| | Hinamori, Toshiro [Konoha Sennin] (Done) | |
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NuclearTreerat
Age : 48 Posts : 1036
| Subject: Hinamori, Toshiro [Konoha Sennin] (Done) Sun 14 Aug 2011, 12:50 am | |
| Hinamori, Toshiro. Main: Fighting: Sad: Pissed Off!: Ending THE INFO. Name: Hinamori, Toshiro Nickname: Toshi - A shorted form of his name used by those whom he is extremely close to, namely Kimiko and her sister along with his immediate family. Snowy or Shiro-chan - A nickname originally used by his sisters to tease him that he despises as it was his sister Asusha's favorite "pet name" for him. Devil Shark of the Hidden Leaf (Akumakou no Konoha) - His moniker in the Bingo Book of other villages. The names origins reach back to his time as a chuunin but it became fixed after an one-on-one encounter left one of Kirigakure's better swordsmen so impressed that he referred to Toshiro in his mission report as “a Leaf-nin who fights like a shark with the soul of a devil.” Bastard-sensei - the “term of loving endearment” that those who have had the (mis)fortune to be his students apply to him when he isn’t around to inflict further pain on them. Age: 26 Gender: Male Appearance: Having finished growing at roughly 18, Toshiro now stands a shade over 5 feet 11 inches (180 cm) tall with a strong build leaving his weight around 180 lbs. plus equipment (which often adds another 90 lbs). The years have turned his eyes from a bright teal to a darker forest green with hints of brown and he wears his white hair to just below his shoulders - collecting most of it into a low ponytail while the rest is left lose since it refuses to stay in place. Like most of his kin he is only slightly tanned despite years spent mostly outdoors and sports the marks of his chosen profession in the form of many scars of which the largest are on the front & back of his right shoulder and right thigh. In addition he had the words "Hikariha Kurayamino Nakade" ("Light in the Dark" - the motto of his clan's equivalent to ANBU) added around the sides and bottom of the water dragon imprinted into the skin on his right shoulder.
After recent events Toshiro was finally convinced (i.e. badgered) by the females in his life into exchanging his “one set for all situations” wardrobe for something a bit more diverse. His typical mission attire is mostly unchanged, consisting of either Konoha's standard jounin uniform or charcoal grey pants with extra pockets and a dark blue or black long-sleeved shirt. In either case he wears black open-toed sandals or black boot into which is tucked the cuffs of his pants with the lower portion taped close to the shin and a net undershirt with sleeves that reach mid-forearm under a grey long-sleeved shirt with cloth strips wound from the middle of his forearm to wrists along with his black fingerless sap gloves. Over these will be his chuunin vest with two additional pockets added to the lower front. In either case he secures his bow, its combination holster & quiver, and the scabbards holding his two swords (both hilts over the right shoulder) to a shoulder belt that connects to a second belt and to this belt are attached 3 pouches holding those items & supplies not sealed into scrolls or stored in his vest in lieu of a backpack. Strapped to the top of the larger middle pack is a rolled up "gum blanket", blanket, rain poncho, and tarp.
When not on duty he typically wears slacks or jeans along with sneakers and either a black polo shirt or a white button-up shirt with a yellow kerchief and a dark grey sport coat for more "up-scale" occasions. Regardless of what clothes he's wearing, he keeps a sapphire pendant on a steel chain on his person along with the single gold pin that carries his clan's crest on his collar.
Forehead Protector: Tied around his head with the plate centered and two additional plates at the sides with the loose ends of the black cloth brushing the back of his neck. The metal portions has been treated with a temper that turned them a non-reflective blue tint except where the Hidden Leaf symbol is etched.
Personality: Compared to when he graduated from Konoha's academy Toshiro has done a bit of growing up when it comes to dealing with other people. No longer automatically cold and distrustful of those outside his kin and immediate friends he has gained a slowly growing circle of friends which includes civilians as well as other shinobi. Even in situations that involve groups of people he doesn't know he can manage to remain sociable if not exactly lively and might eventually open up after several hours. At such times he can show a dry and sarcastic wit that is as often aimed at himself as others. He is also much more willing to demonstrate concern for others without trying to hide it as the past years have taught him that sometimes the best thing you can do for someone is to let them know you care. In light of that it isn’t surprising that he remains close to his family (especially his younger sister Aki), regularly spending a great deal of his free time with them. Otherwise when not on an assignment he is usually in the company of his girlfriend or friends, or at one of the smithies around his residence where he trades his growing talent for metalwork both practical and artistic for access to facilities when he doesn’t want to use his clan’s smithy.
On first meeting him, if they aren’t informed of his moniker beforehand, non-shinobi rarely associate him with the ninja known as the “Devil Shark”. Not overly blood-thirsty or aggressive normally, he's not that different from other shinobi of similar rank in being a bit jaded with a lax attitude for most rules and regulations to the point appearing lazy at times. Despite this “friendly and nice” facet, it should be remembered that his title was given him by a shinobi, and an exceptionally dangerous one, from a village known for ninja whose bloodlust is second only to their ruthlessness and skill. If provoked Toshiro is capable of a level of (indiscriminate) violence and ruthlessness normally associated with the more violent nuke-nin. Among the quickest ways to trigger such an outburst is favorable mention of his rogue sister, threats of any sort to his girlfriend, and threats to her or his family (as he considers the former to be part of the later). Mentioning the first can get you a cold glare, ignored, or buried head first into a wall depending on how his day is going. The later will see you lucky to be able to crawl away with most of your limbs somewhat attached. The second - well the last time he heard of that a noble had an accident involving a fall and the family honor sword that left his intestines strung out over some three flights of stairs. Obviously he's also extremely protective - to the point of a hair-trigger temper - of those he values. He finds members of bloodline-bearing clans to generally be annoying “one-trick ponies” with more ego than ability if they're bloodline is neutralized, and loathes titled nobility and those with extreme amounts of inherited wealth for the way they treat the “lower classes” as inferior simply due to not having been born into a family with a pedigree (inbreeding chart as Toshiro calls it) or wealth. However he does recognize that there are the rare exceptions (his own clan being one of them), and these he respects highly for their ability to simply be human in the face of so much stupidity. He also respects those who have risen in stature despite having had no inherited advantages or even inherited disadvantages. Meeting such people only increases his drive to change how the village deals with its ninja when it comes to pay and training in the hope that eventually every ninja starts out with an equal chance of living long enough to maybe retire.
Those who have had the (mis)fortune to be his students know a different side of him, that being a mix of nurturing behavior and sadistic tort... err training. On one hand he doesn't hestitate to bend, break, or outright murder the rules (written & otherwise) to give his students every advantage possible. Nor does he hesitate to lend a hand with their more personal problems, even though he firmly believes that experience is the best teach. On the other hand his pupils quickly learn to deal with pain & embarrassment due to the less-than-orthodox training methods he frequently employs. And above all they learn quickly to not truly annoy him unless they like running around Konoha until they puke.
In light of that it isn’t unexpected that over seven years spent in service to the village has removed what little tolerance he had for those who can't handle the ugly side of being a ninja. Already having lost several close people to the ninja's constant companion, he has also had to the face nearly losing the one person he values above all others and come to terms with another sisters betrayal. As far he is concerned if someone is not ready to put everything into being a shinobi, and that includes being able to function through a whole lot of emotional pain, then they should never be one as such "play-ninja" only get others killed in the end. Those same years, and the uncomfortable secrets he had learned during them, have also eroded his loyalty to the village. Not enough to make him consider leaving (at least not seriously) but if it matters should come to the point of choosing between those he holds dear or the village, the later is very likely to lose out.
Clan: Hinamori Nindō: "If something is worth fighting for it is worth dying for, and if it is worth dying for it is worth killing for. I am willing to fight, die, and kill for those I hold dear." "High or low, birth only sets where you start on your climb in life. How far you set your sights is up to you."
THE NINJA. Origin: Land of Fire Affiliation: Konohagakure Rank: S-rank/ Sennin Specialties: Ninjutsu (Main) Weapons (Sub): Close (Primary) & Long (Secondary) Elemental Affinities: Water, Wind Combat Style: By nature an aggressive fighter who prefers to meet enemies at close range to bring as many of his own abilities to bear while restricting his opponents options. However Toshiro is nothing if not adaptable and readily changes his tactics to attack what he believes the oppositions weaknesses to be. Enemies should be advised that he is trained to win at all costs - not only is throwing dirt or spitting into an enemies eyes something he does, but a normal tactic. The only tactics he abhors and refuses to use except under extreme circumstances are those that use bystanders as shields or pawns. With his combination of speed and substantial chakra reserves, should his initial ambush fail or not be possible he frequently tries to draw out the fight until his opponent makes a mistake then quickly move to capitalize on that mistake. When in a group he frequently functions as either a close-range attacker or mid-to-long range support, and in either role often acts as a bodyguard for those who are not as adept in close-combat by intercepting attackers before they can cause trouble.
Combat Special Characteristics:
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Name: Enormous Chakra Capacity Rank: A Type: Chakra Based Prerequisites: Must have Large Chakra Capacity Training: A 1200 word training is required to gain this special characteristic Restrictions: Effect does not stack with the previous ranks of Chakra Capacity. Description: With an already increased chakra capacity the ninja starts to accumulate a natural skill for increasing their chakra reserves as they continue through their life. Along with some training and mediation, the ninja now gains enormous chakra capacity which increases their chakra reserves by 50CP
Name: Ninjutsu Master Rank: A Type: Skill Based Prerequisites: Must have Ninjutsu Adept Training: A 1600 word training is required to gain this special characteristic. Restrictions: - Description: An ability acquired to highly experienced ninja whose power and knowledge in Ninjutsu could be considered legendary. Through intensive training and practice of the ninja arts, a ninja has attained a vast knowledge of all Ninjutsu and can identify every generic technique. With their now flawless chakra control and knowledge of Ninjutsu, the cost of each Ninjutsu technique is reduced by 40% (rounded up). Element Mastery: With an additional training post (800 words), users can gain more control over a particular element as well, reducing the cost of a technique of that element by a total of 50% (Rounded up). Said element may also exhibit a particular, unique aesthetic effect. Does not apply to Advanced Elements. Element: Water Effect: Normal coloration but jutsu creating imitations of scaled creatures (sharks, dragons, etc) having a more defined & almost metallic appearance.
Name: [Tier III] Flash Speed Rank: A Type: Physical Prerequisites: Character must have the “Advanced Speed” Special Characteristic. Training: A 1600 word training post is required to gain this special characteristic. Restrictions: The Character must have either Taijutsu or Weaponry as one of their specialties. Description: Years of training one’s speed has lead them to the next evolutionary step in their ability. The shinobi can now go up to thrice as fast compared to others of equal rank. On top of this large speed boost, those with this speed can essentially appear as a swift blur to unsuspecting bystanders who happen to notice the character. Unfortunately, the high speed training does very little in further improving one’s already great stamina.
Name: [Tier III] Ferocious Strength Rank: A Type: Physical Prerequisites: Character must have the “Immense Strength” Special Characteristic. Training: A 1600 word training post is required to gain this special characteristic. Restrictions: The Character must have either Taijutsu or Weaponry as one of their specialties. Description: By now, the shinobi has trained more than vigorously in strength; spending several long years in this incredibly tasking feat. Very few have ever passed this point, and for good reasons. With thrice the physical strength of ninja equal in rank, those with this talent in strength have been known the shatter rocks with a mere punch, and destroy walls without even expending a drop of chakra. The strength is so great, weaponry users can cut iron and steel in half with enough focus; and most are able to lift upwards of five times more than they weigh. This level of strength makes it easy to break bones with well practiced taijutsu or weaponry attacks.
Name: Black Ops Stealth Rank: A Type: Skill Based Prerequisites: Must have Advanced Stealth. Training Requirements: A 1600 word training post is required to gain this special characteristic. Restriction: - Description: A characteristic bestowed upon those elite ninja whose stealth became even deadlier through training and experience. The ninja now has a Black Ops member's stealth which allows them to move within the shadows like a phantom and completely blend in with darkness, rendering them invisible. Along with being able to create no sound, the ninja is now able to suppress their chakra to a near undetectable level, rendering them the perfect assassins. Those with this characteristic can easily eliminate shinobi from the shadows, as well as infiltrate buildings with increased ease.
Social Special Characteristics
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Name: Infinite Riches Rank: C Type: Social Based Prerequisites: - Training Requirements: A 600 word training post is required to gain this special characteristic. Description: The ninja gains near infinite Ryo from either inheritance or a unknown circumstance which makes them filthy rich and now highly respected in their village. They can now live in large mansions in their villages and possess the latest technology and training equipment. They can purchase anything without fear of running out of money which makes them both popular and feared for their power.
THE BACKGROUND. History: Birth Arc
- Spoiler:
Born on December 20th to Hinamori Kyo and his wife Hinamori-Hitsugya Momo, Toshiro is the second-youngest of their six children and the only son. While his elder twin sisters and mother have reddish-blonde hair and grey or blue eyes, and his father dark hair and violet eyes like the two younger sisters, Toshiro bears an uncanny resemblance to his maternal great-great-grandfather - Hitsugya "The White Tempest" Odate; an infamous pirate who terrorized the southern coast of the Land of Water for over 30 years before vanishing into legend as one of the few pirates to never be caught. While some males might develop issues growing up from being the youngest of five and having four older sisters, Toshiro thrived. Between his older twin sisters Rangiku and Asusha (4 years older) being active and free-spirited girls who dragged Toshiro along for their "adventures" throughout the clan compound, his youngest sister Momiji (2 years older) always happy to spend time reading to "Toshi", and Rukia (3 years older) getting him involved in creating some mechanical contraption of often-dubious purpose and effectiveness he never felt ignored or forgotten. Even better was that growing up in a clan compound meant that Toshiro always had cousins to play with and plenty of adults with time to show all of them neat new things. Still, it was the early interactions with his sisters that forged the strongest bonds for Toshiro. While the siblings had their share of loud arguments and fist-fights growing up, amongst the five of them no secrets were kept and if someone else tried to hurt one of them they soon found the other four retaliating with disproportionate force. Given these early interactions it wasn't surprising that when the twins entered the academy, to be followed by Rukia a year later then Momiji two years after the twins, that Toshiro ended up learning a number of shinobi-related skills much early that normal thanks to their viewing teaching their little brother as the best form of practice. After he showed a unusual talent, even by clan standards, for water-based jutsu in these informal training sessions, Toshiro's father began to devote even more time to his sons training as he was the only one of the five to show a real talent and affection for ninjutsu. Thus when it came time for Toshiro to join the academy he was already well ahead of the requirements; having learned several C-ranked suiton techniques already and having developed his secondary affinity as well as being a sure hand with bladed and thrown weapons.
Academy Arc
- Spoiler:
In light of his early start on training, it came as no surprise that Toshiro excelled in the academy. Despite enjoying the resulting praise like any child would, by the end of his first year certain aspects of the academy began to tarnish his opinion of people. Primarily when his proficiency at water-based ninjutsu and weapons gained him a reputation as a young prodigy. While normally something to be happy about, it was that reputation that began to create a rift between Toshiro and the other students; some resented him due to the praise, others wanted to associate with him in the hopes of reaping some benefits from that reputation, and still others began to treat him with a reverence that Toshiro simply found annoying. A particular thorn in his side (at least at first) was the younger son from the family of an Uchiha clan elder - one Uchiha Tobirune. Tobirune, a bit the prankster and something of a (rather perverted) ladies man, was constantly trying to upstage Toshiro to prove that the Uchiha were the stronger clan but never quite succeeded. Further aggravating things was that Toshiro never took the rivalry seriously (seeing the Uchiha as the closest thing he had to a friend outside his kinsmen at the time) and that while Tobirune went out of his way to get the attention of the females in class he got little while Toshiro actively pushed them away and was swamped by them.
The situation only got worse for Toshiro when a number of families with ambitions to join the nobility of Hi no Kuni saw that a quick route to realizing their ambitions in marrying a daughter to the clan heir. This in turn started what Toshiro described as "two years of pure misery" as the academy became as much about dodging the attention of the various girls chasing him (usually at the suggestion of their parents) as learning what he could have been taught at home just as easily. While the need for constant vigilance sharpened some of his skills it also made a number of other things worse. Among these was his ability to make actual friends with other students; nearly all the other boys in his class refused to associate with Toshiro while others would try to chum up to him in the thinly-disguised hope of getting some girls attention. Of course the various girls were completely out of the question since if Toshiro showed even the slightest interest in any female it wasn't long before the others would descend on them and a catfight of monstrous proportions would start. Despite this miserable two years Toshiro persevered until his final year when the situation improved somewhat. After several other boys his age from minor clans (particularly a Nara and an Akimichi) transferred in from other classes, Toshiro finally made real friends outside of his clan. From that point he was able to let go of the constant scowl on his face and even relax a bit when he wasn't in class.
Genin
- Spoiler:
After passing the academy final exam with flying colors (including acing the weapons and ninjutsu portions) Toshiro had high hopes of ending up on a genin team with at least one of his friends. Sadly his status as one of the top students instead resulted in his being placed on a genin team that he termed "a preview of the special hell reserved for puppy murderers, thieves who stole candy from babies, and bureaucrats". While the team included his rival/ sometimes-friend/ almost-brother Tobirune, also on the team was the most irritating of Toshiro's admirers - a kunochi by the name of Takena Ai. From the start Toshiro and Tobirune were constantly butting heads over even the smallest matters with Ai always taking Toshiro's side much to both boys constant irritation. Combined with their initial jonin-sensei being taken off active duty for maternity leave soon after the team passed and her replacement simply not capable of handling the issues between his students, this made the team an explosion waiting to happen. While their ability to cooperate was adequate for D-ranks and a few C-ranks, the team was simply not ready for their first and only chuunin exam. It was during the second part that lack of cooperation proved disastrous when a confrontation with an older team of Suna genin went bad. In the ensuing brawl, Ai was seriously wounded after pulling underground the genin who had been Toshiro's intended target a fraction of a second after Toshiro as released a suiton jutsu at the same target with the two colliding as she jumped out of the ground. This in turn caused Tobirune to round on Toshiro in the belief that the attack had been deliberate, leaving his back completely unguarded. Something one of the Sunagakure genin exploited with deadly results for the Uchiha. Two members down and the third member of the Suna team only disabled, Toshiro chose to retreat instead of fight. After dropping every smoke bomb he had plus creating as many clones as he could for a distraction, Toshiro used an exploding tag to incinerate Tobirune’s body then grabbed his remaining teammate and ran up into the trees. Following a quick first aid session and after nearly a full day of running sustained by a raw will, Toshiro was able to reach the closest section of fence and get over it, disqualifying his team, triggering an alarm, and turning the surviving member of his team over to the ANBU and medic-nins that responded to the alarm.
Following that exam, the team was suspended pending a full review that exonerated all three genin as with Ai unconscious at the time no one had refuted Toshiro’s story that Tobirune had died yelling for his teammates to retreat before detonating a suicide-tag. However the team was ruled completely unsalvageable and was disbanded. At that point Toshiro was placed on first a new genin team from a class that had been one student short, and then on an old team to replace a member who was killed during a C-rank gone bad. In the first case his distaste for the rookie team's innocent (or delusional as Toshiro described it) outlook on what life as a shinobi was ended up resulting in serious friction between Toshiro and the others (including the newly-mint jonin), while in the second case his being seen as an attempt to replace their dead friend caused a lingering and building resentment between him and the other genin. After being withdrawn from both teams at his own request Toshiro ended up in the reserve ranks until a year he was placed on yet another genin team. Among the few notable events at this time was Toshiro's family adopting an orphan girl, making Hinamori Aki the youngest member of the family. That team too was disbanded but Toshiro had by the time formed a strong bond with one of his teammates that would prove to be the butterfly flapping it's wings that caused a hurricane of change.
Chuunin Arc
- Spoiler:
Following his fourth teams disbandment, Toshiro again joined the reserve pool where he stayed for nearly three years. In that time he would be refused promotion to chuunin twice, shatter forever the bond he had with one sister, break and regain that bond with two more, train in Rain Country to unlock the true potential of a kinjutsu while gaining a fortune, and walk the razors edge between light and darkness. That descent into near-madness would also result in his nickname of "Akumakou no Konoha" or "Devil Shark of the Hidden Leaf" shortly after the third, and this time successful, time his name was put up for promotion to chuunin due to his growing reputation as a ruthless killer who frequently maimed his targets before killing them at his leisure. With recent events pulling him out of his downward spiral, Toshiro has finally become what his parents and grandfather saw in him when they chose his name. A leader for the clan who sets the example for the Hinamori's future.
That is something that his clan has come to need as the greatest threat to the Hinamori's survival has again reared it's ugly head. That being his elder sister Asusha who attempted to stage a coup de'tate against her clan that, had it succeeded, would have next set its sights on the village as a whole. Initially he thought the matter put to a rest with Asusha's failure and apparent demise but recent events have proven that she is not only alive but gathering allies and power for a second attempt. It would be just under a year or so when he would take perhaps the biggest step in his shinobi career; being nominated to take then passing Konoha's jounin examination.
Roleplay Sample:;
- Spoiler:
Hidden up in the canopy of an old oak tree, Toshiro again carefully parted enough leaves to let him see the bandit camp a short distance away without revealing any more of his ash-smeared face than absolutely needed. After a few seconds and no signs that the inhabitants of the camp were aware of being watched he took out his spy glass and began carefully counting the number of people he could see milling about in the camp and examine it's layout. Hmmm, looks like six of them standing sentry plus another five, seven, ten, twelve.. at least twenty of them and they've got those prisoners from the village tied out where we have to get to the center of the camp to get them out. Small group of disorganized bandits my... wait someone coming out of the bigger tent... is that.... Kami! This just went over a C-rank - one... no two of them. Hmmm I don't recognize either of them - I hope that means they're small fry. Hey what is that one doing with that... you bastard! Barely able to fight down the flames of rage and a wild desire to introduce one of the nukenin's to the business end of a water jutsu right then and there, Toshiro carefully let the leaves settle back into place as he drew back deeper into the canopy. Once he felt safe from discovery he glanced down to his temporary teammate and jonin-sensei before he made the hand signs for Situation is FUBAR before quietly stowing his spyglass and moving from branch to branch until he was able to drop to the ground with only the sound of a few disturbed leaves.
Getting on one knee, Toshiro picked up a twig and began drawing a crude map in the dirt, then pointed to it as he quietly gave his report on what he had seen. "I counted six standing watch in a hexagonal formation around the camp plus at least another twenty milling about and they've got their captives tied out in the middle of the camp with five bandits around them." Meeting the other two genin's and the jonin's eyes, he delivered his bombshell "I also spotted at least two wearing Kumokagure flak vests with slashed hita-ate." Glancing up, his eyes picked out the kunochi and with purple hair. "Shan Phu you have a copy of the Bingo Book right? Let me see it - I got enough of look that I should be able to recognize their faces." Waiting for the kunochi to find the requested book and hand it to him, Toshiro took a few precious seconds to get his still boiling rage under control, turning it from a hot desire to just annihilate someone into a cold rage that would kill off any chances of him granting even the smallest of mercy to the trash inhabiting the camp. When the book was tossed into his lap, Toshiro gave a simple nod and began thumbing through the section on nukenin originating from Kumogakure. "No, no, no... ah. These two. Aizen and Gin Daito, former Kumo chuunin wanted for taking bribes and assisting slavers operating in the Country of Lightining. Both listed as low B-ranked with their specialties being raiton justu and genjutsu and raiton jutsu and kenjutsu respectively. Bounty of 500,000 ryo each or 1.5 million for the pair if taken alive, half that dead. Hmmm.... shimatta!" Looking up, Toshiro meet his jonin-sensei's eyes with his own that were now wide with a seething mix of disgust and dread. "Sensei, I'm not sure how you want to try this but we might not have time to call for backup. Says here they are suspected in several unsolved cases of young women and girls being abducted and murdered in villages around Hidden Cloud. I saw one of them pawing a captive, a girl who couldn't have been older than 13 or 14, and running a kunai over her face and shoulders before he went back into what I assume is their tent. I've got a feeling if we don't move soon there will be one less person we'll be able to rescue." With that he handed the book back to Shan Phu and waited for their commanders orders. Whatever the plan would be, Toshiro assumed it would be risky - it was only because of the teams inexperience that Toshiro had been attached to it for what was supposed to be a simple C-ranked hunter-killer mission for a moderate group of bandits. Instead the team had reached their employers village only to find it in ashes, the survivors either badly wounded or in shock, and the bandits plus their nukenin leaders having taken anything female and under 30 to sell to slavers and incidentally giving them a herd of hostages. Now Team Hattori had to rescue those captives, eliminate the threat, and they were down one member since Kurmuru had to stay behind to stabilize the wounded while the mission had shot up to at least a B-rank. Even if their message had reached Konoha and reinforcements were on the way, they would still be at least 12 hours away and that was 12 hours the team didn't have. Letting a sigh of annoyance at just how quickly things had spiraled into this mess, Toshiro mentally swore that if they pulled this off he was going to spend the week they got back in the clans library looking up summoning contracts - it was getting to be a cliché that every time something went really wrong on a mission for him it always started with lack of communications.
Face Claim: Gin Kata (retouched) Link: here Anime: None, RPG character (link above)
Last edited by NuclearTreerat on Sat 28 Feb 2015, 2:48 am; edited 36 times in total |
| | | NuclearTreerat
Age : 48 Posts : 1036
| Subject: Re: Hinamori, Toshiro [Konoha Sennin] (Done) Tue 16 Aug 2011, 6:03 am | |
| THE ARSENAL. Academy Jutsu
- Spoiler:
Name: Bunshin no Jutsu • Clone Technique Rank: E Type: Genjutsu Range: N/A Medium: Optical Element: N/A Description: This technique creates identical clones of the user. However, they hold no actual substance and will disperse upon impact of an attack or contact with an opponent. They cannot disrupt the area around themselves with their movements; won’t kick up dust, crush grass, etc. They are simply optical illusions used to momentarily fool others. Chakra Cost: 1CP per 5 clones
Name: Henge no Jutsu • Transformation Technique Rank: E Type: Ninjutsu Range: N/A Element: N/A Description: This technique transforms the user’s appearance to that of another object or person. However, it is not a permanent transformation and a mental image of what they are transformed into. Certain aspects of a ninja will not change merely by transformation, these things may include injuries, tool pocket placements etc. The jutsu will dispel should the user be injured. The user does not gain the properties of their transformation (ie. horse like strength), and may only transform into something ranging between 1/2 of their regular size, to 2x their regular size. Thus one cannot transform into large creatures. Chakra Cost: 1
Name: Kawarimi no Jutsu • Body Replacement Technique Rank: E Type: Ninjutsu Range: 10 meters Element: N/A Description: After performing a tiger seal, this technique allows the user to alter places in a speedy manner with another nearby object. This is done mere seconds before an attack lands, thus making the attacker believe his or her attack was a success. Whatever object was used to alter places will receive the brunt of the enemy’s attack instead. The object that the user switches with must be preset somewhere else in the thread, meaning that the object must have received specific mention previously in the thread. Chakra Cost: 2
Name: Explosive Tag: Activate Rank: E Type: Fuuinjutsu Range: N/A Element: N/A Description: This technique allows the user to activate an explosive tag they have planted somewhere. Preferably they should be within close to mid range and visible to the user. You cannot activate another persons explosive tags unless your chakra has been channeled into them beforehand. Chakra Cost: 1 (per 3 explosive notes)
Name: Kai • Release Rank: D Type: Ninjutsu Range: Close (0m - 5m) Element: N/A Description: By stopping the flow of chakra in their body, and then applying an even stronger power to disrupt the flow of the caster's chakra; the user may dispel the effects of a genjutsu. This can also be used on another individual that is stuck in a genjutsu by preforming the necessary hand seal and then touching them, although it consumes half the chakra cost of the Genjutsu. Chakra Cost: Cost of Genjutsu + 2CP
Name: Nawanuke no Jutsu • Escaping Skill Rank: E Type: Ninjutsu Range: N/A Element: N/A Description: This technique allows the user to free themselves should they be tied up. It is extremely basic. Using their physical training, the user will twist and contort their body to loosen their bindings, effectively relieving themselves of the tightness of their bindings and slipping through the restraints. This technique can only be used if the user is of equal or higher rank than their captor. Chakra Cost: 1
Name: Chozou no Jutsu • Storage Technique Rank: E Type: Fuuinjutsu, Supplementary Range: Close (0m - 5m) Element: N/A Description: A simple jutsu that allows a ninja to seal or unseal any item, mostly weapons, from scrolls or from their body. After forming the necessary handsigns, the ninja will seal the item into a scroll etc. Scrolls can also be used as ammunition for other weapons or have other seals inside of them, which expands the number of potential tricks a shinobi can use. The items themselves are unaffected by time. Ninjutsu can also be stored in scrolls, to be released when the scroll is opened, but require another person to cast said Ninjutsu; else it cannot be sealed. Chakra Cost: 1 to seal; 1 to unseal.
Name: Suimen Hokou no Waza • Act of Water Surface Walking Rank: D Type: N/A Range: N/A Element: NA Description: This technique allows the user to balance themselves on water by focusing a constant and steady stream of chakra to the user’s feet or hands. Because of water’s nature, this requires the user to be quick to adjust the amount of chakra they must emit to their feet in order to maintain a constant balance. Users may also walk, run and “skate” across the water when using this technique. Chakra Cost: 1 (1 per post)
Name: Kinobori no Waza • Act of Tree Climbing Rank: D Type: N/A Range: N/A Element: N/A Description: This technique allows the user to balance themselves on trees and vertical walls by focusing a constant and steady stream of chakra to the user’s feet. Gravity can easy be defined if this technique is mastered, allowing people to even stand upside down. If too much chakra is exerted the user will be pushed away; bark breaking and causing the user to then fall. If not enough chakra is exerted the user will lose their footing and fall. Chakra Cost: 1 (1 per post)
Ninjutsu-Bloodline
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Name: Oni no Kakoibanno (Demon's Shroud) Rank: C Type: Ninjutsu-Bloodline Accessible To: C Ranked Hinamori Description: Chaotic and wispy, the chakra cloak offers only moderate defense - able to absorb 100% the force any number of basic unarmed or weapons attack and 50% the force of weapon or taijutsu attacks or those ranked D-C to a maximum of 2 C or high ranked attacks (jutsu or with Improved Strenth) in a single post (breaks on the 3rd). The translucent wing-like extensions are not capable of sustaining flight but do allow for changes of direction (up to 90 degrees) and some braking during jumps as well as increasing the maximum distance (to 10 meters). Unarmed attacks have a "spiritually corrosive" effect if they impact flesh, causing pain comparable to being splashed with a moderate acid due to damaged tenketsu and chakra coils but with little extra physical changes. While active the ninja can not use elemental ninjutsu and can only sustain the cloak for a maximum of 3 posts at C-rank plus 1 additional post per additonal rank without adverse affects. Beyond that the cost of sustaining the cloak doubles each subsequent post as the user enters a state in which they attack anyone close by until not enough CP remains to pay the next upkeep or is knocked unconscious (can not willing end the cloak at this point). After deactivating the cloak the user will be fatigued and can not reactive the ability until as many posts have pasted as it was in use. Chakra Cost: 5 CP per Post
Name: Tsume (Claw) Rank: C Type: Nintaijutsu Description: Concentrating the cloak over their hands, at the expense of the majority of its protective effects, the ninja can form translucent claws to augment unarmed attacks using the hands. While active any cutting or penetrating strikes using the fingers deals increased damage and any resulting cuts or welts will remain inflamed and painful until treated or allowed several days of rest to heal. Chakra Cost: 6 CP (2 CP per post)
Name: Achi no Oni Kakoiban (Arch Demon's Shroud) Rank: A Type: Ninjutsu-Bloodline Accessible To: A-Ranked Hinamori Description: Having mastered their "gift", the chakra shroud is far denser, now strongly resembling s a set of full plate armor made of insect carapace with two solid wings on the back. The shroud now offers a superior level of protection, able to absorb 100% the force any number of unarmed or weapons attacks D or C ranked and 50% the force of weapon or taijutsu attacks or those ranked B or higher (via jutsu or strength SC) to a maximum of 2 such attacks in a single post (breaks on the 3rd). The wings can now be used to glide short distances (lose 1 meter of elevation for every 3 meters of forward distance) and quick changes of direction during leaps (up to 180 degrees). In addition to increased defense and mobility, the ninja is now capable of using all their abilities, including elemental ninjutsu, the visible effects of which will have the same blackish-purple color as the shroud and have the same "painful acid burn" feeling when striking a victim. Their mastery of the shroud also allows them to hold the ability much longer (effectively unlimited) but the limitation on reactivation remains (1 post inactive per post active). Chakra Cost: 12 CP per Post
Name: Homura Womaku (Black Flame) Rank: A Type: Ninjutsu Description: Following a series of handseals the ninja places their hand on some part of the victims body which is uncovered (typically the head) and channels the shroud's chakra onto the victim. As the target's body is not acclimated to the foreign energy the result is a sensation described as akin to being burned alive from the inside out. While the initial assault will bring most victims to their knees from sheer pain, prolonged exposure (over 3 posts) is will utterly cripple the victim and result in their death within three days. Avoiding this outcome requires immediate application (within 3 posts) of medical ninjutsu or the use of Jyuken to isolate then expunge the corrosive chakra or escaping the thread (after which it is assumed treatment is recieved). Note that activating this ability, hit or miss, immediately terminates the shroud with the normal effects of doing so. Chakra Cost: 25 CP (6 CP per post)
Non-Elemental
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Name: Konoha Bushin (Leaf Clone) Rank: D Type: Ninjutsu Range: N/A Element: N/A Description: An early version of the Kage Bushin, the Konoha Bushin is similar in being a solid clone with effectively unlimited range. However it is much weaker than other solid clones; unable to do meaningful damage or use ninjutsu and dispersing if slapped or poked hard. They also lack the shadow clones ability to send their experiences to the original on being dispersed - the user will sense which clone was dispersed as well as the distance and direction from themselves (and through that the rough location) when it was dispersed but nothing about how, or what it experienced after being made until it dispersed. This limits them to roles such as "grunt labor" for non-combat tasks, expendable "mine detectors" or for other tasks (such as being a decoy) where knowing exactly what happened isn't critical. When dispersed the clone dissipates into smoke and a handful of leaves plus whatever equipment they were carrying (but not copied) at the time. Creates a maximum of 5 clones at once. Chakra Cost 3 Handseals: 3
Name: Hane Suteppu (Feather Step) Rank: C Type: Ninjutsu Range: Personal Element: Varies by user Description: Intended for silent infiltration, this jutsu prevents the user from transferring pressure to any surface they walk on. This eliminates almost all noise from their footsteps would make and prevents them from setting off pressure-activated traps and alarms such as pressure plates and “nightingale floors.” The exact means for such is tied to the users elemental affinity(s) and vary from user to user. Water users tend to form spheres of water under their feet that disperse the pressure, fire users create a “hot air balloon” effect under their feet by raising the areas temperature, etc. Chakra Cost 5 CP per post Handseals: 6
Name: Musei Doragon (Silent Dragon) Rank: C-A (A) Type: Ninjutsu Range: Close (0m - 5m) Element: N/A Description: At the end of their current post the user starts to gather and concentrate their chakra within their body which can only be expended on the users next post or later. If at any point before activating the technique the user takes any action (even dodging) the jutsu ends and the process must be started again. When completed the user can make a single weapon or unarmed strike that can only be dodged, blocked with a C-rank or higher weapon (D-rank and lower ones will be shattered), and defensive barriers of higher rank than the jutsu (one barrier can be destroyed per "charging" post). Use of the jutsu is very draining, and a one-post "rest" period must separate each use or the user's next try result in their being rendered helpless from their muscles seizing up. Requires Improve Speed I (C-rank), II (B-rank), or III (A-rank). Chakra Cost 5/10/ 20 CP plus 5 CP per "charging" post. Successive uses in the same thread double the cost each time. Handseals: 6/10/15
Name: Kuchiyose no Jutsu - Summoning Technique Rank: C Type: Ninjutsu Range: N/A Element: N/A Description: A powerful jutsu, Ninpo Kuchiyose allows a ninja to summon animals and objects to fight on their behalf. The ninja normally signs a blood contract with the animal species, which allows them to summon different size and skill levels of creature. Signing this contract also allows the animal to reverse summon the human ninja to their location. Chakra Cost: 5 (C Rank Summon), 10 (B), 15 (A), 20 (S) Handseals: 6
Name: Hari Jizou - Underworld Guardian Spikes Rank: B Type: Ninjutsu Range: Close (0m - 5m) Element: N/A Description: This is a technique where the user encases themselves in a countless number of sharp needles, but in truth, the spikes are the user's hair. Chakra grants the strands of hair the hardness and shape of needles, endowed with a capacity to injure and kill on par with that of metallic weapons. In addition, if activated in response to an opponent's attack, it can also be used as a counter. The hair is made hard enough that it can withstand blows from certain types of weapons such as arrows. Chakra Cost: 13 Handseals: 10
Name: Kage Bunshin no Jutsu - Shadow Clone Technique Rank: B Type: Ninjutsu Range: N/A Element: N/A Description: Similar to the Clone Technique, this jutsu creates clones of the user. Unlike the Clone Technique, these clones are actual copies, not illusions. The user's chakra is evenly distributed among every clone, giving each clone an equal fraction of the user's overall power. The clones are capable of performing jutsu on their own and can even bleed, but will usually disperse after one or two solid blows. They can also disperse on their own. The clones will be created in roughly the same condition as the original. Because the chakra of each clone is evenly distributed, the user and each clone will contain the same amount of chakra after deducting the initial chakra cost. All remaining chakra on the clone after it is dispersed is refunded to the user. Clones automatically disperse if their chakra supply hits zero, but are not influenced by the 10 chakra minimum for survival. These clones can only be spawned within an immediate (0.5m to 1m) range of the user. Chakra Cost: 15 (Per clone) Handseals: 10 Restrictions:[list] [*]No weapons, armor, or equipment can be replicated to have above C-rank quality. [*]Replicated explosive notes, explosive kunai, explosive senbon, and exploding pouches are inert and cannot be set off.
Name: Kekkai Houjin - Barrier Method Battle Array Rank: B Type: Ninjutsu Range: N/A Element: N/A Description: Kekkai Houjin is a high-level Ninjutsu trap technique. An array of explosive markers are jointly placed around the boundary of an area. If any opponent walks through the boundary, the seals will activate and explode. Chakra Cost: 12 Handseals: 10
Suiton Jutsu
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Name: Kirigakure no Jutsu- Hidden in the Mist Rank: D Type: Ninjutsu Range: Far (10+) (25 meters) Element: Suiton (Water) Description: This displacement technique is a specialty of the ninja from Kirigakure, where one causes a mist to spring forth by lifting up some water from either a pre-existing source or expelled from their mouth, then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It can't fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan and Rinnegan-user will see the mist colored by their opponent's chakra, which will effectively hide the user from the dōjutsu. The area the mist covers is a circular area of about 25 meters in diameter Chakra Cost: 3 ( 2 CPs per post) Handseals: 3
Name: Bushin Suibakutama (Clone Water Bomb) Rank: D Type: Ninjutsu Range: Close (0m - 5m) Mid (5m - 10m) Long (10m +) Element: Water Description: Using an existing clone or other independent creation made from water such as Mizu Bushin, this jutsu causes the creation to explode and hurl water in all directions. While doing no significant damage this results in anything within 2 meters of the construct becoming soaked with water which could be for other purposes (enhancing a raiton jutsu, putting out a fire, etc). Obviously this can only be used once per construct but there is no upper limit to the number of the users constructs that can be "detonated" at once. Chakra Cost: 3 Handseals: 3
Name: Suiton: Hari no Supure (Water Release: Needle Spray) Rank: D Type: Ninjutsu Range: Close (0m - 5m) Element: Water Description: The user molds chakra then touches their palm to the surface of a body of water, releasing 10 water droplets that elongate into needles that spray towards the target. Because the needles lack the mass to deeply penetrate flesh and are released randomly, making it impossible to hit a particular area, this technique more about distracting an enemy than inflicting actual damage. Chakra Cost: 4 Handseals: 3
Name: Suiton: Fukai no no Me (Water Release: Eyes of the Deep) Rank: C Range: Long (30 meters) Element: Water Description: A utility construct jutsu intended for spying, the user forms a small snake (no more than 10 inches long and half an inch in diameter that immediately disperses on an blow) which can be carried or slither off under it's own power to enter a standing body of water at least 1 foot in diameter (to a maximum area of 10 feet on a side) and holding at least one quart of water. Once it enters the water, the water snake becomes translucent and will lie just below the water surface observing (it cannot hear or smell). As it still has a mental connection to it's creator, it can receive simply instructions (turn right, come back, disperse, etc) without needing to be near him or her as well as "report" back by the same means. Note shutting out outside visual input (ex. by closing ones eyes) is highly recommended to avoid vertigo from conflicting visual information. Chakra Cost: 7 Handseals: 6
Name: Suiton: Suiohkami (Water Release: Water Wolves) Rank: C Type: Ninjutsu Range: N/A Element: Water Description: A variation of the Mizu Bushin no jutsu, this technique creates up to 2 wolf-like constucts out of water. In addition to causing physical damage through biting, the wolves can be charged with electricity through a raiton jutsu the post before then discharge that into their target after biting, causing a disorientating shock at the cost of the wolf reverting into a puddle. Chakra Cost: 9 Handseals: 6
Name: Suiton: Teppōdama (Water Release: Gunshot) Rank: C Range: Close (1m - 5m) Mid (5m - 10m) Element: Water Description: The user kneads chakra, and converts it into water, and then spits it out in the form of a compressed softball-sized ball. The high-speed waterball attack possesses considerable force - certainly enough to knock an opponent down and cause serious bruising. Chakra Cost: 7 Handseals: 6
Name: Daibakuryuu no Jutsu - Great Exploding Current Technique Rank: C Type: Ninjutsu Range: Close (0m - 5m) Element: Suiton (Water) Description: In order to use this technique, the user must first be on top of water (lake, sea, etc). Then, after preforming the needed hand seals a vortex of water will form, sucking anything on the surface above it down to the depths below. This can possibly drown the opponent. Chakra Cost: 6 (1 per post) Handseals: 6
Name: Kokuun no Jutsu - Black Clouds Technique Rank: C Type: Ninjutsu Range: Close (0m - 5m) Element: Suiton (Water) Description: This jutsu creates a flammable black mist that forms a small cloud. The user can then move the cloud above their target and disperse it, covering the target in flammable oil. Chakra Cost: 5 Handseals: 6
Name: Mizu Bunshin no Jutsu - Water Clone Technique Rank: C Type: Ninjutsu Range: N/A Element: Suiton (Water) 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, but none utilizing chakra. The range of the clone is limited however, it can travel no further than 10 meters from the original body. If the Mizu Bunshin is injured, the clone will revert back into its natural water state. Chakra Cost: 7 Handseals: 6 Restrictions:[list] [*]No weapons, armor, or equipment can be replicated to have above C-rank quality. [*]Replicated explosive notes, explosive kunai, explosive senbon, and exploding pouches are inert and cannot be set off.
Name: Suiben - Water Whip Rank: C Type: Ninjutsu Range: Close (0m - 5m) Element: Suiton (Water) Description: The ninja will create a whip of water which can strike and bind an opponent. The user can also funnel lightning chakra to shock anyone wrapped in it. Can only affect one target at a time. Chakra Cost: 6 (2 per post) Handseals: 6
Name: Water Release: Water Drowning Technique Rank: C Type: Ninjutsu Range: Close (0m - 5m), Mid (5m - 10m) Element: Suiton (Water) Description: The ninja first does a string of hand seals, which causes a column of water to rise from a nearby water source. It can be guided to strike a target in a number of angles. Chakra Cost: 5 (1 per post) Handseals: 6
Name: Suirou no Jutsu - Water Prison Technique Rank: C Type: Ninjutsu Range: Close (0m - 5m) Element: Suiton (Water) 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 solid bunshin technique, the ninja can imprison their target but still allow for a clone to attack others nearby. Chakra Cost: 9 (2 per post) Handseals: 6
Name: Suiton: Kunai Mizu Bushin (Water Release: Kunai Water Clone) Rank: C, B, or A (B) Range: Close (0m - 5m) Medium (5m - 10m) Element: Suiton (Water) Description: This technique is used after a thrown weapon to create multiple clones of the weapon that travel in the same direction as the original. Being composed of water, after impact these clones will dissolve. The basic C-rank produces 5 water clones per weapon, at B-rank the number of clones increases to 11, and at A-rank rank the number jumps to 24 clones. Chakra Cost: 5, 10, 20 depending on rank Handseals: 6/10/15
Name: Suigadan - Water Fang Projectile Rank: B Type: Ninjutsu Range: Close (0m - 5m) Element: Suiton (Water) Description: A technique that deals physical damage to the enemy with a liquid mass brought forth from underwater. Its power to kill and maim is augmented by adding a spinning motion to the compactly pressured water. During fights on water, taking advantage of its characteristic ability to attack from anywhere in a 360 degrees radius, in conjunction with other techniques for distraction, confusion and so forth, this technique has an extensive array of applications. Chakra Cost: 13 Handseals: 10
Name: Suijinheki - Water Encampment Wall Rank: B Type: Ninjutsu Range: Close (0m - 5m) Element: Suiton (Water) Description: Suiton • Suijinheki is a Ninjutsu technique utilizing the Water Element. The ninja will first do a string of hand seals and then proceed to blow out a jet of water from their mouth to act as a water barrier from incoming attack. Chakra Cost: 12 (4 per post) Handseals: 10
Name: Suiryuudan no Jutsu - Water Dragon Projectile Technique Rank: B Type: Ninjutsu Range: Close (0m - 5m), Mid (5m - 10m), Far (10+) Element: Suiton (Water) Description: Suiton • Suiryuudan no Jutsu is a Ninjutsu technique utilizing the Water Element. The ninja does a long string of hand seals which then causes a column of water in the form of a dragon to rise from the water and then strike their target. Chakra Cost: 12 (3 per post) Handseals: 10
Name: Daibakufu no Jutsu - Grand Waterfall Technique Rank: A Type: Ninjutsu Range: Mid (5m - 10m), Far (10+) Element: Suiton (Water) Description: Suiton • Daibakufu no Jutsu is a Ninjutsu technique utilizing the Water Element. After doing the needed hand seals a column of water will circle the ninja and then a large force of water will erupt to hit the attacker. Due to the force of the water the target will be fully enveloped by the water and at its mercy as is pulls them away. Chakra Cost: 23 Handseals: 15
Name: Daikoudan no Jutsu - Great Shark Missile Technique Rank: A Type: Ninjutsu Range: Close (0m - 5m), Mid (5m - 10m), Far (10+) Element: Suiton (Water) Description: After preforming the needed hand seals, the user creates a gigantic shark (15 meters long) out of water, and thrusts both hands forward, sending it to attack the opponent. The shark is capable of homing into the target, although the speed of the shark is equal to that of a regular ninja sprinting. Chakra Cost: 25 Handseals: 15
Fuuton Jutsu
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Name: Fuuton: Soufuu Dama (Wind Release: Blast Sphere) Rank: C Type: Ninjutsu Range: Close (0m - 5m) Element: Wind Description: Gathering charka into the lungs, running through a series of seals ending on the tiger seal, the user then raises the completed seal to their mouth and expels the chakra while molding it into an slow-moving orb of compressed wind that increases in size to a 3.3 meter diameter sphere that on contact with a solid object or when it’s maximum range is reached will explode. Anyone at or within a few feet of the point of impact will be violently tossed away along with anything not nailed down. Chakra Cost 8 CP Handseals: 6
Name: Daitoppa - Great Breakthrough Rank: C Type: Ninjutsu Range: Close (0m - 5m), Mid (5m - 10m) Element: Fuuton (Wind) Description: This is a relatively simple technique that creates a sudden gust of wind, but its scale varies greatly depending on the user. If used by a superior shinobi, it has enough destructive power to knock down a large tree. The wind from the squall can blow away all things in the user's line of sight. A variation of the technique involves a smaller blast of wind which gets ignited with flame. Chakra Cost: 9 Handseals: 6
Name: Reppushou - Gale Wind Palm Rank: C Type: Ninjutsu Range: Close (0m - 5m), Mid (5m - 10m), Far (10+) Element: Fuuton (Wind) Description: Fuuton • Reppushou is a Ninjutsu technique utilizing the Wind Element. After forming the needed hand seals, the user will send a strong gust of wind towards his/her target. When acting in conjunction with another thrown weapon, the wind can increase its power and deadliness. Chakra Cost: 5 Handseals: 6
Name: Hana Chirimai - Flower Scattering Dance Rank: B Type: Ninjutsu Range: Close (0m - 5m), Mid (5m - 10m) Element: Fuuton (Wind) Description: After forming the needed hand seals, the user will create a spinning vortex of flower petals from pre-existing petals. This vortex can engulf their target to limit their vision and then slam them into nearby objects. The user can remain in one spot for the use of the jutsu, because he or she can direct it anywhere they desire. Chakra Cost: 12 (4 chakra per post) Handseals: 10
Name: Juha: Shou - Beast Wave: Palm Rank: B Type: Ninjutsu Range: Close (0m - 5m), Mid (5m - 10m) Element: Fuuton (Wind) Description: Using Wind nature, the user will create a blade of wind which they can launch towards their opponent. One can also control the path of the blade for the duration of the post and because it is made of Wind chakra, the wind blade can easily cut through Kage Bunshin. Chakra Cost: 12 Handseals: 10
Name: Kaiten Shuriken - Rotating Shuriken Rank: B Type: Ninjutsu Range: Close (0m - 5m), Mid (5m - 10m) Element: Fuuton (Wind) Description: The user will send his or her bladed weapons through the air as spinning disks. He or she can then launch these disks at his or her target like shuriken. Because he or she manipulates each individually, he or she can attack his or her target from multiple directions. Up to 5 weapons, no larger than a foot in length may be manipulated by this technique at one time. Chakra Cost: 14 (2 per post +1 for every 2 additional weapons Handseals: 10
Genjutsu
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Name: Sukoshi Kibarashi (Minor Distraction) Rank: D Type: Genjutsu Medium: Single-Target Range: Line of Sight (20m maximum) Element: N/A Description: Sukoshi Kibarashi is a genjutsu that causes the target to experience a brief sensation that distracts the target for a few seconds. This could be indistinct movement out of the corner of the eye, a vague noise, or the feeling that something is crawling up the victims leg. Because the genjutsu lasts only a short while and is indistinct it can frequently escape notice where other, more detailed ones, would be discovered. Victims are free to deal with the sensation as they choose. Chakra Cost: 4 CP (1 post duration) Handseals: 3
Name: Kokohi no Jutsu - False Place Technique Rank: D Type: Genjutsu Medium: Optical Range: Far (0m - 20m) Element: - Description: Kokohi no Jutsu is a simple Genjutsu technique which changes the appearance of a nearby object. The object must be within 20m of the user. Chakra Cost: 4 (1 per post) Handseals: 3
Name: Flower Petal Escape Rank: C Type: Genjutsu Medium: Optical Range: Close (0m - 5m) Element: - Description: If the user comes under attack, she or he can use this technique to cover her or his escape. After forming the needed hand seals, the user's body will disperse into a shower of flower petals. These petals will confuse and distract her or his opponent while she or he escapes or hides. This technique works very similarly to substitution, but can also be used to delude the enemy with more flower petal based Genjutsu. Chakra Cost: 5 Handseals: 6
Weaponry
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Name: Ayatsuito no Jutsu - String Reeling Technique Rank: D Type: Weaponry Range: Close (0m - 5m) Element: N/A Description: Ayatsuito no Jutsu is a technique utilizing wire. This string can be used in rappeling, or as a method to tie down and restrict the movement of an opponent. The Uchiha clan also utilizes the wire in their Sharingan Soufuusha Sannotachi technique. The wire allows the clan member to pin down an opponent, and then unleash a torrent of fire upon them. Chakra Cost: 4 Handseals: -
Name: Kage Shuriken no Jutsu - Shadow Shuriken Technique Rank: D Type: Weaponry Range: Mid (5m - 10m), Far (10+) Element: N/A Description: It's an extremely simple technique where two shuriken, like the Fūma Shuriken, are piled one onto another and thrown simultaneously. However, depending on the way it's used, it can prove its absolute efficiency. The trick is to somehow draw the enemy's attention towards the upper shuriken. Then, to deal with the path of the lower shuriken. If the enemy notices both shuriken, the technique ends up losing all of its efficiency. Chakra Cost: 3 Handseals: -
Name: Torikku Dageki (Trick Shot) Rank: D Type: Weaponry Range: Close (0m - 5m) Mid (5m - 10m) Element: N/A Description: This jutsu allows the user to ricochet ranged weapons off a surface multiple times, changing it's course and point of impact with each ricochet. It should be noted that each ricochet depletes the weapons kinetic energy by roughly 50%, reducing it's speed and penetrating power by a like amount. Chakra Cost 3 CP Handseals: -
Name: Yubi no Setsugou Kasho (Knuckle Breaker) Rank: D Type: Weaponry Range: Close (melee) Element: N/A Description: The user makes a quick strike at the opponents hand using a non-cutting portion of their weapon. If successful the sudden pain from the sharp blow causes that hand to reflexively open, dropping anything it was holding. Chakra Cost 3 CP Handseals: -
Name: Nami Sagan (Wave Break) Rank: C Type: Weaponry Range: Close (0m - 5m) Element: Water Description: After forming a mass of water twice their height & three times that wide from their charka (the processes initiated by stomping with one foot; half dimensions if not tapping into an existing water source) the ninja makes a sweeping lateral cut that passes through the entire mass. Abruptly cut off from it's support, the upper part of the wall tumbles down and forward similar to a wave breaking. Those caught the wave will be somewhat battered and knocked back several meters in addition to any damage if the actual cut itself struck them. Requires Ninjutsu Mastery SC. Chakra Cost: 9 CP Handseals: -
Name: Go Tsume Senkou (Five Talon Piercing) Rank: C Type: Weaponry Range: Close (0m - 5m) Mid (5m - 10m) Long (10m +) Element: N/A Description: Go Tsume Senkou is a weapon technique utilizing 5 kunai attached to a single wire to form a single "bolas" with the rest of the wire trailing behind it. Thrown properly, the kunai will to open to form a net with a tug of the wire, embedding themselves into a solid object such as a tree or wall with the wires pinning the targets neck, body, and limbs as long as the user maintains tension on the wire. Invidual variations include sending raiton or katon jutsu down the wire or attaching explosive tags to the kunai. Chakra Cost: 5 Handseals: -
Name: Moribayashi Bakuhatsu (Forest Explosion) Rank: C Type:: Weaponry Range: Close (0m - 5m) Element: N/A Description: After using chakra to anchor their feet to a surface and to increase the force of their swing many times as well has wrapping their weapon in a sheath of chakra, the Moribayashi Bakuhatsu user slams their weapon into a nearby solid object (tree, wall, boulder, ice column, etc) and releases that chakra wrapped around the weapon. This results in an explosion that creates a crater up to 4 inches deep and 24 inches wide where the material displaced is ejected outwards as a hail of sharp splinters in the targets direction. In addition to inflicting some damage to the target, the explosion also creates a substantial cloud of dust-sized particles that obscure the immediate area briefly. Chakra Cost: 7 Handseals: -
Name: Buki Funsai (Weapon Shattering) Rank: C Type:: Weaponry Range: Close (melee) Element: N/A Description: Simple in theory but difficult in practice, the user makes a feint that draws the enemy into parrying their attack, then shifts their strike to hit the enemies weapon with the intent of breaking it by striking at it's weakest point using the strongest part of the attackers weapon while enhancing the power of the blow with chakra. Lower quality weapons typically will be shattered, while those weapons that withstand the strike are often knocked out of the opponents hand by the sheer force and unexpected nature of the blow. Chakra Cost: 9 Handseals: -
Name: Suimeishi (Water Manifestation) Rank: B Type: Weaponry Range: Close (0m - 5m) Element: Water Description: Utilizing their water affinity the user can cover part or all of their weapon with a layer of water. This watery coating in turn can be used to extend one dimension of the weapon and to produce other effects if the weapon is chakra-conductive or purpose-built to take advantage of the jutsu. Basic weapon: maximum extension is 10% of the weapons longest dimension. Chakra conductive weapon: maximum extension is 50% of the weapons longest dimension and can release up to 5 marble-sized orbs of water (treat as C-rank damage, maximum range of 10m) by expending 10 CP. Advanced weapon: maximum extension is 100% of the weapons longest dimension, projectiles cost 5 CP, and can render part or all of a weapon amorphous - allowing it to flow around small (less than its width) obstructions while becoming ineffective in defense. Chakra Cost 10 CP (3 per post) Handseals: -
Name: Konoha Zembu Zanshu (Hidden Leaf Front Beheading) Rank: B Type: Weaponry Range: Close (0m - 5m) Element: N/A Description: After getting behind the target while they are in the air using the Konoha Kage Byou, the attacker makes a single diagonal or horizontal cut. Typically the strike is aimed to decapitate the target or to split the target diagonally from shoulder to waist. Chakra Cost 15 Handseals: -
Name: Soraiku Wokaesu (Return Strike) Rank: B Type: Weaponry Range: Close (0m -2m) Element: N/A Description: By catching an incoming strike from a melee weapon near the end of their own weapon, the user is able to redirect the attack away from themselves. At the same time the redirection leaves the opponent out of position for the defender's counter-stroke which is done one of two ways. The first, and requiring the least preparation, is slide the same weapon along the attacker's weapon before sweeping upwards in a strike aimed at the upper body or head. The second option is to use an additional weapon (already drawn) in the off hand to strike near-simultaneously with the defensive trapping of the attackers weapon, forcing the attacker to use some other means to avoid the counter-stroke. Chakra Cost: 14 CP Handseals: -
Name: Sakkaku Dansu (Illusion Dance) Rank: B Type: Weaponry or Taijutsu Range: Close (0m - 5m) Element: N/A Description: Using raw speed and chakra to allow for sudden acceleration and deceleration as well as abrupt changes of direction the user creates one or more afterimages that are real enough to briefly deceive their opponent. With their foe briefly fooled by the after-image the user can reposition themselves to attack from a different direction or avoid an attack similar to the Body Replacement technique without needing to trade places with a nearby object. Each use in a post after the first costs an additional 2 CP. Requires the improved Speed Tier III Special Characteristic. Chakra Cost: 10 CP Handseals: -
Name: Shuriken Kage Bunshin no Jutsu - Shuriken Shadow Clone Technique Rank: A Type: Weaponry Range: Close (0m - 5m), Mid (5m - 10m) Element: N/A Description: The user creates multiple shadow clones (up to 25 per shuriken thrown) from one shuriken. This is a technique that combines ninja tools with ninjutsu. There is no need for preparations beforehand, like stocking up on shuriken, yet since the shadow clones are real and not illusions, all the shadow blades that fly around are equally lethal. Because the clones form in just an instant, completely evading them is next to impossible. Chakra Cost: 22 Handseals: 15
Name: Shuugeki (Assail) Rank: A Type: Weaponry Range: Close (0m - 5m) Element: N/A Description: The user vitalizes their body with chakra before closing with their foe and unleashing a series of up to 8 attacks aimed at critical areas in less than a second total. In the process of doing so the after-image makes it appear that the attacker split into 8 copies and attacked simultaneously to those lacking the means (such as dojutsu) to perceive the intervening movements. Because the attacks come from all directions nearly simultaneously completely avoiding all the strikes purely through evasion is extremely difficult and a successful hit is almost always fatal. Requires the Improved Speed Tier III SC. Chakra Cost 25 CP Handseals: -
Name: Namigekishi (Violent Wave) Rank: S Type: Weaponry Range: Close (0m -5m) Mid (5m - 10m) Element: N/A Description: Gathering raw charka along their weapon the ninja then swings in a full circle while releasing that chakra, forming a wave that reaches a maximum height of 3 meters at its maximum range. Human sized objects not nailed down in the waves path are hurled back at least 11 meters (lighter objects flying further) and potentially severely battered while larger objects and those anchored down are crushed into dust by the pressure as the wave passes over them. Chakra Cost: 39 CP Handseals: -
Name: Shinkuken (Vacuum Sword) Rank: S Type: Weaponry Range: Close (0m - 5m) Mid (5m - 10m) Long (10m - 30m) Element: Wind Description: Gathering and compressing large volumes of wind chakra along a portion of their weapon into an barely-visible coating extending 2 inches beyond the weapon. The ninja then takes a swing at their target, releasing the chakra which travels outward as a barely-visible (similar to a heat shimmer) expanding crescent (up to 5 meters long and 1 meter wide) to a maximum of 30 meters that travels just faster than a normal ninja can run. The resulting "blade" is able to slice through up to 6 inches of granite before stopping and if it meets an object it can't cut through the compressed chakra detonates with a force equivalent to 20 explosive tags. Chakra Cost: 35 CP Handseals: -
Taijutsu
- Spoiler:
Name: Haakuro Kkuno (Locking Hold) Rank: D-A (C) Type: Taijutsu Range: Close (0m) Element: N/A Description: Grabbing the victims limbs (either as an attack or a form of defense) with both hands, the user will twist the limb until the joints are locked. At that point they may attack the victim by another means (provided at least one hand maintains the hold) or apply leverage and force to throw the victim to the ground up to 3 meters away with the later automatically breaking the hold. The victim can break free at any time by expending CP equal to the initial cost or half that much if they are willing to have the limb rendered unusable for the remainder of the thread unless treated with medical ninjutsu. Victims with Improved Strength at least 1 rank higher than the jutsu's rank may escape for half cost (or none if willing to take the limb effect) or freely if 2 ranks or more higher then the techniques rank. Those with Evasiveness may escape for half-cost (none if willing to sacrifice the limb) and those with Evasive III may escape at any time at no cost. Chakra Cost 4 CP/6 CP/ 12CP/ 20 CP (5 CP per post to maintain)
Name: Sennen Goroshi - One Thousand Years of Death Rank: D Type: Taijutsu Range: Close (0m) Element: - Description: Though it is called "Leaf's Ancient Supreme Technique", Sennen Goroshi serves more as an insulting shock technique rather than a skilled Taijutsu technique. The ninja forms their hands into the seal of the tiger, and then jabs their fingers into the nether regions of their target. The result is shocking violation of the targets sanctity and often their launching in the air to stop the awkward feeling. Chakra Cost: 3
Name: Konoha Kage Buyou - Leaf Shadow Dance Rank: D Type: Taijutsu Range: Close (0m - 5m) Element: N/A Description: Konoha Kage Buyou is a Taijutsu technique that is used to position a ninja's opponent into a vulnerable aerial position. The ninja will first quickly appear below their opponent, then with a switch upper kick they will launch their target into the air. The ninja will then jump into the air to "shadow" the target with the target's back to their chest. This move is used before preforming "Omote Renge - Front Lotus" or "Shishi Rendan - Lion Combo". Chakra Cost: 4
Name: Konoha Dai Senkou - Leaf Great Light Rotation Rank: C Type: Taijutsu Range: Close (0m - 5m) Element: N/A Description: The user charges at their opponent and unleashes a powerful lateral kick aiming at the head that will spin his or her opponent away. This technique can certainly cause a head ache. Chakra Cost: 8
Name: Konoha Dai Senpuu - Leaf Great Whirlwind Rank: C Type: Taijutsu Range: Close (0m - 5m) Element: N/A Description: A series of kicking attacks, starting from a low kick and linking into a middle kick and high kick then finishing off with a heel drop. As the rotation speed picks up the user gains buoyancy, which they use to shift into gradually higher attacks. Chakra Cost: 5
Scrolls
- Spoiler:
Name: Small Scroll Rank: D Type: Supplementary Quantity: - Description: Scrolls are an important asset to any ninja's arsenal, whether they are used for sealing, summoning or simple communication, scrolls have always found their home within a ninja's pouch or pocket. When stood, a small scroll will measure up to fifteen centimetres in height, with the scroll length itself reaching fifty centimetres. Storage: 30m Wire
Name: Small Scroll Rank: D Type: Supplementary Quantity: - Description: Scrolls are an important asset to any ninja's arsenal, whether they are used for sealing, summoning or simple communication, scrolls have always found their home within a ninja's pouch or pocket. When stood, a small scroll will measure up to fifteen centimetres in height, with the scroll length itself reaching fifty centimetres. Storage: 20m Rope
Name: Small Scroll Rank: D Type: Supplementary Quantity: - Description: Scrolls are an important asset to any ninja's arsenal, whether they are used for sealing, summoning or simple communication, scrolls have always found their home within a ninja's pouch or pocket. When stood, a small scroll will measure up to fifteen centimetres in height, with the scroll length itself reaching fifty centimetres. Storage: 12 Kunai & 4 Explosive Notes
Name: Small Scroll Rank: D Type: Supplementary Quantity: - Description: Scrolls are an important asset to any ninja's arsenal, whether they are used for sealing, summoning or simple communication, scrolls have always found their home within a ninja's pouch or pocket. When stood, a small scroll will measure up to fifteen centimetres in height, with the scroll length itself reaching fifty centimetres. Storage: 12 Kunai & 4 Explosive Notes
Name: Medium Scroll Rank: C Type: Supplementary Quantity: - Description: Scrolls are an important asset to any ninja's arsenal, whether they are used for sealing, summoning or simple communication, scrolls have always found their home within a ninja's pouch or pocket. When stood, a medium scroll will measure up to thirty centimetres in height, with the scroll length itself reaching one metre. Storage: 5 Smoke Bombs & 15 Smoke Pellets
Name: Large Scroll Rank: B Type: Supplementary Quantity: - Description: Scrolls are an important asset to any ninja's arsenal, whether they are used for sealing, summoning or simple communication, scrolls have always found their home within a ninja's pouch or pocket. Though a scroll this size would most likely be found tied around the ninja. When stood, a large scroll will measure up to fifty centimetres in height, with the scroll length itself reaching one hundred and fifty centimetres. Storage: 60 Liters water (in 60 thin-walled pigskin bladders)
Weapons & Equipment
- Spoiler:
Name: Toshiro's Jonin Kit Rank: A Quantity: 1 Contents: 12 Kunai [12], 24 Shuriken [12], 12 Explosive Notes [12], 6 Explosive Pouches [2], 6 Explosive Sebon [3], 2 Windmill Shuriken [10], 30m Wire [10], 2 Smoke Bombs [6], 10 Nutrition Pills [1], File & Scissors [1] 4 Extra Small Scrolls [8] (77/77 slots)
Name: Kunai Kit Rank: C Quantity: 1 Contents: 24 Kunai [24], 8 Exploding Notes [8]
Name: Ear-Piece Mic Radio Rank: C Type: Main -Primary/Accessory Quantity: 3 Description: The short range radio is capable of keeping ninja in contact up to 10 miles. The radio can accept multiple frequencies and is activated to talk by pushing a button on the neck attachment, making it simple to use even in the most dire of situations. With a durable carapace, it is designed to withstand water damage and even the pressure of extreme altitudes.
Name: Long-Fang Katana (Paired) Rank: B Type: Close-Range/ Primary Appearance: 40 inches long with a slightly curved (5mm displacement between tip and base along the spine) 32 inch single-edged blade with an unusually long (4 inch) point and finger-width fullers running down each side near the spine. A rectangular brass-colored hand guard with four window-like L-shaped cutouts separates the blade and the 8 inch hilt which is black walnut wrapped in black sharkskin. Set into the hilt just below each guard is a single blue or red chakra gem. When not in use they are stored in black leather scabbards. Quantity: 2 Storage: Worn at the back with both hilts over the right shoulder, with scabbards crossed so that one hilt is above each shoulder, or horizontally at the lower back with the edges parallel. Special Abilities: Chakra Conductive Picture: here - the one at 11 o'clock position (aka Byakura's)
Name: Short bow Rank: C Type: Main - Primary/Ranged Quantity: 1 Description: A short bow has a stave portion of about five feet in length and was the first of such launchers to be developed. Its lightweight frame relatively small size makes it a compact and agile weapon to use. It has the ability to fire approximately 120m with effective accuracy.
Name: Combat Sebon Rank: D Type: Ranged Quantity: 12 per rack. Description: Longer (up to 8 inches) and heavier than normal sebon, this type is also blunted and wider at one end and have a checkered pattern of grooves near the middle. These extra characteristics allow for a more solid grip when placed between the knuckles with the blunt ends against the heel - letting the user put more force behind a stab and to more easily catch weapon strikes without the needles being driven into the hand or ripped from between the knuckles.
Name: Sap Gloves Rank: D Type: Supplementary/ Armor Quantity: 2 Description: Indistinguishable from plain black leather gloves with the fingers cut off, running from the back of the hand to the second knuckle on each finger is a pocket filled with steel pellets. The additional weight of the steel increases the amount of damage to surface layers and the chance of knocking an opponent unconscious from the wearers punches and backhands but at the price of reducing damage done to the deeper tissue such as bones. They also protect the hands when hitting hard surfaces and blocking strikes from blunt weapons and unarmed attacks. Picture of the gloves here
Name: Blinding Powder Packets Rank: E Type: Supplementary Quantity: 3 Description: Small packets (roughly 1 inch on a side) made of rice paper that contain a substance such as powdered stone or iron filings that is highly irritating to the eyes. Should enough of the irritant get into the eyes the victim will be blinded for one post and have severely reduced vision for their next two posts unless they flush their eyes with large amounts of free-flowing water. The packets may be thrown at the targets face or upper chest to burst on impact, or crushed in the hand and the contents blown into the targets face.
Name: Breaking and Entering Tools Rank: C Type: Supplementary Quantity: 1 Description Far beyond simple lock picks, this is a kit that contains nearly everything one could need to disable or bypass mechanical locks and traps in a leather wallet-style case no more than 4 inches wide, 5 inches long, and 1 inch thick when folded up. Includes a dozen lock picks of different shapes & sizes, half a dozen "skeleton keys" that fit most low-quality locks, two small hacksaw blade, several rasps and files of different sizes and shapes, four narrow rods of high-strength steel that can be used as miniature crowbars, several thin strips of steel and lime wood for sliding through a crack to lift a latch, a 4"x5" hand mirror and another much small one (1/2 inch in diameter) attached at an angle to a steel rod as well as miniature versions of screwdrivers, needle-nosed pliers, C-clamps, wire cutters, chisel, and a hammer.
Last edited by NuclearTreerat on Tue 31 Mar 2015, 6:06 pm; edited 25 times in total |
| | | NuclearTreerat
Age : 48 Posts : 1036
| Subject: Re: Hinamori, Toshiro [Konoha Sennin] (Done) Thu 16 Aug 2012, 5:18 am | |
| Summons Name: Tonbi Rank: B (50 CP) Appearance:- Spoiler:
Still four feet tall, Tonbi's feathers have returned to a coloration similar to what he had as a chick. Namely a red-trimmed white on the underside and a burnished gold on the rest save for a patch on each wing that is white rimmed with black and the white and black areas of his head. As the equivalent of a senior officer in his clan (which is organized somewhat like a Greek city-state in that every able-bodied pheasant is expected to be ready for military duty), he has once again altered what he wears. Replacing the short haori and flak vest he once wore is a black zip-up tactical vest with concealed armor on the inside and enough pockets and holsters to carry small weapons. On the back of this and secured by a tight-fighting sleeve is the cyclindrical case that holds the scroll used to reverse-summon his summoner, a small pack holding miscallenous field supplies, and two smaller sleeves that hold a pair of ninjato with specially designed hilts that just reach to each side of his neck.
Personality:- Spoiler:
Originally looked down on as a very plain member dedicated to a plain skill in a family of summons known for flashy looks and ninjutsu, seven years alongside his summoner and gaining the respect of his fellows and even a degree of fame (along with its chief downside - fan-hens) has had a pronounced effect on Tonbi's personality. Having mostly tamed his temper and rashness, the pheasant is now far more level-headed and plans further ahead than many give him credit for. Tonbi still tends to overkill on the battlefield (commonly saying "I don't want to have to kill them twice so I make sure they're dead the first time") but paces himself better through a fight. Always something of a prankster (a trait common throughout his species) he has turned that and a fiendish cunning into a talent for making traps that are often lethal and always debilitating which he leads pursuers into. After these skills and a solid record earned him the title of "ranger" within his clan, and with it a place in the chain of command, he has taken it upon himself to improve in other areas such as information gathering and diplomacy that he might be required to have on short notice.
From the time spent around humans Tonbi has picked up a number of quirks. He is still a lover of sweets and has also developed a taste for sunflower seeds, ramen, fried rice, and wonton and egg-drop soup (the spicier and hotter the better). It should be noted however that his cooking abilities outside of those dishes are marginal at best and lethal at worst. He also is still a sucker for small females and finds it nearly impossible to say no to a request from one (although a brat will just as easily set him off as it does Toshiro). Having finally admitted to having serious feelings for his fellow summon Kanako, Tonbi usually manages to reign in his normal impulse to check out other female birds but once in a while he lapses and will say something "off-color" that gets his beak planted into the ground. He is absolutely loyal to Toshiro, and has extended that loyalty to his summoner's immediate family and girlfriend as well as her family.
Contract Type: Clan Species: Pheasant Specialty: Weapons Elemental Affinity: Wind Summons Jutsu:
- Spoiler:
Name: Suimen Hokou no Waza Act of Water Surface Walking Rank: D Type: N/A Range: N/A Element: NA Description: This technique allows the user to balance themselves on water by focusing a constant and steady stream of chakra to the user’s feet or hands. Because of water’s nature, this requires the user to be quick to adjust the amount of chakra they must emit to their feet in order to maintain a constant balance. Users may also walk, run and “skate” across the water when using this technique. Chakra Cost: 1 (1 per post)
Name: Kinobori no Waza Act of Tree Climbing Rank: D Type: N/A Range: N/A Element: N/A Description: This technique allows the user to balance themselves on trees and vertical walls by focusing a constant and steady stream of chakra to the user’s feet. Gravity can easy be defined if this technique is mastered, allowing people to even stand upside down. If too much chakra is exerted the user will be pushed away; bark breaking and causing the user to then fall. If not enough chakra is exerted the user will lose their footing and fall. Chakra Cost: 1 (1 per post)
Name: Henge no Jutsu Transformation Technique Rank: E Type: Ninjutsu Range: N/A Element: N/A Description: This technique transforms the user’s appearance to that of another object or person. However, it is not a permanent transformation and a mental image of what they are transformed into. Certain aspects of a ninja will not change merely by transformation, these things may include injuries, tool pocket placements etc. The jutsu will dispel should the user be injured. The user does not gain the properties of their transformation (ie. horse like strength), and may only transform into something ranging between 1/2 of their regular size, to 2x their regular size. Thus one cannot transform into large creatures. Chakra Cost: 1
Name: Kawarimi no Jutsu Body Replacement Technique Rank: E Type: Ninjutsu Range: 10 meters Element: N/A Description: After performing a tiger seal, this technique allows the user to alter places in a speedy manner with another nearby object. This is done mere seconds before an attack lands, thus making the attacker believe his or her attack was a success. Whatever object was used to alter places will receive the brunt of the enemy’s attack instead. The object that the user switches with must be preset somewhere else in the thread, meaning that the object must have received specific mention previously in the thread. Chakra Cost: 2
Name: Kiji Kamaitachi - Pheasant Cutting Whirlwind Rank: C Type: Weaponry Range: Close (0m - 5m), Mid (5m - 10m) Element: Fuuton (Wind) Description: This technique requires the pheasant have both wings unencumbered. By freely manipulating the gale brought forth by her or his wing motions, the many air currents collide and create vacuums pockets. The person enveloped by this gale is assaulted by countless invisible blades, carving up their body. Also, the strong wind power will blow away all incoming projectile weapons. Chakra Cost: 8
Name: Kage Arashi (Shadow Storm) Rank: C Type: Weaponry Range: Close (0m - 5m) Medium (5m - 10m) Element: N/A Description: Taking the shadow shuriken technique to the "next level", Tonbi unleashes up to a dozen shuriken from within the seals in his wings, half of which follow behind the others. The first volley draws the enemies attention and hides the second volley in it's shadow until it's much closer and more difficult to defend against. Chakra Cost: 6
Name: Bane Dammaku (Feather Barrage) Rank: C Type: Weaponry Range: Close (0m - 5m) Medium (5m - 10m) Element: N/A Description: Sacrificing pin-point accuracy for sheer numbers, in this technique Tonbi pulls his wings back then extends a multitude of sebon from underneath his feathers before snapping them forward and unleashing the entire amount as a mass that covers an area up to 10 feet (3 m) wide at the end. This makes dodging or deflecting all the weapons nearly impossible - leaving the best defense either a barrier-type jutsu or simply getting out of the way entirely before the weapons reach their target. Chakra Cost: 7
Name: Sakura Fubuki no Jutsu - Cherry Blossom Snow Storm Technnique Rank: B Type: Weaponry Range: Close (0m - 5m), Mid (5m - 10m) Element: N/A Description: The user will hurl kunai with pouches attached at her or his target. When they impact the pouches explode, releasing small explosive notes. Due to the large number of kunai thrown, a shower of notes will rain down on her/his target. She/he will then throw one final kunai with an active explosive note at her/his target. It will begin to burn, and by igniting the falling smaller notes it will cause a gigantic explosion. Chakra Cost: 13
Name: Saigo Hikou (Final Flight) Rank: B Type: Weaponry Range: Close (0m - 5m) Element: N/A Description: Briefly gathering himself, Tonbi dashes towards his target and either launches himself at their upper body or follows them up if they are already midair. As his flight path crosses that of his target he unsheathes both his blades and puts on a burst of speedto appear in front of his target before delivering two diagonal cuts that, if they connect, have sufficient power to cut deeply into the targets chest and come out the other side just above the hips. Chakra Cost: 15
Name: Kanako (Fragrant Konoha Child") but often shorted to "Kanko" Rank: B Appearance:
- Spoiler:
At 3 feet 4 inches tall, Kanako is a rather attractive (if you're a pheasant) hen whose feathers are pure white with the exception of her crest and underside which are jet black and a red mask. Unlike her peers she rarely dons "human" garb, with the exception of her hitai-ate which is worn on as a choker around her neck on a grey cloth and a pair of white cloth bandoleers. To these are attached the white scroll case that holds her scroll to reverse-summon Toshiro, five tanto's that she uses for her Kaiten Shuriken no Jutsu, and a small pack containing several boxes of crackers and a few tubs of very spicy cheese spread.
Personality:- Spoiler:
The youngest and favored niece of the chief pheasant, Kanako (whose name is often shorted to "Kanko" by those close to her) is in many ways rather pampered and used to getting others to do her work for her even if doing results in her actually doing more work than simply doing the job herself. Like most pheasants she is adept at ninjutsu, focusing on wind-based techniques. She can be very intimidating when irritated, with a twitching of her eyelid being the tell-tale warning to run and if angered is capable of being truly sadistic - frequently prolonging her "preys" suffering by cutting off limbs rather than going for the killing blow until she needs to end things. Otherwise she tends to be a "stand back and blast" mid-ranged fighter with a particularly nasty tendency to give a friendly weapon-user's thrown weapons an unexpected boost or turns them into buzzing disks of death and dismemberment after the target thinks they've dodged the attack.
Kanako is a shameless flirt who enjoys teasing and flustering males while simultaneously causing nearby females to grind their teeth in fury at her antics simply to see the sort of reaction she gets. She also has an explosive temper, with the easiest ways to get an enforced nap via "Secret Hen Art: Smack Sense into Him no Justu" being to refer to her using terms such as "nag", "annoying female", or "floozy". She does have very strong (and quite open) feelings for her fellow summon Tonbi and while she may flirt with others any attempt to go beyond that will be met with a unambiguous "no" and if that isn't enough then she'll readily put the male into traction if not worse. If she's not flirting or dragging her boyfriend about Konoha, Kanako can usually be found with her nose in a book or playing Go or chess with whoever she can sucker into a game or ten. While she shares her summoner's love for hot coco she isn't really "into" other sweets. Instead her addiction is crackers topped with an ungodly spicy cheese spread that brings tears to the eyes of most who taste it. Unlike most humans of "high birth" she isn't a snob and doesn't look down on those of "lower" birth - no doubt a legacy of her clan's training. She also detests fan-girls (and their pheasant versions), frequently calling them wastes of space and useless flutter-wings to their faces. Nor is she above raining a serious beating on such females if they continue to act up in her presence. While part of this no doubt stems from Tonbi having acquired his own (unwanted) following, the majority is due to her finding their behavior insulting to females of all species and just plain annoying. Especially how they rarely train - if there is one physical activity she enjoys it is training, and it is entirely possible that she views getting others to do her work for her as a form of mental training.
She is a surprisingly good cook, one of the few things she is humble about, and frequently is the one who makes Tonbi sit down and eat other types of food - usually by cooking it herself. Having become Toshiro's second summon only after he made jounin, Kanako's bond with her summoner isn't quite as strong as Tonbi's. However she has taken an active interest in the relationship between her newest summoner and his girlfriend, and frequently ropes Tonbi into helping in her plans to push the pairs relationship along. She also finds the pair's younger siblings "positively adorable" and rarely a day goes by when she doesn't ask when Toshiro is going to let Aya sign the pheasant contract (Aki already having done so) much to his annoyance. Even without that tie Kanako regularly keeps a watchful eye on the youngest member of the Katsumi family in Konoha to prevent a repeat of the incident with Asusha and if someone was to attempt anything deemed remotely hostile they would probably end up slammed into a tree and the offending limb(s) sliced off.
Contract Type: Clan Species: Pheasant Specialty: Ninjutsu (50 CP) Elemental Affinity: Wind Summons Jutsu:
- Spoiler:
Name: Kawarimi no Jutsu Body Replacement Technique Rank: E Type: Ninjutsu Range: 10 meters Element: N/A Description: After performing a tiger seal, this technique allows the user to alter places in a speedy manner with another nearby object. This is done mere seconds before an attack lands, thus making the attacker believe his or her attack was a success. Whatever object was used to alter places will receive the brunt of the enemy’s attack instead. The object that the user switches with must be preset somewhere else in the thread, meaning that the object must have received specific mention previously in the thread. Chakra Cost: 2
Name: Henge no Jutsu Transformation Technique Rank: E Type: Ninjutsu Range: N/A Element: N/A Description: This technique transforms the user’s appearance to that of another object or person. However, it is not a permanent transformation and a mental image of what they are transformed into. Certain aspects of a ninja will not change merely by transformation, these things may include injuries, tool pocket placements etc. The jutsu will dispel should the user be injured. The user does not gain the properties of their transformation (ie. horse like strength), and may only transform into something ranging between 1/2 of their regular size, to 2x their regular size. Thus one cannot transform into large creatures. Chakra Cost: 1
Name: Suimen Hokou no Waza Act of Water Surface Walking Rank: D Type: N/A Range: N/A Element: NA Description: This technique allows the user to balance themselves on water by focusing a constant and steady stream of chakra to the user’s feet or hands. Because of water’s nature, this requires the user to be quick to adjust the amount of chakra they must emit to their feet in order to maintain a constant balance. Users may also walk, run and “skate” across the water when using this technique. Chakra Cost: 1 (1 per post)
Name: Kinobori no Waza Act of Tree Climbing Rank: D Type: N/A Range: N/A Element: N/A Description: This technique allows the user to balance themselves on trees and vertical walls by focusing a constant and steady stream of chakra to the user’s feet. Gravity can easy be defined if this technique is mastered, allowing people to even stand upside down. If too much chakra is exerted the user will be pushed away; bark breaking and causing the user to then fall. If not enough chakra is exerted the user will lose their footing and fall. Chakra Cost: 1 (1 per post)
Name: Daitoppa - Great Breakthrough Rank: C Type: Ninjutsu Range: Close (0m - 5m), Mid (5m - 10m) Element: Fuuton (Wind) Description: This is a relatively simple technique that creates a sudden gust of wind, but its scale varies greatly depending on the user. If used by a superior shinobi, it has enough destructive power to knock down a large tree. The wind from the squall can blow away all things in the user's line of sight. A variation of the technique involves a smaller blast of wind which gets ignited with flame. Chakra Cost: 9
Name: Reppushou - Gale Wind Palm Rank: C Type: Ninjutsu Range: Close (0m - 5m), Mid (5m - 10m), Far (10+) Element: Fuuton (Wind) Description: Fuuton Reppushou is a Ninjutsu technique utilizing the Wind Element. After forming the needed hand seals, the user will send a strong gust of wind towards his/her target. When acting in conjunction with another thrown weapon, the wind can increase its power and deadliness. Chakra Cost: 5
Name: Fuuton: Soufuu Dama (Wind Release: Blast Sphere) Rank: C Type: Ninjutsu Range: Close (0m - 5m) Element: Wind Description: Gathering charka into the lungs, running through a series of seals ending on the tiger seal, the user then raises the completed seal to their mouth and expels the chakra while molding it into an slow-moving orb of compressed wind that increases in size to a 3.3 meter diameter sphere that on contact with a solid object or when it’s maximum range is reached will explode. Anyone at or within a few feet of the point of impact will be violently tossed away along with anything not nailed down. Chakra Cost 7 CP
Name: Juha: Shou - Beast Wave: Palm Rank: B Type: Ninjutsu Range: Close (0m - 5m), Mid (5m - 10m) Element: Fuuton (Wind) Description: Using Wind nature, the user will create a blade of wind which they can launch towards their opponent. One can also control the path of the blade for the duration of the post and because it is made of Wind chakra, the wind blade can easily cut through Kage Bunshin. Chakra Cost: 12
Name: Kaiten Shuriken - Rotating Shuriken Rank: B Type: Ninjutsu Range: Close (0m - 5m), Mid (5m - 10m) Element: Fuuton (Wind) Description: The user will send his or her bladed weapons through the air as spinning disks. He or she can then launch these disks at his or her target like shuriken. Because he or she manipulates each individually, he or she can attack his or her target from multiple directions. Up to 5 weapons, no larger than a foot in length may be manipulated by this technique at one time. Chakra Cost: 14 (2 per post +1 for every 2 additional weapons)
Last edited by NuclearTreerat on Tue 17 Feb 2015, 7:37 am; edited 1 time in total |
| | | Enzo
Age : 29 Posts : 1797
| Subject: Re: Hinamori, Toshiro [Konoha Sennin] (Done) Fri 24 Aug 2012, 7:29 pm | |
| Apologies for the wait. There's nothing wrong with the app, as all that was really changed was the location of the jutsu and some minor tweaks to the appearance, personality, etc. Either way:
Re-approved |
| | | Kite
Age : 34 Posts : 1209
| Subject: Re: Hinamori, Toshiro [Konoha Sennin] (Done) Sun 03 Feb 2013, 2:15 am | |
| On February 2nd this character application was edited to help expand the arsenal section as it was too large to add more to it. The edits that were made were the deletion of three staff posts detailing the approval of this character application and the changing of Nuclear's post commenting about his character needing to be re-approved after being un-archived. Thank you. |
| | | Anna
Age : 31 Posts : 1900
| Subject: Re: Hinamori, Toshiro [Konoha Sennin] (Done) Sun 09 Nov 2014, 5:25 am | |
| Archived due to failure to respond to activity check. Please message staff to have your character unarchived. |
| | | lifeanddeath
Age : 31 Posts : 1490
| Subject: Re: Hinamori, Toshiro [Konoha Sennin] (Done) Mon 16 Feb 2015, 10:48 pm | |
| Unarchived due to user request.
|
| | | NuclearTreerat
Age : 48 Posts : 1036
| Subject: Re: Hinamori, Toshiro [Konoha Sennin] (Done) Thu 05 Mar 2015, 3:47 pm | |
| *punt*
Really people. 14 days, post in application assistance, and STILL newer applications getting multiple replies & finished before this one gets a single look? |
| | | Mugen Kousen
Age : 33 Posts : 718
| Subject: Re: Hinamori, Toshiro [Konoha Sennin] (Done) Thu 05 Mar 2015, 10:56 pm | |
| Apologies for your delay. I would have gotten to your app sooner had I known it was pending re-approval. Please note that I am still a trial mod. If you have any issues with the grading I'm giving, I'd be glad to discuss/debate them, but ultimately you can always just go over my head at any point and consult a fully-fledged mod or admin.
Face Claim: -The link provided takes me to a picture of a dragon on a drawbridge...Please update this.
Hand Seals: -Many of your jutsu make no mention of hand seals required. Please go through your app and add how many hand seals are required to perform said jutsu. I realize this kind of detail has not been enforced widespread throughout the site, but I'm trying to change that. Otherwise things like hand speed movement SCs and such would be pointless in the face of jutsu that have an undetermined number of hand seals.
Multi Jutsu Casting: -You have a few jutsu that mention other jutsu being used in conjunction with them. Currently, you are not allowed to use two jutsu at the same time. So long as you are still supplying chakra to one jutsu, you can't cast another. So make sure you end the use of the initial jutsu before executing the follow ups.
Suiton: Hari no Supure (Water Release: Needle Spray): -The numbers seem a bit intense for a D-rank jutsu. Please lower them from 10/20 to 5/10. This shouldn't affect the primary functionality of the jutsu as a distraction.
Suiton: Fukai no no Me (Water Release: Eyes of the Deep): -This should require some dedicated concentration on the user's part. For example, Gaara's sand eye jutsu requires one of his eyes be closed. Please add some kind of similar requirement for this jutsu.
Suiton: Teppōdama (Water Release: Gunshot): -Please note the size/dimensions of the water bullet.
Suigadan - Water Fang Projectile: -How big is this projectile?
Daikoudan no Jutsu - Great Shark Missile Technique: -How big is this shark?
Nami Sagan (Wave Break): -Please alter the wording to make it clear how you are producing the wave. I assume you are using the weapon to do so, but it could be construed that you use a separate water jutsu and it just isn't 100% clear with current wording.
Suimeishi (Water Manifestation): -I'm pretty sure that chakra conductive metal doesn't take on the properties of elements. If you're just making a water construct based on the weapon extend, bend, etc, then this is fine. But it sounds like you're making metal or even wood move like a fluid under your control. That would require a unique weapon with unique traits/abilities.
Soraiku Wokaesu (Return Strike): -I'm denying this jutsu on the basis of two points.
-The first is that it states that you defend against an attack with the "end" of your weapon before applying force and leverage. But this is the opposite of how leverage works. The end of your weapon is where you would have the least amount of leverage over your opponent's weapon and where they would have the most amount of leverage on your own weapon. If you'd like to test this out, you can hold a broom or a stick and try to keep it steady as a helper strikes the "weapon" both at the end and at the base(closer to where your grip currently is.)
-The second is that you state the victim is unable to block your follow up attack with the same weapon that was blocked. If you have enough time to go from redirecting their blow into an attack, then your opponent has the time to alter the angle of their weapon in a manner that would effectively block your attack. Especially since this jutsu specifically states that your counter strike follows the length of your target's weapon. There are a number of other ways your opponent could reasonably block such a technique, but they are situational and depend on the type of weapon they have.
-I understand clearly what you are trying to do, it's a common enough maneuver, especially in anime sword fights. What made me inclined to deny it is how absolute the wording made it seem. Lose the "can't be blocked with the same weapon used to attack" aspect and I'd be willing to approve it. But I'd suggest altering the part about catching an incoming attack with then "end" of your weapon. If your opponent has equal strength SCs, this could put you at a disadvantage depending on what weapons were involved in the clash.
Sakkaku Dansu (Illusion Dance): -There is no weaponry aspect to this jutsu making it purely tai. Since you lack that spec and this jutsu is higher than C-rank, you must alter/remove it.
-If you give it a weaponry aspect in some way, you can register it as Wep+Tai and get the same effect.
Shuriken Kage Bunshin no Jutsu - Shuriken Shadow Clone Technique: -How many clones are created?
Namigekishi (Violent Wave) (40): -Why does this have a 40 in parenthesis? o.O
-Could you please add fuuton to this jutsu? I just can't see it having the desired effect with pure chakra alone. By the time the chakra dispersed outwards more than a few meters it would likely lose effectiveness without an elemental nature to strengthen it. This isn't a required edit, but it would make me feel much better about approving it.
Combat Sebon: -Just a reoccurring typo here. They are called "Senbon" not "Sebon" |
| | | NuclearTreerat
Age : 48 Posts : 1036
| Subject: Re: Hinamori, Toshiro [Konoha Sennin] (Done) Mon 09 Mar 2015, 4:05 am | |
| I'll fix the faceclaim link when I get the time to reactive the account where I store my images. Shouldn't be more than a few days assuming no stupidity on their end.
Made changes to water bullet & eyes of the deep that should fit. As to some of the other points
Wave break: Here could be a problem. As you might see by the requirement, this jutsu predates the current SC's. To provide some background, at the time the ninjutsu specialty was split into 1 per element and the suiton version allowed the character to create large amounts of water without expending chakra at all. So at the time where the wave came from wasn't an issue. Now however...
Two fixes I have in mind rightn ow. A) Removal, with refund of the AF spent if I find that it wasn't created under the old jutsu training rules. Finding that out will probably take time I don't have right now due to work but if it didn't cost any AF I'm not going to miss it - never used it. B) I could rework it require a currently active suiton jutsu used instead of specifying a wave with the intensity of the result increasing with the rank of the jutsu so sacrificed.
Suigadan - Water Fang Projectile, Daikoudan no Jutsu - Great Shark Missile Technique, Shuriken Kage Bunshin no Jutsu - Shuriken Shadow Clone Technique: Each of these is directly from the sites encyclopedia so if you want an answer to those questions you'll have to get the rest of the staff to come up with and post a revised version there. Before you ask someone to make changes, check to make sure the technique isn't from the encyclopedia. It avoids extra work and keeps you casting doubt on your own credentials.
Suimeshi: Who says it can't? Maybe not on its own no but jutsu alone can create a sword out of water with the ability to slice through fire without being boiled away. So is it really that far of a stretch that a more advanced jutsu channeled through a weapon designed to be sensitive to chakra could alter said weapons physical properties to take on a particular nature?
Illusion Dance: The weaponry aspect is in the requirement; one needs Taijutsu or Weaponry to have access to the Tier III speed SC which the jutsu requires. Plus, in terms of effect, its akin to one of the most common defenses found in armed combat - avoiding an incoming attack by moving quickly out of the way. Aka dodging the blow. In this case a dodge that happens faster than the SC at the expense of CP (a finite resource) to leave behind a short-lived "decoy" effect to help cover the sudden movement. So to be blunt I really don't see your objection here. Particularly in light of the staff having pre-created techniques from ninjutsu & sealing (which has zero relation to physical movement) that accelerate movement (see Body Replace, Body Flicker, Flying Thunder God) to just as (if not higher) levels of speed.
Return Strike Hmmm, seems we're not quite looking at this technique in the same way. To reference you example, you seem to be implying that weapon of the jutsu's user is stationary (once in position) until its hit THEN trying to redirect the attack. Something of a brute-force and reactive approach in that it relies first on directly countering the bulk of force in the attack then forcing it aside. To put it in familiar terms that is akin to how a boxer would block an attack - take the brunt on the implement (arm) and only give enough to bleed off what force can't be absorbed.
What this jutsu does is more akin to a "soft" style like Judo or Akido in that it you're not trying to stop or reduce the force of the blow but rather redirect it to follow a different path. Sticking with the unarmed analogy, its akin to a circular block where the back of the hand contacts the incoming wrist then continues the motion & contact through such along with a small element of the "grab the attack pull into it" (in this case by getting the end of ones weapon behind the attackers) to upset the attackers balance and control. Going back to you example, its not simply letting the broom get hit but rather swinging your handle so that the last few inches - where the greatest amount of force is concentrated during a swing - meets the oncoming weapon during the latter's own swing. Then using that force, which gets progressively stronger as the opponents weapon slides down your own towards the grip, plus the attacks own momentum to move the attack to a different path by before launching your counter attack.
That said I'm not adverse to making a FEW changes. If the overall effectiveness stays the same and said change aren't the sort that negate the whole purpose of the jutsu. Remember you are requiring the removal what is the primary purpose behind the technique - a counter-attack that can not be avoided without expending some sort of resource. Be it CP for a jutsu, pulling a second weapon out, or having to backpedal out of reach there MUST be a cost for avoiding the follow-up strike that isn't "I dodge/ block using the same weapon that I should have to first bring around to get back between the attack and myself". So spit out a few ideas and I'll see if any of them fit what I have in mind.
Violent Wave: The (40) is a relic of staff being too lazy tidy up themselves and too in a rush to give me time to clean it up myself between approval and transfer. As you can see I cleaned it up myself now that the application is unlocked. For adding the elemental part - nope. Sorry but there is no reason why "pure" chakra should break up any faster than say wind. Otherwise shadowclones & the rasegan would be less durable than even basic water clones as they're specifically made of pure chakra. Not to mention that in this case the use of "pure chakra" is a tradeoff. Specifically as a non-elemental technique it has neither the advantage of trumping an element or the weakness of falling to another. So while it can't really be stopped by (say) an A-ranked fire attack (which really shouldn't stop it - just creating a nasty wall of fire that moves outwards) it also isn't unstoppable by even S-rank lightning jutsu.
For the multicasting (as in having one jutsu active then initiating another), I'm going to have to ask for a quote from or link to the section of rules or the post by a FULL & current staff member where that is officially stated to be the case. Particularly when the aforementioned rule runs contrary to all prior experience not to mention logic and is no where listed in the sites rules that I've been able to find. Even more so in light of just how badly this would render jutsu like Lightning Armor moot as one would have to drop said (very expensive) jutsu to use even a simple D-rank one.
In the same vein, while I wish you luck as a "hand seal count" is something that should have been added from day one (and I use the concept in my own Naruto campaign) I am going to say NO to adding a fixed number of hand seals to these unless you can again prove that this is an actual rule by the staff and not something you want to see implemented. Why is for several reasons. One because with regards to the majority of weaponry techniques it simply makes zero sense as the characters hand shouldn't leave the weapon in a fight. Two, there is no such mention for any of the jutsu in the encyclopedia, which I would think would be updated BEFORE such a rule went into force, if only to the supposedly over-worked staff from having to redo the same material twice. Mostly though because I've been through every single section of the rules since I joined this site and never ONCE has there been mention of a requirement for jutsu to list the number of handseals. Nor in all the time here have I had or even heard of a staff member requiring a jutsu to list the number of handseals, or even mentioned adding such to the encyclopedia jutsu. |
| | | Mugen Kousen
Age : 33 Posts : 718
| Subject: Re: Hinamori, Toshiro [Konoha Sennin] (Done) Mon 09 Mar 2015, 6:47 am | |
| - Quote :
- Wave break: Here could be a problem. As you might see by the requirement, this jutsu predates the current SC's. To provide some background, at the time the ninjutsu specialty was split into 1 per element and the suiton version allowed the character to create large amounts of water without expending chakra at all. So at the time where the wave came from wasn't an issue. Now however...
Two fixes I have in mind rightn ow. A) Removal, with refund of the AF spent if I find that it wasn't created under the old jutsu training rules. Finding that out will probably take time I don't have right now due to work but if it didn't cost any AF I'm not going to miss it - never used it. B) I could rework it require a currently active suiton jutsu used instead of specifying a wave with the intensity of the result increasing with the rank of the jutsu so sacrificed. I think you misunderstand what I was asking of you. All you need to do is add in that you make a slashing movement against a pre-existing source of water to create the wave. Or perhaps draw a line through it with one of your feet. As a suiton based weaponry jutsu, this would be more than enough to generate the kind of wave you're going for. You could even probably just generate the water from your chakra. All I'm asking for is the actions involved in making the wave in the first place. Your previous wording kind of just assumed the wave was made without explaining how. It's an elemental weaponry jutsu so it can push the boundaries of what one might consider possible with a weapon in real life.
- Quote :
- Suigadan - Water Fang Projectile, Daikoudan no Jutsu - Great Shark Missile Technique, Shuriken Kage Bunshin no Jutsu - Shuriken Shadow Clone Technique:
Each of these is directly from the sites encyclopedia so if you want an answer to those questions you'll have to get the rest of the staff to come up with and post a revised version there. Before you ask someone to make changes, check to make sure the technique isn't from the encyclopedia. It avoids extra work and keeps you casting doubt on your own credentials. I understand your concern, however I have already made a thread in the staff section about updating the encyclopedia stuff and had the request approved several days ago. It's merely a matter of getting around to it and will likely be a slow process perhaps taking even as long as a month. Especially since we plan on posting all updates up in the staff section for group approval before we make them official.
That being said, I know from experience that you're allowed to alter the dimensions of encyclopedia stuff to suit your own individual needs when registering a jutsu. It would just be a slightly customized version of the encyclopedia version. So I'm still going to ask you to add those dimensions. If you have a problem with it or would prefer not to do so, I encourage you to consult Mods/Admins. But honestly this is nothing but an advantage for you as you get to set your own standards for the jutsu you'll personally be using. I can't imagine how that would be a downside. Heck, what you put may even be used in the encyclopedia itself if staff collectively agree that it sounds reasonable as the site-wide standard.
- Quote :
- Suimeshi:
Who says it can't? Maybe not on its own no but jutsu alone can create a sword out of water with the ability to slice through fire without being boiled away. So is it really that far of a stretch that a more advanced jutsu channeled through a weapon designed to be sensitive to chakra could alter said weapons physical properties to take on a particular nature? Yes, it's a far stretch to insist that a solid which happens to be chakra conductive is just as malleable as pure elemental chakra. If this were a unique weapon made from a unique material specifically designed for this function it would be one thing. But there is no evidence that I'm aware of to suggest normal chakra conductive metal/wood/etc is capable of this kind of manipulation. If you know of any evidence to support that then please bring it forward and I'll re-evaluate my understanding of what chakra conductive weapons are capable of.
If you can't find such evidence, I suggest you just make the jutsu an extension from the blade made of pressurized water. You would get the same basic functionality.
- Quote :
- Illusion Dance:
The weaponry aspect is in the requirement; one needs Taijutsu or Weaponry to have access to the Tier III speed SC which the jutsu requires. Plus, in terms of effect, its akin to one of the most common defenses found in armed combat - avoiding an incoming attack by moving quickly out of the way. Aka dodging the blow. In this case a dodge that happens faster than the SC at the expense of CP (a finite resource) to leave behind a short-lived "decoy" effect to help cover the sudden movement. So to be blunt I really don't see your objection here. Particularly in light of the staff having pre-created techniques from ninjutsu & sealing (which has zero relation to physical movement) that accelerate movement (see Body Replace, Body Flicker, Flying Thunder God) to just as (if not higher) levels of speed. This jutsu along with many others on your app was actually pm'd to me by Trey a few days ago asking my opinion on them. I responded with a reply almost verbatim what I posted here. I'll need to wait on his reply before I can respond. But in short, you've convinced me that it's fine. We'll see if Mr. head honcho feels the same way.
- Quote :
- Return Strike
Hmmm, seems we're not quite looking at this technique in the same way. To reference you example, you seem to be implying that weapon of the jutsu's user is stationary (once in position) until its hit THEN trying to redirect the attack. Something of a brute-force and reactive approach in that it relies first on directly countering the bulk of force in the attack then forcing it aside. To put it in familiar terms that is akin to how a boxer would block an attack - take the brunt on the implement (arm) and only give enough to bleed off what force can't be absorbed.
What this jutsu does is more akin to a "soft" style like Judo or Akido in that it you're not trying to stop or reduce the force of the blow but rather redirect it to follow a different path. Sticking with the unarmed analogy, its akin to a circular block where the back of the hand contacts the incoming wrist then continues the motion & contact through such along with a small element of the "grab the attack pull into it" (in this case by getting the end of ones weapon behind the attackers) to upset the attackers balance and control. Going back to you example, its not simply letting the broom get hit but rather swinging your handle so that the last few inches - where the greatest amount of force is concentrated during a swing - meets the oncoming weapon during the latter's own swing. Then using that force, which gets progressively stronger as the opponents weapon slides down your own towards the grip, plus the attacks own momentum to move the attack to a different path by before launching your counter attack.
That said I'm not adverse to making a FEW changes. If the overall effectiveness stays the same and said change aren't the sort that negate the whole purpose of the jutsu. Remember you are requiring the removal what is the primary purpose behind the technique - a counter-attack that can not be avoided without expending some sort of resource. Be it CP for a jutsu, pulling a second weapon out, or having to backpedal out of reach there MUST be a cost for avoiding the follow-up strike that isn't "I dodge/ block using the same weapon that I should have to first bring around to get back between the attack and myself". So spit out a few ideas and I'll see if any of them fit what I have in mind. I understood your weapon wasn't stationary with this jutsu, but the way you worded seemed to imply that you were using leverage on the enemies weapon. I gave the stationary example to show how leverage on two objects works. If you were referring the the leverage on your own weapon then I simply misunderstood your wording. But even considering that the majority of the force behind your attack is at the end of your weapon due to the way you leverage your swing, if you strike the opponent's weapon near the base(close to their grip), they would have the leverage advantage.
As someone who has participated in an extensive amount of sparring matches with training weapons and live edged weapons(not the brightest of ideas admittedly) I can say with firm confidence that the principles of aikido and judo's hand to hand techniques can't really be applied in the same way with weapons. I'm aware that Akido has sword techniques as well and also have experience with them. But in practice, they almost never work outside of the dojo as it's totally reliant on an opponent that is dead set in a kata whom is completely committing all of their force into a rigid attack. No one fights like this outside of a dojo in a full force sparring match though. So it's meaningless to use it as an example for actual combat. Every single aikido sword technique I've ever been shown is always easily defeated by simply having good footwork or altering the positioning of your own weapon. Does this mean I can defeat them every time without flaw? No, of course not. But they are rarely effective because of how dependant they are that your opponent is moving in a specific manner.
Granted, this is not a reality based forum, it's a naruto based one and even if it weren't it is most certainly possible to redirect the force of an opponent's attack in the method you're describing. It's a simple enough parry. However, this still wouldn't guarantee that your opponent would be unable to do anything with their parried weapon before your counter attack lands. Changing the orientation of their weapon and taking a step in one direction or another could completely change the outcome.
The problem here is that you want a jutsu that has an absolute and determined response from your opponent without taking the context of a situation into mind. I'm not going to approve something like that because it's pseudo-godmoding(forces your opponent to be acting in a certain manner with their body). But at the same time, I encourage you to see that unless your opponent has the speed to keep up with you, they would obviously be incapable of making the movements required to stop your counter attack in time. So while no, I won't approve a jutsu that will without a doubt render a parried weapon incapable of being used to defend against your counter, that doesn't mean you'll never be able to hit someone with the counter. Nor does it mean that your opponent won't need to expend some kind of cost to deal with it. If you want to be sure your opponent can never counter-defend in time, then just don't use this jutsu on other people with Speed SCs to ensure they won't be able to keep up with your movements.
I will stubbornly remain adamant about this because of the semi-godmod aspect, so if you still disagree you'll need to go over my head.
- Quote :
- Violent Wave: The (40) is a relic of staff being too lazy tidy up themselves and too in a rush to give me time to clean it up myself between approval and transfer. As you can see I cleaned it up myself now that the application is unlocked. For adding the elemental part - nope. Sorry but there is no reason why "pure" chakra should break up any faster than say wind. Otherwise shadowclones & the rasegan would be less durable than even basic water clones as they're specifically made of pure chakra. Not to mention that in this case the use of "pure chakra" is a tradeoff. Specifically as a non-elemental technique it has neither the advantage of trumping an element or the weakness of falling to another. So while it can't really be stopped by (say) an A-ranked fire attack (which really shouldn't stop it - just creating a nasty wall of fire that moves outwards) it also isn't unstoppable by even S-rank lightning jutsu.
You use the rasengan as an example, but it's an entirely different use of pure chakra. The rasengan is a highly condensed ball of violently spinning chakra which is constantly being fed by the user. The jutsu you would like to create is still a highly condensed mass of chakra, but it's not in a tightly compact ball getting a constant supply from the user. It's a widely spread out wave that has to get larger and less condensed as it moves outwards and it does not receive a continued supply.
In the case of Shadow Clones, they are given a hefty portion of the user's chakra to maintain themselves with. As much as half. When they run out of said chakra, they disappear.
This is another one of those jutsu Trey asked my opinion on so until I hear back from what he thinks about my grading, I'm gonna stick to my guns unless you can convince me otherwise as you did with Illusion Dance.
- Quote :
- For the multicasting (as in having one jutsu active then initiating another), I'm going to have to ask for a quote from or link to the section of rules or the post by a FULL & current staff member where that is officially stated to be the case. Particularly when the aforementioned rule runs contrary to all prior experience not to mention logic and is no where listed in the sites rules that I've been able to find. Even more so in light of just how badly this would render jutsu like Lightning Armor moot as one would have to drop said (very expensive) jutsu to use even a simple D-rank one.
This is something Trey has told me directly. There are a few exceptions to this apparently unwritten rule such as the act of tree climbing and certain clan jutsu like the byakugan/sharingan/etc.
I agree that it should be reflected in the rules somewhere. I also think it should be made more lenient because there are canon examples of two jutsu being used in conjunction with one another by the same shinobi.
Example: https://www.youtube.com/watch?v=2UXmWu6oi2U&t=33
But unfortunately, as a trial mod I don't have the authority to make this happen. I can only go off the instruction I've received from the admin. Sadly, I don't have any quotes from Trey to give you, I don't even know where to begin looking for one. I'm not sure whether this was said in skype chat, skype staff chat, or in a pm and I'm not about to spend an hour of my life looking it up. But I can link you to this discussion thread where Persy has backed this statement up.
http://www.ultimateshinobi.org/t15981-active-passive-jutsu-types
If you require further confirmation, you're welcome to pm Trey or Josi and ask about it.
- Quote :
- In the same vein, while I wish you luck as a "hand seal count" is something that should have been added from day one (and I use the concept in my own Naruto campaign) I am going to say NO to adding a fixed number of hand seals to these unless you can again prove that this is an actual rule by the staff and not something you want to see implemented. Why is for several reasons. One because with regards to the majority of weaponry techniques it simply makes zero sense as the characters hand shouldn't leave the weapon in a fight. Two, there is no such mention for any of the jutsu in the encyclopedia, which I would think would be updated BEFORE such a rule went into force, if only to the supposedly over-worked staff from having to redo the same material twice. Mostly though because I've been through every single section of the rules since I joined this site and never ONCE has there been mention of a requirement for jutsu to list the number of handseals. Nor in all the time here have I had or even heard of a staff member requiring a jutsu to list the number of handseals, or even mentioned adding such to the encyclopedia jutsu.
The update the the encyclopedia I mentioned prior is also to include adding hand seals to all relevant jutsu.
As you pointed out, it's stilly for weaponry techs to have jutsu and therefore, I believe they are an exception to the bunch. As would be puppetry jutsu, genjutsu used through mediums, and certain doujutsu. The exact details on what should and shouldn't be allowed an exception to this need to be worked out by staff as a whole still.
Thankfully, I happen to remember the thread in which I first saw Trey require handseals of someone's jutsu being approved which is what sparked me to begin this mad quest of updating the encyclopedia and requesting it of all jutsu I approve in the first place.
http://www.ultimateshinobi.org/t15889-just-a-few-techs-for-some-af-pwease#123850 |
| | | NuclearTreerat
Age : 48 Posts : 1036
| Subject: Re: Hinamori, Toshiro [Konoha Sennin] (Done) Sun 15 Mar 2015, 2:03 am | |
| Okay, since you actually provide some names - and I know how rarely puts decisions into writting - you've convinced me that at least you're being honest. So while I still think this isn't going to end well, if the people calling the shots want to throw out 5 year of material I'll play along. At least until they end up complaining about the extra work that results. First off though I have a few requests if this is going to go smoothly.
1) Do you have a rough guideline for how many seals a "typical" jutsu of each rank will require? If I'm going to have to update every jutsu on my character I only want to have to do it once instead of 2 or 3 times. 2) I'm going to need quite a bit of time because now I have to revamp the not only techniques in question but pretty much the entire lot. Not only to add a section for hand seals to each but to account for the fact that now many of them really have no point in being multi-post jutsu. So now I'm going to use and abuse the ever living daylights out of that "customize" rule to make them make sense. 3) I also need - yet again - to get the character's clan unlocked so I can - yet again - try to fit it into this utterly inconsistent and constantly shifting mess called rules. Since every one of the jutsu used there are dependent on one other, which has not only a high activation cost but a time limit before it can be reactivated, it simply isn't going to work as it stands.
That said I'm not giving up on the remaining jutsu we're discussing but I'm going to shift prioritizing my arguments in their favor to a lower priority while I fix the rest. |
| | | Mugen Kousen
Age : 33 Posts : 718
| Subject: Re: Hinamori, Toshiro [Konoha Sennin] (Done) Sun 15 Mar 2015, 9:30 pm | |
| - Quote :
- 1) Do you have a rough guideline for how many seals a "typical" jutsu of each rank will require?
For encyclopedia jutsu I've been looking for their canon counterparts and presenting hand seals based on those. I've also been updating the descriptions of them to better match said canon versions, although some are remaining unique in some ways for various reasons regarding balance or system continuity.
But basically, hand signs don't really seem to be affected by the rank of a jutsu. So if you got it from the encyclopedia check the wiki or canon sources(all episodes are up on youtube and the wiki usually has source references.) and if it's a custom just use your best judgement. Depending on the complexity of the jutsu staff may ask for more or suggest less with fairness in mind.
Hopefully as I get more feedback in the staff section we can work out some kind of standard though that strays from canon but has a better place on the forum for balance sake.
- Quote :
- 2) I'm going to need quite a bit of time because now I have to revamp the not only techniques in question but pretty much the entire lot.
Take all the time you need. Just bump this when you're ready for another look over.
- Quote :
- I also need - yet again - to get the character's clan unlocked so I can - yet again - try to fit it into this utterly inconsistent and constantly shifting mess called rules.
Your clan jutsu was among the things Trey pm'd me about. He has still not replied to the feedback I gave, but it's possible he might determine your shroud jutsu to be one of the clan-based exceptions to the multi-jutsu limitation. I'll unlock your clan, but I highly recommend getting confirmation from Trey before you go changing everything. I'll send him another reminder about that pm on skype, but I encourage you to reach out to him as well for a more direct response so I'm not playing telephone when it's probably a discussion you should be a part of as the clan creator. |
| | | NuclearTreerat
Age : 48 Posts : 1036
| Subject: Re: Hinamori, Toshiro [Konoha Sennin] (Done) Tue 17 Mar 2015, 4:18 am | |
| Eh, cannon. If you don't object I think I'm going to stick with a straight mathematical sequence for now.
Especially since there seems to be literally NO rhyme or reason to the number of hand seals the cannon jutsu give as used. I mean none. The classic example; the water dragon projectile is said to take 100+ hand seals but the Niidamie hokage pulls it off in one. Supposed crazy affinity or not that speaks of a lot of "dramatic license" (aka lazy animators). Then there are the times we see a jutsu used only once and never see the handseals (example: the suigidan) at all or the hand seals are simply shown as a blur except the final one. Again, classic example being the first time we see the Grand Fireball (when Sasuke uses it against Kakashi) - I think maybe 4 seals are shown clearly but the rest are just blurs. Plus the data for most I've been able to find is basically just a few people's best guess that others have taken as gospel.
For my own group we ended up throwing out the "cannon" listings and went with a straight math-based system. In a nut shell the number of required seals starts at 1 for E-rank with each rank beyond adding an amount equal to its numerical value (so +2 at D, +3 at C, +5 B, etc up to +6 at S) to the previos ranks total. Now granted our system also ties into our jutsu creation rules which is a bit more work at the creators end than here (but personally I think vastly better in the long run). So a direct translation might not work perfectly, especially since our hand seals counts aren't the actual number of seals per say but rather how much time any one technique takes to implenent while you seem to be looking for a direct count. However I really suggest considering something along those lines that minimizes subjective judgements about nebulous concepts like complexity.
Otherwise you'll have to basically guess at how complex something is on a case-by-case basic which - being highly subjective will vary from mod to mod - with all the attendant problems. Including more work as arguments about how complex - and thus how many seals - technique A takes versus technique B, etc. Not saying you couldn't make something like that work but its something that you might want to reevaluate in light of the potential pitfalls.
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| | | Mugen Kousen
Age : 33 Posts : 718
| Subject: Re: Hinamori, Toshiro [Konoha Sennin] (Done) Tue 17 Mar 2015, 10:24 pm | |
| I'll bring your suggestion to the table, but personally I'm against making seals based on rank. I'll keep my reasons to myself for now as they aren't strong enough to warrant throwing the idea out the window. I'll definitely forward your concerns to the staff discussion thread. Sadly, Trey has been MIA for a few days now so it hasn't made any progress since my last post. I wish I had more news other than that to give you v.v |
| | | Hiruzen
Age : 32 Posts : 1178
| Subject: Re: Hinamori, Toshiro [Konoha Sennin] (Done) Thu 30 Apr 2015, 12:43 pm | |
| Since this has been a WIP for a long time, I have to ask. Is there still work being done on this application or has it been forgotten? If work is still being done, let me know and this post will be removed. If no reply has been made within the next seven days, I will move it into the archives. |
| | | Hiruzen
Age : 32 Posts : 1178
| Subject: Re: Hinamori, Toshiro [Konoha Sennin] (Done) Wed 06 May 2015, 10:20 pm | |
| Moved. |
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| Subject: Re: Hinamori, Toshiro [Konoha Sennin] (Done) | |
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