Date, Sora
Jun 25, 2012 21:05:11 GMT -8
Post by Ought on Jun 25, 2012 21:05:11 GMT -8
PERSONOLOGY[/U]
PHYSICALITY[/U]
Sora stands at about five feet nine inches tall and weighs in at one hundred and twenty pounds. He has soft facial features with piercing light blue eyes. A crop of semi spiky black hair sits atop his head. In terms of build, Sora would be described as athletic, though his muscles aren’t as toned as true athletes. Sora also has a small scar that sits on his right cheek, just under his eye.
[/li][li]BLEMISHES & SCARS: Small scar on his right cheek just under the eye.
[/li][/ul]
COGNITION[/U]
ARMAMENTS[/U]
- NAME: Date, Sora
- AGE: 16
- CLAN, BL, OR KEKKEI TOUTA?: n/a
- COUNTRY AND/OR VILLAGE: Land of Fire/Leaf
- RANK & PROFESSION:Genin/Ninja
- DIFFICULTY SETTING: Hard
- RELEASES/SENSES: Futon
- TYPES: Primary - Ninjutsu/Genjutsu
Secondary - Taijutsu
- CHAKRA POOLS: x1Massive, x2 High
PHYSICALITY[/U]
- HEIGHT: 5’10”
- WEIGHT: 120lb
- APPAREL: Sora can be seen, under most circumstances, wearing dark gray trousers that stop just above his ankles, a louse black shirt and blue sandles.
- BODY APPEARANCE:
t1.gstatic.com/images?q=tbn:ANd9GcRPYInfAhvrnARKRKTOT2JzVt4Shfg2_BzxezSiHKHMrqpZQJh7tJJErbBy-g
Sora stands at about five feet nine inches tall and weighs in at one hundred and twenty pounds. He has soft facial features with piercing light blue eyes. A crop of semi spiky black hair sits atop his head. In terms of build, Sora would be described as athletic, though his muscles aren’t as toned as true athletes. Sora also has a small scar that sits on his right cheek, just under his eye.
[/li][li]BLEMISHES & SCARS: Small scar on his right cheek just under the eye.
[/li][/ul]
COGNITION[/U]
- PERSONALITY:
Sora has a protective and supportive personality. Sora can be violent and get into fights but really has a good heart. He supports his friends and tries to encourage and help them. Sora is clueless at times such as saying phrases wrong or thinking that a demon squid's fins are ears. Despite this, he is able to connect with someone's feelings to his own. He's not the type of person for school or studying.
He is headstrong (literally as well as figuratively) and is often very open with his friends.
He has a soft-spot for animals. - ALIGNMENT: Neutral Good
- ALLEGIANCE: Konohagakure
- QUIRKS & TENDENCIES: Has the tendency to say phrases that have no real meaning in the given situation.
- LIKES & DISLIKES:
Likes: Animals
Pie
Kind people
Fall
Fighting
Dislikes: Overly serious people
Traitorous people
The color red
Summer
ARMAMENTS[/U]
- PRIMARY WEAPONS:
Ninjato
Rank: C
Type: Primary / Sword / Melee
Description: Short and straight, this blade takes a similar form of a katana, but without the curvature in the blade. With the blade measuring no more than three feet, and a square guard on top, this weapon has been popularized by many ninja, hence the name.
Cost: 5,000 Ryo
Tanto
Rank: C
Type: Primary / Knife / Melee
Description: The Tanto is a single or double-edged straight knife no longer than fifteen inches. The tantō was designed primarily as a stabbing weapon, but the edge can be used for slashing as well.
Cost: 5,000 Ryo - SECONDARY WEAPONS:
1 Kuni Pack; 1 Exploding Note Pack; 1 Smoke Grenade
Kunai (Throwing Knife)
Rank: D
Type: Secondary / Melee + Ranged
Special: 2 per Pack.
Description: This throwing knife is one of the common weapons of a ninja. It is often kept in a holster on the leg in a pouch attached to the belt. What makes it so versatile and universal is the fact the Kunai can be used in conjunction with explosive tags and other weapons to form deadly combos out of simple, easily accessible items.
Cost: 100 Ryo per 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.
Cost: 500 per Pack
Smoke Grenade
Rank: C
Type: Tool / Area of Effect
Range: 0 - 10 meters
Special: 3 per pack
Description: This explodable comes in the form of a long, skinny cylinder, no more than a few inches long. At the top lies a pin which, when pulled, activates the grenade's internal components. Within seconds, thick, dark smoke begins to spew from the cylinder, covering a wide area and leaving all those nearby blinded and gagging.
Cost: 600 per Pack
- ITEMS:
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 half of an accessory slot.
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.
Cost: 30,000 Ryo
Binoculars
Rank: C
Type: Universal Accessory / Self
Special: Has a range up to 50 meters. Each binocular takes up one (1)accessory slot.
Description: Similar to the radio in ease and effectiveness, the binoculars are sturdy and serve as a means to measure the distance to a target. Measuring no more than six inches in diameter, this square shaped device sports a durable carapace designed to withstand water damage and even the pressure of extreme altitudes.
Cost: 15,000 Ryo
Handheld Radio
Rank: C
Type: Universal Accessory / Self
Special: Has a range of up to 50 meters all around the user. Waterproof, as well as built-in surge protection. Each radio takes up one (1)accessory slot.
Description: This handheld device weighs almost nothing, has a small extendable antenna at the end, and is activated by pushing a simple talking button. No more than a few inches in diameter, the radio can accept multiple frequencies, making it simple to use even in the most dire of situations. With a durable carapace, it is designed to withstand water damage and even the pressure of extreme altitudes.
Cost: 10,000 Ryo - JUTSU:
Kawarimi no Jutsu (Body Replacement Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects equal or smaller in size; cannot switch with other living people or animals.
Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.
Domain: Academy Ninjutsu.
Henge no Jutsu (Transformation Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained.
Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
Domain: Academy Ninjutsu.
Bunshin no Jutsu (Clone Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained.
Description: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.
Domain: Academy Ninjutsu
Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: No other technique may be used while creeping. Invisible to the naked eye, but doujutsu and extra-sensorial skill will easily "see through" this technique.
Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Domain: Academy Ninjutsu
Nawanuke no Jutsu (Escaping Skill)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Ineffective against complex, electronic, or unique binds.
Description: Nawanuke no Jutsu is a very basic Ninjutsu technique that allows a ninja to escape from regular rope binds.
Domain: Academy Ninjutsu
Shunshin no Jutsu (Body Flicker Technique)
Rank: D
Type: Supplementary.
Range: 0 - 10 meters.
Handseals: -
Chakra: Low
Special: Despite popular belief, this is not an ability that allows an individual to teleport, or even move incomprehensibly fast. It simply combines high mobility with some disruption of visibility to conceal those movements. That in mind, if you can conceal your movement, it is common for this technique to allow very long-distance dashes before enemies may notice you.
Description: Shunshin no Jutsu is a basic ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered is a high-speed movement technique - to an observer caught in the optical illusion, it appears as if the user has teleported. This allows the user to escape or attack suddenly, should they need to. However, while a high-speed movement, if used in broad daylight, one will still be quite visible and as such, easier to be defended against. In order to achieve maximum effect, the user must to combine it with a distraction.
Domain: Universal Ninjutsu.
Total Exp Spent: 300
Tier 1 - Mighty Winds: All Fuuton jutsu now send struck objects five meters further. This bonus is applied onto jutsu without knockback and ontop of ones with pre-existing knockback.
Tier 2 - Cyclonic Sealing: Sealing times for Fuuton jutsu are now one tier lower.
Kiroku Gaijuu (Blasting Wind Domain)
Rank: D, C, B, A, S
Type: Supplementary / Fuuton Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
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 strength of the winds, the distance at which one can control them, and finally, the speed at which the user can displace them.
• D: 10 meter range / 3 meter per second
• C: 20 ms / 6 mps
• B: 30 ms / 9 mps
• A: 40 ms / 12 mps
• S: 50 ms / 15 mps
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.
D -25 exp/ C- 50 exp/ Total – 75 exp
• Kazekaeshi (Wind Return)
Rank: D, C, B, A, S
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance is equal to the user's 'Kiroku Gaijuu'. Cannot block jutsu whose attack power has been increased due to retraining or mastery, as those simply would pass through.
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 (Blasting Winds Reach) of equal rank.
D-25 exp
• Kamikaze (Hair Wind)
Rank: D, C, B, A, S
Type: Supplementary / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Very Low - Very High
Special: Increases damage of Katon jutsu by one rank, and increases area of attack, up to double the normal creation size. Range depends on katon jutsu/item being enhanced, and highest rank determines strength of Katon jutsu being enhanced.
Description: Although not meant for direct attacks, this technique can greatly enhance any offense with a simple burst of wind. Intended mainly for katon jutsu and fires overall, the user will use this in conjunction with their flames, enhancing their damage and area of effect greatly. The winds come in the form of pillars, and its currents can flow anyway the user desires in order to manipulate the flow of fire.
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach)
D-25exp
• Kaiten Shuriken (Rotating Shuriken)
Rank: D
Type: Supplementary / Fuuton Ninjutsu
Range: See special!
Handseals: No
Chakra: Low
Special: Can control one projectile per use, plus one more each time retrained. Projectiles cannot be altered in flight once thrown. Distance and speed at which they can travel depends on the user's Kiroku Gaijuu range.
Description: One of the simplest Fuuton techniques, this supplementary technique allows the user to take any secondary/projectile weaponry they have on them and coat them in Fuuton chakra. This allows the user to shoot them at high speeds under the wind manipulation, adding rotation and tumbling power to increase the speed of normal weapon attacks, as well as its deadliness.
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) 'D'.
D-25 exp
Kaze Bunshin no Jutsu (Wind Clone Technique)
Rank: C
Type: Supplementary / Fuuton Ninjutsu
Range: See Special!
Handseals: Yes
Chakra: Mid [per clone]
Special: Up to one clone can be made at a time, plus one more each time retrained. Being elementally based, this clone can use any 'C' ranked or lower Fuuton technique the user knows. Can be relearned up to 4 times for a maximum of 5 clones created.
Description: With this technique, the Fuuton user is able to call upon aid from a perfect copy of themselves. Comprised purely of wind chakra, this clone retains the user's movement speed and strength. While easily capable of being used for offensive means, the Fuuton bunshin also makes for an equally solid defense due to its ability to harness Fuuton-based techniques.
Domain: Fuuton. Kiroku Gaiju 'C'.
• Daitoppa (Great Breakthrough)
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Distance at which blast can travel depends on the user's Kiroku Gaijuu range, halved. Each time retrained, additional 'C' ranked blasting wind damage is added. However, for every 4th one obtained, chakra consumption for this technique will go up by one!
Description: A staple Fuuton technique, Daitoppa allows the user to blow a single strong current from their mouth, expelled in a cone like fashion forward which carries enough power to knock anything in its way down. This technique is very simple to execute – the user makes the right seals, simply takes a deep breath, and let’s go!
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) 'C'.
C – 50 exp
• Fuusajin (Dust Wind)
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: No
Chakra: Mid
Special: Produces a 180 degree cone of wind that disrupts all loose footing. Distance at which the blast can travel depends on the user's Kiroku Gaijuu range, halved; speed remains the same as 'Kiroku Gaiujuu' however.
Description: With the user’s weapon in hand or their limb extended, they will channel chakra across it so that when the weapon or limb is swung, a strong wind current comes forth. This current, although not heavy enough to do any threatening damage, can in fact knock opponents over, as well as severe loose sediment across the ground, bring up dust and whatever else lies on the floor. Useful for creating vision inhibiting storms, knocking people off balance, covering one’s tracks, escaping, and many, many more!
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) 'C '.
C- 50exp
Shinkuu Gyoku (Vacuum Sphere)
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Creates up a single wind bullet no larger than 1 foot, plus one more each time retrained. Distance and speed at which wind bullet can travel depends on the user's Kiroku Gaijuu range. Travels in a straight line.
Description: After a deep breath, the user will allow the air to mix with their chakra; compressing the mixture into a large ball of wind chakra, bullet emerge from the users mouth,, moving fast and ravishing anything in its path.
Domain: Fūton. Kiroku Gaijuu (Blasting Winds Reach) 'C'
C- 50 exp