- Posts:
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- Retired Staff
- Member
- #12
- Joined:
- Jul 26, 2015
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| NPC Information |
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Creator: ✦ Kiryuu Availability: Anyone Money: 12,000 両
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| Character Information |
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Kohei, Matsuda Wanderer
Date of Birth: 1st of January, 1,444 Gender: Male Height: 5'7" Weight: 143 lbs Eye color: Brown Physical appearance: Matsuda seems to be in fairly decent form. He stands at an average height for a male, if not a little shorter. Every muscle in his body is conditioned for combat, but not in a manner that would make him beefy or large. He is, in no way, the shape of man one things of when the words "well-built" are brought into a description. His muscles are thin and wiry, his build more akin to that of a panther than a bull. Still, veins protrude around the backs of his hands and his arms, his skin -- lightly tanned by years at sea -- pulled tight. This remains true in every area but his face, where the skin is just beginning to sag into wrinkles around the corners of his eyes. Most attribute these wrinkles to his wide grin, though some factor it in with the other tell-tale signs of early aging. Matsuda's hair is kept in a long, well-kept ponytail. This ponytail reaches down his back to his shoulder blades, and is generally kept in place by a length of rope or wire and a bandanna. His hair is a light brown, just barely dusted with a hint of gray here and there; hardly noticeable without looking very closely. His eyebrows, body hair, and facial hair are all about the same color with the same hint of gray. This is one of the main reasons Matsuda's face rarely ever has hair or even stubble on it. His arms and legs, however, are thick with the light brown hair; some have teased him, likening him to a bear. His eyelashes are a little longer and fuller than a man's typically is, but few people take much of an issue with this fact.
The face of a storyteller. That's what Matsuda claims to have. His eyes wrinkle around the corner, giving an accent of elderly wisdom to even the most childish of grins. Matsuda's eyes are a deep brown. They have a solid nature to them, as well, crystalline in a way. His eyes give way to a reflection of what he sees, and some could swear they see themselves exactly as he sees them in that reflection. It's the way he sees things that make his face a storyteller's though. Always taking in details so insignificant one wouldn't think to take not of them. His eyes reflect this in the way they seem to linger of every last thing before him. Besides those eyes and the wrinkles to them, there isn't much else to be described as a "storyteller's," though. A broad nose, lips that fall somewhere between the dimensions of full and thin and pale and colorful. He has a forehead about the average size for a normal person, though it's looking larger and larger the more his hair begins to recede. His teeth are in fairly decent condition, though close examination reveals the slightest hint of yellowing from years he's been trying to recover from. Matsuda is a shinobi, and as such one would expect scars. One might not expect such severe ones, though. Matsuda has a scar that runs straight along his collar bone, thick and pale against his lightly-tanned skin. Another runs up the side of his right leg, another stretches from the back of his left hand -- about at the middle finger's knuckle -- straight up to his elbow. Possibly more striking than any of the others, however, are the thin, silvery scars that stripe his back like a Pollock painting.
Clothes and accessories: Matsuda prefers an odd style of dress in comparison to his shinobi allies. He wears loosely-fitting pants, allowing for extra maneuverability, and a loose-fitting, low v-neck white shirt, if he even wears any shirt at all. Strapped to his waist is a belt with no buckle, just knotted at the middle. It is so long that a length of extra belt hangs down to his knee. Attached to his belt are his coin purse, kunai holster, and shuriken containers. Matsuda enjoys jewelry and generally wears at least one necklace, three rings, and one singular earring. He has enough that he could wear five or six of each, though. He likes to wear his hair with a length of wire tying together and a bandanna holding back the loose strands from his face.
Village: Kirigakure no Sato Rank: Jounin Chakra Affinity: Suiton, Fuuton Combat Style: As an accomplished jounin, he possesses an average set of skills befitting to one of his high rank; though his primary focus is kenjutsu. Whilst not especially skillful as most other jounin, he does possess a large array of techniques of all archetypes in order to make up for the fact that he does not have much power behind any of those techniques. Hence resulting him performing ninjutsu, genjutsu, taijutsu, fuuinjutsu, kenjutsu, and even some standard bukijutsu whilst in a fight; becoming problematic to others as soon as he discovers which archetype they are most weak against. Kekkei Genkai: N/A Inventory:
- 15x - Shuriken
- 5x - Kunai
- 1x - Katana
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Ninjutsu: Advanced [1] Genjutsu: Intermediate [1] Taijutsu: Intermediate [1] Chakra: Adept [1] Dexterity: Adept [1] Strength: Average [1] Speed: Average [1] Intelligence: Master [1]
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NON-ELEMENTAL NINJUTSU E-RANK Name: Body Replacement Technique Type: Ninjutsu Rank: E-Rank Requirements: A nearby object, atleast half the size of the user. Description: After a brief set of handseals, the user replaces his body with another object, roughly the same size, creating an optical illusion for the opponent, making him believe that his attack was successful. After the replacement has been done, the user can perform a surprise attack from the opponent's back, or simply flee the scene. Ninja with Adept speed and higher, are quick enough to place an Explosive Tag on the object.
Name: Clone Technique Type: Ninjutsu Rank: E-Rank Requirements: N/A. Description: After the users weaves his handseals, they create an intangible copy of one's own body, without any substance. The max. number the clones one is able to create, is equal to their Ninjutsu stat. These clones don't have the ability to attack, and are used just as an optical illusion, to confuse the opponent. The number of posts the Clone is visible, is equal to the mastery rank.
Name: Transformation Technique Type: Ninjutsu Rank: E-Rank Requirements: N/A. Description: With this jutsu, the user can transform into anything, based on his own memory. It requires constant emitting of chakra, and the user can only stay transformed for a number of posts that is equal to his Control stat. Ninja with below Adept ninjutsu only have the ability to transform only into other people and animals, but ninja with Adept or higher ninjutsu have the ability to transform into inanimate objects, such as weapons.
Name Sonobashinogi enmakuno no jutsu [Makeshift Smokescreen Technique] Rank: E Requirements: None. Description: Whether done on purpose or it being purely a product of utter unintentional accident, the user would attempt and to perform the universal technique henge no jutsu by either in fluxing a surplus of chakra or not giving enough chakra to perform the technique; whom in other words is the basic academy technique known throughout the world as the transformation technique. The attempt of a pure body transformation would cause a puff of cloud-like smoke to emerge from the origin and thus may be served as a makeshift smokescreen should the user not have any smoke bombs for personal use. Naturally this is much inferior to the standard smoke bomb as the smokescreen disperses immediately after the post it is used; and thus meant to be used as an instantaneous distraction as to do whatever the user wants against the opponent as they await for the smoke to disperse.
D-RANK Fuuin no Tsukurite [Seal Creator] Rank: D Requirements: Ink or required seal-creating liquid (Blood, etc). Description: The user manipulates their ink, such that they are able to right with it on a solid surface without moving their hands. This can be used to produce seals rather quickly, or write letters when one’s hand writing needs to be hidden.
Hakken no Jutsu [Detection Technique] Rank: D Requirements: None. Description: The user pumps chakra into his nose to significantly increase his smelling capabilities. This lasts for 5 posts.
Harigane Gappei [Meld Wire/Wire Fusion] Rank: D Requirements: Wire Description: This allows the user to turn a loop of wire into one solid piece, trapping an individual such that Nawanuke no Jutsu cannot help them escape. This ability doesn't require handseals.
Souharigane no Jutsu [Wire Manipulation Technique] Rank: D Requirements: Wire. Description: By injecting chakra into the wire, the user is able to manipulate the wires actions much like a puppet and can control its movements to an incredible extent. This ability does not require handseals.
Utsusemi no Jutsu [Projection Technique] Rank: D Requirements: None. Description: In order to hide their location and not disclose their position, the user projects their voice by resonating everything they say from all possible directions with this jutsu. This technique does not require the use of handseals.
C-RANK Kinobori [Tree Climbing] Rank: C Requirements: Description: The user concentrates onto the soles of their feet and coats them with a layer of chakra. Once this is done, the user will then be able to walk up any tree like they are walking up a regular foot path. (Note this has the same chakra costs as an E-Rank Jutus, despite it's Rank.)
Suimen Hokou no Gyou [Art of Water Walking] Rank: C Requirements: Description: The user focuses their chakra to the soles of their feet and step onto the water. From the surface of the liquid, they would then need to be able to measure the amount of chakra it would take to support their weight along the surface of the water without sinking. Once this is mastered, the user would be able to easily walk on water. (Note this has the same chakra costs as an E-Rank Jutus, despite it's Rank.)
Kyougiri [Vibrating Cutter] Rank: C Requirements: Bladed weapon. Description: Taking their bladed weapon at hand the user sends chakra running through their blade. The flow of chakra makes the blade vibrate at a high speed increasing the cutting power of the blade. Because of the chakra running through the blade looks like a blue blur. This does not require the use of handseals
Shunshin no Jutsu [Body Flicker Technique] Rank: C Requirements: None. Description: Through one handseal, the user will be able to disappear from their previous position and reappear elsewhere. The distance they reappear to depend on the amount of their Ninjutsu skill (1 mastery = 10 meters), though they must travel more than 2 miles, and know exactly where they are going. This jutsu is only to be used outside of a battle, or to leave a thread entirely. This jutsu is only to be used outside of a battle, meaning you can't start a battle with it either. Also, the user is merely travelling quickly, not teleporting, so it can't be used to escape when they are tied up or locked up. Note: Small aesthetic variations to this jutsu can be made without any custom applications, so long as the variations have no effect on battle.
SUITON NINJUTSU D-RANK Suijuu Kokyuu no Jutsu [Underwater Breathing Technique] Rank: D Requirements: None. Description: A fairly simple water manipulation jutsu, this technique provides the ability to breathe underwater for a maximum of fifteen minutes. This ability doesn't require the use of handseals.
Suiton: Suigan [Water Release: Water Gun] Rank: D Requirements: None. Description: The user will commence with a couple of handseals before being able to shoot a very thin jet of water at their opponent. Though not very damaging, it can be annoying and distracting to create a good opening, or even conduct electricity. Moreover, it's very hard to do this attack while moving.
C-RANK Kirigakure no Jutsu [Hidden Mist Technique] Rank: C Requirements: None. Description: A ninjutsu technique that covers the area surrounding the user completely in mist. Once used, there's practically no visibility within the area of this jutsu for both the user and their enemy. This is a perfect situation for someone who trains in the art of silent killing.
Mizu Bunshin no Jutsu [Water Clone Technique] Rank: C Requirements: None. Description: This is a Ninjutsu technique that utilizes water to create a Bunshin clone. Unlike a normal Bunshin, the Mizu Bunshin has the ability to interact more with the environment due to it having physical substance. This allows the clone to carry out attacks on its target. Also, elemental clones can think, but only on the rudimentary level, and the concentration for their jutsu needs to be maintained by the user. When this clone disperses, it reverts into a splash of water. * Special Notes * - Bunshin can only travel a moderate distance from the user - Bunshin have 1/4 the power of the user. This includes weapons, items, skills... - Elemental Bunshin can perform taijutsu, non-elemental jutsu, and elemental jutsu of its own element that the user knows. Note however, that an elemental clone only has as much chakra as the user gave it, and some of it is used to maintain the clone. Attempting to use a jutsu the clone no longer has enough chakra for will cause the bunshin to burst without the jutsu being performed. - Will disperse after a single hit or upon the user's command.
Suiton: Suisou [Water Release: Water Camouflage] Rank: C Requirements: Water Source. Description: The user performs a short string of handseals then stands still in a pool of water for a few moments. He then sinks into it turning completely into water. The user loses mobility but can still see and sense his surroundings. This makes for a good surveillance or ambush technique.
FUUINJUTSU C-RANK Five Seal Barrier C Ranked Fuinjutsu This technique creates a barrier around a place by placing four "forbidden" (禁, kin) tags in different locations surrounding the place to be protected, a fifth tag on the location to be protected. The tags are placed on flat surfaces, and are connected with the user's chakra. This technique turns the entire range surrounded by the tags into a barrier space, and inside the space, the material's destruction is "forbidden". Using any kind of physical attack to try and destroy something in the barrier is folly, as it will only lead to injury. To cancel this, it is necessary to search for the four tags and tear them off simultaneously. Meaning there must be at least five people on a team to cancel it.
Finger Carving Seal C Ranked Fuuinjutsu The user concentrates chakra into their finger and using the heat from that, can apply writing of whatever they want to a surface. This technique however requires them to be very delicate with their chakra control. This technique causes slight discomfort for a living target and if it is on flesh, it will scar.
GENJUTSU E-RANK Heki Hando Aizu no Jutsu [False Handseal Technique] Rank: E Requirements: None. Description: This is a skill where the user's hands seem to perform a jutsu correctly without the proper handseals. This is intended to deceive opponents, making it impossible to discern what the true jutsu being performed is by handseals alone. It can even be used to make the handseals look like the correct seals for a jutsu of the same rank the user knows. Obviously, the user is still performing the correct seals, but their opponent can't see that. This technique requires no handseals. Post duration: Indefinite; keep in mind the chakra drain though.
D-RANK Boushi Senshi [Eye Stab] Rank: D Requirements: None. Description: After forming a handseal the user casts the jutsu when eye contact with the opponent is made. The enemy then sees and feels the user run up and poke his/her eye gently. Irritation/pain will be felt. Post Duration: 1 post, or until hurt.
Chiru [Chill] Rank: D Requirements: None. Description: The user sends a chill down the spine of their opponent for a moment, making them temporarily feel fear. The feeling is done before the other can realize it is genjutsu. Usually done in accordance with something like looking the other in the eye, it can have various affects on the opponent's mind. Post duration: 1 post, or until hurt.
Kasumi Jusha no Jutsu [Mist Servant Technique] Rank: D Requirements: None. Description: The user can creates clones of themselves much like bunshin no jutsu. However, when hit by an attack, rather then puffing away, they act as if they were made of a blackish oil-like liquid, repairing themselves even if fully destroyed. They are able to imitate attacks, though they are only illusions and can't actually affect their surroundings, and are often used to hide projectiles of the user amongst their own. The user can create far more clones with this then using bunshin no jutsu, able to create over a dozen clones at once even as an Academy Student, and the average Chuunin can create hundreds at once, filling up an entire battlefield with them. Post duration: 2 posts, or until hurt.
Magen: Chirudo Tamashii [Demonic Illusion: Chilled Soul] Rank: D Requirements: None. Description: The opponent sudden feels very cold, enough to make them shiver uncontrollably. Post Duration: 1 post, or until hurt.
Magen: Onsui Tamashii [Demonic Illusion: Heated Soul] Rank: D Requirements: None. Description: The opponent sudden feels very hot, enough to make them sweat uncontrollably Post Duration: 1 post, or until hurt.
Monokuro [Monochrome] Rank: D Requirements: None. Description: After completing the required handseals, the user distorts the opponents eye sight so that they can only see in shades of black and white. Post Duration: 2 posts, or until hurt.
C-RANK Genjutsu Kai [Genjutsu Release] Rank: C (Basic) Requirements: Learned From A Genin Sensei. Description: The user places their palms together and forms a single hand seal, after which they yell ‘Kai’ or ‘Release’. This can be used on the user, or others (though for others they also need to touch the person), canceling the genjutsu that they are in. However, not all genjutsu can be kai'd out of. Note: See extra rules for Genjutsu Kai.
TAIJUTSU E-RANK Name Agarikomu [Step In] Rank: E Requirements: None. Description: Agarikomu is a technique in which the user places themselves far from the reach of the opponent; avoiding putting themselves into striking distance and thus limit the options of both themselves as well as the opponent. However, after leading the opponent to believe that such a distance would be maintained throughout their skirmish, the user quickly steps forward as they strike; closing the gap between themselves and their assailant. This unexpected sudden burst of speed forward dramatically boosts the chances of landing a strike with a follow-up technique, and may potentially open up the opponent to combos should they not recover quickly enough.
Name Ugoka Kata [Motionless Shoulders] Rank: E Requirements: Taijutsu Intermediate Description: As the user naturally improved within the art of taijutsu, they would at one point or another reduce signs signifying whenever they would launch a punch by limiting the shoulder movement derived from their punching. Their shoulders would no longer raise or lower upon throwing a strike, nor would the slightest twitch occur, and thus there would be no actual way for the opponent to anticipate a blow from looking at the shoulder region; as after training as long as they had, little to no movement occurs whatsoever. Only a select few, such as ones whom possess the sharingan, are capable of anticipating blows from this method. This technique is treated as a passive once acquired.
Name: Gyakuten [Reversal] Rank: E Requirements: None Description: Gyakuten, an extremely simple defensive technique whose sole design is to counter any simple kick made toward the user in a straightforward motion. Upon encountering a foe whom attempts to land a kick, the user, at the opportune moment, slaps the underside of the kicking limb hence causing the opponent to spin away from the user's direction thus being vulnerable to a strike from their blindside.
Name: Guddosarūto [Head Salute] Rank: E Requirements: None Description: Whenever presented within a situation in which the assailant is either standing motionless or performing a straightforward attack within close proximity of the user, the user remains in place whilst awaiting for the incoming attack with their knees bent; which additionally instills the illusion that the user is not offering any sort of resistance thus easily coercing the opponent to come closer and spring the trap. Immediately upon whenever the aggressor is within reach, the user straightens their legs therefore giving an headbutt from down below. Upon succession, the attacker experiences trauma on the jaw, as well as suffer from whiplash from having their head knocked backwards.
Name: Hijiburokku [Elbow Block] Rank: E Requirements: None. Description: Whenever the user is unable to dodge or perform a block in time to avoid taking damage from an incoming strike, instead they may opt to block the strike with their elbow joint whenever said strike is aimed toward their chest or stomach regions. The technique may be modified to block lower strikes with the knees instead. If successfully having blocked a punching strike, the opponent may damage their knuckles should their strength stat not be adequate enough to resist the durability of the user's bone toughness stemming from their respective strength stat. However, should the user suffer multiple blows against their elbow joint, it may become fractured and thus seriously hamper their ability to strike with that arm.
Name: Tsuki [Jab] Rank: E Requirements: Taijutsu Average. Description: The punch is designed to extend and retract immediately and thus places an emphasis on speed rather than brute force. This speed is easily achieved by relaxing the ligament, including the curled-up hand, and then proceed to extend the arm whilst in this relaxed position. Immediately upon contact with the target, the user would tighten their hand as to allow to actually deal damage; this sudden change causes the hand to bounce back and return to it's initial position. Whenever using the technique, the user's punch, whether singular or multiple, increase in speed by one mastery; however, the power behind the punch is reduced by three masteries. Prolonged exposure to such strikes, whilst not especially damaging, could leave the opponent's face to swell and eventually swell shut their eyes; leaving them blind. As to further boost power, the user may choose to rotate their arms whilst performing the punching motion.
Name: Tadoru [Follow Up] Rank: E Requirements: Taijutsu Average Description: Upon having missed one of their punches, whether an ordinary punch or a technique, the user may choose to follow through with the motion and attempt to land an elbow strike as their punch skims past the original targeted area. Effectively serving as two attempts of attacking an opponent instead of one, albeit it is mostly ineffective against any area other than the head.
Name: Garettopanchi [Gullet Punch] Rank: E Requirements: None. Description: Garettopanchi is an ordinary punching strike whose sole aim is to critically injure the target's throat. Upon success, the target will have difficulty breathing as their windpipe had been damaged and thus will tire out much quickly due to the lack of oxygen. Hence they will lose one tier of speed for every post in which they had not recovered; said recovery is determined at the victim's discretion. If the user's strength is proven to be adequate enough, the wind-pipe may be crushed entirely. This effect only strengthens with every successful strike at the gullet.
Name: Tenkan [Turnabout] Rank: E Requirements: User's Speed ≥ Opponent's Speed, User's Strength ≥ Opponent's Strength, Taijutsu Academy Graduate Description: Whenever having been met with an adversary whom attempts to land a kicking strike, the user may make an attempt of grabbing their foot should they be skillful enough to avoid the strike. Upon having securely clutched the foot in question, the user lifts it slightly upward as to expose their next target to strike upon; the underside of the knee. Upon successfully having done so, the user may attempt to seriously injure the opponent's leg by kicking the underside of the knee; which will undoubtedly reduce mobility should the technique be a success in reason of the numbing pain, if not completely ruined by the user's strength.
Name: Zugaikotsu [Skull Bash] Rank: E Requirements: None. Description: Zugaikotsu is but a simple headbutt directly used after having securely grabbed the opponent within their clutches. The difference between the strength stat determines whether or not either the user or the opponent would be dazed for the next post; reducing their ability to think clearly and thus more likely to miss a strike or mess up a dodge or block.
Name: Chekku [Feint] Rank: D Requirements: Taijutsu Average Description: Instead of following through with a strike, the user would proceed to fake throwing a strike as to force the opponent to guard or dodge unnecessarily furthering exposing a vulnerable area from their pointless defense; this fake strike may consist of throwing it mid-way to the target, a twitch, or any other variation. This is proven to be especially effective against opponents whenever the user mixes in actual strikes between these feints, as well as increasing the likelihood that the opponent falls for such a thing should the difference between the user and their taijutsu differ too much. If successful, the next technique or strike performed has a dramatically increased chance of landing despite the difference in speed between the user and the opponent.
Name: Fumimasu [Step On] Rank: E Requirements: None. Description: The user, whilst advancing towards the opponent, steps upon their lead foot in order to incur some damage; likelihood of injury corresponds to the amount of weight placed against their foot. Hence heavier users will do more damage than their lighter counterparts.
Name: Ashikubi Oreru [Ankle Break] Rank: E Requirements: User Taijutsu ≥ Opponent Taijutsu, User Speed ≥ Opponent Speed Description: Those whom possessed heightened levels of reflexes, whether they be natural or gained via the use of a technique, are often prone of anticipating their opponent's next set of movement as to gain an advantage. Ashikubi Oreru attempts to turn that advantage into a disadvantage by exploiting their quick reflexes. The user would attempt to lead the opponent to follow them with their body as they skip passed them, though immediately upon their turning, the user instead turns toward the opposite way. The opponent, through their own respective reflexes, would naturally attempt to follow though instead fall down as their ankles buckled in their hot pursuit of their target. This leads them to fall unto their butt, and thus becoming vulnerable to getting struck by the user's next few moves until they finally get unto their feet.
Name: Hiza no bakkuru [Knee Buckle] Rank: E Requirements: None. Description: As the name of the technique implies, the goal is to successfully bring the opponent down unto their knees. This is accomplished by kicking the backside of one of their knees, preferably the one which is currently leading, due to the build of the human body such a thing occurs regardless whether resistance is met or not; as well as disregarding the need to possess an adequate amount of strength. This in turn makes it a highly effective technique in temporarily disabling the opponent without needing adequate amount of taijutsu training, nor high degrees of physical prowess.
D-RANK Name Furikkājabu [Flicker Jab] Rank: D Requirements: Tsuki [Jab], Taijutsu Average Description: An adaptation of the basic technique known as Tsuki and thus acts in a similar fashion to its predecessor; greatly improving the speed of a pummel at the sacrifice of power behind said strike. Unlike its predecessor it boasts an additional foot in its range as the user fully extends their arm as no recoil pain occurs unlike with the jab. It is performed differently from an ordinary jab, whereas previously the user would keep the striking hand up at head level, the flicker jab starts and returns at the stomach region and is positioned sideways unlike the jab which is placed forward. The distance between the arm and the user's body is halfway the maximum distance it may extend, reducing both the distance required to travel as well as the energy necessary to perform the punch. Upon extending the arm toward the opponent, the strike is made with the backhand rather than the knuckle and snaps back to it's initial starting position. This particular method dramatically raises the speed of the strike when compared to the standard jab, raising the speed mastery stat by two whilst reducing strength by four masteries. There is no arm rotation for this technique. Unlike the jab which only causes swelling, the flicker jab causes both minor cuts and swelling to occur.
Name Haneru [Guillotine] Rank: D Requirements: Taijutsu Intermediate Description: As the user becomes better versed in taijutsu, they would naturally become quite flexible and thus capable of performing strikes requiring quite a degree of flexibility in order to be performed. Hence bringing the birth of this technique, which consists of raising their leg straight above their head, and bringing down the foot heel-first in an attempt of landing a blow to the head; preferably the neck to incur the most amount of damage. Due to the nature of this technique, the only possible targets are the head and shoulders; as well as any limb that dare stretch themselves outward. This technique is mostly incapable of being used upon taller opponents as the limb would simply not reach the designated target, and thus would require a jump or being on an elevated level in order to prove effective. The weight of the user, alongside his personal strength, determine the amount of damage caused.
Name Totsugeki [Onslaught] Rank: D Requirements: Taijutsu Average Description: Totsugeki is a highly offensive flurry of blows which consists of only one type of strike being repeated over and over again: hooks. The user after having trapped the opponent into some type of corner and thus they are only capable of raising their hands to best protect themselves; in which then the user would commence the flurry of blows which will surely eviscerate the enemy. It would commence slowly at first, where the hook would aim the side of the opponents torso; right about where their kidney should be located. The user would place all their weight behind the blow, and using the momentum generated, bring the other arm to the opposite side, and repeat the process many times until the user either collapses from the exertion, falls over after having missed, or is otherwise stopped by the opponent somehow. With each and every successful strike, the user gains a single tier bonus to their speed stat after having it dropped down by three masteries due to the slow initial startup; which effectively makes it more and more difficult to defend against as blows quickly accumulate. As a side-note, due to the force behind each and every blow; the more hooks are used, the more likely the user will end up injuring themselves or flat out fracture their hands.
KENJUTSU D-RANK Battou [Drawing Sword] Rank: D Requirements: Sheathed sword. Description: This is simply drawing a bladed weapon out of it's sheath. But it's done at a speed where the hand seems like an afterimage. It a technique derived from first strike sword styles.
Battou Saya [Drawing Sword Scabbard] Rank: D Requirements: Battou [Drawing Sword] Description: After the use of Battou, the attack is followed by a slash using the scabbard. It's a simple but seemingly effective and clever technique, but it's done at a speed where the hand seems like an afterimage.
Battou Senkou [Drawing Sword Flash] Rank: D Requirements: Battou [Drawing Sword] Description: After the use of Battou or another Jutsu that requires Battou, the user of this technique quickly re-sheaths the blade into it's sheath with speed equal to that of the speed in which he had used to attack, the sword appearing as nothing more then a flash before returning to the users sheath.
Ha [Edge of a Sword] Rank: D Requirements: None. Description: This is a skill in which a bladed weapon is swung in a special manner. This skill allows for a sword swing to be seen in an blare of light. The angle of the blade is held so that the light bounces off the blade during the swing. This is mostly for blinding an enemy.
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Personality:
Voice: Kohei has a storyteller's voice. It's a happy medium of soft and loud, high and low, and gravelly and smooth. He can manipulate it with a fair amount of mastery, becoming the voice of a barmaid one second and a mighty giant the next. When speaking plainly his voice is just that: plain. There isn't really anything remarkable about it. Typically not very animated, it falls right in the middle of most descriptive words related to a voice, as stated above. Likes:
- Stories
- Profit
- Humor/Trickery
- Knowledge
- Blades
- His ship
- Kitsune
Dislikes:
- Charity
- Mizukage
- Chuunin Exams
- Land
- Sobriety
Matsuda is, in a word, complicated; most people are. He has a good heart somewhere deep beneath his unquenchable thirst for profit and a good story and undeniably inhuman ability to shut down sympathy, a code of honor in a line of work that typically has none, and a great deal of humor and mischief still left in him despite the seriousness of his career. There's also the matter of his eyes, which we will get to later on. For now, I'll break this down into segments.
First, I suppose, to best understand Matsuda is to learn to understand a storyteller. A storyteller is a man of memory, imagination, and narcissism. There's no getting around that last fact. A truly humble storyteller can't exist, because they exist for the chance to have a crowd captivated by their voice. Matsuda has a great fascination with tales and legends; he will take every chance he can get to add a new one to his arsenal, even sometimes allowing a good story to be traded for the same value as actual money. Before even profit comes the collection of knowledge, and in this manner Matsuda is a scholar. He is unconditionally riveted be a well-told story, and constantly seeking to improve his own by watching other experts recount the tales of a local hero or a wondrous event. Not a stranger to note-taking, Matsuda has learned to write in a short-hand that allows him to fully absorb his surroundings while still taking down notes of things he should remember. He finds multi-tasking to be essential in all aspects of his life and always finds the best way to improve that skill. The other aspect to storytelling is imagination. Matsuda has entire worlds of fantasy building up in his head, ready to pour out at any moment. He is constantly thinking, creating, writing, and editing stories in his head, and sometimes on paper. Because of this knack for creativity, however, Matsuda tends to jump to ridiculous conclusions; trying to make the world so much more interesting than it already is. When it's clearly a simple breaking and entering and all he needs to do is hunt down a burglar, Matsuda will be entirely convinced that he has found himself in the midst of a feuding war over territory between two underground criminal organizations. Sometimes his stories aren't all that far off the mark. He isn't, however, delusional. He simply enjoys absorbing himself in his stories, to more than what one would generally call a "normal extent." Finally comes narcissism. Matsuda has no illusions about this aspect of his personality. He loves the attention, the feeling of knowing a crowd of people is entirely focused on him, and the warmth he basks in when admiration pours from anyone in his direction.
Next comes mischief, profit, and a good heart. Matsuda is good-natured and rarely enjoys shedding blood. He is, however, very determined and industrious. When need-be, Matsuda is capable of completely shutting down and forcing himself in a numb, zombie-like state. This is generally how he finds himself in a fight. With this aspect of himself buried deep down, always there when he needs his shelter, Matsuda has the potential to be a ruthless, cold, calculative villain willing to do anything and everything to get what he seeks. This generally only comes to light when Matsuda is attempting to loot a ship, or when he finds that a fight is going to become inevitable. Matsuda is still, however, tortured by these evil acts. Not so much that he'll stop them, but he can recall every last person he's harmed or killed in great detail. Everything that he learned about them sticks with him. He blames this on his "Bard's Curse," which is simply his ability to remember stories in such vivid detail that recounting them is second nature. Matsuda has been attracted to profit since his first pay-check. He is constantly hoarding his wealth, and will rarely spend it on anything that isn't absolutely necessary. The two areas he will ever splurge in are gift-giving and things related to his Cry of the East. His ship is the closest thing that Matsuda's had to family since he moved away from his parents to become a shinobi. He will make an repairs, add any superfluous beautification, and do anything to make his ship as wonderful as it possibly can be. Finally, mischief. Matsuda has never entirely grown up. He has become quite the fan of pulling pranks. Pick pocketing and sleight of hand are his favorite mediums for this, though he has often been known to use his storyteller's charm to convince people of inaccurate statements or make them look like asses. This is where Matsuda finds most of his amusement, and the one area in which he will still allow himself to remain truly a child for life.
Now, for the eyes. Ultimate cliché right here, eyes are the window to the soul. Taking in Matsuda's appearance, nothing would scream out to a stranger "old," "mature," or "wise." But those eyes hold some serious depth to them. Crystallized by an aging process too extreme over too short a period of time, they seem almost hardened. Not like a criminal's, but the kind that old men get when they've seen too much and have too many stories to tell. The kind that get so hard they begin to reflect back to you everything you see in yourself. Those who haven't met a man or woman with these eyes before won't fully grasp the meaning of this description, but simply know that Matsuda has seen many a horror, and committed them himself. So while his eyes sometimes spark with mischief or humor, and while they may burn with the passion of a wonderful story or simmer with scholarly fascination, they will always remain hard and wise. He will always have advice to give to those who listen; he's just old enough now that he knows they won't.
Finally, the sea. The sea has been Matsuda's escape for longer than he could ever remember. At first it was fishing, swimming, or just sitting on the shore and staring. But since he obtained a ship of his own a few years back, Matsuda has found that the best way to keep himself sane -- and sometimes make a profit -- is to take to the seas and sail for a while. Usually, if he's sailing, Matsuda is much more calm and collected. Much less likely to make a rash decision. The only other time Matsuda has ever felt quite so secure is when he's told stories. So the sea is his love, and he'll never break from it. Not for anything.
History: Matsuda's father once said that he was born on the sea. His father was a fisherman, his mother an herbalist and owner of a small apothecary. When Matsuda's father would go on long trips, sometimes his mother would come along, especially when she was pregnant. Staying behind and worrying was no better for her health than being a rocky ship; or so she said. So, Matsuda was born on a small fishing vessel. This, Matsuda believes, is where he got his connection to the sea. Either way, Matsuda was a natural at sailing, swimming, fishing, and anything else related to the sea. As a child, Matsuda didn't play much. As a toddler he did, throwing around toys and food and anything else he could pick up, but as soon as he turned six, he was either helping his father or his mother. It was their firm belief that a child was meant to help his parents, and so he began at the youngest age possible. He would alternate between the two parents; though even at that young of an age Matsuda knew he'd much rather be helping out the one who would take him to the water. He learned to swim at the age of seven because of his proximity to the sea. Even though he wasn't big enough yet, Matsuda even learned most of the steps to sailing a small vessel by the time he was nine. Periodically throughout this time period, however, he was taking classes at the Kirigakure Shinobi Academy.
At the age of twelve, a typical age for a shinobi, Matsuda graduated with flying colors. He entered the world as a genin, ready to shine bright. That is, until he was assigned his sensei. This was an evil man, even beyond what the rumors might have said about the mist. He forced Matsuda to move into the village where he lived and work, and never return to his family. Matsuda eventually broke his sensei down into allowing him to send his paychecks back home to help his parents, with a letter once a month. However, if Matsuda ever stepped out of line, his paycheck and letter that month would be null and void; kept by the sensei. Even worse than that were the lashings. Fifteen lashes every time Matsuda did something wrong, with a whip made of water and ninjutsu. Eventually, though Matsuda and his team of genin would enter the chuunin exams; primarily to escape their sensei and partially because they thought they were ready. I say they thought they were ready because Matsuda would be the only one from his village to make it out alive and in one piece. The only others to make it out with their lives were a girl - Kitsune - and three boys. Each of them suffered injuries so crippling it is believed they would never be able to perform another shinobi mission again. The girl was a member of Matsuda's team, and Matsuda would end up blaming himself for her injury. He would have been content to be a fisherman but Kitsune. Kitsune really, really wanted to be a shinobi. She was a brilliant medic and had a few strange traits believed to be tied to her mother's side of the family, though no one really brought them up. Either way, she would never be a shinobi again and Matsuda blamed himself. So she moved into his apartment, and he moved into a ship.
What his sensei hadn't known was that even on the months where he confiscated Matsuda's pay, Matsuda had saved a small portion for himself on the side. He'd been saving up for years, and finally had the money to buy himself a boat. It was an exotic, foreign-looking ship that he would end up naming "The Cry of the East." Matsuda's life would become a regular pattern now. Take missions, lead squadrons, take care of Kitsune, take to the sea when everything became too much. His life would continue like this until he was twenty. This was when Kitsune finally asked him to move her to his ship. She'd always loved to look at the water, and she was feeling stronger with every passing month. It was time she left the house. Matsuda moved her and her belongings into a small room near his own cabin, and the second they were settled he took off into the sea with her watching from a window. On long nights when the sailing died down and they had little else to do, Kitsune did something she hadn't done since they were younger. She told Matsuda stories. The way Kitsune could tell a story was incredible, and had Matsuda glued to her every word. Somewhere along the way, Kitsune managed to convince Matsuda that he wasn't a half-bad storyteller himself. He began to pursue stories like he had been pursuing gold, and for exactly the same reason; maybe one day either one would help Kitsune to get better.
Matsuda began to take fewer and fewer missions, despite his promotion to jounin near his 21st birthday. He took to the sea more and more often, now that the one thing that tied him to the land was living on his boat. In his travels he came across many a story to tell, even making a few of his own. He made plenty of enemies, and a number of allies -- including one who taught him how to summon fish -- and more gold than he'd ever expected. This was primarily done through banditry on the seas, or as it is more commonly called Piracy. And this brings us to the present, 23 and feeling older than ever, waiting for the next story and the next opportunity to find himself a new treasure trove. In his travels he came upon a small pocket of true Kohei Smiths, those that had retained their abilities and kept the traditions alive. He spent three years training with them and learning of the past that he had never known, because his parents had never known. In those three years he was taught everything he needed to know, much faster than if he had been taught from birth. Still, he needed to practice, so upon returning to Kirigakure he found the nearest forge and set up a deal with the smith so that, on the smith's off days, Matsuda could practice with his forge. He's been doing so since.
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