Kaneki Zaraki (Finished)
Nov 7, 2016 20:48:39 GMT -7
Post by Kaneki on Nov 7, 2016 20:48:39 GMT -7
Basic Information
Name: Kaneki Zaraki
Bloodlimit: Scirocco
Height: 5’5”
Weight: 70lbs
Age: 12
Gender: Male
Alignment: Lawful Evil
Birth Country: Kaze No Kuni
Village: Kumogakure
Special:
Ninjutsu specialist
Genjutsu specialist
Clan non-specialist
Taijutsu non-specialist
Slots:
Ninjutsu:
-Fuuton: 240 TP
-Future
-Future
-Future
-Future
-Future
Genjutsu:
-Glamour: 40 TP
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-
-
-
-
Clan:
- Scirocco
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-
-
Taijutsu:
-
-
-
-
Weapons
Primary Weapon:
Sword, Longsword (x1)
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo.
Wire (1 bundle)
Rank: "C"
Type: Main, Slashing, Soft Weapon
Effect: Metal drawn out into the form of a thin flexible thread or rod.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +4 Amour Points of Damage. Wire is a single, usually cylindrical, flexible strand or rod of metal. Wires are used to bear mechanical loads and to carry electricity and telecommunications signals. Wire is commonly formed by drawing the metal through a hole in a die or draw plate. Standard sizes are determined by various wire gauges. When using Wire over 1.2 m (1 to 4 feet) they are treated as a 2-handed weapon. Wire under 1.2 m (1 to 4 feet) are treated as 1-handed weapons. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 3,000 Ryo per Bundle, 200 Ryo per Meter.
Secondary Items:
Senbon-One slot
Rank: "B" Rank
Type: Secondary, 57 per Slot, Piercing, Senbon
Effect: Senbon are metal needles with a point at both ends. They often serve a medical purpose.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 10 meters. Are weapons used for acupuncture. For this reason, senbon deal non-lethal damage.
Limit: These items may be bought inside any Weapon Shop.
Cost: 5,700 Ryo per Slot, or 100 Ryo Each.
Kunai-One slot
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Non-weapon Items:
Flute, Basic, Small (44/125SP)
Rank: "C"
Type: Main, Instrument, Wind Instrument
Effect: The flute is a musical instrument of the woodwind family. Unlike woodwind instruments with reeds, a flute is an aerophone or reedless wind instrument that produces its sound from the flow of air across an opening.
Special: ---
Drawback: ---
Description: Some of these types are Fife, Piccolo, Western concert flute, Alto flute, Bass flute, Contra-alto flute, Contrabass flute, Double contrabass flute, and Hyperbass Flute. These Instruments range up to 2 feet in size.
Limit: These types of items may be capable of being bought inside any Musical Shop.
Cost: 2,500 Ryo
Pouch, Quick Loader x4
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A short sized pouch capable of holding 1 slot of items of short length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, or other material pouch that can easily hold 1 slot worth of items not of Scroll Size. The dimensions are 5.24 inches in height, 4.25 inches wide and 2.25 inches in depth. The primary purpose for these pouches are to hold all kinds of secondary items that do not exceed the height or width in dimensions. Primarily they hold smaller objects such as hira or bo-shurikens, alchemical pouches, and other items in similar size. For longer items see the Scroll Pouch. Quick Loader Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Characters attempting to conceal an item in a quick loader pouch gain a +10 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Cloak (One)
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloaks are hooded outerwear that tend to cover most other clothing and are open at the front.
Special: ---
Drawback: ---
Description: A cloak is a type of loose garment that is worn over indoor clothing. It protects the wearer from the cold, rain or wind for example, or it may form part of a fashionable outfit or uniform. Cloaks have been used by myriad historic societies; many climates favor wearing a full-body garment which is easily removed and does not constrain the wearer with sleeves. Over time cloak designs have been changed to match fashion and available textiles. Cloaks generally fasten at the neck or over the shoulder, vary in length, from hip all the way down to the ankle, mid-calf being the normal length. They may have an attached hood, and may cover and fasten down the front, in which case they have holes or slits for the hands to pass through. However, cloaks are almost always sleeveless. Cloaks give a +10 to Sleight of Hand when worn. Cloaks can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each.
Vest
(One)
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Vests, like jackets are worn over shirts on the torso.
Special: ---
Drawback: ---
Description: A vest is a sleeveless garment covering the upper body. Vest may refer to other outer garments, such as a padded sleeveless jacket popular for hunting, commonly known as a hunting vest. Another common variant is the fishing vest which carries a profusion of external pockets for carrying fishing tackle. Vests have no slots, however 4 pouches may be stitched into the vest. 2 Pouches may be stitched along the top of the vest (1 along each side), 2 pouches may be stitched along the bottom of the vest (1 along each side).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Footwear
(One Pair)
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Shirt
(One)
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Pants
(One Pair)
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Character Depth
Personality:
Stoic and silent, Kaneki is exactly what you'd expect of a boy who grew up in the Demon Desert. While he is still very young Kaneki has a rather mature outlook on the world, especially the people in it. His isolation causes him to veer away from contact with others, even his fellow shinobi. Though he is still far from someone to be feared or loathed. Distancing himself from those around him does result in a kink in his social skills, but often he wishes that situation could change.
Kaneki has a deep sense of duty, he puts the defense of his new homeland above all others. Enjoying the beauty and simplicity of the land above all else he would happily give his life for his new home. Even though he has little to no ties to the people of Kumogakure, he still feels a sense of duty in their defense, especially the Raikage.
Most of Kaneki's are spent in training, at least that Is what everyone sees the shinobi do. In his spare time Kaneki actually enjoys learning more about the new world. Things like dancing, singing, art, and even reading are all things that fascinate the boy. More than anything else he has a love for music. The boy sees music the same way he does the new world. Simple and beautiful, ripe for him to lay an imprint on. Because of this he sometimes devotes excess time to learning how to play the flute.
Kaneki's dyslexia is another source of aggravation for the shinobi, he sees it as a weakness and loathes himself for it. There are times his anger gets the best of him and can cause a state of depression, which he only knows how to deal with by training through it. Though Kaneki has had a hard life and can sometimes come off as cold, he cannot hide his happiness in this new shinobi world. There are often internal struggles with him, at times his father's training echoes through him, telling him not to tolerate weakness or stupidity. This causes his working in a team to be problematic in the least.
Making friends is not Kaneki's easiest trait, he often finds it difficult to socialize with the people of Kumogakure, even though he does feel a closeness with the land. The shinobi generally attempts to alienate himself from those he does not know. Thus far the only exception of that nature is his friend, Shiki. Though he struggles daily with his inability to socialize he can often be seen attempting to make friends, whether or not it takes is another matter. Without a doubt Kaneki can be one of the most awkward shinobi to talk to.
Appearance:
Kaneki is rather tall for his age, standing at five foot, seven inches he is a fairly impressive figure. During his time in the desert Kaneki held a rather malnourished frame, the years of limited food showing obviously through him. Since he has moved to the hidden Cloud village Kaneki has had his malnourished taken care of. Even though his malnourished was dealt with Kaneki's weight never changed. In appearance his frame seems to have filled out much more than when he was in the desert. Upon closer inspection from his village doctor's it was determined that Kaneki's bloodline caused his bones and organs to be nearly weightless, much like a birds. Allowing easier transition to a vapor-like form, like his ancestors.
His most noticeable feature would most likely be his bronzed skin and white hair. His skin, which has years of sun damage torn through it, holds a rustic color for the most part. Though the boy's hair is a pale white it has a straw-like texture, the hot sun drying it out and making it hard and brittle. Since moving to the hidden sound his hair has become slightly softer and less unkempt, but the likelihood of it becoming soft and straight is unlikely.
Another feature of Kaneki is a series of scars on his back and shoulders. The scars, which cover nearly his entire torso, are the result of the boy losing his shirt once when he was young, forcing him to go a day without his shirt until his father returned to him. Other than those scars Kaneki has a few small scars on his hands from practicing with his katana and kunai knives, those of which are generally more fresh and consistently recurring. Aside from his burn and training scars Kaneki's skin is relatively unscathed, both his face and arms remain clear of any blemishes.
Regardless of the occasion Kaneki is generally seen wearing the same thing. Black shinobi combat boots, which he generally tucks his dark blue pants into. To cover his torso he wears a fleece shirt, mainly for warmth in the colder climate he's not yet used to. On top of his shirt he wears a black vest, with four pockets sewn into it for extra storage. The vest's collar reaches about an inch above his shoulders, though it has no kind of shoulder pads, for full mobility. Kaneki can usually be seen with a black cloak on top of the rest of his clothing, often leaving the hood down when he is inside of the village.
Other than his clothing Kaneki can be seen carrying around a black katana, nothing particularly special about it other than the hand guard has been manually broken off. A small scratched ring covers the area where it used to be. He has a metal wire that binds the thread to the outside of his vest, several slits in his cloak allows him to wear it on the outside of his clothing. Another trinket can be seen dangling from Kaneki's hip on the inside of his cloak. A small metal flute, also connected to him with the same type of metal wires as his katana. Just like the katana there is nothing special about the flute, just a regular instrument.
Background:
Born into the harsh environment of the Demon Desert, Kaneki's life has always been about survival of the fittest. Kaneki's father, Sokuro, had been a member of Sunagakure's shinobi force until he was forced from the village because of his extremist ideology. Sokuro believed the world should be thrown into a pit of chaos and war, leaving only the strongest to thrive in the shinobi world. Leaving the village with his only son, Sokuro began a new life in the Demon desert. Spending the remainder of his life in training for the day he could finally implement a plan to realize his ideal world.
Kaneki's childhood was far from luxury, though the boy did have the unconditional love of a father, which in his mind was all he ever needed. The two spent the majority of their days in training and wandering the desert, far removed from the other members of their clan, as well as Kaneki's mother. Thanks to the abilities of Kaneki and his father's Kekkei Genkei they were able to easily travel the harsh desert, though only Sokuro ever actually left the desert itself. As Sokuro's health began to deteriorate he worked to instruct his son in the arts of his clan. Learning to perfect his wind style, as well as his Kekkei Genkei Kaneki grew to become a decent young shinobi. Still having no outside contact up until the age of ten the boy was little less than a desert shinobi being trained by a missing-nin of Sunagakure.
Sokuro's death was no surprise to Kaneki, in fact he was surprised his father lad lasted as long as he did, but when Kaneki was ten years old his father finally died. The harsh conditions of the desert had taken their toll on the man. His father's death still had a traumatic impact on the boy, leaving him alone and virtually alienated from the rest of the world Kaneki continued to live as he had done up until this point. Life without his father was harder, but not impossible. Using what he was taught in his childhood the boy was able to survive in the desert.
It was not until Kaneki had his first interaction with another person that his life began to change. A shinobi from the Hidden Cloud village, Shiki , had been traveling near the Demon Desert and stumbled upon Kaneki. At first Kaneki was wary of the man, having never even seen another person he was not sure what to think. Curious about him and where he came from Kaneki decided to speak to him, that was when he revealed himself as a shinobi from Kumogakure. Kaneki's father had instructed him on the different shinobi villages and their separate tactics. Though he never cared to share much else about the villages, feeling that excess information was unnecessary.
After the two spoke together for a while Shiki offered to show Kaneki the Land of Lightning and the hidden Cloud village. Kaneki, who was very intrigued agreed to go with him, leaving the solitude of his desert. During the journey alone Kaneki experienced more in a few weeks than he had his entire life. The new sounds, smells, and sights captivated the young shinobi. So much so, that when they arrived at Kumogakure he had already decided to stay. He immediately enlisted into the shinobi academy, his training over the years making him a good candidate for shinobi training.
However once Kaneki began his classes it became obvious to his instructor's that something was wrong. The boy had trouble retaining information in the written portions. While his basic shinobi schooling excelled he quickly began to fail the academic portion. It was not long until his teachers were able to deduce the problem. Kaneki was dyslexic, early in life his father had attempted to teach him proper reading and writing but the boy could never seem to understand, so he simply gave up on the matter.
After several months of tutoring Kaneki was allowed to try and take the academy exam for genin. Surprisingly the young shinobi passed by the skin of his teeth.
Techniques:
Fuuton no Jutsu (Wind 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 Wind. This means that any NinJutsu or specialized TaiJutsu that deals the Wind Release will need this in order to be performed correctly.
Limit: ---
Fuuton Kaze no Senbon (Needles of the Wind)
Rank: "D"
Skill: NinJutsu
Effect: User hurls a mixture of senbon needles in the form of wind to cut into the opponent.
Special: "Handseals"
Drawback: ---
Description: The ninja gathers air with his hands and mixes it with chakra, by doing this he transforms them into sharp and deadly needles. The needles are almost invisible so it is hard for the enemies to see them. This technique may be blocked by large objects, however something small such as a sword, or a staff will allow the needles to seperate still moving towards the object it was originally sent to. Not a powerful technique as the user is capable of hurling up to ten senbon wind needles that gives out minor cuts. However this could be used as a more of a set up technique to allow the user to perform a more dangerous technique.
Limit: Must have the Wind Release
Kaze Ya no Jutsu (Wind Arrow Technique)
Rank: "D"
Skill: NinJutsu
Effect: User is capable of breathing inwards and exerting outwards a large like arrow to pierce into the opponent's body.
Special: User takes in a deep breathe filling their lungs with air.
Drawback: Only one may be created at a time.
Description: The user molds chakra and breathes in. He or she then blows out and an arrow made of wind is shot from the user’s mouth. This arrow may be blocked as it is just a large consumption of wind, however it can not be deflected away. This means that the object must be large in size enough to defend from one against the wind. The size of the arrow is the size of the opponent's mouth with the length of three feet as it can travel up to the distance of twenty meters. This technique is used for short range to steer an opponent away from the user.
Limit: Must have the Wind Release
Fuuton: Suiran Reppu (Wind Release: Verdant Mountain's Violent Wind)
Rank: "D", "C", "B", "A", "S" Rank
Skill: NinJutsu
Effect: A wind technique using winds to lift and control a certain amount of weapons or people using powerful and at some points violent winds after utilizing the wind release. However, this can only be done to a certain extent.
Special: "Handseals"
Drawback: Must be learned multiple times, last handseal must be held for the technique to work. Once the seal is broken the technique will end.
Description: Performing the necessary handseals, the user will affix their wind release chakra and summon a small to large amount of powerful wind around a certain number of objects. At this point they can be suspended and controlled, moved through the air. However, the ability and amount of things possible to be moved varies along the rank learned for the technique. The winds if commanded can be very dangerous at any point in time, however it may only maim or move. When first learned at "D" Rank, the user is capable of having lifting a total of 10lbs. When dealing with weaponry, the weight of each weapon will be added together to result in the max; same with shinobi. When "C" Rank is reached the user is capable of lifting 50lbs. At "B" Rank, 200; At "A" Rank, 500; and finally at "S" Rank, 1000lbs.
Limit: Must have Wind Release
Futon: Kazepusshu
Rank: D
Skill: Taijutsu
Effect: When the user pushes out with there palm, creates a small funnel of air that can push the opponent back or over, but it causes little if any pain. This however can be a very annoying jutsu.
Special: --
Drawback: --
Description: The user quickly gathers a small amount of chakra to there hand and pushes it outward with there palm as a small funnel/gust of air blows out with enough force to push the opponent back or off balance.
Limit: Must have Wind Release.
Forma di Vento (Wind Form)
Rank: "C", "B", "A", "S"
Skill: NinJutsu
Effect: Transforms the user in to a cloudlike vapour substance that is in the shape of their own body.
Special: ---
Drawback: A Scirocco will die if they are crushed by something larger than their maximum normal volume weight.
Description: When the user transforms their whole body as well as all items on them (including clothes) they become a vapour, cloud like substance. In this substance they are able to move around but at this moment are unable to fly, since they are still heavier than the air that surrounds them. In order to fly please look at the Wind Walk technique. Depending on the user's knowledge in the technique depends on the strength of the ability. Their cloud like vapour body is connected by a centralized core that cannot be seen by the naked eye within the cloud like vapour. If the core is destroyed the Scirocco will die. The time it takes for a Scirocco to change into a vapour is equal to the amount of time it takes to form the handseals for a jutsu of the same rank as the rank of Wind Form.
"C" Rank Technique - User is able to transform them self into a cloud like vapor substance within 2 meters by 2 meters by 2 meters of distance while retaining the same amount of mass as they normally would. The central chakra core is the size of a basketball at this point. All Fire Release Techniques and any Earth Defence Techniques have an effect of 3 ranks higher than normal while in this form. TaiJutsu techniques phases through this form however energy attacks do work such as Fire Release and Lightning Release. User is unable to perform TaiJutsu techniques as well as any other techniques that are "C" Rank and higher other than any other Scirocco technique.
Futon- Kaze Kage (Wind style-Wind cage)
Rank: C, B
Skill: Ninjutsu
Effect: The user creates a large cage of wind, about 10 feet long and 10 feet wide. The wind spins around in a constant motion, making it almost impossible for anything to pass in and out of it. Sound is also impossible to pass through the barrier therefore anyone inside cannot hear anything on the outside, and vice versa. The B-rank version however, has wind continue to move around at a high rate inside of the cage, throwing whatever is in side of it around and cut it up. The cage can only be held for up to 5 posts.
Special: Handseals
Drawback: The cage cannot move, and the jutsu user cannot move while he/she is holding the jutsu. If the jutsu user is disrupted while the jutsu is in place the jutsu will be disrupted and the cage will go away.
Description: The user performs a series of handsigns and stop on the tiger symbol. A cage of wind will form wherever the caster wishes it to be, as long as it is within 20 feet of the user. The cage will begin spinning faster and faster around the selected area until a cage is formed. The cage will remain for as long as the user wishes, but will automatically disappear after 5 posts. The cage of wind will spin up to about 100 miles an hour creating a very powerful barrier. If the user learns the B-rank version wind will also be inside the cage, shooting around back and forth at a rate of 50 miles an hour and cutting up whatever is inside it.
Limit: Must have wind release
Kaze no Yaiba (Wind Blade)
Rank: "B"
Skill: NinJutsu
Effect: A technique where the user is capable of creating a blade of wind around the user's hand to attack against the opponent.
Special: "Handseals"
Drawback: ---
Description: After performing the needed handseals the user then quickly begins to form a blade out of the user's hands that extends outwards to the size of a long sword. With this technique the blade condensed greatly to where the blade becomes sharp as that of a normal sword. This technique is capable of being blocked however due to the condensed properties, and is capable of blocking as well.
Limit: Must have the Wind Release
Fuuton- Divine Wind Technique: Windmill Shurikens
Rank: B, C Rank Training (For More Shurikens)
Skill: Ninjutsu
Effect: Creating manipulated wind windmill shurikens which are very sharp and can brake through trees/bones/rock, and even penetrate through metal. This jutsu is used as a offensive/defense to keep the users opponents at bay or perhaps to surprise attack with something lethal. The jutsu's speed is moderate, but isn't to slow nor all that fast. However, it is destructive if used well. Unlike the dove which has speed, or the wind shuriken which has less chakra. This jutsu is the power abuser.
Special: "Handseals"
Drawback: The user takes focus to maintain this technique. Plus no other jutsu can be used while this jutsu is effect. However, if you are taijutsu specialist using your skills, they can be used [required that they don't use too much motion. Focus is the key so if knocked, pushed, or thrown off course this jutsu can be easily canceled and windmill/windmills can be dispersed.
Description: The user after performing handseals focuses chakra to the area around them. This is up to 5 meters of there surrounding area. The user focusing the shape of there chakra to resemble windmill shurikens. Creates thick shurikens of wind that absorbs debris around and spins at fast pace and is very visible by its white substance. (It is the same size as a regular windmill, which is roughly a meter or two) Using there chakra the user continues spinning the techinque in the air around you. The windmill shuriken can be moved through the area of 30-50 meters before disappearing out of range. It can be manipulated through the users hands/arms and takes focus to maintain. Up to three windmill shuriken may be created until training will be needed for more. The shuriken is extremly sharp and due to its spinning can be proven to be very deadly Creating more shuriken will take more practice and if achieved can be learned up to 7 shuriken. Not to mention the training by itself. The jutsu is very useful, but takes time to learn to its potential.
Limit: Need Wind Release. Maximum when learned 1. Can be trained up to 7 times to = of 8 Windmill Shuriken max when trained.
Glamour Perception
Rank: "C"
Skill: GenJutsu
Effect: Jutsu allows the user to perform Glamour Perceptions.
Special: ---
Drawback: ---
Description: Glamours cannot produce real effects, but they can change things that already exist. That's the chief difference between a Figment and a Glamour. If you want solid wood to feel rotten, birdcalls to sound like the shrieks of the damned, an otyugh to smell like perfume, or a disguise yourself, you probably want a glamour. As with Figments, everyone within range perceives the same thing and reacts appropriately.
Limit: ---
Reflective Disguise
Rank: "C"
Skill: GenJutsu
Effect: A reflective disguise Jutsu causes any intelligent creature viewing the user to perceive them as the same species and gender as itself, provided that its size category is no more than 1 away from the user's own.
Special: "Handseals"
Drawback: ---
Description: Affects anyone who sees the user. The user is able to perform this technique on themselves. The duration of this technique lasts for 50 minutes per class level. The viewer sees the user's clothing and equipment as they would normally appear; the Jutsu changes only perceptions of race and gender. Reflective disguise does not give the user any knowledge of the abilities or mannerisms of the reflected form, nor does it alter the perceived tactile (touch), audible (sound), or olfactory (smell) properties of them or their equipment. A creature that interacts with the Glamour gets a save to recognize it as an illusion. For example, a creature that touched the user and realized that the tactile sensation did not match the visual one would be entitled to such a save. A creature with the scent ability automatically gets a save if the user is within its scent range.
Limit: Must know the Glamour Perception.
Wind Instruments (Flute)
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: A skill that allows a user to play a specific Wind Instrument.
Special: ---
Drawback: ---
Description: This skill gives the player knowledge of how to play at least one wind instrument. Once this skill is acquired, the character can choose a specific type of wind instrument. Each time he repeats the course he can add another wind instrument. Wind instruments include such instruments as flutes, recorders, clarinets, etc. Basic skill indicates the musician can play simple tunes. Specialization means the character can play more complex tunes and compose simple tunes. Mastery indicates the character is a virtuoso and can compose intricate pieces for his instrument. Those without this skill can play any instrument of this type. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die rolls to increase the skill.
Limit: ---
Freebies:
Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Courageous
Rank: "C"
Skill: Combat Trait
Effect: User's childhood was brutal, but they persevered through force of will and faith.
Special: ---
Drawback: ---
Description: No matter how hard things go, the user knew they can make it through as long as they kept a level head. The user gains a +2 trait bonus on Saves against fear effects. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Chakra Resistance
Rank: "B"
Skill: Chakra Trait
Effect: Some Humans are even less affected by Chakra.
Special: ---
Drawback: ---
Description: Increases the characters natural bonus on saves vs. Chakra Jutsus & Chakra-like effects to +4 Trait Bonus. Users gain a Damage Resistance against Chakra Techniques equal to 20 points Racial Bonus. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Gifted Adept (Wind Walk)
Rank: "C"
Skill: Chakra Trait
Effect: Due to seeing the manifestation of a Jutsu the user is able to perform it as if they were higher Class Level.
Special: ---
Drawback: ---
Description: User's interest in Chakra was inspired by witnessing a Jutsu being performed in a particularly dramatic method, perhaps even one that affected them physically or spiritually. This early exposure to Chakra has made it easier for them to work similar Chakra on their own. Pick 1 Jutsu when the user picks this trait—from this point on, whenever the user performs that Jutsu, its effects manifestation at 1 Class Level higher. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Scholar
Rank: "C"
Skill: Heritage Trait
Effect: User studied at a university.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Jutsu Lore, and History skills. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User gains +10 in Appraisal and 1 Jutsu Lore skill or +10 to any background skill. User has a firm grasp on a number of different subjects. User gains a +10 bonus on all Academia, Languages/Communications, Interpret/Perform Mime, Poetry, Writing and Comprehend/Interpret, Animal Training, Brewing, Carpentry, Cartography, Coin Pile Numerical Approximation, Cooking, Disable Device, Disguise, First Aid, Forgery, Geology, Law, Lock Pick, Navigation, Nautical, Observation, and Reading Lips. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Name: Kaneki Zaraki
Bloodlimit: Scirocco
Height: 5’5”
Weight: 70lbs
Age: 12
Gender: Male
Alignment: Lawful Evil
Birth Country: Kaze No Kuni
Village: Kumogakure
Special:
Ninjutsu specialist
Genjutsu specialist
Clan non-specialist
Taijutsu non-specialist
Slots:
Ninjutsu:
-Fuuton: 240 TP
-Future
-Future
-Future
-Future
-Future
Genjutsu:
-Glamour: 40 TP
-
-
-
-
-
Clan:
- Scirocco
-
-
-
Taijutsu:
-
-
-
-
Weapons
Primary Weapon:
Sword, Longsword (x1)
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo.
Wire (1 bundle)
Rank: "C"
Type: Main, Slashing, Soft Weapon
Effect: Metal drawn out into the form of a thin flexible thread or rod.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +4 Amour Points of Damage. Wire is a single, usually cylindrical, flexible strand or rod of metal. Wires are used to bear mechanical loads and to carry electricity and telecommunications signals. Wire is commonly formed by drawing the metal through a hole in a die or draw plate. Standard sizes are determined by various wire gauges. When using Wire over 1.2 m (1 to 4 feet) they are treated as a 2-handed weapon. Wire under 1.2 m (1 to 4 feet) are treated as 1-handed weapons. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 3,000 Ryo per Bundle, 200 Ryo per Meter.
Secondary Items:
Senbon-One slot
Rank: "B" Rank
Type: Secondary, 57 per Slot, Piercing, Senbon
Effect: Senbon are metal needles with a point at both ends. They often serve a medical purpose.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 10 meters. Are weapons used for acupuncture. For this reason, senbon deal non-lethal damage.
Limit: These items may be bought inside any Weapon Shop.
Cost: 5,700 Ryo per Slot, or 100 Ryo Each.
Kunai-One slot
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Non-weapon Items:
Flute, Basic, Small (44/125SP)
Rank: "C"
Type: Main, Instrument, Wind Instrument
Effect: The flute is a musical instrument of the woodwind family. Unlike woodwind instruments with reeds, a flute is an aerophone or reedless wind instrument that produces its sound from the flow of air across an opening.
Special: ---
Drawback: ---
Description: Some of these types are Fife, Piccolo, Western concert flute, Alto flute, Bass flute, Contra-alto flute, Contrabass flute, Double contrabass flute, and Hyperbass Flute. These Instruments range up to 2 feet in size.
Limit: These types of items may be capable of being bought inside any Musical Shop.
Cost: 2,500 Ryo
Pouch, Quick Loader x4
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A short sized pouch capable of holding 1 slot of items of short length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, or other material pouch that can easily hold 1 slot worth of items not of Scroll Size. The dimensions are 5.24 inches in height, 4.25 inches wide and 2.25 inches in depth. The primary purpose for these pouches are to hold all kinds of secondary items that do not exceed the height or width in dimensions. Primarily they hold smaller objects such as hira or bo-shurikens, alchemical pouches, and other items in similar size. For longer items see the Scroll Pouch. Quick Loader Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Characters attempting to conceal an item in a quick loader pouch gain a +10 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Cloak (One)
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloaks are hooded outerwear that tend to cover most other clothing and are open at the front.
Special: ---
Drawback: ---
Description: A cloak is a type of loose garment that is worn over indoor clothing. It protects the wearer from the cold, rain or wind for example, or it may form part of a fashionable outfit or uniform. Cloaks have been used by myriad historic societies; many climates favor wearing a full-body garment which is easily removed and does not constrain the wearer with sleeves. Over time cloak designs have been changed to match fashion and available textiles. Cloaks generally fasten at the neck or over the shoulder, vary in length, from hip all the way down to the ankle, mid-calf being the normal length. They may have an attached hood, and may cover and fasten down the front, in which case they have holes or slits for the hands to pass through. However, cloaks are almost always sleeveless. Cloaks give a +10 to Sleight of Hand when worn. Cloaks can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each.
Vest
(One)
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Vests, like jackets are worn over shirts on the torso.
Special: ---
Drawback: ---
Description: A vest is a sleeveless garment covering the upper body. Vest may refer to other outer garments, such as a padded sleeveless jacket popular for hunting, commonly known as a hunting vest. Another common variant is the fishing vest which carries a profusion of external pockets for carrying fishing tackle. Vests have no slots, however 4 pouches may be stitched into the vest. 2 Pouches may be stitched along the top of the vest (1 along each side), 2 pouches may be stitched along the bottom of the vest (1 along each side).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Footwear
(One Pair)
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Shirt
(One)
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Pants
(One Pair)
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Character Depth
Personality:
Stoic and silent, Kaneki is exactly what you'd expect of a boy who grew up in the Demon Desert. While he is still very young Kaneki has a rather mature outlook on the world, especially the people in it. His isolation causes him to veer away from contact with others, even his fellow shinobi. Though he is still far from someone to be feared or loathed. Distancing himself from those around him does result in a kink in his social skills, but often he wishes that situation could change.
Kaneki has a deep sense of duty, he puts the defense of his new homeland above all others. Enjoying the beauty and simplicity of the land above all else he would happily give his life for his new home. Even though he has little to no ties to the people of Kumogakure, he still feels a sense of duty in their defense, especially the Raikage.
Most of Kaneki's are spent in training, at least that Is what everyone sees the shinobi do. In his spare time Kaneki actually enjoys learning more about the new world. Things like dancing, singing, art, and even reading are all things that fascinate the boy. More than anything else he has a love for music. The boy sees music the same way he does the new world. Simple and beautiful, ripe for him to lay an imprint on. Because of this he sometimes devotes excess time to learning how to play the flute.
Kaneki's dyslexia is another source of aggravation for the shinobi, he sees it as a weakness and loathes himself for it. There are times his anger gets the best of him and can cause a state of depression, which he only knows how to deal with by training through it. Though Kaneki has had a hard life and can sometimes come off as cold, he cannot hide his happiness in this new shinobi world. There are often internal struggles with him, at times his father's training echoes through him, telling him not to tolerate weakness or stupidity. This causes his working in a team to be problematic in the least.
Making friends is not Kaneki's easiest trait, he often finds it difficult to socialize with the people of Kumogakure, even though he does feel a closeness with the land. The shinobi generally attempts to alienate himself from those he does not know. Thus far the only exception of that nature is his friend, Shiki. Though he struggles daily with his inability to socialize he can often be seen attempting to make friends, whether or not it takes is another matter. Without a doubt Kaneki can be one of the most awkward shinobi to talk to.
Appearance:
Kaneki is rather tall for his age, standing at five foot, seven inches he is a fairly impressive figure. During his time in the desert Kaneki held a rather malnourished frame, the years of limited food showing obviously through him. Since he has moved to the hidden Cloud village Kaneki has had his malnourished taken care of. Even though his malnourished was dealt with Kaneki's weight never changed. In appearance his frame seems to have filled out much more than when he was in the desert. Upon closer inspection from his village doctor's it was determined that Kaneki's bloodline caused his bones and organs to be nearly weightless, much like a birds. Allowing easier transition to a vapor-like form, like his ancestors.
His most noticeable feature would most likely be his bronzed skin and white hair. His skin, which has years of sun damage torn through it, holds a rustic color for the most part. Though the boy's hair is a pale white it has a straw-like texture, the hot sun drying it out and making it hard and brittle. Since moving to the hidden sound his hair has become slightly softer and less unkempt, but the likelihood of it becoming soft and straight is unlikely.
Another feature of Kaneki is a series of scars on his back and shoulders. The scars, which cover nearly his entire torso, are the result of the boy losing his shirt once when he was young, forcing him to go a day without his shirt until his father returned to him. Other than those scars Kaneki has a few small scars on his hands from practicing with his katana and kunai knives, those of which are generally more fresh and consistently recurring. Aside from his burn and training scars Kaneki's skin is relatively unscathed, both his face and arms remain clear of any blemishes.
Regardless of the occasion Kaneki is generally seen wearing the same thing. Black shinobi combat boots, which he generally tucks his dark blue pants into. To cover his torso he wears a fleece shirt, mainly for warmth in the colder climate he's not yet used to. On top of his shirt he wears a black vest, with four pockets sewn into it for extra storage. The vest's collar reaches about an inch above his shoulders, though it has no kind of shoulder pads, for full mobility. Kaneki can usually be seen with a black cloak on top of the rest of his clothing, often leaving the hood down when he is inside of the village.
Other than his clothing Kaneki can be seen carrying around a black katana, nothing particularly special about it other than the hand guard has been manually broken off. A small scratched ring covers the area where it used to be. He has a metal wire that binds the thread to the outside of his vest, several slits in his cloak allows him to wear it on the outside of his clothing. Another trinket can be seen dangling from Kaneki's hip on the inside of his cloak. A small metal flute, also connected to him with the same type of metal wires as his katana. Just like the katana there is nothing special about the flute, just a regular instrument.
Background:
Born into the harsh environment of the Demon Desert, Kaneki's life has always been about survival of the fittest. Kaneki's father, Sokuro, had been a member of Sunagakure's shinobi force until he was forced from the village because of his extremist ideology. Sokuro believed the world should be thrown into a pit of chaos and war, leaving only the strongest to thrive in the shinobi world. Leaving the village with his only son, Sokuro began a new life in the Demon desert. Spending the remainder of his life in training for the day he could finally implement a plan to realize his ideal world.
Kaneki's childhood was far from luxury, though the boy did have the unconditional love of a father, which in his mind was all he ever needed. The two spent the majority of their days in training and wandering the desert, far removed from the other members of their clan, as well as Kaneki's mother. Thanks to the abilities of Kaneki and his father's Kekkei Genkei they were able to easily travel the harsh desert, though only Sokuro ever actually left the desert itself. As Sokuro's health began to deteriorate he worked to instruct his son in the arts of his clan. Learning to perfect his wind style, as well as his Kekkei Genkei Kaneki grew to become a decent young shinobi. Still having no outside contact up until the age of ten the boy was little less than a desert shinobi being trained by a missing-nin of Sunagakure.
Sokuro's death was no surprise to Kaneki, in fact he was surprised his father lad lasted as long as he did, but when Kaneki was ten years old his father finally died. The harsh conditions of the desert had taken their toll on the man. His father's death still had a traumatic impact on the boy, leaving him alone and virtually alienated from the rest of the world Kaneki continued to live as he had done up until this point. Life without his father was harder, but not impossible. Using what he was taught in his childhood the boy was able to survive in the desert.
It was not until Kaneki had his first interaction with another person that his life began to change. A shinobi from the Hidden Cloud village, Shiki , had been traveling near the Demon Desert and stumbled upon Kaneki. At first Kaneki was wary of the man, having never even seen another person he was not sure what to think. Curious about him and where he came from Kaneki decided to speak to him, that was when he revealed himself as a shinobi from Kumogakure. Kaneki's father had instructed him on the different shinobi villages and their separate tactics. Though he never cared to share much else about the villages, feeling that excess information was unnecessary.
After the two spoke together for a while Shiki offered to show Kaneki the Land of Lightning and the hidden Cloud village. Kaneki, who was very intrigued agreed to go with him, leaving the solitude of his desert. During the journey alone Kaneki experienced more in a few weeks than he had his entire life. The new sounds, smells, and sights captivated the young shinobi. So much so, that when they arrived at Kumogakure he had already decided to stay. He immediately enlisted into the shinobi academy, his training over the years making him a good candidate for shinobi training.
However once Kaneki began his classes it became obvious to his instructor's that something was wrong. The boy had trouble retaining information in the written portions. While his basic shinobi schooling excelled he quickly began to fail the academic portion. It was not long until his teachers were able to deduce the problem. Kaneki was dyslexic, early in life his father had attempted to teach him proper reading and writing but the boy could never seem to understand, so he simply gave up on the matter.
After several months of tutoring Kaneki was allowed to try and take the academy exam for genin. Surprisingly the young shinobi passed by the skin of his teeth.
Techniques:
Fuuton no Jutsu (Wind 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 Wind. This means that any NinJutsu or specialized TaiJutsu that deals the Wind Release will need this in order to be performed correctly.
Limit: ---
Fuuton Kaze no Senbon (Needles of the Wind)
Rank: "D"
Skill: NinJutsu
Effect: User hurls a mixture of senbon needles in the form of wind to cut into the opponent.
Special: "Handseals"
Drawback: ---
Description: The ninja gathers air with his hands and mixes it with chakra, by doing this he transforms them into sharp and deadly needles. The needles are almost invisible so it is hard for the enemies to see them. This technique may be blocked by large objects, however something small such as a sword, or a staff will allow the needles to seperate still moving towards the object it was originally sent to. Not a powerful technique as the user is capable of hurling up to ten senbon wind needles that gives out minor cuts. However this could be used as a more of a set up technique to allow the user to perform a more dangerous technique.
Limit: Must have the Wind Release
Kaze Ya no Jutsu (Wind Arrow Technique)
Rank: "D"
Skill: NinJutsu
Effect: User is capable of breathing inwards and exerting outwards a large like arrow to pierce into the opponent's body.
Special: User takes in a deep breathe filling their lungs with air.
Drawback: Only one may be created at a time.
Description: The user molds chakra and breathes in. He or she then blows out and an arrow made of wind is shot from the user’s mouth. This arrow may be blocked as it is just a large consumption of wind, however it can not be deflected away. This means that the object must be large in size enough to defend from one against the wind. The size of the arrow is the size of the opponent's mouth with the length of three feet as it can travel up to the distance of twenty meters. This technique is used for short range to steer an opponent away from the user.
Limit: Must have the Wind Release
Fuuton: Suiran Reppu (Wind Release: Verdant Mountain's Violent Wind)
Rank: "D", "C", "B", "A", "S" Rank
Skill: NinJutsu
Effect: A wind technique using winds to lift and control a certain amount of weapons or people using powerful and at some points violent winds after utilizing the wind release. However, this can only be done to a certain extent.
Special: "Handseals"
Drawback: Must be learned multiple times, last handseal must be held for the technique to work. Once the seal is broken the technique will end.
Description: Performing the necessary handseals, the user will affix their wind release chakra and summon a small to large amount of powerful wind around a certain number of objects. At this point they can be suspended and controlled, moved through the air. However, the ability and amount of things possible to be moved varies along the rank learned for the technique. The winds if commanded can be very dangerous at any point in time, however it may only maim or move. When first learned at "D" Rank, the user is capable of having lifting a total of 10lbs. When dealing with weaponry, the weight of each weapon will be added together to result in the max; same with shinobi. When "C" Rank is reached the user is capable of lifting 50lbs. At "B" Rank, 200; At "A" Rank, 500; and finally at "S" Rank, 1000lbs.
Limit: Must have Wind Release
Futon: Kazepusshu
Rank: D
Skill: Taijutsu
Effect: When the user pushes out with there palm, creates a small funnel of air that can push the opponent back or over, but it causes little if any pain. This however can be a very annoying jutsu.
Special: --
Drawback: --
Description: The user quickly gathers a small amount of chakra to there hand and pushes it outward with there palm as a small funnel/gust of air blows out with enough force to push the opponent back or off balance.
Limit: Must have Wind Release.
Forma di Vento (Wind Form)
Rank: "C", "B", "A", "S"
Skill: NinJutsu
Effect: Transforms the user in to a cloudlike vapour substance that is in the shape of their own body.
Special: ---
Drawback: A Scirocco will die if they are crushed by something larger than their maximum normal volume weight.
Description: When the user transforms their whole body as well as all items on them (including clothes) they become a vapour, cloud like substance. In this substance they are able to move around but at this moment are unable to fly, since they are still heavier than the air that surrounds them. In order to fly please look at the Wind Walk technique. Depending on the user's knowledge in the technique depends on the strength of the ability. Their cloud like vapour body is connected by a centralized core that cannot be seen by the naked eye within the cloud like vapour. If the core is destroyed the Scirocco will die. The time it takes for a Scirocco to change into a vapour is equal to the amount of time it takes to form the handseals for a jutsu of the same rank as the rank of Wind Form.
"C" Rank Technique - User is able to transform them self into a cloud like vapor substance within 2 meters by 2 meters by 2 meters of distance while retaining the same amount of mass as they normally would. The central chakra core is the size of a basketball at this point. All Fire Release Techniques and any Earth Defence Techniques have an effect of 3 ranks higher than normal while in this form. TaiJutsu techniques phases through this form however energy attacks do work such as Fire Release and Lightning Release. User is unable to perform TaiJutsu techniques as well as any other techniques that are "C" Rank and higher other than any other Scirocco technique.
Futon- Kaze Kage (Wind style-Wind cage)
Rank: C, B
Skill: Ninjutsu
Effect: The user creates a large cage of wind, about 10 feet long and 10 feet wide. The wind spins around in a constant motion, making it almost impossible for anything to pass in and out of it. Sound is also impossible to pass through the barrier therefore anyone inside cannot hear anything on the outside, and vice versa. The B-rank version however, has wind continue to move around at a high rate inside of the cage, throwing whatever is in side of it around and cut it up. The cage can only be held for up to 5 posts.
Special: Handseals
Drawback: The cage cannot move, and the jutsu user cannot move while he/she is holding the jutsu. If the jutsu user is disrupted while the jutsu is in place the jutsu will be disrupted and the cage will go away.
Description: The user performs a series of handsigns and stop on the tiger symbol. A cage of wind will form wherever the caster wishes it to be, as long as it is within 20 feet of the user. The cage will begin spinning faster and faster around the selected area until a cage is formed. The cage will remain for as long as the user wishes, but will automatically disappear after 5 posts. The cage of wind will spin up to about 100 miles an hour creating a very powerful barrier. If the user learns the B-rank version wind will also be inside the cage, shooting around back and forth at a rate of 50 miles an hour and cutting up whatever is inside it.
Limit: Must have wind release
Kaze no Yaiba (Wind Blade)
Rank: "B"
Skill: NinJutsu
Effect: A technique where the user is capable of creating a blade of wind around the user's hand to attack against the opponent.
Special: "Handseals"
Drawback: ---
Description: After performing the needed handseals the user then quickly begins to form a blade out of the user's hands that extends outwards to the size of a long sword. With this technique the blade condensed greatly to where the blade becomes sharp as that of a normal sword. This technique is capable of being blocked however due to the condensed properties, and is capable of blocking as well.
Limit: Must have the Wind Release
Fuuton- Divine Wind Technique: Windmill Shurikens
Rank: B, C Rank Training (For More Shurikens)
Skill: Ninjutsu
Effect: Creating manipulated wind windmill shurikens which are very sharp and can brake through trees/bones/rock, and even penetrate through metal. This jutsu is used as a offensive/defense to keep the users opponents at bay or perhaps to surprise attack with something lethal. The jutsu's speed is moderate, but isn't to slow nor all that fast. However, it is destructive if used well. Unlike the dove which has speed, or the wind shuriken which has less chakra. This jutsu is the power abuser.
Special: "Handseals"
Drawback: The user takes focus to maintain this technique. Plus no other jutsu can be used while this jutsu is effect. However, if you are taijutsu specialist using your skills, they can be used [required that they don't use too much motion. Focus is the key so if knocked, pushed, or thrown off course this jutsu can be easily canceled and windmill/windmills can be dispersed.
Description: The user after performing handseals focuses chakra to the area around them. This is up to 5 meters of there surrounding area. The user focusing the shape of there chakra to resemble windmill shurikens. Creates thick shurikens of wind that absorbs debris around and spins at fast pace and is very visible by its white substance. (It is the same size as a regular windmill, which is roughly a meter or two) Using there chakra the user continues spinning the techinque in the air around you. The windmill shuriken can be moved through the area of 30-50 meters before disappearing out of range. It can be manipulated through the users hands/arms and takes focus to maintain. Up to three windmill shuriken may be created until training will be needed for more. The shuriken is extremly sharp and due to its spinning can be proven to be very deadly Creating more shuriken will take more practice and if achieved can be learned up to 7 shuriken. Not to mention the training by itself. The jutsu is very useful, but takes time to learn to its potential.
Limit: Need Wind Release. Maximum when learned 1. Can be trained up to 7 times to = of 8 Windmill Shuriken max when trained.
Glamour Perception
Rank: "C"
Skill: GenJutsu
Effect: Jutsu allows the user to perform Glamour Perceptions.
Special: ---
Drawback: ---
Description: Glamours cannot produce real effects, but they can change things that already exist. That's the chief difference between a Figment and a Glamour. If you want solid wood to feel rotten, birdcalls to sound like the shrieks of the damned, an otyugh to smell like perfume, or a disguise yourself, you probably want a glamour. As with Figments, everyone within range perceives the same thing and reacts appropriately.
Limit: ---
Reflective Disguise
Rank: "C"
Skill: GenJutsu
Effect: A reflective disguise Jutsu causes any intelligent creature viewing the user to perceive them as the same species and gender as itself, provided that its size category is no more than 1 away from the user's own.
Special: "Handseals"
Drawback: ---
Description: Affects anyone who sees the user. The user is able to perform this technique on themselves. The duration of this technique lasts for 50 minutes per class level. The viewer sees the user's clothing and equipment as they would normally appear; the Jutsu changes only perceptions of race and gender. Reflective disguise does not give the user any knowledge of the abilities or mannerisms of the reflected form, nor does it alter the perceived tactile (touch), audible (sound), or olfactory (smell) properties of them or their equipment. A creature that interacts with the Glamour gets a save to recognize it as an illusion. For example, a creature that touched the user and realized that the tactile sensation did not match the visual one would be entitled to such a save. A creature with the scent ability automatically gets a save if the user is within its scent range.
Limit: Must know the Glamour Perception.
Wind Instruments (Flute)
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: A skill that allows a user to play a specific Wind Instrument.
Special: ---
Drawback: ---
Description: This skill gives the player knowledge of how to play at least one wind instrument. Once this skill is acquired, the character can choose a specific type of wind instrument. Each time he repeats the course he can add another wind instrument. Wind instruments include such instruments as flutes, recorders, clarinets, etc. Basic skill indicates the musician can play simple tunes. Specialization means the character can play more complex tunes and compose simple tunes. Mastery indicates the character is a virtuoso and can compose intricate pieces for his instrument. Those without this skill can play any instrument of this type. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die rolls to increase the skill.
Limit: ---
Freebies:
Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Courageous
Rank: "C"
Skill: Combat Trait
Effect: User's childhood was brutal, but they persevered through force of will and faith.
Special: ---
Drawback: ---
Description: No matter how hard things go, the user knew they can make it through as long as they kept a level head. The user gains a +2 trait bonus on Saves against fear effects. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Chakra Resistance
Rank: "B"
Skill: Chakra Trait
Effect: Some Humans are even less affected by Chakra.
Special: ---
Drawback: ---
Description: Increases the characters natural bonus on saves vs. Chakra Jutsus & Chakra-like effects to +4 Trait Bonus. Users gain a Damage Resistance against Chakra Techniques equal to 20 points Racial Bonus. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Gifted Adept (Wind Walk)
Rank: "C"
Skill: Chakra Trait
Effect: Due to seeing the manifestation of a Jutsu the user is able to perform it as if they were higher Class Level.
Special: ---
Drawback: ---
Description: User's interest in Chakra was inspired by witnessing a Jutsu being performed in a particularly dramatic method, perhaps even one that affected them physically or spiritually. This early exposure to Chakra has made it easier for them to work similar Chakra on their own. Pick 1 Jutsu when the user picks this trait—from this point on, whenever the user performs that Jutsu, its effects manifestation at 1 Class Level higher. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Scholar
Rank: "C"
Skill: Heritage Trait
Effect: User studied at a university.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Jutsu Lore, and History skills. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User gains +10 in Appraisal and 1 Jutsu Lore skill or +10 to any background skill. User has a firm grasp on a number of different subjects. User gains a +10 bonus on all Academia, Languages/Communications, Interpret/Perform Mime, Poetry, Writing and Comprehend/Interpret, Animal Training, Brewing, Carpentry, Cartography, Coin Pile Numerical Approximation, Cooking, Disable Device, Disguise, First Aid, Forgery, Geology, Law, Lock Pick, Navigation, Nautical, Observation, and Reading Lips. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.