Karagata, Rokuro

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Karagata, Rokuro

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KARAGATA ROKURO
'RUNAR'




["By Blood, to Valhalla."]

General Information Age: 24
Gender: Male
Height: 6' 5''
Weight: 235 lbs
Physical Features:
  • Face/head: Runar has dark brown hair, though he keeps both sides of his head shaved and the rest long and in braids running down his back. He'll often keep these braids gathered into a ponytail at the back of his head or the base of his skull to keep it out of his way. His eyes are a a very deep sea green. He keeps most of his emotions buried, though is often thought to be frustrated or stifling anger judging by his facial expression, though that is just the expression he always bears.
  • Body: Runar is well built and very strong in his appearance. Much of that build is in his upper body, chest, shoulders, upper arms, and stomach. His flesh is riddled with scars and tattoos, the former of which none really seem much more noteable than the others.
  • Notable Features: Runar's body is littered with tattoos. He has them on either side of his head, where he keeps it shaved. He also has them across his chest, back and upper arms. His forearms and stomach remain bare for now. Each set of tattoos, though they appear to go together in design, each piece is representative of successful battles and raids he has taken part in.
Clothing/Accessories: Runar wears a simple pair of dark brown pants and dark boots. Armor is not typical for the man and while out in public he wears a simple dark brown shirt, he often heads into battle without a shirt, showing off his tattoos and scars, marks of previously won battles. At most he'll wear fingerless gloves and forearm guards with pieces of chainmail on them.

Personality:
  • General: Runar is an oddly rational person despite how he tends to be in battle. For the most part in his day to day he tends to be fairly quiet and keeps to himself. He's well aware of his own penchant for violence and how quick he is to anger and as such tends to avoid people and spends much of his free evenings drinking though its difficult to get him drunk. The man has very few friends. These are people he is very protective of, nearly to a fault. Though his loyalty is of course to Kiri first, his second would be both to family and friends. His true joy of course though is raiding along the shores outside of Kiri, spilling blood for self and village.
  • Hopes/Dreams: His greatest hope/dream is to die a warrior's death, and attain entrance to Valhalla where he may drink and fight alongside gods and heroes alike.
  • Fears: His greatest fear is to die completely dishonored, being banished from the joys of the halls of Valhalla.
  • Combat Mentality: In battle Runar prefers to use taijutsu. He revels in bloodshed and shredding his enemies at the end of his blade or by using his fists.

History The most notable thing about Runar's history and his family is probably their odd beliefs. While in the world of Kiri and even in the Karagata religion is not a strong theme, Runar's particular family has picked up a religion from a foreign land. His grandfather was the first to embrace it. It is something Runar and members of his direct family keep very personal to themselves and so not much is known about it aside from what some may overhear while Runar is in battle. Often he speaks of Valhalla, a place similar to heaven known only as Valhalla. A great hall where warriors and heroes of old fight and feast, telling stories of their own heroic acts and deed within battle. Earning a place in Valhalla seems to require a death in battle or some heroic act.

Runar himself was born Karagata Rokuro, the sixth of eight children overall. He has only two sisters among his siblings, the rest all being boys who, like him, were born to a life of raiding for the sake of driving the fear of Kiri into the hearts of outsiders. A tough child from a young age, he proved a handful in the academy with a strong desire to fight, often picking fights with his classmates over even simple tasks. Meeting his tasks in order to graduate wasn't the hard part, just getting along with his peers, a fact that didn't necessarily improve when he became a Genin.

As a Genin, Rokuro was placed in a rivalry against a girl he repeatedly underestimated. During his time in the academy he picked on her often, knowing he was physically far stronger than she was or could be. But while the girl was physically weaker than him, she had strengths in other areas, namely in Genjutsu. Rokuro of course had no idea of this, having taken next to no time to really learn of it himself. All the times she trained the girl lost against him in spar after spar, all while training her genjutsu in secret. Even on days when she was bloody, bruised, and bore broken bones from her partner's attacks, she refused to use her greatest strength. She played the long game when it came to tactics and when the day came for the pair to fight one another to become a Chunin, she finally played her most valuable card. In their Chunin fight the girl absolutely destroyed Rokuro. In the final moments of the battle the boy, though already nearly the size of a man, was left on his knees shaking and terrified of whatever horrible vision she had left him in. He felt weak, he felt broken, and he absolutely hated the feeling. But he couldn't hate her for it. Days later the boy was at her doorstep, thanking her for reminding him what weakness was before he set himself back to training for his next test. This defeat was the first piece that taught Rokuro the importance of controlling his temper in the right scenarios, that a composed mind was necessary before the spilling of blood.

His next attempt at the chunin exam was much simpler, but not necessarily because his opponent was easier. Armed with a more composed mind Rokuro had a better chance at recognizing Genjutsu and powering through it when he couldn't dismiss it. Fortunately for him though, this opponent only knew D rank level Genjutsu techniques. Once he defeated this opponent his family finally introduced him to a part of their own role, and showed him how they sailed to raid the countryside. It was then that he was given his nickname 'Runar', a name he uses more often than his legal name from this point onwards. The name is a gift, a sign that he is truly a part of his family's traditions now.

His first raid did not go well, and Runar was left with more than a few scars as a result. But at least one of those scars was earned for saving the life of one of his brothers. As a result the boy received, at age 16, his first tattoo just above his right ear. His hair style began as well. Both sides of his head were shaved and his first braid formed when there was hardly enough hair to do it. Among the lessons learned, Runar learned his mistakes from his first raid and took those lessons into his second. Over time, raid after raid, Runar began to get the hang of it, and truly began to satisfy his lust for blood.

Since raids only happened through the summer months, of course Runar filled his time otherwise with missions for the village like every other shinobi, loving the chances he could take to shed some blood in the name of the village, and to improve his chances for Valhalla. After a handful of successful raids and missions, Runar finally made his way to Special Jounin. Though Runar had always been strong and built rather large, this was the time period in which he really began focusing on his own physical prowess.

As a Special Jounin Runar was finding himself strangely focused on his own advancement, but it wasn't just about rank. This was a time period in his family where he and his brothers were fighting to prove themselves, every one of them looking for their chance to begin leading raids without the oversight of their father. It was during this time the brothers were often seen arguing loudly, and even physically fighting. In a move that surprised his parents, Runar himself avoided these arguments and fights like the plague. Despite being one of the younger members of his household he also was often seen trying to convince his brothers to cease their fighting, if only because they were brothers. It didn't always work, and the second oldest brother died in a 'training accident' during this time, the cause a thing still in question to this day.

When Runar became a Jounin, he was gifted with his own ship. Despite his age compared to his siblings, he was given this ship because of the level head he had demonstrated while all the others fought, as well as how deadly the man was during raids. He had proven himself as a warrior and a fighter by his family's standards, and hopes now to do the same in the eyes of his gods that he might earn a place in Valhalla.
Battle Information Village: Kirigakure No Sato
Rank: Jounin
  • Ninjutsu: 10
  • Taijutsu: 35
  • Genjutsu: 5
  • Stamina: 25
  • Control: 5
  • Strength: 50
  • Speed: 50
  • Instinct: 20
Equipment:
  • x1 Saga style shield with dragon worked in behind the symbols. Shield is four feet tall and slung on back when not in use. (Link for design)
  • x2 Tomahawk axes, one and a half feet long, both strapped to right hip. (Link for appearance)
  • x1 dagger, 8 inch blade, strapped to lower back/top of belt. (Link for appearance)
  • x1 Short Sword, On Back between shield and back, hilt towards his right side, two feet long blade. (Link for Appearance)
Affinity: Doton
Taijutsu Specialist Having devoted their lives to mastering the art of taijutsu, this shinobi is classified as a Taijutsu Specialist. Taijutsu specialist are able to devote a total of 10 concentrations to taijutsu, unlike most people who are capped at 8. However, they are only able to devote a max of 5 concentrations to genjutsu, and a max of 5 concentrations to ninjutsu.

As a Taijutsu Specialist, Runar is able to utilize taijutsu concentrations reserved for specialists, and is able to enter the God Tier [45+] on select stats, and meaning as a specialist they can select stats to break into the God tier. These stats can only be Taijutsu, Stamina, Strength, and Speed.
Abilities and Concentrations
Abilities
First Ability:
Fenrir
Whether a gift from the gods or a curse, Runar isn't sure. But the man has found he is able to transform into the shape of a great wolf, or by some standards, a direwolf. When transformed he stands at five feet tall when on all fours, his fur is jet black and his eyes are a bright red. Aside from his size the only other real sign that he isn't a normal wolf is that his tattoos still show. The tattoos show as patterns in the fur as pale silvery markings. He maintains all his normal stats in this form.
Second Ability---------
Third Ability-------------
Concentrations
Ninjutsu
Doton:
Doton Affinity
A character with this concentration is able to utilize Doton, and can make and use any custom or archived jutsu that require the doton affinity. Doton has a passive enduring effect.
Passive (Enduring)Show
Doton has a passive effect of Endurance, which means that it's power is retained throughout the entirety of the jutsu. All of a single doton jutsu retains the strength of the jutsu, even after the jutsu has been destroyed, and unlike other jutsu, doton does not fade when destroyed. This means that if a doton barrier with 25 strength is cut in half and falls to the ground, a part of that barrier could be picked up and carried as a hand held shield which would still have 25 strength, despite being a fractured part of a jutsu. This creates incredibly potent defenses, making doton a popular affinity among defensive fighters.
Taijutsu
Upper Body:
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.
Perception:
The fundamental skill of [Perception] describes the user’s practiced methods of more keenly focussing their senses for a short time. This facilitates their use of related Taijutsu.
Hafted Weapons:
The fundamental skill of a Hafted Weapons indicated the user’s proficiency with various axes, blunt weapons, flails and the like. This facilitates their use of related Taijutsu.
Lower Body:
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.
Medicine:
The fundamental skill of [Medicine] describes the user’s mental and physical ability to perform traditional and mainstream medicinal practices. This facilitates their use of related Taijutsu.
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.
Genjutsu[Place them here]

Jutsu
Ryōte Taijutsu Style:
The Ryōte Taijutsu style is a style of fighting specifically used by a part of the Karagata family who raids the shores and behaves more like Viking than Ninja. This style requires the use of two axes or an axe and shield combination (dual weapon fighting). The style is about bloodshed and taking down a target in the quickest and even most brutal fashion. Due to its use of axes it also often requires continuous movement and motion to build up the proper momentum.
Concentrations Required: Upper Body, Hafted Weapons, & Perception
D-Rank

[Ryōte • Ready Offense]
D-Ranked Taijutsu Stance
The user stands ready with an axe in either hand and ready to attack. However unlike most stances, this stance is not about standing still. The feet will move as they turn and spin the axes in their hands, the user will take steps to turn back and forth or all the way around, keeping a constant motion and momentum going with their weapons.

[Ryōte • Ready Defense]
D-Ranked Taijutsu Stance
The user stands ready with a shield in one hand and an axe in the other, ready to defend themselves against an attack from their target. The shield will always be held up in front of them, ready to react.

[Ryōte • Guarded Strike]
D-Ranked Taijutsu Maneuver
The user keeps their shield up but steps forward to strike at the target with their axe. This strike is always done with the shield still up in front of them to prepare for a counter strike.

[Ryōte • Dual Striking]
D-Ranked Taijutsu Maneuver
Prerequisites: [Ryōte • Dual Wielding]
With an axe in either hand the user moves forward to strike at their opponent. This is a simple and straightforward strike with either hand or both, and as part of this the user will try to keep their movement going often sidestepping with the strike to attack from another vantage point shortly after.

[Ryōte • Ambidextrous]
D-Ranked Taijutsu Discipline
The user has dedicated enough time to their work within this taijutsu style that they can use their off hand with the same strength, speed, and dexterity as their dominant hand.

C-Rank

[Ryōte • Dual Wielding]
C-Ranked Taijutsu Discipline
Prerequisites: [Ryōte • Ambidextrous]
The user has dedicated enough time to their work within their taijutsu style to build off the Ambidexterity technique and not only wield with either hand, but use weapons in either hand simultaneously and without sacrificing their effectiveness in battle.

[Ryōte • The Raven's Path]
C-Ranked Taijutsu Maneuver
Using both axes, one in either hand, the user cuts a swath through a group of targets. The user must remain moving, slicing on either side as he runs or turns and spins his way through the group. Strikes are typically aimed for throats and torsos, aiming to cause the most bloodshed in the shortest amount of time.

[Ryōte • The Dwarf's Charge]
C-Ranked Taijutsu Maneuver
Wielding a shield in one hand and an axe in the other, the user charges their target, aiming to slam into them with their shield and follow up with an attack with their axe from over, under, or the side of the shield. These strikes may come fast and repeated in order to cause the most damage in the shortest amount of time the user can manage.

[Ryōte • The Wolf's Maw]
C-Ranked Taijutsu Maneuver
Using two axes in tandem, the user makes two different strikes at the same moment. One axe comes under the target aimed for the groin or the lower abdomen, the other comes from over aimed for the shoulder or head of the target.

[Ryōte • The Hero's Tact]
C-Ranked Taijutsu Maneuver
Using a shield and axe, the user strikes at the target with their shield, using their shield to knock aside whatever weapon is in the user's hands to open them up for the follow-through, a strike of the axe directly into the neck, shoulder, or upper torso.
Quote:
Bone Breaker Style was created by shinobi in order to disable another fighter quickly in a fight to prevent them from utilizing limbs, and weathering the opponent down by short powerful strikes aimed at weak spots in the skeletal structure to fracture or break entirely. The style is strongly based off the strength and taijutsu skill of the user. If a user is strong they can snap bones easily, but if they are uncoordinated the style is essentially useless, same if it was the other way around, a weak person cannot snap bones no matter how well they're coordinated. The style is an utterly brute and ruthless one used to typical lethally injure or disable an opponent for other means.
Requires a Minimum of 5 Strength and 5 Taijutsu
Requires Upper Body, Lower Body, and Medicine Concentrations
D-Rank

*Fault Line
D-Rank Taijutsu Maneuver
The user throws a palm strike towards an opponents leg utilizing all their momentum and force by swinging their shoulders and hips, the user strikes the opponents thigh. It would cause immense discomfort and a hairline fracture, and if the opponent continues to try to utilize the limb further straining it very badly could turn the hairline fracture into a full severe fracture. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.

*Quaker
D-Rank Taijutsu Maneuver
Pre-Requisite: 10 strength.
This taijutsu utilizes the weaker spot of the fibula in the calf to snap the soft bone to create intense pain in their calf making them unable to stand or create immense pain on the damaged leg. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.

*Stop Pointing
D-Rank Taijutsu Maneuver
Pre-Requisite: Deft Hands Concentration
This technique requires the user to get close and personal and grab the opponent and force them into an armbar. Once the opponent is forced into an armbar the user must then open up their fingers and bend them back with immense force until they break or dislocate. This prevents the opponent from forming handseals unless they relocate their fingers or mend the bone breakage. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.

*Drunk Goggles
D-Rank Taijutsu Maneuver
The user claps their opponent's ear with the palm of their hand swinging wide to gather as much force as possible before smashing it causing bleeding and a ringing sensation in the opponent's ear. This also cause an influx of pressure in their ear canal making the opponent off balance. It will create a painful ringing, unbalance, and hamper their hearing. This causes the victim to experience a -1 taijutsu debuff. The effects of this jutsu last for 3 posts. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.

*Right in the Sniffer
D-Rank Taijutsu Maneuver
The user positions themselves in a fighting stance and performs a quick jab with their dominating hand striking their opponent's nose attempting to break the cartilage causing immense pain and hampering their sense of smell as it fills with blood. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.

C-Rank

*Radius Locator
C-Rank Taijutsu Maneuver
Pre-Requisite: 10 strength
The user sidesteps to whichever side their opponent throws a punch from and grasps their striking arm with their corresponding arm, and then the user raises their free arm high into the air locking it into an elbow striking angle before bringing it down with all their might striking the opponent's radius bone breaking it into two creating a clean break. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.

*Look Over There
C-Rank Taijutsu Maneuver
The user throws a right or left hook twisting on the ball of their foot to add some extra force slamming their fist into the side of their opponents face around the orbit socket. Once making contact the blow will cause bleeding and swelling in the opponent's afflicted eye causing them to go temporarily blind until they receive medical attention. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.

*Pelvis Grinder
C-Rank Taijutsu Maneuver
Prerequisite: 10 Strength
The user grabs the opponent by the shoulders and attempts to knee them in their pelvis with all their force using the hard part of their knee causing a fracture inhibiting the opponent from sprinting or running, and causing them to stand at a funny angle inhibiting their ability to stand in a well fighting position. It also causes the opponent to be off their balance as they attempt to relieve the pain by putting more pressure into their knees. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.

*Spinal Chipper
C-Rank Taijutsu Maneuver
Prerequisite: 15 Strength
The user approaches behind the user or slides behind them and lowers themselves to the ground support themselves with their hands delivering a powerful kick to the opponent's spinal cord attempting to fracture their spinal disks creating a strain on them to remain standing upright or immense movement. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.

*This is a Library
C-Rank Taijutsu Maneuver
Prerequisite: 10 Strength
The user throws an uppercut, right hook, or left hook attempting to dislocate the opponent's jaw. The user will twist on the ball of their foot to add in some extra force to the strike. The opponent's jaw will dislocate causing them to be unable to speak, and unable to move their jaw. It will also cause immense pain, and swelling. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.

*Knee Bender
C-Rank Taijutsu Maneuver
Prerequisite: 10 Strength
The user gets up and close with this attack and delivers a powerful snap kick to the opponent's knee hoping to bending it backwards completely dislocating it or breaking the joint all together. This causes their opponent unable to stand on the afflicted leg without having trouble with balance. This also causes immense pain in the opponent's joint area making the injury hard to heal naturally. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.

*Humorous Humerus
C-Rank Taijutsu Maneuver
Prerequisite: 10 Strength
The user delivers an open palm strike to the opponents humerus attempting to break it clean in half with all their might to make the arm entirely unusable. This causes the opponent unable to move the affected arm or perform hand seals. The opponent will feel immense pain in their injured arm, and will have trouble moving the arm further than the shoulder. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.

B-Rank

*Cage Breaker
B-Rank Taijutsu Maneuver
Prerequisite: 20 Strength
The user dodges an opponent's strike by crouching below it, and uppercuts the opponent's chest with an open palm strike to their lower rib cage with all their strength in an attempt to break the lower ribs to debilitate the opponent's breathing. This strike if successful and acted upon with full power causes the opponent to become short of breath, and possibly cause bones to put pressure on their opponent's lungs furthering their inhibition to breath. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.

*Last Leg
B-Rank Taijutsu Maneuver
Pre-requisite: 20 Strength
The user swipes underneath their opponents feet causing an unbalance, and grabs either their left or right leg firmly grasping around their knee with their left hand the user brings down their right elbow on the opponents femur breaking it in two. This causes extreme unbearable pain, and causes their opponent to be crippled in the afflicted leg. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.

*Fight fire with fire
B-Rank Taijutsu Maneuver
Pre-requisite: 20 Strength
The user throws a punch at their opponent as their opponent is throwing a punch as well. The user aims to meet fists with the opponent, but also overwhelms them with strength. Which causes reveberations throughout the opponents arm causing several fractures in their forearm, bicep, and hand. This technique causes extreme pain, and the opponent to be crippled in the afflicted arm. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.

A-Rank

*Bane of your Existence
A-Rank Taijutsu Maneuver
Pre-requisite: 25 Strength
The user grabs their opponent by the back of the neck, and lower spinal area (preferably their waistband or belt) and hoists them high above their head. The user then takes a knee forward bringing their opponent down on their back onto the user's knee attempting to break the opponent's back entirely. This would cause paralysis immediately from the area of the spinal injury to the legs further down. This technique damages the opponent's spinal cord beyond repair of conventional medicine causing them to become a paraplegic from the waist down. This injury can be repaired through the use of surgery or very strong Iijutsu. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.


*Xylophone
A-Rank Taijutsu Maneuver
Pre-Requisites: 30 Strength & 30 Taijutsu
The user juts two palm strikes in quick sucession to the chest of their opponent which reverberates their rib cage snapping every rib, causing the opponent to suffer issues with breathing, and severe pain through their chest. For this move to be successful it requires +5 strength than the opponent. If the user has +8 strength than the opponent this move will cause punctured lungs with a completely broken rib cage.

*Pelvis Jelly
A-Rank Taijutsu Maneuver
Pre-Requisites: 30 Strength & 30 Taijutsu
The user tucks and crouches launching a barrage of quick powerful strikes to their opponents femur in an attempt to liquefy it with force and speed. This would cause immediate paralysis in the legs as the nerves immediately become pinched, cut, and severed. Damage on this scale cannot be repaired by lesser Iijutsu or conventional medicine. This is a debilitating attack which permanently leaves the opponent crippled and hurt. It causes immense pain as the opponent feels their pelvis whittled away punch after punch feeling their pelvic region turn into nothing short of powder. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.
  • 1 Strike: Pain centered in the right leg making it hard to stand on
  • 2 Strikes: Pain centered in the left leg making it hard to stand on
  • 3 Strikes: Entire pelvic region is bruised and suffering from immense pain, standing begins to be unbearable unless with a stamina stat of 9
  • 4 Strikes: Pelvis bone suffers hairline fractures
  • 5 Strikes: Pelvis bone's hairline fractures turn into full on cracked fractures
  • 6 Strikes: Pelvis bone is broken in several places causing the opponent to be a paraplegic
  • 7 Strikes: Pelvis bone starts to grind up into a loose powder
  • 8 Strikes: Pelvis bone is in the final stages of grinding
  • 9 Strikes: Pelvis bone is utterly powdered
Toryu Kenjutsu:
Toryu Kenjutsu is a sword style originating from the Land of Pebbles that focuses on not just performing kenjutsu but also weaving close quarters style taijutsu into the bladework. Toryu's specialty is not only learning to capably slash a sword with one hand but also learning to use the hands, joints, legs and even the head to make frighteningly dangerous close quarters fighters. An inelegant style, it is commonly associated with the more 'rough' samurai but in truth it's reliance on two opposing impulses and control of the body makes it one of the more difficult Kenjutsu styles to learn. While usable with most blades, experienced fighters often prefer wakizashi, ninjato and even tanto daggers instead of katana for increased mobility.
  • Requires: [Upper Body], [Sword] Concentrations
D-Rank

*[Toryu • Close Quarters]
D- Ranked Taijutsu Stance
Prerequisite: 5 Taijutsu
The signature stance of the style, Close Quarters teaches users of this style how to rapidly change the angle, position and even grip of their weapon without moving their hand from it's signature position at the user's waist for maximum versatility. Users of this style often assume a one foot forward, one back, slightly swayed stance to free up movement as well at the expense of leaving their center open.

*[Toryu • Lunging Feint]
D-Ranked Taijutsu Maneuver
Prerequisite: 5 Speed
A basic technique of the style wherein the user moves in for a basic lunge-thrust with their weapon, only to turn in mid thrust and attempt to sweep their leg under the opponent's own. This tends to be useful as a basic feint and can usually knock down those with less strength than the user who get caught by it.

*[Toryu • Guard Break]
D-Ranked Taijutsu Maneuver
Prerequisite: 5 Strength
After rushing in on a foe and initiating an attack the user waits for the opponent to guard, either with arm or weapon, before quickly lashing out with their hand or pommel of their blade and attempting to smash the guarding hand or arm aside with a wrist smash. The pain as well as damage can interrupt the guard of opponents, leaving them wide open for the initial attack to hit.

*[Toryu • Limb Lock]
D-Ranked Taijutsu Maneuver
Prerequisite: *[Toryu • Close Quarters] , 5 Taijutsu
A dangerous close quarters 'option closer', the Toryu user will sweep in close and try to slam their foot down on an opponent's as well as quickly sweep their arm around the opponent's to lock their elbow with the user's own. This technique is usually utilized for setting up blows or blocking off the weapons of dual-wielding foes and it forces the opponent to break out of the move before counter-attacking.

*[Toryu • Counter Kick]
D-Ranked Taijutsu Maneuver
Prerequisite: 5 Taijutsu, 5 Strength
The user of this technique will attempt to block the blow of his opponent with his blade, relying heavily on the durability of their weapon and their own strength to resist the strength of the opponent's attack. Should they be successful, the user will follow up with a swift kick to the target's chest or stomach to push them away and stun them, then follow up with a quick stab to the chest or stomach.

C-Rank

*[Toryu • Leg Hook Grapple]
C-Ranked Taijutsu Maneuver
Prerequisite: 15 Taijutsu, 10 Speed
A potent close quarters move that is performed by rushing at a foe and attempting to jump onto the opponent's shoulders. Then, assuming they land, the user shifts their weight in an attempt to unbalance the victim. If performed correctly on an opponent with 10 or less strength who cannot compensate for the weight and momentum it causes them to tip back or go off balance, setting up for a secondary slash or stab at their now exposed head or torso.

*[Toryu • Subversion Grappling]
C-Ranked Taijutsu Maneuver
Prerequisite: 15 Taijutsu
One of the more utilized techniques in the arsenal of the style, it involves the shifting of offense and defense, specifically utilizing the sword as a defensive weapon and the hand as the main weapon; by blocking far off the center of the clash (to the side, above, below), the user opens up an opposing swordsman or weapon specialist to punches, quick closes and even more complicated maneuvers simply by forcing their sword back for a moment. The downside of course is it lessens the overall effectiveness of the sword.

*[Toryu • Sweep Cutter]
C-Ranked Taijutsu Maneuver
Prerequisite: 15 Taijutsu
During close quarters or after engaging a foe via a rush, the user quickly forces themselves back as they divert body weight downwards typically causing a quick and controllable slide under the opponent's field of control, usually between the legs or to the side. During this slide the user attempts slashes, stabs or even hooks or drags the opponent down with them to open up for more techniques or just deal considerable damage.

*[Toryu • Disregard of Fear]
C-Ranked Taijutsu Discipline
Prerequisite: 15 Instinct
Many of the Toryu techniques would put the user in incredibly daring positions where a single mistake could instantly spell disaster for the swordsman. As a result, Toryu practitioners must train themselves constantly to avoid letting their fears distract them from their task. A user with this technique has learned to shut out fear in the heat of combat, allowing them to perform their death defying attacks without the risk of failure due to fear responses.

*[Toryu • Staggering Knee Strike]
C-Ranked Taijutsu Maneuver
Prerequisite: 15 Taijutsu, 15 Strength
The user quickly dashes into an opponent's range while delivering a quick knee strike to the target's solar plexus in an attempt to stagger the opponent. The aim is to get the target to lean forward while holding their gut, opening up the many vulnerable areas of the back, neck and skull to various possible finishing moves.

B-Rank

*[Toryu • Grappling Counter]
B-Ranked Taijutsu Maneuver
Prerequisite: 25 Strength
Utilized defensively at a rushing opponent or offensively during other movements, the core of this technique is to open up the opponent by first driving the arm towards them under or over their guard and then, at the moment of impact, turning the body in such a way that so as to face them sideways and stabbing your weapon into their back during this momentary opening. The one-two combo of this technique is that the arm bar sends them hurtling back directly into the now oncoming blade, causing far more damage than either hit alone.

*[Toryu • Reversal Grappling]
B-Ranked Taijutsu Maneuver
Prerequisite: 25 Speed
A tricky technique which requires an opponent to step close to the user voluntarily either for an attack or for a grapple/counter of their own. By using the forward momentum of the opponent and dropping down to one knee, the user is able to grab the wrist of the opponent and use their grip to force the foe over their head, slamming them headfirst into the ground and leaving them open for a further attack.

*[Toryu • Dirty Assault]
B-Ranked Taijutsu Maneuver
Prerequisite: 25 Instinct, 25 Speed
Using their surroundings to their advantage with a bit of quick thinking, the user will charge at their opponent from a distance. Then, Just before getting within range to attack the opponent, the user will dig the toe of their shoe or foot into the dirt and kick up a large cloud of dirt to obscure the opponent’s vision and as a result, the user’s position. If no dirt is available, such as being inside, the user should instead use a bit of dirt on their person, though this is less effective as the cloud would be much smaller and is instead meant to simply blind the opponent. The user will then make a quick dash to either side of the opponent and reach for their arm, giving them a quick jerk to set them off balance and bring them closer before delivering a quick slash to the opponent’s jugular.

A-Rank

*[Toryu • Earthshaker]
A-Ranked Taijutsu Maneuver
Prerequisite: 35 Strength
A devastating dash attack known for it’s ability to cause tremors in the earth, the user will take a brief moment to ready themselves, digging their foot into the ground and building up power in their leg. Then in a burst of movement, the user will kick off into a dash so hard that the force they put into the earth actually causes the ground to rumble with tremors radiating out to 15 meters, causing anyone with a Taijutsu stat 10 or more underneath the user’s strength to struggle with standing or moving even at a walking pace. This makes the perfect cover for the Toryu user to charge into battle headfirst as it makes it more difficult for those who aren’t taijutsu practitioners to retaliate against their advance.

*[Toryu • Earthbreaker]
A-Ranked Taijutsu Maneuver
Prerequisite: 35 Strength
With a swift punch to the earth the user shatters a large chunk of earth beneath their feet, allowing them to reach down and grab hold of a huge chunk of earth no larger than 5 meters in diameter. The user holds this rock with one hand and can toss the chunk of earth as if it were ranged weapon. After doing so, the user follows the earth for a moment while delivering multiple slashes to it, cutting the one chunk into several that scatter around a 5 meter diameter area. This is mainly meant to cover their charge but the chunks of earth are quite capable of damaging wounds on direct hits.
Ninpou:
Ninpou jutsu are pure chakra control that require no specific concentrations. Ninpou has no passive effect, but is instead just plain chakra.
D-Rank

*[Ninjutsu • Hidden Needles]
D-Ranked Ninjutsu
After performing the correct hand seals the user will focus chakra into their mouths and into up to five senbon within 3 feet 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 a speed of 6 and strength of 4. The senbon can be shot up to 7 meters away.

*[Ninjutsu • Chakra Burst]
D-Ranked 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 at D-Rank force from their fist. If the user does not strike a target within 3 posts the jutsu dissipates.

*[Ninjutsu • Tracking Device]
D-Ranked 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 7 meters. For up to twenty meters out, the user can track a rough location. From then out to 100 meters, the user just gets a general idea of where the opponent is. The chakra in the hair will dissipate at the end of 6 posts.

*[Ninjutsu • Wall]
D-Ranked Ninjutsu
After performing the correct hand seals the user causes a thin 3x3 meter flat barrier to form directly in front of them at a speed of 5. This barrier can take a hit of up to 5 strength before shattering, otherwise it lasts for 3 posts.

C-Rank

*[Ninjutsu • Barrier]
C-Ranked Ninjutsu
After performing the correct hand seals the user forms a 10m3 barrier around a target up to 10m away from their position. The barrier forms at a speed of 12, has a strength of 8, and lasts 4 posts before fading away.

*Ninjutsu • Spiritualism Technique]
C-Ranked 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 user will experience a constant drain on their chakra for as long as the summon is in place. This drain is also dependent on the size and rank of the summon.

*[Ninjutsu • Advanced Transformation Technique]
C-Ranked 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 at a speed of 4. 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 16 or more strength, the disguise "poofs" from existence. This includes collateral damage caused by striking an opponent that may occur to the disguise.
Doton:
Doton Affinity
A character with this concentration is able to utilize Doton, and can make and use any custom or archived jutsu that require the doton affinity. Doton has a passive enduring effect.
Passive (Enduring)Show
Doton has a passive effect of Endurance, which means that it's power is retained throughout the entirety of the jutsu. All of a single doton jutsu retains the strength of the jutsu, even after the jutsu has been destroyed, and unlike other jutsu, doton does not fade when destroyed. This means that if a doton barrier with 25 strength is cut in half and falls to the ground, a part of that barrier could be picked up and carried as a hand held shield which would still have 25 strength, despite being a fractured part of a jutsu. This creates incredibly potent defenses, making doton a popular affinity among defensive fighters.
D-Rank

*Doton • Binding Formation
D-Rank Ninjutsu
After channeling doton chakra into their foot the user will slam the ground within 3 meters of a target's feet with their heel, causing a formation of rock to shoot upwards at a speed of 6 binding the target's feet at a strength of 4.

*Doton • Dirt Cloud
D-Rank Ninjutsu
After performing the correct hand seals the user will form a 1 meter diameter ball of loose dirt in front of them, launching it off up to 10 meters away at a strength of 4 and speed of 6. Upon impact the ball of loose dirt breaks apart forming a vision-impairing cloud of dirt with a 3 meter radius.

C-Rank

*Doton • Spike Shot
C-Rank Ninjutsu
After performing the correct hand seals the user will form a stone spike directly in front of them roughly 1.5 meter long and 1/2 meter in diameter at it's thickest point before launching the spike forward up to 15 meters away at a strength of 10 and speed of 10.

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