Haseo
May 6, 2012 20:59:32 GMT -7
Post by Haseo on May 6, 2012 20:59:32 GMT -7
Basic Information
Name: Unknown, code name “Haseo”
Bloodlimit: N/A
Height: 5”10’
Weight: 162 lbs.
Age: 17
Gender: Male
Alignment: Neutral True
Birth Country: Mizu no Kuni
Village: Kirigakure
Special:
Ninjutsu Specialist
• Suiton [Master]
• Katon [May master]
• Raiton [May master]
• Doton [May master]
• Mokuton [May master]
• Shoton[May master]
Taijutsu Specialist
• Marksman (Master)
• Senbon Taitoku [Master]
• Divine Reflexes[Master]
• Muay Thai [Master]
• Gyakusatsu
• Hiraishin
Genjutsu Non-Specialist
• Figment Perception[Master]
• Pattern Perception [Master]
• Perception #3 [Open]
• Perception #4 [Open]
Clan Non-Specialist
• Nara[Master]
• Yamanaka [Master]
• Clan #3 [Open]
• Clan #4 [Open]
Freebies:
Katon no Jutsu (Fire 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 Fire. This means that any NinJutsu or specialized TaiJutsu that deals the Fire Release will need this in order to be performed correctly.
Limit: ---
Heat Mastery, when a user reaches to a point where they gain the full potential and understanding of fire and Heat the user is capable of many things. A technique such as this is a mastery of all Fire Techniques to where they do not have to worry about Minor Burns.
Suiton no Jutsu (Water 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 Water. This means that any NinJutsu or specialized TaiJutsu that deals the Water Release will need this in order to be performed correctly.
Chuuhan no Shisei (Middle Level Posture)
Rank: "E"
Skill: Taijutsu
Effect: A stance with a sword held at the midsection.
Special: ---
Drawback: ---
Description: Chuuhan no Shisei is the most basic of the six stances of Gyakusatsu and offers the optimal balance between offense and defense. The user brings his/her sword to the midsection held in a forty-five degree angle upwards with the dominate hand held at the top of the handle below the guard. The stance is used to transition easily between offense and defense as well as counters. The feet match the positioning of the hands with the dominate side in the forefront.
Limit: Gyakusatsu
Miscellaneous
Weapons
Primary Weapon:
Sword, Longsword (Overview)
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: Swords that slash hack, dice and anything else within this genre that reaches a certain length.
Special: ---
Drawback: ---
Description: A Sword with a blade between 3 feet to 4. These weapons range from any types of blades such as the long Sword, the Falchion, Katana, Tachi, Jian, Rapier, the Scimitr, the Shinai, and Waster. Any of these weapons or any weapon that fits within the length is considered as a long sword.
Limit: These types of weapons may be capable of being bought inside any Weapon Shop
Cost: 4,000 Ryo
Secondary Items:
Butt Bag Type 1 (Overview)
Rank: "C"
Type: Main, Tailor, Slot Holder, Holds 15 Slots (15 for Items of Scroll Length), Bag
Effect: A waist pack worn with the pouch in back.
Special: ---
Drawback: ---
Description: Picture A pack worn at the back along a belt at the waist. Water repellent collar with drawstring pack with quick release closures attached to 1 inch cinch straps and a top carry handle. It has a vented bottom with keeper clips to attach to the belt, or straps to wrap around a belt. The compartment has the dimensions Height of 10.25 inches Width of 10.5 inches and Depth of 7 inches. The interior holds 15 slots of scroll length as well as main objects that fit in the same dimensions. Normally extra clothes is held in this spot as well as other non combative supplies.
Limit: These types of items may be capable of being bought inside any Tailor Shop.
Cost: 5,500 Ryo
• Bolas - Boleadora (3 Weights) (Overview) (2 slots)
Rank: "C" Rank
Type: Secondary, 4 per Slot, Bludgeoning/Slashing, Soft Weapon
Effect: Throwing weapon made of weights on the ends of interconnected cords, designed to capture animals by entangling their legs.
Special: ---
Drawback: ---
Description: A cord with weights attached to the ends for throwing at and entangling an animal. The cord is up to 2 meter in length while divided into 3 parts and attached to 3 - 10 gram weights that is 1.5 inches in diameter.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 2,000 Ryo per Slot, or 500 Ryo Each.
• Kunai (Overview) (4 slots)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A digging tool, a bit like a trowel. The blade was soft iron and unsharpened because the edges were used to smash plaster and wood, to dig holes and to pry. Also used as a knife.
Special: ---
Drawback: ---
Description: The kunai is conventionally wrought in ranges from 6 to 8 inches, with the average at 7 inches. The kunai was used by common folk as multi-purpose gardening tools and by workers of stone and masonry. The kunai is not a knife, but something more akin to a crowbar. The blade was soft iron and unsharpened because the edges were used to smash plaster and wood, to dig holes and to pry. Normally only the tip would have been sharpened. The uses to which a kunai was put would have destroyed any heat-treated and sharpened tool like a knife. There could be multiple kinds of kunais such as handless ones, or even double sided kunais as long as they are within the same length.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
• Hira-Shuriken (Overview) (4 slots)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: Is a concealed weapon that is generally for throwing, and sometimes stabbing or slashing.
Special: ---
Drawback: ---
Description: Hira-shuriken is constructed from thin, flat plates of metal derived from a variety of sources including hishi-gane (coins), and kugi-nuki (carpentry tools), and generally resemble popular conceptions of shuriken. In modern popular culture, these are called "throwing stars" or "ninja stars". They often have a hole in the center and possess a fairly thin blade sharpened only at the tip. The holes derive from their source in items that had holes - old coins, washers, and nail-removing tools. This proved convenient for the shuriken user, as well, as the weapons could be strung on a string or dowel in the belt for transport, and the hole also had aerodynamic and weighting effects that aided the flight of the blade after it was thrown. There is a wide variety of forms of hira-shuriken and they are now usually identified by the number of points the blades possess.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
• Grenade: Fragmentation (1 slots)
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A grenade with a heavy metal casing that shatters, on exploding, into fragments that travel at high speed and with great force.
Special: ---
Drawback: May harm the user if not thrown right.
Description: The fragmentation grenade (commonly known as a frag) is an anti-personnel weapon that is designed to disperse shrapnel upon exploding. The body is made of hard plastic or steel. Flechettes, notched wire, ball bearings or the case itself provide the fragments. When the word grenade is used without specification, and context does not suggest otherwise, it is generally assumed to refer to a fragmentation grenade. 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. Fragmentation grenades have a killing radius of 5 meters with a wounding radius of 15 meters. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
• Grenade: Smoke (2 slot)
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A Grenade that gives off thick smoke when it explodes; used to make a smoke screen or to mark a position.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Smoke grenades are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and screening devices for unit movement. The body is a sheet-steel cylinder with emission holes in the top and bottom. These allow the smoke to be released when the grenade is ignited. Two main types exist, colored smoke (for signaling) and screening smoke. It fills an area radius of 15 meters with thick smoke. The smoke may come in different colors if the user wishes. Different color smoke could be used for information value if need. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
• Grenade: Stun (Two slots)
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A stun grenade, also known as a flash-bang, is a nonlethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses.
Special: ---
Drawback: May harm the user if not thrown right.
Description: A stun grenade, also known as a flash-bang, is a non-lethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses. When making contact it releases a flash of light that momentarily activates all light sensitive cells in the eye, making vision impossible for approximately 5 seconds until the eye restores itself to its normal, un-stimulated state. The incredibly loud blast produced by the grenade adds to its incapacitating properties by disturbing the fluid in the ear which also lasts approximately 5 seconds until the ear restores itself to its normal, un-stimulated state. The flash bang has a radius damage of 15 meters. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Non-Weapon Items: N/A
Character Depth
Personality:
Moral convictions mean little in a world where there are so few. This belief is shared in many Kirigakure-nin, codename Haseo is no different. Self-preservation is the only thing which truly matters to someone trained to be a hyper lethal killer from childhood. At first Haseo was unaccustomed to the volume of senseless killing within the village, but soon grew numb as did others. Killing soon became as normal as breathing to the man who never stopped to ask why. He was complacent with the status quo, and knew that questioning it could see him end up dead.
Typical of a trained assassin Haseo is normally fairly calm and cool. He is always rational, doing whatever it takes to ensure his own survival. To this end, he sees friends as an unnecessary burden and as such does without them. Being brought up in Kirigakure, it’s understandable that Haseo would have an extremely difficult time trusting anyone or be naïve enough to allow anyone to get close to him. He keeps a wide variety of associates in business, but his relationships with these people remain strictly impersonal.
Often times his job requires him to impersonate others, which he does with pleasure almost. Deception comes easy in his line of work, Haseo’s transformations being nearly flawless in quality. To those he deceives the man holds no personal vendetta, doing so would be totally out of line. Haseo has even read it in a job description somewhere. This has caused him to be frequently labeled by others as hard to read by clients and enemies alike.
Killing is an art form to the man with nothing, his only hobby being the constant betterment of his craft. To this end, he has become meticulous in his preparation and keen of even the most minute of details. This has caused Haseo to adopt a perfectionist mentality, though this usually is undermining. When attempting to kill a target he understands that things can and will go wrong, forcing him to become resourceful and adapt to most situations. In battle, his preferred method of combat is swordsmanship, namely gyakusatsu though he has some skill in hand to hand combat as well. He doesn’t even know he took up sword fighting, it simply appealed to him and he found he had a natural affinity for it.
Appearance:
Haseo stands at a relatively tall height, with a well built frame befitting a ninja. It’s composed almost entirely of lean muscle mass, forged through Haseo’s strict workout regimen. He carries this out with almost religious zeal, so it’s no surprise that Haseo’s in top shape. The man could very well be the definition of fitness. Haseo has a round, shapely head, his forehead in proportion with the rest of his head. His emerald colored eyes are very rich in hue and large in size. His nose is fairly small, though not awkwardly so.
He has regularly been described as handsome by men and women alike, his tantalizing green eyes being one of his more prominent features. Haseo’s narrow jaw line is sharp to the touch, replete with dimples that meeting his chin nicely. The shinobi's teeth are noticeably shark-like and jagged, a trait shared by many other ninja in his village. His cheek bones are at a decent height as well. His skin is of an olive complexion and fortunate for Haseo lacking any major scars. Haseo has fairly long black hair that falls just around the nape of his neck. His face is free from any scattered hair, except for the occasional five o’clock shadow when Haseo’s on long missions. He has broad, well defined shoulders with a fairly wide chest for his size. Most of his mass however is contained in his muscular legs, honed through years of constant abuse and taijutsu training.
Haseo wears the standard black BDU for all ninja in the Hidden Mist Village, though with some alterations. He does not wear the customary flak jacket, for those are reserved for higher ranking ninja only. His forehead protector remains strapped to his right biceps at all times, very rarely if ever does Haseo take it off. He does however have to shower at some point. He wears a black face mask frequently, most often when he is out on assassinations.
He is usually not without his preferred weapon of choice, the katana. Haseo keeps his on a simple black sash on his left hip. His is fairly simple, the saya, sageo, and tsuba all black. The tsuba is in the shape of a cross almost, although its edges are rounded. The tsuka is black as well, but features many small nicks and cuts along the inside. The ito is black, though the same is of the traditional white color.
Background:
Codename Haseo was born sometime after the Third Shinobi World War in Kirigakure. His parents could be only be described as “overly functional” in nature. They too were very rational beings, this often superseding their roles as parents. Given that they were ninja in Kirigakure emotion had little importance to them, robbing Haseo of any normalcy in his childhood. As he remembered it Haseo was always fairly easygoing, in truth he still, but that ever since his entrance into the Academy he became markedly different.
His mentality became much more cynical as was to be expected, but it was much more than that. He shut himself off completely from his once friends not long after witnessing his first murder at the age of 10. His soul slowly grew more and more depraved; those that he once knew barely even recognized him anymore. This depravity would only grow worse in the coming months and years as he was forced to commit murder himself. It was a dog-eat-dog world, just another one of the cruel realities of life in which he lived.
Then came that fateful day, his parents both jonin were sent on what was otherwise known as a very important mission. They never made it back alive, though Haseo didn’t buy it. He had reason for skepticism, their bodies were never found. The case went cold in the months following their deaths, though it had to be some kind of conspiracy. Haseo couldn’t decide on what was stranger the fact that he didn’t mourn his recent loss, or that whoever killed his parents went to such great lengths to cover their tracks.
For years he seemed to just block out any memory of them having passed away, it was easy enough anyway given they were never around. It wasn’t until he was sent on one of his more recent missions that his feelings finally surfaced. He along with his squad, were sent to kill a ninja from a rival village. They had tracked him for months on end, in the process uncovering some very personal information of his. The ninja as it turned out had two young sons, not much older than he himself.
One night he and his squad broke into the man’s residence, where he slept with his wife and children. Haseo was charged with eliminating the target, and up until the point where he was supposed to kill him everything went unhinged, except for one thing of course. As he crept up to the man’s side of the wide double bed, the man awoke with terror in his eyes. The man could hardly contain the fear he felt at that very moment, though he was extremely fortunate. Haseo sympathized with the poor soul in a way; unable to do the sinful deed he had been assigned.
He backed off slowly, dropping his knife where he stood and retreated into back into the starless night. The next morning he had found himself draped against a damp wall in what appeared to be an alleyway. The shinobi’s hands felt clammy and rigid as he braced them against a nearby wall in order to prop his meager body upwards. His face paint had been smeared, Haseo knew for a fact that it hadn’t rained the night before either. He had cried himself to sleep.
That day still remains a vague memory to the emerald eyed shinobi. He remembered he came under heavy fire his actions; it took a long, long time to even attempt to erase the stain it had cast on his reputation, but he would manage. His reputation was one thing, but he could never wash away the tremendous amount of blood on his hands. The only thing the young man could do would be to make amends. This he swore, and he would one day obtain the power to do so.
Techniques
Universal Taijutsu
Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush forward in almost instantaneous speed. Used to draw the user close to the opponent.
Special: ---
Drawback: May use 3 times a day. May perform 1 more each time learned. Passing amount renders the user's legs immobile due to severe pain. Unable to perform again unless gained medical treatment. Must move through an opening. Unable to maneuver around obstructing objects. Can't attack while performing any Shunshin or Variation.
Description: User is able to move forward in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. It is accomplished by focusing the user's chi along the ankles and foot. User mostly moves just with their ankles and feet. Jutsu takes up no movements. User may only use this Jutsu half of the movements may allow in a single round while rounding down. Example: User has 5 movements, user is able to perform Jutsu 2 times per round.
Limit: Universal NinJutsu or Universal TaiJutsu.
Shunshin no Jutsu - Ken'in (Body Flicker Technique - Pull)
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)
Shunshin no Jutsu - Kaunta (Body Flicker Technique - Counter)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: Attacks your opponent. Can't simply use "Kaunta" however way you want. It is a skill that allows you to read an opponent's Shunshin and change its movement to neutralize the opponent.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: A shunshin designed as a counter, reading the shunshin of an opponent in order to alter its course and render it ineffective by predicting and following the same technique with a Shunshin no Jutsu (Body Flicker Technique) Variant of your own. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Must know Shunshin no Jutsu - Oshi, Ken'in, and Ko
Shunshin no Jutsu - Zanzō (Body Flicker Technique - Remaining Image)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: Affects the enemy's mind and will power by making after images.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: A Jutsu to move so swiftly that an image of the technique's user is left behind while moving within 10 meters. Most often it is used to dodge an incoming attack and get behind the opponent to perform a counter-attack. When first learned user is able to perform 1 after image within 10 meters. Each time learned user is able to create an extra after image within 10 meters. May learn to perform up to 5 after images within a single Jutsu. Supplement of Shunshin no Jutsu (Body Flicker Technique - Push) while using same schematics. May be used with other Shunshin no Jutsu - Oshi (Body Flicker Technique).
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi, Ken'in, Ko, and Kaunta
Shunshin no Jutsu - Sha (Body Flicker Technique - Trace)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: Allows the user to maneuver around objects while performing Shunshin no Jutsu - Oshi, Ko, or Zanzō.
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: Normally when a user is performing one of the 5 Shunshin no Jutsu (Body Flicker Technique) they are unable to skillfully maneuver around objects. They must perform the Jutsu in an open area. 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. Supplement of Shunshin no Jutsu (Body Flicker Technique) while using same schematics.
Limit: Must know The 5 Shunshin no Jutsu (Body Flicker Technique).
Marksmanship
Even Stance
Rank: "E"
Skill: TaiJutsu/Supplementary
Effect: Natural Position, easy to reproduce.
Special: ---
Drawback: ---
Description: One of the four stances a user may learn as they are able to learn just one if they wish. Small base of support in the front-back plane. Body isn't sturdy, so it can move if in high winds. Lowers area for string clearance, especially for large chested shooters. Many Marksman prefer the even stance. In this stance, the Marksman’s body weight is evenly distributed among both feet, and the heels and toes are aligned. The middle of the instep of the foot is aligned with the center of the target.
Limit: Must be a Marksman.
Open Stance
Rank: "E"
Skill: TaiJutsu/Supplementary
Effect: Gives stable support base, reduces tendency to lean back from the target.
Special: ---
Drawback: ---
Description: One of the four stances a user may learn as they are able to learn just one if they wish. Tends to make upper body twist towards target. Tends to use arm muscles more than back muscles to draw. Open stance is recommended for the beginning Marksman during their initial learning period. In this stance, the feet should be shoulder-width apart. It is recommended that the Marksman should distribute his/her body weight evenly on both feet.
Limit: Must be a Marksman.
Close Stance
Rank: "E"
Skill: TaiJutsu/Supplementary
Effect: Gives stable support base, Gives good alignment of the arm and shoulder in direct line to the target.
Special: ---
Drawback: ---
Description: One of the four stances a user may learn as they are able to learn just one if they wish. Reduces string clearance, so string may strike against body. Tends to make Marksman lean away from target and overdraw the arrow. A closed stance. The shooting line is straddled and weight is evenly distributed among both feet. Left foot is moved forward a few inches so a heel-toe alignment exists between the left and right feet respectively.
Limit: Must be a Marksman.
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 a 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 a 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 a Marksman. Must know Point Blank 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.
Suiton Jutsu
Kirigakure no Jutsu (Hidden Mist Skill)
Rank: "C" Rank
Skill: NinJutsu
Effect: A Skill where a user uses the water around them to create a massive mist to fill around the user.
Special: "Handseals"
Drawback: ---
Description: A skill which creates a very dense fog that descreases the surrounding visibility to near zero. It produces an environment perfect for a silent assassin who follows an opponent through sound. This mist can not be blown away by any type of Wind Jutsu.
Limit: Water Release
Suiton – Suirou no Jutsu (Water Prison)
Rank: "C" Rank
Skill: NinJutsu
Effect: A Technique that may be used in order to trap an opponent by creating a prison made of water. The water is used so that the opponent may drown within the water if the opponent does not know how to escape forth.
Special: "Handseals"
Drawback: ---
Description: Suirou no Jutsu is a Ninjutsu technique that utilizes water to imprison an opponent. The ninja forms the necessary hand seals which causes the water to form around the target into a spherical prison which only allows for limited movement. The ninja must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. When combined with a bushin technique, the ninja can imprison their target but still allow for a clone to attack others nearby.
Limit: Water Release
Mizu Bunshin no Jutsu (Water Clone)
Rank: "C" Rank
Skill: NinJutsu
Effect: ---
Special: "Handseals"
Drawback: ---
Description: Mizu Bunshin no Jutsu is a Ninjutsu technique that utilizes water to create a Bunshin clone. Unlike a normal Bunshin, the Mizu Bunshin has the ability to interact more with the environment due to it having physical substance. This allows the clone to carry out limited attacks on its target. The range of the clone is limited; however, it can not travel very far from the original body. If the Mizu Bunshin is injured, the clone will usually revert back into its natural water state. When first learned the user is capable of having or capable of creating up to Five Clones. Each time learned the user learns this technique the number of Clones is capable of increasing by one. The maximum amount of clones is Ten for the Difficulty Class of D Rank. For each Difficulty Rank Increase the number increases by five of maximum but learning is still one per learned.
Limit: Water Release
Suichuu (Underwater)
Rank: D
Skill: Ninjutsu
Effect: Allows the user stay underwater for some time.
Difficulty Class
D Rank Difficulty Class - 20 minutes
C Rank Difficulty Class - 40 minutes
B Rank Difficulty Class - 80 minutes
A Rank Difficulty Class - 120 minutes
S Rank Difficulty Class - 180 minutes
Special: "Handseals"
Drawback: After returning to surface the user must rest half of the time used underwater. As example, if the user has stayed under for 20 minutes, he’ll have to rest 10 minutes before the jutsu can be used again.
Description: Simple technique used by channeling chakra to mouth, lungs, ears and eyes. With chakra moved to mouth and lungs the user gathers air from the water and is able breath underwater, chakra guided to ears protects from the aching caused by pressure, lenses of chakra protecting eyes work like swim goggles.
Limit: Must have Water Release
Ochiru Ame no Jutsu (Falling Rain Technique)
Rank: "D", "C", "B", "A", "S"
Skill: Ninjutsu
Effect: User creates rainfall
Special: "Handseals"
Drawback: Nothing besides continous mana drain.
Description:
"D" - User uses chakra to throw water either summoned through her Kuchiyose technique or water randomly lying around into the air and suspended there for a few turns, dependant on how much chakra User uses.
"C" - User uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra User uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself.
"B" - User uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra User uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended.
"A" - User uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra User uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended. At this point, User no longer needs to have a water source for this technique. Water will fall from the air and follow the same rules as the aforementioned levels of the technique. Very small amount of chakra is necessary for the continued rainfall.
"S" - User uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra User uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended. At this point, User no longer needs to have a water source for this technique. Water will fall from the air and follow the same rules as the aforementioned levels of the technique. At this stage, water will fall continously from the sky until User cancels the technique. Next to no chakra is needed to continue the rain.
Limit: Water Release
Katon Jutsu
Katon - Goukakyuu no Jutsu (Great Fireball Technique)
Rank: "C" "B" Rank
Skill: NinJutsu
Effect: The user is capable of performing a few handseals in which gives them the capability of blowing a large body of fire in size of a large sphere that has great fire proportions and explosive capabilities.
Special: "Handseals"
Drawback: Depending on the Rank, is dependent on how strong or how much the user is capable of doing with the Goukakyuu no Jutsu.
Description: The user quickly performs a few handseals. The user then places the hand over their mouth creating a small like circle. This technique in turn is then to help the user control the great flame. The use then blows out and creates a large fireball that twice the size of a normal human body. When the "C" Rank version is first learned the user is only capable of blowing out the Great Fireball that is cannot be moved or go anywhere else. This also means that the technique does not explode in a fiery explosion, but burns greatly to anyone that is caught within the technique. When the user learns the "B" Rank version then the user is capable blowing the Great Fireball into the distance, sending it away from the use it to hurl towards the very opponent. This technique is only capable of going into a straight line and this is capable of having the size three times the size of a human body. This technique when launched at an opponent then becomes dangerous because at this point the technique can explode causing damage that is even more devastating.
Limit: Must have the Fire Release
Housenka no Jutsu - Mythical Fire Phoenix Technique
Rank:C
Skill: Ninjutsu
Effect: The user is able to blow small balls of fire that can conceal projectiles to damage the opponent.
Special: Handseals
Drawback: ---
Description: The user performs a few quick handseals as they quickly take the same concept as that of the Goukakyuu no Jutsu. The user then spits out or hurls out up to five small sized fireballs towards the enemy. Each fireball creates massive amounts of burns but does not burst forth in an explosion. As each fireball makes contact with something, they spread out the fire creating a more of an area effect within the fire. The user is capable of using this technique in conjunction with multiple secondary weapons such as kunai or shuriken. The opponent is incapable of noticing the projectiles until the fire is extinguished in mid air. This technique is used typically to hide or to be used as a diversion for more of a powerful technique. As a D ranked ninja, the user is able of shooting 5 balls of fire. After the user goes up a difficulty class, they are capable of shooting 5 more fireballs.
Limit: Fire Release
Name: Unknown, code name “Haseo”
Bloodlimit: N/A
Height: 5”10’
Weight: 162 lbs.
Age: 17
Gender: Male
Alignment: Neutral True
Birth Country: Mizu no Kuni
Village: Kirigakure
Special:
Ninjutsu Specialist
• Suiton [Master]
• Katon [May master]
• Raiton [May master]
• Doton [May master]
• Mokuton [May master]
• Shoton[May master]
Taijutsu Specialist
• Marksman (Master)
• Senbon Taitoku [Master]
• Divine Reflexes[Master]
• Muay Thai [Master]
• Gyakusatsu
• Hiraishin
Genjutsu Non-Specialist
• Figment Perception[Master]
• Pattern Perception [Master]
• Perception #3 [Open]
• Perception #4 [Open]
Clan Non-Specialist
• Nara[Master]
• Yamanaka [Master]
• Clan #3 [Open]
• Clan #4 [Open]
Freebies:
Katon no Jutsu (Fire 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 Fire. This means that any NinJutsu or specialized TaiJutsu that deals the Fire Release will need this in order to be performed correctly.
Limit: ---
Heat Mastery, when a user reaches to a point where they gain the full potential and understanding of fire and Heat the user is capable of many things. A technique such as this is a mastery of all Fire Techniques to where they do not have to worry about Minor Burns.
Suiton no Jutsu (Water 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 Water. This means that any NinJutsu or specialized TaiJutsu that deals the Water Release will need this in order to be performed correctly.
Chuuhan no Shisei (Middle Level Posture)
Rank: "E"
Skill: Taijutsu
Effect: A stance with a sword held at the midsection.
Special: ---
Drawback: ---
Description: Chuuhan no Shisei is the most basic of the six stances of Gyakusatsu and offers the optimal balance between offense and defense. The user brings his/her sword to the midsection held in a forty-five degree angle upwards with the dominate hand held at the top of the handle below the guard. The stance is used to transition easily between offense and defense as well as counters. The feet match the positioning of the hands with the dominate side in the forefront.
Limit: Gyakusatsu
Miscellaneous
- Open
- Open
- Open
- Open
- Open
Weapons
Primary Weapon:
Sword, Longsword (Overview)
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: Swords that slash hack, dice and anything else within this genre that reaches a certain length.
Special: ---
Drawback: ---
Description: A Sword with a blade between 3 feet to 4. These weapons range from any types of blades such as the long Sword, the Falchion, Katana, Tachi, Jian, Rapier, the Scimitr, the Shinai, and Waster. Any of these weapons or any weapon that fits within the length is considered as a long sword.
Limit: These types of weapons may be capable of being bought inside any Weapon Shop
Cost: 4,000 Ryo
Secondary Items:
Butt Bag Type 1 (Overview)
Rank: "C"
Type: Main, Tailor, Slot Holder, Holds 15 Slots (15 for Items of Scroll Length), Bag
Effect: A waist pack worn with the pouch in back.
Special: ---
Drawback: ---
Description: Picture A pack worn at the back along a belt at the waist. Water repellent collar with drawstring pack with quick release closures attached to 1 inch cinch straps and a top carry handle. It has a vented bottom with keeper clips to attach to the belt, or straps to wrap around a belt. The compartment has the dimensions Height of 10.25 inches Width of 10.5 inches and Depth of 7 inches. The interior holds 15 slots of scroll length as well as main objects that fit in the same dimensions. Normally extra clothes is held in this spot as well as other non combative supplies.
Limit: These types of items may be capable of being bought inside any Tailor Shop.
Cost: 5,500 Ryo
• Bolas - Boleadora (3 Weights) (Overview) (2 slots)
Rank: "C" Rank
Type: Secondary, 4 per Slot, Bludgeoning/Slashing, Soft Weapon
Effect: Throwing weapon made of weights on the ends of interconnected cords, designed to capture animals by entangling their legs.
Special: ---
Drawback: ---
Description: A cord with weights attached to the ends for throwing at and entangling an animal. The cord is up to 2 meter in length while divided into 3 parts and attached to 3 - 10 gram weights that is 1.5 inches in diameter.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 2,000 Ryo per Slot, or 500 Ryo Each.
• Kunai (Overview) (4 slots)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A digging tool, a bit like a trowel. The blade was soft iron and unsharpened because the edges were used to smash plaster and wood, to dig holes and to pry. Also used as a knife.
Special: ---
Drawback: ---
Description: The kunai is conventionally wrought in ranges from 6 to 8 inches, with the average at 7 inches. The kunai was used by common folk as multi-purpose gardening tools and by workers of stone and masonry. The kunai is not a knife, but something more akin to a crowbar. The blade was soft iron and unsharpened because the edges were used to smash plaster and wood, to dig holes and to pry. Normally only the tip would have been sharpened. The uses to which a kunai was put would have destroyed any heat-treated and sharpened tool like a knife. There could be multiple kinds of kunais such as handless ones, or even double sided kunais as long as they are within the same length.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
• Hira-Shuriken (Overview) (4 slots)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: Is a concealed weapon that is generally for throwing, and sometimes stabbing or slashing.
Special: ---
Drawback: ---
Description: Hira-shuriken is constructed from thin, flat plates of metal derived from a variety of sources including hishi-gane (coins), and kugi-nuki (carpentry tools), and generally resemble popular conceptions of shuriken. In modern popular culture, these are called "throwing stars" or "ninja stars". They often have a hole in the center and possess a fairly thin blade sharpened only at the tip. The holes derive from their source in items that had holes - old coins, washers, and nail-removing tools. This proved convenient for the shuriken user, as well, as the weapons could be strung on a string or dowel in the belt for transport, and the hole also had aerodynamic and weighting effects that aided the flight of the blade after it was thrown. There is a wide variety of forms of hira-shuriken and they are now usually identified by the number of points the blades possess.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
• Grenade: Fragmentation (1 slots)
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A grenade with a heavy metal casing that shatters, on exploding, into fragments that travel at high speed and with great force.
Special: ---
Drawback: May harm the user if not thrown right.
Description: The fragmentation grenade (commonly known as a frag) is an anti-personnel weapon that is designed to disperse shrapnel upon exploding. The body is made of hard plastic or steel. Flechettes, notched wire, ball bearings or the case itself provide the fragments. When the word grenade is used without specification, and context does not suggest otherwise, it is generally assumed to refer to a fragmentation grenade. 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. Fragmentation grenades have a killing radius of 5 meters with a wounding radius of 15 meters. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
• Grenade: Smoke (2 slot)
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A Grenade that gives off thick smoke when it explodes; used to make a smoke screen or to mark a position.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Smoke grenades are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and screening devices for unit movement. The body is a sheet-steel cylinder with emission holes in the top and bottom. These allow the smoke to be released when the grenade is ignited. Two main types exist, colored smoke (for signaling) and screening smoke. It fills an area radius of 15 meters with thick smoke. The smoke may come in different colors if the user wishes. Different color smoke could be used for information value if need. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
• Grenade: Stun (Two slots)
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A stun grenade, also known as a flash-bang, is a nonlethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses.
Special: ---
Drawback: May harm the user if not thrown right.
Description: A stun grenade, also known as a flash-bang, is a non-lethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses. When making contact it releases a flash of light that momentarily activates all light sensitive cells in the eye, making vision impossible for approximately 5 seconds until the eye restores itself to its normal, un-stimulated state. The incredibly loud blast produced by the grenade adds to its incapacitating properties by disturbing the fluid in the ear which also lasts approximately 5 seconds until the ear restores itself to its normal, un-stimulated state. The flash bang has a radius damage of 15 meters. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Non-Weapon Items: N/A
Character Depth
Personality:
Moral convictions mean little in a world where there are so few. This belief is shared in many Kirigakure-nin, codename Haseo is no different. Self-preservation is the only thing which truly matters to someone trained to be a hyper lethal killer from childhood. At first Haseo was unaccustomed to the volume of senseless killing within the village, but soon grew numb as did others. Killing soon became as normal as breathing to the man who never stopped to ask why. He was complacent with the status quo, and knew that questioning it could see him end up dead.
Typical of a trained assassin Haseo is normally fairly calm and cool. He is always rational, doing whatever it takes to ensure his own survival. To this end, he sees friends as an unnecessary burden and as such does without them. Being brought up in Kirigakure, it’s understandable that Haseo would have an extremely difficult time trusting anyone or be naïve enough to allow anyone to get close to him. He keeps a wide variety of associates in business, but his relationships with these people remain strictly impersonal.
Often times his job requires him to impersonate others, which he does with pleasure almost. Deception comes easy in his line of work, Haseo’s transformations being nearly flawless in quality. To those he deceives the man holds no personal vendetta, doing so would be totally out of line. Haseo has even read it in a job description somewhere. This has caused him to be frequently labeled by others as hard to read by clients and enemies alike.
Killing is an art form to the man with nothing, his only hobby being the constant betterment of his craft. To this end, he has become meticulous in his preparation and keen of even the most minute of details. This has caused Haseo to adopt a perfectionist mentality, though this usually is undermining. When attempting to kill a target he understands that things can and will go wrong, forcing him to become resourceful and adapt to most situations. In battle, his preferred method of combat is swordsmanship, namely gyakusatsu though he has some skill in hand to hand combat as well. He doesn’t even know he took up sword fighting, it simply appealed to him and he found he had a natural affinity for it.
Appearance:
Haseo stands at a relatively tall height, with a well built frame befitting a ninja. It’s composed almost entirely of lean muscle mass, forged through Haseo’s strict workout regimen. He carries this out with almost religious zeal, so it’s no surprise that Haseo’s in top shape. The man could very well be the definition of fitness. Haseo has a round, shapely head, his forehead in proportion with the rest of his head. His emerald colored eyes are very rich in hue and large in size. His nose is fairly small, though not awkwardly so.
He has regularly been described as handsome by men and women alike, his tantalizing green eyes being one of his more prominent features. Haseo’s narrow jaw line is sharp to the touch, replete with dimples that meeting his chin nicely. The shinobi's teeth are noticeably shark-like and jagged, a trait shared by many other ninja in his village. His cheek bones are at a decent height as well. His skin is of an olive complexion and fortunate for Haseo lacking any major scars. Haseo has fairly long black hair that falls just around the nape of his neck. His face is free from any scattered hair, except for the occasional five o’clock shadow when Haseo’s on long missions. He has broad, well defined shoulders with a fairly wide chest for his size. Most of his mass however is contained in his muscular legs, honed through years of constant abuse and taijutsu training.
Haseo wears the standard black BDU for all ninja in the Hidden Mist Village, though with some alterations. He does not wear the customary flak jacket, for those are reserved for higher ranking ninja only. His forehead protector remains strapped to his right biceps at all times, very rarely if ever does Haseo take it off. He does however have to shower at some point. He wears a black face mask frequently, most often when he is out on assassinations.
He is usually not without his preferred weapon of choice, the katana. Haseo keeps his on a simple black sash on his left hip. His is fairly simple, the saya, sageo, and tsuba all black. The tsuba is in the shape of a cross almost, although its edges are rounded. The tsuka is black as well, but features many small nicks and cuts along the inside. The ito is black, though the same is of the traditional white color.
Background:
Codename Haseo was born sometime after the Third Shinobi World War in Kirigakure. His parents could be only be described as “overly functional” in nature. They too were very rational beings, this often superseding their roles as parents. Given that they were ninja in Kirigakure emotion had little importance to them, robbing Haseo of any normalcy in his childhood. As he remembered it Haseo was always fairly easygoing, in truth he still, but that ever since his entrance into the Academy he became markedly different.
His mentality became much more cynical as was to be expected, but it was much more than that. He shut himself off completely from his once friends not long after witnessing his first murder at the age of 10. His soul slowly grew more and more depraved; those that he once knew barely even recognized him anymore. This depravity would only grow worse in the coming months and years as he was forced to commit murder himself. It was a dog-eat-dog world, just another one of the cruel realities of life in which he lived.
Then came that fateful day, his parents both jonin were sent on what was otherwise known as a very important mission. They never made it back alive, though Haseo didn’t buy it. He had reason for skepticism, their bodies were never found. The case went cold in the months following their deaths, though it had to be some kind of conspiracy. Haseo couldn’t decide on what was stranger the fact that he didn’t mourn his recent loss, or that whoever killed his parents went to such great lengths to cover their tracks.
For years he seemed to just block out any memory of them having passed away, it was easy enough anyway given they were never around. It wasn’t until he was sent on one of his more recent missions that his feelings finally surfaced. He along with his squad, were sent to kill a ninja from a rival village. They had tracked him for months on end, in the process uncovering some very personal information of his. The ninja as it turned out had two young sons, not much older than he himself.
One night he and his squad broke into the man’s residence, where he slept with his wife and children. Haseo was charged with eliminating the target, and up until the point where he was supposed to kill him everything went unhinged, except for one thing of course. As he crept up to the man’s side of the wide double bed, the man awoke with terror in his eyes. The man could hardly contain the fear he felt at that very moment, though he was extremely fortunate. Haseo sympathized with the poor soul in a way; unable to do the sinful deed he had been assigned.
He backed off slowly, dropping his knife where he stood and retreated into back into the starless night. The next morning he had found himself draped against a damp wall in what appeared to be an alleyway. The shinobi’s hands felt clammy and rigid as he braced them against a nearby wall in order to prop his meager body upwards. His face paint had been smeared, Haseo knew for a fact that it hadn’t rained the night before either. He had cried himself to sleep.
That day still remains a vague memory to the emerald eyed shinobi. He remembered he came under heavy fire his actions; it took a long, long time to even attempt to erase the stain it had cast on his reputation, but he would manage. His reputation was one thing, but he could never wash away the tremendous amount of blood on his hands. The only thing the young man could do would be to make amends. This he swore, and he would one day obtain the power to do so.
Techniques
Universal Taijutsu
Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush forward in almost instantaneous speed. Used to draw the user close to the opponent.
Special: ---
Drawback: May use 3 times a day. May perform 1 more each time learned. Passing amount renders the user's legs immobile due to severe pain. Unable to perform again unless gained medical treatment. Must move through an opening. Unable to maneuver around obstructing objects. Can't attack while performing any Shunshin or Variation.
Description: User is able to move forward in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. It is accomplished by focusing the user's chi along the ankles and foot. User mostly moves just with their ankles and feet. Jutsu takes up no movements. User may only use this Jutsu half of the movements may allow in a single round while rounding down. Example: User has 5 movements, user is able to perform Jutsu 2 times per round.
Limit: Universal NinJutsu or Universal TaiJutsu.
Shunshin no Jutsu - Ken'in (Body Flicker Technique - Pull)
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)
Shunshin no Jutsu - Kaunta (Body Flicker Technique - Counter)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: Attacks your opponent. Can't simply use "Kaunta" however way you want. It is a skill that allows you to read an opponent's Shunshin and change its movement to neutralize the opponent.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: A shunshin designed as a counter, reading the shunshin of an opponent in order to alter its course and render it ineffective by predicting and following the same technique with a Shunshin no Jutsu (Body Flicker Technique) Variant of your own. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Must know Shunshin no Jutsu - Oshi, Ken'in, and Ko
Shunshin no Jutsu - Zanzō (Body Flicker Technique - Remaining Image)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: Affects the enemy's mind and will power by making after images.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: A Jutsu to move so swiftly that an image of the technique's user is left behind while moving within 10 meters. Most often it is used to dodge an incoming attack and get behind the opponent to perform a counter-attack. When first learned user is able to perform 1 after image within 10 meters. Each time learned user is able to create an extra after image within 10 meters. May learn to perform up to 5 after images within a single Jutsu. Supplement of Shunshin no Jutsu (Body Flicker Technique - Push) while using same schematics. May be used with other Shunshin no Jutsu - Oshi (Body Flicker Technique).
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi, Ken'in, Ko, and Kaunta
Shunshin no Jutsu - Sha (Body Flicker Technique - Trace)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: Allows the user to maneuver around objects while performing Shunshin no Jutsu - Oshi, Ko, or Zanzō.
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: Normally when a user is performing one of the 5 Shunshin no Jutsu (Body Flicker Technique) they are unable to skillfully maneuver around objects. They must perform the Jutsu in an open area. 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. Supplement of Shunshin no Jutsu (Body Flicker Technique) while using same schematics.
Limit: Must know The 5 Shunshin no Jutsu (Body Flicker Technique).
Marksmanship
Even Stance
Rank: "E"
Skill: TaiJutsu/Supplementary
Effect: Natural Position, easy to reproduce.
Special: ---
Drawback: ---
Description: One of the four stances a user may learn as they are able to learn just one if they wish. Small base of support in the front-back plane. Body isn't sturdy, so it can move if in high winds. Lowers area for string clearance, especially for large chested shooters. Many Marksman prefer the even stance. In this stance, the Marksman’s body weight is evenly distributed among both feet, and the heels and toes are aligned. The middle of the instep of the foot is aligned with the center of the target.
Limit: Must be a Marksman.
Open Stance
Rank: "E"
Skill: TaiJutsu/Supplementary
Effect: Gives stable support base, reduces tendency to lean back from the target.
Special: ---
Drawback: ---
Description: One of the four stances a user may learn as they are able to learn just one if they wish. Tends to make upper body twist towards target. Tends to use arm muscles more than back muscles to draw. Open stance is recommended for the beginning Marksman during their initial learning period. In this stance, the feet should be shoulder-width apart. It is recommended that the Marksman should distribute his/her body weight evenly on both feet.
Limit: Must be a Marksman.
Close Stance
Rank: "E"
Skill: TaiJutsu/Supplementary
Effect: Gives stable support base, Gives good alignment of the arm and shoulder in direct line to the target.
Special: ---
Drawback: ---
Description: One of the four stances a user may learn as they are able to learn just one if they wish. Reduces string clearance, so string may strike against body. Tends to make Marksman lean away from target and overdraw the arrow. A closed stance. The shooting line is straddled and weight is evenly distributed among both feet. Left foot is moved forward a few inches so a heel-toe alignment exists between the left and right feet respectively.
Limit: Must be a Marksman.
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 a 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 a 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 a Marksman. Must know Point Blank 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.
Suiton Jutsu
Kirigakure no Jutsu (Hidden Mist Skill)
Rank: "C" Rank
Skill: NinJutsu
Effect: A Skill where a user uses the water around them to create a massive mist to fill around the user.
Special: "Handseals"
Drawback: ---
Description: A skill which creates a very dense fog that descreases the surrounding visibility to near zero. It produces an environment perfect for a silent assassin who follows an opponent through sound. This mist can not be blown away by any type of Wind Jutsu.
Limit: Water Release
Suiton – Suirou no Jutsu (Water Prison)
Rank: "C" Rank
Skill: NinJutsu
Effect: A Technique that may be used in order to trap an opponent by creating a prison made of water. The water is used so that the opponent may drown within the water if the opponent does not know how to escape forth.
Special: "Handseals"
Drawback: ---
Description: Suirou no Jutsu is a Ninjutsu technique that utilizes water to imprison an opponent. The ninja forms the necessary hand seals which causes the water to form around the target into a spherical prison which only allows for limited movement. The ninja must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. When combined with a bushin technique, the ninja can imprison their target but still allow for a clone to attack others nearby.
Limit: Water Release
Mizu Bunshin no Jutsu (Water Clone)
Rank: "C" Rank
Skill: NinJutsu
Effect: ---
Special: "Handseals"
Drawback: ---
Description: Mizu Bunshin no Jutsu is a Ninjutsu technique that utilizes water to create a Bunshin clone. Unlike a normal Bunshin, the Mizu Bunshin has the ability to interact more with the environment due to it having physical substance. This allows the clone to carry out limited attacks on its target. The range of the clone is limited; however, it can not travel very far from the original body. If the Mizu Bunshin is injured, the clone will usually revert back into its natural water state. When first learned the user is capable of having or capable of creating up to Five Clones. Each time learned the user learns this technique the number of Clones is capable of increasing by one. The maximum amount of clones is Ten for the Difficulty Class of D Rank. For each Difficulty Rank Increase the number increases by five of maximum but learning is still one per learned.
Limit: Water Release
Suichuu (Underwater)
Rank: D
Skill: Ninjutsu
Effect: Allows the user stay underwater for some time.
Difficulty Class
D Rank Difficulty Class - 20 minutes
C Rank Difficulty Class - 40 minutes
B Rank Difficulty Class - 80 minutes
A Rank Difficulty Class - 120 minutes
S Rank Difficulty Class - 180 minutes
Special: "Handseals"
Drawback: After returning to surface the user must rest half of the time used underwater. As example, if the user has stayed under for 20 minutes, he’ll have to rest 10 minutes before the jutsu can be used again.
Description: Simple technique used by channeling chakra to mouth, lungs, ears and eyes. With chakra moved to mouth and lungs the user gathers air from the water and is able breath underwater, chakra guided to ears protects from the aching caused by pressure, lenses of chakra protecting eyes work like swim goggles.
Limit: Must have Water Release
Ochiru Ame no Jutsu (Falling Rain Technique)
Rank: "D", "C", "B", "A", "S"
Skill: Ninjutsu
Effect: User creates rainfall
Special: "Handseals"
Drawback: Nothing besides continous mana drain.
Description:
"D" - User uses chakra to throw water either summoned through her Kuchiyose technique or water randomly lying around into the air and suspended there for a few turns, dependant on how much chakra User uses.
"C" - User uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra User uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself.
"B" - User uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra User uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended.
"A" - User uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra User uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended. At this point, User no longer needs to have a water source for this technique. Water will fall from the air and follow the same rules as the aforementioned levels of the technique. Very small amount of chakra is necessary for the continued rainfall.
"S" - User uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra User uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended. At this point, User no longer needs to have a water source for this technique. Water will fall from the air and follow the same rules as the aforementioned levels of the technique. At this stage, water will fall continously from the sky until User cancels the technique. Next to no chakra is needed to continue the rain.
Limit: Water Release
Katon Jutsu
Katon - Goukakyuu no Jutsu (Great Fireball Technique)
Rank: "C" "B" Rank
Skill: NinJutsu
Effect: The user is capable of performing a few handseals in which gives them the capability of blowing a large body of fire in size of a large sphere that has great fire proportions and explosive capabilities.
Special: "Handseals"
Drawback: Depending on the Rank, is dependent on how strong or how much the user is capable of doing with the Goukakyuu no Jutsu.
Description: The user quickly performs a few handseals. The user then places the hand over their mouth creating a small like circle. This technique in turn is then to help the user control the great flame. The use then blows out and creates a large fireball that twice the size of a normal human body. When the "C" Rank version is first learned the user is only capable of blowing out the Great Fireball that is cannot be moved or go anywhere else. This also means that the technique does not explode in a fiery explosion, but burns greatly to anyone that is caught within the technique. When the user learns the "B" Rank version then the user is capable blowing the Great Fireball into the distance, sending it away from the use it to hurl towards the very opponent. This technique is only capable of going into a straight line and this is capable of having the size three times the size of a human body. This technique when launched at an opponent then becomes dangerous because at this point the technique can explode causing damage that is even more devastating.
Limit: Must have the Fire Release
Housenka no Jutsu - Mythical Fire Phoenix Technique
Rank:C
Skill: Ninjutsu
Effect: The user is able to blow small balls of fire that can conceal projectiles to damage the opponent.
Special: Handseals
Drawback: ---
Description: The user performs a few quick handseals as they quickly take the same concept as that of the Goukakyuu no Jutsu. The user then spits out or hurls out up to five small sized fireballs towards the enemy. Each fireball creates massive amounts of burns but does not burst forth in an explosion. As each fireball makes contact with something, they spread out the fire creating a more of an area effect within the fire. The user is capable of using this technique in conjunction with multiple secondary weapons such as kunai or shuriken. The opponent is incapable of noticing the projectiles until the fire is extinguished in mid air. This technique is used typically to hide or to be used as a diversion for more of a powerful technique. As a D ranked ninja, the user is able of shooting 5 balls of fire. After the user goes up a difficulty class, they are capable of shooting 5 more fireballs.
Limit: Fire Release