1 Thāng Clan Tue Aug 27, 2013 3:01 pm
Sili
D-rank
Symbol:
Clan: ThāngKekkei Genkai: Thāng Skipping Technique
Elements: Doton, Suiton
Specialization: Bukijutsu, Ninjutsu
Location: Scattered
Clan History: The Thāng are a clan of Taoist monks. They are devout to their religion and spend most of their time meditating. Thāng members meditate in different forms, but their most preferable form is skipping rocks. It is said a member achieves enlightenment when they can skip a rock that will never stop. This may appear impossible, but the clan elders insist that it is possible when one realizes that the rock only stops skipping because one allows time to progress. They say it is the individual perceiving the rock that constructs the reality if its skip, and as they construct multiple instances of reality in their head, they create the concept of time. This is the basis of their meditation; to achieve enlightenment and control the passage of time in their minds.
The clan has existed for as long as Taoism. They have spread across the lands and are considered nomads. The world around them is their temple; every second being trying to perceive the individual moments of reality. Because of this, they do not care for material possessions. They did not participate in any of the Ninja Wars, honing their jutsu solely for the sake of defense. Now that villages have been established, most of them some migrated to villages for the sake of safety. While they agree to working for the villages in exchange for this safety, they tend to use non-lethal jutsu unless it is to protect the life of themselves or their comrades. Wherever Thāng members settle, however, they are always nearby water. This originated as a means of survival, staying close to a water source and then maintaining strength to defend your position. Even when in villages they assist locations near water. It is still widely used for survival, however it is now more of a cultural tradition. It is what their meditation is based off of; their interpretation of the Tao. Water supports life, like it supports the rock. It is great well for potential, and when the rock falls, as does life, the materials return to the water. From once one came. The Thāng are observant of water around them at all times. They have honed this observation to see beautiful patterns in something as fast as a splash, or something as "dull" as stagnant water. They appreciate it in all forms, as with everything else around them.
Because the Thāng fighting style was created as a means for defense (and not to kill or even seriously wound an opponent), their attacks are meant to wear down their opponent until their body is too weak to fight or even stand. Because of this, all of their attacks deal fatigue damage rather than actual wounds. As their opponent takes more and more fatigue damage, it will become increasingly difficult to fight. After enough damage is dealt, their opponent will collapse.
Kekkei Genkai Description: The Thāng Skipping Technique is the result of constant meditation over the act of skipping. Thāng members have each perfected their rock skipping abilities on water, and have learned to apply them on land. This results in two things; extreme accuracy even at long distances, and the ability to "skip" stones off of objects. By applying their experience skipping rocks off of waves, logs, etc, Thāng members have learned to skip stones off of the ground and most all objects. These stones can be redirected based on their skips (skipping along a surface parallel can redirect it anywhere in front of itself, hitting a surface perpendicular can turn the rock 180 degrees, etc), however can only skip so long. In order to skip a stone, the member needs to use their entire hand, meaning they cannot throw more than 2 stones at once (1 for each hand) and have them skip. They can only skip skipping stones. The rank of the Thāng member determines how skillful they are at skipping/throwing stones:
- Spoiler:
- D- Can throw up to 15 stones per post and they travel at 50 m/s. Stones can skip up to 2 times and are accurate up to 50m.
C- Can throw up to 30 stones per post and they travel at 75 m/s. Stones can skip up to 3 times and are accurate up to 65m.
B- Can throw up to 45 stones per post and they travel at 100 m/s. Stones can skip up to 4 times and are accurate up to 80m.
A- Can throw up to 60 stones per post and they travel at 125 m/s. Stones can skip up to 5 times and are accurate up to 95m.
S- Can throw up to 75 stones per post and they travel at 150 m/s. Stones can skip up to 6 times and are accurate up to 110m.
SS- Can throw up to 100 stones per post and they travel at 200 m/s. Stones can skip up to 8 times and are accurate up to 130m.
Thāng members must take Ace Eye. Members can carry up to 100 small skipping stones in their pockets if they are wearing the traditional Thāng robe. This increases by 25 per rank above Genin. In any environment with rocks, a member can pick up stones from the ground and use them as skipping stones (treated as talc skipping stones).
The Thāng fighting style is based on dealing fatigue damage rather than normal wounds. An opponent who takes fatigue damage has their fatigue rank increased. Shinobi with Stamina will have a 1 rank grace period before their fatigue rank begins increasing. Shinobi with Fatigue will have their fatigue rank start at .5. Pets/summons are more easily fatigued, and therefore take triple the fatigue damage a normal shinobi would. A shinobi's speed and strength ranks are lowered by their fatigue rank. Their "fatigue threshold" is based on rank:
- Spoiler:
- D- A fatigue rank greater than 1 will cause the shinobi to be exhausted; they cannot run or jump. A fatigue rank of 2 will cause them to pass out.
C- A fatigue rank greater than 2 will cause the shinobi to be exhausted; they cannot run or jump. A fatigue rank of 3 will cause them to pass out.
B- A fatigue rank greater than 3 will cause the shinobi to be exhausted; they cannot run or jump. A fatigue rank of 4 will cause them to pass out.
A- A fatigue rank greater than 4 will cause the shinobi to be exhausted; they cannot run or jump. A fatigue rank of 5 will cause them to pass out.
S- A fatigue rank greater than 5 will cause the shinobi to be exhausted; they cannot run or jump. A fatigue rank of 6 will cause them to pass out.
SS- A fatigue rank greater than 7 will cause the shinobi to be exhausted; they cannot run or jump. A fatigue rank of 8 will cause them to pass out.
Thāng members must state how many stones they use in a post, as well as their opponent's current fatigue level based on how many stones hit in the opponent's last post.
Drawbacks:
- Due to their training being primarily meditation, as well as the unusual amount of stones they carry with them, Thāng members' move 1 rank slower than normal.
- Due to the extreme strain on their bodies due to their technique, members cannot take Taijutsu and take +1 damage from Taijutsu-based attacks
- They must take Bukijutsu(Skipping Stone) as their primary.
- Due to their passive nature, Thāng members are also forbidden to willingly/knowingly kill someone. Therefore they must take Necrophobia (specifying that they are not fearful of death, simply that they cannot kill another due to their religion) and cannot pair it with a positive trait.
- Because their meditation revolves around perceiving reality for what it really is, all negative Fūinjutsu seals placed on them gain 1 rank to effectiveness.
- Due to their constant meditation, members start with their secondary specialty at D rank rather than C and cannot take "Trained"
Members:
Clan Items:
- Spoiler:
- Name: Traditional Thāng Robe
Type of Armor: Robe
Rank: Varies based on skipping stones
Elemental Alignment: N/A
Quantity: 1
Protection: The garment itself is made of a silk-like material and offers no defensive capabilities on its own. However, when the robe is filled with at least 50 skipping stones, the stones themselves offer protection for the wearer’s body. Kenjutsu/Taijutsu of rank equal to or less than the rank of the skipping stones will be blocked. They can also block 1 jutsu of equal rank to the skipping stones, or 2 jutsu 1 rank less than them, or 4 jutsus 2 ranks less, so on. Once they’ve blocked these/this jutsu(s), the skipping stones are completely destroyed.
Ability/Function: None
Appearance: Varies
History: This robe has changed color/design over the years. In the early days of the Thāng clan, this robe was a simple white. After generations of travel, it was adopted as a dirt brown with a skipping stone symbol on the back. This is the standard appearance, however it has gone through many variations, and often individual families will create their own. The material tends to be silk-like, almost the consistency of spider silk. It is unknown what this material is, however it seems highly durable (not tearing/burning through conventional means). It is rumored that the material is of an element forged by the founder of the Thāng clan, who in his infinite wisdom found a way to create “liquid earth”. The robes have been passed down for many generations, and every so often a new one is forged. The Thāng have always had relatively small numbers compared to other clans, and thus don’t often need additional robes to be sewn. Should a member be born when a robe is not available for their use, the head of the family is expected to give up his own to the child and be outcast until he finds the knowledge to create one himself. This is considered penance for having been glutinous. All robes are of the same size, suitable for members of most any body type. However should they be exceedingly overweight, the robe will not be able to hold skipping stones due to the tension on it (again, a penance for gluttony). This makes the robe somewhat awkward for children, as it is far too large for anyone under 5 feet to walk in without being hindered. The Thāng have seen this as a blessing, forcing children to learn the importance of meditation before the importance of exploring.
Kekkei Genkai Jutsu:
- Spoiler:
- Name: Thāng Elemental Skipping Technique- The Stone
Canon/Custom: Custom
Rank: D-S
Type: Offensive/Supplementary
Element: Doton
Range: 2m
Specialty: Ninjutsu
Duration: Until pillar is destroyed or depleted
Cooldown: 3 posts
Description: The user stomps the ground while making the serpent seal, bringing up a large pillar in front of them. This pillar can be up to 1.5m tall and 1m wide. This pillar is particularly weak, allowing the user to pick up rocks from it simply by swiping their hand across the top. The pillar can produce up to 1000 small skipping stones (each 3 inches in diameter and about half an inch in thickness, unsharpened). For durability purposes, the rocks are considered weapons of this jutsu's rank.
D- The pillar can be broken and made unusable by D rank or higher Taijutsu/Kenjutsu or by any offensive D rank or higher ninjutsu. The material is talc; each rock causes .05 fatigue damage and light bruising on contact.
C- The pillar can be broken and made unusable by C rank or higher Taijutsu/Kenjutsu or by any offensive C rank or higher ninjutsu. The material is calcite; each rock causes .1 fatigue damage and medium bruising on contact.
B- The pillar can be broken and made unusable by B rank or higher Taijutsu/Kenjutsu or by any offensive B rank or higher ninjutsu. The material is apatite; each rock causes .15 fatigue damage and medium-heavy bruising on contact.
A- The pillar can be broken and made unusable by A rank or higher Taijutsu/Kenjutsu or by any offensive A rank or higher ninjutsu. The material is quartz; each rock causes .2 fatigue damage and heavy bruising on contact.
S- The pillar can be broken and made unusable by S rank or higher Taijutsu/Kenjutsu or by any offensive S rank or higher ninjutsu. The material is corundum; each rock causes .25 fatigue damage and intense bruising on contact.
Name: Thāng Elemental Skipping Technique- The Splash
Canon/Custom: Custom
Rank: D-S
Type: Offensive
Element: Suiton
Range: As far as the user can skip a rock
Specialty: Ninjutsu
Duration: Maintainable
Cooldown: 2
Description: While active, any thrown/skipped stone will let out a "splash" of water around itself (as if it just landed on a body of water) whenever it makes contact with any surface. The amount and force of the water that emerges is enough to fatigue an enemy's bodies based on rank.
D- 1m splash of water around where the stone lands/skips. Anyone caught within range takes .05 fatigue damage from each splash. Costs 5 chakra per post.
C- 1.25m splash of water around where the stone lands/skips. Anyone caught within range takes .1 fatigue damage from each splash. Costs 5 chakra per post.
B- 1.5m splash of water around where the stone lands/skips. Anyone caught within range takes .15 fatigue damage from each splash. Costs 5 chakra per post.
A- 2m splash of water around where the stone lands/skips. Anyone caught within range takes .2 fatigue damage from each splash. Costs 10 chakra per post.
S- 2.75m splash of water around where the stone lands/skips. Anyone caught within range takes .25 fatigue damage from each splash. Costs 10 chakra per post.
Last edited by Thang on Sun Sep 15, 2013 10:59 am; edited 45 times in total