Anti-heroine [Character Transfer]
Aug 2, 2011 14:07:14 GMT -8
Post by Kasumi on Aug 2, 2011 14:07:14 GMT -8
PERSONOLOGY[/u]
PHYSICALITY[/u]
COGNITION[/u]
ARMAMENTS[/u]
- Name - Houshin Kasumi
- Alias - Oda Minako
- Age - 19
- Clan, BL, or Kekkei Touta? Zantetsuken
- Country and/or Village Kaze no Kuni, Hoshigakure no Sato
- Rank & Profession Missing Ninja
- Difficulty Setting - Hard/Advanced
- Types - Taijutsu Primary, Ninjutsu Secondary - Genjutsu Tertiary
PHYSICALITY[/u]
- Height - 5'9
- Weight - 140
- Apparel - Kasumi is dressed in a white kimono top with a modified black skirt with knee high black open toe boots. She wears a red choker tied in an elegent bow shape. Although the specific design/patterns on her standard attire vary, the white top often as black vertical lines, giving her a sense of professionalism/upper class appeal.
- Body Appearance - Kasumi's body shape is far from slender, rather boasting a healthy bmi, though coming off a bit thick (in a healthy way).
- Blemishes & Scars - Several kunai grazes are along her back due to training her sand shield.
COGNITION[/u]
- Personality - Sadistic, Pacifist, "Loyal", Polite, cautious, paranoid, and optimistic.
- Alignment - Chaotic Good
- Allegiance - Partners in "Crime"
- Quirks & Tendencies - 1)Has a tendency to keep her personal space. 2) Twirls her hair during idle moments. 3) Usually on edge. 4) Tends to "stare" a lot.
- Likes & Dislikes - 1)Expensive kimonos 2) Jewellery 3) Art 4) Water
ARMAMENTS[/u]
- Primary WeaponsRapier
Rank: C
Type: Primary / Melee
Description: A rapier is a slender, sharply pointed sword, ideally used for thrusting attacks. The long-bladed sword, three to four feet at the blade, is characterized by a complex hilt which is constructed to provide protection for the hand wielding it. While the blade might be broad enough to cut to some degree, the long thin blade lends itself to thrusting as the preferred means of attack.
Cost: 1,000 Ryo - Secondary Weapons
Kusari Fūbō (Chain Wind Staff)
Rank: C
Type: Secondary / Meleee
Special: 1 per pack
Description: A tool used by shinobi for ranged blunt force, it's a short wooden staff with two chains attached at both sides, that it's used like a sort of boomerang. The quick rotation of the two chains was shown to be powerful enough to damage and even shatter thin metal such at helmets or armour, as well as being able to knock anyone hit on the head unconscious.
Cost: 500 Ryo per pack
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: 200 Ryo per PackSmoke Grenade
Rank: C
Type: Tool / Area of Effect
Range: 0 - 10 meters
Special: 3 per pack
Description: This explodable comes in the form of a long, skinny cylinder, no more than a few inches long. At the top lies a pin which, when pulled, activates the grenade's internal components. Within seconds, thick, dark smoke begins to spew from the cylinder, covering a wide area and leaving all those nearby blinded and gagging.
Cost: 600 per PackExploding Pouch
Rank: C
Type: Tool / Area of Effect
Range: 0 - 5 meters
Special: 5 per pack
Description: A variation on the exploding note, these pouches contain a myriad of ball bearings and other metallic projectiles that, when detonated, spread forth even more
Cost: 500 per PackHikari (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 - ItemsGourd
Rank: C
Type: Accessory / Self
Special: Rank determines gourd strength and carrying capacity.
Description: Shaped and colored to the player's liking, these items usually hang at the shinobi's back, and provide ample storage room for certain elements advantageous to the user that are otherwise unavailable to the area. From sand and water to much, much more, this accessories provides a wide variety of uses.
Cost: 500
Note: Filled with Iron Sand - Releases - Raiton
Satetsu Ryuuken (Iron-Sand Dominion)
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu / Kekkei Genkai
Range: 0 - 50 meters
Special: Dominion extends 10 meters in every direction of the user, and goes up 10 more with each rank learned.
Description: The basis behind the majority of satetsu techniques lie in the user's ability convert their chakra into magnetic waves in order to control the very grains of iron sand all around them. 'Iron Sand Dominion' is just as its name implies, a fundamental supplementary jutsu of the Zantetsuken clan that allows the user to intermingle their chakra with that of nature, harmonizing the two in order to create complete control over the magnetic waves around them. Once this link is achieved, the door is opened for greater creations to be made.
Domain: Zantetsuken.
Saton Esshin (Saton Conversion)
Rank: D, C, B, A, S
Type: Passive / Ninjutsu / Kekkei Genkai
Range: -
Special: Allows the user to be able to learn and utilize ANY Saton technique, as long as they use their Iron Sand as they cannot manipulate regular sand. Highest known rank determines rank of Saton jutsu that can be learned.
Description: Part of the Zantetsuken's rise to fame and power involved keen observation over members of the Saton Kekkei Touta that resided within Sunagakure. Through this, they would learn to control their own powers. And because of this, all clan members are taught to perform the very same techniques Saton masters perform, but with the added lethality of their own Iron Sand.
Domain: Zantetsuken. Satetsu Ryuuken.
Suna no Tate (Shield of Sand)
Rank: D, C, B, A, S
Type: Supplementary / Saton Kekkei Touta
Range: 0 - 5 meters
Chakra: See special!
Special: Size and chakra consumption of sand shield is directly proportionate to attack being blocked. Blocks attacks of equal rank learned in a 360 degree radius, as long as the user can see them coming. Shield requires only a single hand-seal to operate. Judge will determine whether fast enough attacks bypass the shield each time it’s used. Highest rank known determines the level of attacks blocked.
Description: Although appearing to be one of the most basic sand jutsu, Suna no Tate is a technique that soon evolves into the user’s most sacred defensive countermeasure. Always active, the shield that protects the user is formed from a large sand presence, and does so under its own will. When needed, the user can also use their own chakra to control the sand so that it can act as a barrier. Because the protection is reliant upon how quickly the user’s sand can respond, it is possible a fast enough ninja can bypass the sand and strike the user.
Domain: Saton. Saton Ryouuken.
Satetsu Kesshuu (Iron Sand Joint Assault)
Rank: B
Type: Offensive / Ninjutsu / Kekkei Genkai
Range: See special!
Special: Range, size and strength of shapes depends on the user's highest 'Satetsu Ryuuken'' rank. Up to one shape can be solidified and controlled per use, plus one more each time retrained.
Description: Using their control over Satetsu the Zantetsuken will draw together a mass of Iron Sand to form huge shapes. This technique gathers a great volume of Iron Sand and compresses it into a high-density creation, greatly increases the hardness, creating a gigantic steel-like weapon in an instant. The weight and size of these shapes are so great, they can easily shatter bedrock and break through most defences with one hit. As a bonus, because the weapon is made out of Iron Sand, the shape can be whatever the user wants, and can even be changed during the fight. This allows the user to create the best weapon for the fight, by taking into account the opponent's abilities and the surrounding environment.
Domain: Zantetsuken. Satetsu Ryuuken 'B'.
Jiryoku (Magnetism)
Rank: D
Type: Supplementary / Ninjutsu / Kekkei Genkai
Range: See special!
Special: Range of magnetism control, as well as size, shape and rank of items manipulated, depends on the user's highest 'Satetsu Ryuuken' rank. Up to a single metallic item can be controlled per use, plus one more each time retrained. Provides radar against all metallic objects within the user's 'Satetsu Ryuuken' range.
Description: Part of a Zantetsuken's core ability involves manipulating the very grains of Iron Sand through pure magnetism. It is this very power that allows them to take hold of other metallic objects, identifying their magnetic force in order to control it. On top of this, as long as anything with a magnetic signal enters the user's field, they will automatically be aware of tis existence.
Domain: Zantetsuken. Satetsu Ryuuken 'D'.
Suna Shigure (Sand Shower)
Rank: D
Type: Offensive / Saton Kekkei Touta
Range: See special!
Chakra: Low
Special: Range and size of sand shower on the user's 'Sand Dominion' rank. Vision in general is obscured, and even doujutsu will have a harder time spotting things inside the sand shower due to the user’s chakra coating the flowing body. Sand cloud can remain suspended in the air for up to 1 turn, plus 1 more each time retrained.
Description: Meant more as a distraction technique than an offensive one, the Suna Shigure grants control of nearby sand, allowing the user to levitate numerous small clumps of sand above his opponent. At this point, the sand can remain suspended in the air as long as the user wants, or it can immediately become useful. Showering from above, the curtains of sand make it harder for opponents to see, as well as provide the user with plentiful sand already surrounding the opponent for further use.
Domain: Saton. Saton Ryouuken 'D'.
Satetsu Shigure (Iron Sand Autumnal Showers)
Rank: C
Type: Offensive / Ninjutsu / Kekkei Genkai
Range: See special!
Special: Range and strength of bullets depends on the user's highest 'Satetsu Ryuuken' rank. Up to 5 bullets can be made, plus 5 more each time retrained. Bullets travel at twice the speed of a kunai, and only get faster.
Description: This gunshot-like attack uses Iron Sand, hardened into microscopic grains, to attack simultaneously across a vast range. The bullets are so fast, they're difficult to see. From the moment the user has finished preparing the attack, evading it becomes extremely difficult. Using the repellent force of magnetism, the speed of the bullets is rapidly increased after they are shot. Furthermore, the user can also use an attack pattern where the Iron Sand bullets are shaped into sharp needles, increasing their ability to wound or kill the enemy. Since the Iron Sand carries magnetic force and cam be hardened indefinitely, defending against this technique is almost impossible.
Domain: Zantetsuken. Satetsu Ryuuken 'C'.
Dynamic • Action (Dainamikku • Akushon)
Rank: D
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Low
Special: Up to one punch and kick can be performed per use, plus one more of each one each time retrained.
Description: Without warning, the user launches themselves at the opponent from whichever stance they were holding at whichever angle they can come in, and proceed to deliver a barrage of weak but quick punches and kicks.
Domain: Goken.
Dynamic • Entry (Dainamikku • Entorii)
Rank: D
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Low
Special: Entry extends up to 5 meter, and during rush, user's speed temporarily increases; each time retrained, the distance at which they begin their rush increases by 1 meter.
Description: After encountering a distracted opponent, the user moves in to their blind-spot, delivering a quick, deliberate kick to the face that is meant to catch them off guard and knock them out.
Domain: Goken.
Reppuu (Violent Wind)
Rank: D
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Low
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.