He is--
May 30, 2011 19:49:30 GMT -8
Post by Dagron Hoshigake on May 30, 2011 19:49:30 GMT -8
THE WARRIOR
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Ip Trang
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17
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Kaminari no Kuni, Kumogakure no Sato
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Genin
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Ninjutsu, Taijutsu, Genjutsu
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Advanced
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Fuuton, Katon[/center]
PHYSIQUE
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170 cm
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74 kg
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Ip Trang
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Ip Trang has no notable marks.
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TEMPERAMENT
[/u]Cool Under Fire: Under high stress situations Ip is known and seen to be calm, collected with a highly perceptive state of being. While some are overwhelmed or even when leaders are subjected to a complicated situation, Ip is capable of taking lead or suggesting practical options to solving the problems. It is not uncommon for this near genius shinobi to make tactical and strategic maneuvers in and out of combat situations.
Driven: Like most young men Ips age he is stubborn. He has an unbeatable determination and drive to pursue anything he undertakes to perfection. Whether it is the mastery of his skills as a warrior and ninja or a mission, Ip is strong-spirited and passionate and will follow through until his goals are met. This has labeled him as a driven shinobi.
Natural Leader: Some are complacent to follow and taking orders. Others are born to move on to higher things, spending only a short amount of time under command. Ip Trang is one of the few with aspirations for more, showing qualities and desires to exceed the expectations of lesser shinobi. With great charisma, open mindedness, and the ability to negiotiate with superiors and lessers alike, Ip is leagues ahead of his colleagues supported by his innate martial prowess.
Merciless: Though Ip Trang feels an unwavering sense of loyalty to his country, village, and people.. He is incapable of showing the same kindness towards opponents, though respects all the same. Whether making the hard decision to execute the enemy or destroying anothers home, his missions are ruthlessly carried out and completed. Without malice or hatred, Ip fights proudly in the defense of his people with an unquestioned blade and power, knowing no discimination.[/center]
A WARRIORS WEAPONS
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Primary Weapons/Armors:
Ip Trangs Jian "Huángjīn Shídài"
Rank: C
Type: Primary / Melee
Description: Like commonly wielded one handed Jian, Huángjīn Shídài is 31in in length with a weight of 2lb. Separating this several generation old sword from familiars is its uniquely shaped guard. Partially folded and eerily wicked bat like wings. Both the scabbard and the guard are jade-like color with a similar texture, though the scabbard is lined with an inlay of gold no longer lusterous and gleaming. It is a legendary weapon in Ip Trangs family, passed down through from father to son, and said to have once been a magical artifact. No longer is it very sharp or does it shine with power, though its said that should the blade ever lose its power, only the most skilled of blacksmiths can restore it.
Retractable Shield
Rank: C, B, A
Dimensions: 20 inch diameter // Circular
Description: A slightly more advanced Protectorate, the retractable shield is a gauntlet-based weapon, proving shielding defense through a sudden shield fanning open from the very gauntlet. Snapping out within seconds, this shield, although small, is excellent in hosting secret defense, as well blocking off standard weaponry. The shield itself is comprised of a thin adamantium.
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Secondary:
Kunai (Throwing Knife) ( 2 )
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.
Shuriken (Ninja Star) ( 4 )
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.
Exploding Note ( 20 )
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.
Senbon (Throwing Needles) ( 10 )
Rank: D
Type: Secondary / Ranged
Special: 10 per Pack.
Description: Senbon were first used by doctors in acupuncture, but due to its reported widespread effectiveness, it was quickly adopted by ninja in order to hit points on the body that can induce paralysis, loss of consciousness, or even death.
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World Map
Rank: B
Type: Accessory / Self
Special: Allows the player to record unique locations, such as hidden villages, gates, special event areas, etc.
Description: Given the extreme topographical changes suffered by the world as a result of the Great War, things are no longer as they used to be. However, with the World Map equipped, the shinobi will never have to be worried about getting lost again!
[Ninjutsu]
Shunshin no Jutsu (Body Flicker Technique)
Rank: D+D ( -50 )
Type: Supplementary / Ninjutsu
Range: 0 - 10 meters
Special: Flickering is forward-moving, meaning the user will rush almost instantly to wherever they are facing. The user can flicker once per thread, plus once more each time retrained.
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, it allows a ninja to move short to long distances at an almost untraceable speed - to an observer, it appears as if the user has teleported. Such a feat is accomplished by using chakra to temporarily vitalise the body and move at extreme speeds they would otherwise be unable to reproduce. In the end, the user will appear and disappear in an instant, allowing them to retreat or attack suddenly should they need it. To facilitate the movement the ninja will often use nearby elements such as mist, sand or leaves to mask their appearance or disappearance.
Domain: Shunshin - Universal Ninjutsu.
[Taijutsu]
Battojutsu (Art of the Drawing Sword)
Rank: D, C, B, A, S
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to deflect basic attacks of equal or lower rank, in conjunction with other, more advanced moves within the style.
Description: An offensive nature of fighting, all Battojutsu practitioners will tend to stand in looser patterns, letting their steel fly and attack at often irregular angles. Unlike its defensive counterpart, this form allows for quicker, more deliberate strikes, making it deadly in the hands of a true master.
Domain: Kenjutsu
Mae Zuki (Front Thrust)
Rank: D+D ( -50 )
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Rank of strike depends on the user's highest 'Battojutsu' rank. Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a standing position, the practitioner draws and thrusts a frontal attacker then quickly sheathes. As they invest more time and practice into the art of offensive sheathing, their overall offensive rating shall increase.
Domain: Kenjutsu. Battojutsu 'D'.
Ushiro Zuki (Rear Thrust)
Rank: D+D ( -50 )
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Rank of strike depends on the user's highest 'Battojutsu' rank. Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a kneeling position, the practitioner quickly turns and draws to thrust the rear as a simple attack then sheathes. As long as the user is aware of the target behind them, a quick unexpected offensive strike like this usually yields success.
Domain: Kenjutsu. Battojutsu 'D'.
Nibaigiri (Double Cut)
Rank: C+C ( -100 )
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Rank of strikes depends on the user's highest 'Battojutsu' rank. Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a kneeling position, the practitioner rises and draws, making a rising strike on the draw and a dropping strike as he sheathes.The movement is flashy and hard to trace, leaving unguarded opponent's in trouble.
Domain: Kenjutsu. Battojutsu 'C'.
[Genjutsu]
[Releases]
Fuuton:
Kaiten Shuriken (Rotating Shuriken)
Rank: D+D+D ( -75 )
Type: Supplementary / Fuuton Ninjutsu
Range: 10+ meters
Special: Wind boost travels up to 10 meters and can control up to 5 projectiles at a time; when relearned, the wind gains 10 extra meters of travel and 5 more projectiles to control.
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.
Daitoppa (Great Breakthrough)
Rank: C ( -50 )
Type: Offensive / Fuuton Ninjutsu
Range: 10+ meters
Special: Wind blast can travel 10 meters, plus 10 more each time relearned. Due to the pressure of the wind blasts on the lungs, this can only be used once per thread, plus once more each time retrained.
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.
Fuusajin (Dust Wind)
Rank: C ( -50 )
Type: Offensive / Fuuton Ninjutsu
Range: 10+ meters
Special: Produces a 180 degree cone of wind that disrupts all loose footing. Wind blasts can travel 10 meters, plus 10 more each time relearned.
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.
Kamaitachi (Cutting Whirlwind)
Rank: C+C ( -100 )
Type: Offensive / Fuuton Ninjutsu
Range: 10+ meters
Special: Size of tunnel opening measures 5 meters, and wind blasts can travel 10 meters; each time relearned, the mouth grows by 5 meters and the blast itself travels an extra 10 meters..
Description: This jutsu was brought to fame by a legendary Suna shinobi from long ago, and was named after a mythical creature able to command the winds on a whim. After channeling wind chakra at either their weapon or limb, the user swings it around and brings forth a most intense tornado, coming out from the weapon/arm. Once it strikes the user, the tornado tips upward and takes the user up, keeping them imprisoned by the strong currents, and delivering multiple waves of cutting/slicing damage onto their bodies, as well as dropping them hard onto the ground afterward.
Domain: Fuuton.
Dai Kamaitachi (Great Cutting Whirlwind)
Rank: B+B+B+B+B+B+B ( -700 )
Type: Offensive / Fuuton Ninjutsu
Range: 10+ meters
Special: Wind blast can travel 10 meters, plus 10 more each time relearned. Pierces barriers 'B' ranked and bellow.
Description: This jutsu was brought to fame by a legendary Suna shinobi from long ago, and was named after a mythical creature able to command the winds on a whim. After channeling chakra to a limb or weapon, the user executes a large swipe, letting loose an intense wind in a one hundred and eighty degree cone. The winds are razor sharp, cover a wide area, and can cut through trees like butter.
Domain: Fuuton.
Kamikaze (Hair Wind)
Rank: B
Type: Supplementary / Fuuton Ninjutsu
Range: See special!
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.
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.
Katon:
Housenka no Jutsu (Mythical Fire Phoenix Technique)
Rank: C
Type: Offensive / Katon Ninjutsu
Range: See special!
Special: Up to 5 projectile fireballs can be made at once, plus 5 more each time retrained. Travels as far as the projectile allows.
Description: Basic yet very effective within the Katon arsenal of jutsu, this technique allows the ninja to emit a series of small fire balls after a simple set of handseals are made. The ninja can also hurl a projectile which is covered in these same flames. To the opponent the attack appears to be only the balls of flame, because they do not see the hidden threat within the flames. The flames can be used to cover different projectiles like shuriken or kunai, and only select doujutsu and bloodline abilities allow the user to see through the deception.
Domain: Katon
Hibashiri (Running Fire)
Rank: A
Type: Offensive / Katon Ninjutsu
Range: 0 - 40 meters
Special: Fire stream travels at twice the speed of a well thrown kunai. Up to 1 stream can be produced at any given time, resulting in one imprisoned target; each time retrained, one extra stream is gained, and thus, one extra potential target.
Description: An excellent trapping jutsu, this allows the Katon user to essentially generate rings of fire around their opponent. After a few brief handseals, the user sends a stream of fire across the ground moving at high speeds, aiming to strike their target. However, rather than burning on impact, the fire stream quickly splits in two so that it may surround the target in a circular manner. Once the two meet again on the other side, a wall of fire double that of the victim's size is erected all around (underground included), with heat and intensity of flame doubling. From there, the user may choose to either close the prison in on the victim, or keep it active for the sake of interrogation.
Domain: Katon
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, 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.
Bunshin no Jutsu (Clone Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: Self
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 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.
[/center]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, 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.
Bunshin no Jutsu (Clone Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: Self
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 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.