Shiimu, Kozan

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Shiimu, Kozan

Post by Archives » Mon Jun 21, 2021 12:17 pm





Shiimu, Kozan


Second Sword
Seven Swordsmen
of the Mist

Bannin
of
Kirigakure

Captain
Containment Unit
Head Hunter Division


The Fear Monger


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At only 21 years of age, the physical presence of Kozan is immense. Standing at 6'7" in height, Kozan towers over most people around him, and weighing 310 pounds, he has a hulking figure that is intimidating for even the bravest of men. Most distinguishing about Kozan is his bright yellow eyes, that seemed to penetrate darkness. Kozan has olive toned skin, a scars that cover his bodies from recent years of intensive physical training. Over his entire torso, back, and upper arms, Kozan has a intricate series of fuuinjutsu tattoos that create a network allowing him to manipulate his combat ability. Despite this, Kozan has actually quite plain features, and if it weren't for his eyes, size, or tattoos, he would likely blend into most setting with little attention.

Practically a giant, Kozan's physique is immaculate, with virtually every aspect of his musculature visible. Despite being a bannin, Kozan still wears the standard issue flak jacket for Kirigakure, which is worn over a skin tight sleeveless shirt. However, the actual features of the shirt are rarely visible as Kozan wears his 'Truth Seeker Orb' as full upper body armor, the weapon split into two and spread out over his arms, back and torso as a form of skin tight armor. The Truth Seeker also forms into gauntlets around his hands, giving Kozan a clawed hand that looks unnatural to the human form. Beyond this, Kozan's teeth have all been sharpened to a point, further contributing to his monstrous appearance. Kozan wears standard shinobi pants, and typically wears hard soled socks rather than shoes. As the commander of the Containment Division of the Head Hunter's Division, Kozan embodies the truest form of the organization's purpose. Unlike most of the shinobi in the organization that wear standard operators mask, Kozan as a fuuinjutsu on his neck that when activated releases his mask onto his face. The mask is stone colored, with large holes covered in back mesh where the eyes should be, and a single black circle on the forehead like a third eye. Kozan's bright yellow eyes are visible through the mask's mesh. Kozan typically wears the standard issue mouth covering around his neck, which can be pulled up in combat or under the mask if needed.

When Kozan is dispatched on missions or other shinobi activities, he almost exclusively wears his Head Hunter’s Division mask, and may wear varying levels of concealment to include hoods and cloaks when appropriate. Kozan’s mask is not intended to hide his identity, and it specifically is known to be worn by him. However, when Kozan is operating in his capacity as a member of the Seven Swordsmen of the Mist he does not wear the mask.
-
Personality:
It is difficult to capture Kozan's personality, as most would describe it simply as 'lacking'. Kozan was designed to be the perfect Kirigakure soldier, and as such doesn't have much of a life or personality outside of his role as a shinobi. He could be described as disciplined, one-track-minded, and intentional. While naive would not appropriately describe him, Kozan often lacks the insight to fully understand the subtleties of communication, and doesn't pick up easily on sarcasm of duplicity. He most often takes things as face value, but will ask questions when he feels unsure or unclear about something in front of him. Beyond this, Kozan has a large quantity of non-human DNA in his genome, which tends him towards more animalistic responses to situations. While not necessarily quick to anger, he can be reactive and pushed to aggression easily through situations where he may feel boxed in or defensive.

Perhaps the more complex aspect of Kozan is his concept of morality. Kozan does not have a tradition view of moral good and moral bad in the same way most have. A typical Kirigakure shinobi recognizes that killing is bad (even if they may derive pleasure from doing bad things), or that helping someone in trouble is good. Kozan lacks such a belief system, and instead his concept of ‘good’ and ‘bad exist on an axis in relation to his duty to Kirigakure. In Kozan’s eyes, ‘good’ is what helps the village and makes it stronger, where-as ‘bad’ is anything that makes his village weaker. For example, Kozan would view questioning orders during a mission as a bad thing to do as most shinobi would. However, if he was given an order to stand down on killing an enemy combatant because the fight was over, Kozan would view this as an immoral order and would likely ignore it, as allowing enemies of Kirigakure to survive is a immoral act. Conversely, if the enemy was inordinately weak, Kozan would likely be incline to sparing their life; not because killing is bad but because leaving weak blood in enemies armies makes them weaker. Similarly, if allies of Kirigakure needed support in defending some resource, Kozan would fiercely defend them, but then would not hesitate to steal from the resources himself if it would help Kirigakure in doing so. The act of defending an ally to only steal from them would not seem hypocritical to Kozan, but would in fact be a morally good way to behave. Similarly, Kozan attacked and was prepared to kill Naohiro when he felt that Naohiro had failed the village, but when Naohiro fought back and showed himself to be strong enough to contend with Kozan, Kozan simply walked away from the fight and allowed Naohiro (someone he’d only moments earlier completely written off ) presume control of the village.

This foreign moral framework can often put Kozan at odds with people who have strong beliefs around good and bad, or other belief systems. For Kozan, nothing matters beyond ensuring Kirigakure is stronger than any of the other villages.
HistoryShow
When Experiment 82 v2 was born he was placed in a suspension tube where he subsisted in an unconscious state off of chakra. For 12 years he was in stasis, manipulated by the man who purchased him from his untouchable mother. Experiment 82 v2 existed for one purpose and one purpose only, a back up plan for Experiment 82; he was continuously treated with gene therapy to keep him a genetic copy of Experiment 82. Experiment 82 v2 never experienced life in any capacity. However, during the great shinobi war, Experiment 82, known as Shiimu, Kozaki would die during the war efforts. Experiment 82 v2, was then modified using the information gained from Kozaki to be an “improved” version. Many aspects of Kozaki were abandoned, the use of dominions proved to be of little merit. Experiment 82 v2 would instead be modified, and his body coated in Samsara in a way that would let him manipulate it without needing to utilize Kinesis. Other modifications were made, and then he was activated. The modifications to Kozan would allow information and knowledge to be immediately uploaded to him, and the boy who had never lived outside of a tube would have an enormous amount of combat knowledge, the entirety of his language, a variety of cultural and regional information, and more into his brain. In a day, Kozan went from a literal infant to a full grown adult, albeit a naive one.

Kozan was immediately entered into the academy where he flourished in combat, but struggled at making friends. But this was seen as ideal, and Kozan was made a genin. As a genin, much of Kozan’s time was spent training and conducting minor missions. However, he was eventually scouted for the Seven Swordsmen of the Mist, given his unique weaponry, ad end up being the dagger to the overseer. For a short period, Kozan would train under the tutelage of the Overseer, Karagata, Shinjiro. Eventually, he’d be brought out on several trips outside of the village to continue to train. Finally, the opportunity to become a chuunin came, and Kozan would take it doing a bout that went rather quickly and ended with Kozan killing his opponent.


⠠⠋⠠⠑⠠⠁⠠⠗Combat Synopsis⠠⠋⠠⠑⠠⠁⠠⠗





Chakra Pool: 45
Control: 41
Willpower: 41
Strength: 41
Speed: 41
Endurance: 41




Power Rank: S-rank
Affinity: Mist
Companions: 1/1




- The Predator-------------------------------------- -
Kozan's body has been extensively modified, and has has a number of adapted qualities to it in order to increase his efficiency in combat. His genome incorporates a large amount of non-human DNA, which has refined Kozan's senses, reflexes, and natural survival ability far beyond what is naturally achievable by a human. His body is highly adaptable to new information, allowing him to very literally adapt for survival in real time when faced with new or foreign information. This is most notable in the fact that Kozan has adapted several kekkei genkai that he has collected from shinobi he has hunted. Beyond that, Kozan's genome was triggered to unlock the latent ability to access Samsara, which he uses to supplement his fighting. Much of Kozan's inhuman nature is attributed to the deeply unnatural ways his body has been manipulated to make him an efficient and dangerous individual on the battle field.
Body ModificationsShow
1 Ability Slot
Temporal Heart ChakraKozan’s heart chakra was moved into his temporal lobe, the area of the brain that processes information. Due to this, Kozan is able to interpret information by touching chakra, reading the chakra for specific information that most other shinobi are unable to do. This is most commonly used to “update” Kozan, by drawing a fuuinjutsu that contains information, which Kozan can then touch and immediately have all that information in him. He is able to receive covert information this way. Due to Kozan’s unique biology, this can also be used to further update his body. In combat, this allows Kozan a sort of short-form sensory, by touching active sources of chakra he is able to ascertain a more detailed nature of that chakra source.
Fear SenseKozan is able to sense fear as a 6th sense, which Kozan approximates closest to smelling. In its basest form, Kozan is simply able to recognize the aura of fear on anyone within 25m of him, that gets stronger as he gets closer to the fearful person, though he is unable to distinguish individuals. Techniques can further refine this.
Samsara Muscle CoveringAs Version 2 of Experiment 82, a chakra based fluid that originated from the original Experiment 82 was extracted and his entire muscular system was coated in it. Kozan is able to extend the tendrils out of his skin via chakra, and manipulate them with taijutsu. These tendrils are considered a part of Kozan's physical body, and he can manipulate their shape, length, toughness, and more. However, secondary to this, the samsara within his body receives nervous information (meaning he feels pain through Samsara as if it was a part of his body). When Kozan receives updates for his body modifications that information is encoded with specific nervous information for the Samsara, which allows it to manipulate Kozan’s body to whatever form the update is meant to attain.
Samsara Nervous CoveringDue to both Kozan’s nervous system and musculoskeletal system being coated in Samsara, Kozan’s body can still function in situations where it would not normally be expected to. So long as there is nothing preventing it, Kozan’s body can utilize the Samsara to move in place of normal biological locomotion. This means, for example, if Kozan’s achilles was sliced, he would still be able to manipulate his foot due to the nervous signals being passed through the samsara. Likewise, if Kozan’s arm was completely cut off, it would still be able to bend, and even throw things through this connection. Parts of his body manipulated this way are capped at both [Speed], [Strength], and [Control], whichever is lowest. As an additional effect of this, Kozan typically cannot be paralyzed unless his chakra flow is also impeded, as he can completely forgo nervous movement and manipulate his body through Samsara instead.
Rapid Adaptive ResponseDue to the extensive amounts of changes to Kozan’s body, it has started to modify and adapt itself to situations passively removing hindrances that deplete his predatory abilities. In short, any effects that would reduce Kozan’s ability to perform at his best are passively adapted to by his body without Kozan having to make any active effort towards it. These are primarily debilitating or impeding ‘status’ effects such as blinding, deafening, paralysis, debuffs, disorientation. For example, if an opponent were to set off a flashbang to blind Kozan, his body would naturally adapt to the blinding effect, reducing how long Kozan’s vision is inhibited. This also works for effects like debuffs, if Kozan were fighting in a heat wave that caused Endurance debuffs, over time his body would manipulate itself to make it more effective as fighting in extreme heat to adapt to the debuff. The time it takes for Kozan to adapt to these effects is based off the rank of the effect:
  • D-rank : Instant
  • C-rank: 1 Post
  • B-rank: 2 Posts
  • A-rank: 3 Posts
  • S-rank: 4 Posts
This does not work against impediments that come from injury - i.e while a debuff caused by the an electric shock would be adapted to, a strike that causes a speed debuff by breaking his shins would not be adapted to.
Genetic SplicesShow
2 Ability Slots
Samsara
(Shiimu, Kozaki)
This concentration allows Kozan to create and manipulate a fluid like substance called Samsara. Said to be a physical form of space/time, Samsara was activated within Kozan when Kozan obtained the Naikai ability from the Fushinkou. Samsara is a ninpou extension, thus has no elemental strengths/weaknesses but cannot be used for an elemental body. Samsara has a [Conduit] effect, which allows it to function as a conduit for Kozan’s chakra regardless of any amount of distance between himself and the source of Samsara. This means while Samsara techniques themselves remain limited to range restrictions, these techniques can be activated from any distance, so long as the Samsara is pre-existing.
Naikai
(Fushinkou, Senna)
The Kekkei Genkai of the Fushinkou clan, Naikai is an anomaly even among clans. The Fushinkou have an internal control of their tenketsu location in Space and Time, and have the ability to target parts of themselves, and even thoughts, and temporarily isolate and alter the location in space or time by utilizing their immense inner control over their tenketsu. This process is called "Disbelief" and grants the clan member the ability to temporary reject a reality. This includes, but is not limited to temporarily removing emotions, genjusu, injuries, and even death from themselves.
Garaton
(Shoshiki, Amaia)
Born to the Shoshiki clan, this user is able to utilize Glass Release, a fusion composed of Doton and Raiton, and can make and use any custom or archived jutsu that require Garaton. Garaton has a shattering effect.

Garaton structures are sharp, making good weapons and have a natural capability to shatter. Unlike most techniques, all garaton jutsu shatter when destroyed, which allows them to cause damage upon their destruction. The shattering nature of Garaton means that, when destroyed, the technique explodes with 1/2 the strength of whatever destroyed it. This means if a 4 strength attack does the final bit of damage of a garaton shield, it would explode with 2 strength, but if it a 40 strength attack damaged the shield, it would explode with 20 strength. However, if a Garaton attack is not destroyed, after x number of posts pasts, it will explode with x strength, where x is equal to 1/2 the strength of the Garaton technique rounded up. This throws glass around, which can impale and damage opponents, or even the user if poorly executed. This makes Garaton a volitile offensive and defensive element
Ranton
(Arashiyama, Jizo)
Ranton [Storm Release] is a unique elemental affinity exclusive to the Arashiyama clan. By mixing their natural affinities for Raiton [Lightning Release] and Suiton [Water Release] the clan is able to create a liquid-like plasma called storm.

Ranton has a splashing nature, which causes it to break into ribbons on impact, and distribute over an area. Ranton splashes on impact, and breaks into X number of ribbons with X strength, where X is equal to 1/2 the strength of the jutsu(rounded up) and distributes over an area of Y meters, where Y is equal to 1/4th the speed of the jutsu (rounded up). These ribbons retain the effect of their original jutsu, so a Ranton jutsu used to pierce would create ribbons that stab and pierce anything they strike, while a Ranton jutsu that is wrap would create ribbons that wrap. Like Raiton, Ranton jutsu are electrical, this causes nervous stimulation which results in numbness, tingling, loss of sensation, and sometimes paralysis based on the [Strength] of the technique
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- The Arsenal-------------------------------------- -
Kozan is widely regarded as one of the most effective and efficient hunters in the world, and is considered to be virtually undeniable when able to get into close quarters with his opponent. This is largely in part due to his enormous capacity with weaponry. A practical armory in his own right, Kozan comes equipped with a variety of protective equipment, fuuinjutsu to boost his combat abilities, and numerous weapons. Most notable of these are his two swords. First is his Truth Seeker, a weapon made of Samsara that allows him to create virtually any weapon he needs at a moment's notice. As the 2nd Sword in the Seven Swordsmen of the Mist, Kozan also carries the Samehada, a legendary sword of equal if not greater renown to Kozan.
Truth Seeker OrbsShow
397/450 ryo
A bit of a misnomer, this weapon belonged to Experiment 82 v1 and was passed onto Kozan as he is the only individual genetically similar enough to utilize it. However as Kozan cannot manipulate Samsara in the same way Experiment 82 v1 could, he wears the weapon in two pieces split apart, each worn to full cover one arm and the adjoining half of his torso. At default, the truth seeker acts as a gauntlet, covering Kozan's hand in a strong protective layer that gives him claws on each finger. This weapon is condensed Samsara from Experiment 82 v1 that has been treated so that it remains permanently; there is 10x10x10m of Samsara available for manipulation. The truthseeker orbs have a number of effects embedded into them:
  • Through will Kozan is able to manipulate the shape of the weapon and make it take any form, so long as it remains within the dimensions, and he is in physical contact with it. The weapon has [50] speed and [50] strength. While Kozan cannot give/change its momentum, he is able to modify its shape though he cannot manipulate chakra while modifying its shape, but once it is given a form, he does not need to concentrate on it any longer for it to retain that shape.
  • If Kozan goes unconscious or is 20 meters away from the weapon, it reverts to a ball shape. Otherwise, only Kozan is able to manipulate the weapon.
  • Injuries caused by the Truth Seeker Orbs cannot be healed via Enhanced Stamina or Regeneration abilities, and must heal naturally or via iijutsu.
  • While manipulating the weapon, Kozan is able to channel fuuinjutsu, and imbue the channeled fuuinjutsu onto any surface or person the truth seeker is touching
  • Kozan is able to charge chakra into the Truth Seekers to activate the [Katon] passive in them with [35] strength.
  • Kozan is able to split the Truth Seeker into multiple parts, which each part retaining all composite abilities.
  • Kozan is able to merge any split portions of the Truth Seeker back into a single unit.
  • The Truth Seeker passively become hard and inert on impact.
SamehadaShow
Samehada is a large sword, roughly as tall as a full-grown man. Though usually wrapped in bandages, Samehada's construction is atypical in that its actual blade is comprised from a series of downward-facing scales running along the entirety of its length until its hilt, at the base of which is a small skull. Samehada grows larger in proportion to the amount of chakra it absorbs, causing its scales to become so long that they ultimately resemble shark fins and its mouth, located at the tip of the blade, to become even more pronounced with visible teeth. Samehada has [50 strength]

While more a blunt weapon than a sword, Samehada’s scales rip with [35] strength when making contact with anything, making it more akin to countless smaller blades. Additionally, on contact Samehada causes a -3 chakra pool debuff for 3 posts. Each -3 debuff it causes results in an equal +3 in scale strength.
Issued ArmorShow
Standard Issue Flak JacketA standard flak jacket worn by most Kirigakure shinobi ranked chuunin and above, this Flak jacket has [35] strength granting a minor defense to the wearer. In particular, the design of the flak jacket is meant to reduce the impact of explosions on the wearer, protecting them from suffering any internal damage to major organs in their chest and abdomen when hit by explosions with strength less than or equal to the strength of the Flak jacket.
Standard Issue Mouth CoveringA specially design mask accessible to Kirigakure shinobi, this mask covers the bottom half of the wearers face as well as their neck. The cloth mask is unique in that is in fact double layered cloth, with charcoal lining and several other chemicals throughout the mask. When worn, the mask operates as a gas mask, allowing the user to breath pure oxygen and filter out any other dangerous chemicals. This covering is no different than a standard gas mask, and prevents the inhalation of airborne poisons or particulates.
Focus of the Blade A single shoulder pauldron worn by ratified members of the Seven Swordsmen of the Mist, the pauldron is iron grey, with the insignia of the SSM inscribed into it and laced with gold. The pauldron offers no defensive bonus, but acts as a B-rank sensory enhancement for the wearers sight, hearing, and sense of smell. This small enhancement of the senses allows the swordsmen you keep perfect awareness of opponents within 3m of them; increasing their combat efficiency.
Issued EquipmentShow
Standard Issue Kunai The standard issue kunai in Kirigakure differ slightly from most kunai, and instead have a curved face with an extended point coming out of the bottom of the kunai. This makes deflecting and redirecting blows easier when striking against other kunai, and allows for deeper wounds). These are stored in his lower left flak pocket.
Returning Kunai A modified version of the standard issue kunai, this kunai has the same shape and design as the standard issue kunai. However, when thrown, the kunai has an embedded effect that causes it to activate automatically after traveling 30m. Once the effect activates, the kunai will rotate in air and return directly on the path it was thrown, often allowing it to catch opponents off guard. These are kept in his lower right flak pocket.
Miscellaneous Weaponry
  • 5 kunai in his front right flak jacket pocket.
  • 5 kunai with 1 exploding tags attached to each in front right flak jacket pocket.
  • 15 senbon in his front left flak jacket pocket.
  • 2 smoke bombs in his front left flak jacket pocket.
Fuuinjutsu TattoosShow
Kozan has a complex network of fuuinjutsu around his entire torso and upper arms. These network is held together by the [Switchboard] fuuinjutsu, and each one is overlain with a [Pause] fuuinjutsu. Through this combination, Kozan is able to very rapidly toggle the fuuinjutsu in the array allowing him to seamlessly modify his stats with a single [Kai] during the heat of combat.
SpeedStrengthEnduranceControlWillpower
Jolly (-Control)
Naive (-Willpower)
Timid (-Strength)
Hasty (-Endurance)
Naughty (-Willpower)
Lonely(-Endurance)
Adamant (-Control)
Brave (-Speed)
Impish (-Control)
Lax (-Willpower)
Bold(-Strength)
Relaxed (-Speed)
Rash (-Willpower)
Quiet (-Speed)
Modest (-Strength)
Mild (-Endurance)
Calm (-Strength)
Careful (-Control)
Sassy (-Speed)
Gentle (-Endurance)
- The Thirst-------------------------------------- -
Kozan is designed to be the ultimate fighter. He has a natural ability to very rapidly adapt to virtually any fighting style he's presented with, incorporating enemy tactics into his own arsenal to overwhelm them and remove any advantage they have. Like most animals, Kozan has a natural hunting process, and approaches all combat as a predator approaches prey. Kozan has a near animalistic prey drive that is pushed onward as combat becomes more dangerous. In a fight, Kozan almost exclusively fights through sensory depravation, utilizing Mist to limit his opponent's ability to navigate. Once this is done, he works to restrict their movement, either through ninjutsu, fuuinjutsu, or genjutsu. If opponents can't be restricted in this way, he utilizes taijutsu to fight in close quarters. Kozan is one of the most prolific close quarters fighters in the world, and is renown for his tendency to disarm his opponents and attack them with their own weapons, sometimes even turning their own techniques against them. Due to his ability to use Fuuinjutsu, if Kozan is able to get his hands on an opponent, it is almost always the end of the fight.
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NinpouElemental---------------------Taijutsu---------------------Weapons------------------------Genjutsu------------------------------Other---------------------------
[Fuuinjutsu]
[Iijutsu]
[Advanced Ninjutsu Channeling]
[Ranged Fuuinjutsu]
[Raiton]
[Mist]
[Stealth]
[Perception]
[Close Quarters Combat]
[Acrobatics]
[Deft Hands]
[Sword Weapons]
[Projectile Weapons]
[Corded Weapons]
[Alternative Weaponry]
[Touch]
[Status]
[Illusion of Force]
[Shizumeru]
NinjutsuShow
FuuinjutsuShow
[Upgrade]
D-rank Ninjutsu
Prerequisite: [Temporal Chakra Reading]
Fuuinjutsu can be specifically designed with information regarding Kozan’s body. By channeling chakra and touching one of these fuuinjutsu, Kozan’s body is able to receive the information within the fuuinjutsu, automatically upgrading with whatever designs are in the Fuuinjutsu.

[Covert Messaging]
D-rank Ninjutsu
Prerequisite: [Temporal Chakra Reading]
This technique allows Kozan to design fuuinjutsu with no effect, but store chakra in them. This chakra can be imbued with specific messages and information. Should an individual with [Temporal Chakra Reading] touch the fuuinjutsu, they are able to read it as if they were reading a book.

[Weak Fuuinjutsu Read]
D-rank Ninjutsu
Prerequisite: [Temporal Chakra Reading]
Channeling chakra into his hand, Kozan will touch a fuuinjutsu, should it be D-rank or lower, Kozan is able to read the chakra in the fuuinjutsu to understand it’s effects without activating it.

*[Fuuinjutsu • Air Sealing]
D-Ranked Fuuinjutsu
A truly unique move in that it can be used alongside other Fuuinjutsu, by channeling into their finger as they draw in the air directly in front of them, the user releases raw chakra the lingers for a small amount of time, allowing it to be used as a seal formula. Alternatively the user can also do hand seals and place their hands forward, causing a seal to burst to life in the air in front of them. This technique consumes chakra equal to the cost of the technique.

*[Fuuinjutsu • Removal]
D-Ranked Ninjutsu
After performing the necessary hand seals, the user will hold their hand over a seal, and begin to remove it. This removal will be successful as long as the user has more [Control] than that of which the Fuuinjutsu was sealed with.

[Mark Up]
D-rank Augment Fuuinjutsu
The user will do a series of hand seals then place this seal on an object. When a person in contact with the object performs a fuuinjutsu, they are able to channel chakra into the object. This seal will then recast the fuuinjutsu, and place the fuuin on anything that object is directly in contact with. This allows the user to use mid-range weapons to place fuuinjutsu on their targets without getting close to them.

*[Dimensional Fuuinjutsu • Tool Storage]
D-Ranked Ninjutsu
After drawing a seal formula on a surface, ensuring it is large enough for the object that is about to be stored. The user will then begin placing the object into the seal. The user can only seal objects up to their ([Control])m^3 in size.

[Permission]
C-rank Augment Fuuinjutsu
The user can place this fuuinjutsu on both people, and on any barrier. When an individual without the [Permission] seal passes through a barrier with the [Permission] seal on it, all existing [Permission] seals will glow, indicating to any wearers of the seal that a barrier has been passed through. If multiple [Permission] seals are placed on multiple barriers, the color the seal glows will vary based on which barrier has been passed through. The user may only have up to 5 barriers equipped with [Permission] at any place.

[Standard Fuuinjutsu Read]
C-rank Ninjutsu
Prerequisite: [Temporal Chakra Reading]
Channeling chakra into his hand, Kozan will touch a fuuinjutsu, should it be C-rank or lower, Kozan is able to read the chakra in the fuuinjutsu to understand it’s effects without activating it.

[Serious Mint]
C-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target activating the seal. This seal prevents any form of stat boosting

[Multi-Kai]
C-rank Ninjutsu
By performing the appropriate hand seals, the user is able to perform [Kai] on up to 5 seals within a 30m radius of themselves.

[Pause]
C-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will overlay this seal over an existing seal. When Kai is performed on this seal, it will pause the effect of the seal without deactivating it. A kai technique can be used again to resume the effect of the sealed fuuinjutsu. This technique can be used on any fuuinjutsu the user drew, otherwise the user must have greater [Control] than the fuuinjutsu that is being paused.

[Multi-Cast]
C-rank Fuuinjutsu
Prerequisite: [Air Sealing]
When Kozan is channeling a fuuinjutsu, he can elect to spend additional time channeling to activate this technique. Once completed, he will present a single hand seal, allowing him to repeatedly cast the fuuinjutsu he just channeled, placing multiple seals in quick succession. This technique consumes chakra equal to its rank, and then follows standard [Multi-Cast] rules for each additional seal placed. The most he can place is a number equal to [Control]/10.

[Switchboard]
B-rank Augment Fuuinjutsu
Prerequisites: [Multi-Kai] [Pause]
A base seal in which other fuuinjutsu are drawn over. Up to 20 fuuinjutsu can be connected via a [Switchboard] fuuin, and all must have the [Pause] fuuin overlaid them. When one of the fuuinjutsu attached to the [Switchboard] is activated, any other active fuuinjutsu connected to it has it’s [Pause] seal activated. If any fuuinjutsu attached to the switch board has the [Pause] fuuin deactivated, all other active seals have their [Pause] seal active. This allows the user to rapidly toggle between a series of fuuin while only ever having one of the fuuinjutsu’s effects active at any given time.

Naughty Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Strength for it’s duration, at the cost of -9 Willpower.

Jolly Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Speed for its duration, at the cost of -9 Control.

Calm Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Willpower for its duration, at the cost of -9 Strength.

Rash Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Control for its duration, at the cost of -9 Willpower.

Quiet Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Control for its duration, at the cost of -9 Speed.

Lonely Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Strength for its duration, at the cost of -9 Endurance.

Adamant Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Strength for its duration, at the cost of -9 Control.

Impish Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Endurance for its duration, at the cost of -9 Control.

Lax Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Endurance for its duration, at the cost of -9 Willpower.

Careful Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Willpower for its duration, at the cost of -9 Control.

Sassy Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Willpower for its duration, at the cost of -9 Speed.

Naive Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Speed for its duration, at the cost of -9 Willpower.

Brave Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Strength for its duration, at the cost of -9 Speed.

Bold Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Endurance for its duration, at the cost of -9 Strength.

Relaxed Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Endurance for its duration, at the cost of -9 Speed.

Modest Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Control for its duration, at the cost of -9 Strength.

Mild Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Control for its duration, at the cost of -9 Endurance.

Gentle Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Willpower for its duration, at the cost of -9 Endurance.

Timid Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Speed for its duration, at the cost of -9 Strength.

Hasty Mint
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target, activating the seal. This seal gives +9 Speed for its duration, at the cost of -9 Endurance

Pomeg Berry
B-rank Augment Fuuinjutsu
Doing a series of hand seals or drawing the seal, Kozan will place his hand on the target activating the seal. This seal causes the target to leak chakra resulting in them losing [for the duration of the thread], -3 Chakra Pool every post until removed, to a maximum of -9.

Fuuinjutsu - Silence
B-rank Barrier Fuuinjutsu
The user will create this fuuinjutsu on a surface, activating its effect. From the center of the fuuinjutsu, a barrier will spread covering up to 60m x 60m x 60m area. The barrier is permeable, however looking at it from the outside will be like looking at a cloud of mist, unable to discern anything inside the barrier. Additionally, the barrier prevents people outside of it from sensing inside of it, from hearing inside of it. This allows for covert operation planning among other things.

[Retaliation]
B-rank Barrier Fuuinjutsu
The user may place this fuuinjutsu and any other fuuinjutsu they know on any object or barrier. Should the object/barrier be broken via physical contact (punch, kick, etc) this fuuin will activate, placing the second fuuinjutsu on the person who destroyed the object/barrier.

[Containment: Fear]
B-rank Barrier Fuuinjutsu
Prerequisite: [Iijutsu Concentration]
A somewhat simple fuuinjutsu, this technique requires that a fuuinjutsu be generated that fully outlines the dimensions of a room. Once activated, the fuuinjutsu produced a film of permeable chakra that wraps the room entirely. This film of chakra has no strength, however when passing through it the chakra triggers a response in the individuals amygdala, initiating their natural fear response. This response is acute, lasts for 3 posts, and can be counteracted through techniques meant to calm, still, or give emotional control, or through the [Mystical Palm] technique. During the 3 posts, the target suffers a -3 debuff in Will Power. However, the additional benefit of this fuuinjutsu is that other fuuinjutsu that generate barriers can be affixed to this chakra film, and the film will adopt the effects of these fuuinjutsu.

Fuuinjutsu Removal: Deconstruct
B-rank Fuuinjutsu
Prerequisite: [Temporal Chakra Reading], [Fuuinjutsu Removal]
When Kozan would be removing a fuuinjutsu, he can read the chakra as he removes it, and learn precisely how the fuuinjutsu was constructed. So long as he meets all the prerequisites for the technique, Kozan is able to replicate the technique (by training or buying it). He must have equal to or greater control than what the fuuinjutsu was created with to accurately remove it without triggering it.

*[Augment Fuuinjutsu • Chakra Forbid Seal][/color][/b][/color][/b]
A-Rank Ninjutsu
After forming the necessary hand seals, the user will have their hand glow with five seals on each of their fingers before they make contact with their target transferring the seals. This seals off the target's tenketsu, disturbing their chakra flow and blocking it, essentially making the target incapable of utilizing their chakra for jutsu as long as the seal is on them.

*[Augment Fuuinjutsu • Paralysis]
A-Ranked Ninjutsu
After forming the necessary hand seals, the user will have their hand glow with five seals on each of their fingers before they make contact with their target transferring the seals.This seals off the target’s ability to move their body and limbs disrupting their nervous system. This does not affect jutsu casting or ability to think.

[Churn]
S-rank Barrier Fuuinjutsu
The user will do a series of hand seals or create a fuuinjutsu for a barrier. A single fuuin produces a barrier 50x50x50m in size, otherwise it follows the dimensions based on the location of the fuuinjutsu.The barrier has [Control] strength, and acts as a good technique to trap people within it. However, by performing [kai] a second time, the user activates the true effect of the seal. When Kai is performed, the barrier will release an explosion with [Control] strength, intending to destroy everything within it. The, the walls of the barrier will begin to rotate and shrink, condensing everything inside the barrier and churning it like a garbage disposal, causing everything within the barrier to be ground up together with [Control] strength.
Ancient RunesShow
*[Ancient Rune: Novice]
D-rank Ancient Rune Fuuinjutsu
Prerequisite: *[Ancient Rune: Scholar]
Reflective of the first step to actually utilize Runes, the 'Novice' is able to embed D-rank Ninpou effects with up to [25] Control and any other subsequent stats into a Rune. A semi-permanent version of fuuinjutsu, previously shaped chakra can be placed into a rune and then embedded into an object, allowing for the effect to be retained by the weapon indefinitely. Unlike standard charge fuuin, Runes cannot be removed via fuuinjutsu removal, but are negated when the object is detempered. This technique cannot be performed in combat. The Novice must know the technique being embedded, or currently have it stored in another Rune.

*[Ancient Rune: Ninpou Storage]
D-rank Ancient Rune Fuuinjutsu
Prerequisite: *[Ancient Rune: Scholar]
Having learned how to utilize ancient runes, this user has also learned how to store and manipulate pre-existing chakra shapes. By generating the rune, the user can bring the Rune in contact with a Ninpou Technique with less [Control] than the Rune was drawn with. This will absorb in the technique into the Rune, and store the chakra for a later enchantment. This can only store enough for a single Ninpou enchantment and must be done multiple times for more.

*[Ancient Rune: Iijutsu Storage]
D-rank Ancient Rune Fuuinjutsu
Prerequisite: *[Ancient Rune: Scholar]
Having learned how to utilize ancient runes, this user has also learned how to store and manipulate pre-existing chakra shapes. By generating the rune, the user can bring the Rune in contact with an Iijjutsu Technique with less [Control] than the Rune was drawn with. This will absorb in the technique into the Rune, and store the chakra for a later enchantment. This can only store enough for a single Iijutsu enchantment and must be done multiple times for more.

*[Ancient Rune: Apprentice]
C-rank Ancient Rune Fuuinjutsu
Prerequisite: *[Ancient Rune: Novice]
The next step to utilize Runes, the 'Apprentice' is able to embed up to C-rank Ninpou and Basic Elemental effects with up to [35] Control and any other subsequent stats into a Rune. A semi-permanent version of fuuinjutsu, previously shaped chakra can be placed into a rune and then embedded into an object, allowing for the effect to be retained by the weapon indefinitely. Unlike standard charge fuuin, Runes cannot be removed via fuuinjutsu removal, but are negated when the object is detempered. This technique cannot be performed in combat. The Apprentice must know the technique being embedded, or currently have it stored in another Rune.

*[Ancient Rune: Katon Storage]
C-rank Ancient Rune Fuuinjutsu
Prerequisite: *[Ancient Rune: Apprentice]
Having learned how to utilize ancient runes, this user has also learned how to store and manipulate pre-existing chakra shapes. By generating the rune, the user can bring the Rune in contact with a Katon Technique with less [Control] than the Rune was drawn with. This will absorb in the technique into the Rune, and store the chakra for a later enchantment. This can only store enough for a single Katon enchantment and must be done multiple times for more.

*[Ancient Rune: Raiton Storage]
C-rank Ancient Rune Fuuinjutsu
Prerequisite: *[Ancient Rune: Apprentice]
Having learned how to utilize ancient runes, this user has also learned how to store and manipulate pre-existing chakra shapes. By generating the rune, the user can bring the Rune in contact with a Raiton Technique with less [Control] than the Rune was drawn with. This will absorb in the technique into the Rune, and store the chakra for a later enchantment. This can only store enough for a single Raiton enchantment and must be done multiple times for more.

*[Ancient Rune: Doton Storage]
C-rank Ancient Rune Fuuinjutsu
Prerequisite: *[Ancient Rune: Apprentice]
Having learned how to utilize ancient runes, this user has also learned how to store and manipulate pre-existing chakra shapes. By generating the rune, the user can bring the Rune in contact with a Doton Technique with less [Control] than the Rune was drawn with. This will absorb in the technique into the Rune, and store the chakra for a later enchantment. This can only store enough for a single Doton enchantment and must be done multiple times for more.

*[Ancient Rune: Journeyman]
B-rank Ancient Rune Fuuinjutsu
Prerequisite: *[Ancient Rune: Apprentice]
The next step to utilize Runes, the 'Journeyman' is able to embed up to B-rank Ninpou, Basic Elemental, and Genjutsu effects with up to [45] Control and any other subsequent stats into a Rune. A semi-permanent version of fuuinjutsu, previously shaped chakra can be placed into a rune and then embedded into an object, allowing for the effect to be retained by the weapon indefinitely. Unlike standard charge fuuin, Runes cannot be removed via fuuinjutsu removal, but are negated when the object is detempered. This technique cannot be performed in combat. The Journeyman must know the technique being embedded, or currently have it stored in another Rune.

[Ancient Rune: Passive Effect]
B-rank Ancient Rune Fuuinjutsu
Prerequisite: *[Ancient Rune: Journeyman]
Utilizing an existing Ancient Rune that is storing an elemental effect, the user can inscribe this rune onto an object, and enchant it with the stored elemental effect. The object with the Rune, when the rune is activated, will take on the passive effect of the element stored in it. The strength of the passive effect is based off the [Control] the Rune was written with, and cannot be greater than [45].

*[Ancient Rune: Status Storage]
B-rank Ancient Rune Fuuinjutsu
Prerequisite: *[Ancient Rune: Journeyman]
Having learned how to utilize ancient runes, this user has also learned how to store and manipulate pre-existing chakra shapes. By generating the rune, the user can bring the Rune in contact (through donor or the user being afflicted) with a Status Genjutsu Technique with less [Control] than the Rune was drawn with. This will imprint the technique into the Rune, and store the chakra for a later enchantment. This can only store enough for a single Status enchantment and must be done multiple times for more.

*[Ancient Rune: Master]
A-rank Ancient Rune Fuuinjutsu
Prerequisite: *[Ancient Rune: Journeyman]
Nearing the pinnacle of Runes, the 'Master' is able to embed up to A-rank Ninpou, Basic Elemental, Extension Elemental, and Genjutsu effects with up to [50] Control and any other subsequent stats into a Rune. A semi-permanent version of fuuinjutsu, previously shaped chakra can be placed into a rune and then embedded into an object, allowing for the effect to be retained by the weapon indefinitely. Unlike standard charge fuuin, Runes cannot be removed via fuuinjutsu removal, but are negated when the object is detempered. This technique cannot be performed in combat. The Master must know the technique being embedded, or currently have it stored in another Rune.
NinpouShow
[Speed Up]
D-rank Ninjutsu
Kozan’s body naturally adapts to impediments and other status type effects as a hunting mechanism. However, Kozan can accelerate this process through this jutsu, performing a series of handseals to reduce the necessary posts by 1.

Kuchiyose: Crabs
C-rank Ninpou
The user will perform a series of hand seals then place their hands on a surface, causing small crabs roughly 3inches in diameters to begin to crawl from the ground, spreading over a 60m area. Unlike a swarm, these crabs are effectively normal animals, with negligible strength and speed and no unique attributes or abilities. Their utility makes them more useful for a distraction, or to clear out debris.

[Accelerate]
C-rank Ninjutsu
Kozan’s body naturally adapts to impediments and other status type effects as a hunting mechanism. However, Kozan can accelerate this process through this jutsu, performing a series of handseals to reduce the necessary posts by 2.

[Hyper Accelerated]
B-rank Ninjutsu
Kozan’s body naturally adapts to impediments and other status type effects as a hunting mechanism. However, Kozan can accelerate this process through this jutsu, performing a series of handseals to reduce the necessary posts by 3.

Kuchiyose: Worms
B-rank Ninpou
The user will perform a series of hand seals, then place their hands on the ground. So long as the ground is dirt, sand, or other soft materials, worms will form and grow from the ground in a 60m area. For the next 6 posts, anyone who steps into the area will have worms reach from the ground and wrap around their feet with [Control] strength, pulling them into the ground, where the worms will dig into their skin and eat their flesh with [Control] strength.
SamsaraShow
[Listen]
D-rank Ninjutsu
The user does a series of hand seals, then places a hand over one of their ears. While the ear is cupped, Kozan can focus on any existing Samsara and hear out of it as if it was his ear. Kozan can only move at a walking pace while doing so.

[See]
D-rank Ninjutsu
The user does a series of hand seals, then places a hand over one of their eyes. While the eye is cupped, Kozan can focus on any existing Samsara and see out of it as if it was his eye. Kozan can only move at a walking pace while doing so.

[Speak]
D-rank Ninjutsu
The user does a series of hand seals, and covers his mouth. While his mouth is covered, any time he speaks he can project it through any existing samsara, allowing him to project his voice out immense distances.

[Sword]
D-rank Ninjutsu
The user will do a series of hand seals, causing a sword of Samsara to form from his palm, approximately 1ft in length with [Control] strength.

[Explode]
D-rank Ninjutsu
The user will do a series of hand seals, targeting an existing amount of Samsara and causing it to explode with [Control] strength over [Control] meters.

[Samsara Kai]
D-rank Ninjutsu
The user does a series of hand seals, produce a small amount of Samsara on their hand and placing it on a seal. The user can perform [Kai] through this Samsara, allowing them to perform it at a range without directly touching the seal.

[Chain]
D-rank Ninjutsu
The user does a series of hand seals, causing a chain of Samsara to form out of their hand up to [Control]m in length. The user can continue to focus on this for multiple posts (removing their ability to cast other jutsu) to extend the chain by [Control]m per post maintained. These chains have [Control] strength and form at [Control] speed.

[Round Shield]
D-rank Ninjutsu
The user does a series of hand seals, causing a shield of Samsara to form in their hands roughly a meter in diameter. The shield has [Control] strength and forms as [Control] speed.

[Clone]
C-rank Ninjusu
The user does a series of hand seals and focuses on a piece of Samsara, causing it to split in half to create effectively a clone of itself with a link between them. Any effects of fuuinjutsu active on the original will continue through the clone as if they were still connected. This technique reduces the size of the original, preventing it from being used limitlessly.

[Merge]
C-rank Ninjutsu
The user does a series of hand seals and focuses on two pieces of Samsara, causing them to attract to each other and merge into one piece. Any effects of fuuinjutsu active on either will now be active on the combined piece.


[Return]
C-rank Ninjutsu
The user will do a series of hand seals then extend their hand in the direction of any Samsara. The Samsara will enter a fluid state and return to him at [Control] speed. This can only be used on Samsara within [Control] meters of his body.

[Bubble]
C-rank Ninjutsu
If Kozan has Samsara inside of anyone, he can do a series of handseals to activate this technique. The Samsara inside of them will turn to liquid, then expand like a bubble, tearing flesh with [Control] strength. This technique can cause catastrophic damage if used properly.

Samsara Clone
C-rank Ninjutsu
Kozan will focus on any existing amount of Samsara while performing hand seals. When the jutsu is complete the Samsara he focused on will begin to grow until it takes a human shape, turning into a clone of Kozan. This clone has [Speed] and [Strength] equal to the [Speed] and [Strength] of the Samsara he targeted. If it did not have either stat they are substituted with Kozan’s [Control]. This clone is incapable of using any jutsu.

Samsara Multiplier Clone
B-rank Ninjutsu
The user creates a clone made of Samsara, that will run away from them in a single direction at [Speed]. Unlike standard clones, this clone does not typically fight, but instead will simply dodge out of attacks (if possible) to continue in the direction it was going. On the post after the clone is created, it will split into two additional clones, which will run from the left and right of it’s position as it continues forward. These clones share the same attribute, and will also run in a straight line. This process continues until 15 clones have been made, or until all the clones are destroyed. This can cause confusion on the battlefield, creates distractions, can be misleading to the opponent, and gives Kozan an opportunity to spread Samsara around himself.

Samsara: Corruption
B-rank Ninjutsu
Kozan will do a series of hand seals, and then touch a single piece of Samsara, which will initiate a process called [Corruption], any samsara within 30m of the original piece will also become corrupted, with the exception of Samsara inside Kozan’s own body, and Samsara he is physically in contact with. Once a piece of Samsara becomes corrupted, after 2 posts its explodes with [Control] strength of [Control]m in size. However, all corrupted samsara causes corruption of any Samsara within 30m of it prior to exploding. Meaning even after the original piece of samsara explodes, newly corrupted Samsara will continue to corrupt more Samsara. This allows Kozan to create chains of explosions from a single jutsu, but also depletes all samsara on the battle field, which can be both advantageous and disadvantageous depending on the time.

Advanced Samsara Clone
B-rank Ninjutsu
Kozan will focus on any existing amount of Samsara while performing hand seals. When the jutsu is complete the Samsara he focused on will begin to grow until it takes a human shape, turning into a clone of Kozan. This clone has [Speed] and [Strength] equal to the [Speed] and [Strength] of the Samsara he targeted. If it did not have either stat they are substituted with Kozan’s [Control]. This clone is capable of using any of Kozan’s Samsara ninjutsu or nintaijutsu.

[Shield]
B-rank Ninjutsu
Kozan will do a series of hand seals, causing his salivary glands to produce Samsara. Within the next 3 posts, Kozan can spit the Samsara forward, causing the fluid to form a rounded shield 10m high and 5m wide, at [Control] speed with [Control] strength. The shield remains in the air for 3 posts before collapsing into the ground and disappearing.

[Fluid State]
B-rank Ninjutsu
Samsara naturally exists in a semi-permeable fluid state that can become harden and inert at command. By forming a series of hand seals and focusing on any active Samsara, for the next 5 posts the targeted Samsara will return to its fluid state, but immediately harden and become inert on impact at the point of impact. This effectively allows techniques to operate as defenses by absorbing the impact of techniques by hardening with the [Strength] of the Samsara targeted. This does not grant the Samsara the defensive bonus

[Makibishi]
B-rank Ninjutsu
Kozan will do a series of hand seals, creating Samsara in his salivary glands. Within the next 3 posts, he can spit into the air, launching several hundred makibishi made of Samsara into the air. The makibishi cover a 20m radius in every direction, and disperse at [Control] speed. After 5 posts they break apart into fluid and collapse to the ground.

[Truth and Consequences]
B-rank Ninjutsu
Should Kozan have penetrated someone with Samsara (stabbed them with a Samsara weapon, or embedded a Samsara jutsu in them, etc.), he can do a series of hand seals. For the next 3 posts, should the individual lie, the Samsara embedded in them will burn, causing 2nd degree burns. radiating from where the Samsara is in them. The technique uses biological indicators for lying (heart rate, diaphoresis, etc), so those with techniques to suppress these indicators bypass this technique.

[Fortify]
B-rank Ninjutsu
Kozan’s body has large amounts of samsara covering both his muscular and nervous system. By forming the hand seals for this technique, Kozan can draw much of that Samsara to form a layer of samsara just under his skin, in the space between his skin and the underlying fascia. While it remains in a fluid state to prevent limitations in his movement, Kozan can consciously harden any parts of this underskin armor with [Control] strength, acting as an impromptu armor when needed. This technique lasts for 5 posts before it needs to be recast.


[Shackle]
B-rank Ninjutsu
While in CQC with an opponent, Kozan will do basic channeling in his hands, after completion, the next time Kozan makes contact with an opponent, Samsara will shoot from his hand at [Control] speed, and penetrate the opponents skin with [Control] strength, anchoring into the skin. This will shackle Kozan’s hand to the point of contact, and must be broken with [Control] strength but can be used to cause immense pain, and decommission one of the opponent’s limbs.

[Straightjacket]
A-rank Ninjutsu
Kozan will channel chakra before grabbing onto his opponent or making contact with them with a weapon made of samsara. If he successfully creates them, Samsara will begin to flow from his hands or weapon and onto their body at [Control] speed. The samsara will form into a jacket over their upper body, fully covering both arms and torso. It takes a full post of contact in order for this jutsu to be successful. Once formed, the jacket will harden with [Control] strength, and requires a strength greater than it to be destroyed. This technique does not carry the defensive bonus. The jacket remains in place for 5 posts before turning to liquid and falling away.
NaikaiShow
Erasure of Erasure
E-Rank Ninjutsu
This is casually done to end the effects of any of Kozan’'s own [Erasure] jutsu. This requires no handseals to use.

Erasure of Hunger
D-rank Ninjutsu
Kozan does a series of hand seals, erasing any sensation of hunger, regardless of how extreme it is, for the next 10 posts.

Erasure of Thirst
D-rank Ninjutsu
Kozan does a series of hand seals, erasing any sensation of thirst, regardless of how extreme it is, for the next 10 posts.

Erasure of Knowledge
D-rank Ninjutsu
Kozan does a series of hand seals, then focuses on a specific topic, for next 10 posts, any knowledge of that topic will be completed erased from Kozan’s mind.

Erasure of Speech
D-rank Ninjutsu
Kozan does a series of hand seals, erasing his ability to speak. For the next 10 posts, any time Kozan speaks, no sound will be produced from his mouth.

Erasure of Breath
C-rank Ninjutsu
Kozan does a series of hand seals, erasing his physiological drive to breath for the next 5 posts. This means unless Kozan consciously decides to do so, he will not breath during the course of this technique.

Erasure of Vision
C-rank Ninjutsu
Kozan does a series of hand seals, erasing his ability to see for the next 10 posts. During the course of this jutsu, Kozan’s pupils and iris will vanish completely, and he will be physically unable to see.

Erasure of Smell
C-rank Ninjutsu
Kozan does a series of hand seals, erasing his ability to smell for the next 10 posts. During the course of this jutsu, Kozan’s nostrils vanish completely, and he will be physically unable to smell anything.

Erasure of Sound
C-rank Ninjutsu
Kozan does a series of hand seals, erasing his ability to hear for the next 10 posts. During the course of this jutsu, Kozan’s ear’s appear completely occluded, and he will be physically unable to hear anything.

Erasure of Tracks
C-rank Ninjutsu
Kozan does a series of hand seals, erasing his ability to leave a trace on the world for 3 posts. This means that physical contact will not leave fingerprints, he doesn’t produce a scent trail, no residue or hair is left behind, and so on. This means someone could, for example, smell Kozan from a distance, but they could not track his residual scent if he was outside of their current scent range.

Erase of Consciousness
C-rank Ninjutsu
The user will do a series of handseals, erasing his consciousness. The user will immediately fall asleep. This technique immediately ends after usage but, the sleep is a natural sleep and the user will need to wake up.

Erasure of Naikai
C-rank Ninjutsu Technique
The user does a series of hand seals, activating this technique. For the 10 posts this technique is active, the users Naikai will be erased, completely removing it from them. No means of inspection, assessment or evaluation will be able to determine it present in the users system. For the duration of this technique, jutsu reliant on the use of the Naikai will not work

Erasure of Restraints
C-rank Ninjutsu Technique
Much more targetted than most techniques, when the user is restrained, confined or shackled in any way, they can selectively target joints and areas of their body to erase. These areas of the body will go limp, devoid of any musculature or bone, allowing them to slip out of most restraints. Due to this however, anything distal from that point will stop being functional (i.e, if it was done in the wrist the user would not be able to bend their fingers). This erasure lasts for only 2 posts.

Erasure of Signal
B-rank Ninjutsu
The user does a series of hand seals, erasing his chakra circulatory system for the next 3 posts. While this jutsu is active, Kozan is unable to use any jutsu, is considered to have 5s in all of his stats, cannot be detected via chakra sensory, and is immune to the effects of genjutsu.

Erasure of Left Leg
B-rank Ninjutsu
The user does a series of hand seals and then conducts any motion with their left leg while channeling chakra into it. At any point within the next post, the user can release the chakra, activating this technique. Once activated, their left leg will vanish from where it is at and reappear in an anatomically neutral position. Any injury or damage to the leg done in this period will be gone for 5 posts before returning.


Erasure of Right Leg
B-rank Ninjutsu
The user does a series of hand seals and then conducts any motion with their right leg while channeling chakra into it. At any point within the next post, the user can release the chakra, activating this technique. Once activated, their right leg will vanish from where it is at and reappear in an anatomically neutral position. Any injury or damage to the leg done in this period will be gone for 5 posts before returning.

Erasure of Time Limits
B-rank Ninjutsu Technique
Prior to casting a Naikai technique, Kozan can cast this jutsu up to 3 times. For each time he casts it, the next Erasure technique he casts will have its timelimit increased by its orignal time limit. This means if a technique typically lasted for 5 posts, and he cast this technique twice, it would instead last for 15 posts.

Erasure of Left Arm
B-rank Ninjutsu
The user does a series of hand seals and then conducts any motion with their left arm while channeling chakra into it. At any point within the next post, the user can release the chakra, activating this technique. Once activated, their left arm will vanish from where it is at and reappear at their side in an anatomically neutral position. Any injury or damage to the arm done in this period will be gone for 5 posts before returning. If the user is holding anything when this technique is activated, it will drop to the ground rather than reorienting itself with the user’s arm.

Erasure of Right Arm
B-rank Ninjutsu
The user does a series of hand seals and then conducts any motion with their right arm while channeling chakra into it. At any point within the next post, the user can release the chakra, activating this technique. Once activated, their right arm will vanish from where it is at and reappear at their side in an anatomically neutral position. Any injury or damage to the arm done in this period will be gone for 5 posts before returning. If the user is holding anything when this technique is activated, it will drop to the ground rather than reorienting itself with the user’s arm.

Erasure of Visibility
A-rank Ninjutsu Technique
The user does a series of hand seals to activate this technique. For the next 5 posts the user will erase their visible presence, making them entirely invisible regardless of any enhanced vision or sight.

Erasure of Limits
S-rank Ninjutsu
The user does a series of hand seals and then releasing chakra throughout their entire body. For the next 4 posts, his body will not recognize physiological strain and will instead continue to operate regardless of the strain placed on it. This is most notable as it allows the user to exert their maximum strength and speed for the duration of the technique without being limited. When the technique ends, the users body will recognize the injuries it has accumulated and will suffer a -5 [Strength] and -5 [Speed] for 4 posts.
IijutsuShow
[Iijutsu • Samsara • Poison Analysis ]
D-rank Ninjutsu
When Samsara is in a target, Kozaki can do a series of handseals, and that Samsara will send a pulse of chakra towards Kozaki, informing him if there is any harmful foreign substance in the target’s bloodstream.

[Iijutsu • Slowed Beats ]
D-rank Ninjutsu
The user will do a series of hand seals, then focus on their own body, slowing their heartbeat to roughly 20 beats per minute. If the user has poison in their system, the incubation period of the poison will be doubled, however, the length of the effect will also be doubled. This gives the user more time to develop an antidote should the poison be fatal. A major downfall of this technique is that the user cannot sustain combat while their heartbeat is so bradycardic, and will pass out if they attempt to move at more than 5 speed.

*[Iijutsu • Blood Clot Technique]
D-Ranked Ninjutsu
This highly useful field technique is applied to bleeding wounds to help encourage the coagulation of the blood. After focusing chakra into his/her hands, the user will hover them over the bleeding wound and begin to channel chakra through it. The chakra will began to thicken the blood, causing it to clot. Wounds must be dealt with one at a time, and the number of wounds that can be tended to within the three (3) posts that this technique lasts depends on their size. Small wounds take very little time to clot, while moderate wounds take one (1) post of concentration to clot, and large wounds take two (2) posts to clot. Although this technique stops the bleeding, the wound remains vulnerable and will require further care after this has been performed.

*[Iijutsu • Diagnostic Check]
D-Ranked Ninjutsu
A technique used by medical shinobi to deduce what is going on with a patient. They will perform a hand seal and green chakra will cover their hands. From there, they may place them upon a number of patients equal to their [Chakra Pool]/2. Their chakra will travel through the patient at [Control] Speed before coming back to them and allowing the medical shinobi to be able to tell their patients temperature, blood pressure, oxygen saturation, and heart rate for as long as they have chakra.

*[Iijutsu • Bandage Technique]
D-Ranked Ninjutsu
The user may channel chakra into an object (such as a leaf, piece of cloth, etc.) in the absence of bandages to sterilize it and is able to apply it to the wound of a patient. Once applied, the selected object will adhere to the flesh around the wound, protecting it from bacteria and other harmful foreign bodies. Wounds covered by this jutsu not only are safeguarded against bacteria but also applied an antiseptic and burn ointment to further provide aid.

*[Iijutsu • Basic Antidote Technique]
C-Ranked Ninjutsu
The user will channel their chakra and then make a small incision on the patient before placing their hands over the new wound. As this chakra is channeled into the body, the poison is extracted and contained in a green orb of chakra in the user's palm at [Control] Speed. Once extracted, the liquid poison will be suspended in the containment orb. Their chakra then mutates the poison at [Control] speed and rearranges it into an antidote. This antidote is effective on C-rank or lower poisons and induces immunity to the specific poison the patient was ailed with for 7 posts.

*[Iijutsu • Skin Mask]
C-Ranked Ninjutsu
This particularly disturbing technique is typically utilized by medical-nin operating covertly. After obtaining a dead body, the user will channel chakra into the deepest layer of skin to carefully remove the facial skin from the underlying tissue. Once this has been done, the user will focus their chakra into the separated skin before applying it to his/her face. As this chakra makes contact with the user's skin, the skin cells will bond, creating a seamless mask. This new face remains stable for up to three (3) threads before it will begin to rot.

*[Iijutsu • Blood Transfer Technique]
C-Ranked Ninjutsu
The user must make small incisions into the patient and donors' bodies to open a vein. Once the vein has been opened, the user will begin to channel chakra into the donor and the patient at [Control] Speed. The patient's blood pressure will increase and stabilize itself while the donors blood pressure will decrease due to the transfer of blood. No more than 1 liter (2 pints) of blood can be transferred using this technique without repercussions such as fainting, loss of sensation, anemia, and death. In the event a donor is not available, the user may act as the donor. This also acts to allow the donor and patient to be a synthetic match so as to not send the patient into shock. This technique does not transfer KKG permanent or otherwise to the patient.

*[Iijutsu • Chakra Stitching][/color]
C-Ranked Ninjutsu
The user performs a short set of hand seals and then will gently place their index finger at the base of the patient's wound. Once this is done, the user will lift their finger and touch it to the other side of the wound, causing a visible 'stitch' of chakra to appear and hold the wound together with [Control] Strength. This is repeated until the wound has been pulled together. Actions performed with more [Strength] or [Speed] than the [Control] used to create the stitch will destroy it.

*[Iijutsu • Local Anesthesia]
C-Ranked Ninjutsu
The user will channel chakra into their hands and then place them over a group of muscles. Their chakra will spread through the muscle group at [Control Speed and numbness will begin to creep throughout it, beginning with the flesh before seeping into the muscle below. This numbing begins where the user has placed his/her hands and spreads outward until the hands are removed. The numbness can only cause pain equivalent to being stabbed with a kunai to be nullified. Once numbed, the effects last for four (4) posts before fading.

*[Iijutsu • False Death]
B-Ranked Ninjutsu
The user relies on their knowledge of medicine and anatomy to hide their vital signs. By focusing chakra throughout the body, they will slow their heart beat, lower their temperature, and decrease the amount of oxygen needed while stationary. The user can hold this for [Chakra Pool]/2 and to the untrained eye, they will appear dead.

*[Iijutsu • Burn Heal]
B-Ranked Ninjutsu
The user will channel chakra and then place their hands over the burned area. The chakra works its way to the deepest layer of the burn at [Control] Speed and begins to cool, numb, and repair the area to prevent harmful, scar-producing blistering in the affected area. This relief downgrades the burn grade by one tier and numbs the affected area.

*[Iijutsu • Chakra Scalpel]
B-Ranked Ninjutsu
The antithesis to the famous *[Iijutsu • Mystical Palm], the infamous *[Iijutsu • Chakra Scalpel] is no precision instrument. The user will channel chakra into their palms before attempting to place them on a target. If the user is able to connect the entirety of their palm, the chakra will be released into the opponent's body at [Control] Strength. If cast with 34 [Control] or less, this chakra will slice through thinner body tissues, such as arteries, ligaments, tendons, or veins with ease but cannot slice thicker tissue such as that found around organs, up to 4 inches from the surface in an area roughly the size of the user's hand. If cast with 35 [Control] or more, thicker tissue can be sliced through. The skin remains unblemished by this technique, as it only causes internalwounds. The chakra used in this technique is highly visible when first activated and emanates from both hands for a duration of three (3) posts or until contact with the opponent is made.

*[Iijutsu • Paralysis Removal]
B-Ranked Ninjutsu
The user will channel chakra to their hands and then apply them to the affected area. As this chakra interacts with the temporarily lame muscle tissue, it will restore natural mobility to the area. This lowers the paralysis effects of jutsu and poisons by 2 posts.

*[Iijutsu • Bone Regeneration Technique]
B-Ranked Ninjutsu
The user will begin to channel chakra and then direct it through the area of the fracture. As this chakra makes contact with the bone, it will stimulate the calcium production of the body and begin to mend the bone. Users should beware that, like other regenerations of this kind, the nutrient stores of the patient's body are being depleted during its use, and too many uses of this technique in a short span of time can cause serious damage
Fracture Category20-30 Control31-45 Control46+ Control
Non-Displaced1/2 postImmediateImmediate
Displaced1/2 postImmediateImmediate
Closed1 post1/2 postImmediate
Open2 posts1 post1/2 post
[Iijutsu • Samsara • Body Numbing]
A-Ranked Ninjutsu
Prerequisite: *[Iijutsu • Numbing]
Applying the principles of Numbing, Kozaki will do a series of hand seals, focusing on anyone with Samsara in their bodies. Numbness will spread from any points the Samsara is in, effectively paralyzing the entire limb, or inducing incredibly painful numbing to the torso or abdomen. This technique is extremely debilitating, lasting for 6 posts, or until the Samsara is removed.

*[Iijutsu • Secret Healing Injury Destruction]
A-Ranked Ninjutsu
An advanced technique that requires both quick reflexes and prediction, the *[Iijutsu • Secret Healing Injury Destruction] technique is highly formidable due to its effects. In the event that the user is aware that they will be hit in a specific place, s/he may attempt to focus chakra into that area before the strike connects. If successful, any damage to the damaged area will immediately begin to regenerate, be it a bruise, small fracture, or a small-to-moderate cut. These wounds can take up to one (1) post to heal fully depending on their size and severity, where fractures and moderate wounds would take the entire post. However, during this regeneration process, users are not rendered immobile and can continue to fight while their wounds regenerate. This technique can only be used a maximum of three (3) times per thread.

*[Iijutsu • Mystical Palm]
A-Ranked Ninjutsu
One of the almighty and most highly coveted abilities of medical-nin, the *[Iijutsu • Mystical Palm] technique allows its users to heal wounds quickly and efficiently. After focusing chakra into his/her hands, the user will place them over the wound in question and begin to channel chakra through it. As the chakra interacts with the cells and tissues in the area, the wound will begin to regenerate and heal over until there's no remnant of it ever being there.
Wound Type25-30 Control31-45 Control46+ Control
Minor1/2 postImmediateImmediate
Moderate1/2 postImmediateImmediate
Extensive1 post1/2 postImmediate
Critical2 posts1 post1/2 post
*[Iijutsu • Antidote Technique][/color][/b]
A-Rank Ninjutsu
The user will channel their chakra and then make a small incision on the patient before placing their hands over the new wound. As this chakra is channeled into the body, the poison is extracted and contained in a green orb of chakra in the user's palm at [Control] Speed. Once extracted, the poison will be suspended in the containment orb. Their chakra then mutates the poison at [Control] speed and rearranges it into an antidote. This technique must be cast with a [Control] equal to or above the [Control], [Strength], or rank bracket (D=1, C=10, B=20, A=25, S=35, S(40)=40, etc.) of a poison (as appropriate) to be effective. A poison which is destroyed is done so immediately. Antidotes created from this technique slow the effects of a poison after administration by 2 posts and fully rid the subject of the poison after three posts.

*[Iijutsu • Immunitas][/color][/b][/color][/b]
A-Rank Ninjutsu
Prerequisite: *[Iijutsu • Antidote Technique]
This advanced technique can be used immediately following successful application of the *[Iijutsu • Antidote Technique]. Once an antidote has been concocted, the user applies additional chakra to make it especially potent. The increased potency not only quickens the curing process by one post, but on the third post after administration induces a permanent immunity in the target to the poison in question. This immunity can only be overcome by increasing the potency of the original poison to beyond the potency of the associated *[Iijutsu • Antidote Technique] used to create the antidote.

*[Iijutsu • One's Life Resurrection]
S-Ranked Ninjutsu
Revered for its outcome but cherished for its effects, the *[Iijutsu • One's Life Resurrection] technique is performed by highly skilled medical shinobi in times of emergency. To begin, the user will focus chakra into their hands and follow by placing them on the chest of a body which had perished within the current thread. By transferring not just their chakra but life essence into the dead body over the course of one (1) post, the user is able to resurrect it at the expense of his/her own life. However, if the patient in question is only fatally injured but not quite dead, the user of this technique will not transfer all of their life essence and can live through the use of this technique. If this occurs, the user will be rendered unconscious for five (5) posts following. This technique cannot be used more than once per thread.
Organ TransplantShow
**[Clamp]
D-Ranked Iitaijutsu
The user is able to channel their chakra to create a makeshift clamp they then place while performing surgery or other types of healing jutsu to close off blood vessels which have been cut and prevent further blood loss. This can last for [Chakra Pool]/2 posts.

**[Careful Cut]
C-Ranked Iitaijutsu
Prerequisite: *[Chakra Scalpel]
While *[Chakra Scalpel] is in use, the user will focus and enhance the chakra into a precision blade unable to be used to damage an opponent in combat but perfect to make precision incisions in patients. The user will then separate soft tissues with a brief touch and be able to cut only what needs to be cut, in exactly the way it needs to be cut, ensuring that the user may remove, heal, or focus on only the tissue in question for up to 5 posts.

**[Eye Removal]
C-Ranked Iijutsu
Prerequisite: **[Careful Cut]
The user will channel chakra into their free hand while the other maintains the **[Careful Cut] jutsu. The user will then place their hand over an eye or pair of eyes and infuse them with this chakra. This chakra will coat the eye ball(s) and numb the nerves while preserving it after it is removed with the **[Careful Cut] jutsu.

**[Organ Removal]
B-Ranked Iitaijutsu
Prerequisite: **[Careful Cut]
The user will channel chakra into their free hand while the other maintains the **[Careful Cut] jutsu. The user will then place their hand over an organ and infuse it with this chakra. This chakra will coat and numb the nerves while preserving it after it is removed with the **[Careful Cut] jutsu.

**[DNA Extraction]
A-Ranked Iijutsu
The user will channel the needed chakra and focus it into an adequate amount of tissue containing the DNA of a KKG or other ability. The cells making up the KKG or other ability will agitate to the point they are able to be easily focused and extracted from the subject. This technique does nothing by itself but begins the process implantation.

**[Organ Stitching]
A-Ranked Iitaijutsu
Prerequisite: **[Chakra Stitching]
The user will place an organ or a tissue into it's proper place in a patient's body, be it a replacement or an implantation, and then channel chakra into their hands. They will continue to hold their hands over the tissue or organ in question and connect the various other tissues in the patients body where it needs to be connected with **[Chakra Stitching]. Blood vessels, connective tissues, muscles, etc. will all be connected to the organ in question, ensuring that once implanted, it will stay nourished and protected as if it were the body's own.

**[Optical Implantation]
A-Ranked Iitaijutsu
Prerequisite: **[Eye Removal]
After all the necessary precautions are taken, the user will begin by removing an eye from the patient in question to create a spot for the donor eye to be implanted with the **[Eye Removal] jutsu. They will then soften the orbital of the eye to make it more pliable, allowing them to place the donor eye within the socket. Following that, they will perform the actual placement, and then finally connect the tissues to the proper places, making sure that the ocular nerve is in the correct spot.

**[Self Implantation]
S-Ranked Iitaijutsu
Culminating all of their knowledge of the human body and medical expertise into one point, the user will be able to perform transplants on themselves, potentially giving themselves a Kekkei Genkai, body modification, etc. The user of this technique performs everything themselves or else with limited help, including pre-operational work, maintaining the sedation on themselves during the procedure, monitoring their vitals, the act of implantation/splicing, connecting tissue to tissue and organ to body. The time this procedure takes is dependent entirely on what is being implanted, but because the doctor is impeded by being the patient, it generally takes longer than normal.
MistShow
*Hidden Mist Technique
D-Ranked Ninjutsu
Prerequisite: Kiri-nin
Kirigakure no Jutsu is a Ninjutsu technique utilized by Hidden Mist Ninja. After forming the required hand seals, the ninja creates a blanket of mist which covers the area around them. The mist covers 10x10x10m area. The mist limits the visibility of those inside to 4 meters in any direction. This technique lasts a number of posts equal to 1/2 the user's Chakra Pool.

*Moving Mist Technique
D-Ranked Ninjutsu
After performing the correct hand seals, the user will cause the mist to shift and move in whatever direction they please. This mist moves at [Control] speed, and while casting this technique the user cannot move or cast other techniques.

*Mist Anchor
D-ranked Ninjutsu
After performing the correct hand seals, the user slowly moves their hand down, stabilizing the mist in the area. [Control] or lower strength fuuton jutsu will still work in the mist, but will no longer displace it, allowing the mist jutsu to be maintained easier. Additionally, the duration of the mist will be extended by 2 posts.

*Fading Mist Technique
D-Rank Ninjutsu
After performing the correct hand seals, the user can control the transparency of the mist to become much more lucid or clear in a 2x2x2m area. If this is used on a blanket of mist with another's chakra within it, it requires a higher [Control] strength than the caster. This increased visibility lasts for up to 3 posts.

*Mist Bath
D-rank Ninjutsu
While inside the mist, the user will form a series of hand seals, then hold a hand forward. From their hand 5 marble sized bullets of mist will form and shoot forward through the mist at [Control] speed and strength.

[Mist: Static]
D-rank Ninjutsu
Prerequisite: [Mist] concentration, [Raiton] concentration
After casting a mist technique, the user does a series of hand seals and touches the mist, releasing raiton chakra into the mist. This has no effect on anyone in the mist, but the latent electricity makes it so Raiton, and elements that are made a Raiton, do not cause the mist to disperse.

Mist Push Technique
C-Ranked Ninjutsu
Doing a series of hand seals, the user will release chakra, causing any mist jutsu they are currently within to subside. If the mist jutsu was cast by another shinobi, it will only subside if the user’s control is +5 the original caster’s control.

*Thick Mist
C-rank Ninjutsu
While inside the mist, the user will perform the correct seals and clasp their hands to initiate the jutsu. The water will increase and substantially grow in thickness. This will make anything that enters or is within the mist experience -3 speed so long as they are inside it. This technique lasts 4 posts.

*Mist Constriction
C-rank Ninjutsu
After performing the correct handseals, the user will focus on a 3x3x3m area of mist. This mist will then become extremely dense, weighing down with [Control] strength. Anyone caught within this area with less than jutsu’s strength will be unable to move.

*Shrouding Mist Technique
C-rank Ninjutsu
Prerequisite: Hidden Mist Technique
After forming the required hand seals, the ninja creates a blanket of mist which covers the area around them. The mist covers 30x30x30m area. The mist limits the visibility of those inside to 3 meters in any direction, and dampens scents, weakening any advanced scent techniques, or controlled scent techniques by 2m. This technique lasts a number of posts equal to the user's 1/2 Chakra Pool.

*Mist Clone
C-rank Ninjutsu
After performing the correct seals, the user materializes and creates a clone of themselves. When destroyed, they explode in a poof of *Hidden Mist Technique. The hidden mist will release and burst outward from the clone. This acts as a good container and transportation for the mist jutsu. These clones can only use taijutsu. These clones have stats equal to that of the user, and are capable of only using taijutsu. The clone exists for a maximum of 4 posts before detonating early.

*Mist Breathing
B-rank Ninjutsu
While inside the mist, the user will perform the correct seals and clasp their hands to initiate the jutsu. In response, the whole mist will become outstandingly thick with water. The opponent and anyone inside the mist will be able to move normally, but their breathing space will be limited and choked with water. This causes them to lose 1 point of endurance for every post they spend in the mist. This jutsu lasts for 9 posts.

*Mist Maelstrom
B-rank Ninjutsu
The user will do a series of hand seals, then throw their hands downwards. From the top of the mist cloud, water will rapidly condense, forming into golf ball size pebbles that will rain down with [Control] strength and speed, throughout the area of the mist for one post.

*Concealing Mist Technique
B-rank Ninjutsu
Prerequisite: *Shrouding Mist Technique
After forming the required hand seals, the ninja creates a blanket of mist which covers the area around them. The mist covers 40x40x40m area. The mist limits the visibility of those inside to 2 meters in any direction, and dampens scents, weakening any advanced scent techniques, or controlled scent techniques by 2m. Additionally, sound is dampened as well, which can make it more difficult to communicate plans through the mist without advanced hearing techniques. This technique lasts a number of posts equal to the user's 1/2 Chakra Pool.

*Obscuring Mist Technique
A-rank Ninjutsu
Prerequisite: *Concealing Mist Technique
After forming the required hand seals, the ninja creates a blanket of mist which covers the area around them. The mist covers 60x60x60m area. The mist limits the visibility of those inside to 1 meter in any direction, and dampens scents, weakening any advanced scent techniques, or controlled scent techniques by 4m. Additionally, sound is dampened as well, which can make it more difficult to communicate plans through the mist without advanced hearing techniques. Those without advanced hearing techniques won't be able to hear anything that's not within 5meters of them, while advanced hearing is limited to 10m. Additionally, the mist is saturated in chakra, which makes it impossible for sensors outside the mist to sense who is within it. This technique lasts a number of posts equal to the user's 1/2 Chakra pool.

*Mist Subjugation
A-rank Ninjutsu
This technique may only be used on one who has spent 2 or more posts within one of the user's mist jutsu. After performing the required hand seals, the user will severely thicken the area around the target. If the target remains within the jutsu for a post after that, the mist they are breathing will suddenly coalesce into water in their lungs. This affects people differently depending on their endurance in comparison to the Jutsu's strength]
20 less Endurance: They drown unless aided within 4 posts.
less Endurance: They are incapacitated within 2 posts and knocked unconscious.
Equal or higher Endurance: They experience pain and irritation in their lungs due to the water's presence, similar to being stabbed in the chest, but they were able to expel it quickly. Causing a -9 in Endurance for 3 posts.

[Creeping Mist]
S-rank Illusion of Force Ningenjutsu
The user does a series of hand seals and then releases chakra, forming mist a blanket of mist which covers the area around them. The mist covers 60x60x60m area. The mist limits the visibility of those inside to 1 meter in any direction, and dampens scents, weakening any advanced scent techniques, or controlled scent techniques by 4m. Additionally, sound is dampened as well, which can make it more difficult to communicate plans through the mist without advanced hearing techniques. Those without advanced hearing techniques won't be able to hear anything that's not within 5meters of them, while advanced hearing is limited to 10m. Additionally, the mist is saturated in chakra, which makes it impossible for sensors outside the mist to sense who is within it. This technique lasts a number of posts equal to the user's 1/2 Chakra pool. However, anyone who touches the mist while it’s active will be caught in a genjutsu, that will cause them to see black tentacles jump at them from the mist and hold onto them with [Willpower] Strength for the next 4 posts, restricting their movements and locking them in place.

*Perfect Hidden Mist Technique
S-rank Ninjutsu
Prerequisite: *Obscuring Mist Technique
After forming the required hand seals, the ninja creates a blanket of mist which covers the area around them. The mist covers 100x100x100m area. The mist limits the visibility of those inside to 1/2 meter in any direction, and completely dampens scents, making it impossible to smell anything without advanced smelling techniques, and limiting advance smelling, and scent control techniques to 2m. Additionally, sound is dampened to the point where nothing can be heard without advanced hearing techniques. Those using advanced hearing techniques won't be able to hear anything that's not within 4meters of them. Additionally, the mist is saturated in chakra, which makes it impossible for sensors outside the mist to sense who is within it, and those within it it to sense outside of it. This technique lasts a number of posts equal to the user's 1/2 Chakra Pool.

Mist Lock
S-rank Ninjutsu
Prerequisite: *Perfect Hidden Mist Technique or any of it’s subsequent prerequisites
After forming the required hand seals, the user will target any number of people (up to Control/5) within any existing Mist techniques. For the duration of those Mist techniques, those people will become anchors for the Mist technique, causing them to act as a center for the technique. Should they move, the mist will move with them at their speed up to user’s [Control]. If this technique is used to target multiple people, the mist technique will split itself equally among the number of targets. Unless the mist is clearly entirely, it will continue to [Encroach] and refill starting from the target(s), preventing them from exiting the mist techniques for the entirety of their duration.

Crushing Mist
S-rank Ninjutsu Technique
The user does a series of hand seals, then targets one person currently within the mist. The mist will condense around the target, causing a -5 in Endurance every post the next 4 posts. The cumulative debuff lasts for up to 6 posts before dissipating, to a maximum of -20 Endurance.

Punishing Mist
S-rank Ninjutsu Technique
The user does a series of hand seals, then targets one person currently within the mist. The mist will pushing against the target whenever they move, causing a -5 in Speed every post the next 4 posts. The cumulative debuff lasts for up to 6 posts before dissipating, to a maximum of -20 Speed.

Restricting Mist
S-rank Ninjutsu Technique
The user does a series of hand seals, then targets one person currently within the mist. The mist will condense around the target, causing a -5 in Strength every post the next 4 posts. The cumulative debuff lasts for up to 6 posts before dissipating, to a maximum of -20 Strength.

Enthralling Mist
S-rank Ninjutsu Technique
The user does a series of hand seals, then targets one person currently within the mist. The mist will release chakra around the target, causing a -5 in Control every post the next 4 posts. The cumulative debuff lasts for up to 6 posts before dissipating, to a maximum of -20 Control.

Enfeebling Mist
S-rank Ninjutsu Technique
The user does a series of hand seals, then targets one person currently within the mist. The mist will release chakra around the target, causing a -5 in Willpower every post the next 4 posts. The cumulative debuff lasts for up to 6 posts before dissipating, to a maximum of -20 Willpower.
NintaijutsuShow
[Simple Tendril]
D-rank Nintaijutsu
[Close Quarters Combat]
Channeling chakra into either arm, Kozan will force the Samsara on his radius and ulna to rip through his forearm, creating a single tendril up to [Control]m in length. Kozan can control this like a prehensile tail, and has his [Speed] and [Strength].

Octopus
D-rank Nintaijutsu
[Close Quarters Combat]
Kozan will channel chakra into his back, creating a single tendril up to [Control]m in length to form from his ribcage. Kozan can control this like a prehensile tail, and has his [Speed] and [Strength].

Fluid Tendril
D-rank Nintaijutsu Maneuver
[Close Quarters Combat]
Kozan will channel chakra into a tendril, causing the samsara to convert into a more fluid state. As he swings the tendril around, it will meld around anything it touches, and latch onto it with [Strength]. This is efficient for blocking projectiles and capturing opponents weapons.

[Arrow]
D-rank Nintaijutsu
Kozan will flex one of his fingers, causing a thin tendril of samsara to form from one of the knuckles and extend out up to 5m, only a few inches in diameter, before forming into a firm rod with a pointed end. This can then be broken off and used as an projectile, a smaller polearm, or a variety of other purposes.

[Hammer]
C-rank Nintaijutsu Maneuver
The user begins channeling chakra as they close in on a target, and then will swing one or both of their arms in any direction. As they swing, a large great hammer made of Samsara roughly 3m in length with a meter wide head will form from their hands to be swung at the target. The hammers has [Control] strength, and the sudden formation often allows it to be used to catch opponents off guard or hit them even as they avoid the attack.

Strength Reading
C-rank NinTaijutsu Discipline
Prerequisite: [Temporal Chakra Reading]
When Kozan comes in physical contact with any source of chakra, he is able to discern how much [Control] the technique was cast with.

Skill Assessment: Fusions
B-rank NinTaijutsu Discipline
Prerequisite: [Temporal Chakra Reading]
When Kozan comes in physical contact with an individual, he is able to read their chakra to determine if they have any concentrations due to their genes, most typically fusions. The one he learns about is determined by the opponent’s roleplayer. If he maintains contact for a second post, he can continue to read their chakra to see if they have any other innate chakra shapes or concentrations.

Skill Assessment: Hiden
B-rank NinTaijutsu Disicipline
Prerequisite: [Temporal Chakra Reading]
When Kozan comes in physical contact with an individual, he is able to read their chakra to determine if their chakra has been reshaped by an external force - most typically Hiden concentrations and village extensions. The one he learns about is determined by the opponent’s roleplayer. If he maintains contact for a second post, he can continue to read their chakra to see if they have any other uniquely shaped concentrations.

Memory Reading
B-rank NinTaijutsu Discipline
Prerequisite: [Temporal Chakra Reading]
Kozan is able to take recently deceased brains and read the chakra that spreads through areas of their brains that store memories. By touching those areas, Kozan is able to scan the individuals memories. This does not allow for Kozan to passively observe, but instead requires he’s looking for specific information (i.e. he could not happen upon someone having a secret meeting with the Mizukage, but if he knew the meeting occurred could scan to recall the events). Kozan receives this information as if they are his own memories. The individual must have died within the past 5 posts for this technique to work.
TaijutsuShow
OchibaShow
*Ochiba • Single Finger Draw
D-Ranked Taijutsu Discipline
Utilizing this manoeuvre, the user is able to quickly draw a kunai from its holster. This is done by placing their finger through the lip of the holder and into the ring of the pommel, flicking it up and out quickly, having the kunai in the user’s hand within an instant.

*Ochiba • Oaken Defense
D-Ranked Taijutsu Maneuver
A technique that specializes in fighting Samurai and equalizing the battle field. The user will wait for their target to attack, and will quickly counter this by sliding the blade of their kunai onto the opponent's blade. The user will quickly move in towards their opponent while also sliding their kunai closer and closer to the opponent's hilt. This will force the angle of their blade to be raised and leaves the opponent wide open for attack.

*Ochiba • Single Finger Seal
D-Ranked Taijutsu Discipline
Having extensive experience with Deft Hands the user is able to manipulate a kunai within their hands and perform hand seals at full speed, without having to put down the kunai at any point.

*Ochiba • Dance Detour
D-Ranked Taijutsu Maneuver
Prerequisite: 10 Speed
A technique that relies highly on speed, the user will attempt to slap away any incoming melee strikes or projectiles with their kunai. The average of the user's speed and strength needs to be higher than the strength the projectile was thrown at, using the momentum of their own speed to deflect the strike.

*Ochiba • Leafing Lumber
D-Ranked Taijutsu Maneuver
A simple technique, the user lowers themselves down and performs a sweeping kick attempting to knock their opponent to the floor, whilst bring their blade into the opponent’s chest all in one fluid motion.

*Ochiba • Sliding Tree Sap
C-Ranked Taijutsu Maneuver
Prerequisite: 15 Speed
A defensive technique, developed to fight Samurai, by throwing up their kunai into in incoming attack to dampen the physical strength and disrupting their opponents strikes. Even if the attack is powerful enough to break the users guard, it will dampen the strength of the opponents strike, just enough to give the user time to slide left, right or backwards whilst defending, meaning the user is usually out of the way before it hits its mark.

*Ochiba • Double Finger Draw
C-Ranked Taijutsu Discipline
Prerequisite: *Ochiba • Single Finger Draw
Utilizing this manoeuvre, the user is able to quickly draw two kunai from its holster and have a kunai in either hand. This is done by placing their finger through the lip of the holder and into the ring of the pommel, of two kunai, flicking it up and out quickly and tossing a second kunai to the alternate hand, dual wielding kunai in both hands, within an instant.

*Ochiba • Spine of the Maple Tree
C-Ranked Taijutsu Maneuver
Often used as a counterattack, by stepping under an incoming strike and resting on their front leg, they will quickly pivot slashing behind them, upwards across their opponent’s spine. This will likely cut the nerves connected to the users legs, making it difficult for them to move, giving a reduction of -5 speed, they will need to seek medical attention.

*Ochiba • Spare Ribs
C-Ranked Taijutsu Maneuver
A simple, yet effective strike. Often used in correlation with Ochiba • Oaken Defense, however not required. The user simply needs to be up close, they will swing their kunai in a horizontal motion towards their opponent's rib cage, aiming for the intercostal space between the ribs and damaging any organ behind it. The user will then turn the kunai, breaking their opponents ribs.

]*Ochiba • Looking Through the Leaves
B-Ranked Taijutsu Maneuver
Prerequisite: 25 Speed & Ochiba • Single Finger Draw
By drawing a kunai from its holster with the Single Finger Draw and will lunge forward, striking at their targets eyes attempting to blind them. This strike will at such a rapid speed it is almost invisible to the naked eye, slicing that very naked eye open.

*Ochiba • Teething Twigs
B-Ranked Taijutsu Maneuver
As the Ochiba style favours an inverted stance the blade points towards the floor. If a strike misses, the user will perform a secondary strike either swinging back aiming for the temple or swing upwards with the pommel and shattering the opponents jaw. This will often catch an opponent off guard, if the opponent lacks a perception technique of an equal level, they often won’t see this second strike.

*Ochiba • Felling Axe
B-Ranked Taijutsu Maneuver
A technique used if the user is disarmed, though often used in conjunction with projectile techniques, such as the [Flawless Aim Style] when a kunai is deflected or airborne, the user will perform a ‘Webster Axe Kick’ essentially a forward flip, and they will kick the pommel of the kunai, projecting it in the direction of an opponent. Due to the momentum and the heightened trajectory this will move with +6 speed.

*Ochiba • Dead Leaf
B-Ranked Taijutsu Maneuver
Prerequisite: 25 Speed
A technique developed by Shinobi to neutralize Samurai. Taking advantage of the exposable nature of a weapon such as a kunai, when an opponent strikes using a bladed weapon the user will move backwards and run their own blade along the length of their opponents blade, likely blunting both of their weapons. This is done at such at such high speed and in a fluid motion, the opponent will of often not realise it has happened.

*Ochiba • As the Autumn Leaf Falls
A-Ranked Taijutsu Maneuver
A strike made from a heightened position, usually from a tree though anything with elevated height will be sufficient. The user will drop down on an unsuspecting opponent, grasping them, plummeting them onto the floor and placing the kunai either in the back of their neck or up through the jugular, in one fluid motion, almost always killing them instantly. Unless the target has a perception technique of an equal level, this will be very difficult to detect.

*Ochiba • The New Spring Comes
A-Ranked Taijutsu Maneuver
Prerequisite: 35 Speed & Ochiba • Single Finger Draw
A technique that focuses on distraction, the user will pivot and attempt a spinning back fist with a kunai in their hand towards the opponents temple, whilst performing this maneuver with their free hand, the user will draw a Kunai with the Single Finger Draw technique and in mid spin will thrust a kunai towards their abdomen at exactly the same time as the strike to the temple. This second kunai will not be seen, unless the opponent is using a perception technique of the same level.

*Ochiba • Branch ‘Snapper’
A-Ranked Taijutsu Maneuver
Prerequisite: 35 Speed
When an opponent strikes, with a bladed weapon such as a katana or a similar type of bladed weapon. The user will use high precision and speed, to follow the opponents strike moving their own body safely out of the way and will slip the pommel over and down the length of the opponents blade, using their own momentum against them and pull backwards, often snapping the blade in two.

*Ochiba • Woodpeckers Drill
S-Ranked Taijutsu Maneuver
Prerequisite: 45 Speed & Ochiba • Single Finger Draw
The user can move forward in a straight line up to 80 meters through a clear path, instantly. Using the Ochiba • Single Finger Draw will their weapon, thrusting at their opponent with enough force their arm will tip through the target, damage any internal organs in their path. The user will move at such a rate, an after image will be left where they originally stood often catching their opponent off guard and even perfection techniques will struggle to read this move. This jutsu uses up one of the 2 teleportations a character can use in a single thread.
Predatory InstinctShow
Predatory Instinct:
A style composed mostly of disciplines, Predatory Instinct is a style centered around hunting and shadowing. The style uses a variety of advanced senses to monitor their target and follow them without being sensed or seen. The style culminates in several techniques designed for the quick assassination of a target, but the fundamentals of the style have a wide variety of uses and applications.
Requires: [Stealth], [Perceptions], [Acrobatics], [Close Quarters Combat]
[Predatory Instinct: The Scent of Fear]
D-rank Taijutsu Discipline
Prerequisite: [Fear Sense] Ability
Kozan is able to instantly assess the number of people within 25m of him at any time by smelling the fear radiating from them in the air. Anyone not currently experiencing any amount of fear will not be able to be sensed this way.

[Predatory Instinct: Our Trauma Defines Us]
D-rank Taijutsu Discipline
Prerequisite: [Fear Sense] Ability
Kozan is able to permanently memorize the scent of ‘fear’ on an individual after having spent 3 posts with them. Meaning even if that person is pretending to be someone else, he is able to distinguish them based on the scent of their fear. As a byproduct of this skill, Kozan can distinguish the number of people based on the scent of their fear, even if he cannot physically see them.

[Predatory Instinct: Hunter’s Intent]
D-rank Taijutsu Discipline
A natural born killer, Kozan is able to radiate out is killer intent, triggering natural fear responses in anyone in 15m of him, so long as their [Willpower] is lower than his own. Even if a target is not aware that Kozan is in the vicinity, his killer intent still radiates and affects them so long as they are within range.

[Predatory Instinct: Shadow]
D-rank Taijutsu Discipline
Kozan has learned to adequately use the shadows to hide himself, and is extremely skilled at moving from shadow to shadow. So long as a covered area is within 2 strides of his current position, Kozan is able to move seamlessly between positions, keeping himself hidden. This works unless someone watching him has [+3 Speed] from Kozan or a sight perception technique of a higher rank than this.

[Predatory Instinct: Pathway]
D-rank Taijutsu Discipline
Kozan is always able to establish the shortest, most effective path between Point A and Point B. This means Kozan can tell instantly if it will take him longer to go over, under, or around an obstacle, which branches to jump on to get to the top of a tree fastest, and so forth. This allows Kozan to minimize opportunities for a target to gain distance on him

[Predatory Instinct: The Scent of Horror]
C-rank Taijutsu Discipline
Prerequisite: [Fear Sense] Ability
Kozan is able to instantly assess the number of people within 40m of him at any time by smelling the fear radiating from them in the air. Anyone not currently experiencing any amount of fear will not be able to be sensed this way.

[Predatory Instinct: Trail of Blood]
C-rank Taijutsu Discipline
Prerequisite: [Fear Sense] Ability
If Kozan has spent more than 3 posts within 25m of an individual within a thread, he is able to focus solely on the scent of their fear, allowing him to establish if they’ve been in an area as small as 5m (even if they are no longer there) as long as they were there within the past 5 posts.

[Predatory Instinct: Dangerous Intent]
C-rank Taijutsu Discipline
A natural born killer, Kozan is able to radiate out his killer intent, triggering natural fear responses in anyone in 30m of him, so long as their [Willpower] is lower than his own. Even if a target is not aware that Kozan is in the vicinity, his killer intent still radiates and affects them so long as they are within range.

[Predatory Instinct: Murderous Intent]
B-rank Taijutsu Discipline
A natural born killer, Kozan is able to radiate out his killer intent, triggering natural fear responses in anyone in 60m of him, so long as their [Willpower] is lower than his own. Even if a target is not aware that Kozan is in the vicinity, his killer intent still radiates and affects them so long as they are within range.

[Predatory Instinct: Vanish]
B-rank Taijutsu Maneuver
If Kozan’s target has become aware of his location, he is able to use this technique only if there are adequate enough obstacles between them. Through this use of this maneuver, Kozan will place himself behind something between himself and a target, then quickly move between various objects and blockades, rapidly changing his position. As he moves, he will toss rocks, discreetly in other directions, causing sound to be produced in locations he is not. Those without an advanced enough perception technique will be unable to keep track of him.

[Predatory Instinct: Ecology of Fear]
B-rank Taijutsu Stance
Prerequisite: [Fear Sense] Ability
The user is able to attune their fear sense ability, taking in a deep breath and focusing their mind, extending it out [Willpower x2] meters rather than the standard 25m.

[Predatory Instinct: Predation]
B-rank Taijutsu Discipline
Prerequisite: [Fear Sense] Ability, [Ecology of Fear]
When the user has activated [Ecology of Fear] of any rank, once they have noticed a targets fear they can elect to forgo any other fear they can sense to stay focused on a single target. This allows the user to exit the [Ecology of Fear] stance without losing the ability to track their target. While utilizing this discipline, the user can track the target down to their exact location, so long as the target does not get more than [Willpower x 4]m from the user. The user is incapable of sensing any other fear while relying on this discipline.

[Predatory Instinct: Reckoning]
S-rank Taijutsu
Kozan has refined his ability to project his killer intent, and has developed it to the point where he can radiate waves of killer intent far beyond what has been imagined. Through this technique, Kozan is able to project his killer intent as far as [Willpower] miles away from himself. Unlike his other jutsu, this technique does not necessarily invoke fear, however everyone within range will be able to feel his intent, will be able to locate him, and will see momentary two yellow eyes staring at them from inside their mind.
Weapons MasterShow
Weapons Master:
Kozan has had indepth knowledge of the vast majority of weapons in existence downloaded into him. Due to this, he is able to utilize virtually any weapon he gets his hands on, and built his combat style around the ability to rapidly change weapons. Often combined with his Truth Seeking Orbs, this style utilizes dynamic movements, a plethora of flourishes, and changing the weapon in order to capture opponents off guard and force them to continually adapt, keeping them on their feet. In doing so, Kozaki is able to make up for his lower speed and strength by constantly surprising his opponent and catching them off guard.
Requires: [Sword Weapons], [Projectile Weapons], [Hafted Weapons], [Corded Weapons], [Polearm Weapons], [Close Quarters Combat], [Perception], [Acrobatics]
[Ambidextrous]
D-rank Taijutsu Discipline
[Weapons Master Style]
Kozan can utilize any weapon with either hand without any tangible deficits in his performance.

[Anticipatory Throw]
D-rank Taijutsu Discipline
[Weapons Master Style]
Kozan has learned to fire and throw projectiles anticipating where an opponent will be, rather than where they are. Those without appropriate perception techniques or evasive taijutsu techniques will have -1 speed for the purpose of dodging projectile fired or thrown this way.

[Draw Strike]
D-rank Nintaijutsu Maneuver
Utilizing the [Sword] Samsara technique, rather than performing hand seals, Kozaki can rush towards an opponent reaching towards his side as if reaching for a sheath, as he approaches the target he'll move as if unsheathing a sword while channeling. This will cause a sword of Samsara to form in Kozaki's hand approximately 1.5ft in length, with a hilt and guard that covers both hands as he performs an upward flourish, ideally slicing the target from hip to shoulder.

[Lasso]
C-rank Nintaijutsu Maneuver
This technique requires Kozan manipulating his [Truth Seeker] into a [Sword Weapon], [Hafted Weapon], or [Polearm Weapon]. Using one of those weapons, he will make a horizontal swipe at the opponent, with the intent of forcing them to dodge by moving backwards. As they do so, Kozan will utilize utilize the ability of the [Truth Seeker] to cause the weapon to unfurl into a whip, 5m in length. The horizontal motion extending the weapon into a corded whip that will then fly forward in an attempt to catch the opponent off guard and wrap around one of their legs. Those without an appropriate perception technique or evasive techniques will have an effective -3 speed for the sake of dodging this attack.

[Weapons Master]
C-rank Taijutsu Discipline
[Weapons Master Style]
Having trained with nearly every type of weapon there is, Kozan can pick up virtually any object that has combat utility and instantly comprehend how to use it. While he may not have a complex understanding of a martial art style utilizing it, he can stand on par with most expert martial artists with their weapon of choice. Kozan is a highly proficient combatant regardless of the weapon he has access to, and can instantly adapt his combat style to utilize any weapon he gains access to.

[Improvised Throw]
C-rank Taijutsu Maneuver
Regardless of the intention or aerodynamic nature of the weapon, Kozan can throw virtually any weapon as if it was a [Projectile Weapon] and apply techniques meant for [Projectile Weapons] to it.

[Snatch & Grab]
C-rank Taijutsu Maneuver
When manipulating a corded weapon, the user can subtly manipulate the base of the weapon to cause the tips to flip and wrap around something near them, grabbing whatever it is and tightening around it. If done properly, the weapon will grab onto whatever it is and tighten and pull towards the user with the user’s [Strength] to the maximum of the weapon’s [Strength].

[Weapons Master: Projectile Corded Weapons]
C-rank Taijutsu Discipline
The users experience with corded weapons allow them to utilize them as if they are projectiles in many situations. Given this, techniques that normally require [Projectile Weapons] to be used, can be applied to [Corded Weapons] by the user, should they be appropriate.

[Rebound]
B-rank Taijutsu Maneuver
When the distant end of a corded weapon impacts any surface, the user can manipulate the part they are holding (assuming there is enough length) to cause the weapon to rebound off of the impact surface and a secondary portion of the weapon length to strike in the same position. The user can repeat this [Speed]/10 times per post, allowing them to rack of large amounts of damage in a short time so long as they’re able to contact a target once.

[Weapons Master: Corded Projectile Mastery]
B-rank Taijutsu Discipline
Given the users experience with corded weapons and projectile weapons, they are able to utilize corded weapons of great lengths similar to a projectile. This discipline allows the user to manipulate corded weapons [Strength] x2m in distance while keeping them in the air through subtle manipulation of the base to keep them from falling to the ground. This makes the user incredibly proficient as fighting as great distances with corded weapons.

[Conquer]
B-rank Taijutsu Maneuver
Kozan’s knowledge of weapon fighting styles is virtually unparalleled, allowing him to seamlessly adapt to almost any weapon-based fighting style he sees and when fighting an opponent, Kozan learns from every attack. When a specific attack is used that is a part of a weapons fighting style and has a weaponry based concentration as a prerequisite, Kozan will remember it and look out for it again. If the technique is used a second time, and Kozan is able to block it, he would block it in such a way that his block will hit a weak point in the weapon, causing much of the force to be transferred to the opponent. If he’s successful in blocking, the user will suffer -6 [Strength] for the next 5 posts.

Perfect Range
B-rank Taijutsu Discipline
Kozan is able to intuitively gauge the maximum range of a weapon just by looking at it, and can adapt his fighting style whether he is fighting against or wielding said weapon. This extends even to ranged weaponry (like bows), mid-range weaponry (like polearms) and close-range weaponry (like daggers). As an extension of this, Kozan intuitively gauges when weapons change in size/shape, and is very difficult to catch of guard by modifying the range of a weapon.

[Pickpocket]
B-rank Taijutsu Maneuver
[Deft Hands]
Due to his expertise with weapons, Kozan is attuned to virtually every type of weapon storage device there is - tool pouches, tool belts, flak jacket pockets, sword sheaths, polearm sheaths, and the wide variety beyond this. His expertise extends even to these, which means if Kozan can get in reach of a weapon that is stored away, he can still obtain it. This means Kozan is particularly adept at drawing swords off his opponent, fishing kunai out of their weapon pouch, or disarming them before they even have a chance to draw their weapons.

[Enraged Throw]
A-rank Taijutsu Maneuver
Prerequisite: [Improvised Throw]
Kozan's expertise in the utilization of weapons means that even things not meant to be a weapon can be used as one. In fact, Kozan has become so adept at improvising projectiles that Kozan can pick up people and throw them as if they were a Projectile Weapon, applying techniques meant for [Projectile Weapons] to the person when throwing them.

[Adapt]
A-rank Taijutsu Discipline
Kozan's expertise with weapons has reached the point where the type of weapon a style is designed for is mostly irrelevant to his usage of that style. This means for techniques for weapon specific styles (i.e. a style that requires polearms) Kozan is still able to use the technique with other types of weapons. While the efficacy may be reduced, the primary function of the technique will often still work. This means that Kozan is able to more seamlessly move between his various styles.

[Dismantle]
A-rank Taijutsu Discipline
Kozan's expertise is weapons allows him to intuit the upper limits of weapons. This means when Kozan touches a weapon not only can he immediately gauge its strength, but he is able to discern the upper limits of this strength. In particular, even when wielding 'Tempered' weapons, if Kozan so chooses he can fight with a weapon in such a way that it will be damaged from his fighting style. Notably, this means if Kozan comes into possession of a tempered weapon, he can choose to destroy it.

[Mine]
S-rank Taijutsu Maneuver
Kozan's mastery of virtually every weapon he touches gives him a preternatural ability to obtain weapons from his opponent. So long as Kozan can make physical contact with a weapon, his intuition of the weapon is so great that he can immediately adjust that contact in such a way that he can establish a grip on the weapon and attempt to take it from his opponent so long as his [Strength] is greater than theirs. This makes Kozan potent at not just disarming his opponent, but arming himself.
General TaijutsuShow
​​Pivot
D-rank Taijutsu Maneuver
[Close Quarters Combat]
When moving at any speed, the user is able to pivot on their foot to perform an about face, and return in the opposite direction without sacrificing any speed or awareness of their surroundings. Allowing them to rapidly turn back on and surprise opponents.
Flawless AimShow
*[Flawless Aim Style • Rapid Reload]
D-Rank Taijutsu Discipline
After years of training, the practitioner has learned how to quickly and accurately access their ranged weapon stores at all times in combat. This cuts the effective "reload" time by half, up to a maximum speed equal to the practitioner's Speed score. This also applies to returning unused projectiles to their storage containers or switching between types of projectile weaponry.

*[Flawless Aim Style • Tracking]
D-Rank Taijutsu Discipline
After much training and study, the practitioner has learned how to read an opponent's movements and adjust their aim accordingly to compensate without penalty. This Discipline allows the practitioner to accurately hit moving targets, though sudden changes in the opponent's movements will still affect accuracy.

*[Flawless Aim Style • Dead Angle Targeting]
D-Rank Taijutsu Discipline
After much training and study, the practitioner has learned how to use projectiles at close range, even point-blank range, with the same Strength as attacks against more distant targets. This Discipline allows the practitioner to use Flawless Aim techniques against melee-range targets without excessive exposure to counterattack and without losing Speed, Strength, or accuracy.

*[Flawless Aim Style • Repeater Shot]
D-Rank Taijutsu Maneuver
Preparing multiple projectiles, the practitioner launches each of the projectiles at one or more targets. For each target beyond the first, the accuracy of each of the attacks is decreased, suffering a -1 Strength penalty for each additional target.

*[Flawless Aim Style • Arcing Shot]
D-Rank Taijutsu Maneuver
The practitioner can launch projectiles in arcs up and over most obstacles, being able to accurately hit a target that is behind obstructions as if they were in the open. The practitioner must still be able to locate their target by some other means to ensure the projectile will hit its target.

*[Flawless Aim Style • Bouncing Shot]
D-Rank Taijutsu Maneuver
The practitioner launches a projectile at a shallow angle, targeting the ground or a hard surface. The shallow angle of the shot causes the projectile to bounce off of the surface, moving at -1 Speed and striking with -1 Strength after the bounce. This technique can be used to launch an attack from an unexpected angle or to shoot around, over, or under obstacles.

*[Flawless Aim Style • Hidden Shot]
C-Rank Taijutsu Maneuver
By launching two projectiles, one immediately after the other, the practitioner attempts to create a decoy for the second. The first projectile is often larger or of equal size, and the second projectile is slightly behind and below it, the second projectile hiding in the first projectile's shadow. This masks the second projectile and makes it more difficult for the opponent to completely avoid. Opponents with a Perception technique equal or higher in rank may be able to see both projectiles clearly within a reasonable distance, though they'll still have to properly defend against it.

*[Flawless Aim Style • Twisting Path]
C-Rank Taijutsu Maneuver
Preparing a projectile, the practitioner launches the weapon with a slight tailspin, causing the flight path of the weapon to warp as it travels. The practitioner uses this slight change in the projectile's trajectory to hit a variety of targets that could not be targeted by normal means. This can be used to hit a target that is hiding behind another person or object, particularly useful against opponents behind human shields.

*[Flawless Aim Style • Sweeping Shot]
C-Rank Taijutsu Maneuver
Momentarily crouching, the practitioner launches one or more projectiles in a low arc, the weapon(s) flying close to the ground before arcing up in a single direction when approaching the target. If the practitioner launches more than one projectile, their trajectories can cross over each other, making it difficult for the opponent to ascertain which projectile will rise up to strike them first.

*[Flawless Aim Style • Evasive Maneuvers]
C-Rank Taijutsu Discipline
The practitioner has learned how to accurately launch projectiles while moving through the flow of combat. This Discipline represents the practitioner's ability to accurately launch projectiles while moving at full Speed, while jumping, rolling, sliding off the ground, or while performing other basic combat movements.

*[Flawless Aim Style • Improvised Ammo]
C-Rank Taijutsu Discipline
The practitioner knows their own reliance on ammunition can be exploited by the enemy and prepare themselves to acclimate to less than favorable circumstances. This Discipline represents the practitioner's ability to effectively launch any item, so long as it possesses at least the mass of a standard kunai, as if it were meant to be a projectile weapon without sacrificing accuracy. Attacks using improvised weaponry suffer a decrease in Strength, all such attacks being treated as having -3 Strength.


*[Flawless Aim Style • Uncanny Shot]
B-Rank Taijutsu Discipline
After much training and study, the practitioner is able to launch projectiles from previously impossible positions. This Discipline represents the practitioner's ability to launch projectile attacks without any detriment to their aim regardless of the position of their body. This includes while contorting their body or making rapid adjustments such as dodging attacks or performing acrobatic maneuvers.

*[Flawless Aim Style • Blind Sight]
B-Rank Taijutsu Discipline
After much training and study, the practitioner no longer needs to rely on their sense of sight, instead using their other senses to locate and attack targets. This Discipline represents the practitioner's ability to launch attacks at targets that may be behind, above, to their sides, or even behind terrain without sacrificing any accuracy without having a line of sight on their opponents. This Discipline does not allow the practitioner to ignore terrain or obstructions, merely allowing them to account for those factors when aiming and launching projectiles.

*[Flawless Aim Style • Intercepting Shot]
B-Rank Taijutsu Maneuver
The practitioner is able to launch a projectile in the direct path of an oncoming solid mass attack (i.e. Doton). If the Strength of this projectile meets or exceeds the Strength of the attack it is clashing against, the attack is deflected away from the practitioner. If the projectile is only slightly weaker than the attack (-5 Strength or less), the attack is still partially deflected, though the practitioner must supplement their defense with other techniques or movements to fully avoid the attack. The practitioner must still be able to detect and track the attack in order to defend against it.

*[Flawless Aim Style • Advanced Hidden Shot]
B-Rank Taijutsu Maneuver
Prerequisite(s): *[Flawless Aim Style • Hidden Shot].
Building upon the principles found in the Hidden Shot technique, the practitioner launches two or more projectiles, the first projectile serving as the leading projectile and subsequent projectiles in the previous projectile's shadows. These projectiles can be launched in complex twisting trajectories, allowing both leading and subsequent projectiles to slip in and out of the other projectile's shadows. This makes it more difficult for the opponent to determine both the actual number of projectiles as well as their targeting paths and the order in which they will strike, making the attacks difficult to avoid. Opponents with a Perception technique equal or higher in rank may be able to see the projectiles clearly within a reasonable distance, though they'll still have to properly defend against it.

*[Flawless Aim Style • Absolute Aim]
A-Rank Taijutsu Discipline
Having mastered the art of ranged combat, the practitioner is capable of calculating all outside factors before launching their projectiles. Ambient factors such as temperature, winds, moisture, any terrain, and even lack of sight on their target can not hinder their aim. So long as they have a means of detecting the location of their opponent and no impassible objects or unavoidable defenses stand in their way, the practitioner's attacks will strike their target with pinpoint accuracy without fail. Living targets must have a Perception technique equal or higher in rank to be able to dodge the practitioner's attacks without some sort of additional defense.

[Nothing There]
S-Rank Taijutsu Maneuver
Prerequisite: [Stealth]
The user throws a projectile and within its shadow hides 5 more. Those without a [Perception] technique equal or greater will be unable to see the other projectiles hidden in the shadow.
IaidoShow
*[Iaido • Ancestral Focus]
D-Rank Taijutsu Discipline
The hallmark of Iaido is its practitioners abilities to launch an attack even when their swords are sheathed. This Discipline represents the practitioner's capacity to consistently execute a sword draw and slash all in one movement by gripping the edge of the scabbard and pulling the scabbard slightly forward before drawing the sword. This Discipline enables the practitioner to immediately draw their sword and attack at the start of combat.

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

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

*[Iaido • Last Breath]
D-Rank Taijutsu Maneuver
The most iconic (and most basic) strike of Iaido, the practitioner quickly draws and cuts with their blade in a wide arc in one fluid motion. This simultaneous draw and attack straight from the scabbard makes Iaido well-suited for an initial surprise attack and for taking advantage of openings presented by the opponent.

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

*[Iaido • Last Rites]
D-Rank Taijutsu Maneuver
A defensive technique particularly useful when an opponent is close to the practitioner or is clinching them in a grapple, the practitioner grabs the hilt of their sword with a reverse grip and rams the butt or pommel of the hilt into the opponent's body, pushing the opponent back a number of meters equal to the difference between their Strength scores. Conversely, against opponents with higher Strength than their own, the practitioner can use this technique to push themselves back a number of meters equal to their own Strength score. The speed and simplicity of the attack can push opponents away and give the practitioner the needed space to set up additional attacks.

*[Iaido • Clouding Eyes]
D-Rank Taijutsu Maneuver
Prerequisite(s): 8 Speed.
A simple technique meant to cripple the target's vision, the practitioner draws the sword from its scabbard and aims a quick slash at the eyes. This technique can be done in any single direction to either target one or both of the opponent's eyes.

*[Iaido • Shinigami Draw]
C-Rank Taijutsu Discipline
Losing the use of one's hand or arm in a fight can be a death sentence, but Iaido has found a simple, elegant response to this desperate situation. Using their free hand, the practitioner momentarily braces the edge of their sword against the inside of the scabbard before drawing. While it does not confer the instant acceleration benefit of its parent technique, this Discipline does allow the practitioner to use Iaido techniques at their normal speed even with only one hand.

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

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

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

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

*[Iaido • Shinigami’s Wrath]
C-Rank Taijutsu Maneuver
Prerequisite(s): 15 Speed.
A technique refining the concept of targeting multiple opponents with a single draw, the practitioner uses their sheath hand to reverse grip the hilt. Using the one hand, the practitioner quickly torques their body and cuts with a reverse hand slash a full 360 degrees before immediately sheathing the blade. This technique can strike multiple opponents at once, and the reverse grip of the sword allows the practitioner to more easily defend against counterattacks immediately after.

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

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

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

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

*[Iaido • Death Draw]
B-Rank Taijutsu Maneuver
Prerequisite(s): 20 Strength, 25 Speed, *[Iaido • Death’s Gate], *[Iaido • Spectral Flight].
Building upon the premise established by the Death's Gate technique, this technique now makes it possible to use the technique against opponents at greater distances. Drawing upon the superlative speed of Iaido, the practitioner momentarily torques the muscles in their body to instantly accelerate to their maximum speed. Dashing a number of meters equal to the practitioner's Strength, they draw their sword from its scabbard and deliver a blindingly fast slash before resheathing their blade. Properly reading this attack requires the opponent to have a Perception technique of equal or higher rank than this technique. Otherwise, the opponent cannot accurately read the attack and will be unlikely to completely avoid the attack, if at all.


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

*[Iaido • Phantom Step Mastery]
A-Rank Taijutsu Discipline.
Prerequisite(s): 20 Strength, 30 Speed, *[Iaido • Spectral Flight].
Continuing to push the movements of Iaido past normal human understanding, the practitioner has learned how to quickly decelerate and accelerate their movements so quickly and so fluidly that they are able to create momentary afterimages of themselves with movement. These afterimages fade quickly, but properly reading the practitioner's movements requires the opponent to have a Perception technique of equal or higher rank than this technique. This can be used in a variety of ways to enhance their attacks. Only one afterimage can be created per post using this Discipline.

*[Iaido • Shinigami’s Gaze]
A-Rank Taijutsu Stance.
Prerequisite(s): 30 Speed, *[Iaido • Ancestral Visage].
Taking a deep breath and regulating their breathing, the practitioner assumes a crouched stance, leaning forward slightly as their sword hand hovers over the hilt of their blade, the scabbard's edge firmly gripped with their opposing hand. Forcing external distractions out of the mind such as pain, fatigue, and non-critical environmental distractions, the practitioner directs all of their focus onto a single opponent, dropping themselves into a trance called the Theta state. The Theta state allows the practitioner to react almost instinctively to each action of the opponent. These reactions happen so quickly that a proficient user of this stance can commonly interrupt or counter an opponent's actions with a movement or slash before they even finish it. This stance will constantly drain the practitioner while in use, and it is both ineffective and dangerous to use when fighting multiple opponents. If the opponent's Speed is higher than the practitioner's Speed, this technique is rendered useless.

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

*[Iaido Ougi • Reincarnation Draw]
S-Rank Taijutsu Maneuver
Prerequisite(s): 39 Speed, Must be trained at the Tea Country Dojo or learned from someone who has trained it, 10 Iaido Kenjutsu techniques.
The ultimate Iaido technique requires speed that outright shatters human limitations and transcends to near god-hood. By momentarily torquing every single muscle in their body for a split second, the practitioner builds up an immense amount of force. They then release this force, dashing instantly to the opponent's location (up to a number of meters away equal to 4/5 the practitioner's Speed score, rounded down) and delivering a slash so fast that properly reading this attack requires the opponent to have a sight-based or sound-based Perception technique of equal or higher rank than this technique. Otherwise, the opponent will be completely unable to register the attack even happening or making contact. The dash itself is made with such explosive speed that it creates a massive 360-degree shockwave that follows the user to the end of their dash, pushing away anything from the practitioner within a number of meters equal to 4/5 the practitioner's Speed, rounded down, with a strength equal to 4/5 the practitioner's Strength score, rounded down, serving as a protection against reprisal should they somehow not connect with the attack. This technique cannot subvert obstacles or terrain and requires a relatively clear path to execute. The quasi-teleportation effect of this technique constitutes the use of one of the character's two teleportation uses per thread.
Kushou RyuShow
* Kushou・The Viper Flicks its Tongue
D-Ranked Taijutsu Maneuver
This simple technique involves thrusting quickly with the user’s long weapon from a distance before quickly pulling back their polearm to prevent counters. This techniques most useful aspect is that it can be used while in motion without affecting speed or momentum.

* Kushou・The Courtier Taps his Fan
D-Ranked Taijutsu Maneuver
This simple technique involves proper use of the pole of the user’s weapon to deflect blows. By properly angling and manoeuvring their spear or staff they can deflect other like weapons, hand to hand blows or even sword blows by striking the right place at the right time, even while in motion.

* Kushou・Parting the Silk
D-Ranked Taijutsu Maneuver
Prerequisite: * Kushou・Low Wind Rising
This simple technique involves engaging an opponent’s weapon or one of their arms and moving it slightly to one side with the user’s weapon. This creates a very small opening which the user then exploits by kicking the opponent, keeping their weapon guarding the opponent’s arms.

* Kushou・Low Wind Rising
D-Ranked Taijutsu Stance
The foundational stance of the Kushou style, Low Wind Rising involves the spinning of the user’s spear or polearm around their body constantly whilst remaining in motion. While in this stance, the user will be able to deflect projectiles with less strength than their own, while also making unpredictable movements of their spear.

* Kushou・The Swallow Takes Flight
D-Ranked Taijutsu Maneuver
The user will vault themselves into the air using their polearm and then unleash a powerful blow from above. This technique is used to disorient and surprise foes as well as overpower them as it strikes with all of the user’s body weight and momentum from the spin they perform in the air in order to strike with the spear that was touching the ground moments before.

* Kushou・Twisting the Wind
C-Ranked Taijutsu Maneuver
Prerequisite: * Kushou・Low Wind Rising
This is the core technique of the Kushou Style. The user will begin in the Low Wind Rising stance and then approaches their opponent. They will begin with a wide arcing blow to begin this combination of blows. Following this they will spin their polearm and their body as they follow their opponent across the battlefield, chasing them down as they block and evade. This technique takes the user’s entire post, and can strike a number of times equal to half their speed. Those who block more than one blow will suffer a -3 to Strength for 3 posts as the weapon’s momentum and force jars their body.

* Kushou・The Swallow Rides the Wind
C-Ranked Taijutsu Maneuver
Prerequisite: * Kushou・The Swallow Takes Flight
The user of this technique must first launch themselves high into the air as if with The Swallow Takes Flight. They will then begin to spin and unleash a flurry of blows from above. The user is capable of performing up to three strikes in the air, each of them prolonging the user’s airtime. The Swallow Rides the Wind is useful as it maintains the advantageous high ground and all of the forward momentum toward the opponent throughout all of its blows, giving the user an effective +6 Strength and -6 Control for the three blows.

* Kushou・Bundling Straw
C-Ranked Taijutsu Discipline
This technique is a kind of mental preparation for the constant movement and spinning involved in the Kushou style. This enables the user to gather snippets of vision, sounds and tactile sensory information in order to be properly aware of the battlefield around them whether standing still or in rapid circular motion. The user is effectively aware of their surroundings within 25m of their person, able to recognize when attacks are coming and the body positions of opponents.

* Kushou・Unfolding the Fan
C-Ranked Taijutsu Discipline
While rare for a practitioner of Kushou-ryu to be on the defensive, this technique is designed to facilitate effective defence against other close ranged opponents. The user of this technique is constantly aware of distancing between the opponent and themselves, and therefore will aim all of their strikes to prevent the opponent from closing the gap using their long weapon. This will make it extremely difficult for those with less skill than them to get close to the user safely without somehow neutralizing the user’s weapon.

* Kushou・Folding the Fan
C-Ranked Taijutsu Stance
Prerequisite: [Sword Weapons] concentration
A supplementary stance of the Kushou style, Folding the fan involves pulling back the user’s polarm and using only a portion of its length in order to engage briefly in shorter range with opponents. This sacrifices the user’s range advantage, but also allows them to more properly deal with those who get inside their range. This allows the use of a polearm weapon like a sword weapon.

* Kushou・Watered Silk
B-Ranked Taijutsu Maneuver
The user of this technique will strike the ground with one end of their weapon hard, dragging it in a line. This will fling a cloud of dirt, rock and dust up into their opponent’s eyes as if the user had thrown it. The use of one end of their weapon in this enables the immediate return of the opposite end for a follow up strike at either a blinded opponent or an opponent that is quite predictably dodging the debris.

* Kushou・The River Undercuts the Bank
B-Ranked Taijutsu Maneuver
The user of this technique will first block an incoming strike. Then, they will almost immediately cease resisting, causing the opponent to fall forward slightly and lose their balance provided they do not possess a Perception technique of equal or greater rank. This successfully created opening allows the user to raise the lower end of their weapon to strike from inside the opponent’s guard, typically at either the groin or the chin with full strength.

* Kushou・Threading the Needle
B-Ranked Taijutsu Maneuver
After either blocking an opponent’s strike or having one of their strikes blocked, the user will flick their weapon. Using their great leverage and range to their advantage, the user is able to skilfully dart their weapon around the opponent’s existing guard for a series of quick thrusts aimed at their torso.

* Kushou・Kingfisher Circles the Pond
A-Ranked Taijutsu Maneuver
Prerequisite: 30 Speed
The user of this technique will take a moment to prepare themselves before dashing full speed around an opponent in order to strike them from behind. The strength of this technique comes from the extreme acceleration used in it, causing those without a Perception Technique equal to or greater the user’s speed to be unable to follow the user’s movement at all. The user will then make a powerful thrust at the opponent from their new position.

* Kushou・The Lion on the Hill
A-Ranked Taijutsu Stance
The user will balance the tip of their weapon toward the ground before them while facing the opponent side on and rising the rear end of the weapon into the air. This stance concentrates a lot of the user’s power and agility into their legs, enabling them to dash short distances (5m max) at maximum speed without acceleration time after a moment’s preparation. This is extremely taxing on the user’s Endurance however, and costs them 1 Endurance each time they dash.

* Kushou・Whirlwind on the Mountain
A-Ranked Taijutsu Maneuver
Prerquisite: * Kushou・Twisting the Wind
The user of this technique begins a relentless onslaught upon an opponent. They take a moment to prepare their legs before dashing forward. This technique is used to pursue opponents and wear them down with repeated spinning attacks. Opponents with a speed lower than the user’s will find it difficult to safely move away from the user while they pursue them. Those that block or are hit by two or more blows will have their Strength reduced by 6 because of the jarring nature of the blows for 6 posts.

* Kushou・Ougi: Gae Bolg
S-Ranked Taijutsu Maneuver
Prerequisite: 35 Speed, Must be Learned from the Holy City of Towers
The user will begin by thrusting at an opponent. If the blow is blocked or evaded, the user is able to perform this maneuver. The practitioner pulls back their spear at an incredible speed and strikes again. Those without a Perception Technique equal to or greater the user’s speed will be unable to detect the second blow and will see an afterimage of the first strike remaining in the place where it had struck before. If the opponent does not have a Perception technique, they will be able to strike a third time in the same manner.
ZantouShow
The ancient warriors of the Frost Country, battling both against harsh, unforgiving climates and constant attacks from outside forces, developed Zantou, a special style of Kenjutsu to fight back against invaders while defending even the strongest of arctic gates. Unlike most other styles, which often make use of highly technical swordplay, elaborate footwork, and blinding speed, Zantou attacks the mind of the opponent and defeats him both in body and in soul. Zantou is unique amongst the traditional kenjutsu styles in that it mandates the use of twin swords. While most practitioners opt for pairs of kodachi or ninjato for superior defense while maintaining a strong offense and adequate reach, any pair of swords can be used with this style. A combination of intense mental focus, quick and powerful strikes, and harnessing one's will to influence themselves and their opponents using [i]Kiai[/i], 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.[/nocode]
*[Zantou • Winter Solstice]
D-Rank Taijutsu Stance
The basic Stance of Zantou, the practitioner holds one blade forward, parallel to the ground, and holds the other high over the head, pointing toward the opponent. The low blade grants the practitioner the ability to quickly defend against an opponent's attack while the blade raised overhead allows the practitioner to either quickly attack or counterattack with a powerful downward swing or thrust. This pairing of defense and offense serves as one of the cores of Zantou's swordsmanship. Drawing in a deep breath, the practitioner also gathers up their energy and releases a kiai. This Stance allows the practitioner to ignore non-critical distractions and minor environmental factors, such as small amounts of excess heat, small amounts of excess cold, small amounts of fatigue, and even small amounts of pain, allowing them to focus entirely on their opponents' movements and the tasks at hand. While in this Stance, the practitioner is conferred with a +2 increase to Strength and +1 increase to Will Power but suffers a -2 penalty to Chakra Pool and -1 penalty to Control. The practitioner may end this Stance whenever they so wish.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Zantou • Frost Dragon's Claws]
A-Rank Taijutsu Maneuver
Prerequisite(s): *[Zantou • Frost Dragon’s Flight].
A technique specifically designed to help the practitioner fight against an army, the practitioner breaks into a dash, weaving through their opponents. Using the principles learned from Frost Dragon’s Flight, the practitioner quickly launches sudden cuts and thrusts aimed at vital areas of the body, all while dodging incoming attacks, allowing the practitioner to potentially dispatch a large number of opponents with ease. The practitioner can keep attacking and dashing without stopping for a number of posts equal to half their Endurance stat, rounded down, though they may end the technique whenever they so wish as well. The practitioner may use other techniques while executing this technique as well.
KettouShow
[Kettou: Balance]
D-rank Taijutsu Maneuver
In a close quarters duel, balance is everything. When the user is able to dodge a swing or kick, they will then strike at the back of the strike with their full force, accelerating the opponent’s momentum and often sending them off balance.

[Kettou: Blade Check]
D-Rank Taijutsu Maneuver
A basic technique used to close distance with an opponent; the user will strike at the flat of their blade and push it aside. The user is trained to contact a foe’s moving blade while avoiding injury to themselves.

[Kettou: Snatch]
D-rank Taijutsu Maneuver
Those who have practice this maneuver are able to snatch a projectile out of the air without harming themselves, so long as their Speed is 5 or more greater than the speed of the projectile.

[Kettou: 10 Paces]
C-rank Taijutsu Stance
A key technique for dueling, the user must have Speed equal to or greater than their opponent to properly utilize, but can use it to some success as low as -5 Speed from their opponent. The user will situate themselves 5m away from the opponent, and then will always match the speed of their opponent to conduct the opposite movement. If the opponent moves forward, the user will move backward, if they rotate to the left, the user will rotate to the right. This means the pair will always be exactly distant from each other, creating ample opportunity to respond to any attacks.

[Kettou: Armed]
C-rank Taijutsu Maneuver
The biggest advantage in a duel is being able to catch opponents off guard with different attack types. When wielding a weapon, this duelist is able to release their weapon and strike at the opponent with their bare hand, before grabbing the weapon out of the air again prior to it falling to the ground. This is especially helpful for creating feints.

[Kettou: Disarm]
C-rank Taijutsu Maneuver
Intended to remove weapons from the opponent's arsenal, this technique requires that the opponent is attacking with a weapon in hand. As the opponent attacks, the user will move to the inside of the attack and use their outside arm to make a directed attack at the opponents hand and wrist, striking downward with their full strength. If the attack lands and the users strength is greater than the opponents, they will be disarmed. If the targets strength is higher, they will take a [-3 Speed] for attacks with that hand.

[Kettou: Get Over Here]
C-rank Taijutsu Maneuver
When dueling, grapples provide just as much value as strikes. When going for any sort of open handed strike, the user can elect to quickly convert it into a grab, grabbing onto limbs, clothing, or equipment to pull or push the opponent with [Strength]. Doing so often can throw the opponent off balance or interrupt attacks, creating new openings and more importantly preventing them from getting away from attack.

[Kettou: Feint]
B-rank Taijutsu Discipline
During a duel, feints allow the duelist to confuse their opponent, predict counters, and protect themselves. This discipline allows the user to turn virtually any attack into a feint. As long as the strike has not made contact, the user can pull it back. Opponents with less speed, or inadequate perception are left unable to distinguish between feints and genuine attacks.

[Kettou: Close Quarters Combat]
B-rank Taijutsu Discipline
A master of close quarters combat, the user is able to exert the full of their strength with even the tiniest of movements, allowing them to replicate the strength of a full swing or strike with just a flick of their wrist. This allows the user to fight in incredibly close quarters or cramped spaces without losing efficiency.

[Kettou: Lock Step]
A-rank Taijutsu Maneuver
If a Kettou user is able to overpower his opponent, keeping the opponent in range is the most important thing they can do. When striking at the opponent they will convert the strike into a grab, and grab onto one of the opponents limbs. Once the user has grabbed onto the opponent, they will use all the strength to retain the grab. While this removes the users ability to use that hand, they will then begin unleashing blows at the opponent, overwhelming them with raw strength by relentlessly assaulting the opponent’s head and body, using their tight grip to prevent the opponent from getting away.
Silent HunterShow
[Featherstep]
C-Rank Taijutsu Stance
The user has learned to move in a particular way to lighten the tread of their feet and with carefully placed steps. This allows the user to move without leaving any visible trail to all but the most experienced of trackers, eliminating obvious environmental disturbances and signs such as footprints, scuffs, displaced dirt, and so on. The lightfooted nature of this stance imparts a +6 to Speed at the cost of -6 to Strength as the user primes their muscles for swift and gentle movement rather than power.

[Target Speed]
B-Rank Taijutsu Manoeuvre
The user strikes with pinpoint accuracy at the correct pressure points or muscle groups on an opponent's body that can effectively debilitate their speed. When struck, the opponent suffers a shock throughout their body and a sudden loss of mobility, manifesting as a -6 to Speed for the next five posts. This technique can be applied using a thrown weapon, however doing so from range lowers the potency of the strike and only imparts a -3 penalty to Speed instead.

[Quiescence]
S-Rank Taijutsu Discipline
The user has learned to move in total silence, and does not produce any sound when moving through any means. They cannot be heard unless a person listening for them has a specialized hearing technique of equal or higher rank.

[Blurred Movement]
S-Rank Taijutsu Discipline
Having undertaken intensive training sessions to drill the body into extreme high speed movement, the user has mastered a method of moving and fighting which makes their motions highly confusing to an opponent. This causes the user's movements and attacks to become extremely blurred and impossible to see or follow for anyone without a visual perception technique of equal or higher rank. Even those with such a technique will find it harder to determine the user's attack patterns or where they are aiming to strike.
GenjutsuShow
[Thunder]
D-rank Illusion Genjutsu
The user does a series of hand seals, initiating this Genjutsu in the next person they touch. For the next 3 posts, every time the user touches the target, a large explosion like thunder will resonate in the target’s ears. Which can be highly distracting for them.

[Mute]
D-rank Illusion Genjutsu
The user does a series of hand seals, targetting someone currently touching any samsara to initiate this technique. For the next 3 posts, if the user speaks out loud, the target will not be able to her the users voice.

[Electric Touch]
D-rank Illusion Genjutsu
The user does a series of hand seals then initiates contact with someone. For the next 3 posts, the target will see electricity crackling from the users hands.

[Rabid]
D-rank Illusion Genjutsu
The user does a series of hand seals then comes in contact with their target. For the next 3 posts, anyone the target looks at will have slightly red tinted skin, and will be foaming at the mouth, making them appear rabid.

[Infection]
D-rank Illusion Genjutsu
The user does a series of hand seals, then comes in physical contact with their target. For the next 4 posts, any injuries the target has will appear red, swollen, and infected far quicker than normal. This typically causes the target to believe they’ve been poisoned or infected in some way.

[Chill]
C-rank Illusion Genjutsu
The user does a series of hand seals, causing this genjutsu to activate in anyone currently touching the user’s mist. For the next 5 posts, anyone with this genjutsu active will feel the mist getting gradually colder and colder. While this doesn’t have any explicit effects, it can cause confusion for the target, agitate their state, or generally make them uncomfortable.

[Heat]
C-rank Illusion Genjutsu
The user does a series of hand seals, causing this genjutsu to activate in anyone currently touching the user’s mist. For the next 5 posts, anyone with this genjutsu active will feel the mist getting gradually warmer and warmer. While this doesn’t have any explicit effects, it can cause confusion for the target, agitate their state, or generally make them uncomfortable.

[Guise]
C-rank Illusion Genjutsu
The user does a series of hand seals, holding the final hand seal with one of their hands. For the next 5 posts, as long as they maintain the hand seal, anyone they come in contact with will have a hard time seeing the users face, their general features being mixed and just foggy. If those effected look closely at the user they’ll be able to see through it, but simply looking at passing it will be hard for them to see who the user is. This typically allows the user to move through areas unnoticed.

[Clone]
C-rank Illusion Genjutsu
The user does a series of hand seals, activating this technique in anyone currently touching their mist. For the next 5 posts, so long as the target remains inside the mist, if they get close enough to see anyone within the mist, the person will appear to be a completely neutral appearing person. Anyone the target(s) see will look exactly the same, making it difficult for targets to distinguish opponents from allies.

Burning to Death
C-rank Illusion Genjutsu
This is a genjutsu technique which can be used in quite a few ways. The user forms a hand seal, and touches their target, then the genjutsu will begin. The user and the opponent(s) will both light on fire and start to burn, from the feet up to the head, in the opponent's mind. The opponent will normally start to panic and try to get rid of the fire, especially since they feel as if they were in actual pain. This genjutsu lasts for 4 posts and will not appear to be able to be extinguished, no matter what the victim does. The illusion is very static, in the sense that it doesn't change with the environment, it merely creates an illusory flame and pain.

[Dominion]
B-rank Status Genjutsu
The user does a series of hand seals, targetting someone currently touching any amount of samsara. While they remain in contact with that Samsara, they will feel a strong sense of subservience to the user, for up to 5 posts. They will have a hard time resisting doing what the user wants, and will view the user as someone with both a great amount of power and authority. This makes it easier to extract information, bring an end to fight, or generally restrain and control people.

[Fear]
B-rank Status Genjutsu
The user does a series of hand seals, causing this genjutsu to activate in anyone currently touching the user’s mist. For the next 5 posts, those affected will experience waves of fear and thoughts of things they find scary through their body. While this doesn’t have any major effects, it can cause people to question their decisions, act irrationally, and produce the biological indicators of fear.

[Lost]
A-rank Status Genjutsu
The user does a series of hand seals, causing this genjutsu to activate in anyone currently touching the user’s mist. For the next 3 posts, those affected by the technique will have a decreased sense of direction, to the point where taking even a few steps makes it difficult for the target to remember where they came from. While they can still track other people’s movements, retracing their steps, identifying where they are based off landmarks, or using other indicators becomes incredibly difficult.
ShizumeruShow
*Shizumeru • [Voice of Spirits]
C-rank Tenkujutsu
After performing the needed hand seals and focusing chakra into their hand, the user places their hand on the head of a Spirit host, or on the object containing a spirit. This allows them to speak directly to the spirit in a telepathic link.

*Shizumeru • [Containing Spirits]
C-rank Tenkujutsu
After doing the needed hand seals, the user will create a 10x10x10m barrier at [Control] Speed with [Control] Strength. This barrier is created of pure Maroon chakra and will only stop things that are related to spirits, normally jinchuuriki. As a result, those that are stopped by the barrier are unable to make their way through unless they can break it. Those untainted by spirits are able to pass through the barrier at their leisure. This barrier lasts for 4 posts.

*Spirit Binding • [Seishin Kanri]
C-rank Tenkujutsu
After preforming the necessary hand seals, the user shoots out a chain of Maroon Chakra at [Control] Speed & Strength that wraps around a spirit. If the spirit stays sealed within this chain for 4 posts, the spirit is subjected to the control of the user of the technique, regardless of contracts up to 4 posts. If the spirit has more Strength than the chain, it can be easily broken free of. This jutsu can only be used on similar and lower-ranked spirits.

[False Body: Deconstruction]
C-rank Tenkujutsu
After performing the necessary hand seals, the user will coat a weapon in their hand in Tenkujutsu chakra. For the next 5 posts, the weapon causes harm to the elemental body as if it was a real body.

Samsara: Spirit Interrupted
B-rank Tenkujutsu
After performing the necessary hand seals, the user will focus on any samsara currently touching a jinchuuriki, while the jinchuuriki is performing hand seals or channeling a technique. If the technique is performed with [Control] less than this technique, and it is a technique they can do because of their mastery (or equivalent) stat, this technique will cancel it out, causing it to have no effect.

Username: Onu
Ryo: 167/2001
Prestige Perks: 15/15 [Inheritance: 609], (Heirloom) | (Heirloom) | (Accountant - Scaled) | (Arms Dealer - Scaled) | (Connections - Scaled) | (Stylist) | (Stylist) | (Omega) | (Stylist) | Stylist] | Stylist | [Stylist] | [Stylist] | Stylist | Bounty Hunter
Feats
Fear Monger:
Kozan infamy is so grand that he gains double bounty for every hunt he performs. This perk increases the rate of bounty growth for your character by 50%, and increases the redress of ryo you receive from bounty increases from 1/5 to 1/2.
Org Jutsu: (295/300)
Org Equipment: (226/300)
Last edited by Kabu on Sat Jun 14, 2025 10:06 pm, edited 88 times in total.

User avatar
Kabu
Posts: 8632
Joined: Thu May 09, 2013 8:00 pm

Shiimu, Kozan

Post by Kabu » Fri Aug 02, 2024 5:32 am


Swamp Dog

General Information
Type: Pet
Gender: Male
Age: 4
Appearance: The standard Swamp Dog is roughly 28” in height, and just under 6feet in length. The swamp dog has fur that varies in patches from white to brown, but the swamp dog excretes sweat that promotes the growth of moss, so much of it’s natural fur color is not able to be seen through the most that grows over it’s fur which grows in long dreaded locks. Swamp Dogs are most well known for it’s purple eyes and the bioluminescent bulbs that grow on its body. Swamp dogs can cause these bulbs to flash in indiscriminate patterns, which mimic the flashing of insects native to the swamps, which it uses as both a form of hunting and camouflage. The Swamp dog has large canine teeth and claws on all of its feet that allow it to be the apex predator of the swamps they hail from. Given the unsanitary conditions it’s make it’s home, and the Swamp Dogs tendency towards rotting flesh as it’s preferred meals, swamp dogs have a pseudo-venomous bite from the vile bacteria that live in it’s mouth, often resulting in deep infections (this has no combat applications). The Swamp dog also has quite a long tail, making up for roughly 1/3rd of it’s length.
Personality: The swamp dog is fiercely loyal to Kozan as a ‘superior’ predator, and follows Kozan’s word as law. As a beast, it has a drive for blood and predation. It has little personality beyond following orders provided for it and the hunt.
Battle Information Rank: A
Stats
  • Endurance: 22
  • Chakra Pool: 15
  • Control: 10
  • Strength: 35
  • Speed: 35
  • Willpower: 15
Equipment: The Swamp Dog carries no equipment beyond his own teeth and claws as sharp as daggers.
Elemental Affinities: Stealth
Abilities and Concentrations
Abilities
[Modified Predator Physiology] Like it’s owner, this swamp dog has been modified to improve it’s predatory ability. The swamp dog is able to sense fear as a 6th sense, which Kozan approximates closest to smelling. In its basest form, the swamp dog is simply able to recognize the aura of fear on anyone within 25m of him, that gets stronger as he gets closer to the fearful person, though he is unable to distinguish individuals. Techniques can further refine this.

Further, the Swamp Dog has been equip with two long tendrils built from muscle that grow from just under it’s jaw. These tendrils are wrapped in [Samsara] allowing them to be manipulated via jutsu by those with the [Samsara] concentration.
Concentrations
Ninjutsu[Place them here]
Taijutsu[Stealth][Close Quarters Combat][Acrobatics][Perception]
Genjutsu[Place them here]

Jutsu
TaijutsuShow
Swamp Dog Style:

Swamp dogs are the apex predator in many swamps along the equator to include the island that surrounds the village of Kirigakure. Swamp Dogs are vile, predatory creatures that have evolved to all of the various aspects and advantages afforded by swamplands. Swamp dogs are able to seamlessly alternate between hit and run stealth based tactics, and overwhelming aggressive attacks. Swamp Dogs are efficient, and can be dangerous in combat by themselves, or in coordination with other fighters.
[Stealth][Acrobatics][Close Quarters Combat][Perception]

[Swamp Dog Style: Night Vision]
D-rank Taijutsu Discipline
Swamp Dogs live in low-light settings and do much of their hunting at night. As such, they have developed sight that allows them to see clearly in virtually any degree of darkness. If the darkness is overwhelming, the swamp dog is able to use its natural bioluminescence to produce enough light that allows it to see.

[Swamp Dog Style: Swim]
D-rank Taijutsu Discipline
Swamp Dogs are arboreal, terrestrial and aquatic hunters. As such, Swamp Dogs are able to swim at [Speed] in any type of waters, and can hold their breath for [Endurance] posts.

[Swamp Dog Style: Climb]
D-rank Taijutsu Discipline
Swamp Dogs are arboreal, terrestrial and aquatic hunters. As such, Swamp Dogs are able to climb even 90 degree (or greater) angles by using their claws to dig and grip surfaces. As long as they are in motion, Swamp Dogs can even traverse surfaces 180 degrees from the ground.

[Swamp Dog Style: Bioluminescent]
D-rank Taijutsu Maneuver
Swamp Dogs have the natural ability to generate soft light from bioluminescent bulbs on their bodies and tails from under their fur. Through this maneuver, swamp dogs can produce light either random, or in specific sequences.

[Swamp Dog Style: Bite]
D-rank Taijutsu Maneuver
When a Swamp Dog bites onto a target, their jaw strength is so extreme that they cannot be dislodged unless they so choose or by a [Strength] greater than their own.

[Swamp Dog Style: Snatch]
C-rank Taijutsu Maneuver
Swamp Dogs are naturally agile and will hunt and feed on even flying prey. Should a projectile be thrown with [Speed] equal or less than the users speed, they can snatch it out of the air harmlessly with their jowls.

[Swamp Dog Style: Unfettered Agility]
C-rank Taijutsu Stance
Swamp Dogs regularly hunt and stalk prey in swampy and otherwise treacherous conditions. While in this stance, Swamp Dogs can traverse any terrain unimpeded, at the sacrifice of -5 [Strength] while moving, the terrains or techniques that would slow or capture the user will not be successful.

[Swamp Dog Style: Predation]
C-rank Taijutsu Discipline
Swamp Dogs are naturally attuned to their own scent and are unrelenting hunters. After coming in physical contact with someone, Swamp Dogs remain keenly aware of that individuals exact location so long as they are within 50m of the Swamp Dog. Making them difficult to lose when hunting once they’ve marked their prey.

[Swamp Dog Style: Fear]
C-rank Taijutsu Discipline
If the swamp dog is within 25m of a target generating fear for 2 posts, he main latch onto that fear sense. So long as the target continues to generate fear, the swamp dog will be able to sense them for up to 100m away.

[Swamp Dog Style: Call of Fear]
B-rank Taijutsu Maneuver
The swamp dog will numb it’s strong sense of smell and hearing in order to focus on it’s fear sense. Allowing it to accurately identify the precise location of any sources of fear within 100m of themselves.


History
During many hunts and trainings in the swamps surrounding Kirigakure, Kozan ran into swamp dogs. During one such training, he faced one down and fought against it, easily dispatching and conquering the beast. In what would have been it’s final moments, Kozan saw potential. And instead of killing, spared the beast. Since, it has served as a dutiful guard, pet, and perhaps most importantly, hunting companion.

Username: Ace Trainer
Owner: Kozan
Stat Trainings: (0/25)
NPCsShow
Shinsen Kyoko - #99840A
Ibakuro Rin - #9E4FA5
Nakiya Hotaru - #9E540A
Nakano Kiyomi - #8E47AD], Nakano Ayaka - #0C1C8C
Fukusha Nezumi - #E00747
Karagata Yamada - #CE1126, Makura Ayame - #7251BC
Yamanaka Inomi - #FC70BA
Kabu's Test Thread

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