Xenos Masamune
Apr 10, 2011 19:03:47 GMT -8
Post by Django on Apr 10, 2011 19:03:47 GMT -8
PERSONOLOGY[/u]
PHYSICALITY[/u]
COGNITION[/u]
ARMAMENTS[/u]
Total EXP: 1700
Total EXP Used: 1700
- Name: Xenos Rojas
- Age: 22
- Clan, BL, or Kekkei Touta: Zantetsuken
- Alignment: Neutral Good
- Country and/or Village: Iwagakure
- Rank & Profession: Genin
- Difficulty Setting: Advanced
- Types: Ninjutsu Primary, Taijutsu Secondary
PHYSICALITY[/u]
- Height: 6'8
- Weight: 200
- Apparel: Xenos likes to wear clothing that covers his skin due to the marks on his legs and the seal on his neck. Xenos wears a different shirt every day and alternates between blue jeans and black jeans, but without fail he will always wear a thick black wool robe over his outfit that extends from the collar which goes up to almost his ears, all the way down to his ankles. The large coat has a somewhat worn appearance from being used all the time, but it is well kept after and in good condition. It can be either buttoned or unbutton but Xenos generally wears it unbuttoned so as to not restrict his movement. However in fights he buttons it so as to hide his handseals or draw a concealed weapon from his pack, which is located at his waist. To top it all off, Xenos wears a pair of black and white tennis shoes; all-star converse high-tops to be specific.
- Body Appearance: Xenos stands tall at around 6 feet eight inches and is roughly 210 pounds. Despite his large size, Xenos' physique is very lanky. His muscles are not large or particularly well developed anywhere, which gives him a very bony and lightweight look. The reason for this lack of tone is because Xenos is in general not a very active individual, and his fighting style does not require much movement nor strength.
COGNITION[/u]
- Personality: Xenos is a very passive individual; for the most part lazy and unmotivated, and seemingly empathetic. He is quick to aggravate but slow to anger. His name Xenos is in part derived from how distant he can at times seem. The reason for why his personality is such is because his mind truly is often times distant; thinking about concepts are ideas that to many would seem out of this world. Xenos often spends his free time day dreaming, escaping into this alternate reality. It is infinitely more preferable to him than his current life. To outsiders this dissatisfaction with life can be annoying and somewhat morbid; and often times this thinking can put Xenos in a glum state as well, and prevent him from appreciating good fortune.
Socially, despite his oddities Xenos gets along with other people very well, and is in fact quite social. He makes friends easily and does every once in awhile chase girls around, though his odd sense of humor and deep thoughtfulness can be a bit off-putting.
Regardless of his empathy, Xenos has a very strong moral code. Due to his upbringing as a slave he is fiercely opposed to all forms of unwilling servitude and imposed suffering, and either one of those two acts are capable of putting him in a fighting mood. Xenos has a deep respect for the law of his Village, and while he is not in general a violent person, he does not hesitate to do what is necessary to uphold those laws. Killing, however, is always considered to be a last resort. Ironically because of this Xenos holds a certain disdain for his Kekke Kenkai, which is, in his opinion, far too violent in its nature for his liking.
ARMAMENTS[/u]
- Primary Weapons:
Gourd
Rank: B
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: - Secondary Weapons Packs:
5 X Exploding Pouch Packs
Rank: D
Type: Tool / Area of Effect
Range: 0 - 5 meters
Special: 5 per pack
Description: A variation on the exploding note, these small pouches can be attached to a target and then explode a few seconds later. Although the blast is smaller and more concentrated, a careful opponent can easily make use of these explosives.
Cost:
Releases: Doton
TECHNIQUES - Zantetsuken (1625)
MASTERY: Casting I
Casting allows the user to perform two or more jutsu from one's mastery at the same time, essentially leaving your targets with twice the trouble to deal with! When first learned, two Mastery jutsu may be used at once. each time re-acquired, one more jutsu is added the consecutive fire. Keep in mind that casting jutsu simultaneously does not reduce chakra costs in any way.
Satetsu Ryuuken (Iron-Sand Dominion)
Rank: D, C, B, A, S (625)
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.
• Jiryoku (Magnetism)
Rank: Dx8 (200)
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'.
• Satetsu Shigure (Iron Sand Autumnal Showers)
Rank: C (50)
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'.
• Satetsu Kesshuu (Iron Sand Joint Assault)
Rank: Bx3 (300)
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'.
Satekidan- Iron Sand Grenade
Rank: B-Rank (100)
Type: Offensive/Ninjutsu
Range: Explosion has a radius of 30 meters.
Special: By imbuing desired creations with chakra, the user can reverse the polarity of poles in a creation, causing it to violently explode and propel iron shrapnel outwards in all directions. The force of the explosion allows the shrapnel to pierce B-Rank and lower defenses. Because the polarity of the creation has been tampered with, the iron sand used for it can no longer be affected by the user's magnetic aura. Only creations a meter in size or bigger can be used with this technique. Any creation within the user's magnetic aura can be imbued with this chakra by forming handseals, and once imbued the creation will hold this charge for up to two turns, during which time the creation can be detonated with the tiger handseal. Upon first learning this technique, the user can only charge one creation at a time, however this technique can be relearned multiple times, increasing the amount of objects that can be charged at one time.
Description: A technique used to surprise enemies or hold them at bay, the Iron Sand grenade got its name from its brutal effect. Despite its status as a grenade, however, the technique also has many less obvious uses, It can be used as a landmine, breaching tool, a crowd control tool and even has uses as an assassination technique, due to the explosion, being magnetic in nature, being completely silent and non-incendiary.
Domain: Zanestuken
Rail Gun (150)
Rank: C-Rank x 3
Type: Supplementary
Chakra/Stamina: Chakra/Mid
Range: Radius of Iron-Sand Dominion
Special: When first learned, technique can be used twice per day. Each time re-trained, uses per day is increased by one. Rail Gun doubles the maximum movement speed of a magnetic object or attack within the user's magnetic field. Increases an attack's ability to pierce defenses by one rank (I.E. a C-Ranked attack will do a B-Rank of damage against a target's shield or armor). Can only be used on one object at a time, and can not be used on objects that have more mass than a one foot iron cube. The"charge" lasts for one full turn, and the charged object can only move in straight lines.
Description: By utilizing one's magnetic field, the user of this technique can temporarily accelerate a metallic object to incredible speeds, increasing its kinetic power in the process.
Domain: Zanetsuken
Iron Armor (600)
Rank: C, B, A, S
Type: Defensive
Range: N/A
Chakra/Stamina: Chakra/Low-Extreme
Special: Protects the user against damage equal to the rank of iron armor learned. Once its damage threshold has been reached, the armor will simply disintegrate, reverting back into its sand form. The armor can be repaired after taking damage by recasting the technique. Because the armor is held together by the user's magnetic field, it is virtually weightless. However, the stronger the armor the thicker and more cumbersome it is. Lightning techniques used against the user while this armor is active will do an additional rank of damage upon hitting him.
Description: The iron armor works in a manner that is similar to its cousin, the armor of sand. Unlike sand armor however, the iron armor is very light, as it in fact barely rests on your body at all, though depending on how thick the armor is, it may become cumbersome. At its lowest rank, the armor is thin enough to be nearly invisible and fit in-between one's clothing and skin. At its second highest rank, it is thick enough to appear as a grey paste or paint lining the skin. At its highest rank, the armor resembles something akin to chain or plate-mail, too thick to be concealed over clothing, and plainly visible.
Domain: Zanetsuken
Electromagnetic Pulse
Rank: B-Rank
Type: Offensive
Range: Radius of Iron-Sand Dominion
Chakra/Stamina:Chakra/High
Special: Shuts down all electronic devices within the user's Iron Sand Dominion radius. Devices are deactivated for up to five minutes before capable of being reset. Technique has no affect on EMP shielded devices.
Description: All electronic devices emit electric fields. By rapidly fluctuating the intensity of their magnetic field, the user can temporarily disrupt this electric field and create damaging currents within the device, destroying it or simply shutting it down. Most devices are designed to be protected against voltage shorts, so the former is less likely than the latter, however the ability to instantly the shut down all electronics around you has an incredible range of uses.
Domain: Zanetsuken
Satetsu Ryuuken (Iron Sand Dominion)
Rank: A
Type: Supplementary / Ninjutsu / Kekkei Genkai
Range: See special!
Chakra: Very High
Special: Allows the user to break down the natural particles within a surrounding area in order to produce more Iron Sand. Range of breakdown and rank of items to be consumed depends on the users highest 'Satetsu Ryuuken' rank. Can be used once per thread, plus one more each time retrained.
Description: Utilizing all remaining Iron Sand, the clan member proceeds to breakdown everything available around in the search for material worthy of comprising their Iron Sand. Whether it's the natural metallic items within the very earth, or even something manufactured such a sword, or even a slew of kunai; as long as it is metallic and possess a magnetic effect, it can be broken down into fire particles known as Iron Sand.
Domain: Zantetsuken. Satetsu Ryuuken 'A'.
Universal Ninjutsu
Shunshin no Jutsu (Body Flicker Technique)
Rank: D x 3 (75)
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.
Total EXP: 1700
Total EXP Used: 1700