Nindo: " ... " Personality: Completely devoid of personality. Or at least that is how most people tend to describe Plague. Cold, uncaring, maybe even heartless, creepy even. These words are also used to describe her. Though none could be further from truth. Well creepy might be a good one. But Plague genuinely does care for others. She is a medic through and through and will not let someone suffer if she can help it. Even if it's an enemy suffering before her she will heal the person without a second though. However, her first priority is always her childhood friend Shuusui. Over the years Plague has becoming extremely overprotective of him when around others. She has every bit of confidence in his abilities, but Plague has been known to lash out against any who get to close to him. She rarely leaves his side unless ordered too by either Shuusui himself or a higher rank individual. And even then it's met with a silent stare of dislike of the situation.
She is loyal to her village by every means. She takes her job as a medic of Konohagakure very seriously and very rarely refuses to do a mission. Even it seems impossible Plague will try her utmost to see a mission through with no casualties. Though she often over looked since she exerts little to no presence. She often scares people by 'suddenly appearing' at someone's side or in front of them. Only something drastic will make her second guess her village and it's orders. Her refusal to rid herself of a veil and her mask doesn't help with her appearance in the least. No order could be delivered by anyone to refuse these items. Plague can be as stubborn as she is silent. Once Plague sets her mind to something she'll refuse to do anything else. Both her silence and stubbornness may contribute to her overall creepy vibe that most people believe she has. Since she refuses to speak Plague often just stares at people until they leave her alone or dismiss her.
Quirks: Is mute, writes in a book to communicate or uses sign language. Hobbies: Presses flowers in her book to use as bookmarks. (Prefers poppies)
Village:Uzushiogakure - Konohagakure - Wanderer Title: N/A Local Reputation: 0 / 0 Fame/Infamy Global Reputation: 0 / 0 Fame/Infamy
Biography:
Keshi, the only daughter of two medical shionbi, was raised in a rather luxurious setting. Her parents worked as the family doctors to the prestigious Uzumaki clan in Uzushiogakure. She grew up in a world surrounded by healing by both traditional means and by more nontraditional means, such as with jutsu. Her was the shinobi of the family. Having come from a long line of healers in Uzushiogakure it had only been natural that she take up the title as well and join the ranks. However, Kikyo didn't simply want to sit in one place and only heal those within the safety of the village. Despite her family's wishes Kikyo left Uzushiogakure for towns and small villages further out. To people who probably couldn't make a trip out to the bigger villages for aid. In this way she not only found a more satisfying feeling in her work, but also met the man who stole her heart. Ume was a man of few words. He wasn't a shinobi and had no place of his own to call home. Though he revealed himself to be a healer such as Kikyo was he was not trained in the ways of jutsu like her. He had taken up the more traditional means through botany and other such practices. Though this didn't stop him from aiding those who needed it. For several years the two worked side by side, learning from each other and about each other. Kikyo discovered that while this man who she slowly fell for was no shinobi he was a bloodline. He was a Jiongu. Something she found truly interesting. He could literally thread any wound without a fault or missed stitch with the meany threads that seemed to make up his body. When she questioned him about why he hadn't bothered to learn at least the basics he told her that he didn't want to bother explaining the ways his clan's bloodline could put people off. That only confused her more, but he refused to answer more questions on it.
Some more time passed on their journey together before Kikyo finally found the reason for her love's silence. One day, on their to another village, the pair was assaulted by highwaymen. Though the ruffians were quick witted against a trained medical kunoichi they didn't stand much of a chance. One unlucky, or lucky depending on how a person looks at it, highwayman managed to set off a few paper bombs. The resulting explosion managed to catch Ume in the back as he dove to protect Kikyo from the blast. As a result one of the two hearts he possessed was destroyed, knocking him to the ground and causing him to appear as if he lost his life. Kikyo, not knowing this, quickly made short work of the remaining highwayman and ran to Ume's side in hopes to heal him. To her delight and utter shock he was already knocking the dust off his clothes. A few moments of silence passed between the two. Ume believed this was to be end of their journey, as most people who found this out either passed out from shock or ran away screaming. To his delight and utter shock Kikyo silently took a step forward and gave him a gentle hug. Crying in happiness that he was okay. That was what Keshi was always told was the moment when that the two truly fell for each other. It was a few months after these events that Keshi's parents found out they were to have their daughter and made the choice to return to Uzushiogakure for their child's safety.
In the years following Keshi grew up learning both sides of her parents take on medical treatments. She had her mother's appearance, but her father's personality. And both of their minds. She proved to take easily to her lessons in everything. Though she was almost completely mute growing up Keshi did have one person she spoke to, outside of her meditate family. A son of the Uzumaki clan who was about her age, or perhaps a few months her elder, named Shuusui. He was the only one she really spoke too. Most people tended avoid her, or considered her shy and simply ignored her. Together the two grew up and, though they had different lives, she learned by watching him through their days of the academy. Seeing Shuusui training as diligently as he was Keshi slowly began to take her own studies much more seriously. As a result Keshi became fully aware of just how much the human body could tell a person without speaking. As such she began to speak less and less to even Shuusui and her parents. She became enthralled with things like sign language and even managed to learn it. During this time Keshi's parents decided to resume their duties to those outside the village. Keshi didn't exactly want her parents to leave, but she knew that it was important them to do so. Her parents left during her studies in the academy four years ago. Which was about the time Keshi decided to stop speaking entirely. It was also about this time that Keshi started to cover up everything. Her face, hands, legs. She had always been prone to keeping herself covered up, as she sunburns rather easily, but since her parents leaving Keshi took it too a whole new level. Now she refuses to even lift the veil over her face even in the presence of friends.
Post time skip - Recent
Since her parents leaving Keshi has thrown herself into her studies even more so than before. Because of her silent nature, her lack of presence and her overall love of medicinal plants the other children in the academy started calling her Plague as a result. The name stuck for so long even Plague doesn't introduce herself by her own name anymore. Only those close to her ever call her by name. Despite her eerie nature, Plague truly does care about others and strives to prove this through her healing.
In the attack of Uzushiogakure Plague had been caught in the middle of the Academy's destruction. Witnessing the last Uzukage's final battle seemed to stretch her last her last straw almost to the point of breaking. Though she didn't personally know the Uzukage the blow of seeing someone so strong. A person she did look up to fall before her stuck with her. The moment almost made Plague snap then in there. However, from beneath the rubble her childhood friend Shuusui had emerged as well, but injured. Seeing her friend harmed was able to bring Plague back to reality. After she patched Shuusui up the pair made it to the rendezvous area with the rest of the village. Her nightmare was only beginning at that point as both fate and nature seemed to be against the remnants of Uzushio were bombarded by a meteor. Thankfully Plague and the rest were saved by a young woman she didn't know. From there she made her way with the rest to the land of fire. It was here in a ruin where Plague decided enough was enough. Seeing not just a person she had looked up to fall before her, but her friend injured and others risk their life to save others. It only deepened her resolve to become a medic as her parents had wished she had.
In the next two years Plague finally discarded her academy student title, becoming a full fledge genin. Though it was probably impossible for others to tell by any means Plague was ecstatic to finally shake the student life. She could finally learn more in order to help Shuusui and others. It was just after becoming a genin however, that Plague finally received news over her parents whereabouts. As it turned out both her parents had returned to the village during the attack on Uzushiogakure, but had fallen trying to protect others. This was the straw that broke Plague. After reading the report Plague neither cried or uttered a sound again. It was also the last time she would see her name written. She tucked away the report quietly into her book and resolved herself to never leaving Shuusui's side.
The next three years were silent. Having gone completely mute with the loss of her parents. Even when she was alone with Shuusui, Plague never made a sound. She never voiced her opinion, though she still kept her book handy for those who couldn't understand her sign language. Mostly, to those she was employed to, Plague would simply stare and take whatever order she was given. She drowned herself in her studies determined more than ever to protect Shuu from any injury or illness. Though her parents contract as the personal medics of the Uzumaki had ended Plague had renewed it, under her nickname, in order to stay by Shuusui's side. Though she rarely follows the Uzumaki's clans orders. With her silence, a new veil and mask Plague had a way of getting around a direct order simply by creeping a person out. It also helped that she exerted so little presence that she was sure even her real name was forgotten by the Uzumaki clan. By this point only Shuusui ever called her by name, even then it was few and far between.
Recently Plague had even began to study her father's bloodline closer. She had always known what it was. And what it meant she had to do. A jiongu could do many things other than simply stich themselves together. She had always found the thread useful for medical purposes as her father did, but as overprotective as Plague was now she was beginning to see the benefits of her father's jutsus. Even the ones he refused to use since it contracted his belief as a medic. Plague began to believe it was worth it to dive into the jiongu's more outlandish jutsu in order to do not just what her parents wanted to her do, but also the Uzumaki clan. Even if it meant losing herself a little each time.
▰▰▰ CLASSES AND STATS
First Class:Medical ▱▰▱ Maladies Physician → Shinobi of this discipline are experts in iryojutsu and are especially well-versed in afflictions. Their medical techniques cure all symptoms of status effects applied to the user, rather than where most of the techniques cure them one at a time. In addition, medical techniques which inflict a status may inflict three different applications of the status, rather than just one. The user's crafted poisons also carry this property. The shinobi also obtains 5 custom techniques for medical ninjutsu as well as a Medical Ninjutsu Keystone technique. Refer to the Keystone Guideline for more information. Second Class: Medical ▱▰▱ Support Specialist → The user is capable of conferring a 1 point stat boost to any ally that they desire. This stat boost can be what ever the medic wishes, however it can only go on one ally for as long as the medic wishes. Additionally to this, the medic is able to use healing iryojutsu on an ally from a distance as opposed to having to touch them. The range for this is fifty [50] feet. Furthermore, the user gains an additional 25 chakra per body rank. Tenketsu regeneration is applied at twice the amount, while techniques which cause tenketsu rot or burnout on the user have their effects reduced by half. Tenketsu restored by those with this discipline gain chakra equal to the rank of the tenketsu rot / burn out they suffered. So if the target is healed of tenketsu rot / burnout which prohibited the use of A-ranked techniques, then the target will gain 80 chakra in addition to having their tenketsu points restored. Finally this discipline allows the user to apply twice the tenketsu rot and burnout on techniques which utilize them. ▱▰▱ Cross Class or Specialization: → Medical – Medical: If this class is chosen as the first class and second class then you may choose two disciplines from this class. Additional medical technique slots can be converted to and from Ninjutsu/Genjutsu slots. You may convert 10 Ninjutsu/Genjutsu slots to 1 Taijutsu/Bukijutsu slot. Additionally, Medical jutsu cast by shinobi of this discipline are cheaper in cost as determined by the users body rank.Medical techniques cost 5 less per rank of the technique. Able to choose one ninjutsu or taijutsu discipline instead of picking both disciplines from medical class.
Chakra Pool: 1270 Stamina Pool: 1050 Chakra Element: Doton [Earth]. (Second Heart) Raiton [Lightning] Chakra Color: Dull purple, with a hint of green in it. Chakra Materialization: It seems to be almost...slimy in consistency, bubbly even. It drips from her body, clothes, etc.
Passive Stats Increases:{Descriptive ranks may be used in place of numbers for this section if desired. All of these start at 0/no buff, with each increase of 1 denoting a one level increase in the descriptive rank bonus to that stat. When you gain a passive benefit, add it to these totals and denote the source in place of the N/A under the relevant stat.} • Strength ► 0 →→ N/A {Ex. Punch Hard PA, Move Fast Training} • Speed ► 0 →→ N/A • Reflex ► 0 →→ N/A • Fortitude ► 0 →→ N/A
Strengths: • Green thread : Plague, as the daughter of two medical practitioners, has basic knowledge of botany. • Cross stitch : Her needlework goes beyond sewing a button to a coat. Her stitches rarely leave a scar unless she means it to. Weaknesses: • Close combat : Despite her sturdy body Plague has never really practiced taijutsu. • The reveal : If her mask is ever in danger of being removed Plague goes into a panic. • Outspoken : Talking has never been her strong suit as a result she can't often express herself when it comes to pointing out danger. Fears: • Achluophobia - fear of darkness • Felinophobia - fear of cats • Shuusui Uzumaki dying
Two year Anniversary • Energy Pool Expansion: 100 chakra • Energy Pool Expansion: 100 stamina • 25 training post coupons. Allows for 25 techniques to be auto-learned at a minimum but location and class learning bonuses apply.
200 Members Benchmark • Energy Pool Expansion: 100 chakra • Energy Pool Expansion: 100 stamina • 25 training post coupons. Allows for 25 techniques to be auto-learned at a minimum but location and class learning bonuses apply. • Energy Pool Expansion: 200 chakra and stamina
Modifiers: • Jiongu users learn 1 extra Ninjutsu per post. • Learn 3 extra Medical techniques per paragraph.
Personal Attributes: • [Class Package: Medic] Poppies in bloom: Red variant Plague's usually abnormal chakra changes in appearance. Instead of the usual slimy, bubbly consistency it has the dull purple manifestation seems to blossom into a deep red color. The bubbles turn into a blooming flower appearance. The appearance of the soft, small flowers and the soothing red color often calm her patients down if they are in a minor panic.
• [Event PA] Poppies in bloom: Blue variant Plague's chakra takes a final change in coloration. As when her chakra turns red, as it turns blue, the purple bubbly consistency in her chakra seems to bloom into a brilliant light blue field of small poppies. In appearance, the poppies seem to slide and fly off Plague as she moves around. This alteration in her chakra only seems to happen when activating her Jiongu bloodlines' jutsu. It does not have any effect on Plague physically or any opponent that comes into contact with it. However, a sense of dread may worm into the back of an opponents mind at the sudden change in color.
• [Event PA] Threaded Life: Plague is capable of transmitting iryojutsu through her Jiongu threads. In fact, her mastery of iryojutsu is so prevalent that an imprint of her iryojutsu are left on any heart she possesses even when separate from Plague. Every heart is capable of recreating her iryojutsu.
• [PA] No Presence: Years of silence has taught Plague how to move just as quietly as her voice is. She can now walk or run in complete silence. Though this habit has turned into something useful, Plague feels bad when she accidentally scares someone who didn't see her coming.
• [Bloodline] Earth Grudge Fear | When using the Realization of the Heart and True Spider Spirit techniques, the Jiongu's spirits gain [100] chakra per body rank of the user at a maximum of [600] at S+. The spirits can conjoin their chakra pools when they mesh together but the chakra can in no way be given to the Jiongu. Additionally, instead of [10] techniques per heart, the Jiongu can take [20] techniques per heart. Finally, the Jiongu is able to use bloodline techniques with one hand.
• [Bloodline] Amalgamation | The Jiongu is so practiced with their hearts that they are able to combine separate elemental hearts to copy an elemental kekkai genkai. This limits the Jiongu to only using [10] techniques between the two hearts or [20] between them if Earth Grudge Fear is taken. This ability can only be used by the Jiongu themselves and not any masked creatures.
▰▰▰ PROFESSIONS AND MISSIONS
Ryo: 両0 {starts at 0} XP: 1000 Passive XP: 0
Shinobi Missions Complete: D Rank | 0 C Rank | 0 B Rank | 0 A Rank | 0 S Rank | 0
Crafting Trees • {First Tree Here} || → {Current Title} • {Second Tree Here} || → {Current Title} • {Third Tree Here} || → {Current Title} • {Fourth Tree Here} || → {Current Title}
Crafting Profession Missions Complete: {all start at 0, remove this} D Rank | 0 C Rank | 0 B Rank | 0 A Rank | 0 S Rank | 0
Profession Missions Complete: {all start at 0} D Rank | 0 C Rank | 0 B Rank | 0 A Rank | 0 S Rank | 0
Mission, Training, Events, Endgame, and Profession Claims
Missions Claim: [ x ] Training Claim: [ 1 ] [ 2 ] Professions Claim: [ x ] Events Claim: [ One Year Anniversary ] [ Half Decade of Peace ] Endgame Claim: [ Post how much narrative XP was used here ]
▰▰▰ INVENTORY • x1 Small leather pouch for herbs • x5 Kunai • x1 Medical kit - x1 roll of bandages, x1 spool of thread, x3 needles • x10 Senbon • x1 leather bound book • x1 pencil
Weapon Specs
{Only required for custom weapons, copy paste custom description. Standard weapons may have details listed here as well, but it is not required.}
• Kai | Rank X | Default • Henge no Jutsu | Rank E | Default • Bunshin no Jutsu | Rank E | Default • Substitution Technique | Rank E | Default • Art of Walking on Water | D Rank | Default • Art of Walking on Walls | D Rank | Default
Doton [Earth] 5 learned E-Rank: 1 learned ▰ Swift Earth [ Tsuchi Tou Tou ] | Rank X The user slams their hands on the earth below them. Doing so causes the earth to move as a conveyor belt measuring five feet and ten feet in length per rank of the technique, doubling at S and S+ Ranks. Advancing upon the user during this time negates all stat bonuses to speed and agility while upon the technique's surface. D-Rank: 1 learned ▰ Stone Breast Plate [ Sekkai Koutetsuban ] | Rank D The user forms a single hand sign, drawing the earth around them to coat their torso. The earth hardens into a breastplate that withstands techniques of C Rank and lower without breaking. Additionally, the user's fortitude is increased moderately. This technique requires an upkeep of five chakra per post. C-Rank: 1 learned ▰ Revolving Split Earth Palm [ Retsudo Tenshou ] | Rank C The user slams their palm on the ground, causing the ground within thirty feet of their location in all directions to begin churning, breaking and crumblind the landscape which creates gaps in the earth up to fifteen feet deep. Those within the range of this technique require an additional rank of resources to utilize their techniques due to the broken concentration of the landscape crumbling. B-Rank: 1 learned ▰ Earth Dragon Projectile [ Doryuudan ] | Rank B The shinobi performs the necessary hand seals which forms an oriental styled dragon composed of mud from the ground. This dragon measures forty feet in length. This dragon carries a significant amount of momentum and will knock back a target twenty feet on impact. The dragon can perform basic combat biting techniques with an equivalent chakra cost paid by the caster. A D-Rank amount of chakra is used per post in upkeep if the dragon is sustained. Up to three additional doton techniques can be cast through the dragon as its "breath" for one rank less in cost. A-Rank: 1 learned ▰ Earth Dragon God Blast [ Shindoryuudan no Jutsu ] | Rank A Another advanced variant of the Earth Dragon Technique. The user stomps their foot, using the chakra pushed into the earth to reach deep into the earth and draw molten minerals from below to form a fifty foot dragon's neck with a ten foot head atop it. This dragon peers at it's target upon creation before diving beneath the surface again, unable to be detected by sensory techniques or dojutsu while underground. The dragon may remain dormant beneath the surface up to three posts. Upon command, the dragon emerges, barreling into it's target as it's body cools just before exploding and sending smoldering metal chunks of its body flying in a fifty foot area upon contact. Those directly impacted by the dragon have bones shattered upon impact and are knocked back forty feet./spoiler] S-Rank: 0 learned
S+-Rank: 0 learned
Raiton [Lightning] 6 learned E-Rank: 2 learned ▰ Static Strings [ Seidenki Ito no Jutsu ] | Rank E The user channels their chakra to a single hands fingertips, creating thin strings of lightning that are nearly impossible to see with normal eyes. These strings can be used to latch to objects and detect movement of those passing through them and grasp objects.
▰ Electrical Resistance Training [ Teikou no Kuntou ] | Rank E | Passive This is a passive technique that is the first in two steps to protect the user from damaging themselves with their very own techniques. Those practicing Raiton must learn this technique or take E Ranked shock damage when utilizing raiton techniques. D-Rank: 1 learned ▰ Burst Technique [ Heki no Jutsu ] | Rank D The user takes a stationary stance while expelling chakra from their entire body. While remaining in one spot, the user emits an electrical charge that causes tier one paralysis on an entire target who physically strikes them. This can be upkept for an E Rank amount of chakra per post. C-Rank: 1 learned ▰ Electric Needle Spread [ Dendou Hari Fukyuu ] | Rank C The user releases a surge of electrical chakra from their body, forming dozens of needles composed of chakra. These needles measure approximately three inches in length and can be sustained with an upkeep of five chakra per post. These needles cause tier one burns on contact. The user may alternatively form a hand sign and launch these needles up to thirty feet in all directions. Doing so inflicts tier two paralysis on all points of contact with the needles. B-Rank: 1 learned ▰ Electric Snake [ Dendou Hebi ] | Rank B The user forms the needed hand signs, shoving their hand or hands into the earth beneath them. This action fires an electrical arc of energy toward the target that is only slightly visible as lightning crackles and jumps toward the target in arched bounding motions and travels up to forty feet. Upon reaching it's target the lightning bursts from the ground and snares the target's lower half in a coil of electricity. This technique inflicts tier three paralyasis on contact.To sustain this technique the user must pay a ten chakra upkeep per post and keep their hand in the earth but for each post the target is snared, they gain one tier of burns to the coil's location. A-Rank: 1 learned ▰ Thunder Saber [ Sandaaseibaa ] | Rank A The user holds their hand before them, creating a single medium tier weapon in their hand that is composed of lightning chakra. This technique has an upkeep cost of twenty chakra per post and delivers tier three paralysis on contact while sending concussive blasts that send targets flying twenty feet on contact. If the user possesses a Gelel stone, the user can utilize this technique without the Raiton element. It retains the same strengths and weakness of Raiton. S-Rank: 0 learned
S+-Rank: 0 learned
Bloodline: Jiongu 8 learned ▰ Size Matters After All [ Saizu ga jūyō ] | Rank X By circulating chakra through the clan member's body, they are able to extend the length of threads that exist in their body. These threads can be extended by 20 feet per rank of this technique. This extension is maintained for two posts per rank.
▰ Thread Creation: Shuriken [ Ito Souken: Shuriken ] | Rank D The user will swing their arm, using the vertical or horizontal momentum to launch a number of small thread pieces from their wrist joint. As they spin in the air, the threads will become flat and sharp, acting as if typical shuriken. These can have elemental natures infused for an E Rank cost that apply tier 1 of the respective element's effect.
▰ Thread Extension [ Ito Enchou ] | Rank C | Complex This technique allows the clan member to extend the threads in their wrists, elbows, and shoulders to allow their hand to shoot out at shunshin speed. This technique allows them to close distance quickly to make contact for a technique. Increases the user's speed stat by [1] for the following post. This consumes a shunshin usage.
▰ Thread Creation: Lance [ Ito Souken: Mori ] | Rank X The user releases threads from the wrist and elbow joints, forcing them to wrap around the arm and outstretch from the fingers from one foot long to three. The extension of threads twine in on one another and form a very sharp and rather durable point, meanwhile the threads twisting around the arm itself merely harden for defense purposes. This newly formed thread weapon can be used for slicing, stabbing, scraping, and even defensive purposes. Despite the name, it can be used like a dagger, lance, scythe, broadsword, or whatever other weapon the user needs. The rank determines how long this technique can last whereas the bukijutsu performed with this technique determines the strength. When the threaded weapon stabs through, threads will shoot through the body causes numerous puncture wounds and increasing trauma by [1] tier up to the fourth.
▰ Exoskeleton of Threads [ Ito no Gaikotsu ] | Rank B-S The threads from the shoulders, arms, and upper back expand to form a massive tangling "spider-body." Not only does this alteration offer a gruesome visage, but it also grants the user a variety of ranged attacks and defenses by these thread appendages. This form inflicts tier one insanity on any who glance at it and also gives the clan member a [2] point boost to agility while this form is maintained.
▰ Extraction [ Tekishutsu ] | Rank B The user raises an arm, pointing their palm open toward their target. Threads will then sprout from the wrist and attempt to latch onto the target's chest, right over the heart region. So long as they are not removed, these threads will dig into the victim's chest, carving a path to the heart. If they manage to make it to the heart, the threads will then extract it, and coil back into the user's body along with it. This technique can be resisted by paying an A Rank amount of chakra if the target is unable to physically fight the tendrils off.
▰ Harden [ Katamaru ] | Rank X This technique hardens the skin of the user. It allows them to handle techniques coming their way up to the rank of this maruton technique. Any status effect or poison received by handling the brunt of an attack can be displaced onto one heart which cannot be used in a spirit and the techniques/elemental manipulation granted by it cannot be used until it receives iryojutsu attention. Alternatively, the heart can be sacrificed entirely and be ejected from the Jiongu's body, making room for a new heart.
▰ A Thread of Connection [ Ichimyaku ] | Rank A The user will hold a removed limb to the point where it would connect and then manipulate threads in order to stitch it back into place. It should be noted that this reconnection process can be performed on anyone, and applied limbs do not necessarily have to be put back onto their original bodies.earned.
Genjutsu 0 learned Illusory • {Remove if none}
Enchantment • {Remove if none}
Instance • {Remove if none}
Chain • {Remove if none}
Iryojutsu 0 learned E-Rank: 8 learned ▰ Thread [ Genshi ] | Rank X | Variable Allows the user to use a chakra thread to patch up a wound equal to the rank it damaged the user. While this does not mend the wound or fix any trauma, it does provide adrenaline equal to the rank the technique is used at, gaining one stat per rank used. The chosen stat can be in any attribute the user chooses.
▰ Donation and Circulation [ Gien to Kairan ] | Rank E | Variable Allows the user to transfer chakra and stamina to another person at double the amount provided. For each five chakra and / or stamina the user pays, the user suffers one point of tenketsu burnout. In addition, being hit while in the process of using this technique delivers one hundred and eighty points of tenketsu burnout. Requires two activations per post used.
▰ Cleanse [ Kiyomaru ] | Rank E Removes all bacteria, dirt, blood, and other contaminants from the user and their target. Grants a boon to adrenaline where neither the user nor the target can be effected by any status effects which affect a target through pathological means for one post.
▰ Massage [ Shiatsu ] | Rank E Allows the user to use their chakra to relax the muscles or themselves or another. This promotes the target healed to restore chakra and stamina as though they were out of battle while in battle. This also doubles the restorative properties the target has outside of battle. This technique counts as a boon of adrenaline.
▰ Extraction [ Tekishutsu ] | Rank E Allows the user to safely extract weapons or objects lodged in the target. This technique nullifies any status effects the target has from trauma which result in stamina drainage over time.
▰ Pain Intensification [ Itami Gekka ] | Rank E After forming handseals, the target suffers the status effects of trauma at one rank higher than the applied rank. This technique last for three post.
▰ Power of Resistance [ Teikouryoku ] | Rank E | Variable Causes the user to have a boon in adrenaline. This delays the exposure of all status effects from pathological means for one post.
▰ Diagnosis [ Shindan ] | Rank E Chakra is applied to the palms of the medic before placing them on the patient. The chakra then reveals to the user all signs of injury, trauma, or any other malady, especially those that cannot be analyzed by the naked eye. Internal injury, improper heart rate, non-apparent bone fractures, poisoning, disease, and more can be identified in the same post this technique was used. This technique can also be used on a corpse for an autopsy to determine the cause and time of death. D-Rank: 2 learned ▰ Poison Removal [ Jokyo Dokubutsu ] | Rank D Allows the user to use chakra to extract the poison the target is suffering from. This removes one of the status effects of the poison the target is suffering from. In addition, the user may bottle the poison for the use of an antidote creation technique. This technique does not require an activation. Can only be used once per target.
▰ Medical Release: Dark Instant Movement Technique [ Eiseijutsu: Kuro Shunshin no Jutsu ] | Rank D Nearly exactly like the Maruton version of Shunshin, when utilizing Shunshin, upon arrival, or before leaving (choose one), those within two feet of the user's arrival or exit point will be inflicted one tier poison status. Usable thrice per battle, including the other versions of Shunshin. C-Rank: 5 learned ▰ Healing Hands Technique: Minor [ Chiyute No Jutsu: Karui ] | Rank C Uses chakra to mend minor wounds. Must have a hand or hands over the wounded area. Any stamina lost through trauma of tier one or two is automatically restored to the patient. If this technique is used on a target which has not endured trauma then they gain stamina double to the cost of this technique. If this technique is used on oneself then the stamina is only equal to the rank of the technique.
▰ Medical Water Release: Water Mosquito [ Iryō Suiton: Suika ] | Rank C | Variable Requires the water element. Creates mosquito like bugs made of water. The bugs can drain a target of any tiered poison and cure the target of any status elements. Can be performed at a range. At C-ranked the target is cured of all tier one poisons. At B-ranked the target is cured of all tier two poisons. At A-ranked the target is cured of all tier three poisons. At S-ranked the target is cured of all poisons.
▰ X-Ray [ Rentogen ] | Rank C | Variable A simple ray of Chakra is fired. It creates the shape of an X whilst in the air, an inch big. Targets hit by the technique are inflicted by tier poison. At C-ranked this technique can inflict tier one poison. At B-ranked this technique can inflict tier two poison. At A-ranked this technique can inflict tier three poison. At S-ranked this technique can inflict poison at any tier.
▰ Tenketsu Connection [ Tenketsu Tsunagu ] | Rank C Allows the user to create space between tenketsu points, which increases the recovery of chakra and stamina. Doubles the rate chakra and stamina is recovered to the target. Last for four post. Afterward, causes thirty points of tenketsu rot. Can be learned by Hyuga even if they are not of medical class. Requires direct contact.
▰ Chakra Scalpel [ Chakra no Mesu ] | Rank C Creates a blade made of chakra in the user's grip. Any generic techniques used in conjunction with this weapon do not attack the opponent's skin, but instead target them internally. This makes all attacks delivered by the weapon impose one higher tier of trauma. The blade last for six post or until the user lets go of it. Can be as small as a scalpel, or as large as a katana.
B-Rank: 2 learned ▰ Healing Hands Technique [ Chiyute no Jutsu ] | Rank B Uses chakra to mend moderate wounds. Any stamina lost through trauma of tier three is automatically restored to the patient. If this technique is used on a target which has not endured trauma then they gain stamina double to the cost of this technique. If this technique is used on oneself then the stamina is only equal to the rank of the technique.
▰ Dead Soul Technique [ Shikon no Jutsu ] | Rank B Allows the user to use their chakra to re-animate up to eight corpses. The corpses lack any sentience and operate as virtual puppets to the whim of the user. Drains stamina from the user in order to have the corpses perform generic attacks. Can have the bodies perform up to D-ranked attacks. No stat increase is allotted to the mindless corpses. A-Rank: 8 learned ▰ Healing Hands Technique: Major [ Chiyute No Jutsu: Ichidanto ] | Rank A Uses chakra to mend major wounds. Any stamina lost through trauma of tier four is automatically restored to the patient. If this technique is used on a target which has not endured trauma then they gain stamina double to the cost of this technique. If this technique is used on oneself then the stamina is only equal to the rank of the technique.
▰ Electrolyte Balance [ Denkaishitsu Heikin ] | Rank A Uses chakra to restore balance to either the user's or a target within two feet's electrolytes. This gives a boon to adrenaline which gives the target one additional activation their following post.
▰ Bone Healer Skill [ Hone Chiyu no jutsu ] | Rank A Uses chakra to mend either the user or a target within two feet. This technique mends any broken bones the target has in combat, which restores them of stamina loss to trauma equal to tier three and below. In addition, this technique allow grants a boon of adrenaline which gives the target a [2] point increase to one stat of the user's choice. Out of combat this technique can restore limbs which are completely removed from the target.
▰ Ninja Medicine Creation [ Ninja Kigusuri Souzou ] | Rank A allows the user to create ninja medicine on the fly. For the price of an activation battle, the user may create experimental medicines on the fly with their pharmaceutical crafting branch. If these pills would otherwise grant resources or stats then these effects are doubled. However, any pill with a duration will now have that direction cut in half as these concoctions are unstable. Pills made this way may also be eaten within the same activation as this one.
▰ Cell Regeneration [ Saisei no Saibou ] | Rank A The user forms handseals prior to receiving a blow. Upon being attacked, any damage the technique dealt to the user is automatically healed. Any weapons imparted into the user's body are pushed out. This technique can only be used on techniques A-ranked and below.
▰ Exhaustion [ Konpai ] | Rank A After performing handseals, the opponent will be unable to regenerate chakra. Any techniques at their disposal to regenerate chakra will be negated. Last for six post.
▰ Important Body Points Disturbance [ Ranshinshou ] | Rank A Can only be used after the user has been struck with a close quarters technique. Causes the opponent to have to pay double the stamina to use any techniques which require chakra. This last for six post. The sensation the opponent feels is akin to all of their nerves being re-programmed to operate at different parts of their body.
▰ Killing Hands Technique [ Satsugaite no Jutsu ] | Rank A A technique in which the user coats their hands in chakra. They then make contact with their opponent, which delivers one status effect of tier four trauma to the opponent. S-Rank: 0 learned
S+-Rank: 0 learned
Taijutsu 2 learned Fissure Kicking • Stage One ▰ Round Fissure | Rank X | Simple The user controls their core, twisting their body as they deliver a round house kick to their opponent. If landing a strike on the target's head unblocked, the opponent is drained 5 stamina per rank of the technique. Gains a [1] point bonus to speed per rank of the technique.
▰ Side Fissure | Rank X | Simple The user coils their body while placing most of their weight onto their supporting leg. Aiming the heel and knee in alignment, the user springs outward unleashing a powerful side kick aimed for the leg, torso or head. Gains a [1] point increase to strength per rank. • Stage Two ▰ White Fissure | Rank X | Simple The user executes a round house kick that propels them toward the target five feet per rank. Using this motion to gain momentum, the user may deliver a striking technique at or below the rank of this technique for no additional activation.
▰ Hooking Fissure | Rank X | Simple The user delivers a hook kick, using the back of their heel to target the opponent's body. Opponents stricken by this technique are knocked back five feet per rank of the technique regardless of being blocked. • Stage Three ▰ Upper Fissure | Rank C | Simple The user has learned to perfectly balance their upper body in a manner that does not compromise their punching and melee attacks using the arms. Once every three posts, the user can combine a taijutsu or bukijutsu technique using their upper body with a kick. The user must pay both activations for these skills but the cost of the secondary attack is reduced by half.
▰ Double Fissure | Rank C | Training The user is able to perform a very fast 2-hit combination with any physical strikes from this style without consuming an additional activation. The second technique must be executed at or below the rank of the first.
▰ Straight Fissure | Rank X | Simple The user draws their knee to their chest, extending their leg outward with the intent of ramming their heel through an opponent's body. If stricken by this technique the opponent's endurance increases are negated for one post per rank of this technique. • Stage Four ▰ Nerve Strike | Rank B | Complex The user delivers a swift roundhouse kick to the opponent. The kick is executed at D Rank strength but recieves A rank speed. This kick, while lacking power strikes nerve clusters of the target, causing the stricken limb to cease functioning for the next post.
▰ Flying Fissure | Rank X | Complex Utilizing their powerful lower body, the user takes off into the air, launching their entire body towards the opponent. The impact of this strike is able to treat barrier techniques as though they were one rank lower in potency. The user is able to clear five feet per rank of the technique. • Stage Five ▰ Moving Fissure | Rank A | Training By using a quick twist of the hips, the user can change the momentum of a kick that has been executed in order to change it's direction completely. Doing so requires half the cost of the technique be paid and the newly directed attack gains an additional [1] point increase to speed per rank of the technique. This ability may only be used once every three posts.
▰ Absorb and Redirect | Rank A | Simple A tactic created for times when the opponent is too fast to dodge and to agile to strike back at. The user allows themselves to be stricken by a technique of the opponents. In unison, the user launches their own hard physical strike ( via this technique ) at A Rank. This A ranked strike harbors all the stat increases of the user's as well as the total stat increases the opponent's strike carried during its execution.
▰ Triple Fissure | Rank A | Simple The user delivers three hard physical kicks. Each of these kicks must be executed at the rank of this technique and the cost of each paid separately. Each of the kicks are treated as their own attack while only consuming two of the user's activations. Each of these kicks receives a [1] point increase to speed per rank of the technique. • Stage Six
Freestyle Whirlwind • Stage One ▰ Whirlwind Movement | Rank X | Simple By exerting a higher strain on their body, the user is able to execute their techniques [1] point faster per rank of stamina applied to this technique. This technique requires no activation.
▰ Whorl | Rank X | Simple The user preforms several somersaults as they travel through the air, gaining a [1] point increase in speed or agility per rank of the technique. This can be used defensively to evade an attack or directly after a kicking technique. If used after a kicking technique, the user gains a [1] point speed increase to their next kicking attack if used directly after this technique. Alternatively, this technique can be used to relive damage from techniques that cause knock back or send the user flying to the ground by using the technique at the rank of the technique it is defending against.
▰ Mach Flight | Rank X | Simple The user leaps over any obstacle or wall roughly the height of the user or lower by using their hands to grip and propel themselves forward with incredible force. When colliding with a target, the user's speed is mirrored into their strength. Upon impact, the target is thrown five feet per rank of this technique. • Stage Two ▰ Acrobatic Mastery | Rank D | Training Having practiced their art with great concentration, the user has learned to change direction of their whorl technique.After this training is complete, the user may use up to one technique per post that would lower the stats affecting their speed without suffering that reduction. The user gains the ability to use Somersault to evade once every three post without it consuming an activation, but only against opponents whose body rank is at or lower than the user’s.
▰ Razor Wind Kick | Rank X | Simple The user leaps into the air, preforming a falling ax kick on the opponent that is capable of causing deep bruising between E-C Rank, bone fractures between B and A rank and shattering bones between S-S+. This technique mirrors speed boots to strength boosts for this kick.
▰ Centrifuge Strike | Rank X | Simple By using the momentum of a running start, the user grabs a pole, rod or weapon hilt struck into the ground and propels their body around it. Using the power of the spin, the user kicks the enemy, slamming their foot into the opponent's body. This technique gains any stats the user’s speed has to its strength for the duration of the technique. • Stage Three ▰ Perfecting Balance | Rank C | Training Due to their various training requiring parkour style actions, the user is more stable. This training allows the user to withstand off balancing effects or knock back effects as though they were one rank lower in strength.
▰ Slicing Handspring | Rank X | Simple This is a move that can be completed either backward or forward. The user quickly propels themselves either backward or forward and vaults over something as in Mach Flight; however, this time, they swing their legs around from the side instead of sliding over the obstacle, aiming to kick the target with both feet. If the first hit lands, the second one does as well. If the user is able to hook their feet onto something on the other side (including things like an opponent’s arms and legs), they gain a [1] point increase in speed per this technique’s rank.
▰ Hurricane Kick | Rank X | Simple A technique turning the surrounding environment to an advantage.The user rushes towards any surface available and uses the momentum from their run to propel themselves back off the surface in to a round-house like kick.The rotating force of this kick causes the opponent to spin in the direction of the impact, sending them flying five feet per rank of the technique. All stat increases to the user’s speed apply to this technique’s power.
▰ Swinging Fury | Rank X | Simple The user leaps, grabbing a ledge or other object capable of supporting their hanging from it. The user then uses this to throw them into the air. Using the Whorl technique costs no activation if used here, combining it with a double footed kick that drives through a target with devastating force. When colliding with a target, the user's speed is mirrored into their strength. Upon impact, the target is thrown five feet per rank of this technique. • Stage Four ▰ Lesser Combo | Rank B | Supplemental The user uses their speed to stitch together a string of three attack activation's in quick succession, consuming only one activation. If the first attack is blocked, then the combo is broken; however, if the first attack is not blocked then all three attacks land. Any opponent whose agility are two ranks higher than the user's speed can block these attacks separately, however any opponent whose agility are lower then the users current speed cannot block the first strike. All attacks are treated as simple. Has a two post cooldown before it can be used again.
▰ Standing Hurricane | Rank X | Simple The user preforms a handstand, spinning in a circle while balancing in this manner. The user's legs lash outward, kicking anyone who approaches with one kick per rank of the technique. This technique may be used to concentrate kicks at one target or to deliver an area of effect attack that effects all within their range. Each kick successfully landed increases the user's speed the next post for all actions by [1] point.
▰ Flying Hurricane | Rank X | Simple The user, using rotational momentum either from twisting the legs as they jump or twisting the legs mid-flip, snaps out their feet and delivers a dizzying barrage of kicks. Launches two kicks per rank, with each one being one rank lower than this technique in power, but consumes only two activations regardless of how many kicks are used. The user loses a stat increase in speed for every kick launched, unless this technique is blocked.
▰ Vortex Drop | Rank B | Complex The user imbues their leg muscles with chakra to propel themselves farther in the air, the user then proceeds to flip mid-air to produce momentum as they fall, bringing their leg down atop their target. If the user utilized a technique to leap into the air to lead into this technique, the Vortex Drop requires no activation and treats armor as one tier lower. • Stage Five ▰ Parkour Mastery | Rank A | Training The user becomes one with their momentum, learning how to harness their body as an almost perfect machine. After completing this training, the user’s agility gain any and all bonuses afforded to their speed.
▰ Mach One Combination | Rank A | Spiritual The user strings together four of thier known techniques from this style. These four techniques must be paid at A Rank or lower, allowing the user to deliver a crushing combination for only the activation of this technique.
▰ Windmill Stomping | Rank X | Simple The user initiates a series of cartwheel flips that deliver a kick with every flip. The direction of these attacks can change with every kick. The user can continue delivering these flip-kicks until a kick is successfully landed. This technique requires both activations of the user, even allowing it's third activation to be used by evasively flipping out of the way. The user pays an upkeep of stamina two ranks below it's initial cost to maintain, gaining a [1] point increase in speed and agility per post, stacking until the user is able to deliver the kick. When evading an attack, the user must pay the rank of opposing technique to evade. • Stage Six
Bukijutsu 1 learned Soul Slayer • Stage One ▰ Devil's Footing | Rank X | Simple The most basic of stances. The practitioner stands with their feet about shoulder-width apart, with the non-dominant foot placed slightly in front of the dominant one. The blade end of the scythe should be toward the ground, with the opposite end of the handle held with the end at about the practitioner’s eye level. While in this stance, the practitioner gains a [1] point strength bonus to all scythe techniques per rank of this stance at activation.
▰ Devil's Flight | Rank X | Simple The user swings their scythe upward to launch an enemy up to 5 feet into the air per rank, inflicting deep cuts in the process or even hooking into the target.
▰ Outer Reaping | Rank E-C | Simple The user slashes at an opponent with a wide arc, using the scythe's hooking action to snare the target and then by pulling the shaft back, pulling the target towards them. Targets caught by this outer reaping attack have their endurance bonuses denied during the user's following attack.The user gains a [1] point increase in speed per rank of the technique. • Stage Two ▰ Fatal Send Off | Rank X | Simple The user catches the target with their scythe. After doing so the user's attack brings the scythe overhead and crashing to the ground as the scythe is planted into their body. For each rank of the technique, the user gains a [1] point increase in strength.
▰ Executioner's Wave | Rank D | Complex The user swings their scythe to release a cresent-shaped line of chakra that cuts with the same strength as the weapon itself. Once the wave cuts an opponent it recedes back to the point of its origin, where it was first fired. If the user is still there they may reclaim the chakra that was lost in the use of this technique by catching the wave with the hook of their scythe. If a target was cut from this technique then their blood will be carried back by the wave and can be transferred onto the scythe itself once the wave has been caught. The wave can extend out to fifteen feet from the user, and it cuts with the same efficiency coming back to its point of origin as when it was cast out, giving the technique something of a boomerang effect.
▰ Evil Moon Slash | Rank X | Simple The user bends low to the ground and seemingly disappears in a blur as they move with a [1] point increase to speed per rank of the technique. Only those with agility higher than the opponent's speed at the time of the technique are able to process it. The user then swings their scythe in a wide arc to stab through the side of their opponent. The user can either swing their blade through the opponent for a clean cut, or they can impale the blade through their opponent to allow combinations with other techniques. • Stage Three ▰ Reaping Hook | Rank C | Simple The user hooks an enemy on the edge of their scythe and then swings their scythe to throw the enemy up to twenty five away with a [1] point increase to the user's strength.
▰ Crypt Keeper | Rank X | Complex The user channels chakra into their scythe and throws it into the ground or body of water. The chakra in the scythe allows it to roll through earth/water like a disc. The chakra in the scythe allows the user to manipulate the scythe’s movement and have it turn and strike at targets while still underground/underwater. The blade can be brought up to roll through the surface, and be used to slash at above-ground/water enemies, but the scythe can never completely leave the ground/water or it will not be able to re-dive. The user’s control over the scythe extends 10 feet per rank of the technique and lasts an additional post per rank executed. • Stage Four ▰ Hell's Gate | Rank B | Simple The user slashes the air with their scythe so quickly they create a vacuum of space that sucks in everything within 25 feet ahead of the user. This pocket of air can redirect ninjutsu and projectiles it's rank and lower towards it as well as draw in opponents. Opponents must pay stamina equal to the technique's rank in order to resist it.
▰ Corrupted Wind Training | Rank B | Training The user has become familiarized with their weapon and how to swing it in order to create powerful bursts of wind. The user is able to use fuuton techniques that require fans with their scythe.
▰ Blood Offering | Rank B | Simple A mighty blow with the scythe that when blocked, creates a strong current of wind capable of cutting a target beyond their defense if the technique has a line of sight with the target within fifteen feet. This does not do tremendous damage if blocked, but does cause heavy bleeding which creates a need for medical attention. • Stage Five ▰ Sin Bearer | Rank A | Simple The user preforms an over headed slash that reigns down on a target, removing all endurance increases. This strike bears such force that it shatters the earth within thirty feet of impact, creating a deep crater. The user gains a great increase in strength.
▰ Chains of the Afterlife | Rank X | Spiritual The user channels chakra into their weapon, creating a chakra chain on the pommel of their scythe. This chain extends ten feet per rank of the technique and allows for techniques of the style to be utilized at the extended range. These chains remain active for three posts. • Stage Six