Sunakimi, Yozora

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Kabu
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Sunakimi, Yozora

Post by Kabu » Tue Feb 13, 2024 3:24 am

Sunakimi Yozora ─────────────────────── D-rank Ronin

Appearance
Yozora is a 13 year old girl, 5' tall and 102 pounds. She has incredibly pale skin and dark gold eyes. She keeps her black hair cut very short, just long enough to cover the skin of her scalp. Yozora wears a necklace left to her by her mother: a small, prismatic jewel that appears to have been crafted from refracted light, affixed to a worn leather cord.

Yozora dresses in a simple white samurai garb. She wears wide-legged white pleated pants, white tabi socks, and wooden sandals. On her upper body, she wears a sleeveless gray undershirt which covers her skin and is secured snugly to her abdomen. Over that she wears a loose fitting hakama top with large, billowing sleeves that end two inches past her elbow. She wears elbow-length samurai armor gauntlets, comprised of clay red leather plates, strapped to her forearms, with no gloves. Due to her pale complexion, Yozora often wears a wide-brimmed straw hat. The hat is secured to the collar of her hakama top with leather cords, so that it can hang comfortably on her back when not in use.

Personality
Having been orphaned at such a young age, Yozora had to learn quickly to be self-sufficient. As a result, she tends to be much less naive and carefree than others her age. Her late sensei, Sunakimi, Satori, taught her to be fiercely curious in all things. She never passes up a chance to learn new information. Despite this curiosity, she doesn't share her sensei's academic approach to learning and would much prefer to glean her knowledge from experience than from countless hours hunched over dimly lit scrolls. She hungers for new experiences and can barely stand to admire the same skyline for more than a few days at a time. As a result, she finds herself traveling often. Due to her wayward nature, she must always be on the lookout for sources of income. She is not greedy, often looking for just enough coin to buy her a few hot meals and supplies. One of her favorite parts of the constant traveling is the variety of food, and especially, the variety of drink. She's always on the hunt for new and interesting teas, and is always sure to have an abundance of tea in her travel supplies.

One thing that Yozora most assuredly did not inherit from her sensei was incessant pessimism- in fact, it was probably the reason for her nearly infallible optimism. Satori was always quick to point out the ways in which something could go wrong, a habit that Yozora found draining and, frankly, incredibly boring. While she does not assume the worst outcome as Satori had, she still can't but help to over-analyze in a similar way. But of course, with all things, it is a matter of perspective: where Satori was constantly imagining ways in which he would fail, Yozora was seeking a path to the greatest success. It would take quite dire circumstances to shake Yozora's optimistic nature. She is a very pragmatic for a girl of her age and does not have much patience for foolish behavior.

Yozora is a kind soul and would rarely hesitate to help someone in need, even if it were inconvenient to her. Her charity does have limitations, and she is not afraid to leave someone to deal with the consequences of their own poor decisions. Yozora is not an overly social person and is definitely not the type to make idle chatter with strangers. She is slow to trust, but fiercely loyal to those that she does. Her sensei taught her the importance of using her skills and power wisely, and she is not one to engage in battle without good reason. She has never killed another person, and would be incredibly hesitant to do so except for in the most dire of circumstances.

History
Born in a small village in Lightning Country shortly before the civil war that would result in the formation of the Lightning Empire, much of Yozora's childhood was mired in the fear of war. In fact, she barely remembers either of her parents. As both of them were young and able-bodied, Yozora, as many others in her village, was left in the care of the elderly while her parents were both sent off in support of the Daimyo's war effort. Her father, who had never seen combat outside of a few drunken scuffles in his youth, was little more than fodder and did not survive long before being cut down by skilled Kumogakure shinobi. As a field medic rather than a combatant, Yozora's mother never faced direct conflict. However, after receiving word of her husband's death, she shortly thereafter disappeared without a trace. It is speculated that she either took her own life in grief, or that she fled the warzone and died from unknown causes as she tried to make her way home.

When Yozora was six years old, an odd man wandered into town looking for a place to stay for the night. He was a long-limbed and gangling man, taller than any person she had ever seen before. He carried swords and wore a dramatic rabbit mask. The young Yozora was immediately able to recognize him for what he was- a shinobi. The man took a liking to the village and stayed for quite some time, and after awhile she learned that his name was Sunakimi, Satori- a former member of Kumogakure no Sato. A soldier in the war that killed her parents. In spite of this, she grew to be quite fond of the man. After he had lived in the village for a couple of years, Yozora was brought in to speak with Satori and the village elders. They revealed to Yozora that Satori saw potential in her as a shinobi, and wished to train her in the art of ninjutsu. In fact, this was the reason that Satori had lingered in the village for so long.

Yozora decided to go with Satori- she had grown quite attached to him over the last few years, and the prospect of training as a shinobi was definitely an exciting one. And exciting it was- Yozora spent the next five years traveling with Satori, learning jutsu, drinking tea. But most importantly, Satori instilled in her the value of life and the heavy responsibility it was to have the ability end one. Unfortunately, Satori harbored a grave sickness- his chakra circulatory system had been ravaged by having a Genma extracted from him. During their travels, Satori grew steadily sicker and eventually, succame to his illness. After his passing, she took the surname Sunakimi at her sensei's request, and now travels alone.

Stats
•Chakra: 11
•Endurance: 7
•Control: 10
•Strength: 4
•Speed: 7
•Willpower: 4
•Enlightenment: 13 ───────────────────────────────────────────────────────────────── •Total: 43
•Abilities: 1/3
•Concentrations: 9/18
•Primary Affinity: Ninpou

Equipment
Many Hands for Many Battles
An artifact left to Yozora by her sensei, on the surface Many Hands seems to be little more than a decorative belt. It is comprised of 6 ropes, 1/2 inch thick and 4 feet long, saturated with a blue dye that is dark enough to appear black in most lighting. Each of the ropes are woven into a central rope an inch thick, which is tied around the waist and secured with a large knot at the front. The knotted ends hang to Yozora's knees and are capped with silver aglets. Each of the six adorning ropes end in a gray steel plate glove.

When dormant, the ropes are wrapped around the owner's waist with the gloves gripping the ropes, knuckles up and palms in, spaced equidistant along the waist. When activated, the ropes unfurl and the gloves reveal themselves to be fully functional hands, each capable of wielding a sword. Each hand is capable of moving with 20 Speed and striking with 20 Strength.

The Eye of Many Wonders
An artifact left to Yozora by her sensei, The Eye is a 1 inch thick steel ring 12 inches in diameter. It is slung on Yozora's back with a simple black leather strap wrapped around the ring at two opposing points. The outer face of the ring is adorned with a single Fuuinjutsu seal that wraps fully around the outer edge, with 10 "ports" allowing for swords to be stored. This allows blades to pass through the seal but stop at the hilt, so that the grip is still exposed. When a sword is drawn, an additional sword will replace it (assuming there is a sword still stored in the seal). These seals are always on, allowing the owner to sheath and unsheath the stored blades at any time. However, The Eye is keyed to the owner's chakra, and will turn the seals off if another person attempts to unsheath one of the stored blades, and will remain off until the owner channels a small amount of chakra to turn them back on.

The Sword of Many Storms
A simple, yet powerful sword designed by Yozora's sensei. The sword appears no different than her other blades: it has a 32 inch steel blade, a 10 inch black grip, and a square black hilt. By channeling chakra, Yozora is able to cause the blade to explode in a burst of pure chakra with a Strength of 50 and a blast radius of 60 meters, up to a range of 160 meters. Yozora keeps this sword stored in the seal on The Eye of Many Wonders. Once triggered, the sword will reappear in its place in The Eye after a 2 post cooldown. ─────────────────────────────────────────────────────────────────27 Katana: Each has 32 inch steel blade, a 10 inch black grip, and a square black hilt. They are stored within The Eye of Many Wonders.
10m Wire: In a spool on her left rib, under her overshirt.
5 Explosive Tags: Attached to her undershirt on her right rib. ───────────────────────────────────────────────────────────────── In addition to her equipment, Yozora also carries a Fuuinjutsu storage scroll containing many sentimental that once belonged to her sensei: a large rabbit mask, a smoking pipe, a canvas satchel filled with fine tobacco, and a Kumogakure no Sato Hitai-ate. There is Satori's collection of small journals which contain poetry, personal stories, recipes, and various notes, as well as a collection of scrolls with meticulous details on all of the jutsu that Satori had known and the equipment that he had designed.

Since Yozora lives her life traveling, she also carries a scroll that contains the majority of her camping and travel items. In it she keeps a modest camping tent, a small cast iron cooking pot and frying pan, a small collection of eating and cooking utensils, a variety of herbs and spices, several varieties of tea, water, extra clothes, a small amount of firewood and various other items and amenities.

Abilities
Kekkei Genkai • Chakra Integration
Yozora has the unique ability to assimilate others' chakra into her own. When hit with a Ninjutsu, Yozora is able to open her Tenketsu and allow that jutsu to pass into her. While she does still take damage from the hit, the process of assimilation reduces the damage and effect of the jutsu by half and requires Yozora to use half the chakra cost of the jutsu herself. Once the chakra has been assimilated, she is able to use this chakra in one of the following processes.

Realization
Yozora can allow the chakra to become permanently a part of her, creating an aspect. Realizing an aspect gives her a limited understanding of the base jutsu, allowing her to create ninpou based on the absorbed jutsu. Typically, this means that she can create ninpou with the passive of the absorbed jutsu. However, it is possible for the aspect to manifest in other ways. Each aspect requires its own concentration slot and Yozora cannot gain more than one aspect from the same person. Aspect jutsu cannot be taught to other characters. Realizing an aspect can have an influence on Yozora's appearance, both in and out of form changes, causing her to take on characteristics of the person she obtained the aspect from.

Infusion
Yozora can infuse the chakra into a piece of equipment, giving it the assimilated jutsu's effect. The effect can be changed slightly so that it can function with the intended weapon, but the general effect of the jutsu must remain intact. Equipment created this way must still be purchased as normal.

Archivation
Yozora can create an archive of the jutsu, to be used in realization or infusion at a later date. She does this by storing the chakra of the jutsu into a single page of a book for easy storage and record keeping. Yozora can only keep 10 archives at a time.
Base form - 1 Enlightenment

Yozora's Kekkei Genkai currently has no influence on her appearance, as she does not yet have any aspects. ───────────────────────────────────────────────────────────────── +3 Chakra Pool, always active, counts against max stat total.
First Form - 4 Enlightenment

Yozora's Kekkei Genkai currently has no influence on her appearance, as she does not yet have any aspects. ───────────────────────────────────────────────────────────────── +2 Endurance
Second Form - 12 Enlightenment

Yozora's Kekkei Genkai currently has no influence on her appearance, as she does not yet have any aspects. ───────────────────────────────────────────────────────────────── +4 Endurance, +1 Control, +1 Chakra Pool, +1 Speed
Third Form - 22 Enlightenment

Yozora's Kekkei Genkai currently has no influence on her appearance, as she does not yet have any aspects. ───────────────────────────────────────────────────────────────── +5 Endurance, +2 Control, +2 Chakra Pool, +2 Speed
Fourth Form - 30 Enlightenment

Yozora's Kekkei Genkai currently has no influence on her appearance, as she does not yet have any aspects. ───────────────────────────────────────────────────────────────── +6 Endurance, +3 Control, +3 Chakra Pool, +3 Speed
Fifth Form - 40 Enlightenment

Yozora's Kekkei Genkai currently has no influence on her appearance, as she does not yet have any aspects. ───────────────────────────────────────────────────────────────── +8 Endurance, +4 Control, +4 Chakra Pool, +4 Speed
Sixth Form - 50 Enlightenment

Yozora's Kekkei Genkai currently has no influence on her appearance, as she does not yet have any aspects. ───────────────────────────────────────────────────────────────── +10 Endurance, +5 Control, +5 Chakra Pool, +5 Speed

Concentrations
Ninjutsu • Advanced Channeling
This user has superb chakra control, and has learned to perform jutsu by channeling, without the use of hand seals. The user can channel any Ninjutsu that is designed to be channeled, and there are no specified parameters in which a jutsu must fall to be channeled by this method.

Fuuinjutsu • Storage & Force
This user is able to utilize Storage Fuuinjutsu and Force Fuuinjutsu, making it possible for them to utilize any jutsu with the Storage or Force Classification. Storage Fuuinjutsu can be used to store supplies, weapons, armor, or anything in between. Force Fuuinjutsu are used to release, counteract, and capture energy.

Fuuinjutsu • Charge & Augment
This user is able to utilize Charge & Augment Fuuinjutsu, making it possible for them to utilize any jutsu with the Charge & Augment Classification. Charge Fuuinjutsu are used to create jutsu-like effects using seals. Augment Fuuinjutsu are used to enhance or limit the power of whatever they are placed on.

Sensory Style
Sensors are shinobi who are able to activate a sixth sense which can locate and read chakra sources. Sensory is advantageous as it allows shinobi to perceive without using any of their conventional senses, which can easily be deceived. Sensors are able to collect a lot of information through the interpretation of this sixth sense. ───────────────────────────────────────────────────────────────── Close Quarters Combat
The fundamental skill of [Close Quarters Combat] indicates the user's proficiency to efficiently utilize martial arts and advanced combat moves involving the body, for example but not limited to, advanced kicks, grapples, advanced punches, etc.

Deft Hands
The fundamental skill of [Deft Hands] indicates the user’s proficiency with using their hands in very specific and complex movements, like sleight of hand and targeting very small and specific points on an opponent’s body. This facilitates their use of related Taijutsu in various ways.

Acrobatics
The fundamental skill of [Acrobatics] includes the user’s ability to contort their body into unfamiliar positions in order to avoid attacks, as well as the user’s ability to fall safely and perform Ukemi and other feats of gymnastics. This facilitates their use of related Taijutsu.

Sword Weapons
The fundamental skill of [Sword Weapons] indicates the user’s proficiency with swords and sword-like weapons such as knives, daggers, sword-breakers and the like. This facilitates their use of related Taijutsu.

Projectile Weapons
The fundamental skill of [Projectile Weapons] indicates the user’s proficiency with weapons designed to attack from afar, such as bows, shuriken, senbon, launchers and the like. This facilitates their use of related Taijutsu. ───────────────────────────────────────────────────────────────── Tenkujutsu
The user of this style has a strong affinity towards spirits. They are able to utilize certain techniques to combat and subdue spirits, Jinchuuriki, Genma, etc. Practitioners have noted their chakra to gain a Maroon color tint when using these techniques. Tenkujutsu share a pyramid with the prerequisite concentration.

Ninjutsu
NinpouShow
*Ninjutsu • Hidden Needles
D-rank Ninjutsu
After performing the correct hand seals the user will focus chakra into their mouths and into up to five senbon within 10 meters of their position. The senbon will be summoned from their persons or nearby into the user's mouth, where they will be spit out aided by chakra at [Control] Strength and Speed. The senbon can be shot up to 10 meters away.

*Ninjutsu • Chakra Burst
D-rank Ninjutsu
After channeling chakra into one of their fists, the user will then attempt to strike their target and if successful, they will release additional concussive force in the form of an outward explosion with [Control] Strength from their fist. If the user does not strike a target within 3 posts the jutsu dissipates.

*Ninjutsu • Tracking Device
D-rank Ninjutsu
After performing the correct hand seals the user will coat one of their hairs in chakra. Once this has been done, they will place it on their target. The user can track the exact location of the strand of hair for up to 10 meters. For up to 20 meters out, the user can track a rough location. From then out to 100 meters, the user just gets a general direction of where the opponent is. The chakra in the hair will dissipate at the end of 6 posts.

*Ninjutsu • Wall
D-rank Ninjutsu
After performing the correct hand seals the user causes a thin 3x3x1 meter flat barrier to form within 10 meters of them at [Control] Speed and has [Control] Strength. It lasts for 3 posts.

*Ninjutsu • Sensory Deprivation: Sight
D-rank Ninjutsu
A technique used for a variety of purposes, each unique to the user's needs, the user channels chakra over their eyes. This chakra will act as though it were solid, rendering the user blind until it is dispelled. This can be held as long as the user has chakra, but once it has ended, it has a cool-down period of 2 posts before it can be used again.

*Ninjutsu • Binding
C-rank Ninjutsu
After performing the correct hand seals the user will focus chakra into a rope, wire, or a similar object in their possession. The object will then lash out at a target at [Control] Speed for up to 25 meters attempting to then coil around them and bind them. After coiling around the target, the chakra will cause the object to harden to [Control] Strength. After 4 posts the chakra will run out and the bind will break.

*Ninjutsu • Multiple Chakra Kai
C-rank Ninjutsu
Despite requiring both hands and more time than *[Basic Jutsu • Chakra Kai], Multiple Chakra Kai allows the user to activate up to five objects simultaneously, up to 25 meters away.

*Ninjutsu • Barrier
C-rank Ninjutsu
After performing the correct hand seals the user forms a 5x5x5m barrier around a target up to 25m away from their position. The barrier forms at [Control] Speed, has [Control] Strength, and lasts 4 posts before fading away.

*Ninjutsu • Spiritualism Technique
C-rank Ninjutsu
The base technique for summoning, the Spiritualism Technique allows users to bring forth their summons to fight on their behalf. Once an agreement has been made between the user and their summon, they will be able to use this technique to call upon it at any time unless stated otherwise. The chakra used for this technique varies, as it is dependent on the size and rank of what is being summoned. Once it has been summoned, the initial cost of the summon is equivalent to its rank. It is paid upon being summoned and then the same cost is paid as often as follows:

•D-rank: Free to maintain once summoned.
•C-rank: 10 posts
•B-rank: 9 Posts
•A-rank: 7 Posts
•S-rank: 5 posts

*Ninjutsu • Advanced Transformation Technique
C-rank Ninjutsu
An advanced form of the Transformation Technique, after performing the correct hand seals and holding the final one temporarily, the user will coat and mold chakra around their body into the shape and form of something or someone which is no more than twice their size. This technique's true advantage is that the disguise is given physical substance. This means, for example, if they transform into something with claws, they will have claws that can physically be used. For the disguises 5 post duration, if it is damaged by a hit of more than [Control] Strength, the disguise "poofs" from existence. This includes collateral damage caused by striking an opponent that may occur to the disguise.

*Ninjutsu • Rattrap
B-rank Ninjutsu
After performing the correct hand seals the user will imbue an item with their chakra that is no larger than a basketball. The next thing to touch the object within 3 posts will feel the chakra lurch off the object, surging into their body and overwhelming them. For those with less than [Control] Strength they will find themselves immobile for the next 5 posts. If the target that touches the object has [Control] or higher Strength, they will find themselves unaffected.

*Ninjutsu • Underworld Guardian Spikes
B-rank Ninjutsu
After performing the correct hand seals the user will cause their hair to rapidly grow and cocoon their body for protection. The hair does this with [Control] Speed, and when done, will have formed thick layers of rigid hair to protect the user with [Control] Strength. Upon completely cocooning the user, the hair disconnects from the user's hair, leaving it at it's original length.

*Ninjutsu • Palm-Top Cannon
B-rank Ninjutsu
After the user has channeled a massive amount of chakra into the palm of their hand, the user releases the massive amount completely raw without any form of manipulation, releasing a blast of chakra outward from their hand in a 40 meter long, 10 meter diameter cone at [Control] Speed and Strength. Though seemingly simple, this technique can be coupled with loose objects in the air or thrown by the other hand, such as shuriken or a variety of different materials, to launch them at the techniques strength.
FuuinjutsuShow
*Fuuinjutsu • Removal
D-rank Fuuinjutsu
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.

*Storage Fuuinjutsu • Tool Storage
D-rank Fuuinjutsu
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]*2)m^3 in size.

*Force Fuuinjutsu • Explosive Tag
D-rank Fuuinjutsu
After drawing a ([Control]/5)x([Control]/5) meter seal formula on a surface of an object. The user will then arm it with their chakra up to [Control] strength with a concussive force explosion outwards from itself.

*Storage Fuuinjutsu • Sealing Defense
D-rank Fuuinjutsu
By having an empty surface with a seal formula placed on it, the user is able to use the seal as a defensive measure. Holding a single, one-handed hand seal, the user attempts to block the incoming projectile with the surface. Right before contact is actually made, the projectile will be sealed into the seal. While strong, the seal must be the same size or larger than the projectile it is attempting to seal. This seal can protect up to the user’s [Control] in Strength. Once used to seal and then release again, the seal will need to be rewritten. The user can only seal objects up to their ([Control]*2)m^3 in size.

*Charge Fuuinjutsu • Barrier Trap
D-rank Fuuinjutsu
After placing four barrier tags in a square, the user draws a line connecting each of the tags. When kai'd, all the tags are set off simultaneously throwing up a barrier at a strength and speed of the user’s [Control]. This barrier lasts for 4 posts.

*Storage Fuuinjutsu • Storage Strike
C-rank Fuuinjutsu
Used in conjunction with storage seals, the user forms the needed hand seals then touches the storage seal causing it to release up to three of the objects stored in it simultaneously, as if they were thrown at a strength of the user’s [Control]. The three objects will be released in a small spread, only a few inches apart from each other.

*Storage Fuuinjutsu • Depth Seal
C-rank Fuuinjutsu
After drawing a seal of appropriate size for the object but no larger than 1 meter, the user is able to store things at depth within this seal to near limitless lengths. The user is able to store up to [Control]/2 of the same item within this seal regardless of the depth of the surface.

*Augment Fuuinjutsu • Secret Seal
C-rank Fuuinjutsu
After performing the necessary hand seals, the user will chant off a list of words, then they’ll then touch the target’s tongue as the seal forms on it. As long as the seal remains on the target's tongue, their ability to speak those words is removed.

*Augment Fuuinjutsu • Strengthen and Enhance
C-rank Fuuinjutsu
After drawing the necessary seals on the object, the user will imbue the object with a strength equal to their [Control]. The size of this fuuinjutsu is contextual in terms of the object it is applied to and the strength it is enhanced to. For example, if imbued with 50 strength the object will have 90% of its surface space covered, while if only imbued with 25 strength roughly under half of its surface space would be taken up by the seal.

*Augment Fuuinjutsu • Link
C-rank Fuuinjutsu
By performing the necessary hand seals, the user will then touch their target’s ear and on the lips, this creates an audio link between themselves and any targets they personally place this seal combination on. While hearing is always active, channeling chakra into the seal allows affected targets to speak, their words being stored and transmitted to the other seals. The act of speaking charges negligent chakra.

*Augment Fuuinjutsu • Mute
B-rank Fuuinjutsu
The user will perform the necessary hand seals then touch their target, a 10x10 inch seal on their target will form, completely removing their ability to speak until the seal is removed or deactivated.

*Charge Fuuinjutsu • Binding Wires
B-rank Fuuinjutsu
After drawing a seal formula in an area of desired size. If anything steps within the area of the seal it will trigger this seal formula to grow and shoot off of it's surface at a speed and strength of the user’s [Control]. After three posts the seal runs out of energy and fades allowing the target to move once more.

*Charge Fuuinjutsu • Scarlet Fever
B-rank Fuuinjutsu
The user will perform the necessary hand seals, as they then touch the ground a [Control] meter box appearing around them with a seal in each corner. Once activated, the jutsu will create a perimeter. Within the perimeter, no one is able to hear or see anything, and is completely unable to talk. Exiting the perimeter immediately returns these senses, however. This perimeter remains in place for 10 posts, but destroying one of the seals will deactivate it.
SensoryShow
*Sensory Style • Beyond Senses
C-rank Ninjutsu
Prerequisite: 10 Control
First performing handseals, this sensor jutsu is used by shinobi to feel chakra sources within a radius of 35 meters. While this jutsu is fairly helpful in sensing chakra, it is unable to actually pinpoint specific chakras outside of a 10m radius. This only gives the Shinobi an idea of how many entities with chakra are present in their general area.

Taijutsu
Bonkotsu KaigoShow
Bonkotsu Kaigo
A unique taijutsu style devised by Satori, Bankotsu Kaigo focuses on erratic movements and unexpected behavior mediated by a peaceful mind. Hallmarks of the style are flips, springs, rolls, handstands, sword throwing, and the appearance of being unbalanced. The style is built upon, and inseparable from, a metaphysical philosophy that hinges on ideas of movement, balance, and a blurred line between the self and the world.

To practice the style and philosophy of Bankotsu Kaigo, one must assume the metaphysical idea that it is possible for the practitioner, through sheer force of will, to move the world around oneself while remaining still. This is considered "enlightened movement." It is also assumed to be possible to detach from this and move through the world as is typically perceived. This is considered "reckless movement." Typically, passive or evasive movements (walking, dodging) are considered enlightened. Aggressive movements (charging, attacking) are considered reckless.

Just in the same way that the practitioner can detach oneself from the movement of the world, one can also attach or detach physical objects from oneself. A sword owned or used by the practitioner would be considered enlightened, while a sword thrown would be considered reckless.

It's important that one maintains a balance between the ideas of enlightenment and recklessness, as spending too much time in either state is considered to be an imbalance. The goal of Bankotsu Kaigo is neither recklessness nor enlightenment, but the space between the two.

In Bankotsu Kaigo, the disciplines and maneuvers of the style are considered to be the physical manifestation of its philosophical tenants.

•Center: The idea that any one person or object is capable of becoming the focal point of the entire world, a solitary stationary figure which the rest of the world moves around. It's important to note that centering is not a measure of importance, but simply a matter of physical positioning.

•Scale: The idea that no object is larger, heavier, or more significant than any other, but that they are only perceived to be.

•Orientation: The idea that no object or person has any particular usefulness, purpose, or function, but that they are only perceived to.

•Balance: The idea that it is neither desirable nor beneficial to spend too much time in either the state of Enlightenment or Recklessness.

•Recklessness: The act of removing oneself as center and returning to typical methods of movement.

•Enlightenment: Whereas center is the idea that any object or person can be made to be the center of the world, Enlightenment is the act of making oneself so.
───────────────────────────────────────────────────────────────── The Principle of Center
D-rank Taijutsu Discipline
Through extensive training, Yozora has developed the ability to use her off-hand with the same degree of flexibility and dexterity as her dominant hand.

The Principle of Scale
D-rank Taijutsu Discipline
Through extensive training, Yozora has developed the ability to spin her swords between her fingers. This is typically used to quickly change the orientation of her blade.

The Principle of Orientation
D-rank Taijutsu Discipline
Exhibiting considerable upper body dexterity and balance, Yozora is able to stand on both hands. She's also able to perform kicking techniques.

The Principle of Balance
D-rank Taijutsu Discipline
One of the hallmarks of the Bonkotsu Kaigo style, Yozora will perform a move that would likely throw a normal swordsman off balance (for example, putting all of her weight and over extending in a strike). In fact, the appearance of loss of balance is the point, as it gives the illusion of an opening that does not exist. Yozora will usually then use this seemingly misplaced momentum to push himself into a roll, spring, or flip.

The Principle of Recklessness
D-rank Taijutsu Discipline
After a lot of practice, Yozora has developed the ability to throw any of her swords with the accuracy of any other projectile. She can throw it with a spin, much like a large shuriken, or straight like a lance.

The Principle of Enlightenment
D-rank Taijutsu Discipline
Through extensive training and knowledge of the construction of her weapons, Yozora has developed the ability to grab her own swords by the blade without sustaining injury. She does this by wrapping her hands around the blade in a way that keeps her skin off of the blade itself, applying pressure to the flats of the blade.

To Roll the World Around Oneself
D-rank Taijutsu Discipline
Yozora is able to incorporate rolls into her fighting style, able to move 2 feet in any direction before popping back to her feet with great fluidity.

To Bend Oneself Around the World
D-rank Taijutsu Discipline
Usually used to avoid a strike, Yozora will bend over backwards at the knees. She is then able to regain her posture quickly without losing balance.

To Enlighten in Seemingly Unusual Ways
D-rank Ninjutsu
Using the same underlying principle as *[Basic Jutsu • Act of Tree Climbing], Yozora will channel chakra to the bottom of her foot in order to secure an item to it. Yozora will typically use this with her swords, but it can be used in other ways as well.

To Rotate Backwards Around the World
D-rank Taijutsu Discipline
Yozora is able to incorporate backflips into her fighting style, and is able to use them to land up to 5 meters back.

To Heave the World Forward
D-rank Taijutsu Discipline
Yozora is able to incorporate handsprings into her fighting style, and is able to use them to land up to 10 meters back. Similar to a backflip, a handspring has Yozora flip backwards to catch himself with one or both hands before pushing off to land on her feet.

To Rotate Forwards Around the World
D-rank Taijutsu Discipline
Yozora is able to incorporate frontflips into her fighting style, and is able to use them to land up to 5 meters forward.

To Heave the World Back
D-rank Taijutsu Discipline
Yozora is able to incorporate handsprings into her fighting style, and is able to use them to land up to 10 meters forward. Similar to a frontflip, a handspring has Yozora flip forwards to catch himself with one or both hands before pushing off to land on her feet.

To Rotate Sideways Around the World
D-rank Taijutsu Discipline
Yozora is able to incorporate sideflips into her fighting style, and is able to use them to land up to 5 to the side.

To Heave the World Aside
D-rank Taijutsu Discipline
Yozora is able to incorporate handsprings into her fighting style, and is able to use them to land up to 10 meters to either side. Similar to a sideflip, a handspring has Yozora flip sideways to catch himself with one or both hands before pushing off to land on her feet.

To Use the World as Leverage
D-rank Taijutsu Discipline
While performing a flip or a handspring, Yozora is able to lash out and strike at an opponent with her foot, hand, or weapon.

To Roll the World Between One's Hands
D-rank Taijutsu Discipline
Exhibiting incredible upper body dexterity and balance, Yozora is able to walk on her hands. She's also able to perform kicking techniques.

To Reorient One's Foundation
D-rank Taijutsu Discipline
Exhibiting increase leg and foot dexterity, Yozora is able to deftly use her feet to wield swords. Used in Conjunction with To Enlighten in Seemingly Unusual Ways.

To Impose Recklessness on Another
D-rank Taijutsu Maneuver
If an opponent is attempting to strike at Yozora with a hand or hand-held weapon, Yozora will attempt to strike out at the forearm of the person to knock the attack away. If Yozora's Strength exceeds the target's by more than 5, the target may drop their weapon.

To Spin Like the Moon Across the Horizon
D-rank Taijutsu Maneuver
When put in a situation in which Yozora has an opponent behind him, she will spin around rapidly and use the momentum to slash at her opponent.

To Use an Other as Leverage
C-rank Taijutsu Discipline
Yozora is able to do a jumping kick into an opponent or vertical surface before pushing off into a flip or handspring.

To Spin as Though the World Does
C-rank Taijutsu Maneuver
When standing on her hands or fingers, Yozora uses her hands to torque himself, generating a very powerful spinkick that is able to strike anyone in the immediate area around him.

To Steady Oneself With the World
C-rank Taijutsu Discipline
If Yozora is knocked back with force in any direction, she's able utilize that momentum to carry him through into a roll, spring, or flip.

To Balance the World on One's Head
C-rank Taijutsu Discipline
Exhibiting incredible upper body dexterity, balance, and neck strength, Yozora is able to stand on her head. She's also able to perform kicks, punches, and sword slashes while doing so.

To Use Oneself as Leverage
C-rank Taijutsu Maneuver
When performing a handspring Yozora is able to use the slats on the bottom of her wooden sandals to catch the wrists and weapons of her opponent. She then torques her body with her hands to throw them of balance. If Yozora's Strength exceeds the target's by more than 5, the target may drop their weapon.

To Believe the World is One Tenth as Heavy
B-rank Taijutsu Discipline
Through practice, Yozora has mastered handsprings to the extent that she is able to perform them with a single finger instead of her whole hand.

To Roll the World Between One's Fingers
B-rank Taijutsu Discipline
Exhibiting incredible upper body dexterity and balance, Yozora is able to walk on two fingers (one on each hand). She's also able to perform kicking strikes.

To Move Along the Current of Another
B-rank Taijutsu Discipline
A skill requiring a great deal of perception and control of one's own body, Yozora is able to move her body in such a way that she avoids taking the full force of a blow while making it appear as though she did not. For example, if someone were to attempt to punch him in the stomach, she would allow for the opponent to make contact with her body as she throws her own body backwards to emulate the momentum of the strike. This can be an incredibly risky move, as it will fail unless both Yozora's speed exceeds her opponent's.

Tenkujutsu
TenkujutsuShow
*Shizumeru • Flare
C-rank Tenkujutsu
Prerequisite: Sensory Concentration
After performing the necessary hand seals the user will then place his palm against a target. If the target is imbued/possessed with the power of a spirit their hand will visibly flare up with Maroon chakra.

*Shizumeru • Vision of Spirits
C-rank Tenkujutsu
Prerequisite: Sensory Concentration
After performing the needed hand seals, the user focuses chakra to their eyes, causing Maroon chakra to flare up around their eyes. This allows the user to see the chakra of spirits and spirit related objects/people as an aura of Maroon. While useful for a quick glance, it can be used up to [Chakra Pool]/5 posts, before needing to be refreshed.

*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-rank spirits.

*Shizumeru • Unconnected Connection
B-rank Tenkujutsu
After performing the needed hand seals, the user focuses chakra into their body, giving them a slight Maroon glow. For the next 10 posts, whenever they speak, they are able to communicate with Spirits of all sorts, including those inside of jinchuuriki.

*Shizumeru • Intention of Spirits
B-rank Tenkujutsu
Prerequisite: Sensory Concentration
After performing the needed hand seals, the user focuses chakra, causing the Maroon chakra to flare up around their eyes. This allows the user to see the chakra of spirits and spirit related objects/people as an aura of Maroon. Additionally, they are able to see how the spirit is interacting with and influencing their host, be it a jinchuuriki, or a joruri. While useful for a quick glance, it can be used up to [Chakra Pool]/5 posts, before needing to be refreshed.

*Ochiiru • Minor Possession Removal
B-rank Tenkujutsu
After performing the needed hand seals, the user will place their hand on an object that is being possessed by a spirit, such as a joruri. Over the course of a full post, the spirit will be pushed from the object unless its Control is equal or greater than the users.

*Kuchiyose • Numa Seitai
B-rank Tenkujutsu
After preforming the needed hand seals, the user summons an area up to 20x20x20 meters that lasts for 5 posts. This barrier creates a swamp overlay transferred from the spirit realm, that is layered with a thick heavy bog, and the sound of muck bubbling up due to carbonation. This allows the user to summon spirits cost free at the cost of one lump sum of chakra up-front.

Username: Brent
Organization Equipment: 0/0
Organization Jutsu: 0/0
Ryo: 31/31
Prestige Perks: Heirloom • Many Hands [108/110], Heirloom [0/110], Scaled Accountant, Scaled Connections
Stat Trainings: (0/75)
Inheritence: 460
Character Creation: 46
Bingo Book: 69
10 Topics: 46
20 Topics: 92
A-rank Bounty: 115
Max Stats: 92
Last edited by Ace Trainer on Tue Mar 26, 2024 12:09 pm, edited 1 time in total.
NPCsShow
Shinsen Kyoko - #99840A
Kyomu Nozomi - #5960A8
Ibakuro Rin - #9E4FA5
Nakiya Hotaru - #9E540A
Nakano Kiyomi - #8E47AD], Nakano Ayaka - #0C1C8C
Fukusha Nezumi - #E00747
Karagata yamada - #CE1126, Makura Ayame - #7251BC
Kabu's Test Thread

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