Post by Naruto on Aug 20, 2006 16:08:04 GMT -5
* open only to staff*
Name: Itoh Aziel
Age: 16
Sex: Female
Height: 5'6"
Character Type: Shinobi
Country/Village: Sound Nomads
Rank: Jounin-equivalent / Senshi/ recently became hokage
Physical Description:
Aziel is quite fit, her muscles definately showing but not taking much away from her youthful appearance. Her frame is rather curvaceous and seemingly void of scars. Her face is smooth and young, even if her dark brown eyes tend to have a slightly dazed look to them. Her untidy yet smooth hair usually isn't the same on a day-to-day basis since she doesn't care much for styling it.
In regards to what she wears, Aziel has never been one to care much about clothing, but she does wear them. Usually her clothing varies depending on the weather, but usually she dresses in things that won't bog her down in battle or during travel. Aziel detests wearing bright colors, especially pinks and greens.
Personality: Aziel, at first glance, appears to be a person that doesn't focus on reality much; her eyes often have a dazed look to them, almost as if she is daydreaming. In truth, she does tend to muse a lot, but she is hardly "out of it". She loves to watch everything, but with a calculating eye. The times that she does smile, one questions what she is truely smiling about, since it more than often is something that is anything but obvious.
Frankly, Aziel isn't a nice person. While she may be intelligent in some areas, she isn't entirely good with considering others when it comes down to feelings. Aziel doesn't see much problem in speaking her mind, even if what she has to say isn't flattering. She doesn't like to talk about herself, or do things that seem to have no immediate purpose. Rebellious, sarcastic, and bitter is what she is when she isn't deep in thought.
Surprisingly, Aziel does have some positive aspects. Her voice, despite her personality, is quite beautiful and she seems to be more compassionate toward animals and those younger than her. If by some chance one becomes close to her, they can tell that she has a bit of kindness in her, as sarcastic as it may seem at the time.
Nindo; "Way of the Ninja": "I'm going to protect myself with all my might 'cause no one else will. Survival is all that counts in battle, and in life---that's what I plan to do."
Primary Archetype:
Blade Dancer
Special: When taken as Primary Archetype, gain 2 extra item points to spend on a sword.
Primary: Physical
Secondary: Own Choice
Tertiary: Own Choice
Stat Merit: +1 to Strength, +1 to Speed, +1 to Tactics
Stat Flaw: -1 to Willpower, -1 to Reserves, -1 to Power
Description: These are taijutsu specialists who master techniques of the sword. They practice a style that bases are the sword and use only that for their main means of power. Unless they are fighting other Blade Dancer's, they cannot be beaten in terms of skill with a sword. Unlike most weapon specialists, Blade Dancer's usually have a lot of stamina to be able to fight up close.
Secondary Archetype:
Healer
Primary: Mental or Chakra
Secondary: Chakra or Mental
Tertiary: Physical
Stat Merit: +2 to Intelligence, +1 to Reserves
Stat Flaw: -1 to Strength, -1 to Speed, -1 to Willpower
Description: Supportive shinobi, they devote their lives to mastering sorts of ninjutsu that doesn't harm an opponent, but heals their ally. They study medicine and antidotes as well, to aid their chakra-healing process. They know practically everything there is to know about the human body, and exactly how to heal wounds. A very advanced version of a doctor.
Statistics
Physical - Primary
Strength: 1 + 1 - 1 + 19 = 20 (+15 Reflect All Force) = 35
Speed: 1 + 1 - 1 + 20 = 21 (+5 Reflect All Force) = 26
Stamina: 1 + 21 = 22 (+ 21 Reflect All Force) = 43
Chakra - Secondary
Power: 1 + 17 = 18
Control: 1 + 17 =18
Reserves: 1 + 1 + 16 = 18
Mental - Tertiery
Intelligence: 1 + 2 + 13 = 16
Tactics: 1 + 1 + 12 = 14
Willpower: 1 - 1 + 15 = 15
Jutsus and Techniques
\\ Academy
Stage One
Kawarimi No Jutsu (Body Switch Technique)
Type: Ninjutsu
Requirements: Intelligence 3, Reserves 3
Description: A common jutsu - used to quickly replace a body with a close by object. Creates confusing among the opponent(s) - creating a chance to escape, or return with a larger strike. Useful for avoiding attacks, and hiding from potential enemies. Kawarimi may be used twice per battle.
Stage Two
Kinobori no Jutsu (Tree Walking Technique)/Kabenobori no Jutsu (Wall Walking Technique)
*Note: Unable to be taken by Genin at Character Creation
Requirements: Power 6, Control 6, Intelligence 4
Description: By focusing chakra into the feet and keeping it balanced, the user can walk up against vertical objects and cling to its surface.
Stage Three
Ninpou Kawara Shuriken (Roof Tile Shuriken Technique)
Type: Ninjutsu
Requirements: Intelligence 8, Tactics 6, Willpower 8
Description: By lifting objects with chakra, the user can launch small objects like roof tiles, small rocks and more at their enemy as if they were shuriken.
\\ Reflect All Force - Taijutsu
Stage One
Stat Requirements: 3 Stamina, 5 Strength
Stage Bonuses: +5 Stamina, +4 Strength
Positioning: The practicioner is not mentally prepared to notice the proper place to position his shield to defend himself from an attack. Because of this most of the positioning the practicioner does actually involves getting himself behind the shield and not vice-versa which is the true nature of the art.
Constitution: Very weak for the most part, sometimes the shock of the shield hitting anything is enough to make the practicioner stumble back a couple of steps.
Regular Techniques
Shield Jab: A very simple yet quick shield strike that can be used to hit the opponent. Shields that happen to have spikes on it tend to be dangerous weapon when combined with this move.
Shield Slice: If the ends of a shield happened to be sharpened to cut one can easily run the shield by an opponent and perhaps cut the user. However sharpened shields like that tend to be rare or custom made.
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Stage Two
State Requirements: 6 Stamina, 8 Strength, 6 Tactics
Stage Bonuses: +3 Stamina, +4 Strength, +2 Speed
Positioning: Actively sparring with other opponents has taught the practicioner that while hiding behind a shield works all good and well, moving the shield to meet the attack works even better and allows him to move around and fight back. However really fast or multiple attacks will prove to be more difficult to defend and quickly the user will resort to hiding behind the shield to save himself.
Constitution: Getting better, the user is able to realize that a very quick and light attack is something he could most likely take and still stand ready. However even really strong attacks tend to be a problem for most practicioners as they stumble back while defending.
Force: Getting hit by a shield jab by a practicioner in this stage can hurt pretty bad, but you'll most likely live as long as you're not stabbed by a spike.
Regular Attacks
Fake Charge: Consider an improvisational attack, this is used whenever the defender stumbles back. The defender takes this time to grab a look at the way the person is standing and then does a very quick dash. However instead of running into the opponent he strafes to the side of his attacker and uses his new position (now either the side or even behind the opponent to fight at an advantage.
Shield Slap: While a jab comes forward this shield attack insteads come from the side and is generally aimed for the head. When the fighter becomes stronger he can use this attack to make his opponent stand on one foot while the other is in the air.
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Stage Three
Stage Requirements: 10 Stamina, 10 Strength, 8 Tactics
Stage Bonuses: +4 Stamina, +3 Strength
Positioning: Most likely having been in a few actual fights where lives were at risk the practicioner has realized that sometimes a fighter will attack immediatly after one attack has been been blocked. As such the practioner would now immediatly move his arm or entire body to block another attack. When it comes to an attack as long as the attack is coming in front of him he'll find a way to defend it, however attacks coming completely from the side or behind tend to give him problems.
Constitution: Generally any kind of attack that's coming from someone of the same rank that is weaker then him will not even cause the practicioner to flinch in reaction, even really strong attacks. However fierce attacks from people who are as strong as him he'll most likely feel shock from his shield, and anyone of higher rank the practicioner finds himself stumbling back.
Force: Getting hit by a shield jab hurts and sometimes additional pain will sometimes hurt as well for a post or so depending on what your rank is like when compared the practicioner.
Regular Attacks
Parry: Sometimes instead of blocking a move the practicioner just swings his shield and deflect an attack away from him leaving the opponent to be attacked. Parries also tend to be easier to perform on blades if a shield happens to have points on the end of it so a blade is easier to move away.
Push: Sometimes a weapon user can attempt to add additional force to his weapon after an attack to bring the fighter to his knees. This is when the fighter pushes his shield forward and pushes the opponent away from him.
Shield Shave: Sometimes blocky makabishi are wielded to the front of a shield in a 5" by 5" square on the shield. While this can prove helpful when you jab the shield into someone's face one can easily bring the shield up to someone's body and rub it down or up, grating pieces of clothing, armor, and skin on the opponent depending on where it was hit. However for one to do so one must have makabishi wielded to their shield of course.
Real Charge: Generally done in the same fashion as a Fake Charge but not necessarily requiring the practicioner to stumble back the user will put all his force and speed into a charge and knock his opponent back.
Special Techniques
Name: Chakra Coating Shield Technique
Requirements: Power 10, Control 10, Reserves 8
Description: Generally ninjutsu tends to be a problem when it comes to defending with a shield. Some forms of fire will heat the shield up, while others forms of elemental attacks such as lightning still hurts regardless of blocking. That's why shinobi practioners of this taijutsu learned this move, more or less it is a barrier of chakra that coats the shield and slowly disperses when hit by another ninjutsu. However if the ninjutsu happens to be a projectile type that independently moves on it's own without any additional aid from the shinobi this technique can redirect the ninjutsu back to it's user.
This move was originally created in Water Country when two Mist Nins got bored and started to swat a suiton at each other with chakra coated shields in a very primitive form of tennis.
-------------------------------------------
Stage Four
Stage Requirments: 16 Stamina, 15 Strength, 12 Speed, 14 Tactics
Stage Bonuses: +4 Stamina, +1 Strength, +2 Speed
Positioning: Slowly forming into some kind of improvised beginner-like kata the user anything that the user can physically see in front of his view can most likely be blocked with his shield. He will also begin using his free hand do other things as well such as grabbing the opponent. However defense on his blind sides tend to be a problem still especially when someone is behind the fighter.
Constitution: Blocked attacks from people of the same rank doesn't even phase the defender, even lesser grade people of a higher rank tend to have a problem making the practicioner struggle, stronger ones can still make him flinch with a decent amount of strength behind an attack, but anyone higher then one rank up tends to give the defender some problems when it comes to defending and still standing.
Force: The blunt force from a shield jab to the head at this stage can leave someone trying to remember what they were doing for a couple moments.
Regular Moves
Shield Throw: Finally able to hold his own physically in a fight the shinobi may choose to take an advantage of distance remove his sheild from his arm and throw it like a heavy frisbee. This can be an all to dangerous of move for someone who is realizing that the ends of a shield have been sharpened to cut someone, but blunt shields also tend to do some damage as well. However accuracy and distance tend to be a common problem since throwing a shield is... well... new to them. Also you are left with the unfortunate occurance of trying to get your shield back.
Note: Only round shields can be thrown at this stage.
Self-Sacrifice: An overall passive move, the user quickly dashes in front of his teammate and defends him from being attacked. Giving his teammate time to get up and run away or figure out a strategy. It generally is also used a distraction since the fighter is now officially in front of the attacker and in the way.
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Stage Five
Stage Requirements: 22 Stamina, 20 Strength, 14 Speed, 14 Tactics, 2 Control
Stage Bonuses: +5 Stamina, +3 Strength, +1 Speed
Positioning: Becoming more used to such concepts as footwork, moving the waist, and holding people back with a free hand the fighter is able to block points of his blind side as well. But getting hit from behind still remains to be a problem.
Constitution: Almost grazing the point of being considered immovable only people with more strength then the fighter tend to find themselves being able make him stuble. By this point if you're not stronger then the fighter and intend to make him move only mid-strength ninjutsu techniques will do the job.
Force: A jab or slap from the will send you back a couple feet or ground your sorry rear end to the ground if you don't watch it. You're also screwed if there's a point on the end of that bad boy and you don't defend yourself.
Throwing Ability: Generally you'll hit your target if he doesn't change his direction.
Revised Shield Throw: While not really a revision, but more so an ability. While those with round shields have been throwing their shields for some time now those with square shields have finally accumulated the strength and skill to throw their shields like a spear. This can be a very crafty move for those who have points on the end of their shield, as the can now force a door shut or pin someone's appendage to a wall or tree if he's lucky.
\\ Medical Jutsu List
Stage One
Level 1 Shindan (Diagnosis) [Academy]
Requirements: Control 2, Willpower 2
Description: The first step in treatment is understanding the problem. With this skill a shinobi uses their hands to carefully probe a patient for problems. This technique is preformed by kneeling over a patient and slowly running both hands over their body, looking for signs of injury that may not be visible to the naked eye. It can detect things such as internal injury, improper heart rate, non-apparent bone fractures, poisoning, and disease. A ninja of higher rank has learned to use this technique to perform a rudimentary examination of a body to determine cause and time of death. A Genin using this skill takes several minutes of work to determine the nature of a problem, a Chuunin takes less than a minute and a Jounin requires only a few seconds.
Stage Two
Gantai no Jutsu (Bandage Skill)
Requirements: Control 5, Power 4, Reserves 4
Description: Bandages can mean the difference between life and death but unfortunately bandages can run out. Medical nin have learned to make temporary bandages from their surroundings. Objects such as grass, sand, water and many others can be woven together over a wound to create a temporary bandage. The bandage lasts for about five minutes without a supply of chakra from the medical nin.
Stage Three
Chiyute No Jutsu: Karui (Healing Hands Technique: Minor)
Requirements: Control 8, Power 8, Reserves 6; Gantai no Jutsu (Bandage Skill)
Description: The user concentrates chakra into their hands creating a ball of healing chakra. This chakra when concentrated will repair physical damage to another person. This is the first stage of Chiyute taught to all Medical Nin, it is not possible to advance past stage three without this technique. The effects of this technique are limited to superficial cuts and injuries though it can reduce the severity of more serious injuries.
Stage Four
Chiyute no Jutsu (Healing Hands Technique)
Requirements: Intelligence 12, Willpower 11, Tactics 10, Control 12; Chiyute no Jutsu: Minor
Description:
A Ninjutsu technique where the ninja focuses chakra into the palms of their hands, creating a small ball of healing chakra. This chakra, when concentrated, can repair physical damage to another person. This is the more advanced level of Chiyute no Jutsu, used by Chuunin and is required to advance to level five. A Chuunin has learned to use Chiyute no Jutsu with greater control and efficiency and it is now possible to treat deep serious injuries that might otherwise result in death from bleeding.
\\ Sensory Ninjutsu List
Stage One
Fusenmei (Blur)
Requirements: Control 3, Tactics 2
The user, by releasing chakra around himself, is able to slightly blur his own form. This can have several effects. If the user is wearing clothing of the proper color, he may hide himself effectively against a certain background. Secondly, this may make the user slightly more difficult to hit, especially when he or she moves. This jutsu may be held up as long as the user has the chakra to do so, but genin may not use any other jutsu while this is active.
Stage Two
Fukyouwaon: Unari (Dissonance: Howl)
Requirements: Tactics 6, Intelligence 5, Control 5
This jutsu concentrates on pushing out as much air as possible from the vocal cords of the user, therefore creating a blast of sound. The sound then spreads out from the mouth of the user in the shape of a cone of roughly 10 feet in length. The jutsu may target the upper or lower body of the foe. If it strikes the upper body, it knocks the wind from the victim, forcing him or her to double over as they attempt to regain their composure. Should it strike the lower body, the victim’s legs are swept out from under him, sending him to the ground.
Stage Three
Fukyouwaon: Wamekigoe (Dissonance: Yell)
Requirements: Fukyouwaon: Unari, Power 8, Control 8, Reserves 6
Wamekigoe is much higher pitched then Unari, and is also sung in a minor key to give it a sense of discord. All beings within 10 feet of the user are affected by the force of this attack, whether it is friend or foe. The scream that is emitted is just below the human threshold for sound tolerance, and extreme discomfort is felt by all those who fall within the radius of affect. Those who hear this scream often cringe as they are stunned by the magnitude of the sound, and more often than not seek to find a way to block the noise from their ears.
Stage Four
Fukyouwaon: Kujiku (Dissonance: Crush)
Requirements: Fukyouwaon: Wamekigoe, Power 14, Control 13, Reserves 11, Intelligence 10
Chakra control has moved a great deal since the genin levels. Now the user is able to control to a rather decent amount where the sound is traveling too. With this new power comes bold and painful new jutsu at their disposal. This sound is low pitched, and is controlled with chakra by the user. The sound waves target the abdomen of the opponent in an effort to bring about a sudden compression on the stomach of the foe. While the damage of this attack is only external, even the strongest of men will be brought to their knees by the sudden impact of this technique.
\\Chakra Chuudoku Sakuseigijutsu: Gekiyaku no Chakra
Stage One
Rank Required to Control: Chuunin
Years Required to Master: 10
Stat Requirement: Control=15, Power=15, Willpower=13, Reserves=14
This stage allows the user to infect his own blood with poisoned chakra. When spitting this poisoned blood on someone, or using it to coat a weapon, one can seriously damage the enemy, causing first degree burns on the skin, and, when it penetrates the body and gets through to the blood stream of the enemy, it may cause fever, stomach pains and migraine. However, there is one true downside to this level of the technique; control is not yet up to the level that the user can be sure that his own body is safe. Using this for too long would make the poisoned blood infect the user's own organs, giving him the symptons permanently, while it would only last for approximately thirty minutes up to an hour on the enemy (10 to 20 posts). The user can only safely use this jutsu for 7 posts before poisoning his own body and organs. Complete poisoning occurs within 3 posts.
Inventory
Modified Twin Blades (8}
Explosive Tags (4)
Bandages (1)
Throwing Daggers (2)
Body Plate -- back -- (2)
Behemoth Shield (5)
Weapon Points Remaining: [20+2-22] 0
Additional Weapon Points Gained: 2
Name: Itoh Aziel
Age: 16
Sex: Female
Height: 5'6"
Character Type: Shinobi
Country/Village: Sound Nomads
Rank: Jounin-equivalent / Senshi/ recently became hokage
Physical Description:
Aziel is quite fit, her muscles definately showing but not taking much away from her youthful appearance. Her frame is rather curvaceous and seemingly void of scars. Her face is smooth and young, even if her dark brown eyes tend to have a slightly dazed look to them. Her untidy yet smooth hair usually isn't the same on a day-to-day basis since she doesn't care much for styling it.
In regards to what she wears, Aziel has never been one to care much about clothing, but she does wear them. Usually her clothing varies depending on the weather, but usually she dresses in things that won't bog her down in battle or during travel. Aziel detests wearing bright colors, especially pinks and greens.
Personality: Aziel, at first glance, appears to be a person that doesn't focus on reality much; her eyes often have a dazed look to them, almost as if she is daydreaming. In truth, she does tend to muse a lot, but she is hardly "out of it". She loves to watch everything, but with a calculating eye. The times that she does smile, one questions what she is truely smiling about, since it more than often is something that is anything but obvious.
Frankly, Aziel isn't a nice person. While she may be intelligent in some areas, she isn't entirely good with considering others when it comes down to feelings. Aziel doesn't see much problem in speaking her mind, even if what she has to say isn't flattering. She doesn't like to talk about herself, or do things that seem to have no immediate purpose. Rebellious, sarcastic, and bitter is what she is when she isn't deep in thought.
Surprisingly, Aziel does have some positive aspects. Her voice, despite her personality, is quite beautiful and she seems to be more compassionate toward animals and those younger than her. If by some chance one becomes close to her, they can tell that she has a bit of kindness in her, as sarcastic as it may seem at the time.
Nindo; "Way of the Ninja": "I'm going to protect myself with all my might 'cause no one else will. Survival is all that counts in battle, and in life---that's what I plan to do."
Primary Archetype:
Blade Dancer
Special: When taken as Primary Archetype, gain 2 extra item points to spend on a sword.
Primary: Physical
Secondary: Own Choice
Tertiary: Own Choice
Stat Merit: +1 to Strength, +1 to Speed, +1 to Tactics
Stat Flaw: -1 to Willpower, -1 to Reserves, -1 to Power
Description: These are taijutsu specialists who master techniques of the sword. They practice a style that bases are the sword and use only that for their main means of power. Unless they are fighting other Blade Dancer's, they cannot be beaten in terms of skill with a sword. Unlike most weapon specialists, Blade Dancer's usually have a lot of stamina to be able to fight up close.
Secondary Archetype:
Healer
Primary: Mental or Chakra
Secondary: Chakra or Mental
Tertiary: Physical
Stat Merit: +2 to Intelligence, +1 to Reserves
Stat Flaw: -1 to Strength, -1 to Speed, -1 to Willpower
Description: Supportive shinobi, they devote their lives to mastering sorts of ninjutsu that doesn't harm an opponent, but heals their ally. They study medicine and antidotes as well, to aid their chakra-healing process. They know practically everything there is to know about the human body, and exactly how to heal wounds. A very advanced version of a doctor.
Statistics
Physical - Primary
Strength: 1 + 1 - 1 + 19 = 20 (+15 Reflect All Force) = 35
Speed: 1 + 1 - 1 + 20 = 21 (+5 Reflect All Force) = 26
Stamina: 1 + 21 = 22 (+ 21 Reflect All Force) = 43
Chakra - Secondary
Power: 1 + 17 = 18
Control: 1 + 17 =18
Reserves: 1 + 1 + 16 = 18
Mental - Tertiery
Intelligence: 1 + 2 + 13 = 16
Tactics: 1 + 1 + 12 = 14
Willpower: 1 - 1 + 15 = 15
Jutsus and Techniques
\\ Academy
Stage One
Kawarimi No Jutsu (Body Switch Technique)
Type: Ninjutsu
Requirements: Intelligence 3, Reserves 3
Description: A common jutsu - used to quickly replace a body with a close by object. Creates confusing among the opponent(s) - creating a chance to escape, or return with a larger strike. Useful for avoiding attacks, and hiding from potential enemies. Kawarimi may be used twice per battle.
Stage Two
Kinobori no Jutsu (Tree Walking Technique)/Kabenobori no Jutsu (Wall Walking Technique)
*Note: Unable to be taken by Genin at Character Creation
Requirements: Power 6, Control 6, Intelligence 4
Description: By focusing chakra into the feet and keeping it balanced, the user can walk up against vertical objects and cling to its surface.
Stage Three
Ninpou Kawara Shuriken (Roof Tile Shuriken Technique)
Type: Ninjutsu
Requirements: Intelligence 8, Tactics 6, Willpower 8
Description: By lifting objects with chakra, the user can launch small objects like roof tiles, small rocks and more at their enemy as if they were shuriken.
\\ Reflect All Force - Taijutsu
Stage One
Stat Requirements: 3 Stamina, 5 Strength
Stage Bonuses: +5 Stamina, +4 Strength
Positioning: The practicioner is not mentally prepared to notice the proper place to position his shield to defend himself from an attack. Because of this most of the positioning the practicioner does actually involves getting himself behind the shield and not vice-versa which is the true nature of the art.
Constitution: Very weak for the most part, sometimes the shock of the shield hitting anything is enough to make the practicioner stumble back a couple of steps.
Regular Techniques
Shield Jab: A very simple yet quick shield strike that can be used to hit the opponent. Shields that happen to have spikes on it tend to be dangerous weapon when combined with this move.
Shield Slice: If the ends of a shield happened to be sharpened to cut one can easily run the shield by an opponent and perhaps cut the user. However sharpened shields like that tend to be rare or custom made.
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Stage Two
State Requirements: 6 Stamina, 8 Strength, 6 Tactics
Stage Bonuses: +3 Stamina, +4 Strength, +2 Speed
Positioning: Actively sparring with other opponents has taught the practicioner that while hiding behind a shield works all good and well, moving the shield to meet the attack works even better and allows him to move around and fight back. However really fast or multiple attacks will prove to be more difficult to defend and quickly the user will resort to hiding behind the shield to save himself.
Constitution: Getting better, the user is able to realize that a very quick and light attack is something he could most likely take and still stand ready. However even really strong attacks tend to be a problem for most practicioners as they stumble back while defending.
Force: Getting hit by a shield jab by a practicioner in this stage can hurt pretty bad, but you'll most likely live as long as you're not stabbed by a spike.
Regular Attacks
Fake Charge: Consider an improvisational attack, this is used whenever the defender stumbles back. The defender takes this time to grab a look at the way the person is standing and then does a very quick dash. However instead of running into the opponent he strafes to the side of his attacker and uses his new position (now either the side or even behind the opponent to fight at an advantage.
Shield Slap: While a jab comes forward this shield attack insteads come from the side and is generally aimed for the head. When the fighter becomes stronger he can use this attack to make his opponent stand on one foot while the other is in the air.
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Stage Three
Stage Requirements: 10 Stamina, 10 Strength, 8 Tactics
Stage Bonuses: +4 Stamina, +3 Strength
Positioning: Most likely having been in a few actual fights where lives were at risk the practicioner has realized that sometimes a fighter will attack immediatly after one attack has been been blocked. As such the practioner would now immediatly move his arm or entire body to block another attack. When it comes to an attack as long as the attack is coming in front of him he'll find a way to defend it, however attacks coming completely from the side or behind tend to give him problems.
Constitution: Generally any kind of attack that's coming from someone of the same rank that is weaker then him will not even cause the practicioner to flinch in reaction, even really strong attacks. However fierce attacks from people who are as strong as him he'll most likely feel shock from his shield, and anyone of higher rank the practicioner finds himself stumbling back.
Force: Getting hit by a shield jab hurts and sometimes additional pain will sometimes hurt as well for a post or so depending on what your rank is like when compared the practicioner.
Regular Attacks
Parry: Sometimes instead of blocking a move the practicioner just swings his shield and deflect an attack away from him leaving the opponent to be attacked. Parries also tend to be easier to perform on blades if a shield happens to have points on the end of it so a blade is easier to move away.
Push: Sometimes a weapon user can attempt to add additional force to his weapon after an attack to bring the fighter to his knees. This is when the fighter pushes his shield forward and pushes the opponent away from him.
Shield Shave: Sometimes blocky makabishi are wielded to the front of a shield in a 5" by 5" square on the shield. While this can prove helpful when you jab the shield into someone's face one can easily bring the shield up to someone's body and rub it down or up, grating pieces of clothing, armor, and skin on the opponent depending on where it was hit. However for one to do so one must have makabishi wielded to their shield of course.
Real Charge: Generally done in the same fashion as a Fake Charge but not necessarily requiring the practicioner to stumble back the user will put all his force and speed into a charge and knock his opponent back.
Special Techniques
Name: Chakra Coating Shield Technique
Requirements: Power 10, Control 10, Reserves 8
Description: Generally ninjutsu tends to be a problem when it comes to defending with a shield. Some forms of fire will heat the shield up, while others forms of elemental attacks such as lightning still hurts regardless of blocking. That's why shinobi practioners of this taijutsu learned this move, more or less it is a barrier of chakra that coats the shield and slowly disperses when hit by another ninjutsu. However if the ninjutsu happens to be a projectile type that independently moves on it's own without any additional aid from the shinobi this technique can redirect the ninjutsu back to it's user.
This move was originally created in Water Country when two Mist Nins got bored and started to swat a suiton at each other with chakra coated shields in a very primitive form of tennis.
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Stage Four
Stage Requirments: 16 Stamina, 15 Strength, 12 Speed, 14 Tactics
Stage Bonuses: +4 Stamina, +1 Strength, +2 Speed
Positioning: Slowly forming into some kind of improvised beginner-like kata the user anything that the user can physically see in front of his view can most likely be blocked with his shield. He will also begin using his free hand do other things as well such as grabbing the opponent. However defense on his blind sides tend to be a problem still especially when someone is behind the fighter.
Constitution: Blocked attacks from people of the same rank doesn't even phase the defender, even lesser grade people of a higher rank tend to have a problem making the practicioner struggle, stronger ones can still make him flinch with a decent amount of strength behind an attack, but anyone higher then one rank up tends to give the defender some problems when it comes to defending and still standing.
Force: The blunt force from a shield jab to the head at this stage can leave someone trying to remember what they were doing for a couple moments.
Regular Moves
Shield Throw: Finally able to hold his own physically in a fight the shinobi may choose to take an advantage of distance remove his sheild from his arm and throw it like a heavy frisbee. This can be an all to dangerous of move for someone who is realizing that the ends of a shield have been sharpened to cut someone, but blunt shields also tend to do some damage as well. However accuracy and distance tend to be a common problem since throwing a shield is... well... new to them. Also you are left with the unfortunate occurance of trying to get your shield back.
Note: Only round shields can be thrown at this stage.
Self-Sacrifice: An overall passive move, the user quickly dashes in front of his teammate and defends him from being attacked. Giving his teammate time to get up and run away or figure out a strategy. It generally is also used a distraction since the fighter is now officially in front of the attacker and in the way.
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Stage Five
Stage Requirements: 22 Stamina, 20 Strength, 14 Speed, 14 Tactics, 2 Control
Stage Bonuses: +5 Stamina, +3 Strength, +1 Speed
Positioning: Becoming more used to such concepts as footwork, moving the waist, and holding people back with a free hand the fighter is able to block points of his blind side as well. But getting hit from behind still remains to be a problem.
Constitution: Almost grazing the point of being considered immovable only people with more strength then the fighter tend to find themselves being able make him stuble. By this point if you're not stronger then the fighter and intend to make him move only mid-strength ninjutsu techniques will do the job.
Force: A jab or slap from the will send you back a couple feet or ground your sorry rear end to the ground if you don't watch it. You're also screwed if there's a point on the end of that bad boy and you don't defend yourself.
Throwing Ability: Generally you'll hit your target if he doesn't change his direction.
Revised Shield Throw: While not really a revision, but more so an ability. While those with round shields have been throwing their shields for some time now those with square shields have finally accumulated the strength and skill to throw their shields like a spear. This can be a very crafty move for those who have points on the end of their shield, as the can now force a door shut or pin someone's appendage to a wall or tree if he's lucky.
\\ Medical Jutsu List
Stage One
Level 1 Shindan (Diagnosis) [Academy]
Requirements: Control 2, Willpower 2
Description: The first step in treatment is understanding the problem. With this skill a shinobi uses their hands to carefully probe a patient for problems. This technique is preformed by kneeling over a patient and slowly running both hands over their body, looking for signs of injury that may not be visible to the naked eye. It can detect things such as internal injury, improper heart rate, non-apparent bone fractures, poisoning, and disease. A ninja of higher rank has learned to use this technique to perform a rudimentary examination of a body to determine cause and time of death. A Genin using this skill takes several minutes of work to determine the nature of a problem, a Chuunin takes less than a minute and a Jounin requires only a few seconds.
Stage Two
Gantai no Jutsu (Bandage Skill)
Requirements: Control 5, Power 4, Reserves 4
Description: Bandages can mean the difference between life and death but unfortunately bandages can run out. Medical nin have learned to make temporary bandages from their surroundings. Objects such as grass, sand, water and many others can be woven together over a wound to create a temporary bandage. The bandage lasts for about five minutes without a supply of chakra from the medical nin.
Stage Three
Chiyute No Jutsu: Karui (Healing Hands Technique: Minor)
Requirements: Control 8, Power 8, Reserves 6; Gantai no Jutsu (Bandage Skill)
Description: The user concentrates chakra into their hands creating a ball of healing chakra. This chakra when concentrated will repair physical damage to another person. This is the first stage of Chiyute taught to all Medical Nin, it is not possible to advance past stage three without this technique. The effects of this technique are limited to superficial cuts and injuries though it can reduce the severity of more serious injuries.
Stage Four
Chiyute no Jutsu (Healing Hands Technique)
Requirements: Intelligence 12, Willpower 11, Tactics 10, Control 12; Chiyute no Jutsu: Minor
Description:
A Ninjutsu technique where the ninja focuses chakra into the palms of their hands, creating a small ball of healing chakra. This chakra, when concentrated, can repair physical damage to another person. This is the more advanced level of Chiyute no Jutsu, used by Chuunin and is required to advance to level five. A Chuunin has learned to use Chiyute no Jutsu with greater control and efficiency and it is now possible to treat deep serious injuries that might otherwise result in death from bleeding.
\\ Sensory Ninjutsu List
Stage One
Fusenmei (Blur)
Requirements: Control 3, Tactics 2
The user, by releasing chakra around himself, is able to slightly blur his own form. This can have several effects. If the user is wearing clothing of the proper color, he may hide himself effectively against a certain background. Secondly, this may make the user slightly more difficult to hit, especially when he or she moves. This jutsu may be held up as long as the user has the chakra to do so, but genin may not use any other jutsu while this is active.
Stage Two
Fukyouwaon: Unari (Dissonance: Howl)
Requirements: Tactics 6, Intelligence 5, Control 5
This jutsu concentrates on pushing out as much air as possible from the vocal cords of the user, therefore creating a blast of sound. The sound then spreads out from the mouth of the user in the shape of a cone of roughly 10 feet in length. The jutsu may target the upper or lower body of the foe. If it strikes the upper body, it knocks the wind from the victim, forcing him or her to double over as they attempt to regain their composure. Should it strike the lower body, the victim’s legs are swept out from under him, sending him to the ground.
Stage Three
Fukyouwaon: Wamekigoe (Dissonance: Yell)
Requirements: Fukyouwaon: Unari, Power 8, Control 8, Reserves 6
Wamekigoe is much higher pitched then Unari, and is also sung in a minor key to give it a sense of discord. All beings within 10 feet of the user are affected by the force of this attack, whether it is friend or foe. The scream that is emitted is just below the human threshold for sound tolerance, and extreme discomfort is felt by all those who fall within the radius of affect. Those who hear this scream often cringe as they are stunned by the magnitude of the sound, and more often than not seek to find a way to block the noise from their ears.
Stage Four
Fukyouwaon: Kujiku (Dissonance: Crush)
Requirements: Fukyouwaon: Wamekigoe, Power 14, Control 13, Reserves 11, Intelligence 10
Chakra control has moved a great deal since the genin levels. Now the user is able to control to a rather decent amount where the sound is traveling too. With this new power comes bold and painful new jutsu at their disposal. This sound is low pitched, and is controlled with chakra by the user. The sound waves target the abdomen of the opponent in an effort to bring about a sudden compression on the stomach of the foe. While the damage of this attack is only external, even the strongest of men will be brought to their knees by the sudden impact of this technique.
\\Chakra Chuudoku Sakuseigijutsu: Gekiyaku no Chakra
Stage One
Rank Required to Control: Chuunin
Years Required to Master: 10
Stat Requirement: Control=15, Power=15, Willpower=13, Reserves=14
This stage allows the user to infect his own blood with poisoned chakra. When spitting this poisoned blood on someone, or using it to coat a weapon, one can seriously damage the enemy, causing first degree burns on the skin, and, when it penetrates the body and gets through to the blood stream of the enemy, it may cause fever, stomach pains and migraine. However, there is one true downside to this level of the technique; control is not yet up to the level that the user can be sure that his own body is safe. Using this for too long would make the poisoned blood infect the user's own organs, giving him the symptons permanently, while it would only last for approximately thirty minutes up to an hour on the enemy (10 to 20 posts). The user can only safely use this jutsu for 7 posts before poisoning his own body and organs. Complete poisoning occurs within 3 posts.
Inventory
Modified Twin Blades (8}
Explosive Tags (4)
Bandages (1)
Throwing Daggers (2)
Body Plate -- back -- (2)
Behemoth Shield (5)
Weapon Points Remaining: [20+2-22] 0
Additional Weapon Points Gained: 2