The blades of vengeances have fallen swiftly. The shinobi are no more as 'Absolute Justice' has returned...now, it is the Samurai that rule the Five Major Nations!
But at what cost? Have they become the very thing that they despised the most...? Heroes and villains seem to change roles every day, but one thing is for certain - we yearn for our freedom, for days gone by where we flew the skies unhindered.
Post by Not Masakuni on Jan 31, 2012 11:38:08 GMT -8
Shunshin (High Speed Ninjutsu) 25 EXP
Shunshin no Jutsu (Body Flicker Technique)
[/u] Rank: D [x1] Type: Supplementary / Ninjutsu / High-Speed Movement Range: 0 - 10 meters Handseals: No. Chakra: Low Special: Shunshin no Jutsu is a high-speed movement in which the user moves in a linear fashion from one point to another. Usually facilitated with some sort of distraction (smoke bomb, explosion, or something of that nature to obscure one's vision), the user of the Shunshin no Jutsu can, in some cases, appear to have simply teleported from one location to another. Shunshin no Jutsu can be used once per thread, plus once more each time it is retrained. 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 simple combines high mobility with a distraction to give off the appearance of vanishing - 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. Domain: Shunshin - Universal Ninjutsu.[/li][/ul][/justify]
Post by Not Masakuni on Jan 31, 2012 11:37:39 GMT -8
-Saton no Jutsu (The Art of the Sand Release) 750 EXP
Saton Ryouuken (Sand Dominion)
[/u] Rank: D, C, B, A, S Type: Supplementary / Saton Kekkei Touta Handseals: No Range: 0 - 50 meters Chakra: High Special: Allows the user the ability to create, control and move Saton (Sand) chakra of their own for multiple purposes. Amount of sand controlled and density depends on highest rank known.
D: 10 meters
C: 20 meters
B: 30 meters
A: 40 meters
S: 50 meters
Description: The basis behind the majority of Saton techniques lie in the user's ability to control the very sand around them. 'Sand Dominion' is just as its name implies, a fundamental supplementary jutsu of Saton nature that allows the user to intermingle their chakra with that of nature, harmonizing the two in order to create complete control over the sand around them. Once this link is achieved, the door is opened for greater creations to be made. Domain: Saton.
[/li][li]Suna no Tate (Shield of Sand)[/u] Rank: D, C, B, A, S Type: Supplementary / Defensive / Saton Kekkei Touta Range: 0 - 5 meters Handseals: Yes. 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.
[/li][li]Suna Raishin (Sand Lightning Needles) Rank: D, C, B, A, S Type: Supplementary / Saton Kekkei Touta Range: See special! Chakra: Mid - High Special: Area of lightning blocked depends on the user’s level of 'Sand Dominion'. Highest rank know establishes lightning diffusion - neutralizes raiton attacks of one rank lower. Neutralized attacks are then unleashed onto the victim which made them. Description: One of the few non-lethal yet still effective Saton jutsu, the user will hurl sand into the air which will come down around their target in the form of hard pikes. Electricity will be generated from the pikes to arc towards and attack the opponent. Essentially, if their opponent utilizes lightning, it appears this technique will neutralize its usage in the target by creating an opposing electrical charge that drains or otherwise neutralizes electricity. Domain: Saton. Saton Ryouuken.
[/li][li]Suna Nezumitori (Sand Entrapment)[/u] Rank: D [x4] (2 Turns) Type: Offensive / Trapping / Saton Kekkei Touta Range: See special! Handseals: Yes. Chakra: Low Special: Range of entrapment and number of targets that can be captured at one time depends on the user's 'Sand Dominion' rank. When first learned, a target(s) can be bound for 1/2 a turn, plus an additional half-a-turn for a maximum 5 turn binding.
D: 2 targets / Very Low Chakra surge to escape
C: 4 targets / Low Chakra surge
B: 6 targets / Mid Chakra surge
A: 8 targets / High Chakra surge to escape
S: 10 targets / Very High Chakra surge to escape
Description: As its name implies, the sand entrapment technique allows the user to use the sand along the ground or within soil to shoot up and attempt to ensnare the victim’s lower body as tightly as possible. Quick moving, the main advantage of this jutsu is that it requires the user can identify the target so that their sand can react. Domain: Saton. Saton Ryouuken 'D'.
[/li][li]Suna Shigure (Sand Shower) Rank: D Type: Supplementary / Offensive / Saton Kekkei Touta Range: See special! Handseals: Yes. 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, for a 10 turn maximum duration. Suiton and Fuuton one rank lower than the user's highest 'Sand Dominion' rank can disperse the shower.
D: 10m x 10m x 10m
C: 15m x 20m x 20m
B: 20m x 20m x 20m
A: 25m x 25m x 25m
S: 30m x 30m x 30m
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'.
[/li][li]Daisan no Mei (The Third Eye)[/u] Rank: C Type: Supplementary / Saton Kekkei Touta Range: See special! Handseals: No Chakra: Mid [sustain] Special: Range of vision depends on user's highest 'Sand Dominion' rank. Can be held for up to one round, plus one more each time relearned, for a maximum of 10 turns. Description: Although basic, The Third Eye nonetheless provides the user with a tactical advantage in battle. Without requiring handseals, the user simply covers one of their eyes with one hand and creates the sand replacement in the other. Once existing, the eye can float around and position itself wheever the user desires, allowing them to gain extra insight on their immediate vicinity. The eye can only see in straight line, so it must rotate accordingly in order to get a different view. Domain: Saton. Saton Ryouuken 'C'.
[/li][li]Sabaku Fuyuu (Desert Sand Floating)[/u] Rank: C Type: Supplementary / Saton Kekkai Touta Range: See special! Handseals: Yes Chakra: Mid [per island/sustain] Special: Range of sand island flotation depends on the user's 'Sand Dominion' rank. When the user learns this technique initially, one clump of sand can be created which will last for one turn. Retraining after the initial allows the user to either create another platfor (for a maximum of 10 sand-clumps) or increase the duration by an additional turn (for a maximum of 10 turns). Islands can be no bigger than 1/10 of the user's highest 'Sand Dominion' rank. Speed of travel while on the islands is dependent on the user's highest 'Sand Dominion' rank.
D: 1 meter/s
C: 2 meter/s
B: 3 meter/s
A: 4 meter/s
S: 5 meter/s
Description: With this ninjutsu, the user will bring together sand into cloud shaped clumps, the size of these ‘islands’ depending on the size of the user. These clumps are dense enough for the user or another ninja to rest on. During quick, dangerous attacks, this can allow the user to rise above any threat from below. Domain: Saton. Must know Saton Ryouuken 'C'.
[/li][li]Suna Shuriken (Sand Shuriken)[/u] Rank: C [x2] (2 Shuriken) Type: Offensive / Saton Kekkai Touta Range: See special! Handseals: Yes Chakra: Mid [per shuriken] Special: Range of shuriken depends on the user's 'Sand Dominion' rank. Shuriken are sharp enough to slice through wood, but can only travel in a straight line. By default, the user can launch up to 1 shuriken, but with additional training, the user can launch 1 more shuriken for a maximum of 20 shuriken. Description: The Sand Shuriken is a ninjutsu technique that allows the user to utilize their sand powers in order to create deadly projectiles. Using their chakra to control nearby sand, the user will hurl disks of sand at their opponent, a bit larger than conventional shuriken. Spinning through the air at high speeds, these disks are deadly in strength, inflicting large amounts of damage to the target and surrounding objects. Domain: Saton. Saton Ryouuken 'C'. [/li][/ul][/justify]
Post by Not Masakuni on Jan 31, 2012 11:35:57 GMT -8
Funikumi, Hyoka - Shiro [url=met him while observing the Yonbi. He finds the young man to be passionate, but doesn't entirely trust him. He views him as a fellow Kusagakure shinobi.
Kuroso, Bit - Shiro met him while searching for the Kusagakure survivors. As a foreign shinobi, he treats him as a potential enemy. Individually, however, he finds him an amusing individual, one that seems very sincere.
Blanche - Shiro met her while traveling through Kusa no Kuni. He finds her to be endlessly fascinating. He thinks she is both highly intelligent and extremely unstable. She is undoubtedly powerful, but he does not know if she is reliable.
Find the remainder of Kusagakure and restore the village.
Take revenge on the nations that killed his family and friends.
[/li][li]Releases – Fuuton, Doton [/li][li]Genetic Abilities - Saton [/li][li]Chakra Pool - Very Low (250 EXP)[/i][/size][/li][/ul]
[li]Primary Armament – Bowie Knife
1 Kama 
6 Kunai 
10 Exploding Notes 
[/li][li]Items – Gourd of Sand[/li][/ul][/size][/i]
Shiro is a man of unremarkable appearance, at first glance. He takes pride in this, as his father would often describe it to him as the sign of a true ninja that he cannot be recognized in a crowd. He stands at five feet, eight inches; a reasonable height, though not one of any exceptional size. He has a lean build, possessed of thin, hard muscle and a wiry frame. His body is the result of a life of conflict and action, and he considers every bit of muscle to be something he has earned. He is not necessarily unduly proud of his appearance; he simply believes that it was the inevitable outcome of his lifestyle. He has pale, light skin, almost translucent. The faint tracery of his veins, both blue and green, is just barely visible underneath his skin, giving him a somewhat fragile look, like that of ancient royalty. His pale tones are complimented by blonde hair of the lightest shade, somewhere between white and gold. The shade flickers between metallic tones and a ghostly white, depending on what light it is seen under.
That hair is messy and somewhat long, with loosely hanging strands sitting between his eyes and framing either side of his face. It is rarely every combed or otherwise fixed; his mother would often tell him he looked more handsome with his hair unruly then he ever did with it tamped down into something 'respectable.' His eyes are a deep vermilion colour, with a vibrancy that stands at odds with the rest of his colouration. Their light is the most prominent feature on his face, and more than once he has been referred to as a 'red-eyed demon.' His narrow, angular chin is marked with slight amounts of unshaven stubble. A sharp nose and lazy brows complete the look of a jaded intellectual. A thin scar traces down the right side of his chin and down his neck, reaching his clavicle before fading, the result of an old battle from his youth.
He dresses himself in a simple, comfortable way. He wears a traditional Japanese shirt, coloured in a simple olive green and made from sturdy, warm fabric. It is tied shut with a black cloth belt, little more than a length of ribbon, similar to those worn by martial artists. Simple pants of the same green fabric cover his lower body. They fit will, but not tightly, giving his legs breathing room and ending just above the heel. He wears thin white tabi socks and simple zori sandals, strapped on tightly to ensure mobility. Made from reliable materials, his sandals are perfectly suited for walking on all terrains. He also wears an open black haori that hangs down past his rear, with white diamonds patterned around the base of the coat. The material is thick and somewhat scratchy, but undeniably very warm. He keeps his bowie knife in a horizontal sheath at the small of his back. His gourd, a tan colour, is also strapped to his back, held in place by a large leather strap that crosses his chest diagonally.
Analysis – Shiro is built, from the very core of his mind, on a basis of constant analysis. His mind works by obsessively examining every piece of information provided to him by his senses, then using that information to build any number of conclusions, from simple facts to complex theories. He then discards the more improbable theories until he reaches the most reasonable conclusion. Everything that he experiences is understood on multiple levels. Nowhere is this more evident than in his interpersonal relationships; everything that is said to him is analyzed from it's apparent meaning to possible subtexts. This can make communicating with some people difficult, due to his obsessive desire to divine every possible meaning from their language. It does, however, make him an excellent tactician and a marvellous team-player, being able to understand the combat dynamics of a given group relatively quickly.
Competition – A keen understanding of the world gives birth to a certain confidence that any challenge it offers can be analyzed and defeated. Shiro takes an active glee in having his intelligence challenged, simply so that he can exercise it. The rest of the world becomes less important to him when his mind is being engaged by some foe or challenge. His singular focus becomes discerning how to solve the puzzle before him. This is considered by some to be his greatest strength, and by others his greatest weakness. Irregardless of whether it is one or another, it is evident that his is capable of focusing his mind on a single problem or set of problems to the exclusion of all distractions, and that this it is not often that an answer can manage to elude his inquisitive mind.
Comedy – Shiro likes a good laugh. His mind, perhaps as a way to defend itself from the crushingly depressing weight of reality, relishes childish humour and practical jokes. It is also possible that it is a facade to cover his prodigious intelligence. Either way, he has a tendency to perform practical jokes on both his superiors and his subordinates, and shows a complete lack of regret or concern when confronted about his schemes. He can switch very quickly between seriousness and light-hearted foolishness.
Loyalties – Shiro's loyalties are not easily earned. Someone can be a friend to him one day and an enemy the next day, simply if he decides it to be so in his own head. He values a challenge and intelligence more than any moral standard, and simply wishes to pursue his own desires, more than he has loyalty to any one thing or person. If he decides that a person is beneficial to him, he will be as loyal as the undying sun, until he decides that he no longer benefits from that relationship. He follows those leaders he respects, obeys those laws that he finds convenient, and trusts only those he deems worthy.
Lust – Shiro enjoys battle. He enjoys bloodshed. And he enjoys these things far more than the average person. He does not necessarily go about his normal day, lusting for violence at random, but when he is in battle, he shows a marked desire to inflict great pain and injury on his enemies. The sight and smell of blood are addictive to him, like the smell of gasoline is for some. He has no real sympathy for others, or even himself, and shows a child-like joy in fighting. More than that, he seems to thrive off of being insulted and degraded. Whether he ignores it or actually enjoys it is up for debate. However, he is the sort of person who will allow himself to be abused and relish in the feeling of it, just as much as he loves to abuse others.
By shinobi standards, Shiro has lived a relatively long life. His life began far away from his current residence, in the foothills of a village in Tsuchi no Kuni. He was not born into the life of a shinobi; that was something that came to him later. At first, he was born as a simple villager, a farmer on the outskirts of civilization. In those early days, his life was simple. As a youth he would help his father with the crops, spending long days in the fields underneath the amber sun, crouched between rows of tubers and hidden underneath stalks of wheat. There, he learned the value of hard work, and learned to understand the change of seasons, the cycles of life for plants and animals. When he was not working, he would sit with his mother and learn his numbers and letters, learn his history and language.
This idyllic life, though beautiful, however, was not to last. As he came into his own as a young teenager, war would strike the world, echoing through each and every nation. What started as a simple skirmish between the Hidden Leaf and the Hidden Sand quickly escalated into something beyond reckoning; another Shinobi World War. His parents, the both of them Iwagakure ninja that had long since retired, were conscripted back into active duty. To protect their home, they said. To protect their son, they said. They never returned home again.
Shiro was left alone, unable to tend to the farm yet unable to do anything else. Eventually, though, war would reach even his village. Shinobi would arrive, bearing arms and powers, seeking to strike down the food source that his home supplied to Iwagakure. There was no sympathy in war, only resources to be exploited or removed. Not far on the tail of those monsters, though, were monsters of a different stripe; allies of Iwagakure, seeking to protect the village from harm. The violence between the two was indescribable, and the village was consumed in flame and stone and wind.
He was the only one who remained, out of the few dozen residents of his mountain home. There would be no survival for him, not as long as he remained where he was. Even monsters have hearts, such as they were, and those shinobi took him in, against better judgement. As the soldiers of war have been known to do, they trained him in the ways of ninjutsu, desperate to give an unsuspecting victim of tragedy some way of fighting back. Perhaps, in some way, they sought to alleviate their sins through giving him a fighting chance. Either way, their efforts were well-spent.
For two and a half years, Shiro travelled with these shinobi and kunoichi. By the time he was fifteen, he had already killed in support of the Kusagakure cause. A great power had awakened with him; Kekkai Touta, or an advanced release, made through the combination of the inherent Doton and Fuuton natures he possessed. He found himself able to manipulate the dust and sand of the ground, bending it to his will into a weapon of war. Blessed with this unique genetic ability, he became a valued part of their war effort, particularly against the forces of Sunagakure; nothing was greater than turning one's weapons against them.
Like all things, however, this would not last. Kusagakure itself would be reduced to a shadow, taken apart by the ravages of war. Destroyed and turned into nothingness, the travelling band of shinobi would have no home, no more than Shiro did. Without a village to govern them, they inducted Shiro in as a Genin of Kusagakure. After all, who was there to say otherwise? They continued to travel together, seeking what remained of their village. For years, it was futile. One by one, they fell in battle, until only Shiro remained. For their memory, he would seek out Kusagakure and help return it to power. He owed that to those that went into the darkness before him.