Tori Fuuma
Sept 16, 2012 10:58:18 GMT -8
Post by catherine on Sept 16, 2012 10:58:18 GMT -8
PERSONOLOGY[/u]
PHYSICALITY[/u]
COGNITION[/u]
ARMAMENTS[/u]
- Name - Tori Fuuma
- Age - 21
- Gender - Female
- Clan, BL, or Kekkei Touta? - Fuuma Clan
- Country and/or Village - Kirigakure
- Rank & Profession - Genin
- Types - Primary Taijutsu, Secondary Ninjutsu
- Difficulty Setting - Hard
- Releases/Fighting Styles - Fuuton, Way of the Watcher, Iaijutsu
PHYSICALITY[/u]
- Height - 5ft7
- Weight - 120lbs
- Bloodtype - O
- Apparel - Her clothing consists of white pants, bandages to cover her breasts and a long white jacket on the back of which are the characters for hawkeye.
- Body Appearance - Her figure is a typical hourglass figure with largish breasts and hips. Most of her body is quite slender and her skin is pale.
- Blemishes & Scars - None
- Face claim - Kunieda Aoi, Beelzebub
COGNITION[/u]
- Personality - She is generally quite jolly and fun to be about except when she is on a mission. When on a mission it is like a switch had been pressed and suddenly she is all serious and no jokes. She will do whatever it takes to complete a mission for the good of the village, but will try her best to make sure everyone comes back if not unhurt then at least alive enough to be healed.
When not on a mission she is a bit of prankster, but is very friendly and does it all out of fun. She is not spiteful in the slightest and is not the type to hold a grudge. - Alignment - Chaotic Good
- Allegiance - Kirigakure
- Quirks & Tendencies - When not on a mission she is seen as jolly as mentioned earlier. However, this jolliness often transfers into performing pranks, mostly using her skill at archery. One example is her setting up a balloon full of a substance and waiting for someone to walk under before popping it with an arrow. That is a personal favorite of hers.
When it comes to males she has a tendency to over think the situation and misread it, particularly if she is heavily attracted to the person. - Likes & Dislikes - She is fond of her archery and swordsmanship skills and also of practical jokes. She loves meat of all kinds and is practically a carnivore as she dislikes most vegetables. She hates people who joke about on missions and jeopardize it. She hates people who are all serious when they should be relaxed and having fun.
ARMAMENTS[/u]
- Primary Weapons
50 lbs. Shortbow
Rank: C-Rank
Type:Primary / Ranged
Description: A deceptively simple weapon comprised of a carved piece of wood and a string, the bow is one of the most ancient weapons made by man. By using a combination of leverage, torque and flexibility, the bow is able to launch projectiles at a deadly speed and over large distances. The 50 lbs. short-bow has a default firing range of 55 meters; this range is lowered by 50% when the user fires while running, jumping, riding on an animal or performing other aggressive movements. The bow has a default nock and fire rate of 1 arrow per every 2 seconds, and discharges said projectile faster than its Longbow counterpart.
Kodachi
Rank: C
Type: Primary / Sword / Melee
Description: If a Nodachi is an oversized version of the Katana, the the Kodachi is the opposite. Just a bit larger than a Wakizachi, the sixty inch blade nonetheless retains its brethren's cutting ability, and with its compact size, makes it ideal for travel and rough terrain. - Secondary Weapons
1 pack Ninja Wire Strings
Rank: D
Type: Secondary / Ranged
Special: 20 ft. of wire per pack.
Description: Wire Strings can be used for rappelling, manipulating weapons, or to tie down and restrict the movement of an opponent, sometimes even being able to slice through items when generating enough force to do so. They are a useful tool for a shinobi.
1 pack Exploding Note
Rank: D
Type: Tool / Area of Effect
Range: 0 - 5 meters
Special: 10 per pack
Description: The exploding note is a piece of parchment paper infused with special chakra, layered over with a special script on it that serves to enable and facilitate its explosive properties. Its execution is simple - the ninja can attach the note to another object such as a kunai or log, and upon activation, the note is set and begins either a slow countdown burn, which eventually results in a large explosion, or the explosion in itself upon command. - Accessories -
Satchel
Rank: C
Type: Universal Accessory / Extension / Self
Special: Allows the storage of 5 extra Packs. Available to all ranks, including Non-Ninja. Each satchel takes up one (1) accessory slot. Can only begin with one when creating character!
Description: The Satchel is a simple holding device which can store extra secondary weapons should the user need to call on them quickly in battle. Appearing like a regular carrying, it is hung on one's side or worn at the hip for easy access.
2 Packs of Arrows
Rank: D-Rank
Type: Secondary, Melee/Range
Special: 10 Arrows / Pack
Description: Arrows can come in multiple shapes and sizes, depending upon the user's choice. The average length of an arrow from tip to fletching is 27''
Cost: 500 Ryo / Pack - Protectorates
- Jutsu
Danger Close
Rank: C-Rank
Type: Taijutsu
Range: 10 Meters
Chakra: Low
Special: The user nocks an arrow, aims, and fires one shot in half the time it normally takes them to do so. Danger Close can be used only once per IC day, and must be performed before any other attacks. Can not be combined with Suppressing Fire, regardless of masteries.
Description: While Danger Close is arguably the most simplistic of all the Watcher techniques, that does not mean that it is the weakest. To the contrary, it is actually one of the most useful techniques an archer can have, as its primary function is to defend oneself against close-ranger fighters, the natural bane of all archers. After repeating the same nock and fire motions hundreds, if not thousands of times, an archer possesses the ability to briefly move purely through reflex and instinct, firing off a hastily aimed shot twice as fast as normal.
Domain: Archery
Suppressing Fire
Rank: D, C
Type: Offensive / Taijutsu
Range: --
Chakra: Low – 2xHigh + Upkeep
Special: Rank learned determines increase in firing-rate. Must be used before any other attacks in a turn. Lasts one full turn before needing to be re-cast. Can not be combined with Danger Close, regardless of masteries.
D: x 1.2 Speed
C: x 1.4 Speed
B: x 1.6 Speed
A: x 1.8 Speed
S: x 2 Speed
Description: By practicing their ability to draw, knock, aim and fire an arrow, the user can learn to quickly lay a lot of damage downrange. Suppressing Fire is aptly named, for its function is, literally, to suppress a target through overwhelming fire.
Domain: Archery
Sharpshooter
Rank: D, C
Type: Offensive / Taijutsu
Range: --
Chakra: Mid
Special: Rank used determines range increase and speed decrease.
D: 1.2 x Range / 10% Speed Reduction
C: 1.4 x Range / 20% Speed Reduction
B: 1.6 x Range / 30% Speed Reduction
A: 1.8 x Range / 40% Speed Reduction
S: 2.0 x Range / 50% Speed Reduction
Description: By firing an arrow in an arc instead of in a straight line, the user can “lob” an arrow, allowing it to travel further distances than normal. The downside to this art is that by curving the arrows trajectory, you are in fact adding more to the distance it needs to travel, thus increasing the amount of time it takes to actually reach the target.
Domain: Archery
O.S.O.K.
Rank: D, C
Type: Offensive / Taijutsu
Range: --
Chakra: Low - 2xHigh
Special: Rank used determines damage stacked to shot. Can only be used with non-”special” arrows.
Description: Mastering the art of bonus tension is one of the many overlooked fundamentals of being an archer. By holding out past the point of firing, one can enhance the arrow far beyond it's initial damage. The technique, therefore, is aptly named “One Shot One Kill” due to its frequent tendency to pierce through defenses and outright kill an enemy.
Domain: Archery
Shotgun
Rank: D, C
Type: Offensive/ Taijutsu
Range: --
Chakra: Mid
Special: Rank learned determines maximum amount of arrows that can be fired simultaneously. Number of arrows fired simultaneously determines range reduction.
D: 2 Arrows / 10% Range Reduction
C: 3 Arrows / 20% Range Reduction
B: 4 Arrows / 30% Range Reduction
A: 5 Arrows / 40% Range Reduction
S: 6 Arrows / 50% Range Reduction
Description: The technique is one of the hallmarks of the Watcher style, firing more arrows than a normal person would believe is possible. It's been said that with proper mastery of the technique, the user can fire up to six at a time with all the ability they fire a normal one.
Domain:Archery
Ricochet
Rank: C
Type: Offensive/ Taijutsu
Range: --
Chakra: Mid
Special: Allows archer to ricochet an arrow off of solid surfaces. When first learned, the user can ricochet the arrow off of one surface. Can be relearned up to nine times, increasing number of times arrow can ricochet by one. After each ricochet, arrow range and speed is decreased by 10%.
Description: A tricky technique that exemplifies how cunning an archer can be. By bouncing their arrows off the surface of an object, they undercut the opponent’s ability to defend against it, striking deep into the target when they least expect it.
Domain: Archery
Coriolis
Rank: D, C
Type: Offensive/ Taijutsu
Range: --
Chakra: Mid
Special: Severity of curve is determined by rank used.
D: 10 Degree Curves
C: 30 Degree Curve
B: 50 Degree Curve
A: 70 Degree Curve
S: 90 Degree Curve
Description: By putting the proper spin on an arrow, similar to throwing a curveball, the user can actually cause the the arrow's trajectory to curve in mid-flight. Many an unlucky individual has died with a confused look on their face after having been hit by an arrow that they were sure they had dodged.
Domain: Archery
Iaijutsu (Art of Mental Presence)
Rank: D, C
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to progress through the teachings of Iaijutsu.
Description: A defensive nature of fighting, all Iaijutsu practitioners will tend to stand in closed positions, leaving little openings and making sure to make the least amount of wasted movement possible so as to remain solid like a rock. Once the swordsman has understood the basics of fortification, they move on to more complex defensive patterns.
Domain: Kenjutsu.
Kawasu (To Parry)
Rank: D
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: Low
Special: Learning 'B' rank "Art of Mental Presence." increases defense by one rank. Learning 'S' rank version increases damage rank once more. Stops up to 1 attack per strike, plus 1 more each time retrained, for a maximum of 4.
Description: Commencing from any position, the practitioner draws their sword and moves to deflect or simply block the strike, then resheathes. As the user becomes more proficient in Iaijutsu, more strikes can be defending against in a fluid movement, before they are overwhelmed by the attacks.
Domain: Kenjutsu. Iaijutsu 'D'.
Rasen Karasu-Zuki (Spiral Parry Thrust)
Rank: C
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: Mid
Special: Learning 'B' rank "Art of Mental Presence." increases defense by one rank. Up to 5 projectiles can be parried per use, plus 1 more each time retrained up to a maximum of 10.
Description: Commencing from any position, the practitioner proceeds to unsheathe their blade and quickly strike down an incoming projectile, either slicing it in half or redirecting its path away from the user. Useful when faced with opponents that prefer to strike from a distance, as long as the user is able to spot the incoming threat in time. Once the user becomes more proficient at judging the distance, speed and direction of projectiles, they will be able to cut down even more projectiles in a fluid movement.
Domain: Kenjutsu. Iaijutsu 'C'.
Jitentate (Rotating Shield)
Rank: D, C
Type: Defensive / Supplementary / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Chakra: Low - High x2
Special: Up to 15 projectiles can be parried per use, plus 10 more for each rank above D obtained. The user may deflect incoming projectiles of the same rank as the user has obtained.
Description: Commencing from a standing position, the practitioner unsheathes their sword then rotates the hilt of their blade in a spiral motion, the result being a rapid rotation that easily deflects incoming projectiles, either slicing them in half or redirecting their path away from them user. Useful when faced with opponents that prefer to strike from a distance, as long as the user is able to spot the incoming threat in time.
Domain: Kenjutsu. Iaijutsu of the same rank. 'Rasen Karasu-Zuki'.
Genjutsu Kai! (Release)
Rank: D, C
Type: Supplementary.
Range: -
Handseals: 1.
Chakra: Low - Massive.
Special: User can only release themselves from illusions of equal or lower rank. Chakra costs is equal to the Genjutsu being dispelled.
Description: Kai is a Ninjutsu technique which allows the ninja to avoid the effects of a Genjutsu illusion. After forming the needed handseals, the Genjutsu technique will not affect the ninja. The ninja can also use the technique on another individual who was unable to avoid the attack. After forming the needed hand seals, the ninja touches the one affected to end the affect of the spell.
Domain: Universal Ninjutsu.
Fuubaku Houjin (Exploding Seal Method Formation)
Rank: C
Type: Supplementary.
Range: -
Handseals: 1.
Chakra: -
Special: This ability allows the user detonate his or her explosive notes, opposed to allowing them to be "timed" explosives. Without this technique, the user cannot automatically detonate their tags.
Description: Fuubaku Houjin is a Ninjutsu technique used by shinobi in conjunction with common explosive devices such as exploding notes. With this, the user can choose when their explosives detonate, opposed to being at the mercy of a countdown.
Domain: Universal Ninjutsu.
Kiroku Gaijuu (Blasting Wind Domain)
Rank: D, C
Type: Supplementary / Fuuton Ninjutsu
Range: 0 - 20 meters.
Handseals: No
Chakra: --
Special: Allows the user the ability to create, control and move Fuuton (Wind) chakra of their own for multiple purposes, as well as control that produced by nature. Highest rank known determines the range of the user's techniques.
D: 5 meter range.
C: 10 meter range.
B: 10 meter range.
A: 15 meter range.
S: 20 meter range.
Description: Though powerful, Fuuton can become uncontrollable even in the hands of the experienced, forcing its users to focus first on controlling their power in small areas, and then, over time, expanding. As one's experience with the wind release and its control grows, so does the range at which they can become deadly with it.
Domain: Fuuton.
Kazekaeshi (Wind Return)
Rank: D, C
Type: Defensive.
Range: -
Handseals: 6.
Chakra: Equal to the technique being reflected.
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance is equal to the user's 'Kiroku Gaijuu'. If a jutsu's power has been increased due to retraining or mastery, Kazekaeshi has to be of equal rank to the actual damage to be effective.
Description: No one knows the power of Fuuton more than a Fuuton specialist, and this technique was designed by those that met reality sooner than most. Varying by skill and rank, this technique allows the user to take hold of any offensive jutsu used upon them, as along as the attack’s nature allows for whatever is thrown to be controlled. With a great burst of chakra at either their hands or weapons, the user quickly returns the technique back at the opponent, in full effect.
Domain: Fuuton. Kiroku Gaijuu of equal rank.