Bringin' Flare To Suna~
Feb 3, 2012 12:27:09 GMT -8
Post by snapback on Feb 3, 2012 12:27:09 GMT -8
[/size]アブラメ レイスケ
Kenichi Nara
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name
Kenichi Nara
age
18
d.o.b
May 10
height
5'7
weight
121 lbs
village/allegiance
non (non-ninja)
rank/profession
alignment
Chaotic Good
タイプ
Tai/Nin/Gen
release/clan
Nara
difficulty
Hard/Advanced
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personality
Random. Excitable. Fun-loving. These are but three of the many words used to describe Sai Shirahama. All are true. Sai is a person who delights in adventure. It's why he became a ninja. Traveling the world and experiencing new things is what he lives for. Sai is a very spontaneous person, often running off in a random direction to the surprise of his fellow ninja.personality
He also sticks to his convictions; the most notable is his belief to never hit a girl, no matter the situation.This vow often backfires as when women try to fight him, they become extremely irritated and mistake it for sexism. Sai even cares about the enemy's health and always tries to help them.
Sai is has shown constantly to be a very kind, selfless, polite, and helpful young man and always puts others before himself. Even when it comes to his enemies, he shows them respect and never speaks ill of them and even cares for their well-being and refuses to allow them to ever speak ill of others. Whenever he's injured or someone else is, he states the other people injured should be tended to first. He constantly tries to befriend others, even if they were former enemies and always acts friendly towards them. It is because of his kind nature that he lacks killing intent due to his desire not to kill others. Several people are moved by his kindness and selfless nature, to the point they even change sides and befriend him. Because of his kindness, people question how enormous his heart is.
appearance
His face is clear of any sorts of blemishes and cuts on any visible part of his body, yet he still wears a band-aid under his left eye. He is slightly tanned but not that tanned to the point of blackness.
He is seen usually wearing a white gi with black underclothing. On rather rare occasions he would wear his fathers rare green jumpsuit, orange striped leg warmers and the standard Konoha flak jacket, though it's normally unzipped. His forehead protector, is on a red cloth and is worn around his waist, like a belt.
instruments
Katana
Rank: C
Type: Primary / Melee
Description: Commonly refereed to as a 'Samurai sword', the katana is characterized by its distinctive appearance: a curved, slender, single edged blade up to three feet in length, circular or squared guard, and long grip to accommodate two hands. As such, it has become renowned for its sharpness and cutting ability.
Cost: 1,000 Ryo
Rank: C
Type: Primary / Melee
Description: Commonly refereed to as a 'Samurai sword', the katana is characterized by its distinctive appearance: a curved, slender, single edged blade up to three feet in length, circular or squared guard, and long grip to accommodate two hands. As such, it has become renowned for its sharpness and cutting ability.
Cost: 1,000 Ryo
Ninja Wire Strings[x1]
Rank: D
Type: Secondary / Ranged
Special: 20 ft. of wire per pack.
Description: Wire Strings can be used for rappelling, manipulating weapons, or to tie down and restrict the movement of an opponent, sometimes even being able to slice through items when generating enough force to do so. They are a useful tool for a shinobi.
Cost: 200 Ryo per pack
Kunai (Throwing Knife)[x2]
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)[x2]
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
Rank: D
Type: Secondary / Ranged
Special: 20 ft. of wire per pack.
Description: Wire Strings can be used for rappelling, manipulating weapons, or to tie down and restrict the movement of an opponent, sometimes even being able to slice through items when generating enough force to do so. They are a useful tool for a shinobi.
Cost: 200 Ryo per pack
Kunai (Throwing Knife)[x2]
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)[x2]
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
N/A
Tracker
Rank: C
Type: Accessory / Self
Special: Has a range up to 1000 yards.
Description: Similar to the communication's device in ease and effectiveness, the range finder can function both as binoculars and as a means to measure the distance to a target. snug and sleek, it fits across only one eye, and has a see-through lens that establishes visual information. With a durable carapace, it is designed to withstand water damage and even the pressure of extreme altitudes.
Cost: 3,000 Ryo per Tracker
Rank: C
Type: Accessory / Self
Special: Has a range up to 1000 yards.
Description: Similar to the communication's device in ease and effectiveness, the range finder can function both as binoculars and as a means to measure the distance to a target. snug and sleek, it fits across only one eye, and has a see-through lens that establishes visual information. With a durable carapace, it is designed to withstand water damage and even the pressure of extreme altitudes.
Cost: 3,000 Ryo per Tracker
jutsu
Kage Mane no Jutsu (Shadow Imitation Technique)
Rank:D, C, B, A, S
Type: Supplementary / Ninjutsu / Secret Technique
Range: 0 - 50 meters
Chakra: Very Low - Very High [initial + upkeep]
Handseals: Yes [1]
Special: Allows the clan member to stretch their shadow across the ground so that it may encounter and capture other shadows for the sake of manipulation. When shadow manipulation is active, user must be still. Shadow width never exceeds natural size. Highest rank known determines the maximum range a shadow can move, as well as how fast it can extend. User can capture as many victims as they wish, but they must keep in mind the total amount of shadow length used to do so cannot exceed one's maximum KM range control, and for each extra victim they capture, consumption raises by one.
BREAKING FREE FROM KAGE MANE!
Only a sudden presence of incredible energy, such as the Gates or a Bijuu, will break hold of the ‘Kage Mane’ near-instantly. Otherwise, victims can only break free depending on their Chakra Pool in comparison to the Nara - [1] if their Chakra Pool is on equal grounds, a burst of chakra one rank higher than the rank to the Kage-Mane used will result in the victim breaking free; [2] for every CP level the victim is less than the user, it'll take DOUBLE the amount of chakra to break free (i.e. Joe's CP = Mid. He captures Jimmy, a Low CP, so it'd take him 2x the Kage-Mane chakra consumption to break free!); [3] finally, for every CP level the victim is ABOVE the user, the cost of breaking free is equal to the Nara's current KM consumption, minus a rank.
* D: 10 meter range @ 2 meters per second
* C: 20 m @ 4 mps
* B: 30 m @ 6 mps
* A: 40 m @ 8 mps
* S: 50 m @ 10 mps
Description: Kage Mane no Jutsu is the first ninjutsu technique developed by the Nara clan, and the root of all its power. Its original purpose was as a skill to help delay any pursuers, though throughout time, their paralyzing skills became a weapon all in its own. After forming the needed hand seals, the clan member is able to manipulate their shadow along any surface. By using other nearby shadows they can further extend the reach of their shadow, however they are limited to the surface area of the original cast shadow. Once the clan members shadow reaches the target shadow, it will attach itself. While attached the target will be frozen, only able to replicate in mirror form the actions of the clan member. If the clan member is low on chakra, the Kage Mane will falter and the shadow will return to its normal form.
Domain: Nara.
Kage Kubi Shibari no Jutsu (Shadow Neck Bind Technique)
Rank:D, C, B, A, S
Type: Offensive / Ninjutsu / Secret Technique
Range: See 'Kage Mane'
Chakra: Very Low - Very High
Handseals: Yes
Special: The range is dependent on the user's 'Kage Mane'. Highest rank known determines the delay between the hand being created, extending and finally choking. During this time, the victim may break free, according to the same rules as 'Kage Mane'.
* D: Full Turn choke delay
* C: 3/4 th of a Turn
* B: Half a Turn
* A: 1/4 th of a Turn
* S: Near-Instant!
Description:: Kage Kubi Shibari no Jutsu is a Ninjutsu technique developed by the Nara clan. To perform the technique the clan member will first bind their target using the Kage Mane no Jutsu technique. Once the target can no longer move, they form the needed hand seal to initiate this technique. The clan member uses their shadow to form a pair of hands which will creep up their opponent’s body to their neck. Once the hand reaches the neck, it will constrict in such a manner so as to strangle the opponent.
Domain: Nara. Kage Mane.
Rank:
Type: Supplementary / Ninjutsu / Secret Technique
Range: 0 - 50 meters
Chakra: Very Low - Very High [initial + upkeep]
Handseals: Yes [1]
Special: Allows the clan member to stretch their shadow across the ground so that it may encounter and capture other shadows for the sake of manipulation. When shadow manipulation is active, user must be still. Shadow width never exceeds natural size. Highest rank known determines the maximum range a shadow can move, as well as how fast it can extend. User can capture as many victims as they wish, but they must keep in mind the total amount of shadow length used to do so cannot exceed one's maximum KM range control, and for each extra victim they capture, consumption raises by one.
BREAKING FREE FROM KAGE MANE!
Only a sudden presence of incredible energy, such as the Gates or a Bijuu, will break hold of the ‘Kage Mane’ near-instantly. Otherwise, victims can only break free depending on their Chakra Pool in comparison to the Nara - [1] if their Chakra Pool is on equal grounds, a burst of chakra one rank higher than the rank to the Kage-Mane used will result in the victim breaking free; [2] for every CP level the victim is less than the user, it'll take DOUBLE the amount of chakra to break free (i.e. Joe's CP = Mid. He captures Jimmy, a Low CP, so it'd take him 2x the Kage-Mane chakra consumption to break free!); [3] finally, for every CP level the victim is ABOVE the user, the cost of breaking free is equal to the Nara's current KM consumption, minus a rank.
* D: 10 meter range @ 2 meters per second
* C: 20 m @ 4 mps
* B: 30 m @ 6 mps
* A: 40 m @ 8 mps
* S: 50 m @ 10 mps
Description: Kage Mane no Jutsu is the first ninjutsu technique developed by the Nara clan, and the root of all its power. Its original purpose was as a skill to help delay any pursuers, though throughout time, their paralyzing skills became a weapon all in its own. After forming the needed hand seals, the clan member is able to manipulate their shadow along any surface. By using other nearby shadows they can further extend the reach of their shadow, however they are limited to the surface area of the original cast shadow. Once the clan members shadow reaches the target shadow, it will attach itself. While attached the target will be frozen, only able to replicate in mirror form the actions of the clan member. If the clan member is low on chakra, the Kage Mane will falter and the shadow will return to its normal form.
Domain: Nara.
Kage Kubi Shibari no Jutsu (Shadow Neck Bind Technique)
Rank:
Type: Offensive / Ninjutsu / Secret Technique
Range: See 'Kage Mane'
Chakra: Very Low - Very High
Handseals: Yes
Special: The range is dependent on the user's 'Kage Mane'. Highest rank known determines the delay between the hand being created, extending and finally choking. During this time, the victim may break free, according to the same rules as 'Kage Mane'.
* D: Full Turn choke delay
* C: 3/4 th of a Turn
* B: Half a Turn
* A: 1/4 th of a Turn
* S: Near-Instant!
Description:: Kage Kubi Shibari no Jutsu is a Ninjutsu technique developed by the Nara clan. To perform the technique the clan member will first bind their target using the Kage Mane no Jutsu technique. Once the target can no longer move, they form the needed hand seal to initiate this technique. The clan member uses their shadow to form a pair of hands which will creep up their opponent’s body to their neck. Once the hand reaches the neck, it will constrict in such a manner so as to strangle the opponent.
Domain: Nara. Kage Mane.
N/A
N/A
Battojutsu (Art of the Drawing Sword)
Rank: D, C, B, A, S
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to deflect basic attacks of equal or lower rank, in conjunction with other, more advanced moves within the style.
Description: An offensive nature of fighting, all Battojutsu practitioners will tend to stand in looser patterns, letting their steel fly and attack at often irregular angles. Unlike its defensive counterpart, this form allows for quicker, more deliberate strikes, making it deadly in the hands of a true master.
Domain: Kenjutsu
Mae Zuki (Front Thrust)
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a standing position, the practitioner draws and thrusts a frontal attacker and then quickly sheathes his blade. As he invests more time and practice into the art of offensive sheathing, his overall offensive rating shall increase, although at the cost of greater stamina.
Domain: Kenjutsu. Battojutsu 'D'.
Ushiro Zuki (Rear Thrust)
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a kneeling position, the practitioner quickly turns and draws to thrust the rear as a simple attack then sheathes. As long as the user is aware of the target behind them, a quick unexpected offensive strike like this usually yields success.
Domain: Kenjutsu. Battojutsu 'D'.
Kesagiri (Diagonal Cut)
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a standing position, the practitioner draws and strikes an approaching attacker then sheathes. As they invest more time and practice into the art of offensive sheathing, their overall offensive rating shall increase.
Domain: Kenjutsu. Battojutsu 'D'.
Nibaigiri (Double Cut)
Rank: C
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a kneeling position, the practitioner rises and draws, making a rising strike on the draw and a dropping strike as he sheathes. The movement is flashy and hard to trace, leaving unguarded opponent's in trouble.
Domain: Kenjutsu. Battojutsu 'C'.
Tsukesagiri (Cut and Thrust)
Rank: C
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a standing position, the practitioner draws, attempts to cut one opponent, then thrust into another before quickly sheathing. The variation of attacks is quite useful in a situation where the user is surrounded by two or more opponents.
Domain: Kenjutsu. Battojutsu 'C'.
Sanpo Zuki (3-Way Thrust)
Rank: C
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a standing position, the practitioner draws and thrusts his sword into three opponents around him, then quickly sheathes. The movement is capable of impaling a group of opponents easily, if they are not cautious.
Domain: Kenjutsu. Battojutsu 'C'.
Sandangamaegiri (Triple Cut)
Rank: B
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: High
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a kneeling position, the practitioner rises and draws to make three fast strikes at one opponent. The movement is flashy and hard to trace, leaving unguarded opponents in trouble.
Domain: Kenjutsu. Battojutsu 'B'.
Rank: D, C, B, A, S
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to deflect basic attacks of equal or lower rank, in conjunction with other, more advanced moves within the style.
Description: An offensive nature of fighting, all Battojutsu practitioners will tend to stand in looser patterns, letting their steel fly and attack at often irregular angles. Unlike its defensive counterpart, this form allows for quicker, more deliberate strikes, making it deadly in the hands of a true master.
Domain: Kenjutsu
Mae Zuki (Front Thrust)
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a standing position, the practitioner draws and thrusts a frontal attacker and then quickly sheathes his blade. As he invests more time and practice into the art of offensive sheathing, his overall offensive rating shall increase, although at the cost of greater stamina.
Domain: Kenjutsu. Battojutsu 'D'.
Ushiro Zuki (Rear Thrust)
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a kneeling position, the practitioner quickly turns and draws to thrust the rear as a simple attack then sheathes. As long as the user is aware of the target behind them, a quick unexpected offensive strike like this usually yields success.
Domain: Kenjutsu. Battojutsu 'D'.
Kesagiri (Diagonal Cut)
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a standing position, the practitioner draws and strikes an approaching attacker then sheathes. As they invest more time and practice into the art of offensive sheathing, their overall offensive rating shall increase.
Domain: Kenjutsu. Battojutsu 'D'.
Nibaigiri (Double Cut)
Rank: C
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a kneeling position, the practitioner rises and draws, making a rising strike on the draw and a dropping strike as he sheathes. The movement is flashy and hard to trace, leaving unguarded opponent's in trouble.
Domain: Kenjutsu. Battojutsu 'C'.
Tsukesagiri (Cut and Thrust)
Rank: C
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a standing position, the practitioner draws, attempts to cut one opponent, then thrust into another before quickly sheathing. The variation of attacks is quite useful in a situation where the user is surrounded by two or more opponents.
Domain: Kenjutsu. Battojutsu 'C'.
Sanpo Zuki (3-Way Thrust)
Rank: C
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a standing position, the practitioner draws and thrusts his sword into three opponents around him, then quickly sheathes. The movement is capable of impaling a group of opponents easily, if they are not cautious.
Domain: Kenjutsu. Battojutsu 'C'.
Sandangamaegiri (Triple Cut)
Rank: B
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: High
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a kneeling position, the practitioner rises and draws to make three fast strikes at one opponent. The movement is flashy and hard to trace, leaving unguarded opponents in trouble.
Domain: Kenjutsu. Battojutsu 'B'.
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