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Old 06-02-2012, 10:35 PM   #1
Seikon
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Default I Like Turtles

THE GUY WHO LIVED


"My glas-- Oh, hehe. Thanks, I need them to see."

HAMADA HANZO




Description:

Like seriously, was he made in a lab? He's gorgeous.

In a way, he was.

He's that perfect trifecta of tall, dark and handsome. That which is Hanzo bears a broad upper body, strong chin, sharp jawline and a smile that'd deflect a Fuuma-shuriken.

Eyes shine bright like steel and are just as gray, with a youth's height and width. Their natural, rich shade of blue has faded since his rebirth. Sleek, rectangular frames rest gently on the bridge of his nose. Doesn't actually need them to see -- his eyes were among part of his body that regenerated. They really only enhance his perfect vision, granting the benefit of detail up to twenty times magnification and the benefit of night vision.

Personality:

(???)

Combo Archetype: Lazarus
Daredevil - Offensive Healer
Combo Special: Once per lifetime, the user can heal completely from an otherwise mortal wound [SPENT]
Stat Merits: +2 to Stamina, +1 to Willpower, +1 to Intelligence, +1 to Reserves, +1 to Speed
Stat Flaws: -2 to Tactics, -2 to Willpower, -1 to Intelligence, -1 to Power

Primary: Physical
Secondary: Mental
Tertiary: Chakra


Strength: 1 + 16 = 17 [+20 KK = 37] [Level Seven]
Speed: 1 + 1 + 28 = 30 [+25 KK = 55] [Level Ten]
Stamina: 1 + 2 + 16 = 19 [Level Four]

Intelligence: 1 - 1 + 1 + 16 = 17
Tactics: 1 - 2 + 18 = 17
Willpower: 1 + 1 - 2 + 16 = 16

Power: 1 - 1 + 15 = 15
Control: 1 + 15 = 16
Reserves: 1 + 1 + 10 = 12

IPPAN NINJUTSU [S3]

(AP) Henge no Jutsu (Transformation Technique) (S1)
Requirements: Control 3, Intelligence 2
(AP) Kinobori/Kabenobori no Jutsu (Tree Walking / Wall Walking Technique) (S2)
Requirements: Power 5, Control 4, Reserves 4
(AP) Genjutsu Kai (Release) (Replacing: Open Slot) (S3)
Requirements: Power 7, Control 7, Intelligence 6

OTOGAKURE NINJUTSU - KEMURI [S4]

(F1) Kemuri Yoatsu (Smoke Pressurization) (S1)
Requirements: Power 4, Control 4
(F2) Kemuri Kawarimi no Jutsu (Smoke Body Replacement Technique) (S2)
Requirements: Power 6, Control 6, Tactics 4
(F3) Jasutogan no Jutsu (Perfect Eye Technique) (S3)
Requirements: Tactics 8, Intelligence 6, Willpower 8
(F4) Kemuri Shunshin no Jutsu (Smoke Instantaneous Body Technique) (S4)
Requirements: Power 12, Control 11, Reserves 10, Tactics 12

KIRIGAKURE NINJUTSU - SUITON [S4]

(F5) Mizu Soujuu (Water Manipulation) (S1)
Requirements: Power 4, Control 4
(F6) Mizutamari no Jutsu (Water Puddle Technique) (S2)
Requirements: Intelligence 5, Tactics 4, Willpower 4
(F7) Mizutamari Yusuo no Jutsu (Water Puddle Transportation) (S3)
Requirements: Intelligence 8, Tactics 6, Willpower 8
(F8) Suimenka no Kisoku (Breathing Underwater Technique) (S4)
Requirements: Intelligence 14, Tactics 13, Willpower 11, Control 10

KIRIGAKURE GENJUTSU - SHIIRU NINPOU [S3]

(F9) Kanraku Kibun (Sinking Feeling) (S1)
Requirements: Willpower 2, Control 2
(F10) Shiiru Ninpou: Koji Aratameru (Force Ninja Art: Fact Change) (S2)
Requirements: Reserves 6, Control 5, Intelligence 5
(F11) Shiiru Ninpou: Hoshou (Force Ninja Art: Assurance) (S2)
Requirements: Willpower 7, Intelligence 7, Reserves 6
(F12) Tsukaeru no Jutsu (Choke Technique) (S3)
Requirements: Reserves 8, Control 6, Power 8
(F13) Chikan no Jutsu (Displacement Technique) (S3)
Requirements: Willpower 9, Intelligence 9, Reserves 7

KADOU-KEN [S5]

(F14) Stage One (+5 Speed, +4 Strength)
Requirements: Speed 5, Stamina 3
(F15) Stage Two (+5 Speed, +4 Strength)
Requirements: Speed 9, Stamina 5, Control 6
(F16) Stage Three (+5 Speed, +4 Strength)
Requirements: Speed 12, Stamina 8, Control 8
(F17) Stage Four (+5 Speed, +4 Strength)
Requirements: Speed 17, Strength 12, Stamina 14, Control 14
(F18) Stage Five (+5 Speed, +4 Strength)
Requirements: Speed 20, Strength 17, Stamina 19, Control 16

Shinobi Kit (X)
Debilitating Poison (3)
Handcuffs (2)
The Glasses (3)
-Zoom Goggles (1)
-Night Vision Goggles (2)


"I'd been getting my ass kicked for as long as I can remember."
__________________

SEIKON
UNFINISHED | HASHIMOTO DAISUKE | ISHIKAWA EIKO| NADARE



AP: 3

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Old 06-17-2012, 09:53 PM   #2
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Name: Takagawa Genjiro
Alias: aka Genji, the Good, the Samaritan Samurai, Omajinai-kun*, Sekkaku-san**, Aiiro-sama***
...with many iterations and combinations of the nicknames above
* lit. "Good Luck Charm"
** lit. Ser "with trouble, at great pains and great expense, long-awaited"
***lit. Lord "Indigo"


Age: Unknown
Sex: Male
Height: 5'11"

Character Type: Ronin Samurai
Country/Village: Formerly Bird Country; Yazuno Castle*
*Last Known Location: ???

Rank: Uruwashii
Division:

Bushido; "Way of the Warrior": ???

Clan/Bloodline: N/A

Primary Archetype: Bushi
Secondary Archetype: Taijutsu Specialist

"I've forgotten more about the sword than most learn in a lifetime."

Warrior's Kit (X)
Small Jitte (1)
Iron Fighting Fan (2)
Shirasaya (4)
-Medium Blade (3)
-Hidden (1)



Spiritualist
Special: May Pick Two Miko Trees And Take Them As A List, With Two Usages A Thread
Primary: Physical
Stats: +1 Strength, +1 Control, +1 Power, -1 Speed, -1 Tactics, -1 Reserves

Strength: 1 + 1 + 15 = 17 [+20 = 37] [Level Seven]
Speed: 1 - 1 + 30 = 30 [+25 = 55] [Level Ten]
Stamina: 1 + 15 = 16 [+20 = 37] [Level Seven]

Intelligence: 1 + 17 = 18
Tactics: 1 - 1 + 16 = 16
Willpower: 1 + 17 = 18

Control: 1 + 1 + 13 = 15
Power: 1 + 1 + 13 = 15
Reserves: 1 - 1 + 14 = 14

MIKO POWERS - DENY & DIVINIATION [S4]

(F1) Kogei Ofuda - Seal Crafting (S1)
Requirements: 2 Control, 2 Intelligence
(F2) Jikan wo Tsutaeru - Telling Time (S1)*
Requirements: 3 Control, 2 Tactics
(F3) Ofuda Gijutsu: Kyohi Toojo - Seal Technique: Deny Entry (S2)
Requirements: 5 Control, 4 Power, 4 Reserves
(F4) Shinpo Ofuda Gijutsu: Kindan Kotoba - Hex Seal Technique: Sealed Words (S2)
Requirements: 5 Willpower, 4 Intelligence, 4 Tactics
(F5) Bimyou Gijutsu - Subtle Technique (S2)*
Requirements: 6 Control, 6 Power, 4 Willpower
(F6) Ofuda Gijutsu: Kyouka - Seal Technique: Reinforce (S3)
Requirements: 8 Control, 8 Power, 6 Reserves
(F7) Ofuda Gijutsu: Genkaku Kyohi - Seal Technique: Deny Illusion (S4)
Requirements: 12 Control, 11 Power, 10 Reserves, 12 Willpower

AHOU NO OJIKE - HAND TO HAND TAIJUTSU [S4]

(F8) Stage One (+5 Stamina, +4 Speed)
Requirements: Speed 6, Stamina 2
(F9) Stage Two (+5 Stamina, +4 Speed)
Requirements: Speed 10, Stamina 4, Tactics 6
(AP) Stage Three (+5 Stamina, +4 Speed)
Requirements: Speed 12, Stamina 8, Tactics 8
(AP) Stage Four (+5 Stamina, +4 Speed)
Requirements: Speed 15, Stamina 14, Strength 14, Tactics 14

HI-CHIMEITEKI ARASHI - NON-LETHAL BLUNT & IMPROVISED TAIJUTSU [S4]

(F10) Stage One (+5 Stamina, +4 Speed)
Requirements: Speed 5, Stamina 3
(F11) Stage Two (+5 Stamina, +4 Speed)
Requirements: Speed 9, Stamina 5, Intelligence 6
(F12) Stage Three (+5 Stamina, +4 Speed)
Requirements: Speed 12, Stamina 8, Intelligence 8
(F13) Stage Four (+5 Stamina, +4 Speed)
Stat Requirements: Speed 19, Stamina 14, Strength 10, Intelligence 14

KYUUSOKU SEIRYUU IAIJUTSU - SWORD STYLE TAIJUTSU [S5]

(F14) Stage Three (+5 Speed, +4 Strength)
Requirements: Speed 6, Strength 2
(F15) Stage Two (+5 Speed, +4 Strength)
Requirements: 9 Speed, 6 Tactics, 5 Strength
(F16) Stage Three (+5 Speed, +4 Strength)
Requirements: Speed 13, Tactics 8, Strength 7
(F17) Stage Four (+5 Speed, +4 Strength)
Requirements: 17 Speed, 16 Strength, 12 Stamina, 14 Tactics
(F18) Stage Five (+5 Speed, +4 Strength)
Requirements: 23 Speed, 17 Strength, 16 Tactics, 16 Stamina
__________________

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AP: 3

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Old 06-17-2012, 09:54 PM   #3
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AP: 3

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Old 04-15-2014, 02:27 PM   #4
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_________________________________

HASHIMOTO DAISUKE
HASHIMOTO DAISUKE
HASHIMOTO DAISUKE

_________________________________




[Age] 24
[Sex] Male
[Height] 5 feet, 10 inches
[Height] Shinobi
[Country/Village] Kaze no Kuni / Sunagakure
[Rank] Jounin
[Division] SHINRAI

[Nindo; "Way of the Ninja"]

"Try and stop me."

[Description]

Daisuke is mildly stocky in proportions, with a long torso and short legs, but by no means is the Jounin heavy-set. Despite its foreign olive pigment, his skin is unmistakably that of Wind Country, coarse and sandblasted down to the last cell. The Jounin maintains a cleanly shaven face and a well-kempt head of thick, straight hair, grown from what was once a parted corporate cut. His face is relatively wide, with soft, almost feminine features, thin lips and a low brow which somehow manage to compliment his broad, muscular shoulders. His olive-green eyes, which lack a lively sheen, are almond shaped and naturally slim, accentuated with long, full lashes that would make most women jealous. It is difficult to discern the Jounin's intent through his gaze, which remains seemingly fixed in a lifeless stare. Despite this, his visage exudes a quiet sense of confidence and relentless determination.

Constant across all of his outfits, the base layer of his clothing consists of a sleeveless black gi which fits snug against his body. Over the gi, he wears one of several different colors of deep-sleeved haori, though he has come to prefer a laurel green. Each has been modified to hold an impressive array of equipment within hidden pockets and holsters in the lining. By including a small plate of rare magnets installed in the back of all his garments he can comfortably and securely mount his giant gunbai to his back through several layers of fabric.

His forearms are covered by a pair of arm guards, black finger-less sleeves which cover most of the hand and extend to the Jounin's elbows. The outside of each is covered in a series of cascading, rectangular metal plates. He wears a pair of baggy black slops for pants which end roughly three-quarters down the length of his legs. His shins are wrapped in bandages, from knees to ankles, for support in addition to his hi-topped Shinobi sandals. A thick black sash atop a tight layer of bandages binds his loose-fitting outfit together at the waist. His SHINRAI sash, a black triangular piece of fabric emblazoned with the kanji for wind, is displayed hanging over his left thigh. Finally, his Sunagakure hitai-ate is mounted onto a heavy black scarf draped over his neck and shoulders.

By removing some of the bulk and the lower portions of an All-Purpose Light Cloak, Daisuke has capitalized on the defensive capabilities of the SUNA division's uniform through modifications. A square, layered piece of the armor weave fabric covers part of his torso and midsection, protecting many vitals from a frontal attack that an open cloak would not normally defend against. Two strips of the material form tabards that fall down from either shoulder and meet at his waist, protecting the upper part of his chest and midsection and hanging together below for further protection. What remains is something similar to a sleeveless trench coat, worn on top to provide additional defense to his chest, legs, and back as well as a larger surface area to benefit from the cloak's camouflage abilities.

[Personality]

At best, he is gentle, curious, and a visionary. The Jounin is capable of presenting himself as polite and genuinely well-mannered, but this does not prevent his more flexible, warm and casual spirit from shining through. He is good humored, but prone to impatience, sarcasm and profanity which leads many to assume that he is immature and somewhat of a flake. In reality, Daisuke is simply in touch with his inner child, who is observant; insightful about people and alert to environmental cues while perpetually conscious of a sexual undercurrent. He is intuitive, captured by the innovative and sees the world (and people) in ways that would likely alienate some and confuse others, and as such, does his best to keep his more abrasive opinions to himself. In the meantime, he has a tendency to come off as either aloof or uncooperative.

At worst, he is impulsive, paranoid, and unforgiving. Recent years of service have warped the Jounin into a shadow of the beaming child he once was. He is cunning, ruthless, bold, and when all else fails, persistent to a fault. A natural born killer, he operates well under pressure and is at ease while engaged in strenuous physical activity but is prone to giving in to his base aggression at the drop of a hat. He conceals his own less-than-model behavior from his superiors (which are fewer, given his recent promotion to SHINRAI), including his knowledge of and desire to learn techniques that are considered dangerous or otherwise forbidden. A certain resentment for the administration of Sunagakure has been growing steadily within him, and only time will tell whether or not the damaged relationship will heal with the transparency his new station will provide...

[Combo Archetype: Dilettante]

Fuuton Specialist - Virtuoso
Combo Special: Free Swap in Village List
Stat Merits: +2 Power, +1 Reserves, +1 Intelligence, +1 Tactics, +1 Control
Stat Flaws: -2 Tactics, -1 Strength, -1 Stamina, -1 Willpower, -1 Power

Primary: Chakra
Secondary: Physical
Tertiary: Mental

Power: 1 + 2 - 1 + 21 (+1TP) = 24
Control: 1 + 1 + 21 (+2 TP) = 25
Reserves: 1 + 1 + 18 (+3 AP) = 23

Strength: 1 - 1 + 11 (+5 TP) = 16 [+15 = 31] [Level Six]
Speed: 1 + 22 (+1 TP) (+1 AP) = 25 [+25 = 50] [Level Nine]
Stamina: 1 - 1 + 17 (+2 TP) (+1 AP) = 20 [+20 = 40] [Level Seven]

Intelligence: 1 + 13 + 1 (+2 AP) (+6 TP) = 23
Tactics: 1 - 2 + 1 + 13 (+5 AP) (+2 TP) = 20
Willpower: 1 - 1 + 14 (+3 AP) (+4 TP) = 21

GLOBAL NINJUTSU + SWAPS [S6]

(F1) Kawarimi no Jutsu (Body Switch Technique) (S1)
Requirements: Power 2, Tactics 2
(AP) Henge no Jutsu (Transformation Technique) (S1)
Requirements: Control 3, Intelligence 2
(F2) Kinobori/Kabenobori no Jutsu (Tree Walking / Wall Walking Technique) (S2)
Requirements: Power 5, Control 4, Reserves 4
(F3) Hitoshizeru Bakuhatsu no Jutsu (Hidden Explosion Technique) (S3)
Requirements: Power 9, Control 9, Intelligence 7
(TP) Genjutsu Kai (Replacing: Open Slot) (S3)
Requirements: Intelligence 10, Tactics 10, Control 8
(TP) Shunshin no Jutsu (Instantaneous Body Technique) (S4)
Requirements: Power 12, Control 11, Reserves 10, Intelligence 12
(TP) Tenkuu Hokou no Gyou (The Art of Walking on Air) (S4)
Requirements: Power 15, Control 15, Reserves 13, Intelligence 14
(F4) Hiritsuku Kasumi no Jutsu (Stinging Mist Technique) (S5)
Requirements: Power 17, Control 16, Reserves 16, Intelligence 15
(F5) Rasengan (Spiral Sphere) (S5)
Requirements: Power 19, Control 19, Reserves 18, Intelligence 16
(TP) Fuuja Houin (Evil Sealing Method) (S6)
Requirements: Intelligence 21, Tactics 20, Willpower 19, Power 17, Control 15
(AP) Kage Bunshin no Jutsu (Shadow Clone Technique) (S6)
Requirements: Power 21, Control 20, Reserves 19, Intelligence 17, Tactics 15
(AP) Shuriken Kage Bunshin no Jutsu (Shuriken Shadow Clone Technique) (S6)
Requirements: Power 23, Control 23, Reserves 22, Tactics 16, Willpower 15

THOSE LACKING OPACITY [S5]

(GMAP) Bougyou (Sabotage) (S1)
Requirements: Control 4, Power 4
(GMAP) Tsukurigoe (Voice Manipulation) (S2)
Requirements: Intelligence 7, Tactics 7, Power 6
(AP) Kagetegakari no Jutsu (Shadow Trace) (S3)
Requirements: Intelligence 9, Tactics 9, Power 7
(AP) Kiseisaku no Jutsu (Spirit Diminish) (S4)
Requirements: Control 14, Power 13, Reserves 11, Tactics 10
(AP) Minokosu Ippozenshin (Unseen Step) (S5)
Requirements: Intelligence 17, Tactics 16, Willpower 16, Control 15
(AP) Jigen no Tobira (Dimension Door) (S5)
Requirements: Intelligence 18, Tactics 17, Willpower 17, Power 14

WIND NINJUTSU + SWAPS + SAND FORGOTTEN ARTS[S6]

(F6) Fuuton: Kaze Fuuchuufuyuu (Wind Element: Wind Levitation) (S1)
Requirements: Power 3, Willpower 2
(F7) Fuuton: Okuridashi Kaze (Wind Element: Propelling Winds) (S2)
Requirements: Willpower 6, Intelligence 5, Power 5
(F8) Fuuton: Kamaitachi no Jutsu (Wind Element: Slashing Wind Skill) (S3)
Requirements: Control 8, Power 8, Reserves 6
(F9) Fuuton: Daikamaitachi no Jutsu (Wind Element: Grand Slashing Wind Skill) (S4)
Requirement: Intelligence 12, Willpower 11, Tactics 10, Power 12
(AP) Hidden Dismembering Disc Shuriken Technique (Replacing: Fuuton: Kaze Ryuu) (S4)
Requirements: Control 14, Power 13, Reserves 11, Intelligence 10
(AP) Fuuton: Eno Kyaku no Jutsu (Replacing: Fuuton: Kaze Kushi) (S4)
Requirements: Control 15, Power 15, Reserves 13, Willpower 14
(CAS) Hidden Blunt Binding Tendrils Technique (Replacing: Kaze Gyorai no Jutsu) (S5)
Requirements: Control 18, Power 17, Reserves 17, Intelligence 14
(AP) Fuuton: Sabakuhishin (Replacing: Fuuton: Tatsumaki Wana) (S5)
Requirements: Willpower 18, Intelligence 17, Tactics 17, Power 14
(F10) Fuuton: Mugensajin Daitopa (Wind Element: Great Infinite Sandblast Breakthrough) (S6)
Requirements: Control 21, Power 20, Reserves 19, Willpower 17, Intelligence 15
(AP) Fuuton: Sen no Jutsu (Replacing: Fuuton: Kyoushu no Tosshin) (S6)
Requirements: Willpower 21, Intelligence 20, Tactics 19, Control 17, Power 15
(F11) Hidden Throne of the Storm God (Replacing: Fuuton: Boufuu Bakuhatsu Bunshin no Jutsu) (S6)
Requirements: Control 23, Power 23, Reserves 22, Intelligence 16, Tactics 15

FIRE NINJUTSU + SWAPS [S6]

(TP) Katon: Tanebi no Jutsu (Fire Element: Cinder Technique) (S1)
Requirements: Intelligence 3, Reserves 3
(TP) Katon: Bounetsu no Jutsu (Fire Element: Flame-Resistance Technique) (S2)
Requirements: Intelligence 6, Tactics 5, Control 5
(AP) Katon: Ryuuka no Jutsu (Fire Element: Dragon Fire Technique) (S3)
Requirements: Power 8, Control 8, Reserves 6
(AP) Katon: Goukakyuu no Jutsu (Fire Element: Grand Fireball Technique) (S4)
Requirements: Power 14, Control 13, Reserves 11, Tactics 10
(AP) Katon: Naisetsu no Tenka (Replacing: Open Slot) (S4)
Requirements: Intelligence 15, Tactics 15, Willpower 13, Power 14
(AP) Katon: Hibashira no Jutsu (Fire Element: Blazing Column Technique) (S5)
Requirements: Intelligence 18, Tactics 17, Willpower 17, Control 14
(AP) Fuuinka (Fire Sealing) (S6)
Requirements: Intelligence 21, Tactics 20, Willpower 19, Power 17, Control 15

SAND GENJUTSU + SWAPS [S6]

(F12) Kimen (Demon's Mask) (S1)
Requirements: Intelligence 3, Reserves 2
(F13) Keikaishin (Wariness) (S2)
Requirements: Reserves 5, Power 4, Control 4
(GMAP) Nigemizu Fukumen (Mirage Veil) (S2)
Requirements: Reserves 6, Power 5, Intelligence 5
(F14) Mougo Shibaku no Jutsu (False Strike Technique) (S3)
Requirements: Willpower 8, Intelligence 8, Tactics 6
(F15) Nanchou no Kaze (Wind Deafness) (S4)
Requirements: Willpower 14, Intelligence 13, Tactics 11, Power 10
(F16) Mougo Mukuro no Jutsu (False Body Technique) (S5)
Requirements: Willpower 16, Intelligence 16, Tactics 16, Reserves 15
(GMAP) Kimitsushitsu Wana no Jutsu (Airtight Chamber Trap) (S5)
Requirements: Reserves 17, Power 16, Control 16, Willpower 15
(AP) Kougai (Reveal) (S5)
Requirements: Willpower 18, Intelligence 17, Tactics 17, Power 14
(TP) Sabaku Taisou: Gyakuten (Replacing: Arashi no Shouheki) (S6)
Requirements: Reserves 21, Power 20, Control 19, Willpower 17, Intelligence 15
(AP) Katon: Mugoi Haini no Jutsu (Replacing: Open Slot) (S6)
Requirements: Reserves 23, Power 23, Control 22, Intelligence 16, Tactics 15

BLADE TAIJUTSU - SOKUSHI [S5]

(F17) Stage One (+5 Speed, +4 Stamina)
Requirements: Speed 6, Stamina 2
(F18) Stage Two (+5 Speed, +4 Stamina)
Requirements: Speed 11, Stamina 3, Intelligence 6
(AP) Stage Three (+5 Speed, +4 Stamina)
Requirements: Speed 14, Stamina 6, Intelligence 8
(AP) Stage Four (+5 Speed, +4 Stamina)
Requirements: Speed 18, Stamina 15, Strength 10, Intelligence 14
(TP) Stage Five (+5 Speed, +4 Stamina)
Requirements: Speed 23, Stamina 19, Strength 14, Intelligence 16

BLUNT TAIJUTSU - JISHIN [S3]

(2TP) Stage One (+5 Strength, +4 Stamina)
Requirements: Strength 5, Stamina 3
(2TP) Stage Two (+5 Strength, +4 Stamina)
Requirements: Strength 8, Stamina 6, Willpower 6
(2TP) Stage Three (+5 Strength, +4 Stamina)
Requirements: Strength 10, Stamina 10, Willpower 8

EAGLE SUMMON CONTRACT [S6]

(AP) Kuchiyose no Moriko (S1)
Requirements: Control 3, Tactics 2
(AP) Kuchiyose no Makoto (S2)
Requirements: Control 6, Power 6, Willpower 4
(TP) Kuchiyose no Akikaze (S3)
Requirements: Control 9, Power 9, Willpower 7
(AP) Kuchiyose no Madoka (S4)
Requirements: Control 14, Power 13, Reserves11, Intelligence 10
(AP) Kuchiyose no Kohaku (S5)
Requirements: Control 18, Power 17, Reserves 17, Intelligence 14
(AP) Kuchiyose no Shitou (S6)
Requirements: Control 23, Power 23, Reserves 22, Intelligence 16, Tactics 15



[Inventory]

Shinobi Kit (X)
Zoom Goggles (1)
Breathing Apparatus (1)
Arm Guards (1)

SHINRAI Light Assault Cloak (4)
-Armorweave Mantle (4)
-Hidden (1)
-Combined (0)
-Modified All-Purpose Light Cloak (1) + Body Armor (2)
Six Eyes Redux (10)
-Gunbai (4)
-Recall (2)
-Morph (1)
-Large Blunt + Oversized Blade
-Double Wind-Element Weapon (2)
Weapon Points Remaining: 0
Additional Weapon Points Gained: 8 (4 TP)


[Biography]



[Other Info]

Thread Log

((Thread Log Starts Here))


Creation & Limit Breaker AP (41)

(15 Stats - 5 Tactics, 3 Reserves, 3 Willpower, 2 Intelligence, 1 Speed, 1 Stamina)

(26 Jutsu - Sokushi III, Sokushi IV, Kage Bunshin, Shuriken Kage Bunshin, Henge)
(cont. Kagetegakari, Kiseisaku, Minokosu Ippozenshin, Jigen no Tobira, Fuuja Houin)
(cont. Kougai, Ryuuka, Goukakyuu, Hibashira, Fuuinka, Eno Kyaku, Sabakuhishin, Sen)
(cont. Moriko, Makoto, Madoka, Kohaku, Shitou, Dismembering Disc, Mugoi Haini, Naisetsu no Tenka)
__________________

SEIKON
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AP: 3

Last edited by Seikon; 05-31-2017 at 04:09 PM..
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Old 04-15-2014, 02:27 PM   #5
Seikon
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Combo Archetype: Lazarus
Daredevil - Offensive Healer
Combo Special: Once per lifetime, the user can heal completely from an otherwise mortal wound [SPENT]
Stat Merits: +2 to Stamina, +1 to Willpower, +1 to Intelligence, +1 to Reserves, +1 to Speed
Stat Flaws: -2 to Tactics, -2 to Willpower, -1 to Intelligence, -1 to Power

Primary: Physical
Secondary: Mental
Tertiary: Chakra


Strength: 1 + 16 = 25 [+24 KK = 49] [Level Nine]
Speed: 1 + 1 + 28 = 31 [+30 KK = 61] [Level Eleven]
Stamina: 1 + 2 + 16 = 25 [Level Five]

Intelligence: 1 - 1 + 1 + 16 = 18
Tactics: 1 - 2 + 18 = 17
Willpower: 1 + 1 - 2 + 16 = 17

Power: 1 - 1 + 15 = 18
Control: 1 + 15 = 18
Reserves: 1 + 1 + 10 = 17

OTOGAKURE NO KEIYAKUSHO - HEBI [S5]

(TP) Hebi no Sekkou (S1)
Requirements: 3 Power, 2 Willpower
(TP) Hebi no Hiroi Kuchi (S2)
Requirements: 6 Power, 6 Control, 4 Intelligence
(TP) Hebi no Wareyasui Bengo (S3)
Requirements: 9 Power, 9 Control, 7 Intelligence
(TP) Hebi no Honoo (S4)
Requirements: 14 Power, 13 Control, 11 Reserves, 10 Tactics
(TP) Hebi no Hidora (S5)
Requirements: 18 Power, 17 Control, 17 Reserves, 14 Tactics

IPPAN NINJUTSU [S5]

(AP) Henge no Jutsu (Transformation Technique) (S1)
Requirements: Control 3, Intelligence 2
(TP) Anrokku no Jutsu (Unlocking Technique) (S1)
Requirements: Intelligence 3, Reserves 3
(AP) Kinobori/Kabenobori no Jutsu (Tree Walking / Wall Walking Technique) (S2)
Requirements: Power 5, Control 4, Reserves 4
(TP) Kyou Masukingu no Jutsu (Sound Masking Technique) (S2)
Requirements: Intelligence 6, Tactics 5, Control 5
(AP) Genjutsu Kai (Release) (Replacing: Open Slot) (S3)
Requirements: Power 7, Control 7, Intelligence 6
(TP) Fukuwajutsu (Ventriloquism) (S3)
Requirements: Intelligence 9, Tactics 9, Control 7
(TP) Tessayose no Jutsu (Iron Chain Calling Technique) (S4)
Requirements: Power 14, Control 13, Reserves 11, Tactics 10
(TP) Tenkuu Hokou no Gyou (The Art of Walking on Air) (S4)
Requirements: Power 15, Control 15, Reserves 13, Intelligence 14
(TP) Chidori (Thousand Birds) (S5)
Requirements: Intelligence 18, Tactics 17, Willpower 17, Control 15

IGYOU NINJUTSU [S5]

(TP) Teikouryoku (Power of Resistance) (S1)
Requirements: Power 3, Intelligence 2
(TP) Keksuki Gyouko (Blood Coagulation) (S2)
Requirements: Control 5, Power 4, Reserves 4
(TP) Zesshi Nensan (Fanged Tongue Acid) (S2)
Requirements: Control 6, Power 6, Intelligence 4
(TP) Hekirekite no Jutsu (Thunder Hands Technique) (S3)
Requirements: Control 9, Power 9, Intelligence 7
(TP) Biransei no Jutsu (Poison Gas Technique) (S4)
Requirements: Control 14, Power 13, Reserves 11, Willpower 10
(TP) Kinjutsu: Boukon Kioku no Jutsu (Forbidden Technique: Departed Soul Memory Recollection) (S4)
Requirements: Control 15, Power 15, Reserves 13, Intelligence 14
(TP) Chuusuusei Shikeikiden (Central Nervous System Electrical Shock) (S5)
Requirements: Intelligence 17, Willpower 16, Tactics 16, Control 15
(TP) Kanpekina Kino (Perfect Function) (S5)
Requirements: Control 18, Power 17, Reserves 17, Willpower 14
(TP) Shinzou no Suiryoku no Jutsu (Heart Thrust Technique) (S6)
Requirements: Intelligence 23, Willpower 23, Tactics 22, Power 16, Reserves 15

OTOGAKURE NINJUTSU - KEMURI [S5]

(TP) Earokaki (Air Filter) (S1)
Requirements: Control 3, Tactics 2
(TP) Yorunotobari no Jutsu (Veil of Darkness Technique) (S1)
Requirements: Tactics 3, Reserves 3
(F1) Kemuri Yoatsu (Smoke Pressurization) (S1)
Requirements: Power 4, Control 4
(TP) Kemuri Hokou no Gyou (Art of Walking on Smoke) (S2)
Requirements: Power 5, Control 4, Reserves 4
(F2) Kemuri Kawarimi no Jutsu (Smoke Body Replacement Technique) (S2)
Requirements: Power 6, Control 6, Tactics 4
(F3) Jasutogan no Jutsu (Perfect Eye Technique) (S3)
Requirements: Tactics 8, Intelligence 6, Willpower 8
(F4) Kemuri Shunshin no Jutsu (Smoke Instantaneous Body Technique) (S4)
Requirements: Power 12, Control 11, Reserves 10, Tactics 12
(TP) Kurai Kekkai no Jutsu (Dark Barrier Technique) (S4)
Requirements: Power 14, Control 13, Reserves 11, Intelligence 10
(TP) Ansatsu Enmu (Assassination Fog) (S5)
Requirements: Power 17, Control 16, Reserves 16, Tactics 15
(TP) Futago Kemuri Hebi no Jutsu (Twin Smoke Serpent Technique) (S5)
Requirements: Tactics 17, Intelligence 16, Willpower 16, Power 15

KIRIGAKURE NINJUTSU - SUITON [S4]

(TP) Mizu Kagami no Jutsu (Water Mirror Technique) (S1)
Requirements: Control 3, Intelligence 2
(F5) Mizu Soujuu (Water Manipulation) (S1)
Requirements: Power 4, Control 4
(F6) Mizutamari no Jutsu (Water Puddle Technique) (S2)
Requirements: Intelligence 5, Tactics 4, Willpower 4
(F7) Mizutamari Yusuo no Jutsu (Water Puddle Transportation) (S3)
Requirements: Intelligence 8, Tactics 6, Willpower 8
(TP) Suiton: Fuuma Mizu Shuriken (Water Element: Evil Windmill Water Shuriken) (S3)
Requirements: Power 10, Control 10, Willpower 8
(F8) Suimenka no Kisoku (Breathing Underwater Technique) (S4)
Requirements: Intelligence 14, Tactics 13, Willpower 11, Control 10

KIRIGAKURE GENJUTSU - SHIIRU NINPOU [S3]

(F9) Kanraku Kibun (Sinking Feeling) (S1)
Requirements: Willpower 2, Control 2
(F10) Shiiru Ninpou: Koji Aratameru (Force Ninja Art: Fact Change) (S2)
Requirements: Reserves 6, Control 5, Intelligence 5
(F11) Shiiru Ninpou: Hoshou (Force Ninja Art: Assurance) (S2)
Requirements: Willpower 7, Intelligence 7, Reserves 6
(F12) Tsukaeru no Jutsu (Choke Technique) (S3)
Requirements: Reserves 8, Control 6, Power 8
(F13) Chikan no Jutsu (Displacement Technique) (S3)
Requirements: Willpower 9, Intelligence 9, Reserves 7

KADOU-KEN [S6]
- (TP) Kuuhaku Douryou Atemi (Null Momentum Strike) (S2)
- (TP) Shunkoku Kyoten Teiryuu (Instant Point Stop) (S3)
- (TP) Douryou Shousan (Momentum Dispersion) (S4)
- (TP) Gekizou Heikouidou (Sudden Increase Shift) (S5)
- (TP) Ninpou: Saidai Kadou Naihatsu (Ninja Art: Maximum Vortex Energy Burst) (S6)
(F14) Stage One (+5 Speed, +4 Strength)
Requirements: Speed 5, Stamina 3
(F15) Stage Two (+5 Speed, +4 Strength)
Requirements: Speed 9, Stamina 5, Control 6
(F16) Stage Three (+5 Speed, +4 Strength)
Requirements: Speed 12, Stamina 8, Control 8
(F17) Stage Four (+5 Speed, +4 Strength)
Requirements: Speed 17, Strength 12, Stamina 14, Control 14
(F18) Stage Five (+5 Speed, +4 Strength)
Requirements: Speed 20, Strength 17, Stamina 19, Control 16
(TP) Stage Six (+5 Speed, +4 Strength)
Requirements: Speed 27, Strength 23, Stamina 25, Control 18, Power 18

__________________

SEIKON
UNFINISHED | HASHIMOTO DAISUKE | ISHIKAWA EIKO| NADARE



AP: 3

Last edited by Seikon; 08-13-2015 at 03:48 PM..
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Old 04-15-2014, 02:31 PM   #6
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Waniton (Crocodile Style) Swaps for Ishikawa Eiko

(As Sand Genjutsu)

Ikuji (Confidence) (Genjutsu)
Stage: Seeking 1
Trigger: Whistle

Duration: 1/3/6 (As Sand Genjutsu)

Nearly opposite to the Keikaishin (Wariness) technique known by many specialists in Sunagakure, this illusion creates a subtle warmth which spreads throughout the body, thought to cause relaxed, comfortable motivations akin to the feeling after a few shots of liquor sans the burning sensation and loss of senses in those who hear its trigger.

It is important to note that this does not cause confidence, but only gives the target a sensation that might lead them to believe they are capable of accomplishing their goals without fail, ultimately easing the process of letting go of their inhibitions. The illusion cannot force a target to put themselves into extreme danger and is best put to use in situations outside of combat. This technique can also be used with success on allies and self.

Mugenkyoufu (Dread Visions)
Stage: Seeking 2
Trigger: Your Own Body

Duration: --

"Represents genjutsu training, condensing of seals and mental energy, changes the way chakra is molded, yadda yadda crocodiles can't fucking do handseals."

An optional passive which, at the user's discretion, eliminates the need for handseals when using genjutsu techniques at the cost of burning double the necessary usages in order to cast them. Associated triggers are still required for the user's genjutsu techniques to take effect. Mugenkyoufu may not be applied to stage seven genjutsu techniques.

Stage Three Effect: Passive. An additional genjutsu technique may be stacked on a single target, so long as the additional technique is stage four or below.
Stage Four Effect: Passive. The user's level of genjutsu training is treated as one stage higher than their highest stage. Does not increase training beyond stage six.
Stage Five Effect: Passive. The user's genjutsu's base durations are increased by one, with the exception of stage seven genjutsu and techniques which carry special or limited durations.


Kareru (Wither) (Genjutsu)
Stage: Seeking 3
Trigger: Audible; Various

Duration: 1/3/5 (As Sand Genjutsu)

Triggered through a 'command,' typically no more than a single word or short phrase (eg. Wither, Suffer, Perish, Waste Away, Become Dust), intended to wish ill those who hear it. Kareru's illusion simulates feelings of exhaustion typically associated with over exposure to the elements, prolonged intensive physical activity, dehydration and other general symptoms of fatigue in up to three separate targets designated by the user who are within earshot of their 'command' trigger. For each post the illusion remains active, the effects of the simulated weakness progressively get worse, with the potential to significantly slow and otherwise hinder its target's comfort level and mobility through its wicked influences.

Soranamida (Crocodile Tears) (Genjutsu)
Stage: Seeking 3
Trigger: Your Own Body; Your Own Voice

Duration: 1/3/5 (As Sand Genjutsu)

Unironically named after a human expression which refers to crocodilians who 'falsely weep for those whom they devour,' Soranamida is a powerful genjutsu which affects both the user's body and their targets' minds. Borrowing aspects of many of Sand's genjutsu and inspired by interaction with the duplicitous Caimans (who purportedly originally taught the skill to the village), the technique simulates the user's subtle facial expressions (tears, etc), eye contact, voice, heart rate, respiratory function and brain activity to read 'honesty,' regardless of how the user may actually appear or the validity of their claims. Soranamida can fool the perceptions of even the shrewdest interrogators polygraph tests alike. The user is generally capable of successfully selling most lies by creating, altering and/or omitting facts, effectively 'convincing' targets who hear them speak and can find no physical reason to disbelieve anything that they say.

Information that a target perceives as 'truth' while the technique is active becomes permanently recognized as 'truth' for the remainder of the thread, or until targets become aware of information which runs contrary to the 'truth.' Obviously, wild claims can be quickly proven false, and some lies are, literally, too good to be true. In these instances, a 'glamour' may fail, but the user's body language still appears and persuasively reads as 'genuine' while targets remain under the spell of the illusion, which may cause targets to second guess themselves. Soranamida requires opponent permission and may not be used in combat.

(As Global Ninjutsu & Summon List Ninjutsu)

Waniton: Kogaku (Crocodile Style: Early Music) (Ninjutsu)
Stage: Seeking 1

Using tiny amounts of chakra to mimic Caiman sounds, Kogaku represents the user's study of the physicalities of the House's members and an examination of the Caiman's 'Old Way' in regards to their culture and spoken histories. Kogaku itself symbolizes the ancient, guttural 'language' of the Caimans and enables the user to alter their own voice to incorporate the same harshness one might expect from a crocodilian. Through snorts, growls, barks, and the occasional roar, the user can communicate with their Caiman summons in a 'language' unrecognizable to all but the summoner and their summons. The user gains this as a passive ability so long as they know Kogaku.

Stage Three Effect: As an active, the user may expend a usage to emit a roar-like bellow, vociferous enough to be heard several miles away. The Jurassic cry may inflict terror in weaker targets, and may additionally cause a post of temporary hearing loss in those unlucky enough to be within close proximity (10m) of the user.

Waniton: Men'eki (Crocodile Style: Immunity) (Ninjutsu)
Stage: Seeking 1

Subconsciously using minuscule amounts of chakra to regulate the production of powerful, chakra-enhanced antibodies, and over eons of exposure to an inordinate number of harmful toxins and plagues, the Caimans find themselves naturally invulnerable to most diseases and poisons. Derived from exercises in several of the Caiman Virtues, study of the Caiman's physicality and an examination of the Caiman's history of survival and adaptation, Men'eki passively grants its user the following benefits through Caiman mimicry:

Base Effect: Passive immunity to non-chakra/supernaturally based diseases and poisons.
Stage Five Effect: The effectiveness of chakra/supernaturally based poisons and disease against the user is reduced by half.

Waniton: Koutetsu (Crocodile Style: Armor Plating) (Ninjutsu)
Stage: Seeking 2

Where Men'eki enables its users to emulate the Caiman's internal defenses, Koutetsu emulates their external defenses. Caiman scutes, or armor-like scales, are instantaneously grown from the user's own skin (through a reaction to 'Crocodile Style' chakra) to envelop the user's limbs in the scutes' natural, time-tested protective qualities. While the scutes do not provide the user with any boost to offensive ability, or any additional defense against ninjutsu, the sectional, cellular structure and rigidity of the plating which fit together in a pattern that enables the user to flex and use the affected limb as normal do offer the user benefits in hand-to-hand combat. The user's scutes resist any non-chakra based weapon and any physical attacks that hit with the force of up to a Base Strength of 14, lasting for a maximum of three posts before flaking away into dust. Due to the strain this jutsu puts on the user's inner coils and their skin, Koutetsu may only be used once per thread.

Stage Three Effect: As a free action and at the cost of a stage three usage, if the user knows this jutsu, upon entering Sage Mode, they may choose to immediately fortify the scutes provided through the transformation process with the defensive qualities above. These scutes, as part of the user's transformed state, persist as long as the user maintains Sage Mode.

Waniton: Senpukujutsu (Crocodile Style: Ambush Art) (Ninjutsu)
Stage: Seeking 2

A (mostly) passive technique derived from exercises in several of the Caiman Virtues, Senpukujutsu represents a combination of the user's keen instinct and practical experience in ambush tactics. By second nature, they expect the unexpected and are hyper-sensitive to environmental cues; specifically, the user is capable of detecting sources of prey (Fear) or danger (Harmful / Killing Intent) through refined senses permanently granted to the user simply by knowing this technique. Using this jutsu actively to recognize and successfully avoid imminent danger/damage by way of an ambush (or, noticing an opponent's sudden bloodlust at the last moment, leaving room to prepare a defense or evade) expends one of the user's 'kawarimi' usages in addition to a stage two usage as an 'activation' cost. This technique's passive cannot be used to divine or pin-point the location of targets in combat.

Base Effect: The user can passively detect (Fear) and (Harmful / Killing Intent) up to five feet away.
Stage Five Effect: The user can passively detect (Fear) and (Harmful / Killing Intent) up to ten feet away.

Waniton: Moui (Crocodile Style: Fury) (Ninjutsu)
Stage: Seeking 3

A ninjutsu technique akin to Hidden Shadow Snake Hands, Moui represents the user's knowledge of Caiman physicality as well as an understanding of their taijutsu forms, both literally and figuratively hardened over many centuries. Without the need for handseals, the user molds chakra and fashions their own Caiman tail from shadow as an extension of their own body to serve only one purpose--to be incorporated in a single taijutsu attack action--before dissipating immediately afterwards. What Moui may lack in versatility that many similar summoner jutsu offer, it makes up for in raw power.

The user's Caiman tail is generally as long as their entire height plus one foot, but no longer. It is broad at the base, where it typically extends out from beneath a cloak (just where one might expect a human to sprout a tail) and tapers into a slender, armored whip at the end. The coloration of the user's tail is entirely dependent upon their chakra signature, but cannot change, and is indicative of the coloration of the scutes which cover parts of the user's face and appendages while Sage Mode is in effect. As if the tail of a member of the summoning House itself, it is severely heavy, naturally armored by menacing bony ridges which protrude in rows down its length.

Moui has two functions: a forward somersault into bringing it down in a frightening 'vertical tail smash', or dropping low and spinning, using the weight of the tail and momentum to perform a 'horizontal tail sweep.' As the user progresses, they are capable of conjuring a more powerful incarnation of the Caiman's fury. Due to the stress Moui places on the user's body, it may only be used twice per thread with a one post cooldown between uses.

Base Effect: The 'smash' or 'sweep' hits with the force of Strength Level [ Five / Six / Seven ] per the user's rank [ G / C / J ] and travels at the user's own Speed Level.
Stage Four Effect: The 'smash' or 'sweep' hits with the force of Strength Level [ Six / Seven / Eight ] per the user's rank [ G / C / J ] and travels at the user's own Speed Level.
Stage Five Effect: The 'smash' or 'sweep' hits with the force of Strength Level [ Seven / Eight / Nine ] per the user's rank [ G / C / J ] and travels at the user's own Speed Level.
__________________

SEIKON
UNFINISHED | HASHIMOTO DAISUKE | ISHIKAWA EIKO| NADARE



AP: 3

Last edited by Seikon; 07-19-2017 at 04:27 AM..
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Old 10-22-2015, 09:27 PM   #7
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Primary: Mental
Secondary: Chakra
Tertiary: Physical

Intelligence: 1 + 1 - 2 + 21 (+1 AP) = 30
Tactics: 1 + 2 + 18 (+1 AP) = 28
Willpower: 1 + 21 (+1 AP) = 32

Control: 1 + 16 (+2 AP) = 19
Power: 1 - 1 + 1 + 16 + 1 [TP] (+2 AP) = 22
Reserves: 1 - 1 + 18 + 3 [TP] (+1 AP) = 24

Strength: 1 - 2 + 11 = 25 [+25 SnH = 50] [Level Nine]
Speed: 1 + 2 + 17 = 29 [+20 SnH = 49] [Level Nine]
Stamina: 1 + 12 = 13 [Level Three]

GLOBAL NINJUTSU [S5]


(F1) Kawarimi no Jutsu (Body Switch Technique) (S1)
Requirements: Power 2, Tactics 2
(F2) Henge no Jutsu (Transformation Technique) (S1)
Requirements: Control 3, Intelligence 2
(F3) Kinobori/Kabenobori no Jutsu (Tree Walking / Wall Walking Technique) (S2)
Requirements: Power 5, Control 4, Reserves 4
(AP) Genjutsu Kai (Release) (S3)
Requirements: Intelligence 10, Tactics 10, Control 8
(AP) Tenkuu Hokou no Gyou (The Art of Walking on Air) (S4)
Requirements: Power 15, Control 15, Reserves 13, Intelligence 14
(AP) Chidori (Thousand Birds) (S5)
Requirements: Intelligence 18, Tactics 17, Willpower 17, Control 14

ICE NINJUTSU [S7]

(F4) Hyouton: Shogai Ni Hanshite Kanbo (Ice Element: Ward Against Cold) (S1)
Requirements: 3 Willpower, 3 Control
(TP) Hyouton: Nozoku (Ice Element: Spyglass) (S2)
Requirements: 5 Willpower, 4 Intelligence, 4 Tactics
(F5) Hyouton: Reinigiri (Ice Element: Zero Grip) (S2)
Requirements: 6 Reserves, 6 Power, 4 Willpower
(F6) Hyouton: Tsubetai Ashikase (Ice Element: Freezing Trap) (S3)
Requirements: 8 Willpower, 6 Intelligence, 8 Tactics
(F7) Hyouton: Hitoshirezu Yari (Ice Element: Hidden Spear) (S3)
Requirements: 9 Reserves, 9 Power, 7 Willpower
(F8) Hyouton: Yuki Shunshin (Ice Element: Snow Instantaneous Body) (S4)
Requirements: 12 Reserves, 11 Power, 10 Control, 12 Willpower
(F9) Hyouton: Ooi no Hakujou Kanchuu (Ice Element: Cruel Winter’s Mantle) (S4)
Requirements: 12 Willpower, 11 Intelligence, 10 Tactics, 12 Reserves
(F10) Hyouton: Fuusetsu (Ice Element: Snowstorm) (S4)
Requirements: 14 Reserves, 13 Power, 11 Control, 10 Intelligence
(TP) Hyouton: Kori Bunshin (Ice Element: Ice Clone) (S5)
Requirements: 17 Willpower, 16 Intelligence, 16 Tactics, 15 Reserves
(F11) Hyouton: Samu Hagane (Ice Element: Cold Steel) (S5)
Requirements: 17 Reserves, 16 Power, 16 Control, 15 Willpower
(TP) Hyouton: Boufuu (Ice Element: Storm) (S5)
Requirements: 18 Willpower, 17 Intelligence, 17 Tactics, 14 Power
(TP) Hyouton: Nomu Kyuutai (Ice Element: Engulfing Sphere) (S6)
Requirements: 21 Reserves, 20 Power, 19 Control, 17 Willpower, 15 Intelligence
(F12) Hyouton: Wareru (Ice Element: Shatter) (S6)
Requirements: 21 Willpower, 20 Intelligence, 19 Tactics, 17 Reserves, 15 Power
(TP) Hyouton: Yobidasu Suisei (Ice Element: Call Comet) (S6)
Requirements: 23 Willpower, 23 Intelligence, 22 Tactics, 16 Power, 15 Control
(TP) Hyouton: Nigiru Daichi (Ice Element: Seize The Land) (S7)
Requirements: 30 Willpower, 27 Intelligence, 26 Tactics, 22 Reserves, 20 Power, Sealing Tags
(TP) Hyouton: Kyusoku Reito (Ice Element: Flash Frozen) (S7)
Requirements: 32 Willpower, 30 Intelligence, 28 Tactics, 24 Reserves, 22 Power

WATER NINJUTSU [S6]

(TP) Mizu Souken (Water Creation) (S1)
Requirements: Power 2, Tactics 2
(TP) Suiren (Water Lily) (S2)
Requirements: Intelligence 6, Tactics 5, Control 5
(TP) Doroheki no Jutsu (Mud Wall Technique) (S3)
Requirements: Power 8, Control 8, Reserves 6
(TP) Shoutaku no Jutsu (Quagmire Technique) (S4)
Requirements: Intelligence 12, Tactics 11, Willpower 10, Power 12
(TP) Kokyuuhou (Water Breathing) (S4)
Requirements: Power 15, Control 15, Reserves 13, Intelligence 14
(TP) Kanketsusen (Geyser) (S5)
Requirements: Intelligence 17, Tactics 16, Willpower 16, Power 15
(TP) Suijinheki (Water Wall) (S6)
Requirements: Intelligence 21, Tactics 20, Willpower 19, Power 17, Control 15

LIGHTNING NINJUTSU [S5]

(TP) Raiton: Mukounisuru (Lightning Element: Override) (S1)
Requirements: Power 3, Intelligence 2
(TP) Raiton: Rousuru (Lightning Element: Deafen) (S2)
Requirements: Power 5, Control 4, Reserves 4
(TP) Raiton: Denki no Henkan (Lightning Element: Electrical Transformation) (S3)
Requirements: Power 10, Control 10, Intelligence 8
(TP) Raiton: Kyuuden (Lightning Element: Ball Lightning) (S4)
Requirements: Willpower 14, Tactics 13, Intelligence 11, Control 10
(TP) Raiton: Karada Fukikakeru (Lightning Element: Body Overcharge) (S5)
Requirements: Power 19, Control 19, Reserves 18, Willpower 16

GLOBAL GENJUTSU [S4]

(TP) Ikamono Chishio (Fake Blood) (S1)
Requirements: Control 3, Tactics 2
(TP) Meisai no Jutsu (Camouflage Technique) (S2)
Requirements: Willpower 7, Intelligence 7, Power 6
(TP) Suguni Ouda (Instant Strike) (S3)
Requirements: Willpower 10, Intelligence 10, Reserves 8
(TP) Koudo Tenjou Gyakumodori (Heaven and Earth Reversal, Advanced Version) (S4)
Requirements: Willpower 14, Intelligence 13, Tactics 11, Power 10

HAND TO HAND TAIJUTSU - SATSUI NO HADOU [S5]

(F13-14) Stage One (+5 Strength, +4 Speed)
Requirements: Speed: 5, Strength 3
(F15-16) Stage Two (+5 Strength, +4 Speed)
Requirements: Speed 8, Strength 6, Willpower 6
(F17-18) Stage Three (+5 Strength, +4 Speed)
Requirements: Speed 12, Strength 8, Willpower 8
(2TP) Stage Four (+5 Strength, +4 Speed)
Requirements: Speed 22, Strength 18, Willpower 14, Stamina 3
(2TP) Stage Five (+5 Strength, +4 Speed)
Requirements: Speed 25, Strength 25, Willpower 16, Stamina 6
__________________

SEIKON
UNFINISHED | HASHIMOTO DAISUKE | ISHIKAWA EIKO| NADARE



AP: 3

Last edited by Seikon; 06-04-2017 at 11:35 PM..
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