Durge Arrok
Jul 3, 2013 20:27:56 GMT -7
Post by pandaknight on Jul 3, 2013 20:27:56 GMT -7
Basic Information
Name: Durge Arrok
Bloodlimit: none
Height: 5’8”
Weight: 145lbs
Age: 17
Gender: Male
Alignment: Chaotic good
Birth Country: Land of sand
Village: Land of river
Special:
Genjutsu specialist
Ninjutsu specialist
Taijutsu non specialist
Clan non specialist
Weapons
Primary Weapon:
50 lb Draw Composite Bow (Overview)
Rank: "C" Rank
Type: Main, Weapon, Bow
Effect: A bow made from disparate materials laminated together, usually applied under tension for greater power while having a smaller normal size.
Special: ---
Drawback: The animal glue traditionally used can lose strength in humid conditions and be quickly ruined by submersion.
Description: Normally small bows to be used on mounts and chariots but have great hitting power due to the design. A 50 lb Draw Composite Bow is able to shoot an average arrow at speeds of 76 mps with the accuracy of the user's ability. Any Specialist is able to use this kind of bow.
Limit: Capable of being bought in any Hunting Shop.
Cost: 12,000 Ryo
Secondary Items:
Basic Shaft x15
Rank: "C"
Type: Secondary, Weapon, 10 per Quiver Slot, Arrow Shaft
Effect: The long narrow stem or body of a spear or arrow.
Special: ---
Drawback: ---
Description: The shaft is the primary structural element of the arrow, to which the other components are attached. Traditional arrow shafts are made from lightweight wood, bamboo or reeds, while modern shafts may be made from aluminum, carbon fiber reinforced plastic, or composite materials. Composite shafts are typically made from an aluminum core wrapped with a carbon fiber outer. The stiffness of the shaft is known as its spine, referring to how little the shaft bends when compressed. Hence, an arrow which bends less is said to have more spine. In order to strike consistently, a group of arrows must be similarly-spined. "Center-shot" bows, in which the arrow passes through the central vertical axis of the bow riser, may obtain consistent results from arrows with a wide range of spines.
Limit: Can be bought at any Hunting Shop.
Cost: 34 Ryo per Shaft; 340 Ryo per Slot
Bullet Point Arrowhead x15
Rank: "C"
Type: Secondary, Weapon, 10 per Slot, Arrowhead
Effect: A penetrating arrowhead used to insert a small wound into an opponent's body.
Special: ---
Drawback: Easy to remove for the opponent and stop the bleeding.
Description: Picture Bullet point arrowheads are used in competition archery. These arrowheads are shaped like the tip of a bullet and are designed to easily penetrate competition targets while doing the least amount of damage and being easily removed.
Limit: Can be bought at any Hunting Shop.
Cost: 33 Ryo per Arrowhead; 330 Ryo per Slot
Feather Fletching x15
Rank: "C"
Type: Secondary, Weapon, 10 per Slot, Arrow Fletching
Effect: Fletching is the aerodynamic stabilization of arrows or darts with materials, each piece of which is referred to as a fletch.
Special: ---
Drawback: ---
Description: Fletching are designed to keep the arrow pointed in the direction of travel by strongly damping down any tendency to pitch or yaw. Fletchings are traditionally made from feathers (often from a goose or turkey) bound to the arrow's shaft.
Limit: Can be bought at any Hunting Shop.
Cost: 33 Ryo per Fletching; 330 Ryo per Slot
Non-Weapon Items
Backpack Quiver (Small) (Overview)
Rank: "C"
Type: Main, Slot Holder, Holds 15 Slot worth of Arrows or Bolts, Quiver
Effect: A Backpack Quiver strapped against both shoulders.
Special: ---
Drawback: ---
Description: There are also archery quivers that are designed to be carried on your back like a backpack. The fletchings of the arrows are typically exposed so that you can retrieve them better. Although backpack archery quivers are suitable for hunting purposes, you won't be able to sit down in the field with them on your back. You may also have trouble reaching around to your back to retrieve your arrows. Can hold up to 15 Quiver Slots of Arrows or Bolts (150 Total).
Personality:
Pride-Combination attacks are what drive this man’s fighting style. Mixing genjutsu with items for effective strikes. Escapes or distractions, Anyone insults his way of battle and he will have it out right then and their. Ready to fight hands up and willing.
Composure- Keeping a leveled head in everyday, to death situations. Durge has been trained by his mother to be calm and collective. Whether it’s a blow with a kunai, or a battle for survival strategy and will power come first.
All out happy joy-Having a tendency to get over excited for heated battles. When cut or blood is thrown from his body he grins wildly. Mass explosions and long battles make his blood boil, and so does romance. Dinking hot tea in the moring, and relaxing is the best thing to Durge.
Smooth talking- Is one o Durges strong and not so strong suit. Capable of talking himself into, or out of a good or bad situation. From getting an owner to haggle down th eprices to letin ghim slip by an access point Durge will find a way with words. If he can't techniques are the other way in, or out in his case.
Annoyances-Small talk, and rude people who cut him off when he is talking. Nothing says foot up ass like a interruptive person. Spilling hot tea on his self, and being denied access for travel or having to work with an un-cooperative partner set him off.
Sorrow-Being blown off when plans were made doesn't sit well with Durge, and can lad to a down kind of day. If he gets his hopes up he will expect to much and if their not met he will become gloomy and un motivated. When he is lik this he will not want to move. and will not eat much food. Not motivated Durge may stay in one place, or spot for an extended amount of time. His ,ovements will also become slower the usual.
Appearance:
Hair-Long brown hair, tied and braided in the back. With side bangs past his ears, and smooth textured hair. A light golden brown normally and in direct sunlight a tint of blood crimson, red.
Clothing- Black casual pants, combined with a brown button up shirt with long sleeves. The cuffs buttoned as well, and a dark brown vest under his vest he carries his secondary items in. Glasses for reading, and just seeing everyday things.
Complexion- Durge has pale skin, and a few scars going down the center, right, and left side of his back. A hole where an arrow went through is covered by clothing. It resides next to his heart where he likes to keep it hidden.
Off Duty- Durge’s clothes are simple white baggy short, and a black T shirt. His glasses and his tattoos he usually has covered up. His tattoos consist of both arms, and his back. Both arms have slim, Italic like tribal designs from his left wrist to his right wrist. Swirls, knots, and a few hearts hidden within the pictures. On his back is the picture of two angel wings and tear drops. Mixed with apology and sorrow as words beneath the angel wings. The tear drops form a puddle on his lower back that in the puddle spell out, “center of power” in a dark tattered blue.
Fabric- Made from part silk and jean like material. His pants are more like a smooth but light durable silk. His button up shirt is soft and an easy thing to ruin, or stain. A harder, more tough vst overlaps his shirt. casual shoes fitted with soft soles for support and comfort inside his shoe.
Background:
Durge was only five when he began to practice genjutsu, un-facinated with playing outside, and with other children. He practiced every morning then ate his lunch, and for dinner he would train in ninjutsu. Molding chackra and releasing I timely and in between he would practice combining genjutsu with his items for effective attacks at various ranges. Day in and day out he practiced until he was ten. two years later he entered the academy able to ave confidence. And working out with his father helped alot to.
Graduating the academy early because his ninjutsu, and genjutsu along with his fierce fighting style allowed him to do so. Becoming a genin at the age of ten, Durge went on to practice the famed wood element ninjutsu. Quickening his hand seals, and perfecting the executions so he could perform in battle batter, able to attack before his enemy does. Becoming agile and light on his feet, Durge was a fine shinobi. One day he went ou for a walk and was attacked outside the village by a handful of men. Surviving on his wits, and his daily practices saving his butt.
Returning home he explained what happened, being gifted with the wood style ninjutsu made him a target, and a test subject. His parents sent him off to the land of river where he had a better chance of living a full life. Being a minor nation they hopefully wouldn’t have enemy shinobi as much to notice their child’s gifted ninjutsu. As years passed Durge explored the land of rivers and it's village. Making a nice little home for himself also making friends with the local shop owners. Writing to his parents every week.
Figment Perception
Rank: "C" Rank
Skill: GenJutsu
Effect: With this technique the user is capable of performing Jutsus that deals with the type of perception of Figment kind.
Special: ---
Drawback: Without this the user is unable to perform Jutsus dealing with the Figment Perception.
Description: Figment Perception creates a false Sensation. When a Figment Technique is perceived everyone feels the same thing, there is no alter, or different versions of a technique from person to person. This means that if a user performs a Figment Perception on a group, everyone feels the exact same Perception. With a Figment Perception if a user wishes to create an affect such as speech, the user must pick the speech first in order for it to speak or else no audible speech will be heard. If intelligible speech is possible, it must be in a language the user can speak. This goes the same with images, a user cannot create an image unless the user knows the image. User can only create figments out of two sensory, sight and sound. Figments cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Figments are pure illusions, used for distractions, confounding, or delaying enemies. This is not a mind affecting perception.
Limit: No Limitation.
Glamour Perception
Rank: "C" Rank
Skill: GenJutsu
Effect: With this technique the user is capable of performing Jutsus that deals with the type of perception of Glamor kind.
Special: ---
Drawback: Without this the user is unable to perform Jutsus dealing with the Glamor Perception.
Description: Glamour Perception changes a person's sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear. This means a person could hear something that is not there, feel something that is not there, taste something that is not there, see something that is not there. Glamour are basically hallucinations, delusions, making someone feel, see, taste, smell, or hear something that is not there, or make something not exist while being there. Glamour is illusions, used for distractions, confounding, or delaying enemies. This is not a mind affecting perception.
Limit: No Limitation.
• Displacement
Rank: "C"
Skill: GenJutsu
Effect: The subject of this Jutsu appears to be about two feet away from its true location.
Special: "Handseals"
Drawback: This technique does not work on those who are two or more classes stronger then that of the user, or if they are considered to be one higher of a specialist then that of the user. Such as a Non Specialist cannot use this on a Specialist or Master, and a Specialist is unable to use this on a master.
Description: The subject of this Jutsu appears to be about two feet away from its true location. The creature benefits from a 50% miss chance as if it had. This technique makes it seem as if the user is one place, but in actuality is only two feet to the left, or to the right.
Limit: Must know Glamour Perception.
Raven bombardment
Rank: D-rank
Skill: Genjutsu
Effect: Conceals thrown secondary weaponry as a raven.
Special: ---
Drawback: ---
Description: The user holds up to two slots worth of secondary weaponry in his hands, sending a small amount (E-rank) of chakra into each separate weapon. When thrown the chakra forms the image of a flying raven around the weapon, concealing it as a regular bird, also sound is produced to make it seem even more realistic
Limit: Figment Perception.
Kinobori no Waza - Act of Tree Climbing
Rank: "C"
Skill: NinJutsu/Supplementary
Effect: Allows a Non-Ninja the ability to perform Advanced chakra techniques.
Special: ---
Drawback: Non Ninjas must learn in order to learn Advanced chakra techniques. Ninjas gain this technique for free in the beginning however does not add into Character Class like other starting techniques. Does not work on Animal Companions.
Description: Kinobori no Waza, the art of tree climbing serves a dual purpose. Taking part in Kinobori Shugyou (Tree Climbing Training) helps a ninja learn how to focus their chakra. It also teaches the ninja how to run up trees and walk on vertical walls. The training helps the ninja learn how to focus just the right amount of chakra to a particular part of their body. The amount needed to climb is small but it must be precise. The feet are regarded as the hardest location to master chakra focusing. So by gaining the art of this skill, the ninja will have any jutsu available (theoretically) because they will be able to focus their chakra as needed. Allows a user to learn up to "C" Rank Chakra related Techniques.
Limit: Universal NinJutsu Technique.
Katon no Jutsu (Fire Release Skill)
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Fire. This means that any NinJutsu or specialized TaiJutsu that deals the Fire Release will need this in order to be performed correctly.
Limit: ---
Heat Mastery, when a user reaches to a point where they gain the full potential and understanding of fire and Heat the user is capable of many things. A technique such as this is a mastery of all Fire Techniques to where they do not have to worry about Minor Burns.
Housenka no Jutsu - Mythical Fire Phoenix Technique
Rank:C
Skill: Ninjutsu
Effect: The user is able to blow small balls of fire that can conceal projectiles to damage the opponent.
Special: Handseals
Drawback: ---
Description: The user performs a few quick handseals as they quickly take the same concept as that of the Goukakyuu no Jutsu. The user then spits out or hurls out up to five small sized fireballs towards the enemy. Each fireball creates massive amounts of burns but does not burst forth in an explosion. As each fireball makes contact with something, they spread out the fire creating a more of an area effect within the fire. The user is capable of using this technique in conjunction with multiple secondary weapons such as kunai or shuriken. The opponent is incapable of noticing the projectiles until the fire is extinguished in mid air. This technique is used typically to hide or to be used as a diversion for more of a powerful technique. As a D ranked ninja, the user is able of shooting 5 balls of fire. After the user goes up a difficulty class, they are capable of shooting 5 more fireballs.
Limit: Fire Release
Katon - Goukakyuu no Jutsu (Great Fireball Technique)
Rank: "C" "B" Rank
Skill: NinJutsu
Effect: The user is capable of performing a few handseals in which gives them the capability of blowing a large body of fire in size of a large sphere that has great fire proportions and explosive capabilities.
Special: "Handseals"
Drawback: Depending on the Rank, is dependent on how strong or how much the user is capable of doing with the Goukakyuu no Jutsu.
Description: The user quickly performs a few handseals. The user then places the hand over their mouth creating a small like circle. This technique in turn is then to help the user control the great flame. The use then blows out and creates a large fireball that twice the size of a normal human body. When the "C" Rank version is first learned the user is only capable of blowing out the Great Fireball that is cannot be moved or go anywhere else. This also means that the technique does not explode in a fiery explosion, but burns greatly to anyone that is caught within the technique. When the user learns the "B" Rank version then the user is capable blowing the Great Fireball into the distance, sending it away from the use it to hurl towards the very opponent. This technique is only capable of going into a straight line and this is capable of having the size three times the size of a human body. This technique when launched at an opponent then becomes dangerous because at this point the technique can explode causing damage that is even more devastating.
Limit: Must have the Fire Release
Name: Durge Arrok
Bloodlimit: none
Height: 5’8”
Weight: 145lbs
Age: 17
Gender: Male
Alignment: Chaotic good
Birth Country: Land of sand
Village: Land of river
Special:
Genjutsu specialist
Ninjutsu specialist
Taijutsu non specialist
Clan non specialist
Weapons
Primary Weapon:
50 lb Draw Composite Bow (Overview)
Rank: "C" Rank
Type: Main, Weapon, Bow
Effect: A bow made from disparate materials laminated together, usually applied under tension for greater power while having a smaller normal size.
Special: ---
Drawback: The animal glue traditionally used can lose strength in humid conditions and be quickly ruined by submersion.
Description: Normally small bows to be used on mounts and chariots but have great hitting power due to the design. A 50 lb Draw Composite Bow is able to shoot an average arrow at speeds of 76 mps with the accuracy of the user's ability. Any Specialist is able to use this kind of bow.
Limit: Capable of being bought in any Hunting Shop.
Cost: 12,000 Ryo
Secondary Items:
Basic Shaft x15
Rank: "C"
Type: Secondary, Weapon, 10 per Quiver Slot, Arrow Shaft
Effect: The long narrow stem or body of a spear or arrow.
Special: ---
Drawback: ---
Description: The shaft is the primary structural element of the arrow, to which the other components are attached. Traditional arrow shafts are made from lightweight wood, bamboo or reeds, while modern shafts may be made from aluminum, carbon fiber reinforced plastic, or composite materials. Composite shafts are typically made from an aluminum core wrapped with a carbon fiber outer. The stiffness of the shaft is known as its spine, referring to how little the shaft bends when compressed. Hence, an arrow which bends less is said to have more spine. In order to strike consistently, a group of arrows must be similarly-spined. "Center-shot" bows, in which the arrow passes through the central vertical axis of the bow riser, may obtain consistent results from arrows with a wide range of spines.
Limit: Can be bought at any Hunting Shop.
Cost: 34 Ryo per Shaft; 340 Ryo per Slot
Bullet Point Arrowhead x15
Rank: "C"
Type: Secondary, Weapon, 10 per Slot, Arrowhead
Effect: A penetrating arrowhead used to insert a small wound into an opponent's body.
Special: ---
Drawback: Easy to remove for the opponent and stop the bleeding.
Description: Picture Bullet point arrowheads are used in competition archery. These arrowheads are shaped like the tip of a bullet and are designed to easily penetrate competition targets while doing the least amount of damage and being easily removed.
Limit: Can be bought at any Hunting Shop.
Cost: 33 Ryo per Arrowhead; 330 Ryo per Slot
Feather Fletching x15
Rank: "C"
Type: Secondary, Weapon, 10 per Slot, Arrow Fletching
Effect: Fletching is the aerodynamic stabilization of arrows or darts with materials, each piece of which is referred to as a fletch.
Special: ---
Drawback: ---
Description: Fletching are designed to keep the arrow pointed in the direction of travel by strongly damping down any tendency to pitch or yaw. Fletchings are traditionally made from feathers (often from a goose or turkey) bound to the arrow's shaft.
Limit: Can be bought at any Hunting Shop.
Cost: 33 Ryo per Fletching; 330 Ryo per Slot
Non-Weapon Items
Backpack Quiver (Small) (Overview)
Rank: "C"
Type: Main, Slot Holder, Holds 15 Slot worth of Arrows or Bolts, Quiver
Effect: A Backpack Quiver strapped against both shoulders.
Special: ---
Drawback: ---
Description: There are also archery quivers that are designed to be carried on your back like a backpack. The fletchings of the arrows are typically exposed so that you can retrieve them better. Although backpack archery quivers are suitable for hunting purposes, you won't be able to sit down in the field with them on your back. You may also have trouble reaching around to your back to retrieve your arrows. Can hold up to 15 Quiver Slots of Arrows or Bolts (150 Total).
Personality:
Pride-Combination attacks are what drive this man’s fighting style. Mixing genjutsu with items for effective strikes. Escapes or distractions, Anyone insults his way of battle and he will have it out right then and their. Ready to fight hands up and willing.
Composure- Keeping a leveled head in everyday, to death situations. Durge has been trained by his mother to be calm and collective. Whether it’s a blow with a kunai, or a battle for survival strategy and will power come first.
All out happy joy-Having a tendency to get over excited for heated battles. When cut or blood is thrown from his body he grins wildly. Mass explosions and long battles make his blood boil, and so does romance. Dinking hot tea in the moring, and relaxing is the best thing to Durge.
Smooth talking- Is one o Durges strong and not so strong suit. Capable of talking himself into, or out of a good or bad situation. From getting an owner to haggle down th eprices to letin ghim slip by an access point Durge will find a way with words. If he can't techniques are the other way in, or out in his case.
Annoyances-Small talk, and rude people who cut him off when he is talking. Nothing says foot up ass like a interruptive person. Spilling hot tea on his self, and being denied access for travel or having to work with an un-cooperative partner set him off.
Sorrow-Being blown off when plans were made doesn't sit well with Durge, and can lad to a down kind of day. If he gets his hopes up he will expect to much and if their not met he will become gloomy and un motivated. When he is lik this he will not want to move. and will not eat much food. Not motivated Durge may stay in one place, or spot for an extended amount of time. His ,ovements will also become slower the usual.
Appearance:
Hair-Long brown hair, tied and braided in the back. With side bangs past his ears, and smooth textured hair. A light golden brown normally and in direct sunlight a tint of blood crimson, red.
Clothing- Black casual pants, combined with a brown button up shirt with long sleeves. The cuffs buttoned as well, and a dark brown vest under his vest he carries his secondary items in. Glasses for reading, and just seeing everyday things.
Complexion- Durge has pale skin, and a few scars going down the center, right, and left side of his back. A hole where an arrow went through is covered by clothing. It resides next to his heart where he likes to keep it hidden.
Off Duty- Durge’s clothes are simple white baggy short, and a black T shirt. His glasses and his tattoos he usually has covered up. His tattoos consist of both arms, and his back. Both arms have slim, Italic like tribal designs from his left wrist to his right wrist. Swirls, knots, and a few hearts hidden within the pictures. On his back is the picture of two angel wings and tear drops. Mixed with apology and sorrow as words beneath the angel wings. The tear drops form a puddle on his lower back that in the puddle spell out, “center of power” in a dark tattered blue.
Fabric- Made from part silk and jean like material. His pants are more like a smooth but light durable silk. His button up shirt is soft and an easy thing to ruin, or stain. A harder, more tough vst overlaps his shirt. casual shoes fitted with soft soles for support and comfort inside his shoe.
Background:
Durge was only five when he began to practice genjutsu, un-facinated with playing outside, and with other children. He practiced every morning then ate his lunch, and for dinner he would train in ninjutsu. Molding chackra and releasing I timely and in between he would practice combining genjutsu with his items for effective attacks at various ranges. Day in and day out he practiced until he was ten. two years later he entered the academy able to ave confidence. And working out with his father helped alot to.
Graduating the academy early because his ninjutsu, and genjutsu along with his fierce fighting style allowed him to do so. Becoming a genin at the age of ten, Durge went on to practice the famed wood element ninjutsu. Quickening his hand seals, and perfecting the executions so he could perform in battle batter, able to attack before his enemy does. Becoming agile and light on his feet, Durge was a fine shinobi. One day he went ou for a walk and was attacked outside the village by a handful of men. Surviving on his wits, and his daily practices saving his butt.
Returning home he explained what happened, being gifted with the wood style ninjutsu made him a target, and a test subject. His parents sent him off to the land of river where he had a better chance of living a full life. Being a minor nation they hopefully wouldn’t have enemy shinobi as much to notice their child’s gifted ninjutsu. As years passed Durge explored the land of rivers and it's village. Making a nice little home for himself also making friends with the local shop owners. Writing to his parents every week.
Figment Perception
Rank: "C" Rank
Skill: GenJutsu
Effect: With this technique the user is capable of performing Jutsus that deals with the type of perception of Figment kind.
Special: ---
Drawback: Without this the user is unable to perform Jutsus dealing with the Figment Perception.
Description: Figment Perception creates a false Sensation. When a Figment Technique is perceived everyone feels the same thing, there is no alter, or different versions of a technique from person to person. This means that if a user performs a Figment Perception on a group, everyone feels the exact same Perception. With a Figment Perception if a user wishes to create an affect such as speech, the user must pick the speech first in order for it to speak or else no audible speech will be heard. If intelligible speech is possible, it must be in a language the user can speak. This goes the same with images, a user cannot create an image unless the user knows the image. User can only create figments out of two sensory, sight and sound. Figments cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Figments are pure illusions, used for distractions, confounding, or delaying enemies. This is not a mind affecting perception.
Limit: No Limitation.
Glamour Perception
Rank: "C" Rank
Skill: GenJutsu
Effect: With this technique the user is capable of performing Jutsus that deals with the type of perception of Glamor kind.
Special: ---
Drawback: Without this the user is unable to perform Jutsus dealing with the Glamor Perception.
Description: Glamour Perception changes a person's sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear. This means a person could hear something that is not there, feel something that is not there, taste something that is not there, see something that is not there. Glamour are basically hallucinations, delusions, making someone feel, see, taste, smell, or hear something that is not there, or make something not exist while being there. Glamour is illusions, used for distractions, confounding, or delaying enemies. This is not a mind affecting perception.
Limit: No Limitation.
• Displacement
Rank: "C"
Skill: GenJutsu
Effect: The subject of this Jutsu appears to be about two feet away from its true location.
Special: "Handseals"
Drawback: This technique does not work on those who are two or more classes stronger then that of the user, or if they are considered to be one higher of a specialist then that of the user. Such as a Non Specialist cannot use this on a Specialist or Master, and a Specialist is unable to use this on a master.
Description: The subject of this Jutsu appears to be about two feet away from its true location. The creature benefits from a 50% miss chance as if it had. This technique makes it seem as if the user is one place, but in actuality is only two feet to the left, or to the right.
Limit: Must know Glamour Perception.
Raven bombardment
Rank: D-rank
Skill: Genjutsu
Effect: Conceals thrown secondary weaponry as a raven.
Special: ---
Drawback: ---
Description: The user holds up to two slots worth of secondary weaponry in his hands, sending a small amount (E-rank) of chakra into each separate weapon. When thrown the chakra forms the image of a flying raven around the weapon, concealing it as a regular bird, also sound is produced to make it seem even more realistic
Limit: Figment Perception.
Kinobori no Waza - Act of Tree Climbing
Rank: "C"
Skill: NinJutsu/Supplementary
Effect: Allows a Non-Ninja the ability to perform Advanced chakra techniques.
Special: ---
Drawback: Non Ninjas must learn in order to learn Advanced chakra techniques. Ninjas gain this technique for free in the beginning however does not add into Character Class like other starting techniques. Does not work on Animal Companions.
Description: Kinobori no Waza, the art of tree climbing serves a dual purpose. Taking part in Kinobori Shugyou (Tree Climbing Training) helps a ninja learn how to focus their chakra. It also teaches the ninja how to run up trees and walk on vertical walls. The training helps the ninja learn how to focus just the right amount of chakra to a particular part of their body. The amount needed to climb is small but it must be precise. The feet are regarded as the hardest location to master chakra focusing. So by gaining the art of this skill, the ninja will have any jutsu available (theoretically) because they will be able to focus their chakra as needed. Allows a user to learn up to "C" Rank Chakra related Techniques.
Limit: Universal NinJutsu Technique.
Katon no Jutsu (Fire Release Skill)
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Fire. This means that any NinJutsu or specialized TaiJutsu that deals the Fire Release will need this in order to be performed correctly.
Limit: ---
Heat Mastery, when a user reaches to a point where they gain the full potential and understanding of fire and Heat the user is capable of many things. A technique such as this is a mastery of all Fire Techniques to where they do not have to worry about Minor Burns.
Housenka no Jutsu - Mythical Fire Phoenix Technique
Rank:C
Skill: Ninjutsu
Effect: The user is able to blow small balls of fire that can conceal projectiles to damage the opponent.
Special: Handseals
Drawback: ---
Description: The user performs a few quick handseals as they quickly take the same concept as that of the Goukakyuu no Jutsu. The user then spits out or hurls out up to five small sized fireballs towards the enemy. Each fireball creates massive amounts of burns but does not burst forth in an explosion. As each fireball makes contact with something, they spread out the fire creating a more of an area effect within the fire. The user is capable of using this technique in conjunction with multiple secondary weapons such as kunai or shuriken. The opponent is incapable of noticing the projectiles until the fire is extinguished in mid air. This technique is used typically to hide or to be used as a diversion for more of a powerful technique. As a D ranked ninja, the user is able of shooting 5 balls of fire. After the user goes up a difficulty class, they are capable of shooting 5 more fireballs.
Limit: Fire Release
Katon - Goukakyuu no Jutsu (Great Fireball Technique)
Rank: "C" "B" Rank
Skill: NinJutsu
Effect: The user is capable of performing a few handseals in which gives them the capability of blowing a large body of fire in size of a large sphere that has great fire proportions and explosive capabilities.
Special: "Handseals"
Drawback: Depending on the Rank, is dependent on how strong or how much the user is capable of doing with the Goukakyuu no Jutsu.
Description: The user quickly performs a few handseals. The user then places the hand over their mouth creating a small like circle. This technique in turn is then to help the user control the great flame. The use then blows out and creates a large fireball that twice the size of a normal human body. When the "C" Rank version is first learned the user is only capable of blowing out the Great Fireball that is cannot be moved or go anywhere else. This also means that the technique does not explode in a fiery explosion, but burns greatly to anyone that is caught within the technique. When the user learns the "B" Rank version then the user is capable blowing the Great Fireball into the distance, sending it away from the use it to hurl towards the very opponent. This technique is only capable of going into a straight line and this is capable of having the size three times the size of a human body. This technique when launched at an opponent then becomes dangerous because at this point the technique can explode causing damage that is even more devastating.
Limit: Must have the Fire Release