[Inactive]Henrin, Tsuken

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Willoria
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[Inactive]Henrin, Tsuken

Post by Willoria » Mon Jun 26, 2017 3:34 pm

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Henrin Tsuken
If you’re not first, you’re last
General Information Age: 17
Gender: Male
Height: 6'3”/190.5 cm
Weight: 159 lbs/ 72 kg
Physical Features: Tsuken has long black hair that stops near his collarbone. Near the front of his head, his hair has a lighter patch of grey.

Tall for his age, Tsuken is quite thin and a little gangly. He does not have much muscle, but he has some definition in his arms and legs. He has very tan skin and high cheekbones, and has a small, thin scar on the bridge of his nose. Tsuken also has two piercings on his left earlobe, and two cartilage piercings on his right ear.

His most notable physical feature is his tattoo: a large, angry red, jagged line across his neck that matches the fatal injury he gave his twin sister.

Clothing/Accessories: Tsuken wears a dark grey, short sleeved shirt with fishnet on the rim of the sleeves. Sometimes he wears gold-trimmed, rust colored vest with light grey stripes on each side. He also has a dark red sash around his right shoulder, and wears black shorts that stop just below his knees. Tsuken keeps his forearms, hands, and legs wrapped in black cloth similar to bandages. He also dons black boots that reach just above his ankles. Occasionally, Tsuken wears a long, dark red traveling cloak that reaches down to his calves.

Personality:
The fourth of ten children, Tsuken has always had issues with standing out among his many siblings. Since his birth, he has always been compared to his twin sister, Atsumi, who managed to consistently outshine him. Thus, he has an inferiority complex that manifests as an obsession with being better and stronger than those around him.

Tsuken was once brash, vulgar, and disrespectful to his peers. He sought to dominate those around him by being intimidating and purposefully unapproachable. However, due to recent events, he is much more subdued in his interactions and has become considerably more taciturn when dealing with others professionally. However, in his everyday life he is often markedly irritable and can snap at a moment's notice.

Tsuken wants nothing more than to serve the village and his family by seeking strength and power. Tsuken fears little, least of all death. But his greatest fear is losing himself and becoming the uncontrollable version of himself that is capable of killing the people he loves and trusts. He does everything in his power to gain strength and compensate for his own weakness so that he may never again repeat the events that led to his sister's death.

Combat Mentality: Tsuken tends to act on his own, at times disregarding suggestions from his comrades. He seeks to defeat his opponents as quickly as possible, though he is at times distracted by trying to ensure his comrades well-being. Because of this, he would prefer to work alone despite his susceptibility to genjutsu attacks.
History
Historical AccountsShow
As one half of the first set of twins to a rapidly growing family, Tsuken had a very celebrated birth. His parents and two older brothers doted on both him and his twin sister, Atsumi. From an early age, his parents instilled in him the belief that he and his sister had a shared destiny, and that their lives and fates were inextricably connected.

As soon as he and his sister could walk, his parents began training him to learn to use the clan’s doujutsu. Both siblings had trouble initially learning the proper technique, but they both eventually learned the technique…with Tsuken learning the most basic of the doujutsu techniques seven months after his sister at age 5. Despite his slightly slower growth, the twins’ parents treated Tsuken no differently than his sister, always encouraging him to do his best.

From that moment on, the children trained together under their parents’ intense daily regimen. Tsuken often had a little trouble, but Atsumi was always there to help. Tsuken was content with this until he and his sister entered Sunagakure's ninja academy together.

Once the two were in the academy, he saw his sister advancing slightly faster than he was, especially at taijutsu. Tsuken trained vigorously alongside her to prove to his teachers and classmates that he was better than his sister. Still, she almost always proved to be quite a bit better than him with taijutsu. Their talent in taijutsu more than made up for their ineptitude with genjutsu, and the two graduated and were promoted to genin at age 12.

They were placed on different genin squads to promote their separate growth. Despite the separation, the two continued to train together at home, focusing on their taijutsu and clan techniques. Tsuken, competitive as ever, tried his hardest to complete more missions faster and better than his sister. He usually failed to do so, pushing him to train even more.

Once the two got to the chuunin exams, they relied heavily on their taijutsu. Tsuken fared slightly better than his sister – much to his own surprise. Though never as strong as his sister, he had an easier time defeating his opponent by using his speed. After the two passed the exam, they resumed their usual training together, Tsuken continuing to try to outshine his sister.

When the twins were 16, their respective squads participated in a joint mission. Though the mission was not an especially difficult one in the beginning, the shinobi later found themselves surrounded by enemies. Tsuken, brash and headstrong as ever, took on a group of enemies on his own. However, the chuunin overestimated his abilities and the battle dragged on for much longer than he anticipated. He had his doujutsu active for a dangerous amount of time and he relied too much on his skitter step techniques that left him sensitive to every stimulus around him. Every sound and every movement around him was a threat in his mind, and he began to panic and attacked everyone around him, gravely injuring his comrades in the process.

Atsumi tried to stop his uncontrollable and panicked attacks. Unaware of his actions, when she suddenly appeared before him, he slashed her throat to the bone. Only after he was subdued did he realize what he had done and he was inconsolable for weeks. After her funeral, he found himself unable to talk to or even look his family in the eyes, and he quietly moved into a small apartment within the Henrin compound to live alone.

With the death of his sister, he not only lost a part of himself, but also lost his sense of purpose. His destiny is no longer tied to his sister, and he is faced with the terrifying revelation that his destiny is now his own.

Battle Information
VillageRank
Sunagakure no SatoChuunin
NinjutsuTaijutsuGenjutsuStaminaControlStrengthSpeedInstinct 102061081014
15
EquipmentShow
Left Hip Pouch: Kunai - 10
Left Leg Pouch: Kunai: 5
Companions: (0/1)
Affinity: Fuuton, Kuuton, Raiton

Abilities and Concentrations
Abilities
First Ability
DosatsuganShow
The Eye of Insight, or Dosatsugan, is the doujutsu of the Henrin clan, to the point that they're regarded all over the lands for their abilities, being a very well revered doujutsu. While active, the Dosatsugan memorizes every little thing that it sees, from scenery, creatures, to certain movements very rapidly. Not only does the user have the ability to remember it, but they also possess the ability to recall any of it at a moment's notice. Any movement that is made, they can remember it and recall it, making them near experts at Taijutsu. Most abilities do need jutsu to follow it, however.

Should the Henrin engage in prolonged use of their Dosatsugan, they need to be prepared they are capable of enduring such a a task as it can be quite strenuous. While utilizing the Dosatsun, the Henrin is capable of maintaining it for a time equal to their Stamina/4 rounded down to a minimum of one post. Once the Henrin reaches the limits of their use, their doujutsu will enter a cooldown for approximately half the time it was active(minimum of 1 post). Should a Henrin attempt activation during this cooldown time, they will find their efforts met with physical pain from their eyes. Duration is based off total posts where the Dosatsugan has been activated, meaning users can turn it on and off to have a shorter cooldown.
Second Ability——————
Third Ability——————
Concentrations
Ninjutsu
Fuuton AffinityShow
Fuuton Affinity
A character with this concentration is able to utilize Fuuton, and can make and use any custom or archived jutsu that require the Fuuton affinity. Fuuton has an cutting effect.
Passive (Cutting)Show
Fuuton has a natural cutting property to it, that exists in all jutsu unless otherwise stated. This gives fuuton a unique opportunity to strike with additional power, and to act as a offensive defense. Regardless of their purpose fuuton jutsu passively cut with no distinct pattern at 1/3rd the strength of the technique rounded down unless otherwise stated. This means if someone punched a 19 strength fuuton wall, they would get cuts on their hand applied with 6 strength. This also means that fuuton jutsu specifically designated to cut things can create devastating wound by essentially striking twice.
Kuuton AffinityShow
Kuuton Affinity
A character with this concentration is able to utilize Kuuton, and advanced form of Fuuton, and can make and use any custom or archived jutsu that require the Kuuton affinity. Kuuton has an pressuring effect. Those without the Elemental Specialization cannot make custom Kuuton jutsu.
Passive (Pressure)Show
Kuuton users chakra to create pockets of pressure in a specific direction. Through the use of these technique Kuuton users can launch objects away from them, pull things in to a specific place, or crush things down into the ground. Kuuton jutsu operate off a focal point, and always move towards or away from that focal point. This means that all Kuuton jutsu cover some sort of area, and only effect what is within that area.
Raiton AffinityShow
Raiton Affinity
A character with this concentration is able to utilize Raiton, and can make and use any custom or archived jutsu that require the Raiton affinity. Raiton has a shocking effect.
Passive (Shocking)Show
Raiton has the effect of shocking, which means causes it's effect to be diffuse upon impact. In organic material, this causes nervous stimulation which results in numbness, tingling, loss of sensation, and sometimes paralysis. In inorganic material, this means that the strength of the jutsu diffuses across an area 2x the size of the attack. In a jutsu that creates a lightning ball 2m in diameter, if it struck a wall the size of the attack would cover a 4m area.

Additionally, the strength of the nervous effect on organic material from raiton jutsu is determined by the ninjutsu stat requirement.
  • 1-10 Ninjutsu Requirement : Tingling, acute numbness
  • 11-20 Ninjutsu Requirement: Loss of Sensation
  • 21-35 Ninjutsu Requirement: Localized Paralysis
  • 36+ Ninjutsu Requirement: Diffuse Paralysis
Taijutsu
Upper BodyShow
The fundamental skill of the [Upper Body] indicates the user’s proficiency with using their arms, chest and head in various ways to facilitate their use of related Taijutsu.
Lower BodyShow
The fundamental skill of [Lower Body] indicates the user’s proficiency in using their legs and feet in many different ways to facilitate their use of related Taijutsu.
AcrobaticsShow
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.
PerceptionShow
The fundamental skill of [Perception] describes the user’s practiced methods of more keenly focussing their senses for a short time. This facilitates their use of related Taijutsu.
Genjutsu——————

Jutsu
Clan NinjutsuShow

~Dosatsugan – Rapid Recall
D-Ranked Ninjutsu
By quickly using their Doujutsu, the clan member can recall a small portion of any memory in a fraction of a second, in order to recall specific details such as clones, Genjutsu triggers, and the like. This takes almost no strain to perform, and as long as the Doujutsu was active at the time of the event, The clan member can recall the detail with pinpoint accuracy and speed

~Dosatsugan – Recall -Transcription
D-Ranked Ninjutsu
Prerequisite: ~Dosatsugan – Recall – Details
While their eye is active and the user has access to writing materials, they will enter a trance like state while recalling a memory in full detail. The Henrin will proceed to transcribe anything they might have seen onto paper, this can be anything from a book they might have read to drawing a portrait of a person they might have seen. The process itself can take anywhere from a post to 5 posts depending on the complexity of the transcription they're performing

~Dosatsugan – Recall – Implantation
D-Ranked Ninjutsu
While the Dosatsugan is active, the Henrin will perform a series of hand seals before laying both their hands upon a persons head. They will then proceed to lock eyes with them as they implant a memory of their choosing into the target from their own mind. This memory implantation is temporary but it allows the Henrin to share information with another person more easily. While the person won't recall all the exact details like the Henrin would(unless they are a Henrin), they can interpret the majority of the information transmitted into their brain. This implanted memory will only last for 2 posts before it fades from the recipients mind.

~Lingering Way – Trail of the Lesser Heel
D-Ranked Ninjutsu
After performing a series of hand seals, the Henrin is able to release chakra from their legs that creates a small chakra shell that mimics their legs exact movements. If the Henrin kicks something, the Tracer will strike at it as well, creating a follow up hit. Primarily used with Ryuusei Ken, these Tracers have the capability of following their leg movements with a speed of 6 and impacting with a strength of 4. Tracers only seem to be useful in melee compact. These leg Tracers will last for a total of 4 posts before dissipating as they seem to passively exist within the Henrin's legs when not following their movements.

~Lingering Way – Trail of the Lesser Hand
D-Ranked Ninjutsu
After performing a series of hand seals, the Henrin is able to release chakra from their arms that creates a small chakra shell that mimics their arms exact movements. If the Henrin punches something, the Tracer will strike at it as well, creating a follow up hit. Primarily used with Ryuusei Ken, these Tracers have the capability of following their arm movements with a speed of 6 and impacting with a strength of 4. Tracers are incapable of adding in hand seals and only seem to be useful in melee compact. These arm Tracers will last for a total of 4 posts before dissipating as they seem to passively exist within the Henrin's arms when not following their movements.

~Lingering Way – Trail of the Adept Hand
C-Ranked Ninjutsu
An improved version of Lesser Hand, this technique functions the same save for the simple fact that the Tracers are stronger and fast. After performing the necessary hand seals, the Henrin will create a small chakra shell that mimics their arm movements exactly. These Tracers will strike at anything the Henrin punches at, acting like a follow up attack, yet they are unable to aid in the performing of hand seals. Primarily used with Ryuusei Ken, these Tracers have the capability of following their arm movements with a speed of 12 and impacting with a strength of 8. These arm Tracers will last for a total of 4 posts before dissipating as they seem to passively exist within the Henrin's arms when not following their movements.

~Lingering Way – Trail of the Adept Heel
C-Ranked Ninjutsu
An improved version of Lesser Heel, this technique functions the same save for the simple fact that the Tracers are stronger and fast. After performing the necessary hand seals, the Henrin will create a small chakra shell that mimics their legs movements exactly. These Tracers will strike at anything the Henrin kicks at, acting like a follow up attack. Primarily used with Ryuusei Ken, these Tracers have the capability of following their leg movements with a speed of 12 and impacting with a strength of 8. These arm Tracers will last for a total of 4 posts before dissipating as they seem to passively exist within the Henrin's legs when not following their movements.

~Lingering Way – Trail of the Lesser Body
C-Ranked Ninjutsu
After performing the necessary hand seals, the Henrin will proceed to create a small chakra shell around their arms and legs. A multi-limb version, Lesser Body allows the Henrin to more readily utilize Tracers with Ryuusei Ken, the sole drawback being that these Tracers are only as strong as their D Rank counterparts. Like the other Tracer techniques, these will mimic the exact movements of the Henrin with a speed of 12 and strikes at things the Henrin strikes at, hitting them with a strength of 8. The Tracers are only usable in melee combat and the arms are unable to be used in the aid of hand seals. These arm Tracers will last for a total of 4 posts before dissipating as they seem to passively exist within the Henrin's arms and legs when not following their movements.

~Dosatsugan – Recall – Scenery
C-Ranked Ninjutsu
By using their Dosatsugan to 'record' and look at a type of scenery, the clan member is able to recall the scenery, and, going above that, see the scenery in almost any angle. The reconstruction is done entirely by their eye, letting them 'see' in each different part of the area. However, there are limitations. This doesn't allow them to actually see through anything, but, the eye 'fills in' what isn't there. So, if someone is hiding by a bush, they would see a normal bush. This takes a full post to complete the picture, so other Dosatsugan jutsu cannot be used.

~Dosatsugan – Recall – Details
C-Ranked Ninjutsu
By seeing and recording any specific event, the clan member recalls the event, and then replays the event in their head, but in a more specific manner. In doing so, they are able to memorize the minutest detail, from number of buttons on a shirt to the number of pebbles on the ground. However, doing so takes a big strain on the user, making this unable to be used in battle, unless they have two full posts to concentrate on recalling the memorizes and pick out the details.
Ryuusei KenShow
~Ryuusei Ken – Heavenly Impact
D-Ranked Taijutsu Discipline
This is more of a base technique, rather than a specific one, but, while using kicks and punches, the user waits for exactly the right moment, then, in a flash of movement, strikes with all of their power. If the average of the opponents Taijutsu and Instinct stats is lower than the users Speed, the strike itself appears as if no movement was made.

~Ryuusei Ken – Spinning Star
D-Ranked Taijutsu Maneuver
The user of this technique will quickly somersault forward with one of their legs outstretched, aiming to slam it down into the opponent as they come down. Aiming for the head and shoulders, the Henrin will attempt to injure their opponent in the hopes of hindering their arm movements or disorienting them briefly.

~Ryuusei Ken – Rising Star
D-Ranked Taijutsu Maneuver
Tumbling forward into a roll, the Henrin will roll along the ground toward their opponent before putting their hands against the ground and launching themselves into an upward kick aimed at the opponents head. The user usually uses this to close the gap between themselves and their opponent, using the kick to try and launch them into the air if their they have more strength than their opponent.

~Ryuusei Ken – Split Star
D-Ranked Taijutsu Maneuver
The attack is a simple two-handed pushing motion palm strike delivered from around the level of the Henrin's abdomen. The simplicity of the technique masks the substantial power behind it as they thrust both palms into their opponent in an attempt to knock them back in an attempt to unbalance them.

~Ryuusei Ken – Skipping Star
D-Ranked Taijutsu Maneuver
From their stance, the clan member will lunge forward their opponent in a leaping stride. As the make this leaping stride, they will attempt to lunge into them, fist-first, in an attempt to smash into them with all their might while closing the gap between them quickly.

~Ryuusei Ken – Grounded Star
D-Ranked Taijutsu Maneuver
Going into a roll after launching themselves forward, the clan member will tumble toward their opponent before righting themselves into a kneeling position that ends with a crouching punch toward the opponents lower body.

~Ryuusei Ken – Shooting Star
D-Ranked Taijutsu Maneuver
This attack is a simple in nature, while being approached by the opponent, the clan member will hop up. During the hop they will bring up their back leg into a snap kick aimed at the opponent's head, shifting to their other leg as they land.

~Ryuusei Ken – Arcing Star
D-Ranked Taijutsu Maneuver
While engaging an opponent in close quarters combat and making use of their Taijutsu skills and doujutsu, the Henrin will hop up while performing a back flip. Extending their leg, they will aim this flip kick towards an opponents chin in the hopes of injuring them.

~Ryuusei Ken – Stardust
C-Ranked Taijutsu Discipline
Prerequisite: Dosatsugan active
Since the clan member has the ability to remember exactly where they hit, they are able to utilize their Taijutsu skills to their maximum ability. Rather than putting their full power into each hit, they purposefully tone down their own hits, making their moves also just ‘barely’ miss, while in fact they are hitting with an incredible accuracy along with using the maximum power possible for the style. In doing so, each actual hit barely feels like anything at all, until the ‘final’ hit. This will make it seem like a whole lot more power was in the actual hit, due to the previous damage, while also causing a massive pain throughout the target’s body.

~Ryuusei Ken – Soaring Comet
C-Ranked Taijutsu Maneuver
Prerequisite: ~Ryuusei Ken – Stardust
An advanced form of Rising Star, the clan member will roll to close the gap between them and their opponent before forming an upward flying dropkick to try and knock their opponent up into the air. However, this technique can go further if the Henrin is able to land the first hit. They are able to perform a series of pedaling motions to kick the opponent multiple times.

~Ryuusei Ken – Orbiting Comet
C-Ranked Taijutsu Maneuver
A repositioning move within Ryuusei Ken, the Henrin will attempt to lunge toward their opponent and grab them by the shoulders. Should they prove successful in this grapple, they can use their opponent as leverage and flip over them, landing on the other side of them. This can be used to position the clan member behind their opponent for either further Close Quarters Combat, or to place them in harms way should a projectile attack be inbound.

~Ryuusei Ken – Shredding Comet
C-Ranked Taijutsu Maneuver
Prerequisite: ~Ryuusei Ken – Stardust
Shifting toward their opponent, the Henrin will begin forward-stepping toward their opponent while performing a series of open palm slashes. Usually performing three to five of these in a row to make use of Snapshot in an attempt to injure their opponents to the best of their ability.

~Ryuusei Ken – Forceful Comet
C-Ranked Taijutsu Maneuver
Prerequisite: ~Ryuusei Ken – Stardust
Leaping upward, the Henrin will kick while performing a series of spinning motions. They will kick with every full rotation they perform(up to four kicks), usually using this move to counter an opponent that is coming at them from the air or to attempt a flurry of blows against an opponent trying to back away from them on the ground by leaping forward instead of upwards.

~Ryuusei Ken – Slamming Comet
C-Ranked Taijutsu Maneuver
The attack is a simple, yet strong, forward-stepping straight side kick. Usually the user will close the gap with some rapid movements before planting one foot firmly on the ground to give way to the attack. Raising the leg they will kick with, the user will thrust it forward towards the opponents stomach or lower back.

~Ryuusei Ken – Breakthrough Meteor
B-Ranked Taijutsu Discipline
After years of training in their style and developing their skills in acrobatic movement, the Henrin mind is capable of looking for gaps or openings in an opponents offense or defense. Even the slightest of shift in stance would give way to a Henrin's eye to detail in dismantling and exploiting any openings in an opponents guard. These openings can be anything from a place to land a blow to a space where they can slip between the gaps through their acrobatics.

~Ryuusei Ken – Skyward Meteor
B-Ranked Taijutsu Maneuver
Prerequisite: ~Ryuusei Ken – Stardust
Rolling forward to close the gap between them and their opponent, the Henrin will push themselves into an upward kick with both legs to knock their opponent into the air. Should they succeeded, they can attempt to perform a flurry of kicks as they travel up with opponent before finishing with two forward high kicks to the face that would send the opponent hurtling away.
Skitter StepShow
*[Skitter Step • Stop]
E-Ranked Taijutsu Stance
Prerequisite: Any form of Senses Open used.
The user will make a fist with their right hand, and place it against their palm with their left hand, against their chest. This calms the users senses and returns them to a centered state.

*[Skitter Step • Outside Dodge]
D-Ranked Taijutsu Discipline
Prerequisite: A form of Senses Open used.
The counter Discipline to Inside Dodge. Having mastered this Discipline, when the user is actively using Skitter Step, should they be in close quarters combat, their body instinctively dodges to the outside of an attack which forces them to be constantly moving around their opponent. These dodges are only successful if their average [Tai+Instinct+Speed /3] is greater than the speed of the attack.

*[Skitter Step • Reject]
D-Ranked Taijutsu Discipline
Prerequisite: A form of Senses Open used.
The counter discipline to Accept. When faced with an extended limb, may it be an arm or leg, a master of this discipline will always bat at the extended limb with full force, typically aiming for the joint of the limb in order to cause it to collapse.

*[Skitter Step • Accept]
D-Ranked Taijutsu Discipline
Prerequisite: A form of Senses Open used.
The counter discipline to Reject. When faced with an extended limb, may it be an arm or leg, a master of this discipline will always reach to capture the extended limb with one hand, typically aiming for the most distal portion of the limb. This gives them an opportunity of controlling their opponent.

*[Skitter Step • Senses Open]
C-Ranked Taijutsu Stance
The main jutsu of the Skitter Step, Senses Open does exactly what the name states. The user takes a moment to focus their bodies, then releases it. While in this stance, the users sensory input is increased, allowing them to receive more information quickly. This causes a +2 in Taijutsu, and a +4 in speed, but a -3 in Ninjutsu and -3 in Control. This stance will remain in effect until deactivated by [Stop]. Practioners of this technique will find themselves fidgetting and constantly moving, which can make it difficult for them to use this style while on stealth missions.

*[Skitter Step • Instinctive Draw]
C-Ranked Taijutsu Discipline
Prerequisite: A form of Senses Open used.
Should a user learn this Discipline, any time a projectile is launched at them is picked up by their senses, the user will instictively draw their a weapon of their own and bat at the weapon to knock it away. If their average [Tai+Instinct+Speed /3] is greater than the speed of the projectile, they'll succeed.

*[Skitter Step • Snap Kick]
C-Ranked Taijutsu Maneuver
Prerequisite: A form of Senses Open used.
The user performs a quick snap kick forwards, or, if needed, a snap kick to either side by bringing their leg up and kicking outwards. If "Senses Open" was previously used, the user is able to quickly and instinctively kick out in about any direction and even able to do a turn on their heel, then kick what was behind them.

*[Skitter Step • Pounce]
C-Ranked Taijutsu Discipline
Prerequisite: A form of Senses Open used.
Because of the Skitterer's paranoid nature, they can slightly sense things around them. At a slight hint of an attack, the user will jump out of the way in the opposite direction of the attack, letting them dodge projectiles or jutsu.

*[Skitter Step • Roll]
C-Ranked Taijutsu Discipline
Prerequisite: A form of Senses Open used.
Masters of this discipline are recognize the importance of evasion, and have trained their bodies to roll naturally. When faced with an attack from the chest up, that cannot be deflected, the user will naturally drop their body into a roll and roll to the right or left, which ever grants the user better positioning. This dodging technique only works if the users [Taijutsu+Instinct+Speed/3] is greater than the speed of the attack.

*[Skitter Step • Total Senses Open]
B-Ranked Taijutsu Stance
An advanced version of "Senses Open." The user floods chakra to their senses, which expands their usage even more, causing them to hear every minute sound, but a loud sound won't cause them to go deaf or anything of the like. The user also can start to hallucinate if they stay in this stage too long (5 posts). Everything that is able to be heard, the user hears. Everything that is able to be seen is able to be seen. The user, to anyone else, will appear to have gone completely crazy. This causes a +4 in Taijutsu, +5 in Speed, but a -4 in Ninjutsu, and -5 in Control.

*[Skitter Step • Aerial Dance]
B-Ranked Taijutsu Discipline
Prerequisite: A form of Senses Open used.
Masters of this Discipline have taught their body to function, always, regardless of position. This means that even while in the air the user is able to functionally react with any disciplines they've trained, so long as they don't require footing.

*[Skitter Step • Counter Strike]
B-Ranked Taijutsu Discipline
Prerequisite: A form of Senses Open used, Inside Dodge or Outside Dodge
An advancement of their previous disciplines, Counter Strike focuses on combing a dodge with instantly attacking. whenever Inside dodge or Outside Dodge are activated, the user will instinctively strike as they dodge, throwing a punch into the openings created by the dodge.
FuutonShow
*Fuuton • Vortex Screw
D-Ranked Fuuton Jutsu
After doing the needed hand seals, the user creates a small vortex of Fuuton chakra around a projectile in their hand that spins with a strength of 5. This causes the projectile to corkscrew through the air, allowing it to travel an extra 10m and applying the Fuuton passive when thrown. This doesn't make the projectile any faster, only increases its range and ability to cut.

*Fuuton • Redirection
D-Ranked Fuuton Jutsu
After performing the needed hand seals, the user covers a projectile they are holding in fuuton empowered wind. Then, when the weapon has been thrown as normal, the user is able to change it's direction by up to 90 degrees once with no drop in momentum on the projectiles part. This technique only lasts one post.

*Fuuton • Wind Bullet
D-Ranked Fuuton Jutsu
After performing the required hand seals, the user expels a basket ball sized ball of wind from their mouth. This ball of wind travels up to 20m at 5 speed, and explodes with the strength of a single explosive tag on contact with solid matter or at the end of its range.

*Fuuton • Gale Blade
C-Ranked Fuuton Jutsu
After forming the necessary hand seals, the user coats their weapon in a vortex of wind. This extends the weapon's range by 1m while not adding anything to its weight for 5 posts. It also causes the weapon to gain an edge as sharp as your average sword. This also applies the fuuton passive with a strength of 10 on contact with an opponent.
KuutonShow
*Kuuton • Arise
D-Ranked Kuuton Jutsu
After performing the necessary hand seals, the user will kneel down and touch the ground. This will cause the ground around them for 5 metres in every direction to become a focal point. All things within this area will be thrust into the air for 8 metres, unless they resist it with a strength higher than 5.

*Kuuton • Fire the Reserve
D-Ranked Kuuton Jutsu
After performing the necessary hand seals, the user will raise up to 3 projectiles which will hover approximately 1.5m off of the ground in mid air, and set them facing in a single direction. They are then able to cause them to be launched in that direction with 5 speed and 5 strength at any time over the next 3 posts, even immediately. If they are not fired during this time, the projectiles will simply drop to the ground.

*Kuuton • Golden Delivery
C-Ranked Kuuton Jutsu
After performing the necessary hand seals, the user surrounds a projectile they are holding with vectors. Once they throw the projectile, anything it comes within 10 metres of on its flight path will be violently pushed away from it with a strength of 10. This technique only lasts a single post.

*Kuuton • Heavenly Push
C-Ranked Kuuton Jutsu
After performing the necessary hand seals, the user selects a single object within 15 metres of themselves. They are then able to cause it to be pushed away from them using vectors with a strength of 10.
RaitonShow
*Raiton • Shock Double
D-ranked Raiton Jutsu
After performing the correct hand seals, the user will create a copy of themselves out of Raiton chakra. The clone will be able to move with the stats labelled below, while also exploding with the force of a single exploding tag upon death (which also applies the raiton passive effect). The clone will only last for 3 posts.
▪Taijutsu: 2
▪Stamina: 1
▪Strength: 1
▪Speed: 2

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

*Raiton • Voltaic Zone
C-ranked Raiton Jutsu
After performing the correct hand seals, the user will seep Raiton chakra in an area around them with a 20m diameter. This will produce an electric current on the ground in this area visible as crackling lightning on the surface. Any other than the user who step into this zone will have the shocking effect applied and their legs will sustain first degree electrical burns. This current lasts 3 posts, while it ends immediately if the user leaves the area.

*Raiton • Jamming Pulse
C-ranked Raiton Jutsu
After performing the correct hand seals, the user emits a wave of electricity from their palm in a single direction. This is produced as a 10m wide line which extends 2m into the air and travels up to 25m from the user at 10 speed. The wave will apply the shocking effect and reduce the speed of any living thing it strikes by 5 points for 3 posts by electrically interfering with the brain's nervous signals.

*Raiton • Golden Birds
C-ranked Raiton Jutsu
After performing the correct hand seals, the user creates two orbs of lightning the size of basketballs slightly above their head. They are then able to direct these orbs at a speed of 10 at their will, however they may not move while doing this. These orbs cannot leave a 40m diameter around the user, and detonate with the power of a single explosive tag each on contact with a solid. These orbs last a maximum of 4 posts, and may be self destructed at any moment in their lifespan at the user's will.
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