Prestige Perks: 4/4 Scaled Accountant, Connections, Scaled Cultivate, Scaled Sheer Determination
Stat Trainings: (7/75)
"When the rain drops, that is my favourite time, my best time... Drip. Drip. Drop! Shishishishsishi"
"A nindo? Bah! How ridiculous and pathetic! Always trying to sound better than you are; trying to fill yourself with worth and majesty.
You simply cannot reach such a status like I, besides can you even call that a nindo? Ha! You can't even do it right!"
General Information Age: 16
Nishiki is a slender and athletic boy built for flexibility and agility with many vulpine features thanks to his house ritual that gifted him with the looks and skills of a fox upon becoming a genin. His face is sharp like a trickster yet cute like a newborn animal, his elusive golden eyes can easily deceive with a glistening cute stare especially when combined with his equally deceiving fine mouth; together they easily form a cute pouting look but a master can see the evil grin and stare behind them.
These sneaky grins are typically accompanied by vulpine like fangs that often peek out from under his top lip when he cannot contain himself, typically with his signature sneering laugh "shishishishishi".
The fox fusing ritual further bestowed upon the boy a pair of fox ears that extend up into his fading pinkish-red hair, matching its colour perfectly making them seem quite like an odd hairstyle choice though they do have much darker red tips that give them away.
Similarly the young Special Jounin also has five bushy fading pinkish-red fox tails with the same kind of darker red tip, as well as sharp claws on his hands and feet.
Though the pink and red colours in both his hair and fur seems to be fading and becoming lighter and lighter, possibly fading to a more white colour but yet to be seen.
A new aspect to Nishiki's appearance, thanks to the basic genma sealed within, is the pair of black rods that seem to pierce right through his wrists. Each wrist holds one rod that juts right down from the top side and through to the underside, almost like some weird, large, black piercings that came through in such a way as to not prevent any movement nor get in the way of any actions.
Clothing/Accessories: Nishiki tends to wear various kimono and yukata like the rest of his house, preferring to be a bit more extravagant these days with reds and autumn based colours or just a general royal look being his favourite style. His go to kimono is red with proper flowing sleeves, though designed not to get in his way and so still comparatively short, this is combined with 3/4 black hakama but both are then draped by an kind of jumpsuit-like jacket that comes down either side of the kimono and down the legs where the bottom ties the pants down and ends in a frill whilst down the back it flows freely like a split cape that flows with his tails between them.
This extra jacket is typically white and gold and detailed with grand patterns such as sakura blossoms and different flowers and of course on the collar of any kimono or yukata Nishiki may wear there is always the Muaramasa insignia embroidered right in the fabric.
Then there is the under layers of which the bandages running down his leg right to his ankles sand out from, with gold ribbon tying them off at the end where he then wears the typical ninja sandals and no socks due to is claws.
Beyond this he finishes things off with some kind of rope based sash, typically matching the colours he has which is often red and white, along with a scarf-like collar also bound by a similar rope with his headband loosely tied under the rope with the metal Kirigakure insignia dangling out underneath.
Nishiki is a bit of a happy-go-lucky prankster who just goes through life trying to play jokes on whoever he comes across, using his cuteness to apologise where necessary. When not being overly mischievous he is quite playful and energetic in general, skipping about places, twirling his hair and just playfully flicking his ears and tail as he moves about through his day to day life.
Even when serious the young Special Jounin can still be quite playful and loves to mess around, though he does still get things done and buckle down but just in his own self entertaining way.
Though he can sometimes seem nasty with how tricksy he can get, he is an overall nice guy and actually loves to get friends and family in on his antics and does try his best not to get in serious trouble especially given he can be quite coy just like other members of the house, though perhaps less shy than he used to be with his coyness becoming more alluring.
This coy behaviour can make it difficult to get to him properly or for him to properly make friends, though he is no longer too against striking up a conversation but perhaps in his sly little ways and can often be quite questioning if he feels like getting to know someone, plus he can start to think a bit more about himself over respecting others though still tries to remain friendly.
However he has built up a kind of peculiar snickering laugh "shishishishi" that ends up getting people calling him "Shishi" instead of his actual name, sometimes embarrassing him when coming from people outside those he most closely knows.
Nishiki's odd fascination in the weather and the earth's elements, which he can often have on his mind when in a more peaceful and clam frame of thought, has developed further with his interest deepening into the five chakra affinities thanks to looking into them so much since becoming a Genma host. Though he is still most particular about wet weather and finds water the most interesting, probably due to the nature of his vulpine gift granted to him upon graduation.
This split between coy and happy-go-lucky prankster gives the boy a kind of mysterious air about him with people not really understanding how to get along with him. This can often mean he gets left to his own devices which just aids in breeding a scheming mind and furthering a big trait not often known about Nishiki, which is that he can be quite money oriented.
As a money oriented mind, this young boy has already learned some tricks to making and saving money whether that be his own or from his elders doing many dealings for the Tsukino or even the Muramasa themselves. With such things ingrained into him he can certainly do stuff out of the ordinary for himself for some good cash, though usually putting it down as Muramasa just like any typical Tsukino and keeping his blood kin out of the spotlight or perhaps even as a jinchuriki instead as he becomes more accustomed to being one.
Similarly Nishiki is somewhat on the religious side and follows all the typical religious behaviours of the Tsukino and Muramasa, worshipping Mizuki the Moon Goddess on the daily. The young fox will typically praise Mizuki after waking up and before going to bed as a way to maintain good fortune but will also show his faith whenever necessary, often tagging along for ceremonies and rituals towards Mizuki.
Since Yoshimitsu became sealed within him and he has used the genma powers more and more he has started to become more focused on himself and just a bit more self-centred in general, though perhaps a bit difficult to tell at first given his Tsukino nature but nonetheless self superiority has started to seep into him and perhaps slowly eroding some of his more friendly and happy-go-lucky nature with more conniving and egotistical aspects showing more often.
This has pushed him to start to look after himself as number one and to turn more towards the sly side, perhaps seeming a little more nasty especially with tricks, though he still knows when not to push too far in regards to looking out for himself.
Nishiki now wishes to be a powerful shinobi who one day surpasses Kaguya, Aimi in power; dreaming to be the best Jinchuriki Kirigakure has ever seen even if it technically goes against some of the Tsukino ideals to stay out of the spotlight, which he now figures was a broken promise the moment he was chosen anyway.
Within this dreams he also sees himself amassing a great deal of wealth and fortune, more than he has even seen his father throw around and if he dared then more than any Tsukino has ever held which in turn could allow him to usurp the clan leader as head.
Nishiki is mostly afraid of going to berserk as a Jinchuriki and never being able to regain control but he does not let this fear hold him back and instead uses it and wields it in a way that lets him train and master his abilities to the best of his capabilities.
- Combat Mentality:
Nishiki likes to have fun in combat especially if it confuses the foe and allows him to mess around with them, though he knows not to go too far and get himself into danger and will end things in a kill if he must.
Depending on the situation he may move in with taijutsu first to get a feel of an opponent but he is very open to simply going max form off the bat and going all out and having lots of fun doing so.
Village: Kirigakure no Sato
Rank: Special Jounin
- Chakra Pool: 38 (35+3)
- Endurance: 25
- Control: 40
- Strength: 25
- Speed: 37
- Willpower: 20
- Total: 185
- Mastery: 50
Nishiki has a fancy looking beige satchel bag-like weapons pouch that ties to his waist and hangs to the left back over his bum.
In this pouch he has an assortment of 30 creepy looking little weather dolls/teru teru bozu, each handcrafted by himself and typically only supposed to talisman that ward off bad weather but instead Nishiki has made them in an ironic, grim and scary looking way to match his like of the rain instead and sometimes uses them with jutsu though they are harmless and do nothing on their own.
Aside from those, there is also 15 Kunai, 5 smoke bombs, 5 flash bombs and 5 explosive tags along with a 30m roll of wire.
Affinity: Suiton [Water Element]
Abilities and Concentrations
Kitsune no Kao:
Yoshimitsu no Etaigenma:
|Ninjutsu||[Place them here]|
Close Quarters Combat:
|Genjutsu||[Place them here]|
*Suiton • Defensive Barrier
After performing the correct hand seals the user will spray water created from the inside of their chest through their mouth. Once the water is expelled, it will form an umbrella shape that is concave to the user and about two meters in diameter. This defense is somewhat solid and can be formed in any direction the user can spit, up to 10 meters away. The defense is shot at [Control] Speed and has [Control] Strength and unless completely destroyed it lasts for three posts before falling lifelessly to the ground.
Suiton • Water Shuriken (CH)
The user will channel suiton chakra to their hand and form a shuriken of water that can be thrown up to 10 meters. When kai'd, this shuriken explodes with [Control] Strength and covers the immediate area in water. If not consumed, this technique lasts for three posts.
*Minor Aqua Infusion
After channelling for the required duration the user places any part of their body onto a body of water this infuses up to a 2m x 2m x 2m volume of liquid to be manipulated with aquakinesis, this infusion lasts 3 posts
*Suiton • Wet Spot
After performing the correct hand seals the user will expel a 3 meter diameter sphere of water from their mouth at [Control] Speed up to 10 meters away. Upon impact it will burst spilling all over the immediate area making it extremely slippery. Those without 5 Strength or higher will not be able to hold their footing on this wet spot and will slip around.
Suiton • Rainy Day
The user will channel suiton chakra into a weather doll and send it into the sky at [control] speed, whereupon reaching cloud height the chakra will disperse and cause a light rain to fall for 5 posts within a 10m radius whilst causing the doll to fall back to earth along with it. This rain doesn't do much of anything besides make everything wet just like any ordinary rain and once it has began, attacking the Teru Teru Bozu will not stop it as the chakra is already dispersed into the sky.
Suiton • Big Burst Doll
The user will channel suiton chakra into a weather doll causing it to surge in size until 30cm in diameter before sending it out at [control] speed. This soaking wet, now blue Teru Teru Bozu will travel for a maximum of 10m in the direction it was sent for 1 post before exploding at [control] strength into a torrent of water.
Suiton • Slippery Watersuit
After performing the necessary handseals the user will coat themselves or another in a suiton chakra making them rather slippy and difficult to land a proper hit on. In particular this aids the most against restraints and grappling techniques but can also deflect direct blows of 5 strength or less for 3 posts.
Suiton • Water Gun
After performing the necessary handseals the user will shoot out a [control] strength stream of water from their mouth over a distance of up to 10 metres away at [control] speed, slamming into and enveloping anything in its path as it tries to push them back for 1 post.
Suiton • Water Tanker
The user will channel suiton chakra and create a small 30cm diameter ball of [control] strength suiton within 1m of their vicinity. This ball stays anchored to their person and moves with them, continuously producing 1mx1mx1m worth of water each post to be pulled out and manipulated via other jutsu over 5 posts so long it is not destroyed.
Suiton • Rain Gun (CH)
The user channels suiton chakra and expels three 3 2-centimeter diameter droplets of water from their mouth in quick succession, each of which explode with [Control] Strength on impact, scattering water all over the immediate area. These droplets fly up to 25 meters away at [Control] Speed.
Suiton • Great Stream (CH)
The user will channel suiton chakra and expel a massive conical water torrent that drenches an area thoroughly, capable of soaking a meter down nearly instantly for soil and like materials. The cone has a base width of 15 meters and a range of 25 meters and travels at [Control] Speed, pushing things back with [Control] Strength.
*Suiton • Crashing Wave
After performing the correct hand seals the user expels a massive tidal wave of water 10 meters wide and nearly 5 meters tall. This wave travels forward at a [Control] Speed and Strength for up to 25 meters before losing its steam and failing.
Lesser Aqua Infusion
After channelling for the required duration the user places any part of their body onto a body of water. This infuses up to a 3m x 3m x 3m volume of liquid to be manipulated with aquakinesis, this infusion lasts 5 posts.
Suiton • Water Encampment Wall (CH)
After channelling Suiton chakra the user will expel a large amount of water from their body as a sweeping defense against hostile techniques. The water from the technique forms a cylinder around the user at [Control] Speed, and flows around the user. It is approximately 7 meters around and 2 meters thick, leaving only the top unprotected. The wall has the ability to deflect things with [Control] Strength, but even if something break through, the walls thick nature makes traversing through the water fully troublesome. The wall lasts up to three posts unless dispelled earlier by the user or destroyed.
Suiton • Water Ghost Projectile
After channelling Suiton chakra the user creates a ghostly head of water. Once it has been created, the user can launch the three-meter diameter projectile towards a target at [Control] Speed and Strength for up to 40 meters. Following the head is a long, spooky body and tail, stretching nearly six-meters. During the course of it's travel, the user may alter the course of the dragon three times, allowing it to complete a U-turn per alteration.
Suiton • Disaster Flood
After channelling suiton chakra the user will cause a surge of water to burst up all around them like a massive hollow pillar that reaches 30m in height with them in the centre. All this water will then spill out like a crashing wave at [control] speed and strength, spreading away from the user to a max of 60m in all directions.
*Katon • Flame Jet
After performing the correct hand seals the user draws in a deep breath before exhaling out a cone that is up to five meters long and three meters wide at it's base. The cone travels at a speed equal to [Control] and impacts with a strength equal to [Control].
Katon • Ember Ghost
The user will channel katon chakra into a weather doll causing it to expand and burn up into a 1 foot diameter ghostly looking fireball which then zooms at the opponent. It travels up to 10 meters away at [control] speed and a strength.
Katon • Sunny Day
The user will channel katon chakra into a weather doll and send it into the sky at [control] speed, whereupon reaching cloud height the doll will expand into a 1 metre diameter blazing ball of fire that will continue to surge in the sky like a mini sun for 5 turns unless removed in some other way.
Minor Pyro Infusion
After channelling for the required duration the user will place a part of their body close to some fire, flowing their chakra throughout it. This infuses up to a 2m x 2m x 2m volume of flames to be manipulated with pyrokinesis, this infusion lasts 3 posts
*Katon • Blackline Blaze
After performing the correct hand seals, the user runs their hands alongside a potential fuel, once they take their fingers off everything the ran their hand over will ignite, the flame burning at [Control] Strength. Potentially useful in avoiding wildfires, having fuels for a fire used against them.
Katon • Fire Tanker
The user will channel katon chakra and create a small 30cm diameter ball of [control] strength katon within 1m of their vicinity. This ball stays anchored to their person and moves with them, continuously producing 1mx1mx1m of fire each post to be pulled out and manipulated via other jutsu over 5 posts so long it is not destroyed.
*Katon • Erupting Burning Finger
By channeling chakra into their fingers, the user then attempts to make contact with the opponent. In the event that the strike is successful, the fingers release a [Control] strength Explosion of Katon outward towards the targets body. If unused, lasts 3 posts.
Lesser Pyro Infusion
After channelling for the required duration the user will place a part of their body close to some fire, flowing their chakra throughout it. This infuses up to a 3m x 3m x 3m volume of flames to be manipulated with pyrokinesis, this infusion lasts 5 posts.
Katon • Ground Ablaze
The user will channel katon chakra and slam on the ground with their foot and cause a massive stream of fire to erupt along the ground all around them at [control] speed and strength. This fire spreads out in a 25 metre radius around the user and reaches up to 5 feet in height for up to 4 posts.
*Katon • Ripple
By channeling katon chakra into their body, the user will release a burst of flame around their entire body, coming outwards from them. This sphere of roiling fire pushes outward with [Control speed and impacts whatever it touches with [Control] strength, the sphere extending roughly 25 meters in radius from the user's body.
Katon • Dance of the Burning Dead
Nishiki will grab 9 of his Teru Teru Mizu dolls and channel katon chakra into them, whereupon doing so he will then cast them away as they burn up into flames that are about 30cm in diameter. The flames will appear to look like haunting, burning spirits of the dead as they then float around within a 40m area quite erratically, appearing to be dancing as they move up to [control] in speed. If they make contact they explode with [control] strength and all the other flames flicker and shimmer as a haunting howling sound hisses. These flames last for 5 posts before all exploding where they are.
*Katon • Flame Lash
After performing the correct hand seals the user breathes out gently and sends a wire-thin line of flames at a target. The line can travel up to 40 meters from the user at [Control] speed. If it connects to a target, their body will suddenly burst into flames, igniting them and whatever they happen to be wearing in a searing inferno of flames.
Katon • Flame Armor (CH)
After channelling katon chakra,, the user will release katon outward from their body rapidly as the fire twists around them. This fire forms a 3-inch layer of flames around their body that manifests at [Control] speed, and essentially provide a pseudo-defense against taijutsu for the next five posts. If anyone comes into contact with the armor, they will receive burns and incoming attacks will be repelled with [Control] strength.
Fuuton • Wind Tanker
The user will channel fuuton chakra and create a small 30cm diameter ball of [control] strength fuuton within 1m of their vicinity. This ball stays anchored to their person and moves with them, continuously producing 1mx1mx1m of wind each post to be pulled out and manipulated via other jutsu over 5 posts so long it is not destroyed.
Fuuton • Balloon Doll Bomb
The user will channel fuuton chakra into a weather doll causing it to surge in size until 50cm in diameter where it can then be carried or simply left in place to float. When kai'd, this balloon explodes with a [control] strength force and covers the immediate area in a gust of wind. If not consumed, this technique lasts for three posts.
Fuuton • Wind Bullet (CH)
After channelling the needed fuuton chakra, the user expels a basket ball sized ball of wind from their mouth. This ball of wind travels up to 10m at [Control] speed, and explodes with [Control] Strength on contact with solid matter or at the end of its range.
Fuuton • Wind Dome
D-Ranked Fuuton Jutsu
After performing the required handseals the user will form a 2m diameter of wind around themselves at [control] speed. This dome will stay around the user for up to 3 posts or until broken or dispersed and has a strength of [control], though any projectile the size of a kunai or smaller get completely repelled if not thrown with at least 1 strength more.
*Fuuton • Enhanced Launch
D-Ranked Fuuton Jutsu
After doing the needed hand seals, the user gathers wind around their feet. Then, the user will use the wind to blast them from the ground, enabling them to leap into the air an extra 10 meters at [Control] speed. The Fuuton passive is not applied in this technique.
*Fuuton • Tornado Trap
C-Ranked Fuuton Jutsu
The user will first perform the required hand seals and then gather wind around an opponent. This will form a tornado around them at [Control] Speed which extends 25m into the air and has a radius of 3m. The tornado will push back anything that touches it with [Control] Strength, while also cutting at whatever tries to push through as well as a kunai would with the same strength. This technique lasts for 4 posts.
Lesser Aero Infusion
After channelling for the required duration the user will pulse chakra from their body into the surrounding wind. This infuses up to a 3m x 3m x 3m volume of wind to be manipulated with aerokinesis, this infusion lasts 5 posts.
Fuuton • Great Breakthrough (CH)
C-Ranked Fuuton Jutsu
By channelling fuuton chakra and bringing their hands to their mouth, the user can release a wide blast of air. This wave of air moves outward in a cone shape with a 25m width at the end of the cone and moves with [Control] Speed. Once it makes contact with a substance, the wind both cuts at it and pushes it away with [Control] strength. This blast goes out for a maximum of 25m if it doesn't hit anything, where it will dissipate into the surrounding air.
Fuuton • Vortex Pillar (CH)
B-Ranked Fuuton Jutsu
After channelling fuuton chakra, the user stirs a great amount of wind around their person. A tornado with a 20m radius will form around them at [Control] Speed, extending up to 40m in the air. This wall of wind is perfect for defense or trapping an opponent in an enclosed area. Anything that tries to pass through the winds will be sliced viciously with [Control] Strength blades of wind as sharp as katana blades. This technique lasts for 4 posts, unless released earlier.
*Fuuton • Pressure Damage
B-Ranked Fuuton Jutsu
After making the required hand seals, the user will focus chakra into their mouth. They will release the wind chakra as a large sphere with a 10m radius at [Control] Speed, which has a maximum range of 40m. Should the target be hit within the first 20m, the attack will inflict the maximum amount of damage, causing a [Control] Strength explosion, spreading cutting winds capable of slicing close to the bone over the same area. Should they be struck in the last 20m, it will only apply [Control/2] Strength.
Fuuton • Dragon's Tempest (CH)
A-Ranked Fuuton Jutsu
After channelling the needed chakra, a fierce whirlwind will radiate out from the user at [Control] Speed, surrounding the user with winds that will cut any opponent or object within range to pieces. There is a 2m radius around the user that would be the “eye of the storm.” If struck by this Jutsu the victims will face blades of wind that strike with [Control] Strength and can leave wounds and deep cuts. This Jutsu covers an area of 65m in all directions for 3 posts.
Fuuton • Up Up and Away
A-Ranked Fuuton Jutsu
Nishiki will channel fuuton charka all around his body causing a small whirl of wind to surround him at [control] speed. This wind will spread out behind him like an intricate dance of streams that appear almost like wings that flow off into the distance and in turn will begin to lift the user up into the air.
Once the wind trails are formed and Nishiki has been lifted he can then freely move about with perfect flight following the flight rules for 10 posts.
Raiton • Lightning Tanker
The user will channel raiton chakra and create a small 30cm diameter ball of [control] strength raiton within 1m of their vicinity. This ball stays anchored to their person and moves with them, continuously producing 1mx1mx1m worth of lightning each post to be pulled out and manipulated via other jutsu over 5 posts so long it is not destroyed.
Raiton • Lightning Armament (CH)
After channelling raiton chakra, the user coats themselves in a thick layer of lightning. This armour of lightning forms near instantly and requires [Control] Strength to break. During this time, the user's physical strikes apply the Raiton shocking effect.
Raiton • Static Doll
D-Ranked Raiton Jutsu
The user will channel raiton chakra into a weather doll causing it to grow to about 30cm in diameter where it will then be left to float in place, simply looking like a curious but possibly slightly spooky ghost of some sort.
The doll will stay put for up to 5 posts but if anything touches a surge of electricity will flow from it into those that touched it, shocking them with [control] strength worth of force as the doll then pops.
*Raiton • Stun Gun
After performing the correct hand seals, the user will channel Raiton chakra to two of their fingers. They will then be able to fire up to three total bullet sized balls of concentrated lightning from their fingertips. These bullets will travel at [Control] speed, but will not have any physical force. Instead, they will apply light electrical burns similar to a sun burn and will apply Raiton's shocking effect.
Raiton • Lightning Giga Rail Lancer
C-Ranked Raiton Jutsu
After channelling chakra, the user's arm becomes shrouded in crackling lightning with a flowing surge jutting out behind them like a large, spiky pauldron. This can be held for up to 5 posts before the user thrusts their arm forwards, sending the lighting shooting ahead at [control] speed and strength.
*Raiton • Jamming Pulse
After performing the correct hand seals, the user emits a wave of electricity from their palm in a single direction. This is produced as a 10m wide line which extends 2m into the air and travels up to 25m from the user at [Control] Speed. The wave will apply the shocking effect and reduce the speed of any living thing it strikes by 3 Speed for 3 posts by electrically interfering with the brain's nervous signals.
Raiton • Shocking Screamer Doll
C-Ranked Raiton Jutsu
The user will channel raiton chakra into a weather doll causing it to grow to about 30cm in diameter where it will then shot forward at [control] speed.
The doll will appear and sound like a deranged, wailing ghost as it travels along with 1m long bolts of lightning continuously shooting out all around it.
The lightning strikes with [control] strength as the ghost moves along its path for 25m, each bolt crackling and screeching causing a ghostly wailing sound.
*Raiton • Thunder Wave
The user will first perform the correct hand seals, and then fire a cone of lightning which begins at 5m wide closest to them and then 40m wide at the furthest point. The cone extends 40m from the user's body at [Control] Speed. This cascade of lightning roars tremendously loud, and strikes all caught within it at ]Control] Strength.
Raiton • Thousand Birds (CH)
The user of this technique will gather a concentrated amount of Raiton in their hand after they channel the required chakra. The lightning causes a sound similar to thousands of birds chirping over the top of each other while it is in existence. The user will then dash at full speed toward a target and attempt to thrust their hand into their target's body using their strength and momentum. The lightning then jumps from the user's arm into the opponent's body where it ravages the insides with a [Control] Strength surge of Raiton chakra.
Raiton • Crackling Ghostly Aura
A-Ranked Raiton Jutsu
The user channels raiton chakra and causes a surge of lightning to build up around them like a large, glowing aura. This aura spreads across their whole body and spikes out in a wave of fluctuating electricity in a 50cm radius, jumping out to anything that gets within 3m.
This lightning moves in crackling arcs at [control] speed and shocks and deflects at [control] strength for 4 posts, all whilst making those within appear more like a ghostly figure due to all the glow.
*Doton • Earthen Ninja Tools
After performing the correct hand seals the user will form a set of up to 10 basic projectiles, such as kunai, shuriken, or senbon, in their hand. These tools have [Control] strength.
Doton • Earth Tanker
The user will channel doton chakra and create a small 30cm diameter ball of [control] strength doton within 1m of their vicinity. This ball stays anchored to their person and moves with them, continuously producing 1mx1mx1m worth of rock each post to be pulled out and manipulated via other jutsu over 5 posts so long it is not destroyed.
*Doton • Wall
After performing the correct hand seals the user will form a solid stone wall up to 5 meters away from them at [Control] speed. The wall has [Control] strength and is 3x3x1 meters large.
Doton • Spike Doll
The user channels and infuses doton chakra into a weather doll which will last for up to 6 posts. The next time someone else comes into contact with the doll, it will burst into hardened spiky rock about the size of a tennis ball with [control] strength.
*Doton • Manica
By channeling doton chakra into their arm, the user will form rock from their shoulder downward, encasing their forearm and hand in rough and simplistic layered plates of stone. The stone passes over the hand on the back-side but leaves the palm-side uncovered allowing full dexterity of the hand for seals. This essentially resembles a manica, which is a segmented armor that spans the length of the arm. The armor has [Control] strength and speed.
Doton • Shatterpoint
The user will channel doton chakra and then touch the ground, causing a crack to form at [control] speed as it moves along in whatever direction the user pleases. This crack will break through the ground until it is either 25m in length or whenever the user stops it, at which point a metre diameter of ground will shatter where it stops and will explode upward at [control] strength in many stony fragments.
Doton • Haunting Earth Doll
The user channels and infuses doton chakra into a weather doll, causing it to expand and harden with earth until it forms into a ghostly looking rock at [control] speed spanning 5m in diameter. This rock's surface is very jagged and spiky with [control] strength, making it very dangerous to touch and it appears to have a ghostly face spread across it.
Greater Terra Infusion
After channelling for the required duration the user places any part of their body onto an area of earth this infuses up to a 5m x 5m x 5m volume of earth to be manipulated with terrakinesis, this infusion lasts 10 posts.
Doton • Rolling Roil
The user performs a series of handseals and places their palm on the ground, causing the earth beneath them to rumble and split apart as it shoots out in a tumbling rock formation up to 40m diameter in size. This earth will continuously churn beneath the users feet as it surges along at [control] speed and strength, moving in whatever direction the user pleases as they ride it for as long as they stay firmly planted on top.
Doton • Turmoiling Shatter Quake
The user channels doton chakra and slams down into the earth causing it to shatter and rumble like an intense earthquake. This quake tears apart the ground as it spreads all around the user up to 65m away in all directions, constantly shattering and rumbling the earth like an ongoing turmoil of explosions that moves around at [control] speed and strength for up to 3 posts.
Suiton • Katon • Mini Phantom Beast Bomb; Enveloping Burner
Prequisites: Form 1 or Higher Basic Genma
Nishiki will channel both Suiton and Katon chakra together into a single, chaotic ball of energy about 30cm in diameter which he will then blast out at [control] speed.
This ball will then explode after traveling 25m or upon impact with [control] strength of force, spreading chaotic energy that both envelops and ignites/burns everything caught within the explosion
The strength of the passives is reduced as such the energy envelops and ignites/burns as if the strength and speed was -10.
Katon • Fuuton • Mini Phantom Beast Bomb; Burning Slicer
Prequisites: Form 1 or Higher Basic Genma
Nishiki will channel both Katon and Fuuton chakra together into a single, chaotic ball of energy about 30cm in diameter which he will then blast out at [control] speed.
This ball will then explode after traveling 25m or upon impact with [control] strength of force, spreading chaotic energy that both ignites/burns and cuts everything caught within the explosion.
The strength of the passives is reduced as such the energy ignites/burns and cuts as if the strength and speed was -10.
Suiton • Katon • Fuuton • Mighty Phantom Beast Bomb; Enveloping Burning Slicer
Prequisites: Form 2 or Higher Basic Genma
Nishiki will channel Suiton, Katon and Fuuton chakra together into a single, chaotic ball of energy about 45cm in diameter which he will then blast out at [control] speed.
This ball will then explode after traveling 40m or upon impact with [control] strength of force, spreading chaotic energy that envelops, ignites/burns and cuts everything caught within the explosion
The strength of the passives is reduced as such the energy envelops, ignites/burns and cuts as if the strength and speed was -10.
Having achieved notable mastery over Suiton, the user is capable of shaping, directing, and manipulating existing bodies of the element without the need of hand seals or an existing technique. The range at which the user can manipulate the element is equal to the user's control times 2 metres. While the user can freely manipulate this element, they cannot produce the element naturally.
Having achieved notable mastery over Katon, the user is capable of shaping, directing, and manipulating existing bodies of the element without the need of hand seals or an existing technique. The range at which the user can manipulate the element is equal to the user's control times 2 metres. While the user can freely manipulate this element, they cannot produce the element naturally.
Having achieved notable mastery over Fuuton, the user is capable of shaping, directing, and manipulating existing bodies of the element without the need of hand seals or an existing technique. The range at which the user can manipulate the element is equal to the user's control times 2 metres. While the user can freely manipulate this element, they cannot produce the element naturally where it doesn't exist.
Having achieved notable mastery over Raiton, the user is capable of shaping, directing, and manipulating existing bodies of the element without the need of hand seals or an existing technique. The range at which the user can manipulate the element is equal to the user's control times 2 metres. While the user can freely manipulate this element, they cannot produce the element naturally.
Having achieved notable mastery over Doton, the user is capable of shaping, directing, and manipulating existing bodies of the element without the need of hand seals or an existing technique. The range at which the user can manipulate the element is equal to the user's control times 2 metres. While the user can freely manipulate this element, they cannot produce the element naturally.
Kitsune Style:A kitsune never shares its specific tricks and skills but there is a general feel of things that any member of Tsukino House can work out for themselves in their own way. As such this style Nishiki started to design himself using his newfound vulpine gifts; Using his claws, teeth, tails and sensitive fur he has worked a way to fight in an eloquent but animalistic fashion by putting all these traits into use in his own unique, trickster way.
Requires: [Close Quarters Combat], [Perception], [Acrobatics], [Deft Hands]
Totem Style:D-RankThis style of fighting seeks to emulate the movements of animals. Those skilled in its use can make quick strikes as a snake, powerful takedowns as the bear, or devastating charges as the bison. A true master will know how to combine each of these into a cohesive and dangerous combat art.
- Requirements: One of [Perception], [Deft Hands], or [Rigid Structure]
Feel the Rain
Nishiki will stop and put his vibration senses to the task by focusing on the rain around him, feeling the vibrations moving through the rain within up to (Stat Total/5) meters just as usual. This helps him zone in specifically on the shapes and movements that he picks up specifically from the rain, giving him a basic layout of what the rain touches and how things are moving through it.
Pin Drop Precision
Nishiki will stop and put his vibration senses to the task by focusing on smaller, lower level vibrations whilst trying to focus out the heavier, louder vibrations. Though not perfect this can help feel for smaller objects such as a pin dropping by trying to zone out other distracting vibrations, though it does not increase the proficiency of his ability keeping the same limits.
Nishiki has trained his vibration sensitivity to a degree so that he can remain focused and not be distracted by every little vibration. This helps prevent some dulling of his senses and allows him to focus past some minor things that would otherwise be too much, making it easier to tell the difference between lower level conflicting vibrations.
Nishiki will make a quick jab towards the opponent's stomach with claws fully extending. This jab is intended to both partially wind the opponent and dig in and wound with the claws.
Nishiki will perform an arcing swing towards the opponent's face with his hand open in a proper claw-like form aiming to full force maul their face, hopefully scratching their eyes in the process.
Nishik will grapple an opponent with his arms, digging right in with his claws and biting them with his sharp teeth forcing the opponent to try and fight him off by using more strength than he has.
Nishiki will come at an opponent with his claws up above and then come forcibly down with them in attempt to dig his claws in before slicing outwards in a downward crescent-like motion with each claw move further apart. This is a basic but very forceful mauling attack meant to cover a wide arc.
Nishiki has trained his body to be rather flexible and able to bend and contort in rather odd and peculiar ways which gives him some extra freedom of movement and allows him to easily do some strange things.
Perfect Kinetic Flow
Combining his great flexibility with grand and flowing moves, Nishiki has trained his body to perform extraordinary movements and have extreme body form when doing Kinesis of any kind. This increases the capability of what he can do and helps limit any restrictions on his Kinesis gestures (e.g. Lack of room becoming less of a concern).
Nishiki has trained himself to have great balance in many different kinds of situations, allowing himself to easily define his own centre of gravity so that he can manoeuvre himself with ease with toppling over. This means he can bend way low to the ground, outstretch his limbs in weird angles or almost seem to fall forwards on his tiptoes and still be fine.
D-Ranked Taijutsu Discipline
Hefty bending exercises have lead the user to be able to contort, and otherwise control, their body while under abnormal situations. Namely being able to use momentum to better dodge mid-air, and allowing great feats of taijutsu that normally require ones feet planted firmly on the ground.
After extensive practice and training the character has gained equal strength and skill between their two hands. This allows them to perform any action with either hand at exactly the same skill level and strength.
D-Rank Taijutsu Manoeuvre
Nishiki will simply propel himself forwards with a high leap into the air, typically aimed to dodge over an obstacle or opponent.
D-Rank Taijutsu Manoeuvre
Nishiki will move into a roll from a prone position, typically as he lands to quickly get back to his feet, shaving off any time he would be laid on the ground, helping protect from crash landings and to move out of dangerous positions.
*[Totem Style • Cobra's Strikes]
D-Ranked Taijutsu Stance
Prerequisite: [Deft Hands]
The user folds their hands over where the thumb and fingers make a cone-like point. Their defenses consist of dips and sways to dodge attacks. Their offenses are focused on pin point application of pressure using these points and lightning quick strikes.
*[Totem Style • Tiger's Hunt]
D-Ranked Taijutsu Stance
The user's stance is low and focused on fluidity. They advance with each attack given or received, dodging to the left or right rapidly but always closing the gap. Once closed they attack with rapid, if unaimed, strikes focused on overwhelming their opponent.
*[Totem Style • Balance]
D-Ranked Taijutsu Stance
This is a neutral state that is often the start of most combat. It consists of feet spread shoulder width and arms held in a prayer-like position. They focus their senses to best understand which stances will be needed, and cleanse their habits from other stances to better emulate their next one.
Pure Pin Drop Precision
Nishiki will stop and put his vibration senses to the task by focusing on smaller, lower level vibrations whilst trying to focus out the heavier, louder vibrations. Though not perfect this can help feel for smaller objects such as a pin dropping by trying to strongly zone out other distracting vibrations, though it does not increase the proficiency of his ability keeping the same limits. On a higher level than the basic D-Rank this takes more focus but can more accurately zone in on those specific vibrations.
Clear Vibration Focus
Nishiki has trained his vibration sensitivity to a degree so that he can remain focused and not be distracted by every little vibration. This helps prevent some dulling of his senses and allows him to focus past some small to minor things that would otherwise be too much, making it easier to tell the difference between lower level conflicting vibrations to a strong degree.
C-Rank Taijutsu Manoeuvre
Nishiki will land on a target, typically their back, from an aerial position and then propel himself further into a leap right off of them.
C-Rank Taijutsu Discipline
Nishiki has mastered his body as a Tsukino and as such all his bodily mutations are like natural extensions to normal human features, in particular his tails can be manoeuvred like any other regular appendages and can be used with the full skill of his arms and legs.
C-Rank Taijutsu Discipline
Nishiki has trained his sense of spatial awareness so that he can not only constantly remain vigilant of what is around him with great skill, but is also able to expand it further so that details of his surrounding environment come to him naturally and easily. This means he can more easily figure out the space he can manoeuvre and generally work in, even in wide areas which is particularly useful for using wide scoping jutsu and kinesis.
*[Totem Style • Cobra's Bite]
C-Ranked Taijutsu Maneuver
Prerequisite: [Deft Hands], *[Totem Style • Cobra's Strikes]
The user makes a string of rapid attacks aimed at the collarbone, throat, and shoulder. They focus more on speed than power, causing each attack to be slightly weak but still damaging and very draining. If the user has more 5 or more Strength than their opponent's Endurance their collarbone will be broken, the shoulder severely bruised and difficult to move, and they will have trouble breathing.
*[Totem Style • Tiger's Pounce]
C-Ranked Taijutsu Maneuver
Prerequisite:*Totem Style • Tiger's Hunt
The user makes a full sprint at their target, using their legs to rapidly move to the left or right of any incoming attacks. Once there they will leap at them with full force, aiming to place themselves on top of their opponent, using their body to push them down. If this works they will unleash a flurry of strikes to take full advantage of the situation and end the fight quickly.
B-Rank Taijutsu Manoeuvre
Nishiki will leap over an incoming opponent then land on them and push with great force as he leaps and flips off their back, using the foe's own forward momentum and his own strength to both propel the foe into the ground and leap far away from them as he flips through the air with great skill.
Grand Balancing Act
B-Ranked Taijutsu Manoeuvre
Nishiki will flip over an opponent and land on their head with one of his hands, holding himself upright whilst maintaining his balance as he shifts to counteract the opponent's movements. Once on top he will wait for an opportunity to strike as the foe then tries to remove him from atop their head, moving to strike and take hold of any limbs that may come at him as he then falls and twists pulling it with him.
As he falls he aims to pull and twist the opponent with him, hurting their limb and bringing them to the ground.
If the opponent does not retaliate in such a way Nishiki will eventually fall behind them instead, twirling into a powerful knee into the back in attempt to slam them into the ground.
Once the foe is grounded Nishiki will then spring away from them and jump right back to his feet, aiming to swiftly exit from a dangerous situation.
B-Ranked Taijutsu Manoeuvre
Nishiki will move in an elusive manner and throw out necessary blocks to avoid an opponent's attacks in a deflective manner as he then comes in with slippery, swift strikes and jabs in counter to their moves and in attempt to deal quick, light damage in delicate open areas.
As this combat continues Nishiki will also try and stay distant to the opponent, moving back as they move in on him, staying mostly defensive and slipping in his own attacks when openings present themselves in attempt to be as evasive as possible and potentially wear out the opponent as most of their attacks are avoided and pushed along their own energy arcs away from himself.
*[Totem Style • Furious Tiger's Claw]
B-Ranked Taijutsu Maneuver
Prerequisite: *[Totem Style • Tiger's Pounce]
Relying on great speed and ferocity the adept will close the distance in a series of lightning quick bounds. Once close they will unleash a flurry of attacks with little aim, but great in number. These attacks can be made with feet, head, limbs, or any other implements they might currently have. However, this assault leaves minimal to no room for a counter attack. The most powerful aspect of this assault is it's ability to be made while their opponent is on the retreat, and the seemingly impossible angles they're able to strike while still moving forward. Such a display is taxing and can only last for a number of posts equal to (Endurance/10).
Avatar of Elements
B-Ranked Taijutsu Discipline
Nishiki has trained himself in his Taijutsu and Kinesis prowess in unison forming the combination of both skills side by side, allowing Nishiki the ability to weave Kinesis seamlessly within his hand to hand combat. This discipline reflects that training, allowing him to use the bodily movement of his Taijutsu as a means of shaping and manipulating elements using Kinesis. What results is a perfect marriage of the two skills, his Taijutsu skills enhanced by his Kinesis and vice versa.
Said guest house was like any other with many guests paying to stay for as long as they needed but it also had quite the gambling theme, running fuuinjutsu powered slot machines and other gambling games so long they where legal within Kirigakure and would often tend to allsorts of people working for the Murasmasa.
As for his father, he had stayed much more fulltime shinobi and worked his way up to jounin but typically preferred to oversee jobs given directly by the Muramasa family. Though he also loved making deals and had been quite business oriented, selling personal wares, working some kind of extra hit or doing other kinds of side jobs in the dark and yet always telling Nishiki it was no life for a youngster like him.
It has so far been a lone child life for the young Tsukino who grew up learning the ins and outs of the house, the connections to Murasmasa especially their religious ideals and Tsukino traditions and beliefs such as keeping out of the spotlight.
With this came eventually learning and understanding what praying to the moon Goddess meant and coming to understand the house's relation ship with fox spirits, sometimes even getting to see the rituals and communicate with said foxes.
Nishiki's life was kind of ordinary, at least for a Tsukino until he was 9 (almost turning 10) and finally placed into the academy. Given his upbringing the boy easily grasped the teachings and what it meant to be a Kiri shinobi, a kiri tool and easily followed up with the skills as well but not really making much progress in social aspects as he tended to shy away like most Tsukino.
Once the 1 and a half years of academy was up, the now 11 year old was immediately placed under the usual fox melding ritual which was surprising easy and resulted in a strong bond and overtaking of his fox spirit leading to a high level of vulpine features.
The ease of the ritual and transformation intrigued the genin's parents who took a keen interest in their renewed son, taking great care to train him in their foxy arts and suiton he was gifted as he performed typical genin team ventures.
However his personal skills didn't grow too much, at least not in the sense of making friends as the whimsical fox nature that deepened within him made it even more difficult to appear friendly enough to form any kind of relationship as he wanted to be too playful and tricky on top of not really talking to others.
Nonetheless he was further groomed in his ninja skills and as far as an Tsukino believed he was doing just fine, even picking up some nice alternative social skills like a sense for monetary value and some sense of a work ethic that kept him out of the full spotlight.
In actuality the ease and skill the boy learned and got along with the gifts he was given caused his family to keep a bit of a close eye on him and teach him a few more thing, slowing his genin team capability but hopefully making him better in the long run. In fact over the past few months word spread a bit and there where murmurs of using such capabilities to take in spirit qualities with ease and use its gifts with ease for possible other situations, though things weren't wholly clear what that could mean especially for the boy who was close to turning 13 now and had no idea what was right around the corner.
Soon after becoming a genin Nishiki was quickly gifted with yet another spiritual ability but this one was much more immense, powerful and daunting for the young boy; he would become the next Jinchuriki host of the Phantom Beast of Elements, otherwise known as Yoshimitsu no Etaigenma.
With this new found power and responsibility he became unsure of himself for a time, plus the sealing process was quite the turmoil but in return he personally met the Mizukage at the time; Kai.
Over the next year or so as a genin this young Tsukino mostly focused on training and getting his Genma abilities under control with the aid of his sensei; Kaguya, Aimi, who with his strong will and strength taught the boy how to channel his own will to combat Yoshimitsu's. Though it was not easy as his path was and still will be full of strife with many bruises made from constant beatings to get said genma under control.
One particularly formative experience was the first time Nishiki's gift fully unfurled with the beast within trying to take full control in the middle of Fur Country no less. Though he managed to wrestle back control it was not an easy task and really frightened the poor boy as he began to wonder if he can truly be the Jinchuriki everyone wanted but in the end Aimi taught him that he must have strength and strive for that greatness.
This was soon followed by another outburst during a training session in Kirigakure that showed even trying to use too much of the genma's power at once can be overwhelming and allow for the boy to lose control, in turn letting out the beast once more only to be beaten back by his sensei yet again. This time he felt he had a grasp of things and saw many possibilities to take to master his control, bouncing back rather fast and even strengthening his capabilities even further in the end.
With much training under his belt and his tail becoming three (or near enough) Nishiki was then finally ready for his chuunin exam though a peculiar one at that, taking it during the joint Kirigakure and Iwagakure celebrations in the Land of Fountain versus a lava user from Iwa which was a special and unusual opponent.
After a bit of back and forth and perhaps a bit too much toying around and trying to show off, the Tsukino finally won his match and was given a promotion to Chuunin and his duty began anew at just about 14 (and a half) years of age.
Since ranking up the young boy's tails fully grew out and he personally began to evolve with a bit of Yoshimitsu's presence lingering over him, beginning to take effect and make thing think a bit more in his own personal favour.
As a chuunin he trained hard to master the skills of a jinchuuriki and to a certain extent tamed Yoshimitsu, causing the genma to at least respect the boy but in turn also spreading his influence over him and twisting the boy's personality to be more selfish.
With genma powers mastered and two new tails grown proving his growth as a shinobi, Nishiki was awarded the rank of Special Jounin where he continues to plough on ahead in skill and power.