Shousenka the Echidna, originally known as Nephthys, is a Nocturnus Echidna who was able to escape from the Twilight Cage with the aid of a Chaos Emerald fragment. For years after his escape he fled the deserted lands of the Nocturnus empire and found a new home within Japan. Training in the arts of the Samurai and Ninjutsu, Shousenka swears loyalty to his new home with a sharpened blade and a sharper mind.
Some say that he is often sterner and more serious than even the higher level swordsmen, despite his young age, and that he only seeks to better himself. Considerably arrogant, un-empathetic to the displeasure that others may show towards him, although extremely overconfident in the roles and responsibilities that are given to him, Shousenka could be considered an anti-social individual although this is purely down to personal opinion. The majority of Shousenka's life has been bettering himself is all that he was capable of; the ways of Taijutsu, the strength of his Eight Gates, and the mastery of Iaido. Discovering the skills of the swordsman has only helped Shousenka progress deeper and further into the mysteries of the powers that lay before him, and as much as chaotic neutrality goes, regardless of who stands in his way be it friend or foe he will not falter on his path to becoming stronger.
Shousenka never rushes into a battle headlong and in recklessness. Before a battle can commence, and even before anyone who can be considered dangerous has entered the area, Shousenka tends to scan his surroundings, both out of caution and out of necessity to assess the surrounding to see how he can play the environment to his advantage should the need to fight arises; this gives him almost a look of attention deficit or even as a shifty character, but it is because of this that Shousenka remains ever so vigilant of attackers, and is often very difficult to surprise in combat.
Within this mindset Shousenka tends to remain two steps ahead of his opponents, but only if Shousenka knows the capabilities and the techniques his opponent possesses; almost like a computer Shousenka can process different variables through his mind quickly, detailing his own actions, the opponents possible reactions, and even the consequences of these chain of actions for both himself and the enemy. of course, being only human Shousenka can often be incorrect, or simply does not have the time or the focus to pursue these possibilities.
Despite many people believing that Shousenka is rather jittery, overcautious, perhaps even overprotective of himself, he will not deliver any cause of action within thinking it through and heralding deliverance in a calm manner. Due to the nature of his training in the principles of Iaido and Kyuudo, the way of drawing and the way of the bow respectively, Shousenka takes atmost care and utmost patience in whatever he does, and uses these principles in everyday life. An example would be that, through the art of Iaido, Shousenka tends to do whatever he can in a single take with no mishaps, and through Kyuudo he has the ability to focus intently on a single task or a single target that relates to his activity, even going as far as to slow down his own heart rate to provide absolute concentration. Even cracking an egg becomes a part of his exercises of these skills.
An awkward trait of Shousenka is that he is difficult for him to remember or even recall the names of people, places, objects etc, as he only cares about what they are, what they do, and how well they do things. It is because of this that Shousenka refers to people by their most prominent characteristic such as "That carpentry guy", or "The girl with the strong fists", such and such, while objects or landmarks may be referred to as "that huge steel bridge", "that sword that channels fire", "the place where we found that relic", etc. It is often a large misconception that this is because Shousenka is rather arrogant and only cares about things that show interest to him, but it's really just a case that he is hopeless with names, especially common names in terms of people.
Shousenka remains steadfast as a Lawful Neutral character as he suspects anyone and everything around him to be able to take his life at a moment’s glance, which in turn resulted in his overcautious behaviour when venturing on his own, or even with a partner or squad team. Shousenka also wishes only to better himself, which can lead to unsavoury settings such as attacking fellow shinobi that may be from the same affiliations as him, dealing with evil characters in terms of power or knowledge, etc. Shousenka finds no love in rules, regulations or laws as he finds that they only hinder shinobi from their true potential, and also what they truly feel in their lives.
- Rank: A
Kai is a Ninjutsu technique which allows the ninja to avoid the effects of a Genjutsu illusion. After forming the needed handseals, the Genjutsu technique will not affect the ninja. The ninja can also use the technique on another individual who was unable to avoid the attack. After forming the needed hand seals, the ninja touches the one affected to end the affect of the spell.User can only release themselves from illusions of equal or lower rank. Chakra costs is equal to the Genjutsu being dispelled.
Kawarimi no Jutsu (Body Replacement Technique)
Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects equal or smaller in size; cannot switch with other living people or animals. This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.
Henge no Jutsu (Transformation Technique)
Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained. Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
Bunshin no Jutsu (Clone Technique)
Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained. Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.
Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)
No other technique may be used while creeping. Invisible to the naked eye, but doujutsu and extra-sensorial skill will easily "see through" this technique. Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Nawanuke no Jutsu (Escaping Skill)
Ineffective against complex, electronic, or unique binds. Nawanuke no Jutsu is a very basic Ninjutsu technique that allows a ninja to escape from regular rope binds.
Hachimontonkou (400 EXP)
 Kaimon (Gate of Opening)
- Rank: C.
Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of d-rank and lower. This gate grants the user increased feats of strength, roughly x2 that of your average shinobi. Because of this increase in strength, a marginal increase in speed is also obtained (due to the muscles being able to generate more power). Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active. The first stage of the Eight Gates, the Gate of Opening (Kaimon) is located in the brain, and upon activation, releases the brain's restraints, allowing full power usage of the body's muscles. Unlocking this gate allows the user to use extremely strong techniques, such as the Iron Fist's Frontal Lotus.
 Kyuumon (Gate of Rest)
- Rank: B.
Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of c-rank and lower. This gate grants the user increased feats of strength, roughly x3 that of your average shinobi, and temporarily rejuvenates the body. Because of this increase in strength, a marginal increase in speed is also obtained (due to the muscles being able to generate even more power). Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active. Located within the brain, the second stage of the Eight Gates, the Gate of Rest, raises stamina and assists in recovery after being weakened. By further boosting one's inner strength, they subsequently re-energize their body.
 Seimon (Gate of Life)
- Rank: B.
Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of c-rank and lower. This gate grants the user increased feats of strength and speed, roughly x4 that of your average shinobi. Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active. During this fatigued period, the player will only be able to use taijutsu-based techniques of a-rank and below. Located within the spinal cord, the third gate, the Gate of Life, begins to prepare the body for extreme movement and muscle destruction. Enemies without refined dojutsu (any non-Uchiha or Hyuuga) have a very difficult time keeping up with the user's movements, as this gate gives off the appearance of simply vanishing and reappearing on a whim. However, the user's body is left intact for the most part, as this new level brings the user mostly benefits. A notable feature of this gate is that the user's skin suddenly begins to turn red.
 Shoumon (Gate of Wound)
- Rank: A.
Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of b-rank and lower. This gate grants the user increased feats of strength and speed, roughly x5 that of your average shinobi. Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active. During this fatigued period, the player will only be able to use taijutsu-based techniques of b-rank and below. Located within the spinal cord, the fourth gate, the Gate of Wound, further's the body's destructive potential, evident by a more intense shade of red taking the user over, as well as a powerful aura that flows all around them. With this gate in effect, enemies without a refined dojutsu (any non-Uchiha or Hyuuga) have an extremely difficult time comprehending the user's movements; they're barely able to make out a blur. Furthermore, even those possessing the fabled Sharingan and Byakugan now have a high difficulty keeping track of actions executed at such a high speed. At this point, the user's muscles slowly begin to tear from use.
Taijutsu (850 EXP)
Hien (Flying Swallow)
- Rank: B.
Extends the blade of any bladed weapon through chakra by a maximum of twelve inches. By consciously feeding their chakra into any bladed weapon, the user will manage to extend the length of the weapon by providing an extra extension of visible chakra. This creation will yield an extremely sharp edge that functions like the normal blade itself. By seeing only the user's bladed weaponry, the opponent may miss the Hien and misjudge how far they need to move to avoid an incoming strike. As a result, even if they manage to avoid the metal portion of the blade, the chakra portion may cut into them as well.
Goken (Strong Fist)
- Rank: D
Strong Fist is a Taijutsu style, the purpose of which is to cause extreme forms of external damage to a target, alongside breaking as many bones as possible. It is the exact opposite of the Gentle Fist, which is used exclusively by the Hyuuga clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi. Goken practitioners can marginally raise the destructive force of any standard attack (non-jutsu) they perform; each strike will have a 10% chance to break the target’s bones.
Dainamikku Entori (Dynamic Entry)
- Rank: D
This technique is essentially nothing more than the user performing a jumping kick into their opponent’s face. By focusing chakra into their feet, the user can quickly and effectively spring toward an unsuspecting victim and land their assault. This is best used with a distraction, such as a thrown kunai, so that the user can take advantage of the target’s blind spot.
Konoha Reppuu (Leaf Gale)
- Rank: D
This technique is a good example of how even simple taijutsu can become a pre-eminently destructive, lethal technique. The attack is a simple rear spinning low kick, but a strong enough user can send a large adult flying on their back as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
Konoha Senpuu (Leaf Whirlwind)
- Rank: D
A taijutsu where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint.
Raiken (Thunder Fist)
- Rank: C
Yet another wild and unpredictable Goken technique, the user proceeds to rush at their opponent with all their might, jump and then spin to gain momentum, so that they may lay a powerful strike onto their target. If struck in the head, the victim will be severely dazed for a total of two posts (25% reduced vision, 25% reduced hearing, 50% reduced balanced). If struck in the stomach the victim will vomit.
Konoha Tsumuji Senpuu (Leaf Coiling Whirlwind)
- Rank: C
This technique allows the user to perform an incredibly power Leaf Whirlwind. Due to the combined force of this technique, the chances of physical injury are drastically higher than the traditional Leaf Whirlwind when performed by a single shinobi. This technique has a 50% chance to break a victim’s bones where struck.
Konoha Daisenkou (Leaf Great Flash)
- Rank: B
One of the more powerful kicks of the Goken style, this involves charging at the opponent and then unleashing a powerful lateral kick aiming at the head. This kick holds so much force that it can easily knock a fully grown adult off their feet, regardless of if it is blocked, and will undoubtedly render a person unconscious if connecting with the skull as intended. This technique will render an opponent unconscious for two full posts if it connects with their head. Presuming they're allowed to wake up, they will operate in a dazed state (at 25% capacity) for an additional five posts.
Konoha Kaiganshou (Leaf Rock-Destroying Rise)
- Rank: B
One of the more powerful offensive techniques of the Goken style, this is a taijutsu technique where the user smashes their elbow into their opponent using the other arm as support. It deals a powerful blow to the target and as the name suggests, is even strong enough to destroy coral. Connecting with a human body yields much more devastating results, and can easily shatter bones beneath the inhuman pressure. This technique has a 25% chance to shatter the target’s bones of whatever area the user strikes. Likewise, this technique can easily dismantle thick, jagged walls of stone and coral.
Konoha Gouriki Senpuu (Leaf Strong Whirlwind)
- Rank: B
A taijutsu using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that not a single person can follow the user's movement, smashing his enemy with overwhelming strength. This technique has a 25% chance to shatter the target’s bones of whatever area the user strikes.
- Rank: B
Front Lotus requires the opening of the first of the Eight Chakra Gates, giving the user five times their normal strength. The user launches the opponent into the air and then uses Shadow of the Dancing Leaf. Once behind the opponent, the user restrains them and pile-drives them into the ground head first while rotating at a ferocious speed. Because it uses one of the chakra gates, the user is left extremely fatigued, making this technique a "double-edged sword". The first of the Eight Chakra Gates must be opened in order to perform this technique. Furthermore, the user must have some form of restrictions (typically bandages) on their person in order to keep their opponent from moving.
Ura Renge (Reverse Lotus)
- Rank: A
This technique is an advanced and more destructive version of the Front Lotus, which requires that at least three chakra gates be opened (in every instance in which it has been used, five gates are opened). Once enough gates are open, the user launches the target into the air and strikes them at inhuman speed before hitting them with one arm and one foot, sending the target crashing into the ground. This is usually fatal due to the speed and power behind the attack. At least three of the eight Chakra Gates must be opened in order to perform this technique. Due to the immense strain this technique places on the body, stacked with the Gates, themselves, this technique can only be used once per thread.
Battoujutsu (1350 EXP)
Battojutsu (Art of the Drawing Sword)
- Rank: S
Allows the swordsman to deflect basic attacks of equal or lower rank, in conjunction with other, more advanced moves within the style. An offensive nature of fighting, all Battojutsu practitioners will tend to stand in looser patterns, letting their steel fly and attack at often irregular angles. Unlike its defensive counterpart, this form allows for quicker, more deliberate strikes, making it deadly in the hands of a true master.
Dorokendageki (Draw and Strike)
- Rank: D (B+C)
Learning 'B' rank "Art of Sword Drawing" increases damage by one rank. Learning 'S' rank version increases damage rank once more. Commencing from any position, the practitioner draws, thrusts or slashes with the sharp edge of their blade and then quickly sheathes his blade. As they invest more time and practice into the art of offensive sheathing, their overall offensive rating shall increase, which allows their fundamental knowledge to stay relevant, even at the apex of their ability.
Tsukesagiri (Cut and Thrust)
- Rank: C (B+C)
Learning 'B' rank "Art of Sword Drawing" increases damage by one rank. Damage is calculated per strike. Commencing from any position, the practitioner draws, attempts to stab at or thrust into the opponent and then punctuates the movement with a harsh vertical or diagonal slash, which leads them to sheathe their sword once again. By stabbing into the opponent, this allows them to capitalize on the wound and make it even deadlier.
Nibaigiri (Double Cut)
- Rank: C (B+C)
Learning 'B' rank "Art of Sword Drawing" increases damage by one rank. Damage is calculated per strike. Commencing from any position, the practitioner proceeds to draw, cutting a fluid swath before using the same momentum to deliver a final slash, which leads to them sheathing once again. The movement is flashy and hard to trace, leaving unguarded opponent's in trouble.
Joushou Giri (Rising Cut)
- Rank: B (A+C)
Learning 'S' rank Art of Sword Drawing" increases damage by one rank. Commencing from a crouching position, the practitioner rises, grips their blade with both hands and then delivers a devastating slash that allows them to capitalize on an overextending opponent. By continuing with the motion, the user can utilize the momentum behind the attack and follow it up with 'Morote Giri' for a fluid one-two combination.
Morote Giri (Two Handed Cut)
- Rank: B (A+C)
Learning 'S' rank "Art of Sword Drawing" increases damage by one rank. Commencing from a standing position, the practitioner gathers their strength for one moment, and then strikes with their sword in both hands, performing a single strong attack that is capable of breaking through defenses and delivering massive damage. This technique is notable for being associated with 'Joushou Giri', as it has been known to follow the aforementioned strike perfectly.
Marugiri (Circle Cut)
- Rank: B (A+C)
Learning 'S' rank "Art of Sword Drawing" increases damage by one rank. User performs a single spiral cut per use when first learned, plus one more each time retrained. Commencing from a kneeling position, the practitioner draws, rises and spins in one fluid motion, forestalling opponents all around and then quickly sheathes. Rotating a full three hundred and sixty degrees, this cutting strike is useful for assaulting targets all around the user at once. Upon finishing the twisting cut, the user sheathes the weapon.
Sandangamaegiri (Triple Cut)
- Rank: B-B-B (A+C)
Learning 'S' rank "Art of Sword Drawing" increases damage by one rank. Damage is calculated per strike. Can be used once per thread, plus one more each time retrained. Commencing from any position, the user unsheathes, slashes once and then continues on with their forward movement, which allows them to cut the opponent two more times while maintaining their momentum and footing. Regarded as an extremely flashy maneuver, it is also incredibly useful for offensive evasion, as the spinning motion of the user allows them to keep moving and avoid certain attacks.
Tachimae Renge (Standing Before the Lotus)
- Rank: A (S+C)
This technique performs almost identical as the Reverse Lotus save with a sword, which requires that at least three chakra gates be opened (in every instance in which it has been used, five gates are opened). Once enough gates are open, the user launches the target into the air and strikes them at inhuman speed before slashing at them twice before driving their sword through the opponent, sending the target crashing into the ground. This is usually fatal due to the speed and power behind the attack. At least three of the eight Chakra Gates must be opened in order to perform this technique. Due to the immense strain this technique places on the body, stacked with the Gates, themselves, this technique can only be used once per thread.
Iaijutsu (850 EXP)
Iaijutsu (Art of Mental Presence)
- Rank: B
Allows the swordsman to progress through the teachings of Iaijutsu. Description: A defensive nature of fighting, all Iaijutsu practitioners will tend to stand in closed positions, leaving little openings and making sure to make the least amount of wasted movement possible so as to remain solid like a rock. Once the swordsman has understood the basics of fortification, they move on to more complex defensive patterns.
Kawasu (To Parry)
- Rank: D-D-D-D (B+C)
Learning 'B' rank "Art of Mental Presence." increases defense by one rank. Learning 'S' rank version increases damage rank once more. Stops up to 1 attack per strike, plus 1 more each time retrained, for a maximum of 4. Commencing from any position, the practitioner draws their sword and moves to deflect or simply block the strike, then resheathes. As the user becomes more proficient in Iaijutsu, more strikes can be defending against in a fluid movement, before they are overwhelmed by the attacks.
Rasen Karasu-Zuki (Spiral Parry Thrust)
- Rank: C (B+C)
Learning 'B' rank "Art of Mental Presence." increases defense by one rank. Up to 5 projectiles can be parried per use, plus 1 more each time retrained up to a maximum of 10. Commencing from any position, the practitioner proceeds to unsheathe their blade and quickly strike down an incoming projectile, either slicing it in half or redirecting its path away from the user. Useful when faced with opponents that prefer to strike from a distance, as long as the user is able to spot the incoming threat in time. Once the user becomes more proficient at judging the distance, speed and direction of projectiles, they will be able to cut down even more projectiles in a fluid movement.
Jitentate (Rotating Shield)
- Rank: B
Up to 15 projectiles can be parried per use, plus 10 more for each rank above D obtained. The user may deflect incoming projectiles of the same rank as the user has obtained. Commencing from a standing position, the practitioner unsheathes their sword then rotates the hilt of their blade in a spiral motion, the result being a rapid rotation that easily deflects incoming projectiles, either slicing them in half or redirecting their path away from them user. Useful when faced with opponents that prefer to strike from a distance, as long as the user is able to spot the incoming threat in time.
- Rank: C (B+C)
Learning 'B' rank "Art of Mental Presence." increases defense by one rank and extends disorientation to a full turn. Once parried, the opponent is left off balance and unable to find their footing for half a turn, or one full turn if the prerequisites are reached. Commencing from any position, the practitioner proceeds to unsheathe their blade and quickly strike against an incoming physical attack. But, instead of simply blocking it, the user will instead use the opponents momentum against them, which in turn forces them off balance and leaves them vulnerable to a strike afterwards. While off balance, the opponent will be unable to perform actions involving high amounts of dexterity, due to the surprise of being knocked off center.
Sumasshu (Smash and Defend)
- Rank: C
Learning 'B' rank "Art of Mental Presence." increases disorientation by half a turn. Once struck, the opponent is left slightly dazed and without a proper guard for half a turn, or one full turn if the prerequisites are reached. Commencing from any position, the practitioner strikes with the hilt at a frontal opponent's face, forcing him to stumble back, which allows them to follow up with a quick slash or cut. Following the mindset of 'the best defense is a great offense', the user will seek to stop an opponent from throwing an attack out in the first place, leaving them on the defensive and unable to fully utilize their offense.
- Rank: B
Due to the high-speed nature of the counter, this can only be used once per thread, plus one more each time retrained. Commencing from any position, the practitioner strikes with the hilt or blade at the opponent's wrist, mid-strike or not, forcing them to drop any item or weapon they are holding, then the user sheathes. This method is used to prevent the user from becoming overwhelmed by a stronger foe, or to simply provide the opportunity for a successful follow-up attack.
3,450 / 4,150