Shiki Senri
Apr 9, 2020 10:57:26 GMT -7
Post by echointhedark on Apr 9, 2020 10:57:26 GMT -7
Shiki Senri
The White Wolf
Former-Kazekage
Sannin/Jounin
Basic Information
Name: Shiki Senri
Bloodlimit: Kyoudo
Height: 5'10t
Weight: 172
Age: 22
Gender: Male
Alignment: Chaotic Good
Birth Country: Thunder
Village: Kumogakure
Language(s): Common
Theme Song:
Lullaby Of Woe
Slots:
Ninjutsu Genjutsu non spec
1. Raiten 2280 TP 1. Glamour 0TP
2. Force 850 TP 2. Phantasm 240TP
3. Puppetry 410tp 3. Pattern 0TP
4. ---------- 4. Illusion 0TP
5. ----------
6. Reserved
Universal Ninjutsu 410 TP Univeral Gen 280
Universal Tai: 170
Clan non-specialist TaiJutsu specialist
1. Kyoudo 2280TP 1 (sword saint) Sōdo Nushi 1620
2. Venator 1660 TP 2. Demon wire 780tp
3. Inuzuka (350) 3. Art of throwing 270 Tp
4. Soulcaster (620) 4. Arminger 950
5. Goutetsu (260 tp)
6. Chakra Gates 180 TP
Other TP sources:
Tokihaga (Raging Blue) (900 TP)
Contract bond ritual (30 TP)
Black Sun Seal (230 tp)
Element Sealing (270 tp)
Misc. Slots
1. Jack of all Trades
2. Artisan (Armorer) 750 tp)
3. Alchemist Demolitions 840 tp
4. Grandmaster Soulcaster
5. Alchemy Brewmaster
6. Travel Ritualist (300)
7. Restoration Ritualist (70)
8. Anbu Falcon Reserved
9. Creation Rituals (500)
10. Binding Rituals
Skills TP 1090
Universal Misc 870
Damage Reductions:
Taijutsu: 22/-
Natural armor: 22 (32 with tough skin)
Cold resist: 65
Sonic: 40
Electricity resist: 85
Fire resist: 30
Acid resistance: 35
Protection from Evil: 10
Hardness from armor: 35
Armor Points: 200
Handseals: 75 1/4 reduction
Movements: 18 (1 ritual +3 alch +1 supplementary +1clan)
Will power base: 8
Fortitude Saves: 10
Skill Overview
Tracking 125/125 +95 (220 total)
Persuasion 125/125 +30 (155 total)
Obervation 125/125 +125 (250 total)
Sense Motive 125/125 +255 (380 total)
Acting 125/125 + 205 (330 total)
Lip Reading 125/125 +20 (145 total)
Slight Of Hand 125/125
Intimidate 125/125 +45 (170 total)
Jump Good 125 / 125 +40 (165/125)
Swim Good 125/ 125 +20 (145/125)
Martial lore 125/125
Stealth 0/125 +30 (30 total)
Disguise 0/125 +50 (50 total)
Monster Lore 125/125 (all)
Undead Lore 101/125
Botany 121/125 (Forest)
Cultivation 125/125 (all)
Cooking 121/125
Geology 122/125
Appraisal 112/125 +10 (122)
Gem Cutting 125/125
Armor Smithing 425/425
Haggle 155/155 +55 (210 total.)
Blacksmith 125/125
Alchemy 125/125(430) *one additional item. *double dice total
Demolitions 125/125
Disable Device 125/125
Expertise (Traps) 125/125
Chakra Lore 111/125
Religious Lore 118/125
Technician 125/125
Ritual Lore Travel 125/125
Ritual Lore Restoration 125/125
Rope Skill 125/125
Sailing 107/125
Riding (FDM) 124/125
Riding (Rideback) 121/125
Character Depth
The Ghost of the Tydeaus Sea
Shiki and Loki were both called by their respective deities to the land of Bears. Apparently summoned by a group of divine monks they were pleaded to help put an end to a heretical monk. This monk, after stealing several relics of divine power declared himself a 'God.' While the fight itself did not last long the two were able to hunt down the false god and his apostles and slay him liberating the local populace from their rule. Those from the Land of Bear would have no doubt heard about this story.
Personality:
Personality Traits
Positive Qualities
Prideful-
After a short stint in an orphanage Shiki was adopted by House Senri. House Senri, one of the oldest houses in Kumogakure, added the young boy to their family hoping to raise him into a great ninja to bring honor to the house. Shiki grew up in a household where honor to the family name meant everything. With many of Shiki's house having payed the ultimate sacrifice for the village. Shiki was brought up to believed in a higher purpose for existing. That higher purpose being to serve the village and to die honorably.
Curious-
Growing up he was naturally curious and that curiosity always seemed to lead him to more and more questions and more and more trouble. After learning that his actions represented his household and the village itself Shiki turned his curiosity into a thirst for knoledge. Often pulling himself into bouts of extreme danger just to satisfy his thirst for knowledge. Shiki has a deep desire to help unlock the secrets of nature.
Thrill Seeker-
Part of being a Kyoudo meant that he was constantly dealing with his sense of wanderlust. The need for travel and to see the globe was captivating for Shiki. He took as many villages patrols as possible just to get outside the city walls and enjoy the world around him. With this thrill of discovery came the romanticism of danger and the unknown. Shiki has a natural inclination to try and find locations that are higher in altitude to its closeness to the magnetic spectrum in the clouds.
Helpless Romantic-
Shiki falls in love very fast and very hard. Once he finds something he loves or cares about deeply Shiki would rather die then lose that person or object of his affection. Once Shiki is in love it would take an extreme act of betrayal or evil to make him change his emotions. However, Shiki views anything even a minor slight by a loved one in the most dramatic way he can.
Confident-
Shiki has never been one to hesitate on an action or reaction. He is quick to act and loved the feeling of being in charge of a situation. There is no situation regardless of how grossly under prepared he is that he would prefer to take the back seat in. He is confident to a fault however and believes that the best confidence is over confidence.
Noble-
Shiki is from a noble house in Kumogakure and acts accordingly. He believes that everyone should be addressed in a proper and elegant manner. He is not one to mistreat others who show him proper courtesy and respect. Regardless of someone's stature showing Shiki proper respect will always get a positive reaction.
Patron-
Shiki is from his own hard work a very wealthy individual. If someone or something is underfunded and he feels like it should be supported he will go at great lengths to provide the means to make sure it succeeds.
Loyal-
One who has earned Shiki's trust and earned their place as his friend will always have the monster hunter in their corner. He is the worlds greatest friend and worse enemy.
Negative Qualities
Jealous Lover-
Once Shiki has fallen in love with someone or something he can become possessive. This normally spurs on him being defensive of his loved ones but any act of betrayal no matter how slight will cause him extreme emotional behaviors and responses from him. If Shiki believes that he is in danger of losing someone that he loves he will act outside of his alignment to hold onto that person.
Reckless-
Shiki has incredibly good senses and reflexes due to his time as a professional monster hunter. Having taken on monsters many time his size he has a remarkably overconfident approach to most things in life besides what he considers the most dangerous of animals. Shiki often places honor in front of easy and will almost never turn down a one on one fight. The only exception of this is when the fight matters to someone who is not himself. For instance a mission of critical importance to the village or to keep a loved one safe.
Vengeful-
Shiki is not one to let "bygones be bygones." He holds grudges and holds them close. He will got to any length to punish someone who has wronged him. Once he sets himself on that warpath, it is unlikely that anything will deter him from it.
Unshakable sense of self worth-
Shiki understands and recognizes his own status independently of others. Regardless of who he is speaking to he will always act the same. While this means he will always be brutally honest. It does mean that he sometimes speaks too boldly around people of importance.
Takes everything personally-
Shiki has a hard time empathizing with other people. He values people who push themselves to become stronger but has almost zero respect for people who make nothing out of themselves. This all feeds into a unhealthy sense of ego that causes him to think that his time is more valuable then other peoples. Wasting his time, not taking his advice, not respecting his time is considered a personal affront to Shiki.
Distrusts monsters -
Shiki having almost been eaten alive by several monsters over the course of his career is quick to assume the worst in anything non-human. Quick to defend himself and quick to anger when dealing with monsters he does not know he often finds himself first to draw a blade when the supernatural are involved.
Paranoid-
Shiki is quick to assume the worse in people he does not know or explicitly trust. Often having to deal with unsavory characters he has a very negative response when dealing with strangers in high pressure situations or anyone in a mask. Anyone who Shiki discovers has been withholding pertinent information, lying to him, keeping secrets or even being misleading will quickly find themselves accosted by Shiki.
Appearance:
Family background
The Senri Family is a very old family in the Land of Thunder. Though not a noble family the Senri's have always served the Land of Thunder dutifully through military service. Growing up in a house hold full of antiques Shiki grew up with an appreciation of his family history and a head full of war stories and exploits. He always dreamed of being a great and powerful warrior one day and fighting the enemies of his lands. Shiki's family traced their linage back to Saitama Senri. A cloud ninja hero who was fabled as one of the original stormborn. The Stormborn were simply shinobi that had mastered the lightning release in such a way there were almost a walking avatar of the lightning element.
Parents
The Kyoudo influences couldn't be ignored. The Kyoudo clan is a clan of string-willed individuals. Their society truly doesn’t exist, for their clan follows a strict family custom of abandonment in order to achieve strength. The largest family that most Kyoudo will ever know will be a mother, a father, and one child. If the parents have another child, then the first is abandoned, usually within a Ninja Village, in order to learn the arts of the Shinobi.
Shiki's father was a lone wanderer of the Kyoudo clan and while looking to increase his power as a traveling ninja met and fell in love his another Shinobi from the village hidden in the leaves in the land of fire. During a mission Shen, Shiki's father was wounded while collecting intel. Sora, Shiki's mother found the wounded shinobi unconscious and nursed him back to health. Never before receiving a true act of kindness Shen fell in love with someone not from the Kyoudo clan and started a life with her. As the two of them continued their life together Sora became pregnant again. This marked the beginning of the end for Shiki's life with his family.
Shiki didn't remember much of his mother, only that she was a ninja from the village hidden in the leaves. Shiki's father never talks about her and has stopped any attempt of conversation about her. But the fact remains that the two were no longer together. Shiki wasn't sure if his mother was alive or dead. But Shen returned back to Kumogakure and was no longer interested in being a ninja. Alas, Shen on his way back to Kumogakure was intercepted and killed by agents of the Gale empire.
His dad however made the family wealthy by developing ninja tools and weapons to give the Land of Thunder an edge in combat. Shiki was suddenly the last living member of his house and as far as he knew the last member to carry on the lineage of his house. Shiki was the last member of noble house with his family servant Hando.
Childhood
Being a son of a weapons designer meant that Shiki was taught at a very early age the importance of proper and safe weapon control and to respect a blade. This was reinforced when Shiki tripped while running with a Shuriken scaring himself. Shiki grew up with so many antique items and weapons around the household that he rarely had friends over. Instead, he spent most his time playing at his friends house. Shiki being more relatively well off than his friends developed an understanding of class distinction and how to be a proper patron. Early on as he would treat his friends and never really learned how to appreciate earning money.
Academy
Growing up Shiki always wanted to be a ninja and entered the academy at 10 and graduated a year early. Whether that was because he was naturally talented or because he was a Senri with the kyoudo blood limit is a debated topic. Shiki realized he was different from the other kids in the village during class one day. Sitting there he began feel a weird sensation over come him. It was like the sensation of having to sneeze but it just wouldn't release. Looking up at the florescent light bulbs in the class room Shiki could see the electricity warping and flowing around the bulb. It was beautiful, he could see the wave length and the electric current inside the bulb. Shiki realized that by applying his chakra to eyes he could make the light bulb flicker.
Shiki made many friends at the academy and was quick to assume a sense of leadership around them. However, very quickly Shiki realized that he had simply out classed the other shinobi in his classes. The result was that Shiki more often then not felt like he was baby sitting his comrades instead of performing with them. Shiki's performance often had him working more advanced missions alone.
Shiki was always treated like an outsider and never really made a "true" friend that Shiki spent a lot of time with. The result was a crippling sense of loneliness from having an deceased father in an empty house. His strange looks and a powerful understanding of the lightning element Shiki was left to his own devices. Shiki grew a deep fascination with his blood limit and decided to set out alone across the world looking to understand more about his power.
Story Checkpoints thus far
-Shiki out of wanderlust found himself exploring the coast of the Tydeaus sea.
-The ship Shiki was riding on was beset by monsters and the whole crew was killed except for him.
-Shiki inherited a ship and mastered the use of the vessel by being the only surviving member of an attack on his ship.
-Shiki was able to qualify for the Chuunin exams and was sent with the blessing of the Raikage.
-Shiki mastered the art of lightning jutsu
-Shiki found a stow away named Junko on his ship and grew infatuated with her.
-Shiki was attacked and intercepted by Peisone. Shiki lost the fight and was rescued by a witch named Loki and a Venator and unbeknownst to him the kazekage named Amira.
-Shiki was in awe of Amira's resolve and vowed to become a Venator too.
-Shiki became in awe of the Loki's power and would later seek her out for power.
-Shiki grew a resentment towards Peis and is openly hostile towards any and all monsters or abominations.
-Shiki placed number one in the Chuunin exams with a perfect score on the exam.
-The Raikage denied Shiki's promotion as she was uneasy about the difficulty of the exam.
-Shiki true to his word becoming a Venator/monster hunter of good renown.
-Shiki returned to the place of power where Loki and Junko lived to find Junko in bed with someone else named Krystal.
-Shiki stormed out bitter against the two of them and was heartbroken and devastated. Shiki sought a beast that would kill him in the forest in one on one combat.
-Shiki encountered a S class bandersnatch that defeated him. Doing just enough damage to scare the creature off Shiki was left alone to die. With his ribs broken, face torn and back clawed apart Shiki laid in the grass waiting for his death.
-Loki had been watching the fight and came to examine the unconscious and dying hunter and decided that he could be given new purpose.
-Loki healed him, armed him with new weapons and gave him new contracts. The two formed a closeness in combat and training that led to stronger feelings between them.
-Shiki fell in love with Loki and devoted himself to her.
-Shiki got called to go fight against the Gale empire for the Village Hidden in the Cloud forcing him to leave for a year.
-Shiki has returned, weaker, lost and damaged from combat desperately trying to get back to his former power.
-Shiki slowly grew more and more bitter about not being the rank that he wanted to be at as his issues from the exam were still not resolved.
-Shiki opened up a Dojo in the land of the cloud to teach students the power of lightning and swordsmanship as a side project to give himself something to do.
-Shiki has grown disillusioned with the village hidden in the cloud and is no longer interested in helping the village.
-Shiki traveled to the land of wind and became a sword master in the art of burnedo Kenjisin (sword saint).
-Shiki encountered Ryutatsu another abandoned kyoudo child. Shiki realized the Kyoudo clan needed to be restored and the child abandonment edict changed.
-Shiki returned to Kumogakure and decided to set up a place where students from all around could come to learn how to master the blade and lightning.
-Shiki's growing focus on his dojo started him on the path to making armor for his students and he quickly became a master armorer.
-Shiki started the Talos initiative to construct the first amalgamation between metal and machine.
-The Talos project was constructed and his armor system was finished.
-Shiki became a master of all three disciples of the art of the sword saint.
-Shiki climbed to the top of the tallest mountain in the land of thunder known as Thunder's Tooth where he discovered the heavenly diva gates.
-Shiki still having any of his issues answered by the village in return to his exam grew openly hostile and began to consider abandoning the village.
-Shiki spent months learning how to decipher the key to unlock the diva gate. After doing so he released an ancient and powerful being known as the oracle from the gate. The oracle informed Shiki that he was actually the reincarnation of Kyoudo Naraka. The first Kyoudo.
-Shiki, Loki and Amira stopped a hoard of undead and demons from destroying the earth during a necromancer uprising.
-Shiki has realized his full potential as a monster hunter and started killing more dangerous creatures. Hydras, leviathan snakes.
-Shiki became the strongest lightning user in the ninja world
-Shiki was finally promoted to Chunin but it was delivered far to late for him to care or feel grateful for the rank. The Raikage seemingly seemed to want to take control of the dojo from him.
-Shiki saved the earth once more by mending an ancient tear in the universe known as "The Scar." In doing so he recovered a fragment of his soul that was sealed away from his incarnate former self. In recovering it he relearned ancient memories and techniques.
-Shiki completed his Jonin exam out of principle in record time.
-One of the ancient techniques recovered was the lightning blade Chidori.
-Shiki proposed to Loki.
-Shiki and Loki both went on a quest to receive the black sun seal. Both were successful
-Shiki and Loki got married and linked their minds.
-Loki is pregnant with twins.
-Not feeling properly utilized at the village Shiki retired from the village hidden in the clouds and was promoted to the rank of Jounin.
-The twins were born. Fenrir and Sumiko.
-Shiki competed in the festival of the hunt in grass and won first place by killing an S class bandersnatch earning fame for his monster hunting prowess.
-Shiki was asked to join the village hidden in the Sand by Amira, the venator that saved his life.
-Shiki joined the village hidden in the sand and was told to complete a complex mission to prove his value to the village. The mission went so well he was made the Jounin commander of Sunagakure.
-Shiki's presence in Sunagakure caused many ninja in the land of lightning to defect to join their Instructor as fellow ninja.
-Shiki was promoted to Sannin for his service to Sunagakure and his administrative skills as a leader.
-Amira revealed a deathly illness she was dealing with to Shiki who is frantically trying to find a cure.
Primary Weapons
Hokaku Gāru
Rank: "S"
Type: Main, Slashing, Sword
Effect: A very large sword Deed Breaker Segmented Blade, weld together by Thinaun Wire. The wielder of the Hokaku Gāru is filled with Hope.
Special: ---
Drawback: Due to the weapon's size each technique performed while wielding this weapon takes up 3 movements.
Description: [Picture] | A Two-Handed Weapon. Deed Breaker = Identification: Average; Hardness: 35; Armour Points/Inch: 155ap| Thinaun = Identification: Difficult; Hardness: 11; Armour Points/Inch: 30. The sword Is Blood Bonded, meaning Whenever anyone except its owner or a member of their bloodline attempts to wield a blood bonded weapon, they take 60ap Damage(No saves) each round. When the last member of the bloodline dies, the thorny weapon may be freely claimed (although it will bloody the new owner the first time they grasp it). The weapon may also be freely transferred (no coercion or Chakra Charms/Compulsions) by one owner to another with the new owner taking damage the first time they grasp it.
The Blade does +46 Amour Points of Damage. The Wire does +8 Armor Points of Damage. A fullblade is 18 inches longer than a greatsword and is too large for a Medium-size creature to use with 2-hands correctly. A large creature could use a fullblade with two hands and will not suffer any drawbacks while wielding the weapon. It is segmented into 9 pieces, each one capable of cutting deep, held together by a weaving of 200m of wire, allowing he blade segments to extend up to 100m. Humanoids with Chakra abilities that are damaged by the weapon must make a Will save (1/2 the damage dealt) or have their highest Chakra Techniques suppressed for 24-hours. Regardless of the success or failure of the save, the same weapon will not affect the same creature again for 24 hours. The weapon is enchanted with an Imperial Weapon, Unyielding, and Ghost Touch Seals. Attacks with the imperial weapon ignore Hardness equal to 1/2 of Weapon Damage (Techniques do not apply), and up to 5 Armour Points of Damage Reduction. The imperial weapon is not subject to effects that ignore Hardness. Power (At-Will, move movement): Chakra. Use when separated with the weapon while it is within line of sight. The weapon flies into the user's hand unless it is somehow prevented from doing so. The weapon can move at a rate of 20 meters per Second. An Unyielding Weapon allows Power 3/day. As a Weaving movement, weapon gains a +10 Hardness, and 15 Armour Points for 1 round per Class Level.
The Wire is composed of 200m of Thinaun. If the wire is touching a creature when it dies, that creature's soul is sucked into the weapon rather than passing on to its final reward. The soul remains in the thinaun wire until the weapon is destroyed or the wire can no longer hold anymore souls and is displaced. Another creature dies while touching the thinaun weapon (the new soul displaces the oldest one). The Massive amount of wire present in the sword, allows for a substantial amount of souls to be contained within it's loom. Raise dead, resurrection, and similar abilities will not bring back a creature whose soul is trapped by the thinaun wire unless the user has the weapon in their possession. Because the soul is nearby, fewer material components are required for such Rituals: Raise dead, Resurrection, and etc. requires half as much of the relevant performance cost (unguents or diamonds) to perform if the soul is within a thinaun weapon. A thinaun weapon captures a soul from anyone killed while touching the weapon. This means that if the thinaun weapon's wielder dies, their weapon captures their soul.
Wielder of this weapon is filled with Hope. The enchanted creatures gain a +2 morale bonus to Saves, +5 to Attack Damage, and +10 Skill Checks. Emotion (Hope) dispels Emotion Despair). There is an Amber Spirit Gem(+1 sacred bonus to Weapon Size attack damage), and Skull of the might(increasing all TaiJutsu Damage by +10)gem Place in the handle of the blade. There is also a Tear of Raijin; a person can use the Tear of Raijin 3 times per day to call forth bolts of lightning from the sky. The bolt of lightning flashes down in a vertical stroke at whatever target point the user chooses within 240 meters of the user's position. A maximum of 15 bolts can be called down over a 1-minute period, one bolt called per round. Each bolt is 2 meters wide and 10 meters long and deals 75 Armour Points of damage. If the lightning gem is used outside in stormy weather (a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado) each bolt deals 125 Armour Points of damage instead. The Tear of Raijin can be used to call lightning bolts indoors and underground, but not underwater. A creature may learn Weapon Specialization: Speed Training to remove the drawbacks of Movement restrictions. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: Crafted My Loki Senri-Lefaye
Cost: 41,750,000 Ryo
Tokihaga (Raging Blue)
[Rank] A
[Type] Main Weaponry
[Effect] Through a direct link to the user’s chakra system and the human body’s natural electrical impulses, the sword grants its wielder several Raiton enhanced attacks.
[Special] Requires the Raiton release for wielding, as well as an active Sharingan. If Mastery in the element is achieved, the weapon’s powers are naturally increased, almost twofold. The higher the user’s difficulty class, the longer the sword’s effects remain in use.
[Drawback] Due to its direct link to the wielder’s chakra system, being weakened, severely injured or reaching fatigue due to chakra exertion results in the sword’s powers being inaccessible, rendering it nothing more than a simple blade.
[Description] Tokihaga is a legendary weapon revered in Kumo’s history books decades before a mysterious, great catastrophe had ravaged the lands. Appearing as a rare blade with innate Raiton power, it had been wielded by many experienced ninja until glory could befall them no more. While its originators were unmentioned, the blade at once point or another became widely popular amongst the shinobi world’s Uchiha Warlords. It’s unsure whether the blade was commonly produced or merely a rare amount existed. However, after time’s passing, and rumor’s of the one surviving blacksmith said to still be mysteriously alive and forging, it was confirmed that the weapon was intended by those possessing the Sharingan, as its various lightning based attacks could best be made destructive under the Copy Wheel Eye’s predictive powers. It is also rumored the great smith can be found dwelling somewhere in the Thunder Country, and that he will commission the blade only to those that can display the Sharingan.
To say the blade is enchanted is not entirely true. It appears to the eye as a short kodachi, the straight blade and lacking hilt kept strapped at the user’s back, and appearing to simply be a ‘last resort’ type of weapon. When 'inactive', its hilt is a snow white; however, when in the hands of the user, it'll shimmer a deep blue, a sign that the power of Raiton was now alive. It is crafted of the hardest metals known to man, able to withstand a thousand blows through a thousand years and never loose its sharpness. Additionally, some sort of shiki scribbled in small font across the blade of the hiltless Chokuto speaks of crying thunder. To the sages of times long past, it’d be an incantation unique to the blade’s user, tying the sword to their chakra system and effectively creating an open link. Although hard to understand, any adept Raiton user will quickly realize their release’s power is easily channeled through this weapon. After extensive training, the user also learns how to constantly keep a steady flow of Raiton chakra to the blade, allowing it to both cut through almost anything it touches, extend its size through pure chakra alone, and shock anything it strikes, as long as the object is conducive to lightning.
The blade itself is meant for a Sharingan user because of the chakra’s nature and its speed. Without the eye, one cannot pierce the foreign energies and properly understand it, making the weapon unwieldy and most of its powers inaccessible to members outside the Uchiha clan. Because the lightning that comes forth is so fast and hard to manipulate, the Sharingan’s natural talents effectively add reigns to the power, allowing it to be wielded properly. A higher Sharingan means a higher understanding of the techniques the sword grants. Additionally, the shiki itself is engraved into the weapon as it’s being forged by its only master, and it directly ties the user’s chakra system, meaning it is useless in the hands of another. If by any chance someone else were to fall upon the blade (and discover its true meaning), they can bring it back to the weapon smith to be “recalibrated”; it is rumored that while he commissions only for the Uchiha, someone displaying the sword as a prize of battle will be granted the weapon as their own.
[Limit] Must specialize in ninjutsu. Must know ‘Raiton’ release. Knowledge of the sword is extremely limited due to the fact its its ancient and as secret as MS to the Uchiha. However, tales of past Sharingan warriors sporting a glowing, blue sword and dispersing large amounts of chakra has been recorded in history; a careful RP discovering the secret will allow the user to be able to find the source, where they can attempt to gain favor from the creator; the weapon is available through a mysterious weapon smith wandering the Thunder Country. Once accepted, either I or a GM/staffer will set-up your initiation, which consists of completing one ‘S’ ranked Death-Enabled task for them, either in the form of a mission, event or test. He accepts commissions only from Uchiha members, and will require a sample of the Sharingan before the sword’s creation. The master makes exceptions however for those that bring the sword of a previous owner to him, and can in fact be wielded by Raiton masters, or members of clans/BL's prone to Raiton. In order to search for the Master in an effort to try and obtain the sword, you must obtain permission from Fina.
[Cost] 50,000 for creation | 100,000 for recalibration
Tokihaga Wielding
Rank: D, C, B, A,( S )
Skill: Passive
Effect: Allows the use of the Tokihaga.
Special: Rank learned determines what rank of jutsu one can use for the rest of the sword’s attacks.
Drawback: Cannot learn any other jutsu, or use any of the sword’s jutsu until at least a single rank of this technique is learned.
Description: Through simple, repetitive use in combat, coupled with the addition of Raiton imbued within the blade, the user’s knowledge and control over the sword grows. In order to perform any form of jutsu that involves the weapon, this must be learned first.
Limit: Raiton Release, Ninjutsu Specialist
Tokihaga Ownership
Rank: D, C, B, A, (S)
Skill: Passive
Effect: Prevents other people from grabbing the sword while the user lives.
Special: Rank learned determines what players get shocked. If a player’s difficulty class is equal to the jutsu’s rank, they will be suffer a shock that makes their appendage feel as if it were burning, leaving it numb and making the attainment of the sword impossible. If the player’s difficulty class is under the jutsu’s rank, they will be paralyzed for a post. Users with classes over the jutsu rank will remain unaffected.
Drawback: Works only when the user is alive and with chakra still pumping in their system.
Description: If another attempts to touch any part of the swordt, they will receive a bad shock until they let go. Perfect for preventing sword theft.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding
Tokihaga Sharpness
Rank: D, C, B, A, (S)
Skill: Passive
Effect: Improves the cutting properties of the Tokihaga.
Special: Rank learned determines what rank of sharpness can be learned. For each rank learned, a Tokihaga attack can pierce through barriers/attacks of the same rank.
Drawback: Requires appropriate 'Tokihaga Wielding' rank to be achieved.
Description: Through simple, repetitive use in combat, coupled with the addition of Raiton imbued within the blade, the user’s ability to make the Raiton’s cutting sharper improves.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding.
Raging Current
Rank: D, C, B, A, (S)
Skill: Ninjutsu
Effect: Allows the user to send shock waves through the weapon.
Special: Shocking value is determined by a correlation of the jutsu’s rank and the player’s difficulty class. If the victim’s difficulty class is the same as the jutsu’s rank, the victim will be paralyzed for one post, and suffer a slight speed lost for the next. If the victim’s class is one above the rank, they will be paralyzed for one post, without speed loss. If the victim is two ranks above the jutsu’s rank, they merely suffer speed loss for one turn. For every rank the victim’s class is under the jutsu, an extra paralyzing turn is added. Speed loss is always half, regardless of rank. Chakra draining rate is the same as the user's best ‘Chakra Absorption’ technique, without actually needing to activate the extra jutsu.
Drawback: Items and surfaces that don’t conduct electricity will not be affected.
Description: Whenever the victim comes in any form of contact with the sword, a steady chakra connection is made, and his chakra is slowly drained. Additionally, any metallic item, or item that can conduct lightning that comes in contact with the blade will received an immediate shock. Extensive parrying against Tokihaga will leave the opponent drained of chakra, a product of the blade's curse scripted on its side.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding, Chakra Absorption Technique.
Blinding Spark
Rank: D, C, B, (A)
Skill: Ninjutsu
Effect: Blinds all except the user in a predetermined radius.
Special: D – 5 meters; C – 10 meters; B – 20 meters; A – 40 meters
Drawback: Does not distinguish between friend or foe, leaving everyone observing blind.
Description: When in its smallest form, weapon can quickly condense a large amount of Raiton chakra and unleash it in into one great flash, blinding all except the user in a circular radius. Highly effective, and quick and easy to use. Distance of blinding varies by rank.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding
Vengeful Reach
Rank: D, C, (B), A, S
Skill: Ninjutsu
Effect: Allows the user to attack distantly with their weapon.
Special: D – 5 meters; C – 10 meters; B – 20 meters; A – 40 meters; S – 50 meters.
Drawback: There are two modes to this. One can either sustain this for various turns, or simply use it in one turn. If used for a single turn, the blade's birthing is at its fastest, moving at speeds comparable to a Sound Bullet/Tai Master/Fast Acting Raiton Jutsu. However, once it attacks, it retracts soon after. If the user aims to maintain it for extra turns, the blade comes out a tad bit slower, though still fast, and can be held at the cost of an extra 'C' ranked jutsu per turn, regardless of base rank.
Description: When in Ninjato/Uchigatana mode, this allows an extended blade of condensed chakra and Raiton to protrude from the original metal. Its cutting properties remain the same, and its birthing occurs at fast speeds. This blade can extend wherever the user wills it, and can weight as light as a feather. However, to achieve these great lengths, some training is involved. A user's 'Tokihaga Sharpness' determines the lethality of this technique.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding
Charge
Rank: D
Skill: Ninjutsu
Effect: A basis for all Tokihaga sword skills, essentially the sword ‘powers up’, taking it from a regular looking sword into a shimmering, vibrant blade of blue. This signifies the Raiton power is now fully active.
Special: --
Drawback: Cannot be used if the user is out of chakra.
Description: With a simple though, the shiki from the sword activates and the weapon now shimmers a deep blue. This is a gateway technique for the advanced sword skills.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding ‘D’
Cyclone
Rank: C
Skill: Ninjutsu
Effect: Once powered up, the user spins quickly like a top, creating a cyclone of electricity that cuts everything around them and spreads out ten meters.
Special: Cutting properties are determined by the user’s knowledge in ‘Tokihaga Sharpness’.
Drawback: Cannot be used if the user is out of chakra.
Description: With the sword charged, the user speedily spins in place, sword held at the side as the Raiton power within unleashes a torrential cyclone of thunder that cuts everything around it. Highly useful whenever the user is ganged up.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding ‘C’
Odin’s Call
Rank: B
Skill: Ninjutsu
Effect: Calls forth a raging storm shower that covers the radius around the user of 20 meters. Does not hit the user.
Special: --
Drawback: Cannot be used if the user is out of chakra. Can strike allies.
Description:: With a quick swipe, the user stabs their charged sword into the ground, and within seconds, crazed, randomized lightning bolts are hurled all around them, striking with great vengeance.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding ‘B’
Sonic Boom
Rank: A
Skill: Ninjutsu
Effect: Allows the user to hurl a trio of sonic waves that will follow the victim.
Special: Distance of travel depends on the user’s level of ‘Vengeful Reach’
Drawback: Cannot be used if the user is out of chakra. Can strike allies. Once out of its control range, the blades loose control and crash, creating a bright explosion.
Description: Once powered up, a swift slash in the direction of the foe in which the user wants to strike releases three rotating sonic booms, all imbued in the sword’s deadly chakra. The first disc is the large, with each subsequent having the front one in size. Moves roughly a bit faster than a tai master would.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding ‘A’
Luminaire
Rank: S
Skill: Ninjutsu
Effect: Creates a huge explosion of lightning that hits all enemies within the area for massive damage.
Special: The effects of ‘Blinding Spark’, ‘Tokihaga Sharpness’ and ‘Raging Current’ are applied, dependant on the trained rank.
Drawback: Cannot be used if the user is out of chakra. Can only be used three times per thread.
Description: The ultimate Tokihaga jutsu. After powering the sword up, the user jumps up and upon coming down, strikes the ground like Odin’s Call. However, the sword is much brighter than ever, and the explosion that follows is grand. The ground directly in front of the user for thirty meters in a straight line suffers an almost instantaneous surge of lighting coming forth, breaking the ground regardless of surface and bursting thunder from the crevices. After extending forward, a second explosion occurs, a blinding light ensuing, as well as a pentagon like formation. From the geometrical crater, a wave of lightning surges from each of the tips, five in total, for ten meters each. At the end of these, smaller explosions ensue. Anything within range of the lightning or the explosions will suffer damage. The user can control how far the ‘main vein’ of lightning goes before breaking up.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding ‘S'
The Talos Armor system or the Tactical Assault Light Operator Suit is the brain child of the legendary armor smith Shiki Senri. The armor is a working amalgamation between armor and machine. The armor represents the fullest protection, weaponization and automation that an armor smith would be able to craft. Stronger then the hardest steel and constructed from some of the strongest materials known to man. The suit gives the operator a tactical advantage over their enemies.
Heart Of The Storm BornHelm of the Thunder God (Beryllium )(Perfected)
T.A.L.O.S Armor
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the head of the wearer. Incredibly lightweight but also amazingly strong and resistant to heat and corrosion, armor and shields crafted from this metal command a hefty premium on the open market. Beryllium armor confers Fire and Acid resistance 5% per Armour Piece to its wearer and bestows a +1 circumstance bonus to Saves against either energy form.
Special: The armor has been made with modular components that allow the easy integration of all manner of gadgets and electronics. The armor was made with several different filters, screens, gadgets and visors with the ability to take pictures and record information.
Drawback: Helmets that protect the face apply a -10 to observation. Only certain visors may be active at a time.
Components: Holodisk x 2, Tracking Device, Tracer x 4, Wireless Radio, Anti-Flash Lenses, Camera Vision, Condition Viewing Vision, Canny Descrier, Lie-Detector Lenses, Night-vision Vision, Substance Locator Vision, Thermal Vision, Underwater Vision, X-Ray Vision, Zooming Vision, Gas Mask, Rebreather, Flashlight x2.
Description: Armour that protects the head, face, and back of the head of the wearer. The armor is air tight only allowing air to come in through two ventral gas mask canisters on either side of the armor. Should the user wish too the helmet can become completely sealed off and draw oxygen through a rebreather instead. The users face is hidden behind a large resistant visor of glass that is modified Obiderium. The user can make the helmet go from tinted to clear at the users discretion. The helmet is made of the hardest material in the world and crafted by the legendary smith Shiki Senri. Should the words "Knell" be uttered everyone in the audience of the helmet would become fascinated. The armor system has a built in recording device, camera, and tracking device.
Stat abilities: +4 to all saves vs. blinding lights, gives a reading of the heart rate, and the status of their condition which are, "Calm, Cautious, Terrified, Unconscious, and Deceased." can project an interactive display onto the user's eyes that shows the results of advanced heuristic programs that analyze the attitudes, voice patterns, and body language of all the creatures that the user can see and hear. While the item is in effect user gains a +50 bonus on their Sense Motive checks, user gains an insight bonus on all Bluff, Intimidate, and Perform checks equal to Half of the number of ranks in the Sense Motive. The kinds of substances it may locate are Alcohol residue, Tobacco residue, Blood residue, and specialized dye. X-ray vision through up to 2 meters of solid objects, infrared vision and two massive flood lights for underwater and fog vision. Zooms up to 150 meters out. Contains enough oxygen for 30 minutes.
Armor Stats: Armour Class: 3. Hardness 40. Armor points. +80
Limit: Must be crafted
Cost: 359300
Sleeve of the Tempest x2
Arm Armour Piece (Beryllium, Perfected)
TALOS Armor
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the arm of the wearer.
Special: Contains a modular Field Cauterizer, medical diagnostic scanner, Plasma protein replicator, rebar splint, Gravatic Pressure Bandage, Disrupter with both Mine and Emitter detonator. There is a built in grappling hook and portable release pouch projector. Incredibly lightweight but also amazingly strong and resistant to heat and corrosion, armor and shields crafted from this metal command a hefty premium on the open market. Beryllium armor confers Fire and Acid resistance 5% per Armour Piece to its wearer and bestows a +1 circumstance bonus to Saves against either energy form.
Drawback: ---
Description: A combination between steel and machine the arm guard gives the wearer the protection of masterly crafted mithral and the use of the gadgets inside all while being so light and aerodynamic that it feels as if the user is wearing nothing. The armor is modular and made to be integrated with the Talos System. This system is currently running the emergency trauma kit. Should the words "Pacify" (Right) be spoken all audience members must make a will save of 35 or become calmed for 25 minutes or until they leave the presence of the user. Should the words. "Peace." (left) be spoken the USER will become calmed Power 1/day, non-movement. The wearer becomes immune to one of the following energy types chosen at the seal's construction: Acid, Cold, Electricity, Fire, and Sonic. Lasts 5 rounds.
Limit: Must know Enchant Chakra Item - Greater.
Armor Effects: Hardness 25 Armor Points 80. Armour Class: 0.
Limit: These items must be crafted
Cost: 739435 Ryo each.
Mantle of Kings x2
Shoulder Armour Piece (Perfected berillium)
TALOS Armor
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the shoulder of the wearer.
Special: Incredibly lightweight but also amazingly strong and resistant to heat and corrosion, armor and shields crafted from this metal command a hefty premium on the open market. Beryllium armor confers Fire and Acid resistance 5% per Armour Piece to its wearer and bestows a +1 circumstance bonus to Saves against either energy form.
Drawback: ---
Description: The Mantle of Kings is a piece of perfected mithral that was masterly crafted and created from the great forges of the Senri Lightning Dojo. Forged by the master smith Shiki Senri the armor is almost weightless and seems to defy the laws of gravity. The armor itself is stronger then almost every known alloy or material known to man with few exceptions. Should the words "Disperse" Be spoken the audience Will have to save at a will save of 35 or else they would become frightened of the user. Each of the shoulders has been modified with grappling hooks and elemental throwers. They also have camera's that are outward facing to the left and right respectfully with 2 holodiscs of storage.
Identification: Very Difficult; Hardness: 25; Armour Points/Inch: 80; Armour Class: 1.
Limit: These items may be bought inside any Armour Shop.
Cost: 584.718 Ryo each.
Guard of The Sky King (Perfected Beryllium) x2
TALOS Armor
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the leg of the wearer.
Special: ---
Drawback: ---
Description: Sometimes worn as a skirt connected to the Torso Armour, the leg armour is meant to protect the upper legs. Another piece meant to protect the leg are the Schynbalds which were strapped to the lower legs however they did not enclose the lower leg; hence they are not greaves. The purpose of Leg Armour is to protect the upper leg, while wearing Greaves is used to protect the lower leg; however that does not mean that Leg Armour cannot protect both. Armour Class: 6. Hardness 25. Should the User speak the magic words "Funky town" all Audience will be overcome with the emotion of fascination. Unless they pass a will save of 35. Each of the leg armor systems comes with a full mobility kit. Allowing them to use the 3-d mobility grappling hook and line launchers to cover great distance.
Limit: These items may be bought inside any Armour Shop.
Cost: 643190 Ryo each.
Virtus
Rank: "S"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: Envoke emotion. Audience. Will save 35 or calmed at the command word of "Relax"
Special: ---
Drawback: ---
Description: Gauntlet does +44AP of Damage. Are Blessed with Imperial, Shocking burst and, Mystic Enchanment Seals. The Stormium it is created from causes +30(18 +12(Shocking burst Seal) lightning ap on strike. Shock enhancements, piston enhancements, Built-in crossbow pistol, built in ammunition clip holder. It comes attatched with a line launcer, grapling hook, elemental launcher and obscurating eye. It has retractable claws made from Ghost Iron, that are Blessed with Imperial, Shocking Burst, and Adaptable Enchantment Seals. The Claws deals +34 Ap of damage, +12 Lightning damage. Both Gauntlets and Claws; Power: At-Will, Non-Movement. Half of the damage dealt by the weapon is Electricity Damage. Another non-movement returns the damage to normal. The Claws are made of a glossy white, shining material with the ghost touch ability, meaning they can hit Incorporeal Creatures without passing through, although this property is not Chakra related. The claws function as if it were the chosen weapon for the purposes of special abilities and feats. Built off of the designs found in an ancient ruin this Gauntlet is built in the same style and material of the first Kyoudo, Kyoudo Naraka. The gauntlets are designed to help the flow of electricity. The Gauntlets contain the ability Shadow Strike. A Shadowstrike weapon can reach through their own shadow to catch foes off guard. Once per day, the user can activate the property to add 2 meters to the weapon's reach for a single attack. The target is denied their Minor Defenses for this attack. Expertly constructed and forged with legendary skill these gauntlets are fucking awesome.
Limit: Created by Grand High Witch Loki. There are only two of such gauntlets in existence.
Cost: 560,000 Ryo Each
Fidas
Rank: "S"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: Envoke emotion. Audience. Will save 35 or calmed at the command word of "Relax"
Special: ---
Drawback: ---
Description: Gauntlet does +44AP of Damage. Are Blessed with Imperial, Shocking burst and, Mystic Enchanment Seals. The Stormium it is created from causes +30(18 +12(Shocking burst Seal) lightning ap on strike. Shock enhancements, piston enhancements (will add later), Built-in crossbow pistol (will add later), built in ammunition clip holder (will add later). The device also comes equipped with a grappling hook and a claw launcher with 6 slots of ammunition. It has retractable claws made from Ghost Iron, that are Blessed with Imperial, Shocking Burst, and Adaptable Enchantment Seals. The Claws deals +34 Ap of damage, +12 Lightning damage. Both Gauntlets and Claws; Power: At-Will, Non-Movement. Half of the damage dealt by the weapon is Electricity Damage. Another non-movement returns the damage to normal. The Claws are made of a glossy white, shining material with the ghost touch ability, meaning they can hit Incorporeal Creatures without passing through, although this property is not Chakra related. The claws function as if it were the chosen weapon for the purposes of special abilities and feats. Built off of the designs found in an ancient ruin this Gauntlet is built in the same style and material of the first Kyoudo, Kyoudo Naraka. The gauntlets are designed to help the flow of electricity. The Gauntlets contain the ability Shadow Strike. A Shadowstrike weapon can reach through their own shadow to catch foes off guard. Once per day, the user can activate the property to add 2 meters to the weapon's reach for a single attack. The target is denied their Minor Defenses for this attack. Expertly constructed and forged with legendary skill these gauntlets are fucking awesome.
Limit: Created by Grand High Witch Loki. There are only two of such gauntlets in existence.
Cost: 560,000 Ryo Each
Storm Rider's Guards
Rank: "S"
Type: Main, Bludgeoning/Piercing/Slashing, Greaves
Effect: Envoke emotion. Self. Will save 35 or enraged at the command word of "Exodus"
Special: Gem Slot: Tear of Raijin; Gem Slot: Nightmare Charm
Drawback: ---
Description: Greaves deal +30AP of damage. Crafted from Stormium metal causing +24 lightning ap on strike. Blessed with Imperial, Shock Burst, and Mystic Enchanment seals. Shock enhancements (will add later), piston enhancements (will add later), Holds one slot of grenades on each leg. Built off of the designs found in an ancient ruin this Gauntlet is built in the same style and material of the first Kyoudo, Kyoudo Naraka. The greaves are designed to help the flow of electricity. The Greaves contain the ability Shadow Strike. A Shadowstrike weapon can reach through their own shadow to catch foes off guard. Once per day, the user can activate the property to add 2 meters to the weapon's reach for a single attack. The target is denied their Minor Defenses for this attack.Expertly constructed and forged with legendary skill these greaves are fucking awesome. Ridding all the way up from the ankles to the top of the knee. These greaves protect the front and back of the legs by encasing them in Stormium. There is a Raijin gem, and a Nightmare Gem embedded into the shins of the Greaves, they are covered by a dome of metal, making it look like round knots on the shins.
Limit:
Cost: 275,000 Ryo Each
Crossbow, Pistol (Black Oak) (Perfected - all distance already calculated)
Rank: "C"
Type: Main, Piercing, Crossbow
Effect: A short bow made of more than one material.
Special: Hardness: 6; Armour Points/Inch: 10; Crafted out of Black Oak Wood
Drawback: ---
Description: A One-Handed Weapon. These weapons do +4 Amour Points of Weapon Damage. The Range Increment of this weapon is 304 meters(Precision enhancement + Distance Enchantment seal). May be used in Mounted Combat. Also possesses the Rapid Reloading
Enchantment Seals. This Enchantment seal makes these his ranged weapon's reload time is "one step" faster than normal. Effectively giving them no reload time. Pistol Crossbows zip bolts with dead-on accuracy at incredibly short range. Powerful hand-held bolt launchers. Normally used for vermin or killing at close range. Pistol Crossbows are compact and are small weapons for easy concealment.
Limit: Crafted by Ryutatsu Kyoudo for Shiki Senri
Cost: 7,593 Ryo
Tear of Raijin
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A more powerful Version of the Lightning Gem. Allowing the possessor to rain down bolts of powerful lightning against their opponents.
Special: ---
Drawback: ---
Description: The emerald has long been prized as a gemstone, valued for its deep green color. The druids have a long and rich Alchemical history and they were the first to discover the alchemical potential locked away within the emerald. Since its discovery, the lightning gem has become a powerful weapon. When an emerald is cut into the shape of a six-pointed star the gems Alchemy is harnessed. Through the used a ancient magic the power of the gem has been greatly increases. From that point on, a person can use the lightning gem 3 times per day to call forth bolts of lightning from the sky. The bolt of lightning flashes down in a vertical stroke at whatever target point the user chooses within 240 meters of the user's position. A maximum of 15 bolts can be called down over a 1-minute period, one bolt called per round. Each bolt is 2 meters wide and 10 meters long and deals 75 Armour Points of damage. If the lightning gem is used outside in stormy weather (a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado) each bolt deals 125 Armour Points of damage instead. The Tear of Raijin can be used to call lightning bolts indoors and underground, but not underwater.
Limit: This items may be purchased at the Octagon Chapel.
Cost: 152,200 Ryo Each
Nightmare Charm
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A greatly enhanced Fear Charm that makes the possessor fearless while becoming a waking nightmare to others.
Special: ---
Drawback: ---
Description: The Nightmare charm is Created like a regular Fear Charm. It is harnessed from a single crystal of aquamarine. The crystal is no larger than the a marble and, once properly crafted and the alchemical property is released. When used, the Nightmare Charm provides a +10 Alchemical Bonus to saves against Fear Jutsus and effects, including cause fear and a dragon’s frightful presence. It also applies a +10 Alchemical Difficulty Bonus to Fear Jutsus against opponents. This is greatly increased from the standard Fear Charm, due to the ancient spell included into the creation of the gem.
Limit: These item can only be purchased at the Octagon Chapel.
Cost: 62,000 Ryo Each.
Cloak of Protection (perfected/Pius 3)
Rank: "S"
Type: Main, Slot Holder, 25 Slots, Clothing
Effect: A cloak that gives deflection protection against attacks and resistance to saves. Reliquary divine artifact.
Special: May perform miracles
Drawback: Performing such a miracle drains the user of all of their power and they become Exhausted while no longer able to perform more than 1 movement per round (No Jutsus etc.) until they take an extended rest.
Description: A white cloak bearing the crest of house Senri. However, each plus of a Cloak of Protection gives a Deflection Bonus against Damage and Resistance to Saves. Cloak of Protection has +5 Resistance to all saves and a Deflection bonus of +12 to all damage. The Deflection bonus from Cloak of Protection can stack with another Deflection bonus stat. Cloak of Protection gives a +10 to Sleight of Hand when worn. Cloak of Protection can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak of Protection 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 items may be bought inside any Tailor Shop with a 5% chance.
Cost: 477,812 Ryo Each.
Armor techs:
Arminger
Personality:
Armoured
Rank: "B"
Skill: Supplementary
Effect: The more comfortable the user is with their armour the more protection they gain from it.
Special: ---
Drawback: ---
Description: An Armiger can use their body to absorb some of the damage they suffer from physical attacks, the user can prevent attacks from striking through. The Armour is tougher when worm by an Armiger. The Armiger gains a Damage Reduction 1/— when wearing medium or heavy armour. This Damage Reduction also applies to the Hardness of the Armiger's Armour and Shield. The Damage Reduction increases by 2 per Class Level. Thus a "B" Class Character with Armoured has a Damage Reduction of 7/—, increasing the Hardness of their Armour and Guard Meter by 7. An Armiger in Medium or Heavy Adamantine Armour adds the Value of their Armoured Damage Reduction to the Value of the Armoured Damage Reduction. For example, Adamantine has a Damage Reduction of 3 and with a "B" Class Character this increases to a Damage Reduction of 10.
Limit: Must be an Armiger.
Shield Block
Rank: "B"
Skill: TaiJutsu
Effect: Without sacrificing a movement user can protect themselves or another.
Special: ---
Drawback: ---
Description: 3 times per day when an opponent attempts to strike the user or an adjacent ally (within 2 meters of) with a melee or ranged attack, the user can choose to block the attack with their selected shield; when they do so they immediately use their shield guard to block the attack and the user does not lose a movement doing so. User makes a block against the opponent's attack with an added +4 hardness to their Guard Meter at any time.
Limit: Must be an Armiger. Must know Shield Specialization.
Uncanny Shield
Rank: "B"
Skill: Supplementary
Effect: User can interpose their selected shield between themselves and danger before their senses would normally would allow them to do so.
Special: ---
Drawback: ---
Description: User can interpose their selected shield between themselves and danger before their senses would normally would allow them to do so. A user can react to danger before their senses would normally allow them to do so. The user, when equipped with their selected shield can block the attack even if they are caught flat-footed or struck by an invisible attacker while using the full Guard.
Limit: Must be an Armiger. Must know Shield Block.
Improved Uncanny Shield
Rank: "A"
Skill: Supplementary
Effect: When user has their selected weapon equipped, user cannot be flanked.
Special: ---
Drawback: ---
Description: When user has their selected shield equipped, the user cannot be flanked. This defense denies an opponent from performing a sneak attack against the opponent, unless the opponent is at least 1 class level higher than the user. If both users are "S" Class, the character who has at least 3,000 more Training Points would be considered 1 Class higher for the purpose of this technique.
Limit: Must be an Armiger. Must know Shield Block. Must know Greater Shield Focus.
Bulwark
Rank: "A"
Skill: TaiJutsu
Effect: Through great protection the user can apply their Uncanny Shield to a close ally.
Special: ---
Drawback: ---
Description: The Armiger knows how to protect not just themselves, but also how to protect allies. An Armiger can apply their Improved Uncanny Shield and Uncanny Shield to any ally who is within 2 meters of the user. Same applications apply such as only applicable to opponents who are at least 1 class Level higher than the user. The Armiger may react to said danger and apply a shield to the ally within range. This technique only works if the user is not suffering from unconscious, dead, paralyzed, or stunned.
Limit: Must be an Armiger. Must know Improved Uncanny Shield.
Bolstered Bulwark
Rank: "S"
Skill: TaiJutsu
Effect: An Armiger has a bolstered defense for their Guard Meter.
Special: ---
Drawback: ---
Description: When an Armiger fights defensively or takes their Guard Position, the Hardness bonus of their Shield to their Guard Meter increases by a number equal to 4 per Class Level. For example, if a "C" Class Armiger with a shield decides to fight in full Guard Position, gains a +8 Hardness to their Guard Meter.
Limit: Must be an Armiger. Must know Bulwark.
Safeguard
Rank: "B"
Skill: TaiJutsu
Effect: A defensive technique that allows the user to switch places with an ally within 2 meters range.
Special: ---
Drawback: ---
Description: An Armiger's defensive instincts become so great that they can intercept attacks aimed at their allies. Once a day per Class Level, without sacrificing movements, the Armiger can swap places with an ally who is within 2 meters of the ally who has been struck by an attack. The Armiger can make this decision after seeing the damage dealt by the attack to their ally. This prevents the original target from suffering any damage or effect from the attack. The Armiger instead becomes the target of the attack, and is automatically hit by it. The act of intercepting the attack requires the Armiger to lower their own defenses and leaves them vulnerable to the attack. The Armiger does gain the benefit of Saves, Damage Reduction, and Resistance against effects that allow such defenses. The Armiger and the original target actually trade positions as a result of this power. The Armiger must be conscious and able to move to use this technique. The Armiger can use this ability on allies up to 1 size larger than themselves.
Limit: Must be an Armiger. Must know Bulwark.
Shield Saint
Rank: "A"
Skill: TaiJutsu
Effect: The Armiger has ways of surviving against attacks that stop their Deflection and other protective bonuses.
Special: ---
Drawback: ---
Description: The Armiger becomes a perfect paragon of defensive skill. The armiger is immune to Sneak Attacks. Once per round, if the Armiger is subject to an effect (other than the consequences of standard damage) that would reduce their Hardness, Deflection and other protection types (including such effects as being stunned, falling asleep or unconscious, and even dying), the Armiger is allowed a Special Will Save to ignore the effect. The Save of this is 10 + Rank of their attack, plus the attacker's Impeccable Will. The user may use this technique a number of times per day equal to their Impeccable Will.
Limit: Must be an Armiger. Must know Safeguard.
Resist Electricity
Rank: "A"
Skill: Supplementary
Effect: Through strong understanding and the armour they wear the user can resist against special attacks.
Special: ---
Drawback: ---
Description: An Armiger can learn to maximize their armour's effectiveness against unusual attack types. The Armiger selects one of the following damage types: Acid, Cold, Electricity, Fire, or Sonic. When wearing Medium or Heavy Armour, the Armiger gains resist 10 against the selected damage type. If the Armiger is "B" Class or higher, this resistance increases to 20. This Technique may be learned up to 5 times. Its effects do not stack. Each time it is taken, a different damage type must be selected.
Limit: Must be an Armiger.
Resist Cold
Rank: "A"
Skill: Supplementary
Effect: Through strong understanding and the armour they wear the user can resist against special attacks.
Special: ---
Drawback: ---
Description: An Armiger can learn to maximize their armour's effectiveness against unusual attack types. The Armiger selects one of the following damage types: Acid, Cold, Electricity, Fire, or Sonic. When wearing Medium or Heavy Armour, the Armiger gains resist 10 against the selected damage type. If the Armiger is "B" Class or higher, this resistance increases to 20. This Technique may be learned up to 5 times. Its effects do not stack. Each time it is taken, a different damage type must be selected.
Limit: Must be an Armiger.
Shield Focus
Rank: "D"
Skill: TaiJutsu
Effect: User is skilled at deflecting blows with their shield.
Special: ---
Drawback: ---
Description: User learns a valuable stance that forms the core of this style, that being the nature of the unbreakable wall. By focusing one's attention to defense with their shield, their martial skill improves their defense. The user gains an additional +2 Hardness bonus to their Guard Meter while they are in their full defense stance. This bonus increases by +2 per Class Level.
Limit: Must be an Armiger.
Covering Defense
Rank: "C" Always 20 TP
Skill: TaiJutsu
Effect: User is skilled at protecting themselves and their allies with their shield.
Special: ---
Drawback: ---
Description: When the user uses their Guard Defense with a light, heavy, or tower shield, the user has learned how to manipulate their shield in such a way where they can provide a cover against all attacks to an adjacent ally that may target both the user and the ally who is of size or smaller. Ally must be within 2 meters of the user. User's Guard Meter takes damage equal x the amount of allies the user protects. Example if the user is protecting 2 adjacent allies the Guard Meter takes 3 times the damage. This cover lasts as long as the Guard Meter lasts.
Limit: Must be an Armiger. Must know Shield Focus.
Keen Eye
Rank: "C"
Skill: Supplementary
Effect: The user has mastered the art of using the surface of their shield to locate foes that the user does not look at directly.
Special: ---
Drawback: ---
Description: The user has mastered the art of using the surface of their shield to locate foes that the user does not look at directly. User may choose to forfeit their shield's additional Guard Meter for 1 round to improve their defense against gaze attacks for 1 creature. User's chance to avoid having to make a Save against that creature's gaze attack increases to 100%, and the creature does not gain concealment against the user. For every 25 points user has in Observation, the user can simultaneously use this technique against another creature with a gaze attack.
Limit: Must be an Armiger.
Enduring Shell x4
Rank: "C" (Special, See Description)
Skill: TaiJutsu
Effect: A technique allowing the user to endure after effects of techniques.
Special: ---
Drawback: May be learned 4 Times.
Description: By tightening up behind their shield and dropping low under its protective aegis, the user learns to minimize the risk they suffer from Jutsus and after effects that would cause them harm. Normally when in Guarding Position the user will suffer a Guarding After Effect Damage (Ex: Burns from Fire/Electrocution from Lightning/Knockback) equal to 20% of the full attack. Each time learned the effect is reduced by 5%. When the user learns this technique the 1st 2 times they train it as a regular "C" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "C" Rank Jutsu +10 Training Points.
Limit: Must be an Armiger. Must know Shield Focus.
Indomitable Strength
Rank: "B" Always 60 TP
Skill: TaiJutsu
Effect: The true strength of the Guard Meter. User may increase their Guard Meter.
Special: ---
Drawback: ---
Description: The base technique that allows the user to increase their Guard Meter. Guard Meter allows a user to block oncoming attacks before their guard is broken. The Guard Meter decreases as the user blocks attacks. When the meter reaches to 0, the guard is broken and the user is unable to block further attacks. The Guard Meter regenerates over time. The User replenishes their Guard Meter 1/6th every Second so long as they are not within the Guard Position. When the user is in their Guard Position the Guard Meter will not replenish. Each time the user learns this technique they gain Points to their Guard Meter equal to the amount of Training Points needed to learn this Technique. This means if the user is "D" Class and learns this technique they gain 80 Guard Meter Points, while if the user is "S" Class the user gains 40 Guard Meter Points since it takes 40 Training Points to learn this technique. User may learn this technique multiple times. Each time learned the points is applied to the Guard Meter.
Limit: Must be an Armiger. Must know Enduring Shell One Time.
Greater Shield Focus
Rank: "C"
Skill: Supplementary
Effect: User is skilled at deflecting blows with their shield.
Special: ---
Drawback: ---
Description: User's Guard Meter gains a +2 Hardness against attacks, reducing the effect of an attack against the Guard Meter. This bonus stacks with the bonus granted by Shield Focus.
Limit: Must be an Armiger. Must know Shield Focus.
Shieldlord
Rank: "B"
Skill: TaiJutsu
Effect: When equipped with a shield the user can perform various abilities of defense or attack.
Special: ---
Drawback: ---
Description: When user is equipped with a shield, the user gains a pool of 20 Guard Meter Points, and the user also gains 2 combat options to use per round. User gains a +8 Hardness to their Guard Meter against the next attack and a +20 Armour Point Bonus to their next Shield Bash attack performed with their shield. User gains a +16 Hardness on the next attack.
Limit: Must be an Armiger. Must know Greater Shield Focus. Must know Shield Block. Must know Shield Specialization.
Shield Expert
Rank: "C" Always 20 TP
Skill: Supplementary
Effect: User knows how to get the most out of their shield.
Special: ---
Drawback: ---
Description: Whenever the user is equipped with a shield, user gains a +2 deflection Bonus to their Guard Meter (this bonus stacks with other Deflection Bonus pertaining to the Guard Meter). A condition that makes a character lose a deflection bonus makes the user lose this deflection bonus. If a user makes a shield bash attack, user loses this bonus until their next movement, unless user also has the Improved Shield Bash technique.
Limit: Must be an Armiger. Must know Shield Focus.
Stalwart Shield
Rank: "B"
Skill: TaiJutsu
Effect: User can use their shield to help them stand their ground.
Special: ---
Drawback: ---
Description: Whenever the user uses their Shield to resist a bull rush, overrun, or prevent an opponent from achieving a hold, the user can stand their ground allowing their Guard Meter to take the brunt force of the attack. The character gains a +4 deflection bonus against these types of attacks with a Light Shield, and a +8 deflection bonus against these types of attacks with a heavy or tower shield. Any condition that makes a user lose their Deflection bonus also loses this bonus. When hit by an attack that has knock back the user can withstand the knockback so long as their Guard Meter is still intact.
Limit: Must be an Armiger. Must know Shield Expert.
Turtle Knight's Stance
Rank: "B"
Skill: TaiJutsu
Effect: A towering stance allowing the user to withstand massive damage against all types of attacks.
Special: ---
Drawback: ---
Description: By planting their feet, staying low to the ground with their shield at the ready, the user roots themselves firmly in place, immovable. While in this stance, the user may not move from this spot, but gains several benefits for doing so. If the user has Improved Uncanny Shield the user is treated as having 1 Class Level higher than normal, their Shield bonus is treated to have +8 Hardness towards their Guard Meter, and the user gains a resistance against knock back attacks. The user may be knocked backwards half the distance of a knock back, however they will not be fallen to prone position. Knock Back resistance techniques stack with this technique. Voluntarily moving beyond 2 meters per round ends this stance automatically, but should they be moved not of their own violation, they may retain the stance.
Limit: Must be an Armiger. Must have mastered Armiger.
Mithral Tortoise Stance
Rank: "B"
Skill: TaiJutsu
Effect: A technique that makes the user more comfortable to wearing armour.
Special: ---
Drawback: ---
Description: The user has become so comfortable in their armour that it is like a second skin to them, and they are capable of moving better than most while wearing it. While in this stance, the user treats armour they are wearing as -3 to their Armour Class, and this stacks with Special Material reduction and general Armour Reduction. Finally, due to the user being stronger from wearing their burden of metal so much, the user moves more freely and gains a +5 Deflection bonus.
Limit: Must be an Armiger. Must have mastered Armiger.
Missile Shield
Rank: "A"
Skill: TaiJutsu
Effect: User is skilled at deflecting ranged attacks with their shield.
Special: ---
Drawback: ---
Description: User must be using a light, heavy, or tower shield to use this technique. When user would normally be hit by an attack from a ranged weapon (not including Chakra Effects, Natural Attacks, Massive Ranged Weapons), user may deflect it so that the user takes no damage, and does 1/2 damage against the Guard Meter. User must be aware of the attack and not flat-footed.
Limit: Must be an Armiger. Must know Shield Focus.
Active Shield Defense
Rank: "B"
Skill: TaiJutsu
Effect: User's expert use with their shield allows them to strike at vulnerable foes even when the user forgo their own attacks in favor of defense.
Special: ---
Drawback: ---
Description: When fighting defensively and using a shield, user does not take the standard fighting defensively penalties. When using the total defense on a shield, user still threatens the area as they normally would, allowing for flanking capabilities and the user can use 1/4th more movements than before. Normally when in defensive position the target would lose 1/4th more movements depending on the shield they are using. User is also not "threatening" a target for Flanking purposes either.
Limit: Must be an Armiger. Must know Shield Specialization.
Shield Specialization
Rank: "C" Always 30 TP
Skill: Supplementary
Effect: User has mastered the use of one type of shield.
Special: ---
Drawback: ---
Description: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, user gains an additional +4 hardness to their Guard Meter. In addition, this bonus stacks with Shield Focus, and Greater Shield Focus. User may learn this technique multiple times. Its effects do not stack. Each time user learns this technique it may be applied to a new type of shield.
Limit: Must be an Armiger. Must know Shield Focus.
Greater Shield Specialization
Rank: "B"
Skill: TaiJutsu
Effect: User's masterful shieldwork provides even greater protection.
Special: ---
Drawback: ---
Description: Choose one type of shield (buckler, light, heavy, or tower shield) for which the user already posses with Shield Specialization. With the selected shield, the user gains a +4 Hardness to their Guard Meter. This bonus stacks with that from Shield Specialization and other Hardness creating techniques towards the Guard Meter. In addition, once per day, user treats an attack that does damage per Class Level as the lowest amount possible. User may learn this technique multiple times. Its effects do not stack. Each time user learns this technique it may be applied to a new type of shield.
Limit: Must be an Armiger. Must know Greater Shield Focus. Must know Shield Specialization.
Shield of Warding
Rank: "C"
Skill: TaiJutsu
Effect: Using a higher power of understanding the user can apply sacred or profane Hardness to their Guard Meter.
Special: ---
Drawback: ---
Description: The shield or buckler grants the wielder a +1 sacred or profane Hardness bonus to their Guard Meter, +1 per Class Level. The bonus only applies when the shield is worn or carried normally (but not, for instance, if it is slung over the shoulder). Does not take up Chakra, however to perform this Technique takes up handseals equal to rank of Jutsu. Jutsu lasts for 5 minutes per Class Level.
Limit: Must be an Armiger. Must know Shield Focus.
Tortoise Defense
Rank: "A"
Skill: TaiJutsu
Effect: By sacrificing movements user gains damage reduction.
Special: ---
Drawback: ---
Description: By focusing on defense, the user sacrifices movements for greater protection. The user voluntarily reduces their movements of 1 for a Damage Reduction of 5/- against their next round. So if the user sacrifices 4 movements they gain a Damage Reduction of 20/-.
Limit: Must be an Armiger. Must know Shield Focus.
Shield Sling
Rank: "D"
Skill: TaiJutsu
Effect: User can hurl their shield as a deadly missile, turning it from a defensive item to a crushing, thrown weapon.
Special: ---
Drawback: ---
Description: Using a special technique developed for surprisingly effective ranged attacks, the user knows how to deliver their shield in a powerful throw in a manner similar to a champion discus thrower. The user throws their shield with a range increment of 15 meters as a ranged attack, inflicting damage as if the user had just shield bashed the opponent and inflicting an additional 6 Armour Points of weapon damage and the shield falls to the floor next to the target. If the attacked target is within the first 2 range increments, then the user may catch the shield without sacrificing a movement and regain use of this shield. In addition, user can make an attack with the intention to trip someone. User may throw a buckler, however it does no damage, and the user is unable to trip an opponent.
Limit: Must be an Armiger. Must know Improved Shield Bash. Must know Shield Specialization.
Shield Gag
Rank: "C"
Skill: TaiJutsu
Effect: User can force their shield into the mouth of the a creature to prevent it from using bite attacks.
Special: ---
Drawback: ---
Description: User can force their shield into the mouth of the a creature to prevent it from using bite attacks or other mouth-based abilities. Creature must be at least 2 size categories larger than the user. If the user succeeds, the user wedges their shield into the mouth of the creature. At any time the user may release their shield, which means that both are not grappling and the user may fall to the ground if above ground. The creature may remove the shield by destroying it, forcing the shield out of its mouth, or swallowing it as if the shield were a creature. While the shield is in place, the creature cannot use its mouth to make attacks against anything but the shield and cannot speak clearly enough to perform anything that needs speech. If it uses a breath weapon, its range is half the normal and any damage dealt it hit through the shield, while 20% of the damage is spread out.
Limit: Must be an Armiger. Must know Shield Sling.
Shield Slam
Rank: "C"
Skill: TaiJutsu
Effect: In the right position, the user's shield can be used to send opponents flying.
Special: ---
Drawback: ---
Description: Any opponents hit by the user's shield bash are also considered as a bullrush attack capable of knocking opponents back. Opponents who are hit by this attack are knocked back by the sheer force by 2 meters per Class Level. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum distance possible.
Limit: Must be an Armiger. Must know Improved Shield Bash.
Shield Master
Rank: "B"
Skill: TaiJutsu
Effect: User's mastery of the shield allows the user to fight with it without hindrance.
Special: ---
Drawback: ---
Description: User suffers 1/4 less movement penalties made when using a Shield and having the Shield Guard up. User may add shield's weapon damage as a hardness to the Guard Meter, while sacrificing Weapon Damage.
Limit: Must be an Armiger. Must know Shield Slam.
Agile Shield Fighter
Rank: "A"
Skill: Supplementary
Effect: User is proficient at combining movement, bashing, and guarding while having a shield.
Special: ---
Drawback: ---
Description: Whether the user is in full Guard position, shield bashing, or moving around the user has become more accustomed to the art of the Shield. User suffers 1/4 less movement penalties made when using a Shield and having the Shield Guard up.
Limit: Must be an Armiger. Must know Improved Shield Bash. Must know Shield Specialization.
Parrying Shield
Rank: "B"
Skill: TaiJutsu
Effect: Through the art of parrying the user can withstand the impact of attacks that bypass armour.
Special: ---
Drawback: ---
Description: User has studied advanced techniques for battling foes whose attacks normally bypass armour. Some attacks can completely sunder weapons. The Shield is both a weapon and protection, so weapon destruction techniques usually work on shields. The user may intercept the blow with their shield. The hit is then negated by the Armiger as the attack rolls off of the shield instead of hitting with the full force of the attack. Normal damage is performed, however the shield is protected.
Limit: Must be an Armiger.
Improved Shield Parry
Rank: "B"
Skill: TaiJutsu
Effect: The Armiger learns how to take advantage from a parrying move.
Special: ---
Drawback: ---
Description: If a user successfully negates an auto destruction technique using the Parrying Shield technique, the user can immediately make a Shield Bash against the opponent without having to sacrifice one of their movements within their attack.
Limit: Must be an Armiger. Must know Parrying Shield. Must know Improved Shield Bash.
Steel Shell
Rank: "A"
Skill: TaiJutsu
Effect: By meeting an attack head on the user can reduce or even negate an attack.
Special: ---
Drawback: ---
Description: By Steeling themselves against an attack behind the wall of this mighty shield, a disciple of Armiger may attempt to negate or reduce an incoming attack. The user meets the attack of an opponent by stepping in to meet the opponent's attack, severely reducing the power of the attack. If the user performs this right the user gains a Damage Reduction 20/- to Reduce their Attack.
Limit: Must be an Armiger. Must know Improved Shield Parry.
Adamantine Shell
Rank: "S"
Skill: TaiJutsu
Effect: A stronger version of the Steel Shell.
Special: ---
Drawback: ---
Description: By seemingly empowering their shield with their will and perfectly setting themselves against an attack, the user may attempt to render almost any attack against them harmless. The user meets the attack of an opponent by stepping in to meet the opponent's attack, severely reducing the power of the attack. If the user performs this right the user gains a Damage Reduction 40/- to Reduce their Attack.
Limit: Must be an Armiger. Must know Steel Shell.
Invulnerable Shell
Rank: "S"
Skill: TaiJutsu
Effect: A very powerful defensive move capable of altering the direction of an attack while protecting the user and those near the user.
Special: ---
Drawback: ---
Description: The ultimate technique of the Armiger, the user of this technique learns to use their unbreakable will to bolster their shield to defend themselves and the allies from any attack. The user plants their feet, holds their shield aloft against the oncoming attacks, and weathers the storm, unbreakable. If the user performs this right the user gains a Damage Reduction 40/- to Reduce their Attack while gaining additional Damage Reduction equal to 5 per Impeccable Will. Any of the adjacent allies who are within 2-meters of the user in a 90 degree angle centered on the user gains the shield power of the user as the attack moves around the user in a large arc. The user must be aware of the attack to be able to counter it, thus must not be caught flat-footed by it.
Limit: Must be an Armiger. Must know Adamantine Shell.
Shielded Jutsu User
Rank: "B"
Skill: TaiJutsu
Effect: User has learned to perform Jutsus with their shield arm.
Special: ---
Drawback: ---
Description: Normally when a user is in Guard Position the user is unable to perform any Chakra Jutsus due to the position of their shield hand. A user can adjust their grip on their shield enough to allow the hand holding the shield to be used to fulfill the Handseals components of Jutsu Performing until the beginning of their next turn. The user loses 1/2th of their Guard Meter when doing this, and loses 4 Hardness to the Guard Meter.
Limit: Must be an Armiger.
The White Wolf
Former-Kazekage
Sannin/Jounin
Basic Information
Name: Shiki Senri
Bloodlimit: Kyoudo
Height: 5'10t
Weight: 172
Age: 22
Gender: Male
Alignment: Chaotic Good
Birth Country: Thunder
Village: Kumogakure
Language(s): Common
Theme Song:
Lullaby Of Woe
Slots:
Ninjutsu Genjutsu non spec
1. Raiten 2280 TP 1. Glamour 0TP
2. Force 850 TP 2. Phantasm 240TP
3. Puppetry 410tp 3. Pattern 0TP
4. ---------- 4. Illusion 0TP
5. ----------
6. Reserved
Universal Ninjutsu 410 TP Univeral Gen 280
Universal Tai: 170
Clan non-specialist TaiJutsu specialist
1. Kyoudo 2280TP 1 (sword saint) Sōdo Nushi 1620
2. Venator 1660 TP 2. Demon wire 780tp
3. Inuzuka (350) 3. Art of throwing 270 Tp
4. Soulcaster (620) 4. Arminger 950
5. Goutetsu (260 tp)
6. Chakra Gates 180 TP
Other TP sources:
Tokihaga (Raging Blue) (900 TP)
Contract bond ritual (30 TP)
Black Sun Seal (230 tp)
Element Sealing (270 tp)
Misc. Slots
1. Jack of all Trades
2. Artisan (Armorer) 750 tp)
3. Alchemist Demolitions 840 tp
4. Grandmaster Soulcaster
5. Alchemy Brewmaster
6. Travel Ritualist (300)
7. Restoration Ritualist (70)
8. Anbu Falcon Reserved
9. Creation Rituals (500)
10. Binding Rituals
Skills TP 1090
Universal Misc 870
Damage Reductions:
Taijutsu: 22/-
Natural armor: 22 (32 with tough skin)
Cold resist: 65
Sonic: 40
Electricity resist: 85
Fire resist: 30
Acid resistance: 35
Protection from Evil: 10
Hardness from armor: 35
Armor Points: 200
Handseals: 75 1/4 reduction
Movements: 18 (1 ritual +3 alch +1 supplementary +1clan)
Will power base: 8
(+2 mind reading, +2 from enchantments, +8 to will, +2 against genjutsu, +6 impeccable will, +8 to mind effecting. +1 in combat) Two rolls. +13 from gates, +5 from cloak of protection perfected.
Fortitude Saves: 10
+1 cloak of protection, +4 from impact, +6 on one roll, Indomitable Fortitude x6, Two rolls. +6 against poison, Pure Blood. +5 from cloak of protection
Skill Overview
Tracking 125/125 +95 (220 total)
Persuasion 125/125 +30 (155 total)
Obervation 125/125 +125 (250 total)
Sense Motive 125/125 +255 (380 total)
Acting 125/125 + 205 (330 total)
Lip Reading 125/125 +20 (145 total)
Slight Of Hand 125/125
Intimidate 125/125 +45 (170 total)
Jump Good 125 / 125 +40 (165/125)
Swim Good 125/ 125 +20 (145/125)
Martial lore 125/125
Stealth 0/125 +30 (30 total)
Disguise 0/125 +50 (50 total)
Monster Lore 125/125 (all)
Undead Lore 101/125
Botany 121/125 (Forest)
Cultivation 125/125 (all)
Cooking 121/125
Geology 122/125
Appraisal 112/125 +10 (122)
Gem Cutting 125/125
Armor Smithing 425/425
Haggle 155/155 +55 (210 total.)
Blacksmith 125/125
Alchemy 125/125(430) *one additional item. *double dice total
Demolitions 125/125
Disable Device 125/125
Expertise (Traps) 125/125
Chakra Lore 111/125
Religious Lore 118/125
Technician 125/125
Ritual Lore Travel 125/125
Ritual Lore Restoration 125/125
Rope Skill 125/125
Sailing 107/125
Riding (FDM) 124/125
Riding (Rideback) 121/125
Character Depth
Titles:
The Ghost of the Tydeaus Sea
Shiki as a young kid was attacked while on a merchant vessel sailing across the Tydeaus sea on the southern most bend in the Land of Thunder. His boat, attacked by monsters left everyone dead but him. Unable to navigate the ship back to port conventionally he was forced to learn how to unlock the metal controlling powers of his blood limit at an early age to manipulate the boat to shore. While only known to the locals and sailors of the southern part of the country. Stories of a ship operated by ghosts of the departed and captained by a ghastly pale child are still sometimes told at port.
The King of Rats
Shiki while staying at a tavern with some friends was attacked by swarms of disgusting vermin. Rats of every size and shape began to flood into the area. Armed with nothing more then a rat beating stick that he fashioned from a bar stool leg. Shiki slaughtered them in droves. While not noteworthy to the common man. All of sentient vermin kind fear the rat slayer and none dare oppose him and his right to rule.
The Grand Hunt Champion
Shiki competed in a grand monster hunt in the Land of Grass. The monster hunter engaged in fierce one on one combat with a bandersnatch and killed it by stabbing it through the heart with his lightning blade chidori. Shiki effectively doubled the score of everyone who competed in the tournament. Anyone who was there during the festival or competed in the hunt would know of the monster hunters prowess and hunting abilities.
The White Wolf:
A nickname given to him by the Queen of Witches after saving his life. The nickname at first was given to him due to his physical attributes. His snow white hair and pale skin and his intrepid hunting skill seemed to amuse her. Though Shiki was impartial to the nickname more and more people began to recognize him as his monster hunting feats became more well known. Most people who have been in the monster hunting world a while would likely have heard of the White Wolf and his distinguishing features though very few know his actual name or abilities.The Lightning Lord
Shiki after a tip from Loki was sent to an old archaeological dig site. Stopping one town over to meet his contact he was quickly attacked by a pack of sentient wraith wolves. After a long and painful investigation process, Shiki discovered that the dig site was the site of an ancient battle from his ancient ancestor Kyoudo Naraka. Shiki, recovering ancient texts and powers rediscovered the lightning technique Chidori. Using Chidori and the borrowed power of his ancestors he was able to close an extra-dimensional rift and destroying a great evil.
God Slayer
KazeKage
The powers that be have elected Shiki from his position as Jounin Commander to the acting Kazekage. He is now the leader of the village hidden in the sands. While political aspiration were never exactly something he wanted. He is now one of the few who leads a village full of dangerous ninja. The king shadow of the village hidden in the sand.
Personality:
Personality Traits
Positive Qualities
Prideful-
After a short stint in an orphanage Shiki was adopted by House Senri. House Senri, one of the oldest houses in Kumogakure, added the young boy to their family hoping to raise him into a great ninja to bring honor to the house. Shiki grew up in a household where honor to the family name meant everything. With many of Shiki's house having payed the ultimate sacrifice for the village. Shiki was brought up to believed in a higher purpose for existing. That higher purpose being to serve the village and to die honorably.
Curious-
Growing up he was naturally curious and that curiosity always seemed to lead him to more and more questions and more and more trouble. After learning that his actions represented his household and the village itself Shiki turned his curiosity into a thirst for knoledge. Often pulling himself into bouts of extreme danger just to satisfy his thirst for knowledge. Shiki has a deep desire to help unlock the secrets of nature.
Thrill Seeker-
Part of being a Kyoudo meant that he was constantly dealing with his sense of wanderlust. The need for travel and to see the globe was captivating for Shiki. He took as many villages patrols as possible just to get outside the city walls and enjoy the world around him. With this thrill of discovery came the romanticism of danger and the unknown. Shiki has a natural inclination to try and find locations that are higher in altitude to its closeness to the magnetic spectrum in the clouds.
Helpless Romantic-
Shiki falls in love very fast and very hard. Once he finds something he loves or cares about deeply Shiki would rather die then lose that person or object of his affection. Once Shiki is in love it would take an extreme act of betrayal or evil to make him change his emotions. However, Shiki views anything even a minor slight by a loved one in the most dramatic way he can.
Confident-
Shiki has never been one to hesitate on an action or reaction. He is quick to act and loved the feeling of being in charge of a situation. There is no situation regardless of how grossly under prepared he is that he would prefer to take the back seat in. He is confident to a fault however and believes that the best confidence is over confidence.
Noble-
Shiki is from a noble house in Kumogakure and acts accordingly. He believes that everyone should be addressed in a proper and elegant manner. He is not one to mistreat others who show him proper courtesy and respect. Regardless of someone's stature showing Shiki proper respect will always get a positive reaction.
Patron-
Shiki is from his own hard work a very wealthy individual. If someone or something is underfunded and he feels like it should be supported he will go at great lengths to provide the means to make sure it succeeds.
Loyal-
One who has earned Shiki's trust and earned their place as his friend will always have the monster hunter in their corner. He is the worlds greatest friend and worse enemy.
Negative Qualities
Jealous Lover-
Once Shiki has fallen in love with someone or something he can become possessive. This normally spurs on him being defensive of his loved ones but any act of betrayal no matter how slight will cause him extreme emotional behaviors and responses from him. If Shiki believes that he is in danger of losing someone that he loves he will act outside of his alignment to hold onto that person.
Reckless-
Shiki has incredibly good senses and reflexes due to his time as a professional monster hunter. Having taken on monsters many time his size he has a remarkably overconfident approach to most things in life besides what he considers the most dangerous of animals. Shiki often places honor in front of easy and will almost never turn down a one on one fight. The only exception of this is when the fight matters to someone who is not himself. For instance a mission of critical importance to the village or to keep a loved one safe.
Vengeful-
Shiki is not one to let "bygones be bygones." He holds grudges and holds them close. He will got to any length to punish someone who has wronged him. Once he sets himself on that warpath, it is unlikely that anything will deter him from it.
Unshakable sense of self worth-
Shiki understands and recognizes his own status independently of others. Regardless of who he is speaking to he will always act the same. While this means he will always be brutally honest. It does mean that he sometimes speaks too boldly around people of importance.
Takes everything personally-
Shiki has a hard time empathizing with other people. He values people who push themselves to become stronger but has almost zero respect for people who make nothing out of themselves. This all feeds into a unhealthy sense of ego that causes him to think that his time is more valuable then other peoples. Wasting his time, not taking his advice, not respecting his time is considered a personal affront to Shiki.
Distrusts monsters -
Shiki having almost been eaten alive by several monsters over the course of his career is quick to assume the worst in anything non-human. Quick to defend himself and quick to anger when dealing with monsters he does not know he often finds himself first to draw a blade when the supernatural are involved.
Paranoid-
Shiki is quick to assume the worse in people he does not know or explicitly trust. Often having to deal with unsavory characters he has a very negative response when dealing with strangers in high pressure situations or anyone in a mask. Anyone who Shiki discovers has been withholding pertinent information, lying to him, keeping secrets or even being misleading will quickly find themselves accosted by Shiki.
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Appearance:
Appearance-
Shiki was a member of the Kyoudo clan. Often considered storm touched or one of the original masters of lightning. With this comes the unique visual appearance of the Kyoudo clansmen. All Kyoudo’s have a signature birth mark that is easily visible on the face- it is represent as two solid red lines, starting below the center of the eye and running down the cheek, before turning inwards and meeting at the center of the chin. It is unknown what causes this unique effect, but because of that, they are very well known.
Physique-
Shiki was brought up on regimental exercises and lots of cardio workouts. While he isn't the strongest person he has a strong stamina. Shiki is an average build and slightly taller then the kids his age having just come out of a growth spurt. Growing into his body was difficult not because of his physique but also learning how to manage his blood limit. His love of the outdoors and hunting has made his body lean and wiry but still muscled and toned.
Shiki resembles his mother. At least that's what people say; He's never met her before. His slightly warmer skin was a shade darker then his fathers who was obnoxiously pale. His fathers white hair that Shiki inherited is kept cut in a short cropped fashion. Shiki's eyes belonged to his grandfather. Bright, wide and a deep sapphire that were contrasted against the electric green eyes of his father. Shiki has one long thin scar running from his jaw down the side of his neck from playing with one of his fathers inventions in his workshop. When not dressing for a mission Shiki always dresses up for fear of being considered unsightly. While some people would use the word vain to describe Shiki he is very conscious about his good looks. He keeps his hair cropped and short, buzzed on the sides with a hard part to give a professional, military look. During a fight with a bandersnatch Shiki was mortally wounded left with a massive scar over his left eye and three long massive claw marks across his torso.
Clothing-
Shiki is normally seen in his monster hunting garb. The clothing was generous donated by Loki. Leather armor with studs that covered and clung to his body. A series of bandoleers and pouches hung around his body. Depending on the type of combat Shiki can be found in one of four outfits. While not a technical uniform he keeps the gear handy and well maintained to prevent himself protected from the various environmental dangers.
When Traveling-
Shiki while traveling tends to go off the beaten trail and has equipped himself to do so. Dressed in leather and fur Shiki finds himself cool and comfortable in all but the most arid of temperatures. While out in the field Shiki typically sports a heavy assault bag laden with all his monster hunting gear but very seldom with his hunting kit.
When in the City-
Shiki would either wear his Cloak or a simple garment depending on his perceived safety as well as the weather. Shiki is never caught anywhere without some sort of weapon on him. Typically that comes in the form of an enchanted magical sword that was given to him by the leader of a coven of witches.
While in Venator mode-
Typically wearing a mask to cover his face Shiki only wears this outfit when he needs to invoke a feeling of dread or fear into his opponents. The intimidation factor is not used to convince people to avoid confrontation. But rather to make sure that his opponents fear him as he strikes them down. With the goal to make those would be servants of chaos fearful for his judgement.
Young Shiki
Teenage:
Adult
Shiki was a member of the Kyoudo clan. Often considered storm touched or one of the original masters of lightning. With this comes the unique visual appearance of the Kyoudo clansmen. All Kyoudo’s have a signature birth mark that is easily visible on the face- it is represent as two solid red lines, starting below the center of the eye and running down the cheek, before turning inwards and meeting at the center of the chin. It is unknown what causes this unique effect, but because of that, they are very well known.
Physique-
Shiki was brought up on regimental exercises and lots of cardio workouts. While he isn't the strongest person he has a strong stamina. Shiki is an average build and slightly taller then the kids his age having just come out of a growth spurt. Growing into his body was difficult not because of his physique but also learning how to manage his blood limit. His love of the outdoors and hunting has made his body lean and wiry but still muscled and toned.
Shiki resembles his mother. At least that's what people say; He's never met her before. His slightly warmer skin was a shade darker then his fathers who was obnoxiously pale. His fathers white hair that Shiki inherited is kept cut in a short cropped fashion. Shiki's eyes belonged to his grandfather. Bright, wide and a deep sapphire that were contrasted against the electric green eyes of his father. Shiki has one long thin scar running from his jaw down the side of his neck from playing with one of his fathers inventions in his workshop. When not dressing for a mission Shiki always dresses up for fear of being considered unsightly. While some people would use the word vain to describe Shiki he is very conscious about his good looks. He keeps his hair cropped and short, buzzed on the sides with a hard part to give a professional, military look. During a fight with a bandersnatch Shiki was mortally wounded left with a massive scar over his left eye and three long massive claw marks across his torso.
Clothing-
Shiki is normally seen in his monster hunting garb. The clothing was generous donated by Loki. Leather armor with studs that covered and clung to his body. A series of bandoleers and pouches hung around his body. Depending on the type of combat Shiki can be found in one of four outfits. While not a technical uniform he keeps the gear handy and well maintained to prevent himself protected from the various environmental dangers.
When Traveling-
Shiki while traveling tends to go off the beaten trail and has equipped himself to do so. Dressed in leather and fur Shiki finds himself cool and comfortable in all but the most arid of temperatures. While out in the field Shiki typically sports a heavy assault bag laden with all his monster hunting gear but very seldom with his hunting kit.
When in the City-
Shiki would either wear his Cloak or a simple garment depending on his perceived safety as well as the weather. Shiki is never caught anywhere without some sort of weapon on him. Typically that comes in the form of an enchanted magical sword that was given to him by the leader of a coven of witches.
While in Venator mode-
Typically wearing a mask to cover his face Shiki only wears this outfit when he needs to invoke a feeling of dread or fear into his opponents. The intimidation factor is not used to convince people to avoid confrontation. But rather to make sure that his opponents fear him as he strikes them down. With the goal to make those would be servants of chaos fearful for his judgement.
Young Shiki
Teenage:
Adult
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Background:
Family background
The Senri Family is a very old family in the Land of Thunder. Though not a noble family the Senri's have always served the Land of Thunder dutifully through military service. Growing up in a house hold full of antiques Shiki grew up with an appreciation of his family history and a head full of war stories and exploits. He always dreamed of being a great and powerful warrior one day and fighting the enemies of his lands. Shiki's family traced their linage back to Saitama Senri. A cloud ninja hero who was fabled as one of the original stormborn. The Stormborn were simply shinobi that had mastered the lightning release in such a way there were almost a walking avatar of the lightning element.
Parents
The Kyoudo influences couldn't be ignored. The Kyoudo clan is a clan of string-willed individuals. Their society truly doesn’t exist, for their clan follows a strict family custom of abandonment in order to achieve strength. The largest family that most Kyoudo will ever know will be a mother, a father, and one child. If the parents have another child, then the first is abandoned, usually within a Ninja Village, in order to learn the arts of the Shinobi.
Shiki's father was a lone wanderer of the Kyoudo clan and while looking to increase his power as a traveling ninja met and fell in love his another Shinobi from the village hidden in the leaves in the land of fire. During a mission Shen, Shiki's father was wounded while collecting intel. Sora, Shiki's mother found the wounded shinobi unconscious and nursed him back to health. Never before receiving a true act of kindness Shen fell in love with someone not from the Kyoudo clan and started a life with her. As the two of them continued their life together Sora became pregnant again. This marked the beginning of the end for Shiki's life with his family.
Shiki didn't remember much of his mother, only that she was a ninja from the village hidden in the leaves. Shiki's father never talks about her and has stopped any attempt of conversation about her. But the fact remains that the two were no longer together. Shiki wasn't sure if his mother was alive or dead. But Shen returned back to Kumogakure and was no longer interested in being a ninja. Alas, Shen on his way back to Kumogakure was intercepted and killed by agents of the Gale empire.
His dad however made the family wealthy by developing ninja tools and weapons to give the Land of Thunder an edge in combat. Shiki was suddenly the last living member of his house and as far as he knew the last member to carry on the lineage of his house. Shiki was the last member of noble house with his family servant Hando.
Childhood
Being a son of a weapons designer meant that Shiki was taught at a very early age the importance of proper and safe weapon control and to respect a blade. This was reinforced when Shiki tripped while running with a Shuriken scaring himself. Shiki grew up with so many antique items and weapons around the household that he rarely had friends over. Instead, he spent most his time playing at his friends house. Shiki being more relatively well off than his friends developed an understanding of class distinction and how to be a proper patron. Early on as he would treat his friends and never really learned how to appreciate earning money.
Academy
Growing up Shiki always wanted to be a ninja and entered the academy at 10 and graduated a year early. Whether that was because he was naturally talented or because he was a Senri with the kyoudo blood limit is a debated topic. Shiki realized he was different from the other kids in the village during class one day. Sitting there he began feel a weird sensation over come him. It was like the sensation of having to sneeze but it just wouldn't release. Looking up at the florescent light bulbs in the class room Shiki could see the electricity warping and flowing around the bulb. It was beautiful, he could see the wave length and the electric current inside the bulb. Shiki realized that by applying his chakra to eyes he could make the light bulb flicker.
Shiki made many friends at the academy and was quick to assume a sense of leadership around them. However, very quickly Shiki realized that he had simply out classed the other shinobi in his classes. The result was that Shiki more often then not felt like he was baby sitting his comrades instead of performing with them. Shiki's performance often had him working more advanced missions alone.
Shiki was always treated like an outsider and never really made a "true" friend that Shiki spent a lot of time with. The result was a crippling sense of loneliness from having an deceased father in an empty house. His strange looks and a powerful understanding of the lightning element Shiki was left to his own devices. Shiki grew a deep fascination with his blood limit and decided to set out alone across the world looking to understand more about his power.
Story Checkpoints thus far
-Shiki out of wanderlust found himself exploring the coast of the Tydeaus sea.
-The ship Shiki was riding on was beset by monsters and the whole crew was killed except for him.
-Shiki inherited a ship and mastered the use of the vessel by being the only surviving member of an attack on his ship.
-Shiki was able to qualify for the Chuunin exams and was sent with the blessing of the Raikage.
-Shiki mastered the art of lightning jutsu
-Shiki found a stow away named Junko on his ship and grew infatuated with her.
-Shiki was attacked and intercepted by Peisone. Shiki lost the fight and was rescued by a witch named Loki and a Venator and unbeknownst to him the kazekage named Amira.
-Shiki was in awe of Amira's resolve and vowed to become a Venator too.
-Shiki became in awe of the Loki's power and would later seek her out for power.
-Shiki grew a resentment towards Peis and is openly hostile towards any and all monsters or abominations.
-Shiki placed number one in the Chuunin exams with a perfect score on the exam.
-The Raikage denied Shiki's promotion as she was uneasy about the difficulty of the exam.
-Shiki true to his word becoming a Venator/monster hunter of good renown.
-Shiki returned to the place of power where Loki and Junko lived to find Junko in bed with someone else named Krystal.
-Shiki stormed out bitter against the two of them and was heartbroken and devastated. Shiki sought a beast that would kill him in the forest in one on one combat.
-Shiki encountered a S class bandersnatch that defeated him. Doing just enough damage to scare the creature off Shiki was left alone to die. With his ribs broken, face torn and back clawed apart Shiki laid in the grass waiting for his death.
-Loki had been watching the fight and came to examine the unconscious and dying hunter and decided that he could be given new purpose.
-Loki healed him, armed him with new weapons and gave him new contracts. The two formed a closeness in combat and training that led to stronger feelings between them.
-Shiki fell in love with Loki and devoted himself to her.
-Shiki got called to go fight against the Gale empire for the Village Hidden in the Cloud forcing him to leave for a year.
-Shiki has returned, weaker, lost and damaged from combat desperately trying to get back to his former power.
-Shiki slowly grew more and more bitter about not being the rank that he wanted to be at as his issues from the exam were still not resolved.
-Shiki opened up a Dojo in the land of the cloud to teach students the power of lightning and swordsmanship as a side project to give himself something to do.
-Shiki has grown disillusioned with the village hidden in the cloud and is no longer interested in helping the village.
-Shiki traveled to the land of wind and became a sword master in the art of burnedo Kenjisin (sword saint).
-Shiki encountered Ryutatsu another abandoned kyoudo child. Shiki realized the Kyoudo clan needed to be restored and the child abandonment edict changed.
-Shiki returned to Kumogakure and decided to set up a place where students from all around could come to learn how to master the blade and lightning.
-Shiki's growing focus on his dojo started him on the path to making armor for his students and he quickly became a master armorer.
-Shiki started the Talos initiative to construct the first amalgamation between metal and machine.
-The Talos project was constructed and his armor system was finished.
-Shiki became a master of all three disciples of the art of the sword saint.
-Shiki climbed to the top of the tallest mountain in the land of thunder known as Thunder's Tooth where he discovered the heavenly diva gates.
-Shiki still having any of his issues answered by the village in return to his exam grew openly hostile and began to consider abandoning the village.
-Shiki spent months learning how to decipher the key to unlock the diva gate. After doing so he released an ancient and powerful being known as the oracle from the gate. The oracle informed Shiki that he was actually the reincarnation of Kyoudo Naraka. The first Kyoudo.
-Shiki, Loki and Amira stopped a hoard of undead and demons from destroying the earth during a necromancer uprising.
-Shiki has realized his full potential as a monster hunter and started killing more dangerous creatures. Hydras, leviathan snakes.
-Shiki became the strongest lightning user in the ninja world
-Shiki was finally promoted to Chunin but it was delivered far to late for him to care or feel grateful for the rank. The Raikage seemingly seemed to want to take control of the dojo from him.
-Shiki saved the earth once more by mending an ancient tear in the universe known as "The Scar." In doing so he recovered a fragment of his soul that was sealed away from his incarnate former self. In recovering it he relearned ancient memories and techniques.
-Shiki completed his Jonin exam out of principle in record time.
-One of the ancient techniques recovered was the lightning blade Chidori.
-Shiki proposed to Loki.
-Shiki and Loki both went on a quest to receive the black sun seal. Both were successful
-Shiki and Loki got married and linked their minds.
-Loki is pregnant with twins.
-Not feeling properly utilized at the village Shiki retired from the village hidden in the clouds and was promoted to the rank of Jounin.
-The twins were born. Fenrir and Sumiko.
-Shiki competed in the festival of the hunt in grass and won first place by killing an S class bandersnatch earning fame for his monster hunting prowess.
-Shiki was asked to join the village hidden in the Sand by Amira, the venator that saved his life.
-Shiki joined the village hidden in the sand and was told to complete a complex mission to prove his value to the village. The mission went so well he was made the Jounin commander of Sunagakure.
-Shiki's presence in Sunagakure caused many ninja in the land of lightning to defect to join their Instructor as fellow ninja.
-Shiki was promoted to Sannin for his service to Sunagakure and his administrative skills as a leader.
-Amira revealed a deathly illness she was dealing with to Shiki who is frantically trying to find a cure.
Primary Weapons
Hokaku Gāru
Rank: "S"
Type: Main, Slashing, Sword
Effect: A very large sword Deed Breaker Segmented Blade, weld together by Thinaun Wire. The wielder of the Hokaku Gāru is filled with Hope.
Special: ---
Drawback: Due to the weapon's size each technique performed while wielding this weapon takes up 3 movements.
Description: [Picture] | A Two-Handed Weapon. Deed Breaker = Identification: Average; Hardness: 35; Armour Points/Inch: 155ap| Thinaun = Identification: Difficult; Hardness: 11; Armour Points/Inch: 30. The sword Is Blood Bonded, meaning Whenever anyone except its owner or a member of their bloodline attempts to wield a blood bonded weapon, they take 60ap Damage(No saves) each round. When the last member of the bloodline dies, the thorny weapon may be freely claimed (although it will bloody the new owner the first time they grasp it). The weapon may also be freely transferred (no coercion or Chakra Charms/Compulsions) by one owner to another with the new owner taking damage the first time they grasp it.
The Blade does +46 Amour Points of Damage. The Wire does +8 Armor Points of Damage. A fullblade is 18 inches longer than a greatsword and is too large for a Medium-size creature to use with 2-hands correctly. A large creature could use a fullblade with two hands and will not suffer any drawbacks while wielding the weapon. It is segmented into 9 pieces, each one capable of cutting deep, held together by a weaving of 200m of wire, allowing he blade segments to extend up to 100m. Humanoids with Chakra abilities that are damaged by the weapon must make a Will save (1/2 the damage dealt) or have their highest Chakra Techniques suppressed for 24-hours. Regardless of the success or failure of the save, the same weapon will not affect the same creature again for 24 hours. The weapon is enchanted with an Imperial Weapon, Unyielding, and Ghost Touch Seals. Attacks with the imperial weapon ignore Hardness equal to 1/2 of Weapon Damage (Techniques do not apply), and up to 5 Armour Points of Damage Reduction. The imperial weapon is not subject to effects that ignore Hardness. Power (At-Will, move movement): Chakra. Use when separated with the weapon while it is within line of sight. The weapon flies into the user's hand unless it is somehow prevented from doing so. The weapon can move at a rate of 20 meters per Second. An Unyielding Weapon allows Power 3/day. As a Weaving movement, weapon gains a +10 Hardness, and 15 Armour Points for 1 round per Class Level.
The Wire is composed of 200m of Thinaun. If the wire is touching a creature when it dies, that creature's soul is sucked into the weapon rather than passing on to its final reward. The soul remains in the thinaun wire until the weapon is destroyed or the wire can no longer hold anymore souls and is displaced. Another creature dies while touching the thinaun weapon (the new soul displaces the oldest one). The Massive amount of wire present in the sword, allows for a substantial amount of souls to be contained within it's loom. Raise dead, resurrection, and similar abilities will not bring back a creature whose soul is trapped by the thinaun wire unless the user has the weapon in their possession. Because the soul is nearby, fewer material components are required for such Rituals: Raise dead, Resurrection, and etc. requires half as much of the relevant performance cost (unguents or diamonds) to perform if the soul is within a thinaun weapon. A thinaun weapon captures a soul from anyone killed while touching the weapon. This means that if the thinaun weapon's wielder dies, their weapon captures their soul.
Wielder of this weapon is filled with Hope. The enchanted creatures gain a +2 morale bonus to Saves, +5 to Attack Damage, and +10 Skill Checks. Emotion (Hope) dispels Emotion Despair). There is an Amber Spirit Gem(+1 sacred bonus to Weapon Size attack damage), and Skull of the might(increasing all TaiJutsu Damage by +10)gem Place in the handle of the blade. There is also a Tear of Raijin; a person can use the Tear of Raijin 3 times per day to call forth bolts of lightning from the sky. The bolt of lightning flashes down in a vertical stroke at whatever target point the user chooses within 240 meters of the user's position. A maximum of 15 bolts can be called down over a 1-minute period, one bolt called per round. Each bolt is 2 meters wide and 10 meters long and deals 75 Armour Points of damage. If the lightning gem is used outside in stormy weather (a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado) each bolt deals 125 Armour Points of damage instead. The Tear of Raijin can be used to call lightning bolts indoors and underground, but not underwater. A creature may learn Weapon Specialization: Speed Training to remove the drawbacks of Movement restrictions. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: Crafted My Loki Senri-Lefaye
Cost: 41,750,000 Ryo
Tokihaga
Tokihaga (Raging Blue)
[Rank] A
[Type] Main Weaponry
[Effect] Through a direct link to the user’s chakra system and the human body’s natural electrical impulses, the sword grants its wielder several Raiton enhanced attacks.
[Special] Requires the Raiton release for wielding, as well as an active Sharingan. If Mastery in the element is achieved, the weapon’s powers are naturally increased, almost twofold. The higher the user’s difficulty class, the longer the sword’s effects remain in use.
[Drawback] Due to its direct link to the wielder’s chakra system, being weakened, severely injured or reaching fatigue due to chakra exertion results in the sword’s powers being inaccessible, rendering it nothing more than a simple blade.
[Description] Tokihaga is a legendary weapon revered in Kumo’s history books decades before a mysterious, great catastrophe had ravaged the lands. Appearing as a rare blade with innate Raiton power, it had been wielded by many experienced ninja until glory could befall them no more. While its originators were unmentioned, the blade at once point or another became widely popular amongst the shinobi world’s Uchiha Warlords. It’s unsure whether the blade was commonly produced or merely a rare amount existed. However, after time’s passing, and rumor’s of the one surviving blacksmith said to still be mysteriously alive and forging, it was confirmed that the weapon was intended by those possessing the Sharingan, as its various lightning based attacks could best be made destructive under the Copy Wheel Eye’s predictive powers. It is also rumored the great smith can be found dwelling somewhere in the Thunder Country, and that he will commission the blade only to those that can display the Sharingan.
To say the blade is enchanted is not entirely true. It appears to the eye as a short kodachi, the straight blade and lacking hilt kept strapped at the user’s back, and appearing to simply be a ‘last resort’ type of weapon. When 'inactive', its hilt is a snow white; however, when in the hands of the user, it'll shimmer a deep blue, a sign that the power of Raiton was now alive. It is crafted of the hardest metals known to man, able to withstand a thousand blows through a thousand years and never loose its sharpness. Additionally, some sort of shiki scribbled in small font across the blade of the hiltless Chokuto speaks of crying thunder. To the sages of times long past, it’d be an incantation unique to the blade’s user, tying the sword to their chakra system and effectively creating an open link. Although hard to understand, any adept Raiton user will quickly realize their release’s power is easily channeled through this weapon. After extensive training, the user also learns how to constantly keep a steady flow of Raiton chakra to the blade, allowing it to both cut through almost anything it touches, extend its size through pure chakra alone, and shock anything it strikes, as long as the object is conducive to lightning.
The blade itself is meant for a Sharingan user because of the chakra’s nature and its speed. Without the eye, one cannot pierce the foreign energies and properly understand it, making the weapon unwieldy and most of its powers inaccessible to members outside the Uchiha clan. Because the lightning that comes forth is so fast and hard to manipulate, the Sharingan’s natural talents effectively add reigns to the power, allowing it to be wielded properly. A higher Sharingan means a higher understanding of the techniques the sword grants. Additionally, the shiki itself is engraved into the weapon as it’s being forged by its only master, and it directly ties the user’s chakra system, meaning it is useless in the hands of another. If by any chance someone else were to fall upon the blade (and discover its true meaning), they can bring it back to the weapon smith to be “recalibrated”; it is rumored that while he commissions only for the Uchiha, someone displaying the sword as a prize of battle will be granted the weapon as their own.
[Limit] Must specialize in ninjutsu. Must know ‘Raiton’ release. Knowledge of the sword is extremely limited due to the fact its its ancient and as secret as MS to the Uchiha. However, tales of past Sharingan warriors sporting a glowing, blue sword and dispersing large amounts of chakra has been recorded in history; a careful RP discovering the secret will allow the user to be able to find the source, where they can attempt to gain favor from the creator; the weapon is available through a mysterious weapon smith wandering the Thunder Country. Once accepted, either I or a GM/staffer will set-up your initiation, which consists of completing one ‘S’ ranked Death-Enabled task for them, either in the form of a mission, event or test. He accepts commissions only from Uchiha members, and will require a sample of the Sharingan before the sword’s creation. The master makes exceptions however for those that bring the sword of a previous owner to him, and can in fact be wielded by Raiton masters, or members of clans/BL's prone to Raiton. In order to search for the Master in an effort to try and obtain the sword, you must obtain permission from Fina.
[Cost] 50,000 for creation | 100,000 for recalibration
Tokihaga Wielding
Rank: D, C, B, A,( S )
Skill: Passive
Effect: Allows the use of the Tokihaga.
Special: Rank learned determines what rank of jutsu one can use for the rest of the sword’s attacks.
Drawback: Cannot learn any other jutsu, or use any of the sword’s jutsu until at least a single rank of this technique is learned.
Description: Through simple, repetitive use in combat, coupled with the addition of Raiton imbued within the blade, the user’s knowledge and control over the sword grows. In order to perform any form of jutsu that involves the weapon, this must be learned first.
Limit: Raiton Release, Ninjutsu Specialist
Tokihaga Ownership
Rank: D, C, B, A, (S)
Skill: Passive
Effect: Prevents other people from grabbing the sword while the user lives.
Special: Rank learned determines what players get shocked. If a player’s difficulty class is equal to the jutsu’s rank, they will be suffer a shock that makes their appendage feel as if it were burning, leaving it numb and making the attainment of the sword impossible. If the player’s difficulty class is under the jutsu’s rank, they will be paralyzed for a post. Users with classes over the jutsu rank will remain unaffected.
Drawback: Works only when the user is alive and with chakra still pumping in their system.
Description: If another attempts to touch any part of the swordt, they will receive a bad shock until they let go. Perfect for preventing sword theft.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding
Tokihaga Sharpness
Rank: D, C, B, A, (S)
Skill: Passive
Effect: Improves the cutting properties of the Tokihaga.
Special: Rank learned determines what rank of sharpness can be learned. For each rank learned, a Tokihaga attack can pierce through barriers/attacks of the same rank.
Drawback: Requires appropriate 'Tokihaga Wielding' rank to be achieved.
Description: Through simple, repetitive use in combat, coupled with the addition of Raiton imbued within the blade, the user’s ability to make the Raiton’s cutting sharper improves.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding.
Raging Current
Rank: D, C, B, A, (S)
Skill: Ninjutsu
Effect: Allows the user to send shock waves through the weapon.
Special: Shocking value is determined by a correlation of the jutsu’s rank and the player’s difficulty class. If the victim’s difficulty class is the same as the jutsu’s rank, the victim will be paralyzed for one post, and suffer a slight speed lost for the next. If the victim’s class is one above the rank, they will be paralyzed for one post, without speed loss. If the victim is two ranks above the jutsu’s rank, they merely suffer speed loss for one turn. For every rank the victim’s class is under the jutsu, an extra paralyzing turn is added. Speed loss is always half, regardless of rank. Chakra draining rate is the same as the user's best ‘Chakra Absorption’ technique, without actually needing to activate the extra jutsu.
Drawback: Items and surfaces that don’t conduct electricity will not be affected.
Description: Whenever the victim comes in any form of contact with the sword, a steady chakra connection is made, and his chakra is slowly drained. Additionally, any metallic item, or item that can conduct lightning that comes in contact with the blade will received an immediate shock. Extensive parrying against Tokihaga will leave the opponent drained of chakra, a product of the blade's curse scripted on its side.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding, Chakra Absorption Technique.
Blinding Spark
Rank: D, C, B, (A)
Skill: Ninjutsu
Effect: Blinds all except the user in a predetermined radius.
Special: D – 5 meters; C – 10 meters; B – 20 meters; A – 40 meters
Drawback: Does not distinguish between friend or foe, leaving everyone observing blind.
Description: When in its smallest form, weapon can quickly condense a large amount of Raiton chakra and unleash it in into one great flash, blinding all except the user in a circular radius. Highly effective, and quick and easy to use. Distance of blinding varies by rank.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding
Vengeful Reach
Rank: D, C, (B), A, S
Skill: Ninjutsu
Effect: Allows the user to attack distantly with their weapon.
Special: D – 5 meters; C – 10 meters; B – 20 meters; A – 40 meters; S – 50 meters.
Drawback: There are two modes to this. One can either sustain this for various turns, or simply use it in one turn. If used for a single turn, the blade's birthing is at its fastest, moving at speeds comparable to a Sound Bullet/Tai Master/Fast Acting Raiton Jutsu. However, once it attacks, it retracts soon after. If the user aims to maintain it for extra turns, the blade comes out a tad bit slower, though still fast, and can be held at the cost of an extra 'C' ranked jutsu per turn, regardless of base rank.
Description: When in Ninjato/Uchigatana mode, this allows an extended blade of condensed chakra and Raiton to protrude from the original metal. Its cutting properties remain the same, and its birthing occurs at fast speeds. This blade can extend wherever the user wills it, and can weight as light as a feather. However, to achieve these great lengths, some training is involved. A user's 'Tokihaga Sharpness' determines the lethality of this technique.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding
Charge
Rank: D
Skill: Ninjutsu
Effect: A basis for all Tokihaga sword skills, essentially the sword ‘powers up’, taking it from a regular looking sword into a shimmering, vibrant blade of blue. This signifies the Raiton power is now fully active.
Special: --
Drawback: Cannot be used if the user is out of chakra.
Description: With a simple though, the shiki from the sword activates and the weapon now shimmers a deep blue. This is a gateway technique for the advanced sword skills.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding ‘D’
Cyclone
Rank: C
Skill: Ninjutsu
Effect: Once powered up, the user spins quickly like a top, creating a cyclone of electricity that cuts everything around them and spreads out ten meters.
Special: Cutting properties are determined by the user’s knowledge in ‘Tokihaga Sharpness’.
Drawback: Cannot be used if the user is out of chakra.
Description: With the sword charged, the user speedily spins in place, sword held at the side as the Raiton power within unleashes a torrential cyclone of thunder that cuts everything around it. Highly useful whenever the user is ganged up.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding ‘C’
Odin’s Call
Rank: B
Skill: Ninjutsu
Effect: Calls forth a raging storm shower that covers the radius around the user of 20 meters. Does not hit the user.
Special: --
Drawback: Cannot be used if the user is out of chakra. Can strike allies.
Description:: With a quick swipe, the user stabs their charged sword into the ground, and within seconds, crazed, randomized lightning bolts are hurled all around them, striking with great vengeance.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding ‘B’
Sonic Boom
Rank: A
Skill: Ninjutsu
Effect: Allows the user to hurl a trio of sonic waves that will follow the victim.
Special: Distance of travel depends on the user’s level of ‘Vengeful Reach’
Drawback: Cannot be used if the user is out of chakra. Can strike allies. Once out of its control range, the blades loose control and crash, creating a bright explosion.
Description: Once powered up, a swift slash in the direction of the foe in which the user wants to strike releases three rotating sonic booms, all imbued in the sword’s deadly chakra. The first disc is the large, with each subsequent having the front one in size. Moves roughly a bit faster than a tai master would.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding ‘A’
Luminaire
Rank: S
Skill: Ninjutsu
Effect: Creates a huge explosion of lightning that hits all enemies within the area for massive damage.
Special: The effects of ‘Blinding Spark’, ‘Tokihaga Sharpness’ and ‘Raging Current’ are applied, dependant on the trained rank.
Drawback: Cannot be used if the user is out of chakra. Can only be used three times per thread.
Description: The ultimate Tokihaga jutsu. After powering the sword up, the user jumps up and upon coming down, strikes the ground like Odin’s Call. However, the sword is much brighter than ever, and the explosion that follows is grand. The ground directly in front of the user for thirty meters in a straight line suffers an almost instantaneous surge of lighting coming forth, breaking the ground regardless of surface and bursting thunder from the crevices. After extending forward, a second explosion occurs, a blinding light ensuing, as well as a pentagon like formation. From the geometrical crater, a wave of lightning surges from each of the tips, five in total, for ten meters each. At the end of these, smaller explosions ensue. Anything within range of the lightning or the explosions will suffer damage. The user can control how far the ‘main vein’ of lightning goes before breaking up.
Limit: Raiton Release, Ninjutsu Specialist, Tokihaga Wielding ‘S'
Kyuushi
Rank: "S" Rank
Type: Main, Piercing/Slashing, Sword
Effect: The Kyuushi is mainly used to slash or pierce a target of the users choosing.
Special: It utilizes and amplifies the lightning release element. Paralysis-based weapon.
Drawback: Must train different sessions to master the use for this weapon. Must have Mastered Lightning Style to use in battle else the user will be shocked with an A rank amount of electricity.
Description: Picture. The katana is about a two inches longer than a regular katana as well as its thickness. Its main colours are gold and somewhat beige and as for the use of the blade, the sword was crafted for the use of lightning release for it being possible for paralyzing a target with a slash. The Kyuushi is heavier than it looks due to its high craftsmanship, which makes the sword about 50lbs heavy. The blade is made out of pure steel which is rare in some cases and extremely hard to find. Due to its rareness, it is extremely hard and difficult to break, bend or destroy. Long ago there was a sword smith fabled for his crafting prowess as he made swords many believed to be worthy of the gods though this was not enough for him and he looked to make even better swords, swords that made other swords look like toys in comparison. To this end he collected up a variety of other swords that themselves were considered legend and studied them to see what made them so great however he found nothing special as the swords were old, over one-hundred years old, and so to discover what truly made them so special he restored them as best he could and the result was amazing. After existing for over one-hundred years the blades had gained souls, consciousness’s, in short, the swords have an inner spirit where (only) the user can contact and speak with during any time and upon their restoration their true power was then released as the blades took on the power of lightning. With their consciousness, the user finds it more understandable to understand techniques for the sword, how to use it, and the sword itself. The sword Smith was marveled by this and tried to wield one of the blades however he was stricken down upon swinging the blade as lightning coursed through his body burning him alive from the inside out. The blades only allow select individuals wield them.
Limit: The blades are very rare and as such a Die roll is a must. There is only a ten percent (10%) chance of finding the blade (can only roll once per Item shop).
Cost: 50,000 Ryo
Jutsus
Kyuushi Understanding
Rank: "D" Rank
Skill: TaiJutsu
Effect: Allows the wielder to communicate with the Kyuushi mentally as well as adjusts the user to the Kyuushi’s weight.
Special: ---
Drawback: User must be in contact with the Kyuushi to be able to ‘speak’ with the Kyuushi
Description: The Kyuushi is different from other swords, and apart from housing a soul, one difference being that it weighs more than a regular katana. With some physical training and effort however the user can learn to control and balance the Kyuushi as if it was an ordinary sword weight and fully utilize the sword to its potential as well as allowing the user to speak with the Kyuushi’s soul.
Limit: Must have Mastered the Lightning Release. Kyuushi in possession.
Shougeki
Rank: "C" ("B")
Skill: NinJutsu
Effect: Having the Kyuushi equipped the user can send lightning release chakra throughout the blade of the sword allowing mild damage if stabbed in a sensitive or death enabled area in the body.
Special: ---
Drawback: Can only be used once every two posts or turns. Gives off a strong blue glow.
Description: Having the Kyuushi equipped, the user focuses lightning chakra throughout the whole blade especially the tip which makes the blade glow blue as sparks of electricity radiate from its form. This allows the user to cut a target and send the lightning chakra through the cut and numb the opponents’ body. The C rank only lightly numbs the muscle around the stab or cut for three turns while the B rank is capable of executing more lightning release through the cut and spreading out to its best ability numbing the whole body part. Further explanation of this; the C rank paralyses the specific part meaning if it were to cut or stab an opponent’s hand, their hand would be numbed and not able to be in use for three posts. The B rank paralyzes the whole body part meaning if it were to only stab a specific body part, such as the opponents shoulder, the lightning chakra would take action and numb the whole arm for 5 turns.
Limit: Kyuushi in possession, Kyuushi Understanding, Lightning Release.
Tsuyatsuya
Rank: "D" rank
Skill: NinJutsu
Effect: The Kyuushi shines bright enough to blind anyone in the 10 meter radius of the user
Special: Read description
Drawback: The users’ eyes must be closed so the technique does not affect them as well.
Description: With both of the users hands held on to the Kyuushi, the user focuses lightning chakra all around the sword, especially on the blade, and with the intense chakra being focused at, the user is able to brighten the blade to a level that causes anyone in the area of 10 meter radius to be blind for 2 turns.
Limit: Kyuushi in possession, Kyuushi Understanding, Lightning Release.
Rakurai
Rank: "A" rank
Skill: NinJutsu
Effect: Causes a bolt of lightning to shoot out from the Kyuushi.
Special: ---
Drawback: Despite having no hand signs; takes as long as it normally takes for a NinJutsu that does. The lightning bolt can only travel in a straight(ish) line.
Description: By focusing a large amount of chakra into the Kyuushi the user can cause a bolt of lightning to shoot out from the tip of the blade, travelling at a very high speed, and delivering an A rank amount of electricity that courses through the opponents body. The bolts of lightning can only travel in a single direction and can only travel a distance of fifty meters.
Limit: Kyuushi in possession, Kyuushi Understanding, Lightning Release.
Sen'ei-ka
Rank: "C" rank
Skill: NinJutsu
Effect: Sharpens the Kyuushi blade so that its cutting power dramatically increases in proficiency.
Special: ---
Drawback: Drains an E rank amount of chakra every turn it remains active. Cannot use Sutorecchi while this technique is active.
Description: By focusing lightning style chakra into the Kyuushi blade the user causes the sword to vibrate with such frequency that it’s cutting power increases. With this increase in cutting power the sword the Kyuushi can easily cut through rock and iron as well as blades of B rank or less. Also while this jutsu is active the Kyuushi’s ‘blade’ cannot be broken by swords of a higher rank ‘no matter what’.
Limit: Kyuushi in possession, Kyuushi Understanding, Lightning Release.
Gensō no rirīsu
Rank: "A" rank
Skill: NinJutsu
Effect: The spirit of the Kyuushi helps its wielder in battle by breaking GenJutsu.
Special: Passive Technique.
Drawback: GenJutsu higher than B rank cannot broken by the Kyuushi.
Description: If the Kyuushi’s wielder comes under the effects of a GenJutsu the Kyuushi can break it by zapping them with a small amount of electricity so long as it identifies that the user is under the influence of said GenJutsu. The User must identify that they are under a GenJutsu and then they are able to shock themselves by using the sword to break out of the technique.
Limit: Kyuushi in possession, Kyuushi Understanding, Lightning Release.
Thanatos, "Darkbane" - Perfected
Rank: "S"
Type: Main, Slashing, Sword
Effect: A Masterfully crafted longsword. It's very presences radiated a feeling of dread, driving away most you would otherwise attempt to harm its wielder.
Special:
Gem Slot #1: Skull of the Ghost;
Gem Slot #2: Gem of the Wise;
Gem Slot #3: Lightning Gem;
Gem Slot #4: Eye of the Tiger;
Gem Slot #5: Lightning stone;
Drawback: ---
Description: Picture This weapon does +50 Amour Points of Weapon Damage. It is blessed with the Imperial, Mystic and Screaming Burst Enchantment Seals. Attacks with the imperial weapon ignore Hardness equal to 1/2 of Weapon Damage (Techniques do not apply), and up to 5 Armour Points of Damage Reduction. The imperial weapon is not subject to effects that ignore Hardness. Power (At-Will, move movement): Chakra. Use when separated with the weapon while it is within line of sight. The weapon flies into the user's hand unless it is somehow prevented from doing so. The weapon can move at a rate of 20 meters per Second. Power: At-Will, Non Movement. Half of the damage dealt by the weapon is Sonic Damage. Another non-movement returns the damage to normal. When the user holds the sword in their hands and speaks its name, all those who lay eyes on the weapon must make a Will Save of 35. If the check is failed, then they will be overcoming by a feeling of absolute dread. The enchanted creatures flee from the character whenever they are in sight of the character. Emotion (Fear) dispels emotion (rage). The Effect last 25 min, causing most to want to escape the presence of the sword. It looks like a traditional broad sword, only that the craftsmanship is otherworldly, and supremely elegant. There are also 5 slots on the Blade where harness gems could be place. on in the pommel of the blade, 1 on either side of the sword where the blade meets the hilt. And then 2 more on the edges of the hilt itself.
Limit:
Cost: 250,000 Ryo
Skull of the Ghost
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem making those who carry it immune to energy drain attacks.
Special: ---
Drawback: ---
Description: Probably the most sought after of the quartz skulls, the Skull of the Ghost is carved from a flawless gem of smoky quartz with a flowing silver-grey color. The skull that is carved is about 2 inches in height. Once carved, the skull’s natural Alchemical properties are released. When a person carries or holds a Skull of the Ghost, they gain immunity to energy draining attacks. Scratching or otherwise damaging the skull negates its alchemical property.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 28,500 Ryo Each.
Gem of the Wise
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem that improves the wearer's institution and strengthens their willpower.
Special: ---
Drawback: ---
Description: Jewelers are always after the perfect pearl, a flawless sphere that is the perfection of the oysters toil. While a perfect pearl may fetch a kingly sum, Alchemists and others who harness the natural Alchemical properties from gems and minerals will scoff at such a perfect specimen. For these people, the pearls true luster and Alchemy is only revealed in a seemingly flawed specimen. A pearl that has grown with 2 ovoid hemispheres that resembles a brain in shape allows the natural Alchemical properties to be harnessed. It is rare for a pearl to form naturally into this shape, and a highly specialized profession of culturing pearls to grow into this shape has cropped up. Even with growing cultured pearls, the chance of successfully growing a gem of the wise is slim. It requires a well-crafted seed to be prepared and then placed inside the oyster. After several years the oyster is opened and only then will the culture know if they were successful. The pearls natural Alchemical properties is released in a properly grown pearl. Holding or wearing the pearl improves the wearer’s intuition and strengthens their willpower. The bearer receives a +25 competence bonus to Sense Motive skill checks and a +4 competence bonus to Will saves.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 35,000 Ryo Each.
Lightning Gem
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem allowing the holder to rain down bolts of lightning against their opponents.
Special: ---
Drawback: ---
Description: The emerald has long been prized as a gemstone, valued for its deep green color. The druids have a long and rich Alchemical history and they were the first to discover the alchemical potential locked away within the emerald. Since its discovery, the lightning gem has become a powerful weapon. When an emerald is cut into the shape of a six-pointed star the gems Alchemy is harnessed. From that point on, a person can use the lightning gem 3 times per day to call forth bolts of lightning from the sky. The bolt of lightning flashes down in a vertical stroke at whatever target point the user chooses within 240 meters of the user's position. A maximum of 15 bolts can be called down over a 1-minute period, one bolt called per round. Each bolt is 2 meters wide and 10 meters long and deals 30 Armour Points of damage. If the lightning gem is used outside in stormy weather (a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado) each bolt deals 50 Armour Points of damage instead. The lightning gem can be used to call lightning bolts indoors and underground, but not underwater.
Limit: These types of items may be bought inside any Alchemy Shop. With a 5% chance of finding.
Cost: 60,880 Ryo Each.
Eye of the Tiger
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem increasing the user's Movements, while giving them the added capabilities of summoning a Tiger.
Special: ---
Drawback: ---
Description: Cat’s eye (Chrysoberyl) gemstones are valued for the play of light across the gem when it is cut into a sphere or cabochon. While this is pleasing to the eye, it fails to harness the true potential of the mineral. When a cat’s eye of sufficient size is carved into the form of a prowling tiger the alchemical properties locked within the gem is harnessed. When a person holds the Eye of the Tiger, that person gains a +2 Alchemical Bonus bonus to their Movements and +10 to Skill Category 2. In addition, once per day when the command phrase, "Here kittykitty," is spoken, 2 tigers are summoned "D" Class basic (see Creature Index). These tigers have the normal stats for a tiger listed in the Creature Index. The tigers will fight at the command of the person who summoned them and will remain for 12 hours or until they are killed.
Limit: These types of items may be bought inside any Alchemy Shop. With a 5% chance of finding.
Cost: 81,500 Ryo Each.
Lightning Stone
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem that gains a Haste like ability by carving power into an Agate.
Special: ---
Drawback: ---
Description: The Alchemical properties of agate have been known to a limited number of civilizations for a long time, though nearly all of these civilizations have been destroyed or consumed by other civilizations. Because of this, the true power of agates remained obscured by legend and myth. Several researchers across the planet re-discovered agate Alchemy around the same time. When a piece of agate is carved into the shape of a lightning bolt with 3 "jags" in it the Alchemy within the mineral is harnessed. When the wearer speaks the command word without sacrificing a movement, the wearer acts as though effected by a Haste Jutsu. They gain +1 alchemical bonus to movements (Stacks with other highest Alchemical Movement). This effect can be activated up to 3 times per day by the command word "Mazahs" and lasts for 6 rounds per activation.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 19,950 Ryo Each.
Lightning Stone
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem that gains a Haste like ability by carving power into an Agate.
Special: ---
Drawback: ---
Description: The Alchemical properties of agate have been known to a limited number of civilizations for a long time, though nearly all of these civilizations have been destroyed or consumed by other civilizations. Because of this, the true power of agates remained obscured by legend and myth. Several researchers across the planet re-discovered agate Alchemy around the same time. When a piece of agate is carved into the shape of a lightning bolt with 3 "jags" in it the Alchemy within the mineral is harnessed. When the wearer speaks the command word without sacrificing a movement, the wearer acts as though effected by a Haste Jutsu. They gain +1 alchemical bonus to movements (Stacks with other highest Alchemical Movement). This effect can be activated up to 3 times per day by the command word "Mazahs" and lasts for 6 rounds per activation.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 19,950 Ryo Each.
Talos Armor System
The humblest citizen of all the land, when clad in the armor of a righteous cause, is stronger than all the hosts of error.
William Jennings Bryan
William Jennings Bryan
The Talos Armor system or the Tactical Assault Light Operator Suit is the brain child of the legendary armor smith Shiki Senri. The armor is a working amalgamation between armor and machine. The armor represents the fullest protection, weaponization and automation that an armor smith would be able to craft. Stronger then the hardest steel and constructed from some of the strongest materials known to man. The suit gives the operator a tactical advantage over their enemies.
Heart Of The Storm Born
T.A.L.O.S Chest armor (Perfected Beryllium)
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the torso of the wearer.
Special: Enchantment bonus of +10 hardness and +50 AP. Incredibly lightweight but also amazingly strong and resistant to heat and corrosion, armor and shields crafted from this metal command a hefty premium on the open market. Beryllium armor confers Fire and Acid resistance 5% per Armour Piece to its wearer and bestows a +1 circumstance bonus to Saves against either energy form.
Drawback: Should the user fall asleep in said armor they will wake up and find themselves covered in beautiful women.
Description: The superior make of the armor and fit of makes the armor light as a feather. The armor is a intricate culmination of machine and steel. It's modular components and layered protections allow the implementation of several gadgets within the system itself. The Armor is covered in a dark matte black paint but there are engravings that revealed the soft glimmer of the bright metal underneath. The etchings were depictions of lightning and monsters. Images of direwolves, hydras and dragons inlaid in gold and sterling silvers. Commanding Poise: The user gains a +10 Competence Bonus on all Charisma-based Skill checks. Friendly troops within 120 meters of the user become braver than normal, gaining a +4 morale bonus against all fear and Jutsu effects. Since the effect arises in great part from the distinctiveness of the Armour or Shield, the wearer cannot hide or conceal themselves in any way and still have the effect function. Stonemeld: he wearer of this Armour gains Damage Reduction 5/— and can use meld into Stone on command 3 times per day. Providence: gives its possessor a +1 luck bonus on all saves. Its possessor also gains the power of Luck, usable once per day. This extraordinary ability allows the possessor to reroll one roll that they just made. This is a once per day ability. User must take the result of the reroll, even if it is worse than the original Roll. Chakra Eating: While wearing Chakra-Eating Armour, whenever the user succeeds on a Save against a Jutsu that targets the user, the Armour heals the user by 5 Armour Point per Rank of the Jutsu. This healing occurs after the Jutsu takes effect. Clandestine Perfection: Power at Will, Weaving Movement Activation "B" Rank. The wearer can become nigh undetectable as Greater Invisibility but is also inaudible and has no scent and as such is undetectable by scent, blindsense, tremorsense, and blindsight. It also renders the wearer immune to detection by dust of appearance, faerie fire, glitterdust, invisibility purge, and see invisibility, though they are revealed by true seeing, and effects they have on their environment, such as tracks, can still be detected. Masking: Tendrils of dense black smoke stream from every opening in the equipment, obscuring all detail. Masking Equipment protects the user and their gear from Divination Jutsus, Rituals, and Items as if the user was constantly under the effect of non-detection.
The armor is matte black and can be painted to blend into other environments. There are 8 slots on the inside of the armor for harness gems to be contained. There is an auto injector harness built into the armor allowing the quick injection of vials or potions through the armor system. The armor has an integrated tracker, audio bug and cameraattached to the chest. It also has two holodisc slots capable or recording information and playing back information. This can be accessed through the users helmet or his pipboy.
Armor Stats: Total hardness is 25 total hardness Armor class is 2.
The armor is matte black and can be painted to blend into other environments. There are 8 slots on the inside of the armor for harness gems to be contained. There is an auto injector harness built into the armor allowing the quick injection of vials or potions through the armor system. The armor has an integrated tracker, audio bug and cameraattached to the chest. It also has two holodisc slots capable or recording information and playing back information. This can be accessed through the users helmet or his pipboy.
Armor Stats: Total hardness is 25 total hardness Armor class is 2.
Limit: This armor was made by Shiki Senri.
Cost: 2004860 Ryo
T.A.L.O.S Armor
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the head of the wearer. Incredibly lightweight but also amazingly strong and resistant to heat and corrosion, armor and shields crafted from this metal command a hefty premium on the open market. Beryllium armor confers Fire and Acid resistance 5% per Armour Piece to its wearer and bestows a +1 circumstance bonus to Saves against either energy form.
Special: The armor has been made with modular components that allow the easy integration of all manner of gadgets and electronics. The armor was made with several different filters, screens, gadgets and visors with the ability to take pictures and record information.
Drawback: Helmets that protect the face apply a -10 to observation. Only certain visors may be active at a time.
Components: Holodisk x 2, Tracking Device, Tracer x 4, Wireless Radio, Anti-Flash Lenses, Camera Vision, Condition Viewing Vision, Canny Descrier, Lie-Detector Lenses, Night-vision Vision, Substance Locator Vision, Thermal Vision, Underwater Vision, X-Ray Vision, Zooming Vision, Gas Mask, Rebreather, Flashlight x2.
Description: Armour that protects the head, face, and back of the head of the wearer. The armor is air tight only allowing air to come in through two ventral gas mask canisters on either side of the armor. Should the user wish too the helmet can become completely sealed off and draw oxygen through a rebreather instead. The users face is hidden behind a large resistant visor of glass that is modified Obiderium. The user can make the helmet go from tinted to clear at the users discretion. The helmet is made of the hardest material in the world and crafted by the legendary smith Shiki Senri. Should the words "Knell" be uttered everyone in the audience of the helmet would become fascinated. The armor system has a built in recording device, camera, and tracking device.
Stat abilities: +4 to all saves vs. blinding lights, gives a reading of the heart rate, and the status of their condition which are, "Calm, Cautious, Terrified, Unconscious, and Deceased." can project an interactive display onto the user's eyes that shows the results of advanced heuristic programs that analyze the attitudes, voice patterns, and body language of all the creatures that the user can see and hear. While the item is in effect user gains a +50 bonus on their Sense Motive checks, user gains an insight bonus on all Bluff, Intimidate, and Perform checks equal to Half of the number of ranks in the Sense Motive. The kinds of substances it may locate are Alcohol residue, Tobacco residue, Blood residue, and specialized dye. X-ray vision through up to 2 meters of solid objects, infrared vision and two massive flood lights for underwater and fog vision. Zooms up to 150 meters out. Contains enough oxygen for 30 minutes.
Armor Stats: Armour Class: 3. Hardness 40. Armor points. +80
Limit: Must be crafted
Cost: 359300
Sleeve of the Tempest x2
Arm Armour Piece (Beryllium, Perfected)
TALOS Armor
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the arm of the wearer.
Special: Contains a modular Field Cauterizer, medical diagnostic scanner, Plasma protein replicator, rebar splint, Gravatic Pressure Bandage, Disrupter with both Mine and Emitter detonator. There is a built in grappling hook and portable release pouch projector. Incredibly lightweight but also amazingly strong and resistant to heat and corrosion, armor and shields crafted from this metal command a hefty premium on the open market. Beryllium armor confers Fire and Acid resistance 5% per Armour Piece to its wearer and bestows a +1 circumstance bonus to Saves against either energy form.
Drawback: ---
Description: A combination between steel and machine the arm guard gives the wearer the protection of masterly crafted mithral and the use of the gadgets inside all while being so light and aerodynamic that it feels as if the user is wearing nothing. The armor is modular and made to be integrated with the Talos System. This system is currently running the emergency trauma kit. Should the words "Pacify" (Right) be spoken all audience members must make a will save of 35 or become calmed for 25 minutes or until they leave the presence of the user. Should the words. "Peace." (left) be spoken the USER will become calmed Power 1/day, non-movement. The wearer becomes immune to one of the following energy types chosen at the seal's construction: Acid, Cold, Electricity, Fire, and Sonic. Lasts 5 rounds.
Limit: Must know Enchant Chakra Item - Greater.
Armor Effects: Hardness 25 Armor Points 80. Armour Class: 0.
Limit: These items must be crafted
Cost: 739435 Ryo each.
Mantle of Kings x2
Shoulder Armour Piece (Perfected berillium)
TALOS Armor
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the shoulder of the wearer.
Special: Incredibly lightweight but also amazingly strong and resistant to heat and corrosion, armor and shields crafted from this metal command a hefty premium on the open market. Beryllium armor confers Fire and Acid resistance 5% per Armour Piece to its wearer and bestows a +1 circumstance bonus to Saves against either energy form.
Drawback: ---
Description: The Mantle of Kings is a piece of perfected mithral that was masterly crafted and created from the great forges of the Senri Lightning Dojo. Forged by the master smith Shiki Senri the armor is almost weightless and seems to defy the laws of gravity. The armor itself is stronger then almost every known alloy or material known to man with few exceptions. Should the words "Disperse" Be spoken the audience Will have to save at a will save of 35 or else they would become frightened of the user. Each of the shoulders has been modified with grappling hooks and elemental throwers. They also have camera's that are outward facing to the left and right respectfully with 2 holodiscs of storage.
Identification: Very Difficult; Hardness: 25; Armour Points/Inch: 80; Armour Class: 1.
Limit: These items may be bought inside any Armour Shop.
Cost: 584.718 Ryo each.
Guard of The Sky King (Perfected Beryllium) x2
TALOS Armor
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the leg of the wearer.
Special: ---
Drawback: ---
Description: Sometimes worn as a skirt connected to the Torso Armour, the leg armour is meant to protect the upper legs. Another piece meant to protect the leg are the Schynbalds which were strapped to the lower legs however they did not enclose the lower leg; hence they are not greaves. The purpose of Leg Armour is to protect the upper leg, while wearing Greaves is used to protect the lower leg; however that does not mean that Leg Armour cannot protect both. Armour Class: 6. Hardness 25. Should the User speak the magic words "Funky town" all Audience will be overcome with the emotion of fascination. Unless they pass a will save of 35. Each of the leg armor systems comes with a full mobility kit. Allowing them to use the 3-d mobility grappling hook and line launchers to cover great distance.
Limit: These items may be bought inside any Armour Shop.
Cost: 643190 Ryo each.
Virtus
Rank: "S"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: Envoke emotion. Audience. Will save 35 or calmed at the command word of "Relax"
Special: ---
Drawback: ---
Description: Gauntlet does +44AP of Damage. Are Blessed with Imperial, Shocking burst and, Mystic Enchanment Seals. The Stormium it is created from causes +30(18 +12(Shocking burst Seal) lightning ap on strike. Shock enhancements, piston enhancements, Built-in crossbow pistol, built in ammunition clip holder. It comes attatched with a line launcer, grapling hook, elemental launcher and obscurating eye. It has retractable claws made from Ghost Iron, that are Blessed with Imperial, Shocking Burst, and Adaptable Enchantment Seals. The Claws deals +34 Ap of damage, +12 Lightning damage. Both Gauntlets and Claws; Power: At-Will, Non-Movement. Half of the damage dealt by the weapon is Electricity Damage. Another non-movement returns the damage to normal. The Claws are made of a glossy white, shining material with the ghost touch ability, meaning they can hit Incorporeal Creatures without passing through, although this property is not Chakra related. The claws function as if it were the chosen weapon for the purposes of special abilities and feats. Built off of the designs found in an ancient ruin this Gauntlet is built in the same style and material of the first Kyoudo, Kyoudo Naraka. The gauntlets are designed to help the flow of electricity. The Gauntlets contain the ability Shadow Strike. A Shadowstrike weapon can reach through their own shadow to catch foes off guard. Once per day, the user can activate the property to add 2 meters to the weapon's reach for a single attack. The target is denied their Minor Defenses for this attack. Expertly constructed and forged with legendary skill these gauntlets are fucking awesome.
Limit: Created by Grand High Witch Loki. There are only two of such gauntlets in existence.
Cost: 560,000 Ryo Each
Fidas
Rank: "S"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: Envoke emotion. Audience. Will save 35 or calmed at the command word of "Relax"
Special: ---
Drawback: ---
Description: Gauntlet does +44AP of Damage. Are Blessed with Imperial, Shocking burst and, Mystic Enchanment Seals. The Stormium it is created from causes +30(18 +12(Shocking burst Seal) lightning ap on strike. Shock enhancements, piston enhancements (will add later), Built-in crossbow pistol (will add later), built in ammunition clip holder (will add later). The device also comes equipped with a grappling hook and a claw launcher with 6 slots of ammunition. It has retractable claws made from Ghost Iron, that are Blessed with Imperial, Shocking Burst, and Adaptable Enchantment Seals. The Claws deals +34 Ap of damage, +12 Lightning damage. Both Gauntlets and Claws; Power: At-Will, Non-Movement. Half of the damage dealt by the weapon is Electricity Damage. Another non-movement returns the damage to normal. The Claws are made of a glossy white, shining material with the ghost touch ability, meaning they can hit Incorporeal Creatures without passing through, although this property is not Chakra related. The claws function as if it were the chosen weapon for the purposes of special abilities and feats. Built off of the designs found in an ancient ruin this Gauntlet is built in the same style and material of the first Kyoudo, Kyoudo Naraka. The gauntlets are designed to help the flow of electricity. The Gauntlets contain the ability Shadow Strike. A Shadowstrike weapon can reach through their own shadow to catch foes off guard. Once per day, the user can activate the property to add 2 meters to the weapon's reach for a single attack. The target is denied their Minor Defenses for this attack. Expertly constructed and forged with legendary skill these gauntlets are fucking awesome.
Limit: Created by Grand High Witch Loki. There are only two of such gauntlets in existence.
Cost: 560,000 Ryo Each
Storm Rider's Guards
Rank: "S"
Type: Main, Bludgeoning/Piercing/Slashing, Greaves
Effect: Envoke emotion. Self. Will save 35 or enraged at the command word of "Exodus"
Special: Gem Slot: Tear of Raijin; Gem Slot: Nightmare Charm
Drawback: ---
Description: Greaves deal +30AP of damage. Crafted from Stormium metal causing +24 lightning ap on strike. Blessed with Imperial, Shock Burst, and Mystic Enchanment seals. Shock enhancements (will add later), piston enhancements (will add later), Holds one slot of grenades on each leg. Built off of the designs found in an ancient ruin this Gauntlet is built in the same style and material of the first Kyoudo, Kyoudo Naraka. The greaves are designed to help the flow of electricity. The Greaves contain the ability Shadow Strike. A Shadowstrike weapon can reach through their own shadow to catch foes off guard. Once per day, the user can activate the property to add 2 meters to the weapon's reach for a single attack. The target is denied their Minor Defenses for this attack.Expertly constructed and forged with legendary skill these greaves are fucking awesome. Ridding all the way up from the ankles to the top of the knee. These greaves protect the front and back of the legs by encasing them in Stormium. There is a Raijin gem, and a Nightmare Gem embedded into the shins of the Greaves, they are covered by a dome of metal, making it look like round knots on the shins.
Limit:
Cost: 275,000 Ryo Each
Crossbow, Pistol (Black Oak) (Perfected - all distance already calculated)
Rank: "C"
Type: Main, Piercing, Crossbow
Effect: A short bow made of more than one material.
Special: Hardness: 6; Armour Points/Inch: 10; Crafted out of Black Oak Wood
Drawback: ---
Description: A One-Handed Weapon. These weapons do +4 Amour Points of Weapon Damage. The Range Increment of this weapon is 304 meters(Precision enhancement + Distance Enchantment seal). May be used in Mounted Combat. Also possesses the Rapid Reloading
Enchantment Seals. This Enchantment seal makes these his ranged weapon's reload time is "one step" faster than normal. Effectively giving them no reload time. Pistol Crossbows zip bolts with dead-on accuracy at incredibly short range. Powerful hand-held bolt launchers. Normally used for vermin or killing at close range. Pistol Crossbows are compact and are small weapons for easy concealment.
Limit: Crafted by Ryutatsu Kyoudo for Shiki Senri
Cost: 7,593 Ryo
Tear of Raijin
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A more powerful Version of the Lightning Gem. Allowing the possessor to rain down bolts of powerful lightning against their opponents.
Special: ---
Drawback: ---
Description: The emerald has long been prized as a gemstone, valued for its deep green color. The druids have a long and rich Alchemical history and they were the first to discover the alchemical potential locked away within the emerald. Since its discovery, the lightning gem has become a powerful weapon. When an emerald is cut into the shape of a six-pointed star the gems Alchemy is harnessed. Through the used a ancient magic the power of the gem has been greatly increases. From that point on, a person can use the lightning gem 3 times per day to call forth bolts of lightning from the sky. The bolt of lightning flashes down in a vertical stroke at whatever target point the user chooses within 240 meters of the user's position. A maximum of 15 bolts can be called down over a 1-minute period, one bolt called per round. Each bolt is 2 meters wide and 10 meters long and deals 75 Armour Points of damage. If the lightning gem is used outside in stormy weather (a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado) each bolt deals 125 Armour Points of damage instead. The Tear of Raijin can be used to call lightning bolts indoors and underground, but not underwater.
Limit: This items may be purchased at the Octagon Chapel.
Cost: 152,200 Ryo Each
Nightmare Charm
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A greatly enhanced Fear Charm that makes the possessor fearless while becoming a waking nightmare to others.
Special: ---
Drawback: ---
Description: The Nightmare charm is Created like a regular Fear Charm. It is harnessed from a single crystal of aquamarine. The crystal is no larger than the a marble and, once properly crafted and the alchemical property is released. When used, the Nightmare Charm provides a +10 Alchemical Bonus to saves against Fear Jutsus and effects, including cause fear and a dragon’s frightful presence. It also applies a +10 Alchemical Difficulty Bonus to Fear Jutsus against opponents. This is greatly increased from the standard Fear Charm, due to the ancient spell included into the creation of the gem.
Limit: These item can only be purchased at the Octagon Chapel.
Cost: 62,000 Ryo Each.
Cloak of Protection (perfected/Pius 3)
Rank: "S"
Type: Main, Slot Holder, 25 Slots, Clothing
Effect: A cloak that gives deflection protection against attacks and resistance to saves. Reliquary divine artifact.
Special: May perform miracles
- Undo the harmful effects of certain Jutsus, such as feeblemind or insanity.
- Duplicate any Religious Jutsu they can perform of "A" Rank or Lower.
- Duplicate any other Jutsu they can perform of "B" Rank or Lower.
- Have any effect whose power level is in line with the above effects.
Greater miracles
- Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.
- Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error.
- Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.
Description: A white cloak bearing the crest of house Senri. However, each plus of a Cloak of Protection gives a Deflection Bonus against Damage and Resistance to Saves. Cloak of Protection has +5 Resistance to all saves and a Deflection bonus of +12 to all damage. The Deflection bonus from Cloak of Protection can stack with another Deflection bonus stat. Cloak of Protection gives a +10 to Sleight of Hand when worn. Cloak of Protection can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak of Protection 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 items may be bought inside any Tailor Shop with a 5% chance.
Cost: 477,812 Ryo Each.
Armor techs:
Arminger
Personality:
Armoured
Rank: "B"
Skill: Supplementary
Effect: The more comfortable the user is with their armour the more protection they gain from it.
Special: ---
Drawback: ---
Description: An Armiger can use their body to absorb some of the damage they suffer from physical attacks, the user can prevent attacks from striking through. The Armour is tougher when worm by an Armiger. The Armiger gains a Damage Reduction 1/— when wearing medium or heavy armour. This Damage Reduction also applies to the Hardness of the Armiger's Armour and Shield. The Damage Reduction increases by 2 per Class Level. Thus a "B" Class Character with Armoured has a Damage Reduction of 7/—, increasing the Hardness of their Armour and Guard Meter by 7. An Armiger in Medium or Heavy Adamantine Armour adds the Value of their Armoured Damage Reduction to the Value of the Armoured Damage Reduction. For example, Adamantine has a Damage Reduction of 3 and with a "B" Class Character this increases to a Damage Reduction of 10.
Limit: Must be an Armiger.
Shield Block
Rank: "B"
Skill: TaiJutsu
Effect: Without sacrificing a movement user can protect themselves or another.
Special: ---
Drawback: ---
Description: 3 times per day when an opponent attempts to strike the user or an adjacent ally (within 2 meters of) with a melee or ranged attack, the user can choose to block the attack with their selected shield; when they do so they immediately use their shield guard to block the attack and the user does not lose a movement doing so. User makes a block against the opponent's attack with an added +4 hardness to their Guard Meter at any time.
Limit: Must be an Armiger. Must know Shield Specialization.
Uncanny Shield
Rank: "B"
Skill: Supplementary
Effect: User can interpose their selected shield between themselves and danger before their senses would normally would allow them to do so.
Special: ---
Drawback: ---
Description: User can interpose their selected shield between themselves and danger before their senses would normally would allow them to do so. A user can react to danger before their senses would normally allow them to do so. The user, when equipped with their selected shield can block the attack even if they are caught flat-footed or struck by an invisible attacker while using the full Guard.
Limit: Must be an Armiger. Must know Shield Block.
Improved Uncanny Shield
Rank: "A"
Skill: Supplementary
Effect: When user has their selected weapon equipped, user cannot be flanked.
Special: ---
Drawback: ---
Description: When user has their selected shield equipped, the user cannot be flanked. This defense denies an opponent from performing a sneak attack against the opponent, unless the opponent is at least 1 class level higher than the user. If both users are "S" Class, the character who has at least 3,000 more Training Points would be considered 1 Class higher for the purpose of this technique.
Limit: Must be an Armiger. Must know Shield Block. Must know Greater Shield Focus.
Bulwark
Rank: "A"
Skill: TaiJutsu
Effect: Through great protection the user can apply their Uncanny Shield to a close ally.
Special: ---
Drawback: ---
Description: The Armiger knows how to protect not just themselves, but also how to protect allies. An Armiger can apply their Improved Uncanny Shield and Uncanny Shield to any ally who is within 2 meters of the user. Same applications apply such as only applicable to opponents who are at least 1 class Level higher than the user. The Armiger may react to said danger and apply a shield to the ally within range. This technique only works if the user is not suffering from unconscious, dead, paralyzed, or stunned.
Limit: Must be an Armiger. Must know Improved Uncanny Shield.
Bolstered Bulwark
Rank: "S"
Skill: TaiJutsu
Effect: An Armiger has a bolstered defense for their Guard Meter.
Special: ---
Drawback: ---
Description: When an Armiger fights defensively or takes their Guard Position, the Hardness bonus of their Shield to their Guard Meter increases by a number equal to 4 per Class Level. For example, if a "C" Class Armiger with a shield decides to fight in full Guard Position, gains a +8 Hardness to their Guard Meter.
Limit: Must be an Armiger. Must know Bulwark.
Safeguard
Rank: "B"
Skill: TaiJutsu
Effect: A defensive technique that allows the user to switch places with an ally within 2 meters range.
Special: ---
Drawback: ---
Description: An Armiger's defensive instincts become so great that they can intercept attacks aimed at their allies. Once a day per Class Level, without sacrificing movements, the Armiger can swap places with an ally who is within 2 meters of the ally who has been struck by an attack. The Armiger can make this decision after seeing the damage dealt by the attack to their ally. This prevents the original target from suffering any damage or effect from the attack. The Armiger instead becomes the target of the attack, and is automatically hit by it. The act of intercepting the attack requires the Armiger to lower their own defenses and leaves them vulnerable to the attack. The Armiger does gain the benefit of Saves, Damage Reduction, and Resistance against effects that allow such defenses. The Armiger and the original target actually trade positions as a result of this power. The Armiger must be conscious and able to move to use this technique. The Armiger can use this ability on allies up to 1 size larger than themselves.
Limit: Must be an Armiger. Must know Bulwark.
Shield Saint
Rank: "A"
Skill: TaiJutsu
Effect: The Armiger has ways of surviving against attacks that stop their Deflection and other protective bonuses.
Special: ---
Drawback: ---
Description: The Armiger becomes a perfect paragon of defensive skill. The armiger is immune to Sneak Attacks. Once per round, if the Armiger is subject to an effect (other than the consequences of standard damage) that would reduce their Hardness, Deflection and other protection types (including such effects as being stunned, falling asleep or unconscious, and even dying), the Armiger is allowed a Special Will Save to ignore the effect. The Save of this is 10 + Rank of their attack, plus the attacker's Impeccable Will. The user may use this technique a number of times per day equal to their Impeccable Will.
Limit: Must be an Armiger. Must know Safeguard.
Resist Electricity
Rank: "A"
Skill: Supplementary
Effect: Through strong understanding and the armour they wear the user can resist against special attacks.
Special: ---
Drawback: ---
Description: An Armiger can learn to maximize their armour's effectiveness against unusual attack types. The Armiger selects one of the following damage types: Acid, Cold, Electricity, Fire, or Sonic. When wearing Medium or Heavy Armour, the Armiger gains resist 10 against the selected damage type. If the Armiger is "B" Class or higher, this resistance increases to 20. This Technique may be learned up to 5 times. Its effects do not stack. Each time it is taken, a different damage type must be selected.
Limit: Must be an Armiger.
Resist Cold
Rank: "A"
Skill: Supplementary
Effect: Through strong understanding and the armour they wear the user can resist against special attacks.
Special: ---
Drawback: ---
Description: An Armiger can learn to maximize their armour's effectiveness against unusual attack types. The Armiger selects one of the following damage types: Acid, Cold, Electricity, Fire, or Sonic. When wearing Medium or Heavy Armour, the Armiger gains resist 10 against the selected damage type. If the Armiger is "B" Class or higher, this resistance increases to 20. This Technique may be learned up to 5 times. Its effects do not stack. Each time it is taken, a different damage type must be selected.
Limit: Must be an Armiger.
Shield Focus
Rank: "D"
Skill: TaiJutsu
Effect: User is skilled at deflecting blows with their shield.
Special: ---
Drawback: ---
Description: User learns a valuable stance that forms the core of this style, that being the nature of the unbreakable wall. By focusing one's attention to defense with their shield, their martial skill improves their defense. The user gains an additional +2 Hardness bonus to their Guard Meter while they are in their full defense stance. This bonus increases by +2 per Class Level.
Limit: Must be an Armiger.
Covering Defense
Rank: "C" Always 20 TP
Skill: TaiJutsu
Effect: User is skilled at protecting themselves and their allies with their shield.
Special: ---
Drawback: ---
Description: When the user uses their Guard Defense with a light, heavy, or tower shield, the user has learned how to manipulate their shield in such a way where they can provide a cover against all attacks to an adjacent ally that may target both the user and the ally who is of size or smaller. Ally must be within 2 meters of the user. User's Guard Meter takes damage equal x the amount of allies the user protects. Example if the user is protecting 2 adjacent allies the Guard Meter takes 3 times the damage. This cover lasts as long as the Guard Meter lasts.
Limit: Must be an Armiger. Must know Shield Focus.
Keen Eye
Rank: "C"
Skill: Supplementary
Effect: The user has mastered the art of using the surface of their shield to locate foes that the user does not look at directly.
Special: ---
Drawback: ---
Description: The user has mastered the art of using the surface of their shield to locate foes that the user does not look at directly. User may choose to forfeit their shield's additional Guard Meter for 1 round to improve their defense against gaze attacks for 1 creature. User's chance to avoid having to make a Save against that creature's gaze attack increases to 100%, and the creature does not gain concealment against the user. For every 25 points user has in Observation, the user can simultaneously use this technique against another creature with a gaze attack.
Limit: Must be an Armiger.
Enduring Shell x4
Rank: "C" (Special, See Description)
Skill: TaiJutsu
Effect: A technique allowing the user to endure after effects of techniques.
Special: ---
Drawback: May be learned 4 Times.
Description: By tightening up behind their shield and dropping low under its protective aegis, the user learns to minimize the risk they suffer from Jutsus and after effects that would cause them harm. Normally when in Guarding Position the user will suffer a Guarding After Effect Damage (Ex: Burns from Fire/Electrocution from Lightning/Knockback) equal to 20% of the full attack. Each time learned the effect is reduced by 5%. When the user learns this technique the 1st 2 times they train it as a regular "C" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "C" Rank Jutsu +10 Training Points.
Limit: Must be an Armiger. Must know Shield Focus.
Indomitable Strength
Rank: "B" Always 60 TP
Skill: TaiJutsu
Effect: The true strength of the Guard Meter. User may increase their Guard Meter.
Special: ---
Drawback: ---
Description: The base technique that allows the user to increase their Guard Meter. Guard Meter allows a user to block oncoming attacks before their guard is broken. The Guard Meter decreases as the user blocks attacks. When the meter reaches to 0, the guard is broken and the user is unable to block further attacks. The Guard Meter regenerates over time. The User replenishes their Guard Meter 1/6th every Second so long as they are not within the Guard Position. When the user is in their Guard Position the Guard Meter will not replenish. Each time the user learns this technique they gain Points to their Guard Meter equal to the amount of Training Points needed to learn this Technique. This means if the user is "D" Class and learns this technique they gain 80 Guard Meter Points, while if the user is "S" Class the user gains 40 Guard Meter Points since it takes 40 Training Points to learn this technique. User may learn this technique multiple times. Each time learned the points is applied to the Guard Meter.
Limit: Must be an Armiger. Must know Enduring Shell One Time.
Greater Shield Focus
Rank: "C"
Skill: Supplementary
Effect: User is skilled at deflecting blows with their shield.
Special: ---
Drawback: ---
Description: User's Guard Meter gains a +2 Hardness against attacks, reducing the effect of an attack against the Guard Meter. This bonus stacks with the bonus granted by Shield Focus.
Limit: Must be an Armiger. Must know Shield Focus.
Shieldlord
Rank: "B"
Skill: TaiJutsu
Effect: When equipped with a shield the user can perform various abilities of defense or attack.
Special: ---
Drawback: ---
Description: When user is equipped with a shield, the user gains a pool of 20 Guard Meter Points, and the user also gains 2 combat options to use per round. User gains a +8 Hardness to their Guard Meter against the next attack and a +20 Armour Point Bonus to their next Shield Bash attack performed with their shield. User gains a +16 Hardness on the next attack.
Limit: Must be an Armiger. Must know Greater Shield Focus. Must know Shield Block. Must know Shield Specialization.
Shield Expert
Rank: "C" Always 20 TP
Skill: Supplementary
Effect: User knows how to get the most out of their shield.
Special: ---
Drawback: ---
Description: Whenever the user is equipped with a shield, user gains a +2 deflection Bonus to their Guard Meter (this bonus stacks with other Deflection Bonus pertaining to the Guard Meter). A condition that makes a character lose a deflection bonus makes the user lose this deflection bonus. If a user makes a shield bash attack, user loses this bonus until their next movement, unless user also has the Improved Shield Bash technique.
Limit: Must be an Armiger. Must know Shield Focus.
Stalwart Shield
Rank: "B"
Skill: TaiJutsu
Effect: User can use their shield to help them stand their ground.
Special: ---
Drawback: ---
Description: Whenever the user uses their Shield to resist a bull rush, overrun, or prevent an opponent from achieving a hold, the user can stand their ground allowing their Guard Meter to take the brunt force of the attack. The character gains a +4 deflection bonus against these types of attacks with a Light Shield, and a +8 deflection bonus against these types of attacks with a heavy or tower shield. Any condition that makes a user lose their Deflection bonus also loses this bonus. When hit by an attack that has knock back the user can withstand the knockback so long as their Guard Meter is still intact.
Limit: Must be an Armiger. Must know Shield Expert.
Turtle Knight's Stance
Rank: "B"
Skill: TaiJutsu
Effect: A towering stance allowing the user to withstand massive damage against all types of attacks.
Special: ---
Drawback: ---
Description: By planting their feet, staying low to the ground with their shield at the ready, the user roots themselves firmly in place, immovable. While in this stance, the user may not move from this spot, but gains several benefits for doing so. If the user has Improved Uncanny Shield the user is treated as having 1 Class Level higher than normal, their Shield bonus is treated to have +8 Hardness towards their Guard Meter, and the user gains a resistance against knock back attacks. The user may be knocked backwards half the distance of a knock back, however they will not be fallen to prone position. Knock Back resistance techniques stack with this technique. Voluntarily moving beyond 2 meters per round ends this stance automatically, but should they be moved not of their own violation, they may retain the stance.
Limit: Must be an Armiger. Must have mastered Armiger.
Mithral Tortoise Stance
Rank: "B"
Skill: TaiJutsu
Effect: A technique that makes the user more comfortable to wearing armour.
Special: ---
Drawback: ---
Description: The user has become so comfortable in their armour that it is like a second skin to them, and they are capable of moving better than most while wearing it. While in this stance, the user treats armour they are wearing as -3 to their Armour Class, and this stacks with Special Material reduction and general Armour Reduction. Finally, due to the user being stronger from wearing their burden of metal so much, the user moves more freely and gains a +5 Deflection bonus.
Limit: Must be an Armiger. Must have mastered Armiger.
Missile Shield
Rank: "A"
Skill: TaiJutsu
Effect: User is skilled at deflecting ranged attacks with their shield.
Special: ---
Drawback: ---
Description: User must be using a light, heavy, or tower shield to use this technique. When user would normally be hit by an attack from a ranged weapon (not including Chakra Effects, Natural Attacks, Massive Ranged Weapons), user may deflect it so that the user takes no damage, and does 1/2 damage against the Guard Meter. User must be aware of the attack and not flat-footed.
Limit: Must be an Armiger. Must know Shield Focus.
Active Shield Defense
Rank: "B"
Skill: TaiJutsu
Effect: User's expert use with their shield allows them to strike at vulnerable foes even when the user forgo their own attacks in favor of defense.
Special: ---
Drawback: ---
Description: When fighting defensively and using a shield, user does not take the standard fighting defensively penalties. When using the total defense on a shield, user still threatens the area as they normally would, allowing for flanking capabilities and the user can use 1/4th more movements than before. Normally when in defensive position the target would lose 1/4th more movements depending on the shield they are using. User is also not "threatening" a target for Flanking purposes either.
Limit: Must be an Armiger. Must know Shield Specialization.
Shield Specialization
Rank: "C" Always 30 TP
Skill: Supplementary
Effect: User has mastered the use of one type of shield.
Special: ---
Drawback: ---
Description: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, user gains an additional +4 hardness to their Guard Meter. In addition, this bonus stacks with Shield Focus, and Greater Shield Focus. User may learn this technique multiple times. Its effects do not stack. Each time user learns this technique it may be applied to a new type of shield.
Limit: Must be an Armiger. Must know Shield Focus.
Greater Shield Specialization
Rank: "B"
Skill: TaiJutsu
Effect: User's masterful shieldwork provides even greater protection.
Special: ---
Drawback: ---
Description: Choose one type of shield (buckler, light, heavy, or tower shield) for which the user already posses with Shield Specialization. With the selected shield, the user gains a +4 Hardness to their Guard Meter. This bonus stacks with that from Shield Specialization and other Hardness creating techniques towards the Guard Meter. In addition, once per day, user treats an attack that does damage per Class Level as the lowest amount possible. User may learn this technique multiple times. Its effects do not stack. Each time user learns this technique it may be applied to a new type of shield.
Limit: Must be an Armiger. Must know Greater Shield Focus. Must know Shield Specialization.
Shield of Warding
Rank: "C"
Skill: TaiJutsu
Effect: Using a higher power of understanding the user can apply sacred or profane Hardness to their Guard Meter.
Special: ---
Drawback: ---
Description: The shield or buckler grants the wielder a +1 sacred or profane Hardness bonus to their Guard Meter, +1 per Class Level. The bonus only applies when the shield is worn or carried normally (but not, for instance, if it is slung over the shoulder). Does not take up Chakra, however to perform this Technique takes up handseals equal to rank of Jutsu. Jutsu lasts for 5 minutes per Class Level.
Limit: Must be an Armiger. Must know Shield Focus.
Tortoise Defense
Rank: "A"
Skill: TaiJutsu
Effect: By sacrificing movements user gains damage reduction.
Special: ---
Drawback: ---
Description: By focusing on defense, the user sacrifices movements for greater protection. The user voluntarily reduces their movements of 1 for a Damage Reduction of 5/- against their next round. So if the user sacrifices 4 movements they gain a Damage Reduction of 20/-.
Limit: Must be an Armiger. Must know Shield Focus.
Shield Sling
Rank: "D"
Skill: TaiJutsu
Effect: User can hurl their shield as a deadly missile, turning it from a defensive item to a crushing, thrown weapon.
Special: ---
Drawback: ---
Description: Using a special technique developed for surprisingly effective ranged attacks, the user knows how to deliver their shield in a powerful throw in a manner similar to a champion discus thrower. The user throws their shield with a range increment of 15 meters as a ranged attack, inflicting damage as if the user had just shield bashed the opponent and inflicting an additional 6 Armour Points of weapon damage and the shield falls to the floor next to the target. If the attacked target is within the first 2 range increments, then the user may catch the shield without sacrificing a movement and regain use of this shield. In addition, user can make an attack with the intention to trip someone. User may throw a buckler, however it does no damage, and the user is unable to trip an opponent.
Limit: Must be an Armiger. Must know Improved Shield Bash. Must know Shield Specialization.
Shield Gag
Rank: "C"
Skill: TaiJutsu
Effect: User can force their shield into the mouth of the a creature to prevent it from using bite attacks.
Special: ---
Drawback: ---
Description: User can force their shield into the mouth of the a creature to prevent it from using bite attacks or other mouth-based abilities. Creature must be at least 2 size categories larger than the user. If the user succeeds, the user wedges their shield into the mouth of the creature. At any time the user may release their shield, which means that both are not grappling and the user may fall to the ground if above ground. The creature may remove the shield by destroying it, forcing the shield out of its mouth, or swallowing it as if the shield were a creature. While the shield is in place, the creature cannot use its mouth to make attacks against anything but the shield and cannot speak clearly enough to perform anything that needs speech. If it uses a breath weapon, its range is half the normal and any damage dealt it hit through the shield, while 20% of the damage is spread out.
Limit: Must be an Armiger. Must know Shield Sling.
Shield Slam
Rank: "C"
Skill: TaiJutsu
Effect: In the right position, the user's shield can be used to send opponents flying.
Special: ---
Drawback: ---
Description: Any opponents hit by the user's shield bash are also considered as a bullrush attack capable of knocking opponents back. Opponents who are hit by this attack are knocked back by the sheer force by 2 meters per Class Level. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum distance possible.
Limit: Must be an Armiger. Must know Improved Shield Bash.
Shield Master
Rank: "B"
Skill: TaiJutsu
Effect: User's mastery of the shield allows the user to fight with it without hindrance.
Special: ---
Drawback: ---
Description: User suffers 1/4 less movement penalties made when using a Shield and having the Shield Guard up. User may add shield's weapon damage as a hardness to the Guard Meter, while sacrificing Weapon Damage.
Limit: Must be an Armiger. Must know Shield Slam.
Agile Shield Fighter
Rank: "A"
Skill: Supplementary
Effect: User is proficient at combining movement, bashing, and guarding while having a shield.
Special: ---
Drawback: ---
Description: Whether the user is in full Guard position, shield bashing, or moving around the user has become more accustomed to the art of the Shield. User suffers 1/4 less movement penalties made when using a Shield and having the Shield Guard up.
Limit: Must be an Armiger. Must know Improved Shield Bash. Must know Shield Specialization.
Parrying Shield
Rank: "B"
Skill: TaiJutsu
Effect: Through the art of parrying the user can withstand the impact of attacks that bypass armour.
Special: ---
Drawback: ---
Description: User has studied advanced techniques for battling foes whose attacks normally bypass armour. Some attacks can completely sunder weapons. The Shield is both a weapon and protection, so weapon destruction techniques usually work on shields. The user may intercept the blow with their shield. The hit is then negated by the Armiger as the attack rolls off of the shield instead of hitting with the full force of the attack. Normal damage is performed, however the shield is protected.
Limit: Must be an Armiger.
Improved Shield Parry
Rank: "B"
Skill: TaiJutsu
Effect: The Armiger learns how to take advantage from a parrying move.
Special: ---
Drawback: ---
Description: If a user successfully negates an auto destruction technique using the Parrying Shield technique, the user can immediately make a Shield Bash against the opponent without having to sacrifice one of their movements within their attack.
Limit: Must be an Armiger. Must know Parrying Shield. Must know Improved Shield Bash.
Steel Shell
Rank: "A"
Skill: TaiJutsu
Effect: By meeting an attack head on the user can reduce or even negate an attack.
Special: ---
Drawback: ---
Description: By Steeling themselves against an attack behind the wall of this mighty shield, a disciple of Armiger may attempt to negate or reduce an incoming attack. The user meets the attack of an opponent by stepping in to meet the opponent's attack, severely reducing the power of the attack. If the user performs this right the user gains a Damage Reduction 20/- to Reduce their Attack.
Limit: Must be an Armiger. Must know Improved Shield Parry.
Adamantine Shell
Rank: "S"
Skill: TaiJutsu
Effect: A stronger version of the Steel Shell.
Special: ---
Drawback: ---
Description: By seemingly empowering their shield with their will and perfectly setting themselves against an attack, the user may attempt to render almost any attack against them harmless. The user meets the attack of an opponent by stepping in to meet the opponent's attack, severely reducing the power of the attack. If the user performs this right the user gains a Damage Reduction 40/- to Reduce their Attack.
Limit: Must be an Armiger. Must know Steel Shell.
Invulnerable Shell
Rank: "S"
Skill: TaiJutsu
Effect: A very powerful defensive move capable of altering the direction of an attack while protecting the user and those near the user.
Special: ---
Drawback: ---
Description: The ultimate technique of the Armiger, the user of this technique learns to use their unbreakable will to bolster their shield to defend themselves and the allies from any attack. The user plants their feet, holds their shield aloft against the oncoming attacks, and weathers the storm, unbreakable. If the user performs this right the user gains a Damage Reduction 40/- to Reduce their Attack while gaining additional Damage Reduction equal to 5 per Impeccable Will. Any of the adjacent allies who are within 2-meters of the user in a 90 degree angle centered on the user gains the shield power of the user as the attack moves around the user in a large arc. The user must be aware of the attack to be able to counter it, thus must not be caught flat-footed by it.
Limit: Must be an Armiger. Must know Adamantine Shell.
Shielded Jutsu User
Rank: "B"
Skill: TaiJutsu
Effect: User has learned to perform Jutsus with their shield arm.
Special: ---
Drawback: ---
Description: Normally when a user is in Guard Position the user is unable to perform any Chakra Jutsus due to the position of their shield hand. A user can adjust their grip on their shield enough to allow the hand holding the shield to be used to fulfill the Handseals components of Jutsu Performing until the beginning of their next turn. The user loses 1/2th of their Guard Meter when doing this, and loses 4 Hardness to the Guard Meter.
Limit: Must be an Armiger.
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