Yamanaka's insane brilliance
Apr 8, 2011 19:51:07 GMT -8
Post by Ian Yamanaka on Apr 8, 2011 19:51:07 GMT -8
media.photobucket.com/image/anime%20guy/silverturd/8ac5fc45.jpg?o=729
PERSONOLOGY[/u]
PHYSICALITY[/u]
COGNITION[/u]
ARMAMENTS[/u]
PERSONOLOGY[/u]
- Ian Yamanaka
- 18
- Yamanaka
- Oto
- Genin/ Sensor
- Normal
- Primary: Ninjutsu
Secondary: Genjutsu
Tertiary: Taijutsu
PHYSICALITY[/u]
- Height: 6’1”
- Weight: 215
- Apparel: Simply put he wears all black. He wears a skin tight mesh shirt (underarmor like) and a black pair of shinobi shorts. With that he typically wears shinobi sandals. Mainly because of his attitude he hates to be noticed so he typically wears a coat with a hood where ever he goes. As you can imagine this is also black with silver detail. Why all the black you ask? Because it is plain, simple and doesn’t stand out.
- Body Appearance: With a muscular body that stands out along with a rather tan skin tone, Ian stands out amongst other shinobi. His grey blue eyes say wisdom but his young face says inexperienced.
- Blemishes & Scars: none
COGNITION[/u]
- Personality: A polite fellow for the most part until he gets angry which takes quite a bit to do. He seems always calm and collected. He never has much to say but in his mind he is always thinking of things he wants to say but doesn’t want to hurt feelings. In general, he is a people person.
- Alignment: Chaotic Neutral
- Allegiance: To himself and freedom. Then to his friends and people he trusts.
- Quirks & Tendencies: With his newly developed sensor abilities he tends to try and figure out if other people are lying. Also he likes to play jokes sometimes SO WATCH OUT!!!!
- Likes & Dislikes: Likes: Relaxing and being lazy. Hate: People that get in his way or are rude to him.
ARMAMENTS[/u]
- Primary Weapons:
Promotion Have:
Twin Zaku (Air Vents)
Rank: B
Type: Main / Specialty / Melee
Special: -
Description: Air Vents are essentially hollow air tubes surgically inserted within a person's arms. By extending within the arm and opening up through their hands, it allows the user to propel a combination of air pressure and sound in various ratios, all controlled by chakra. When used in conjunction with specialized jutsu, the user gains great control over pressurized supersonic waves. In battle, this allows the user to release massive gusts of air at their opponent, gusts so strong that it can even destroy rock.
Cost: - Secondary Weapons
Pack 1:
Giant Shuriken
Rank: C
Type: Secondary / Ranged
Special: 1 per Pack.
Description: Although there is nothing special about these enlarged creation, they are nonetheless deadly. These large shuriken are hurled by the user at an opponent, as their large size increases the damage they inflict on the target as they fly through the air and gain momentum.
Cost:
Pack 2:
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:
Pack 3:
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:
Pack 4:
Senbon (Throwing Needles)
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.
Cost:
Pack 5:
Makibishi (Ground Spikes)
Rank: D
Type: Secondary / Ranged
Special: 20 per Pack.
Description: Makibishi are small, sharp objects that are mainly used to inhibit someone from walking in a certain direction or area, since they would injure the ninja's feet if they tried to walk over them. Although ineffective when used individually, they can severely cripple a whole enemy unit with appropriate use.
Cost: - Releases
Ototon
Fuuton - Jutsu
Universal Jutsu:
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.
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: Universal 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: Universal 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: Universal Ninjutsu.
Sennen Goroshi (One Thousand Years of Death)
Rank: E
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Special: Anal launch extends up to 5 meters, plus 1 one more each time retrained.
Description: Though it is often referenced to as an "Ancient Supreme Technique", Sennen Goroshi serves more as an insulting shock technique rather than a skilled Taijutsu technique. The ninja forms their hands into the seal of the tiger, and then jabs their fingers into the nether regions of their target. The result is shocking violation of the targets sanctity and often their launching in the air to stop the awkward feeling.
Domain: Universal Taijutsu.
Shunshin no Jutsu (Body Flicker Technique)
Rank: D
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.
Clan jutsu:
Shintenshin no Jutsu (Mind Body Change Technique)
Rank: C
Type: Supplementary / Secret Technique
Range: 0 - 10 meters
Special: Spirit moves slightly slower than user's top-speed, in a straight line. Mind body change can only target victims within 10 meters for up to 1 turn, plus 2 more meters and 1 extra turn each time retrained. Control can only be broke by opponent's with greater chakra capacities (bijuu, samehada, or by simply having more jutsu).
Description: Shintenshin no Jutsu is a specialized secret ninjutsu technique originally used for spying, and serves as the base for all Yamanka related capture. The ninja forms the needed handseals and then projects their spirit out of their body into another ninja or an animal. Unfortunately, the spirit flies in a straight line at a slow speeds; if the target moves and avoids the incoming spirit, the ninjas body falls lifeless until the spirit can find its way back to the body several minutes later. Because of the risk involved, the ninja must be very careful. While inhabiting the body of their opponent, the target still remains in their mind but their mental processes are forced aside as the ninja takes control. However if the target has strong mental fortitude, they can overpower the intruder and force them out of their body. Finally, while in the body of their target, if the ninja takes sudden physical damage, their original body will be hurt as well.
Domain: Yamanaka.
Sensor Jutsu:
Kagura Shingan (Kagura Mind's Eye)
Rank: D, C
Type: Supplementary / Sensory Ninjutsu
Range: 0 - 50 meters
Special: When first learned, the Sensor can extend their Mind's Eye up to 10 meters in any direction. Each new rank extends the range by 10 more meters, for a maximum of 50 meters. Upon learing the 'S' ranked version, the user will no longer have to close their eyes nor form handseals to activate.
Description: Kagura Shingan is an advanced Sensory Ninjutsu technique used by all sensors, and serves as the root to the entire sensory tree. After a series of handseals, the sensor closes their eyes and uses their inate ability to detect chakra in order to determine the location of their opponent by the faintest of chakra trails, as well as discerning the size of an approaching unseen force, and even their chakra capacity.
Domain: Sensors
Kagura Uso (Kagura's Truth and Lies)
Rank: D
Type: Supplementary / Sensory Ninjutsu
Range: See 'Mind's Eye'
Special: Allows the Sensor to determine whether a particular target is lying or not by the chakra fluctuations triggered.
Description: Once the sensor begins to understand how to properly mold and detect their chakra, they will learn to look into the specifics of others. With this technique, a sensor is able to detect a truth from a lie by observing the way the chakra waves fluctuate within the one being interrogated. An excellent shinobi tool
Domain: Sensors. Kagura Shingan 'D'
Kagura Kinzu (Kagura's Supression)
Rank: C
Type: Supplementary / Sensory Ninjutsu
Range: See 'Mind's Eye'
Special: Allows the Sensor to suppress their chakra so that other sensors or even chakra sensing vision cannot spot them.
Description: With this enhancement to Kagura Shingan, the sensor is now able to block out their chakra signal, so that other methods of chakra detection cannot trace them. While they remain nonetheless visible, without a chakra trail the sensor is free to move about stealthily without having fear of getting caught.
Domain: Sensors. Kagura Shingan 'C'
Genjutsu:
Kasumi Juusha no Jutsu (Mist Servant Technique)
Rank: D
Type: Supplementary / Sight Genjutsu
Range: See special!
Special: Up to 5 servants can be made, plus 1 more each time retrained. Clones cannot exist more than 50 meters away from the user.
Description: Kasumi Juusha no Jutsu is a universal sight Genjutsu technique that creates false attackers to delay and confuse the enemy. Though these servants are not real, the actual ninja is able to remain hidden and throw projectiles such as kunai and shuriken matching the movements of the servants. This makes it appear the false servants are capable of attacking. When the enemy attempts to attack the servant, they will merely disrupt the servants illusion body but not destroy it.
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
Release Jutsu:
Fuuton:
Daitoppa (Great Breakthrough)
Rank: C
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
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
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.
Ototon:
Oto Bunshin no Jutsu (Sound Clone Technique)
Rank: C
Type: Offensive / Ototon Ninjutsu
Range: See sepcial!
Special: Clone speed matches that of the user, and can go anywhere the user can. Up to one clone can be made at a time, plus one more each time retrained. Explosion range covers 5 meters.
Description: With this technique, the Ototon user is able to call upon aid from a perfect copy of themselves. Comprised purely of elementally recomposed sound chakra, this clone retains the user's movement speed and can share linked mental judgement. Best of all, due to its flowing essence, many solid physical attacks pass through the clone, the sound waves vibrating whatever it is that struck. Finally, when defeated, the clone explodes, releasing a blast of sound waves so strong that any caught in the blast will be dazed, sickened, off-balance, and heavily damaged on a molecular level due to the intense vibrations.
Domain: Ototon
Special Release:
Zankuuha (Decapitating Air Waves)
Rank: D
Type: Offensive / Ototon + Fuuton Ninjutsu
Range: 0 - 10 meters
Special: Each time retrained, technique range increases by 1 meter.
Description: Zankuuha is a specialized ninjutsu technique utilized in conjunction with Air Vents. By concentrating elementally recomposed sound and win chakra in their arms, the user can control supersonic waves and air pressure so that it may be expelled all at once. The Zankuuha creates a massive gust of wind which can blast at an opponent with a force so strong it can even break rock.
Domain: Ototon/Fuuton. Must use with Air Vents.
Zankyokukuuha (Extreme Decapitating Air Waves)
Rank: C
Type: Offensive / Ototon + Fuuton Ninjutsu
Range: See special!
Special: Distance of waves is euqal to half the user's Zankkuuha range. Damage of jutsu is equal to 'B' rank. May be used once per thread, plus one more each time retrained.
Description: Zankyokukuuha is a specialized ninjutsu technique and an advanced variation of the Zankuuhaa. Like the Zankuuha, the user creates a large gust of air pressure from the vents in their arms. However this jutsu is the ultimate version of the lesser technique, creating a massive gust of wind capable of totally wiping out a target and the surrounding area.
Domain: Ototon/Fuuton. Must use with Air Vents.
Exp Remaining: 675
Promotions used;
Exp bonus 750
EXP bomus for 100 members: 100
1 release: fuuton
1 B rank or lower weapon: Twin Zaku