[spoilername="Physical Description"]Character Age: Mid-Late 20's
Gender: Male
Hair: Short in a buzz cut. Off-white in color.
Weight: 155lbs.
Height: 5'9"
Character's Physical Description: Male with an athletic build. More toned then muscular as he is very physically fit but more suited for speed then strength.
Character's Mental Description: A warrior who has focused his life on honing his speed and combat skills. He is a seasoned mercenary and doen't mind casually killing someone if sufficiently disrespected.
Character History: Born during a war, Shiromaru was quickly orphaned. However, he was taken in by a group of bandits. He was only 7 when they found him. He had a a basic training in the shinobi arts but due to his young age, he didn't know very much. The leader of the bandits was an ex-shinobi. He had defected from the hidden Mist village. Over the years, Shiromaru trained under the bandit leader and he grew to see the man as a father figure. However as the years passed, Shiormaru began to disagree with the methods his sensei employed. Shiromaru was not fond of sneaking around or lying to others to gain results. He preferred a more direct method. Due to a fundamental difference in approach on how to do a certain job, Shiromaru and his sensei ultimately came to the conclusion that Shiromaru was better off taking some time to be on his own. So off he went to pursue life on his own. Confident in his abilities that he'd learned over the last 9 years, he set off.[/spoilername]
Custom Class, Abilities, Stats
[col3]The Fastest Alive (Vet)
HP: (65+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu, +5% Called Shot Chance
High: Melee
Average: Nin, Evasion, Gen Save
Low: Ranged, Gen DC|0: Sentinel (ANBU Branch)|
0: Shinobi 101: Visual Gen w/ Melee Accuracy
0: Hidden Power (Hachimon)
1: Acrobatics
2: Quick Reaction
3: Quickdraw
4: Weapon Attunement
5: Called Shot
6: Ambidexterity
7: Acupuncture
8: Defensive Technique
9: Initiative
10: Kinjutsu
11: Kinjutsu
12: Kinjutsu600: Agility[/col3]
600: Stamina
600: Taijutsu
600: Ninjutsu
600: Genjutsu
600: Chakra Control
Max: Bloodline
3600: Power Level
15: Character Level
1053: ASP
Inventory
Equipment
1: K Target
2: Tool Pouch
- Clotting Powder
- Med Kit
- Antidote
- Smoke Bomb
3: Med Kit
Hands 1:
Accuracy: +2 Accuracy
Damage: -10% Damage
Ability: May use Handseals while equipped.
Augments
0: Dual Weapon
1: Primal
2: Swift
3: Pressure
Hands 2:
Accuracy: +2
Damage: -10%
Ability: May use Handseals while equipped.
Augments
0: Dual Weapon
1: Steady
2: Vanguard
3: Blitz
JutsuTaijutsu[spoilername="Unarmed Taijutsu"]E Rank
The One-Two - Mastered
Low Sweep - Mastered
Janken - Mastered
Uncalled for Shot - Mastered
D Rank
4-Hit Combo - Mastered
Spinning Wind - Mastered
Dynamic Entry - Mastered
Dynamic Finish - Mastered
Nut Buster - Mastered
C Rank
Dragon Assault - Mastered
Tiger Hook - Mastered
Step-In Flash - Mastered
Shoryuken - Mastered
Tatsumaki Senpuu Kyaku - Mastered
Roaring Combination - Mastered
Grapple - Mastered
B Rank
Suplex - Mastered
Primary Lotus - Mastered
Shadow Step Strike - Mastered
Seismic Toss - Mastered
Submission - Mastered
Spear Hand - Mastered
16-Hit Combo - Mastered
A Rank
Falcon Punch - Mastered
Eagle Drop - Mastered
Dance of the Waxing Moon - Mastered
Fist of Virtue - Mastered
Fist of Sin - Mastered[/spoilername]
[spoilername="Piercing Taijutsu"][/spoilername]
[spoilername="Buffing Taijutsu"]E Rank
Charge - Mastered
Block - Mastered
D Rank
Eagle Vision - Mastered
Muscle Control - Mastered
C Rank
Shadow Dance - Mastered
Gather - Mastered
Barrage - Mastered
Expel - Mastered
Chakra Absorption - Mastered
B Rank
Unbound - Mastered
Endure - Mastered
Counterstrike - Mastered
A Rank
Devastating Aura - Mastered
Limit Break - Mastered[/spoilername]Ninjutsu[spoilername="ANBU Jutsu"]Major in ANBU jutsu.
D Rank
Mask Summon - Mastered
Critical Exposure - Mastered
C Rank
Snapshot - Mastered
Chakra Sense - Mastered
Active Camo - Mastered
Mental Infiltration - Mastered
B Rank
Incapacitate - Mastered
Intangible Passage - Mastered
Shadow Servant - Mastered
Searchlight - Mastered
A Rank
Physical Imprisonment Seal - Mastered
Body Bind - Mastered
Flock of Shadows - Mastered
Black Blockade - Mastered[/spoilername]
[spoilername="Medical Jutsu"][/spoilername]
[spoilername="Non-Elemental NInjutsu"]Minor in Non-Elemental
E Rank
Transformation - Mastered
Body Switch - Mastered
D Rank
Combination Transformation - Mastered
Cancel - Mastered
Contract Summoning - Mastered
C Rank
Stunt Double - Mastered
Elemental Clone - Mastered
Barrier - Mastered
B Rank
Leech Seal - Mastered
Rasengan - Mastered
A Rank
Nature's Guard - Mastered
Perfected Rasengan - Mastered[/spoilername]
[spoilername="Lightning Ninjutsu"]Major in Lightning
E Rank
Thunderfist - Mastered
D Rank
Electroshock - Mastered
Electrocution - Mastered
C Rank
Volt Charge - Mastered
Thunderstruck - Mastered
Lightning Torrent - Mastered
B Rank
Chidori - Mastered
A Rank
Chidori Control - Mastered
Thunderdome - Mastered[/spoilername]Genjutsu[spoilername="Visual Genjutsu"]E Rank
D Rank
C Rank
Verse of Darkness - Mastered
B Rank
Advanced Clone - Mastered
A Rank
The Reapers Gaze - Mastered
Body Double - Mastered
Invisibility - Mastered[/spoilername]
[spoilername="Will Genjutsu"]E Rank
D Rank
Amnesia - Mastered
C Rank
Untruth - Mastered
Havoc of the Doomed Mind - Mastered
B Rank
Slowed Perception - Mastered
A Rank
Torment of the Physical Plain - Mastered
Chaos of the Mental Plane - Mastered
Corruption of the Earthly Plain - Mastered
Temple of Nirvana - Mastered
Mind's Eye Chaos - Mastered
Repetition - Mastered[/spoilername]
Bloodline and Kinjutsu
[spoilername="Seikon"][fontsize="12"]A unique clan that has the odd, yet powerful ability to control and bend reality to their liking. Members of the Seikon clan are deadly opponents that seem to have abilities that simply seem to surpass all natural limits, their inhumane techniques warping reality in such away at the most opportune times for themselves...or the most deadly for their enemies. 084 PL - Distorting Wake (Rank 1), Sunder Reality (Rank 1)
168 PL - Unreal Celerity (Rank 1)
252 PL - Quicksilver Step (Rank 1)
336 PL - Destruction Pulse (Rank 1)
420 PL - Distorting Wake (Rank 2)
504 PL - Quicksilver Step (Rank 2)
588 PL - Sunder Reality (Rank 2), Soulsword Overdrive (Rank 1)
672 PL - Unreal Celerity (Rank 2), Quicksilver Pursuit (Rank 1)
756 PL - Distorting Wake (Rank 3), Destruction Pulse (Rank 2)
840 PL - Quicksilver Step (Rank 3), Quicksilver Pursuit (Rank 2)
924 PL - Soulsword Overdrive (Rank 2)
1008 PL - Sunder Reality (Rank 3), Quicksilver Pursuit (Rank 3)
1092 PL - Unreal Celerity (Rank 3), Soulsword Overdrive (Rank 3)
1176 PL - Destruction Pulse (Rank 3)
1260 PL - Synchronized Multipresence (Rank 1)
1344 PL - Transpositional Flurry (Rank 1)
1428 PL - Synchronized Multipresence (Rank 2)
1512 PL - Obliterate Reality (Rank 1)
1596 PL - Synchronized Multipresence (Rank 3), Transpositional Flurry (Rank 2)
1680 PL - Transpositional Flurry (Rank 3), Obliterate Reality (Rank 2)
1764 PL - Obliterate Reality (Rank 3)
---
Distorting Wake - Passive</U><i></i>
Seikon Clan members constantly exude a reality warping energy from their body which is similar to chakra but at the same time different. This can cause the Seikon shinobi to appear as if they are multiple places at once and make their movements difficult to predict thanks to shadows and optical tricks that their presence generates.
Rank 1: +1 Dodge
Rank 2: +2 Dodge
Rank 3: +3 Dodge
---
Unreal Celerity - Passive</U><i></i>
Most Seikon are masters of speed and grace but for reasons that no-one seems to understand, sometimes not even the Seikon. In truth, their unnatural speed comes from the fact that many are unconsciously willing themselves to overcome the limits that reality sets on what a human being can and cannot do.
Rank 1: The Seikon can choose to prioritize up to 1 AP's worth of actions to gain priority over all other actions in that round. Jutsu gets -3 Accuracy (or Genjutsu DC if a Genjutsu is used).
Rank 2: The Seikon can choose to prioritize up to 1.5 AP's worth of actions to gain priority over all other actions in that round. Jutsu gets -2.5 Accuracy (or Genjutsu DC if a Genjutsu is used).
Rank 3: The Seikon can choose to prioritize up to 2 AP's worth of actions to gain priority over all other actions in that round. Jutsus gets -2 Accuracy (Or Genjutsu DC if a Genjutsu is used).
Notes:
- In the result that the Seikon's action and the opponent's action both have priority over all other actions, they resolve in normal AP stack fashion in regards to each other.
----
Sunder Reality - Activated Passive<i></i>
One of the most notorious abilities of the Seikon clan is the ability to generate an energy weapon forged from the very stuff that reality is glued together with. This causes their attacks with these weapons to be supernaturally potent against forms of resistance and protection.
Rank 1: The users Unarmed Weapon deals +10 Basic Strike Damage and the user gains a +5% Damage Buff to Slashing and Piercing Taijutsu.
Rank 2: The users Unarmed Weapon deals +15 Basic Strike Damage and the user gains a +5% Damage Buff to Slashing and Piercing Taijutsu. The user ignores up to 5% Damage Reduction.
Rank 3: The users Unarmed Weapon deals +20 Basic Strike Damage and the user gains a +10% Damage Buff to Slashing and Piercing Taijutsu. The user ignores up to 10% Damage Reduction.
Cost: 1 AP to initiate, 300 CP/round.
Notes:
- The users Unarmed Weapon can use Slashing and Piercing Taijutsu and Styles, but lose access to all Unarmed Taijutsu and Styles.
- The users attacks now have a chance to cause bleeding and lose the effect to cause suppression.
- The user is still treated as being equipped.
---
Quicksilver Step - Space/Time Technique<i></i>
Taking their ability to ignore the boundaries of what is possible and impossible to the literal translation, the Seikon member steps through reality itself and appears somewhere else to strike while avoiding attacks with ease.
Rank 1: The user warps next to one opponent within 10 feet. The user's next melee attack gains +1 Accuracy, and has a 5% chance of being treated as a Sneak Attack.
Rank 2: The user warps next to one opponent within 20 feet. The user's next melee attack gains +1.5 Accuracy, and has a 10% chance of being treated as a Sneak Attack.
Rank 3: The user warps next to one opponent within 30 feet. The user's next melee attack gains +2 Accuracy, and has a 15% chance of being treated as a Sneak Attack.
Special Action: For 1 AP, quicksilver step may be used in the same way as Body Switch. This may only be done once per round, and the user gains all penalties associated with it. This is an activated Auto-dodge.
Cost:
Rank 1: 1 AP, 200 CP
Rank 2: 1 AP, 250 CP
Rank 3: 1 AP, 300 CP
Notes:
- This is modded as if instantaneous and may be used reflexively.
- Accuracy and Sneak attack bonus only apply to the user if their next action is a melee attack, otherwise they lose their buff.
- If used while in Stealth mode, this allows the Seikon to use a Melee Sneak attack without suffering a stealth penalty to their attack.
- If used while in Stealth mode, this allows the Seikon to use a Melee Sneak Attack and remain in stealth. This only applies to the first Melee Attack made after using Quicksilver Step.
- The user may only remain in stealth as a result of using this jutsu once per round.
---
Destruction Pulse - Offensive Area Ninjutsu</B><i></i>
Focusing for a moment on their control of reality and energy, the Seikon releases a forceful pulse that temporarily destabilizes the very atomic structure of those caught in its path causing both extreme disorientation and pain.
Rank 1: Destabilizes reality within a 12x12 area. All targets struck by Destruction Pulse take 910 Damage at +1 Accuracy, and suffer -.5 Accuracy and Dodge penalty for 2 rounds.
Rank 2: Destabilizes reality within a 16x16 area. All targets struck by Destruction Pulse take 1370 Damage at +1.5 Accuracy, and suffer -1 Accuracy and Dodge penalty for 2 rounds.
Rank 3: Destabilizes reality within a 20x20 area. All targets struck by Destruction Pulse take 1780 Damage at +2 Accuracy, and suffer -1.5 Accuracy and Dodge penalty for 2 rounds.
Costs:
Rank 1: 2 AP, 350 CP
Rank 2: 2 AP, 500 CP
Rank 3: 2 AP, 600 CP
Notes:
- This Jutsu may Automatically target two separate Targets.
- This Jutsu may be buffed by physical damage buffs. This does not receive any weapon-specific damage buffs, such as styles.
- Accuracy and Dodge penalties do not stack.
---
Soulsword Overdrive - Activated Passive
Taking their reality bending abilities further, this skill supercharges the Seikon's energy weapon into a bright arc of vivid light, condensed with the essence of reality and flowing with energy that's lethal power is only barely controlled by the Seikon.
Rank 1: Sunder Reality's effects become increased by an additional +10 Basic Strike Damage.
Rank 2: Sunder Reality's effects become increased by an additional +15 Basic Strike Damage and ignoring an additional 5% of Damage Reduction.
Rank 3: Sunder Reality's effects increased by an additional +20 Basic Strike Damage and ignoring an additional 10% of Damage Reduction.
Cost: 0.5 AP to initiate. Sunder Reality's Costs are increased by +50%.
Notes:
- Lasts up to 2 rounds.
- Requires Sunder Reality to have been active for 1 round prior to activation.
- All rules that apply to Sunder Reality apply to Soulsword Overdrive.
- At all Ranks, the user may now use Bludgeoning Taijutsu with their Unarmed Weapon.
---
Quicksilver Pursuit - Warping Taijutsu<i></i>
Utilizing their unique skill to step through reality, this technique utilizes the same tactic of attack as Quicksilver Step. The Seikon steps entirely outside the boundaries of the human limits, warping to the position of their target and decimating them with a quick, nearly simultaneous strike to their opponent.
Rank 1: Strikes a single target two times, each dealing 480 Damage at +1 Accuracy.
Rank 2: Strikes a single target three times, each dealing 405 Damage at +1 Accuracy.
Rank 3: Strikes a single target four times, each dealing 365 Damage at +1 Accuracy.
Costs:
Rank 1: 320 CP; 1.75 AP
Rank 2: 400 CP; 1.75 AP
Rank 3: 485 CP; 1.75 AP
Notes:
- Quicksilver Pursuit cannot be negated through Auto-Dodge.
- Should the target attempt to Body Switch this technique, or an effect that acts as Body Switch, the Seikon reappears nearby them and gains +1 Accuracy to this attack.
---
<U>Synchronized Multipresence - Special Fighting Style
It is said that Seikon clan members are omnipresent; that they are everywhere at once when they choose to be. This is only partly true, as the Seikon have the ability to overcharge themselves with their reality bending energies, releasing it in such a way that seems to distort the reality around them. This creates multiple "clones" of themselves, afterimages created by their energy that appear and fade at random moments nearby around them.
Rank 1: +1 Dodge. The first attack used after an Activated Auto-Dodge has a 50% chance to be considered a sneak attack.
Rank 2: +2 Dodge. The first attack used after an Activated Auto-Dodge has a 60% chance to be considered a sneak attack.
Rank 3: +3 Dodge. The first attack used after an Activated Auto-Dodge has a 70% chance to be considered a sneak attack.
Cost: 2AP 620CP to initiate, 310Cp/Rnd.
Notes:
- This is treated as a Physical Style
- The user may use Body Switch without additional items or clones. They Body Switch with "After-Images"instead. All Body Switch rules still apply.
---
Transpositional Flurry - Warp Combo Taijutsu<i></i>
Who's to say that the Seikon's abilities are limited to a single strike? This technique utilizes the Seikon's powers to vanish and reappear nearby an opponent, striking them from a random direction before warping at blinding speed to another position for another strike, repeating this process multiple times and causing the victim to feel as if they are being surrounded by multiple foes.
Rank 1: The user warps and strikes their target, repeating this process 4 times. Each hit deals 375 damage.
Rank 2: The user warps and strikes their target, repeating this process 5 times. Each hit deals 360 damage at +1 Accuracy.
Rank 3: The user warps and strikes their target, repeating this process 6 times. Each hit deals 350 damage at +2 Accuracy.
Costs:
Rank 1: 545 Cp; 2.25 AP
Rank 2: 655 Cp; 2.25 AP
Rank 3: 765 Cp; 2.25 AP
Notes:
- Each strike may be used as a Called Shot, but only one a successful Called Shot Penalty can be inflicted per use.
---
Obliterate Reality - Microscopic Alteration Ninjutsu</B><i></i>
perhaps the most lethal skill that can be done by a Seikon, this technique focuses the attention the Seikon upon a single hapless target, and condenses their reality warping energy to literally shatter a portion of the victim's atomic structure. This skill cannot be seen as it takes effect on an microscopic level, though this causes catastrophic pain and suffering upon the unfortunate target as it destroys their very being from it's base.
Rank 1: Warps the atomic structure of a target, dealing 3170 Damage at +2 Accuracy. This damage cannot be reduced or blocked by any effect and immediately cancels any Damage Reduction/Barrier effects that the target may have enabled.
Rank 2: Warps the atomic structure of a target, dealing 3560 Damage at +2 Accuracy. This damage cannot be reduced or blocked by any effect and immediately cancels any Damage Reduction/Barrier effects that the target may have enabled.
Rank 3: Warps the atomic structure of a target, dealing 3960 Damage at +2 Accuracy. This damage cannot be reduced or blocked by any effect and immediately cancels any Damage Reduction/Barrier effects that the target may have enabled.
Costs:
Rank 1: 3 AP, 1760 CP
Rank 2: 3 AP, 1980 CP
Rank 3: 3 AP, 2200 CP
Notes:
- This Jutsu may be buffed by physical damage buffs. This does not receive any weapon-specific damage buffs, such as styles.[/fontsize][/spoilername]
[spoilername="Hachimon"]Hachimon
[/spoilername]Michi said:[fontsize="12"]<B>Hachimon
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All humans have the potential within them to call forth great and super-human power, though the majority of tend to live their lives using no more than a fraction of their capabilities. Yet, there are some that possess the will to push themselves over any limit, even beyond to what can be deemed as physically impossible. These are the few shinobi who have practiced the art of unlocking the Eight Inner Gates, the Hachimon. These gates lie upon specific points in the chakra system and limit the body's potential in order to maintain a safe and stable balance, yet through training, one can learn to remove these natural barriers for a short time. Only the most fit and in sync with their body's completely are capable of understanding and surpassing their limits, any who fall short of utter devotion to their body's maintenance have no hope up understanding the workings of the Eight Gates.
<B>Kinjutsu TableInformation
- Chakra Gates (Ability)
- Hot Blooded (Ability)
- Body Flicker (B-Rank Technique)
- Morning Peacock (B-Rank Technique)
- Sure-Kill Strike (A-Rank Technique)
- Night Guy (S-Rank Technique)
Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots
Effects:
- The user gains access to the Hidden Power Ability and will not take up a slot. In addition the bonus granted by Hidden Power is no longer reduced if the user's HP is raised above an HP interval by healing effects.
- Hachimon users cannot take the Cursed Seal ability. If they possess Cursed Seal when they gain the Hachimon Kinjutsu they are allowed to swap that ability for a new one for free but cannot keep Cursed Seal.[/fontsize][fontsize="12"]<U>Chakra Gates - Kinjutsu Ability
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The chakra gates are the limiters in the body that govern the natural processes of the body such as fatigue, metabolism, and stamina. Unleashing these gates push the users body far beyond the capabilities of normal human potential, making things such as superhuman strength and lightning speed a reality, at the cost of straining the body and burning vitality rapidly. Common traits of the gates include darkened skin, blank eyes that come from the pressure placed upon the body, and even vivid visible auras of chakra.
Information
Prerequisites: Hachimon
Effect: User may open their Chakra Gates which grants them the following bonuses based on which Gates are opened:
Chakra Gates do not need to be opened in order; the user can open them in any order that they wish. The user may safely open up to three Chakra Gates at a time and gains access to the Go Beyond! Special Action when they have three Chakra Gates open.
- First Gate: Gate of Opening - +5% Auto-Dodge.
- Second Gate: Gate of Healing: Ignores first rank of Bleeding and Sprained Called Shot penalties. These effects cannot be doubled by Eighth Gate: Gate of Death.
- Third Gate: Gate of Life - Regains 2% Max HP every round. This gate does not have an HP cost.
- Fourth Gate: Gate of Pain - Regains 2% Max CP every round. This gate does not have a CP cost.
- Fifth Gate: Gate of Limit - +10% Unarmed Damage and increases the user's damage cap with Unarmed Weapons by 10%.
- Sixth Gate: Gate of View - +2 Accuracy and Dodge. In addition the user automatically succeeds on Awareness checks against clone techniques.
- Seventh Gate: Gate of Wonder - +1 AP and +2 Genjutsu Save. These effects cannot be doubled by Eighth Gate: Gate of Death.
Special Action - Go Beyond!: The user may activate a fourth and fifth Chakra Gate by paying the normal activation costs. At the beginning of each round the user has Go Beyond! active it causes the user to have a 20% chance per Chakra Gate opened beyond the normal limit of three to increase the Called Shot level of a random limb. User gains access to the Even Further Beyond! Special Action when they have five Chakra Gates open.
Special Action - Even Further Beyond!: The user may activate a sixth and seventh Chakra Gate by paying the normal activation costs. At the beginning of each round the user has Even Further Beyond! active it causes the user to have a 20% chance per Chakra Gate opened beyond the normal limit of three to increase the Called Shot level of a number of random limbs equal to the number of extra Chakra Gates opened. User gains access to the Eight Gates Released Formation Special Action when they have all seven Chakra Gates open.
Special Action - Eighth Gate: Gate of Death: By paying the normal activation and maintain costs for a Chakra Gate the user can use this special action to open the eighth and final Chakra Gate which doubles the effects of all of the other Chakra Gates except where otherwise noted. At the beginning of each round the user has Eighth Gate: Gate of Death active it causes the user to have a 20% chance per Chakra Gate opened beyond the normal limit of three to increase the Called Shot level of a number of random limbs equal to the number of extra Chakra Gates opened. If the user activates this Special Action they are KO'd at the end of the battle regardless of victory.
Cost: 0.5 AP and 200 Cp per gate to initiate. 100 Hp/rnd per gate.
Notes:
- The activation costs, maintain costs and effects of the Chakra Gates are cumulative.
- The Special Actions Go Beyond! and Even Further Beyond! do not cost any additional AP or CP to activate-- they must simply be stated as long as the conditions are met for their activation. Eighth Gate: Gate of Death costs the normal activation and maintain costs of opening a Chakra Gate.
- The effects of Even Further Beyond! replace those of Go Beyond!. Likewise the effects of Eighth Gate: Gate of Death replace those of Even Further Beyond!.
- If the user activates Eighth Gate: Gate of Death and goes on to win the battle they are still KO'd. If this occurs they are not able to assign Victim's Choice or Forced Kill penalties to defeated opponents.[/fontsize]
[fontsize="12"]Hot Blooded - Kinjutsu Ability
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It is said that a Hachimon is never out numbered because of their unquenchable fighting spirit. Indeed it is that very fighting spirit that sets them apart from the average martial artist by way of constantly driving them to seek mastery over their technique and their form. Their drive to succeed at their goals no matter what the odds are is perhaps the greatest weapon in their arsenal.
Information
Prerequisites
Effect: While there is a hostile target present and conscious in the battle with the user they are able to fight past their limits and cannot be KO'd normally through being reduced to 0 HP. Any round during which the user starts with a negative HP total they immediately suffer 20% of their maximum HP in damage and their Bleeding Level is automatically elevated by one step. If the user is already at Rank 5 Bleeding at the beginning of the round then they immediately suffer their Bleeding damage instead of their Bleeding Level being elevated.
Notes:
- The user may choose to "give up" at any time they are at negative HP which causes them to fall unconscious immediately.
- If the user is reduced to -100% of their maximum HP they die immediately and are given the Forced Kill penalty.
- If the user activates Eighth Gate: Gate of Death at any time during the battle they are still KO'd as soon as the battle ends.
- If the user is already at Rank 5 Bleeding at the beginning of the round and suffers their Bleeding damage instead of their Bleeding Level being elevated they still suffer normal Bleeding damage at the end of the round.[/fontsize]
[fontsize="12"]Body Flicker - B-Rank Unarmed Taijutsu
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A high speed movement technique in which the user moves in the blink of an eye over a short distance. This skill enables one to utilize their enhanced speed to move at undetectable levels for a brief moment, seeming fade into the air and reappear in another position in a split second, appearing as if the user teleported instantly. This untraceable movement has both offensive and defensive properties.
Information
Prerequisites: Hachimon, B-Rank
Rank 1: User avoids an attack and then is allowed to counter with a Basic Strike at +1 Accuracy.
Mastered: User avoids an attack and then is allowed to counter with up to any Taijutsu they possess up to C-Rank at +1 Accuracy.
Rank 1 Cost: 2.25 AP and 545 CP
Master Rank Cost: 2.25 AP and 655 CP
Note:
- Body Flicker is an Activated Auto-Dodge.
- User must have at least one Chakra Gate opened.
- The user's counter-attack is modded directly after the opponent's attack which was avoided.
- May only be used once per round.[/fontsize][fontsize="12"]Morning Peacock - B-Rank Unarmed Taijutsu
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A rapid blitz of strikes that are so quick in succession that they ignite the air around the Hachimon's fists through a combination of raw air friction and the chakra being used in the process for the attack. Each strike carries with it the force of an explosion and is enough to bawlk even the sturdiest of foes.
Information
Prerequisites Hachimon, B-Rank
Rank 1: User strikes 5 times dealing 315 damage per strike at -1 Accuracy. Morning Peacock can cause Suppression up to two times per use rather than the normal limit of once.
Mastered: User strikes 5 times dealing 395 damage per strike at -1 Accuracy. Morning Peacock can cause Suppression up to four times per use rather than the normal limit of once.
Rank 1 Cost: 2.25 AP and 545 CP
Master Rank Cost: 2.25 AP and 685 CP
Notes:
- User must have Go Beyond! active.[/fontsize]
[fontsize="12"]Sure-Kill Strike - A-Rank Unarmed Taijutsu
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A technique which has taken many forms over the years thanks to the varied masters of the Hachimon teachings, the Sure-Kill Strike is an attack which draws upon the incredible power of the Eight Gates to execute an extremely versatile technique.
Information
Prerequisites Hachimon, A-Rank
Rank 1: Base damage is 3,300. User must select a Special Action.
Mastered: Base damage is 4,125. User must select a Special Action.
Special Action - Daytime Tiger: This technique automatically triggers any Activated Auto-Dodge effects that the target has prepared in their conditionals before attempting to strike.
Special Action - Evening Elephant: This technique strikes 5 times dealing 660/825 damage per strike. If Evening Elephant is blocked by a barrier then one strike is ignored, the barrier is destroyed and the remaining strikes target the opponent as normal.
Rank 1 Cost: 2.75 AP and 1650 CP
Master Rank Cost: 2.75 AP and 2065 CP
Note:
- Only one Special Action may be chosen.
- Sure-Kill Strike can only be used once per round.
- User must have Even Further Beyond! active.
- Daytime Tiger triggers the target's Activated Auto-Dodge(s) even if it wouldn't normally activate the opponent's conditional they set to use it with.[/fontsize]
[fontsize="12"]Night Guy - S-Rank Unarmed Taijutsu
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Hachimon users are commonly thought of by martial artists as the supreme masters of unarmed combat and the Night Guy technique is a large portion of that reputation. By condensing all of their chakra into a single limb of their body and then using the combined energy of all eight Chakra Gates the Hachimon is able to enter a state of intensity which blurs the line between possible and impossible.
Information
Prerequisites S-Rank, All Hachimon techniques mastered
Mastered: Converts the user's life force into raw power and strikes a single time dealing 2,755 damage at +1 Accuracy. If Night Guy is a Full Hit then it deals additional damage to the target equal to 7.5% of the user's maximum HP and elevates the Called Shot penalties of a single one of the user's limbs to a special Useless status. Useless uses the same penalties as Broken status but cannot be healed for the remainder of the battle. If a limb which is already at Broken status is selected then it is rendered Useless and another random limb is selected. This process repeats until a limb which was not already at Broken status is selected.
Cost: 3.75 AP and 3,300 CP
Note(s):
- User must be under the effects of Eighth Gate: Gate of Death.
- The additional damage caused by Night Guy being a Full Hit cannot be reduced or increased by any effect.
- If Night Guy hits a barrier then the additional damage is not dealt but the barrier is destroyed automatically.
- At the end of the battle the user suffers Recovery Time for each limb rendered Useless by Night Guy.[/fontsize]