Karagata, Shinjiro

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Karagata, Shinjiro

Post by Archives » Fri Jul 15, 2016 8:22 am

Username: Izanagi
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Karagata Shinjiro
‘Shinji’

General Information Age: 23
Gender: Male
Height: 5’9
Weight: 160lbs
Physical Features:
  • Face/head: Shinjiro has a rather handsome, clean-cut face, a stark contrast to the obvious marks of a shinobi throughout the remainder of his body. His hair is a rich hickory brown, kept relatively short and neatly cut, layered and framing his face well with his bangs falling on one side just past his vibrant lime green eyes. The tone of his skin is quite pale, being covered the majority of the time.
  • Body: The young assassin maintains an incredibly defined, lean build of dense muscle that teems with power. Every day is spent working out and honing his physique as well as stretching and coordinating his balance. As such he is incredibly limber. Though seldom shown he possesses remarkable core strength and definition, seemingly impossibly defined to the point of developing a clear 8 pack, likewise his oblique’s are prominent, maintaining notable bulges and deep grooves. Every other aspect of his physique is cut with deep lines of definition. Shinji’s body is covered in so many scars it would be nearly impossible to list them all, many of them overlapping one another, obscuring which came first. Lash marks are evident across his back, chest, stomach, and thighs, leaving dense ridged scars. His hands and feet as well are heavily calloused and scarred, courtesy of whips and burns, though always it was ensured he would retain their functionality of such precious instruments of death. His forearms and calves are covered in numerous electrical burns as well as those of hot coals and iron rods.
  • Notable Features: Shinjiro has been branded on his right shoulder with the sigil of the Karagata family and on his left is the brand of Kirigakure. His face, though it has been cut, bruised, and broken numerous times throughout his life was the one aspect which had always been healed to perfection in order to appease the rare case where he might need to pose as a civilian or blend into a crowd causing it to stand out against his body. Taking up most of his back is tattoo of a Kraken wrapped around a skull.

    Due to the influence of Vorashu no Katagenma, any of his jutsu have a green tint to their chakra, regardless of what jutsu it is. His hands and fingers appear to be covered in blackened charcoal constantly, and stays consistent through any transformation.


Clothing/Accessories: His primary Outfit consists of a long grey jacket with touches of green trim. On the chest is the symbol of the Seven swordsmen. Coupled with this he will wear a similarly patterned hood and a brown mask and tattered cloak that attaches around the neck like a scarf. For pants he will vary between browns, greys or blacks and will often wear well-padded boots or other specialized shoes that help dampen sound. Finally his Kirigakure forehead protector is tied around his left shoulder while on his right is a patch sewn into his outfit baring a kraken, the symbol of his family.

Picture: Personality:
  • General: On the surface it is not uncommon for Shinjiro to smile, laugh or joke, though his humor is often quite dry and dark. He is a very competitive individual and strives to surpass all those around him, generally befriending those he considers to have talents or potential on a similar scale as himself. Occasionally he will be aloof or even friendly in his observations though when it comes down to it he is extremely confident in his own skills, readily using force or intimidation to put others in place. While he longs for true friendship he realizes that above all else he is a weapon. He has little empathy for the weak or helpless and highly values the strength of his family and the reputation of their name.
  • Hopes/Dreams: Having achieved the rank of Bannin, Shinjiro desires only to continue serving Kirigakure and the Mizukage. As Overseer of the Seven swordsmen of the Mist he aims to restore the organization to power and prove their strength.
  • Fears: Shinji has been trained past the point of fear in the typical sense. He welcomes the thought of death in service of his village and has learned to endure all manner of torture. His only regret in dying young would be not being able to live up to his potential and shape the future of the village.
  • Combat Mentality:In many senses Shinji is the perfect soldier, he follows orders without question and is very precise in the detail of carrying out missions, often completing them to the letter. If ordered he will not hesitate to take a life, regardless of whose life it may be, the only conflict which may arise would be in the case of a close family member or perhaps a trusted comrade. In almost all instances however, he has been trained past the point of fear or hesitation, willing to sacrifice his life or put himself at great risk in order to complete his objective. For these reasons he typically works best alone as his mind works quickly and he often prefers not to waste time discussing plans that he already has well established.

Battle Information Village: Kirigakure
Rank: Bannin

Stats: (50/75)
  • Chakra: 30 (27+3)
  • Control: 35
  • Endurance: 40 (43-3)
  • Strength: 46
  • Speed: 46
  • Willpower: 50
  • Mastery: 50
  • Malevolence: 50
Equipment:
Chaos
Sheathed across Shinji’s back with the handle over his left shoulder this Katana measures 32 inches total with a blade length of 26 inches. The blade in deep crimson in color and has small groves along the length of the blade for storing and transferring poison across the blade and down to the tip of the sword. The Durability of this sword is 35 and it will repair any damage done to it over the course of 1 full post. The truly unique nature of the sword is that so long as they have a chakra network any being cut by it will be struck with immense fear and a sense of impending doom. They will fear Shinjiro especially, often collapsing in terror before going to great lengths to avoid him. This feeling of terror will persist for 2 full posts after being cut by the weapon. Having bonded with the weapon, Shinjiro is immune to its effects. Coated with Touch of Mortality.

Agony
Sheathed across Shinji’s back with the handle over his right shoulder this Katana measures 32 inches total with a blade length of 26 inches. The blade is black in color and has small groves along the length of the blade for storing and transferring poison across the blade and down to the tip of the sword. The Durability of this sword is 35 and it will repair any damage done to it over the course of 1 full post. The truly unique nature of the blade however is that any being that is cut by its edge, so long as they have chakra will feel an immense surge of pain throughout their entire body; this agony is comparable to every nerve in the body being exposed, making every movement excruciatingly painful and every sensation enhanced to extreme levels. This pain persists for 2 full posts after being cut. Only Shinjiro may wield this weapon with anyone else who uses it for the purpose of combat experiencing its pain effect so long as they remain in contact with the weapon. Coasted with Shinigami's Kiss.

Malevolence
“For nobody is curious, who isn't malevolent.”
An arrow, approximately 2 feet in length, with a steel tip and flayed bottom. Malevolence is a single weapon, and is controlled often through the user’s voice, though variations have existed throughout history. The speed in which Malevolence moves, and the strength in which it strikes is equal to that of the user’s 'Malevolence' weapon stat. Its slim body and simple design makes it difficult to see coming, and even harder to dodge, and its ability to be controlled makes it able to make sharp turns, simply stop in mid-air, and easily alter its course. Additionally, the arrow is capable of splitting itself, creating 2 individuals that can all be controlled independently of each other. This weapon is stored in a thin black sheath at Shinji’s left hip with the tip pointing outward there remains just enough space in the sheath to flow poisons into it, able to coat the length of the arrow while retaining a snug fit for the weapon. Coated with Touch of Mortality and Shinigami's Kiss.

Emperor Ankan's Greaves
Emperor Ankan's Greaves
These shin guards of black steel have been famed throughout history for their use by the notorious thief Minkai. The greaves allow the user to walk on air as though it were solid ground, following the flight rules using the wearer's [control]. When not flying the wearer can move at any speed in utter silence and their footsteps leave no visual trace. It is said the greaves allow their wearer to teleport through the air instantly. This can be used once per thread and does not count towards the restriction of two teleports per thread.

Left thigh Holster:
-5 throwing knives (6 inch blade and can be wielded as combat knives)
-10 custom shuriken (6 pronged and 4 inches in diameter.)
-3 smoke grenades
-2 flashbang grenades
-3 explosive tags

Right thigh Holster:
-5 throwing knives (6 inch blade and can be wielded as combat knives)
-10 custom shuriken (6 pronged and 4 inches in diameter.)
-3 smoke grenades
-2 flashbang grenades
-2 explosive tags

[Deaths Breath] (5 Cannisters)
A-Rank Gas & Coating Poison
This poison affects the victim by being absorbed through the body or being inhaled and absorbed into their bloodstream. Each canister will deploy a 10-meter diameter cloud of light green poison that will linger in the air unless disposed of by some other means. Shinjiro can also infuse this poison as his own breath attack according to his Shinigami’s curse ability. Those affected will find their strength-sapping away as well as suffer from nausea and varying states of delirium with those with less than 20 Endurance barely able to process basic thoughts, vomiting frequently and struggling to walk due to disorientation, 20-30 and they will be disoriented with their vision blurred and balance skewed, mind cloudy. Those with over 30 Endurance will only experience mild dizziness and moderate nausea in addition to the sapping of their strength.
• Onset Time: Immediate
• Run Time: 4 Posts
• Effect: -5 Strength Per Post exposed

[Chakra Bane]
A-Rank Gas & Coating Poison (5 Cannisters)
This poison affects the victim by absorbing through their body and directly into their chakra system or being inhaled. Each cannister will deploy a 10-meter diameter cloud of turquoise poison that will linger in the air unless disposed of by some other means. Shinjiro can also infuse this poison to utilize as his breath attack and/or infuse it into his bloodstream and other bodily fluids according to his Shinigami’s Curse ability. Those affected will find their chakra flow impaired, limiting their control and ability to perform ninjutsu. For each post the user is exposed to this poison the effect will stack though the 4 post runtime will count starting from the first exposure and not re-start from additional exposures within that timeframe.
• Onset Time: Immediate
• Run Time: 4 Posts
• Effect: -5 Control Per Post Exposed

[Shinigami’s Kiss] (Four 250ml bottles)
A-Rank Coating Poison
A poison utilized by Shinjiro in order to render his victim's helpless, paralyzed from the neck down. In its original state this thick poison has a grey coloration though when infused in Shinjiro’s body it can be applied from any of his bodily fluids including his blood, saliva or sweat. Just a few drops introduced to the victim's system via entry though skin contact, blood stream or mucous membrane is enough for the poison to begin taking effect. It will begin as a slight tingling sensation in the area surrounding the entry point of the poison, before developing into full blown paresthesia of the entire body before the paralysis sets in. Once the paralysis is in place, it will prevent the victim from controlling their conscious motor functions. They will still be able to breath, their heart will continue to function as normal, but they will have no conscious control over their body. The only part not affected is their ability to move their eyes, slightly turn their head, and their ability to speak.
• Onset Time: 1 Post after Introduction
• Run Time: 5 Posts
• Effect: Full-Body Paralysis

[Touch of Mortality] (Four 250ml bottles)
S-Rank Coating Poison
This sticky dark red poison can be distributed across Shinjiro’s weapons, affecting the victim upon entering their bloodstream or a mucous membrane. Additionally, this poison can be infused into Shinji’s own blood and other bodily fluids such as saliva and sweat according to his Shinigami’s Curse ability. Once this poison had been introduced the victim will no longer benefit from Enhanced Stamina Regeneration or any Regeneration ability, only able to heal their wounds through direct IIjutsu techniques that will require 1 post longer than usual in order to take affect.
• Onset Time: 1 post
• Run Time: 7 Posts
• Effect: Nullifies Regeneration

[Reaper’s Flesh] (1 container of 15 pills)
S-Rank Ingestive Poison
A toxin derived from various poisonous plants, the 'flesh-eating poison' is lethal poison that is contained in a small capsule and also present in every part of Shinjiro’s muscles, organs and tissue. After being swallowed the poison will spread through the victim’s tissues and organs. After three posts, reduced by 1 post for each additional portion consumed the victim will experience extreme stomach pains that gradually spread to cause excruciating pain throughout their body. Necrosis will spread throughout their body, rendering them unable to move after 5 posts as their organs shut down and muscle groups seize and decay. By the end of the 7th post-death will be assured if an antidote has not been administered though any damage will still need to be healed separately. If the victim has any kind of regeneration ability they will be able to stave off death though will remain in a state of extreme pain and immobility until treated by a rank appropriate antidote. This poison will continue to persist in the tissues of the deceased, able to be transmitted further by anything foolish enough to feast on the corpse.
• Onset Time: 3 Posts after ingestion, reduced by 1 post per additional consumption.
• Run Time: 7 Posts
• Effect: Necrosis, Death

Companions: (0/1)
Affinity: Raiton
Abilities and Concentrations
Abilities
First Ability Immunity

Having been exposed to countless poisons throughout his life Shinji has developed a natural immunity to all manner of poisons, tranquilizers, venoms, and toxins, even alcohol has a minimal effect on him. His immune system too had developed far beyond the normal capacity, meaning that even deadly viruses and diseases are quickly recovered from, affecting him to half the extent of others and never being fatal. For minor colds, flu’s, and the like they are easily combated and defeated before even given the opportunity to take root. Thus even though nearly all medicines have little to no effect on him it is very unlikely he would even find himself requiring them in the first place. It should be noted that this immunity to foreign substances does not increase the speed at which he recovers from physical wounds, only in his ability to prevent infection and the like. Also the application of Iijutsu techniques to heal wounds maintain their full effectiveness. Due to the constant overdrive of his bodies ability to break down harmful substances Shinjiro is naturally incurred with a permanent -3 Endurance.
Second AbilityJinchuriki

Shinjiro has been entrusted with Vorashu no Katagenma, the Body Genma, thus giving him access to make changes to his body, create animals/chimeras, or change other's bodies temporarily. However this seals him off from having any companions.
Third AbilityShinigami’s Curse
After undergoing an extensive procedure procured in the Black Market districts of Rice Country, Shinjiro has had his body altered significantly. This change is entirely internal and reflects his ability to absorb and store poison within every component of his body as well as release a poisonous breath attack that is expelled at a speed equal to his strength and can travel up to 15 meters before expanding into a cloud of poison that stretches to Controlx2= meters in diameter. Shinjiro can absorb poisons into his body, able to inhale an entire cloud of poison or suck up a liquid poison or even draw it into his skin or bloodstream, preventing the further spread of poison to those who might have been affected. These poisons can then be stored within his own body, able to be kept in a neutral state or weaponized. He can store a maximum number of poisons equal to his Endurance stat within his body. Shinji can neutralize any number of his weaponized poisons over the course of a full post. Similarly, it takes a full post to switch a poison with another or weaponize a poison after being neutralized. Only one poison can be switched or re-weaponized at a time. Poisons do not have to be neutralized first before switching out for another. Only one of each type of poison may be active at a time; ingestion poisons saturating his flesh, tissues, and organs. Coating poisons are weaponized within his blood and other bodily fluids such as saliva and sweat and lastly a gas poison can be weaponized in the form of his breath attack. Unless otherwise stated it should be assumed that [Reaper's Flesh], [Death's Breath], and [Shinigami's Kiss] are active throughout his body. While he may only have one of each type weaponized at a time he can store a new poison until the end of the thread it's absorbed in unless it is purchased normally and added to the character sheet.
Concentrations
Ninjutsu
Doton Affinity:
A character with this concentration is able to utilize Doton, and can make and use any custom or archived jutsu that require the doton affinity. Doton has a passive enduring effect.
Raiton:
Raiton
A character with this concentration is able to utilize Raiton, and can make and use any custom or archived jutsu that require the Raiton affinity. Raiton has a shocking effect.
Passive (Shocking)Show
Raiton has the effect of shocking, which means causes it's effect to be diffuse upon impact. In organic material, this causes nervous stimulation which results in numbness, tingling, loss of sensation, and sometimes paralysis. In inorganic material, this means that the strength of the jutsu diffuses across an area 2x the size of the attack. In a jutsu that creates a lightning ball 2m in diameter, if it struck a wall the size of the attack would cover a 4m area.

Additionally, the strength of the nervous effect on organic material from raiton jutsu is determined by the Strength stat range they fall into.
  • 1-14 Strength Requirement: Tingling, acute numbness.
  • 15-24 Strength Requirement: Loss of Sensation
  • 25-34 Strength Requirement: Localized Paralysis
  • 35+ Strength Requirement: Diffuse Paralysis
Taijutsu
Close Quarters Combat:
The fundamental skill of [Close Quarters Combat] indicates the user's proficiency to efficiently utilize martial arts and advanced combat moves involving the body, for example but not limited to, advanced kicks, grapples, advanced punches, etc.
Stealth:
The fundamental skill of [Stealth] describes the user’s proficiency in remaining silent, unseen and unnoticed as they go about tasks. This facilitates their use of related Taijutsu.
Perception:
The fundamental skill of [Perception] describes the user’s practiced methods of more keenly focussing their senses for a short time. This facilitates their use of related Taijutsu.
Sword Weapons:
The fundamental skill of [Sword Weapons] indicates the user’s proficiency with swords and sword-like weapons such as knives, daggers, sword-breakers and the like. This facilitates their use of related Taijutsu.
Rigid Structure:
The fundamental skill of [Rigid Structure] describes the user’s ability to adeptly position and lock in their skeletal structure to efficiently absorb blows with minimal damage to their person. This facilitates their use of related Taijutsu.
Medicine:
The fundamental skill of [Medicine] describes the user’s mental and physical ability to perform traditional and mainstream medicinal practices. This facilitates their use of related Taijutsu.
Deft Hands:
The fundamental skill of [Deft Hands] indicates the user’s proficiency with using their hands in very specific and complex movements, like sleight of hand and targeting very small and specific points on an opponent’s body. This facilitates their use of related Taijutsu in various ways.
Heavenly Body Control:
The fundamental skills of [Heavenly Body Control] cannot be mastered by those with less than 35 Taijutsu, Strength and Speed. These skills include those required to create almost ninjutsu-equivalent effects simply from the movement of one’s body such as animal shaped blasts of compressed air from especially positioned hands and other similar feats which are beyond reality. This facilitates their use of related Taijutsu, and requires Taijutsu Specialist.
Genjutsu
Sight Initiation:
This user has learned to use visual cues to initiate genjutsu. Allowing them to perform actions, or draw the eyes to something to capture their targets in a genjutsu.
Sound Initiation:
This user has learn to use sound cues to initiate genjutsu. Allowing them to create sounds and sustain sounds to capture their targets in a genjutsu.
Scent Initiation:
This user has learn to use smells to intiate genjutsu. Allowing them to utilize and produce various scents to capture their targets in genjutsu.
Touch Initiation:
This user has learn to use physical sensations to initiate genjutsu. Allowing them to physical touch the target, or touch them with objects to capture their targets in genjutsu.
Status Genjutsu:
This user has learned how to utilize Status Genjutsu that impose mental and cognitive effects on their target.
Warp Genjutsu:
This user has learned to combine the basics of Status and Illusion genjutsu, allowing them to use single techniques to create sensory illusions, as well as status changes on their target.
Genjutsu: Advanced Channeling:
This user has superb chakra control, and has learned to perform jutsu by channeling, without the use of hand seals. The user can channel any Genjutsu that is designed to be channel, and there are no specified parameters in which a jutsu must fall to be channeled by this method. Channeled Genjutsu cause the user to be surrounded in an aura of chakra while channeling the genjutsu, until the genjutsu is initiated.

History
Historical AccountsShow
From his very birth Shinjiro was destined to become an assassin. His father; Karagata Izune was an elite Jounin of Kirigakure. Proud of his family and the village he strove to forge a shinobi force like none other, individuals who would serve Kiri throughout their lives, never waver from their line of duty and excel in their craft of assassination. It was his opinion that such perfect weapons would be best forged in his own likeness; his children that he would raise and train into the perfect shinobi. The problem came with the fact that Izune was never the romantic sort nor one for the family life, he cared for his parents and his siblings though more in a sense of familial loyalty and honor of the family name. When it came to women he saw them as little more than objects of comfort and lust. As such he never married, instead continuing his focus towards his devotion to the village and sleeping with women whenever it pleased him, from civilians in seedy taverns, to paid whores or even his own slaves, even the occasional fellow shinobi, he spread his seed frequently, keeping tabs on all of these women and inevitably the children that some would come to bear.

Once he became aware of a child of his own making he would wait until they reached between the age of two and five depending on the potential he saw in them and the standing of their mother. When a child caught his interest and he could be certain it was his he would contact the mother and by some means or another ensure that the child would be brought into his household. From there the child would be largely raised by his household slaves, only spending time with their father in the form of training. At first it would be a repetitive instilling of the values and code of the shinobi, exposing them to the harshness of the life they would live and then would come the physical tests. Exposure to pain, suffering, even mild forms of torture. It was only children that maintained determination and discipline until they were of suitable age and talent to enter the academy that he would keep on as his own. Weakness would not to be tolerated and those who failed would be returned to their mothers whom would be threatened into never speaking of what their children had been put through. On two separate instances young children had even died under such brutal training.

Over the years Izune came to have several children whom had met his initial standards. Taken from his mother as an infant Shinji suffered through the many tests, including often being beaten by his father and his older siblings as they conditioned him to remove his fear and embrace all manner of pain. His oldest brother Riku, seven years his elder took precedent on close range combat, developing a strong rivalry and an individual to aspire to surpass. His sister Chiasa, five years his elder specialized in genjutsu and poisons, taking precedent in torture situations of the mind and the body as well as providing medical aid when required. For quite some time Shinji feared his sister in particular, even hated her though in time he grew to understand that behind her cold demeanor she like their father simply wished to make him strong. His final sibling was another brother, Mitsuo whom was only a few months younger than himself. Despite this Mitsuo hadn’t come into their household until the age of 5 whereas Shinji had been taken in when he was only 2. This gave him a distinct advantage over his half-brother whom already seemed naturally more weak and timid.

By the time Shinjiro was 7 he was ready to join the academy, ahead of his brother who was deemed not yet worthy. Still the two trained together often and every month Mitsuo seemed to show a notable increase in skill and bravery. Shinjiro however was a natural. Entered in the second academy he quickly excelled, much like his older siblings. It had become expected for members of his immediate family to be the top of their class and the boy didn’t disappoint. In regards to Ninjutsu and Genjutsu he performed exactly at the capacity that was expected of him, displaying an ability to perform D-ranked techniques though it was his Taijutsu that displayed his prodigious talent. His speed, technique and flawless efficiency quickly made him a name to be feared and respected among his peers. At the age of 9 he graduated on his first attempt. The same year that Mitsuo entered the academy. It wasn’t long before Shinjiro found himself a suitable rival, a Toukai boy three years older than him. The young man’s name was Tsutomu, large for his age and exceptionally powerful he wielded a broadsword and relished in combat.

During this time his sister continued to test her poisons on him, periodically increasing the dosage and severity of the poisons as his body began to build up natural immunities. Naturally this made training more difficult though Shinjiro didn’t let that show, he learned to fight through various ailments and sicknesses while frequently sparring with a much larger and stronger opponent as well as his training sessions with his siblings. By the time he was 10 the boy had already made several kills, accompanied by one of his older siblings. He had been recognized for his talent and chosen to become Jinchuuriki to the body Genma, Vorashu. The ritual was excruciating, more painful than anything he had experienced even in his severe torture training but he had been elevated further. At the age of 11 he was deemed worthy of becoming a Chunin after defeating his rival in a vicious and bloody battle that left them both injured, though not critically wounded. Upon Shinjiro achieving the rank of Chunin his genin brother Mitsuo begged Chiasa and Riku to engage him in the same training regimen as Shinjiro, poisons included. For their entire life Matsuo had lived in Shinji’s shadow, whom had even earned their fathers praise on several occasions, a rare and treasured show of recognition within their household.

Unfortunately, as Shinjiro made a name for himself, taking on low level assassination requests by himself, shadows only by host guardians, his brother suffered greatly. He had pushed himself too hard in his attempts to close the insurmountable gap between the brothers, his body proving too weak to stave off the full effects of the poison. Less draw attention to his weakness he put on a brave face as he was taught, toughening out the various side effects he experienced which ultimately led to his death in the midst of a sparring session against his rival. The death of his brother saddened Shinjiro greatly as he had been his closest friend aside from Tsutomu, though after a period of mourning and respects being paid he put aside the memory, focusing on his training and his duties as any good shinobi should. Several years passed and his heart continued to be hardened as other half-siblings were brought into the household, each washing out in the early years. He knew he had to supress his emotions in order to be a successful host. Eventually, the screams of young children became common place and he learned to not grow attached to the children, not even considering them as siblings unless they graduated the academy. Nonetheless, after a young girl, Kiyome died from the household training methods Shinjiro confronted his father and demanded they stop bringing in children, after all none could hope to prove more promising than himself. His father agreed and the two never spoke of the encounter since, Shinjiro seemingly unphased by the girl’s death though in truth it burdened him greatly. This more calloused attitude continued to drive him into excelling at his craft as the years went by and his skills continued to grow becoming a Special Jounin by 14 and being recruited into the Seven Swordsmen of the mist as a Dagger.

During this time Shinjiro traveled to many lands, competing in tournaments in Fur Country and searching after legendary treasures alongside a Sunagakure shinobi by the name of Zekka and an Iwagakure Kunoichi named Kayuri. By the end of their travels and after assisting in the defeat of a Dragon and a conflict with a Konoha shinobi, Shinjiro was ordered to kill his friend Zekka, severing any ties of attachment to an enemy shinobi after he and his host guardians learned of the boys true loyalty. Fortunately, Kayuri had erased their presence from the others that had been in attendance in the conflict with the Dragon. Nonetheless it hardened Shinji further to kill the passive Sunagakure shinobi that he had come to consider his first friend, vowing to hunt down his friends rogue shinobi father before ultimately beheading Zekka and burning his corpse beyond recognition.

Over a year passed and Shinjiro’s skills grew to the point of proving himself as a full member of the Seven Swordsmen. He would perform a handful of missions alongside Iwagakure shinobi, participate in another tournament, this time in Star Country, claiming first place and as a reward be promoted to Jounin at the age of 15. No more than a few months later Shinji traveled alongside the infamous blood witch Muramasa Maido to Iwagakure, slaughtering hundreds of rogue shinobi and pirates along the way before eventually arriving and providing his services to the village as a show of strengthening the alliance between the villages. While in Iwakgaure Shinjiro turned 16, celebrating his birthday with his first sexual encounter though deeper feelings eluded him still, his only attachments to speak of being in his cousin Yuuto as well as a handful of other friends including the fellow Jinchurriki Nishiki and a Toukai by the name of Chisaki and a mentor figure in Kaguya Aimi.

However, after his return to Kirigakure, the young man soon had to bid Aimi farewell as the newly promoted Bannin departed for his own adventures. Discovering his own apprentice, Shinjiro took on a dagger, a young woman by the name of Karugata Asami who impressed him with her resilience and will to live after he decided to torture her for her disrespectful attitude. Shortly afterward tensions between the great nations began to escalate quite quickly. After a conflict in Soul country and skirmishes against foreign shinobi the world was soon thrust into war with each shinobi nation moving to secure new strongholds and resources. Proving himself instrumental in Conquering Starfall island alongside Muramasa Maido, Shinjiro was promoted to the rank of Bannin at the age of 17 and soon after earned the title of Overseer of the Seven Swordsmen. Throughout the war he fought alongside his Dagger Asami, proving himself a useful assassin and powerful vanguard on the battlefield, adapting to a variety of purposes and conditions, and excelling on all fronts.

Jutsu
DotonShow
Earth Element• Earth Key
D-Rank Ninjutsu
After forming hand seals an appropriate sized chunk of earth will rise up from the ground, then by focusing on the dirt/mud as it is pressed against a lock, the user can mold the substance into the opening of the lock, effectively forming a key specific to the lock. Once the form is established the key will harden to stone with durability of up to the users Control and be able to be used and kept like a regular key.

Doton • Tunnel
D-Rank Ninjutsu
After forming the necessary hand seals Shinjiro will place a foot or hand against an earthen or stone substance. Extending from within a meter of the point of contact a man sized tunnel will form at a speed equal to up to his Control and extending for a distance of 10 meters.

Doton • Hidden Passage
D-Rank Ninjutsu
After forming the necessary hand seals Shinjiro will place a hand against an earthen or stone wall of some sort. As long as there is no foreign chakra within the wall will part in up to a 5 meter meter wide opening, the maximum depth that can be parted is 10 meters and if Shinjiro wills it he can close this opening to its previous state with an additional hand seal.

*Doton • Landmine
C-Rank Ninjutsu
After performing the correct hand seals the user will tap their foot on the ground charging a 25 meter radius around their foot with explosive chakra. This is armed at [Control] speed. For the next three posts if anyone other than the user steps on the area it will explode with at a [Control] Strength explosion.

*Doton • Tremors
C-Rank Ninjutsu
After performing the correct hand seals and holding the last one, the user will stomp their foot on the ground, releasing their chakra in it and causing it to tremor violently for one post. The tremors radiate out from the user in a 25 meter radius, knocking down anyone standing on the ground without a stability taijutsu technique of a rank equal to [Control]. Lasts as long as the last seal is held, for up to 3 posts.
RaitonShow
*Raiton • Lightning Armament
D-Ranked Ninjutsu
After the correct hand seals are performed, the user coats themselves in a thick layer of lightning. This armour of lightning forms near instantly and requires [Control] Strength to break. During this time, the user's physical strikes apply the Raiton shocking effect.

*Raiton • Conductor
D-Ranked Ninjutsu
After performing the correct hand seals, the user will coat a weapon they are holding in Raiton electricity for 5 posts. This causes the shock effect to be produced on any contact with a target, while also granting blunt weapons the ability to cut through skin to produce shallow wounds. This also works for thrown weapons, however if the projectile remains out of contact with the user for more than 2 posts the technique will dissipate early.

Raiton • Lightning Jolt
D-Ranked Ninjutsu
After channeling chakra into a weapon the user will imbue it with raiton. Then, one time over the next 3 posts the user can release an arc of lightning from the weapon that shoots out with Strength and Speed equal to [Control]. This arc of lightning surges out in a single direction up to 10 meters.

*Raiton • Stun Gun
D-Ranked Ninjutsu
After performing the correct hand seals, the user will channel Raiton chakra to two of their fingers. They will then be able to fire up to three total bullet sized balls of concentrated lightning from their fingertips. These bullets will travel at [Control] speed, but will not have any physical force. Instead, they will apply light electrical burns similar to a sun burn and will apply Raiton's shocking effect.

Raiton • Lightning Blade
D-Rank Ninjutsu
Chanelling chakra into a weapon the user is able to enhance its edge with Raiton, applying [Control] Strength electrical burns and shocking to whatever it strikes as well as making it easier to cut through objects. This aura of lightning also serves to extend the length of the weapon by up to 2 meters and the width by
up to .5 meters. This jutsu lasts for a maximum of 5 posts.

Raiton • Nervous Shock
C-Ranked Ninjutsu
After performing the correct hand seals, the user will charge their hand with raiton, one time over the next three posts being able to fire a single burst of electricity from their palm in a single direction. This is produced as up to a 10m wide line which extends up to 5m into the air and travels a maximum of 25m from the user at [Control] Speed. The wave will apply the shocking effect and reduce the Willpower of any living thing it strikes by 1 for 3 posts by electrically interfering with the brain's nervous signals.

Raiton • Arc linking
C-Ranked Ninjutsu
After forming the necessary hand seals the user can link one of their existing sources of Raiton to a conductive surface or object within 30 meters of the chakra source. The arc moves at a Speed equal to [Control] and possesses its previously determined strength. This link will be maintained for 5 posts as long as the two points remain within 30 meters. If the distance is exceeded the link will be broken, though it will attempt to reconnect should they return within proximity within the allotted duration.

Raiton • Explosive Charge
C-Ranked Ninjutsu
By channeling Raiton chakra into any item, the user will turn it into a ticking time bomb. Either when 3 posts are up or when activated through the use of Chakra Kai, the object will explode, releasing all the Raiton chakra in it in a [Control] strength explosion and surging electricity, diffusing into its surroundings and applying its paralyzing effect.

Raiton • Lightning Surge
C-Ranked Ninjutsu
After forming the necessary handseals the user will manifest lightning around one of their hands, then aiming at a target they can cause lightning to surge from their hand towards a location within 25 meters at a Speed of [Control] and with a shocking Strength of [Control]. This jutsu can be maintained for as long as the user has chakra, able to move their hand about to direct to other targets in a linear fashion.

Raiton • Voltaic Zone
C-Ranked Ninjutsu
After performing the correct hand seals, the user will seep Raiton chakra in an area around them with a 25m diameter. This will produce an electric current on the ground in this area visible as crackling lightning on the surface. Any other than the user who steps into this zone will have the shocking effect applied and their legs will sustain [Control] Strength shocks, and any metallic objects aside for those wielded by the user will act as lightning rods, targeted by jolts of electricity. These currents last 3 posts, while it ends immediately if the user leaves the area.

Raiton • Galvanic Zone
B-Ranked Ninjutsu
After performing the correct hand seals, the user will seep Raiton chakra in an area around them with a 35 meter diameter. The user's Raiton will constrict and paralyze jutsu, objects and people who enter it with a Strength and Speed of [Control] They will lose -3 Speed per post for 3 posts or until the user ends the jutsu.

*Raiton • Thousand Birds
B-Ranked Ninjutsu
The user of this technique will gather a concentrated amount of Raiton in their hand after they perform the hand seals for this technique. The lightning causes a sound similar to thousands of birds chirping over the top of each other while it is in existence. The user will then dash at full speed toward a target and attempt to thrust their hand into their target's body using their strength and momentum. The lightning then jumps from the user's arm into the opponent's body where it ravages the insides with a [Control] Strength surge of Raiton chakra.

Raiton • Thousand Birds Current
S-Ranked Ninjutsu
Prerequisite: Raiton • Thousand Birds
After performing the hand seals similar to that of the Thousand Birds technique, the user will begin to spark with various bolts of electricity. For up to 8 posts the user will be surrounded by crackling lightning, which will immediately lash out at any person or object within a 60-meter radius of them at [Control] speed. This will then strike with [Control] strength and apply third degree electrical burns to those it hits.
GenjutsuShow
[Genjutsu • Afterimage]
D-Ranked illusion Genjutsu
After forming the necessary seals Shinjiro will reach for one of his swords, seeing this motion will initiate the genjutsu. As he begins moving, often slowly at first his body will distort and any movement made will produce an afterimage. These afterimages will linger in the air for several seconds after every movement he makes which can easily disorient an opponent and making tracking his true location more difficult. After 3 posts these afterimages will no longer produce themselves and the genjutsu will end.

[Genjutsu • Hot to the Touch]
D-Ranked Illusion Genjutsu
Shinjiro will channel chakra throughout his body, then if anyone smells the scent of one of his smoke grenades, the genjutsu will initiate. For the next 3 posts, anytime the victims touch anything, the thing they touch will feel hot. Though not hot enough to burn them, the instinct is to pull away from whatever they touch. If they sustain contact however, they will find the sensation uncomfortable but only slightly painful.

[Genjutsu • Descending Shadow]
D-Ranked Illusion Genjutsu
Shinjiro will channel chakra throughout his body, then let out a quick whistle. Anyone who hears this will experience no change, however if they come within 7 meters of him in the next 3 posts, they will see a shadow come from above them, as if someone is jumping, descending on them. This shadow lasts for only a brief moment then vanishes.

[Genjutsu • Paranoid]
D-Ranked Illusion Genjutsu
The user will channel chakra, then take a step forward. Any targets who sees this motion will be captured in this genjutsu. For the following 4 posts, the target will see a blur of movement in the corner of their eyes, constantly shifting out of view when they attempt to look at it.

[Genjutsu • Trick Arrow]
D-Ranked Illusion Genjutsu
After forming hand seals Shinjiro will whistle, causing anyone to hear this noise to see the Malevolence Arrow(s) as a simple throwing knife/knives. The illusion makes the weapon appear smaller than it actually is, only the 6 inches near the fletching visible in the form of a knife, making it difficult to properly time blocking, as any parry would simply slightly alter the angle of attack. This illusion lasts for 3 posts.

[Genjutsu • Flash]
C-Ranked Illusion Genjutsu
Shinjiro will channel chakra throughout his body, then reach for his sword. Anyone who sees him do so will experience no change, however if they come within 5 meters of the user in the next 3 posts they will experience a sudden flash of light which will blind them for a brief moment before returning their sight to them perfectly, ending the genjutsu.

[Genjutsu • Shock]
C-Ranked Illusion Genjutsu
Shinjiro will channel chakra throughout his body, then make a whistling noise, designed for multiple opponents. Anyone who hears the whistling be affected, If they get within 5 meters of the user they will see a bolt of lightning jolt from the sky into their hands and feel a sudden shocking pain in their hands, typically enough to interrupt hand seals or make them drop whatever they’re holding. This pain and numbness persist for 2 posts.

[Genjutsu • Distrust]
C-Ranked Status Genjutsu
The user will do a series of hand seals, designed to affect a large number of targets. Then when anyone smells the scent of one of his smoke grenades the genjutsu will be initiated. For the next three posts, the victims of this technique will feel it difficult to trust others, feeling like anyone might betray them and anything they are told is probably a lie. This can easily lead to hostility and selfishness, making it extremely difficult to work together with others or follow commands.

[Genjutsu • Bloodlust]
C-Ranked Status Genjutsu
After channelling chakra anyone that smells blood will find themselves much more easily prone to rage and violence. This is not strong enough to make anyone kill anyone they wouldn’t normally but it could make them quick to temper even with comrades and be prone to solving disputes with violence and overall taking a more aggressive approach to decision making than they normally would. This genjutsu lasts for 3 posts.

[Genjutsu • Phantom Limbs]
C-Rank Illusion Genjutsu
Channeling chakra, the user will walk toward their target, putting their hands down toward their sides and/or pockets. Anyone who sees these actions will be caught in this genjutsu. For the next 5 posts any changes to the user’s body will appear invisible so long as the changed body parts move at less than half speed, otherwise appearing as translucent distortions. Similarly, as long as they move at half speed the chakra within the limbs will seem distorted and difficult to pinpoint, like static in the air. This Jutsu lasts for 4 posts.

[Genjutsu • Trust]
B-Ranked Status Genjutsu
The user will do a series of hand seals or channel chakra, then smile at their target. Should the target see them smile, they'll be caught in the genjutsu. For the next 4 posts, the target will have a sense of trust originating from the user and things they do. If the user speaks, they will be inclined to listen, if they offer a hand they’ll be inclined to hold it. Negotiations will be much more successful and the target will find themselves feeling they can be open and honest with the user.

[Genjutsu • Phantom Weaponry]
B-Ranked Warp Genjutsu
Shinjiro will channel chakra throughout his body before taking a step towards his opponent. Those who see him take this step will suddenly forget that he has Katana, or any weapon at all. To support this belief, Shinji will appear as if he has no weapons on his person and his hands will open even if he is gripping a weapon or making a fist. If the user attempts to make a lethal strike toward the affected target, the genjutsu will be broken. Lasts for 4 posts.

[Genjutsu • Hidden Mist]
B-Ranked Warp Genjutsu
After forming hand seals, this genjutsu will initiate in anyone that smells the scent of his blood, designed to target multiple opponents. Even if the target doesn’t have enhanced senses if Shinji has an openly bleeding wound and is within 30 meters of them they will be affected. Once initiated a think blanket of mist will appear to roll in around them, obscuring vision so that they are only able to see 2 meters ahead of them. This mist will follow the target wherever they move and will not disperse unless the genjutsu is broken. While in the midst the target will feel a fogginess of the mind as well, making it difficult to form complex thought or recall important details such as plans and objectives or even names or faces unless they put a lot of focus and effort into recalling such things. This genjutsu lasts for 4 posts.

[Genjutsu • Shadowmeld]
B-Ranked Illusion Genjutsu
Shinjiro will channel chakra throughout his body before taking a step backward. Anyone who sees him take the first step will watch as he continues to step backwards and slowly change form into a shadowy figure, vanishing from sight by the end of the post. For the next 4 posts the user cannot be seen by those afflicted and the environment will become dimly lit with shadowy figures emerging from the ground and moving about slowly, that disperse in wispy black smoke when struck.

[Genjutsu • Taunt]
B-Ranked Status Genjutsu
The user will channel chakra and say, “Is that all you’ve got?” anyone who hears this will feel compelled to utilize their strongest attack, believing it will finish of their opponent and that any other attack will be useless. Regardless of if it’s an S-Rank Taijutsu, Ninjutsu or Genjutsu the target will feel compelled to only use their highest rank techniques. This lasts for 4 posts.

[Genjutsu • Smoke]
B-Rank Warp Genjutsu
Channelling chakra, the user will exhale poison, anyone who sees the poison bellowing out from Shinjiro’s mouth will be caught in the genjutsu. Suddenly any poisonous gasses, including Shinjiro’s blood aura will appear to be smoke. The target will forget it was ever anything else and believe it to simple be a harmless visual obstruction. This jutsu lasts for 5 posts.

[Genjutsu • Retreat]
B-Ranked Illusion Genjutsu
The user will channel chakra and then make a waving with their arm. Anyone who sees this movement will be under the illusion. The user themselves will become ‘invisible’ to the target and a replicant will take their place, turning and retreating at up to the user’s maximum speed. No matter what the target does to attack the illusionary clone it will appear to narrowly evade each attack and keep fleeing. If the user makes an attempt at a lethal strike toward the target the jutsu will end. This will last 5 posts.

[Genjutsu • One with the Crowd]
A-Ranked Illusion Genjutsu
The user will channel chakra and then exhale a cloud of poisonous gas. Meant to multi-target, anyone who sees the bellowing gas will be caught in the genjutsu. For the next 6 posts, everyone the targets see will appear exactly the same as Shinjiro did when he performed the genjutsu regardless of any changes they attempt to make to their appearance. Everyone’s voice and scent similarly will perfectly match that of Shinjiro, making it quite difficult to determine who the real one is.

[Genjutsu • Equilibrium]
A-Ranked Warp Genjutsu
After channelling chakra, anyone that feels the vibrations from one of Shinji's roars/kia shouts be affected by this genjutsu. The targets do not need to be directly hit by the wind blast or physically feel the sensation, even transfering the vibrations of the attack through another surface will suffice. Those affected will feel their balance immediately falter as they lose sense of their equilibrium, making it extremely difficult to orient themselves and perform taijutsu. Moreover, their vision will rotate and continue to flip three times to the right and then three times back to the left and repeat this constantly for the next 5 posts.

[Genjutsu • Dark Wings of Defeat]
A-Ranked Warp Genjutsu
Prerequisite: 34 Willpower
This is a Genjutsu technique that allows the caster to place a large body of people into a lethargic state by channeling chakra. The genjutsu is initiated when the targets hear Shinji make a bird call of some kind. Once the targets hear the sound, they will see and hear a murder of crows flying toward them with black feathers fluttering around and falling down. For the opponents to realize this is a genjutsu, they just need a Will Power stat of 25, and then the standard control prerequisite to break out of it. If they don't break out of the genjutsu, the target will feel as if nearly all their chakra has been sapped from their body, collapsing in a near unconscious state, too tired to move or perform jutsu for the next 5 posts. If the user targets a victim with a lethal attack they will feel their energy and alertness suddenly returned to them.

*[Genjutsu • Alzheimer’s]
A-Ranked Status Genjutsu
This jutsu can be extremely useful when used at the right time during battle. After performing this jutsu and making eye contact, the opponent forgets how to use all of the ninjutsu and genjutsu they know, except basic jutsu. If they attempt to recall a jutsu they will feel the same sensation as if a word is on the tip of their tongue, confused and nothing will happen. Lasts 2 posts.

[Genjutsu • Just Out of Reach]
A-Ranked Illusion Genjutsu
Prerequisite: 35 Will Power, 35 Control
The user will channel chakra and say the word ‘Far’ anyone who hears this word, will be under the effects of the genjutsu. The distance between the user and target will appear to be increased to 100 metres. If the target moves closer, the user will appear to move back, and the distance will appear to remain the same. Similarly, any attacks made by the user will appear to be coming from 100 meters away. This often leads to the target overshooting attacks, misjudging timing, and aiming at the completely wrong spot. This jutsu lasts for 6 posts.

[Genjutsu • Domination of Sound]
S-Ranked Illusion Genjutsu
Prerequisite: 38 Will Power
The user will channel chakra and then make a howling or roaring noise, designed to affect anyone that hears this sound. For the next 5 posts the hearing of anyone affected by this Genjutsu is completely under the user’s control. The user can create any sounds, make things not able to be heard, or anything in between, affecting everyone equalling or altering individual perceptions as required.

*[Genjutsu • Defeat]
S-Ranked Status Genjutsu
Prerequisite: 46 Will Power
The user has to be within 5 meters of the target. By forming the hand seals and meeting eyes with the opponent, they will quickly fall into this technique. With each step the genjutsu user takes, the victim will feel a steadily increasing feeling of defeat. When the user is finally right in front of the target, they will be so overwhelmed that they will fall to their knees in fear and have a horrible sick feeling of dread. While the attempt to make any fatal attack by the genjutsu user will immediately break the genjutsu, this feeling in the victim will make them answer almost any question with complete honesty. The word fatal is key, however, as the user can freely beat and physically injure the opponent while they are in this trance, they simply cannot kill. This feeling of defeat can last for up to 10 posts.

[Genjutsu • Visions of Fear]
S-Ranked Warp Genjutsu
After channeling chakra and making eye contact, the target will begin to see things. This allows the user to tap into the target’s consciousness and find their fears, manipulating their surroundings freely and bringing their fears to life, making them look and sound real. The target is even capable of feeling intense physical pain as well as immense fear, panic and despair as various scenario’s play out. This genjutsu will last for 5 posts.

[Genjutsu • Back to Square One]
S-Ranked Warp Genjutsu
After channeling chakra and making physical contact with a target this genjutsu is initiated. The target will see and feel as if they are a child once again, typically between 3-8 years old. Their body will feel physically weak, reverted to a time before they began their training as a shinobi or a warrior. The target will believe they are unable to perform their techniques and will forget how to coordinate taijutsu maneuvers effectively. This genjutsu lasts 6 posts.

[Genjutsu • Touch Control]
S-Ranked Illusion Genjutsu
Prerequisite: 50 Will Power
The user will do a series of hand seals or channel chakra. Designed to target multiple opponents, if the targets smell the user’s blood, even being within 75 meters of the source without enhanced senses, the user will take complete control of their sense of touch for the next 5 posts. The user can create any feeling, or completely remove the targets sense of touch, or anything in between. This devastating genjutsu can completely alter the course of combat.
Totem StyleShow
Totem Style:
This style of fighting seeks to emulate the movements of animals. Those skilled in its use can make quick strikes as a snake, powerful takedowns as the bear, or devastating charges as the bison. A true master will know how to combine each of these into a cohesive and dangerous combat art.
  • Requirements: One of [Perception], [Deft Hands], or [Rigid Structure]
*[Totem Style • Cobra's Strikes]
D-Ranked Taijutsu Stance
Prerequisite: [Deft Hands]
The user folds their hands over where the thumb and fingers make a cone-like point. Their defenses consist of dips and sways to dodge attacks. Their offenses are focused on pin point application of pressure using these points and lightning quick strikes.

*[Totem Style • Bear's Endurance]
D-Ranked Taijutsu Stance
Prerequisite: [Rigid Structure]
The user takes a stable stance with their arms wide and their legs slightly past their shoulders. They are turned slightly so either shoulder is facing their opponent. This stance offensively emphasizes powerful sweeping blows that are designed to break bones and cause great damage while defensively the stance focuses on resilience and forcing through to cause your own strikes to land through theirs.

*[Totem Style • Tiger's Hunt]
D-Ranked Taijutsu Stance
The user's stance is low and focused on fluidity. They advance with each attack given or received, dodging to the left or right rapidly but always closing the gap. Once closed they attack with rapid, if unaimed, strikes focused on overwhelming their opponent.

*[Totem Style • Turtle's Shell]
D-Ranked Taijutsu Stance
Prerequisite: [Rigid Structure]
This stance is focused on resilient defenses at the sacrifice of nearly all offensive ability. The user holds their hands open and their body perpendicular to their target. They use their strongest points to absorb incoming damage, protecting their core. Often they will grab or redirect attacks to simulate them sliding off a turtle's shell.

*[Totem Style • Cobra's Bite]
C-Ranked Taijutsu Maneuver
Prerequisite: [Deft Hands], *[Totem Style • Cobra's Strikes]
The user makes a string of rapid attacks aimed at the collarbone, throat, and shoulder. They focus more on speed than power, causing each attack to be slightly weak but still damaging and very draining. If the user has more 5 or more Strength than their opponent's Endurance their collarbone will be broken, the shoulder severely bruised and difficult to move, and they will have trouble breathing.

*[Totem Style • Bear's Slam]
C-Ranked Taijutsu Maneuver
Prerequisite: [Rigid Structure], *Totem Style • Bear's Endurance
The user charges forward in a surge of speed for momentum. When able they will bring both arms around in powerful slams to either side of their target's body. From here they will lift them up over their head before coming back down in a powerful slam against the ground.

*[Totem Style • Tiger's Pounce]
C-Ranked Taijutsu Maneuver
Prerequisite:*Totem Style • Tiger's Hunt
The user makes a full sprint at their target, using their legs to rapidly move to the left or right of any incoming attacks. Once there they will leap at them with full force, aiming to place themselves on top of their opponent, using their body to push them down. If this works they will unleash a flurry of strikes to take full advantage of the situation and end the fight quickly.

*[Totem Style • Turtle's Iron Wall]
C-Ranked Taijutsu Maneuver
Prerequisite: [Rigid Structure], *[Totem Style • Turtle's Shell]
The user will use their open hands and forearms to slow the momentum of incoming physical attacks. They will then angle and push against to force the attack behind them and away. While not complex, this nearly negates all damage from physical attacks that aren't pierce or slash based.

*[Totem Style • One With All]
C-Ranked Taijutsu Discipline
Prerequisite: [Perception]
The user focuses on their animal spirits and drops into a pseudo-meditative state. They focus their mind against goading and unnecessary internal distraction. While like this they have a lessened sense of self, seeing themselves as a vessel through which the animal spirits flow. However, they are more capable of switching between their stances with absolute fluidity, often doing so mid action.

*[Totem Style • Crushing Bear's Paw]
B-Ranked Taijutsu Maneuver
Prerequisite:[Totem Style - Bear's Endurance]
Requiring great strength and amazing tenacity this move can end most matches in a single stroke. By buckling down and pitting strength against strength the adept will attempt to grapple their opponent. Once achieved the will grab any of the limbs and repeatedly slam them against the environment or any terrain, often doing so with such speed and force as to forbid any real retaliation. The final slam is done by gripping an arm and a leg, leaping into the air, and sliding the grappled target beneath them mid leap. They will then come down full force with their feet firmly planted in their target's spine.

*[Totem Style • Furious Tiger's Claw]
B-Ranked Taijutsu Maneuver
Prerequisite: *[Totem Style • Tiger's Pounce]
Relying on great speed and ferocity the adept will close the distance in a series of lightning quick bounds. Once close they will unleash a flurry of attacks with little aim, but great in number. These attacks can be made with feet, head, limbs, or any other implements they might currently have. However, this assault leaves minimal to no room for a counter attack. The most powerful aspect of this assault is it's ability to be made while their opponent is on the retreat, and the seemingly impossible angles they're able to strike while still moving forward. Such a display is taxing and can only last for a number of posts equal to (Endurance/10).

*[Totem Style • Dragon's Ascension]
B-Rank Taijutsu Maneuver
Prerequisite: *[Totem Style • Dragon's Divinity], 35 Strength
The adept can launch themselves skywards a number of yards equal to their strength. By kicking against the air with such force that they create a shockwave behind them, they can repeat these jumps off of the air itself and sustain this pseudo-flight as long as their Endurance allows. They move in arcs, always falling downwards towards the end of their arc, and 1/2 Speed.

*[Totem Style • Turtle’s Total Defense]
B-Ranked Taijutsu Maneuver
Prerequisite: [Rigid Structure], *[Totem Style • Turtle's Shell]
A defensive skill used by the adept against even chakra based attacks. By balancing their stance and holding their arms open they ready for any and all incoming attacks. Pitting their strength and speed against their opponent's they aim to reflect nearly all attacks launched at them. They will strike any solid attack in such a way as to prevent cuts, pierces, or abrasion and send it towards their opponent at full force. Such a display is taxing and can only last for a number of posts equal to (Endurance/10).

*[Totem Style • Phoenix's Birth]
A-Ranked Taijutsu Stance
Prerequisite: [Perception]
Reaching the point of unreal the adept is capable of focusing their mind and body to great lengths. They control the surface temperature of their skin to raise to unimaginable degrees, nearly causing them to burst into flames, to repel attacks from opponents. They must focus for a full post but can sustain this stance for (Endurance/5) posts. This heat does hurt but does not travel beyond the surface layers of their body, protecting the inner tissue. While in use the user moves constantly in wide arcs, dispersing heat rapidly to prevent too much damage.

*[Totem Style • Phoenix's Flame]
A-Ranked Taijutsu Maneuver
Prerequisite: *[Totem Style • Phoenix's Birth]
A quick sweep of the user's arms causes the friction heat from the wind alone to ignite and send a swath of flames in a 15m wide arc. These flames travel and strike at a speed equal to 3/4 the speed of the user out to a distance equal to 3/4 the user's strength in meters. They're intense, igniting flammable materials on contact and causing second degree burns with every connecting flame.

*[Totem Style • Phoenix's Claw]
A-Rank Taijutsu Maneuver
Prerequisite: *[Totem Style • Phoenix's Flame]
The user locks their hands into a claw fashion and raises the temperature of their entire body to sweltering heights. In a powerful surge they thrust their hands forward, sending a pressurized wave of fire and air directly forward at a rate of 3/4 their speed. It strikes with a force of 3/4 their strength out to their strength in meters in a straight line. The flames are intense enough to cause combustibles to burn instantly and cause third degree burns. The user can not do this again for 2 posts or else risk taking the full force of the burns to themselves.

Totem Style • Body Slam
A-Rank Taijutsu Maneuver
Prerequisite: 35 Strength
Often utilizing the size or strength of one of his larger transformations Shinjiro will propel his body upwards and then slam down with all of his might causing large scale damage around him. Shockwaves equal to 4/5’s of the user's Strength will emanate in a 100 meter radius causing a pressure blast that can also create earthquakes, cave-ins or tidal waves depending on the terrain, which carries the same strength of the shockwave, delivering damage on a large scale.

Predators Tracking
A-Rank Taijutsu Discipline
Prerequisite: [Perception]
Shinjiro has developed a remarkably keen sense of smell even when not transformed into an animal. He can easily distinguish scents between people as well as pick up on trails that are several days old. His passive range is equal to his Willpower stat though for particularly strong smells such as blood or decay he can detect from a distance of [Willpowerx5] meters away. When in a transformed state of an animal with a strong sense of smell such as a canine the range of his sense of smell is doubled.

Blood Reaver
S-Rank Taijutsu Maneuver
Prerequisite: 35 Strength
After dipping his claws or a bladed weapon in blood Shinji can make a powerful slash that launches a line of blood from each bladed surface used. These thin lines of blood can travel for 15 meters at a Speed and Strength equal to 4/5’s Shinji’s Strength stat. This technique can be used multiple times in quick succession though each time blood must be reapplied to the weapon.

Nemean Lion’s Hide
S-Ranked Taijutsu Maneuver
Prerequisite: 40 Strength, [Rigid Structure]
Shinji’s body conditioning had developed to the point where so long as he can perceive an attack incoming, he is able to tense his body, either fully or in a specific location in order to greatly increase the durability of every part of his body, even in his various transformed states. While flexing in such a way only strikes made with higher strength than Shinji’s will damage him. Additionally, should he flex his body after being cut or stabbed he can trap the offending weapon within his flesh unless the opponent is stronger than him. With an additional flex the portion of the weapon embedded in him can be snapped off so long as Shinji’s strength is high enough to break it.
ZantouShow
The ancient warriors of the Frost Country, battling both against harsh, unforgiving climates and constant attacks from outside forces, developed Zantou, a special style of Kenjutsu to fight back against invaders while defending even the strongest of arctic gates. Unlike most other styles, which often make use of highly technical swordplay, elaborate footwork, and blinding speed, Zantou attacks the mind of the opponent and defeats him both in body and in soul. Zantou is unique amongst the traditional kenjutsu styles in that it mandates the use of twin swords. While most practitioners opt for pairs of kodachi or ninjato for superior defense while maintaining a strong offense and adequate reach, any pair of swords can be used with this style. A combination of intense mental focus, quick and powerful strikes, and harnessing one's will to influence themselves and their opponents using [i]Kiai[/i][/i], Zantou brings the body, mind, and soul of the warrior together in a fierce union, becoming an embodiment of the blades they wield.

Requires: [Sword Weapons], [Perception], [Deft Hands] Concentrations.
*[Zantou • Winter Solstice]
D-Rank Taijutsu Stance
The basic Stance of Zantou, the practitioner holds one blade forward, parallel to the ground, and holds the other high over the head, pointing toward the opponent. The low blade grants the practitioner the ability to quickly defend against an opponent's attack while the blade raised overhead allows the practitioner to either quickly attack or counterattack with a powerful downward swing or thrust. This pairing of defense and offense serves as one of the cores of Zantou's swordsmanship. Drawing in a deep breath, the practitioner also gathers up their energy and releases a kiai. This Stance allows the practitioner to ignore non-critical distractions and minor environmental factors, such as small amounts of excess heat, small amounts of excess cold, small amounts of fatigue, and even small amounts of pain, allowing them to focus entirely on their opponents' movements and the tasks at hand. While in this Stance, the practitioner is conferred with a +2 increase to Strength and +1 increase to Will Power but suffers a -2 penalty to Chakra Pool and -1 penalty to Control. The practitioner may end this Stance whenever they so wish.

*[Zantou • Ambidexterity]
D-Rank Taijutsu Discipline
After practicing for a long amount of time with the concept of using both of their hands with equal skill, the user has developed a level of ambidexterity that allows them to utilize both hands equally and as effectively without any penalty. This extends to other methods of combat or simple everyday life as well.

*[Zantou • Winter River Flows]
D-Rank Taijutsu Discipline
The physical training and mental focus encouraged by Zantou allows for the practitioner to adapt quickly and take advantage of opportunities to attack when they present themselves in combat. This Discipline represents the practitioner's ability to alter the direction of their blade mid-cut. This can be used to work around a block, or simply to act as a powerful feint and strike all in the same motion without stopping. This Discipline can make a Zantou practitioner’s movements difficult to predict in a fight.

*[Zantou • Eyes of the Snow Owl]
D-Rank Taijutsu Discipline
Prerequisite(s): *[Zantou • Ambidexterity].
The practitioner of Zantou must be capable of both defending and attacking within the same movement. This Discipline represents the practitioner's training and capacity to block an attack with one sword while simultaneously attacking with the other while wielding two or more weapons, making it more difficult for opponents to adequately block or counter the practitioner's attacks.

*[Zantou • Shifting Winds]
D-Rank Taijutsu Discipline
Prerequisite(s): *[Zantou • Ambidexterity].
Complete control of the weapons one is wielding is a necessity to ensure a practitioner of Zantou is proficient in the style. This Discipline represents the practitioner's ability to switch either one of their swords (or both, if they wish) from standard grip to reverse grip reflexively, the movements to do so firmly trained into their muscle memory. This allows the Zantou practitioner to ensure that the cutting edges of their blades are always facing the opponent whenever they want them to be. This Discipline can make a Zantou practitioner’s movements difficult to predict in a fight.

*[Zantou • Frigid Gust]
D-Rank Taijutsu Maneuver
Zantou harnesses the inner strength of its warrior to cause the opponent to falter. Intentionally clashing with the opponent's weapon at a weak point, the practitioner immediately torques the muscles in their arm to violently push and twist the weapon in a single direction. An opponent affected by this technique must have a Strength higher than the practitioner's Strength to avoid losing their grip on their weapon or being disarmed entirely. The practitioner can immediately follow up on this opening with a slash with the other weapon if they so wish.

*[Zantou • Winter Snow]
C-Rank Taijutsu Stance
Prerequisite(s): *[Zantou • Winter Solstice].
Building upon its parent technique, this Stance further builds upon further sharpening and refining the practitioner's capacity to focus on the opponent and the task at hand. The practitioner holds one blade forward, parallel to the ground, and holds the other high over the head, pointing toward the opponent. The low blade grants the practitioner the ability to quickly defend against an opponent's attack while the blade raised overhead allows the practitioner to either quickly attack or counterattack with a powerful downward swing or thrust. This pairing of defense and offense serves as one of the cores of Zantou's swordsmanship. Drawing in a deep breath, the practitioner also gathers up their energy and releases a kiai. While in this Stance, the practitioner can more easily ignore non-critical distractions, focusing solely on the opponent(s). They also are able to ignore moderate heat, moderate cold, moderate fatigue, and even a moderate amount of pain. They can read the opponents' muscle contractions and body positioning more accurately in this stance, and they are able to read both the direction and the type of attack that is imminent. The opponent can still effectively mask their movements if they have a movement-concealing Stealth technique of equal or higher rank than this technique. While in this Stance, the practitioner is conferred with a +2 increase to Strength and Will Power but suffers a -2 penalty to Chakra Pool and Control. The practitioner may end this Stance whenever they so wish.

*[Zantou • Wolf Pack Paradigm]
C-Rank Taijutsu Discipline
Much of a human's movements are inefficient and waste energy, especially in regards to combat. The practitioner has learned how to fully synchronize and harmonize the movements of their body in and out of combat. This Discipline represents the practitioner's knowledge and mastery of kinetic linking, the efficient movement and transferal of potential energy from one part of the body to the other, eliminating potentially wasted Endurance and chakra and allowing the practitioner to last longer than ordinary in a fight.

*[Zantou • Wolf Pup Bite]
C-Rank Taijutsu Maneuver
As opposed to most attacks, which aim to do as much damage as possible as in few movements as necessary, this technique aims to slowly whittle away an opponent from the outside in. Whenever an opponent parries or blocks an attack, the practitioner can quickly sidestep, dragging the weapon along the opponent's guard and making a small incision somewhere along their outer extremities. While the cuts themselves are shallow and may appear superficial at first, continued use of this technique against an enemy can result in significant blood loss. Each successful application of this technique will leave a wide, shallow cut that will increase the pace at which the opponent loses blood and, in turn, Endurance.

[Zantou • Crashing Blizzard]
C-Rank Taijutsu Maneuver
Prerequisite(s): Strength must be equal to or higher than Speed, *[Zantou • Wolf Pack Prowl].
Primarily used as a counter-attack, the practitioner reads his opponent, waiting for the opponent to initiate his attack. As the opponent commits to the attack, the practitioner torques the muscles in their arms and legs, accelerating the next series of movements to their maximum speed. The practitioner starts by parrying and forcing the opponent's blow away from their center of mass, leaving their torso exposed. Then, they attempt to run their opponent through with a violent thrust. Should the practitioner's attack not hit their mark, they will quickly jump back on focus on blocking any counter attacks, minimizing the potential opening to be exploited.

[Zantou • Wolf Pack Bloodlust]
C-Rank Taijutsu Maneuver
Prerequisite(s): ]*[Zantou • Frigid Gust].
A technique that can be added onto the end or at the beginning of another Maneuver for a more potent attack string, the practitioner momentarily torques every muscle in their body before attacking with a flurry of vicious, alternating thrusts. Each thrust is targeted at a wildly different part of the opponent's body, making it difficult to properly defend against each thrust.

*[Zantou • Winter Blizzard]
B-Rank Taijutsu Stance
Prerequisite(s): *[Zantou • Winter Snow].
Building upon its parent technique, this Stance further builds upon further sharpening and refining the practitioner's capacity to focus on the opponent and the task at hand. The practitioner holds one blade forward, parallel to the ground, and holds the other high over the head, pointing toward the opponent. The low blade grants the practitioner the ability to quickly defend against an opponent's attack while the blade raised overhead allows the practitioner to either quickly attack or counterattack with a powerful downward swing or thrust. This pairing of defense and offense serves as one of the cores of Zantou's swordsmanship. Drawing in a deep breath, the practitioner also gathers up their energy and releases a kiai. While in this Stance, the practitioner can very easily ignore non-critical distractions, focusing solely on the opponent(s). They also are able to ignore high heat, deep cold, mild oxygen deprivation, severe fatigue, and even a severe amount of pain. They can read the opponents' muscle contractions and body positioning more accurately in this stance, and they are able to read the direction, the type, and the timing of an attack that is imminent. The opponent can still effectively mask their movements if they have a movement-concealing Stealth technique of equal or higher rank than this technique. While in this Stance, the practitioner is conferred with a +3 increase to Strength and Will Power but suffers a -3 penalty to Chakra Pool and Control. The practitioner may end this Stance whenever they so wish.

*[Zantou • Polar Bear Claw]
B-Rank Taijutsu Maneuver
Prerequisite(s): *[Zantou • Ambidexterity].
One of the few full committal techniques of Zantou, the practitioner momentarily torques the muscles in their arms. Then, in a single, explosive release, the practitioner looses a kiai and two crossing diagonal slashes from opposite sides. Opponents within a number of meters equal to the practitioner's Strength must have a Will Power equal to or higher than the practitioner's Will Power to resist the kiai effect. Otherwise, the opponents will suffer from minor disorientation from the disruption of the equilibrium, resulting in a -6 penalty to Speed for the next three posts. At the center of the attack, the second blade crashes into the back of the first, driving the first blade deeper into the opponent's guard, weapon, armor, or body. This technique is effective at breaking an opponent's weapon, armor, or defenses. The disorientation effect from this technique can be stacked with other disorientation effects and refreshes the post limit for any disorientation effect currently imposed on the opponents.

*[Zantou • Polar Bear Pursuit]
B-Rank Taijutsu Maneuver
Prerequisite(s): *[Zantou • Frigid Gust].
An uncharacteristically aggressive technique with a heavy commitment, the practitioner draws in a small breath before unleashing a stream of kiai against the opponent before attacking them with a powerful series of alternating slashes and thrusts. Opponents within a number of meters equal to the practitioner's Strength must have a Will Power equal to or higher than the practitioner's Will Power to resist the kiai effect. Otherwise, the opponent will suffer from minor disorientation from the disruption of the equilibrium, resulting in a -6 penalty to Speed for the next three posts. This disorientation can allow the practitioner to overwhelm the opponent's senses and defenses to land any number of serious, if not fatal, blows. The disorientation effect from this technique can be stacked with other disorientation effects and refreshes the post limit for any disorientation effect currently imposed on the opponents.

*[Zantou • Polar Bear Roar]
B-Rank Taijutsu Maneuver
Prerequisite(s): 35 Strength.
Reflexively torquing muscles around the body, the practitioner releases the pent up energy with a fierce kiai, the amount of energy released so potent that it violently stirs the air up around the practitioner up to a number of meters equal to the practitioner's Strength in all directions with wildly alternating wind currents. This technique is able to destroy bindings and repel attacks, projectiles, and ninjutsu with a strength equal to 1/2 of the practitioner's Strength stat, rounded down, often simply diverting these attacks around or away from the practitioner instead.

*[Zantou • Winter Maelstrom]
A-Rank Taijutsu Stance
Prerequisite(s): *[Zantou • Winter Blizzard].
Building upon its parent technique, this Stance further builds upon further sharpening and refining the practitioner's capacity to focus on the opponent and the task at hand. Drawing in a deep breath, the practitioner also gathers up their energy and releases a kiai. The level of skill the practitioner has attained allows the practitioner to effectively attack and block from a neutral stance without any detriment. While in this Stance, the practitioner can effortlessly ignore non-critical distractions, focusing solely on the opponent(s). They also are able to ignore extreme heat, extreme cold, moderate oxygen deprivation, extreme fatigue, and even extreme pain. They can read the opponents' muscle contractions and body positioning very accurately in this stance, and they are able to read the direction, the type, the timing, and the speed of an attack that is imminent. The opponent can still effectively mask their movements if they have a movement-concealing Stealth technique of equal or higher rank than this technique. While in this Stance, the practitioner is conferred with a +4 increase to Strength and Will Power but suffers a -4 penalty to Chakra Pool and Control. The practitioner may end this Stance whenever they so wish.

*[Zantou • Frost Dragon's Flight]
A-Rank Taijutsu Discipline
Prerequisite(s): *[Zantou • Winter Maelstrom].
The practitioner has learned to strike and defend with movements that shift suddenly and ferociously. This Discipline represents the practitioner's knowledge and mastery of movement and muscle control, to the point that their movements, attacks, and techniques have no telegraphing signs until they are already in motion. This makes it much more difficult for opponents to properly react to the practitioner's actions in combat. Opponents must have a sight-based or sound-based Perception technique of equal or higher rank than this technique to adequately read the practitioner's movements, attacks, and techniques.

*[Zantou • Frost Dragon's Fangs]
A-Rank Taijutsu Maneuver
Prerequisite(s): *[Zantou • Winter Maelstrom].
Torquing the muscles in their arms, the practitioner unleashed a relentless flurry of twisting slashes and thrusts. With controlled twisting of the wrists and arms, the practitioner can immediately change the direction of any of these attacks, even to the point of converting a slash into a thrust and vice-versa. The unpredictability of this technique, complemented by the practitioner’s already muted movements, makes this one of the deadliest techniques in all of Zantou.

*[Zantou • Frost Dragon's Roar]
A-Rank Taijutsu Maneuver
Prerequisite(s): 30 Will Power,, *[Zantou • Frostbitten Howl].
Zantou harnesses the inner strength of its warrior to cause the opponent to lose hold of their senses. A more advanced version of its parent technique, the practitioner unleashes a mighty kiai, which bombards the opponent with violently vibrating air currents entering their ear canals. Opponents within a number of meters equal to the practitioner's Strength must have a Will Power equal to or higher than the practitioner's Will Power to resist the effect of this technique. Otherwise, any opponents in range of the technique will lose all sense of orientation, balance, and proprioception, resulting in a -9 penalty to Speed for the next three posts in the form of disorientation and extreme nausea to the point of uncontrolled vomiting. This technique can be used in conjunction with other techniques. The disorientation effect from this technique can be stacked with other disorientation effects and refreshes the post limit for any disorientation effect currently imposed on the opponents.

[Zantou • Frost Dragon's Claws]
A-Rank Taijutsu Maneuver
Prerequisite(s): *[Zantou • Frost Dragon’s Flight].
A technique specifically designed to help the practitioner fight against an army, the practitioner breaks into a dash, weaving through their opponents. Using the principles learned from Frost Dragon’s Flight, the practitioner quickly launches sudden cuts and thrusts aimed at vital areas of the body, all while dodging incoming attacks, allowing the practitioner to potentially dispatch a large number of opponents with ease. The practitioner can keep attacking and dashing without stopping for a number of posts equal to half their Endurance stat, rounded down, though they may end the technique whenever they so wish as well. The practitioner may use other techniques while executing this technique as well.
IaidoShow
The samurai of the Land of Tea have produced a unique style of Kenjutsu called Iaido. Unlike other styles, which rely on the sword being drawn to attack, a practitioner of Iaido is always ready to attack their opponents, even when their weapon is sheathed in its scabbard. Known as a "sword drawing" technique, Iaido uses the smooth, linear motion of pulling the sword from its sheath to create abnormally fast slashes and strikes against often ignorant and unsuspecting opponents. Though the katana is preferred for this style, any curved sword single-edged sword with a complimenting scabbard is compatible with this style. Their ability to fight with both traditional swordplay and hand-to-hand combat while perfectly capable of switching to quick slashes and stabs using Iaido's hallmark techniques makes practitioners of this style unpredictable fighters.

Requires: [Sword Weapons], [Perception] Concentrations.
*[Iaido • Mantra]
D-Rank Taijutsu Maneuver
A simple yet potent defense, especially against other weapons users, the practitioner partially draws the sword from its scabbard and blocks incoming attacks with the back of their blade. This technique is ineffective against opponents with higher Strength than the practitioner's Strength.

*[Iaido • Ancestral Focus]
D-Rank Taijutsu Discipline
The hallmark of Iaido is its practitioners abilities to launch an attack even when their swords are sheathed. This Discipline represents the practitioner's capacity to consistently execute a sword draw and slash all in one movement by gripping the edge of the scabbard and pulling the scabbard slightly forward before drawing the sword. This Discipline enables the practitioner to immediately draw their sword and attack at the start of combat.

*[Iaido • Weapon Mastery]
D-Rank Taijutsu Discipline
Since Iaido is a style that prioritizes speed over brute strength, wise usage of the blade is paramount to the practitioner's success in the style. This Discipline represents the practitioner's knowledge of their weapon's strengths and weaknesses in combat, allowing them to use the weapon more efficiently both inside and outside of its use in Iaido techniques and avoid unnecessarily presenting their weapon's blind spots to the opponent.

**[Iaido • One with the Sheath]
D-Rank Taijutsu Discipline
Prerequisite(s): 8 Speed.
The practitioner has learned how to more quickly and efficiently sheath his blades. The practitioner can now seamlessly transition from drawing their blade to slash to sheathing their blade, allowing the practitioner to sheath their sword in half the time, up to a maximum speed equal to their Speed stat, for the more rapid execution of Iaido techniques.

[Iaido • Back Draw]
Prerequisite(s): Ambidexterity
C-Rank Kenjutsu Discipline
An unorthodox and difficult skill to master Shinjiro has learned how to harness the Iaido skills from the drawing position of a sword strapped across his back. Any Iaido related technique can be performed from this sword position with the same efficiency as a draw from the waist. The difference is that when drawing and sheathing in this manner the user has learned to utilize only one hand, potentially allowing the user to wield more than one weapon at a time.

*[Iaido • One with the Sword]
C-Rank Taijutsu Discipline
Prerequisite(s): *[Iaido • One with the Sheath].
The practitioner has learned how to more quickly and efficiently sheath his blades even without the use of both hands. The practitioner can now sheath the blade just as quickly with one hand as could be done with two hands, and so long as the scabbard remains on their person, the practitioner will always have an exact knowledge of the position of their scabbard.

*[Iaido • Death’s Gate]
C-Rank Taijutsu Maneuver
Prerequisite(s): 15 Speed.
Drawing upon the superlative speed of Iaido, the practitioner momentarily torques the muscles in their body to draw their sword from its scabbard and deliver a blindingly fast slash before sheathing their blade. Properly reading this attack requires the opponent to have a Perception technique of equal or higher rank than this technique. Otherwise, they cannot accurately read the attack and will be unlikely to completely avoid the attack, if at all.

*[Iaido • Peace in Death]
C-Rank Taijutsu Maneuver
Prerequisite(s): 15 Speed.
An abnormally aggressive technique in Iaido, this technique serves as a preemptive counter, attacking the opponent in the split moment between drawing back to prepare an attack and launching said attack. Violently torquing the muscles in their legs, the practitioner more quickly accelerates to their maximum speed (or instantly accelerating to their max speed if their Strength is equal or higher than their Speed) than with normal movement. With this movement, the practitioner bolts toward the opponent and launches an attack, cutting the opponent as they pass to their side. This technique can be used while moving to immediately change direction instead before launching the attack. Properly reading this attack requires the opponent to have a Perception technique of equal or higher rank than this technique.

[Iaido • Futile Struggle]
C-Rank Taijutsu Maneuver
Prerequisite(s): 15 Speed *[Iaido • Mantra].
Making use of the trademark speed of Iaido to intercept enemy attacks, the practitioner draws their blade in a wide arc. This defensive slash allows the practitioner to deflect projectiles and clash with an opponent's weapon. Additionally, so long as the practitioner's Speed is equal to or higher than the opponent's Speed, this technique can be used to intercept and interrupt an opponent's technique or attack by striking the weapon or an area of the opponent's body before the attack reaches maximum strength and staggering them.

*[Iaido • Ancestral Visage]
C-Rank Taijutsu Discipline
Using Iaido to its fullest requires a keen eye and quick reactions, enabling its users to target weaknesses and openings that their opponents present almost instantaneously. This Discipline represents the practitioner's ability to attack openings that present themselves, the practitioner now able to reflexively attack an opening in almost the same moment that it is observed. This Discipline reduces the gap of time between a practitioner recognizing a potential opening for attack and launching the attack to exploit said opening to almost nil.

*[Iaido • Spectral Flight]
B-Rank Taijutsu Discipline
Prerequisite(s): 15 Strength, 25 Speed, *[Iaido • Ancestral Visage].
In order for Iaido to stand toe to toe with a variety of high-level opponents, refining fundamentals to a new height is necessary. This Discipline represents the practitioner's ability to quickly accelerate to max movement speed and decelerate to a full stop at a moment's notice. This does not offer protection against attacks that the practitioner does not know is coming.

*[Iaido • One with the Spirit]
B-Rank Taijutsu Discipline
Prerequisite(s): *[Iaido • One with the Sheath], *[Iaido • One with the Sword].
Through incredible amounts of practice, the practitioner of Iaido has learned his weapon and its housing inside and out. The user of this weapon can now reflexively sheath their sword in its scabbard almost instantaneously by instinct with either one hand or both hands without even looking. This facilitates further use of other Iaido techniques.

*[Iaido • Phantom Funeral]
B-Rank Taijutsu Maneuver
Prerequisite(s): 35 Speed.
The superlative speed of Iaido is harnessed to attain seemingly supernatural feats. By momentarily torquing the muscles in their arms, the practitioner manages slashes so fast that they spawn vacuum blades that follow the trajectory of their original attack. This attack spawns a single vacuum blade that travels up to a number of meters equal to half the practitioner's Speed, rounded down, and hits with 1/2 the Strength of the original attack, rounded down. If this technique is used in tangent with a melee attack, the vacuum blade strikes immediately after the original attack is finished, potentially sealing the opponent's guard and creating an opening. This technique can be used in conjunction with other techniques.

*[Iaido • Silent Passing]
B-Rank Taijutsu Maneuver
Prerequisite(s): *[Iaido • Death’s Gates].
Unlike most of Iaido's techniques, Silent Passing is not particularly useful in the heat of combat. Instead, it is an attack meant to be executed from a standing position, such as while casually walking towards an opponent. Once in close enough proximity to the opponent, the practitioner draws their sword, strikes the opponent's opening, and sheaths their blade with such speed, it appears to the untrained eye that the practitioner continued to simply walk past their target. Properly reading this attack requires the opponent to have a Perception technique of equal or higher rank than this technique. Otherwise, the opponent will not be capable of fully avoiding this attack if they are in range without some sort of passive defense.

*[Iaido • Sword Spirit Draw]
A-Rank Taijutsu Maneuver
Overwhelming the opponent with a literal shower of high-speed slashes, the practitioner torques the muscles in their arm to draw their sword and continue to assault the opponent's defenses with a seemingly unending wave of slashes. By torquing the muscles in the arm and twisting the wrist when changing the direction of the slash, each strike of the sword is as fast as if it had been drawn from its scabbard. This technique can be used while moving, and the practitioner can feint strikes within the flurry to throw the opponent off-guard. This technique can be used for up to three posts.

*[Iaido • Afterlife Draw]
A-Rank Taijutsu Maneuver
Prerequisite(s): *[Iaido • Phantom Step Mastery].
By momentarily torquing the muscles in their body, the practitioner launches a series of six blindingly fast slashes, targeting vital areas such as the gut, pelvis, neck and throat, large arteries and veins in limbs, etc., upon which a solid blow would prove fatal. The movement of this technique is so fast that it creates an afterimage of the practitioner as they begin to move, and the afterimage fades after the practitioner has finished executing the move. Properly reading this attack requires the opponent to have a Perception technique of equal or higher rank than this technique. Otherwise, the opponent will not be able to anticipate this technique and fully avoid even one strike, let alone all six.

[Iaido • Eternal Haunting]
A-Rank Taijutsu Maneuver.
Prerequisite(s): *[Iaido • Ancestral Visage].
Pushing past the limits of normal human movement, the practitioner moves at the exact same speed, in the exact same direction, at the exact same time, and for the exact same distance as their opponent. This assures that the opponent will always remain in the practitioner's effective attack range. In order for this technique to operate at its peak efficiency, the practitioner must have a Speed and Strength score equal to or higher than the opponent’s Speed and Strength Stats. While this technique can be used regardless of stat differences, opponents with a higher speed can outpace the practitioner and pull away from them, and opponents with higher strength can accelerate more quickly than the practitioner, giving the opponent time to take countermeasures against the practitioner’s attacks. This technique can be used for a number of posts equal to 1/3 of the practitioner's Endurance stat, rounded down.

[Iaido • Samurai’s Procession]
A-Rank Taijutsu Maneuver
Prerequisite(s): 35 Speed
Building upon the principles established by Phantom Funeral, the practitioner torques the muscles in their arms to produce slashes so fast that they create vacuum blades which travel in the direction of the original slash. These vacuum blades have 3/4th the Speed and Strength of the original slashes, rounded down, and they travel a number of meters equal to 3/4 the practitioner's Taijutsu, rounded down. This technique can be used while moving. The practitioner may adjust the cost of this technique by choosing how many or how few vacuum blades to create.
Assassination ArtsShow
The Assassination Arts are a culmination of various skills taught to members of the Karagata family. They emphasise resilience, stealth, detection, the ability to swiftly and precisely dispatch of enemies and the utilities of how to manipulate bladed weapons.

Situational Awareness
B-rank Taijutsu Discipline
Prerequisite: [Perception]
Shinji has developed a keen sense of awareness of his environment. His innate attention to detail allows him to memorize the layout of an area or building as well as having a knack for identifying the entrances and exits as well as the positions of any other people in the area and even important details about that person, allowing him to see through disguises or transformations unless the opponent has a technique to mask their appearance of equal or greater rank. This grants him an almost a sixth sense in combat situations and his constant readiness allows him to more easily detect hostile intent and escape from ambushes.

Constitution
B-Ranked Taijutsu Discipline
Prerequisite: 25 Endurance [Rigid Structure]
Having trained extensively in fighting through adversity and developing a strong will Shinji has developed the ability to fight through the sensations of particularly foul smells and tastes. He will still experience them but can do so without compromising his ability to fight. This also means he is able to avoid the detrimental effects of nausea and dizziness.

Flash Step
B-Rank Taijutsu Maneuver
Prerequisite:Close Quarters Combat
After sighting in a target or a destination Shinjiro has learned how to harness his strength and speed to the utmost of his ability. Digging his toes into the ground and pushing his muscles to their limit he is able to instantly accelerate making a dashing motion and attack at great speed, incurring a +9 boost to speed. Due to the nature of the technique he will be committed to his path of travel though able to focus on mental defence, incurring a -6 to his Willpower while in motion. Also, when the attack is complete his muscles will ache due to the strain put on them, incurring a -2 speed reduction for the following 2 posts. The maximum distance he can travel in such a manner is 30 meters.

Combat Intuition
A-Rank Taijutsu Discipline
Prerequisite: 25 Speed, [Perception], [Close Quarters Combat]
A skill to maximize efficiency of movement, Shinji has learned to utilize his head and body movements to avoid incoming attacks without sacrificing maneuverability or speed. So long as he is able to anticipate an opponents attacks he can make minor ducks, shifts and weaves out of the path of most incoming strikes and projectiles, often allowing him to capitalize on counters based on the openings that a miss provides. Though typically Shinji must be able to perceive an incoming attack, after he has evaded a maneuver once he is far more likely to be able to anticipate and predict an opponent’s attack pattern, often beginning his evasion or block the instant an opponent begins their attack.

Lethal Precision
A-rank Taijutsu Discipline
Prerequisite: [Deft Hands], [Close Quarters Combat] [Sword Weapons]
Shinjiro has fine tuned his accuracy with his strikes to the point where he can consistently target even a moving target within 1mm of precision as well as being able to find openings in his opponents guard and capitalize on those openings so long as his Speed is greater than or equal to that of his opponent unless they have an adequate defensive technique. This includes his use of bladed weapons and his own limbs.

Anatomy
A-Rank Taijutsu Discipline
Prerequisite: [Medicine] [Deft Hands]
Having acquired a vast knowledge of the human Anatomy and its weak points Shinjiro can strike in such a way as to cause organ failure from direct stabbing attacks, either with his appendages or a weapon so long as his Strength is at least 5 higher than his opponent, affecting the target accordingly typically though not limited to including symptoms of extreme pain and nausea, potentially leading to fatal consequences. Similarly, connecting muscle groups can easily be severed via bladed strikes rendering entire limbs unusable unless adequate medical treatment is applied.

Organ Harvester
A-Rank Maneuver
Prerequisite: [Deft Hands] [Medicine]
Utilizing immense speed, strength and precision the user is capable of thrusting one’s hand through another’s body so long as the user’s Strength is at least 10 higher than the opponents. This can be done to rip out an entire organ while keeping it intact, shatter an opponent’s rib-cage, sever a spine or simply run their hand entirely through the body of another causing catastrophic damage.

Assassins Fortitude
A-Rank Taijutsu Discipline
Prerequitite: [Rigid Structure]
Having grown up exposed to all manner of pain and torture both Shinjiro’s mental tolerance and his pain receptors have been numbed and conditioned to block out pain, allowing him to easily surpass the threshold of most shinobi. He can withstand critical lacerations, burns, fractures, bludgeoning and electrocution without even flinching. This allows him to continue to fight and push through such sensations without impairing his focus. The drawback to such resistance is that he can very easily underestimate how badly he is injured which could lead to potentially fatal consequences. Moreover, breaking genjutsu through pain becomes much more difficult and highly impractical.

Shadow Step
S-Rank Taijutsu Discipline
Prerequisite:[Stealth]
Trained in the ways of an Assassin, silent movement is one of the Karagata families most esteemed talents. Shinjiro can move up to his full speed, running or flying without making a sound, be it footsteps, breathing, the drawing of weapons and movement of clothes. Even his heartbeat is slow and undetectable unless an opponent has an enhanced hearing technique of equivalent or higher rank.

Blurred Movement
S-Rank Taijutsu Maneuver
Prerequisite: 25 Speed
Having honed his body to operating at high speeds Shinjiro has developed the ability to blur his movements at will making his fine movements more difficult to determine. If his opponent doesn’t have a perception/motion tracking technique of equal or greater rank then Shinjiro’s actual movements will be invisible to the eye, leaving only an afterimage of himself in his wake that will persist for a full post before fading.

Chakra Concealment
S-Rank Taijutsu Stance
Prerequisite: [Stealth]
The absolute pinnacle of masking one’s presence Shinji has learned to eliminate his vital signs to such an extent that he can mask his chakra signature completely. He becomes completely undetectable by means of chakra sensory unless the opponent has a sensory jutsu of equal or greater rank. He can mask his chakra in such a way for a maximum of 10 posts.

Red Demon
S-Rank Taijutsu Stance
Prerequisite: [Heavenly Taijutsu], 35 Strength
Upon entering this stance Shinji’s blood will run flush through his body, rising to the surface of his skin, turning it red and leaking out of his pores, even his eyes will redden. In addition to oozing out of his skin however his blood will begin to form an aura around him in a 15-meter radius that spreads at a speed equal to his strength that follows him as he moves, acting like a thin mist of blood that will soak into the clothes and any open orifices of anyone who enters the mist. This stance can last for up to 7 posts and upon dispersal the bloody mist will pulse outward to a 25-meter radius at a speed equal to his strength, shedding the rest of the blood on the surface of Shinji’s skin and anything soaked into his clothes before returning his skin tone to normal.

[Vibration Sense]
S-Ranked Taijutsu Discipline
Prerequisite: [Perception]
Becoming finely attuned with his sense of touch and even his ability to hear low frequencies Shinji had developed the ability to feel vibrations extremely acutely. He can detect the slightest movements within a 15-meter radius of himself through solid surfaces, 25 meters if standing on water or within mist or rain and a 10-meter radius from the air itself. From this he can detect the size anything moving around him and their direction as well as approximate weight. This is only effective on moving targets.

Wind Dragon Tempest
S-Rank Taijutsu Maneuver
Prerequisite: 40 Strength, 40 Speed, [Sword Weapons]/i], [Heavenly Body Control]
Sighting in a target Shinji will tense his muscles before making an instantaneous dash, propelling himself up to a distance of 50 meters. This movement is so fast that it takes up one of the two allotted teleportation’s per thread. Shinji will follow up this dash with a slashing strike with so much speed and force that a tornado of cutting winds forms around him, delivering multiple cuts moving and striking with a Speed and Strength equal to Shinji’s Strength stat. These winds travel outward to a radius of 35 meters.
Bone BreakerShow
Quote:
Bone Breaker Style was created by shinobi in order to disable another fighter quickly in a fight to prevent them from utilizing limbs, and weathering the opponent down by short powerful strikes aimed at weak spots in the skeletal structure to fracture or break entirely. The style is strongly based off the strength and skill of the user. If a user is strong they can snap bones easily, but if they are uncoordinated the style is essentially useless, same if it was the other way around, a weak person cannot snap bones no matter how well they're coordinated. The style is an utterly brute and ruthless one used to typical lethally injure or disable an opponent for other means.
Requires a Minimum of 5 Strength
Requires CQC and Medicine Concentrations


*Radius Locator
C-Rank Taijutsu Maneuver
Pre-Requisite: 10 strength
The practitioner sidesteps the opponent's punch and grasps the striking arm with their corresponding hand before raising their free arm and ramming their elbow into the opponent's elbow with their full force. This strike cleanly breaks the opponent's radius bone in two pieces. The practitioner's Strength must be 5 points higher than the opponent's Endurance to achieve the desired effect of this technique.

*Look Over There
C-Rank Taijutsu Maneuver
The practitioner throws a hooking punch into the side of their opponent's face around the orbit socket, twisting on the ball of their foot to add some extra force to the strike. Making contact with the blow will cause bleeding and swelling in the opponent's afflicted eye, making them go temporarily blind in the targeted eye until they receive medical attention. The practitioner's Strength must be 5 points higher than the opponent's Endurance to achieve the desired effect of this technique.

*This is a Library
C-Rank Taijutsu Maneuver
Prerequisite: 10 Strength
The practitioner throws an uppercut or hooking punch, attempting to dislocate the opponent's jaw. The practitioner will twist on the ball of their foot to add some extra force to the strike. Striking the opponent's jaw will dislocate it, causing them to be unable to speak or move their jaw. It will also cause immense pain and swelling. The practitioner's Strength must be 5 points higher than the opponent's Endurance to achieve the desired effect of this technique.

*Knee Bender
C-Rank Taijutsu Maneuver
Prerequisite: 10 Strength
The practitioner closes in and delivers a powerful snap kick to the opponent's knee, attempting to bend it completely backwards, dislocating it or breaking the joint outright. This causes the opponent unable to stand on the afflicted leg without struggling to balance themselves. This also causes immense pain in the opponent's joint, making the injury hard to heal naturally. The practitioner's Strength must be 5 points higher than the opponent's Endurance to achieve the desired effect of this technique.

*Humorous Humerus
C-Rank Taijutsu Maneuver
Prerequisite: 10 Strength
The practitioner delivers an open palm strike to the opponent's arm, attempting to break the humerus bone and render the arm unusable. This makes the opponent unable to move the affected arm or perform hand seals. The opponent will also feel immense pain in their injured arm and will have trouble moving the arm any further down than the shoulder. The practitioner's Strength must be 5 points higher than the opponent's Endurance to achieve the desired effect of this technique.

*Cage Breaker
B-Rank Taijutsu Maneuver
Prerequisite: 20 Strength
The practitioner crouches under an opponent's strike before uppercutting them with an open palm strike to their lower rib cage, attempting to break the lower ribs and debilitate the opponent's breathing. If the full force of the blow lands, the opponent becomes short of breath, and the damage can possibly cause bones to put pressure on their opponent's lungs, making breathing even more difficult. The practitioner's Strength must be 5 points higher than the opponent's Endurance to achieve the desired effect of this technique.

*Bane of your Existence
A-Rank Taijutsu Maneuver
Prerequisite: 25 Strength
The practitioner grabs the opponent by the back of the neck and lower spine (preferably their waistband or belt), hoisting them overhead. The practitioner then drops forward on one knee, slamming the opponent's back onto the practitioner's knee in an attempt to break the opponent's back outright. This technique causes paralysis immediately from the area of the spinal injury to the legs further down if the practitioner's Strength is 5 points higher than the opponent's Endurance. Recovery from this injury requires Iijutsu or surgery.

Limb lock and Twist
A-Rank Maneuver
Prerequisite: 25 Strength
The user will take hold of an opponent’s limb able to be done offensively or via intercepting an attack. so long as the user’s Speed is higher than or equal to the Speed of the opponent Shinjiro can then place their opponent in a shoulder or leg lock, pinning them and putting immense pressure on the joint in question. If the user possesses at least 5 Strength more than their opponent's Endurance they can snap and dislocate the limb at the joint, with a Strength of at least 10 greater they can further twist and pull the limb, tearing it off completely.
KaerujutsuShow
Prehensile
D-Ranked Partial Kaerujutsu
Flowing chakra into his tailbone the area will glow green before sprouting a 2 meter-long prehensile monkey tail. The tail is able to be controlled as well as one of his own limbs, serving a variety of purposes and combat applications. The tail, being an extension of his body retains the same strength and speed as the rest of Shinji’s body.

Claws of Fury
D-Ranked Partial Kaerujutsu
Focusing chakra into his hands Shinjiro is able to extend 3-inch long claws from his fingertips which are able to retract at will. These claws are quite sharp and sturdy, equivalent to his strength stat.

Rodent
D-Ranked Full Kaerujutsu
Prerequisite: Form 1
This transformation allows Shinjiro to take on the form of a rodent, typically a mouse or rat, rabbit or squirrel though many other possibilities exist, of a size ranging from about 2 inches to 1 meter in length. The coloration of the fur is typically brown or black. While in this state he is able to scale walls quite easily or squish his body under spaces as narrow as one tenth of his height.

Cat
D-Ranked Full Kaerujutsu
Prerequisite: Form 1
This transformation grants Shinji the ability to transform into a variety of small cat species, ranging from common household cats to various wildcats, spotted cats, or cubs of larger cat species. Whatever the form he can not exceed 20 kgs in weight, 0.5 meters in height and 2 meter in body length.

Horns
D-Ranked Partial Kaerujutsu
Shinjiro can grow either a single or pair of horns from anywhere on his head ranging from 3 inches to 3 meters in length. The style of horn can vary from a spike to various curves and loops but cannot be manipulated further after creation. These horns will always be coated in a thin layer of his own blood.

Ravenous Maw
D-rank Partial Kaerujutsu
This technique enables Shinjiro to transform his jaw and teeth to be able to unhinge to a half a meter in diameter. His teeth become shark-like, with various rows layered in his jaw. With each bite, shards of his teeth and small pieces of flesh will lodge themselves in his opponent’s wounds and fester inside the opponent’s body.,

Scorpion Stinger
C-Rank Partial Kaerujutsu
Shinjiro is able to grow a flexible scorpion stinger anywhere from 5 meters to 15 meters in length that grows from somewhere around his tailbone area. This stinger is capable of Injects his fluids infused with his own personal venom as well as organic material and whatever poison is infused in his flesh. Bristles all over the appendage will similar be covered in both forms of poison, making any direct contact potentially hazardous.

Moth/Butterfly
C-Rank Genesis Kaerujutsu
Prerequisite: Form 2
Channeling the chakra of Vorashu, Shinjiro is able to create any species of moth or butterfly so long as they are not poisonous beyond causing mild diziness and numbing on contact with its powder. Typically these species are for non-combat purposes such as delivering messages and signaling when danger is nearby.
Chakra Pool: 3
Endurance: 10
Control: 1
Strength: 5
Speed: 20
Willpower: 1

Plague Carrier
C-Rank Genesis Kaerujutsu
Prerequisite: Form 2
This technique allows Shinjiro to spawn a rat up 3 meters in length. The creature is ravenous and will readily consume or gnaw through nearly any material given enough time. Wherever it goes the creature spits up small chunks of its flesh, infused with [Reaper’s Flesh]. After 7 posts the rat will collapse, dead.
Chakra Pool: 1
Endurance: 10
Control: 1
Strength: 12
Speed: 11
Willpower: 5

Wolf
C-Ranked Full Kaerujutsu
Prerequisite: Form 1
This transformation grants Shinji the ability to transform into a variety of dog species including household pets, coyotes, and wolves, not to exceed 100kg in weight, 3 meters in height, and 5 meters in body length.

Flying Insect
C-Ranked Full Kaerujutsu
Prerequisite: Form 1
This transformation allows Shinjiro to take on the form of a winged insect, typically a fly or flying ant though similar species are also optional. Colorations will match those of the native species, making detection virtually impossible short of chakra sensory. In this form he can slip through cracks most people wouldn’t even notice.

Bat
C-Ranked Full Kaerujutsu
Prerequisite: Form 1
This transformation allows Shinjiro to take on the form of a variety of bat species which could range from a wingspan of about 20cm to about 1 meter. Taking on all the characteristics of a bat Shinjiro is able to utilize sonar detection from up to 50 meters away and therefore easily navigate in the darkness though particularly bright lights or loud sounds will be disorienting.

Bird of Prey
C-Rank Full Kaerujutsu
Prerequisite: Form 1
This transformation allows Shinjiro to take on the form of various bird species with a maximum wingspan of 3 meters and a sharp beak and talons with a durability equal to his strength. This includes hawks, eagles, falcons, and even smaller species of birds such as pigeons, and doves.

Spikey Surprise
C-Ranked Partial Kaerujutsu
Channeling chakra into a part of his body Shinjiro can grow up to a meter long porcupine-like spikes from anywhere on his body. These spikes are only up to 2 inches thick but as sharp and durable as his strength stat and can be used to slice or impale targets in close range or be physically removed to be used as projectiles. Up to 5 spikes can be created at a time.

Serpent strike
C-Ranked Partial Kaerujutsu
Focusing chakra into a limb/appendage of choice the area will glow green before transforming into either a green or black venomous snake which can then extend up to 25 meters to bite or constrict around an opponent. If bitten the target will experience nausea, blurred vision, elevated heart rate, and sweating for 3 posts as the venom flows through their system. Shinji can maintain his limb in this form for as long as he wishes and revert it at a whim, able to attack with strength and speed equal to his own.

Armored
C-Ranked Partial Kaerujutsu
This transformation allows Shinjiro to manifest a black turtle-like shell around his torso, protecting his stomach, chest, back, and even his shoulders, thighs, and neck. This shell acts much like a suit of armor although it is physically a part of him, bonding with his skin, manifesting beneath the swords worn on his back. He can even retract his limbs and head into the fleshy space inside the shell. The strength of the shell is equal to that of Shinjiro’s Strength.

Frog Tongue
C-Ranked Partial Kaerujutsu
Flowing chakra into his tongue Shinji can transform his tongue or create a second tongue underneath his own that is capable of extending and retracting at will. This frog-like tongue is half an inch thick but can extend up to 30 meters, moving with a speed and strength equal to his own and capable of wrapping around a target upon making contact as well as producing a large amount of his saliva which can soak through clothes and absorb into skin.

Eight-Legged Freak
B-Ranked Partial Kaerujutsu
Channeling chakra through his body, Shinjiro will grow thick bristly spider hairs from every part of his skin, each hair follicle is wiry and thin enough to prick skin on contact, releasing his sweat into their body through many glands. In addition, Shinjiro will develop a set of sharp mandibles from his mouth capable of injecting venom as well as grow four spider arms from his torso, each growing up to 5 meters in length and retaining his full strength and speed. These spider arms are able to grab things in their pincer grips, scale walls with ease and even wield weaponry.

Awareness of the Owl
B-Ranked Partial Kaerujutsu
Flowing chakra towards his head Shinjiro can take on the appearance of a great horned owl. Only from the neck up is he transformed, allowing him to turn his head 270 degrees, see clearly in the dark up to 250 meters away and hear the heartbeats of even creatures as small as a mouse from a range up to 100 meters.

Grizzly Bear
B-Ranked Kaerujutsu
Prerequisite: Form 2
Once in at least the second form, Shinji can transform himself into a large grizzly bear. In this form he stands up to 5 meters tall on his hind legs or 3 meters at the shoulder when on all fours and Weighs in at just over 700kg. This transformation grants Shinji +10 Strength, +5 Speed.

Octopus
B-Ranked Full Kaerujutsu
Prerequisite: Form 2
Once in at least the second form, Shinji can transform himself into either a common or giant octopus, ranging from about 15kgs and 1 meter long to 200kgs and 25 meters long. In this form Shinji gains all the abilities of an octopus, including being able to squeeze through small areas, suctioned tentacles, the ability to change the color and pattern of his skin, the ability to cause localized paralysis with its bites, and the ability to produce a 20x20 meter cloud of black ink. +4 Strength, +4 Speed, +7 Endurance.

Byakko
B-Ranked Kaerujutsu
Prerequisite: Form 2
After entering the second form of his chakra cloak Shinji can transform himself into a large orange or white Bengal or Siberian Tiger which weighs between 200-400kgs and stands as a shoulder height of 1-2 meters with a total body length of just over 2-3 meters not including the length of his tail. In this form, Shinji gains +10 Speed, +5 Strength.

Black Widow
B-Rank Genesis Kaerujutsu
Prerequisite: Form 2
Drawing on the powers of Vorashu, Shinjiro is able to conjure a completely alive and functional black widow spider. The glossy black spider is typically created female and can vary from 2-6 inches in length with a distinct red hourglass marking on its abdomen. Despite being far physically superior to naturally occurring black widow spiders those created by Shinjiro share the standard effects of their potent venom induced by their bite.
  • 1st post: pain/swelling around bite, sweating, elevated heart rate
    2nd post: pain and muscle spasms throughout the body, difficulty breathing, erratic heart rate.
    3rd Post: blurred vision, extreme nausea and pain/convulsions throughout the body
    4th post: effects continue, if target has less than 20 Endurance they will pass out.
    5th Post: If target has less than 15 Endurance they will die, above that effects of the poison will run their course.

Chakra Pool: 5
Control: 1
Endurance: 15
Strength: 27
Speed: 27
Willpower: 5

Snow Leopard
B-Rank Genesis Kaerujutsu
Drawing on the power of Vorashu, Shinjiro is able to manifest a snow leopard ranging from 1-2 meters long and 15-30 kg’s. This beast is capable of leaping up to 10 times its body length, as well as moving silently and stalking its prey through visual perception with the equivalents of B-rank jutsu. Its retractable claws and powerful jaws are well suited to striking vitals of its prey as well as easily traversing most types of terrain.
Chakra Pool: 5
Endurance: 25
Control: 1
Strength: 22
Speed: 22
Willpower: 5

Octopus Arms
B-Rank Partial Kaerujutsu
This technique allows Shinjiro to grow up to 8 Octopus tentacles from anywhere on his body. These tentacles can be formed anywhere from 1 meter in length to expand to a maximum size of 35 meters. The suctions along the tentacles will rip and tear any flesh grabbed by them with strength equal to his own as well as transmit venom into the wound.

Lizard Modification
B-Rank Partial Kaerujutsu
This technique allows Shinjiro to grow a layer of lizard scales over his skin, protecting him with equal Strength. Additionally, he can grow a long tail, up to 25 meters long that is capable of grabbing and wrapping around people or objects with strength equal to his own.

Slimy Safeguard
A-Rank Partial Kaerujutsu
This technique allows Shinjiro to rapidlyproduce slime across his body, making it much more difficult to grab him unless the opponent has a specific gripping technique. The palms of Shinjiro's hands are left bare, so as to not impede his own gripping ability.. Furthermore, the thick layer of slime is able to resist against burning, shocking, and the effects of acid, protecting the user against such effects as long as the users Strength is greater than the Strength of the technique.

Assassins Flight
A-Ranked Partial Kaerujutsu
This transformation allows Shinji to grow a pair of large bat wings from his upper back. Each wing is 3 meters long and 1.5 meters wide and typically brown or black in color. These wings are fully functional allowing Shinji flight capabilities. As an extension of his body Shinji has learned how to fly and move as swiftly and silently as he normally would.

Genbu
A-Ranked Kaerujutsu
Prerequisite: Form 2
Having entered the second form, Shinji can transform himself into an enormous black turtle. With a height of 25 meters, a width of 30 meters and a length of 35 meters the creature is truly a sight to behold. Short, wide blades line the back of the creature’s shell and similarly, its swimming arms are dense and sharp. In this form Shinji can move much more easily in the water than on land, traversing the seas and wreaking havoc. The mouth of the black turtle is beaked and dense enough to crush through stone and wood alike while being large enough to easily bite a man in half or swallow him whole. The durability of its shell is equal to Shinji’s Strength. In this form, Shinji gains +9 Strength, +6 Endurance.

Shujakku
A-Ranked Kaerujutsu
Prerequisite: Form 2
After entering form two Shinjiro can transform himself into a massive 25-meter red phoenix-like bird with a 30-meter wingspan, 12 meter long tailfeathers, and deadly half meter long talons as well as a powerful beak with a mouth large enough to swallow people whole. The creature’s eyes are a fiery yellow. While in this transformation Shinjiro is granted +5 Speed, +5 Strength, +5 Endurance

Phantom of the Teal Demon
S-Rank Chimera Genesis Kaurujutsu
Prerequisite: Form 3
Drawing on Vorashu’s power, Shinjiro can create a creature with a black panther’s body, the wings of a bird (typically a Raven or Hawk), and a teal lizards tail with a spiked, venom-soaked tip. The creature is 5 meters in length, with an 8-meter-long wingspan and a 6-meter-long tail. The venom of the creature causes a -3 Willpower debuff per post for 3 posts when struck, wearing off on the 5th post. Additionally, the creature is able to grow to double its size and shrink again at will.
Chakra Pool: 14
Endurance: 30
Control: 1
Strength: 30
Speed: 50
Willpower: 35

Scion of the Blood Witch
S-Ranked Chimera Genesis Kaerujutsu
Focusing on the power of Vorashu, Shinjiro can manifest this hybrid creature. Standing atop 25-meter-long legs and a 15-meter-long body, this creature possesses the frame of a Huntsman spider, its front legs are able to bend inward similar to a crab and it is quite adept at running and ambushing its prey. Lining its body is the carapace of an Orangutan Crab, deep red in coloration, armored to a durability of its Strength and covered in 2-meter-thick red hair that naturally soaks up fluids and can trap creatures alike. The ‘head’ of this creature is that of a Mimic Octopus, complete with 30-meter-long tentacles that can change color and texture in order to blend into its surroundings or emulate various other creatures such as sea snakes or lionfish.
Chakra Pool: 14
Endurance: 35
Control: 1
Strength: 50
Speed: 50
Willpower: 10

Perfect Transformation
S-Rank Full Kaerujutsu
Prerequisite: Form 1
This technique allows Shinjiro to completely transform himself into another human. Biologically he will be indistinguishable, altering his scent, sex, vocal cords and any other physical and biological attributes as he sees fit. He can even temporarily remove his own body modifications. Only his chakra signature and the black markings on his hands will remain the same.

Overseer’s Scourge
S-Rank Chimera Genesis Kaurujutsu
Prerequisite: Form 3
Drawing upon Vorashu’s power, Shinjiro is able to spawn a 60-meter long, 5-meter-thick green serpent with two 15-meter-long Praying mantis arms and 45-meter wingspan bat wings. This creature contains an acidic venom, capable of spitting it with at a Speed equal to its Strength. The acid will cause 3rd-degree burns and dissolve metal and other similar materials weakening them by 5 Strength per post over the course of 3 posts. Additionally, its scales are as durable as its strength, and it can shed its skin to regenerate up to critical wounds and recover from paralysis at the cost of -5 Endurance per use.
Chakra Pool: 15
Endurance: 30
Control: 1
Strength: 50
Speed: 44
Willpower: 20
Last edited by Ace Trainer on Sun Apr 07, 2024 11:44 am, edited 35 times in total.

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Karagata, Shinjiro

Post by Archives » Mon Jun 12, 2017 9:35 pm

Vorashu no Katagenma
The Phantom Beast of Body

The Katagenma, commonly referred to as the Body Genma, is a Genma sealed away and controlled by [Kirigakure no Sato]. The Katagenma has the ability to transform its body to any form, and grant transformations to others, and grants a limited portion of this ability to its host. The Katagenma has Four Forms which defines the abilities of the cloak. The Katagenma is compatible with only those who have a Doton affinity.
Influences: Any chakra that the host uses is green, no matter what type of jutsu they are using. If they are using an elemental type of chakra, it will appear as a green shade of the normal chakra's color. Additionally, the hosts fingers and hand look like they're covered in ash. This ash appearance of their hands is always visible in any transformation the host takes.
Longterm Drawbacks:The host loses some of their sense of self, wanting to become more with nature and the animals around them. Additionally, the Genma makes them much more competitive, making them want to strive to the highest level that they can and beat any adversaries.
Personality: Vorashu believes himself to be the physical manifestation of nature. As such, he has a profound hatred of all things that impede on the natural course of nature, namely: humans. Vorashu despises all things human, and all humans. He resents mankind for trapping him within his hosts, and speaks negatively of most, if not all, humans. He's incredibly protective of natural things, and animals, and speaks down on anyone who doesn't appreciate them.
Definitions: The body Genma host cannot assume non-specific traits from a species. For example, they couldn't make themselves "big" like an elephant, or "quiet" like a tiger. They would need to physically become an elephant to assume its size, or they would need to take on tiger paws to become quiet like one.
When making animals or chimeras, they have stats for a pet with a rank equal to the jutsu. i.e: A C-rank jutsu would make a C-rank pet. Based on the form requirement for the jutsu that can allocate additional stats to the creations , but those additional stats are discounted from their stat pool. For example, giving an additional 5 stats to a creation in form 3 would mean they could only use jutsu that give themselves an bonus of 25, rather than the 30 they're allowed. The Body Genma ability slot acts as a Companion Master ability, meaning with a single ability slot, a host can make up to 5 animal creations at any given time. Additional ability slots can be taken to increase that total by 4. These passive slots created by the ability REPLACE the companion slots normally found, and body genma hosts cannot have companions.
Form NumberDescription
Form 0In the base form, the host is able to use Kaerujutsu based on their Mastery Stat, which allows for transformations of single body parts at a time. Each of these transformations follows the normal stat boosting rules.
+3 Chakra Pool always active (this counts against your max stat total)
Form 1In this form the host exudes a sickly green chakra. Their hair will begin to from into thick braids that will hang loose. Hosts with short hair will find their hair growing during this form as well. Additionally, the host is able to use Kaerujutsu based on their Genma Mastery stat, which involves transforming their whole body, opening up this new pathway of transformations.
+2 Stat Points to any transformations.
Form 2In their base form, the hosts limbs will begin to appear longer as the sickly green aura continues to grow off their body. Their hair will continue to grow and form into thick braids. In this form, they are able to use Kaerujutsu, based on their Mastery stat, which involves spawning live animals from themselves.
+9 Stat Points to any transformations.
Form 2 AscendedHaving mastered the Genma to some length, the host is able to actively enter into this state and any of it's predecessors at ease. While indistinguishable from Form 2, Form 2 ascended is slightly stronger than it's predecessor. Additionally the host may now utilize skills from Form 1 and 2 while in Form 0.
+12 Stat Points to any transformations.
Form 3 Having gained more mastery over the Genma, the hosts sickly green aura will now hang close to their body, forming an incorporeal cloak around their body. The ashy color on their hands will extend further up their arms, and their wild hair will appear like a mane around their face. Most notably, their chakra will form a sort of mask around their face, though without visible features. In this form the host gains the ability to grant transformations and boosts to any animal they have spawned, as well as partial transformations to them, making chimeras.
+15 Stat Points to any transformations.
Form 4Entering their final form, the hosts chakra mask gets defined features, forming what appears to be a bird skull over their face, though this doesn't hinder their vision at all. The chakra cloak will become more solid looking forming over their entire bodies, giving them the appearance of a ragged wanderer. They are able to use Kaerujutsu, based on their Mastery stat, which involves transforming themselves into chimeras, taking on qualities of multiple animals.
+21 Stat Points to any transformations.
Form 4 AscendedHaving mastered the Genma to some length, the host is able to actively enter into this state and any of it's predecessors at ease. While indistinguishable from Form 4, Form 4 ascended is slightly stronger than it's predecessor. Additionally the host may now utilize skills from Form 1, 2, 3, and 4 while in Form 0.
+25 Stat Points to any transformations.
MasteryEffects
4Able to unlock Form 1. D ranked Full Kaerujutsu can be used in First Form.
8C ranked Full Kaerujutsu can be used in First Form.
10B ranked Full Kaerujutsu can be used in First Form
14A ranked Full Kaerujutsu can be used in First Form
18Able to unlock form 2. S ranked Full Kaerujutsu can be used in First Form. D ranked Genisis Kaerjutsu can be used in Second Form.
22C ranked Genesis Kaerjutsu can be used in Second Form.
24B ranked Genesis Kaerjutsu can be used in Second Form. Form 2 Ascended Accessible
28A ranked Genesis Kaerjutsu can be used in Second Form.
30Able to unlock Form 3. S ranked Genesis Kaerjutsu can be used in Second Form. D ranked Chimera Creation Kaerujutsu can be used in Third Form.
32B ranked Chimera Creation Kaerujutsu can be used in Third Form.
36A ranked Chimera Creation Kaerujutsu can be used in Third Form.
38S ranked Chimera Creation Kaerujutsu can be used in Third Form.
42Able to unlock form 4. C ranked Chimera Kaerujutsu can be used in Fourth Form.
46A ranked Chimera Kaerujutsu can be used in Fourth Form.
48S ranked Chimera Kaerujutsu can be used in Fourth Form.
50Form 4 Ascended accessible.

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