Name: Yagami Soh
Age: 13
Gender: Male
Rank: Genin
Village: Kumogakure
Bloodline: Shoton (Crystal)
Spendable/Total: 1310/1110
Ryo: 110,000
Items:
Skills:
Bukijutsu
Ninjutsu
(Skill Point) - Reaching D-Class
Elements:
Doton
Jutsu:
S-rank
E-rank
Stats:
Strength: D
Constitution: D
Stamina: D
Speed: D
Coordination: D
Intelligence: D
Perception: D
Unique Abilities:
-Durability: Has an increased threshold for Physical pain, actual damage occurs normally. Increasing Constitution by one tier in exchange for lowering Speed by one tier.
Renown: 275
Age: 13
Gender: Male
Rank: Genin
Village: Kumogakure
Bloodline: Shoton (Crystal)
Spendable/Total: 1310/1110
Ryo: 110,000
Items:
- Spoiler:
- Metal Staff
Shuriken x5
Kunai x5
Skills:
Bukijutsu
Ninjutsu
(Skill Point) - Reaching D-Class
Elements:
Doton
Jutsu:
S-rank
- Spoiler:
- Spoiler:
- Spoiler:
- Spoiler:
- Spoiler:
- Name: Manipulated Shuriken Technique
Rank: D
Power: D
Activation Cost: -
Upkeep Cost: 1
Range: 0 - 100 m.
Speed: -
Element: -
Skill: Bukijutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: With this technique a translucent string, both elastic and highly durable, is attached to a shuriken, making it possible to alter its path after having thrown it. An expert will have the ability to freely glide the shuriken in any direction with just a single movement of their fingertip. The first attack, challenging the enemy, is avoided and after a time-lag of several seconds, it will come from behind. Depending on the performance, the possible tactics can be infinite.
When using this technique the user's Coordination increases by +2 advantages regarding Shuriken control. Shuriken do not lose momentum when using this technique. The user may also "re-throw" a shuriken that has lost momentum, whether it got stuck in a tree or ground. The shuriken does not benefit from the user's Coordination when regarding its speed using this method.
Weaknesses: N/A
Name: Earth Release: Double Suicide Decapitation Technique
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: 10 m.
Speed: -
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Earth
Parent Technique: N/A
Hand Seals: -
Description: This technique conceals the user underground and drags the object of their attack down into the earth, robbing them of their freedom, leaving them completely unable to move after they're underground. The user can only move in a linear fashion and can only remain underground for one post before they lose the ability to tunnel and must resurface or reactivate.
Weaknesses: The user must have some way of sensing the target above or know where their target is before submerging.
Name: Follow Up
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 2
Range: Melee
Speed: N/A
Element: Depends on the medium being 'dragged'.
Skill: Ninjutsu
Classification: Ninjutsu, Open
Requirements: Ninjutsu
Parent Technique:
Hand Seals: Rat-Dog-Snake
Description:
After making the necessary hand Seals, the user's physical movements will 'drag' small amounts of their chosen medium for so long as this Technique is maintained. The purpose of which is to belay some of the drawback of missing their target in a melee, by have their medium give them a second chance to hit. This is accomplished by the medium spreading out from the point of missed impact into a small, immediate area. While this effect does little to no physical damage, a clever Shinobi can use their medium to distract, disorient or even temporarily blind their opponent before the user makes a follow-up action. How this works is the user's Chakra will draw in minute amounts of the chosen medium and effectively 'fling' it outward from the movements of the user's melee or weapon attacks.
Weaknesses: Must have a medium to 'drag' along with their movements, be it water, dust, sand, plant debris, etc.
Name: Jump step
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: N/A
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Village Exclusive (Kumo), Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: Similar to the Tree Climbing jutsu and Water walking Jutsu, the Jump Step was created in the Land of lightning as a method to gain better chakra control as well as facilitate mountain climbing. To do this, the user emits a quick burst of chakra from their feet providing a platform for them to jump from in midair. Platforms made in this manner will disburse immdately after jumping from them as they are only stable enough to allow for a brief moment of contact.
Weaknesses: Creates the force necessary for a double jump, but in no way makes you jump any higher than you normally could.
Name: Wall of Earth
Rank: D-Rank
Power: D-Ranked
Activation Cost: 3
Upkeep Cost: 1
Range: 10 Meters
Speed: Instant
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Pre-existing Earth
Parent Technique: N/A
Hand Seals: Tiger
Description: The user creates a wall of soft soil 2x2meters the shield themselves from incoming attacks. The Structural integrity of the wall is removed when the user stops channeling chakra into the wall. At that point the wall starts to crumble and becomes a heap of loose dirt.
Weaknesses: N/A
Name: Earth Release: Double Suicide Decapitation Technique
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: 10 m.
Speed: -
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Earth
Parent Technique: N/A
Hand Seals: -
Description: This technique conceals the user underground and drags the object of their attack down into the earth, robbing them of their freedom, leaving them completely unable to move after they're underground. The user can only move in a linear fashion and can only remain underground for one post before they lose the ability to tunnel and must resurface or reactivate.
Weaknesses: The user must have some way of sensing the target above or know where their target is before submerging.
E-rank
- Spoiler:
- Name: Body Replacement Technique
Rank: E
Activation Cost: 1
Upkeep Cost: -
Range: -
Speed: -
Element: -
Skill: Ninjutsu
Classification: General Skill
Requirements: -
Parent Technique: -
Hand Seals: -
Description: This technique is done by animating an object temporarily to look and act like the user. This is more of an illusion, as it cannot attack nor does it think or have a mind of its own. When taking damage the object will react to it as the user would before being reduced to its regular form. To use this technique requires speed and deftness, as well as a general idea of when an attack is oncoming. This is used to fool inexperienced Shinobi into believing their attack has landed on their victim giving the user an opportunity to either escape or land a surprise attack. The animation only lasts a couple seconds as well as the illusion after being hit, so it must be timed precisely for maximum effectiveness.
Weaknesses: -
Name: Tree Climbing Practice
Rank: E
Power: N/A
Activation Cost: 0
Upkeep Cost: 0
Range: Self
Speed: N/A
Element: None
Skill: None
Classification: Open
Requirements: None
Parent Technique: None
Hand Seals: None
Description: Tree Climbing Practice is a training method used to gain more skills with chakra control. This training involves focusing a fixed amount of chakra to the bottom of one's feet, and using that to climb a tree without using one's hands. If the stream of chakra is too weak, the user will lose their footing on the tree and fall off. If it is too strong, the user will be pushed away from the tree, causing the tree to break around the point of contact and the user will fall. The concept of this exercise is similar to magnetics and can be applied to other objects within close vicinity of the user's body, such as catching and throwing a kunai that comes within several inches of the user's foot by using chakra alone.
Weaknesses: Inexperienced shinobi may lose focus and cause their chakra to become unstable, which will release any hold their chakra has on a surface and may even forcibly eject them off of it. This technique is automatically known by all characters.
Name: Water Surface Walking Practice
Rank: E
Power: N/A
Activation Cost: 0
Upkeep Cost: 0
Range: Self
Speed: N/A
Element: None
Skill: None
Classification: Open
Requirements: None
Parent Technique: Tree Climbing Practice
Hand Seals: None
Description: This training method is used to gain better chakra control. To do this, the user has to be emitting a constant stream of chakra from the bottom of the their feet and using the repellent force to walk across the water's surface. This technique is more difficult to master than the Tree Climbing Practice, because the amount of chakra that needs to be emitted changes constantly.
It has also been shown that one can use their chakra to "skate" across the water surface, like an ice skater, instead of just walking or running. And the more one trains this technique the more they reach a state where they stand on water without even noticing it or basically even trying.
It doesn't have to just be at the feet. A user under water can focus chakra on their hands or any other body part that makes contact with the surface of the water. If they were submerged, they can climb atop the water as if they were climbing out of a pool.
Weaknesses: Even Genin can sometimes have trouble with this technique, due to the constantly shifting nature of water, and as such may misjudge the flow of their chakra and fall into the water. This technique is automatically known by all characters.
Name: Clone Technique
Rank: E
Activation Cost: 1
Upkeep Cost: -
Range: 0m-10m
Speed: -
Element: -
Skill: Ninjutsu
Classification: General Skill
Requirements: -
Parent Technique: -
Hand Seals: Ram → Snake → Tiger
Description: A ninjutsu that creates an intangible copy of one's own body, without any substance. Since the clone itself doesn't have the ability to attack, and thus can only be used to confuse the enemy, it is mainly used in combination with other ninjutsu. It's a basic technique, but depending on one's ingenuity, it can be used effectively. The clones may not dissipate when they come into contact with something. These clones can be easily distinguished by people with dōjutsu. A person with normal eyes can also distinguish the clones from the original, since the clones do not have shadows and will not disrupt the area around themselves with their movement (i.e. won't kick up dust, crush grass, etc.). These clones are extremely simplistic and cannot talk nor move very far from the creator. Their utility is restricted to distractions and confusion. A maximum of 2 clones can be created from one casting of this technique.
Weaknesses: -
Stats:
Strength: D
Constitution: D
Stamina: D
Speed: D
Coordination: D
Intelligence: D
Perception: D
Unique Abilities:
-Durability: Has an increased threshold for Physical pain, actual damage occurs normally. Increasing Constitution by one tier in exchange for lowering Speed by one tier.
- Physical:
- Technique:
- Destiny:
Limit Break Points
Renown: 275
- Code:
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Last edited by Amakiir on Fri Oct 25, 2019 10:08 am; edited 24 times in total