Soveth Grant
Feb 10, 2012 16:43:14 GMT -7
Post by soveth on Feb 10, 2012 16:43:14 GMT -7
Basic Information
Name: Soveth Grant
Bloodlimit: None
Height: 6 foot
Weight: 200 lbs
Age: 16
Gender: Male
Alignment: Neutral Good
Birth Country: Wind
Village: Hidden Sand
Special:
Ninjutsu
Fuuton
(Freebie)
Fuuton no Jutsu (Wind Release Skill)
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Wind. This means that any NinJutsu or specialized TaiJutsu that deals the Wind Release will need this in order to be performed correctly.
Limit: ---
Fuuton: Suiran Reppu (Wind Release: Verdant Mountain's Violent Wind)
Rank: "D" "C" "B", "A", "S" Rank
Skill: NinJutsu
Effect: A wind technique using winds to lift and control a certain amount of weapons or people using powerful and at some points violent winds after utilizing the wind release. However, this can only be done to a certain extent.
Special: "Handseals"
Drawback: Must be learned multiple times, last handseal must be held for the technique to work. Once the seal is broken the technique will end.
Description: Performing the necessary handseals, the user will affix their wind release chakra and summon a small to large amount of powerful wind around a certain number of objects. At this point they can be suspended and controlled, moved through the air. However, the ability and amount of things possible to be moved varies along the rank learned for the technique. The winds if commanded can be very dangerous at any point in time, however it may only maim or move. When first learned at "D" Rank, the user is capable of having lifting a total of 10lbs. When dealing with weaponry, the weight of each weapon will be added together to result in the max; same with shinobi. When "C" Rank is reached the user is capable of lifting 50lbs. At "B" Rank, 200; At "A" Rank, 500; and finally at "S" Rank, 1000lbs.
Limit: Must have Wind Release
Fuuton: Sakasa Houi no Jutsu (Wind Release: Reverse Direction Technique)
Rank: "D" "C", "B", "A", "S"
Skill: Ninjutsu, Counter Defense
Effect: Creates a great tunnel of wind which reverses the direction of an oncoming attack.
Special: "Hand Seals"
Drawback: Does not effect Taijutsu or Genjutsu.
Description: By performing the correct hand seals, the user will channel chakra along the lengths of both of his or her arms. Then, when an attack is incoming, the user will extend both of their arms and release the swirling tunnel of wind towards the attack. The wind will envelop the attack and then drag it backwards towards the opposite direction. The reversed attack can only travel for five meters for every rank of the technique that the user has, plus an additional ten meters if the user becomes a Wind Master. Requires the user to have the same rank of this technique as the rank of the technique that is being countered.
Limit: Must have the Wind Release.
Futon: Kazepusshu
Rank: D
Skill: Taijutsu
Effect: When the user pushes out with there palm, creates a small funnel of air that can push the opponent back or over, but it causes little if any pain. This however can be a very annoying jutsu.
Special: --
Drawback: --
Description: The user quickly gathers a small amount of chakra to there hand and pushes it outward with there palm as a small funnel/gust of air blows out with enough force to push the opponent back or off balance.
Limit: Must have Wind Release.
Fuuton Kaze no Senbon (Needles of the Wind)
Rank: "D"
Skill: NinJutsu
Effect: User hurls a mixture of senbon needles in the form of wind to cut into the opponent.
Special: "Handseals"
Drawback: ---
Description: The ninja gathers air with his hands and mixes it with chakra, by doing this he transforms them into sharp and deadly needles. The needles are almost invisible so it is hard for the enemies to see them. This technique may be blocked by large objects, however something small such as a sword, or a staff will allow the needles to seperate still moving towards the object it was originally sent to. Not a powerful technique as the user is capable of hurling up to ten senbon wind needles that gives out minor cuts. However this could be used as a more of a set up technique to allow the user to perform a more dangerous technique.
Limit: Must have the Wind Release
Kaze Ya no Jutsu (Wind Arrow Technique)
Rank: "D"
Skill: NinJutsu
Effect: User is capable of breathing inwards and exerting outwards a large like arrow to pierce into the opponent's body.
Special: User takes in a deep breathe filling their lungs with air.
Drawback: Only one may be created at a time.
Description: The user molds chakra and breathes in. He or she then blows out and an arrow made of wind is shot from the user’s mouth. This arrow may be blocked as it is just a large consumption of wind, however it can not be deflected away. This means that the object must be large in size enough to defend from one against the wind. The size of the arrow is the size of the opponent's mouth with the length of three feet as it can travel up to the distance of twenty meters. This technique is used for short range to steer an opponent away from the user.
Limit: Must have the Wind Release
Fuuton - Daitoppa (Great Breakthrough)
Rank: "C"
Skill: NinJutsu
Effect: User hurls out a large blast of wind capable of leveling almost anything within its path.
Special: "Handseals"
Drawback: ---
Description: User performs the handseals as they take in a deep breathe. Holding it for a brief moment they quickly exert it as a large blast of air the size of the user's head, and double the length is sent out towards the opponent within the distance of twenty five meters. This technique is capable of crushing an opponent's ribs if hit directly, or capable of dislocating a shoulder if hit along the shoulder. This technique is sometimes used to break down large doors, or to smack an opponent away from the user when the user comes into a bind. Depending on the user's class level depends on the distance this technique may be used. When the user is "D" class the distance is that of twenty five meters. Each class the user is higher then that of "D" The distance increases by five meters. When the user masters the art of wind, the blast increases by doubling it size as the distance is increased by ten meters.
Limit: Must have the Wind Release, Must know Fuuton Kaze no Senbon (Needles of the Wind), Must know Kaze Ya no Jutsu (Wind Arrow Technique)
Futon: Meimei Hei
Rank: C
Skill: Ninjutsu
Effect: Creates an invisible wall of high pressure air anywhere on the battlefield. Multiples ones can be placed creating for an extremely good defense and a confusing time for opponents who keep running into walls.
Special: Handseals
Drawback: Can be seen through by Byakuugen and Sharingan.
Description: The user creates the bird handseal and pushes outward creating the wall. This is useful for a quick defense when an opponent is running towards you or to scatter around the battlefield to trap or confuse then opponent.
Limit: Must have wind release.
Fuuton: High Pressure Air Cube
Rank: C
Skill: Ninjutsu
Effect: The user creates high pressure air cubes.
Special: “Hand Seals”
Drawback: Doesn’t do anything on its own. Can be seen by some doujutsu (sharingan, byakugan ect).
Description: The user performs hand seals to make ten invisible high pressure air cubes in a five meter radius around the user. The technique can be activated unlimited times in a battle. The cubes are 1x1 meters and floats around the user’s body making him/her clothes, hair ect. move (looks cool). The cubes are always moving around the user and do not need constant chakra channeling to it, it’s one time technique. The cubes last until they are depleted by a technique or the user dispels them. The user can control the cubes in a twenty meter radius around them and can make a total of ten cubes when first learnt. Additional C rank training adds five meters to the control that can be trained up to forty five meters and adds ten cubes that can be trained up to one-hundred.
Limit: Must have Fuuton. Must have at least 250 TP in Fuuton.
Fuuton: High Pressure Air Cube Manipulation
Rank: C
Skill: Ninjutsu
Effect: The user can shape the cubes into anything he/she wishes.
Special: “Hand Seals”
Drawback: Fuuton: High Pressure Air Cube must be active. Can be seen by some doujutsu (sharingan, byakugan ect).
Description: The user forms the hand seals and releases the chakra into high pressure air cubes. The cubes then reform into any shape the user wishes them to be. The shapes will be shaped ten meters from the user and can be controlled up to twenty meters. The technique doesn’t do anything other than solidifying the cubes and shaping them. When someone gets in contact with the shape, he/she can’t pass by it since its solid shape.
- Small object uses up 5 cubes.
- Medium objects uses up 10 cubes.
- Big objects uses up 15 cubes.
- Gargantuan objects uses up 30 cubes.
Limit: Must have Fuuton. Must know Fuuton: High Pressure Air Cube. Must have at least 250 TP in Fuuton.
Fuuton - Tsuin Doragon no Jutsu (Wind - Twin Dragon Technique)
Rank: B-rank
Skill: Ninjutsu
Effect: Requires the only seal of dragon. It utilizes the element of wind to create two dragons that swirl around the user and can be moved through the air by chakra usage towards a target. The two dragons become fierce winds and collect any debris or anything that swirl around within it, and charge towards an enemy, slashing at them with fierce winds and a powerful blow. If the seal is formed upside-down, the wind dragons can be used in a vacuum sort of way; basically when the dragon's hit the user, the only effect it has on them is that it sucks the air out of them, causing lack of oxygen and possible suffocation.
Special: Handseals : Dragon (reverse dragon)
Drawback: If used incorrectly, or not strong enough to wield this technique, the jutsu could backfire. Especially dangerous when using reverse version, if not utilized well, suffocation could become your downfall.
Description: When created, it becomes two twin dragons, about 5 feet in diameter, length varies to the distance of the opponent. They look like traditional Chinese dragons, no color since wind is transparent, color can change to the debris that is collected.
Limit: Must have Wind Release
Doton
Saton
(Freebie)
Saton no Jutsu (Sand Release Skill)
Rank: "B"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Sand. This means that any NinJutsu or specialized TaiJutsu that deals the Sand Release will need this in order to be performed correctly.
Limit: Must have Fuuton no Jutsu (Wind Release Skill) and Doton no Jutsu (Earth Release Skill).
Suna Kunai no Jutsu (Sand Kunai Technique)
Rank: “D”
Skill: Ninjutsu
Effect: The user is able to create up sharp like kunai made out of the sand found around them.
Special: Hand seals.
Drawback: None
Description: The user uses the handseals, allowing them to perform a simple technique using the sand around them. They pour chakra into the sand, creating up to three sand kunai. The user can then hurl the weapons at the opponent. With additional training, the user can increase the number of kunai they can create. Every time learned, the user adds one Kunai to their total.
Limit: Must have Sand Release. Must know sand control D rank. One meter of sand is used for ever five kunai created.
Suna Shuriken no Jutsu (Sand Shuriken Technique)
Rank: "D"
Skill: NinJutsu
Effect: The user is capable of creating numerous amounts of sharp like shurikens by using the sand particles found around them when using sand.
Special: "Handseals"
Drawback: ---
Description: A Simple technique that contracts the sand using the user's chakra to the point where it solidifies to a hard steal like state. Doing so the user is then capable of hurling the very objects towards the target. When learned the user is capable of creating an abundance amount of shurikens.
Limit: Must have the Sand Release, Must know Sand Control D Rank. Fifteen Shurikens per five meters is permitted within this technique.
Clan-
Non-Special:
Genjutsu-
Taijutsu
Universal
Marksman
Wind In the Trees
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: The Marksman is fast as lightning, moving with a speed that defies belief within the environment.
Special: ---
Drawback: Can only be performed as many times as the user is able to perform Shunshin no Jutsu, 瞬身の術, (Body Flicker Technique). Same Drawbacks as Shunshin no Jutsu, 瞬身の術, (Body Flicker Technique) applies to Wind in the Trees.
Description: Shunshin no Jutsu, 瞬身の術, (Body Flicker Technique) supplement technique. Normally while performing Shunshin no Jutsu, 瞬身の術, (Body Flicker Technique) they are only able to move in a straight line in a clear path. With this technique however they are able to move in a straight line however evading objects that may be in the way such as trees and others. When used this technique does not take up any movements. However a user may only use this technique equal to half the amount of their movements per round rounding down. Thus 3 movements user may use it only once per round. 15 movements user may use it 7 times per round without it taking up a movement.
Limit: Must have learned Shunshin no Jutsu, 瞬身の術, (Body Flicker Technique) 5 times.
Oblique Stance
Rank: "E"
Skill: TaiJutsu/Supplementary
Effect: Gives the greatest amount of clearance for the bowstring when arrows is released. Body is in total equilibrium. Target can be seen clearly.
Special: ---
Drawback: ---
Description: One of the four stances a user may learn as they are able to learn just one if they wish. Hard to maintain, so mainly used by expert Marksman. Some elite Marksman use the oblique stance. In this stance the Marksman places his/her toe of the left foot nearest the target on a line and pivoting the left foot forty-five-degrees to the target. The heel of the right foot is then placed in line with the toe of the left foot. This allows the bow arm to remain in a position where there will be optimum clearance of the bowstring when the arrow is released. The target should be seen clearly while using the oblique stance.
Limit: Must be an Marksman
Defensive Shot
Rank: "D" "C", "B", "A", "S"
Skill: TaiJutsu/Supplementary
Effect: A technique in which if the user has his sights set on a target ready to attack, the senses of the Marksman is so in tuned with his surroundings the user is unable to be flanked.
Special: ---
Drawback: The user may only learn this technique by the class that they are. This means that in order to learn the "C" Rank version they must be "C" Class, if they wish to learn the "B" Rank version they must be "B" Class.
Description: A technique where the subconscious mind, where the subconscious body reacts just as they are attacked while flanked or while their back is turn. The body reacts in such a way to where they are capable of withstanding so much. This technique makes it where the Boxer is incapable of being surprised attacked, a sudden second sense kicks in as their body screams out to them yelling at them telling them to move, duck, dodge or anything else within that manner. This works on whenever they are being attacked. This technique however has a major flaw. The user is capable of dodging only whenever the opponent's class is equal or lower to that of the rank of the technique they know. This means that a "D" Class user that knows this technique cannot use this against an opponent that is "C" Class or higher.
Limit: Must be an Marksman
Point Blank Shot
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: A technique that allows a user with great proficiency to attack opponents without worrying or fumbling at a distance of ten meters.
Special: ---
Drawback: ---
Description: With this technique the user is able to fight against opponents within a ten meter radius without the worry or fear of fumbling with their weapon. They gain the courage and ability to perform combat without much effort. This is a prerequisite technique for more popular techniques. What good is an Marksman if they are not ready to battle while in close range.
Limit: Must be an Marksman
Precise Shot
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: When it comes to hand to hand combat, the user is able to bring in their bow and arrow into a melee attack without having any problems.
Special: ---
Drawback: ---
Description: Another prerequisite technique that brings the Marksman even closer to combat without fumbling or worry of using the weapon. The user is able to get at extreme close range while preparing their weapon and fire at the opponent with precise ability.
Limit: Must be an Marksman, Must know Point Blank Shot
Accurate Marksman
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: An attack that allows the user to fire at an opponent who is taking cover with at least half cover allowing the user to attack with greater proficiency.
Special: ---
Drawback: ---
Description: At this point the user is able to hit an opponent who is half covered with great proficiency and power able to hit an opponent with "C" Rank of power. An opponent may be hiding and it becomes difficult for an Marksman to hit that opponent. With this technique the user may shoot 1 arrow against the opponent per movement in which would negate hiding effects unless the opponent is 100% covered from all around. This technique allows the user to hit hidden opponents with much more ease.
Limit: Must be an Marksman, Must know Precise Shot
Shot on the Run
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: User becomes more proficient with the weapon in where they are able to shoot proficiently within the range of 2/3rd of their total range.
Special: ---
Drawback: ---
Description: Normally an Marksman is only able to shoot within the range of half of their proficiency while on the move. This technique increases the range up to 2/3rd of the total proficient range. So a user is able to shoot within 20 meters instead of 15 meters if they are proficient at 30 meters.
Limit: Must be an Marksman, Must know Precise Shot
Far Shot
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: This technique allows a user to fire with proficiency at a larger distance of one and a half times its normal distance which would be at a total distance of 45 meters with exceptional accuracy.
Special: ---
Drawback: ---
Description: This technique allows the user to be able to shoot at a target at 45 meters into the distance instead of the normal 30 meters. This increases the user's mobility attack as well as the stationary attack allowing the user to shoot at further distances without worrying too much about close combat.
Limit: Must be a Marksman. Must know Precise Shot.
Bow Strike
Rank: "D"
Skill: TaiJutsu
Effect: The basic attack where the opponent backhands with their bow against close ranged opponents.
Special: ---
Drawback: ---
Description: The user takes hold of their bow and quickly backhands a close opponent to stumble them over in order to perform more serious attacks. This technique is the starter technique of many more "close ranged" attacks.
Limit: Must be a Marksman.
Misc:
Weapons:
Main
Secondary Items:
Non-Weapon Items:
None
Character Depth
Personality:
Soveth tries to have the demeanor of his father while his mother was still alive. He's mostly quiet and almost always serious, he doesn't often speak unless it's something worth being said. His heart holds a deep unrelenting pain due to his mother's death and his father's downward spiral afterward, he feels bad for his sister because he knows deep down if she hadn't been born his mother would be alive and because of this his father resents her. He knows this because he overheard his father speaking with his mother's shrine, saying that they adopted a child because they couldn't have one, they only needed one kid why did it have to be this way? Soveth is infinitely kind and tries his best to help raise his little sister.
He feels more like a parent to her than a sibling and when he can strives to help his father deal with the loss of Suki, his father is unable to be strong for the family so Soveth takes this burden. He doesn't have many friends or more so he has aquaintences, however if he did have friends he would treasure them like they were part of his own family. His mother rubbed off on him in that aspect, he's emotionally strong and tries not to let things bother him if he can help it. His capacity for love knows no bounds and will protect what he loves even if it kills him.
He doesn't know much about being a child, after his mother died he'd taken on the role of a parent, so he matured quickly missing out on most of his childhood. Humor confuses him because he takes everything seriously, something like a sarcastic comment would be taken to heart. He's quite smart and rarely thinks of himself, he's always thinking about others, the closest thing to thinking about himself is to become stronger for the sake of his family. He can be socially awkward which makes him appear odd or stupid at times however he's quite intelligent and often proves it through his actions.
Appearance:
Background:
Name: Soveth Grant
Bloodlimit: None
Height: 6 foot
Weight: 200 lbs
Age: 16
Gender: Male
Alignment: Neutral Good
Birth Country: Wind
Village: Hidden Sand
Special:
Ninjutsu
Fuuton
(Freebie)
Fuuton no Jutsu (Wind Release Skill)
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Wind. This means that any NinJutsu or specialized TaiJutsu that deals the Wind Release will need this in order to be performed correctly.
Limit: ---
Fuuton: Suiran Reppu (Wind Release: Verdant Mountain's Violent Wind)
Rank: "D" "C" "B", "A", "S" Rank
Skill: NinJutsu
Effect: A wind technique using winds to lift and control a certain amount of weapons or people using powerful and at some points violent winds after utilizing the wind release. However, this can only be done to a certain extent.
Special: "Handseals"
Drawback: Must be learned multiple times, last handseal must be held for the technique to work. Once the seal is broken the technique will end.
Description: Performing the necessary handseals, the user will affix their wind release chakra and summon a small to large amount of powerful wind around a certain number of objects. At this point they can be suspended and controlled, moved through the air. However, the ability and amount of things possible to be moved varies along the rank learned for the technique. The winds if commanded can be very dangerous at any point in time, however it may only maim or move. When first learned at "D" Rank, the user is capable of having lifting a total of 10lbs. When dealing with weaponry, the weight of each weapon will be added together to result in the max; same with shinobi. When "C" Rank is reached the user is capable of lifting 50lbs. At "B" Rank, 200; At "A" Rank, 500; and finally at "S" Rank, 1000lbs.
Limit: Must have Wind Release
Fuuton: Sakasa Houi no Jutsu (Wind Release: Reverse Direction Technique)
Rank: "D" "C", "B", "A", "S"
Skill: Ninjutsu, Counter Defense
Effect: Creates a great tunnel of wind which reverses the direction of an oncoming attack.
Special: "Hand Seals"
Drawback: Does not effect Taijutsu or Genjutsu.
Description: By performing the correct hand seals, the user will channel chakra along the lengths of both of his or her arms. Then, when an attack is incoming, the user will extend both of their arms and release the swirling tunnel of wind towards the attack. The wind will envelop the attack and then drag it backwards towards the opposite direction. The reversed attack can only travel for five meters for every rank of the technique that the user has, plus an additional ten meters if the user becomes a Wind Master. Requires the user to have the same rank of this technique as the rank of the technique that is being countered.
Limit: Must have the Wind Release.
Futon: Kazepusshu
Rank: D
Skill: Taijutsu
Effect: When the user pushes out with there palm, creates a small funnel of air that can push the opponent back or over, but it causes little if any pain. This however can be a very annoying jutsu.
Special: --
Drawback: --
Description: The user quickly gathers a small amount of chakra to there hand and pushes it outward with there palm as a small funnel/gust of air blows out with enough force to push the opponent back or off balance.
Limit: Must have Wind Release.
Fuuton Kaze no Senbon (Needles of the Wind)
Rank: "D"
Skill: NinJutsu
Effect: User hurls a mixture of senbon needles in the form of wind to cut into the opponent.
Special: "Handseals"
Drawback: ---
Description: The ninja gathers air with his hands and mixes it with chakra, by doing this he transforms them into sharp and deadly needles. The needles are almost invisible so it is hard for the enemies to see them. This technique may be blocked by large objects, however something small such as a sword, or a staff will allow the needles to seperate still moving towards the object it was originally sent to. Not a powerful technique as the user is capable of hurling up to ten senbon wind needles that gives out minor cuts. However this could be used as a more of a set up technique to allow the user to perform a more dangerous technique.
Limit: Must have the Wind Release
Kaze Ya no Jutsu (Wind Arrow Technique)
Rank: "D"
Skill: NinJutsu
Effect: User is capable of breathing inwards and exerting outwards a large like arrow to pierce into the opponent's body.
Special: User takes in a deep breathe filling their lungs with air.
Drawback: Only one may be created at a time.
Description: The user molds chakra and breathes in. He or she then blows out and an arrow made of wind is shot from the user’s mouth. This arrow may be blocked as it is just a large consumption of wind, however it can not be deflected away. This means that the object must be large in size enough to defend from one against the wind. The size of the arrow is the size of the opponent's mouth with the length of three feet as it can travel up to the distance of twenty meters. This technique is used for short range to steer an opponent away from the user.
Limit: Must have the Wind Release
Fuuton - Daitoppa (Great Breakthrough)
Rank: "C"
Skill: NinJutsu
Effect: User hurls out a large blast of wind capable of leveling almost anything within its path.
Special: "Handseals"
Drawback: ---
Description: User performs the handseals as they take in a deep breathe. Holding it for a brief moment they quickly exert it as a large blast of air the size of the user's head, and double the length is sent out towards the opponent within the distance of twenty five meters. This technique is capable of crushing an opponent's ribs if hit directly, or capable of dislocating a shoulder if hit along the shoulder. This technique is sometimes used to break down large doors, or to smack an opponent away from the user when the user comes into a bind. Depending on the user's class level depends on the distance this technique may be used. When the user is "D" class the distance is that of twenty five meters. Each class the user is higher then that of "D" The distance increases by five meters. When the user masters the art of wind, the blast increases by doubling it size as the distance is increased by ten meters.
Limit: Must have the Wind Release, Must know Fuuton Kaze no Senbon (Needles of the Wind), Must know Kaze Ya no Jutsu (Wind Arrow Technique)
Futon: Meimei Hei
Rank: C
Skill: Ninjutsu
Effect: Creates an invisible wall of high pressure air anywhere on the battlefield. Multiples ones can be placed creating for an extremely good defense and a confusing time for opponents who keep running into walls.
Special: Handseals
Drawback: Can be seen through by Byakuugen and Sharingan.
Description: The user creates the bird handseal and pushes outward creating the wall. This is useful for a quick defense when an opponent is running towards you or to scatter around the battlefield to trap or confuse then opponent.
Limit: Must have wind release.
Fuuton: High Pressure Air Cube
Rank: C
Skill: Ninjutsu
Effect: The user creates high pressure air cubes.
Special: “Hand Seals”
Drawback: Doesn’t do anything on its own. Can be seen by some doujutsu (sharingan, byakugan ect).
Description: The user performs hand seals to make ten invisible high pressure air cubes in a five meter radius around the user. The technique can be activated unlimited times in a battle. The cubes are 1x1 meters and floats around the user’s body making him/her clothes, hair ect. move (looks cool). The cubes are always moving around the user and do not need constant chakra channeling to it, it’s one time technique. The cubes last until they are depleted by a technique or the user dispels them. The user can control the cubes in a twenty meter radius around them and can make a total of ten cubes when first learnt. Additional C rank training adds five meters to the control that can be trained up to forty five meters and adds ten cubes that can be trained up to one-hundred.
Limit: Must have Fuuton. Must have at least 250 TP in Fuuton.
Fuuton: High Pressure Air Cube Manipulation
Rank: C
Skill: Ninjutsu
Effect: The user can shape the cubes into anything he/she wishes.
Special: “Hand Seals”
Drawback: Fuuton: High Pressure Air Cube must be active. Can be seen by some doujutsu (sharingan, byakugan ect).
Description: The user forms the hand seals and releases the chakra into high pressure air cubes. The cubes then reform into any shape the user wishes them to be. The shapes will be shaped ten meters from the user and can be controlled up to twenty meters. The technique doesn’t do anything other than solidifying the cubes and shaping them. When someone gets in contact with the shape, he/she can’t pass by it since its solid shape.
- Small object uses up 5 cubes.
- Medium objects uses up 10 cubes.
- Big objects uses up 15 cubes.
- Gargantuan objects uses up 30 cubes.
Limit: Must have Fuuton. Must know Fuuton: High Pressure Air Cube. Must have at least 250 TP in Fuuton.
Fuuton - Tsuin Doragon no Jutsu (Wind - Twin Dragon Technique)
Rank: B-rank
Skill: Ninjutsu
Effect: Requires the only seal of dragon. It utilizes the element of wind to create two dragons that swirl around the user and can be moved through the air by chakra usage towards a target. The two dragons become fierce winds and collect any debris or anything that swirl around within it, and charge towards an enemy, slashing at them with fierce winds and a powerful blow. If the seal is formed upside-down, the wind dragons can be used in a vacuum sort of way; basically when the dragon's hit the user, the only effect it has on them is that it sucks the air out of them, causing lack of oxygen and possible suffocation.
Special: Handseals : Dragon (reverse dragon)
Drawback: If used incorrectly, or not strong enough to wield this technique, the jutsu could backfire. Especially dangerous when using reverse version, if not utilized well, suffocation could become your downfall.
Description: When created, it becomes two twin dragons, about 5 feet in diameter, length varies to the distance of the opponent. They look like traditional Chinese dragons, no color since wind is transparent, color can change to the debris that is collected.
Limit: Must have Wind Release
Doton
(Freebie)
Doton no Jutsu (Earth Release Skill)
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Earth. This means that any NinJutsu or specialized TaiJutsu that deals the Earth Release will need this in order to be used correctly
Limit:--
Doton Soushi no Jutsu (Rock Creation Technique)
Rank: "D" "C" "B" "A" "S"
Skill: NinJutsu
Effect: A technique where the user takes the time to formulate, or create Rock in order to use other types of techniques for great usages.
Special: "Handseals"
Drawback: Must be learned more and more in order to be capable of performing better, and capable of producing more Rock like formations for other types of techniques. Cannot be used on Sand
Description: What occurs is that the user takes the time to push down into the ground their own chakra. As the user does this the user takes the earth like materials found within the ground which is the components of soil as they begin to formulate and harden them all around in order to create harden rock like materials. The user may slam their hands against the ground in order to use this technique or just by pushing their chakra down to the ground. A user can gain the capability of grabbing onto the very ground and molding a piece of earth into a hardened like rock. The more the user learns and the higher the Difficulty class the user becomes the more they are capable of mastering this type of technique. When first learned the user is only capable of formulating rock into the size of their hand. When the user learns the "C" Rank, version this type increases to five meters in radius. Each time learned after that, the distance increases by ten feet giving a total distance of thirty-five meters in a radius distance. For each Difficulty class the User is the larger number this distance becomes. Each Difficulty class after C The distance increases by Ten meters. This means that if a user becomes S Rank in Difficulty Class and learns the S Rank Version of this technique the user is capable of formulating Rock within a Seventy-Five meters Radius.
Limit: Needs the Earth Release
Doton - Shinjuu Zanshu no Jutsu (Double Suicide Decapitation Technique)
Rank: "D" Rank
Skill: NinJutsu / TaiJutsu
Effect: A technique where the user hides within the ground for a brief moment to surprise attack the opponent from under ground.
Special: ---
Drawback: ---
Description: The user takes the time to push into the ground by using their Earth Release. The user pushes into the ground quickly so that to be used against the opponent later on. The user at this point cannot necessarily move within the ground at this moment, but the user does know by feel of when an opponent is right above. When an opponent is right under the user reaches up to take the opponent and drag them back down to the ground in one fell swoop without movement or notice. The opponent is unable to move for one post and the user is capable of slamming out of the ground with one movement.
Limit: Needs the Earth Release
Doton - Shinjuu Zanshu no Jutsu (Double Suicide Decapitation Technique)
Rank: "D" Rank
Skill: NinJutsu / TaiJutsu
Effect: A technique where the user hides within the ground for a brief moment to surprise attack the opponent from under ground.
Special: ---
Drawback: ---
Description: The user takes the time to push into the ground by using their Earth Release. The user pushes into the ground quickly so that to be used against the opponent later on. The user at this point cannot necessarily move within the ground at this moment, but the user does know by feel of when an opponent is right above. When an opponent is right under the user reaches up to take the opponent and drag them back down to the ground in one fell swoop without movement or notice. The opponent is unable to move for one post and the user is capable of slamming out of the ground with one movement.
Limit: Needs the Earth Release
Doton no Jutsu (Earth Release Skill)
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Earth. This means that any NinJutsu or specialized TaiJutsu that deals the Earth Release will need this in order to be used correctly
Limit:--
Doton Soushi no Jutsu (Rock Creation Technique)
Rank: "D" "C" "B" "A" "S"
Skill: NinJutsu
Effect: A technique where the user takes the time to formulate, or create Rock in order to use other types of techniques for great usages.
Special: "Handseals"
Drawback: Must be learned more and more in order to be capable of performing better, and capable of producing more Rock like formations for other types of techniques. Cannot be used on Sand
Description: What occurs is that the user takes the time to push down into the ground their own chakra. As the user does this the user takes the earth like materials found within the ground which is the components of soil as they begin to formulate and harden them all around in order to create harden rock like materials. The user may slam their hands against the ground in order to use this technique or just by pushing their chakra down to the ground. A user can gain the capability of grabbing onto the very ground and molding a piece of earth into a hardened like rock. The more the user learns and the higher the Difficulty class the user becomes the more they are capable of mastering this type of technique. When first learned the user is only capable of formulating rock into the size of their hand. When the user learns the "C" Rank, version this type increases to five meters in radius. Each time learned after that, the distance increases by ten feet giving a total distance of thirty-five meters in a radius distance. For each Difficulty class the User is the larger number this distance becomes. Each Difficulty class after C The distance increases by Ten meters. This means that if a user becomes S Rank in Difficulty Class and learns the S Rank Version of this technique the user is capable of formulating Rock within a Seventy-Five meters Radius.
Limit: Needs the Earth Release
Doton - Shinjuu Zanshu no Jutsu (Double Suicide Decapitation Technique)
Rank: "D" Rank
Skill: NinJutsu / TaiJutsu
Effect: A technique where the user hides within the ground for a brief moment to surprise attack the opponent from under ground.
Special: ---
Drawback: ---
Description: The user takes the time to push into the ground by using their Earth Release. The user pushes into the ground quickly so that to be used against the opponent later on. The user at this point cannot necessarily move within the ground at this moment, but the user does know by feel of when an opponent is right above. When an opponent is right under the user reaches up to take the opponent and drag them back down to the ground in one fell swoop without movement or notice. The opponent is unable to move for one post and the user is capable of slamming out of the ground with one movement.
Limit: Needs the Earth Release
Doton - Shinjuu Zanshu no Jutsu (Double Suicide Decapitation Technique)
Rank: "D" Rank
Skill: NinJutsu / TaiJutsu
Effect: A technique where the user hides within the ground for a brief moment to surprise attack the opponent from under ground.
Special: ---
Drawback: ---
Description: The user takes the time to push into the ground by using their Earth Release. The user pushes into the ground quickly so that to be used against the opponent later on. The user at this point cannot necessarily move within the ground at this moment, but the user does know by feel of when an opponent is right above. When an opponent is right under the user reaches up to take the opponent and drag them back down to the ground in one fell swoop without movement or notice. The opponent is unable to move for one post and the user is capable of slamming out of the ground with one movement.
Limit: Needs the Earth Release
Saton
(Freebie)
Saton no Jutsu (Sand Release Skill)
Rank: "B"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Sand. This means that any NinJutsu or specialized TaiJutsu that deals the Sand Release will need this in order to be performed correctly.
Limit: Must have Fuuton no Jutsu (Wind Release Skill) and Doton no Jutsu (Earth Release Skill).
Suna Kunai no Jutsu (Sand Kunai Technique)
Rank: “D”
Skill: Ninjutsu
Effect: The user is able to create up sharp like kunai made out of the sand found around them.
Special: Hand seals.
Drawback: None
Description: The user uses the handseals, allowing them to perform a simple technique using the sand around them. They pour chakra into the sand, creating up to three sand kunai. The user can then hurl the weapons at the opponent. With additional training, the user can increase the number of kunai they can create. Every time learned, the user adds one Kunai to their total.
Limit: Must have Sand Release. Must know sand control D rank. One meter of sand is used for ever five kunai created.
Suna Shuriken no Jutsu (Sand Shuriken Technique)
Rank: "D"
Skill: NinJutsu
Effect: The user is capable of creating numerous amounts of sharp like shurikens by using the sand particles found around them when using sand.
Special: "Handseals"
Drawback: ---
Description: A Simple technique that contracts the sand using the user's chakra to the point where it solidifies to a hard steal like state. Doing so the user is then capable of hurling the very objects towards the target. When learned the user is capable of creating an abundance amount of shurikens.
Limit: Must have the Sand Release, Must know Sand Control D Rank. Fifteen Shurikens per five meters is permitted within this technique.
Clan-
Non-Special:
Genjutsu-
Taijutsu
Universal
Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Rank: "C" "C" "C" "C" "C"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush forward in almost instantaneous speed. Used to draw the user close to the opponent.
Special: ---
Drawback: May use 3 times a day. May perform 1 more each time learned. Passing amount renders the user's legs immobile due to severe pain. Unable to perform again unless gained medical treatment. Must move through an opening. Unable to maneuver around obstructing objects. Can't attack while performing any Shunshin or Variation.
Description: User is able to move forward in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. It is accomplished by focusing the user's chi along the ankles and foot. User mostly moves just with their ankles and feet. Jutsu takes up no movements. User may only use this Jutsu half of the movements may allow in a single round while rounding down. Example: User has 5 movements, user is able to perform Jutsu 2 times per round.
Limit: Universal NinJutsu or Universal TaiJutsu.
Shunshin no Jutsu - Ken'in (Body Flicker Technique - Pull)
Rank: "D"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush backwards in almost instantaneous speed. Allows the user to retreat from the opponent.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move backwards in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Shunshin no Jutsu - Ko (Body Flicker Technique - Arc)
Rank: "D"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush in an arc in almost instantaneous speed. Allows the user to avoid the opponent's attack and gaze.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move in an arc along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. User may move forward, or backwards if they know Tweh version of Shunshin. This Jutsu is used to get around and behind an opponent without sacrificing multiple Shunshins. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Rank: "C" "C" "C" "C" "C"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush forward in almost instantaneous speed. Used to draw the user close to the opponent.
Special: ---
Drawback: May use 3 times a day. May perform 1 more each time learned. Passing amount renders the user's legs immobile due to severe pain. Unable to perform again unless gained medical treatment. Must move through an opening. Unable to maneuver around obstructing objects. Can't attack while performing any Shunshin or Variation.
Description: User is able to move forward in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. It is accomplished by focusing the user's chi along the ankles and foot. User mostly moves just with their ankles and feet. Jutsu takes up no movements. User may only use this Jutsu half of the movements may allow in a single round while rounding down. Example: User has 5 movements, user is able to perform Jutsu 2 times per round.
Limit: Universal NinJutsu or Universal TaiJutsu.
Shunshin no Jutsu - Ken'in (Body Flicker Technique - Pull)
Rank: "D"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush backwards in almost instantaneous speed. Allows the user to retreat from the opponent.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move backwards in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Shunshin no Jutsu - Ko (Body Flicker Technique - Arc)
Rank: "D"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush in an arc in almost instantaneous speed. Allows the user to avoid the opponent's attack and gaze.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move in an arc along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. User may move forward, or backwards if they know Tweh version of Shunshin. This Jutsu is used to get around and behind an opponent without sacrificing multiple Shunshins. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Marksman
Wind In the Trees
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: The Marksman is fast as lightning, moving with a speed that defies belief within the environment.
Special: ---
Drawback: Can only be performed as many times as the user is able to perform Shunshin no Jutsu, 瞬身の術, (Body Flicker Technique). Same Drawbacks as Shunshin no Jutsu, 瞬身の術, (Body Flicker Technique) applies to Wind in the Trees.
Description: Shunshin no Jutsu, 瞬身の術, (Body Flicker Technique) supplement technique. Normally while performing Shunshin no Jutsu, 瞬身の術, (Body Flicker Technique) they are only able to move in a straight line in a clear path. With this technique however they are able to move in a straight line however evading objects that may be in the way such as trees and others. When used this technique does not take up any movements. However a user may only use this technique equal to half the amount of their movements per round rounding down. Thus 3 movements user may use it only once per round. 15 movements user may use it 7 times per round without it taking up a movement.
Limit: Must have learned Shunshin no Jutsu, 瞬身の術, (Body Flicker Technique) 5 times.
Oblique Stance
Rank: "E"
Skill: TaiJutsu/Supplementary
Effect: Gives the greatest amount of clearance for the bowstring when arrows is released. Body is in total equilibrium. Target can be seen clearly.
Special: ---
Drawback: ---
Description: One of the four stances a user may learn as they are able to learn just one if they wish. Hard to maintain, so mainly used by expert Marksman. Some elite Marksman use the oblique stance. In this stance the Marksman places his/her toe of the left foot nearest the target on a line and pivoting the left foot forty-five-degrees to the target. The heel of the right foot is then placed in line with the toe of the left foot. This allows the bow arm to remain in a position where there will be optimum clearance of the bowstring when the arrow is released. The target should be seen clearly while using the oblique stance.
Limit: Must be an Marksman
Defensive Shot
Rank: "D" "C", "B", "A", "S"
Skill: TaiJutsu/Supplementary
Effect: A technique in which if the user has his sights set on a target ready to attack, the senses of the Marksman is so in tuned with his surroundings the user is unable to be flanked.
Special: ---
Drawback: The user may only learn this technique by the class that they are. This means that in order to learn the "C" Rank version they must be "C" Class, if they wish to learn the "B" Rank version they must be "B" Class.
Description: A technique where the subconscious mind, where the subconscious body reacts just as they are attacked while flanked or while their back is turn. The body reacts in such a way to where they are capable of withstanding so much. This technique makes it where the Boxer is incapable of being surprised attacked, a sudden second sense kicks in as their body screams out to them yelling at them telling them to move, duck, dodge or anything else within that manner. This works on whenever they are being attacked. This technique however has a major flaw. The user is capable of dodging only whenever the opponent's class is equal or lower to that of the rank of the technique they know. This means that a "D" Class user that knows this technique cannot use this against an opponent that is "C" Class or higher.
Limit: Must be an Marksman
Point Blank Shot
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: A technique that allows a user with great proficiency to attack opponents without worrying or fumbling at a distance of ten meters.
Special: ---
Drawback: ---
Description: With this technique the user is able to fight against opponents within a ten meter radius without the worry or fear of fumbling with their weapon. They gain the courage and ability to perform combat without much effort. This is a prerequisite technique for more popular techniques. What good is an Marksman if they are not ready to battle while in close range.
Limit: Must be an Marksman
Precise Shot
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: When it comes to hand to hand combat, the user is able to bring in their bow and arrow into a melee attack without having any problems.
Special: ---
Drawback: ---
Description: Another prerequisite technique that brings the Marksman even closer to combat without fumbling or worry of using the weapon. The user is able to get at extreme close range while preparing their weapon and fire at the opponent with precise ability.
Limit: Must be an Marksman, Must know Point Blank Shot
Accurate Marksman
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: An attack that allows the user to fire at an opponent who is taking cover with at least half cover allowing the user to attack with greater proficiency.
Special: ---
Drawback: ---
Description: At this point the user is able to hit an opponent who is half covered with great proficiency and power able to hit an opponent with "C" Rank of power. An opponent may be hiding and it becomes difficult for an Marksman to hit that opponent. With this technique the user may shoot 1 arrow against the opponent per movement in which would negate hiding effects unless the opponent is 100% covered from all around. This technique allows the user to hit hidden opponents with much more ease.
Limit: Must be an Marksman, Must know Precise Shot
Shot on the Run
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: User becomes more proficient with the weapon in where they are able to shoot proficiently within the range of 2/3rd of their total range.
Special: ---
Drawback: ---
Description: Normally an Marksman is only able to shoot within the range of half of their proficiency while on the move. This technique increases the range up to 2/3rd of the total proficient range. So a user is able to shoot within 20 meters instead of 15 meters if they are proficient at 30 meters.
Limit: Must be an Marksman, Must know Precise Shot
Far Shot
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: This technique allows a user to fire with proficiency at a larger distance of one and a half times its normal distance which would be at a total distance of 45 meters with exceptional accuracy.
Special: ---
Drawback: ---
Description: This technique allows the user to be able to shoot at a target at 45 meters into the distance instead of the normal 30 meters. This increases the user's mobility attack as well as the stationary attack allowing the user to shoot at further distances without worrying too much about close combat.
Limit: Must be a Marksman. Must know Precise Shot.
Bow Strike
Rank: "D"
Skill: TaiJutsu
Effect: The basic attack where the opponent backhands with their bow against close ranged opponents.
Special: ---
Drawback: ---
Description: The user takes hold of their bow and quickly backhands a close opponent to stumble them over in order to perform more serious attacks. This technique is the starter technique of many more "close ranged" attacks.
Limit: Must be a Marksman.
Misc:
- Sealist- Future
- Mythical Summoner(x2)-Future
- Ninjutsu Grandmaster
- Anbu-Future
Weapons:
Main
50 lb Draw Composite Bow (Overview)
Rank: "C" Rank
Type: Main, Weapon, Bow
Effect: A bow made from disparate materials laminated together, usually applied under tension for greater power while having a smaller normal size.
Special: ---
Drawback: The animal glue traditionally used can lose strength in humid conditions and be quickly ruined by submersion.
Description: Normally small bows to be used on mounts and chariots but have great hitting power due to the design. A 50 lb Draw Composite Bow is able to shoot an average arrow at speeds of 76 mps with the accuracy of the user's ability. Any Specialist is able to use this kind of bow.
Limit: Capable of being bought in any Hunting Shop.
Cost: 12,000 Ryo
Backpack Quiver (Small) (Overview)
Rank: "C"
Type: Main, Slot Holder, Holds 15 Slot worth of Arrows or Bolts, Quiver
Effect: A Backpack Quiver strapped against both shoulders.
Special: ---
Drawback: ---
Description: There are also archery quivers that are designed to be carried on your back like a backpack. The fletchings of the arrows are typically exposed so that you can retrieve them better. Although backpack archery quivers are suitable for hunting purposes, you won't be able to sit down in the field with them on your back. You may also have trouble reaching around to your back to retrieve your arrows. Can hold up to 15 Quiver Slots of Arrows or Bolts (150 Total).
Limit: Can be bought at any Hunting Shop.
Cost: 4,500 Ryo
Contents of quiver
Rank: "C" Rank
Type: Main, Weapon, Bow
Effect: A bow made from disparate materials laminated together, usually applied under tension for greater power while having a smaller normal size.
Special: ---
Drawback: The animal glue traditionally used can lose strength in humid conditions and be quickly ruined by submersion.
Description: Normally small bows to be used on mounts and chariots but have great hitting power due to the design. A 50 lb Draw Composite Bow is able to shoot an average arrow at speeds of 76 mps with the accuracy of the user's ability. Any Specialist is able to use this kind of bow.
Limit: Capable of being bought in any Hunting Shop.
Cost: 12,000 Ryo
Backpack Quiver (Small) (Overview)
Rank: "C"
Type: Main, Slot Holder, Holds 15 Slot worth of Arrows or Bolts, Quiver
Effect: A Backpack Quiver strapped against both shoulders.
Special: ---
Drawback: ---
Description: There are also archery quivers that are designed to be carried on your back like a backpack. The fletchings of the arrows are typically exposed so that you can retrieve them better. Although backpack archery quivers are suitable for hunting purposes, you won't be able to sit down in the field with them on your back. You may also have trouble reaching around to your back to retrieve your arrows. Can hold up to 15 Quiver Slots of Arrows or Bolts (150 Total).
Limit: Can be bought at any Hunting Shop.
Cost: 4,500 Ryo
Contents of quiver
- 150 Basic Arrows
- 10 Fragmentaion Arrows
Secondary Items:
- (16)Arō (Arrow)
Rank: "C"
Type: Secondary, Weapon, 10 per Quiver Slot, Arrow
Effect: A long thin missile pointed at one end and usually with feathers at the other, fired from a bow.
Special: ---
Drawback: Somewhat easy to break. Somewhat easy to lose if not used properly.
Description: Picture The arrow is an item that measures to be a good two-and-a-half to three feet in length with a centimeter diameter. Arrows created from carbon fiber or out of hard, sturdy yet dynamic wood. Created to be completely smooth the Arrow is divided into three parts. The Arrowhead, the deadly part of the arrow used to puncture the skin using a sharp Arrowhead. The shaft of the arrow is used for distance. Traditional arrow shafts are made from lightweight wood, bamboo or reeds, while modern shafts may be made from aluminum or carbon fiber reinforced plastic used to let the arrow sail without completely collapsing to the floor. The Fletching is the part that gives the arrow the speed and extra power in distance by allowing the arrow better control of moving in a straight line. All three is needed to better the arrow, to give it the power needed to take down game. The arrow is created using the knowledge of aerodynamics.
Limit: Can be bought at any Hunting Shop.
Cost: 100 Ryo per Arrow; 1,000 Ryo per Quiver Slot - Hip Quiver (Medium) (Overview)
Rank: "B"
Type: Main, Slot Holder, Holds 20 Slot worth of Arrows or Bolts, Quiver
Effect: A Quiver where the user may be placed at the user's hip.
Special: ---
Drawback: ---
Description: This quiver type is designed to attach to the belt around your waist. They should also be attached to your thigh so they don't swing around while you walk. Since these archery quivers aren't attached to the bow, they won't affect balance. These types of quivers also don't make as much noise. Can hold up to 20 Quiver Slots of Arrows or Bolts (200 Total).
Limit: Can be bought at any Hunting Shop.
Cost: 6,000 Ryo - (1)Fragmentation (Lesser) Arrowhead
Rank: "B"
Type: Secondary, Weapon, 10 per Slot, Arrowhead
Effect: An arrowhead that creates a small explosion after making contact.
Special: May be used as only Blunt Point Arrowhead.
Drawback: Unable to be retrieved. User loses 20 meters of shooting distance while using this arrowhead.
Description: The fragmentation arrowhead is an anti-personnel weapon that is designed to disperse shrapnel upon exploding. The body is made of hard plastic or steel. These grenades were sometimes classed as defensive grenades because the effective casualty radius of some matched or exceeded the distance they could be thrown, thus necessitating them being thrown from behind cover. It acts like a depowered Fragmentation Grenade and has kill diameter of 5 meters with a wounding diameter of 15 meters from the blast point of the attack. Some cases of having a casualty radius of 30-45 meters.
Limit: Can be bought at any Hunting Shop.
Cost: 400 Ryo per Arrowhead; 4,000 Ryo per Slot - 5 doses
Megillos
Rank: Common, Huge
Type: Herb, Mountains, Winter, Eyesight
Effect: An herb that increases eyesight distance.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: A willow originally native to cold mountain regions, usually found growing near water or in aspen groves, now cultivated. Its long, narrow, dark green leaves have silver veins and white undersides, making them resemble the "white swords" of the tree's exotic name. These leaves are edible, though sour, and contain a nourishment. The leaves of this herb increases a character eyesight for 1d4 turns. They can see twice as far, and when in ranged combat, all ranges are treated as if they could fight with 15 meters extra proficiency. Herb consists 62 doses.
Limit: Must know Herbal Knowledge for Mountain Regions. 75% chance of finding.
Cost: 16,000 Ryo per herb. 400 Ryo per Dosage.
Non-Weapon Items:
None
Character Depth
Personality:
Soveth tries to have the demeanor of his father while his mother was still alive. He's mostly quiet and almost always serious, he doesn't often speak unless it's something worth being said. His heart holds a deep unrelenting pain due to his mother's death and his father's downward spiral afterward, he feels bad for his sister because he knows deep down if she hadn't been born his mother would be alive and because of this his father resents her. He knows this because he overheard his father speaking with his mother's shrine, saying that they adopted a child because they couldn't have one, they only needed one kid why did it have to be this way? Soveth is infinitely kind and tries his best to help raise his little sister.
He feels more like a parent to her than a sibling and when he can strives to help his father deal with the loss of Suki, his father is unable to be strong for the family so Soveth takes this burden. He doesn't have many friends or more so he has aquaintences, however if he did have friends he would treasure them like they were part of his own family. His mother rubbed off on him in that aspect, he's emotionally strong and tries not to let things bother him if he can help it. His capacity for love knows no bounds and will protect what he loves even if it kills him.
He doesn't know much about being a child, after his mother died he'd taken on the role of a parent, so he matured quickly missing out on most of his childhood. Humor confuses him because he takes everything seriously, something like a sarcastic comment would be taken to heart. He's quite smart and rarely thinks of himself, he's always thinking about others, the closest thing to thinking about himself is to become stronger for the sake of his family. He can be socially awkward which makes him appear odd or stupid at times however he's quite intelligent and often proves it through his actions.
Appearance:
Soveth has a tough oval shaped face with a smooth squared jawline and a tanned bronze skin tone, his large, round gentle blue eyes seem to peer into your very soul with their vibrant brightness. He has not quite thin yet not quite full lips. His hair is very thick and soft like silk, it is black and is kind of long. He's got an athletic build with strong chisled muscles but he is not bulky, he has a line of stud piercings up his left ear and a yin yang tattooed on the front of his neck to the right. He has strong hands with callused knuckles and palms, his knees and elbows are callused as well.
He's sparsley covered in light brown freckles barely noticable unless looked at up close however his face is free of them, he is cleanly shaven and always tries to look his best. His nails are neatly trimmed, his arm and leg hair are thick and dark but they're not abnormally hairy, just above average. He bathes regularly so he rarely stinks, his eyes have semi dark splotches under them as if he hasn't had enough sleep. He has broad shoulders from his height and muscle tone, he's got a thick frame, meaning his bones have an above average diameter(does not make them any stronger).
He wears a tight fitting black silk shirt, loose black cargo pants and black sandals for casual wear, along with a locket necklace around his neck with a picture of his mother inside of it. He wears her silver wedding ring on his index finger of his right hand. When on missions though he wears a short sleeved black silk shirt with a long sleeve Kanaami underneith. His utilities bag is strapped to his left leg just below the hip, he wears black kung fu pants for easy maneuverability and the same black sandles as he wears casually. He wears his locket tucked into his shirt during missions.
He's sparsley covered in light brown freckles barely noticable unless looked at up close however his face is free of them, he is cleanly shaven and always tries to look his best. His nails are neatly trimmed, his arm and leg hair are thick and dark but they're not abnormally hairy, just above average. He bathes regularly so he rarely stinks, his eyes have semi dark splotches under them as if he hasn't had enough sleep. He has broad shoulders from his height and muscle tone, he's got a thick frame, meaning his bones have an above average diameter(does not make them any stronger).
He wears a tight fitting black silk shirt, loose black cargo pants and black sandals for casual wear, along with a locket necklace around his neck with a picture of his mother inside of it. He wears her silver wedding ring on his index finger of his right hand. When on missions though he wears a short sleeved black silk shirt with a long sleeve Kanaami underneith. His utilities bag is strapped to his left leg just below the hip, he wears black kung fu pants for easy maneuverability and the same black sandles as he wears casually. He wears his locket tucked into his shirt during missions.
Background:
Soveth was orphaned at a very early age, he was too young to remember this time of his life. He was adopted by a ninja by the name of Crow Grant a member of the Sand village's ANBU black ops and his wife Suki. Suki was unable to concieve which is why they had adopted Soveth and treasured him as if she'd birthed him herself. His father Crow although very myserious and didn't talk much treasured Soveth as well, in his own way. In the years before his time at the academy his parents taught him many things, his mother taught him patience, compassion and love. His father taught him the importance of strength and justice, Soveth looked up to his father very much and loved both of his parents deeply, he was told about his adoption when he was in the ninja academy.
This didn't discourage Soveth though as he loved his parents and they loved him, that was all he needed, shortly after joining the academy his parents gave him some unexpected news. They were expecting a baby, how wonderful, Soveth was excited to have a brother or sister and Suki was extatic enough for all three of them, however this placed some unhealthy thoughts into his head. He wondered what would happen once the baby was born. Would they still love him as much as they had? Would they stop thinking of him as their child? It was a torturous time indeed, but none the less Soveth trained his hardest and was an idol student in the academy his one true dream was to become a member of ANBU like his father. He wanted to be like his father, so strong, and so collected, it was because of his father he wanted to become a ninja in the first place.
Tragedy struck, his baby sister Ama was born, but at the cost of Suki's life, it had an intensley powerful and life changing effect on the family, weeks turned to months, months turned to years. Over the course of this time Soveth saw an extreme change in his father, he could see the resentment in his eyes everytime he looked at Ama although he never spoke of it. He had begun drinking heavily, leaving Soveth to take on the job of fathering his young sister, his father would spend his time not spent on missions secluded at his mother's shrine, talking to her picture with multiple empty bottles of sake strewn about the floor. Soveth's progress slowed substantially as he had to take on new responsibilities, his classmates were all chuunin and up and he was still genin, but now that his sister is old enough, she's attending the academy now. This allows Soveth to continue trying to raise in ranks as he still dreams of becoming a member of the ANBU.
This didn't discourage Soveth though as he loved his parents and they loved him, that was all he needed, shortly after joining the academy his parents gave him some unexpected news. They were expecting a baby, how wonderful, Soveth was excited to have a brother or sister and Suki was extatic enough for all three of them, however this placed some unhealthy thoughts into his head. He wondered what would happen once the baby was born. Would they still love him as much as they had? Would they stop thinking of him as their child? It was a torturous time indeed, but none the less Soveth trained his hardest and was an idol student in the academy his one true dream was to become a member of ANBU like his father. He wanted to be like his father, so strong, and so collected, it was because of his father he wanted to become a ninja in the first place.
Tragedy struck, his baby sister Ama was born, but at the cost of Suki's life, it had an intensley powerful and life changing effect on the family, weeks turned to months, months turned to years. Over the course of this time Soveth saw an extreme change in his father, he could see the resentment in his eyes everytime he looked at Ama although he never spoke of it. He had begun drinking heavily, leaving Soveth to take on the job of fathering his young sister, his father would spend his time not spent on missions secluded at his mother's shrine, talking to her picture with multiple empty bottles of sake strewn about the floor. Soveth's progress slowed substantially as he had to take on new responsibilities, his classmates were all chuunin and up and he was still genin, but now that his sister is old enough, she's attending the academy now. This allows Soveth to continue trying to raise in ranks as he still dreams of becoming a member of the ANBU.