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Rhapsody

★☆ . Arisu

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Posted (edited)

Some parts of the background are gruesome. (Spoiler: Baby Death) I'll star them, like so:

Also, best viewed in a light skin! =)

 

tumblr_lzj4pcFlbd1r2l1rao1_400.jpg

KAZEGARI ARISU

And if you're still breathing, you're the lucky ones.

'Cause most of us are heaving through corrupted lungs.

 

 

   

Basic Info

Name: Kazegari Arisu

Age: 18

Gender: Female

Rank: Jounin; SHADAKI Captain

Country: Oni no Kuni

Birthday: May 24

Theme:

- Two Steps From Hell //
- Daughter

Appearance

Hair: Long and blond

Eyes: Bright Blue

Height: 5'4"

Weight: 130 lbs

Skin: Healthy Tan

Description: Arisu is, for the most part, ripe with health. Her body is a wonder: the muscles of a bull all packed into the tight little frame of a woman. Under her skin, the tissues can be seen at work but they are not gaudy or obvious. Poise and grace are two things the young woman holds close to her heart, rarely ever tripping or losing her balance. The bull hiding within her frame easily manifests into a crane- the picture of serenity even in utter chaos.

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 Hidden Mist. 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. For the more xenophobic of Kirians, this is their greatest source of ire. Light coloured hair reaches down to the woman's back, chopped in piecey layers and often just left to wave in the wind. Arisu's fragile looks belie a delicate woman, though the scars that crisscross her body reveal a life she wishes to forget.

Arisu's 'ninja' gear is bare at best. She wears her black Jounin's vest open over a white, midriff baring crop top. The Kunoichi's charcoal colored pants are loose in the legs but pulled tight at her knees by drawstrings. while typical open-toead sandals adorn her feet. Perhaps the most striking facet of Arisu's appearance is her legendary Seversword, a domineering weapon she wears strapped to her back.

Extra Clothing Pic

Personality

Positive: Brave, Determined, Intelligent

Negative: Arrogant, Sarcastic, Violent, Brash

Likes: Dogs, Grass, Trees, Water, Chicken, Fizzy Orange Pop

Dislikes: Mint, Lizards, Fire, Coffee, Chocolate

Personality: Hardship has not sharpened Arisu to a point; it has calloused her under a thick armour of caution. She is quick to anger, nearly impossible to pry open and holds her trust to her heart like a clam would its pearl. The young woman is not hateful, nor does she hide spite in her soul. Rather, she is one who has been taken advantage of one too many times, and quickly became unwilling to allow it to happen again.

Arisu's never ending stream of sarcastic comments have often landed her in trouble, both with enemies and personal friends. Even so, her tongue always seems poised to strike, for the woman is confident she can back up her mouth with her fists. Thus far, things have always worked out for the best, though one might expect a lady of her intelligence to have learned from such occurrences. Apparently, her pride keeps the woman from admitting mistakes.

It becomes quite clear within moments of meeting the teenager that she is heavily guarded, as if carrying around some crippling, secretive weight the world can never see. She is completely unwilling to open up, often becoming angry or defensive when asked to share thoughts and feelings. In the time since she was released from her native Demon Country, Arisu has not striven to trust anyone but herself, always simply tolerating those she considers friends rather than doting on them or trying to make them happy.

Over all, she seems to be some sort of awkward doe, caught between the storms of two completely different people: the angry, jaded refugee and the lost, sad little girl. It manifests in a complete lack of emotion some days, and anger on others. It has been a while since Arisu has laughed or smiled. She does not consider either to be within her realm of possibility.

Edited by Rhapsody
Posted (edited)

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 near by, 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 meager 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 the had not housed livestock in many generations. ts 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 Puppies are cute. 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 the Buy a Puppy. 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 how life could ever return to normal, but they 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.

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 fetus ripped from her and splattered across the side of the barn. From then on, each woman would have her I love Puppies.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 semen and eggs. 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 atakebune 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 Kittens are fine too. through the cargo hold and liberate vegetables, meat and crackers from their containers. It as 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 younger 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 marshal law, and life was impossible. Rumors abounded that the spoils were to be divided amongst the 'saviors' 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 Puppies are adorable. 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 it self, 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[/b] a job as a Captain within Kiri's new elite defensive force: SHADAKI.


Edited by Rhapsody
Posted (edited)

Stats

 

Level: 66
Rank: Jounin; SHADAKI Captain
Total Experience: 30 600 [see buyback post]
Next Level: 361
Total Stats: 7 100

 

Health: 1200
Chakra: 200
Stamina: 900
Ninjutsu: --
Genjutsu: --
Taijutsu: 1200
Concentration: 700
Defense: 500 [660]
Speed: 800
Accuracy: 800
Evasion: 800 [880]
 
[With EQ Bonus]

Edited by Rhapsody
Posted (edited)

Skills


Point Total: 48
Total Spent: 35
Total Left: 13
Gains:

2 - Creation
36 - Levels 1-66
5 - Sealed Nin/Gen
5 - Promotion Bonuses [Jounin and Chuunin]

 

Spent On:

1 - Path of the Warrior
1 - Path of the Assassin
5 – Steadfast Durability Rank 10
5 - Warrior Rank 10
2 - Successful
2 - Second Wind
2 - Quick Learner
2 - Combat Focus
1 - Super Strength
1 - Freelancer
2 - Smooth Criminal
5 - Intestinal Fortitude Rank 1
3 - Strategist
2 - Valiant

 

Path Related Skills:


Path of the Warrior: Character gains 1 extra Jutsu Point per level // May take 2 Ranks of 'Warrior (weapon)' 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 1-15 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.

Warrior (Sword) Rank 10: An attack from the chosen weapon will deal a bonus +5 Damage per strike (Jounin: +15). Double this bonus for large weapon strikes. (-5)


Taijutsu Skills:
 

Combat Focus: Concentration now gives a bonus of +3% per 100 to critical hits while using Taijutsu. This includes weaponry, basic attacks, ranged attacks, actual Taijutsu and Taijutsu Hybrids. Concentration no longer reduces the cost of techniques. (-2)

Super Strength: "Binding" or "Holding" status effects originating from either ninja of equal or lesser rank, or Non Genjutsu techniques of equal or lesser rank may, at the cost of a set up phase, be broken out of. During the turn this skill is active, no advance regeneration occurs. (-1)

Intestinal Fortitude Rank 1: Regenerate 10% stamina every turn, replaces normal regeneration. (-5)

 

Other Skills:


Successful: Character begins with $75 extra and monetary mission rewards are 10% higher. (-2)

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: +10% EXP From Missions and Training. EXP given as holiday gifts or handed out from events by the staff is not included in this. (-2)

Freelancer: The user of this skill may assign themselves missions up to the rank that their 'equivalent shinobi-nin rank' would be. These missions may be anything from simple side jobs or money making schemes (such as playing music on a street for money, pickpocketing, or watching some shepherd's sheep while the shepherd goes to market.), and they may do so without problem or orders from someone else. These missions are not recorded as normal missions of the equivalent rank would be, as they are 'unofficial' missions, and the records of the village do not account for them. They do not affect your mission count as a result. Only standard level/rank missions may be taken through this skill. (-1)

Smooth Criminal: Because they're their 'own boss', they can keep a bigger cut of the cash they make, and earn 30% more than the standard mission fare. (-2)

Second Wind: Upon reaching 0 or less health, the user's HP is raised back up to 1 HP, but only once per battle. If the user's HP would be reduced below -25% of its total then this skill does not come into effect (-2)

Valiant: Raise concentration by 10% when under the effects of a detrimental status effect. May not bring the stat over 1.5x (-2)

 

 


Hindering Skills:


Sealed Ninjutsu + Genjutsu; Skill taker may not use Ninjutsu or Genjutsu techniques (+5)

Edited by Rhapsody
Posted (edited)

Point Total; 195

Spent; 74

Remaining; 121

Gains;

4; Creation

178; Levels 1-63

2; Grad Gift

15; Promotion Bonuses [Chuunin and Jounin]

Spent On;

3; Taikyokuken

3; Taikyokuken II

4; Dai Nami

3; Tetsute

4; Ushi no Gekido

2; Rai Ashige

3; Tobiuo

3; Hishou Washi

4; Yogiri

7; Kossetsu

6; Hurricanrana

12; Giant Demon Punch

10; Earthquake

10; Demon's Whirlwind


Taijutsu (Body)


Grand Ultimate Fist [Taikyokuken]

Type: Taijutsu [style-less]

Rank: Chuunin

Cost: 80 Stamina

Damage: 60

Effect: Clobbered, 1 turn.

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: 3

Grand Ultimate Fist II [Taikyokuken II]

Type: Taijutsu [styleless]

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 (Evolving: 3 – Taikyokuken)

 

 


Grand Wave [Dai Nami]

Type: Taijutsu [style-less]

Rank: Chuunin

Cost: 100 Stamina

Damage: 150

Description: Name for the sweeping motion involved, this technique involves the user fluidly bringing down their hands and shoving both open palms into the torso of their opponent- anywhere they will go. It is chaotic beauty, with no specific target and no goal other than to harm.

JP: 4


Iron Hand [Tetsute]

Type: Taijutsu [style-less]

Rank: Chuunin

Cost: 80 Stamina

Damage: 60

Effect: Distracted, two turns.

Description: In one sweeping motion, the user of this technique brings up their fists and slams it into the head of their unfortunate target. The sudden snapping of the neck results in loos of balance, stumbling and perhaps a little headache. The overall goal, though, is not to severely damage the opponent, only disorient them for a moment or two.

JP: 3


Bull's Rage [ushi no Gekido]

Type: Taijutsu [style-less]

Rank: Chuunin

Cost: 91 Stamina

Damage: 100

Effect: Prone, 1 turn.

Description: Using their shoulders as a weapon, the Ninja will lower their body and tackle the opponent full-out, throwing them down to the ground with the sheer force of the impact.

JP: 4


Lightning Kick [Rai Ashige]

Type: Taijutsu [style-less]

Rank: Chuunin

Cost: 60 Stamina

Damage: 30

Effect: Exposed, 1 turn.

Description: Named not for its element, but its speed, this is a simple and effective kick to the chest that causes minimal damage, but leaves the target reeling off balance.

JP: 2


Flying Fish [Tobiuo]

Type: Taijutsu [style-less]

Rank: Jounin

Cost: 100 Stamina

Damage: 100

Effect: Stunned, 1 turn

Description: A simple Taijutsu move that imitates the 'arc' flight pattern taken by the flying fish. Essentially, this involves the user grabbing their target by their arm, at any location, and swinging them over top their head. Following this short flight, the target will end up being slammed into the unforgiving ground, leaving them dazed and fighting to regain their footing.

JP: 3


Hishou Washi [soaring Eagle]

Type: Taijutsu [style-less]

Rank: Jounin

Cost: 125 Stamina

Damage: 150

Effect: Asleep, 1 turn

Description: A brutal attack with an elegant name, the Soaring Eagle technique calls for the user to grab their target and toss them up into the air. Upon landing, the target will likely crumple like a delicate toy, falling unconscious for a few short moments.

JP: 3


Night Fog [Yogiri]

Type: Taijutsu [style-less]

Rank: Jounin

Cost: 140 Stamina

Damage: 200

Effect: Distracted, 2 turns

Description: A technique aimed to blur vision for a short period of time, Night Fog calls for a dual, open palmed slap to the font of an opponent's face. This damages the eyes, as well as lending enough force to severely bounce the head around. The result is mild loss of vision and disorientation, enough to make the target momentarily unaware of their surroundings.

JP: 4


Bone Fracture [Kossetsu]

Type: Taijutsu [style-less]

Rank: Jounin

Cost: 300

Damage: 100

Effect: Unless the target has a way to use Ninjutsu without using seals or by forming seals with only one hand, they may not use Ninjutsu or Genjutsu until they seek medical help for their broken hand. Taijutsu using the fists may be used freely, but the user (target of this technique) will receive 5% of the total damage themselves. Medical Ninjutsu of Jounin or higher rank may be used to heal the bones if they specifically do so. If no medic is present, a hospital visit [600 words] must be made.

Description: Although simple in execution, the 'Bone Fracture' technique is utterly brutal in its results. Using their massive strangth to their advantage in the cruelest way possibly, the user of the technique will grab their foes hand and crush it in their own, breaking the bones as easy as they would snap a handful of twigs.

JP: 7


Hurricanrana

Type: Taijutsu [style-less]

Rank: Jounin

Cost: 250 Stamina

Damage: 300

Effect: Stunned & Vulnerable

Description: A move in which the Shinobi will jump onto their opponent's shoulders and then perform an extremely forceful flip, slamming the unfortunate victim into the ground. By stunning and winding their foe, they are then able to easily pin them down for another assault.

JP: 6


Giant Demon Punch

Type: Taijutsu [style-less]

Rank: Sennin

Cost: 400

Damage: 800

Description: A brutal and simple punch in which Arisu gathers every last it of strength she can muster and strikes her target. It is mostly used for showing off.

JP: 6

Demon's Whirlwind [Oni no Senpuu]
Type: Taijutsu [style-less]
Rank: Sennin
Cost: 200 + X [cost of wielding Seversword]
Damage: 100 + Y [damage from Seversword]
Special: This technique deals critical damage when blocked. All bonuses/effects from using Seversword are applied when utilizing this technique. User is considered 'Dizzy' in their next turn. Usable twice per battle.
Description: By utilizing the massive weight and power of the legendary blade of Zabuza, Seversword, it is possible to built up a great amount of momentum by twirling around in a circular motion. The move is somewhat risky, as it leaves the user vulnerable in their next turn, but pays off big time. The sheer weight of the blade, made even more ferocious by the spin, comes crashing down on the unfortunate victim with great force. Massive damage, provided the hit connects, is all but guaranteed.
JP: 5

Jishin [Earthquake]
Type: Taijutsu [style-less]
Rank: Sennin
Cost: 200 + X [cost of wielding Seversword]
Damage: 200 + Y [damage from Seversword]
Special: This technique has a base chance of 30% to become a critical. All bonuses/effects from using Seversword are applied when utilizing this technique. User is considered 'tired' in their next turn. Usable twice per battle.
Description: A simple but deadly downward slash in which the user puts all of their power into arcing the blade and bringing it to earth with a devastating results. Though the weight of the Seversword may make it extremely difficult to lift over one's head, the power that results is a definite plus. So named for the result if it misses - fracturing of the ground as if it had been struck by the earth's might - the Jishin is a deadly attack in the right hands.
JP: 5

Edited by Rhapsody
Posted (edited)

EXP

9741
;
(Approved by Azure)

100
;

660 [QL]
;

4455 [QL]
;

1897 [QL]
;

2719 [QL]
;

660 [QL]
;

1097 [QL]
;

650 [EXP AD.]
;

Money

Total
;
$618

Gains
;
  • $1025; Creation

    $75; Successful

    $100;

$300;

$415;

$429;

$610;

$607;

Losses
;






Missions

D
;
  • --

C
;
  • --

B
;

A
;
  • --

S
;

Edited by Rhapsody
Posted (edited)

Items

Slots
;
15/70 used [Chest & Left Arm slot used]

  • MAIN WEAPON:

    Kubikiribōchō

    Weapon Type
    : Great Sword

    Size
    : Large

    Level
    : 0 (See Clause)

    Special
    : Indestructible, Unique

    Titanic Momentum
    :
    In legend, lore and academic texts, discussions on blades of considerable size always end in comparisons to the the King of Cleavers and its immense weight. Kubikiribōchō’s cutting edge seems to be made only deadlier by its massive figure, making it easier for the warrior who wields it to rain down destruction on unfortunate victims.

    Any attacks that would be considered a 'block' are instead a full hit. All attacks with this weapon have a 10% higher chance to hit. In addition, damage done to a shield, barrier or any other type of structure meant to block the sword are dealt 1.5x damage.


The Cleaver
: It is a sword which is renown because of its simplicity and deadliness. It's size, sharpness, and weight all combine when used by the proper person to make a blade that is immensely more devastating than a lesser blade could be when striking a vital point. This blade causes destruction with each strike, the construct’s ability to cleave through flesh and bone with ease making it worthy of the name "Cleaver."

When a critical is dealt with this weapon, it does 2X damage, instead of 1.5X.


Legacy of the Demon
:
There are rumours, taboos, sometimes even jokes, that this sword became revered simply because the monstrous warrior whom was its most notable user. It is a magnificent blade despite the reverence from this association, and it is aerodynamic to the point and functions largely as if it had been fired from a canon when it is simply hurled.

If the user of this sword has at least 1000 Taijutsu, this cleaver can be thrown at opponents and be counted as a 'ranged' weapon within such an attack. In the attack, because of the speed, size, and weight of the sword, the attack is considered an AoE. It only applies to one target and is not a 'true' AoE. This attack costs no stamina, but may only be done X/30 times per battle (where X is the user's level), rounded up. A set-up phase may be used to retrieve The Seversword following this action.



Insatiable Hunger
:
Although it seems to be a plain weapon at first glance, the King Cleaver holds within it the blood and souls of the thousands it has felled. A mystical force compels the blade to hunger for the blood and flesh of humans and animals alike; it will take whatever nourishment it can get, hissing demonically all the while. Blood is known to repair this blade, and it accepts no other method of care.

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. Once per battle, the sword may be "fixed" after 2x bleed damage has been done, whereas x is the sword's level. This ability activates automatically. If the sword breaks a second time, this ability may not be used. Damage done this way is the same as the normal base damage of the Sword.


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.

  • Training:
,
,
,
.

Total: 5360

Kiri Jounin Vest

Body Placement
: Chest

Special
:

+160 Defense

+80 Evasion

+25 Weapon Slots

+20 Taijutsu

Description
: This light grey yet azure padded over-vest is made in the style which has been used traditionally in Kirigakure no Sato since the earliest times anyone could remember, and is indistinguishable for the most part from the vests worn by those in the NCIA. One would have to look very closely at the back to see the blazen mark of Mizu no Kuni pride which this vest is, the symbol of Kirigakure no Sato stitched in a very dark black thread, showing clearly that the person wearing this is from Kirigakure no Sato.

Item Gains
;




Edited by Rhapsody
Posted (edited)

Buyback Progress: 650/9,161


NTS: +40% exp (bonus + quick learner)


current exp: 22,869
needed for 66: 30,600


tumblr_mv2odwN4T31simnt5o3_500.gif

 

I belonged to no one- who belonged to everyone, who had nothing- who wanted everything

with a fire for every experience and an obsession for freedom that terrified me to the point that I

couldn't even talk about- and pushed me to a nomadic point of madness that both dazzled and dizzied me.

Edited by Rhapsody


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