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Vestibulum ullamcorper mauris at ligula. Fusce fermentum. Nullam cursus lacinia erat. Praesent blandit laoreet nibh. Fusce convallis metus id felis luctus adipiscing. Pellentesque egestas, neque sit amet convallis pulvinar, justo nulla eleifend augue, ac auctor orci leo non est. Quisque id mi. Ut tincidunt tincidunt erat. Etiam feugiat lorem non metus. Vestibulum dapibus nunc ac augue. Curabitur vestibulum aliquam leo. Praesent egestas neque eu enim. In hac habitasse platea dictumst. Fusce a quam. Etiam ut purus mattis mauris sodales aliquam. Curabitur nisi. Quisque malesuada placerat nisl. Nam ipsum risus, rutrum vitae, vestibulum eu, molestie vel, lacus. Sed augue ipsum, egestas nec, vestibulum et, malesuada adipiscing, dui. Vestibulum facilisis, purus nec pulvinar iaculis, ligula mi congue nunc, vitae euismod ligula urna in dolor. Mauris sollicitudin fermentum libero. Praesent nonummy mi in odio. Nunc interdum lacus sit amet orci. Vestibulum rutrum, mi nec elementum vehicula, eros quam gravida nisl, id fringilla neque ante vel mi. Morbi mollis tellus ac sapien. Phasellus volutpat, metus eget egestas mollis, lacus lacus blandit dui, id egestas quam mauris ut lacus. Fusce vel dui. Sed in libero ut nibh placerat accumsan. Proin faucibus arcu quis ante. In consectetuer turpis ut velit. Nulla sit amet est. Praesent metus tellus, elementum eu, semper a, adipiscing nec, purus. Cras risus ipsum, faucibus ut, ullamcorper id, varius ac, leo. Suspendisse feugiat. Suspendisse enim turpis, dictum sed, iaculis a, condimentum nec, nisi. Praesent nec nisl a purus blandit viverra. Praesent ac massa at ligula laoreet iaculis. Nulla neque dolor, sagittis eget, iaculis quis, molestie non, velit. Mauris turpis nunc, blandit et, volutpat molestie, porta ut, ligula. Fusce pharetra convallis urna. Quisque ut nisi. Donec mi odio, faucibus at, scelerisque quis,
xxxxxxxxxxSatetsu 砂鉄 (lit. Sand Iron) [ Solid ~ Rigid ~ Absolute ] or [Fun With Magnets]
xxxxxHISTORY Originally created and used by the 3rd Kazekage in his bid to copy the Ichibi's ability to manipulate sand, the Iron Sand style was born. However, with his death, the art was thought to be lost forever till Kumogakure shinobi experimenting with Raiton and Magnetism discovered that they too could control Iron and other metal substances, and with enough practice, shape and bend them to their will.
xxxxxDESCRIPTION Through intense training, practice, and repetition, members of this clan reach a mastery over Magnetism not matched by any other shinobi. Most members of the clan become known for carrying around pieces of scrap metal and bags of Iron Sand, for which the clan was named for. Extremely skilled members are even capable of drawing flecks of metal from the very ground they walk on.
xxxxxRULES • Must start as a Kumogakure Shinobi • Must have Raiton as a main element and Magnetism as a Sub-Element • Must be Ninjutsu or Weapon Class (Subject to change, but only Ninjutsu class starts with 2 Elements, and Weapon class makes sense since they craft weapons from iron sand
xxxxxWEAKNESSES • At lower levels the bonds between sand are weak and easily broken • No metal, no jutsu
xxxxxSTRENGTHS • Years of working and carrying metal makes members of this clan stronger • Versatile, as long as you have nearby metal, you can craft weapons • Users have some level of control over metals nearby, even if they aren't in contact
xxxxxPASSIVE ABILITIES • +1 Strength • +2 Weapon/Taijutsu Styles can be leared • Power and knowledge over electromagnets give members of this clan a 1 rank jutsu cost reduction (3 post cooldown) • Once an Iron Sand weapon has been created, the cost to maintain the jutsu is 50% its normal cost to create per turn in stays in use. • No handsigns for Magnetism/Iron Sand techniques
xxxxxTECHNIQUES
• Iron Sand Style: Iron Sand Pellet: E RANK
The most basic form of Iron Sand control taught to the young children in the clan as an introduction to mastering control. The user will gather chakra in the hand and attempt to raise a small handful of iron sand or other scrap metal and fashion it into a sphere inches above their palm. With practice and mastery, the ball created can be quite dense and thrown as a projectile, however it is thrown by hand at this level as user's have not yet mastered propulsion.
• Iron Sand Style: Iron Fist D rank The user draws a moderate amount of Iron Sand or some other finally powdered metal (Scrap metal will work, but at great risk to one's own hand) and being to coat a fist and increasingly thick layers. This simulates a metal boxing glove on the user's hand. Normally, this would slow a user's punches due to the weight, but Iron Sand user's are capable of manipulating the trajectory of each punch using Magnetism. However, at this level, the user's speed will not increase with this technique, and for all its merits, it is nothing more then a metal boxing glove. Direct impact from a weapon or a powerful barrier can shatter the glove and return the components to a powdered state.
• Iron Sand Style: Iron Shield C Rank The user creates a dense, circular shield from Iron Sand that with a diameter of 1.5 meters. The shield will stop most jutsu at, or around its rank. The shield's strongest point is the middle with diminishing power as you move closer to the edge.
• Iron Sand Style: Iron Pellet Cannon C Rank The user now has enough control to create a pellet with relative ease and has learned to use magnetic forces to hurl the pellet large distances with incredible speed. This can also be used to propel kunai one at a time.
• Iron Sand Style: Basic Weapon Creaton Technique C Rank The user has learned enough about Iron Sand usage to try their hand at basic weapon creation. These weapons aren't much better then any standard equipment that any other ninja carries into battle, however since they are made of Iron Sand, the weapons can be quickly rearranged and reformed to fit the user's exact needs. With the exception of small projectiles however, created objects must stay close to the user, lest their electromagnetic field fail and they turn into a pile of sand on the ground once more.
• Iron Sand Style: Iron Pellet Barrage B Rank Further building upon a shinobi's ability to create Iron Pellets, this jutsu allows them to create up to 20 at a time, and launch them at a single target. If pellets cannot be made, kunai can be substituted.
• Iron Sand Style: Iron Sandstorm B Rank The user draws out an immense amount of Iron Sand sends it into a flurry, sending Iron Sand in every direction over a massive area. The sand itself is no longer under the Shinobi's control but rather whipping about freely as it returns to the ground. This lasts for 2 posts. Fuuton Jutsu used in conjunction with these technique can shorten or prolong the duration, but it may last no longer then 4 turns total.
• Iron Sand Style: Iron Sand Cocoon B Rank The user surrounds himself on all sides withe a cocoon made of Iron Sand of varying thickness depending how much is readily available. The shell is will deflect most attacks and can made to form small spikes all along its edges. In this state, the user is completely focused on maintaining the jutsu. They cannot move or cast another jutsu until the current one is released.
• Iron Sand Style: Iron Sand Shell A Rank The user coats their skin in a thin layer of Iron Sand, granting them slightly higher resistance to physical strikes. This shell however can only sustain a limited number of strikes and requires constant chakra to maintain. -1 rank to all Taijutsu/Weapon Styles used against the user while this is active.
• Iron Sand Style: Iron Sand Coffin A Rank The user seals an enemy ninja inside a coffin made of Iron. From here, the user can either leave the shinobi in the coffin to suffocate, use fire jutsu to super heat the coffin, open an air vent and use it as a portable jail, or cast Iron Sand Burial.
• Iron Sand Style: Iron Sand Burial A Rank The user compresses the Iron Sand Coffin, using magnetism to cause the coffin to implode on itself and cave inwards. The rate of compression can be controlled in order to torture the victim before death, particularly good for interrogations.
• Iron Sand Style: Iron Sand Whip A Rank The user has become very adept at crafting weaponry from iron particles and can now craft one of the clans signature weapons, the Iron Whip. At first glance, the whip looks like any other standard leather whip. However, upon closer inspection, one notices that the whip is infact one thin, flat plane of Iron Sand, honed to a razor's edge. When in the retracted state, the whip takes on the form of a katana, becoming extremely dense.
• Iron Sand Style: Blood Iron S Rank (Forbidden) In moments of dire need for even the smallest sliver of Iron, users have been known to sacrifice the iron content found within their body (which is naturally higher in Clan members) to create small objects, such as needles, keys, and razor blades to name a few. This however lowers the iron content within the user's hemoglobin, making them prone to profuse bleeding
• Iron Sand Style: Iron Sand Vortex S Rank The ultimate mid-range Iron Sand defensive technique. The user draws massive amounts of sand towards themselves and then uses it to create a cyclone around the user. It is not a solid wall of sand however, but several arms that shoot up and swirl at high speeds around the user. The leading edge of each arm is razor sharp and can cut most would be attackers and weapons that attempt to enter into shreds. It is affectionately referred to as the Iron Blender. However, while inside this cyclone, the user's own movement is serverely hampered and should they try to exit without cancelling the jutsu, can be cut to shreds. A double edged sword to be sure.
• Iron Sand Style: Iron Sand Explosion S Rank A complicated technique with a lengthy setup. The user saturates a large area with metal particles over the course of a battle, or before hand if possible. The during the course of the battle, when an enemy ninja crosses over the saturated area, the ninja magnetizes the particles and sends them skyward. How the sand rises is up to user discretion. It is not uncommon for massive iron pillars to shoot or for thousands of tiny, razor sharp spikes to shoot upward.
• Iron Sand Style: Railgun S Rank The user places a small object between their thumb and forefinger, almost as if they are going to flip a coin. But instead of simply flipping a coin, the user super chargers their arm with incredible amounts of electricity, using the thumb as a focal point to transfer the power to the object. Upon transfer, the object accelerates at massive speeds, damaging anything in its path. It is however, a very small object and easily avoided given prior warning or a high enough speed rating.
• Iron Sand Style: Chō-Denjihō (Rērugan) lit. "Super Electromagnetic Cannon") SS Rank This is the penultimate Iron Sand technique. When utilized properly, very few barrier's can withstand the destructive power and speed of this attack. The user starts by compacting metal's into a super dense object floating in front of them, which can take several turns based on the desired output. (More turns making a 'bullet' more powerful the impact). Once a sufficient bullet has been crafted, the user then concentrate and build a massive amount of energy in either one of their fists. Then in one swift movement, they slam that fist into the projectile, transferring incredible amounts of energy into it, propelling it at near super sonic speeds towards its target. Due to the speed and power of the impact however, once the projectile's path has been set, the user can not alter it. It is an all or nothing straight shot. The power from the shot comes from when the projectile impacts its target and transfer's all of its kinetic energy into whatever it hits. The range of this shot is also quite impressive, with ranges of over 2 miles with no loss of speed. The object does not explode on impact, contrary to what one may believe, but instead transfers all of its energy to the object it hits, before the 2 items fuse together from the sheer force of impact. Soft metals have been known to liquify when hit. Standing anywhere near the flight path of the projectile is also extremely dangerous, as it flies, the projectile encounters immense friction, causing it to superheat and become white how. The projectile also begins to shed metal flecks as it flies, sending shrapnel in every direction at supersonic speeds. Staring to hard at the projectile has also been linked to temporary vision loss, as the white hot projectile emits a bright light upon firing and impacting with its target. User must know Magnetism Jutsu: Magnetic Propulsion, Mastery [Suishin Denji, Taitoku]
• Iron Sand Style: Iron Bastion SS Rank The apex of Iron Sand defensive jutsu. Similar to the Magnetism Jutsu: Aegis of the Heavens [Yobousen no Tenjou], the user creates an incredibly dense field of electromagnetic particles. However, this jutsu takes that one step further. The user summons every piece of metal within range and fuses it with the field to create a super dense, highly charged electromagnetic shield. No metal's can penetrate the electrical field and the super dense Iron does a superb job of blocking anything else. However, once positioned, it is incredibly difficult for the ninja to reorient the shield. User MUST know Aegis of the Heavens before attempting this Jutsu, no exceptions.
• Iron Sand Style: Iron Blood: Reverse Flow SS Rank (Forbidden) A technique forbidden for its sheer brutality. The user creates an immense electromagnetic force in their palm and slams it into their enemies chest. Upon contact, the iron found naturally in blood begins to flow in reverse for a short period of time. This causes massive internal bleeding and hemorrhaging to the victim and prolonged exposure without immediate medical care can lead to death.The flow can be reversed for long periods if the user maintains contact with the victims body.
xxxxxADDITIONAL COMMENTS Most weapons will be made using Iron, therefore, the weapons are Iron. In rare cases, user can carry small amounts of Steel sand, but be aware, Iron occurs naturally, steel is manmade. Back to the point of the weapon being Iron, any superior weapon of higher craftsmanship or hardness (as judged by the moh scale. Iron in its natural state is 4. Steel is 4.0-8.0 depending on carbon content. The hardest element you can use is Titanium Diboride which comes to a 9.5, but I will discuss putting this up for sale as a premium item to be bought with a massive amount of Ryo.)
There are process in this work that can give elements a neutral charge and remove any magnetic properties they may have. These items can not be magically remagnitized.
If it isn't magnetic on Earth, its not magnetic here.
xxxxxRESTRICTIONS • Cannot control custom weapons • Cannot just make Iron. If you are trapped somewhere that does not have large deposits of Iron, or you lose your gourd/bag, you can't just magic up a mountain of iron • Controlling the minute amounts of Iron found within other ninja requires direct contact. • You cannot draw Iron from other living things other then yourself. Ever.
Theme Song: Insert Stereotypical theme song Nindo: Insert Standard RP Nindo Background Info: Insert Generic Ninja background
Other Info Dislikes: Shane >_>
XXXXXXX▇▇▇▇▇の ▇▇▇▇▇иιиʝα ιиғoямαтιoи▇▇
Strength: Medical Ninjutsu, Detecting Chakra Weakness: Long Range fighting, Solo fights (support class after all)
↬ Fears
Losing the people she holds dear Village: Kudagakure Rank: Gennin Class: Medical Bloodline: Body Sacrifice Sensor
↬ Stage
1
↬ Implants? Not yet...........
Clan
↬ Clan 1
Chiru
↬ Clan 2
Demon: 45 tailed Derpyuubi
Chakra Points: 110
Missions Complete:
S - A - B - C - D - E -
Opponents Defeated: Battle Theme: LINK HERE
XXXXXXX▇▇▇▇▇の▇▇▇▇▇тєcниιqυє ιиғoямαтιoи▇▇
Quote:
summon stoof
Jutsu List:
↬ Number learned: 5 ↬ Number to be learned
Ninjutsu
↬ Raiton
a c a d e m y
• Seiteki Suji no Jutsu (Static Strings Technique) Description: This skill allows the user to create strings of electricity that can either act physically as strings, or as a medium that can send small shocks to an opponent. One of this technique's most useful features is its ability to allow the user to detect outsiders. When the strings are placed around an area, they are often fairly difficult to see, and unnoticed by the quick eye. But when the string is used to detect outsiders, they can adapt a quality that is string-like and electrical at the same time. This quality makes the static strings into a string of electricity, but with such a weak current that it is rarely noticed by Shinobi who accidentally walk through the strings. However, when this happens, the user at once will feel a small shock in their fingers, or where ever else they are keeping the strings intact. But unless the opponent felt the weak current as they walked through the strings, the opponent will usually never know the strings were there. But beyond its ability to detect outsiders, this skill can be used as a normal string when it is needed but none is around, or it can be used to create small shocks to other people. However, the shocks are only a little bit stronger than static electricity, and usually do no damage at all. • TEXT HERE • TEXT HERE
g e n i n
• Raiton: Raikou Boruto no Jutsu (Lightning Release: Lightning Bolt Technique) Description: A simple technique in concept and execution, in which the user performs the necessary handseals and then emits a short bolt of lightning from his or her hand. This is a simple bolt, akin to a fireball, as opposed to being a continuous stream. On impact, the target will suffer minor electric shocks. • TEXT HERE • TEXT HERE
c h u u n i n
• TEXT HERE • TEXT HERE • TEXT HERE
j o u n i n
• TEXT HERE • TEXT HERE • TEXT HERE
s a n n i n
• TEXT HERE • TEXT HERE • TEXT HERE
↬ Medical
Gennin Keksuki Gyouko (Blood Coagulation) Description: A simple healing technique. The user uses his chakra on a wound to make the blood there coagulate and stop bleeding. This is primarily used as a preliminary treatment option as it does not close wounds. The bleeding from superficial wounds can easily be stopped but deep wounds can require several minutes to stop.
↬ Sealing
↬ Chiru Clan Jutsu
Gennin • Habbiraki (Half Bloom) Genin Turns a part of the body into petals, the user typically has a specific part in which they use. With this they can control the petals to move forward at the opponent to attack with razor edged petals before returning to the body.
↬ Body Sacrifice Sensor Jutsu
Gennin • Pulse Radar D-Rank This jutsu allows the user to send a Pulse threw the ground and Sense any placements on the ground.
Taijutsu
Genjutsu
↬ Element 1
↬ Element 2
Other Info: (regarding important shinobi info)
Quote:
Weapons stoofs
Style: (if you have a certain style of fighting, write it down here)
Passive: Body Sacrifice Sensor: Can detect demons. Can detect sources of Chakra. Can sense hidden shinobi. Has increased reflexs like Sharingan but just slightly slower.
Techniques in Use:
Posted: Wed Jul 30, 2014 9:50 pm
The style of a nightmare; Jishaku Genkotsu
At this stage, the user is capable to perform the basic Jishaku Genkotsu stance, and attack with simple punches and kicks. Speed and agility are already seen as the major focus of this style, reaction times speeding accordingly so that the users of this style are more capable of reaction to attacks, and countering with their own. At the moment, precise strikes are not the heavy focus: hitting, even not where you initially intended, is still better than missing in the first place. Attacks of opportunity are things that the students of this style are taught to take. Physical power is not important at this stage, nor are showy athletics. At this level, knowledge of the situation is stressed, as well as making intelligent, well-planned strikes.
- Special Techniques: - Jijou Hakkaku I; Magnetic Field Detection. - Description: -- The foundation on which the art of the Magnetic Fist is based upon, the user now learns to create a small field of magnetic energy; a weak field in which any and all objects with magnetic or electrical properties are sensed. However, at this point, the radius of the magnetic field is small (only 15 feet in diameter), and thus very limited as to its skill in detecting incoming threats. Furthermore, the information interpreted by the field is not exact enough to inform the user of the exact entrance of projectiles, but rather just that something has broken into the field. Regardless, any object that gives off a magnetic or electrical current that falls within the range of this field can be sensed precisely.
===
The user of the Jishaku Genkotsu shows a dramatic increase in speed at this level, as the user has trained sufficiently to interpret the magnetic field that envelops their body, and how to use it properly. At this stage, the ability to counter strikes is still highly stressed, and users of this stage typically lay in wait until an opportunity presents itself to strike forth. Attacks at this level stil mostly consist of punches and kicks, but the proper strike, Jishinsuto, has now been incorporated into the stratagem of the practitioner of the Magnetic Fist. The primary focus of this stage of training is learning the Jijou Hakkaku and Jishinsuto and adapting to it's power and abilities.
- Special Techniques: - Jishinsuto I; Magnetic Needle Strike. - Description: -- Using the index and middle fingers to strike specific points in the body, the Jishaku Genkotsu user is capable of channeling the magnetic field that flows around him into his fingers and therefore focus a minor electrical and magnetic charge through his digits. Serving as a kind of taser, the electrical current can be used to cause a slight electric shock on the point of impact, as well as using the magnetic charge to adversely affect the point of impact. A strike to a limb would result in an involuntary opening of the fist, a strike to the leg would likely result in a buckling of the knees, a strike to the stomach or chest would result in slight nausea, and a strike to the head would cause minor dizziness. Affects brought about by the Magnetic Needle Strike last for one post, and a magnetic field must be active in order for the needle strike to be performed.
===
- In the third stage of the Jishaku Genkotsu, both speed and agility have improved, allowing the fighter to perform even better in combat. More athletic and agility-oriented techniques are now added into the common fighting style: backflips to avoid attacks from both the front and back, side cartwheels over thrusts or liniar blows from styles like Gouken, and the like. However, the most important development is the stressing of the tactic of creating an opening. By forcing their opponent into making foolish attacks through steady, planned strikes, the user is now learning the beginning stages of what will be one of the main strategies of the higher stages of the Magnetic Fist.
- Special Techniques: - Jishaku Datto; Magnet Dashing. - Description: -- Due to the intense specialization in chakra control needed to perpetually emit the magnetic field that makes the style of combat possible, practitioners of the Magnetic Fist often find they need a supplement to their physical prowess in order to effectively close the gap between themselves and their foe. Wrapping energy from the magnetic field about one of their legs, the user can use that magnetic energy to push against the earth's magnetic force (which must always be the ground) in order to propel the user in a specific direction for a maximum distance of 20 feet. However, this method of travel is taxing, and thus can only be used one time every four posts, and also lowers the duration the user can maintain the magnetic field by one post every time it is used. This technique requires an active magnetic field to be performed.
====
The user know has enough experience step into attacks with confidence, and therefore evade attacks both effectively and stylishly, while countering, and using attacks of opportunity to deal significant damage. Due to the reliance on speed and reaction, the user has suitable learned to adopt a powerful stance that allows for quick counterstriking, and has learned to force an opponent into a situation where they will have no choice but to fight him/her in such a stance. Also, at this level, the user is taught to be most flexible, and to strike from the sides, and above as often as possible, as opponents can rarely react to attacks from such hard to defend, and least-targetted areas.
- Special Techniques: - Jijou Hakkaku II; Magnetic Field Detection. - Description: -- A vast improvement over the previous stage of Jijou Hakkaku, the user is now able to emit a much more powerful magnetic field about his body. Now capable of extending the field a diameter of 20 feet around his body, he is able capable of detecting the vague direction from which oncoming projectiles have entered his field. Nevertheless, the field is only able to inform the user of ranged attacks from one front, and thus projectiles from multiple directions could not be sensed any better than they could by the weaker field.
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At this level, the user has achieved a much more full sense of the style he practices, and thus is able to perform actions that both force the foe into foolish actions, open themselves up for yet another attack, as well as preserve their own offensive. Furthermore, with the obtaining of a new level of the Jishinsuto, the user of the Magnetic Fist is able to use their magnetic field to hinder their opponent in a great number of ways, subsequently allowing them to weaken their foes greatest weapons; a fact that allows them to press and maintain the advantage far more effectively.
- Special Techniques: - Jishinsuto II; Magnetic Needle Strike. - Description: -- Now capable of focusing a more potent electrical and magnetic charge into their fingertips, the user is able to strike forth with a new level of power. The initial electric shock is now quite painful, though still relatively minor, and the effects brought about by the magnetic strike are now more obvious. A strike to the arm would result in an involuntary opening of the fist followed by a tingling sensation that would slightly hamper ones ability to grip a weapon, an successful blow to the leg would result in the buckling of the knees followed by slightly hampered movement, a strike to the stomach would bring about noticeable nausea, and a strike to the head would cause headache and mild disorientation. Like the previous stage, all affects caused by the Magnetic Needle Strike last one post, and a magnetic field must be active in order for a needle strike to be performed.
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The level of training increases as the gap to mastery slowly begins to close. The users of Jishaku Genkotsu begin to learn how to manipulate their Jishinsuto to the best of their abilities, but the most evident growth is the perfection of Jijou Hakkaku. Furthermore, the years of training needed to obtain this level of the Magnetic Fist has brought about great judgment in regards to their battle tactics. Thus, they are now capable of easily turning any careless move from their opponent into a devastating counterattack.
- Special Techniques: - Jijou Hakkaku III; Magnetic Field Detection. At this stage, the user has now reached the pinnacle of their ability to emit a magnetic field around their body. A vast improvement over its previous distance, the diameter of the field has now grown to 25 feet. The signals from the field are now extremely fast, thus allowing for the exact location of small numbers (three to five) incoming projectiles to be felt as long as they approach from roughly the same direction. However, like before, the field is unable to process projectiles coming from multiple fronts, are therefore only a vague direction of these threats are given.
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The final level of the Jishaku Genkotsu has been brought to a powerful new plateau. Already possessing the pefect form of the magnetic field, the user has now gained the ability to channel this powerful tool into the ultimate form of the Magnetic Needle strike; a fact that now makes the counter attacks of the user incapacitate the foe in ways that open the door to finish the battle. Furthermore, the counterattacking skill of the user has grown to astonishing new levels. Oftentimes, the user appears to be paying little attention to the battle at hand. In fact, however, the user does this intentionally to draw opponents into attacks. An unwitting foe will strike at the seemingly oblivious Jishaku Genkotsu user, only to find themselves caught in the full fury of the speed and power of the counterstrikes.
- Special Techniques: - Jishinsuto III; Magnetic Needle Strike. - Description: -- With the perfection of the magnetic field that flows around the body of the user, the practitioner of the Magnetic Fist is now able to learn to perform Magnetic Needle Strikes of frightening power. The initial electric shock has grown to be roughly the strength of an Advanced Chuunin level Raiton, and is thus quite painful. Furthermore, the affects brought about by the Magnetic Strikes have grown as well, and are capable of bringing about devastating consequences. A strike to the arm will invariably cause the user to drop whatever he or she is holding, as well as cause a numbing feeling that renders them incapable of holding a weapon until the numbing has subsided. A strike to the leg will likely cause a temporary loss of balance, followed by a brief period where the victim will find the act of running is virtually impossible. A strike to the core of the body will result in severe nausea, and can even result in involuntary vomiting in those with lower stamina. Finally, a strike to the head will result in extremely painful headaches, as well as severe disorientation. Like the previous stages, the affects of these strikes disappear after one post, and the Magnetic Needle Strike cannot be performed without an active Magnetic Field.
Taijutsu - The 8 Celestial Gates 八門 Phases of the Eight Gates
The Gate of Opening 開門 (Initial Gate) (Genin minimum) Effect: +1 Speed/+1 Strength -- +1 to Taijutsu Rank After effect: The body is stressed to a great level and causes many muscle groups to tear themselves. -1/-1 for 5 posts or until Gate of Healing is used or a Medical Ninja aides you Description: Releases the brains limit on body muscles to achieve extra strength but does damage to tissue fibers.
The Gate of Healing 休門 (Chuunin minimum) Effect: +1 Speed /+1 Strength -- +1 Taijutsu Rank. Instantly heals damage caused by Gate of Opening After Effects User returns to the same physical condition they started at before using Gate of Opening with no last injury Description: Releases the brains limit on body stamina thus a tired person will seem like he was miraculously starting off again.
The Gate of Life 生門 (Chuunin minimum) Effect: +2 Speed/ +1 Strength -- +2 to all Taijutsu Rank Description: Located near the throat on the spinal cord. Releases the limit of electrical functions on the nervous system, thus transmitting more information at a higher rate and sends signals to the cells to produce more stamina at a faster rate.
The Gate of Pain 傷門 (Chuunin minimum) Effect: +2 Speed/ +2 Strength -- +2 to all Taijutsu Rank Description: Located in between the lungs. Releases the limit of oxygen intake and thus makes circulatory systems work at a faster rate and produces more energy for the body to use. After Effects: Causes Restricted breathing for the next 5 posts reducing speed and strength by -1/-1
The Gate of Limit 杜門 (Chuunin minimum) Effect: +3 Speed/ +3 Strength -- +2 to all Taijutsu Rank Description: Located in the upper abdomen area. Releases the limit on how much chakra is stored and sent to body since this is the point where chakra is stored before consumption to other body parts or jutsu. After Effects: - 1 rank to all Jutsu and Styles for 1 turn and stacks with Gate of Pain after effects
The Gate of View 景門 (Chuunin minimum) Effect: +3 Speed/+4 Strength -- +3 to all Taijutsu Rank Description: Located near the intestine area. This gate removes the limit in the intestines to consume food that gives energy to the body, with this gate released the fat tissues or other useless energy source from the body will be consumed to give even more power to the user. After Effects: Severe cramping in the lower abdomen. Speed is further reduced -1 for 5 posts after this gate ends, stacking with other previous gate effects
The Gate of Wonder 驚門 (Jounin minimum) Effect: +4 Speed/ +4 Strength -- +3 to all Taijutsu Rank Special: User is incapacitated after the jutsu ends or they run out of chakra. Description: Located near the bladder area. Removes the limit on how fast the body can move. Removing of this gate removes the limit on the cleaning system of the body. This cleans out the wastes from dead body cells to feces produced by fat/protein consumption and lets the body work in a cleaner system and seemingly produce more power and stamina. After Effects: Strength is further reduced to -2 and stacking with other previous gate effects but lasting 8 posts instead of 5. User is also knocked out for 2 turns.
The Gate of Death (死門 (Jounin minimum) Effect: +6 Speed/ +6 Strength -- +4 to all Taijutsu Rank Special: User gains bonuses for 5 full posts, then dies Description: By using all of the body´s energy the final Gate located at the heart is releases and forces the heart to pump blood so fast that the consumption of energy by the body exceeds the previous gates. This uses up all the energy in all the cells of ones body that gives power almost near to infinity. Almost like a big bang effect where energy of life is detonated all at once. Trade off, definite death of user.
RULES 1) Bonuses may exceed the 15/15 cap set on stats and may exceed Class Max/Min bonus if they are Taijutsu, Weapon Master, or Samurai. 2) Using the Gates causes you to drain chakra as they stay open, even if you have an ability that reduces the amount of chakra or the cost, it does not apply to the gates. 3) You cannot use any Nin or Genjutsu while in this state, but you can still however use Clan and Bloodline abilities IF they are related to Physical Attacks. IE: A Hyuuga can still strike chakra point in this state. 4) After opening the 7th gate, you are Knocked out for 2 posts, and instead of the standard 5 turn After Effects, they last for 8 posts.