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> [Chuunin] Fang [Pet]
IzzetDragon
 Posted: Jan 5 2018, 04:02 AM
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Post Count: 32
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Ryu: 0
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Biographical Information

Name:
Fang

Age:
12 years old

Gender:
Male

Rank:
Chuunin

Height:
3 feet

Weight:
150 pounds

Appearance:
X
user posted image
Fang's a fairly sized wolf with his fur split between two colors; red on top with a yellowish white underneath and the red only reached down just under his leg instead of all the way to his paws. Wrapped around both his back legs he has bandages around his ankles to tie anything he needs to both carry and reach. He also has black straps around his from legs for the same purpose. He also has an eye patch over his right eye. Oddly enough the red fur on his head splits into three little tuffs giving him quite the interesting look.


Personality:
Fang has a softer personality than most, especially for a wolf, but he strongly believes in cooperation and supporting all those who fight at your side. He doesn't go off on his own nor does he performing any actions that might have an effect on other people without checking by them first. Careful and insightful planning is key to any situation as he believes even though it might take time out of actual combat but its better than the alternative. Although he's kind that doesn't mean he won't get into arguments but that's mostly just with Panzer, his combat partner. He gets along well with Itami despite his lone wolf style in contradiction with Fang's team player style but Panzer just rubs him the wrong way, always so headstrong and full of himself despite the fact they are equal in just able every possible way. Physically they have the same capability but they trained to use those tactics in completely different ways. Where Panzer uses power and quick moves to get in with a strong hit, Fang would prefer to use such things to counteract the enemy and support his allies so that one person can equal greater strength when together. A supporter and a loner who fight together with a powerhouse who just does his own thing, Fang is in quite the predicament with these two. Normally Fang is the laid back of the group, going with the flow and enjoying life each and every second, he's also a real people person. Unlike the other two he's also not aggressive. However, the one thing that gets under his fur really bad is betrayal, it makes him excessively violent to the point where he will lose sight of teamwork and work to kill the little rat as he calls them. In such a case his true wolf side will show for but a second before he turns full blown vicious killer.

Background
X

Fang isn't your typical wolf, not even a normal red wolf, he grew up with the same family that's been raising his kind. The clan is known to raise and train packs of wolves to not only fight by their side through thick and thin but also live together like a family. Fang's birth was the product of Rorak's side of the family doing an exchange of pack members, crossbreeding members of their pack with those of another, hoping to birth a stronger than normal wolf. For the most part it succeeded, both families had accomplished their goal that would lead to a stronger generation down the road. However, successful it was there was one hiccup, a runt in one of the litter.

Normally this would lead to a difficult decision but as smart and understanding as Rorak was he knew just what to do. He picked up the young pup, left his folks, and headed out or rather home to see his family. When he arrived he called out to his boys who came running with their cat Panzer following behind them. He knelt down and handed the little thing to his boys who took turns thinking of a name for their newest addition to the family but the old man already gave him one. Growing up alongside the boys made the wolf happy, he stomached the irritating cat, but most of the time he stayed close to Rorak for some simple quiet company. Hard to get with kids running around. When out and about with the boys he'd try his best to keep up with them to make sure they didn't get into much trouble but it wasn't easy. Worse with that cat always around, jumping on his back and talking down to him as he did.

On one day the two really got into it while they were playing with the boys and it didn't take them long before Rex wandered off. Panic set in as they desperately searched for him until his trail left outside the village. Apparently he realized that he was lost and followed a group of clan members hoping they could help get him home but not before he got ambushed by bandits. Moments before Fang arrived and protected the boy while Panzer went searching for some help. He wasn't going to last long without help and in the process he lost one of his eyes, but just as soon as they were upon the two of them they were safely in the arms of responsible adults. Panzer succeeded. Turns out Rex didn't follow just any old member but the pack leader himself and he sent the bandits running before escorting everyone safely back home. Instead of being scolded they were praised for their heroic effort and now Fang had a nice battle scar, their people don't dwell on the small stuff, they were just happy everyone was alive and okay. A true home which is all he ever wanted.


Combat Information


Available Ninja Points:
70 (+28)

Traits:
X

Internal Compass
Description: You instinctively know which way is North, East, West, and South. You also are instinctively aware of going the wrong direction, even when under an illusion.
Benefit: You know the cardinal directions by instinct, and instinctively know when you're going the wrong way.
Cost: 1

Without Presence
Description: Remaining calm, steadying your breathing, light on your feet, and very intelligent in the style of silence; a fighting style for stealth attackers and ambushers. By doing all aforementioned actions you're able to control yourself on the battlefield, capable of removing you're presence from many forms if detection. You make no sounds while moving by being light on your feet or a lightweight, you remain calm causing yourself not to sweat nor releasing any strong scents and dulling them, keeping yourself focused and steady you remove your emotions to erase your chakra agitation but it doesn't prevent your chakra from being detected, just your state of mind and it's connection to your chakra. So long as you're not seen that is.
Benefit: Employing all methods listed above, you're presence is completely removed but this is removed if you're seen by normal sight.
Cost: 4


Trait Ninja Points: 5

Attributes:

Strength: 40
Speed: 50
Agility: 50
Perception: 50
Endurance: 20
Willpower: 10
Spirituality: 25
Stamina: 20

Attribute Ninja Points: 53

Chakra:
630

Skills:

Strike Power:
Strike Speed:
Shape Transformation:
Resilience: 20
Other Weapons:
Chakra Control:
Enhanced Sense (Smelling): 60
Enhanced Sense (Hearing): 60
Enhanced Sense (Enter Sense):
Concentration: 20
Tracking: 60
Blank:
Blank:
Blank:

Skill Ninja Points: 22

Chakra Natures:
Water

Chakra Nature Ninja Points: 0

Jutsu:
Basic Jutsus:
X

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. This technique does not require handseals.
Cost: 5 Chakra

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. This limitation cannot be removed, only expanded.
- The object the user replaced themselves with must be of approximate size to the user. This limitation cannot be removed.
- 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

Suimen no Hokou [Water Surface Walking]
Rank: C
Description: By emitting a constant stream of chakra from the user's feet, the user may walk on the surface of water as if it was solid. This technique is usually used through the feet, but may be used from any body part. If this technique is known by a Chuunin or higher shinobi, it does not require concentration. This technique does not require handseals.
Cost: 20 to activate; 5 to maintain

Ken Tokki [Fist Bump]
Rank: C
Description: This technique requires no handseals, but instead requires "bumping" an individual's fist with your own. Doing so allows a minor amount of chakra to leak both ways, which allows both sides to understand the intentions and motives of the other more readily. This technique cannot be used against an unwilling individual.
Cost: 5

Shunshin no Jutsu [Body Flicker Technique]
Rank: C
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. This technique may be used to move vertically, but it must begin while the user is on a surface they can push off of.
Limitations:
- The user cannot change direction once their movement has begun.
- The user cannot react to threats during their movement. This limitation cannot be removed.
- There must be no obstructions between the user and their intended end location. This limitation cannot be removed.
- This technique has a range limit of 20 feet. This limitation cannot be removed, only extended.
- If no cover is used, the opponent may see the user leaning in the direction they intended to go.
Cost: 25 Chakra
D-Ranked Jutsus:
X

-
C-Ranked Jutsus:
X

Tsuuga [Passing Fang] - Free
Rank: C
Requirements: Shikyaku
Description: The user rapidly spins as he moves through the air, creating a tornado-like effect around their body. Upon contact with the target, the user makes many ferocious attacks in a short time span, with enough force on its own to tear into tree trunks. Use of this technique allows the user to move through the air in an arc towards the target, though this cannot change direction without contacting another surface, meaning it is not true flight.
Cost: 30

Kirigakure no Jutsu [Hiding in Mist Technique]
Rank: C
Requirements: None
Description: Using moisture in the air, the user creates a heavy mist in the area that reduces visibility to about five feet. This mist expands from the user's original location in every direction for 300 feet, and typically dampens everything in the area, leaving puddles on the ground.
Cost: 40 to activate; 10 to maintain
B-Ranked Jutsus:
X

Water Release: Pack Brutality
Rank: B
Requirements: Mist field technique
Description: A tricky technique that sacrifices durability for effectiveness, it must be performed alongside a technique that produces a field of mist such as Hiding in Mist. The chakra then melds deeply into the mist, giving it mass, until finally it becomes water and then it takes the form of a pack of 5 wolves. These wolves are quick and powerful but have very little defense when compared to other water constructs like Shark Bomb, it won't simply take one hit but with enough force that breaks their form. However, so long as both this and the mist is maintained they will reconstitute in mere moments.

Limitations:
-Only 5 can be created at a time; favoring can double this number.
-Chakra use is harsh and taxing; twice a day use.
-To reform takes a whole post and the user's concentration; favoring can reduce this but only once.
-As this can only be performed when a mist jutsu is it cannot be performed again to increase pack count. This cannot be removed.
Weaknesses:
-These constructs don't have senses and are controlled by the user; if they cannot direct them in the mist the constructs cannot attack. This cannot be removed.
-Boundaries for this technique is only as far as the used mist technique; without the mist the constructs vanish in 1 post.

Cost:
+30; Activation
+20; Maintenance

Water Release: Shrouding Mist Technique
Rank: B
Requirements: Hiding in Mist Technique
Description: Requiring no hand signs and using the same principles as the previous technique, this only spans 150 in distance. To sacrifice distance this technique gained endurance. The major difference is that all this chakra is directly fed into the mist creating a blanket of pure chakra to block it's true aim. Chakra detection abilities. With this sensors who try and navigate through this heavy mist are overloaded with chakra that they are incapable of making out any details beyond the mass of chakra in the area, effectively blinding their detection. To navigate one must rely on other, non-chakra related senses. It also reforms at a steady pace in the event attempts to disperse it are made.

Limitations:
-Mist only spans 150 meters.
Drawbacks:
-This blankets a large area so it envelopes everyone, allies and enemies; even the user isn't immune. This cannot be removed.

Cost:
60; Activation
20; Maintenance
A-Ranked Jutsus:
X

Water Release: Vertigo Mist
Rank: A
Requirements: Mist field technique
Description: When used alongside a mist field the user's chakra creates a mind affecting wavelength similar to those created by Genjutsu, their chakra affects all those the user perceives as an enemy. So long as they are in the field, enemies are subjected to a sense of unbalance as their eye sight becomes hazy, their sense of hearing becomes dulled as if the mist is clotting their ears, and their sense of smell becomes washed away in the mist. Almost a sense of vertigo in all those senses. The closer one is to the center of the mist, or rather the deeper within the mist that one is the greater the effect. Some have stated finding it hard to even stand up while in the epicenter though the truth is they are within range of the user's detection. Their range determines the effectiveness of this technique.

Limitations:
- Only affects those within the mist. This cannot be removed but mastery can make others who look at the mist feel dizzy.
Weaknesses:
- The further away the affected are from the user's senses the less effective it is; completely undetected negates the effects. This can only be removed by the range of the user's senses or ability to track.
Drawbacks:
-If the user doesn't identify friend from foe this will affect everyone inside regardless. This cannot be removed.

Cost:
+80; Activation
+15; Maintenance
S-Ranked Jutsus:
X

-


Jutsu Ninja Points: 17

Spent Ninja Points: 97
Remaining Ninja Points: 1

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BurningBright
 Posted: Jan 8 2018, 05:33 AM
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Post Count: 230
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