Izou
Jul 10, 2011 8:03:01 GMT -8
Post by Kariya on Jul 10, 2011 8:03:01 GMT -8
PERSONOLOGY[/u]
PHYSICALITY[/u]
COGNITION[/u]
ARMAMENTS[/u]
Chakra Pool - 1225
- Name: Soushukun Izou
- Age: 14
- Clan, BL, or Kekkei Touta: None
- Country and/or Village: Iwagakure
- Rank & Profession: Genin
- Difficulty Setting: Hard
- Types: Primary - Ninjutsu; Secondary - Taijutsu; Tertiary: Genjutsu
PHYSICALITY[/u]
- Height: 168cm
- Weight: 50kg
- Apparel: Favoring short-sleeved kimono shirts that end just above his thighs, Izou normally wears it with an accompanying sash that keeps the kimono shirt in place at the waist although it hangs loosely open to reveal his stomach and chest wrapped in bandages. For his lower body, the boy normally wears long pants where the ends are wrapped with the same bandages he wears around his abdomen. Shinobi sandals are the standard footwear that the young Iwa-nin adopts, regardless of during missions or for casual wear. This applies to his clothes as well, as he doesn't possess a different set of outfit for missions. His forehead protector, one of the few things that he holds high in regard, is modified into an armband which he wears on left bicep, barely noticeable under the loose sleeve of the kimono shirt.
- Body Appearance: Fairly toned, the youth constantly keeps his body in shape through a rigorous training routine that he had once observed during an Iwa/Suna joint training program. His lean figure hides his strength, which had always been an advantage for the boy. His eyes are a very sharp shade of blue, piercing into the soul of anyone he locks eyes with. Izou keeps his silver hair neck length, parted neatly in the middle with bangs framing his face on either side.
- Blemishes & Scars: None whatsoever
COGNITION[/u]
- Personality: Izou appears to many as a reserved individual, one who rarely speaks and whenever he does speak, conveys what he thinks directly without any consideration for anyone's feelings. There are only a few who could be called his friends due to his straight-to-the-point nature, but those who have been through thick and thin with him, to have really take the time to understand him, would know that he is merely slow to trust people and to take them as friends. The youth, however, is quick to responsibility and constantly clear of mind, taking his duties seriously. This point has drawn many to trust him despite Izou's aloof personality.
- Alignment: Iwagakure
- Allegiance: Tsuchikage
- Quirks & Tendencies: When troubled, Izou has the tendency of taking out whatever weapon closest to him and begin to polish it as he slowly sort things out within his mind. At home, the Iwa-nin constantly looks after vases of orchids of different colors that had once belonged to his mother and caring for the birds that his father had owned. With his parents dead in the last Shinobi War, Izou had took it upon himself to care for both the orchids and birds as a means of keeping their memories alive.
- Likes & Dislikes: He extremely loves eating meatballs, except for fishballs. The teenager hates people who refuse to learn, and because of this attitude, he rarely teaches someone else.
ARMAMENTS[/u]
- Primary Weapons
Kyuushi (Sudden Death)
Rank: C
Type: Primary / Melee
Description: A custom combat knife that was handed down from Izou¡¯s father, Hiko, to his son. The entire weapon is 13 inches long with the blade length at 7 inches. The blade features a drop-point hilt, making it suitable for slashing and stabbing purposes. The hilt has been carefully crafted with swells and ridges to make for added traction and to strengthen the grip when performing slashes or thrusts. The entire blade is matte black with dark grey edges.
Cost: 1,000 Ryo - Secondary Weapons [9/10 Packs]
Kunai (Throwing Knife) [3 packs]
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) [2 packs]
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
Senbon (Throwing Needles) [1 Pack]
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: 200 Ryo per Pack
Exploding Note [1 Pack]
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
Kakkou (Retractable Wrist Blade) [1 pack]
Rank: C
Type: Secondary / Melee
Special: 1 per Pack.
Description: As its name implies, the user equips these retractable wrist blades so that the attach to their forearm without risking exposure. These blades can spring forth when needed to surprise any opponent fought in hand to hand combat.
Cost: 500 Ryo per Pack
Fuuma Shuriken [1 Pack]
Rank: B
Type: Secondary / Melee + Ranged
Special: 1 per Pack.
Description: Named after the famous clan, the F¨±ma Shuriken is a large, four-bladed shuriken possessing pre-eminent sharpness and lethality. Its four blades can be collapsed for easy storage, leading to its nickname, the 'Shadow Windmill'. In its folded state, all four arms of the shuriken are folded together. When fully unfolded, the large shuriken can be thrown through the air causing great damage.
Cost: 1,000 Ryo per Pack - Releases - Raiton
- Jutsu
Academy Ninjutsu [EXP - Free]
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.
Ninjutsu [EXP - 275]
Shunshin no Jutsu (Body Flicker Technique) *275
Rank: D x11
Type: Supplementary / Ninjutsu / High-Speed Movement
Range: 0 - 10 meters
Chakra: Low
Special: Flickering is near-instantaneous forward movement, meaning the user will rush almost instantly to wherever they are facing as chakra pushes their legs to inhumane levels. The user can flicker once per thread, plus once more each time retrained. One cannot attack or perform techniques during Shunshin.
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 [EXP - 200]
Reppuu (Violent Wind) *25
Rank: D
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Special: Affects up to one opponent per kick, plus one more each time retrained, as long as opponent's are within the 5 meter vicinity of the kick.
Description: Using their quickness and agility, the user moves low to the ground, dropping and delivering a spinning kick to sweep their opponent off their feet.
Domain: Goken.
Raiken (Thunder Fist) *50
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Special: Each time retrained, the user spins once more, and as a result stacks on extra 'C' ranked damage.
Description: yet another wild and unpredictable Goken technique, the user proceeds to rush at their opponent with all their might, jump and then spin to gain momentum, so that they may lay a powerful strike onto their target.
Domain: Goken.
Shoufuu (Rising Wind) *50
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Special: Sends the victim or item flying up to 5 meters up in the air, plus 1 more each time retrained.
Description: Using their quickness and agility, the user will perform a highly swift upwards kick at their opponent or at a weapon they are wilding, sending either or flying in the air.
Domain: Goken
Senpuu (Whirlwind) *25
Rank: D
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Special: Up to one roundhouse kick can be performed while hovering per use, plus one more each time retrained.
Description: Using their quickness and agility, the user charges at their target and quickly spins their body in place, performing a flying round house kick on those opponents within the user'srange of attack.
Domain: Goken.
Dai Senpuu (Great Whirlwind) *50
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Special: Knock-back equals 5 meters, plus 1 more each time retrained.
Description: The second evolution of Senpu, the user now charges at the opponent with such force that their kick now delivers considerate knockback power, to the point bones could be broken.
Domain: Goken. 'Senpu'.
Raiton [EXP - 750]
Karai Shin (Lightning Wrath's Reach) *175
Rank: D, C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: 0 - 50 meters
Chakra: Mid
Special: Allows the user the ability to create, control and move Raiton (Thunder) chakra of their own for multiple purposes, as well as control that produced by nature. Strength of thunder and distance at which one can control it depends on the highest rank known.
D: 10 meters
C: 20 meters
B: 30 meters
A: 40 meters
S: 50 meters
Description: Though powerful, Raiton 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 thunder and its control grows, so does the range at which they can become deadly with it.
Domain: Raiton.
Mekurumeku (Blinding Flash) *25
Rank: D, C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: 0 - 50 meters
Chakra: Mid - Very High
Special: Distance of flash depends on the user's 'Karai Shin' range. Highest rank known determines light amplitude.
D: 1/5th (20%) Karai Shin range
C: 2/5th's (40%) Karai Shin range
B: 3/5th's (60%) Karai Shin range
A: 4/5th's (80%) Karai Shin range
S: Full Karai Shin range
Description: A basic yet effective Raiton technique, the user focuses a bit of chakra all over their body, letting the lightning gather and then quickly exploding, effectively providing a blinding light that leaves all within the range blind. Useful for disorientation and quick get-aways.
Domain: Raiton. Karai Shin.
Purazuma Booru (Plasma Ball Technique) *75
Rank: D, C, B, A, S
Type: Defensive / Raiton Ninjutsu
Range: See special!
Chakra: Mid - Very High
Special: Highest rank learned determines strength of lightning sphere.Though no handseals have to be held once the sphere is complete, no other jutsu may be cast while plasma is active. Can be held as long as the user's chakra reserves allow it. Highest rank known determines strength of sphere. Area of sphere is determine by the user's highest 'Karai Shin' range, halved.
Description: A highly strategic raiton jutsu, the Plasma Ball allows the user to create a thick sphere of Raiton around their body, able to shock anyone that comes in contact with it immediately.
Domain: Raiton. Karai Shin.
Raikyuu (Lightning Ball) *50
Rank: C
Type: Offensive / Raiton Ninjutsu
Range: See special!
Chakra: Mid
Special: Travels in a straight line roughly at the speed of 1/2 a meter per second, plus 1/2 more each time retrained. Being struck by this results in the area in question being paralyzed for a half a turn, (a hit to the head affects the whole body). Paralysis effects do not stack once victim is struck.
Description: A very simple and effective Raiton technique known throughout, the user either takes twin weaponry or their own appendages, focuses their chakra into their center, and forms a ball of pure lightning. This newly formed threat can either be smashed into an opponent’s face, or tossed from a nearby distance. Repetitive exposure to the shocking has been known to leave its victims stunned.
Domain: Raiton. Karai Shin 'C'.
Sutangan no Jutsu (Limb Stunning Technique) *50
Rank: C
Type: Offensive / Raiton Ninjutsu
Range: Touch
Chakra: Mid
Special: If used on a person’s head, they will be knocked out for a single post. Limbs are usually numbed for half of a turn. Stunning effect cannot be stacked. Due to the amount of shock suffered by the user's limb during the transference of energy, this can only be used once per thread, plus one more each time retrained.
Description: The electric influence that exists over the human body and its muscles allows one to control the later through unconventional methods, including through the means of chakra. After charging a small electric shock in the user’s hands, one can approach their victim and place the charged hand onto a limb or muscle on their body, unleashing the pent up shock and rendering the aforementioned target useless for the rest of the turn. Although simple, it’s highly effective when the user is faster than the victim, and can outmaneuver them as they strike. Also highly effective for keeping captives in place!
Domain: Raiton. Karai Shin 'C'.
Danpen Inazuma (Shooting Thunder) *75
Rank: D, C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: 0 - 50 meters
Chakra: Mid - Very Highh
Special: Does not require handseals. Highest rank known determines range of bolt, as well as the level (rank) at which it is shot out.
D: 1/5th (20%) Karai Shin range
C: 2/5th's (40%) Karai Shin range
B: 3/5th's (60%) Karai Shin range
A: 4/5th's (80%) Karai Shin range
S: Full Karai Shin range
Description: Meant more as a reactionary technique than a main avenue of offense, this jutsu allows the user to essentially shoot out small lightning bolts from a free hand to anyone within a small range. This requires no seals to conjure, and can be shot out from one’s appendage during the most heated of combat. The damage is light and the bolts shoot off in a relatively straight line, at rapid speeds.
Domain: Raiton. Karai Shin.
Jakura (Lightning Sparrow Cometh) *50
Rank: C
Type: Supplementary / Raiton Ninjutsu
Range: See special!
Chakra: Mid
Special: Up to 5 sparrows can be summoned at a time, plus 5 more each time retrained. Sparrows fly as fast their normal counterparts do. No other jutsu may be performed while controlling the sparrows, and the user must remain still. Range at which sparrows can be controlled depends on the user's highest 'Karai Shin' range.
Description: The Lightning Sparrows Cometh! In the form of bright blue sparrows, these creations fly to wherever the user desires, allowing them to reach and damage places previously deemed impossible. As the user continues to improve their skill in this technique, they can summon more and more sparrows.
Domain: Raiton. Karai Shin 'C'.
Kyodan Anshu no Jutsu (Electrified Projectile Technique) *50
Rank: C
Type: Supplementary / Raiton Ninjutsu
Range: See special!
Special: Can be used on any projectile or throwing weapon like Senbon or Kunai, or anything that isn’t as big as a main weapon, such as a broadsword or shield.
Description: Considered supplementary because the user can rely on this technique anytime they have a projectile in hand without worrying about handseals, the user concentrates a small amount of Raiton chakra into the metallic weapon, set to disperse whenever said weapon comes in contact with its target. When stuck by an enhanced projectile, the user will receive extra damage, as well as many small shocks. Highly effective against opponents susceptible to lightning in general.
Domain: Raiton.
Matoudai Zeusu (Strike of Zeus) *50
Rank: C
Type: Supplementary / Raiton Ninjutsu
Range: See special!
Chakra: Mid
Special: Distance bolt can travel depends on the user's highest 'Karai Shin' range. The bolt is about as long as a regular katana, and glows an intense deep blue. Each time retrained, the user can stack extra 'C' ranked shocking damage.
Description: Named after the fabled imaginary leader of the sky and thunder, this technique allows the user to feel like Zeus himself as they summon a tight bolt of electricity in their hand, similar to a javelin, so that they could throw it with appeasing accuracy. The bolt will move through the sky faster than most projectiles, and carries deadly accuracy in the right hands. Upon making contact with the target, it immediately bursts into a vertical cylinder storm that surrounds the victim and delivers a plethora of constant shock damage.
Domain: Raiton. Karai Shin 'C'.
Kaminari Houden - Hou (Lightning Discharge - Cannon) *50
Rank: C
Type: Offensive/Ninjutsu
Range: Self
Chakra/Stamina:Mid
Special: Numbs the parts of the body that is hit, effectively disabling it from being used until numbness wears off. Numbness lasts for 1 turn. Each time the technique is retrained, the numbness extends by 1 more turn. After numbness wears off, there is a 2-turn cooldown rate before the effect can be used again, and during the 2-turn cooldown, even if the jutsu is used there is only damage and nothing else. Numbness forces any actions to require more stamina and jutsu to require more chakra. When numbed, it will require an additional 20% more chakra/stamina to use a jutsu since it will weaken the opponent's focus.
Description: After forming the handseals, the user stores a large amount of electricity into their attacking limb and unleashes a powerful charge of electricity into the opponent upon contact. The amount of electricity discharged is capable of numbing the opponent which would hamper their fighting capabilities depending on the area hit. If used with extreme precision, it is even possible to paralyze the victim for a short period. Yellow lightning arcs through the entire arm as the technique is executed, with a minor explosion of light when contact is made.
Domain: Raiton. Karai Shin 'C'.
Kaminari Houden - Soukyou (Lightning Discharge ¨C Twin Lance) *100
Rank: B
Type: Offensive/Ninjutsu
Range: Self
Chakra/Stamina:Mid
Special: Aside from numbness, the technique deals consistent internal damage to the opponent for the subsequent two turns after the initial hit. The internal damage is 1/5 of the original damage. Each time it is retrained, it increases by one turn. Effect will only occur once on an opponent. Internal damage appears in the form of coughing up blood, erratic breathing, lightheadness and cold sweat.
Description: Similar in principle to the Lightning Discharge technique, the user is now more capable of controlling the electric currents in both arms. By driving both palms into the target, the damage is greatly amplified. As opposed to the Lightning Discharge focusing on accuracy to properly execute, the Twin Spear variation usually aims for a larger area such as the abdomen. This serves to blast the opponent¡¯s internal organs with large amounts of the buildup electrical currents, damaging them internally as well as externally as the electric courses through their internal organs.
Domain: Raiton. Kaminari Houden - Hou. Karai Shin 'B'.
Chakra Pool - 1225