Hazumi | Spiral | Kekkai Tota | Takigakure [wip]

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Hazumi | Spiral | Kekkai Tota | Takigakure [wip]Apr 3, 2021 9:07:38 GMT -5
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Hazumi
be bold. be great. be strong.


CLAN TYPE: KKG
CLAN ORIGIN: Kaze no Kuni
CLAN RESIDENCE: Takigakure no Sato
ESTABLISHED: -147SD

CLAN IDEOLOGY


The Hazumi Ichizoku is one that prides itself on familiarity and exploration: the duality of being wayfarers after finding one's way makes for a clan that prides itself on achieving new things, always being the achievement gatherers and being proud of one's accomplishments is what is commonly seen as the ideology. Starting their roots from Kaze no Kuni as one of the many clans but not staying for the turn of the century into what became Sunagakure no Sato is why they found themselves in the more densely packed jungles of Bonchi no Kuni.

As such, the clan tends to produce either very bouncy and energetic airheads or stoic taciturn avengers. There doesn't appear to be a huge variety between the people of this family and it's exemplified by their techniques. They are people who like to start momentum and keep it going.

It is this same ideology which enforces the idea of parental constructs - children are more raised by multiple parents as opposed to the single set. While they are known as the 'bith givers' - care givers are numerous and help form a pattern of closely knit and tight communities that are more receptive to outsiders coming in than other clans are.


CUSTOMS


Rite of Passage - Age
A rite of passage for many of the younger members who are gifted with their Kekkai Genkai are first introduced to the concept of static by a noise, to meditate to. The thought exercise is designed to fortify a child's position in the world and ensure that they are not lost, and have meaning and place, despite the way the noise is meant to feel. For a period of about two years, once a week a child will spend up to four hours in a room with this noise by themselves, receiving both a brief before going in, and aftercare after coming out. It is not meant to enforce insanity in a child, but foster growth.

Rite of Passage - Cultural
Once a year to celebrate their achievements, the clan holds a banquet and a ceremony to celebrate one another's accomplishments. They vary in greatness, but typically the greater the honour, the later they are in the ceremony. This is an event that typically lasts an entire day, starting from the early hours of the morning to prepare all the way into the early hours of the next day.

Rite of Passage - Wayfarers
Once every ten years, a teenager who has been trained in the art of survival (but not holding descendancy of their bloodline) are selected to take off to a secluded part of the world to fashion out their own destiny. It is considered a great honour to be selected.




CLAN HIERARCHY


The hierarchy in spite of there being a growing theme of family - still requires some to lead them. So in typical fashion it is a meritocracy basis of a "ruling family" which makes the overall decisions for the clan. The clan may have an heir or heiress in which case if clan leader passes and the seat is not challenged, they will take place. Anybody is free to challenge the clan leader, which are not to the death but if they lose - are barred from doing again for five years.

This ruling family also has a council of the best suited male and female, dubbed 'Uncle and Aunty' who are for all intents and purposes: a part of the actual family of which they advise. They are there to facilitate discussion for the clan leader, and to ease the burden of duty for the Clan Leader's clerical duties by doing it themselves.

That aside, there is no further hierarchy beyond this as it is always recommended that families shoot for the stars.

The Selection committee is a committee set up of four people and an adjudicator who is there to sit silently while a committee goes through the children they would like to select for the wayfarer ritual - and are there to break any stalemates during a selection process as well as chairing the meetings and their topics.



CLAN HISTORY


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CLAN ABILITIES



Kaminariton | Thunder Release
Less to do with the power from the heavens and more to do with static, the Hazumi clan are able to combine the elements of Raiton, Suiton and Fuuton to create an enhanced static with a propensity to flow through and into, than around and against other techniques. More invisible than Raiton techniques, and more closely related to Oto-jutsu, its destructive power is more akin to Fuuton than Raiton - as opaque hazes of chakra that shreds through other techniques, and peoples like blades.

It is easiest to describe to an outsider a Kaminariton technique is a tangled bundle of thin wires - the wires relatively harmless, there are barbs attached to them - and it spins in all different ways. More barbs? More dangerous.

What separates Kaminariton versus other clans, or Raiton, despite sharing the name is that Kaminariton will phase through any non-tangible technique such as Raiton, Katon and Futon without losing any of its own power - if spatial manipulation is used to form these constructs, they will lose their form as the static (a Fireball will turn into fire, losing its momentum quickly).

Kaminariton is especially effective against Suiton, as Suiton conducts it and allows the static to travel even quicker. Kaminariton is bouncy, it can rebound off items. While it is a significant part of its own weakness, it is fantastic at dealing with multiple enemies at a time as it rebounds off surfaces - has to deal with a declining lethality proportionally to "bounces"



Weaknesses
Kaminariton is loud. A big ball of crackling static makes a lot of noise, similar to chittering and chattering birds of various intensities - all techniques will always make some form of noise and never be quieter than a whisper. Kaminariton is easily visible to sensors, even to those without enhanced senses will feel their hairs raise on all ends as a more literal form of danger sense. That being said, the techniques are hard to see even by chakra enhanced-visibility standards.

Kaminariton is proprotionally less effective by tangible objects, all the way to being simply nullified by a wall: making it less useful in crowded areas, cities, and places as it rebounds or gets absorbed by them. Therefore, Doton (and other similarly tangible objects) significantly weakens these techniques.

Less of a weakness and more of a note, the very nature of these techniques makes a Kaminariton user quite useless with teamwork as their techniques are indiscriminate to another one's- ally or foe.



CLAN MEMBERS


Ruling Family
  • Family Head - Name Here
  • Heir/ress - Name Here
  • Uncle - Name Here
  • Aunty - Name Here

Selection Committee
  • Adjudicator - Name Here
  • Committee Member - Name Here
  • Committee Member - Name Here
  • Committee Member - Name Here
  • Committee Member - Name Here


last edit by Deleted on Apr 3, 2021 10:13:15 GMT -5
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