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[/b] - 2 Nunchucks Rank: "C" Type: Main Weapon, Stick/Soft Weapon Effect: A nunchaku is two sections of wood connected by a cord or chain, though variants may include additional sections of wood and chain. Special: --- Drawback: --- Description: Chinese nunchaku tend to be rounded, whereas the Okinawan version has an octagonal cross-section (allowing one edge of the nunchaku to make contact on the target increasing the damage inflicted). The ideal length of each piece should be long enough to protect the forearm when held in a high grip near the top of the shaft. Both ends are usually of equal length, although asymmetrical nunchaku exist. The ideal length for the connecting rope/chain is just enough to allow the user to lay it over his or her palm, with the sticks hanging comfortably and perpendicular to the ground. Weight balance is extremely important; cheaper or gimmicky nunchaku (such as glow-in-the-dark ones) are often not properly balanced, which prevents the performer from doing the more advanced and flashier 'low-grip' moves, such as overhand twirls. The weight should be balanced towards the outer edges of the sticks for maximum ease and control of the swing arcs. Limit: Must learn from a Master of Goutetsu 轟鉄 (Strong Iron) Capable of being bought in any Weapon Shop. Cost: 1,700 Ryo[/ul][/font]
❖ Secondary Items:
[/b] Rank: "C" Type: Main, Tailor, Slot Holder, Holds 15 Slots (15 for Items of Scroll Length), Cloak/Harness Effect: A Cloak that holds an amount of items inside without giving a hint that the cloak may actually hold items inside. Special: --- Drawback: --- Description: Picture A Harness and Cloak that attaches to one another. This harness is attached to the chest to be held up right that have long strips of leather reaching down to the cloak that attaches to the end of the cloak. Consider each strip to be a thick belt that attaches to the chest harness. Each harness has 5 pouches that holds 1/2 a slot each. These pouches are scroll length so they are able to hold knives, senbon, kunai and other items that are the same length as a scroll. This Cloak only has 6 belts that have a total of 15 slots to carry items inside. Limit: These types of items may be capable of being bought inside any Tailor Shop. Cost: 5,500 Ryo
Hira-Shuriken (Overview) - 60 Shuriken Rank: "C" Rank Type: Secondary, 15 per Slot, Piercing, Shuriken Effect: Is a concealed weapon that is generally for throwing, and sometimes stabbing or slashing. Special: --- Drawback: --- Description: Hira-shuriken is constructed from thin, flat plates of metal derived from a variety of sources including hishi-gane (coins), and kugi-nuki (carpentry tools), and generally resemble popular conceptions of shuriken. In modern popular culture, these are called "throwing stars" or "ninja stars". They often have a hole in the center and possess a fairly thin blade sharpened only at the tip. The holes derive from their source in items that had holes - old coins, washers, and nail-removing tools. This proved convenient for the shuriken user, as well, as the weapons could be strung on a string or dowel in the belt for transport, and the hole also had aerodynamic and weighting effects that aided the flight of the blade after it was thrown. There is a wide variety of forms of hira-shuriken and they are now usually identified by the number of points the blades possess. Limit: These types of items may be capable of being bought inside any Weapon Shop. Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Knife (Overview) - 12 Kunai Rank: "C" Rank Type: Secondary, 2 per Slot, Piercing/Slashing, Knife Effect: A knife is any cutting edge or blade, handheld or otherwise, with or without a handle. Special: --- Drawback: --- Description: The knife is conventionally wrought in ranges from 6 to 8 inches, with the average at 7 inches. Originally made of rock, flint, and obsidian; knives have evolved in construction as technology has with blades being made from bronze, copper, iron, steel, ceramics, and titanium. Many cultures have their unique version of the knife. Due to its role as humankind's first tool, certain cultures have attached spiritual and religious significance to the knife including the La Hu Si. There could be multiple kinds of knives such as throwing knives, curved knives, combat knives, or retractable knives. Limit: These types of items may be capable of being bought inside any Weapon Shop. Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Makibishi (Overview) - 32 Makibishi Rank: "C" Rank Type: Secondary, 16 per Slot, Piercing, Makibishi Effect: Makibishi are small, sharp objects that are mostly used to prevent someone from walking from one side to another, since they would hurt their feet if they tried to pass it. Special: --- Drawback: --- Description: When pursued by enemies, ninja would scatter makibishi on the ground. In ancient Japan, common footwear consisted of sandals made of straw, called zori, which offered relatively little protection against such hazards. Makibishi spines were often hooked, and occasionally grooved to allow for a light coat of poison, to increase the damage they dealt to those unfortunate enough to step on them and possibly result in death. Limit: These types of items may be capable of being bought inside any Weapon Shop. Cost: 1,600 Ryo per Slot, or 100 Ryo Each
Grenade: Smoke - 1 Smoke Rank: "C" Type: Secondary, 1 per Slot, Explosive, Grenade Effect: A Grenade that gives off thick smoke when it explodes; used to make a smoke screen or to mark a position. Special: --- Drawback: May harm the user if not thrown right. Description: Smoke grenades are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and screening devices for unit movement. The body is a sheet-steel cylinder with emission holes in the top and bottom. These allow the smoke to be released when the grenade is ignited. Two main types exist, colored smoke (for signaling) and screening smoke. It fills an area radius of 15 meters with thick smoke. The smoke may come in different colors if the user wishes. Different color smoke could be used for information value if need. It takes 6 seconds before it explodes. Limit: These types of items may be capable of being bought inside any Weapon Shop. Cost: 1,500 Ryo Each
Grenade: Incendiary - 1 Incendiary Rank: "C" Type: Secondary, 1 per Slot, Explosive, Grenade Effect: Hand grenade designed to be filled with incendiary materials, or used primarily for incendiary purposes. Special: --- Drawback: May harm the user if not thrown right. Description: Incendiary grenades (or thermite grenades) produce intense heat by means of a chemical reaction. The body is practically the same as that of a smoke grenade. The grenade has a death distance with fire within 5 meters radius while having a severe burning/wounding distance of 15 meters radius within the point of origin. It takes 6 seconds before it explodes. Limit: These types of items may be capable of being bought inside any Weapon Shop. Cost: 1,500 Ryo Each
Grenade: Stun - 1 Stun Rank: "C" Type: Secondary, 1 per Slot, Explosive, Grenade Effect: A stun grenade, also known as a flash-bang, is a nonlethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses. Special: --- Drawback: May harm the user if not thrown right. Description: A stun grenade, also known as a flash-bang, is a non-lethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses. When making contact it releases a flash of light that momentarily activates all light sensitive cells in the eye, making vision impossible for approximately 5 seconds until the eye restores itself to its normal, un-stimulated state. The incredibly loud blast produced by the grenade adds to its incapacitating properties by disturbing the fluid in the ear which also lasts approximately 5 seconds until the ear restores itself to its normal, un-stimulated state. The flash bang has a radius damage of 15 meters. It takes 6 seconds before it explodes. Limit: These types of items may be capable of being bought inside any Weapon Shop. Cost: 1,500 Ryo Each[/ul][/font][/font][/font]
Determined to be in top form all the time, she works her body to the limit in both taijutsu training and physical training, which the results can be seen in her light muscles. Then again, her arms and ribs are usually covered by a unique long sleeved fishtail zip-up shirt. The unique features about it is that it has a midriff and a crop top (as shown in first post). With that she also wears a pair of dark purple pants and black shoes, but this is just her casual attire.
Her favorite attire would have to be one she wears during explorations or mission. It consist of a to crimson ribbons which are tied at the top of her arms and a scarf of the same color wrapped around her neck. In addition she has a long dark violet, no-sleeved, cape like jacket with red trims on the side of the zippers. Beneath it is a dark violet leather top with red belts crossed over her stomach and a pair of leather shorts. When it comes down to it, this is definitely her favorite between the two. Mainly because she doesn't wear it as often.
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Background:
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Upon age nine, Ayuri was sent to catch up with her sister and gather water for the house. A simple task that seemed to be very easy. Upon showing up she noticed not only her sister, but her mother as well. Both of them was dressed in strange attire with the only similarity being the headband with a mark of a leaf. Ayuri looked around in confusion as if something was wrong. There were no buckets to collect the water and her mother and sister were acting strangely. Without a word her mother picked her up and brushed her hair with the back of her hand. Tears seemed to flow down from her face as she placed her back on the ground. No more than a moment after she was placed down was there an explosion coming from the direction of their house. Before Ayuri could even turn in that direction, her mother had picked her up again, placing her upon her sister's back. Looking to her mom she asked what was going on, but got no reply. As if things couldn't have gotten more confusing for her, a group of people appeared behind her mother. On one of the men's shoulder she spotted her father. She called out to him but got no response in return. Then, a lady with a black cloak stepped forward from the group with her eyes closed. Instantly Ayuri's mother unsheathed a katana from her back and rushed towards the woman, but as she opened her eyes the battle had already ended. She and her sister stood and watched idly as their mother stood frozen.
A dead silence filled the air before Ayuri called out for her mother. She watched as her mother lowered her sword and slowly turned around revealing dead eyes. Immediately her sister started to run away. With tears flowing in her eyes, Ayuri asked why they were leaving their mother. She was able to explain only two things to Ayuri at the time. The Sharingan, and the Rogue Uchiha. Just then, the unexpected occurred. Ayuri watched as her mother appeared in front of her and her sister and without the slightest hesitation, slashed her sister causing her to fall onto the ground and bleed out.
Knocked out for a few second because of the impact, Ayuri moved herself from her sister. Noticing the blood she began to grow scared. Calling out to her sister, tears fell from her eyes. It was as if her whole world came crashing down. Her calls quickly turned into cries as her sister's body began to feel colder with each passing second. Suddenly, her mother appeared in front of her once more. The sudden appearance scared Ayuri causing her to jump back completely speechless. She had never felt so helpless before in her entire life as she watched her mother raise her sword. Was this how it end? At the hands of her mother? It looked like so. As her mother's arm descended, Ayuri closed her eyes and held her hands out in front of her. At that moment, she felt as if she was picked up following the sound of chirping birds. Slowly she brought herself to open her eyes. Looking up she found herself being held by a mysterious man. On his head was the same leaf symbol she saw upon her mother and sister's headband. Confused, she looked around to see where her mother was. Sadly she turned to the sight of an electrified hand leaving her mother's throat before her body would collapse to the ground. As the body fell, the face of the man that ended her mother's life came into view. Her body began to shake rapidly upon seeing the man. Although she had never seen or met him before, one thing was familiar. And that, was the Sharingan he wielded within his eyes. Seconds later Ayuri blacked out.
A couple of hours later Ayuri woke up inside of a hospital bed. Unlike most that would wake up a pretend that everything was just a dream, she didn't. Just by sitting in an unfamiliar place, she knew what happened was definitely not a dream. Several tears fell from her eyes and onto the bed sheets until the door to her room opened and four people approached her bed. Upon seeing their faces, she recognized one as the man that held her upon being rescued and another as the man that liberated her mother. Silence filled the room for a few moments until a woman introducing herself as a member of the Yamanaka clan spoke out. She explained going through Ayuri's memories in order to see what had happened and then apologized. Steady silent, Ayuri looked down at that sheets. Then the man that ended her mother placed his hand on her shoulder and asked a single question. Did she hate him. For a moment Ayuri stayed quiet. She processed in her head what had happened that entire day and began to cry. Shaking her head from side to side Ayuri grabbed the man's hand thanking him. It was ironic. Her family was killed by an Uchiha, but her life and sanity was saved by one as well.
Personality
❖ Quiet Purpose:
When Ayuri speaks, it's for a specific reason or purpose, which could go unnoticed at times. When she has nothing to say, it is usually because she's either analyzing the situation and thinking of the best options, or she just wish not to involve herself. However, when she starts talking, it means she has something either important to say, or that someone has pissed her off to the point that she just responds.
❖ Kind Mystery:
She will do things out of the kindness of her heart without reason or even thinking about it. Rather it is standing up for those that cant protect themselves or getting something for someone. However, after she is completely finished, she will walk away as if nothing had happened. Sometimes she'll linger around just to be certain of stuff, being as "invisible as possible". In the same token, if the person doesn't even try, then she'll think on rather to approach the situation or not.
❖ Loner:
Feeling it is better to be alone, she ignored anyone that tried to communicate with her. When she had a question she would simply read about it instead of going to a person for advice. Sometimes she would even go through the trouble of moving far away from people to a place that is secluded and read to herself until it would get dark. Almost an everyday agenda if nothing is on her schedule.
❖ Zen Hatred:
She personally despises anyone that is in the Uchiha Clan, or more specifically, anyone she has seen use the Sharigan in a bad way. This is because the man that forced her to be an orphan was one of the Uchiha Clan. That same person used his Sharingan on her parents leading to the end of her family without even lifting a finger. She knows that not all Uchiha are bad and she wont attack them, but if provoked, she'd waste no time.
❖ Broken Mirror:
In a matter of speaking, she is a broken mirror. Each and every crack is an emotion buried deep inside of herself. The ability to trust in others, believe in others, or even express herself to others are completely buried deep within her heart. During a time that her emotions would somehow surface, she would go to a secluded place and cry within the contents of a tall tree. Sometimes she would even go so far as to fall asleep within the tree without a care in the world. [/font][/div][/font]
[/b] (Freebie) 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.[/ul]
D-Rank
[/b] [10] Rank: D Skill: Ninjutsu Effect: Shoots small gout of flame towards the opponent. Special: Ox, Monkey, Rabbit, Tiger Drawback: Requires the user to exhale and keep their dominant hand cupped over their mouths. Once the user is out of breath of moves their hand, the technique falls. Description: The user performs the handseals, energizing their hand and their esophagus with chakra. The user then cups their hand over their lips and exhales. The oxygen being expelled from the lungs combusts upon reaching the chakra from the hand, and the user blows it out a maximum of ten feet away. This is different from the Goukakyou no Jutsu in the fact that this comes out as a stream and not a fireball, and also different from the fact that once the user stops breathing out or moves their hand, the technique ends. Limit: Fire Release
Fire Style: Fire Bolt Technique [10] Rank: D Skill: Ninjutsu Effect: Shoots a very small ball of fire, no larger than a foot in diameter, towards a target. Special: Rat, Ram, Tiger, extension of one hand Drawback: When the seals are over, the user extends their hands, shooting the ball of fire from their fingertips, which after repeated use (3 or more times), causes singeing which can slow down the speed of which a user can perform handseals or other finger movements. Description: The user performs the handseals, converting chakra within the hands into heat energy. The hands are then pointed towards a target and a small bolt of fire, no larger than a foot in diameter, leaves the hand and flies rapidly towards the opponent. Limit: Fire Release[/ul] C-Rank
[/b] [30] [70] 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
Housenka no Jutsu - Mythical Fire Phoenix Technique [30] 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[/ul][/font][/font][/font]
[30][/b] 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 Lightning. This means that any NinJutsu or specialized TaiJutsu that deals the Lightning Release will need this in order to be performed correctly. Limit: ---
Setsuna Hibana(Instant Spark)[5] Rank: E Skill: Ninjutsu Effect: Creates a spark instantaneously at said target location Special: Ox Drawback: -- Description: The user focuses chakra at a certain point on the target and creates a small amount of friction in the air, sparking the area. This can be done almost instantaneously, but causes almost zero damage due to the small nature of the spark. It cannot cause paralysis or blindness, nor any other sort of damage. Usually a prank children use on each other like a game of tag, but with sparks for a small kick. Limit: Lightning Release[/ul][/font][/font]
[/b] [5] Rank: "E" Skill: TaiJutsu Effect: A simple upright stance used with most Goutetsu 轟鉄 (Strong Iron) Practitioners. Special: --- Drawback: --- Description: Standing with one arm behind their back and one extended, the user is ready for a quick strike with their fists and feet. This leaves them open for quick spins and jumps that will power their attacks. Limit: Must learn from a Master of Goutetsu 轟鉄 (Strong Iron)
Goutetsu no Kamae #2 (Strong Iron Stance #2) [5] Rank: "E" Skill: TaiJutsu Effect: A more diverse stance used within the Goutetsu 轟鉄 (Strong Iron) style. This stance adds more flexibility for the users then the upright stance. Special: --- Drawback: --- Description: A boxer stance. The user has their legs bent and arms raised up to cover the face. The Jabbing fist is slightly more forward then the strong fist. Elbows are in, shoulders are up, hands are cupped but not clenched. Fist is never clenched because it is best to clench the moment of contact. This creates a stronger force of hit. Knees are bent, body straight but lowered to protect the stomach area. The legs move as the user bobs and weaves never staying in place. Limit: Must learn from a Master of Goutetsu 轟鉄 (Strong Iron)
Mittsu Kasho Sutando (The Three Point Stand) [30] Rank: "C" "B" "A" "S" Skill: TaiJutsu Effect: A defensive stance that is used for taking hits. A stance that is used if the user is unable to attack back. This can be used as a ploy making the user seem as if they were useless. Special: --- Drawback: This technique is used for defensive purposes but they are not immortal so they will still feel effects of hits and attacks. This technique is used for hand to hand combat only. Description: The user stands tall without slouching. They take their arms raising up their hands up to their face. Their elbows are bent touching each other as the user slouches slightly. The user brings their arms inwards towards their body to protect their body. Their face is protected with their fists. Their legs are shoulder width apart as they bend their knees slightly. Knees are never straightened because that can be deadly to the knee. As knees are bent the upper thighs touch each other down to the knee. This protects the private areas from low attacks. To avoid private area attacks user moves slightly to the left or to the right rotating their hips. When an opponent attacks the user concentrates on their muscles and joints as they quickly squeeze to tense these areas. This technique nulls or dims down the effects of techniques. Depending on the TaiJutsu technique and the capability of this technique the user is capable of dimming down strong techniques. Each rank the user learns they are capable of dimming techniques one rank lower. Limit: Must learn from a Master of Goutetsu 轟鉄 (Strong Iron)Must learn from a Master of Goutetsu 轟鉄 (Strong Iron)
Kouho and Haiho (扣歩・擺歩, Kouho and Haiho) [30] Rank: "C" Skill: TaiJutsu Effect: When an opponent attacks, you circle around his side, and appear behind him. Special: --- Drawback: --- Description: When someone attacks with their right hand, put your right foot behind their left, with your two feet pointing towards each other. After that, follow up with your left foot, circle behind your opponent's left side and you appear behind the opponent. This can be followed by a throw; when behind the opponent's rear, hit their neck with your right arm, and put your right leg behind their legs. You should not necessarily hit the opponent's neck too severely, as the opponent will have lost their balance already depending on the speed of the attack, not the strength of it. Limit: Must learn from a Master of Goutetsu 轟鉄 (Strong Iron)Must learn from a Master of Goutetsu 轟鉄 (Strong Iron)
Konoha Reppū (Leaf Gale) [10] Rank: "D" Skill: TaiJutsu Effect: The user performs a low, circular kick to sweep the opponent off their feet. Special: --- Drawback: --- Description: Picture A setup technique. User ducks to the ground while quickly launches a sweeping kick against an opponent's leg to knock them down to the ground. This technique as stated is a setup technique and used to perform more powerful techniques within the Goutetsu 轟鉄 (Strong Iron) style. Limit: Must learn from a Master of Goutetsu 轟鉄 (Strong Iron), Must know Goutetsu 轟鉄 (Strong Iron) Universal Techniques[/ul][/font][/font]
[/b] [/font][30] Rank: "C" Skill: NinJutsu/TaiJutsu Effect: A Jutsu that allows a user to rush forward in almost instantaneous speed. Used to draw the user close to the opponent. Special: --- Drawback: May use 3 times a day. May perform 1 more each time learned. Passing amount renders the user's legs immobile due to severe pain. Unable to perform again unless gained medical treatment. Must move through an opening. Unable to maneuver around obstructing objects. Can't attack while performing any Shunshin or Variation. Description: User is able to move forward in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. It is accomplished by focusing the user's chi along the ankles and foot. User mostly moves just with their ankles and feet. Jutsu takes up no movements. User may only use this Jutsu half of the movements may allow in a single round while rounding down. Example: User has 5 movements, user is able to perform Jutsu 2 times per round. Limit: Universal NinJutsu or Universal TaiJutsu.
Shunshin no Jutsu - Ken'in (Body Flicker Technique - Pull) [10] Rank: "D" Skill: NinJutsu/TaiJutsu Effect: A Jutsu that allows a user to rush backwards in almost instantaneous speed. Allows the user to retreat from the opponent. 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 backwards in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics. Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push).
Shunshin no Jutsu - Ko (Body Flicker Technique - Arc) [10] 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)
Shunshin no Jutsu - Kaunta (Body Flicker Technique - Counter) [30] Rank: "C" Skill: NinJutsu/TaiJutsu Effect: Attacks your opponent. Can't simply use "Kaunta" however way you want. It is a skill that allows you to read an opponent's Shunshin and change its movement to neutralize the opponent. 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 shunshin designed as a counter, reading the shunshin of an opponent in order to alter its course and render it ineffective by predicting and following the same technique with a Shunshin no Jutsu (Body Flicker Technique) Variant of your own. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics. Limit: Universal NinJutsu or Universal TaiJutsu, Must know Must know Shunshin no Jutsu - Oshi, Ken'in, and Ko
Shunshin no Jutsu - Zanzō (Body Flicker Technique - Remaining Image) [30] 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
[30][/b] Rank: C rank short range offensive(0-5m) Skill: TaiJutsu Effect: A two hit combo attack/grab performed with the legs. Special: TaiJutsu requires no hand seals to perform. Drawback: None Description: The user attempts a simple kick to the foe's ribs with one leg, then by the time the foe has either blocked/grabbed the leg/ been hit(assuming they don't dodge) Then the user will already have their other leg in the air and headed for the enemy's head in an attempt to kick them there while they deal with the leg they just caught/blocked/got hit by. Limit: Universal TaiJutsu Technique [/ul][/font][/font]
Able Learner (Freebie) Rank: "C" Skill: 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 1 of 5 Freebies.
Finite Life (Freebie) Rank: "C" Skill: Trait Effect: A trait that enables the user to survive after death. Special: --- Drawback: --- Description: To be human is to be flawed, limited, and finite; but some humans nonetheless struggle through and work against or despite these limitations. That they live short lives and die gives their time in this life meaning and fuel for art, science, and creativity. Once per day, they do not die until their Temporary Armour Points drop to 0 after taking a death attack, this effect lasts for 5 minutes per Class Level, activation of this technique takes up no movements and happens after a death strike takes place. The amount of Armour Points they gain is 20 points per Class Level. This trait replaces 1 of the 5 Freebies. Limit: Must start with Character; replaces 1 of 5 Freebies.
River Fighter (Freebie) Rank: "C" Skill: Trait Effect: User is used to fighting while swimming. Special: --- Drawback: --- Description: User may swim and fight in combat in a downstream or cross-current without losing any movements. This trait replaces 1 of the 5 Freebies. Limit: Must start with Character; replaces 1 of 5 Freebies
Skills:
Chakra Lore [3 Novice] Rank: "E" (5 TP at all times) Skill: Skill Effect: A skill for basic Chakra Jutsu understanding allowing the user to identify and read all Chakra matters. Special: --- Drawback: --- Description: A person versed in Chakra Lore knows the basic principles behind Chakra. They are tuned in to secrets about the world around them that most others do not and know how to read Chakra Scrolls or Writings. They may not be able to perform Jutsus, but they can read Chakra Writings and generally tell what it is all about. Some practical applications of Chakra Lore follow: Identifying Jutsus, Identifying Chakra Items, and Deciphering Scrolls. Look in Jutsu Lore Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 1 die roll to increase the skill. Limit: ---
Know Ability [12 Novice] Rank: "E" (5 TP at all times) Skill: Skill Effect: Some characters are schooled in the art of careful observation and are able to discern Skills and other Abilities of a target. Special: --- Drawback: --- Description: Some characters are schooled in the art of careful observation. Thus, even without the aid of Chakra, they can observe an individual and attempt to glean a valuable piece of information about them. This ability requires a skill check and approximately one hour of observation for each ability studied. For example, if a user watched a man cutting wood for an hour, they could make a "Know Ability" skill check. If successful, they would learn that the man has 10 movements per round. The user can apply this skill to nearly all statuses and abilities, as well as Skill Level Associated with a character. By Observing for 1 hour this is considered as a Trivial Difficulty. Shorter the observation increases the difficulty.
Trivial User observes for 1 hour.
Easy User observes for half an hour.
Average User observes for 1 minute.
Difficult User observes for 1 round.
Very Difficult User Observes at a Glance.
Each time learned user gets 1 die roll to increase the skill. Limit: ---
Animal Empathy[42 Average] Rank: "E" (10 TP at all times) Skill: Skill Effect: A character with this skill has insight into a creature's emotions. Special: --- Drawback: --- Description: A character with this skill has insight into a creature's emotions—to determine if it is hungry, frightened, maddened, defensive and so on. They can show it that they desire friendship or enmity. This skill can placate angry animals or taunt them into attacking her, as she sees fit. A succeeded skill check can move the animal's reaction one step positive resulting in it either not attacking or possibly allowing the character to approach it. The list below gives examples of Difficulty and the character can emphasize with.
Trivial - Docile domestic beast
Easy - Domestic animal (dog, cow)
Average - Docile non-domestic animal (deer, etc.)
Difficult - Docile, wild beast
Very Difficult - Wild, hostile beast (bear, panther, etc.)
Each time learned user gets 5 die roll to increase the skill. Limit: ---.
Observation [17 Novice] Rank: "E" (5 TP at all times) Skill: Skill Effect: This skill focuses certain powers of observation - sight, smell, hearing, and touch. Special: --- Drawback: --- Description: A failed check indicates that the character is oblivious until the thing is pointed out to him. This skill is important for ferreting out advancing enemies or ambushes, generally real-time events and actions occurring, versus scrutiny, which covers static objects or areas. A Game Master may roll an Observation skill check for a Character any time there is an NPC, monster, event or happening that a character might notice, even if he did not specifically state that he is monitoring his surroundings. Characters are capable of noticing any event within their perception. Observation reveals only facts, not motivation. Each time learned user gets 1 die roll to increase the skill. Limit: ---
Reading Lips [33 Average] Rank: "E" (10 TP at all times) Skill: Skill Effect: The character can tell what other characters are saying, even if they cannot hear them. Special: --- Drawback: Must be Fluent in the language of the observed speaker. Description: On a successful skill check, the character discerns part of the conversation (because some sounds are much like others, lip readers never understand a full 100%). The speaker must be mostly facing the lip reader (at least a three-quarter view). If the skill check fails, nothing is learned.
Unskilled: A word or two.
Novice: About 10% of the conversation.
Average: About 20% of the conversation.
Advanced: About 50% of the conversation.
Expert: About 70% of the conversation.
Master: About 90% of the conversation.
Each time learned user gets 5 die roll to increase the skill. Limit: ---
Tracking [42 Average] Rank: "E" (10 TP at all times) Skill: Skill Effect: Characters use this skill to follow the trail of animals and other persons. Special: --- Drawback: --- Description: Tracking means the user found a trail if they gain the check, while failure means they did not. If user fails this initial skill check, they simply cannot find that particular trail. After finding a trail, further checks may be necessary depending on the situation. Darkness, falling rain/snow, a dust storm, moving from one terrain to another (such as from sand to rock), one trail splitting into 2 or crossing water are examples why a user might need another Tracking check. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill. Limit: ---
[/b][30] Rank: "C" Skill: GenJutsu Effect: Jutsu allows the user to perform Pattern Perceptions. Special: --- Drawback: --- Description: Patterns, like Figments and Glamours, produce sensory impressions, and everyone within range perceives the same thing. Patterns contain an additional, mind-affecting element, and they can cause real, physiological effects. All patterns are Mind-Affecting Jutsus. While everyone sees a color spray, only some of those within the cone actually deal with its effects. Note: that a particular sense is required for patterns to have an effect. Sightless creatures ignore Color Spray, for instance. If you want multiple subjects to be affected by what they see, and you do not care if everyone perceives it happening, pattern might be a good choice. Limit: --- [/ul][/font][/font]
[/b][30] Rank: "C" Skill: GenJutsu Effect: Jutsu allows the user to perform Phantasm Perceptions. Special: --- Drawback: --- Description: Phantasms can only be perceived by the user and target, unlike the previous 3 Perceptions. The impression created by a Phantasm exists only in the mind and is personalized for everyone perceiving it. All phantasms are therefore, Mind-Affecting Jutsus. Nightmare is a good example of such a Phantasm. If you want to keep your actions secret from everyone but your subjects, Phantasm is a good choice, whether you want to frighten or to deliver a message. Limit: ---[/ul][/font][/font][/font]
[/b][30] Rank: "C" Skill: GenJutsu Effect: Jutsu allows the user to perform Figment Perceptions. Special: --- Drawback: --- Description: Figments cannot produce real effects, nor can they change things that already exist. If you want to create the illusion of a soft breeze, birdcalls, the aroma of a fresh-baked pie, or the sight of a loved one, you probably want a Figment. Remember that everyone within range perceives the same thing. Everyone smells the same type of fresh-baked pie, for instance, and reacts appropriately for them; a fresh-baked meat pie attracts carnivores and repels herbivores. Limit: --- [/ul][/font][/font]
[10] [30][/b] Rank: "D", "C", "B", "A", "S" Skill: Supplementary Effect: A Jutsu that allows the user to force chakra to flow through their body (or another body) to disrupt the flow of chakra within them that is caused by GenJutsus. Special: --- Drawback: --- Description: The user needs to stop the flow of chakra in their body, and then apply an even stronger power to disrupt the flow of the caster's chakra; this is called GenJutsu Kai (Dispel GenJutsu). This can also be done by an unaffected characters by applying a sudden surge of chakra into the affected person. The unaffected character must know GenJutsu Kai (Dispel GenJutsu) in order to perform it on an affected person. The affected getting out of a GenJutsu is dependent on the knowledge of the unaffected. Depending on the rank the user knows depends on the amount of extra points they gain on their Save.
"D" Rank Technique - 1 Point
"C" Rank Technique - 3 Points
"B" Rank Technique - 5 Points
"A" Rank Technique - 7 Points
"S" Rank Technique - 9 Points
Depending on the amount of points the user wishes to add into their save depends on the amount of time it takes to perform the Jutsu. If the user knows and wishes to add in 5 points to their save they must take the same amount of time as if performing a "B" Rank Chakra Jutsu. Limit: Universal GenJutsu Technique. [/ul][/font][/font]