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♕ Kazegari Arisu

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KAZEGARI ARISU
It's only after we've lost everything that we're free to do anything.

 

 

User Data

Timezone: MST // GMT -7
Posting: 1-2 times per day.
Character Slot: 1

 

Basic Info

Name: Kazegari Arisu
Age: 19
Gender: Female
Rank: Jounin
Birthplace: Oni no Kuni
Village: Kirigakure no Sato
Birthday: May 24
Theme: Elastic Heart – Sia // I Believe – Christina Perri

 

Appearance

Hair: Long and blond
Eyes: Bright Blue
Height: 5'6"
Weight: 140 lbs
Skin: Healthy Tan
Description: Once upon a time, Arisu was a fragile thing. She appeared lithe and her bright blonde hair made her seem almost doll-like. Time in the sun has darkened her pale skin, and her mastery over both Taijutsu and the Seversword have filled out her muscles to the point where they are obvious. She has retained her poise and grace from times gone by, but there is no mistaking the young warrior for a delicate woman. The bull she one hid within her heart now rests just below the surface.

Despite doing her best to shed the look of a foreigner, Arisu still retains somewhat of an exotic look, clearly not a native of the Western Continent. Her eyes, twin gems of a cerulean colour, are a definite almond shape, the lashes exaggerated and thick. The Kunoichi's skin is a few shades darker than most of the other ninja she works with, and seems to be the clearest indicator that she is of foreign descent. Light coloured hair reaches down to the woman's hips when undone, but is most often held in a high pony tail, her bangs pushed up into a stark bump and the sides shave around the tops of her ears to create an edgy look. Scars crisscross the Kunoichi’s body, the most notable being a large one that dominates her back, stretching from her left shoulder and crossing her spine as it moves down to the right.

Arisu's 'ninja' gear is bare at best. The woman wears a plain black flak vest with silver accents such as the zipper and pocket clasps over top of an incredibly loose white tank top. When the vest is removed, said tank top leaves the lacy black bandeau she wears visible at the sides. Tied at the waist by a red sash, Arisu’s black pants are tight to her legs and tucked into heavy black combat boots. Worn on one forearm is a simple silver arm guard, while both elbows sport off-white elbow covers. Perhaps the most striking facet of Arisu's appearance is her legendary Seversword. The domineering weapon is held to her flak vest through the use of a magnetic plate. Straps inside the vest, secured tightly around Arisu’s shoulders and waist, allow the vest to be worn open without letting the weight of the weapon pull it off.

 

In situations where Arisu must preserve her anonymity, she wears a wig that is styled in a brown bob, slathers her face in makeup and wraps her Seversword in burlap. The disguise is certainly not the most infallible, but it allows her to pass through most casual interactions without being noticed.

 

Personality

 

Positive: Brave, Determined, Intelligent
Negative: Arrogant, Sarcastic, Violent, Brash
Likes: Dogs, Grass, Trees, The Ocean, Chicken
Dislikes: Mint, Lizards, Fire, Coffee, Chocolate
Personality: To call Arisu grumpy would be an understatement. The woman always seems to be in a constant state of annoyance, as though even the simple effort of living is thought of as tiresome. She is a woman of few words, instead preferring to communicate in huffs, sighs and unladylike grunts. Despite this harsh outward display, Arisu is always confused when people refer to her as “scary” or “unapproachable.” She tends to view herself as “pretty alright company.” (Few else do.)

 

Though Arisu has faced a considerable amount of hardship in her life, it has not sharpened her to a point; it has calloused her under a thick armour of caution. The Jounin offers little in the way of emotions or meaningful interactions and instead remains stoic. This deadpan remains absolute in the face of most things, and it is only the deepest sort of suffering and pain that elicit a response. Once upon a time the woman was temperamental and quick to anger, but now she is reserved and quiet.

 

When it comes to friendship, Arisu finds herself woefully lacking. Her nature has led her to either say too little, or utter words that are hurtful. There are many people the Jounin would move the earth for, and yet it is unlikely that a single one has been made aware of her dedication. Arisu holds her true emotions close to her heart, like a pearl its clam. Intimate conversations, and even frank candor, leave her feeling awkward and out of place.
 

Recent events in the woman’s life have left her with massive amounts of guilt and, when too tired to keep up her grumpy façade, Arisu slips into a realm of melancholy. She is often found in a pensive state, reflecting on the pain she has caused as if it might help her atone for her sins. For now, the woman follows her whim, acting with little regard for those around her. To say the woman is malevolent would be a mistake, though she has no desire to do good if there is no profit to be had.
 

Relationships

 

Kazegari Hana

While serving under Kirigakure during the DEATH uprising, Arisu was faced with an imaginary future for her sister. This event shook the woman to her core, and nightmares of the event persist to this day. She has come to idolize the memory of her sister, yearning for the day that they are reunited. It is unknown whether the elder Kazegari survived their ordeal in the demon country, but Arisu holds out hope.

 

Umikoi Warrusu

Though he gave her mercy on their first meeting, Arisu has grown disdainful of her Kage. She has fallen in with the opinion of other Kirians, and holds the man in suspicious regard. Face to face meetings are frosty, but not impolite.

 

Hisame Haruyuki

Since being taken under the man’s wing and becoming his first SHADAKI commander, Arisu has grown incredibly fond of Haruyuki. She looks to him as a dear friend and, although she insists that he is both exasperating and annoying, the ‘Hailborn Artist’ has become somebody that Arisu would fight and die for. At present, though, any mention of her superior is enough to send her running.

 

Namikaze ‘Izzy’ Azrael

The clumsy and naïve Shinobi is one that Arisu ha shared few interactions with, but feels obligated to protect. She thinks of him as one would think of a small child or pet: cute, but not all that intelligent. She has no idea of the true capabilities of the young man.

 

Hoshigaki ‘Nibble’ Kajiru

Perhaps some part of Arisu would have been able to find solace in Hoshigaki Kajiru, but that time has long since passed. Their battle in Arrakis only served to galvanize her shame and regret. She avoids any mention of the Shinobi, now.

Edited by Rhapsody
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Character History

 

Cobwebs dangling from the corners of the railing, dew laden and saggy. Swallows chirping, squabbling back and forth like old women, fighting over the bird bath with a passion that could not be guessed by a look at their feathered faces. A slight breeze kicks up, rattling the leaves and shaking away the water that weighs them down. For a second, it is raining and the water splashes onto the girl's face, delicate as tears. She doesn't bother to wipe the away, instead immersing herself in the serenity of the moment. A hushed whisper, heavy on the air like a fat fog, drones over the garden fence. There are cicadas nearby, singing.

This is Arisu's earliest memory. A fragment. A moment in a moment. She is unable to reach any farther back beyond this insignificant snapshot, depicting a lonely four year old in her back yard. Perhaps the blandness, though, is what is most important. The stark detail of the dew, the hum of the cicadas- it is Arisu's last recollection of a normal life.

In the beginning, there was Mama, Papa, Big Hana and Little Arisu. They lived together on their meagre farm, a poor and happy family. Papa grew rice in a sprawling, sickly patty that stretched out behind their house, skirting a worn old barn that had not housed livestock in many generations. Its roof sagged like the tired back of an old horse, weakened by decades of wind and rain. The house where Mama raised her daughters was a naked, wooden house with three rooms and no carpet. They wore sandals constantly, for fear of splinters.

The back garden, where Hana and Arisu played was fenced in by rickety boards, guarded at one ed by the imposing figure of their outhouse. The sisters, much too poor for schooling, spent most of their days within the fence, playing from dawn until dusk. They pretended to be lords and ladies, mercenaries and housewives. They built forts and lean-tos and, even once, a tree house. The pair were industrious with only a raggedy teddy bear, a naked doll and a plastic dragon between them, both Arisu and Hana quickly lost faith in the material world. They turned to sticks and mud as forms of entertainment, just as many of the other children did in their impoverished village.

Life was hard, but the family was grateful all the same. Their farm supplied them with income enough to eat dinner every night and buy chocolate for each person's birthday- more than what some of their neighbours could ever hope for. Arisu would have been happy to stay in her corner of the demon country, always dreaming of going out into the rice patty with her father, trousers hunched around her knees and back bent perfectly, always observing.

Papa was such a silent, careful man. His fingers were like spider's legs, so practised and deliberate. He raised his rice as carefully as one would a fine horse or cow. It was as if it had been ingrained in him from birth that the plants were not only food, but his entire livelihood. When storms howled into the valley in which their village sat, he would crouch by their tiny fireplace and stare endlessly into the flames. He would wear a look that one could almost describe as pain; it was as if Papa felt every harsh gust that tore at his crops. He was one with his land; their mud brick home was more of a cage.

Mama, on the other hand, was slow and deliberate. Life as a farmer's wife had stolen away her youth and pulled her skin downward into an endless droop. Yet, it was always soft and perfect. Like smooth rocks after the rain. Mama's mouth was always moving. She filled every silent space with neat packages of words, as if she was trying to build her own home with parables and gossip. Sometimes, she would tell her daughters fairy tales, or prattle on to Papa about recent happenings in the village. Sometimes, Mama would just quietly mutter to herself as she did the laundry or put away the dishes. Mama was the family's lifeline, for Papa hated to leave his rice and the daughters strayed from the safety of their garden.

One day, though, the lifeline Mama provided snapped.

To the people of the Demon Country, it had always seemed as if their Daimyo was weak and stupid. Many of the people resented his firm resistance to the establishment of a hidden village, instead preferring to hire shinobi from other nations. He seemed to feel that, if his own people were limited to only a peasant's knowledge of battle then, perhaps, they could never rebel against him.

For a time, the foolish old man was right. though bandits remained a problem, the steady flow of Fire, Earth and Water ninja that could be hired were enough to keep them somewhat under control. And, indeed, no uprising swelled within the belly of the peasantry. It was to be his only legacy, that time of peace, held on a cord stretched to its breaking point.

When the NCIA invaded the continent to the west, it was felt as a sickening buzz in the Demon Country. What would happen to their supply of Shinobi? Their trade? Would Oni also invaded? This unease quickly magnified already present civil unrest and, soon, crisis was imminent.

At first, the violence was somewhat contained. The Shinobi that had already been in Oni before the NCIA take over remained, and served the government as an emergency army. With time, though, most of them were either bought out or killed. It wasn't long before the tiny nation descended into complete anarchy. Villages were completely destroyed and their citizens taken as slaves. Giving up on his tiny nation in flames, the Daimyo fled to the nearby Marsh country. All hope appeared to be lost.

During this time, Arisu's tiny farming village was one of those caught up in the fury. Papa gathered up his skinny family and packed their belongings onto their arthritic old mare; they fled with only a few blankets and what little food they could carry. Not a one knew where they could go, how life could ever return to normal. All were sure that it couldn't be any worse out in the countryside.

The first month or so was spent in solitude. Papa managed to find an old abandoned cottage, and they stuffed the holes with moss so that the wind couldn't reach in. They lived off the land, hunting small game and scavenging for edible plants. For a time, the family would manage to scrape out a living in peace, undisturbed by the raging violence that had engulfed their country.

But peace in the Demon Country hung from butterfly's wings.

They came in the night, by the cover of rain. Their boots were spiked; they didn't slip in the mud as Arisu tended to as she came up the path to the door. Papa was to die first and, by the time they had sliced him open, Mama was already awake and screaming. Her face, once plump, would have looked grotesque and gaunt in the moonbeams, but bandits had no use for old women. She was eviscerated without hesitation, though lived long enough to see her children dragged out the front door and into the storm.

The men were pathetic criminal grunts, working under the order of a higher command. Flesh, food and gems had become Oni's currency in the absence of money, and thievery came naturally as ever. Women and girls of all ages were kidnapped as casually as one would liberate an unwatched apple from a street vendor, and then sold for a carton of potatoes or packet of rice seed. You thought I was gonna talk about puppies… didn’t you?

Arisu and Hana were sold as a pair, for the price of a goat and a crate of apples. Their virginity afforded them a higher value.


The buyer's name was Yoshiki, a wealthy landlord turned human trafficker in the fall of the country. He owned a large compound made up pf several barns and guarded by rough men with sharp objects. It was a crude operation, and the women were thought of as little more than livestock. Daily, they were dragged out of the dirty hay and raped. Somehow, though, some of the ladies still managed to keep their outlook positive. They reasoned it could have been worse. They could have been put into the fields to work.

Arisu's time in the compound was short, marked by tragedy and little else. Within the first week, one woman was found to be several weeks pregnant. She was taken outside and beaten, her unborn foetus ripped from her and splattered across the side of the barn. From then on, each woman would have her insides cleaned by the others after each rape. They scrubbed with hay until she would bleed. Arisu, numbed to apathy by her harrowing ordeals watched in fascination, naive to the workings of biology. Hana told her that they were trying to pull the babies out of the women before they settled in. It seemed reasonable enough.

The first of the two sisters to be bought was Hana. She was 15 at the time, and Arisu only 10. For the little girl, this was her final breaking point. Up until then, the staff and other women had thought her a mute or retard, but she screamed and cried so much that they made her sleep outside, tied to a fence post where she could not disturb anyone. Even beatings would not tame the child's voice. It was a month before they tossed Arisu back into the hay and, by the time they finally did, she was a broken child. She followed every order without question and, when not working, curled up in a corner and stared off into the distance. Many of the more superstitious of Arisu's barn mates reckoned her soul had been eaten by some animal while she had been made to sleep outside.

This wasn't, however, an issue for Yoshiki. He reasoned that the buyers would love a soulless little girl. "Don't complain so much when you stick it in 'em," he would say. Within six months of the sale, Yoshiki was dead.

Arisu was sold to a Captain, and made to work on the Minerva, an old warship modified for cargo purposes, and fitted with huge masts that allowed trade between the Marsh Country, and distant Tea. It was a robust old ship, with a sweeping front and pristine sails. On board, the order and chaos were both so striking that Arisu was stunned, entranced by the constant action.

Soon, the young girl learned that she was to be a maid in the galley. It was simple work, really. Her small body allowed her to move quickly, like an ant, in the enclosed spaces. She could easily wiggle through the cargo hold and liberate vegetables, meat and crackers from their containers. It was hard work, but the exercise and regular meals toughened the girl up. Her eyes lost their gaunt look, and her hair began to shine.

It was during her time on the Minerva, for she spent at least four years under its flag, that Arisu learned the art of Taijutsu. Many of the sailors she met hailed from the Water Country and, unable to become ninja, had familiarized themselves with its Crane Style. The young woman would often take her lunch breaks to watch them box, reproducing their actions at night as the day crew slept. By the kiss of the sea breeze, life was finally beginning to turn around. Arisu's trauma burrowed its way into the back of her mind and stayed nestled there. She made friends among the youngest of the crew, who found it amusing that her name could be shortened to mean ant. Arisu became Ari-chan.

Life could have continued as it was for the young girl, and she would have been perfectly happy. As she grew, the girl took up boxing with the Sailors. Lifting creates became strength training. When they docked, she swam until her muscles burned, until she could slip through the water like a silky eel. Arisu would have stayed forever on the Minerva, but, when she finally turned 16, it was declared that to have a woman on board was scandalous. Perhaps she had been okay as a child, but a full-breasted lady was an entirely different story.

And so, they gave her a choice. Without hesitation, Arisu chose the country of Tea. In her absence, the Marsh, Neck and Bean Curd countries had all invaded Oni. It was under martial law, and life was impossible. Rumours abounded that the spoils were to be divided amongst the 'saviours' of the nation.

Once arriving in the Tea country, Arisu was off. She started work as a mercenary, dealing in odd jobs on both sides of the law. Her industrious nature and looks brought many a penny into the woman's purse and, soon, she was able to afford the boat trip to the Country of Water. It was there that she finally found somewhat of a normal life. Arisu took a job working in a flower shop in the hidden village owned by a fragile old lady. Mercenary life faded into the background and her blade became nothing but a memory, stored under the floorboards of her modest, one room flat.

Peace, though, hangs on butterfly wings.

It wasn't more than a few months after Arisu arrived in the Hidden Mist that it exploded into war. Years of uncertain leadership and shaky relations with DEATH had culminated in one final battle. Thrown into it by the vile organization itself, Arisu found herself hunting for the head of a Hachinin: Umikoi Warrusu.

She would come to fail her task, of course, but found friendship and mercy. The Kirians welcomed her into their ranks, and allowed her to repay them for her actions by aiding in the final battle against Minasoko and his newest pet: the Sanbi. Though traumatized by the experience, Arisu would emerge from it and come to meet new people, making new friends along the way. It wasn't long before he had secured herself both the legendary Cleaver and a job as a Captain within Kiri's new elite defensive force: SHADAKI.

 

Soon after Arisu was welcomed aboard SHADAKI, she accompanied the Kirians to Tsuchi no Kuni for their Chuunin exam. She served as the Mizukage's guard and, though she made a fine showing in the side games and lottery, did not participate in battle. The games concluded with a catastrophe that swallowed Kusagakure no Sato and though the Jounin accompanied a task force sent to investigate, she found herself unable to potentially sacrifice herself for a group of strangers. She fled.

 

Disgraced, Arisu spent an unknown amount of time on an island in the Eastern Sea. She would not return to Mizu no Kuni, instead allowing her shame to drive her from the comforting embrace of friendship. Warrusu soon marked her as a renegade, and allowed rumors that she had perished to propagate. These whispers would prove false when Arisu turned up at the Arrakis Ninja Tournament. Though her current motives and whereabouts remain unknown, those who knew her believe she has returned to the sea.

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Character Stats

 

Level: 62
Rank: Jounin
Total Experience: 28508
Next Level: 292
Total Stats: 6700

Health: 1100
Chakra: 250
Stamina: 550
Ninjutsu: --
Genjutsu: 20
Taijutsu: 1000
Concentration: 700
Defence: [260]
Speed: 1180 [1430]
Accuracy: 1000
Evasion: 900 [1000]

 

Modifiers

 

Taijutsu Mod: +250 damage

Concentration Mod: +35% to gen dodge/hit

Defence Mod: -65 damage with EQ

Speed Percentile: 66

Accuracy: +100% to hit

Evasion: +90% to dodge; +108% w/ EQ incl. Reflective Surface

Ranged Weapons: +250 damage

Passive Critical Chance: 25%

Edited by Rhapsody
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Skill Point Ledger


Point Total: 49
Total Spent: 37

Total Left: 12
Gains:

2 - Creation
34 - Levels 1-62
5 - Promotion Bonuses [Jounin and Chuunin]

4 – Talentless

1 – No Element; Water

1 – Singular Affinity

2 – Stunted Nature Manipulation

Spent On:

1 Path of the Warrior
1
Path of the Assassin
5 – Steadfast Durability Rank 10

5 – Martial Artist [Executioner’s Style] Rank 10
2 Second Wind
2 – Freelancer
3
Strategist

3 Blade Twisting

4 – Sinister Calling Rank 5

1 – Pulse Archetype

1 – Executioner’s Style

3 – Inner Calm Rank 3

3 – Genjutsu Shaper Rank 3

2 Quick Learner

1 – Efficient Hunter

Edited by Rhapsody
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Character Skills

 

Path Related Skills:

 

Path of the Warrior: Character gains 1 extra Jutsu Point per level // May take 2 Ranks of 'Martial Artist' for 1 skill point & may gain 2 ranks of 'Steadfast Durability' for 1 skill point.

Path of the Assassin: This character's natural critical range is on a dodge roll of a 1-10 rather than on a roll of a 1. // The skill 'Sinister Calling' may be purchased (first rank is free) & Twice per battle after a failed dodge roll this character may roll to dodge a second time. The result of this second roll must be used.

Martial Artist (Executioner’s Style) Rank 10: For each rank of this skill choose a Taijutsu Style. Taijutsu of the chosen Style deal a bonus +5 damage per ninja rank of the technique (per skill rank).  Basic Attacks deal a bonus +3 damage per strike (per rank). (-5)

 

Steadfast Durability Rank 8: Stamina-Based Techniques cost 5(*10) less Stamina per ninja rank of the technique. Minimum of 5 Stamina must always be paid. Ex: Genin techniques cost -5 Stamina, Chuunin techniques cost -10 Stamina, etc. (-4)

 

Sinister Calling Rank 5: Passive critical hit chance is increased by 3% per rank. (-4)

 

Blade Twisting: Critical hits made with a bladed weapon cause the target to bleed for an additional 20% of the total damage done for two turns. (-3)

 

Taijutsu/Weapon Skills:

 

Executioner’s Style: User may use Executioner’s Style techniques and gain Guillotine charges by using an Executioner’s Style technique (once per turn only). Charges may be spent in the following ways:

- The user may spend Guillotine Charges in techniques that require them.

- The user may spend 1 Guillotine Charge to add the status effect “Terrified” to an Executioner’s Style technique.

- The user may spend x charges to increase the chance to hit on an Executioner’s style Technique by 5x% against an opponent suffering from a fear-based (Scared, etc.) status effect. (-1)

 

Efficient Hunter: Genjutsu/Taijutsu hybrids with both of the following tags are considered seal less: [Executioner’s Style] & [Pulse Archetype]. (-1)

 

 

Genjutsu & Chakra Related Skills:


Pulse Archetype: Pulse Archetype techniques have a 50% chance to deal one turn of 'Exposed.' This does not apply if the opponent was 'Exposed' in their previous turn. (-1)

Genjutsu Shaper Rank 3: On a dodge roll of a 1-60, status effects last one turn longer. (-3)

 

Inner Calm Rank 2: Chakra-Based Techniques cost 5(*3) less Chakra per ninja rank of the technique. Minimum of 5 Chakra must always be paid. (-2)

 

Misc Skills:


Strategist: Once a battle, and only once, you may choose to have any of your attacks on a single target become a critical hit for 1.5 times its usual total damage. (-3)

Quick Learner: You gain +10% EXP from Training, Battles, Gamemaster and Mission rewards. Bonus EXP is not included in this. (-2)

 

Freelancer: Whenever you would gain money, you may gain an additional $3 for every $10 you are given. (-2)

 

Hindering Skills:


Talentless: Only gain Jutsu Points on even levels (+4)

No Element; Water: Characters with this skill begin play with 1 less ‘Subtle Elements’ or ‘Combinatorial Element’ skill. (+1)

 

Singular Affinity: Characters with this skill may only gain 1 Elemental Specialty at level 45. (+1)

 

Stunted Nature Manipulation: Characters with this skill may never possess ‘Combinatorial Elements’ skills. This skill may not be taken in conjunction with the skills ‘Sealed Ninjutsu’, ‘No Element; Sound’, ‘No Element; Cloud’, ‘No Element; Sand’, or 'No Element; Plant'. (+2)

Edited by Rhapsody
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Jutsu Point Ledger

 
Point Total: 112
Spent: 54
Remaining: 58
Gains:

4; Creation

79; Levels 1-62 [Talentless]

2; Grad Gift

4; Holiday Gift 2010

4; Holiday Gift 2011

4; Holiday Gift 2012

15; Promotion Bonuses [Chuunin and Jounin]

 

Spent On:

6; Faze Punch

7; Confuse Punch

10; Thunderclap II

6; Taikyokuken II

10; Taikyokuken III

6; Roar of the Titan

4; Flight of the Huntress

5; Stoke the Flames

Edited by Rhapsody
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Techniques I; Damaging

Faze Punch

Type: Taijutsu [Executioner’s Style] & Genjutsu [Pulse Archetype]

Rank: Jounin

Cost: 150 Stamina & 30 Chakra

Damage: 300

Effect: This technique is two strikes. The first strike deals damage, the second strike deals 'Fazed' for two turns. Use Concentration to determine the hit % of effects.

Description: A brutal punch to the body is followed up by a sickening pulse of Genjutsu that attacks the mind, fazing the opponent momentarily. As the pulse is not centralized, contact is not needed for its effect to take hold.

JP: 6

 

Confuse Punch

Type: Taijutsu [Executioner’s Style] & Genjutsu [Pulse Archetype]

Rank: Jounin

Cost: 190 Stamina & 50 Chakra

Damage: 300

Effect: This technique is two strikes. The first strike deals damage, the second strike deals 'Confused' for three turns. Use Concentration to determine the hit % of effects.

Description: A brutal punch to the body is followed up by a sickening pulse of Genjutsu that attacks the mind, warping a person’s perception and preventing them from crafting an appropriate response. Victims often end up faltering and unable to regather their thoughts for a short time.

JP: 7

 

Grand Ultimate Fist II [Taikyokuken II]

Type: Taijutsu [Executioner’s Style]

Rank: Jounin

Cost: 230 Stamina

Damage: 300

Effect: Clobbered, 2 turns.

Description: A simple, yet effective punch to the gut in which the user drops themselves to a lower level and then, with a great heave, transfers all of their weight into their front foot. Coupled with the natural strength of a Taijutsu warrior, this technique can be devastating.

JP: 6

 

Grand Ultimate Fist III [Taikyokuken III]

Type: Taijutsu [Executioner’s Style]

Rank: Sennin

Cost: 330 Stamina

Damage: 500

Effect: Clobbered, 2 turns.

Description: A simple, yet effective punch to the gut in which the user drops themselves to a lower level and then, with a great heave, transfers all of their weight into their front foot. Coupled with the natural strength of a Taijutsu warrior, this technique can be devastating.

JP: 5 [10]

 

Thunderclap I

Type: Taijutsu [Executioner’s Style] & Genjutsu [Pulse Archetype]

Rank: Jounin

Cost: 160 Stamina & 10 Chakra

Damage: 300

Effect: Deafened, 1 turn.

Description: A cruel attack in which the Shinobi will clap their hands over their opponent’s ears, while using Genjutsu to make their victim feel as though the resulting sound is louder than it actually is.

JP: 6


Thunderclap II

Type: Taijutsu [Executioner’s Style] & Genjutsu [Pulse Archetype]

Rank: Sennin

Cost: 210 Stamina & 10 Chakra

Damage: 400

Effect: Deafened, 1 turn.

Description: A cruel attack in which the Shinobi will clap their hands over their opponent’s ears, while using Genjutsu to make their victim feel as though the resulting sound is louder than it actually is.

JP: 5 [10]

 

Roar of the Titan

Type: Taijutsu [Executioner’s Style] & Genjutsu [Pulse Archetype]

Rank: Sennin

Cost: 250 Stamina & 50 Chakra

Damage: 300

Effect: This technique is two strikes. The first strike deals damage, the second strike deals 'Petrified' for three turns. Use Concentration to determine the hit % of effects. Requires the Seversword, but does not count as a “use” of the sword.

Description: The behemoth King Cleaver is swung, whilst Genjutsu is used to produce an unearthly roar from within its silvery depths. The result is terrifying, enough to rob an opponent of their courage for a short period even if the actual swing is a miss.

JP: 6

Edited by Rhapsody
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Techniques III; Utility


 


Flight of the Huntress


Type: Taijutsu [Executioner’s Style]


Rank: Jounin


Cost: 140 Stamina


Effect: Haste, 4 turns.


Description: Breaking her killer intent away from her opponent momentarily, Arisu will focus her energy into her legs, resulting in a burst of speed that will last a short while. 


JP: 4


 


Stoke the Flames


Type: Taijutsu [Executioner’s Style] & Genjutsu


Rank: Sennin


Cost: 220 Stamina & 40 Chakra


Effect: Enraged, 2 turns (Self) & +200 Taijutsu, 2 turns.


Description: A two-pronged attack on one’s mind. Genjutsu riles up the user’s temper and forces their muscles to devour all the more energy. The result is that the Shinobi is able to summon strength they never knew they had. 


JP: 5

Edited by Rhapsody
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Experience Gains

Experience Total: 28 508

 

 

28 508 [Resub with TXP Cut]; LINK

 


Money Ledger

 
Total; $737
Gains:

$1025; Creation
$100;
Grad Gift
$300 [1.3x Bonus: 390]; Kiri Plot
$415; Selling Sword
$300 [Freelancer: 390]; B Rank
$610; Selling
$607; Grand Lottery

$50; Holiday Gift 2010

$50; Holiday Gift 2011

$50; Holiday Gift 2012

$150 [Freelancer: 195]; Arrakis vs. Nibble

$600 [Freelancer: 780]; Arrakkis vs. Kikuya

$300 [Freelancer: 390]; Mission Prepayment from Nasu

 

Losses:

 

- $830
- $5
- $1380
- $710
- $10
- $10

- $520

- $1000

Edited by Rhapsody
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Items and Equipment

Slots Used: 15/70


 
Kubikiribōchō
Weapon Type: Great Sword
Size: Large
Level: 40
Special: Indestructible, Unique

 

The Cleaver: When a critical is dealt with this weapon, it does 2X damage, instead of 1.5X. In addition, damage done to a shield, barrier or any other type of structure meant to block the sword are dealt 1.5x damage. Any attacks that would be considered a 'block' are instead a full hit.

 

Insatiable Hunger: If Kubikiribōchō is ever rendered broken/useless/etc, it may be used to inflict bleed damage (meaning weapon techniques that inflict bleed damage) at twice the normal cost of the damage. The sword may be "fixed" after 2x bleed damage has been done, whereas x is the sword's level. This ability activates automatically. Damage done this way is the same as the normal base damage of the Sword.

 

Executioner's Blade: The user may activate this ability whenever they use a strike or attack with Kubikiribōchō. For every excess 1% chance to hit the user has on an opponent (anything that would exceed the 90% chance to hit cap), the user gains an additional 1% critical hit chance. Useable only when the sword is mastered. This is a passive effect

 

Demon of the Bloody Mist: The user may choose to activate this ability during a set-up phase for 10% of their total chakra and stamina, and pay 5% of their total chakra and stamina per turn as an upkeep cost. While this ability is activated, the user gains taijutsu, accuracy, and concentration equal to X + Y, where X is equal to the user's level and Y is equal to Seversword's level. In addition, the user has 50% chance of inflicting the target with 'Petrified' for one turn each for each successful weapon strike with Seversword. The user gets an additional 1% chance to affect the opponent with Petrified for every level they have over the opponent, and lose an additional 1% chance to affect the opponent for every level they are under the opponent. The roll is made in the user's turn for each swing they make. Cannot break the turn cap for Petrified. This ability is considered to be an Advanced System while active. Useable only when the sword is mastered.


Description: Though lacking the mystical aura or appearance of some of its brethren, the King Cleaver does carry around it an air of deadly regality. It is a large sword, with the blade clocking in at an astonishing five feet long and about 1.5 feet wide. The weight of the Cleaver presents the greatest challenge in wielding it, and it drives even the toughest of warriors to tire quickly when not accustomed to the burden. Extensive training is required to utilize Kubikiribōchō with any efficiency.

The transition from blade to hilt is stark, with no hilt to speak of. The grip is wrapped in a white cloth which is easy to replace should it become soiled by blood or other contaminants. Currently residing under the ownership of a Kirian woman, the Cleaver boasts a fine polish and is dutifully cared for like the legend it is.

Cost: 5000 word quest to find it and obtain it. This quest will consist of, in the least, reading up on the legends of the sword, looking for it's probable whereabouts, and searching for it. Once this information is compiled, and the sword is searched for, and and at least 5000 words have been written, it will be found wedged into a boulder, and the user will be required to make a roll of D100, with the target number for the roll being 100-X, where X is the user's level. If this roll is failed, the user may attempt it again, writing 2000 more words, and rolling a D100 with a target number of 75-X, where X is the user's level. If this roll is failed, the user may write 1000 more words, and attempt a final attempt, a roll of a d100, with a target number of 60-X, where X is the user's level. Questing must be done within Mizu no Kuni, and any questing for this sword must have Warr's prior permission.

Clause: This sword, just like every other sword amongst the legendary swords of the Seven Shinobi Swords of Kirigakure no Sato, is considered level '0' until the user has trained at least 4000 words with it. Following this training, it is considered level 10. 2000 more words of training is required to make the sword grow to its next stage, which its final stage, which is level 20. All of the Seven Swords of Kirigakure no Sato can have their level upgraded via $, but not until the user has reached the 'maximum base potential' of the blade, and mastered it.

Ownership: This sword is not one which can be gained lightly. Slaying its user or simply pilfering from its user will not make the blade work with ease; as it has slight sensibilities of its own. Any ninja whom would try to take The Seversword 'OF Momochi Zabusa' is given a 1d10 roll, with the results of 1 through 7, the potential user is dealt 'bound arm' for one turn and may not roll again or train with the sword. With a result of 8-9, the potential user is dealt 'bound arm' for one turn, and drops the sword, needing to try to pick it up again and reroll. With a result of 10, The Seversword 'OF Momochi Zabusa' accepts the potential user. In addition, no abilities of this sword are counted as 'activated' and any user suffers 10% reduction in their to-hit until the potential user has trained it to mastered it, completing the 6000 words and unlocking it's 20 weapon levels.

Seversword Log:

Training: 1881 app'd by staff, 1600, 1150, 729 // Total: 5360

Levels: +20


Oni Headband
Armour Type: Village Amulet/Hitai-Ate
Placement: Anywhere
Attributes: Reflective Surface, Avenger's Drive
Description: After finding herself and her alliances once again conflicted, Arisu had a custom headband made for herself. The metal plate, polished until mirror-like, is mounted on crimson fabric (her recycled SHADAKI sash) and bears the character , or “Oni.”
Cost: 120

Refurbished Jounin Vest
Armour Type: Vest
Placement: Torso
Attributes: +260 Defense, +80 Evasion, +25 Weapon Slots.
Description: During her ordeal on the Island, a spectre of Zabuza managed to use the Seversword to carve a large wound into Arisu’s back and severely damage her Jounin vest. She had it recycled and the blood stained fabric dyed black. The result was a charcoal colored vest with silver accents, not unlike the blue ones worn by Kirians. Notably, the vest bears no identifying marks, symbols or numbers but does have the Seversword’s magnetized sheath sewn into the fabric.
Cost: 400

 

Grippy Combat Boots

Armour Type: Boots

Placement: Feet

Attributes: +250 Speed

Description: Strong, well-made combat boots with deep and grippy soles. An air of femininity is leant to the boots by a silver toe cap, silver stud details, silver aglets and a slight heel. Though intimidating, their narrow form is definitely made to fit a female foot. Arisu wears them with woolly grey socks peeking out the top. The sole of these boots provide extra grip, allowing Arisu to be more nimble on the battlefield.

Cost: 1000

 

 

Item Gains:

Kiri Jounin Vest
x2 Superb Blacksmith Vouchers
Xmas 2011 Hand Chalk (White) [+20 Taijutsu; Locked*: 2 Posts]
Xmas 2010 Steel Plated Arm Guard (Tarnished Crimson) [+20 Evasion]

Refurbished Jounin Vest & Oni Headband. [Kiri Jounin Vest gone]

Cleaver Quest

Grippy Combat Boots

Edited by Rhapsody
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