Kaitou Oni
Sept 22, 2008 16:24:11 GMT -7
Post by Manor on Sept 22, 2008 16:24:11 GMT -7
Name: Kaitou Oni
Age: 28
Height: 6
Weight: 185
Gender: Male
Alignment: Lawful Good
Birth Country: Fire
Village: Waterfall
Special:
Secondary Weapons:
Bloodlimit: Masamune, hopefully.
Training Point Breakdown:
50/500 Raiton
0/500 Doton
40/300 Masamune
80(3580)/250 universal ninjutsu
Universal Ninjutsu
Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) 251x
Rank: "C" (0 tp)
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush forward in almost instantaneous speed. Used to draw the user close to the opponent.
Special: 3 uses per day
Drawback: May use 3 times a day. May perform 1 more each time learned. Passing amount renders the user's legs immobile due to severe pain. Unable to perform again unless gained medical treatment. Must move through an opening. Unable to maneuver around obstructing objects. Can't attack while performing any Shunshin or Variation.
Description: User is able to move forward in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. It is accomplished by focusing the user's chi along the ankles and foot. User mostly moves just with their ankles and feet. Jutsu takes up no movements. User may only use this Jutsu half of the movements may allow in a single round while rounding down. Example: User has 5 movements, user is able to perform Jutsu 2 times per round.
Limit: Universal NinJutsu or Universal TaiJutsu.
Shunshin no Jutsu - Ken'in (Body Flicker Technique - Pull)
Rank: "D" (10 tp)
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush backwards in almost instantaneous speed. Allows the user to retreat from the opponent.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move backwards in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Shunshin no Jutsu - Ko (Body Flicker Technique - Arc)
Rank: "D" (10 tp)
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush in an arc in almost instantaneous speed. Allows the user to avoid the opponent's attack and gaze.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move in an arc along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. User may move forward, or backwards if they know Tweh version of Shunshin. This Jutsu is used to get around and behind an opponent without sacrificing multiple Shunshins. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Shunshin no Jutsu - Kaunta (Body Flicker Technique - Counter)
Rank: "C" (30 tp)
Skill: NinJutsu/TaiJutsu
Effect: Attacks your opponent. Can't simply use "Kaunta" however way you want. It is a skill that allows you to read an opponent's Shunshin and change its movement to neutralize the opponent.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: A shunshin designed as a counter, reading the shunshin of an opponent in order to alter its course and render it ineffective by predicting and following the same technique with a Shunshin no Jutsu (Body Flicker Technique) Variant of your own. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Must know Shunshin no Jutsu - Oshi, Ken'in, and Ko
Shunshin no Jutsu - Zanzō (Body Flicker Technique - Remaining Image) 1x
Rank: "C" (30 tp)
Skill: NinJutsu/TaiJutsu
Effect: Affects the enemy's mind and will power by making after images.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: A Jutsu to move so swiftly that an image of the technique's user is left behind while moving within 10 meters. Most often it is used to dodge an incoming attack and get behind the opponent to perform a counter-attack. When first learned user is able to perform 1 after image within 10 meters. Each time learned user is able to create an extra after image within 10 meters. May learn to perform up to 5 after images within a single Jutsu. Supplement of Shunshin no Jutsu (Body Flicker Technique - Push) while using same schematics. May be used with other Shunshin no Jutsu - Oshi (Body Flicker Technique).
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi, Ken'in, Ko, and Kaunta
NinJutsu Techniques:
Age: 28
Height: 6
Weight: 185
Gender: Male
Alignment: Lawful Good
Birth Country: Fire
Village: Waterfall
Special:
Ninjutsu SpecialistAppearance:
Taijutsu Specialist
Herbalist
Sealist
Freebies:: Earth Release, Lightning Release, Metal Release.
Kaitou possess blue hair and an olive-complexion. The hair throws off fellow clan members, but he retains the rest of the phenotype commonly seen in his brethern. At a young age, he towered over his fellow academy students. As of late, in his late teens, he has reached a more average height. His body frame is covered in wirey but efficient muscle tissue.
Kaitou dresses strangely compared to other ninja. The most notable quality, after the enormous Gourd on his back, is his stylish arsenal of kimonos. The one he seems to prefer to light blue, with eradicate lightning symbols traveling down the sides. It is similar to Gaara's robe, for a strict comparison.
Secondary Weapons:
Primary Weapon:{Slot:1}Exploding Pouches
{Slot:2}Wire
{Slot:3}Wire
{Slot:4}Bells
{Slot:5}Bells
{Slot:6}Hikabi
{Slot:7}Hikabi
{Slot:8}World Map
{Slot:9}Exploding Tags
{Slot:10}Exploding Pouches
{Slot:11}Exploding Pouches
{Slot:12}Smoke Grenade
{Slot:13}Exploding Pouches
{Slot:14}World Map
{Slot:15}Kunai
Personality:Gourd of Iron
Rank: All ranks
Type: Gourd type weaponry (primary)
Effect: Holds Iron sand (see more below)
Special:Gourd used by the Masamune clan
Drawback: none
Description: The iron gourd is a large black cylinder with two large red lines running around the top and bottom of the cylinder. The gourd is also designed with few strange marking, kanji and tags here and there. It’s roughly 5 feet long, 2 feet in diameter (worn on the back of clan members). It contains a large amount of Iron sand, which is used for battle and various purposes. The gourd can contain roughly 250lbs of iron sand, which is not heavy to the clan whatsoever. Due the magnetic field which the Masamune clan members emit and the closeness within the magnetic field, the heavy gourd weighs close to nothing. (see more in jutsu section)
Kaitou s a laid-back and flamboyant man, evident in his style of dress and general attitude, and is usually smiling. In his off time, he often spends time catching up on sleep. From a young age, he has been thrown into the thongs of chronic insomnia.
He is a peace-lovingl and will always try to talk his way out of battles, though he means no insult by it. When push comes to shove, he tends to enjoy life-or-death interactions with fellow shinobi. The nature of his bloodline makes him wary of direct combat, as a slight misstep with a jutsu could lead to catastrophic colateral damage.
Bloodlimit: Masamune, hopefully.
Training Point Breakdown:
50/500 Raiton
0/500 Doton
40/300 Masamune
80(3580)/250 universal ninjutsu
Universal Ninjutsu
Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) 251x
Rank: "C" (0 tp)
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush forward in almost instantaneous speed. Used to draw the user close to the opponent.
Special: 3 uses per day
Drawback: May use 3 times a day. May perform 1 more each time learned. Passing amount renders the user's legs immobile due to severe pain. Unable to perform again unless gained medical treatment. Must move through an opening. Unable to maneuver around obstructing objects. Can't attack while performing any Shunshin or Variation.
Description: User is able to move forward in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. It is accomplished by focusing the user's chi along the ankles and foot. User mostly moves just with their ankles and feet. Jutsu takes up no movements. User may only use this Jutsu half of the movements may allow in a single round while rounding down. Example: User has 5 movements, user is able to perform Jutsu 2 times per round.
Limit: Universal NinJutsu or Universal TaiJutsu.
Shunshin no Jutsu - Ken'in (Body Flicker Technique - Pull)
Rank: "D" (10 tp)
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush backwards in almost instantaneous speed. Allows the user to retreat from the opponent.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move backwards in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Shunshin no Jutsu - Ko (Body Flicker Technique - Arc)
Rank: "D" (10 tp)
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush in an arc in almost instantaneous speed. Allows the user to avoid the opponent's attack and gaze.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move in an arc along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. User may move forward, or backwards if they know Tweh version of Shunshin. This Jutsu is used to get around and behind an opponent without sacrificing multiple Shunshins. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Shunshin no Jutsu - Kaunta (Body Flicker Technique - Counter)
Rank: "C" (30 tp)
Skill: NinJutsu/TaiJutsu
Effect: Attacks your opponent. Can't simply use "Kaunta" however way you want. It is a skill that allows you to read an opponent's Shunshin and change its movement to neutralize the opponent.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: A shunshin designed as a counter, reading the shunshin of an opponent in order to alter its course and render it ineffective by predicting and following the same technique with a Shunshin no Jutsu (Body Flicker Technique) Variant of your own. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Must know Shunshin no Jutsu - Oshi, Ken'in, and Ko
Shunshin no Jutsu - Zanzō (Body Flicker Technique - Remaining Image) 1x
Rank: "C" (30 tp)
Skill: NinJutsu/TaiJutsu
Effect: Affects the enemy's mind and will power by making after images.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: A Jutsu to move so swiftly that an image of the technique's user is left behind while moving within 10 meters. Most often it is used to dodge an incoming attack and get behind the opponent to perform a counter-attack. When first learned user is able to perform 1 after image within 10 meters. Each time learned user is able to create an extra after image within 10 meters. May learn to perform up to 5 after images within a single Jutsu. Supplement of Shunshin no Jutsu (Body Flicker Technique - Push) while using same schematics. May be used with other Shunshin no Jutsu - Oshi (Body Flicker Technique).
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi, Ken'in, Ko, and Kaunta
NinJutsu Techniques:
GenJutsu Techniques:“Polarity Field”
Rank: C, B, A,
Skill: Supplementary, Kekkai Genkai
Effect: Creates a constant field of Magnetism.
Special: The field is constantly emitted. When not in use, the field itself only expands a few inches from the body, but during use, it stretches so that the clansmen may use there Iron sand (directly affected by Rank). To maintain the constant field, Clan members chakra is very well refined (very similar to the refinement levels of the “Aburame clan”) See more below
Drawback: The field cannot be turned off and can only be suppressed to within a few inches off there body. This gives them a small, constant glow to those with chakra seeing power.
Description: Through decades of usage and refinement, Masamune clan members have found a way to convert there chakra into a Magnetic field. They have allowed them selves to become literally “walking electromagnets” with positive and negative poles being emitted from head to toe. Unfortunately, the Masamune clan members cannot turn off this field; they can only suppress it. These means that from a very young age, they have to learn how to refine there chakra to maintain and feed the field around them.
The field itself appears as a rather large dome that is emitted from the user, but in many cases, it can be be stretched and reshaped for certain jutsus and/or chakra conservation (think of the shape created when a magnetic placed onto of a pile of iron shavings).
When first learned, obtained, the members of the clan emit a field that stretches 10 meters long. If the iron sand were to pass there maximum range, then the sand would merely fall to the floor and becomes normal iron powder.
This means that the field must be relearn many times over if a clan member wishes to use there Iron sand and further. The training to increase the size of the field remains C-ranked and adding 10 more meters until a distance of 60 meters is achieved. From there, training becomes harder and goes up to B-rank training. Every B-ranked achieved after add an additional 10 meters until 120 meters is achieved. From 120 meters, training becomes much more difficult and is bumped to A-rank. A-rank training reaches a maximum of 180 meters. If the Masamune clan members wish to continue to gain more distance, then training is considered B-rank and you can only acquire 10 additional meters ever time learned.
Limit: Raiton release. Masamune , Kekkai Genkai. Must be relearned, if not, the Iron sand just falls to the floor as normal Iron powder“Iron Sand Domination”
Rank: C, B, A, S
Skill: Supplementary, Kekkai Genkai
Effect: Allows Clan members to control a set amount of Iron sand within there Magnetic field.
Special: No hand seals are required when controlling Iron sand. (see more below)
Drawback: ---
Description: With this technique, Masamune clan members can control there Iron sand (which is really Iron powder). The Iron sand within the magnetic field they emit is under there complete control. Unfortunately, the clan members can only control a set amount of Iron sand within there magnetic field.
* C-ranked knowledge means that Clan members can control roughly 250lbs of Iron sand within there magnetic field.
* B-ranked knowledge means that clan members can control roughly 500lbs of Iron sand within there magnetic field.
* A-ranked knowledge means that clan members can control roughly 1000lbs of Iron sand within there magnetic field
* S-ranked knowledge means that clan members can control roughly 3000lbs of Iron sand within there magnetic field.
After S-ranked, if the a clan members still wishes to control more Iron sand, then training is considered C-ranked, and you can add 150lbs.
Limit: Metal release. Masamune , Kekkai Genkai Must be relearnedIron Sand Transmutation
Rank: C, B, A
Skill: Supplementary, Kekkai Genkai
Effect: Allows Iron sand to be solidified, yet still controlled.
Special: No handseals required to alter the Iron sand. Directly affected by both “polarity field” and “Iron sand Domination”
Drawback:---
Description: With this skill, Masamune clan members can alter and solidify their Iron sand into any shape they desire. Through their Magnetic field, they can command their iron sand to realign and crystallize itself, forming solid Iron shapes. If the solid Iron sand were to go beyond the Magnetic field, it would simply return to its original iron powder state and fall to the floor. Any assortment of weapons can be created through this jutsu, from a large array of kunai, sendon and shuriken to Large swords, staffs, etc.
* C-ranked: Allows the clan members to create medium size shapes (Equal to the normal a size of Humans~250bls worth.)
* B-ranked: allows the clan members to create Large size shapes
(Equal to the size of a car~1000lbs worth)
* A-ranked: Allows the clan members to create Huge size shapes
(Equal to large trucks~ unlimited worth)
Limit: Metal release. Masamune , Kekkai Genkai"Setsudanki" (Serration)
Rank: D-ranked
Skill: Ninjutsu
Effect: Adds sharper triangular edges to solid iron sand. Maybe paired with most Iron sand creations.
Special: Dog hand sign only
Drawback: ---
Description: With this jutsu, Masamune clan members can add sharp triangular edges of any design to there Solid Iron sand. This add additional slashing and cutting power to there weaponry or Iron sand
Limit: Masamune , Kekkai Genkai. C-rank in Polarity field, Iron sand Transmutation and Iron sand Domination
N/ATaiJutsu Techniques:
N/AHistory:
Kaitou was born into the village of his people during a terminal time. His parents were slaves that held a bit more influence then than others, due to his mother's position as an escort. When threatened by the slave owners, the mother would cease her escort side business, which led to slavers actually quitting the job. Despite his privilege in comparison to his brethren, Kaitou was given the cursed seal. He began to cover the seal with a bandage, acting as if he was afflicted by a skin-eating disease from a young age.
At the age of ten, Kaitou was put up for purchase due to his advanced development. He was bought for about, 100000 Ryo, by a Ninja family in the Hidden Waterfall. Kaitou was one of the lucky few, as he was shipped out of the hell hole of his youth. His owners, it turns out, were fellow Masamune that had struck it rich and intended to give good fortune to younger clan members.
After two years of raising and proper rearing, Kaitou entered the academy. He graduated soon after. His ninja way is focused on spreading good fortune and intention onto others.