Suke Manor | PM to enter
Feb 27, 2015 6:44:38 GMT -7
Post by ~Emi~ on Feb 27, 2015 6:44:38 GMT -7
The glimpse in his eyes
W
hen Suke had closed his eyes before releasing the flash, Emi had immediately feared that the man was about to use one of the things he was the weakest against, genjutsu. So right when he noticed that the eyes were about to open again, he had activated his hiraishin. The timing had just been a little bit earlier than he had planned but it made him capable of avoiding the immediate flash. As he had appeared next to Sai, he had raised his gaze to look at Suke once again. Since that was when the flash happened, Emi's field of vision got a little blurry and had a few red dots flying around the area. That hadn't been what he had been expecting and as the kunai flew away towards the man, Emi noticed that Suke was standing just a few feet away and that it was just an after image he had seen before him. Since he had prepared himself to avoid to the right, Emi tumbled in the direction while blinking frenetically to regain his full vision again. When the boy had jumped back on his feet he tried to meet Suke's gaze. It was important that he didn't forget the test, and his new idea made it vital that he was able to look into the older man's eyes at all time.WHY DO YOU HESITATE?
The boy exclaimed after Suke had given him the warning. I want to see that spark of determination! He thought as he quickly estimated his surroundings and drew one of his kunais. Sai's warning made Emi a little curious, what was the man doing that could be so dangerous? It didn't look like there were any especially dangerous about him. But it was time for Emi to force the test to an end. So he began to use his fast movements around the area again. His muscles in the legs were strained and he felt how a small stream of sweat was pouring down his neck, it had been a long day and his body was worn from the travels and events before leaving the village. He was however determined on finishing the test. When he stopped from a four dash streak (1 arc, behind you) Emi threw one of his kunais towards Suke. Immediately after the kunai had left his hand, Emi dashed to a location 5 meters away from Suke (Normal shunshin + after image, to your right) and threw another kunai towards his target. After another set of arc shunshins ended in a throw and one leaving an after image behind he began to rapidly throw three more kunais. He made sure that he kept on moving around, but if he noticed that either one of his kunai would pass by the man by less than a foot, he would use his hiraishin to it and attempt to put his left hand on the back of the man's head. Emi had located the kunai he had left outside the wall in his mind as a precaution if anything were to go wrong.
Techniques used:
Shunshin no Jutsu - Ko (Body Flicker Technique - Arc)
Rank: "D"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush in an arc in almost instantaneous speed. Allows the user to avoid the opponent's attack and gaze.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move in an arc along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. User may move forward, or backwards if they know Tweh version of Shunshin. This Jutsu is used to get around and behind an opponent without sacrificing multiple Shunshins. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Tsuchi Shunshin no Jutsu (Earth Body Flicker Technique)
Rank: "D"
Skill: NinJutsu/TaiJutsu
Effect: A Shunshin variation that creates swirling dirt and earth to disguise the user's movements.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to perform any of the 5 Shunshin no Jutsu (Body Flicker Technique) with this Jutsu as well as any advancements of Shunshin. Instead of creating a puff of smoke the user uses an amount of dirt found near the user to rise up and swirl around the user to disguise their movements as they perform a Shunshin no Jutsu (Body Flicker Technique).
Limit: Must know The 5 Shunshin no Jutsu (Body Flicker Technique).
Hiraishin Senkou (Flying Thunder God Flash)
Rank: S
Skill: Ninjutsu
Effect: Teleports the user instantly to the Hiraishin seal.
Special: "1 Hand Seal is used. The Tiger"
Drawback: Requires intense concentration, the user may potentially place themselves in a dangerous situation. Seal only functions in a one kilometer radius. Requires 300 TP to learn.
Description: The user forms the tiger seal, synchronizing their chakra with the signal from the seal. The seal will in turn activate, and the incantation will transmit the user via a packet of pure, high frequency chakra to the seal in the blink of an eye. The user reforms and is in whole once again, exactly as they were in their original location. Known as one of the deadliest assassination techniques in existence, the Hiraishin is also one of the most difficult to learn. Despite it's difficulty, however, it only consumes chakra like a B ranked technique.
Limit: Must known Hiraishin Placement. Must learn from Alexander, Kaiser, or Izumi.'
Quick Draw
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: User has learned how to draw their weapon without taking up a movement.
Special: ---
Drawback: ---
Description: The user can draw a weapon without a movement. The user can draw a hidden weapon (With Sleight of Hand) without taking a movement. A user who has this technique may draw a throwing weapon and hurl the weapon within 1 movement. Without this technique, the user may draw a weapon as a movement.
Limit: Must be a Throwing Specialist.
Point Blank Shot
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: A technique that gives the user greater proficiency within the range of 10 meters.
Special: ---
Drawback: ---
Description: With this technique the user has learned how to combat against opponents within 10 meters without fear or fumbling with their weapon. They gain the courage and ability to perform combat without much effort. This is a prerequisite technique for more popular techniques. What good is a Throwing Specialist if they are not ready to battle while in close range.
Limit: Must be a Throwing Specialist.
Far Shot
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: Farshot allows the user proficiency to the 2nd Range Increment with thrown weapons.
Special: ---
Drawback: Must Aim for 1 movement before throwing.
Description: Normally the user may only shoot proficiently within the weapon's 1st Range Increment. This technique allows the user to increase their range proficiency by giving them a 2nd Range Increment. Example: The Knife has a 1st Range increment of 10 meters. With this technique the user's 2nd Range increment for this weapon is 20 meters. This increases the user's mobility attack as well as the stationary attack allowing the user to throw at further distances without worrying too much about close combat.
Limit: Must be a Throwing Specialist. Must know Precise Shot.
Shunshin no Jutsu - Zanzō (Body Flicker Technique - Remaining Image)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: Affects the enemy's mind and will power by making after images.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: A Jutsu to move so swiftly that an image of the technique's user is left behind while moving within 10 meters. Most often it is used to dodge an incoming attack and get behind the opponent to perform a counter-attack. When first learned user is able to perform 1 after image within 10 meters. Each time learned user is able to create an extra after image within 10 meters. May learn to perform up to 5 after images within a single Jutsu. Supplement of Shunshin no Jutsu (Body Flicker Technique - Push) while using same schematics. May be used with other Shunshin no Jutsu - Oshi (Body Flicker Technique).
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi, Ken'in, Ko, and Kaunta
Rank: "D"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush in an arc in almost instantaneous speed. Allows the user to avoid the opponent's attack and gaze.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move in an arc along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. User may move forward, or backwards if they know Tweh version of Shunshin. This Jutsu is used to get around and behind an opponent without sacrificing multiple Shunshins. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Tsuchi Shunshin no Jutsu (Earth Body Flicker Technique)
Rank: "D"
Skill: NinJutsu/TaiJutsu
Effect: A Shunshin variation that creates swirling dirt and earth to disguise the user's movements.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to perform any of the 5 Shunshin no Jutsu (Body Flicker Technique) with this Jutsu as well as any advancements of Shunshin. Instead of creating a puff of smoke the user uses an amount of dirt found near the user to rise up and swirl around the user to disguise their movements as they perform a Shunshin no Jutsu (Body Flicker Technique).
Limit: Must know The 5 Shunshin no Jutsu (Body Flicker Technique).
Hiraishin Senkou (Flying Thunder God Flash)
Rank: S
Skill: Ninjutsu
Effect: Teleports the user instantly to the Hiraishin seal.
Special: "1 Hand Seal is used. The Tiger"
Drawback: Requires intense concentration, the user may potentially place themselves in a dangerous situation. Seal only functions in a one kilometer radius. Requires 300 TP to learn.
Description: The user forms the tiger seal, synchronizing their chakra with the signal from the seal. The seal will in turn activate, and the incantation will transmit the user via a packet of pure, high frequency chakra to the seal in the blink of an eye. The user reforms and is in whole once again, exactly as they were in their original location. Known as one of the deadliest assassination techniques in existence, the Hiraishin is also one of the most difficult to learn. Despite it's difficulty, however, it only consumes chakra like a B ranked technique.
Limit: Must known Hiraishin Placement. Must learn from Alexander, Kaiser, or Izumi.'
Quick Draw
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: User has learned how to draw their weapon without taking up a movement.
Special: ---
Drawback: ---
Description: The user can draw a weapon without a movement. The user can draw a hidden weapon (With Sleight of Hand) without taking a movement. A user who has this technique may draw a throwing weapon and hurl the weapon within 1 movement. Without this technique, the user may draw a weapon as a movement.
Limit: Must be a Throwing Specialist.
Point Blank Shot
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: A technique that gives the user greater proficiency within the range of 10 meters.
Special: ---
Drawback: ---
Description: With this technique the user has learned how to combat against opponents within 10 meters without fear or fumbling with their weapon. They gain the courage and ability to perform combat without much effort. This is a prerequisite technique for more popular techniques. What good is a Throwing Specialist if they are not ready to battle while in close range.
Limit: Must be a Throwing Specialist.
Far Shot
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: Farshot allows the user proficiency to the 2nd Range Increment with thrown weapons.
Special: ---
Drawback: Must Aim for 1 movement before throwing.
Description: Normally the user may only shoot proficiently within the weapon's 1st Range Increment. This technique allows the user to increase their range proficiency by giving them a 2nd Range Increment. Example: The Knife has a 1st Range increment of 10 meters. With this technique the user's 2nd Range increment for this weapon is 20 meters. This increases the user's mobility attack as well as the stationary attack allowing the user to throw at further distances without worrying too much about close combat.
Limit: Must be a Throwing Specialist. Must know Precise Shot.
Shunshin no Jutsu - Zanzō (Body Flicker Technique - Remaining Image)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: Affects the enemy's mind and will power by making after images.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: A Jutsu to move so swiftly that an image of the technique's user is left behind while moving within 10 meters. Most often it is used to dodge an incoming attack and get behind the opponent to perform a counter-attack. When first learned user is able to perform 1 after image within 10 meters. Each time learned user is able to create an extra after image within 10 meters. May learn to perform up to 5 after images within a single Jutsu. Supplement of Shunshin no Jutsu (Body Flicker Technique - Push) while using same schematics. May be used with other Shunshin no Jutsu - Oshi (Body Flicker Technique).
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi, Ken'in, Ko, and Kaunta
The chakra drain paralysis is still active on the left hand.
I need a roll on how many more movements I gained from my adrenaline jolt
5/13 shunshins used (4 this round, 5 is my max/round without the adrenaline jolt effect)