Takeru Fuuma
May 7, 2011 20:26:50 GMT -8
Post by Takeru Fuuma on May 7, 2011 20:26:50 GMT -8
PERSONOLOGY [/U]
Name: Takeru Fuuma
Age: 18
Clan: Fuuma
Country/Village: Kumogakure no sato
Rank & Profession: Genin
Types: Ninjutsu(Primary), Genjutsu (Secondary), Taijutsu (Tertiary)
Difficulty Setting: Advanced
PHYSICALITY [/U]
Height: 5’8’’
Weight: 160 lbs.
Body appearance: Broad-shouldered, muscular, and decently tall all describe Takeru. He’s no football-star brute, nor is he skinny, or weak by any means. Sturdy, may be the best word to attribute to his figure. One built over time, and perhaps an obsessive nature to prove to others (and himself) that he is stronger than he really is.
Being that of fair skin, he does not tan well, and as such, tends to keep as little flesh exposed as possible. During summer months, prolonged exposure to the sun makes his skin crack, and burn, leaving a rather disgusting, grimy colored flesh in its wake.
Apparel: As he is quite fond of the color green, Takeru is usually seen wearing a collared green shirt, with a matching belt of a lighter shade. Preferring long pants to shorts, he wears such brown in color, and buckled at the knee with a brown strap. This gives off the appearance of tight muscles, and skin without the need to have his flesh actually exposed. In fact, a sash of some color, typically maroon, covers his forehead, leaving only his cheeks and mouth exposed to the rays of the sun.
In regards to protective gear, he prefers light raiment over heavy. Plated across one shoulder, he wears a black shoulder guard, etched with silver lining for detail. He also wears plated gloves, decorated to match his lone shoulder guard as well. However, that is the extent of his protective apparel.
Blemishes & Scars: Although unseen, Takeru does have one particularly bad scar along his back. It’s from a burn, so it’s more of a blemish than a scar now. The skin is permanently disfigured in a circular pattern, where cracks and several streaks of red are present.
COGNITION [/U]
Personality: There’s a certain charm about a man whom is beyond arrogance. Takeru, has that charm and more so. He takes great pride in his clan’s secret techniques, and thusly views many ninja as inferior to him; even if they are notably stronger than him. This leads to both an advantage and a rather steep disadvantage. As a positive, he has a great work ethic, and an iron strong will. However, the reverse causes him to believe he can win a fight, even when there is no way possible. Thus, he rarely views deathly situations as deadly. This can be seen as either great bravery, or utter stupidity.
Despite his shortcomings, Takeru is actually extremely loyal to those whom put up with him long enough to become friends. Frankly, with his constant rants, and poor team attitude, it would be a miracle if he could actually find someone to deal with such. However, if anyone were to get close to him, they’d realize that even with all his talk, he was just playing along with a façade set up for him by others; whom had rather harsh views of his clan, and his promotion to a Genin
Allegiance: His clan, friends and Kumogakure no Sato
Alignment: Neutral
Quirks & Tendencies: Surly, harsh-mouthed, and typically a poor team player, Takeru is not well-liked among those that don’t know him. In fact, his unwillingness to work with other Academy students, especially those underneath him, almost cost him his promotion to Genin. However, he passed on the sole testimony of a few instructors and one or two students whom actually tried to get past the barrier he puts up around himself.
ARMAMENTS[/U]
Primary Weapon:
Quarterstaff
Rank: C
Type: Primary / Melee
Description: A quarterstaff is a long staff, about five to seven feet long used primarily for stick fighting. Held with the back hand at the butt end of the staff and the other hand about a foot above it, as a two-handed sword would be held, it can be used either as a defensive measure against blows, or as a bashing instrument.
Cost: 1,000 Ryo
Secondary Weapons:
Kunai (Throwing Knife)(x2)
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
Shuriken (Ninja Star)(x2)
Rank: D
Type: Secondary / Ranged
Special: 5 per Pack.
Description: A shuriken, like kunai, is one of the more basic weapons employed by ninja of all classes. They are sharpened, four-pronged metal stars, no more than a few inches long, and are extremely useful for throwing. Although small, they can be used to distract, or, if accurate enough, to kill. They have an open circle in the center, used for grabbing with a finger, to avoid cutting oneself, or to put thread through. The circle is also a benefit in aerodynamics, as it ensures more accurate trajectories.
Cost: 100 Ryo per Pack
Hikari (Light Bomb)
Rank: C
Type: Tool / Area of Effect
Range: 0 - 10 meters
Special: 1 per pack
Description: Flash Bombs are supplementary explodables used mainly for diversions, creating a blinding light when they detonate that spreads quickly across a small area. Flash Bombs come in many shapes and sizes depending by region; some may look like small spheres wrapped in paper or, more conventionally, as cylindrical canisters.
Cost: 500 per Pack
Items:
Tracker
Rank: C
Type: Accessory / Self
Special: Has a range up to 1000 yards.
Description: Similar to the communication's device in ease and effectiveness, the range finder can function both as binoculars and as a means to measure the distance to a target. snug and sleek, it fits across only one eye, and has a see-through lens that establishes visual information. With a durable carapace, it is designed to withstand water damage and even the pressure of extreme altitudes.
Cost: 3,000 Ryo per Tracker
Jutsu:[/U]
Ninjutsu[/I] 250 EXP
Kawarimi no Jutsu (Body Replacement Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Special: Switch is near-instantaneous. When first learned, Kawarimi can only be used once per thread, plus one more each time retrained. 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, or even another person within reach, 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 Student Ninjutsu.
Henge no Jutsu (Transformation Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: Self
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 Student Ninjutsu..
Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: Self
Special: No other technique may be used while creeping.
Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Domain: Academy Student Ninjutsu.
Nawanuke no Jutsu (Escaping Skill)
Rank: E
Type: Supplementary / Ninjutsu
Range: Self.
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 rope binds.
Domain: Academy Students Ninjutsu.
Fuuma Ninken – Zanbatou (Great-Bladed Chakra Rush)
Rank: D, C, B, A, S
Type: Offensive / Ninjutsu
Range: Self
Special:
Description: Another one of the fundamental clan ninjutsu that increases in power over time, 'Fuuma Ninken' is a technique used by the Fuuma clan in order to coat their weapons with a special cutting type chakra, which will then allow them to lunge at the enemy and cut them in two. Because their special chakra affects both their weapon and their movement, it is a highly lethal attack.
Drawback: Fuuma Clan. If the user misses their target, their backs and sides are left exposed for the remainder of the charge
Fuuma Ninpou – Arijigoku no Jutsu (Ant-Lion Technique)
Rank: D, C, B, A, S
Type: Offensive / Ninjutsu
Range:
• D ~ 10 meters
• C ~ 20 meters
• B ~ 30 meters
• A ~ 40 meters
• S ~ 50 meters
Special: A single secret handseal must be held for the duration of the absoprtion.
Description: Basic yet horrendously powerful as the user's skill in the clan arts evolve, Ninpou: Arijigoku no Jutsu is a signature Fumma Clan secret ninjutsu technique. Living up to the "Kagerou" (Ant-Lion) monicher, the clan member will form a large conical crater in the ground which will draw and trap careless opponents, sucking them in at rapid levels. Regardless of surface structure, the Fuuma's advanced chakra manipulation abilities allows them to create a space-time rupture at the targeted area, swallowing said area and anything in contact with it for the entire post before reverting back to normal. Victims are never heard from again, and no trace of their act is left behind.
Drawback: Fuuma Clan.
Genjutsu [/I] 150 EXP
Kokohi no Jutsu (False Place Technique)
Rank: C
Type: Supplementary / Sight Genjutsu
Range: 0 - 10 meters
Special: Affects any single within a 10 meter area, plus 10 more each time retrained
Description: Kokohi no Jutsu is a simple sight Genjutsu technique which changes the appearance of a nearby object. After forming a few seals, any object the user makes eye contact with will warp, twist, and look however it is the user wants to the untrained eye.
Domain: Genjutsu - Illusion of Sight
Kori Shinchuu no Jutsu (Sly Mind Affect Technique)
Rank: C
Type: Supplementary / Sight Genjutsu
Range: See special!
Special: Effective only when target is traveling along enclosed paths which have objects that can be visaully altered - trees, buildings, doors, etc. Targets up to 1 target per use, plus 1 more each time retrained. Due to the constant evolving nature of the jutsu, it requires steady 'C' ranked chakra each turn to be continued.
Description: Kori Shinchuu no Jutsu is a simple yet effective Genjutsu technique which allows the user to play a nasty visual truck on their opponents, causing them to travel around an area lost, in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically when they are unable to reach their desired target by traveling along the same path over and over. Most effective in enclosed areas such as forests or jungle.
Domain: Genjutsu - Illusion of Sight