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nekomatalotus

PostPosted: Mon Jan 21, 2008 8:07 pm


Accepted

Name: Fubuki Shihasu (Last name first)
Age: 13
Gender: Female
Height: 5’6”

Characer Type: Shinobi

Country/Village: Hidden Sand Village
Rank: academy student

Physical Description: At 5 foot 6 inches and weighing 100 pounds, Shihasu is mostly legs at this point in her growth. Lean and lanky, she is deceptively frail, using this and her exotically good looks to her advantage when she needs to. Her eyes are cat-like and a clear aqua, the intensity in her stare giving her an aura of mystery and intrigue that belies her young years. She wears her snow white hair long with side sweeping bangs, though it is usually bound up in an elaborate bun with several ogi and hana kanzashi in her hair, the ogi actually disguised senbon. Despite her grandmother’s objections, she has several peircings, including her nose on the right side, three in each ear lobe, and two in her left cartilage. She rarely wears makeupon her pale ivory skin, though she does line her slanted eyes with kohl to accentuate them, and often paints the middle of her bottom lip red.


Clothing: She generally wears a gray haori over knee-length, loose, gray pants with a pair of black wooden geta. Under this she wears a black tank top and net bodysuit, her family’s mon emblazoned on the back of her haori. Her wrists and forearms are covered by kote modified to promote free movement, and the leather belt she wears over her wide black obi bears a wide buckle with Suna’s symbol carved onto it. She wears the typical belt pouches, but does not wear a kunai holster on her thigh. It is instead on the right hip of her belt.

Personality: More often than not she is serious, not even cracking a smile. She is also proud bordering on arrogant, and at times can be blunt bordering on cruel. Sarcastic and not at all shy, she speaks her mind. However, she does know the importance of making sure that guests and clientele are kept happy in terms of missions, and isn’t above toning herself down and acting coy and demure. She is also vain; she knows how she looks, that she will probably grow into a stunning kunoichi, and isn’t above using it to her advantage when other tactics have failed. Somewhat lazy, she would prefer taking a nap or indulging herself in her favorite past times as opposed to training when she doesn’t want to, and will use every ounce of her cunning to avoid anything she feels is below her at the time.
Despite this, she is loyal and trustworthy, never failing to give her all to help a comrade in whatever situation they find themselves in.

Nindo: As long as there is breath and blood in my body, I will protect my village, my family, and my friends, all the while never failing to become as powerful as I can possibly be.

Clan/Bloodline: Fubuki family

Primary Archtype: Bring honor to the Fubuki name by being the best, and most powerful possible.
Secondary Archtype: Becoming one of the most powerful and elite kunoichi of the village

Statistics:

Physical

Strength: 2
Speed: 4
Stamina: 3

Mental

Intelligence: 5
Tactics: 3
Willpower: 4

Chakra

Power: 4
Control: 5
Reserves: 0

Jutsu

Ninjutsu:

Academy Basics- The basic jutsus. Covered are water-walking, tree-walking, Henge no Jutsu, Kawarimi no Jutsu, and Bunshin no Jutsu.

Fool’s Light Technique (Hi no Ahou Jutsu) – [D – Supplementary, Short to long-range (0-50m)] User creates glowing sphere with a chakra signature that is used as a decoy or a light in the dark.

Puppet Technique (Kugutsu no Jutsu) – [C - Offensive, Defensive, Supplementary, Short to mid-range (0-10m)] This jutsu uses strings of chakra from the user's fingers to control puppets like marionettes. Another useful quality of this skill is the fact that the puppet can take the form of another person, usually its user, allowing the user to trick their enemy into thinking they're fighting a living person. Any number of chakra strings can be used to control a puppet, but users with more skill using the technique can use fewer strings per puppet. Apart from being used to control marionettes, the chakra strings can be attached to other objects, allowing the user to control, or at the very least disrupt, other things
* At the moment, Shihasu can only move objects up to twenty pounds using five chakra strings, or two ten pound objects with ten strings.

Genjutsu:

None as of yet

Taijutsu:

Hand of the Tiger Technique (Te no Tora Jutsu) - [C – Offensive, Defensive, Supplementary] Lengthen and strengthens the user’s nails into claws.

Feline Free Fall Technique (Neko Jiyu na Ochiru Jutsu) - [A – Defensive] Allows user to right themselves and land on their feet with no damage from short (Up to thirty feet), and minimal damage from greater heights (up to one hundred feet).
* At the moment, Shihasu can only avoid major damage from heights of up to fifteen feet, but sustains more severe injuries from falls of heights greater than twenty feet.

Inventory: Has several thin wires on her person at any given time. She is working on being able to convert her chakra to electricity, and plans on using this and the wires for an electric-based attack one day. For the moment, she uses them to help her grapple, subdue, and immobilize opponents. She also has the standard kunais and shuriken, and carries a number of senbon as well. She also has a daisho that she carries on occasion, but this is only when she and her father go on training sessions. She also carries an iron hand fan and a silk hand fan in her obi, able to use the iron fan as a weapon when she wants to add an element of surprise.

Biography: The Fubuki family is known for having some feline-like attributes, their use of lightning chakra, and their use of puppetry. They are also known for turning out powerful ninja with pale complexions and stern demeanors. Shihasu is typical of her kin, her heritage apparent to any that know of the family. Her mother died at birth, leaving her to be raised by her jonin father, Shishiro, and maternal grandmother, Soeki, who was once a kunoichi and fully trained geisha in Kumogakure. Her grandmother, an elitist, believes that Shihasu should carry on the prestige of the artisan craft, and from a young age has began training her accordingly. Her father, opposed to the idea, instead wanting her to chose her own way, sought to undermine Soeki’s plans by treating his daughter more like a son. His efforts included taking her on extended training excursions disguised as ‘outings’, teaching her kung fu and chakra control from the time she was four years old. Knowing her son in law’s true intentions, Soeki also sought to undermine Shishiro’s teachings by teaching her granddaughter the arts of the geisha.
By the time she entered the academy, she was fully trained in classic dance, tea ceremony, the art of conversation, kimono, and calligraphy. She was also an accomplished martial artist, beginning her second year of learning the art of the double sword.
Despite the resentment she feels towards her grandmother for stifling her with the forced hours of what she deemed as tedious lessons, she has come to appreciate the fact that they will aid her on the road to becoming an elite kunoichi, and now rarely complains about spending hours in the heavy kimono of the artist and going over the same dance move over and over, or playing the same song on the shamisen. Her father has also promised to let her sign the family summoning contract when she becomes a chunin, giving her access to the family’s summons, a family of monstrous cats. At the moment, she is almost always accompanied by a medium-haired black cat named Shiro. This cat is just a normal cat, if not somewhat more intelligent and attentive than most.


Accepted
PostPosted: Mon Jan 21, 2008 8:27 pm


ACCEPTED

Name: Kodahma Sano
Age: 14
Gender: Male
Height: 5’6”

Characer Type: Shinobi
Country/Village: Hidden Sand Village
Rank: Genin
Physical Description: Very muscular with well worked out definitions as well as long cuts and burn scars covering right arm and shoulder, and whip marks on back and lower legs. Both eyes are an emerald green with grey pupils (as is the trademark of his clan).
User Image
*Sano when he is a bit older*
Clothing: All his clothes are in an onyx black, even his wooden sandals. The only thing that is not so is a clan sign he wears in the back of his shirt that is in gray. It is the shape of an echo with several-bent wave looking lines going in the eastern direction.
Personality: Slightly quiet around most people and very untrustworthy of any one, but the two mentioned in his history. Has a favorite saying that he only says to those he is about to kill, "The moment you did not hear me was the moment your fate was sealed." Is also very tactical and is willing to do whatever it takes to protect the Kazekage and complete his mission.
Nindo: “To complete the mission no matter the costs.”
Clan/Bloodline: Kodahma (meaning echo in japanese)
Special abilities given: Special bloodline ability is that people from the Kodahma clan can manipulate sound. One thing their body can do is that their ears can take certain sounds and amplify it thus if someone was whispering someone from the clan could amplify what the ear should be hearing and hear whatever the person is saying perfectly clear. Their bodies are also one with sound meaning that they can make their whole body soundless. They can walk through leafs and step on every branch, but deafen the sound so that even the most trained persons could never hear them coming.

When members of the clan become stronger they can also manipulate sound where it can effect others. One ability is that when a clan member punches or kicks an opponent even if they miss the clan member can manipulate the sound waves by heightening the frequency to such a point that it can make the opponent nauseous, dizzy, or even mess with their senses.

At jounin level they can even punch/kick the air in the opponent's direction and manipulate the sound so it can hurt as badly as if they had done it physically (can still be dodged since the sound waves are visible though its just that the user can be up to 25 ft. away and still hit their opponent)

*side note-the sound waves become visible due to the chakra molded around the attack*

Primary Archtype: “To protect the Kazekage with my life.”
Secondary Archtype: “To become the strong.”

Statistics:

Physical

Strength: 4
Speed: 6
Stamina: 5

Mental

Intelligence: 5
Tactics: 6
Willpower: 4

Chakra

Power: 4
Control: 5
Reserves:

Jutsu

Ninjutsu:

Rank E

Name: Mizu Soujuu (Water Manipulation)
Rank: E
Description: Any Shinobi that uses water ninjutsu should likely have this technique. This involves learning basic manipulation of the properties of water. Boiling, freezing, and pressurization of water are included in these studies. Freezing is mostly limited to small amounts of water, and boiling includes the creation of steam by further putting chakra into the water. The user cannot perform these tasks on larger bodies of water with this basic study alone. Furthermore, by learning to draw water from the moisture in the air, the shinobi can use water techniques without requiring a source of water nearby (unless stated otherwise.) A Kage/Sannin level jutsu always requires a water source, even if the Mist-nin in question creates it first.

Tsuchi Tou Tou (Swift Earth)
Rank: E
When performing this jutsu the shinobi places his/her hands on the ground and causes it to move rapidly away as if it were a conveyor belt. As the shinobi increases in skill and rank the size, speed, and range of this jutsu all increase.

Academy Basics

Rank D

Name: Yadama Henshin Bakuha (Projectile Deflection Blast)
Rank: D
Description: Building up a great amount of air in their chest, the user distils chakra to expel a great gust of wind directly from their mouth. The wind is not strong enough to push back something as solid as a human body but can deflect light projectiles such as kunai and shuriken.

Name: Mizutamari no Jutsu (Water Puddle Technique)
Rank: D
Description: By altering personal body shape, the user can melt into a puddle of water on the ground. This allows the user to hide and set up an ambush, or lose inexperienced trackers.

Doton Shinjuu Zanshu no Jutsu (Earth Element Inner Decapitation Skill)
Rank: D
Description: This earth jutsu allows the user to “dive” into the ground and move around in it as if it was water, or even thin air. This ability allows the user to get near an opponent without notice and when below him, pull down the opponent to ground, burying his body and leaving only the head above the ground. This particular jutsu isn’t an attack by itself, but it easily creates and opening for more deadly attacks.

Rank C

Magen: Oto Bunshin no Jutsu (Demonic Illusion: Sound Clone Technique)
The user simply says “multiply” and then distorts the frequency so that the ocular nerve is affected. By doing this the user distorts the opponent’s visual perception making them see several replications of the user. None of the replications have any real substance and will be swiped right through if the opponent tries to attack them.

Genjutsu:

D Rank

Name: Saboten Uchinuku Meimu (Cactus Punch Illusion)
Rank: D
Description: An illusion that makes the target believe that the user’s exposed skin are covered with hundreds of pointed spines, like a cactus. When the user punches the target, their brain is fooled into thinking that the spines are digging into the opponent’s flesh, stimulating the pain receptors more than usual. In reality, the punch is still the same strength. Additionally the opposite is true if the enemy tries to strike the opponent.

Name: Suna no Akushumi (Taste of Sand)
Rank: D
Description: Performing a few seals the user performs a genjutsu in which the user will imagine their mouth filled with sand. While not a particularly deadly jutsu the taste of the sand is quite disgusting and will usually cause the victim to stop what they are doing to spit the imaginary sand out. The sand will however remain until the jutsu ends regardless of what the target does to spit out the sand.

Taijutsu:
*This is the future Taijutsu style of Sano, all of the taijutsu information highlighted in blue are things he does not have yet*
Pi Qua Quan – Sand’s Taijutsu

Pi Qua Quan, among all styles of taijutsu, involves the most movements. Mainly, it emphasizes mid to long range attacks, in which the opponent is confused by the attacker’s constant motion.

Pi Qua Quan is named from the movement of the hands during an offensive. The downward movement of the hand is referred to as pi, while the upward movement is referred to as qua. As the name suggests, Pi Qua Quan is the circular motion of the hand, much like a windmill. A fist is seldom used. Instead, much of the offensive comes from hands relaxed with fingers extended, being used in a manner resembling a whip. The moves are full of beauty, yet the offenses are sharp and heavy.

In Pi Qua Quan the moves are smooth and flexible. It demands the greatest degree of flexibility in any known style of Taijutsu, for the user must learn to move gracefully and without the stiffness of many forms of taijutsu possess.

However, while the style is quite fast and fluid, it does lack the raw power of some other taijutsu styles, as such every hit has to count. As a result over the years, countering has become a fundamental aspect of the style, and it has indeed become so recognized as a part of the style that many have expressed a great fear of attacking a user of Pi Qua Quan for fear of their devastating counters.

As a result of this focus on countering, the style has evolved over time to incorporate chakra control to improve the users reflexes, better equipping them to counter attacks, making it easily the most formidable and most prominent taijutsu style in the wind country.

Stage One

Power: At this stage the user can strike slighter stronger than an untrained shinobi, a solid hit causes minor pain and possibly bruising but not much more than that.
Movements: Movements are awkward at this stage, lacking the fluid motion that masters of Pi Qua Quan possess. The user is still unsure of their stance and move with a bit of difficulty, making each strike rough and slow. Arm movements are difficult to control as the user hasn't learned to keep their arms properly relaxed, and have a tendency to form their hands into fists, which slow down their movements.
Flexibility: Having just begun training their arms and legs to be flexible, they are slightly more flexible than the average taijutsu user, though not by a lot.
Reflexes: No real advantage for the users reflexes at this stage.

Basic Techniques

Name: Seiryu-Kasho
Description: A simple move done will facing away from the opponent. When the opponent is close. The user begins the move by starting to spin on one foot while at the same time swinging their arms downward in front of them, using the momentum from the spin to bring their arms up such that their hands strike the opponent typically below the chin making for a strong blow that is difficult to defend against.

Name: Bokuho
Description: A basic stance that takes advantage of the user’s flexibility; the user crouches down with one leg bent, the other extended slightly. The arms are held out wide and outstretched high above their head, but loose and relaxed at the same time. This allows for the user to be able to target any part of the opponent’s body, whether it be their head or their feet.

Stage Two

Power: A solid strike at this stage can cause a painful bruise, though more significant damage would necessitate multiple focused strikes.
Movements: Movements are a bit more sophisticated, the user now able to perform the up and down movements of Pi Qua Quan with greater accuracy and speed. The motions are still stiff however when compared to a master of this style.
Flexibility: At this stage the user is showing greater levels of flexibility, now able to bend backwards to a greater extent than normal, useful for dodging some attacks.
Reflexes: The user is just starting to make use of their chakra control to better improve their reflexes, however at this stage any improvement is so slight as to be unnoticeable.

Basic Techniques

Name: Fukanro
Description: Catching the opponents kick, the user holds it high while bending down low to quickly grab the opponents other foot, and in one swift movement they wrench the opponents other foot up high while pushing the other down low, the movement typically taking the opponent clear off the ground, causing them to spin in mid air before collapsing on the ground. Though this counter is not particularly damaging, it can provide an opening for additional attacks, making it quite useful in the right hands.

Name: Teishitsu-Jouhai-Sho
Description: A move performed while the user is facing the enemy. Bending down slightly, the user executes a perfect 360 degree spin, striking upwards as they do so resulting in a powerful uppercut that at higher levels can easily lift an opponent off the ground.

Stage Three

Power: At this stage the users hands, held fairly loose can be used to break wooden panels without significant difficulty, making them rather more formidable at this stage.
Movements: Movements are less rigid than in the previous stage, as the user is beginning to learn how to make each move flow more into the other. Additionally they are more adept at keeping their arms relaxed, allowing them to whip them around with greater accuracy and speed.
Flexibility: Having practiced more advanced forms of stretching, the user is flexible enough to allow their body to twist and bend into the moves more easily; the user has no problem holding a crouch or other such positions for hours at a time without their legs cramping.
Reflexes: Only now does the users reflex training start to pay off. Though the difference is only slight, it is enough to allow them to move to lessen the impact of blows that would have otherwise been quite harmful, or dodge blows that would have only just previously found purchase.

Basic Techniques

Name: Kasui-Sho
Description: When an opponent attempts to kick the user while in their Bokuho stance, the user slides extended leg forward while crossing their arms over their head to defend against the kick. With the opponents leg pressed against their arms, the users then swiftly pushes themselves upward forcing the opponents leg high upwards and sweeps their other foot through the opponents other leg, causing them to fall onto their back or neck. This is typically followed with a sharp kick to a vital area and can be devastating against ill prepared opponents.

Stage Four

Power: With the users continued focus, their attacks can now fracture bones, with repeated strikes typically breaking them. As such, combined with their speed at this stage they are becoming very dangerous to face.
Movements: The whip-like form of the arm becomes more pronounced, though the user doesn't have quite enough skill to move around nearly as fast or fluidly as higher stages. Offenses are still a bit slow and unwieldy, but are far less jerky than in the previous stage.
Flexibility: At this stage the user's flexibility and agility allows them to duck in and out of a slower opponent's blows, bending their bodies to dodge attacks. While this is extremely handy against taijutsu users that specialize in slow, powerful moves faster opponents still prove to be a problem.
Reflexes: The user is showing real improvement in their reflexes, such that they are now not only better able to dodge attacks, but they are now more often able to catch and block direct attacks, a particularly important part of the style.

Basic Techniques

Name: Tenshin-Bansa
Description: A deceptively simple counter in which the user catches the opponents punch with both hands, then pulling the opponent forward and turning such that they are behind the opponent, the user then leans forward, forcing the opponent to the ground, while still holding onto their arm, typically resulting in the arm breaking or being dislocated at least.

Name: Koran
Description: Another quite simple but powerful move. Quickly catching an opponents kick, the user immediately lashes out with a kick of their own to the opponents groin, and stepping forward as they do that, they finish it off with a kick to the opponents other foot, typically leaving them face down on the ground struggling to stand.

Stage Five

Power: At this stage a single solid strike from the user can break bones.
Movements: The elegant fluidity of the style is beginning to become apparent at this point. Stiffness is still an issue, but only a minor one as the user becomes more conscious of relaxing their arms and hands properly. Attacks are performed much quicker and flow together better, though they still suffer from a bit of hesitation and awkwardness.
Flexibility: Now having quite an exceptional degree of balance as well as flexibility, the user is now adept at keeping their positions whilst trying to move the opponent off of theirs. The user's ability to weave through an opponent's attacks is improved at this point.
Reflexes: The users reflexes are now at a stage where striking them seems an exercise in futility. Only very carefully planned combinations of attacks, or attacks by multiple people will have much chance of striking.

Basic Techniques

Name: Uryu-Banda
Description: One of Pi Qua Quan’s signature moves, it is essentially a very fast spin in which both the users body and their arms spin rapidly, though their arms are focused in one direction making them appear much like the sails on a windmill. The speed and fluidity of this move is easily the most impressive part, and due to the swiftness with which the move can be started it is a very dangerous move to anyone foolish enough to get too close. Lastly the move provides an ideal opportunity to move into the Bokuho stance, allowing the user to press the offensive further afterwards.

Stage Six

Power: At this stage a solid strike can dent, sometimes crack a tree, naturally making their attacks against an unarmored opponent very punishing.
Movements: The user’s movements take on a more graceful appearance with each move, as the technique now becomes almost second nature. The arms are for the most part properly relaxed, though the user still has a tendency to move a bit more rigidly than a master of this style. Lower level shinobi may find their movements difficult to anticipate and counter due to their speed and focused nature.
Flexibility: Now able to bend their bodies in ways most normal people can't even imagine, shinobi of this level are almost more of a gymnast than a taijutsu user. Not only can they weave through slow opponents attacks relatively easy, but they can often find ways to sweep the opponent off their feet while keeping their own easily.
Reflexes: No significant improvement is seen at this stage in terms of the users reflexes.

Basic Techniques

None

Stage Seven

Power: One solid strike from the user at this stage can break a solid tree in half.
Movements: The fluid style of Pi Qua Quan is now at its peak; all moves are performed quickly and easily without hesitation, making the user’s hand and leg movements appear as a blur to the enemy. Each move of the hand or leg melds completely in with the next, making it quite a spectacle to watch.
Flexibility: By this stage there is virtually no position the user cannot perform, their flexibility having advanced to almost superhuman levels. Their balance is exceptional; knocking them off their feet is extremely difficult as they can stay standing still with no problems even while the earth shakes violently under their feet. Against a slow opponent, the user can pretty much bend and twist their body around their attacks and strike the heart of the enemy with ease.
Reflexes: At this stage the users reflexes are quite incredible. The user will register and begin to react to attacks the moment they begin, which combined with their flexibility and speed makes them nearly impossible to strike.

Basic Techniques

None

Inventory: Holds many kunais and shuriken as well as poison senbon needles and metal knuckles. Holds three types of poisons: 1. a purple poison that paralyzes the opponent 2. a red poison that kills an opponent within 30 minutes 3. a black poison that decays a person's body till they are dead within 1 day (extremely painful and only curable before 3 hours after being poisoned). Also wears heavy arm and leg weights which help with his training, but really only wears while training at the moment (affect in battle is obviously slightly slower and also lowers taijutsu style by one stage).

*Does not have anything, but the purple poison on him currently. Is also not planning on using the trench knives until he is higher in rank and more experienced.*

Trench Knives known as 'reaper': Dangerous weapons that if enacted could suck the life out of an opponent when they penetrated the skin of an opponent. In several cuts, they could drain an opponent leaving them exhausted and weak. However, if the blade were cut into the body and then kept their so the blade stuck into the opponent then the blade could steal all of the opponent’s life. So much so, that not only would the user die, but the blade would take his soul. This however, was not so much the scary part, because once the blade has taken the soul it immediately becomes sentient. Then before the wielder can even continue using the blade, he must have a battle of wills against the blade. If the wielder wins then the blade becomes obedient to him, but if he looses he becomes the puppet of the blade. If the wielder wins, he can use the blade to even more deadly proportions by using the energy taken by the blade to heal himself in times of need. This as well has its own drawbacks however, as the souls trapped within the blade will attempt to eat away at the man’s sanity and make him weak enough for the blade to take over as punishment for entrapping them.

Biography: Originally born from a clan renown for its assassination capabilities Sano was born from the leader of the clan back in Otogakure. His older brother and next in line to take over the clan feared his already prodigy like command over the bloodline while Sano was at an early age and came up with a plan. His older brother sold him into slavery to a merchant heading out of the village. It took many months but eventually Sano arrived at Kirigakure and while there he killed his master. For a while during his pre-academy years Sano was a vagabond living in the alleys of the village. While there he had entered the academy and learned the basics of water jutsus. As much as he had learned in Kirigakure he felt that it had too many bad memories and had made a deal with a powerful merchant to live in Sunagakure instead. Most didn't think this would be allowed, but they had forgotten the greed of the council and the hope that Sano held some important information. Unlike most merchants his newly adopted father was extremely nice and went out of his way to have Sano taught by the best scholars and trained by the very best warriors. When he was old enough to go into the academy his stepfather had him signed up immediately. Sano now waits patiently for his first day of academy willing to do whatever it takes to raise through the ranks.

ACCEPTED

god2005

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OoC Disscussion

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