All have been laid to rest, all expect memories. Throughout the years, shinobi - men and women - have learned how to preserve the memories of thousand of great shinobi that have lived, and then have passed. Though, they never managed to gain the memories of Uzumaki Naruto, Haruno Sakura, and Uchiha Sasuke. These three ninjas are wildly known as the Three Heroes of the world. They are the mirror images of their legendary Sannin teachers, and touched everyone's life in some sort of way. Their memory though has been scattered across the world, and the pieces of their chakra find themselves locked away in certain men and women, wildly known as the Kages of today. They are the shadows and guardians of today's new era, and they seem to wait for something to happen.
They await for Madara Uchiha to return, the Fourth Shinobi War had been created by none ever than Obito Uchiha, Kakashi's old friend whom he thought had died. In this war, numerous men and women died trying to protect all that they thought was right and true, in the end - Naruto, Sakura and Sasuke had perished by giving up their lives to kill Madara and Obito Uchiha. Their chakra awoken a sleeping God, whom took the combined power of the ten bijuu, kurama and the eight tailed bijuu's life source and basically recreated life anew. These memories however, are gone, and cannot be recreated or found in any memory book, or even in text. This story is being told through the combined chakra fragments of the Legendary Heroes that each Kage takes upon their death and inserts into a crystal fragment.
However, life as everyone now knows, is finally changing. Kazengakure and Hyozangakure had finally came to an agreement of forming a grand alliance between their villages, rumored that they were related by distant cousins, this alliance would be greater than any had ever seen. The day of the treaty being signed, and thus the festival on the island of Heiwa, a new danger had awaken that day. The Sage of Six Paths was unable to keep a dark entity in slumber from the grave and beyond; a new five tailed bijuu - the Hydra - had awoken. In a fit of rage and unknown, the Hydra destroyed half of the festival grounds, killing more than five thousand civilians and shinobi alike. The Bijuu set it's eyes on the building where the witnessing six kages were located, and destroyed the entire building.
Three months had passed, and Sannins of each village filled the spots of the Kages, as many hoped that one day there would be news that someone had survived the attack. Only the Hyozangakure's kage had returned, apparently unaware of what happened. Because of this, many of the villages have returned hostile towards each other, many blaming Hyozengakure for the attack that killed each of the Kage's. Slowly, men and women of each village are elected to fill the Kage spots of each of the village, alliances are being forged and mended. But can anyone form a great alliance to take down Hydria, and once again, scatter all of the tailed beasts across the world?
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| Jatori Karasu | |
| | Author | Message |
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Ruuji New
Posts : 17 Character Rep : 272 Join date : 2011-12-17
| Subject: Jatori Karasu Tue Mar 06, 2012 3:03 pm | |
| - Spoiler:
"My grandfather told me of a very special person."
Name: Karasu Middle: Surname: Jatori Age: 37 Gender: Male Sexual Orientation: Straight/Heterosexual
Overall Appearance: Despite being in his late thirties, Karasu has a rather youthful look. His skin, although white by nature, holds a healthy tan due to having grown up in the desert sun. His brushy, blonde, half-long hair is tied into a wild knot on the back of his head. He has a small blonde goatee and blue eyes. His Sunagakure headband hangs from his neck.
Karasu has a rather hideous body. He used to be quite good looking, but his body had become mutilated during a mission and he was left for dead by his fellow Suna shinobi. Now the right side of his face has been replaced by a puppet face. The face is shaped like Karasu’s and even has hair that perfectly joins with his real hair, but its eye glares wide open and its half mouth is forever locked in an ominous, toothed grin that reaches almost to its ear. He has blond hair tied into a wild knot behind his head, black eyes and a blonde goatee. The side of his face isn’t the only thing that has been replaced. Both his arms and his right leg had been cut off and are now also puppet parts. As for his clothing, underneath his Akatsuki robe he usually goes bare chested, with only simply black pants and sandals.
Overall Persona: Apathetic: Karasu is the very soul of apathy. He doesn’t get involved with or cares for anything that doesn’t include him or benefits his interest in any possible way. If he would see a poor young child get attacked by wolves, he might as well coldly watch him get ripped to shreds if he feels that saving him won’t benefit him somehow. After all that has happened to him, he believes caring for things in a cursed world like the shinobi world is stupid as the chances that you might lose it is too big. He has distanced himself from the world as a whole, caring only for his art.
Cautious: A very cautious person, Karasu is quite secretive. He hardly ever shows his true face always hiding inside his puppet armor, distrusting even his comrades. This is part because he is afraid of spies in the organization and part because he doesn’t want anyone to see his hideous new face. Even in combat, Karasu is cautious. If he has the chance to obtain intel on an opponent’s abilities before engaging that opponent, he will take that chance. And even if victory is apparent, he will still send in one of his puppets to stab the enemy body to confirm the death before coming near it himself.
Polite and Dry: Despite his apathy, Karasu is a surprisingly polite and soft spoken person. He has a very dry type of humor and a sophisticated choice of words, making him arguably a rather pleasant person to be around if he wishes to make people like him. This is rare as he doesn’t care what other people think about him most of the time. However even then his dry humor shines through, although it becomes more dark and cynical. He will make small japes or sarcastic comments on even the darkest subjects such as death or rape. He has a strong dislike or rude behavior.
Intelligent: Karasu is intelligent. Cunning, calm, calculating and above all rational. He rarely lets his emotions get in his way during combat, warfare or anything else. He perceives people who put their emotions before rational thinking as fools and if extremely good at hiding his, making him a good liar. The only moments were his emotions might start to become more obvious is during the thick of combat when he is forced to show his true face, in which case anger and resentment will become obvious through his tone and face.
Artist: Despite not being the arrogant, overconfident type, Karasu is surprisingly vain when it comes to his puppets. He views every single one of them as a work of art, and will get genuinely annoyed if someone disrespects his puppets or puppetry in general. He takes great care in decorating his puppets and giving them all a unique appearance. And while he stores most puppets in the large scroll on his back, his most powerful puppets (the S-ranked ones) each get their own individual scroll. These smaller scrolls are actually laced with gold and are stored in a small pouch on his leg.
Fears: Emotional pain
Likes: Puppets, birds,
Dislikes:
Catch Phrases: “Better safe than sorry” “Even the smallest birds have sharp talons” “I’ll show you my puppet performance”
I.D. U N K N O W N"Sad thing is, they weren't very important when starting out.."
Village: Suna Rank: ANBU-captain, S-rank Bloodline: None Elements: Nope Specialization: Puppetry, medical and Fuuinjutsu
B L O O D . T Y P E"He was from a rare family, I don't think they exist." No clan
P A S S E D & L E A R N E D"He was strong, weapon and jutsu wise. Right?"Elemental Jutsu[s] Non-Elemental Jutsu[s] Puppet-related Techniques- Spoiler:
Name: Chakura no Ito (Chaka Strings) Rank: D Type: Puppetry Element: None Range: N/A Description: The most basic puppetry jutsu. This allows the user to attach strings of chakra from their fingertips to their puppet, allowing them to control it from a distance. In order to become attached to an object, the strings must make contact with the object through the puppeteer or another object. The more skilled the puppeteer, the less strings that are needed per puppet. A true master can control more than ten puppets at once by creating an additional chakra string with some fingers, but a novice will need ten fingers to control just one. The strings can also be attached to other inanimate objects to manipulate them, for example rocks, logs or weapons lying around. This is usually done by connecting chakra threads to a kunai and throwing the kunai at the object the user wishes to manipulate. When the kunai hits the object, the strings will transfer from the kunai to the object. The strings can also be attached to living people through a medium or if they directly touch the strings.
Name: Chakra no Tate (Chakra Shield) Rank: B Type: Puppetry Element: None Range: N/A Description: Chakra no Tate is a Ninjutsu technique used by puppet masters. This shield is created when chakra is emited in the form of a disk from panels which fan out from the puppet arms. This chakra can block many deadly attacks but some attacks, such as Iron Sand can gum up the puppet joints and render the arms useless. It can block B-rank and lower attacks. It takes two B-ranks or four C-ranks to break it.
Name: Kugutsu Kawarimi no Jutsu (Puppet Replacement Technique) Rank: C Type: Puppetry Range: Close range - Mid range Element: None Description: A variation on the standard Kawarimi no Jutsu, Karasu can allow two of his puppets to switch places in an instant. This counts as a Kawaimi technique, thus if there are any rules that apply to the kawaimi technique they apply to this technique as well.
Name: Kugutsu Ruika no Jutsu (Puppet Acceleration Technique ) Rank: C Type: Puppetry Element: None Range: N/A Description: The user channels chakra through the puppet’s strings to have them perform a shushin technique in his place. This will cause the puppet itself to travel at instant speed for a short time. This counts as a shushin technique, thus if there are any rules that apply to the shushin technique they apply to this technique as well. Can be used on up to three puppets at once.
Name: Bouhatei Senpuku Ningyou (Mole Hiding Doll) Rank: C Type: Puppetry Range: N?A Element: None Description: A technique that allows one to hide his/her puppets underground and even have them move through the ground. Since puppetry is an art exclusive to Suna and the Wind Country is filled mostly with sand, this technique only works with soft enough ground. Sand, snow, mud and normal soil will suffice, hard rock, steel or ice will not.
Name: Akkai Wa no Jutsu (Crimson Ring Technique) Rank: C Type: Puppetry Element: None Range: N/A Description: Karasu's puppet Komadori opens its barrel and circle around the opponent in high speed, creating a ring of oil around the opponent. While circling, it shoots a small fireball at the oil, which will be set ablaze creating a circuliar wall of fire around the opponent. The flames are about two meters high.
Name: Akkai Ite no Jutsu (Crimson Hand Technique) Rank: C Type: Puppetry Element: None Range: Up to ten meters Description: Karasu's puppet Komadori shoots two jets of flame from its hands. The flames reach up to 2,5 meters and are equal in power to a C-rank Katon technique.
Name: Aoi Ite no Jutsu (Azure Hand Technique) Rank: B Type: Puppetry Element: None Range: Up to ten meters Description: Karasu's puppet Garanchou shoots two thin, extremely pressured jets of water from its hands. The jets can slice right through flesh, bone and rock and are equal in strenght to a B-rank Suiton technique.
Name: Akkai Soku no Jutsu (Crimson Breath Technique) Rank: C Type: Puppetry Element: None Range: Up to ten meters Description: Karasu's puppet Komadori emits a single ball of slame from its mouth. The fireball has the same properties as the Great Fireball Technique upon which it was inspired.
Name: Aoi Soku no Jutsu (Azure Breath Technique) Rank: C Type: Puppetry Element: None Range: Up to ten meters Description: Karasu's puppet Komadori emits a single wave of water from its mouth. The wave can easily wash enemies of their feet and extinguish most fire. It is equal to a C-rank water technique in power.
Name: Akkai Dangan no Jutsu (Crimson Bullet Technique) Rank: B Type: Puppetry Element: None Range: Up to ten meters Description: Karasu's puppet Komadori emits a combined stream of oil and fire from its mouth. The stream has the same power as a B-rank Katon technique.
Name: Aoi Se no Jutsu (Azure Torrent Technique) Rank: C Type: Puppetry Element: None Range: Up to ten meters Description: Karasu's puppet Garanchou aims its hands to the ground and fires a pressured jet of water, launching itself and any person holding onto it into the air. While in midair, the jets can be used to propell the puppet in different directions.
Name: Zankuuha (Decapitating Airwaves ) Rank: C Type: Puppetry Element: None Range: Up to five meters Description: Using the air vents installed in his arms, the user can control supersonic waves and air pressure. The Zankuuha creates a massive gust of wind which he can blast at an opponent. The gust is so strong it can even break rock. Note: Requires air vents comparable to the ones Zaku used installed into the character's arms.
Name: Zankyokukuhaa (Extreme Decapitating Airwaves) Rank: B Type: Puppetry Element: None Range: Up to ten meters Description: This technique is a variation of the Zankuuhaa. Like the Zankuuha, the user creates a large gust of air pressure from the vents in his arms. This technique is the ultimate version of the lesser technique, it creates a massive gust of wind capable of totally wiping out his target and the surrounding area. Note: Requires air vents comparable to the ones Zaku used installed into the character's arms.
Name: Chakra Disuku (Chakra Disk) Rank: B Type: Puppetry Element: None Range: Up to ten meters Description: Karasu's puppet Dachou can use this technique with the chakra launcher in its mouth. After opening its mouth, Dachou will fire a series of discus-shaped objects from its mouth. The discs are hardly the size of a finger when they emerge, but will grow to the size of a flat football a few inches after they leave the mouth. These discs work like advanced shuriken, being able to cut through armor and cleave limbs clean off. This is a channeled technique, meaning discs will continue to be shot until the user cancels the technique.
Name: Chakra Shokushu (Chakra Tentacles) Rank: B Type: Puppetry Element: None Range: Up to five meters Description: Karasu's puppet Dachou can use this technique with the chakra launcher in its mouth. After opening its mouth, ten thin tentacles made of chakra will emerge from its mouth. These tentacles are only slightly thicker than chakra threads and as sharp as tempered blades. They are five meters long and can be individually manipulated to attack the opponent.
Name: Senju Sōbu (Thousand Hands Manipulation Military Art) Rank: B Type: Puppetry Element: None Range: Up to ten meters Description: From the puppet's left arm opens several compartments. These compartments are prepared with summoning seals in them, which calls forth a large number of long puppet arms that can bend and follow the opponent, then crush them with devastating force. The arms are modified with launchers, which can emit poison gas, binding wires with a kunai-anchor, or regular kunai.
Name: Yuman Rui Tsurugi (Ten Thin Swords) Rank: B Type: Puppetry Element: None Range: N/A Description: By increasing the amount of chakra used, the puppeteer can make his/her chakra threads as sharp as blades. However this will also makes the blades thicker than usual and perfectly visible to the naked eye.
Name: Kugutsugakure no Jutsu (Puppet Camouflage Technique) Rank: B Type: Puppetry Element: None Range: N/A Description: A version of the Meimugakure no Jutsu. By channeling chakra through the string of the destined puppet, Karasu can make the puppet invisible to the naked eye. The camouflage will drop once the puppet moves, however.
Name: Hari Kouyou no Jutsu (Needle Enhancement Technique) Rank: A Type: Puppetry Element: None Range: N/A Description: A technique invented by Karasu, it requires no hand seals. Instead he channels a large amount of chakra through the thread to a destined puppet in an instant. The chakra will cover the senbon stored inside the puppet if he uses senbon. Each senbon will become covered in a veil of chakra giving them a blue glow. The buff lasts for two posts, during which each senbon the puppet uses becomes much more deadly as it can pierce B-rank and lower defenses and go straight through a human body, completely piercing it.
Name: Sōen: Hitomi Gokū (Puppet Performance: Skillfull Achievement with a Human Body) Rank: A Type: Puppetry Element: None Range: N/A Description: A puppet performance technique where chakra threads are attached to various spots on a person's body; the head, torso, both arms, and both legs. The person being manipulated gains the ability to not only use their own techniques, but the skills of the puppeteer as well.
The origins of this technique lie on the battlefield. When a puppet user's puppets were all destroyed, they would begin using corpses. To perform this technique with a living person would normally require both parties to cooperate with each other. However, a highly skilled user can control the target by force if the person is severely weakened or damaged rendering them unable to resist.
Name: Koudo Chakra no Tate (Advanced Chakra Shield) Rank: C-A Type: Puppetry Element: None Range: N/A Description: Koudo Chakra no Tate is a Ninjutsu technique used by puppet masters. This shield is created when chakra is emited in the form of a disk from panels which fan out from the puppet arms. This chakra can block many deadly attacks but some attacks, such as Iron Sand can gum up the puppet joints and render the arms useless. It’s more powerful than Chakra no Tate as the user can decide its strength by the amount of chakra he uses. The shield covers the entire body.
Name: Sōen: Hitomi Gokū (Puppet Performance: Skillfull Achievement with a Human Body) Rank: A Type: Puppetry Element: None Range: N/A Description: A puppet performance technique where chakra threads are attached to various spots on a person's body; the head, torso, both arms, and both legs. The person being manipulated gains the ability to not only use their own techniques, but the skills of the puppeteer as well.
The origins of this technique lie on the battlefield. When a puppet user's puppets were all destroyed, they would begin using corpses. To perform this technique with a living person would normally require both parties to cooperate with each other. However, a highly skilled user can control the target by force if the person is severely weakened or damaged rendering them unable to resist.
Name: Kugutsu Bunshin no Jutsu (Puppet Clone Technique ) Rank: D-S Type: Puppetry Element: None Range: N/A Description: The user makes direct physical contact with one of his puppets and creates a shadow clone of it. The clone will be a perfect copy of the puppet in its current state, but will cease to exist once the actual puppet from which it is cloned is destroyed. The rank of this technique and thus the chakra it consumes depends on the rank of the puppet.
Name: Akahigi: Hyakki no Sōen (Secret Red Technique: Performance of a Hundred Puppets) Rank: S Type: Puppetry Element: None Range: N/A Description: This is the technique Karasu uses to control his Flock of a 100. He will open up his shirt revealing a special seal on his chest, right above his chakra pool. This seal will cause one hundred chakra threads to emerge from it, enabling him to control the 100 puppets. The user can move, but due to the immense concentration required no other puppets can be controlled using the hands.
Fuuinjutsu- Spoiler:
Name: Kekkai Hōjin (Barrier: Encampment Formation) Rank: C Type: Fuuinjutsu Element: None Range: N/A Description: An array of four exploding tags are jointly placed around the boundary of an area. If anyone or anything happens to walk through the boundary, the seals will detonate when the intruder reaches the centre, killing the imprisoned target.
Name: Kekkai: Tengai Hōjin (Barrier: Canopy Method Formation) Rank: B Type: Fuuinjutsu Element: None Range: N/A Description: This technique creates a spherical detection barrier with the user at the centre. At the user's command, the detection barrier can expand, grasping everything in the room. The user is able to detect anything that moves inside the barrier space with their own "sense". The user may also move, the barrier will follow them as they move. At a maximum size, the circle has a diameter of ten meters. The barrier is invisible to opponents and even reaches below the ground if the user is standing on the ground.
Name: Kekkai: Tate Hōjin (Barrier: Shield Method Formation) Rank: B Type: Fuuinjutsu Range: Close range - Mid range Element: None Description: This technique creates a spherical shield barrier with the user at the centre. The diameter is two meters. The user must keep his/her hands in the jutsu's final seal to sustain the technique, and chakra will be drained as long as its active. The shield can absorb techniques B-rank and lower.
Name: Tama Ori no Fuuin (Orb Cage Seal) Rank: B Range: Long Type: Fuuinjutsu Element: N/A Handsigns: No Description: A seal used through Karasu's puppet Kouchou. Karasu activates the seal on one of the puppets hand. This will cause a circular forcefield to emerge from the hand with a diameter of five meters. Anything within the diameter will be trapped inside the orb. It takes a B-rank technique to break out.
Name: Kekkai: Kugutsu Tate Hōjin (Barrier: Puppet Shield Method Formation) Rank: C-S Type: Fuuinjutsu Range: Self Element: None Description: Karasu's three owl puppets serve as rites to create a pyramid-shaped shield around the user, each of the puppets forming a cornerstone. The maximum distance in between the puppets cannot be more than five meters. As the shield even spans over the ground within the pyramid, this technique creates an effective 360 degrees defense. The shield’s power varies depending on the amount of chakra used.
Name: Kekkai: Kugutsu Soshi Kagami (Barrier: Puppet Elemental Mirror) Rank: B Type: Fuuinjutsu Range: Self Element: None Description: A technique that can be used individually by any of Karasu’s Three Owls. A technique that only works on elemental techniques cast by the opponent. One of the seals inside the puppet is activated, creating a circular shield an inch in front of it. The shield is large enough to cover the entire puppet and has a purple color. If the elemental technique is B-rank or lower, the technique will be absorbed and stored within the puppet. Once stored, the puppet can conjure up the shield again to fire the attack back at the opponent. This technique has a few weaknesses. First of all, techniques that are ranked A or higher will destroy the shield and probably the puppet as well. Second, only one technique can be stored at a time. If the user tries to absorb an elemental technique while there is already a technique stored, the technique will break through the mirror and destroy the puppet. Can also be used on advanced elements.
Name: Kekkai: Tsuin Oni no Kangoku (Barrier: Twin Demon’s Prison) Rank: B Type: Fuuinjutsu Range: Self Element: None Description: A technique that can be used if Kiji and Shako’s ribcages are connected. If a target is imprisoned by the ribs, the seals on Kiji and Shako’s chests will be activated and a brief ripple of air in the exact center of the prison will be followed by an explosion emerging from it. The explosion normally covers about ten meters of ground, but the sturdy ribcages prevent it from reaching outside of the cage. A very deadly technique as it typically does not leave the opponent with enough time to perform the hand seals for a technique strong enough to break the ribs.
Name: Sanme no Fuuin (Seal of the Third Eye) Rank: A Type: Fuuinjutsu Range: 100 Meters Element: None Description: A seal transferred to the opponent through their direct contact or through a medium (aka the user first transfers the seal to a kunai or puppet by touching it and then lets the medium touch the opponent) and can even be transferred from medium to medium (only works for five times) or through chakra strings. The user will be able to sense the affected opponent's location and every movement for about an hour as long as the opponent remains within a hundred meters of the user. Keeping the seal active however consumed a C-rank jutsu’s worth of chakra every post.
Name: Kekkai: Kugutsu Mugon no Fuuin (Barrier: Puppet Seal of Silence) Rank: A Type: Fuuinjutsu Range: Self Element: None Description: Karasu’s three owl puppets serve as rites to create a triangle-shaped zone in between them, each puppet serving as a cornerstone to the zone. The maximum distance between each of the triangle’s legs cannot be bigger than seven meters. Any person within this zone cannot mold anymore chakra. Also, all chakra within the zone will be disintegrated. This includes techniques such as Rasengan, but not techniques that include no chakra. In example: a wall of earth created before the technique took place will remain standing, but a wall of earth that has chakra flowing through it will lose that chakra.
Name: Shishō Fūin (Four Symbols Seal) Rank: A Type: Fuuinjutsu Range: N/A Element: None Description: This is a sealing technique based on the fūinjutsu of Uzushiogakure. The sealing formula is carved into a human body or an object, and is mainly used when a giant enemy or evil spirit needs to be sealed. To use it, it is necessary for the user to have great ability.
Name: Rei Tonsou no Bindingu Kusari (Binding Chains of Zero Escape) Rank: A Range: Long Type: Fuuinjutsu Element: N/A Handsigns: Only a one-handed ram seal. Description: A technique requiring only one hand seal, Karasu passes a special summoning seal to one of his puppets through a chakra string. The seal is then transferred to the opponent through direct contact with the puppet or contact through clothes or armor or a held weapon like a sword. Once placed on the opponent’s body, the seal will summon fifty iron chains that will wrap around the target’s body and constrict them. These special chains drain the target’s chakra making it very hard to escape their grasp. Targets with great physical strenght might escape the chains. The most special thing about this seal is that the length and size of the chains increase or decrease in proportion to the size of the afflicted target, making this technique a perfect counter against large opponents such as summoned creatures. Oddly, the user can, to a degree, decide which parts of the body the chains will aim for while performing the hand seal.
For escaping: D-ranked shinobi and summons will need three posts. C and B-ranked shinobi and summons will need two posts. A and S-ranked shinobi and summons will need one post.
Medical
- Spoiler:
Name: Shigai Hitomane (Corpse Imitation) Rank: C Type: Ijutsu Range: N/A Element: None Description: The user can force his body into a temporary coma that will make it appear as if it was dead, without any hart beat or organic functions. The techniques lasts for an hour or so, for which it is impossible to tell the user from an actual corpse.
Name: Suji Kashou (Muscle Burn) Rank: C Type: Ijutsu Range: N/A Element: None Description: A technique that can only be used if the opponent has one or more chakra threads attached to the body. The user channels chakra through the threads and sends a shock through the opponent’s body that will paralyze the muscles for a few seconds.
Name: Mystical Palm Technique (Shōsen Jutsu) Rank: A Type: Ijutsu Range: N/A Element: None Description: This medical ninjutsu allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it highly useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury. This requires a great amount of chakra control. Because of this, only a few highly skilled medical-nin are able to use this technique. Kabuto demonstrated the ability to use it a short distance away from the target instead of through direct contact.[2] By sending an excess amount of chakra into the patient's body, the user can overload the patient's normal circulation, trapping them in a comatose state. Although this is usually undesirable, Kabuto Yakushi once effectively used this side effect to get Kiba Inuzuka out of his way.
W E A P O N - Spoiler:
Name: Karasu’s Poison Type: Poison Appearance: A clear, water-like liquid. Rank: B Special Abilities: This is the main poison that covers all of Karasu’s weapons. If the tiniest bit enters the opponent’s body, they will become paralyzed for two posts after four posts. Karasu himself always has five vials of antidote on him, which will make the person who used it immune to the poison for about an hour. Origin: Karasu created this poison as a genin.
Name: Puppet Sage's Scroll Type: Scroll Appearance: A thick scroll hanging from Karasu's back. Rank: B Special Abilities: This is the main scroll that Karasu stores all his puppets in. It has a special seal that becomes visible after only slightly opening the scroll. Karasu only needs to place his hand on that seal and think of the puppets he wishes to summon for them to emerge. Origin: Karasu created this scroll as a genin.
Name: Tori Appearance: A wind-up puppet bird the size of a hawk. Rank: D Special Abilities: Karasu’s main messenger. When fully wound up, it can easily travel to the other side of the Shinobi World as fast as any messenger bird. It has no offensive capabilities whatsoever and is only used to transport messages. Origin: Created by Karasu after he went rogue.
Name: The Jaki’s (The Imps) Appearance: A puppet that resembles a human without features. Just a wooden torso, a head and two legs. Rank: D Special Abilities: Karasu has about ten of these puppets. They are hollow and filled with explosive tags from the inside, making them suicide troops of sorts. The tags can explode upon the user’s command, creating a blast that covers five meters. Origin: Created by Karasu after he went rogue.
Name: Kamome Appearance: A strange puppet. It wears a black cloak and has four arms, each of his hands holding swords. It has no legs, instead its long torso is made up of three segments like an ant’s. It has an androgynous, gaunt face with a very long, pointy nose and sharp teeth, though its head is turned upside down. It has long, blonde hair that hangs down from its scalp. It is extremely pale. Rank: C Special Abilities: The segments are hollow each and filled with explosive tags. They can disconnect if the user wishes so. All four of its arms are also made of two segments and can also disconnect, each of them containing a launcher with a single kunai with a paper bomb attached to it loaded inside. The user can have the puppet arms disconnect and float around the opponent, unleashing their deadly load at the user’s command. All four of its hands hold poisoned swords. Origin: Karasu created this puppet as an Akatsuki.
Name: Inko Appearance: A puppet about 150 centimeters tall wearing a black cloak. It has the shape of a 13-year old girl with a blonde ponytail. It resembles Karasu's twin sister as a genin. Rank: C Special Abilities: Its left arm ends in a sharp, poisoned blade. By placing its right, flat palm against Kanaria's left, flat palm, five razor-sharp, thin wires will be spun in between them, one per finger. The wires are almost invisible to the naked eye and sharp enough to cut through steel, flesh and bone. The wires are five meters long. Origin: Karasu's first puppet, given to him by his father.
Name: Kanaria Appearance: A puppet about 150 centimeters tall wearing a black cloak. It has the shape of a 13-year old boy with a blonde mullet. It resembles Karasu as a genin. Rank: C Special Abilities: Its right arm ends in a sharp, poisoned blade. By placing its left, flat palm against Inko's right, flat palm, five razor-sharp, thin wires will be spun in between them, one per finger. The wires are almost invisible to the naked eye and sharp enough to cut through steel, flesh and bone. The wires are five meters long. Origin: Karasu retrieved this puppet from his sister's corpse.
Name: Tatsou Appearance: A puppet about 160 centimeters tall wearing a black cloak. It has a humanoid shape, but with a lizard-like face. On its back is a large barrel as tall and twice as thick as the puppet itself. Rank: C Special Abilities: Tatsou is a fire-based puppet. It has a scroll containing a large ammount of fire in its torso, which it can unleash through its mouth or through two vents in its hands. The barrel contains a large amount of highly flammable oil. The oil can be expelled either through the vents in its hands or through a small vent on its bottom opened and closed by a slight twitch of Karasu's finger. Origin: Karasu created this puppet as a genin.
Name: Kappa Appearance: A puppet about 160 centimeters tall wearing a black cloak. It has a humanoid figure with a billed face. On its back is a large barrel as tall and twice as thick as the puppet itself. Rank: C Special Abilities: Kappa is a water-based puppet. The barrel contains a large ammount of water. The water can be expelled either through the vents in its hands or through its mouth. Origin: Karasu created this puppet right before the chuunin exams.
Name: Baa-sama Appearance: A puppet wearing a black cloak. It has the appearance of an old, hunchbacked woman with grey hair and a hooked nose. Rank: C Special Abilities: It has two hundred poison senbon stored inside, which it can fire through its mouth in a machinegun-like volley. Long , poison spikes can emerge from its hunched back. The spikes are as thin as a finger, but two meters long and strong enough to pierce through thin layers of rock. Origin: Karasu created this puppet as a chuunin.
Name: Souren Appearance: A puppet wearing a black cloak. It resembles a ghost, with a white skin and black hair covering its face. Rank: C Special Abilities: It has two hundred poison senbon stored inside, which it can fire through its mouth in a machinegun-like volley. It has vents in its right hand, allowing it to perform Zankuuha and its stronger version. Its left arm opens up into several compartments and can be used to summon the hands required for Thousand Arms Manipulation Military Art. Origin: Karasu created this puppet as a chuunin.
Name: Mushi Appearance: A puppet about 200 centimeters tall wearing a black cloak. It typically moves on all fours. It has a large, round main body like a barrel, with four paws and a lion-like head emerging from it. It has a long, scorpion like tail. Rank: C Special Abilities: Its barrel-like body is hollow. It can open up in the back and can be used to trap people inside. It has a large fuuinjutsu mark on its back. This is a chakra suppressing seal that robs anyone trapped inside the puppet to lose the ability to mold chakra. Its scorpion tail is very nimble and can prove to be an effective weapon. Like most of Karasu’s weapons it is poisoned. Origin: Karasu created this puppet as a genin.
Name: Watari Appearance: A puppet about 183 centimeters tall wearing a black cloak. It is shaped like an adult male with black, spiky hair and only one eye in the center of its head. Rank: C Special Abilities: Watari has a hole in its stomach. Inside it is a large fan that can be used to either conjure a large gust that will last for two seconds that will blow everything within five meters back, or a powerful vortex that will last for two seconds that will suck everything within five meters towards it. Both its palms contain summoning tattoos that can contain twenty poisoned shuriken each. The shuriken can be “shot” instantly from the seals. Origin: Karasu created this puppet as a genin.
Name: Haro Appearance: A puppet wearing a black cloak. It is about 180 centimeters tall. It has the appearance of an obese man with a pig’s head. Rank: B Special Abilities: It has two hundred poison senbon stored inside, which it can fire through its mouth in a machinegun-like volley. Its body is reinforced with powerful steel, making it slower but able to withstand a much greater amount of damage than other puppets. Its stomach is hollow, allowing the user to enter through its back and hide inside for attacks. From its hands it can create chakra shields. Origin: Karasu created this puppet as a chuunin.
Name: Buyo Appearance: A puppet wearing a black cloak. It resembles an extremely tall man, about 220 centimeters tall. It is very slim, with an insect-like face and iron jaws. The jaws are sharp, but are not poisoned as they are rarely used as a weapon and are more of a novelty. It has six arms. Rank: B Special Abilities: Kounotori is covered in poisoned needles, making touching it without getting poisoned quite challenging without an armor of sorts. Its upper two arms end in two deadly poisoned blades. Its lower two arms can be used to create chakra shields. Its middle two arms end in senbon grenades that can be launched, and will fire poisoned senbon in all direction once done so. I Origin: Karasu created this puppet right before his promotion to jounin.
Name: Hisui Appearance: A puppet wearing a black cloak. In terms of appearance, it is one of Karasu’s strangest puppets. It has a bell-shaped body, with a demonic face carved into the front. It has very long arms that start above the head and reach down to the ground. The arms are made of two segments and do not contain hands. Rank: B Special Abilities: The part of the arm which is usually turned to the body contains ten launchers each, neatly in a row. The launchers each contain three special kunai made of chakra-conducting metal. These blades are not only poisoned but can be infused with chakra to make them much more lethal, allowing them to pierce up to B-rank defences. It has the ability to place small mines underground. These mines are in fact just wooden shells filled with lots of paper bombs, and can detonate with a single one-fingered seal of the puppet’s controller. Origin: One of Karasu’s creations as a Sannin in Sunagakure.
Name: Suzume Appearance: A puppet wearing a black cloak. It resembles a little girl of 8 with pink hair and green eyes. It is only about 134 centimeters tall. It has three scrolls on its back. Rank: B Special Abilities: Suzume is centered around gas. If it uses one of its scrolls, the scroll disappears and the gas it contained will immediately be expelled through her mouth. One scroll contains an ordinary pitch black smoke. The other produces an equally pitch black explosive gas, and the final one produces poison gas that is again the same black color. Because the entire content of the scroll is unleashes at once, a large amount of gas is unleashed and a big area will be covered in smoke in a few seconds. If can also fire pellets through vents in its hands if it runs out of scrolls. The pellets explode into a poison gas cloud when they hit something. Origin: One of Karasu’s creations as a Sannin in Sunagakure.
San-mai Fukurou - The Three Owls
Name: Menfukurou Appearance: A puppet wearing a black cloak. It resembles a short male with a large head for its body. Its face is shaped like an owl with brown feathers. Rank: B Special Abilities: One of the three Owls, Menfukurou contains a scroll with many fuuinjutsu, allowing it to serve as a medium for fuuinjutsu techniques together with its brothers. It can travel underground, but must be above ground to activate any fuuinjutsu. Origin: Karasu created this puppet as a jounin
Name: Shirofukurou Appearance: A puppet wearing a black cloak. It resembles a short male with a large head for its body. Its face is shaped like an owl with white feathers. Rank: B Special Abilities: One of the three Owls, Shirofukurou contains a scroll with many fuuinjutsu, allowing it to serve as a medium for fuuinjutsu techniques together with its brothers. It can travel underground, but must be above ground to activate any fuuinjutsu. Origin: Karasu created this puppet as a jounin
Name: Karafutofukurou Appearance: A puppet wearing a black cloak. It resembles a short male with a large head for its body. Its face is shaped like an owl with black feathers. Rank: B Special Abilities: One of the three Owls, Karafutofukurou contains a scroll with many fuuinjutsu, allowing it to serve as a medium for fuuinjutsu techniques together with its brothers. It can travel underground, but must be above ground to activate any fuuinjutsu. Origin: Karasu created this puppet as a jounin
Name: Shako Appearance: A puppet about 187 tall wearing a black cloak. It resembles a muscular man with a dark skin. It has a ring beard and braided hair. It greatly resembles its “twin brother” Kiji save for the hair. Rank: B Special Abilities: This puppet can travel underground. Shako has a ribcage that can expand to three meters length. The ends of the individual ribs are shaped so they can connect with the ribcage of Kiji, forming a cage around the opponent. This cage is shaped like an oval, six meters from one puppet to the other and three meters broad at the center. The ribs are very sturdy and can resist up to B-rank techniques. It has a seal on its chest that allows it to cast Tsuin Oni no Kangoku if the ribcages are connected. In place of its stomach is a thick cable coiled around a pole with a spearpoint attached to its end, allowing it to use it as a stinger and retract it if necessary. The stinger is poisoned. From its mouth it can create an extremely bright light that will blind anyone that looks in its direction for one post. Origin: Karasu created this puppet as an Akatsuki.
Name: Kiji Appearance: A puppet about 187 tall wearing a black cloak. It resembles a muscular man with a dark skin. It has a ring beard and an afro. It greatly resembles its “twin brother” Shako save for the hair. Rank: B Special Abilities: This puppet can travel underground. Kiji has a ribcage that can expand to three meters length. The ends of the individual ribs are shaped so they can connect with the ribcage of Shako, forming a cage around the opponent. This cage is shaped like an oval, six meters from one puppet to the other and three meters broad at the center. The ribs are very sturdy and can resist up to B-rank techniques. It has a seal on its chest that allows it to cast Tsuin Oni no Kangoku if the ribcages are connected. In place of its stomach is a thick cable coiled around a pole with a spearpoint attached to its end, allowing it to use it as a stinger and retract it if necessary. The stinger is poisoned. From its mouth it can create an extremely bright light that will blind anyone that looks in its direction for one post. Origin: Karasu created this puppet as an Akatsuki.
Name: Ryoushi Type: Puppet Appearance: It appears as a man with a bird-like face. Wearing a black cloak, it is 198 centimeters tall. Its left arm contains a launcher-like device, its right arm ends in a blade. Rank: B Special Abilities: Ryoushi is a puppet that corresponds with the Sanme no Fuuin (Seal of the Third Eye). Its left arm contains a launcher-like device that contains 50 special kunai. These poisoned kunai are imbued with a special seal that corresponds to Sanme no Fuuin and will home in on any target afflicted with the seal. They will travel at a constant 60 mph and are extremely precise in their tracking, thus making dodging impossible. They can however be blocked, parried or deflected. Once their movement has stopped, they will fall to the ground like normal kunai. Out of the 50 blades, fifteen of them have an explosive tag added to them. Its right arm ends in a blade that, by channeling chakra through it, can expand to a lenght of ten meters. It is made of chakra-conducting metal meaning it is very sharp. Origin: Created by Karasu as a wanderer.
Name: Kouchou Type: Puppet Appearance: Kouchou has the appearance of a beautiful woman with long, black hair and a black cloak. It is about 176 centimeters tall and has four arms. Rank: B Special Abilities: The arms are segmented and can expand to a reach of twenty meters. These arms can even travel through the ground individually. Each arm contains a scroll of fuuinjutsu that allow the hands to function as rites for fuuinjutsu techniques. Origin: Created by Karasu as a wanderer.
Name: Shukke Type: Puppet Appearance: Kouchou looks like a bald monk wearing a black cloak. He is locked in prayer, always sitting in lotus position. Rank: A Special Abilities: Shukke is a one trick pony, but its single trick packs one hell of a punch. It has a seal on its body that, when activated, causes its size to increase tenfold and its density to increase a hundredfold. This will not only cause it to become large and hard, but also incredibly heavy weighing multiple tons. When this technique is activated the puppet will become too heavy for Karasu to control, causing it to crash into the ground with an amount of force strong enough to cause a crater and send a quake through the earth in a 30 meter diameter, causing anyone standing within to loose their footing. The full impact of the puppet is powerful enough to damage even S-rank summons and bijuu. Origin: Created by Karasu as a wanderer.
Name: Kuroinu Appearance: A puppet wearing a black cloak. It resembles a samurai with its brown hair in a knot. Rank: A Special Abilities: Kuroinu’s right hand holds a large shield that can cover its entire body. When chakra is channeled through the shield through Karasu's chakra threads, it can withstand up to A-rank attacks. Its left hand holds a crossbow-like device that can shoot bolts at thrice a kunai's speed. The bolts typically have about twenty explosive tags stuck to their shaft, meaning that once they collide with something they will create a rather large explosion. It has five bolts. It can discard its crossbow-wielding hand and cause a long sword to emerge from the hole at the end of its arm. The sword is made of chakra-conducting metal and can become much sharper when chakra is channeled through it, enabling it to cut through up to A-rank defenses. Origin: Karasu created this puppet as a Sannin.
Name: Shiroinu Appearance: A puppet wearing a black cloak. It resembles a samurai with its black hair in a knot. Rank: A Special Abilities: Shiroinu’s left hand holds a large shield that can cover its entire body. When chakra is channeled through the shield through Karasu's chakra threads, it can withstand up to A-rank attacks. Its right hand holds a poisoned morning star. Its chain can extend to ten meters, and the spikes on its ball can also expand and gain five meters in lenght. It can discard its flail-wielding hand and cause a long sword to emerge from the hole at the end of its arm. The sword is made of chakra-conducting metal and can become much sharper when chakra is channeled through it, enabling it to cut through up to A-rank defenses. Origin: Karasu created this puppet as a Sannin.
Name: Kijuuki Appearance: A puppet wearing a black cloak. It is one of Karasu’s larger puppets, around two meters tall. It has a summoning tattoo on its stomach and on its back and a large, broad head resembling that of a bat. Rank: A Special Abilities: If karasu activates the summoning tattoo on Kijuuki’s back, a large metal shield will emerge from it. The shield is round and has a diameter of easily ten meters, meaning the puppet will typically fly high in the air with its face down. When infused with chakra, the shield can withstand up to A-rank attacks or one S-rank attack though the shield will be desummoned immediately after the attack has been blocked. It has five bombs stored inside which it can drop down on the opponent from its mouth. The bombs are actually wooden shells filled with poisoned shrapnel and explosive tags. Upon Karasu’s command they will burst into a large explosion that will also launch the shrapnel in any direction. From the summoning seal on its stomach , once per battle, it can summon one hundred kunai that will rain down on the opponent and his surroundings. The kunai have razor-sharp, thin wires attached to them that are hardly visible to the naked eye. These threads will form a net around the opponent, making it hard for them to move without getting cut.
Origin: One of Karasu’s creations as a Sannin in Sunagakure.
Name: Kokyu Appearance: A puppet wearing a black cloak. It resembles an incredibly old man with a pale skin and a skeletal, gaunt face. It is bald and wears bandages over its head and left eye. The bandages hide nothing, and are purely for decoration. It has four summoning tattoos on its back and one more on its stomach. Rank: A Special Abilities: If karasu activates the summoning tattoo’s on Kokyu’s back, four large tentacles will emerge from them. These tentacles are absolutely massive; four meters wide and twenty meters long. The tentacle itself is made of rubber but it is covered with poisoned spikes very where, adding to its defense and making touching it without getting poisoned impossible. The tentacles each end in a drill. The tentacles can be controlled freely, and the drills can destroy up to B-rank defensive or solid techniques individually or A-rank if they all focus on the same object. They can even pierce an S-ranked defense though doing so will take one post of drilling. Their power comes with a price; due to their immense weight the puppet itself has to remain on all fours and cannot move.
The seal on its stomach contains four large poisoned shuriken that can be fired individually. The shuriken are three meters from one tip to another and spin fast enough to whip up dust when they hang still above the ground. They travel at about 60 mph.
Origin: One of Karasu’s creations as a Sannin in Sunagakure.
Name: Karasu (Crow) Type: Puppet Body Appearance: The face is shaped like Karasu’s and even has hair that perfectly joins with his real hair, but its eye glares wide open and its half mouth is forever locked in an ominous, toothed grin that reaches almost to its ear. The arms and leg look like you would expect them to look; made of wood, with obvious segments where the limbs are supposed to bend. Rank: A Special Abilities: Karasu’s right hand can be used for Advanced Chakra Shield, his left hand can be used for Zankuuha and its stronger version.
Origin: Karasu had these parts created for him to replace his limbs and burned face.
Name: Kimera Type: Puppet Armor Appearance: Kimera has a strange appearance. With the Akatsuki cloak covering everything but its head, it appears to most as a hunched-over old man. Its head has a bushy mane of grey hair emerging from its scalp. Its face has many artificial wrinkles and its eyes are locked in a permanent frown, making him appear mean and cranky. His body itself is in fact almost completely round, slightly longer than it is high. It has three limbs, one pair of feet and two pair of arms. One pair of arms functions as forelegs as it always walks on all fours while the other, situated slightly higher, do not end in hands. One simply ends in an empty hole, with a circular magazine at its lower arm area while the other ends in a grenade-like device. It has a bandana to cover up its mouth and wears black cloth around its circular body. It has a large demon mask on its back, with two tails emerging from it. One tail is shaped like a scorpion’s while the other ends in a serpentine head. Rank: S Special Abilities: As Karasu’s puppet armor, Kimera can be controlled from the inside. Kimera is reinforced with iron. In fact, his entire main body and its limbs are all covered in a layer of iron, sandwiched between two layers of wood. The outer layer is the one the opponent sees, the one that is adorned with skin color, while the inner layer is even covered in soft fabric for the user’s comfort. Its iron skin enables it to deflect a great deal of attacks. Normal weapons have no hope to harm it, as have techniques B-rank or lower.
Since Karasu cannot control other puppets while inside Kimera, he has given the puppet a lot of weapons so it can fight well by its own. Its scorpion-like tail is poisoned and can expand to a maximum length of ten meters. Its draconic tail can spit fire from a scroll. The stream of fire will quickly expand to a width of five meters and a length of ten and is equal in power to an A-rank fire technique. Its mouth contains a device that can mold chakra Karasu pours into it into either ten thin tentacles or disc shaped objects. Karasu can switch in between these techniques in an instant’s notice but cannot use them both at the same time.
Its arms are also weapons. Two more arms grow out of its flanks. Its two upper arms are more powerful. One arm ends in a vent that connects to a scroll in its magazine, allowing it to expel a large amount of black smoke in less than a second. The other arm contains a single senbon grenade that can be launched into the air and will rain the entire surrounding area with poisoned senbon. Both of these abilities can only be used once. As for the two arms that are used for walking, both their hands can conjure vents from their palms that can shoot poisoned kunai.
Then there’s Kimera’s defensive abilities. Like a turtle, its limbs, head and talls can all withdraw into its round body and a veil of chakra will envelop the circle that is left, shielding it from all attacks A-rank and lower though the puppet itself cannot move or attack while the shield is active. Its legs and walking arms contain coiled springs that allow it to jump ten meters into the air.
Karasu can enter Kimera through the stomach. The puppet also comes with a rocket chair-like function that will rocket Karasu out of the puppet and away from it in case the puppet is trapped or surrounded. For this, Kimera’s stomach has to face the sky but the puppet’s round body can spin independently, meaning this will take less than a second. Inside Kimera, Karasu gets a much lower, gruffer voice.
Origin: Karasu created this puppet as a wanderer.
Name: Hyakki no Mure (Flock of a Hundred) Appearance: Karasu’s variation of the 100 Puppets, his puppet army is much more organized than the original version. All of them wear a black cloak like all of Karasu’s puppets, but instead of normal human faces they have bird-like heads. Rank: S Special Abilities:
There are four types of puppets in Karasu’s puppet army, each of them making up a fourth of the group in whole. Due to the large quantity of the puppets, each of them has only a few functions.
Soldiers: Soldiers are puppets with black robes and a parrot-like head with a hooked beak. In one hand, they all wield a curved sword while they hold a round metal shield in the other. The hands are actually stuck to the weapons. The shield can deflect standard projectiles and attacks. The sword is poisoned.
Rippers: Rippers are puppets with black robes and a woodpecker-like head with a pointy beak. Instead of normal nails, their fingers all end in poisoned kunai that they can fire at the opponent individually or all at a time.
Flamethrowers: Flamethrowers are puppets with black robes and a duck-like head with a flat bill. Instead of a right hand, their right arms end in an opening from which they can unleash a stream of fire. The stream is rather small and weak and can only reach up to three meters. One stream only has the power of an E-rank jutsu, but multiple puppets can join their streams together to increase its power and reach. In the left hand they hold a spiked mace, the spikes being poisoned of course. To join their streams, the puppets have to group up in a pyramid formation (if its only two, the puppets will just stand side to side) and focus all their streams to one central point in front of them, from where it will continue as one larger stream. Each puppet can only fire one stream (sustained for about five seconds).
Two streams of flame = D-rank power and five meters reach. One meter thick Five streams of flame = C-rank power and seven meters reach. Two meters thick Eight streams of flame = B-rank power and ten meters reach. Four meters thick Twelve streams of flame = A-rank power and fifteen meters reach. Six meters thick Twenty streams of flame = S-rank power and twenty meters reach. Ten meters thick
Guardians: Guardians are puppets with black robes and an eagle-like head with a pointed beak. From their left hands they can conjure a chakra shield. The shield is rather weak and can only block an E-rank jutsu, but multiple puppets can join their shields together to increase its power and reach. In the left hand they hold a spiked mace, the spikes being poisoned of course. The shields cover the puppet’s entire body, and can be merged when the puppets group up in a pyramid or (if its only two, the puppets will just stand side to side) in which case the shield’s edges will merge and become one large shield. Each puppet can only use its shield once (sustained for about five seconds).
Two shields = Can block up to D-rank attacks Five shields = Can block up to C-rank attacks Eight shields = Can block up to B-rank attacks Twelve shields = Can block up to A-rank attacks Twenty shields = Can block up to S-rank attacks
Origin: Created by Karasu after he went rogue.
Last edited by Karasu on Wed Mar 07, 2012 11:23 am; edited 2 times in total | |
| | | Ruuji New
Posts : 17 Character Rep : 272 Join date : 2011-12-17
| Subject: Re: Jatori Karasu Tue Mar 06, 2012 3:03 pm | |
| [SC] SPECIAL CHARACTERISTICS.- Spoiler:
Name:Puppetry friends Rank: C Type: Mental Description: Often times we find ourselves wondering “ If only I can have more friends” well with this now we can, some minds have the ability to tinker at these complex weapons and have enough brain power left to wield the variety of weapons and traps they hold. With this trait you have trained enough in the art of puppetry than average puppetry users, as such, you can wield puppets one rank above your own and are more proficient with your chakra strings in controlling your master piece. (Must have puppetry as a specialty)
Name:Puppeteer of the year Rank: B Type: Mental Description: Clearly you have a talent for puppet shows and are much better at it now, with this skills trained it means you’ve put hours into tinkering around and learning everything about the tools you use, controlling them comes to second to second nature and now are able to do it easier. Able to wield 6 puppets at once now at the same time. Also you can make a single part of your into a human puppet, letting you keep your chakra and have nice hidden weapons to use. (Must have Puppetry as dominant skill, also allows creation of Human puppets [which also require puppetry as dom] Also requires Puppetry friends)
Name: Crazy cat person...but with puppets Rank: S Type: Mental Description: You are now one with your wooden trap-wielding children and can create and use the most complex puppets with ease. Allowing you to turn yourself into a human puppet, blessed with all your abilities, chakra and now a wide arsenal of hidden weapons plus you are able to use 10 puppets at the same time as if they were an extension of yourself. (Requires Puppeteer of the year)
Name: Basic Chakra control Rank: D-C Type: Chakra Requirements:: Requires Med or ninjutsu specialty and no increase Chakra SC Description: You have a understanding about the amount of chakra you put out but being a beginner, you have basic knowledge on the matter at hand. with naturally given talents to command the spiritual energies within you are now able to grasp the better concept of using your jutsu. As a result you can use less chakra then other for the same effect, E rank cost off of C rank jutsu and below
Name: Advence Chakra control Rank: B Type: Chakra Requirements:: Requires Med specialty and no increase Chakra SC And basic chakra control Description: You have a understanding about the amount of chakra you put out now being a session pro in this art,You have understanding about the amount of chakra you place into your techniques. Techniques that require little to almost no focus,. The lower the technique, the better you save on chakra.. with naturally given talents to command the spiritual energies within you are now able to grasp the better concept of using your jutsu. As a result you can use less chakra then other for the same effect, C rank cost off of A rank jutsu and below
Name: Master Chakra control Rank:A Type: Chakra Requirements:: Requires Med specialty Dominate and no increase Chakra SC And Advence chakra control Description: You have a understanding about the amount of chakra now you truly are a master, ou have a complete understanding on chakra, able to perform techniques with little to no fatigue. The lower the technique the more control you have over it. With naturally given talents to command the spiritual energies within you are now able to grasp the better concept of using your jutsu. As a result you can use less chakra then other for the same effect, B rank cost off of S rank jutsu and below.
Name: Slightly Faster Than The Average Ninja Rank: D-C Type: Physical Description: The user is slightly faster than an average ninja of their rank. When it comes to speed within this rank this user will usually win. Anyone of higher rank can still out run them. 10% faster than the average nin of the same rank. In Karasu’s case, this also applies to the movement speed of his puppets.
[SC] TRAITS.- Spoiler:
1. The Practicioner: a student who has determination. You are starting into the world of the shinobi and seeing that the one way to get stronger is by practice, you put that into your mental philosophy and decide that it's time for you start up on some things. Your practices are a bit infrequent, your muscles need time to rest because you're just learning
2. The Undeterred: You have practiced so much you have developed a routine. This routine allows you to adapt with your muscles, so you're less fatigue than with most. Your chakra is starting to become balance and because of that, you have 25% less word req when training jutsu
1. The mental door: You have a good enough mind to block out things from the simplest of readers and are able to hide your emotions unless you come in contact with those who are able to read you clearly. You'r beginning to understand the psychology of your own emotions (interpersonal) and you try to keep it at lock so that you're able to focus on somethings but it is not hard for you to lose focus
2. The mental blockade: The mind has begun creating walls over the emotions that you have, you appear to have a cold appearance and at times, you radiate a aura of distance. People have a hard time reading you, not only through a personal perspective but your physical perspective as well. A person might have a difficult time in reading you as an opponent, your next move is very hard to predict.
N O T . F O R G O T T E N
"Dad. You grew up with them, right? Mind telling me their story?"
Birth Date: Summer Home Village/Current: Sunagakure no Sato Parents: Jatori Gyo and Jatori Junko (Deceased) Siblings: Nariko (Deceased) Sensei / Role Model: Now, no one. Formerly Ranji (jounin) and his father. History: - Spoiler:
Childhood and Academy
His childhood had been pretty ideal. His mother was a housewife and his father was a revered jounin known for his great use of puppets. He also had a twin sister, Nanako. Both of the parents loved Karasu and Nanako a lot, and the young children would often watch their father build his puppets and train with them. Because of this, they already had a decent amount of knowledge about puppetry when entering the academy, causing them to become fairly popular among his fellow students.When the two were ten, the father, Jatori Gyo, created a puppet for both of them. Karasu’s puppet was called Inko and resembled Nanako, while Nanako’s puppet had the name Kanaria and resembled Karasu. Gyo told them that now, the two would never be alone. They would always have each other to rely on.
Genin
The twins were not placed in the same genin team, though. Karasu was put into a team with a jounin going by the name of Ranji, a female genin using Taijutsu by the name of Yui and a bookish, glass wearing genjutsu using boy called Toshio. The three genin became good friends, and Karasu and Nanako found themselves spending more and more time with their new genin friends than with each other. This went fine for a while, until a certain mission. Team Ranji, Karasu’s team, was sent to the borders of the Earth Country to defend an important fortress against the invading forces of a large band of missing nin, while team Kou, Nanako’s team, was sent on a mission near the Fire Country.
Karasu spent most of his time during the war defending that fortress, as it was an important barrier to protect the border. During these times Karasu matured greatly, experiencing the death of comrades around him. His only contact with his home came in the form of hawks. He would frequently write home and ask about Nanako’s wellbeing, but the parents knew nothing. Karasu didn’t have much time to worry about it, as the fighting was heavy and he had to give it his all in order to keep his team from dying. This was only partly successful.
At a certain time, during a the final stages of war, the criminals launched one final assault against the fortress, this time with all their might. They managed to invade the building, and in the thick of battle Karasu was separated from his team. After a while, the poor puppeteer was pressed into a corner together with a few other shinobi, and the group of togue jounin almost succeeded in killing Karasu. They had already killed the rest of the shinobi that had been cornered, but just as the jounin was about to plunge his sword into the shivering Karasu, Ranji jumped in front of him and took the blade, killing the nukenin with a mutual strike. With his final breath, he told Karasu the rest of the castle was cleared and the battle was over. Karasu came to the painful realization that, if the jounin hadn’t been protecting him, Ranji wouldn’t have died as the battle was over. And even though Toshio didn’t blame him afterwards, Yui grew much colder towards Karasu after the war and their friendship was eventually broken.
But the biggest shock awaited now sixteen year-old Karasu when he came home; Nanako was dead. Killed in an ambush. Her body had been maimed beyond recognition and all they had been able to recover of her possession was the scroll containing Kanaria; the puppet resembling her brother. Apparently her corpse had been clutching the scroll..
Chuunin
Saddened by both Ranji and Nanako’s death, Karasu grew silent and cold. Yui wouldn’t talk to him anymore. His only friend left was Toshio, who did notice the once cheerful, warm and naïve Karasu’s personality change. Gyo, however, was instead enraged about Nanako’s death and swore vengeance to the missing-nin that killed her. However, the Kazekage didn't want Gyo to go on a wild goose chase and ordered him to give up on revenge and stay in the village.
Gyo couldn't let go, however, and fled the village to hunt down the bandits himself. Naturally, this didn't go well with the Kazekage. He sent his best men to retrieve him, but Gyo killed them and resumed his goal only to end up being killed by the bandits. Most people started to develop a deep loathing for the deserter puppeteer, and the loathing of some people moved over to Gyo’s family. Thus, Karasu and his mother were in deep trouble. They were also being discriminated by the village, and Karasu’s mother fell into a deep depression. Karasu was suddenly disliked by most people, and his last friend, Toshio, also left his side.
Jounin&Anbu
With his face lost anyway, Karasu joined the ANBU to protect the village from the shadows. He did extremely well and even got promoted to ANBU Captain, during which he received many nicknames such a Tenfingers or the Puppet Sage, and became quite feared across the other countries. That is, until something drastic happened. One of the village elders who still had a grudge against Karasu’s father since one of the shinobi he killed was his nephew didn’t want the puppeteer to have all the fame he had gathered, so he plotted something. He bribed a few of the ANBU members to backstab Karasu during a mission. It was within the wilds of one of the minor countries that they gave away their position on purpose while infiltrating a base of a band of missing-nin, ten years ago. The ANBU returned to Suna leaving Karasu to die. He was captured by missing-nin and tortured. After a few months he finally escaped the base by posing as a corpse using medical ninjutsu and having them dump his body. By then both his arms and his right leg had been cut off. The right side of his face was burned and deformed beyond recognition.
Return
For a few months Karasu bid his time. He had to have another rogue puppeteer craft him a puppet arm, puppet arms and replace half of his face with that of a puppet. Then, he returned to Suna to assassinate the elder that had stabbed him in the back. After sneaking into his office, he killed him and hung his body from the kage building and returned to a reclusive life in the village hoping no one would ever find out. Today he still knows he has only limited time before someone finds out about the murder.
© 2011 Ikeda Itō. All rights reserved, all pictures belong to their original owners. Quotes and Template out look curiosity of Ikeda Itō of : CRISIS 2.0
Last edited by Karasu on Wed Mar 07, 2012 11:22 am; edited 1 time in total | |
| | | Rain Haruno New
Posts : 200 Character Rep : 2193 Join date : 2012-02-20
| Subject: Re: Jatori Karasu Wed Mar 07, 2012 10:32 am | |
| Name: Moku no Me (Eyes of Wood) Rank: A Type: Puppetry Element: None Range: N/A Description: When activating this jutsu, Karasu’s own eyes are forced to close. For as long as this technique is active, he will share the vision of all of his puppets, looking through their eyes as If it were his own. This gives him a tremendous advantage as he can see the area from many different angles, but it also leaves his real body vulnerable if there are no puppets near him. Activating this technique costs an amount of chakra usual for an A-rank technique, keeping it active consumes a C-rank techniques’s worth of chakra every post for as long as it is sustained. Can be used on a maximum of five puppets at once.
This is a no as its pretty impossible swaking your eyes with a puppets or multiple puppets without connecting your eyes to theres in a way
Name: Kugutsu Shuuzen no Jutsu (Puppet Repair Technique ) Rank: D-S Type: Puppetry Element: None Range: N/A Description: If a puppet is destroyed and the user still has a chakra thread connected to a part of it, this technique can recreate the puppet and restore it to its original state, “bringing it back to live” as it were. The rank of this technique and thus the chakra it consumes depends on the rank of the puppet.
Needs a better description for example if a puppet was shattered into several pieces how can you restore it with only chakra to bind it together for it would consantly take chakra to keep the pieces together
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| | | Ruuji New
Posts : 17 Character Rep : 272 Join date : 2011-12-17
| Subject: Re: Jatori Karasu Wed Mar 07, 2012 11:24 am | |
| Deleted both, the second because that would be a waste of chakra. | |
| | | Ruuji New
Posts : 17 Character Rep : 272 Join date : 2011-12-17
| Subject: Re: Jatori Karasu Thu Mar 08, 2012 9:10 am | |
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| | | Ruuji New
Posts : 17 Character Rep : 272 Join date : 2011-12-17
| Subject: Re: Jatori Karasu Thu Mar 08, 2012 1:39 pm | |
| Never mind, dropping this character lol | |
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