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Cain

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Aug 11 2015, 08:21 PM
Name: Kip

Age: 7

Rank: C rank

Height: 2ft 4in (70 cm) at the shoulder, 4ft 1 in (126cm) in body length with two 2 ft 11 in (~88 cm) tails

Weight: 27.44 lbs (~12.4 kg)

Species: Fox

Description: Kip looks very similar to a normal fox save from the fact he's about twice the size and has two tails. More interesting is the fact that his tails each spits at its very tip beneath the fur, giving the semblance of fingers. Being a fox he wears very little but is rather fond of a pair of goggles with magnifying lenses that can drop down and a grey vest with many small pocket.

Personality:

Traits:
1 - Puppeteer - Kurou Yagumi

Attributes:

Strength: 10
Speed: 15
Agility: 10
Endurance: 5
Willpower: 10
Spirituality: 20
Stamina: 10

Attribute Points Per Rank: C rank- 80

Chakra:
80

Elements:
Katon

Jutsu:
D rank
Chakra no Ito [Chakra Thread]
Hikaru [Glow]

C rank
Kugutsu no Jutsu [Puppet Technique]

Background: Kip was the runt of his litter. Born not after long after Kurou himself. It wasn't until the two were nearing the the age of four that they first met. It happened when Kurou's father had come home after a mission and, after much badgering, decided to let Kurou see his summon. Unfortunately he was also short on chakra at the time, so rather than his intended summon he brought forth it's kit Kip.

The boy and fox quickly gained a quick comradery and since that day, with the agreement of Kip's sire, Kip would be summoned from time to time so that he and Kurou could spend the day together. The two grew up together and shared many interest, particularly in puppetry. In time the boy was allowed to make a pact with his childhood friend.
Cost:
Aug 11 2015, 09:42 AM
Character:

Yagumi, Kurou

Addition:

Beta Pack: 1 A-ranked, 1 B-ranked, and 1 C-rank Jutsu Slot, 5 Trait Points, 20 Attribute Points, and 1 Advanced Ability Point.



Traits to be added:


Acrobatic
Description: You are better able to perform outlandish moves like flips, spins, and rolls without error. Dodging becomes easier.
Benefit: +1 to Agility; Can justifiably perform acrobatic feats listed above
Cost: 1

Ambidextrous
Description: You are equally adept at using either hand, and receive a benefit to fighting with both hands occupied.
Benefit: +1 to Strength and Agility while dual-wielding or utilizing Taijutsu with both hands equally
Cost: 1

Pack Mule
Description: You have dedicated a great deal of training into their ability to carry more weight.
Benefit: Your speed and agility decrease by 1 point for every 10 lbs of inventory, as opposed to 5
Cost: 1

Spring Loaded
Description: You have trained to be more effective at jumping. This complements the basic jutsu Chouyaku very well.
Benefit: You can jump higher than normal without the aid of jutsu, and jutsu that enhance jumping are more effective.
Cost: 1

Cross Country Training
Description: Your stamina has been trained to be more effective when you're on the move. You're used to running long distances without rest.
Benefit: +2 to Stamina; Running does not fatigue you
Cost: 1

Extra Trait Points: 5
Trait Points Per Rank: 5
Total Trait Points: 10

New Stats:

Attributes:

Strength: 10
Speed: 10 (11 when excited)
Agility: 6 (7 when excited)
Perception: 7
Endurance: 4
Willpower: 3
Spirituality: 10
Stamina: 10 (12)

Extra Attribute Points: 20
Attribute Points: AS - 40 (2 Passive)
Total Attribute Points: 60 (62 with passive)

Chakra:
64


Advanced Abilities

1 unused

Requirements:

Owning a Beta Pack (owned)
Jul 14 2015, 12:22 AM
Character: Kurou Yagumi

Addition:
-Kawarimi no Jutsu
-Henge no Jutsu
-Bunshin no Jutsu
-Shunshin no Jutsu
-Nawanuke no Jutsu
-Fuuin no Kai
-Shuriken Boujou
-Chouyaku
-Koe no Mizouhin
-Otonage no Jutsu
-Soushuriken no Jutsu
-Kage Shuriken no Jutsu

Requirements:
Henge, Kawarimi, and Bunshin Training Thread
Shunshin, Nawanuke, and Fuuin no Kai Training Thread
Shuriken Boujou and Chouyaku Training Thread
Koe no Mizouhin and Otonage no Jutsu Training Thread
Soushuriken no Jutsu and Kage Shuriken no Jutsu


Notes:
Jul 10 2015, 11:00 AM
Name: Kurou Yagumi

Age: 7

Village: Morigakure

Rank: AS

Height: 3'10" ft (116.84 cm)

Weight: 46.5 lbs (21.09 kg)

Description: A slightly small boy of slim build, Kurou has raven black hair that he often keeps in a short ponytail at the nape of his neck, hanging down to his shoulder blades. His eyes are one of his more distinguishing features with a light brown that highlights to a golden orange similar to a wolf or fox. His ears also feature a slight point and his canines are slightly more pronounced than normal. Typically he wears rather loose dark grey pants with a light grey kimono and a black hakama with sleeves slightly too long for him. Despite the more traditional cloths however he wears a pair of more modern saddles. He also keeps his weapons in a pair of pouches on his belt under his his hakama.

Personality: Kurou is often fairly easily impressed. He also tends to imitate others that impress him and try to be the best he can be. This has lead to him having aspirations to mastering a variety of tasks. Sadly he is also a bit excitable and tends to get ahead of himself.

Inventory:
1 Kunai (1 lbs)
4 Shuriken (2 lbs)
12 ft Wire (2 lbs)
1 flash bomb (1 lbs)

Traits:
(1) Animal Affinity
(1) Puppeteer
(1) Basic Enhanced Hearing
(1) Eager
(1) Spiritual Chakra
(1) Acrobatic
(1) Ambidextrous
(1) Pack Mule
(1) Spring Loaded
(1) Cross Country Training
(1) Evasion
(1) Bang Deafening
(+2) Gullible

Extra Trait Points: 5
Trait Points Per Rank: AS -5
Total Trait Points: 5

Attributes:

Strength: 10
Speed: 10 (11 when excited)
Agility: 6 (8) (9 when excited)
Perception: 7
Endurance: 4
Willpower: 3
Spirituality: 10
Stamina: 10 (12)

Extra Attribute Points: 20
Attribute Points Per Rank: AS - 40 (4 Passive)
Total Attribute Points: 60 (64 Passive)

Chakra:
66

Elements:
Fuuton

Jutsu:

Basics
Spoiler (Show/Hide)
  Bunshin no Jutsu [Clone Technique]
Rank: E
Description: The user creates a clone of themselves. The clone looks just like the user in every way, to include current injuries and damage to clothing. The clone can be controlled mentally by the user as long as the user can see or otherwise detect what the clone is doing.
Limitations: The clone is intangible, being made entirely of chakra. It cannot harm anything, though it does not necessarily disperse as soon as contact is made. This type of clone has no consciousness of its own and cannot make its own decisions. This clone has a range limit of 100 feet from the user.
Cost: 5 Chakra per Clone

Henge no Jutsu [Transformation Technique]
Rank: E
Description: The user alters his or her appearance to look like something else. This transformation looks and feels real.
Limitations: The transformation cannot be unreasonably different in size to the user. They may, for instance, transform into a puppy or a large piece of furniture such as a bed-however, insects and objects much larger than a bed are not possible. This size limitation varies depending on the user's natural size. Transforming is only skin deep-the transformation may feel real, but transforming into a metal object does not make you extra durable, nor does changing into a bird let you fly, etc.
Weaknesses: Any physical damage done to the user immediately dispels the illusion, as well as any reasonably distracting event.
Cost: 5 Chakra to create the Henge, 1 Chakra to maintain it

Kawarimi no Jutsu [Body Replacement Technique]
Rank: E
Requirements: Nearby debris roughly the size of the user
Description: With this technique, a user replaces their body with an inanimate object the moment an attack lands. This is done to evade an attack at the last second, making the opponent think the attack landed when in fact, it did not.
Limitations: This technique has a range limit of 25 feet. Additionally, the object the user replaced themselves with must be of approximate size to the user. This technique must be prepared a full post before it is used, and if no occasion comes about to use the technique, the chakra and handseals are wasted.
Cost: 5 Chakra

Shunshin no Jutsu [Body Flicker Technique]
Rank: E
Description: The user holds a single seal and focuses their chakra for a few seconds. The user immediately moves to a new location, moving so fast that they appear to teleport. This is just chakra-assisted movement, however. This technique usually employs some sort of cover to further hide the user's movements.
Limitations: The user cannot change direction once their movement has begun, nor can they react to threats during their movement; additionally, there must be no obstructions between the user and their intended end location. This technique has a range limit of 50 feet. If no cover is used, the opponent may see the user leaning in the direction they intended to go.
Cost: 10 Chakra

Nawanuke no Jutsu [Rope Escape Technique]
Rank: E
Description: This technique allows one to escape from ropes and wires tied to prevent their escape. This is done by using chakra to physically loosen or to sever the ropes. This technique does not require handseals.
Limitations: This technique does not work on heavy restraints or those made of chakra.
Cost: 5 Chakra

Fuuin Kai [Seal Release]
Rank: E
Requirements: Scroll
Description: The user places their palm on a scroll or similar object that contains a seal. Using chakra, the user can unseal the scroll, obtaining whatever was hidden within.
Cost: 5 Chakra per object unsealed

Koe no Mizouhin [Voice Imitation]
Rank: E
Description: The user uses chakra to disguise their voice. The user may make their voice sound like anything they have previously heard, from animal noises, sounds of construction, and even the voices of other people.
Limitations: The user must have heard the sound they're duplicating.
Cost: 5 Chakra to create disguised voice, 1 Chakra to maintain

Shuriken Boujou [Shuriken Intercept]
Rank: E
Description: The user throws a projectile in such a way that it strikes another projectile in midair. Skilled users of this technique can even throw their projectiles in such a way as to purposefully change the direction of both projectiles.
Cost: -

Otonage no Jutsu [Sound Throwing Technique]
Rank: E
Description: The user can make their voice seem to come from a different location using chakra. This is different from simple ventriloquism; the user's voice is literally displaced as a result of the chakra used during the technique. The user can make any noise they produce come from a different location, so long as the sound comes from their body.
Limitations: This technique has a 50 foot range limit.
Cost: 5 Chakra

Chouyaku [Leap]
Rank: E
Description: The user focuses chakra to their legs, allowing them to leap higher and further than they'd naturally be capable of. Using this technique, a ninja can easily leap to the top of a light pole, or jump across a wide road.
Cost: 5 Chakra

Soushuriken no Jutsu [Manipulated Shuriken Technique]
Rank: E
Requirements: Shuriken and Wire ; Wood Country/Morigakure Basic
Description: The user throws shuriken at an opponent with a wire attached to its center. With the other end of the wire attached to the user's fingers, they may pull and manipulate the shuriken in case they miss, allowing the user to strike from odd angles or to attack multiple times. It also allows easy retrieval of ones weapons after throwing them.
Cost: -

Kage Shuriken no Jutsu [Shadow Shuriken Technique]
Rank: E
Requirements: 2 similarly sized shuriken ; Wood Country/Morigakure Basic
Description: The user throws two shuriken at once, hiding one shuriken behind or beneath the other. Chakra is used to ensure the second shuriken follows the first in such a fashion that the target cannot easily detect the second shuriken.
Cost: 5 Chakra


D Rank
Spoiler (Show/Hide)
  Chakra no Ito [Chakra Thread]
Description: The user creates threads out of chakra, with a maximum of one thread per every finger. While the threads are usually visible, a skilled user of the technique may suppress the chakra used well enough to render them invisible. The threads, being composed of chakra, cannot be cut by ordinary weapons, but chakra will destroy them relatively easily. These threads are typically used by puppeteers, but can be used as a substitute for wire in any situation that may call for them.
Limitations: The threads have a range of about 50 feet; the user may only create ten wires at once.
Weaknesses: Most offensive ninjutsu can destroy the threads fairly easily.
Cost: 1 to activate per thread, 1 to maintain per five threads (Puppeteer Trait)

Inpei [Hiding]
Requirements: Shadows nearby
Description: The user steps into shadows and remains very still. Their body will become darker until they match the shade of the area, and their skin and clothes will develop patterns to better blend into the background. This technique ends if the user moves. This technique does not require handseals.
Limitations: It takes a full post to assume the appropriate disguise.
Cost: 15 to activate, 3 to maintain

Houshou [Shattering Palm]
Rank: D
Requirements: None
Description: The user thrusts forward with a powerful palm strike. Using proper form to keep their arm and hand rigid, this could crack bone.
Cost: -

Elbow
Rank: D
Requirements: None
Description: The user closes the distance between them and the opponent, and drives their elbow forcefully into a soft spot on the target's body.
Cost: -


C Rank
Spoiler (Show/Hide)
  Kugutsu no Jutsu [Puppet Technique]
Description: The user creates chakra strings and attaches them to a puppet. In doing so, the user is able to control the motions and mechanisms built into the puppet at a distance. When used, most puppets are capable of hovering. As this is a complicated technique, there are several details to keep in mind.
- When controlling a puppet, the puppet's Speed and Agility are determined by the user's Spirituality. All other attributes are decided on the puppet's application.
- All mechanisms required for specific jutsu must be included on a puppet's application. If a jutsu calls for a buzzsaw, and the puppet you're using does not have a buzzsaw listed on its application, that jutsu cannot be utilized through that puppet.
Limitations: Puppets have a range of 200 feet.
Weaknesses: As the user must use their hands to actively control a puppet, puppeteers are generally at a significant disadvantage if an opponent gets around a puppet. Additionally, destroying a puppet renders this technique useless. Lastly, if the chakra threads to a puppet are severed, the puppeteer's control is lost. None of these weaknesses may be removed.
Drawbacks: Controlling a puppet requires both hands if the puppet is the same rank as you, one hand if it is one rank lower, and a single finger if it is any lower than that. This Drawback may not be removed, only reduced, and in doing so, the user may use one hand on a puppet of their rank or one finger on a puppet any lower.
Cost: 30 to activate; 5 to maintain

Nuno Kugutsu [Cloth Puppetry]
Description: The user creates chakra strings and attaches them to an item of cloth or leather that has either been specially prepared or had specialized needles stuck into it. In doing so, the user is able to control the cloth at a distance similar to a puppet. This also allows the user to use puppets with a mostly cloth When used, most puppets are capable of hovering. As this is a complicated technique, there are several details to keep in mind.
- When controlling any cloth or cloth puppet (Here after referred to as 'the puppet), the puppet's Strength, Speed, and Agility are determined by the user's Spirituality. A puppet does not possess any other Attribute, though its durability is dependent upon the material it is made out of.
- All mechanisms required for specific jutsu must be included on a puppet's application. If a jutsu calls for a buzzsaw, and the puppet you're using does not have a buzzsaw listed on its application, that jutsu cannot be utilized through that puppet.
Limitations: Cloth and Cloth Puppets have a range of 200 feet. In order to use this technique the user must saturate the cloth with their chakra either via an extended ritual that takes several hours or by inserting specialized needles into the cloth. (It is considered that the user will have performed the ritual with most viable items in their possession)
Weaknesses: As the user must use their hands to actively control a puppet, puppeteers are generally at a significant disadvantage if an opponent gets around a puppet. Additionally, destroying a puppet renders this technique useless. Removing the required needle also stops the technique. Lastly, if the chakra threads to a puppet are severed, the puppeteer's control is lost. None of these weaknesses may be removed.
Drawbacks: Controlling a puppet requires both hands if the puppet is the same rank as you, one hand if it is one rank lower, and a single finger if it is any lower than that. This Drawback may not be removed, only reduced, and in doing so, the user may use one hand on a puppet of their rank or one finger on a puppet any lower. Non-puppet cloth items with no built in mechanisms are considered D rank for this purpose if they were prepared with the ritual and C rank if they use needles
Cost: 30 to activate; 5 to maintain


Extra Jutsu Slots: 2 D + Kugutsu no Jutsu(Puppeteer trait)
Jutsu Slots per rank: AS - 2 D, 1 C
Total Jutsu Slots: 4D, 2C
Empty Jutsu Slots: 0D, 0C

Advanced Abilities:
(2) Unique Weapons
1 Unused

Background
Kurou is an odd boy, he was born of a father who's family specialized in summoning and sage arts and a mother who's clan specialized in the arts of puppetry. What was odd however was that he was actually part of a secret experiment to see the effects of natural chakra on a child in woum. Previous experiments with animals had shown some slight success with what seemed like an increase in intelligence and chakra abilities, Kurou did not seem to show any of these traits. Instead he shown slightly canine features since birth. He has also had an odd affinity with animals.

Aside from his odd appearance Kurou was almost a normal child, taking glee in most aspects of life and having almost random thoughts of grandeur. Over the years he showed aspirations toward many different professions. Growing up being watched by his mother while she worked in her puppetry workshop he first wanted to be a shinobi who mastered puppets. But on one day when his father tried summoning while still fatigued after a trip, he summoned a fox kit that was the son of his normal summon. That was the day Kurou decided he also wanted to master his father's techniques. Then he wanted to be a dancer, a talor, a chief, the list goes on. There have been very few occupations that he once aspired to that later decided against, such as being a lawyer, far too many books.

While he has shown slight signs of aptitude for many of these occupations only one has he shown any true lack of ability, cooking. Kurou has tried cooking once. Three people were injured in the kitchen, and eighteen received food poisoning. Several required psychological counseling afterward. It's been said the kage actually considered sending him to other villages undercover once he'd been trained to cook for them.
Jul 6 2015, 09:07 PM
Name: Cloth Puppetry

Rank: C

Jutsu Type: Ninjutsu

Range: 200 ft

Element: none

Requirements:[/b Chakra no Ito, Kugutsu no Jutsu

[b]Description:
The user creates chakra strings and attaches them to an item of cloth or leather that has either been specially prepared or had specialized needles stuck into it. In doing so, the user is able to control the cloth at a distance similar to a puppet. This also allows the user to use puppets with a mostly cloth When used, most puppets are capable of hovering. As this is a complicated technique, there are several details to keep in mind.
- When controlling any cloth or cloth puppet (Here after referred to as 'the puppet), the puppet's Strength, Speed, and Agility are determined by the user's Spirituality. A puppet does not possess any other Attribute, though its durability is dependent upon the material it is made out of.
- All mechanisms required for specific jutsu must be included on a puppet's application. If a jutsu calls for a buzzsaw, and the puppet you're using does not have a buzzsaw listed on its application, that jutsu cannot be utilized through that puppet.

Limitations: Cloth and Cloth Puppets have a range of 200 feet. In order to use this technique the user must saturate the cloth with their chakra either via an extended ritual that takes several hours or by inserting specialized needles into the cloth. (It is considered that the user will have performed the ritual with most viable items in their possession)

Weaknesses: As the user must use their hands to actively control a puppet, puppeteers are generally at a significant disadvantage if an opponent gets around a puppet. Additionally, destroying a puppet renders this technique useless. Removing the required needle also stops the technique. Lastly, if the chakra threads to a puppet are severed, the puppeteer's control is lost. None of these weaknesses may be removed.

Drawbacks: Controlling a puppet requires both hands if the puppet is the same rank as you, one hand if it is one rank lower, and a single finger if it is any lower than that. This Drawback may not be removed, only reduced, and in doing so, the user may use one hand on a puppet of their rank or one finger on a puppet any lower. Non-puppet cloth items with no built in mechanisms are considered D rank for this purpose if they were prepared with the ritual and C rank if they use needles

Creator: Kurou Yagume

Cost: 30 to activate; 5 to maintain
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