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|Arashi Maigo; Genin|
|Topic Started: Aug 13 2010, 08:30 PM (498 Views)|
|Legion||Aug 13 2010, 08:30 PM Post #1|
Be one with the wind.
Hair:Light brown ponytail. Roughly ankle length.
Physical Features:Thin and lanky with light muscling along his arms.
Clothing/Accessories:Sleeveless shirts, usually navy blue, forest green, or red-orange. Based on the shirt, he'll wear pants of a corresponding darker color. Wears an arm guard on his upper left arm and a bracer on his lower right. Uses jade rings bound in his hair to keep it in place.
Forehead Protector:Tied to his belt, facing his back left hip.
Carefree and lively. Loves to run on the open plains or stand on top of buildings while feeling the wind. Tends to be a bit on the antisocial side unless something interests him. Extremely attracted to anything that shines with a natural light. Tends to act like a big kid, treating even fights like games. Overall a kind boy, just a bit competitive. If someone issues a challenge, he immediately accepts, sometimes without thinking it though. Normally he just sits in the back and relaxes, toying with the rings in his hair or tossing around a stone. Often called "Tonbo", or Dragonfly, because he never stands still for long. Strangely good at working with his hands, and spends his free time making necklaces or working on small locks. He also tends to like taking apart and putting together different locks, and has been accused of thievery. He doesn't steal though, and would rather take apart a lock to make it more secure against others who would.
Village:Konohagakure no Sato
Double edged broad dagger held in a wooden sheath strapped to his right thigh with bandages (single hand, 11 in long, 3 in wide), bag with kunai and shuriken (5/5) and some possessions (sharpening stone for weapons, finger sized crystals from childhood, jade ring, small harmonica) beside a oil flask (1/2 liter) tied on back left hip
Utilizes a fast, disorientating style focused around high speed, light strikes, and confusing jutsu. By using his Fuuton Ninjutsu with his training in the High Style, he is able to remain airborne and change directions of himself, his attacks, and even his airborne weapons.
Takai Ryuu [High Style]
The High Style is a nintaijutsu style focused around aerial combat. Usually a user of the High Style is never on the ground for more than two seconds; land, build up speed and jump again. What it lacks in power, it makes up for in evasion and unpredictability. To exercise this style to its fullest, users should be competent in control, speed and strength. Flexibility, while not a necessary component of this style, will help to further one's grasp over these techniques.
Non Elemental Ninjutsu
A jutsu used with the purpose of activating seals and a range of devices and weapons, this technique begins with a single handseal. Once this has been performed, the user will focus a dollop of his/her chakra into what s/he is looking to activate in order to complete the task. Seals activated with this technique must be within 20 yards of the user's position.
The most basic tracking technique available, Tracking Device requires the user to first imbue a strand of their own hair with chakra. Once this has been done, s/he will place it on their target. The user can track the general location of the strand of hair as long as it remains within a mile, at a minimum distance of 100 yards, of where s/he is currently. Otherwise, the chakra will dissipate at the end of six (6) posts.
*Wind Element • Projectile Control Technique
Forming the necessary hand seal, the user is able to alter the angle of slope of a small object such as Kunai, Shuriken, etc. thrown by the user by forty-five degrees. This is done by coating the projectile with chakra. The object must be within fifteen feet of the user for this to be used.
*Wind Element • Wind Screw
After doing the needed hand seals, the user creates a small vortex of Fuuton chakra around a projectile in their hand. This creates a small drill bit which can be used to “drill” into whatever the object hits. It lasts for three posts or if the projectile is thrown, twenty yards from the user before dissipating. This doesn't make the projectile any faster, only increases its ability to cut.
*Wind Element • Air Cushion
After forming a short string of hand seals, air will compact itself into a 4 meter radius "cushion" of sorts that is used to soften a fall from a great height. This won't prevent all damage but it will prevent major injury. It can be used up to twenty yards away from the user. It lasts until the end of the post it’s used in and dissipates after one use.
*Wind Element • Air Gun
After forming the needed hand seals, the user will take a deep breath before blowing it out in the form of a football-sized bullet. If hit by it, it can cause many small cuts at the place of impact. The further this is shot, the weaker it becomes, becoming completely ineffective at twenty-five yards.
*Wind Element • Wind Launch Technique
After completing the needed hand seals, a tightly packed circular gust of wind forms right at the feet of the user. The moment someone leaps on it, it sends that person flying in the direction they jumped on it. It's quite powerful and can send an average-sized person and anything else that lands on it over fifteen yards at their base speed in a straight line. It disappears after one use or lasts unused for three posts. A strength of four or higher is required to resist the effect of this technique.
*Wind Element • Wind Skating
After performing the needed hand seals, the user is able to glide on air as if they were skating on ice. This allows them to move faster (+1 speed) but lowers their accuracy (-1 Taijutsu). This doesn't allow them to fly, but rather to travel over things like land, water, and ice with greater ease. The user is only held several inches off of the ground. This Jutsu does not expire until the user’s chakra supply runs out or the user shuts it off.
*Wind Element • Divine Wind
After forming the needed hand seals, the user generates three spinning pillars of wind up to eight meters away from them. The spinning pillars are thirty feet in height and five feet in width and will twirl around the user for two posts. The pillars can be used to knock back people or objects that have five or less strength or to fan flames and can move with a speed equal to the users (Nin+Control)/2, with a maximum speed of eight. Contact with these pillars results in cuts on the victim's body no more than three quarters of an inch deep. If the cut goes deep enough to hit bone, it will make a small fracture, but not be able to cut through entirely.
This simple alternative to the Land technique provides its users with a safe landing option. When coming down out of a jump, the user will tuck his/her body and somersault to lower the impact of the landing. Typically, this is best performed by skilled users, as its simplicity is only superficial. While rolling, the user is more vulnerable than s/he would be when using the Land jutsu.
This simple technique begins with the user approaching the opponent and leaping soon before overlapping. The moment the legs come off of the ground, one of the user's legs will stretch straight out to form a simple flying kick. Because the user of this technique is suddenly at a higher position in the air, this attack may surprise the opponent and go past his/her defenses.
This simple taijutsu helps users of this style to study their surroundings on the fly. While in the air, they will make a quick sweep of the area with their eyes, determining objects that can be used for jumping purposes. The higher the user is able to get in the air, the more area they can see utilizing this technique. Users with less than three wit will be unable to make use of this information in terms of strategic planning.
Utilized when the user is vulnerable on the ground, this technique allows him/her to get up easily while expelling nearby weapons and people. To perform Spin, the user swings their legs around above them, causing them to spin around. This subsequently knocks away the objects and people in their proximity at a strength equal to the user's while allowing the user to get to get up.
The rudimentary technique of the High Style, Jump requires the user to first perform a single handseal, followed by focusing chakra into the feet. When the user jumps, be it at a standstill or with momentum, the chakra will release in a burst, sending him/her a distance that depends on the amount of chakra placed into the technique. This boost is purely in vertical distance; horizontal distance depends on the user's momentum when this technique is performed, meaning it causes higher jumps, not longer ones. The maximum height that can be gained using this technique, no matter that amount of chakra placed into it, is 30 feet, while the minimum is 5 feet. Each jump with this burst counts as a new use of this technique, and thus requires handseals to be reactivated.
Another of the cornerstone techniques of this style, the Land technique requires the user to perform a single handseal and then focus chakra into their feet. As the user lands, this chakra will disperse, balancing his/her weight in the process, and creating a landing with a greatly softened impact. Users with less than 5 control will be provided with a safe landing from a maximum of a 60 foot drop. Users with more than 5 control will be able to drop from heights of 100 feet in addition to gaining the option of seamlessly transitioning into a sprint upon landing. This technique can be held dormant for a maximum of three (3) posts before it will dispel on its own.
This advanced form of the Jump technique presents the user with the ability to make a second jump while still in the air. After performing the necessary handseals and focusing chakra into the feet, the user will leap into the air. At the peak of the jump, the chakra will be released in a small burst, allowing the user to jump as though s/he were on solid ground. During this second jump, the user can change his/her direction while still airborne. Otherwise, this technique works much like the Jump technique, giving the user increased vertical height, while all horizontal range is determined on the amount of speed built up before jumping.
D Rank Illusion Genjutsu
After a short string of handseals, Arashi will play a low, buzzing tone on his harmonica. The sound will then amplify and continue for anyone who hears it, becoming a droning buzz. While the victims can still hear themselves and even each other, the illusion can dull the hearing to soft sounds. Lasts 2 posts.
D-Ranked Illusion Genjutsu
After a short string of handseals, Arashi rushes at his opponent. Anyone who sees the handseals will see his body begin to crawl with dragonflies. This allows any victims to still make attacks, and doing so will make the bugs "scatter", ending the genjutsu. Other than psychological warfare, this genjutsu does nothing special. Lasts 3 posts.
C-Ranked Illusion Genjutsu
After making a short string of handseals, Arashi plays a low buzzing tone on his harmonica. Anyone who hears the sound will see thousands of dragonflies sprout from the foliage around them, buzzing around them. Aside from creating a distraction and possibly disorientating those with a bug phobia, this genjutsu doesn't have any real effect. Lasts 2 Posts.
Normally a jutsu used to train academy students on how to place and remove seals, this fuuinjutsu can be applied in many ways, from scarring it into an object, writing it on a scroll, or other methods. This seal doesn't actually do anything, but to those not experienced in fuuinjutsu, it can appear as if it does.
Because scrolls aren't always able to be used, this jutsu was developed by ninja. Instead of using ink and paper, they seal the items into tattoos over their body. These tattoos follow the same rules as the storage techniques that are used over it.
*[Finger Engraving Seal]
Prerequisite: 3 control
Concentrating chakra into their finger or a sharp point, the user is able to write seals on almost any surface. If used on a living target, it will cause a discomfort as the fuuinjutsu is scarred into their flesh. This can be used up to posts equal to the user's stamina.
Birth and Childhood
Born to a farming family within the Fire Country, Arashi was destined for a normal, uneventful life. However, at the age of 2, his village was attacked by Bandits. One of the few survivors due to his luck and a well hidden cabinet, he was found soon after by a young Kunoichi from Konohagakure. The woman took Arashi in and raised him as though he were her real son. As he aged, he began to show great skill in reading the wind. Often he would even depict incoming weather a day ahead, just by feeling the wind. Due to this connection with nature and his sad past, the Kunoichi gave him the name Arashi no Maigo, Lost Child of Storm.
Always a wild boy, Arashi found that he was happiest on the top of trees during storms. This, of course, drove his adopted mom insane. However, even when he fell from the tree, he was always able to regain his footing before hitting the ground, somehow seeming to know where the wind would blow from. Whenever he would do so, his adopted mother would swear she saw the boy's eyes following the wind perfectly. When he was 9, Arashi found a new pastime of collecting strange rocks. His favorite were the jade rings and crystal necklaces. On a trip to the nearby woods, he heard a large commotion at the front gate. Moving close, he saw his adopted mother on a stretcher. Running up to her, he cried as she died in front of him. In her hand was a set of jade bands designed to hold back hair.
Early Teen/Academy Days
After about a year of mourning, Arashi decided to become a ninja in order to find and destroy those that took both his real parents and adopted mother from him. During his years at the academy, he excelled with wind based jutsu. However, his true strength was his speed. Seemingly without trying, he would leave his classmates behind. Using this speed, he vowed to make sure no one ever had to live the life he had again.
Now, at the age of 14, he is a true genin. He wears the bands his mother was holding as a way of reminding himself why he became a ninja. Though he despises those who kill, Arashi doesn't believe in the concepts of good and evil. He only sees things as right and wrong, and that the rest is a neutral point. Following the wind, he waits for the day that he can avenge his parents and set things straight.
Edited by Gaia, Jan 13 2013, 06:11 PM.
Bane is so awesome
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