength with no negative. This cannot be used to boost strength to S-Rank.
Skill Trade: Due to trading 3 skill points for stats, this character receives an additional 3 stat raises.
Eagle Eye Vision: When unobstructed, the user is able to see to the horizon line. (Unlocked with Kyujutsu and A-Rank Perception)
Sensory: Ability to sense chakra levels, locations, intent and nature while able to suppress their own.
Iron Will of the Shogun: Kensai is the Shogun of the Iron Country, and is a staunch defender of his people. He interacts with NPCs within the Land of Iron at a tier higher, but in any other nation he interacts with NPCs at a tier lower.
Renown: 7500
- Code:
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Last edited by Kensai on Wed Dec 09, 2020 9:49 pm; edited 26 times in total