Nakamura, Beatrice
Oct 2, 2015 19:27:17 GMT -8
Post by Mami on Oct 2, 2015 19:27:17 GMT -8
[1] Personology
Name: Beatrice Nakamura
Age: 19
Gender: Female
Title: N/A
Clan / Bloodline: N/A
Rank: Genin
Profession: N/A
Type: Taijutsu Master
Difficulty: Hard
Character Slots:
Releases:
Fighting Styles:
Stats:
Traits:
[2] Physicality
Height: 5 feet 6 inches
Weight: 120 lbs.
Bloodtype: A +
Appearance: Beatrice is a beautiful young woman standing at an average height and average weight, with a soft, creamy skin complexion. She has a rather sporty, and toned build from her training. Her hair is done in a rather ordinary bob just barely meeting her shoulders, but, the color is a light green almost like sea-foam with two cross-like adornments sticking from her hair. She has a well defined nose, with petite ears and a full pair of lips. Her usual attire consists of a maroon swimsuit (two piece) covered by a usually open coat with a dazzling ivory covered in unique black stars with blue fur around the collar and the bottom edge. A golden choker can also be found around her neck, with several chains hanging from it. Her headband can be found around her waist.
Blemishes or Scars: Scar on her leg
[3] Cognition
Alignment: Chaotic Good
Allegiance: Sunagakure (Kazekage)
Personality: Beatrice is a free soul who likes to do as she pleases without having to be tied down to responsibilities or rules. As long as she's able to do what she feels is right, she'll continue forward without looking back. Her current allegiance is to the Kazekage and her village, but, should that not suit her, she'd easily betray them so long as she was protecting those she cared about and those who were important to her. Publicly she likes to appear as aloof as possible so that people don't expect much from an "airhead". In reality she's a fighter down to the core, enjoying training as much as possible and detests anything that she deems a waste of time. Capturing her interest for any matter is hard unless she finds something meaningful and relevant to her friends and family, or herself.
Quirks and Tendencies:
Likes and Dislikes:
[4] Armaments
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.
Cost: 5,000 Ryo
Arrows x3
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
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.
Cost: 30,000 Ryo
[5] Techniques
Academy Jutsu
{Spoiler}
Kawarimi no Jutsu (Body Replacement Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra Consumption: MinisculeKawarimi no Jutsu is an Academy Ninjutsu technique. When in danger the user will quickly substitute themselves with another nearby object - generally a block of wood, but sometimes even another person - the moment an attack lands. This creates an optical illusion, making the enemy think the attack was successful. From this, the user can use the lapse in the enemy's attention to attack or flee from the battlefield. Explosvie tags can be attached to the placement for an added surprise!
Note: Switch is near-instantaneous. This technique can only be used once per three turn. While one can switch with a variety of things it needs to be within reason, switching with a chair, log, fallen tree is acceptable, but switching with a dust particle is obviously not.
Henge no Jutsu (Transformation Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: 3
Chakra: Miniscule: Miniscule sustain per 2 turnsHenge no Jutsu is an Academy Ninjutsu technique. After performing a set of handseals, the user takes on the form of another object, whether it be an animal, plant, or inanimate object. This transformation is exactly like the genuine article, so it is impossible to tell the two apart without special methods.
Note: The user must transform themselves into an object of similar proportions and mass is conserved. This means that one cannot Henge into a Bijuu, summon, or other gigantic object. It should also be noted that while you can transform into a rock, you will not have it's hardness and while you can turn into a bird you will not necessarily understand how to fly.
Bunshin no Jutsu (Clone Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: 3
Chakra: Miniscule per 2 clonesBunshin no Jutsu is an Academy Ninjutsu technique. After performing a set of handseals, the user creates an intangible copy of themselves. This clone has no substance, so it is not able to attack, and thus can only be used to confuse the enemy. It is mainly used in combination with other Ninjutsu. These clones can be easily distinguished by opponents with Doujutsu, but even opponents with normals eyes can tell tell it apart from the original if they are observant, as the clone does not have a shadow and will not disrupt the area around them with their movement. As soon as this clone comes in contact with an opponent or gets attacked, it will disperse.
Note: The clone's movement speed is equal to the user's. Bunshin cannot mold Chakra to perform jutsu, nor can they physically harm an opponent.
Kakuremino no Jutsu (Cloak of Invisibility Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra: Miniscule: Miniscule sustain per 2 turnsKakuremino no Jutsu is an Academy Ninjutsu technique that allows the user to take a cloak or a piece of cloth and infuse it with their Chakra, allowing them to blend into the background. This creates an optical illusion where the user is basically invisible to the naked eye.
Note: No other techniques can be used while disguised.
Nawanuke no Jutsu (Rope Escape Technique)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra: MinisculeNawanuke no Jutsu is an Academy Ninjutsu technique. Should the user be tied up by normal ropes, they can exert a small amount of Chakra to free their bindings and effectively escape.
Note: Ineffective against complex, electronic, or unique bindings.
Kinobori no Waza (Act of Tree Climbing)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra: Miniscule: Miniscule sustain per 3 turnsKinobori no Waza is an Academy Ninjtusu technique. By focusing a small amount of Chakra to the bottom of their feet, the user can climb a tree (or other vertical wall) without utilizing their hands. This technique requires a small amount of chakra control: if the stream of Chakra is too weak, the user will loose their footing; if too strong, the user will be pushed away from the surface.
Suimen Hokou no Waza (Act of Water Surface Walking)
Rank: E
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: -
Chakra: Miniscule: Miniscule sustain per 2 turnsSuimen Hokou no Waza is an Academy Ninjutsu technique, and is a variant of Kinobori no Waza. By emitting a constant stream of Chakra from the bottom of their feet and using this repelling force, the user is able to walk across the water's surface. This technique is vastly more difficult than its counterpart because the amount of Chakra that needs to be focused changes constantly, but it helps to build Chakra control in the user. After much practice, it is even possible to 'skate' across the water's surface instead of just walking or running.
Note: The user must know Kinobori no Waza in order to use this technique.
Archery (250 EXP)
- Tier 1 - Warmonger: The Archer has become so adept at the skill of archery that her aim stays true throughout any onslaught. The Archer can now fire any bow while moving without suffering a range penalty.
{Spoiler}Danger Close
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: -
Chakra Consumption: Low
Ricochet
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Supplementary
Handseals: -
Chakra Consumption: Mid
Shotgun
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
Sharpshooter
Rank: C
Range: -
Type: Passive
Handseals: -
Chakra Consumption: Low
Suppressing Fire
Rank: B
Range: -
Type: Supplementary
Handseals: -
Chakra Consumption: High
O.S.O.K.
Rank: B
Range: -
Type: Passive
Handseals: -
Chakra Consumption: High
Air Burst
Rank: B
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Supplementary
Handseals: -
Chakra Consumption: Low
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: -
Chakra Consumption: Low
While Danger Close is arguably the most simplistic of all the Kyuudou 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-range 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.
Note: The user nocks an arrow, aims, and fires one shot in half the time it normally takes them to do so. This ability can only be used three times per thread.
Ricochet
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Supplementary
Handseals: -
Chakra Consumption: Mid
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.
Shotgun
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
The technique is one of the hallmarks of the Kyuudou 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 four at a time with the same amount of power and range as if they fired one.
Sharpshooter
Rank: C
Range: -
Type: Passive
Handseals: -
Chakra Consumption: Low
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.
Note: This ability effectively doubles the range of any single shot.
Suppressing Fire
Rank: B
Range: -
Type: Supplementary
Handseals: -
Chakra Consumption: High
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.
Note: This essentially allows the user to increase their movements by a profound degree, capable of preparing and firing two arrows in the time it would take to fire one. This effect last for three posts before it will need to be cast again. This ability can never be combined with Danger Close, regardless of masteries.
O.S.O.K.
Rank: B
Range: -
Type: Passive
Handseals: -
Chakra Consumption: High
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 its 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.
Note: This ability allows the user to pierce any traditional armor, and wooden constructs such as large trees (up to three feet thick). This ability can be combined with other Archery techniques; however, the chakra cost will stack.
Air Burst
Rank: B
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Supplementary
Handseals: -
Chakra Consumption: Low
One of the more interesting techniques within the Watcher arsenal. The Air Burst technique is performed by, seemingly, just shooting an arrow almost straight up into the air. At least, that's how it looks to casual observers. The reality however is that the arrow isn't shot straight up, but rather at a trajectory that is so steep that it appears to be straight. The arrow is launched in such a way that as it is fired in an almost straight line, it also comes down in an almost straight line. Air Burst therefore is potent when used in a function similar to artillery, as it can bypass most defenses simply by coming from an angle most people never think to defend against. A skilled archer can launch an arrow with such accuracy that it can go high enough to stay in the air for quite some time, long enough even for an unfocused enemy to forget that it's there!
Note: The arrow can stay in the sky for a total of three posts.
Universal Jutsu (155 EXP)
{Spoiler}Shunshin no Jutsu (Body Flicker Technique)
Rank: D
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Supplementary
Handseals: -
Chakra Consumption: Miniscule
Fuubaku Houjin (Exploding Seal Method Formation)
Rank: D
Range: -
Type: Supplementary
Handseals: 1
Chakra Consumption: Miniscule
Kai (Release)
Rank: D
Range: -
Type: Supplementary
Handseals: 1
Chakra Consumption: Equivalent to affected Genjutsu + Miniscule / Equivalent to affected Genjutsu if done by another
Kaiten Kakatou Otoshi (Spinning Heel Drop)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Miniscule
Hayabusa Otoshi (Peregrine Falcon Drop)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
Shishi Rendan (Lion Combo)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
Shougekishou (Demolishing Rising Palm Thrust)
Rank: B
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid per empowered strike
Rank: D
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Supplementary
Handseals: -
Chakra Consumption: Miniscule
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 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 combine it with a distraction.
Note: 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.
Fuubaku Houjin (Exploding Seal Method Formation)
Rank: D
Range: -
Type: Supplementary
Handseals: 1
Chakra Consumption: Miniscule
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.
Note: This ability allows the user detonate his or her explosive notes instantly, opposed to their normal "timed" explosion. Without this technique, the user cannot automatically detonate their tags.
Kai (Release)
Rank: D
Range: -
Type: Supplementary
Handseals: 1
Chakra Consumption: Equivalent to affected Genjutsu + Miniscule / Equivalent to affected Genjutsu if done by another
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.
Kaiten Kakatou Otoshi (Spinning Heel Drop)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Miniscule
A very basic but effective taijutsu attack, the Kaiten involves the user's leg in a reverse downward kick. After launching themselves into the air and begin to somersault, the user gains momentum within the chosen striking limb and come spinning down, laying their heels into the target's shoulders and head.
Note: If this kick connects with the opponent’s head, they will be stunned for one full turn.
Hayabusa Otoshi (Peregrine Falcon Drop)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
A very deadly and efficient taijutsu attack. While at an elevated position, the user will grab their opponent from behind. Firmly locking themselves to their back, the user will then lock their ankles onto the opponent's neck in order to get their body rigid. Finally, on the descent, the user proceeds to drive and plant the victim head first into the ground. Essentially a belly to back pile-driver, the move can provide a great concussion to his opponent's head.
Shishi Rendan (Lion Combo)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid
An effective aerial attack, the user first begins to maneuver to their opponent in a vulnerable aerial position. While shadowing them, the user will attempt to strike them from a vulnerable angle. First, they will strike as a feint in order to draw their target's attention and defense to one area. Then, a true strike is made towards the most undefended area, preceded by several more until the user violently begins knocking them down and towards the ground. As the enemy falls back to the earth, the user will deftly rotate their body around to deliver a full force kick to their chest.
Note: The maximum amount of hits, not including the final heel drop, is five hits.
Shougekishou (Demolishing Rising Palm Thrust)
Rank: B
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: -
Chakra Consumption: Mid per empowered strike
By consciously feeding their chakra into their palms, the user will quickly rush forward, driving the charged appendage forward and into their opponent. The result is devastating, with all the accumulated power of the palm being unloaded onto the user's victim. Finally, with all the chakra released, the opponent's body is knocked back several feet, left to rag-doll and wither.
Note: This ability can knock a single target back up to two meters.