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    Zen's Knowledge

    DarhkMyr
    DarhkMyr

    Posts : 108
    Join date : 2019-12-30
    Age : 13
    Location : Kumogakure

    Character File
    Skills & Elements: Kyujutsu, Sensory
    Class: D
    Ryo:

    Zen's Knowledge Empty Zen's Knowledge

    Post by DarhkMyr on Sat Jan 11, 2020 12:27 am

    Known Techniques

    Academy Techs:
    Name: Fusee
    Rank: E
    Power: E
    Activation Cost: E
    Upkeep Cost: N/A
    Range: N/A
    Speed: N/A
    Element: N/A
    Skill: Ninjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: N/A
    Description: Created as a chakra control exercise.  The user projects chakra from their hand to generate a small or typically between the size of a marble and a golf ball.  One formed the orb uses the energy stored inside of it to glow with a bright heatless light.  This light is the users color of choice and will last for up to an hour before burning out.  This function is independent of the original caster.  

    As a source of illumination it's commonly used to indicate obstacles or advise caution on roadways at night as well as to perform hand signals.  

    Weaknesses:  Having a bright light on you is a great way to give away your position.


    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: -

    Name: Charge Signal
    Rank: E
    Power: N/A
    Activation Cost: E
    Upkeep Cost: N/A
    Range: 100m
    Speed: N/A
    Element: N/A
    Skill: Kyujutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Ram
    Description:  The use hold the arrow in hand imbuing it with a small portion of chakra. When this shot if fired it travels until the user hold a hand sign of the ram. The arrow then lets out a discharge of bright light and a loud frizzling sound  as a signal.
    Ninjutsu Techs:

    Name: Sensing Technique
    Rank: A
    Cost: 0.5/Post
    Range: Varies by Natural Perception:

    E-Tier: 5m
    D-Tier: 25m
    C-Tier: 50m
    B-Tier: 125m
    A-Tier: 250m
    S-Tier: 500m

    Speed: Instant
    Element: None
    Classification: Sensory Ninjutsu
    Handseals:

    Base: None
    Focused: Touch

    Requirements: Sensory Skill
    Description: The Sensing Technique is the basic method of Sensory that is automatically granted once the Sensory Skill is unlocked. Perception determines the potency of the user's ability, extending the range as listed above. The classic use of sensory is almost a passive ability, requiring only that the cost be paid to maintain awareness. There is also a focused variation through which the user can double the range by making physical contact with an object via the hands or fingers. Whichever object is touched is the medium for range extension, meaning that beyond the original range value, only things making contact with the medium can be detected. This medium is almost always the ground.

    The medium doesn't need to be the ground, and while using the ability inside a building will transmit one's sensing across all walls, floors, ceilings, and the ground upon which the building stands, there are other structures which may not be tied to the ground. Using this inside a blimp or other aircraft, for example, will extend the user's range over the aircraft, up to the maximum range, which may well cover the entire aircraft. Given that an aircraft isn't making contact with anything, the user's sensory range will be limited to that aircraft.

    Drawbacks: Focusing the range forces one to remain in place. Anything not making contact with the medium cannot be sensed with the extended range; this won't help them if they're within the base range, however, as they can still be sensed as normal. The Sensing Technique is not a passive process and will require activation; if the cost is not being paid, the technique is not active. This technique is also required as a prerequisite for most Sensory-related techniques and abilities, excluding only a certain few.

    Name: Chakra Suppression
    Rank: D
    Power: D
    Activation Cost: N/A
    Upkeep Cost: N/A
    Range: Self
    Speed: N/A
    Element: N/A
    Skill: Sensory
    Classification: Open
    Requirements: None
    Parent Technique: Sensing Technique
    Hand Seals: N/A
    Description: This technique allows the user to suppress their or their allies' chakra to the point that it becomes completely undetectable. This makes it impossible for sensor type shinobi to track them via chakra. This technique is very useful in the sense of allowing the user to infiltrate the enemy's ranks undetected.
    Weaknesses: The use of this technique is restricted to only those with the sensory skill. Also since the user is suppressing their chakra they may not use techniques except for C Rank Taijutsu and below.

    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: Body Flicker Technique
    Rank: D
    Power: C
    Activation Cost: 5
    Upkeep Cost: -
    Range: 50m
    Speed: -
    Element: -
    Skill: Ninjutsu
    Classification: Open
    Requirements: -
    Parent Technique: -
    Hand Seals: Half Tiger
    Description: This technique enhances the user's movements by fortifying their step with chakra. This is essentially a burst of energy to make their body function at higher speeds. This technique boosts the user's movement speed by one tier up to 100 meters. If at any time they stop running they must require an reactivation. The hand seal may be held to constantly refresh the 100 meter limit providing a constant speed increase.
    Weaknesses: Just like a full sprint the user must remain in a straight line in order to benefit from the bonus. If the user were to change direction they must reactivate the technique.

    Name: Genjutsu Kai
    Rank: C
    Power: Varies
    Activation Cost: Varies
    Upkeep Cost: N/A
    Range: Self/Contact
    Speed: Instant
    Element: N/A
    Skill: Ninjutsu
    Classification: Open
    Requirements: The user must know that they are in Genjutsu
    Parent Technique: N/A
    Hand Seals: Tiger
    Description:  The user concentrates chakra into their brain to expel foreign chakra. The amount of chakra required for releasing from a Genjutsu depends on the rank of the Genjutsu being used (not the cost of the Genjutsu but its rank meaning its complexity).
    Weaknesses: In the case of vertically stacked genjutsu, it can be used to release only one Genjutsu at a time.

    Kyujutsu:
    Name: Arc Sparrow
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: -
    Range: -
    Speed: -
    Element: -
    Skill: Kyujutsu
    Classification: Open
    Requirements: Kyujutsu Skill
    Parent Technique: -
    Hand Seals: -
    Description: similar to how other weapon users imbue chakra into their weapons through chakra flow, the user imbues chakra into their arrow as they notch it, upon loosing the arrow the chakra activates surrounding the arrow in a visible aura of chakra that extends to twice the size of the arrow. This chakra causes the arrow to act as though it was 1 grade higher in terms of hardness, in addition to allowing it to pierce through weak obstacles in it's path. (Trees, mountains, walls or lower grade than arrow, people) until it reaches it's max distance following projectile rules.
    Weaknesses: -

    Name: Snap Shot
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: Self
    Speed: -
    Element: -
    Skill: Kyujutsu
    Classification: Open
    Requirements: B-Tier Coordination, Kyujutsu Skill
    Parent Technique: -
    Hand Seals: -
    Description: Through the use of charka the user is able to stimulate their muscles in such a way that the are able to make multiple shots with their bow, allowing for quick firing in close quarters. (B-Tier=2shots/s, A-Tier=3shots/s, S-Tier=5shots/s, X-Tier=8shots/s)
    Weaknesses: Though being able to fire multiple shots comes in handy, it sacrifices the strength of the shot as if it had been shot from a bow with a draw power of 1 rank lower.

    Name: Overdrawn
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: -
    Speed: -
    Element: -
    Skill: Kyujutsu
    Classification: Open
    Requirements: Kyujutsu Skill
    Parent Technique: -
    Hand Seals:-
    Description: Flowing chakra into their bow the user is capable of enhancing their bow beyond it's limits. The chakra increases the strength (draw power) of the bowstring allowing it to act as though it was 1 grade higher in quality, this in turn increases the velocity (speed) of the arrow as well as how far it travels.
    Weaknesses: User must possess the appropriate strength for the increased draw power.

    Name: Focused Shot
    Rank: D
    Power: D
    Activation Cost: D
    Upkeep Cost: N/A
    Range: Self
    Speed: N/A
    Element: N/A
    Skill: Kyujutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: N/A
    Description:  The user focuses chakra into the string of the bow, strengthening the tension of the bow, allowing for a more powerful shot,  this shot packs a bit more of an impact  or can be shot a lightly farther range. (increase strength + for the shot)

      Current date/time is Sun May 24, 2020 6:20 pm