Tsukino, Nishiki

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Tsukino, Nishiki

Post by Archives » Sat Feb 25, 2017 2:32 am

Username: WrightJustice
Ryo: 27/675
Prestige Perks: 6/6 Scaled Accountant, Scaled Connections, Scaled Cultivate, Scaled Sheer Determination, Scaled Sheer Determination, Scaled Arms Dealer
Stat Trainings: (7/75)
Tsukino, Nishiki
"Shishi"


"Water... Blood... Money... Whichever pleases me; just make it rain. Drip. Drip. Drop! Shishishishsishi"
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"A nindo? Bah! How ridiculous and pathetic! Always trying to sound better than you are; trying to fill yourself with worth and majesty.
You simply cannot reach such a status like I, besides can you even call that a nindo? Ha! You can't even do it right!"

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General Information Age: 22
Gender: Male
Height: 5'8"
Weight: 151lbs
Physical Features:
Nishiki is a slender and athletic man built for flexibility and agility with many vulpine features thanks to his house ritual that gifted him with the looks and skills of a fox upon becoming a genin. His face is sharp like a trickster yet innocent like a friendly animal, his elusive golden eyes can easily deceive with a glistening cute stare especially when combined with his equally deceiving fine mouth; together they easily form the cute pouting look of a handsome man but a master can see the evil grin and stare behind them.
These sneaky grins are typically accompanied by vulpine like fangs that often peek out from under his top lip when he cannot contain himself, typically with his signature sneering laugh "shishishishishi".
The fox fusing ritual further bestowed upon the man a pair of fox ears that extend up into his long, flowing, fading pinkish-red hair, matching its colour perfectly making them seem quite like an odd hairstyle choice though they do have much darker red tips that give them away.
Similarly the young Bannin also has nine bushy fading pinkish-red fox tails with the same kind of darker red tip, as well as sharp claws on his hands and feet.
Though the pink and red colours in both his hair and fur seems to be fading and becoming lighter and lighter, possibly fading to a more white colour but yet to be seen.
A new aspect to Nishiki's appearance, thanks to the basic genma sealed within, is the pair of black rods that seem to pierce right through his wrists. Each wrist holds one rod that juts right down from the top side and through to the underside, almost like some weird, large, black piercings that came through in such a way as to not prevent any movement nor get in the way of any actions.
Furthermore five small elemental-like dolls seem to float around him, usually near his head, one for each of the five basic elements. These dolls are not necessarily alive or useable as their element but appear to get more excited and jittery in their movements the more their element is being used, plus they increase in number and size the further in his genma forms Nishiki goes.

Clothing/Accessories: Nishiki tends to wear various kimono and yukata like the rest of his house, preferring to be a bit more extravagant these days with reds and autumn based colours or just a general royal look being his favourite style. His current go to kimono is black with proper flowing sleeves, though designed not to get in his way and so still comparatively short, this is combined with 3/4 black hakama.

The kimono is black with a golden flowery pattern spread throughout; leaves and flowers flow together in a seemingly never-ending, spreading pattern that covers the whole thing.
To keep it tidy and out of the way the kimono is collared and white much like the middle seem, fastening with a golden button that matches the flowery pattern. There is then the Muramasa insignia embroidered in the back of the collar, as with all kimono or yukata, with the pattern on the back forming into the Tsukino emblem and in fact seeming to be the origin of the whole pattern with stems growing out from each tail.

Over the kimono Nishiki has taken to wearing a hooded cloak, this time black in colour with gold flourishes such as along the rims and on the shoulder glass which have golden strings that tie together.
The hood has some white fur along it and has a golden flower pattern down the whole cloak, which appears as red outlines on the underside, with more matching insignia of his blood family and house much like his kimono.
Also on the front of the hood is the Kirigakure metal headband plate, proudly worn when needed.

Lower down the kimono is tied at the waist with a large wash, brimming with pink like the fox's long, luscious hair. The sash flows mostly to his right but keeps out of the way for easy combat, not only tying down the kimono but also allowing his sword scabbards to be held along with his weapons pouch.

To finish things off Nishiki wears various golden jewellery such as chains, and ankle bells above his ninja sandals

Picture:
SpoilerShow
Personality:
  • General:
    Nishiki is a bit of a happy-go-lucky prankster who just goes through life trying to play jokes on whoever he comes across, using his cuteness to apologise where necessary. When not being overly mischievous he is quite playful and energetic in general, skipping about places, twirling his hair and just playfully flicking his ears and tail as he moves about through his day to day life.
    Even when serious the Bannin can still be quite playful and loves to mess around, though he does still get things done and buckle down but just in his own self entertaining way.

    Though he can sometimes seem nasty with how tricksy he can get, he is an overall nice guy and actually loves to get friends and family in on his antics and does try not to get in serious trouble especially given he can be quite coy just like other members of the house, though perhaps less shy than he used to be with his coyness becoming more alluring.
    If he were to be in trouble he simply apologises and is more than willing to pay himself out of it but more as a self preservation move rather than out of good will.

    This coy behaviour can make it difficult to get to him properly or for him to properly make friends, though he is no longer too against striking up a conversation but perhaps in his sly little ways and can often be quite questioning if he feels like getting to know someone, plus he can start to think a bit more about himself over respecting others though still tries to remain friendly.
    However he has built up a kind of peculiar snickering laugh "shishishishi" that ends up getting people calling him "Shishi" instead of his actual name, sometimes embarrassing him when coming from people outside those he most closely knows.

    Nishiki's odd fascination in the weather and the earth's elements, which he can often have on his mind when in a more peaceful and clam frame of thought, has developed further with his interest deepening into the five chakra affinities thanks to looking into them so much since becoming a Genma host. Though he is still most particular about wet weather and finds water the most interesting, probably due to the nature of his vulpine gift granted to him upon graduation.

    This split between coy and happy-go-lucky prankster gives the man a kind of mysterious air about him with people not really understanding how to get along with him. This can often mean he gets left to his own devices which just aids in breeding a scheming mind and furthering a big trait not often known about Nishiki, which is that he can be quite money oriented.

    As a money oriented mind, this young man has already learned some tricks to making and saving money whether that be his own or from his elders doing many dealings for the Tsukino or even the Muramasa themselves. With such things ingrained into him he can certainly do stuff out of the ordinary for himself for some good cash, though usually putting it down as Muramasa just like any typical Tsukino and keeping his blood kin out of the spotlight or perhaps even as a jinchuriki instead as he becomes more accustomed to being one.

    Similarly Nishiki is somewhat on the religious side and follows all the typical religious behaviours of the Tsukino and Muramasa, worshipping Mizuki the Moon Goddess on the daily. The young fox will typically praise Mizuki after waking up and before going to bed as a way to maintain good fortune but will also show his faith whenever necessary, often tagging along for ceremonies and rituals towards Mizuki.

    Since Yoshimitsu became sealed within him and he has used the genma powers more and more he has become more self centred and truly focused on himself, typically trying to figure out ways to gain a benefit especially if he can gain some money out of it.
    This is even more true since the war times which also pushed him to be more thrill seeking and even a bit more sadistic like his brethren; often he simply needs to find a bit of joy to do something, as such a discount is on its way if anyone can convince him that something will be worth his time.
  • Hopes/Dreams:
    Nishiki now wishes to be a powerful shinobi who one day surpasses Kaguya, Aimi in power; dreaming to be the best Jinchuriki Kirigakure has ever seen even if it technically goes against some of the Tsukino ideals to stay out of the spotlight, which he now figures was a broken promise the moment he was chosen anyway.
    Within this dreams he also sees himself amassing a great deal of wealth and fortune, more than he has even seen his father throw around and if he dared then more than any Tsukino has ever held which in turn could allow him to usurp the clan leader as head.
  • Fears:
    Nishiki is mostly afraid of going to berserk as a Jinchuriki and never being able to regain control but he does not let this fear hold him back and instead uses it and wields it in a way that lets him train and master his abilities to the best of his capabilities.
  • Combat Mentality:
    Nishiki likes to have fun in combat especially if it confuses the foe and allows him to mess around with them, though he knows not to go too far and get himself into danger and will end things in a kill if he must.
    Depending on the situation he may move in with taijutsu first to get a feel of an opponent but he is very open to simply going max form off the bat and going all out and having lots of fun doing so.

Battle Information
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Village: Kirigakure no Sato
Rank: Bannin

Stats:
  • Chakra Pool: 40 (37+3)
  • Endurance: 40
  • Control: 50
  • Strength: 40
  • Speed: 45
  • Willpower: 30
  • Total: 245
  • Mastery: 50
Equipment:
Nishiki has a fancy looking beige satchel bag-like weapons pouch that ties to his waist and hangs to the left back over his bum.
In this pouch he has an assortment of 30 creepy looking little weather dolls/teru teru bozu, each handcrafted by himself and typically only supposed to talisman that ward off bad weather but instead Nishiki has made them in an ironic, grim and scary looking way to match his like of the rain instead and sometimes uses them with jutsu though they are harmless and do nothing on their own.
Aside from those, there is also 15 Kunai, 5 smoke bombs, 5 flash bombs and 5 explosive tags along with a 30m roll of wire.
Nishiki also has 2 katana fastened to his left hip, both with golden handles and a bandage like wrapping and 70cm long, silvery blades. Though seemingly normal, they are a gift from his father and are hinted to have a hidden potential yet to be unlocked.
Companions: (0/1)
Affinity: Suiton [Water Element]
Abilities and Concentrations
Abilities
First Ability
Kitsune no Kao:
After merging with a fox, a Tsukino inherits many of the fox’s own physical features and potential. This takes the form of a small amount of the fox's features, namely a pair of fox-like ears and fox-like tails which multiply as their own powers grow (3 tails at Chuunin, 5 at Jounin, 9 at Bannin or Kage).

The main ability of these foxes however are their extrasensory systems. A Tsukino’s ears are laced with vibration sensitive fur that forms the basis of a network of sensory paths in their brain, allowing them to feel nearby vibration as a form of sonar-sight. This works only in a small space around them but is greatly enhanced by nearby water as the liquid vibrations carry cleanly to their ears, allowing them to hear disturbances to water especially well. Even masses of vapor such as mist transmit such vibrations well.

Without adequate water a Tsukino’s sense extends around them for (Stat Total/10) meters and can form rudimentary shapes and images in that radius but no further. Vibrations caused by water being interacted with, or vibrations traveling through water, can project much further and more clearly, up to (Stat Total/5) meters out.

This advantage comes with it's own downside. Much as a normal person can be blinded with intense light a Tsukino’s sense can be temporarily shorted out by intense noises. Techniques that cause conflicting vibration can also dampen their senses, but these can be overcome using techniques
Second Ability
Yoshimitsu no Etaigenma:
Nishiki has been entrusted with Yoshimitsu no Etaigenma, the Basics Genma, thus sealing him access to all basic elements except his primary affinity, but grants him access to the elements and kinesis later on via mastery.
Third Ability
Nishiki no Etaijinchuuriki:
Having mastered the abilities of being a Genma Jinchuuriki to the absolute highest level and achieving perfect union with Yoshimitsu, Nishiki has gained access to the deepest and most primal powers of the five basic elements and thus is capable of transforming into elemental bodies of either of them (Suiton, Katon, Fuuton, Raiton and Doton) at will.
To do so Nishiki will absorb the essence of the tiny elementals that usually float around him by having all of one particular element dive into the fuuin on his stomach, forming a sort of conduit that transforms his body into said element at [control speed] whilst maintaining the fuuin and the area it is on as a spherical core that is just lager than his heart.
Once transformed Nishiki follows all the rules of being an elemental body based on the chosen element but may turn back to normal with the release of the elemental, which then frees up the ability to shift to a different elemental body.
Concentrations
Ninjutsu[Place them here]
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.
Perception:
The fundamental skill of [Perception] describes the user’s practiced methods of more keenly focusing their senses for a short time. This facilitates their use of related Taijutsu.
Acrobatics:
The fundamental skill of [Acrobatics] includes the user’s ability to contort their body into unfamiliar positions in order to avoid attacks, as well as the user’s ability to fall safely and perform Ukemi and other feats of gymnastics. 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.
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.
Heavenly Body Control:
The fundamental skills of [Heavenly Body Control] cannot be mastered by those with less than 35 Endurance, , 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.
Genjutsu [Place them here]

Jutsu
NinjutsuShow
Suiton: 9D, 5C, 3B, 1A, 2SShow
D-Rank
*Suiton • Defensive Barrier
D-Rank Ninjutsu
After performing the correct hand seals the user will spray water created from the inside of their chest through their mouth. Once the water is expelled, it will form an umbrella shape that is concave to the user and about two meters in diameter. This defense is somewhat solid and can be formed in any direction the user can spit, up to 10 meters away. The defense is shot at [Control] Speed and has [Control] Strength and unless completely destroyed it lasts for three posts before falling lifelessly to the ground.

Suiton • Water Shuriken (CH)
D-Rank Ninjutsu
The user will channel suiton chakra to their hand and form a shuriken of water that can be thrown up to 10 meters. When kai'd, this shuriken explodes with [Control] Strength and covers the immediate area in water. If not consumed, this technique lasts for three posts.

*Minor Aqua Infusion
D-rank Ninjutsu
After channelling for the required duration the user places any part of their body onto a body of water this infuses up to a 2m x 2m x 2m volume of liquid to be manipulated with aquakinesis, this infusion lasts 3 posts

*Suiton • Wet Spot
D-Rank Ninjutsu
After performing the correct hand seals the user will expel a 3 meter diameter sphere of water from their mouth at [Control] Speed up to 10 meters away. Upon impact it will burst spilling all over the immediate area making it extremely slippery. Those without 5 Strength or higher will not be able to hold their footing on this wet spot and will slip around.

Suiton • Rainy Day
D-Rank Ninjutsu
The user will channel suiton chakra into a weather doll and send it into the sky at [control] speed, whereupon reaching cloud height the chakra will disperse and cause a light rain to fall for 5 posts within a 10m radius whilst causing the doll to fall back to earth along with it. This rain doesn't do much of anything besides make everything wet just like any ordinary rain and once it has began, attacking the Teru Teru Bozu will not stop it as the chakra is already dispersed into the sky.

Suiton • Big Burst Doll
D-Rank Ninjutsu
The user will channel suiton chakra into a weather doll causing it to surge in size until 30cm in diameter before sending it out at [control] speed. This soaking wet, now blue Teru Teru Bozu will travel for a maximum of 10m in the direction it was sent for 1 post before exploding at [control] strength into a torrent of water.

Suiton • Slippery Watersuit
D-Rank Ninjutsu
After performing the necessary handseals the user will coat themselves or another in a suiton chakra making them rather slippy and difficult to land a proper hit on. In particular this aids the most against restraints and grappling techniques but can also deflect direct blows of 5 strength or less for 3 posts.

Suiton • Water Gun
D-Rank Ninjutsu
After performing the necessary handseals the user will shoot out a [control] strength stream of water from their mouth over a distance of up to 10 metres away at [control] speed, slamming into and enveloping anything in its path as it tries to push them back for 1 post.

Suiton • Water Tanker
D-Rank Ninjutsu
The user will channel suiton chakra and create a small 30cm diameter ball of [control] strength suiton within 1m of their vicinity. This ball stays anchored to their person and moves with them, continuously producing 1mx1mx1m worth of water each post to be pulled out and manipulated via other jutsu over 5 posts so long it is not destroyed.

C-Rank
Suiton • Rain Gun (CH)
C-Rank Ninjutsu
The user channels suiton chakra and expels three 3 2-centimeter diameter droplets of water from their mouth in quick succession, each of which explode with [Control] Strength on impact, scattering water all over the immediate area. These droplets fly up to 25 meters away at [Control] Speed.

Suiton • Great Stream (CH)
C-Rank Ninjutsu
The user will channel suiton chakra and expel a massive conical water torrent that drenches an area thoroughly, capable of soaking a meter down nearly instantly for soil and like materials. The cone has a base width of 15 meters and a range of 25 meters and travels at [Control] Speed, pushing things back with [Control] Strength.

*Suiton • Crashing Wave
C-Rank Ninjutsu
After performing the correct hand seals the user expels a massive tidal wave of water 10 meters wide and nearly 5 meters tall. This wave travels forward at a [Control] Speed and Strength for up to 25 meters before losing its steam and failing.

Lesser Aqua Infusion
C-rank Ninjutsu
After channelling for the required duration the user places any part of their body onto a body of water. This infuses up to a 3m x 3m x 3m volume of liquid to be manipulated with aquakinesis, this infusion lasts 5 posts.

B-Rank
Suiton • Water Encampment Wall (CH)
B-Rank Ninjutsu
After channelling Suiton chakra the user will expel a large amount of water from their body as a sweeping defense against hostile techniques. The water from the technique forms a cylinder around the user at [Control] Speed, and flows around the user. It is approximately 7 meters around and 2 meters thick, leaving only the top unprotected. The wall has the ability to deflect things with [Control] Strength, but even if something break through, the walls thick nature makes traversing through the water fully troublesome. The wall lasts up to three posts unless dispelled earlier by the user or destroyed.

Suiton • Water Ghost Projectile
B-Rank Ninjutsu
After channelling Suiton chakra the user creates a ghostly head of water. Once it has been created, the user can launch the three-meter diameter projectile towards a target at [Control] Speed and Strength for up to 40 meters. Following the head is a long, spooky body and tail, stretching nearly six-meters. During the course of it's travel, the user may alter the course of the dragon three times, allowing it to complete a U-turn per alteration.

A-Rank
Suiton • Disaster Flood
A-Rank Ninjutsu
After channelling suiton chakra the user will cause a surge of water to burst up all around them like a massive hollow pillar that reaches 30m in height with them in the centre. All this water will then spill out like a crashing wave at [control] speed and strength, spreading away from the user to a max of 60m in all directions.

S-Rank
Suiton • Demon Kitsune: Nine Tailed Torrential Surge Beast
S-Rank Ninjutsu
Prerequisites: *[Aquakinesis] and a Suiton based Elemental Body
The user surges their elemental body with suiton, expanding it to a great degree as they transform into a huge watery nine-tailed fox demon at [control] speed.
This transformation causes them burst out in a tidal wave of water all around them with [control] strength over a base 80m radius, crashing into everything in its path before swirling around into an orb like state and then finally shaping into the fox.
Once fully transformed the fox is a base 180m long from nose to tail tip and functions like a regular but giant elemental body capable of being maintained for 5 posts.
Form 1; Katon: 6D, 6C, 3B, 1A, 1SShow
D-Rank
*Katon • Flame Jet
D-Rank Ninjutsu
After performing the correct hand seals the user draws in a deep breath before exhaling out a cone that is up to five meters long and three meters wide at it's base. The cone travels at a speed equal to [Control] and impacts with a strength equal to [Control].

Katon • Ember Ghost
D-Rank Ninjutsu
The user will channel katon chakra into a weather doll causing it to expand and burn up into a 1 foot diameter ghostly looking fireball which then zooms at the opponent. It travels up to 10 meters away at [control] speed and a strength.

Katon • Sunny Day
D-Rank Ninjutsu
The user will channel katon chakra into a weather doll and send it into the sky at [control] speed, whereupon reaching cloud height the doll will expand into a 1 metre diameter blazing ball of fire that will continue to surge in the sky like a mini sun for 5 turns unless removed in some other way.

Minor Pyro Infusion
D-Rank Ninjutsu
After channelling for the required duration the user will place a part of their body close to some fire, flowing their chakra throughout it. This infuses up to a 2m x 2m x 2m volume of flames to be manipulated with pyrokinesis, this infusion lasts 3 posts

*Katon • Blackline Blaze
D-Rank Ninjutsu
After performing the correct hand seals, the user runs their hands alongside a potential fuel, once they take their fingers off everything the ran their hand over will ignite, the flame burning at [Control] Strength. Potentially useful in avoiding wildfires, having fuels for a fire used against them.

Katon • Fire Tanker
D-Rank Ninjutsu
The user will channel katon chakra and create a small 30cm diameter ball of [control] strength katon within 1m of their vicinity. This ball stays anchored to their person and moves with them, continuously producing 1mx1mx1m of fire each post to be pulled out and manipulated via other jutsu over 5 posts so long it is not destroyed.

C-Rank
*Katon • Erupting Burning Finger
C-Rank Ninjutsu
By channeling chakra into their fingers, the user then attempts to make contact with the opponent. In the event that the strike is successful, the fingers release a [Control] strength Explosion of Katon outward towards the targets body. If unused, lasts 3 posts.

Lesser Pyro Infusion
C-Rank Ninjutsu
After channelling for the required duration the user will place a part of their body close to some fire, flowing their chakra throughout it. This infuses up to a 3m x 3m x 3m volume of flames to be manipulated with pyrokinesis, this infusion lasts 5 posts.

Katon • Ground Ablaze
C-Rank Ninjutsu
The user will channel katon chakra and slam on the ground with their foot and cause a massive stream of fire to erupt along the ground all around them at [control] speed and strength. This fire spreads out in a 25 metre radius around the user and reaches up to 5 feet in height for up to 4 posts.

*Katon • Ripple
C-Rank Ninjutsu
By channeling katon chakra into their body, the user will release a burst of flame around their entire body, coming outwards from them. This sphere of roiling fire pushes outward with [Control speed and impacts whatever it touches with [Control] strength, the sphere extending roughly 25 meters in radius from the user's body.

B-Rank
Katon • Dance of the Burning Dead
B-Rank Ninjutsu
Nishiki will grab 9 of his Teru Teru Mizu dolls and channel katon chakra into them, whereupon doing so he will then cast them away as they burn up into flames that are about 30cm in diameter. The flames will appear to look like haunting, burning spirits of the dead as they then float around within a 40m area quite erratically, appearing to be dancing as they move up to [control] in speed. If they make contact they explode with [control] strength and all the other flames flicker and shimmer as a haunting howling sound hisses. These flames last for 5 posts before all exploding where they are.

*Katon • Flame Lash
B-Rank Ninjutsu
After performing the correct hand seals the user breathes out gently and sends a wire-thin line of flames at a target. The line can travel up to 40 meters from the user at [Control] speed. If it connects to a target, their body will suddenly burst into flames, igniting them and whatever they happen to be wearing in a searing inferno of flames.

A-Rank
Katon • Flame Armor (CH)
A-Rank Ninjutsu
After channelling katon chakra,, the user will release katon outward from their body rapidly as the fire twists around them. This fire forms a 3-inch layer of flames around their body that manifests at [Control] speed, and essentially provide a pseudo-defense against taijutsu for the next five posts. If anyone comes into contact with the armor, they will receive burns and incoming attacks will be repelled with [Control] strength.
Form 2; Fuuton: 5D, 5C, 3B, 2A, 1SShow
D-Rank
Fuuton • Wind Tanker
D-Rank Ninjutsu
The user will channel fuuton chakra and create a small 30cm diameter ball of [control] strength fuuton within 1m of their vicinity. This ball stays anchored to their person and moves with them, continuously producing 1mx1mx1m of wind each post to be pulled out and manipulated via other jutsu over 5 posts so long it is not destroyed.

Fuuton • Balloon Doll Bomb
D-Rank Ninjutsu
The user will channel fuuton chakra into a weather doll causing it to surge in size until 50cm in diameter where it can then be carried or simply left in place to float. When kai'd, this balloon explodes with a [control] strength force and covers the immediate area in a gust of wind. If not consumed, this technique lasts for three posts.

Fuuton • Wind Bullet (CH)
D-Rank Ninjutsu
After channelling the needed fuuton chakra, the user expels a basket ball sized ball of wind from their mouth. This ball of wind travels up to 10m at [Control] speed, and explodes with [Control] Strength on contact with solid matter or at the end of its range.

Fuuton • Wind Dome
D-Ranked Fuuton Jutsu
After performing the required handseals the user will form a 2m diameter of wind around themselves at [control] speed. This dome will stay around the user for up to 3 posts or until broken or dispersed and has a strength of [control], though any projectile the size of a kunai or smaller get completely repelled if not thrown with at least 1 strength more.

*Fuuton • Enhanced Launch
D-Ranked Fuuton Jutsu
After doing the needed hand seals, the user gathers wind around their feet. Then, the user will use the wind to blast them from the ground, enabling them to leap into the air an extra 10 meters at [Control] speed. The Fuuton passive is not applied in this technique.

C-Rank
*Fuuton • Tornado Trap
C-Ranked Fuuton Jutsu
The user will first perform the required hand seals and then gather wind around an opponent. This will form a tornado around them at [Control] Speed which extends 25m into the air and has a radius of 3m. The tornado will push back anything that touches it with [Control] Strength, while also cutting at whatever tries to push through as well as a kunai would with the same strength. This technique lasts for 4 posts.

Lesser Aero Infusion
C-Rank Ninjutsu
After channelling for the required duration the user will pulse chakra from their body into the surrounding wind. This infuses up to a 3m x 3m x 3m volume of wind to be manipulated with aerokinesis, this infusion lasts 5 posts.

Fuuton • Great Breakthrough (CH)
C-Ranked Fuuton Jutsu
By channelling fuuton chakra and bringing their hands to their mouth, the user can release a wide blast of air. This wave of air moves outward in a cone shape with a 25m width at the end of the cone and moves with [Control] Speed. Once it makes contact with a substance, the wind both cuts at it and pushes it away with [Control] strength. This blast goes out for a maximum of 25m if it doesn't hit anything, where it will dissipate into the surrounding air.

*Fuuton • Wind Clone
C-Ranked Fuuton Jutsu
After performing the necessary hand seals, the user will create a clone out of their fuuton chakra. This clone will have the users stats. It lasts for [Control/4] posts.

B-Rank
Fuuton • Vortex Pillar (CH)
B-Ranked Fuuton Jutsu
After channelling fuuton chakra, the user stirs a great amount of wind around their person. A tornado with a 20m radius will form around them at [Control] Speed, extending up to 40m in the air. This wall of wind is perfect for defense or trapping an opponent in an enclosed area. Anything that tries to pass through the winds will be sliced viciously with [Control] Strength blades of wind as sharp as katana blades. This technique lasts for 4 posts, unless released earlier.

*Fuuton • Pressure Damage
B-Ranked Fuuton Jutsu
After making the required hand seals, the user will focus chakra into their mouth. They will release the wind chakra as a large sphere with a 10m radius at [Control] Speed, which has a maximum range of 40m. Should the target be hit within the first 20m, the attack will inflict the maximum amount of damage, causing a [Control] Strength explosion, spreading cutting winds capable of slicing close to the bone over the same area. Should they be struck in the last 20m, it will only apply [Control/2] Strength.

A-Rank
Fuuton • Dragon's Tempest (CH)
A-Ranked Fuuton Jutsu
After channelling the needed chakra, a fierce whirlwind will radiate out from the user at [Control] Speed, surrounding the user with winds that will cut any opponent or object within range to pieces. There is a 2m radius around the user that would be the “eye of the storm.” If struck by this Jutsu the victims will face blades of wind that strike with [Control] Strength and can leave wounds and deep cuts. This Jutsu covers an area of 65m in all directions for 3 posts.

Fuuton • Up Up and Away
A-Ranked Fuuton Jutsu
Nishiki will channel fuuton charka all around his body causing a small whirl of wind to surround him at [control] speed. This wind will spread out behind him like an intricate dance of streams that appear almost like wings that flow off into the distance and in turn will begin to lift the user up into the air.
Once the wind trails are formed and Nishiki has been lifted he can then freely move about with perfect flight following the flight rules for 10 posts.
Form 3; Raiton: 5D, 6C, 2B, 1A, 1SShow
D-Rank
Raiton • Lightning Tanker
D-Rank Ninjutsu
The user will channel raiton chakra and create a small 30cm diameter ball of [control] strength raiton within 1m of their vicinity. This ball stays anchored to their person and moves with them, continuously producing 1mx1mx1m worth of lightning each post to be pulled out and manipulated via other jutsu over 5 posts so long it is not destroyed.

Raiton • Lightning Armament (CH)
D-Ranked Ninjutsu
After channelling raiton chakra, 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 • Static Doll
D-Ranked Raiton Jutsu
The user will channel raiton chakra into a weather doll causing it to grow to about 30cm in diameter where it will then be left to float in place, simply looking like a curious but possibly slightly spooky ghost of some sort.
The doll will stay put for up to 5 posts but if anything touches a surge of electricity will flow from it into those that touched it, shocking them with [control] strength worth of force as the doll then pops.

*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 • Sky Spear
D-Ranked Ninjutsu
After performing the correct hand seals, the user will create a 1 meter long rod of lightning in their hand at [Control] Speed. They are then able to launch it at their Strength in a single direction. Upon contact the spear will explode with [Control] Strength. If it has not been launched by the end of the second post it will dissipate.

C-Rank
Raiton • Lightning Giga Rail Lancer
C-Ranked Raiton Jutsu
After channelling chakra, the user's arm becomes shrouded in crackling lightning with a flowing surge jutting out behind them like a large, spiky pauldron. This can be held for up to 5 posts before the user thrusts their arm forwards, sending the lighting shooting ahead at [control] speed and strength.

*Raiton • Jamming Pulse
C-Ranked Ninjutsu
After performing the correct hand seals, the user emits a wave of electricity from their palm in a single direction. This is produced as a 10m wide line which extends 2m into the air and travels up to 25m from the user at [Control] Speed. The wave will apply the shocking effect and reduce the speed of any living thing it strikes by 3 Speed for 3 posts by electrically interfering with the brain's nervous signals.

Raiton • Shocking Screamer Doll
C-Ranked Raiton Jutsu
The user will channel raiton chakra into a weather doll causing it to grow to about 30cm in diameter where it will then shot forward at [control] speed.
The doll will appear and sound like a deranged, wailing ghost as it travels along with 1m long bolts of lightning continuously shooting out all around it.
The lightning strikes with [control] strength as the ghost moves along its path for 25m, each bolt crackling and screeching causing a ghostly wailing sound.

*Raiton • Galvanic 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. The user's Raiton will constrict and paralyze jutsu and people who enter it. They will lose -1 Speed per post for 2 posts or until the user ends the jutsu.

Raiton • Numbing Zone
C-Ranked Ninjutsu
The user will seep Raiton chakra in an area around them with a base 25m diameter. The user's Raiton will charge the air causing a prickling, numbing sensation for anyone who enters it and their muscles will become kind of twitchy and achy during this time. They will lose -1 Strength per post for 2 posts or until the user ends the jutsu.

Raiton • Transform: Static Surge
C-Rank Ninjutsu
Prerequisites: Form 1 or Higher Basic Genma
Nishiki channels before transforming into one of his genma forms causing lightning to burst all around him from his body at [Control] Strength and Speed over a base 30m radius. This then fills the surrounding air with small sparks of electricity and just being near can cause hairs stand on end from all the static, a mere warning to the dangers of raiton if one where to touch any.
This lasts 3 posts if not cleared (by other means or simply getting shocked).

B-Rank
*Raiton • Thunder Wave
B-Ranked Ninjutsu
The user will first perform the correct hand seals, and then fire a cone of lightning which begins at 5m wide closest to them and then 40m wide at the furthest point. The cone extends 40m from the user's body at [Control] Speed. This cascade of lightning roars tremendously loud, and strikes all caught within it at ]Control] Strength.

Raiton • Thousand Birds (CH)
B-Ranked Ninjutsu
The user of this technique will gather a concentrated amount of Raiton in their hand after they channel the required chakra. 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.

A-Rank
Raiton • Crackling Ghostly Aura
A-Ranked Raiton Jutsu
The user channels raiton chakra and causes a surge of lightning to build up around them like a large, glowing aura. This aura spreads across their whole body and spikes out in a wave of fluctuating electricity in a 50cm radius, jumping out to anything that gets within 3m.
This lightning moves in crackling arcs at [control] speed and shocks and deflects at [control] strength for 4 posts, all whilst making those within appear more like a ghostly figure due to all the glow.
Form 4; Doton: 5D, 5C, 2B, 1A, 1SShow
D-Rank
*Doton • Earthen Ninja Tools
D-Rank Ninjutsu
After performing the correct hand seals the user will form a set of up to 10 basic projectiles, such as kunai, shuriken, or senbon, in their hand. These tools have [Control] strength.

Doton • Earth Tanker
D-Rank Ninjutsu
The user will channel doton chakra and create a small 30cm diameter ball of [control] strength doton within 1m of their vicinity. This ball stays anchored to their person and moves with them, continuously producing 1mx1mx1m worth of rock each post to be pulled out and manipulated via other jutsu over 5 posts so long it is not destroyed.

*Doton • Wall
D-Rank Ninjutsu
After performing the correct hand seals the user will form a solid stone wall up to 5 meters away from them at [Control] speed. The wall has [Control] strength and is 3x3x1 meters large.

Doton • Spike Doll
D-Rank Ninjutsu
The user channels and infuses doton chakra into a weather doll which will last for up to 6 posts. The next time someone else comes into contact with the doll, it will burst into hardened spiky rock about the size of a tennis ball with [control] strength.

*Doton • Dirt Cloud
D-Rank Ninjutsu
After performing the correct hand seals the user will form a 1 meter diameter ball of loose dirt in front of them, launching it off up to 10 meters away at [Control] strength and speed. Upon impact the ball of loose dirt breaks apart forming a vision-impairing cloud of dirt with a 5 meter radius.

C-Rank
*Doton • Manica
C-Rank Ninjutsu
By channeling doton chakra into their arm, the user will form rock from their shoulder downward, encasing their forearm and hand in rough and simplistic layered plates of stone. The stone passes over the hand on the back-side but leaves the palm-side uncovered allowing full dexterity of the hand for seals. This essentially resembles a manica, which is a segmented armor that spans the length of the arm. The armor has [Control] strength and speed.

Doton • Shatterpoint
C-Rank Ninjutsu
The user will channel doton chakra and then touch the ground, causing a crack to form at [control] speed as it moves along in whatever direction the user pleases. This crack will break through the ground until it is either 25m in length or whenever the user stops it, at which point a metre diameter of ground will shatter where it stops and will explode upward at [control] strength in many stony fragments.

Doton • Haunting Earth Doll
C-Rank Ninjutsu
The user channels and infuses doton chakra into a weather doll, causing it to expand and harden with earth until it forms into a ghostly looking rock at [control] speed spanning 5m in diameter. This rock's surface is very jagged and spiky with [control] strength, making it very dangerous to touch and it appears to have a ghostly face spread across it.

*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 • Dome Shelter
C-Rank Ninjutsu
The user causes a dome shelter with a base 10m diameter to form around them with [Control] Strength at [Control] Speed.

B-Rank
Greater Terra Infusion
B-Rank Ninjutsu
After channelling for the required duration the user places any part of their body onto an area of earth this infuses up to a 5m x 5m x 5m volume of earth to be manipulated with terrakinesis, this infusion lasts 10 posts.

Doton • Rolling Roil
B-Rank Ninjutsu
The user performs a series of handseals and places their palm on the ground, causing the earth beneath them to rumble and split apart as it shoots out in a tumbling rock formation up to 40m diameter in size. This earth will continuously churn beneath the users feet as it surges along at [control] speed and strength, moving in whatever direction the user pleases as they ride it for as long as they stay firmly planted on top.

A-Rank
Doton • Turmoiling Shatter Quake
A-Rank Ninjutsu
The user channels doton chakra and slams down into the earth causing it to shatter and rumble like an intense earthquake. This quake tears apart the ground as it spreads all around the user up to 65m away in all directions, constantly shattering and rumbling the earth like an ongoing turmoil of explosions that moves around at [control] speed and strength for up to 3 posts.
Combination JutsuShow
C-Rank
Suiton • Katon • Mini Phantom Beast Bomb; Enveloping Burner
C-Rank Ninjutsu
Prequisites: Form 1 or Higher Basic Genma
Nishiki will channel both Suiton and Katon chakra together into a single, chaotic ball of energy about 30cm in diameter which he will then blast out at [control] speed.
This ball will then explode after traveling 25m or upon impact with [control] strength of force, spreading chaotic energy that both envelops and ignites/burns everything caught within the explosion
The strength of the passives is reduced as such the energy envelops and ignites/burns as if the strength and speed was -10.

Katon • Fuuton • Mini Phantom Beast Bomb; Burning Slicer
C-Rank Ninjutsu
Prequisites: Form 1 or Higher Basic Genma
Nishiki will channel both Katon and Fuuton chakra together into a single, chaotic ball of energy about 30cm in diameter which he will then blast out at [control] speed.
This ball will then explode after traveling 25m or upon impact with [control] strength of force, spreading chaotic energy that both ignites/burns and cuts everything caught within the explosion.
The strength of the passives is reduced as such the energy ignites/burns and cuts as if the strength and speed was -10.

B-Rank
Suiton • Katon • Fuuton • Mighty Phantom Beast Bomb; Enveloping Burning Slicer
B-Rank Ninjutsu
Prequisites: Form 2 or Higher Basic Genma
Nishiki will channel Suiton, Katon and Fuuton chakra together into a single, chaotic ball of energy about 45cm in diameter which he will then blast out at [control] speed.
This ball will then explode after traveling 40m or upon impact with [control] strength of force, spreading chaotic energy that envelops, ignites/burns and cuts everything caught within the explosion
The strength of the passives is reduced as such the energy envelops, ignites/burns and cuts as if the strength and speed was -10.

S-Rank
Suiton • Katon • Fuuton • Raiton • Doton • Ultimate Phantom Beast Bomb; Enveloping Burning Slicing Shocking Endurer
S-Rank Ninjutsu
Prequisites: Form 4 or Higher Basic Genma
Nishiki will form Suiton, Katon, Fuuton, Raiton and Doton chakra together into a single, chaotic ball of energy with a base 100cm diameter which he will then blast out at [control] speed. This ball will then explode after traveling a base 80m or upon impact with [control] strength of force, spreading chaotic energy that envelops, ignites/burns, cuts and shocks everything caught within the explosion The strength of the passives is reduced as such the energy envelops, ignites/burns, cuts and shocks as if the strength and speed was -10. The energy also has the enduring effect of Doton, lasting on everything caught by it, except due to the weakened state of the passive it decays by 5 strength per post until it fully fades.
KinesisShow
*[Aquakinesis]
A-rank Ninjutsu
Having achieved notable mastery over Suiton, the user is capable of shaping, directing, and manipulating existing bodies of the element without the need of hand seals or an existing technique. The range at which the user can manipulate the element is equal to the user's control times 2 metres. While the user can freely manipulate this element, they cannot produce the element naturally.

*[Pyrokinesis]
A-rank Ninjutsu
Having achieved notable mastery over Katon, the user is capable of shaping, directing, and manipulating existing bodies of the element without the need of hand seals or an existing technique. The range at which the user can manipulate the element is equal to the user's control times 2 metres. While the user can freely manipulate this element, they cannot produce the element naturally.

*[Aerokinesis]
A-rank Ninjutsu
Having achieved notable mastery over Fuuton, the user is capable of shaping, directing, and manipulating existing bodies of the element without the need of hand seals or an existing technique. The range at which the user can manipulate the element is equal to the user's control times 2 metres. While the user can freely manipulate this element, they cannot produce the element naturally where it doesn't exist.

*[Levitakinesis]
A-rank Ninjutsu
Having achieved notable mastery over Raiton, the user is capable of shaping, directing, and manipulating existing bodies of the element without the need of hand seals or an existing technique. The range at which the user can manipulate the element is equal to the user's control times 2 metres. While the user can freely manipulate this element, they cannot produce the element naturally.

*[Terrakinesis]
A-rank Ninjutsu
Having achieved notable mastery over Doton, the user is capable of shaping, directing, and manipulating existing bodies of the element without the need of hand seals or an existing technique. The range at which the user can manipulate the element is equal to the user's control times 2 metres. While the user can freely manipulate this element, they cannot produce the element naturally.
Taijutsu: 26D, 16C, 13B, 7A, 1SShow
Kitsune Style:
A kitsune never shares its specific tricks and skills but there is a general feel of things that any member of Tsukino House can work out for themselves in their own way. As such this style Nishiki started to design himself using his newfound vulpine gifts; Using his claws, teeth, tails and sensitive fur he has worked a way to fight in an eloquent but animalistic fashion by putting all these traits into use in his own unique, trickster way.
Requires: [Close Quarters Combat], [Perception], [Acrobatics], [Deft Hands]
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]
Zantou Style::
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 Kiai, 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.
D-Rank
Feel the Rain
D-Rank Stance
Nishiki will stop and put his vibration senses to the task by focusing on the rain around him, feeling the vibrations moving through the rain within up to (Stat Total/5) meters just as usual. This helps him zone in specifically on the shapes and movements that he picks up specifically from the rain, giving him a basic layout of what the rain touches and how things are moving through it.

Pin Drop Precision
D-Rank Stance
Nishiki will stop and put his vibration senses to the task by focusing on smaller, lower level vibrations whilst trying to focus out the heavier, louder vibrations. Though not perfect this can help feel for smaller objects such as a pin dropping by trying to zone out other distracting vibrations, though it does not increase the proficiency of his ability keeping the same limits.

Vibration Focus
D-Rank Discipline
Nishiki has trained his vibration sensitivity to a degree so that he can remain focused and not be distracted by every little vibration. This helps prevent some dulling of his senses and allows him to focus past some minor things that would otherwise be too much, making it easier to tell the difference between lower level conflicting vibrations.

Piercing Jab
D-Ranked Manoeuvre
Nishiki will make a quick jab towards the opponent's stomach with claws fully extending. This jab is intended to both partially wind the opponent and dig in and wound with the claws.

Blinding Slash
D-Ranked Manoeuvre
Nishiki will perform an arcing swing towards the opponent's face with his hand open in a proper claw-like form aiming to full force maul their face, hopefully scratching their eyes in the process.

Digging In
D-Ranked Manoeuvre
Nishik will grapple an opponent with his arms, digging right in with his claws and biting them with his sharp teeth forcing the opponent to try and fight him off by using more strength than he has.

Tear Apart
D-Ranked Manoeuvre
Nishiki will come at an opponent with his claws up above and then come forcibly down with them in attempt to dig his claws in before slicing outwards in a downward crescent-like motion with each claw move further apart. This is a basic but very forceful mauling attack meant to cover a wide arc.

Flexibility
D-Rank Discipline
Nishiki has trained his body to be rather flexible and able to bend and contort in rather odd and peculiar ways which gives him some extra freedom of movement and allows him to easily do some strange things.

Perfect Kinetic Flow
D-Rank Discipline
Prerequisites: Flexibility
Combining his great flexibility with grand and flowing moves, Nishiki has trained his body to perform extraordinary movements and have extreme body form when doing Kinesis of any kind. This increases the capability of what he can do and helps limit any restrictions on his Kinesis gestures (e.g. Lack of room becoming less of a concern).

Grand Balance
D-Rank Discipline
Nishiki has trained himself to have great balance in many different kinds of situations, allowing himself to easily define his own centre of gravity so that he can manoeuvre himself with ease with toppling over. This means he can bend way low to the ground, outstretch his limbs in weird angles or almost seem to fall forwards on his tiptoes and still be fine.

Aerobatics
D-Ranked Taijutsu Discipline
Hefty bending exercises have lead the user to be able to contort, and otherwise control, their body while under abnormal situations. Namely being able to use momentum to better dodge mid-air, and allowing great feats of taijutsu that normally require ones feet planted firmly on the ground.

Ambidexterity
D-Ranked Discipline
After extensive practice and training the character has gained equal strength and skill between their two hands. This allows them to perform any action with either hand at exactly the same skill level and strength.

Leap
D-Rank Taijutsu Manoeuvre
Nishiki will simply propel himself forwards with a high leap into the air, typically aimed to dodge over an obstacle or opponent.

Rolling Recovery
D-Rank Taijutsu Manoeuvre
Nishiki will move into a roll from a prone position, typically as he lands to quickly get back to his feet, shaving off any time he would be laid on the ground, helping protect from crash landings and to move out of dangerous positions.

*[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 • 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 • Balance]
D-Ranked Taijutsu Stance
Prerequisite: [Perception]
This is a neutral state that is often the start of most combat. It consists of feet spread shoulder width and arms held in a prayer-like position. They focus their senses to best understand which stances will be needed, and cleanse their habits from other stances to better emulate their next one.

*[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 • 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.

*[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 • 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 • Cold Snap]
D-Rank Taijutsu Maneuver
Prerequisite(s): *[Zantou • Winter River Flows].
While slashing an opponent, the practitioner twists their wrist while simultaneously channeling the momentum of the first attack into another slash in a different direction, allowing the practitioner to attack another area of the opponent's body with the same sequence of movements.

*[Zantou • Falling Icicle]
D-Rank Taijutsu Maneuver
Prerequisite(s): *[Zantou • Winter River Flows].
This technique can be performed as a standalone technique, often supplemented by feinting a slash, or can be linked to another attack. The practitioner twists their wrist and channels their momentum into a downward thrust, lodging their blade into the opponent and potentially pinning them to the ground or another surface. The opponent can force the practitioner away if their Strength stat is higher than the practitioner's Strength stat, but doing so hastily can cause additional damage as the blade continues to expand the wound even further. Conversely, the practitioner can opt to twist the blade in the wound and pull it out, causing further damage to the opponent and possibly severing important tendons or veins.

*[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.

C-Rank
Pure Pin Drop Precision
C-Rank Stance
Nishiki will stop and put his vibration senses to the task by focusing on smaller, lower level vibrations whilst trying to focus out the heavier, louder vibrations. Though not perfect this can help feel for smaller objects such as a pin dropping by trying to strongly zone out other distracting vibrations, though it does not increase the proficiency of his ability keeping the same limits. On a higher level than the basic D-Rank this takes more focus but can more accurately zone in on those specific vibrations.

Clear Vibration Focus
C-Rank Discipline
Nishiki has trained his vibration sensitivity to a degree so that he can remain focused and not be distracted by every little vibration. This helps prevent some dulling of his senses and allows him to focus past some small to minor things that would otherwise be too much, making it easier to tell the difference between lower level conflicting vibrations to a strong degree.

Foxleap
C-Rank Taijutsu Manoeuvre
Nishiki will land on a target, typically their back, from an aerial position and then propel himself further into a leap right off of them.

Tsukino's Grace
C-Rank Taijutsu Discipline
Nishiki has mastered his body as a Tsukino and as such all his bodily mutations are like natural extensions to normal human features, in particular his tails can be manoeuvred like any other regular appendages and can be used with the full skill of his arms and legs.

Area Awareness
C-Rank Taijutsu Discipline
Nishiki has trained his sense of spatial awareness so that he can not only constantly remain vigilant of what is around him with great skill, but is also able to expand it further so that details of his surrounding environment come to him naturally and easily. This means he can more easily figure out the space he can manoeuvre and generally work in, even in wide areas which is particularly useful for using wide scoping jutsu and kinesis.

*[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 • 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 • 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 • 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.

*[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 Pack Prowl]
C-Rank Taijutsu Discipline
The practitioner carefully scrutinizes his opponent's defenses and attacks whatever openings present themselves. This Discipline represents the practitioner's capacity to quickly recognize the base effective range of an opponent's weapon and inherent weaknesses in their defenses, including if there are none. This technique does not provide supernatural insight into an opponent's techniques which could alter those parameters, but this technique can be used in conjunction with other information the practitioner has to build a complete mental profile on the opponent's capabilities.

*[Zantou • Wolf Pack Fangs]
C-Rank Taijutsu Maneuver
Using the opponent's own guard as an avenue for attack, the practitioner will feint as to clash against the opponent's defense. Then, as the blade's edge is about to make contact, the practitioner will twist the said blade and push the blade forward as the flat of their weapon makes contact against the opponent's guard. This allows the practitioner to initiate a slash or thrust against the opponent by sliding the flat of the blade along the opponent's guard. This tricky technique can allow the practitioner to exploit inherent weaknesses in the opponent's guard and even push through an opponent's defenses to attack them.

*[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 • Twisting Blizzard]
C-Rank Taijutsu Maneuver
Prerequisite(s): *[Zantou • Ambidexterity], *[Zantou • Shifting Winds].
The practitioner uses their skills with their weapons to obfuscate their next attacks. By constantly spinning the blades with their hands and fingers, randomly switching directions, the practitioner can reflexively choose not only what kind of strike to use and which direction to launch the attack from, but also whether to use standard grip or reverse grip the split-second before launching the attack. This can make the practitioner very unpredictable in a fight. This technique can be used in conjunction with other techniques to help mask the practitioner's intentions.

B-Rank
Catapult Foxleap
B-Rank Taijutsu Manoeuvre
Nishiki will leap over an incoming opponent then land on them and push with great force as he leaps and flips off their back, using the foe's own forward momentum and his own strength to both propel the foe into the ground and leap far away from them as he flips through the air with great skill.

Grand Balancing Act
B-Ranked Taijutsu Manoeuvre
Nishiki will flip over an opponent and land on their head with one of his hands, holding himself upright whilst maintaining his balance as he shifts to counteract the opponent's movements. Once on top he will wait for an opportunity to strike as the foe then tries to remove him from atop their head, moving to strike and take hold of any limbs that may come at him as he then falls and twists pulling it with him.
As he falls he aims to pull and twist the opponent with him, hurting their limb and bringing them to the ground.
If the opponent does not retaliate in such a way Nishiki will eventually fall behind them instead, twirling into a powerful knee into the back in attempt to slam them into the ground.
Once the foe is grounded Nishiki will then spring away from them and jump right back to his feet, aiming to swiftly exit from a dangerous situation.

Evasive Combat
B-Ranked Taijutsu Manoeuvre
Nishiki will move in an elusive manner and throw out necessary blocks to avoid an opponent's attacks in a deflective manner as he then comes in with slippery, swift strikes and jabs in counter to their moves and in attempt to deal quick, light damage in delicate open areas.
As this combat continues Nishiki will also try and stay distant to the opponent, moving back as they move in on him, staying mostly defensive and slipping in his own attacks when openings present themselves in attempt to be as evasive as possible and potentially wear out the opponent as most of their attacks are avoided and pushed along their own energy arcs away from himself.

*[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 • 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 • 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 • 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.

Avatar of Elements
B-Ranked Taijutsu Discipline
Prerequisite: Kinesis
Nishiki has trained himself in his Taijutsu and Kinesis prowess in unison forming the combination of both skills side by side, allowing Nishiki the ability to weave Kinesis seamlessly within his hand to hand combat. This discipline reflects that training, allowing him to use the bodily movement of his Taijutsu as a means of shaping and manipulating elements using Kinesis. What results is a perfect marriage of the two skills, his Taijutsu skills enhanced by his Kinesis and vice versa.

*[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 Conservation]
B-Rank Taijutsu Discipline
Prerequisite(s): *[Zantou • Wolf Pack Paradigm].
The Zantou practitioner has learned to more precisely control their Endurance expenditures through the use of controlled and precise breathing. This Discipline represents the practitioner's proficiency at constantly using efficient breathing techniques both in and out of battle, further conserving Endurance and chakra. This Discipline ensures that only the exact amount of energy needed for each movement is expended, not a single iota more. This allows the Zantou fighter to endure and persist in battle long after other fighters would have passed out. This Discipline also allows the practitioner to function normally in oxygen-deprived environments, such as very high altitudes and vacuums. The practitioner can hold their breath on-demand for a number of posts equal to their Endurance stat.

*[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.

A-Rank
*[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.

Aerial Thundercrash Ricochet
A-Rank Taijutsu Manoeuvre
Prerequisite(s): Aerobatics, Heavenly Body Control, 35 Strength.
The user tenses and surges their strength in the air causing it to compress and become almost physical like a wall as they then propel off of it, causing the air to crack and burst apart behind them with a sound almost like thunder. This allows the user to turn around and zoom through the air as if leaping from the ground itself and can be done in quick succession up to 10 times, not needing to tense up beyond the first which makes further uses faster if maintained for those 10 uses.

*[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 • Dragon's Divinity]
A-Rank Taijutsu Stance
Prerequisite:[/b] All previous archived stances
The adept has reached the peak of their ability, thus learned the most potent stance of this style. By focusing their body the adept is able combine the most powerful aspects of all other stances into a single fluid style. In doing so they remove the requirements for specific stances from their maneuvers.

S-Rank
Perfect Kinetic Sense
S-Rank Discipline
Nishiki has trained his vibration senses to such an ultimate degree he can easily decipher between the minutest of differences, even being able to focus on the faintest of waves from the smallest of movements.
This means he has an extremely clear image of everything making any kind of vibration within his mind like a kind of perfect sonar, even a supposedly silent step on the ground or a minor shift in posture can be picked up and deciphered (range of ability not affected).
GenjutsuShow
Place Genjutsu in here



History
Historical AccountsShow
Nishiki was born to a pair of shinobi parents, though his mother typically tended to a gambling guest house by the time he was born and kept her chuunin title on the side for when specifically called on.
Said guest house was like any other with many guests paying to stay for as long as they needed but it also had quite the gambling theme, running fuuinjutsu powered slot machines and other gambling games so long they where legal within Kirigakure and would often tend to allsorts of people working for the Murasmasa.
As for his father, he had stayed much more fulltime shinobi and worked his way up to jounin but typically preferred to oversee jobs given directly by the Muramasa family. Though he also loved making deals and had been quite business oriented, selling personal wares, working some kind of extra hit or doing other kinds of side jobs in the dark and yet always telling Nishiki it was no life for a youngster like him.

It has so far been a lone child life for the young Tsukino who grew up learning the ins and outs of the house, the connections to Murasmasa especially their religious ideals and Tsukino traditions and beliefs such as keeping out of the spotlight.
With this came eventually learning and understanding what praying to the moon Goddess meant and coming to understand the house's relation ship with fox spirits, sometimes even getting to see the rituals and communicate with said foxes.

Nishiki's life was kind of ordinary, at least for a Tsukino until he was 9 (almost turning 10) and finally placed into the academy. Given his upbringing the boy easily grasped the teachings and what it meant to be a Kiri shinobi, a kiri tool and easily followed up with the skills as well but not really making much progress in social aspects as he tended to shy away like most Tsukino.

Once the 1 and a half years of academy was up, the now 11 year old was immediately placed under the usual fox melding ritual which was surprising easy and resulted in a strong bond and overtaking of his fox spirit leading to a high level of vulpine features.
The ease of the ritual and transformation intrigued the genin's parents who took a keen interest in their renewed son, taking great care to train him in their foxy arts and suiton he was gifted as he performed typical genin team ventures.

However his personal skills didn't grow too much, at least not in the sense of making friends as the whimsical fox nature that deepened within him made it even more difficult to appear friendly enough to form any kind of relationship as he wanted to be too playful and tricky on top of not really talking to others.
Nonetheless he was further groomed in his ninja skills and as far as an Tsukino believed he was doing just fine, even picking up some nice alternative social skills like a sense for monetary value and some sense of a work ethic that kept him out of the full spotlight.

In actuality the ease and skill the boy learned and got along with the gifts he was given caused his family to keep a bit of a close eye on him and teach him a few more thing, slowing his genin team capability but hopefully making him better in the long run. In fact over the past few months word spread a bit and there where murmurs of using such capabilities to take in spirit qualities with ease and use its gifts with ease for possible other situations, though things weren't wholly clear what that could mean especially for the boy who was close to turning 13 now and had no idea what was right around the corner.

Soon after becoming a genin Nishiki was quickly gifted with yet another spiritual ability but this one was much more immense, powerful and daunting for the young boy; he would become the next Jinchuriki host of the Phantom Beast of Elements, otherwise known as Yoshimitsu no Etaigenma.
With this new found power and responsibility he became unsure of himself for a time, plus the sealing process was quite the turmoil but in return he personally met the Mizukage at the time; Kai.

Over the next year or so as a genin this young Tsukino mostly focused on training and getting his Genma abilities under control with the aid of his sensei; Kaguya, Aimi, who with his strong will and strength taught the boy how to channel his own will to combat Yoshimitsu's. Though it was not easy as his path was and still will be full of strife with many bruises made from constant beatings to get said genma under control.

One particularly formative experience was the first time Nishiki's gift fully unfurled with the beast within trying to take full control in the middle of Fur Country no less. Though he managed to wrestle back control it was not an easy task and really frightened the poor boy as he began to wonder if he can truly be the Jinchuriki everyone wanted but in the end Aimi taught him that he must have strength and strive for that greatness.

This was soon followed by another outburst during a training session in Kirigakure that showed even trying to use too much of the genma's power at once can be overwhelming and allow for the boy to lose control, in turn letting out the beast once more only to be beaten back by his sensei yet again. This time he felt he had a grasp of things and saw many possibilities to take to master his control, bouncing back rather fast and even strengthening his capabilities even further in the end.

With much training under his belt and his tail becoming three (or near enough) Nishiki was then finally ready for his chuunin exam though a peculiar one at that, taking it during the joint Kirigakure and Iwagakure celebrations in the Land of Fountain versus a lava user from Iwa which was a special and unusual opponent.
After a bit of back and forth and perhaps a bit too much toying around and trying to show off, the Tsukino finally won his match and was given a promotion to Chuunin and his duty began anew at just about 14 (and a half) years of age.

Since ranking up the young boy's tails fully grew out and he personally began to evolve with a bit of Yoshimitsu's presence lingering over him, beginning to take effect and make thing think a bit more in his own personal favour.

As a chuunin he trained hard to master the skills of a jinchuuriki and to a certain extent tamed Yoshimitsu, causing the genma to at least respect the boy but in turn also spreading his influence over him and twisting the boy's personality to be more selfish.

With genma powers mastered and two new tails grown proving his growth as a shinobi, Nishiki was awarded the rank of Special Jounin where he continues to plough on ahead in skill and power.

During his time as a Special Jounin, war arose and spread across many lands and so as a soldier of Kirigakure, the boy had to prepare and train hard and be prepared for anything.
Thus Nishiki truly came to know what it meant to be a genma jinchuuriki, pushing himself hard and in turn taking on some harsher qualities but also more serious ones.

Though the village did not get involved were not needed, the times were still harsh and as the boy turned into a man an proved his prowess with his now 7 tails, he was eventually made a Jounin and allowed to lead his own underlings.

With this promotion Nishiki finally took upon some swordsmanship and even received his father's old sword in ceremony, graciously moving into the old man's footsteps but only to an extent as the man was still not ready to step down from any of his own responsibilities just yet.

As such Nishiki proved himself as not only a capable soldier but also a strong weapon of Kirigakure, truly willing to do what was best for the village... At least as long it suited him in any case... And now that war had ceased, the next step was to prove that not only could he move past his father but be seen as worthy of the title bannin as the next goal in sight.

During his short time as a Jounin, Nishiki trained hard and proved himself in a way he never thought he would; proving his prowess during an invasion made by his old sensei Aimi.
Though he never came face to face with Aimi, he was still stricken with grief that the man would do such a thing and has come to terms with his betrayal as best as he could but during such events he did come face to face with the one known as Katsu or at least half of her.

It was during this encounter that the Tsukino proved his prowess to not only command others but bring down the menace in deadly combat, helping end his half of Katsu's life with cheers from his comrades and prolonging whispers of his involvement becoming a crowning achievement that would aid him in becoming Bannin.
Last edited by Niro on Tue Jan 30, 2024 4:13 pm, edited 14 times in total.

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Tsukino, Nishiki

Post by Archives » Thu Jun 01, 2017 8:22 am

Yoshimitsu no Etaigenma
The Phantom Beast of Elements




The Etaigenma, commonly referred to as the Basics Genma, is the Genma sealed away and controlled by [Kirigakure no Sato]. The Etaigenma has the unique ability to control all 5 of the basic elements, and when sealed within a host, grants that power to it's host. The Etaigenma has Four Forms which elevate through the elemental cycle, granting all 5 elements in it's final form. The Etaigenma is compatable with most hosts, as it's only effect upon sealing is that it takes away the hosts ability to access any elements but their primary affinity.
Influences: The host has two black rods moving through their wrists, the rods are angled through the wrist in a manner that allow full range of motion.
Longterm Drawbacks: The host tends to become more and more self-centered, caring more about itself than anyone else.
Personality: Yoshimitsu is a very pompous creature. He feels as though he’s better than everyone else, mostly because of the many elements he is capable of using. He feels that since he can use so many more than everyone else, he’s automatically better than they are. He tends to not listen to what anyone else has to say, and even once he’s proved wrong, he still believes he’s right. Basically, there is no reasoning with him and if you wish to do things your way you would simply have to find a way to outsmart him. For the most part, he believes no one is even worth fighting, because they’re all so much weaker than he is. Question his strength or such though, and he will quickly jump to proving you wrong.
Notes: This genma host does not have access to any elemental jutsu, including the kinesis techniques, unless they are in a form that allows access to that element.

Forms
Form NumberDescription
Base FormIn their base form, the host has small, black spikes that run through their wrists at an angle. They also have magenta chakra, which presents itself in any jutsu that release pure chakra.
Additionally the host has 5 tiny teru teru bozu doll shaped elementals that float ambiently around them. These dolls just appear like floating spirits, each one seemingly made from one of the 5 basic elements but are not useable as such.
The elementals become animated and energetic with the use of chakra, especially that of their respective affinity but otherwise just hang around near the host. However these dolls are not truly alive and are chakra manifestations born from the host's will and genma's aura.
While in this form, the host is able to learn the kinesis of their primary element, regardless of requirements or rank.
+3 Chakra Pool always active (this counts against your max stat total)
Form 1 In the first form, the host begins to exude a magneta chakra that will swirl around them. The rods through their wrists will grow, partially, and their ribs will begin to protrude through their skin.
Additionally the teru teru bozu become slightly bigger and appear more lively in general.
While in this form, they are able to use their second element in addition to their first, and gain the ability to learn kinesis of the second element, regardless of requirements or rank.
+2 Chakra Pool
Form 2In the second form, the host's chakra will grow darker, and will continue to swirl around their bodies, though closer to before. Additionally, their ribs will break through their skin, though only slightly, and small horns will grow in each of the cardinal directions around their skull, with a single spike on the top of their head in the center.
Additionally the teru teru bozu double and appear to generally dance around and be in active motion, gaining even more energy with chakra use and even more erratic.
The host gains access to their third element in addition to the first and second, and gain the ability to learn kinesis of the third element, regardless of requirements or rank. Alongside this the host gains ability channelling on all elements used by the forms.
+4 Chakra Pool, +3 Speed
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 has access to all Form 1 and Form 2 skills while in Form 0
+5 Chakra Pool, +4 Speed, +2 Strength
Form 3: Chakra coating gets thicker an darker tightening to their body, giving their body a dark grey look, occluding their clothes. The forming horns on the head will grow larger, and a ball of black chakra will float above their head. Their ribs will grow to the point of appearing entirely outside of the body, while their hips, elbows and knees will begin to grow to where they're pressing against the skin.
Additionally the teru teru bozu appear to surge with their element, appearing as if they are super powered with some flowing around their bodies and even trailing as they move.
The host gains a fourth element in addition to their third, second, and first, and gain the ability to learn kinesis of the fourth element regardless of requirements or rank.
+7 Chakra Pool, +5 Speed, +3 Strength
Form 4:In last form, the chakra fully coats around their body, taut to their skin and occluding any view of their actual body. The orb of chakra over their head will split out 10 more orbs which will trail behind the user wherever they go. Their bones will continue to push against the skin, giving the host a spiked and jagged appearance, mimicking the genma's appearance.
Additionally the teru teru bozu are now in threes and truly surge with their element as they dance around their host, becoming exceptionally erratic and energetic with greater chakra use. Though 5 of the dolls typically remain around the head, dancing in a circle around the crown with greater speed and erratic behaviour with chakra use.
They gain access to all 5 elements, in addition to be able to learn kinesis for their final element, regardless of requirements or rank.
+8 Chakra Pool, +7 Speed, +5 Strength
Form 4 Ascended:Having completly mastered the Genma, the host is able to actively and instantly enter into this state and any of it's predecessors. While indistinguishable from Form 4, Form 4 Ascended is slightly stronger than it's predecessor. Additionally, the host has access to all Genma skills while in Form 0
+8 Chakra Pool, +7 Speed, +5 Strength, +5 Control
Genma Mastery

The level of Genma Mastery the host has, the greater lengths that they are able to control the Genma. The lower amounts have lower control over the Genma, while higher have higher and near perfect control over it. When first in the forms, it's basically the Genma taking over their body.
4)First Form can be unlocked. Up to C-Rank jutsu in First Form.
6)Up to B-Rank jutsu in First Form.
8)Up to A-Rank jutsu in First Form.
12)Second Form can be unlocked. Up to S-Rank jutsu in First Form and D-Rank jutsu in Second Form.
16)Up to C-Rank jutsu in Second Form.
18)Up to B-Rank jutsu in Second Form.
22)Up to A-Rank jutsu in Second Form. Form 2 Ascended Unlocked
26) Up to S-rank jutsu in Second Form
30)Third Form can be unlocked. Up to C-Rank jutsu in Third Form.
32)Up to B-Rank jutsu in Third Form.
36)Up to A-Rank jutsu in Third Form.
40)Fourth Form can now be unlocked. Up to S-Rank jutsu in Third Form and C-Rank jutsu in Fourth Form.
42)Up to B-Rank jutsu in Fourth Form.
46)Up to A-Rank jutsu in Fourth Form.
48)Up to S-Rank jutsu in Fourth Form.
50) Form 4 Ascended Unlocked.

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