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A Literate Naruto Roleplaying guild. Each character has a chance to bring direct change into the story as it revolves around each one. 

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Calibur Elyos

PostPosted: Tue Jan 19, 2010 8:36 pm


Index


Toska Hozaru
PostPosted: Tue Jan 19, 2010 10:12 pm


Appearance
User Image

Full Name: Toska Hozaru
Famous Name/Nickname: Water Ghost
Age: 24
Birthdate: June 2
Gender: Male
Village: Flame Village
Rank: Jounin
Chakra Nature: Water
Weapon(s): Katana
Accessories: kunai


Religious Background:

Religion Name: (Religions from the anime/manga or custom ones. No real life religions. Example Hidan's religion was Jashinism)
Religion Description:
Religion History:


Bijuu/Jinchuuriki

Bijuu Name:
Bijuu Abilities:
Bijuu Control:


Bloodline Background:


Clan Name: Hozaru Clan
Clan Description: They are shiny and sometimes (depending on how thick their transitional membrane is) transparent. However, they can choose whether to stay in their original skin color (blue) or change it to resemble human skin color. Their body structure are also identical to those of humans, however there is a huge difference in internal organs and bones. They normally wear little clothing in order to take advantage of their “transitional membrane”. Females, for example, wear tank or tube tops and shorts. Males wear open jackets or button up shirts to expose their chest.
Clan History: The Hozaru Clan are a clan of people spiritual tribesman who resided near the lakes of the Metal Country. During the clan wars before the forming of the Flame Village, they had allied themselves with the Shishigami Clan to form an alliance to fight against the Ashitaka and Uriu clans. Had they not made this move, what remained of the scattered lakes across the Metal Country would be bled dry by the Ashitaka's flames of hatred. The war would continue for years and at some point the two opposing forces would call upon a peace treaty that would bring them together. Emerging from this combined force was the Flame Village, which the Hozaru clan would help found as well.

Kekkei Genkai Name: Muito
Kekkei Genkai Effect: Those who are born under the Hozaru bloodlimit are made entirely of their own bodily fluid, therefore they range from the shades of light blue (female) to dark blue male).

People born under the Hozaru bloodlimit are quickly identified as “liquid” or “jelly” people. This is because their entire bodies consist of a high content of H20, aka Water, combined with chakra as a result of their ability to manipulate their bodily fluids. They are able to fully control their “transitional membrane”, which is similar to human skin, aside from the fact that this membrane is able to absorb large amounts of water as well as reach a solid state whenever the user chooses to with enough training. They also have the ability of regenerating any part of their body that has been lost, but the process is extremely slow, unless one has done enough training to accelerate it. Finally, they are already skilled at breathing underwater for as long as they like, for their civilization was constructed mainly underwater.
Kekkei Genkai Current Stage: none
Kekkei Genkai Jutsu/Techniques: The Hozaru Clan specializes in using advanced water jutsu and bodily fluid jutsu from their body as well such as their blood. They refer to this as Blood Release.


Jutsu/Techniques

Ninjutsu:

# Nucleus Pull
Rank: S
Skill: Medical Ninjutsu
Effect: Allows the medic to remove the necessary pieces from the Hozaru’s nucleus.
Special: need a willing Hozaru
Description: Using ones medical knowledge and extreme chakra control, the medic is able to pull the most miniscule amount of particles from each of the organs in the Hozaru’s nucleus, and then place them in a container to be used in the creation of this naginata. After this is preformed the player having the procedure done to them needs to write a few posts before being able to really do anything. These posts will be called recovery posts, and similar to training posts, they will be graded by staff out of ten. Once you have gained 40 points in the recovery posts you can be considered all better. note: these recovery points do not add into your tp count what so ever. Adding them into your count will result in your Zeriouja ‘falling off’, and still having to do the recovery posts without gaining tp.

# Excretion
Rank: D, C
Skill: Ninjutsu
Effect: allows the wielder of this weapon to channel water release into the organs in the weapon thus creating the gooey substance, and then being able to make it move onto the blade.
Special: Must be touching the weapon
Description: Channeling water release into the organ fragments allows them to create a substance that is the exact same as what makes up the Hozaru’s D rank transitional membrane. It can then be pushed onto the blade itself as a precursor to the other techniques for this weapon. Certain techniques will require the stronger version, which allows for more of the goop to be produced.
Limit: Must have the Zeriouja

# Transfiguration
Rank: C, C
Skill: Passive/Ninjutsu
Effect: Whenever the gooey substance created from the excretion technique leaves the weapon, or stops touching the weapons owner (the person with their organs inside the weapon) it automatically hardens after a mere moment to the strength of whatever the owners strongest transitional membrane is. (example, if you have transitional membrane at B rank, the substance is as hard as the description of the B ranked version or the transitional membrane which is as hard as rock)
Special: When hardened it is not rock, so you would be unable to use things like underground fish projection on it.
Description: This is a passive technique is a passive skill where the user begins to understand better the powers of the Zeriouja. Not only do they learn that without constant water release from the owners body that the substance will harden (anyone else’s water release cannot effect the organs inside the blade due to a partial connection with the user, and subsequently wont effect the goop either), they also gain an understanding of how various tactics for getting this substance onto their opponent for future techniques. The second rank of this technique allows the user to return an already hardened amount of the substance back to the gooey form by touching it with themselves or their Zeriouja. Whatever the rank of the technique was that created the substance, it requires the same amount of chakra to reconvert it (if I used a B rank tech to make a wall of this stuff, it would take a B rank amount of chakra to change it back to goop it).
Limit: Must know Excretion D rank.

# Synchronicity
Rank: C
Skill: Ninjutsu
Effect: recalls the Zeriouja to the owners hand
Special: handseal till it reaches you
Description: due to the fact that it is the owners transitional membrane within the weapon, it has retained some form of sentience. This allows the organs to store a small amount of chakra within the slight semblance of a chakra system it has. Because of this the user is able to access this chakra to call to the weapon and have it almost push itself towards the user. Because this action uses all the chakra within the Zeriouja it makes it so that no other techniques using the organs within the Zeriouja can be used for one full post.
Limit: Must have Zeriouja

Spike Blast
Rank: B
Skill: Ninjutsu
Effect: converts already hardened goop into the liquefied state and throws it like in the spike splash technique.
Special: handseals
Description: Using the stronger version if transfiguration, the user may break down amounts of already hardened goop produced by the excretion technique, and then quickly fire the amount in an wide spray like attack. The spikes are launched away from the user, and the amount of spikes and chakra is directly proportionate to whatever technique created the original hardened goop. (if I used the B rank jelly wall and converted its spikes there would be less then if I converted an amount made by the A rank medusa wave.) The proportions are as follows.

B rank technique being converted- 100 spikes are made covering an area of about 10 meters

A rank technique being converted- 250 spikes are made covering an area of about 15 meters

S rank techniques being converted- 300 spikes are made covering and area of about 20 meters.

It cost the same amount of chakra the transfiguration technique states to reduce the substance to liquid.
Limit: Must have Zeriouja, C rank Excretion and the second C rank of Transfiguration, and spike splash.

Medusa Surge
Rank: B, A, S
Skill: Ninjutsu
Effect: sends the goo out in an attack attempting to encase the enemy
Special: none
Description: Using the Zeriouja the wielder makes a slashing motion (usually a downward one) to send the goop at the enemy. At B rank it moves in a straight line. The line can extend an amount of 20 meters while still staying about 10 meters tall and 3 meters wide, but only moves in a straight line. The goop moves fairly fast, but due to its inability to be turned it is fairly easy to avoid when noticed. When you know the A rank version, you are able to send out a much wider wave of the goop. This waves dimensions are still 10 meters tall, but it now reaches a width of 15 meters, while still covering a length of 20 meters. Again, this technique can only move in a straight line. Finally the S ranked version is bigger still. It once again can reach 20 meters away, and is 10 meters tall, but this time the width is a full 360 degree area around the user. Meaning it expands out in every direction. This is a ninjutsu because of the extreme emphasis on chakra control and output. You are essentially using the weapon in a fire hose fashion, and then having the substance harden around the enemy. When hardened which is almost instantaneous it is as strong as your strongest transitional membrane. Someone could probably survive within the goo for one post before the weight of it crushes them or they will suffocate from lack of oxygen in 3 post (adjust post count to add in if the person has some sort of technique to add time to the length they can hold their breath).
Limit: Must have Zeriouja, C rank Excretion and at least the first C rank of Transfiguration.

Jelly Concentration
Rank: B, A, S
Skill: Ninjutsu
Effect: Increases total slots for the Hozaru user's body.
Special: None
Description: As time progresses, the Hozaru member will be so used to using their jelly-like body to be able to control the concentration of their water mass. Since Hozaru members are practically incapable of getting buff, being made of water, this is basically their version of it. When a Hozaru member has gone into their clan's jutsu enough, they would be able to control the chakra in their body better, and increase the concentration of their water, thus increasing the total slots of their body, reaching farther than 300 without taking damage to one's self.

Atsui Usumaku (Transitional Membrane)
Rank: D, C, B, A
Skill: Ninjutsu, Supplementary
Effect: The user is capable of controlling the thickness of their transitional membrane. This technique is mandatory for all under the Hozaru bloodlimit. This is because it grants them their survival in battles and harsh weather conditions.
Special: ---
Description:

During training, the user is capable of adjusting and altering their internal water pressure in their bodies. Doing so results in an increased density of their outer membrane. Chakra released from their nuclei protrusions allows water to be pressurized in a certain way underneath their transitional membrane thus resulting in the thickening and solidification of their skin. In order to switch from a higher rank of thickness to a lower, the user must decrease the amount of chakra released from their nuclei protrusions. Also, the user leaves their palms and the soles of their feet remain permeable (D ranked), thus allowing the usage of the water inside of them no matter what rank their in.

* D ranked: Very thin and moist layer of skin. This is the default layer of skin the Hozaru are normally in. Under this rank, the skin is most permeable, meaning they are able to absorb large amounts of water. Although they feel no physical pain, ninjutsu and genjutsu based attacks can affect them. Also, this skin is not suggested for harsh weather conditions. Exceedingly hot or cold weather can evaporate them or freeze them easily..

* C ranked: Under this rank, the transitional membrane is a similar thickness to that of the human skin. Can withstand any kind of weather conditions a human could. Since skin is more solidified, physical assaults on a Hozaru are more effective.

* B ranked: Under this rank, the water within their bodies is pressurized by chakra to the point in which it resembles a rock like thickness and texture. An Hozaru under this rank becomes stronger when landing physical attacks by half the rank of the attack they are using (a D rank punch gets an extra E rank damage added on). Speed is decreased by half a movement.

* A ranked: Under this rank, the water within their bodies are at the highest point of pressurization in which resembles a metal like thickness and texutre. An Hozaru under this rank becomes stronger when landing physical attacks by half the rank of the attack they are using. Speed is decreased by a full movement. Limbs are less prone to breaking. This state can only last for 3 posts before going back to D ranked thickness because it consumes a large amount of chakra.


Limit: Must belong to the Hozaru Bloodlimit, No slots are used up. Every Hozaru member begins with the D ranked version of this technique and work their way up.

# Mugen Korosu (Infinite Breath)
Rank: D
Skill: Ninjutsu, Passive
Effect: People under the Hozaru bloodlimit are able to breath underwater for as long as they’d like.
Special: ---
Description: Due to the evolution of the Sagasu Tribe, the Hozaru are able to breath underwater without the need to come up for oxygen. This may serve as an advantage for hiding from an opponent near bodies of water and surprise attack them. Remaining underwater is also a method of “relaxing” in order to become more energized.
Limit: Must belong to the Hozaru bloodlimit.

# Kaishin Shimasu (Regeneration)
Rank: C, B, A
Skill: Ninjutsu
Effect: The user is capable of regenerating any part of their body that has been lost.
Special: --
Description: The Hozaru are capable of regenerating any part of their body that they wish. By pumping their chakra and mixing it with either water from near by, or from the rest of their body, the lost body part is grown back in a certain amount of time.

* C ranked: Rate of growth is 3 post for every foot. When assisted by bodies of water, 1 ½ post.
* B ranked: Rate of growth is 1 post for every foot and a half. When assisted by bodies of water, ½ a post.
* A ranked: Rate of growth is instantly.


Limit: Must belong to the Hozaru Bloodlimit. User cannot grow additional limbs other than the ones that have been lost.

# Zerii Osaeru (Jelly Capture)
Rank: C
Skill: Ninjutsu
Effect: Creates a jelly-like slug that follows the opponent around till it manages to capture the opponent, get destroyed, or run out of chakra.
Special: Snake
Description: The user does the Snake hand seal in order to gather enough chakra in their hand. Water is then created from their bodies and blended in to create a thick jelly like slug. Jelly slugs can range from different sizes. They can be large to entrap the opponent’s entire body or small only to entrap their legs depending on if there is a water source or not and how much chakra is used. The slug is capable of sensing where the opponent is allowing them to following them as long as the opponent is within 20 meters of the slug. Once the slug has gotten close enough, they leap onto the opponent attaching themselves to them. Because of their gooey texture, it is very difficult to detach from it.
Limit:Hozaru Bloodlimit.

# Supaiku Tama (Spiked Ball)
Rank: C
Skill: Ninjutsu
Effect: After forming a glob of jelly within the users palms, the user molds spikes into it with chakra, and harden it by compacting it together tightly, creating pressure and making it hard as a rock. A small piece of thick jelly is then stuck to the spiked ball, creating something similar to a chain, but in a whip-like fashion.
Special: Dragon
Description: After performing the proper handseal, the user quickly shapes and forms a spiked ball from their blob of jelly. Once this is completed, the ball is hardened and a piece of jelly glob is attached underneath it. This serves as a chain in order to spin the spiked ball to attain enough momentum to strike an opponent with a deadly blow. If the user misses, they are able to retrieve the spiked ball back thanks to their “chain” and try again. The spiked ball will run out of chakra and have to be remade in 2 posts.
Limit:Hozaru Bloodlimit.

# Jelly Clones (Zerii Bushin)
Rank: C
Skill: Ninjutsu
Effect: One jelly clone is created by the user. When one is destroyed, jelly substance is scattered everywhere and two jelly clones form as a result. Every time a jelly clone destroyed, two more are created, overwhelming the opponent.
Special: Rabbit, Tiger, Dog
Description: The Hozaru quickly creates the three hand seals and creates a large glob of jelly. It is thrown on the ground and quickly takes the identical form of the owner, however without a nucleus. The only way of getting rid of them is by freezing them with ice jutsu or evaporating them with fire/lightning jutsu or waiting for them to run out of chakra.
Limit: Hozaru Bloodlimit, user must have “C rank” Atsui Usumaku (Transitional Membrane).

# Spiked Body (Supaiku Shintai)
Rank: B
Skill: Ninjutsu
Effect: Protects the user if an opponent gets too close by hardening their transitional membrane and forming sharp, deadly spikes (resembling somewhat of a porcupine). It can also eject and fly in all sorts of directions with more chakra.
Special: Horse, Pig. Add after jutsu is performed if intending to shoot spikes: Horse, Hare, Horse, Dragon, Tiger.
Description: When an opponent or weapon gets dangerously close, the user performs hand signs and then closes their fist and concentrates chakra all over their body. Immediately, sharp spikes are formed and hardened. The spikes can fatally injure an opponent, especially when they are ejected from the Hozaru’s body. However, injecting the spikes require a little bit short of C rank chakra to perform. If shooting the spikes slowly one at a time, only slightly more than D rank chakra is needed.
Limit:Hozaru Bloodlimit. Must know Transition Membrane “B rank” or above.

# Membrane Wires (Usumaku Harigane)
Rank: C
Skill: Ninjutsu
Effect: Creates up to 8 thin yet dense tentacles on the users back to be used offensively or defensively.
Special: Hare, Dragon, Hold Bird handseal
Description: The user pumps the water substance and chakra within them into their back and begin to form up to 8 tentacles each up to 10 feet long. Maximum denser depends on the current rank of the transitional membrane. Once this is done, the user can choose to use their tentacles for various situations. They can throw objects such as sharp rocks at an opponent. They can grapple and constrict an opponent as well. They can also help the user mobilize easier. The denser in transitional membrane comparison a tentacle is, the slower it becomes.
Limit: HozaruBloodlimit.

# Membrane Combination (Usumaku Kumiwaseru)
Rank: B
Skill: Ninjutsu
Effect: Allows the Hozaru to combine different membrane ranks on different limbs.
Special: Ox, Tiger, Boar
Description: The user performs the three hand seals and chooses which limb they want to transform. Then they focus chakra into the limb to change its membrane rank, while keeping the rest of the body constant. Example: Your upper body’s membrane can be A ranked and you can choose transform your legs into B ranked membrane. This way, you have a metal torso and faster legs. The difference in ranks of the membrane can only be one rank. For example, if a Hozaru member has S ranked upper membrane and C rank legs, the upper chest area would crush the legs, in the same kind of law, if the body was all C rank, and the arm was changed the A rank membrane, the arm would fall off before it could even make a move. This can still not be used on a Hozaru member’s palm.
Limit: Hozaru Bloodlimit.

# Jelly Domination (Zerii Suru)
Rank: A
Skill: Ninjutsu
Effect: The user transforms their body into a large puddle of jelly and temporarily flattens their nucleus without damaging the brain area or the heart area. They are then able to move towards the opponent. The user then looks for an opening in the opponent’s body such as a wound or their mouth and enters their body. The user will then be able to control the opponent’s body temporarily (Permanently if the target is someone dead).
Special: Ram, Boar, Dragon, Hare, Horse, Hare, Dragon, Tiger, Horse, Hold Hare.
Description: Once the proper handseals are made, the Hozaruis able to melt their body into a puddle, granting them fast and easy movement. They slide towards the opponent and insert their body through any opening they can find. Once this is done, they spread themselves through the opponent’s body, taking control of their muscles, while the opponent’s stomach acid is neutralized with chakra, and the stomach becomes the temporary ‘storage’ place of the nucleus. While the victim is still able to comprehend everything that is happening, they are unable to take control of their own body. However, the Hozarutake a course of 3 to 6 seconds to enter the opponent’s body based on the side of the opening, the mouth takes about 4 seconds, and if they are attacked by a jutsu, they will be severely hurt and be forced outside of the body, if hit with a strong enough fire, ice, or lightning jutsu, they could potentially die.
Limit: Hozaru Bloodlimit. Must be in the D ranked Transitional Membrane state.

# Water Absorption (Suton Mugamuchuu)
Rank: C, B, A
Skill: Ninjutsu
Effect: Allows the Hozaru to absorb large amounts of water in order to increase body mass, thus making them stronger and larger.
Special: ---
Description: The user is able to use their permeable skin to absorb water in order to increase their strength and size. In order to do this, there must be some form of water near by such as lakes, oceans, or even rain. The larger the body of water, the stronger the Hozaru will get. However, with so much water, the membrane becomes less durable, and in return for having more membrane and inner water to go through, the water of the Hozaru becomes much easier to damage with Evaporation, Freezing, and Conducting. In other words, they become more easier to damage with Fire, Ice, and Lightning Release jutsu. The nucleus in this form is, however, much harder to find. This thus makes the Hozaru immune to all small-area-focused jutsu unless the nucleus if clearly targeted. The Hozaru is immune to Taijutsu in the “B” and “A” rank levels of this form. C rank requires at least rain to use and B rank requires at least a small lake to use. A rank requires at least a large lake or ocean to work. In the B rank form of this jutsu, the nucleus is semi-visible, in the A rank form of this jutsu, the membrane is easily seen.

* C ranked: An extra 10 feet of height is added. Physical Strength increases by 25%.
* B ranked: An extra 20 feet of height is added. Physical Strength increases by 35%.
* A ranked: An extra 25 feet of height is added. Physical Strength is increased by 40%.


Limit: Hozaru Bloodlimit.

# Jiga Nami (Self Wave)
Rank: S
Skill: Ninjutsu
Effect: Allows the Hozaru to bond with a large amount of water and become a huge self-conscious wave.
Special: Handseals
Description: The Hozaru forms a temporary bond with surrounding waterand then perform hand signs. They then become a 30 meter high 20 meters long and 7 meters thick wave. Unlike most waves formed in the water release, the Hozaru is actually inside it, giving them complete control. The Hozaru member is capable of controlling the wave to go as fast as a C rank taijutsu master and the Hozaru is also capable of making up to a 45 degree turn every 5 meters the wave travels. There is a large amount of water release condensed in the wave, which basically doubles the water's weight, so anything hit by the giant wave has a very high chance of being crushed under pure weight instead of drowning.
Limit: Hozaru Bloodlimit, Water Absorption (Suton Mugamuchuu) A rank, and Atsui Usumaku (Transitional Membrane) A rank.

# Giant's Arm (Kujabaima)
Rank: B
Skill: Ninjutsu
Effect: Focuses a large amount of chakra and water into one's left or right arm, increasing its strength or endurance of it dramatically for a time.
Special: Handseals
Description: The Hozaru member first gathers chakra into the arm they wish to use for the jutsu, then performs the seals. After the seals are complete, water would rush into the arm in question, enlarging it to be the size of the user's body minus the head. At that point, depending on the user's class, the strength of the arm is defined.


D class: Power enough to punch through a concrete wall.
C class: Power enough to dent 3 feet thick steel.
B class: Power enough to send a tree flying 30 meters away.
A class: Power enough to send a 4 feet by 4 feet block of iron flying 20 meters away.
S class: Power enough to send a 6 feet by 6 feet block of iron flying 25 meters away.


Limit: Hozaru Bloodlimit, Atsui Usumaku (Transitional Membrane) A rank.

* Terror Detach (Jiadiaola)
Rank: C
Skill: Ninjutsu
Effect: The ability to detach the head to a distance and still use it.
Special: Handseals
Description: Usually used for tricks and certain missions, the Hozaru user is able to behead himself or have someone behead him, and still use his head in a sense. This works by keeping the body at slightly above C rank Transitional Membrane when the head is beheaded. When the head gets beheaded, a thick but invisible string of chakra will still connect the head and body assuming the head is within 5 meters. The user is able to see and speak from the head as long as the head and body are within the said distance. They can also cut the connection at anytime. They can also wait for the head to leave the 5 meter radius, in which it will cut the connection automatically. Can be learned multiple times to increase the distance by 5 more meters for every C rank of training.
Limit: HozaruBloodlimit. Atsui Usumaku (Transitional Membrane) B rank.

* Great Defense Jelly (Dadang)
Rank: A
Skill: Ninjutsu
Effect: Creates a large water defense blob.
Special: Handseals
Description: After performing the handseals the Hozaru will gather water around themselves until a giant 7 meters by 7 meters blob appears. This blob, linked to the Hozaru member's chakra, will block any attacks that come to the Hozarumember's way that is made with any kind of chakra, even if it came from behind, atop, below, or around, until it takes an A rank amount of damage. It is resistant and weak against certain things, and even if completely blown away by an explosion, the blob would form right up again till it takes the said amount of damage. Explosions can, however, create openings.
Limit: Hozaru Bloodlimit.

* Final Trust (Zuiuou)
Rank: S
Skill: Ninjutsu
Effect: Explodes into a grand explosion of condensed water, before the user potentially dies unless rescued.
Special: Handseals
Description: This jutsu is basically a huge Kamikaze explosion. The user performs a large amount of hand signs, usually with more than 300 slots of water in their bodies or a water source. Once the hand signs are performed, the user turns to pure water, so that only the nucleus is seen, then, all the exposed water within 20 meters (rivers, water vapor, lakes, and oceans) would be gathered around the nucleus. This process takes 3 seconds, after when it is finished, the user would basically be a nucleus in a humongous water ball. Then, based on the amount of water absorbed, a huge pulse of chakra would emit, and then the humongous water ball would explode into a huge explosion of fist-sized water drops. Each drop has the force of a hammer behind it, and the explosion will always be at least 30 meters in diameter (15 meters radius) unless there is little water vapor and such in the air (desert) and only exactly 300 slots in the Hozaru 's body. After the explosion of hammer-like water droplets, the Hozaru's nucleus would hover in the air for a couple seconds, before falling to the ground. Any water coming in contact with the Hozaru's nucleus would be absorbed around it, even mud, usually killing off the Hozaru unless it lands in distilled water.
Limit: Hozaru Bloodlimit, Atsui Usumaku (Transitional Membrane) A rank, Water Absorption (Suton Mugamuchuu) A rank.

* Jelly Rubber (Hozjianzi)
Rank: C
Skill: Ninjutsu
Effect: The Hozaru adds a strong rubber quality to their body in order to use opponent displacement attacks.
Special: Handseals
Description: After performing the handseals a rubber quality is given to the outer layer of the Hozaru ’s membrane. Anything that hits the membrane physically will bounce force the membrane to sink in slightly and then depending on the weight of the object will ricochet backwards (maximum 10 meters). While This technique is active no other Hozaru techniques may be used, or changed (meaning no membrane rank switching).
Limit: Hozaru Bloodlimit. Atsui Usumaku (Transitional Membrane) C rank.

* Jellyroll (Tiaohoz)
Rank: D
Skill: Ninjutsu
Effect: An annoying toss of a couple sticky jelly substance.
Special: Horse, Ram.
Description: The user first performs the two hand signs, before holding their hand out. Then, five rolls of jelly in the form of stick buns are formed. They no not stick to Hozarumembers, but when throw at everything else, they explode into sticky goo. The sticky goo doesn't hinder movement too much, and they are just annoying, but the main point is to throw it at the face, where, if it gets into the eyes, it singes more than getting soap in your eyes or pouring sand into your eyes. As an added touch, the buns are nice and sweet, almost like a real super-sticky sticky bun.
Limit: Hozaru Bloodlimit.

* Kukunai (Skin Kill Jelly)
Rank: A
Skill: Ninjutsu
Effect: Causes a mist infused with chakra for damaging opponents at the microscopic level.
Special: Rat, Ox, Tiger, Dragon, Dog, Horse, Hare, Ox.
Description: A star jutsu of the Hozaru, the Hozaru member performs hand signs, before concentrating chakra into a body part and charging up every molecule, releasing a 5 meters diameter mist at the opponent that moves at D rank ninja running speed until it hits something solid and engulfs it. This mist, when making contact with a dry object, such as skin and cloth, would cause damage at the microscopic level. To the beholder, it would seem like the mist was eating their clothes, equipment, and skin like the mist was some kind of acid vapor.
Limit: Hozaru Bloodlimit.


* Suibotsu (Submerge)
Rank: C, B, A
Skill: Ninjutsu
Effect: The user is capable of forming their own body into a small puddle.
Special: ---
Description: The Hozaru are capable of reforming their body, so that it is nothing but a puddle of water and back to it's original state. By pumping chakra through their entire body they split what holds the water in their body in place, untill they're nothing but a puddle of water. Whilst in this form -- on land and in water -- one can only move, or crawl, at running speed.
o C ranked: Rate of reforming is 2 post. When assisted by bodies of water, 1 post.
o B ranked: Rate of reforming is 1 post. When assisted by bodies of water, ½ a post.
o A ranked: Rate of reforming is ½ post. When assisted by bodies of water ¼ a post.

Limit: Must belong to the HozaruBloodlimit.

* Zerii Kamen (Jelly Mask)
Rank: B
Skill: Ninjutsu, (Passive)
Effect: The user is capable of forming their own body to their own liking.
Special: ---
Description: The Hozaru are capable of reforming their body, changing it's shape and even colour -- if desired. By pumping chakra into their body, compressing and de-compressing certain parts, an Hozaruwould be able to alter the way they look. This can not only be done by changing their facial structure, but their entire appearance -- including how tall, slim or muscular they appear. This alteration in body will stay the same unless the user changes it back.
Limit: Must belong to the Hozaru Bloodlimit.

Genjutsu:

Taijutsu:

# Spike Slash
Rank: C
Skill: Taijutsu
Effect: Sends several spikes made from the goop at the enemy.
Special: none
Description: With a swipe or some sort of motion from their Zeriouja, the user sends forth some of the goop, and it hardens in mid flight into a pointed spike shape used for projectile purposes. The maximum spikes from one slash would be ten, each being about the size of a kunai. You can however choose to make less with each attack, though it would still cost the same amount of chakra. The reason this is considered a taijutsu is because it is more you’re using you ability with the weapon to throw the goop off of the blade the correct way, then using your chakra to move it.
Limit: Must know Spiked Body from the Hozaru blood limit, D rank Excretion and at least the first C rank of Transfiguration. Must have Zeriouja

# Jelly wall
Rank: B
Skill: Taijutsu
Effect: Create a wall made out of the hardened jelly
Special: You must thrust the weapon forward to get the jelly off of the blade.
Description: After learning this technique the user gains the knowledge of how to thrust the weapon forward, or really make any kind of slashing motion to expel the goop from his blade and have it harden in a defensive position in front of him. The goop becomes as hard and as durable as the transfiguration technique allows. Usually this is used to make a type of wall directly in front of themselves or somewhere nearby. The wall can only reach as far away as 5 meters from you to block things, because the gel would be impossible to stop from hardening after that distance. The maximum size of the wall is a 5x5 meter radius (roughly 15x15ft). The reason this is considered a taijutsu is because it is more you’re using you ability with the weapon to throw the goop off of the blade the correct way, then using your chakra to move it. It is as strong as your strongest transitional membrane rank. (use that as a basis to decide how much damage it can take)
Limit: C rank Excretion and at least the first C rank of Transfiguration. Must have Zeriouja

Spinning Spray Dome
Rank: B
Skill: Taijutsu
Effect: creates a dome like wall around the user used for protection.
Special: none.
Description: Raising the Zeriouja above his head, the user begins spinning it rapidly. From the blade the goop will then fly off landing about 10 meters away. As the goop builds up it begins forming a type of wall around the user, eventually culminating in a dome at the top. This dome has the capability to sustain whatever the hardness of your goop can when it hardens (meaning whatever the strength of your strongest transitional membrane is). The reason this is considered a taijutsu is because it is more you’re using you ability with the weapon to throw the goop off of the blade the correct way, then using your chakra to move it.
Limit: Must have Zeriouja, C rank Excretion and at least the first C rank of Transfiguration.

Shinobi Background

Height: 5'9
Weight: 138lbs
Eyes: Blue
Physical Build: average
Personality: B
Intelligence: Normal Intelligence
Affiliations: none
Family: Hozaru Clan
Bio/History:


Calibur Elyos


Calibur Elyos

PostPosted: Sat Mar 20, 2010 8:02 pm


Appearance
User Image

Full Name: Netsuro
Famous Name/Nickname:
Age: 20
Birthdate: September 30
Gender: Male
Village: Rain
Rank: Jounin
Chakra Nature: Water
Weapon(s): Cross Spear
Accessories: kunai, shuriken, explosive tags
Skills: He's adequately skilled with his strange cross-shaped weapon. The upper blades can be removed or rotated to form different angles. Netsurou doesn't move around too much, preferring to attack only when the opponent tries to get close enough. He usually just coils around the cross like some creepy human snake. The fun part comes when he gets injured, either by his enemy or even by himself. Net gains an enormous adrenaline rush proportional to the pain he's feeling, sending him into a masochistic version of a berserker rage. During this stage, his movement becomes furious and fast, his steps unpredictable, his face a wide fanged grin and his eyes fill with blood. The trick to his survival are both his flexibility and speed: Net still carries the scars of the many wounds he got during his assassination attempts, wounds that miraculously missed his vitals. He knows these are "safe spots" and deliberately shifts his body to receive the attacks through these markings. After battles, Net's recovery time is longer than average due to blood loss. He compensates by eating three times as much as the rest of his associates.


Religious Background:

Religion Name: (Religions from the anime/manga or custom ones. No real life religions. Example Hidan's religion was Jashinism)
Religion Description:
Religion History:


Bijuu/Jinchuuriki

Bijuu Name:
Bijuu Abilities:
Bijuu Control:


Bloodline Background:


Clan Name:
Clan Description:
Clan History:

Kekkei Genkai Name:
Kekkei Genkai Effect:
Kekkei Genkai Current Stage:
Kekkei Genkai Jutsu/Techniques:

Organ Rearrangement:
The users possesses the unique ability to manipulate the structure of his body. He usually elongates his fingers, which can be used to grab, or stab, his opponent. He can also transform any part of his body into an edged weapon. Additionally, he is able to move any of his organs around inside his body, which means that killing him is almost impossible. He can even liquefy his body if he wants to. There is basically no organ or muscle that the user cannot extend or manipulate within his body. Below are some of the most notable techniques used by Netsuro.

Contortion-
This technique allows the bones and cartilage in one's body to be twisted in abnormal ways. It allows for the arms to be stretched as well as the abdomen, torso, and neck parts of the body to be extended for long ranged attacks. Some enhanced forms of this technique exist, such as complete contortion which requires the technique known as Organ Rearrangement.

Cardiac Control-
The user gains the ability gains the ability to manipulate his own blood through his body. The ability is regulated by the heart. He is able to release it through wounds inflicted by wounds as well as excreting it through wounds.

Follicle Control-
A technique that allows the user to control the hair follicles on any area of the body. This allows free manipulation over hair in the body, allowing him to literally turn his hair into a weapon. It can be used in a number of ways, ranging from grappling, choking, slashing, piercing, and other numerous amounts of methods to attack.

Epidermal Control-
This technique allows for skin manipulation. He is able to stretch up his own skin, allowing for both defensive and offensive usuage. Commonly he converts the skin of his neck and shoulder into flappy like formations that resemble scarves. These scarves are made from his own skin giving him complete control over them allowing him to use them as extra arms or to shield himself from attacks.

Exoskeleton Control-
This allows the user to control not the internal bone structure of their body, by the external. This includes bones and cartilage on the outside of the body such as fingernails and teeth. Using chakra to strengthen their offense, they can be empowered to the point of where they can stand toe to toe against some metal weaponry. The user is even able unhinge their jaws and extend their teeth structure, turning them into a deadly weapon resembling a large jaw of an alligator.

Stomach Acid-
By controlling organ known as the stomach, the user is able to expel acidic compounds from their mouth. This stomach acid empowered by the force of chakra is able to dissolve through some metallic compounds, making it a great enemy of the flesh should it come into contact with it.

Enzyme Excretion-
Allows the opponent to mix various enzymes in his body to create paralyzing venom. Once it enters the bloodstream of the opponent, it attacks the central nervous system causing their bodily movements to become hindered in battle. It doesn't cause complete paralyzes, however it can become a great burden in battle as the venom spreads throughout various areas of the body. The first signs of symptoms from this attack are muscle spasms.

Wire Manipulation-
The user is able to use the cords of their body such as veins, arteries, and even smaller blood vessels as weapons in their body such as hardening them through the blood and using them as weapons. One of the most notable techniques of wire manipulation is bleeding the opponent of some of their own bodily fluids by injecting his own blood vessels into the opponent before absorption of the fluids with each strike.

Hyper Regeneration-
At the cost of large sums of chakra, the user is able to both regenerate and generate almost anything ranging from small wounds to limbs. However the user does not have the capability to regenerate vital organs such as the heart, lungs, brain, etc.

Jutsu/Techniques


Ninjutsu:

* Name: Puisten vorming. (creation of pimples)
Rank: E, D, C, B, A, S.
Skill: Ninjutsu
Effect: The user learns how to create pimples
Special: "Handseals"
Drawback: ---
Description: After the user forms handseals the user concentrates chakra on various small points of the body, causing apparently normal pimples to created on those points. The pus inside is under high pressure, and thus they are easy to squeeze. When that is done the pus inside will fly for approximately five meters. The amount is fairly small and has no special effects when done this way, though it is quite smelly and has the tendency to creep into clothes and make stains. When this technique is used at E-rank the user can create two pimples, at D-rank the user can create four pimples, at C-rank the user can create eight pimples, at B-rank the user can create sixteen pimples, at A-rank the user can create thirty-two pimples and at S-rank the user can create sixty-four pimples. The pimples take about two seconds to form after the handseals are formed.
Limit: ---

* Name: Pus knokkels. (Pus knuckles)
Rank: C-ranked
Skill: Ninjutsu
Effect: The user creates far bigger pimples on the knuckles.
Special: "Handseals"
Drawback: If the user touches the pimples whilst forming handseals the user has a chance to hit himself.
Description:After forming handseals the user forms eight, slightly larger pimples, one on each knuckle. When one of these pimples hits something it explodes, releasing about half a pint per pimple. This pus sticks, smells horrible and is very acid, causing first degree burn marks after two turns of skin contact and second degree burn marks after four turns of skin contact.
Limit: Must know the C-ranked version of 'Puist vorming'.

* Name: Pus gebied. (Pus field)
Rank: C-ranked
Skill: Ninjutsu
Effect: The user explodes all pimples on his body at once, covering an entire area in pus.
Special: "Handseals"
Drawback: The user ends up in the middle of this field.
Description: After the user forms handseals every pimple on the body explodes, shooting out pus in every direction. This pus is not acid at all, but very slippery, and cannot be walked upon with chakra under ones feet without slipping. It is about as slippery as a smooth ice track. The diameter of this technique in meters is half the amount of pimples that explode.
Limit: Must know 'Puist vorming'

* Name: Pus geweer. (pus rifle)
Rank: B-ranked
Skill: Ninjutsu
Effect: The user creates a single pimple that releases a very strong acid.
Special: "Handseals"
Drawback: ---
Description: After the user forms handseals one slightly larger pimple will appear on a body part specified by the user. The pus inside this pimple is extremely acid and under very high pressure. When squeezed the pus shoots out of the pimple at twice the speed of a thrown kunai. Though only about a quarter of a liter this acid causes second degree burns on impact and third degree burns after three turns of skin contact. It can travel up to sixty meters
Limit: Must know the C-ranked version of 'Puist vorming'.

* Name: Pus vloedgolf! (Pus Tsunami!)
Rank: S
Skill: Ninjutsu
Effect: Creates a huge extremely acid field of pus.
Special: "Handseals"
Drawback: The user must turn the back to the enemy when aiming.
Description: After forming handseals one, extremely large, pimple will form on the back of the users neck. When squeezed it will explode with enormous force, creating a true tsunami of pus. The Tsunami will travel for about forty meters, so acid that it burns through medium trees in three seconds and large boulders in six seconds. When contacting the skin it will immediately cause fourth degree burn marks, melting to the bone after two turns.
Limit: Must know the B-rank of 'Puist vorming'.

# Name: Maag hervulling (Stomach refill)
Rank: E-ranked
Skill: Ninjutsu
Effect: Refills the stomach.
Special: "Handseals"
Drawback: ---
Description: After using a jutsu from the 'Way of the acid' line the user must perform this jutsu to refill the stomach with acid. It takes six seconds for the stomach to refill.
Limit: ---

# Name: Zuur veld (Acid field)
Rank: C-ranked
Skill: Ninjutsu
Effect: The user creates a huge field of stomach acid.
Special: "Handseals"
Drawback: The user can get caught up in his own field.
Description: After forming handseals the user expels all his stomach acid through the mouth in an orb shape. It can shoot no further than thirty meters from the user. When it hits the earth it splatters in all directions, creating a field of stomach acid. The initial radius of this field is ten meters. The user can add another five meters to this field for every rank the user is above D-rank up to a maximum of thirty meters for S-ranks. Upon contact with skin this technique causes first degree burn marks, after two turns of contact these burn marks become second degree. Another three turns after that these burn marks become third degree.
Limit: Must know 'Maag hervulling'.

# Name: Kanonskogel (cannonball)
Rank: C, B, A, S
Skill: Ninjutsu
Effect: The user shoots a compressed ball of stomach acid.
Special: "Handseals"
Drawback: ---
Description: After forming handseals the user aims his opened mouth at the target and expels a concentrated ball of stomach acid. At C-rank it leaves second degree burn marks upon contact. At B-rank it leaves third degree burn marks. At A-rank it causes fourth degree burns, and it is so concentrated that it burns through the skin into the underlying flesh. At S-rank it's concentrated enough to melt through tree bark with no effort at all. The maximum range is ten meters.
Limit: Must know 'Maag hervulling'.

# Name: Zure regen (Acid rain)
Rank: B-ranked
Skill: Ninjutsu
Effect: The user lets it 'rain' stomach acid.
Special: "Handseals"
Drawback: The user is always in the centre of the technique.
Description: After forming handseals the user shoots all stomach acid up in the air. Using chakra the user suspends the acid in the air, and cause it to fall down slowly in drops. It will start to rain down over the course of 30 seconds, with a radius of thirty meters, with the user being the center of this technique. After one turn of skin contact the skin will suffer first degree burns. After two turns second degree burns form, after three turns third degree burns appear.
Limit: Must know 'Maag hervulling'.

* Name: Scheet bewapening (Fart armament)
Rank: E-ranked
Skill: Ninjutsu
Effect: Recreates gas in the body after the user uses a way of the gas technique.
Special: "Handseals"
Drawback: Must be used after the user has used a 'way of the fart' technique if the uses wishes to use another one.
Description: After the user forms handseals he sends chakra to the cells in the guts, causing them to create a lot of gas from whatever is currently present in there. All 'way of the fart' techniques have the property that they easily combust. All techniques of this line have a distinctive green colour, making the gas easily recognizable. Being heavier than air the gas has the habit of lingering on the place where it was unleashed.The user himself is not as affected by his own gas techniques because people are somehow used and immune to their own smell.
Limit: ---

* Name: Gas howitzer
Rank: E, D, C, B, A, S.
Skill: Ninjutsu
Effect: The user fires a compressed fart.
Special: "Handseals"
Drawback: ---
Description: The user forms handseals and 'aims' towards the opponent, releasing a ball of compressed gas. It flies as fast as a thrown kunai and since it's compressed it hist like a solid object. After hitting the 'projectile' dissipates and spreads over an area with a radius that is half the firing range of the technique.
o E- 5 meters - The target feels the hit like a firm breeze.
o D- 10 meters - The target feels a small blow, like a punch from a eight year old.
o C- 20 meters - Strong hit, one meter knock-back.
B- 40 meters - Formidable hit, five meter knock-back.
A- 80 meters - Overwhelming hit, ten meter knock-back, has the capability of breaking bones.
S- 160 meters - Crushing hit, twenty meter knock-back, can create a small crater upon contact.

Limit: Must know 'Scheet bewapening'

* Name: Geurig rookscherm (Odorous smokescreen)
Rank: D, C, B, A
Skill: Ninjutsu
Effect: The user creates a field of gas
Special: "Handseals"
Drawback: The user ends up in the middle of the field
Description: The user forms handseals and 'releases' a huge amount of gas. It is different from the normal gas in the way that it is of a far darker colour, impairing sight just as good as any smoke bomb could. Since this is still a fart the smell causes nausea and dizziness upon those who are not the user. The radius of this technique is:
D- 10 meters
C- 20 meters
B- 40 meters
A- 80 meters
Limit: Must know 'Scheet bewapening'.

* Name: Aromatische dood (Aromatic death)
Rank: D, C, B, A
Skill: Ninjutsu
Effect: The user creates a field of stink gas
Special: "Handseals"
Drawback: The user ends up in the middle of the field
Description: The user forms handseals and 'releases' a huge amount of stink gas. It is different from the normal gas in the way that it is almost invisible and smells far more horrible --as if you have rotten eggs right under your nose-- than a normal fart. The smell gets stuck in the clothes for days, and is almost unable to be washed out. The smell is so horrible that those within the field who are not the user suffer nausea, dizziness and choke. The B-ranked and A-ranked versions are so bad that the ones within the field feel the immediate need to throw up. The radius of this technique is:
D- 10 meters
C- 20 meters
B- 40 meters
A- 80 meters
Limit: Must know 'Scheet bewapening'.

* Name: Harde die klinken, zachte die stinken (Noisy ones sound, silent ones smell)
Rank: D, C, B, A, S
Skill: Ninjutsu
Effect: The user releases the gas slowly and steadily, allowing himself to fly like a jet.
Special: "Handseals, hold Boar"
Drawback: Makes an awful lot of noise and leaves a very distinct trail of gas.
Description: After the user forms handseals he releases the gas at a steady pace from his behind, allowing him flight through jet propulsion. The maximum speed is the speed of a thrown kunai. the flight time is:
D- 1 turn
C- 2 turns, can lift an additional 40 kilos
B- 8 turns, can lift an additional 80 kilos
A- Infinite time, but slowly drains chakra (E-rank amount every turn), can lift an additional 160 kilos
S- Infinite time, slowly drains chakra, can lift an additional 320 kilos.
Limit: Must know 'Scheet bewapening'

* Name: Schockgolf
Rank: B, A, S
Skill: Ninjutsu
Effect: The user releases a fart, causing a shockwave in all directions.
Special: "Handseals"
Drawback: The user must hold on to something when he releases this technique or risk blowing himself away.
Description: After forming handseals the user unleashes a fart so powerful it becomes a shock wave. The magnitude of this attack is:
B- 33 meters radius, can knock over medium sized boulders
A- 66 meters radius, can uproot trees
S- 100 meters radius, can knock over small flats
Limit: Must know 'Scheet bewapening'

* Name:
Rank: Snot Manipulatie (Snot manipulation)
Skill: E-rank
Effect: The user learns how to manipulate snot.
Special: ---
Drawback: ---
Description: A basic technique, which will allow the user to create extra snot to use for snot techniques. Snot is extremely sticky and absorbs tangible attacks really good. It can withstand and absorb tangible jutsu's and physical attacks one rank above the rank of the snot technique, it is however is extremely weak against intangible attacks, those can defeat snot techniques that are one rank higher.
Limit: ---

* Name: Snot creature
Rank: E, D, C, B, A, S.
Skill: Ninjutsu
Effect: The user creates a creature out of snot
Special: "Handseals"
Drawback: ---
Description: The user creates a creature out of snot that acts just like the creature it is modeled after, thus a horse would run, a bird would fly and a shark would swim.
E- Small creature
D- Medium creature
C- Large creature
B- Huge creature
A- Gargantuan creature
S- Colossal creature
Limit: Must know 'Snot maniplatie'

* Name: Snot kloon (Snot clone)
Rank: C-rank
Skill: Ninjutsu
Effect: The user creates a clone out of snot.
Special: "Handseals"
Drawback: ---
Description: After the user forms handseals a clone forms out his nose, made out of snot. It's quite useful, despite being quite frail and unable to perform any ninjutsu. It only takes a D-rank intangible attack to dissapiate the clone. Tangible jutsu's and physical attacks up to and including B-rank get absorbed and stuck in the clone. When it comes into touch with an opponent it sticks like glue. When first learned the user is capable of creating one clone, each extra time learned the user can create an extra clone, up to the maximum of ten.
Limit: Must know 'Snot manipulation'.

* Name: Snot kooi (Snot cage)
Rank: C-rank
Skill: Ninjutsu
Effect: The user shoots snot out of his nose which is extremely ticky.
Special: "Handseals"
Drawback: If the nose exit is blocked the snot will get stuck and harden in the users nose.
Description: After forming handseals the user aims his nose at the opponent and shoots out a great amount of snot in a cone shape. It has a range of three meters and travels as fast as a thrown kunai. It is extremely sticky and has a high viscosity.
Limit: Must know 'Snot manipulatie'.

* Name: Snot kogel (Snot bullet)
Rank: C-ranked
Skill: Ninjutsu
Effect: The user creates a ball of snot that explodes and catches opponents.
Special: "Handseals"
Drawback: User can catch oneself if not used properly
Description: After the user forms handseals a ball of snot is expelled from the nose, the size of a tennis ball. It can be thrown as any normal thrown weaponry. Upon contact it explodes, forming an orb of snot with a radius of one meter, instantly hardening when it reaches that range.
Limit: Must know 'Snot manipulatie'.

* Name: Snot muur (snot wall)
Rank: E, D, C, B, A, S.
Skill: Ninjutsu
Effect: Forms a protective barrier of snot.
Special: "Handseals"
Drawback: ---
Description: After the user forms handseals and releases snot from his nose. The snot forms in a half dome shape, protecting the front of the user. The dome is as high and wide as the user on the largest points. The user's chakra is what keeps the barrier from falling, thus the barrier will fall when the user uses another technique. It is extremely sticky as all snot techniques.
Limit: Must know 'Snot manipulate'

* Name: Snot koepel (snot dome)
Rank: E, D, C, B, A, S.
Skill: Ninjutsu
Effect: Forms a protective dome of snot
Special: "Handseals"
Drawback: Since the user traps himself in the dome he has to bust his way out of his own dome.
Description: After the user forms handseals and releases snot from his nose. The snot forms in a dome shape around the user. The dome is twice as high and wide as the user . The user's chakra is what keeps the barrier from falling, thus the barrier will fall when the user uses another technique. It is extremely sticky as all snot techniques.
Limit: Must know 'Snot manipulatie'

* Name: Snot gevangenis (Snot prison)
Rank: B-rank
Skill: Ninjutsu
Effect: The user causes a snot clone to explode.
Special: "Handseals"
Drawback: The user must stay out of the range of the technique or risk immobilizing him/herself.
Description: After forming handseals the user projects his chakra to a snot clone that has been created prior to using this technique. The snot clone explodes, sending snot in all directions in a radius of three meters, creating a dome of snot. Being extremely sticky and with a high viscosity this dome is very difficult to escape for opponents. This technique does not work if the clone is further than 20 meters away from the user.
Limit: Must know 'Snot kloon'

Genjutsu:

Taijutsu:


Shinobi Background

Height: 6'1
Weight: 140lbs
Eyes: Dark
Physical Build: Athletic
Personality: Netsuro is insane, but he remains cunning and perceptive in his own way. He possesses a vast knowledge of his religion even though his warped mind now sees it as a way to justify his proceedings rather than a guiding light. His unsettling, constant grin, numerous scars and pale skin as well as his height all contribute to make him quite intimidating, and he uses this to his advantage when fighting. On more peaceful days he's pretty lazy, usually happy with just lying down in a heap and sipping tea.
Intelligence: Normal Intelligence
Body Archetype: Myrmidon
Affiliations: Team Neko
Family: Netsuro is the sole survivor of his clan, a family of religious shinobi assassinated for their beliefs when he was 15. He considered his recovery a miracle, as the stab wounds he was dealt somehow missed vital spots.

Enraged and fueled by vengeance, he systematically killed every person involved in the murders, ending with the region's daimyo. For every death, he would punish himself with savage beatings and flagellation. By the time his ordeal was over though, something had already snapped inside Netsuro's head. He hardly cared for the religious meaning of his injuries, all that mattered was the adrenaline rush he got from them.
He wandered the countryside for years, without goal or aim, disposing of anyone who would dare insult his beliefs and basking in the bliss that pain produced. Word of mouth turned him into some sort of immortal, a demon who would come back to life no matter the severity of his wounds, a monster who grew stronger with every spilled drop of his own blood. This is when he ran into the Gokiburi-Gumi, a missmatched clan of thugs and oddballs that welcomed him as one of its own.
Netsuro's motives for joining the clan are purely pragmatical, but he does respect and listen to Ree, satisfied with being in a gang that respects his twisted views and provides him with plenty of challenges to quench his thirst for pain.
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