Tani Shinrin
Apr 17, 2010 23:36:44 GMT -7
Post by Tani Shinrin on Apr 17, 2010 23:36:44 GMT -7
Name: Tani Shinrin
Age: 16
Height: 5'7
Weight: 124 lbs.
Gender: Female
Alignment: Chaotic Good
Birth Country: Fire
Village: Stone
Special:
NinJutsu Techniques:
Age: 16
Height: 5'7
Weight: 124 lbs.
Gender: Female
Alignment: Chaotic Good
Birth Country: Fire
Village: Stone
Special:
TaiJutsu SpecialistSecondary Weapons:
Capoeira
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NinJutsu Specialist
Wind
Sound
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GenJutsu Non-Specialist
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Clan Non-Specialist
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Shuriken x12 (4 slots)Primary Weapon:
Smoke Grenade x4 ( 2 slots)
Windmill Shuriken x1 (4 slots)
Exploding Tags x4 (1 slot)
Kunai x4 (4 slots)
Short Sword (Overview) NinjatoPersonality:
Rank: "C"
Type: Main
Effect: Swords that slash hack, dice and anything else within this genre that reaches a certain length.
Special: ---
Drawback: ---
Description: Any bladed weapon that is longer then one foot, but shorter then two feet. These swords can be any types such as the Short Sword, or the Tanto, or even the Mechete. The ninjato has a straight blade that is about 2 feet in length with a handle big enough for two hands. The ninjato is diagonally behind her back, the hilt near her right shoulder with the end of the scabbard at her left side.
Limit: These types of weapons may be capable of being bought inside any Weapon Shop
Cost: 1,000 Ryo
Tani Shinrin is a firm believer in fun. She enjoys jokes and pranks as long as they aren't on her. She also enjoys the outdoors.Appearance:
While most of the time she is easy-going, she has a short fuse for complaining. While she does not like being told what to do, that will not upset her, but it may lead her to doing the opposite of what she was told.
When meeting new people, she is often shy and quiet. However, after a short time she would begin to open up. In larger groups, she’d return to that quiet state. She also blushes easily.
While vocabulary isn’t her strong suit, she is quite intelligent in other areas, when she wants to show it. She loves competition. She is a bit of a tomboy, but she would never admit it.
Given certain situtations, Tani can be quite empathetic and caring to those in trouble and/or sorrow. She loves to hear stories and will often remember someone's past that was told to her more than remembering what she ate the previous day.
Tani stands 5 feet and 7 inches tall. Perferring speed over strength, she is lean and not muscular. She has a light olive skin tone.Bloodlimit: N/A
She wears her headband across her forehead. Her long brown hair is often tied back in a high pony tail, with her bangs covering up the right half of her pretty face. When her hair is down, it reaches well down to her lower back. Her eyes are a dark brown. With her eyes and the smile she wears most of the time, she often appears to be in the best of moods.
She wears a white robe-like sleeveless shirt with red borders (see: avatar). She wears black fingertipless gloves. She wears waist high, slightly loose, red pants just past her knees to her shin guards and black Jika-tabis.
Her most precious possession is a simple necklace her mother gave her after graduation from the ninja academy. While the necklace is not worth very much, she is never seen without it. The necklace is a simple chain with a coin-sized medallion containing a picture of large wild cat standing on top of a huge rock. What Tani doesn't know about the necklace is that her mother originally recieved it as a gift from her father.
NinJutsu Techniques:
Wind (70 T.P)GenJutsu Techniques:Fuuton no Jutsu (Wind Release Skill)
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Wind. This means that any NinJutsu or specialized TaiJutsu that deals the Wind Release will need this in order to be performed correctly.
Limit: ---
Futon- Kaze Kage (Wind style-Wind cage)
Rank: C, B
Skill: Ninjutsu
Effect: The user creates a large cage of wind, about 10 feet long and 10 feet wide. The wind spins around in a constant motion, making it almost impossible for anything to pass in and out of it. Sound is also impossible to pass through the barrier therefore anyone inside cannot hear anything on the outside, and vice versa. The B-rank version however, has wind continue to move around at a high rate inside of the cage, throwing whatever is in side of it around and cut it up. The cage can only be held for up to 5 posts.
Special: Handseals
Drawback: The cage cannot move, and the jutsu user cannot move while he/she is holding the jutsu. If the jutsu user is disrupted while the jutsu is in place the jutsu will be disrupted and the cage will go away.
Description: The user performs a series of handsigns and stop on the tiger symbol. A cage of wind will form wherever the caster wishes it to be, as long as it is within 20 feet of the user. The cage will begin spinning faster and faster around the selected area until a cage is formed. The cage will remain for as long as the user wishes, but will automatically disappear after 5 posts. The cage of wind will spin up to about 100 miles an hour creating a very powerful barrier. If the user learns the B-rank version wind will also be inside the cage, shooting around back and forth at a rate of 50 miles an hour and cutting up whatever is inside it.
Limit: Must have wind release
Slyph’s Orb
Rank: “C” Rank
Skill: Ninjutsu, Offensive
Effect: Causes a small burst of wind to shoot forth from the user’s hand in the shape of an orb.
Special: “Hand Seals”
Drawback: The attack is clearly visible, causing distortion as the orb moves forward.
Description: The Slyph’s Orb is a wind-based ninjutsu in which the user will project a burst of wind, shaped with chakra to resemble an orb, in a straight line towards a target. The user will perform the handseals, gathering the required chakra as they create a small vacuum around their hand. The air, once gathered, will compress itself into the shape of an orb, about six inches in diameter. It is then launched from the user’s hand by the user extending their arm forward in a punching-like motion. The orb itself will move quickly, its’ speed as the orb travels causing a great amount of distortion in the atmosphere. It is capable of easily dispersing most secondary weapons and, in fact, is capable of dragging those said weapons along with them as the orb moves forward. Capable of traveling a maximum distance of ten meters, it will travel at a speed of around 2 meters per second, and then the orb will reach its’ final destination and burst five feet in radius, creating a centralized air explosion that is powerful enough only to knock over objects weighing less than 200 lbs. The main use of this ability is to catch opponent’s secondary weapons as they launch them, or, perhaps, use after your own secondary weapons are thrown, and then cause them to be flung about in all directions at the end of the burst. If at any point the Slyph’s Orb is incapable of moving forward, the burst will be prematurely activated.
Limit: Must have the Wind Release.
Fuuton Kaze no Senbon (Needles of the Wind)
Rank: "D"
Skill: NinJutsu
Effect: User hurls a mixture of senbon needles in the form of wind to cut into the opponent.
Special: "Handseals"
Drawback: ---
Description: The ninja gathers air with his hands and mixes it with chakra, by doing this he transforms them into sharp and deadly needles. The needles are almost invisible so it is hard for the enemies to see them. This technique may be blocked by large objects, however something small such as a sword, or a staff will allow the needles to separate still moving towards the object it was originally sent to. Not a powerful technique as the user is capable of hurling up to ten senbon wind needles that gives out minor cuts. However this could be used as a more of a set up technique to allow the user to perform a more dangerous technique.
Limit: Must have the Wind Release
Kaze Ya no Jutsu (Wind Arrow Technique)
Rank: "D"
Skill: NinJutsu
Effect: User is capable of breathing inwards and exerting outwards a large like arrow to pierce into the opponent's body.
Special: User takes in a deep breathe filling their lungs with air.
Drawback: Only one may be created at a time.
Description: The user molds chakra and breathes in. He or she then blows out and an arrow made of wind is shot from the user’s mouth. This arrow may be blocked as it is just a large consumption of wind, however it can not be deflected away. This means that the object must be large in size enough to defend from one against the wind. The size of the arrow is the size of the opponent's mouth with the length of three feet as it can travel up to the distance of twenty meters. This technique is used for short range to steer an opponent away from the user.
Limit: Must have the Wind Release
Fuuton - Daitoppa (Great Breakthrough)
Rank: "C"
Skill: NinJutsu
Effect: User hurls out a large blast of wind capable of leveling almost anything within its path.
Special: "Handseals"
Drawback: ---
Description: User performs the handseals as they take in a deep breathe. Holding it for a brief moment they quickly exert it as a large blast of air the size of the user's head, and double the length is sent out towards the opponent within the distance of twenty five meters. This technique is capable of crushing an opponent's ribs if hit directly, or capable of dislocating a shoulder if hit along the shoulder. This technique is sometimes used to break down large doors, or to smack an opponent away from the user when the user comes into a bind. Depending on the user's class level depends on the distance this technique may be used. When the user is "D" class the distance is that of twenty five meters. Each class the user is higher then that of "D" The distance increases by five meters. When the user masters the art of wind, the blast increases by doubling it size as the distance is increased by ten meters.
Limit: Must have the Wind Release, Must know Fuuton Kaze no Senbon (Needles of the Wind), Must know Kaze Ya no Jutsu (Wind Arrow Technique)
Fuuton: Suiran Reppu (Wind Release: Verdant Mountain's Violent Wind)
Rank: "D", "C", "B", "A", "S" Rank
Skill: NinJutsu
Effect: A wind technique using winds to lift and control a certain amount of weapons or people using powerful and at some points violent winds after utilizing the wind release. However, this can only be done to a certain extent.
Special: "Handseals"
Drawback: Must be learned multiple times, last handseal must be held for the technique to work. Once the seal is broken the technique will end.
Description: Performing the necessary handseals, the user will affix their wind release chakra and summon a small to large amount of powerful wind around a certain number of objects. At this point they can be suspended and controlled, moved through the air. However, the ability and amount of things possible to be moved varies along the rank learned for the technique. The winds if commanded can be very dangerous at any point in time, however it may only maim or move. When first learned at "D" Rank, the user is capable of having lifting a total of 10lbs. When dealing with weaponry, the weight of each weapon will be added together to result in the max; same with shinobi. When "C" Rank is reached the user is capable of lifting 50lbs. At "B" Rank, 200; At "A" Rank, 500; and finally at "S" Rank, 1000lbs.
Limit: Must have Wind Release
Sound (10 T.P.)
Oto no Jutsu (Sound Release Skill)
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Sound. This means that any NinJutsu or specialized TaiJutsu that deals the Sound Release will need this in order to be performed correctly.
Limit: ---
Jigoku no Mimi (Hells ears) Universal
Rank: "D"
Skill: NinJutsu
Effect: With this technique the user is capable of figuring the location of where a sound is coming from. This takes a post in order for this type of technique may take place.
Special: "Hand signs" and "Holds with the Boar"
Drawback: The user must stand still, with their eyes closed in order for the user to gain the capability of judging the direction of the sound.
Description: The way this works is that the user concentrates along the Sound release as they push the chakra along towards their ears. As the user does this, they concentrate on certain sounds that surrounds the user. If the sounds are in a large area and more sounds is created the user is capable of identifying the general location as to where the sound is coming from.
Limit: Sound Release
None as of yet.TaiJutsu Techniques:
Capoeira (0 T.P.)History:Ginga (Freebie Fighting Stance)
Type: Taijutsu
Rank: D rank
Effect: None
Special: ---
Drawback: ---
Description: The ginga (literally: rocking back and forth; to swing) is the fundamental movement in Capoeira. To accomplished this stance is by maintaining both feet approximately shoulder-width apart and then moving one foot backwards and then back to the base. This movement is done to prepare the body for other movements. The rest of the body is also involved in the ginga: coordination of the arms (in such a way as to prevent the body from being kicked), torso (many core muscles may be engaged depending on the player's style), and the leaning of the body (forward and back in relation to the position of the feet; the body leans back to avoid kicks, and forward to create opportunities to show attacks). The overall movement should match the rhythm of the person.
Limit: Must be a Capoeirista.
Parafuso
Type: Taijutsu
Rank: C rank
Effect: A very high double spin kick, basically an armada followed by martelo in midair. A variation on the better known Hurricane or Tornado kick.
Special: ---
Drawback: ---
Description: Once you've got the basic double kick, which is like an armada jumping into a martelo, or meia lua de frente with the other leg, you can try to speed it up. Just lean further back, which takes alot of guts, and really whip the second leg, the goal being to land on both feet, or just on the kicking leg. Its much easier if you bend the armada leg once you are in the air, and kick the second leg like a meia lua as you learn, then when you are better, as a martelo, because its a faster kick. Another thing to remember is that the second kick doesn't have to be high. Aim for height with your jump and then speed for your kick. For more height, you swing your arms in a circular motion before the jump.
Limit: Must be a Capoeirista.
Universal Taijutsu (0 T.P.)
Yaibasattou (Blade Rush)
Rank: C
Skill: Taijutsu
Special: ---
Effect: In Description
Drawback: Leaves back exposed, if the enemy can get to it that is. Heavy on chakra usage. Can only be used 5 times a day
Description: The user gathers chakra into their bladed weapon of choice and then dashes forward for about 5-10 meters with the blade pointed outward. The chakra is released in a burst that flies outward from the blade in a cone shape. Aside from the impact of the blade, the chakra involved causes the enemy to be knocked backward, breaking through most defenses. Even if the strike is blocked, the force of the chakra will usually push an opponent back, leaving them open.
Limit: Must have a bladed weapon equipped
Capoeira Shin Guards (Heavy) Picture
Rank: Calouro-Batizado
Type: Main Weaponry
Effect: Used for Training, but mostly for protection along the newer recruits of the Capoeira style. Reasons why is to keep those who train in shape, increase speed, as well as increase the strength when sticking along the legs. Each guard are strapped along the shins to protect their legs for they are used the most in combat.
Special: These are special types that are mostly known for the Capoeira style. What is really known is the fact that they are used for those of Calouro-Batizado ranking for this would be best of training.
Drawback: ---
Description: Regular looking Shin guards. There is nothing truly special about them other then the fact that they are quite heavy by the massive thickness of metal that is attached to them. What is interesting about them is that there is about for strapping that wrap around the shin guards in a total of four times.
Limit: None, but mostly known for the Capoeira Shin Guards
Cost 600 Ryo
Capoeira Arm Guards (Heavy)
Rank: Calouro-Batizado
Type: Main Weaponry
Effect: Used for Training, but mostly for protection along the newer recruits of the Capoeira style. Reasons why is to keep those who train in shape, increase speed, as well as increase the strength when sticking with their elbows and upper arms. They are also used to increase the strength so then when those of Capoeira style wish to use their complicated techniques, this helps out so that they do not let their back touch the ground. Each guard are strapped along the arms side to protect their arms.
Special: These are special types that are mostly known for the Capoeira style. What is really known is the fact that they are used for those of Calouro-Batizado ranking for this would be best of training.
Drawback: ---
Description: Regular looking Arm guards. There is nothing truly special about them other then the fact that they are quite heavy by the massive thickness of metal that is attached to them. What is interesting about them is that there is about for strapping that wrap around the side of the arm guards in a total of six times.
Limit: None, but mostly known for the Capoeira Arm Guards
Cost 600 Ryo
Futon: Bukisuraisu
Rank: C
Skill: Taijutsu
Effect: Using a weapon or ones hand, the user slash's the air creating a sickle shaped gust of wind mixed with chakra that speeds out cutting anything in its way before eventually dissapitating.
Special: ---
Drawback: Accuracy counts and as the gust keep moving, they can damage anything in the area.
Description: Not to be confused with Temari's Kamaitachi no Jutsu which requires a fan. The user gathers chakra to there hands or weapon and slash the air, diagonally in front of them with much force as a sickle shaped gust of wind blows out incredibly fast. It can cut down opponents, inflicting a moderate amount of damage and chop down trees. It has even been known to cut through rock when used with enough force. Can also repel weapons and even sound waves.
Limit: Must have Wind Release
Futon: Kazepusshu
Rank: D
Skill: Taijutsu
Effect: When the user pushes out with there palm, creates a small funnel of air that can push the opponent back or over, but it causes little if any pain. This however can be a very annoying jutsu.
Special: --
Drawback: --
Description: The user quickly gathers a small amount of chakra to there hand and pushes it outward with there palm as a small funnel/gust of air blows out with enough force to push the opponent back or off balance.
Limit: Must have Wind Release.
Tani was born to a kunoichi from Iwagakure and a blacksmith from a small village in the Land of Fire. Her mother, Miki Skinrin, served in the Third Great Shinobi World War, however was eventually wounded in the line of duty deep in a forest in the Land of Fire. Luckily, she was found by a blacksmith, Takashi Takumi. Over time, Miki were mending and the two grew closer together. Cut off from the rest of the world, Miki decided to stay with Takashi. While they knew each other for a relativity short time, they loved each other very much in love. This was prematurely ended however. Two months before Tani was born, the blacksmith became very ill and soon died. Heart-broken, Miki left for her home village after less than a week of her daughter's birth. Fearing shame for falling in love with someone of an enemy country, she never spoke of her lost beloved to anyone.
Tani's upbringing wasn't anything interesting. However she often couldn't help but notice that most of the time her mother's mood was often sullen. She was often found outside playing with other children.
Following in her mother's footsteps, Tani was enrolled in Iwagakure's ninja academy. She received good grades, always impressing her mother. Tani always enjoyed learning new jutsus, often learning them with ease, given that she could see the technique performed first. While this received praise from her mother and instructors, it created a lack of discipline.