|
| Eki Gisou, The Desert Cobra | |
| | Author | Message |
---|
Masahiro Yukina Hokage
Posts : 1017 Points : 110 Join date : 2008-10-17
Shinobi Info Ninja Rank: S Rank Village: Konohagakure
| Subject: Eki Gisou, The Desert Cobra Sun 29 May 2011, 1:47 am | |
| The Desert CobraMale, Twenty-Nine Years Old Five Feet, Ten Inches and One Hundred and Seventy-Six Pounds Sunagakure, Kaze no Kuni Medic and Taijutsu Specialist Ex-Anbu Assassin and Dian Xue Shu Master "S" Rank GoryuuMissing Nin Personality: Eki is in favor of law, but throughout the various tiny nomadic societies he's briefly clung to in order to survive the dunes of Sunagakure, he's become impatient with the slow changes made by those in power. He feels he is on the side of the people, a fiercely loyal and competitive shinobi, still young but with a natural leadership mentality that propels him into close-knit relationships with those he's only known shortly. Inexplicably, he is embarrassed easily around the opposite sex and is afraid of speaking in public.
Eki's primary motivation, from his early days in the academy to his aspirations of life as a hunter-nin of ANBU, was to become Kazekage. The Village Hidden in the Sand is often revealed as something precious to him now, a real home after spending so much time lost and traveling the wastes. Now, he wishes to protect it at all costs, knowing that protecting the position of Kazekage is what allows him to truly be in service to the people who now call him a fellow citizen.
He enjoys salted pork and fried yams, but hates candy, chocolate, and most sweets. He has searing migraines often, which also lead to him instantly giving off an intimidating feeling. He is frequently accused of staring at people. Of incredible intelligence, he has become an unpredictable tactician and strategist, another natural part of life amongst vagrants. He is intolerant of violence against women or children.
When bored, he enjoys playing with kunai, shuriken, and other small blades, passing them through his fingers and nonchalantly throwing them at random targets. Appearance:Eki typically dresses down for subtlety, rather then spending too much time on his appearance. This is not to say he does not care for his looks, he simply keeps a well groomed simple appearance at all times. His typical wardrobe consists mainly of various short kimonos and other martial arts uniforms. While on missions he will often choose a color more appropriate for stealth, dim blacks, blues and greens being his favorite and tend to match his eyes and hair, which too are dark brown and black respectively. He can often be seen with his pet snake, Shinju; an albino King Cobra that's now nearly thirteen feet long and still growing. Even with his pet, Eki tends to present himself rather formally at all times, standing in a typical back straight, chin up, fists pressed behind back position. The tattoos that cover his face and body are a late homage to his original family, the Hotaru tribe. History: ~ The Life of a Nomad Arc (Age 0-7): Mayu was born unto Akemi and Kazuo of the Hotaru Tribe, a nomadic society which traveled throughout Kaze no Kuni, Tsuchi no Kuni and Hi no Kuni. The tribe itself was independent of the shinobi world, and as such, each of it's members had their own duties. Childhood within the tribe was thus non-existant, from a young age, even Mayu had work to do. At only three years old, Mayu began apprenticing under the tribe's witch doctor; Etsuko. Together the two performed the art of Shinjutsu (Acupuncture) and herbalism to act as the tribe's medics. The tribe in itself was often attacked, and while they did maintain their own protective forces within the tribe, injuries came often, giving the young Shinjutsu apprentice all too much time to practice. The knowledge Mayu obtained as an infant and his earliest years of development would be later applied to combat, his Shinjutsu becoming Dian Xue Shu, and his herbalism becoming poison making. However, at the time, Mayu lived his life in naive seclusion from the world. He knew not what a ninja was. All he knew of beyond the tribe was the highwaymen that continually assaulted them, to which Mayu was explained, those with blackened hearts. It was this seclusion and fear mongering that kept Mayu from wanting to venture, as it did most tribe members. The only ones ever allowed to leave the tribe for extended periods of time were the hunters and the elders. The task of a hunter was clear, the elders however had peculiar work. They would continuously leave with products of the tribe's labors, returning with seemingly magical items, pattern filled flat leaves and oddly shaped shiny and pointy stones. None of what they returned felt as if it came from the earth around the tribe. This did indeed pique Mayu's curiousity, but he lacked the courage to venture out and face those with the blackened hearts. After all, he was only five years old when he began noticing what the elders did with their time.
Around the age of seven, Mayu began to take on that same obnoxious and confident attitude most children do. He wanted to see where the Elder's attained the magic objects. For the past two years, he had been subtly memorizing the route that the tribe traveled year after year, making note of not only when the elder's left, but when the number of patients to tend to increased as well. Ever anxious, Mayu spent many a distracted night in Etsuko's tent, his eyes gazing out over the sands or deep into the forest. He once asked Etsuko, as someone he trusted, what was truly out there. The only answer he ever attained though were "Nothing, " or "Hush child!". One fateful night however, Etsuko had run out of Faro needles. While he never asked Mayu to go collect some, as they only ever collected herbs when they passed by them during the tribe's travels, Mayu found this as a perfect opportunity and alibi to leave the village. As fate would have it, the Elders were leaving the village at the same moment. Using what little knowledge Mayu had of the outside world, he decided to follow them, understanding that if he were to leave the tribe's caravan, it was best to be where the Elder's were. After hours of patient stalking, a giant mound of sand came into view. The structure amazed Mayu, as it was beyond regular sand dunes. It's edges were squared, it's incline sharp. As they neared it, Mayu took better cover and watched as the elders spoke to men that Mayu had been told were black of heart, and not to be trusted. They spoke in strange tongues, and while it may have been incoherent to the young tribesman, Mayu still recognised it as the same tongue the black of heart used. The elder's then passed into the sand dune, as it was hollow from Mayu's deduction, and had no... top. Hours passed before they returned, and as they did Mayu moved on down the road ahead of them, hoping not only to return before his absence was noted, but not risk the elder's spotting him in passing.
It seemed his venture had changed his world forever though. Standing on top of a sand dune, Mayu stood, shocked, mentally destroyed as he looked down upon his tribe's now burning camp. The flames stretched into the sky as screams filled the night air, flickering shadows cast down against the sand. The elder's soon caught up with the boy. "Mayu what are yo-... Get down boy!" Eyes staring blankly at the horrific scene, Mayu was snatched up and thrown backwards, down the other side of the dune where he was now hidden. The elder standing over top of him assured him not to move, and that he would be back.
It was the last time Mayu saw anyone from his tribe.
Mayu was found three days later by a Sunagakure scout of the name Kotomi Gisou. Taking the boy back to the village, Kotomi adopted Mayu some point after his recovery. The scout then began teaching Mayu the universal language used in the Shinobi world, and while difficult at first, Mayu's quick mind grasped the subject easily after only a few short and intense lessons. As he became more fluent, Mayu began to ask questions about who he was. It seemed the post-traumatic stress had erased his memory, leaving him with no identity. Kotomi thought it better the boy not know where he was from, or what had happened to his people, and so, thinking quickly he replied.
"You are my son. You are Eki Gisou." ~ Lost but not alone Arc (Age 7-13) Now a member of Sunagakure, Eki began his study as an academy student, following in the footsteps of who he thought to be his father. While he was exceptionally talented, his remedial english held him back in class. Though he knew the techniques in practice, the thoery work behind them he was required to do, written assignments were impossible. Due to this, Eki would spend a few extra years in the academy, whereas had he been born into Sunagakure, he would have graduated from the age at the age of eight. Having already mastered the academy techniques, Eki spent his time learning english and studying martial arts with his adoptive father, preparing for the life of a genin. On his ninth birthday, two years after Kotomi had found Eki, the young nin was given the greatest gift he could have hoped for; Shinju. Shinju was an albino king cobra, still in it's neonate (very young, baby) growth tile. Eki Gisou took a firm liking to the young snake and soon it became his best friend. Over the following years, he was bit countless time and time again by the extremely venomous creature. Luckily, as the snake was still young, the venom did little more then cause a raging fever. Soon Eki became nearly immune to the venom... ironically, just as Shinju began to bond with him and stop biting.
Happy as can be, Eki buckled down his following year, and became near perfectly fluent in English. This feat finally allowed him to graduate at the age of ten. Having then studied martial arts as a passionate hobby, Eki spent merely a year as a genin before moving on to Chuunin, where Kotomi found it fitting Eki seek out an actual Sensei. After a few months of looking for someone appropriate, Eki was taken under the wings of Kangohei Senzoku to be taught the ways of the Combat Medic. The field itself had always interested Eki for some reason, and he found he excelled in it quickly. Learning abilities such as the chakra scalpel and and bone healing techniques, Eki soon became a force to be reckoned with at close range. Even Shinju, now nearly three feet long would accompany him into battle, coiling around Eki and hiding beneath his clothes, to strike deadly poison into targets. His martial arts and medic training continued on for the next three years without much rest. Eki Gisou seemed to love practice more then missions. The boy had a devotion to perfection, any time a new technique or skill was learned, it would be practiced over ceremoniously, then used in conjunction with anything else he may have known. At the age of thirteen, Eki Gisou had little battle experience, but enough knowledge and practice to make him a skilled and deadly combatant. ~ The Truth Revealed Arc (Age 13-17) At the age of thirteen, Eki Gisou felt he had had enough practice, and as such he would spend the next few years completing mission after mission. Shinju, the now six foot long cobra was always at his side, and together there was little they couldn't overcome. At one point, they were even pitted against one of Konoha's legendary Hyuuga clan members. Being a close range specialist, it turned out Eki's snake and praying mantis style's easily rivaled the speed and precision on the Hyuuga Jyuuken. While they didn't win the battle, and had to retreat hastily, Eki felt quite proud that his taijutsu skill was on par with a taijutsu master. It was shortly after his fifteenth birthday though that Eki Gisou truly began to blossom. Kotomi had decided to tell the boy the truth, and in doing so, revealed the ruins of the Hotaru camp. The effect was positively devastating on Eki. Memories came flooding back, coupled with grief and sorrow. It was hard gaining and losing a past all within an instant, gaining and losing where you had belonged to. Eki fell into depression.
Many dreary months passed, with Kotomi at his wit's end. Eki had indeed become the man's child, but Kotomi had no clue on how to help his son in this trying time. As it turns out, Kotomi would not be the one to help him. Going through old Hotaru relics with nostalgia on the mind, Eki came across a scroll. He instantly recognized the inscribed technique as the trance induction ritual the tribe had performed incessantly. While he was always too young to perform it himself when he was with the tribe, it was impossible not to remember his father and mother, and not to mention Etsuko performing the ritual nearly every morning. Debating the results and consequences for a moment, Eki's curiosity got the best of him ultimately, and he began to set up the ritual. Hours of meditation later, Eki still had no result, when finally, just as he was about to give in to his sorrow once again, he felt... nothing.
Literally nothing, as if his body no longer existed. Opening his eyes slowly, blinding light immediately welcomed his vision, but it didn't blind him, nor make him squint, it was simply there. Looking down at his body, he could see through it. He knew he could at least, after all, there was no longer his room around him, there was nothing. Slowly, Shinju crept from under Eki's robes. She too had become whispy, a simple soul. It was then that he became aware of a presence, a powerful explosive presence, very near to him. "Worry not little one, I know him well." Shinju spoke to him. Under normal circumstances, panic would have set in in this case. However in this world, it seemed perfectly natural, the words didn't even distract Eki from the true wonder. There, before him, above him, around him, was a serpent more powerful then he had ever seen. It was large, and then it wasn't, it was fierce then gentle, it encompassed so many raw elements at once, that it simply was. Rearing up it's large head, the large snake began to speak, it's mouth not so much as quivering as it did so.
"Eki..." It's voice seemed to boom, but it caused no harm to the ears. "I, am Naga... Your spirit guide." Eki took a moment to swallow as the spirit paused, or rather, not swallow. "We had thought we lost you, little one. I am glad to see you again." Shinju at this point, had coiled around Eki in a gentle embrace, just as Naga lowered it's massive face down to Eki's. "You are the last Eki, don't let us be lost." The proximity was not intended to be intimidating at all, in fact, it felt compassionate. Feelings of love and joy arose within Eki, tears began to... not pour down his cheeks. "Remember the ways of the Hotaru, and we will always be here for you." With that, the trance ended, leaving Eki sitting on the floor of his room, Shinju nestled up against his neck. Taking a look down at her, Eki burst into tears, simply from the weight of the information, He now knew what he needed to do.
From then on, Eki began his training as a Hotaru member, all the while remembering the skills he had already learned. He drew upon his renewed knowledge of herbalism and Shinjutsu, applying them in new ways for strength. Throughout the next two years, Eki further developed his skills, mastering the art of Dian Xue Shu and applying it to Kung Fu, all the while with Shinju and Naga there to guide him. At the age of seventeen, he was then accepted as a Jounin, having honed himself into becoming a masterful assassin, much like the silent snake. His transfer to ANBU came shortly afterwards. ~ The Desert Cobra (Age 17-27) As an ANBU member, Eki Gisou and Shinju quickly made a name for themselves as the top assassin sand had to offer. With an unfathomable amount of knowledge concerning the human body and herbs, Eki was not an ANBU member you wanted coming after you. With his snake like affiliations, he soon became known as the Desert Cobra, a title that struck fear when whispered amongst crooks and villains. Not only was Eki a powerful foe before he joined ANBU, he now had a completely new set of techniques at his fingertips, all of which were practiced and perfected just as his others had been. Eki continued to serve as an ANBU assassin for solo missions, and a tactical support unit for team missions, his knowledge of medicine and herbs proving advantageous. At the ripe age of twenty-one, Eki Gisou was promoted to ANBU Specialist, at which point he was not only given the opportunity to lead his own team (which he declined given he was truly a solo artist) but continued on to teach new ANBU recruits about the arts of Assassination. Kotomi, Naga and Shinju could not have been prouder. This specific role has now been Eki's job for the past six years. That and the odd difficult assassination. Completely satisfied with his life, Eki didn't see how things could get better, until Null, The Kazekage sent for him one day.
The Goryuu was being reassembled. As an experienced taijutsu master, medic and the village's top assassin, Eki Gisou was placed on the team. Years then passed with Goryuu completing plenty of high ranking successful missions. Eventually, as team members changed, Eki was placed as it's leader. By then the infamous name of the Goryuu had spread far and wide, and would soon prove to crumble under it's own weight. For every nin the elite team hunted, another dozen nin began to hunt them. Soon, it was a danger to even utter the name and eventually, Eki was all that was left. As Null relinquished his position, Eki was sent on one final mission. It seemed he was being set up however, the Village of the Hidden Sand needed the last of the Goryuu to disappear. Ambushed and vastly outnumbered, Eki and Shinju barely escaped with their skin, and have been since wandering as labeled criminals.
And so it begins.
Last edited by Eki Gisou on Sun 29 May 2011, 2:54 pm; edited 5 times in total | |
| | | Masahiro Yukina Hokage
Posts : 1017 Points : 110 Join date : 2008-10-17
Shinobi Info Ninja Rank: S Rank Village: Konohagakure
| Subject: Re: Eki Gisou, The Desert Cobra Sun 29 May 2011, 1:49 am | |
| The Hotaru Tribe The Hotaru tribe was a shamanistic nomadic group that traveled between the lands of Fire, Sand and Stone roughly twenty years ago. While there are still tribes that have similar attributes, the Hotaru Tribe has now all but disappeared from the world. Whether the actual tribe continues to exist or not is irrelevant however, as it's religious and social practices, while in vastly diminished numbers, has been carried on by any of it's remaining descendants. This lineage is short however, and the amount of people with any knowledge of the Hotaru clan grows smaller every day. Shamanism and the Animal Spirit The Hotaru tribe was dedicatedly shamanastic, using a plethora of rituals and meditation to evoke contact with their own Animal Spirit. The discovery and contact of one's animal spirit was seen as a rite of passage for the young men and women of the tribe. These animal spirits in question dictate the attributes of the incarnate person they inhabit, whether that person knows of their animal spirit or not. They also tend to affect the human realm more then one would think. For example, a ravenous wolf may attempt to provokingly attack someone with a rabbit animal spirit, but may actually calm down or show affection towards someone with a spirit of kin, such as a wolf or even a dog spirit. Eki's Animal Spirit As a practicing member of the Hotaru Tribe, Eki's animal spirit is that of the snake. Even more specifically, that of the cobra, which in turn greatly explains his connection to his pet Shinju. The snake spirit encompasses dedication and perfection. It emphasizes knowledge and intelligence, as well as patience. It's main symbolic attribute deals with primordial life force and preservation. The cobra spirit adds honor to these attributes but has pride as a sinful weakness. Techniques - Spoiler:
Trance Induction Rank: -- Skill: Ritual Effect: Causes the user to fall into a trance, used to clear thoughts and communicate with spirit guides. Special: -- Drawback: -- Description: The user first marks large circular seals out on the ground using juices from various berries as ink. By then burning some incense and meditating in the center of the seal, they can mentally enter the spirit realm. From there, they may communicate with various spirits for guidance. Limit: Hotaru clan only.
Spirit Disruption Rank: B Skill: Ritual Effect: Causes the target to lose their connection to their animal spirit and the spirit realm, indirectly causing confusion and a feeling of lack of purpose. Special: "Hand seals", Requires a seal on target. Drawback: -- Description: By drawing out a seal on their palm or slip of paper, the user can then "tags" the seal onto the opponent, pressing the wet ink against them. After then forming hand seals, the user form a diamond like shape with their fingers, thumbs and forefingers pressed against each other. By sending a wave of chakra through this window and towards the seal, the user can then cut off the target's connection with his animal spirit and the spiritual world. If the seal is broken, smeared or incomplete, this technique will not work. Limit: Hotaru clan only.
Slitted Glare Rank: C Skill: Spiritual Effect: Causes a moment of paralytic panic in the target. Special: -- Drawback: -- Description: By channeling his animal spirit, the cobra, Eki will close, then open his eyes dramatically. Their appearance will have changed to the slitted eye that many pythons and vipers possess. Being quite frightful in appearance, this technique has been known to momentarily stun the intended target, if even for a mere moment. Limit: Must know of and be able to contact animal spirit. Animal spirit must be a form of snake.
Myriad of the Cobra Rank: B Skill: Spiritual Effect: Causes the target to fall into a light haze, slowing their reaction time. Weak minds may even be hypnotized or put to sleep. Special: -- Drawback: Does not distinguish between friend and foe, anyone looking at Eki during the technique may be caught in the hypnosis. Description: By channeling his animal spirit, the cobra, the swaying motions that Eki uses during his Snake and Mantis style kung fu stances become slightly hypnotizing. Many snakes effectively use hypnotic stares or swaying motions to lull prey into a false sense of serenity before striking, this technique does the same thing to a target opponent. Limit: Must know of and be able to contact animal spirit. Animal spirit must be a cobra.
Slitted Glare Rank: C Skill: Spiritual Effect: Causes a moment of paralytic panic in the target. Special: -- Drawback: -- Description: By channeling his animal spirit, the cobra, Eki will close, then open his eyes dramatically. Their appearance will have changed to the slitted eye that many pythons and vipers possess. Being quite frightful in appearance, this technique has been known to momentarily stun the intended target, if even for a mere moment. Limit: Must know of and be able to contact animal spirit. Animal spirit must be a form of snake.
Shinju The King Cobra is the world's longest venomous snake, with a length up to 5.6 m (18.5 ft). It is fierce, agile, and can deliver a large quantity of highly potent venom in a single bite. As such, it is easily one of the most feared snakes in the world. When threatened, it raises up the anterior portion of its body, flattening it's neck, showing it's fangs and hissing loudly. It is easily irritated by closely approaching objects or sudden movements. The king cobra attacks quickly, and the strike distance is about 7 feet; people can easily misjudge the safe distance. The king cobra may deliver multiple bites in a single attack, or bite and hold on. Although it is undoubtedly a very dangerous snake, it prefers to escape unless it is cornered or provoked.
King cobras, like other snakes, receive chemical information via their forked tongues, which pick up scent particles and transfer them to a special sensory receptor located in the roof of its mouth. When the scent of a meal is detected, the snake flicks its tongue to gauge the prey's location; it also uses its keen eyesight (king cobras are able to detect moving prey almost 100 m [300 feet] away), intelligence and sensitivity to earth-borne vibration to track its prey. Following envenomation, the king cobra will begin to swallow its struggling prey while its toxins begin the digestion of its victim. King cobras, like all snakes, have flexible jaws. The jaw bones are connected by pliable ligaments, enabling the lower jaw bones to move independently Like all snakes, the king cobra swallows its prey whole. The expansion of the jaw enables the snake to swallow prey much larger than its head.
The venom of the King Cobra is primarily neurotoxic, but also contains cardiotoxic compounds. It is composed mostly of proteins and polypeptides. During a bite, venom is forced through the snake's half-inch fangs and into the wound, and quickly attacks the victim's central nervous system, and induces severe pain, blurred vision, vertigo, drowsiness, and paralysis. Envenomation progresses to cardiovascular collapse, and the victim falls into a coma. Death soon follows due to respiratory failure.
Eki obtained Shinju as a gift for his ninth birthday. While he didn't know it at the time, his animal spirit allowed the two to instantly bond, and they've been best friends ever since. Unlike common perception, Shinju is in fact female. Also, while Eki is nine years her elder, Shinju still refers to him as little one, showing that the maturity rate of snakes is much quicker then that of humans. Make no mistake, Shinju is a pet, and cannot speak. She does however accompany Eki during his trances, and the two are capable of communicating freely in the spirit world, something they now seem to be able to do in the human realm, an art of simply knowing someone. Eki often carries a small basket attached to his waist, much like the ones snake charmers use, Shinju usually chooses to relax in here when not in combat Techniques - Spoiler:
Lunging Strike Rank: D Skill: Taijutsu Effect: Shinju lunges forward, attempting to bite and poison the enemy. Special: -- Drawback: -- Description: Usually leaping from a hidden spot, Shinju will lunge to a distance of up to seven feet in an attempt to bite into the opponent and lace them with her venom. Limit: -
Authority Wrap Rank: C Skill: Taijutsu Effect: Shinju uses her length to wrap around the target's limbs, keeping them still to leave an opening for Eki. Special: -- Drawback: Such proximity to the enemy can put Shinju at risk. Description: Usually shooting herself out from a hidden spot such as beneath Eki's clothing or from her basket, Shinju will then wrap around the target's limbs, pulling tight to keep them still but leaving the body exposed. While she can by no means constrict and kill the opponent, a snake's body is full of highly condensed muscle, and while thin, it's usually an ease task to hold the enemy still. She can also bite into the victim from here as well. Limit: -
Rope Replacement Technique Rank: B Skill: Ninjutsu Effect: After performing her Authority Wrap, Shinju replaces herself with a length of heavy rope to tie the enemy down with. Special: "Hand seals" Drawback: - Description: After Shinju performs her Authority Wrap, Eki will form a hand seal. As he does so, Shinju's body will disappear in a puff of smoke, only to be replaced with thick and heavy rope. While the rope is not tied (as Shinju wasn't) it is quite heavy and easily hinders the opponent's movement. Eki can then tie the opponent down. Limit:-
LD50 Neuro-Toxin: One Drop Rank: A Skill: Physiology Effect: Shinju bites a target in order to render them comatose. Special: - Drawback: - Description: When Shinju only wants to incapacitate, she'll use a much smaller dose of venom. This dose can be potentially lethal to unhealthy individuals, however it's usual effect has been known to put target's into a coma. This coma effect may be reversed by first extracting the venom then finding a revival method. Two posts after the injection, the venom attacks the central nervous system. The symptoms include; severe pain, blurred vision, vertigo, drowsiness, and paralysis. In four posts, the target loses consciousness and falls into the coma. Limit: -
LD50 Neuro-Toxin: Half Dose Rank: S Effect: Shinju bites a target in order to kill them. Special: - Drawback: - Description: Another biting technique, however with this one, Shinju injects half of what she is capable of. Make no mistake, this is still enough venom to kill ten fully grown and healthy men. Two posts after the injection, the venom attacks the central nervous system. The symptoms include; severe pain, blurred vision, vertigo, drowsiness, and paralysis. In four posts, the target loses consciousness and falls into the coma. In six posts, if the venom has not been extracted, the target will die of respiratory failure. Limit: -
| |
| | | Masahiro Yukina Hokage
Posts : 1017 Points : 110 Join date : 2008-10-17
Shinobi Info Ninja Rank: S Rank Village: Konohagakure
| Subject: Re: Eki Gisou, The Desert Cobra Sun 29 May 2011, 1:50 am | |
| Dian Xue Shu Dian Xue Shu is renowned for not employing brute strength or force against force. A practitioner will prefer to attack the soft targets (pressure points) rather than using brute force to stop an opponent. When the Snow Country invaded Sand over 200 Years ago, the monks developed Dian Xue Shu to kill their enemy. Initially, Dian Xue Shu, Butterfly swords and dart knives were employed to dispose of their enemy, quickly and efficiently.
One of the most important fundamental principles of Dian Xue Shu is to guard the Center Line. Centre Line theory is one of our major principles. From illustrations, one can observe the pressure points lying along the Center Line. There are various susceptible pressure points in the arms, legs and back of torso and head that are also employed in Dian Xue Shu self protection. It is not only used to gain the straight-line attack and the shortest distance of travel, but also employed to protect our major striking targets along the Centre Line. In addition, attacking along the Centre Line will automatically direct your strikes to your opponent's pressure points.
As one becomes learned with Dian Xue Shu knowledge, he or she must also develop a thorough knowledge of revival techniques and antidotes. If a person has studied acupuncture or acupressure, he or she will have comprehensive knowledge on pressure point locations. Understanding the 5 phases of nature, cosmology, (your relationship with the 5 seasons and the characteristics of each season), and Internal Organ relationship with the 24 hour cycle, will be of major significance in understanding Diam Xue Shu striking.
As much of the original theory behind kyushojutsu lies in the Traditional Sand Medicine (TSM) paradigm, many opponents in the West use the international acupoint code as nomenclature.
In Dian Xue Shu paradigm makes use of the principles of acupuncture (Chakra flow, balance and interrelationships) to describe its methods and effects. Perhaps a short description of the meridians may be in order here. Centuries ago in Mist, doctors discovered "passageways" of energy flow, which are called meridians. There are nine major bilateral meridians ((12 in reality, but I could only find infor for 9)), for various internal organs. They are Lung, Large Intestine, Stomach, Spleen, Heart, Small Intestine, Bladder, Kidneys, and the Pericardium.
In addition, there are other important meridians not associated with organs (often called Extra Meridians, or Extraordinary Vessels), two of which run vertically along the frontal and posterior centerline, the Conception Vessel (or meridian) and the Governing Vessel (or meridian), respectively. Along these meridians are numerous points or "holes" through which energy can be transferred, or the flow of energy can be modified, through needles, fingertips, or heat in medical application, or though trauma in defensive application. These meridians can be broken down into either yin (negative) or yang (positive). For health to be maintained, yin energy and yang energy must be balanced within the body (Sato, 1996). The medical arts such as acupuncture, shiatsu, and kikoo (Chakra gong in Chinese) seek to restore this balance. In contrast, kyushojutsu, in simple terms, can be viewed as attacking this balance, or the flow of energy, within the body to cause bodily damage to the opponent. One method of using vital point or acu-point strikes employs The Five Element Theory. Some schools of Dian Xue Shu categorize the body's organ meridians into five separate but interrelated elements, namely Fire, Water, Earth, Metal and Wood. This is known as the Five Element Theory (FET) which is used to understand how energies related to these elements, which are associated with organs, interrelate, balance, nurture or regulate each other.
Dian Xue Shu is a traditional martial art technique That originated in Sand, where specific pressure points on the body are used for self-defense purposes and for healing.
When these points are struck in combat, the body becomes injured, causing blockages in the flow of Chakra. The victim's vital energy system is thrown into chaos, resulting in serious illness or even death. On the other hand, when some of the Dian Xue Shu pressure points are used for healing, they vigorously contribute to better health, well-being and longevity.
You may have heard that pressure points can be used to kill and maim. There are also points that are used to subdue an opponent, cause temporary paralysis or knock them out.
"Dian Xue Shu" is the ancient Chinese art of the death touch. Masters of Dian Xue Shu are said to possess secret knowledge of how "ch'i" (literally, "breath") flows through the human body. Ch'i flow is said to vary, depending upon the season, time of day, one's state of health and other esoteric factors. A master of Dian Xue Shu uses his knowledge of these factors to pinpoint the vulnerable locations on his opponent's body. By accurately striking those locations, even with a mere finger thrust or touch, the master can disrupt the body's ch'i flow, causing the victim to suffer intense pain or even death.
Legends say that the greatest masters can "delay" Dian Xue Shu damage, so that they touch a victim and he does not suffer any injury for minutes, hours, days or even months. Sometimes the master delays the damage based on how many steps the victim takes after being struck -- he does not suffer damage until he has taken ten, twenty, One thousand or however many steps.
Some Dian Xue Shu strikes can be used to paralyze the limbs, afflict the victim with various diseases or, so the legends say, kill with a single soft blow.
There are nine channels, four main vessels, two heal vessels, and two connecting vessels in the human body. All points of the human body are situated along those channels. More over there are especially important points. Points can be "big," "small," "living," and "dead." Total number of "big" points is a hundred and eight, including seventy two points which cause if affected numbing of extremities, thirty six "points of death," two hundred seventy one "Small" points, seventy two causing faint, loss of consciousness. There are points, which cause, if being acted on, numbness or atrophy, which is temporary loss of physical strength, althoughnot fatal these points lead to temporary loss of an enemy's ability to resist. Techniques: Meridian Location Rank: S Skill: Supplementary / TaiJutsu Effect: A simple studying technique to learn the meridians. Special: --- Drawback: --- Description: In order to go into the techniques the user must know the right Meridian in which the pressure point is located within. There are a plethora of Meridians that a user must know. This technique must be learned multiple times as it allows the user to memorize the location of one Meridian each time learned. The Meridians are The Lung Meridian, The Colon Meridian, The Stomach Meridian, The Spleen Meridian, The Heart Meridian, The Small Intestine Meridian, The Bladder Meridian, The Kidney Meridian, The Pericardium Meridian, Triple Heater Meridian, The Gall Bladder Meridian, The Liver Meridian, The Conceptor Meridian, The Governing Vessel, and Extra Points. User must know all Meridians before going into Extra Points and The Governing Vessel. Notcieably, the rest of the Dian Xue Shu techniques are all C ranked. This is due to the fact that no single strike is harder to perform then the other, knowing where to strike and how to strike is where the skill comes into play. Eki's Mastered Meridiums: Lung Meridian - LU Stomach Meridian - ST Spleem Meridian - SP Heart Meridian - HT Small Intestine Meridian - SI
Limit: Must learn from a master of Dian Xue Shu. The Lung Meridian - Spoiler:
~Lung Points 1-6~+~Lung Points 3-11~
LU 1: Zhong Fu (Central Residence) Rank: C Skill: Taijutsu Effect: Causes slow spreading chest pain and slowly diminishing health. The chest pain will fade, the health won’t without acupunctural healing. Special: --- Drawback: --- Description: In the pectoralis major and minor muscles, in its deep position, in the internal and external intercostal muscles. The Lung Points all do great Damage. LU 1: Zhong Fu (Central Residence) only needs to be struck lightly to cause great energy drainage and thus great local pain which will slowly spread over the whole chest area due to this points connection with another point called SP 21: Dabao (Big Wrapping) located within the Spleen Meridian. A strike here will hinder the progress of Gu Qi, in which is made from food and liquids. Apart from the immediate effect of the extreme pain in the whole chest area, the long term effect will be that the Gu Qi will not be produced and although an opponent who was struck may be taking in food, the Qi from the food given is going nowhere and so the health as well as one's lifestyle will slowly diminish. Medical Purposes: Useful for all Lung issues, especially of excess type - cough, wheezing, asthma. Helps with Lung disharmonies involving Phlegm/Heat excess arising from the middle warmer - vomiting, and difficult ingestion. Limit: Must know Meridian Location "Lung Meridian".
LU 2: Yunmen (Cloud's Door) Rank: C Skill: Taijutsu Effect: Causes a knockout or possible death when struck from below. Causes a broken collarbone and possible knockout when struck from above. Special: --- Drawback: --- Description: When this point is struck upwards into the clavicle it produces a devastating effect upon the Qi system of the whole body. The pain is and Qi drainage is tremendous. Great internal damage can be done with little external appearance. This will cause a knock out or even death through Qi drainage. When the point is struck from the top above the Clavicle, the collarbone will be broken along the Qi drainage and even more pain is generated. However because the collarbone is able to take some of the pressure from the strike, even though it breaks, the likelihood of death is lessened. The downward strike will stop a confrontation really fast however. Medical Purposes: Useful for all Lung issues, especially of excess type - cough, wheezing, asthma and tension in the chest. Helps with Lung disharmonies involving Phlegm/Heat excess arising from the middle warmer - vomiting, and difficult ingestion, however more often as a local shoulder point. Limit: Must know Meridian Location "Lung Meridian".
LU 3: Tianfu (Heaven's Residence) Rank: C Skill: TaiJutsu Effect: Causes temporary extreme vertigo and arm paralysis. Long lasting emotional problems are caused but may be reversed with acupunctural healing. Special: --- Drawback: --- Description: Immediately there is an electrical like shock that goes up and down the arm causing momentary or long lasting paralysis of the arm. Being a window of the sky point it will also upset the balance between heaven and earth or head and body causing great emotional problems that will only get worse if untreated. Emotionally caused problems such as confusion and loss of memory will occur at a later stage. This strike will also give an extreme case of instant vertigo. At a healing level, this point is a really good point to stop nose bleed. Medical Purposes: Regulates head/body Qi flow - goiters, swellings in the neck. Also helps with Lung related spirit disharmonies - stress induced asthma, poor memory, fuzzy/muddled thinking, depression. Liver invading the Lung Pathologies. Generally for heat related issues whether from excess or deficiency such as nosebleed, and coughing blood. Limit: Must know Meridian Location "Lung Meridian".
LU 4: Xiabai (Gallantry) Rank: C Skill: TaiJutsu Effect: Causes extreme paralytic pain in arm quickly followed by loss of consciousness. Long lasting mild emotional problems are also caused, but may be reversed with acupunctural healing. Special: --- Drawback: --- Description: This point immediately does the same as LU 3: Tianfu (Heaven's Residence) only the local pain and electrical shock is a little worse. This is also a great nerve strike which can cause the brain to shut down the body, causing a black out. Emotional problems will also occur later, but not as severe as for Tianfu (Heaven's Residence). Medical Purposes: Considered as a Local Point. May be used for cough, shortness of breath, chest pain, and heart pain. Also helps against pain in the medial aspect of the upper arm. Limit: Must know Meridian Location "Lung Meridian".
LU 5: Chize (Cubit Marsh) Rank: C Skill: TaiJutsu Effect: A light blow to this point will generate an instant loss of strength in the opponent. Harder or repetitive blows will cause fainting and possible brain damage. Special: --- Drawback: --- Description: The point can cause great damage to the whole system. It can cause a knock out when struck with sufficient force. It can be used several times as a set up point, or it can be used by itself as a devastating strike. The whole upper body is put out of balance both physcially and Qi wise. A strong strike can also cause brain damage. Because this point is a powerful point, when struck rather than used for healing, it will take energy away from the lungs. In addition, as the lungs are part of the power system of the body, one will feel an instant loss of strength if this point is struck at all. Medical Purposes: He Sea Point - useful for counterflow Qi/diarrhea, hot skin conditions, phlegm-heat excess. Also used for Acute/Chronic or Exterior/Interior Conditions. Used for upper body edema, enuresis. Local point for the eblow-tendonitis, or tennis elbow. Classically noted for the 5 types of Lumbar Pain - possibly the upper body equivalent of BL 40: Weizhong (Commanding Middle) Limit: Must know Meridian Location "Lung Meridian".
LU 6: Kongzui (Opening Maximum or Supreme Hole) Rank: C Skill: TaiJutsu Effect: The forearm becomes paralyzed and the victim feels winded. Using this before or after another blow refuses to allow the opponent to draw from their lungs to recover. Special: --- Drawback: --- Description: Lower arm paralysis is immediate with a hard strike. The recipient will feel like he has been struck in the lungs. This is a xi-cleft point. A strike here causes the reverse effect of healing using this point. It is an emergency point and can release much needed Qi to the lungs in an emergency such as being struck in the lungs. So this point can be used as an after shot, after striking the attacker in the lung area. The body calls for its reserve of Qi, but it is unavailable because of the second strike to the LU: Kongzui (Opening Maximum or Supreme Hole). Medical Purposes: Xi Cleft Point - for Acute attacks of OPI's, usually wind-heat or wind-dry - cough, wheezing, asthma, sore throat. Used for Dry hacking cough, especially at night. Local point for pain along the meridian, especially at the joints. Limit: Must know Meridian Location "Lung Meridian".
LU 7: Lieque (Broken Sequence or Every Deficiency) Rank: C Skill: TaiJutsu Effect: Creates great nerve pain throughout the entire body and causes loss of consciousness if struck with sufficient force. Long lasting learning impairments also ensue, but may be cured with acupuncture. Special: --- Drawback: --- Description: Although this strike is only on the wrist, it is quite a nasty one as it creates great pain and Qi drainage. Even heavy finger pressure here as is the case of a lock will cause great pain. The pain is considered so bad that one who is within this technique has to sit down. One is capable of hitting hard enough to cause enough pain through the body it shocks the brain as it makes the person pass out. A strike here will unbalance the yin and yang between the lung and colon causing artificial grief with much sobbing. Also, the ability of learning physical things becomes impaired as it grows worse as time goes by without medical treatment. Medical Purposes: Used for Exterior Wind - body aches, chills/fever, runny nose, scratchy throat, sneezing. Internal Wind - bell's palsy, twitching, spasms, lockjaw. As Master Point of the The Conceptor Meridian, paired with KD 6: Zhaohai (Shining Sea) of the Yin Qiao Mai - treats genitourinary and gynecological issues also Yin deficient sore throat. Also Command Point of the Head and Posterior Neck - useful for any conditions involving these areas. Pain of the thumb - Luo Connecting Point spreads over the thenar eminence. Limit: Must know Meridian Location "Lung Meridian".
LU 8: Jingqu (Across the Ditch) Rank: C Skill: TaiJutsu Effect: Causes slowly diminishing lung capabilities and sleep depravity with a single strike. Multiple strikes will worsen condition and result in loss of consciousness. Long lasting effects may be cured with acupuncture. Special: --- Drawback: --- Description: Great Qi Drainage, thus setting up other points for attack. HT 5 Tongli (Reaching the Measure) by itself has been known to cause knockout when hit several times, same goes for LU 8: Jingqu (Across the Ditch). LU 8: Jingqu (Across the Ditch) is a metal and jing point. This is the horary point of the channel and as such when struck will cause the Qi to be disrupted in the channel when it is supposed to be active during the twenty four hour cycle. Thus, the lungs will not be at their peak throughout the day. The Qi imbalance will get worse as each day passes until a healing is affected. Sleep will be affected greatly especially between th hours of three am and five am with the need to urinate because the bladder meridian is at the opposite side of the horary cycle and as such will have the least amount of Qi available to it at this time. Medical Purposes: As a precaution No Moxa. Not as broad of an effect as LU 7: Lieque (Broken Sequence or Every Deficiency), still useful for expelling wind, tonifying Qi and Yin. Pain in the area of KD 1: Yongquan (Gushing Spring) - plantar fascitis. Useful for Wrist pain - carpal tunnel syndrome. Limit: Must know Meridian Location "Lung Meridian".
LU 9: Taiyuan (Great Abyss or Bigger Deep Hole) Rank: C Skill: TaiJutsu Effect: Causes great pain in the chest area and continuous loss of breath. Special: --- Drawback: --- Description: This is a great Qi drainage point. It is an earth, yuan, and shu point and a special meeting point of pulse such as the arteries and veins. This point must be struck right on the point so it is not a point that one would use in a tight situation, although it works quite well as a set up point causing great local pain and Qi drainage. It will cause respiration to become erratic causing the recipient to think he is going to die of asphyxiation Medical Purposes: Used to Tonify Lung Qi and Yin - cough, asthma, wheezing, SOB, chronic runny nose w/watery discharge. Palpitations. Used against wrist pain, arm pain along meridian. Hui Meeting Point of the Vessls - circulation issues, clarifying an indescernible pulse (for diagnosis). Limit: Must know Meridian Location "Lung Meridian".
LU 10: Yuji (Fish Border) Rank: C Skill: TaiJutsu Effect: Causes coughing and helps clear the lungs, aiding sore throats. Not very combat practical, but rather healing practical. Special: --- Drawback: --- Description: This is not a point to use in a realistic fighting situation. If struck very hard, it will cause heat to rise in the lungs causing coughing. It is more of a healing point, and is used to eliminate heat from the lungs thus easing sore throats. It is a fire and yong point. Medical Purposes: Clear Excess or Deficiency Heat from the Lung Channel and Organ. Sore throat w/excess heat. Also helps against Reckless bleeding from heat. Limit: Must know Meridian Location "Lung Meridian".
LU 11: Shaoshang (Lessor Merchant) Rank: "C" - Always 30 TP no matter the class Skill: TaiJutsu Effect: Can cause emotional problems in several years, but is mainly used to cure sore throats. Special: --- Drawback: --- Description: This is a wood and cheng point and can be used for muscles and tendons, the healing of. If struck with a powerful blow, it will drain Qi from the upper body and can cause emotional problems later in life. It is more used for throat and tonsils in particular. It is also used to increase the Wei Qi to the surface of the skin when external pathogentic attack is imminent. Medical Purposes: Used for Extreme sore throat (may bleed point to reduce heat). Also a Revival point especially from wind-stroke. Limit: Must know Meridian Location "Lung Meridian".
The Heart Meridian - Spoiler:
~Heart Points 1-9~+~Heart Points 1-9 Fig. B~
HT 1: Jiquan (Summit's Spring) Rank: C Skill: TaiJutsu Effect: Causes the heart to stop beating. Special: --- Drawback: --- Description: This is one of the most dangerous heart points as it will stop the heart instantly with a medium to heavy strike. The point is right over the top of the axillary artery and as such great artery damage is also done when this point is struck. The shen is affected and one feels like they have been disconnected from God. If the victim can be revived brain function has normally been affected, speech is impaired and mental activity in general is severely affected. The emotional state of the recipient is also damaged greatly. This is all on top of immediate shoulder damage as well. This point is traditionally used to cure frozen shoulder because of its ability to clear both external and internal Qi of the meridian. Medical Purposes: Regulate Qi flow from the torso to the arm and vice versa - cold, numbness, pain in shoulder a/or arm. Helps against Frozen shoulder, Pain a/or distention of the upper thoracic area. Limit: Must know Meridian Location “Heart Meridian”.
HT 2: Quingling (Youthful Spirit) Rank: C Skill: TaiJutsu Effect: Causes a shock from the arm to the chest and slows the heart. Loss of consciousness is a usual symptom. Special: --- Drawback: --- Description: This point will slow the heart rate sufficiently to make the target feel really ill. This point is also an excellent nerve point strike affecting the whole arm and sending a shock wave into the upper body. Knock out has been affected using this point. Medical Purposes: Local point - in many classics needling this point is contraindicated. Helps against pain in the shoulder or arm. Limit: Must know Meridian Location “Heart Meridian”.
HT 3: Shaohai (Lesser Sea) Rank: C Skill: TaiJutsu Effect: With a hard strike, the heart will stop. Has many curing uses for lesser strikes. Special: --- Drawback: --- Description: This is one of the more dangerous points. If struck hard it stops the heart. It is a water and He Sea point. It will have the immediate action of stopping the heart and damaging the tendon (nervous) system. Usually used to treat, among other things, stress, depression and emotional disturbances, this strike will also have the reverse effect causing long term nervous and emotional disorders. This strike will unbalance the yin/yang relationship throughout the whole body. If struck in a proximal way, will cause high blood pressure. If struck straight in will cause the heart to weaken over a period. Medical Purposes: Pain, numbness, tremors, etc. of the lower arms a/or hands - Parkinson's, stroke. Good local point to move the Qi and Blood. Spirit disorders from phlegm a/or heat etiologies - epilepsy, depression, anxiety, nervousness, poor memory, fuzzy thinking. Water Point - redness of the eyes, mouth ulcerations. Limit: Must know Meridian Location “Heart Meridian”.
HT 4: Lingdao (Spirit's Path) Rank: C Skill: TaiJutsu Effect: Causes immediate high blood pressure, which can be dangerous in high stress environments. Special: --- Drawback: --- Description: This is a metal and jing point, usually used for local problems In the healing area. It adds fire to the heart and causes high blood pressure immediately. Medical Purposes: Helps with Sudden loss of voice and emotional disturbances. Limit: Must know Meridian Location “Heart Meridian”.
HT 5: Tongli (Reaching the measure) Rank: C Skill: TaiJutsu Effect: Can cause loss of consciousness and a weakening of the elbow joint. Special: --- Drawback: --- Description: This is a classic Qi drainage point and works very well as a set up strike point. This point is used in acupuncture when Qi drainage is called for. In fact acupuncturists will not work this point too hard as it could cause loss of consciousness from Qi drainage. Works very well with TH 12: Xiaoluo (Melting Luo River). This strike will weaken the elbow greatly. Medical Purposes: Helps with Speech a/or vocal disorders - aphasia (post-stroke), stiff tongue, stuttering. Spirit disorders and related physical manifestations, anxiety w/palpitations, arrhythmia, nervousness, depression - although the point is generally not used for emotional disorders involving sleep such as insomnia, HT 7: Shenmen (Spirit's Door) is used more often for these manifestations. Excessive bleeding w/ menstruation from heat in the Blood. Heat effecting the SI and leading to urinary symptoms - incontinence, enuresis. Limit: Must know Meridian Location “Heart Meridian”.
HT 6: Yinxi (Yin Accumulation) Rank: C Skill: TaiJutsu Effect: Causes immediate and grave paranoia as well as weakens the heart. Special: --- Drawback: --- Description: This will cause great Qi loss and immobilisation, just before a more dangerous attack to ST 9: Renying (Man's Welcome) for instance. HT 6: Yinxi (Yin Accumulation) is the Xi-cleft point. It is said to cause madness and weaken the heart. Medical Purposes: Helps against Night sweats, Steaming Bone Disorders, tonify Yin and Blood. Acute heart pain from Blood stasis. Acute emotional disturbances - mania, anxiety, shock. Limit: Must know Meridian Location “Heart Meridian”.
HT 7: Shenmen (Spirit's Door) Rank: C Skill: TaiJutsu Effect: Causes complete emotional trauma and dangerously high levels of anxiety. Special: --- Drawback: --- Description: This point has a great effect upon the shen or spirit. It is an Earth, Yuan and Shu point. This strike damages the shen's emotional control over the whole system. The fire element is totally unbalanced causing too much heat to enter the system. The whole system is emotionally unstable and tense. Medical Purposes: Tonify deficiencies of the Heart Qi, Blood, Yin and Yang. Emotional issues, especially those with related sleep or thinking manifestations - insomnia, muddled thinking. Heart and Phlegm fire leading to insomnia, anxiety, mania. Physical responses to emotional stimuli - anxiety w/palpitations, nausea w/panic a/or fear. Heart palpitations from any etiology as well as irregular heart beat, pounding heart, angina. Emotional/Psychological issues, w/PC 7: Daling (Big Tomb) for sweat problems (too much or too little). Limit: Must know Meridian Location “Heart Meridian”.
HT 8: Shaofu (Lesser Residence) Rank: C Skill: TaiJutsu Effect: Causes a small loss of chakra and mild physical damage to the heart. Special: --- Drawback: --- Description: This point also upsets the shen and the emotional stability.. It is a fire and yong point and when struck upsets the heart Qi, so that the heart is slightly physically damaged. Medical Purposes: Heart Fire effecting the Colon effecting the Urinary Bladder, heat descending to the lower jiao - incontinence, fungal infections, genital itching. Channel issues, sore throat, tongue stiffness, pain along the ulnar aspect of the arms. Heart Qi Deficiency. Emotional disorders - although PC 8: Laogong (Labor's Palace) may be a better choice. Heart Fire effecting the mouth - ulcers, canker sores, etc. - although PC 7: Daling (Big Tomb) or PC 8: Laogong (Labor's Palace) may be a better choice. Limit: Must know Meridian Location “Heart Meridian”.
HT 9: Shaochong (Lesser Pouring) Rank: C Skill: TaiJutsu Effect: Causes quick nervous shock on the heart, paralyzing the victim for a moment. Better used for healing. Special: --- Drawback: --- Description: Although this point works very well, it is difficult to get to without opening up to a counter-attack. It is usually used in the healing area as an emergency point or revival point. It is a wood and cheng point. It has to be struck very hard to not work as a healing point, so even if it is struck, the user may wind up hurting the attacker, rather then hurting him. If struck really hard, this point will shock the heart for a moment to enable the user to get in with another strike. An excellent heart healing point though. Medical Purposes: Helps by clearing heat a/or obstruction from the opposite end of the channel, eye pain a/or redness, mouth ulcerations, sores. Restore consciousness - heart attack, stroke. Emergency heart attack point - strong stimulation. Fullness below the heart - stagnation, pain a/or distention in the Heart area. Limit: Must know Meridian Location “Heart Meridian”.
The Small Intestine Meridian - Spoiler:
~Small Intestine Points 1-5+~Small Intestine Points 8-15~+~Small Intestine Points 1-8~+~Small Intestine Points 16-19~
SI 1: Shaoze (Lesser Marsh) Rank: C Skill: TaiJutsu Effect: Causes death after an extended period of time. Immediate symptoms are heat generated in the heart and aggression. Special: --- Drawback: --- Description: This is a metal and cheng point, it controls the muscle/tendins and divergent meridians. This strike can work as a delayed death touch as it can affect the body's defences over a period of time. It will cause the recipient to become very angry as heat will be caused in the heart. This is more of a healing point than a dim-mak point. It is also used to produce and to improve the quality of breast milk. Medical Purposes: Breast disorders of any etiology, insufficient lactation, mastitis, breast abscess, cysts. Jing Well Point, clear heat from the opposite end of the channel, for eye redness, earache, tinnitus, sore throat, stiff tongue. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 2: Qiangu (Forward Valley) Rank: C Skill: TaiJutsu Effect: Causes long lasting illness symptoms and pain upon pressure. Not very practical in combat despite various locks and holds. Special: --- Drawback: --- Description: This is a water and yong point. A strike here will cause heat to rise in the body which will cause all kinds of problems, like heart disease, sores on the lips and tongue and general ill health. Its main function in dim-mak is as a controlling point, used when one does not really wish to do great damage immediately. One can never be sure as to which point is working here, whether it is purely the little finger being bent which causes the pain or the point that you are also attacking while doing the finger lock. Medical Purposes: Just a simple Local Point. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 3: Houxi (Black Creek) Rank: C Skill: TaiJutsu Effect: Causes great pain a chakra loss as well as confusion of the five senses and tendon tightening. Special: --- Drawback: --- Description: This point will cause considerable damage, but again it is not easy to get at. It is a wood and shu point and a master point for the Du Mai. (Extra Meridian). This strike will cause a non communication between heaven and earth, thus between upper and lower body. The senses will become confused immediately and the nerves and tendons will tense up making for an excellent set up point for a lock. This point will also have an adverse effect upon the liver. Immediately there will be great pain and Qi drainage. It is also a great controlling lock point. Medical Purposes: Master Point of the The Governing Vessel, effects entire pathway. Helps with Pain in the scapula, arm a/or hand combine with local points. Stiff neck, cervical strain/sprain, pain of the back or neck. Occipital headaches, combine with local points. Night sweats, combine with HT 6: Yinxi (Yin Accumulation). Clears heat and excess from the ears and eyes, eye redness, inflammation, visual dizziness, earache, tinnitus and calms the spirit. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 4: Wangu (Wrist Bone) Rank: C Skill: TaiJutsu Effect: Causes problems in the brains ability for ingenuity and innovation as well as a general strength loss. Perfect against strategists. Special: --- Drawback: --- Description: Like SI 3: Houxi (Black Creek), this point has some dangerous properties, it is a yuan point and is used in healing in gall-bladder related problems. The long term effects of this strike will be a loss of innovation or the forming of ideas. It will also affect the heart by causing heat to accumulate as it has an affect upon the bladder also. Immediately, it will cause an energy loss and is a good controlling point. Another long term affect is that they eyes become sore, itchy and burning. Medical Purposes: Just a simple Local Point. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 5: Yanggu (Valley of Yang) Rank: C Skill: TaiJutsu Effect: Causes migraines and blurred vision. Also works as a set up for death strikes. Special: --- Drawback: --- Description: This point is an excellent set up point for a more dangerous strike such as to SI 9: Jianzhen (Shoulder Chastity) or SI 16: Tianchuang (Heaven's Window) or SI 15: Jianzhongshu (Mid Shoulder Hollow), or CV 14: Juque (Great Palace or Shrine). All points will cause death when SI 5: Yanggu (Valley of Yang) is activated first. It is a fire & jing point. A hard strike here however, has the ability to cause what is known as Yang Madness, a buildup of stagnant Yang Qi in the head, which in turn will cause a powerful migraine and blurred vision. Medical Purposes: Just a simple Local Point. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 6: Yanglao (Nurishing the Old) Rank: C Skill: TaiJutsu Effect: Causes extreme tendon tightening, to the point where certain tendons may tear. Also causes temporary blindness or vision blur. Special: --- Drawback: --- Description: This is a xi-cleft point and a strike here using adverse Qi will cause the tendons in the whole body to become tense. This point can also cause failing vision or an instant temporary blindness which makes it an excellent set up point. Medical Purposes: Helps in Acute and Severe Pain, in the neck, shoulder a/or arms. Useful point for treating elderly patients, deafness, tinnitus, failing vision, upper body/limb stiffness. And helps with Overwork a/or overstrain, fatigue in the extremities. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 7: Zhizheng (Branch of Uprightness) Rank: C Skill: TaiJutsu Effect: Causes nausea and possible loss of consciousness. Also causes blindness for three posts. Special: --- Drawback: --- Description: This is the first of the Small Intestine Meridian's dangerous points. It will add much yang Qi to the heart and cause great immediate pain. A strike here can cause permanent blindness over a period. There is an immediate build up of heat in the heart causing great nausea and fainting. Medical Purposes: Just a simple Local Point. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 8: Xiaohai (Small Sea) Rank: C Skill: TaiJutsu Effect: Causes moderate pain and chakra loss, as well as detah with certain combinations. Special: --- Drawback: --- Description: Again, this is a very dangerous strike point. It will cause considerable pain and Qi drainage and when struck at the same time as LU 5: Chize (Cubit Marsh) will cause death. It is an earth and he point. It can also be used as an excellent controlling point using violent finger pressure which has the ability to immobilise an opponent so much that he will drop to the ground. Other points that work really well with SI 8: Xiaohai (Small Sea) are: Neigwan, SI 16: Tianchuang (Heaven's Window), The mind point, CV 4: Guanyuan (Hinge at the Source or Gate Origin). Continuing headaches will also be caused until an acupuncturist has treated this situation. A neurological strike works wonders with this point. Medical Purposes: Helps against Elbow problems, swelling, trembling, pain, numbness, weakness - channel issues with excess wind a/or heat. Submandibular region swelling or pain, gums, cheek, neck, scapula, axilla. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 9: Jianzhen (Shoulder Chastity) Rank: C Skill: TaiJutsu Effect: Causes nausea and loss of consciousness. Special: --- Drawback: --- Description: An immediate rush of energy to the head causing great nausea and loss of consciousness, a build up of stagnant Qi at the base of the skull at GB 20: Fengchi (Pool of Wind) is also apparent causing the head to feel like it is exploding. Medical Purpose: Just a simple Local Point. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 10: Naoshu (Scapula's Hollow) Rank: C Skill: TaiJutsu Effect: Often causes loss of consciousness due to pain and chakra loss. The arm is also rendered useless until healed. Special: --- Drawback: --- Description: This strike will do great immediate physical damage due to the accumulation of tendons and muscles at this point. The damage is so great that it can cause loss of consciousness from the Qi drainage and pain alone. Extreme scapular damage is done. The deltoid muscle is a thick triangular muscle which cups the shoulder joint. It is attached to the clavicle (collar bone) and scapula (shoulder blade) at its upper end, and to the shaft of the humerus (upper arm bone) at its lower end. The muscle is divided into three portions: an anterior (clavicular) portion, and acrominal (middle) portion, and a posterior portion. The posterior portion is located on the back of the shoulder. Almost any movement of your shoulder and upper arm involves the deltoid muscle. The anterior portion is used to raise the arm from the body and to lower it again. The acrominal portion is a powerful abductor and the posterior portion is used to move the arm backward. Medical Purposes: Just a simple Local Point. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 11: Tianzong (Heaven's Ancestor) Rank: C Skill: TaiJutsu Effect: Causes arm paralysis and loss of chakra. Special: --- Drawback: --- Description: This point is one of the major strike points on the back as it is capable of taking out the whole arm and draining alot of Qi. Even a medium strike here will cause considerable damage to the back and arm. Immediately, the target feels like an electrical shock is running down their arm and then the paralysis sets in. Medical Purposes: Helps against Breast problems, mastitis, insufficient lactation, breast pain. Emotional issues, anxiety that presents with asthma, expands and relaxes the chest. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 12: Bingfeng (Holding Wind) Rank: C Skill: TaiJutsu Effect: Causes scapular tendon damage as well as possible loss of consciousness. Special: --- Drawback: --- Description: This point when struck quite hard will cause an energy rush to the head which can cause loss of consciousness. There will be a sickly feeling in the upper body for some time afterwards. The scapular can be knocked out of position with tendon damage as well. Medical Purposes: Just a simple Local Point. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 13: Quyuan (Crooked Wall) Rank: C Skill: TaiJutsu Effect: Location: Causes scapular and lung damage as well as strenght loss in the upper body. Special: --- Drawback: --- Description: This point is more dangerous than SI 12: Bingfeng (Holding Wind) in that it will drain Qi rather than add it. A feeling like something is draining from the whole upper body is felt. The lungs can be physically damaged with this strike. Scapular damage is also imminent with a medium to hard strike. Medical Purposes: Just a simple Local Point. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 14: Jianwaishu (Shoulder's Outer Hollow) Rank: C Skill: TaiJutsu Effect: Causes lung and heart failure over time with immediate nausea and vomiting. Special: --- Drawback: --- Description: This point strike will put a shock into the upper body causing the lungs and heart to falter. Extreme nausea will result with vomiting and later even death if untreated, especially if used with CV 14: Juque (Great Palace or Shrine). Medical Purposes: Just a simple Local Point. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 15: Jianzhongshu (Mid Shoulder Hollow) Rank: C Skill: TaiJutsu Effect: Causes severe strength loss in the upper body. Nervous shock,nausea and loss of consciousness are also possibilities. Special: --- Drawback: --- Description: A severe Qi drainage from the upper body will result, causing knock out if the strike is quite hard. Nervous damage can occur as it is quite close to the backbone at the neck. Nausea will also result. Medical Purposes: Just a simple Local Point. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 16: Tianchuang (Heaven's Window) Rank: C Skill: TaiJutsu Effect: Hard strikes will cause death, medium strikes wll cause emotional imbalance and heart problems. Laughter often occurs on impact. Special: --- Drawback: --- Description: This is a window of the sky point. It is one of the more deadly Small Intestine points causing instant death when struck hard. Medium strikes will cause emotional imbalance and heart problems. A strange side effect of this strike is that the recipient will laugh when struck. This is because of the imbalance of emotions when the shen is disconnected to the body. Medical Purposes: Both SI 16: Tianchuang (Heaven's Window) & SI 17: Tianrong (Heaven's Contents) are Window of the Sky Points and are useful for throat distention, swelling, goiters, lumps in neck a/or throat. Used to effect the circulation within the vertebral artery and the occipital artery. Useful for occipital headache, alzheimer's, brain tumors, dyslexia, MS, and many brain issues related to circulation. Often used with Tian Dong as a starting point. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 17: Tianrong (Heaven's Contents) Rank: C Skill: TaiJutsu Effect: Causes loss of consciousness. Special: --- Drawback: --- Description: Again, this is one of the more deadly points. It is very close to the vagus nerve and will cause loss of consciousness quite easily and it is right over the external carotid artery which will cause a blood KO. It is also a window of the sky point. When this point is struck, the head feels like it will explode especially if the strike is a lock around the neck using the knife edge of the palm. This is a well known neck locking point in the jujitsu area and has been demonstrated a number of times in public. Just a quick blow up under the angle of the jaw and it's a knock out. Medical Purposes - Both SI 16: Tianchuang (Heaven's Window) & SI 17: Tianrong (Heaven's Contents) are Window of the Sky Points and are useful for throat distention, swelling, goiters, lumps in neck a/or throat. Used to effect the circulation to the brain, and the facial nerves. Useful for facial issues such as TMJ, gum problems, etc. Also used with headaches, hearing issues, dizziness and/or high blood pressure. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 18: Quanliao (Cheek Seam) Rank: C Skill: TaiJutsu Effect: Causes loss of consciousness. Special: --- Drawback: --- Description: Using only a light blow, this strike will cause loss of consciousness. It shocks the brain and causes a rush of Qi up the back of the neck to the brain causing confusion, hence the knock out. Medical Purposes: Local point for facial disorders, Bell's palsy, trigeminal neuralgia, spasm, twitching and upper jaw toothache. Limit: Must know Meridian Location “Small Intestine Meridian”.
SI 19: Tinggong (Palace of Hearing) Rank: C Skill: TaiJutsu Effect: Causes headaches. Special: --- Drawback: --- Description: This point seems to do nothing more than give someone a headache and tinnitus. The area is well protected by bone. A little lower and it's a different story though. GB 2: Tinghui (Confluence of Hearing) is a very dangerous point. Medical Purposes: Helps against Ear problems of any etiology, inflammation, tinnitus, hearing loss. Limit: Must know Meridian Location “Small Intestine Meridian”
| |
| | | Masahiro Yukina Hokage
Posts : 1017 Points : 110 Join date : 2008-10-17
Shinobi Info Ninja Rank: S Rank Village: Konohagakure
| Subject: Re: Eki Gisou, The Desert Cobra Sun 29 May 2011, 1:50 am | |
| The Stomach Meridian - Spoiler:
~Stomach Points 1-44~+~Stomach Points 1-11~+~Stomach Points 1-18~
ST 1: Chengqi (Contain Tears) Rank: C Skill: TaiJutsu Effect: Causes nausea and chakra loss witha light blow. Heavier blows can cause loss of consciousness. Special: --- Drawback: --- Description: ST 1: Chengqi (Contain Tears) is one of the more sensitive points and will be easily damaged by even a light blow to the area. Even a light blow is often enough to cause extreme nausea and a drainage of Qi from the upper body. A hard strike here will cause a knock out. This is a point that will badly affect the Yang Ming through its connection to CO 20: Yingxiang (Welcome Fragrance) will in general drain the Yang Qi from the body. The liver is also affected by a strike to ST 1: Chengqi (Contain Tears) as the liver controls the eyes and whatever happens to the eye area also has an effect upon the liver. Medical Purposes: Useful to any eye issue, although ST 2: Sibai (Four Whites) is a good alternative and arguably safer to needle. Limit: Must know Meridian Location “Stomach Meridian” .
ST 2: Sibai (Four Whites) Rank: C Skill: TaiJutsu Effect: Causes chakra loss and loss of consciousness. Special: --- Drawback: --- Description: Again, this point is quite sensitive and will cause considerable local pain and Qi drainage resulting in a knock out and severe nervous damage. When struck one feels a moving down sensation into the chest and then into the legs which will become weak as a result of the downward draining Qi. Medical Purposes: Useful to any eye problem, good alternative to ST 1: Chengqi (Contain Tears). Limit: Must know Meridian Location “Stomach Meridian” .
ST 3: Juliao (Great Seam) Rank: C Skill: TaiJutsu Effect: Causes disorientation, dizzyness, and nausea. Special: --- Drawback: --- Description: When struck hard enough, this strike will send a shock wave up into the front of the brain causing disorientation. It will also cause great nausea. Medical Purposes: Just a simple Local Point. Limit: Must know Meridian Location “Stomach Meridian” .
ST 4: Dicang (Earth Granary) Rank: C Skill: TaiJutsu Effect: Causes loss of consciousness if struck with enough force. Special: --- Drawback: --- Description: Again, this strike will shock the whole system when struck hard enough. It will cause a KO. However, this strike must be quite accurate. Medical Purposes: Used for Facial Pain - Bell's Palsy, Paralysis, trigeminal neuralgia. Limit: Must know Meridian Location “Stomach Meridian” .
ST 5: Dayying (Big Welcome, or Big Meeting) Rank: C Skill: TaiJutsu Effect: Causes loss of consciousness. Special: --- Drawback: --- Description: Any strike to this area of the jaw will cause a knock out, especially if the point is associated with the Gall Bladder Meridian. Obvious jaw damage is also apparent. But it is the shock to the brain that jaw strikes cause that is the main area of damage. This is why the jaw is always a common target in the movies etc. ST 5: Dayying (Big Welcome, or Big Meeting) a great KO point. It sends a shock wave of Qi into the brain either causing dizziness in the least or KO in the most or broken jaw etc. The direction must be straight in from the side to have the greatest affect. This point also has a connection to ST 9: Renying (Man's Welcome) via ST 1: Chengqi (Contain Tears) and ST 8: Touwei (Head Support) (Head Safeguard). Meaning "Great Meeting" for that reason. So we can get a knock out from both sides, from the action upon the heart via the carotid sinus at ST 5: Dayying (Big Welcome, or Big Meeting), and from the brain receiving too much yang Qi. This point is called a 'big point' as it has abundant Qi and blood, hence the great amount of Qi going into the brain when struck. It must also be mentioned that the stomach has Vagus nerve endings entering at the base of the stomach. A strike to ST 5: Dayying (Big Welcome, or Big Meeting) will also have an effect upon the Vagus nerve making this point one of the better KO points. Medical Purposes: Just a simple Local Point. Limit: Must know Meridian Location “Stomach Meridian” .
ST 6: Jiache (Jaw Vehicle) Rank: C Skill: TaiJutsu Effect: Causes loss of consciousness, severe concussion and memory loss. Special: --- Drawback: --- Description: All strikes to the tip of the jaw are dangerous. Firstly a strike to ST 6: Jiache (Jaw Vehicle) will cause an instant knock out, it is the classic knock out with people like John Wayne to Sean Connery making this strike famous. The reason it works so well is that this point is very close to the mind point which will stop signals getting to the brain from the central nervous system. A strike here will also cause concussion by way of a shock to the brain causing KO, nausea and loss of memory. A concussion is a violent jar or shock to the brain that causes an immediate change in the brain function, and can possibly include loss of consciousness. For a mild concussion, the signs and symptoms include temporary loss of consciousness; memory loss; and emotional instability. For a severe concussion, the signs and symptoms include prolonged unconsciousness; dilated pupils; change in breathing; disturbed vision and equilibrium; and memory loss. The extent of injury can only be determined by a physician. If the concussion is mild, the injured person may be sent home after examination, but only if a responsible person is present to stay with the injured person and watch for serious symptoms. Follow the doctor's instructions carefully if you are the responsible person, as there are several symptoms to watch for and report to the doctor if one or more after effects appear. The first 24 hours after the injury are critical, but serious after effects can appear later. The total extent of the injury may not be apparent for 48-72 hours. Complete recovery is likely with early diagnosis and treatment. Medical Purposes: Used as an eliminate wind from the face - TMJ, toothache, Bell's palsy, twitching, facial pain/paralysis. Limit: Must know Meridian Location “Stomach Meridian” .
ST 7: Xiaguan (Lower Hinge) Rank: C Skill: TaiJutsu Effect: Causes chakra loss and loss of consciousness. Special: --- Drawback: --- Description: Again, this point is a Qi drainage point and will cause loss of consciousness when struck with simply a finger. A feeling down the front of the same side of the neck is felt, then a loss of power in the legs also. Ear problems are also apparent with this strike, and can last for years. Medical Purposes - Used for TMJ, facial pain, upper jaw toothache. Limit: Must know Meridian Location “Stomach Meridian” .
ST 8: Touwei (Head Support) (Head Safeguard) Rank: C Skill: TaiJutsu Effect: Causes great pain to the cranium, chakra loss and loss of consciousness. Special: --- Drawback: --- Description: This point will cause concussion with more nausea than any of the other head strikes due to its being a Stomach Meridian point. Great local pain is felt with a Qi drainage, then KO. Medical Purposes: Classically mentioned for "splitting headache; headache w/nausea/vomiting; headache w/eye pain (migraine)." Dizziness, and help with Hair loss. Limit: Must know Meridian Location “Stomach Meridian” .
ST 9: Renying (Man's Welcome) Rank: C Skill: TaiJutsu Effect: ST 9: Renying (Man's Welcome) is one of the major Dian Xue Shu points. It is easy to get to, its effect is devastating ranging from knock out for a light blow to death for a heavy blow. Special: --- Drawback: --- Description: ST 9: Renying (Man's Welcome) is situated right over the carotid sinus. The carotid sinus is a baroreceptor, whose job it is to detect an increase in blood pressure. When it detects this increase, it sends s signal via the vagus nerve of which it is a part, to the vasomotor centre of the brain, which initiates a vasodilatation, and slowing of the heart rate to lower the blood pressure to normal. ~Vasodilation: A widening or distension of blood vessels, particularly, arterioles, usually caused by nerve impulses ( as in the case of a strike to Renying (Man's Welcome)) or certain drugs that relax smooth muscle in the walls of the blood vessel. ~Vasomotor Centre: A collection of cell bodies in the medulla oblongata of the brain that regulates or modulates blood pressure and cardiac function primarily via the autonomic nervous system. The carotid sinus is a pocket in the wall of the carotid artery at its division in the neck. ~Carotid Sinus Reflex: The martial artist is concerned with a phenomenon called the carotid sinus reflex, the decrease of the heart rate as a reflex reaction from pressure on or within the carotid artery at the level of its bifurcation. This reflex starts in the sinus of the internal carotid artery. ~Carotid Sinus Syndrome: This is a temporary loss of consciousness or a knock out that sometimes accompanies convulsive seizures because of the power of the carotid sinus reflex when pressure builds up in one or both carotid sinuses. (Or from a strike). This syndrome can be caused to activate artificially by striking to the area of the carotid sinus, ST 9: Renying (Man's Welcome). Extensive research on the carotid sinushas shown why a person would black out when even sometimes only stroked in this area. Other people have knocked themselves out when they have turned their head suddenly because of a hypersensitive carotid sinus. In striking to ST 9: Renying (Man's Welcome), we fool the brain into believing that deadly high blood pressure is present, and in many cases, high blood pressure is present when struck in this area because of the carotid artery being pinched. Medical Purposes: In ancient times the Stomach Meridian Qi was assessed by palpating the pulse here and at ST 42: Chongyang (Pouring Yang). Window of the Sky Point - restores Qi flow between the body and the head - useful with headache, chest tightness. Regulation of Blood Pressure - lowering high blood pressure. Tong Ren/Tam Healing System: Used to effect the common carotid artery. With acupuncture and tuina we often use CO 18: Futu (Support the Prominence) instead as it is safer, for Tong Ren and light tuina, however, it is fine to use. Falls into the category of Window of the Sky points within the Tam Healing system. Limit: Must know Meridian Location “Stomach Meridian” .
ST 10: Shuitu (Water Prominence) Rank: C Skill: TaiJutsu Effect: Causes quick and effective loss of consciousness. Special: --- Drawback: --- Description: This point had always stood in the shadow of ST 9: Renying (Man's Welcome). It is however, just as dangerous as ST 9: Renying (Man's Welcome) and when struck spot on the point, is considered by many doctors to be even more dangerous. A strike here causes an immediate rush of yang Qi to the head causing loss of consciousness, the face goes red and the tongue turns blue. Combine this strike with Neigwan and you have a most dangerous strike. This strike adds Qi to the head. The recipient will fall down a split second after the strike. There is also an immediate shock to the head area. Medical Purposes: A local Point. Tong Ren/Tam Healing System: Used to effect the circulation within the common carotid artery and the vagus nerve. Useful for issues such as high cholesterol, constipation, cancer of the larynx, etc. Falls into the category of Window of the Sky points within the Tam Healing system. Limit: Must know Meridian Location “Stomach Meridian” .
ST 11: Qishe (QI's Residence) Rank: C Skill: TaiJutsu Effect: Briefly stops the heart with a single strike, causing severe chest pain and panic. When used in combination with other strikes, it can do so permanently. Special: --- Drawback: --- Description: ST 11: Qishe (QI's Residence) is called the "heart starter" because it does just that is emergency situations. However, this point will change whatever state the patient is in before striking to this point. So if someone is awake as in an attacker, then this point will stop his heart beating. If his heart has stopped, a hard thumb pressure into the collar bone at this point will sometimes be enough to start the heart again. So a strike downward into ST 11: Qishe (QI's Residence) will stop the heart from beating, so it is not a point to be playing around with. Combine this strike with a clockwise strike to his left pectoral and a counter clockwise strike to his right pectoral at ST 15: Wuyi (Room screen) and ST 16: Yingghuan (Breast's Window) points, and you have a very dangerous heart stopper. Medical Purposes: A Local point. Main point to open the circulation of the common carotid artery. Useful for conditions such as acid reflux, arteriosclerosis, hypertension, kidney cancer, bladder cancer, etc. Limit: Must know Meridian Location “Stomach Meridian” .
ST 12: Quepen (Empty Basin) Rank: C Skill: TaiJutsu Effect: Causes immediate and entire loss of the ability to call upon chakra as well as breaks the clavicle bone causing severe pain. Special: --- Drawback: --- Description: This is an interesting point as it is used to take the will to fight away. Anyone who has been struck here will agree about this, you just cannot carry on fighting after this point has been struck as usually, the clavicle which is quite a weak bone, will break causing great local pain and energy drainage. It also has an effect upon the communication between yin and yang in the whole body and drains yang Qi as it is associated with GV 14: Dazhui (Big Vertebra), (meeting place of Yang). It can be used with ST 11: Qishe (QI's Residence) to cause great Qi loss. It can be used in a grappling situation to stop the fight, or in an attacking situation where you have to block and re-attack etc. Medical Purposes: Used for shoulder pain especially that radiates to the neck. Neck/throat issues - tightness/pain. Internal branch of the Stomach meridian connects here directly from the Stomach, Spleen & Diaphragm - tonify middle warmer. Used to effect the circulation within the subclavian artery. Useful for bursitis, tennis elbow, carpal tunnel syndrome, etc. Limit: Must know Meridian Location “Stomach Meridian” .
ST 13: Qihu (Qi's Household) Rank: C Skill: TaiJutsu Effect: Causes absolute loss of balance and great nausea. Special: --- Drawback: --- Description: Whereas ST 12: Quepen (Empty Basin) drains Qi, ST 13: Qihu (Qi's Household) adds Yang Qi to the head causing loss of balance to the falling down point. With most of the Stomach Meridian points, it will also cause great nausea. This is one of those points where the Qi is said to enter the meridian, so a strike here also unbalances the yin and yang energy in the whole body. Medical Purposes: Just a simple Local Point Limit: Must know Meridian Location “Stomach Meridian” .
ST 14: Kufang (Storehouse) Rank: C Skill: TaiJutsu Effect: Causes destructive nausea, inducing severe vomiting. Special: --- Drawback: --- Description: Immediately, the recipient feels a sickly feeling in the whole chest area, quickly growing to full nausea. The strike must be fairly hard to have an effect though. Medical Purposes: Just a simple Local Point Limit: Must know Meridian Location “Stomach Meridian” .
ST 15: Wuyi (Room screen) Rank: C Skill: TaiJutsu Effect: Does absolutely nothing used alone. Stops the heart when used in conjunction with other strikes. Special: --- Drawback: --- Description: Stops the heart when used along with and at the same time struck as ST 16: Yingghuan (Breast's Window) which is just below it, so both points can be struck with the palm. Medical Purposes: Just a simple Local Point Limit: Must know Meridian Location “Stomach Meridian” .
ST 16: Yingghuan (Breast's Window) Rank: C Skill: TaiJutsu Effect: Does absolutely nothing used alone. Stops the heart when used in conjunction with other strikes. Special: --- Drawback: --- Description: Stops the heart when used along with and at the same time struck as ST 15: Wuyi (Room screen) which is just below it, so both points can be struck with the palm. Medical Purposes: Just a simple Local Point Limit: Must know Meridian Location “Stomach Meridian” .
ST 17: Ruzhong (Middle of Breast) Rank: C Skill: TaiJutsu Effect: Causes death if struck with keen precision. Special: --- Drawback: --- Description: This point when struck has a devastating effect and will cause death when a medium to hard strike is used. In acupuncture, it is only ever given as a reference and not to be needled. For the strike to be effective it needs to be accurate within a millimeter however. Immediately there is a sensation moving up the left side of the neck (if the left nipple is struck and vice-versa) and over the top of the back of the head to the other side of the forehead, followed by an extreme Qi drainage resulting in knockout and loss of memory. If the strike has been hard enough, it could also result in mental illness which gets worse with age. This is not a nice point, and should never be played around with! Medical Purposes: A point that shouldn't be used for medical purposes. Limit: Must know Meridian Location “Stomach Meridian” .
ST 18: Rugen (Breast Root) Rank: C Skill: TaiJutsu Effect: Causes headache and nausea, possibly nervous shock to the heart as well as possible mass chakra loss. Special: --- Drawback: --- Description: ST 18: Rugen (Breast Root) must be struck quite hard to have any affect. Those affects are; headache, nausea and if struck on the left side a shock directly to the heart. If you combine this strike with LIV 14: Qimen (Expectation's Door), which is easy as LIV 14: Qimen (Expectation's Door) lies just lower than ST 18: Rugen (Breast Root), then the affect is far greater in Qi drainage. Medical Purposes: Used for Breast disorders, mastitis, pain/swelling, insufficient lactation. Limit: Must know Meridian Location “Stomach Meridian” .
ST 19: Burong (Uncontainable) Rank: C Skill: TaiJutsu Effect: Causes diaphragm muscles to stop working. Special: --- Drawback: --- Description: If ST 18: Rugen (Breast Root) was not too exciting, then ST 19: Burong (Uncontainable) is just the opposite. This strike attacks the seat of power as does CV 17: Shanzhong or Tanzhong (Penetrating Odour), only this strike is even more damaging to the diaphragm as it strikes to the muscles that work the diaphragm causing the recipient to be completely winded and lose all of their strength. Diminished ability to use the lungs keeps the target on the ground. Medical Purposes: Just a simple Local Point Limit: Must know Meridian Location “Stomach Meridian” .
ST 20: Chengman (Support Fullness) Rank: C Skill: TaiJutsu Effect: Causes loss of consciousness. Special: --- Drawback: --- Description: Attacks the seat of power causing loss of consciousness.. Medical Purposes - Just a simple Local Point Limit: Must know Meridian Location “Stomach Meridian” .
ST 21: Liangmen (Door of the Beam) Rank: C Skill: TaiJutsu Effect: Causes stomach pain as well as chakra loss. Long term stomach and spleen problems also ensue. Special: --- Drawback: --- Description: This point can be protected somewhat by the abdominal muscles, however, it is also an electrical point so will have an affect regardless. Causes great local pain and Qi drainage and causes stomach and spleen problems due to its affect upon the Yang Qi of those organs. Medical Purposes: Used for Epigastric pain, accumulations of food in the abdomen a/or palpable masses. Tonifies Middle Warmer, assists CV 12: Zhongwan (Middle Cavity). Limit: Must know Meridian Location “Stomach Meridian” .
ST 22: Guanmen (Gate) Rank: C Skill: TaiJutsu Effect: Causes communication problems between the mind and the legs, effectively rendering the target's lower body useless. Special: --- Drawback: --- Description: This strike attacks the communication between upper and lower. So confusion over what the lower body is doing. A feeling of something draining from lower body is also apparent until the power to he legs has gone. Medical Purposes: Just a simple Local Point Limit: Must know Meridian Location “Stomach Meridian” .
ST 23: Taiyi (Great Yi) Rank: C Skill: TaiJutsu Effect: Causes communication problems between the mind and the legs, effectively rendering the target's lower body useless, as well as long term bladder problem. Special: --- Drawback: --- Description: Same as for ST 22: Guanmen (Gate). Plus an adverse affect upon the bladder causing problems in later life and immediately. The recipient is likely to urinate when struck here using a smaller weapon such as a finger tip. Medical Purposes: Just a simple Local Point Limit: Must know Meridian Location “Stomach Meridian” .
ST 24: Huraoumen (Door of Slippery Flesh) Rank: C Skill: TaiJutsu Effect: Location: Causes defecation and abdominal pain. Special: --- Drawback: --- Description: This point is protected by the abdominal muscles, however it will have an electrical affect which affects the colon. In other words, will cause the recipient to defecate not too soon after the strike, but with great pain. Medical Purposes: Just a simple Local Point Limit: Must know Meridian Location “Stomach Meridian” .
ST 25: Tainshu (Heaven's Axis) Rank: C Skill: TaiJutsu Effect: Causes loss of consciousness and various temporary ill effects. Special: --- Drawback: --- Description: A mu colon point, this strike will affect the colon, it is on the border of protection and no protection, ie., the torso is well protected by muscle but below the navel there is relatively little protection. This strike can cause loss of consciousness when done hard. It will also cause diarrhoea on the spot. This is a point that is capable of causing emotional disorders and also the physical symptoms that go with emotional disorders because it upsets the communication between Shen and Zhang fu, in this case between the Shen (Spirit) and Gallbladder and Triple Heater. In the first instance, the recipient will feel pain that will grow in a circle outward from the strike, then a great feeling of power loss. Medical Purposes: Helps against All intestinal issues - constipation, diarrhea, dysentery, distention, pain, masses/accumulations of any type. Connects the Upper and Lower Warmers (pre & post natal Qi). Limit: Must know Meridian Location “Stomach Meridian” .
ST 26: Wailing (Outer Tomb) Rank: C Skill: TaiJutsu Effect: Causes loss of consciousness. Special: --- Drawback: --- Description: This strike will cause much the same damage as ST 25: Tainshu (Heaven's Axis) as it is still right over the colon, there will be a little more physical damage as it is further down into the lower body. A hard strike will cause black out as it is an intestine strike. There are three organs which when in pain or struck, will cause loss of consciousness. The Gallbladder, the intestines and the ureter. Medical Purposes: Just a simple Local Point Limit: Must know Meridian Location “Stomach Meridian” .
ST 27: Daju (The Great or, Big Huge) Rank: C Skill: TaiJutsu Effect: Causes only initial pain and small chakra loss, but long lasting severe emotional problems. Special: --- Drawback: --- Description: This is a Shokanten point of Yang Ming and as such the strike will disrupt in this instance, the communication between the Shen (Spirit) and Colon/Stomach. It will cause emotional problems immediately and if not treated by an acupuncturist, will grow into emotional problems like not letting go of unwanted emotions (allowing them to grow and fester!) And also will cause emotional things like obsessiveness to extremes. In the immediate will also cause great pain and Qi loss. Medical Purposes: Helps against All genito-urinary disorders in Males (esp. hernia, impotence). Limit: Must know Meridian Location “Stomach Meridian” .
ST 28: Shuidao (Water Way) Rank: C Skill: TaiJutsu Effect: Causes loss of consciousness and possible deadly illnesses with repeated strikes. Special: --- Drawback: --- Description: This strike is dangerous. It will immediately cause loss of consciousness through the action on the colon causing an explosion in the lower heater which will grow outwards to the rest of the lower abdomen. Needless to say that repeated strikes to any of the lower abdomen points can cause bowel cancers later in life. This point really shocks the whole lower heater, causing damage to the elimination system. Medical Purposes: Helps against Excess Cold/Damp Issues of the Lower Warmer - retention of urine, inflammations. Expel either the placenta after birth or a still born child. # Gynecological issues of an excess nature - dysmenorrheal, fibroids, cysts. Limit: Must know Meridian Location “Stomach Meridian” .
ST 29: Guilai (Return) Rank: C Skill: TaiJutsu Effect: Causes complete chakra drainage, ensuing severe weakness. Special: --- Drawback: --- Description: This is a special point for the genitals. It is opposite CV 3: Zhongji (Middle Summit or Central Pole) which is a meeting point for the three yins. It will affect the circulation of Kidney Qi which in turn will affect the power of the whole body. It will cause stagnation of Qi and thus a gradual loss of health. Medical Purposes: Excess or Cold/Deficient disorders of the Lower Warmer - amenorrhea, irregular menstruation, qi stagnation/masses. Helps against Running Piglet Disorder. TCM term which some consider similar to a western panic attack. The issue is seen in stagnant Liver conditions where the Qi will rise up and interfere with the Heart/Chest causing palpitations, anxiety, fear a/or dizziness. Limit: Must know Meridian Location “Stomach Meridian” .
ST 30: Qichong (Pouring QI) Rank: C Skill: TaiJutsu Effect: Causes slow and constant chakra drainage as well as slowly diminishing the body's ability to create chakra. This blow is particularly evil in the fact that it causes long term effects that will eventualy kill, but no immediate damage. Special: --- Drawback: --- Description: This is the Sea Of Nourishment Point" along with ST 36: Zusanli (Three Measures of the Leg). It is also a point of the Chong Mai, or life force meridian. Circulatesyuan Qi to the stomach and hence to earth. A strike here will cause the body's ability to fight off disease to be lower. And an overall lessening of Qi to the internal organs will gradually grow. The free flow of Qi is hindered by this strike. The opposite occurs when ST 30: Qichong (Pouring QI) and ST 36: Zusanli (Three Measures of the Leg) are treated in a healing way. Even after treatment, the damage continues to grow if not treated also by an acupuncturist. Medical Purposes: Regulates the Intestines, Genitalia & menstruation. Helps against Running Piglet Disorder. TCM term which some consider similar to a western panic attack. The issue is seen in stagnant Liver conditions where the Qi will rise up and interfere with the Heart/Chest causing palpitations, anxiety, fear a/or dizziness. Limit: Must know Meridian Location “Stomach Meridian” .
ST 31: Biguan (Hip Hinge or Thigh Gate) Rank: C Skill: TaiJutsu Effect: Causes extreme weakness in the legs, reducing the targe's ability to walk or stand to zero. Special: --- Drawback: --- Description: This point is called the leg draining point because that's what it does. It will cause the Qi to the legs to be lessened greatly causing the recipient to have to sit down or fall down. This point can be used as an excellent set up point for a physical leg strike, bones in the legs will break easily when this point has been struck first. Medical Purposes: ST 31: Biguan (Hip Hinge or Thigh Gate), ST 32: Futu (Hidden Rabbit) & ST 33: Yinshi (Yin's Market) are all useful for Bi-Syndromes a/or Wei Syndromes (flaccidity or weakness) of the lower legs. Bi Syndrome refers to an obstruction of the circulation of Qi and Blood in the channels usually caused by the invasion of pathogenic factors (cold/wind/damp) in the muscles, tendons, bones & joints, causing soreness, pain, numbness or a heavy sensation. Western conditions such as arthritis are related to this pattern. Limit: Must know Meridian Location “Stomach Meridian” .
ST 32: Futu (Hidden Rabbit) Rank: "B Skill: TaiJutsu Effect: Causes full leg paralysis and nervous system shock. Special: --- Drawback: --- Description: This strike is called in dim-mak terms, leg paralysing point. This point must be struck with a palm straight across the thigh or using an implement such as a stick, the strike must be 180 degrees across the thigh. It paralyses the leg and shocks the whole system. Medical Purposes: ST 31: Biguan (Hip Hinge or Thigh Gate), ST 32: Futu (Hidden Rabbit) & ST 33: Yinshi (Yin's Market) are all useful for Bi-Syndromes a/or Wei Syndromes (flaccidity or weakness) of the lower legs. Bi Syndrome refers to an obstruction of the circulation of Qi and Blood in the channels usually caused by the invasion of pathogenic factors (cold/wind/damp) in the muscles, tendons, bones & joints, causing soreness, pain, numbness or a heavy sensation. Western conditions such as arthritis are related to this pattern. Limit: Must know Meridian Location “Stomach Meridian” .
ST 33: Yinshi (Yin's Market) Rank: C Skill: TaiJutsu Effect: Causes leg pain, confusion and chakra loss. Special: --- Drawback: --- Description: Great local pain and subsequent Qi drainage from the leg. This is also an electrical point that will send a rush of Qi to the head causing confusion if the strike is hard enough. Medical Purposes: ST 31: Biguan (Hip Hinge or Thigh Gate), ST 32: Futu (Hidden Rabbit) & ST 33: Yinshi (Yin's Market) are all useful for Bi-Syndromes a/or Wei Syndromes (flaccidity or weakness) of the lower legs. Bi Syndrome refers to an obstruction of the circulation of Qi and Blood in the channels usually caused by the invasion of pathogenic factors (cold/wind/damp) in the muscles, tendons, bones & joints, causing soreness, pain, numbness or a heavy sensation. Western conditions such as arthritis are related to this pattern. Limit: Must know Meridian Location “Stomach Meridian” .
ST 34: Liangqiu (Ridge Mould OR Beam Mound) Rank: "C" - Always 30 TP no matter the class Skill: TaiJutsu Effect: Causes weakness in the legs and chakra loss. Special: --- Drawback: --- Description: This is a xi-cleft point (stores Zhen Qi) which normally promotes the circulation of Qi to the whole body. However, when struck using adverse Qi, it has the reverse affect. So power is lost through a hindrance of Qi and blood. Local pain and loss of leg power is immediately apparent. Medical Purposes: Helps with Lateral knee issues. Excess & Acute issues of the Stomach and chest - acute Stomach pain, vomiting, acute breast pain. Limit: Must know Meridian Location “Stomach Meridian” .
ST 35: Dubi (Calf Nose) or Xiyan (Eyes of Knee) Rank: C Skill: TaiJutsu Effect: Usually used to cure problematic knee joints, when struck properly, will cause weakness in the knee joint and slight chakra loss. Special: --- Drawback: --- Description: This point is a special point for knee problems in acupuncture. It is a trauma point. Local pain and knee injury immediately followed by severe kidney Qi drainage and damage causing immediate loss of power and tiredness. Medical Purposes: Helps against Knee Problems. Limit: Must know Meridian Location “Stomach Meridian” .
ST 36: Zusanli (Three Measures of the Leg) Rank: C Skill: TaiJutsu Effect: Causes severe physical trauma to the spleen and legs. Weakness slowly spreads after the strike and gets worse if untreated. Special: --- Drawback: --- Description: This point is a major point in acupuncture and in dim-mak. It is an earth and he point and >sea of nourishment point along with ST 30: Qichong (Pouring QI). A strike here will cause great weakness which will slowly get worse untreated. The spleen is also damaged. Obvious immediate physical leg damage and pain. But it is the internal organ problems that this strike causes that is the main area of attack. Medical Purposes: Tonify deficient Qi a/or Blood. Tonify Wei Qi. Helps with All issues involving the Stomach a/or the Spleen. Clear disorders along the course of the channel - breast problems, lower leg pain. Earth as the mother of Metal - will support Lung function in cases of asthma, wheezing, dyspnea. Helps with Psychological/Emotional disorders - PMS, depression, nervousness. Limit: Must know Meridian Location “Stomach Meridian” .
ST 37: Shangjuxu (Upper Void) Rank: C Skill: TaiJutsu Effect: Causes chakra loss, inability to protect one's mentality and gradual decline of the immunity system. Special: --- Drawback: --- Description: This point damages the colon function, it can cause defecation immediately if struck hard enough. It will also drag too much Qi into the legs causing an imbalance in the whole system. This strike will also have an adverse affect on the flow of wei Qi, that which protects us from external pathogenic attack. So our immune system will slowly become ineffective. Obvious immediate pain and Qi drainage. Medical Purposes: Helps against All disorders of the intestines - diarrhea, dysentery. Sea of Blood Point - if excess the patient may have feelings of largeness, whereas, if deficient the patient may feel small. Limit: Must know Meridian Location “Stomach Meridian” .
ST 38: Taikou (Line's Opening) Rank: C Skill: TaiJutsu Effect: Causes strength loss in the shoulders and paralysis in both arms. Special: --- Drawback: --- Description: This is an interesting point. A tested strike and that it has a dire affect upon the power of the upper body especially the shoulders. In some cases the arms would not work after this strike and had to be treated using the antidote of ST 12: Quepen (Empty Basin). Medical Purposes: Adhesive capsulitis or "frozen shoulder." Limit: Must know Meridian Location “Stomach Meridian” .
ST 39: Xiajuxu (Lower Void) Rank: C Skill: TaiJutsu Effect: Causes great pain, paralysis in both legs and slowly diminishes the immunity system. Special: --- Drawback: --- Description: This point affects the small intestine and will also cause paralysis of the legs when struck hard. It will also have an effect upon the wei Qi and so cause problems with the immune system later as well. Immediate great pain wen this point is struck spot on. Medical Purposes: Disorders of the Small Intestine organ - abdominal pain, diarrhea, dysentery. Small Intestine channel problems - breast issues, pain/swelling/numbness along channel. Limit: Must know Meridian Location “Stomach Meridian” .
ST 40: Fenglong (Abundance and Prosperity) Rank: C Skill: TaiJutsu Effect: Causes moderate pain and loss of power throughout the entire body as well as moderate chakra loss. A hard strike will cause epileptic seizures. Special: --- Drawback: --- Description: Apart from local pain and Qi drainage, this point also has an affect upon the spleen. It will cause a great imbalance between Stomach Meridian and Spleen Meridian and so weaken the body. A hard enough strike will cause epileptic seizures. Medical Purposes: Resolve Phlegm. Issues with the lower limbs involving pain, swelling, numbness, weakness, etc. Helps with Plum Pit Qi as well. A subjective sensation of blockage a/or constriction of the throat. Common in disorders with a clear emotional aspect coupled with Qi stagnation. This is often seen in anxiety disorders. Limit: Must know Meridian Location “Stomach Meridian” .
ST 41: Jiexi (Release Stream) Rank: C Skill: TaiJutsu Effect: Causes excessive nausea and weakness in the legs. Effective for putting target's on their knees. Special: --- Drawback: --- Description: This is one of those points that seem harmless enough, but which will have a great affect upon the whole body when struck. It is a fire and jing point. This strike will affect the stomach greatly causing nausea (like "I'm dying") enough to stop the fight. It will also drain Qi from the lower extremities of the body thus causing the legs to be greatly weakened. Medical Purposes: Ankle issues - sprains, inflammation. Limit: Must know Meridian Location “Stomach Meridian” .
ST 42: Chongyang (Pouring Yang) Rank: "C" - Always 30 TP no matter the class Skill: TaiJutsu Effect: Causes great nervous system pain in the targetted leg as well as chakra loss. Special: --- Drawback: --- Description: This point is an electrical as well as a physiological point. The strike will cause nerve damage with an immediate electrical shock wave rushing up the whole leg. This is also a yuan' or source point. It will cause great Qi loss and local pain. Medical Purposes: Just a simple Local point. Limit: Must know Meridian Location “Stomach Meridian” .
ST 43: Xiangru (Sinking Valley) Rank: C Skill: TaiJutsu Effect: Causes loss of strength and possible illnesses later in life, such as rheumatism. Special: --- Drawback: --- Description: This is a wood and shu point and normally promotes the free flow of Qi all over the body. Wen struck using adverse Qi, it will cause the reverse resulting in a loss of power so much so that the recipient must sit down. It could even cause things like rheumatism later in life. Great local pain and Qi drainage. Medical Purposes: Similar actions to ST 44: Netting (Inner Court) but used less often - will clear heat from the channel and organ. Limit: Must know Meridian Location “Stomach Meridian” .
ST 44: Netting (Inner Court) Rank: C Skill: TaiJutsu Effect: Effectively tricks the brain into thinking the jaw has been struck and the cranial area has been compromised. Usually causes loss of consciousness. Special: --- Drawback: --- Description: This is a water and yong point. (Spring or stream point). Striking this point will affect the way the Qi is sent all over the body, so a strike here will cause power loss and great local pain. This strike has a strange affect in that it causes the recipient to feel as if he has been struck in the jaw. This could cause the brain to think that the jaw has been struck and cause loss of consciousness. If left unchecked, this strike will cause all kinds of Qi balance problems that will only get worse. Medical Purposes: Useful for issues of the Face & Jaw along with CO 4: Hegu (Adjoining Valleys). Damp Heat in the intestines - diarrhea, dysentery, distention. Interior heat that presents with cold signs - Feel hot but hands/feet are cold or Red tongue w/cold extremities. Limit: Must know Meridian Location “Stomach Meridian” .
ST 45: Lidui (Strict Exchange) Rank: C Skill: TaiJutsu Effect: Causes muscle and tendon lock down throughout the whole body, effectively paralysing the entire target for an entire two posts. Nose bleeds are common side effects. Special: --- Drawback: --- Description: This strike has some dire effects. It is a metal and cheng point and will have a great affect upon the muscles and tendons, so it can be used as a set up point for a joint lock where the tendons and muscles are being attacked. It will cause mind confusion and has been known to cause the nose to bleed profusely. Medical Purposes: Release heat a/or move stagnation from the channel and organ - headaches, toothaches, facial pain, TMJ, breast pain. Agitation a/or insomnia w/heat signs - calms the spirit. Limit: Must know Meridian Location “Stomach Meridian”.
The Spleen Meridian - Spoiler:
~Spleen Points 1-6~+~Spleen Points 1-11~+~Spleen Points 12-21~+~Spleen Points 12-21 Fig. B~
SP 1: Yinbai (Hidden White) Rank: C Skill: TaiJutsu Effect: Causes loss of strength in muscles and tendons, damage to the spleen and chakra loss. Additionally increases blood flow, worsening bleeding and can create suttle but constant nervous system shock, worsening the damage of proceeding blows. Special: --- Drawback: --- Description: This is a wood and cheng point and a root point of Tai Yi" (the greater yin division of Spleen & Lung). This strike has a great affect upon the muscles and tendons as it is a control point for those. It is also a control point for the divergent meridians. Spleen damage will occur immediately with a great energy drainage. There is a downwards rushing feeling when struck, followed by nausea and loss of power caused by this point's connection with the lungs by being the root point of tai yin. So it drains Qi from the lungs as well as the spleen. Often used to relax problems related to menstruation, this point also controls bleeding (in healing) in the gastrointestinal tract. As a result, a strike here using adverse Qi will cause any bleeding to be worse and to be harder to stop, especially bleeding from for instance a knife strike to the stomach area. So this point can also be used as an excellent set up point to a knife attack! This is also one of those points that will when struck affect the communication between heaven and earth causing great confusion between mind and body. In healing it is also used as one of the major treatments for shock. When used as a dim-mak strike however, the reverse happens with the symptoms of shock becoming apparent easier, even when a light to moderate strike to the head, for instance, has been felt. So, again, this is an excellent set up point or a major strike. SP 1: Yinbai (Hidden White)'s affect upon the mind causes an inability to sleep soundly. In healing, it is used to give a restful sleep. A word of warning! SP 1: Yinbai (Hidden White) should never be used either in a dim-mak way or even for healing in pregnancy as it will have a adverse affect upon the uterus. In healing, it should never be used on a patient who suffers from diabetes as it will have an effect upon the balance of insulin/sugar. Medical Purposes: Any Bleeding Issues, esp. from SP Deficiency - reckless bleeding, hemorrhage, blood in the urine/stools. Emotional issues esp. with aspects of worry - worried dreams, depression. Possibly useful for eating disorders originating from stress/worry. Limit: Must know Meridian Location “Spleen Meridian”.
SP 2: Dadu (Big Metropolis) Rank: C Skill: TaiJutsu Effect: Causes weakness while grasped and damage to the spleen. Increased pressure can cause nausea and vomiting. Special: --- Drawback: --- Description: Access to the toes with your hands. In this case a quick violent squeeze would be sufficient to cause the grappler to let go of any hold that he might have applied. This is a fire and yong point and normally will strengthen the spleen. In this case where the point is used as a dim-mak strike, it will damage the spleen and weaken it, thus causing lack of power. Nausea with vomiting and it will cause a loss of memory in the long term if the condition is not treated. This strike will slow the flow is Qi in the channel. It will also have an effect upon communication between heaven and earth. This point, like SP 1: Yinbai (Hidden White) is also forbidden to be treated in a healing manner in pregnancy. Medical Purposes: Generally used to clear damp-heat - gout, painful obstructions. With SP 3: Taibai (Most White) tonify SP organ - abdominal distention, diarrhea. Limit: Must know Meridian Location “Spleen Meridian”.
SP 3: Taibai (Most White) Rank: C Skill: TaiJutsu Effect: Causes shooting pain from the chest to the feet, chakra loss, muscle cramping and memory loss upon loss of consciousness. Special: --- Drawback: --- Description: This point will give immediate great pain resulting in Qi drainage at the point from the upper chest right down to the foot. The pain alone will be enough to cause a grappler to let go long enough for you to re-attack. It is an earth, yuan and shu point. The long term affects are, easy bruising, lack of memory and muscle problems such as cramps, muscles becoming atrophied etc. The immediate affect is a shock to the whole system which in many cases can cause loss of consciousness because of this shock. It can be used as a good set up point strike for points that lie on the four sides of the torso. Medical Purposes: Spleen Qi and Yang Deficiency, especially those with excess pathologies - abdominal a/or epigastric pain, digestive issues, heart pain. Limit: Must know Meridian Location “Spleen Meridian”.
SP 4: Gongsun (Grandfather's Grandson) Rank: "C" - Always 30 TP no matter the class Skill: TaiJutsu Effect: Causes dizziness and pain along with chakra loss. Loss of consciousness and long term recurring abdominal pain lasting for sometimes weeks are also possible. Special: --- Drawback: --- Description: This is a luo' point and a master point for chong mai and a coupled point of yin wei mai. Dizziness and immediate great local pain with associated Qi drainage. This strike can cause loss of consciousness. The pain caused by this strike can last for days, sleepless nights etc. Because it is a master point of the extra meridian chong mai' it will cause a great lessening of one's life-force. A gradual deterioration of the recipient's quality of life will become apparent. This is also helped by the disruption of the yin and yang energies of the stomach/spleen'. In fact, this point strike will have an adverse affect upon all of the organs, immediately and over a period of time. Medical Purposes: Excess pathologies of the Stomach and Intestines - severe abdominal a/or epigastric pain, dysentery, food poisoning. Gynecological and Abdominal issues due to stagnation of Qi and Blood - masses, fibroids, cysts, menstrual issues. With PC 6: Eiguan (Inner Gate) for chest and heart pain, shen disorders, anxiety, nervousness. Limit: Must know Meridian Location “Spleen Meridian”.
SP 5: Shangqiu (Mound of Commerce or Merchant Mould) Rank: C Skill: TaiJutsu Effect: Causes joint weakness and general loss of strength. Special: --- Drawback: --- Description: This is a metal and jing point. It is a special point where the joints are concerned. So apart from the great damage that this point strike gives, it is also used as a set up point for those other points such as SP 19: Xiongxiang (Chest Home) that will affect a joint, in the case of SP 19: Xiongxiang (Chest Home), the opposite knee joint. Great local pain resulting in Qi drainage and power loss immediately. Will cause normally strong joints to give way immediately under mild pressure, such as in a joint lock etc. Medical Purposes: Just a simple Local Point. Limit: Must know Meridian Location “Spleen Meridian”.
SP 6: Sanyinjiao (Three Yin Junction) Rank: C Skill: TaiJutsu Effect: Causes immense abdominal pain and nausea. Special: --- Drawback: --- Description: This is the meeting point of the lower yin meridians. Immediately great pain is felt with a dropping feeling from waist downwards. Great nausea is also felt immediately. Medical Purposes: Tonify Yin and Blood, all Spleen disorders. Helps with Digestive disorders, sinking/prolapse. Gynecological issues, male sexual issues, difficult labor (expel fetus). Bleeding disorders, cool blood in hot skin diseases. Insomnia and other anxiety related emotions. Limit: Must know Meridian Location “Spleen Meridian”.
SP 7: Lougu (Sleeping Valley) Rank: C Skill: TaiJutsu Effect: Causes pain and chakra loss. Special: --- Drawback: --- Description: Great immediate pain and Qi drainage. Medical Purposes: Just a simple Local Point. Limit: Must know Meridian Location “Spleen Meridian”.
SP 8: Diji (Earth's Mechanism) Rank: C Skill: TaiJutsu Effect: Causes a numbing pain in the lower leg. Used in combination, can kill. Special: --- Drawback: --- Description: This is a xi cleft' point (accumulation point) for Zhen Qi' or meridian Qi' or real Qi'. In healing, it is mainly used for uterus problems. When struck however, will cause an obstruction in the meridian and thus spleen problems such as stomach disorders, varicose veins and bladder problems. A numbing of the lower leg is the immediate effect with a full feeling around the point, local pain is also felt. This point is often used as a set up point for a strike to the third eye point' just between the eyebrows. It is said that this combination will explode the head' (direct translation). Needless to say, the fight is over when this combination has been used. However, one must have a certain higher level of fighting skills to use this combination. Medical Purposes: Helps with acute and painful menstrual issues due to Blood stagnation - clotting, fibroids, dysmenorrhea. Helps with Male infertility. Limit: Must know Meridian Location “Spleen Meridian”.
SP 9: Yinlingquan (Yin Tomb Spring or Yin Mould Spring) Rank: C Skill: TaiJutsu Effect: Great local pain and forces the body to fill with various fluids over time, causing death. Special: --- Drawback: --- Description: This is a water' and he' point. (Sea point, gathering together). Great local pain when this point is struck right on target. It has the reverse affect to the healing in that it will cause the body to fill up with water and if not corrected using acupuncture or other Chinese medicine, will eventually lead to early death. This point is used also as a set up point in the same what that SP 8: Diji (Earth's Mechanism) is used. It is not such a good prime strike as it is relatively difficult to get to with much power unless you are a seasoned martial artist. A good hard strike here will cause great nausea and is sometimes used in conjunction with GB 34: Yanglingguan (Fountain Of The Yang Mound). Medical Purposes: He Sea point - drains dampness (generally through urination), LIV 8: Ququan (Crooked Spring) will drain damp from the genital region and SP 9: Yinlingquan (Yin Tomb Spring or Yin Mould Spring) will drain damp from the lower warmer. Chronic yeast infections, candida. Damp Bi, Medial Knee Pain. Issues involving damp-heat in the Gall Bladder - hepatitis, jaundice. Any water issue in the body (bloating, swelling, urinary issues, dry mouth, etc.). Any water issue in the body (bloating, swelling, urinary issues, dry mouth, etc.). Limit: Must know Meridian Location “Spleen Meridian”.
SP 10: Xuehai (Sea of Blood) Rank: C Skill: TaiJutsu Effect: Causes short-term temporary full body paralysis. Special: --- Drawback: --- Description: This is called a 'shock point' because it sends a shock throughout the system causing the brain not to know what is happening for a second or two allowing the user time to get in with another attack. Being a special point for the blood in the healing area, this strike has the reverse effect when struck allowing the blood to become reckless which in turn allows pathogens to enter the blood. Medical Purposes: Any Gynecological issues originating from Blood, Heat, Stasis a/or Deficiency - irregular menstruation, cramping, lin disorders, PMS. Limit: Must know Meridian Location “Spleen Meridian”.
SP 11: Jimen (Basket's Door) Rank: C Skill: TaiJutsu Effect: Causes local pain and chakra loss, as well as lowering the amount of chakra a nin can readily use. Special: --- Drawback: --- Description: Struck with accuracy, this point can give much local pain and Qi drainage. It will affect the way the spleen transports the Qi, so power will also be affected. This point can be used as a set up point strike for CV 17: Shanzhong or Tanzhong (Penetrating Odour). Medical Purposes: Just a simple Local Point Limit: Must know Meridian Location “Spleen Meridian”.
SP 12: Chongmen (Pouring Door) Rank: C Skill: TaiJutsu Effect: Causes full leg paralysis. Strong blows will dislocate the leg. Special: --- Drawback: --- Description: This point is situated right over the femoral artery and can cause great internal damage to this artery. It is also near the femoral nerve and will cause the whole leg to be paralysed. A strong blow to this region can also knock the head of the femur and ball joint right out of its socket damaging the tendons and ligaments causing great pain and immobilization. At some later stage in life, if not treated, this strike will cause the body to not be able to take as much Qi from food, air and water as it should and as a result, disease and weakness is allowed to creep in. Medical Purposes: As a safety Precaution Avoid Artery, also considered as a simple Local Point. Limit: Must know Meridian Location “Spleen Meridian”.
SP 13: Fushe (Dwelling) Rank: C Skill: TaiJutsu Effect: Causes full leg paralysis. Strong blows will dislocate the leg and cause loss of consciousness. Special: --- Drawback: --- Description: This strike causes much the same damage as SP 12: Chongmen (Pouring Door). The only difference is that it is closer to the femoral nerve and will cause considerable nerve problems, like paralysis or nervous shut down if the strike has been hard enough. Medical Purposes: Just a simple Local Point. Limit: Must know Meridian Location “Spleen Meridian”.
SP 14: Fujie (Abdomen's Knot) Rank: C Skill: TaiJutsu Effect: Can cause loss of consciousness if the blow is unexpected. The bracing muscles around it often protect it from the effect however. Special: --- Drawback: --- Description: If you can get a strike in at this point when the recipient is not expecting it, it will have a great affect, shocking the whole body and has been known to cause knock out. The area however is well protected by the external oblique muscles and can be flexed to afford some kind of protection especially if the attacker has been practising iron shirt qigong. Iron shirt qigong is a qigong method of moving and breathing that will, over some time, afford some protection to external strikes especially around the torso area. Medical Purposes: Just a Local Point. Limit: Must know Meridian Location “Spleen Meridian”.
SP 15: Daheng (Big Horizontal) Rank: C Skill: TaiJutsu Effect: Causes nausea and diarrhea if unexpected. A slight nervous shock may be experienced if the target braces for the blow. Special: --- Drawback: --- Description: Although this point strike will cause things like diarrhea instantly and great nausea, it is too well protected by the external oblique muscles which, in this area can be built up to great proportions. Many other martial arts systems advocate this strike, and you will see them in tournament, especially the non contact variety, using the reverse punch with a loud yell and much bravado, striking to this area and gaining a point for doing so. Medical Purposes: Regulate the Qi of the Intestines - constipation, diarrhea (ST 25: Tianshu (Heaven's Axis) better for diarrhea), abdominal pain and distention. Limit: Must know Meridian Location “Spleen Meridian”.
SP 16: Fuai (Abdomen's Sorrow) Rank: C Skill: TaiJutsu Effect: An unexpected blow shuts down the diaphragm muscles and can kill. But if braced for, the strike does little. Special: --- Drawback: --- Description: This point too can be protected. However, if caught unaware, a strike here can have devastating results as it is in the area of the diaphragm. This strike can cause death by suffocation at the most or in the least cause the recipient to have to sit down in order to re-gain his breathing. Medical Purposes: Just a simple Local Point Limit: Must know Meridian Location “Spleen Meridian”.
SP 17: Shidou (Food's Cavity) Rank: C Skill: TaiJutsu Effect: Causes a quick beat skip in the heart, forcing massive chakra loss. Special: --- Drawback: --- Description: The damage is great with local pain lasting for some hours. The Qi drainage is so severe that the target will just wish to lie down. The heart may stop beating for a moment because of the percussive effect which travels straight into the heart. However, it is difficult to hit effectively, as it is beneath an arm. Medical Purposes: Just a simple Local Point Limit: Must know Meridian Location “Spleen Meridian”.
SP 18: Tianxi (Heaven's Stream) Rank: C Skill: TaiJutsu Effect: Causes severe full body pain and chakra loss. Special: --- Drawback: --- Description: This is again a devastating strike causing a shock wave to rise up into the head and around the whole upper torso with great Qi loss. If the strike is right on the point, the target will also feel pain shooting down to their feet. Medical Purposes: Just a simple Local Point Limit: Must know Meridian Location “Spleen Meridian”.
SP 19: Xiongxiang (Chest Home) Rank: C Skill: TaiJutsu Effect: Causes nerve damage to the shoulder and mirroring leg. Both the shoulder and leg will buckle when the point is pressed on. Special: --- Drawback: --- Description: Great nerve damage is caused to the shoulder area. This point can be used as a set up point for a leg kick requiring little power to cause his leg to buckle. Medical Purposes: Just a simple Local Point Limit: Must know Meridian Location “Spleen Meridian”.
SP 20: Zhourong (Encircling Glory) Rank: C Skill: TaiJutsu Effect: Causes extensive damage to the shoulder and a light buckling of the opposite leg. Can be used to kill in combination with other points. Special: --- Drawback: --- Description: This point will affect the way the opposite leg functions, but to a lesser degree then SP 19: Xiongxiang (Chest Home). It will cause great local tearing of the tendons in the shoulder with little or no external damage. Used with LIV 14: Qimen (Expectation's Door), this is a death combination. The whole body goes numb, lungs and heart stop. Medical Purposes: Just a simple Local Point Limit: Must know Meridian Location “Spleen Meridian”.
SP 21: Dabao (Big Wrapping) Rank: C Skill: TaiJutsu Effect: A coma inducing strike that wreaks havoc on the nervous, physical and spiritual bodily systems. Special: --- Drawback: --- Description: This point does amazing internal damage electrically (Qi wise) and also physically. This point balances the whole body, left and right (especially torso) and inner and outer. A strike here spreads out over the chest causing great imbalance to the Qi system of the whole body. The recipient will fall into a coma if the strike if done hard enough, and will not recover until energy balancing is performed on him. Physically, the liver can be damaged as well as the lungs as this point is also connected to LU 1: Zhong Fu (Central Residence). Medical Purposes: Mentioned classically that when this point is deficient, all the joints are flaccid, and when excess, pain all over the body. Pain of the thoracic region. Limit: Must know Meridian Location “Spleen Meridian”.
| |
| | | Masahiro Yukina Hokage
Posts : 1017 Points : 110 Join date : 2008-10-17
Shinobi Info Ninja Rank: S Rank Village: Konohagakure
| Subject: Re: Eki Gisou, The Desert Cobra Sun 29 May 2011, 1:51 am | |
| Animal Style Kung Fu While mainly a Dian Xue Shu practitioner, at an early point in his studies, Eki noticed that while the knowledge of where and how to press on an acupoint was invaluable, there was little to no teachings on how to properly apply it. As such he began study in what he deemed would be the perfect applicator; Animal Style Kung Fu. While his studies required learning each of the five main animals, Eki Gisou became a master of Snake Style, and as such mastered some of it's subsidiary styles, such as Monkey and Praying Mantis. EKi's favorite however seems to be a solid combination between Snake and Praying Mantis, adding in the even more evasive techniques from Monkey and Grasshopper to increase his elusiveness. Noticeably, each style Eki has mastered focuses on attacking the opponent's weak and vulnerable points. Snake Style Where the Tiger practitioner seeks the key point as quickly and effectively as possible, the Panther practitioner like to play, where the Crane practitioner likes to allow the attacker to beat themselves, the Snake likes to have total physical and mental control over their opponent. It will not engage in any type of actively unless is is certain of the outcome (to it's own satisfaction). The Snake does not attack. It reacts when attacked, it may even get the opponent to attack, but a Snake Stylist does not attack. A Snake always has their enemy come to them, on their terms when the Snake is ready for them. It may again, occasionally strike without warning but as such, it is not an attacking style. Sometimes it may look like the Snake is attacking but it is not (according to it), it just feels that the attacker has encroached on it’s space or safety. Not being there, where the attacker thought them to be a second ago. Not like the Crane in great leaps and bounds but like a Snake just twisting, ducking, bobbing, turning out of the way. The Snake Stylist moves like a Snake, as if lacking bones, slippery and sinuous. The Snake Stylists main defence is the flexibility, weave-ability, subtle avoidance and very occasional, distracting strikes. The Snake Style requires great flexibility of the spine, hips, rib cartilage and internal muscles of the abdomen and upper thoracic ribs and back. The serpentine movement of the snake style moves the center of gravity using 'core' muscles. These core muscles strongly root the foot at the completion of each posture, sending powerful Qi energy through the spine to the hands. The result, over time, is the legendary 'iron in cotton' phenomenon that gives speed, power and sensitivity to the hands and arms. This is the key to the successful use of the style. Monkey Style Traditional Monkey Style as taught in Mainland China includes running on all fours (i.e. the hands and feet), various difficult acrobatic movements such as flipping sideways in the air, front flips, back flips, back handsprings, hand stands, walking on the hands, forward lunges/dives, backward lunges, spinning on the butt, spinning on the back and many kicks and strikes. Most of the attacks are aimed at the knees, groin area, throat or eyes of the opponent and hand strikes are normally either open handed slaps or clawing with a semi-closed fist called the monkey claw. A wide array of facial monkey expressions are also practiced, inclusive of happiness, anger, fear, fright, confusion and bewilderment etc. Except for very brief periods, most movements inclusive of running are executed from either a squatting or semi-squatting position and are normally accompanied by very swift and 'jerky' head movements as the practitioner nervously looks around. The monkey staff, or hou gun (猴棍), is one of this style's specialty weapons. Monkey boxing is an imitative technique and so execution of the movements and facial expressions must be so convincing that it looks exactly like a monkey and not simply like a human imitating a monkey hence the very high degree of difficulty associated with this technique. Praying Mantis Style The mantis is a long and narrow predatory insect. While heavily armoured, it is not built to withstand forces from perpendicular directions. Consequently, its fighting style involves the use of whip-like/circular motions to deflect direct attacks, which it follows up with precise attacks to the opponent's vital spots. These traits have been subsumed into the Praying Mantis style, under the rubric of "removing something" (blocking to create a gap) and "adding something" (rapid attack). One of the most distinctive features of Praying Mantis is the "praying mantis hook" (螳螂勾; pinyin: tángláng gōu): a hook made of one to three fingers directing force in a whip-like manner. The hook may be used to divert force (blocking), adhere to an opponent's limb, or attack critical spots (eyes or acupuncture points). These techniques are particularly useful in combination, for example using the force imparted from a block to power an attack. So if the enemy punches with the right hand, a Northern Praying Mantis practitioner might hook outwards with the left hand (shifting the body to the left) and use the turning force to attack the enemy's neck with a right hook. Alternately, he/she might divert downwards with the left hook and rebound with the left wrist stump to jaw/nose/throat. Praying Mantis is especially known for its speed and continuous attacks. Wrist/arm techniques in particular are emphasized, as well as knee and elbow strikes. Another prominent feature of the style is its complex footwork, borrowed from Monkey Kung Fu. Grasshopper Style: Why grasshopper? What can this lowly insect teach us about fighting strategy that we don't already know? What in the movement of a grasshopper could be important to us as martial artists? Have you ever tried to capture one? Do you remember how, just as you are about to put your cupped hands over its unsuspecting body, the grasshopper springs suddenly into space, landing off to your side. When you move on him again, just as unpredictably, he springs off to another location. The grasshopper represents constant vigilance, and spontaneous reaction. He is a master of surprise, and has an impeccable command of timing. He is poised under stress, and possesses the innate ability to suddenly move to where you least expect him to. As the attack unfolds, he disappears, suddenly to surface off to the side, or behind...that is the grasshopper.
Ansatsu Senjutsu Tokushu Butai The ANBU, short for Ansatsu Senjutsu Tokushu Butai or Special Assassination and Tactical Squad, take orders directly from the Kage and protect the village from exceptional threats, conduct high-risk missions into enemy territory, and deal with extremely strong ninja. They are also responsible for carrying out assassinations, tracking, surveillance, and missions requiring specially trained ninja. Some ANBU serve as interrogators that probe the minds of enemy ninja to learn information valuable to the village. If an ANBU is mortally wounded in battle, they are required to destroy their bodies to prevent any information from getting into enemy hands. The ANBU usually work in teams formed to the requirements of the mission, ensuring maximum success. The shinobi in the ANBU are hand-picked by the Kage; chosen for their individual capabilities and special skills. Age, gender, background, or previous rank bear no weight in this decision.
The ANBU wear porcelain animal masks, which state some form of rank, in order to distinguish themselves from normal shinobi and to conceal their identities. They also have standard uniforms consisting of black and gray armor, metal arm guards, and a signature spiral tattoo on their shoulder (left shoulder for male ANBU members, and right shoulder for female ANBU members, to determine gender between the ANBU members). Some ANBU wear black cloaks over their standard uniforms, and squad leaders may wear white cloaks. All ANBU carry katana, which are usually strapped to their backs. There are apparently no true ranks within the ANBU, as is the case with the regular forces. Team leadership and hierarchy seem to be based on merit and experience. The leaders of the teams are called squad leaders (Buntaichō) a position held in high regards.
Eki's skill as a herbalist with an acute knowledge of poisons is what made him qualified. As such, he dawned the Falcon Mask, distinguishing him to other ANBU as an assassin. During his time with ANBU, he further increased his assassination abilities as well as picked up on various other ANBU skills. Techniques: - Spoiler:
Trap Concealment Technique Rank: D Skill: Genjutsu Effect: --- Special: "Hand Seals" Drawback: --- Description: Creates a small layer of chakra around traps, making them even less noticable. This technique lets the traps such as wires go up with the surroundings even more, makign them completely uinvisible. Limit: ANBU only Onsei Sairoku (Voice Recording) Rank: "C" Rank Skill: Ninjutsu Effect: Allows the user to record and replay a long series of sounds and attach them to a marble specifically created for this purpose. Special: "Hand Seals"- end on holding Ram Drawback: Must be used in conjunction with the Marble. Only capable of recording sounds within 30 feet of the marble. The shinobi must be within 30 meters of the marble. Description: The user will perform the required handseals, gathering chakra and holding the Ram handsign. Using one or multiple pre-placed marbles specifically designed for this purpose, the user will then focus chakra into those marbles. From that point on, as long as the shinobi continues to hold the Ram handseal, any sound waves that strike against the marble will be absorbed into the marble, allowing the user later, with this same technique, to listen to what was absorbed. Limit: ANBU only Onsei Sairoku Ma-Buru (Voice Recording Marble) Rank: "D" Rank Type: Accessory Weapon Effect: Allows the user to capture Special: ANBY Only Drawback: Easily lost. Description: A small marble-sized ball made out of a clear plastic. These marbles, when used in conjunction with the Voice Recording Technique, allow the ANBU individual to record the sound of someone's voice. In this way, the user is capable of gaining proof of someone's actions, or otherwise gaining insight and knowledge if they are really incapable of hearing. Limit: ANBU Only Hitoku no Jutsu Rank: D-ranked Skill: Genjutsu Effect: --- Special: "Hand Seals" Drawback: --- Description: A basic ANBU ninjutsu, this causes the user and the area immediately around the user (within one meter) to change in ways that would better aid the user in hiding. For example, in a darkened area the shadows will seem to converge on and around the ANBU, further hiding him from sight. In a forested area, the technique would discolour the user to better blend him in with the surroundings, as well as altering the plants in the area to better shield him. The jutsu works well primarily because it is subtle, taking little chakra and having a small localized effect, even those who could see through the technique rarely give it enough notice to do so. Limit: ANBU only Onkyou Hitoku no Jutsu Rank: C-ranked Skill: Ninjutsu Effect: --- Special: "Hand Seals" Drawback: When combined with Hitoku no Jutsu, a basic camoflauge effect is obtained, but the hiding effects of the Hitoku no Jutsu are decreased, as it is harder to remain inconspicuous while moving, at least at this level Description:A basic stealth technique taught to both Cats and Owls, this genjutsu causes the immediate area around the user (1 meter) to change, concealing his actions at least as far as audio is concerned. The sounds are masked with whatever would be appropriate for the area. In a tree, for example, this might change the slight footfalls of the ANBU into the sound of a gentle wind; in the grass, an ANBU's movements may be heard as the slight call of insects. When combined with Hitoku no Jutsu, a basic camoflauge effect is obtained, but the hiding effects of the Hitoku no Jutsu are decreased, as it is harder to remain inconspicuous while moving, at least at this level. Depending on the person's GenJutsu is dependent on how well the jutsu can be used. Limit: ANBU Only, Hitoku no Jutsu required. Chakra Magnet Capturing Rank: C Skill: Ninjutsu Effect: --- Special: "Hand Seals" Drawback: --- Description: Creates a small field of chakra, made to capture the opponent. The moment one touches this spot of chakra one will not be able to move their foot (or any body part that touched this spot) away from it. The radius of this field can be up to two meters in diameter. Once effected a target of the same rank as the user cannot move away for two posts. For every rank above or below the casters rank two posts are added or substracted. Limit: ANBU only Senbon Control Rank: C Skill: Ninjutsu Effect: --- Special: Activated by throwing a senbon and adding a little chakra. Drawback: --- Description: Once the senbon is thrown the person who added the chakra can controll the senbon freely, with deadly precision. If one focusses they can even pierce an insect with it. Limit: ANBU only Hozenhada no Jutsu (Body Conservation Technique) Rank: C Rank Skill: Ninjutsu Effect: Allows the user to create a shell of chakra around a body that prevents the breaking down of chemicals that decompose a body. Special: "Hand Seals" Drawback: This shell lasts only three days, and cannot be placed on a body more than once. Description: After the Shinobi Hunter has killed a victim, sometimes they are needed to bring a body back for proof of death or preservation of bloodlines, etc. Using this technique, the user will coat a dead body in a shell of chakra that prevents that chemicals within the body from reacting with the air and causing decomposition. This shell will last for a total of three days, thus preventing the beginning of decomposition for three days, which can rapidly increase the amount of time a body has to be identified before it becomes decomposed. Limit: ANBU only. Torakkingu no Jutsu (Tracking Technique) Rank: "B" Rank Skill: Ninjutsu Effect: Allows the user, with something of the target and the target's last known location, to gain a sense of direction towards where the target has moved to. Special: "Hand Seals" - end and hold Ram Drawback: Requires that the User have an object that belonged to the target, whether it is a hair, fingernail, or even a book that they owned and often read. Can only work within a maximum of fifty miles. Can only be used three times in one thread -or- three times every 30 posts. Description: Using an object owned by the target as a medium for the Ninjutsu, the user will perform the required handseals, ending and holding the Ram handseal in a location that the target was last known to be in. The user will gain a feeling of insight, generally felt as a nudge in a certain direction, as to which way the target moved from that position. As long as the user holds the Ram handseal, he or she is capable of tracking down the opponent through 'feeling' out their location. However, this ability points only in a straight line, so it is possible to have it move through untravalable terrain. Finally, the maximum distance of this technique is 50 miles, so if the opponent moves out of that range, then this will only point to the spot where they were at when the fifty miles has passed. Limit: ANBU only Body Disposal Rank: B Skill: Ninjutsu Effect: --- Special: "Hand Seals" Drawback: Cannot be used in battle. Description: Creates a blue flame in a 2 meter radius around the target, raising up to 50 centimeter. Everything in that circle is completely gone up in smoke, not even leaving ashes on the ground. Limit: ANBU only Itsushika Ugoki no Jutsu Rank: B-ranked Skill: Genjutsu Effect: --- Special: "Hand Seals" Drawback: This allows the ANBU to move unheard, but keeps him deaf to sound from outside the barrier. Description: A high level stealth technique used by various divisions, Itsushika Ugoki allows the ANBU to move unseen and unheard for a short time. This technique gives off an optical illusion around the user (1 meter) that erases him from the sight of those who look at him. The ninjutsu component of this technique keeps the ANBU from disturbing the ground (allowing him to walk over a pile of dry leaves or a bed of sand without leaving a sign of passage, for example,) as well as erecting a sound dampening barrier around the user (1 meter.) This allows the ANBU to move unheard, but keeps him deaf to sound from outside the barrier, making it impractical for spying but highly effective for stealth approaches and sound technique counters. Limit: ANBU Only, Onkyou Hitoku no Jutsu required. Shinkan Enchou (Silence Dome) Rank: "B" Rank Skill: Ninjutsu Effect: Creates a dome of ten meters radius from a central point that does not allow sound waves to escape. Special: "Hand Seals" Drawback: If anyone moves outside of this dome, then it is possible to hear them again. Also, when the technique is used, a soft shimmer will cover the area for about one second before fading away, but if an opponent is knowledgeable about this technique, it will give it away. Description: Using the handseals, the shinobi will create a dome ten meters in radius from a central location, which will trap all sound waves attempting to enter or exit. This means that, with this ability in place, everyone caught within the technique can hear each other but nobody outside can hear them, and vice versa. This is useful for assassination purposes because the user can then be as loud as necessary without fear of alerting guards or opponent allies. Limit: ANBU only
| |
| | | Masahiro Yukina Hokage
Posts : 1017 Points : 110 Join date : 2008-10-17
Shinobi Info Ninja Rank: S Rank Village: Konohagakure
| Subject: Re: Eki Gisou, The Desert Cobra Sun 29 May 2011, 1:52 am | |
| Medical Ninjutsu Even before medical ninjutsu were established as a jutsu, a technique of using chakra to heal wounds was commonly used throughout the shinobi world. Modern medical ninjutsu are based on the same principles. Medical ninjutsu, created to protect peoples’ lives, were ironically improved by the advent of war. The rapid increase of casualties caused a great interest in the development of new medical techniques and the training of medic ninja. At present, medical ninjutsu are acknowledged as being essential in battle. The systemisation of medical specialists and the creation of functional hospitals helps to protect villagers and save lives.
Medical-nin are ninja who specialize in medical treatment and use medical-oriented jutsu to heal others. Becoming a medic-nin requires an extreme level of intelligence and excellent chakra control, since medic-nin use chakra to heal injuries. Aside from their medical training, their combat training consists mainly of taijutsu skills, with emphasis placed on evading enemy attacks, as the death of the medic-nin could result in the death of the team, though medical techniques can also be used offensively. On dangerous missions, a medic-nin will usually be sent along with the team, to increase the survival rate of that team. Techniques: - Spoiler:
Gantai no Jutsu (Bandage Technique) Rank: D Skill: Ninjutsu Effect: Creates a bandage out of surrounding materials. Special: -- Drawback: Requires concentration in order to make larger bandages. Requires some sort of material. Description: The user focuses chakra into a nearby material, such as sand, grass, or even water, forming it into an adhesive, sterile strip that’s reminiscent of a bandage. Once formed and applied, the makeshift bandage will remain without chakra input. Limit: Must be a medic.
Sansokyoukyuu (Oxygen Supply) Rank: D Skill: Ninjutsu Effect: Widens the respiratory passages to allow a higher oxygen flow. Special: -- Drawback: User must maintain for at two movements in order to make sure the passages remain fully open. Description: The user focuses chakra out into their hands, creating a faint, green-white glow around the user’s hands. The chakra flows into the respiratory system, widening the passages and stimulating the flow of oxygen. After a moment or two, the flow is restored normally, clearing most obstructions via chakra. Limit: Must be a medic.
Seimei no Jutsu (Clean and Pure Technique) Rank: D Rank Skill: Medical Ninjutsu Effect: Cleans out a wound so that it can be bandaged and fixed properly. Special: --- Drawback: The technique is difficult to use on large wounds, requiring greater chakra precision to ensure a properly cleaned wound. Is not effective against poisons unless the technique is administered immediately on the area where the poison was entered, and only works on poisons which are placed upon items, and not poisons that are inhaled. Only removes Poisons D Rank or lower. Description: As everyone within the medical profession is aware, in order to stimulate proper healing without fear of infection, a wound, before healing, should be properly cleaned. In order to save patients from experiencing a greater amount of pain, a medical genius invented this technique. By channeling chakra through the hands, a clear white light envelops them. Then, channeling this white chakra into the wound, the user removes impurities within the wound, such as dirt and grime. It also works to actively remove bacteria in the area of the wound. Once completed, the wound is clean and ready to heal. This technique, as a side effect, helps reduce the visibility of scarring as a result of injury. Limit: Medical Ninjutsu
Ketsuki Gyouku (Blood Coagulation) Rank: C Skill: Ninjutsu Effect: Stops blood flow from injuries through clotting. Special: -- Drawback: Large wounds can take a long time to stop the blood flow from. Description: The user focuses chakra around their hands, creating a faint white glow around their hands. The user then places their hands on the wound, focusing chakra into the blood and coagulating it. Minor wounds take one post to clot, whilst major ones require three posts, and critical injuries, such as a severed limb, require nine posts to clot. Limit: Must be a medic.
Chishio Tensou no Jutsu (Blood Transfusion Technique) Rank: C Skill: Ninjutsu Effect: Thickens the blood of the receiver to compensate for blood loss. Special: -- Drawback: Dilutes the user’s blood. Description: The user makes a small cut in the patient’s vein, then begins channeling chakra into it, creating a faint white glow. The user’s blood dilutes as the chakra increases the density of the patient’s blood, increasing the blood cell count of both red and white blood cells. Limit: Must be a medic, must know Ketsuki Gyouku.
Hone Chiyu (Bone Healer) Rank: C Skill: Ninjutsu Effect: The user stimulates the rapid healing of bones. Special: -- Drawback: The bone will heal in the position it is in, therefore must be properly set in order for it to properly heal. Description: The user focuses chakra along their hands, creating a faint green glow along them. They then focus the chakra into the patient’s body, boosting calcium levels and encouraging the repair of bone breaks or fractures. This technique takes four movements to fix a break and six movements to heal a fracture, minus one for every difficulty rank above D the user holds. Limit: Must be a medic.
Sen’eitaishu (Hidden Shadow Bandage Hands) Rank: C Skill: Ninjutsu Effect: Wraps bandages around a patient or object. Special: -- Drawback: Must have a bandage source within the sleeve. Description: The user thrusts their arm forward, releasing bandages from inside their sleeves towards the patient. These bandages are strong as ninja wire and fly forward at the speed of a kunai, wrapping around the target and immobilizing them. This technique has a range of five meters. Limit: Must be a medic.
Kenzan Metsuki (Seeing Eyes) Rank: C Skill: Ninjutsu Effect: The user gains the ability to see inside small portions of the patient’s body. Special: Rat Drawback: The user must be stationary when performing this technique. Description: The user forms the hand seal, holding the rat seal and holding it in between their eye. The user focuses chakra into a lens on either side, allowing them to see inside their patient’s body in a small area, one roughly six inches by four inches in area. The user can perceive the chakra circulatory system as well as the inner systems of the body when looking through this lens. Limit: Must be a medic.
Osenjokyo no Jutsu (Decontamination Technique) Rank: C Skill: Ninjutsu Effect: The user forms a bubble controlled by chakra and uses it to extract poisons from the patient’s body. Special: -- Drawback: Some poisons may be too powerful to cure. Requires a small water source. Takes a large amount of time, making it useless for battle. Description: The user focuses their chakra into a small body of distilled water, forming it into a bubble-like structure. Guiding it with chakra, the user focuses the globe into the body of the patient, trapping the poison within the globe and removing it. This process is painful for the recipient and requires intense focus. The user may only cure poisons equal to two ranks above their own. So, a D rank user would be able to cure a B rank poison, while a B rank user can cure an S ranked poison. This technique requires one bubble of water and two posts per rank to extract a poison, meaning the removal of an A rank poison would require four sources of distilled water and eight posts to cure. Limit: Must be a medic.
Shosen no Jutsu (Healing Hands Technique) Rank: B Skill: Ninjutsu Effect: The user heals injuries that repairs physical damage. Special: -- Drawback: certain injuries may be impossible to cure or may take a long time to cure. The amount of chakra used is proportional to the injury required to be healed. Description: The user gathers chakra into their hands, creating a bright green glow around them. The user then forces the healing chakra into the body of the patient, healing physical damage. This technique requires one post to heal a minor injury and three posts to heal a major injury. . Limit: Must be a medic.
Dokutaika no Jutsu (Poison Degeneration Technique) Rank: B Skill: Ninjutsu Effect: The user slows or stops the effect of a disease, toxin, or poison in the patient’s body. Special: -- Drawback: Strong poisons may be incurable or require large amounts of time to cure. Description: The user focuses chakra into their hands, creating a strong white glow. They then focus chakra into the patient’s body, causing it to rapidly create new white blood cells in order to fight off the unnatural substances within the body. It takes one post to remove the effects of a D rank poison, two posts to cure the effect of a C rank poison, four posts to cure the effects of a B rank poison, and eight posts to cure the effect of an A rank poison. The user can only cure poisons ranked equal to or lower than the rank they possess in this technique. Limit: Must be a medic.
"Jinkouteki Shukketsu" (Unnatural Bleeding) Rank: B Skill: Ninjutsu (Medical) Effect: Allows Cuts inflicted by a medic to bleed at a much more severe level. Special: Performed with "Chakra scalpel" Drawback: Maybe performed 4 times within the same thread. After the fourth time, the user's hands begin to cramp for two post. Only another medic can negate this technique, Using "Ketsuki Gyouku" (Blood Coagulation) to counter. Description: A deadly technique used by medics while performing a cut with a "Chakra Enjintou" (Chakra Scalpel) and "Chakra Enjintou" (Chakra Scalpel) related techniques. The user creates a chakra scalpel, which gives off a dark-purple hue. Upon making any incision with the chakra scalpel, the effects of this technique takes place. The cells within the surrounding area cut become paralyzed. These paralyzed cells cannot release certain hormones and chemicals which propagate normal clotting factors within the blood stream. In essence, the cells of the damaged area are unable to trigger and command other cells (such as platelets and Red blood cells) to come forth and begin blood clotting. Blood clot forming cells will Chemically be unaware of the bleeding, thus allow bleeding to persist for a longer period of time then normal. A cut created by the user will persistently bleed for 2 post (6 seconds) with the amount of blood lost is 2.0 (200%) times more then normal. The B-ranked version literally turns a recipients muscles against them and commands them to repeatedly contract and expand. Doing so, the vesicular muscles within 4 inches of the afflicted area "pump" blood in and out of the incision area, forcing even more blood to be spilled from the recipient and reducing the probability to blood clot formation. Limit: Medic user.
Saisei no Saibou (Cell Regeneration) Rank: B Skill: Ninjutsu Effect: The user activates the body’s natural regenerative potential to heal a critical injury. Special: -- Drawback: Consumes 90% of the user’s chakra. Description: The user focuses the majority of their chakra into a large wound, activating cellular regeneration. The cells in the area begin to multiply rapidly, healing over the injury in a matter of moments. This technique cannot regenerate a lost limb, only heal a devastated one. This technique leaves the user almost completely drained. Limit: Must be a medic. Must know Dokutaika no Jutsu B Rank.
Chakra Gekiyaku (Chakra Poisoning) Rank: B Skill: Ninjutsu Effect: The user causes the slow degeneration of the patient’s chakra coils. Special: -- Drawback: A single stab does not do any considerable damage. Description: The user focuses chakra into their fingertips. They then stab the opponent in the torso or arm with the fingers, injecting malicious chakra into the system. This chakra slowly weakens the patient’s tenketsu, causing their chakra flow to reduce by 4% every time they attempt to flow their chakra, though the jutsu will succeed as normal. After two posts, this effect will fade. Every additional use of this technique will add a further two posts to the count, though it will consume a full technique’s worth of chakra in order to do so. If the patient’s chakra flow drops below 80%, they will fall unconscious and die if the weakening effect does not wear off in five posts. Limit: Must be a medic.
Porutekutawakusei (Planet Protector) Rank: B Skill: Ninjutsu Effect: The user creates a wall of chakra in a doorway or entrance. Special: -- Drawback: The wall cannot be bent to go around corners. The wall is subject to chaka draining effects. Description: The user focuses chakra into their arms, releasing it in the direction the hands are extended. The chakra flows out to form a wall of solid and invisible chakra in the entryway. The maximum dimensions of this shield are 3 meters wide and 6 meters tall. The wall can withstand three B ranked jutsu or the equivalent before crumbling. Limit: Must be a medic.
Shiiru Sosei no Jutsu (To Force Resuscitation Technique) Rank: B Rank Skill: Medical Ninjutsu Effect: Allows the user to send continuous pulses of chakra towards the heart, causing it to pump, even after the body is dead or the heart is otherwise incapable of performing the action. Special: "Handseals", holding hands over the chest, no more than a foot from the heart. Drawback: If the user moves their hands too far away from the chest, then the technique will fail. Only works on a dead body if it is within the first minute of the body falling dead. Description: A tricky Medical Ninjutsu that has, nonetheless, saved many lives, Shiiru Sosei no Jutsu works by channeling chakra directly to the heart of the patient, causing it to beat. This chakra disregards numbing effects, since the chakra causes the heart to beat against its' own will. Aside from that, when a person dies, their brain stays active from one to ten minutes before perishing. If the heart can be restarted, then the patient can be saved. With a two-person medical team, one Ninja may perform this technique while the other focuses upon treating the symptoms of death. If worked correctly, a patient who would otherwise be dead may be saved and, potentially, be brought back to life. If the brain has already ceased activity, then this technique will not work. Limit: Must be a medic.
Onkyuu no Jutsu (The Art of the Cautery) Rank: B Rank Skill: Medical Ninjutsu Effect: Coats the user's hand with a great amount of heat energy which, when pressed against flesh, causes immediate burning. Special: "Handseals" Drawback: If the user touches themselves or an ally with the technique, then it can cause them to suffer from burns, as well. Description: A technique that was invented for two reasons. First, the user channels chakra throughout their hands, coating one or both of their hands with two layers of chakra. The initial layer is a simple layer of chakra which prohibits the user's hands from being burned by the technique. The second layer of chakra, which can extend for as far as three inches off of the hand, is a bright red color. When this chakra touches flesh, it causes an immediate burning sensation in the area, killing the cells amongst the area of impact. This is called 'cauterization', which is a medical effect that is used to fight off abnormal, cancerous cells which present themselves as a danger to the patient's life, or to seal off a wound, as burning causes immediate closure of a wound. While painful, the procedure can be life-saving in an otherwise deadly situation. The technique can also be utilized in battle, but caution is needed so that the user ensures that they do not harm themselves or their allies. While in a medical procedure, the user may control this technique indefinitely. However, while in combat, they may control this technique for only up to five posts due to the intense amount of concentration that it requires. Limit: Must be a Medic.
Bodi Daivingu (Body Diving) Rank: A Skill: Ninjutsu Effect: The user receives information about bodily systems through chakra. Special: -- Drawback: -- Description: The user focuses chakra into their fingertips, then presses them gently into the patient’s solar plexus. This causes a small but continuous chakra flow throughout the patient’s body, which the user uses in order to determine medical information about the systems of the body and determine what has caused damage or illness. Limit: Must be a medic.
Chakra Tanshinfunin (Chakra Transfer) Rank: A Skill: Ninjutsu Effect: The user transfers some of their chakra into the patient. Special: -- Drawback: The user must maintain constant contact with the patient. Heavy on chakra usage. Description: The user focuses chakra into their hands in a bright yellow glow. They then focus it down into the patient’s body, filling their chakra coils and pumping the chakra into them. The patient receives chakra at a 3:1 ratio, so if the user exerted 3 B rank’s worth of chakra the patient would regain only 1 B rank of chakra. Limit: Must be a medic.
Shikyo Toransu (Death Trance) Rank: "A" Rank Skill: Ninjutsu, Medical Effect: Allows the user to induce a state of near-death that is real enough to fool all except the most expert examiners. Special: "Handseals" Drawback: --- Description: A powerful Medical Ninjutsu that forces the target into a deep sleep. While within this sleep, their bodily functions are reduced to the bare minimum necessarily to keep an individual alive. The smallest sliver of a heartbeat, the shortest intake of breath, all are reduced to the point that it is nearly impossible to tell that the one suffering from the technique is actually alive at all. Such is the case that, when the technique is performed, only those who have a mastery over the Medical Arts will be capable of telling if the afflicted target is alive. This can be used on oneself with no wait time. However, if attempting to use on a different individual, the user must keep physical contact with the person for a full post or else the Trance will not initiate. If used on oneself, the user is capable of breaking the trance within the first five posts of placing it upon his or herself. Another Medical Ninja who knows this technique may also break it within the first five posts of having it placed upon them. For any other situation, chakra must be directly applied to the heart in order to stimulate an increase of the body functions, which breaks the trance. Limit: Must be a Medic.
Recall Memory Rank: A Skill: Medical Jutsu Effect: This jutsu allows the patient to recall a repressed memory and build off of it for eventual recall of repressed events or temporary Amnesia Special: -- Drawback: The user has no way of viewing the memory that is unsealed in the patient's mind. Cannot Assist a patient that has total Amnesia. Description: Temporary Amnesia is a terrible thing and when you simply cannot recall an event it can be quite troubling. This is a medical jutsu that is made to allow a patient to do just that. The user would summon chakra to their hands creating a Gray flow around their hand and they would strike that hand to the crown of the patient's head. The patient would then be rendered unconscious and would dream of the memory that occurred in third person. Upon awakening, the person would recall the memory and memories would be capable of building upon the recalled memory until the entire repressed memory can be recalled. It takes three posts (Rounds) to complete. Limit: Must be a Medic.
Herbalism As a Grand Master of Dian Xue Shu, Eki Gisou is all too familiar with art of senbon and they're combat applications. His precision and skill in this particular field is what earned him a spot on Sunagakure's ANBU squad. However, it was the herbalistic knowledge of that he gained from his life as a nomad, that earned him the rank of ANBU Captain. Just like art of Dian Xue Shu, herbs are primarily used for healing, but in high enough doses, that which cures, can also kill. Having profound knowledge of which herbs cause the desired effect, Eki is insured to always be carrying around a batch of senbon dipped in various medicines, and more importantly, various poisons.
Having familiarized himself with not only the Herbs that grow in the barren areas of Kaze no Kuni and Tsuchi no Kuni, but the forest herbs of Hi no Kuni, EKi's medicines and poisons come in all shapes and sizes, from poison tipped senbon, to powders, to vials of liquid, to plant stems waiting to be crushed. Desert Herbs: - Spoiler:
Brugmansia Location: Dry tropical areas, some areas of deserts and jungle-like areas. Preparation: The flower can be pressed and stored for several weeks and remain toxic. The leaves are also toxic but only mildly the can be preserved in the same way. Description: Very beautiful bell-like flowers that hang towards the ground. It grows like a tree, some up to 5 meters tall. The poison is strong but the taste is bitter and undesirable. The effects of the toxin include delusion, mental shock, psychosis and the temporary loss of motor functions. Drawback: The flower must be prepared carefully, the toxin can seep through the skin and give a very mild effect.
Caffar Location: This herb can be located at the Desert during Summer and Autumn. Preparation: Takes about an hour to prepare for the user. Nuts from the plant must be ground into a powder and brewed into a dark, sweet-smelling liquid. Description: Like kaffe or black tea, caffar can be used to delay sleep, but it has the side effect of making the ingester more psychically sensitive. In consuming this herb the plant stimulates the user’s system and they become more aware and alert. Drawback: Those who consume too much may become physically addicted and suffer from suffer headaches and mild stomach pains when usage is cutback.
Codia Location: Desert. Can be found in the land of wind all year and nowhere else. Preperation: It takes three days to prepare the herb to be used in different poisons. Description: Codia is a tan color. It is very short and stands about 5 inches above the sand. Codia has special poisons inside to keep animals from eating it. When the poisons get inside the body the muscles begin to cramp up. The effect lasts for 3 posts and starts within one post. Codia lasts two weeks regularly, 1 years dried and 30 years if in a potion or poison. Takes one plant to make Poison. Drawback: All desert flora is relatively sparse, Codia requires an entire plant to create a single poison dose.
Culkas Location: This herb can be located in the Desert at all seasons. Preparation: Crush leaves and apply natural oil to burn. Description: Each application of Culkas will cure one square foot of sunburn. Drawback: ---
Dragon Tears Location: This Herb can be located at a Desert Region around the Spring time. Preperation: Takes two weeks for this to be prepared for usage. When crushed, it exudes a sweet, milky white substance with numbing properties. Drinking small doses of dragontears promotes rapid healing and prevents scarring from wounds. A direct injection, on the other hand, can be fatal, as its numbing properties can cause choking or heart failure. Description: This rare, small, translucent succulent plant grows primarily in the low desert. Drawback: ---
Entriste Location: Located in sub-tropical regions, found normally in the summer in arid areas. Preparation: Crush and apply natural oil to wound. Description: A small leafy ivy that coils about the ground, normally clinging to rocks, and weaving in and about the dry cracked earth. When crushed, an absorbing liquid is left behind, able to draw poison from a wound. One leaf can draw a quarter pint of liquid. Drawback: Cannot draw out gaseous poisons.
Faro Location: They are found within the Rural Region and Desert Region usually around the Fall time. Preparation: Crush the needles into fine flour, which is then used to bake. Description: A twisted cactus grown as a cash crop by many of Tyr's nobles, faro grows as tall as a man, with a handful of scaly stems that rise into a tangled crown of needle-covered boughs. Faro trees blossom once a decade. Each piece of the sweet delicious fruit is worth as much as the tree itself. The faro needles can be harvested several times every year, and command a high price per bushel. Drawback: ---
Gariig Location: Tropical and Desert region during the summer Preparation: 1 day. Thorns are to be stripped, and the plant boiled to remove the waxy texture. Description: A small cactus, that will completely restore a shinobi’s chakura supply if eaten two days within harvesting. Drawback: Has a short lifespan, and thus a short window of useable opportunity.
Grall Location: They are found within the Rural Regions and Desert Region usually around the Fall time. Preparation: In Description. Description: A squat, thorny cactus that does best in rocky areas, grall is harvested for its fruit. It produces two to three bulbous fruit per plant every three months. These fruit can be eaten raw (they have a strong, bitter taste), but more often are fermented for use in a strong local brew, 'cactus blue' ale. Drawback: ---
Jaffray Location: This herb can be located with a tropical climate in the Desert Region during the Summer Seasons. Preparation: Two days. It is normally ground up and sprinkled into other dishes or drinks as flavoring. Description: Jaffray can act as a mild aphrodisiac, increasing sexual interest and general sensitivity to the surroundings. Face flushes, pupils dilate, breathing quickens, and skin becomes preternaturally sensitive. The herb has a mildly cinnamon-like flavor and its potency is not affected by being cooked. The herb is also sometimes used to counteract suspected poisoning, since it increases resistance to poison yet is so common as to be inoffensive if added to a meal. Effects last up to 4 hours. Drawback: Regular usage will build the user's tolerance to the drug, requiring greater amounts to achieve the same effects. Immunity is possible. Causes mild, pleasant sense of intoxication.
Makebate Location: During the Any Season, this can be found in Tropical, Subtropical Desert regions Preparation: Two weeks of Preparation Description: This herb will counteract the poison of scorpions if taken within 2 turns of the sting. Any damage, including death, already taken will remain. Drawback: ---
Nightcall Location: During the Summer Season, this can be found in Tropical Climate of the Desert regions Preparation: This herb has a preparation of Two Days Description: A blue-grey herb smelling faintly of nutmeg that heightens the user's senses. Nightcall gradually dyes the long-term user's hair, teeth, nails, horns, or scales midnight blue. There is a minimum dosage of one tsp to improve the user's eyesight of a hundred feet, their hearing becomes universal, and their movement capability improves. Drawback: Over dosage or prolonged usage causes photosensitivity, distraction and nervousness; on the other hand, prolonged usage can also make the effects permanent. Over dosage is two tsps per day, and permanent effects is 4 tspns per day.
Retch Plant Location: They are found within Coastal, Desert Region usually around the Summer time. Preparation: Retch Plant Fruit can be smashed, smoked, dried and pulverized to produce powerful smelling salts. Description: Retch Plants are related to Palm trees, except that instead of coconuts they grow large fruits that are blue, violet, or lilac, depending on the ripeness. When the fruits are ripe (Lilac) they fall and burst upon impact. The foul fluid inside the fruit can be smelled at a distance of two hundred yards. Victims splashed by the fruit's insides will vomit and retch for three posts and will be at fifty percent of strength for the next hour due to nausea. The smell is attractive to Carnivores. The Smell may be washed by alcohol. Drawback: Must be careful during preparation, simple skin contact can produce symptoms.
Wood Sorrel Location: This Herb can be located with a Tropical Climate at a Desert Region around the Summer and Autumn Seasons Preparation: The leafs of the herbs are mingled while constantly being dripped on with water untill a paste-like substance starts to form. Description: When smearing this on a wound caused by burnings it cools it down a bit, making the spot where this is used on less painfull. These herbs have big clover-like leafs with small white flower on top. They don’t grow over 15 centimeters tall. Drawback: ---
Forest Herbs: - Spoiler:
Agrimony Location: They are found within the Forest Region usually around the Summer time. Preparation: It takes a week of preparation for usage and storage for the herb of Agrimony. The leaves must first be dried, as they would be boiled within a pint of red wine for approximately five minutes. After doing so they must be left to stand for an hour. Description: The Herb reaches a height from one to two feet high. The leaves are massive in size as they could reach up to seven inches in length, which are serrated, green on top, and white underneath. The flower has yellow flower petals arranged in a spike formation along the top of the stem. When applied with gauze the Agrimony cures, or helps with the healing process of sprains as well as bruises. Some sprains could be stopped within the matter of hours while bruises in a matter of a day. Drawback: ---
Allheal Location: This Herb is found within the Forest Region usually found within the Autumn Seasons. Preparation: It takes two weeks of preparation for this to be created for a potion like recepe. The user takes the All-Heal and mixes it in a pint of olive oil. By applying a low boil, allowing it to settle, and giving a low boil for two weeks it becomes ready for usage. Description: A Herb that reaches up to fifty centimeters high spreading in mats. It has purple like flowers along the top that are small and can be easily identified. Can be applied directly to sores, burns, bruises, inflammations, and hemorrhoids. Internally, it is used for hemorrhage and excessive menstruation. This type of Herb is used for Healing purposes and helps with all sorts of mishaps. Drawback: ---
Asarabacca Location: This Herb can be located at a Forest Region around the Spring Seasons. Preparation: The flowers of the herb must be brewed up on a fire and left to stand. Description: Asarabacca is a creeping vine with many small leaves each on their own small stalk. It also has small purple flowers. When administered successfully to someone, they must apply an antidote against the poison or be rendered docile, and incapable of violence for 80 hours. The brew has a distinctive purple color, and bitter taste, so to be given secretly in food, the food must be able to hide these attributes. Drawback: ---
Ash Location: This Herb can be located at a Forest Region around the Spring time. Preparation: The bark of the ash tree must be stripped from its branches and boiled in clear water for one day. Description: Drunk as a cure for fevers, especially those caused by diseases such as malaria. It does not cure the cause of the fever but merely brings it under control within 56 hours. Ash leaves should be boiled in water and drunk as a cure for the poison of viper bites (cures poison within three posts, any damage already incurred remains). The ash tree has ash grey bark, and black buds. Its flowers have no petals. This must be roleplayed out. Drawback: ---
Athelas Location: This Herb can be located at a Forest Region around the Autumn time. Preparation: The leaves of Athelas when crushed over the afflicted person are capable of curing anything that is within stand point of something not to lethal. This would consist of fevers, minor venoms that take days for death, blindness by unnatural causes within a day, headaches and colds. Description: It appears as a vine with dark green leaves divided into four parts. Drawback: ---
Atropa (Deadly nightshade) Location: Found in locations away from direct sunlight, usual in rural or forest areas. Only grows in lime-rich soil. Preparation: The berries once picked can last up to a week, but they can be bottled with oil to slow the breakdown for up to three months. In order to create a tea the berries must be crushed and boiled. The beverage will last up to three weeks. Description: A tall weedy plant, grows a handful of black berries. The berries are amazingly toxic. Just three of them can kill a small person. Death from eating them can take a few days and symptoms include aches through out the body, pale skin with a rash, numbness and extremely dry throat. Nearing death the pulse rate of the person becomes extremely irregular and breathing and sweating become erratic. Aside from this drinking the tea also causes these symptoms but have a strange effect of canceling out genjutsu because of the way the toxic affects the brain. Drawback: The plant doesn't have a pleasing taste making it difficult to sneak into food.
Belramba Location: This Herb can be located at a Forest Region around the Summer Seasons. Preparation: Takes three hours for this to be prepared for usage. It must be brewed in water, and then drunk three days later. Description: Belramba is a lichen. If used successfully, all nerve damage capable of healing naturally will be healed, at three times the normal rate. Drawback: ---
Borage Location: This Herb can be located at a Forest Region around the Spring time. Preparation: Takes five days for this to be prepared for usage. The dried herb should be boiled in water and the infusion drunk. It is used to cure minor fevers such as those caused by chills, and influenza. It will relieve the fever in 27 hours. Special: There is a thirty percent chance that this herb can be found within the Forest Region. Description: This plant has hollow, hairy cylindrical stalks which grow to a height of 1 to 2 feet. It has drooping flowers, red or blue in colour, which are shaped as a five pointed star at the top of the stem. Drawback: --- Cost: The Herb for one use costs 10 Ryo Within Region, 15 Ryo outside the Region, and 20 Ryo within the Opposite Region.
Bulis Location: They are found within the Rural Regions and Forest Region usually around the Fall time. Preparation: In Description. Description: The bulis berry has a hairy, thick brown skin that makes it difficult to peel. The small, sweet, purple center can be consumed or made into wine. The plentiful, dark blue-purple wine has a sickeningly sweet flavor and is often mixed with water. Great quantities of this beverage are consumed in Tyr. They are about two to three feet in size. Drawback: ---
Chervil Location: This herb can be located at the Forest at all seasons. Preparation: Crush leaves and apply to wound. Description: Chervil is used to dissolve blood clots, which can help to prevent complications caused by injury. Drawback: Usage may result in a wound not clotting properly.
Colewort Location: This herb can be located at the Forest in Summer and Spring. Preparation: None Description: Anyone who chews on the flowers before drinking will remain sober for the entire evening. Drawback: Its effects protect only against alcohol, and not against any other drug or toxin.
Cow Parsnip Location: This herb can be located in the Forest at all seasons. Preparation: Preparation is tedious and difficult as it takes up to six full weeks. Tiny hair like follicles on the herb must be individually collected and stored in a dry area. Description: Cow parsnip hairs will cure madness for a short period (a few hours). Drawback: Effects may no longer be as potent after three uses.
Darnell Location: This Herb can be located at a Forest Region around the Autumn time. Preparation: None Description: These tiny yellow flowers will, if eaten, cause dimness of the sight for several hours. This dimness means that in full light the character will see as if on a moonlit night. This herb does effect those with doujutsu or heightened vision. Drawback: ---
Delrean Location: This Herb can be located at a Forest Region around the Winter time. Preparation: Takes one hour for this to be prepared for usage. The bark of Delrean should be boiled into a paste and then smeared on the skin. Description: It will then repel any insect from coming near the recipient. It is effective for 126 hours. Drawback: ---
Elvish Galingale Location: Found in frigid, polar climates during the spring/summer months within the dense forests. Preparation: Takes one full week, one must boil the roots and let stand until time has elapsed. Description: Grows to a maximum of 4 feet, with small grass-like leaves that grow upon a triangular stem. An excellent supplement for a patient who is extremely cold, hastening the blood flow and warming the body. Drawback: If the person is bleeding, internally or externally when the roots are ingested, the wound will double in rate of blood loss.
Fetherfew Location: Temperate and subtropical forests. Preparation: Dry the flowers, then boil them in white wine, let stand for three weeks. Description: A delicate plant with many white flowers, Fetherfew stands at one and a half feet tall. When the flowers are dried and boiled in white wine, the resulting mixture can cure vertigo in the user for twelve hours by stabilizing the inner ear. Drawback: If drunk prematurely can disturb the user’s sense of balance for twelve hours.
Garden Flax Location: Available in Forest regions during the spring and summer Preparation: 2 weeks. The seeds must be boiled in water for three hours, and then left to sit in it for a week. After that they are to be removed, and left to dry in the sun for the remaining time. Description: The brown seeds of this herb (which has deep blue flowers) if chewed remove all pain from a characters wounds. It will also prevent a character from feeling anything. He could walk through a fire and feel no pain. Drawback: There is a 10% chance per hour that a character moving normally will suffer damage while under the influence of this herb. This occurs because the character does not notice minor bruises or scratches.
Ginseng Location: Forest during autumn and Early Spring Preparation: Ginseng root may be cut, dried, crushed or powdered for later use.. Description: Ginseng refers to a species of slow-growing plants with fleshy roots and grows in forested areas during the cooler seasons. Generally speaking, the ginseng plant is small with bright green leaves around the base with stems of small red fruits. Although the plant bears fruit, they are useless for anything other than simple sustenance. The roots of the ginseng plant hold many types of adaptogens, or chemicals that help the body accommodate stress by increasing the body's production of hormones and endorphins. Drawback: ---
Goat’s Rue Location: Forest regions during the summer Preparation: 2 weeks for the flowers to dry completely. Description: This herb will cure poison if ingested within one hour of the poisoning. Any damage already taken, including death, remains. Goat's Rue grows to about 3 feet tall. It has hollow branches and pale whitish blue flowers that hang down in spikes. The flowers must be dried before use. Drawback: -
Golden Lungwort Location: Forest region during the summer. Preparation: 1 week. The herb is to be boiled in water, and then left to dry completely in the sun. Description: Golden lungwort has large oval leaves, covered with small hairs, and small pale blotches. It grows to a height of about 1 foot, and has small bell shaped flowers with five petals which change colour from pink, to mauve to blue. Flowers of different colours are often found on the same plant. This herb heals the ears of all aches and pains. Drawback: -
Hart’s Tongue Location: Forest region year around. Preparation: None, can be used as is. Description: This fern resembles a deer's tongue, hence its name. When a single frond is eaten, it serves to immediately decrease the recipients libido for 4 days. For this reason it is often of value to those undertaking a vow of celibacy, or who must be away from their loved ones. It does not diminish performance in any way, merely desire. Drawback: -
Hawkweed Location: Forest region year around. Preparation: 2 weeks. Roots must be stripped, and the plant left to dry for the timeframe. Description: This herb increases a character eyesight for 3 posts. They are able to see twice as far. Hawkweed has oval leaves, covered with small hairs on the underside, and green on the top. These leaves surround the plant at the base of the stem, and small yellow flowers tinged with red at the tips. Drawback: -
Kelventari Location: This herb can be found in the Forest. Preparation: None Description: If the crushed Kelventari berries are applied to a burn within one turn on its infliction it will heal 3 quarters of all damage caused by the burn, no matter how much damage was taken. Drawback: ---
Laishaberries Location: During the Summer, Autumn Season, this can be found in Cold Forest regions Preparation: None Description: Laishaberries, also known as fruit of silence, grow on dark green, knee-high bushes. The leaves of the bushes are hard and waxy, and stay on long into autumn, sometimes even into winter. Concealed under the leaves, the red, cherry sized berries grow. In spring and early summer, the bush grows small, fragrant, wax blue flowers. The berries, which are equally fragrant, begin as hard white fruits, turning soft, red, and juicy as they ripen. The berries taste quite bland themselves, although they can be used to add a special taste to all kinds of jellies. When ripe, the berries can be eaten raw, will speed the recovery from most diseases. However, they will also render the eater mute for 20 minutes for each berry eaten. Also, if more than 5 or 6 berries are eaten at a time, the user will suffer from stomach cramps. A jelly made from the berries themselves loses both the healing and silencing capabilities (and the danger of cramps) of the fresh berries, but the curative effects for most diseases is doubled. Drawback: ---
Land Caltrops Location: During the Summer Season, this can be found in Tropical Forest regions Preparation: 2 Weeks of preparation Description: If applied to a snake bite within one post, it will draw out the poison. Some very venomous snakes give bites that are incurable by this method, and so the herb has no effect against `instant death' poisons. It may provide protection against other, non- fatal animal poisons. Drawback: ---
Laumspur Location: During the Spring Season, this can be found in Temperate Forest regions Preparation: 4 Days Description: This is a green plant with small red flower, which are renowned for their healing properties. These flowers can be eaten fresh or dried for later use. If not dried they will become useless within 1 week. The flowers can also be brewed over a very low heat in fresh water to produce a `potion', which can be drunk for its healing effect. When consumed, the herb will, heal medium cuts with fresh leaves, small cuts using dry leaves, and large cuts using the brew. Drawback: ---
Mandrake Location: During the Spring Season, this can be found in Temperate Forest regions Preparation: Four Weeks of Preparation Description: The root of this herb sends the recipient to sleep. The sleep will last five hours, during which time the person cannot be woken except by a neutralise poison. The root is said to bear a resemblance to the naked male form, hence its name. The plant has several dark green leaves which are about 1 foot long. The purple flowers of the plant are bell shaped. The root of the plant must be boiled on the night of a full moon and left to sit for an entire month before use. Drawback: ---
Neep Location: They are found within the Rural Regions and Forest Region usually around the Fall time. Preparation: In Description. Description: A thick root vegetable that grows underground. The orange-colored neap has a bland flavor and is often prepared mixed with other food rather than eaten alone. The sparse, hairy leaves that sprout above ground can be used as fodder. Drawback: ---
Nettle Location: This plant can grow anywhere that has soil. It's very hardy. It chooses to grow in areas such as forests and grassland. Preparation: A simple sun drying preparation will keep nettle for up to 3 months. For tea use the nettles should be boiled and strained. The very tips of the nettle can be eaten fresh. If picked freshly and ground into a paste it can be used as a coagulant to slow bleeding. Description: The plant looks much like a leafy green weed, though with closer inspection you can see the fine hairs along the leaves. Once picked it remains fresh for two days, then becomes dried and is only useful for tea. The tea is mild but not filling. The nettle is also a good weapon against enemies that aren't familiar with it. Drawback: Eating the plant raw could turn out very painful. Also if not prepared properly it can cause lots of burning irritation. If the nettle stings sensitive areas (Eyes, mouth, between joints and fingers) the pain is far worse.
Oiolosse Location: This herb can be located in the forests of grass country during winter. Preparation: No preparation Description: This is a herb used to increase the healing rate of the one injured. It is a red branched bush that is a light red(pink) with light blue leaves. The bushes grow about 5 feet in the air. Drawback: ---
Orach Location: Found in any forest Preparation: Must have the seed to sit in alcohol for six weeks and then drunk Description: This herb is used to cure yellow jaundice(which is the yellowing of the skin). The herb is about three to four feet in height. It has a whitish stalk, pale green leaves and greenish-white flowers. Drawback: ---
Pattran Location: Found in the forest during summer Preparation: let it dry for three days Description: The root of a small, shrub-like plant with dark green, shiny leaves and thorns. It is used as a pain killer/ muscle relaxer. It works against moderate pain but it works better if the victim is asleep. Drawback: Makes the victim extremely sleepy.
Rampalt Location: Found in the forest areas during summer Preparation: 1 day Description: This dark-colored root grows on a plant distinguished by its waxy dark green leaves. It is boiled until the root becomes soft(roughly one day) and it is then like a soup. The victim then inhales the aroma of the soup to eliminate congestion. Drawback: ---
Rose Campion Location: Found in the forest areas during summer Preparation: Three weeks Description: This plant is an almost black plant it has dark blue stems with purple thorns and brown leaves. The plant is dried for three weeks before eaten. After it is eaten it will protect that person for three day against one of any type of poison. Drawback: ---
Saffron Location: This Herb can be located at a Temperate Climate at a Forest during the autumn and winter seasons. Preparation: Smash the leaf of the herbs then placed in boiled water for 5-6 minutes then place in the sun for an hour. Description: Raises attributes and increases chakra and strength. Drawback: ---
Sanicle Location: This Herb can be located at a Temperate Climate at a Forest during the autumn summer and winter seasons. Preparation: Smash the leaf of the herbs then applied to wound. Description: Increase the speed of healing time on small wounds such as cuts made but kunai even paper cuts and eternal bleeding. Drawback: ---
Scented Mayweed Location: This Herb can be located at a Temperate forest areas during the summer seasons. Preparation: Smash the leaf of the herbs then boil in hot water for half an hour. Description: Can make blindness disappeared, make color blindness changes as well and blurry visions are gone. Drawback: ---
Shank Shrub Location: This herb can be located within the Forest, Grasslands, and Hill Regions during any time of the Year. Preparation: --- Description: Picture Shank Shrubs appear to be normal low-growing green bushes but their leaves are actually hard wooden growths that develop a razor sharp edge. Victims passing through an area are seventy eight percent likely to cut themselves on one as they wade through low undergrowth. For every pass there is an eleven percent chance likely to be infected with the plant's seeds. Each time passing through the number increases by ten percent. If the seeds are placed the wound will heal within a round. Unfortunately, the net time the victim sleeps they will sleep for the next twenty four hours. If the victim is not cured, or if an herb was not taken to counter the seeds given into the body, the victim will die, and new Shank Shrub will begin to grow from the dead corpse. To stop or counter, the wound must be reopened and a thick poultice of ginger and sassafras root must be applied literally. Additionally, the victim must stay awake for the next forty eight hours to assure the cure's success. Drawback: When planting, user must have steel gloves to handle.
Spanish Nut Location: Temperate and subtropical forests. Preparation: N/A Description: Spanish nut is a small, circular herb, with a green core and brown markings around the leaves. The whole herb is miniscule, and can be fit in the mouth. If chewed and swallowed, the herb will act as an immensely powerful aphrodisiac. The user will be unable to do anything but pursue the opposite gender (or same for homosexuals) relentlessly for an hour. Drawback: Impairs the user’s judgment and makes the susceptible to seduction.
Suaeysit Location: Cold forests. Preparation: Dry and grind into tincture. Description: Suaeysit is a dark black mushroom, with grey markings on the underside of the cap. If eaten directly or used as a tincture, Suaeysit causes a rush of energy, mental clarity, and good cheer in the user for an hour. Afterwards, the user is fatigued and unmotivated for a further hour. Drawback: Very addictive if used in improper dosages.
Sweet Trefoile Location: Temperate forest. Preparation: N/A Description: Sweet Trefoile is a wondrous herb, shaped rather like a feather with white streaks along the single, large leaf. If part of the leaf is consumed, it will promote the regeneration of cells damaged by falling or blunt weapon trauma, healing them with two rounds. Drawback: Cannot heal wounds of other natures, can cause temporary loss of sense of taste for several days.
Tamarindes Location: Tropical forest regions during any season Preparation: 4 weeks. The leaves must be plucked and left to soak in distilled water for the timeframe. Description: this simple herb has the ability to quench thirst. Drawback: This does not re-hydrate the system; the user just will no longer feel thirsty. Therefor, a person can still die if not given water.
Tempin Location: Temperate forest regions during the summer. Preparation: None, may be used as is. Description: A bushy climbing vine with tubular yellow flowers, the leaves and flowers of tempin can be boiled and made into a poultice that will draw out poisons from bites and stings and allow the wound to heal cleanly and without complications. If the flowers are eaten, the user becomes immune to poisons that are C-rank and below for 1 hour. After being consumed, wounds will also heal a bit faster for the next 24 hours. Drawback: -
Terbas Location: Temperate Forest regions during the spring. Preparation: None. Simply pick and apply. Description: The leaf of this plant must be applied to the site of nerve damage. If successful, the rate of healing for such damage will be doubled on each day of use. Drawback: -
Throw Waxe Location: Temperate Forest regions during the spring and summer Preparation: 7 long weeks are needed to prepare this herb properly. It must be simmered in water for the first two weeks, and then left in a place where sunlight can reach it for the next five. At the end of this time frame, the herb is to be mashed into a paste and applied. Description: If applied every week, this herb has the power to heal any scars in a year. Drawback: -
Thurl Location: Temperate forest regions during the autumn. Preparation: 1 day boiled in water. The liquid is then drunk. Description: The clove of Thurl must be brewed for one whole day. When the mixture is drunk it will restore a small amount of chakura - enough for a single D-rank technique. Drawback: -
White Bryony Location: This Herb can be located with a Temperate Climate at a Forest Region around the Autumn Seasons Preparation: Put the herbs in a small jar filled with water up to half and then warm up the bottom up to a point that the water will start boiling. One must keep inhaling this steam until there is no water left. Description: Once inhaled, the steam of this herb speeds up the healing process of the lungs. They are white flowers with five star-shaped leafs on every plant. Grows up to 5 centimeters. Drawback: ---
Whitecandle Location: This Herb can be located with a Temperate or Subtropical Climate at a Forest Region around the Autumn Seasons Preparation: Mingle the flowers to a point where liquid comes out. Directly apply that liquid on the wound. Description: Once smeared over a wound it almost completely numbs the nerves causing pain in one specific area. Small flowers growing out of other trees, usually with hundreds at the same spot. Drawback: The placed this is used on will be numb for a couple of minutes.
Willow-Herb Location: This Herb can be located with a Temperate Climate at a Forest Region around the Summer Seasons Preparation: Mingle the stern without the flowers to a point where it is almost powder. After that boil the flowers in hot water and add the wet flowers to the powder. After that it all has to be mingled again with constantly adding water until a sticky paste is created. Description: Once this paste is smeared on something it will repel snakes for 3 full days. It has pink flowers with a red stern and green leafs on the bottom. Reaches up to 50 centimeter. Drawback: ---
Winclamit Location: This Herb can be located with a Temperate Climate at a Forest Region around the Spring Seasons Preparation: Cut a leaf open and directly placing it on the wound. Description: When cutting them open and placing these herbs on an irritated place or wound it will relax the nerves and ease the pain. The herbs are big leafs of a tree that can reach up to 3 meters in height. The leafs can grow up to a 30 centimeter in size and is yellow-ish green in color. Drawback: ---
Wolfsbane Location: This Herb can be located with a Temperate Climate at a Forest Region around the Summer Seasons Preparation: The leafs are put in boiling water for an entire hour. After that they are put in a small bottle and consumed when needed. Description: These herbs cure up to C-ranked poisons entering the body. Will take 1 minute for it to work. Purple flowers all hanging around one stern. Reaches up to 30 centimeter. Drawback: ---
Young Lad's Love Location: This Herb can be located with a Subtropical and Temperate Climate at a Forest Region around the Summer and Autumn Seasons. Preparation: The berries of the plant are mixed in a small bowl with the crushed leafs and then put the bowl in almost boiling water for an hour. After that they have to be mixed with water and put back in the almost boiling water for another hour. The potion is now finished but it needs to be used while its warm. (Re-warming it is possible, make sure the potion isn’t hot) Description: The potion is poured in a small bowl and after that the part of the body that has frostbite must be put in the bowl for 15 minutes. Make sure the liquid is and stays warm. (Again, not hot) The Young Lad’s Love is 50 cm tall and has grey-blueish leafs in the shape of four-pointed stars.. Drawback: ---
Last edited by Eki Gisou on Mon 30 May 2011, 7:16 pm; edited 1 time in total | |
| | | Masahiro Yukina Hokage
Posts : 1017 Points : 110 Join date : 2008-10-17
Shinobi Info Ninja Rank: S Rank Village: Konohagakure
| Subject: Re: Eki Gisou, The Desert Cobra Sun 29 May 2011, 1:52 am | |
| Tools A ninja is only ever as good as their tools, or perhaps the tools are only ever as good as the ninja. Whatever the case may be, Eki carries about a plethora of equipment, weapons and accessories that continually aid him on his path of the shinobi. Weapons Jian Rank: - Description: A jian is a common chinese sword. In make, it is double edged, a resembles a thin and narrow board sword, albeit quite a bit shorter. While Eki is no kenjutsu master, he was required by ANBU to carry a blade of some kind, and as the Jian has ties to snake style kung fu, the choice was easily made for him. Senbon Rank: - Description: Senbon are metal needles with a point at both ends. They often serve a medical purpose, being used to strike acupuncture points. They have little killing power, but can be thrown with great accuracy. A user with proper medical knowledge can effectively use senbon in battle to incapacitate or even kill their target. To make these needles more effective, the user can poison the tips of the senbon. An added benefit of throwing these at the enemy is that these are smaller than a kunai or a shuriken, making it harder to see and dodge. Eki carries these in a plethora of spots even hidden in his clothing for concealed access. He does wear a specially designed belt which allows for easy and quick drawing and throwing of the small weapons. Accessories Basket Rank: - Description: A woven basket slightly larger then a basketball that Eki carries, often at waist either at his back or side. This basket is a comfortable place to relax for Shinju, the albino king cobra and Eki's beloved pet. She has a tendency to spring towards targets from the basket, whether Eki wants her to or not. The basket can also be used as a distraction, whereas the enemy may think it contains a snake, when Shinju is hiding elsewhere. Pungi Rank: - Description: A pungi is a wood wind instrumetn that was originally developed for indian music. In modern times, it is the essential tool for a snake charmer. While typically these instruments are pitchy and nasally sounds, Eki's tend to have quite the melodic tone to it. Make no mistake though, as while Shinju enjoys and may dance to the music, she is by all means not charmed, nor is any other snake under the Pungi's "spell". Eki simply enjoys music, as does Shinju, and often plays the flute before and after meditation. | |
| | | Masahiro Yukina Hokage
Posts : 1017 Points : 110 Join date : 2008-10-17
Shinobi Info Ninja Rank: S Rank Village: Konohagakure
| Subject: Re: Eki Gisou, The Desert Cobra Sun 29 May 2011, 2:53 pm | |
| Role play samples and citations.
Character Name: Daedalus http://narutodivinity.darkbb.com/t584-the-final-blade
Character Name: Torasame Hoshigaki http://narutodivinity.darkbb.com/t481-returning-home-p
For anything else there's plenty of examples on this very site. I found it easier to simply cite my work rather then copy and paste. Ah well.
Last edited by Eki Gisou on Sun 29 May 2011, 5:25 pm; edited 1 time in total | |
| | | Eichiro
Posts : 56 Points : 25 Join date : 2010-12-19 Age : 29 Location : England
Shinobi Info Ninja Rank: Village:
| Subject: Re: Eki Gisou, The Desert Cobra Sun 29 May 2011, 4:31 pm | |
| I'm not sure whether we're allowing anymore missing-nin, but to be honest your app shows that you put in enough work to deserve it. Add an rp sample and it has my approval. | |
| | | Masahiro Yukina Hokage
Posts : 1017 Points : 110 Join date : 2008-10-17
Shinobi Info Ninja Rank: S Rank Village: Konohagakure
| Subject: Re: Eki Gisou, The Desert Cobra Sun 29 May 2011, 4:45 pm | |
| Would you care if I used an existing one?
Or would you prefer I write something on the spot? | |
| | | Eichiro
Posts : 56 Points : 25 Join date : 2010-12-19 Age : 29 Location : England
Shinobi Info Ninja Rank: Village:
| Subject: Re: Eki Gisou, The Desert Cobra Sun 29 May 2011, 5:05 pm | |
| Existing is fine. Preferably a rough average of what your likely to post. | |
| | | Masahiro Yukina Hokage
Posts : 1017 Points : 110 Join date : 2008-10-17
Shinobi Info Ninja Rank: S Rank Village: Konohagakure
| Subject: Re: Eki Gisou, The Desert Cobra Sun 29 May 2011, 5:43 pm | |
| Tied a couple citations on in the post that was left for reserves... There you go. | |
| | | Eichiro
Posts : 56 Points : 25 Join date : 2010-12-19 Age : 29 Location : England
Shinobi Info Ninja Rank: Village:
| Subject: Re: Eki Gisou, The Desert Cobra Mon 30 May 2011, 2:25 pm | |
| My approval. Just wait for a second opinion and your good to go. | |
| | | Nocturne Missing-Nin
Posts : 465 Points : 153 Join date : 2009-12-29 Age : 30
Shinobi Info Ninja Rank: A Rank Village: N/A
| Subject: Re: Eki Gisou, The Desert Cobra Mon 30 May 2011, 7:20 pm | |
| | |
| | | Masahiro Yukina Hokage
Posts : 1017 Points : 110 Join date : 2008-10-17
Shinobi Info Ninja Rank: S Rank Village: Konohagakure
| Subject: Re: Eki Gisou, The Desert Cobra Mon 20 Feb 2012, 7:52 pm | |
| | |
| | | Nocturne Missing-Nin
Posts : 465 Points : 153 Join date : 2009-12-29 Age : 30
Shinobi Info Ninja Rank: A Rank Village: N/A
| Subject: Re: Eki Gisou, The Desert Cobra Mon 20 Feb 2012, 8:15 pm | |
| Did you transfer any of your edits or..? | |
| | | Masahiro Yukina Hokage
Posts : 1017 Points : 110 Join date : 2008-10-17
Shinobi Info Ninja Rank: S Rank Village: Konohagakure
| Subject: Re: Eki Gisou, The Desert Cobra Mon 20 Feb 2012, 8:29 pm | |
| I can't even remember what they are. | |
| | | Sponsored content
| Subject: Re: Eki Gisou, The Desert Cobra | |
| |
| | | | Eki Gisou, The Desert Cobra | |
|
Similar topics | |
|
| Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| |