Name: Raymen Kunokai
Nickname(s): Ray, Ramen "Rah-men"
Age: Twelve
Gender: Male
Personality:
Light-hearted and hard headed, overflowing with what anyone would presume as an air about them thats got the mask of an urban youth. Raymen is the beacon that sits in the dark, warming, and resonating with the others. Roughly he's very mellowed out, chill, and incredibly on rush worthy when he get an adrenaline high going.
His skill level isn't quite basic, he's proficient in whatever he sets his mind and body towards. He's learned to care and respect those around him, in a sense that he's been raised the right way by his parents. For a twin, he's always wanted to prove there was more to him than the sharing of a similar face, but him as an individual mattering just like anyone else.
Whats noted is that Raymen is the charismatic speaker that his brother really isn't. His chain of words splits into his techniques and he produces a really epic effect rend free ignorance. Raymen love indulging in writing nice and yet well strung free verse poetry, powerful words, and a message in which he voices his opinion.
Appearance:
Sharing the same face, but not the same hair style as his twin brother, Erebos, he's an abrupt height of around four feet and ten inches, quite the midget they both are. In cases of Raymen's stalks, his eyes are two silvery pools in representation of his clear chakra's influence. His body is slim, slightly toned, and his skin is a light caramel toned if not more close to peanut butter.
His hair is pretty crazy, but looks in the best depiction to that of his father's. Its a really solid white, with strands of pink seen if you look hard enough, his mother's genes. Raymen has so insanely spikey hair, its styled and brushed in the exact same fashion as the that of his father's.
His attire is pretty boss, he wears a fishnet undershirt which is covered by a skinny navy blue shirt. Raymen wears black shorts, ninja greaves in that as a complete set. Over his left arm is a contraption that functions as a guard, which covers his left shoulder completely and takes the form of something of a plating of Armor. This is actually Ethernal morphed into his immediate guard, and a conduit for his chakra's potency. he wears a black short sleeved shirt, with a wide collar. Under his shirt tucks his arms, the left is braced by the armored side, the the right wearing white arm warmers.
Home Village:
Chakra Element: Pure, Clear
Clan: Kunokai/Raito
Ninja Rank: Genin
Team: 17
Weapon(s):
Ethernal ~A butter knife? No, its a chakra blade no longer than the grip that holds it. It looks like a dagger with a guard installed. The properties of this weapons are simple, it can extend and manipulate its form. Its only real trick is just extending itself forward, it can be launched from the tip like nothing and keep going for about thirty meters last time he checked how long he could hold it. Ethernal is now known as "The Ethereal Blade" Able to turn into and take the form of various weapons.
Reverb. Given to its ability to turn into a twin pair of chained scythes. Undergoing twin techniques, the first is only explained as "Chakratic Reverb; Caution Zone". Where the chains jettison about the area and form whats a labyrinth of chains locking himself and one opponent int a steel jungle of chains. The second is "Chakratic Reverb; Star Shield". Where the chains fly foward and form a massive star with chakra laced to channel through them and repel a jutsu even larger than the user. Its infused with raw chakra and deteriorates jutsu more predominantly than the polarity wall.
Zetsuei. The chakra blade groes ever shorter and forms itself into a kunai knife wielded by his finger. The chakra runs through the blade and then himself and he uses it to attack at high-speeds and create the eye's physical illusion of dopplegangers moving all at the same time. His signature move is, "Black Zetsuei; Dark Rain" sending his body to shift so fast he expunges himself in several angles all moving in on an enemy. The second part of this physical move is, "Black Zetsui; Complete Shadow" the body then uses one actual clone to fill in the spots of the projected path to distort where the next image is bound to appear. And in the blind spot where the eye can't follow the original or clone will attack and deal a very much physical blow.
Tsamae. The chakra blade then enters the form of a demon wind shuriken, yet this one is laced with seals. This is the second type of DWS, and proposes an epic flux with it. His abilities with the weapon work as one and he forms some tricky maneuvers. The first being, "Kaze Tsame; Tsukiyoha." it is where he whips the chakra blade's form Tsame to fly then seperate into two identical ninja stars. Their flight path is determined by the user's conscious chakra manipulation. Able to tear straight through earth when infused with pure chakra it breaks it down as it slices right through it. His second technique would follow this, leaving them to hover directly in front of an enemy to follow his attack. "Kaze Tsame; Tsukiame." The first flies through the type two's open hole to grasp, then pushes a burst of pure and wind chakra into a concussive force that tears away at lightning based defense.
Death Scythe Shuriken ~A basic and yet more advanced shuriken that has four blades, curved to spin like a windmill. It's trajectory isn't as easy to alter or distort like a regular shuriken, it does much more damage than a normal shuriken at the sametime.
Soldier Pills ~
A shinobi tool utilized to give a ninja the strength to fight for three days and nights straight when it comes to just fighting with chakra in taijutsu. It gives them ample chakra to use for ninjutsu and is quite resilient in the long run.
Jutsu:
-Taijutsu
Thrusting Break Taijutsu (C-rank, Taijutsu)
A style of taijutsu in which the user can move and usher in their body's movement to hit higher speeds than normal and yet slow ninja. Though the motions of this taijutsu leave them victim to the tunnel effect where it appears everything around them is blurring out because they are moving just that fast. Its used on stationary enemies that can't keep up. Because Raymen has great battle rhythm and is a dancer is awareness and perception buffers the tunnel effect a bit so he can make out who or what he's approaching when running. The style delivers powerful direct blows to the opponent using not only strength and muscle but the momentum of how fast the jab, hook, uppercut, or thrust is.
Rushing Drill Kick (C-rank, Taijutsu)
While running, Raymen first leaps and lands on both left and right palm. He then pushes of them while pivoting his body into somewhat of a spiral and turns into a clockwise spin. Chakra channeled to his greaves he can break almost any direct defense made by the guarding of their hands.
Rolling Thunder (C-rank, Taijutsu)
A physical move in which Raymen, sweep kicks an opponent, rolls under them in that same instant and juts a kick into the back to send them airborn.
Dropping Thunder (C-rank, Taijutsu)
Continuing from Rolling Thunder, Raymen pivots and pushes his body upward. Making a massive leap from the ground up, he hovers over. Then into a falcon dive, he spins delivering a swift and powerful leg drop with every bit of momentum from the spin kicking the chest or abdomen to send them flying down with the pull of gravity into the surface.
Jitkyùndou (S-rank, Universal)
A universal style of taijutsu that takes and literally learns from others around it with one conventional art always intact. To put it bluntly, the archaic arts subscribe to the notion that the best defense is a strong offense, hence the principle of "Intercepting". Hasan believed that in order for an opponent to attack someone they had to move towards them. This provided an opportunity to "intercept" that attack or movement. The principle of interception covers more than just intercepting physical attacks. The Sempai believed that many non-verbals and telegraphs (subtle movements that an opponent is unaware of) could be perceived or "intercepted" and thus be used to one's advantage. The "5 Ways of Attack" are attacking categories that help Jitkyùndou practitioners organize their fighting repertoire and comprise the offensive portion of Jitkyùndou.
-Water's Flexibility ~ Become one with it's rippled motion
A fundamental element, one of many Rayex came to understand was that he had to be like water in terms of flexibility as which is present in all taijutsu, water is a perfect example as it is indefinitely flexible. It can be seen through, and yet at other times it can obscure things from sight. It can split and go around things, rejoining on the other side, or it can crash through things. It can erode the hardest rocks by gently lapping away at them or it can flow past the tiniest pebble. The sensei of old believed that a martial system should have these attributes.
-Allocated Motion ~ Waste no time or movement
A. Stop hits & stop kicks
This means intercepting an opponent's attack with an attack of your own instead of a simple block. Jitkyùndou practitioners such as Rayex believe that this is the most difficult defensive skill to develop. This strategy can be a feature of some traditional old era style of taijutsu.
B. Simultaneous parrying & punching
When confronting an incoming attack; the attack is parried or deflected and a counter attack is delivered at the same time. Not as advanced as a stop hit but more effective than blocking and counter attacking in sequence. This is also practiced by rare taijutsu specialist that thrive in the old ways.
C. No high kicks
Jitkyùndou practitioners believe they should target their kicks to their opponent's shins, knees, thighs, and mid section. These targets are the closest to the foot, provide more stability and are more difficult to defend against. However, as with all other Jitkyùndou principles nothing is "written in stone". If a target of opportunity presents itself, even a target above the waist, one could take advantage of the situation without feeling hampered by this principle.
-The 4 ranges of combat ~ Attack Types
* Kicking
* Punching
* Trapping
* Grappling
Jitkyùndou students train in each of these ranges equally. According to Hasan, this range of training serves to differentiate Jitkyùndou from other taijutsu styles. Hasan stated that most but not all traditional martial systems specialize in training at one or two ranges. Hasan's theories have been especially influential and substantiated in the field of Mixed Taijutsu Styles, as the MTS Phases of Combat are essentially the same concept as the Jitkyùndou combat ranges. As a historical note, the ranges in Jitkyùndou have evolved over time. Initial the ranges were categorized as short or close, medium, and long range. These terms proved ambiguous and eventually evolved into their more descriptive forms although there may still be others who prefer the three categories.
IV. Five Ways Of Attack
A. Single Angular Attack (SAA) and its converse Single Direct Attack (SDA).
B. Hand Immobilization Attack (HIA) and its counterpart Foot Immobilization attack, which make use of trapping to limit the opponent's function with that appendage.
C. Progressive Indirect Attack (PIA). Attacking one part of the opponent's body followed by attacking another part as a means of creating an opening.
D. Attack By Combinations (ABC). This is using multiple rapid attacks, with volume of attack as a means of overcoming the opponent.
E. Attack By Drawing (ABD). This is creating an opening with positioning as a means of counter attacking.
-Three Aspects of Jitkyùndou ~ General Breakdown
Jitkyùndou practitioners believe that techniques should contain the following properties:
* Efficiency - An attack that reaches its mark
* Directness - Doing what comes naturally in a learned way.
* Simplicity - Thinking in an uncomplicated manner; without ornamentation.
-Centerline ~ Body Division
The centerline refers to an imaginary line running down the center of one's body. The theory is to exploit, control and dominate your opponent's centerline. All attacks, defenses and footwork are designed to preserve your own centerline and open your opponent's. Hasan's imported this theory into Jitkyùndou from Shouku. This notion is closely related to maintaining control of the center squares in the strategic game shougi.
The three guidelines for centerline are:
* The one who controls the centerline will control the fight.
* Protect and maintain your own centerline while you control and exploit your opponent's.
* Control the centerline by occupying it.