Special TraitsMastery of Chakra/Jutsu Theory.
Mid-Close range combatant.
Exceptional Chakra Control.
Master of the Basics.
Ninjutsu Expert.
Tactical Genius.
Basic Taijutsu.
No genjutsu.
Dexterous.
Acrobatic.
Agile.
Fear of Genjutsu: Koutaku can only kai out of D rank, and non threatening C rank genjutsu. Anything above this can only be overcome with pain. Anything threatening (scary, basically. Including pain or psychological torture) of A rank is
very difficult for him to get out of, and S rank is essentially unavoidable.
Divine Inspiration – Deconstruction: Like all members of his clan, Koutaku once had the potential to have one “Divine Inspiration,” which would allow him to intuit either one specific thing or one somewhat broad type of thing, after which point he would be capable of making something extraordinary in that area. In Koutaku's case this “Divine Inspiration,” falls into the category of “Deconstruction,” allowing him to figure out how things work, taking them apart in his head, and then making something new out of the parts as it were. This makes him great at improving preexisting techniques and creating some novel ninjutsu, but limits his ability to learn things outside of his realm of study, that being ninjutsu. This trait is further limited by the fact that he only has access to the Wind affinity. It should be noted that this does not necessarily prevent him from learning techniques in other areas, it just prevents him from mastering those areas or truly innovating in them.
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Techniques:Canon Jutsu All Academy and relevant D rank techniques.
Bunshin no Jutsu(Clone Jutsu)Nawanuke no Jutsu(Rope Escape Technique)Henge no Jutsu(Transformation Jutsu)Kakuremino no Jutsu(Cloak of Invisibility Technique)Kazanami(Wind Waves)Kawarimi no Jutsu(Substitution Jutsu)Kage shuriken no jutsu(Shadow shuriken technique): Includes general tool manipulations where one tool shadows another.
Chakura no Ito(Chakra Threads): Kōtaku is capable of using this in combination with
Chakra Flow.
Shunshin no jutsu(Body Flicker technique): May only be activated twice per minute in combat.
Sōshuriken no Jutsu(Manipulated Shuriken technique): Includes the general manipulation of Shuriken.
Kuchiyose: Raikō Kenka(Summoning: Lightning Flash Blade Creation): There is one on each wrist and each ankle. They only require a flux of chakra and his will to activate. The seals are linked and contain his four substitution logs. Cannot be utilized for anything else unless he prepares things differently out of combat.
Fūton: Shinkūjin(Wind Release: Vacuum Blade): May be used from his hands as well.
Custom JutsuName of Technique: Ura Jōshō no Jutsu(
裏上昇の術 'Reverse climbing technique').
Type of Jutsu: Ninjutsu.
Rank: E.
Range: N/A.
Nature Type: N/A.
Handseals: N/A.
Description: Using the same principles of the tree climbing technique with sufficient chakra control, the user may cause themselves to be pushed away from something with varying degrees of force depending on the amount of chakra applied.
Weakness: N/A.
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Name of Technique: Kiyō Sonae(
器用備え 'Dexterous arrangement').
Type of Jutsu: Ninjutsu.
Rank: D.
Range: N/A.
Nature Type: N/A.
Handseals: N/A.
Description: Channeling chakra through one's own muscles, nerves, and other necessary tissues—typically within the arms, wrists and hands—the user enhances their ability to skillfully manipulate objects as well as increasing the speed at which they can do so. This technique should not be utilized for extended periods of time as it causes undue strain on the affected body parts. Despite this, it is relatively useful, and while it is a simple technique based on typical principles, it does require decent chakra control to fully utilize. This may make techniques such as Chakra Flow or other projected chakra-based abilities.
Weakness: Listed above.
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Name of Technique: Kazaho(
風歩 'Wind Step').
Type of Jutsu: Supplementary ninjutsu.
Rank: D.
Range: Personal.
Nature Type: Wind.
Handseals: N/A.
Description: Kneading wind chakra in one's feet, the user releases two rather small bursts of wind, one moving down, and the other up. While the strength can be altered via chakra distribution, the general effect causes the winds to clash almost like solid objects, propelling the user as if there was an invisible foothold in midair. The technique can be, as mentioned, modified to suit other purposes, but will never be strong enough to do any direct damage.
Weakness: Supplementary. Affinity weaknesses.
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Name of Technique: Kōdo Henge no Jutsu (
高度変化の術 'Advanced Transformation Technique').
Type of Jutsu: Supplementary ninjutsu.
Rank: C.
Range: Personal/Contact initiation.
Nature Type: N/A.
Handseals: N/A.
Description: Based on the Henge no Jutsu, this technique, through refined chakra control and coding, allows the user to dynamically transform themselves or objects more or less at will. To utilize the technique, the user must first channel their chakra into the desired object(s) which they wish to affect at which point they may alter or expand upon various aspects of the affected object(s). Additionally, due to the chakra control required for this technique the user can often more swiftly transform things from form to form. It should be noted that, as the user's skill increases so to will their ability to cause complex or more numerous simultaneous transformations.
The effects of this technique are more like transmutation than anything else, as the user either folds a material into itself with chakra, or uses chakra to create a shell with certain properties designated by the user. As a result, the transformations caused by this technique have a greater level of solidity than normal transformations. This increased solidity is caused by the increased chakra cost and chakra control necessary for the technique.
Weakness: Almost entirely supplementary and requires a small but continuous stream of chakra to maintain. The user cannot transform themselves or objects beyond a certain size in either direction.
*No insect transformation for the user or a similarly sized object.
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Name of Technique: Shinkū-shitsu(
真空室 'Vacuum Chamber').
Type of Jutsu: Ninjutsu.
Rank: C.
Range: 10 meters.
Nature Type: Wind.
Handseals: 5.
Description: A two stage technique that first creates a cylindrical vacuum--its max size being 10 meters long with a radius of 1.5 meters. Within the 'tunnel' there is no air or air friction, but gravity persists. Stage two is activated by a flux of chakra and causes the redirected air to be sent down the tunnel in a concussive blast capable of sending anything 300 lbs and below flying 10 meters plus the length of the 'tunnel' not already traveled by the blast. The size of the 'tunnel' can be modified, with its chakra consumption--usually--and movable weight--always--scaling with its size. At the aforementioned maximum output the technique takes 1/5th of Koutaku's chakra pool, meaning he can only use it in this manner 5 times with a full chakra pool before losing consciousness.
*I.E, technique creates a vacuum and then uses it like a cannon to fire wind. Can be used three times per day at max output
Weakness: Affinity weaknesses.
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Name of Technique: Ten no Tsunzaku(
天の劈く 'Pierce the Heavens').
Type of Jutsu: Ninjutsu.
Rank: C.
Range: N/A.
Nature Type: Wind.
Handseals: N/A.
Description: Palming a kunai, the user slips it onto a finger and begins spinning it while inputting chakra using Wind affinity Chakra Flow. The longer the kunai is spun the more chakra is channeled into it and the further, and faster, it will go when released. Due to the sheer speed of the technique, anything below 10 meters away can be considered to be at point blank range.
Weakness: The technique requires the user have one hand free and limits the speed of their handseals as a result. If the user cannot spin a kunai on their finger they cannot use the technique and they also cannot use it without a kunai.
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Name of Technique: Asshuku Saya(
圧縮鞘 'Compression Sheath').
Type of Jutsu: Ninjutsu.
Rank: C.
Range: N/A.
Nature Type: Wind.
Handseals: 2.
Description: Preforming one handseal to initiate the technique, the user will use Chakra Flow on an item, pressing wind affinity chakra into it. Once activated any air that comes into contact with the implement will be pulled into a thin layer of chakra coating the weapon and pressurized. The more air pulled in, the greater the pressure. The user may use a second handseal to release the wind, otherwise it will be released/detonated upon contact with a foreign surface, creature, or individual.
Weakness: Requires some kind of object, typically throwable, be on the user's person, possesses the typical affinity weaknesses of wind release techniques, and is not terribly powerful unless given time to build up.
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Name of Technique: Jiku Tenkō(
軸転向 'Axis Conversion').
Type of Jutsu: Supplementary Ninjutsu.
Rank: C.
Range: N/A.
Nature Type: Wind.
Handseals: 2.
Description: Infusing wind affinity chakra into an object during the use of Chakra Flow, the user can then, at any moment, utilize one additional handseal to have the object release the stored wind chakra, swiveling the object on an axis, and then releasing the rest of the chakra in a potent blast of wind, sending the item hurtling in the new direction. This technique can be utilized on objects held or thrown.
Weakness: Requires the use of an object, thus the user must have an object. Is affected by affinity weaknesses as well. Only one instance of the technique can be active on a given item at a time.
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Name of Technique: Kensei-are(
牽制荒れ 'Feint Gale/).
Type of Jutsu: Nintaijutsu; Sensory; Supplementary.
Rank: C.
Range: Personal.
Nature Type: Wind.
Handseals: N/A.
Description: Requiring for the Koutaku to remain stationary for 3-10 seconds to initiate the technique, he will regulate the flow of his chakra into his physical body via his breathing. Once his breath and his chakra are in sync he begins releasing a small amount of wind chakra from his hands, feet, chest, and back. The wind affinity chakra is subtle and nigh undetectable unless there is sufficient dirt, dust, or debris to tip someone off. This chakra flows up the arms from the hands, up the legs from the feet, and across the chest, back, and head from the two release points on the chest and back. Ironically, the weak point of the technique is the head.
The purpose of Kensei-are is as such, it allows the user to, at will, harden or relax the body with greater ease, amplifying the strength and responsiveness in general, while the surrounding wind chakra can reduce the momentum behind strikes or be 'streamed' outwards to augment and redirect the user's own trajectory.
Weakness: The wind chakra can only be streamed from the aforementioned points on the body (chest, back, hands, and feet). While the technique is not chakra intensive to activate it does quickly consume chakra, leaving him at roughly 1/5th of his total pool by the time three minutes have passed.
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Name of Technique: Senshi jōgo(
穿刺漏斗 'Piercing Funnel').
Type of Jutsu: Ninjutsu.
Rank: B.
Range: N/A.
Nature Type: Wind.
Handseals: 5.
Description: Building on Asshuku Saya, this technique creates a tiny vaccuum or funnel into which wind is pulled. This process occurs at a decent pace, but is considerably faster if it is applied to a moving object. Performing the final handseal, the user wills the gathered wind into a shape with their chakra, binding it as such. The resulting wind revolves at high speed whilst retaining its form, creating a devastating slicing or piercing attack. May amplify other techniques.
Weakness: Affinity weaknesses. Additionally, Senshi jōgo cannot be utilized alongside Jiku Tenkō. The technique must be applied to an object—no more than two at once—and drains 1/4th of his total chakra pool per use. The technique may be more or less effective depending on the shape it is willed to take. While the technique can be maintained for a two minutes, if left alone, it becomes weaker over that period of time, reducing its effectiveness.