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AstroVein
05-25-2012, 03:53 AM
So essentially I would like to practice combat again, get that adrenaline started. I haven't role-played in a while but one of my favourite aspects is battle. So, I would like to use one of my best previous characters. I will note, she is modified from a ninja role-playing forum, but I assure you, she is of the utmost depth and characterization as she is adapted firstly from my original storyline.

The limitations are few, I do need someone who can match my character. Only someone of equal epic-levels could contend. Only rule that I can think of off-hand is no modern guns.

Out of laziness, I will only moderately fit her previous profile. There will be many mentions of a canon universe that you may recognize. However, for simplicity, just think of any mention of 'jutsu' as 'power' and 'chakra' as 'energy'. I will not include the bloodline information itself, if you would like it, feel free to request it. Also, there is many random letters from formatting issues where I copied the information. At this point, please ignore them.

After being challenged, I will update the profile as necessary. For a specific template, all I ask is you include general description, weapons, abilities/magic, and special abilities. Whatever other categories you see fit, feel free.



http://i107.photobucket.com/albums/m293/darkknighttrinity/Art_Trade__Syra_by_MagicRinger.jpg

Name: Syra Vechalia Ozanaru
Age: 30
Gender: Female
Height: 6' 0"
Weight: 146 Pounds

Appearance:

Syra has an angular face, with strong bone structure and a defined jaw line. Her nose is very sharp, and a little large. Her eyes are very prominent, coloured a lucid, mist-like blue. Her face is well toned, although its pale against her hair, which is a deep raven black. It stands straight, and reaches an inch below her shoulder line. Her lips are full and through them comes a deep, melodic voice. Her teeth and ears are well-shaped and small. Her face has a look of ageless beauty and wisdom to it. Her eyes are soft, strong, and are often filled with a deep-set weariness.

Body / Markings : She is tall with a full bust and hips. Her arm are long and her legs are long as well. Her shoulders stand rounded and strong; a bit larger than most females with more dominant lines. She is well built, with a medium set body and high muscle tone. She has two tattoos, that of the word for Mist above her breast, and the words, ' I am bound to the Mist' written up her right arm, from inner wrist to elbow crease. Across her chest and back are a number of tattoo Seals that contain her demonic power. Her left arm was cut off right at the shoulder, leaving a roughly hewn shoulder line.

Race: Half Japanese, Half Swedish
Hair:Straight, Black - Faux-purple in hue
Eyes: Lucid Blue
Body: Well-Built
Ethnicity: Mizu No Kuni

Personality: Syra has two defining qualities - her compassion and her wisdom. She is a fierce and fights with a warrior's heart. She enjoys the thrill of battle and at a moment's notice will jump into the high speed adventure. Syra takes little interest in what others think; a young independent woman, she will thrust herself into the throes of danger and revel in every moment of it. Her opponent's will not know what hit them; she fights with tactics, devising strategy as she goes and using any method, many unconventional, at her disposal. However, she is also very traditional in combat and favours rigorous training regiments and hard work over anything else. Since the age of 6, Syra has trained a minimum of 2 hours a day, practising her finely honed weapon skills and keeping in peak physical fitness. Whenever someone touches someone or something she cares about, the young shinobi will fight with a power unbeknown to almost all and with a ferocity that few can match. Despite this, she is not over-protective and has a difficult time showing her true feelings. Her natural instinct is to remain calm and show a face, a mask, that is not her own; a mask that shows power and structure, security and protection. Underneath that mask of an empowered woman lies an old, wounded girl whom is tired of fighting. Yet, she understands as she had willingly sacrificed her physical and social self for the power to protect what she loves. Her daughters, her clan, her people, her village, her country, every innocent being; she knows that she is one of the few to change the world. She accepts her position and to some degree, enjoys it; she lives a life of contentment as she watches her two children grow into young adults.


A person of many talents, Syra has grown into a renaissance woman. At a young age she was taught a variety of weapons and she is well versed in swords, pole-arms, bows, projectiles, and many other weapons. However, as versatile as she is, she excels in the tekagi. Her weapon of choice, the claws prove to be more than a dangerous force in her hands. As she grew she found many other skills developing. Syra has medical training and is able to diagnose mental disorders and basic injuries. She is a cunning businesswoman, her clan and herself owning many businesses across Kirigakure No Sato and having a monopoly of fine weaponry due to demonic blacksmiths. The Ozanaru also own a hefty chunk of import / export ships and deal often with other countries. A well-versed accountant, Syra is also knowledgeable in history, geography, politics, and musical theory. Like most Ozanaru, Syra has a creative streak; from a young age she has been playing piano and flute. During her time as a early adult she wrote several symphonies and singe-handedly brought about musical entertainment back into Kirigakure No Sato after its depression. And last, but not least, Syra goes beyond others in basic shinobi skills; she is known for make-up artistry and disguises, weapon crafting and imbuing and survival skills.


Demonic Stats: Blood Movement, Blood Regeneration, Physical Regeneration

Seal One

Name: Cell Regeneration
Type: Ninjtutsu
Rank: D
Requirements: Syra
Description: Red blood cells reproduces faster, especially when open wounds occur. Also, blood will attempt to release selves from body, through any means necessary, even with no wounds. This jutsu is passive, and will continue as long as the bloodline is activated.

Seal Two

Name: Clot
Type: Ninjutsu
Rank: D
Requirements: Syra
Description: Blood is solidified, and can clot within the body. Usually used for stopping internal bleeding, or infected wounds. Blood clot will detoriate after a few minutes, unless more chakra is put into it.

Name: Basic Control
Type: Ninjutsu
Rank: C
Requirements: Syra
Description: User is aware of their body. Blood can be specified and moved to anywhere within the body. Blood can also be issued to reproduce or continue with tasks.

Seal Three

Name: Blood Clones
Type: Ninjutsu
Rank: C
Requirements: Syra only
Description: This jutsu is a morbid version of mizu bushin no jutsu. The user moulds the blood (their own) that is outside the body into a recreation of themself. Like water clones, the clone can attack. However, the blood clones have a unique ability. Over time, their bodies change from the fresh blood into harder, clotted blood. This makes them able to sustain more damage. This jutsu requires a large amount of blood, making anything more than two clones taxing, since they each use a litre of blood.

Name: Blood Mist
Type: Ninjutsu
Rank: B
Requirements: Syra
Description: The user's blood is turned into a mist, covering a designated area. The amount of blood and chakra is dependant on the size of the area, but in general terms a half a pint of blood takes up a cubic metre. The blood is thicker than mist, shortening visibility and slowing down anyone in it. The ninja can see and move averagely, since they can move the blood as necessary. The blood also can be used as a base for other blood jutsus. Â

Seal Four

Name: Extra Senses
Type: Ninjutsu
Rank: B
Requirements: Syra only
Description: This allows for enhancements of all the senses. Syra is able to see blood from its heat, smell blood from large distances, hear blood moving, regardless where it is, and feel blood, if touching someone, or feel it if it hits her. These senses are heightened above her normal senses. This is very good for genjutsu defence since genjutsu doesn't affect the blood senses.

Name: Armament
Type: Ninjutsu
Rank: A
Requirements: Syra only
Description: This jutsu allows Syra to push blood out through her pores, and have them harden on the outside. This creates armour that can be continuously molded by outputting more blood. Weapons can also be created with this, however there must be a substantial amount of blood attached to the skin to keep the weapon. Projectiles can be thrown off the body, but unlike the armour can't be reclaimed. This jutsu is extremely dangerous with the amount of blood being used. Not much chakra is needed if the user has good chakra control. Prolonged use has few side effects, but high usage can result in unconciousness, paralyzation, and death.

Seal Five

Name: Blood Explosion : Dual Inflicted
Type: Ninjutsu
Rank: S
Requirements: Syra; release by Naru Dagger
Description: Syra's ultimate jutsu, and strongest jutsu of the bloodline. First she inflicts a virus into her own blood that will explode upon a certain trigger. Afterwards, sending blood through air and through the enemy's wounds, pores or open areas (mouth, ears, etc), the blood can find the blood stream and began to multiply. Syra can move the blood within the streams as necessary. When large enough, Syra forces the blood to explode, and these tiny explosions wreak havoc within the bodies of the two. Unlike Syra who can protect herself slightly, her opponent has no chance to defend within. Depending on the amount of blood within the enemy, this can be fatal or merely painful. This jutsu drains almost all of Syra's chakra and strength, and will likely kill her or knock her into a coma. If she does remain concious, she wouldn't be able to fight.

Seal Seven

Name: Ketsueki Shunshin No Jutsu
Type: Ninjutsu
Rank: D
Requirements: Syra Only
Description: A modified version of the Mizu Shunshin No Jutsu this results in the person being able to disappear from their previous position in a swirl of blood and reappear elsewhere. However the major difference is that the more blood is used the less chakra input it will take for large distances although there must be a moderate amount of chakra input.

Name: Cell Control
Type: Ninjutsu
Rank: C
Requirements: Syra Only
Description: Even outside the body the blood can be controlled. This can be used in conjunction with any other bloodline jutsu. The control begins to weaken as it is farther from the user. The range can not exceed over 25 feet and even then is quite stretched.

Name: Blood Shield
Type: Ninjutsu
Rank: B
Requirements: Syra Only
Description: This encompasses the person in a bubble that slowly solidifies. The bubble grows stronger by each passing moment and can absorb elemental ninjutsu easily but normal taijutsu can easily break through it. The person using the shield can pass through it by will and open any part while it is still intact.

Name: Crystal Cells
Type: Ninjutsu
Rank: A
Requirements: Syra Only
Description: This is an extremely powerful jutsu that exchanges blood cells with another. These extra cells move with greater purpose than average cells and will work to heal the body or provide extra support when the human body is exposed to external bleeding. This jutsu costs massive chakra and will continually drain on the user until the cells die off. This can not be used on the user themself and should not be used more than twice a day due to the extremity of chakra necessity.

Seal Nine

Ninth Seal: Spine
Requirements - Third Seal; Half-demon or Special Training
Abilities - This releases the natural powers given by being half demon or by having the demonic strength equal to one. By releasing this Seal one can extend their bloodline a short period and strengthen all demonic jutsu by 150%. Once the allotted time runs out a partial demon will drain themselves completely of chakra and almost all stamina. Those powerful enough can extend the bloodline for a short while longer but the result will be unconscious for a long time. Half demons only feel half these side-effects.

Seal Ten

Tenth Seal: Lower Back
Requirements - Ninth Seal; Half-demon or Special Training
Abilities - This releases the natural powers given by being a powerful half demon or by having the demonic strength equal to one. By releasing this SEal one can extend their bloodline a great amount of time and strengthen all demonic jutsu by 200%. Once the allotted time runs out a partial demon will drain themselves completely and lose all ability of consciousness and movement for a full 12 hours. Those powerful enough can extend the bloodline for a short while longer but the result will be death. Half demons only feel half these side-effects.

Seal Six

Sixth Seal
Requirements - Fifth Seal
Abilities - The Sixth Seal is the most powerful Seal available to the Ozanaru. The Seal allows the person to shift into a Hellbound demon, an infernal and unholy creature with immense power. It is forbidden, and only written on the body only to prevent accidental use. The Seal is loosened only after using the normal bloodline numerous times at the high Seal levels.

Once the Seal is released, the power of a Hellbound demon is granted to the Ozanaru. It is a relatively weak power at first but after using the power several times it increases in power. Every use will lead to the person becoming a Hellbound demon. Some of the changes heal over time but once the limit has been reached the person will become be permanently Hellbound.

Level 1 - 100% - 0 Points
Level 2 - 200% - 5 Points - 1 Special Ability
Level 3 - 300% - 15 Points - 1 Special Ability
Level 4 - 400% - 30 Points - 2 Special Ability
Level 5 - 500% - 50 Points - 3 Special Ability
Limit - 500% Permanent Bonus - 55 Points - 3 Special Ability

The bonuses increase your demonic stats, physical enhancement and ability strength. During the activation only Seal techniques can be used; SA are also disallowed during the activation. Every post with the Sixth Seal activated adds one point to your limit. Every post with the Seal not activated decreases one point of the limit. For every 3 points you gain, you keep 1 permanent point. If you level during activation, you keep half of the points gained during that activation.

After reaching the limit, you become inhuman. You lose all jutsu, elements and special abilities and can't learn any chakra based techniques except bloodline-related techniques. You always give an aura of evil, which will lead to all animals and instinctual people to attack you. Normal people are fearful and hateful of you as well. From this point on you are considered a permanent missing-nin.


Name: Living Blood
Requirements: Sixth Seal Activated; Syra Ozanaru only
Description: This is the first ability that is released with the Sixth Seal. Half of the blood that is created in the body will be instantly placed outside of the body in a mist-like form. The mist will hover around the body at a 5 foot distance. The mist moves on its own and is able to perform a variety of tasks. It can be used as an armour when solidified, slowing down attacks and weakening them. It can weaken most attacks by 5 - 15%, depending on what level of solidification it is at and what type of attack it is. It can also be used as a weapon. When it is solidified, it moves slower. In larger quantities, the blood can also obscure vision and slow enemy's movement. The blood can also be used as a base for any other blood powers.

Name: Sharp Cuts
Requirements: Sixth Seal Activated; Syra Ozanaru only
Description: This ability strengthens blood outside of the body. It allows the person to leave deeper wounds when using the blood as a weapon. It can also weaken attacks by 10 - 25% damage, and solidifies and moves faster than the normal.

Name: Feeding Frenzy
Requirements: Sixth Seal Activated; Syra Ozanaru only
Description: The blood will now let go of all defences move in a frenzy. It is considered half solidified but moves incredibly fast and is difficult to dodge. It is of average strength and can be blocked by most strong weapons. Defending with the blood is impossible at this speed; however, the blood can stop attacks quite easily at that speed.




Name: Underwater Breathing
Rank: D
Requirements: None
Description: This is a simple taijutsu technique that allows for elongated stamina when underneath water. This increases the time that one can stay underwater. As one increases in rank, the time will increase as well. After Chuunin, streneous activity can be done while under water without a huge loss of stamina.

Name: Chakra Ring
Type: Ninjutsu
Rank: C
Requirements: None
Description: The user squats down into a low crouching position and sticks one leg out. The user concentrates chakra to this leg and spins in a 360 degree angle, creating a ring of chakra around him/her. The chakra ring is small, and can be barely seen, unless a large amount of chakra was used. At this time while inside the ring the user can either jump extremely high into the air, or dash forward with incredibly high speeds.

Name: Symbol Destruction Jutsu
Rank: C
Requirements: Ozanaru Jutsu Scroll
Description: Ninja draws a word symbol either in the air or on their palm and use chakra to enhance it. After that, they press the symbol, and the chakra is activated. It allows different effects and although it appears it's controlling elements it is actually controlling nature.

Fire - Creates small wave of flame from hand, lasts a few seconds.
Water - A water jet shoots from the user's hand, for a short while.
Earth - A small earthquake occurs, with a small fissure in the ground as a result.
Metal - A small weapon will appear and land in the user's hand or rocket at the opponent. It will dissipate after one attack.
Wind - A gust of wind knocks against the opponent. It only moves in one direction.

Name: Eternal Symbol Jutsu
Rank: B
Requirements: Taught by Syra Ozanaru
Description: A jutsu developed by a Mist Ninja (Syra), this jutsu focuses on deceit with power. The ninja draws a word symbol either in the air or on their palm. After that, they press the symbol, and the jutsu is activated. Unlike the predecessor Symbol Destruction Jutsu, there are two stages to each form. The first is used as a diversionary tactic, while the second is the assault part, which is activated by the snap of the fingers.

Fire- Slow moving embers are created, which drift along lazily. Once they are activated, they explode into a torrent of fire, which lasts a few moments.
Water- Water floods the ground around the feet, a few inches deep. Once the fingers are snapped, the water explodes upward, in a cylindrical fashion.
Earth- The ground begins rumbling slightly, and stops abruptly. Once activated, the earth beneath the opponent will crumble, dropping them into a deep hole.
Metal- The first part of the metal symbol is less obvious than the others. The ninja's weapons began disappearing, in which they reappear as a solid metal wall, in front of them. The size and shape are dependant on the weapons used.
Wind- A light breeze flows along the battlefield, swirling around slowly. Then, it speeds up into something similar to a mini tornado. While not as destructive, it effectively deafens and slows down the opponent.

Name: Orb of Protection
Requirements: None
Description: This is a very powerful jutsu that few can use. The jutsu creates a giant shield that  absorbs damage done to it. The shield can absorb chakra and elemental damage that touches the shield. The orb has a diameter of 5 to 50 feet. The orb consumes a large amount of chakra in its first creation and can block twice the amount of chakra put in. Afterwards, more chakra can be put in to protect against more attacks. If no chakra is put in, the shield will disperse. The jutsu requires heavy concentration, a large chakra pool and excellent chakra control. The person creating the shield can't move while controlling it and if they are moved, the shield will implode with chakra damage.

S Rank - 2 S rank, 3 A rank, 5 B rank, 8 C rank, 15 D rank
A Rank - 1 S rank, 2 A rank, 3 B rank, 5 C rank, 8 D rank
B Rank - 1 A rank, 2 B rank, 3 C rank, 5 D rank
C Rank - 1 B rank, 2 C rank, 3 D rank

Name: Slippery Water
Rank: E-rank
Requirements: Suiton as one of your elements
Description: The user spits water onto the ground and using chakra makes it extra slippery. Primary Suiton users are not effected by the slipperiness. Secondary users slip but it isn't as slippery. No users fall down hard.

Name: Water Ring Style
Rank: D / C
Requirements: Suiton element, claw weapon, taught by Syra Ozanaru
Description: This is the base jutsu for the Ocean Tide Style. Either using pre-existing water or absorbing water from the air (C rank for absorption), a ring is formed around the claws near the knuckles. Once the water is used it will replace itself almost immediately. The water is unable to do anything but if released when striking could splash into an opponent's eye.

Name: Tide Crash Style
Rank: C
Requirements: Water Ring Style, Suiton element, claw weapon, taught by Syra Ozanaru
Description: This is a simple water release attack. When slashing or striking at the opponent a blast of water follows with another hit. The water is infused with chakra and strengthened to an average punch.

Name: Suiton: Mizu Bunshin no Jutsu - Water Clone Technique
Rank: C
Requirements: None
Description: The water clone technique is a simple ninjutsu that creates a replication of the user with a physical body. Because it isn't purely illusionary, it can attack and use ninja techniques, just like the shinobi themselves, but it still disperses into a puddle of water when it takes a hit. The clones created by this technique only possess one tenth of the user's physical ability and chakra level and they are unable to go far from the user or utilize ninja techniques of a rank higher than C, which limits them a lot, but a smart shinobi can make a lot of use out of them. Any special weapons the user may have had on them when using this jutsu will be copied partially, losing any special qualities the original has and only having the same power as a common weapon of that type.

Name: Flying water bullets
Rank: C
Requirements: Existing source of water
Description: This jutsu uses a source of water and shoots it at an opponent in many small balls. This spray of water bullets is usually used to distract the enemy and put him/her on the defensive, but if enough chakra is used, they can be as strong as punches, bruising and battering the enemy. This requires relatively little water, which makes it useful, as the shinobi can use portable water sources.

Name: Mizu Tate no Jutsu [Water shield jutsu]
Rank: C
Requirements: Existing source of water
Description: This jutsu is similar to the water wall jutsu, except the shield formed can only extend about two feet away from the source in any direction. It can stop most frontal attacks and is especially good at defending against fire jutsus. The user would probably carry a water source on his/her arm (Such as a canteen).

Name: Water Release: Gunshot
Rank: C
Requirements: None
Description: The user fires a ball of compressed water from his mouth. This jutsu is useful as it does not require an existing water source.

Name: Water Weights Technique
Rank: C
Requirements: Good control of water element
Description: This technique uses pre-existing water in the area to create weights on a person's arms and legs. The water gathers around the target's arms and legs in a sort of small and dense cylinder. It is almost like a smaller and less powerful version of the water prison technique. This can be used to slow down an enemy's movements, but can be a double edged sword, as the added weight will make their blows more powerful. The water can be gathered from a standing source, or can be condensed from a mist or fog. These weights are also useful for strength training.

Name: Suiton: Suirou no Jutsu - Water Prison Technique
Rank: C
Requirements: A body of water
Description: This water element ninjutsu technique utilizes water to imprison an opponent. The user forms the necessary hand seals which causes the water to form around the target into a spherical prison which only allows for limited movement. They must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. This technique can only be used when there's sufficient water around.

Name: Fuuton: Reppushou - Gale Wind Palm
Rank: C
Requirements: None
Description: After forming the required hand seals, the user will launch a direct wind attack from their palm. It deals pressure damage rather than the usual cutting damage of wind element and packs quite a punch. Despite not being very damaging, it is quick to be executed and the actual projectiles are extremely fast.

Name: Spray Style
Rank: B
Requirements:Tide Crash Style, Water Ring Style, Suiton element, claw weapon, taught by Syra Ozanaru
Description: Mimicking the rain over the ocean, the claws pummel the opponent with dozens of attacks. Each attack is followed by a blast of water, doing little damage but meant to leave the opponent reeling. This attack costs a larger than average amount of chakra and consumes a large amount of water. Any other Ocean Tide Style can't be used before or after for some time between using this jutsu.

Name: Moon Reversal Style
Rank: B
Requirements: Water Ring Style, Suiton element, claw weapon, taught by Syra Ozanaru
Description: The moon draws in waves; this technique draws in steel. When the claw weapon is entangled in another weapon water is used to strengthen the pull. With enough water the opponent can be disarmed or moved into a prime position.

Name: Water Release: Tiger Fang Blade
Rank: B
Requirements: n/a, except for water element and already some outside water
Description: This is one of few (or first) water jutsu that is solely for close-combat. The jutsu uses Snake, Ram, and Sheep to envelope one arm with a thin layer of water. This arm then forms into a little blade with a width of 3 inches and a length of about a foot and a half. The major pros of this jutsu is that unlike other jutsus it is close range. It is also good with armor penetration. However, some cons are that it uses a lot of chakra so a D-rank probably can only handle about one shot strike with it, 3 for an C-rank, and about 5 times for an B-rank. A-rank and higher could use this jutsu probably 7 times.  S-rank could use this maybe 9-10 times.  SS-rank could use this about 12 times in battle.  It also does not deal much sheer damage. It finally is fairly easy to dodge depending upon the speed of the user. One hit may be able to pierce through the standard ninja armor and deal moderate damage to the body. It can be destructive if it is used on weak or critical points of the body.

Name: Suiton: Ame (Water Release: Rain)
Rank: B
Requirements: Nothing
Description:
All this jutsu does is gather the water in the air and make clouds above the user. (Way above) It then starts raining down, making it easier to use jutsu that require water in the area. Very useful in dry places. Cannot be used indoors. The incoming rain cannot be altered in anyway from the normal rain it is.

Name: Electric Snap
Rank: B
Requirements: None
Description: After snapping their fingers, the attacker sends out a thin, wire-like strand of electricity that shocks the opponent. This works best when fighting someone with a metal weapon. The electricity will numb the point of impact, where reaction time on the specific part of the body hit will be slowed considerably for 2 posts.

Name: Water Piercing Needles
Rank: A
Requirements: Water Bullets
Description: Five needles made entirely of water and sent speeding towards the enemy. They increase in size as they hurtle towards but the attack's spread increases after 15 feet. The needles can grow up to 6 inches in length and pierce deep into bodies.

Name: Ocean Sheen Style
Rank: A
Requirements: Water Ring Style, Suiton element, claw weapon, taught by Syra Ozanaru
Description: Two thin sheets of water are is created around the middle of the claws. The sheet is very powerful, able to repel most ninjutsu and protect from some taijutsu. With continuous water and chakra the shield can be maintained but once broken it can't be remade for some time. After absorbing attacks the cost of chakra is incremented for repowering the sheets.

Name: Air Barrage
Rank: A
Requirements: None
Description: The shinobi creates a 20 foot diameter sphere around a person. While this jutsu is in effect, the person is bombarded with blasts of wind the size of fists. Although not powerful, it is an excellent technique to prevent the enemy from concentrating or holding a good fighting stance. The jutsu can last as long as there is chakra available. However, if the enemy with the sphere catches the shinobi in the wind blasts it is immediately dispelled. The enemy can also avoid the technique if they are quick; if any time they are not in the sphere from quick movements or a jutsu used, the barrage will simply dispel itself.

Name: Tsunami Style
Rank: S
Requirements: All Ocean Tide Styles, Suiton element, claw weapon, taught by Syra Ozanaru
Description: This attack releases an enormous wave of water - which can reach up to 20 feet - 360 degrees, outwards from the originator. After a few moments another wave of water, about 1/3 the size, is released. This jutsu costs a massive amount of chakra and ends the Water Ring Style jutsu.

Name: Cloud Summoning Scroll
Rank: B Rank Kinjutsu
Requirements: Chosen by the Cloud Dragon - OOC agreement with contract holder.
Description: The Cloud Summoning Scroll allows the holder to bring forth the Cloud Dragon. The Cloud Dragon is the only beast of the skies to ever grace the earth and is the only one known to assist humans. Ever since the birth of the world, the Cloud Dragon has been brought by the winds of fate to change the world of humans. Today is no exception.

Name: Gold
Rank: C / A
Requirements: Meikai No Youshiki
Description: The user will be bathed in a golden light and will begin to heal their wounds at 8% per post. This jutsu can affect two people at once, each being healed at 5% per post. At the higher rank of this jutsu, the healing rate is increased to 15% and can affect three people at once, healing them at 8% per post.

Name: Silver
Rank: B
Requirements: Meikai No Youshiki
Description: A silver outline will company this jutsu, and will grant a defence bonus. The shinobi's skin will become 15% more resistant to attacks that pierce the skin and will absorb 30% of the damage from elemental jutsu.

Name: Green
Rank: B
Requirements: Meikai No Youshiki
Description: A green-haze covers the shinobi like a mist. The haze is a mist like form of Meikai chakra, and can be added to any power that is being used around it to boost the strength by 5-20%. The mist that is used is equivalent to the boost, thus more mist must be created after a few uses.

Name: Indigo
Rank: B
Requirements: Meikai No Youshiki
Description: The surrounding area is covered in a blanket of indigo hae, cutting off almost all light from the sun. The blanket acts like a mist and with the dim light makes it near impossible to see. However, at the creator's choice, people within can be grasped by the haze and lit with a white glow that penetrates the darkness. ÂÂ

Name: Yellow
Type: Ninjutsu
Rank: A
Requirements: Meikai No Youshiki
Description: Unlike the other jutsu, the streak of yellow is only created after use. This jutsu allows the shinobi to shoot beams of energy in a single trajectory at a target. These beams are easily reflected but cause a fair amount of damage on initial impact. They are invisible except for the yellow streak left behind in its movement path.

Name: Violet
Rank: A
Requirements: Meikai No Youshiki
Description: This is a combat maneuver where the user will disappear and reappear in a blast of violet darkness. The shinobi an only jump a few feet, meaning it is designed for close-combat fighting. While using this, attack speed is increased as well.

Name: Grey
Rank: B / A / S
Requirements: Meikai No Youshiki; 5 Jutsu of one Element
Description: When a warrior's arms is obscured by a grey light, it is a tell-tale sign that their elemental jutsu have been boosted in power. B-rank shades boost elemental jutsu by 15%; A-rank shades boost power by 30%; S rank shades boost power by 50%.

Name: Black
Rank: A / S
Requirements: Meikai No Youshiki
Description: The greatest assault attack of the Meikai jutsu grants a black-tinged aura around the user's hand that attacks with pure Meikai chakra. The shinobi will rush forward at their enemy and strike with one hand against the target. After contact has been made, the Meikai chakra will release itself forward in a cylindrical, spiralling fashion that will cause intense damage. It transcends solids and will go straight through and damage anything up to three inches of hand contact. However, if it is going through a dense object (weapon, chakra infused item, armour, etc) it will only reach 1/3 of the distance. The S rank version if this technique will transcend up to five inches and will go through any non-chakra infused item.

Name: Clear
Rank: S
Requirements: Meikai No Youshiki
Description: This jutsu creates a shimmering aura that is only visible to those who are powerful. This is an ultimate technique created by the masters of Meikai chakra to combat only the greatest of enemies. The power of this jutsu increases as the strength of your opponent increases, based on the strongest opponent in combat. The power of Clear will grant extra energy, chakra control, chakra strength, physical strength, speed, and defence. While using the power of Clear you are unable to use jutsu that do not use Meikai chakra. This will last one post and an additional post for the user's character rank, and will drain all energy during use. The energy drained now requires 5x the time to regenerate.
E Rank: + 1% Power
D Rank: + 10% Power
C Rank: + 20% Power
B Rank: + 35% Power
A Rank: + 50% Power
S Rank: + 75% Power
SS Rank: + 100% Power
Bloodline / SA Activated: + 5% Additional Power for each
Minor Summon: +20% Power
Major Summon: +75% Power
Boss Summon / Demon: +150% Power
Near Death (User): +100% Power, Unlimited Energy during usage {Enemy must equal character's rank}



Name: Second Mist Style
Description: This fighting style was created by the Tekagi Master, Syra Ozanaru. Based on the original Mist Style, the passive-aggressive striking allows the figher to control their opponents and their own body as well. They are also trained in the fine art of balance, which many people mistake for agility as it allows a greater advantage in absorbing and avoiding attacks. The style teaches the fighter how to use their lower body in armed combat. A great amount of the stances are based on the switching of upper-body to lower-body weight proportions, in order to maximize control of the enemies weapons and overall balance. The Mist Style utilizes close-combat weapon tactics and enhances the strengths of each individual weapon set while minimalistic the weaknesses with creative, new techniques and attacks. The Second Mist Style is more taxing than the basic weapon styles; people using the Style need high stamina and must be specialized in their weapon.

Name: Miha Donai ( Worshipper's Protection )
Requirements: None for level 1; 1 point kinjutsu training for level 2 and 3.
Description: The Miha Donai is an ancient ability created to protect the Priestesses against demons and evil humans. The techniques were designed to be versatile, and give the Priestesses an edge over their physically powerful enemies. The techniques were very effective, and soon spread throughout the world; monks and other spiritual sects created their own variations on the techniques. Some believe jutsu were a variant off of these powers.

The Miha Donai uses main eight signs, each with a specific effect. The signs are: Hold, Shield, Release, Wisdom, Direct, Under, Within, Mirror. Two signs can be used in conjunction with each other. Each sign has three levels of strength, which can be equated to E, D and C rank jutsu. The signs can be written, drawn in the air, or signalled. Once taking this special ability, the user gains mastery of all level one Miha Donai.

Hold: The Hold command roots things to the ground; only the lower area is affected. At level one, it can prevent any large object from moving. At level two, it can prevent almost any object from moving. At level three, it can prevent a person or a weak shinobi from moving. This lasts as long as the Priestess is concentrating their energy and can be broken by physical strength.

Shield: The Shield command creates a skin-tight shield that keeps things from penetrating the body or leaving someone's body. At level one, it can prevent almost anything from leaving the body. At level two, it can prevent small items from entering the body (IE dust, water, etc). At level three, it can prevent a small weapons from entering the body. This lasts as long as the Priestess is concentrating energy and can be broken by strong attacks.

Release: The Release command has a variety of functions; anything that can be released, can be released. At level one, it can release a person from genjutsu of 3 ranks lower and no higher than E, break someone from another person's Hold command, or release someone that is stuck from something natural. At level two, it can release a person from genjutsu of 2 ranks lower and no higher than D, or release someone from weak attacks. At level three, it can release a person from genjutsu of 2 ranks lower and no higher than C, or release someone from minor attacks. This technique is instantaneous and requires time between uses. ÂÂ

Wisdom: The Wisdom command grants the person clarity of thought. At level one, it gives the Priestess a slight enhancement to instincts. At level two, it gives a minor enhancement to instincts. At level three, it gives a fair enhancement to instincts. This technique is able to last hours, depending on spiritual strength.

Direct: The Direct Command pushes a thing in a specific direction; either back, left, right or forward. At level one, the push is no stronger than a gust of wind. At level two, the force is similar to a person's push. At level three, the force is similar to a bull. The push is instant, and the distance ranges from a few feet to a few dozen feet, depending on the spiritual strength of the Priestess. ÂÂ

Under: The Under Command shifts an object under something, whether it be the ground, water, or underneath an object. At level one, the Under command only affects the Priestess. At level two, the command affects small objects and willing people. At level three, it affects large objects and weak shinobi. The command is instantaneous.

Within: The Within Command gives the Priestess power of their own body. At level one, the person can control their blood flow to a small degree. At level two, the person can choose to direct cells and command them. At level three, the person can choose which cells are to die and which are to live. The Within technique requires intense concentration and only lasts one minute or until physical contact.

Mirror: The Mirror Command has two functions: To mirror an effect, or reflect something. At level one, only simple effects can be mirrored. At level two, basic effects can be mirrored or weak attacks can be reflected. At level three, some effects can be mirrored or minor attacks can be reflected. The Mirror lasts a short time when mirroring effects and can be broken from stress when reflecting attacks.

Name: Meikai No Youshiki (Style of Clarity)
Requirements: Uses One Elemental Slot in addition to SA Slot; OzanaruSyra's permission
Description: In the age of warriors, those with the indomitable spirit have always rose above the others. These people grow from years of combat and gain wisdom through decades of surviving in the harsh conditions that they choose to partake in. The aged warriors sacrifice everything to continue on, in the pursuit of power. Yet even amongst these gifted shinobi, only a few have reached the pinnacle.

The most powerful in both mind, body and spirit of the shinobi gain access to a special type of chakra known as Meikai, or Clarity. This chakra is born from the strength of the warriors who have fought for power their entire life and have gained it. The chakra is coloured of a clear nature and only visible as a constantly shifting air form. This chakra will drain not only chakra but all forms of energy and use the sum to create a stronger chakra. It will take a small portion of the usual chakra requirements from all energy types available; if one is not sufficient to fill it, than double is taken from another in addition to it's normal contribution to compensate. This chakra is of slightly above-average effectiveness against all types of other chakra and normal against humans. The energy used to create Meikai chakra takes 3x longer to regenerate.

Name: Niji  No Youshiki (Style of the Rainbow)
Requirements: 5 Meikai Jutsu; OzanaruSyra's permission
Description: Those who have trained in the basic arts of the Meikai chakra know that the the abilities go beyond that of normal jutsu. They transcend style and strengths as they are the total sum of a shinobi's strength. With this additional ability, you are able to use any of the jutsu that use Meikai chakra regardless of styles required. In addition to this, the energy used only requires 2x longer to regenerate.




Name: Vorcrist
Description: The Vorcrist was a weapon crafted by Hiano Ozanaru during his early twenties. The weapon was created based on the principles that shinobi with greater strength and chakra pool should wield stronger and more durable weapons. The sword was huge, standing at 6', 2' wide, 2" thick and 125 lbs. The handle was short, 6", wooden and a natural mahogany colour. The edges were dull and flat. The blade was able to be infused with chakra in which the blade would become less weighted and faster  for the wielder but still as heavy and strong against enemies. The additional chakra would also sharpen the sides of the sword and release a small, steady film of water. After nearly three decades of use, the weapon was passed on to Syra Ozanaru after Hiano's death.

Five years after receiving the blade, it was broken and had to be reformed. The weapon gained new properties. The blade was shortened to 5' 6", compacted into 1.5' wide, and the width remained 2". A lighter metal was used, lightening the sword to 100 lbs. However, the sword was infused using special techniques that make the blade extremely durable and thus near indestructible.

The sword is able to block a high variety of attacks and can absorb most of the impact from most jutsu by infusing extra chakra into it. The chakra boost into the blade will absorb 25-50% of the damage from jutsu, in which the chakra will be used up. The rest of the damage may be blocked the rest from the blade itself. Like before, the blade can have chakra put into it to make it lighter. The amount of chakra needed is less than before. The blade will create water for every bit of chakra placed into it and will stay on the blade as a film until released. The amount of water is based on the amount of chakra put into the blade. Suiton jutsu can be used with the chakra, and a variety of special jutsu may be used with the blade as well.

Name: Crested Arm
Description: The improvement on the Combat: Arm, the Crested Arm is a mechanical arm that is designed for combat, both lightweight and strong. The Arm has a setup similar to a normal arm that allows chakra to flow through it, sustaining jutsu. However, when using jutsu with the arm, you may use 1 - 3 percent chakra more when using both hands or 6 - 10 percent chakra more when using that single hand.

Name: Zetzuemo
Description: This unique katana is able to shift from a wazikashi to full katana by expending a small amount of chakra. It also naturally glows a soft white-blue colour.

Name: Tekagi, 2 Sets
Description: Metal claws, attached to a glove and a length of approx. 6 inches in length. Created to entangle swords, against samurai.

ImportantNobody
05-28-2012, 11:59 PM
Wow! That's a lot of information to look over. While I don't know a huge amount about Naruto, I can submit a Naruto based character of my own anyways (I believe that I know enough about it to do so). Maybe some Uchiha girl who left the village before the massacre?

Wattz
05-29-2012, 06:06 AM
Hey there, AstroVein! I'm glad you're expressing interest in the Battle Arena, and it looks like you've got a really in depth character. However, before you can battle you'll need to take a look at the Battle Arena Rules (http://role-player.net/forum/showthread.php?t=27832) as well as How to Create a Character (http://role-player.net/forum/showthread.php?t=27833).

Basically, we have a specific character skeleton for the Battle Arena (this can be found in How to Create a Character), and also you'll need to create your own thread in The Barracks (http://role-player.net/forum/forumdisplay.php?f=231) for a place to store your characters. This is for organizational purposes that gives you a place to store your characters for easy reference.

ImportantNobody, you will need to do the same as well to participate in a battle.

If either of you have questions, feel free to send me a PM. Thank you very much!

Jacogos
06-30-2012, 05:24 AM
You still around? This character intrigues me... I wish to battle her >: D