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Jatori Karasu Revamped

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Jatori Karasu Revamped

Post by Unagi on Thu Dec 29, 2011 9:10 am


Name: Jatori Karasu
Nickname/Alias: Kugutsu Seijin (The Puppet Sage) Juyuubi (TenFingers) The One Man Army
Age: 37
Gender: Genderless cyborg! Nah, just male really.

Looks:

Not many people have set their eyes on Karasu’s real face the last few years. Nowadays he spends most of his time inside his puppet armor Dachou even having it wear the black robes he always wears himself to have it seem like it’s his real body.

In reality, 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 Tsuchi 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 Now the right side of his face has been replaced by a puppet face.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, he always wears a black robe underneath which he usually goes bare chested, with only simply black pants and sandals.


Personality:

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. He names all of his puppets after birds.

Likes & Dislikes:

Likes:

• Puppets
• Calm
• Winning
• Birds
• Dishes with beans and potatoes.

Dislikes:


• Loud people or places
• Rude behavior
• People who underestimate puppetry




Catch Phrase:

• “Even the smallest birds have sharp talons.”
• “I’ll show you my puppet performance.”
• “Insolent…”
• “Better safe than sorry.”
• “What a drag..”






Family Name: Jatori
Kekkei Genkai: None
KKG Jutsu: None




Province: Free Lands
Title Rank: Wanderer
Skill Rank: S





Skill Specialty:
Main: Puppetry
Sub: Fuuinjutsu
Tertiary: Medical Jutsu


Elemental Affinity:
Main: N/A


Special Characteristics:


Name: Chakra Reserves
Rank: Elite
Description: Karasu has large chakra reserves, increasing his chakra by 30%.

Name: Chakra Control
Rank: Super
Description: Karasu has very good chakra control, allowing him many feats such as making his chakra strings so thin they are invisible.


Name: Puppet Master
Rank: Super
Description: A true master of puppetry, Karasu can perfectly control 10 puppets at a time.


Name: Quick of Hand
Rank: Avarage
Description: Karasu is very quick of hand. He can take his scroll from his back, summon the desired puppets from his scroll and put his scroll back on his holder all in just a second.


Flaws/Weaknesses:

Name: Close Combat
Rank: Super
Description: Karasu is horrible at close combat, due to a combination of his physical weakness and low stamina and simple lack of experience.


Name: Physically Weak
Rank: Super
Description: Karasu is physically much weaker than most shinobi of his rank in terms of pure muscle power by 20%.

Name: Low Physical Stamina
Rank: Super
[Description: Karasu isn’t used to physical combat and therefore has much lower physical stamina than most other ninja of his rank. He can keep up with most of them in terms of normal travel, but will tire easily if he is forced to move a lot or perform many quick dodging maneuvers in combat. He also can't take much of a beating. By 15%

Name: Dependency
Rank: Avarage
Description: Karasu has very limited means to attack or defend without his puppets. If all of them are destroyed in battle or if he is somehow separated from his scroll, he will generally be at a severe disadvantage.

Name: Running Speed
Rank: Avarage
Description: Karasu’s running speed is slightly below average for his rank. By 5%

Name: Medical Ninjutsu
Rank: Avarage
Description: His knowledge on medical ninjutsu isn’t as big as most medical shinobi of his level since he mainly uses it to create his poisons.









Puppets and Related Items
Spoiler:

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 as a wanderer.

Name: The Dodo’s
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 and poisoned shrapnel 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 as well as launching the shrapnel in every direction.
Origin: Created by Karasu as a wanderer.

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 a wanderer.

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 Minarai.
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. Once spun, the threads cannot be removed and will remain in between their hands until either the strings or the puppets are destroyed.
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 Minarai.
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. Once spun, the threads cannot be removed and will remain in between their hands until either the strings or the puppets are destroyed.
Origin: Karasu retrieved this puppet from his sister's corpse.

Name: Komadori
Appearance: A puppet about 160 centimeters tall wearing a black cloak. It has the shape of a young woman with waist-lenght, red hair. On its back is a large barrel as tall and twice as thick as the puppet itself.
Rank: C
Special Abilities: Komadori 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. The barrel contains about twenty liters.
Origin: Karasu created this puppet as a Minarai.

Name: Garanchou
Appearance: A puppet about 160 centimeters tall wearing a black cloak. It has the shape of a young man with strange, blue hair that emerges from its scalp and fall over its head in many thick strands. On its back is a large barrel as tall and twice as thick as the puppet itself.
Rank: C
Special Abilities: Garanchou 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. The barrel contains about twenty liters.
Origin: Karasu created this puppet right before the Heikin exams.

Name: Oumu
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: Oumu's greatest asset is its ability to travel through sand and dirt. It has two hundred poison senbon stored inside, which it can fire through its mouth in a machinegun-like volley. One hundred senbon are fired per volley, meaning this ability can be used twice per thread before the puppet runs out. 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. The spikes can also be retracted at will.
Origin: Karasu created this puppet as a Heikin.

Name: Taka
Appearance: A puppet wearing a black cloak. It resembles an adult male with half-long, white hair.
Rank: C
Special Abilities: It has two hundred poison senbon stored inside, which it can fire through its mouth in a machinegun-like volley. One hundred senbon are fired per volley, meaning this ability can be used twice per thread before the puppet runs out. 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. Can be used once per thread.
Origin: Karasu created this puppet as a Heikin.

Name: Gachou
Appearance: A puppet about 200 centimeters tall wearing a black cloak. Despite being shaped like an adult male with a black Mohawk, it typically stands on all fours. It is rather big and has enough room for a person to be stored inside its back. It has a long, scorpion like tail.
Rank: C
Special Abilities: Like Oumu, Gachou can travel underground. Its back is hollow and can be used to trap enemies 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 Minarai.

Name: Watari
Appearance: A puppet about 183 centimeters tall wearing a black cloak. It is shaped like an adult male with black, spiky hair.
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. The fan can be used for either abilities thrice per thread. Both its palms contain summoning tattoos that can contain twenty poisoned shuriken each. The shuriken can be “shot” instantly from the seals, one at a time.
Origin: Karasu created this puppet as a Minarai.

Name: Hato
Appearance: A puppet wearing a black cloak. It is about 180 centimeters tall. It has the appearance of a rather fat, bald man.
Rank: B
Special Abilities: It has two hundred poison senbon stored inside, which it can fire through its mouth in a machinegun-like volley. One hundred senbon are fired per volley, meaning this ability can be used twice per thread before the puppet runs out. 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 Heikin.

Name: Kounotori
Appearance: A puppet wearing a black cloak. It resembles an extremely tall man, about 220 centimeters tall. It is very slim, with a long face and short, brown hair. 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.
Origin: Karasu created this puppet right before his promotion to Sensei.

Name: Hisui
Appearance: A puppet wearing a black cloak. In terms of appearance, it is one of Karasu’s strangest puppets. It has the head and torso of a broad, middle-aged woman with graying hair but its arms are much longer, reaching 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. Since every launcher contains three kunai, three volleys per thread can be launched. It can travel underground and 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 Kami 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. Each scroll can only be used once. 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, however these clouds are much smaller than clouds used through the scroll. The puppet can fire up to two pellets at a time, and contains six pellets.
Origin: One of Karasu’s creations as a Kami 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. It is bald, but has a blonde goatee.
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 Sensei

Name: Shirofukurou
Appearance: A puppet wearing a black cloak. It resembles a short male with a large head for its body. It is bald, but has a white moustache.
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 Sensei

Name: Karafutofukurou
Appearance: A puppet wearing a black cloak. It resembles a short male with a large head for its body. It is bald, but has rather prominent grey, brushy brows.
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 Sensei

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 and two meters in width. The ends of the individual ribs are shaped so they can connect with the ribcage of Kiji, forming an oval cage around the opponent. 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.
Origin: Karasu created this puppet as a wanderer.

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. 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.
Origin: Karasu created this puppet as a wanderer.

Name: Shirowashi
Appearance: A puppet wearing a black cloak. It resembles a samurai with its brown hair in a knot.
Rank: A
Special Abilities: Shirowashi'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 twice 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 four bolts.
Origin: Karasu created this puppet as a Kami.

Name: Inuwashi
Appearance: A puppet wearing a black cloak. It resembles a samurai with its black hair in a knot.
Rank: A
Special Abilities: Inuwashi'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 length. Once extended, the chain can also shrink back to its former size.
Origin: Karasu created this puppet as a Kami.

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 , gaunt, bald head with a huge, smiling mouth.
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 thread, 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 Kami 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. Once summoned, these tentacles cannot vanish back into the seals. They can however be disconnected from the puppet if the user feels like moving it, though the tentacles cannot be reattached and thus controlled anymore.

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 Kami 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: Dachou
Type: Puppet Armor
Appearance:

Dachou appears like an insanely large and broad man. It is slightly more than eight foot tall and extremely broad, its arms being like branches of small trees. It has a gorilla-like build with long arms, black hair and strange, beady eyes, one of them being red. Its long, unkempt hair falls over his face and seems to cast a permanent shadow over his forehead and eye area.

Rank: S
Special Abilities:
As Karasu’s puppet armor, Dachou can be controlled from the inside. Dachou is reinforced with iron. In fact, his entire chest 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. It has long claws emerging from its knuckles that are of course poisoned. The claws are made of chakra-conducting metal and are more durable than most katana's. They are about twenty centimeters long. When inside the armor, it gives Karasu a low, very gruff voice.

Inside Dachou’s mouth, a launcher-like device is installed. This allows various attacks made from pure chakra to be emitted from it. Since the attacks are made of the user’s chakra, they can be used as long as the user has chakra and the device remains intact. At the waist, the torso and the legs are connected to each other by a screw. The screw can be used to cause Dachou’s upper body to spin around at an extremely rapid rate. It has a chakra shield generator on both its hands, enabling it to use Advanced Chakra Shield.

Two more arms grow out of its flanks. These arms are much thinner than its normal arms though they retain the same length, making them appear very skeletal. Both of these arms are typically folded around its stomach making them invisible under Dachou’s cloak. The left arms end in vents that connects to a scroll in its stomach, allowing it to expel a large amount of black smoke in less than a second. The right arms contain senbon grenades 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 twice, once for each arm.

Dachou’s final ability is that it has a scroll filled with lots of extremely compacted air in both his legs. Upon Karasu’s command the air can be unleashed and expelled through a barrel on the puppet’s ankle.. When expelled through the legs, it increases Dachou’s movement speed by 50% or allows him to jump up to ten meters high. Can only be used once per topic.

Karasu can enter Dachou through the back. 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. Even if the puppet is destroyed, certain remaining parts of him can still be used if chakra strings are attached to them.

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 Minarai.

Name: Kugutsu Seijin no Sukuro-ru (Scroll of the Puppet Sage)
Type: Scroll
Appearance: A thick scroll hanging from Karasu’s back.
Rank: D
Special Abilities: The large scroll on Karasu’s back that contains most of his puppets. Only his most powerful S-ranked puppets get their own unique scroll laced in gold, the rest is stored in here. It holds a special seal at the start that can be reached by rolling it open just a little. Karasu only needs to place his hand on the seal and think of the puppets he wishes to summon to call them to the field.
Origin: Karasu created this scroll as a Minarai.





Puppetry
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 Tsume (Chakra Claws)
Rank: D
Type: Puppetry
Element: None
Range: N/A
Description: Channeling chakra through Dachou’s claws, Karasu can have a them expand in length until they reach about one foot.

Name: Chakra no Tate (Chakra Shield)
Rank: C
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 C-rank and lower attacks.

Name: Shioki Jiten (Execution Spin)
Rank: C
Type: Puppetry
Element: None
Range: N/A
Description: Dachou spins its upper body around at high speed, so fast it will appear to the opponent as a blurred movement. While doing this, the puppet will stretch out its arms in an attempt to behead the opponent. This technique’s deadliness can be increased by combining it with Chakra Tsume. This technique is extremely hard to avoid from up close due to the fact that the spin reaches full speed almost instantous.

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 Kawarimi no Jutsu.

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. Consumes 5 liters of oil.

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 five meters and are equal in power to a C-rank Katon technique.

Name: Aoi Ite no Jutsu (Azure Hand Technique)
Rank: C
Type: Puppetry
Element: None
Range: Up to ten meters
Description: Karasu's puppet Garanchou shoots two thin, razor-sharp jets of water from its hands. The jets can slice right through flesh, bone and rock and are equal in strenght to a C-rank Suiton technique. Uses up 4 liters of water.

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. Uses up 5 liters of water.

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. Consumes 10 liters of oil.

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. Uses up 5 liters of water.

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 give them a large boost in speed equal to a shushin technique. Can only be used on up to three puppets at once and counts as 1 shushin for every puppet that uses it.

Name: Zankuuha (Decapitating Airwaves )
Rank: C
Type: Puppetry
Element: None
Range: Up to five meters
Description: Zankuuha is a Ninjutsu technique utilized by the Sound ninja Zaku Abumi. Using the air vents installed in his arms, Zaku 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: Zankyokukuuha is a Ninjutsu technique utilized by the Sound ninja Zaku Abumi. This technique is a variation of the Zankuuhaa. Like the Zankuuha, Zaku 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 ten 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, being able to cut through flesh, bone and even trees and rock. They are ten 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: 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: Kugutsu Ruika no Jutsu (Puppet Acceleration Technique)
Rank: B
Type: Puppetry
Element: None
Range: N/A
Description: By channeling chakra through the thread of the destined puppet, Karasu can give it a temporary boost in speed. Said puppet will move at 100% increased speed for two seconds, giving them speed greater than most shinobi. Can only be used on up to two puppets at a time.

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: 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 A-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: 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.

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: 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.

Name: Hitokugutsu (Human Puppetry)
Rank: S
Type: Puppetry
Element: None
Range: N/A
Description: A technique developed by Sasori during his time in Sunagakure, this allows the user to create puppets from human corpses. By removing the internal organs of a foe and preserving the body to prevent decomposition, as well as adding weapons and defences, the user can make powerful human puppets. These puppets are different from normal ones, as they retain their use of chakra and any kekkei genkai that the human host once had.
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. Keeping this technique active will drain chakra over time.

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: 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.

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: Shishō Fūin (Ura Shishō Fūinjutsu )
Rank: S
Type: Fuuinjutsu
Range: Self
Element: None
Description: This technique is a fūinjutsu that the user places across their chest, and sets it to activate upon their death. The technique releases four symbols from the user's body that then form a large, black sphere around them. Anything caught inside the sphere's area is then drawn in and sealed within the user's corpse.

Ijutsu (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.






Last edited by Karasu on Thu Jan 05, 2012 1:01 pm; edited 16 times in total
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Re: Jatori Karasu Revamped

Post by UK-Ian on Thu Dec 29, 2011 9:39 am

Ok first of all, your SC and flaws don't match.. Let's see you have 2 Super Flaws to cover your Elite SC, 2 Average Flaws to cover your Super SC, and one average flaw for your average SC. That way you still need to add either 1 Super Flaw or 2 Average Flaws to Cover the last Super SC. Zaru


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Re: Jatori Karasu Revamped

Post by Unagi on Thu Dec 29, 2011 11:15 am

Done, though with the addition of one new flaw my post became too long, so I moved the History and RP sample to this post.



History:
Spoiler:

Childhood and Academy

His childhood had been pretty ideal. His mother was a housewife and his father was a revered Sensei 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, Watari 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.

Minarai

The twins were not placed in the same Minarai team, though. Karasu was put into a team with a Sensei going by the name of Ranji, a female Minarai using Taijutsu by the name of Yui and a bookish, glass wearing genjutsu using boy called Toshio. The three Minarai became good friends, and Karasu and Nanako found themselves spending more and more time with their new Minarai 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 Sensei almost succeeded in killing Karasu. They had already killed the rest of the shinobi that had been cornered, but just as the Sensei 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 Sensei 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..

Heikin

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.


Sensei

Determined to regain his family’s reputation, Karasu worked hard becoming a Senseis. He did extremely well, recieving 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 Sora 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.

Missing-nin

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 Sora 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 fled the village, but not before being spotted becoming a high priority criminal in the bingo books. For years he wandered the land…


RP Sample:

Post from Naruto Lost Dimension

Spoiler:

A giant lumbered through the forest. It was easily 8 foot high and as broad as three men, with arms like trunks of a small tree. He was wearing a black cloak, and his shaggy, messy black hair fell over his face from all angles, causing a black shadow to fall over his beady eyes. Casually he walked the broad dirt path in front of him. His trip through the Free Lands had just begun, and he still had many miles to traverse. Or rather, the person WITHIN him had many miles to traverse. Or rather, the person within IT.

The giant was no more man than any puppet Karasu had in his collection. This one was named Daichou, after an Ostrich. Ostriches were the biggest known birds, and the giant was Karasu’s biggest puppet. It differed from other puppets in that it looked more like a normal human despite its size, and that it could be controlled from the inside as well. If Karasu pleased, and he wasn’t forced out of Dachou through combat, he could might as well remain inside it for all day, letting no one see his true face. As a matter of fact, that was the reason he was wearing it now. Security was everything, and even in the Free Countries the village that wanted him dead could still have spies not to mention the bounty hunters that wouldn’t mind delivering his head to Sunagakure no Sato for a nice reward.

So why would a man like him be out in the Free Countries instead of within the Aka no Tana base where no assassin or bounty hunter could sneak up to him? Because he was looking for recruits. Aka no Tana had been rather empty for a while now. Their leader was still missing, and the same went for the two members that had been send to find him. True, a new recruit had joined just recently, and a fellow puppet master at that. But one was not enough to compensate three. So he traveled through the Free Countries where most missing-nin would roam. If any of them was worthy enough, he would offer them an invitation to the family. So far no one had qualified yet, but his journey was just beginning.

And so the giant lumbered on.
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Re: Jatori Karasu Revamped

Post by Nuitari Kouga on Fri Dec 30, 2011 5:14 am

Make sure that in any explanation where you say you are weaker, stronger, faster, or slower physical ability than an average shinobi, you explain just by how much. If you need references as to how we need you to explain this then read this guide:
http://www.narutold.com/t1147-special-characteristics-guide
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Re: Jatori Karasu Revamped

Post by Unagi on Fri Dec 30, 2011 5:44 am

Added percentages
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Re: Jatori Karasu Revamped

Post by Unagi on Fri Dec 30, 2011 2:55 pm

Bump
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Re: Jatori Karasu Revamped

Post by Elendril on Fri Dec 30, 2011 5:34 pm


Name: Chakra Control
Rank: Elite
Description: Karasu has extremely precise chakra control, decreasing the chakra cost of his techniques by 30% and allowing him many feats such as making his chakra threads so thin they are invisible to the naked eye.


Name: Reaction Speed
Rank: Super
Description: Karasu has very good reaction speed, allowing him to react to fast attacks much easier. Reaction speed is increased by 20%.

these are a no


<a href="http://sg-rpg.forumotion.com/t838-kimura-hirashi-jin-of-the-2-tail"><img src="http://i48.servimg.com/u/f48/14/48/29/80/799das12.jpg"></a>
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Re: Jatori Karasu Revamped

Post by Unagi on Fri Dec 30, 2011 5:39 pm

Edited
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Re: Jatori Karasu Revamped

Post by .Zack on Sat Dec 31, 2011 3:37 pm

Alrighty Looks good, Approved Unless Denied
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.Zack

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Re: Jatori Karasu Revamped

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