Age: 26
Gender: Male
Rank: X-Rank
Village: Missing Nin
Bloodline: Cursed One
Titles: Red Death
Experience:
Spendable Exp: 210
Total Exp: 9080
Ryo:
2,823,015 ryo
Items:
- Spoiler:
- Garian Sword
Snow Armor
Cheap Liquor - 10,000 Ryo each (2 Servings)
Cannabis - 5,000 Ryo each
Dragon Fang -- 80,000 Ryo
Dragon Turtle Shield -- 100,000 Ryo
Improvised Explosive - 75,000 Ryo each
Small Sealed Weapon Scroll - 1,000 Ryo each
Hip Pouch - 50 Ryo each
Holster - 25 Ryo each
Backpack - 50 Ryo each
Blank Sealing Paper - 10 Ryo each
Small Blank Scroll - 500 Ryo each
Ink Brush - 50 Ryo each
Ink Pot 50 mLs - 200 Ryo each
Sealing Ink Pen - 100 Ryo each
Kunai - 100 Ryo each (10) 1,000 Ryo
Shuriken - 100 Ryo each (10) 1,000 Ryo
Skills:
Ninjutsu
Taijutsu
Sensory
Fuuininjutsu
Elements:
Raiton (Affinity)
Black Raiton
Katon
Doton
Raijin's Base
Jutsu:
S-rank
- Spoiler:
- Name: Tailed Beast Bomb
Rank: S
Power: Varies
Activation Cost: 30
Upkeep Cost: -
Range: Varies
Speed: S
Element: N/A
Skill: Ninjutsu (Skill not required)
Classification:
Requirements: Be a Bijuu, or a Bijuu’s Jin.
Parent Technique:
Hand Seals: N/A
Description: Tailed Beast Bomb is the ultimate technique of the Bijuu themselves giving unprecedented destructive potential. Capable of leveling mountains with a single blast. This technique has multiple variations in its use and all will be described below.
The first variation is a weakened version of the true Tailed Beast Bomb and is a simple ball of chakra fired swiftly and without any charge time. These ‘potshots’ of chakra have a diameter of 5m and have S rank speed but only A rank power. They can travel for up to 200m before dissipating and when impacting explode in a 20m diameter around. Each of these orbs only cost 10 CP. This version is available to a bijuu and a Jinchuriki in V2 cloak or higher.
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The next variation is a bit stronger than the last. The bijuu (or Jin) charges up a blast of chakra and fires it in a compressed beam that does devastating damage to an area. The beam itself is 20m wide and tall and travels up to a Kilometer before dissipating. A bijuu or Jinchuriki in V2 Cloak or higher can use this version however the base power levels change. A Jinchuriki in V2 cloak of higher can fire it off quickly at A rank power or spend a post charging it to bring it’s power up to S. A full bijuu can fire it quickly at S power or spend a post charging it to bring it’s power to X. Showcasing the true destructive might of the creatures. All forms of the beam travel at S+ speed. This version costs 20 CP at base and 30 if charged.
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The final variation of Tailed Beast Ball is the giant orb function that only Bijuu or Jin in the full bijuu transformation can achieve. This version is 50m wide in diameter and travels for up to a kilometer before dissipating, however if it impacts something will explode in a 500m diameter explosion. This version has S rank speed and power and costs 30 CP per usage.
Weaknesses:
Name: Flying Thunder God
Rank: S
Power: S
Activation Cost: 5 CP (to Mark) | 15 CP (Teleport Base Cost) | 20 CP (>250m)
Upkeep Cost: N/A
Range: Global
Speed: Instant
Element: --
Skill: Fuuinjutsu | Ninjutsu
Classification: Restricted Technique
Requirement: Fuuinjutsu | Ninjutsu
Parent Technique: --
Handseals: --
Description: Before the Flying Thunder God Technique can be performed, users must first mark a target with their "technique formula". The formula is applied after the merest touch; it will remain in place even after the user has died. In order to apply the mark, the user needs to spend 5 Chakra Points. Like with most Fuuinjutsu, the technique is only as strong as the mind applying the formulas.
The number of active formula tags varies thus according to the user's Intelligence:
E-rank: 5 tags
D-rank: 10 tags
C-rank: 20 tags
B-rank: 30 tags
A-rank: 40 tags
S-rank: 50 tags
X-rank: 60 tags
These tags and limits are shared amongst the user and any possible clones/iterations of the user. No cloning technique doubles these limits, ever.
By entering a dimensional void, users can instantly teleport to a technique formula's location whenever they please, regardless of distance. This has a base cost of 15CP within a 250 meters radius. Any larger distance has a base cost of 20 CP. Anything that the user is holding, contacting, or that is linked with their chakra may teleport with them, but this requires additional chakra to do. Generally speaking, clothes and ninja tools being held by the user or kept in the user's pouches do not cost extra chakra to teleport. However, teleporting ninja tools which do not belong to the user or people has an added cost of 10CP regardless of distance.
Users can choose to teleport to a different location than the objects/people, or they can teleport objects/people without teleporting themselves. If the user teleports an object/person and not themselves, the added cost is 15CP. If the user teleports itself and an object to different places, the added 10CP is always paid regardless of who owns the object.
All the added costs are per object or person
When teleporting, the user maintains the body shape they had when they teleported, although they may prepare their angles. What this means essentially is that the user will be static, but that their body can be rotated in any direction for the teleport. So if someone teleported while pointing a finger, they would arrive at their destination in the exact same position. But they could angle their body to choose where the finger would be pointing at.
Weaknesses: This technique cannot be used to teleport anything larger than an average car. There is a maximum of three potential Flying Thunder God users pursuant to Restricted Rules. All three of these users cannot be from the same village.
Name: Flying Thunder God: Guiding Thunder
Rank: S
Power: S
Activation Cost: 10 BASE + Teleported Technique Cost
Upkeep Cost: (The user may choose to maintain the barrier for more posts after activation, paying 10 CP per post).
Range: 500 meters
Speed: Instant
Element: N/A
Skill: Fuuinjutsu/Ninjutsu
Classification: Derived Restricted Technique
Requirements: Fuuinjutsu/Ninjutsu, Flying Thunder God
Parent Technique: Flying Thunder God
Hand Seals: Snake → Horse → Rat → Ram → Technique Specific Hand Seal
Description: This barrier technique incorporates the use of the Flying Thunder God formula to erect a barrier space capable of warping away anything that comes into contact with it. The subject of the technique is then directed to another location marked by the user’s formula. The barrier has proven to be powerful enough to warp away techniques as destructive as a Tailed Beast Ball.
Weaknesses:
If teleporting a technique, the user must pay chakra equal to that technique's cost added to the base cost of this technique.
For example, if the user is teleporting an S-ranked technique, they'll pay that technique's chakra cost + 10CP base for this jutsu.
Another fundamental weakness of this technique is that every technique that passes through the barrier is automatically teleported. This can be cleverly exploited to quickly drain the user out of chakra.
This jutsu can only teleport techniques. People coated in Techniques (eg. LRA) may be teleported as well).
The user is not capable of moving while the barrier is up. This obviously includes teleporting with FTG. If the user moves their body or teleport, the technique is immediately cancelled.
Making hand-seals counts as moving.
Sealless techniques ALSO count, since "Chakra Molding" is considered moving.
Name: Grass Shadow Style: Light Meets Dark
Rank: S
Power: S
Activation Cost: 20
Upkeep Cost: 10
Range: 0-50m
Speed: -
Element: -
Skill: Taijutsu
Classification: Exclusive
Requirements: -
Parent Technique: -
Hand Seals: -
Description: One of the more potent taijutsu techniques from the Shadow Style. The user makes use of the speed of their movements to create shadow afterimages. While the user charges at their opponent, they use a zig-zag pathway the creates afterimages, though they are positioned in a different direction. This makes it increasingly hard to pinpoint an attack on them. While the user uses this to either get in front or the back of their opponents, they can now strike. The User palms a hand forward to hit their body.
However this is an afterimage attack as well, the real maneuver is a low sweeping kick to their legs. Which if connected, they would send a kick upwards into their body. This gives a boost of 1++ tier to Speed. And a debuff of - to Perception for the purpose of the Afterimage dash. After stopping the boosts switch for the combo. Providing a boost of 1 tier to Coordination. And a debuff of -1 tier to the opponents Coordination within range of this technique.
Weaknesses:
- Spoiler:
Name: Grass Shadow-Style Emit Destroy Palm
Rank: A
Power: A
Activation Cost: -
Upkeep Cost: 10
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Exclusive
Requirements: -
Parent Technique: -
Hand Seals: -
Description:The Shadow style, created by the Grass village is one of the more potent hand to hand techniques in the land. Their style was quite famous, and for good reason. The style confuses enemy tracking with erratic movement and quick strikes. A pure taijutsu style in which the user delivers a set of open-handed as well as closed-fist hits along with kicks to the opponent. This series of attacks is so fast that it can barely be followed by the naked eye. This style improves Speed by +. And Coordination by ++. Those trying to track the users movement suffer a -- to Perception.
Weaknesses:
Name: Multiple Lotus Nonself Connected Cannons
Rank: A
Power: S
Activation Cost: 20
Range: 30m
Speed: A+
Element: Senjutsu
Skill: Ninjustu
Classification: Open
Requirements: Sage Transformation
Description: While in the second state of their Sage Transformation, the user grows more of their jet booster-like appendages, extends them, and then uses them to gather natural energy before releasing it as a powerful chakra blast, covering a wide range. The rate at which the chakra is gathered and released is so fast that escaping the technique is impossible through normal means.
Weaknesses: There is a momentary pause once the cannons form so that they can absorb the energy required. Those with A+ or higher Perception can take advantage of this and, if they can outrun the blast, avoid it.
Name: Lotus Blast
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: 5
Range: 60m
Speed: A+
Element: Senjutsu
Skill: Ninjutsu
Classification:-
Requirements: Sage Transformation
Parent Technique: -
Hand Seals: -
Description: Utilizing his clans potential in creating cannons with destructive capabilities, Raijin extends his hands out and morphs his palms to create a hole. There, nature energy is gathered much like the Multiple Lotus Nonself Connected Cannons technique. Except this one can be used through either appendages. Nature energy becomes a white beam of energy capable of causing immense destruction. The beam of pure nature energy is spreads only about 1 meter wide but has a decent range and its able to pierce most defenses. Raijin can shoot these beams as single shots, or could be focused into a beam of energy.
Weaknesses:
Name: Sage Clone
Rank: A
Power: -
Activation Cost: -
Upkeep Cost: -
Range: 1 km
Speed: -
Element: -
Skill: Ninjutsu
Classification: Nature Clan
Requirements: Raiijin
Parent Technique: Shadow Clone
Hand Seals: Tiger
Description: Raijin created a special clone that was able to help him in battle. The time it takes to incur his own nature was becoming a problem in battle. Not being able to access his nature chakra faster. Splitting their chakra in half like the regular clone. This clone is able to gather nature chakra at a quicker pace. Especially if hes not moving, and holding up a seal. Otherwise it can still draw nature chakra naturally. It acts like a normal clone accept it can draw chakra at an increased rate than a regular shadow clone could. Dispersing the clones the chakra gathered goes into Raijin. 20 (Not moving) 10 (Moving).
Weaknesses: Cannot be used while under 30% chakra left.
Name: Rasengan
Rank: A
Power: A
Activation Cost: 15
Upkeep Cost: -
Range: Contact
Speed: -
Element: -
Skill: Ninjutsu
Classification: Konoha Exclusive
Requirements: B-Rank Coordination
Parent Technique: N/A
Hand Seals: -
Description: The Rasengan is a spinning ball of chakra formed and held in the palm of the user's hand, inspired by the Tailed Beast Ball and intended to be the highest form of shape transformation in Ninjutsu. Unlike most jutsu, the Rasengan does not require hand seals to perform. Once it is formed, it also does not require any additional chakra to sustain it, which means that there is no definite limit to how long the Rasengan can be used. Though the Rasengan's shape is consistent from user to user, its size varies from only barely large enough to be noticeable to much larger than the user's hand. With greater experience with the Rasengan comes a larger size.
On contact, the Rasengan grinds into its target, propels them along the Rasengan's trajectory - either away from the user or into the ground beneath them - and at some point bursts, causing severe damage at the point of contact. Due to the level of chakra control required to manifest the Rasengan, it requires a reasonable amount of coordination from those that attempt to learn it, and even more to utilize it without a conduit (like shadow clones). Once formed, Rasengan lasts up to 3 posts without sustenance before dispersing on its own.
Weaknesses: Requires A-Rank Coordination to utilize without shadow clones or something like chakra arms to properly form it.
- Spoiler:
- Name: Sage Armor
Rank: B
Power: A
Activation Cost: 10
Upkeep Cost: 5
Range: Self
Speed: -
Element: Senjutsu
Skill: Ninjutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description: During the process of the Sage Transformation. Raijin is able turn the transformed skin into a powerful scaled armor, powerful enough to shrug off physical attacks that would quell most ninja. The armor is reminiscent of a dragons scales. Modeled after his time with Dragons. Their hard armor was something to marvel at so Raijin modeled it after them. It takes an A-rank amount of force to crack this armor.
Weaknesses:
Name: Cellular Regeneration Absorption
Rank: B
Activation Cost: 15
Range: 1m
Element: Senjutsu
Skill: Ninjutsu
Classification: Open
Requirements: Sage Transformation
Description: While in a transformed state, the user extends a needle-like protuberance from his body, places it into a target while proceeding to quickly suck out chakra, along with organs and/or flesh which he uses to restore his own chakra and body. Stamina is drained at a rate of 5 points per second and, when the target is unconscious, the flesh and organs are removed over the course of three posts/rounds, so long as the protuberance remains in contact the entire time. This technique also restores the user to his normal size should he have previously reduced his flesh via the Cellular Regeneration Ejection technique or a similar one.
Weaknesses: Should the needle break contact for any reason, the process must restart. This is generally only usable on unconscious targets, due to the ease with which the needle can be removed or avoided.
Name: Jet Booster Jump
Rank: B
Activation Cost: 10
Upkeep Cost: 3
Range: Self
Element: Senjutsu
Skill: Ninjutsu
Classification: Open
Requirements: Sage Transformation
Description: The user, while in Sage Transformation, creates many jet-like appendages on his back to create very powerful blasts. He then jumps, giving him enough power to rapidly maneuver through the air, as well as tremendously enhance his speed on the ground. When in the air, Speed remains the same. While on the ground, Speed is increased by 1 Tier++.
Weaknesses: The Speed boost only applies when the user on the ground. Additionally, while this technique is active, the user must remain moving; to stop moving will require the technique to end, which means to use it again, the Activation Cost will need to be paid again. Speed can still be adjusted while the jutsu is in use, but it cannot reach below D-Tier.
Name: Lightning Release: Thunderclap Drill
Rank: B
Power: B
Activation Cost: 10
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: The user compresses lightning chakra down to embrace their forearm. Using this lightning chakra, they temporarily enhance their physical output, boosting it by 1 tier and + advantages. On Top of boosting the user's Strength temporarily, the attack electricutes a target when they're struck, hitting them with C Power ontop of whatever damage inflicted upon them by the user.
Weaknesses: N/A
Name: Shadow Clone Technique
Rank: B
Power: -
Activation Cost: -
Upkeep Cost: -
Range: 1 km.
Speed: -
Element: -
Skill: Ninjutsu
Classification: General Technique
Requirements: -
Parent Technique: -
Hand Seals: Clone seal or Tiger
Description: The Shadow Clone technique creates replicas of the user, similar to the Clone Technique, but these clones are corporeal instead of illusions. Clones spawn next to the user. The clones are capable of performing techniques, including the Shadow Clone Technique itself, on their own and can even bleed, but will usually disperse after hit by a strong enough force. The clones can also disperse on their own or be dispelled by the user of the technique. This technique splits the user's chakra equally amongst however many clones they create.
Weaknesses: In addition, the user must maintain general concentration to maintain their clone's presence. If at any time the user is inflicted with heavy damage in contrast with their Constitution all clones will be dispersed. Also the user must not fall under the exhaustion threshold (below 30% their chakra) to maintain or create clones.
Name: Lightning Release: False Darkness
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: 0-40m
Speed: B+
Element: Lightning
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user emits lightning in the shape of a spear from its mouth, which then pierces the enemy. Its destructive power is great enough to even pierce through rock; meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies. This, coupled with the sheer speed of the lightning, makes it a difficult technique to evade. This technique is capable of being focused into a straight beam, which increases its power to A-rank but loses its stunning potential, or a bolt of lightning.
This Lightning lowers the victim's Speed by -2 advantages for two posts.
Weaknesses: N/A
- Spoiler:
Name: Piston Fist
Rank: C
Activation Cost: 3
Element: Senjutsu
Skill: Taijutsu
Classification: Open
Requirements: Sage Transformation
Description: While using Sage Transformation, the user can alter his arm into a piston to increase his attack power, increasing Strength by one tier. To increase it even more, the user can form jets on his hands or elbows, adding a + to that boost at the expense of 2 more Stamina points.
Weaknesses: None
Name: Destroying Axe Fist
Rank: C
Power: B
Activation Cost: 3
Element: Senjutsu
Skill: Taijutsu
Classification: Open
Requirements: Sage Transformation
Description: Using his Sage Transformation, Raijin forms an axe on his arm, which has proven to be durable enough to block giant swords and chakra blades without damage.
Weaknesses: None
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: Slamming Palm
Rank: C
Activation Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: Arhat Fist
Hand Seals: -
Description: The user thrusts their palm in an upwards motion at their opponent. This is used most frequently to knock their opponent into the air or perhaps to knock them unconscious.
Boosts Strength for the thrust by +1 tier.
Weaknesses: N/A
Name: Shatter Palm
Rank: C
Activation Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: Arhat Fist
Hand Seals: -
Description: The user thrusts their palm towards their opponent in an attempt to damage them or break through their guard.
Boosts Strength for the thrust by +1 tier.
- Spoiler:
- 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.
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E-rank
- Spoiler:
- 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.
Stats:
Strength: C
Constitution: B > S (Jashin)
Stamina: B > S++ (Jashin, Snow Armor, Wealthy)
Speed: A
Coordination: A++ (Jashin)
Intelligence: B
Perception: A
Nature Clan : Tiers 5
90 Nature Points
Unique Abilities:
One-handed Seals: Pretty straightforward. A player may weave hand seals with only one hand. This results in a one tier loss of Coordination for that hand regarding hand seals.
Savage Absorption: As a nature clan member Raijin developed an unique ability. When they utilize their Sage Transformation in any form, they are able to absorb chakra from an opponent. The member has to maintain contact with them in order to draw chakra. They are also able to absorb Nature chakra from other living beings. They are able to absorb 15 chakra points per post of full contact. Max that can be absorbed is half of staminas total. While they are using this however, they cannot utilize any ninjutsu.
Renown: 20,000 Legendary Ninja
- Code:
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Last edited by Bayushi on Fri Apr 19, 2024 3:52 am; edited 44 times in total